Free RPG

Hello all!  Years ago I created my own tabletop role-playing game, Blood & Iron.  It’s been sitting on my shelf for the last several years and as I read there was something of a revival going on for these things I thought why not make it available.  The character creation rules are presented below, the best measure of a game IMHO.  Have a look, make a character, and if you’re interested, send me an e-mail with “GAME” in the subject line and I’ll send you a Word copy.  If you need a version for an older version of word let me know in your e-mail.  It’s free to all, I only ask that you play and enjoy!

for your free copy e-mail me HERE

 

CHARACTERS:

Characters represent the people who inhabit the game world and fall into two categories:  player characters, who are created and controlled by the players, and non-player characters, which are created and run by the game master and constitute those individuals the players interact with through the course of the game.

 

Character Generation:

The following rules provide for the creation of player characters.  Fifteen character races are provided in these rules though the GM must decide which are appropriate to their game world.

 

Power Level:

The first thing that must be decided about a new character is their Power Level.  This is a general ranking of the character’s overall prowess and potential and is used in setting the character’s trait levels and abilities.

It is up to the GM to decide what power level the characters in their campaign world should belong to, keeping game balance in mind at all times.  The more powerful the players are, the greater their goals and challenges should be.  Most often characters in fantasy role playing games fall under the “Exceptional” category, though the GM may prefer the “Extraordinary” category if they have an especially epic, or apocalyptic, campaign theme in mind.

There are five power level categories:  “Commoner,” “Exceptional,” “Extraordinary,” Mighty,” and “Demigod.”  Each is explained below with an explanation of how these groups affect character creation.

 

Commoner:  This category represents the average person you are likely to meet and will include the vast majority of individuals encountered during the course of the game such as shop keepers, farmers, stable hands, what have you.

Though unglamorous, these can be very interesting characters to play or base a campaign on.  Stories are full of ordinary folk who are forced by circumstance to rise to the occasion and overcome great odds to achieve some goal.

Character Traits:  Roll 2d10 ten times and assign the results to the ten character traits as desired.

Character Points:  Commoner level characters start the campaign with no Character Points.  They must be acquired sacrificing traits or skills.

Exceptional:  This power level indicates a special person and is the standard for typical hero-types in fantasy role-playing.  Most adventures and important NPCs will fall under this heading such as knights, nobles, bandit leaders and the like.

Character Traits:  Roll 2d10 twenty times and assign the ten highest results to the character traits as desired.

Character Points:  Exceptional characters receive 5 Character Points at the start of the campaign.

Extraordinary:  These characters are the most powerful individuals that are typically encountered.  They are the major heroes and powerful leaders of the campaign.

The powerful figures of the Arthurian legends such as Lancelot, Galahad, and King Arthur himself fall into this category as well as the Celtic hero Finn Mac Cool and most of the mythic Greek figures like Odysseus, Perseus, and Jason.

Character Traits:  Roll 2d10+1 thirty times and assign the ten highest values as desired.

Character Points:  Extraordinary characters begin the game with 10 Character Points to distribute.

Mighty:  Mighty characters are rare heroes of mythic standing, the fulfillers of great destinies and may be semi-divine or the children of gods depending on the campaign setting.  Mighty level characters stand far above the human norm and should be used with discretion by the GM.  Examples of Mighty level characters are the Celtic Cu Cuchlain and Greek Heracles.

Character Traits:  Roll 2d10+3 thirty times and assign the ten highest results as desired.

Character Points:  Mighty level characters start play with 25 Character Points to spend.

Demigod:  Demigod characters are just that:  demigod.  They are often beings from other planes of existence who have taken material form for some special purpose.  They may be minor divinities, demons, angles or whatever the GM deems appropriate to his campaign.

Demigod player characters are generally inappropriate and it is recommended that only very experienced GMs experiment with them.  Such characters, when allowed, should also be highly regulated.  They should be given some extremely difficult goal to achieve and have restrictions placed on their behavior, required to show great restraint or be forced to work through others.  Remember, power draws the attention of the powerful and if the characters flaunt their strength or become too involved with the material world they will surely invoke the wrath of hostile powers.

Such a confrontation could decimate an entire campaign world as the various divine and diabolic factions escalate the conflict.  Of course this could be what you are going for, just be warned.  Also, while it may seem fun to have super-powered characters, such a game can be difficult to make challenging and turn dull very quickly.

Character Traits:  Roll 3d10+5 twenty times, assigning the ten highest results as desired.

Character Points:  Demigod characters begin the game with 25 character Points to distribute.

 

Character Traits:

There are several Character Traits used to represent the physical and mental capabilities of a character. These are divided into three categories: Primary, Secondary, and Tertiary traits. Primary and secondary traits are expressed as a numerical value ranging from 1 to 20 or higher.  The higher a trait’s value, the greater the character’s potential in that respect.  An average human individual will possess a value of 10 or 11 in any particular trait. Tertiary trait values

 

Primary Traits:  There are eight primary character traits; four of these are Mental, meaning they show some aspect of the character’s intelligence or personality, and four are Physical, rating the character’s bodily development and fitness.  Each trait is listed below with a brief explanation of how it affects game play.

Mental:

Intellect     (IN)

Intellect represents the character’s ability to learn and reason.  It is used to determine the number of skills a beginning character has at the start of play as well as directly affecting their ability to develop a number of these skills directly.

Discipline     (DS)

Discipline reflects a character’s willpower and self-control.  A high discipline allows a character to overcome the effects of fear and torment, in addition to helping find the number of skills a new character begins with along with their Intellect.

Observation     (OB)

This trait is a measure of the character’s perceptiveness and intuition.  It is important to the GM in determining what a character does and does not notice about the environment around them at critical moments.  It is also used in finding a character’s potential regarding a number of important skills.

Charisma     (CH)

This trait is used to gauge a character’s force of personality and powers of persuasion.  It will affect the way NPCs view and interact with the character.

 

Physical:

Strength     (ST)

This trait ranks the character’s overall muscular prowess and ability to inflict damage on an opponent in combat.  It directly affects the character’s ability to develop many combat skills and determines the amount of weight a character is able to carry before they become burdened by it.

Endurance     (EN)

Endurance is the character’s stamina and their ability to withstand physical torment and abuse.  It is principle in setting the amount of damage a character can withstand.

Constitution     (CO)

This is the character’s health and their ability to resist the effects of things such as poison and disease.  Along with Endurance it helps determine the amount of damage a character can withstand.

Dexterity     (DX)

Dexterity represents the character’s speed, reflexes, coordination, flexibility, and agility.  It affects a character’s rate of movement as well as their ability to strike, and avoid being struck, in combat.  Many skills are directly related to a character’s Dexterity.

 

Secondary Traits:  There are four secondary character traits, determined by averaging two or more primary trait values.  These are explained below:

Melee     (ML)

ST + ST + DX/3

The Melee trait represents the character’s aptitude with physical combat, governing their ability to strike and inflict damage.  It affects both handheld striking weapons and hand-to-hand combat.

Missile     (MS)

DX + DX + ST/3

A character’s Missile trait determines their ability to use missile weapons; both thrown weapons such as axes and knives, as well as launched weapons like bows and crossbows.

Magical Aptitude     (MA)

IN + DS + OB/3

Magical Aptitude shows the character’s ability to perceive and manipulate the forces that govern magic.  It directly affects their ability to learn magic skills, utilize them, and to resist the effects of hostile magic forces.

Appearance    (AP)

(ST + EN + CH/3) +1d10-5

Appearance is a measure of the character’s physical beauty, at least by the standards of their own species and culture.  Let’s face it, what you look like greatly affects how you interact with the world, for good or ill.  Note:  do not include the -2 ST penalty for female characters when finding their AP trait value.

 

Tertiary Traits:  There are four tertiary character traits.  These are modifiers that affect game, such as damage and defense bonuses, based on a character’s primary traits.  There are four Tertiary traits:

Damage Points     (DP)

EN x 2.5 modified by CO as follows:

Per point of CO trait above 10: +1

Per point of CO trait below 10: -1

Furthermore, DP are modified by the size category the character’s race belongs to.  These are listed in the character race descriptions at the end of this section:

            Tiny:  0.25 X normal

            Very Small:  0.5 X normal

            Small:  0.75 X normal

            Medium:  1.0 X normal

            Large:  1.5 X normal

            Very Large:  2.0 X normal

            Huge:  5.0 X normal.

Note:  Round all fractions down.

Damage Points are a measure of how much physical punishment something an object or individual can withstand before they are destroyed or killed.  See Game Systems: Injury & Death for more details.

Movement Base     (MvB)

ST + EN + CO + DX/4 modified by character height as follows:

Per full 5” over 70” in height: +1

Per full 5” below 60” in height: -1

This represents the character’s rate of movement in feet per Turn while walking.  See Game Systems: Movement & Encumbrance for more details.

Damage Bonus     (DAM)

Per point of ST trait above 15:  +1

Per point of ST trait below 10:  -1

This is a bonus to damage the character inflicts in combat while using a melee weapon or striking in hand-to-hand combat.

Defense Bonus     (DEF)

Per point of DX trait above 15:  +1

Per point of DX trait below 10:   -1

A character’s defense modifier represents a character’s ability to avoid being struck in combat; it is subtracted from an enemy’s to-hit rolls made against them.

 

Gender Based Trait Modifications:

The character’s gender is chosen by the player.  Female characters receive a bonus of +1 to the Dexterity and a -2 penalty to their Strength trait values.

 

Racial Based Trait Modifications:

A character’s chosen race will also affect some of their character trait values.  These modifications are detailed in the section on Character Races at the end of this section.

 

Minimum Trait Values:

To ensure playable characters, replace any trait value under 5, after all modifications are made, with a final value of 5.  There is no maximum trait value, if modifications cause a trait to exceed 20 that is permissible.

 

Character Height and Weight:

Players should determine their character’s own height and weight based on the averages for their chosen character race found in the Character Races lists at the end of this section.

Note that characters with high overall physical traits will tend to be larger while those with lower overall physical trait values will tend to be smaller.

Handedness:

To determine the handedness of a character roll 2d10.  A result of 2 through 5 indicates a left-handed character.  A result of 6 to 18 indicates a right-handed character.  A result of 19 or 20 indicates an ambidextrous character that can use either hand freely at no penalty.

Note: Characters possessing Dexterity traits of 21 or higher are automatically ambidextrous and are not required to roll for handedness.

A character who performs an action with their “off-hand” suffers a penalty of -4 to any required success roll.  The GM may also require a success roll vs. Dexterity with the -4 penalty for actions that normally wouldn’t require one like writing a message, etc, if the character is forced to perform it with their non-dominant hand.

Age and its Effects:

All mortal characters will be subject to the effects of aging, eventually growing old and dying.  The aging process results in the gradual reductions of the character’s physical trait values.

Each race has a Critical Age (30 for humans) at which time they must roll 11+ on 2d10 for each physical trait.  If the roll fails that trait is reduced by 1.  On an unmodified roll of 2, the trait is reduced by 2 points.

Thereafter, at each Reduction Period (5 years for humans) the process is repeated.  Once a character’s age reaches 2X their race’s critical Age the mental traits begin to be affected as well.  If any trait is reduced to a value of 0 in this manner, the character dies of old age and cannot be revived in any manner.

Note:  The reduction of a character’s traits may also lower their skill levels though this is rarely an issue since characters are typically retired and out of play by this time.

Other Character Information:

Other important background data regarding a character can include their homeland and social background, family relations, allies, enemies, patrons, etc.  This can be recorded in the notes section on their character sheet or on a separate document.  Also important are the character’s property and possessions, both those they normally carry on their person and those kept at their home.

A detailed character background, worked out with the GM’s input, can also be an excellent way to round-out a new character and assist in the creation of interesting story lines for the campaign.  A description of the character’s personality and motivations can also be helpful.

Character Races:

Fifteen different character races are included in these rules.  The GM is free to alter, add to, or remove any races that are not suited to his campaign vision.  The important thing is to keep play balance in mind at all times.

HUMANS:

IN: +0    DS: +0    OB: +0    CH: +0   MA:  +0

ST: +0    EN: +0    CO: +0    DX: +0

Critical Age:  30     Reduction Period:  5 years

Base Starting Age:  15

Size:  Medium     Recovery Modifier:  1.0

Average Height:  70”/65”     Average Weight:  150 lbs/130 lbs

Special Abilities:  None

Description:  Humans are men and women much like you–we assume.  Human subgroups run the full range present in our own world and all game systems use them as their standard unless otherwise noted.

It is advisable for players new to role-playing games or fantasy literature to start with human characters until they have a feel for the behaviors and peculiarities of the other races.  Human are by far the most common of the races in most fantasy world setting though this may or may not be the case in the GM’s campaign.  Many history-based campaigns may only allow human characters.

ELVES:

IN: +0   DS: -3   OB: +1   CH: +0   MA: +1

ST: -1    EN: +0   CO: +1    DX: +1

Critical Age:  Na     Reduction Period:  Na

Base Starting Age:  100

Size:  Medium     Recovery Modifier:  2.0

Average Height:  75”/70”     Average Weight:  150 lbs/130 lbs

Special Abilities:

*Keen eyesight:  Elves see at double normal range and can see in starlight or better as if in full daylight.  They receive a bonus of +2 to all vision-based OB success rolls.

*Ageless:  Elves do not physically age beyond maturity, which they reach after about a century.  For profession purposes, an Elf’s individual tours of service should be considered 25 years each.

Description:  Taller than Humans by several inches, Elves tend to be of very slender build and are less physically powerful than their mortal counterparts.  They have very fine, angular features, pointed ears, and men grow n facial hair.

Elves are relaxed, calm, and often whimsical by disposition, enjoying things as they come and never rushing anything before its time.  Elves are rarely ambitious by human standards and from a human perspective they can often seeming lazy, or even frivolous.  As an immortal fairy race, Elves hold a very different view of the world then their mortal cousins who frantically rush through life trying to squeeze every last drop of experience out of it.

They are great lovers of nature and life’s simple pleasures such as music and the arts.  They tend to live in small isolated colonies and, for the most part, remain aloof from the concerns of others though young Elves sometimes get the wanderlust and spend a few centuries out adventuring.

For all their love of frivolity however, Elves are capable of terrible wrath when angered. As immortals, few know better how to hold a grudge than an Elf.

HALF-ELVES:

IN: +0    DS: -1    OB: +0    CH: +0   MA:  +1

ST: +0    EN: +0    CO: +0   DX: +0

Critical Age:  50   Reduction Period:  10 years

Base Starting Age:  25

Size:  Medium     Recovery Modifier:  1.5

Average Height:  73”/68”

Average Weight:  150 lbs/130 lbs

Special Abilities:

*Keen Eyesight:  Half-Elves have superior eyesight to humans, though less so than full-blooded Elves.  They can see in moonlight or better as if in full daylight and receive a +1 bonus to vision-based OB success rolls.

Description:  Half-Elves are the offspring of a mortal Human and immortal Elf and, as such, are very uncommon.  Half-Elves combine the physical features of both races and will often be mistaken for one or the other depending on which parent they favor.

Half-Elves may be found either among Human or Elven communities depending on where and how they were raised and may favor one worldview over the other for like reasons.  Depending on the GM’s campaign, Half-Elves may have the choice of living as either mortals or immortals upon reaching maturity.  If they are to be mortal they are still long-lived by Human standards.

DWARVES:

IN:  +0    DS:  +2    OB:  +0    CH:  -1   MA:  -4

ST: +1    EN: +1    CO: +1     DX: +0

Critical Age: 150   Reduction Period: 25 years

Base Starting Age:  50

Size:  Medium     Recovery Modifier:  0.8

Average Height:  50”/45”     Average Weight:  150 lbs/130 lbs

Special Abilities:

*Magic Resistant:  Dwarves are highly resistant to magic.  A Dwarf’s MA trait value is treated as if it were 10 points higher when resisting magic.

Description:  Dwarves tend to be very short and stout in build and are physically powerful.  Both men and women grow long beards of which they are extremely proud.  The beard is never cut except in response to some great shame or as a profound statement of mourning.

Dwarves are a race of people who live in mountains or rocky hills, usually in vast and elaborate underground communities, sometimes consisting of many thousands of citizens.  They are renowned as the world’s finest craftsmen, especially with regards to stone and metalworking.

By nature, Dwarves tend to be sober and austere, having little patience for frivolity and the trivial, liking to deal with life on the most direct possible terms.  For this reason they tend to get along very badly with Elves and the histories of these two races are steeped in mistrust and suspicion though they tend to simply avoid one-another then engage in outright hostility.

Dwarves are often seen as overly materialistic, but in truth this is mainly due to their great love of beautiful things and fine workmanship than true greed.

GNOMES:

IN:  +0   DS:  +0    OB:  +0    CH:  +0   MA:  +0

ST: -4    EN: +0    CO: +0     DX: +4

Critical Age: 50   Reduction Period: 10 years

Base Starting Age:  20

Size:  Small     Recovery Modifier:  1.0

Average Height:  45”/40”     Average Weight:  100 lbs/80 lbs

Special Abilities:

*Attuned to Earth Magic:  Gnomes are finely attuned to the earth and wise in the ways of earth magic.  All Gnomes start the game with 10 SP of Earth Magic and are always specialists in that realm.

Description:  Gnomes are a physically small race of people, rarely over 4 feet in height, who tend to live in small, pastoral communities in remote areas and are usually governed by an elected mayor.

Gnomes delight in the natural world and things of a magical nature.  They are great storytellers and their elders have a well-deserved reputation as sages and lore masters.  They are known as an extremely friendly and generous people who enjoy a simple, naturalistic lifestyle far removed from the hustle and bustle of the “big folk.”

Being small and physically weak, they shy away from confrontation, preferring to use their wits and speed.  This is not to say Gnomish communities are easy prey for rouges and raiders as their slingers and archers are among the best around and they are fiercely protective of one-another and their homes if pressed.

Though they are akin to Dwarves they have much more in common with Elves socially and are one of the only mortal races the fey folk associate with on any regular basis.  Young Gnomes sometimes travel abroad seeking adventure and amusement.  While such activity by older Gnomes is somewhat scandalous but know unheard of.

BROWNIES:

IN: +1   DS: -3    OB: +1    CH: +0    MA: +5

ST: -10    EN: +0    CO: +0     DX: +6

Critical Age: Na   Reduction Period: Na

Base Starting Age:  100

Size:  Very Small     Recovery Modifier:  1.5

Average Height:  25”/22”     Average Weight:  15 lbs/12 lbs

Special Abilities:

*Ageless:  Brownies do not physically age beyond maturity, which they reach after about a century.  For profession purposes, a Brownie’s individual tours of service should be considered 25 years each.

*Attuned to Magic:  Brownies are unmatched spell casters and begin with 30 SP of Magic skills in any realm they wish.

*Immunity to Illusions:  All Brownies are naturally immune to illusions, phantasms, and displacement magic.

Description:  Brownies are extremely small fairies similar to Elves in social structure and temperament.  They are very shy by nature and with the exception of Gnomes will often refuse to have anything to do with the mortal races.  Less likely to be of the adventurous sort then their larger cousins, they often do their best to remain hidden from all but their closest associates, and often from them as well.  Brownies are extremely jealous of their privacy and their secrets and have been known to react poorly to violations of either.

They have a reputation for being pranksters and delight in playing tricks on others.  Though their jokes are not intended to be malicious in any way, their victims have often thought so.  This has led to the race having a very poor reputation in some areas.

They are unsurpassed magicians and rely almost entirely on magic to defend themselves since their size prevents them from being effective in combat.

NATURE SPIRITS:

IN:  +0   DS:  +0    OB:  +2    CH:  +1   MA:  +0

ST: -1    EN: +0    CO: +0     DX: +0    AP: +5

Critical Age: Na   Reduction Period: Na

Base Starting Age:  100

Size:  Medium     Recovery Modifier:  2.0

Average Height:  70”/65”     Average Weight:  150 lbs/130 lbs

Special Abilities:

*Attuned to Magic:  Each Nature Spirit is attuned to one of the four elemental realms of magic and starts the game with a SL equal to their MA trait value in that realm.  They are always specialists in that realm and may not develop any other magic skill.

*Magic Immunity:  A Nature Spirit is immune to any harmful spells belonging to the realm of magic to which they are attuned.  However they resist magic of its opposing realm at -5.  Air and Earth are opposing realms as are Fire and Water.

Description:  “Nature Spirit” is a broad term for elemental fairies that are tied to a specific location which dictates the realm of magic they are attuned to.  This could be a hill, grove, hot spring, mountain top, a stream, etc.

This location is the Nature Spirit’s Focus Point and their life is physically tied to that place; if that focus point is ever defiled the Nature Spirit with wither away and die within one year.  They are required to spend at least one day of the year at their focus point or they begin to lose 1 point from each of their physical traits per week until they return.  If any of their traits reaches 0 in this manner, the Nature Spirit dies.  Trait points lost in this way are regained at a rate of 1 point per year remaining at the focus point.

In appearance they resemble extremely beautiful mortals although any member of the fairy races will instantly recognize them for what they are.  They have no intrinsic gender and may take on the form of either sex but may only do so at their focus point.  They tend to be shy and solitary, shunning even other fairies, but occasionally go through a wandering phase in which they desire to see the world.

CENTAUR:

IN: +0    DS: -3    OB: +0    CH: +0   MA:  -5

ST: +4    EN: +4    CO: +0    DX: +0

Critical Age:  25     Reduction Period:  5 years

Base Starting Age:  10

Size:  Medium     Recovery Modifier:  1.0

Average Height:  105”/100”     Average Weight:  900 lbs/850 lbs

Special Abilities:

*Physically Powerful:  Centaurs may carry double the amount of weight for each encumbrance level.

*Swift:  A Centaur moves at double the normal speed as calculated by their trait values.

Description:  The Centaur are a bizarre race that combines features of both man and horse.  They have the lower body and truck of a horse, walking on four legs, and an upper body resembling that of a Human, beginning where a horse’s neck would be.  The upper body is covered in horse-like hair and they possess protruding snouts reminiscent of a horse.

They live in clan groups in open grassland plains and shun most technology, living what they call the “natural life.”  They are free-spirited and disdainful of most authority and structure.  Fierce and proud, they are distrustful of any magic except of a healing nature but a rightly legendary warriors by any standard.  While they do not actively avoid other races they are not known for going out of their way to meet them either, preferring their own company.  Those who have befriended Centaur, however, speak of them as the most loyal of friends and implacable foes.

LIZARD MEN:

IN: +0    DS: +0    OB: +0    CH: +0   MA:  -1

ST: +3    EN: +1    CO: +0    DX: -3

Critical Age:  40     Reduction Period:  5 years

Base Starting Age:  20

Size:  Medium     Recovery Modifier:  0.25

Average Height:  80”/75”     Average Weight:  300 lbs/250 lbs

Special Abilities:

*Natural Armor:  Lizard Men have a thick, scaly hide that provides a natural AF of 5.

*Natural Weapons:  They possess sharp teeth and claws that inflict +5 damage in HTH Combat and can inflict critical wounds like normal weapons.

*Endurance:  As reptiles, Lizard Men can go for 2X as long without food or water before suffering ill effects and require only 50% the normal amount of either when they do eat or drink.

*Extraordinary Healing:  In addition to healing from injury in 50% the normal time, never suffer from permanent critical wound penalties and can fully re-grow lost limbs.  An arm or leg takes approximately 1 month to be replaced.

*Weakness to Cold:  Lizard Men are highly susceptible to the effects of cold weather.  They suffer a penalty of -1 to all activity for every 5 degrees the temperature drops below 75.

Description:  Lizard Men a bipedal reptiles with long prehensile tails, thick scaly hides of green, black, or bronze coloration, and fiery red eyes.  They live in large communities along tropical coastlines or marsh areas, avoiding, and happily to be avoided by, other races.  They have a reputation for being belligerent and warlike but this reputation is based more on misunderstanding and prejudice than fact.  They do not interfere with the affairs of outsiders and do not tolerate others interfering with theirs.

Though they have been known to produce fine mages, particularly in the Fire realm, they are known best for being among the world greatest warriors.  Even the bravest, most battle-hardened soldiers have been known to panic and run before the plodding charge of hissing Lizard Men war clans less than half their own number.

GOBLINS:

IN: -1    DS: +0    OB: +0    CH: -2   MA:  -3

ST: +2    EN: +2    CO: +2    DX: +0

Critical Age:  25     Reduction Period:  5 years

Base Starting Age:  10

Size:  Medium     Recovery Modifier:  1.0

Average Height:  60”/55”     Average Weight:  160 lbs/140 lbs

Special Abilities:

*Natural Infravision:  Goblins possess natural infravision, as per the spell, useful at up to 100 yards.

*Natural Armor:  Goblins have thick hides which provide a natural AF of 2.

*Great Trackers:  Goblins are famous for their tracking abilities, possessing a sense of smell akin to that of a dog.  Goblins receive a bonus of +5 to all Tracking and scent-based OB success rolls.  They begin play with a Tracking SL equal to their OB trait value.

Description:  Goblins are a race of primitive and warlike humanoids, shorter than Humans but of heavier build and great strength.  They are covered in a thick hide of fur ranging from grey to brown in color, with yellow, catlike eyes and large, tusk-like teeth protruding from their lower jaw.

They live in large underground communities under the absolute authority of a chieftain and shaman who are typically Hobgoblins in groups of any appreciable size.  Dwelling in mountain caverns or interconnected burrows located in dense forests, they are unmatched miners save for Dwarves.

Goblin life is dominated by raiding and intertribal warfare.  While not innately evil or cruel, such are the conditions they live under in the vast majority of cases.  All goblins are warriors or slaves, with fighting prowess and ruthless cunning serving as the primary, and often only, keys to advancement and the right to mate.

They are bitter enemies of both Elves and Dwarves.  These races often hunt goblins for sport, and Humans react to them with little more regard.  Few settlements will tolerate their presence and virtually no one will trade with Goblins, aggravating an already tense situation.

HOBGOBLINS:

IN: +0    DS: -1    OB: +0    CH: -4   MA:  -2

ST: +3    EN: +2    CO: +2    DX: +0

Critical Age:  30     Reduction Period:  5 years

Base Starting Age:  10

Size:  Medium     Recovery Modifier:  1.0

Average Height:  65”/60”     Average Weight:  155 lbs/140 lbs

Special Abilities:

*Natural Infravision:  All Hobgoblins possess natural infravision, as per the spell, useful at up to 200 yards.

*Natural Armor:  Hobgoblins have thick hides which provide a natural AF of 4.

*Great Trackers:  Hobgoblins are famous for their tracking abilities, possessing a sense of smell akin to that of a dog.  Hobgoblins receive a bonus of +7 to all Tracking and scent-based OB success rolls.  They begin play with a Tracking SL equal to their OB trait value.

Description:  Hobgoblins are the elite of Goblin society, acting as rulers, warlords, and priests in all but the smallest communities.  They are similar to their lesser Goblin counterparts save that they tend to be larger in stature.

Goblin society is a rigidly enforced caste system where even breeding is strictly controlled by those in power, resulting in this “superior” subgroup.  Only Hobgoblins are allowed access to what little magical training is available, and then only to initiates of the priesthood.  Outsiders often refer to Goblins as “Orcs,” a term which Goblins find highly offensive though the Hobgoblins themselves frequently use the term when addressing their social underlings, especially among the common Goblins.

HALF-GOBLINS:

IN: +0    DS: +0    OB: +0    CH: -1   MA:  -1

ST: +1    EN: +1    CO: +0    DX: +0   AP:  -5

Critical Age:  30     Reduction Period:  5 years

Base Starting Age:  15

Size:  Medium     Recovery Modifier:  1.0

Average Height:  68”/63”     Average Weight:  155 lbs/135 lbs

Special Abilities:

*Natural Infravision:  Half-Goblins possess natural infravision, as per the spell, useful at up to 50 yards.

*Natural Armor:  Half-Goblins have thick skin, providing a natural AF of 1.

*Great Trackers:  Half-Goblins possess a highly developed sense of smell, though not so keen as a full-blooded Goblin.  They receive a bonus of +2 to all Tracking and scent-based OB success rolls.

*Social Stigma:  Half-Goblins receive a penalty of -4 to reaction rolls with most Humans and -2 with regard to Goblins and Hobgoblins.

Description:  Half-Goblins are the result of a union, often forced, between a Human and Goblin or Hobgoblin.  They tend to physically resemble the Human parent more in appearance but retain the sharp teeth and distinct yellow eyes of Goblins.  They do not possess the thick fur hide of Goblins but tend to be very hairy.

Some Hobgoblin chieftains employ them as spies and assassin since their presence is at least tolerated, if not encouraged, in Human communities where full-blooded Goblins may not move.  These individuals are rarely allowed to remain within the Goblin warrens for extended lengths of time however, as the Hobgoblins typically see them as potential rivals and usurpers.  For this reason, Half-Goblins tend to be loners who shun both societies.  Some have banded together in small, remote communities resulting in multi-generational Half-Goblins.

TROLLS:

IN: -5    DS: -4    OB: +4    CH: -5   MA:  -5

ST: +5    EN: +5    CO: +5    DX: +0

Critical Age:  80     Reduction Period:  5 years

Base Starting Age:  30

Size:  Large     Recovery Modifier:  0.25

Average Height:  90”/85”     Average Weight:  450 lbs/400 lbs

Special Abilities:

*Extraordinary Healing:  Trolls recover from injury in remarkable short time.  They never suffer from permanent critical wound penalties and will even re-grow severed limbs within two-weeks of losing them.

*Natural Armor:  Trolls have thick hides that provide a natural AF of 10.

*Natural Weapons:  Trolls possess sharp teeth and claws that inflict +1d10 points of damage in HTH Combat and can inflict critical wounds like normal weapons.

Description:  Trolls are large humanoid creatures with thick, rubbery green hides, amber eyes, and long, pointed noses.  They live in small family groups under a dominant male in hot, wet places; preferably swamps.

Trolls, while quite stupid by Human standards, are cunning hunters and have a fondness for the taste of Humans, Dwarves, and especially Gnomes.  They despise the taste of the fairy races but are just as likely to attack them for this reason alone.

They are sometimes used as guards or hunting beasts by powerful mages with a taste for the macabre as they are easily impressed, and frightened, by displays of magic.  They prefer to fight with their hands and teeth but some of the more clever ones can be taught to swing a club with some competence.

OGRES:

IN: -2    DS: -2    OB: -1    CH: -3   MA:  -5

ST: +10     EN: +5    CO: +0    DX: -3

Critical Age:  50     Reduction Period:  5 years

Base Starting Age:  25

Size:  Very Large     Recovery Modifier:  2.5

Average Height:  130”/120”  Average Weight:  1,000 lbs/900 lbs

Special Abilities:

*Natural Armor:  An Ogre’s thick skin provides a natural AF of 12.

*Very Powerful:  An Ogre’s fists strike like maces in HTH Combat, dealing 2d10+5 damage points, plus their DM bonus, and inflict damage like normal weapons.

Description:  Ogres are solitary creatures with thick, pale-grey skin and no hair of any kind.  They frequent mountains and dense forests well-removed from the traffic of other creatures.

They are skilled hunters and enjoy collecting pretty, shiny objects but are not overly aggressive by nature and will typically go to pains to avoid contact with others rather than fight—so long as their lair is respected.  The occasional exceptions to this rule are usually Ogres that have been bred by Goblins or others to fight from a young age.  These Ogres can be as aggressive as their free-living counterparts are not and make for profoundly dangerous opponents in battle.

Some Ogres have been known to befriend the occasional woodsman and even help injured persons found near their homes on occasion.  Their own technology is essentially stone-age but they are quite capable of using better equipment they happen to come by.

GIANTS:

IN: +0    DS: +0    OB: -3    CH: +0   MA:  -5

ST: +20    EN: +5    CO: +0    DX: -3

Critical Age: 250  Reduction Period:  20 years

Base Starting Age:  80

Size:  Very Large     Recovery Modifier:  4.0

Average Height:  180”/170”    Average Weight:  2,500 /2,200 lbs

Special Abilities:

*Natural Armor:  A Giant’s thick skin provides a natural AF of 5.

*Very Powerful:  A Giant’s fists strike like maces in HTH Combat, dealing 3d10 damage points, plus their DM bonus, and inflict damage like normal weapons.

Description:  Giants are very similar to Humans in most respects save for their enormous size and especially long life spans.  They tend to be extremely broad in build, necessary to support their great girth, but are otherwise much like their smaller cousins in appearance.

They are a reclusive race who tend to inhabit mountaintops, either alone or in small family groups, though there is said to be a very impressive city of giants ruled by their king at some location known only to them.  They are a fiercely proud race of folk, known for their complexity of character and culture.

While not especially hostile to outsiders, they avoid entering the lands of the “little people” because of the fearful reaction their arrival often provokes in others.

Character Points:

Special abilities and weaknesses help flesh-out and individualize a character.  Special abilities are attributes or possessions unique to the individual character while weaknesses represent are flaws or limitations they possess.  Characters determine these traits after determining their trait values and before selecting skills.

New characters begin the game with a number of Character Points (CP) set by their chosen power level.  These points are use to purchase items from one or more of the following categories, each selection having a cost in CP.  Weaknesses cost negative CP, effectively giving additional points to be used on other things.

There are three ways to spend CP:  Character Traits, Status, and Abilities/Weaknesses.  Each is detailed below.

Character Traits:  For the cost of 2 CP a character may increase a single trait value of +1.  This may allow a trait to exceed 20 but not drop below 5.  Alternately, a character my elect to sacrifice 2 points of character traits to receive a single CP to spend on something else.

Status:  A character may spend CP to begin the campaign of a higher social status and with greater starting funds.  A list of example social rankings is given below in order of point cost.  The lowest status categories are weaknesses with negative point costs.  This list is based on a generic fantasy human culture; it should not be used for the Fay races: Elves, Brownies, and Nature Spirits.  The GM must decide if this list is appropriate to his game world and the individual cultures within it.  The GM may, of course, invent his own list to suit his campaign vision.

Cost:   Status:

-7         Outlaw:  The character is an outlaw, beneath even a criminal.  His is completely outside society and has no rights whatsoever.  Anyone may kill the character or take their possessions freely without repercussion.  To help the character in any way is itself a serious crime.  Outlaws get a -8 penalty to reaction rolls when dealing with officials or law enforcement types, -4 with common folk, and -2 with other criminals.  They start the game with 100X1d10 Sp.

-6         Slave:  The character is considered the legal property of another.  They may begin the campaign as a runaway.  If a runaway slave is captured they are subject to serious penalties or death.  How well a slave is treated depends on the nature of the culture and the slave’s skills but they typically receive a -5 penalty to reaction rolls.  If the slave is acting on behalf of their master they may use their master’s status modifier    -4.  Slaves start the game with 1d10 Sp.

-5         Criminal:  The character is a wanted criminal.  They risk arrest and punishment for some serious crime, be it real, imagined, or invented.  They receive a -4 penalty on reaction rolls with government officials and -2 with most other citizens.  The character starts the game with 100X1d10 Sp.

-4         Lower-Lower Class:  The character is a beggar, humble farmer or laborer legally bound to the land they work on.  They have a -3 penalty to reaction rolls and start play with 5X1d10 Sp.

-3         Middle-Lower Class:  A tenant farmer, semi-skilled laborer, street vender or the like.  The character has a -2 reaction roll penalty and starts the game with 10Xd10 Sp.

-2         Upper-Lower Class:  The character is an independent farmer, a small shop owner, an entertainer, skilled laborer, or servant.  They have a -1 reaction roll penalty and start play with 15Xd10 Sp.

-1         Lower-Middle Class:  The character is a shop owner, craftsman, artisan, or minor merchant.  They start the game with 25X1d10 Sp.

+0        Middle-Middle Class:  The character is a typical merchant, guild-member craftsman, a soldier, or the like.  They start play with 50Xd10 Sp.

+1        Upper-Middle Class:  The character is an NCO in the military or a well-off merchant, craftsman, or shop owner.  They start play with 75X1d10 Sp.

+2        Lower-Upper Class:  The character is a minor military officer or a soldier from an elite unit, a well-to-do merchant, shop owner or craftsman, a minor clergyman, or the like.  They receive a +1 bonus to reaction rolls and start play with 100X1d0 Sp.

+3         Middle-Upper Class:  An officer in the military, a wealthy merchant or important guild official, a mid-level government official or the like.  They receive a bonus of +2 to reaction rolls and begin the campaign with 200X1d10 Sp.

+4         Upper-Upper Class:  This includes important officials and military commanders, guild masters, and filthy rich merchants.  They receive a bonus of +3 on reaction rolls and start play with 300X1d10 Sp.

+5        Minor Nobility:  The character is a member of a minor noble family with a non-hereditary title such as a knight, thane, or dame.  The character receives a +4 reaction roll bonus and starts play with 500X1d10 Sp.

+6        Lesser Nobility:  The character belongs to a lesser noble house such as a baron.  The family possesses a hereditary title and gets a bonus of +5 on reaction rolls.  They begin the game with 750X1d10 Sp in starting funds.

+8        Greater Nobility:  The character belongs to a greater noble house such as a count or minor duke.  They receive a reaction roll bonus of +7 and start the game with 1,000X1d0 Sp and a monthly income of 25X1d10 Sp.

+10      Major Nobility:  The character is related to a powerful noble such as a duke or minor king.  They receive a +10 bonus on reaction rolls and start the game with 1,500X1d10 Sp and a monthly income of 50X1d10 Sp.

+12      Sovereign Nobility:  The character is related to a powerful king or emperor.  They receive a reaction roll bonus of +12 and start the game with 2,000X1d10 Sp.  They have a monthly income of 100X1d10 Sp.

Abilities & Weaknesses:  These represent special talents or attributes of a character that are inherent to their nature.  It is up to the GM to determine which are suitable to his campaign world.  He should feel free to alter or change the costs of these examples as he sees appropriate.  Each may be taken only once unless its description specifies otherwise.

Cost:   Ability:

+1        Ambidexterity: The character may use either hand freely at no penalty.

+1        Direction Sense:  The character has an excellent sense of direction and can always tell what direction he is heading in and may freely retrace his path within the last 1 hour per point of their DS trait value.

+1        Heightened sense of taste and smell:  The character has a highly developed sense of taste and smell, receiving a bonus of +3 to any OB saving rolls where appropriate.

  +1      Light Sleeper:  While asleep, the character can roll vs. their OB trait value to awaken and be fully alert whenever there is a disturbance within the normal detection range of their senses.

+1        Lip Reading:  The character can discern speech from watching a speaker’s lips move.  The character must have a clear view of the speaker’s mouth and be fluent in the language being used.

+1        Literate:  The character knows how to read and write.  Depending on the game world and/or the character’s native culture, the GM may decide a character is automatically literate.

+1        Longevity:  This ability may be taken multiple times, for each the character’s Critical Age (see Age and Aging) is moved back by the equivalent of a single reduction period.  Thus a human who takes this advantage one time begins to check for aging at 35 instead of 30.

+1        Mimicry:  The character can duplicate the sound of another person’s voice or the call of an animal by making a success roll vs. their IN trait value.  Difficulty Modifiers should be imposed by the GM based upon how different the sound is from the character’s own voice and how familiar a potential listener with the authentic voice or sound.

+1        Night Vision:  The character receives only 50% the normal penalties for operating at night.  Penalties for blindness or complete darkness still apply however.

+1        Reduced Food & Water Requirements:  The character needs only ½ the normal amount of food and water to function normally, all penalties from lack there-of are also halved.

+1        Reduced Sleep Requirements:  The character needs only ½ the normal amount of sleep to function normally.  All action penalties from lack of sleep are likewise halved.

+1        Strong Voice:  The character has a powerful and well-developed voice.  He gets a bonus of +2 to leadership & influence, Singing, and any other success roll where the GM feels the use of the voice is of primary importance.

+1        Strong Will:  The character gets a bonus of +2 to all success rolls vs. DS or EN where willpower is of importance, such as attempts to resist mental domination, fear, continue some strenuous activity, or resist torture or interrogation.

+1        Time Sense:  The character possesses a highly accurate sense of the passage of time and always knows the time to within 1 hour.

+2        Excellent Eyesight:  The character’s visual range is 2X normal and he receives a bonus of +2 to all sight-related OB related success rolls.

+2        Excellent Hearing:  The character’s effective hearing range is 2X normal and he receives a bonus of +2 to all hearing-related OB success rolls.

+2        Heightened Tactile Sense:  Possessing a highly developed sense of touch, the character is very effective with tasks that involve fine manipulation of the hands such as picking pockets, locks, playing musical instruments, etc.  The character gains a +2 bonus to all such actions.

+2        Increased speed:  The character’s base movement rate is increased by 1 foot per turn for each full 4 of their normal rate.

+2        Knack:  This ability may be selected multiple times but may only affect an individual skill once.  The character has a special gift for a single skill which receives an additional 1 SP for every 2 the character allocates to it.  This may not be a magic, weapon, or Hand-to-hand combat skill.

+2        Language Talent:  The character has a natural facility for languages.  All SP allocated to language skills are doubled and study times reduced by 50%.

+2        Pain Tolerance:  The character has a high tolerance for pain and suffers only 5-% the normal penalties for wounds and a bonus of +5 to any success rolls where controlling the effects of pain is paramount such as resisting torture.

+2        Resistance to Poison:  The character receives a bonus of +5 to resist the effects of any poison.

+2        Resistance to Disease:  The character receives a bonus of +5 to resist the effects of any illness.

+2        Resistance to Fear:  The character receives a bonus of +5 to resist the effects of fear, both natural and magical.

+2        Thick Skinned:  The character naturally possesses an Armor Factor of 2 and the character receives a +4 bonus to any success rolls against animal-related skills such as riding and animal handling.

+3        Animal Friend:  The character possesses a strong affinity with all natural animals.  They will not attack the character unless he is threatening the

+3        Danger Sense:  The character has an intuitive ability to predict imminent danger.  If the character or his party are about to be ambushed or encounter some unforeseen and immediate danger, the GM should secretly roll against the character’s OB trait value.  If successful, the GM alerts the player that they sense danger without giving any details as to its nature.

+3        Directed Genius:  The character chooses a single skill (not a magic, weapon, or hand-to-hand combat skill) in which all allocated SP are doubled.  Training times are reduced by 50% for that skill.

+3        Empathic:  The character possesses an intuitive understanding of other people’s emotions and motivations.  After being in another’s presence for a full five minutes the character receives a bonus of +3 on all reactions rolls with that person.  The character also receives a bonus of +1 on all Leadership & Influence skill rolls.

+3        Fast Healer:  The character recovers from all wounds in 50% the normal amount of time.

+3        Fast Learner:  The character picks things up quickly and requires only 50% the normal amount of time to train in any skill.  In addition, the character begins play with an additional number of Open Skill Points equal to their IN trait value.

+3        Increased Stamina:  The character possessed an additional +25% (rounded down) of their normal Damage Point total.

+3        Magic Sensitivity:  The character can detect the presence, type, and general strength (weak, moderate, strong, or powerful) of magic within a person, place, or object by coming within 1 foot of the source per point of their MA trait value.

+3        Resistance to Enchantment:  The character receives a bonus of +5 when attempting to resist the effects of enchantment spells.  This includes any spell that attempts to mentally dominate or influence the character.

+3        Resistance to Illusions:  The character receives a bonus of +5 to resist being fooled by any illusion, phantasm, or displacement spell.

+3        Resistance to Magical Detection:  The character receives a bonus of +5 to avoid being scryed upon or in any way magically detected.  The character is also allowed a success roll to cross and magical barriers, such as Perimeter or Awareness spells, without alerting the caster.

+4        Enhanced Duration:  The character’s spell durations are doubled where applicable.  Spells that are permanent or instantaneous in nature are unaffected.  Concentration based spells continue for an equal number of turns that the character maintained concentration once he ceases concentrating.

+4        Enhanced Range:  The ranges for all the character’s spells are doubled.  “Self” and “touch” ranged spells are unaffected.

+4        Excellent Memory:  The character receives an additional SP in all IN based skills for every 2 they allocate.  They can also request the GM for a success roll against their DS trait value to recall any fact they have been exposed to.

+4        Favor of a Powerful NPC:  A non-player character of power and/or influence has taken a liking to the character and will typically render advice or assistance when asked.  The character receives a bonus of +5 to all reaction rolls with this individual.

+4        Immunity to Disease:  The character is completely immune to the effects of all illnesses and never needs to make a success roll to resist them.

+4        Immunity to Fear:  The character is totally immune to the effects of fear both natural and magical.

+4        Immunity to Poisons:  The character is totally immune to the effects of toxins and never needs to make a success roll to resist them.

+5        Enhanced Area:  The character’s spells have all of their areas of effect doubled.  Spells with areas of 1 Being, 1 Object, or Self remain unaffected.

+5        Enhanced Manna:  The character naturally possesses double the normal number of Manna Points for their MA trait value.

+5        Ethereal Vision:  As per the spell; the character may see invisible or ethereal objects while concentrating.

+5        Immunity to Enchantment:  The character is completely resistant to attempts to magically influence or dominate him and needs never make a success roll to avoid them.

+5        Immunity to Illusions:  The character is immune to illusions, phantasms, and displacement spells and needs never making a success roll to detect them.

+5        Immunity to Magical Detection:  The character may not be scryed upon or magically detected in any way.  They may pass through Perimeter and Awareness spells and never alert the caster to their presence.

+5        Luck:  The character is extremely lucky and all rolls made by or on behalf of the character are modified by +/-1, whichever is most beneficial.

+7        Blessed:  The character enjoys the favor of some supernatural force, be it divine, diabolic, or fairy in nature.  So long as the character remains unwavering in upholding that power’s cause, he benefits from its blessing, receiving a bonus of +3 to all actions while directly serving that power’s interests.  Special help and advice may sometimes be offered as well in a discrete fashion.

+8        Resistance to Magic:  The character possesses a strong natural resistance to the effects of hostile magic and gets a bonus of +5 to resist it effects.

+10      Immunity to Magic:  The character is totally immune to the effects of magic.  No spell, be it harmful or helpful, may directly affect him.  Indirect effects, being struck by an object hurled through magic for example, still affect him.  Magic items do not function in the character’s possession or work against him.  For example, a +2 blade of sharpness with still be a +2 weapon against him for to-hit purposes (the +2 to hit affects the person swinging it) but does no extra damage against the character and the effects of the Sharpness spell are ignored.

+1 to +5          Reputation:  The character receives a bonus of +1 to +3 with a certain group of people due to being well-known and regarded by them.  The cost in CP is equal to the bonus modified by the number of people commonly affected by it:  A small group like the character’s home village or a trade guild is +0 CP; a moderate sized group like all government officials, the population of a certain region, etc. is +1 CP, and a reputation that affects most people the character will meat is +2 CP.

+1 to +10        Innate Magic Talent:  The character possesses an inborn magical ability as per the Magic rules.  The cost to purchase is 1 CP per level of the spell.  This ability may or may not be taken more than once t the GM’s discretion.

Weaknesses:  Weaknesses are flaws or faults of a character.  They have negative CP costs and so can be taken to gain additional CP for other uses.

Weakness:

-1         Accelerated Aging:  This weakness may be taken multiple times.  For each instance of this weakness the character’s critical age is reduced by 2 years.  Thus a character with five levels of this weakness would begin to suffer the effects of aging at 20 instead of 30.

-1         Allergy:  The character suffers a strong allergic reaction to one fairly common thing such as dust, certain plants or food, spider bites, or what-have-you, becoming watery-eyed and overcome with sneezing and itching when exposed to it.  The character is at -2 to all actions during this time.

-1         Ansonia:  The character possesses no sense of smell or taste.

-1         Deep Sleeper:  The character is a very sound sleeper and it is difficult to awaken him.  He can sleep through a considerable amount of commotion and is at -1 to all actions for the first 10 minutes upon waking.

-1         Delicate Stomach:  The character requires a special diet and can tolerate no strong drink or spicy foods.  Normal food will require the character to make a success roll vs. their CO trait with a modifier of -1 to -5 (set by the GM) to avoid a penalty of -1 to all actions for the rest of the day.

-1         Night Blindness:  The character suffers 2X the normal penalties for poor lighting.

-1         Weak Willed:  The character gets a penalty of -2 to all success rolls against DS or EN where willpower is of importance, such as continuing with a strenuous activity, resisting fear or interrogation, etc.

-2         Delusion:  The character is firmly convinced of something that clearly isn’t true and this will cause a penalty of -2 to reaction rolls with any persons who are aware of it.

-2         Insomnia:  The character is required to make a success roll vs. their DS trait to go to sleep.  If the roll fails they may try again in 1 hour.

-2         Low Pain Threshold:  The character suffers 2X the normal penalties for wounds.

-2         No Depth Perception:  The character receives a -2 penalty to all ranged attacks.

-2         Obligation:  The character is obliged to help a certain individual or group when they are in need.

-2         Poor Hearing:  The character is at -3 to OB success rolls where sound is of importance and can only detect sounds at 50% the normal range.

-2         Poor Vision:  The character is at -3 to OB success rolls where sight is important and can only see at 50% normal range.

-2         Weakness to Disease:  The character suffers a penalty of -4 when attempting to resist the effects of disease.

-2         Weakness to Poison:  The character suffers a penalty of -4 when attempting to resist the effects of toxins.

-3         Chronic Illness:  Once per month the character must make a success roll vs. CO at -3 to avoid becoming sick.  The illness lasts 1d10+5 days and the character is at -4 to all actions during this time.

-3         Dependant:  The character is responsible for the well-being of an individual or small group of people such as their family, the family of a dead friend, the orphanage they grew up in, etc.  They must do everything in their power to protect these people or, failing that, to avenge them.

-3         Low Stamina:  The character possesses only 75% the normal number of DP.

-3         Obese:  The character is overweight.  Add 50% to their base weight.  This gives a penalty of -1 to their EN, CO, and AP trait values.

-3         Slow Learner:  The character requires +50% the normal amount of time to train in skills and starts the game with 10% fewer SP for Open Skills.

-3         Stutter:  The character speaks with a pronounced stammer and has difficulty speaking clearly.  They receive a penalty of -1 to reaction rolls and any instance where speech is important such as Leadership & Influence rolls.

-3         Weak Arm:  The character has a permanent injury to their primary arm and is at -2 to all success rolls that require its use, including striking in combat.

-4         Duty:  The character serves a noble house or organization and is sometimes called upon to perform some service.  In addition, the character is expected to conduct themselves at all times in a manner deemed appropriate by their liege lord or group.  The exact details should be worked out by the player and GM.

-4         Missing Ear:  The character is missing an ear, suffering a penalty of -4 to all OB success rolls where hearing is concerned, and their AP trait value is reduced by -1.

-4         Missing Eye:  The character is missing an eye and suffers a penalty of -2 to ranged combat and OB success rolls where vision is at issue.

-4         Violent Temper:  The character is very easily provoked and quick to anger even over minor affronts.  Any insult to the character, his beliefs, or his associates requires him to make a success roll vs. their DS trait value with a penalty of +0 to -5 (set by the GM based on its severity) to avoid becoming enraged.  If the roll fails by 4 or less the character is obliged to behave in a belligerent and abusive manner towards the antagonist.  If the rolls fails by 5 or more the character will attack.

-4         Vow:  The character has sworn a vow that restricts their behavior in some way and is required to uphold it.  The nature of the vow should be difficult to live by and strictly enforced such as one of poverty, chastity, never to kill, etc.

-5         Cowardice:  The character is terrified of death and whenever confronted by a life-threatening situation must make a success roll vs. DS to avoid fleeing.  The GM should set a penalty of +2 to -5 depending on how dangerous the situation is.

-5         Cursed:  The character is under the influence of some curse for something he or his ancestors have done.  The nature of the curse must be worked out by the GM; its effects should be highly problematic but not crippling in nature.

-5         Fragile Bones:  The character suffers an additional +1 level to all critical wounds from crushing attacks, falling, etc.  In addition, they receive an additional 1 DP of damage for each 1d10 inflicted on them from such sources.

-5         Jinxed:  The character is unlucky and suffers a penalty of +/-1 (whichever is least favorable) to all rolls made by or on their behalf.

-5         Lame:  The character has a bad leg.  His movement rate is reduced by 50% and he receives a penalty of -3 to all actions that require full body movement.

-5         Missing Hand:  The character is missing their non-primary hand and can take no action requiring its use.

-5         Mute:  The character may not speak.  They suffer a penalty of -2 to all spell casting attempts.

-5         Poor Memory:  For every 3 SP allocated to an IN based skill the character receives only 2.

-6         Hunchbacked:  The character is a hunchback.  His movement rate is reduced by 50% and he receives a penalty of -3 to all physical actions.  The character receives an AP trait modifier of -3 as well.

-6         Magic Susceptibility:  The character receives a penalty of -5 when attempting to resist the effects of hostile magic.

-6         Missing Arm:  The character is missing one of his arms and may perform no action requiring its use.

-6         Missing Leg:  The character is missing one of his legs.  A crutch or prosthetic is required to move more than very short distances and movement is then reduced by 50%.

-8         Albino:  The character suffers from an extreme form of albinism, possessing no hair of skin pigments.  The character receives a penalty of -2 to all actions when exposed to sunlight and -4 to resist both disease and poison.  He also receives a -3 reaction roll penalty with most individuals.

-8         Dwarf:  The character is a genetic dwarf.  He is 50% normal height and weight and receives a penalty of -2 to all physical primary trait values.

-10       Deaf:  The character is totally deaf and can hear nothing.  They do receive a +2 bonus to OB success rolls regarding their other senses however.

-10       Hemophilia:  The character takes 2X the normal amount of damage from blood loss and bleeding results will not halt on their own.

-12       Blind:  The character cannot see at all but does receive a bonus of +3 to all OB success rolls otherwise.

-12       Crippled:  The character is unable to walk.  He can move for brief periods on crutches but is otherwise immobile.

-1 to -5                        Addiction:  The character is addicted to some debilitating substance such as alcohol or another drug.  The character must make a success roll vs. his DS trait with a penalty equal to the weakness’s value to avoid indulging in this addiction and inebriating himself whenever exposed to the source of the addition.

-1 to -5                        Arthritis:  The character suffers from an arthritic condition of the joints and suffers a penalty equal to the weakness’s value to all physical actions.

-1 to -5                        Compulsive Behavior:  The character is always under a powerful urg to participate in a certain type of behavior such as gambling, carousing, giving money away, lying, honesty, sex, etc.  Whenever presented with an opportunity to indulge in his compulsion, the character must make a success roll vs. his DS value with a penalty equal to the value of the weakness.

-1 to -5                        Disfigured:  The character was either born with some cosmetic deformity or maimed in an accident.  The character’s AP trait is reduced by the value of the weakness and they suffer a like penalty to reaction rolls with most persons.

SKILLS:

Skills represent a character’s knowledge and expertise in a variety of fields, defining what the character knows and has been trained to do, playing an important role in defining the character alongside their trait values.

Like character traits, skills are rated on a numerical scale of 1 to 20 or more.  The higher the value, called a Skill Level or SL, the greater the character’s competence in that field.  The following breaks down a character’s general ability in a given field based on their SL:

Skill Level 1:  The character has a very basic understanding of the principles and vocabulary associated with the skill and can perform very basic tasks.

Skill Level 3:  Novice; the character can perform most simple tasks associated with the skill given time.

Skill Level 5:  Proficient; the character has a solid understanding of the field and can expect to succeed at most non-complex tasks.

Skill Level 10:  Professional; the character could reasonably make a living at the skill where that is possible.

Skill Level 15:  Expert; as per professional above, save that the character is able to deal with much more complex and uncommon situations.

Skill Level 20:  Master, the character is at the top of their field in this skill.  Of course there are masters and there are Masters.

Unskilled Default:

If a character possesses no SL in a given skill it may still be possible to perform basic tasks governed by that skill.  In such a case treat the character as possessing a SL equal to the Default level indicated for that skill on the Master Skill Table.

The GM is free, of course, to declare that a given action is simply too complex for an unskilled person to attempt.

Starting Skills:

New characters begin the game with a number of Skill Points, or SP, that are used to purchase Skill Levels or SL.  Characters receive SP from 3 sources:  Cultural Skills, Professional Skills, and Open skills.

The number of SP required to purchase a given SL is based on the skill’s companion trait.  This is one of the character’s primary or secondary trait values that govern his ability to learn associated skills.

*1 SP per SL for skill levels up to and equal to the companion trait’s value.

*2 SP per SL for skill levels 1 to 5 points greater than the companion trait’s value.

*5 SP per SL for skill levels 6 to 10 points greater than the companion trait’s value.

*10 SP per SL for all skill levels exceeding the companion’s trait’s value by 11 points or more.

Note:  Some skills, marked with an asterisk (*) on the Master Skill Table, require double the normal amount of SP per SL.

1) Cultural Skills:  These represent skills that the character learns as a child growing up in their native culture, reflecting their basic education.  The GM should assign these to the player or allow the player to select them himself.

Typically, the character receives 5 SP in 5 separate skills as cultural skills.  A typical list might include:

History (General); Lore (General); Lore (Home Region); as well as a Trade Skill and one hobby skill of the player’s choosing.  A character also starts the game with a SL equal to his IN trait value in their own native language.

2) Professional Skills:  These skills represent knowledge the character has gained in their working life prior to entering play.

There are 50 professional backgrounds listed here.  They are a sample list that the GM may use or not at his own discretion.  Some backgrounds may not be appropriate to all cultures or character races; the GM is the final arbitrator on this matter.  The GM should also feel free to add to or modify those professions listed here to suit his own campaign vision.

Prerequisites:  Some have certain prerequisites regarding character traits and/or social background that the character must meet in order to qualify for those jobs.

Enlistment:  The player may select one profession his character qualifies for to enter automatically with no Enlistment Roll.  If the character leaves that profession (by choice or Survival Roll failure) they may enter play at that time or attempt to take-on another trade.

Entering a new trade does require an enlistment roll.  If the character fails this roll they may choose another or wait one year of game time and try that same profession again.  If a character wishes to re-enlist in a profession he was forced out of, he must wait one year and make a successful enlistment roll to do so.

Starting Age:  This amount is added to the character’s base age (15 for Humans) upon successfully entering a profession.  This represents time spent in training or an apprenticeship.

If the character returns to an old profession they were already trained in, they do not go through this training again.

Trade Skills:  Upon completing his training, a new character receives the indicated number of SP in the listed Trade Skills for that profession. 

Some skills are listed at 0 SP and marked with a double asterisk (**).  These skills are not gained during training but are counted as trade skills and may be developed as such during subsequent terms of service.

Note: Skills marked with a single asterisk (*) indicate skills with double normal SP costs.

Survival Roll:  Once a character has completed their training, if they wish to continue working in their profession they must make a Survival Roll at the end of every 5 years (for non-Humans, use the character race’s “Reduction Period” for aging in place of the 5 year term).

 If the roll is successful the character may serve another 5 year term in their profession; if the character fails this roll they must consult the following table:

Survival Roll Failure Table: (2d10) 

Roll:    Result:

2-3       Imprisoned:  The character spends 5d10 months incarcerated and is forced out of their profession.

4-5       Severe Injury:  The character is immobilized for 1 year and receives a permanent -1 penalty to a single physical trait value (player’s choice).

6-7       Seriously Injury:  The character is immobilized for 1 year and forced out of their profession.

8-9       Injured:  The character spends 1 full year recovering from an injury but returns to their profession.

10-12   Disqualified:  Character is disqualified from gaining any trade skills or boons for current term of service but remains in their profession.

13-14   Injured:  As above.

15-16   Seriously Injury:  As above.

17-18   Severe injury:  As above.

19-20   Imprisoned:  As above.

Skill Roll:  After the character’s initial training, for every full term spent in their profession they must make a Skill Roll.  If the roll is successful, the character receives a number of SP equal to the average of his IN and DS trait values to spend on the listed Trade Skills as desired.

Remember that skills marked with a single asterisk (*) indicate skills with double normal SP costs.

Boons:  There are 5 Boon Tables that indicate special items and wealth they character may enter the game with because of their former profession.  These are Alchemy, Armaments, Magic, Money, and Property.  The Boon Tables can be found at the end of the professions list.

At the end of each term of service in a given profession, a success roll is made against the listed trait to see if the character qualifies for a roll on one of these tables for that term.  Certain professions have access to certain tables and not others.  The player must select which of the qualifying tables each boon will be taken on before the roll is made.



Professions List:

 

ADMINISTRATOR:

Prerequisites:  IN 10+; Upper class background

Enlistment:  IN+5

Starting Age:  +5 years

Trade Skills:

            Diplomacy 5 

            Falsification: 5

            History (Government): 5

            Leadership: 5

            Lore (Administration):  10

            Lore (Government): 5

            Mathematics: 5

            Trade Skills (law): 5

Survival Roll:  5+

Skill Roll:  IN+0

Boon Roll:  IN-2

Boon Tables:  Money; Property

ADVENTURER: 

Prerequisites:  3 traits 15+

Enlistment:  Highest trait +0

Starting Age:  +5 years

Trade Skills:

            HTH Combat: 5

            History (General): 5

            Language (any one): 5

            Leadership:  0**

            Lore (General): 5

            Riding: 5

            Stealth: 5

            Survival (any one): 5

            Weapon Skill (any one): 10

Survival Roll:  Highest trait – 3

Skill Roll:  Highest trait +0

Boon Roll:  Highest trait -4

Boon Tables:  Any

ALCHEMIST:

Prerequisites:  IN 15+

Enlistment:  IN+0

Starting Age:  +10 years

Trade Skills:

            Alchemy: 12

            Lore (Herbs): 5

            Medical Skills (Medicine): 10

            Mathematics: 5

            Metallurgy: 5

            Researching: 12

Survival Roll:  IN-2

Skill Roll:  IN-4

Boon Roll:  IN-2

Boon Tables:  Alchemy; Money

ARCHER/SKERMISHER:

Prerequisites:  ST, EN, DX 12+

Enlistment:  DX +0

Starting Age:  +1 year

Trade Skills:

            HTH Combat: 0**

            Leadership & Influence: 0**

            Lore (Military): 5

            Weapon Skill (any missile): 12

            Weapon Skill (any one-handed): 5

Survival Roll:  IN -2

Skill Roll:  Highest prerequisite +0

Boon Roll:  IN -4

Boon Tables:  Armaments, Money

ARCHITECT:

Prerequisites:  IN 14+

Enlistment:  IN+0

Starting Age:  +10 years

Trade Skills:

            Engineering: 10

            Lore (Construction): 5

            History (Architecture): 5

            Mathematics: 10

            Trade Skills (Architecture): 10

Survival Roll:  IN+3

Skill Roll:  IN-3

Boon Roll:  Architecture SL +0

Boon Tables:  Money, Property

 

ARTIST/ENTERTAINER: 

Prerequisites:  IN, OB, & DX 12+

Enlistment:  Highest prerequisite +2

Starting Age:  +4 years

Trade Skills:

            Artistic Skill (one or more): 20 total

            History (primary discipline): 5

            Leadership:  0**

            Lore (primary discipline): 5

Survival Roll:  IN+4

Skill Roll:  primary artistic skill +0

Boon Roll:  IN-5

Boon Tables:  Money

ATHLETE: 

Prerequisites:  ST, EN, CO, DX 14+

Enlistment:  Lowest prerequisite -4

Starting Age:  +2 years

Trade Skills:

            Athletic Skills (one primary): 15

            Damage Resistance: 10*

            Lore (Primary athletic skill): 5

Survival Roll:  EN -3

Skill Roll:  Lowest prerequisite -2

Boon Roll:  Lowest prerequisite -5

Boon Tables:  Money

BARBARIAN: 

Prerequisites:  ST, EN, CO 10+

Enlistment:  Highest prerequisite +2

Starting Age:  +2 years

Trade Skills:

            Damage Resistance: 10*

            HTH Combat: 5

            Leadership & Influence:  0**

            Survival (home type): 10

            Weapon Skills (one or more): 20 total

Survival Roll:  Lowest prerequisite -5

Skill Roll:  Highest prerequisite +1

Boon Roll:  Highest prerequisite -2

Boon Tables:  Money, Armaments

 


 

BARD:

Prerequisites:  DX, IN, DS, OB 15+

Enlistment:  Lowest prerequisite +0

Starting Age:  +10 years

Trade Skills:

            Artistic Skills (Stringed Inst.): 10

            Artistic Skills (Singing): 10

            Artistic Skills (Music): 10

            Artistic Skills (Poetry): 10

            Leadership: 5

            History (General): 5

            Lore (General): 5

            Leadership & Influence:  0**

            Magic Skills (Air Magic): 10*

            Researching: 5

Survival Roll:  IN-3

Skill Roll:  IN+0

Boon Roll:  IN-5

Boon Tables:  Money

BOUNTY HUNTER/ASSASSIN: 

Prerequisites:  ST, EN, DX 12+

Enlistment:  Highest prerequisite -2

Starting Age:  +4 years

Trade Skills:

            HTH Combat: 5

            Stealth: 5

            Tracking: 5

            Weapon Skills (one or more): 20 total

Survival Roll:  Lowest prerequisite -3

Skill Roll:  Highest prerequisite +0

Boon Roll:  Highest prerequisite -2

Boon Tables:  Armaments, Money

BANDIT: 

Prerequisites:  ST, DX 10+

Enlistment:  ST+2

Starting Age:  +2 years

Trade Skills:

            Camouflage: 5

            HTH Combat: 5

            Leadership:  0**

            Riding: 5

            Stealth: 5

            Survival (any one): 5

            Weapon Skill (any one): 10

Survival Roll:  IN -3

Skill Roll:  ST -2

Boon Roll:  IN -4

Boon Tables:  Armaments, Money

BLACKSMITH: 

Prerequisites:  ST, DX 12+

Enlistment:  DX -2

Starting Age:  +5 years

Trade Skills:

            Barter: 10

            Instruction: 5

            Metallurgy: 10

            Pick Locks: 0**

            Trade Skills (Smithing): 10

            Weapon Skill (one-hand blunt): 10

            Weapon Skill (any): 0**

Survival Roll:  DX +4

Skill Roll:  DX -2

Boon Roll:  DX +0

Boon Tables:  Armaments, Money

BURGLAR: 

Prerequisites:  DX 12+

Enlistment:  DX +0

Starting Age:  +4 years

Trade Skills:

            Barter: 5

            Acrobatics: 5

            Pick Locks: 10

            Pick Pockets: 5

            Stealth: 10

            Weapon Skill (any): 0**

Survival Roll:  DS -3

Skill Roll:  DX -2

Boon Roll:  IN -2

Boon Tables:  Money

 

CAVALRY SODIER:

Prerequisites:  ST, EN, DX 11+

Enlistment:  Lowest prerequisite -2

Starting Age:  + 2 years

Trade Skills:

            Leadership:  0** 

            Lore (Military): 5

            Riding: 10

            Trade Skill (Animal Handling): 5

            Weapon Skill (Pole Arms): 10

            Weapon Skills (any one-handed): 10

Survival Roll:  Lowest prerequisite -4

Skill Roll:  Lowest prerequisite -2

Boon Roll:  DS -5

Boon Tables:  Armaments, Money

CAVALRY OFFICER:

Prerequisites:  ST, EN, DX 11+; upper class

Enlistment:  Lowest prerequisite +0

Starting Age:  +3 years

Trade Skills:

            Leadership: 10

            Lore (Military): 10

            Riding: 10

            Tactics: 5

            Trade Skill (Animal Handling): 5

            Weapon Skills (any one-handed): 10 

Survival Roll:  Lowest prerequisite -2

Skill Roll:  Lowest prerequisite -1

Boon Roll:  DS -2

Boon Tables:  Armaments, Money, Property

CLERIC/PRIEST: 

Prerequisites:  IN, DS, CH 10+

Enlistment:  DS -3

Starting Age:  +4 years

Trade Skills:

            Diplomacy: 5 

            Instruction: 5

            Leadership & Influence: 10

            Lore (Theology): 10

            Researching: 5

            Trade Skill (Church Law): 10

Survival Roll:  IN +5

Skill Roll:  DS -3

Boon Roll:  DS -6

Boon Tables:  Money, Property


 

COURTIER: 

Prerequisites:  IN, CH 10+; upper class

Enlistment:  CH -4

Starting Age:  +2 years

Trade Skills:

            Diplomacy: 5 

            History (Nobility): 5

            Leadership: 10

            Lore (Art): 5

            Lore (Court Life): 5

            Lore (Music): 5

            Lore (Law): 5

            Weapon Skill (any):  0**

Survival Roll:  IN +0

Skill Roll:  DS -5

Boon Roll:  CH +1

Boon Tables:  Any

CRAFTSMAN: 

Prerequisites:  DX 12+

Enlistment:  DX -2

Starting Age:  +6 years

Trade Skills:

            Barter 5 

            Instruction: 5

            Lore (chosen trade): 10

            Trade Skill (chosen trade): 10

Survival Roll:  DS +2

Skill Roll:  DX +2

Boon Roll:  DS -5

Boon Tables:  Money, Property

CUTPURSE: 

Prerequisites:  DX 14+

Enlistment:  DX -2

Starting Age:  +2 years

Trade Skills:

            Artistic Skills (Acting): 5

            Athletic Skills (Contortions): 5

            Pick Locks: 5

            Pick Pockets: 10

            Trade Skills (Merchant): 5

            Traps: 0**

            Weapon Skill (any):  0**

Survival Roll:  DX -4

Skill Roll:  DX-1

Boon Roll:  DX -3

Boon Tables:  Money

DIPLOMAT: 

Prerequisites:  IN, CH 14+; upper class

Enlistment:  IN -4

Starting Age:  +10 years

Trade Skills:

            Diplomacy: 10 

            History (Native Culture): 10

            History (one foreign culture): 5

            Language (any one): 10

            Leadership & Influence: 10

            Lore (Native Culture): 10

            Lore (one foreign culture): 5

            Trade Skill (Law, native culture): 10

            Trade Skill (Law, one foreign culture): 5

Survival Roll:  IN +5

Skill Roll:  IN -3

Boon Roll:  IN +2

Boon Tables:  Money, Property

EXPLORER: 

Prerequisites:  IN, DS, EN, CO 12+

Enlistment:  Lowest prerequisite -4

Starting Age:  +5 years

Trade Skills:

            First Aid: 5

            Mountaineering: 5

            Navigation: 10

            Riding: 5

            Swimming: 5

            Survival (any one): 10

            Transportation Skills (any): 10

            Weapon Skill (any):  0**

Survival Roll:  Lowest prerequisite -5

Skill Roll:  Highest prerequisite +0

Boon Roll:  Highest prerequisite -2

Boon Tables:  Any

FARMER: 

Prerequisites:  None

Enlistment:  Automatic

Starting Age:  +1 year

Trade Skills:

            Trade Skill (Agriculture): 10

            Trade Skill (Animal Handling): 5

Survival Roll:  IN +5

Skill Roll:  IN -3

Boon Roll:  IN -8

Boon Tables:  Money, Property

FISHERMAN: 

Prerequisites:  None

Enlistment:  Automatic

Starting Age:  +1 year

Trade Skills:

            Navigation: 5

            Swimming: 5

            Trade Skill (Fishing): 10

            Transportation Skill (Small Boats): 5

Survival Roll:  IN +0

Skill Roll:  IN +0

Boon Roll:  IN -7

Boon Tables:  Money

FORESTER: 

Prerequisites:  EN, OB 10+

Enlistment:  Lowest prerequisite +2

Starting Age:  +3 years

Trade Skills:

            Lore (Home Region); 10

            Navigation: 5

            Survival (Temperate): 10

            Tracking: 5

            Trade Skills (Trapping & Skinning): 5

            Weapon Skill (any):  0**

Survival Roll:  IN +4

Skill Roll:  DS +0

Boon Roll:  IN -5

Boon Tables:  Money

GUARDSMAN:

Prerequisites:  ST, EN 10+

Enlistment:  ST +3

Starting Age:  +3 years

Trade Skills:

            HTH Combat: 10

            Lore (Military): 5

            Leadership:  0**

            Trade Skills (Law): 5

            Weapon Skill (one primary): 10

            Weapon Skill (one secondary): 5

Survival Roll:  IN +2

Skill Roll:  DS +0

Boon Roll:  IN -5

Boon Tables:  Armaments

HEALER/MIDWIFE: 

Prerequisites:  IN, OB 12+

Enlistment:  Lowest prerequisite -2

Starting Age:  +6 years

Trade Skills:

            Medical Skills (Chirurgery): 5

            Medical Skills (Diagnosis): 10 

            Medical Skills (First Aid): 10

            Medical Skills (Medicine): 5

            Medical Skills (Midwifery): 10

            Lore (Herbs): 10

Survival Roll:  IN +5

Skill Roll:  IN +2

Boon Roll:  IN +0

Boon Tables:  Money


 

HEDGE WIZARD/WISE WOMAN: 

Prerequisites:  MA 12+

Enlistment:  MA -3

Starting Age:  +10 years

Trade Skills:

            Alchemy: 5

            Diplomacy: 5

            First Aid: 5

            Instruction: 10

            Lore (Herbs): 5

            Magic Skill (one or more): 20*

            Medical Skills (Medicine): 5

Survival Roll:  IN +2

Skill Roll:  DS +1

Boon Roll:  IN -2

Boon Tables:  Alchemy, Magic, Money

HERDSMAN:

Prerequisites:  None

Enlistment:  Automatic

Starting Age:  +2 years

Trade Skills:

            Lore (one animal type): 10

            Riding: 5

            Trade Skill (Animal Handling): 10

Survival Roll:  Highest trait +5

Skill Roll:  IN -4

Boon Roll:  IN -8

Boon Tables:  Money

HUNTER/TRAPPER: 

Prerequisites:  EN, CO, DX 10+

Enlistment:  Highest prerequisite +2

Starting Age:  +4 years

Trade Skills:

            Stealth: 5

            Survival (any one): 10

            Tracking: 10

            Trade Skill (Trapping & Skinning): 10

            Weapon Skill (Bows & Crossbows): 10

            Weapon Skill (any):  0**

Survival Roll:  EN +2

Skill Roll:  DS +0

Boon Roll:  IN -4

Boon Tables:  Armaments, Money

INFANTRY SOLDIER: 

Prerequisites:  ST, EN, DX 10+

Enlistment:  Highest prerequisite +3

Starting Age:  +1 year

Trade Skills:

            HTH Combat: 5

            Leadership:  0**

            Lore (Military): 5

            Weapon Skill (one primary): 10

            Weapon Skill (one secondary): 5

Survival Roll:  IN -2

Skill Roll:  Highest prerequisite +0

Boon Roll:  IN -5

Boon Tables:  Armaments, Money

INFANTRY OFFICER: 

Prerequisites:  ST, EN, DX 10+; upper class

Enlistment:  Highest prerequisite +3

Starting Age:  +2 years

Trade Skills:

            Leadership: 10

            Lore (Military): 10

            Riding: 5

            Tactics: 5

            Weapon Skill (any one-handed): 10

Survival Roll:  IN -2

Skill Roll:  Highest prerequisite +0

Boon Roll:  IN -1

Boon Tables:  Armaments, Money, Property

KNIGHT/NOBLE WARRIOR: 

Prerequisites:  ST, EN, DX 12+; nobility

Enlistment:  Lowest prerequisite +0

Starting Age:  +6 years

Trade Skills:

            HTH Combat: 5

            Leadership: 5

            Lore (Heraldry): 5

            Riding: 10

            Weapon Skill (1-Handed Edged): 10

            Weapon Skill (Pole Arms) 10

            Weapon Skill (any other): 5

Survival Roll:  Lowest prerequisite -3

Skill Roll:  Highest prerequisite +0

Boon Roll:  Highest prerequisite +2

Boon Tables:  Armaments, Money, Property

MAGE: 

Prerequisites:  MA 15+

Enlistment:  MA +0

Starting Age:  +15 years

Trade Skills:

            Alchemy: 5

            Item Enchantment: 5

            Lore (Magic): 10

            Magic Skill (one primary): 20*

            Magic Skill (one secondary): 10*

            Mathematics: 10

            Researching: 10

Survival Roll:  IN +0

Skill Roll:  IN +2

Boon Roll:  IN +2

Boon Tables:  Alchemy, Magic, Money

MAGISTRATE: 

Prerequisites:  IN 13+; upper class

Enlistment:  IN -2

Starting Age:  +5 years

Trade Skills:

            Diplomacy 10 

            History (Law): 5

            Leadership: 5

            Researching: 10

            Trade Skills (Law): 10

Survival Roll:  IN +5

Skill Roll:  IN -3

Boon Roll:  IN +2

Boon Tables:  Money, Property

MERCHANT/SMUGGLER: 

Prerequisites:  IN, OB 12+

Enlistment:  IN +3

Starting Age:  +3 years

Trade Skills:

            Barter: 10

            Falsification: 0**

            Forgery: 0**

            Language (one or more): 10

            Lore (Trade Routes): 5

            Mathematics: 5

            Transportation Skill (any one): 5

            Weapon Skill (any):  0**

Survival Roll:  OB +4

Skill Roll:  IN +0

Boon Roll:  DS +2

Boon Tables:  Money, Property

MILITAMAN: 

Prerequisites:  ST, EN 10+

Enlistment:  Automatic

Starting Age:  +1 year

Trade Skills:

            HTH Combat: 5

            Leadership:  0**

            Trade Skill (Law): 5

            Weapon Skill (Pole Arms): 10

Survival Roll:  IN +3

Skill Roll:  IN -3

Boon Roll:  IN -8

Boon Tables:  Armaments, Money

MINSTREL: 

Prerequisites:  DX, CH 12+

Enlistment:  DX +2

Starting Age:  +2 years

Trade Skills:

            Artistic Skill (Music): 10

            Artistic Skill (Singing): 10

            Artistic Skill (Stringed Instrument): 10

            Lore (native region): 5

            Weapon Skill (any):  0**

Survival Roll:  IN +5

Skill Roll:  DS +0

Boon Roll:  IN -3

Boon Tables:  Money

MOUNTAI MAN: 

Prerequisites:  ST, EN, DX 13+

Enlistment:  Lowest Prerequisite +0

Starting Age:  +4 years

Trade Skills:

            Lore (home region): 10 

            Medical Skills (First Aid): 5

            Mountaineering: 10

            Survival (Arctic): 10

            Trade Skill (Trapping & Skinning): 5

            Weapon Skill (any):  0**

Survival Roll:  Lowest prerequisite -1

Skill Roll:  IN +0

Boon Roll:  IN -10

Boon Tables:  Money


 

NAVAL OFFICER: 

Prerequisites:  ST, EN, CO 10+; upper class

Enlistment:  IN -2

Starting Age:  +4 years

Trade Skills:

            Leadership: 5

            Lore (Sea Ports): 5

            Navigation: 10

            Swimming: 5

            Tactics: 5

            Transportation Skill (Sailing): 10

            Weapon Skill (any one-handed): 5

Survival Roll:  IN -1

Skill Roll:  IN +0

Boon Roll:  IN +1

Boon Tables:  Armaments, Money, Property

NOBLE: 

Prerequisites:  Nobility

Enlistment:  Automatic

Starting Age:  +2 years

Trade Skills:

            Artistic Skill (any one): 5

            Diplomacy: 5

            History (General): 5

            Lore (Court Life): 5

            Riding: 5

            Trade Skill (Law): 5

            Weapon Skill (any): 0**

Survival Roll:  IN +8

Skill Roll:  DS -4

Boon Roll:  IN +8

Boon Tables:  Any

 

PHYSICIAN:

Prerequisites:  IN, OB 14+

Enlistment:  IN -3

Starting Age:  + 8 years

Trade Skills:

            Instruction: 5

            Life Sciences (General): 10

            Lore (Anatomy): 10

            Lore (Herbs): 5

            Medical Skills (Chirurgery): 10

            Medical Skills (Diagnosis): 10

            Medical Skills (First Aid): 10

            Medical Skills (Medicine): 10

            Medical Skills (Midwifery): 5

Survival Roll:  IN +5

Skill Roll:  IN +0

Boon Roll:  IN +2

Boon Tables:  Money, Property


 

RANGER: 

Prerequisites:  ST, EN, DX, OB 14+

Enlistment:  Lowest Prerequisite -3

Starting Age:  +8 years

Trade Skills:

            Athletic Skills (Swimming): 5 

            Camouflage: 5

            HTH Combat: 5

            Leadership: 0**

            Lore (Home Region): 5

            Navigation: 5

            Stealth: 5

            Survival (any one): 5

            Tracking: 5

            Trade Skill (Fletching): 5

            Weapon Skill (Bows & Crossbows): 10

            Weapon Skill (any one-handed): 5

Survival Roll:  Lowest prerequisite -2

Skill Roll:  Highest prerequisite +0

Boon Roll:  Lowest Prerequisite -3

Boon Tables:  Armaments, Money

ROGUE:

Prerequisites:  ST, EN, DX 12+

Enlistment:  Highest prerequisite +0

Starting Age:  +3 years

Trade Skills:

            Disguise: 5

            Forgery: 5

            Gambling: 5

            HTH Combat: 5

            Leadership: 0**

            Pick Locks: 5

            Pick Pockets: 0**

            Stealth: 5

            Traps: 0**

            Weapon Skill (any one-handed): 10

Survival Roll:  Lowest prerequisite -2

Skill Roll:  DS -1

Boon Roll:  IN +0

Boon Tables:  Any

SAILOR/PIRATE: 

Prerequisites:  ST, EN, CO 11+

Enlistment:  Highest prerequisite +2

Starting Age:  +2 years

Trade Skills:

            Athletic Skills (Swimming): 5 

            Gambling: 0**

            HTH Combat: 0**

            Leadership: 0**

            Lore (Sea Ports): 5

            Navigation: 5

            Transportation Skill (Sailing): 10

            Weapon Skill (any one-handed): 5

Survival Roll:  IN -2

Skill Roll:  IN +0

Boon Roll:  IN -5

Boon Tables:  Armaments, Money

SCHOLAR/SAGE: 

Prerequisites:  IN, DS 14+

Enlistment:  IN -3

Starting Age:  +8 years

Trade Skills:

            History (General): 10

            Lore (General): 10

            Mathematics: 10

            One specialty (any IN based skill): 20

            Two secondary (any IN based skill):  10 each

            Three tertiary (any IN based skill):  5 each

Survival Roll:  IN +5

Skill Roll:  IN +0

Boon Roll:  IN -2

Boon Tables:  Any

SCOUT: 

Prerequisites:  ST, IN, OB 10+

Enlistment:  Highest prerequisite +0

Starting Age:  +3 years

Trade Skills:

            Camouflage: 5

            HTH Combat: 5

            Leadership: 0**

            Navigation: 5

            Stealth: 10

            Survival (any): 5

            Tracking: 5

            Weapon Skill (any): 5

Survival Roll:  Lowest prerequisite -1

Skill Roll:  Highest prerequisite +0

Boon Roll:  Lowest prerequisite -3

Boon Tables:  Armaments, Money

SCRIBE: 

Prerequisites:  IN, DX 12+

Enlistment:  DX -2

Starting Age:  +3 years

Trade Skills:

            Instruction: 5

            Language (any one): 10

            Researching: 10

            Trade Skill (Calligraphy): 10

Survival Roll:  IN +5

Skill Roll:  IN -2

Boon Roll:  IN -4

Boon Tables:  Money

SPY: 

Prerequisites:  IN, OB 14+

Enlistment:  Lowest prerequisite -2

Starting Age:  +3 years

Trade Skills:

            Artistic Skill (Acting): 10

            Disguise: 5

            Language (any one): 10

            Lore (one foreign culture): 5

            Pick Locks: 5

            Stealth: 5

            Traps: 0**

            Weapon Skills (any one-handed): 0**

Survival Roll:  IN -2

Skill Roll:  IN +0

Boon Roll:  IN +0

Boon Tables:  Money

TEAMSTER: 

Prerequisites:  DX 10+

Enlistment:  Automatic

Starting Age:  +1 year

Trade Skills:

            Gambling: 0**

            HTH Combat: 0**

            Lore (Trade Routes): 5

            Trade Skill (Animal Handling): 10

            Transportation Skill (Wagon Driver): 10

Survival Roll:  IN +3

Skill Roll:  IN -4

Boon Roll:  IN -8

Boon Tables:  Money

TINKER: 

Prerequisites:  None

Enlistment:  Automatic

Starting Age:  +1 year

Trade Skills:

            Artistic Skill (any): 5

            Barter: 0**

            Gambling: 5

            HTH Combat: 0**

            Trade Skill (any 4): 5 each

            Transportation Skill (Wagon Driver): 10

            Weapon Skill (any): 0**

Survival Roll:  IN +3

Skill Roll:  IN +0

Boon Roll:  IN -5

Boon Tables:  Money

TRAPPER:

Prerequisites:  EN, OB 11+

Enlistment:  Automatic

Starting Age:  +3 years

Trade Skills:

            Lore (home region): 10

            Survival (any one): 10

            Trade Skill (Trapping & Skinning): 10

            Weapon Skill (any): 0**

Survival Roll:  OB +3

Skill Roll:  IN -1

Boon Roll:  IN -6

Boon Tables:  Money

Boon Tables:

Alchemy:

Roll:    Result:

1          10 levels of potion formulas

2          15 levels of potion formulas

3          20 levels of potion formulas

4          25 levels of potion formulas

5          1,000 Sp of lab equipment

6          1,000 Sp alchemy research library

7          1,000 Sp of rare ingredients

8          2,000 Sp of lab equipment

9          2,000 Sp alchemy research library

0          Player chooses

Armaments:

Roll:    Result:

1          A fine warhorse with tack & barding

2          +1/+0 weapon of quality

3          +1/+1 weapon of quality

4          +2/+1 weapon of quality

5          +2/+2 weapon of quality

6          +1 AF suit of armor

7          +2 AF suit of armor

8          +3 AF suit of armor

9          +4 AF suit of armor

0          Player’s choice


 

Magic:

Roll:    Result:

1          20 levels of spells on scrolls

2          40 levels of spells on scrolls

3          10 levels of starting spells

4          20 levels of starting spells

5          +1 magic item

6          Manna enhancer, level 2

7          50 point manna stone

8          1,000 Sp magic research library

9          Roll twice

0          Player chooses

Money:

Roll:    Result:

1          500 Sp

2          750 Sp

3          1,000 Sp

4          1,500 Sp

5          2,000 Sp

6          5X1d10 Sp/month, investment income

7          10X1d10 Sp/month, investment income

8          Roll once on “Property” table

9          Player chooses

0          Roll Twice

Property:

Roll:    Result:

1          40 acres open land

2          40 acres woodland

3          40 acres farmland (5d10 Sp/month)

4          40 acres grazing land (10d10 Sp/Month)

5          Mine producing (25d10 Sp/month)

6          Mine producing (50d10Sp/month)

7          20 acres of land and manor house

8          20 acres of land and a fortified manor

9          Player chooses

0          Roll twice

3) Open Skills:  Open skills are chosen by the player and may include any skill within limits set by the GM.  Generally, if a skill is particularly unusual for a character’s chosen background, the player should be required to given a reasonable explanation of how they acquired it.

To find a character’s total number of open skill SP, Multiply the character’s IN trait value by 2, then add their DS trait value minus 10.  Multiply the final result by 4.  (IN x 2) + (DS -10) x 4.

Thus, a character with an IN trait of 15 and a DS trait of 13 would have: 15 * 2 = 30 + 13 –10 = 33 * 4 = 132 SP of open skills.

Increasing Skill Levels:

Once play begins it is still possible for a character to gain new skills and increase his proficiency with his old ones.  This requires taking time out from adventuring to study either alone or under another’s tutelage.

Academic Training:  This requires the character to have a teacher.  A teacher can help a student attain a maximum SL equal to the average of their own SL in that field and their Instruction SL.

Example:  Grim the Dwarf has a SL of 10 in Smithing and wishes to increase it.  To this end he hires Naug, a renowned master smith, to teach him.  Naug has an SL of 20 in Smithing and 10 in Instruction.  Thus under his guidance, Grim could increase his Smithing SL to 15.

Through Academic training a character receives 2 SP per month in training, requiring at least 40 hours per week during that period.

The cost of training is typically 1 Sp per month multiplied by the maximum SL the instructor is able to teach to.  Thus, in our above example, Naug would charge Grim 15 Sp per month for training.  The GM has the final word on this figure, especially esoteric or restricted skills may cost several times this much when a character can find a teacher at all.

Learning from Texts:  This variant form of academic training consists of learning a skill from a written text.  This type of learning is limited to IN based skills.  At the GM’s option, MA based skills may be learned in this fashion as well.

The Maximum SL a character can train to from a text is determined by its author’s SL in the skill in question, their Instruction SL, and either the author’s or the character’s SL in the language the text is written it, whichever is lower.

To write such a text requires the author to make a success roll each month against each skill with a negative modifier equal to half the text’s level.  Failure negates that month’s work.  The total number of successful months work required is 1 per level of the text.

Thus a text with a level of 10 would require rolls at -5 against the skill in question, Instruction, and the author’s language SL every month for a total of 10 months.

Self-Training:  During self-training a character requires no teacher and has no expenses other than his own upkeep.  The character must meet the same work requirements as per Academic Training and make an unmodified success roll against his current SL in that skill.  If successful, he receives 1 SP for that month, 2 on an unmodified roll of 20.

 

Experience (Optional):

This optional rule allows for the gradual increase of SP through successful use of a skill in the field.  It requires extra paperwork but the GM can have the players keep track of their own experience if he wishes.

Whenever a character makes a success roll against a skill where, after all modifiers are applied, a roll of 15 or greater was needed to succeed, the character gains 1 experience point in that skill.

When a character accumulates 10 experience points in a given skill, they are exchanged for 1 SP in that skill.  It is recommended that Hand-to-Hand Combat, Magic Skills, and Weapon Skills not be increased in this way.

Master Skill List:

The following list contains all the skills and sub-skills used in the game.  Skills marked with a single asterisk (*) indicate that the player must specify a sub-skill when making that choice.  Sub-skills appear indented under the primary skill’s entry.  If the listed sub-skill is also marked by a single asterisk, the character must further specify the nature of the sub-skill.

Skills marked with a double asterisk (**) are skills that require twice the normal number of SP to purchase a single SL.


 

Skill:                                                   Trait:              Default:

Alchemy                                              MA                       X

Artistic Skills*

            Acting                                     CH                     +0

            Carving                                   DX                     -3

            Literature                                IN                       -2

            Music                                      IN                       -3

            Music Instrument*                  DX                     -4

            Painting                                   DX                     -2

             Poetry                                     IN                       +0

             Sculpting                                DX                     -5

            Singing                                    EN                     +0

Athletic Skills*

            Acrobatics                               DX                     -3

            Contortions                             DX                     -3

            Dancing                                   MS                    +0

            Juggling                                   DX                     -1

            Pole Vaulting                          ML                     -3

            Skiing                                      DX                     -2

            Sport*                                     ML                    +0

            Stilt-Walking                           MS                     -2

            Swimming                               DX                     -2

            Tightrope-Walking                  DX                     -5

Barter                                                  CH                    +0

Biology                                               IN                       -3

Board Games*                                                IN                      +0

Botany                                                            IN                       -3

Camouflage                                         OB                    +0

Damage Resistance**                         CO                     X

Diplomacy                                           CH                    +0

Disguise                                              OB                     -1

Engineering                                         IN                       -5

Forgery                                                DX                    +0

Gambling                                            OB                    +0

Hand-To-Hand Combat                      ML                    +0 

History*

            General                                    IN                      +0

            Cultural*                                 IN                      +0

            Regional*                                IN                      +0

            Topical*                                  IN                      +0

Instruction                                           IN                      +0

Item Enchantment**                          MA                     X

Language*                                          IN                       X

Leadership                                          CH                    +0

Lore*

            General                                    IN                      +0

Skill:                                                   Trait:              Default:

            Cultural*                                 IN                      +0

            Regional*                                IN                      +0

            Topical*                                  IN                      +0

Mathematics                                        IN                       -3

Magical Skills*

            Air Magic**                            MA                     X

            Earth Magic**                                    MA                     X

            Ethereal Magic**                    MA                     X

            Fire Magic**                           MA                     X

            Water Magic**                      MA                     X

Medical Skills*

            Diagnosis                                OB                     -3

            Chirurgery                               DX                     -5

            First Aid                                  IN                       -1

            Herbs & Medicines                 IN                       -4

            Midwifery                               IN                       -3

Metallurgy                                           IN                       -5

Mountaineering                                   MS                    +0 

Navigation                                          OB                     -2

Pick Locks                                          DX                     -2

Pick Pockets                                        DX                    +0

Researching                                         IN                      +0

Riding                                                 DX                    +0

Stealth                                                 DX                    +0

Survival*

            Arctic                                      IN                       -5

            Desert                                      IN                       -4

            Temperate                               IN                       -2

            Tropical                                   IN                       -3

Tracking                                              OB                     -2

Tactics                                                 IN                      +0

Trade Skills*

            Agriculture                              IN                      +0

            Animal Handling                    IN                      +0

            Architecture                            IN                       -5

            Bowyer                                   DX                     -3

            Calligraphy                              DX                    +0

            Carpentry                                DX                     -1

            Cartography                            IN                       -2

            Cooking                                  IN                      +0

            Fletching                                 DX                    +0

            Gem-Cutting                           DX                     -3

            Glass Blowing                         EN                      -4

            Jewelry Making                       DX                     -2

            Law*                                       IN                      +0

Skill:                                                   Trait:              Default:

            Leather Working                     DX                    +0

            Masonry                                  IN                       -2

            Milling                         IN                       -2

            Mining                                     OB                     -3

            Pottery Making                       DX                     -1

            Ship Building                          IN                       -3

            Smithing                                  MS                     -4

            Tailoring                                  DX                     -1

            Taxidermy                               DX                     -1

            Trapping & Skinning               DX                     -1

            Weaving                                  DX                     -1

Transportation Skills*

            Canoes                                                DX                    +0

            Chariots                                   DX                    +0

            Dog-sleds                                DX                    +0

            Horse-sleds                             DX                    +0

            Sailing                                     IN                       -2

            Small Boats                             DX                    +0

            Wagons                                   DX                    +0

Traps

Weapon Skills*

            1-Handed Edged                    ML                    +0

            1-Handed Blunt                      ML                    +0

            2-Handed Edged                    ML                    +0

            2-Handed Blunt                      ML                    +0

            Bows & Crossbows                MS                    +0

            Exotic Weapons*                    ML                    +0

            Fencing                                   MS                    +0

            Pole Arms                               ML                    +0

            Shield                                      MS                   +0

            Siege Weapons                        MS                     -2

            Slings                                      MS                     -1

            Thrown Weapons                    MS                    +0

SKILL EXPLANATIONS:

Alchemy:  This skill is used in the creation of magical potions.  Its use is fully explained in the Magic Rules section.

Artistic Skills:  This skill group covers both the fine and practical arts.  Success rolls can be made to entertain a group of people or create a work of art.  Modifiers should be imposed by the GM based on the difficulty of the task being undertaken.  Generally, the more a roll succeeds by the higher the quality of the work.

Athletic Skills:  These skills cover a wide range physical action which requires special training to execute.  Because of the wide range of possible situations and complicating factors it is left to the GM to set success roll modifiers as he see fix for any given situation.

Barter:  This is the skill of dealing and haggling.  Skill contests between characters and merchants using barter can be used to resolve pricing disputes for goods bought and sold.

Biology:  This is the study of fauna and their ways.  It will be common among animal breeders and those who study medicine.

Board Games:  This skill deals with the strategy and play of tabletop games of skill and cunning such as Chess and its Chinese counterpart, Go.  A wide variety of such games in all societies, particularly among the upper classes, and a person’s skill at such contests often says much about how they are perceived, especially among royalty and military elites.

Botany:  This represents knowledge of flora.  Physicians and natural philosophers will typically be well-versed in this area.

Camouflage:  This is the ability to conceal people and objects from view by utilizing the surrounding terrain and materials found in the environment.  The character doing the camouflaging makes a success roll with GM set modifiers based on the size of the object being hidden, available cover and materials, and location.

Potential observes who come within 50 yards of the concealed object during the day, 25 yards at night, receive a success roll against their OB trait with a negative modifier equal to the amount the original camouflage roll succeeded by.

Damage Resistance:  This is not a skill so much as a representation of work the character has done to develop his body to resist the effects of physical punishment.  For each SL the character’s Damage Points (DP) are increased by 1.  Damage Resistance costs 2X the normal number of SP to develop.

Diplomacy:  This is the art of negotiation and compromise.  It is similar to the barter skill but deals with matters of policy and politics.  Skill contests between opposing diplomats can be used to determine the outcome of such discussions.

Disguise:  This skill allows the character to use clothing and props, such as cosmetics, wigs, and such, to alter their appearance and pass for something or someone else.

Attempting to mimic a person that a potential observer knows incurs a penalty of at least -8 and frequent success rolls against their Acting skill as well.  Attempting to alter a character’s gender through disguise should receive a penalty of -2 to -5 or more depending on how revealing their costume is and the character’s build.

Engineering:  This skill represents a character’s understanding of the principles and applications of mechanical forces on the large scale.  It is used in the design, creation, and repair of such objects.

Forgery:  This skill represents the character’s ability to create false but convincing documents and copy signatures.  Averaged with other skills (such as painting for example) it can be used to create copies of other types of objects as well.

Gambling:  This represents a character’s proficiency with games of skill and chance.  It can be used to cheat at such games, or detect another cheating as well.  For every 5 SL a character possesses they may take a +1 bonus to the outcome of such games through cheating.  To detect cheating by another, the GM makes a secret success roll against the observing character’s gambling SL with a modifier of -1 per 5 SL of the cheater’s skill.

Hand-To-Hand Combat:  This is skill at unarmed combat; its use is fully explained in the Combat section of these rules.

Hand-To-Hand Combat Specialization:  A character may elect to be a specialist in the martial art of HTH combat at the cost of making it more difficult to develop weapon skills.  A character who wishes to do so must indicate this upon creation and thereafter the choice may not be cancelled or altered.

A character that specializes in HTH combat doubles all SP they spend on this skill and any they spend on weapon skills is halved.

Furthermore, a HTH specialist can make 1 additional attack per turn for every full 10 SL of HTH Combat.  Thus a HTH specialist with a SL of 10 makes 2 attacks per turn and one with a SL of 20 makes 3.

History:  This skill represents knowledge of past events relating to the specific topic chosen by the player.  The more exacting the nature of the skill the more detailed information that will be available on that topic but the less likely it will be useful outside it.  The reverse is also true the vaguer the topic choice.

History can also be developed as a General skill, meaning it is a broad overview of all history and will grant knowledge on almost any topic familiar to the character’s native culture.  When using a General skill, any difficulty modifiers should be doubled.

Instruction:  This is the ability to effectively transmit knowledge from one person to another.  Its use is discussed under the heading of Increasing Skill Levels at the beginning of this section.

Item Enchantment:  This skill covers the creation of magic items.  It costs 2X the normal number of SP to develop.  This skill’s use is fully explained in the Magic Rules section.

Language:  This is the ability to speak and understand a given language.  A new character begins play with a SL equal to his IN trait value in their own native language.

Literacy is normally treated as a 1 CP special ability although a GM may rule that a character is automatically literate depending on their social class or cultural background.  If a character begins the game unable to read and write, 5 SP must be expended to learn.

Leadership:  This skill deals with managing and influencing others, especially with regards to dealing with a group.

A character receives a bonus of +1 to reaction rolls for every full 4 SL he possesses in this skill when dealing when trying to influence a group; +1 for every 5 SL when dealing with individuals.  Success rolls against this skill may be required to calm an angry or frightened person or group as well.

Lore:  As per History but regarding more practical and specific information on a subject rather than a chronicle of related events.  Likewise, the more exacting the nature of the chosen lore skill, the more detailed the character’s knowledge in that narrow sense but the less applicable it will be to other situations.

Lore skill can also be used as a catchall for any knowledge topic not covered by another skill.

Mathematics:  This is the study of numbers and how they interact.  Depending on the sophistication of the character’s culture, the GM may place an upper limit on this skill until such time that they are exposed to a society of greater understanding.

Characters with high skill levels in Mathematics can also be assumed to have an understanding of physics as well as the two subjects are closely related.

Magic Skills:  This represents are character’s mastery of one of the five realms of magic utilized by the game.  Its use is detailed in the Magic Rules section.

Medical Skills:  These skills allow a character to perform healing functions on themselves and others.  There are five sub-skills that are detailed below as their individual functions are varied:

Diagnosis:  While a sword wound may be obvious enough, many problems, such as illness and internal injury, require a trained eye to properly evaluate.  A character’s Diagnosis SL may not exceed their First Aid SL. 

Chirurgery:  This represents primitive surgical skill and complex medical procedures.  A success roll against this skill is required to treat critical wounds, as detailed under Combat Rules.  A character’s Chirurgery SL may not exceed their First Aid SL.

First Aid:  This skill deals with the treatment of injury such as stopping blood loss and setting broken bones.  Its use is detailed in the Combat Rules section.  First Aid skill is a prerequisite to the Diagnosis and Chirurgery skills.

Herbs & Medicines:  This skill allows a character to properly utilize medicinal herbs and prepared medicines to treat illness and injury.  Success rolls may be required to determine what medicines will be helpful for a given patient as well as for preparing and administering them properly.

Midwifery:  This skill allows the character to assist in the birthing of children and animals, especially when there are complications to the birth, as well as to help mitigate damage inflicted by a mother during a problematic delivery.  It covers the function of all other medical skills within the confines of such situations.

Metallurgy:  This skill details a character’s knowledge of metals; their physical properties, their method of creation, and how they are best utilized and worked.  A character with both Smithing and Metallurgy skills receives a bonus of +1 to all success rolls against Smithing for every full 5 SL of Metallurgy.

Mountaineering:  This skill imparts the ability to perform complex and difficult climbing activity, be it the climbing of mountains, or castle walls, with or without special equipment.  Typical success roll modifiers include:

            Abundant handholds:  +4

            Sloped inward 30 degrees or more:  +5

            Slippery surfaces:  -1 to -5

            “Tiny” sized climber: -7

            “Very Small” sized climber:  -5

            “Small” sized climber:  -3

            Using ropes and pinions:  +2

Navigation:  This skill allows a character to determine their location and direction while travelling, as well as to successfully plot courses from one location to another.  Navigation skill is useful both on land and at sea.  Typical success roll modifiers include:

            Daytime, using the sun:  +0

            Nighttime with clear skies:  +0

            Nighttime, cloudy weather:  -4

            Using a compass:  +3

            Using an astrolabe:  +5

            Maps available:  +1 to +5

Pick Locks:  This skill allows a character to bypass locking devices with tools other than their intended keys.

Each lock has a difficulty rating of +2, for a very cheap lock, to -15 for an extremely high quality one.  Lock picks can have bonus of up to +3 associated with them due to high quality at the GM’s option.

Pick Pockets:  This skill allows a character to surreptitiously remove an object from another’s person without the victim realizing it.  Success rolls receive a modifier of +0 to -10, GM’s choice, based on the relative size, weight, and location of the object, as well as a -1 modifier per full 5 points of the victim’s OB trait value.  If the roll fails by 5 points or more, or on an unmodified roll of 2, the victim is aware of the attempt.

Researching:  This skill is used to locate information on a given topic from an appropriate source.  It is mainly used to learning and developing spells, as discussed in the Magic Rules section, but may be utilized for any type of information.  The GM must decide if the character’s source materials are capable of producing useful information and impose any modifiers based on conditions.

Riding:  This is the ability to effectively use animals as mounts.  Horses are the most common type of mount but camels and elephants are also widely used in some areas and unusual types are also possible.

Saddles, tack gear, and stirrups each grant a +1 bonus to riding skill when in use.  If a character is utilizing a type of mount he is unfamiliar with, the GM should impose a temporary penalty of -2 until the rider can acquaint himself with its peculiarities.

If flying mounts are available in the campaign, the GM should require the character to develop a separate skill for such creatures.

Stealth:  This skill represents a character’s ability to move silently and make use of shadow and cover to avoid detection.  Success rolls should be required of a sneaking character every 100 feet traveled or whenever they pass within 10 feet of a potential observer with an additional penalty of -1 for each full 4 points of the individual’s OB trait value.  Typical modifier include:

            Full daylight:  -5

            Dusk:  -3

            Moonlight:  +0

            Starlight:  +3

            No available cover:  -5

            Poor cover available:  -3

            Moderate cover available:  +0

            Good cover available:  +3

            Excellent cover available:  +5

            Wearing bright colors: -1

            Area overgrown, dry leaves, etc:  -4

Survival:  These skills cover the locating of food, water, herbs, and shelter in the wild.  Modifiers are imposed by the GM to suit the conditions of any given location.

Tracking:  Tracking skill allows a character to locate, follow, and glean information trails left behind by others.  A success roll is required each phase or when conditions suddenly change such as a new set of tracks crossing those being followed, crossing stone or shallow water, etc.  Typical modifiers include:

            Mud or soft ground:  +2

            Thick growth in the area:  +1

            Shallow water or stone:  -5

            Dusk:  -3

            Moonlight:  -5

            Starlight:  -10

            Per 2 creatures in tracked party:  +1

            Per period since tracks were made:  -1

            Per phase of rain or snow:  -4

            Tracked group hiding its trail:  -5

The GM may make secret success rolls on behalf of the character before delivering special information, such as “Combat took place here,” “New people joined the part here,” “They increased their speed,” etc.

 

Tactics:  This skill represents the study of military strategy and warfare.  It is used primarily in mass combat and discussed under that heading in the Combat Rules section.

The GM may also make secret rolls against a character’s Tactics SL to determine if they notice certain information, such as:  “This is an ideal ambush area,” “These troops seem especially well disciplined,” “The baggage train would indicate a long campaign is planned,” etc.

Trade Skills:  These skills represent the professional training and knowledge associated with a variety of many typical vocations.  Trade skills can be used to create, repair, or appraise an object appropriate to that profession.

Transportation Skills:  These skills deal with the operation and maintenance of different vehicle types.  While many of these vehicles can be operated by an unskilled person under normal circumstances, expert training is often needed to deal with high-speed travel and difficult conditions.

Traps:  This skill deals with the design, creation, setting, and (when necessary) the disarming of various traps.  By itself, the character can use this skill to create common snares and pit traps with materials available in the field.  Complex mechanical traps will require special materials and Engineering skill.

To disarm a trap, the character must first locate it by making a success roll against his OB trait value with a bonus of +1 per 4 SL of his Traps skill.

Next, the character must make a success roll against his Traps SL to determine how the trap functions.  If the traps is of an obvious and straightforward nature (a pit, a snare, etc) the GM may skip this roll.

Finally, the character makes a success roll against his Traps SL to disarm it.  Traps typically have modifiers of -1 to -5 to identify them and -5 to -15 to disarm.  If the disarming roll fails by 4 points or less, the character is unable to disarm the trap and it remains set.  If the roll fails by 5 points or more the trap is activated, potentially catching the character in it.

Weapon Skills:  These skills represent proficiency with a variety of weapon types.  Their use is fully explained in the Combat Rules section.

Weapon skills default to similar skills at ½ the character’s SL.  Thus all One-Handed or all Two-Handed weapons are similar to one another, as are all Edged and all Blunt weapon types.

Example:  A character with SL 10 in One-Handed Edge weapons is treated as having a SL of 5 in both Two-Handed Edged weapons and One-Handed Blunt weapons.  Skill with those similar weapon types must be developed normally from 0 however.

Weapon Specialization:  Just as a character may elect to specialize in Hand-To-Hand Combat at the expense of weapon skills, a character may specialize in a single weapon at the expense of being less capable with others.  A player must indicate that his character is going to specialize in a weapon upon creation and the decision cannot be cancelled or altered thereafter.

The character spends SP directly on his selected weapon and these SP are doubled.  The weapon group it belongs to may be developed normally as a separate skill but all other weapon groups receive only 50% of the SP allocated to them.

If the selected weapon can be used in two different categories (a bastard sword may be used one or two handed for example) his skill with that weapon is used for both instances be he must select which category will be used at normal development costs—it cannot be both.

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