HackMaster Basic Plus
HackMaster Basic Plus
With respect to trademarks: HackMaster and Knights of the Dinner Table are registered trademarks of Kenzer and Company. HackMaster Basic, the Kenzer and Company
logo, the HackMaster logo and the Hard 8 Enterprises logo are trademarks of Kenzer and Company.
© Copyright 2012 Kenzer & Company, Inc. All Rights Reserved.
D e s i g n e r s ’ Fo r ew o r d
Welcome to HackMaster Basic Plus (some purists might prefer to call it “5th Edition”). If you’re reading this you might
be thinking, “My god — yet another fantasy role-playing game? Why bother?”
This is the part of the book where we make our pitch.
HackMaster Basic Plus has truly been a labor of love. We have a passion for fantasy role-playing at Kenzer and Company.
All of us here first picked up the dice and created our first characters in the late 1970’s. And we’ve spent the last 17 years
working on role-playing products professionally. You might say it’s in our blood. HackMaster Basic takes the passion,
know-how and attitude (more on that attitude in a moment) from the last edition along with years of experience garnered
along the way and takes the game to the next level.
So why another fantasy role-playing game in an already crowded market? Because not all games are created equal. And
neither are gamers. We all come to the table with our own likes and dislikes as far as game style and play. No single game
can be all things to all players. We created HackMaster Basic Plus with one goal in mind — to be the game we ourselves
would want to buy and play with our friends. This is the same approach to game design that earned us Best Game of the
Year (for HackMaster 4th Edition) and Best RPG of the Year (Aces & Eights). We happen to think there are others out there
like us. So far we’ve been right.
Now a few things about HackMaster Basic you should know before we turn you loose.
First off what does “HackMaster Basic Plus” mean…?
This book provides just that — the basics. Everything the GM/Players need to run and play HackMaster for 1st through
10th level characters. All between two covers. And when you’re ready to take the next step? The HackMaster Player’s
Handbook picks up where HMb+ leaves off. No need for conversions or changes to your characters or campaigns, just keep
on playing.
If you’re new to the HackMaster experience we welcome you. The adventure is just beginning. And if you’re a
HackMaster 4th Edition fan coming to HMb+ with some concerns…? Let’s just say that we feel HackMaster Basic Plus
is the rightful heir to the game(s) we all cut our teeth on. We wouldn’t have put the HackMaster logo on the cover if we
didn’t feel we had met that challenge.
Okay, a brief word on HackMaster’s unique style and a bit of back history. When HackMaster 4th Edition came out it
earned something of a reputation among some gamers as being a ‘silly’ or ‘joke’ game. A few quickly dismissed it as being
such. A pity. Fortunately tens of thousands of gamers were able to look beyond the veneer and recognize that there was a
truly fun and unique game underneath and quickly embraced HackMaster as their game of choice. Just to clarify, our
previous license required that HackMaster 4th Edition be a ‘parody’ and approval for HM product required a certain bit of
‘silliness’ to be sprinkled about. HackMaster Basic Plus (and other products in the new HackMaster line) are free of any
such licensing requirements.
So how has that affected the new game? We reeled in and scrubbed the game of much of the over-the-top “silly factor”.
But… we decided to keep the fun. And most importantly, the attitude. So while game play takes itself very serious and is
as rock solid as we could possibly make it — the rules are presented with the notion, “This is a game, it should be fun. It
shouldn’t read like a text book”.
Finally, you can run your HackMaster campaign with as much humor or even silliness as you want. Or… you can run it
deadly serious. It’s all up to you. HackMaster Basic has been developed to support both styles of play.
So pick up those dice and have fun.
2
Credits
Authors: David Kenzer, Steve Johansson, Jolly R. Blackburn and Brian Jelke
Proofreader: Jennifer Kenzer
Interior Artists: Jolly R. Blackburn, Anthony Carpenter, Caleb Cleveland, Storn Cook, Keith DeCesare,
Thomas Denmark, Allan Ditzig, Stacy Drum, Brendon Fraim, Brian Fraim, Mark Kidwell, Russell Lingo,
Rich Longmore, Manoel Magalhaes, Thomas Manning, Travis Moore, Eric Olson, Mark Pennington,
Benjamin Pierce, Brian Schomburg, Carlo Soriano, Ruth Thompson, George Vrbanic
Playtesters: Roger Abbott, Allen Antoine, Tim Anton, Frank Armstrong, Shari Armstrong, Mat Bosch,
Austin Byers, James Colletti, David Cowan, Nick Cyronek, Darren Dunlap, Sara Duty, Will Duty,
James Everritt, Olivia Everritt, Adam Flenar, Mark Furr, Bryan Gann, Nathaniel Garth, Travis Harvey,
Mike Hensley, Jeff Hric, Brian Jelke, Shabnam Kaderi, Daria Kaval, Topher Kersting, Aaron Kinder,
Arik Kinder, Eric Lewandowski, Johnny Lowery, Michael Lyons, Bryon McCague, Scott Meredith, Jan Monk,
Don Morgan, Sam Nastari, Susan Nastari, Randall Nelson, Adam Niepomnik, John O’Neil, Brian Olive,
Kenneth Osborne, Derek Plote, Jason Riddell, Jim Scoggins, Benjamin Sharef, Matthew Sheehe, Nate Sims,
Brian Spurling, Gearl Stephens, Carolyn Stogdill, Christopher Stogdill, Ben Sundell, John Turner III,
James Vaughan, Adam White, John Whittingham, David York
Have game designers and other “lucky” notables sign their autographs here. That way they’ll always be handy for emergency dice purgings and luck charging.
Note: To charge a die to roll higher numbers you should stroke the die left to right. For lower numbers stroke right to left. Fame rubs can be used to prime new dice and many
game designers at conventions and store signings are more than glad to oblige fans. As a rule of thumb you should do a minimum of six swipes of the die across the signature (but no
more than ten as that can sometimes have the opposite effect of what is desired). To get you started we’ve added two facsimile signatures of Jo Jo Zeke and Gary Jackson. They’ll only
be 32% as effective as an original signature but they could come in handy in an emergency..
3
Introduction
Well met, friend. You’ve made it this far, so congratulations Ranged weapons don’t work quite as well in real-life (or for
are certainly in order for you’ve chosen the greatest game ever low level characters) as they do in most recent RPGs.
developed by mankind: HACKMASTER. At this point, a fair Frankly, I’d rather be shot with an arrow from a longbow
warning is probably in order. In all likelihood you cut your than hit with a broad sword if forced to make that choice.
teeth on another game system and have either picked this game Think about it.
up as a curiosity or plan to move to HackMaster as a tempo- Every character cannot do everything and no character is
rary or permanent change of pace. The more you play an island. HM is a game of hard choices for each character.
HackMaster, the more you will come to realize that it behaves You need a TEAM of characters with complementary skills
differently than other games. For most games, having some and abilities. HackMaster really is a game where you need to
preconceived notion of what to expect or background experi- know the answer to the question, "Who's Watching Your
ence makes the transition easier. This is often not so with Back?"
HackMaster; in fact, complete gaming newbs sometimes com-
Each character class has a specific role. Fighters fight and
mand a distinct learning-curve advantage over their seasoned
should be in front. Mages should be kept out of melee at all
RPG counterparts. This is because while HackMaster plays
costs. Thieves should be on point but ready to let the fight-
like an old-school game, it more closely models real-life than
ers take the lead in combat. Clerics are the party's all around
any previous edition (old or new school), despite its fluid
support. Each role is important to party survival. Playing a
mechanics. So rather than spend the introduction to this exalt-
thief (or worse, a mage) like a fighter just gets the character…
ed tome blathering on about how great the designers are or
and sometimes the party… killed.
how devoted HackMaster fans are we will simply cover some
fundamental differences with which you will need to become All the min/maxing during character creation doesn't
accustomed, all in the hopes of saving a few of your character’s mean a thing if you don't use your brain during the game.
lives. In other words, this might be the first useful introduction That spreadsheet that managed to save you 4 BPs on your
ever penned (being as how I haven’t read them all – I usually thief ’s Acting skill doesn't mean much if you try to straight-
skip them – I cannot certify this as the strict truth). Here are up melee a troll.
some things you will find different about HackMaster than 3d6 in order does NOT mean you usually get an
other games: unplayable character – HackMaster drags the average 3d6
character ability back to 10-11 from 15-16.
You needn’t ever wait for your turn – the whole game is Intelligence is important in melee – it increases your
based on the ‘seconds’ system, much like timekeeping in the chance to hit an enemy. That’s why the stupid giant can be
real world. If your character wants to take an action or defeated by the clever warrior.
change his mind in the middle of an action, by all means, do There are no perfect characters, but there are many
it! No sense standing around different ways to create a great character.
Both shields and armor make it easier for foes to hit your You can never tell the outcome of a battle before it starts.
character – they simply absorb damage and deflect blows, Just because your fighter is at full hit points, killing that
making your character less likely to be injured. Just like in goblin with the spear is never a sure thing.
real life!
Simply because you've encountered goblins, kobolds or
Characters use an active defense (and roll to defend as well zombies in other games doesn't mean they're just as easy to
as attack); a low roll isn't the end of the world. So you rolled defeat in HackMaster.
a six against that orc? Don't whine about missing until the
The GM is not out to kill you – he’s out to kill you if you
GM rolls for the orc's defense. You still have a chance – he
are foolish. A tactical withdrawal is a perfectly acceptable
may roll a five.
option because far more often than in other games, you’ll
Going first and fastest is not always best. Charging into a wind up in over your head.
group of surprised foes may be great for the first strike, but it
may also be a way to find yourself surrounded if your allies
aren't as quick as you. In the end, the best advice I can give you is that HackMaster
is a game of difficult choices. You will never have enough build-
Being surrounded or even outnumbered is a very bad
ing points to buy everything you want (or even need). There is
thing. Taking on multiple foes, even if far inferior to your
no one ‘no-brainer’ weapon that every combatant should use, nor
character, can be bad news. A large group of orcs will be a
is there one class that bests them all. The BEST advice is to just
tough fight even for high-level characters, when in other
play the game with an open mind, ready to learn. Nothing
games this would be a cakewalk. Well, it wasn’t one in the
brings out the genius of HackMaster like actual play. During
Mines of Moria and it won’t be one in HackMaster, either.
play you begin to see how well the system flows and works. This
is a Game written by people who love to play it.
4
TABLE OF CONTENTS SURPRISE . . . . . . . . . . . . . . . . . . . . . . . . . . . .140
MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . .141
QUICK-START RULES . . . . . . . . . . . . . . . . . .7 RANGED ATTACKS . . . . . . . . . . . . . . . . . . . . .142
DAMAGE . . . . . . . . . . . . . . . . . . . . . . . . . . . .145
CHAPTER ONE: HACKMASTER DEATH AND DYING . . . . . . . . . . . . . . . . . . . .145
CHARACTER CREATION . . . . . . . . . . . . . .15 MELEE ATTACKS . . . . . . . . . . . . . . . . . . . . . . .146
BUILDING POINTS . . . . . . . . . . . . . . . . . . . . . . .16 SHIELDS AND ARMOR . . . . . . . . . . . . . . . . .146
ABILITY SCORES . . . . . . . . . . . . . . . . . . . . . . . .16 MULTIPLE OPPONENTS AND REAR ATTACKS 148
DICE PENETRATIOIN . . . . . . . . . . . . . . . . . . . . .17 KNOCK-BACK . . . . . . . . . . . . . . . . . . . . . . .148
PLAYER CHARACTER RACES . . . . . . . . . . . . . . .21 TRAUMA . . . . . . . . . . . . . . . . . . . . . . . . . . .148
ALIGNMENT . . . . . . . . . . . . . . . . . . . . . . . . . . .24 COUP DE GRACE . . . . . . . . . . . . . . . . . . . . .149
CHOOSE CLASS . . . . . . . . . . . . . . . . . . . . . . . .24 ATTACKING A HELPLESS OPPONENT . . . . . .149
QUIRKS & FLAWS . . . . . . . . . . . . . . . . . . . . . . .25 SPECIAL COMBAT MOVES . . . . . . . . . . . . . .149
CALCULATING STARTING HONOR . . . . . . . . . . .25 AUTOMATIC HITS & DEFENSES . . . . . . . . . .151
PURCHASE SKILLS, TALENTS & PROFICIENCIES .25 CRITICAL HITS & DEFENSES . . . . . . . . . . . .151
ROLL HIT POINTS . . . . . . . . . . . . . . . . . . . . . . .25 MISSES & FUMBLES . . . . . . . . . . . . . . . . . . .151
DETERMINE WEAPON ADJUSTMENT(S) . . . . . . .25 SPELL CASTING IN COMBAT . . . . . . . . . . . . . .151
RECEIVE STARTING MONEY . . . . . . . . . . . . . . . .26 TURNING/COMMANDING UNDEAD . . . . . . . . .152
EQUIP YOUR CHARACTER . . . . . . . . . . . . . . . . .26 DETAILED EXAMPLE OF COMBAT . . . . . . . . . .154
CHARACTER AGE . . . . . . . . . . . . . . . . . . . . . . .26
CHAPTER TEN: MISC. RULES . . . . . . . . .164
CHAPTER TWO: HONOR . . . . . . . . . . . . . .27 ILLUMINATION . . . . . . . . . . . . . . . . . . . . . . . . .164
FALLING DAMAGE . . . . . . . . . . . . . . . . . . . . .166
CHAPTER THREE: QUIRKS & FLAWS . . .31 DOORS & PORTCULLISES . . . . . . . . . . . . . . . .166
HEALING TIME . . . . . . . . . . . . . . . . . . . . . . . .167
CHAPTER FOUR: CHARACTER CLASSES 37 MONEY AND THE ECONOMY . . . . . . . . . . . . .167
EXPERIENCE . . . . . . . . . . . . . . . . . . . . . . . . . . .37
THE FIGHTER . . . . . . . . . . . . . . . . . . . . . . . . . .37 CHAPTER ELEVEN:
THE THIEF . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39 PRIORS AND PARTICULARS . . . . . . . . .169
THE MAGE . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
THE CLERICS . . . . . . . . . . . . . . . . . . . . . . . . . . .45 GM CHAPTER ONE: MONSTERS . . . . . . . . .175
MONSTER DESCRIPTIONS . . . . . . . . . . . . . . . .176
CHAPTER FIVE: SKILLS, TALENTS UNDEAD ENERGY DRAINING [SIDEBAR] . . . . .177
& PROFICIENCIES . . . . . . . . . . . . . . . . . . . .55 MONSTER POISON . . . . . . . . . . . . . . . . . . . . .203
SKILL DESCRIPTIONS . . . . . . . . . . . . . . . . . . . . .58
TALENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .83 GM CHAPTER THREE: THE GAMEMASTER .205
PROFICIENCIES . . . . . . . . . . . . . . . . . . . . . . . . .85 Designing the Adventure . . . . . . . . . . . . . . .205
CHAPTER SIX: ARMOR, WEAPONS GM CHAPTER TWO: MAGIC & TREASURE . .207
& EQUIPMENT . . . . . . . . . . . . . . . . . . . . . . .87 AWARDING TREASURE . . . . . . . . . . . . . . . . . .207
MAGIC ITEM DESCRIPTIONS . . . . . . . . . . . . . .211
CHAPTER SEVEN: CLERIC SPELLS . . . . .93 SUPERIOR QUALITY ARMS & ARMOR . . . . . .219
5
W hy a N ew E d i t i o n ?
The vigilant and hard working team at Hard Eight Enterprises put forth a yeoman’s effort creating 4th Edition
HackMaster from the notes I left behind before departing on my untimely ‘sabbatical’. Indeed, that very line of products
was critically acclaimed as well as a great commercial success, certainly with no small measure of help from prior editions.
Unfortunately, the 4th Edition, while clearly superior to its predecessors and any other game currently on the market, still
came up short of perfection. It’s no surprise, of course, when a team is left to decipher and compile the prior works of a
superior intellect and further, forced to contend with the needs of the day-to-day running of the Hard Eight business, that
they no doubt inadvertently handed inexperienced rubes (interns) and arrogant ne’er-do-wells (freelancers) the keys to the
HackMaster Kingdom. Regrettably, they used said keys to unlock the wrong doors, to misinterpret my intentions and thus
lead the game a bit astray from plan. No longer was the game on the shoulders of a giant, but on the shoulders of two-bit
hacks holding and often misconstruing said notes!
While in solitude and freed from Hard Eight managerial requirements, my mind was free to explore and test every inch
of the game. I could apply modern research, thought and technology to solve problems that could only be dreamt about in
the earlier versions of role-playing games. This new edition is intended to bring gaming and HackMaster back to the game
it should have been – a modern role-playing game. Certainly the game can use miniatures, but it is not a miniatures game.
Of course the game supports role-playing – HackMaster, after all, is the first game to actually enforce role-playing with
rules for heaven’s sake! – but it is not some sort of neutered, story-telling frou-frou game where everyone’s tale is a happy
ending preordained by the “Storyteller”. The game has cinematic action galore, but is not some new-age video game bet-
ter suited for solo play or first person shooting. If you enjoy those types of games, by all means play them, but call them
not role-playing games, for they all fall short due to lack of one element or three.
The new edition of HackMaster is what a fantasy role-playing game was intended to be: old school gaming built with
modern game design techniques by the greatest team of game designers of this or any era. This is the game that will leave
you feeling like you did when you first started playing RPGs: filled with awe and wonder. Excited. On-the-edge-of-your-
seat nervous. Survival and success are determined solely by your wits, guts, teamwork and those of your fellow adventurous
souls – imprudent, foolish or cowardly action will find you and your allies unceremoniously slaughtered, while the opposite
brings untold wealth and the laurels of victory!
6
So, tonight’s the night you’re going to start playing Determine Honor
HackMaster Basic Plus. You’re all eager to play and don’t have
the time or inclination to read all the rules yet. There’s nothing Your character’s starting Honor score is calculated a bit dif-
wrong with that and, heck, we appreciate your enthusiasm! ferently from other ability scores. To determine starting
Honor, add your other seven ability scores together.
If you want to jump into a HackMaster game as quickly as
possible, just follow the steps here and you’ll have a basic char- Treat the fractional ability scores as decimals to facilitate cal-
acter ready for adventuring. We’ve optimized these steps for culator use. This way a Strength of 12/68 becomes 12.68 and
speed, so your choices have been artificially limited and certain so on. Once you’ve added all seven ability scores, divide the
rules have been ignored. Don’t fret though - your character will total by seven and round any decimal down to the nearest
be good enough to play. (Once you become more familiar with whole number. This is your starting Honor score.
the game, you’ll probably want to utilize the unabridged char- Select Character Class
acter creation rules that give you the opportunity to tweak out
a character to your own exacting specifications.) Now grab some You may pick one of the following character classes to play:
dice and let’s begin. fighter, thief, mage or cleric. Your character’s class defines what
starting abilities and powers he possesses. There are no prereq-
It’s recommended that you download the HackMaster Basic uisites for any class so you can choose any one you want.
Plus character record sheet PDF from www.kenzerco.com
before proceeding (or, if you have a prepared GameMaster, have Fighters are good at combat. This is an excellent choice for a
him give you a copy). While playing off a scratch pad is defi- novice player as fighters are usually in the thick of the action -
nitely kewl and old school, we provide the character sheets free providing you with fairly unambiguous options to keep you
of charge to assist you, so why not take advantage of this tool? engaged in the game. You should consider a fighter if you have
average or above average scores in Strength and/or Constitution.
Roll Ability Scores Thieves excel at sneaking around and exploring. They are
For each ability you roll three 6- not as good at fighters in combat except when they can attack
sided dice (3d6); the total shown on opponents from behind. Consider playing a thief if you have a
the dice is your character’s ability high Dexterity score.
score. Then roll percentile dice (d%, or Clerics are members of the clergy and set out into the world
two 10-sided dice yielding a number to spread the teachings of their god. They are adequate combat-
from 01-100). Record each fractional ants and have the ability to use magic to heal their allies. If you
ability on your record sheet [in pencil, decide to play a cleric, it’s beneficial if you have a good Wisdom
since you’ll get to add a point or two score. You also need to pick your character’s alignment now and
later!] next to the appropriate ability choose a patron deity. Choices of religion include The Courts
like this: xx/yy where “xx” is the result of Justice, lawful good god of justice and truth; Church of
of the 3d6 and “yy” is the final result of Everlasting Hope, neutral good god of healing, hope and mercy;
the d%. The Face of the Free, chaotic good god of freedom, liberty and
happiness; The House of Shackles, lawful evil god of oppres-
Repeat this step for all of your char-
sion and slavery; and The Temple of Strife, chaotic evil god of
acter’s abilities in order (Strength,
discord, misfortune and foul weather.
Intelligence, Wisdom, Dexterity,
Constitution, Looks and Charisma). Mages are weak at combat and use their magic spells to hurt
or impede enemies. A mage character should have Intelligence
as one of his strongest scores.
7
After choosing your class, make the following adjustments to Proficiencies and Skills
your ability scores:
These represent knowledge that your character picked up
Fighter: add 1 to both Strength and Constitution through life experience, study and training. Proficiencies can-
Thief: add 2 to Dexterity not be improved upon while skills can. Each class begins with
a different set of proficiencies and skills.
Cleric: add 2 to Wisdom
Mage: add 2 to Intelligence Don’t worry about the bracketed information following each
skill. We’ll explain its significance in a few moments.
Choose Character Race
Now it’s time to choose your character’s race. You can decide
to play a human, a dwarf, an elf or a halfling.
Most dwarves are rugged, brave and boisterous, with a love
of strong drink. Dwarves make good fighters. The typical elf
is fascinated with magic and they typically make good mages.
An average halfling is amiable with a preference for creature The fighter begins recording his proficiencies here.
comforts. Their small size makes them excellent thieves.
Humans are versatile and pretty good at everything. Fighter: Heavy Armor proficiency, Shield proficiency,
Weapon proficiencies (longsword, dagger, javelin and warham-
In these abridged character creation rules, your race does not mer), Weapon Specialization (add +1 to Attack, Defense and
affect any of your ability scores nor does it provide any special Damage plus -1 to Speed when using your longsword),
bonus. Appraisal (Armor & Weaponry) [Int]
Determine Hit Points Fighters roll twice (using 1d4) for additional skills
Your Hit Points (HP) are a representation of how much dam- 1. Gambling [Wis & Cha]
age you can sustain before dying. To determine your character’s 2. Recruiting [Cha - universal]
starting Hit Points, add your character’s racial adjustment
3. Riding, Horses [Wis & Dex]
(shown on table on subsequent page), Constitution score (ignore
fractionals) and Hit Points for class (shown on the chart below). 4. Swimming [Str & Con]
Character For HP, add CON score plus: Thief: Light Armor proficiency, Weapon proficiencies (short
Dwarf 10 HP sword and dagger), Climbing/Rappelling [Str & Dex - univer-
Elf 5 HP sal], Disarm Trap [Int & Dex], Hiding [Int & Dex - universal],
Identify Trap [Wis], Listening [Wis - universal], Lock Picking
Halfling 5 HP
[Int & Dex], Pick Pocket [Dex - universal], Sneaking [Dex -
Human 10 HP universal]
Cleric +1d8 HP Thieves roll twice (using 1d4) for additional skills
Fighter +1d10 HP 1. Appraisal (artwork) [Int]
Mage +1d4 HP 2. Appraisal (gems & jewelry) [Int]
Thief +1d6 HP 3. Fast Talking [Cha]
Once you’ve determined your Hit Points, record the value in 4. Gambling [Wis & Cha]
the appropriate box. Character death occurs at 0 Hit Points.
Mage: Arcane Lore [Int], Magical Transcription proficiency,
Weapon proficiency (staff )
Mages roll twice (using 1d4) for additional skills
1. Botany [Int]
2. History (ancient) [Int]
3. Literacy [Int]
4. Mathematics [Int]
8
As an example of determining skill mastery, let’s fill in the skills section for a player who has chosen to be a cleric of The Guardian. His abil-
ity scores are Strength 8/50, Intelligence 9/50, Wisdom 14/50, Dexterity 10/50, Constitution 11/50, Looks 12/50 and Charisma 13/50.
He receives the universal skills Cartography and Survival as bonus. His mastery is Cartography is 9 (his Intelligence ability) plus the roll of
a twelve-sided die. If he rolls “8” on this die, his total mastery is therefore 17. For Survival, his mastery is 11 (the lowest of his two relevant
abilities – Wisdom and Constitution) plus the roll of a twelve-sided die. If he rolls “7”, his total mastery is 18.
He also receives the non-universal skills Divine Lore, Religion (his chosen faith – i.e., The Guardian), Animal Training (dogs), Literacy and
Lock Picking. Determining mastery for these skills is handled just as we did for the skills above. We’ll just determine the relevant ability and
add the roll of a twelve-sided die then annotate the score.
You don’t need to fill in values for the remaining universal skills. If your character needs to employ them at some point, you know that his
mastery is equivalent to the relevant ability score listed parenthetically after the skill.
This character has annotated his quirk and flaw. He’s also made some
quick notes about how to use them at the gaming table.
9
Roll (d%) Quirk Clothing: one pair of leather boots, wool trousers and tunic,
linen undershirt, wool cloak and a leather belt
01-04 Absent-Minded
05-10 Close Talker
11-15 Compulsive Liar Thief
16-28 Fear of Heights Armor & Weaponry: leather armor, short sword and dagger
29-36 Foul-Mouthed
Supplies: a wineskin (2 qt. capacity), a week’s worth of trail
37-42 Glutton rations, a whetstone, two large leather belt pouches, a large can-
43-53 Greedy vas sack, a 50-foot coil of rope, a set of thieves’ tools and 25
54-63 Miserly
copper pieces as pocket money.
64-70 Needy Clothing: one pair of leather boots, wool trousers and tunic,
71-77 Nosy
linen undershirt, wool cloak and a leather belt
78-81 Paranoid
82-86 Quick-Tempered Cleric
87-93 Racist
Armor & Weaponry: leather armor, a small shield and both
94-00 Superstitious weapons they have received proficiency in.
Supplies: a leather backpack, a wineskin (2 qt. capacity), a
Roll (d%) Flaw
week’s worth of trail rations, two small leather belt pouches, a
01-17 Allergies canon or prayer book, one silver divine icon, a woolen blanket,
18-22 Anosmia a wineskin, a tinderbox, flint and steel, a whetstone, three iron
23-29 Colorblind spikes, an axe-hammer, six torches and 10 copper pieces as
pocket money
30-34 Facial Scar
35-41 Flatulence Clothing: one pair of leather boots, wool trousers and tunic,
42-48 Hairy
linen undershirt and vestments of appropriate color and style
for their faith
49-54 Hard of Hearing
55-58 Lisp
59-65 Myopia Mage
66-75 Pocking Armor & Weaponry: staff
76-81 Prematurely Gray
Supplies: a leather backpack, two large leather belt pouches, a
82-84 Sleepwalker
wineskin (2 qt. capacity), a week’s worth of trail rations, a tin-
85-89 Sterile derbox, flint and steel, eight torches, a spell book, four sticks of
90-94 Stutterer chalk, a vial of ink, two quill pens, five sheets of vellum, spell
95-00 Tone Deaf components (if necessary) and 15 copper pieces as pocket
money
Clothing: one pair of leather boots, thick robes that offer -1
Receive Supplies damage reduction against all attacks, pointy hat, linen under-
All characters receive a weapon or two, possibly armor and a shirt and a leather belt
shield, a set of clothes, load bearing gear and sundry equip-
ment. The exact package depends of your character class.
Determine Spells - Mages Only
If you’re playing a mage, you’ll need to figure out what spells
Fighter
you have in your spell book. Each mage starts with three spells
Armor & Weaponry: leather armor, a small shield, a given to him by his mentor. Roll once on each of the follow-
longsword, dagger, javelin and warhammer ing tables (Apprentice, Journeyman and Level 1 Spells) to
determine your starting spells. You may memorize each of
Supplies: a leather backpack, a woolen blanket, a wineskin (2 these for a total of three magic spells.
qt. capacity), a week’s worth of trail rations, two small leather
belt pouches, a tinderbox, flint and steel, a whetstone, three
iron spikes, six torches and 10 copper pieces as pocket money.
10
Apprentice Level Mage Spells
Roll (d6) Spell
1 Amplify Illumination
2 Feat of Strength
3 Fire Finger
4 Illusionary Mural
5 Repair
6 Springing
4 Enrage
5 Perimeter Alarm
6 Yudder’s Whistle of Hells Gate
11
Combat Stats Explained Final Tweaks
Attack: This value is added to the d20 you roll when attack- This final section provides the remaining critical data you
ing an opponent with your weapon. need for your character.
Add this value to a d20 when attacking a This is your initiative modifier. When beginning
This indicates how often you can attack. creature. It defends by rolling a d20 plus an encounter, most characters roll a d12 and
This character can swing every eight seconds. its defense value. High score wins. add this value to determine when they can take
action. Prior to this time you are surprised.
This is your bonus to defense. This character
This is the amount of damage you subtract
rolls d20+8 as a competing roll against the
from any wound an enemy scores on you. In
attacker to determine if he’s hit.
HackMaster, armor reduces the severity of
wounds. It does not make you harder to hit.
This is the weapon’s reach in your character’s
This indicates the character is using a shield
hand. Characters with longer reach get to
(S means ‘small shield’). Shields are very useful
strike the first blow.
for defense in HackMaster.
13
Problem solving underpins the play of any roleplaying character (as well as his dwarven companions) is a plain every-
game, regardless of genre. Whether that means overcoming day person. One of the reasons we love this story is because we
foes with superior tactics, answering a tough riddle or discov- can identify with Bilbo; he’s just like us. We root for him as he
ering the secret room concealing fabulous treasure, all involve overcomes the odds on his journey to becoming one of the most
overcoming a difficulty with your friends. Nowadays, a fanta- storied heroes of Middle Earth. The Hobbit is about the jour-
sy RPG devotee has many choices in which to indulge prob- ney to becoming a hero. This is also the essence of HackMaster.
lem solving with his fellow enthusiasts. The trend over the last If problem solving is the essence of roleplaying, then the
decade or so has been leaning toward the heroic game. After journey to hero is the ultimate method of play. The multiplic-
all, who doesn’t want to roleplay a hero? Heroes are very good ity and diversity of available quandaries in HackMaster-type
at resolving a crisis, whether through force of arms, might of play unquestionably exceeds those of the ‘begin play as hero’
magic or otherwise. Here is where the HackMaster game sets types of game. Why bother ensuring your character carries
itself apart from other fantasy roleplaying games. The enough rope when your party wizard can simply conjure some?
HackMaster game is about more than just playing a hero that With every move, from positioning in combat, to how rooms
fixes troublesome predicaments, it includes another element are searched, to equipping properly and so-on, if your charac-
overlooked by the other games – the journey to becoming a ters begin as everyman, you’ll need to think through each and
hero. every aspect of play. Your characters will need to work as a
In HackMaster, players begin running characters generally lit- team and plan to overcome obstacles. And when you do pre-
tle better than the local commoner. True, some may be head- vail, you will experience a feeling of exhilaration like no other
and-shoulders above their fellow man, but this is the exception – knowing you succeeded by relying on your wits and gaming
rather than the rule. Most HackMaster characters even have skill rather than the sheer awesome power of your character.
one or more weaknesses that make the road to hero even more This is what sets this game apart. Play HackMaster for a few
difficult. The challenge of the game is to overcome difficult sit- sessions and you will realize that this is the last fantasy role-
uations with a band of allies, none of whom are overly excep- playing game you will ever need.
tional. To find a literary example of this type of story, one need The world of HackMaster needs heroes like you – steel your
not look far. Arguably (if not factually) the most popular fanta- nerve, ready your wits and answer the call!
sy story of all is such a tale. In Tolkien’s The Hobbit, the main
www.kenzerco.com/hackmaster
Character Generation Steps Scores on page 24). Note also that your Looks ability score may
modify your Charisma.
To generate a HackMaster character, follow these basic
steps, referring to the detailed sections below for more infor-
mation. 6 Choose a Class and Alignment. Your character can begin
the game as a fighter, thief, mage or cleric (see Chapter
Four: Character Classes). Each class requires a number of
10
the character is to reaching the next ability score. For example, Purchase Skills, Talents and Proficiencies. You can
a Strength of 13/45 means the character must increase his fraction- spend any remaining Building Points on skills, talents
al ability by 65 points to gain a Strength of 14/10. and/or proficiencies (STPs, for short). See Chapter Five: Skills,
3 Arrange Ability Scores. You may rearrange your ability Talents and Proficiencies. You also have the option to hold BPs
scores any way you wish or opt to (1) swap only two abili- in reserve for future expenditure. Note that your class and race
ty scores and receive 25 bonus BPs or (2) leave all ability scores may reduce the BP cost of certain STPs.
as-is and receive 50 bonus BPs. Add the remaining BPs (if any)
to your starting total from step 1.
Player Character Record Sheets
4 Choose a Race. Select your character’s race (starting on Character: ________________________________________ Class: ____________________ Level: ____ Alignment: _____ hackmaster BASIC
5
. %
LKS
TURNING MOD. ACCUMULATED EXPERIENCE FOR NEXT LEVEL:
CHA
. % BUILDING POINTS 2ND = 400
Finalize Ability Scores and Other Adjustments. Now it’s PDF. Additional copies are available
HON HON HON PENALTY 3RD = 1200
WINDOW WINDOW
4TH = 2200
BON
TS
ITIE
OR
IAL
IAL
LD
EN
GIC
L
LEVE
SPEC
ARM
ABIL
RAC
SHIE
TAL
MA
Base Weapon Speed: __________ Base Weapon Damage: _____________ Reach: __________ PREVIOUS HIT POINT ROLL: SPELLS AVAILABLE
Specialization +1 +2 +3 +4 +5 LEVEL
www.kenzerco.com.
m (x BP) m (2x BP) m (3x BP) m (4x BP) m (5x BP)
SPELLS MEMORIZED*
BON
IZA
S
TS
ITIE
OR
IAL
IAL
LD
EN
GIC
SPEC
ARM
ABIL
RAC
SHIE
TAL
TOTAL
Attack Bonus APPRENTICE _____________________________________________________
Speed JOURNEYMAN _____________________________________________________
Initiative
1 _____________________________________________________
Defense
2 _____________________________________________________
Damage
3 _____________________________________________________
Base Weapon Speed: __________ Base Weapon Damage: _____________ Reach: __________
Specialization +1 +2 +3 +4 +5 4 _____________________________________________________
Attack m (x BP) m (2x BP) m (3x BP) m (4x BP) m (5x BP) 5 _____________________________________________________
Speed m (x BP) m (2x BP) m (3x BP) m (4x BP) m (5x BP)
points (or 3 points for scores over 16; see Finalizing Ability
15
11 Roll Hit Points. Each HackMaster character receives
Hit Points as follows: Constitution + size bonus + class
Hit Die roll. This total may be further modified by such things
Ability Scores
Every character in HackMaster has eight basic characteris-
as talents, flaws, etc. Size bonus is 5 HP for elves and halflings tics or abilities, most of these having corresponding ability
and 10 HP for dwarves and humans. A particular race’s size is list- scores: Strength, Intelligence, Wisdom, Dexterity,
ed near the end of this chapter. Class Hit Die is d4 for mages, d6 Constitution, Looks, Charisma and Honor. These building
for thieves, d8 for clerics and d10 for fighters. blocks provide the foundation of your character, but they are
only the first glimpses of your character as he or she begins to
12 Record Base Attack, Defense, Damage and Initiative.
A character’s Base Initiative and Base Defense is deter-
mined by his Wisdom and Dexterity modifiers, while Base
develop in your imagination. These character abilities are
described hereafter. Each description gives an idea of what that
ability encompasses, including tables with specific game effects
Attack is determined by his Intelligence and Dexterity modi-
and modifiers.
fiers. A character’s Base Damage is determined by his Strength.
13 Receive Starting Money. Each character receives a grub Creating Ability Scores
stake of 35+2d12p silver pieces with which to begin his Okay, let’s get started. The very first step in generating a
adventuring career. character is rolling his ability scores. So grab three 6-sided dice,
14 Equip Your Character. You should reach agreement percentile dice (a d100, or two d10s), a blank character sheet
with the other players and/or GM to see if they will and a pad of scratch paper. The first seven ability scores are
allow you to equip your character by choosing off the equip- determined randomly (beginning Honor is handled
ment lists in Chapter Six. Some groups may require you to role- differently and will be covered later). Scores are determined by
play your character’s purchases during the game or choose to rolling three six-sided dice (3d6) to obtain a value from 3 (the
limit certain items. If you purchase weapons, be sure to record worst) to 18 (the best) and then a percentile roll to show where
their statistics on your character sheet as well. in a particular number range your character’s scores actually
rest.
B u i l d i n g Po i n t s
Players can differentiate and personalize their
HackMaster characters by increasing their ability
scores, purchasing skills and talents, and even
influencing their heritage. Players accomplish this
customization through expenditure of allotted points,
known as “Building Points” or “BPs.” Players most
often spend BPs to buy skills and talents, though they
may also be used to modify ability scores.
Furthermore, players can use BPs to buy re-rolls on
unwanted quirks and flaws, or most of the character
background tables in Chapter 11: Detailed Character
Backgrounds. A player need not spend all BPs during
character creation; unused BPs may be held to spend
on purchasing skills, talents and proficiencies later.
Each new character receives 50-100 BPs (as noted
in Character Generation Steps 1-3 on the previous
page). As you can see on the various ability score
tables, a high Intelligence, Wisdom or Charisma score
provides additional BPs.
Once a campaign begins, characters receive
additional BP awards when attaining levels of
experience in their class. These BPs can be spent on
skills, talents and proficiences.
16
Roll Ability Scores Strength
Ability Damage Feat of Carry Drag
For each ability you will roll the three 6-sided dice (3d6); the Lift (lbs.)
Score Modifier Strength (lbs.) (lbs.)
total shown on the dice is your character’s ability score. Then roll
1/01 -7 -14 32 10 80
percentage (d%, or two ten sided dice for a number from 1-100).
Record each fractional ability on your scratch paper next to the 1/51 -6 -13 42 13 105
appropriate ability like this: xx/yy where “xx” is the result of the 2/01 -6 -12 52 16 130
3d6 and “yy” is the result of the d%. 2/51 -5 -11 58 18 145
For example, your 3d6 roll for Strength is 11. You just rolled a frac- 3/01 -5 -10 64 20 160
tional ability (d%) of 61. Your Strength should now read 11/61. 3/51 -4 -9 76 22 190
Repeat this step for all of your character’s abilities in order (Strength, 4/01 -4 -9 88 24 220
Intelligence, Wisdom, Dexterity, Constitution, Looks and Charisma).
4/51 -4 -8 99 26 248
For purposes of play, the ability score is considered the lowest 5/01 -3 -7 110 29 275
integer associated with the ability. For example, a mage with 3/54 5/51 -3 -7 120 31 300
strength would still be considered to have 3 Strength. When a
6/01 -3 -6 130 32 325
fractional ability score goes over 100, the base score is raised by
one and the 100 is discarded. 6/51 -2 -5 140 34 350
7/01 -2 -5 149 36 373
Shopkeeper Rule. If your character has no raw single stat of at
7/51 -2 -4 157 38 393
least 13 or two raw stats of 5 or less, you may name your
character and then turn your sheet in to the GM for use as a 8/01 -1 -3 166 39 415
shopkeeper, peasant or other hapless NPC and re-roll your 8/51 -1 -3 173 40 433
character. Any other set of rolls is playable; you need to play that 9/01 -1 -2 181 42 453
character for a complete game session before retiring him and
9/51 -1 -1 187 43 468
introducing a new one (excepting the always-likely event of early
mortality during play, of course). 10/01 None None 194 44 485
10/51 None None 200 45 500
Arrange Ability Scores 11/01 None None 205 48 513
Now that you’ve rolled for each ability score, you have an 11/51 None None 210 52 525
opportunity to arrange your scores any way you like. If you choose 12/01 +1 +1 215 56 538
to only swap two scores, your character receives a 25 BP bonus. 12/51 +1 +2 220 61 550
If you choose to take all the rolls in the order received, your
13/01 +1 +3 225 66 563
character receives a 50 BP bonus!
13/51 +1 +4 230 71 575
14/01 +2 +5 235 77 588
Dice Penetration 14/51 +2 +6 240 84 600
Throughout these rules you’ll notice that 15/01 +2 +7 245 91 613
HARD
many references to die rolls are annotated 15/51 +3 +8 267 99 668
EIGHT “dXp”. The ‘p’ suffix indicates that this die 16/01 +3 +9 291 108 728
‘penetrates’. Should you roll the maximum value
16/51 +3 +10 318 118 795
on this particular die, you may re-roll and add the result of
the extra die, less one point, to the total (penetration can 17/01 +4 +11 347 129 868
actually result in simply the maximum die value if a 1 is sub- 17/51 +4 +12 380 142 950
sequently rolled, since any fool knows that 1-1=0). This 18/01 +4 +13 417 156 1043
process continues indefinitely as long as the die in question
18/51 +5 +14 458 171 1145
continues to come up maximum (but there’s always only a
–1 subtracted from the extra die, even if it’s, say, the third 19/01 +5 +15 504 189 1260
die of penetration). 19/51 +6 +16 554 209 1385
20/01 +6 +17 612 231 1530
Note that a d20p uses a d6p to compute additional pene-
tration, while a d100p utilizes a d20p. 20/51 +7 +18 675 256 1688
17
Damage Modifier. This modifier applies to close-quarter
Intelligence
(melee) combat and weapons used in brawling. Add this mod-
ifier to the damage roll in such situations. Intelligence Attack Modifier BP Bonus
18
Intelligence Dexterity
Initiative Attack Defense
Intelligence (Int) defines your character’s memory, reasoning Dexterity
Modifier Modifier Modifier
and ability to think through problems and situations. It meas-
3/01 +7 -4 -5
ures your character’s rational thought process. Can he add up
his tab at the inn, pay for it and not get cheated? Does book 3/51 +7 -3 -5
learning come naturally or is it a struggle? Intelligence is very 4/01 +6 -3 -4
important for book learning (engineering, science, history, 4/51 +6 -3 -4
medicine, etc.). Intelligence is important to all characters 5/01 +6 -3 -4
because it also affects their Base Attack, and the ability to learn 5/51 +5 -2 -3
Academia-based skills. It is paramount for mage characters
6/01 +5 -2 -3
who need Int to learn new spells.
6/51 +5 -2 -3
Accuracy Modifier. The Intelligence Attack modifier com- 7/01 +4 -2 -2
bines with the Dexterity Attack modifier to provide the char-
7/51 +4 -1 -2
acter’s Base Attack. The Base Attack, of course, modifies a
character’s chance to hit a target. 8/01 +4 -1 -2
8/51 +3 -1 -1
BP Bonus. This is a one-time bonus received at character
9/01 +3 -1 -1
creation. The Intelligence BP Bonus may only be used on skills
with Intelligence as the sole relevant ability. 9/51 +3 0 -1
10/01 +2 0 0
Wisdom 10/51 +2 0 0
Wisdom (Wis) defines your character’s common sense and 11/01 +2 0 0
empathic ability. It’s a combination of how practically a person 11/51 +1 0 +1
thinks, her good judgment, willpower, strong headedness and 12/01 +1 +1 +1
how well she can sense the emotions and feelings of others. 12/51 +1 +1 +1
Can he sense when a bear is ready to charge? Does he know
13/01 0 +1 +2
better than to traipse through enemy territory in broad day-
light? Is he a good listener and does he notice when things are 13/51 0 +1 +2
amiss? Wisdom is important for animal training, tracking and 14/01 0 +2 +2
reacting to others, such as in a melee. 14/51 -1 +2 +3
Dexterity
Ability Checks
Dexterity (Dex) defines your character’s agility, coordination
At certain times throughout the rules, we’ll mention and deftness. It encompasses reflexes, balance, speed and accu-
“Ability Checks.” These are situations where the affect- racy. Can he react quickly and attack an opening? Can he
ed character must roll a competing d20p and add his rel- dodge that orc’s axe before it splits his friggin skull? Dexterity
evant ability score against some factor or another based is important for attacking, riding, reacting and sneaking.
on the situation or scenario. For example, a Wisdom check
for a character with 13/50 Wisdom would have the charac- Initiative Modifier. The Dexterity Initiative Modifier com-
ter roll a d20p and add 13. bines with the Wisdom Initiative Modifier to provide the
character’s Base Initiative. The Base Initiative, of course, mod-
19
ifies initiative and determines how quickly a character can react
in a stressful situation. Looks
Attack Modifier. The Dexterity Attack modifier combines Looks Modifier to Charisma
Starting Honor
with the Intelligence Attack modifier to provide the character’s Modifier
Base Attack. The Base Attack, of course, modifies a character’s 1 -6 -6
chance to hit a target. 2 -5 -5
20
Charisma P l ay e r C h a r a c t e r Ra c e s
Charisma (Cha) defines your character’s charm, wit, person- Now that you’ve rolled up your raw ability scores, it’s time for
al influence and leadership ability. It is not a measure of beau- you to select the racial stock of your character. When we talk
ty but rather of personal magnetism and thus is affected by about “race” in HackMaster, we’re not talking about whether
Looks. Charisma also affects a character’s Honor. Can he your character is black, white, Asian, etc., we’re talking about
negotiate a peace treaty between the hostile orcs and the what species your character is – dwarf, elf, halfling or human.
besieged village? Can he influence the town council or quickly Racial stock is one of the most important decisions you’ll make
form an adventuring party? Can he talk his way into free room in the character creation process and therefore should be made
and board with the barmaid? Charisma is important for nego- with a great deal of thought and consideration.
tiation, attracting followers, wielding influence and intimidat-
ing others. Each race is different, has different powers and affects
ability scores and BPs differently. Further, each can learn
BP Bonus. These bonus BPs are a one-time bonus received different skills and acquire different talents at different costs, so
at character creation. The BP Bonus may only be used on skills racial choice will certainly be important later in the character
with Charisma as the sole relevant ability. creation process.
Starting Honor Modifier. The Starting Honor Modifier Note that racial ability adjustments cannot raise a score above
indicates the number to be added to the character’s starting 20 (22 for Constitution & Charisma) or lower it below 1/01.
Honor (covered in detail later).
DWARVES
Turning Modifier. This modifier (either a penalty or bonus)
is applied to any rolls a cleric makes when attempting to Turn Dwarves are a hearty race preferring the alpine beauty of rugged
or Command undead creatures. The mechanics governing mountains. They are excellent miners and seem built for the task
Turning or Commanding undead are covered in Chapter Nine: with their short but powerfully built frames. Though they
Combat. typically dwell underground, it is not in dank warrens. Rather they
construct magnificent vaulted caverns that are both engineering
marvels and possessed of unparalleled aesthetic beauty.
21
Often pejoratively dismissed as dour and grumpy, this percep-
tion stems from a typical dwarf ’s disinterest in gossip and small
talk. They are serious, hard-working folk whose interest lies in Elves
precious metals and gems. No obstacle is too overwhelming to at a Glance
deter dwarves from delving far beneath the earth in search of
these treasures. This frequently brings them into conflict with
goblins and other humanoid races. Fortunately dwarves are Ability adjustments
doughty fighters and well able to hold their own. -2 Strength
+2 Dexterity
Dwarves are not without their own unique foibles. Chief -4 Constitution
amongst these are their beards that they, both male and female, +2 Looks
value highly and tend to groom them very carefully. +2 Charisma
Elven Pros
Two free purchases of the Arcane Lore skill
One free purchase of the Listening skill
Dwarves One free purchase of the Observation skill
One free purchase of the Sneaking skill
at a Glance +2 defense bonus
Hiding in natural surroundings bonus (see sidebar)
Initiative bonus (see sidebar)
Ability adjustments
+4 Constitution Elven Cons
-2 Charisma Size small with regard to HPs (i.e. 5 hp + CON + class roll)
-2 Looks Size small for knock backs
Character’s native language is Elven
(must purchase any additional languages)
Dwarven Pros
size Medium for HPs (i.e. 10 hp + Constitution + class roll) Preferential talent access
size Large for knock backs May purchase the following Talents at 50% BP cost
low light vision Crack Shot or Greased Lightning (only for Longbows or
Magic Resistance: Dwarves receive a +1 on Saving Throws Shortbows)
versus magic for every 3 full points of Constitution Attack Bonus, Damage Bonus, Parry Bonus or Swiftblade (only
Poison Resistance: Dwarves receive a +1 on Saving Throws for longswords or short swords)
versus poison for every 3 full points of Constitution Charm Resistance
Centuries of refusing to yield to giants, ogres and trolls has Less Sleep
given dwarves the ability to better fight these foes; dwarves
receive a +6 to Defense rolls against such creatures.
Similarly, their collective knowledge of besting goblins, orcs
and hobgoblins in tactical combat affords them a +2 Attack
ELVES
bonus versus these creatures. Elves are often perceived as haughty and aloof, unconcerned
One free purchase of the Mining skill; further purchases of the
with the affairs of humans (or dwarves and halflings for that
mining skill affords a +2 bonus to the mastery die
matter). They seem content to seclude themselves within old
Dwarven Cons growth forests pursing esoteric interests.
Due to their stature and build, dwarves move at only half the This preference for detachment is derived from the elven
rate of humans
Poor reach (effective weapon reach is -1 foot)
race’s longevity. As beings that do not age once reaching matu-
Character’s native language is Dwarven (must purchase any rity, they are loath to form close bonds with any individual who
additional languages) will grow old and die in the blink of an eye. The affairs of man,
Dwarves must purchase one local human language at charac- though not inconsequential, are viewed in terms of scores of
ter creation (assimilation costs for diaspora communities) generations. For someone that could be present at the Battle of
They suffer a -1 penalty to the Mastery Die roll for any pur- Hastings and later in life witness the Battle of Britain, inter-
chases (or free acquisition if a thief ) of the Listening skill
vention is a matter to be given the greatest forethought lest it
have unforeseen consequences centuries forward!
Preferential talent access
May purchase the following Talents at 50% BP cost Elves are physically smaller than men, averaging 5 feet in
Attack Bonus, Damage Bonus, Parry Bonus or Swiftblade height and with a svelte build. Their features are delicate and
(only for Axes or Warhammers)
pleasing and they speak in melodic tones which dwarves
absolutely hate. Not unsurprisingly for so fair a race, they are
patrons of the arts delighting in fine crafts, sculpture and
poetry. Magic, though, is their true fascination.
22
Halflings
at a Glance Humans
at a Glance
Ability adjustments
-4 Strength
Ability adjustments
+1 Wisdom
none
+2 Dexterity
+1 Constitution
HALFLINGS
Halflings resemble diminutive, and frequently portly,
humans. They prefer a pastoral existence, dwelling in small
farming communities without aspirations for empire. Halflings
frequently live alongside or nearby humans but possess none of
the latter’s penchant for building grand monuments or castles.
Though they may appear to be rustic simpletons, this assess-
ment is short of the mark for halflings possess an inherent
mental toughness belied by their appearance and mannerisms.
Hiding in Natural Surroundings
HUMANS
Both elves and halflings are naturally adept at remain-
Humans are the most flexible and adaptable of the races, ing unseen in natural surroundings (e.g. woods and
driven by a deep curiosity about the world around them. There meadows). These races receive a +50 bonus to hiding
is an almost innate drive that moves men to explore their sur- and sneaking skill checks when attempting to use these
roundings with an eye on expanding and exerting their influ- skills in an appropriate context.
ence and control.
Because of their almost limitless abilities unrestricted by the
Initiative Bonus
shortcomings of other races, humans are adept at establishing Elves and halflings also gain improved Initiative dice.
bases of power and accomplishing things of which members of Whatever die type is called for by the GM, the charac-
other races only dream. They also multiply like rabbits and ter improves the die type by one. For instance, if the GM
spread themselves like a manifest plague across the lands. calls for a d12, a halfling would roll a d10. This bonus
doesn’t stack with the thief class Initiative Bonus.
Because humans are the yardstick by which the other fan-
tasy races are compared, they receive no modifiers and few
special skills.
23
Lawful Neutral. These characters believe that the fabric of
Racial preference table the social order overrides all other ethical or individual con-
Elves Dwarves Halflings Humans cerns. Laws, traditions, codes of honor and leadership must be
Elves Prefer Tolerate Like Tolerate followed unquestionably.
Dwarves Dislike Prefer Like Tolerate
Lawful Evil. The social order of the strongest and most
Halflings Like Like Prefer Like capable ruling all others dominates the Lawful Evil belief sys-
Humans Tolerate Tolerate Like Prefer tem. Leaders rule as long as they remain most suited for the
role and while in control can pass any decree needed to advance
Key: Each race’s general disposition towards others is listed
the group regardless of whom such mores injure or single out.
in the row following the race name (i.e. elves tolerate dwarves,
while dwarves dislike elves). Neutral Good. These characters believe in a balance
between the needs of society and those of the individual.
Finalizing Ability Scores Individual freedoms are curtailed when necessary to promote
the greater good, but the needs of the individual are also
After you’ve rolled for and possibly rearranged each ability important, sometimes even to the detriment of society as a
score, you have an opportunity to adjust them. If you think of
whole.
the first seven ability scores as your character’s average
potential, then consider raising scores as practice and True Neutral. Completely self-centered, these characters
development of certain abilities at the expense of others. generally care nothing for any ethical or social customs,
Honor is handled differently and cannot be adjusted during however, some characters with this ethical bent believe in bal-
this step. You may spend some of your starting Building Points ance in all ethical questions. All characters with an intelligence
in order to raise fractional ability scores. The cost is 1 BP per of under 6 and all animals have this alignment, as they are
5 fractional ability points except for scores below 9/100 which unable to act other than on survival impulse and rudimentary
may be raised at a rate of 10 fractional points per BP. friendship toward those that treated the character or creature
(Purchases to improve stats above 16 may only net 3 fraction-
well in the past.
al points per BP).
For example, if your character has a Wisdom of 8/86, you can Neutral Evil. Such characters primarily care for their own
spend 12 BPs and increase his score by 120 fractional points to well-being, but also go out of their way to injure or bully
10/06. From this point forward, you only gain 5 fractional points others. They recognize that sometimes rules and laws are
per Building Point allocated. Thus bringing your Wisdom up to needed to avoid a complete breakdown of society, but only
11/01 would necessitate an additional 19 BPs. because destruction of the social order might make it harder on
them in some way or might limit their ability to harm others
while doing as they wish.
Alignment
Chaotic Good. These characters believe that societies and
At this point you’ll need to decide how your character aligns laws remove the individual’s personal freedom. They believe
with the various forces in the world. Is he a malevolent villain that every soul is important and the less fortunate should be
or destined to be a hero of all that’s right with the world? Does helped at all times.
he believe in all-for-one and one-for-all, or rank himself above
all others? Does he believe that the needs of the few outweigh Chaotic Neutral. Complete and total freedom of the
the needs of the many or vice-versa? HackMaster defines the individual is paramount for these characters. They follow no
various beliefs of intelligent creatures along two axes: good strict codes and do not believe in laws or society. They behave
versus evil (the good/evil axis) and society/clan/group versus as they like, but don’t go out of their way to injure others or
individual (the law/chaos axis). Characters can mix and match help them for that matter.
across axes, giving nine combinations (lawful-neutral-chaotic
Chaotic Evil. Simply put, might makes right. The most
and good-neutral-evil). Good- and lawfully-aligned Non-
powerful and capable take and do as they please, the weaker fall
player characters, creatures and monsters are most likely to help
in line while punishment is near, but do as they like otherwise.
like-aligned player characters. The opposite is, unfortunately
These characters follow their impulses to take and do as they
for chaotic hell-raisers, seldom the case.
please when the opportunity presents itself.
Your character can be any alignment you like but clerics must
be in strict adherence to their church’s alignment (i.e., the exact
Note that once you choose an alignment, you should try to
same alignment). The following descriptions should help you
have your character act in accordance with his stated beliefs
decide what outlook your character has in life:
since his Honor partially depends on it.
Lawful Good. These characters believe in a strong, benevo-
lent social structure where the strong help the less fortunate
and laws are followed strictly and the needs of the many always
outweigh the needs of the few.
24
Choose Class Ro l l H i t Po i n t s
Picking your class is perhaps the most important step for this Your Hit Points (HP) are a representation of how much
choice will dictate many of your character’s capabilities. You damage you can sustain before dying. To determine your char-
may wish to peruse Chapter Four: Character Classes before acter’s starting Hit Points, add your character’s racial adjust-
making this decision. ment (shown below), Constitution score (ignore fractionals)
and Hit Points for class (shown below). For example, a halfling
While there are no class restrictions or level limits based on
thief with a Constitution of 12/51 that rolls “3” for Hit Points
your character’s race, some classes are more difficult for
would receive a total of 20 hp (5 hp for being a halfling + 12 hp for
particular races to be trained in (hence the variable Building
his Constitution score + 3 hp (his roll on a 1d6) = 20).
Point cost).
Classes cost Building Points as listed in the chart atop the Character For hp, add CON score plus:
following page. Dwarf 10 hp
Elf 5 hp
Race Fighter Mage Cleric Thief
Halfling 5 hp
Dwarf 20 75 35 30
Human 10 hp
Elf 35 20 50 25
Cleric +1d8 hp
Halfling 35 75 45 20
Fighter +1d10 hp
Human 20 20 20 20
Mage +1d4 hp
Thief +1d6 hp
Priors and Particulars
If you wish to determine an extensive character background,
consult Chapter 11: Detailed Character Backgrounds. It is not D e t e r m i n e At t a c k , D e f e n s e ,
mandatory to do so.
Speed and Damage adjustments
f o r y o u r c h o s e n We a p o n ( s )
Q u i r k s & F l aw s
The HackMaster Player Character Record Sheet provides a
Quirks and flaws represent those little traits and imperfec- handy way of computing weapon combat bonuses or penalties.
tions of your character that make him a true individual.
Utilizing the tables in Chapter Three: Quirks and Flaws, roll up For instance, let’s say that Joe is playing a 1st level human fight-
one quirk and flaw for your character. er whose primary weapon is a longsword. He gets no combat bonus-
es at 1st level, so he leaves the level column blank and moves to abil-
ities. His fighter’s 12/89 Strength provides +1 to damage, his
Calculating Starting Honor 14/05 Dexterity gives a +2 attack bonus and +2 defense bonus,
while his 12/54 Wisdom gives an additional +1 defense bonus but
Calculate your character’s starting Honor by averaging the increases his initiative by 1 (this is a penalty since he must add +1
previous seven abilities. Add all seven abilities (Str, Int, Wis, to all initiative rolls). He aggregates these bonuses and penalties
Dex, Con, Lks and Cha) together (including fractional points then writes them down in the abilities column.
as decimal places, e.g., 14.22 for a 14/22 ability), divide by
seven and round down to the nearest integer. Now add your Joe’s spent 30 BP on weapon specializations with his longsword.
Honor Modifier from your Charisma and Looks. This gives Since you must master all aspects of a weapon at a given level of spe-
you your starting Honor. Note that your Honor may also be cialization before proceeding to the next level, he marks off +1 for
impacted by your character’s background if you opted to utilize attack, defense and damage then -1 for speed (this is a bonus mak-
Chapter 11: Detailed Character Backgrounds. ing his weapon speed faster) with the longsword (each costs 5 BP for
a fighter). He then spends 10 BP (2x the initial BP cost) to raise
damage to +2. He notes these bonuses in the specialization column.
P u r c h a s e S k i l l s , Ta l e n t s a n d
Joe’s also purchased the Damage Bonus (longsword) talent for his
Proficiencies fighter. This is the only talent that he’s bought so he writes +1 in the
damage row in the talents column.
You may now expend any or all remaining Building Points
on Skills, Talents and Proficiencies to enhance your character. As a human, he gets no combat modifiers from his race, so he
See Chapter Five: Skills, Talents and Proficiencies for a full list- leaves the racial bonus column blank.
ing of the choices available to you.
25
Joe purchased leather armor (-2 Defense due to its bulk and Re c e i v e S t a r t i n g Mo n ey
weight) and a small shield (+4 Defense) for his fighter, so he writes
those numbers in the armor and shield columns. As a beginning Each character receives a grub stake of 35+2d12p silver
player, he doesn’t have a magic weapon so he skips the magic column. pieces with which to begin his adventuring career.
With each column filled in, all he has to do is add up each row and
put the results in the leftmost total column. Last but not least, he E q u i p Yo u r C h a r a c t e r
notes the longsword’s base weapon speed (10; or 8 if jabbing),
damage (2d8p) and Reach (32 ft.). You should reach agreement with the other players and/or
GM to see if they will allow you to equip your character by
Now whenever Joe’s fighter faces an opponent in battle, he can choosing off the equipment lists in Chapter Six: Armor, Weapons
just glance down at his character sheet and quickly get all the & Equipment. Some groups may require you to roleplay your
combat info he needs. character’s purchases during the game or choose to limit
certain items. If you purchase weapons, be sure to record their
statistics on your character record sheet as well.
C h a r a c t e r Ag e
A character’s starting age is dependant on both his race and
class. Mages begin play as older adults owing to the long years
they have invested in their apprenticeship program (and the
fact that most teaching Mages are extremely reluctant to
matriculate this source of free labor!)
Character Age
Fighter Thief Mage Cleric
Dwarf 50+d10p 46+d8p 72+4d6p 57+2d6p
Example of determining a character’s combat profile Elf 140+2d10p 130+d12p 200+4d12p 160+3d12p
using the HackMaster character record sheet Halfling 32+d6p 29+d6p 40+2d6p 35+2d4p
Human 17+d4p 16+d3p 25+d6p 20+d4p
26
Honor defines how the character measures up to society’s ter of Honor - there was nothing else for such men of Honor
ideals of courage, integrity and inner strength. Can his party to do when placed in that situation. Leaving the field of battle
count on him in a scrape? Is his word his bond or is he a liar? in the hands of the enemy was unthinkable — so they fought.
Will he let someone question his honor without a fight? Is he In HackMaster, a character’s reputation is no small part of how
a cheat, slacker or coward? Honor is important because it influ- he measures his self worth. On lonely nights standing guard
ences the way others treat your character and can affect your duty by the campfire, a character might find himself asking all
luck. sorts of questions. How much silver do I have? What kind of
property do I own? What kind of person do others see me as?
As mentioned in the previous chapter, the Honor ability
Do they place their trust in me?
(Hon) is treated a bit differently than the other character abil-
ities. For one thing, you don’t roll 3d6 to determine your This section describes how HackMaster characters can
Honor. Secondly, Honor fluctuates depending on the charac- establish their Honor, what their Honor means to other peo-
ter’s actions and behavior. ples and how they can use it in the game. It also discusses a
basic human desire - the need to be popular or famous. Just
Honor is not a judgment of good and evil. Individuals of
like that moron in the 4th grade with the goofy grin who
high Honor are not necessarily good and those with low
always stuck pencils in his ears for a laugh. His actions might
Honor are not necessarily low-down, chaotic evil scumbags.
have been counterproductive, but he was clearly looking for
The cruel robber baron may very well possess a high Honor
some added popularity and fame. Hopefully, those readers that
score while an honest serving wench, through unfortunate cir-
were that kid aren’t receiving an epiphany upon reading this; if
cumstances, might possess a miserable Honor. Honor reflects
so, I guess someone had to tell you.
how closely and consistently a character behaves relative to his
belief system and alignment. Honor is something the character earns through his deeds;
moreover, Honor can also be lost, depending on the actions of
Honor is more a measure of the deeds accomplished by both
the character. In fact, Honor is easier to lose than it is to gain,
the individual (and sometimes his family) as well as those with
so characters must carefully consider the consequences of their
whom he associates himself (his party or followers). It is an
dealings. Breaking an oath, cowardice and unavenged insults
indication of such things as success in adventuring expeditions,
result in a loss of Honor. Bravery, a job well done, mastery of
loyalty, talent and skill; qualities that can be held by any char-
skills and successful quests earn the character Honor.
acter regardless of disposition.
Player characters and ordinary citizens alike benefit from
With high Honor comes respect, power, influence and posi-
having a high Honor score. These characters are perceived as
tion. Without it, characters can expect disrespect, shame and
admirable, praiseworthy and reliable by those with a similar
insults. Honor is so essential to the character that it is reflect-
outlook on life. Other folks are more likely to listen to and
ed in his very countenance. People can sometimes tell what
trust such a person because they have demonstrated a consis-
kind of Honor an individual has just by being in close proxim-
tency in deed. Conversely, a merchant or adventurer with a low
ity to him. And sometimes (if his Honor is through the roof )
Honor score might find it difficult to engage in profitable new
they can tell just by looking at him.
business dealings or to find work; their waffling and inconsis-
Honor can also dictate what a character bound to such a tent actions relative to their beliefs makes them inherently less
concept does in a given situation. For example, the common trustworthy.
English soldier, knowing no quarter would be given if he
Never forget that Honor is largely based on the perception of
fought, nonetheless held his ground against vastly superior
those who view the character. False rumors and mispercep-
numbers of French knights and men-at-arms. This was a mat-
tions can taint opinions.
27
For example, suppose a character enters an inn just moments after Categories of Honor
brigands robbed the place and murdered the proprietor and his wife.
The character claps the bell at the counter and, when no one is sum- Dishonorable. Dishonorable characters are seen as the dregs
moned forth, decides to leave and seek lodging elsewhere. It is his of society and suffer prejudice, harassment and ridicule at the
bad luck that a city guardsman on patrol sees him leaving the inn. hands of most people. Shopkeepers are more likely to take
Later, when the body of the murdered victim is found, the guard advantage of them, barroom bullies are more likely to pick
remembers seeing the character. The character is immediately fights and innkeepers are more likely to turn them away.
arrested and charged with the crime. His Honor drops (due to a per-
All characters that fall into the Dishonorable category
sonal Honor variety hit) because he is perceived to be guilty - and
receive a penalty of 1 on all die rolls (e.g., -1 to Attack and
likely convicted because of it!
Defense, but +1 to Speed and Initiative).
A character’s Honor score should not be confused with other
Low Honor. Characters with low Honor are often distrust-
abilities used for social interaction such as Charisma or Looks.
ed, mistreated or ignored. Since this is the category in which
Charisma is a measure of a character’s leadership ability and
many characters begin, they haven’t necessarily done anything
her ability to impose her will on others. Looks simply meas-
to deserve any unjust treatment. They just might not have got-
ure how beautiful she is. A character with good looks has a
ten a chance to prove themselves yet.
well-proportioned body, good symmetry, good teeth and bone
structure and few, if any, skin blemishes. Charisma and Looks Average Honor. Characters with an average Honor are
can affect a character’s Honor. However, particularly after mostly ordinary citizens making an honest living. They carved
character creation, the character’s actions determine his or her out a foothold in the world and make a way for themselves one
Honor. small step at a time. Characters in this category receive a 1
point bonus to any single die roll per session.
Individual (Character) Honor Great Honor. Characters with great Honor have proven
repeatedly that they have what it takes to defend their honor
Individual Honor is the type that players tend to be most con-
and act with integrity. Others know that someone with a great
cerned about because they have direct control over it. In most
Honor is not to be trifled with.
games, the player finds it an ongoing challenge to maintain his
Honor. During a typical game session, the character earns or These characters receive one “mulligan” per game session,
loses Honor Points as he tries to make his way in the world. this free re-roll per game session can be used for any die roll
(combat, damage, initiative, whatever). The second result is
A character’s Honor can rise or fall during a gaming session
final (barring other modifiers). All characters in this category
or between sessions. It is up to the participants to determine if
also receive a 1 point bonus to any single die roll per session.
they want to award (or penalize) a character’s Honor as events
unfold in the game. This may tend to slow down play for some Notoriety
groups. Alternatively, keeping track of Honor score adjust-
ments and awarding them after the session requires the When a character loses Honor such that his score becomes
GameMaster to keep track of slightly more information dur- zero (0) or negative Honor, he immediately changes alignment
ing a game. The choice is up to your GameMaster. based on his divergent behavior and loses enough experience
points to put him at the start of his current level. He further
receives a 20% EP penalty until his Honor rises to the Low
Honor category for his new alignment.
28
Honor Score and Its Use orders” excuse didn’t work at Nüremburg and it won’t work
here. If you simply go along with the rest of the party and pas-
Honor can be used to gain a re-roll to sway a critical out- sively engage in activities ultimately inimical to the interests of
come. At any time a player may deduct 10 Honor to re-roll your alignment or do not actively confront gross and flagrant
one of his combat rolls, ability checks, skill checks or similar violations, expect to receive no Honor vis-à-vis adherence to
roll by simply declaring that he desires to do so. He can also alignment. Similarly, if your adventuring buddies are dishonor-
expend 10 Honor Points to make others re-roll a roll that able or in low Honor, don’t be surprised when your Honor
directly affects their person (such as an attack being made begins to drop. It’s likely being siphoned off by these Honor
against him). A player can force re-rolls as long as he still has leeches profiting on your good reputation.
Honor to spend. For example, a player can deduct 30 Honor OK, now that your interest has been piqued I’m sure you’re
Points to re-roll three times. He need not spend all the points wondering about the nuts and bolts of how Honor gets award-
at once. He can simply continue to expend 10 points to re-roll ed. The GameMaster rates all characters on a scale of 1-10 for
each time until he gets the desired result. adherence to alignment, adherence to class, personal Honor
and role-playing (especially role-playing of quirks and flaws),
Second, a player may choose to spend one or more Honor racial preferences and other things that may be deemed as (col-
points to reduce or increase a die roll (capped at the value of orful) disadvantages to the character in question.
the die, such as 4 for a d4, 8 for a d8, etc.). Dice of opponents
or the character’s own can be so modified. Treat these the same Each of the four factors (alignment, class, personal Honor
way as Luck Points for thieves. and role-play) adds about 4 to -3 points of Honor per level, for
a total change range of about 16 to -12 per level. Your GM will
Spending Honor helps bring an element of cinematic drama probably dole out Honor awards/penalties each session, but he
into the game and allows characters to do truly larger than life should take special care to rate each character and provide for
feats. Honor can also help prevent the premature death of a adjustments to fall within these guidelines per level.
character in which you’ve invested a lot of time. If the player Characters should generally not be gaining more than 16
uses his Honor for an amazing and selfless feat that moves the points of Honor per level (nor losing more than 12 points)!
story along at his own detriment, the GM may decide to allow
the character to retain some or all of the spent Honor, but this Every level, GMs should rate their players' adherence to
should only happen in the rarest of circumstances and certain- alignment and class, their defense of personal Honor and their
ly not every or even every fifth session! general role-playing, on a scale of 1-10 using the following
guidelines.
Finally, the Honor rules absolutely eliminate the need for
anyone, be he player or, so help me gawds, GameMaster, to Adherence to Alignment
fudge a roll. Fudging, also known as cheating, has no place in
HackMaster takes alignment seriously, and Honor is the in-
a game that already has a mechanic designed to eliminate freak
game mechanic that enforces proper role-playing of alignment.
occurrences. If a player cannot succeed with the rules as-writ-
You’ve picked your alignment, now you should play it to the
ten, it is simply a matter of pressing his luck too far, biting off
best of your ability. Ignoring it and running amok will bring
more than his character could chew at the time or moment or,
ruin upon your Honor and may eventually even cause an align-
more than likely, incompetence.
ment shift (if your Honor hits zero).
Babying a player won’t help him learn from his mistakes and
Neutral Good characters shouldn’t be running around tor-
improve. It only reinforces poor play - and any GM that allows
turing innocents and swiping coins from the local temple’s
such behavior is not playing HackMaster, but rather some infe-
poor box. Conversely, Chaotic Evil characters should serious-
rior game for inferior players that can’t handle a challenge and
ly consider doing just that sort of thing. Chaotic Good char-
the thrill that goes along with overcoming the odds. In
acters should be looking out for the weak and helpless and
HackMaster, characters don’t start as invincible super heroes,
helping with their plight, while Lawful Good characters
they become heroes through their actions - or die trying.
should be fighting for a just society and eliminating its foes.
Of course, playing your alignment doesn’t mean you can use it to
Gaining and Losing Honor excuse absurd behavior. Shouting “Vagrancy is illegal!” before run-
When awarding or docking Honor, your GameMaster con- ning your sword through an innocent beggar isn’t really adhering to
siders both the individual actions of your character and the Lawful Neutral alignment. That’s only giving it lip service so you
actions of his companions as a whole. When the group decides can make a kill - and a HackMaster GM isn’t a moron. He’s bound
to take a specific action as the result of a consensus (or the to consider that a ‘craptastic’ way of playing your alignment and
leader simply decides what the group is going to do and no one hand you a nice little -3 modifier to your character’s Honor.
objects), the GM treats the group as a character and awards or
Likewise, a Chaotic Evil character doesn’t just walk down the
docks the points appropriately.
street setting fire to orphanages and stabbing random passersby on
Though it should be intuitive, for those of you a bit slower a whim. You’re not playing an orc, for cryin’ out loud - your char-
on the uptake let me make on thing clear - the “just following acter’s got a ‘human’ side and a developed knowledge of social con-
29
duct that’s absent from your garden-variety goblin. Consider the For example, let’s say that the local rat-faced bully spits a loogie
serial killer who’s been operating for years, with scores of victims in Redblade’s ale and calls his mother an orc whore. If Redblade
buried in the cellar. Do the neighbors get suspicious? No, they’re doesn’t stand up for his Honor, the GM might assign him -3 Honor
always surprised at the revelation of the true evil lurking beneath (or maybe only -1 if the bully and his gang outnumbered Redblade
the smiling mask. “He seemed like such a nice boy - he always said by 10 to 1). Now, if Redblade cold-cocks the bully in an alley and
‘Hello’ when we passed on the street and once a week he even helped kicks the snot out of him when he’s down, then makes it widely
me with my shopping...” known that it was his character getting revenge, he regains the lost
Honor (and possibly additional points depending on how well the
Adherence to Class word spreads and how it affects his position in the community).
While HackMaster encourages players to personalize their On the other hand, if he forgets to spread the word that he was
characters so that they are not run-of-the-mill, cookie-cutter the one responsible for the bully’s beating, his Honor stays down
clones, each class does have certain traits that should be fol- from the original insult. In either case, he’ll still need to watch out
lowed. Based on your role-playing and your character’s actions, for the bully’s own revenge, but no one ever said that being an hon-
an observer should be able to tell what class you’re playing. orable man was easy.
Fighters should be ready to engage the enemy and not cow-
General Role-Playing
ering behind the mage without good cause (e.g., the mage is
unleashing some awesome spell) or a very special circumstance Honor is also the in-game mechanism for ensuring that
(e.g., the fighter is superstitious of spotted objects and is facing players role-play well. Obviously, this includes speaking in
down a leopard). Likewise, mages should be relying on their character, non-annoying accents, only utilizing character
spells and superior intellect first - and melee as a last resort - knowledge (as opposed to player knowledge) and that sort of
not diving into the fray at the first opportunity. thing. Failure to role-play your quirks and flaws (or forgetting
them in times of detriment) is a sure-fire way to see your
Clerics should be adhering strictly to their faith and not
Honor plummet.
flouting the tenets of their religion, while thieves should be
looking out for number one, backstabbing foes and sneaking For instance, suppose that Dave’s playing a 1st level thief with
about, not trying to learn magic, appease church elders or wad- the Fear of Heights quirk. He might get an Honor award for refus-
ing into a frontal assault with berserker-like abandon. ing to climb the evil archmage’s tower, even though it would be the
easiest way for his group to breach it, but he can’t also decide to scale
Rating Honor award Qualitative Example a building in order to reach the unguarded treasure room at the top,
10 4 Absolutely superb off-the-charts play at least not without suffering an Honor hit for doing so.
for alignment and class
On the other hand, playing your Stuttering flaw to the hilt is
9 3 Great an easy (and fun) way to garner Honor points every level!
8 3 Very Good Racial preferences also fall into this category, so if you’re play-
7 2 Good
ing a dwarf with an elf companion, you might want to lay the
insults, barbs and bitter commentary on thick...
6 2 Average
5 1 Fair Rating Honor award Qualitative Example
4 0 Mediocre 10 4 Flawless play (role-plays quirks and
flaws even when it’s to the character’s
3 -1 Weak detriment, always acts honorably)
2 -2 Poor 9 3 Great
1 -3 Craptastic (seldom plays alignment 8 3 Very Good
and/or class)
7 2 Good
30
Quirks and flaws are those little imperfections and unique Quirk Descriptions
traits that make us all different. Quirks are mental in nature
and include habits, fears, prejudices and so on. Flaws, on the Absent-Minded. Characters with this quirk don’t necessar-
other hand, are physical maladies such as allergies, poor ily have a hard time remembering things – if we meant to infer
eyesight, facial scars and similar traits. that this quirk was full-blown Alzheimer’s we would have just
called it that. Rather, absent-minded individuals have problems
Characters are required to roll once on each table gaining remembering specific details. Their mind wanders or they
both a quirk and flaw. Don’t fret that these unique traits are become hyper-focused on some project to the exclusion of
going to ruin your character – after all, we haven’t included nearly everything else.
truly debilitating flaws or quirks like “juvenile diabetes” or
“loves Avril Lavigne.” Absent-minded individuals have some common pitfalls.
Following verbal directions is particularly difficult as is remem-
View your quirk and flaw as a role-playing opportunity that bering names. Maintaining a journal or “to-do” list is not an
allows you to set your character apart from the stereotypical option. These sorts of people simply cannot sufficiently focus
bland, colorless and min-maxed fighter, thief, cleric or mage. on such boring mundane tasks to rigorously maintain it – at
best they end up with a slipshod and incomplete record of
dubious value.
Quirks Fighters are perhaps the least plagued by this malady. After
To determine your character’s quirk, roll on the table below. all, they have only a few simple tools of the trade and no one is
If you absolutely hate the result or feel that you cannot role- going to forget to bring his sword. Remembering to fill his
play the result properly, you may spend 1 Building Point and waterskin, though, could be problematic – especially after
re-roll. spending a few days mastering that new combat maneuver. It’s
probably best not to leave them in charge without adequate
Roll (d%) Quirk support staff.
01-03 Absent-Minded Mages are the stereotype for absent-mindedness and for
04-08 Close Talker good reason. They DO have a lot of piddling details to remem-
09-12 Compulsive Liar ber and often suffer from forgetting material components and
catalysts or failing to replenish their inventory until it is most
13-24 Fear of Heights
inconvenient to do so. Such characters roll a d6p rather than a
25-31 Foul-Mouthed d4p for producing material components.
34-38 Glutton If subject to a Memory Wipe spell, these people save at a -4
39-48 Greedy penalty.
49-57 Miserly Metagaming Rule: Before setting out on an expedition, the
PC’s character sheet should be audited by the GameMaster.
58-63 Needy
For each piece of equipment (other than major items such as
64-68 Nosy body armor and primary weapon) a d20 should be rolled. On
69-71 Paranoid a 1, the item is forgotten at home though the character
believes he brought it with him.
72-75 Quick-Tempered
Close Talker. This character doesn’t understand the concept
76-81 Racist
of personal space. Whenever a person with this quirk engages
82-00 Superstitious another in conversation, he tries to be within one to two feet of
31
his audience. Even when sitting at a table, he leans forward to Glutton. Though the term gluttony can be broadly applied
be as near the listener as possible. Of course, many folk don’t to overindulgence in a variety of otherwise pleasurable activi-
appreciate that, and an intrusive character seems to get ties, this quirk manifests itself specifically with regard to food.
The glutton is not a connoisseur – he is simply a “big eater”
Compulsive Liar. A compulsive liar is not driven by the
without differentiating between porridge or haute cuisine. His
same motivations that cause most people to lie – namely to
appetite is nearly insatiable and given the chance he regurgi-
either gain an advantage over someone else or to escape an
tates in order to continue to enjoy eating beyond the limits of
unpleasant situation.
his physiology.
He lies both as entertainment and to reinforce his internal Even if placed in a situation inimical to his preferred dietary
sense of being cleverer than anyone else. As such, he lies about excesses (such as a lengthy outdoor trek), he insists on consum-
everything, even things that seemingly don't matter. In fact, ing at least twice the required caloric need for his species. He
lying about his name and past history is a desirable also complains vociferously about the starvation diet he has
introduction. undertaken for the benefit of his adventuring companions.
If other people are naive enough to blindly accept his com- If denied his customary meals, he grows weak (losing 2 effec-
monplace lies, he becomes bored and challenged to slowly “up tive points of Strength). In this state, he does anything in his
the ante” with ever more ridiculous falsehoods. He may go to power to find more food, including stealing sleeping
great lengths to provide a measure of plausibility or to manu- characters' rations for a little midnight snack.
facture evidence that supports his most outrageous hoaxes.
Greedy. Although many adventurers live to obtain wealth,
Compulsive liars needn’t be malicious – it may simply be an characters with this quirk can never have enough. For them,
annoying and immature quirk. When coupled with a black wealth does not represent material prosperity or security – it is
heart, though, it offers the possibility for dangerous abuse. simply a scorecard to rank themselves against their peers. Such
Fear of Heights. Characters with this quirk irrationally fear characters often engage in outrageous displays of conspicuous
that they will fall to their (painful) death whenever confronted consumption just to let everyone know how wealthy they are.
with a sharp change in elevation of 10 or more feet. While they They do anything to accumulate more and more riches, includ-
are distrustful of ropes and bridges, flight is a complete non-starter ing lying to, stealing from or deceiving people (including
and they never consciously allow themselves to become airborne friends and close companions).
whether through a spell, device or on the back of a creature. Miserly. A miser finds it nigh impossible to justify spending
Climbing or rappelling down a rope or crossing a bridge even a mere trade coin on anything that isn’t absolutely essen-
requires a Wisdom check. Should he fail, he actively resists any tial. This goes far beyond the ridiculous notion of spending
attempt to force him into the precarious situation. money for someone else’s benefit. The miser doesn’t spend
money on personal items unless they contribute directly to his
Foul-Mouthed. While most people may utilize the occa-
obtaining more wealth. As such, they are usually clad in rags
sional epithet for particular emphasis, the foul-mouthed indi-
that some peasant has cast off and eat only the meanest gruel.
vidual peppers his speech with a stellar compliment of vulgar-
When given a choice, a character with this quirk always buys
ities for no seeming purpose. Even when in polite company, the
the cheapest goods available. Whether or not it would save
vulgarian finds it extremely difficult to curtail his frickin’
money in the long run is irrelevant. It’s saving money here and
swearing.
now that matters
When learning any new language, the first mastery die roll
Adventuring misers often make poor companions as they
always consists of expletives (with sufficient grammar to vocal-
constantly seek to weasel out of incurring any expenses. Mages
ize them to their intended effect).
preferentially choose only spells that have no material compo-
nents for reasons of expense rather than effectiveness. Fighters
may refuse to upgrade their armor and wait for a free “hand-
me-down”. As for thieves, well let’s just say that this book has a
limited page count before we attempt to delve into that subject.
Needy. A character with this personality quirk attempts to
have all his emotional needs filled by others. He feels a strong
urge to be well-liked and accepted, so he constantly attempts
to please the people he’s around and repeatedly asks them
questions regarding how they feel about this or that. He often
asks for help with the simplest tasks, sometimes just to see if
the other person likes him enough to agree.
Nosy. This person is the nosiest pest you’ve ever encoun-
tered. A character with this quirk just has to know everybody’s
business – something many folks don’t take kindly to. He’s
32
always asking everyone what they’re up to, listening at keyholes Roll (d10) Superstitions
or just plain making a nuisance of himself. Even when inap- 1 Believes a certain color is unlucky (roll on subtable).
propriate to be nosy, this character can’t help himself and will Will not wear clothing of this color or enter structures
still ask irritating or even embarrassing questions. painted this color. Avoids animals and items of this
color and those who wear it and so on.
Paranoid. Paranoid characters manifest a persecutory delu-
sional disorder. They believe that someone is plotting against 2 Believes a certain color is lucky (roll on subtable). Only
wears clothing of this color. Prefers animals and items
them. This basic premise, of which they can never be disabused of this color and those who wear this color.
of, forms the basic irrational core of their personality.
Roll (d12) Color subtable
Everything is misjudged through this filter in such as way as to
1 black
reinforce their errant beliefs.
2 blue
The paranoid character can never be sure exactly who is in 3 green
on the plot and so he remains aloof and distant from all per- 4 orange
sonal contact. Ever wary and suspicious, paranoiacs drive away 5 purple
even the best meaning and beneficent of associates. 6 red
7 silver
Quick-Tempered. People with this quirk are stereotypical
8 white
hotheads. They uniformly possess a short temper and can be
9 yellow
pushed over the edge with little provocation. While this does
10 checkered/diamond patterns (any color)
not mean that they invariably resort to blows, it usually entails
11 plaid (any colors)
at least a shouting match.
12 spots/polka dots (any color)
Since verbal fights often lead to violence (both with strangers 3 Thinks the world is flat. Avoids traveling in ocean-going
and ironically enough those with whom the volatile individual vessels for fear of falling off the world’s edge.
shares deep emotional bonds), such people do tend to get into 4 Thinks being near dead things is unlucky. Avoids
an inordinate number of fights. anything reminding him of death: cemeteries, graves,
coffins, etc. Suffers -2 Attack and Defense and +1 Speed
Quick-Tempered individuals are subject to a -6 saving throw
penalties versus undead.
penalty if subject to magical taunts/anger or a situational -30%
penalty when attempting to resist a skill with a similar modus 5 Believes haggling or price-shopping is unlucky. If this
character buys something with a reduced price for any
operandi.
reason, he constantly worries about it breaking or
Racist. A character with this quirk has an unreasoned feel- being inferior quality. Eventually discards it in favor of
ing of superiority over people of all other races, regardless of one bought at full price or found.
any other factor. This imagined superiority might come from 6 Has a lucky number (roll d20p to determine the num-
his upbringing or some past slight (real or imagined) that the ber). He will take insane risks on his lucky day of the
character suffered from a member of another race. month. Performs “rituals” using his number to gain
luck.
If the character is forced to work with someone of another
race, he suffers a –10% penalty on all his skill rolls dealing with 7 Believes a certain animal (roll on subtable) is unlucky.
Avoids contact with these animals and will go so far as to
that person. Obviously, the racist will always give preference to leave the room or cross the street to get away from one.
members of his own race over others even when this may be
detrimental (e.g., a dwarven racist cleric overlooking an elf Roll (d20) Animal subtable
party member who is bleeding out, to perform first aid on the 1-2 birds
33
34
F l aw s Food: The PC has an allergy to one or more foodstuffs com-
mon to a typical human diet. These may be dairy, eggs, nuts,
As with quirks, simply roll on the table below to determine shellfish and/or wheat. Having survived to adulthood with this
your character’s flaw. If you really don’t think you cannot role- allergy, the character is aware of his reaction to these foods. If
play the result properly or you just hate it for some reason, you he or she is careful to ensure that any foods to they eat do not
can spend 1 Building Point and re-roll. contain ingredients to which they are allergic (and generally
pays twice as much for said food) there is little chance of an
Roll (d%) Flaw allergic reaction.
01-17 Allergies Effects: However, any food that does not receive close scruti-
18-22 Anosmia ny has a 10% chance of containing an ingredient to which the
character is allergic. In this case, the character must make a sav-
23-29 Colorblind
ing throw versus a virulence 12 poison. Failure results in the
30-34 Facial Scar PC becoming incapacitated for 24 hours with abdominal
35-41 Hairy cramps, diarrhea and nausea. A “1” on the saving throw means
42-47 Hard of Hearing the character has died from anaphylactic shock.
48-52 Limp, Slight Insect Stings: Characters with this allergy are particularly
susceptible to the toxins of venomous insects.
53-54 Limp, Moderate
55-58 Lisp
Effects: Characters suffer a –4 penalty when attempting a
saving throw versus the effect of any insect sting (Spiders, not
59-65 Myopia
being insects, do not have a venom that triggers this allergy).
66-75 Pocking A “1” on the saving throw means the character has died from
76-81 Prematurely Gray anaphylactic shock.
82-84 Sleepwalker Mold: Mold is common to dank subterranean areas.
85-89 Sterile Unfortunately for the would-be dungeon delver with mold
allergies, this presents an additional challenge.
90-94 Strange Body Odor
Effects: The symptoms of mold allergy are very similar to
95-00 Tone Deaf
those of other allergies, such as sneezing, itching, nasal dis-
charge, congestion and dry, scaling skin. Those affected by a
Flaw Descriptions mold allergy suffer a –10% penalty to all skill checks when in
Allergies. This character has a particular allergy. a moldy environment.
Pollen: Excepting winter months, pollen is a fairly common
Note: Symptoms of these allergies may persist for hours after occurrence in the wilderness. Those with a pollen allergy usu-
exposure but are not so acute as to warrant a penalty beyond ally have little choice but to suffer from their allergies when
that stated in the description. traipsing about in the wild.
Roll (d10) Allergens Effects: Anyone with a pollen allergy is subject to itchy,
watery eyes and respiratory inflammation whenever they are in
01-02 Animal Dander
grasslands or forests (save for wintertime). This causes a –10%
03-06 Food penalty to all skill checks.
07 Insect Stings Anosmia. People with anosmia have no sense of taste or
08 Mold smell. This is mistakenly believed to be an advantage by some
adventurers as it permits them to enter areas with extremely
09-10 Pollen
strong odors that would repel others.
Animal Dander: A character with this allergy suffers from an A serious problem stemming from this flaw is that an indi-
inflammation of the eyes and nose when exposed to animal vidual cannot judge if food is spoiled or liquids are tainted.
dander. Situations that can trigger this allergy include riding a Rotten meat, sour wine, curdled milk and spoiled fruit are
horse, being in constant proximity to companion animals (such indistinguishable from fresh and wholesome food and drink.
as wardogs or mules) or entering a wolf ’s (or similar large Because he has never experienced the revulsion of tasting and
mammal’s) den. immediately spitting out putrid food, neither has he had the
visual cues identifying such noxious stuff burned into his brain.
Effects: When exposed to animal dander, the character devel-
Anosmiacs are consequently very prone to food poisoning and
ops symptoms such as itchy, watery eyes, sneezing and other
dysentery.
sinus problems. These cause a –10% penalty to all skill checks
until the character is no longer exposed to animal dander. Further, clues others will discern, such as musty rooms, dusty
smells, potion odors, the smell of fresh blood or water and so
forth remain unnoticed to anosmiacs.
35
Colorblind. This flaw is also known as achromatopsia. Lisp. A person with a lisp suffers little in the way of damage
Persons with this malady have full grayscale vision; they are because of this flaw. However, a lisping male character (or
unable to distinguish between colors. Though often dismissed female dwarf ) loses a point of Charisma due to this speech
as a minor inconvenience leading to, at worst, a social faux pas impediment. Additionally, others may have a hard time under-
by wearing garishly clashing outfits, there are times when such standing the speech of a person who lisps. People often make
a condition can be limiting or even dangerous. Smiths depend fun of those who talk funny.
on the ability to visually gauge the color of a heated metal to
In noisy or stressful situations, any character attempting to
determine its temperature and thus know if it’s been properly
understand the lisper must make a Wisdom check. If the
annealed. A smith with this flaw cannot advance beyond
check equals or exceeds twice the checking character’s
Average mastery in a smithing skill. Likewise, any character
Wisdom, he believes the lisper is telling him the opposite thing
with this flaw automatically fails a skill check that requires him
intended.
to identify or distinguish between colors.
Myopia. Commonly called nearsightedness, characters with
Facial Scar. Something awful happened to this character this disability can only adequately focus their vision on objects
that left him with a hideous and prominent scar that he can- that are relatively close. The further an object is, the blurrier it
not conceal. Roll 2d20 to determine number of BPs. Multiply becomes. Use of missile weapons can be problematic as a -1
the BPs by 5%; the character suffers this penalty to his Looks To-hit penalty is applied at distances greater than 40 feet and
attribute fractional score. increases by an extra -1 for every additional 20 feet.
Hairy. The character has an unusual amount of body hair. Nearsighted characters also have difficulty distinguishing
Males with this flaw have a very hairy back and the ability to distant objects, thus myopic characters suffer a -40% penalty to
grow a beard regardless of race (even elves can grow an ‘evil Observation but gain a +10% bonus to Scrutiny checks.
Spock’ goatee). Females gain a noticeable moustache and lose
Pocking. A character with pocking bears the scars of some
50 fractional points from their Looks.
horrible disease. Pocking is generally unattractive and
Hard of Hearing. This flaw is milder than deafness. Such a results in the loss of 1 point of Looks.
person simply has a hard time hearing, but is able to hear some
Prematurely Gray. Your character is bald or his hair has
things. People are forced to repeat themselves several times
gone gray far earlier than might otherwise be expected. While
when trying to communicate with a hearing impaired character.
this might be welcomed as a sign of maturity for a youthful
The hard of hearing character has trouble in a crowded, noisy
cleric, the impression of old age (and consequent loss of phys-
place, being unable to pick out the conversation of a friend from
ical prowess) may not be desirable for a fighter.
the din of the crowd. In game terms, the character’s starting
Listening skill is half his Wisdom score (rounded down) and Sleepwalker. Those who walk in their sleep often find them-
may not be improved further. selves in danger. This flaw can bring a completely new mean-
ing to the phrase "he died in his sleep." This character may
Limp: A character with this flaw suffered some injury to one
walk out of a high window, into the middle of a campfire or
of his lower extremities or was born with a defect that causes
into a brigand encampment. Friends of this character may find
him to limp to a certain degree. The limp is at best a dead
themselves needing to tie the character down at night.
give-away for a character trying to remain inconspicuous or
blend in (unless in a large city crowd sprinkled with injured, If a sleepwalker fails a save vs. magical sleep, he must make a
gimps, sick and elderly, etc.). second saving throw. If this is successful, he is put into a state
Limp, slight: the character has a slight but noticeable hitch of sleepwalking.
that does not hinder movement but is obvious to an observer Sterile. While this might be considered a boon to those
looking for the individual (+15% to Observation checks when lecherous types fearful of the long term consequences of their
looking for the moving character). If the character is male (or debauchery, it can be problematic in that the afflicted charac-
a female dwarf ) and has a Charisma of 13 or higher, the char- ter cannot produce heirs.
acter can make such a Limp appear attractive (like a gangstah Strange Body Odor (20 BP): This character has a distinctive
rapper) adding +10 fractional points to his Charisma score. stench about him. A strange odor emanates from his body,
Female characters (except dwarves) suffer a -25 fractional causing him to lose 75 fractional points of Charisma. He is
points to their Looks score. unwelcome in most social gatherings no matter how much he
Limp, moderate: the character has a moderate and very bathes.
noticeable off-kilter limp that is not attractive and obvious to Tone Deaf. A character with this flaw is completely tone deaf.
an observer looking for the individual (+25% to Observation He couldn’t sing a proper song to save his life.
checks when looking for the moving character). Further, the
character may not sprint. Female characters (except dwarves)
suffer a 50 fractional point loss to their Looks score.
36
Of all the choices you make in creating and fleshing out Experience
your HackMaster character, your choice of class is by far
After accumulating sufficient experience points to advance
head and shoulders more important than the rest. Your
to the next level, a character receives the benefits listed in each
class will dictate what type of character you will be, what
character class description, as well as 15 Building Points to use
powers your character will have and how he will interact on purchasing appropriate skills, talents and proficiences.
with the world. He can be the quintessential warrior,
taking on the world; the young mage, unlocking arcane Level Experience Points Level Experience Points
secrets and attaining powers supernatural; the religious 1 0 6 4,850
zealot, out to change the world to his way of thinking; or 2 400 7 6,600
the clever thief, beating the odds in a cold, cruel world,
3 1,200 8 8,700
living by guile and wits.
4 2,200 9 11,200
This chapter details the standard four HackMaster 5 3,400 10 14,150
character classes: fighter, thief, mage and cleric.
B
attle and combat The fighter’s principal attribute is Strength. Strength gives
are the meat and a fighter that extra damage bonus to make sure your foes go
drink of the down and stay there when you land a hit. Dexterity helps with
fighter class. Fighters defense and attacks, while a solid Constitution helps keep a
hold the front line, fighter alive in case things turn out worse than you’d hoped.
wade into the oppo- A fighter is unrestricted by ethics and morals; he can thus be
nent’s ranks and vio- aligned in any fashion: evil, good, neutrality, law or chaos.
lently take down the However, the concepts of honor and glory mean more to the
enemy, whether at range typical fighter than to characters of other professions. Such
or toe-to-toe. To put it notions drive the fighter to behave oddly in the eyes of those
bluntly, no other char- not accustomed to the Art of Hack.
acter class can straight
The warrior tradition seems universal; it is not uncommon
up lay a smack-down on
for great warriors to look across the battlefield and exchange
enemies like the fighter.
bows of respect before dismembering one another. This may
Fighters can wield be because the fighter knows that death always lurks just
just about any weapon around the bend. One bad fumble, one terrible miss or one ill-
with some competence, even those they’ve never seen or used timed distraction could buy him the farm. That means fight-
before (see Weapon Specialization below for details on the ers tend to live fast and hard. They don’t have time for whin-
advantages this class gains). While other character classes can ers, shirkers or those that don’t share their love of a good fight.
brandish various arms and even become proficient with them, They live and die by force of arms and apologize to no one for
nobody exceeds a fighter in their chosen weapons. Further, doing so.
fighters may employ any armor type and may also avail them- Fighters do carry a few drawbacks; they can’t cast spells and
selves of shields of any size or shape. And believe me, both typically don’t have a wide array of skills. They can’t use most
these proficiencies come in extra handy when faced with a cou- scrolls nor many other enchanted items, heck, they often can’t
ple of enraged ogres wielding oaken clubs the size of freakin’ even read!
logs.
37
Advancement
Fighters increase their chance of landing a hit (Attack
What Does 1+re-roll mean?
Bonus), improve how long it takes to attack (Speed) and reduce HackMaster players do not roll for Hit
their chance of surprise (Initiative) as they gain experience. HARD
EIGHT
Points every level. Rather, when advancing to
even-numbered levels, the player instead re-rolls
Fighter advancement table the Hit Die roll from the previous level and keeps the
Level Hit Dice (d10) Attack Bonus Speed Initiative higher of the two results. However, if neither of these
rolls equaled at least half the maximum Hit Points for
1 1 0 0 0
that class’ die type (e.g., 3 on a d6, 4 on a d8 or 5 on a
2 1 + re-roll +1 0 0 d10), the character instead receives half the maximum
3 2 +1 0 0 roll as if he rolled that Hit Point value for the level.
4 2 + re-roll +2 0 0 For example, Ragnar is a 1st level human fighter with 15
Constitution. He starts with 25 Hit Points (10 HP for
5 3 +2 -1 0
being a human and an additional 15 from his Constitution
6 3 + re-roll +3 -1 -1 score) plus one roll of a d10. If his player rolls a “1”, Ragnar
7 4 +3 -1 -1 begins play with a grand total of 26 Hit Points.
8 4 + re-roll +4 -1 -1 Upon advancing to 2nd level, his player can re-roll
9 5 +4 -2 -1 Ragnar’s abysmal “1”. He does so and rolls “2”. Since both of
these rolls were below half the maximum for a d10 roll (i.e.
10 5 + re-roll +5 -2 -1 5), the value of his first Hit Die is adjusted upwards to “5”.
Ragnar’s new Hit Point total is 30.
38
Unlike the fighter who is
trained and equipped to bludg-
eon his way through the oppo-
sition, the thief fights his bat-
tles with stealth. His core capa-
bilities offer him superior
mobility, provide the means to
avoid potential enemies and
give him the ability to quickly
react when push comes to
shove.
Mobility is more than just
moving fast (that’s speed - at
which the average thief has an
advantage due to his light
armor). It’s the ability for
reaching a desired location.
While thief can easily climb
walls to move to a higher or
lower location, other characters
can only accomplish this
through burdensome ladders,
or noisy and slow pitons. A
thief can open locks for rela-
tively quick and silent accesses
T
to warded locations whereas
he thief character is sadly misunderstood. Far too many
others must resort to slow and noisy brute force and may fail to
players see him as a mere technician, accompanying a gain entrance at all.
band of treasure-seekers in order to locate and disarm
mechanical traps that might otherwise impede or injure the Stealth affords the thief with opportunities to avoid unnec-
other characters. His generally low combat prowess (in com- essary encounters keeping him from his goal. The ability to
parison to professional fighting men) and low Hit Points often hide from (or slink past) guards is only the most obvious appli-
relegate him to a tertiary fighter or rear-rank missile hurler, cation. Traps must also be tallied as adversaries, since they serve
hiding behind the ring of steel provided by the fighters and as a passive extension of the enemy’s force. The ability to find
clerics. and remove these obstacles eliminates hazards that might oth-
erwise injury a party more than living adversaries.
Properly played, however, the thief is a highly intelligent
character who rations his admittedly limited offensive power to Reactivity allows the thief to control the tempo of events
employ it at the best time and to the greatest effect. While car- and force opponents to react to his plans. A good thief can
pet-bombing may be an effective means of destroying a target, manipulate a situation to play to his strengths. Certainly, his
it is expensive and indiscriminate in its collateral effects, while high Dexterity allows for superior Initiative, but other skills
an assassin’s arrow may accomplish the same goal. such as Listening and Observation can clue the thief in to the
enemy’s intent and allow him to take proactive action.
39
order is as follows: d12, d10, d8, d6, d4, d3. A d3 is the best die Superior Defense: Thieves gain a Near Perfect Defense on a
that can be rolled, ever. natural roll of 18 or 19 that exceeds their opponent’s attack roll
(unlike other characters who require a 19). In addition, a suc-
Backstab: When striking an opponent unaware of his
cessful counter-blow allows the thief to roll 2d4p for damage
presence, the thief may use a dagger or knife to stab his foe in
the back. This attack inflicts penetration damage on both the (instead of 2(d4p-2)). See Chapter 9: Combat for further details
maximum die roll and said roll -1 (e.g., a result of 3 or 4 on a on the Near Perfect Defense.
d4). Coup de Grâce: Thieves may dispatch helpless opponents in
Upon reaching 9th level, a thief inflicts an additional d4p 3 seconds. Most other characters require 10 seconds to execute
damage with a backstab. This supplemental damage die or dice this grisly task.
also penetrate on a 3 or 4.
Proficiencies
Fleeing Opponent: Should an opponent attempt to flee
from melee with a thief, the thief can strike as if dealing a Thieves gain the Minimal Skill Weapon proficiency for free
backstab. This is the only situation where a thief can use a as well as proficiencies in the dagger and knife (melee) . They
weapon other than a dagger (or knife) to perform a backstab. may purchase Low Skill Weapon proficiencies (for short sword
Note that the supplemental d4p or 2d4p damage gained by more or light crossbow only) and Medium Skill Weapon proficien-
experienced thieves when performing a true backstab does not apply cies (for longsword, sling or short bow) at normal cost. Other
in this circumstance. weapon proficiencies cost double.
Rearward Strike: Whenever he strikes an opponent from Thieves get the Light Armor proficiency for free. Should
behind, the thief eliminates 1 point of his foe’s damage reduc- they wish to utilize heavier armors or employ shields, despite
tion (either natural or gained via armor) for every 2 thief levels the potentially severe limitations these may impose on their
he possesses. unscrupulous fighting abilities and larcenous skills, they must
purchase these proficiencies.
A rearward strike bonus may only be gained when wielding
the following weapons: club, dagger, knife, scimitar, short Weapon Specialization
sword, long sword and throwing axe (the latter only when used
as a melee implement). Other weapons may obviously be Thieves may purchase weapon specialization. However, the
employed to strike an opponent’s rear but they do not acrue cost depends on the type of weapon. Their natural forte is
this bonus. using knives and daggers and thus need spend only 6 BP per
specialization category for these melee weapons. Additionally,
they may take the Attack Bonus, Damage Bonus, Parry Bonus
or Swiftblade Talents specific to these weapons at half cost.
The following weapons are available to thieves at a special-
ization cost of 7 BP: club, light crossbow, longsword, scimitar,
short bow, shortsword, sling and throwing knife.
All other weapons cost 8 BP per specialization increment.
Luck
Compared to their adventuring companions, thieves are
uncannily lucky. A thief gains the benefit of having 20 Luck
Points (+1 per level) that he may expend during the course of
adventuring. Each point spent alters the die roll by a particu-
lar amount, increasing the results of the thief ’s saving throws
and skill checks, or decreasing attack or damage rolls against
the thief as described below. Luck Points represent the thief ’s
uncanny luck in avoiding calamities.
Whenever a player uses Luck Points, he must state some
improbable event that helped him out (e.g., the thief suffers less
damage because an attack struck right where he hid his metal
flask of brandy under his cloak). If you can’t come up with a
suitable situation, you can’t your his Luck Points, so have a few
excuses prepared each game session.
With Saving Throws: A thief can spend a Luck Point to alter
his saving throw result by +/-1.
40
Table for availability of unique thief abilities while wearing armor
Leather Studded
No Armor Ringmail Chainmail Scale Mail Banded Mail Splint Mail Plate Mail shield
or Padded Leather
For example, a thief might spend three points to increase his sav- SKILLS
ing throw versus poison from 11 to 14, thus allowing him to sur-
vive the poison needle trap that he failed to discover in time. While other classes have access to the ‘traditional’ set of skills
normally associated with thieves (Climbing, Hiding, Listening
With Skills: When using Luck Points with skills, each Luck and so on), what differentiates the thief is his mastery in employ-
Point expended on a skill check allows the thief to alter the ing these skills.
result of the roll by 5%.
A beginning thief receives his first purchase of each of the
For instance, a thief with 60% mastery of the Disarm Traps skill following skills for free (no BP cost): Climbing/Rappelling,
must roll 60 or less on percentile dice to nullify a Difficult (i.e. no Disarm Trap, Hiding, Identify Trap, Listening, Lock Picking,
situational modifier) trap. If he rolls 68, he can expend two Luck Pick Pocket and Sneaking.
points, changing his result to 58 and thus avoiding the trap.
Purchasing Core Skills
On Opponents: A thief can spend a Luck Point to alter his
opponent’s attack roll by -1, but cannot use Luck Points to bol- Thieves may use BPs gained from their initial character cre-
ster his own combat prowess (i.e., his attack or damage rolls). ation allotment or during advancement, to make additional
Luck points should be used to extricate your thief from a purchases of their core skills and so improve their mastery.
pitched battle, not empower him to join one! Nor can Luck
Points modify Hit Die rolls or help out your allies (i.e. you can- Core Skill Advancement: Thief skill progression is handled
not use Luck Points to ‘pump up’ a fighter’s damage roll or somewhat differently than that of other character classes. At
reduce a monster’s attack roll on him). 2nd and each subsequent level, a thief receives (at no BP cost)
one roll of the appropriate mastery die in any four of his core
For example, a thief might expend 2 Luck Points to reduce the thief skills. A character may only take one roll of the mastery
attack roll from a crossbow from 11 to 9, thus saving the lucky thief die in a particular skill during advancement (but may spend
from a potentially serious wound. BPs to purchase further mastery die rolls in that skill).
The player must decide immediately if he wishes to expend For instance, Greycloak, a 2nd level thief, decides to take his free
Luck Points to avoid the hit, not after gauging the damage of mastery die roll for the Disarm Trap, Listening, Pick Pocket and
the blow. You can’t wait to see if a hit deals 18 points of dam- Sneaking skills. He can spend BPs to purchase another mastery roll
age instead of 3 and then go back and avoid the blow... once in Sneaking and so get another mastery die roll in the skill, but he
the damage dice are rolled, the preceding attack roll is unalter- can’t choose to use two of his free rolls in Sneaking.
able (though you can use Luck Points to reduce the damage).
Purchasing Other Skills: The following list of skills repre-
Penetration: Luck Points cannot ‘interrupt’ a penetrating sent some special domains of thieves: Acting, Appraisal,
die. That is, you can’t spend a Luck Point to move a ‘6’ result on Current Affairs, Disguise, Distraction, Escape Artist, Fast
a d6 to a ‘5’ result and forego the penetration roll. Treat pene- Talking, Forgery, Gambling, Glean Information, Observation,
trating die rolls as a single result, even if the actual mechanics Reading Lips, Salesmanship, Scrutiny and Seduction (Art of ).
may involve several rolls to determine the final value. Thus a d8 If a thief purchases any of these skills, modify his mastery roll
roll of 8, 8, 8, 6 is functionally a single d8 roll totaling 27. You by +3 or by the relevant ability score modifier (see Chapter 5:
can apply Luck Points to the total (i.e. spend 20 Luck Points Skills, Talents & Prof iciencies), whichever is greatest.
to reduce 27 down to 7), but not to the intermediate rolls.
Restoring Luck Points: Once Luck Points are expended,
they’re gone until the thief advances in level. For example, a 1st
level thief starts his adventuring career with 21 Luck Points. Once
he spends them, they’re gone until he reaches 2nd level, at which
point his Luck Points restore (+1), for a total of 22 Luck Points.
Unused Luck Points do not carry over to the next level.
41
Mage advancement table
Hit Dice Total Spell Saving Throw Attack
Level Initiative
(d4) Points bonus vs. Spells Bonus
1 1 140 0 0 +2
2 1 + re-roll 190 +1 0 +2
3 2 260 +1 0 +2
4 2 + re-roll 340 +2 0 +2
5 3 430 +2 +1 +1
6 3 + re-roll 530 +3 +1 +1
7 4 640 +3 +1 +1
8 4 + re-roll 760 +4 +1 +1
9 5 890 +4 +1 +1
10 5 + re-roll 1030 +5 +1 +1
S
ometimes referred to as wizards, witches, warlocks, magi, Surviving is a skill and if you use your wits and are clever, you
magicians, magic-users, sorcerers and so on, all characters should be able to guide your spellslinger to mid level when he’ll
that primarily pursue non-divine magic as their profes- be able to hold his own and by high level, he certainly could be
sion are generically referred to as “mages.” The primary abili- outstripping the other classes in terms of raw power.
ty of the mage class is to cast magic spells. Spells include a
potent arsenal of destructive spells designed to blast your oppo-
Casting Spells
nents into bits, protective and defensive dweomers that thwart A mage powers his spells by drawing on energy from his
your foes and even some that change the environment to suit inner self, the world around him and even the outer planes and
your fancy or conjure up outsiders and bend them to your will. other worlds. His capacity to draw from these power sources
Unlocking the secrets of all this awesome arcane knowledge increases as the mage improves in his craft (as measured by
requires determination, patience and, most importantly, intel- gaining levels). HackMaster quantifies this power in Spell
lect. Accordingly, Intelligence is the primary attribute of the Points (SPs) and the Mage advancement table shows the max-
imum number of Spell Points a magic-user can command per
mage. It’s needed for learning new spells, partially regulates
day.
the quantity and power of the mage’s spells, determines how
many spells he can learn, avoiding or mitigating spell mishaps A spellslinger can memorize one spell from each level he has
and so on. In short, if you want to live by the way of arcane in the mage class, plus one each from the Journeyman and
magic, you should make sure your character has at least an Apprentice spell levels. Thus, a novice spellslinger enters play
above-average, if not an outstanding Intelligence score. with the ability to memorize three spells; one 1st level in addi-
tion to an Apprentice and Journeyman spell (see more details
Augmenting their prowess, mages can employ a greater vari-
on these below). Likewise, a 5th level mage can memorize a
ety of magic items than other classes, including the most pow-
total of seven spells - one from each of levels 1, 2, 3, 4 and 5,
erful types such as wands, crystal balls, staves, potent rings and plus one spell each from his Apprentice and Journeyman lev-
so on. Given the requisite skills and level, mages can even els.
enchant their own magic items.
Mages are especially resistant to spells cast against them; Memorized spells cost (spell level x 10 + 40) Spell Points to
cast (e.g., 1st level spells cost 50 SPs). A mage can cast spells he
they receive superior modifiers to their saving throw compared
doesn’t have memorized, but these cost twice as many (spell
to other character classes. These bonuses are compiled in the
level x 20+ 80) Spell Points. Once used, Spell Points are gone
Mage advancement table. until the mage can rest; he regains his used Spell Points after
42
roughly 8 hours of sleep. Memorized spells, on the other hand, Domination has an extensive section on such matters, for pur-
are not lost and remain in the mage’s mind until he sleeps, after poses of HackMaster Basic+ and space considerations, here is a
which he must re-memorize them. general rule-of-thumb for spellbooks. Each contains a strong,
A mage can also use Spell Points to power up his spells and thick binding or wrap or possibly other non-written materials
achieve effects beyond his ordinary casting ability. Each spell (such as a strong wooden spindle for a scroll) that weigh about
includes a listing of additional SP costs to achieve these 3 pounds. Each spell then takes pages that weigh about one
heightened effects (such as additional power, duration, range, ounce per level (treat Apprentice and Journeyman spells as
area of effect and so on). first-level spells, i.e., one ounce). Thus a fifth-level spell
requires about 5 ounces of vellum or other material.
Additionally, Spell Points can be used to power magic items Most spellbooks have bindings that can be removed and eas-
and improve their spell-like effects. Spell Points are required ily reorganized, added to or subtracted from. Thus adding a
for magic item creation. new spell to an existing book requires only 10 minutes of effort
Mage Spells (physically – all transcription and learning rules still apply!) to
remove the covers and re-bind with the new pages. Spells can
Spells are listed alphabetically by level in Chapter 7: Mage also be added to scrollwork books through a simple gluing pro-
Spells. cedure, wooden carvings include stitching and so-on. The bot-
Apprentice and Journeyman Spells tom line is that all spellbooks are expandable.
A mage begins play with four spells in his spell book, two of
The process of becoming a mage does not involve a Apprentice and one each Journeyman and 1st level. He received
“Eureka!” moment where the novice suddenly grasps the con- these spells from his mentor, instructor or otherwise discovered
cept of magic use and thereafter can cast spells. Rather, a long them during training (prior to 1st level). Thereafter, a mage can
period of intense study prefaces the attainment of 1st level, learn spells taught by others or attempt to learn spells found in
during which the student mastered lesser magical incantations scrolls, musty libraries, captured spell books and so on.
and formed the necessary groundwork for his eventual attain-
ment of 1st level sorcery. Spells recorded in spell books and scrolls are more recipes
than formulae, with each mage casting a spell in a slightly dif-
These lesser incantations are colloquially known as ferent way. Just like when you try to make your great-aunt
Apprentice and Journeyman level spells. While of reduced Dottie’s potato pancakes from her handed-down recipe and
power compared to leveled spells, they are useful nonetheless. they never seem to taste quite like hers, it takes some experi-
These spells are less demanding to memorize and cast, with mentation to learn new spells from another caster’s scrolls and
Apprentice spells requiring only 30 SPs and Journeyman spells books. In fact, in some (or even many) cases, a mage is never
40 SPs. In other respects, they act like regular spells requiring able to unlock the secrets of a new spell. The chance to learn
double spell point expenditure to cast if not memorized and new spells is a function of Intelligence as shown in the Mage
containing an internal Spell Point listing for enhancing their Spell Cognition table.
effects. Further, there’s a limit to how many spells a mage can learn.
Spell Books Simply put, the cognitive abilities of most sentient beings can
only handle a certain amount of information. Spells are so
Spellbooks come in many shapes and sizes, from large complex that mages are limited to a maximum number known
leather or metal-bound tomes to scrolls or even wooden and recordable in their spell books. This maximum number
boards. While the forthcoming Spellslinger’s Guide to World known is a function of Intelligence, as well as level, since with
Mages begin with two Apprentice level spells, one Journeyman and one 1st level spell. The spells an individual
character has can be determined by rolling a d6 twice on the Apprentice level chart (re-rolling duplicates) and once for
Journeyman and 1st level spells.
Players dissatisfied with the results may spend a BP and reroll any individual result.
43
experience a mage can expand his capacity for learning. A
mage’s maximum spells known are shown on the Mage Spell
Cognition table.
For example, a 1st level mage with 16 Intelligence knows a max-
imum of 12 spells: 4 each of Apprentice, Journeyman and 1st level.
Upon reaching 2nd level, his capacity for spell knowledge increases
to 16 spells: 4 each of Apprentice, Journeyman, 1st and 2nd level.
He cannot ‘mix and match’ by allocating additional spells from one
particular level and lowering the number of spells from another.
Each time a mage gains a level and spends at least one week
searching libraries or seeking out an instructor, he gains a new
spell equal to his new level (the Mage Spell Cognition check is
automatically successful). Your GM determines the new spell
randomly.
Mage Spell Cognition table
Maximum Spells
Intelligence Known/Level Chance to Learn Spells
3 0 0%
4 0 0%
5 1 1%
6 1 5%
7 1 10%
8 2 15%
9 2 20%
10 2 25%
Proficiencies
11 2 30%
12 3 40% Mages may purchase any weapon proficiency but each profi-
ciency (except staff and dagger) requires double the standard
13 3 50%
BP cost, due to their poor martial background. Once they’ve
14 3 60% aquired proficiency in a weapon, they may also specialize.
15 3 65% Specialization costs double that of fighters (i.e. 10 BP per cat-
egory).
16 4 70%
Mages do not gain proficiencies in armor or shield use
17 4 75%
though they may don thick robes that offer some protection.
18 4 80% They may purchase armor or shield proficiencies but are sub-
19 4 85% ject to potential Spell Mishaps when employing any of these
20 5 90%
protective items.
Mages receive the Magical Transcription proficiency (see
Chapter 5: Skills, Talents & Prof iciencies) for free.
Bonus Skills
Mages receive an initial purchase of the Arcane Lore skill
for free at first level. They gain free mastery points in this skill
equal to their Intelligence Mastery Die modifier each time
they advance in level. This is obviously a function of Intelligence
and the exact quantity gained can be determined by consulting the
Mastery Die Roll Modifier Table on page 154.
Mages also gain two free purchases of the Literacy skill. This
must, however, be in their native language.
44
T
he gods of the cosmos battle one another for control of Depending on his deity, he’ll probably also need a solid score
followers, the physical planes and ultimately all power in one or more other abilities.
itself. Each deity seeks to spread his sphere of influence
Cleric skills and powers vary according to their deity’s
while marginalizing or even destroying that of the others.
spheres of influence. Generally speaking, clerics are excellent
Unable or unwilling to battle each other directly, these gods
combatants, second only to fighters in open frontal engage-
view the land in which your character lives as their battle-
ments. Clerics may use a wide array of weapons and armor,
ground. Each views its clerics as the instruments of its will.
although many clerics are restricted in their choices for reli-
While every deity has its own clerics (also known as priests)
gious reasons. All clerics have spell casting ability much like
and each has its own order or sect, they all share responsibility
mages, although they cast divine spells rather than arcane ones
to their chosen deity as the font of their power on the
and do not use Spell Points.
material plane. Yes, a cleric carries a heavy burden as the
ambassador and the foe hammer of his deity. While every Clerics advancement table
clergyman may have his own desires and ambitions, make no
Level Hit Dice (d8) Attack Bonus Initiative
mistake, the cleric is first and foremost a warrior dedicated to
the glory of his deity. 1 1 0 +1
2 1 + re-roll 0 +1
Understanding philosophies, rooting out church enemies,
knowing the intentions of nonbelievers, empathizing with the 3 2 +1 +1
troubles of loyal followers and evangelizing potential converts 4 2 + re-roll +1 +1
all require exceptional insight. Of course, this makes Wisdom 5 3 +1 +1
the most important ability for clerics. A high Wisdom allows
priests to gain access to higher level spells, commune with their 6 3 + re-roll +2 0
deity’s minions (or even the deity himself ) and gain better 7 4 +2 0
mastery of evangelically-related skills. 8 4 + re-roll +2 0
Note: Because of alignment restrictions (see True Neutral 9 5 +3 0
alignment, page 24), a character must have an Intelligence score of 10 5 + re-roll +3 0
6/01 or better to become a cleric of any of the following deities.
45
Divine Spells tive spells since their doctrine is inimical to caring for the sick
and injured.
The primary power of the cleric is his capability to cast
Conversely, the Merciful Fates aren’t granted spells capable
divine spells. A 1st level cleric can cast one spell from his reli-
of harming opponents or creating mischief. Evil clerics suffer
gion’s 1st level spell list. With each additional level he can cast
no such restrictions.
another spell from the new level’s list, and so on. Thus, a 5th
level cleric can cast one 1st, 2nd, 3rd, 4th and 5th level spell Some clerics may have mage spells in their spell lists since
each day. Unlike mages, who channel magic from various the spell effect is in line with their Deity’s philosophy. These
sources, divine spells always flow from the cleric’s deity (or its spells function at the spell’s baseline efficacy and may not be
supernatural messengers). Each day the cleric prays for various enhanced as a mage might through expending additional spell
spells (chosen by the player from each level’s list of available points.
spells) and, assuming he’s in the good graces of his deity, Special Powers
receives the spells precisely as requested. Thus, clerics can cast
Aside from combat ability and spells, clerics have one or
each of their prayed-for spells once per day with no need of
more special powers. These powers vary by deity and range
Spell Points.
from the most common, repelling or commanding undead, to
Clerics with a high Wisdom score may gain a few extra spells special additional skills, bonus spells and so on. See the cleric’s
per day as indicated on the chart below. Bonus spells are cumu- chosen deity description for information on these powers.
lative, so, for example, a cleric with a 14 in Wisdom receives one
Note again that powers vis-à-vis the undead are not an auto-
level 3 or level 4 spell, as well as one level 1 or level 2 spell. (Note:
matic ability possessed by all clerics. Only those priesthoods which
clerics only gain bonus spells that they are normally capable of casting.
specifically list this power may turn or control the unliving.
Thus a first level cleric with 17 Wisdom only receives one first level
spell as a bonus - were he fifth level he would gain his choice of a first Proficiencies
or second level spell, a third or fourth level spell and a fifth level spell.)
If a cleric’s faith has a Preferred Weapon, he receives a free
Wisdom Bonus spell(s) proficiency for that weapon. Clerics may wield any other
weapon permitted by their faith as long as they purchase the
< 13 None
appropriate weapon proficiency (at the standard BP cost).
13 One level 1 or level 2 spell
Clerics may wear armor or use shields, provided the faith
14 One level 3 or level 4 spell allows it. As with Preferred Weapons, they receive these pro-
15 One level 5 or level 6 spell ficiencies for free as part of their clerical indoctrination.
16 One level 7 or level 8 spell Weapon Specialization
17 One level 9 or level 10 spell Clerics may purchase weapon specialization. However, it
costs them 8 BP for each initial purchase of attack, speed,
Deities consider it wasteful to grant the same spell twice, so defense and damage modifiers. Further purchases cost 2x (16),
a cleric’s bonus spell from a given level must be different from 3x (24) and 4x (32). Other than the increased BP cost, this
other spells granted at the same level. Exceptions occur when works just like a fighter’s weapon specialization.
a character receives spells randomly (due to the nature of his
Note that a cleric must have his greatest specialization in his
deity) or simply because his deity is dissatisfied with his per- faith’s preferred weapon (if any; see the deity descriptions).
formance, devotion or some other divinely motivated reason.
Skills
Spell Lists
A beginning cleric receives the first purchase of his deity’s
Deities have varying spheres of influences. As such, the pow- bonus skills for free (no BP cost). He also receives other divine
ers they can grant to their most devout followers (i.e. clerics) favors, as noted in the following column.
should hardly be expected to be identical across religions. This Religion (own church): Beginning clerics receive a mastery
is reflected in practice by each religion having a unique spell score in this skill equal to their Wisdom attribute. A cleric
list. receives an additional +5 skill points at each subsequent level.
Divine spells do not have a predefined level per se. Rather,
Religion (own or other church): These skills cost clerics only
unique spells may be accessible as a first level spell for some, a
1 BP (as opposed to 3 BP for non-clerics).
higher-level spell for others and simply unavailable to certain
priests. The level at which individual spells may be granted (if Divine Lore: Clerics receive their initial purchase of this skill
at all) is dependent on the tenants of the faith. For example, the for free. They gain free mastery points in this skill equal to
Church of Everlasting Hope espouses healing, hope and their Wisdom Mastery Die modifier each time they advance in
mercy. Such clerics understandably have access to a wide selec- level. This is obviously a function of Wisdom and the exact quanti-
tion of palliative spells and obtain these earlier than their ty gained can be determined by consulting the Mastery Die Roll
equally good peers whose religions champion other spheres. Modifier Table on page 53. Should they opt to purchase the skill
Clerics of evil faiths generally have a paltry selection of cura- outright, they receive a +3 mastery bonus.
46
Divine Icons
T HE C OURTS
A cleric’s divine icon is usually a small carved symbol or shape OF J USTICE
resembling some aspect of his faith. Clerics receive their first
divine icon for free. If he loses his divine icon, he can’t simply Alignment: Lawful Good
walk into a shop and purchase a new one; he must petition Divine Icon: A tiny golden sword or
another from his church. Without a good explanation, he may scale
have to perform a task in order to be awarded a replacement. Preferred Weapon: Longsword
(The replacement symbol must still be consecrated with the
Ceremony: Consecrate Divine Icon spell.) Other Weapons Permitted: None
Armor Permitted: Any, but the armor must be gold col-
Alignment ored. Gilding is preferred, but a golden-hued lacquer is
acceptable for novice priests.
A cleric’s alignment must match that of his chosen religion.
There are no exceptions. Bonus STPs: History (ancient), Literacy, Riding
(equine), Tracking, longsword proficiency, heavy armor and
shield proficiencies
RELIGIONS Powers: Turn Undead; 5% chance per level to detect lies
(up to a maximum of 90%); +4 bonus to saves against spells
The Courts of Justice
that fool, mislead or have other deceptive effects (e.g., illu-
Alignment: Lawful Good sion spells)
Spheres of Influence: Justice, Truth
Tenets of the Faith: Also known as the Blind One, the against a white background.
Magnificent Magistrate and the Exalted Judge, the True is the Colors: White and gold
patron god of justice and truth. The True’s church calls itself
Place of Worship: City temples (usually contain courtrooms)
the Courts of Justice, while its priests are known as
Truthseekers. Holy Days: Summer and winter solstice
Justice, righteousness and honesty are the foundation blocks Sacrifice: Gold once per month.
upon which the Courts of Justice and its faith are laid. The Raiment: Truthseekers frequently act as magistrates and
Truthseekers preach that all who flout the law should be adjudicators in larger towns and cities. As such, it is critical
brought before the Blind One to receive justice. The that they maintain a professional appearance. They wear white
Truthseekers are not vigilantes, however; no matter the or gold robes in accordance with their rank in the church, along
strength of their desire to see justice served, it is ever tempered with the appropriate accessories. Their robes are always made
by adherence to the laws of society (so long as such laws are from the finest materials available. Truthseekers who live in
just, proper and true in the eyes of the Courts of Justice). impoverished areas make do with simple linen robes, but they
Priests of the True are honor-bound to resolve disputes are fastidiously maintained.
whenever encountered, going so far as to intercede even when Revered Names for Deity: The True, The Blind One, The
the parties have not requested assistance, but intervention Magnificent Magistrate, The Exalted Judge
seems necessary to the Truthseeker.
Deity’s Appearance: The Magnificent Magistrate appears as
Before admittance to the Courts of Justice as a Truthseeker, a young, stunning, athletic woman with flowing, long blonde
an initiate must confess all falsehoods he has told or unjust acts hair and piercing blue eyes, clad in golden chainmail under a
he has committed. Thereafter, if a Truthseeker knowingly lies pure white cloak. She wields two longswords ( Justicebringer
he must seek out a higher-ranking Truthseeker and atone. Any and Truthseeker) known as the Swords of Righteousness.
cleric who knowingly tells a falsehood a second time or will-
Advancement within Order: Advancement within the
ingly commits an act of injustice, is defrocked. A Truthseeker
Courts of Justice is by seniority or by the apprehension of out-
prefers death before lying or providing information that anoth-
laws. Truthseekers who serve as official judges or magistrates
er will use to cause an injustice.
for a local government typically draw salaries from that body,
Temples and altars to the Exalted Judge can be found in in addition to any monies that result from their rank within the
most cities and larger towns in civilized societies. Local faith.
authorities often employ Truthseekers as magistrates and
Sayings: When a man lies, he slays forever a part of the world. -
judges. Truthseekers can also be found traveling the country-
Bearing false witness is the greatest injustice that can be performed
side in search of those who commit crimes against society.
on society, for without truth, reality is an illusion. - Justice is best
About the Courts of Justice performed in a court of law. - Be just and true and only good will
come to you. - If one chooses to live within society, one must follow
Priesthood: Truthseekers society’s laws else suffer her rightful and just wrath. - Lying is cap-
Symbol: A scale balanced on the tip of a golden sword, all ital punishment for the soul. - The truth shall make you free.
47
The Courts of Justice Spell List
Number First Level Second Level Third Level Fourth Level
1 Alleviate Trauma Bless Detect Poison Alert
2 Ceremony: Consecrate Divine Icon Bless Weapon Faith Weapon Command
3 Cure Trifling Wound Ceremony: Anoint Illumination: Torch Cure Small Wound
4 Diagnose Injuries Cure Trivial Wound Imperceptibility to Undead Divine Steward
5 Know North Detect Influence Know Position Influence
6 Moderate Emotion: Remove Fear Unyielding Therapeutic Touch Sanctify Weapons
Number Fifth Level Sixth Level Seventh Level Eighth Level
1 Blessing Hold in Place Call to Action Cure Moderate Wound
2 Ceremony: Investiture Holy Blessing Cure Middling Wound Sense Invisible Beings (M5)
3 Cure Light Wound Laryngitis Divine Grace Treat Disease
4 Exalt Warrior Righteous Cursing Hush Treat Poison
5 Hallowed Weapon Total Control Mind Reading (M6)
6 Stirring Speech True Strike Seraphic Weapon
Number Ninth Level Tenth Level
1 Faith Weaponry Cure Intermediate Wound
2 Heavenly Luck Dismiss Enchantment
3 Remedy Supernatural Deafness Find Item
4 Stirring Oration Helping Hand
48
Church of Everlasting Hope Spell List
Number First Level Second Level Third Level Fourth Level
1 Alleviate Trauma Bless Cure Small Wound Command
2 Celestial Prognosis Ceremony: Anoint Endure Heat Cure Light Wound
3 Ceremony: Consecrate Divine Icon Cure Minor Wound Illumination: Torch Divine Steward
4 Cure Trivial Wound Innocuousness Imperceptibility to Undead Enchanted Vestments
5 Extend Fuel Moderate Emotion: Cause Fear Safe Haven Influence
6 Purify Water Purify Food Unyielding Kismet
Number Fifth Level Sixth Level Seventh Level Eighth Level
1 Blessing Cure Middling Wound Call to Action Cure Medium Wound
2 Ceremony: Investiture Treat Disease Catalepsy Enchanted Vestments (Duae)
3 Create Water Holy Blessing Cure Moderate Wound God’s Guidance
4 Cure Lesser Wound Illumination: Lantern Hush Rigor Mortis
5 Indifference Invigorate Indulgence, Minor
6 Stirring Speech Laryngitis Treat Poison
Number Ninth Level Tenth Level
1 Analgesic Cure Serious Wound
2 Cure Intermediate Wound Find Item
3 Heavenly Luck Helping Hand
4 Stirring Oration Paralysis (M8)
Sacrifice: A concoction of rare herbs on a monthly basis and Guardian’s clerics, the Messengers of Liberty, have a strong
the healing of all those in need. commitment to charity and provide assistance to the less for-
Raiment: Clerics wear sky blue robes with various adorn- tunate. This makes them popular with the commoners.
ments, depending on their rank in the church. The primary goal of their church, the Face of the Free, is to
Revered Names for Deity: Lord of Silver Linings, Caregiver, ensure liberty for all through the overthrow of oppressive gov-
Lord of the Blue Sky ernments. When the Messengers of Liberty reside in cities,
their actions are covert. In these situations, they organize fre-
Deity’s Appearance: The Caregiver appears as a comely per-
quent celebrations to promote the Insurgent One as the god of
son in sky blue or rainbow colored robes. The Lord of Blue
happiness, but openly seem to ignore the other aspects of free-
Skies wields a powerful artifact called the Staff of the Merciful
dom and liberty.
- an oak staff topped by his holy symbol cast in mithril and
topped by a massive blue sapphire. In areas where their cause seems hopeless, clerics emphasize
the positive by focusing on individual successes in the war
Advancement within Order: Merciful Fates advance within
against oppression. Church meetings and services often result
the church by healing and caring for local followers and others
in celebration as congregants discuss grand plans and reminisce
in need.
about past successes. Unfortunately, their rosy attitude and cel-
Sayings: It is better to light a candle than curse the darkness. - ebratory nature sometimes prevent the church from making
Heal the mind and the body will follow. - I wish goodness to envel- any real progress in the liberation of bondsmen.
op you this night. - The mercy you grant will be returned tenfold. -
While clerics residing in cities are careful not to openly
People granted mercy today give us all hope for tomorrow.
advocate the overthrow of a government, clerics residing in the
wilderness are free to promote insurrection among the peas-
ants. Wilderness sects of the Messengers of Liberty are foot
The Face of the Free soldiers in the battle for autonomy. Those clerics living in the
Alignment: Chaotic Good wilderness advocate self-dependence staunchly. They attain
information (such as slave caravan schedules or government
Spheres of Influence: Freedom, Liberty, Happiness
expansion plans) from the city-bound clerics’ spy network and
Tenets of the Faith: Clerics of the Guardian value freedom use it against those who encroach upon freedom. These cler-
and liberty above all else. They are ever vigilant in seeking out ics often rob from rich slave merchants to further the cause of
those who enslave or oppress others. It is their duty to promote emancipation or simply to aid the poor and gain loyalty among
happiness and defend freedom for all walks of life. The the masses.
49
Place of Worship: Wilderness
T HE F ACE OF THE F REE
Holy Days: Every full moon
Alignment: Chaotic Good
Sacrifice: Broken chains from freed slaves
Divine Icon: A carved representation
Raiment: Priests wear white, or gray and white robes. Their
of an eagle’s claw
spiritual leaders think little of ceremony and pomp. The vest-
Preferred Weapon: none ments of these Messengers of Liberty reflect this for they are
Other Weapons Permitted: Any sturdy and constructed for utilitarian purposes. When per-
Armor Permitted: Any forming rituals, they wear robes upon which they affix one
feather for each person they have liberated. Feathers entirely
Bonus Skills: Animal Training (pick one species), cover the cloaks of High Rejoicers.
Cartography, Literacy, Lock Picking*, Survival, heavy
armor and shield proficiencies Revered Names for Deity: The Guardian, The Liberator,
Free Soul, The Insurgent One, The Inducer of Independence,
*At 3rd level and every odd-numbered level thereafter,
priests of the Guardian receive (at no BP cost) one roll of Deity’s Appearance: The Liberator appears as either a giant
the mastery die in the Lock Picking skill. eagle or a young, strong, rugged being with long dark hair and
yellow eyes. The Guardian wears chainmail and wields a
Powers: Freedom of Action. This power allows longsword (Talon) and longbow (True Flight).
Messengers of Liberty to slip free from shackles, bindings
or other bonds as well as grants immunity to spells and Advancement within Order: Priests advance within the
magical effects that restrict or inhibit movement. They church by freeing slaves (including indentured servants and
may never be taken down, grabbed or held in unarmed other such bondsmen), converting or killing followers of the
combat. Overlord and aiding in the overthrow of oppressive govern-
ments.
Sayings: Ruin, mishap, calamity and adversity, cannot harm
About The Face of the Free one as happy and free as me. - Soar like an eagle. - Like a child I
Priesthood: Messengers of Liberty frolic, like an eagle I prey. - To be as free as an eagle is that for
Symbol: An eagle’s claw on a black background (broken which we all strive. - The Insurgent One’s eye is ever watchful. A
chains are also frequently depicted in religious iconography) greeting: Welcome to our free world.
Colors: Black, gray and white
50
The House of Shackles
T HE H OUSE
Alignment: Lawful Evil OF S HACKLES
Spheres of Influence: Oppression, Slavery
Alignment: Lawful Evil
Tenets of the Faith: The Bringers of the New Order are bent
Divine Icon: Gauntlet worn on the
on world domination, with the House of Shackles becoming
right hand. After being accepted into
the sole political, economic, military and religious power
the House of Shackles, priests are
throughout the world. They believe that they can and will,
branded with the symbol of the
conquer the world for their diabolical Master. The Bringers
Overlord upon their chests, marking them as his servants.
will do whatever it takes to attain this goal.
Preferred Weapon: Scourge
Clerics of the Overlord (also called the Oppressor, the
Tyrant of Tellene, the Enemy of the Free, the Bringer of the Other Weapons Permitted: Any crushing weapon
New Order, Yielder to None, Shackles and He Who Brings Armor Permitted: Any
Gods Low) rarely use brute force to enslave a land. They pre- Bonus STPs: Interrogation, Intimidation, Literacy,
fer to work within a government, placing their followers in Recruiting, Rope Use, Seduction (art of ), scourge profi-
positions of political power or dominating the current ruler and ciency, heavy armor and shield proficiencies
forcing him to do their bidding.
Powers: Command Undead; +2 bonus to saves vs. charm
They generally dominate through insidious psychological effects
brainwashing, though they may use less subtle methods on
occasion. In any event, the ruler is usually the last to believe he
is under the sway of another. If all else fails, Bringers may Revered Names for Deity: The Overlord, The Oppressor,
resort to blackmail. Tyrant of Tellene, Enemy of the Free, Bringer of the New
In small towns, Bringers may first appear as saviors by Order, Yielder to None, He Who Brings Gods Low, Shackles,
defending a town from brigands (usually hired by the clergy Deity’s Appearance: The Overlord appears either as a disfig-
themselves) or by providing free slave labor to help plant and ured old man or an immense 30-foot-tall being.
harvest crops for a starving village. Once they establish them-
Advancement within Order: Advancement in the House of
selves within a society, they manipulate the populace to instill
Shackles occurs through vacancies in the order or through chal-
their evil ways. Those who do not bow before the Overlord are
lenge of superiors. Advancement through vacancies means sim-
enslaved. In more remote areas and when the situation dic-
ply waiting for those above the cleric to advance or die. When
tates, the clergy may employ swifter and more brutal tactics.
this occurs the next cleric in line fills the vacancy. Advancement
Bringers of the New Order are well trained in the tactics of of this type is slow, especially beyond the level of Slave Driver.
intimidation, fear and the art of breaking their victim’s spirit. Therefore, most Bringers opt for the aggressive improvement of
By dominating their prey mentally, physically and emotionally, their rank through challenging superiors.
Bringers remove their victims’ ability to think for themselves.
Challenge does not have to be in the form of combat; it may
About The House of Shackles be a hunt for an item, a contest of taking slaves or some other
challenge. However, the superior chooses the contest and if the
Priesthood: Bringers of the New Order challenger loses, he may not challenge again for one year. If the
Symbol: Mailed fist superior loses, she is demoted and the challenger assumes her
Colors: Red and brown position in the House of Shackles.
Place of Worship: Underground temples Only a limited number of priests worldwide may hold levels
above that of Disciple. Additionally, priests within a rank are
Holy Days: Summer solstice
given a number corresponding to their position within that
Sacrifice: The heart of a captured escapee, once per month rank; the lower the number, the more senior the position.
Raiment: Bringers have a very rigid uniform code, in accor- Thus, every Bringer above the level of Disciple knows his exact
dance with their rank in the church. Even when not perform- station.
ing ceremonies or services, Bringers of the New Order tend to Sayings: To feel the whip is to feel the burning kiss of the
wear a small, blackened metal pin with their unholy symbol Overlord. - Let your scars be a reminder of who is the master and
somewhere on their clothing. who is the slave. - My words are your thoughts, we are one. - The
Members of the House of Shackles below the rank of will of the Overlord cannot be denied. - Our enemies will be crushed
Subjugator wear brown leather headbands, emblazoned with in the fist of the Oppressor.
the unholy symbol of the Overlord.
51
House of Shackles Spell List
Number First Level Second Level Third Level Fourth Level
1 Ceremony: Consecrate Divine Icon Bless Command Charm (M2)
2 Diagnose Injuries Bless Weapon Detect Influence Divine Steward
3 Extend Fuel Ceremony: Anoint Illumination: Torch Inflict Light Wound
4 Influence, Minor Cure Trifling Wound Imperceptibility to Undead Inflict Pain
5 Moderate Emotion: Cause Fear Innocuousness Know Position Influence
6 Purify Water Moderate Elemental Damage Unholy Resolve Sanctify Weapons
Number Fifth Level Sixth Level Seventh Level Eighth Level
1 Blessing Cure Light Wound Call to Action Cure Middling Wound
2 Ceremony: Investiture Hold in Place Divine Grace Hex: Exacerbate Wound
3 Exalt Warrior Illumination: Lantern Heighten Vigilance Impression of Propriety
4 Hallowed Weapon Laryngitis Hush Rigor Mortis
5 Panic (M5) Total Control Sanctify Weaponry
6 Stirring Speech Unholy Laud Speed of the Righteous
Number Ninth Level Tenth Level
1 Animate Zombie Cure Medium Wound
2 Inflict Intermediate Wound Find Item
3 Mass Influence Helping Hand
4 Stirring Oration Treat Poison
The Temple of Strife erately lose their final three games (done almost universally
during stormy nights).
Alignment: Chaotic evil
The Temple of Strife has gained some notoriety for its
Spheres of Influence: Discord, Foul Weather, Misfortune ability to make favorable alliances with humanoids. Because of
Tenets of the Faith: Priests and other followers of the this, many humanoid shamans worship Ill-luck and are often
Creator of Strife (also known as Ill-luck, Discordant One, He active within its predominantly human church. Such alliances
Who Brings Misfortune, Maker of Dissension and Bringer of are usually geared toward making war on the local humans or
the Drought [or Flood, Rain, Snow, Heat, Cold, etc.]) travel demi-humans.
about the lands bringing misfortune wherever they roam. When the Minions can muster enough humanoids to form
Members of the Temple of Strife seek to disrupt harmony and a massive army, they descend upon a human or demi-human
plunge the world into a vortex of chaos. They exist in small populace. Foul storms of titanic proportions always precede
numbers in all nations as they seem to prefer deserts and these wars and the actual assault always occurs during the
wastelands. height of the storm. During battle, some of the Minions of
These Minions of Misfortune closely follow local weather Misfortune play bagpipes, cymbals, horns and drums. Their
patterns and are rarely absent during times of foul weather. chaotic, disturbing tunes urge Ill-luck’s troops into the fray and
They continually seek to cause misfortune by heightening poor announce to their enemies the strife to come.
weather conditions. For instance, during a drought they might
pollute the wells, while before a windstorm they might About The Temple of Strife
secretly loosen structural supports and bonds. Priesthood: Minions of Misfortune
Minions hate people that they consider lucky and, given the Symbol: Varies regionally. Common examples are storm
opportunity, will try to cause misfortune in the lives of such clouds, a twister or a tidal wave.
individuals. If possible, they go so far as to give the ‘fortunate Colors: Clashing; usually red, green and orange
one’ as a sacrifice to the Creator of Strife. If they cannot abduct
him for sacrifice, they try to cause misfortune by destroying his Place of Worship: Temple; outdoors on unholy days
crops, poisoning his livestock, burning his house and so on. Holy Days: Day of foul weather at least once per month.
These actions naturally cause paranoia among observers and These, of course, vary regionally.
victims alike. In fact, their deeds have given rise to a gambler’s
saying: “Save some luck for escaping Ill-luck.” It has even
become tradition among some superstitious gamblers to delib-
53
The Temple of Strife Spell List
Number First Level Second Level Third Level Fourth Level
1 Breeze Alter Emotion: Frighten Cure Trifling Wound Command
2 Ceremony: Consecrate Divine Icon Bless Weapon Illumination: Torch Cure Trivial Wound
3 Extend Fuel Ceremony: Anoint Imperceptibility to Undead Divine Steward
4 Inflict Trivial Wound Inflict Minor Wound Know Position Influence
5 Moderate Emotion: Cause Fear Innocuousness Safe Haven Smoke Screen (M2)
6 Taint Water Sanctify Weapon Unholy Resolve Summon Pest
Number Fifth Level Sixth Level Seventh Level Eighth Level
1 Blessing Hex: Augment Toxicity Call to Action Cure Lesser Wound
2 Ceremony: Investiture Hold in Place Divine Grace Heat Seeking Fist of Thunder (M5)
3 Cure Minor Wound Laryngitis Heighten Vigilance Hex: Exacerbate Wound
4 Induce Fratricide (M7) Strong Breeze Hush Rigor Mortis
5 Induce Migraine Total Control Pestilent Swarm
6 Stirring Speech Unholy Laud Speed of the Righteous
Number Ninth Level Tenth Level
1 Extinguish Cure Moderate Wound
2 Gale Force Wind Find Item
3 Impression of Propriety Mildew Growth
4 Inflict Intermediate Wound Stirring Oration
54
Skills have a wide array of uses and include such varied sub- Relevant Ability Mastery Die Roll Modifier
jects as Botany, Forgery, Hiding, Literacy and so forth. Your
1 -5
character’s class may provide some of these while others must
be purchased. Many players focus on utilitarian skills with 2-3 -4
broad applicability while others focus on one specific skill until 4-5 -3
they’re a renowned expert - even if it’s only in raising beets. If 6-7 -2
it makes you feel kewl for your character to be the best at
something, by all means spend the BPs and have at it. 8-9 -1
10-11 0
Mastering Skills: The first purchase of a skill gains the PC
12-13 +1
a number of points equal to his relevant ability score (or the
lowest relevant ability, if multiple are listed) plus one roll of the 14-15 +2
mastery die. The mastery die is based on your character’s 16-17 +3
current mastery level and is the same for all skills. Skill mastery
18-19 +4
levels begin at 0 and may increase to 100.
20-22 +5
Current Skill Current Skill Mastery Die Rolled
Level Mastery When Purchasing Skill
0 Unskilled d12p SKILL CHECKS
01-25 Novice d12p To make a skill check, roll percentile dice and add any mod-
26-50 Average d8p ifiers incurred by the circumstances. If the final result is less
than or equal to your character’s skill mastery, he succeeds.
51-75 Advanced d6p
76-87 Expert d4p
Universal Skills. Universal skills are those that most folks have
been exposed to during their life and can employ without any for-
88-100 Master d3p mal training. For universal skills the character has no mastery in,
roll percentile dice against the skill’s relevant ability. If two rele-
Second (and subsequent) purchases of a skill gains the PC a vant ability scores are listed, use the character’s weakest score. If
number of points equal to one roll of the mastery die. As you a skill is not a universal skill, he doesn’t even know where to begin
become more skilled, additional expertise in the skill is increas- and can’t use the skill until he receives some training in it.
ingly harder to come by - thus the lower mastery die. The
same applies to free skills received during character creation.
For instance, a halfling thief gets his first purchase of Hiding for
M A S T E RY A N D D I F F I C U LT Y
free (relevant ability plus mastery die roll) for being a halfling, plus Where some guidance might be needed, a skill description
his second free purchase (mastery die roll only) for being a thief. includes a mastery and/or a difficulty chart. Mastery charts
(If a free skill received at character creation has a pre-requi- define what a character can do with this skill (his limitations
site, you must have the pre-req in order to get the free skill.) based on current level of mastery). The difficulty chart provides
examples of what might make a skill more difficult (e.g. dark-
Naturally, high relevant ability scores add to your character’s ness, excessive noise, poor materials, makeshift tools, being shot
skill mastery, while low ones hamper it. Thus, all mastery die at, hostile animals and so on). Note that the charts are not all-
rolls are further modified by the skill’s lowest relevant ability, as inclusive, only a guideline for skill uses and restrictions.
seen on the following chart. (Such adjustments never reduce a
mastery die roll below 1.) The GM sets the difficulty as appropriate for the situation.
55
How difficult a task is affects what sort of bonuses or penal- For example, Redblade the fighter wants to sneak past an open
ties (if any) apply to the check, as summarized on this chart. arch, on the other side of which is a burly guard. Redblade’s player
rolls d% and adds his Sneaking skill mastery for a total result of 36.
Difficulty Modifier to Skill Check Roll Since the guard is an NPC, the GM rolls d% for him, adding the
Trivial -90 guard’s Listening skill mastery (it being better than his
Easy -80 Observation skill mastery) for a total 73. Since he exceeded
Redblade’s score, the guard hears Redblade moving about.
Average -40
Difficult 0 The GM might now describe the scene and give the player a
chance to take action. “The sound of metal on stone echoes through
Very Difficult +10
the corridor as your shield scrapes against the wall. Suddenly, you
hear a gruff, manly voice shout ‘Who’s there?’ from the other side of
T I M E A N D FA I L E D C H E C K S the arch. What do you do now?”
Since the skill description cannot define how long it takes to The previous example works well for characters whose mas-
perform every conceivable action, simply use your common tery is explicitly stated or, for universal skills, can be extrapolat-
sense. For example, a player can’t compose an opera that will ed from relevant abilities. For NPCs and monsters without a
be relevant for generations in just one day, but he might be able listed score, simply roll d100+d20 any time they must make an
to write a simple poem in 30 minutes. Other actions (such as opposed check versus some player action (typically Listening,
using Animal Mimicry to imitate a specific bird call, as a secret Observation or Resist Persuasion).
signal to all allies within earshot) may be nearly instantaneous. Melidor, a badly wounded elf thief, wants to hide from a prowl-
When creating an item, the PC must spend any time ing owlbeast. When Melidor attempts his opposed check, his player
required before making the skill check to determine success. rolls d% and adds Melidor’s Hiding skill mastery for a total of 55.
Use your common sense to determine whether or not a char- He also decides to spend four Luck points and so adds +20 to the
acter may re-attempt the same skill check after a failed result. opposed check (+5 for each Luck point spent), for a grand total of 75.
For example, a PC knows when he fails a Carpentry (or similar) Owlbeasts don’t have a Wisdom score listed from which to com-
check, since the item is visibly botched or flawed and the resulting pute their Observation mastery (the typical opposed skill vs.
piece is worthless except as kindling. If he still wants to build the Hiding). Nonetheless, it is a universal skill and the monster certain-
item, he may spend the time and try again with new materials. ly has the sense organs to utilize it. In this situation, the GM sim-
ply rolls d% and adds a d20. The d% comes up as 60 and the d20
Apply a cumulative 15% penalty to each repeated check to as 11, making a total of 71. Melidor’s result of 75 is higher, so he
accomplish the same task (not when using the same skill for a succeeds in evading the owlbeast’s notice.
different task). If this penalty accumulates to the point where
the character cannot possibly succeed, he must improve his don’t worry, dave...
mastery level in this skill before attempting the task again. my CLERIC will
LAY HANDS on you.
-giggle-
OPPOSED CHECKS
Some skill checks only involve your character, such as when
he needs to remember some Ancient History, use readying my \, um,
Blacksmithing to fabricate a metal part, attempt Survival in a CROSSBOW
here, b.a. \’m making
wasteland and so on. These checks are pretty straightforward a RESIST
and only require a percentile roll (with any bonuses or penal- gonna put a bead PERSUASION
on little MISS check!!
ties) equal to or less than the character’s mastery of that skill. TEMPTRESS over
here.
However, when you need to make a skill check against
another character (usually when trying to evade their notice or
forcing them to take some action), you make an opposed skill
check where you and your opponent each roll d% and add the
appropriate skill mastery. The winner is the character with the
highest result. The GM determines whether either character
(or both) receives any bonuses or penalties to the check.
Depending on the situation, the opposing characters may
roll the same skill (e.g., two characters attempting to race up
parallel hanging ropes would both roll Climbing checks) or
different skills as appropriate.
56
BP Relevant
Skill Cost Abilities Universal Pre-Requisite Typical Opposed Skills (if any)
Acting 4 Lks, Cha Yes - Observation
Administration 5 Int, Wis, Cha No -
Agriculture 2 Wis No -
Animal Empathy 2 Wis, Cha No -
Animal Herding (specific) 1 Wis No -
Animal Husbandry (specific) 1 Wis Yes -
Animal Mimicry 2 Wis Yes -
Animal Training (specific) 6 Int, Wis No Animal Empathy 30 or better
Appraisal (specific) 3 Int No - Forgery
Arcane Lore 10 Int No -
Blacksmithing/Metalworking 2 Str, Int No -
Boating 2 Wis Yes -
Botany 1 Int No -
Carpentry/Woodworking 2 Int No -
Cartography 5 Int Yes -
Climbing/Rappelling 6 Str, Dex Yes -
Cooking/Baking 1 Int, Wis No -
Current Affairs 2 Wis Yes - Resist Persuasion
Diplomacy 4 Cha Yes - Resist Persuasion
Disarm Trap 16 Dex, Int No -
Disguise 4 Int, Cha Yes - Observation
Distraction 1 Cha Yes - Resist Persuasion
Divine Lore 10 Wis No -
Escape Artist 4 Dex, Int Yes - Use Rope (if rope is involved)
Fast Talking 2 Cha No - Resist Persuasion
Fire-Building 2 Wis Yes -
First Aid 4 Wis No -
Forgery 8 Dex, Int No Literacy 35 or better Appraisal
Gambling 1 Wis, Cha No -
Geology 2 Int No -
Glean Information 3 Int, Wis, Cha Yes - Resist Persuasion
Hiding 6 Dex, Int Yes - Listening or Observation
History, Ancient (specific) 1 Int No Literacy 20+ for Advanced mastery
57
BP Relevant
Skill Cost Abilities Universal Pre-Requisite Typical Opposed Skills (if any)
Literacy (specific) 4 Int No -
Lock Picking 12 Int, Dex No -
Mathematics 5 Int No Literacy 30 or better
Mining 2 Str, Int No -
Monster Lore 5 Int No -
Observation 4 Wis Yes - Acting, Disguise, Hiding, Pick Pocket
Acting enables a character to skillfully portray various roles. Expert Can independently ‘invent’ a role such as a
Acting is most often used as a form of entertainment, though lord, member of a cult, wealthy merchant, etc.,
and can dress and act the part with such skill
it can also be useful in aiding a disguise or pulling a scam. A
that he can pass as that person
skilled actor knows how to research his role in order to provide
a realistic portrayal to include mannerisms, speech patterns, Master Can successfully imitate any person well
enough to fool anyone not intimately familiar
dialect or jargon.
with the person (barring visual familiarity)
The Acting skill also confers a cumulative 5% bonus (per
level above Unskilled) to Disguise skill check rolls.
58
Administration Mastery Level The character can...
Relevant Abilities: Intelligence, Wisdom and Charisma Novice Manage a small band of hirelings/mercenaries
Cost: 5 BP Average Run a fair-sized private organization with
Universal: No many underlings (such as a castle established
Prerequisite: None by a name-level character, or a thieves' guild)
Materials/Tools: Yes (record keeping system, the Advanced Administer a medium-sized town
complexity of which increases with Expert Administer a large city or state
growing responsibility)
Master Administer a kingdom or city-state
Animal Empathy
Relevant Abilities: Wisdom and Charisma
Cost: 2 BP
Universal: No
Prerequisite: None
59
She can show it that she desires friendship or enmity, and Each type of animal has different characteristics – cattle tend
even ascertain if it is under magical control (due to its unnatu- to stick together, while sheep scatter, and horses have a more
ral reactions). independent nature that makes them harder to control. A
character with this skill also knows other details about herding,
This skill can placate angry animals or taunt them into
regardless of the specific animal chosen.
attacking her, as she sees fit. A successful skill check can move
the animal’s reaction one step positive resulting in it either not For example, a herder might ride ahead to scout out the trail and
attacking or possibly allowing the character to approach. then return to relay the information to the trail hands. This is often
done from a distance, by using a system of hand signals to relay the
information (sitting on a horse facing right or left while waving a
DIfficulty The character can empathize with... hat means to turn the herd in that direction).
Trivial Docile domestic beast
Mastery Level The character can...
Easy Domestic animal (dog, cow)
Novice Manage a few head that provide some of his
Average Docile non-domestic animal (deer, etc.) immediate family’s needs
Difficult Pit bull Average Manage a small herd such that the herder’s
Very Difficult Wild, hostile beast (bear, panther, etc.) immediate family can survive off it
Advanced Manage a large herd in lush terrain such that
the herder’s extended family can survive off
the herd
Animal Herding (specify animal type)
Expert Manage a large herd in average terrain such
Relevant Ability: Wisdom that the herder’s extended family can survive
Cost: 1 BP off the herd
Universal: No Master Manage a large herd in poor or arid terrain
Prerequisite: None such that the herder’s extended family can
survive off the herd
This skill enables a character to exercise a greater than nor-
mal degree of control over herds of cattle, sheep, horses or
other herd animals (declared when the skill is chosen). Animal Husbandry (specify animal type)
Relevant Ability: Wisdom
Cost: 1 BP
Universal: Yes
Prerequisite: None
Materials/Tools: Yes
60
Mastery Level The character can... Animal Training (specify animal type)
Unskilled Milk cows/goats, collect eggs from poultry Relevant Abilities: Intelligence and Wisdom
Novice Manage (feed, house) up to two animals Cost: 6 BP
Universal: No
Average Manage (feed, house, breed) up to 12 animals;
increase quantity of stock through breeding Prerequisite: Animal Empathy 30 or better
(poultry - quarterly check improves quantity
x4; others - annual check adds +20% stock)
Characters with this skill know how to train one type of
Advanced Manage up to 100 animals with a serf or hired animal (horse, dog, etc.) but can purchase Animal Training
helper; increase quantity of stock through
multiple times to train other types. A trainer can work with
breeding (for poultry - quarterly check
improves quantity by x6; for others - annual only one animal at a time and teach it to follow general orders
check adds +25% stock) or perform specific feats. He can also eliminate vices, such as
those in some horses. An animal can learn any simple order or
Expert Manage up to 1,000 animals with a few serfs
or hired hirelings; increase quantity of stock simple trick, plus up to 2d4 general orders or specific tricks.
through breeding (for poultry - quarterly
It takes 1+1d3 weeks of work to train the animal to follow a
check improves quantity x8; for others -
annual check adds +30% stock) simple order or perform a simple feat, but training for a
general order takes three months. Training for a specific trick
Master Manage thousands of animals with several
requires 2+2d4 weeks. At the end of the training time, make a
serfs or hirelings; increase quantity of stock
through breeding (for poultry - quarterly skill check. If successful, the animal learns the order or trick.
check improves quantity x10; for others - If the check fails, the animal does not learn the order or trick.
annual check adds +40% stock)
Mastery Level The character can...
61
Appraisal Subtypes of low-level spells. As he progresses in experience, his
additional theoretical training allows him to cast progressively
Armor & Weaponry
more complex spells. As he reaches higher levels, even if he has
Artwork (sculpture, paintings, etc.): Includes the vast catch-all of not specifically undertaken to study Arcane Lore, he has suffi-
gilded and bejeweled loot you might find in a dungeon. cient training to comprehend and use relatively complex mag-
Books, Maps & Documents: Cannot identify/use spell books or scrolls. ical theory. However, if he wishes to ever be anything more
Furs & Pelts than a spell lobber, additional training is recommended.
Gems & Jewelry Some practical applications of Arcane Lore follow:
Livestock
Identifying Spell Components: This is a fundamental of
Spices & Perfumes Arcane Lore and is thus an Easy check. One can examine
Sundries: Items common to a ‘general store’ (provisions, tools, etc.) materials and determine the suitability and appropriate use of
Textiles (silks, clothing and rugs): Tapestries or rugs with a market said for specific incantations.
price bolstered by their value as a piece of art are treated as artwork.
Identifying Spells: Characters viewing the physical manifes-
tation of a spell can identify the incantation with a Trivial skill
Appraisers cannot detect if an item is magical or the degree to check. Note that this does not allow you to tell if someone has
which a superior piece of armor or weaponry may aid its user in been charmed nor does it allow one to see through illusions.
combat (i.e., its “+” to attack or defense). However, since most One could tell that a Torchlight spell, even if cast upon an ordi-
magical items and superior quality arms and armor are meticu- nary torch, was magical and not ordinary fire.
lously crafted, the appraiser can make eerily accurate guesses... A
successful check can also reveal counterfeit and fake items. If one can observe a mage casting a spell (this requires a sec-
ond of absolute focus), an Average check reveals what he’s
Mastery Level The character can estimate worth within... about to cast.
Novice identify item as potentially valuable Identifying Magic Items: Identifying the magical properties
Average d20+20% of its true value of an item is always a Difficult skill check (made Very Difficult
Advanced d20+10% of its true value if precautions are taken to avoid exposing oneself to possible
repercussions from a cursed item). A full day of study is
Expert d20% of its true value
required before attempting a skill check (exceedingly powerful
Master d20-10% of its true value items may require a week or more of study). If successful, one
property of the item is unveiled.
Appraisers with practical knowledge of the skills needed to cre-
ate the items they’re appraising (i.e., a blacksmith appraising an
iron door) make easier Appraisal checks based on their mastery
of the subject. Novice mastery provides 10%, Average gives 15%
and Advanced or greater mastery yields a 20% bonus on
Appraisal skill check rolls for such items.
Arcane Lore
Relevant Ability: Intelligence
Cost: 10 BP
Universal: No
Prerequisite: None
62
Deciphering Mage Scrolls: The rapidity with which a Mage skill check, the character crafts the item. A failed result indi-
can comprehend the contents of a particular magical formula is cates the work was botched or flawed in some way and the
very dependant on his Arcane Lore mastery. As can be inferred resulting piece is worth no more than the original materials.
from the table below, only the most skilled loricists are capable
A forge, bellows, tongs, anvil and hammer are common tools
of rapidly assimilating such information. As such, the difficul-
of the blacksmith.
ty of the requisite skill check decreases as a function of the time
spent deciphering the scroll.
Mastery Level The character can...
Failing a skill check does not mean that the character cannot Novice Know how to operate blacksmithing tools
ever read the scroll, merely that he must spend additional time and equipment; craft simple round or rectan-
with the document before attempting another skill check gular objects (wedge, piton, chisel, nails, etc.)
(albeit at a cumulative 15% penalty to the roll representing Average Craft simple tools and horseshoes;
cumulative frustration and misinterpretation). Those who have supervise assistants
repeatedly failed to decipher a scroll are best advised to spend Advanced Craft straight or curved bladed objects
a good deal of time with said manuscript lest they reach a point (scythes, plow blades). These are generally
where they may fail to ever adequately understand its contents. ineffective weapons as the sharp edges are
not tempered and do not hold an edge well
Skill Mastery Time spent with Document
Expert Craft large and multiple-piece objects
Very Difficult 10 minutes (portcullis, iron door, etc.)
Difficult Check 2 hours Master Fabricate complex or complicated multiple-
Average Check 1 day piece objects (gears, traps, etc.)1
Easy Fortnight
1The blacksmith cannot design traps. Rather, he is capable of
Trivial 3 months
fabricating a complex design presented to him and ensuring it
Once deciphered, a character is fully aware of what spell functions as the designer intended.
appears on the scroll and may verbalize it to enact the magic. If
a mage wishes to transfer the spell to his spell book rather than
using it as a one-shot casting, he must roll on the Mage Spell Boating
Cognition Table (see the mage class in Chapter 4: Character Relevant Ability: Wisdom
Classes) to determine if he comprehends the enchantment well Cost: 2 BP
enough to replicate it. If successful, and provided the new spell Universal: Yes
does not exceed his level limit of spells known, he may utilize Prerequisite: None
his Magical Transcription proficiency and copy the spell into
his spell book.
A character can use this skill to pilot canoes, kayaks and
After being read aloud or copied, a scroll disappears in a puff small boats, as well as try to prevent capsizing in rough waters.
of smoke. A successful check means that he guides the craft where
desired, while failure indicates the craft capsizes, runs aground
and so on. Note that this skill is used only for small craft such
as those used on small lakes, large ponds and rivers.
Blacksmithing/Metalworking
Relevant Abilities: Strength and Intelligence Mastery Level The character can...
Cost: 2 BP Novice Use a canoe, raft rowboat
Universal: No Average Use canoes or rowboats to transport trade
Prerequisite: None goods (e.g., stow casks & boxes in excess of
Materials/Tools: Yes personal equipment); supervise helpers
Advanced Navigate a heavily laden barge
A character with the Blacksmithing skill can craft simple (with livestock) on a large river
tools and other items from bronze or iron depending on the Expert Pilot a small (1 mast) boat on lakes or rivers
metal common to that region (working with steel is beyond his Master Pilot a small (1 mast) boat on the open ocean
skill and reserved for armorers and weaponsmiths).
It takes at least three hours to create Novice items, six hours
for Average items, nine hours for Advanced items and at least
12 hours of work for Expert and Master items. Only after this
time does the smith make his skill check. With a successful
63
Botany after this time does the carpenter make his skill check.
Common tools are a hammer, saw, nails and measuring device,
Relevant Ability: Intelligence though more specialized tools may be needed depending upon
Cost: 1 BP the job in question.
Universal: No
Prerequisite: None Mastery Level The character can...
Novice Craft broom or basket; build simple furniture
A successful Botany skill check provides knowledge of Average Build a simple structure (shack); construct
plants, while failure indicates the character does not know or doors; supervise semi-skilled laborers
cannot recall anything about that plant. This knowledge is Advanced Build a one-story house or a barn
broader than the Agriculture skill, as it extends to plants
Expert Build a large multi-story house
(including trees) without obvious food or textile uses.
Master Build siege engines
Mastery Level The character can...
Novice Recognize various species of common plants Cartography
Average Know under what conditions common plants Relevant Ability: Intelligence
grow best; recognize common poisonous
Cost: 5 BP
plants from common non-poisonous plants
Universal: Yes* (subject to prerequisite)
Advanced Recognize various species of common plants Prerequisite: Literacy (Novice Mstery)
from vague descriptions; cultivate a garden of
Materials/Tools: Yes
indigenous plants
Expert Recognize various species of rare or exotic
plants; grow indigenous plants indoors or If a character has parchment, quills and ink, this skill allows
exotic plants in a garden him to create relatively accurate maps. If the PC fails to
Master Recognize rare or exotic plants from vague purchase these items, he cannot map the area. (Remember that
descriptions or pictures; discriminate parchment is flammable and your PC could easily lose his map
poisonous rare or exotic plants from if set aflame, so take precautions!)
non-poisonous varieties; cultivate rare or
exotic plants indoors Characters unskilled or with Novice mastery of Cartography
may not use graph paper when mapping dungeons! Those of
Average mastery will also not be allowed to pester the GM
DIfficulty Examples
with repeated questions - they will be given the dimensions
Trivial Plant is in bloom only once (if this seems unfair, you should improve your skill).
Easy Plant is whole Finally, if a PC can’t see (e.g., he’s in total darkness), he can’t
Average Identify plant fruit, leaves, tubers or seeds map.
Difficult Parts of plant in a mixture or food Mastery Level The character can...
Very Difficult Identify plant from charred remains Unskilled Draw a simple map of interconnected lines
(“turned left here, went down a corridor for a
while, room here”)
Novice Draw a rough, simple map
Carpentry/Woodworking Average Draw a fairly accurate map
Relevant Ability: Intelligence Advanced Draw a very accurate map
Cost: 2 BP
Expert Create a topographical map while airborne
Universal: No
Prerequisite: None Master Figure longitude, map continent-sized mass
Materials/Tools: Yes
64
Characters use this skill to climb or descend trees, buildings noodles and flavor pack in a convenient cardboard box. A skilled
and fences, as well as rock walls. With a successful cook can make a tasty rat stew from, well, those rats you just killed.
Climbing/Rappelling skill check, the character succeeds in Though hardly appetizing if you think about it, it’s enough to fuel
climbing the object. However, if the object changes the body and keep the dungeon crawl progressing. Really, it is.
significantly (such as a cliff face changing from sturdy rock to
loose shale) or the character changes direction, he must make Mastery Level The character can...
another Climbing/Rappelling skill check for this new task. On Novice Perform basic frying, roasting and cooking
any failed skill check, the character can climb no further than
Average Make cakes or pies; bake bread;
one-fourth his intended distance. A second failed skill check properly preserve meats and fishes;
(following a first failed check) means that the character loses supervise unskilled helpers
his grip and falls.
Advanced Properly preserve fruit and vegetables
Lesser skilled characters may find rope or climbing pitons to Expert Prepare gourmet meals to impress
be extremely useful, depending on the obstacle climbed. ordinary folks
Master Prepare gourmet meals fit for the highest
Mastery Level The character can climb...
royalty (kings, queens)
Unskilled A ladder or trees with many branches
Novice A standard building with many protrusions DIfficulty Examples
Average A masonry wall Trivial Preparing in a proper kitchen with a well
Advanced A rough rock wall stocked pantry
Expert A sheer cliff without rope or pitons Easy Preparing a meal on the trail with adequate
food stores
Master A smooth wall
Average Preparing a meal from game and locally
gathered roots and berries
DIfficulty Examples Difficult Preparing nutritious and tasty meals from
Trivial Using a ladder unfamiliar wild sources
Easy Using a knotted rope Very Difficult Preparing nutritious and tasty meals from
vermin (rats, insects)
Average Using an unknotted rope, using pitons
Difficult Without aid of rope/tools
Very Difficult Without rope/tools on a slippery surface
Current Affairs
Relevant Ability: Wisdom
Cost: 2 BP
Cooking/Baking Universal: Yes
Relevant Abilities: Intelligence and Wisdom Prerequisite: None
Cost: 1 BP
Universal: No This skill helps a character know the goings-on in the world
around him. He tries to keep informed of all the latest devel-
Prerequisite: None
opments in any region. The information obtained is always
Materials/Tools: Yes
publicly available knowledge and never secret or classified
information. With a successful Current Affairs skill check, the
With a successful Cooking/Baking skill check, a cook can character successfully asks questions and learns information
make nutritious meals out of just about any edible substance about the local area. On a failed check, people either don’t
and can produce hot meals even in the wilderness. Failure know or refuse to answer the character’s nosey questions.
means that the food is disgusting and inedible. Cooking a meal Unskilled characters have access to local rumors as would be
generally takes no more than an hour, although the preparation expected. Those with Average mastery should receive twice the
of ingredients and dishes may take several. ordinary amount of rumors while those of Expert mastery
know all local rumors if they seek them out. In addition, those
Why would anyone purchase this? Cost, my friend. Standard
with Advanced mastery or above may check the veracity of any
rations cost money and iron rations (ready-to-eat) are very rumors they encounter by having the GM roll a [secret] skill
expensive. Being able to take advantage of “found” sources of check. If successful, the PC identifies a single false rumor.
nutrition can also be invaluable when rations run low.
Contrary to the inherited wisdom of a freeze-dried, ready-made
society, cooking is not opening a can of tuna and adding it to the
65
Mastery Level The character can... Diplomacy
Unskilled Major developments (wars, well-publicized Relevant Ability: Charisma
events) occurring in his local area, local Cost: 4 BP
rumors
Universal: Yes
Novice Names and faces of prominent local citizens, Prerequisite: None
major local developments (i.e. 10 mile radius)
Average With whom local citizens associate and how
frequently; major developments over a large A character can use this skill to attempt negotiations rang-
area (i.e. about a 50 mile radius) ing from something localized (such as convincing a small band
Advanced Political leanings/alliances of prominent local of goblins that it’s in their interest to allow the PCs to leave
citizens; major developments over a great their territory no more harmed than they already are) to
area (i.e. about a 200-mile radius) Byzantine secret treaties between rival warring kingdoms.
Expert Political leanings/alliances of prominent A diplomat knows when to compromise and when to take a
citizens of the kingdom; major developments
hard line in order to get what he wants. A skill check is
over a huge area (approx. 600 mile radius)
required if a character entreats any person or group.
Master Political leanings/alliances of prominent A successful roll means the person being negotiated with
citizens throughout the civilized world; major
reacts favorably to the character and his offer. Subsequent skill
developments in the whole known world
checks may be required for an evolving or extended duration
relationship. A failed check, naturally, means that the charac-
ter’s diplomatic efforts were unsuccessful.
Note: There should be a 20% penalty to the skill roll if the
diplomatic effort must proceed through a translator (increase
the penalty up to 50% if the translator is very, very bad.)
Note 2: Succesfully negotiating to obtain a situation
detrimental to the opposing side (be it economic or security) is
only of temporary duration. The time interval before the pact
is broken is directly related to the extent of inequity. Grossly
unfair settlements are likely to be broken as soon as the
aggreived party becomes fully cognizant of being shafted. Very
successful diplomats are either honest brokers or extremely
duplicitous and backed by armed force.
DIfficulty Examples
Trivial Negotiating for a very likely result
Easy Negotiating for a plausible result
Average Negotiating for a possible, if unlikely, result
Difficult Negotiating for a very unlikely result
Very Difficult Negotiating for a ludicrous/outlandish result
Disarm Trap
Relevant Abilities: Dexterity and Intelligence
Cost: 16 BP
Universal: No
Prerequisite: None
Materials/Tools: Yes
66
traps. Obviously, he must identify a trap before he can set about Mastery Level The character can...
disarming it. ‘False Positive’ traps are handled in the same
manner as ‘real’ traps except that since no trap actually exists, it Unskilled Appear as a relative of the same race, sex, and
age category
won’t go off.
Novice Appear as another individual of the same race,
Disarming is subject to the same uncertainty as identifica- sex, and age category
tion, in that a thief may falsely believe he disarmed the device. Average Alter one’s apparent sex or apparent age
This skill is only effective in disarming mechanical traps. Advanced Alter one’s apparent race
Those invoking a magical effect cannot be neutralized via this
Expert Perform multiple combinations of above
skill.
Master Impersonate a specific individual
Skill Check Result
Pass Trap disarmed DIfficulty Examples
Fail by less than 20 PC falsely believes trap to be disarmed Trivial Fooling someone ignorant of the race you
are impersonating (e.g., pretend to be an elf
Fail by 20 or more PC aware he has not disarmed the trap
to peasants who’ve never seen an elf )
Easy Fooling someone from 30 feet away
Average Fooling someone with casual contact
Disguise
Difficult Fooling someone you interact with at length
Relevant Abilities: Intelligence and Charisma Very Difficult Fooling someone from the same race, social
Cost: 4 BP status and geographical background
Universal: Yes
Prerequisite: None
Materials/Tools: Yes
Distraction
While any character can use this skill, a character well versed Relevant Ability: Charisma
in the art of disguise can alter his appearance to be totally Cost: 1 BP
unrecognizable. There are, of course, common sense limits to Universal: Yes
this skill. A balding, fat, middle-aged dwarven innkeeper is Prerequisite: None
going to have one hell of a time disguising himself as an elven
prostitute (sorry, ‘dancing girl’). Successfully using this skill creates such a loud spectacle that
In general, the limitations listed on the following chart note everyone within 40 feet must look at the distracting character
how much a character may change his appearance. and suffer a delay to their current action. Characters that know
about the distraction before it occurs may ignore it with a suc-
Appearance Disguise Potential cessful opposed Resist Persuasion check (with a 20% bonus to
the roll). On a failed check, the character fails to distract his
Height +/-25% of actual height
targets. If he fails his check by 50 points or more, he unfortu-
Weight +/-50% of actual weight nately distracts those who expected it in advance (if any).
Sex Male or female
A PC may not use this skill if engaged in a fight or chase.
Hair Any color
Eyes Any color Mastery Level The character can...
67
Divine Lore Skill Check Time spent with Document
Very Difficult 10 minutes
Relevant Ability: Wisdom
Cost: 10 BP Difficult Check 2 hours
Universal: No Average Check 1 day
Prerequisite: None Easy Fortnight
Trivial 3 months
A person versed in Divine Lore received rudimentary train-
ing in faith-based magic. As such, he can peruse religious writ- Once deciphered, a character knows what spell appears on
ings, scrolls and other items to learn their contents. Clerics the scroll and may verbalize it to enact the magic. After being
gain sagacity (+3 skill points) in this subject when they level up, read aloud, a clerical scroll disappears in a cloud of incense.
but any student may pursue this body of knowledge.
Identifying Religious Icons: One can determine an object’s Escape Artist
sacramental affiliation (if any) to a known religion. This is a fun-
Relevant Abilities: Dexterity and Intelligence
damental of Divine Lore and thus of Easy difficulty.
Cost: 4 BP
Identifying Spells: Characters viewing the physical manifes- Universal: Yes
tation of a spell can identify the incantation with a Trivial skill Prerequisite: None
check (e.g. one could immediately spot a Divine Servant and
know what it was). Note that this does not allow you to ignore,
for example, the restrictions imposed by an Indifference spell. This skill enables a character to escape from shackles, ropes,
nasty tentacles, man-catchers, constrictor snakes or other
If one can observe a cleric casting a spell (this requires a sec- immobilizing confinement. This is usually accomplished by
ond of absolute focus), an Average check reveals what he’s using deep inhalations or muscle tensing when confined (so
about to cast. that the ropes or tentacles loosen when the body is relaxed),
temporarily dislocating a joint or similar action. The escape
Identifying Magic Items: Divine Lore can be used to identi-
artist requires a full 10 seconds to attempt this skill.
fy the magical properties of an item restricted to clerics. This is
always a Difficult skill check (Very Difficult if taking precau- With a successful check, the character escapes his bonds. On
tions to avoid exposure to and repercussions from cursed items). a failure, the character remains trapped and may not reattempt
an escape.
A full day of study is required before attempting a skill check
(exceedingly powerful items may require a week or more of
study). If successful, one property of the item is unveiled. Fast Talking
Deciphering Clerical Scrolls: The rapidity with which a Relevant Ability: Charisma
Cleric can comprehend the contents of a particular religious Cost: 2 BP
tract is very dependant on his Divine Lore mastery. As can be Universal: No
inferred from the table below, only the most skilled loricists are Prerequisite: None
capable of rapidly assimilating such information. As such, the
difficulty of the requisite skill check decreases as a function of
the time spent deciphering the scroll. Fast Talking permits someone to initiate or respond to
inquiries with a confident, rapid-fire flurry of seemingly valid
Failing a skill check does not mean that the character cannot jargon and B.S. meant to confuse the target. This gains the fast
ever read the scroll, merely that he must spend additional time talker a bit of time to take an action such as slipping past a
with the spiritual document before attempting another skill checkpoint or running from the encounter. Attacking the sub-
check (albeit at a cumulative 15% penalty to the roll represent- ject of one’s fast talking immediately dispels their confusion.
ing cumulative frustration and misinterpretation). Those who
have repeatedly failed to decipher a scroll are best advised to Mastery Level The character can...
spend a good deal of time with said manuscript lest they reach
Novice gain 1d4p seconds in which to act
a point where they may fail to ever adequately
understand its contents. Average gain 2d4p seconds in which to act
Advanced gain 3d6p seconds in which to act
Expert gain 4d12p seconds in which to act
Master So confuse the recipient that he simply cannot
figure out what happened and goes back to
his former duties thinking the incident was
odd but legitimate
68
Fire-Building First Aid providers can also perform critical care (a.k.a. battle-
field medicine). If they can tend to a wound within an hour of it
Relevant Ability: Wisdom being inflicted (and make a successful Average difficulty skill
Cost: 2 BP check), their palliation restores 1 hp of damage from that
Universal: Yes wound. Note that each individual wound may only be treated
Prerequisite: None once - if the remedy is botched no subsequent aid is possible.
Injured characters under the care of a First Aid provider (of at
A character with the Fire-Building skill knows several ways least Novice mastery) heal their wounds significantly faster,
to start a fire. This may be a vital skill because torches and reducing the number of rest days required by one per category (a
lanterns are not equipped with an electronic ignition nor do full day cannot be reduced below 1).
they ignite when rubbed against a rough surface.
A 4 Hit Point wound ordinarily takes 10 days (4+3+2+1 = 10) to
With something to set alight and a few sticks of dry wood, heal. A First Aid provider can reduce this to 7 days (3+2+1+1 = 7).
grass, straw, moss, tinder, fungus or pages torn out of someone’s
spell book (plus a successful skill check), he can start a fire in When a caregiver becomes a Master of First Aid, he reduces
2d12p minutes (3d12p minutes for Difficult or higher checks). the number of rest days required by two per category and can
A failed check indicates the character is unable to start a fire. fractionalize days at the end of the healing process.
A Master of First Aid can reduce a 4 Hit Point wound from 10
See Lighting Torches under Duress in Chapter 10:
days to only 3w days (3 days and 18 hours (2+1+2+4 = 3w days).
Miscellaneous Rules should you need to light a torch in a time-
critical situation.
Mastery Level The character can...
Mastery Level The character can...
Novice Tend to injured characters such that their
Unskilled Ignite a very flammable object (i.e. a torch or wounds heal at a faster rate; critical care
lamp wick) with the use of flint and steel requires 10 minutes/wound; can distinguish
(when there is no wind) whether an individual is dead or merely
Novice Start a small fire with dry tinder and flint and unconscious
steel, or above in windy conditions Average Stabilize a character knocked unconscious from
Average Rub dry sticks and tinder to start a small fire trauma; critical care requires 6 minutes/wound;
with a successful Average skill check provides
Advanced Use above methods with damp materials +1 bonus to a dying character’s Con check
Expert Use above methods with wet materials Advanced Function as a midwife to deliver children;
Master Use above methods with wet materials in diagnose injuries; critical care requires 4
atrocious conditions (rainstorm, blizzard) minutes/wound; with a successful Average
skill check provides +2 bonus to a dying
character’s Con check
Expert Properly set broken bones; amputate limbs;
First Aid critical care requires 3 minutes/wound; with a
successful Average skill check provides +3
Relevant Ability: Wisdom bonus to a dying character’s Con check
Cost: 4 BP Master Utilize herbal remedies to heal wounds at a
Universal: No fast rate; critical care needs 2 min. per wound;
Prerequisite: None with a successful Average skill check provides
+4 bonus to a dying character’s Con check
This skill allows the character to properly tend to the sick and
injured. While some basic medical knowledge is inherent in this
skill (to the extent such can be said to exist), the character’s role Forgery
is to provide an optimal environment to facilitate the patient’s
Relevant Abilities: Dexterity and Intelligence
own recuperative abilities, by monitoring the patient and tend-
ing to his needs as required. The most basic need for any patient Cost: 8 BP
is food and drink. The nursing character ensures that the injured Universal: No
party is drinking sufficient fluids and provided with food that he Prerequisite: Literacy 35 or better
can keep down (and in fact does so). Additional responsibilities Materials/Tools: Yes
include changing bandages, keeping watch for infections and
excessive bleeding and applying cold compresses to relieve fever. This skill enables a character to create or detect forgeries and
duplicate documents/handwriting. On a successful check, a
forgery passes as genuine except by other characters who are
69
intimately familiar with the genuine article or by other persons Geology
with the Forgery skill. On a failed check, the forger’s work is
so shoddy that it cannot pass examination by anyone. Relevant Ability: Intelligence
Cost: 2 BP
Forging a signature demands 1d4p hours of practice, while Universal: No
forging a long document requires 4+4d6p hours. Forging a doc- Prerequisite: None
ument with one or more stamps and seals takes 4+4d6p hours
plus another 3d4p hours for each new stamp or seal that needs A geologist is a specialist in the composition of the earth. He
to be crafted. Each stamp or seal also requires its own Forgery can put his skills to work in identifying likely locations of pre-
skill check. cious metals, gems, metal ores and coal.
Persons with the Forgery skill may examine a document to
learn if it is a forgery. This check depends upon the skill check
with which the forgery was made, as noted on this chart: Mastery Level The character can...
Novice Identify minerals (e.g., he can correctly
Item is a... Discovered by a...
identify garnets or tourmaline on sight and
Novice forgery Trivial check know that these are used as ornamental
stones but could not begin to estimate a
Average forgery Easy check
value)
Advanced forgery Average check Average Examine mined ore to determine if precious
Expert forgery Difficult check metal is present; identify natural or
man-made geological hazards (possible
Master forgery Very Difficult check rockslides, avalanches, unstable caves, etc.)
Advanced Examine rock strata in-situ (i.e. in a subter-
Mastery Level The character can... ranean tunnel) to determine if veins of
precious metal or likely gem-bearing rock are
Novice Ascertain the authenticity of any document;
present; locate groundwater to facilitate well
forge a signature
drilling
Average Forge a short document with handwriting not
Expert Examine surface rock strata to determine if
specific to one person
veins of precious metal are likely to be
Advanced Forge a short document where the handwrit- present
ing is specific to one person; forge a simple
Master Character has generalized knowledge that
seal or stamp
can identify likely areas to discover any
Expert Forge a long document where the mineral or metal
handwriting isn’t specific to one person;
forge a complex seal or stamp
Master Forge a long document where the Glean Information
handwriting is specific to one person;
Relevant Abilities: Intelligence, Wisdom and Charisma
forge a highly detailed seal or stamp
Cost: 3 BP
Universal: Yes
Prerequisite: None
Gambling
Relevant Abilities: Wisdom and Charisma
This skill permits the character to gather information he
Cost: 1 BP desires. Casual intelligence (to include rumors) can be gathered
Universal: No by eavesdropping or by engaging in seemingly innocuous con-
Prerequisite: None versations with civilians. Acquiring specific knowledge (such as
a guard patrol schedule or general location of a thieves’ guild)
This skill allows a character to win games of chance far more requires seeking out individuals possessing this information. A
often than the odds should allow. When engaged in a game of skill check is required whenever the character wishes to learn
chance where skill and strategy contribute to the chance of anything not known to the general populace.
success (i.e., card games), each participant should roll d% and Since this skill depends on a network of informants and con-
add his Gambling skill mastery to the tally. The highest num- tacts, the character is at a disadvantage when in a territory not
ber is the winner. his own. (“Territory” refers to his regular base of operation – a
Games that require some measure of physical adroitness (like village, one neighborhood of a city or even a small fiefdom.)
darts) do not benefit from this skill. Any time a character desires to make a Glean Information
skill check, he must invest a small sum of coin for drinks, bribes
70
and so forth, or suffer an additional +15% penalty to the check. DIfficulty Examples
A typical effort lasts 1d4p hours and costs 1d10p silver pieces;
Trivial Hiding in complete darkness; 100% cover
this money must be spent whether or not the desired informa-
tion is found. Ferreting out very sensitive information could Easy 90% cover; very poor lighting and some
take far longer and involve a far greater expenditure (your cover
GameMaster will determine this). Average Very poor lighting and no cover
If you come up dry in your investigation, you certainly can Difficult Torchlight and some cover
continue your search the next day, spending more money and Very Difficult Torchlight and some shadows
making another check.
Identify Trap
Relevant Ability: Wisdom
Hiding
Cost: 16 BP
Relevant Abilities: Dexterity and Intelligence Universal: No
Cost: 6 BP Prerequisite: None
Universal: Yes
Prerequisite: None There’s one sure way to find a trap and that’s to set it off. For
all but the most benign and comically oriented traps, this is a
situation best to be avoided.
An individual or creature uses this skill to hide from a casual
observer using available concealment and/or cover. In essence, Identifying traps involves a minute examination of the sub-
he tries to remain motionless and crouched down or prone, so ject article (be it a chest, door or section of floor). The thief
as not to draw attention. Unless he hides behind total conceal- looks for incongruities or oddities in the item, especially near
ment, however, he may still be visible to the careful observer. hinges or moving parts. Great care must be taken lest the
investigator unexpectedly discover a trap by setting it off. This
can be painstakingly slow (figure d4p – d12p minutes per 5’x5’
area depending on the density of possibly trapped objects in
the area.
71
With increasing skill, the thief gains exposure to a broader Interrogation
variety of trap mechanisms and thus can detect their presence
more easily. Relevant Abilities: Wisdom and Charisma
Cost: 5 BP
Identifying traps is never a sure thing. Instead of a simple Universal: Yes
yes/no skill check, there are four potential outcomes: 1) suc- Prerequisite: None
cessfully identify if a trap is present; 2) mistakenly identify a
trap where there is none (false positive); 3) mistakenly identify
that no trap is present when one exists (false negative); and 4) A character uses this skill to persuade uncooperative people
activate the trap. to reveal information against their will. This generally involves
the use of threats, coercion or other such methods (though not
Skill Check Result physical torture). A successful opposed skill check is necessary
Pass Successfully identify if a trap is present (the subject of the interrogation uses his Resist Persuasion skill
to counter).
Fail by less than 30 Either fail to identify trap if present
(while not setting it off ) or falsely If the roll is successful, the person tells what the character
believe that a trap exists where there is wants to know, that is, if he actually knows. A failed check
none
indicates that the target refuses to tell the character what he
Fail by 30 or more Activate a trap if one is present knows. Only one attempt may be made per target, per day.
Intimidation
Relevant Abilities: Strength and Charisma
Cost: 2 BP
Universal: Yes
Prerequisite: None
72
Mastery Level The character can... Mastery Level The character can...
Unskilled Convince target to temporarily back down Novice Speak a few common words correctly and
when there are no consequences for himself understanding what they mean, ability to
communicate is limited and must be aug-
Novice Convince target to back down when there are
mented by pantomime
no consequences for himself
Average Communicate in the language, vocabulary is
Average Convince target to back down when there are
limited and idioms are difficult to decipher,
almost no consequences for himself
pronunciation is frequently non-standard and
Advanced Convince target to back down even though it may require many repetitions to comprehend
means inconvenience for himself
Advanced Speak and understand most normal topics of
Expert Convince target to back down even though it conversation, non-native speakers retain a
means major inconvenience (such as death pronounced accent while native speakers
and torture) for himself utilize non-standard pronunciation, grammar
and/or inordinate use of epithets
Master Convince target to back down even though it
means major inconvenience for himself and Expert Speak and understand conversations,
his family/friends non-native speakers have only a slight accent,
natives use standard pronunciation and
grammar
Master True fluency, speech pattern corresponds to
Language (specify language) that of the high, elite or noble classes
73
Listening Lock Picking
Relevant Ability: Wisdom Relevant Abilities: Intelligence and Dexterity
Cost: 6 BP Cost: 12 BP
Universal: Yes Universal: No
Prerequisite: None Prerequisite: None
Materials/Tools: Yes
Characters use this skill to focus their sense of hearing. Any
time a character stops to carefully listen in order to “hear some-
thing,” he may attempt a skill check to do so. Lock Picking is the deft use of tiny
picks and levers to simulate the
For example, a character might hear an approaching enemy, action of the designated key and
whispers in the darkness or the hissing of a snake locked in a chest as thereby open the lock. Susceptibility
a guardian. to such manipulation is an inherent
weakness of all locks owing to the
The GM may also roll this skill check any time there is some
fact that, to serve their intended pur-
subtle noise that a character might hear (even if the character
pose, they must open when the
did not specifically state that he is using this skill). If the char-
mated key is turned. Better quality
acter succeeds at his skill check, he hears the noise. A failed
locks employ more and higher preci-
check within 20 points of his mastery level leaves the character
sion tumblers but this comes at rap-
with the false impression that he ‘heard something’ (as does a
idly increasing cost. Such locks do,
successful check when there’s nothing unusual for him to hear).
however, provide a greater challenge
If he fails by 20 points or more, he hears nothing.
to the would-be intruder. The
GameMaster determines the quality
of the lock.
Literacy (specify language)
The time required to pick a lock varies wildly being both a
Relevant Ability: Intelligence function of the lockpicker’s skill and the intricacy of the lock.
Cost: 4 BP A novice burglar may spend d4p-1 minutes fiddling with a
Universal: No shoddy lock while a master may open it in a second. Your
Prerequisite: None GameMaster will provide details when your perform this skill.
Note that on a failed check, the lock is simply too hard to open
and the character can’t pick this particular lock again until he
The character can read and write a single language. There
improves this skill.
must be someone available to teach the character for him to
earn his first purchase. Mastery Level The character can...
Mastery Level The character can... Novice Pick a Shoddy quality lock
Novice Read and generally comprehend documents Average Pick a Good quality lock
meant for a general audience, writing is rife Advanced Pick a Very Good quality lock
with spelling and grammatical errors
Expert Pick an Excellent quality lock
Average Read and comprehend documents meant for
a general audience, write documents with Master Pick a Superior quality lock
occasional spelling and grammatical errors
Advanced Read and comprehend difficult technical and Mathematics
academic works or documents written in an
ancient form of the language, write docu- Relevant Ability: Intelligence
ments free of spelling and grammatical errors Cost: 5 BP
Expert Know the complete lexicography of the Universal: No
chosen language Prerequisite: Literacy 30 or better
Master Have a full philological comprehension of the
language with understanding of its origins, A character with this skill has studied mathematics.
history and literary traditions
Depending on his skill mastery, the character may also be
familiar with difficult mathematics such as geometry and
trigonometry or integral calculus, and be able to calculate com-
plex equations. The Mathematics skill also confers a 5% bonus
per mastery level to Carpentry and Cartography skill checks.
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Mastery Level The character can perform... Mastery Level The character can...
Novice General math (addition, subtraction, division, Novice Excavate 25 cubic feet day; Detect a grade or
multiplication) slope in a passage
Average Geometry Average Act as foreman; Implement rudimentry
Advanced Trigonometry, can perform complex structual improvements (shoring up
geometric estimations (accurately estimate tunnels with beams); Detect new
dimensions or volume of an object) tunnel/passage construction
Expert Algebra*, statistical analysis Advanced Implement drainage within mines or other
subterranean works; Route tunnels and pas-
Master Calculus** (differential equations) sageways through stable rock; Determine
approximate depth underground
*Readers may question the positioning of algebra as a more Expert Design subterranean chambers up to 30,000
advanced form of mathematics than geometry and trigonometry cubic feet; Detect sliding or shifting walls or
when the contemporary high school mathematics syllabus customar- rooms
ily places algebra first. These same readers, however, neglect to recall Master Design vaulted caverns and underground
that this is only an introductory course and that algebra II follows construction of any size; Detect stonework
courses in geometry and trigonometry. Historically, this arithmeti- traps, pits and deadfalls
cal system was developed later than geometry and provided a means
of precisely solving equations previously estimated by geometric
approximation. Monster Lore
**No, it’s not an anachronism. Although Leibniz is credited with Relevant Ability: Intelligence
its discovery in the 17th century, Archimedes developed a heuristic Cost: 5 BP
form almost two millennia earlier. And geeze louise, if your Universal: No
character has an actual use for integral calculus in the game - your Prerequisite: None
GM better let him do the math!
75
that the character is oblivious until the thing is pointed out to Because picking pockets involves close personal contact with
him. This skill is important for ferreting out advancing ene- the victim, it is not without potentially grave risks and is sub-
mies or ambushes, generally real-time events and actions ject to limitations. First, the target must be unaware of the
occurring, versus scrutiny, which covers static objects or areas. thief. This does not necessarily mean that he does not actual-
A GM may roll an Observation skill check for the PC any time ly see the thief, since it could (most likely) be that he is simply
there is an NPC, monster, event or happening that a character not aware of the hazard posed by the cutpurse. Rather, the thief
might notice, even if he did not specifically state that he is must be seen to be an innocuous “face in the crowd.” It is this
monitoring his surroundings. Characters are capable of notic- that allows close approach. An infamous and well-known pick-
ing any event within their perception; this skill will typically be pocket (surely a career-ending curse) would cause anyone he
used as a competing check against another’s attempt to avoid met to be on heightened alert and unwilling to allow him the
detection (sneak, hide, etc). Observation reveals only facts, not close contact necessary to perform his trade. Likewise, an orc
motivation. in a dungeon (or any foe with hostile intent) aware of the
thief ’s presence is not going to allow him to approach.
Similarly, only small items carried in a pouch (to include the
Pick Pocket
pouch itself ) or within pockets of a garment may be lifted. The
Relevant Ability: Dexterity key is to prevent the ‘mark’ from noticing the theft. Items with
Cost: 10 BP considerable weight (such as a sword or a pouch concealed
Universal: Yes under several layers of clothing) are beyond even the best pick-
Prerequisite: None pocket’s ability to surreptitiously liberate.
As alluded to earlier, there are two measures to success. The
A character can use the Pick Pocket skill to steal small and first, obviously, is to gain possession of an item. The second and
accessible items from another person. Typical scenarios perhaps more important to the thief ’s survival, is for the victim
include the infamous ‘cutpurse’ where a small pouch is shorn to remain unaware of the attempt. A Pick Pocket attempt is a
from a belt or a ‘bump and grab’ where innocuous contact with competitive d100 roll with the thief adding his Pick Pocket
a stranger in a crowd allows the thief to quickly filch an item skill mastery and the victim adding his Observation skill mas-
while the mark is temporarily distracted. It should be noted tery. (Situational modifiers may also apply.)
that this skill might also be used to place an item into a pock-
et or pouch.
Skill Check Result
Pass Successful Pickpocketing
Fail by less than 15 Failed attempt but victim is
unaware of attempt
Fail by 15 or more Failed attempt and victim is aware of
attempt (response dictated by your GM)
DIfficulty Examples
Trivial Victim is asleep
Easy Victim is drunk
Average Victim is awake but distracted;
victim is in a large and bustling crowd
Difficult Victim is awake; victim is in a small and open
gathering; victim knows character is there
Very Difficult Victim is alert and expecting trouble; victim
can see character
Pottery
Relevant Abilities: Wisdom and Dexterity
Cost: 1 BP
Universal: No
Prerequisite: None
Materials/Tools: Yes
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A character uses this skill to create containers or decorative If successful, the character convinces a particular person to
objects. It requires four hours to create an item less than 3 feet sign on with him. A failed check means that particular person
tall, six hours to create one 3-4 feet tall and twelve hours to cre- refuses. This skill check may only be performed once per week
ate a larger item. Each piece must then be fired in the kiln for on a particular target.
about one day before it is usable. Making pottery requires that
the character have a kiln and a pottery wheel, as well as mate-
rials (usually clay and ample water plus any minerals for glaz-
ing). A failed check indicates the work was botched or flawed Religion (specify faith)
in some way and the piece is ruined. Relevant Ability: Wisdom
Cost: 3 BP
Universal: Special*
Reading Lips Prerequisite: None
Relevant Ability: Intelligence
Cost: 2 BP This skill allows one to learn about a particular religious
Universal: Yes faith. Basic knowledge is the tenants of the religion. Further
Prerequisite: None study provides a greater knowledge of the inner workings of
the church and the ability to quote scripture and prayers. A
The character can tell what other characters are saying, even great knowledge effectively makes the character a religious
if he cannot hear them. Of course, he must be fluent in the scholar with the ability to debate almost any issue of impor-
language of the observed speaker. On a successful skill check, tance to the church. Of course, knowledge does not presume
the character discerns part of the conversation (because some belief.
sounds are much like others, lip readers never understand a full With regard to clerics, this is considered a universal skill in so far
100%). The speaker must be mostly facing the lip reader (at
as their own deity is concerned. Beginning clerics receive a mastery
least a three-quarter view). If the skill check fails, nothing is
score in this skill equal to their Wisdom attribute. In addition,
learned.
clerics receive +5 skill points in this skill (for their chosen religion
Mastery Level The character can understand... only) every time they advance in level.
Unskilled A word or two Mastery Level The character has...
Novice About 10% of the conversation
Novice Basic knowledge of church’s teachings
Average About 20% of the conversation
Average Full knowledge of ‘open’ church doctrine
Advanced About 50% of the conversation including ceremonies, days of observance,
raiment, holy books (with the ability to quote
Expert About 70% of the conversation selected passages) and local church leaders
Master About 90% of the conversation Advanced Partial knowledge of splinter groups and
heretics and reasons for said, knowledge of
regional extent of church and leadership, can
quote extended doctrine
Recruiting Expert Thorough understanding of religion’s teach-
ings, knowledge of heresies and internal
Relevant Ability: Charisma
strife, full knowledge of church hierarchy (if
Cost: 3 BP possible), can quote and recognize doctrine
Universal: Yes
Master Great knowledge of the religion to
Prerequisite: None include internal politics, schisms,
academic comprehension of current doctrine
and historical influences/personalities, can
Characters use this skill to recruit henchmen, hirelings and quote and cross-reference doctrine at will
mercenaries or to raise a mob to action. Of course, henchmen,
hirelings and mercenaries must be paid, so it does not depend
solely on the character’s skill. However, if the pay is good and
terms are fair, this character is able to recruit the best men for Resist Persuasion
his mercenary band and convince them to swear an oath of
loyalty to him. Mobs are temporary and need not swear an Relevant Ability: Wisdom
oath of loyalty. A skill check is required (a competing check Cost: 3 BP
with the recruit employing his Resist Persuasion mastery as a Universal: Yes
counter). Prerequisite: None
77
Mastery level in this skill is indicative of a character’s ability Mastery Level The character can...
to resist various persuasive efforts of another person. Any time
such persuasion would compel the character to either perform Novice Utilize a riding horse
actions or reveal information undesired by the character’s play- Average Fight mounted with -2 melee penalty;
er, he can attempt to resist by making a competitive skill check -6 penalty to mounted archery attacks
versus the form of persuasion being attempted. Advanced Fight mounted with no melee penalty;
-4 penalty to mounted archery attacks; may
vault into saddle; attempt a
special slide-stop maneuver to stop and/or
Riddling turn a galloping horse faster than normal
Relevant Ability: Intelligence Expert Fight mounted with no melee penalty;
Cost: 4 BP -2 penalty to mounted archery attacks
Universal: No Master Fight mounted with no penalty
Prerequisite: None
Rope Use
Characters with this skill are proficient at word games and
verbal puzzles. When given a riddle, they receive a check to Relevant Ability: Dexterity
automatically solve it (even if the player cannot do so himself ). Cost: 2 BP
The GM sets the difficulty based upon the brainteaser’s com- Universal: Yes
plexity or on the opposing riddler’s mastery of Riddling. All Prerequisite: None
capabilities provided by this skill are cumulative.
Mastery Level The character can... With this skill, the character becomes progressively more
adept at the usage of rope. Initially this involves simple care
Novice Remember d3 riddles* (Trivial to solve)
and maintenance (such as identifying compromised strength
Average Recall 2-8 riddles* (Easy to solve) and ‘whipping’ rope ends) as well as a broad knowledge of
Advanced Recall 3-12 riddles* (Average to solve) knots and their appropriate employment.
Expert Recall 2-8 riddles* (Difficult to solve);
Mastery Level The character can...
usually solve most riddles and puzzles
Master Proffer difficult riddles until the Novice Tie basic knots, including hitches, bends, loop
questioner tires of the game knots, and friction hitches
Riding (specify mount species) Advanced Tie knots that appear to less skilled
individuals to be secure but can easily be
Relevant Abilities: Wisdom and Dexterity loosened; +6% bonus to Escape Artist skill*
Cost: 4 BP Expert Weave strong rope from scrounged natural
Universal: No plant fibers; +9% bonus to
Prerequisite: None Escape Artist skill*
Master Design and supervise the construction of a
rope suspension bridge; +15% bonus to
Characters use the Riding skill both for riding and for han-
Escape Artist skill*
dling equines and other mounts. It requires greater skill to fight
from the saddle - more so to shoot accurately. * applicable if character is bound by a rope
Salesmanship
Relevant Abilities: Intelligence, Wisdom and Charisma
Cost: 8 BP
Universal: Yes
Prerequisite: None
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a myopic assessment. While an easy mark is seldom turned inconsistencies.
away, the skilled operator is keenly aware that successfully bro- This skill can be used to greatest efficacy when coupled with
kering transactions is his bread and butter. The profit garnered supplemental knowledge for, in truth, it provides no contextu-
from a series of deals, none of which on its own yields a stellar al data. Simply put, without knowing why and to what fre-
margin, can easily overwhelm a singular shady deal. quency irregularities may occur, details may simply overwhelm
As such, the salesman’s interest lies in gauging what his cus- a master scrutinizer such that he may be unable to make sense
tomer is willing to pay for an item and, provided it adequately of the information. For example, an individual without any
covers his costs, closing the deal. While maximizing his profit is knowledge of weaponry may examine a sword and note imper-
always the ideal result, a sale lost by alienating a customer not fections in surface finish, edge wear or a myriad of other per-
only results in lost revenue today, but also the loss of opportuni- ceived flaws without knowing that these are inherent to the
ty for repeat business. manufacturing process and not indicative of a blade that will
fail its wielder in combat. In so doing, he cannot distinguish
The successful salesman can ingratiate himself, putting his between irrelevant flaws and those that have a true bearing on
customer at ease and hence lowering his defenses. He extols the the quality of the weapon.
virtues of his product while cleverly brushing aside or conceal-
Of course, many situations exits where scrutiny can be used
ing any inadequacies through his superior knowledge of the
to great effect with only common knowledge. Noticing con-
item while evaluating his target’s responses before beginning
cealed and secret doors, for example, fall under the purview of
negotiations.
this skill. A GM may roll a Scrutiny skill check for the PC any
This skill covers the basics of haggling and bartering but can time there is something subtly askew that a character might
be extended to handle any sort of negotiations in which items notice, even if he did not specifically state that he is scrutiniz-
or services of value are exchanged. ing his surroundings. Any sleuth looking for clues will need to
be well versed in scrutiny, should he hope to prove successful in
Mastery Level The character can... the least. A failed check indicates that the character is oblivi-
ous until the thing is pointed out to him. Scrutiny reveals only
Unskilled Engage in haggling at his own fiscal peril
facts, not deductions or conclusions.
Novice Recognize a skilled salesman and opt to
avoid negotiating with him
Average Be relatively assured of the gross parameters Mastery Level The character can...
of an offer (such as whether it’s a complete
Novice Notice obvious details (curtain flapping in the
rip-off, relatively fair offer or total steal)
breeze, bright contrasts, object weighing a
Advanced Generally obtain favorable terms from a great deal less or more than expected, an ajar
buyer or seller door, footprints in mud, etc.)
Expert Obtain best possible terms a buyer or seller is Average Notice details (picture frame askew, footprints
willing to offer in dust, loose floorboard, small temperature
change, etc.)
Master Obtain items at or below the seller’s costs
Advanced Notice minor details (tiny splash of mud on
robes, mild smell, object weighing barely
more or less than
expected, absence of dust, etc.)
Scrutiny
Expert Notice minute details (smooth surface on
Relevant Ability: Wisdom expectedly rough texture, absence of dust in
Cost: 4 BP a particular shape, etc.)
Universal: Yes Master Notice miniscule or obscure details (such as
Prerequisite: None explicitly (though objects arranged in a non-customary way but
supplemental knowledge of the not askew or otherwise unusual)
object being scrutinized may prove very useful)
79
garner more favorable reactions through flirting or brazenly
utilized as a quid pro quo with the implied promise or actual
exchange of sexual congress. In either case, it involves stoking
another’s prurient interest in the character performing the
seduction.
Obtaining more than incidental advantage from this skill
requires active involvement with and manipulation of the tar-
get. This may take the form of a prolonged courtship or inti-
mate relationship with the individual being seduced.
A skilled seductress (or Courtesan) is no mere street whore.
While ribald promiscuity is quite often a feature of the rela-
tionship, it alone is insufficient. The seductress must integrate
herself into the victim’s social sphere so as to patiently but
deliberately poison his mind against his intimates and advisors
leaving her alone as his confidant. Only then can she manip-
ulate his actions so that they favor her own interests and not his
own or those of his associates, partners, family or subjects as
the case may be.
80
Survival, Urban Note: Drowning damage is restored fully in 5 minutes if the
character survives.
Relevant Abilities: Wisdom and Charisma
Cost: 2 BP Mastery Level The character can...
Universal: No Novice Tread water (1 min); back float; use floatation
Prerequisite: None device (log, etc.) to swim 25 ft on stomach
Average Tread water (5 min); front/back crawl or breast
This skill is akin to the standard Survival skill, but utilizes a stroke 100 ft at crawling speed; swim under-
different knowledge base. Through a combination of panhan- water 25 ft at crawling speed
dling, dumpster diving, petty theft and other quasi-criminal
Advanced Tread water (20 min); front/back crawl or
activity an individual can survive on the mean streets without breaststroke 500 yds at crawling speed;
spending a copper. breaststroke for 50 yds at walking speed;
swim underwater 75 ft at crawling speed;
This lifestyle draws scorn from most citizens who are quick to can’t drown in Average difficulty conditions
call you ‘vagrant’ and ‘bum’. Every successful Urban Survival
check results in -1 point of Honor (though successful Hiding or Expert Tread water (1 hr); front/back crawl or breast-
stroke 1650 yds at crawling speed; breast-
Disguise checks beforehand can mitigate this).
stroke 100 yds at walking speed; underwater
swimming 200 ft at crawling speed; cannot
Mastery Level The character can... drown unless two or more Difficult/Very
Novice Forage sufficient food for one character/day Difficult conditions exist
Average Find shelter in foul weather Master Tread water (4 hrs); front/back crawl or breast-
stroke 6,000 yds (1 nautical mile) at crawling
Advanced Forage food and water for 2 characters/day
speed; breaststroke 250 yds at walking speed;
Expert Live modestly without a profession, forage underwater swimming 500 ft at crawling
food and water for 3 to 5 characters/day speed; cannot drown unless two or more
Very Difficult conditions exist
Master Live comfortably without a profession, Honor
penalty does not apply to Urban Survival checks
DIfficulty Examples
DIfficulty Examples Trivial Swim in a shallow pond
Trivial Massive city without oppressive regime Easy Swim in a calm lake
Easy Massive city with oppressive regime Average Swim in a slow-moving river
Average Small town Difficult Swim in choppy water; in street clothing
Difficult Small village Very Difficult Swim in frigid water; in crashing waves; against
strong current; with moderate encumbrance or
Very Difficult Tiny community
wearing light armor
Swimming Torture
Relevant Abilities: Strength and Constitution Relevant Ability: Intelligence
Cost: 1 BP Cost: 4 BP
Universal: No Universal: Yes
Prerequisite: None Prerequisite: None
This skill provides the character with knowledge of how to A character with this skill can cause extreme pain while min-
swim. With a successful skill check, the character succeeds in imizing physical injury. Torture is usually conducted to retrieve
his attempt. On a failed check, the character makes a bad information, though there may be other reasons for the use of
dive, cannot retrieve an object or otherwise must immediately such force. Information retrieved under torture may be of
stop any directional movement. dubious value, since most victims will say anything to stop the
If, after a failed check, the character is unable to immediate- agony.
ly walk out of the water, he must attempt another Swimming No skill check is needed unless the tormentor wishes to learn
check to float or tread water. If the character fails this second some specific information. In such a case, the character must
check or had already failed a check for floating/treading, he make a successful opposed skill check (the subject using his
begins to drown; suffering 1d3p points of damage for every 10 Resist Persuasion skill) to learn anything the victim knows.
seconds he remains underwater. The victim’s roll should be made secretly because failed
81
attempts may procure false information. Also bear in mind Tracking
that the subject may not have any information regarding the
subject the torturer wants to know about. In this case, the vic- Relevant Ability: Wisdom
tim will relate false information whether the torturer succeed- Cost: 7 BP
ed in his skill check or not. Universal: Yes
Prerequisite: None
Skill Check Result
Pass Individual being tortured reveals Characters use this skill to follow the trail of animals and
desired information
other persons. Simply put, a successful Tracking check means
Fail by less than 25 Torture victim gives false information in the character found a trail, while failure means he did not. If
response to queries the character fails this initial skill check, he can attempt anoth-
Fail by 25 or more Subject of Torture stoically resists er Tracking check - provided that he spends at least 30 minutes
attempting to pick up the trail again. If he fails this second
No tools are necessary to perform this skill, but without such check, he simply can’t find that particular trail.
a character cannot utilize his mastery beyond Average (truly After finding a trail, further checks may be necessary
devious torturing requires implements finer than a fist). depending on the situation. Darkness, falling rain/snow, a dust
Good-aligned characters are not allowed to purchase this skill, storm, moving from one terrain to another (such as from sand
as even knowing how to use it violates their alignment. to rock), one trail splitting into two or crossing water are exam-
Note that this skill is only effective against a captive subject. ples why a character might need another Tracking check.
Only one attempt may be made per target each day.
Mastery Level The character can...
Novice Determine if an area is heavily trafficked;
roughly identify the number of creatures
being followed or passed
Average Determine the approximate height of the
creatures leaving tracks (based on the length
of their stride); determine age of tracks
Advanced Determine certain attributes of creature(s)
leaving tracks (approx. weight, recent injuries,
etc.); recognize tracks or prints of a species
the tracker is familiar with
Expert Exactly identify the number of creatures
being followed or passed; recognize tracks or
prints of a species the tracker is unfamiliar
with
DIfficulty Examples
Trivial Tracking a large group through snow
Easy Tracking through thick brush, vines or reeds;
tracking on soft ground
Average Tracking occasional signs (on dust, dirt, etc.)
Difficult Tracking on hard ground or wood floor; with
poor lighting (moonlight, starlight or torch-
light); over 12 hours since the trail was made
Very Difficult Tracking a single person over rocky ground;
tracked party attempts to hide trail, over 24
hrs since trail was made
82
Trap Design The following descriptions are arranged alphabetically by
name. The header for each talent gives its name and Building
Relevant Abilities: Dexterity and Intelligence Point cost, while the description provides a general outline of
Cost: 20 BP what a character with that particular talent can do. Some
Universal: No descriptions include rules to cover specific uses or situations, or
Prerequisite: Disarm Trap (Trap Design mastery exact instructions on the talent’s effects if used successfully.
cannot exceed Disarm Trap mastery)
Materials/Tools: Yes Advanced Sighting (35 BP)
Through a combination of keen eyesight and practical
This skill allows the character to construct mechanical traps. knowledge of trajectories, this character can mitigate the dis-
It builds upon his knowledge of traps with the mechanical paraging effects of distance on Accuracy with ranged weapons.
know-how to implement them. As such, his Trap Design skill All targets are treated as if only two-thirds their effective (i.e.
mastery cannot exceed his Disarm Trap skill mastery. The size modified) distance. Thus, if shooting at an orc 60 feet
complexity of traps designed depends on his mastery level. away, the individual with this talent would use 40 feet as the
target distance on the ranged attack charts.v
Mastery Level The character can design...
Novice Concealed pit trap
Attack Bonus (specify weapon) (10 BP)
Average Static needle trap, trap triggered by motion This talent provides a +1 attack bonus with any one melee
of innocuous device (opening door causes weapon of the player’s choice. This talent may be taken multi-
bricks to fall on opener) ple times but only once for a particular weapon.
Advanced One-use mechanical device (e.g. scything Blind-Fighting (40 BP)
blade, loaded crossbow trap) that must be set
each time A character with a talent for blind-fighting is capable of
Expert Complex device that resets itself fighting in conditions of poor or no light (but this talent does
not allow spell use). In total darkness, the character suffers
Master Intricate apparatus that performs a simple
task in a complex way, usually using a chain
only a -4 penalty to his attack roll (compared to a -8 penalty
reaction (i.e. a “Rube Goldberg” machine) without this skill). Under conditions of extremely dim illumi-
nation, the character incurs only a -2 penalty. The character
suffers no penalties to his Defense because of darkness or
TA L E N T S inability to see.
This talent is effective only against opponents or threats
What are Talents? within melee distance of the character. Blind-fighting does not
grant any special protection from missile fire or anything out-
Talents are an indicator that the character side the immediate range of the character’s melee weapon.
possesses some extraordinary ability inherent While moving in darkness, the character may safely proceed
to his makeup. Talents differ from skills in that HARD
EIGHT
at a walking pace much as with blind characters.
the latter are acquired via an often slow and
painstaking learning process and one’s mastery of said is a Furthermore, this talent aids the character when dealing
direct correlation to the effort expended in doing so. Talents, with invisible creatures, reducing the attack penalty to -4.
on the other hand, require no such training. They are a However, it does not enable the character to discover invisible
natural gift. creatures; he has only a general idea of their location and can-
not target them exactly.
No amount of study or practice will imbue a character
with the capacity to function normally on a diminished Blind-Shooting (40 BP)
sleep regimen or resist the powers of magical charms.
With this talent, a character can fire at opponents he cannot
Other talents, most notably those particular to combat,
actually see. These may be targets beyond his effective range of
may be emulated through experience and training though
vision (such as goblins dimly backlit by a torch beyond the PC’s
this puissant skill at arms does not supersede any natural
torch or lamp light) or merely voices and/or noises in the dark.
aptitude. An individual possessing a knack for swordplay,
given comparable training, will always exceed his peers. Shots made at dimly lit targets suffer -2 accuracy while com-
Thus any bonuses derived from Talents are cumulative pletely blind shots are made at -6. (The target may employ a
with those gained by advancement or specialization. shield for cover if held at the ready). The GM should secretly
determine if the shot hits by comparing the archer’s attack roll
Talents need not be chosen exclusively during character
versus the true distance to the target (known only to the GM)
creation. Those that are represent traits the character has
and applying cover if applicable.
been aware of for all his life, while others may lie dormant
until they manifest themselves later on.
83
Charm Resistant (16 BP)
Talent Limitations
This talent provides exceptional resistance to magical charms
(+12 bonus to saving throws). If yer like me, yer slaverin’ over the
chance to take about eight instances of
Crack Shot (specify weapon) (10 BP) Damage Bonus to really knock them
owlbeasts fer a loop. Hold yer horses
A crack shot has a good eye and intuitive feel for precisely
right there. Unless specifically stated oth-
targeting opponents with ranged weapons (such as bows, cross-
erwise, these are single serving portions. You
bows, javelins, etc.) and receives +1 to attack when firing or
can’t take but one of each – though you can spread your
hurling said weapon. This talent may be taken multiple times
natural gifts over several different weapons if ’n ya have a
but only once with regard to a particular missile weapon.
mind fer that.
Damage Bonus (specify weapon) (10 BP) These talents also won’t allow you to circumvent the nat-
Characters with this talent get a +1 bonus to damage with ural laws of the universe such as minimum weapon speed.
one melee weapon of the player’s choice. This talent may be
taken multiple times but only once for a particular weapon. Forgettable Face (20 BP)
Dodge (25) Something about this character's appearance simply prevents
him from sticking in people's minds. Unless he engages in
This talent is a boon for lightly armored combatants, such as
meaningful conversation with someone, NPCs only have a
scouts or thieves. Other individuals whose delicate skin is laid
10% chance to recall specific details about the character and/or
bare to the depredations of blades, claws and teeth without a
positively identify him at a later date. If a character did have a
protective layer of bulky steel may also benefit.
meaningful conversation, his base chance to remember specif-
In frontal melee combat (i.e., one in which the defender can ic details about that forgettable face is 85%.
see his opponent), an individual with this talent gains +1 to his
Defense roll. The alternate (and perhaps more valuable) ben- This chance can be modified by circumstances, as noted:
efit occurs against missiles. Ordinarily, an active defender rolls Each previous encounter: +5%
an unmodified d20p versus the ranged attacker’s die. Each week since last encountering character: -1%
Possessing this talent permits the defender to add the Defense
modifier provided by his Dexterity (assuming he can see the Greased Lightning (specify weapon) (10 BP)
approaching missile; e.g., someone isn’t shooting at his back).
Note that if a defender with the dodge talent and a shield opts This character is unnaturally quick at reloading missile
to use the latter to deflect missiles, he has chosen not to employ weapons and bringing them to bear for a subsequent shot or
his dodge talent and thus any benefits do not apply. readying another hurled weapon. This talent gives him a -1
Speed bonus for ranged weapons (subject to the weapon’s min-
For instance, let’s say that Relf, an elven thief, is accompanied by
imum speed). This talent may be taken multiple times but only
a group of fellow treasure seekers. While breaking and entering into
the home of a band of goblins, the creatures naturally seek to drive once with regard to a particular missile weapon.
the intruders off by firing crossbows at them. The fighters and cler- Hit Point Bonus (20 BP)
ic crouch behind their medium shields and advance under fire.
Should the goblins score a hit (by exceeding the defender’s d20 roll A character with this talent receives +1d4 to his Hit Points.
with a d20+3 roll of their own), the shielded party member may This talent may be taken repeatedly.
deflect the bolt by rolling 11+ on a d20. Relf is not so fortunate.
However, he has the Dodge talent and, due to the +4 defense mod-
Illusion Resistant (10 BP)
ifier granted by his 16/10 Dexterity, he rolls d20+4 versus the gob- The character with this talent will gain a +6 bonus on any
lins’ d20+3 to avoid being hit. The party mage has neither of these Saving Throws versus illusion-type magic (see saving throws in
advantages and so rolls an unmodified d20 versus the goblins’ the combat chapter).
d20+3 and if struck immediately suffers full damage.
Less Sleep (24 BP)
Fast Healer (10 BP)
Characters with this Talent require only minimal sleep.
The fast healing individual is blessed with a physiology capa-
Three hours is sufficient to allow normal mental functioning.
ble of enhanced recuperation. He thus regains Hit Points at a
These individuals are also highly resistant to spells that induce
quicker pace than normal men. Each wound point heals,
drowsiness or sleep and gain a +12 saving throw bonus against
except the final point, one day faster than normal. The final
them.
point is restored in 12 hours instead of one day.
For example, a 3 hp wound normally takes six (3+2+1=6) days to Parry Bonus (specify weapon) (10 BP)
heal: three days for the first point healed, two days for the next and A character with this talent gets a +1 defense bonus with any
one day for the last point. A character with Fast Healer would one melee weapon of the player’s choice. This talent may be
recover in just three and a half days (2+1+2 = 32). taken multiple times but only once for a particular weapon.
84
Swiftblade (specify weapon) (10 BP) Low Skill Weapon (2 BP): Proper use of these weapons is
not intuitive but the proper techniques are relatively easy to
A character with this talent gets a -1 Speed bonus with any learn if instructed by a knowledgeable trainer. These weapons
one melee weapon of the player’s choice. This talent may be are relatively easy to use; characters receive a penalty of -2 to
taken multiple times but only once for a particular weapon. attack, defense, speed and damage when using these weapons
untrained (attack and speed only for ranged weapons).
Tough Hide (40 BP)
Low Skill Weapons: battle axe, crossbows, dagger, flail, hand
A few rare characters are unusually stoic and can shake off axe (melee), javelin, knife (melee), mace, morning star, scourge,
wounds far easier than the norm. Such characters receive a +1 short sword, spears, staff, warhammer
Damage Reduction bonus to any wound suffered (i.e. each Medium Skill Weapon (4 BP): These weapons require a
wound is reduced in severity by 1 hit point). This bonus is good deal more training to master. Proper use requires lengthy
cumulative with the damage reduction of any armor he may be practice and familiarization with the weapon in actual sparring
wearing. or extended practice to master the technique (in the case of
thrown weapons). Using these weapons untrained imposes a -
P RO F I C I E N C I E S 4 penalty to attack, defense and damage (and +4 penalty to
speed) because they are more difficult to master. For ranged
Proficiencies differ from skills in that there are no apprecia- weapons, only attack and speed are penalized.
bly enhanced capabilities that accrue from additional mastery Medium Skill Weapons: great sword, halberd, longsword,
of the proficiency. Taking a proficiency ensures that you can scimitar, short bow, sling, throwing axe, throwing knife, two-
capably perform the task to standard whereas untrained char- handed sword
acters either cannot do so or suffer some (egregious) penalty.
High Skill Weapon (6 BP): These finesse weapons require
Many of these proficiencies are available without allocating years of practice to master. Characters receive a -6 penalty to
Building Points as part of a particular class’ de facto skill set. attack and speed when using these untrained.
This is noted in the entry for that class. Characters not pos-
High Skill Weapons: long bow
sessing these proficiencies as part of their class proficiencies
will have to purchase them should they desire to have access to Armor Proficiencies
the benefits they provide.
The knowledge of how to properly wear and fight in armor,
Weapon Proficiencies its care and maintenance, and the physical training to become
accustomed to bearing its load is not intuitive. Certain classes
This proficiency ensures that the character is trained in receive varying levels of training in this art as part of their cur-
employing the particular weapon in its intended manner. He is riculum. Proficiency is cumulative in that the basics must first
capable of utilizing it in melee combat (or firing/hurling it in be learned before moving on to more complex armor.
the case of missile weapons) to its full effect. A proficiency
must be taken for each and every weapon the character wishes
to properly use.
Weapons vary in the amount of training required to proper-
ly use them to their intended effect in melee or as missile
weapons. Some such as simple bludgeoning weapons are rela-
tively easy to learn, whereas proper use of a longbow is a skill
requiring years to master. Every wonder why every unruly mob
uses clubs? Read on…
Note: Proficiency with a particular weapon is a prerequisite
prior to investing any Building Points to specialize in it.
Fighters and thieves have proficiency in all Minimal Skill
Weapons as a benefit of their training and background.
Fighters may also purchase any other weapon proficiencies at
half the listed BP cost. Mages may train on any of these
weapons, but their BP costs are double the listed value (except
for staff and dagger) due to their poor martial background.
Minimal Skill Weapon (1 BP): These weapons can be used
by anyone without any formal training and very little practice.
These weapons are so easy to use that characters receive a mere
-1 to attack, defense, speed and damage when using this
weapon untrained.
Minimal Skill Weapons: club
85
Light Armor (3 BP): While this proficiency is second nature It is presumed the mage has a spellbook within which to
to the fighter, cleric and thief, the mage must learn how to don inscribe the enchantment he wishes to add to his repertoire.
and remove even light armor, maintain it, and fight and per- Recording the spell will incur additional expenses for quills, ink
form class functions while restricted. and possible supplemental consumables. These costs are sum-
Medium Armor (3 BP): Fighters learn this proficiency early marized below. (Note that spells gained when advancing do not
on, but the knowledge of how to don and remove armor bulki- require this expense as the trainee can avail himself of these
er armor, its care and maintenance and the physical training to materials from his instructor’s supply.)
bear this load is not intuitive for others. This proficiency does not include the ability to create
Prerequisite: Light Armor Proficiency magical scrolls.
Heavy Armor (4 BP): Like the other armor types, this profi-
Spell Level Transcription Cost Spell Level Transcription Cost
ciency is second nature to the average fighter and many clerics, (cont.) (cont.)
but for others the knowledge of how to fight in such armor, its
Apprentice 2 cp 5 6 sp
care and maintenance and the rigorous physical training to
Journeyman 5 cp 6 8 sp
become acclimated to this heavy and cumbersome load must be
learned. 1 1 sp 7 10 sp
86
No matter how tough you think your character is, you still Load Bearing Equipment
need to outfit him for the adventure ahead. No character ever
Backpack 18 cp
survived (long) running bare-assed through a dungeon, armed
with only his fists and a will (though obviously not the brain- Belt pouch (leather)
power) to survive. Large 3 cp
The following charts list items common to most market- Small 1 cp
places. Few of these need explanation, as their appearances and Knapsack 72 cp
functions should be obvious even to beginning role-players. Quarrel case, hunting (cap. 20) 5 cp
Specific game effects are detailed in the charts.
Quarrel case, war (cap. 32) 8 cp
The cost listed (cp = copper pieces, sp = silver pieces) is the
Quiver
average price. If your total purchase ends up as a fraction of a
copper coin, you’ll likely receive change in a few small brass Arrows, hunting (cap. 12) 3 cp
trade coins (10 brass (tc) = 1 cp, and 10 cp = 1 sp). See page Arrows, war (cap. 20) 6 cp
166 for more information on money and the economy. Javelins (cap. 4) 6 cp
Cloak, woolen 4 cp
Eyepatch 1 cp
To o l s & E q u i p m e n t
Gloves, leather work 1 cp These items are handy when you’re out exploring the wilder-
ness or delving into some subterranean dungeon.
Robe, heavy woolen 5 cp
Sandals 1 cp Tools Cost
Shirt, wool 5 tc Anvil 25 cp
Shoes, commoner’s 2 cp Ax-hammer 7 cp
Trousers, wool 3 cp Bellows 3 sp
Tunic, wool 2 cp Block and tackle 5 sp
Undershirt, linen 4 cp Carpentry Tools 62 cp
Vest, linen 6 cp Chisel 3 cp
87
Tools (continued) Cost Mess Kit: A mess kit contains a small pot, skillet, plate, mug
and utensils. It is an essential tool for preparation of standard
Crampons 4 cp
rations or for preparing wild game or foraged plant matter.
Crowbar/Pry bar 6 cp
Flint and steel 2 cp
Illumination
Grappling hook 15 cp
Hacksaw (hardened) 5 cp
Lamp Oil: This is a relatively inexpensive vegetable oil (typ-
ically olive), not kerosene. It does not burn at room tempera-
Hoe 6 cp ture and is only (mildly) flammable when heated as occurs
Miner’s Tools 55 cp when drawn up a wick toward an open flame. Dousing an
Pick, Miner’s 25 cp opponent with lamp oil will not subsequently allow them to be
set aflame, nor is it possible to use lamp oil as a “Molotov cock-
Pitchfork 8 cp
tail” or “petrol bomb”.
Plow, iron 72 cp
Lantern, Miner’s: This lantern provides a spherical globe of
Shovel 7 cp illumination similar to that of a candle. In addition, it emits a
Sickle 4 cp 45 foot long cone of light in a 45° arc from the lantern’s face.
Sledgehammer 18 cp This particular design is so well suited to a variety of condi-
tions such as eponymous subterranean usage or as a camping
Thieves’ Picks 6 sp
light that it has essentially displaced all others from the mar-
Wheelbarrow 3 sp ket.
Whetstone 5 tc Torch: Torches are a readily available and inexpensive means
of providing illumination. The wide sphere of light they shed
Expedition Gear Cost is unfortunately balanced by their short lifespan. However, if
Chalk 1 tc you don’t plan on extensive subterranean exploring, they are
Fishhook 1 cp more than adequate. In extremis, they may be used as
makeshift weapons capable of keeping enemies at bay. More
Fishing net, hand, 10 ft. sq. 4 sp
detail is provided in Chapter 10: Miscellaneous Rules.
Ladder, wooden, 10 ft. 6 cp
Illumination Light shed Cost
Mess Kit 1 sp
Candle 15 foot-radius ⁄10 cp (per dozen)
1
88
Provisions Cost Shields
Rations, standard (1 week supply) 5 cp All shields improve a character’s Defense against a specified
Rations, trail (1 week supply) 5 sp number of attackers. A shield is useful only to protect the front
and flanks of the user. Attacks from the rear or rear flanks can-
not be blocked by a shield.
Outfitting Bundles One might conjecture that the most suitable material for
For travelers that do not enjoy spending hours shopping shield construction would be steel given its great tensile
around and haggling with numerous vendors simply to obtain strength. This notion was disproven long ago as it was observed
a basic accoutrement of gear sufficient to equip them for their that the sheer mass of a bronze shield (its weight equivalent to
journey, some enterprising merchants offer “outfitting bun- that of steel) precludes its effective use. Common shields are
dles”. These kits provide essential clothing and equipment all made of boiled leather stretched over a wickerwork lattice. The
conveniently backed in a canvas sack or backpack. One-stop surface is dipped in hot wax becoming remarkably tough once
shopping at its finest! solidified and affording an excellent balance of weight and
resiliency.
Outfitting Bundles Cost Shield Defense Damage
Pauper/Pilgrim 1 sp Type Cost Bonus Reduction Cover Value
Sandals (1 pair) Small 15 sp +4 4 HP 19
Tunic, wool (patched)
Medium 30 sp +6 6 HP 16 (11 if actively
Belt, rope
crouching behind it)
Sack, large canvas
Wineskin (2 quart capacity) Large 60 sp +6 6 HP 11 (6 if actively
Rations, standard (3 day supply) crouching behind it)
Merchant/Traveler 6 sp
A small shield is carried on the forearm and gripped with the
Boots, leather (1 pair) hand. Its lightweight nature permits the user to carry other
Trousers and tunic, wool
items in that hand (although he cannot use weapons). It can
Undershirt, linen
Cloak, wool be used to protect against two frontal attackers of the user’s
Belt, leather choice.
Belt pouches, small leather (2) The medium shield is carried in the same manner as the
Knapsack
small shield. Its weight prevents the character from using his
Wineskin (2 quart capacity)
Rations, trail (3 day supply) shield hand for other purposes. With a medium shield, a char-
acter can protect against any frontal or flank attacks.
A large shield offers increased surface area compared to a
Miscellaneous medium one. In its most common circular form factor, it is
three feet in diameter. It offers no tangible benefit in hand-to-
Miscellaneous Cost hand combat versus a medium shield, the latter design already
Divine Icon, silver 10 sp having the achieved the maximal defensive value such equip-
ment can provide. The value of these shields is in the greatly
Ink, black 5 cp (per ounce)
enhanced cover value they provide versus missile fire – twice
Quill Pen 2 cp that of a medium shield for passive defense and half again as
Spell book (blank, 24 spell capacity) 300 sp much when actively seeking cover.
Vellum 2 sp (per sheet) Shield Destruction
Shields, while resilient, may be splintered and destroyed by a
Spell Book: This replacement spell book is not merely a sim-
heavy blow. The likelihood of this occurring is directly a func-
ple blank book (such as those used by scribes), but has been
tion of the damage dealt by the blow.
specially crafted to hold the arcane magic natural to spells.
Used spell books are difficult to sell because potential buyers Shield Damage Required Save
are both fussy (each spellbook is typically custom made to each Small M/L (failure results in shield’s destruction)
mage’s particular specifications) and very suspicious of pur- 8 pts 12 pts Competing d20 roll, defender gains +6 bonus
chasing vital accoutrement from graymarket dealers. As such,
resale prices are typically 10% of new. 12 pts 18 pts Competing d20 roll
16 pts 24 pts Competing d20 roll, defender suffers -6 penalty
20 pts 30 pts None; shield automatically destroyed
89
Armor Banded Mail: This armor is made of overlapping strips of
metal sewn to a backing of leather and light chain mail.
You are probably going to want your character to buy armor, Generally the strips cover only the more vulnerable areas, while
as this is the easiest and cheapest way to increase his chance of the chain and leather protect the joints where freedom of
surviving the more violent dangers of the mercenary life. movement must be ensured. Through straps and buckles, the
Clearly, the better the armor the character possesses, the less weight is very evenly distributed.
likely he is to be hurt. Armor protection is measured by dam- Chain Mail: This armor is made of interlocking metal rings.
age reduction (DR), a number rating measuring how many hit It is always worn with a layer of quilted fabric padding under-
points per attack the armor absorbs; the higher the DR num- neath to prevent painful chafing and to cushion the impact of
ber, the better the protection. Certain classes have restrictions blows. Several layers of mail are normally hung over vital areas.
on the type of armor they can wear. For other classes, armor The links yield easily to blows, absorbing some of the shock.
reduces the effectiveness or success chance of their skills (e.g., Most of the weight of this armor is carried on the shoulders
try moving silently in a suit of Chain Mail). and it is uncomfortable to wear for long periods of time.
Armor’s effects on “stealthy” skills (applies to anyone, regardless of class, attempting these skills)
Leather Studded
No Armor Ringmail Chainmail Scale Mail Banded Mail Splint Mail Plate Mail shield
or Padded Leather
forfeit forfeit forfeit forfeit forfeit forfeit forfeit forfeit
Initiative Die bonus2 one better yes
1 die 2 dice 3 dice 4 dice 3 dice 4 dice 4 dice 1 die
Climbing/Rappeling +10% std -15% -25% -35% -50% -40% -50% -60% 1
Disarm Trap std std -15% -20% -25% -30% -25% -30% -25% 1
Hiding +5% std -10% -20% -25% -25% -35% -35% -40% -40%
Identify Trap std std -10% -15% -25% -25% -25% -25% -25% 1
Listening std std -5% -5% -10% -15% -10% -15% -20% std
Lock Picking std std -10% -20% -25% -25% -25% -25% -25% 1
Pick Pocket +5% std -15% -30% -50% -60% -50% -65% -75% -60%
Sneaking +10% std -20% -35% -50% -65% -50% -70% -80% -40%
90
Leather Armor: This armor is made of leather hardened in Armor Sizes
boiling oil and then shaped into breastplate and shoulder pro- The equipment list reflects the price of a suit of armor
tectors. The remainder of the suit is fashioned from more flex- (including an appropriate helmet) made for any normal player
ible, somewhat softer materials. character race. The cost of armor is a reflection of the labor
Padded: This is the simplest type of armor, fashioned from hours required to produce it, the raw cost of materials being
quilted layers of cloth and batting. It tends to get hot and after only small portion of the whole. Thus, the armor for all races is
a time becomes foul with sweat, grime, lice and fleas. as expensive as that for a human.
Plate Mail: This armor is a combination of chainmail with Nonstandard sizes and shapes of armor are going to cost sig-
metal plates (cuirass, epaulettes, elbow guards, gauntlets, tasses, nificantly more and must be custom-made. This is not the
and greaves) covering vital areas. The weight is distributed kind of thing one can pick up at the local store! When armor
over the whole body and the whole thing is held together by is found during the course of an adventure, the players should
buckles and straps. note the characteristics of the creature that wore the armor pre-
Ring Mail: This armor is a design precursor to chain mail in viously. While a human-sized character might be able to wear
which metal rings are sewn directly to a leather backing instead the armor of a gnole, it will do little good for a dwarf.
of being interlaced. While not as effective as the latter in mit- Likewise, the armor of a giant is of little use to anyone (other
igating blows, the protection it affords is accomplished with than another giant).
less restriction on the wearer’s flexibility. Even armors of the same size/race as a PC will need to be
Scale Mail: This is a coat and leggings (and perhaps a sepa- fitted, tailored and modified for the character before it can be
rate skirt) of leather covered with overlapping pieces of metal, effectively worn. Of course, this carries an expense, typically
much like the scales of a fish. While providing protection on 20% of the item’s value and requiring time, sometimes weeks,
par with Chain Mail, it does so with a greater mass of metal to remake.
and reduced flexibility – particularly in the joints. Damage Reduction. When the character is hit, his armor
Splint Mail: This armor is made of narrow vertical strips riv- ‘absorbs’ a number of points of damage. Damage in excess of
eted to a backing of leather and cloth padding. Since this cara- the armor’s Damage Reduction value is suffered as a loss of hit
pace is inflexible, the joints are protected by chain mail. points (i.e. a wound). The same thing occurs when a character
uses his shield to successfully defend against an attack - any
Studded Leather: This armor is made from leather (not hard-
excess damage not absorbed by the shield’s Damage Reduction
ened as with normal leather armor) reinforced with close-set
is further reduced by the armor’s Damage Reduction value,
metal rivets.
with any remaining damage causing a wound.
Defense Adjustment. While some suits of armor do provide
better protection than others, they also tend to become heav-
ier and more cumbersome. This is shown by the armor’s
Defense Adjustment (and Movement Class Penalty).
We a p o n ry
Scabbards: If a weapon would normally be carried in a scab-
bard (such as a sword), the scabbard is included in the cost.
Max. Weapon Speed: Depending on weapon size, weapons
have a max speed attainable: Small 2, Medium 3 and Large 4.
Size: Large weapons, two-handed weapons and bows require
two hands to use (forcing the user to forego a shield).
Crushing Weapons: These deal half damage to shields
(when a weapon has different damage dice, use the highest die;
e.g., for a mace’s (d6+d8)p, roll only the d8p).
Hacking Weapons: These deal half damage to shields (when
a weapon has different damage dice, use the lesser die; e.g., for
a throwing axe’s (d4+d6)p, roll only the d4p).
Piercing Weapons: Against shields, piercing weapons deal 1
point of damage (plus bonuses). No damage die is rolled.
91
Melee Weapons Cost Damage Speed (jab speed) Size Reach Type
Axe, battle 5 sp 4d3p 12 M 3 feet Hacking
Axe, great (Bardiche) 7 sp 4d4p 14 L 4 feet Hacking
Axe, hand 3 sp d4p+d6p 8 S 1 ⁄2 feet
1
Hacking
Bare-handed (fists) - (d4p-2)+(d4p-2) 10* S 1 foot Crushing
Club 1 cp d6p+d4p 10 M 2 ⁄2 feet
1
Crushing
Dagger 2 sp 2d4p 7 (5) S 1 foot Piercing
Flail 15 sp 2d8p 13 M 4 feet Crushing
Knife 5 cp 1d6p 7 S 1 foot Piercing
Mace 8 sp d6p+d8p 11 M 2 feet Crushing
Morning Star 10 sp 2d8p 11 M 3 feet Crushing
Pole Arms
Spear 1 sp 2d6p 12 (8) L 13 feet Piercing
Halberd 10 sp 2d10p 14 (12) L 8 feet Hacking
Scimitar 15 sp 2d8p 9 M 3 feet Hacking
Scourge 1 sp 2d4p 9 S 11⁄2 feet Hacking
Staff 2 cp 2d4p 13 L 8 feet Crushing
Swords
Short sword 10 sp 2d6p 8 (7) S 2 feet Piercing
Longsword 20 sp 2d8p 10 (8) M 31⁄2 feet Hacking
Great sword [bastard] 30 sp d8p+d10p 12 (9) L 41⁄2 feet Hacking
Two-Handed sword 50 sp 2d12p 16 L 6 feet Hacking
Warhammer 2 sp 2d6p 8 S 11⁄2 feet Crushing
*4 if opponent is unarmed or unaware
Ranged Weapons Cost Damage Base Rate of Fire Size Ranges Type
Axe, throwing 3 sp d4p+d6p 7 S see Chapter 9 Hacking
Bows
Short bow 30 sp 2d6p 12 S see Chapter 9 Piercing
Longbow 75 sp 2d8p 12 M see Chapter 9 Piercing
Crossbow, light 35 sp 2d6p 20 S see Chapter 9 Piercing
Crossbow, heavy 50 sp 2d10p 60 M see Chapter 9 Piercing
Javelin 6 cp 1d12p 7 M see Chapter 9 Piercing
Knife, throwing* 1 sp 1d6p 6 S see Chapter 9 Piercing
Sling 0.5 cp d4p+d6p 10 S see Chapter 9 Piercing
*treat as knife if used as a melee weapon
Ammunition
Ammunition Cost (per dozen)
Arrow 8 cp
Arrow, great (required for longbow) 2 sp
Bolt 1 sp
Bolt, heavy 2 sp
Sling bullet 2 cp
92
Each of the following spells is listed alphabetically. Area/Volume of Effect: Each spell affects a certain creature,
Following the spell’s name are its attributes: Components, object, volume, weight, etc., as specified by the spell and desired
Casting Time, Range, Volume/Area of Effect, Duration and by the caster.
Saving Throws (if any). See Chapter 9: Combat for information
about casting clerical spells in combat. Duration: All spells last for a certain amount of time, be it
seconds, minutes, hours or longer. Some spell durations may
even pass so quickly that they seem to take almost no time at all.
Components: Clerics use a variety of components to cast Saving Throws: Creatures subject to a spell may attempt a
their spells: verbal (V) sounds and speech, somatic (S) gestures saving throw by rolling a d20p and adding their Attack bonus
and material (M) components such as damp ash, a drop of red listed in the monster’s Combat Data Block to the roll. (Player
wine, willow bark and so on. Characters and NPCs add their level).
Material components are consumed (vanish) when a spell is The cleric rolls a d20p and adds his level. If the target’s score
cast. Note that there is a subcategory of material components, equals or exceeds the cleric’s score, he succeeds at the saving
designated (C) for catalyst, that are not expended upon com- throw and the spell has no effect on him (unless otherwise
pletion of the spell. These special material components (gener- specified in the description).
ally fabricated items of greater cost) facilitate the spellcasting.
A cleric’s divine icon is one such item. A natural “1” result on any saving throw indicates failure,
unless the mage himself rolls a “1” on the opposed die check.
Since many divine spells utilize the cleric’s divine icon as a
catalyst, this requirement is annotated as DI rather than C in Damage: Unless otherwise stated, all damaging spells ignore
order to avoid needless repetition. Damage Reduction (e.g., from shields and armor).
Unless materials are readied (generally out of their container Spell Fatigue: Clerical spell powers derives from other-
and in-hand) prior to casting, the spell cannot be initiated for wordly agents of the gods and does not tax the stamina of the
d4p seconds while the divine spellcaster produces them. Costs caster. Accordingly, divine magic does not cause Spell Fatigue.
of materials (if any) will be determined by the GM. Mage Spells: Certain clerics have access to spells from the
Mage spell list. When casting these spells, they do so at the
Casting Time: Once a priest starts to cast a spell, it requires
a certain amount of time to complete the beseechment of the spell’s baseline efficacy and casting time is increased by 3 sec-
miracle before it is granted and discharges. onds. The ability to enhance these dweomers with spell points
is purely a function of arcane spellcasters.
Clerical spells are not disrupted if the priest is struck by an
Mage spells included in any particular religion’s spell list are
enemy in combat. The injured cleric simply needs to begin his
denoted in bold followed by the mage spell’s level.
prayer again from the initial verse (i.e. begin casting all over
again and repeat casting time).
Range: When a spell lists a range in feet, its effects begin
within or at the end of this range, at the mage’s discretion.
Touch attacks require a normal attack roll. If the target in
question chooses to use a shield against the mage, it guarantees
an automatically hit (i.e., the spell travels through the shield
and counts as a successful touch).
93
A Faith Weaponry M
Alert Find Item
Alleviate Trauma Freedom of Motion Mass Influence
Alter Emotion: Frighten Mildew Growth
Analgesic G Moderate Elemental Damage
Animate Zombie Gale Force Wind Moderate Emotion: Cause Fear
God’s Guidance Moderate Emotion: Remove Fear
B
Bless H
Blessing P
Bless Weapon Hallowed Weapon
Bless Weaponry Heavenly Luck Part Stream
Breeze Heighten Vigilance Pestilent Swarm
Helping Hand Purify Food
C Hex: Augment Toxicity Purify Water
F L
Laryngitis
Faith Weapon
94
Alert Analgesic
Components: V, S Components: V, S
Casting Time: 1 second Casting Time: 4 seconds
Range: Touch Range: Touch
Volume of Effect: Creature touched Volume of Effect: Creature touched
Duration: Instantaneous Duration: 5 minutes
Saving Throw: not applicable Saving Throw: not applicable
By alerting another character, the cleric allows the recipient This spell allows the recipient to endure great physical pain
to react immediately to a situation, regardless of his Initiative without succumbing. Should he be required to make a Trauma
roll. In game terms, after casting, the beneficiary’s Initiative Check, he does so with a -4 bonus to the die roll.
number is the same as the seconds number at the end of the
spell.
For example, a cleric on combat second 4 spots a warg bearing
down on his party. He opts to cast Alert on the bumbling fighter who Animate Zombie
is completely surprised, as usual. The fighter may act on second 5. Components: V, S, DI
The cleric must physically strike the recipient while shouting Casting Time: 3 hours
‘pay attention’ or a similar colloquialism. Range: Touch
Volume of Effect: corpse of a single man-sized bipedal creature
Duration: Permanent
Alleviate Trauma
Saving Throw: not applicable
Components: V, S
Casting Time: 3 seconds This ceremony allows an evil cleric to animate the cadaver of
Range: Touch a human or humanoid creature to serve as an undead minion.
Volume of Effect: Creature touched Generally any man-sized biped will suffice as feedstock for the
Duration: Instantaneous ritual. The creature's former skills in life are immaterial – once
Saving Throw: not applicable animated they take on the characteristics of Zombies as
defined in GM Chapter One: HackMaster Monsters.
With this spell, a priest relieves the incapacitating agony Clerics have control of any zombies they create (e.g. they are
caused by a particularly grievous wound (e.g. a failed Threshold not required to make a commanding undead check). This is
of Pain check). The recipient of this spell immediately permanent unless their control is temporarily disrupted by
recovers from his debilitating condition and may take any another cleric forcibly commanding the undead in question.
action he desires (after taking a second to get on his feet). This
spell does not restore any lost Hit Points nor does it provide This unholy liturgy permits animating a single zombie. Only
protection against subsequent traumatic injury(ies). certain religions condone this practice.
Bless
Alter Emotion: Frighten
Components: V, S
Components: V, S. M Casting Time: 5 seconds
Casting Time: 3 seconds Range: Touch
Range: 30 feet Volume of Effect: 1 creature
Volume of Effect: 1 living creature Duration: 5 minutes
Duration: 1d4p+2 minutes Saving Throw: not applicable
Saving Throw: Negates
This spell imparts a small measure of divine favor upon the
When this spell is cast, the target creature must make a recipient. If engaged in combat, he may add +1 to all attack
saving throw or be gripped with an irrational fear of the caster and defense rolls while blessed. He may also add +1 to saving
Those stricken with fear flee from the evangelist’s presence for throws and improves his chance of succeeding at a skill check
the duration of the spell. However, if prevented from such by 5%. Anointed followers of the priest’s deity are
flight and engaged in combat, their trembling fits impart a -2 Blessed for 10 minutes.
penalty to attack and defense rolls.
Creatures without emotions are unaffected by this spell.
The material component for this spell is a piece of bone or
flesh from an undead creature.
95
Blessing This spell permits the cleric to direct a breeze of air in a
Components: V, S conical volume. Beginning as a point source no more than 50
feet from the priest, the breeze is effective to forty linear feet
Casting Time: 7 seconds
and affects a 20 foot diameter wide area at this distance.
Range: 10 feet
Volume of Effect: 1 living creature per level The breeze is a mere 10 mph – sufficient to ruffle light
of the cleric (maximum of 7) cloaks and tousle hair. However, uncovered light sources have
a 25% of extinguishing. Clouds or gasses (be they merely
Duration: 5 minutes
obscuring fog or lethal nerve gas) in the area of effect have a
Saving Throw: not applicable
50% chance of being dispersed. Obviously this overrides the
descriptions in other spells.
The recipients of a Blessing receive a small measure of divine
favor. If engaged in combat, they may add +1 to all attack and
defense rolls. They also receive a +1 bonus to any saving throw. Call to Action
In other circumstances, their chances of succeeding at a skill Components: V, S
check are improved by 5%. Casting Time: 1 second
Anointed followers of the priest’s deity receive a Blessing Range: 15 feet
that lasts 10 minutes. Volume of Effect: 1 creature
Duration: Instantaneous
Bless Weapon Saving Throw: not applicable
Components: V, S, DI, C
Casting Time: 5 minutes By means of Call to Action, the cleric allows the recipient to
Range: Touch react immediately to a situation, regardless of his Initiative
Volume of Effect: weapon touched roll. In game terms, after casting, the beneficiary’s initiative
Duration: 4 hours or 1-2 Attacks number is the same as the Count at the end of the spell.
Saving Throw: not applicable For example, a cleric acting on second 4 seeing three orcs bearing
down on his party, opts to cast Call to Action on the bumbling
This blessing confers a +1 Attack bonus to a weapon for one fighter who is completely surprised, as usual. The fighter may act
attack. If the blessed weapon is the preferred weapon of the on second 5.
clergy, the bonus lasts for two attacks. The cleric must scornfully make a back-handed smacking
The weapon serves as a spell catalyst temporarily storing the motion, while shouting ‘pay attention’ or the like.
blessing until discharged. The wielder of a blessed weapon may
chose when to expend the Attack bonus (so long as they're still Catalepsy
within the 4 hour duration) but must do so before rolling his Components: V, S
Attack die. Casting Time: 1 second
Range: Touch
Bless Weaponry Volume of Effect: 1 willing creature
Components: V, S, DI Duration: 1 hour + 10 minutes per level of cleric
Casting Time: 5 minutes Saving Throw: not applicable
Range: Touch
Volume of Effect: up to 5 weapons touched A cleric can induce a cataleptic state indistinguishable from
Duration: 4 hours death to any willing recipient of this spell. While in this state,
Saving Throw: not applicable the individual retains auditory and olfactory senses but neither
sight nor touch. As such, he is aware of his or her surround-
This blessing confers a +5 Attack bonus to five weapons for ings but cannot respond to physical stimulus of any type,
three attacks. If any of the blessed weapons are the preferred effectively allowing him to feign death.
weapons of the clergy, the bonus applies for six attacks made The individual’s metabolism is also greatly slowed with the
with those specific weapons only. result that any toxins affecting the person are held in check for
the spell’s duration.
The recipient of this spell may terminate the cataleptic state
Breeze
of his own volition prior to its normal duration. However, it
Components: V, S, DI requires a minute for resuscitation.
Casting Time: 4 seconds
Range: 50 feet
Volume of Effect: 40 foot cone with 20 foot diameter at terminus
Duration: d6p seconds
Saving Throw: not applicable
96
Celestial Prognosis while a priest of The House of Shackles would cast it on a
Components: V, S, DI mailed gauntlet.
Casting Time: 4 seconds Once a divine icon is consecrated, it may function as a spell
Range: Touch catalyst and as a focal point enabling a cleric’s Turning or
Volume of Effect: 1 creature Commanding undead powers.
Duration: Instantaneous The catalyst for this spell is the symbol to be consecrated.
Saving Throw: not applicable
Ceremony: Investiture
By simply touching an individual and chanting this hymn a
cleric can discern precisely all wounds on an individual, what Components: V, S, M, DI
their effects are and the target’s remaining Hit Points. Casting Time: 1 hour
Unlike the similar spell Diagnose Injuries, this divine insight Range: Touch
provide specific metagaming information such as numerical Volume of Effect: 1 anointed follower
hit points. Duration: Permanent unless Deity disavowed
Saving Throw: not applicable
Ceremony: Anoint When a novice priest has completed his training and is pre-
Components: V, S, DI pared to take on the mantle of responsibility of being an
Casting Time: 10 minutes ordained priest, his superior performs a Ceremony of
Range: Touch Investiture. This ceremony is also performed to induct lay
officials and others that have already been anointed (i.e., had
Volume of Effect: Creature Touched
the Ceremony: Anoint spell cast upon them) and have a strong
Duration: Permanent unless Deity disavowed
tie to the church.
Saving Throw: not applicable
Once the investiture is complete, the character becomes a
sworn and true servant of his deity, receiving all appropriate
When a character expresses an interest in allying himself to
benefits according to his station. These benefits vary depend-
a particular religion, he seeks out a priest of that faith. If the
ing on church, as well as the GM and his campaign.
priest believes that the character is sincere in his claims, he
performs a special ceremony (with several more allied follow- An invested character may not sacrifice, pray or pay tribute
ers present to participate and bear witness, if possible). to other deities in any way. If he does so, the GM should
remove all the benefits of this faith for a period of time
Once the ceremony is complete, the character is allied to the
appropriate to the infraction. If an invested character goes so
faith and its deity, receiving all the appropriate benefits from
far as to disavow his beliefs in this faith or is anointed by a
membership. Common benefits include bonuses from certain
priest of a different faith, he is excommunicated by the previ-
spells cast by priests of his faith, while other benefits may vary
ous faith and loses any and all benefits. The catalyst for this
depending on the GM and his campaign.
spell is the priest's divine icon and various incense, food, drink
The character may still sacrifice, pray and pay tribute to and possibly other items depending on the customs particular
other deities when he believes their influence would be help- to said religion form the material components.
ful. However, if he disavows his beliefs in this faith or is
anointed by a different priest of a different faith, he loses all
the benefits of the previous faith. Command
The catalyst for this spell is the cleric's divine icon.
Components: V
Casting Time: 1 second
Ceremony: Consecrate Divine Icon Range: 30 feet
Volume of Effect: 1 living creature
Components: V, S, DI Duration: 10 seconds
Casting Time: 5 minutes Saving Throw: negates
Range: Touch
Volume of Effect: Icon Touched
With this spell, a priest can force another sentient creature
Duration: Permanent
to perform a single action. The desired action is stated as a
Saving Throw: not applicable command and is limited to a single verb spoken in a language
comprehensible to the target.
This spell allows the priest to turn a mundane symbol of his This command cannot make a creature take an action of
faith into a divine icon. Naturally, the priest can only conse- which he is incapable, such as commanding a man to fly.
crate an icon of his own faith. For example, a priest of The Further, a character commanded to 'die' will not drop dead,
Courts of Justice must cast this spell on a tiny golden sword, but will rather drop into a comatose state for 10 seconds.
97
The somatic component of this spell is the caster pointing restoring a varying amount of hit points in so doing. Anointed
at the subject. When a command requires the subject to act followers of the cleric's deity always receive more potent
on another object, the caster must use two hands to point both healing. These spells do not function on nonliving creatures or
at the subject and the object, such as pointing at a person and non-corporeal creatures and actually harm undead should the
at a nearby door and commanding 'Open.' Both the subject priest dare to risk physical contact with these beings.
and the object to be affected must be within the spell's range The table lists the individual spells that comprise the curing
limit as well as line of sight. suite and each one’s unique properties.
Create Water
Components: V, S Detect Influence
Casting Time: 1 minute Components: V, S
Range: 0 Casting Time: 1 minute
Volume of Effect: 1 gallon per level of cleric Range: 5 feet
Duration: Permanent Volume of Effect: 1 creature
Saving Throw: not applicable Duration: Instantaneous
Saving Throw: not applicable
Upon completing the spell, the priest’s cupped and out-
stretched hands fill with cool, distilled water and remain full This spell enables the caster to determine whether a
until the final volume of water has poured out. Thus it’s useful creature is under the magical influence of another, such as
to have a bowl ready into which to decant the liquid. The cre- through some form of charm or enchantment. The spell does
ated water is safe to drink provided the cleric’s hands are not reveal the specific type of magic used, nor does it provide
sanitary. It doesn’t contain a disinfectant and can be fouled any information as to the identity or location of the individ-
after creation. ual exercising the control.
Cure Wound
Detect Poison
Components: V, S
Components: V, S, DI
Range: Touch
Casting Time: 1 minute
Volume of Effect: 1 creature
Range: 1 foot
Duration: Permanent
Area of Effect: target concentrated upon
Saving Throw: none
Duration: 20 seconds per level of cleric
Cure Wound Spell specifics Saving Throw: not applicable
Spell Name Casting HP restored HP restored
By means of this spell, a cleric may concentrate on a partic-
Time (s) (anointed followers)
ular object or being within one foot of his outstretched palm
Cure Trifling Wound 3 d3p d4p and determine whether it contains poison. Determination
Cure Trivial Wound 3 d4p d6p requires a definite target (a bottle, dagger, incapacitated per-
son, plant, insect, etc.) and twenty seconds of concentration to
Cure Minor Wound 4 d6p d6p+1
make the determination. The test is a binary litmus test that
Cure Small Wound 4 d6p+1 d8p+1 provides no other information as to the strength, antidote or
nature of the poison.
Cure Light Wound 5 d8p+1 2d4p+2
Alcohol and tobacco (despite the admonitions of the
Cure Lesser Wound 5 2d4p+2 2d6p+1 Surgeon General) are not considered poisons.
Cure Middling Wound 6 2d6p+1 2d6p+2
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This spell allows the cleric to qualitatively determine the This spell summons a (very) minor being from the priest’s
current health of a creature. The cleric does not understand deity's plane of existence. This divine steward follows the
this insight as precise numerical game mechanics. priest's verbal direction just like a normal, obedient servant
For example, if a creature with 30 Hit Points has lost 14 Hit would, but does not speak or display any signs of emotion. It
Points, the spell could reveal that the creature "has lost about half responds only to the priest that summoned it.
his fighting spirit." The steward can only perform minor tasks such as opening
doors, fetching, carrying, holding or cleaning and has an effec-
Dismiss Enchantment tive strength of 3/01 for purposes of determining how much
Components: V, S it can carry, lift or drag. It appears as a translucent humanoid
Casting Time: 10 minutes with no distinguishable facial features; its true body exists pri-
Range: 30 feet marily on another plane.
Area of Effect: Special The divine steward disappears when the spell duration
Duration: Permanent or d8p days ends, if the caster prematurely ends the spell or if the steward
Saving Throw: Special suffers 1 or more points of damage (it uses a d20p-4 for
Defense if physically attacked). If the caster abuses the stew-
ard (e.g. employing it as a ‘trap detector’), it disappears imme-
A cleric can cast this spell in order to end another caster’s
diately and the priest loses the ability to cast spells or use his
magical effect. Doing so requires an opposed check (d20p +
priestly powers for 24 hours. Repeat offenders are subject to
cleric level vs. d20p + original caster level).
harsher discipline at the discretion of the GameMaster.
Enchanted items (as opposed to permanent spell effects) are
by their very nature far more resilient examples of magical
handiwork. Their dweomers cannot be readily extirpated from
Enchanted Vestments (Unum)
the material host. As such, this spell merely renders them
powerless for d8p days (no opposed check required) after Components: V, S, C
which time their magical properties return. Note that certain Casting Time: 1 minute
powerful objects may be immune to this spell’s effect. Range: Touch
Note further that superior quality weapons, armor and Volume of Effect: Personal
shields are not magical, nor are many potions. Duration: 30 minutes
Saving Throw: not applicable
Divine Grace
Components: V, S Casting this spell imbues a cleric’s raiment with Damage
Casting Time: 6 seconds Reduction 1. This ceremonial clothing is appropriate to his
Range: Touch religion but generally consist of lightweight robes that do not
hinder movement. As such, they incur no negative Defense
Volume of Effect: 1 creature
Adjustment or Speed Modifier and provide a -1 bonus to
Duration: 60 seconds
Initiative.
Saving Throw: not applicable
If the vestments are worn over body armor, only the better
DR of the two applies (either the enchanted vestments or the
By placing his hands on the kneeling recipient, the cleric
armor). Defensive, Initiative and Speed penalties for wearing
confers the grace of his deity on the character. For the next 60
armor continue to apply in this situation.
seconds, the character cannot catastrophically fail at any
endeavor he attempts or starts. The spell confers no aid for The catalyst for this spell is a set of clerical vestments (e.g.,
standard failures, but all critical failures, fumbles and so on are the robes or tunics of that cleric’s faith) worth at least 40 sil-
allowed a reroll. ver pieces. Enchanted vestments are not damaged if stuck by
a weapon for damage greater than their DR capability. They
For example, if a character sanctified by this spell rolls a one for
are also flame retardant.
defense, he may immediately reroll (and continue to reroll if anoth-
er ‘1’ is rolled), the attacker receives no free attack and the second
roll counts in all respects (unless it is also a ‘1’).
Enchanted Vestments (Duae)
Divine Steward Components: V, S, C
Casting Time: 2 minutes
Components: V, S, DI
Range: Touch
Casting Time: 5 minutes
Volume of Effect: Personal
Range: Special
Duration: 45 minutes
Area of Effect: Special
Saving Throw: not applicable
Duration: 4 hours + 1 hour per level of the cleric
Saving Throw: not applicable
99
Casting this spell imbues a cleric’s raiment with Damage Extend Fuel
Reduction 2. This ceremonial clothing is appropriate to his Components: V, S, M
religion but generally consist of lightweight robes that do not
Casting Time: 10 seconds
hinder movement. As such, they incur no negative Defense
Range: 1 foot
Adjustment or Speed Modifier and provide a -1 bonus to
Volume of Effect: one light source
Initiative.
Duration: see text
If the vestments are worn over body armor, only the better
Saving Throw: not applicable
DR of the two applies (either the enchanted vestments or the
armor). Defensive, Initiative and Speed penalties for wearing
armor continue to apply in this situation. This spell permits a light source to consume its fuel more
efficiently, thereby doubling the length of time it can provide
The catalyst for this spell is a set of clerical vestments (e.g.,
illumination. This spell does not affect the intensity or the
the robes or tunics of that cleric’s faith) worth at least 75 sil-
damage caused by the light source if employed as an
ver pieces. Enchanted vestments are not damaged if stuck by
improvised weapon. Only torches and lanterns may be
a weapon for damage greater than their DR capability. They
enchanted, broad interpretation of “light source” as bonfires or
are also flame retardant.
illumination not stemming from combustion is disallowed.
The material component for this spell is the flame to be
Endure Heat affected.
Components: V, S
Casting Time: 1 minute
Extinguish
Range: Touch
Volume of Effect: 1 creature Components: V, S, M, DI
Duration: 1 hour per level of the cleric Casting Time: 6 seconds
Saving Throw: not applicable Range: 25 feet
Volume of Effect: 100 cubic feet
Upon casting this spell, the recipient can easily endure Duration: Instantaneous
unusually high temperatures (up to 135° Fahrenheit) without Saving Throw: reduced damage if save successful
even breaking a sweat. If the temperate rises beyond the (for creatures of flame)
spell's efficacy, its protection immediately ceases.
If the character is attacked by magical heat (e.g. spells or This spell creates a spray of foamy white water that can
breath weapons), this spell ends prematurely but in so doing extinguish any non-magical blaze. Creature of flame may
reduces the amount of damage dealt by 1 point per two cleric attempt a saving throw against the effect, suffering 2d6p
levels (up to a maximum of 6 hp of damage). points of damage on a failure but only 1d6p with a success).
The material component for this spell is a handful of
crushed soap.
Exalt Warrior
Components: V, S, C Faith Weapon
Casting Time: 6 seconds Components: V, S, DI, C
Range: Touch Casting Time: 5 minutes
Volume of Effect: 1 creature Range: Touch
Duration: 20+5d6p seconds Volume of Effect: weapon touched
Saving Throw: not applicable Duration: 4 hours or 1-2 successful Attacks
Saving Throw: not applicable
After receiving this blessing and kissing the ring of the cast-
ing cleric, the recipient receives an additional 2d8p Hit Points This blessing confers a +1 Damage bonus to a weapon for
that are added to his current total. The new sum may even one attack. If the blessed weapon is the preferred weapon of
exceed the maximum total Hit Points of the character. Any the clergy, the bonus works for two attacks.
injuries the character would normally sustain (after DR or
The weapon serves as a spell catalyst temporarily storing
other reductions) are first removed from these Hit Points.
divine power until discharged. This additional damage is
Any remaining bonus Hit Points at the end of the duration
applied to the wielder's next successful attack and cannot be
simply expire.
held in reserve for a spectacularly opportune moment.
The cleric must possess a properly consecrated (e.g. prepared
with a Ceremony: Consecrate Divine Icon) ring embossed with
the symbol of his deity in order to cast this spell. Such a ring
costs no less than 10 silver pieces.
100
Faith Weaponry Gale Force Wind
Components: V, S, DI, C Components: V, S, DI
Casting Time: 5 minutes Casting Time: 6 seconds
Range: Touch Range: 150 feet
Volume of Effect: weapons touched Volume of Effect: 80 foot long cone with
Duration: 4 hours or 5-8 successful Attacks 30 foot radius at terminus
Saving Throw: not applicable Duration: 3d6p seconds
Saving Throw: half knockback
This blessing confers a +3 Damage bonus to up to five weapons
for five attacks. If the blessed weapon is the preferred weapon of the This spell permits the cleric to direct a gust of gale force
clergy, the bonus works for eight attacks. wind in a conical volume. Beginning as a point source up to
The weapons serve as spell catalysts temporarily storing 150 away from the priest, the breeze is effective to eighty feet
divine power until discharged. This additional damage is and affects a 60 foot diameter wide area at this distance.
applied sequentially to the wielder's next series of successful The Gale Force Wind is 40 mph. This is sufficiently power-
attacks provided they occur before the spell elapses. ful to break twigs off of trees and will impede movement.
Missiles passing through this strong wind receive a -8 Attack
Find Item penalty and illumination sources smaller than a bonfire are
automatically extinguished.
Components: V, S, DI
Anyone in the gale’s area of effect who fails to save vs. the
Casting Time: 5 minutes spell sustains the equivalent of 2d12p damage for knockback
Range: 30 feet per level of cleric purposes. Even if not blown back, forward movement is lim-
Volume of Effect: 1 object ited to walking speed. Any melee combatant in a gale force
Duration: 8 hours wind suffers a -4 Attack penalty.
Saving Throw: special Any small object (2 pounds or less) not securely fastened
will be propelled 3d12p feet in the wind’s direction. Any
A cleric can use this spell to locate a particular object cho- gasses the gale contacts will be dispersed.
sen at the time of casting. It works like a homing beacon that
leads the cleric towards the item. This could be a unique item God’s Guidance
(of which the caster must have an accurate mental image) or
Components: V, S
some common object (e.g., ladder, rope, shield). However,
there is no guarantee of a common object’s size, durability or
Casting Time: 5 seconds
other such aspects. Should there be multiple such objects Range: Touch
within range, the spell detects only the one in closest proxim- Volume of Effect: 1 creature
ity to the caster. Duration: 1 skill check
Saving Throw: not applicable
If the item is hidden (e.g., disguised or invisible) by a equiv-
alently leveled spell, both spells are negated. If Find Item is
cast against a stronger or weaker leveled spell of hiding, only By beseeching his deity and holding his ally’s upturned
the lesser spell is negated. hands in his own, the cleric allows an individual to obtain
divine aid in the form of improved insight for one
undertaking. Immediately after the spell is cast, the character
Freedom of Motion in question can begin an action requiring a skill check. The
Components: V recipient of the spell may roll percentage dice twice for his
Casting Time: 6 seconds skill check, using whichever roll he prefers.
Range: 5 feet The spell ends after one check or if the character fails to
Volume of Effect: 1 creature begin a task requiring a skill check within 5 minutes of
Duration: 40 + 2d12p minutes receiving the blessing.
Saving Throw: not applicable
Hallowed Weapon
By way of this incantation, the cleric or the creature touched
may freely move and act during the duration without Components: V, S, C
hindrance from physical or magical impediments of any type. Casting Time: 1 second
The character so affected will simply be unimpaired by Range: Touch
movement through water (even complete submersion), sticky Volume of Effect: 1 weapon
webbing, winds, foliage, thorns, and even magic that holds, Duration: 1 hour
slows or otherwise binds. Further, the character cannot be Saving Throw: not applicable
bound, cuffed, tied or held by ropes or opponents.
101
This spell allows the priest to temporarily enchant a non- hand displays an outstretched palm, indicating that no such
magical weapon, giving it the ability to hit creatures that nor- character or creature could be found, then disappears.
mally can only be struck by silver weapons. This spell also If the hand locates the indicated subject, the hand beckons
provides the weapon a +1 attack and +1 damage bonus. A the subject to follow it. If the subject follows, the hand points
priest may only cast this spell on a weapon his deity favors, in the direction of the caster, leading the subject in the most
though he need not personally wield it. The material compo- direct, feasible route for the individual being summoned. The
nent is the weapon to be enhanced. It is not expended in the hand hovers 10 feet in front of the subject, moving before
casting. him. Once the hand leads the subject to the caster, it disap-
pears.
Heavenly Luck The subject need not follow the hand nor help the caster. If
the subject chooses not to follow the hand, the hand contin-
Components: V, S, DI
ues to beckon for the duration of the spell, then disappears. If
Casting Time: 5 minutes
the spell expires while the subject is en route to the caster, the
Range: Touch
hand disappears; the subject will have to rely on his own
Volume of Effect: 1 creature
devices to locate the caster.
Duration: 30 minutes
If there is more than one subject within a 5-mile radius that
Saving Throw: not applicable
meets the caster’s description, the hand locates the nearest
such creature. If that creature refuses to follow the hand, the
By means of this blessing, the recipient receives a mulligan hand does not seek out a second subject.
on a roll of his choice during the next 30 minutes of game
The ghostly hand has no physical form. Only the caster and
time.
potential targets can see the hand. It cannot engage in com-
bat or execute any other task aside from locating the subject
Heighten Vigilance
and leading him back to the caster. The hand cannot pass
Components: V, S through solid objects, but can pass through small cracks and
Casting Time: 5 minutes slits.
Range: Touch
Volume of Effect: 2 creatures Hex: Augment Toxicity
Duration: 4 hours
Saving Throw: not applicable Components: V, S, M
Casting Time: 4 seconds
Range: 120 feet
The recipients of this blessing become more alert. The next
Volume of Effect: 1 creature
Initiative roll they make is improved by two die types (with d3
Duration: Up to 4 weeks
the best roll possible).
Saving Throw: Special
This benefit is cumulative with reductions in the Initiative
die gained via a character’s class, race or talents.
When the cleric casts this curse on a target creature it suf-
Helping Hand fers no immediate ill effects. However, the next non-lethal
poison the subject comes in contact with is more potent; the
Components: V, S victim must roll two saving throws, taking the least favorable
Casting Time: 10 seconds as final. The material component is a is pinch of arsenic.
Range: 5 miles
Volume of Effect: Special Hex: Exacerbate Wound
Duration: 30 minutes per cleric level Components: V, S, M
Saving Throw: not applicable Casting Time: 6 seconds
Range: 60 feet
This spell provides help when a cleric is trapped or
Volume of Effect: 1 creature
otherwise endangered. The spell creates a hovering, ghostly
Duration: Until next wound
image of a human-sized hand. The caster can command it to
Saving Throw: none
locate a character or creature of the caster’s choice based on a
physical description. The caster can specify race, gender, and
appearance When the cleric casts this curse on a target creature it suffers
no immediate ill effects. However, the next time it suffers a
After the hand receives its orders, it begins to search for the
wound of at least 1 damage, the actual damage doubles. The
indicated creature, flying at a movement rate of 35’ per second.
extra damage does not affect knock-backs, but will affect
The hand can search within a 5-mile radius of the caster.
Threshold of Pain. The damage doubled is that actually suf-
If the hand cannot locate the indicated creature, it returns to fered by the creature, thus DR is not a factor. For example, if
the caster (provided he is still within the area of effect). The a cleric casts exacerbate wound on a Gnole with DR of 4 that
102
then suffers a 15 point hit, the Gnole would instead suffer 22 the ground preventing movement and applying identical
points of damage (15 – 4 DR = 11, doubled); it is not knocked- penalties.
back since 15 is not enough to knock-back a Gnole, despite the For the spell to function, a creature must be in contact with
high actual total. However, it will need to make a Trauma the ground. Those in flight or hovering cannot be held in
check as 22 clearly exceeds the Gnole’s Threshold of Pain. The place.
material component is salt or a lemon slice. The material component for this spell is a single iron nail or
small spike used with a somatic component that resembles
Hex: Immunosuppressant stabbing a spike into the ground.
Components: V, S, M
Casting Time: 4 seconds Holy Blessing
Range: 120 feet Components: V, S
Volume of Effect: 1 creature Casting Time: 10 seconds
Duration: Up to 4 weeks Range: 10 feet
Saving Throw: Special Volume of Effect: 1 creature per cleric level (maximum 7)
Duration: 5 minutes
When the cleric casts this curse on a target creature it suffers Saving Throw: not applicable
no immediate ill effects. However, the next time the target
encounters a contagion of any sort, it must roll twice for sus- The recipients of a Holy Blessing receive a measure of divine
ceptibility, keeping the least favorable roll. The material com- favor. If engaged in combat, they may add +2 to all attack and
ponent is a tick. defense rolls. In other circumstances, their chances of succeed-
ing at a skill check are improved by ten percent. Anointed fol-
lowers of the cleric’s deity receive a blessing of twice normal
Hex: Intensify Virulence
duration.
Components: V, S, M
Casting Time: 4 seconds Hush
Range: 120 feet
Volume of Effect: 1 creature Components: V, S
Duration: Up to 4 weeks Casting Time: 5 seconds
Saving Throw: Special Range: 100 feet
Volume of Effect: 30 foot radius
When the cleric casts this blight on a target creature it suf- Duration: 5 minutes
fers no immediate ill effects. However, the spell increases the Saving Throw: none
potency of the next contagion encountered, to wit, a Virulence
Factor of +4 above that called for by the disease. This spell has By pressing his index finger to his lips and uttering
no effect on susceptibility. The material component is a bit of “Shhhh”, the cleric invokes a sound-dampening sphere. It may
rat meat. be centered on a fixed point or a sentient creature (though in
the latter case a physical saving throw is applicable though it
Hold in Place may be voluntarily forgone).
Within the sphere all noise is muted to whisper quiet.
Components: V, S, M
Vocalizations required to invoke magic are permissible as is
Casting Time: 5 seconds
communication (albeit requiring shouting). Loud noises
Range: 20 feet per cleric level (maximum 200 feet) originating from within the sphere such as the din of battle,
Volume of Effect: 1 creature alarm claxons or the barking of guard animals will not alert
Duration: 60 seconds anyone that something is amiss. Anyone within the effective
Saving Throw: negates radius of this spell receives a +2 Initiative penalty whether
friendly or hostile because they can barely hear anything.
This spell holds a creature in place by magically grasping
one of its feet. The creature can pivot and act however he
likes, but cannot otherwise move. The creature suffers a 2
Icewalking
point penalty all combat rolls and dodge saves due to hindered Components: V, S
movement, and cannot make any combat maneuvers that Casting Time: 4 seconds
require movement (such as flee, aggressive attack, give ground, Range: Touch
fighting withdrawal, etc.). Area of Effect:
Personal (with the possibility of additional
Creatures with more than two legs suffer the same penalties individuals depending on the cleric’s level)
as bipeds. Beings that do not use limbs for locomotion have a Duration: 1 hour
portion of their cell membrane, skin or exoskeleton affixed to Saving Throw: not applicable
103
This spell permits the cleric to safely walk on ice or snow. ly see through this veil of secrecy. The spell is broken if the
In the former case, the cleric is completely safe from slipping recipient takes any aggressive action.
and may move at any rate possible (including sprinting) with-
out risk of falling. With regards to snow, it permits him to Impression of Propriety
walk upon the surface without leaving telltale tracks.
Components: V, S, M
However, should he fall from a height onto a snowdrift, the
snow will not cushion his fall (treat as a fall to solid ground).
Casting Time: 10 minutes
Range: Touch
The cleric may extend this miracle to an additional
Volume of Effect: Persons Encountered
individual for every 2 levels he possesses beyond the minimum
Duration: 50 + 2d12p minutes
necessary to cast this spell.
Saving Throw: negates
Illumination: Lantern Once cast, either on the cleric himself or on a willing recip-
Components: V, S ient, the affected character gives off an aura of respectability.
Casting Time: 10 seconds The target appears to be the model of propriety to any onlook-
Range: Touch er that fails a Will Save. Those that succeed in a save are unaf-
Volume of Effect: equivalent to lantern light fected by the spell, but do not automatically suspect anything
Duration: 1 hour per cleric level is amiss with the character – they are simply free to react as
Saving Throw: not applicable normal. Those that fail consider the character to be an
upstanding citizen or standard member of whatever group in
This spell enables the caster to summon luminous energy in which the onlooker belongs. This spell does not transcend race
the likeness of lantern light. nor does it physically change the recipient’s appearance – the
recipient still appears as before. Onlookers with a failed save
When cast, the flame must be anchored to some physical simply consider him to be the paragon of whatever communi-
item, be it a pole, weapon or even the priest’s open palm. ty is standard from their perspective. The recipient need not
The flame casts light equivalent to a lantern but produces no be versed in the particular society, religion, or culture to blend
heat. As such, it cannot be used as an ignition source. in. Any faux pas simply does not seem amiss to those that fail
their save. The material component is a tiny glob of grease.
Illumination: Torch
Components: V, S Indifference
Casting Time: 10 seconds
Components: V, S
Range: Touch
Casting Time: 5 seconds
Volume of Effect: equivalent to torchlight
Range: 5 feet per level of cleric
Duration: 20 minutes per cleric level
Volume of Effect: 1 living creature
Saving Throw: not applicable
Duration: 1d4p minutes plus 1 minute per level of cleric
Saving Throw: negates
This spell enables the caster to summon luminous energy in
the likeness of a torch flame. When cast, the flame must be
Indifference causes a creature to reassess its aggressive posture
anchored to some physical item, be it a pole, weapon or even
towards the caster and his associates. If a save is failed, the crea-
the priest’s open palm. The flame casts light equivalent to a
ture adopts a neutral stance, regarding the priest as neither
torch but produces no heat. As such, it cannot be used as an
friend nor foe. The creature doesn’t initiate violence unless
ignition source. attacked and will end combat peaceably if allowed to do so.
Indifference won’t cause the creature to be neglect its duties.
Imperceptibility to Undead For example, a guard charged with barring a passage won’t per-
Components: V, S mit the cleric to traipse in unchallenged (a guard dog, on the other
Casting Time: 4 seconds hand, lacking higher intelligence would let the priest pass). It will,
however, discourage him from sounding an alarm but not permit
Range: Touch
the priest or his associates to openly loot or steal his property.
Volume of Effect: 1 creature
Duration: 5 minutes per cleric level The enchantment ends immediately if the subject of an
Saving Throw: not applicable Indifference spell is attacked. The creature reverts to his normal
mindset when the spell wears off.
This spell blinds undead creatures to the recipient’s presence.
However, it is only effective on creatures with a Will Factor less
than the priest’s level. More powerful undead will immediate-
104
Induce Migraine ately attempt a Constitution check (d20p vs. CON score).
Components: V, S Rolling under his CON score permits the target to shrug off
the pain. Rolling equal or above causes the creature to collapse
Casting Time: 3 seconds
from the agony, incapacitated for 5 seconds times the differ-
Range: 60 feet
ence between his CON check and his CON score. For crea-
Volume of Effect: 1 creature
tures whose Constitution score is undefined, use twice their
Duration: Until Target succeeds at a Saving Throw
required ToP Save as the basis of this d20 check.
Saving Throw: negates
Creatures listed as having n/a for their ToP Save are
immune to this spell.
This spell causes a severe and painful migraine headache in
A priest has up to 30 seconds from completing the spell to
a creature. The afflicted individual is immediately stricken
attempt to inflict pain on a victim. If the target is an active
with painful and distracting symptoms. He will become
combatant, the cleric must land an unarmed attack. Only one
grumpy and unpleasant to be around. While under the effect
such attempt is permitted - if the attack fails the spell is
of the spell, all Attack, Defense and Saving Throw rolls are
ineffective.
penalized by 2. In addition, skill checks become more difficult
(10% so). The victim of the spell is allowed a new saving
throw each day the spell is in effect. The effect persists until
the character makes a successful saving throw. If the character Inflict Wound
has not made a successful saving throw in an amount of days
Components: V, S
equal to his Constitution score, he will begin to permanently
Casting Time: varies
lose one point of Intelligence per day.
Range: Touch
Volume of Effect: 1 creature
Indulgence, Minor Duration: Instantaneous
Components: V, S, M Saving Throw: none
Casting Time: 5 minutes
Range: 5 feet By calling upon the wrath of his deity, a cleric inflicts
Volume of Effect: 1 creature bodily injury to anyone whom he touches by acting as a
Duration: Permanent (with caveats) conduit for this divine fury. A priest has up to 30 seconds from
Saving Throw: not applicable completion of the spell to attempt to inflict a supernatural
wound. If the target is an active combatant, the cleric must
A cleric may listen to a devout confession of a dishonorable land an unarmed attack. Only one such attempt is permitted
act and, given the proper financial incentive (10 silver coins - if the attack fails the spell is ineffective.
per character level is recommended), intermediate on his Inflict Wound Spell specifics
behalf to restore a portion of honor lost. Naturally, such con-
fessions can only be acted upon for anointed followers – other Spell Name Casting HP damage
confessions are simply juicy gossip. Time (s) inflicted
A Minor Indulgence restores 1 point of Honor based on Inflict Trivial Wound 2 d6p
alignment transgressions. Note that the particular infraction
Inflict Minor Wound 3 d6p+1
being forgiven must not be repeated. Repeating offenses for
which one has received an indulgence cause twice the Honor Inflict Light Wound 3 2d4p+2
hit per reoccurrence (in addition to crushing guilt). Inflict Intermediate Wound 5 2d8p+4
Clerics accepting donations to their church in exchange for
issuing indulgences to fellow adventurers are obligated to
remit these funds to their superiors. Influence
Components: V, S
Inflict Pain Casting Time: 4 seconds
Components: V, S Range: 5 feet per level of cleric
Casting Time: 5 seconds Volume of Effect: 1 living creature
Range: Touch Duration: 1d4p minutes plus 1 minutes per level of cleric
Volume of Effect: 1 creature Saving Throw: negates
Duration: 5-95 seconds
Saving Throw: special (Constitution check required) Upon a successful casting of this spell, the priest causes an
indifferent creature to enter into a particular emotional state.
With this spell, the priest causes traumatic wracking pain to For example, the priest might cast this spell to make a
course through the target's body. The creature must immedi- uninterested guard turn helpful, make an apathetic bar wench
105
become flirtatious, an uncaring merchant become generous or Innocuousness
so on. Bear in mind the limited duration of the spell’s effect Components: V, S
when contemplating excessively complicated applications.
Casting Time: 5 seconds
Characters influenced by this spell will interpret the new Range: Touch
emotional state according to their personality not the caster’s Volume of Effect: 1 living creature
idea of what a person in said emotional state should do. Duration: 10 minutes per level of cleric
For example, an unsympathetic merchant made to feel com- Saving Throw: negates - viewer save permitted
passionate by this spell will probably give out a few silver only under unusual circumstances
pieces but would never, even in this unusual mood, contem-
plate selling his business and giving the proceeds to the poor. The target of this spell becomes cloaked in a form of
The GM determines precisely what emotions can be caused mental camouflage. While he can clearly be seen, a viewer’s
and how the creature reacts. perception is subtly altered to interpret the character as just
Anger, anxiousness, compassion, delight, depression, dis- some schmuck in the crowd unworthy of close scrutiny. For
gust, envy, greed, happiness, laziness, lust, pride, sadness, example, an armored warrior may simply be assumed to be a
shame and even smugness are examples of potential mental city guardsman of whom passers-by take no special note.
states the caster can command. This spell does not affect bio- Likewise, a lone traveler might pass by a group of ruffians
logical needs, such as hunger, pain, thirst or an animal's natu- without drawing their attention as a potential victim.
ral mating instinct.
The spell has its limits – it’s not going to allow an obvious
When the spell wears off, the creature realizes that he has elf to wander freely around a goblin lair. Additionally, if the
been magically influenced. person cloaked by innocuousness takes a hostile or threaten-
ing action, the spell is immediately broken.
Influence (Minor)
Components: V, S Invigorate
Casting Time: 5 seconds Components: V, S, M
Range: 5 feet per level of cleric Casting Time: 8 seconds
Volume of Effect: 1 living creature Range: 60 feet
Duration: 1d4p minutes plus 1 minutes per level of cleric Volume of Effect: 30 foot radius
Saving Throw: negates Duration: Instantaneous
Saving Throw: not applicable
Upon casting this spell, the target's current mental state
becomes more or less exaggerated, depending on the caster's After reciting this prayer, up to six allies of the cleric in the
preference. For example, the cleric might cast this spell to area of effect become completely revitalized. Any effects of
push an angry merchant over the edge into starting a fight, or fatigue immediately dissipate, leaving the characters feeling
make him calm down and resume negotiations over the price fully rested, if not just a bit edgy. The material component is
of an item. An officious guard might become more or less a handful of coffee beans that are first blessed, then scattered
stringent about following the rules, or so on. The creature into the area.
must not be actively combative when the spell is cast or it will
be ineffective.
Should the successfully influenced individual face severe Kismet
consequences for his action, he receives an additional saving
throw to resist potentially disastrous actions. A merchant Components: V, S, DI
grumbling about taxes in front of a royal parade, who knows Casting Time: 5 minutes
he faces death for yelling insults at the king, will be loath to Range: Touch
do so even if magically influenced. Instead, he may redirect Volume of Effect: 1 creature
his anger and punch someone else in the crowd. The GM Duration: 30 minutes
determines whether a particular emotion can be influenced, Saving Throw: not applicable
and exactly how the creature reacts.
Anger, anxiousness, compassion, delight, depression, dis- By means of this blessing, the recipient may choose to take
gust, envy, greed, happiness, laziness, lust, pride, sadness, a mulligan (a ‘do-over’) on a single die roll of his choice
shame, and even smugness are examples of potential mental within 30 minutes of game time after receiving this
states the caster can goad. This spell does not affect biologi- beneficence.
cal urges, such as hunger, pain or thirst.
When the spell wears off, the target creature becomes aware
that it has been magically influenced.
106
Know North Mass Influence
Components: S Components: V, S
Casting Time: 1 minute Casting Time: 20 seconds
Range: Personal Range: 5 feet per level of cleric
Volume of Effect: 1 creature Volume of Effect: 1 creature per level of cleric
Duration: Instantaneous Duration: 1d6p minutes plus 1 minute per cleric level
Saving Throw: not applicable Saving Throw: negates
This spell enables the caster to determine which direction is Upon a successful casting of this spell, the cleric causes crea-
true north. He stretches out his arm, points forward and tures to enter into a particular emotional state. For example,
slowly circles in place. When aligned to the proper direction, an angry crowd could be made apathetic and likely to dissi-
he receives a distinct sensation. The efficacy of this spell pate. (Bear in mind the limited duration of the spell’s effect
enables it to function even in areas designed to disorient the when contemplating excessively complicated applications.)
caster's sense of direction. Characters influenced by this spell will interpret the new
emotional state according to their personality, not the caster’s
idea of what a person in said emotional state should do. The
Know Position GM determines precisely what emotions can be caused and
Components: V how the creature reacts.
Casting Time: 1 minute Anger, anxiousness, compassion, delight, depression, dis-
Range: Personal gust, envy, greed, happiness, laziness, lust, pride, sadness,
Volume of Effect: Personal shame and even smugness are examples of potential mental
Duration: Instantaneous states the caster can command. This spell does not affect bio-
Saving Throw: not applicable logical needs, such as hunger, pain, thirst or an animal's natu-
ral mating instinct.
This spell enables a cleric to instantly know his position in When the spell wears off, the creatures influenced by this
relation to a single landmark or population center, or in spell only realize that their emotions have been manipulated if
absolute terms (latitude, longitude and elevation). they make a saving throw. However, subsequent provocative
The priest receives the former information in situational- actions on the part of the cleric are subject to a normal
appropriate X (east-west) and Y (north-south) axis units, such response (i.e., creatures cannot be permanently pacified).
as '20 miles east and 16 miles south of Bet Rogala', or '30 feet
east and 44 feet north of that old tree that looks like it got hit Mildew Growth
by lightning.' If desired, the priest can also determine his Components: V, S, M
location on the Z (height-depth) axis, such as '5 feet west and
Casting Time: 2 hours
90 feet south of the dungeon entrance and 65 feet below
Range: Touch
ground level.' The priest may substitute 'ground level' for 'sea
Volume of Effect: 1000 cubic feet of cereal
level' as a reference point for convenience.
Duration: 1 month
This spell provides one data point only. Saving Throw: none
107
lightning attacks. The subject gains a +2 bonus on all saving the spell at any time by lowering his arms or stopping his
throws v. such effects (if applicable) and all damage dealt to chant.
the individual so protected is reduced by 1 point per two cler-
ic levels (up to a maximum reduction of 4 hp of damage or 7
points for anointed followers).
Pestilent Swarm
Components: V, S
Moderate Emotion: Cause Fear Casting Time: 8 seconds
Range: 60 feet
Components: V, S Volume of Effect: 10 foot diameter sphere
Casting Time: 4 seconds Duration: special
Range: Touch Saving Throw: none
Volume of Effect: 1 creature
Duration: 1d4p minutes plus 1 minute per cleric level This spell summons a dense but stationary 10 foot diameter
Saving Throw: negates sphere of biting and/or stinging bugs. The pests will feed upon
anyone within the confines of the swarm. Actively flailing one’s
By touching an individual, the priest is able to implant the arms (precluding all other activity) mitigates the damage to 1
fear of his god in their psyche. The creature touched must hit point per 10 seconds (though armor cannot reduce this
immediately make a saving throw or flee in terror from the damage). Any other activity, including fleeing or traversing the
cleric until the spell’s duration wanes. cloud, subjects the individual to 1d4+1 points of damage
(again, armor is ineffective in reducing this damage).
Moderate Emotion: Remove Fear
Conventional weaponry is ineffective in battling the swarm
Components: V, S though fog, wind or fire spells directed at the bugs will destroy
Casting Time: 3 seconds them.
Range: 5 feet per level of the cleric A cleric may maintain the spell indefinitely provided he nei-
Volume of Effect: 1 living creature ther moves nor loses his focus through injury or voluntary
Duration: 5 minutes per cleric level choice of another action. Once he relinquishes control of the
Saving Throw: not applicable pestilence, the bugs fly off within 20 seconds.
Note: Natural DR is not armor. A thick hide will mitigate dam-
This spell causes courage to well up in the breast of a living age from a Pestilent Swarm.
creature, giving him a +6 bonus on saving throws against fear
spells and effects. If the creature is already under a fear effect
when this spell is cast, he may immediately attempt a saving Purify Food
throw (with a +3 bonus) to end the effect. Components: V, S
Casting Time: 1 minute
Part Stream Range: Touch
Components: V, S, DI Volume of Effect: 1 cubic food of food per cleric level
Casting Time: 5 minutes Duration: Permanent
Range: 10 feet Saving Throw: not applicable
Volume of Effect: path 10’ long, 5’ wide and 30” deep
Duration: 5 minutes This spell eliminates harmful bacteria, micro-organisms and
Saving Throw: negates slipping and falling other pestilences such as maggots from food thus making it
suitable for consumption. It does not improve the food's orig-
When the cleric raises his arms and chants, winds pick up inal appearance, smell, or taste but will remove the rancid taste
and blow across the target stream, which cannot be wider than and odor of putrification. It does not remove toxins from food
10 feet nor deeper than 30 inches. Over the next two minutes (other than the by-products of decay such as botulism).
of casting time, the winds buffet the water, slowly creating a
five-foot wide alley of dry land across the stream at the two-
minute mark. The cleric can maintain the parted stream for up Purify Water
to three minutes while he chants with arms raised. During this
time, the cleric can take no other action other than walk at a Components: V, S, M
standard pace. Casting Time: 1 minute
Range: Touch
At the expiration of the spell, the divine wind ceases and the
Volume of Effect: 1 gallon per cleric level
built-up upstream water crashes back to its previous position.
Duration: Permanent
Anyone caught in the crash must make a dodge-based save or
slip and fall. The cleric can voluntarily (or involuntarily) end
Saving Throw: not applicable
108
109
This spell eliminates all harmful bacteria and microorgan- When this spell is cast upon a creature it causes its muscles
isms as well as foul tasting sulfides, iron and suspended solids to stiffen up, rendering the victim rigid and immobile. While
from water. The result is water suitable for drinking. Casting it in this state, the victim is fully conscious and aware of his
on beverages such as milk, beer or wine is deleterious as they surroundings but is unable to take any physical actions.
will be reduced to plain water. The spell does not affect toxins Creatures without muscles or physical bodies are immune to
(alcohol is here considered a narcotic not a toxin) or magical this spell, as are extraplanar creatures.
potions.
A Potion of Poison would, for example, be transformed into Safe Haven
a crystal clear liquid every bit as lethal as it was prior to puri-
Components: V, S
fying it. Desalinization requires a caster of no less than 5th
level to accomplish.
Casting Time: 3 seconds
Range: Touch
The material component for this spell is the water to be Volume of Effect: Personal
purified. Naturally, the water is not consumed in the casting. Duration: 2 minutes plus 1 minute per cleric’s level
Saving Throw: negates
Remedy Supernatural Deafness
Components: V, S Once the priest casts this spell, any creature intending to
Casting Time: 6 seconds attack him must attempt a saving throw. On a successful save,
the creature is unaffected by the spell and may act freely. If the
Range: Touch
saving throw fails, the attacker ignores the cleric's presence for
Volume of Effect: 1 creature
the rest of the spell's duration.
Duration: Permanent
Saving Throw: not applicable If the priest makes an attack, the spell is broken (i.e. anyone
may attack him). This spell does not protect the priest from the
With this spell, a cleric can eliminate magical deafness, collateral damage of an area effect spell.
restoring the ability to hear (and removing the associated
penalties) in an afflicted individual. This spell does not heal
deafness or remove any hearing impairment caused by injury, Sanctify Weapon
disease or other non-magical event. Components: V, S, DI, C
Casting Time: 5 minutes
Righteous Cursing Range: Touch
Volume of Effect: 1 weapon
Components: V
Duration: up to 4 hours
Casting Time: 1 second
Saving Throw: not applicable
Range: 30 feet
Volume of Effect: One creature/level (maximum 6)
This blessing confers a +1 Defense bonus to a weapon
Duration: 5 minutes
against one attack. If the blessed weapon is the preferred
Saving Throw: not applicable
weapon of the clergy, the bonus is doubled.
The recipients of a Righteous Cursing receive a measure of
godly displeasure that negatively impacts their performance. If
engaged in combat, they must subtract -2 from all attack and
Sanctify Weaponry
defense rolls. In other circumstances, their chances of succeed-
ing at a skill check are decreased by ten percent. Components: V, S, DI, C
While the spell is effect, those cursed will have a perceptible Casting Time: 5 minutes
ringing in their ears. Range: Touch
Volume of Effect: up to 5 weapons
Duration: up to 4 hours
Rigor Mortis Saving Throw: not applicable
Components: V, S
Casting Time: 5 seconds This blessing is sufficient to imbue up to five weapons with
Range: 120 feet additional defensive capabilities. When defending against the
Volume of Effect: 1 creature next five sequential attacks, the wielder receives the benefit of
Duration: 10 seconds per level of cleric +5 to his Defense roll. Should any of the weaponry be of the
Saving Throw: negates cleric’s religion’s preferred type, the Defensive bonus is doubled
to +10.
110
Sanctify Weapons Speed of the Righteous
Components: V, S, DI, C Components: V, S, C
Casting Time: 5 minutes Casting Time: 5 minutes
Range: Touch Range: Touch
Volume of Effect: 3 weapons Volume of Effect: up to 3 weapons
Duration: up to 4 hours Duration: up to 4 hours
Saving Throw: not applicable Saving Throw: not applicable
This blessing confers a +3 Defense bonus to up to three This blessing confers a -2 Speed bonus to up to three
individual weapons sufficient to defend against three attacks weapons for three attacks. If any of the blessed weapons is the
each. If the blessed weapons are the preferred weapon of the preferred weapon of the clergy, the bonus is extended for five
clergy, the bonus is doubled. attacks total.
By beseeching his deity, a cleric transforms an ordinary Except as noted above, this spell is identical to Stirring
weapon into a full-sized silver replica of his god’s preferred Lecture.
weapon. He may then employ this instrument as a melee
weapon exercising remote control up to the range his level Stirring Sermon
allows.
Components: V
By maintaining concentration on the weapon, the cleric may Casting Time: 15 minutes
strike with it as if using it in his hand. All of the priest’s attack Range: Personal
bonuses apply including specialization – however damage
Volume of Effect: 50 ft. radius centered on caster
bonus from strength does not. The cleric may attempt to strike
Duration: 4 hours or special
as frequently as he would in normal combat. Note that the
Saving Throw: negates (none for anointed followers)
remote weapon can only be controlled line of sight so it is not
possible to strike an opponent from behind unless he has pre-
With this spell, the cleric delivers a long discourse that
sented his back to the cleric.
touches the hearts and minds of all non-enemies who hear it –
The Seraphic Weapon may injure creatures requiring silvered all within the volume of effect must make a Mental-based save
weapons to hit and inflicts damage commensurate to the on the first second of casting. Those that fail their save must
weapon type. The spell ends prematurely should the cleric take stand still and listen attentively during the entire casting time.
any action that distracts from his controlling the weapon. Anointed followers receive no saving throw. Anointed follow-
The material component is a normal weapon corresponding ers and those that fail their saving throw gain the following
to the deity’s preferred weapon. It disappears upon the spell’s benefits and are subject to the following effects.
expiration. Creatures with Intelligence of 6/01 or higher who can
understand the priest may re-roll any failed morale checks, sav-
Speed of the Devout ing throws vs fear, gain one improved morale level, and treat
the caster as if he has a Charisma score of +4 points higher
Components: V, S, C than his actual score.
Casting Time: 5 minutes
Further, the cleric can compel the group to perform one of
Range: Touch
the following acts (as chosen by the caster):
Volume of Effect: 1 weapon
Duration: up to 4 hours Attack a known or described foe (effective until one side
Saving Throw: not applicable is defeated or a failed moral check by those affected – bear in
mind the higher morale obtained by this spell!)
This blessing confers a -1 Speed bonus to a weapon for one Destroy or obtain a particular item or property (effective
attack. If the blessed weapon is the preferred weapon of the until destroyed or obtained)
clergy, the bonus works for two attacks.
111
Capture a particular person or group of persons (effective Summon Pest
until one side is defeated or a failed moral check by those Components: V, S, M
affected)
Casting Time: 2 hours
Perform a manual labor or similar task -- here recipients Range: Touch
gain laborer general proficiency until duration ends or task is Area of Effect: 100 square feet of vegetation
complete (effective until task completion) Duration: 2 weeks
Make a minor offering or donation to the cleric’s church Saving Throw: none
(not the cleric! – ends when donation received by the church)
Stop performing a particular action or abstain from an With this ritual the cleric transforms his spell component
activity (generally a sin in the eyes of the cleric’s church – into a pest of an appropriate species to damage and eat a
lasts for full duration) chosen plant. Within one day, the pest will burrow into and
began destroying the vegetation. By the end of the first week,
Act in accord with the strict tenants of the religion (lasts
the pest will have multiplied and will have burrowed through
for full duration)
any fruit, leaves, branches and roots. In the second week, the
The spell ends after the duration expires or one of the above invasive pests spread to encompass a 100 square foot area,
trigger events occurs. destroying all vegetation. The material component is a lifeless
worm of any species.
Stirring Speech
Components: V Taint Water
Casting Time: 20 seconds Components: V, S, M
Range: Personal Casting Time: 5 minutes
Volume of Effect: 30 ft. radius centered on caster Range: Touch
Duration: 30 minutes or special Volume of Effect: 1 gallon per cleric’s level
Saving Throw: negates (none for anointed followers) Duration: 1 week
Saving Throw: special (see description)
Except as noted above, this spell is identical to Stirring
Speech. This spell allows a priest to contaminate drinking water with
a harmful microorganism. The effect of drinking the contami-
Strong Breeze nated water is incapacitating diarrhea for 10d4p hours begin-
ning 3 hours after ingestion.
Components: V, S, DI
No saving throw is permitted if and only if the tainted water
Casting Time: 5 seconds
is undiluted. If diluted at all, a save is permitted, and a bonus is
Range: 100 feet
applied according to the amount of dilution. If the tainted
Volume of Effect: 15 foot radius, 60 foot long cone
water is mixed 1:2 with clean water, a save of +2 is permitted,
Duration: 2d4p seconds
if mixed 1:10, a +10 save is permitted. If the tainted water com-
Saving Throw: not applicable prises less than 5% of the total amount, the spell is wholly inef-
fective. Thus, it is generally impossible to contaminate a well
This spell permits the cleric to direct a strong breeze of air in with this spell.
a conical volume. Beginning as a point source up to 100 feet
from the priest, the breeze is effective to sixty feet and affects The water to be tainted is this spell’s material component.
a 30 foot diameter wide area at this distance.
A strong breeze is 28 mph. This is sufficiently powerful to Therapeutic Touch
sway large branches and is accompanied by a whistling noise. Components: V, S, DI
Missiles passing through a strong breeze receive a -4 Attack
Casting Time: 30 minutes
penalty and illumination sources may be blown out (75%
Range: Touch
chance for uncovered and 25% if protected as in the case of a
Volume of Effect: 1 creature
miner’s lantern). Any gasses the strong breeze contacts will be
Duration: Special
dispersed.
Saving Throw: not applicable
112
details). Should the character engage in strenuous physical affliction regresses to its minor effect and the patient may
activity, he may nonetheless recuperate as if resting (see recover as normal. Anointed followers of the cleric's deity
Healing time in Chaper 10). receive +2 on this roll.
Other deleterious conditions (e.g., the ability sapping effects Note that if the subject of the spell fails his resistance check,
of energy drain attacks and the combat penalties assessed by not only does the illness progress as before but the cleric
poison) are restored at twice the normal rate. attending to the patient must make a communicability check
This spell does not function on the non-anointed. to determine if he contracts the ailment.
The cost of materials for this ceremony is 10 sp.
Total Control
Treat Poison
Components: V
Components: V, S, DI
Casting Time: 2 seconds
Casting Time: 10 seconds
Range: 30 Feet
Range: Touch
Volume of Effect: 1 creature
Area of Effect: 1 poisoned wound
Duration: 60 seconds
Duration: Permanent
Saving Throw: not applicable
Saving Throw: not applicable
A creature under the effects of this spell becomes totally
immune to Fear and never needs to make a morale check. The This spell permits a priest to counteract the debilitating
spell also renders him immune to the paralyzing touch of effect of a single poisoned wound. Enacting this miracle
Ghouls and Ghasts. requires the employment of a spiritual catalyst (a material com-
ponent not consumed in the casting) taking the form of a small
Note that this spell functions only as a preventative ward and viper cast in bronze.
is ineffective if cast upon individuals who have already
succumbed to fear or ghoul/ghast paralysis. Upon receiving this remedial beatitude and looking upon the
bronze serpent, the poisoned individual may immediately
attempt another saving throw versus the toxin – albeit with a -
Trackless Passage 3 penalty (reflecting that the character's past failed save is
Components: S indicative of the poison already entering his bloodstream).
Casting Time: 10 seconds Anointed followers may attempt this save at only -2.
Range: Personal
Volume of Effect: Personal True Strike
Duration: 1 hour
Components: V, S, C
Saving Throw: none
Casting Time: 4 seconds
Range: Personal
After casting this spell, the cleric is able to travel leaving
barely a tell-tale sign (visually or olfactory) of his passage. Any Volume of Effect: Personal
tracking checks are made with an additional -100 penalty to Duration: 30 seconds or until an attack is made
the skill check. Saving Throw: not applicable
This prayer implores the cleric’s god for divine aid with the
Treat Disease
cleric’s next attack. On the cleric’s next immediate attack roll,
Components: V, S, M he may roll thrice and use whichever result he prefers. The
Casting Time: 1 hour material component is the clergy’s preferred weapon, which
Range: Touch must be held ready for battle at the time of casting.
Volume of Effect: 1 diseased creature
Duration: Permanent
Saving Throw: not applicable Unholy Laud
Components: V, S
This tactile invocation beseeches one's deity to grant the Casting Time: 10 seconds
miracle of restored health. The ritual is lengthy in that it Range: 10 feet
involves anointing the stricken individual with myrrh and sub- Volume of Effect: 1 creature per cleric level (maximum 7)
sequent chanting, slowly circling the prostrate supplicant while Duration: 5 minutes
wafting a consecrated censor. of frankinscense. Saving Throw: not applicable
Upon completion of the ceremony, the sickened individual is
permitted another check to see if he resists the disease The recipients of an Unholy Laud receive a measure of divine
(d20p+CON vs. d20p+ disease severity). If he succeeds, the favor. If engaged in combat, they may add +2 to all attack and
113
defense rolls. In other circumstances, their chances of succeeding Unyielding
at a skill check are improved by ten percent. Anointed followers Components: V, S, DI
of the cleric’s deity receive a laud of twice normal duration.
Casting Time: 6 seconds
Range: Touch
Unholy Resolve (Unum) Volume of Effect: 1 creature
Duration: 90 seconds
Components: V, S, M
Saving Throw: not applicable
Casting Time: 13 minutes
Range: Touch
By placing his hands on the recipient’s shoulders and chant-
Volume of Effect: Undead Creature Tattooed
ing this blessing, the cleric etches a steadfast will on the char-
Duration: 13 hours
acter’s spirit. For the next 90 seconds, the character counts as
Saving Throw: none
one size larger with respect to knock-backs.
A cleric performing this unholy ritual on an undead creature For instance, a human character must suffer 20 damage before
increases its Will Factor by d6p. The monster need not be succumbing to a knock-back, while a dwarf must be struck for 25
under control of the cleric and, indeed, if it is, it receives anoth- and an elf or halfling 15.
er chance to break control once the spell is complete (but Further, the character cannot suffer a double knock-back.
cannot during the ritual itself ). The cleric of course, may
attempt to command them once again – against the original
Will Factor.
The material components are a tattooing needle and inks,
which are used in the ritual to tattoo a symbol of the cleric’s
deity on the body of the undead. Note, if the tattoo is some-
how removed or destroyed, the spell is broken.
114
Mage Spells All movement is at half speed while sprinting and running
are impossible
Each of the following spells is listed by level and alphabeti- All other actions require twice as long to complete
cally. Following the spell’s name are its attributes: Base Spell Spell fatigue lasts for 5 seconds plus the casting time of the
Point Cost, Components, Casting Time, Range, Volume/Area spell that caused it. Should the spellcaster have a weapon in
of Effect, Duration and Saving Throws (if any). See Chapter
hand, it is consider freshly drawn for purposes of determining
13: Combat for information about spells in combat.
his next attack opportunity (i.e., once fatigue ends, the spell-
Base SP Cost: Each spell costs a minimum number of Spell caster must wait his weapon speed to attack with his melee
Points (SPs) to cast, as detailed in the mage class section. weapon)
Components: Mages use a variety of components to cast Range: When a spell lists a range in feet, its effects begin
their spells: verbal (V) sounds and speech, somatic (S) gestures within or at the end of this range, at the mage’s discretion.
and material (M) components such as coal, frog’s legs, earwax Touch attacks require a normal attack roll. If the target in
and so on. Unless stated otherwise in the spell description, question chooses to use a shield against the mage, the spellcast-
material components are consumed (vanish) when a spell is er merely needs to hit the shield (i.e., the spell travels through
cast. Unless materials are readied (generally out of their con- the shield and counts as a successful touch).
tainer and in-hand) prior to casting, the spell cannot be initi- Volume/Area of Effect: Each spell affects a certain creature,
ated for d4p seconds while the spellcaster produces them. object, volume, weight, etc., as specified by the spell and desired
Costs of materials (if any) will be determined by the GM. by the caster.
Material components are consumed (vanish) when a spell is Duration: All spells last for a certain amount of time, be it
cast. Note that there is a subcategory of material components, seconds, minutes, hours or longer. Some spell durations may
designated (C) for catalyst, that are not expended upon com- even pass so quickly that they seem to take almost no time at all.
pletion of the spell. These special material components (gener-
ally fabricated items of greater cost) facilitate the spellcasting. Saving Throws: Creatures subject to a spell may attempt a
saving throw by rolling a d20p and adding their Attack bonus
Spells with verbal components must be spoken aloud at a listed in the monster’s Combat Data Block to the roll. (Player
normal volume (i.e. they cannot be whispered so as to maintain Characters and NPCs add their level).
secrecy. Somatic gestures, unless stated otherwise, involve the
use of both hands and preclude holding a weapon or torch The mage rolls a d20p and adds his level. If the target’s score
while casting the spell. equals or exceeds the mage’s score, he succeeds at the saving
throw and the spell has no effect on him (unless otherwise
Casting Time: Once a mage starts to cast, it takes a certain specified in the description).
amount of time before it discharges. A mage in the process of
casting is limited to a d8p roll against attacks. If he opts for a A natural “1” result on any saving throw indicates failure,
more proactive defense or is struck, the spell is ruined. unless the mage himself rolls a “1” on the opposed die check.
Spell Fatigue: After casting an arcane spell, your character Additional Spell Point Schedule: Most spells allow the
will suffer the debilitating effects of exhaustion due to sum- caster to spend additional Spell Points at the time of casting, in
moning forth and channeling magic. This weariness is known order to increase range, duration and other effects. For exam-
in the business as Spell Fatigue. Spell Fatigue causes the fol- ple, the Illusionary Mural spell (30 SP base cost; 100 sq. feet
lowing ill effects: area of effect) allows the spellslinger to spend 1 more SP to
A reduction in ability to defend (-6 to defense rolls) increase the spell’s area of effect by 5 sq. feet A mage that
Attacking is not possible spends an additional 6 SP improves the spell’s area of effect by
A 30% penalty to all skill checks
30 sq. feet (for a total of 130 sq. feet, the base 100 sq. feet plus
115
Mage Spells
Number Apprentice Level Journeyman Level First Level
1 Amplify Illumination Bar Portal Bash Door
2 Feat of Strength Candlelight Doze
3 Fire Finger Enrage Magic Shield
4 Illusionary Mural Perimeter Alarm Planar Servant
5 Repair Sense Magic Aura Scorch
6 Springing Yudder’s Whistle of Hells Gate Translate
the additional 30 sq. feet), while a mage that spends an extra 15 Damage: Unless otherwise stated, all damaging spells ignore
SP improves the Area of Effect by 75 sq. feet (for a total of 175 Damage Reduction (e.g., from shields and armor).
sq. feet). The mage cannot cast the spell, realize that his Area
Touch Attacks and Shields: If a mage is required to touch a
of Effect would have been more effective if it had been larger,
victim to discharge a spell and his target employs a shield, a
and then pump extra SPs into the spell; additional SPs must be shield hit is sufficient contact to deliver the spell.
allocated during the casting. If this causes a mage to waste
some SPs, he should treat it as a lesson to make more effective Spells that reference ability scores: Creatures from the
calculations next time. Hacklopedia of Beasts (hereafter designated as monsters) may
not have explicit ability scores. Should it be necessary to make
All spells are limited in the number of Spell Points that may an ability score based save (such as required with poison), mon-
be placed into them; each incantation can only regulate a lim- sters roll d20p+7+Physical save bonus versus d20p+Virulence
ited quantity of magical energy. Exceeding this threshold caus- Factor.
es the spell to fail completely. In general, and unless explicitly
stated otherwise, spell power cannot be augmented beyond Terminating Spells Prematurely: A mage may voluntarily ter-
300% of their Base Spell Point Cost. minate any spell he has cast by snapping his fingers and
expending 2 SP per level of the spell.
116
A p p r e n t i c e L ev e l S p e l l s both as only a single Feat of Strength is permitted). Whereas he for-
merly rolled a d20p+3 versus the portcullis’ d20p+19, he now rolls
Amplify Illumination d20p+14 versus the same d20p+19. Should he fail, Jolndar may cast
the spell on him again (at a cost of an additional 30 spell points)
Base SP Cost: 30
giving Kalum a second try.
Components: V, S
Fire Finger
Casting Time: 1 second
Base SP Cost: 30
Range: 1 foot
Components: V, S
Volume of Effect: 1 light source
Casting Time: 1 second
Duration: 10 minutes
Range: 5 feet
Saving Throw: None
Volume of Effect: Cylindrical volume of flame
Additional Spell Point schedule: Extend Duration: 1 SP/minute (no limit),
5’ long with 2” diameter
Extend Radius: 15 SP/additional 50%
radius (maximum 300% of original) Duration: Instantaneous
Saving Throw: Half damage
By casting Amplify Illumination on a light source, a mage
Additional Spell Point schedule: Increase Damage: 10 SP/HP (maximum
increases its brightness. The default application increases a damage bonus +6),
torch or lantern’s radius of illumination by 50%. This spell does Increase Range: 5 SP/foot
not affect the fuel consumption rate nor does it increase dam-
age caused by the fire. The additional brightness ceases if the
The Fire Finger spell conjures forth a 5-foot rod of flame from
fuel supply exhausts or when the duration ends (or earlier if the
the caster's finger. It may only be aimed at a single creature. The
caster ends the spell prematurely).
victim is automatically struck by the flame (no attack roll neces-
Note that this spell is only effective on relatively small illu- sary) and suffers 1d3p+2 points of damage though a successful
mination sources stemming from combustion (i.e., it cannot saving throw permits them to suffer only half damage. Readily
amplify magically derived light, light from a fire larger than a flammable items (such as parchment, cloth or wood) ignite, but
campfire or bioluminescence). a creature may take a 1d6p second delay to extinguish the flames
from a single item before they suffer any meaningful damage.
Feat of Strength
If the victim is otherwise occupied and opts not to spend 1d6p
Base SP Cost: 30 seconds patting out his burning clothes, he suffers 1d3p points
Components: V, S of damage every 10 seconds as his garments burn. A maximum
Casting Time: 1 second of six points of damage may be sustained from this ancillary
burning before the victim’s clothes are consumed.
Range: Touch
Volume of Effect: Special Damage from this spell ignores damage reduction.
Duration: Special Illusionary Mural
Saving Throw: None Base SP Cost: 30
Components: V, S
The Feat of Strength spell allows the recipient to attempt one
Casting Time: 10 seconds
(and only one) action requiring great physical strength. He per-
forms this action as if he possessed 18/00 Strength. While suc- Range: 30 feet
cess is not guaranteed, it is certainly more likely. Area of Effect: 100 square feet
The action must be attempted within 1 minute of receiving Duration: Special
this spell. Typical feats of strength include attempting to lift a Saving Throw: Negates
portcullis or break down a door, though it may also be used in
Additional Spell Point schedule: Increase Area of Effect: 1 SP/ 5 square feet
combat but is effective for one attack roll only.
For example, let’s theorize that a group of explorers has The Illusionary Mural spell conjures up a visual-only illusion
encountered a portcullis that bars their further passage. The that lacks depth. When viewed straight on, it can often fool a
girly men have all failed to circumvent the obstacle unable to viewer because depth can be faked by visual trickery and
lift it or bend its bars. perspective. However, when viewed from an angle of 30
degrees or more, the colors wash out and the illusionary nature
Jolndar the Meek casts Feat of Strength on his ally Kalum (a
of the depiction is immediately obvious.
fighter with 13/33 Strength). Now magically empowered, Kalum
may again attempt to either lift the gate or bend its bars (but not
117
Proper execution of this illusion is highly dependant on the work and cannot be effected by this crude patch without a suc-
artistic skill of the caster. A highly skilled painter can employ cessful skill check in the requisite craftsmanship skill (your
his knowledge of visual cues, perspective and similar GameMaster has further details). Superior quality or Magical
techniques to create a complex illusion capable of deceiving all items cannot be repaired at all with this spell.
but the most astute viewer. Those without such training are
The material component for this spell is a needle with its tip
advised to keep it simple.
covered in dried glue.
The spell persists for as long as the caster maintains
concentration (preventing movement or casting another spell Springing
and the like) or until someone touches the illusion. Base SP Cost: 30
Components: V, S, M
Casting Time: 1 second
Range: Touch
Volume of Effect: One individual
Duration: 2 minutes
Saving Throw: None
Additional Spell Point schedule: Increase Distance: 2 SP/additional 10%
distance (max 200% increase)
Increase Duration: 10 SP/minute
J o u r n ey m a n L ev e l S p e l l s
Bar Portal
Base SP Cost: 40
Components: V, S
Repair
Casting Time: 1 second
Base SP Cost: 30
Range: 60 feet
Components: V, S, M
Area of Effect: 20 sq. feet
Casting Time: 1 second
Duration: 1 minute
Range: Touch
Saving Throw: None
Volume of Effect: 1 cubic foot
Additional Spell Point schedule: Increase Range: 1 SP/5 ft (max 200 ft)
Duration: Permanent Increase Area of Effect: 15 SP/20 sq. ft
Increase Duration: 20 SP/minute
Saving Throw: None
Additional Spell Point schedule: Increase Volume of Effect:
By means of the Bar Portal spell, the caster can temporarily
15 SP/additional cubic foot
secure a door, window or similar device (such as a trapdoor)
from opening. The base spell only functions on portals up to 20
The Repair spell mends fractures in a metal object or rips square feet (i.e., a standard 34” x 7’ entry door) so additional
and tears in woven cloth, leather or similar items. Shattered SPs are needed to bar larger doors, gates or portcullises.
pottery or glass vessels can be entirely repaired, provided there
are no pieces missing. This spell can also stitch together two If the device is open, the spell automatically closes it unless
similar objects, such as two pieces of rope. In all cases, the there is an obstruction in the way. Creatures can still burst
amount of material to be mended or joined must be less than through the barred portal using a Feat of Strength rolled
one cubic foot. Repairing armor or weapons is highly skilled against d20p+18 though only one attempt is allowed.
118
Candlelight Perimeter Alarm
Base SP Cost: 40 Base SP Cost: 40
Components: V, S, M Components: V, S, M
Casting Time: 1 second Casting Time: 1 minute
Range: 10 feet Range: 30 feet
Volume of Effect: 15 foot radius Volume of Effect: Hemisphere with 10 foot radius
Duration: 10 minutes Duration: 4 hours
Saving Throw: None Saving Throw: None
Additional Spell Point schedule: Increase Duration: 2 SP/minute Additional Spell Point schedule: Increase Volume of Effect:
(no maximum duration) 5 SP/1 ft radius (maximum 30 ft radius)
Increase Duration: 1 SP/10 minutes
The Candlelight spell creates a small point of light similar to
a candle’s flame. Though it produces no heat, it does provide a Casting this spell creates an invisible, intangible hemisphere
fifteen foot radius of light. See Chapter 10: Miscellaneous whose outer perimeter is sensitized to contact. Should any
Rules (p. 163) for a visual display of the intensity of light a can- creature contact this shell, a loud warbling sound pierces the
dle emits. air. The blare is loud enough to wake all but the soundest
sleepers within the security perimeter (and incidentally audible
The caster may position the light source at a static point in to everyone within a 300-foot radius, though stone walls and
the air or to affix it to an object such as a pole. If this spell con- intervening doors will serve to dampen the effective radius).
tacts magical darkness, it is instantly negated. This alarm lasts as long as someone is in contact with the shell
The material component for this spell is a candle nub. and for one minute afterward.
Creatures less than three inches in height or length or
weighing less than one pound will not trip the alarm. To avoid
Enrage the signal sounding every time a friendly character enters the
Base SP Cost: 40
boundary, the caster may choose a password that must be spo-
ken aloud before entering the area. Of course, these can be
Components: V, S, M overheard and subsequently used by the eavesdropper…
Casting Time: 1 second
The material component for this spell is a small bell.
Range: 60 feet
Volume of Effect: One individual Sense Magical Aura
Additional Spell Point schedule: Increase Range: 2 SP/5 feet Casting Time: 10 seconds
Increase Volume of Effect: 30 SP per Range: Personal
individual (maximum 4 individuals)
Volume of Effect: 10 feet sphere
The Enrage spell causes the target to become incredibly Duration: 2 minutes
angry with the caster. The target rushes towards the mage as Saving Throw: None
quickly as possible, then begins to attack him (or, hopefully, the Additional Spell Point Extend Volume of Effect: 10 SP/foot
mage’s front line of fighters) with melee weapons or fists (if the schedule: Extend Duration: 20 SP/minute
target is unarmed). If stymied by an obstacle or hazard, the Determine Type of Magic: 100 SP per 10% chance
target uses ranged weapons instead. Creatures with an (cumulative, i.e. 200 SP provides a 20% chance).
Intelligence score of less than 3/01 or those who succeed at a
saving throw are unaffected by this spell. This spell enables the caster to discern magical auras, such as
those emitted by magical objects. By spreading his arms and
Rude words form the verbal component for this spell, while
uttering a short phrase, the caster becomes sensitive to magical
any rude gestures work for the somatic, and the caster uses a bit
energy in a 10-foot radius around himself.
of his own snot or phlegm as the material component.
The caster can then 'feel' the power of the magical radiations,
which may be faint, weak, moderate, strong or powerful. By
expending additional SPs, the caster has a chance to determine
whether the magic is of a particular type (such as illusion). These
may be allocated once an effect is noticed
119
Wood (3' thick), stone (1' thick) or metal (1" thick) blocks Doze
this spell.
Base SP Cost: 50
The spellcaster may move at Crawling speed whilst sensing. It Components: V, S, M
is mandatory to maintain concentration thus disallowing other
Casting Time: 1 second
actions.
Range: 40 feet
Yudder’s Whistle of Hells Gate
Volume of Effect: Selected creatures in 10-foot radius
Base SP Cost: 40
Duration: 1 minute
Components: V, S, C
Saving Throw: Negates
Casting Time: 1 second
Additional Spell Point Increase Hit Points Affected: 1 SP/1 HP
Range: Centered on caster schedule: Increase # Creatures Affected: 25 SP/creature
Increase Duration: 10 SP/minute
Volume of Effect: 15 foot radius
Duration: 10 seconds
This spell causes a single targeted creature (and possibly
Saving Throw: None additional creatures, all of which must be within a ten-foot
Additional Spell Point schedule: Increase Volume of Effect: 4 SP/1 foot radius of the primary target), to fall into a light slumber if it
radius (maximum 30 feet) fails a saving throw. Slumbering creatures will receive another
Increase Duration: 30 SP/10 seconds saving throw if a moderately loud noise (such as speaking in a
(maximum duration one minute) normal voice) occurs within earshot. Note that if the creature
is not sitting, prone or in some other resting position such that
This spell creates a high-pitched, shrill whistling that only it would teeter or fall, it will automatically wake but be disori-
non-sapient mammals can hear. The whistle irritates normal ented for d4p seconds. Certainly collapsing to the ground rous-
animals while it lasts and actually makes them run away in fear es the victim immediately. Similarly, allies slapping, kicking or
if they fail a saving throw. Dire animals, Sturm Wolves and applying even more stringent methods will awake the victim.
Wargs are also subject to the effect of this spell. Note that the
spell is not selective – all eligible victims in the area are affected! When casting, the mage identifies the particular creature(s)
he wishes to affect. The spell effect is limited to a number of
The spell catalyst is a dog whistle. creatures whose combined maximum Hit Points are less than
or equal to 45 Hit Points. Should the mage’s targets exceed this
total, the creatures with the fewest HP are affected first. A
F i r s t L ev e l S p e l l s mage may allocate more Spell Points to increase this HP total,
but he must do so at the time of casting, not after learning the
Bash Door
combined HP total of his opponents (assuming his GM is so
Base SP Cost: 50 inept as to reveal this information). Creatures that do not sleep
Components: V, S (e.g., undead) are unaffected by this spell.
Casting Time: 1 second The material component is rheum gathered from from the
Range: 30 feet caster’s eyes.
Volume of Effect: One door Magic Shield
Duration: Instantaneous Base SP Cost: 50
Saving Throw: None Components: V, S
Additional Spell Point schedule: Extend Range: 1 SP/2 feet (max 100 feet) Casting Time: 1 second
Range: Personal
This spell allows the caster to hurl a tremendous force
against a door. A closed (and even locked and barred) door is Area of Effect: Special
automatically forced open, accompanied by the noise one Duration: 1 minute
would expect from a battering ram. Note that no additional Saving Throw: None
Strength is actually granted to the caster’s physical body. The
Additional Spell Point Extend Duration: 40 SP/1 minute
force of a Bash Door spell may only be used on a door. It has
schedule: Increase Damage Capacity: 5 SP/1 HP (max 30 HP)
no effect on walls, windows or creatures.
This spell counters a Bar Portal spell but if used against a This spell conjures a translucent force field with 18 HP in
Wizard’s Lock the caster must succeed at a contested d20p the shape of a medium shield. It behaves just as a ‘real’ shield*
check (d20p + caster level vs. d20p + level of Mage that placed except that it does not encumber the spellcaster or contribute
the Wizard’s Lock). to the chance of a spell mishap. The spell dissipates immedi-
120
ately if the magic shield accumulates 18 HP of damage. The Scorch
caster need not possess the shield proficiency to take advantage
Base SP Cost: 50
of this spell.
Components: V, S
*This means that;
Casting Time: 1 second
1) it eliminates the -4 penalty to Defense for not using a shield Range: Personal
2) it grants the +6 Defense bonus that a regular shield does
Area of Effect: 10’ x 10’ area adjacent to Mage
3) it grants the DR of a medium shield (e.g. 6)
4) damage in excess of 6 hp from a shield hit goes to the mage Duration: Instantaneous
(though armor/robes may mitigate this) Saving Throw: Half damage
5) the shield grants cover equivalent to a medium shield
Additional Spell Point schedule: Increase Damage: 10 SP/1 HP of damage
The force shield does not have mass and is not subject to the
shield destruction rules. This spell allows the caster to direct a 10-foot long arc of fire
from his palm that engulfs all creatures within an adjacent 10’
Planar Servant x 10’ area. Anyone struck by the fire (automatic, no attack roll
needed) suffers 1d3p+6 points of damage. Flammable items
Base SP Cost: 50
(such as parchment, cloth or wood) catch fire, but a creature
Components: V, S, M may spend a few seconds (1d6p second delay) to extinguish the
Casting Time: 5 minutes flames from a single item.
Range: 30 feet If someone is dumb enough not to spend d6p seconds pat-
Volume of Effect: 30-foot radius ting out their burning clothes, they suffer 1d3p points of dam-
age every ten seconds they remain on fire. A maximum of six
Duration: 6 hours points of damage may be sustained from this ancillary burning
Saving Throw: None before the victim’s clothes are consumed.
Additional Spell Point schedule: Extend Duration: 1 SP/5 minutes The somatic gesture for this spell is the caster's hand thrust
Increase HP Capacity: 12 SP/HP forward, with fingers spread.
Translate
This spell conjures a ghostly creature from another plane.
The link created by the spell forces the creature to follow the Base SP Cost: 50
caster's verbal directions just like a normal, obedient servant Components: V, S, M
would. The creature may not speak, though it may provide
Casting Time: 10 seconds
feedback using gestures. The servant can only perform minor
tasks such as opening doors, fetching, carrying, holding or Range: Personal
cleaning. It has an effective strength of 3/01 for purposes of Volume of Effect: Personal
determining how much it can carry, lift or drag. It responds Duration: 5 minutes
only to verbal commands of the spellcaster that summoned it.
Saving Throw: not applicable
The Planar Servant disappears when the spell duration ends,
if the caster prematurely ends the spell or if the steward suffers Additional Spell Point schedule: Extend Duration: 10 SP/minute
Extend Comprehension to Written
1 or more points of damage (it uses a d20p-4 for Defense if Text: 25 SP
physically attacked).
The material component for this spell is a single copper This spell lets the caster comprehend unintelligible speech as
piece. easily as if it had been spoken in his native tongue. The caster
can also extend his comprehension to written text in an unfa-
miliar language (at an additional Spell Point cost). In both
cases, however, the caster must first touch the creature or text
that he wishes to understand (which may prove to be a cultur-
al or situational difficulty). Magical writing is immune to this
spell's effect, nor does the spell translate secret codes or reveal
writing hidden by magic.
The material component for this spell is a songbird's tongue.
121
S e c o n d L ev e l S p e l l s might be taking on a different face, altering his hair color,
adding a beard, changing sex and so on. He may even opt to
Charm disguise himself as a member of a different race (subject to lim-
itations below). The spell cannot, however, duplicate the
Base SP Cost: 60
appearance of a specific individual.
Components: V, S
The caster's weight cannot seem to change more than 50
Casting Time: 1 second
pounds, nor can the spell make him appear more than 1 foot
Range: 30 feet taller or shorter. As such, impersonating someone of another
Volume of Effect: One individual size category (such as a 6-foot tall human to a 3w foot tall
Duration: Special
Halfling) may be beyond the spell's ability without the expen-
diture of additional spell points. Even if these restrictions are
Saving Throw: Negates overcome, ability scores, special powers, racial abilities and so
on, are unaffected as the disguise is only an illusion.
This spell causes a person to view the caster as a close friend
and ally. The term 'person' applies only to sapient, bipedal
humans, demi-humans and humanoids sized Small or
Magic Projectile
Medium. If the caster or his allies have injured the target crea-
ture within one minute of the spell being cast, it receives a sav- Base SP Cost: 60
ing throw bonus equal to +1 per point of damage suffered. Components: V, S
Although the charmed individual believes the caster to be a Casting Time: 1 second
dear friend, he is not his bitch and won’t blindly follow orders. Range: 180 feet
Commands to the target should be phrased as genial suggestions
Volume of Effect: 1-5 targets in 20 feet square
in order to be heeded. Of course, even the most delicately word-
ed language won’t convince the target to take an obviously suici- Duration: Instantaneous
dal or completely unnatural action, unless he can be convinced Saving Throw: None
otherwise. The GM should determine the persuasiveness of the Additional Spell Point schedule: Increase Range: 1 SP/foot
argument and the NPC's reaction to it. Strong Charisma or Add Additional Missiles: 30 SP/projectile
Looks, as well as skills such as Art of Seduction, may prove espe- (maximum 4 additional projectiles)
cially useful to the would-be charmer. A mage may have multiple
persons under his charm. This spell enables the caster to shoot an unerringly accurate
The spell's effects end at the caster's command, if the caster virtual projectile vaguely resembling an arrow at an opponent.
attacks the target or if the target succeeds at a periodic saving Provided any portion of the target can be seen (and is within
throw. The time period between saving throw attempts is 21 range) the missile will jink around obstacles to strike its target.
days, modified by -1 day per point of Intelligence of the The missile inflicts 1d4p+1 points of damage.
charmed person. Regardless of Intelligence, the minimum With additional Spell Point allocation, multiple projectiles
time between saving throws is 24 hours. may be fired with all launching at the end of the spell’s casting
time. The caster can choose to direct these ‘arrows’ at several
targets or volley fire them on a single target. Multiple missiles
impacting a creature strike simultaneously but count as indi-
Disguise
vidual wounds.
Base SP Cost: 60
Magic Projectiles ignore any damage reduction the target pos-
Components: V, S sesses (gained either naturally or by armor).
Casting Time: 1 second
Range: Personal
Volume of Effect: Personal oh HA HA!! casting “TORCHLIGHT” in
very funny somebody’s PANTS is just wrong.
Duration: 2d6p minutes dude.
now make especially in
Saving Throw: None it go away. the middle of a
SNEAK ATTACk. never
Additional Spell Point schedule: Extend Duration: 10 SP/minute mess
Increase Height Range: 10 SP/inch with the
MAGE.
Increase Weight Range: 3 SP/pound
122
Slippery Surface est dimension is no less than 10 feet. Wind speeds of eight to
eighteen miles per hour cut the spell's duration by half.
Base SP Cost: 60
Greater wind speeds end the spell’s duration in one minute.
Components: V, S, M
The somatic and material component for this spell is a lit
Casting Time: 1 second cigar from which the caster must inhale.
Range: 30 feet
Area of Effect: 10’ x 10’ square Torchlight
Duration: 1 minute Base SP Cost: 60
Saving Throw: Special Components: V, M
Additional Spell Point schedule: Increase Range: 1 SP/foot Casting Time: 1 second
Increase Volume of Effect: 1 SP/2 sq. feet
Range: 100 feet
Increase Duration: 5 SP/10 seconds
Volume of Effect: 30 foot radius
This spell transforms an area such that it becomes incredibly Duration: 10 minutes
slippery. Any non-flying creature within the Area of Effect (or Saving Throw: not applicable
that steps into it before the spell ends) must immediately suc-
Additional Spell Point schedule: Increase Range: 1 SP/feet
ceed at a saving throw with a -4 penalty or slip and fall.
Increase Duration: 3 SP/minute
Even if the saving throw succeeds, an individual must still
make a subsequent saving throw (at no penalty) once for every
Torchlight creates a softly glowing ball of light with lumi-
5 feet of movement through the frictionless area. If he stops
nance equivalent to that of a torch. The spell does not radiate
moving before he travels 5 feet, he must still make another save
heat and thus cannot be used as an ignition source.
when he moves again. Note that intelligent creatures can use
walls, ceiling ropes, fallen comrades or any other item resting The luminous ball may be positioned at a static point in the
outside of the surface (including the ground if reachable) to air or affixed to an object such as a pole or weapon. It cannot
pull themselves out of the Slippery Surface. be placed upon a living creature.
A caster may choose to target a single item rather than an If Torchlight comes into contact with magical darkness, the
area, provided it is smaller than 10 cubic feet. If a creature is higher leveled spell predominates and cancels the lower leveled
holding the item, he must succeed at a saving throw or drop it. spell. If of identical levels, both spells are negated.
Another save is required each time he attempts to pick it up
and each time he endeavors to use it (assuming he finally man- The material component for this spell is a cloth patch
ages to pick it up) for as long as the spell duration remains in impregnated with oil or grease.
effect. The caster can end this spell with a gesture.
The material component for this spell is a greased rag.
T h i r d L ev e l S p e l l s
Cheetah Speed
Smoke Screen
Base SP Cost: 70
Base SP Cost: 60
Components: V, S, C
Components: V, S, M
Casting Time: 2 seconds
Casting Time: 5 seconds
Range: Touch
Range: 90 feet
Volume of Effect: One individual
Volume of Effect: 2000 cubic feet
Duration: 30 seconds
Duration: 5 minutes
Saving Throw: None
Saving Throw: None
Additional Spell Point schedule: Increase Duration: 2 SP/second
Additional Spell Point schedule: Increase Volume: 1 SP/50 cubic feet
Increase Duration: 10 SP/minute
This spell improves a creature's movement to three times
As the spellcaster chants the verbal component of this spell, faster than normal. He also may subtract 2 from his Initiative
a dense cloud of smoke churns from his mouth and moves (though no benefit to Weapon Speed applies). The spell only
rapidly along the ground to the final range and location desired allows faster movement – no other actions may be performed
by the caster. The end result is a cloud of dense gray smoke at a faster than normal pace.
that blocks all vision beyond two feet. The caster may shape The catalyst for this spell is a palm-sized portion of a
the fog's dimensions as desired, as long as the cloud’s narrow- cheetah’s pelt.
123
Rope Charm This spell allows the caster to circumvent locked doors,
boxes, chests and even shackles or chains. Of course, there are
Base SP Cost: 70
some limitations.
Components: V, S, C
For instance, the item to be unlocked must be smaller than
Casting Time: 2 seconds the Volume of Effect. Each casting only opens one lock (so if
Range: 60 feet a door has two locks, the spell must be cast twice). The item
must also be within the caster's line of sight.
Volume of Effect: 50 feet of rope*
The spell does not destroy the lock, leaving open the possi-
Duration: 10 seconds after finished playing
bility of the item being subsequently relocked. Unlock does not
Saving Throw: Negates affect knots or items without locking mechanisms and does not
Additional Spell Point schedule: Increase Duration: 35 SP/10 seconds physically push open the door (or lid, et cetera).
If an item is secured with a Wizard’s Lock, this spell will tem-
This spell enables a mage to animate a rope with which he porarily override the latter if the mage casting Unlock is 10 or
has some passing familiarity (he must personally have handled more levels of experience greater than the mage who placed the
the rope to gauge its unique properties). This spell cannot be Wizard’s Lock (whether or not the mage casting Unlock meets
cast on a coil of rope an adversary is carrying. He can enable it this requirement cannot be known until he casts the spell and
to perform basic functions (coil, loop, tie, knot, coil and knot, either succeeds or fails at bypassing the Wizard’s Lock). Should
loop and knot, tie and knot, uncoil, unloop, etc.) or to create a he succeed, this spell opens the item for one minute, after
‘rope ladder’. The mage commands the rope by playing a tune which time the Wizard’s Lock reasserts itself and relocks the
on a small wind instrument such as a flute or recorder. While item.
playing, the mage cannot perform any other action save walk-
ing and concentrating on the spell. To cast this spell, the Mage must prepare (or commission) a
special skeleton key fabricated in brass or bronze with the bow
This spell cannot be cast by a mage that does not possess at
least Novice mastery in the Musician (flute or recorder) skill decorated in ivory or bone. Minimal outlay for this spell cata-
and is in possession of said instrument. No skill check need be lyst is 30 sp.
made should he possess this skill.
The rope may also be used against an opponent. It does not Veil of Darkness
inflict damage, but can entangle a creature or object within 1
foot of the cord that fails a saving throw. The rope may need to Base SP Cost: 70
be hurled at an opponent prior to enchantment in order to Components: V, S, M
facilitate this action, as the rope is incapable of locomotion. Casting Time: 2 seconds
The spell catalyst is the rope the mage animates. An average
Range: 30 feet
1” thick rope uses a d10 for its defense roll and can take 6
points of damage from an edged weapon before it severs. Volume of Effect: 15 foot radius
*This spell also affects string, yarn, cord or similar nonliving Duration: 10 minutes
ropelike objects up to 2" thick. The standard efficacy animates a 50’ Saving Throw: None
span of rope no more than 1” in strand diameter. If the rope is 1⁄2"
Additional Spell Point schedule: Increase Range: 1 SP/foot
thick or less, the Volume of Effect becomes 100’ of cord. For every 1⁄2"
Increase Duration: 3 SP/minute
greater than 1", reduce the variable Volume of Effect by half. For Increase Radius of Effect: 3 SP/foot
example, if a rope is 11⁄2" thick, the caster can only command a 25’
length, or for a 2" thick rope, the controllable length would be only
121⁄2 feet. With a Veil of Darkness spell, the caster banishes all light from
an area. A natural light source is extinguished if taken into a
Unlock Veil of Darkness. If this spell contacts magical light produced by
Base SP Cost: 70 Candlelight or Torchlight, it will extinguish those light sources as
well. Spells ≥ 4th level that provide illumination will dissipate
Components: S, C
a Veil of Darkness without diminishing their own luminence.
Casting Time: 2 seconds Veil of Darkness may only be cast on a fixed location.
Range: 15 feet The somatic component for this spell is to blow the
Volume of Effect: 10 cubic feet material component (a pinch of soot) in the direction the
darkness is to be situated.
Duration: Instantaneous
Saving Throw: None
Additional Spell Point schedule: Increase Range: 1 SP/foot (max 50’)
Increase Volume: 2 SP/cubic foot
124
White Hot Metal The material component of this spell is a pair of magnets
costing no less than 10 sp.
Base SP Cost: 70
Components: V, M
Fo u r t h L ev e l S p e l l s
Casting Time: 2 seconds
Range: 10 feet Bottomless Pouch
Volume of Effect: 10 lbs. of metal Base SP Cost: 80
Duration: 10 seconds Components: V, S, C
Saving Throw: None Casting Time: 2 seconds
Additional Spell Point schedule: Increase Duration: 50 SP/10 seconds Range: Touch
Increase Range: 10 SP/ 5’ range increment
Volume of Effect: One pouch
Duration: 12 hours
By means of the White Hot Metal spell, the caster instanta- Saving Throw: Not Applicable
neously causes metal to become searingly hot (2000° F).
Additional Spell Point schedule: Increase Volume of Effect: 10 SP/cu. ft.
Certain metals and alloys (such as bronze, copper, silver, gold,
Increase Duration: 10 SP/hour
tin, lead and pewter) will melt; while objects composed of fer-
rous alloys (i.e., iron and steel) and platinum retain their shape
but are malleable if force is applied. The Bottomless Pouch spell allows the caster to enchant an
ordinary pouch such that it can hold an astonishing volume of
Creatures suffer 2d6p points of damage every 10 seconds objects placed into it. While enchanted, the pouch has a capac-
they are in contact with the affected metal – this may be ity of five cubic feet (‘bottomless’ being an inaccurate wizard-
unavoidable in the case of body armor, but a weapon may be ing hyperbole) and objects therein only weigh one-tenth their
dropped to avoid damage. When the duration ends, the metal normal weight.
instantly cools, remaining in whatever shape its molten form
took. Note that objects must still be able to be placed into the
pouch thereby limiting the type of object that can be stored
The material component for this spell is a mixture of alum within.
and powdered iron.
If the spell duration expires while there is material within the
bottomless pouch, the pouch becomes normal, rips open at the
seams (or otherwise tears to shreds) and all the material stored
Wizard’s Lock
spills out at the feet of the wearer. The caster can also cause
Base SP Cost: 70 the pouch to empty with a single command.
Components: V, S, M The spell catalyst is the pouch to be enchanted. It may not
Casting Time: 1 minute be reused if torn as a result of the enchantment’s duration
being exceeded.
Range: Touch
Volume of Effect: 30 cubic feet
Duration: Permanent Enfeeble
Saving Throw: None Base SP Cost: 80
Additional Spell Point schedule: Add Verbal Passkey: 100 SP Components: V, S
Increase Maximum Object Size: 2 SP per
additional cubic foot Casting Time: 2 seconds
Range: 60 feet
The Wizard’s Lock spell allows the caster to magically lock a Volume of Effect: One creature
door, box, chest, window or similar object so that only he can Duration: 30 seconds
open it. For additional Spell Points, a password may be placed
on the Wizard’s Lock allowing access by presumably trusted Saving Throw: Negates
associates given the verbal key. Additional Spell Point schedule: Increase Duration: 20 SP/10 seconds
While a Wizard’s Lock is a formidable security measure, it
can potentially be physically broken by very strong creatures Enfeeble allows a magic-user to direct a beam of dark energy
(using a Feat of Strength rolled against d20p+21 though only at a single opponent, reducing its Strength and thereby grave-
one attempt is allowed), bypassed by destruction of the object ly weakening the force of its blows. Creatures are reduced to an
locked or temporarily circumvented by a wizard 10 levels high- effective Strength of 5/01 (a -3 damage adjustment replaces
er than the caster through the use of an Unlock spell. any bonuses they may have had). If the target creature makes
125
its saving throw, the beam missed and spell has no effect. Skipping Betty Fireball
This spell does not affect combat bonuses due to magical Base SP Cost: 80
items nor creatures with a natural Strength of 5/01 or lower.
Components: V, S
Casting Time: 2 seconds
Memory Wipe (Lesser) Range: Special
Base SP Cost: 80 Volume of Effect: Individual(s)
Components: V, S Duration: 10 skips
Casting Time: 2 seconds Saving Throw: Negates (evades with no damage)
Range: 90 feet Additional Spell Point schedule: Increase Potency of Fireball: 20 SP/d4p
(maximum 10d4p)
Volume of Effect: 1-4 creatures in a 20-feet cube
Increase Duration: 10 SP/skip
Duration: Permanent
Saving Throw: Negates A Skipping Betty Fireball conjures a blazing spheroid projec-
Additional Spell Point schedule: Increase Length of Memories Erased: tile approximately 2 feet in diameter that the caster may direct
50 SP/minute at an opponent. Unlike many other line-of-sight spells, the
Increase Volume of Effect: fireball travels in an arc making it ideal for leapfrogging near-
40 SP/creature or 1 SP/cubic foot by allies that might be interposed between the Mage and his
intended target.
With the Lesser Memory Wipe spell, the spellcaster wipes the The initial target must be between 20 and 30 feet from the
preceding one minute of memory from creatures within the caster. Targets closer than this cannot be targeted because the
cube. This does not negate any spells that may have been cast Skipping Betty must travel a minimum of 20 feet in each hop.
during that time. However, it is possible that the caster of said The flaming ball completes its initial arc (and any subsequent
magic could forget he did so and consequently fail to act upon ones) in a lone second. Thus 1 second after casting, the fireball
it. Up to four individuals may be the subject of a particular impacts at a point 20-30 feet away. The variability exists for the
memory wipe. Each target selected beyond the first provides a Mage can direct the missile on its trajectory and thus has some
cumulative +1 to saving throws to all subjects of the spell. leeway as to its exact landing point.
If a target exists in this impact zone (only a single individual
may be affected), it is permitted a magic saving throw (using its
Motion Blur
“Dodge” saving throw bonus value). Those failing suffer 5d4p
Base SP Cost: 80
Components: V, S
Casting Time: 2 seconds
Range: Touch
Volume of Effect: One individual
Duration: 1 minute
Saving Throw: None
Additional Spell Point schedule: Increase Duration: 20 SP/ 30 seconds
126
damage (or more if the spell was “amped up”). A successful save weaponry, the mage may
results in no damage. employ these attack rou-
Regardless if a target was struck or not, the fireball then skips tines subject to his own
off the ground continuing its forward momentum along a path physical prowess.
from the Mage to its initial impact point. The Mage has some If the mage wishes to
control over the fireball and may direct it to veer up to 45 transform into an exact
degrees left or right as well as choosing to have it land again duplicate of a particular
anywhere from 20-30 feet from its last contact with the earth. individual, he must add a
A second after the first impact (2s total), the fireball will small part of that being
again strike ground. If a target lies within its potential impact (i.e., hair, nails, etc.) as a
zone, it is permitted a magic saving throw – again using the material component and
“Dodge” saving throw bonus value. It then skips again and the expend an additional 350
process repeats until the fireball reaches its maximum duration. Spell Points during casting.
Contact with a solid horizontal surface (e.g. a brick wall) will The mage cannot end the
cause the fireball to skip off that surface (the angle of incidence spell prematurely; further,
equaling the angle of deflection). Such contact will, unfortu- the GM rolls the duration
nately, induce uncontrollable instability in the yaw axis of the in secret so the mage does not know or control the exact dura-
missile effectively severing the Mage’s control. The missile will tion. If slain, he resumes his native form immediately.
then follow its default trajectory governed by the laws of clas-
sical mechanics if additional horizontal obstacles lie in its path. F i f t h L ev e l S p e l l s
The Mage must continue to concentrate on the skipping
betty in order to control it and direct it to its target(s). Barring Copycat
the mage’s direction, it continues on a straight line bouncing Base SP Cost: 90
every 25 feet until it runs its course. Naturally the caster may
Components: V, S
relinquish control once any likely targets are beyond range.
Spell fatigue sets in only after control of the fireball is relin- Casting Time: 2 seconds
quished or the maximum range is reached. Range: Special
Volume of Effect: 6 foot radius
127
Disembodied Floating Hand Heat Seeking Fist of Thunder
Base SP Cost: 90 Base SP Cost: 90
Components: V, S Components: V, S, M
Casting Time: 2 seconds Casting Time: 2 seconds
Range: Personal Range: 100 feet
Volume of Effect: 120 foot radius from caster Volume of Effect: 20-foot radius sphere
Duration: 5 minutes Duration: Special
Saving Throw: None Saving Throw: Half damage
Additional Spell Point schedule: Increase Volume of Effect: 1 SP/foot Additional Spell Point schedule: Increase Range: 10 SP/5 feet
Increase Duration: 5 SP/10 seconds Increase Volume of Effect: 20 SP/foot
Increase Blast: 20 SP/d4p (max 9d4p)
Upon completing this incantation, the mage’s hand separates
from his or her forearm leaving a fleshy stump. The disembod- The Heat Seeking Fist of Thunder spell creates a disembodied
ied hand may be psychically controlled by the mage to perform hand that rushes toward a heat source and explodes with mag-
actions as desired, as long as it remains within 120 feet of him. ical energy when it hits. The spell requires a heat source at least
Visual contact is unnecessary. It is capable of flight (at 20 as large as a torch to home in on. When the spell is successful-
feet/second). ly cast all those within 20 feet of the target heat source suffer
3d4p damage, or half that with a successful saving throw. The
Controlling one’s own disembodied hand requires remark-
damage done is sonic in nature and sounds like an extremely
ably little concentration. As such, the spellcaster is fully capa-
loud thunderclap. The target heat source is obliterated when
ble of conjuring additional spells. Ranges for said spells should
the spell is cast.
be computed from the hand’s position, not the caster’s body.
The disembodied hand can also deliver touch attacks as if the The material component for this spell is a piece of coal at
caster were in close proximity to the target and can easily strike least one inch in diameter.
the rear of an opponent unaware of its presence. The hand can-
not wield a weapon but may employ a magic wand. The magic-
user’s disembodied hand makes any attack as if the caster were Levitation
physically present. The disembodied hand may perform other Base SP Cost: 90
actions such as retrieving objects or opening doors. (The dis-
Components: V, S, M
embodied floating hand is considered to have a Strength score
8 points less than the mage for purposes of determining Feats Casting Time: 2 seconds
of Strength or how much weight it can lift, carry or drag.) Range: Touch
The hand is vulnerable to attack but difficult to hit (rolling a Volume of Effect: One creature
d20p+10 for defense — bonuses the mage may possess are
Duration: 30 minutes
irrelevant). Any damage to the hand is applied directly to the
caster. Once the spell ends, the caster may simply reattach his Saving Throw: Not Applicable
hand. If not in a position to do so, it must be retrieved and reat- Additional Spell Point schedule: Increase Duration: 1 SP/minute
tached within five minutes or the hand dies, leaving the mage Increase Weight Able to be Levitated:
with the nickname “Stumpy.” 10 SP/10 pounds
Cast on person other than mage: 50 SP
128
needn’t be willing but since the recipient is in control of the S i x t h L ev e l S p e l l s
rate of ascent or descent (not the mage), it is worthless as an
offensive spell. Boost Strength
The spell is restricted to a 300 pound weight limit. Should Base SP Cost: 100
the levitator’s body mass plus all gear and carried items exceed
Components: V, S, M
this weight, he cannot ascend but can slow his rate of descent
to avoid falling damage. Casting Time: 10 seconds
The material component for this spell is a feather. Range: Touch
Volume of Effect: One Individual
Duration: 3 Hours
Panic
Saving Throw: Not Applicable
Base SP Cost: 90
Additional Spell Point schedule: Increase Duration: 1 SP/3 minutes
Components: V, S
Casting Time: 2 seconds
The recipient of this spell gains a boost of magical power
Range: 180 feet allowing him to accomplish feats of strength far in excess of his
Volume of Effect: 15 foot radius natural abilities. (In game terms, his Strength score is raised by
Duration: (1d4p+3) x10 seconds
1d6). If the subject of the spell has an indeterminate Strength,
it receives +2 to damage.
Saving Throw: Negates
The material component is a piece of raw meat the mage
Additional Spell Point schedule: Increase Duration: 15 SP/10 seconds enchants then feeds to the recipient.
Components: V, S
This is an invaluable spell for every absent-minded magician
Casting Time: 2 seconds
as it allows him to find stuff he has misplaced. By concentrat-
Range: Touch ing on the object (it needn’t be his own property for those of a
Volume of Effect: 20 foot radius more larcenous bent – he must, however, have a good visual
image of the thing he’s looking for as mere description is insuf-
Duration: 3 minutes
ficient), muttering “If I was a [object in question], where would
Saving Throw: None I be?” and pointing with his finger as he turns about in place,
Additional Spell Point schedule: Increase Duration: 20 SP/minute he is able to determine the direction to it. This insight also
includes height (or depth) in broad terms as his finger will be
By means of this spell, the caster imbues the recipient with guided up or down if the object is at a different elevation.
the ability to distinguish invisible or concealed creatures. Sight If the item’s location is beyond the spell’s range, all the mage
is not enabled; rather the individual gains a sixth sense that will learn is that it’s not within 180 feet (or farther if addition-
perfectly compensates for the lack of vision. Intuitively useful al SPs were allocated).
when combating an opponent cloaked by invisibility, the spell The spell can only be used to find stuff not people. If you
also allows for the discovery of individuals hiding in shadows happened to have a good picture of something the person was
or underbrush or when in conditions of utter darkness (when wearing though…
everyone is de facto invisible).
129
Invisibility most intelligent creatures will recognize it for what it is (per-
haps tipping off the mind reader by thinking, “Why is that dude
Base SP Cost: 100
just staring at me? Oh s#*&%! Pink Elephants! Pink Elephants!”)
Components: V, S, M and get a saving throw to foil the mind reader.
Casting Time: 8 seconds The spell catalyst is a rock crystal held tightly while execut-
Range: Touch ing the spell.
Volume of Effect: One individual
Duration: Special Stink Bomb
Saving Throw: Not Applicable Base SP Cost: 100
Components: V, S, M
When cast, the mage (or another creature desirous of the
spell) becomes invisible. The invisibility extends to his cloth- Casting Time: 3 seconds
ing, gear and anything weighing under 10 pounds he holds in Range: 60 feet
his hands. Odor and sound are not masked nor are any illumi- Volume of Effect: 20 foot cube
nation sources he might be carrying. The recipient remains
corporeal and can be located by touch as well. So while a great Duration: 30 seconds
boon to concealment, the invisible character is hardly imper- Saving Throw: Negates
ceptible – particularly to creatures who rely more on senses Additional Spell Point schedule: Increase Duration: 2 SP/second
other than sight.
The spell has a maximum duration of 24 hours. However, it Upon casting this spell, the mage conjures a tiny pellet that
is immediately dispelled should the invisible character initiate zooms to a designated target location and upon striking a solid
an attack (either with a weapon, missile or a spell that causes object (be it a wall, floor or creature) detonates with a tiny
physical damage). The caster may voluntarily terminate the harmless “pop”. It immediately discharges a horrific putrid
spell early should he tire of his adventuring companions con- odor that permeates a 20 foot cube within a second.
stantly but unwittingly bumping into him.
All living creatures must make a saving throw to resist
The material component is a piece of acacia gum that the becoming extremely nauseous. This affliction persists as long as
mage rubs on the recipient as he casts the spell. they remain in the noxious cloud and 20-50 seconds thereafter.
It forbids attack and imparts a -4 defense penalty but still
allows movement at walking speed. Worse yet, those saving
Mind Reading must flee the area or they risk having to make an additional
Base SP Cost: 100 save every 10 seconds to resist the malodorous vapors. Those
succeeding at a saving throw are unaffected as long as they con-
Components: V, S, C
tinue to do so.
Casting Time: 10 seconds
The material component is the caster’s own feces.
Range: 15 feet
Volume of Effect: One creature Viscous Webbing
Duration: 30 seconds Base SP Cost: 100
Saving Throw: Negates Components: V, S, M
Additional Spell Point schedule: Increase Duration: 1 SP/second Casting Time: 2 seconds
Increase Range: 2 SP/foot
Range: Touch
Volume of Effect: 8000 cubic feet
This spell permits the mage to “listen in” on the thoughts of
any sentient creature within range. He must hone in on a sin- Duration: 1 hour
gle individual (the process requiring 10 seconds) in order to Saving Throw: see text
discern anything intelligible above the background chatter Additional Spell Point schedule: Increase Duration: 1 SP/minute
cluttering the mental airwaves. The particular target of Mind
Reading need not be declared at the time of casting though
This spell allows the magic user to create a sticky mass of
scanning a crowd or otherwise trying to identify a target for
webbing with a volume of 8000 cubic feet (i.e. 8 10x10x10
this spell after it’s been cast will certainly consume a portion of
cubes). The webbing has no internal structural support so it
the spell’s duration.
must be affixed to a wall on either end or attached to the ceil-
The spell may be employed broadly for surveillance or ing (height permitting) to give the web form.
directed at an individual as a covert form of interrogation.
The webbing is extremely dense and sticky and can easily
Unless efforts are made to disguise the mind reading attempt,
130
immobilize any creature caught within its stranding. Creatures Clairnosmia
within 5 feet of the perimeter may make a saving throw when
Base SP Cost: 110
the web materializes. If successful, they are permitted to leap
outside the radius of the web. All others are subject to the Components: S, M
clinging bond of the web. Casting Time: 30 seconds
Size M and smaller characters caught in the web may Range: Unlimited
attempt a Feat of Strength (vs. d20p) to extricate themselves.
Volume of Effect: 50 foot radius
Failure indicates that they are hopeless immobilized while suc-
cess permits them the ability to move through the web at a rate Duration: 5 minutes
of 1 foot/10 seconds. If the Feat of Strength succeeded by ≥6, Saving Throw: Not Applicable
they may move through the web at a rate of 1 foot/5 seconds. Additional Spell Point schedule: Increase Duration: 10 SP/minute
Size M or smaller monsters roll d20p + their Physical save
bonus versus d20p to determine if they are caught in the web- By means of this dweomer, a mage may mentally visualize a
bing. Size S creatures suffer a -4 penalty to this roll and size T location and utilize his olfactory sense as if he were actually
creatures -8. physically present. Distance is not any issue provided the mage
More sizeable creatures may utilize their sheer bulk to plow is familiar enough with the locale to picture it in his mind. If
through the webbing at rates of 1 foot/2 seconds for Large not, the spell is limited in range to objects within line of sight
creatures and 1 foot/second for Huge size creatures. Gigantic (though it can be employed to smell behind a visible door or
creatures aren’t impeded in the least. inside a visible chest, coffer or similar object). Note that the
The adhesive component of the webbing is highly flamma- mage’s sense of smell is not enhanced by this spell therefore he
ble and subject to ignition from any open flame. If the webbing is limited to ordinary human (or demihuman) olfactory capa-
is set alight, it will burn through in 10 seconds, scorching any- bilities.
one caught within for 2d4p damage. Interpretation of odors is dependant on the mage’s own
The material component is ordinary spider webbing. experience. Common odors such as smoke are easy to discern
as are acrid or pungent effluvium. Sensing the presence of crea-
tures/monsters is generally not possible unless said creature(s)
S ev e n t h L ev e l S p e l l s exude an unusually pungent smell.
The material component is a dog’s nose.
Bash Face
Base SP Cost: 110
Components: V, S, C Cutaneous Respiration
131
Icy Blast Low Light Vision
Base SP Cost: 110 Base SP Cost: 110
Components: V, S Components: V, S, M
Casting Time: 3 seconds Casting Time: 1 minute
Range: Touch Range: Touch
Volume of Effect: 20 foot long cone Volume of Effect: Creature touched
Duration: Instantaneous Duration: 6 hours
Saving Throw: Half Damage Saving Throw: Not Applicable
Additional Spell Point schedule: Increase Severity of Blast: Additional Spell Point schedule: Increase Duration: 5 SP/15 minutes
20 SP per additional d4p damage
(maximum 6 additional d4p)
This spell imbues the mage (or his designated spell recipient)
with heightened visual acuity equivalent to that of dwarves and
Upon completing this spell, the caster holds his arms straight other creatures accustomed to living underground. He suffers
forward with his palms facing in the direction he wishes to no combat penalties in the region of dim, shadowy light at the
direct the Icy Blast. Immediately a spray of superchilled fluid limit of a torch or lantern’s sphere of illumination and may read
and tiny icy shards blasts forward in a cone 20 feet long with a documents as well. Beyond this radius, out to 120 feet, he
15 foot diameter at its base. Any creature enveloped by this retains some measure of visual perception but nonetheless is
frozen slurry is covered in hoar frost and suffers 4d4p damage. subject to -4 attack and -2 defense penalties if engaged in
Those successfully saving vs. spells suffer only half damage. melee.
An incidental effect of the icy blast is to extinguish any torch The material component is an eyelash from a dwarf.
or lantern it contacts.
E i g h t h L ev e l S p e l l s
Induce Fratricide
Clairaudience
Base SP Cost: 110
Base SP Cost: 120
Components: V, S
Components: V, S
Casting Time: 3 seconds
Casting Time: 15 seconds
Range: 30 feet
Range: Unlimited
Volume of Effect: One creature
Area of Effect: Special
Duration: 1d20p+10 seconds
Duration: 5 minutes
Saving Throw: Negates
Saving Throw: Not Applicable
Additional Spell Point Increase Range: 1 SP/foot
schedule: Increase Duration: 50 SP/additional 10 seconds Additional Spell Point schedule: Increase Duration: 10 SP/minute
Victims of this spell attack the nearest living creature, Clairaudience permits a mage to utilize his aural sense either
whether friend, foe or brief acquaintance. The spell affects a at some remote but very familiar location or, alternatively, cen-
single creature with up to 50 hit points. Targets use their best tered upon a location within line of sight. It can be employed
available melee weapons (or even bare hands if no weapon is to listen behind a visible door, inside a visible box or down a
available) regardless of class and they attack to kill always rathole or drainpipe to the extent of the caster’s vision.
employing the Aggressive Attack special combat move. No special enhancement (other than the obvious ability to
Upon completing the spell, the mage directs a bright amber listen at a distance) is granted by this enchantment. Thus if the
ray at his intended victim. If it fails a saving throw, the subject caster is hard of hearing, this spell will not miraculously
of the spell is lit by a pale amber glow that dissipates only when improve his ability to discern sounds. Likewise the mage gains
the spell effect wears off. no extraordinary ability to comprehend unknown languages or
jargon – though the Translate spell will function in conjunction
with Clairaudience.
The area of effect is limited to the caster’s normal auditory
perception. Very loud sounds can be heard at a considerable
distance while two people whispering to each other may neces-
sitate centering the spell directly between the two in order to
eavesdrop.
132
Force Grenade The caster may position the ball at a static point in the air or
to affix it to an object such as a pole or weapon. This spell will
Base SP Cost: 120
negate a Veil of Darkness upon contact.
Components: V, S, M
The material component for this spell is a few drops of whale
Casting Time: 1 second oil.
Range: Touch
Volume of Effect: One stone Paralysis
Duration: 30 seconds Base SP Cost: 120
Saving Throw: Half Damage Components: V, S
Additional Spell Point schedule: Increase Duration: 1 SP/second Casting Time: 3 seconds
Increase Damage: 25 SP/d6p (max 7d6p)
Range: 5 feet
Volume of Effect: One creature
By casting this spell, the mage enchants a stone approxi-
Duration: Special
mately the size of the caster’s clenched fist temporarily imbu-
ing it with massive potential energy. When the stone strikes a Saving Throw: Negates
solid object (ideally after the mage hurls it at an enemy com- Additional Spell Point schedule: Increase Range: 20 SP/foot
batant), this is instantaneously released as kinetic energy
inflicting 4d6p points of damage in a 10-foot-radius area.
This spell enables the spellcaster to induce psychosomatic
The stone cannot store this energy indefinitely and will paralysis. However, its efficacy is limited to creatures whose full
explode after 30 seconds. If the mage is still holding the stone, hit points do not exceed twice the mage’s full hit point total.
he (as well as those within 10 feet) suffer the effect of the
If the target of this enchantment fails its saving throw, he,
explosion.
she or it becomes paralyzed. The mage originating the spell
The material component for this spell is the rock to be may dismiss this effect at any time but barring this the effect
thrown. The stone is not consumed in the casting, but is pul- is permanent.
verized when it explodes.
Polylingualism
Illumination
Base SP Cost: 120
Base SP Cost: 120
Components: V, S
Components: V, S, M
Casting Time: 1 second
Casting Time: 5 seconds
Range: Touch
Range: 100 feet
Volume of Effect: One individual
Volume of Effect: 120 foot radius
Duration: 5 minutes
Duration: 30 minutes
Saving Throw: Not Applicable
Saving Throw: Not Applicable
Additional Spell Point Cast on Individual other than Self: 100 SP
Additional Spell Point Increase Range: 2 SP/feet; schedule: Increase Duration: 5 SP/minute
schedule: Increase Duration: 5 SP/minute; (no maximum duration)
Increase Core Radius of Light:
5 SP/foot (maximum 50 feet) - Torchlight equivalency
extends to twice this range and dim light to 4x.
This incantation provides the mage with the ability to both
speak and understand any spoken language. Its efficacy is
dependent upon first hearing a sample of an incomprehensible
This spell is a superior version of Torchlight in that it conjures
language in order to decode it before speech in that tongue is
forth a glowing ball of light far superior in its illuminative
possible. It is thus impossible to initiate conversation without
capability. Within a 30 foot radius, its brightness is equivalent
some exposure to its phraseology.
to sunrise (or, more familiarly, typical office lighting). Not only
does this afford an excellent environment for reading or other The spell permits only “compound multilingualism” (that is,
work requiring fine visual acuity, but it also is a deterrent to literal translations of words and grammar but not ideas). As
creatures negatively impacted by bright light. Within this inner such, idioms or meanings distinct from their lexicologic defini-
sphere, Barrow Wights suffer near-daylight penalties and tion may be misunderstood.
Shadows can clearly be identified. Note that while the polylingualist may simultaneously grasp
Beyond this innermost sphere, a band of lighting equivalent several languages being spoken within earshot, he may only
to torchlight extends to 60 feet and dim light to 120 feet. speak one such language at a time. (For example, if addressing a
133
crowd speaking mutually unintelligible languages, the mage would Hasten
have to address his comments in turn to each language group.)
Base SP Cost: 130
The spell may be cast on another individual (perhaps one
Components: V, S, M
with a more commanding personality) but with a greatly
increased Spell Point cost. Casting Time: 3 seconds
Range: 20 feet
Casting Time: 5 seconds Additional Spell Point schedule: Increase Duration: 2 SP/second
Increase Efficacy: 40 SP/additional
Range: Personal individual hastened (maximum 8)
Volume of Effect: Personal
This incantation permits the recipient(s) to perform physical
Duration: until dissipated or 8 hours
actions at a vastly accelerated pace. Movement speeds are dou-
Saving Throw: Not Applicable bled while weapon speeds and initiative are halved (rounded up
to the nearest integer). Note that spellcraft is unaffected by this
By casting this spell, a mage renders his skin as hard as stone. quickening (and great care must be taken to slowly and care-
If struck for damage that bypasses other protection he may fully recite any spell cast while under the influence of this
have, this provides DR of 21 versus that blow. Once it has magic; a Wisdom check is required with failure indicating a
absorbed a potential wound – no matter how insignificant –the spell mishap).
dweomer is discharged. The baseline efficacy permits up to three individuals, each no
The material component is a stone tile. further than 40 feet from the caster, to receive the benefit of
this dweomer.
Once the spell lapses, all those formerly hastened become
fatigued for 5 minutes suffering a -4 penalty to Attack,
N i n t h L ev e l S p e l l s
Defense and Damage and may not move faster than walking
Clairoptikos speed.
Base SP Cost: 130 The material component is a ginseng root.
Components: V, S
Casting Time: 15 seconds Infravision
Range: Unlimited Base SP Cost: 130
Area of Effect: Special Components: V, S, M
Duration: 5 minutes Casting Time: 1 minute
Saving Throw: Not Applicable Range: Touch
Additional Spell Point schedule: Increase Duration: 10 SP/minute Volume of Effect: One individual
Cast on another individual: 50 SP
Duration: 2 hours
Saving Throw: Not Applicable
Clairoptikos permits a mage to utilize his visual sense as if he
were physically present either at some remote but very familiar Additional Spell Point schedule: Increase Duration: 10 SP/30 minutes
location or, alternatively, centered upon a location within line
of sight. As an example of the latter, a mage could center the This spell imbues the recipient with the ability to extend his
spell at a bend in a corridor and thus be able to see past the visual acuity into the infrared spectrum. This effectively allows
turn. Alternatively, the spell may be used to peer through a him to see in the dark without the need for any external light
solid object directly in front of the caster (be it a door or a source.
closed container).
Note that infravision is a poor substitute for ordinary vision
No special enhancement (other than the obvious ability to in that it is dependant upon an object being substantively
look around from the remote location) is granted by this warmer or colder than its surroundings in order to be seen. It
enchantment. Thus, if the site is pitch black, the caster isn’t does not permit reading, writing or fine detail work (such as
going to see a thing. Likewise if the mage is myopic, this spell necessary for picking locks).
will not remedy that disability.
134
Bright ambient light destroys the efficacy of this spell as long Preemptive Retribution
as the recipient is within the effective sphere of illumination of
Base SP Cost: 130
the polluting light source.
Components: V, S, M
The material component is a piece of metal that is warm to
the touch (i.e. ≥100° Fahrenheit). Casting Time: 3 seconds
Range: Personal
Casting Time: 3 seconds Additional Spell Point Increase Efficacy: 10 SP/additional HP of damage
schedule: inflicted (maximum +10)
Range: Variable Increase Duration: 5 SP/minute
Volume of Effect: Special
Duration: Instantaneous
This is a proactive ward meant to discourage potential adver-
saries from attacking the mage. Once a potential adversary
Saving Throw: Half Damage intent on inflicting bodily harm approaches within five feet, the
Additional Spell Point Increase Amperage of Lighting Bolt: spell discharges an electric shock. In addition to inflicting 3d6p
schedule: 50 SP/additional d6p of damage (max 10d6p) damage, it affords the attacker with a moment to rethink his
Increase Length of Lightning Bolt: action (and possibly to make a morale check). Most natural
20 SP/additional 10 feet in bolt’s length
(or 5’ for forked bolts)
animals will be dissuaded from attacking but others will have
to be adjudicated by the GameMaster on a case-by-case basis.
Upon completing this evocation, the mage discharges a This ward allows for but one discharge.
stroke of lightning in a straight line (its direction dictated by The material component for this spell is a sour grape.
his outstretched arm). The mage may choose to either deliver a
single bolt 5 feet in width and 100 feet long or a forked bolt 10
feet wide but only half as long. Resist Fire
Any creature struck by the bolt suffers 6d6p points of dam- Base SP Cost: 130
age (or half if they make a saving throw). Inanimate objects in Components: V, S
its path constructed from wood, leather, cloth or paper will Casting Time: 5 seconds
ignite while soft metals such as copper, silver and gold will
melt. Range: Touch
The lightning knocks back any creature sustaining enough Volume of Effect: One creature
damage to warrant it. It also blows wooden doors off their Duration: 15 minutes
hinges and burns through wooden walls up to a foot thick Saving Throw: Not Applicable
(leaving a 5 foot diameter hole). Note that either of these
Additional Spell Point schedule: Increase Duration: 10 SP/5 minutes
effects will terminate the bolt as its energy is expended wreak-
ing this structural damage. If the bolt impacts a solid stone
wall, it ricochets and continues in the new direction until This spell provides the subject with Damage Reduction 12
reaching its full length. against magical and non-magical fire. However, this protection
is a flat DR (not cumulative with armor or other bonuses) that
The material component is a glass rod and a patch of rabbit’s
absorbs no more than 12 total points of fire damage during any
fur.
10-second interval.
135
Te n t h L ev e l S p e l l s Enchanted items (as opposed to permanent spell effects) are
by their very nature far more resilient examples of magical
Clairvoyance handiwork. Their dweomers cannot be readily extirpated from
the material host. As such, this spell merely renders them pow-
Base SP Cost: 140
erless for d8p days (no opposed check required) after which
Components: V, S time their magical properties return. Note that certain power-
Casting Time: 15 seconds ful objects may be immune to this spell’s effect.
Range: 20 feet Note further that superior quality weapons, armor and
shields are not magical nor are many potions.
Area of Effect: Special
Duration: 1 minute
Saving Throw: Negates Fireball
Additional Spell Point schedule: Increase Duration: 50 SP per additional Base SP Cost: 140
minute of Clairvoyance (Spell Points may Components: V, S, M
be expended after the spell has been cast
to extend the duration if, for example, one Casting Time: 3 seconds
is receiving a progressively more interest- Range: 60 feet
ing read on a person or object)
Volume of Effect: 15 foot radius (14,000 ft3)
Via this spell the caster receives the ability to gain informa- Duration: Instantaneous
tion about an object, person, location or physical event through Saving Throw: Not Applicable
means other than the known human senses. Clairvoyance is Additional Spell Point Increase Damage:
very different from Mind Reading in that the information is schedule: 50 SP/d6p (max 10 d6p)
gained directly from an external physical source, rather than
being transferred from the mind of one individual to another. This is the quintessential mage spell and a true demonstra-
For each minute spent focusing on an object, person or loca- tion of the power a magic user may wield. Like all instruments
tion the mage gains some new piece of information regarding of power, it can be dangerous in the hands of the naïve, the
the focus of his study. inexperienced, the foolish and the impatient. There are many
Exactly what is learned is left to the discretion of your veteran explorers that can relate their own sordid tale of being
GameMaster but may include such things as the properties of engulfed by friendly fire.
an item, details of a person’s past history, a mental image of A Fireball is a spherical gush of flames originating from a
events that occurred at the location and so forth. A sapient crea- point indicated by the caster. It is not an explosion for there is
ture may shield his or her aura from the inquisitive clairvoyant little concussive force. It is misinterpretation of the latter ele-
with a successful saving throw. However, should the mage suc- ment that all too often results in a fratricidal toasting.
ceed in reading him, this probing may continue as long as the From its point of origin, the Fireball nearly instantly swells
mage is willing to invest Spell Points in the endeavor. to encompass a sphere 15 feet in radius. However, if prevented
Clairvoyance is mentally taxing and thus cannot be cast more from doing so by architectural constraints, the flames surge to
than once per day. fill an equivalent volume (14,000 cubic feet or, for those more
visually oriented, 14 10’x10’x10’ cubes). If set off in a confined
space, particularly one without high ceilings, the firestorm can
Dismiss Enchantment quickly fill adjacent corridors reaching far beyond the area of
Base SP Cost: 140 effect the mage intended.
Components: V, S Those caught within the flames suffer 6d6p damage (or
Casting Time: 10 minutes
more if the mage has amped up his casting) but may attempt a
saving throw to reduce these injuries by half. Inanimate objects
Range: 30 feet exposed to this magical fire and constructed from wood,
Volume of Effect: Special leather, cloth or paper will ignite while soft metals such as cop-
Duration: Permanent per, silver and gold will melt. Flammable items carried by an
individual failing his saving throw will ignite. See the appren-
Saving Throw: Special
tice level Fire Finger spell for details on this potential ancillary
damage.
This ritual permits a mage to terminate a magical effect.
The material component is a tiny sphere composed of char-
While unnecessary for enchantments of his own creation*, dis-
coal, sulfur and saltpeter.
missing those evoked by others requires an opposed check
(d20p+mage’s level vs. d20p+original caster’s level).
136
Flight effects as before assuming ghostform.
Base SP Cost: 140 Because he is essentially insubstantial, companions may walk
right through him as if he wasn’t there (though they will feel a
Components: V, S, M
slight bit of resistance accompanied by a chill running down
Casting Time: 3 seconds their spine). He may walk through solid objects such as door
Range: Touch and walls but cannot fly. Note that if he is within a solid object
when the spell lapses, the mage is instantly killed.
Volume of Effect: One living creature
People who do not know the mage will presume him to be
Duration: 1 hour
some form of undead and react accordingly. Conversely, the
Saving Throw: Not Applicable undead will not recognize him as a living being and usually
Additional Spell Point schedule: Increase Duration: 1 SP/minute ignore his presence.
Increase Weight Capacity: 1 SP/pound The mage may opt to terminate the spell prior to its comple-
tion. Whether or not he does so, at the spell’s completion the
A mage can cast this spell to overcome the pull of gravity and mage regains corporeal form over the course of 5-10 seconds
take flight. Only slight mental exertion is required to move in (it is still instant death if this transformation begins while
any direction. Movement occurs at a rate of up to 10 feet per ensconced in a solid object!)
second. The catalyst is a diaphanous cloak that the mage slips on
The mental exertion required for movement precludes other whilst casting the enchantment.
spellcasting; a mage cannot move and cast simultaneously, but
may stop his directional motion and hover for the casting time
Sphere of Invisibility
required. A flying character may bring anything he can wear,
hold, carry and so forth, provided the baggage does not weigh Base SP Cost: 140
more than is allowed by his carrying capacity (as defined by his Components: V, S, M
Strength ability).
Casting Time: 10 minutes
The flight is under the control of the flyer, not the caster
Range: Touch
(unless the mage casts Flight on himself, of course). The spell
cannot be voluntarily negated prematurely, but the flyer may Volume of Effect: 10’ radius sphere centered on caster
return to the ground and proceed upon foot at any time, taking Duration: Special
flight again while the spell remains in effect.
Saving Throw: Not Applicable
The material component for this spell is a bird’s wing feather.
Additional Spell Point Designate additional recipient
schedule: of invisibility: 20 SP
Ghostform
When cast, the mage becomes invisible subject to the same
Base SP Cost: 140
restrictions as the 6th level Invisibility spell. However, he is also
Components: S, C enveloped by a sphere in which others can similarly benefit
Casting Time: 1 second from the greatest of camouflage.
Range: Touch Once the initial portion of this spell has been cast, the mage
has two minutes to physically tap on the head up to 5 individ-
Volume of Effect: Personal
uals who thereafter gain invisibility if – and only if – they
Duration: 4+2d4p minutes (known only to GM) remain within 10 feet of the mage. Should they leave this
Saving Throw: Not Applicable sphere, they may be seen. A creepy byproduct is that an ally at
the edge of the Sphere of Invisibility may only have his head
Additional Spell Point Cast on Individual other than Self: 100 SP
schedule: Increase Duration: 10 SP/minute visible with onlookers gaping at the sight of a floating head
moving apace.
Note that individuals within the sphere cannot see each
This eerie dweomer transforms the caster’s body and gear
other. A good deal of coordination is therefore required to keep
into a ghostly translucent visage of his corporeal form. While
from tripping over each other.
in this shape, he may only be harmed by silvered weapons and
receives an additional +8 Damage Reduction bonus versus this The spell has a maximum duration of 8+2d4p hours.
type of attack. Though unable to engage in melee while in Maintaining the sphere requires a conscious will to do so
Ghostform, the mage may still cast spells and utilize any magi- (expending 1 SP every 5 minutes as an additional SP alloca-
cal items he had on his person before the transformation to tion) and thus is dispelled if the caster falls asleep or is other-
ghostform. Conversely, he suffers the full effect of magic wise rendered comatose.
directed against him and is as vulnerable to monster’s gaze
137
However, it is immediately dis-
pelled should the spellcaster initi-
ate an attack (either with a
weapon, missile or a spell that
causes physical damage) or if one
of his designated invisible com-
panions do so while within 10 feet
of the mage. The caster may vol-
untarily terminate the spell early.
During the final 8 seconds of
this spell’s duration, the mage (and
any within 10 feet) gradually
becomes increasingly visible (in
one-eighth increments, that is he
becomes one-eighth visible eight
seconds prior to the spell’s expira-
tion and 12.5% more visible every
second thereafter).
The material component is a
piece of acacia gum that the mage
rubs on himself as he casts the
spell.
138
Combat is the ultimate and usually very final method of Encounters
dispute resolution in HackMaster. Because HackMaster battles
are so lethal, characters typically only engage after other (less An “encounter” in HackMaster is defined as any situation in
dangerous) methods of solving differences fail or been which a character(s) comes across another character, monster,
dismissed as unlikely to succeed. Of course, experienced play- trap or obstacle. This chapter deals with encounters that
ers perform such dismissal in the wink of an eye, sometimes include monsters and/or characters, probably hostile ones (at
cleverly getting the drop on their foes, other times accidental- least by the end of the encounter, anyway). Whenever an
ly butchering someone for an important bit of information that encounter occurs, the first thing the GM needs to do is deter-
could have been gleaned peacefully. However, this chapter’s mine the proximity of the opponents (or soon-to-be-oppo-
not about advising you on how to avoid such pitfalls; it’s about nents, as the case may be).
helping you learn enough about the combat rules to avoid get-
ting your hide flayed by goblins or skull staved in by passing Sometimes it’s easy to tell when an encounter starts; the GM
ruffians five minutes after rolling up your shiny new character. looking menacingly over his screen and shouting “Roll for
Initiative!” is a pretty solid clue for ya, Sherlock. Other times,
Some folks say that battles aren’t all that central to it’s not so clear. For instance, when that comely elf standing by
HackMaster. Indeed, it’s a multifaceted game with many other the wagon with the obvious broken wheel hikes up her dress
fascinating elements such as engaging NPCs in meaningful and thumbs for a lift, who can tell if she’s a buxom maiden
discourse, gaining knowledge of exciting new peoples, locations looking for rescue or some syphilitic forest banshee looking to
and things, discovering and mapping new lands and so on. eat your liver? In cases like this, it’s best to let either caution or
This author won’t waste the space in these exalted pages to heroic action rule the day.
ponder such a rhetorical topic. After all, it doesn’t take a
bloody genius to notice that most of those other topics don’t Encounter Distance
have an entire freakin’ chapter devoted to them, do they? On Encounters only occur when two or more groups come upon
the other hand, there are those who'd tell you that battle is the one another and one or both sides recognize this fact.
be-all and end-all, melee is glory and combat is the most Therefore, sensory range followed by awareness are the deter-
important thing in HackMaster. I’m here to tell you that the mining factors. Once one group moves within visual, auditory,
players trying to sell you such nonsense are nothing but inex- olfactory, tactile or other sensory range of any individual on
perienced rubes. Engaging in combat is not the most impor- either side, that individual (or individuals) can make a
tant thing in HackMaster; it’s a weak third behind surviving Listening or Observation check, as appropriate. Success indi-
and, most importantly, winning combat! cates that the character is now aware of his opponents.
Your careful study of this chapter will help you survive and Absent any changes to the situation, characters may attempt
ultimately win most violent HackMaster situations. By learn- additional checks every 5 seconds. Once an individual becomes
ing the nuances herein, you’ll dramatically improve your char- aware of another creature or group in the area, he (or they) may
acter’s chances of survival as well as keep the GM on his toes take action. Such an action may be to flee, hide, charge, fire a
(and avoid being taken advantage of because your GM hap- ranged weapon, observe, raise a hew and cry, cast a spell or any
pens to be ornery or forgetful). While the GM is always right other act.
- and darn near infallible - it always pays to know the rules, just
in case you find yourself at the table of a junior GM or one
that’s not yet HMGMA certified. Yes, this chapter shows you Ta k i n g Ac t i o n
how to take advantage of surprised foes, shoot enemies from a
distance, set them on fire, hack or club them to submission and If you’re an avid game player, chances are you’re used to
more. Sounds great, doesn’t it? choosing an action or actions on your “turn” - probably from a
139
list of allowable actions or categories of actions. This method At the onset of the action, each character who’s aware of an
works great for outdated games with boards and certain inferi- opponent rolls a d12 for Initiative and adds it to his Base
or (I hate to even credit them with the term “role-playing”) Initiative. The result is the character’s Starting Initiative.
games that have to hem in players because they either prefer During an encounter, each character begins declaring actions
simple games or plainly lack the genius to play the Greatest and moving based on his Starting Initiative. Since actions
Game Known to Man. occur based on time and the Count Up (described below), it’s
best to have a low Starting Initiative. Note that negative num-
In contrast, much like in real life, your HackMaster charac-
bers are possible (for example, a Base Initiative of –3 plus a “1”
ter can attempt any action he wants at any time. For instance,
on the Initiative roll equals -2), however, these are rare and are
in real life, to walk across the room you think about doing so,
counted as zero (0).
start moving and after a certain number of seconds you accom-
plish the task. Likewise, in HackMaster, if your character In some cases, characters can roll a lesser Initiative die than
wants to take an action (such as crossing the tavern floor), you the d12. One example is an experienced thief, whose character
simply declare his intent and after a certain amount of time (if type improves his reflexes as he trains. Other cases are situa-
there are no unexpected obstacles) he completes his action. tional. The “Choosing Initiative Die” chart provides guidelines
to help you understand when to use which Initiative Die.
Thus, HackMaster has no artificial time segmentation such
as “turns,” “rounds,” “segments” or “phases.” In HackMaster, Choosing Initiative Die
your character’s actions are measured in seconds, by time and Example Die
time alone. I know this concept can seem difficult after a life
Standard encounter d12
of being restrained by unnecessary rules, but I promise that
after a session or two, keeping track of actions (using actual Declared ready for trouble and have evidence d10
time like your ancestors intended) will come naturally for you. of an ambush ahead, but don’t know
where or when
Initiative Can hear opponents in a concrete direction, d8
but not see them
Before discussing just what actions are possible in an
Going through a doorway, with absolute d6
encounter (and how long they take to perform), it’s important knowledge that an opponent is on the other side
that we cover just who goes first. Several factors affect how fast
a character can take action, most notably the character’s Base Leaping around a corner, with absolute knowledge that d4
an opponent is there (or awaiting an opponent’s leap)
Initiative. The other important factor is a random d12 roll to
represent the variation of one character getting the drop on
another. This die roll is called the Initiative Roll.
The Count Up
Once a character or monster rolls Starting Initiative, the GM
begins counting from ‘1’ and up (each unit represents a second
in time ticking away), as “1... 2... 3... 4...” and so on. When
the Count Up reaches a character’s Starting Initiative number,
Base Initiative the controlling player may announce an action. (The GM
Base Initiative is Wisdom Initiative needn’t announce actions taken by NPCs or monsters, but he
HARD
bonus + Dexterity Initiative bonus + Class should note them mentally or physically).
EIGHT
level adjustment. Any character that has a Starting Initiative number higher
For example, let’s say that Kabor is a 4th level fighter than the current Count Up number is in a state of surprise or
with Wisdom 11/23 and Dexterity 15/66. He has a +2 otherwise caught unaware and flatfooted.
Initiative modifier from Wisdom and a -1 modifier from
his high Dexterity (but no adjustment from his fighter class
level). This gives him a total Base Initiative modifier of +1.
Surprise
In a standard encounter, Kabor would roll a d12 and add +1 Surprised characters continue to do whatever they were doing
to the result. For instance, if he rolled a 7, he’d add +1 to get before the surprise roll (such as walking along, dozing, whistling
a Starting Initiative of 8. a tune, daydreaming about that cute girl next door or whatever)
As another example, let’s look at the 1st level mage, and can take no other action - and we mean no other action, not
Fedigar the Firebrand. Fedigar receives no Initiative mod- even such cowardly acts as running away or cowering in a cor-
ifer from his Wisdom 17/88, but he suffers a +1 modifier ner, let alone more manly pursuits like defending themselves.
from his Dexterity 12/24. As a 1st level mage, he also suf- Further, surprise negates things like Defense adjustments, the
fers from a +2 adjustment from his class level. In a standard ability to employ a shield and so on (surprised characters roll
encounter, Fedigar rolls a d12 and adds his Base Initiative only a d8p for defense; defense rolls are explained later in this
+3 to the result. chapter). Essentially, the character is confused, hesitating or
otherwise unable to react at all to his surroundings.
140
begins at “1” (note that the non-surprised characters can take
A Note on the Count Up action immediately on “1” without the need to roll for
Initiative).
The Count Up makes using miniatures much easier, as
each party member can move his miniature as Your GM tells you what type of Initiative die to roll by using
each second ticks away (giving him some- the ‘Choosing Initiative Die’ chart as a guideline. Note that
thing to do and not sitting around waiting this chart works for both sides (in the case of both parties
for his “turn” like a Monopoly® game). advancing around a corner to fight), or if one side is lying in
The Count Up can also be used as a tool ambush or otherwise prepared but not quite fully ready or
HARD
EIGHT
to help make games played sans miniatures observant (like a typical gnole guard, for example). In the lat-
more exciting. While the GM describes the ter case, the semi-prepared side may roll a lesser die.
action, he can create a sense of suspense as the Count Up In all cases, GM discretion decides which dice should be
leads to the action. used, if any, but the standard is the d12.
For example, a group of orcs leaps from cover and is going
to charge down on the party, 60 feet distant. The GM
declares Initiative rolls and begins the count up as the play-
Mov e m e n t
ers anxiously await their “number”. It could sound like this: Characters may move at any time. Like all actions, a player
“One! The orcs leap from their cover position. Two, they’re declares his intention first. Then, when the Count Up reaches
now starting to jog in your direction. Three, with a snarl, the time indicated on the “Per Second Movement Rates” chart,
they break into a run, covering 15 feet. Four, 30 feet! Five, the character moves (and the player should make a further dec-
the leader shouts a war cry and they break into a charge… laration of what his next action will be).
they’ve closed 50 feet and are nearly on you!” For a player
waiting for “7”, each count makes him even more anxious. Per Second Movement Rates
Humans, Elves, Dwarves, Halflings,
size M and L size S and T
Once the Count Up reaches a character’s Starting Initiative creatures creatures
number, that character is no longer surprised. Walk 5 ft 22 ft*
Note that getting hit in the face with a club or shot with a Jog 10 ft 5 ft
crossbow bolt typically makes any conscious character realize
Run 15 ft 72 ft**
something is up! If the character is attacked in melee or struck
by a ranged weapon, he will only be surprised for 2 more sec- Sprint 20 ft 10 ft
onds (unless his Starting Initiative number would end surprise * move 5 ft every other second.
earlier, in which case he can act on his Starting Initiative num- ** move 5 ft on the first second, 10 ft the next, alternating each second.
ber). Of course, if he had been attacked while surprised he From a standing position, a character can begin to walk or
might be stunned, knocked prone, incapacitated or slain at that jog immediately, but not run or sprint. A walking or jogging
time (the latter event, in particular, making the Starting character can then move to a run or sprint.
Initiative number somewhat moot).
Near misses with ranged weapons (within 6 needed to hit) Draw/ready weapon, 0 Second
allow even the dumbest foes an Initiative roll. Other more sub- small
tle actions, such as moving to a new position, might trigger Draw/ready weapon, 1 Second
another Listening or Observation skill check while others (like medium
quietly taking a swig of brandy or healing potion - or one of Draw/ready weapon, 2 Seconds
each! - from behind complete cover) aren’t likely to alert anyone. large
As soon as the ambushed characters become aware of the *free when combined with another movement or action
others, they can roll for Initiative as normal and the count
141
Ra n g e d At t a c k s
I’m sure if you stop and think about it long enough, you’ll
come to the conclusion that it’s a whole lot safer to shoot your
opponent at range than to stand within his weapon’s reach and
go at it toe-to-toe. Now, of course, you’re probably wondering
how to execute such a smart move so you can start cutting
down your would-be foes with arrows, axes, bolts and other
bonuses. A moving defender rolls a d20p (but adds no modi-
projectiles long before they see the end of your sword.
fiers), a stationary defender rolls a d12p (but adds no modifiers)
Missile weapons come in two basic forms: those that require and the results are compared. Being aware of the attack affords
an individual to personally hurl the projectile (as in the case of no bonus to the defender in the basic game (but can in the
a javelin, throwing axe or throwing knife) and those that use a advanced game, given enough distance and warning).
tool to shoot a projectile. The latter most commonly takes the
A cursory glance at the weapon charts reveals that scoring a
form of a bow or, its mechanized variant, the crossbow.
hit is by no means assured, even at presumably undemanding
Ranged attacks work as follows. The attacker rolls a die type ranges. Those with some perfunctory exposure to archery may
as indicated on the range chart for his weapon and adds any balk at the seeming difficulty at hitting a target. Let it be said
applicable bonuses, such as his Attack adjustment for the that these naysayers might do well to remember that the bow
weapon, any Attack Bonus based on level and any other accrued that they used bears as much resemblance to period bows as my
iPod does to a Victrola and they should
Shortbow (2d6p damage) Sling (d4p+d6p damage)
go back to relaxing in the blind comfort
Distance (ft) Attack DIe Distance (ft) Attack Die a millennium of scientific achievement
5 - 50 d20p 5 - 40 d20p has provided them.
51 - 80 d20p-4 41 - 80 d20p-4 Delivering a hit in combat entails
81 - 120 d20p-6 81 - 120 d20p-6 landing a solid blow that does meaning-
121 - 150 d20p-8 121 - 160 d20p-8 ful damage to an active opponent while
in fear for your mortal life. Any sod with
Longbow (2d8p damage) Javelin (1d12p damage)* a full belly and adequate rest can peace-
Distance (ft) Attack Die Distance (ft) Attack Die fully travel via motorized comfort to a
5 - 60 d20p 5 - 30 d20p well-lit range and employ a bow benefit-
31 - 50 d20p-4
ing from space-age polymers to score a
61 - 120 d20p-4
hit on an immobile and unthreatening
121 - 160 d20p-6 51 - 70 d20p-6
paper target, in excess of those presented
161 - 210 d20p-8 71 - 100 d20p-8
in the official combat charts. That he
Light Crossbow (2d6p damage) Throwing Axe (d4p + d6p damage)* can do so does not invalidate the legiti-
macy of these charts, it only proves that
Distance (ft) Attack DIe Distance (ft) Attack Die
the individual in question is an argu-
5 - 60 d20p 5 - 20 d20p mentative fool unaware of the care taken
61 - 100 d20p-4 21 - 30 d20p-4 to derate the superfluous complexity of
101 - 140 d20p-6 31 - 40 d20p-6 glancing or superficial shots, the difficul-
141 - 180 d20p-8 41 - 60 d20p-8 ty of judging distances under pressure
and on the fly and the stress of combat.
Heavy Crossbow (2d10p damage) Throwing Knife (d6p damage)* Indeed, one might venture a guess as to
Distance (ft) Attack Die Distance (ft) Attack Die said individual’s capability for action
5 - 80 d20p 5 - 20 d20p back when he was receiving yet another
81 - 140 d20p-4
atomic wedgie in the locker room of his
21 - 30 d20p-4
junior high school.
141 - 190 d20p-6 31 - 40 d20p-6
191 - 250 d20p-8 41 - 50 d20p-8
* Strength bonus to damage only applies if the weapon is thrown from a jog (i.e. a character must
jog at least 15 feet towards the target before releasing the projectile).
142
So When Can I Shoot? Special Ranged Firing Timing
Just like in melee, a shooter cannot attack until his weapon is Considerations
readied. But unlike hand-to-hand combat where merely bran- In most instances, mechanical-based weapons
HARD
(slings, bows and crossbows) need to be loaded and
dishing a blade makes a character “ready” for a fight, ranged EIGHT
143
Effective range is determined by multiplying the actual range
Some explanation of size categories is in order: by a weighting factor. These are listed on the ‘Determining
(tiny): creatures 1’-2’ in height or length Effective Range’ chart.
T (examples: giant rat, weasel) Determining Effective Range
(small) creatures 3’-4’ in height/length Target SIze Effective Range
S (examples: halfling, kobold) T x2
144
someone fails their defense and is struck by the missile. Yes, it archers didn’t fire into melee when the cavalry or infantry was
is in fact possible to hit your buddy who is only 5 feet from you engaged and this risk is the reason why.
when you were shooting at a target 25 feet away. Note that the Of course, modern movies show otherwise, as the viewer is
relevant attack roll may need to be derated or improved based treated to Legolas running around shooting into melee, every
on the size of the various targets if they differ from the origi- shot ringing true. Movies are entertainment and only like to
nally intended target. Modify the original roll as appropriate show you the good bits. While Peter Jackson was showing us
as the targets change. Gimli acting a fool or being tossed about by a skinny ranger,
Shooting into melee with indirect fire (any shot at a -6 it’s likely Legolas was shooting an arrow into some poor
penalty on the chart indicates long range – such an attack will schmuck’s back. Thank you, Pete, for not airing the blunders,
have a necessary arc) works similarly to direct fire. The target but only the kewl stuff. Also, in case you are wondering, no
rolls its defense as normal and if the shooter scores a hit, he can your character cannot ‘skateboard’ down the stairs on a shield,
roll damage and high five his neighbor. If he fails to hit, roll a let alone shoot while doing so.
d12 and a d12p. The d12 determines the direction the shot
missed as a clock hour (from the shooter’s point of view), while
the d12p indicates the number of feet off. The nearest target
Damage
(who is not the original target) within a 5 foot radius of the After a successful hit, the attacker rolls the appropriate
determined location should roll a d20p defense roll versus the damage dice (as indicated by the weapon charts and circum-
original attack (regardless of whether the victim was stationary stances of the attack). The defender subtracts any damage
or not as he was not the original intended target anyway). absorbed by his armor and applies the remainder as a single
Make this check until a victim is hit or all targets within five wound that reduces his Hit Point total by that amount. He
feet are exhausted. Note that the relevant attack roll may need also suffers any other listed effects (such as knock-back and
to be derated or improved based on the size of the various tar- trauma). Note that each wound heals separately (see page
gets if they differ from the originally intended target. Modify 128), so it’s important to keep track of individual wounds.
the original roll as appropriate as the targets change.
Some rules, such as hitting a shield or using a jab attack, may
Example: While his band of mercenaries is engaged with ogres,
require you to roll half damage dice (e.g., 4d4p+2 becomes
Bromide Ironheart, the dwarven fighter/thief has been skulking
2d4p+2, or d6 becomes d3). When rolling half damage for a
around combat. Although unwilling to enter into a direct frontal
weapon with two different damage dice (e.g., d4p+d6p), hack-
attack, Bromide certainly wants to get a few licks in. Pulling out his
ing weapons use the smaller (e.g., d4p) while crushing weapons
shortbow, he figures he might be able to land a telling blow and
use the larger (e.g., d6p).
maybe rob his brother, Steelhead, from a kill. Without thought to
any potential danger and using his cleric, Caleb, as cover ahead and Penalties (such as a negative Strength modifier) cannot
to his right, Bromide lets loose a shot into the melee -- aiming for reduce a damage roll below 1 point, unless a particular rule
one of the two ogres engaged with Steelhead, 55 feet away (a nice, states otherwise (e.g., a hand-to-hand counterattack with a
safe distance). Bromide rolls a 15 to-hit on his modified d20p (since Near Perfect Defense). However, a character’s damage
the Ogre Is size H, the effective distance is only 272 feet), while the reduction (i.e. armor and/or shield) or a thief ’s Luck Points
ogre only musters an 11 -- a hit! Bromide rolls damage, but not may reduce the amount of damage suffered to 0 (zero) points.
enough to finish off the ogre. Ignoring angry warnings from his
brother who has just dropped the ogre on his right (leaving only the
one on his left), Bromide chooses to fire another shot. Since he's in a D e a t h a n d Dy i n g
hurry, hoping to land a killing shot before Steelhead can end the
Characters don’t necessarily die when reduced to zero HP or
melee, Bromide opts for a snapshot. Sadly, his hasty aim coupled
below. If an injury drops a character down to precisely zero hit
with a poor die roll, allow Bromide to only muster a modified 9 to-
points, the character is actually in a near-death, but stable state.
hit, while the ogre rolled an 18. Since the shot missed in melee,
He will lose consciousness unless he can make a willpower
Brian (Bromide's player) rolls a d4 and a d12p -- with a 3 and 6
check by rolling a competing Wisdom check (d20p + Wis vs.
resulting in a miss right (odd) for 6 feet. Poor Caleb, standing only
d20p + 11). If he succeeds, he remains prone but conscious,
5 feet ahead of Bromide, is right in the line of fire! Luckily, the cler-
effectively as if having failed a Threshold of pain check for
ic rolls a 10 on his d20p (unmodified) and the shot whizzes past his
trauma except that he may speak at a labored whisper. Note
left ear. Steelhead, now angrier than ever, finds himself directly in
that in this state no spell casting is possible! Nothing can be
the line of fire. All he can do is roll a d20p for defense and hope for
done other than speak at a labored whisper.
the best; since he's 55 feet away and the shot was fired at a 25 range
due to the ogre's huge size, the original 9 attack roll is now derated A character can also survive to negative hit points, but only
further to a net 5. Sadly, Steelhead rolls a 1. Bromide now rolls full up until half his Constitution in the negative. For example, a
damage. The next morning, somebody will wake up with a shiner. character with 9 Con can survive to -4 hit points, but the
instant he drops to -5 hit points, he dies; a character with 16
The long and short of it is this: While waiting around with
con will expire at -9, but can survive to -8. Should the charac-
nothing to do and an itchy trigger finger is stressful, shooting
ter’s Constitution ability be adversely affected by extraneous
into melee is a risky endeavor. It always has been. English
145
events (for example, a PC who normally has 16 Constitution is second, the goblin attacks with d20p plus its Attack Bonus, and
temporarily at 7 Constitution due to an unfortunate encounter with Kerak defends with d20p-4 plus his Defense Bonus.
a Barrow Wight), this impacts his ability to survive (this partic-
For succeeding attacks while adjacent to, engaged with or
ular adventurer would die if he reached -4 hit points due to the sick-
within threatening distance of a melee opponent, simply add
ly condition the Barrow Wight left him in).
each character’s Weapon Speed plus any other Speed modifier
Even if not immediately slain, a character injured to negative (such as from talents or weapon specialization) to their
hit points is in the process of dying. Every 10 seconds (from previous attack’s Initiative and continue in such a way until one
the second he fell below zero hit points) until he either stabi- or the other falls or someone otherwise breaks off the attack.
lizes or succumbs to his wounds, the character must win a com-
peting Con check (d20p + Con + current hit point total vs. For instance, let’s say Kerak the dwarf fighter attacks on
d20p + 11). If he fails, he loses another hit point. If he suc- Initiative 4 with his battle axe (Weapon Speed 12). He and the
ceeds, he stays at his current total. A success by 10 or more defender make their attack and defense rolls to determine how
indicates he stabilized, while a critical failure indicates loss of 2 successful the attack was. Kerak can again attack with his battle axe
hit points! The character attempts this Con check every 10 when the GM’s Count Up reaches 16 (4+12=16).
seconds regardless of his state of consciousness. Note, the
Once the combat ends (meaning there are no more foes
process for remaining conscious is the same as for falling to
engaged with one side), the survivor may declare a move or
zero hit points, except the characters current hit point total is
take any other action on the next second. When he engages a
added to his roll (i.e., a penalty equal to how far below zero the
new opponent, he makes an initial attack on this new opponent
character has fallen).
on the second in which he engages (as described at the
Whether conscious or not, if a stabilized character is injured beginning of this section).
for a point of damage or more, his wounds and vitals worsen
and he begins to perish as described above. Note that the combat must be over for a character to take the
initial reach attack as described earlier. He can’t simply step
A successful first aid (average) check on the part of a first aid
away from his opponent and then step back - by definition, he
provider allows a dying character a potentially significant
is still engaged and the prior combat has not ended. On the
bonus to his next Constitution check, depending on the abili-
other hand, if all his melee opponents are dead, unconscious or
ties of the attendee (see the First Aid skill on page 67 for spe-
fled, he is no longer engaged and may move to a new battle
cific details). Such a First Aid check may be attempted imme-
and take a swing.
diately and then every ten seconds until the character stabilizes
or dies. Dice and die rolls may be further modified by circumstances
(such as ability scores, using a shield, fighting multiple
opponents and so on).
Me l e e At t a c k s
Characters can move about and shoot at will until they get Shields and Armor
within reach of an opponent. (A character’s effective reach is When defending against a typical attack, an unshielded
based primarily on his weapon. Weaponless monsters use the
defender rolls a d20p-4 and adds his Defense Bonus (any
reach of their natural attack - typically claws or sharp, pointy
Wisdom, Dexterity or additional defense modifiers), compar-
teeth.) Once within reach, the first melee attack may occur.
ing the result against the attacker’s d20p plus Attack Bonus.
The character with the best reach gains the first swing. If
neither has a reach advantage, both characters attack at the Using a shield, however, eliminates the “-4” penalty and
same time and results are tallied simultaneously. improves the defender’s roll to d20p plus Defense Bonus (as
noted above and including the shield’s own defense bonus).
To land a hit on an opponent, an attacker must make a suc-
cessful attack roll by rolling a d20p and adding his Attack On a failed defense roll when using a shield, the attacker
Bonus, while a defender rolls a d20p-4 and adds his Defense successfully bypasses the shield and rolls the appropriate
Bonus. The numbers are compared and the higher total wins. damage directly against the defender. Any damage in excess of
A tied result goes to the defender. the armor’s Damage Reduction value is taken as a loss of Hit
Points (i.e., a wound).
The character with lesser reach may move and attack on the
following second (if not held at bay; see Reach and the jab For example, let’s postulate that Brynhildr the fighter (who
Special Combat Move). wears leather armor and carries a small shield) has just been
attacked by an orc. If her total defense (d20p roll plus Defense
For example, Kerak the dwarf fighter encounters a goblin, and
Bonus) is less than her opponent’s total attack (d20p roll plus Attack
the two foes enter melee. Kerak’s battle axe gives him an effective
Bonus), she fails to successfully defend herself, and the GM rolls the
reach of 3 feet, and the goblin’s short sword gives it 2 feet, so Kerak
orc’s damage dice. From this total he subtracts 2 points (to account
attacks first. Kerak’s player rolls d20p to attack and adds his Attack
for the damage reduction of Brynhildr’s leather armor). She takes
Bonus for a total result of 13, while the GM rolls d20p-4 for the
the balance as a wound.
goblin’s defense and adds its Defense Bonus to get 15. Since the
goblin’s total result was higher, Kerak’s attack missed. On the next
146
If a defender with a shield succeeds in his defense roll, regard-
less of the numbers rolled (other than a “1” by the attacker or
“20” by the defender, these special numbers are explained later),
the attacker rolls half damage dice plus any damage modifiers
(e.g., 2d6+1 becomes d6+1) and the defender applies it to his
shield. In regards to half damage for a weapon with two
different damage dice (e.g., (d4+d6)p), take either the smaller
(for hacking weapons, e.g., d4p) for the larger (for crushing
weapons, e.g., d6p). Piercing weapons deal only 1 point of
damage plus any damage bonuses (no die is rolled).
Successfully defending with a shield is not an assurity of avoiding Damage in excess of the shield’s Damage Reduction value is
damage. Because this technique depends on blocking an opponent’s blunt trauma absorbed by the character’s armor (if any,
blows with the shield, even a successful defense means that your according to its type). Any remaining damage is suffered as a
adversary has the opportunity to whack your shield.
loss of Hit Points (i.e., a wound).
While shields do provide a good measure of protection from this
battering, you may still suffer damage from massive blows through If Brynhildr is again attacked by the orc and this time her total
concussive force (after all, your arm is strapped to the other side of the defense (d20p roll plus Defense Bonus) is greater than the orc’s
shield!). attack value (d20p roll plus Attack Bonus), the GM rolls half the
Shields protect best against puncturing* weapons. Your opponent orc’s normal damage plus bonuses (so 2d8p+2 becomes 1d8p+2). If
only scores 1 point of damage plus any bonuses from Strength or skill. the GM rolls total damage of six points, Brynhildr’s small shield
Crushing* and hacking* weapons permit your opponent to roll half reduces this damage by 4 points and her leather armor reduces it
the damage dice normally allowed (in the case of different damage
dice – such as a mace’s d6p+d8p – crushing weapons use the higher further (by 2 points) so she loses no hit points (6-4-2=0).
die while hacking weapons use the lesser) plus any bonuses from
Strength or skill. Yes, a character may suffer damage even if he successfully
defends (i.e., blocks a blow) with his shield, but he’s got a much
The shield’s defensive value (plus that of any body armor you may better chance of avoiding damage with it than without it.
be wearing) then mitigate this damage total. Shields absorb either 4
(small) or 6 (medium or large) points of damage. Armor absorbs dam-
age according to type (specific values are listed in Chapter Six: Armor, Shield Defense Damage
Weapons and Equipment). Any received damage in excess of what your Type Bonus Reduction Cover Value
armor and shield absorb is taken as a wound.
Small +4 4 hp 19
For example, Bartholomew the Bold is equipped with a medium shield
(damage reduction 6) and leather armor (damage reduction 2). During the Medium +6 6 hp 16 (11 if actively
adventure he engages an orc in melee combat. He defends using his shield crouching behind it)
because it provides a far superior defense roll and he isn’t overly concerned
Large +6 6 hp 11 (6 if actively
about the possibility of taking concussive damage. His defense roll exceeds
the orc’s attack roll, meaning he blocked the orc’s scimitar strike with his crouching behind it)
shield. Ordinarily, an orc rolls 2d8p+2 for damage but, since it hit Barty’s
shield, it only gets to roll a single d8p+2. It rolls ‘6’ on the die, and adds 2 Projectiles. Shields provide cover against projectiles. The
(since bonus damage is always applied), resulting in 8 points of damage. defender simply rolls a d20 and, if he equals or exceeds the
Barty’s medium shield absorbs 6 points and his leather armor another 2 shield’s Cover Value, the shield catches/deflects the projectile.
points meaning that Barty takes no damage from the orc.
Note that Cover Value improves if your character actively hides
Later, Barty encounters an ogre. He again defends with his shield and is behind his shield but a character must state that they are actively
successful. The powerful ogre normally rolls 2d10p+6 for damage but, since hiding behind their cover before the shot is announced!
this is a shield hit, it only gets to roll 1d10p+6. The ogre rolls ‘9’ on the die
and adds 6 for his damage bonus, resulting in 15 points. Barty’s shield and Shield Destruction. Shields, while resilient, may be splin-
armor together only absorb 8, so the remaining 7 points are taken off his
Hit Point total. Even though he was successful in his defense, Barty still tered and destroyed by a heavy blow. The likelihood of this
sustained a 7 Hit Point wound from the ogre’s massive blow. occurring is directly a function of the damage dealt by the blow.
Shields are not indestructible and must save if they sustain a mas-
sive blow. Though the statistics are listed in the equipment chapter, Shield Damage Required Save
it’s worth illustrating here. Medium shields must make a saving throw Small M/L (failure results in shield’s destruction)
if they get hit for 12 or more points of damage (the save becoming
progressively more difficult for thresholds of 18 and 24 points, until 8 pts 12 pts Competing d20 roll, defender gains +6 bonus
they are automatically destroyed if struck for 30 or more points of 12 pts 18 pts Competing d20 roll
damage).
16 pts 24 pts Competing d20 roll, defender suffers -6 penalty
Because Barty’s shield suffered a 15 point blow, he must make a saving
throw for it. He rolls a d20 and adds a +6 bonus (because the ogre’s blow 20 pts 30 pts None; shield automatically destroyed
exceeded 12 points but did not reach the 18 point threshold), while the ogre
rolls a competing d20. If the ogre’s score exceeds Barty’s, it means that
Barty’s shield has been broken by the ogre’s pounding. For instance, if an orc deals a single blow of 8 or more points of
damage against a fighter’s small shield, the GM rolls d20 for the orc
147
while the fighter’s player rolls d20+6. If the fighter’s roll is greater the goblin’s shield and/or armor reduces this damage below 10
than or equal to the orc’s roll, the shield remains intact. If the orc’s points, the fighter still knocks the creature back 5 feet.
roll is higher, the shield splinters into several pieces as the orc’s blow
If the damage roll exceeds the damage required for a knock-
hits home. Note that, even as it splinters into uselessness, the small
back by double, triple, or more, the distance also increases
shield still applies its Damage Reduction value to lower the orc’s
incrementally. This is known as a “double knock-back” or
damage to the fighter by 4 points.
“triple knock-back” and so on.
Multiple Opponents and Rear Attacks If the attacker scores a double, triple or greater knock-back,
When facing up to three opponents to the front and/or the defender is knocked prone and has his next attack’s
sides, an unshielded character uses d20p-4 plus Defense Bonus Initiative reset to the appropriate Weapon Speed value (assum-
for his defense against each of those attackers. Likewise, char- ing, of course, that so much damage doesn’t kill him outright).
acters with shields continue to use d20p plus Defense Bonus. In this case, the defender can regain his feet in 1 second, while
the attacker can advance over the lost ground if he so chooses.
When facing more than three opponents to the front and/or
sides, the defense roll against the fourth (and fifth, sixth, etc.) If a fighter deals 20 to 29 points of damage to a goblin, the foul
opponent becomes d12p plus Defense Bonus. Against those creature gets knocked back 10 feet and falls prone. Furthermore, if
particularly sneaky and/or cowardly foes that come up from the goblin had been readying for a succeeding attack that was to
behind, the defense roll is d8p plus Defense Bonus. Note that occur on its next Initiative, its next Initiative number is reset (to
shield defense bonus does not apply when rolling your defense the current second plus Weapon Speed plus other Speed modifiers).
die against the 4th+ attacker or an attacker to the rear.
Knock-Backs
Damage rolls of five points per size category automatically
knock the defender back 5 feet. The attacker can, on the next
second, choose to step forward and advance those 5 feet. If the
attacker chooses not to advance, the defender may regain that
ground or break off combat freely (unless the attacker has a
weapon with enough reach to get him).
Knock-back is based on the damage rolled and is independ-
ent of damage reduction from armor or natural defenses.
T 5
Trauma
S 10
A characters that suffers massive damage in one blow might
M 15
drop, incapacitated by the agony. To know how much of an
L 20 injury your character can withstand before the pain becomes
H 25 too much to bear, you determine his Threshold of Pain (ToP).
G 30 Threshold of Pain Formula. A character’s Threshold of
Pain is equal to 30% of his Hit Points + another 1% of his hit
For example, let’s say that a fighter deals a single blow of 10 points per level (or 2% per level for fighters).
points of damage against a goblin (a Small sized creature). Even if
148
When a character suffers damage greater than his Threshold gets its counter (unless your weapon speed is so great as to
of Pain score, he must make a trauma check (d20 vs. 2 Con allow you another attack before your assailant can respond to
score). A roll less than or equal to half the character’s the first.) Neither can you switch to a special combat move
Constitution score (round down) means the character after completing a normal attack until the count reaches the
shrugged off the pain. A roll in excess of half his Con score time for your next attack. Exceptions to this rule include
indicates that the character falls to the ground, unable to take Tactical Move (which can be performed at any time) and
action until his suffering subsides. Recovery time 5 seconds moves initiated in response to an opponent’s attack, to wit:
times the difference between the 2 Con check roll and the 2 Give Ground, Scamper Back, Flee.
Con score. Jab: Jabbing a weapon straight at your enemy is faster than
swinging it in an arc and thus affords a faster weapon speed.
Kerak, a third level dwarf fighter with a Constitution score of However, damage dice for jab attacks are halved and penetra-
16, has 29 Hit Points. Kerak's base ToP is calculated as 30% (base) tion is not possible. The character must also be using a weapon
plus 6% for his level (2% x 3rd level) for 36%. So Kerak's ToP is with a listed jab speed (see Chapter 12: Goods and Gear).
36% of 29 hit points or 10.44. Whenever he loses 11 or more Hit
For instance, a thief might spend 7 seconds to wield his dag-
Points in a single blow, his player must roll a d20 in hopes of get- ger with a slicing motion, or use only 5 seconds to jab it at his
ting a result equal or less than 8 (half of Kerak’s Con 16). Now, if foe. Likewise, a fighter might take 8 seconds to land a swing
he should roll a 12, then Kerak falls to the ground, writhing in pain from his short sword into a bugbear's fat head or only spend 7
for 20 seconds (5 x (roll of 12 - half Con score of 8) = 20). seconds jabbing it through the slob's beer gut.
A monster’s Threshold of Pain is simply calculated as 40% of Hold at Bay: If a single target enters into a Character's
the creature’s total Hit Points. Instead of a trauma check, mon- Reach, the character may attempt to Hold them at Bay; this
sters have a ToP Save listed as part of their statistics. prevents said opponent from attacking the character's body, or
from advancing any closer. If the weapon has a Jab speed (see
Coup de Grace the Jab special combat maneuver), the character may make a
Jab attack for the normal effects, in addition to attempting to
A character can automatically slay an incapacitated, uncon-
Hold them at Bay; a weapon lacking a Jab speed may also be
scious or otherwise helpless foe (includes those that have fall-
used for this purpose, but inflicts no damage.
en from a failed Threshold of Pain check) if he spends 10 sec-
onds carefully dispatching the foe. To do this, a character can- If a character is within his opponent’s reach, but his own
not be engaged by an opponent, must be physically on top of, weapon is not within reach (because it’s smaller) and he is held
kneeling next to or otherwise up close and personal with his at bay, he’ll need to knock aside his opponent’s weapon before
victim. The 10 seconds represents the time to get in position he can engage (a successful attack on the weapon knocks it
aside). If not held at bay, the attacker with the smaller weapon
(assuming the character began next to his foe), remove head-
needn’t bother knocking the weapon aside. Note, this tech-
gear, steady grip, smirk, taunt or whatever else is required to
nique can be accomplished with a non-jabbing weapon, how-
finish the helpless foe.
ever, in such a case, a successful attack delivers no damage
Note that a coup de grace may only be performed by sapient crea- whatsoever, it simply holds the enemy at bay (as opposed to a
tures - those that can reason intelligently and eliminate foes system- jabbing weapon which affords jabbing damage on a successful
atically. A hobgoblin or orc could perform a coup de grace, though a Hold at Bay).
dog or wolf could not - they’d simply attack the helpless opponent. To land a hit on an opponent’s weapon, the attacker must
make a successful d20p Attack roll against the defender’s
Attacking a Helpless Opponent shieldless Defense roll. If the attacker succeeds, he may per-
A sapient character can choose to attack a helpless foe form his attack roll on the defender during the next second of
instead of executing a coup de grace. (Animals and other non- the Count Up.
sapient creatures always attack, since they lack the intelligence Aggressive Attack: The attacker makes a flurry of blows
to perform a coup de grace.) In this case, the defender receives (like an experienced swordsman might) or a vicious lunge (like
only a d8p defense die and the attacker may attack at intervals a snarling, snapping sturm wolf ), gaining him a +5 bonus on
of half weapon speed (round fractions up). his next Attack Roll and –2 to his next Defense Roll. Fighters
often use this attack in order to intimidate a foe into giving
Special Combat Moves ground.
Combatants may opt to utilize non-standard (hence the A successful Aggressive Attack results in only half damage if
moniker special) combat moves to adjust their fighting style to the defender utilizes either the Give Ground or Scamper Back
better suit their current battle circumstances. Use of a special maneuver (the defender may announce his intention to give
combat move must be declared in conjunction with a new ground in reaction to the attacker announcing an aggressive
attack sequence (i.e. just prior to rolling an Attack die) and attack, but prior to the aggressor’s attack roll). The Aggressive
commits the character to that combat move until he attacks Attack cannot be combined with any other combat maneuver,
again. Thus it is not possible to gain the bonus of an Aggressive nor can such be employed until the aggressor’s next attack
Attack and then switch to a Full Parry when your opponent opportunity.
149
Charge: By running or sprinting (at a movement rate of 10 Give Ground: When an opponent rolls its Attack die, a
feet/s or greater) into a foe at least 20 feet away in a straight defender can opt to retreat at walking speed to gain a +5 to his
line, an attacker gains an additional +4 to attack but loses any defense roll and a –1 to his next attack roll. The attacker can
Dexterity bonus to defense upon contact with an enemy and automatically advance or press forward in conjunction with
for 5 seconds thereafter. Normal damage is inflicted upon the this rearward movement but doing so does not mitigate the
first creature interdicting the charge but is doubled solely for defensive advantage. Of course, if the defender doesn’t have
purposes of determining knock-backs. room to retreat, he cannot give ground. Further, creatures
Running or sprinting at a rate of 5-10 feet/s only nets the whose opponent walks at a faster speed cannot use this maneu-
attacker a +2 Attack bonus and damage is multiplied by 12 ver (e.g., a halfling fighter cannot give ground against an orc,
solely for purposes of determining knock-backs. If the attack- but can against a kobold). One cannot give ground when the
er’s speed is 5 feet/s or less, he cannot charge. subject of a charge!
Other factors may come into play with respect to charging Scamper Back: As an opponent rolls its Attack die, the
such as comparative size and mass, speed and elevation. Your defender can choose to retreat at jogging speed gaining a +5 to
GM has more specific rules to cover these situations. his defense roll but suffering -4 to his next attack roll if appli-
Tactical Move: During any second, a character can choose cable. The attacker can automatically advance at any legal
to move at a walking pace while still engaged with an oppo- speed to remain engaged but this movement does not super-
nent. Such a move affords a -1 penalty to both attack and sede the defender’s advantage against the attack. Of course, if
defense until the character’s next attack. While during combat the defender doesn’t have the room to retreat available, he can-
all characters are continually dodging blows and moving about, not give ground. Further, creatures whose opponent walks at a
on average they remain in the same location and further, these faster speed than the defender jogs cannot use this maneuver
moves are made in response to attacks and opportunities to (e.g., a halfling fighter cannot Scamper Back when being
attack. The Tactical Move is somewhat different in that the attacked by a wolf, but can against an orc).
character is forcing a move in a deliberate direction, thus it Fighting Withdrawal: The defender uses his normal walk-
slightly and temporarily hampers his combat capabilities. ing movement to back up or sidestep during melee. The with-
Penalties for multiple tactical moves are cumulative. drawing character suffers a -2 penalty to his next attack and as
Ready Against Charge: A defender with reach and a spear long as he continues withdrawing (e.g. he is at a -2 Attack
or other polearm (as defined in the equipment chapter) may set penalty for as long as he is conducting a fighting withdrawal).
his weapon for a charge by bracing the butt of the weapon on Attackers are free to pursue unless interposing allies prevent
the ground, against his foot, wall or another solid object and this.
holding firm. Bracing in such a manner takes 3 seconds prior
Flee: Characters may choose to turn and jog away from
to a charging foe reaching the end of the weapon. The defend-
melee combat at any time. This may subject them to an attack
er then attacks first.
from their opponent but only if said attacker is due an attack
A successful melee attack not only breaks the charge (all roll in the next (half weapon speed) seconds. Choosing to flee
attacker charge benefits are lost) but also causes double weapon is thus most opportune immediately after an opponent has
damage (e.g., 4d6p points of damage for a spear instead of the attacked. The presence of an ally who can threaten the creature
normal 2d6p). Further, the attacker is held at bay (see the from which you’re fleeing will also negate its ability to ‘tee off ’
Hold at Bay special combat maneuver).
on you whilst fleeing.
Fight Defensively: Before his attack, a character may
For example, Relf the elven thief is faring badly against an orc.
announce he’s fighting defensively and suffer an attack penalty
Self-preservation being utmost in his mind, he decides to turn tail
of -2, -4, -6, or -8, but gain a corresponding +1, +2, +3, or +4 to
and flee at 30 seconds into the melee. Since the orc’s speed is 9, it may
all defense rolls (the defense modifier is half the attack penal-
only attack Relf as he flees if it was due an attack within the next
ty, i.e. -2/+1, -4/+2, -6/+3, or -8/+4). The defender may not
apply penetration damage to his successful attacks while using five seconds (half of it’s speed rounding up all fractions).
this maneuver even should he score a Near Perfect or Perfect Unless prevented, the attacker can follow at normal speed or
Defense (see page 150). The defender can choose to stop fight- possibly make an immediate attack at the fleeing character
ing defensively at any time, however the next attack against the (provided it meets the conditions stated above). If the attack-
foe with whom he was fighting defensively is still subject to the er elects to make an attack, the strike itself delays further pur-
attack penalties noted above. This maneuver may be combined suit (if needed) for half the weapon speed rounded up (e.g., 5
with the Give Ground or Scamper Back maneuvers. seconds after the swing for a scimitar (speed 9)). Note that a
Full Parry: A defender can forgo his attack and instead fleeing character can’t use his shield (if any) as part of his
focus exclusively on interdicting his opponent’s attack. The Defense Bonus.
Full Parry maneuver provides a +5 to the defense roll and resets A fleeing character cannot attack again until at least the cur-
the defender’s Count for his next attack (i.e. the opponent’s rent second plus weapon speed (should he change his mind and
next attack occurs at its speed in seconds after the full parry is attempt an attack). A fleeing character uses a d10p for his
declared). This may be combined with the Give Ground, defense roll.
Scamper Back and/or Fighting Withdrawal maneuvers.
150
Automatic Hits & Defenses Misses & Fumbles
If an attacker rolls a natural ‘20’ on his attack roll, even if the If an attacker rolls a natural ‘1’ on his attack roll, even if his
defender’s modified defense total is greater, the attack hits. modified attack total exceeds his opponent’s defense total, his
Likewise, when a defender rolls a ‘nat 20’ on his defense, he attack misses. Furthermore, if an attacker rolls a ‘1’ on his
automatically defends even if the attacker’s total is greater. attack roll and his modified total does not exceed the defend-
er’s, this is not just a mere miss, but a fumble. When the
If both attacker and defender roll ‘nat 20s’, the character with
attacker fumbles, the defender receives a free counter-attack as
the greatest modified total (including any bonuses and pene-
if he had rolled a Perfect Defense (see above).
tration dice) succeeds as normal.
When a defender rolls a ‘nat 1’ on his defense, the attacker
Critical Hits & Defenses receives an automatic free second attack on the next second
Critical Hit. If a character rolls a natural 20 on his attack roll (assuming the defender survives the current attack...).
die and his modified total exceeds the defender’s total defense, The Hackmaster GameMaster’s Guide game has a more
he scores a critical hit. Critical hits deal one extra damage die elaborate fumble system.
for that weapon/attack in the basic game - use the larger die if
your weapon has differing die sizes. Spell Casting in Combat
For example, let’s say that an orc is in melee with a human fight- The casting time for each spell is indicated in the spell
er. The orc’s attack roll is a natural 20 on a d20p, and he’s got a +3 description. Unless material components have been readied
Attack Bonus. The fighter rolls a 17 on his defense roll and he too prior to casting, the spell cannot be initiated for d4p seconds
has an additional +3 Defense Bonus. Since the orc got both a nat- (while the spellcaster produces the required components).
ural 20 roll and his total attack of 23 beat the fighter’s total 20
“Readied” generally means that the specific components are
defense, the orc scores a critical hit. Instead of his normal 2d8p+2,
out of their relevant container and in-hand, but they could also
the orc’s damage roll becomes 3d8p+2.
be on a table or shelf immediately in front of (or beside) the
The Hackmaster GameMaster’s Guide game has a more caster or even offered up by a scroll caddy or other handy ser-
complex critical hit system detailing all sorts of interesting and vant type. During casting time and while searching for com-
gory effects associated with critical hits, but that’s beyond the ponents, the spell caster may undertake no other action.
scope of this work... For instance, let’s say that a mage decides to cast the Pepper Spray
Near-Perfect Defense. If the defender rolls a natural 19 on spell against an orc. He has no components readied, so he drops his
his defense roll and his modified total exceeds the attacker’s dagger and spends 3 seconds (rolled ‘3’ on d4p) preparing them.
total and he is within 5 feet of his opponent, he receives an Casting time is 1 second, so when the Count Up moves to the next
immediate free hand-to-hand counter-attack. second, the spray shoots from his index finger at the orc.
A mage cannot move while casting a spell, nor can he con-
This attack consists of a knee, punch, elbow, kick, or other centrate on self-defense while casting a spell and thus is limit-
hand-to-hand attack, unless the character wields a dirk, dagger, ed to a d20p-6 roll against possible attacks. If he opts for a
knife or similar small weapon, in which case he can choose to more proactive defense (such as opting for the shieldless d20p-
use his weapon attack instead. This attack is independent of 4 or egregiously attempting to use a shield) or if he is actually
where the defender might be in the Count Up (i.e., his later struck for damage during the actual casting, the spell is ruined
attack still occurs as normal on his number in the Count Up). and dissipates without effect. Any Spell Points utilized in the
A successful attack roll for a physical attack indicates a dam- casting of the disrupted spell are lost.
age roll of two d4p-2 (that’s one d4p-2 and a second d4p-2) As with the mage, a cleric cannot move while casting a spell,
that ignores shield and/or armor Damage Reduction but not nor can he concentrate on self-defense while casting a spell and
natural defenses like scales or tough hide. Add Strength mod- thus a cleric in the process of casting is limited to a d20p-6 roll
ifiers to this roll, but no other bonuses. Damage of zero is pos- against attacks. If he chooses a more proactive defense (such as
sible for this attack (normally there’s a minimum threshold of opting for the shieldless d20p-4 or egregiously attempting to
1 point of damage for a successful attack). For successful use his shield) or if he is actually struck for damage during the
attacks using a weapon, roll normal damage for that weapon, actual casting, the spell must be completely restarted. Note that
including any modifiers as normal. the spell is not ruined as with a mage since no Spell Points are
needed or spent. The casting simply must be restarted from
Perfect Defense. If the defender rolls a natural 20 for his
the beginning with no advantage afforded by prior time spent
defense roll and his modified total exceeds the attacker’s total,
in the ritual (i.e., casting).
he receives an immediate free riposte/counter-attack with his
weapon. Like the Near-Perfect Defense, this attack is inde- Saving Throws versus Spells
pendent of where he might be in the Count Up (i.e., his later
attack occurs as normal on his number in the Count Up). Not all spells automatically affect other people, especially
those that would be acutely unhappy with the potential results
151
(such as having their skin melted off, or becoming your a d20p, adding the monster’s Will Factor to the result. If the
charmed slave). Anyone choosing to resist the power of your priest’s roll exceeds the monster’s, it is turned back and must
character’s awesome spell usually gets a chance to save himself immediately flee from the cleric at its maximum rate for 3d4p
(or at least mitigate the spell’s effects). Whether or not this is minutes. If the results indicate a tie, the monster is held at bay
permitted is part of the spell’s description. for 5 seconds and then may re-engage.
To save himself, a character can make an aptly named Turning requires 5 seconds to complete and may be per-
“Saving Throw”. He rolls a d20p and adds his level. Monsters formed any number of times, as long as the priest is success-
simply roll a d20p and add their Attack bonus listed in the ful or ties. If the undead attempt to attack the cleric before
monster’s Combat Data Block to the roll (see GM Chapter the 5 seconds have passed, the Turning attempt activates
One: HackMaster Monsters). immediately.
The spellcaster also rolls a d20p, adding his level. Once a priest fails, he may try again, but the undead receives
If the target’s total equals or exceeds the spellcaster’s total, a +4 bonus to its roll. Each successive failure results in a fur-
he’s made his save. The specific benefit gained by making a sav- ther cumulative +4 bonus. Attacking in melee or otherwise
ing throw is detailed in each spell. A natural “1” result on any forcing oneself or allies onto the creature negates the repelling
saving throw indicates failure, unless the mage himself rolls a effects (though missile attacks do not), but does not otherwise
“1” on the opposed die check. affect future attempts or provide a bonus to the undead’s Will
check.
For example, a first level Mage casts a Scorch spell on a kobold.
The spell description reveals that a Dodge save is permitted with a Large groups of undead are easy to handle. The GM simply
successful save resulting in half damage. The GM rolls d20p (getting has each undead make a Will check (d20p plus Will Factor).
12) and adds the kobold’s Dodge Save bonus (+2) for a total 14. If some monsters are turned, but others are not, the cleric may
continue trying to Turn any monsters that have not yet made a
The mage also rolls d20p (getting 10) and adds +1 for his level,
Will check normally. For instance, perhaps they were otherwise
for a total of 11. The kobold made its saving throw (14 beats 11).
occupied during the Turn attempt (maybe feasting on the
The mage’s player rolls 1d3p+6 points of damage, getting 1+6=7.
remains of the halfling torch bearer your party sent up ahead as
Since the kobold saved, it sustains half of this value taking a 3 point
an inexpensive trap sweeper). Any undead that resisted his ear-
wound (32 rounded down). lier Turn attempts receive the +4 bonus.
Spell Fatigue For example, Valamir, a 1st level cleric of The True, wants to
Turn a ghoul that he sees approaching from a nearby crypt. He
Casting a spell is taxing both mentally and physically.
Accordingly, spells have a certain recovery time associated with
them, during which the spellcaster can manage only very lim-
ited activity. Specific rules are given in Chapter 7: Mage Spells.
Turning/Commanding Undead
In HackMaster, the gods have a special connection to all
topics related to the soul, death and the afterlife. Accordingly,
soulless, unnatural beings (like undead creatures) are of inter-
est to many priesthoods. Those gods that choose to take an
interest in such matters grant their priests the tools to battle
these monsters. Chief among these is the power to turn away,
destroy, command or control undead.
Generally speaking, clerics of good forcefully present their
holy symbol and channel the power and fury of their deity to
turn away undead creatures, while a dark priest aggressively
presents his unholy symbol and channels his god’s will, tem-
porarily compelling the undead to obey his commands.
However, the higher the Will Factor of the undead creature in
question, the harder it is to Turn/Command it into service.
To Turn one of these unnatural beasts, the cleric must be
within sight of the creature or otherwise have its attention,
boldly present his holy symbol and speak (in any language) a
prayer or command of his religion. The player then rolls a
d20p and adds both his character’s level and his Turning
Modifier (based on Charisma) to the roll. The GM also rolls
152
presents his holy icon and utters a pithy though liturgically appro- Counter-Turning
priate divine admonition (incidentally earning his player some
Honor for great roleplay…). He then rolls a d20p with a result of A cleric can attempt to counter a successful Turning by mak-
11, adding +1 (Valamir’s level) and another -3 for his Turning ing a Command attempt on the fleeing undead (and vice versa;
Modifier gained from his 7 Charisma score for a total result of 9. in fact, evil priests may even try to Command or enthrall
The GM also rolls d20p, getting 11 and adding the ghoul’s Will undead controlled by another unholy rival). Counter-Turned
Factor (6) for a total of 17. Since the GM’s roll was higher, the undead mill about confused for 5 seconds before resuming
ghoul continues to advance. Assuming that Valamir has time, he their attack (or getting the heck out of there if they are intelli-
tries to Turn the ghoul again. gent and so disposed).
This time, his player rolls a d20p and gets 15, adding +1 for his The original repelling cleric can re-turn the counter-Turned
level and -3 for Charisma for a total of 13. The GM only rolls a 6, undead by making another successful Turn attempt. This
but since this is the cleric’s second attempt on the same creature, he process can go on indefinitely until one priest fails his check, or
gets to add not only the ghoul’s Will Factor (6) but also an addition- becomes bored with it and goes for some other tactic.
al +4 bonus, for a grand total of 16. When turning undead, the cleric can move at a walk, but no
Valamir fails again and readies his longsword as the ghoul bears faster. He uses his standard defense dice and adjustments, just
down upon him… like melee. Further, turn attempts cannot be interrupted or
disrupted by an intervening successful attack by an enemy.
Commanding undead follows nearly the same procedure.
Forcing unwilling servitude is harder than simply forcing a
creature to flee, accordingly, the undead’s Will Factor increases
by two against the Command Undead check. A failed check is
self-explanatory. A check that succeeds by less than five points
results only in turning the undead. A success by 5 or greater
indicates that the undead is compelled into service for 3d4p
minutes. Afterwards, the term of service expires and the mon-
sters flee the area. If commanded to melee an opponent (or
each other), the term of service will end immediately after the
enemy is defeated and the undead will flee the area (50%) or
attack the cleric (50%).
153
I l l u s t r a t e d E x a m p l e o f P l ay
So let’s take what we’ve learned and see how an actual combat encounter plays out. For this example we’re going to have a little fun and
see how the Knights of the Dinner Table handle the new rules.
B.A. is the Gamemaster and he’s read the rules for HackMaster Basic and has had his players roll up new characters.
After being caught cheating at darts back at the Inn and getting into a drunken brawl the group has fled into a nearby forest hoping to
shake their pursuers. Unfortunately they’ve become hopelessly lost in the tangle of overgrowth. As the sun begins to set and darkness is
threatening to engulf them, B.A. is about to throw a little hurt their way....
The party consists of the following Player Characters:
we’re SAVED!!!
154
they’re SMALL TRACKS -- let’s do it.
hrrmmpphh... \ say we PICK
a direction \ agree. like
mostly impressions BRIAN said -- but weapons
uh oh... well \’m not lik- and FOLLOW
of heelless boots with it’s gotta lead at the READY --
in’ the it -- beats
HOB NAIL -SOLES. SOMEWHERE. just in case.
we’re not SMELL of this. being LOST in
in KANSAS the woods.
small..? you
anymore whadda ya
mean KID SIZED?
guys. think, guys?
or small
HUMANOIDS
of some type.
great. why don’t you check for don’t bother making a check, bob.
TRACKS again, bob -- maybe we
now what? can go in the direction with as SOON as you enter the clearing there are
the signs of the MOST traffic. a series of WAR CRIES from the other side
this doesn’t and the undergrowth EXPLODES with activity.
seem to
be leading it’s an
anywhere. good idea. four GOBLINS GOBLINS?
AMBUSH!!
rush out of
the shadows GAAA!!!
and CHARGE
the group.
155
crap! \ HAAA!!!
ACTION COUNT: 1
rolled a my INIT’s \ don’t \ got a
frickin’ SIX, b.a.! go til’ THREE! okay \’m callin’
EIGHT TEN. the COUNT -- the
\’m pretty GOBLINS rushed
\’m hosed. SPRY on out from their
my feet. HIDING PLACE
on ONE...
on TWO --they’re
approximately
THIRTY FEET away
-- with the fire of
BLOOD LUST in
EL RAVAGER 6 (rolled 5, +1 Base Initiative) their eyes they
KNUCKLES 8 (rolled 8, with no Base Initiative modifier) CHARGE!!
JUSTINIA 10 (rolled 7, +3 Base Initiative)
NOIR LOTUS 3 (rolled 1, +2 Base Initiative) GOBLINS’ MOVEMENT: JOGGING 5 FEET PER SECOND
ACTION COUNT: 3
FIVE! -- ACTION COUNT: 6
ACTION COUNT: 4 the GOBLINS
SIX!! two of
the GOBLINS
are only FIVE FEET are in MELEE
from EL RAVAGER RANGE of
now -- whom they EL RAVAGER!!
seem to have set
their SIGHTS on.
FOUR!!
the GOBLINS move
TEN FEET nearer as
they call out
INSULTS about
your MOTHERS.
you can
attack.
Goblins, when using defined weapons, have a reach modifier of -1 foot. With
short swords, their efffective reach is therefore 1 foot.
El Ravager, on the other hand, has a 3 foot reach with his battle axe so he gets
the first swing against one goblin. 6
156
the GOBLIN rolls an HA HAAA!! nine points!!
SWEET!
EIGHTEEN for DEFENSE
-- looks like you hit. atta
\ rolled Dave rolls d20p (with take that you sneaky boy,
a SEVENTEEN. green-skinned S.O.B. !!
a die result of 17) and dave.
go ahead and roll
that gives me a adds his Attack Bonus for DAMAGE.
modified TO-HIT (+4) for a total of 21
of TWENTY-ONE!
(17+4=21).
For the goblin on El Ravager’s right, the GM rolls a 1 on his attack roll,
NOTE: Since this is the combatants’ first exchange of and adds the goblin’s Attack Bonus for a total of 4 (the ‘1’ indicates a miss,
blows, this Goblin #1 will return El Ravager’s attack and also a fumble unless El Ravager’s total defense doesn’t exceed 4).
when the Count Up moves to the next second (‘7’), while Dave rolls 9 and adds his Defense Bonus of +7 for a total of 16.
El Ravager can ready his battle axe and attack the gob-
lin again when the Count Up reaches 17 (the current The goblin has fumbled giving El Ravager a free counter-attack. This
second, 6, plus El Ravager’s 11 Weapon Speed). free attack does not impinge on his normal sequence of attacks.
HOODY HOO!! Dave rolled a d20p with a result of 13 and adds his +4 Attack Bonus for a total dave make a
COMPETING ROLL -- 6
\ attack with a of 17. The GM also rolls d20p getting 15, then adds goblin #4’s +6 Defense there’s a chance
SEVENTEEN!! Bonus resulting in a total defense of 21. Since the goblin’s 21 defense is greater you DESTROYED the
GOBLIN’s shield
BLEED, baby, than El Ravager’s 17 attack, the goblin successfully defended with its shield. with your blow.
BLEED! Since the goblin blocked El Ravager’s blow with his shield, El Ravager’s attack
deals half damage dice (2d4p+3 instead of 4d4p+3) against the shield. got it! \
rolled a 15, b.a.
Dave rolls damage and gets 4 and 4. Since Dave rolled the maximum on these dice okay -- the goblin’s
(i.e., a penetration roll), he gets to roll each die again, subtracting -1 from the result. The shield SHATTERS
to bits as
rolls this time are 3 and 4, so he subtracts -1 from each for results of 2 and 3. However, he casts it aside.
since the actual roll penetrated again on one of those dice, he rolls that die again. This
time, it’s a 3 and applying the -1 makes it a 2. El Ravager’s total damage is 18 points of
damage (die roll 4+(3-1) + die roll 4+(4-1)+(3-1) +3 Damage Bonus = 18).
157
Dave’s 18 gross points of damage is a knock-
that all you
in addition, he back (since a 10 point hit knocks back Small got, PUNK?!!
ALSO fails his creatures) that forces the goblin 5 feet rearward. huh??
THRESHOLD OF
PAIN check and is
Furthermore, a goblin’s Threshold of Pain is that’s ALL
OUT like a light. 8 hit points. It sustained a 12 hit point wound you brought?
from El Ravager’s battle axe so the GM has to
make a trauma check for it. The goblin has a
ToP Save of 6 thus the GM needs to roll a 6
or less on a d20 for it to shrug off the pain. He okay, okay,
rolls an 11, so the goblin is not only knocked- HERO.save some
for later. we
back 5 feet, but DOWN and writhing in pain still got
for 25 seconds (5 seconds x (11-6) = 25). THREE of these
guys to take
Assuming it’s not killed in the interim, it can out.
act again when the Count Up reaches 31. 6
Since Knuckles is still surprised,
okay continuing the yeah, yeah,
COUNT -- on SEVEN the
bob, KNUCKLES but \ can attack he can only use a d8p for defense.
is still too
GOBLIN you initially
SURPRISED to
on EIGHT -- B.A. rolls the goblin’s d20p plus +3
ATTACKED strikes give me
defend himself your WORST,
Attack Bonus for a total of 12,
back at EL RAVAGER.
as one of them b.a. while Bob rolls only a d8p and gets
ATTACKS you.
a result of 3.
meanwhile the
OTHER two Knuckles failed to successfully
goblins move defend, so B.A. then rolls the gob-
past him to
get at the lin’s 2d6p-1 damage for a total 6
REST of you. points. Even though Knuckles is
surprised and can’t use his shield to
defend, his armor still reduces the
damage by 2. Knuckles thus sus-
ACTION COUNT: 7 tains a 4 hit point wound.
you’re on a YEEES!!
ROLL, dave. an EIGHTEEN
Dave rolls his d20p with +3 Attack Bonus
the GAWDS attack!!! (instead of his usual +4, since he’s punching
you get a are with me!!
FREE awesome and so doesn’t use his +1 weapon special-
my DICE are
counter good job, body blow, ization bonus) for a total 18.
on FIRE
attack for dave. dave!!
tonight!! The GM rolls the goblin’s d20p and +6
a NEAR
PERFECT Defense Bonus and gets 12. El Ravager’s
DEFENSE special counter-attack deals two d4p-2 plus
his +1 Strength modifier, for a total of 2
points of damage that ignore shield and
El Ravager’s ‘nat 19’ defense roll (along with a success- armor Damage Reduction. Thus, the gob-
ful defense and being within 5 feet of his foe) is a Near- lin loses 2 Hit Points. It can attack El
Perfect Defense. Ravager again at 15 seconds (the current
El Ravager gets a free hand-to-hand counter-attack!! time is 7 seconds + its Speed of 8).
158
EIGHT!! well all \ have is a
DAGGER -- that GUARD back he attacks
okay, bob. at the INN disarmed me and first.
took my frickin’ sword.
you can go now. roll your
defense.
tsk, tsk -- and
that OTHER goblin DWARVES have
moves up to a -1 reach penalty.
ENGAGE you. crap.
ACTION COUNT: 8
B.A. decides that for this attack the goblin is going \ RETURN the
ACTION COUNT: 9
to Fight Defensively (with a -4 penalty to attacks but attack on that
GOBLIN BASTARD \ get to go on
a +2 bonus to defense). He rolls the goblin’s d20p+3 to my left.
hrmmmph.
the NEXT count --
attack and subtracts -4 to get a total 12 while Bob rolls hang in there bob good luck
a 13 and adds his +6 Defense Bonus for a total 19. roll your -- \’ll help you. usin’ a
NINE!! DEFENSE, screen
He successfully defends against the goblin’s attack dagger,
monkey. bobby boy.
with his shield. Since the goblin is wielding a piercing
weapon, it strikes the shield for 1 point of damage (1
point for the piercing weapon along with the goblin’s -
1 damage modifier equals a minimum 1 point of dam-
age), which the shield reduces to zero. The goblin can
attack again at 16 seconds (determined by adding its
Speed 8 to the current time).
HA HAAA!!!
9 oh he HAD
NAT 20!!! Bob rolls a d20p and gets a 20! Unless B.A. also rolls a to feel that...
natural 20 for the goblin, this is an automatic hit!
EAT COLD
B.A. rolls d20p for the goblin getting 15 on the die plus way to go bob.
STEEL!!
the goblin’s +8 Defense Bonus for a total defense of 23.
Since Knuckles’ attack was a ‘nat 20’, he hits even though
the goblin’s total defense was higher. It is not a ‘critical hit’
though.
that’s gonna
Bob now rolls normal damage dice (2d4p) getting rolls of leave a mark.
3 and 4. Bob re-rolls the penetrating die and gets another -snicker-
result of 4, then re-rolls again for a result of 2. This makes
Bob’s final damage total 11 points (3+4+(4-1)+(2-1)=11).
159
sara, at TEN you
suddenly hear a
terrifying WAR CRY
coming from behind.
ORC: HP 27; Init 5; Speed 9; Reach medi-
you SPIN around only um; Attack +3; Damage 2d8p+2 (scimitar);
to see a LARGE burly Defense +2 (incl. medium shield); DR 3; ToP
he’s only
orc wielding a
TWENTY 10, ToP Save 6; Size M; Move 10 ft/sec
SCIMITAR and
FEET away
a MEDIUM SHIELD
and closing!
advancing
toward you.
AN
ORC..?!!!
looks like we
have MORE
company, guys.
uh oh.... TWENTY
FEET?
what the
wonderful. avoid the....?
HELL, big guy? yeah... quit FIDDLE are you
FARTIN’ around DELIBERATELY -sputter-
b.a., \ jog you were and get out here trying to
FORWARD to supposed to and help us. avoid \ think
ENGAGE him. be WATCHING the fight? \’m INSULTED.
our backs.
okay, go ahead
and advance
\’m just
TEN FEET.
doing some
SPELL
orcs! PREPS.
\ HATE
those guys.
eyes sharp,
everyone.
yeah and where there’s
ONE orc there’s usually
10
a few more not FAR behind. bob --the goblin
roger
looks like we you knocked back
that...
walked RIGHT \ need to DISPATCH this guy snarls with RAGE
into an before he can SOUND the alarm. and steps RIGHT
AMBUSH ZONE. BACK into the FRAY.
he comes back with
a VENGEANCE!*
160
ELEVEN!!
ACTION COUNT: 11
he won’t get to
sara the ORC
attack until 16
BRING IT ON!! advances and is
though...
b.a., should my now in MELEE
maybe we HIDING skill check with you...
he must shouldn’t get be TRIVIAL or
be a GLUTTON TOO cocky EASY with all
for punishment. just yet. these bushes for
cover?
good job, sara. Sara’s 23 gross points deals a knock- YEEESSS!!! the TRUE
JUSTINIA manages
11 back that forces the orc 5 feet back (as guides my hand to VICTORY!!!
to KNOCK the orc a size medium creature, the orc is \’m going to move
back five feet knocked-back 5 feet for every 15 BACK and attack
as he REELS
points of damage). that GOBLIN to
from the blow.
KNUCKLE’s right.
Furthermore, the orc’s Threshold of
Pain is 10 and it just took 14 so it has
to make a trauma check.
The orc has a ToP Save of 6, so B.A.
needs to roll an 6 or less on a d20.
He rolls a 14 with the result that the
orc falls to the ground in pain for 40
seconds (5 seconds x (14-6)=40) five
feet back from where it met Sara.
161
ACTION COUNT: 14 Bob rolls a d20p getting an 8 and adds his +3 Attack Bonus
FIFTEEN!!
dave that
for a total 11. GOBLIN in front
FOURTEEN! \’m up! B.A. rolls d20p and gets 2, adding the goblin’s +6 Defense of you attacks again.
\’m jabbin’ my Bonus, and -2 from the Aggressive Attack maneuver for a
dagger in total 6.
that goblin’s
fat little gut.
Since the goblin’s 6 defense is less than Knuckles’ 12
attack, it failed to defend with its shield.
Bob rolls half damage for his weapon (since he’s jabbing)
and gets a 3.
The goblin’s armor reduces the damage by 2, so it only loses
1 Hit Point.
Knuckles can attack it again at 21 (14 + Weapon Speed 7). ACTION COUNT: 15
B.A. rolls d20p, getting 18 and adding the goblin’s +3 Attack Bonus for a total 21. Dave then rolls d20p getting a ‘nat 20’ and adds
his +7 Defense Bonus for a total of 27. El Ravager successfully defended with his shield so the goblin’s piercing weapon deals only 1
point of damage against it. Since it does not exceed the shield’s DR of 6, El Ravager is unaffected.
Furthermore, since El Ravager rolled a natural 20 (and his modified defense 27 beat the goblin’s 21) it’s considered a Perfect Defense.
El Ravager gets an immediate free counter-attack with his weapon. This doesn’t impinge upon his next scheduled attack (at 17 seconds).
Dave rolls his d20p plus +4 Attack Bonus for a total 13 while B.A.’s defense for the goblin totals only 10. Dave then rolls his 4d4p+3
damage dice and gets results of 3, 1, 2 and 4. He rolls the penetrating die again for a 1, and applies -1 to the result. Thus,
El Ravager’s total damage is 13 points (3+1+2+4+(1-1)+3=13).
The 13 point blow is enough to deal a knock-back and, although the goblin’s armor reduces the damage by 2, the
net 11 point wound still triggers a trauma check (since the goblin’s Threshold of Pain is 8). B.A. then rolls d20,
hoping to get a 6 or less, but ends up with a 10. The goblin falls to the ground, writhing in pain for 20 seconds (5
seconds x (10-6)).
HOODY HOO!!
\’m kickin’
15 b.a. \’m going to help fight
that GOBLIN on KNUCKLES!!
anyone attacking on 16?
GOBLIN ASS!
this BATTLE
AXE rawks!
no?
okay, you can
attack again on 26. okay, bob
the goblin is
attacking you.
ACTION COUNT: 16
B.A. rolls d20p with a result of 3,
then adds the goblin’s +3 Attack okay, SEVENTEEN
-- sensing that
ACTION COUNT: 17
Bonus and the +5 additional bonus they’re defeated...
for making an Aggressive Attack for not so fast,
the two remaining
a total 11. goblins turn and
b.a. -- \ get a
Bob simultaneously rolls a d20p FREE ATTACK on
FLEE.
the COWARD
getting 13 and adds his +6 Defense when he CUTS
Bonus for a total of 19. and RUNS!!
Knuckles successfully defended
with his shield. Since the goblin’s
ME TOO!!
piercing weapon deals only 1 point
of damage to his shield (readily
don’t forget
absorbed), Bob laughs in the mine...
goblin’s face.
162
bob, go ahead and roll
your attack then. dave and Fleeing combat from a thief is particularly dangerous since it permits the thief to backstab.
sara, just hold on.
Bob rolls a d20p getting a 9 and adds his +3 Attack Bonus for a total of 13. B.A. rolls d10p (instead of
\’m gonna cut d20p, since the goblin is fleeing) and gets 2. He ignores the goblin’s shield’s defensive bonus (+4) since its
him up like a shield can’t be employed when fleeing.
THANKSGIVING
Bob hit and since it’s a backstab he penetrates on both the maximum die roll and the maximum die roll
TURKEY!!
-1. He rolls his 2d4p and gets a 2 and a 3.
yeah, yeah... Ordinarily this would be it for Bob’s damage roll but because of the backstab the “3” is treated as a pene-
just roll, hero.
trating die. He rolls this die again and gets another 3. He adds 2 to the sum damage total (currently 7) and
rolls again getting a 4. He adds 3 to the sum damage total (now 9) and rolls again. His lucky streak ends
as the die comes up 2. Bob’s backstab on the fleeing goblin netted 11 points of damage (2+3+(3-1)+(4-
1)+(2-1)=11). The goblin’s armor reduces the damage by 2, causing it to suffer 9 points of damage.
This is sufficient to trigger a ToP check. B.A. rolls d20 for the goblin’s ToP Save (target 6) getting a result
of 12. The goblin is thus downed for 30 seconds (5 seconds x (12-6)).
This is the first instance of using missile weapons. Unlike melee combat, Dave must first determine the effective
range to his target. The actual distance between El Ravager and the remaining goblin is 21 feet (after the goblin
sprinted for 2 seconds). However, since goblins are size small, this distance is multiplied by 1.5 to determine the
effective range (3112⁄ feet). Since this is more than 30 feet, it falls within a javelin’s second range increment. Dave is
therefore only permitted to use a d12p as his attack die.
Dave opts to forgo aiming thereby permitting him to hurl his javelin on 19 rather than 23. Doing so imposes a -6
ACTION COUNT: 19 attack penalty.
Since El Ravager has only sunk BPs into specializing with the battle axe, his attack bonus with the javelin is +3 not
+4. He rolls a d12p getting 9 and adds 3 (but also subtracts 6 for not aiming) yielding 6.
When determining if a missile hits, the GM always rolls a d20p for defense. B.A. rolls a 5 – less than Dave’s 6
meaning the javelin strikes true. Because the goblin is running away, it cannot use its shield to block the missile.
Dave rolls a d12p damage and gets an 11. He cannot add his strength bonus because he was standing still when
hurling the javelin. This is a knock-back and after accounting for the goblin’s armor, it still suffers an 9 point wound
necessitating a ToP check.
B.A. rolls d20 for its ToP Save hoping to get a 6 or less but rolls a 19. The goblin pitches forward five feet and is
immobilized for 65 seconds (5 seconds x (19-6) by the trauma of being shish kebobed.
163
From time to time, you may need to make use of rules that
don’t apply directly to combat, character creation and so on.
These ‘miscellaneous’ rules are compiled here.
Illumination
Adequate light is imperative in order to accurately target an Dim Light
opponent with missiles or to engage in melee. Ordinarily, this
limits an attacker to choose a target within the illumination
radius of a friend’s or foe’s torch, lantern or other light source.
The given illumination radii are a convenient approximation Good
Light
of “good light” that is adequate to read by and to perform other
Lantern
tasks dependant upon visual acuity.
Stepping beyond a candle’s feeble 15-foot lumination radius 10 feet
does not, however, plunge one into absolute darkness. For all
light sources, a shadowy region of dim light exists beyond the
Dim Light
normal radius of illumination.
Within this region of dim light, all combatants suffer both -
4 attack and -2 defense penalties. Good
Light
Beyond this sphere of dim light, it is effectively pitch black.
Fighting in such circumstances is extremely difficult and sub-
ject to both -8 attack and -4 defense penalties. Torch
Low-Light Vision
Characters (and monsters) with low-light vision may operate
without penalty in the region of dim, shadowy light created by Dim Light
Light Source Light shed Dim (-4/-2) Dark (-8/-4) Burn Time notes
Candle 15-ft-radius 15’1” to 30 ft 30’1” and up 6 hours very easy to blow out
Lantern, miner’s 15-ft-radius + see see 9 hours
50 foot beam illustration illustration (per half pint of oil)
Torch 30-ft-radius 30’1” to 60 ft 60’1” and up 30 minutes auxillary weapon use
164
Movement in Complete Darkness tion, this is not a given. This task requires d6p seconds and a
successful Fire Building skill check (average difficulty). In the
While it is physically possible to sprint in complete darkness, case of failure, subsequent checks may be made without addi-
this is an exceeding foolish maneuver. Those attempting such tional penalties but each one requires an additional d6p sec-
idiocy will likely run face first into a wall if not spared from onds.
such ignominy by simply disappearing into a pit and letting
Once lit, the torch does not immediately provide good light.
Darwinism take its natural course. Your GameMaster, of
There is a delay of 2d6p seconds before illumination can be
course, is in possession of rules to handle such situations.
considered “good light”. Until such time, the torch provides
The only safe movement rate in these circumstances is to only “dim light” in a 30 foot radius.
proceed at a rate commensurate with crawling. However, if
continuous contact is maintained with a wall, one may safely Torches as Weapons
proceed at a walking pace. Torches are essentially a stick with a flammable rag wrapped
Lighting Torches under Duress around one end. They may be used in combat as an improvised
weapon (in this case having a speed of 10) by thrusting it at an
Normally lighting a torch isn’t a major concern. However, opponent.
there may be instances wherein this becomes a critical concern
The character wielding a torch must make a successful
such as when the party’s lighting has been compromised as a
attack. At this point, the opponent must Give Ground or suf-
prelude to or during a melee encounter.
fer 1d4p points of fire damage. Armor does not mitigate this
In this case, flint & tinder must be found (d4p seconds) and wound.
the torch must then be ignited. Given the stress of the situa-
165
Falling Damage
Falling characters suffer damage (when they hit the ground)
as indicated on the chart.
Distance Fallen Damage
1 -5 feet d6p-3 (min. 1 point of damage)
up to 10 feet d6p-1 (min. 1 point of damage)
up to 15 feet 2d6p
up to 20 feet 3d6p
up to 25 feet 2d12p
up to 30 feet 3d12p
up to 35 feet 4d12p
up to 40 feet 5d12p
up to 45 feet 6d12p
up to 50 feet 7d12p
up to 55 feet 8d12p
55’1” or more 9d12p
Note that these are unexpected falls onto hard stone. Any D o o r s & Po r t c u l l i s e s
goof can safely lower himself into a 10 foot deep pit. Well, a
human-sized goof anyway… As mentioned in Chapter 1: Character Creation, opening
doors or bending bars requires a Feat of Strength check. This
Falling Adjustments
is a competing d20p roll in which the character rolls a d20p
Adjust the effective distance fallen as noted below (modifi- and adds his Feat of Strength modifier while the GM rolls a
cations from Character Actions and Surface Conditions are d20p and adds the value for the object being acted upon.
cumulative).
Your GM is in possession of information with regards to
Character Actions: typical values for obstructions.
Expected Fall: This involves such actions as consciously
Secret Doors
jumping into a pit. Reduce distance fallen by 10 feet.
Lowering First: If a character lowers himself over the edge, During the course of your character’s adventures, he will
reduce the chart’s distance fallen by 11 feet plus the character’s undoubtedly come across entrances that others wish to remain
height. hidden. These are known as concealed and secret doors,
respectively.
Surface Conditions:
Concealed doors are access points (they need not be actual
Dirt Landing: If the character falls onto earth, topsoil or
doors, but can be windows, doorways, or other portals or open-
sand, reduce the chart’s distance fallen by 5 feet.
ings) that have been covered. Examples include curtains cov-
Water Landing: Reduce the distance fallen by 15 feet. ering an entrance, a rug over a trap door and so on.
Soft Landing: If falling onto piled hay or a similar cushioned Discovering concealed doors generally involves searching
surface, reduce distance fallen by 20 feet. behind the covering. If your character suspects that a wall hides
For example, Sir Dealaan the Hasty could purposely jump off a a concealed door, either because you informed your GM that
30 foot tower (an Expected Fall, -10 feet) onto a large pile of hay you plan to search an area or because something may seem
(a Soft Landing, -20 feet) and suffer no damage. If he were pushed, askew and your character might have a chance to notice, your
he only receives the Soft Landing modifier (-20 feet) and suffers GM will call for a competing scrutiny check against the door
d6p-1 points of damage for a 10 foot fall. (set by the quality of the concealment).
If he is pushed off the tower onto open ground without any hay Secret doors, while similar in purpose, differ from concealed
piles (a Dirt Landing, -5 feet), he suffers 2d12p damage. If, in a doors in that the portal or covering itself is designed such that
worst case scenario, the ground were covered in cobblestones, he it blends in with the surrounds. The classic spinning bookcase
would suffer the full 3d12p points of damage. or stone door sealed tightly with a stone wall are examples of
Armor: Armor absorption of damage vis-à-vis falling is an secret doors. Generally these doors will require your character
exclusive property of padded armor. Any other armor type does to use close examination of a suspected area – again, your GM
not permit damage reduction in this case. will call for a competing scrutiny check against the door (set by
the quality of the secreting). Depending on the nature of the
166
door, your character may also need to discover an
activation mechanism such as removing a loose
stone or turning a wall sconce.
Healing Time
Without the intervention of divine aid or first aid,
each wound heals in a number of rest days based on
the amount of damage suffered. Thus, a 4 point
wound takes 4 days of rest to regain a Hit Point and
become a 3 point wound. After 3 more days of rest,
another Hit Point returns and the injury becomes a
2 point wound. Note however that individual
wounds heal in parallel. Thus a character with four
individual 5 hit point wounds recovers in the same
time as a character with a single wound of the same
severity!
For example, let’s postulate that Urgaz the dwarf sur-
vives a brigand attack. He takes three wounds in that
scrape, one that causes 3 points of damage, one that caus-
es 5 points and another trifling injury of just 1 HP.
Without access to first aid or curative magic, Urgaz
needs to recuperate for six days on account of the 3 point
wound (3+2+1=6), fifteen days for the 5 point wound
(5+4+3+2+1=15) and one day for the 1 point wound.
Of course, since all the wounds heal simultaneously,
Urgaz should be completely healed in fifteen days.
While this may entail an extended period of
downtime for characters suffering grievous injuries,
you can take comfort in the fact that your wounds
heal simultaneously.
Speeding Up Healing Time
Injured characters under the care of a first aid
provider heal their wounds faster. This takes two forms: Mo n ey
Critical Care and Nursing.
Critical Care provides the opportunity to immediately treat All characters start off with some measure of a stake. Don’t
individual wounds and lessen their severity. If successful, it get attached to it — it’s going to slip through your fingers like
restores 1 hit point per wound. This can be particularly bene- water through a sieve as you begin the expensive task of equip-
ficial when an injured party has suffered a fair number of indi- ping yourself (see Chapter 6: Armor, Weapons & Equipment).
vidually minor injuries. Without some type of income or support coming in to replen-
ish your ever-shrinking coin purse your wanna-be hero isn’t
Nursing allows natural healing to proceed at a quicker pace. going to get too far.
For example, a 4 Hit Point wound ordinarily takes 10 days
(4+3+2+1 = 10) to heal. A first aid provider (of at least Novice More importantly you’re going to have to fill your belly with
mastery) can reduce this to 7 days (3+2+1+1=7). A Master of First food or risk starving (unless you’re a ranger or possess the skills
needed to live off the land). As you can already see, all this
Aid can even reduce a 4 Hit Point wound from 10 days to only 3w
takes money — but how to get some?
days (2+1+2+4 = 3w days; i.e., 3 days and 18 hours).
Depending on your chosen profession (character class) you’re
If your character’s lucky enough to know a cleric, stay on his going to have several options open to you. If you’re a thief you
good side! Clerics have access to certain divine spells that can use your years of experience in the streets and carefully
allow them to heal wounds instantly. Hit Points restored from honed skills to lift some fat coin off of some unsuspecting
clerical healing apply to one wound at a time (cleric's choice). NPC (or a fellow PC — nudge nudge) unfortunate enough to
Any extra healing gets applied to another wound (again, cler- cross your path. If you’re a cleric you might be able to say a few
ic's choice). Certain magical potions also provide immediate or blessings for your supper for a wealthy noble family or a tavern
improved healing. full of locals. The charity of others can provide a decent living
167
for a talented individual. A fighter? Most bars and taverns moneychangers with permits are somehow regulated or
hold pit-fights where you can take on any comers in hopes of deemed to be trustworthy by the city. To make such an
winning the miserly purse awarded to the last man standing. assumption would be a mistake. Most government officials (at
But is this the life of a hero? – scratching for every copper coin all levels) are corrupt and not above taking bribes and payoffs.
he can get his hands on? Baaaah! So care must be taken when dealing with the moneychanger.
The real money is in treasure-hunting — also known affec- Short-changing and counterfeit or underweight coins are just
tionately by veteran players as dungeon crawling, lair-looting, a few of the many possible risks.
treasure-trawling, occupied residence exploration, spoils- Jewelers: Jewelers and gem brokers are traditional venues for
siphoning, etc. It is the process of using right and might to monetizing gems and jewelry. Again, they are businessmen
finance your adventuring career. But you can’t do that very and their aim is to make a healthy profit for themselves. If they
effectively without being properly outfitted – which of course can take advantage of a customer, they will. They typically
requires funding. offer 50% to 75% of the appraised value of the piece or stone.
It’s a dilemma to be sure, but it is one you must quickly over- Some jewelers may appear to be more generous and offer 90%.
come. Use your creativity and make your hard-earned skills However, it is almost certain they are intentionally under-
work for you. As a first level character you’ll find it’s going to appraising the gems/stones. Characters should carefully shop
be tough to survive all by your lonesome. around whenever possible to determine which establishment
offers them the best value.
The sooner you can manage to hook up with some fellow
dungeoneers (other player characters) and form a party, the Haggling and Bartering
better it will be for everyone’s financial situation.
There are no fixed price tags in HackMaster when it comes
Coins, Money and the Economy to merchants and their wares. Haggling and bartering is
expected and even welcomed — especially on high value items.
Silver is a metal found in sufficient abundance to permit
Haggling is a tricky dance and there are more than a few
widespread coinage, yet not so common as to be supplanted in
unspoken rules. Knowing just when you need to come down
common usage by gold. This means that the silver coin is the
by a few silvers, go up or just walk away is an art form all in
“trade standard” of commerce. Other coins in routine circula-
1 itself. Making a common beginner’s misstep such as stubborn-
tion are the copper piece (cp; worth 1⁄ 0 silver) and the gold piece
ly refusing to yield on your offer can quickly offend the aver-
(gp; worth 10 silver). One rarely sees the platinum piece (pp;
age merchant (who is more than likely to wave you away and
worth 100 silver) in the hands of any but the wealthy.
refuse to do business with you at all).
Silver and copper coins approximate the size of a US quar-
ter. Although physically somewhat larger than more valuable Inflation in adventuring areas
coins, their weight is identical (gold and platinum are far Inflation is defined as an increase in the volume of money
denser). Gold and platinum coins are approximately the size relative to available goods. Thus when you strike it rich and
of a US nickel, but heavier (numismatists may equate them bring your haul of thousands of silver pieces back to town, you
to the British gold sovereign). are altering the balance between the supply of money and the
In addition, small coins of brass or other trade metals (worth supply of goods and services. You don’t need Milton Friedman
1
⁄ copper) are minted in numerous principalities to facilitate
10 to tell you that this will cause the relative value of each unit of
everyday transactions. These coins are roughly the size of a US money to fall.
dime. While big cities have a sufficiently large economy capable of
These are all approximations as each kingdom, or even absorbing this influx of currency, small frontier towns do not.
sometimes each municipality, mint their own coins. This is Essentially, there is only a limited pool of manpower and goods
important for you to understand as your GM will certainly use available to employ or purchase regardless of how much treas-
this as a lever to screw with you. Merchants will feign fear of ure you possess. True, given time, people will migrate to the
authorities, pointing to the illegality of dealing in foreign cur- area thereby restoring the economic balance but that is a
rency. Their solution? Double the price to cover their risk and process that can take months or likely years. In the meantime
trouble, of course! Moneychangers and to a lesser extent, you will simply have to accept higher prices.
bankers and jewelers, might be the answer you need. A secondary and often unconsidered effect is that any large
Moneychangers: Foreign coins can be exchanged for local influx of treasure will serve to impoverish any formerly wealthy
denominations and higher or lesser value coins may be traded residents of the area. They must now compete with your hoard
for a fee - typically 5% of the transaction. This is done through for limited resources. Do not be surprised if draconian taxes
the aid of a moneychanger, of which there is certainly no short- and levies are suddenly imposed or if your presence is no longer
age. Wherever money changes hands, be it the small roadside welcome despite good behavior and generous acts of charity.
bazaar or a large city, the moneychangers are going to be found
nearby. Most cities will require that local moneychangers pur-
chase permits in order to legally do business (thus getting a
piece of the action themselves). The implication is that those
168
Up to this point in the creation process, your character is lit- expended at a later time (bolstering the BPs gained from
tle more than a series of numbers on a sheet of paper - and advancing in character level to perhaps acquire a talent unat-
that’s really all he’ll remain until you step into his shoes and tainable with the character’s initial allotment).
wear him like a second skin. Part of the challenge of role-play-
ing is taking a newly generated character and growing him into
a unique gaming persona of which you can be truly proud.
Character Background
At this point, however, your character is a virtual stranger. Now it’s time to find out more about your character. The
What do you really know of him? What makes him tick? following tables determine such vital things as your character’s
Most player characters start out as young adults, so it can be starting age, circumstances of birth, and so forth.
safely assumed that your hero didn’t suddenly spring forth You and your GM can make use of this information during
from nothingness like Athena from the brow of mighty Zeus. the course of your character’s career to further detail your char-
There are many years, perhaps even decades, of experiences acter’s background. Mind you, this won’t be accomplished
behind that series of numbers on your character sheet. overnight, but rather slowly, over the course of many adven-
Your character has a richly detailed past and it’s your job to tures. In fact, it’s a good idea to put off some of the detailing
find out what that past entailed. Are his parents still alive? Is until you’ve had a chance to run the character through a few
he left-handed? Does he have any siblings? And so on... adventures and get a feel for him. Running the character will
most certainly suggest background details for your character
Here you’ll learn the answers to all these questions (and that you might not have thought of otherwise. (Also, you’ll
more) as you begin to explore your character’s past. In the have saved a lot of time if your character gets greased in the
process, you’ll be given an opportunity to further sculpt your first adventure.)
character and do a bit of fine-tuning. Mind you, this process
won’t fully flesh out your character. It will only block out some For example, at some point your character may find himself
major defining details about your character. It’ll be your job suddenly cut off from his fellow party members in a hostile
(under the guidance of your ever-watchful GM of course) to country with the enemy hounding his every footstep. He’s low
fill in the blanks and put your own unique thumbprint on him. on hit points and the situation looks bleak. At this point you
may recall (from one of your background rolls) that you have a
sister who’s a cleric. She moved away years ago to champion
B u i l d i n g Po i n t s ( B Ps ) her faith and never returned home. (That’s about as far as you
Every character begins the game with an allotment of fleshed out your background regarding your sister.)
Building Points. You’ve probably already spent some these At this point, a clever player might suggest to the GM that
points to buy such things as skills or utilized them to bolster his devoted sister has actually spent the intervening years
your ability scores. You can also use them to buy ‘re-rolls’ on building a temple in the very ‘hostile country’ in the middle of
some of the background tables that follow to help you sculpt which he now finds himself stranded. He informs the GM
the kind of character you really want. For the cost of 1 BP that his sister wrote him a letter with all the details when he
each, a player may buy re-rolls on the tables in this chapter was younger and that he is now making his way carefully to her
(unless otherwise indicated). You may buy as many re-rolls as temple to seek refuge.
you have Building Points, but once you’ve reached zero BPs,
you must abide by the random rolls thereafter. The GM might or might not buy your suggestion, but it’s
definitely worth a shot. Despite the adversarial relationship
Note: You need not spend all your Building Points prior to between GM and player, most GMs welcome an opportunity
beginning your character’s first adventure (i.e. before he for a player to expand his background in such a creative man-
becomes active). Any BPs not spent are banked and may be
169
ner. If the GM accepts the player’s logic, and rules in his favor, Dwarf Height (in inches)
then another small bit of the player’s character background has
been defined and pinned down. (Note that the GM could later Roll (d100) Female Male
use this same bit of background info against the player. 01-02 48-d4 50-d4
Perhaps a band of Goblins have laid siege to the temple and
03-06 48 50
the sister dispatches a message to her brother asking him to
come to her aid in all haste.) 07-12 49 51
85-91 55 57
S t a r t i n g Ag e
92-96 56 58
A character’s starting age is dependant on both his race and
class. Mages begin play as older adults owing to the long years 97-00 54+d4 56+d4
they have invested in their apprenticeship program (and the
fact that most teaching Mages are extremely reluctant to Elf Height (in inches)
matriculate this source of free labor!)
Roll (d100) Female Male
Character Age 01 57-d3 62-d3
Fighter Thief Mage Cleric 02-04 57 62
Dwarf 50+d10p 46+d8p 72+4d6p 57+2d6p 05-10 58 63
Elf 140+2d10p 130+d12p 200+4d12p 160+3d12p
11-19 59 64
Halfling 32+d6p 29+d6p 40+2d6p 35+2d4p
20-34 60 65
Human 17+d4p 16+d3p 25+d6p 20+d4p
35-62 61 66
63-79 62 67
Height
80-90 63 68
To determine your character’s height, roll on one of the fol-
91-96 64 69
lowing charts depending on your race and sex. Sexual dimor-
phism causes females, on average, to be shorter than males. 97-99 65 70
00 64+d3 69+d3
Humans Height (in inches)
Roll (d100) Female Male
Halfling Height (in inches)
01 62-1d10 66-1d10
02-03 60 64 Roll (d100) Female Male
92-96 70 74 85-91 44 46
97-98 71 75
92-96 45 47
99 72 76
97-00 44+d3 46+d3
00 68+1d8 73+1d10
170
We i g h t If you’re particularly vain and don’t like the results you rolled,
you can spend 1 BP to purchase a re-roll. You may purchase as
Unlike inferior games that utilize an uncorrelated table to many re-rolls as you like, as long as you have BPs to spend. You
determine a character’s weight (all too often resulting in com- may alternatively choose your starting BMI by spending 5 BP.
ically aberrant body phenotypes), HackMaster employs the
concept of Body Mass Index (BMI). When you roll on the
BMI charts, you determine your character’s build (ectomorph,
mezzomorph or endomorph), not his or her weight. Your char-
acter’s weight is a function of height and build (pretty intuitive,
right?). Although this takes a little bit of math, our research Character races obviously differ in body phenotypes with elves being
indicates that the typical HackMaster player is a college grad- the most slender and dwarves having a very broad frame. Higher BMI
values reflect this fact but are also indicative of a propensity towards
uate (or will be one day), so we have every confidence that
obesity. Halflings are particularly prone towards being overweight. BMI
you’ll immediately grasp this concept. values in amber indicate a character is overweight while those in red
To determine character weight, first roll Body Mass Index on signify that a character is obese.
one of the tables below. These are segregated by race and sex to
accurately reflect the differing body types a character may have.
Next, multiply this result by your height in inches squared, and
divide by 703. You now have your character’s weight.
For example, Delray, a male human, rolls on the appropriate
BMI table with a result of 9, giving him a Body Mass Index of 22.
His height was previously determined to be 70 inches. Delray’s Dwarf Body Mass Index
astute player whips out his calculator and types in 70 x 70 x 22 ÷ Roll (d20) Female Male
703 and the marvel of 1970s technology displays 153.3 on its LCD 01 34 34
display. Rounding to the nearest integer mean that Delray’s weight
02 35 35
is 153 pounds. Easy as pie.
03-04 36 36
05-06 37 37
07-08 38 38
Human Body Mass Index 09-12 38.5 38.5
Roll (d20) Female Male 13-14 41 41
01 17 17.5 15 44 44
02 17.5 18 16 46 46
03 18.5 19 17 48 48
04-05 19.5 20 18 50 50
06-08 20.5 21 19 53.5 53.5
09-11 21.5 22 20 53+d6 53+d6
12-14 22.5 23
15 23.5 24 Halfling Body Mass Index
16 24.5 25 Roll (d20) Female Male
17 25.5 26 01 29 30
18 27.5 28 02 30 31
19 29.5 30 03 31 32
20 29+d4p 30+d4p 04-05 32 33
06-07 33 34
Elf Body Mass Index 08-10 34 35
Roll (d6) Female Male 11-14 35 36
01 16 16.5 15-16 37 38
02 17 17.5 17 40 41
03-04 18 18.5 18 42 43
05 19 19.5 19 44 45.5
06 20 20.5 20 44+d4 45+d6
171
Handedness Status of Parents: Roll d100 for each parent (mother and
father). A roll of 10 or less on the first roll indicates your char-
As you’d expect, your character’s handedness is important infor- acter is an orphan (don’t roll for the other parent). A 91 or above
mation to know. For instance, a character forced to wield a indicates that a parent is deceased. If both parents are dead, the
weapon with his off hand suffers a –4 modifier on attack rolls. character is considered an orphan. If only one parent is dead, roll
Similarly, a right-handed thief who was taken before the local d100 to see if the surviving parent remarried (50% chance).
magistrate and had his right hand was cut off as punishment for
practicing his skills in the open marketplace is going to find it Roll (d100) Status of Parents (roll once for each)
much harder to use his Lock Picking skill (-20%). Through time 01-10 Character orphaned (do not roll for the other parent)
(1d6 months), a character forced to use his non-favored hand to 11-90 Parent living
use tools or weapons can overcome such penalties.
91-00 Parent deceased
(if only one parent is dead, roll below*)
Roll (d100) Handedness
*01-25 No step-parent
01-90 Right
*26-85 Step-parent living
91-99 Left
*86-00 Step-parent deceased
00 Ambidextrous
Orphans/abandoned characters begin play with half the
Note: Ambidextrous characters suffer a +1 Initiative penalty, for starting money normally available (e.g. 25 silver pieces).
they often hesitate for a second as though choosing which hand to use.
Quality of Upbringing: How a character was reared and the
quality of his upbringing can have a huge impact on how he
Character Heritage & Lineage turned out. A caring, attentive parent is going to better equip
his child for adulthood than a parent who is unaffectionate,
No man is an island. Likewise, no character is truly an indi- abusive, or not there at all.
vidual. He’s the product of countless generations of characters
that came before him. Character heritage/lineage can be very You should roll twice on the following chart – once for the
important in HackMaster. mother and once for the father. If the father was previously
indicated as ‘unknown’, don’t roll for him and consider that
A character may inherit the enemies and allies of his father parent to be dead to the character.
or family. Siblings and extended family can also be important
in a character’s career. A rich, influential uncle who is a High Roll Quality of Parents
Priest of The True may be able to use his influence to give your (d100)* (roll once for each)** Effect
character sanctuary from your political enemies. Your brother 01-60 Loving parent Character grew up well nurtured and
who’s working as a Mage’s apprentice may be able to steal those properly cared for.
hard-to-find spell components you need from his laboratory. Two (2) Building Point bonus
61-80 Ill-Equipped Parent Parent was well intentioned but
The following tables will help you get a very broad idea of unskilled at raising children.
your character’s heritage/lineage. Your GM will record the
81-91 Indifferent Parent Character was viewed as a burden.
results and use them to help you build a more detailed back-
He or she grew up with feelings of
ground for your character. Your GM should be happy to work inadequacy and felt unloved.
with any player on tailoring the results of a character back- Two (2) Building Point penalty
ground if need be.
92-00 Abusive Parent Character was abused by parent.
Circumstances of Birth: In most cultures there is a stigma Roll an additional Quirk for your
character (see Chapter Three).
attached to individuals born outside of wedlock. Illegitimate
(bastard) children are often denied inheritance and the right to *Orphans receive a +20 modifier on this chart, and bastards receive +35.
hold political office or even positions of power. **If character is an illegitimate child, roll only once for the mother.
Roll (d100) Circumstance of Birth Status of Siblings: As with parents, siblings (or the lack of
01-90 Character’s birth was legitimate. them) are important to a character’s background. Although
Parents were married at time of character’s birth. they are non-player characters under the control of the GM,
91 Character was abandoned at birth. Parents unknown. they may be able to help when the character needs something,
92-93 Mother was a prostitute. Father unknown.
such as financial support. They also tend to be loyal.
94-98 Birth was the result of rape. Father unknown. There are several steps involved in determining a character’s
99-00 Birth was the result of an adulterous affair.
siblings. Follow each step in order.
75% chance father’s identity is known. 1. Roll on the chart below to determine the number of
siblings your character has.
172
Roll (d20) Number of Siblings Extended Family: Besides parents and siblings, the character
is likely to have an extended family. This could include grand-
1 None. The character is an only child.
parents, uncles/aunts, and cousins. If you need this level of
2 One sibling detail, use the above guidelines and substitute the PC’s parents
3-5 Two siblings for the character to generate an extended character tree.
6-8 Three siblings
9-12 Four siblings Other Traits and Particulars
13-15 Five siblings Obviously, there are still other personal characteristics.
16-18 Six siblings What about his hair color and style? Eye color, body shape,
19 Seven siblings voice, noticeable features, general personality, temper and dis-
position? There are no tables for these things, nor should there
20 Eight siblings
be.
It’s your job as a player to add them, molding the type of
2. Now that you know how many children your parents had, character you want. You probably know some from the very
you need to determine their sex. Roll a d6. On a 1-3, the start. Others, especially your character’s personality, will grow
sibling is a brother. On a 4-6, it’s a sister. and take form as you play.
3. Next, roll d6 for each sibling to see if he or she is still liv- Remember – you’re an actor and your character is your role!
ing. An result of 5 or 6 indicates that the sibling is dead. This
could indicate a stillbirth, childhood disease, accident or
murder. It’s up to you and your GM to flesh out the details.
4. For each surviving sibling, roll a d% (d100 or two d10s).
A roll of 99-100 indicates that this sibling is your twin. If the
sibling is the same sex as the character, roll a d8. On a 1, the
sibling is an identical twin.
5. If the character has at least one sibling, roll randomly to
determine his place (roll a d4 for the character plus three
siblings, roll a d5 [a d10, dividing results by two] for the
character plus four siblings, et cetera). The firstborn male is
usually heir to his father’s estate or possessions.
6. Of course, just because your character has some brothers
or sisters doesn’t mean that they necessarily like him. To deter-
mine the nature of your relationship with any particular
brother or sister, roll on the table below.
Roll
Relationship
(2d12)*
4 or less Bitter Enemy. These rivals hold an intense hate for some
past offense – real or imagined.
5-9 Argumentative. For some reason, the character and his
sibling just can’t get along without bickering.
10-16 Natural. The character and sibling are close, with good
family ties, but few intense feelings except during special
times of hurt or celebration.
17-21 Very Close. The sibling and character communicate
often, and always try to help the other in times of need.
22+ Devoted. An extremely close bond exists between you
two, and one would easily lay down his life for the other.
*Add the value listed under the column “Turning Modifier” for the char-
acter’s Charisma attribute to the result.
173
Gamemasters only
beyond this point
174
Every creature detailed here has been fully researched by our Damage: This value lists the damage a creature inflicts when
crack team of dedicated field scholars, and none are to be taken it successfully lands a blow. For humanoid creatures wielding a
lightly. Even the most (seemingly) innocuous creature can be weapon, the figure corresponds to the most likely weapon they
an effective challenge for the players, if utilized by a GM of are likely to employ. The creature’s Strength score has been
clever and cunning mind - as I’m sure you are or you wouldn’t incorporated into this value.
be reading this book. The following introduction explains how
Special Attack: Certain creatures have attacks that have ancil-
to interpret the monster listings contained herein.
lary effects other than Hit Point damage. These are listed here.
Explanatory Notes Weaknesses: Some creatures have unique or situational weak-
Alignment: This is the typical alignment for the creature. nesses that may affect an encounter. These are summarized in
Treat unintelligent monsters and animals as having Neutral this block.
alignment, if needed, since they behave purely on instinct.
Defense: Monsters add this value to their d20p defense roll
Initiative: This number is added to any Initiative die roll. when defending against an opponent. Note that monsters list-
Quick and nimble monsters receive a bonus (negative numbers ed with “Shield Use” as a special defense only receive a d20p-4
reduce their reaction time) while slow-witted or ponderous defense die when not employing a shield.
creatures are usually saddled with a penalty.
Special Defense: Certain creatures have defenses that have
Speed: This statistic reveals how much time (in seconds) ancillary benefits other than a defense bonus. These are listed here.
must pass before the creature can attack again after its last
strike. For creatures with varied attack routines (e.g. the griffyn Damage Reduction: Whether gained through body armor,
has a Speed 3 and lists 2@ 2d4p; 4d8p as damage), the attacks an exoskeleton, bulk, the supernatural or sheer orneriness, this is
occur in sequence. the number by which the GM should reduce the damage of any
successful hit inflicted upon the monster (a hit may be reduced
For instance, a griffyn makes its first attack for 2d4p potential to zero effective damage). Humanoids are listed with their most
damage on its Initiative die result. Three seconds later it again commonly worn armor incorporated into this figure.
attacks for 2d4p potential damage and three more seconds later it
attacks again, this time for 4d8p potential damage. Hit Points: Each creature possesses a range of Hit Points.
Reach: This lets you know at what distance the creature can Threshold of Pain (ToP) Save: When struck by a single
strike. Reach is important because the unsurprised individual or blow exceeding 40% of its maximum Hit Points, a creature
monster with superior reach gets the opportunity to strike first. must roll this figure or below on a d20 to avoid the debilitat-
ing effects of a grievous wound. Creatures with a value of “n/a”
As a GM, if you need to quickly calculate reach in feet, you can need never make a Threshold of Pain save.
generally treat short as 2 feet, medium as 3 feet and long as 5 feet
or if the monster carries a weapon, use its reach instead. If the For example, an orc with 28 Hit Points needs to make a Threshold
latter is applicable, this information is annotated in the monster’s of Pain save whenever it suffers 12 points of damage from a single
statistics. hit (28 x 40% = 11.2, round up because 11 is insufficient to force a
ToP save). Because orcs have a Damage Reduction value of 3, the
Attack: Monsters add this value to their d20p attack roll actual blow must be for 15 or more points of damage. Thus if this orc
when striking an opponent. They also add this number to their is struck by a longsword for 15 points of damage (suffering 12 points
d20p roll when making saving throws (e.g., when attempting to of damage), it must then attempt a ToP save. The orc must roll 6 or
resist the effects of a magical spell). below on a d20 or be rendered temporarily incapacitated. Refer to
Chapter Nine: Combat for full rule mechanics in the context of melee.
175
Will Factor: This statistic is only listed for undead creatures. Fortunately, giant ant colonies usually contain only a few
It is a both a measure of their ability to resist the will of clerics dozen individuals, instead of the thousands comprising a
and an indication of the fortitude of their special attacks. colony of normal ants. While not intelligent, they are suffi-
ciently intuitive to solve simple problems (such as forming
Size: This category summarizes the creature’s physical mass
chains of individuals to bridge gaps over water and the like).
and height (or length). Smaller creatures are far more suscepti-
ble to knock-backs resulting from massive blows (regardless of Ant, Giant Warrior
whether or not the blow bypasses the monster’s ‘damage reduc-
Ant warriors (all sterile females) can be distinguished from
tion’ statistic to cause damage).
workers by their larger heads and mandibles. They are usually
Size Category Description only encountered within an anthill (there being one Giant
T (tiny) 1’-2’ in height or length Warrior Ant for every five workers) or when their nest attacks
(examples: giant rat, weasel) a rival nest.
S (small) 3’-4’ in height/length
(examples: halfling, kobold)
Should intruders threaten the queen, they swarm the attack-
ing force and fight to the death. If they score a hit with their
M (medium) 5’-7’ in height/length and without significant
girth (example: human)
powerful mandibles, they receive a free secondary attack with
their venomous stinger. If successful, their adversary must save
L (large) 7’-10’ in height [or shorter with appropriate bulk
or girth] (examples: bugbear, gnole)
versus virulence 10 poison or suffer 3d4p damage (a successful
saving throw reduces damage to a mere d4p).
H (huge) 10’-16’ in height (examples: griffyn, ogre)
G (gigantic) 16’-25’ in height (example: hill giant) Barrow-wight
Move: This is the creature’s jogging speed (as a point of A dreadful creature, the barrow-wight is an animated corpse
comparison, a human’s move is 10 feet/second). Monsters can whose spirit was so evil in life that it continues its existence to
run or sprint with a proportional speed increase just as humans. wreak vengeance on the living. Many barrow-wights sullenly
haunt their burial mound, deriving grim pleasure by killing
EPV: This is the number of Experience Points that should despoilers of their tomb.
be awarded for defeating the monster.
Other wights, with a more restless or purposeful spirit, dwell
in a variety of dark and desolate abodes, at times serving an evil
Mo n s t e r D e s c r i p t i o n s master even more powerful than themselves.
A barrow-wight sustains unlife by tapping dark energy. This
Ant, Giant
permits a barrow-wight’s chilling touch to drain Constitution
These foraging insects grow up to 2 feet long, but otherwise equal to damage rolled (armor or other damage reduction
bear a remarkable similarity to their tiny kin. Unfortunately notwithstanding).
for mankind, giant ants have a proportionally larger appetite
and they may scavenge food crops or tunnel into buildings in Barrow-wights have tremendous ramage reduction, though
search of it. When foraging, giant ants may travel many miles thier DR is significantly reduced against silvered weapons.
from their nest, using scent trails to find their way back. Barrow-wights cannot tolerate the direct light of the sun for it
176
incapacitates them, forcing them to immediately withdraw to a
dark or shadowed locale. Even dim and shadowy sunlight (such Undead Energy Draining
as occurs at dusk, dawn or possibly even extremely overcast or Many varieties of the undead sap the life
stormy days) confers a -4 penalty to attack and defense rolls. energy of mortals with their touch. This
HARD
process, colloquially known as “energy
EIGHT
draining”, is reflected by ability score reduc-
tions commensurate with the damage inflicted.
Characters may attempt a saving throw to mitigate this
effect by rolling an opposed check (a d20p plus their cur-
rent Constitution score) versus a d20p plus the undead
creature’s Will factor. A successful save reduces ability score
reduction by half (rounded up).
Any creature whose ability score is reduced to zero from
an energy draining attack perishes. Such a victim will rise
from the grave the next day, a half-strength undead of the
same type and under complete control of the undead that
slew him. Lost ability points (for survivors) can be
regained with rest; for each hour of complete rest, the vic-
tim may attempt a Con check (using his original,
undrained Con score) against the undead’s will factor.
Success indicates one point returns. A critical failure (roll
of one) indicates that the loss of that point is permanent.
The process continues until all points have been returned
(save any losses due to critical failures – these points are lost
permanently).
Prior to complete rest, lost Dexterity points reduce
Attack, Defense and penalize Initiative on a one-for-one
basis. While it’s true that this penalty is far greater than
recalculating those scores based on the new Dexterity
score, the added penalty reflects the victim’s reliance on
Barrow-Wight Dexterity he no longer possesses. Attempting moves of
which he’s no longer capable and so forth makes him even
Alignment: Neutral Evil less effective than a character of like Dexterity reacting
Initiative: -1 within his normal competence. Damage reduction due to
Speed: 10 Strength loss should be recalculated from the charts based
on the new Strength score (a simple adjustment that can be
Reach: Medium made on the fly). Note that drained Constitution results in
Attack: +11 a loss of hit points on a one-for-one basis because the char-
Damage: 2d4p acter’s Constitution score has dropped (until rest returns
some or all of the lost Constitution).
Special Attack: Con drain equal to damage
(save for half )
Weakness: Sunlight Bears
Defense: +3
These sturdy quadrupeds have long shaggy hair, powerful
Special Defense: can only be fully damaged by silvered forearms and hooked claws that can rip through flesh. They
weapons prefer forested and shrubby lands, but may also be found in
Damage Reduction: 19 (10 vs. silvered weapons) fields and swamps. They are usually not aggressive unless
Hit Points: 27+4d8
threatened, though some bears may consider a character’s mere
presence to be a threat...
ToP Save: n/a
Will Factor: 12 Bear, Black
Size: Medium The smallest species of the bear family, these black-furred
omnivores stand about 212⁄ to 3 feet tall at the shoulder and typ-
Move: 10 feet/second
ically weigh around 400 pounds. When rearing up on its hind
EPV: 792 legs, a black bear stands around 5 feet in height.
177
Bears Black Brown Grizzly
Initiative: -1 0 0
Speed: 4 4 4
Reach: Short Medium Medium
Attack: +8 +12 +16
Damage: 2d6p +4 2d6p +7 2d8p +9
Special Attack: None Hug (2d6p +7) Hug (2d8p +9)
Defense: -1 +3 +6
Damage Reduction: 9 11 13
Hit Points: 29+4d8 36+6d8 41+8d8
ToP Save: 11 12 12
Size: Large Large Huge
Move: 20 feet/second 20 feet/second 20 feet/second
EPV: 417 792 1,425
This most common bear species feeds principally on plants, seconds after a victim has been enveloped in a hug attack.
nuts, berries, tree bark and insects, but may become aggressive While trapped in a crushing hug, a victim can only attack with
if a cub or their food supply is threatened. Only a fool believes a dagger or knife.
he faces no danger where a bear is concerned.
Beetle, Giant
Bear, Brown This roughly 3-foot-long insect has large mandibles that it
A typical brown bear weighs in the vicinity of 600 pounds, is uses to cut, crush and grasp food or enemies. Their antennae
312⁄ feet at the shoulder when on all fours and stands roughly 612⁄ give them a strong olfactory sense. Although not carnivorous
feet tall on its hind legs. Like the black bear, it mostly eats veg- (they subsist on leaves, dung or carrion), it is territorial and
etation, but supplements its diet with fish, caribou, bison and fiercely defends its tiny dominion against intruders.
similar prey. It is much more temperamental than its smaller
Most giant beetles are solitary, though anecdotal evidence
cousins and often stands and confronts opponents rather than
hints at the existence of sizeable nests or colonies.
fleeing.
If the brown bear attacks successfully with two consecutive Beetle, Giant Fire
claw attacks, it traps its opponent in a crushing hug, inflicting This beetle looks and acts much like the standard giant bee-
automatic damage thereafter every 4 seconds. The hug can be tle, but with larger mandibles. Unlike its kin, however, giant
broken with a successful knock-back or Feat of Strength (vs. fire beetles exhibit bioluminescence that emanates from two
d20p+16). The latter can be attempted every 4 seconds after a steadily glowing orange-yellow glands on their back and an
victim has been enveloped in a hug attack. While trapped in a
crushing hug, a victim can only attack with a dagger or knife. Beetles, Giant Giant Giant Fire
The grizzly bear resembles a brown bear, only much larger Speed: 10 12
and with elongated canine teeth. It stands over 5 feet tall at the Reach: Short Short
shoulder (or more than 10 feet tall when standing upright) and Attack: +1 +1
easily weighs half a ton or more.
Damage: 2d4p 4d4p
Although the grizzly bear can subsist on vegetation and Special Attack: none none
insects, it has a distinct taste for meat (especially marrow).
Defense: -1 -2
Young grizzlies can be mistaken at a distance for adult brown
bears, but when viewing the maw up close and personal there Damage Reduction: 3 3
can be no doubt what species it is. Hit Points: 10+1d8 17+1d8
If the grizzly bear successfully attacks with two consecutive ToP Save: n/a n/a
claw attacks, the bear has trapped its opponent in a crushing Size: Small Small
hug, inflicting automatic damage thereafter every 4 seconds.
Move: 5 feet/second 5 feet/second
The hug can be broken with a successful knock-back or Feat of
Strength (vs. d20p+18). The latter can be attempted every 4 EPV: 11 25
178
additional one on the abdomen. The light is sufficient to illu- suming an infant or small child (of any race), causing males to
minate a 10-foot-radius and, even if the beetle dies, its organs enter villages or farmhouses and whisk away children. In
continue to glow for 2d4p days. This makes the beetles highly human lands, bugbears are sometimes known as bogeymen.
sought-after for use in mining operations or for lighting the
tunnels and cavern homes of various subterranean dwellers. Bugbear
Alignment: Chaotic Evil
The giant fire beetle also has the ability to flex its body seg-
ments. If trapped on its back, this flexing propels it off the Initiative: -1
ground with an audible click, enabling it to right itself. Speed: 10
Reach: Long or by weapon +1 foot
Boar
Attack: +7
This wild pig has a thick, bristled coat ranging in color from
Damage: 2d8p +4 (morning star)
gray to brown to black. A prominent ridge of hair runs down
its back, earning it the nickname of razorback. Some people Special Attack: none
also call it a tusker, due to the two sharp tusks (3 to 12 inches Defense: 0 (+6 with medium shield)
long) that extend from its lower jaw. It has longer legs and a Special Defense: Shield use
longer, straighter snout than domesticated pigs. An adult boar
Damage Reduction: 6 (armor & hide)
usually stands about 3 feet tall at the shoulder and weighs
roughly 275 pounds. Hit Points: 32+3d8
ToP Save: 8
Boars can be found in almost any region except for deserts
and high mountain ranges. They guard their hunting territory Size: Large
with a savage ferocity. Though omnivores, they are aggressive Move: 10 feet/second
feeders and may destroy crops, kill livestock and even unearth EPV: 175
the dead in their search for food.
Boar Centaur
Initiative: 2 The centaurs are a race of woodland creatures with the lower
Speed: 10 body of a horse and the upper body of a man or woman
Reach: Short (females are called centaurides). While generally loyal and
brave, centaurs can be very aggressive if intruders venture into
Attack: +6
their territory. They are keen astronomers and many of them
Damage: 4d4p +4 claim to have the gift of prophecy.
Special Attack: none
Defense: 0
Damage Reduction: 4 Centaur
Hit Points: 25+3d8 Alignment: Chaotic Good
179
Centipede, Giant Gargoyle
This predatory arthropod uses its venomous bite to hunt Gargoyles resemble statuary, thanks to a gray stony hide and
small reptiles, rodents and amphibians. It is nocturnal, prefer- penchant for remaining motionless until attacking. They have
ring to spend its days hidden in moist soil and leaf litter, under four arms, wings and a tail, and their features (specifically the
stones and deadwood, and inside rotting logs. When disturbed hideous face, horns and clawed talons) evoke a nefarian visage.
or hungry, it aggressively attacks creatures far larger than itself. Only silvered weapons are truly effective vs. gargoyles.
Dog, Guard
Guard dogs have been bred and trained for aggression. The
average guard dog is solidly built, with a short coat and forelegs
set wide apart. They stand over 3 feet tall at the withers and
weigh between 100 to 200 pounds.
180
Ghast Ghoul
These fearsome undead creatures are powerfully built Alignment: Nuetral Evil
humanoids with only two small slits where a nose would be, Initiative: -1
and skin that is pale, hairless, rough and knotty. Their legs are
Speed: 3
large and powerful, causing them to run with a slight hopping
motion. Reach: Short
Attack: +6
Ghasts prefer to dwell in darkness, shunning daylight.
Ghasts exist to devour flesh, feasting on putrid corpses when Damage: 2 @ 2d4p each; 2d6p
no fresh prey is available. They strongly reek of a charnel house Special Attack: cause paralysis
and their touch causes violent illness. Their stench is so putrid Defense: +1
that all within 20 feet of them must make an opposed
Damage Reduction: 3
Constitution check (Con plus d20p) versus a d20p plus the
ghast’s Will Factor or lose 2d4p Strength for a like number of Hit Points: 24+2d8
minutes (reduction to zero indicates the victim is immobilized ToP Save: n/a
with weakness). Will Factor: 6
Further, their touch causes vomiting to those who fail an Size: Medium
opposed Constitution check, lasting 2d4p minutes; treat the Move: 15 feet/second
illness like a Threshold of Pain check failure for the duration EPV: 290
(character can take no action).
Ghast
Giant, Hill
Alignment: Neutral Evil
Members of this brutish race dwell in the foothills of moun-
Initiative: 1 tain ranges and resemble humans of prodigious size. They are
Speed: 3 relatively unintelligent and rustic, dressing only in loincloths of
Reach: Short animal skin and fur, and bearing clubs and rocks as weapons.
Hill giants may also attack with fist or foot for 2d4p+6 points
Attack: +7
of damage, or hurl rocks (with a +5 bonus to hit) for 3d4p+8
Damage: 2 @2d4p+2 each; 2d8p points of damage.
Special Attack: stench, cause illness
Defense: +1 Giant, Hill
Damage Reduction: 3 Alignment: Chaotic Evil
Hit Points: 25+4d8 Initiative: 3
ToP Save: n/a Speed: 10
Will Factor: 9 Reach: Long
Size: Medium Attack: +16
Move: 15 feet/second Damage: 4d6p +8
EPV: 425 Special Attack: hurl rocks
Ghoul Defense: +7
181
Gnole Goblin
These carnivorous hunters and scavengers possess canine- Alignment: Lawful Evil
like heads, feet and bodies, though they walk upright on two Initiative: 3
legs. They are nocturnal by nature, but are unimpaired by
Speed: 8
bright light. The average adult gnole stands 612⁄ to 7 feet tall.
Reach: Short or by weapon -1 foot
Gnoles are both extremely lazy and quite stupid in compar-
ison to other sapient races. They dwell in marauding gangs that Attack: +3
prefer to steal and plunder from targets of opportunity, rather Damage: 2d6p -1 (short sword)
than toil in honest labor. Special Attack: none
Their emotional responses tend to be raw and unchecked, Defense: +2 (+6 with small shield)
much like an animal, leading to impulsive and counterproduc- Special Defense: Shield use
tive actions - such as slaughtering otherwise useful slaves in a
Damage Reduction: 2 (armor)
fit of rage and so on.
Hit Points: 17+1d6
Gnole ToP Save: 6
Alignment: Chaotic Evil Size: Small
Initiative: 4 Move: 5 feet/second
Speed: 11 EPV: 22
Reach: Long or by weapon +1 foot
Attack: +5
Griffyn
Damage: 2d8p +3 (flail)
This majestic creature combines the hindquarters of a lion
Special Attack: none with the wings, head and powerful beak of an eagle. Both the
Defense: -4 (+2 with medium shield) males and females of the species have eagle-like forelegs, but
Special Defense: Shield use only the female has elongated cat-like ears on her otherwise
aquiline head. A typical griffyn stands about 4 feet tall at the
Damage Reduction: 6 (armor & hide)
shoulder, with a body length of around 8 feet (not counting its
Hit Points: 30+2d8 long tail). A griffyn can fly even when grasping a creature in
ToP Save: 7 its talons. It is a scavenger by nature and eats carrion as read-
Size: Large ily as live prey.
Move: 15 feet/second
Griffyn
EPV: 122
Initiative: -2
Goblin Speed: 3
These small, savage humanoids have narrow snouts, brown- Reach: Short
ish skin and sharp teeth for tearing into meat. They typically Attack: +14
stand about 312⁄ to 4 feet tall. Goblins prefer to dwell under- Damage: 2@ 2d4p; 4d8p
ground, which frequently brings them into conflict with the
Special Attack: none
dwarves with whom they compete for territory.
Defense: +6
They loathe all other creatures, though they have been
Special Defense: flying
known to ally with kobolds and hobgoblins (the former as ser-
vants and the latter as masters). Damage Reduction: 7
Hit Points: 25+7d8
ToP Save: 6
Size: Large
Move: fly 35 ft/sec., ground 10 ft./sec.
EPV: 1,075
182
Harpy Hippogriff
The harpy appears to be a human female with the lower body This offspring of a griffyn and a mare has the feathered body
of an eagle, possessing wings and (usually) arms. A harpy’s fea- of a horse, taloned forefeet and the head of an eagle. A mus-
tures may be beautiful, hideous or even rather plain looking, but cular pair of wings stretches back from its shoulders. An omni-
malice and cruelty lurk beneath them all. They are quite sharp- vore, the hippogriff attacks with sharp claws and hooked beak.
tongued, both physically and figuratively, and enjoy both taunting
and torturing equally. Harpies are also skilled singers, whose
songs have the power to charm all who hear them. This song Hippogriff
works as the Charm spell, but its effect is not broken by damage Initiative: -1
inflicted. The victim should attempt an opposed save immediate- Speed: 3
ly upon hearing a harpy sing, with the harpy rolling d20p+10.
Reach: Short
Only one save is needed per encounter.
Attack: +9
Harpy Damage: 2@ 2d6p (talons); 2d10p (bite)
Alignment: Chaotic Evil Special Attack: none
Initiative: -2 Defense: +2
Speed: 5 Special Defense: flying
Reach: Medium Damage Reduction: 3
Attack: +8 Hit Points: 30+3d8
Damage: 2@ 2d6p (talons); ToP Save: 7
d6p+d4p+4 (club) Size: Large
Special Attack: Charm song (+10) Move: fly 40 ft/sec.; ground 10 ft/sec.
Defense: +3 EPV: 492
Special Defense: flying
Damage Reduction: 2
Hit Points: 18+3d8
ToP Save: 4
Size: Medium
Move: fly 25 ft/sec., ground 5 ft/sec
EPV: 575
183
Hobgoblin Hobgoblin
Larger, stronger and more menacing than their smaller gob- Alignment: Lawful Evil
lin cousins, hobgoblins are the bane of many human and demi- Initiative: 2
human kingdoms. They have leathery skin of a deep red, brown
Speed: 10
or ebony, with pointed teeth and ears, flat noses, prominent
brows, long black hair and penetrating yellow-irised eyes. An Reach: Medium or by weapon
average male stands about 612⁄ feet tall. Attack: +5
Unlike more simple-minded monsters that dwell in their Damage: 2d8p +1 (longsword)
own filth, hobgoblins have well-organized, militaristic king- Special Attack: none
doms that hold firm to their core values of strength and honor. Defense: -2 (+4 with medium shield)
A hobgoblin considers violence to be an acceptable solution to
Special Defense: Shield use
every problem, providing that such an action does not break an
oath or tarnish his honor in some way. Damage Reduction: 4 (armor)
Hit Points: 22+1d10
ToP Save: 6
Size: Medium
Move: 10 feet/second
EPV: 67
184
Hydra Hydra, Aquatic Worm Body Style Chart
With a body like a huge lizard and sprouting four to twelve Head Type
heads atop snake-like necks, the hydra is a fearsome sight to 1 Standard hydra
behold. When hunting, the hydra simply waits in hiding for
prey to pass by, and then attacks. If the prey manages to flee, 2 Crustacean-like
the hydra follows, using its forked tongues to smell the air and 3 Lizard-like
track its meal. Hydras can be found in all sorts of climes, with 4 Spiny-crested
most making their homes in mountain or woodland caves.
5 Sharp-toothed
Hydra, Aquatic Worm 6 Multi-eyed with d6 tentacles
This bizarre creature has a stony, snake-like body with four to
twelve fleshy heads budding from long, worm-like necks. Each of Attack type
the protruding heads and necks is of a different color and are so 1-2 Bite (as standard hydra)
dissimilar that they seem to be from separate creatures. Roughly
3 Grab (reroll for secondary attack mode). Grab does no
1 to 2 feet below each head appear two vestigial limbs or tentacles. damage but facilitates automatic hit with secondary
Each head has a different method of attack, although the creature attack mode every 10 seconds. Can only break hold with
can only attack with three heads simultaneously. Roll a d6 on the knock-back to the head or Feat of Strength value (vs.
d20p+12).
table to the right to determine head and attack type or devise your
own. 4 Breathes fire at one target for 2d8p damage. Dex save
versus d20p + hydra attack value results in 1⁄2 damage.
Color
1 Golden
2 Red
3 Yellow
4 Blue
5 Purple
6 Green
185
Imp Kobold
This nefarious being resembles a small human child albeit it These hairless, bipedal canines have small pointy tails and
with reddish skin, goat-like legs, a long barbed tail, two tiny imp-like horns. They prefer to live in caves, gloomy woodlands
horns, small pointed fangs and bat-like wings. Imps are not and other dank places. Kobolds hate halflings intensely and
native to this world. Evil priests and wizards can summon attack them first if possible. Most stand about 3 feet tall.
them to aid in their quests, for magical experiments or for use
as familiars. Kobold
Alignment: Lawful Evil
Imps are quite clever and enjoy spreading mischief and caus-
ing trouble for everyone, even those who summoned them. Initiative: 3
Imps prefer to avoid fights, but if cornered, they bite and scratch Speed: 6
with their claws or attack with a barbed tail that injects a painful Reach: Short or by weapon -1 foot
paralysis inducing poison (requiring a successful Constitution
Attack: +2
save versus d20p+5 to avoid paralysis for 2d12p hours).
Damage: 2d4p -3 (dagger)
Lion
Initiative: -3
Speed: 5
Reach: Medium
Attack: +9
Damage: 2@ 2d4p +4 (claw attacks)
Special Attack: 2d6p +6 (bite)
Defense: +4
Damage Reduction: 4
Hit Points: 25+4d8
ToP Save: 6
Size: Large
Move: 20 feet/second
EPV: 492
186
Lizard Man Medusa
These bipedal, man-sized reptiles have hides ranging from Alignment: Neutral Evil
dark green to yellow and stand about 5 to 6 feet tall, not count- Initiative: -4
ing a 3 to 4 foot long tail.
Speed: 7
Lizard man tribes vary in sophistication, with the more Reach: Short or by weapon
advanced living in communities where they dwell in simple
huts of wood, bamboo and other materials native to the area. Attack: +9
Less sophisticated tribes often opt to live in caves. All lizard- Damage: 2d4p (dagger) or 1 (bite from asp hair)
men prefer to inhabit wetlands. Special Attack: gaze turns to stone; poisonous asp hair
(virulence factor 8)
Members of a particular tribe show similar coloration,
plumes, frills and so on. Though they sometimes learn to speak Defense: 0
a local human language for trade purposes, lizard men commu- Special Defense: cannot be backstabbed or flanked
nicate with each other in their own strange tongue consisting
Damage Reduction: 0
of a wide variety of hisses, barks, chirps and whistles.
Hit Points: 18+6d8
They subsist mainly on small mammals and other reptiles,
ToP Save: 3
but those few who have tasted man-flesh have been known to
develop a taste for it, kidnapping travelers and dragging them Size: Medium
into the swamps to be eaten. Move: 10 feet/second
EPV: 1200
Lizard Man
Alignment: Neutral (with CE tendencies) Minotaur
Initiative: 0 These intelligent, carnivorous man-eaters usually have the
body of an extremely muscular man and the head of a horned
Speed: 9
bull, though some may have hooves instead of feet, and short,
Reach: Medium or by weapon sleek fur instead of skin. The average minotaur stands about 8
Attack: +3 feet tall. Their age can be determined by the color of the horns,
as they grow darker with age.
Damage: 2d8p +2 (morning star)
Special Attack: none Minotaurs live in caves or abandoned ruins. If they opt to
reside permanently in a given location, minotaurs are seeming-
Defense: 0 (+6 with medium shield)
ly compelled to transform their dwelling into a maze – its com-
Special Defense: Shield use plexity being a good indication of the length of occupation.
Damage Reduction: 2
Hit Points: 21+2d8
Minotaur
ToP Save: 6
Alignment: Chaotic Evil
Size: Medium
Initiative: -1
Move: 10 feet/second
Speed: 7
EPV: 45 Reach: Long or by weapon +1 foot
Attack: +11
Medusa Damage: 4d3p+6 (battle axe), 4d4p (horns)
This monstrous creature appears to be a human female Special Attack: none
whose ‘hair’ consists of a nest of tiny, writhing, poisonous asps.
Defense: +3
Every living creature that meets her gaze turns to inanimate
stone (save against d20 +12). Whether a medusa’s appearance Special Defense: Listening maser 85%
is beautiful, hideous or merely plain, she cannot dwell safely Damage Reduction: 6
among other creatures and so is forced to live in isolated caves Hit Points: 32+6d8
or ruins. The forced solitude reinforces a self-pitying madness,
ToP Save: 9
and so she delights in the death or petrifaction of all who
approach her. A medusa’s snake hair alerts her to danger, Size: Large
meaning she cannot be backstabbed or flanked. Medusa’s roll Move: 15 feet/second
one lower die for initiative. EPV: 675
187
Mountain Lion The process continues until all points have been returned
(save any losses due to critical failures – these points are lost
Mountain lions fight only to take down prey, defend their ter-
permanently).
ritory or defend themselves. They attack with their claws fol-
lowed by biting once they’ve grasped their prey. Once it has
Mummy
successfully attacked with both claws, it has grabbed its quarry
and automatically inflicts a bite attack for 2d6p+6 damage Alignment: Lawful Evil
every 5 seconds thereafter. Their grip can be broken with a Initiative: 5
successful knock-back or Feat of Strength (vs. d20p+12). The Speed: 7
latter can be attempted after each bite attack. While caught, a
Reach: Short
victim can only attack with a dagger or knife.
Attack: +16
Mountain Lion Damage: 2d8p +9
Initiative: -3 Special Attack: mummy rot disease
Speed: 5 Defense: +7
Reach: Medium Damage Reduction: 24 (14 vs. silvered weapons)
Attack: +7 Hit Points: 28+6d8
Damage: 2@ 2d4p+2 (claw attacks) ToP Save: n/a
Special Attack: 2d6p +6 (bite) Will Factor: 16
Defense: +4 Size: Medium
Damage Reduction: 3 Move: 5 feet/second
Hit Points: 20+2d8 EPV: 1,425
ToP Save: 5
Size: Medium Ogre
Move: 25 feet/second Ogres are fierce, brutish fighters possessing immense
EPV: 350 strength, but little intelligence. The average male ogre stands
at or near 9 feet tall or more. They employ large, oversized
Mummy weapons, but have also been known to fight barehanded, pum-
meling their victims with their large fists (1d6p+6 damage,
These undead corpses rise from their sarcophagi to enact
Speed 5). Ogre skin color varies, though most ogres are
vengeance on those who violated their place of rest. Mummies
brownish-grey in color.
are easily distinguishable from other undead, since their bodies
were preserved with various spices and chemicals, with their
head, body and limbs wrapped from head to toe in strips of
Ogre
white cloth. The natural decay of the cloth, along with the
movement of an active mummy, causes the strips to fall away in Alignment: Chaotic Evil
several places, revealing withered flesh beneath. Initiative: 4
188
Ogres are known mercenary fighters, and for a price, are Orc
often found as guards for other evil humanoids or humans.
Alignment: Neutral Evil
They often work cooperatively with orcs (whom they share
some kinship with, but may bully or work for treasure) or sub- Initiative: 5
serviently to giants (as little better than or actually as slaves). Speed: 9
Reach: Medium or by weapon
Orc
These evil humanoids are bred and trained for warfare. They Attack: +3
vary in height, but average roughly 6 feet tall, although their Damage: 2d8p +2 (scimitar)
stooped nature makes it hard to tell. Their skin ranges in color Special Attack: none
and shades, depending on geographical location, but is often a
Defense: -4 (+2 with medium shield)
dark brown/black mixture with a long, coarse black head of
hair. Special Defense: Shield use
Damage Reduction: 3 (armor)
Orcs never bathe or groom, and take pride in ritualistic tat-
toos and self-mutilation. Their faces are marked by a pig-like Hit Points: 23+1d8
snout, and stained, chipped tusks that jut from their lower jaw. ToP Save: 6
Orcs seem to exist only to destroy anything they encounter.
Size: Medium
Even their own lair is eventually ruined, as orcs are filthy,
destructive dwellers. Move: 10 feet/second
EPV: 34
Their insatiable hunger and resentment toward all other liv-
ing things drives them into a constant conflict with
mankind. Orcs despise elves above all others
and attack them on sight.
Orkin Wardawg
These merciless creatures resemble a
large dog with the front claws of a cat
and the head of a boar, though they have
a dog’s teeth instead of a boar’s tusks.
They are also meaner and uglier than the
most vicious boar.
Orkin wardawgs are native to the deep-
est forests and prized heavily by orcs who
employ them to hunt game, as well as
humans and demi-humans. In the wild,
orkin wardawgs usually live and hunt in
packs of 2-8 individuals, with the strongest
or most aggressive male (usually a greater
orkin wardawg) serving as leader.
Orkin Wardawg, lesser: Adults usually
stand about 3 feet tall at the shoulder,
with a body length averaging between 4
to 5 feet and weigh between 144 to 200
pounds. Unlike their greater kin, they
retain their youthful stripes through adult-
hood, causing outsiders to sometimes mis-
take them for adolescent greater orkin
wardawgs.
Orkin Wardawg, greater: The adult of
the species stands roughly 4 feet tall at the
shoulder, with a body length of about 7
feet and weight of around 700 pounds.
When born, they have light brown hair
with longitudinal darker stripes. The
189
stripes fade when the creature is about half-grown, when it Pegasus
takes on an adult’s grizzled brown coat.
These magnificent, wild, winged horses appear to be mere
animals, but are actually quite intelligent. Unlike horses, the
Orkin Wardawgs Lesser Greater pegasus chooses its rider, and not the other way around. Some
Initiative: 0 1 religious cults claim that the sacrifice of a pegasus (especially a
Speed: 9 7
white one) brings great favor from one or more of the evil
gods. Although there is no way of proving this, it does provide
Reach: Short Short new insight into why pegasi so rarely approach strangers.
Attack: +7 +9
Damage: 4d4p +1 4d4p +5 Pegasus
Special Attack: none none Alignment: Lawful Good
Defense: +3 +5 Initiative: -2
Damage Reduction: 4 5 Speed: 5
Hit Points: 30+3d8 38+4d8 Reach: Short
ToP Save: 8 9 Attack: +9
Size: Medium Large Damage: 4d4p +2 (hooves), d4p+1 (bite)
Move: 20 feet/second 20 feet/second Special Attack: none
EPV: 122 350 Defense: +5
Special Defense: fly
Owlbeast
Damage Reduction: 6
This frightening quadruped resembles a bear with an owl’s
Hit Points: 27+6d8
head and a sharp, pointed, hawk-like beak. They live in deep
forests and caves, and are usually nocturnal, actively hunting for ToP Save: 7
prey under cover of darkness. Most owlbeasts have brown fur, Size: Huge
though there have been reports of owlbeasts with different col- Move: 20 ft./sec. (ground), 40 ft./sec. (fly)
oration, as well as feathered manes, tufts and crests. The aver-
EPV: 675
age owlbeast stands about 5 feet tall at the shoulder, has a body
of up to 9 feet tall and weighs around 1,500 pounds. When
rearing up on its hind legs, an owlbeast stands over 10 feet tall. Rat, Giant
These oversized rodents are nocturnal and omnivorous, eat-
If the owlbeast successfully attacks with two consecutive
ing anything vaguely nourishing and attacking live prey when
claw attacks, it traps its opponent in a crushing hug, inflicting
the opportunity arises. The epitome of unclean, they serve as
automatic claw damage (2d8p+7) thereafter every 3 seconds.
carriers for disease. Giant rats tend to live in social groups of
The hug can be broken with a successful knock-back or Feat of
up to 30 individuals and can be found in almost all temperate
Strength (vs. d20p+16). The latter can be attempted every 3
or warmer regions. Most giant rats have a roughly 3-foot-long
seconds after a victim has been trapped in a hug attack. While
body with a further 3 feet of tail and weigh about 20 pounds.
trapped, a victim can only attack with a dagger or knife.
Owlbeast Rat, Giant
Initiative: 0 Initiative: 0
Speed: 3 Speed: 10
Reach: Short Reach: Short
Attack: +12 Attack: 0
Damage: 2@ 2d8p +7 (claws); 2d4p +7 (bite) Damage: 1d4p +1
Special Attack: hug Special Attack: none
Defense: +2 Defense: -1
Damage Reduction: 11 Damage Reduction: 1
Hit Points: 34+6d8 Hit Points: 6+1d4
ToP Save: 13 ToP Save: 10
Size: Huge Size: Small
Move: 15 feet/second Move: 5 feet/second
EPV: 810 EPV: 12
190
Satyr Screecher
These roguish folk have the lower body and hind legs of a ‘Screechers’ are a variety of organisms collectively belonging
goat and the naked upper body of a human man or woman. to the screecher genus, so named because they emit a loud
They have flat faces, large pointed ears and long curly hair. screech if approached by flame or when sensing the movement
Mature males sport full beards and elder males tend to be of nearby creatures. Because its genus is so physically varied,
chubby and balding. Most male satyrs roam the woodlands screechers may look just like roughly 4-foot-tall (or long) ver-
and mountains alone, seeking pleasure (wine, human women sions of almost any fungus or lichen.
Persons desiring privacy may plant screechers to warn them
Satyr
of intruders, even though a screecher’s cry tends to bring other
Alignment: Chaotic Neutral monsters attracted by loud noise (such as zombies).
Initiative: 0
Speed: 10 Screecher
Reach: By weapon Initiative: 0
Attack: +3 Speed: 0
Damage: 2d4p -1 (dagger) Reach: none
Special Attack: pan pipes charm Attack: 0
Defense: 0 Damage: 0
Special Defense: none Special Attack: none
Damage Reduction: 2 Defense: -6
Hit Points: 13+2d8 Damage Reduction: 4
ToP Save: 3 Hit Points: 10+3d8
Size: Small
ToP Save: n/a
Move: 10 feet/second
Size: Small
EPV: 242
Move: 0
EPV: 5
and song), while female satyrs serve as hunters and gatherers
for their herd. On their foreheads, at the hairline, are two goat-
like horns that grow from nubs as the satyr ages. Scorpion, Giant
Satyrs carry panpipes, which they play to produce enchanti- These eight-legged carnivorous arthropods appear identical
ng music. Those hearing this music must make a saving throw to ordinary scorpions, only much larger. A giant scorpion usu-
(with the pipe player rolling d20p+5) or fall under the effects ally has a light or dark brown, yellow or reddish body about 3
of a Charm spell. feet long. Giant scorpions use their pincers to catch and crush
prey, and then inject it with venom from their tail stinger.
Scorpion, Giant
Initiative: 0
Speed: 5
Reach: Medium
Attack: +5
Damage: 2@ 2d4p +3 (pinchers) or 1 (stinger)
Special Attack: poison (virulence factor 12)
Defense: 0
Damage Reduction: 2
Hit Points: 14+1d8
ToP Save: n/a
Size: Small
Move: 5 feet/second
EPV: 242
191
If prey is grasped (indicated by any successful pincher reduced to zero) become shadows themselves. Silvered
attack), a scorpion continues to inflict damage every 5 seconds weapons greatly reduce a shadow’s Damage Reduction.
and alters its attack routine by attempting to sting it.
Bright light (e.g., sunlight) has a deleterious effect on shad-
ows. Not only can they be readily seen but also their powers are
significantly diminished. They may be struck by ordinary
weaponry, their defense is significantly compromised and their
attacks are far easier to resist.
Siren
Members of this immortal race are few in number and live
mostly on small islands distant from active shipping lanes.
Although their race does not age or require food, they can still
die by violent means like any mortal. All known sirens are
female. They wear little to no garments and appear as beauti-
ful human women, with their lower legs covered in scales.
Furthermore, their voices are incredibly bewitching and
charm all non-sirens who hear them (opposed save immediate-
ly upon hearing, d20 +10 difficulty, only one save needed per
encounter). Sirens often use their songs to lure lost sailors to
their islands. Whether this is to cruelly wreck the ship upon
the rocks or because the sirens want to try and repopulate their
race depends on the nature of the sirens involved.
Shadow
Even if the sirens are extremely friendly, the sailors may still
Shadows are wicked, undead beings whose physical manifes- be in great danger. If the island has no food, the men will be
tation is the source of their eponymous name. In poor lighting, too enraptured to leave and so die of starvation. In addition to
they are virtually indistinguishable from the ambient gloom. their song, all sirens have mage abilities of at least 5th level.
A shadow’s chilling touch drains its victim’s strength (reduc- Siren
ing its strength score commensurate to the damage inflicted).
Creatures sapped of all strength (i.e., their Strength score is Alignment: Chaotic Good to Chaotic Evil
Initiative: -2
Shadow
Speed: 7
Alignment: Neutral Evil
Reach: Short
Initiative: -4
Attack: -1
Speed: 10
Damage: d6p-4 (knife)
Reach: Medium
Attack: +7 Special Attack: charm song (+10), magic
Special Attack: Str drain equal to damage (save for half ) Special Defense: none
Damage Reduction: 0
Weakness: Sunlight Hit Points: 16+1d8
Defense: +2 (-4 in bright light)
ToP Save: 2
Special Defense: fly, near invisible in low lighting.
Size: Medium
Resistant to non-silvered weapons*
Move: 10 feet/second
Damage Reduction: 16 (8 vs. silvered weapons/bright light)
EPV: 575
Hit Points: 26+3d8
ToP Save: n/a Skeleton
Will Factor: 9 (0 in bright light) Most of these fleshless corpses perform their actions under
Size: Medium the magical command of some evil being. A skeleton buried in
Move: 40 feet/second clothes or armor, or with weapons, may still utilize them, unless
those items succumbed to the decay of the grave.
EPV: 417
* unless in bright light
192
Skeleton
Initiative: 0
Speed: 9
Reach: Medium or by weapon
Attack: +1
Damage: 2d8p -1 (scimitar)
Special Attack: none
Defense: +1 (+7 with medium shield)
Special Defense: DR altered by weapon type. +0 DR vs. crush-
ing, +6 DR vs. hacking, +10 DR vs. piercing
S NA K E S
These elongated reptiles are scaled, legless and lack eyelids or
external ears, but use their forked tongue to give a directional,
simultaneous sense of smell and taste. Most can even dislocate wrap its body around the prey and squeeze it to death.
their lower jaw in order to swallow prey much larger than their
If the boa attacks successfully, it has coiled around its prey,
own head!
inflicting automatic constriction damage thereafter every 10
Snake, Boa Constrictor seconds. Constriction can be broken with a successful knock-
back or Feat of Strength (can be attempted every 10 seconds
These frighteningly large snakes can grow up to 13 feet long against a value of 18). While trapped, a victim can only attack
and weigh over 100 pounds, but larger specimens have certain- with a dagger or smaller weapon.
ly been rumored to exist. A boa attacks with a mouth full of
small, hooked teeth, which it uses to hold its prey until its can
193
Snake, Venomous Dex and two of the other stat). Should it completely devour the
life essence, the slain individual rises as a spectre himself and
Most snakes prefer warm or temperate climates (particularly
seeks out its undead master for service.
woodlands) and prey on rodents and other small animals.
These reptiles exhibit a variety of coloration and other charac-
teristics, but all can deliver a potentially fatal dose of venom. Spiders, Giant
Asp: The asp, or cobra, is a long, slender snake able to raise These oversized arachnids outwardly resemble normal spi-
the front quarter of its body off the ground to display a flat- ders except with respect to sheer size. Giant spiders range
tened neck that sticks out on the sides like a hood. The typi- from about 1 to 25 feet in length (including their leg spans).
cal asp is dark or light brown, 3 to 5 feet in length and weighs Most spin webs, feeding on whatever prey is hapless enough to
between 6 and 10 pounds. It may attack with its venomous become stuck in them, though they also have two sharp fangs
fangs or by spitting venom at an enemy’s eyes up to 5 feet away. for injecting venom. To eat, the spider grinds its victim into
The latter results in great pain and temporary blindness (per- pulp or pumps in digestive juices before sucking out the lique-
manent if the venom is not washed out immediately). fied tissues – a grisly death in either case.
Rattlesnake: Rattlesnakes vary widely in coloration depend- Spider, Big: This unpleasant spider is one of the few giant
ing on region, but the most common is a series of dark brown spiders that are still small enough to dwell unnoticed in urban
or black bands over a background color of yellow or brown. areas, where it prefers dark, seldom used attics and cellars. It
They have an average length of 3 to 6 feet and weigh about 6 resembles a brown recluse spider with a foot-long body.
to 12 pounds. When threatened, the snake shakes its tail tip,
rattling a ring of loosely attached bead-like scales to create a Spider, Large: This frightful spider inhabits abandoned build-
very rapid, crisp vibration that resembles a loudly buzzing ings and subterranean tunnels preferring to avoid well-trafficked
insect or the rustle of dry leaves. areas. Outdoors, it prefers densely wooded areas. A large spider
resembles a black widow spider with a body about 2 feet long.
Spectre Spider, Very Large: Although some of these giant spiders
A spectre appears as a translucent replicate of the being it live underground and in forests, where they spin their webs to
was in life. While not immaterial, they can pass through the catch prey, many others prefer to quietly hide, then leap out in
smallest of openings. Spectres are hateful undead creatures ambush. They resemble 3-foot-long crab spiders.
possessed of high intelligence, making them dread opponents.
They are frequently engaged in some evil scheme carried over Spider, Huge: Most of these fearsome spiders are solitary
from their wicked life as a mortal. wanderers without permanent homes, pouncing on prey as they
find it or chasing it short distances. Others may construct sub-
A spectre’s chilling touch drains both Constitution and terranean burrows that have a trapdoor of densely woven silk,
Dexterity from its victims in equal measure (randomly deter- where they lie in wait for a victim to approach. The typical
mine odd results, a 3 point hit will reduce one of either Con or adult resembles a wolf spider with a nearly 4-foot-long body.
Spectre Spider, Gigantic: This terrible spider hunts its prey in trees,
as well as on and under the ground. Most adults of this type
Alignment: Lawful Evil
look like tangleweb spiders roughly 6 feet in length.
Initiative: -4
Speed: 10
Spider, Massive: This intelligent, horrifying spider attacks
any creature it thinks it can overcome. Giant spiders of this ilk
Reach: Medium are usually solitary creatures, often residing in caves within
Attack: +13 forested mountain foothills. If no caves are available, it can
Damage: 1d6p construct its own burrow. Some line their homes with silk,
while others extend a silken ‘welcoming mat’ that vibrates
Special Attack: Dexterity & Constitution drain (total
drain equal to damage) (save for half ) when potential prey touch it, alerting the creature deep inside
its burrow. The average adult resembles a tarantula with a body
Defense: +6
about 10 feet long.
Special Defense: resistant to non-silvered weapons
Spider, Gargantuan: This hideous, intelligent spider dwells
Damage Reduction: 21 (11 vs. silvered weapons)
primarily in dark mountain tunnel complexes near under-
Hit Points: 25+5d8 ground rivers or other sources of water. It is unrepentantly
ToP Save: n/a cruel and evil, preying on creatures that venture inside its lair,
Will Factor: 14 though it can subsist for extremely long periods of time with-
out feeding. Unlike its lesser kin who can only ingest liquid, it
Size: Medium
has a gaping mouth that can swallow small prey whole. The
Move: 10 feet/second typical adult resembles a tunnelweb spider with a body length
EPV: 1,075 of about 20 feet.
194
Spiders, Giant Big Large Very Large Huge
Initiative: -4 -4 -4 -4
Speed: 10 10 10 9
Reach: Short Short Short Short
Attack: -2 -1 +1 +4
Damage: 0 1 1d3p 2d4p
Special Attack: poison (virulence factor 5) poison (virulence factor 6) poison (virulence factor 7) poison (virulence factor 10)
Defense: +4 +3 +2 +2
Damage Reduction: 2 2 2 2
Hit Points: d3+1 5+1d6 10+1d8 15+3d8
ToP Save: n/a n/a n/a n/a
Size: Tiny Tiny Small Small
Move: 5 feet/second 5 feet/second 5 feet/second 10 feet/second
EPV: 25 45 100 200
195
Strix territory of game, it may encroach upon human or demi-
human lands and attack livestock as well as people.
Thought to originate from the Nine Hells, this bizarre
winged creature, also known as a strige, looks somewhat like a Sturm-Wolf
mangy owl with bat wings and undercarriage (feathers on its
Initiative: -1
back, but fur on its chest and stomach). It has a long beak that
it uses to feed on its victims and four to six batlike claws Speed: 4
(depending on breed). Reach: Short
Attack: +13
A successful attack indicates it latches onto its victim and
automatically sucks blood (ignore all damage reduction) at a Damage: 4d8p +8
rate of d4p Hit Points per every 10 seconds it is attached. A Special Attack: none
strix can be removed by a successful knock-back attack, a Feat Defense: +9
of Strength check (vs. d20p+12) or death.
Damage Reduction: 6
A victim may attack an attached strix with a dagger or small- Hit Points: 43+5d8
er weapon at a -2 penalty (with care) or at +6 (without care).
ToP Save: 12
Attacks without care or by allies wielding weapons have a 50%
chance of injuring the victim (any damage to a strige beyond Size: Huge
its remaining HP total goes to the victim as well). Allies Move: 20 feet/second
attempting to remove a strix by Feat of Strength must first EPV: 925
make a successful attack (with bare hand).
A strix that has sucked its Hit Points in blood is engorged Tick, Giant
and will detach and (happily) waddle away, sated. These
This blood-sucking, eight-legged parasite averages 30 inch-
frightful creatures live in caves, tree cavities and abandoned
es in length. A successful attack indicates the tick has buried its
buildings. Adult striges average about 14 inches long with a
head into its victim and automatically sucks blood (ignore all
wingspan of around 3 feet.
damage reduction) at a rate of d4p Hit Points for every 10 sec-
Strix onds so-attached. A tick can be removed by a successful
Initiative: -1 knock-back attack, a Feat of Strength (vs. d20p+18) or death.
A victim may attack an attached tick with a dagger or knife at
Speed: 10
a -2 penalty (with care) or at +6 (without care).
Reach: Short
Attacks without care or by allies wielding weapons have a
Attack: +7
25% chance of injuring the victim (any damage to a tick
Damage: 1d4p+4 + (1d4p/10 seconds) beyond its remaining Hit Point total goes to the victim as
Special Attack: blood sucking well). Allies attempting to remove a tick by Feat of Strength
must first make a successful barehanded attack.
Defense: +1
Special Defense: fly
Damage Reduction: 0
Tick, Giant
Hit Points: 10+1d8
Initiative: 3
ToP Save: 5 Speed: 16
Size: Tiny Reach: Short
Move: 20 ft./sec. (fly); 1 ft./sec. (ground) Attack: +5
EPV: 67 Damage: 2d4p + subsequent 1d4p/10 second
blood drain
Sturm-Wolf Special Attack: blood drain
This highly aggressive carnivore resembles a black-furred Defense: 0
wolf with the sturdy frame and powerful claws of a bear. Most
Damage Reduction: 4
sturm-wolves stand about 4 to 5 feet tall at the shoulder, with
a body length of just over 8 feet and weighing around half a Hit Points: 12+3d8
ton. A sturm-wolf is rarely found alone or far from its pack (3- ToP Save: n/a
8 individuals plus 50% cubs). Size: Small
Sturm-wolves are notorious for not only killing to feed, but Move: 5 feet/second
also killing just for the sake of a kill. Should a pack deplete its EPV: 67
196
A tick that has sucked its Hit Points in blood is engorged Giant toads can hop up to 10 feet forward (or 5 feet vertically)
and so will detach and waddle away, sated. Most giant ticks from a standstill.
wait in shrubs and trees to drop from their perch and fall onto
If a giant toad bites a size small or tiny creature and its attack
their prey, though some use the cover of tall grass to actively
roll exceeds the defender’s by 7 or more, it has swallowed the
stalk a potential host on foot.
creature whole. The trapped creature automatically takes
Tiger asphyxiation damage (1d4p) every 10 seconds thereafter.
While caught, a victim cannot attack and must be rescued by
Tigers attack their prey with a claw/claw/bite routine. If a
others.
tiger lands two successive claw attacks, it has grabbed its oppo-
nent and automatically inflicts a bite attack for 2d8p+7 dam- Troglodyte
age every 5 seconds thereafter. A tiger’s grip can be broken
Always encountered underground, these primitive subter-
with a successful knock-back or Feat of Strength (vs. d20p+16).
ranean relatives of lizard men are albinos with scaly skin and a
The latter can be attempted after each bite attack. While
frill atop their reptilian heads. Their hides are colored in vary-
caught, a victim can only attack with a dagger or knife. They
ing shades of mustard, green and olive due to pigments in their
fight to take down prey, defend their territory or themselves.
special algae and fungal diet, which they supplement with fish
Tiger and meat when they can find it. When excited or filled with
Initiative: -2 adrenaline, they excrete a moist perspiration that, also due to
their diet, reeks.
Speed: 5
Reach: Medium After 20 seconds of intense excitement (such as mating, fear
or combat), trogs have emitted sufficient musk that all non-
Attack: +13
troglodytes within 30 feet must make a Constitution check (vs.
Damage: 2@ 2d4p+5 (claw attacks) d20p+7) or suffer nausea (-1d4p to Constitution). Once a
Special Attack: 2d8p +7 (bite) character’s Constitution reaches zero he immediately falls
Defense: +8 prone, vomitting uncontrollably. If a character opts to remain
Damage Reduction: 3
within the stench area, new saves must be attempted every 10
seconds. Vomiting incapacitates the character as he is unable
Hit Points: 30+6d8 to take action until his regurgitation abates. Recovery time is 1
ToP Save: 6 point of Constitution per minute.
Size: Large
Troglodytes wield stone-tipped spears, clubs and axes. They
Move: 20 feet/second can employ shields and sometimes hurl throwing axes or
EPV: 925 javelins prior to engaging foes.
Toad, Giant
A giant toad’s favorite meal is giant insects, but when hungry Troglodyte
it can swallow almost any creature smaller than itself. Most
Alignment: Neutral Evil
giant toads are roughly 5 feet tall and weigh nearly 500 pounds.
Initiative: 0
Speed: 10
Toad, Giant
Reach: Medium or by weapon
Initiative: -2
Attack: +3
Speed: 8
Damage: d6p + d4p +2 (club)
Reach: Short
Special Attack: stench
Attack: +6
Defense: 0 (+6 with medium shield)
Damage: 2d4p +4
Special Defense: Shield use
Special Attack: none
Damage Reduction: 2
Defense: 0
Hit Points: 20+2d8
Damage Reduction: 4
ToP Save: 6
Hit Points: 20+4d8
Size: Medium
ToP Save: 4
Move: 10 feet/second
Size: Medium
EPV: 60
Move: 5 feet/second or 15’ hop
EPV: 275
197
Troll its shape into that of a bat, rat, dog, wolf or spider. If unable to
charm its foe or if angered, the vampire tries to claw his victim.
This subterranean creature is a walking nightmare that
resembles a tall, anorexic human with an unusually long nose, After two successful claw attacks, the vampire has grabbed its
black soul-less eyes, a toothy maw, long arms ending in clawed opponent and can bite automatically with its next attack (no
hands and (except for a head topped with long black hair) hair- armor protection). A vampire’s mighty hold can be broken with
less green skin covered in fungal warts that seem to quiver of a successful Feat of Sttrenght check (vs. d20p+16). While held,
their own accord. a victim is powerless to attack. The fearsome bite of a vampire
drains stamina and vigor from the living; charmed persons allow
An average troll stands about 8 feet tall, though it walks with the bite, which does not break the charm.
a stoop and appears much shorter; its hands nearly brush the
floor. Trolls prefer to dwell in deep caverns and tunnel systems A vampire can only be killed by plunging a wooden stake
where they feed on insects, molds and slime, though the taste through his heart or exposing him to direct sunlight. Damage
of flesh is far more to their liking. reducing a vampire to zero Hit Points merely forces it into a
gaseous form until it recovers to half or more of its original Hit
A troll is difficult to kill - to put it mildly. When smashed, Points. They fear holy water (which burns them for 2d6p dam-
pierced, slashed or otherwise damaged, its body knits back age) and holy symbols. Strongly presenting the latter can keep
together with amazing speed (one Hit Point returns with each them at bay or from a victim. A vampire can only be harmed
attack or every 3 seconds if not attacking); even severed limbs by silver weapons and regenerates 1 Hit Point every time it
crawl or wriggle their way back to the main body and reattach attacks (one per 5 seconds). Vampires must sleep in a coffin
themselves and may even attack on their own! and on dirt from their original burial plot.
Only fire seems able to obliterate this threat (burn damage
does not regenerate).
Vampire
Troll Alignment: Lawful Evil
Alignment: Chaotic Evil Initiative: -6
Initiative: -2 Speed: 5
Speed: 3 Reach: Short
Reach: Long Attack: +19
Attack: +13 Damage: 2@ 1d4p +4 (touch) or 1d6p +4 (bite)
Damage: 2@ 2d4p +8 (claw attacks), 4d6p (bite) Special Attack: Con drain (total drain equal to damage - save
for half ), charm
Special Attack: none
Defense: +10
Defense: +5
Special Defense: can only be fully damaged by silvered weapons,
Special Defense: regeneration (1 hp/attack) fly, shapeshift, gaseous form, regenerate
Damage Reduction: 6 Damage Reduction: 25 (13 vs. silvered weapons)
Hit Points: 36+6d8 Hit Points: 26+8d8
ToP Save: n/a ToP Save: n/a
Size: Large Will Factor: 20
Move: 15 ft/sec., 1 ft/sec. for severed limbs Size: Medium
EPV: 925 Move: 10 feet/second, 25 feet/second (fly)
EPV: 2,275
Vampire
This highly intelligent evil creature is a human corpse risen Warg
from the grave to feed on the blood of the living. Most vam- These large, carnivorous canines resemble massive wolves in
pires remain clad in their burial shroud or other funereal cloth- appearance, with cruel, intelligent eyes and snarling, salivating
ing, though some prefer to dress in more dapper finery. A vam- mouths. They thrive in many areas, including forests, grass-
pire’s countenance is normally pale, though it gains a more lands, deserts and mountains, living alone or in small packs of
human countenance for several hours after consuming blood. 2-4 individuals. Packs may ally with other evil creatures. Wargs
Unlike many other varieties of the undead, a vampire has the are intelligent and capable of a guttural barking speech.
ability to speak, and his flesh smells only slightly of the grave.
A vampire also has the power to charm its victims and to shift
198
Warg Weasel, Giant
Alignment: Neutral Evil This large predator resembles a common weasel with thick
Initiative: -1 legs, though it has a body roughly 3 feet long (plus an 18-inch-
long tail). It feeds primarily on mammals the same size or
Speed: 6
smaller than itself, but those who intrude upon its territory
Reach: Short should well beware of its sharp, flesh-ripping teeth.
Attack: +7
Weasels Common Giant
Damage: 4d4p +4
Initiative: -2 -2
Special Attack: none
Speed: 10 7
Defense: +7
Reach: Short Short
Damage Reduction: 4
Attack: +1 +3
Hit Points: 35+4d8
Damage: 1d3p 2d4p +2
ToP Save: 10
Special Attack: none none
Size: Large
Defense: 0 +3
Move: 20 feet/second
Damage Reduction: 1 2
EPV: 350
Hit Points: 6+1d4 21+2d8
Wasp, Giant ToP Save: 5 7
These flying, stinging insects have a black body with brown,
Size: Small Medium
black, red or yellow stripes or patterns, and a poisonous tail
stinger, just like their smaller kin. They feed primarily on fruit Move: 5 feet/second 15 feet/second
and other insects, but don’t readily distinguish humans and EPV: 10 84
their ilk from the latter. Giant wasps are very aggressive and
easily provoked into stinging repeatedly. They may nest in a Wererat
variety of areas, including subterranean holes, abandoned
A wererat resembles a normal human, only with a short coat
structures or nests constructed of wood pulp and hanging from
of gray or black fur, a rat-like face, hands and feet ending in
strong tree branches.
short claws, and a long, hairless tail. The creature may keep
this appearance, change into the form of a giant rat or even
Wasp, Giant change to its original human form. A wererat can only be
Initiative: 0 harmed with silvered weapons. They generally employ short
Speed: 10
swords and can use shields if they so choose.
Reach: Short Wererat
Attack: +4 Alignment: Neutral Evil
Damage: 1d4p Initiative: -2
Special Attack: poison (virulence factor 9) Speed: 7
Defense: +4 Reach: Short or by weapon
Special Defense: fly Attack: +7
Damage Reduction: 1 Damage: 2d6p (short sword), 2d6p (bite)
Hit Points: 8+1d4 Special Attack: lycanthropy (virulence factor 8)
ToP Save: n/a Defense: +2
Size: Tiny Special Defense: Shapechange, can only be fully
damaged by silvered weapons,
Move: 5 feet/second; 30 ft/second (fly)
Shield use
EPV: 20
Damage Reduction: 13 (3 vs. silvered weapons)
199
Any human bitten by a wererat must make a Con check to tear at the hips and legs. Once the prey is down, they tear
against the Virulence Factor of the disease (lycanthropy) or open its guts and begin to feed.
permanently turn into a monster (wererat) on the next full
moon. Any demi-human bitten by a wererat must make a Con Wolf, Dire
check against the Virulence Factor of the disease (lycanthropy) A dire wolf resembles a large wolf, though its legs are pro-
or die an agonizing death on the next full moon. portionally shorter and sturdier. It hunts and feeds in much the
same manner as a normal wolf.
Werewolf
Each night a full moon rises, these humans transform into Wolves Common Dire
bipedal creatures with a wolflike head, a fur-covered body and Initiative: -2 -2
long limbs ending in clawed hands and feet. (Any clothes or Speed: 10 8
gear worn are either shredded or fall away from the body as if
removed by hand.) This werewolf form retains the intelligence Reach: Short Short
and cunning of the original being, but little to none of the per- Attack: +3 +5
sonality, recognizing friends and family only as prey. Damage: 2d4p +2 4d4p
After the shift into werewolf form, a werewolf may remain in Special Attack: none none
this shape or shift again into the shape of a common wolf. On Defense: +3 +5
the day after its escapade, the human form awakes (complete-
Damage Reduction: 2 3
ly naked) with no memory of the previous night. A werewolf
can only be killed with silver or silver-coated weapons. Hit Points: 21+2d8 27+3d8
ToP Save: 10 10
Any human bitten by a werewolf must make a Con check
against the Virulence Factor of the disease (lycanthropy) or Size: Medium Medium
permanently turn into a monster (werewolf ) on the next full Move: 20 feet/second 20 feet/second
moon. Any demi-human bitten by a werewolf must make a
EPV: 84 122
Con check against the Virulence Factor of the disease (lycan-
thropy) or die an agonizing death on the next full moon. Wraith
Werewolf A wraith is a fearsome undead creature inhabited by the spir-
it of an incredibly wicked mortal. It draws strongly on dark
Alignment: Chaotic Evil
energy such that its physical manifestation is nearly invisible.
Initiative: -2 Wraiths clothe themselves in garments they once wore in life
Speed: 5 in order to present an intimidating appearance when interact-
ing with the living.
Reach: Short
Attack: +10
Wraith
Damage: 4d4p +6
Alignment: Lawful Evil
Special Attack: lycanthropy (virulence factor 12) Initiative: -4
Defense: +7 Speed: 10
Special Defense: Shapechange, can only be fully Reach: Medium
damaged by silvered weapons
Attack: +17
Damage Reduction: 14 (4 vs. silvered weapons)
Damage: 1d8p or by weapon
Hit Points: 26+5d8
Special Attack: Con drain (total drain equal to damage)
ToP Save: 10 (save for half )
Size: Medium Defense: +8
Move: 20 feet/second Special Defense: Reistant to non-silvered weapons
EPV: 575 Damage Reduction: 25 (13 vs. silvered weapons)
Hit Points: 27+9d8
Wolf ToP Save: n/a
Most wolves live and hunt in packs of 2-12 individuals, led Will Factor: 18
by a dominant pair. They feed primarily on animals about the
same size or larger than themselves, including sheep, goats, Size: Medium
pigs, moose and deer. Wolves generally hunt by stalking their Move: 10 feet/second
prey and then attacking when it is distracted, using their teeth EPV: 1,842
200
201
Most wraiths were powerful and capable men in life. These with a slow, shambling
traits carry over to undeath, making them extremely dogged gait, moving its stink-
and resourceful servants or commanders to an overlord, or even ing corpse onward like
leaders in their own right. the grim inevitability
of approaching death.
The touch of a wraith drains life energy in the form of lost
Constitution (one point for every point of damage inflicted). As well as being
Those slain are forever dead. drawn towards any
living creature it can
Yeti sense, it is also attract-
This mysterious beast lives a mostly solitary life in cold ed by loud noises and
mountainous regions, keeping its ravenous hunger at bay by bright lights, so a
feeding on small mammals and plants. noisy battle with a
zombie is bound to
A yeti resembles a tall, muscular human with an ape-like face attract the attention of
and limbs, and a body covered in long white fur. Its long limbs any other zombies
end in clawed hands and feet, and its mouth is full of sharp nearby. Many zom-
teeth. The typical adult stands about 8 feet tall and weighs bies make a soft
around 450 pounds. groaning sound when
Despite their size, however, yetis are experts in the Hiding following their
skill [mastery=80]. Should the chance for larger game intended victim, but
approach, the yeti leaps out of hiding, using strong arms to they cannot speak and have no memory of their former lives.
crush its surprised victim in a nigh unbreakable hug. A zombie attacks by grabbing its foe. Immediately after the
They attack with their bear-like claws (2d4p+5 each) and second successful grab attack, any adjacent zombie (including,
with two successful attacks in a row, grab their opponents and but not limited to any zombies grabbing on) begins to bite the
hug them for automatic 2d4p+5 damage every 5 seconds. A victim for an automatic d4p, ignoring any armor (but not nat-
successful knock-back or Feat of Strength (vs. d20p+15) breaks ural defenses such as a thick hide, etc.). Every 10 seconds
the yeti’s hug. The latter can be attempted every 5 seconds after thereafter, each such zombie does an automatic d4p bite attack
a victim has been enveloped in a hug attack. and grabs hold as well!
Note that multiple zombies can feed on a grabbed foe and
Yeti only two grab attacks are necessary from any combination of
Alignment: Non zombies attacking. A zombie that has grabbed a character can
Initiative: -2 be removed with a successful knock-back or Feat of Strength
(vs. d20p+12). A grabbed character does half damage with any
Speed: 5
weapon larger than a short sword.
Reach: Medium
Attack: +8
Zombie
Damage: 2@ 2d4p+5 (2 claw attacks staggered
Initiative: 6
every 5 seconds)
Speed: 10
Special Attack: hug
Reach: Short
Defense: +6
Attack: +4
Special Defense: camouflage (master)
Damage: 0 (grab); 1d4p (bite)
Damage Reduction: 10
Special Attack: none
Hit Points: 30+5d8
Defense: 0
ToP Save: 9
Special Defense: none
Size: Large
Damage Reduction: 8
Move: 10 feet/second
Hit Points: 24+2d8
EPV: 417
ToP Save: n/a
Will Factor: 3
Zombie
Size: Medium
The zombie is a mindless human or near-human
(humanoid, demi-human) corpse risen from its grave, driven Move: 5 feet/second
by a monstrous urge to feed on the flesh of the living. It walks EPV: 100
202
Mo n s t e r Po i s o n
Poisonous creatures inflict their toxin or venom with a successful hit, whether or not the victim suffers
any actual Hit Point loss. If the victim uses a shield to successfully defend against the attack, no poison is
inflicted (unless the shield is destroyed in the attack).
The victim of poisoning is allowed a contested die check versus the toxin. He rolls a d20p and adds his
Constitution score while the GM rolls a d20p and adds the venom’s Virulence Factor. If the GM rolls
above the PC’s score, the victim suffers the full effect of the poison. In some cases, there is an ancillary toxic
effect that occurs even if the resistance check is successful.
See the charts below for more information.
203
Designing the Adventure Suggested Encounter Strength in EPs
Your principal duty as GameMaster is to act as the OPFOR Party Level Number of Player Characters
(military jargon for “opposing forces”). This is no trivial task. 3 4 5 6 7 8
A HackMaster scenario should entail a series of individual 4 113 150 188 225 263 300
encounters that as a whole constitute the adventure. None of 5 136 181 227 272 317 363
these encounters should be so formidable as to risk eliminating a 6 164 219 273 328 383 438
player character party replete with a full stock of magic spells and 7 197 263 328 394 459 525
uninjured characters. That is, resist the urge to place a single
8 234 313 391 469 547 625
encounter of comparable (or greater) strength than the players.
9 277 369 461 553 645 738
Such battles, if the players survive, will almost certainly compel
the party to retreat and lick their wounds if not bury their dead. 10 323 431 539 647 755 863
Adventures are not singular “fight to the death” struggles but 11 380 506 633 759 886 1013
rather a gradual wearing away of the player’s resources (hit points 12 445 594 742 891 1039 1188
and combat prowess, spells, magic and equipment) as they seek to 13 520 694 867 1041 1214 1388
achieve some greater goal.
14 605 806 1008 1209 1411 1613
The chart to the right provides some guidance as to 15 698 931 1164 1397 1630 1863
developing a balanced adventure. Ideally, the adventure should
consist of 16 separate encounters each of which comprise You might be tempted to look at the suggestions and think,
monsters with an aggregate experience value appropriate for the “That’s too weak. My players could walk through that without a
mean character level and party size. For example, an adventure for scratch. I need to beef up these encounters.” Here are two things
a party of four 5th level characters would comprise 16 encounters to consider. First of all, lone monsters should be derated to half
each being 181 EPs. the EPs listed in GM Chapter One. A singular creature can be
readily surrounded by a group and be more easily defeated – thus
Obviously not every encounter can or should match the EP it presents roughly half the challenge it would if it had allies to
guidance precisely. Some should be more and some less. You may guard its flanks. Second, any individual encounter is just a piece
want to have a climatic battle that constitutes twice or thrice the of the puzzle. The PCs will have to face several such battles before
recommended EPs balanced with a few encounters that have few reaching their final objective and each one has the potential to
if any EPs. These latter encounters should nonetheless present a weaken them. Moreover, it is presumed that the players will not
challenge for the players that offers the possibility of draining have the opportunity to rest and recover all their spells and cure
resources. Examples may be traversing an obstacle that may all their wounds between each encounter.
require a spell or use and abandonment of pitons and rope or a
harmless creature or person that could be perceived as dangerous The players should expect to have roughly four such encoun-
by the nature of the circumstance or paranoid mistakes by the ters before bivouacking to rest and replenish. Depending on the
players. specifics of the adventure, the actual number may vary from as lit-
tle as two to as many as six or seven. Either way, this represents a
typical four to six hour gaming session.
205
Story Awards: These 16 encounters should form half of the Trap Level Average Damage EP value
experience available to the PCs. The other half comes through
1 up to 6 67
‘story awards’. This is the part of the reward that comes from
meeting objectives set forth in the setup of the adventure. After 2 8 133
all, there is some overarching purpose behind the adventure – 3 10 167
right? 4 12 200
Story awards form a pool equivalent to the monster EPs 5 14 242
(181x16=2896 for the previous example of an adventure for four 6 16 292
5th level PCs). These should be allocated for achieving major
7 18 350
milestones in the adventure. It is suggested that half be awarded
when satisfying the final objective while the rest be awarded as 8 20 417
you see fit (rewarding clever play or meeting interim objectives). 9 22 492
The use of story awards alters the dynamic of the adventure 10 24 575
transforming it from a mere exercise to rack up the biggest 11 26 675
bodycount (the unfortunate consequence of only awarding EPs
12 28 792
for monsters slain) to an exercise focused on mission
accomplishment. 13 30 925
Story awards are far and away the most useful tool in your arse-
Treasure Placement
nal. Judicious use will break your players of many of their bad
habits. For example, by inserting a time element into the final This topic is covered in the following chapter.
award (e.g. 100% only if the mission is accomplished within a set
time and proportional decreases thereafter), players pay a very real Tailoring Adventurers to your players
penalty for tactics such as dumping their full magic arsenal on Let’s face facts. The human element of a group of players is as
every monster and then retreating to relearn spells. Similarly, PCs important as the relative strengths of their characters. This inde-
gain story awards for accomplishing tasks whether or not they killed finable element makes it difficult to simply provide you with
the monsters. Avoiding a pointless fight (and its inherent drain on cookie-cutter rules such as “challenge rating”.
resources) when there are other means to accomplish the goal is
now the far wiser choice. Truly top-notch HackMaster players are bold and assertive,
though not rash. They always work as a symbiotic team employ-
Leveled Opponents ing tactics that play to the group’s strengths while minimizing
Doubtlessly you will want to include leveled NPCs are oppo- their weaknesses.
nents for your players. You should award experience for these ene- What gets players killed is indecisiveness, passivity, timidity
mies per the chart below. and failure to work as a team. I’ve seen plenty of groups plagued
Character Level EP value Character Level EP value
by these weaknesses. There are players who either can’t decide
what to do or who won’t take risks and get chewed up by enemy
1 67 6 292
archers. There are players who wander off and put themselves in
2 133 7 350 an easily avoidable but lethal situation. It runs the gamut.
3 167 8 417 It comes down to a judgment call on your part. The guides
4 200 9 492 presented here are well reasoned and field tested but must be tai-
lored for your specific situation.
5 242 10 575
Traps
Defeating traps (i.e. detecting their presence and avoiding or
disarming them) should be incorporated into your “story awards”
pool. It is recommended as a baseline that they be considered
equivalent to an encounter commensurate with the party’s level
for purposes of allocating experience points.
Obviously not all traps are equally lethal. For those of you who
wish to differentiate between the run of the mill 10 foot pit and
a far more deadly trap, you may wish to utilize the scale below.
Note: The average damage per die type is as flows:d4p=3, d6p=4,
d8p=5, d10p=6, d12p=7.
206
Roughly half the magical and superior grade prizes won should
Aw a r d i n g T r e a s u r e be of an expendable or non-permanent nature (e.g., potions,
One of your most important duties as GM is the awarding of scrolls, charged items, arrows, bolts, etc.). These items are gener-
treasure. Award wealth, both monetary and magical, judiciously ally easiest to create and are thus most plentiful. They provide the
or your players will quickly possess über-powerful characters laden additional benefit of forcing a player to choose between expend-
with magical goodies and financial resources like those of royalty. ing a precious item or facing greater difficulty in the adventure (or
Boredom will ensue as they easily overcome challenges whilst you even potential death in the case of healing items). These choices
become mired in an ever-escalating arms race, straining to provide make the game fun and memorable for everyone, especially the
encounters and the lure of even more powerful treasures to retain GameMaster.
their interest in adventuring. If you follow these guidelines and sufficiently challenge your
Generally, the characters’ opponents dictate the rate at which players, by 10th level each character should have had an opportu-
they accumulate wealth and special (magical and superior grade) nity to find about ten superior and/or magical items.
items, with weaker foes having proportionately smaller assets than We recommend that you choose and place special and magical
more powerful ones. items based on the lists on the following page. Potions and stan-
As an addendum to the previous chapter’s discussion on adven- dard arms and armors will likely be about 60% of the find, with
ture design, the chart at the bottom of the page provides a guide- superior quality arms being about 10%, superior quality armors
line for the quantity of monetary treasure you should place in your 5%, scrolls 20% and wands the remaining 5%.
adventure. Again, this is premised on a 16 encounter adventure Choose special treasures based on the average party member
appropriate to the number of characters and their average level. level to ensure that they receive items appropriate to their current
Note that in both the instance of wealth and in the case of spe- toughness and expected strength of opponents. Giving away inor-
cial item distribution, you may withhold some or even most of the dinately powerful items compounds your job since you must then
booty and place it in hidden treasure chambers or out-of-the-way beef up the players’ opponents in order to present a challenge.
caches, locked and/or trapped appropriately. Ideally, a third or
more of the treasure should be hidden or disguised such that Suggested Adventure Treasure Awards (sp)
oblivious players will never locate it.
Party Level Number of Player Characters
For instance, if populating an orcish lair with treasure, the com-
mon orcs might each carry a few copper pieces (say 4d4p each). 3 4 5 6 7 8
The leader and his lieutenants hoard the remainder, with special 1 90 120 150 180 210 240
emphasis paid to any extraordinary weapons and armor (which 2 180 240 300 360 420 480
they certainly seek to employ to the detriment of the adventurers).
3 270 360 450 540 630 720
Treasure needn’t be all in cash format; in fact, it is unlikely.
4 360 480 600 720 840 960
Creatures, particularly intelligent ones, have valuable items of
many types including gems, jewelry, ore, art (sculptures, paintings, 5 450 600 750 900 1050 1200
pottery, etc.), engraved weapons and armor, fine textiles, expensive 6 900 1200 1500 1800 2100 2400
furniture, rare woods, trade goods, armor, weapons, relics and his- 7 1350 1800 2250 2700 3150 3600
torical items, slaves, tools, books/paper, animal pelts and so on.
8 1800 2400 3000 3600 4200 4800
Special Treasures: 9 2250 3000 3750 4500 5250 6000
It is recommended to place one extraordinary item per player 10 2700 3600 4500 5400 6300 7200
into the adventure. These should be chosen from the appropriate
level tables on the following two pages.
207
d100 Level 1 Special Treasures d100 Level 3 Special Treasures
01-05 Medium Shield (Human made) 01-06 Large Shield (Human made)
06-09 Large Shield (Human made) 07-12 Studded Leather Armor* (Human made)
10-19 Studded Leather Armor* (Human made) 13-28 Ringmail* (Human made)
20-21 Longbow (Human made) 29-35 Scale Mail* (Human made)
22-24 Light Crossbow (Human made) 36-45 Weapon +1 (determine randomly**)
25-28 Heavy Crossbow (Human made) 46-48 Medium Shield +1
29-33 Great Sword (Human made)
49 Leather Armor +1*
34-35 Two-Handed Sword (Human made)
50 Studded Leather Armor +1*
36-38 d6 Arrows +1
51-75 Potion (determine randomly)
39-41 d6 Bolts +1
76-95 Scroll (d4p spells – each is level d4)
42-43 Dagger +1
96-00 Wand (roll on Level 3 Wands)
44-45 Short Sword +1
* randomly determine size per chart under Armor
46-50 Small Shield +1
** randomly determine per chart under Weapons
51-75 Potion (determine randomly)
76-95 Scroll (d4p spells - each is level d4-2) d100 Level 4 Special Treasures
96-00 Wand (roll on Level 1 Wands) 10-05 Ringmail* (Human made)
* randomly determine size per chart under Armor 06-27 Scale Mail* (Human made)
28-35 Chainmail* (Human made)
d100 Level 2 Special Treasures
36 2d6 Arrows +2
01-08 Large Shield (Human made)
09-13 Studded Leather Armor* (Human made) 37-38 2d6 Bolts +2
31-35 Heavy Crossbow (Human made) 48-49 Studded Leather Armor +1*
36 2d6 Arrows +1 50 Ringmail +1*
37-38 2d6 Bolts +1 51-75 Potion (determine randomly)
39-45 Weapon +1 (determine randomly**) 76-95 Scroll (d4p spells – each is level d4+1)
46-48 Small Shield +1 96-00 Wand (roll on Level 4 Wands)
49 Medium Shield +1 * randomly determine size per chart under Armor
50 Padded Armor +1 ** randomly determine per chart under Weapons
51-75 Potion (determine randomly)
76-95 Scroll (d4p spells – each is level d4-1) d100 Level 5 Special Treasures
96-00 Wand (roll on Level 2 Wands) 01-10 Scale Mail* (Human made)
* randomly determine size per chart under Armor 11-35 Chainmail* (Human made)
** randomly determine per chart under Weapons 36-45 Weapon +2 (determine randomly**)
46 Large Shield +1
47-48 Ringmail +1*
49-50 Scalemail +1*
51-75 Potion (determine randomly)
76-95 Scroll (d4p spells – each is level d3+2)
96-00 Wand (roll on Level 5 Wands)
* randomly determine size per chart under Armor
** randomly determine per chart under Weapons
208
d100 Level 6 Special Treasures d100 Level 8 Special Treasures
01-04 Buckler +2 01 Buckler +2
05-07 Small Shield +2 02-05 Small Shield +2
08-10 Large Shield +1 06-10 Medium Shield +2
10-30 Splint Mail* (Human made) 11-15 Banded Mail* (Human made)
31-38 Scalemail +1* 16-20 Plate Mail* (Human made)
39-40 Chainmail +1* 21-30 Chainmail +2*
41-42 Battle Axe +2 31-33 Studded Leather Armor +2*
43-45 Longsword +2 34-36 Ringmail +2*
46-50 Weapon +2 (choose most suitable for PCs) 37-40 Scalemail +2*
51-75 2 Potions (determine randomly) 41 2d6 Arrows +3
76-95 Scroll (d4p spells - each is level d4+2) 42 2d6 Bolts +3
96-00 Wand (roll on Level 5 Wands +1d10 charges) 43-48 Weapon +2 (choose to suit PCs)
* randomly determine size per chart under Armor 49-50 Silvered Weapon +2 (choose to suit PCs)
51-70 d3+1 Potions (determine randomly)
d100 Level 7 Special Treasures 71-75 Miscellaneous Item (see below)
01-03 Buckler +2 76-95 Scroll (d4p spells - each is level d4+4)
04-09 Small Shield +2 96-00 Wand (roll on Level 5 Wands +3d10 charges)
10 Medium Shield +2 * randomly determine size per chart under Armor
10-20 Splint Mail* (Human made)
21-32 Banded Mail* (Human made) d100 Level 9 Special Treasures
41-48 Weapon +2 (choose to suit PCs) 11-22 Plate Mail* (Human made)
76-95 Scroll (d4p spells - each is level d4+3) 38-40 Leather Armor +2*
209
d100 Level 10 Special Treasures Random Wand Determination by Treasure Level
01-02 Small Shield +2 Level 1 Wands
03-09 Medium Shield +2
01-40 Flowers (d20 charges)
10 Large Shield +2
41-00 Illumination (d10 charges)
11-20 Plate Mail +1*
21-30 Chainmail +2* Level 2 Wands
* randomly determine size per chart under Armor 61-75 Mighty Weapons (2d10 charges)
Level 5 Wands
210
Magic Item Descriptions Buoyancy: Anyone who drinks the entire potion becomes
buoyant and able to float on air for d4p+2 minutes... one sip
Potions lasts only a few seconds (d4p). Imbibers beware - when the
potion wears off, you will fall, and until it wears off, you cannot
For random potion determination, roll a d% and consult the touch the ground without assistance.
following chart.
While under the effect of this potion, one may control their
Roll Potion altitude by either sucking in air to ascend or belching to
01-14 Giantism
descend. A lightly laden character may ascend or descend at a
rate of up to 3 feet per second. Heavily laden characters (i.e.
15-32 Healing (various) those in full metal armor or otherwise carrying a lot of weight)
33-35 Invisibility may only ascend at 1 foot per second, but can descend at 5 feet
36-38 Buoyancy per second.
39-50 Mind Control Giantism: This unique concoction allows the imbiber to
51-60 Orcish Steadfastness grow d4p+1 feet in height. Once a person drinks this potion,
he grows at a rate of 1 foot per minute until he reaches the full
61-77 Poison
growth the potion allows. Once the character reaches this max-
78-87 Sleep imum height, he retains this stature for d6p hours.
88-90 Speed A Potion of Giantism does not affect a character’s Strength.
91-96 Strength of Iron However, if a Small character’s height increases beyond 5 feet,
97-00 Water Breathing he gains the advantage of reach accorded to a Medium crea-
ture. Likewise, a character growing taller then 7 feet has the
reach modifier of a Large creature. Of course, larger creatures
have the disadvantage of also being better targets for missile
weapons…
211
Healing Potion: There are multiple varieties of Healing Healing Salve: This sticky liniment may be applied to a
Potions, including Minor, Healing (the standard), Major, fresh wound (i.e. suffered within an hour) to provide an imme-
Healing Salve and Healing Ointment. Roll a d12 on the table diate 1d4p points of healing to that particular injury. An indi-
presented on the following page to randomly determine the vidual may apply as many daubs as desired, but each wound
type of Healing Potion. only benefits once from the salve as reapplication is unneces-
sary and ineffective. Each jar of Healing Salve contains suffi-
Types of Healing Potions
cient material for 2d4p uses. Healing Salve may be combined
with the First Aid skill for additive benefits.
Roll Healing Potion
Invisibility: This potion renders the drinker invisible for
01-07 Minor Healing Potion 2d6 x 10 seconds per sip. A standard potion contains 8 sips.
08-09 Healing Potion
A Potion of Invisibility in no way renders a person incorpo-
10 Major Healing Potion real; they can still suffer damage and may be detected using
11 Healing Ointment other senses (smell, sound or touch).
12 Healing Salve During the final 8 seconds of this potion’s duration, the char-
acter gradually becomes increasingly visible (in one-eighth
increments, that is he becomes one-eighth visible eight seconds
Minor Healing Potion: This liquid can be used in one of two prior to the potions expiration and 12.5% more visible every
ways: either imbibed or applied directly to a wound. second thereafter).
If the entire draught if consumed, the potion heals the Attempting to strike a semi-visible character confers a –7
drinker 2d4p points, or 1d3 for each half portion. When attack penalty when he’s one-eighth visible. This drops by 1
imbibed, the potion heals all wounds evenly. for each increment until he reaches full visibility at which point
there is no longer a penalty.
For example, if the character had 3 wounds of 1 point, 4 points
and 6 points respectively and the potion healed 3 points, the wounds Mind Control: When a person drinks even a drop of this
become 0 (healed), 3 points and 5 points. potion (drinking extra has no additional effect), he is suscepti-
ble to suggestion by others for 2d4p x 10 minutes. During this
Odd points heal the worst wounds first. Wounds fully cured
time, he can be controlled by anyone commanding him.
as the result of this potion are subsequently ignored in the case
of excess restorative points. Once a Potion of Mind Control wears off, the victim has
only a very vague memory of what occurred while under the
In the previous example, had the drinker rolled 7 points of heal-
effect of the potion and cannot recall any specific details.
ing, one would apply to the one point wound and 3 to each of the
However, if they were abused, they remember who the respon-
other wounds.
sible party was - and experience a sense of rage so intense that
The second method of using a Healing Potion is to apply it they may immediately attack this individual.
directly to a particular wound. In this case, the potion is only
Orcish Steadfastness: This potion remedies all effects of
half as effective (roll 2d4p and divide by two, rounding down),
fatigue, thirst and hunger currently afflicting the character and
but all points are applied to the wound in question. Excess
also allows the imbiber to ignore all effects of fatigue for 2d4p
points are not applied to other wounds in this application.
x 10 minutes after drinking this vile liquid.
A Healing Potion may be combined with the First Aid skill
or clerical healing spells for cumulative benefits. Poisoned: This is not actually a potion, but rather an elixir
gone awry. For any of a myriad of reasons, the creator of this
Healing Potion: This elixir is similar to the Minor Healing concoction erred and the result was dangerous. Anyone drink-
Potion in all respects save that it heals 3d6p points, or 1d8p ing a Poisoned Potion suffers one of the following ill effects
points if taken in halves. detailed on the chart in the column to the right.
Major Healing Potion: Save for increased efficacy, this A poisoning victim can attempt a contested die check versus
potion functions as the Minor Healing variety. It heals 4d8p the toxin. He rolls a d20 and adds his Constitution score while
points, or 2d6p points if taken in halves. the GM rolls a d20 and adds the venom’s Virulence Factor
Healing Ointment: This creamy balm is effective if rubbed (typically 10, but may be adjusted by the GM).
onto a wound no older than 24 hours. The ointment allows the If the GM rolls above the PC’s score, the victim suffers the
wound to heal at twice the normal rate (every 12 hours counts
full effect of the poison. A successful save results in reduced
as a full 24-hour day of healing). An individual may be treated
effects as noted in the description.
with as many applications as desired, but each wound only ben-
efits once from the ointment. Each jar contains 3d4p applica-
tions. Healing Ointment may be combined with the First Aid
skill for additive benefits.
212
Random Effects of a Poisoned Potion er, in that the person under its influence loses the ability to
breathe air until the potion’s effect wears off.
d12 Poison Effect
After being in the air for one minute, a character under this
1 Periodic vomiting for d4p x 10 minutes. Vomiting occurs for 2
minutes and repeats every 2d6 minutes. Character is effec-
potion’s influence endures suffocation damage of d4p points
tively incapacitated while vomiting. If save is made, illness every 10 seconds (much like a fish) until the effect terminates.
duration limited to 5d4p minutes. The same effect also occurs in stagnant water.
2 No effect for three hours, after which the character suffers
incapacitating diarrhea for d4p x 10 hours. No effect with
Wands
successful saving throw. Wands store from 1-100 charges, with newly fabricated
3 Immediately vomit for 2d3 minutes and suffer 2d4p damage. wands containing a full 100 charges. Of course, wands found
Character is recovered thereafter. If save is successful, charac- in treasure troves and similar locales generally have far fewer
ter vomits once and suffers 1d4 damage. charges as they have used by their previous owners. To deter-
4 Character feels ill and suffers a d6p penalty to all rolls involv- mine the remaining charges in a wand, roll d10p per average
ing physical activity. This persists for 2d4p hours. If save is party level, e.g., 5d10p for a 5th level party (roughly 30 charges,
made, penalty reduced to d3 – duration is unaffected. give or take).
5 Weakness, dizziness, headache, difficulty breathing and nau- In general, wands possess 2-5 special abilities or spell-like
sea (-3 to all Ability scores for 2d12 hours – if any ability score powers that consume charges (though such expenditure may
(except looks) is reduced to 0 the victim dies); if saved against often be mitigated by the application of Spell Points). As a
effects last 1d4 hours, death cannot occur – rather the victim
falls into a coma for 24 hours
wand expends charges through use, some and eventually all (at
zero charges) of the powers can no longer be used. Once a
6 Inflammation that results in d6p hp loss at a rate of 1 wand reaches zero charges, it either crumbles to dust (50%) or
hp/round until rolled damage is reached; if saved against
inflammation is of reduced severity (d3), other rules apply
becomes a non-magical stick (50%). In the latter case the
spent wand is obviously a fine candidate for future ensorceling.
7 Inflammation that results in d4p hp loss /round until a “1”
damage is rolled; if saved against, total damage is 1d4 Unless stated otherwise, all wands can be used only once
8 Tissue damage that results in 2d6p hp loss at a rate of 1 every 10 seconds, and each power requires its own command
hp/round until rolled damage is reached; if saved against, word. If Spell Points are used to enable a wand’s effect, the user
only 1d6 hp loss occurs at indicated rate suffers spell fatigue for d4p seconds after the wand discharges.
9-12 Hypoxia resulting in death in 3d4 rounds; nothing occurs if Should the wand wielder wish to perform another action in
save made
conjunction with using his wand, note that it takes 1 second to
draw the wand and 2 seconds to stow it.
Sleep: A sip of Sleeping Potion causes a person to fall asleep
for 8 hours, during which time they cannot be awakened even Many wand effects allow the target to attempt a saving
by personal injury. throw that, if successful, reduces the damage they suffer. All
such attempts are made against a 12th level caster.
However, during this time the imbiber heals much more rap-
idly, recuperating as if 24 hours of rest had passed. Some wands are only usable by certain character classes or
have other restrictions or notes on usage. These are indicated
Strength of Iron Brew: This brew temporarily gives the
in [brackets] following the wand’s name.
drinker a physique of iron. He adds d6 points to his strength
for 3d4p x 10 minutes. One percent of all wands are cursed to backfire on the user
when used.
Speed: This potion gives its imbiber a phenomenal boost to
his speed, allowing him to take all actions in half the time it Roll Wand Usable by Class
normally would take (round up). This speed boost is, howev-
01 Biting Any; additional mage powers
er, incredibly taxing on the drinker’s metabolism and ages the
character by one year* in all respects. 02 Fire and Flame Mage only
03 Flowers Any
The effects of a Speed Potion last, on average, two and one-
04 Healing Any; additional cleric powers
half minutes. The exact duration (in seconds) of any particular
concoction can be determined by rolling 5d4p and multiplying 05 Illumination Any, additional cleric/mage powers
by ten. 06 Lightning Mage only
*1 year for humans, 2 for halflings and 3 for dwarves 07 Mighty Weapons Any; additional mage powers
08 Projectiles Any; additional mage powers
Water Breathing: After drinking a Potion of Water
09 Summoning Mage
Breathing, a character can breathe underwater for a duration of
2d4p minutes per sip. There is a liability to this potion, howev- 10 Water Any; additional cleric/mage powers
213
Biting [Any]: Anyone can use this wand to create a magical The following list of increasingly potent effects requires the
attack that feels something like a biting attack. The range is expenditure of charges.
only 3 feet, thus usage requires the close proximity of melee
• Fire Finger (1 charge and 5 SP): effect as Fire Finger spell
combat. The wielder can expend up to three charges to inflict
inflicting d3p+6 points of damage with a range of 25 feet
a magic bite of 1d6p points of damage per charge (bypassing
the armor and defenses of the victim). • Scorch (2 charges or 20 SP plus one charge; 21+ charges
remaining required): effect as a Scorch spell inflicting d3p+15
Mages can command a ranged attack from the wand (effec-
points of damage.
tive up to 180 feet) and can utilize up to 6 charges. Further, the
mage may expend 100 SP in place of a charge, but a minimum • Flaming Orb (3 charges or 30 SP plus two charges; 41+
of 1 charge must be used. charges remaining required): Creates a 10 foot diameter ball of
flame at a range of up to 100 feet that can roll in any direction
The wand may make a bite attack no more than every 10
commanded by the mage (this concentration precludes other
seconds. Victims of this magical bite take half damage if they
actions) at a rate of 5 feet per second. Further, it can roll up
make a save (a contested d20 check with the wand user gain-
and over any barrier, even along ceilings and ignites all com-
ing +12 to his roll).
bustibles in its path.
Fire and Flame [Mage]: The potent Wand of Fire and
The flaming orb only persists for 10 seconds. However, the
Flame has several effects:
mage invoking it may expend 1 Spell Point per second to
The wand’s most rudimentary power, one that does not maintain its existence.
require charges and functions as long as any charges remain, is
Those coming in contact with the flaming orb suffer 2d6p
to produce a small tongue of flame at its tip. If used in conjunc-
damage (save for half ) while those within a 5 foot radius of the
tion with the Fire-Building skill, it provides a +50 bonus to
fiery ball sustain 1d6p points of damage per 10 full seconds of
Fire-Building skill checks.
exposure. The damage suffered cannot be reduced by armor or
natural hides, etc.
214
A successful save by an individual in contact with the orb Charges Charges Remaining
immediately causes it to wink out of existence. Cure Spell Performed
Expended Needed
215
long bolt of electricity from the end of the wand. All those in A mage can choose to spend 50 SPs plus an additional 10 SP
the area of affect suffer 6d6p damage (save for half vs. 12th per charge used (if any) to have the weapon strike unerringly
level magic). The bolt rebounds off of hard, flat surfaces such during his next attack. Combat rolls are still made to deter-
as walls, doors, ceilings and floors. The damage suffered can- mine if any special effects favorable to the wielder of the Wand
not be reduced by armor or natural hides, etc. of Mighty Weapons occur (such as a critical hit or a fumble by
his opponent). Perfect and almost-perfect defenses are ignored.
• Thunderclap (4 charges or 80 SP plus two charges; 51+
charges remaining required): creates a booming thunderclap Projectiles [Any]: The wielder causes a projectile of his
that inflicts 2d6p damage (no saving throw) and deafens all choice to spring from the end of the wand on a direct line
creatures within a 120 foot radius (excepting the wielder). toward an enemy, hitting on a successful attack roll (excepting
Deafness lasts for 10 seconds per point of damage suffered. any cover, including shields, of course). Further, the wand has
a range of 120 feet, but all projectiles fired count as if the attack
• Forked Lightning Bolt (5 charges or 150 SP plus three
came from a mere 10 feet away from the target! Moreover, the
charges; 67+ charges remaining required): Similar in most
wand may be used every 5 seconds. Cover is appropriate here.
respects to a regular lightning bolt, the forked bolt is dis-
charged as parallel bolts 10 feet wide and 120 feet long. Charges Weapon Type Damage
• Chain Lightning Bolt (6 charges or 200 SP plus four charges; 1 Knife 2d3p
84+ charges remaining required): As a lightning bolt, but once 2 Sling stone d8p
the bolt hits a target it arcs to the nearest metallic target (e.g.,
someone in iron armor, a metal door or a pile of coins) and con-
In the hands of a mage, projectiles strike unerringly (even
tinues arcing between the nearest targets (if equal-distant, it
ignoring shields and cover if the weapon can physically
always hits a new target) until the bolt has traveled 120 feet or
bypass). Mages gain access to the following weapons:
has struck eight targets. The bolt inflicts 8d6p points of dam-
age to the first victim, subsequently losing 1d6p in potency until Charges Weapon Type Damage
fizzling out for a mere 1d6p points of damage on the final mark.
3 Axe 2d4p
Armor and natural hides do not reduce damage.
4 Javelin d12p
Mighty Weapons [Any]: By grasping this wand and uttering
5 Bolt/arrow 2d6p
the command word followed by the desired melee weapon form,
the wand instantly becomes this weapon until the wielder choos-
es to will it back to wand form. Further, the wielder can expend If a mage spends 30 SPs per charge required for the use, the
up to 10 charges to give the weapon a bonus to attack and dam- wand expends only one charge when used (regardless of how
age equal to the number of charges expended. Any bonuses due many were originally required).
to expended charges end after one successful melee attack.
216
Summoning [Mage]: This wand allows a mage to summon task that takes less than 5 minutes. If the latter, the mage must
creatures of varying power levels and numbers to do his bid- be able to communicate with them in order to issue them a task.
ding (see the following charts).
A mage may choose to spend 50 SPs per monster level sum-
Creatures so summoned attack enemies or carry out some moned to avoid expending any charges beyond the first.
2 charges expended (requires 12 remaining charges) 6 charges expended (requires 60 remaining charges)
3 charges expended (requires 24 remaining charges) 7 charges expended (requires 72 remaining charges)
5 Spider, Very Large + Spider, Large 5 Spiders, Very Large (3) + Spider, Big
4 charges expended (requires 36 remaining charges) 8 charges expended (requires 84 remaining charges)
d8 roll creature(s) summoned d8 roll creature(s) summoned
1 Ants, Giant Warrior (2) 1 Bear, Black
2 Goblins (10) 2 Gargoyle
3 Orcs (6) 3 Ghast
4 Skeletons (3) 4 Orcs (5) + Orkin Wardawgs, Lesser (2)
5 Spider, Huge 5 Shadow
6 Spiders, Very Large (2) 6 Skeletons (6)
7 Ticks, Giant (3) 7 Spider, Gigantic
8 Zombies (2) 8 Yeti
217
Water [Any]: This wand allows the user to purify water and Worn Observation Roll Penalty
with charge expenditure to create water in a variety of forms.
Normal wear -20
• Purification [Any]: The wand’s most rudimentary power Hood up and drawn closed -40
allows the user to utter a command word to purify up to 75 gal-
Covering completely -80
lons of water (10 cubic feet). The purified water is safe to
drink, as the power of the wand is sufficient to remove poison
or other dangerous substances. Note, however, that fish or ani- All penalties for the viewer are halved in man-made sur-
mal species large enough to be seen with the naked eye are not roundings or if moving. The cloak affords no benefits if the
eliminated unless they pose a health hazard. wearer is in arctic/completely snow covered areas, can be seen
on the horizon or is mounted. This cloak may only be worn by
• Stream [Cleric, Mage]: If the Wand of Water has 25 or more elves and slender human females; all others are the wrong
charges remaining, a cleric or mage can speak a second com- height and/or build.
mand word to create a stream of water from the end of the
wand. The water flows for 10 minutes at a rate of 3 gallons per
minute or until the user speaks the relevant command word
again. Such use expends 2 charges, but a mage may opt to
spend 10 SPs to reduce this expenditure to one charge.
• Cloud of Fog [Mage]: If the Water Wand has 50 or more
charges remaining, a mage can speak a third command word to
create a cloud of fog. The cloud encompasses 2d4p 10-foot-
cubes. The thick fog restricts sight beyond 3 feet and dampens
the area, making the ground slippery. Running within this area
requires a Dexterity check against half Dexterity, while jogging
necessitates a Dexterity check against full Dexterity – failure in
either instance indicates a slip and fall. The cloud lasts for d6p
x 10 minutes, dissipating over the final minute. Such use
expends 3 charges, but the mage may choose to spend 20 SPs
to reduce this expenditure to two charges.
• Geyser [Mage]: If the Water Wand has 75 or more charges
remaining, a mage can speak a fourth command word to expel
a high-pressure jet of water from the end of the wand that
reaches up to 60 feet away. This jet lasts for 10 seconds per 4
charges expended, but the mage may choose to spend 30 SPs
to reduce this expenditure to three charges plus 10 SPs for each
further 10 seconds of use beyond the first.
If directed at a single creature for 5 seconds, the force of the Flask of Filling: This pewter flask, sporting a thin band of
geyser inflicts d12p points of damage. The mage simply points acacia wood around its base, is always filled with fresh, drink-
the wand at any target and needn’t roll to-hit. There is no save able water. 10% of these items are flawed and will fill with foul
for the victim, but armor and natural absorption can reduce or liquid causing any partaking of even a sip to suffer the effects
eliminate the damage sustained. After the initial 5 seconds, the of a random Poisoned Potion.
mage may continue to direct the jet at the target or switch to a
new opponent. The geyser also knocks Small (and smaller) Linens of Healing: Wrapping this white linen over a partic-
creatures down, while Medium creatures must make a ular wound will heal it for d6p hp of damage. One roll of these
Dexterity check vs. half their score to remain standing and linens is sufficient to heal six wounds.
Large creatures must make a standard Dexterity check to Robes of Storage: These long, flowing robes, embroidered
remain upright. around the edges with silver thread, have the ability to store up
to 10 items of up to 6 feet in length and 2.5 feet in width and
Miscellaneous Magic Items depth within its generous magical folds. The garment not only
This section includes various magic items such as clothing, stores the items, but alleviates their encumbrance from the
containers and other similar pieces of equipment. wearer of the robes as they are moved to an extra-dimensional
space. To onlookers, the robe appears very normal, showing no
Elvish Cloak: This comfortable gray cloak allows the wear- signs of bulk or protuberances.
er to blend into natural surroundings such as timber, natural
rock formations, undergrowth, etc. making Observation checks Once the clothing is removed, however, the items become
to notice the individual far more difficult. their normal weight and size.
218
Wrap of Protection: This black wool wrap has the magical Superior Quality Arms & Armor
property of protecting its wearer as if it was a suit of armor by
absorbing d4p HP of damage whenever struck. It is, however, Armor, shields and weapons used in Basic HackMaster, even
susceptible to fire. Any time that it is exposed to flames it must those with a +x suffix, are not magical per se. Rather, any
make a save by rolling 7 or above on a d20 otherwise becom- bonuses represent superior quality in either metallurgy and/or
ing destroyed and useless. The wrap can absorb up to 100 hp craftsmanship. Whereas an ordinary (i.e. +0) weapon is fabri-
after which it becomes nothing more than a tattered rag use- cated of workaday iron with an edge ground down by the local
able only for mundane tasks such as polishing one’s armor. blacksmith sufficient to conceal most of the pitting, a +5
weapon has an alloyed steel blade meticulously crafted by the
Scrolls finest weaponsmith and honed to a razor-sharp edge. Likewise
A full 80% of scrolls are the mage variety, with the remain- superior quality armor and shields are constructed of work-
ing 20% being clerical in nature. Each scroll has d4p spells of hardened steel alloys precision fitted to offer the wearer excel-
levels d4-3+treasure table (-1 = Apprentice level, 0 = lent resistance to all but the strongest blows.
Journeyman, 6 = 5th level spell; for clerical scrolls treat -1 and
Armor and Shields
0 as level 1 if the only spell).
Well-crafted armors, though not actually magical, add 1
Five percent of magical scrolls are of the cursed variety (the
point to the standard defense of the armor type (reducing or
spell backfires if read from the scroll and cannot be copied into
even eliminating an armor penalty) and 1 point to the standard
a spellbook).
Damage Reduction value. Shields add 1 point to a character’s
Scrolls must first be deciphered before they may be used. defense roll and reduce damage by an additional Hit Point if
This necessitates either the Arcane or Divine Lore skills as struck. They are also more difficult to destroy - gaining a
appropriate. Once an individual (who need not be a mage or cumulative additional point at each saving throw iteration.
cleric) has recognized the scroll contents through a successful Randomly Determined Shield Sizes
skill check, he may enact the spell by reading the scroll aloud.
This must be done clearly and carefully resulting in a reading Roll (d%) Shield Size
time twice as long as the casting time of the spell in question. 1-30 Small
Scrolls may be read by anyone who has successfully deci- 31-80 Medium
phered them - even a fighter in full chainmail! 81-100 Large
219
Armor found is of the type and size as shown on the chart Weapons
below. Note that armor always requires re-fitting to be used by
a new owner (costing about 10% of the armor value). Armor A superior quality (+1 or higher) melee weapon adds its
cannot be resized between races. bonus to both the damage and attack roll.
Randomly Determined Armor Types Superior bows and crossbow allow the shooter to add their
Roll (d%) Armor Type bonus to his attack roll. Arrows, bolts and like items add to
both attack and damage rolls but are destroyed after firing
1-15 Leather
either (50%) dulling to normal status or (50%) breaking com-
16-17 Thick Robes pletely on impact. Arrows and bolts are found in quantities of
18-22 Padded 2d12p.
23-40 Studded Leather If random determination of a weapon type is called for, use
41-63 Ringmail the following chart.
64-82 Scalemail
Roll (d%) Weapon
83-92 Chainmail
01-05 Axe, battle
93-96 Splint Mail
06-08 Axe, great
97-99 Banded Mail
09-10 Axe, throwing
00 Plate Mail
11-13 Longbow
Randomly Determined Armor Sizes 14-18 Shortbow
220
Diseases and plagues are common in medieval realms and even the use of soap for personal hygiene is cen-
such as the Kingdoms of Kalamar. Poor sanitation, turies off. Much as with guns, the building blocks to
lack of knowledge of the methods of disease transmis- implement these modern concepts are present but nei-
sion and simple ignorance all add up to very deadly ther the knowledge nor the methodology (i.e., Francis
factors. Bacon’s concept of scientific inquiry that today we take
for granted) is present.
Fortunately, the worst diseases tend to be rare, as they
kill off the entire afflicted population and then die off Disease should therefore take on more folksy
when they have nowhere else to go. However, some of nomenclature (‘the shakes’ versus ‘acute nervous system
the most advanced diseases can lie dormant for decades disorder’). Their method of transmission cannot be
(or even centuries) while waiting for a living victim. systematically determined (and is undoubtedly
Thus, disease can strike anywhere at any time on wrongly ascribed by the afflicted population).
Tellene. Infection: Catching Diseases
As a GameMaster, you should view disease as anoth-
Use of Diseases in Play
er tool in your kit with which to challenge your players.
Perhaps because disease is something everyone can
As such, it should be knowingly placed into a scenario
relate to (certainly more so than sorcery or dragons),
with the same care you would position a monster or a
there has always been a trend to mimic real-world
poison needle trap. For example, a village the players
pathology when incorporating contagions into a RPG.
may travel to could be noted as having the plague. If
The results have usually been unworkably complex
they enter the village they are exposed. It simply isn’t
with the net result being underutilization except in the
necessary to denote that the plague is transmitted by
case of those specific to a monster.
flea bites, contaminated drinking water or an airborne
While such efforts have been admirable, they fall retro-virus. It’s an area effect and if they enter the area
prey to a couple of key conceptual flaws. First is the fact – they’re affected.
that any RPG is by its very nature an abstraction.
Similarly, a specific well, offal pit or even an entire
Player characters are never so detailed as would be
monster lair can be listed as containing disease X. The
required to perform a proper immunological study. The
presence of the disease becomes another challenge.
simple Constitution score does not reflect all the
nuances (endocrinology, genetic susceptibility or resist- Disease Stats
ance, etc) required to ‘realistically’ determine the pro- Diseases have 2 baseline characteristics: communica-
gression of a disease. Attempting to do is comparable bility and severity.
to precisely cutting a beam to a sixteenth of an inch
Communicability represents the ease with which a
tolerance with a woodsman’s axe. The tools available
person exposed to the disease may become infected.
don’t support the job.
Severity is a measure of how difficult it is for the vic-
The second flaw is that the very concept of patholo- tim to withstand the disease.
gy is an anachronism. Disease agents, vectors of trans-
mission and inoculations are completely unknown con- When exposed to the disease, a character (or the GM
cepts. Cities did not have proper sanitation methods secretly on his behalf ) rolls d20p and adds his
221
Constitution score while the GM rolls a competing Major Effect: As above, however the disease pro-
d20p adding the disease’s communicability rating. If the gresses until either Intelligence or Charisma reaches 0
GM’s roll exceeds the player’s, the PC has contracted and the victim dies. Victims of brain fever are often
the disease. completely unable to work (because of skill check
penalties) long before they die.
If a disease is contracted, the PC must repeat this
process with the GM rolling d20p + the disease’s sever- FLESH ROT
ity score. If the GM exceeds the PC’s roll, that charac- Communicability: 10
ter suffers the full effect of the disease [denoted as Severity: 8
Major Effect in the disease listing]. If the PC matches Where is the disease found? Flesh rot is typically found
or exceeds the GM’s roll, he still contracts the illness in conditions of filth – particularly excrement.
but only suffers the Minor Effect of the disease. These Communicability should be checked if anyone search-
effects are listed under the specific disease listings. es filth or excrement containing the disease or physi-
Note that while the diseases mention stages in their cally handles items so coated.
effect, this is for illustrative purposes only. Minor Effect: Beginning 3d4p hours after contract-
Death from Disease ing flesh rot, the victims may notice a brownish discol-
While some diseases are explicitly terminal, others oration where the contagion contacted the skin. This
may prove fatal to the weak and elderly. If a disease discoloration spreads over the next 24 hours until its
causes a penalty to an ability score that lowers said effects become somewhat debilitating. The victim ini-
score to zero, the victim dies from the illness. tially suffers -1 to both Dexterity and Looks. The dis-
ease persists 1d3p weeks during which time an addi-
Treating Disease tional -1 penalty to Dexterity and Looks is applied per
A PC with Advanced mastery in First Aid can week. Once the disease has run its course, ability scores
attended to a sick victim and permit a +1 bonus to his are regained at a rate of 1 point of Dexterity and Looks
d20p roll versus severity. A master allows +2. per week.
Specific Diseases Full Effect: As above, however the disease persists
2d4p weeks.
BRAIN FEVER
Communicability: 5 PLAGUE (A.K.A. THE KISS OF MANGRUS)
Severity: 6 Communicability: 15
Where is the disease found? Brain fever is a waterborne Severity: 9
disease. Communicability should be checked if one Where is the Disease Found? Plague is found through-
drinks from a water source contaminated with the dis- out Tellene. It is one of the most potent diseases due to
ease. its high communicability and severity. It is most com-
mon in urban areas, especially large cities and towns.
Minor Effect: A day after contracting the disease, the
Communicability should be checked if entering a vil-
character develops a severe migraine. This causes the
lage or town in which the disease is present.
temporary loss of 1 point of Intelligence and
Charisma, a -1 penalty to Attack and Defense rolls and Minor Effect: Beginning 1d6p days after infection
a 10% handicap on all skill checks. the victim manifests symptoms including fever and
itching and blackened skin around the lymph nodes.
The disease persists for 1d3p months during which
This persists for 2d4p days after which the patient
time the symptoms become worse affecting mood,
begins feeling tired and dizzy with heightened fever
sleep patterns and concentration. The patient incurs an
and swollen lymph nodes. (Characters suffer -1 to
additional -1 penalty to Intelligence, Charisma, Attack
Strength and Intelligence and -5% to all skill rolls for
and Defense (and 10% handicap to skill checks) per
the next 1d6p days). The fever then breaks and all
month.
penalties are removed.
Once the disease has run its course, ability scores and
Full Effect: As above, however the fever does not
combat effectiveness are restored at a rate of 1 per
break. For the next d3p days, the victim is bedridden
week. Skill check penalties lessen at 10%/week.
222
with symptoms including continued high fever and disease being called ‘the shakes’). An additional -1
chills; severe, bloody cough; large, painful pus-filled Dexterity penalty is added for each week the disease
buboes; blackened, infected lymph nodes and swollen rages. Once it dissipates, lost Dexterity is restored at 1
glands. (Character disability increases to -3 Strength, point/day.
Constitution and Intelligence. Spell casters cannot
Major Effect: As above, however the disease persists
cast spells). Following this stage, the symptoms
for 2d4p weeks.
become far more painful and ugly. (Character disabili-
ty increases to -6 Strength, Constitution and THE WRACK
Intelligence and -3 to Dexterity, Wisdom and Communicability: 5
Charisma. Spell casting is impossible.) Within 4d6p Severity: 5
hours the patient expires. Where is the Disease Found? The Wrack is thought to
have originated in Cosolen, the capital of Cosdol. It is
RAT BITE FEVER
unknown how widely the disease is dispersed. It is
Communicability: -2
believed to spread by person-to-person contact though
Severity: 7
prolonged contact with clothing worn by an infectious
Where is the Disease Found? Certain rats are carriers
individual is also known to be a disease vector.
of this disease. Communicability should be checked if
Communicability should be checked whenever bodily
biten by a diseased rat.
contact is made with a contagious person or when gar-
Minor Effect: Within d3p hours of contracting this ments or bedding used by that person are worn or slept in.
disease, a rash appears around the wound. Within an
Minor Effect: Beginning 1d6p days after infection
additional hour, this spreads over the entire body. For
the victim manifests symptoms including fever, open
the next 24+3d12p hours, the victim suffers -1 to
sores and blackened skin around the lymph nodes.
Attack, Defense and damage rolls. The rash then
This persists for 2d4p days after which the patient
begins to dissipate.
begins feeling tired and dizzy with heightened fever
Major Effect: As above, however the rash grows more and swollen lymph nodes. (Individuals suffer –1 to
severe and irritating. For 3d3p days, the victim suffers Strength and Intelligence and –5% to all skill rolls for
-3 to Attack, Defense and damage rolls. The rash then the next 1d3p days). The fever then breaks and all
begins to dissipate. penalties are removed.
THE SHAKES Major Effect: As above, but the fever does not break.
Communicability: 6 For the next d3p days the victim suffers heavy and
Severity: 7 bloody congestion, continued high fever, chills and
Where is the disease found? The shakes is a disease swollen glands. (Disability increases to –2 Strength,
found on wild edible plants. Humans and other intelli- Constitution and Intelligence and –10% to skill rolls
gent beings (dwarves, elves, halflings and the ‘monster’ for 1d6p days).
races such as kobolds, goblins, orcs, hobgoblins, gnoles Following this stage, the symptoms worsen (increas-
and bugbears) infected with the disease may also be es to –4 to Strength, Constitution and Intelligence and
carriers. Communicability should be checked if one –2 to Dexterity, Wisdom and Charisma. Skill checks
eats contaminated food (which incidentally will appear are made at –25% and spell casting becomes impossi-
no different from unaffected varieties though a diffi- ble). Effects last for 4d4p days at which point the
cult Botany check will reveal its presence) or physical- patient must attempt a Constitution check. Failure to
ly touches an infected victim. roll under Constitution score results in d4p points of
Minor Effect: Two days after contracting the disease, Constitution loss and requires a second Constitution
the character develops a twitch in some part of his check in d6p days. Checks continue until one is made
body. This increases in severity for the next three days or the victim dies when his Constitution reaches 0.
until muscle spasms are frequent. The character is then Lost Constitution returns slowly over the course of 1
assessed a -1 penalty to Dexterity. Symptoms persist point per day once a successful check is made.
for an additional1d4p weeks during which time the Repeated Exposure: Unlike many diseases, one appar-
character is beset by muscular tremors (leading to this ently cannot develop partial immunity to the Wrack. If
223
a character suffering from the Wrack’s minor effect is
exposed to it again, a severity check must be made to
determine if the disease progresses to the major effect.
If the exposed individual resists the disease’s severity,
nothing happens. If failed, the major effect ensues. If
one already suffers from the Wrack’s major effect, addi-
tional exposure has no additive effect.
WASTING
Communicability: 0
Severity: 7
Where is the disease found? Wasting is a disease car-
ried by humans and other intelligent beings (dwarves,
elves, halflings and the ‘monster’ races such as kobolds,
goblins, orcs, hobgoblins, gnoles and bugbears).
Communicability should be checked if one has close
contact with an infected victim (e.g. normal speaking
distance).
Minor Effect: A week after contracting the disease,
the victim begins to feel tired and run down (and is
penalized -1 to Strength and Constitution). The dis-
ease persists for 1d4p months during which time the
patient gets progressively more lethargic, loses weight
and his hair begins to fall out. Each month the victim
loses 2.5% of his initial body weight and an additional
point of Strength and Constitution.
Once the disease has run its course, ability scores are
restored at a rate of 1 per week. Body mass also returns
to normal at 1%/week assuming an adequate diet.
Major Effect: As above, however the disease pro-
gresses until either Strength or Constitution reaches 0
and the victim dies.
224
Character: __________________________________________ Class: ____________________ Level: _____ Alignment: _____
Race: ___________ Sex: _____ Age: ______ Height: _______ Weight: ________ Hair: ____________ Eyes: __________
/ % CON
/ % LKS
COMBAT PROFILE WITH MELEE WEAPON: _______________________ HIT POINTS: ___________ SPELLS AVAILABLE
LEVEL
S
N
NU
IO
Appr.
AT
S
IE
OR
NT
AL
LD
IA
IC
IT
Jrnym.
L
VE
EC
LE
CI
M
IL
IE
AG
Wound #1
AB
AR
RA
TOTAL
SH
TA
SP
LE
NU
1 ____________________________________________________________
IO
AT
BO
LIZ
S
S
IE
OR
NT
AL
LD
IA
2 ____________________________________________________________
IC
IT
L
VE
EC
LE
CI
M
IL
IE
AG
AB
AR
RA
TOTAL
SH
TA
SP
LE
Attack Bonus
3 ____________________________________________________________
Speed 4 ____________________________________________________________
Initiative 5 ____________________________________________________________
Defense 6 ____________________________________________________________
Damage 7 ____________________________________________________________
8 ____________________________________________________________
Base Weapon Speed: __________ Base Weapon Damage: _____________ Reach: __________
Specialization +1 +2 +3 +4 +5
9 ____________________________________________________________
Attack (x BP) (2x BP) (3x BP) (4x BP) (5x BP) 10 ____________________________________________________________
Speed (x BP) (2x BP) (3x BP) (4x BP) (5x BP) TOTAL SPELL POINTS ________________
Defense (x BP) (2x BP) (3x BP) (4x BP) (5x BP) SPELL POINT TRACKER
Damage (x BP) (2x BP) (3x BP) (4x BP) (5x BP) HUNDREDS
TENS
Notes: ______________________________________________________________________________________
Specialization cost depends on class. Replace ‘x’ with these values based on character SINGLES
class: 5 Fighter, 7 Thief, 8 Cleric & 10 Mage
*Clerics do not have Apprentice or Journeyman level spells nor do they employ Spell Points. Deal with it.
TREASURE STOWED (in packs, bags, etc.) PROFICIENCIES
TRADE COINS CP SP GP LOCATION ________________________________________________________
________________________________________________________
________________________________________________________
Universal Skills Mastery† Intimidation (Str, Cha) _______% Other Skills Mastery
S Listening (Wis) _______%
Acting (Lks, Cha) _______% _______________________ ______%
K Observation (Wis) _______%
Animal Husbandry (Wis) _______% _______________________ ______%
I Animal Mimicry (Wis) _______% Pick Pocket (Dex) _______%
_______________________ ______%
L Boating (Wis) _______% Reading Lips (Int) _______%
Recruiting (Cha) _______% _______________________ ______%
L Cartography* (Int) _______%
Climbing/Rappelling (Str, Dex) _______% Resist Persuasion (Wis) _______% _______________________ ______%
S
Current Affairs (Wis) _______% Rope Use (Dex) _______% _______________________ ______%
Diplomacy (Cha) _______% Salesmanship (Int, Wis, Cha) _______% _______________________ ______%
Disguise (Int, Cha) _______% Scrutiny (Wis) _______% _______________________ ______%
Distraction (Cha) _______% Seduction, Art of (Cha, Lks) _______%
_______________________ ______%
Escape Artist (Int, Dex) _______% Sneaking (Dex) _______%
Survival (Wis, Con) _______% _______________________ ______%
Fire-Building (Wis) _______%
Glean Info. (Int, Wis, Cha) _______% Torture (Int) _______% _______________________ ______%
Hiding (Int, Dex) _______% Tracking (Wis) _______% _______________________ ______%
Interrogation (Wis, Cha) _______% _______________________ ______%
* Cartography is Universal for those with the Literacy skill † Mastery is equal to lowest relevant ability unless additional BP spent