
Download the rulebook for free here!
Rulebook available in print on www.lulu.com
This
documentation is Copyright ã 2011 Paul Jeffcoat. The pdf file is
free to download and can be copied and printed for personal use only. The
rulebook is about 3 MB and 500 pages, has a full Table of Contents and Index,
and is divided into the following chapters:
Chapters
1. Introduction
Overview of
roleplaying, dice conventions, the structure of the rulebook, etc.
2. Character Generation
Describes the
process that each player should work through to create his/her character.
3. Actions
Explains
how the gamesmaster and players determine whether characters' actions succeed
or fail, and how to keep track of the order and timing of actions in combat and
other situations when characters are in danger.
4. Combat
Details the
weapons available to characters, and gives rules for determining the damage
that different types of attacks do against differently armoured targets.
5. Magic
Describes
how magic works, and the spells that can be cast by characters.
6. Optional Races
A short
chapter providing rules for several optional races for characters.
7. Character Development
Gives rules
for enhancing a character’s skills and statistics with time.
8. The GM
Goes into
more detail about the role of the gamesmaster.
9. The Bestiary
Lists the
most common creatures that characters may encounter.
10. Psychoses
Provides
rules for handling the gradual developing insanity of characters, repeatedly
faced with frightening monsters.
11. Goods and Services
Lists
prices for the equipment and services that characters typically wish to buy
(including healing herbs and toxic poisons).
12. Treasure
Contains
rules for randomly determining the nature of any treasure that characters may
find.
13. Character Sheet
A template
for recording a character's details.
Old
Rule Updates
6 March 2010 – Fourth Edition!
Changes by chapter:
- Actions
- Attune
skill - the difficulty of attuning a magical item decreases once you've
attuned it several times.
- Replaced
Pharmacy and Healing skills with Medicine.
- Combat
- Stopped
allowing Dodge to be used against all attacks. Now a target must divide
his Dodge skill between attacks. This will encourage the use of shields
to block.
- Removed
Orientation Bonus for flank and rear attacks.
- Injury
Roll Tables - amended to decrease likelihood of an Injury not causing damage.
- Reworked
the Location Penalty section with more examples of body types.
- Added
fighter specialisations
to beef up the power and
customisation of those of the fighter calling, who might not be
obsessed about spells.
- Added
caltrops to Mounted Combat section.
- Magic
- Profane
Magic
- Major
reworking of disciplines and spells to strip out duplication and naff
spells.
- Added
rules for use of foci and true names in spell-casting. Replaced use of
mark-type spells with use of foci.
- A
separate SD roll is now made to resist direct spells, improving the
chance of resisting them.
- Spell
acquisition was too easy so have now:
- Scrapped
the forgetting of spells (unnecessary complexity, and means that PCs
would find spell books too regularly);
- Changed
the cost of buying spells from guilds such that missions are required
for ≥11 level (more roleplaying potential);
- Amended
rules for spell research so that existing spells can be developed from
scratch.
- Changed
default spell-casting time to 3 secs.
- Alchemy
- Stripped
out unnecessary complexities like Soul Stones and Familiar Stones. Have
axed spells related to these concepts.
- Have
limited the number of magical items that an alchemist can make (through
POP reduction).
- Have
limited the number of Enhancements that an item can have (bonus plus
two others).
- Embedded
spells can be cast a number of times per day, rather than items having
pools of POPs.
- Combat
and Movement
- Merged
Combat and Movement into a new Force discipline.
- Wizardry,
Conjuration and Time
- Scrapped
Time and Conjuration disciplines. Moved the few good spells from these
into a revised Wizardry discipline. Note that Permanency has gone.
- Mind
and Illusion
- Scrapped
Illusion discipline. Moved the few good spells into Mind. Illusions and
invisibility are now mind tricks, Jedi-style.
- Necromancy
- Complete
reworking. Made
raising undead a lot simpler. Now centred around ghouls, vampires
and liches at high level.
- Nature
- Scrapped
Shapechanging discipline. Moved the few good spells into Nature.
- Wounding
- Now
called Curses. Includes the few good Demonology spells.
- Pious
Magic
- Invocation
Prayer - now cast as if priest's SC is DV, not 20.
- Priests
of Chaos now receive gifts on the third identical consecutive 1d20
throw.
- Paladin
is now the name of a Priest of the Goddess of Love. Members of Guild of
Combat Mages are called Knights.
- Amended
some gifts from the Goddess of Fate.
- Changed
default praying time to 5 secs.
- Optional
Races
- Troll
weight reduced to 4x Height (cms).
- Troll
movement rates from normal formulae are now divided by 3, to stop them
running at 50 mph!
- GM
- Augmented
section on law to discuss curfews, importance of reputation, sanctuary.
- Bestiary
- Added
Raven, e.g. Roac in "The Hobbit".
- Gave
drakes powerful ability to deceive through conversation.
- Specified
intelligence of master Fungoid.
- Have
increased HIPs and Dodges of some NPCs as they were too weedy.
- Have
recalculated Dodges of monsters to reflect size as well as reactions -
huge creatures should be very easy to hit.
- Prices
- Added
section on common taxes.
- Added
prices for barrels of ale and wine.
- Treasure
- Reworked
to reflect changes to Magic chapter, and simplified in the process - the
old chapter was trying to do too much.
- Character
Sheet
- Removed
redundant reference to Birth Sign.
26 July 2009 – Third Edition!
Changes by chapter:
- Character
Generation
- Have
scrapped birthsigns (many becoming priestly powers).
- Amended
rules for experienced character generation so as to protect differences
between callings.
- Amended
racial DRM modifiers for Spell-Casting skills.
- Actions
- Simplified
language skills through the use of grades.
- Added
Blind Fighting skill and rules for blindness.
- Added
Fire-Starting skill.
- Merged
the Fishing and Fish Lore skills and Forestry and Tree Lore skills,
keeping the latter.
- Combat
- Added
rules for mounted combat.
- Removed
range modifiers for elemental spell attacks as they were too powerful.
- Made
rules for rate of natural HIP/POP regain easier to find.
- Magic
- Reworked
the Alchemy discipline to remove the need for embedding precious stones
on all magical items, to make Golems easier to make and to provide more
spells for protecting strongholds.
- Split
the Elemental disciplines into four separate disciplines. Specified
volumes for bolt, ball and cone spells. Made sizes of walls in wall
spells vary with SC.
- Reordered
Combat spells, removed Energise Attack and added Distribute Attack spell.
- Added
Girdle of Misdirection spell to Nature discipline.
- Added
Repel Fire spell to Elemental Fire discipline.
- Added
Entropy spell to Time discipline.
- Added
Cloak Item spell - turns castles into hills.
- Added
Repeating Trigger spell - better for spell traps.
- Added
SC km limit to Seer spell.
- Enhanced
Scrying to make it markedly better than Seer.
- Priests
now gain gifts from their gods.
- Pious
prayers - adjusted some of the levels and descriptions.
- Removed
the +1 bonus for resisting direct spells with SD<Level. This penalised characters
with higher SD.
- Optional
Races
- Simplified
rules for slaying Trolls and the effects of sunlight.
- Fixed
Dragon-Newt Pain Tolerance DRM at zero, so all callings progress through
instars. Mentioned increasing proto-dragon-stench and effect on horses
and riding.
- Games
Master
- Amended
rules for advanced character generation so that huge numbers of spells
are not always obtained.
- Bestiary
- Gave
all monsters an Observation skill bonus.
- Increased
POPs available to some spell-casting monsters.
- Altered
necromantic phylacteries to distinguish them from alchemical soul stones.
- Alterations
to NPCs and creatures' spells following division of elemental
disciplines.
- Amended
Vampire to tighten definition of exposure to sunlight.
- Amended
Great Troll to reflect tweaks to the common Troll.
- Added
Goat, Rhino and Fungoid.
- Prices
for Goods and Services
- Modified
prices of precious stones and jewellery to reflect new Alchemy and Treasure.
- Halved
values of some herbs.
- Treasure
- Reworked
rules for treasure generation to reflect changes to Alchemy.
- Added
Zinder Nut into herbs table in Treasure. Reordered herbs by rarity.
- Added
Blood Mandrake herb in
Artefacts section - a cure for vampirism.
28 October 2008 – Second Edition!
- Replaced
Ranger and Thief with single Jack of all Trades calling.
- Provided
examples of personalisation of callings to
produce Bards, Knights, Assassins, etc.
- Made
allocation of DRMs depending on calling more versatile.
- Removed
weapon categories as redundant.
- Amended
rules for blocks, parries and disarms.
- Changed
Shield Block skill to Block.
- Added
Tourettes psychosis.
19 October 2008 – working on the Second Edition!
Skills, stats and character generation:
- Replaced
stat contribution with relevant stat. Training and study now only
effective to 13.
- Removed
redistribution of points when rolling out stats.
- Amended
rules for Dodge, Shield Block and Pain Tolerance development.
- Removed
practice.
- Removed
skill specialisation.
- Amended
rules for the effects of changing stats.
- Renamed
Subdual skill as Knock Out.
- Added
Garrotte skill.
- Moved
Haggling from optional to core skills.
- Moved
Frenzy, Knock Out, Pharmacy, Pick Lock, Pick Pocket and Trap-Setting from
Core to Optional skills.
- Moved
attack skill classifications for foils and rapiers, 2-ended flails, nets
and bolas.
- Increased
number of Lore skills.
- Altered
racial restrictions on calling.
- Amended
default DRMs for different callings.
- Merged
Troll Spell-Casting DRM tables.
- Clarified
re. off hand penalty and two-handed attacks.
- Removed
high stat abilities (added some into birth signs instead).
- Replaced
36 birth signs with 12 (one per month) but which vary with time of year.
Weeded out the boring signs.
- Fixed
maximum number of incidental skill increases to 3 (rather than relating it
to IN which penalised thick PCs).
- Clarified
that changing specialised attack skills or spell-casting skills is
permissible.
- Amended
rules for producing powerful PCs, using a points-based system.
Religious magic:
- Added
religion to the Magic chapter.
- Added
Theology Lore and Devotion skill.
- Removed
the Religion section from the GM chapter.
- Removed
split between codified and improvised spells - now spells vs. prayers.
- Monks
have become Volitants, Druids have become Hedge Mages, Mediums have become
Mentalists. Edited guild hall descriptions, etc.
- Added
a Diagnosis spell to the Healing discipline.
GM:
- Added
guidelines for laws, the Watch, outlaws, etc.
Bestiary:
- Added
rules for wargs, crows (individual and flock), barghest, entling and
devil's horn and mad cap fungi.
- Removed
errors in some creature's RE stats.
Prices:
- Added
ammunition table.
- Simplified
weights of equipment to make them easier to add up.
- Added
the Zinder Nut (for fatigue).
- Simplified
rules for finding herbs in the wild.
- Simplified
rarities and made herbs easier to find.
Combat:
- All
head injuries now have chance of causing knock down or items to be
dropped.
- Altered
Asphyxiation Injury table.
5 January 2008
- Rulebook
available in print on www.lulu.com.
- Changes
to Character Generation chapter. Altered the formula for Reactions stat.
- Changes
to Actions chapter. Simplified rules for Reactions Rolls.
- Changes
to Combat chapter. Altered Location Penalties. Altered Armour Action Penalties.
Altered Injury Description Tables - made head strikes more deadly and
added chance of disarming or knocking down injured foe. Gave option of
stunning Mental Injury from Unarmed Combat kicks and punches. Amended
combat example.
- Changes
to Magic chapter. New description for Spider Climb spell.
- Changes
to Bestiary. Changed Reactions stat for creatures and NPCs.
20 December 2007
- Changes
to Character Generation chapter. Altered the formula for Reactions stat.
- Changes
to Actions chapter. Simplified rules for Reactions Rolls.
- Changes
to Combat chapter. Altered Location Penalties. Altered Armour Action
Penalties. Altered Injury Description Tables - made head strikes more
deadly and added chance of disarming or knocking down injured foe. Gave
option of stunning Mental Injury from Unarmed Combat kicks and punches.
28 November 2007
- Changes
to Magic chapter. Separate elemental spells for different elements.
Altered Potion spell. Amended Guilds section.
- Changes
to Prices chapter. Added rules for banks and treasure chests.
- Changes
to Treasure chapter. Added Harm Potions.
21 November 2007
- Changes
to Treasure chapter. Reworked potions – added Enhance Physique Potions.
- Changes
to GM chapter. Added rules for using Luck stat to select a PC.
15 November 2007
- Reworked
herbs and poisons.
- Added
index.
7 August 2007
- Changes
to Magic. Completely new Conjuration discipline. Weeded out rubbish spells
from Illusion, Nature and other lists. Converted circle spells to
pentagrams. Made resisting spells always problematic for the caster (old
rules made it a boon for the caster if the target had a low SD c.f. his
SC). Increased maximum spell-casting skill bonus for non-specialist
disciplines.
- Changes
to Bestiary. Modified Hydra and Lycanthropes' regeneration. Improved fear
effects for huge magical creatures.
- Changes
to Treasure. Simplified process for randomly determining the powers of
magic items. Improved the process for determining the value of potions to
reflect the power of creator.
- Changes
to Actions. Added optional Haggling skill.
17 May 2007
- More
changes! Introduced concept of the Resistance Penalty - this
simplifies/rationalises fatigue, prohibited movement rates, encumbrance,
etc. Changed Armour Mobility Penalties, Attack Damage Bonuses, times for
actions, and too much other stuff to mention.
20 March 2007
- Another
mega edit.
- Added
new monsters – Dire Wolf, Bog Kraken and Sea Kraken.
- Obtained
a better pdf writer, so can now provide the rulebook as a single file for
download.
03 February 2007
General edit to all chapters to remove inconsistencies and
enhance explanations.
- Amended
Character Generation chapter to reflect strength difference between
genders. Also removed the night-vision ability of Wood and Half-Elves
(they are creatures of light not dark) and increased Halfling's LU stat.
Amended rules for LURPs.
- Amended
Actions chapter. Removed Research skill (easily replaced with IN stat
roll). Simplified complimentary skills.
- Amended
Combat chapter. Removed some errors in the Example Combat section.
- Updated
the Magic chapter. Reworked Illusion to Wounding spells, minor tweaks to
other disciplines.
- Amended
Character Development chapter to allow skills >=20 to develop. Made the
rules for tuition, study and practice more consistent. Required
expenditure of LURPs to raise stats.
- Amended
Bestiary - added Were-Bat, Wyvern, Banshee.
30 Sep 2006
- Altered
Character Development chapter to introduce idea of specialised attack and
spell-casting skills. Development Rolls are now made at the end of the
gaming session rather than the end of each day in game. Development Rolls
are also made whenever a 20 is thrown in a skill roll.
- Altered
Actions and Optional Races chapters following merger of Unarmed Combat
attack skills. Introduced new skills for optional race natural attacks.
- Altered
Character Generation chapter - added Acting and Pharmacy into the calling
skills for Thieves and Rangers.
- Altered
Combat chapter and Character Sheet to remove system for tracking damage to
items - too complex. Also, the bonus of magical armour only reduces the
Action Penalty now, and doesn't also reduce HIP loss directly.
- Altered
Magic chapter - major reworking of the Combat and Elemental lists.
26 September 2006
- Changed
Actions and Character Generation chapters to divide the attack skills into
categories - giving the callings a broader range of attack forms.
2 September 2006
- Changed
Character Development chapter – altered limits on attack and spell-casting
skills so a character can now develop a very limited skill bonus in all
Spell-Casting skills, rather than being restricted by his calling to
spells of only a few disciplines.
- Changed
Magic chapter – removed duplication of Harm spells from Wounding list, and
made the durations of various Summon spells in different disciplines more
consistent. Got rid of overcasting - too powerful.
- Changed
Actions chapter – altered Subdual skill description to give rules for
garrotes and blackjacks.
16 September 2006
- Improved
Treasure chapter to simplify random treasure generation. Tweaked some of
the rules for gunpowder weaponry too.
- Changed
Character Generation, Actions and Magic chapters and Character sheet
following replacement of Attune spell with a skill. Reordered Alchemy
discipline. Changed Healing discipline to reduce spell duplication.
11 September 2006
- Total reworking of Character
Generation, Optional Races and Character Development chapters, and the
Character Sheet, to reflect changes to callings and skill development. The
semi-magician callings have been scrapped and there are now bigger
differences between the remaining callings. The minor, major, specialised
and difficult skills have been replaced with a simpler Development Roll
Modifier system.
- Actions chapter updated with
new skills - Influence has been split into Acting, Leadership and
Seduction, History replaces Etiquette and Heraldry, and Geography replaces
Region Lore.
- Magic chapter - Telekinesis has
been altered. Major changes to the Alchemy list to make the spells more
consistent and the Thief calling more useful for getting through locked
doors. Spell-casting no longer requires gesticulation.
4 April 2006
- Simplified Two-Weapon-Combo.
Removed need for multiple skills; applied penalties instead.
- Altered Enhance Attack, Blur,
Enhanced Invisibility and Spirit Travel spells.
- New spells - The Iron Man,
Enhanced Cloak and The Two-Edged Sword of Glass.
- Gave Vampires a
beguile/seduction ability.
14 March 2006
- Removed Item Familiar spell.
- Added Undead Familiar spell.
- Altered Detect spells,
Invisibility to Undead, Circle of Dead Soul Summoning, Invisibility to
Demons, Become Demon, Master Demon, Demon Familiar and Beast Familiar
spells.
- Reordered levels of Demonology,
Nature, Necromancy and Wizardry spells.
- Adjusted description of Ghost
to prevent them from becoming invisible.
26 February 2006
- Changed chapter structure.
- Improved spell embedding and
attunement spells so that characters with poor Spell-Casting skills can attune
embedded spells and produce potent effects.
- Added rules for overcasting of
high level spells.
- Lowered the level of Beast
Familiar spell.
- Updated Two-Weapon-Combo skill
to make it more realistic.
19 February 2006
- Altered rules for Troll -
changed regeneration, methods of killing and effect of sunlight. (Adjusted
Great Troll to reflect these changes.)
- Added rules for increasing
stats.
03 February 2006
Combat
changes:
- Removed ST contribution to ADB
for unarmed attacks. Strength is already present in the stat contribution.
- Removed secondary damage types
- they were almost never used in play testing.
- Altered the statistics of
several one and two-handed weapons, and unarmed attacks. Two-handed
weapons are now faster, but do less damage.
- Changed stat contributions for
Shield Block, Pain Tolerance and missile/thrown attack skills.
- Action Penalties for some
armours have been rationalised, e.g. Soft Leather armour now gives no
Action Penalties.
- Halved the Action Penalty
applied to some moving skills because not all will be equally impeded by
encumbrance and armour, especially since armour is designed to not overly
impede the making of attacks. E.g. swimming and contortions are now fully
penalised by Action Penalties but attack skills are not.
Skill changes:
- Changed skill development
(including rules for tuition and research). It is no longer possible to
shift skill advances to other skills - you must use the skill (or get
training) for it to increase.
- Introduced dire fumbles - these
cause skill bonuses to decrease.
Magic
changes:
- Time required to memorise a
spell now varies with the spell's level.
- Reduced the potency of the
Total Regeneration spell. Added two new Wounding spells - Curse and Doom.
- Simplified the rules for improvised
spells - dialects have been replaced with Spell-Casting skills for each
discipline. The new rules are less of a copy of other systems.
- Process for codifying new
spells has been streamlined so that characters can invent new spells
whilst adventuring.
Stat
changes:
- Changed how maximum HIPs and
POPs are calculated, so that they follow similar rules (maximum numbers of
POPs have been halved). The rate at which HIPs and POPs are regained has
also been simplified.
- Changed the high CO and MA stat
abilities.
- Monster changes:
- Undead drain POPs more quickly
now - in play testing, most combats were over before undead had had chance
to drain.