
Download the rulebook here!
This
documentation is Copyright ã 2003 Paul Jeffcoat. The pdf file is
free to download and can be copied and printed for personal use only. The
rulebook is about 3.3 MB and 570 pages, has a full Table of Contents 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. Prices for 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. Appendix
Pulls all
of the most frequently used tables into one convenient place.
14. Character Sheet
A template
for recording a character's details.
Old
Rule Updates
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.
- Am
still working on making it available in print on http://www.lulu.com.
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.
- Am
working on making it available in print on http://www.lulu.com.
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.