the rulebook for free here!
edition) available in print on www.lulu.com
This documentation is Copyright γ 2018 Paul Jeffcoat. The pdf file
is free to download and can be copied and printed for personal use only. The
rulebook is about 700 pages, has a full Table of Contents and Index, and is
divided into the following chapters:
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.
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.
Details the weapons available to characters, and gives rules
for determining the damage that different types of attacks do against
differently armoured targets.
Describes how magic works, and the spells that can be cast
6. Optional Races
A short chapter providing rules for several optional races
7. Character Development
Gives rules for enhancing a characters
skills and statistics with time. And for psychoses which derange the
8. The GM
Goes into more detail about the role of the gamesmaster.
9. The Bestiary
Lists the most common creatures that characters may
10. Goods and Services
Lists prices for the equipment and services that characters
typically wish to buy (including healing herbs and toxic poisons).
Contains rules for randomly determining the nature of any
treasure that characters may find.
12. Character Sheet
A template for recording a character's details.
Old Rule Updates
12 May 2017 - Ninth Edition!
Character Generation chapter:
Removed infra-vision. Some of the
standard PC races have night vision, but none can see in total darkness -
making the dark more frightening.
Removed reference to Goblinoids being
scared of daylight. Perhaps early generations were, but no longer.
Racial Averages table - Halfling now EM=6, EN=4.
Racial lifespan modified by +CO+LU to reflect natural
Added racial predispositions to certain
skills, to enhance the differences between races.
New Advanced Melee Skills - Manoeuvre in Armour and Studied
Orcish language renamed Darkspeech.
Revised Attack Strengths and ranges for thrown and missile
weapons, to reflect the user's ST.
Cross bow Strength Penalty is added to reload duration (see
asterisk under table).
Damage section restructured to reflect new rules for humours
Magic injury table revised.
Spell effect duration now: irrevocable infinite (aka
persistent), irrevocable instantaneous (instantaneous), revocable infinite
(sustained), revocable finite (limited).
Allowed all revocable finite spells (durations of SC secs,
mins, hours, etc.) to be cast as revocable infinite with loss of 1 point from
Magic skill (GM's discretion).
Worsened the length of spell-casting loss
following spell-casting failure.
Talismans - changed to wands, staves and staffs.
Reword spell foci. Now spell components, divided into:
vectors - which link to a target
and allow remote spell-casting, for almost all spells; and
dies - which are required to cast
spells of proficient difficulty and greater. The requirement for dies weakens
magicians somewhat, and provides quest goals.
Added Item Familiar spell. Sentience revised accordingly.
Sentience spell - scrapped flying item at SC>=15.
Added simple Golem spell to proficient
difficulty. Added soul trapping into a Golem into
Added Golem Resurrection.
Added Reveal Miasma, Absorb Poison, Inhale Miasma, Excrete
Poison and Exhale Miasma spells.
Scrapped Poison Blade, Transfer Infection, Transfer Poison.
Amended Summon Demon so that caster's gain their own Demonic
Wrongness field, leading to them being shunned by society.
Added Balance Humour spell.
Scrapped Cure Ailment, Heal Stun, Cure Disease, Cure Poison,
Amended Diagnosis spell to note that it reveals humours in
excess, and the body systems afflicted.
Explained what spell tattoos look like.
Added Plant Memory spell.
Master spell - scrapped permanent version ending on caster's
Moved Name of Power to Mind, and expanded its scope.
Defined beasts as instinctive intelligence
Added Spectre Light spell.
Scrapped Detect Undead.
Amended Breath of the Grave to induce
Added Fire Blast spell.
Scrapped Fiery Vengeance.
Removed Troll resurrection via Statue Form - now achieved
via Gnome or Earth Priest.
Added Inscribed Trigger and Long Door spells.
True Name added to Wizardry.
Break Focus scrapped.
Optional Races chapter:
New PC race - Crystal Troll.
Icthoids are bioluminescent, so
they can see in total darkness.
Character Development chapter:
Rules for advanced age and decrepitude.
Optional rules, including the Repute
attribute and a Luck Re-Roll system using playing cards.
Essay on the country inn, to illuminate
the state of mundane life.
Revised planes of existence - now the
Spirit Realm and the Demonic Realm ("The Labyrinth").
Added Slave Demon, Bloodsail
Jellyfish, Sea Serpent, Tree Mantis, Golden Crab and Giant Newt.
Replaced Void Hart with Briar Hart.
Revised Plague Demon to reflect miasmas.
Revised creature's poisons to simplify
their effects, and to match changes to poisons reflecting the introduction of
Rationalised habitats and random encounter
Restructured chapter alphabetically.
Changed demonic wrongness back to a HI affect, instead of
spell disruption. HI worsened by Class/2, radius 2xClass.
Tweaked to reflect new rules for humours
Goods and Services chapter:
Revised coinage - tin, copper and platinum coins scrapped as
not commonly used in medieval times. Revised set of coins: gold drakes and
suns, silver moons and stars, bronze crowns and shields.
Revised herbs, poisons and diseases to
reflect the introduction of humours and the healing of ailments.
Added appearances for plant herbs and
Increasing resistance to poisons and diseases as Resistance
Rolls are passed.
New poisons - Magebanes
- disrupting spell-casting ability. Also Demon's Blood, Earweed, Tonguebind, Eyeblind, Gloomspore.
New herbs - Nulweeds
- increasing resistance to spells.
Diseases now spread by miasmas. Their effects are
simplified, and now include permanent attribute loss. Added
the common cold and flu for comparison.
Revised the tables for composition and
Provided a worked example of treasure
New dispelling potions - that dispel a spell affecting the
New potions to restore humours.
New potions to transport drinker to Spirit
and Demonic Realm.
New legendary items - the Sceptre of Disarray
(and Djinn aka Genie), and the Midnight Silverhorn, a
cure for lycanthropy.
Tweaked Wand of Towering to limit its use.
Wand of Toadstool Towering added.
Ent wood and bow making.
7 March 2015 Eighth Edition
Minor update. Simplified rules for advanced character
generation, added a new example magical item, eliminated typos and improved
26 September 2014 Seventh Edition
Empathy and Reasoning attributes, rather than just Intelligence. Also Enchantment
rather than Magic.
racial restrictions on calling.
half-elves and half-orcs.
wood elves mortal. Only dragon-newts and trolls are immortal.
for Skill+Attribute action roll system.
divided into arts, crafts, lores and manoeuvres - as well as combat,
magic, adrenal and advanced melee.
weapons scrapped: Fighting Chain, Blowpipe, Bolas, Nunchaku, Military
Pick, Dart, War Mattock, No-Dachi, Katana, Claymore.
weights to make them more consistent.
characteristics of cudgels and maces, to reduce their effectiveness. Most
one-handed blunt weapons do Kick Box damage now, not Crush.
all mST and deleted Fumble
Range in tables.
for applying exhaustion penalty consistently in combat now.
Damage Tables to make them more consistent, and to increase difference
moved from Giant Vampire Bat to Damage section.
cuir bouilli armours.
it worthwhile layering different ACs (protection is not just the highest
Armour Penalty. Armour just contributes to Encumbrance Penalty, unless it
is magical. Magical bonuses for armour reduce Encumbrance Penalty. Some
weapons and armour are heavy now (especially mail)!
that Defence is greatest Attack for two-weapon combo.
range modifiers to Attack (instead the Location Penalty changes with
effect of range on Attack Strength.
halving of Defence versus ranged attacks, or whilst making them, or
whilst charging, etc. Instead Defence just equals AG, except whilst
making and receiving melee attacks, when the weapon can be used to parry.
can make enhanced parries versus ranged attacks.
advanced melee skills. Fighters are able to sacrifice skill development
ticks for bonuses to advanced melee skills (to stop them developing
dozens of pointless combat skills). New advanced melee skills: Death Prod
and Follow Through.
spell level with 6 grades of difficulty.
spell casting durations - 1, 5 and 60 seconds.
sustained spell effect duration.
to spells as being resistible or irresistible, instead of direct or
indirect, as clearer. Reduced number of irresistible spells - most are
Talisman spells in all disciplines, to encourage specialisation and
Bolts, Balls and Cones so they automatically hit - no need for attack
rolls (except when sweeping cones).
spells: Wind of Utility (Aeromancy); Crystal Light (Terramancy); Lifesap
(Necromancy); Strip the Flesh (Necromancy); Red Mist (Necromancy);
Attribute Enhancement (Alchemy); Freeze Water (Hydromancy); Fire Cloak
(Pyromancy), Snake Arrow (Nature), Blind Arrow (Nature), Reflect Missile
(Force), Shift Gravity (Force).
low level Healing spells. Tweaked Heal Injury and Ignore Pain.
vorpal enhancement from Alchemy, given revisions to Armour.
duration of Paralyse as it was too powerful.
Heat Item in Pyromancy with Ignite.
revised to allow them to fully exsanguinate and kill.
new Chaos gift - changing race.
priest ranks and gifts. Gifts now bestow attribute increases.
priestly spell immunity.
Dragon-Newt metamorphosis time to days not hours.
Icthoid telepathy power to suggestion.
development rules for new Skill+Attribute action roll system.
attribute development, given new potential for magic to enhance
creatures' immunity to non-magical weapons. Such immunity is reserved for
users of a master Force spell or pious magic.
vulnerability to give standard, resilient and super-resilient classes,
creatures: Beholder, Fei-Long and Void Hart. Scrapped chimp and hydra.
Merged Ice and Water Drake (aka Hydra).
Wrongness now disrupts spell-casting, rather than worsening Hindrance.
attacks no longer disrupt spell-casting. Instead, some emit a cold aura
tax on adventurers bringing treasure into towns. Will encourage stashing
of treasure in the wilderness.
- new poison and trail ration.
in prices for metal shields in Goods and Services.
injury healing herbs (the location of the injury on the body no longer
herb which heals injuries in advance - leave this to spells.
renamed as legendary items.
of Towering added.
Stone added alongside mithril and adamant.
2013 Sixth Edition
changes, chiefly the scrapping of Power Points and the Magic stat.
- Character Generation
allowing 30 points to be spent on DRMs in character generation, not 18.
- Scrapped night vision. Revised
which races have infravision and its range.
- Revised penalties for Swimming
skill for Dwarfs (and Dragon-Newts).
- LURPs now regained at the end
of each scene in the GM's campaign. Maximum number adjusted.
- Renamed scholar language grade
- Removed an error in the
difficulty factor table in the Actions chapter.
- Reduced speeds of many one-handed
melee weapons - majority are now 3 seconds. This because simultaneous
one-handed attacks were unbalanced, e.g. a dagger could be attacking
every second whilst a mace in the other hand was attacking every 5
- Clarified that a weapon's duration
is not just the time to swing it but also the time for recovery between
attacks, repositioning the feet, overcoming the weapon's inertia, etc.
- Scrapped metal shields -
wooden ones would be far more practical.
- Scrapped POPs and the MA stat.
- Instead of losing POPs when a
spell is cast - if a spell-casting roll is failed, the caster loses the
ability to cast any magic spell for a number of seconds equal to the
spell's level, assuming the level is <=10. If the spell's level is
between 11 and 15, spell-casting ability is lost for this many minutes.
If spell levels is >=16, spell-casting ability is lost for this many
- If a spell-casting roll is
fumbled, in addition to the loss of spell-casting ability, the spell is
lost from the caster's memory. The player puts a cross by it in pencil on
the character sheet. Once the character regains his spell-casting
ability, he must spend the requisite number of hours to re-memorise this
spell before he can cast it again. This means that the concept of incomprehensible
spells can be scrapped too.
- New Restoration spell added to
Wizardry to restore loss of spell-casting ability.
- Ghost Drain and Leech Power
spells scrapped from Necromancy. Added Detect Undead spell, and Bind
Spirit for making Greater Skeletons.
- New Wake Trees spell in Hedge
Mage discipline. Made Intersection a lower level spell to encourage
encounters with intersections in the game.
- New Alter Ego spell in Mind
- Clarified that bolts, balls
and cones require an attack roll to aim after the spell-casting roll.
Added that an optional skill could be developed for aiming them by
characters with low SC.
- Raised default spell-casting
time to 5 seconds. And prayers to 10 seconds.
- FERPs have gone. Instead have
loss of prayer use, like for spell-casting failures.
- Changed Green Fingers gift
from Goddess of Plants.
- Simplified rules for advanced
- Revised regenerating
vulnerability class so the GM doesn't need to record when a creature
receives an injury.
- The ability of undead to drain
POPs has gone - victims instead lose spell-casting ability.
- Goods and Services
- Increased the range of
habitats that each herb grows in.
- Added a new herb to restore
lost spell-casting ability following undead attacks.
- Made healing potions more
likely to be generated on the random Potions table.
- New Restoration potion added
to restore loss of spell-casting ability.
2011 Fifth Edition
system for damage makes combat deadly and has required a full rewrite of most
of the games mechanics. Amongst the big changes:
- Hit Points have been scrapped
and replaced with a new system for injuries;
- revised attack skills and types
- revised Healing magic and
- new adrenal skills;
- new creatures the Fey
(replacing elementals) , corpse candle, rapier midge;
- 20 fully worked example NPCs;
- new materials for treasure
mithril and adamantium.
2010 Fourth Edition
- Attune skill - the difficulty
of attuning a magical item decreases once you've attuned it several
- Replaced Pharmacy and Healing
skills with Medicine.
- 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
- Added caltrops to Mounted
- 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.
- 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
- 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.
- Complete reworking. Made
raising undead a lot simpler. Now centred around ghouls, vampires and liches at high level.
- Scrapped Shapechanging
discipline. Moved the few good spells into Nature.
- 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
- Amended some gifts from the
Goddess of Fate.
- Changed default praying time
to 5 secs.
- Optional Races
- Troll weight reduced to 4x
- Troll movement rates from
normal formulae are now divided by 3, to stop them running at 50 mph!
- Augmented section on law to
discuss curfews, importance of reputation, sanctuary.
- Added Raven, e.g. Roac in
- Gave drakes powerful ability
to deceive through conversation.
- Specified intelligence of
- 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.
- Added section on common taxes.
- Added prices for barrels of
ale and wine.
- 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
2009 Third Edition!
- 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.
- 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.
- Added rules for mounted
- Removed range modifiers for
elemental spell attacks as they were too powerful.
- Made rules for rate of natural
HIP/POP regain easier to find.
- 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
- Added Cloak Item spell - turns
castles into hills.
- Added Repeating Trigger spell
- better for spell traps.
- Added SC km limit to Seer
- Enhanced Scrying to make it
markedly better than Seer.
- Priests now gain gifts from
- 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
- 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.
- 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.
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
- Amended rules for blocks,
parries and disarms.
- Changed Shield Block skill to
- Added Tourettes psychosis.
2008 working on the Second Edition!
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
- Added Garrotte skill.
- Moved Haggling from optional to
- Moved Frenzy, Knock Out,
Pharmacy, Pick Lock, Pick Pocket and Trap-Setting from Core to Optional
- Moved attack skill
classifications for foils and rapiers, 2-ended flails, nets and bolas.
- Increased number of Lore
- Altered racial restrictions on
- Amended default DRMs for
- Merged Troll Spell-Casting DRM
- 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
- 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.
- Added religion to the Magic
- Added Theology Lore and
- 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
- Added guidelines for laws, the
Watch, outlaws, etc.
- Added rules for wargs, crows
(individual and flock), barghest, entling and devil's horn and mad cap
- Removed errors in some creature's
- Added ammunition table.
- Simplified weights of equipment
to make them easier to add up.
- Added the Zinder Nut (for
- Simplified rules for finding
herbs in the wild.
- Simplified rarities and made
herbs easier to find.
- All head injuries now have
chance of causing knock down or items to be dropped.
- Altered Asphyxiation Injury
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
- 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
- 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
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
- 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
- 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
- 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
- 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
16 September 2006
- Improved Treasure chapter to simplify
random treasure generation. Tweaked some of the rules for gunpowder
- 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.
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.
chapter updated with new skills - Influence has been split into Acting,
Leadership and Seduction, History replaces Etiquette and Heraldry, and
Geography replaces Region Lore.
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
Two-Weapon-Combo. Removed need for multiple skills; applied penalties
Enhance Attack, Blur, Enhanced Invisibility and Spirit Travel spells.
spells - The Iron Man, Enhanced Cloak and The Two-Edged Sword of Glass.
Vampires a beguile/seduction ability.
Item Familiar spell.
Undead Familiar spell.
Detect spells, Invisibility to Undead, Circle of Dead Soul Summoning,
Invisibility to Demons, Become Demon, Master Demon, Demon Familiar and
Beast Familiar spells.
levels of Demonology, Nature, Necromancy and Wizardry spells.
description of Ghost to prevent them from becoming invisible.
26 February 2006
spell embedding and attunement spells so that characters with poor
Spell-Casting skills can attune embedded spells and produce potent
rules for overcasting of high level spells.
the level of Beast Familiar spell.
Two-Weapon-Combo skill to make it more realistic.
rules for Troll - changed regeneration, methods of killing and effect of sunlight.
(Adjusted Great Troll to reflect these changes.)
rules for increasing stats.
ST contribution to ADB for unarmed attacks. Strength is already present in
the stat contribution.
secondary damage types - they were almost never used in play testing.
the statistics of several one and two-handed weapons, and unarmed attacks.
Two-handed weapons are now faster, but do less damage.
stat contributions for Shield Block, Pain Tolerance and missile/thrown
Penalties for some armours have been rationalised, e.g. Soft Leather
armour now gives no Action Penalties.
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
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.
dire fumbles - these cause skill bonuses to decrease.
required to memorise a spell now varies with the spell's level.
the potency of the Total Regeneration spell. Added two new Wounding spells
- Curse and Doom.
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.
for codifying new spells has been streamlined so that characters can
invent new spells whilst adventuring.
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.
the high CO and MA stat abilities.
drain POPs more quickly now - in play testing, most combats were over
before undead had had chance to drain.