· 7 years ago · Dec 10, 2018, 01:10 AM
1Creating a Character
2====================
3
4To create a Player Character (PC), it is necessary to go through the following
5steps:
6
71. Roll for Ability Scores
8
92. Select ethnic background
10
113. Roll for Social Class, note background skill, roll for prior history event
12 and name
13
144. Select Class
15
165. Generate 0-level hit points, abilities and bonuses
17
186. Select Alignment, and details such as age, sex, family and appearance
19
207. Note initial wealth and obtain equipment
21
22Multiple Characters
23-------------------
24
25Note that because of the high mortality rate of the setting, as well as
26potential social restrictions or other demands that might be placed on certain
27characters in the setting, a GM may wish to allow players to create two or more
28characters at one time. He could then tailor certain adventures to certain
29characters, or allow players to choose which of their characters they want to
30use on any given adventure. This will also allow players to have a certain
31buffer in terms of character experience, so that even if one of their characters
32dies, they’ll have another that will be of relatively higher level while making
33a new one at 0-level. This is an option, up to the GM’s discretion if he wishes
34it for his campaign.
35
361. Rolling for Ability Scores
37-----------------------------
38
39Players always roll 3d6, in order, for the six ability scores. These rolls are
40recorded, as is the ability score modifier that each result generates.
41
42Roll each stat (STR, DEX, CON, INT, WIS, CHA), 3d6 in order. Modifiers are then
43as follows:
44
45| Ability Scores Modifiers | | | |
46|--------------------------|------|-------|--------------|
47| 3 | \-3 | 13-15 | \+1 |
48| 4-5 | \-2 | 16-17 | \+2 |
49| 6-8 | \-1 | 18 | \+3 |
50| 9-12 | None | 19 | You cheated! |
51
52If a PC doesn’t have a single ability score above 8, all the ability scores
53should be re-rolled.
54
552. Select Ethnic Background
56---------------------------
57
58A GM in his own campaign may create his own special backgrounds. It is presumed
59in the default game that all characters are humans. But while standard civilized
60humans from the predominant culture will go on to select one of the core classes
61(Cleric, Fighter, Magister, Thief), characters from other cultures may have
62their own special ethnic classes (or possibly a choice between an ethnic class,
63and one or more standard classes). In the default «Dark Albion» setting, there
64are three backgrounds to choose from: a standard Anglish human character (or,
65theoretically, a human from any of the lands that worship the Unconquered Sun),
66a barbarian Scots Man, or a heathen Cymri traveller.
67
68In selecting his choice, the PC should note the ability score requirements to
69play a given ethnicity. A PC cannot be a Scots’ Man if his CON is lower than 9,
70or a Cymri if his CHA is lower than 9. If a player has a character who does not
71meet the respective ability score requirement, but still wishes to play a member
72of that ethnicity, he could assume his PC comes from that ethnicity but has
73spent most of his life among the Anglish, and will thus select one of the four
74standard classes.
75
763a. Social Class
77----------------
78
79In any «medieval authentic» setting, Social Class is an extremely important
80concept in society. Player Characters should have their social class determined
81at random during character creation, unless the GM wishes to specifically have
82the PCs only be of a certain class or classes. Characters that do not come from
83the standard default background (for example, Scots Men or Cymri) will NOT have
84a social class. They are ‘outsiders’, who do not fit into the defined class
85structure. Standard characters, however, should roll on the following table:
86
87| **Social Class** (Roll 2d6; then, in the case of a 2 or 12, roll an additional 1d6) | |
88|-------------------------------------------------------------------------------------|-------------------------------------------------------------------------------------|
89| 2 | Ex-slave (1) or serf (2-6) |
90| 3-4 | Peasant |
91| 5-9 | Villain (city-born) |
92| 10 | Knightly nobility |
93| 11 | Lordly nobility |
94| 12 | Aristocracy (1-4 earl’s family; 5-6 duke’s family, optionally royal lineage on a 6) |
95
96Note that for Clerics, social class is only rolled to determine the PC’s origin.
97Regardless of whether they were born a serf or a prince, all Clerics are
98considered to be of the Knightly class, and are (theoretically) equal brothers
99and sisters among one another, differentiated not by birth, but by rank in the
100order and the level of miraculous abilities granted by the Unconquered Sun.
101
102Social class has very significant effects in the setting. If the GM runs the
103setting according to historical characteristics, then the division in classes
104should potentially mark important differences among the characters, and between
105characters and the world itself. The difference between serfs, peasants and
106villains is largely a question of status, inasmuch as villains will see
107themselves as superior to peasants, and peasants will hold themselves of much
108higher quality than mere serfs. But the more significant difference will be
109between these classes and the nobility. It is expected in this society that
110common structure. Standard characters, however, should roll on the following
111table:
112
113Note that for Clerics, social class is only rolled to determine the PC’s origin.
114Regardless of whether they were born a serf or a prince, all Clerics are
115considered to be of the Knightly class, and are (theoretically) equal brothers
116and sisters among one another, differentiated not by birth, but by rank in the
117order and the level of miraculous abilities granted by the One True God.
118
119Social class has very significant effects in the setting. If the GM runs the
120setting according to historical characteristics, then the division in classes
121should potentially mark important differences among the characters, and between
122characters and the world itself. The difference between serfs, peasants and
123villains is largely a question of status, in as much as villains will see
124themselves as superior to peasants, and peasants will hold themselves of much
125higher quality than mere serfs. But the more significant difference will be
126between these classes and the nobility. It is expected in this society that
127commoners must respect and obey their aristocratic superiors; talking back,
128disobeying, or insulting their social betters in most circumstances would be
129grounds for at least a beating. If the aristocrat in question has some form of
130legal authority over their inferior, disobedience or insubordination is even a
131legal matter: “petit treasonâ€, where the commoner would be guilty of having
132disobeyed the authority of the King by virtue of having disobeyed one of his
133chosen representatives.
134
135Naturally, there will be some situations where a lower social class could be of
136use: the peasantry in the countryside will behave differently to the son of an
137Earl than they would to one of their own. The former would be treated with
138enormous reverence and respect, but may not be trusted with secrets or rumours
139in the same way that a fellow country-dweller would be. Likewise, in the
140underworld of a city, a city-born PC will be viewed with less suspicion, and
141will naturally stand out much less than either a serf (who would be treated as a
142country bumpkin) or a noble (who would be distrusted).
143
1443b. Background Skill
145--------------------
146
147Characters receive a single ‘background skill’ at 0-level. This skill grants a
148+1 bonus to skill checks related to that area of expertise.
149
150- Ex-slaves receive a +1 bonus to ‘Service’. This skill allows them to behave
151 in a proper and servile fashion around the wealthy or noble, as well as
152 fading into the background in the workings of a manor or castle.
153
154- Serfs get a +1 to Farming.
155
156- Peasants usually also get a +1 to Farming. However, peasants that come from
157 appropriate regions that are heavy in Herding, Mining, or Fishing might get
158 a +1 bonus to that skill instead, at the GM’s discretion.
159
160- Villains will have a 75% chance of getting a +1 bonus to urban lore; that is
161 to say, knowledge of the streets, which includes knowing where to find work
162 as unskilled laborers, or to encounter the criminal element. Otherwise, they
163 will gain a skill in one of the trades from the following table:
164
165| Trade (1d100) | |
166|---------------|-----------------------------------------------|
167| 1-2 | Armorer / Brassworker |
168| 3-4 | Baker |
169| 5-7 | Barber (which includes surgery and dentistry) |
170| 8-9 | Blacksmith |
171| 10-11 | Bowyer (longbow-maker) |
172| 12-13 | Brewer |
173| 14-15 | Butcher |
174| 16-17 | Carpenter |
175| 18-19 | Clothworker |
176| 20-21 | Cook |
177| 22-23 | Cooper (barrel-maker) |
178| 24-25 | Cordwainer |
179| 26-27 | Currier (tanned leather worker) |
180| 28-29 | Cutler |
181| 30-31 | Draper (wool and cloth merchant) |
182| 32-33 | Dyer |
183| 34 | Embroiderer |
184| 35-36 | Fishmonger |
185| 37-38 | Fletcher (arrow-maker) |
186| 39 | Founder (metalworker) |
187| 40-41 | Fruiter |
188| 42-43 | Girlder (sword-belt maker) |
189| 44 | Goldsmith |
190| 45-46 | Grocer |
191| 47 | Haberdasher |
192| 48-49 | Innholder |
193| 50-51 | Ironmonger |
194| 52 | Joiner (woodworker) |
195| 53-54 | Leatherseller |
196| 55 | Mason |
197| 56 | Painter-Stainer |
198| 57-58 | Pewterer |
199| 59-60 | Poulter |
200| 61-62 | Plasterer |
201| 63 | Plumber |
202| 64-65 | Sadler |
203| 66-67 | Salter |
204| 68-69 | Scrivener (document maker and notary) |
205| 70-71 | Skinner (fur trader) |
206| 72-73 | Stationer (paper-maker) |
207| 74-75 | Tailor |
208| 76 | Tallow Chandler |
209| 77-79 | Tyler / Bricklayer |
210| 80-81 | Vinter (wine merchant) |
211| 82 | Wax Chandler |
212| 83-84 | Weaver |
213| 85-86 | Woolworker |
214| 87-100 | Merchant (transport of goods) |
215
216Note that Villain PCs with a trade skill generally would NOT have been inducted
217into a guild, and so while they’ll know some things about their family
218profession, would not have the right to practice that trade inside any city.
219
220- PCs from the Knightly Nobility have a +1 background skill in «Military»,
221 which is used to get a basic idea of military practices of the period,
222 including military camps, basic tactics, units, theories of warfare,
223 command, and so on.
224
225- PCs from the Lordly nobility and up have a +1 background skill in «Court»,
226 which they can use to understand the workings of any lordly or royal court,
227 proper etiquette, heraldry, and sometimes court politics.
228
2293c. Prior History
230-----------------
231
232Each player should roll once for their character on the following tables, to
233introduce some element of a backstory to the character’s history. These results
234can help to add flavour to the character and sometimes serve to incorporate the
235reason why the PC has taken up the adventuring life.
236
237| Prior Events (1d6) | |
238|--------------------|--------------------|
239| 1-3 | Roll on Subtable A |
240| 4-5 | Roll on Subtable B |
241| 6 | Roll on Subtable C |
242
243### EVENTS SUBTABLE A (1D10)
244
245**1. Animal Companion:** Your PC begins the game with a pet he has trained up
246from infancy. The animal is a normal creature but very loyal (with a Morale
247score of 8+/- the PC’s CHA bonus). It has average intelligence for its species
248but can have been trained to follow simple commands of the sort that would be
249normal for its type.
250
251| Companion Subtable (1d6) | |
252|--------------------------|------------------------------------------------------------|
253| 1-2 | dog (can fetch and guard) |
254| 3 | wolf (can guard and fight) |
255| 4 | hawk (can hunt and fight) |
256| 5 | raven (can find owner or home, to transmit messages) |
257| 6 | monkey (obtained from a merchant ship, can dance or steal) |
258
259**2. Banished:** The character was either banished from or forced to flee his
260home territory. The GM should decide with the player what was the cause of his
261banishment; return to the home area could still be dangerous for the character.
262
263**3. Brawler:** The character has a particular background in combat for show. If
264he was from the lower classes, he spent time in his youth as a wrestler or show
265fighter; if higher class, he trained for tourneys and swordfighting. The
266character gets a +1 bonus to CHA skill checks for the purposes of intimidation.
267
268**4. Cavalry Trained:** Whether as a horse-breeder, horseracer, jouster, or
269through military training; the PC has spent a lot of time on the saddle. The
270character gets a +1 bonus to any rolls related to horsemanship.
271
272**5. Courtier:** Whether as a servant, a squire, or a young noble’s son or
273daughter, the PC has spent time in the court of a high noble, or even the Royal
274court. The PC may have people who know them, for good or ill, in the nobility.
275Their understanding and training in court situation grants them a +1 bonus to
276any reaction checks when dealing with the nobility.
277
278**6. Disinherited:** Regardless of social class, the character has found
279themselves stripped of their birthright. They have lost their plot of land,
280their possessions, or meager savings, or their family title. The PC will begin
281with wealth and equipment as though they were one social class lower than theirs
282(except ex-serfs/slaves), and neither they or their family have any lands or
283holdings. The GM should decide with the player the reasons why this happened:
284the character’s family may have been driven out of their home, or lost it in
285consequence of being on the wrong side of a war/revolt, or a noble’s family may
286have been attaindered (to have their title revoked and lands and properties
287confiscated by Royal Decree) for corruption or treason. Such a PC may have
288enemies (the ones who did this to them), but they may also have sympathizers who
289feel the PC’s family was done an injustice.
290
291**7. Heartbreak:** The PCs’ great first true love was lost. Did their beau die?
292Reject them? Was it a forbidden romance for reasons of class, wealth, or gender?
293The player and GM should work out the details. Meanwhile, this failed romance
294may have left the PC scarred and melancholy, but the air of tragedy and romantic
295sadness around them will give them a +1 to reaction rolls with those who might
296feel romantic attraction to the PC.
297
298**8. Kitchen Trained:** The PC spent time working in a kitchen in a manor house
299or palace. Alternately, if they are from the upper classes, they have developed
300a particular interest in the gastronomical arts. In either case, they are
301probably not sufficiently skilled to qualify as a master chef, but their cooking
302will be considerably above the average. They gain a +1 to the cooking skill.
303
304**9. Pious:** Even in a highly-religious culture, this PC is exceptionally
305devoted to the Church. The PC will be very well-versed in theology and religious
306history and symbolism. They gain a +1 to the Theology skill. The character is
307literate.
308
309**10. Stolen by Reivers:** At some point in their youth, the PC was captured by
310some kind of barbarians (eg. Scots Reivers, mountain Welshmen, or Eirish
311heathens), most likely to be used as slave labor (if lower class) or as a
312hostage (if upper class). The PC will have spent enough time in that area to
313have a knowledge of the region, will gain the language of their captors, and
314will have knowledge of their former captors’ culture, religion and traditions.
315If applicable, the GM may grant bonuses to skill or ability score checks based
316on this experience.
317
318### EVENTS SUBTABLE B (1D10)
319
320**1. Conscript:** The PC was forcibly conscripted to serve in a lord’s army.
321This may have been intended as intimidation on their family, to amend for some
322legal misdemeanor, or (in the case of a higher class character) to force a
323demonstration of loyalty from their family. The PC was later either released
324from their service, or is a deserter. The PC begins with one extra hit-point.
325
326**2. Encounter With Chaos:** At some point in their youth, the PC had a horrific
327close encounter with Chaos; it may have been in the form of an encounter with a
328Chaos creature, demon, or Elf, or with a chaos cult. It is even possible that as
329a child, the PC was only just rescued (by brave adventurers) from becoming a
330sacrificial victim in a sorcerous ritual. The GM and the player should determine
331just what this encounter consisted in, and the player should consider how it
332left their character: have they harbored intense hatred for Chaos ever since? Or
333were they left with a sense of taste for the dark arts? In any case, the PC came
334out of the experience with a permanent +1 bonus to saving throws versus magic.
335
336**3. False Identity:** For any number of possible reasons, the PC is not using
337their real name, and are operating under an assumed name and identity. The PC
338can select either a +1 bonus to the forgery skill or the disguise skill. At the
339same time, there should be a reason for their false identity, and consequences
340should certain people find out who they really are.
341
342**4. Family Vendetta:** The PC’s family is embroiled in a longstanding feud with
343another family of roughly the same social class. This struggle has on more than
344one occasion resulted in bloodshed; it may be due to a dispute over territory,
345property, a perceived dishonor, or it may have been going on so long that there
346is no memory of why it actually began. The PC may find themselves embroiled in
347the conflict whether they like it or not, if they run across members of the
348feuding family.
349
350**5. Forester:** Whether as a hunter, a poacher, or an outlaw (or some other
351reason), the PC has spent a considerable amount of time in the either the woods
352or mountains. He a +1 wilderness survival skill in the chosen terrain.
353
354**6. Lost Heirloom:** Some particular object of value (to be determined by the
355GM, possibly with player input) has been lost to the PC’s family (either by the
356PC himself or in the past) and the family desperately wants it recovered. It
357could be anything from a land deed to a jewel of great price, to a magic item,
358to a proof of noble ancestry, to something that is evidence of a more sinister
359secret that could ruin the family. It should also be determined how the object
360came to be lost, and the GM should consider just who has it now (though of
361course the player or his character may not have any idea).
362
363**7. My Old Party Are Dead:** This is not the first time the PC has gone
364adventuring. The last time, the PC barely got away with their life, and was the
365only one from their adventuring party to do so. The PC starts at level 1 in
366their class! However, there may also be family members of their dead party-mates
367who blame the PC for surviving, accuse them of cowardice, or look for revenge.
368The player may also wish to figure out just what horrible monsters killed the
369PC’s former friends, and what psychological scars may remain from the event (a
370phobia?, pathological hatred?).
371
372**8. Scandalous Affair:** At some point in their past, the PC got involved in a
373‘romantic’ affair that was certainly scandalous. It was most likely either a
374case of adultery, a same-sex relationship that came to light and ruined
375reputations, or a relationship with someone radically different in social class.
376The affair ended in public humiliation, and possibly in threats of revenge from
377cuckolded partners or furious family-members. In the circles the PC typically
378operated the scandal is well known, and may give either a penalty or bonus to
379reaction checks depending on what the NPC in question would think of the
380character’s actions.
381
382**9. Sent to the Tower:** Whether in the Tower of London, or some local lord’s
383prison, the PC has spent time imprisoned. This means that the PC was at least
384accused of some sort of crime, what remains to be determined is if the PC was
385later proven innocent, escaped, pardoned, or sentenced and “served timeâ€.
386Regardless, the PC’s time spent in the horrific condition of medieval prison
387should grant them a +1 bonus to any saving throw against diseases.
388
389**10. Traveled Abroad:** The PC has spent time in their youth traveling outside
390of Albion. For example, they may have spent time traveling somewhere on the
391Continent, or to barbarian lands like Eire, or Scots’ Land. The PC should obtain
392the language of the nation they visited, or Arcadian (the international language
393of any educated person), and should have knowledge of that area’s features and
394customs.
395
396### EVENTS SUBTABLE C (1D10)
397
398**1. Auspicious Birth:** There was some kind of unusual sign or omen at the time
399of the PC’s birth, generally interpreted as a blessing from the Unconquered Sun.
400It was assumed throughout the character’s youth that he or she was destined for
401greatness. This may have opened doors for the PC in terms of education or access
402that would otherwise have been closed, and that would excuse the PC from some of
403the limitations of social, class or gender roles (to a certain extent). The PC
404gains a +1 bonus to all saving throws.
405
406**2. Elf-Touched:** In childhood or youth, the PC had a “close encounter†with
407an Elf. They survived/escaped, but the elves did something to the PC that
408changed them. The PC was left with a kind of “second sight†like those of the
409Cymri Travelers, at +2 (or +3 if the PC is a Cymri!). Additionally, if the PC is
410any kind of non-clerical spellcaster, they gain a +1 bonus to spellchecks! Note
411that if anyone realizes the special gifts the PC has, particularly if they know
412of the PC’s elven encounter, they will view the PC with extreme suspicion of
413potential mutation or heresy.
414
415**3. Lady’s Favorite:** The PC became a favorite of an aging noblewoman. Whether
416the PC was a common serving girl or stableboy, or a young aristocrat,the Lady
417bestowed patronage and favors on the PC. She may or may not have had romantic
418intentions toward the PC, which may or may not have been fulfilled, and would
419certainly have been secretive and scandalous. The PC has moved on, and there is
420a 50% chance that the Lady has died since that time; if not, she will be quite
421old but may be called on for some favor (she has little in the way of authority,
422but she does have access to wealth and connections). If she is deceased, she
423will have left the PC a small inheritance, meaning that if the PC is below
424Lordly social class they will still have starting funds and equipment equal to
425that class; if they are of that class or higher, they will begin with that
426amount as extra funds.
427
428**4. Local Hero:** The PC is already known for some brave act in their own home
429area. The GM and player should determine what the PC did: they may have done
430something as simple as saving a child from drowning or scared off a bear, or
431they might have played some heroic role in an ill-fated local rebellion, or any
432number of other possibilities. The PC will have favorable reaction bonuses among
433anyone from their local area and people will be naturally well-disposed to give
434the PC information and assistance, as long as their action didn’t act against
435the personal interests of the NPC in question.
436
437**5. Lost at Sea:** At some point the PC was caught in a shipwreck, their
438survival being considered nothing short of miraculous. The PC gains the sailing
439and swimming skills at +1, and potentially a phobia of deep water.
440
441**6. Prosperous Family:** The PC comes from a family that is considerably
442wealthier than their social class would indicate. Through good fortune or
443craftiness, their family has reached the higher end of the economic scale for
444their group. The PC gets starting funds as though they belonged to one social
445class higher than their actual social class; if they are from the aristocracy,
446they begin with double their usual funds.
447
448**7. Renaissance Person:** The PC has a very high level of education by
449standards of the time, whether self-taught or by attendance at one of the
450Universities of the realm. The PC will be literate in both Anglish and Arcadian,
451and have a +1 in each of the following skills: law (choose either secular or
452religious), philosophy, mathematics, cartography, history, geography, astronomy,
453music appreciation, and theology.
454
455**8. Saved a Lord:** The PC saved the life of an important Lord (or Earl, or
456Duke). How they did this is up to the GM to decide, with player input: the PC
457may have taken an arrow for their lord, or dragged their badly-injured sire
458through miles of woodland to medical attention, or have obtained rare herbs that
459saved the ailing lord from the plague, or any number of other possibilities. In
460any case, the Lord in question has promised the PC a single favor; naturally,
461the quality of that favor depends on the reasonable expectations for the PC’s
462social class. It could be a letter of introduction, help getting out of a sticky
463situation, or (if the PC is remarkably unimaginative) a gift of money
464commensurate to the PC’s social status. It could also be a job, or even some
465minor office. It will NOT be a knighthood, a large keep, marriage to his
466daughter, or anything like that, of course.
467
468**9. Spared by the Sun:** The PC was actually sentenced to death at some point,
469for a crime they did or did not commit. Whether they were truly guilty or not is
470for the player to decide, but what matters is that the execution was in some way
471botched, and it was the judgment of the lord in charge of the execution
472(possibly at the insistence of the gathered crowd) that it was the will of the
473Unconquered Sun that the PC’s life be spared. They were released, and now
474superstitious people of any class (more commonly the lower classes, but there
475are those of higher classes who are equally superstitious) will believe that the
476PC has some special rapport with the divine. Whoever ordered the PC’s execution
477may still be watching to see some new evidence of criminality or culpability.
478The PC’s great fortune grants them a +2 bonus to any “save or die†saving throw
479scenario.
480
481**10. Wildling:** The PC, even if not of barbarian stock, spent the formative
482part of their childhood living in the wilderness. This could be for any number
483of reasons: their parents might have been outlaws, the child might have been
484kidnapped by welsh mountain barbarians, they might have been an orphan raised by
485a hermit, or have gotten lost in the woods and raised by some kindly forester
486before being restored to their family some years later. The PC will have, even
487years later, less training in proper manners and behavior, and possibly a lower
488level of overall education than their social class peers. But they will also
489have a +2 skill bonus to hunting and wilderness survival (in the terrain in
490which they were raised), and may also know local lore about a wilderness region
491(including the location of its ruins or other notable sites, and knowledge about
492dangerous monsters found therein).
493
4943d. Names
495---------
496
497In the implicit medieval setting (Dark Albion), naming conventions are fairly
498rigid; there are not a great variety of first names used in this time. Nor do
499all people have surnames as such. For the peasantry, it is common for characters
500to have a first name and to identify themselves further by the name of their
501father. Thus you might have “Thomas, son of Robertâ€. There is also a similar
502tendency to use one’s home village as a surname; so for example someone might be
503“Thomas of Tannworthâ€. Those in the trades may use their family trade as a
504surname (e.g. “Thomas Bakerâ€, “Richard Masonâ€, “Christopher Chandlerâ€). By this
505time, among the villain social class, it is possible that one might adopt this
506type of surname even without practicing the trade in question; someone might be
507“Thomas Baker†because their grandfather was a baker. Likewise, someone with
508special features that are not trade-related might have one of those for a last
509name; for example “Geoffrey Archer†(for one who is skilled in archery), or
510Robert Tallfellow. These too might be inherited from some impressive ancestor.
511The knightly and aristocratic classes make use of last names in the more modern
512sense.
513
514| Common Male Names (choose or roll 1d100) | | | |
515|-----------------------------------------------------------------------------------------|-------------|-------|-----------|
516| 1-2 | Adrian | 43-44 | James |
517| 3 | Alexander | 45-48 | John |
518| 4-6 | Allan | 49-50 | Joseph |
519| 7-8 | Andrew | 51-52 | Lawrence |
520| 9-11 | Anthony | 53-54 | Leonard |
521| 12 | Arthur | 55 | Luke |
522| 13 | Avery | 56-57 | Martin |
523| 14 | Benedict | 58-59 | Matthew |
524| 15-16 | Bernard | 60-61 | Michael |
525| 17-18 | Charles | 62-63 | Nathan |
526| 19-20 | Christopher | 64-65 | Nicholas |
527| 21 | Cuthbert | 66-67 | Peter |
528| 22 | Daniel | 68-70 | Ralph |
529| 23 | David | 71-75 | Richard |
530| 24-27 | Edward | 76-79 | Robert |
531| 28 | Edmund | 80-85 | Roger |
532| 29 | Francis | 86-87 | Roland |
533| 30-31 | Geoffrey | 88 | Samuel |
534| 32 | Gerard | 89-92 | Stephen |
535| 33-34 | Gregory | 93 | Tobias |
536| 35-38 | Henry | 94-97 | Thomas |
537| 39-40 | Hugh | 98 | Walter |
538| 41-42 | Humphrey | 99-00 | William |
539| Common Female Names (choose or roll 1d100) | | | |
540| 1-4 | Agnes | 49 | Helen |
541| 5-9 | Alice | 50-51 | Isabel |
542| 10 | Amy | 52-55 | Jane |
543| 11-14 | Anne | 56 | Janet |
544| 15 | Barbara | 57-60 | Joan |
545| 16-17 | Beatrice | 61 | Joyce |
546| 18-19 | Bridget | 62-65 | Lucy |
547| 20-24 | Catherine | 66-71 | Margaret |
548| 25-26 | Cecily | 72 | Margery |
549| 27 | Charity | 73-75 | Maud |
550| 28 | Constance | 76-77 | Mildred |
551| 29-30 | Dorothy | 78 | Millicent |
552| 31-32 | Edith | 79 | Mona |
553| 33-34 | Ellen | 80-82 | Rachel |
554| 35 | Elinore | 83-85 | Rebecca |
555| 36-41 | Elizabeth | 86-87 | Rose |
556| 42-43 | Emma | 88-90 | Sarah |
557| 44 | Florence | 91-93 | Susan |
558| 45-46 | Frances | 94-96 | Sybil |
559| 47 | Gillian | 97-08 | Ursula |
560| 48 | Grace | 99-00 | Winifred |
561| List of Typical Last Names for Upper Gentry and Knightly Class (roll 1d100 and choose): | | | |
562| 01-04: Ackworth, Alban, Aldebourne, Ashton, Ayleward | | | |
563| 05-08: Baldwin, Ballard, Bedbury, Bradshaw, Brokehill | | | |
564| 09-12: Camden, Canynge, Castledown, Crowley, Culpepper | | | |
565| 13-16: Dancey, Delamore, Doddle, Duncomb, Dynham | | | |
566| 17-20: Edgworth, Eliot, Elbridge, Eastbury, Etchingham | | | |
567| 21-24: Farington, Fitzgeoffrey, Fogge, Freewell, Froggenhell | | | |
568| 25-28: Gainsforde, Gavill, Godfrey, Gray, Grofhurste | | | |
569| 29-32: Hackman, Hautreeve, Henshaw, Holbrooke, Hugefort | | | |
570| 33-36: Jackman, Jackson, Jendry, Jetterforde, Jotfield | | | |
571| 37-40: Kidwell, Killingsworth, Kirkeby, Knighton, Kyriel | | | |
572| 41-44: Langstonne, Leighnard, Lovel, Lombard, Lyfield | | | |
573| 45-48: Marsham, Metcalffe, Morecotte, Morley, Mullens | | | |
574| 49-52: Nashe, Neale, Nevison, Northe, Northwood, Nyselle | | | |
575| 53-56: Obsonne, Oke, Oliver, Osbourne, Oxenbridge | | | |
576| 57-60: Payne, Penhallion, Perivale, Plimswoode, Prowde | | | |
577| 61-64: Quentin, Ratcliffe, Rainesforde, Redman, Riseley | | | |
578| 65-68: Rolstone, Rowdonne, Rufford, Rugswaine, Ryalle | | | |
579| 69-72: Saintjohn, Sandburne, Scarcliff, Scolfield, Sheffield | | | |
580| 73-76: Sinclaire, Sleaforde, Stockton, Strackley, Sweetcock | | | |
581| 77-80: Tabard, Tedcastle, Thorne, Throckmorton, Tiploft | | | |
582| 81-84: Torrington, Tregonwelle, Trevet, Trumpington, Tyrel | | | |
583| 85-88: Underhill, Upton, Urswick, Vaughn, Vernon | | | |
584| 89-92: Waldgrave, Walden, Wardworth, Westbrooke, Wilkin | | | |
585| 93-96: Withinhall, Wolfden, Wolton, Woodbryge, Wrecke | | | |
586| 97-00: Wyarde, Wyghthamme, Wylde, Yaxley, Younge | | | |
587
588### SCOTS NAMES
589
590In Scots Land, the common folk tend to have only one given name. Chiefs,
591however, have last names, and commoners who are sworn to that chief may use his
592last name to indicate membership of his clan. Many Scots Men names are similar
593to Anglish names, primarily due to a borrowing of some of these names from the
594Anglish after the invasions of Edward Longshanks. Female Scots names tend to be
595less similar because there was not as much interaction.
596
597| Common, Scot Male Names (choose or roll 1d20) | | | |
598|-------------------------------------------------|--------------|-----------|----------|
599| 1 | Adam | 2 | Alex |
600| 3 | Andrew | 4 | Connor |
601| 5 | David | 6 | Donald |
602| 7 | Duncan | 8 | George |
603| 9 | Gilbert | 10 | James |
604| 11 | Malcolm | 12 | Martin |
605| 13 | Norman | 14 | Oliver |
606| 15 | Patrick | 16 | Tom |
607| 17 | Rob / Robert | 18 | Ronald |
608| 19 | Walter | 20 | William |
609| Common, Scot Female Names (choose or roll 1d20) | | | |
610| 1 | Agnes | 2 | Alison |
611| 3 | Annabelle | 4 | Beatrix |
612| 5 | Beggy | 6 | Cammy |
613| 7 | Edaine | 8 | Effy |
614| 9 | Ellen | 10 | Forsy |
615| 11 | Gillis | 12 | Isobel |
616| 13 | Jonet | 14 | Katty |
617| 15 | Mabel | 16 | Marianne |
618| 17 | Marjory | 18 | Maude |
619| 19 | Mavis | 20 | Syffy |
620| Scots Last Names used by chiefs | | | |
621| Baille | Bruce | Cockburne | |
622| MacBeth | MacDonald | MacEwan | |
623| MacCall | Macdobhnie | MacGill | |
624| MacGregor | MacLauder | MacKenzie | |
625| MacNiall | MacPherson | Tomson | |
626
627### WELSH AND CYMRI NAMES
628
629Many of the Welsh men outside of the mountainous regions are largely integrated
630to Anglish society at this point, and give their children anglish names. At this
631time, the fashion of taking the name of your father as surname (with an “apâ€,
632meaning ‘son of’, e.g., “William ap Hugheâ€; or “verch†meaning ‘daughter of’,
633e.g., “Mevanwy verch Peeterâ€) is starting to fall out of fashion among the upper
634classes in favor of developing more stable surnames. However, this is still
635common practice among the peasantry, in the mountain barbarian tribes, and among
636Cymri travelers.
637
638| Common, Welsh Male Names (choose or roll 1d20) | | | |
639|--------------------------------------------------|-------------------|----|-------------------|
640| 1 | Edward / Eynon | 2 | George / Gwillin |
641| 3 | Gryffyth | 4 | Gwallter / Gwynn |
642| 5 | Henry / Harry | 6 | Hoell / Hughe |
643| 7 | Ieuan | 8 | Jenkin |
644| 9 | Lewes / Llewelyn | 10 | Lloyd |
645| 11 | Matt | 12 | Moris / Morgan |
646| 13 | Owain | 14 | Peeter |
647| 15 | Rees / Reynold | 16 | Richard / Rowland |
648| 17 | Rydderch | 18 | Sean |
649| 19 | Thomas | 20 | Watkyn / Wynn |
650| Common, Welsh Female Names (choose or roll 1d20) | | | |
651| 1 | Annes | 2 | Duthgy |
652| 3 | Elizabeth / Elyn | 4 | Florence |
653| 5 | Gwen | 6 | Gwenywyvar |
654| 7 | Gwladyse | 8 | Jenet |
655| 9 | Juliana / Judithe | 10 | Katherine |
656| 11 | Lowry | 12 | Lleyke |
657| 13 | Margery | 14 | Mathilde |
658| 15 | Mevanwy | 16 | Morvyth |
659| 17 | Rose | 18 | Sysylye |
660| 19 | Susan | 20 | Tacy |
661
6624. Selecting Class
663------------------
664
665Players should select their character’s class (see p.14). However, each class
666has minimum ability scores requirements:
667
668- To play a Cleric, PCs must have a WIS score of 9+
669
670- To play a Fighter, they must have STR 9+
671
672- To play a Magister, they must have INT 9+
673
674- To play a Thief, they must have DEX 9+
675
676- To play a Scots’ Man, they must have CON 9+
677
678- To play a Cymri, they must have CHA 9+
679
680Note that by default, a PC will begin play as a 0-level character in that class.
681This means he will not yet have most of the special abilities of that class,
682which are only gained at level 1. The character is presumed to be young (or to
683have started his career late in life) and is in essence nearing the end of his
684period of ‘apprenticeship’ in that class.
685
6865. Generating 0-level Statistics
687--------------------------------
688
689With very rare exceptions, every character begins as a level 0 character:
690
691- Starting Hit-points: 0-level characters begin the game with 1d6 hit points,
692 modified by CON (Scots Men get a further +1).
693
694- Languages: Characters begin speaking Anglish (Cymri also speak old Cymric if
695 they have INT 9+; Scots only speak Scot, which generally sounds vaguely
696 similar to Anglish).
697
698 Characters speak one extra language for every +1 to their INT modifier.
699 Suggested starting languages for the Dark Albion setting would be Arcadian
700 (which should be a first choice for Clerics, Magisters, Nobles, or
701 merchant-class villains), Burgundian, Frankish, Germanic, Polish, Northman,
702 Iberian, or Turk. Less common languages would be Hun, Wallachian, Achaean,
703 Bulgar, Khemeti or Berber. Much less common (but potentially viable for
704 Cymri, Magisters or Clerics) would be ancient or alien languages like
705 Frogman, Elvish, Goblin, or Draconic.
706
707- Combat bonuses: At level 0, PCs do not begin with any base combat bonus to
708 hit opponents. Their melee attacks are only modified by STR; while ranged
709 missile attacks are only modified by DEX.
710
711- Saving Throws: 0-level characters start with a Base Save DC of 16, minus the
712 value of their CHA modifier (to reflect whether or not the Unconquered Sun
713 likes you). Thus, a character with a +1 CHA modifier has a base Save DC15,
714 while an unlucky character with a –2 CHA modifier starts with a Base Save
715 DC18.
716
717Cymri characters reduce their Base Save DC by 1. So a starting 0-level Cymri
718with no CHA modifier would have a Base Save DC15.
719
720This is the number characters must equal or surpass in order to succeed in a
721saving throw. It is rolled with a D20 and usually modified by an ability score
722modifier (see the entry on «Saving Throws» for more details).
723
7246. Other Character Details (Alignment, Age, Appearance, Sex, Family)
725--------------------------------------------------------------------
726
727### 6a. Alignment
728
729There are three alignments: Law, Neutrality and Chaos. Players choose their PC’s
730alignment, but there are some restrictions: Cleric PCs must be Law-aligned.
731Magister and Cymri PCs cannot be Law-aligned (except by some kind of magical
732intervention).
733
734- Lawful characters believe in civilization, in law and order, justice, and
735 the religion and religious hierarchy of Law (in Dark Albion, the Church of
736 the Unconquered Sun). Some Lawful characters will be kind, caring, merciful
737 and generous; others will be self-serving, cruel, violent, sadistic, or
738 greedy (but none of these without respecting the fundamental rules of
739 society or betraying the religion of law).
740
741- Chaotic characters believe strongly in freedom, personal choice, do not
742 place any great inherent value on authority; they may believe in the
743 Unconquered Sun but will not necessarily unquestioningly accept the
744 authority of church officials. Again, some Chaos-aligned characters will be
745 kind and caring for others, others will be cruel or wicked. Some
746 Chaosaligned characters will be drawn to the service of Chaos beings or
747 Chaos-cults.
748
749- Neutral characters are not strongly inclined in either direction. The vast
750 majority of common humans are Neutral.
751
752### 6b. Age and Appearance
753
7540-level characters would be assumed to be starting out in life, and relatively
755young. In medieval terms, they would be nearing the end of a period of
756apprenticeship in their chosen class. Thus, most 0-level characters would be
757somewhere between 16 and 22 years of age. Thieves and Cymri could start out in
758the younger end of that spectrum, while Magisters and Clerics (both of whom
759require years of study, in the case of Clerics since being taken in by the
760Clerical Order as children) would likely be on the higher end. It is possible
761for characters to start out older than this, if the player wishes. Such a
762character would either have had serious delays in his studies, or have started
763his new path in life later than most.
764
765It is up to the player to select their age, and their general appearance as
766well. In the medieval period most people were not very tall, and because of diet
767this height varied according to social class. Average male height was around
7685’8’’, but most peasants would be a couple of inches shorter (and poor city-born
769folk shorter still), while healthy members of the nobility would likely be a
770couple of inches taller. But these are just statistical averages; consider that
771King Edward of York was close to 6’5’’! Any possible human height, from midgets
772to basketball-player-size could be possible for a PC, but characters who are
773very tall or very short compared to the average will stand out and will generate
774reactions (and find things like disguise harder to achieve).
775
776In the Albion setting, the native population is Caucasian, and any non-Caucasian
777would be an extreme rarity (though not completely unheard of). Anglish, Cymri
778and Scots Men are all fair-skinned, but people from the southern part of the
779Continent tend to be slightly darker skinned. All natural hair colors and eye
780colors are present in the population. The Cymri and anglicized Welsh tend toward
781red-hair, as do some Scots, while this hair color is much less common among the
782Anglish.
783
784### 6c. Sex
785
786Characters should be able to play either sex; however, in a fully
787medieval-authentic style of game female characters would encounter a great deal
788of obstacles to play. It is recommended that the differences between the sexes
789not be completely ignored, but that certain leeway be permitted to make female
790characters more easily playable.
791
792In the default Albion setting, women adventurers are far less common than male
793adventurers. But they are not unheard of. There are women thieves of all social
794classes. Women can sometimes be fighters, in particular among the lower classes,
795where sometimes girls are raised in mercenary bands and show an aptitude for
796combat (rather than cooking, cleaning or camp-following). Likewise, there are
797women warriors among the Scots Men, and a woman who can brawl is treated with
798the same respect as a male Scots Man would be. The Cymri treat their women with
799more deference than Anglish culture does, and Cymri women sometimes have a
800greater aptitude toward magic. The Clerical order is particularly egalitarian,
801because Clerics are chosen by the Unconquered Sun (as manifested by a
802spontaneous miraculous event during childhood); male and female Clerics are
803generally not treated with any distinctions, although because of the integration
804of the Clerical Order to the rest of the Church (where women are excluded from
805the priesthood), female clerics rarely end up as Commanders of the order.
806
807The Magister class is a special case, however. The Collegiums of magic do not
808accept women students. Thus, any female «magister» would have been taught
809outside of that system, would not have the title of ‘magister’, and would in
810essence be thought of as a ‘witch’ by general society. Among the lower classes,
811these female magic-users are sometimes respected (although they could be accused
812of chaos sorcery by anyone who has a grudge against them); while women of the
813nobility who have learned magic generally need to keep this fact a guarded
814secret.
815
816### 6d. Family
817
818In many games it is not necessary to really worry about determining the PCs’
819family, but family may be important to some campaigns. The nature of the PCs’
820family can simply be determined by the GM, but if the GM wishes, a PC could have
821their family generated at random.
822
823High nobles should likely come out of a family of standing and already present
824as NPCs in the campaign, in which case this method should not be used for them.
825For every other class, the GM can roll first to see if their parents are still
826alive: each parent is alive on 1-3 on a d6.
827
828To determine siblings, roll 1d12 –1: these are the number of siblings the PC
829had. Subtract 1d8 from this number to determine how many are still still alive;
830if the number rolled on the d8 is higher than the initial number, this means the
831PC was an only child.
832
833Based on the number of surviving children, the player should roll a die to
834determine the PC’s birth order randomly; for example, if 5 children survived,
835the player could roll a d6 to determine whether he was 1st, 2nd, 3rd, 4th, 5th,
836or 6th born of the surviving children. Note, however, that a PC from higher
837nobility probably should not be allowed to start play as the oldest male heir.
838
839The player should also roll for each surviving child to determine if they were a
840boy or a girl (50% chance either way).
841
842If the PC is the oldest male child, particularly if the father is already
843deceased, it would be assumed that normally he would be in charge of the family
844and would be expected to provide for them. If the GM does not wish a PC’s family
845to be so involved in the game, he should either adjust the result so that there
846is an older male sibling, a living father (or step-father) or uncle who is
847taking care of the family; or otherwise, contrive with the PC as to a reason why
848the PC either fled from or was rejected from his duty/inheritance.
849
8507. Wealth and Equipment
851-----------------------
852
853Initial wealth for characters will vary wildly depending on social class. It can
854be assumed that characters who are of the lower social classes have a starting
855wealth that represents the entirety of their life savings; characters of a
856higher social class can be assumed to have extended families that have their own
857resources, and if the characters have a good relationship to their families they
858may be able to appeal to them for financial assistance.
859
860| Social Class | Starting purse |
861|------------------|----------------|
862| Ex-slave / Serf | 1d6 x 10p |
863| Peasant | 3d6 x 10p |
864| Villain | 5d6 x 10p |
865| Knightly class | 2d6 x 10sh |
866| Lordly class | 4d6 x 10sh |
867| High Aristocracy | 4d6L |
868
869Note: All Clerics, regardless of actual social class at birth, begin the game
870equipped as though they were of the knightly class (and also begin the game with
871a solar disk), but usually without any coin at all (as any purse needed will
872usually be given to the cleric at the discretion of their superiors in the
873order). Any barbarian character (Scots Man, for example) will usually begin the
874game equipped as a peasant, while a Cymri traveler will begin the game equipped
875like a villain.
876
877### ADDITIONAL EQUIPMENT:
878
879- ALL characters begin the game with a dagger.
880
881- Any character of peasant or villain class will begin the game with a spear;
882 if they so desire they may also begin the game with a staff or a club.
883
884- Peasants begin the game with ‘padded jack’ armor, while villains can choose
885 either ‘padded jack’ or ‘jack splint’. Any peasant or villain who has at
886 least 140p to their name will begin the game with brigandine or ‘chain
887 hauberk’ armor instead, if they wish to.
888
889- A peasant or villain with at least 200p to their name will also begin the
890 game with their choice of a short or long bow and 25 arrows, if they wish
891 it.
892
893- Any character of the knightly class will, if they are a fighter, cleric, or
894 thief, already begin the campaign with either Brigandine or Chain Hauberk
895 (with a shirt in their family colors), a shield, and a sword of basic
896 quality; as well as a riding horse. They can choose to ‘trade up’ their
897 armor to ‘hauberk and plate’ or full plate if they can afford to do so, at a
898 cost of 4L discounted from their purse. They can also sell off any of their
899 starting items for one-half the listed market price in cash.
900
901- Any character of the lordly class or aristocracy will begin with a sword and
902 a riding horse. If the character is a fighter or cleric, they will begin the
903 campaign with ‘hauberk and plate’ (with their colors) and a shield. If they
904 can afford it, they could ‘trade up’ their armor for full plate, at a cost
905 of 8L discounted from their purse. In theory, they could sell any of their
906 items for half the listed market price, but this would be quite a socially
907 embarrassing scandal for the character’s family if it came to light that he
908 was selling off the family heirlooms.
909
910For the full list of equipment and their description, see the «Equipment»
911section p.61.
912
913Skill checks
914============
915
916In this game, you will not find a single defined list of skills. All skills
917(including actions based on bonuses granted by class background or race) are
918checked by rolling a d20 and adding an ability score bonus and the skill bonus,
919if applicable. The base difficulty check number that must be equaled or
920surpassed for success varies according to the difficulty of the task. The
921following can be used for guidelines when no specific difficulty challenge (DC)
922is indicated:
923
924- For simple activities with relatively unlimited time the DC is 10.
925
926- For tasks that are challenging or have to be done within a time limit, the
927 DC is 15.
928
929- For exceptionally difficult challenges, the DC is 20.
930
931Some skill checks might depend on opposed rolls, when two characters are at odds
932with each other, for example sneaking vs. perception. In such cases, both
933characters roll and add their bonuses, with the higher result succeeding.
934
935Note that at the GM’s discretion, most background skill checks can be attempted
936by characters who have no actual skill bonus in the skill; if it would make
937sense that such “untrained†efforts could be attempted. Characters making
938unopposed skill checks can choose to “take a 10†(simply assuming they rolled a
93910) instead of rolling the die, IF they have at least a +1 bonus from training
940in the relevant skill; characters attempting a check “untrained†must always
941roll the die.
942
943If multiple characters are attempting to perform a single task, the skill check
944is only rolled by the character with the highest skill bonus; for each other
945character who has at least a +1 bonus (be it from the relevant skill or from an
946ability score or miscellaneous bonus) and is aiding the main character, the
947character checking the skill gets an additional +1 bonus. The GM decides just
948how many characters can theoretically “help†in any given situation, it’s
949possible that ‘too many cooks spoil the broth’.
950
951Character Classes
952=================
953
954Each class has a starting hit point value (granted in addition to 0-level HP,
955plus additional hit points thereafter); a starting combat bonus (bonus to-hit),
956and starting saving throw bonuses. After that, at each level including level 1,
957characters roll on the benefits table. They can roll twice randomly, or choose
958one single result non-randomly.
959
960Bonuses to skills, attacks with specific weapons, or prayer or magic checks,
961etc., can all be applied to the same skill/weapon/spell more than once if rolled
962multiple times, unless explicitly prohibited in the description.
963
964Note that any class can use any weapon or armor. However, Magisters and Cyrmri
965have certain restrictions to prayer checks based on armor used, and armor is
966more effective for some classes than others to reflect training (see the
967equipment chapter, p.61 for more information). Some weapons being used by people
968of certain classes (obvious peasants using swords, for example, nobles fighting
969with clubs, or a magister with a pole-arm) will be seen a highly unusual or
970socially inappropriate, and could have social consequences on the wielder’s
971reputation. Also note that in cities, it is illegal to carry most weapons (other
972than knives/daggers; clerics and those of knightly social class and higher can
973also carry swords), and wearing armor in cities outside time of war without good
974reason will probably get you arrested.
975
9761. Clerics
977----------
978
979Clerics are the holy defenders of the Unconquered Sun (or of the campaign
980world’s monotheistic faith). They are not part of the clergy, but the members of
981their own militant and religious order.
982
983- Requirements: WIS 9+; Law aligned.
984
985- Hit-Points: 1d8 (modified by CON) at level 1, +1 each level thereafter (not
986 modified).
987
988- Combat Bonus: +1
989
990- Saving Throw Bonuses: +2 vs. magic (any)
991
992- Special: Clerics start with one (random) miraculous power. See the section
993 on clerical powers p.21 for a full description. Clerics are literate.
994
995| Miraculous Powers (roll 1d8) | |
996|------------------------------|-----------------------|
997| 1. Blessing | 2. Divine Inspiration |
998| 3. Holy Light | 4. Holy Weapon |
999| 5. Laying Hands | 6. Sanctuary |
1000| 7. Turn Undead | 8. Visions |
1001
1002Note: a Cleric who has acquired all 8 basic miraculous powers will also be
1003capable of directly appealing to the divine for assistance in the form of Divine
1004Intervention. See the clerical magic section in the following chapter for more
1005information.
1006
1007| roll 1d10 | Cleric Benefits Table |
1008|-----------|----------------------------------------------------------------------------------------------|
1009| 1-2 | \+1d6 hit points, modified by CON |
1010| 3 | Reduce Saving Throw DC by 1 |
1011| 4-5 | Roll to gain a new miraculous power, OR a +1 to the prayer check for any one power |
1012| 6 | \+1 to a prayer check for a single power |
1013| 7 | \+1 to theology skill, OR +1 to demonology skill, OR gain one new language. |
1014| 8-9 | \+1 combat bonus with one type of weapon (e.g., long sword). |
1015| 10 | \+2 saving throws versus magic, OR +1 to any other type of save (area-effects, poison, etc). |
1016
1017### 2. Fighters
1018
1019Fighters are the most common of class in this troubled age of violence. They may
1020be knights clad in plate armor and riding great mounts, as they could be simple
1021soldiers, or just peasants used to defending their homes with a bow and spear.
1022
1023- Requirements: STR 9+
1024
1025- Hit-Points: 1d10 (modified by CON) at level 1, +2 per level thereafter (not
1026 modified).
1027
1028- Combat Bonus: +2
1029
1030- Saving Throw Bonuses: 0
1031
1032- Special: When fighting multiple opponents of 1 level/HD, Fighters can attack
1033 a number of opponents equal to their level (to the maximum of the number of
1034 opponents available within 10’ of him) each round. If one or more opponents
1035 in the area are of higher level/HD, the fighter must choose to either use
1036 his special ability and not attack the higher-level opponents, or attack
1037 normally without the special ability.
1038 Fighters add half their level (rounded up) to all melee and ranged damage.
1039
1040| roll 1d12 | Fighter Benefits Table |
1041|-----------|----------------------------------------------------------------------------------------------------------------------|
1042| 1-2 | \+1d8 hit points, modified by CON |
1043| 3 | Reduce Saving Throw DC by 1 |
1044| 4-5 | \+1 combat bonus (all) |
1045| 6 | \+1 combat bonus with one type of weapon. |
1046| 7 | Horsemanship: +1 to maneuvers on horseback. |
1047| 8 | \+1 to parrying with a shield when fighting defensively (partial or total defense). |
1048| 9-10 | \+1 initiative |
1049| 11 | \+2 to one type of saving throw (choose from poison, area-effects, magic, etc.). |
1050| 12 | \+1 extra attack with one type of weapon (must be used for melee or missile attacks, not movement or other actions). |
1051
1052### 3. Magisters
1053
1054Magisters are scholars versed in arcane knowledge, who learned their trade and
1055sorcerous abilities at the academies of Cambridge and Oxford. They generally
1056study and record their precious secrets in dangerous grimoires of occult lore.
1057
1058- Requirements: INT 9+
1059
1060- Hit-Points: +1d4 hit points, modified by CON. +1 hit point per level
1061 thereafter (not modified).
1062
1063- Combat Bonus: 0
1064
1065- Saving Throw Bonuses: +1 vs. magic (any)
1066
1067- Special: Magisters start with the Languages lore. All magisters also begin
1068 the game with an understanding of how Summoning works and get to add their
1069 level to Summoning checks (non-magisters can attempt to summon as well, but
1070 only add their INT modifier).
1071
1072| roll 1d10 | Magister Benefits Table |
1073|-----------|----------------------------------------------------------------------------------|
1074| 1 | \+1d4 hit points, modified by CON |
1075| 2 | Reduce Saving Throw DC by 1 |
1076| 3-5 | Roll 1 new Magical skill |
1077| 6-8 | Roll 1 new Lore, OR +1 bonus to an existing Lore |
1078| 9 | \+2 to one type of saving throw (choose from poison, area-effects, magic, etc.). |
1079| 10 | \+1 bonus to magic check with one favored magical skill or for Summoning checks. |
1080
1081### LORES
1082
1083Lores are skills based on knowledge and study of various fields of learned
1084studies. Depending on how they are being used, using a Lore may require research
1085time (at the GM’s discretion) if the subject is obscure and not likely to be
1086something the magister has previously encountered in his study. If it is
1087something that he might have reasonably already acquired knowledge of, a Lore
1088check can be performed on the spot by rolling a D20 plus his INT modifier. Lore
1089skills begin with a +1 bonus but as the magister rises in level he may choose to
1090add further +1 bonuses to his lore skill for these checks, rather than rolling
1091to obtain a new lore.
1092
1093#### Standard Lores (1d10):
1094
10951. Alchemy, «Puffery»: ‘Puffery’ is the term for the lesser, lab-based alchemy
1096 that is not as such magical, as it involves no invocation of spiritual
1097 powers. This is the alchemy used to create alchemical concoctions like
1098 alkhalest, asbestos, fool’s gold, etc. Basic rolls on DC10 can be done to
1099 recognize standard alchemical notes or other common concoctions or
1100 materials, DC15 checks are required to create alchemical concoctions
1101 correctly, and these are also often penalized by preparation modifiers based
1102 on the difficulty of the substance. Preparation always requires a
1103 fully-equipped lab, which costs 50L to construct. Superior lab equipment
1104 (150L or more), or assistants can modify the bonus for creating alchemical
1105 materials by +1. See the section on non-magical alchemy in the equipment
1106 chapter below for more information.
1107
11082. Astronomy, Cartography & Navigation: This Lore trains one in the study of
1109 the stars’ course through the heavens, map-reading and making, and charting
1110 courses for travel. Checks between DC10 and DC20 can be used to determine
1111 locations, directions, to make maps, to plot routes, or to tell time.
1112
11133. Court Politics/Etiquette: Magisters are frequently taken as advisers by
1114 nobles, and are often expected to advise on more than matters of sorcery.
1115 They can often rise to positions of authority in the court as secretaries,
1116 castellans, etc. This lore allows one to know correct protocols, be up to
1117 date with current political situations within the court and in the kingdom
1118 as a whole, and to know who to talk to in order to get things done.
1119
11204. Apothecary: This lore allows the magister to use herbs and ingredients from
1121 animals or even minerals in order to create common (non-magical) cures or
1122 poisons. Standard rolls are done on DC10 to identify unlabeled medicines or
1123 poisons, DC 15 to correctly prepare medicine or poisons from raw materials,
1124 with preparation modifiers based on difficulty of the recipe. Most medicines
1125 and poisons require an apothecary’s workshop to prepare (cost:5L; an
1126 alchemist’s lab already includes all the tools needed as well), and time
1127 (usually at least a day). See the section on herbalism, in the equipment
1128 chapter below, for more information.
1129
11305. History: This lore covers knowledge of recent and ancient history. If the GM
1131 judges a magister has a chance of knowing some historical detail, then a
1132 roll should be made, unless the detail is both extremely well-known and
1133 local to the kingdom, in which case the Magister automatically knows it.
1134 Otherwise, check DC10 for any fact that is local to the kingdom or non-local
1135 but common; or DC15 for any fact that is local and very obscure, or
1136 non-local and uncommon, or DC20 for a non-local and very obscure fact. If a
1137 Magister has no knowledge of the subject, he can also engage in research if
1138 he has access to a library that might have books with the relevant facts; a
1139 DC10 check will allow him to find the details, but only they are indeed
1140 available at the library in question.
1141
11426. Law (religious or secular): There are separate rules for the canon law of
1143 the church, and the laws of the land. Canon law is the same in every land,
1144 while crown laws are obviously different from one kingdom to another. Each
1145 time this lore is taken, the Magister can take either religious law, or a
1146 secular law from one kingdom, or add a +1 bonus to one of the law codes
1147 they’re already familiar with. Checks, usually DC10 or DC15, can be made in
1148 this lore to recall some obscure detail about a code of law, or to grant a
1149 reaction bonus if the Magister is acting as a lawyer in a court trial.
1150
11517. Medicine: This is the lore that allows for the treatment of illness and
1152 injury. A Magister can use this lore to identify some disease or ailment
1153 (DC10 or 15, depending on complexity of the case), and can attempt to
1154 provide treatment, knowing which herbal cures might be of help, if any are.
1155 Diagnosis can also determine if an injury or ailment is natural or magical
1156 in nature. Anyone injured (with HP damage) who is being cared for by someone
1157 with the medicine lore will heal double their normal healing rate, on each
1158 day that the Magister succeeds in a DC10 lore check. This doubling is in
1159 total (excepting magical healing), and thus also includes the benefit from
1160 using certain herbs like all-heal.
1161
11628. Natural Philosophy: This is the catch-all lore covering the knowledge of
1163 ‘medieval’ sciences. This includes mathematics, geometry, as much of physics
1164 as was known by pre-newtonian sciences, and basic biology. Someone with this
1165 lore could use it in checks to try to solve puzzles, identify uncommon
1166 creatures, or use basic knowledge of things like chemistry or optics to
1167 create clever illusions/tricks that may seem ‘magical’ to less educated
1168 minds.
1169
11709. Occultism: This lore covers all knowledge of magical subjects. It includes
1171 knowledge about different forms of magic, the history of magic, identifying
1172 monsters or magical objects (if these can be identified by appearance or
1173 history), recognizing details about ancient ‘gods’ or demons or other
1174 spirits, identifying magical effects, etc. Checks will vary in difficulty
1175 based on the obscurity of the subject matter. Occultism allows the magister
1176 to attempt to determine if a person or object is under a magical effect; the
1177 difficulty for determining this is DC10 if the effect is visible/notable,
1178 DC15 if it has no visible signs. If he succeeds the respective DC by 5 or
1179 more points, he can usually identify the general effects of the magic in
1180 question.
1181
118210. Languages: This is a special kind of Lore skill; obtaining it for the first
1183 time (a +1 lore) will allow the magister to be able to engage in a very
1184 basic sort of ‘tourist’ level of communication and to decipher extremely
1185 simple words from any language related in some way to the languages his
1186 character already knows. Every subsequent time this Lore is taken, the
1187 Magister obtains full fluency and literacy in one additional language of his
1188 choice (limited only by those languages the GM feels he could reasonably
1189 stand a chance of having learned).
1190
1191#### MAGICAL SKILLS
1192
1193See the section on Magister magic in the following chapter for full descriptions
1194of the various skills.
1195
1196| Magical Skills (roll 1d6) | |
1197|---------------------------|-----------------|
1198| 1. Astrology | 2. Cures |
1199| 3. Banishing | 4. Battle magic |
1200| 5. Astrological talismans | 6. True alchemy |
1201
12024. Thieves
1203----------
1204
1205Thieves, as a class, are all manners of people who steal from others discreetly
1206rather than through the force of arms. They are rare among nobles and come
1207generally from the lower social classes. In rural areas they would probably
1208begin their career as poachers and the like.
1209
1210- Requirements: DEX 9+
1211
1212- Hit-Points: +1d4 hit points, modified by CON, at 1st level. +1 hit point per
1213 level thereafter (not modified).
1214
1215- Combat Bonus: +1
1216
1217- Saving Throw: Reduce base Saving Throw DC by 1.
1218
1219- Special: Thieves begin with a +1 bonus to all of the following “thief
1220 skillsâ€: pick pockets, open locks, find and remove traps, Sneak, Listen, and
1221 Climb.
1222 Thieves get a +4 bonus to hit in surprise attacks, rather than +2. On a
1223 successful hit, it is a backstab: they do double damage.
1224
1225| roll 1d12 | Thief Benefits Table |
1226|-----------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
1227| 1 | \+1d6 hit points (modified by CON) |
1228| 2 | Reduce Saving Throw DC by 1 |
1229| 3-4 | \+1 bonus to any 2 basic thief skills |
1230| 5 | \+2 bonus to skill in Urban lore (surviving on / knowledge of the streets), OR wilderness lore (bandit life), OR Court lore (in noble courts); OR +1 language. |
1231| 6 | \+2 bonus to skill in appraising goods, OR forging documents, OR disguise. |
1232| 7 | \+2 bonus in artifact lore (knowledge of unusual objects, historical or magical). |
1233| 8 | \+1 combat bonus in one type of weapon (e.g. long sword). |
1234| 9 | \+2 saving throws bonus versus one type of saves (poison, area effects, magic, etc.). |
1235| 10 | \+1 bonus to hit when doing a surprise attack. |
1236| 11 | \+2 to backstab damage (applied to total, not multiplied). |
1237| 12 | \+1 to multiplier of backstab damage (i.e. “double damage†becomes “triple damageâ€, “triple damage†becomes quadruple damage, etc.). The maximum is quintuple damage. OR gain +1d6 hit point (modified by CON). |
1238
12395. Cymri
1240--------
1241
1242The Cymri are of the same ethnic stock as the Welsh, but use the old name for
1243their people («Cymri» meaning ‘the folk’). They are not barbarians, but rather
1244those people who refused to accept Anglish rule, or turn to the worship of the
1245Unconquered Sun. They travel around the lands in caravans, though some Cymri for
1246various reasons end up living in cities or striking out on their own. They are
1247highly distrusted by ordinary society, because they wear bright clothing, are
1248said to be sexual libertines, they worship no gods and because many of them are
1249known to have skill in magic and a sixth sense (a trait they say descends from a
1250hint of elven blood). But at the same time, many Cymri are valued for their
1251variety of skills. Cymri are jacks-of-all-trade, having some knowledge of
1252thieving skills, some ability in combat, and some ability with magic.
1253
1254- Requirements: CHA 9+
1255
1256- Hit-Points: +1d6, modified by CON, at 1st level. +1 per level after (not
1257 modified).
1258
1259- Combat Bonus: +1
1260
1261- Saving Throw: Reduce base Saving Throw DC by 1.
1262
1263- Special: Cymri have a +2 to checks involving noticing things (including
1264 hidden doors, ambushes, etc) due to their “sixth senseâ€.
1265 Cymri begin with the knowledge of summoning, and can add their level to
1266 summoning checks just like Magisters do.
1267
1268| roll 1d12 | Cymri Benefits Table |
1269|-----------|----------------------------------------------------------------------------------------------------------------------------------|
1270| 1-2 | \+1d6 hit points, modified by CON |
1271| 3-4 | Reduce Saving Throw DC by 1 |
1272| 5-6 | Roll 1 new magical skill |
1273| 7-8 | \+1 combat bonus with one specific weapon type (e.g., long sword). |
1274| 9 | \+2 bonus to any thief skill (see thief skills, above), OR to any Magister’s lore (see Magister’s Lores, above), OR +1 language. |
1275| 10 | \+2 bonus to any thief skill (see above) OR to any Lore OR 1 new magical skill. |
1276| 11 | \+1 to spellcasting check with one favored magical skill. |
1277| 12 | Choose any one of results 1-10, above. |
1278
12796. Scots Men
1280------------
1281
1282Scots Men are northern barbarians. Their harsh environment has made them
1283brutally tough, and they are also competent fighters, though lacking some of the
1284finesse of fighter-class warriors who have been trained through more civilized
1285techniques.
1286
1287- Requirements: CON 9+
1288
1289- Hit-Points: +1d12, modified by CON, at first level. +2 per level thereafter
1290 (not modified).
1291
1292- Combat Bonus: +1
1293
1294- Saving Throw Bonuses: Reduce base Saving Throw DC by 1, plus a +2 bonus to
1295 save versus poisons.
1296
1297- Special: Scots Men begin with a +2 skill in Wilderness Lore (forest and
1298 mountains). Scots Men have a berserker attack; they can subtract 2 points of
1299 AC for the next round to get a +1 bonus to either attack OR damage if they
1300 hit (not both). This attack cannot be combined with defensive combat
1301 (parrying).
1302
1303| roll 1d10 | Scot-Man Benefits Table |
1304|-----------|----------------------------------------------------------------------------------------------------------|
1305| 1-3 | \+1d12 hit points, modified by CON |
1306| 4 | Reduce base Saving Throw DC by 1 |
1307| 5 | \+1 to wilderness lore skill |
1308| 6 | \+1 to combat bonus with one type of weapon (e.g. long sword, battle axe, 2-handed sword). |
1309| 7 | \+1 bonus to-hit when charging (on foot). |
1310| 8 | \+2 to saving throw versus poison, OR +1 to any other saving throw category (magic, area effects, etc.). |
1311| 9 | \+1 to berserker attack (i.e., can subtract another –1 from AC to add to hit or damage). |
1312| 10 | \+2 bonus to damage with one type of melee weapon (e.g., long sword, battle axe, etc). |
1313
1314Miracles & Magic
1315================
1316
1317Every time a Cleric, Magister or Cymri wishes to perform their magic (i.e.: cast
1318a selected spell) they must roll a D20, add their attribute modifier (INT for
1319magisters/Cymri, WIS for clerics) and their level, against a DC specific to the
1320magic being attempted. If they equal or beat the DC the magic succeeds. If they
1321roll lower than the DC, the magic fails. Unless otherwise stated, failure means
1322they will be unable to perform that magic again for a day. In some cases, a
1323natural 20 or natural 1 on the prayer / magic check will have special effects or
1324consequences.
1325
1326Note that magisters cannot perform any magic check while wearing any kind of
1327metal armor (including “jack splintâ€). Cymri can make magic checks normally when
1328wearing brigandine armor or less, or any armor made out of a magical metal, but
1329have a –4 penalty to magic checks if using heavier metal armor.
1330
13311. Clerical Miracles
1332--------------------
1333
1334Clerics may call upon their deity to produce magical effects that are generally
1335called “miraclesâ€. Clerics are unable to do such magic by themselves; their
1336ability is to call for help and be heard by their deity and its divine host, who
1337will perform as requested (at least, if the cleric is deemed worthy of it). Yet
1338it requires to be able to attune with the specific divine aspects that will
1339accomplish such miracles. Hence, clerics begin their career able to request only
1340one of the eight kind of miracles. They may gain others as they gain levels.
1341
1342| Cleric’s Miraculous Powers (roll 1d8) | |
1343|---------------------------------------|-----------------------|
1344| 1. Blessing | 2. Divine Inspiration |
1345| 3. Holy Light | 4. Holy Weapon |
1346| 5. Laying Hands | 6. Sanctuary |
1347| 7. Turn Undead | 8. Visions |
1348
1349To get a miracle done, clerics must be in physical contact with their holy
1350symbol (in Albion, this is the Solar Disk) at the time they are doing a “Prayer
1351Check†(i.e.: reciting a specific prayer for at least one round). A prayer check
1352is 1d20+ Wisdom bonus +Cleric level, versus the DC (i.e.: difficulty number).
1353
1354### 1. BLESSING:
1355
1356Clerics can bless an individual (including themselves) through one minute of
1357prayer, to call on divine aid for the subject to triumph in some objective. At
1358the conclusion of this, the cleric must roll a prayer check versus a DC13. If he
1359succeeds, the subject blessed will have a +4 bonus to a single D20-based die
1360roll (at a moment of their choosing), which must be used by no later than the
1361next sunset. This roll must presumably be related to the purpose for which the
1362blessing was invoked. If a natural 20 is rolled, the subject receives a +4 to a
1363single die roll as above and a +1 to ALL other d20 rolls related to the
1364objective, until the next sunset.
1365
1366Blessing can also be done over water and food, with a DC15 and one minute of
1367prayer, to purify it of any disease or toxin. A cleric can do so with any one
1368meal’s worth of food, or with one half-gallon of water/drink, per level of
1369caster.
1370
1371Finally, the Blessing miracle can be used to produce Holy Water, but to do so
1372requires the presence of at least 3 clerics (only one of which needs to have the
1373Blessing power), and a special fount (in a sanctified temple). Success is
1374automatic (no prayer check required), and enough holy water can be produced to
1375fill 10 vials per full day of work. Each vial of holy water when thrown at or
1376sprayed on a demon or undead creature will do 1d8 points of damage to them.
1377
1378### 2. DIVINE INSPIRATION:
1379
1380On a DC13 prayer check, after one round of vocal prayer, the cleric can grant a
1381holy confidence to one person (including themselves, if they wish) per level of
1382cleric. Anyone affected must be within 100’ of the cleric and able to hear them.
1383This grants all affected a +1 bonus to attack rolls and saving throws, for one
1384round per cleric level. On a DC18 check, the person affected will also be immune
1385to supernatural fear for the duration (if they were already affected by
1386supernatural fear, the fear is dispelled). On a natural 20, the Cleric can
1387either double the number of people affected, or the bonus, or the duration.
1388
1389### 3. HOLY LIGHT:
1390
1391On a DC13 prayer check, the Cleric can create a light like natural sunlight in a
139260’ radius around his holy symbol. This light will harm creatures that are
1393vulnerable to sunlight. The effect lasts for 10 minutes per cleric level. On a
1394DC20 roll, the light is so powerful it does 1 point of damage per round to all
1395creatures of chaos in range, 2 points to demons or the undead. On a natural 20
1396the duration and damage is doubled.
1397
1398### 4. HOLY WEAPON:
1399
1400A cleric can attempt to place a blessing on a weapon, shield or armor. This is
1401done by a prayer check against a DC of 15. Weapons will have a +1 to hit and
1402damage and be considered magical for the purposes of harming supernatural
1403creatures; armor or shields will grant +1 to armor class. This will last until
1404the next sunset. If the Cleric beats a DC of 20, he can choose to either
1405increase the bonus to +2, or increase the duration to one week. If the cleric
1406beats a DC25, he can do both the previous effects. A natural 20 doubles the
1407duration. Magic weapons, armor, or holy relics, cannot be blessed.
1408
1409### 5. LAYING HANDS:
1410
1411By placing his hands on someone injured, ill, poisoned, or cursed (including
1412himself) and uttering a prayer for one round, the Cleric may attempt to heal.
1413Injuries can be healed with a DC13 prayer check, with success healing 1d6+1 hit
1414points. Poisons, disease (including blindness, deafness, or madness) or curses
1415can be healed with a DC18 check, note that this will cease the further damaging
1416effects of these conditions but will not recover damage done thus far. However,
1417on a roll of a natural 20 or a roll above DC25, the cleric can either restore
1418all lost hit point damage, or completely cure the effects (including permanent
1419damage) of any poison, injury, or curse.
1420
1421### 6. SANCTUARY:
1422
1423Praying for one round, with a DC13 prayer check, the cleric can shroud himself
1424in divine protection so that no one may attack him or attempt to physically harm
1425him through other means (magic, for example). If creatures have any other
1426opponent to reasonably attack, they must attack that other opponent, unless they
1427are of a higher level/HD than the cleric, in which case they may attack the
1428cleric if they succeed in a saving throw against magic. If there is no other
1429reasonable opponent to attack besides the cleric, then even foes of equal or
1430lower level/HD may attempt a saving throw to attack the cleric. The sanctuary
1431lasts for 1 round per level. On a natural 20, the duration is doubled. The
1432effect is immediately canceled, however, if the cleric takes any aggressive
1433action.
1434
1435With a DC20 check and praying for 10 minutes, a Cleric can create an area that
1436is sanctified. If he succeeds, an area of 5’ radius per level of the cleric will
1437be under the same effect as the sanctuary spell above. This area cannot be moved
1438after being established. Any supernatural creature or creature that wishes harm
1439to the cleric cannot enter the area if they are of equal or lesser level/HD as
1440the cleric. If they are of higher level they may cross if they make a saving
1441throw vs. magic. In either case, the cleric will also immediately become aware
1442of someone reaching the border of the area, whether or not they successfully
1443cross (and even if the cleric is asleep or otherwise distracted). The effect
1444lasts until the next sunrise, and the cleric or others can cross in and out of
1445the area at their leisure, but the sanctuary is immediately annulled if anyone
1446inside the area commits any kind of aggressive action.
1447
1448### 7. TURN UNDEAD:
1449
1450Clerics can try to turn undead, by concentrating a full round and rolling a
1451prayer check versus a DC of 12 + the HD of the most powerful undead present in
1452the area. If they roll equal or above the DC they turn 2d6 hit dice of undead
1453(minimum 1 undead), within the 60’ area, who will flee at full speed from the
1454cleric for 10 minutes. If they roll a natural 20, they turn 1d6 extra HD. If
1455they succeed by more than 10 they will instead destroy 2d6 HD of undead (+1d6
1456extra on a natural 20), with a minimum of 1 undead destroyed. Some very powerful
1457undead may have bonuses to resist being turned, and some truly iconic undead may
1458be immune to turning. Turn Undead can also be used to «exorcise» possession by
1459spirits, against a DC of 18 or the HD of the spirit, whichever is higher.
1460
1461### 8. VISIONS:
1462
1463A cleric can, on a DC13 prayer check, sense the presence of any supernatural
1464chaos (including creatures and objects, or active spell effects) within a 60’
1465radius. By a similar roll (also DC13) the cleric can likewise detect the
1466presence of holy people, objects, or magical effects. Alternatively, with 10
1467minutes of prayer a cleric can (on a DC15 roll) receive some kind of a vision in
1468answer to a question, the answer will usually either provide some kind of
1469glimpse of potential future events, or answer in the form of yes/no or weal/woe,
1470or provide some sense of direction or a sign of divine approbation. A natural 20
1471will provide a more detailed and useful vision, or enhance the range of magical
1472detection.
1473
1474### SPECIAL: DIVINE INTERVENTION
1475
1476A Cleric who has acquired all 8 basic miraculous powers will also be capable of
1477directly appealing to the divine for assistance in the form of Divine
1478Intervention. This requires a full round of prayer, at the end of which the
1479Cleric must perform a standard prayer check, versus a DC22. The request the
1480cleric is making must be for a cause that is significant (lives of believers in
1481danger, including the cleric’s own, is always sufficient to fulfill that
1482requirement), and must be to somehow directly further the cause of the faith. If
1483it is to benefit another person or people, the person or people must be members
1484of the faith or essential to the divine interests of the faith.
1485
1486Because the divine power can manifest in a variety of ways, it is up to the GM
1487exactly what type of effects can manifest in response of an appeal to
1488intervention. Possible effects include moving a person or object (be it for
1489short-range telekinesis, flight, levitation or even teleportation); causing an
1490impressive visual/auditory effect (be it light, an illusion or a divine vision
1491seen by a multitude); causing fear, friendliness or confusion; inspiring a group
1492of people equal to the Cleric’s level (for example, to grant a +4 bonus to all
1493d20 rolls for the duration of a battle); to alter the weather (creating or
1494ceasing a storm, for example); granting one or more people (up to the cleric’s
1495level) great speed or strength for a specific task; to make the unseen seen to
1496the cleric (detecting magic, evil, the invisible, etc.); to smite a group of
1497enemies (with a blast of flame or a lightning bolt), or to strike down a single
1498nemesis (requiring a saving throw versus magic to avoid instant death).
1499
1500Note: any time a Cleric fails the prayer check on Divine intervention, he not
1501only cannot call for intervention again in that day, he must also engage in
1502purification and prayer for a full day before can attempt to use Divine
1503Intervention again.
1504
1505On the other hand, if he succeeds in a divine intervention, the cleric must
1506perform a Divine Mission, which will come to him in a dream or vision the night
1507after he called on Divine Aid. To determine the nature of the Divine Mission he
1508must roll on the following table:
1509
1510| d100 | Divine Mission |
1511|-------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
1512| 1-10 | The Cleric must kill 2d10 unbelievers in combat as an act of militant faith. This may be done with the assistance of others, as long as all involved are conscious of the fact that they are doing so as an act of faith. |
1513| 11-20 | The cleric must convert one unbeliever to the faith (and the conversion must be genuine). |
1514| 21-30 | The cleric must slay a supernatural monster as an act of militant faith. This may be done with the help of others as long as all involved are conscious of the fact they are doing so as an act of faith. |
1515| 31-40 | The cleric must spend 1d10 weeks in the service of pilgrims at a specific pilgrimage site. This usually involves healing and blessing as well as running religious services, but may also involve protecting pilgrims if in times of war or if there are dangers in the area. |
1516| 41-50 | The cleric is granted a vision of a specific relic, which must be found and brought back to the clerical priory. This relic had been lost somewhere and he is directed as to where he must go to find it; typically somewhere in the wilderness, in an area full of danger. |
1517| 51-60 | The cleric is granted a vision of a specific place where there is a group of humanoids, undead, a demon, etc. They must be exterminated. The Cleric may raise up whatever number of allies he wishes for this, so long as they don’t actively serve Chaos. |
1518| 61-70 | The cleric is granted a vision of the general location and nature of a specific Chaos artifact; he must seek it out, remove it from its current owners, and destroy it (or hand it over to the Clerical priory). |
1519| 71-80 | The cleric must go to a wild place to seek out the blessing of a holy hermit. This hermit may be in need of some kind of help which he will request before his blessing is given. |
1520| 81-90 | The cleric must raise up at least 50L worth of donations (he may include money he has obtained through adventuring, or money donated by others) to be given to some specific shrine, temple, or good cause of the Church (a crusade, for example). |
1521| 91-00 | The cleric is granted a vision of a specific Chaos Cult in a particular area. He must hunt them down. The cleric cannot make use of Divine Intervention again unless he undertakes the mission; however, he may make recourse to Divine Intervention DURING the mission if it is for a purpose directly related to the fulfillment of the mission. Doing so does not incur further divine missions. |
1522
1523### LOSING CLERICAL POWERS
1524
1525Any cleric who violates their oaths of obedience to the Clerical order, or
1526commits some grave act against the faith, will immediately lose all their
1527clerical abilities. It is possible for them to redeem themselves, and regain
1528their abilities, but usually only through extreme acts of penitence, a SINCERE
1529feeling of remorse for their sin, and the performance of some great deed in the
1530service of the Unconquered Sun. It is up to the GM to determine the nature of
1531that deed, but the «divine mission» table above may serve as a suitable
1532guideline for the types of deeds that must be performed (of course, the Cleric
1533will not regain their miraculous powers until the deed is successfully
1534completed).
1535
15362. Magister Magical Techniques
1537------------------------------
1538
1539The following pages detail the art of Summoning and the six Magical Skills. In
1540all cases a ‘summoning check’ and a ‘magic check’ is 1d20 + the magister/cymri’s
1541level + INT bonus, versus the difficulty number.
1542
1543### Summoning
1544
1545The art of summoning demons is performed through rituals. In theory, a character
1546need not be the worshiper of a chaos-god to summon a demon, as even a good
1547wizard may attempt to bind a demon to their will in order to oblige it to serve
1548a good purpose. In fact, one does not need to be a wizard to attempt it, only to
1549have the correct tools and have studied the ritual for summoning, though
1550Magisters and Cymri will have a significant advantage and much less risks in
1551attempting to summon. Any PC who is not of these classes will also need to study
1552material to learn the ritual.
1553
1554There is always an element of risk involved with demon-summoning. The practice
1555of Summoning does not automatically condemn the user in the eyes of the law, but
1556it is undoubtedly something that will increase suspicion on the part of any
1557authorities. Even the most respectable of Magisters will generate distrust if
1558they are known to meddle with demons; even if not suspected of blasphemy against
1559the Sun, or disloyalty to the crown, they will still be seen as engaging in a
1560highly dangerous and reckless activity.
1561
1562### Principles of Demonology
1563
1564Summoning magic requires the use of secret ritual formulae that involve a
1565complex practice (requiring a certain amount of space, as well as certain tools
1566for summoning, and the drawing of a magical circle and triangle), plus the
1567acquisition of the correct magical names, magical seals or sigils, and “call†of
1568barbarous words of evocation to succeed in summoning a demon. Each demon will
1569have its own name, sigil, and “callâ€.
1570
1571To perform a summoning, the summoner must construct a magic circle (to protect
1572the summoner) and a magical triangle (to contain the demon). This can be done as
1573simply as with a stick on the dirt or chalk on a floor; or they can be
1574accomplished using elaborate specially-crafted inks on the stone floor of a
1575permanent ritual room. These more elaborate techniques will require an
1576investment of no less than 10L, but can be reused indefinitely; the cost does
1577not include the price of real estate. The use of a proper and permanent
1578Magister’s Temple will grant a +4 bonus to any summoning attempts.
1579
1580Regardless of how they construct the circle and triangle, they will also need a
1581set of tools (an incense burner, a dagger used only in the summoning, a cup, a
1582special wax tablet, a wand of almond-wood, paper with which to draw the sigils –
1583though these may also be carved on wood instead - a necklace with a protective
1584hexagram to be worn while performing the summoning, etc.). These tools, for the
1585most part re-usable, will have a total cost of about 1L (though fancier versions
1586of the same can cost much more). The tools are not absolutely vital to the
1587process, but attempting to perform a summoning without all of the appropriate
1588tools will result in a -2 penalty to any summoning attempt. Note that without
1589the correct sigil for a demon, any attempt at summoning will automatically fail.
1590
1591Actual scrolls, grimoires or diaries that contain accurate sigils for demons are
1592difficult to obtain. The great Collegiums (like Oxford or Cambridge in Albion)
1593have several such documents, but usually only permit access to their libraries
1594to those who are in the highest and most trusted positions within the Collegium,
1595and would be quite vigilant and inquisitive as to the motives of any magic-user
1596who wished to study them (they would need to have a very good reason). A
1597significant selection of such documents are at the Library of Forbidden
1598Knowledge in the Grand Clerical Priory as well, but the Clerical order would not
1599permit anyone to use these except in the greatest of world-threatening
1600circumstances. Private individuals, be they powerful Magisters or chaos cults,
1601will sometimes have a limited selection of sigils, and of course at times these
1602can also be found in ancient tombs and ruins. Highly unsavory criminal elements
1603who obtain such knowledge might sell it for a very high price, the cost
1604reflecting the near-certainty of facing a Clerical inquisition (or the torturers
1605of the Crown) should they be caught engaging in such trade.
1606
1607While there is in truth but one God of Law, the demons of Chaos are Legion. Some
1608are famous and mighty, but many are hardly known at all (these usually being
1609considerably less mighty). While obtaining the Sigil, Name, and Call of a demon
1610is sufficient to summon them, any wise magic-user will want to know something
1611about what they are trying to bring into the world. Without knowing any details
1612about the demon’s lore, a magic-user will not only be utterly uncertain as to
1613what abilities a demon may have, but will also be unsure as to the demon’s level
1614of power, and thus the risk involved in summoning it forth. Fully-detailed
1615grimoires will usually elaborate on both those issues (whereas hastilyscrawled
1616scrolls or notes may not), and books of demonology (lore on the subject of the
1617underworld) will often serve as encyclopedias with information on dozens of
1618different kinds of demons (usually associated to each other through allegiance
1619of some sort, as demons tend to organize into “kingdoms†in the infernal plane).
1620A Magister or Cleric will have received some education on this subject, and may
1621make an appropriate INT-based Demonology or Occultism skill check in order to
1622see if they recognize any given demon by name or sigil (it usually being more
1623difficult to identify a demon by sigil alone, and with lower difficulty levels
1624to identify well-known Demon Kings, Princes, or Dukes, while lesser demons will
1625be considerably more difficult to recognize). Hiring a sage (usually a Magister
1626who specializes on the subject), or researching in a well-stocked library,
1627should give a substantial bonus to determining the identity of a demon.
1628
1629Once all the materials are obtained, the ritual to summon forth the demon
1630requires the better part of a day. The actual summoning itself takes
1631approximately one hour, but prior to this, it is highly recommended that the
1632summoner engage in fasting the whole day, a ritual bath and several hours of
1633prayer (be it either to the powers of Chaos or the Unconquered Sun) and
1634contemplation, as well as the preparation of the ritual space. Should the ritual
1635be performed slapdash, the setting up and summoning attempt without any of the
1636proper preparations could be done in about 40 minutes, but will result in a -2
1637penalty to any summoning attempt.
1638
1639### Summoning Procedure
1640
1641In order to successfully summon a demon, the caster must make a check of 1d20 +
1642INT modifier + Magister/ Cymri level if the summoner belongs to one of these
1643classes. This can be modified by the aforementioned conditions described above:
1644
1645- Performed inside a Magister’s Temple: +4 bonus
1646
1647- Failing to use the proper tools: –2 penalty
1648
1649- Performing the Summoning without proper preparation: –2 penalty
1650
1651It can also be increased by the following:
1652
1653- If the summoner creates a special version of the demon’s sigil made out of
1654 precious metals: +1 / L of cost invested (to a maximum of +5).
1655
1656- If the summoner conducts a blood sacrifice of an animal: +1 per total HD of
1657 animals slain, to a maximum of +4.
1658
1659- If the summoner conducts a blood sacrifice of intelligent creatures: +1 per
1660 total HD of creatures slain, no limit.
1661
1662NOTE: making blood sacrifices to summon a demon is a highly Chaotic act; doing
1663so will automatically lead to alignment change of any character not Chaotic, and
1664will give a penalty to the subsequent saving throw against domination.
1665
1666The difficulty level of the summoning check to succeed in the summoning depends
1667on the power-level of the Demon:
1668
1669| Demon Rank | Difficulty | Save Penalty |
1670|------------|------------|--------------|
1671| Commoner | DC 14 | 0 |
1672| Knight | DC 16 | –1 |
1673| Lord | DC 18 | –2 |
1674| Count | DC 20 | –4 |
1675| Marquis | DC 22 | –6 |
1676| Duke | DC 24 | –8 |
1677| Prince | DC 26 | –10 |
1678| King | DC 30 | –12 |
1679
1680If a character fails in their summoning attempt, they may attempt to do so again
1681no less than 24 hours later, at a –4 penalty to the attempt. If they fail the
1682second time, they cannot attempt to summon that particular demon again until the
1683PC gains a level (at which time they can attempt it again without penalty).
1684
1685If the summoning is successful, the summoner must then engage in a battle of
1686wills with the demon. Through ritualized commands they must seek to obtain
1687dominion over the demon and oblige it to swear agreement to perform a service
1688for the summoner.
1689
1690To do this, they must succeed in a saving throw versus magic. There is a penalty
1691to the saving throw based on the rank of the Demon in question (see table
1692above).
1693
1694In either case, if the summoner used blood sacrifice for the summoning, there is
1695a penalty incurred to the saving throw for control; the penalty is –2 in the
1696case of an animal sacrifice, –4 in the case of having sacrificed intelligent
1697creatures.
1698
1699On the other hand, a summoner who has been assiduously devout to the Unconquered
1700Sun (or any manifestation of the One God of Law) and is engaging in the
1701summoning in order to serve the cause of Law (as determined by the GM’s
1702judgement) gets a +2 bonus to this saving throw to dominate. He gets a further
1703+2 if, in addition to his devotion, he has in pursuit of his faith slain chaos
1704cultists or the undead, and a further additional +2 if he has ever slain a demon
1705of any kind. Thus, the total bonus for piety can be as high as a +6.
1706
1707Finally, if the summoner is performing the ritual inside a Magister’s Temple or
1708a holy site of the Unconquered Sun, he receives a +4 bonus to the saving throw.
1709
1710If the initial saving throw fails, the summoner then faces a decision: he can
1711attempt to banish the demon, or make another attempt to dominate the demon.
1712Banishing the demon requires the same type of check as the initial summoning
1713with the same difficulty and bonuses. Attempting to dominate the demon a second
1714time involves the same saving throw as before, but with a –1 penalty.
1715
1716Assuming unsuccessful attempts, the summoner may continue to attempt either
1717choice; but every time a subsequent effort at domination is attempted, the
1718saving throw incurs a further (cumulative) –1 penalty (so if it is the 4th time
1719the summoner is trying to dominate the demon, they have a –4 penalty to their
1720saving throw).
1721
1722If at any time in either a banishing or a domination attempt the summoner rolls
1723a natural 1, they end up being possessed by the demon, who will then have
1724control over the PC and use the PC to do its bidding. This may involve freeing
1725the demon into the world, or the demon may voluntarily withdraw back to the
1726infernal realms while retaining control over the mind of the summoner. The PC
1727will not appear to be controlled and will for the most part act normally (they
1728may even believe that they had successfully overcome the demon), only changing
1729in personality when the demon obliges him to perform services. A banishing or
1730clerical exorcism can free the character from possession; however, it may be
1731difficult to distinguish between someone who has been involuntarily possessed
1732and someone who has voluntarily entered into a pact or become a worshiper of
1733Chaos.
1734
1735Note that the demon can under no circumstances escape the magical triangle
1736unless the triangle is in some way broken (the markings of its border erased).
1737If this should happen then the demon is free to move in the world, or to return
1738to their infernal realm at will. A summoner may wish, rather than engaging in an
1739effort at banishing or domination, to simply try to wait the demon out, and hope
1740that the demon will choose to return to the infernal realms of its own accord.
1741Demons, being immortal, will rarely do so, particularly if they realize that the
1742summoner is pressed for time or could not reveal the demon’s presence to others
1743without serious consequences. A Clerical divine intervention could have effect
1744on a demon within the triangle, potentially banishing it back to the infernal
1745realms; this may be another option for a summoner, assuming that involving a
1746Cleric will not lead to the summoner being burnt at the stake.
1747
1748Finally, rather than engaging in a domination attempt, the summoner may wish to
1749enter into a Pact with the demon. This is where the summoner will perform some
1750service for the demon in exchange for some service in kind from the demon.
1751Contrary to common folklore, the demon will almost never request the caster’s
1752soul as an exchange, since by entering into a pact in the first place the
1753caster’s soul’s place with the Unconquered Sun is already essentially forfeit.
1754More often, the demon’s condition (which could be almost anything) involves the
1755summoner engaging in activity that will aid the cause of Chaos in the world:
1756murdering some holy person, obtaining some powerful artifact for the demon,
1757assisting the demon’s chaos cult in some dark activity, etc.
1758
1759Dominion
1760--------
1761
1762If a summoner succeeds at the dominion saving throw (see above), he will then be
1763able to oblige the demon to an act of service. However, the obligation to serve
1764must be put in terms of a particular task, not the use of a particular power. At
1765that point, the demon is bound by their service and the Magister could, if need
1766be, release them into the world to perform their task without risk of being
1767harmed.
1768
1769A demon will attempt to perform the task, to the best of its ability. A common
1770demon, thus, might not actually have the strength to accomplish what the task
1771demands; demons can fail in their task just as any servant might. Demons might
1772use their own brute power, their magical abilities, or their cults. Demons of
1773the rank of Lord or higher may send out servants of their own, lesser demons
1774under their command; in fact, demons of the rank of Count or higher will almost
1775never chose to personally manifest in the world, as they have too many
1776responsibilities in the infernal realms to waste their time personally
1777performing tasks.
1778
1779| Maximum Number of Servants a Demon Aristocrat will send: | |
1780|----------------------------------------------------------|------------------------------------------|
1781| Title | Servitors |
1782| Lord | 3 common |
1783| Count | 6 common |
1784| Marquis | 10 common, 1 Knight |
1785| Duke | 20 common, 2 Knights |
1786| Prince | 50 common, 5 Knights, 1 Lord |
1787| King | 100 common, 10 Knights, 2 Lords, 1 Count |
1788
1789If the task does not require the maximum number a demon will usually prefer to
1790avoid using any more than the minimum necessary. Note that these numbers are not
1791the same as what a demon can summon in an instant when on the material world;
1792sending forth these demons (which will be under the same obligation to obey the
1793conditions of the domination as their vassal lord) will take approximately 12
1794hours, and will always depend on the caster’s consent, and his allowing them to
1795come through to this world via a talisman. As part of the conditions of service
1796they will have to return to the infernal realms immediately when they have
1797completed their task or when otherwise bidden by the caster (who cannot then
1798call them back again without doing another summoning).
1799
1800Instead of using their own brute force or that of their vassals, a demon may
1801choose to resolve the task by use his knowledge; being ageless, demons will have
1802knowledge regarding the location of long-lost objects, or places, or beings that
1803the caster might seek. Many of them also have knowledge of human spellcraft, and
1804if it would fulfill the task demanded of them, the demon could teach a Magister
1805or Cymri a single magical technique. The chance of a demon being able to teach a
1806spell-caster a new magical technique is as follows:
1807
1808| Demon Rank Percentage Chance of Successfully Imparting a New Technique | |
1809|------------------------------------------------------------------------|-----|
1810| Common | 10% |
1811| Knight | 15% |
1812| Lord | 20% |
1813| Count | 25% |
1814| Marquis | 35% |
1815| Duke | 45% |
1816| Prince | 75% |
1817| King | 95% |
1818
1819(Note that at the GM’s discretion a demon might be able to teach some new
1820technique not included in the standard list.)
1821
1822Demons will personally be able to use magical techniques, equivalent to one
1823selection from possible levels of techniques per HD they possess.
1824
1825The demon may also make use of his special magical powers, either doing so
1826themselves, or temporarily conferring that power onto the magic-user (for a
1827single use, at a time to be determined by the magic user) through a talisman
1828with the demon’s sigil on it (such a talisman will need to be made and charged
1829by a ritual the demon will show the magician, the talisman will likely be made
1830of a precious metal, with a cost of 10sh per rank of the demon; so a common
1831demon’s talisman would be 10sh, a knight’s 20sh, a Lord’s 30sh, etc).
1832
1833A demon of the rank of Count or higher may permanently imbue the talisman with
1834the power, usable once per day, but this would have ten times the normal cost of
1835materials.
1836
1837Finally, a demon with the rank of Duke, Prince or King can permanently confer
1838the power on the caster themselves. The caster must be voluntarily willing to
1839receive this gift; doing so marks the caster as a Chaos mutant, and may lead to
1840a change in physical features to match the nature of the power, if appropriate.
1841
1842See next page for more information of examples of special magical powers.
1843
1844### Demonic Attributes
1845
1846Demons have a wide range of appearances. Some may certainly have the classic
1847“horns and leathery wings†look; but many appear as chimeras of different kinds
1848(human with animal-parts, like a man with a horse’s head, or a lion with a man’s
1849face, or a spirit with the body of a giant toad and the heads of a man, a wolf,
1850and a stag). Some may appear as very handsome or beautiful humans of
1851near-perfect features, some may have forms that are like amorphous masses of
1852flesh with multiple eyes, pseudopods or tentacles, and some may look almost
1853incorporeal, like a shadow, a whistling sound, a mass of flies, etc.
1854
1855The form and appearance of specific demons may be detailed in grimoires and
1856books of lore, in the case of better-known demons.
1857
1858The GM should determine at his own fiat what the basic appearance of any demon
1859is, appropriate to any thematics that demon may have.
1860
1861Demons may all also teleport back to the Infernal realms at will (unless somehow
1862magically imprisoned), including while within a magical triangle of summoning;
1863however, they cannot automatically teleport back into the mortal world.
1864
1865All demons can also see fully in the dark, and can see the invisible. They are
1866immune to non-magical weapons (except for commoners who can be harmed by any
1867metallic weapons, and for knights who can be harmed by silver for half-damage),
1868and take only one-half damage from magical fire, cold, or magical energy attacks
1869of any kind. Their attacks always count as if from magic weapons for the purpose
1870of resistance.
1871
1872Aside from this, specific demons or types of demons will often have special
1873powers. Many types of demons can fly, many can assume forms (making themselves
1874look like common animals, and sometimes even as regular or beautiful humans);
1875many demons can also become invisible. Succubi and Incubi (which are types of
1876demon commoners) can charm normal humans, as can many higher ranked demons. A
1877demon Duke or higher will cause any character other than clerics of levels less
1878than one-half the Duke’s HD to flee in terror on first sight of his true form
1879unless they make a saving throw; although obviously even lesser demons are
1880likely to cause morale checks on all but the bravest of NPCs.
1881
1882Demon Princes and Kings can all kill at a single touch (save vs. death, or be
1883disintegrated), can charm humans at will (if the human fails a saving throw
1884versus magic), and can breathe out clouds sulfurous flames (of 120ft range; 12d6
1885damage, save versus area effect for ½ damage). Demons of Lord rank and above
1886have a chance, if on the material plane, of summoning their own sworn demon
1887servants to their side as an action requiring one full round of concentration.
1888The chance of summoning an ally can be attempted only once per day per TYPE of
1889demon ally being summoned.
1890
1891Demons cannot use any of their powers while still imprisoned upon being
1892summoned, only once they are freed to move in the mortal world; and if they are
1893bound into service they cannot use their powers against the summoner.
1894
1895| DEMONS BASIC STATS | | | | | |
1896|--------------------|---------|----|-------------------|------------------|-----------------------------------------------|
1897| Demon Rank | HD (d8) | AC | \#Att/Dmg | Number of Powers | Chance to Summon Ally |
1898| Common | 1–3 | 16 | 2/1d8ea | 1 minor | n/a |
1899| Knight | 3–7 | 20 | 2/2d8ea | 2 minor | n/a |
1900| Lord | 5–10 | 18 | 2/2d6ea | 2 minor, 1 major | 30% 1 commoner |
1901| Count | 6–13 | 20 | 2/2d4ea | 2 minor, 2 major | 50% 1d3 commoners, 30% 1 knight |
1902| Marquis | 7–16 | 20 | 4/2d4ea | 3 minor, 2 major | 60% 1d6 commoners, 40% 1 knight |
1903| Duke | 8–19 | 22 | 2/2d6+1ea, 1/3d6 | 3 minor, 3 major | 70% 1d6 commoners, 50% 1d3 knights |
1904| Prince | 13–22 | 24 | 2/death, 1/breath | 4 minor, 4 major | 80% 1d6 Knights, 50% 1d4 Lords |
1905| King | 13–32 | 28 | 4/death, 1/breath | 5 minor, 5 major | 100% 2d6 Knights, 75% 1d4 Lords, 30% 1 Prince |
1906
1907Number of attacks and damage per attack are only as very broad guidelines, and
1908can be modified at the GM’s discretion; these descriptions do not include any of
1909the special abilities mentioned above (fear effects, charm, etc.) or spell-like
1910abilities of other kinds.
1911
1912### Special Magical Powers
1913
1914In addition to the abilities already mentioned, all demons have one or more
1915special power, which they can use, or confer on a magic-user through a talisman
1916(or in the case of high-ranking demons, directly on a magic-user or a cultist).
1917There are huge varieties of powers available to demons; and lore-books as well
1918as grimoires will often detail the powers that demons can grant as part of their
1919description.
1920
1921There is an enormous variation of powers, and the GM can feel free to make up
1922any kind of power he feels appropriate. The following sample powers are only to
1923act as guidelines and for quick determination of powers:
1924
1925#### MINOR POWERS
1926
19271. Bountiful Harvest: This power, used at the time of planting, ensures that
1928 the harvest in a field will be especially fruitful. To use this power, a
1929 virgin sacrifice (of any gender, of any intelligent race) must be offered;
1930 the sacrifice’s blood spilled on the field.
1931
19322. Blight: This power will cause a terrible blight upon plant-life in one large
1933 area of fields or a large swath of forest, killing most of the crops or
1934 trees found there over the course of a fortnight.
1935
19363. Break: This power will cause a single non-magical object to break. For the
1937 purposes of this power a building is not an object. The object might be
1938 repairable if there is someone with sufficient skill to fix it.
1939
19404. Calm Sailing: To obtain favourable winds and avoid any dangerous encounters
1941 during a single maritime voyage.
1942
19435. Condemn: To cause a judge or jury to rule against someone presently engaged
1944 in a court case. The power can only be used against someone who is currently
1945 engaged in some form of court case; the case will go against them,
1946 regardless of their guilt or innocence.
1947
19486. Control Reptiles: This power allows the user to mentally dominate up to 30HD
1949 of reptiles, affecting any creatures of that type within 90’ for up to 24
1950 hours.
1951
19527. Control Spiders: This power allows the user to mentally dominate up to 30HD
1953 of spiders, affecting any creatures of that type within 90’ for up to 24
1954 hours.
1955
19568. Credible: This power allows a single statement made by the beneficiary to be
1957 believed by a single victim of the effect. Regardless of what the statement
1958 is, the victim will believe that the beneficiary is speaking truthfully
1959 (though if the statement is sufficiently outrageous, they might not believe
1960 the statement itself and think that the person uttering it is confused or
1961 mistaken). If presented with information that directly contradicts the
1962 beneficiary’s statement, the victim will be under no obligation to continue
1963 to believe in the veracity of the statement itself, but will continue to
1964 think that the person who said it was speaking out of (potentially mistaken)
1965 sincerity. This power has no effect on Cymri.
1966
19679. Dangerous Journey: This power will cause any one individual to double the
1968 risk of any dangerous encounters during the course of a single land journey
1969 from one place to another. The individual counts as being Cursed until they
1970 arrive at their destination.
1971
197210. Enrage: To drive a single individual into an uncontrollable murderous fury.
1973 The victim is allowed a saving throw versus magic to resist. If he fails, he
1974 will spend the next 10-60 minutes violently attacking everyone around him
1975 with the intent to kill.
1976
197711. Escape: The beneficiary of this power will be able to escape imprisonment;
1978 shackles or stocks will unlock, prison doors will open, guards will walk
1979 away or fall asleep. The effect will last until the beneficiary is safely
1980 out of captivity, but will in no way effect any of the conditions that led
1981 to his imprisonment in the first place.
1982
198312. False Gold: Will transform up to 5000 coins of copper or silver to appear to
1984 be gold coins; this will last for 13 days, at which point they will revert
1985 to their original appearance. (banishing will annul the effect earlier, and
1986 the coins will register as magical for detection purposes while the effect
1987 lasts).
1988
198913. Find Hidden Wells: To locate the nearest source of drinkable underground
1990 water that can be reached by digging with common implements. The power
1991 cannot create water, only locate the nearest hidden water source.
1992
199314. Find Secret Entrances: This power will allow the beneficiary to locate any
1994 secret entrances to a building, castle or walled town/city. It will not
1995 create entrances, only reveal their location to the beneficiary if such
1996 entrances already exist.
1997
199815. Fire: This power will start a raging fire within a single building. The
1999 wielder need only be within visual range of the building, and the fire will
2000 appear to have occurred by natural accident. While its eruption will be
2001 sudden and intense, if discovered quickly enough it may be put out (but the
2002 fire will always begin in some location with flammable materials that no one
2003 is currently observing).
2004
200516. Great Hunting: This power will allow a hunting party to catch excessively
2006 bountiful game.
2007
200817. Hidden Travel: To avoid any dangerous encounters or detection by enemies in
2009 a single land journey from one place to another.
2010
201118. Hide Treasure: This power will enable a demon to spirit away any number of
2012 objects as can be placed in a 9’ radius circle to a hidden location deep
2013 beneath the earth. The power can then be used to return all the objects to
2014 the exact same location from whence they were taken, at any time.
2015
201619. Lost Love: This power will cause two people formerly in love to lose all
2017 sense of passion for each other. Both individuals affected count as being
2018 Cursed, and both get a saving throw versus magic to resist the effect (thus
2019 it is possible that neither, only one, or both individuals will be
2020 affected). This power has no effect on Cymri.
2021
202220. Lust: This power will cause one individual of the user’s choice to
2023 experience a state of momentary maddening lust for the user. If the
2024 individual would not normally be attracted to the user they are entitled to
2025 a saving throw. The effect will last however long it takes for the victim
2026 and the user to engage in carnal relations; after which the lust will pass
2027 but the victim will not realize that their momentary insanity was
2028 necessarily a supernatural effect.
2029
203021. Marital Discord: The power to create conflicts and resentment between a
2031 husband and wife. This effect acts as a Curse, which both participants may
2032 attempt to save against, either or both may thus be affected.
2033
203422. Matrimony: The beneficiary of this power will be able to oblige the person
2035 he asks to accept his or her proposal of marriage. The ‘victim’ of the
2036 proposal may (if they would otherwise have been unwilling) make a saving
2037 throw, but if failed they will agree to the marriage and seek to fulfill it
2038 as quickly as possible, to the extent of resorting to elopement. This power
2039 has no effect on Cymri.
2040
204123. Plague: This power will cause a plague to start in a populated region. The
2042 plague itself will be non-magical and will have normal spread and effects.
2043
204424. Profit: This power will make a single financial transaction (of buying or
2045 selling of any quantities of goods to a single individual) bring the maximum
2046 possible profit to the target of the power. The profit will not exceed the
2047 boundaries of reason but will be as great as one could rationally hope for.
2048
204925. Repel Insects: This power will cause all normal (nonmagical) insects to
2050 vacate an area of 90’ radius, and will keep insects of any (non-magical)
2051 kind away from that area for the span of a fortnight.
2052
205326. Repel Rodents: This power will cause all normal (non-magical, but including
2054 giant) rodents to vacate an area of 90’ radius, and will keep all
2055 non-magical rodents away from the area for the span of a fortnight.
2056
205727. Retainer Loyalty: The beneficiary of this power will have all servants,
2058 retainers or hirelings feel greater regard and loyalty to their master. This
2059 will confer a benefit of +2 to all morale checks. This power lasts for 13
2060 days. This power does not affect Cymri.
2061
206228. Spoil medicines: This power will make all of the medicinal (non-magical)
2063 potions or herbs in the possession of a single person, or within the
2064 confines of a single room, lose all their curative effects. The medicines
2065 will not appear to have changed, but will no longer offer any benefit to
2066 those who take them.
2067
206829. Strong Physic: This power will double the effectiveness of all natural
2069 healing (including healing from rest, from curative herbs or other
2070 medicines, and from natural herbs that give bonuses to saving throws; but
2071 not from magical sources) on the beneficiary of the power, for a fortnight.
2072
207330. Tainted Water: Will poison a single water source (a well, lake, spring, or
2074 stream), rendering it impure so that it will sicken any living thing that
2075 drinks from it. The effect of drinking water from this source will be
2076 automatic contagion of a disease that will be severe and potentially (though
2077 not automatically) lethal.
2078
2079#### MAJOR POWERS
2080
20811. Audience: This power will grant the user a single audience with a powerful
2082 official (secular or religious) or noble. The granting of this audience will
2083 be at the time of the user’s choosing and will automatically occur (if such
2084 an audience seems highly unlikely, it will appear to have occurred due to
2085 secretarial error). The power does not affect in any way the judgment or
2086 impression of the official/noble, it only guarantees that an audience will
2087 be granted.
2088
20892. Control Beasts: This power allows the user to mentally dominate up to 15HD
2090 of wild animals, affecting any creatures of that type within 90’ for up to
2091 24 hours. It will have no effect on intelligent creatures or on tamed
2092 animals or domestic livestock. It cannot affect magical creatures.
2093
20943. Destroy Edifice: This power will cause the structure of a single man-made
2095 construction to weaken and collapse within 10 minutes of the power’s
2096 activation. “Edifice†here is defined as a single free-standing structure;
2097 so for example, a castle’s outer walls, if separate from the castle itself,
2098 will collapse (while the castle will not; or vice-versa).
2099
21004. Disfavor: This power will cause a single individual with an office granted
2101 by a lord or king to lose that office; the cause will appear to be credible
2102 (be it a recognition of the official’s incompetence or corruption, if that
2103 applies, or due to conditions of the officials age or infirmity, or because
2104 the lord/king wishes to to confer the office on some new favorite). If the
2105 official in question is particularly valued and loved by his lord/king, the
2106 lord/king is entitled to a saving throw to resist showing the official
2107 disfavor.
2108
21095. Disloyalty: This power causes followers, retainers and hirelings to flee
2110 from their master at a moment of the wielder’s choosing. Any follower,
2111 retainer, or hireling of 5 or more levels or hit dice may make a saving
2112 throw to resist the effect. This power does not affect Cymri.
2113
21146. Earthquake: Will create a tremor powerful enough and of wide enough effect
2115 to cover the size of an average village; within the area of effect most
2116 buildings will collapse, and even sturdy stone walls or buildings will have
2117 a 55% chance of partially collapsing.
2118
21197. Enhanced learning: This power will allow the user to gain knowledge at a
2120 much faster rate than normal; they may use it to master a new language
2121 within one week of study, or to read any book, study occult research, or
2122 gain any new (permitted) skill. The power does not grant the requisite
2123 materials for study, but allows those with access to the necessary materials
2124 to learn at a faster rate.
2125
21268. Favor: To obtain a single favor from one powerful individual (a judge, rich
2127 merchant, lord, monarch, etc). The favor may be anything within the
2128 individual’s power. The victim is entitled to a saving throw to resist if
2129 they would not normally grant such a favor, and gets a +6 bonus to the
2130 saving throw if the consequences of granting such a favor is likely to be
2131 ruinous to himself, his family, or his domains. A Cymri cannot be affected
2132 by this power.
2133
21349. Find Buried Treasure: This power locates the nearest buried treasure,
2135 whatever its nature (it should be randomly determined by the GM). It cannot
2136 create treasure where there was none, only guide the wielder of this power
2137 to the nearest buried treasure, which will always include some kind of
2138 metallic treasure (coins, gold jewelry, etc.) but may include other
2139 materials or items. It does not protect against any traps or guardians.
2140
214110. Fog of War: This power will make the commander of an army direct his force
2142 to the wrong location, be it away from the army he was seeking to engage,
2143 out of the safety of a keep, or into an ambush. The commander is entitled to
2144 a saving throw to resist the effect if he is a Cleric of any level, or of
2145 5th level or higher in any other class.
2146
214711. Impotence: This power will make a male victim completely impotent. The
2148 individual counts as being Cursed.
2149
215012. Infertile: This power causes a female victim to become barren, unable to
2151 conceive children. The individual counts as being Cursed.
2152
215313. Impoverishment: The victim of this power will suddenly find themselves
2154 stripped of up to 1000L of their wealth.
2155
215614. Lord’s Friendship: This power will cause a single Noble to look very
2157 favorably upon the user. If the user is of a lower social class the lord
2158 will see them as a highly valued servant; if of equal class, they will see
2159 the user as a close friend. If the noble in question has prior cause to
2160 dislike the user, the noble is entitled to a saving throw; and the effect on
2161 the lord counts as a Curse.
2162
216315. Misadventure: This power will cause a single individual or a group traveling
2164 together to become lost, utterly unable to find their way to their planned
2165 destination. If the individual (or the person guiding/leading the group) is
2166 of 5th level or higher, or a Cleric of any level, they are entitled to a
2167 saving throw to resist the effect. If affected, the individual/ group will
2168 find it impossible to get to their destination, no matter how
2169 straightforward the journey, for at least 13 days, after which they will be
2170 able to attempt to find their way normally. While under the effects of this
2171 confusion, the traveler(s) count as being Cursed.
2172
217316. Palsy: This power will cause an individual (whose name the user of the power
2174 must know) to be afflicted by paralysis in one arm or leg. The individual is
2175 entitled to a saving throw to resist the effect, it is otherwise permanent
2176 unless removed by magic or miracle. The affected individual counts as being
2177 Cursed.
2178
217917. Perdition: This power will cause a single victim to lose the single thing
2180 they most value (their fortune, their love, their child, their most prized
2181 possession, reputation, etc.). The victim is entitled to a saving throw to
2182 avoid the effect only if they are Lawful and piously devoted to the God of
2183 Law.
2184
218518. Pestilence: This power will cause a single individual (which must be named,
2186 by their true name, by the user of the power) to fall ill with a severe
2187 wasting disease. They will lose 2 points of Constitution each day, and no
2188 natural medicine will be able to help them. Clerical laying of hands alone
2189 will not remove the illness. The individual is considered Cursed, and only
2190 Divine Intervention will end the illness. If the individual is 5th level or
2191 higher, or a Cleric (or, at the GM’s discretion, both Lawful and extremely
2192 devout in their piety), they are entitled to a saving throw to resist this
2193 power.
2194
219519. Protection from Opponent: This power will allow the beneficiary to be
2196 completely immune to non-magical melee and ranged attacks from a single
2197 named opponent for 24 hours.
2198
219920. Raise Storm: This power will create a severe thunderstorm with intense winds
2200 over a large region (visual range) around where the beneficiary of the power
2201 is situated. In extreme cold weather, the effect will be of an intense
2202 snowstorm instead. The power of the storm is enough to reduce visibility to
2203 less than 10’, to make the firing of ranged weapons practically impossible,
2204 and to put all ships in the area at severe risk of sinking.
2205
220621. Regicide: This power will lead a single individual to seek to assassinate a
2207 King. The individual will be whoever is physically closest to the King that
2208 also has some cause to wish him dead. The would be assassin will use
2209 whatever means would seem logical for him to attempt but will act with
2210 utmost possible haste. The would-be assassin counts as being Cursed until he
2211 actually completes the deed. The power does not guarantee that the
2212 assassination attempt will be successful.
2213
221422. Repel Humans: This power will cause all humans (aside from the beneficiary
2215 of the power, if they are human) to vacate an area of 90’ radius, and will
2216 keep all humans away from the area for the span of a fortnight. Humans of
2217 5th level or higher are permitted a saving throw to resist the effect, and
2218 Clerics are completely unaffected by this power. The power also has no
2219 effect on Cymri.
2220
222123. Rescue: This power will cause the nearest ally to the power’s beneficiary,
2222 who also has the potential to be of real assistance, to receive word of the
2223 beneficiary’s situation of distress or danger and feel compelled to come
2224 rushing to their aid. The news of the beneficiary’s danger will come through
2225 a fortuitous messenger, a messenger-raven or even a prophetic dream.
2226
222724. Social Discord: The power to create distrust and enmity between two former
2228 allies. This effect acts as a Curse, which both participants may attempt to
2229 save against; either or both may thus be affected. This power cannot affect
2230 Cymri.
2231
223225. Shipwreck: This power will cause a ship at sea to sink. If the user of the
2233 power is not on the ship they must know the ship’s name.
2234
223526. Strengthen Edifice: To supernaturally enhance the durability of a single
2236 building or edifice; making it suffer the weathering of time at 1/10th the
2237 normal rate, and making it ten times more resistant to any physical damage.
2238
223927. Strife: Directed against a lord, this power will cause a rival to seek to
2240 make war with them. It cannot affect a lord who has no rivals.
2241
224228. Summon Human: This power will cause a single individual to come to the place
2243 of the beneficiary’s choosing. The individual can be anywhere in the world,
2244 but the beneficiary must know the true name of the human in question. If the
2245 individual is 5th level or higher they are entitled to a saving throw to
2246 resist the effect. The affected human will find themselves irresistibly
2247 drawn to the indicated place, but must travel normally to that location, and
2248 while they will wish to get there as quickly as reasonably possible they are
2249 not immune to any difficulties, delays or dangers along the way. This power
2250 has no effect on Cymri.
2251
225229. Tyranny: Will cause a lord to act selfishly, disdaining of the care of his
2253 vassals, servants or peasantry, seeking only his own pleasure and to fulfill
2254 his immediate impulses. This effect acts as a Curse, and the victim of the
2255 effect may attempt a save to resist this transformation if they are not
2256 already naturally inclined to act in this fashion.
2257
225830. Wealth: The beneficiary of this power will obtain a treasure worth 1000L.
2259
2260Note: any power affecting an individual that “counts as a curse†can be detected
2261as an ongoing magical effect around the individual (by appropriate
2262magic/miracles), and can potentially be eliminated through magic or miracles.
2263
2264| A List of Sample Demonic Names | | |
2265|--------------------------------|---------|-----------|
2266| Albaran | Algarf | Algeb |
2267| Alhue | Alkab | Almak |
2268| Alwah | Arrex | Atarph |
2269| Azimek | Azob | Azoray |
2270| Azub | Baldah | Botain |
2271| Butain | Cadalb | Cadacehot |
2272| Cadebal | Carfa | Dabaran |
2273| Dhira | Dirah | Elbed |
2274| Exal | Gaffar | Garfa |
2275| Hacbah | Haka | Hana |
2276| Ikhil | Jabha | Kadam |
2277| Koth | Lihil | Maikas |
2278| Muchar | Nahaim | Nath |
2279| Nathra | Natrah | Nayim |
2280| Rexeh | Sabulah | Sadal |
2281| Sarfa | Shalah | Shartain |
2282| Simak | Tarfa | Thaya |
2283| Thuray | Zobrah | Zubene |
2284
2285These are just a sample of some names that could be used; as there are
2286theoretically countless numbers of demons, the GM is welcome to use any name
2287they wish, and even to make use of existing demonic entities from other
2288settings, gamebooks, history, myth, or popular fiction. You will note that some
2289of the names are quite similar to one another, this may be due to
2290particularities of the Infernal language; however, it has led to some tragic
2291situations when magicians have mistakenly summoned a far more powerful demon
2292with a similar name to the (more manageable) demon they had intended to summon.
2293
2294Magical skills
2295--------------
2296
2297The 6 Magical Skills
2298
2299| 1. Astrology | 2. Cures |
2300|---------------------------|-----------------|
2301| 3. Banishing | 4. Battle magic |
2302| 5. Astrological talismans | 6. True alchemy |
2303
23041. ASTROLOGY:
2305-------------
2306
2307The knowledge of how to interpret the positions of the stars in order to
2308foretell the future. In order to create an astrological chart, the Magister
2309needs to reference a book of tables known as an Ephemeris (said books are
2310different in each region, based on the slight variations of the night sky due to
2311latitude and longitude; a typical ephemeris will cost 1L). Failing that, he
2312could make his own calculations if he has the Astronomy lore. Astrology can be
2313used for judging the personal fortunes of an individual but only if they know
2314the precise date and place of that individual’s birth. Making a successful
2315general prediction of a person’s overall fortunes (i.e. “will I have good health
2316in these coming months?â€) is only a standard DC10 magic check; but granting an
2317effective general prediction of a specific fortune (for example “Will my caravan
2318encounter dangers on the road to London?â€) requires a DC15 check, and to answer
2319a very particular and specific question in a detailed way (i.e. “Will the Earl
2320receive me well, and what must I do to gain his favour?â€) or to make predictions
2321over a very specific date (“will the battle tomorrow be won and will I survive
2322it?â€) is DC20.
2323
2324In all cases, the actual predictions will be provided by the GM; and they will
2325represent the most likely course of events, and should grant good general or
2326specific insights into future events, but these things are not set in stone, and
2327predictions made can be avoided or changed. Creating a horoscope will take only
232810 minutes if the astrologer has the required data, but if he must calculate the
2329positions of the stars himself it will take at least one hour, and then only on
2330a clear night (and again, he cannot cast an astrological chart for anyone who’s
2331birth date and place he does not accurately know). A failed magic check means
2332that the result will be garbled, unclear, or inaccurate, and that the Magister
2333cannot consult again on that topic (including in any other way or phrasing) for
2334at least 24 hours. However, he may continue to attempt to draw horoscopes on
2335other unrelated topics.
2336
2337### 2. CURES:
2338
2339This power grants you the knowledge and ability to make a variety of magical
2340cures. The first time it is taken, you can choose any two cures. Every
2341subsequent time this technique is taken, you can choose one extra.
2342
23431. To Cure Diseases: The magister requires a special incense made from
2344 cinnamon, ginger, balsam or cedarwood, and frankincense. The cost of this
2345 incense is 3L per use. He will then have to cut small branches from 7
2346 different trees in 7 different locations, with his own hand. He must make a
2347 seal of wax with the magical words «ADNI ZBOTH» written on it. He must lay
2348 the seal on the wood he collected, and burn the wood while sprinkling the
2349 incense upon it, and uttering secret words. A number of people within the
2350 room where the fire was lit that are suffering from disease, up to a maximum
2351 of 1 per magister level, are cured of their illness if the magister succeeds
2352 in his DC15 magic check.
2353
23542. Healing Glass: This requires a fine crystal cup, worth 20sh. It must be kept
2355 clean, and anointed with magical oils (a mix of olive oil, ginger, cinnamon,
2356 and myrrh, worth 20sh) each time the Magister wishes to make use of it.
2357 Then, when pouring an ordinary tincture of all-heal into the glass while
2358 performing an invocation, and making an injured character drink from it, the
2359 magister rolls a DC13 magic check. If he succeeds, the imbiber will heal at
2360 double the normal rate (this is double the TOTAL normal rate, including the
2361 benefit granted by the all-heal itself and any benefit from assistance by
2362 someone with the medicine lore). This doubled healing rate will last for one
2363 night per level of the Magister, or until the patient is fully healed,
2364 whichever comes first.
2365
23663. To Remove Infection: The magister must take a 7-sided plate of copper,
2367 inscribing certain secret words on it (the copper plate has a cost of 20sh).
2368 Then he must anoint it with oil (the same as that in b, above). After this,
2369 any time he wants to heal someone suffering from an infected wound, he must
2370 pour water with perfume and salt onto the plate, and then apply this water
2371 with a rag to the body of the infected. If the magister succeeds in a DC14
2372 magic check, their patient will be cured of the infection.
2373
23744. For Madness: The magister must get a glass bowl (20sh), drawing upon it
2375 symbols related to Mars. Then fill it with mead or strong wine. He mixes
2376 this with a tiny amount of the incense described in entry A (a tiny pinch is
2377 enough so it will not take up a dose). Speaking certain magic words into
2378 this, he must then give it to the one who is insane to drink. This must be
2379 repeated for 7 days in a row. On the 7th day, the magister breaks the bowl,
2380 while making a DC15 magic check. If they succeed, the madman is cured of
2381 their insanity. The time required for this ritual is reduced by one day per
2382 every two caster levels, so that a 3rd level magister will only require 6
2383 days, or an 8th level magister will only require 3 days. But the ritual
2384 requires one day of work minimum, regardless.
2385
23865. Cure For Blindness: The Magister must take a copper plate (cost 20sh),
2387 engraving it with certain secret words. This must then be anointed with
2388 breast milk from a woman who had a child 7 days earlier, and allowed to dry
2389 without wiping it. After this, it must be filled with almond oil (cost:
2390 2sh). This oil must then be collected, and anointed over the eyelids for 7
2391 days in a row. At the end of this time, the caster must make a DC15 magic
2392 check. If he succeeds, the patient’s sight is restored. The time required
2393 for this ritual is reduced by one day per every two caster levels, so that a
2394 3rd level magister will only require 6 days, or an 8th level magister will
2395 only require 3 days. But the ritual requires one day of work minimum,
2396 regardless.
2397
23986. To Cure Hunger: The Magister must take a special small glass plate (20sh),
2399 and place on this a piece of bread. He must burn incense around the bowl
2400 (the same type of incense as in a, above), while reciting magic words. This
2401 bread must then be wrapped in a white cloth and kept clean and dry. If the
2402 Magister succeeds a DC15 spell check, small pieces of the bread will be
2403 enough to fully satisfy the hunger of up to 7 people for one day per level
2404 of the caster (that is to say, bread made by a level 3 magister will count
2405 as 21 rations; by a level 5 magister, 35 rations). The bread will remain
2406 unspoiled for 3 days, plus 1 day per level of the magister.
2407
2408### 3. BANISHING:
2409
2410Banishing is the power of purifying and protecting an area from magical forces,
2411and from certain supernatural entities. There are various techniques of
2412Banishing, some more effective than others. In emergencies, certain hand
2413gestures and words of power can be used to banish supernatural forces. Rituals
2414using incense and chanting can clear an area of magical effects, or even
2415temporarily suppress magical effects on people or objects. More complete
2416consecrations can temporarily, or even permanently, establish a place as
2417protected from outside magical influences. Each time banishing is selected, the
2418Magister gains the use of one new banishing technique; these must be learned in
2419the order shown:
2420
2421a) Circle Banishing: The ritual of ‘smoking’ a space requires the use of magical
2422incense, with a cost of 3L per use. Once the incense is lit, the ritual of
2423circle banishing takes one full minute (10 rounds) to perform. The magician must
2424pace around the area he wishes to purify. Although the ritual is described as a
2425‘circle’ the space being purified could in fact be square or rectangular, or
2426some other shape; but the magister must ‘circle’ the area he wishes to affect
2427entirely without anything interrupting his forward movement. The maximum area he
2428can affect must fit within a space of no more than 5’+5’/lv radius. While he
2429paces he must spread the incense smoke and chant words of spiritual power. At
2430the ritual’s completion a magic check is required with a DC15, or of 12+ the
2431highest level spell-effect (that is, the level of the spell-caster who created
2432an active spell effect) or highest HD incorporeal entity present in the area the
2433magister wishes to purify; the DC that applies is whichever is highest. If the
2434ritual is successful, the following effects take place:
2435
2436- First, any incorporeal entities still in that space at the completion of the
2437 ritual are immediately cast out into the astral plane (they will be able to
2438 manifest again only 10-60 minutes after the circle is canceled).
2439
2440- Second, any supernatural entities of any kind (including corporeal or
2441 incorporeal undead or spirits, demons, extraplanar creatures (elementals,
2442 creatures from the fae realms, etc.) or creatures created by magic (golems,
2443 etc.) must immediately retreat outside the area of the circle cast, and will
2444 not be able to enter the space without being expressly granted entry by the
2445 magister, of his own free will (he cannot be magically induced to allow
2446 entry, though he may in theory be enticed, lied to, or threatened in some
2447 way into allowing it).
2448
2449- Third, any magical effects within the area of effect are immediately
2450 annulled. If these effects were temporary (from a spell, a potion, some
2451 other form of magic with a time limit), then the effect is permanently
2452 dispelled. If the effect was that of a permanent magical force or object
2453 (for example, a magic sword, or a cursed artifact) then all its effects are
2454 dispelled only until the circle-space is canceled or until the object or
2455 source of the permanent magic is taken out of the area of the banishing
2456 circle. Note that subsequent magical effects done within the space will
2457 function as normal, as will items brought in from outside the space after it
2458 is established. The magister can also choose to maintain all magical effects
2459 from spells or objects on his own person. However, this is an all or nothing
2460 proposition: either all effects on his person are maintained, or they are
2461 all dispelled. Also, he cannot extend the same exceptions to anyone else,
2462 only to his person and objects on his person.
2463
2464The effect of the banishing circle lasts for 30 minutes per caster level; but it
2465can be instantly canceled before that time period if the magister annuls the
2466effect by doing a specific hand gesture, or immediately if he steps out of the
2467ritual space.
2468
2469b) Banishing Gesture: This form of banishing requires making a certain hand
2470gesture while forcefully uttering the phrase «Apo Pantos Kakodaimonos!» in the
2471general direction of malignant forces. This technique takes a single round to
2472perform. It requires a standard magic check, with a difficulty of 12 + the HD of
2473the highest-level incorporeal entity in the area. On a success, a number of
2474incorporeal creatures up to the caster’s level, within a 90-degree arc in front
2475of the caster for a range of 10’+5’/level, are temporarily dissipated, taking
24761r/level of the caster to reform. Any current ongoing magical effects these
2477entities were causing (including fear, or powers they were granting to others)
2478are disrupted.
2479
2480If the Magister succeeds his magic check by a margin equal or above the HD of
2481the highest-HD creature in the area of effect, all the incorporeal beings are
2482permanently dissipated back to the astral plane. For example, if a 4th magister
2483encounters several 2HD Shadows, and attempts to Banish them, he would need to
2484beat a magic check of DC14. If he succeeds his roll, up to 4 shadows within the
2485area of effect are temporarily dissipated, for 4 rounds. If he had rolled a 16
2486or higher, they would be permanently cast back into the astral. If he was facing
2487an 8HD banshee, he would need to beat a DC20 roll to temporarily dissipate the
2488entity; when he did, anyone suffering from fear or confusion effects due to the
2489banshee would no longer be affected. If he beat a DC28 or higher, the banshee
2490would be permanently cast out into the astral.
2491
2492On a natural 20, if the modified result is enough to successfully beat the DC,
2493the range, number affected and duration of the banishing is doubled. If the
2494magister fails any Banishing Gesture attempt, he may not attempt any form of
2495banishing again until the next morning.
2496
2497c) Temple Raising: This technique is for the creation of a permanent space or
2498magical sanctum for the Magister. It is a complex ritual and requires
2499infrastructure of considerable costs. It requires a room, which can be of any
2500shape but must be a minimum of 100 square feet in size; it could be a room in an
2501existing building, and of course the magister may wish to make the room in his
2502own home, or tower, or in a spot adjacent to a library and laboratory. The room
2503requires various components. A permanent magical circle and triangle will need
2504to be done on the floor, a small altar of incense and a working table set up,
2505for the purpose of summoning rituals, as well as appropriate storage for scrying
2506stones or other tools. The expenses involved in the refurbishing of the floors,
2507ceiling, walls, door and furnishings will have a minimum cost of 50L; of course
2508if this is part of a new construction this is in addition to the cost of the
2509building itself. Construction times are of course variable but if the work is
2510starting from an existing building it will likely take a few weeks, and if it is
2511a new construction it could take several months.
2512
2513The ritual to raise up the temple is a complicated procedure. It requires
2514incenses, oils, a special wand made of almondwood or ash, a ceremonial bell, and
2515other materials; with a total cost of no less than 12L. It requires three days
2516of prior preparation, during which time the Magister cannot eat meat, engage in
2517sexual activity or drink alcohol. The work time on those days requires several
2518hours each day but otherwise the Magister is free to engage in other activities.
2519The ritual itself requires a full day where no other activity can take place. At
2520the completion of the ceremony, the magister must make a magic check against a
2521DC19.
2522
2523The Temple, once raised, will have the following effects:
2524
2525- No incorporeal entities or supernatural entities of any kind will be able to
2526 enter the Temple, unless bidden to by the Magister.
2527
2528- No magic of any kind cast outside the temple will be able to have an effect
2529 within the temple (note that any spell cast within the temple will function
2530 as normal).
2531
2532- Within the temple, the Magister (or anyone else) will have +4 to all
2533 summoning checks.
2534
2535- The Magister who created the Temple will also have a +2 bonus to any other
2536 magic checks performed inside, while any other Magister will have a +1
2537 bonus.
2538
2539The temple’s magical effect is permanent. However, if some kind of magical work
2540is not performed inside the temple at least once every six months (note: by any
2541magister, not necessarily the one who created the temple), the temple’s effects
2542will be lost and the ceremony will need to be performed again to make it
2543functional.
2544
2545### 4. BATTLE MAGIC:
2546
2547This is the skill in magical curses and other offensive magics. The first time
2548this technique results, the magister may select two ‘curses’. Any subsequent
2549result allows the magister to gain one more.
2550
25511. The Blasting Wand: Although it is called a wand, the actual form of this
2552 item can be in the style of a wand, a staff or some type of rod. In all
2553 cases, the material necessary is the same: the object must be made from
2554 almond or ash wood. It must be consecrated using magical oils (at a cost of
2555 20sh for a wand or rod, 40sh for a staff). The ‘wand’ must be fitted with an
2556 outer copper shell, which must at least extend from the point where the
2557 magister will grip the item up to the tip of the item. This special shell
2558 will cost 3L to construct, 6L for a staff. It will include a special fitting
2559 at the tip, on which must be placed a specially cut crystal (quartz, or
2560 topaz). This crystal costs at least 1L.
2561
2562 The object must then be magically activated in a night-time ritual just
2563 before or during a thunderstorm. The ritual takes about an hour to perform.
2564 The ritual is incredibly taxing on a magister’s body; every time the ritual
2565 of activating is performed, the Magister permanently loses 1 point of
2566 Constitution.
2567
2568 Once the ritual is completed, the blasting wand will be able to strike
2569 opponents with magical power. To successfully ‘blast’ an opponent the
2570 magister need only touch them with the tip of the ‘wand’, requiring an
2571 attack roll against an opponent as if they were unarmored (unless the
2572 opponent is wearing some kind of magical armor, in which case they must hit
2573 the AC value of their magical armor). A successful hit will do damage based
2574 on the level of the magister at the time of activating the blasting wand: it
2575 will do 1d6+1 damage for every 3 levels the magister had at the time of
2576 activating the blasting wand (so for example, a 3rd level magister can
2577 create a wand that does 1d6+1 damage, a 5th level magister’s wand does
2578 2d6+2, while a 9th level magister would do 3d6+3, etc). After each
2579 successful strike, the magister must attempt a magic check vs. DC13 to
2580 recharge the wand; to do this he must be holding the wand in his hand and it
2581 takes 1 round of full concentration. If he succeeds, the wand will be
2582 charged until the next time he successfully strikes an opponent. If he fails
2583 the check, he cannot attempt to recharge the wand again until the next
2584 morning.
2585
2586 No one but the magister who performed the ritual to activate the wand can
2587 use it. However, if another magister obtains an intact wand and is familiar
2588 with the ritual to activate the wand, he can perform the ritual on a wand
2589 that was already properly constructed in order to activate it.
2590
25912. The Bread of Gideon: This ritual allows the magister to create a magical
2592 bread that, when consumed, will cause misfortune on any who attack the
2593 individual who ate it. The ritual requires access to an oven to cook bread
2594 over, and the basic ingredients to make the (unleavened) bread, as well as
2595 honey.
2596
2597 First, the magister must prepare (or he may have prepared for him by a
2598 trusty servant of good character) unleavened bread (as there is nothing
2599 special about this bread, the ingredient costs are minimal, perhaps 1p). In
2600 a special ritual, the magister will take the bread as soon as it is out of
2601 the oven and paint on it the letters «GDOHN» in the secret alphabet with
2602 honey. The whole process of baking the bread and performing the rite
2603 (presuming the ingredients are already present and the oven is heated) will
2604 take no more than about 30 minutes. The bread will be good for no more than
2605 3 days.
2606
2607 When the bread is consumed, the magister must be present (if he is not the
2608 one eating it) and recite a certain magical formula. Each portion of bread
2609 will grant its power to one person per level of the magister. The eating of
2610 the bread and the reciting of the words takes about 1 minute. The magister
2611 must succeed in a magic check vs. DC13. If he succeeds, everyone who has
2612 eaten of the bread (up to the limit stated) will find that in combat all
2613 opponents have a –1 penalty to hit them, and they have a +1 penalty to all
2614 saving throws against any special attacks from an opponent (this does not
2615 extend to saving throws from things that are not directly an attack, such as
2616 traps). Additionally, against creatures of a magical nature (including the
2617 undead, demons, fay creatures/elves, incorporeal beings or any creature that
2618 requires magic to be hit) these modifiers are extended to be a –1 to be hit
2619 and a +1 to save per level of the magister who made the bread!
2620
2621 This effect lasts until the next sunrise. The magister may prepare as much
2622 bread as he is able, but each separate loaf that is consumed requires a new
2623 magic check, and if a magister fails his magic he cannot perform the rite
2624 again for the rest of the day, even if he still has bread left over (though
2625 if it has not yet gone bad, he can use remaining loaves in his attempt the
2626 next day).
2627
26283. Unseen to Enemies: This magic will allow the magister to be invisible to
2629 opponents who wish him harm. The unusual ritual requires that the magister
2630 take off his left shoe, circle it in the air seven times, and shake it in
2631 the air seven times, while reciting certain magical words. This process
2632 takes 3 rounds; if the magister is interrupted in that time (for example, if
2633 he’s hit by an attack) then the ritual fails and would need to be started
2634 again. At the end of the ritual, the magister must make a magic check
2635 against a DC15. If he succeeds, then he cannot be seen by anyone with
2636 hostile intentions toward him who has the same or less levels/HD as the
2637 magister. Opponents of higher level/HD are unaffected. This will incur the
2638 usual penalties for any opponent to whom the magister is now unseen, to be
2639 able to see them (–6 to melee attacks, –12 to ranged attacks). Any attack a
2640 magister makes on an opponent will grant the standard +2 surprise bonus.
2641 This magical effect lasts for 10 minutes per level of the Magister.
2642
26434. To Break or Make Tight a Seal: Whether on a door, window, or the lock on a
2644 chest, manacles, or any other sort of non-magical barrier, this spell will
2645 allow the magister to get through it. The magister must kneel before the
2646 seal and engage in a ritual invocation, and then draw a certain sigil on the
2647 seal, along with the letters ‘YH’, with his index finger and his own saliva.
2648 Then knock on the seal seven times. The whole process takes about 1 minute
2649 (10 rounds).
2650
2651 If he makes a spell check vs. a DC14, he will be able to magically open the
2652 seal.
2653
2654 A magister who is familiar with this ritual can also, by using a different
2655 invocation, apply this magic to make a seal impossible to open by ordinary
2656 means. The time required and the difficulty is the same as above. Any seal
2657 thus secured cannot be opened by a key or by ordinary lock-picking, only
2658 through magic or by breaking the object of the seal (the door, chest,
2659 chains, etc.). The seal-breaking ritual can be used to open a seal bound in
2660 this fashion, but in that case instead of the difficulty being DC14, it is
2661 DC12+ the level of the caster who made tight the seal.
2662
26635. To Make the Earth Tremble: This is a most powerful spell, a secret word of
2664 power. But it is also very dangerous. To use it, the Magister need only
2665 raise both arms outstretched to the heavens, calling out the secret word
2666 three times. Then speaking a brief incantation the magister must strike the
2667 ground (or the side of a cliff or mountain) with his hands. The whole
2668 process takes 2 rounds.
2669
2670 If the magister succeeds at a DC19 magic check, the earth will shake!
2671 Fissures will open in the ground, and landslides or rockfalls may occur if
2672 there is any terrain that might allow that. The quaking will affect
2673 everything for 5’ per level of the magister, in an arc ahead of where the
2674 magister’s palms struck.
2675
2676 If this spell is performed outdoors, the earth in the affected area will
2677 shake causing anyone in the area to require a saving throw against the magic
2678 check result to avoid being knocked prone. There is also a 1/6 chance that a
2679 fissure will open in the ground with a depth of 1d6x10ft, requiring a second
2680 save to avoid falling in; anyone who falls into the fissure will take 1d6
2681 damage PLUS for every 10ft of depth.
2682
2683 If the tremor was created in hilly or mountainous terrain there is a 5/6
2684 chance of a landslide or rockslide, this will require a similar saving throw
2685 to avoid taking 3d6 damage (in the case of hilly terrain) or 6d6 damage (in
2686 the case of mountainous terrain). However, there is also a 1/6 chance that
2687 the rockslide will expand beyond the area of effect of the quake, requiring
2688 that anyone (including the magister or other PCs) in the general area will
2689 need to make a similar saving throw to avoid damage.
2690
2691 If the quake’s area of effect encompasses a building, then any building not
2692 made of stone will collapse 5/6 times, and any stone building will have a
2693 collapse in the area of effect (which might trigger a total collapse of the
2694 structure) 1/6 times. If a fissure has opened due to the quake, then any
2695 buildings in the area of effect will automatically collapse. Anyone inside
2696 the buildings will need to make saving throws to avoid taking damage from
2697 the collapse (the damage will be at least 5d6 but may be more if the GM
2698 determines it so).
2699
2700 If the Magister is inside a building or underground when the spell is
2701 performed, then the building, tunnel or cave will collapse in the area
2702 affected. There is also a 2/6 in the case of being underground that this
2703 collapse will trigger a larger collapse of the tunnel walls/ceiling that
2704 will potentially affect everyone in the general area.
2705
2706 This spell cannot be cast if the magister is on a higher floor of a
2707 building; he must be able to strike the ground floor for it to function.
2708
2709 This spell can be cast directly on a Golem (which requires a roll to hit the
2710 golem with the magister’s palms). If he successfully strikes his palms on
2711 the Golem with this spell it will do 5d10 points of damage to the Golem and
2712 leave it stunned for one round.
2713
27146. Misfortune Cursing: While chaos cultists will engage in more sinister forms
2715 of curses (mutations, poisoning, disease, etc), magisters who are not
2716 necessarily chaos cultists can perform a curse that warps the fortune of
2717 their intended victim, leading them to greater risk of tragedy.
2718
2719 To perform the ritual of luck-cursing, the magister needs to know their
2720 victim’s true birth-name. This is one reason why some magisters will take on
2721 a different nick-name for public purposes; and why Cymri are given a secret
2722 true name at birth, known only to close family. The magister also requires a
2723 lead plate (costing 20p), and special incense (worth 3L). He must carve the
2724 name of his intended victim onto the plate, and then perform a ritual,
2725 making use of the incense and ceremonial incantations. The ritual takes
2726 about an hour. The magister must succeed at a DC15 magic check. If he
2727 succeeds, then the intended victim must make a saving throw versus magic,
2728 with a difficulty equal to the magister’s result. If the victim fails the
2729 check, he has been cursed, and from that point onward whenever the victim
2730 needs to make a saving throw, his player must roll two dice and use the
2731 lower result. Note that the victim may not necessarily know who cursed him
2732 or even that he is cursed, at least initially. Magisters with occultism or
2733 Cymri with second sight (or magical abilities that allow for the detection
2734 of magic auras) will register that there is an active magical effect on the
2735 victim.
2736
2737 The curse is permanent, unless removed by some magic (a circle banishing,
2738 for example) or religious divine intervention. A misfortune curse will have
2739 no effect on a character who is already under a misfortune curse. The curse
2740 is also immediately lifted if the lead plate with the victim’s name on it is
2741 destroyed in some way (broken, melted down, etc.).
2742
2743 Note that placing a curse on someone is considered a form of witchcraft
2744 under both secular and religious law, were this to be discovered it would
2745 likely cost the life of the magister performing such curses (except in the
2746 most unusual of circumstances).
2747
2748### 5. ASTROLOGICAL TALISMANS:
2749
2750This is a very powerful kind of magic, which creates magical charms or talismans
2751(more properly called ‘pantacles’) which can be carried on one’s person or worn
2752as an amulet. They are tied to the power of those spirits called Planetary
2753Intelligences.
2754
2755To be able to obtain this magical technique, a Magister must first have the
2756Astrology skill. If he does not, then the first time he obtains this technique
2757he will instead gain the Astrology skill.
2758
2759To create an astrological talisman, he must first ascertain the best period in
2760which to perform the ritual to empower a talisman. He must also create a
2761talisman, which will have a variable cost depending on the planetary spirit he
2762needs to invoke.
2763
2764The Astrological calculation to determine the best dates for invocation are done
2765against a DC13. If he succeeds in his check he will be able to determine the
2766next most suitable date. If he fails his check by less than 4, his calculation
2767will be off by one parameter (meaning the date he thinks would be most suitable
2768will in fact only be ‘suitable’, the dates he thinks are ‘suitable’ will be
2769‘unsuitable’). If he fails by more than 4, then the dates he calculated will all
2770be unsuitable. Note that the magister will not be aware of having miscalculated!
2771
2772At any given time, the ‘most suitable’ date from the time of calculation will be
27732d20 –2 days away (a result of ‘0’ meaning that the ‘most suitable’ date is the
2774very day the calculation is performed). Performing the ceremony on the ‘most
2775suitable’ date will grant a bonus of +2 to the magic check required. The nearest
2776‘suitable’ date will be 1d20 days prior to the ‘most suitable’ (with a negative
2777result meaning that there is no ‘suitable’ date before the ‘most suitable’
2778date), and the nearest suitable date after the ‘most suitable’ date will be 1d20
2779days after the ‘most suitable’ date. «Suitable» dates allow the magister to
2780perform the creation of the talisman without any bonus or penalty. Note that
2781from a single calculation, the magister could choose to attempt to create up to
27823 different talismans (one on each of the dates), so long as they were all of
2783the same planetary force. Trying to create talismans of a different planetary
2784force would require other dates for suitability, and thus a new Astrology check.
2785
2786Attempting to create a talisman on an ‘unsuitable’ date cause a –4 penalty to
2787the magic check.
2788
2789To create a talisman, one must first craft a metal amulet with the appropriate
2790secret symbols. The costs and materials of these amulets are as follows:
2791
2792| Talisman cost and material | |
2793|----------------------------|----------------------|
2794| Solar 3L (gold) | Jupiterian 16p (tin) |
2795| Lunar 6sh (silver) | Martian 1sh (iron) |
2796| Venusian 12p (copper) | Saturnian 6p (lead) |
2797| Mercurial 2sh (zinc) | |
2798
2799The ritual to enchant a talisman requires a full day, partly spent in
2800preparation and purification (including ceremonial bathing and fasting), and
2801partly in an invocation including the use of incenses and oils, with a total
2802cost of 4L. A table must be used as a magical altar and a circle drawn. If he
2803has a magical temple the magister can of course perform this ritual within, with
2804the relevant bonuses (see the «Banishing» skill for more information).
2805
2806The magister must then summon up the Planetary Intelligence whose energies he
2807wishes to place into the talisman. This requires a magic check against a DC21.
2808If the check succeeds, he will have successfully created the talisman in
2809question. If the check fails, he cannot attempt to create any talisman of this
2810particular planetary type again for a full month. Furthermore, if he performed
2811the check on a ‘most suitable’ or ‘suitable’ date, and rolled a natural 1, he
2812must make a saving throw versus magic or will be possessed by the planetary
2813intelligence in question. Worse yet, if he performed the ritual on an
2814‘unsuitable’ date and failed the check, he must make a saving throw regardless
2815of the number rolled (with a –4 penalty to his saving throw if his roll was a
2816natural 1), or be possessed by a random planetary intelligence!
2817
2818For a full description of possession by a planetary intelligence, see the Dark
2819Albion sourcebook «Cults of Chaos». However, if you are not using that book,
2820this is a description of possession effects in brief:
2821
2822- Mercurial: a possessing Mercurial spirit will have one intellectual subject
2823 as an obsession. The magister will gain a +5 skill in that subject (unless
2824 he already has that skill at higher than +5), but will become obsessed with
2825 obtaining more obscure knowledge of said subject.
2826
2827- Venusian: the magister will gain a +2 bonus to reaction rolls, but will
2828 drive the magister to seek to corrupt people into hedonism, glutton and
2829 debauchery.
2830
2831- Lunar: the magister will gain +2 to sneaking, hiding and to reaction rolls
2832 based on deception. But he will become driven to obtain material wealth
2833 through crime.
2834
2835- Martial: the magister will gain +2 to hit and +1 to damage in combat, and a
2836 +2 morale modifier for NPCs under his command. But he will become obsessed
2837 with killing and violence.
2838
2839- Jupiterean: the magister gains +5 to law and courtly politics, and a +2 to
2840 reaction rolls for impressing lords. But he will be driven to corrupt some
2841 mighty lord and turn him toward tyranny.
2842
2843- Saturnine: the magister will get a +4 bonus to surprise attacks (rather than
2844 the regular +2), and he will have a +5 to knowledge checks regarding the
2845 undead. However, he will be driven to commit serial murder.
2846
2847- Solar: the magister will gain a +5 to theology, but will be driven to lead
2848 the life of a hermit, in poverty and self-denial, and will only use magic in
2849 the service of holy causes.
2850
2851All cases of possession can only be relieved through magical or miraculous
2852means.
2853
2854Each talisman, once created, is permanent. The talisman’s effects are always on
2855so long as he has the talisman in contact with his skin (either worn as an
2856amulet or held in his hand, etc.), unless otherwise indicated by specific
2857details in the individual descriptions of the talisman. Any other person who
2858carries the talisman will benefit from the effects in the same manner. A
2859magister may only have one of each kind of talisman at any given time; if a
2860talisman is destroyed or lost, the magister may create a new talisman in the
2861usual manner, but doing so successfully will mean that the previous talisman (if
2862it still exists) will immediately lose its power and benefits.
2863
2864Each time this magical skill is taken, the magister will gain the knowledge to
2865potentially create all the talismans of one particular planetary force.
2866
28671. Talismans of Saturn:
2868
28691. YHVH Talisman: will make its wielder immune to possession by spirits of
2870 Saturn.
2871
28722. Omeliel Talisman: grants a +2 to any magic checks for creating any further
2873 talismans of Saturn.
2874
28753. AChD Talisman: grants a +1 to any magic checks intended to be used to cause
2876 direct harm to others.
2877
28784. ALVH Talisman: grants a +1 to all saving throws against traps.
2879
28805. DAIMONOS Talisman: Anyone who is actively trying to harm the magister has a
2881 –2 penalty to all saving throws.
2882
28832. Talismans of Jupiter:
2884
28851. Parasiel Talisman: by concentrating 1 round and doing a
2886 D20+INT(+Magister/Cymri level if a spellcaster) against a DC14, the wielder
2887 can detect the presence of any metals within 60’+10’/ lv, including those
2888 hidden or buried. If the check fails this talisman cannot be used again
2889 until the next sunrise.
2890
28912. AHIH Talisman: grants a +1 bonus to saving throws against any mind-affecting
2892 magical effects.
2893
28943. IH Talisman: grants a +1 favorable modifier to reactions from anyone of
2895 higher social class.
2896
28974. Seraph Talisman: grants a +2 to armor class. This effect does not stack with
2898 any normal armor, though it will stack with other magical effects.
2899
29005. ARARITA Talisman: this talisman, when held, will allow the wielder to find a
2901 1sh coin in 1-10 minutes of searching the local area. This effect works once
2902 per day.
2903
29043. Talismans of Mars:
2905
29061. Vau Talisman: will grant the wielder +1 to reaction rolls when he is trying
2907 to incite others to violence, and all who are so incited will have +1 to
2908 their morale checks to fight on.
2909
29102. AGLA Talisman: grants a +1 to any leadership-related checks for a commander
2911 in battle.
2912
29133. Scorpion Talisman: grants a +2 bonus to saving throws for dominating
2914 summoned demons of any type.
2915
29164. Qeber Talisman: the wielder of this talisman will have a +2 to armor class
2917 against all ranged attacks from non-magical missiles.
2918
29195. IAIA Talisman: this talisman can be used to summon a storm. The intensity of
2920 the storm will depend on prevailing weather and humidity; in very try
2921 environments it might be only a light drizzle, whereas in a humid or coastal
2922 area it can be a raging thunder- or hail-storm. Raising up the storm takes
2923 10 minutes of concentration. Once it is summoned, the storm cannot be
2924 controlled or stopped, it will disperse naturally within minutes or hours
2925 (again depending on the local weather/ humidity) after the magister ceases
2926 his concentration.
2927
29284. Talismans of the Sun:
2929
29301. Malkhiel Talisman: Will make the wielder immune to possession by solar
2931 spirits.
2932
29332. ADNI talisman: While this talisman is held against the forehead, the
2934 magister can see anything within his line of sight that would be magically
2935 invisible otherwise.
2936
29373. River Talisman: When this talisman is worn, travel time by water (in spite
2938 of the name, it applies to all river and sea travel alike) is reduced by
2939 one-half. This effect obviously applies to all those traveling on the same
2940 vessel as the magister. Note that this does not actually increase the speed
2941 of the vessel or reduce risks of encounters, it only means that magically,
2942 when arriving at the destination, only half the normal time will have
2943 passed.
2944
29454. Yod Talisman: whoever holds this talisman in their hand will be invisible to
2946 normal vision.
2947
29485. Chasan Talisman: If this talisman is held in the hand, it will instantly
2949 break any bonds restraining the wielder.
2950
29515. Talismans of Venus:
2952
29531. Nogahiel Talisman: the wielder of this talisman will get a +1 to any
2954 reaction rolls for any attempt at singing or performing music.
2955
29562. Ruach Talisman: if this Talisman is held in the hand and shown to another
2957 person, if that person is potentially attracted to the wielder they must
2958 make a saving throw vs. spells or fall in love with them. Unless dispelled
2959 by some other magical means, the effect will last until the victim’s dying
2960 day or until the talisman is used on another person.
2961
29623. Bone Talisman: holding the talisman in the hand and concentrating, the
2963 wielder must speak the true name of a person known to them. That person must
2964 make a saving throw versus spells. If they fail and are within a day’s
2965 travel of the wielder, they will immediately feel inexorably drawn to travel
2966 to the wielder’s present location by the quickest means reasonably possible.
2967
29686. Talismans of Mercury:
2969
29701. Boel Talisman: grants a +1 to any perception check.
2971
29722. Allatori Talisman: When trying to obtain some kind of knowledge or
2973 information, if the wielder concentrates on what he seeks to learn and spins
2974 the talisman, the direction that the top of the sigil points to when it
2975 lands will mark the direction of the nearest source of that information.
2976 Note that this will be the nearest direction in a straight line, and will
2977 not give any clues as to the distance that might be involved, or the
2978 obstacles that might be between the talisman’s current position and the
2979 source of the information sought.
2980
29813. ElAb Talisman: When two doorways are marked with the same «ElAb» sigil by
2982 the wielder of this talisman, then whoever holds the talisman in his hand
2983 and steps through one doorway will enter the location of the other doorway,
2984 regardless of how far apart those two doors are. The doorways, once marked,
2985 will be the only ones that will function with this talisman for however long
2986 the talisman remains empowered. If either door is destroyed or its sigil is
2987 destroyed, the talisman will cease to function.
2988
29897. Talismans of the Moon:
2990
29911. IHH Talisman: whoever holds this talisman will be able to bend any metal
2992 bars or grates effortlessly. This effect does not extend to other metallic
2993 substance, only to bars or grates that block a doorway, window, or other
2994 portal.
2995
29962. Abariel Talisman: This talisman will allow the wielder to breathe
2997 underwater.
2998
29993. Vevaphel Talisman: This talisman, when held in the hand, will allow the
3000 wielder to calm storms of all sorts as well as calm turbulent waters of the
3001 sea. The effect will take place gradually, reducing the intensity of storms
3002 and waves, over the course of 10 minutes of concentration.
3003
30044. Yahel Talisman: This talisman will grant a +1 to saving throws versus
3005 poison. It will also allow the wielder to make an INT check (DC13) to
3006 identify any herbal medicine or poison, even if they have no knowledge of
3007 herbalism.
3008
30095. Azarel Talisman: When this talisman is placed on a corpse, it will allow the
3010 one who placed it to ask the spirit of the deceased three questions. The
3011 spirit will only have the knowledge it held while alive, and will answer as
3012 it sees fit based on its personality (it may, for example, lie to the
3013 questioner if it feels motivated to do so for some reason). The spirit will
3014 understand the question, but can only answer in any language it knew in
3015 life. The talisman can only be used a single time in any given corpse.
3016
30176. Fountain Talisman: this talisman, when hung from an amulet and concentrated
3018 upon, will swing toward the direction of the nearest source of underground
3019 water. When it is directly above a buried water-source, it will swing in
3020 circles.
3021
3022### 6. TRUE ALCHEMY:
3023
3024While ordinary alchemical «puffery» involves working in a non-magical way with
3025chemicals and minerals to create interesting and potentially useful substances,
3026True Alchemy combines work with chemicals/minerals along with a set of spiritual
3027exercises and magical preparations, to create supernatural substances.
3028
3029Doing work of True Alchemy requires expensive laboratory equipment. The minimal
3030cost of this is 300L, though some substances will require more expensive labs
3031than that. Thus, most True Alchemists (except the very few who are fortunate
3032enough to be incredibly wealthy on their own) require the aid of great patrons,
3033either noble or royal families, or institutions like a Collegium of magic, the
3034Clerical order, or possibly extremely rich merchants or guilds. Usually these
3035patrons will require a great deal of service and results in exchange for their
3036investment.
3037
3038In order to take True Alchemy, a magister must also have the Alchemy («puffery»)
3039lore. If a magister or Cymri gets this skill as a random selection without first
3040having the «puffery» lore, he will gain that lore instead of the first level of
3041True Alchemy.
3042
3043Alchemists will practice according to different traditions and debate about the
3044virtues of different methods. However, all agree on two things: the mere
3045«puffers» are not true Alchemists, and at the same time true Alchemists must use
3046some of the same tools. The difference is principally that while «puffers» work
3047only with external materials and the manipulation of chemicals, the True
3048Alchemist simultaneously works with external substances and their own internal
3049being through meditations and experiments in his own body and awareness. He
3050applies the symbols of chemistry to his own consciousness. One of the central
3051tools of any True Alchemist’s lab is the «Athanoor» or «Alchemical Oven»,
3052created by secret methods to make possible the creation of substances that
3053ordinary processes could not create. The symbolic parallel to this, the
3054‘internal athanoor’, is the body of the Alchemist himself, which can be worked
3055on through the application of various methods to transform one’s being. The
3056ultimate goal in external True Alchemy is the Philosopher’s Stone, which can be
3057used to transmute lead into gold. In internal alchemy, it is the Elixir of Life,
3058which can be used to transform the ‘lead’ of flawed mortal existence into the
3059‘gold’ of immortality.
3060
3061Note that some processes of Alchemy are forbidden by the Church: the creation of
3062golems, homonculi, or talking heads are all forbidden except under the explicit
3063authorization and strictest supervision of the Clerical order (because of the
3064propensity of the former two to do evil, and that the latter requires a human
3065sacrifice). And likewise, the creation of gold through True Alchemy is forbidden
3066by secular law in some nations (as it could destabilize the economy). In Albion,
3067the creation of alchemical gold has been prohibited only in recent years, by
3068King Henry Bolingbroke in 1403. This prohibition was absolute for almost 50
3069years until 1452, when his grandson Henry the Mad King began to permit the
3070issuing of Royal Licenses in the hopes of raising funds for the badly depleted
3071treasury of the crown. However, only 3 licenses a year were issued, which meant
3072that only magisters of great renown, those with great connections or personal
3073political influence at court, or those with powerful allies or a great ability
3074(natural or supernatural) to gain favor could obtain one. There will typically
3075be a dozen magisters attempting to win such a license each year, so competition
3076can be stiff and cut-throat (sometimes literally). The granting of the license
3077has no cost, and in fact grants the Magister the crown’s protection and a
3078generous stipend of 300L per year for a 3 year period! However, within 3 years’
3079time of being granted such a license the magister will be expected to begin to
3080pay the crown 900L per year, for the next 13 years (at the end of which time the
3081license will either expire or be renewed). The reasoning is that any magister
3082who succeeds at his art should be able to pay that sum easily. Any who do not,
3083and who fail to pay the amount due by some other means, will not only find
3084themselves ruined but will have the license annulled. In the future period of
3085the Dark Albion campaign, these licenses would continue to be issued by the
3086Yorkist kings as well.
3087
3088Naturally, many individuals engaged in attempting the production of gold through
3089alchemy without a license. However, if caught, this was a death-sentence
3090offense.
3091
3092The first time the True Alchemy skill is taken, the Magister gains the ability
3093to make all the recipes under minor alchemy. The second time, he gains all the
3094techniques in ‘major alchemy’. The third time he must choose one of the two
3095techniques of the Great Work (either the Philosopher’s Stone OR the Elixir of
3096Life), and the last time allows him the other technique. However, while the
3097Magister gains the theoretical ability to make the recipes in each category when
3098it is taken, some specific recipes may also have other prerequisites of
3099knowledge, study, research or ingredients which the Magister will then have to
3100pursue in order to actually accomplish those recipes.
3101
3102Note: an alchemist can usually only work on one alchemical production at a time.
3103Two or more alchemists using the same lab can only work on multiple projects if
3104the lab is higher than base value. For every 150L above the base value, one more
3105project can be taken on at a time.
3106
3107#### A) MINOR ALCHEMY:
3108
3109##### a) Apollonius’ Lantern:
3110
3111- Requirements: basic laboratory, specially made copper lamp (cost: 2sh), a
3112 special mix of alcohols and oils (cost: 12p). The lamp must be made to
3113 specifications, it can be done by any craftsman skilled in working with
3114 copper.
3115
3116- Description: St. Apollonius was not only considered the founder of the
3117 modern Church of the Unconquered Sun, it bears remembering that he was also
3118 a great magister! It was considered by the Alchemists that he had uncovered
3119 the secrets of the Elixir of Life. He also invented this powerful alchemical
3120 crafting; it is tied to a legend of his having traveled into the depths of
3121 the Earth seek out the Sun (one common iconography portrays him dressed as a
3122 hermit, traveling at night with his staff and lamp). The lamp, properly
3123 constructed, will be ever-burning, it never needs to be refilled. However,
3124 if it is ever put out, the magic of the lamp is lost forever. But it will
3125 not be put out if it is shuttered, as it also requires no oxygen to burn.
3126 Only immersion in water, physical destruction of the lamp, or being
3127 intentionally snuffed out will extinguish it.
3128
3129- Construction: An Apollonius Lantern takes one full month to enchant, but
3130 only a couple of hours a day of carefully mixing the various ingredients to
3131 make the oils and consecrate the lamp are required, so a Magister may be
3132 able to do other activities at the same time so long as he can spend the
3133 necessary time at his lab every day. At the end of the construction period,
3134 he must perform a ritual, lighting it with a flame drawn from his Athanoor.
3135 A magic check is then required against DC14. If he succeeds, the lamp is lit
3136 and will be everburning. If he fails, the lamp will go out after about 6
3137 hours of burning.
3138
3139##### b) Banishing Water:
3140
3141- Requirements: basic laboratory, and ink made with from a special powder
3142 containing frankincense (cost: 1L).
3143
3144- Description: Banishing Water has the power to draw away incorporeal spirits
3145 of all kinds, as well as to protect against the undead, demons, extra-planar
3146 beings of any kind, magical constructs of any kind, or elves or other fae
3147 creatures. A vial of Banishing water, sprinkled or thrown in the direction
3148 of an incorporeal creature (requiring a ranged attack roll), will cause the
3149 creature (if struck) to immediately be banished back into the astral plane.
3150 They will be unable to reform in the material plane for 20-120 minutes. If a
3151 vial strikes a corporeal creature from the aforementioned list, the creature
3152 will suffer disorientation and distress giving it a -4 penalty to hit and to
3153 armor class or 20 minutes. If a vial is poured in a line in front of an
3154 entry-way, or in a circle, none of the creatures listed above will be able
3155 to cross it until the water evaporates (the rate of evaporation will depend
3156 on the environment, possibly as little as 1-10 minutes in a hot/dry
3157 environment, 10-30 minutes in an average environment, or 1-4 hours in a very
3158 damp environment).
3159
3160- Construction: Banishing water requires the mixing of a special tincture of
3161 herbs and minerals, which must be progressively heated, filtered and
3162 re-heated on his athanoor over the course of 3 days, taking about 2 hours of
3163 work per day. The magister must also design a specific sigil on clean
3164 parchment with powerful magical names using the special ink. After the
3165 tincture is ready, the magister must perform a ritual where he burns the
3166 parchment and then mixes the ashes with the tincture in pure water. He must
3167 succeed in a magic check with a DC13. If he succeeds, the Banishing water
3168 will have the desired effect.
3169
3170Note that if he has access to it, the formula can be created using Holy Water,
3171in which case the vial of Banishing water will have all the effects of both
3172Banishing Water and clerical Holy Water.
3173
3174##### c) Draught of Courage:
3175
3176- Requirements: basic lab, a small barrel of alcoholic beverage (wine, beer or
3177 mead), vinegar, almond oil, royal jelly.
3178
3179- Description: a draught of courage is a magic potion, made by the special
3180 preparation of relatively ordinary ingredients on the alchemical Athanoor.
3181 It is likely the recipe originated with the great alchemists of Khem, but it
3182 bears some similarity to a similar potion made by Northman «vitki» (wizards)
3183 to enflame the wild spirit of Northman warriors before battle. Whoever
3184 drinks a cup-full of the potion will become wild and reckless in battle; for
3185 the next hour after drinking, they will have a +2 bonus to-hit and to damage
3186 in combat, but they will suffer a -2 penalty to armor class. Anyone under
3187 the effect of this potion cannot fight defensively for the duration.
3188
3189- Construction: The magister must first prepare a cooking vessel by
3190 consecrating it writing secret symbols on it with almond oil. Then he must
3191 prepare a mix of water, vinegar and royal jelly which is cooked in a
3192 particular way. During this process, he must make a magic check against a
3193 DC13. Failure means the potion will have no effect, but a natural 1 will
3194 mean the potion will make its imbibers wild for the duration, suffering a –2
3195 to armor class and a –1 to hit though they will still get a +2 to damage. A
3196 natural 20, or a total roll of 22 or higher, will make that potion
3197 particularly effective, granting a +2 to hit and damage but with only a -1
3198 to armor class. The entire process to make one batch of the courage potion
3199 (enough for 10 doses) takes only about 8 hours of careful work, but then the
3200 potion must be left to sit in a wooden cask for at least 6 days before it is
3201 ready. After that minimum, the potion will maintain its effectiveness until
3202 drunk, so long as it’s not somehow tainted.
3203
3204##### d) Friendship Cake:
3205
3206- Requirements: basic lab, cooking ingredients (honey, flour), a mix of secret
3207 herbs and mineral substances.
3208
3209- Description: Friendship cake will look to ordinary appearances as an
3210 ordinary sweet dry pastry. However, it has a powerful magical function: it
3211 will entrance a person who is meant to be the target of its magic. A cake
3212 will always require two names: the name of the person who desires the
3213 friendship, and the target, the person whose mind is to be altered to become
3214 friendly. After it is cooked, half the cake must be eaten by each person,
3215 though not necessarily at the same time. If this is done, then the target
3216 must make a saving throw against magic. If he fails, he will be completely
3217 entranced, seeing the other person who ate the cake as his dearest friend.
3218 He will be willing to do almost anything for him. Only if he is called on to
3219 directly violate his alignment, his religious faith, or to do something that
3220 will put him in immediate and direct likelihood of death, will he be allowed
3221 a new saving throw. A target who saved initially will simply not be
3222 affected; but if someone is entranced and later on makes their saving throw
3223 under one of the aforementioned conditions, they will realize that they were
3224 enchanted. Barring those circumstances, the enchantment will persist until
3225 one of the two individuals involved dies (unless the magical effect of the
3226 enchantment is banished or dispelled through some other magic or miracle).
3227
3228- Construction: The magister must first prepare the initial ingredients of the
3229 magical portion of the cake, considering of various secret herbs and other
3230 substances. They must be cooked progressively and slowly on the Athanoor for
3231 seven days, being allowed to cool every night from sunset to sunrise, and
3232 then heated again on a very low heat from sunrise to sunset. Each morning
3233 magical incantations must be said over the ingredients, giving the true
3234 names of the cake’s ‘owner’ and it’s ‘target’. At the end of the 7th day,
3235 the ingredients are mixed into the ingredients for a regular sweet honey
3236 cake. The magister must make a magic check against DC13. If he succeeds, the
3237 cake will work as indicated, otherwise it will have no effect.
3238
3239e) Potion Curative:
3240
3241- Requirements: standard lab, all-heal, henbane; also, the assistance of a
3242 cleric.
3243
3244- Description: These are potions of great value as they can cure injury with
3245 great speed. However, a magister cannot create this potion by himself. He
3246 requires the assistance of a Cleric, who must have the miraculous powers of
3247 both blessing and laying-of-hands. Without that, what he created would only
3248 be a mild curative or a toxic poison.
3249
3250- Construction: The Magister must prepare a special concoction of a variety of
3251 alchemical substances along with the herbs all-heal and henbane. These must
3252 be carefully cooked in the Athanoor, prepared over the course of 7 days; the
3253 Cleric does not need to be present until the last day of preparation, but
3254 the Magister must periodically watch over the cooking process of the
3255 tincture (he can engage in some other activities in the course of the day,
3256 but will need to check on the process several times each day). On the 7th
3257 day a ritual must be performed to empower the potion. In this ceremony,
3258 combining magic and prayer, the magister must make a magic check while the
3259 Cleric must make two checks (one for Blessing, and one for Laying hands).
3260 The DC for the Blessing check is always DC13, but the checks for the Alchemy
3261 and Laying hands magic check is variable depending on the strength of the
3262 potion you wish to create:
3263
3264| Potency | Magic check DC |
3265|---------|----------------|
3266| 1d6+1 | DC 13 |
3267| 2d6+2 | DC 16 |
3268| 4d6+4 | DC 18 |
3269
3270If the Blessing check fails, but the other checks succeed, then the potion will
3271only heal half as much as the indicated value.
3272
3273If the Laying-Hands magic check fails, but the other checks succeed, then the
3274potion will only heal 2hp.
3275
3276If both the cleric’s checks fail but the Alchemy magic check succeeds, then the
3277potion will heal only heal 2hp after a night’s rest (in addition to any other
3278natural healing from rest).
3279
3280If the Alchemy magic check fails, then the tincture will have been unable to
3281effectively capture the essence of the cleric’s miracles, and the tincture will
3282cause a severe stomach upset, preventing the imbiber from being able to rest
3283that night.
3284
3285In any case, a character will realize they have failed a check only if they fail
3286by a difference of 4 or less.
3287
3288If the laying-hands roll is a natural 20, then the potion will heal double the
3289amount it otherwise would have healed.
3290
3291If the Alchemy magic check is a natural 1, the potion is a deadly poison: the
3292imbiber will feel confused within 1d10 rounds of drinking, then fall unconscious
3293within 2-20 minutes of drinking the potion, after 5 hours go by they will have
3294to do a saving throw versus poison or die (if they save, they will return to
3295consciousness only about 8 hours after having drunk the poison). The magister
3296will realize his potion is poisonous at the time of creating it, only if the
3297modified total from the natural 1 is equal or greater than the DC –4.
3298
3299##### f) Rain Powder:
3300
3301- Requirements: standard lab, including a variety of substances like salt and
3302 sulfur. It is also necessary to have the blood and bile of a steer. Likewise
3303 parchment and inks.
3304
3305- Description: Rain powder is not exactly an incense, its purpose is not to
3306 create a pleasant or holy scent (in fact, it smells foul), though it does
3307 create a great amount of smoke. Burnt over a large brazier anywhere
3308 outdoors, it will (if correctly prepared) generate rain over a large area.
3309 These will usually be heavy but gentle rains, as the purpose of this
3310 concoction was originally agricultural, but it is also possible to use them
3311 to create more powerful storms in the hopes of harming crops, sinking ships,
3312 or distressing armies.
3313
3314- Construction: Before commencing the preparation, the magister must spend
3315 three days in fasting and meditation during which he can partake of no heavy
3316 work or travel. Then he must mix together the various ingredients heating
3317 and mingling them in his laboratory. They must be reduced into a dry powder,
3318 which will take a day’s work. At the same time he must inscribe certain
3319 secret sigils and words on parchment. He must then burn the parchment as
3320 part of a ritual, and mix the ashes with the powder. At the time of burning
3321 the parchment he must make a magic check vs DC13.
3322
3323If he succeeds, the powder will then retain its magic properties indefinitely.
3324The amount of powder created, enough for one use, is fairly considerable,
3325weighing a few pounds and occupying a space equivalent to a small sack of flour.
3326
3327If the magister fails his check with a natural 1, then the magister must make a
3328saving throw modified by his WIS. If he succeeds, the powder catches fire and
3329the room or area fills with a hideous green smoke that will create a nearly
3330unbearable pungent odor (if the ritual was being performed indoors, the odor
3331will remain for weeks)! If he fails, the powder will explode, doing 2d6 damage
3332to everyone within 30’ radius of the powder, half that much to anyone who makes
3333a saving throw modified by DEX.
3334
3335To be utilized the powder must be burned outdoors in a large brazier, gradually
3336over the course of about an hour. The burning will produce thick and colorful
3337smoke and will fill the area with a fairly foul odor. Magisters wishing to
3338impress onlookers may often recite loud incantations at this time, but in fact
3339none are needed, in fact, the Magister need not even be present, strictly
3340speaking. However, anyone attempting to burn Rain Powder who does not have
3341either alchemy or at least the «puffery» lore will have to make a WIS check at
3342DC10, to avoid burning the powder either too quickly or too slowly, if the check
3343is failed, there will only be a 33% chance of the powder working. Magisters or
3344trained nonmagical alchemists will require no such check.
3345
3346When the burning is complete, rainclouds will begin to gradually gather, and
3347rain will fall within 1d20 hours. How much rain and how long it will last varies
3348depending on the local climate; conditions that are very dry might see only a
3349light volume of rain for only a few hours, whereas areas that were already humid
3350might see a good volume of rain over several days.
3351
3352A magister can also create rain powder with the express intention of conjuring
3353strong storms. In this case, the magic check is DC20. If the magister fails his
3354check by more than 10 points, or with a natural 1, he will suffer the effects
3355described in the case of a natural-1 above, except that in the case of the
3356powder exploding it will do 4d6 damage up to a radius of 40’. Storms will last
3357the same duration as natural rains but will be of much greater intensity, and
3358usually include lightning strikes and possibly (30% chance) hail.
3359
3360In any area where the temperature is below freezing, rain powder will instead
3361generate snowfall or blizzards.
3362
3363#### B) MAJOR ALCHEMY
3364
3365##### a) Byzantine Dragonfire:
3366
3367- Requirements: Standard Lab, including ingredients found in a standard lab
3368 like sulphur and oils, plus the special ingredients required to make
3369 Dragonfire. One of these is pine resin, which is fairly easy to obtain. But
3370 the crucial element to the construction of Byzantine Dragonfire are the
3371 droppings of Dragons. With the draconic race believed to be extinct (or
3372 possibly only nearly extinct), these can fortunately still be found, though
3373 only with great difficulty. The droppings of a dragon, once dried, appear
3374 like a crumbly reddish-brown rock which sometimes has some crystaline
3375 specks. As an incredibly valuable magical ingredient, «dragon-stone» can
3376 only be purchased at a very steep price (typically about 75L for enough to
3377 make one batch of Dragonfire). However, it can also potentially be found in
3378 caves throughout most mountainous regions, where great numbers of dragons
3379 once dwelt. Of course, this involves travel to incredibly dangerous regions
3380 where many terrible creatures may still be found.
3381
3382 Finally, a means of delivering the Dragonfire must also be constructed. The
3383 Byzantines knew a secret for constructing a large three-man pump which shot
3384 out the weapon from their ships; the secret of such a device’s construction
3385 is now lost, though its construction would probably cost 100L or more. They
3386 also knew of a design for a smaller (though still heavy) weapon held by one
3387 man, called a Cheirosiphon. This device would cost about 30L, and while
3388 there are plans which survived the fall of Byzantium, the plans themselves
3389 would probably require extensive research and travel outside Albion to find
3390 them. The simplest delivery device would be in the form of airtight clay
3391 grenades, which could cost only about 2sh each.
3392
3393- Description: Byzantine Dragonfire was a secret alchemical recipe, invented
3394 in the early 7th century AL by the Byzantine Magister Kallinikos the
3395 Brilliant. He was originally from Heliopolis, the city of the Sun in the
3396 holy lands. In the time of his birth, the holy lands were a distant part of
3397 the Byzantine empire, but they were overrun by the followers of the Crescent
3398 Moon. He was forced to flee as a refugee to the city of Byzantium, where in
3399 his quest for revenge he discovered a formula that replicated to a certain
3400 extent the deadly breath of dragons. Carefully guarded by the Byzantine
3401 Empire, this became their great secret weapon, which allowed them to hold
3402 off the hordes of the Turk for the next 800 years. Byzantine Dragonfire was
3403 a liquid, which when exposed to air and/or water would light into a mighty
3404 greenish flame that was almost impossible to put out. The Byzantines
3405 primarily used this weapon to burn the ships of the Turk invaders. Water
3406 would only make it burn harder, and only very few methods could manage to
3407 put it out. Eventually, however, even the magic of Dragonfire could not save
3408 Byzantium as it lost territory and wealth to the never-ending invasions. By
3409 the last 20 years of the doomed empire’s existence, they were so besieged
3410 that they eventually could not manage to obtain enough of the crucial
3411 dragon-stone needed for the recipe, and Byzantium fell. As a last revenge
3412 against the Turk, the Byzantines attempted to destroy all of the secrets of
3413 their recipe, so that today only a handful of truly skilled Magisters have
3414 the knowledge of how to construct Dragonfire. Its utility in war has been
3415 somewhat diminished due to the discovery (by Turk alchemists, but then
3416 spread to the rest of the world) that dragonfire can be extinguished with
3417 concentrated vinegar or aged urine.
3418
3419- Construction: when all the ingredients are obtained, it takes about 11 days
3420 of near-constant work to create a small batch of Dragonfire. The amount
3421 created in one batch will be enough to fill 10 clay grenades, or to make 6
3422 shots from a Cheirosiphon, or 2 blasts from a large naval pump. The work is
3423 also incredibly dangerous, as after a certain point all the process must be
3424 done in air-tight conditions, using specially designed glass or airtight
3425 sealed tubing to fill the grenades or the bladders of the larger weapons.
3426 The various ingredients are mixed together to just the right proportions and
3427 must be cooked to just the right concentration. A small amount of
3428 dragon-stone is then added, along with secret incantations to bind the
3429 residue of the dragon’s power to the substance. This is done on the 7th day
3430 of the cooking process. It is on that day that the magister must make a
3431 magic check vs DC15. If he succeeds, the Dragonfire will function as
3432 indicated (if he fails, with anything other than a natural 1, then the
3433 entire batch of Dragonfire is simply inert and won’t light).
3434
3435 When creating the Dragonfire, if the magister rolls a natural 20 or beats
3436 the DC by 10 points or more, he creates an especially potent batch that does
3437 1 extra die of damage to all damage. However, if he rolls a natural 1 (or if
3438 at any time after the 6th day of cooking the Dragonfire is exposed to air or
3439 water through some reason) the Dragonfire will burst into flames, causing
3440 10d6 damage in a 15’ radius and continuing to burn for 2d6 damage per round
3441 for at least the next 1d10 rounds; this will most likely destroy the entire
3442 laboratory if not the whole building it is housed in, and almost certainly
3443 kill anyone caught in the initial blast.
3444
3445The damage caused by Dragonfire weapons are as follows:
3446
3447- Grenades: these must be thrown in the standard way, with a range of
3448 10/20/30. On impact the grenade will shatter and the fire will ignite. If
3449 the attack roll hits, the target will take 3d6 initial damage plus 1d6
3450 damage every round thereafter for the next 1d10 rounds, unless he can put it
3451 out using vinegar, aged urine, or some means of completely smothering the
3452 flame («stop, drop and roll» will NOT work). Everyone else within 10’ of the
3453 hit will have to do a saving throw (modified by DEX and any bonuses against
3454 breath weapons) or also be hit, taking 1d6 damage each round for 1d10
3455 rounds.
3456
3457 If the attack roll misses, it will land 1 ft. away from the intended target
3458 for every point by which it missed, in a randomlydetermined direction.
3459 Everyone within a 10’ radius of the landing location will need to make a
3460 save as above to determine if they take splash damage (1d6/r for 1d10
3461 rounds).
3462
3463- Cheirosiphon: this weapon will shoot out a line of dragonfire that will
3464 extend straight out from the weapon for 30 feet. Everyone within that line
3465 must make a saving throw (as above) or take 3d6 initial damage, plus 1d6
3466 damage every round for the next 1d10 rounds. A cheirosiphon requires both
3467 hands to be fired, and after firing requires 2 full rounds of pumping before
3468 it can be fired again. The bladder of the cheirosiphon contains sufficient
3469 Dragonfire for up to 6 shots. It can be refilled by someone skilled in
3470 Alchemy or «puffery» if more Dragonfire is available, but this requires 20
3471 minutes of slow careful work using special tubing to transfer the contents
3472 without exposing it to air. The transference can be done more quickly,
3473 taking only 2 minutes, but in that case a skill check in «puffery » is
3474 required vs DC10, failure means that the dragonfire is exposed and will
3475 erupt into flames, destroying the container, the Cheirosiphon, and doing 4d6
3476 initial damage plus 1d6/r for 1d10 rounds to the alchemist, and everyone
3477 within 5ft must make a saving throw (as above) or take 1d6 damage per round
3478 for 1d10 rounds.
3479
3480- Naval Pump: functions as a Cheirosiphon, but it blasts out a cone of
3481 dragonfire that is 5’ wide at the base and 15’ wide at the end with a length
3482 of 120’! It requires 4 rounds of pumping between each firing. The well of
3483 the pump can theoretically contain enough Dragonfire to fire up to 12 shots.
3484 The well can also be removed and replaced, this operation taking 10 minutes
3485 to accomplish.
3486
3487#### b) Golem:
3488
3489- Requirements: A standard lab, plus a considerable amount of clay taken from
3490 the banks of a sacred river. Fortunately, there are several rivers in Albion
3491 that were anciently considered «sacred to Earth and Water». These include
3492 the River Dee in Chester and north Wales, the River Swale which is a smaller
3493 river that feeds into the Ouse river in Yorkshire, and most notably the
3494 River Thames itself. A considerable amount of clay must be dug up and
3495 transported, as well as a variety of other rare material ingredients for the
3496 construction. Thus the total cost of creating a Golem is quite high, usually
3497 around 125L.
3498
3499 Additionally, the texts that describe the construction process are quite
3500 rare and would need to be researched. This would require searching for the
3501 texts and acquiring them (taking 1d4+2 months to find the location of a text
3502 for purchase, and the text itself would likely sell for an average of 75L).
3503 There are grimoires describing the process of Golem-creation available in
3504 the libraries of Oxford and Cambridge, but these would be in special
3505 collections, available only to members of the College and even then only to
3506 those who are of considerable renown, respectability, and/or influence. The
3507 Clerical Order’s library also has them, but would only share it in the most
3508 exceptional of cases, and only with Magisters of the most unquestionable
3509 piety. They may be found in other Collegiums, on the Continent (especially
3510 in the Commonwealth or the Hapsburg Principalities), but again these would
3511 be difficult to access. If a Magister has built up a private library worth
3512 650L or more, the GM may judge those texts are included in that collection.
3513 Note that the creation of Golems is forbidden by Church Law (excepting very
3514 special permissions granted for specific causes), due to the risks involved.
3515
3516- Description: The Golem is an artificial creature, a construct, made out of
3517 clay. It is one of two major efforts to seek the alchemical mystery of
3518 creating life itself (the other being the homonculus, which is made mainly
3519 from vegetable life rather than mineral life). The secrets of the creation
3520 of the Golem were first uncovered in the ancient kingdom of Chaldea, by a
3521 magister named Rava in the 3rd century, who was said to be a magician from a
3522 tribe known as the Hebrews. The Golem is created through an alchemical mix
3523 of clay from a sacred river with other substances, and then empowered by the
3524 use of a holy word (the word being one of the names of the Hebrews’ God, who
3525 only studious high-level Clerics know and the most learned magisters may
3526 suspect is another form of the God of Law). This word must be engraved into
3527 a special golden amulet, and it is this amulet that gives life to the Golem.
3528 If created correctly, the Golem will obey its master. It is quite
3529 intelligent and able to obey complex commands, although it cannot speak. If
3530 it is given confusing commands, it will try to make sense of them, but may
3531 execute them in ways not intended by its master. The magister can also order
3532 the Golem to obey others, and the Golem will do so until such time as he
3533 hears his master rescind that order.
3534
3535 The Golem is incredibly strong (as strong as a small giant), and fairly
3536 durable, and never gets tired, but cannot heal any damage it receives;
3537 damage to the Golem can only be repaired by the ritual application of more
3538 of the same clay that was used to make it.
3539
3540 Without the golden amulet, the Golem is inanimate. The Golem does not
3541 require food, drink, sleep or even air. It can be kept animated six days out
3542 of the week, but its amulet MUST be removed from sunset on Friday until
3543 sunset on Saturday. If this is not done, the Golem will immediate break free
3544 from its master’s control forever, and likely seek to escape; without
3545 control it is not exactly evil but entirely amoral and will not hesitate to
3546 kill humans if it feels it is convenient to do so.
3547
3548- Construction: The raw clay must be purified, mixed with the other
3549 ingredients, and molded. This process takes a full 40 days of work, though
3550 it need not be all done at the same time. This time includes the time
3551 required for the creation of the golden amulet with the sacred name. The
3552 Magister must then conduct a ritual wherein he empowers the Golem’s body and
3553 the golden amulet, and places it on the Golem to bring it to life. While
3554 doing so, the magister must succeed in a magic check vs DC17. If he fails,
3555 the entire operation is a failure and must be started again from scratch. If
3556 he succeeds, the Golem is now operational. If he rolls a natural 20, the
3557 amulet will embed itself within the Golem, and only the Magister will be
3558 able to remove it or put it back on again. If he rolls a natural 1, the
3559 Golem comes to life without the amulet, as a creature of Chaos, and will
3560 immediately try to slay the Magister (and afterwards go on a killing
3561 rampage).
3562
3563**The Golem has the following attributes:**
3564
3565Initiative: –1, AC13, Base Movement 20’, HD11 (all Golems have 50 hp), Saving
3566Throw DC:10, Morale:12, Attacks 1 (+10 to hit, 2d10+4 damage), AL Neutral
3567(excepting on a natural 1 during creation, then it is Chaotic).
3568
3569Golems are immune to all non-magical weapons. No mind-affecting magic affect it,
3570nor will any magic that directly affects the soul or life-force (including most
3571curses); if the GM is in doubt as to whether a form of magic should affect a
3572Golem or not, he likely should presume it does not. Nor will it take any damage
3573from magical or non-magical fire/heat, cold, water, wind, electricity, poison,
3574or disease. However, it also cannot benefit from blessing or cures. Banishing
3575magic will not dispel it but will force it to retreat out of a circle or be
3576unable to enter a temple space without permission. The spell to Make the Earth
3577Tremble will not affect the Golem unless done directly on it, in which case it
3578will take 5d10 points of damage and be stunned and unable to act for one round.
3579A wizard’s blasting wand will do damage in the usual way. Holy Light will not
3580affect it (unless it has become a creature of Chaos), but obviously Divine Aid
3581can be used against it effectively.
3582
3583The weak point of a Golem is its amulet (if the Golem was not empowered with a
3584natural 20), but this is not likely known by anyone who does not themselves have
3585Major Alchemy; unless they have some level of lore in occultism, and even then a
3586skill check would be required (DC15). However, the amulet itself has all the
3587same immunities as the rest of the Golem, and its Armor Class is 23 (it has
35885hp). It may be possible to slip the amulet off the Golem somehow, but this
3589would require either immobilizing the golem in some way, or grappling with it
3590(the Golem has a +6 total bonus against any grappling checks).
3591
3592#### c) Homunculi:
3593
3594- Requirements: The creation of a Homunculus requires a standard lab (however,
3595 note that since the process requires the exclusive use of an athanoor for 40
3596 weeks straight, it means that a standard one-athanoor lab will be unable to
3597 be used for any other purpose for much of the process of creating a
3598 Homunculus). It also requires the intact womb of a mare, which can likely be
3599 obtained for under 10p. This will also need to be contained within a very
3600 special kind of alchemical jar, called an alembic, made especially for the
3601 operation (which will have a cost of around 1L).
3602
3603 Also, a considerable amount of fresh human blood, though this need not be
3604 through human sacrifice; the magister could bleed himself or hire any
3605 healthy human to allow themselves to be bled regularly in order to provide
3606 this ingredient (the cost of this being variable, but any number of poor
3607 individuals might do it for a small sum, though there could be some risk
3608 they might mistake what is going on for ‘black magic’ and report it if they
3609 were not already loyal to the magister in some way). But the most important
3610 and valuable item required for a homunculus is a very special mandrake root.
3611 It is the root of a mandrake plant that was seeded by the sperm of the dying
3612 convulsions of a man at the moment he is hung. Mandrake routinely tends to
3613 grow around gallows, for reasons unknown, but of course such a special
3614 mandrake is extremely rare. Its root will have a vaguely human shape.
3615
3616 If a magister has a great deal of social power, he might be able to
3617 intentionally arrange for such a thing to happen, by supervising a hanging
3618 himself or having some powerful lord arrange for such an event. But this is
3619 very unlikely in most cases. He could likewise find a suitable victim and
3620 murder them by hanging, though this would obviously be a chaotic act and
3621 involve considerable risks for most magisters. The alternative is to buy
3622 such a root, usually from highly shady characters. Such a root is of immense
3623 value, typically selling from anything from 50-100L. Also, unless the
3624 magister somehow manages to obtain such a mandrake root from someone of
3625 impeccable reputation, there’s a 50% chance that the root will be a fraud,
3626 having been carefully carved or molded to look like a true alchemical
3627 mandrake. Very careful examination by someone with the apothecary lore
3628 (making a check vs DC15) could reveal such a fraud, but otherwise it will be
3629 impossible to tell. Any attempt to make a homunculus with ordinary mandrake
3630 will automatically fail.
3631
3632- Description: The homunculus is, like the golem, an artificial creature. Made
3633 out of plant-matter, and grown in an artificial uterus of sorts, through
3634 alchemical means, to grow into the semblance of a short dwarf-like humanoid
3635 monster. The formula for the successful creation of the homunculus is
3636 attributed to the Byzantine Alchemist Zozimos, who lived and learned the
3637 magical arts in the 4th Century AL, in the city of Panopolis in distant
3638 Khem, the place where alchemy itself was first devised (the word «alchemy»
3639 being derived from the Saracen term «Al-Khemy» meaning, «(the art) from
3640 Khem»).
3641
3642 The homunculus, if correctly created, will appear as a figure like a small
3643 human, about half the size of a normal man. It will be distinguishable from
3644 a dwarf or a child by virtue of the fact that its proportions are not
3645 misshapen: it looks like a normal adult man, only about 3’ tall. The
3646 homunculus’ skin will have a tan/yellowish tone like that of the mandrake
3647 root it came from.
3648
3649 The homunculus cannot speak, but it has a strong inherent connection to its
3650 creator, almost on the level of a kind of telepathy. It will often be able
3651 to sense what its master wants from him just by being near him, without
3652 needing a direct order, when it comes to things like fleeing, fighting or
3653 very simple orders like fetching something. More complex situations may
3654 require that its master speak to tell it what is needed. Their organic
3655 connection will usually allow them to understand, and they will obey as best
3656 as possible, though if they are asked something that is beyond their
3657 abilities they may end up failing to do the task correctly, trying something
3658 as near to its orders but which may not be what the magister had really
3659 intended. Being artificial creatures, they do not heal naturally, but
3660 homunculi can be healed through a process similar to that of their creation,
3661 through extreme heat.
3662
3663 Homunculi have a great strength totally disproportionate to their size. They
3664 are also incredibly durable. They are completely loyal to their masters,
3665 obeying them in all things, even to the point of sacrificing themselves.
3666 However, if a Homunculus is asked to kill, then there is a risk that it will
3667 be corrupted by chaos; the more often it kills, the more likely that
3668 corruption is to take hold. In that case it may turn against its master.
3669
3670- Construction: When the ingredients have been gathered, the alchemist must
3671 carefully place the mare’s womb into the alembic. Then the mandrake root is
3672 placed within the mare’s womb, and the whole thing is hermetically sealed
3673 for a period of 40 days and left in a warm place, without being opened for
3674 that period. At the end of that time when the jar is opened and the mandrake
3675 root is examined, if it is the of the authentic kind (that has been altered
3676 by the sperm of a dying man), it will have attached itself to the womb and
3677 will have taken the shape of a very small man, slightly transparent. After
3678 this, still within the womb/alembic, it must be heated at a very low but
3679 steady temperature, with the athanoor, for 40 weeks straight. During this
3680 time it must be watered once a week with a pint of human blood, through the
3681 alembic. This blood must have been freshly drawn (the same day), and must
3682 belong to a healthy human, if it is fed ‘bad blood’ (affected by having been
3683 kept standing too long, or by disease) the homunculus will be stillborn.
3684
3685 At the conclusion of this lengthy and arduous process, the magister must
3686 perform a ritual where he makes certain signs and speaks certain words of
3687 power over the jar. At this point he must make a magic check vs. DC16. If he
3688 succeeds, the homunculus will break out of the jar as though being born, and
3689 will be bound to the magister in obedience. If it fails, the homunculus will
3690 not come alive and the entire process will have been a failure. On a natural
3691 1, the homunculus will come alive, but it will have been born with a
3692 corruption of Chaos. It will seek to kill the magister who created it, and
3693 then break free to wreak havoc. On a natural 20, the homunculus will be
3694 ‘born perfect’: it will look like an ideal human with no sign of its
3695 vegetable-origins (though still only 3’ tall), and will have the powers to
3696 see invisible things and to detect magic within its line of sight, to speak,
3697 and to divine the future whenever asked a question by its master (as though
3698 it had the astrology skill with a +12 total bonus to its checks, and without
3699 requiring any time or instruments to make prognostications, though if it
3700 fails the check it will give incorrect information).
3701
3702**The homunculus has the following attributes:**
3703
3704Initiative:+1 AC12, Base Movement 25’, HD9 (all Homunculi have 40 hp), Saving
3705Throw DC:11, Morale:12, Attacks 2 (+10 to hit, 1d8+3 damage), AL Neutral
3706(excepting on a natural 1 during creation, or corrupted, then it is Chaotic).
3707
3708Homunculi count as having a STR18 score for the purposes of any feats of
3709strength. They are also experts at climbing and hiding, having a +6 bonus to
3710attempts at doing either. They are immune to all non-magical weapons. They are
3711also immune to most forms of harmful spells/magic: they cannot be mentally
3712controlled or manipulated by magic and most sorcerous attacks do not harm them,
3713only magic based on cold can harm them and does double damage to them. Magical
3714fire or heat will not harm them, but will rather heal them if they are injured
3715at a rate of 1/4th what the damage would have been. Ordinary fire or extreme
3716heat will not harm them either, and they will recover 1 hp of damage for every
371710 minutes they are exposed to it. They cannot be healed by other means,
3718including any kind of healing magic (be it clerical or arcane). Clerical Holy
3719Light will only harm them if they have become chaotic. Divine aid can of course
3720harm them. A homunculus will never kill a living creature unless ordered to do
3721by its creator. Every time it does there is a 1% cumulative chance that the
3722homunculus will become corrupted (for example, a homunculus who has killed for
3723the 9th time has a 9% chance of becoming corrupted). It does not matter if the
3724homunculus kills a person, an animal, a magical creature or even a creature of
3725Chaos; this risk always applies. If a homunculus becomes corrupted, its
3726alignment immediately turns to Chaos, and it will attempt to slay its creator;
3727once it succeeds in doing so it will seek to escape, and murder wantonly
3728(although it will remain intelligent, and will not hesitate to flee if it sees
3729it is at risk of being destroyed).
3730
3731#### d) Oracle Heads
3732
3733- Requirements: The requirement for a Brazen Head is a standard lab, plus the
3734 use of a forge and skill in crafting metals, most likely from a trained
3735 metalworker. The job would take 6d6 weeks to complete for the various parts
3736 to perfection, and the labor of a trained metalsmith would likely cost
3737 between 1-3L. The bronze and other metals necessary for the head would cost
3738 around 25L. Also, to create a Brazen Head, the magister must have training
3739 in the creation of Talismans, specifically of Mercury. To create a talking
3740 (human) head it is necessary to have a standard lab, plus a large barrel
3741 (cost 8sh), a considerable amount of milk, honey, salt water, oils and
3742 various herbs/spices (which would have a cost of about 5sh). And, of course,
3743 a human sacrifice. This human sacrifice must be a healthy adult male who is
3744 the firstborn son of his father (legitimate or not). Also, to create a
3745 talking head, a Magister must have training in the creation of Talismans,
3746 specifically of Saturn.
3747
3748- Description: Oracle Heads are one of the most complex techniques of Major
3749 Alchemy. They come in two basic forms: the first, and most ancient, is the
3750 ‘talking head’ of a dead man. This is of course a Chaos practice, absolutely
3751 forbidden by the church on pain of death, although some magisters who are
3752 not chaos-cultists may secretly engage in it regardless because of the value
3753 it provides. The formula for making this type of ‘talking head’ is fairly
3754 common in spite of being forbidden, and any magician with access to a
3755 standard occult library will be able to obtain it.
3756
3757 The second is the creation of a «Brazen Head», made through complex formulas
3758 to create a metallic (mostly brass) simulacrum of a human head with various
3759 parts. The complex secrets of this technique were first devised by the
3760 Magister- Poet Virgil in ancient Arcadia, in the time of the Emperor
3761 Octavian. The secrets were then lost at the fall of Arcadia, only to be
3762 recovered some five centuries later by the Magister who would later become
3763 Pontifex Silvester II, in the 10th century AL, who obtained the secrets from
3764 his travels and magical studies in Moorish Kingdoms of Iberia. Although
3765 references to the Brazen Head are very common in occult books, only very few
3766 have the full plans for their design. However, in Albion the famous
3767 Magister-Chancellor of Oxford Robert Greathead, who during the reign of King
3768 Henry of Winchester would give up the Chancellery and his Magister’s Robes
3769 to become Bishop of Lincoln, brought that formula to Albion and successfully
3770 constructed his own Brazen Head after seven years of trial and error, only
3771 to have it shatter to pieces when it slipped from his hands. His most famous
3772 magical student was the Magister-Monk Roger Bacon, later used the now
3773 perfected formula to make his own Brazen Head as well. It too was destroyed
3774 when Bacon’s bungling apprentice failed to maintain it in Bacon’s absence.
3775 Regardless, the formula for the Brazen head is found in the library of
3776 Oxford Collegium, available to any who has permission to use its facilities.
3777 If a magister is unable to obtain it by that means, he would need to obtain
3778 the texts from the Continent, either by traveling himself or hiring out for
3779 it, such efforts would take at least 1d4+2 months and have a cost of at
3780 least 50L.
3781
3782 The Brazen Head, when correctly constructed and enchanted with the power of
3783 a Mercurial spirit, will be able to answer any question, with the following
3784 possible phrases: «it can be», «it cannot be», «it cannot yet be», and «it
3785 can no longer be».
3786
3787 The Talking Head of a dead man, when correctly prepared and enchanted with
3788 the power of a Saturnine spirit, is in a certain way more powerful. It can
3789 answer a range of questions with full speech and details, but there are some
3790 limits to what it may know, and there is a chance that some of its answers
3791 may be in error.
3792
3793- Construction: To make a Brazen Head, the magister must first spend the
3794 necessary time and money to construct the physical form of the head. This
3795 requires some period of activity on the magister’s part, as the head is not
3796 simply made out of plain bronze, it requires an alloy that incorporates
3797 various other metals (including silver, gold, and mercury). The mixing of
3798 the alloy must be done on the fire of the athanoor and requires about 40
3799 hours of work. The head is formed hollow, and the chamber that matches what
3800 would be the brain of the head must be filled with a special combination of
3801 gasses, after which the head is sealed. This requires a «Puffery» check of
3802 DC15, and failure means that the head will not function.
3803
3804 Once the physical part of the head is completed, the magister must perform
3805 an invocation of a mercurial spirit (exactly as per the rules for enchanting
3806 a talisman). If the magic check succeeds, the Brazen Head will work. As
3807 mentioned above, it will be able to answer any question that can be
3808 responded to with the four phrases it’s capable of giving. If the Head is
3809 given a name at the time of its creation, then anyone who knows its name may
3810 ask it a question, not just the Magister.
3811
3812 The Brazen Head is very delicate. It can be damaged by over-use, and
3813 likewise can lose its power through neglect. If a Magister asks more than 5
3814 questions a week, or more than 1 question in a 24 hour period, there is a
3815 chance the head could burn out. For every question above the first in the
3816 day, or the fifth in the week, there is a cumulative 5% chance that the Head
3817 could burn out; this risk ‘stacks’ so that if, for example, a magister asks
3818 a second question on a given day and it is also the 7th question of the
3819 week, there would be a 15% chance of the Head burning out.
3820
3821 On the other hand, anytime 6 days have gone by without using the Head,
3822 starting on the 7th day there is a cumulative 10% chance that it will lose
3823 its power (so for example, a head that has not been used for 10 days will
3824 have a 40% chance of losing its power).
3825
3826 Brazen Heads are also very physically delicate. Any time it is moved at all
3827 after its initial enchantment there is a 1% chance that it could break. If
3828 it is moved without great care that chance increases to 5%, if it is carried
3829 on a horse or in a cart that chance increases to 10%, if it is jostled or
3830 shaken that chance increases to 20%, and if it is struck, dropped or knocks
3831 against anything there is a 40% chance it will break. Any Brazen Head that
3832 burns out or is broken cannot be repaired.
3833
3834 As Magisters frequently travel, often for longer than one week, to avoid the
3835 risk of breakage they may leave the Brazen Head behind and leave someone
3836 (usually an apprentice) to ask a question of the head once every few days.
3837 However, Magisters should take care as to who they give this task to: Roger
3838 Bacon’s Brazen Head was ruined when his apprentice forgot to fulfill his
3839 duty; while the Continental magister Carolus Magnus had his head destroyed
3840 in a fit of spite by his disgruntled apprentice, who later abandoned the
3841 Magisterium to become the great theologian and Saint, Thomas Aquinas.
3842
3843 The process for making a Talking (Human) Head is much more gruesome. The
3844 most important ‘ingredient’ is a healthy adult human male, who is the
3845 firstborn son of his father. This victim suffers a horrifying fate. His
3846 body, except for his head, must be trapped inside a barrel full of milk. He
3847 must be fed nothing but honey to eat. He must be kept in this state until he
3848 dies, a process that usually takes between 3-9 weeks. The head must then be
3849 routinely slathered in honey, and the body kept inside the barrel, until
3850 such time as the head naturally separates from the body. This usually takes
3851 2-11 days.
3852
3853 When the head separates from the body it must immediately be placed in a
3854 containment jar filled with slightly saline water mixed with special oils
3855 and herbs/spices. This special mixture will keep the head relatively intact.
3856 It is also essential to preserving its enchantment.
3857
3858 This head in a jar must then be enchanted in a ritual, performing an
3859 invocation of a saturnine spirit (exactly as per the rules for enchanting a
3860 talisman). If the magic check succeeds, the Head will now be enchanted and
3861 able to respond to questions. The Head will answer questions posed by the
3862 Magister or by anyone who knows the name of the person the Head once
3863 belonged to.
3864
3865 In order to pose a question to the Talking Head, the Head must be very
3866 gently removed from its jar. The Head can answer any question, in detail,
3867 but as it is of a saturnine nature, it does so by drawing from the knowledge
3868 of dead souls. This means that the question can only be answered if an
3869 answer to the question was known by at least one human being who is
3870 deceased. Additionally, this dead spirit cannot be a Cleric or a Saint. If
3871 the question is of such a nature that absolutely no eligible soul knows the
3872 answer, the head will stay silent.
3873
3874 If one or more spirits do have a single answer to the question, the Head
3875 will speak that answer. Note that if the answer is incorrect, either because
3876 they were convinced of something that was always untrue, or because their
3877 answer was true in the past but is not correct in the present, the Head will
3878 speak that (incorrect) answer anyways. It cannot determine whether the
3879 answer is accurate, only give the answer known by the dead.
3880
3881 On the other hand, if two or more spirits have different answers to the same
3882 question (for example, if one or more spirits have the true answer while at
3883 the same time one or more spirits believe they know the answer but are wrong
3884 or their information is out of date), then the Head will select one possible
3885 answer at random. So if there are three possible answers for the Head to
3886 provide, two of which are either false or outdated and one of which is the
3887 correct one, the head will only have a 1/3 chance of uttering the right
3888 answer.
3889
3890 Magisters who are well-read in Alchemy will know these limitations, and will
3891 try to phrase questions in such a way as to minimize the risk of an
3892 inaccurate answer.
3893
3894 The Talking Head cannot spend too long a time outside of its jar. The
3895 Magister may safely ask it one question per day, and then return it to its
3896 jar. If he attempts to ask it more than one question, either immediately or
3897 within a 24 hour period, there is a cumulative 10% chance per additional
3898 question asked that the Head will lose its enchantment forever. For example,
3899 if the Magister asks 4 questions in one day, whether all in a row or at
3900 different times of the day, there will be a 10% chance that the Head will
3901 lose its power on asking the 2nd question, a 20% chance on asking the 3rd
3902 question, and a 30% chance of losing the Head on asking the 4th question.
3903 Likewise, if the Head spends more than 10 minutes in total outside of its
3904 jar at any one time, or if the jar is broken or its special fluids drained,
3905 the Head will lose its power and never again speak.
3906
3907#### e) The Universal Physic
3908
3909- Requirements: Standard Lab. Also, the head of a Khemeti Asp. As the head
3910 taken from a live snake, that means that generally (unless the Magister is
3911 in Khem) it will need to be obtained live in Khem and brought to Albion (or
3912 wherever the Magister is found). Because of the distance involved, and the
3913 risks involved in transporting one of the deadliest serpents in the world,
3914 such an animal will likely cost around 25L to obtain. It is not inherently
3915 illegal to purchase such an animal, but it could lead to a misunderstanding
3916 that the Magister is a poisoner. Obtaining an Asp from abroad will usually
3917 take between 1-4 months. It is possible to get more than one at a time, but
3918 these snakes are very difficult to keep alive in climates different from the
3919 hot sands of Khem. Every month that an asp is kept there is a 10% chance of
3920 it dying.
3921
3922- Description: An incredibly powerful alchemical recipe, the Universal Physic
3923 has the capability of curing any natural disease or poison, heal injury, and
3924 even repair long-term damage. It is made from highly poisonous substances,
3925 containing Asp Venom, Arsenic and Mercury, among other toxins. But when
3926 mixed in exactly the correct proportions and successfully enchanted, it can
3927 act as a panacea to cure any sickness, even the dreaded plague. Even in one
3928 who is not yet ill or poisoned, it can grant a temporary immunity to all
3929 poisons and diseases, and grant a bonus to saving throws against even
3930 magical poisons and diseases.
3931
3932- Construction: The Magister must carefully prepare a brew made from a variety
3933 of chemical substances, many of them highly toxic. Getting the precise
3934 measurements requires a DC15 check of the ‘puffery’ lore. This must be
3935 carefully prepared over 12 days, which requires regular attention. Although
3936 the Magister is free to engage in other activities at the same time, the
3937 preparation must be checked every four hours at least, thus he cannot be far
3938 from his lab. On the 13th day he must carefully decapitate the asp; this
3939 does not usually require a check of any kind, barring anything truly unusual
3940 happening where the snake may get loose. He must then take the poison of the
3941 Asp and place precisely three drops into the mixture; he must also take a
3942 small portion of the Asp’s brain and put that into the potion.
3943
3944 Then he must perform a ritual to magically enchant the potion. This requires
3945 a DC18 magic check.
3946
3947 If the Magister failed either the ‘puffery’ check or the magic check, the
3948 universal physic will be poisoned. If he failed either of these checks by a
3949 difference of 5 or more, he will not realize his error. Otherwise, he will
3950 know the operation failed. If a failed potion is drunk, the imbiber must
3951 make a saving throw versus poison with a –4 penalty or drop stone dead in
3952 one round.
3953
3954 If the potion was successful, when drunk, the imbiber will be immediately
3955 cured of any mundane disease or poison they are suffering from. If they are
3956 suffering from a magical disease or supernatural poisoning, at the GM’s
3957 discretion they may be granted a new saving throw to recover from the
3958 effects (this new saving throw should usually be allowed for everything
3959 except very powerful supernatural diseases or poisonings). Furthermore,
3960 whoever drinks the universal physic will be completely immune to mundane
3961 diseases or poisons for the next 24 hours + 1 day for every point above the
3962 DC by which the Magister succeeded his spell-check. If the Magister rolled a
3963 natural 20 on the magic check, this number is doubled. He will also have a
3964 +4 bonus to any saving throws against supernatural diseases or poisons (a +6
3965 if the Magister’s magic check was a natural 20). If the character was not
3966 fully healed at the time of imbibing the physic, the next morning he will
3967 wake up with full hit points. If he had lost any ability score points
3968 temporarily (due to disease or other means), he will be restored to his
3969 regular ability scores the next morning from drinking the physic. If he had
3970 ever lost permanent ability score points in any attribute, drinking the
3971 physic can restore one single point from each ability score lost (this
3972 effect is not cumulative, so he will not recover more permanently-lost
3973 points from drinking further physics, unless he had taken more permanent
3974 damage in the interim). If the character had become crippled or partially
3975 crippled, impotent, blind, deaf or suffering from chronic pain, after
3976 drinking the physic he may make a saving throw (modified by CON) for each of
3977 the above conditions that apply; if he saves, he is cured of his malady.
3978
3979### C. THE GREAT WORK
3980
3981#### a) The Elixir of Life
3982
3983- Requirements: Standard lab, plus the acquisition of rare ingredients of
3984 varied kinds, that will either have to be sought out, or purchased. There
3985 are differing accounts of the recipes for the true Elixir, but almost all of
3986 them include the ingredients of mercury, jade, hematite, gold, and cinnabar.
3987 Most also include sulfur, mercury salts, and arsenic; and some also include
3988 exotic ingredients like the «milk of a dragon», the blood of an elf, a drop
3989 of some form of chaos slime from the temples of the frogmen or the caverns
3990 of the picts, or a plant called «soma» which grows only at the source of
3991 holy rivers in the distant Himayant mountains, near the base of the holy
3992 mountain Kailash. As there is no known text that contains the full and true
3993 recipe for the Elixir, an Alchemist seeking to undertake the work of making
3994 the elixir would need to seek out a variety of texts and writings that only
3995 hint at the process of its construction. If these ingredients and texts were
3996 obtained by hiring out people to seek them, the costs would be 50+3d100L for
3997 the ingredients, 50+3d100L for transcripts of the texts, and collecting all
3998 of the material would take 90+3d100 days.
3999
4000- Description: The Elixir of Life is one of the legendary pursuits of the
4001 highest Alchemy, whose secrets are sought by many, but only a tiny handful
4002 of the greatest alchemists in history were ever said to have uncovered them.
4003 If made exactly right, it will grant whoever drinks it immunity from aging,
4004 although they may still die by other means. The concoction is so exacting,
4005 however, that even the most skilled magister may only manage to create a
4006 flawed version of the elixir, and getting it completely right may require
4007 some mixture of skill and either fortune or (some say) divine providence.
4008
4009- Construction: When the magister has gathered enough information to attempt
4010 to make the elixir, and has gathered all the necessary ingredients (the GM
4011 may, at his discretion, require some ingredient that is so rare it will be
4012 impossible to simply purchase and will require some kind of a quest to
4013 obtain), then the magister must prepare the ingredients on the athanoor. The
4014 elixir must be carefully distilled over the course of nine months. During
4015 this time, unless his lab has more than one athanoor he will be unable to
4016 use his lab for any other purpose; and while the process does not require
4017 his every waking hour, he will not be able to travel in this time as he will
4018 have to check on the process a couple of times a day.
4019
4020 To get the mixture of the ingredients right will require a «puffery» skill
4021 check with a DC15. If he fails at this check, the elixir will be a deadly
4022 poison rather than what it was intended; if the failure is by 5 points or
4023 more, the magister will not realize his error. A failure here will cause the
4024 potion, when drunk, to require a saving throw vs. poison one round after
4025 drinking it, where if the magister fails he will die in 1d3 rounds; even if
4026 he succeeds the saving throw, the imbiber will suffer a permanent loss of
4027 2d4 CON.
4028
4029 The entire process will create only enough elixir for one single dose.
4030
4031 Once the chemical part of the elixir is completed, the Magister must perform
4032 a magic check as he performs an invocation to magically ‘fix’ (transform)
4033 the concoction into the Elixir of Life. The magic check is at a DC21. If he
4034 fails, the elixir when drunk will not grant immortality, instead it will be
4035 a poison! 20-120 minutes after drinking the failed elixir, the magister will
4036 have to make a saving throw versus poison; if he fails, he will begin to
4037 suffer terrible pains and will die 1d6 rounds later. Even if he succeeds the
4038 saving throw, the magister will permanently lose 1d4 CON and suffer one of
4039 the following side effects (1d6):
4040
4041| 1d6 | Elixir’s detrimental side effect |
4042|-----|------------------------------------------------------------------------------------------|
4043| 1 | Brain Damage: lose 1d4 points of INT |
4044| 2 | Neurological Damage: lose 1d4 points of DEX |
4045| 3 | Muscle Damage: lose 1d4 points of STR |
4046| 4 | Hideous tumors: lose 1d4 points of CHA |
4047| 5 | Insanity: the character goes mad, becoming a raving lunatic |
4048| 6 | Mutation!: roll on the mutation tables in the Cults of Chaos sourcebook, or GM’s choice. |
4049
4050Even if the Magic check was a success, it is not guaranteed that the elixir will
4051be the True Elixir of Life, as even a very tiny variation in the process can
4052create unexpected changes. When it is drunk, roll 1d100+ the level of the
4053magister + the amount by which the magic check succeeded over DC21; and consult
4054the following table for the effect:
4055
4056| 1d100 +level | Elixir’s main effect |
4057|--------------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
4058| 2-10 | Becomes 1d10 years younger but ages back to normal after 1d10 weeks. |
4059| 11-20 | Stops aging for the next 1d10 years but then ages the full period all at once! |
4060| 21-30 | Appears to stop aging but their actual state of health continues to deteriorate from aging effects as normal and will still die of old age (albeit with a youthful countenance). |
4061| 31-40 | Can no longer die of old age, but keeps getting ever weaker from aging effects, and more venerable until becoming like a living husk. |
4062| 41-50 | Becomes immortal but can no longer heal naturally from injury; will become a wraith upon dying. |
4063| 51-60 | Becomes immortal in consciousness but not in body, doomed after death to become a corporeal or incorporeal undead. |
4064| 61-70 | Vampirism! Grants immortality but they must drink two pints of human blood a day to survive; when they die they will return to life as a vampire. |
4065| 71-76 | Stops aging for the next 1d10 years. 77-82 Immediately loses 1d10 years of age. |
4066| 83-85 | Immediately loses 2d20 years of age (note: death by de-aging IS possible). |
4067| 86-88 | Stops aging for the next 2d20 years. |
4068| 89-91 | Permanently reduces aging rate by 50%. |
4069| 92-94 | Grants immortality but skin-contact exposure to a common substance will immediately undo effects. Roll for substance, 1d12: 1-dirt (on the ground), 2-rain, 3-running water, 4-fire, 5-human touch, 6-gold, 7-bones, 8-sunlight, 9-garlic, 10- salt, 11-sulfur, 12-mercury; the imbiber will feel a sense of aversion to contact with this substance. |
4070| 95-97 | Grants immortality but the character will need to drink a Universal Physic every six months or they will instantly age all the intervening time they have lived, the imbiber will feel a see traces of aging effects up to a month before the time limit and will be able to deduce on a DC15 «puffery» check that the Universal Physic will be required to preserve his immortality. |
4071| 98-100 | Grants immortality but the drinker can no longer grow or change; no further gain of experience, new skills or abilities is possible. |
4072| 101+ | TRUE potion of Immortality: the character who drinks this ceases aging, although they can still die from injury, poison, accident or disease. |
4073
4074Note that even if the Magister successfully creates the Elixir of Life,
4075subsequent attempts to do so will require going through the entire construction
4076process, including rolling on the above table again. However, for every time the
4077Magister has successfully created a True Elixir of Life he will get a +5 bonus
4078to the D100 table above.
4079
4080If the Magister’s first attempt resulted in an imperfect form of the elixir,
4081assuming they are still alive, they can always try making an elixir again;
4082assuming they succeed on the skill and magic check, when drinking the new elixir
4083they would roll as before on the d100 table, whatever new result they receive
4084would then immediately replace the previous one upon drinking the new elixir
4085(with the exception that years lost from de-aging or years passed without aging
4086would not suddenly be regained).
4087
4088Those few Magisters who have successfully created the True Elixir usually figure
4089out very quickly that it is not in their interest to make this fact known. Doing
4090so will have every magister and every person in power and authority seeking to
4091gain that knowledge from them; and putting both their life and freedom at risk.
4092Often even those suspected of possibly having gained immortality found
4093themselves forced to flee to distant lands or fake their own deaths.
4094
4095#### b) The Philosopher’s Stone
4096
4097- Requirements: A standard lab, plus the required ingredients for the
4098 Philosopher’s Stone. These include mercury (which any alchemist’s lab will
4099 already have), aqua regia and alkhalest (both of which will have to be
4100 constructed in the usual fashion), and a very small amount of gold (about 1L
4101 worth). The missing secret of the Philosopher’s Stone is usually said to be
4102 some fantastical substances: liquid air, gaseous earth, solid fire, water
4103 from the moon, a magical pearl found in the horn of a red dragon, etc. The
4104 basic materials will be quite simple to obtain. The fantastical materials
4105 are almost impossible to obtain, and would no doubt require some serious
4106 adventuring.
4107
4108- Description: The Philosopher’s Stone is the key to fortune. Although the
4109 common assumption is that it changes lead into gold, in fact it can
4110 transform any of the following metals into gold: lead, copper, zinc, nickel
4111 or iron. A Magister in possession of the Philosopher’s Stone needs to mix a
4112 certain quantity of the stone with a certain amount of base metal. Heating
4113 the metal mingled with the portion of the Philosopher’s stone, it will
4114 transmute into gold.
4115
4116 The Philosopher’s stone has other uses besides this most famous one. A
4117 sliver of the stone, mixed with common oil, can keep a lamp burning for an
4118 indefinite period of time; it will only go out if intentionally or
4119 accidentally extinguished, after which it will not light again. A sliver of
4120 the stone can also be used to transmute a common quartz crystal into
4121 diamond. A sliver of the stone ground up and mixed with water, then poured
4122 on an area of land will make all the vegetation in that area (up to a square
4123 mile) grow lush and abundant. A sliver put into the creation of a glasswork
4124 will make a glass object that will be almost impossible to break, except by
4125 magic. Finally, using a sliver of the stone in the construction of any
4126 alchemical preparation (mundane or magical) will grant the magister a +5
4127 bonus to any puffery or magic check roll involved with that preparation.
4128
4129- Construction: When the various ingredients are obtained, they must go
4130 through a lengthy process of preparation, culminating in a powerful magical
4131 operation. First the ingredients must be heated to high temperature while
4132 mixed with air. Then gradually mingled with alkhalest and allowed to break
4133 down. Aqua Regia is then added until the material takes on a crystalline
4134 nature. After this, the material must be heated while under high pressure,
4135 until it dissolves into gaseous form. It is then very gradually restored
4136 into a liquid form, mingled with alcohol. Then it is very gradually
4137 distilled until it is restored into a solid form. The final result is the
4138 base form of the Philosopher’s Stone, which will have at this point a
4139 yellowish quality. The entire process takes 6 months of intense regular
4140 work. Although the Magister will have some spare time to engage in other
4141 activities but will have to be at his lab at multiple points in the day, and
4142 all day during key stages in the processes. The work will require a
4143 «puffery» check at DC15; if he succeeds at the check, the stone has the
4144 potential to work once magically fixed. If he fails by 4 points or less, he
4145 will only be able to create a lesser version of the Stone. This lesser
4146 version will be white in color, and will only have the power to convert base
4147 metals into silver, it will have none of the other abilities of the Stone.
4148 If he fails by 5 or more points, the entire preparation is ruined and the
4149 Magister will need to start again.
4150
4151 Once the Magister has prepared the stone, he must perform a magical ritual
4152 that takes 6 hours, in which he mingles the stone with his own blood. This
4153 ritual requires a magic check at DC21. If he succeeds, the stone will take
4154 on a dark red color (or white, if he partially failed the «puffery» check),
4155 and will function correctly.
4156
4157 If he fails, the stone will crumble into powder and will be useless. If he
4158 fails the check by 5 or more points, he will lose 1 permanent point of CON
4159 (if he rolls a natural «1», he loses 1d4 CON). If the magic check was a
4160 natural «20», he will create a slightly larger stone, enough for 1d4 more
4161 uses than normal.
4162
4163 The completed stone will look quite small and relatively unimpressive other
4164 than its bright red (or white) color. It will be quite soft, and easy to
4165 cut; it will not be affected by heat (even fire) but will easily dissolve in
4166 any liquid (meaning a Magister should be cautious to keep it in a waterproof
4167 container). The stone will have enough size for 10 doses (10 + 1d4 if the
4168 magic check was a natural 20).
4169
4170The White stone will have only a single function: when a sliver the size of one
4171dose is mixed with heated base metal and a small amount of alkhalest, the base
4172metal will be transmuted into silver. A single dose will be able to convert 100
4173pounds of base metal into 100sh worth of silver.
4174
4175The Red Stone will be able to do the same thing, but one dose from the Red Stone
4176will be able to convert 100 pounds of base metal into 100L of gold!
4177
4178The Red Stone will have the following additional uses:
4179
4180- One dose, dissolved in a small amount of oil put into a lamp, will create an
4181 ever-burning lamp. Once lit, it will continue to burn indefinitely, unless
4182 intentionally or accidentally snuffed out.
4183
4184- One dose, dissolved in urine into which quartz crystal is submerged will
4185 transform those crystals into a diamond. Up to one pound (16 ounces) of
4186 crystal can be so transmuted, and each ounce of crystal will generate a
4187 diamond worth 2-8L.
4188
4189- One dose, mixed with a barrel-full of water and then liberally dispersed
4190 over an area of ground up to a square mile in length will cause that ground
4191 to grow lush and abundant crops or vegetation for the next 1d4 summers. If
4192 used for agriculture, assume that the ground will yield double the usual
4193 crop for that period.
4194
4195- One dose, dissolved in oil, and then applied to molten glass, will be able
4196 to create glasswork of up to 10 square feet in size that will be incredibly
4197 durable. The glass object will be unbreakable except by magic.
4198
4199- One dose, applied during the creation process of any alchemical recipe
4200 (ordinary or magical) will grant the alchemist a +5 bonus to any «puffery»
4201 or «magic check» tests in the construction process of that recipe.
4202
4203Currency & Equipment
4204--------------------
4205
4206### 1. Currency
4207
4208The economy of the default setting is that of a medieval society on the cusp of
4209the renaissance. Unlike in more standard OSR RPGs, money (in the sense of coins)
4210is not something that the average person deals in very much. A significant
4211majority of the population hardly ever engage in commerce with hard currency.
4212Peasants barter for crops and services. Servants and vassal knights receive
4213room, board, clothing, tools, weapons and armor and many other basic necessities
4214in exchange for work and loyalty.
4215
4216On the other end of the spectrum, the aristocracy has vast lands, knights and
4217soldiers, and influence in the courts, but may actually have little in the way
4218of liquid assets (though there are certainly exceptions). They trade as much or
4219more on their reputation, favors, barter, and ‘push’ in government as they do in
4220money.
4221
4222Even the crown is unlikely to have any vast amount of coinage, with its treasury
4223being routinely drained by wars and other engagements. Only in cities do coins
4224become somewhat more common, though even there paying for something in money is
4225often a last resort. The only people who tend to have large amounts of liquid
4226assets are Merchants and other Guild masters, crime lords, and some very
4227unusually hyper-wealthy noble families (like the Nevilles in the Dark Albion
4228setting).
4229
4230If the GM wants to accurately reflect this medieval-authentic style of economy,
4231he should take pains to remind the players of this situation. Their characters
4232are adventurers of course, so sooner or later they will be likely to end up with
4233coins. But if they have a routine job, even as a guard, or an agent of the
4234Clerical order, or an adviser to a Lord, it’s possible that very little or none
4235of their payment will be in money. Instead they will be given equipment they
4236need (within reason), room and board, letters or permissions granting or
4237requesting the same for them when they travel on official business, facilities,
4238or training.
4239
4240On the other hand, at the default stage of the setting, there would already be
4241more exchange in currency happening at this point in time than has gone for at
4242least a thousand years; the large cities (and the ‘middling’ classes that are
4243found there) often live or die by the penny. Workers may struggle to live on a
4244pittance and have worse standards of living than many peasants, or tradesmen or
4245merchants (if successful) may have greater wealth than all but the richest
4246aristocrats. In the city, reputation may matter much less than the weight of
4247one’s purse.
4248
4249If the GM fast-fowards the setting 30 years time, the money economy will become
4250much more advanced. Most people will at least partially deal in coins. New
4251merchandise will arrive from the continent, including new technologies like
4252firearms, cannons («bombards»), and the printing press. In a long-term campaign,
4253this can be a way of marking real change over the passage of time, something
4254that is often missing from standard fantasy settings where years go by and
4255everything is pretty much the same.
4256
4257### 2. Coinage
4258
4259In the Albion setting, currency is divided into a variety of classes, but the
4260most common are currencies of copper, silver and gold. There have been others,
4261however, like the electrum Crown, worth 5 silver shillings, or the copper/silver
4262Groat, a coin valued at 4 copper pennies; neither of these are currently minted
4263but are still seen occasionally in circulation as well as in older
4264treasure-hoards, and are generally accepted at full value as tender. There are
4265no native platinum coins in circulation in Albion and never have been, but
4266platinum pieces from Byzantium and the Commonwealth have sometimes made their
4267way to Albion. To those merchants who would choose to accept them, their
4268technical worth would be 5 gold pounds; but as with most other foreign currency
4269it would be unusual for them to be honored at their true value.
4270
4271In the present period, outside of the large cities, the egg is still recognized
4272as valid tender, and is priced at a rate of 24 eggs to the penny. This price
4273standard permits the assessment of various other foodstuffs for barter that,
4274especially in the countryside, would work with sums of actual coin far too small
4275for the quantity involved.
4276
4277The three standard coins of the realm at this time are the copper penny (which
4278is actually approximately one-third silver), the silver shilling (which is in
4279fact about one-tenth copper) and the gold pound. These are abbreviated here as
4280“p†for penny, “sh†for shilling and “L†for pound (the latter from ‘libra’, the
4281Arcadian word for a pound of weight).
4282
4283| Values |
4284|------------------|
4285| 1L = 20sh = 200p |
4286| 1sh = 10p |
4287
4288(Note: these monetary values are vastly simplified from real monetary values of
4289most medieval nations. If the GM wishes, he could use a much more complex
4290system; but the above is a balance between something quasi medieval and
4291something overly complicated.)
4292
4293### 3. Price Lists of Common Equipment
4294
4295Note: outside of large cities, many of the items on this list will be
4296unavailable for purchase. In some cases, they may be obtainable through barter
4297or the gift-economy from allies or patrons.
4298
4299#### ARMOR
4300
4301Prices of armor could vary significantly if the armor was created by a more
4302renowned craftsman, or had fancier finishing. Elaborate armor meant for show as
4303well as stopping power could cost as much as one hundred times the listed price,
4304in the most outrageous cases. Respectable armor is tested; but some unscrupulous
4305merchants would sell armor not tested for stopping power; such pieces could cost
4306half as much but could be of significantly inferior quality than they appear
4307(having a 75% chance of reducing the armorclass value by one point). Prices
4308below are for standard armor, which has been tested. For Armor Class values, see
4309«weapons and armor mechanics» in the following section.
4310
4311| Armor Type | Cost |
4312|--------------------|------|
4313| Padded Jack | 5sh |
4314| Jack Splint | 15sh |
4315| Brigandine | 2L |
4316| Chain Hauberk | 5L |
4317| Hauberk & Plate | 9L |
4318| Full Plate | 17L |
4319| Shield (plain) | 30sh |
4320| Shield (elaborate) | 40sh |
4321
4322- Padded Jack is simply a hard thick cloth armor. A Jack Splint is padded
4323 armor with some plating added mainly to the arms. Jack armor is used mainly
4324 by common soldiers.
4325
4326- Brigandine is an armor made from leather to which small bands of plate were
4327 riveted. A hauberk is a long shirt made from chain links; by the time of the
4328 setting it was relatively uncommon for anyone but some common soldiers to
4329 wear. Hauberk & Plate consists of a breastplate worn over a chainshirt. Full
4330 Plate is worn by knights and nobles, and consists of a full suit of plate
4331 armor, most comfortably worn on horseback but also usable on foot.
4332
4333- Shields actually used for combat are mainly the smaller ‘buckler’ variety.
4334 Larger shields are mainly used only for jousting and not in actual combat.
4335
4336- Cost of simple maintenance and cleaning of metal armor: 2sh (this sort of
4337 maintenance would be necessary at least once a year, once per month if worn
4338 outdoors in the damp Anglish weather, and in times of war would likely need
4339 to be done after each battle where the wearer saw combat; it would also need
4340 to be done after any period of adventuring where the wearer saw any combat;
4341 shields require maintenance if they were used for parrying).
4342
4343#### WEAPONS
4344
4345As with armor, there are great variations in the cost of weapons. Weapons made
4346for beauty can cost up to a hundred times the listed prices. Weapons of
4347particularly good quality can likewise cost quite a bit more. Any weapon of
4348foreign manufacture will cost at least three times the listed price if imported
4349to Albion; note that early firearm costs already factor in this price. For
4350damage, see «weapons and armor mechanics», in the following section.
4351
4352| Melee Weapon Type | Cost |
4353|-------------------------|---------|
4354| Axe, battle | 7p |
4355| Axe, hand | 5p |
4356| Club | 1p |
4357| Dagger | 3p |
4358| Dagger, Silver | 1L 10sh |
4359| Lance | 14p |
4360| Lance, Jousting | 3p |
4361| Quarterstaff, wood | 2p |
4362| Quarterstaff, metal-tip | 4p |
4363| Mace | 5p |
4364| Pole-arm | 12p |
4365| Spear | 4p |
4366| Sword, long (cheap) | 6p |
4367| Sword, long (knight’s) | 18p |
4368| Sword, silver plated | 3L |
4369| Warhammer | 8p |
4370
4371- Short Swords and 2-Handed Swords are both quite uncommon in Albion. If found
4372 somewhere they would likely sell for between 12-22p, for curiosity value.
4373
4374#### Sheffield Swords
4375
4376The master armorers of Sheffield are renowned for their high-quality swords,
4377which must always be made to order, in person; each sword takes several weeks to
4378make. These weapons, although non-magical, are designed to grant either a +1
4379bonus to hit or a +2 bonus to damage. In either case, they have a cost of at
4380least 8L, more if they are adorned with special detailing for additional
4381beautification.
4382
4383#### Iberian Steel
4384
4385Swords made of this material are very hard to find, they must usually be
4386imported from the continent. They’ll cost at least 16L to purchase almost
4387anywhere (outside of Iberia, where they may be available at half that price).
4388Swords of Iberian Steel get a +1 bonus to hit and to damage. Note however that
4389they are not magical and will not be capable of harming creatures immune to
4390non-magical weapons.
4391
4392| Ranged Weapon Type | Cost |
4393|-------------------------------------------|---------|
4394| Bow, long | 1L |
4395| Bow, short | 15sh |
4396| Arrows (dozen) | 6p |
4397| Arrows, silver tip (dozen) | 5sh |
4398| Crossbow, heavy | 2L |
4399| Crossbow, light | 1L 10sh |
4400| Bolts (dozen) | 2sh |
4401| Bolts, silver tip (dozen) | 15sh |
4402| Dart (each) | 3p |
4403| Sling | 2p |
4404| Firearm Type | Cost |
4405| Pistol, early period | 6L |
4406| Rifle, early period | 4L |
4407| Powder & bullets (10 shots), early period | 16sh |
4408| Pistol, late period | 2L |
4409| Rifle, late period | 1L 10sh |
4410| Powder & bullets (10 shots), late period | 6sh |
4411
4412- Silver bullets would cost 4sh each, and would have to be specially ordered.
4413
4414- Note that when they first arrive, personal firearms are only available for
4415 purchase in the capital, and are rare import items. By about 15 years later,
4416 they are still only available in large market cities.
4417
4418#### ANIMALS
4419
4420| Horses | Cost |
4421|------------------------|-------------------------------|
4422| Farm Horse | 1L |
4423| Riding horse, fast | 5L |
4424| War horse | 10L – 30L, depending on breed |
4425| Bit, bridle and saddle | 10sh |
4426
4427- Saddles cost about 15sh for a normal riding saddle; a fancy knight/lord’s
4428 saddle costs 2L. Good saddlebags cost 5sh.
4429
4430- Feeding cost for horses is about 4p per month per horse in the countryside,
4431 about 8p in a city. Note that in most cities horses are only permitted on a
4432 handful of major streets, making them highly inefficient for everyday travel
4433 within the city itself. Stabling costs are 1p per month (not including feed)
4434 in the countryside, 2p in the city.
4435
4436| Other Animals | Cost (city) | Cost (country) |
4437|----------------------|-------------|----------------|
4438| Cow | 10sh | 6sh |
4439| Donkey / mule | 15sh | 9sh |
4440| Dog (large, trained) | 18sh | 10sh |
4441| Goose | 8p | 6p |
4442| Ox | 14sh | 12sh |
4443| Pig | 3sh | 2sh |
4444| Sheep | 2sh | 1sh |
4445| Chicken | 2p | 1p |
4446
4447#### CLOTHING
4448
4449Prices for clothing are expressed as a range of price, representing the typical
4450costs for clothing appropriate to one’s social background. It is permissible for
4451people to wear certain clothing of such quality that they would fit a price
4452range of a higher social class, but there are certain sumptuary laws that
4453restrict some types of clothing to the upper classes. Note that in many areas
4454peasants make their own clothing.
4455
4456| Clothing Type | Cost |
4457|-------------------------------------|-----------|
4458| Peasant Clothing, very poor / serfs | 1–6p |
4459| Peasant Clothing, average | 8p – 2sh |
4460| Peasant Clothing, wealthy farmers | 8p – 7sh |
4461| Villain Clothing, very poor | 1 – 6p |
4462| Villain Clothing, craftsmen | 3–8sh |
4463| Villain Clothing, wealthy | 15sh – 1L |
4464| Knightly clothing | 10sh – 3L |
4465| Lordly Clothing, everyday | 2 – 5L |
4466| Lordly Clothing, fancy | 10 – 50L |
4467
4468- An average but good quality cloak costs about 1sh. A fancier cloak for a
4469 knight or noble would cost about 1L
4470
4471#### FOOD
4472
4473Costs of food vary wildly as well, between country and city, and in different
4474areas of cities. Take note that while there are inns in large cities, there is
4475no real ‘restaurant industry’. Inns usually provide a meal to those who are
4476staying there, occasionally even of passable quality. There are also “free
4477houses†in cities and towns. These are homes that have been given license or
4478permission to sell ale, and sometimes other spirits. They rarely provide much in
4479the way of meals.
4480
4481| Meals, cost per day by social class | Cost |
4482|--------------------------------------|------|
4483| Villain/peasant, poor, serfs, slaves | 1p |
4484| Villain/peasant, prosperous | 3p |
4485| Knightly class | 5p |
4486| Nobles | 7p |
4487
4488- Note: these are guidelines for those rare occasions where someone would need
4489 to pay out of pocket in coin for a meal, for example, if paying to arrange a
4490 special meal for a lord, or if staying at an inn, or wanting to reward
4491 someone in coin for providing a meal.
4492
4493| Food | Cost |
4494|--------------------------------------------|------|
4495| Ale, cheap (2 gallons) | 1p |
4496| Ale, medium (1 gallon) | 1p |
4497| Ale, good quality (1 gallon) | 2p |
4498| Bread | 1p |
4499| Cheese (10 pounds) | 4p |
4500| Eggs (two dozen) | 1p |
4501| Fish, salted | 6p |
4502| Fruit, dried (1 pound) | 4p |
4503| Meat, one meal | 2p |
4504| Nuts, almonds (1 pound) | 6p |
4505| Potage – peasant stew (1 pot for 8 people) | 1p |
4506| Spices, pepper (1 pound) | 2sh |
4507| Spices, exotic (1 pound) | 3sh |
4508| Spices, saffron (1 pound) | 15sh |
4509| Sugar (1 pound) | 1sh |
4510| Wine, poor (1 gallon) | 4p |
4511| Wine, high quality (1 gallon) | 10p |
4512
4513#### MISCELLANEOUS EQUIPMENT
4514
4515The following represent the most usual of items, which prices are set by the
4516relevant trade guild (and therefore remain constant). Other items not indicated
4517here would be more difficult to come by, and would have varying costs according
4518to whom is selling them.
4519
4520| Item Cost | Cost |
4521|--------------------------------------------|------------------|
4522| Blanket, quality wool | 4p |
4523| Boat, riverboat | 20L |
4524| Boat, seafaring | 600L |
4525| Book, handwritten | 1L (1) |
4526| Book, printed (thus after 1476) | 5sh |
4527| Bottle, glass, empty | 4p |
4528| Candles, countryside (dozen) | 3p |
4529| Candles, city (dozen) | 7p |
4530| Cart | 4sh |
4531| Chariot | 8L (2) |
4532| Chest, simple | 3p |
4533| Chest, fine, with lock | 3sh |
4534| Cooking utensils (3), poor | 3p |
4535| Cooking utensils (3), average | 2sh |
4536| Cooking utensils (3), fancy | 14sh |
4537| Ferry, one trip (for 1 man and 1 horse) | 1p |
4538| Guild dues, apprentice | 1–3sh /year (4) |
4539| Guild dues, craftsman | 3–20sh /year (4) |
4540| Guild fee, joining (in a new city) | 3L |
4541| Hammer & Chisel | 16p |
4542| Inn stay, average | 5p / day |
4543| Jewelry, fancy ring (gold with diamond) | 8L |
4544| Jewelry, pearl necklace | 2L |
4545| Jug, clay | 1p |
4546| Lamp (5) | 1sh |
4547| Paper, 1 sheet (6) | 2p |
4548| Rope, strong, 50ft | 10p |
4549| Sack | 3p |
4550| Shovel, strong | 3p |
4551| Tinderbox | 2p |
4552| Tools, craftsman’s (7) | 3–12p |
4553| Tools, workshop (8) | 14L |
4554| Torch (illuminates a 30’ area for 2 hours) | 1p |
4555
45561. Cost of a cheap manuscript; fancy illuminated manuscripts could cost up to
4557 100 times more.
4558
45592. Cost of a fine chariot; but truly majestic ones can cost hundreds of pounds.
4560
45613. Includes pots, pans, bowls and spoons.
4562
45634. This varies by guild type.
4564
45655. Oil costs 2p per flask, illuminates 30’ for 4 hours
4566
45676. Ink costs 2p per flask
4568
45697. Appropriate for most simple tool sets, including thief tools.
4570
45718. Appropriate for an armorer/weaponsmith’s forge, or an alchemist’s
4572 laboratory.
4573
4574#### SELLING VALUABLES
4575
4576If PCs are selling items privately to an interested buyer, they are likely to
4577get near full listed price for most items (give or take some haggling, and
4578depending on supply and demand) in good condition. Note that selling many items
4579publicly would be illegal inside a city, unless the PC is a member of the
4580specific guild permitted to sell such objects.
4581
4582Selling items to a retailer, legal or illicit, will fetch considerably less,
4583usually under half the listed cost.
4584
4585Note that selling plate armor will always fetch much less than full price
4586because these armors are always made to measure; any second-hand plate armor
4587would need to be seriously adjusted by an armorer before they could comfortably
4588be worn.
4589
4590#### REAL ESTATE
4591
4592The two largest single landowners in Albion are the Crown and the Church. Most
4593families live on the same lands or in the same houses in town as their ancestors
4594have, often for hundreds of years or more. But in this time when urbanization is
4595gradually on the rise, dealing in property has begun to increase.
4596
4597The majority of people who live somewhere do not own their own land; most
4598peasants work their lord’s land and must pay rents (but these are almost always
4599paid in crop shares rather than actual coin), and in cities the majority of the
4600urban poor rent their homes. Those of wealthier means will generally purchase
4601their homes. All prices below are averages, there can be some variation.
4602
4603| Rents, City | Cost |
4604|------------------------------------------------------------------------|-------------|
4605| Home, tenement | 3p / month |
4606| Home, tradesman | 2sh / month |
4607| Home, wealthy merchant | 5sh / month |
4608| Shop, average | 2sh / month |
4609| Tavern, high quality | 5L / month |
4610| Rents, Country | Cost |
4611| Cottage | 5sh / year |
4612| Purchase, City | Cost |
4613| Guildhall | 140L |
4614| Home, tradesman with shop | 12L |
4615| Home, middle class | 5L |
4616| Home, wealthy merchant | 50L |
4617| Home, noble’s house in city | 90L |
4618| Purchase, Country | Cost |
4619| Cottage | 2L |
4620| Manor house, modest | 12L |
4621| Manor House, stately | 80L |
4622| Church, average | 775L |
4623| Castle (including towers, buildings, gatehouse, barns, cottages, etc.) | 5500L |
4624
4625- Note: building a castle usually takes about 1d6+6 years to complete. An
4626 average church usually takes 2d6+12 years to complete. Both of these are
4627 mostly usable about halfway through their construction time.
4628
4629#### TAXATION
4630
4631Taxation in Albion is done by consent of parliament; but there are generally
4632three forms of taxes paid.
4633
4634The first is the “fifteenth and tenthâ€, which consists of an annual tax based on
4635a percentage of the value of property or of the total annual value of rents. In
4636the countryside, this tax is set at 10%; in cities at 15%.
4637
4638The second is a tax on commercial goods; many good receive exemptions and rates
4639of taxation can vary wildly over time. The highest level of tax on goods is on
4640imports (the customs tax) which is set at 13%. If a GM wishes to randomly
4641determine the tax rate on any local goods (if a PC is planning to engage in
4642merchant trade) he could set the rate at 1d12%.
4643
4644The third is a special tax, called a “seal loanâ€, which is in theory an
4645obligatory loan usually demanded only of either aristocratic families or the
4646wealthiest of the commons (rich merchants, in most cases), that theoretically
4647will be paid back by the crown but in practice never is. This is not an annual
4648tax but is rather levied in times of necessity by approbation of parliament. The
4649loan is typically a set amount (which varies based on need; the GM could set it
4650at 1 – 100L if he wanted to establish it at random). It is theoretically
4651possible to obtain an exemption to having to pay this ‘loan’ for a variety of
4652reasons but this is usually only possible through influence and connections with
4653someone of power in the royal court.
4654
4655Finally, cities will sometimes impose gate taxes to grant entry. It is typically
4656anywhere between 1-6p. There is likewise a tax paid to a city to become a
4657freeman of the city; depending on the city in question it is between 3-20sh.
4658
4659### 4. Other Expenses
4660
4661Besides purchasing equipment or owning a manor house, there are many other ways
4662to spend one’s wealth. Hiring henchmen, schooling, costs of living, etc., are
4663detailed below:
4664
4665#### WAGES AND COSTS OF SERVICES
4666
4667| Army Wages Wage | Cost |
4668|----------------------------|-----------|
4669| Archer | 3p / day |
4670| Cavalry, common | 9p / day |
4671| Infantry, Captain (knight) | 2sh / day |
4672| Infantry, Lieutenant | 1sh / day |
4673| Infantry, peasant | 2p / day |
4674| Infantry, trained soldier | 6p / day |
4675| Squires | 1sh / day |
4676
4677(These are wage-equivalent values for levied troops, this «wage» is very rarely
4678paid fully in actual coin.)
4679
4680| Mercenaries Wage | Cost |
4681|--------------------------------------------|--------------|
4682| Knight | 2sh / day |
4683| Knight, captain | 4sh / day |
4684| Soldier, common (archer or infantry) | 8p / day |
4685| Unit of trained mercenary infantry/archers | 150L / month |
4686| Unit of Burgundian Crossbowmen | 200L / month |
4687| Unit of Scots Barbarians | 100L / month |
4688| Unit of Riflemen (only after 1475) | 250L / month |
4689| Artillery unit – bombard (only after 1455) | 500L / month |
4690
46911: In Dark Albion: only to Lancastrians, after 1460
4692
4693| Professionals Wage | Cost |
4694|---------------------------------|-------------------|
4695| Craftsman, master | 24–48sh / month |
4696| Craftsman, apprentice | 12p / day |
4697| Laborer, unskilled | 1–2p / day |
4698| Laborer, semi-skilled | 5–7p / day |
4699| Lawyer, famous | 1L / day |
4700| Priest’s stipend | 5L / year |
4701| Servant, noble’s house, trained | 5–10sh / year (1) |
4702| Servant, page | 1–6sh / year |
4703
47041: Plus room, board, clothing, etc.
4705
4706- Adventurers: “adventurer†is not really a career as such. A reasonable
4707 payment from a patron contracting a PC party, if payment was entirely in
4708 coin, would be along the lines of 1sh+1sh/party-member per day, paid for a
4709 projected period of the job’s length (weekly or monthly), with very
4710 hazardous work possibly generating up to double the usual amount as “danger
4711 payâ€. The question of who is or is not a ‘party member’ would also need to
4712 be defined, as peasant-class fighters or thieves might not be considered
4713 ‘members’ but rather servants of the party who the party would have to pay a
4714 share out of their own funds.
4715
4716 A company of adventurers might also be hired “on retainer†by some powerful
4717 lord who wanted to make frequent use of the party; the pay rate would be
4718 much lower (possibly 5-10L per year per person) depending on the level of
4719 power and fame the group had, but it would be assumed that for much of the
4720 year the adventurers would be left to their own devices, and room & board
4721 might also be included in the contract.
4722
4723| Other Incomes Wage | Wage |
4724|-------------------------|-----------------|
4725| Office/Title, minor (1) | 10L / year |
4726| Office/title, major (2) | 100–300L / year |
4727| Pension, Guild (3) | 4L / year |
4728
47291. Typically includes house magister, chief warden of the city, court
4730 physician, etc.
4731
47322. Typically includes the Sheriff of London, Royal Magistrate, etc. These kinds
4733 of offices are often granted as rewards for dedicated service by nobles or
4734 the crown.
4735
47363. Given to outstanding members of the guild on retirement or infirmity, or to
4737 the widows of the same.
4738
4739| Nobles | Revenue |
4740|-----------------------|------------------|
4741| Typical Lord’s Income | 200–500L / year |
4742| Typical Earl’s Income | 400–1000L / year |
4743
4744(These can vary widely; income is based on lands, and there are very poor noble
4745households, and very rich ones like the Nevilles, who have incomes of over
474610000L / year! Note that these numbers are only benchmarks for references; in
4747the Dark Albion setting book there is a chapter on «Noble House Management»
4748which has its own set of mechanics for handling Noble estates.)
4749
4750- There is no good measurement for a merchant or wealthy peasant’s “typicalâ€
4751 income, as these vary too much to get a meaningful average. As a very
4752 inaccurate estimate, one could say that a quite wealthy merchant trader
4753 might earn 100L- 300L a year. There would also be a risk at any given time
4754 of suffering serious losses or bankruptcy. A wealthy independent peasant
4755 farmer (a «yeoman») might earn 30-60L a year, but bad harvests might also
4756 cause losses. If the GM wished, PCs who were engaged in merchant trade or
4757 freehold farming could make annual checks on the appropriate merchant skill
4758 or Farming skill, potentially with modifiers based on current events (war,
4759 droughts, banditry, etc), to determine their annual incomes.
4760
4761### SCHOOLING
4762
4763| Schooling Wage / | Cost |
4764|----------------------------------------|------------------|
4765| Education, childhood tutor | 2L / year |
4766| Tutor, swordfighting | 10sh / month (1) |
4767| University, instructor salary (2) | 14sh / year |
4768| University, department head salary (3) | 2L / year |
4769| University, tuition for student (2) | 3L / year |
4770| University, luxury tuition (3) | 10L / year |
4771
47721. Wage for a well-known swordsman.
4773
47742. Includes basic room, board, clothing, etc.
4775
47763. Includes fancy room, board, clothing, etc., as well as servants and
4777 assistants.
4778
4779### COSTS OF LIVING
4780
4781The basic costs of living and maintenance for a household is difficult to
4782accurately measure, so the following are at best guidelines:
4783
4784| Costs of Living | Cost |
4785|----------------------------------------|-------------|
4786| Poor Villains | 1–2L / year |
4787| Wealthy Merchant or commoner landowner | 30L / year |
4788| Knightly Household | 30L / year |
4789| Lordly Household | 60L / year |
4790| Earl/Duke’s Household | 100L / year |
4791
4792Poor peasants and serfs may have about 1L a year in maintenance, though in
4793practice much of that would really be in the form of food, work, etc. taken from
4794their own homesteads, and not literally paid out.
4795
4796### DOWRIES
4797
4798| Dowries by Social Class | Cost |
4799|--------------------------|------------|
4800| Serf | 1–12sh (1) |
4801| Peasant | 10–60sh |
4802| Villain | 1–4L |
4803| Villain/Peasant, wealthy | 10–100L |
4804| Knightly | 10–80L |
4805| Lordly/Aristocratic | 1000L (2) |
4806
48071. Paid to the serf’s lord.
4808
48092. Or more, see the chapter on Noble House Management.
4810
4811Dowries are paid by the bride’s family on occasion of a wedding. These costs may
4812vary on any number of factors, including the suitability of the match, and
4813whether the bride or groom (or both) are in a position to inherit significant
4814titles or land.
4815
48165. Encumbrance
4817--------------
4818
4819Characters may generally carry up to 20 items on their person. This amount is
4820modified (positively or negatively) by the character’s STR bonus. Coins count as
4821one item for every 1000 coins carried. A quiver with up to 30 arrows counts as a
4822single item. A quiver can also be modified to carry darts or knives, and can
4823carry up to 12 of these items without causing additional encumbrance. Heavy or
4824very heavy objects can count as five items for the purpose of weight, while very
4825light or very small items can be said to be “non-encumbering†and not count at
4826all against the item total. Loose items will of course need to be carried in
4827bags or satchels, which do not change their encumbering value.
4828
4829- Armor does not count as an encumbering item, it has its own effects. Shields
4830 only count as encumbering items when carried, not while wielded.
4831
4832- For performing any types of skills or actions requiring movement or agility
4833 (most checks involving a DEX bonus, like sneaking or climbing), characters
4834 carrying more than 10 encumbering items will have a –1 penalty to such
4835 checks.
4836
4837- Any character carrying 10 or more encumbering items on their person get a
4838 –5’ penalty to their movement rate. Characters carrying 15 or more
4839 encumbering items have a –10’ penalty to their movement rate.
4840
4841 Examples of non-encumbering items: individual coins, gems, jewels, sling
4842 stones, arrows, healing herbs, regular clothes, padded/leather armor.
4843
4844 Examples of encumbering items: all weapons, carried shields, torch, lamp,
4845 musical instrument, thief tools, rope, bags with multiple small items,
4846 quivers, metal armor.
4847
4848 Examples of heavy items: small chest, a corpse
4849
4850- A sack or small chest can carry up to 5000 coins, a few dozen very small
4851 items, or up to a dozen non-encumbering or encumbering items of larger size,
4852 within reasonable limits.
4853
4854- A mule with saddlebags can carry up to 30 items; a horse with saddlebags can
4855 carry up to 40 items. A small cart can carry up to 100 items, a large cart
4856 pulled by two horses can carry up to 250 items.
4857
48586. Weapons and Armor Mechanics
4859------------------------------
4860
4861### ARMOR EFFECTS
4862
4863A character’s Armor Class is based on the armor they are wearing, modified by
4864their DEX modifier. However, Fighters and Clerics are specially trained to
4865utilize armor more effectively than other classes. Thus armor will have one base
4866value for those two classes, and another value for every other character class.
4867
4868Additionally, any character wearing heavier armor will have penalties to any
4869types of skills or actions requiring movement or agility (most checks involving
4870a DEX bonus, like sneaking or climbing) and to initiative rolls.
4871
4872| Armor Type | Fighters Clerics | Other Classes | Penalties (everybody) |
4873|-----------------|------------------|---------------|------------------------|
4874| Unarmored | 11 | 10 | — |
4875| Padded Jack | 13 | 12 | –1 DEX skills |
4876| Jack Splint | 14 | 13 | –1 DEX skills |
4877| Brigandine | 15/16\* | 14/15\* | –1 DEX skills |
4878| Chain Hauberk | 16 | 14 | –1 init, –2 DEX skills |
4879| Plate & Hauberk | 18 | 16 | –2 init, –4 DEX skills |
4880| Full Plate | 19 | 17 | –3 init, –5 DEX skills |
4881| Shield | \+1 | \+1 | –1 DEX skills if held |
4882
4883(\*: better AC is against ranged attacks.)
4884
4885- Note: All armors are presumed to come with a helmet; a metal «sallet» in
4886 most cases, or a helm with plate. If for some reason the helmet is not worn,
4887 the AC is reduced by –1.
4888
4889- The values for the Shield above are for Buckler shields, the standard
4890 shields used in this late medieval era. The «Ecranche» or jousting shield
4891 has the same statistics as the regular shields but cannot be used for
4892 defensive maneuvers.
4893
4894- The «Pavise», or heavy siege shield, grants a +2 to AC, but a –2 to
4895 initiative and –4 to Dex Skills while wielded (its main purpose is to be
4896 planted on the floor, to crouch behind while firing ranged attacks). It
4897 cannot be used for parrying maneuvers.
4898
4899### WEAPON EFFECTS
4900
4901Weapon damage is by size. Rather than providing separate damages for every
4902single weapon, melee weapons in particular are given fixed damage values based
4903on the size of the weapon. STR bonus is added to all melee damage, but not to
4904ranged weapon damage.
4905
4906| Melee Weapons | Dmg | Special |
4907|------------------------------------------------|-------------|------------------|
4908| Unarmed | 1d2/1d3 (1) | — |
4909| Metal Gauntlet, or shield | 1d3/1d4 (1) | — |
4910| Tiny (e.g., dagger) | 1d4 +2 | \+2 init |
4911| Small (e.g., club, hand axe,short-sword) | 1d6 +1 | \+1 init |
4912| Medium (e.g., long sword,mace, axe, warhammer) | 1d8 | — |
4913| Large (e.g., 2-handed sword) | 1d10 | –1 init |
4914| Lance (2) | 1d10 | horseback |
4915| Spears and staff (3) | 1d6 | 2nd row |
4916| Pole Arms (3) | 1d8 | –1 init, 2nd row |
4917
49181. Fighters and scots-men do more damage with these attacks.
4919
49202. A lance is only usable on horseback.
4921
49223. These weapons enable to attack from the second row. Note: large weapons,
4923 staffs, and pole-arms cannot be used in conjunction with shields; a spear
4924 CAN be used in conjunction with shields.
4925
4926| Missile Weapons | Dmg | Range (in feet)\* |
4927|---------------------|-----|-------------------|
4928| Thrown dagger/dart | 1d4 | 10 / 20 / 30 |
4929| Sling | 1d4 | 50 / 100 / 150 |
4930| Short-bow | 1d6 | 50 / 250 / 500 |
4931| Light crossbow (1) | 1d6 | 50 / 200 / 400 |
4932| Long-bow | 1d8 | 50 / 400 / 800 |
4933| Heavy crossbow (2) | 1d8 | 50 / 350 / 700 |
4934| Firearm: pistol (3) | 1d6 | 30 / 60 / 90 |
4935| Firearm: rifle (3) | 1d8 | 50 / 100 / 500 |
4936
4937\*: Except for firearms, missile range penalties are –2 to hit between short and
4938medium, and –4 to hit between medium and long. Then, firearms instead suffer a
4939–4 and –6 penalty respectively.
4940
49411. Light crossbows get a +2 bonus to hit, but take a full round to reload.
4942
49432. Heavy Crossbows get a +4 bonus to hit, but take two full rounds to reload.
4944
49453. See next page for special Firearm Mechanics.
4946
4947### FIREARMS MECHANICS:
4948
4949Pistols do 1d6 damage, rifles do 1d8 damage. Additionally, both weapons have the
4950“exploding†quality, where if a maximum result (6 for pistols, 8 for rifles) is
4951rolled on the die, an additional die of damage is rolled (and continues to be
4952rerolled if the number is again the maximum). So for example, if a PC fires a
4953pistol and gets an 6, he gets to roll again; if he gets another 6, he rolls yet
4954a third time. If the third die is a 4, he does a total of 6+6+4=16 points of
4955damage!
4956
4957- All firearms, pistols or rifles, take 6 rounds to load for someone who has
4958 received very basic instructions on how to do it (if they have never been so
4959 instructed it would be practically impossible to load correctly).
4960
4961- Fighter or Thief classes that have spent some time (at least a couple of
4962 months) training and practicing with firearms can reduce loading time by
4963 half, to 3 rounds.
4964
4965- Pistols have a range of 30/60/90, and rifles a range of 50/100/500. Both
4966 weapons have a penalty of -4 to hit at medium range and -6 at long range.
4967 However, at short-range both weapons get a +4 bonus to hit against opponents
4968 wearing any kind of armor.
4969
4970If a natural 1 is rolled the weapon has jammed and will take a full minute to
4971unjam (and then the regular time necessary to reload); any time a natural 1 is
4972rolled there is additionally a 5% chance that the weapon explodes, causing
4973standard weapon damage to the wielder (including “exploding†die results).
4974
4975Note that in wet weather or very damp conditions (both of which are quite common
4976in Albion), gunpowder can quickly become useless. In these conditions, there
4977will be a 40% chance that a shot simply will not go off, because the equipment
4978is too damp. The check is separate for each character using firearms, but as
4979soon as any shot fails to go off for that character it will be impossible for
4980that character to use their gunpowder weapons again until it is completely dry.
4981
4982### BOMBARDS
4983
4984Heavy artillery in this era is in use throughout the Continent, but was still
4985uncommon in Albion until the early part of the Rose War. A typical 50-pound
4986bombard has a cost of around 400L; by later in the period larger guns are being
4987made for siege weapons capable of damaging heavily fortified castles. Large
4988siege bombards will do double the damage listed, while some truly huge bombards
4989do triple the listed damage (these are extremely rare).
4990
4991A bombard requires a crew of 8 people to operate. It can fire a maximum of once
4992every 10 rounds. When fired, the bombard requires a ranged attack roll, against
4993a difficulty of 8 for any target between 50’-300’ distance, +2 for every
4994increment of 300’ thereafter, to a maximum of 1200’. If the attack misses it
4995will hit a location in a random direction, deviating by 2d10x10 feet. Rules for
4996damp conditions preventing firing apply as with regular firearms above; and on a
4997roll of natural 1 there is a 10% chance the gun will explode (doing 6d6 damage
4998to everyone within 20’ of the bombard, saving throw vs. area effects to take
4999half damage). Otherwise, the gun has failed to fire and will need 20 rounds to
5000be reloaded.
5001
5002Wherever the shot lands, the cannon-ball will proceed in a straight line from
5003the direction it was fired for 3d20x10’, anyone within 5’ of that line will take
50043d6 damage (saving throw vs. area effect to take 1/2 damage). If the cannon-ball
5005hits a large solid object (like a wall or a huge dragon) it will do 9d6 damage
5006and stop.
5007
5008### NAMED WEAPONS
5009
5010Any PC can choose to give a name to any weapon they own. However, for certain
5011classes, one single specific weapon can be given a name to represent that it is
5012a special or signature weapon of that character. That named weapon will grant a
5013+1 to hit in combat, only when used by that character.
5014
5015The type of weapon that can be a signature weapon of this sort depends on
5016character class:
5017
5018| Cleric | Sword, mace, spear, staff, warhammer |
5019|------------|-----------------------------------------------------------------------|
5020| Fighter | Any melee or ranged weapon |
5021| Magister | Dagger or staff |
5022| Thief | Club, dagger, handaxe, light crossbow, pistol, sling |
5023| Scots’ Man | Battleaxe, club, longsword, spear, staff, two-handed sword, warhammer |
5024| Cymri | Dagger, handaxe, longsword, shortbow, sling, spear, staff |
5025
5026This special bonus can only be granted once in the entire lifetime of the
5027character. A magical weapon cannot be granted this bonus, and likely has a name
5028already!
5029
5030### 7. Poisons
5031
5032In a medieval-authentic setting, as opposed to other more fantastical settings,
5033poisons are meant to reflect historically accurate possibilities in terms of
5034what kind of effects were available. This generally means that expecting to “dip
5035your dagger†in poison and have your opponent drop dead in mid-battle is not a
5036credible possibility.
5037
5038The most deadly poisons available by natural means in this setting are more
5039useful ingested than injected. They can be prepared into poisons by a skilled
5040apothecary or alchemist, differing from the natural state in both the ability to
5041mask the taste and the deadliness of the effect.
5042
5043Of course, there are many UN-natural poisons that would be far more deadly than
5044those listed here; you just won’t find those with bushcraft. You’ll find them by
5045harvesting the bodies of deadly magical monsters in dark places, engaging in
5046powerful rituals of magick to summon forth the dew of chaos, or making pacts
5047with the Foul Cat of Slime to draw forth the venom of its extraplanar teat.
5048
5049For any poison or herb to be made into an effective dose, a certain amount of
5050money must be spent (note that the costs below are for production, not retail
5051value), and a test of the apothecary lore must be made. Note that if the
5052apothecary has their own lab facilities the material represented by the
5053construction costs will already be present in a basic apothecary/puffer’s lab.
5054
5055The DC of the wilderness lore skill represent the difficulty in finding the
5056specific herb. Most poisons or herbs take one day to prepare a given dose, and
5057one day of searching to find herbs in the wild, assuming it is the right kind of
5058wilderness area and time of year.
5059
5060The following is a list of some common poisons, followed by other herbs which
5061can be found by those with wilderness lore and prepared by those with apothecary
5062skills:
5063
5064#### Arsenic:
5065
5066- Wilderness lore: n/a
5067
5068- Apothecary: DC12
5069
5070- cost: 20sh
5071
5072Arsenic is a poisonous powder that must be ingested. Its taste can be detected
5073by skilled food tasters. 10-60 minutes after ingesting the victim feels nausea
5074and may experience vomiting or diarrhea; after 2d6 hours the victim must save
5075vs. poison or become incapacitated for 1d6 days, after which he must make a
5076second save vs. poison or die.
5077
5078#### Arsenic variant - Cantarella:
5079
5080- Apothecary: DC14
5081
5082- cost: 50sh
5083
5084A more powerful variant of arsenic, still ingested. Tasteless, colourless and
5085odourless. Both saving throws are at –2.
5086
5087#### Autumn Crocus:
5088
5089- Wilderness Lore:DC12
5090
5091- Apothecary: DC10
5092
5093- cost:16sh
5094
5095This poison is effective ingested, but is one of those rare venoms that can be
5096made into an effective poison to put on a blade or arrow (as an injected poison,
5097it requires an apothecary DC12 check and costs 150sh per dose!). The ingested
5098form causes an immediate burning sensation in the throat, and then in 2d3 hours
5099it causes severe and bloody diarrhea, then convulsions, and respiratory failure.
5100The victim must save vs. poison or become bedridden; if he is bedridden after
51011d3 days he must make a second saving throw or die.
5102
5103The weapon-variety of this poison must hit and do damage to take effect, if it
5104does so the victim must make a saving throw vs. poison with a +2 bonus after 2d3
5105rounds, or suddenly drop dead from massive heart failure.
5106
5107#### Belladonna (aka Deadly Nightshade):
5108
5109- Wilderness Lore: DC10
5110
5111- Apothecary: DC12 (takes 2 days to prepare)
5112
5113- cost:10sh
5114
5115Useful in small doses for medicinal purposes as anesthetic and to aid sleep (in
5116said use, the cost of preparation is only 3sh), the poison version will create
5117disorientation when drunk, and make a person highly susceptible (save vs. poison
5118or will answer all questions posed with disinterested candour); anyone affected
5119by belladonna must make a save vs. poison with a +3 bonus or will die within 1d6
5120hours.
5121
5122#### Bullrush:
5123
5124- Wilderness Lore: DC12
5125
5126- Apothecary: DC8
5127
5128- cost: 3sh
5129
5130Bullrush can be prepared as a simple sleeping concoction, in which case its cost
5131is only 6p, and its effect is to aid in getting a good night’s sleep. As a
5132poison, it can be ingested to cause the person taking it to fall into a drugged
5133sleep within 10-60 minutes of having taken it, being unable to stay awake unless
5134they make a saving throw vs. poisons. They will be unable to be roused for 2d6
5135hours.
5136
5137#### Cow Wheat:
5138
5139- Wilderness Lore: DC14
5140
5141- Apothecary: DC10
5142
5143- cost: 6sh
5144
5145Cow-wheat is ingested, and will cause its victim terrible headaches, suffering a
5146–1 to attack and skill rolls. Additionally, if they fail a save vs. poisons,
5147they will become utterly confused and incoherent, incapable of effective
5148communication or any kind of activity requiring mental clarity for 1d12 hours.
5149
5150#### Cyanide:
5151
5152- Wilderness Lore: DC12
5153
5154- Apothecary: DC12
5155
5156- cost: 30sh
5157
5158Derived from bitter almonds or laurel, cyanide is a very deadly poison when
5159ingested. Its fumes are equally toxic if burnt. It leads to unconsciousness from
5160respiratory failure and death if a save versus poison (with a –2 penalty) is not
5161made after 2d6 rounds.
5162
5163#### Darnell:
5164
5165- Wilderness Lore DC16
5166
5167- Apothecary: DC12
5168
5169- cost: 10sh
5170
5171When drunk, a person must make a save vs. poisons or go blind for 1d6 hours.
5172
5173#### Deathcap:
5174
5175- Wilderness Lore: DC12
5176
5177- Apothecary: DC12
5178
5179- cost: 6sh
5180
5181A mushroom, when ingested it causes abdominal pain, vomiting and diarrhea,
5182leading to renal failure. Victims must save vs. poison with a +2 bonus or die
5183after 1d10+5 days.
5184
5185#### Foxglove:
5186
5187- Wilderness Lore: DC12
5188
5189- Apothecary: DC12
5190
5191- cost: 4sh
5192
5193Ingested, it causes pain and difficulty breathing, and may cause cardiac arrest.
519410-30 minutes after taking it, save vs. poison to avoid death; however, its
5195symptoms are identifiable to doctors; and by inducing vomiting, giving charcoal,
5196and fruit juices, the effects can be significantly nullified, granting a +6 to
5197the saving throw if a skilled physician makes the correct diagnosis.
5198
5199#### Hemlock:
5200
5201- Wilderness Lore: DC12
5202
5203- Apothecary: DC8 (but takes 2 days)
5204
5205- cost: 6sh
5206
5207Hemlock is a deadly poison that is ingested; it is of very noticeable flavour,
5208however, making it difficult to use for assassination. Anyone who ingests it
5209must save vs. poison or will die in 2d6 hours; feeling no pain but only a
5210gradual numbness and paralysis that creeps up the body until one can no longer
5211breathe.
5212
5213#### Henbane:
5214
5215- Wilderness Lore: DC12
5216
5217- Apothecary: DC8
5218
5219- cost: 16sh
5220
5221Henbane can be used to make a healing medicine (costing only 4sh) that can heal
5222an extra +1hp overnight, though drinking it causes a deep sleep (one will not
5223awaken normally from it for at least 10 hours, though if violently roused they
5224may save vs. poison to see if they wake; the sleep being interrupted negates the
5225healing bonus). The sleep usually brings strange dreams with it.
5226
5227In more powerful essence, henbane is a poison, identifiable by a telltale rash,
5228leaving its victim confused before falling into unconsciousness as above; after
522910 hours go by, the victim must save vs. poison with a +1 bonus, or will die.
5230
5231#### Leopardsbane:
5232
5233- Wilderness Lore: DC18
5234
5235- Apothecary: DC5
5236
5237- cost: 12sh
5238
5239This plant can be used to make a poison that is effective against animals of
5240various kinds, including cats of all varieties, dogs or wolves, and horses.
5241Animals susceptible to the poison that eat it will die within 10-60 minutes of
5242ingesting if they fail a save vs. poison (felines of all varieties suffer a –2
5243to their saves). Humans who eat it will feel unwell for several days, but suffer
5244no other ill effects.
5245
5246#### Mandrake:
5247
5248- Wilderness Lore: DC16
5249
5250- Apothecary: DC5 (but takes 4 days to prepare)
5251
5252- cost: 10sh
5253
5254A plant long associated with witchcraft, taking small doses of this drug will
5255produce a hallucinatory trance where the user will experience visions. Prepared
5256as a poison, it must be ingested and works in 10-30 minutes, causing loss of
5257bowel control, nausea, unconsciousness, and then potentially death. Characters
5258must make a save vs. poisons with a +1 bonus, or fall into a coma and die within
525910-20 minutes.
5260
5261#### Wolfsbane:
5262
5263- Wilderness Lore: DC10
5264
5265- Apothecary: DC12 (takes 2 days to prepare, as a poison)
5266
5267- cost: 20sh
5268
5269Very well known in its natural form for its capability to stave off wolves or
5270were-wolves, this plant can also be prepared as a significant poison. As a
5271poison, it can be ingested, or made into an unguent that is absorbed through
5272skin. In either form, the immediate effect is a tingling sensation, then
5273numbness and tightness of breath as well as blurred vision. It later causes
5274paralysis and then potentially death. Ingested, death will occur in 1d6 hours if
5275the victim fails a saving throw vs. poisons. Taken from a weapon injury, death
5276will occur in 10 minutes if the victim fails a save versus poison.
5277
5278### 8. Herbal Medicines
5279
5280These are prepared under the same guidelines as poisons, above. Obtaining the
5281necessary herbs in the wild requires a Wilderness Lore skill check, preparing
5282the necessary herbs requires an Apothecary skill check.
5283
5284#### All-heal:
5285
5286- Herbalism: DC12
5287
5288- Apothecary: DC10 (takes 2 days to prepare)
5289
5290- cost: 10sh
5291
5292The application of All-heal enhances natural healing from injuries; in which
5293case a character who takes it will heal at a rate of +1 hit point per day for
5294the next week (this is aside from any other bonuses to medical treatment).
5295
5296#### Bloody William:
5297
5298- Wilderness Lore: DC8
5299
5300- Apothecary: DC18 (takes 3 days to prepare)
5301
5302- cost: 6sh
5303
5304Despite its name, this flower is used to make an antitoxin, useful against
5305scorpion stings. If taken, for the next 3 days after ingestion it grants a +4
5306bonus to saving throws against scorpion venom; it is ineffective if taken after
5307being stung.
5308
5309#### Cow Parsnip:
5310
5311- Wilderness Lore: DC12
5312
5313- Apothecary: DC16 (takes 1 week to prepare)
5314
5315- cost: 14sh
5316
5317Prepared as a medicine, it can potentially cure sufferers of (non-magical)
5318insanity. Anyone who is mentally deranged can, after taking it, make a saving
5319throw to recover their wits.
5320
5321#### Goat’s Rue:
5322
5323- Wilderness Lore: DC12
5324
5325- Apothecary: DC18 (takes 2 days to prepare)
5326
5327- cost: 30sh
5328
5329When prepared as a potion, this serves as a counter-toxin to many common
5330poisons, granting a +2 bonus to saving throws against poison effects; it must be
5331taken before the poison save is rolled.
5332
5333#### Hare’s Ear:
5334
5335- Wilderness Lore: DC14
5336
5337- Apothecary:DC16 (takes 2 days to prepare)
5338
5339- cost: 6sh
5340
5341This herb is made as an ointment that is effective at treating a variety of skin
5342diseases.
5343
5344#### Horehound:
5345
5346- Wilderness Lore: DC8
5347
5348- Apothecary: DC12 (takes 4 days to prepare)
5349
5350- cost: 10sh
5351
5352This creates a very powerful antitoxin, though only against INGESTED poisons;
5353ingesting it after being poisoned (but before making any final saving throws)
5354will cause the victim to vomit copiously, to aid greatly to the likelihood of
5355survival.
5356
5357Characters taking horehound are granted an immediate saving throw vs. poison
5358(with any bonuses or penalties that the poison in question would cause), which
5359if they succeed annuls any further poison effects. If they fail the roll, they
5360will still get to make the regular saves afterward. Anyone taking horehound
5361feels extremely ill, incapable of taking any actions, for 24 hours after taking
5362it.
5363
5364#### Make-bate:
5365
5366- Wilderness Lore: DC16
5367
5368- Apothecary: DC12 (takes 2 days to prepare)
5369
5370- cost: 5sh
5371
5372This herb can be used to make a potion or unguent effective against scorpion
5373stings. It must be applied within 1 round of being stung, and provides a second
5374saving throw against the venom’s effects. Should a venom be so powerful as to
5375cause instant death, the anti-toxin will be of no help.
5376
5377#### Marjerome:
5378
5379- Wilderness Lore: DC8
5380
5381- Apothecary: DC12 (takes one week to prepare)
5382
5383- cost: 12sh
5384
5385This plant can be made into a liquor that when drunk will completely counter the
5386effects of hemlock. The herb must be taken before any saving throw is made.
5387
5388#### Masterwort:
5389
5390- Wilderness Lore: DC8
5391
5392- Apothecary: DC18 (takes 3 days to prepare)
5393
5394- cost: 15sh (much more expensive in times of plague)
5395
5396This herb can be ingested as a protection against the plague; anyone exposed to
5397the plague who has taken this medicine within the last 3 days gets a +4 bonus to
5398saving throws against infection.
5399
5400#### Milkwort:
5401
5402- Wilderness Lore: DC8
5403
5404- Apothecary: DC20 (takes 2 days to prepare)
5405
5406- cost: 20sh
5407
5408This plant is used to make a medicine to protect against cholera. Anyone who
5409takes it will get a +4 bonus to saving throws against infection with cholera; or
5410if already infected a +4 bonus to all saving throws thereafter.
5411
5412#### Navew:
5413
5414- Wilderness Lore: DC12
5415
5416- Apothecary: DC12 (takes 5 days to prepare)
5417
5418- cost: 15sh
5419
5420Prepared as a potion to be taken with food or drink, it will grant a +2 bonus to
5421any saving throws should that food or drink be poisoned.
5422
5423#### Serapias:
5424
5425- Wilderness Lore: DC16
5426
5427- Apothecary: DC8 (takes 4 days to prepare)
5428
5429- cost: 20sh
5430
5431This rare herb is extremely useful as a healing medicine. Whoever it is
5432administered to falls into a deep sleep for 24 hours (during which time they can
5433only be awakened with great effort, and even then can only be lucid and remain
5434awake if they save versus poison; waking them negates the curative effects),
5435after which they will recover +1d3 hit points over the usual amount.
5436
5437#### Snake Caltrop:
5438
5439- Wilderness Lore: DC12
5440
5441- Apothecary: DC10 (takes 4 days to prepare)
5442
5443- cost: 10sh
5444
5445This herb, made into an unguent, can help counteract snake venom. It must be
5446applied IMMEDIATELY after taking a snakebite (within 2 rounds), and provides a
5447second saving throw against whatever poisonous effects the snake venom causes.
5448Should a snake’s venom be so powerful that it causes an instant death effect,
5449the unguent will not be of any assistance.
5450
5451#### Spiderwort:
5452
5453- Wilderness Lore: DC14
5454
5455- Apothecary: DC8 (takes 2 days to prepare)
5456
5457- cost: 20sh
5458
5459A useful cure for spider bites. If taken immediately after being bitten by a
5460spider (within 2 rounds) it will provide a second saving throw against whatever
5461poisonous effects the spider venom causes. Should a spider’s venom be so
5462powerful that it causes an instant death effect, the medicine will not aid the
5463victim.
5464
5465### 9. Non-magical Alchemical Substances
5466
5467These substances can be created with a standard «puffery» lab, and lore check.
5468
5469#### Alkhalest:
5470
5471- Puffery: DC14
5472
5473- cost: 12sh
5474
5475A very powerful acid, this will burn through almost anything other than glass.
5476When preparing this substance, if the alchemist fails with a natural 1, it
5477causes an explosion that does 2d6 points of damage to the user (as well as 2d6L
5478worth of damage to the laboratory), with a saving throw for half damage.
5479
5480A vial of alkhalest if thrown on an individual will do no damage on the round it
5481is thrown, but will do 1d6 points of damage to the victim on the next 2 rounds
5482thereafter. A single vial can be poured on wood or leather and burn a hole
5483through it in 10 minutes, or through metal or stone in 20-60 minutes.
5484
5485#### Aqua Regia:
5486
5487- Puffery: DC14
5488
5489- cost: 60sh
5490
5491Another powerful acid, capable of burning through organic material. On a natural
54921 in the check while creating this substance, the alchemist will do 3d6 damage
5493to himself, 1d6+3L damage to the lab equipment (with a saving throw vs. area
5494effect for half damage). If the vial’s contents are thrown at a living thing, it
5495will do 2d6 damage for 1 round.
5496
5497#### Aura Fulminata:
5498
5499- Puffery: DC14
5500
5501- cost: 116sh
5502
5503A very expensive explosive, this material is extremely volatile. Even a light
5504shaking of the substance could cause it to explode (in the event of such a
5505shake, saving throw vs. paralysis to avoid setting it off). Each batch of this
5506material will cause 6d6 points of damage when it explodes to everything within
550730ft (save vs. area effect for 1/2 damage). In the event the alchemist rolls a
5508natural 1 during his check while preparing this substance, he will cause a
5509massive explosion to his laboratory, doing 12d6 points of damage to himself
5510(save vs. area effect for 1/2 damage), and the same amount of damage in Pounds
5511to the lab.
5512
5513#### False Gold:
5514
5515- Puffery: DC18
5516
5517- cost: 24sh
5518
5519This produces a nugget of counterfeit gold, worth 1d4L if it is not detected to
5520be false. An alchemist, expert accountant, or certain other professionals will
5521be able to tell relatively easily, upon examination, that this is not true gold,
5522but ordinary people may be fooled.
5523
5524#### Asbestos:
5525
5526- Puffery: DC14
5527
5528- cost: 12sh
5529
5530This procedure produces a cloth material which can be worn to grant protection
5531against fire. Effectively made, it allows the wearer a +2 bonus against all
5532varieties of fire-based saving throws (including magical fire), and will reduce
5533any damage from normal non-magical fire by 1 point per die of damage (even if
5534this reduces the damage dealt to zero). It does not grant said reduction against
5535magical fire. A natural 1 on the skill check by the alchemist when creating this
5536substance indicates the alchemist will inhale toxic fumes, reducing his
5537constitution by 1 point permanently if he fails a saving throw versus poison.
5538
5539#### Gunpowder:
5540
5541- Puffery: DC12 (takes one week to produce enough gunpowder for 30 small-arms
5542 shots, or 15 cannon shots).
5543
5544- cost: 6sh
5545
5546This is an essential substance for the use of bombards and black-powder weapons,
5547popular on the Continent but not yet common in Albion.
5548
5549Game Master Procedures
5550----------------------
5551
5552### 1. Reaction Rolls
5553
5554When the GM needs to determine the basic impression an NPC has of a PC, a
5555reaction roll is called for. This kind of roll should be done when the GM wants
5556to know how the NPC reacts to the player character’s social behavior; be it an
5557initial encounter in the middle of the wilderness, how an NPC reacts to a
5558character flirting with them, how a noble NPC reacts to a speech intended to
5559convince them to do something, or how a guard reacts to a PC’s attempt to lie to
5560them. Note that a reaction roll can be used also in the case of wild animals or
5561monsters, to determine whether in a random wilderness encounter the creature
5562automatically attacks a PC or group of PCs.
5563
5564The basic reaction roll is done by rolling 2d6 and consulting the following
5565table:
5566
5567| Roll | Reaction |
5568|-------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
5569| 2-3 | Extremely hostile (if applicable to the situation,the creature will attack the PCs). |
5570| 4-5 | Negative. The creature is likely to be hostile if already inclined in that direction, and if not will certainly not be favorable in any way. |
5571| 6-8 | Neutral/undecided. The NPC is not strongly directed favorably or unfavorably toward the PC. A creature would attack if it tends to be aggressive by default; an NPC will act according to their own nature unswayed by the PC’s attempt to influence them. A second roll is probably called for if the PC continues to try to influence the NPC. |
5572| 9-10 | Favorable. The NPC/creature is mildly favorable to the PC, will tend to think well of them, try to grant them what they want if it is within reason, will not immediately attack unless provoked directly, and will be swayed by the PC’s arguments. In particularly complex social situations, a second reaction roll may be called for as the PCs continue to interact with and try to influence the NPC. |
5573| 11-12 | Highly favorable. The NPC will be convinced by the PC’s argument if there’s any chance the argument could convince them, fooled by their manipulation if it is not absolutely implausible, or will tend to favor them in any social situation, will be attracted to them, etc. A creature will certainly not attack unless given good cause to, and may even demonstrate friendliness to the PC if it is in the creature’s nature to do so. |
5574
5575In some cases, the basic reaction check will be done to gauge a being’s reaction
5576to the player character party as a whole. In that case, the GM should feel free
5577to apply modifiers of anywhere between -4 to +4 depending on any number of
5578mitigating factors he feels may apply to the reaction check. A beast found in
5579the jungle that is by its nature fierce and savage will likely have a penalty to
5580reaction checks. A Cleric dealing with a pious priest may have a bonus to his
5581reactions, and would have a higher bonus if the Cleric was known for great
5582deeds.
5583
5584In any case where an individual PC is the one doing the social interaction with
5585an NPC (or the bulk of the social interactions) then that PC’s CHA modifier
5586should affect the reaction check roll also. In situations where multiple PCs are
5587trying to speak up and influence the GM may judge that “too many cooks spoil the
5588broth†and not give any charisma-based modifier to the roll, unless the second
5589or subsequent PCs are being very careful to co-operate in how they’re assisting
5590the main PC’s interaction. In some cases where various PCs try to actively
5591influence the situation and use wildly different strategies, contradict each
5592other, or undermine each others’ positions, the GM may choose to add a negative
5593modifier to the reaction check to represent this kind of bungled diplomacy.
5594
5595If a PC has charisma-based skills, and they use those skills in a relevant way
5596to affect reactions, the PC should roll a skill check; if they succeed at the
5597skill check they should likewise gain a bonus to their reaction checks of at
5598least +1, if not more. Some background details or magic indicate a set bonus to
5599reaction rolls in their description. Different situations will be likely to also
5600modify reaction according to details like background and social class.
5601
5602Note that the reactions in the reaction table are broad outlines; the GM should
5603feel free to interpret them how he feels based on the vagaries of the particular
5604situation. All reaction checks are deeply dependent not only on the
5605circumstances of the environment but also the quality of the roleplaying done by
5606the player in his expression of what his character is attempting to do and how
5607his character acts.
5608
5609### 2. Morale Rules
5610
5611All monsters, animals and non-player character servants, hirelings, as well as
5612certain other kinds of NPCs will have a “morale†score. This score indicates the
5613general courage and overall loyalty of that individual. Morale is generally used
5614in two contexts: first, to determine whether an individual or group of beings
5615will flee from combat, and second to determine whether a servant or employee
5616will be obedient, trustworthy or loyal to their chief.
5617
5618Morale scores are expressed as a number value, usually between 2-12; with an
5619average Morale score being 7. This is the number that a morale check is based
5620upon. The morale check is a 2d6 roll, where if the result of the roll is equal
5621or less than the morale score, the check is a success; but if the roll is higher
5622than the morale score, the roll fails and morale is broken.
5623
5624Creatures and monsters in combat (including animal companions of the PCs) make a
5625morale check as individuals:
5626
56271. when they have taken their first hit in a battle
5628
56292. after a hit reduces them to less than half their total hit points
5630
56313. after a hit in a battle reduces them to less than one-third their total hit
5632 points.
5633
5634If they fail the morale roll by 1-2 points (for example, a character with morale
56357 rolling an 8 or 9) then they will attempt to make an ordered retreat or
5636withdrawal; if they fail morale by 3-4 points, they will directly flee (possibly
5637granting opponents in a melee a free attack); and if they fail by 5 or more
5638points, they will attempt to surrender and beg for mercy. If for some reason the
5639action they’d normally undertake is impossible (for example, if the opponents
5640have no where to flee), the character will still enter into a state of panic for
5641one round during which they forfeit their action, and will afterward be
5642continually seeking a chance to flee; also, any subsequent morale check failure
5643will mean the character automatically attempts to surrender regardless of the
5644margin of failure.
5645
5646Hirelings or followers of Player Characters who have combat training or
5647experience do not make a morale check after their first hit, but rather only if
5648they are reduced to one-half or onethird of their hp. Other potential NPC
5649companions of the PCs would still be required to make that initial morale check.
5650
5651Morale can also fail in combat collectively for an entire group. A group of
5652monsters or creatures will make a morale check collectively if they are
5653operating as a unit:
5654
56551. on the occasion of losing their first team-mate
5656
56572. when they are down to half their numbers
5658
56593. when they are down to one-third their numbers.
5660
5661Henchmen and other followers of Player Characters will likewise have to do
5662morale checks the first time a member of their side is killed or incapacitated
5663in a battle (regardless of whether said member is a PC or an NPC), when half the
5664total party (PCs and NPCs) have been taken out, or when the party is reduced to
5665one-third the numbers it had at the start of a fight.
5666
5667Servants of all kinds may additionally make a morale check if they are ordered
5668to do something that goes deeply against their nature (for example, a deeply
5669virtuous NPC being asked to do a wicked act, or a deeply cowardly NPC being
5670asked to risk their lives); or any time that a PC orders them to do something
5671that would significantly and imminently endanger them and wouldn’t
5672simultaneously endanger the PC themselves. For example, a morale check would
5673certainly be necessary for a hireling NPC if a PC ordered the servant to fight
5674off a group of goblins while the PC ran away.
5675
5676Monsters’ morale score varies wildly according to the race of monster; as a
5677general rule most humanoids will normally have a basic score of 7; extremely
5678fierce or steadfast creatures may have 8 or 9. Religious fanatics or other forms
5679of zealots could have 10 or even 11. Non-intelligent constructs and the
5680non-intelligent living dead never check morale under normal circumstances.
5681Creatures who are very powerful are likely to have a morale higher than the
5682average for their species.
5683
5684The morale of servants, hirelings or followers is always 7 modified by the CHA
5685modifier of the person hiring or leading them. This can be (at the GM’s
5686discretion) further increased by significant rewards or offerings of double pay,
5687or by a series of generous actions on the part of their employers. Likewise,
5688failure to pay their wages regularly or repeated mistreatment of the servant
5689will reduce morale score.
5690
5691For both monsters or allied NPCs, the morale score can be affected positively or
5692negatively at the GM’s discretion if the conditions of a particular battle would
5693indicated it. Generally speaking, if the opponents of a group are clearly vastly
5694superior in power or numbers to the group, this should generate a penalty of -2
5695to their morale value; likewise if the group are vastly superior in power or
5696numbers to their opponents, they could have a bonus of up to +2 to morale.
5697Constructs and non-intelligent living dead would, of course, not have their
5698morale affected by such considerations.
5699
57003. Travel Times
5701---------------
5702
5703Characters traveling on foot can cover about 18 miles per full day of travel on
5704a road; about 6 miles per day in forest, about 9 miles per day in hills, and
5705about 12 miles per day in clear open grassland.
5706
5707- Traveling on horseback, one can cover about 36 miles per day on the road; 9
5708 in forest, 12 in hills, or 24 in clear grassland.
5709
5710- Traveling by river on a riverboat, assuming the river is navigable, about 24
5711 miles a day can be covered downstream, or 18 miles per day upstream.
5712
5713- Traveling in open sea assuming calm weather allows one to cover 48 miles,
5714 assuming average (favorable) winds. This is reduced to 36 miles with
5715 unfavorable winds, and no movement if there’s no wind.
5716
5717- Travel through mountains is variable depending on the difficulty of the
5718 mountainous terrain, but it generally won’t manage more than 6 miles a day
5719 on foot or horseback
5720
57214. Wilderness orientation and Survival
5722--------------------------------------
5723
5724In the dense forest, wild mountains or featureless moors, it is easy to get
5725lost. Whenever a group of characters enter wilderness terrain and travel through
5726it for over an hour, a DC 10 WIS check (modified by wilderness survival skill
5727bonuses) is required to retain a sense of direction and location. A new check of
5728the same sort must be made every 1d6 days of wilderness travel. If the GM feels
5729that a given terrain is particularly dense, treacherous or difficult, the DC for
5730avoiding getting lost can be elevated to DC15.
5731
5732- Characters with astronomy can likewise do a DC10 INT check (modified by the
5733 astronomy skill) to obtain a sense of direction, but this requires observing
5734 the clear night sky for at least 10 minutes. However, this will not
5735 necessarily help them figure out the best route to get to where they’re
5736 going, only a sense of where they are in proportion to their destination.
5737
5738- Characters who wish to find sufficient food to survive in the wilderness
5739 must make a WIS check, modified by any skills in wilderness survival,
5740 hunting, or fishing (if they have access to a body of water). The DC for
5741 this is generally 10 in most types of terrain, except in very desolate areas
5742 or high mountains, where the DC is 15. Each success means that the PC
5743 obtained enough sustenance to enable one person to survive for 1d6 days.
5744
5745- If characters go without food for 24 hours they must make a saving throw
5746 modified by their constitution to avoid losing one point of constitution
5747 temporarily; each 24 hour period thereafter requires a similar saving throw;
5748 once the character is able to eat again he will recover all lost
5749 constitution points after one day.
5750
5751- If a character does not have access to water for 24 hours, he must make a
5752 saving throw each day thereafter, modified by his constitution bonus;
5753 failure results in the loss of one-third of their normal constitution score.
5754 If a character is able to drink again, they recover all lost constitution
5755 points after one day.
5756
5757Combat
5758======
5759
57601. NPC & Monster Hit Points
5761---------------------------
5762
5763The significant majority of all humans, including peasants, nobles, and
5764non-veteran soldiers, are 0-level characters with 1d6 HP, theoretically modified
5765by high or low constitution.
5766
5767For higher level human NPCs, the GM may choose to generate them in the ordinary
5768fashion, or simply estimate the appropriate hit points for the class. Sample
5769stat blocks for some human combatants will be provided in «Appendix M» at the
5770end of the book.
5771
5772Monsters have «hit dice» which are a number of dice rolled to determine the
5773monster’s HP. Some monsters, particularly constructs like Golems, may have fixed
5774HP values instead. The «HD» value of each monster is the number of dice it rolls
5775for its hit points, but the type of die varies based on the monster’s size. Very
5776small creatures will usually roll a d2. Small creatures (including almost
5777anything more than 2ft smaller than the average person) will roll a d4.
5778Creatures within a couple of feet either way of an average human will normally
5779roll a d6. Large animals will roll d8 for hit dice. Large supernatural creatures
5780like giants would roll a d10. And enormous creatures (like a huge dragon) would
5781roll a d12 per hit die.
5782
57832. Timing
5784---------
5785
5786Time in combat is measured in “roundsâ€. One round lasts 6 seconds of approximate
5787time.
5788
57893. Random encounter distance
5790----------------------------
5791
5792The GM should use common sense with determining how far away an initial
5793encounter might be from the PCs when they are first spotted. If there is no
5794clear natural indication of what the initial distance should be for a
5795potentially hostile encounter, assume that it is a distance of 4d6x10 feet in
5796open wilderness, 2d6x10 feet in wilderness terrain that may limit line of sight
5797(forests or mountains), or 1d6x10 feet in enclosed areas like caves, buildings,
5798or urban environments.
5799
58004. Surprise attacks
5801-------------------
5802
5803At times it may be possible to take opponents by surprise. In a given encounter
5804where neither side is aware of the others’ presence until the initial encounter
5805takes place, there ombat is a 2/6 chance that either side may be taken by
5806surprise. If both would be taken by surprise, the mutual surprise cancels itself
5807out. If one side is taken by surprise, the other may choose to make a free
5808attack, with only that side getting to roll initiative on the first round, after
5809which regular combat begins.
5810
5811It is also possible to make a surprise attack in a situation where one side of
5812an encounter is aware of an opponent’s presence but the other is not. Here, the
5813side that is not surprised may attempt to set up an ambush or sneak up on their
5814opponents to attack by surprise; this will usually require a sneak check (which
5815would be based on DEX), opposed by the other side’s perception check (which
5816would be based on WIS, to which thief characters could usually add their Listen
5817bonus). Note that if an entire group is trying to sneak up on an enemy unawares,
5818the rules for multiple PCs attempting the same task could apply, and the GM may
5819inflict penalties for each member of the group who is unskilled at sneaking or
5820wearing heavy noisy armor or items. Likewise if a whole group is trying to
5821listen, the group task resolutions would apply; and while unskilled characters
5822would not penalize the attempt, there may be other conditions (cover, the dark
5823of night, the advanced states of drunkenness of watchmen, etc.) that may cause
5824penalties to the perception check. As soon as a character who is hidden attacks,
5825his position becomes obvious to the victim and anyone adjacent to the victim,
5826but others not adjacent might (at the GM’s discretion) still need to make
5827perception checks to try to confirm the location of the attacker.
5828
5829Attacks against an opponent who is surprised grant a +2 bonus to hit, or a +4
5830bonus to hit for thieves. Against opponents who are surprised and unaware,
5831thieves can do “backstab†damage. Note that such an attack can ONLY be performed
5832if the victim is unaware of the thief’s presence. If the target can see the
5833thief, even if the target is otherwise surprised, a backstab is not possible.
5834
58355. Initiative
5836-------------
5837
5838At the start of regular combat, every character/NPC/creature involved rolls 1d6,
5839modified by DEX and by armor initiative modifiers (or any others the GM
5840chooses). This initial roll is fixed as the basic initiative for the entire
5841combat, but round by round that value may be modified depending on what actions
5842a character takes.
5843
5844PCs win any ties on initiative; if two PCs act on the same initiative, the one
5845with higher DEX goes first. Characters may choose on their turn to ‘hold’ their
5846action to act first on a lower initiative number.
5847
5848Characters who plan to do nothing but movement may announce so beforehand, they
5849will be obliged to only move but get a +2 bonus to initiative. Characters who
5850only move but did not declare it first do not get the bonus. Characters who take
5851no action at all that round get a +2 to initiative as of next round.
5852
5853Weapon modifiers to initiative apply to any character attempting a melee attack.
5854
5855Certain actions, like reloading some weapons, or performing some magical skills,
5856take «one round» or longer to complete. In this case, the character in question
5857begins their action on their initiative, and the action is not completed until
5858the same initiative count on the subsequent round(s). If the character is
5859interrupted in the process of this magic use by being struck in melee (or if
5860they take a free attack), their attempt to perform magic is canceled.
5861
58626. Actions
5863----------
5864
5865In a round of combat, characters may choose to take the following actions:
5866
5867Movement: Characters may move their full movement rate of up to 90 feet moving
5868per round if they take no other action. Note that this maximum movement is three
5869times the basic movement rate of the character; certain conditions like wearing
5870armor or sustained injuries might reduce the base movement rate. So for example,
5871a character who is reduced to 20’ basic movement will only be able to move 60’
5872if they do a full-round movement.
5873
5874Combat: Characters can choose to make a movement of up to their base movement
5875(usually 30 feet) and also make a melee or ranged attack. They can also do a
5876charging attack of up to double their base movement (usually 60 feet).
5877
5878Multiple attacks: Characters who have multiple attacks per round and wish to use
5879them cannot move during that round. Each attack they make past the first happens
5880one initiative ‘count’ after the first. For example, a character who rolled a 5
5881on initiative and has three attacks will do an attack on initiative 5, 4, and 3.
5882
5883Use magic: if a character uses any magical/miraculous power that can be used
5884during a combat round, they cannot move more than 5 feet in the same round. If a
5885power or magic item requires ‘concentration’ to maintain, a character can walk
5886their base movement each round while concentrating, but cannot take any other
5887action.
5888
5889Change weapons: A character may put away a weapon in his hand and draw a new
5890weapon; he may also move up to 30 feet while doing so. A character can also
5891choose to drop whatever is in his hand, draw a new weapon and attack; if he does
5892this he cannot move more than 5 feet, and his attack roll that round has a –2
5893penalty.
5894
5895Other action: a character may use an object, try to use some kind of skill or
5896take any number of other actions not covered by the above options; any special
5897action depends on the GM’s judgment as to whether the action is permissible or
5898not.
5899
5900Free Attacks: some special opportunities might permit characters to make a ‘free
5901attack’. Examples include if an opponent is trying to move past them (within 5’)
5902to some point behind the character, or trying to move out of melee with them
5903without doing an orderly withdrawl, or if an opponent is charging on horseback
5904while the character is armed with a spear or polearm facing the attacker.
5905
5906In all circumstances, a free attack happens as an immediate reaction to what the
5907opponent is doing, and does not use up the character’s regular actions on their
5908own initiative turn. However, characters can only make one free attack of any
5909kind during a melee round. Characters that are bound or otherwise restrained,
5910stunned or otherwise unable to act, engaged in grappling, or had declared they
5911were doing fullround movement or full defense cannot take any free attacks.
5912Characters in the process of using magic can take a free attack but it cancels
5913the process of their magic-use. Likewise, characters who are in the process of
5914getting up from being prone may take a free attack, but remain prone that round,
5915requiring another full round (starting on their initiative) to get up.
5916
59177. Attacks
5918----------
5919
5920To hit an opponent a character must make the following rolls.
5921
5922- For melee attacks: 1d20 + STR bonus + attack bonus (by level, weapon, and
5923 weapon hit modifiers)
5924
5925- For ranged attacks: 1d20 + DEX bonus + attack bonus (by level, weapon, and
5926 weapon hit modifiers)
5927
5928In either case, there are various miscellaneous modifiers that could add or
5929subtract from the roll (such as visibility, range penalties, penalties from
5930drawing a weapon and attacking in the same round, aiming bonuses, bonuses from
5931magic, etc).
5932
5933To score a hit against an opponent, the attack roll total must be equal or
5934greater than the target’s armor class.
5935
59368. Natural « 1 » and Natural « 20 »
5937-----------------------------------
5938
5939If the roll on the d20 die is a “natural†(unmodified) 1, the attack roll always
5940misses, regardless of any other modifiers.
5941
5942A roll of a natural 20 always hits, regardless of an opponent’s armor class.
5943
5944Additionally, if the natural 20 roll with all modifiers would have hit the
5945opponent’s armor class, it is a “critical hitâ€. In that case, roll 1d20,
5946modified by the CHA modifier of the attacker, on the critical hit table below,
5947for the additional effect. Fighters also add their level to the result. Modify
5948the details of the results according to what is sensible for the kind of strike
5949made.
5950
5951Note that certain supernatural creatures (the undead, constructs, etc) are
5952immune to critical hits. Very large creatures may be affected in terms of taking
5953extra damage but might get considerable bonuses to any saving throws. In any
5954case, a natural ‘20’ is still always an automatic hit (though if a creature is
5955immune to the type of damage being done, such a hit will do no good).
5956
5957| d20 | Result |
5958|-------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
5959| 1-3 | A serious cut or bash that does an extra +1d4 damage! |
5960| 4-6 | A severe cut that will leave a bad scar on the body, but can be hid by clothing. +1d4 damage! |
5961| 7-9 | A severe strike that in some way leaves a scar or disfigurement on the face (a gash, burn, etc.); +1d4 damage AND a -1 to reaction rolls in any situation where physical beauty would matter |
5962| 10-11 | A very bad wound that bleeds profusely! +1d6 damage, and the character loses a further –1 hp per round from bleeding until he receives some form of first aid. Anyone with medical training could provide such first aid automatically. Anyone who has no training would need to do a DC10 WIS check. |
5963| 12 | Character loses a finger on one hand (roll randomly). The character must make a saving throw to avoid dropping anything held in that hand. If it is the dominant hand, the victim will have a –1 to hit in combat until the next time they gain a level. |
5964| 13 | A bad injury (+1d4 damage), make a saving throw to avoid falling to the ground. The wound leaves the victim in constant pain. They only heal ½ as much from regular methods, and suffer insomnia. May turn to drugs for pain-free sleep. |
5965| 14 | A bad injury (+1d4 damage) to a leg; the victim falls to the ground and cannot get up without aid until healed. The victim will suffer from a permanent limp, only able to run at half-speed from then on. |
5966| 15 | A bad injury (+1d4 damage) to an arm (roll randomly to determine which); the victim drops anything held with that arm. If it is the dominant arm, the PC will have a –2 penalty to all to-hit rolls until they gain a level, at which point it will be reduced to a permanent –1 penalty. |
5967| 16 | A severe strike (+2d6 damage) to a muscle of the torso; the victim must make a saving throw to avoid collapsing in shock. The character from that point on can only carry half as many objects without penalty, and can only march for half as long in a day without suffering exhaustion. |
5968| 17 | A brutal strike to the groin (+1d6 damage, plus losing –1 hp per round until receiving first aid); the victim must make a saving throw to avoid collapsing in shock. Any male who survives is left permanently impotent; which will have enormous (negative) social consequences if it is known! |
5969| 18 | A brutal strike to the throat (+1d6 damage)! The victim must make a saving throw versus paralysis or begin to asphyxiate (they will pass out in 1d6 rounds and die in a number of rounds equal to their CON if they do not receive aid from a trained surgeon!). If the victim survives he must make a saving throw; failure means the character can no longer speak (success still leaves the voice changed). |
5970| 19 | A strike to the spine (+2d6 damage!); the victim falls to the ground and cannot get up, and must make a saving throw to avoid passing out from shock. If they survive the battle, a second saving throw is required; failure means the victim will never walk again (barring magical intervention). |
5971| 20 | A brutal strike to the head (+1d8 damage); requiring an immediate saving throw, failure means the head was sliced open or bashed in, and the victim is instantly killed. If the first saving throw succeeds, the victim falls to the ground unconscious. A second saving throw is required if the victim survives the battle; failure means they have lost the use of one eye (with –2 penalty to perception checks and to hit in melee, and –4 penalty to ranged attacks). |
5972| 21+ | An extreme and vicious blow! The victim must make a saving throw, if they fail the roll they are instantly slain (decapitated, cut in half, snapped like a twig, etc.). Even if they succeed the save they take triple the usual damage. |
5973
59749. Charging
5975-----------
5976
5977If a character is not currently adjacent to any opponent, and at least 20 feet
5978away and no more than 60 from an opponent, a melee charge is possible. Charging
5979grants +1 to hit but –2 to AC for entire round. An opponent of a charge if armed
5980with a spear or pole arm can get a free attack against the charge, and do double
5981damage if they hit, but only if they are the target of the charge (that is, not
5982if they are in the second row).
5983
598410. Parrying (Defensive Combat)
5985-------------------------------
5986
5987It is assumed that all characters are trying to defend themselves from attacks,
5988and this is largely reflected by Armor Class. However, characters can declare at
5989the start of their round that they are «fighting defensively», actively parrying
5990with their weapon and/ or shield. To engage in parrying they must be wielding
5991something capable of parrying in their hands (a metal weapon, shield, or some
5992other durable object). If you are parrying with anything other than a shield you
5993also need some sort of hand protection, meaning that either you must be wearing
5994either thick leather or metal gauntlets. These are part of Splinted Jack or
5995better quality armor (or can be purchased separately, leather fighting gauntlets
5996cost about 3sh).
5997
5998Characters doing so can engage in «partial» or «total» defense. When engaged in
5999partial defense, characters will suffer a –4 penalty to attack rolls during that
6000round, and cannot move more than their base movement per round (normal
6001unencumbered base movement is 30’). If engaged in full defense, characters will
6002not be able to attack that round and cannot move more than 5’ that round (nor
6003can they use any magical object or perform any magic that requires anything
6004other than a free action to activate).
6005
6006A character engaging in defense, if successfully attacked in melee, may make a
6007parrying roll of 1d20, plus their attack bonus with the type of weapon they are
6008using, if they are parrying with a weapon. If they are using a shield, they add
6009their basic melee attack bonus +2.
6010
6011If engaged in total defense, the character gets an additional +4 bonus to
6012parrying rolls.
6013
6014To successfully parry, the character’s parrying roll must surpass the value of
6015the attack roll.
6016
6017If the character successfully parries, he must do a ‘blocking’ roll, of a d4, or
6018a d8 if parrying with a shield; this roll is modified by the defender’s STR
6019bonus. If the shield being used has a magical bonus, that is also added.
6020Finally, Fighters and Clerics get a further bonus equal to their level.
6021
6022The attacker rolls his damage normally. If the attacker’s damage roll surpasses
6023the value of the blocking roll, the attacker does full damage. If the blocking
6024roll is higher than the attacker’s damage roll, then the damage was absorbed by
6025the parry.
6026
6027- Characters doing Partial Defense can only attempt to do one parrying roll
6028 per round, except for fighters who can parry a number of attacks equal to
6029 their level, but have a cumulative –2 penalty to parrying rolls for each
6030 attack after the first that they attempt to parry in the round (so a fighter
6031 trying to block the third melee attack in a round gets a –4 penalty to
6032 parrying rolls).
6033
6034- Characters engaged in Total Defense can attempt to parry all attacks against
6035 them in the round, but suffer a cumulative –1 penalty to every parrying roll
6036 in the round after the first.
6037
6038- Characters cannot attempt to parry surprise attacks. They can attempt to
6039 parry ‘free attacks’ if they were already engaged in defensive combat at the
6040 time of the attack, and are aware of the incoming attack.
6041
6042- Characters cannot attempt to parry ranged attacks, except for fighters with
6043 shields, who may attempt to do so at a –8 penalty.
6044
604511. Firing Into Melee or at a Moving Opponent
6046---------------------------------------------
6047
6048A character must be at least 5’ away from an opponent to fire any ranged weapon.
6049
6050A character who fires at an opponent currently engaged in melee combat may take
6051a –4 penalty to their attack roll. If they fail to do so, then any shot missed
6052by less than a margin of 4 will hit the person their opponent was in melee with.
6053If there was more than one character in melee with his intended target, roll
6054randomly to determine who suffers the hit. This penalty does not apply if his
6055intended target is of Large size (8’+) or greater and all of the target’s melee
6056opponents are medium (human) size or less.
6057
6058If the target of a ranged attack had spent their previous action (either in the
6059previous round, or before the attacker in the current initiative round) engaging
6060in a full movement (that is, running), the attacker has a –2 penalty to hit with
6061their ranged attacks.
6062
606312. Aimed Shots
6064---------------
6065
6066Characters armed with a ranged weapon can choose to forgo their attack that turn
6067and instead spend the round aiming their weapon. They can take no other action
6068and cannot move while aiming. On their next round they fire their ranged attacks
6069with a +4 bonus to hit (this is still modified by penalties from range or other
6070factors).
6071
607213. Mounted Combat and Mounted Charges
6073--------------------------------------
6074
6075Characters who are on horseback (or some other combatcapable mount) gain a +1
6076bonus to hit opponents on foot in melee combat. They gain a +1 bonus to their AC
6077against any attacks from opponents on foot. This bonus to AC also applies to the
6078mounts.
6079
6080Only war horses can effectively be used to fight in combat. Any other types of
6081horse will make a morale check every round that there is combat, and if they
6082fail will run off, out of control of their rider (requiring a DC 15 riding check
6083to avoid being thrown in the first round, and a second DC 15 riding check in the
6084next round to regain control, and subjecting a PC to the standard “free attackâ€
6085from any opponent in melee combat with them). War Horses only check morale in
6086the usual circumstances listed in the rules on Morale (if they take damage,
6087etc), and will not throw their riders but only lose control and try to flee if
6088they fail the check; requiring a DC 15 riding check to avoid this.
6089
6090Any mount that takes enough damage to be knocked unconscious or killed will fall
6091to the ground; any characters on that steed will have to make a saving throw
6092modified by their DEX bonus, to avoid taking 1d6 damage from the fall. Getting
6093up after being thrown takes one round during which the character can take no
6094other action.
6095
6096A character with a one-handed medium weapon or lance can do a mounted charge on
6097horseback from 20 to 80 feet away. They get +2 to hit, and do double damage on a
6098hit. Opponents with spears or pole arms can get a free attack against the
6099charge, but only if they are the target of the charge, and do double damage if
6100they hit.
6101
6102If characters are shooting a ranged weapon while moving on horseback (or a
6103wagon, or any other means of propulsion) moving faster than 30’ in the round,
6104they have a –4 penalty to hit. This is in addition to any other ranged
6105penalties.
6106
610714. Visibility and Cover
6108------------------------
6109
6110Characters who are in a situation of total darkness (and cannot see in
6111darkness), or who have been struck blind, have a –6 penalty to all melee attack
6112rolls, and a –12 penalty to all ranged attack rolls. Characters who have no
6113visibility are always considered surprised for the purposes of being attacked by
6114any character who can see.
6115
6116Invisible opponents operate in much the same way: all foes who cannot see the
6117invisible have the same penalties as listed above to strike them (and only stand
6118a chance of attacking at all if they have a vague idea of where the opponent
6119might be), and invisible opponents can strike any foe they can see normally as
6120if it was a surprise attack.
6121
6122Characters who are partially covered behind a solid object, like a wall, gain a
6123+2 bonus to their AC.
6124
612515. Withdrawal and Opportunity Attack
6126-------------------------------------
6127
6128A character who moves away from or flees from a melee situation suffers a free
6129attack from any opponent in melee with them, unless they choose to spend one
6130round making an orderly withdrawal, moving backward at up to half the regular
6131movement rate (typically 15 feet) without making an attack.
6132
6133If a character is in melee and doesn’t do a ‘withdraw’ to disengage from melee,
6134then any character currently in melee combat with that character gets a free
6135attack against them. However, no character can do more than one opportunity
6136attack per melee round.
6137
613816. Prone and Helpless Opponents
6139--------------------------------
6140
6141An opponent who has fallen to the ground or is otherwise prone suffers a –4
6142penalty to his Armor Class. Getting up from a prone position requires a full
6143round during which no other action can be taken.
6144
6145Opponents who are completely helpless (either unconscious, paralyzed, completely
6146bound or pinned, or otherwise totally immobilized) can be hit automatically by
6147melee attacks; any melee strike against a helpless opponent will automatically
6148do double the maximum usual damage against a helpless opponent. For example, a
6149character whose melee attack does 1d8+1 damage would do 18 points of damage
6150against a totally helpless opponent. Characters who have backstab do double
6151their usual maximum backstabbing damage against a completely helpless opponent,
6152and may do this damage even if the opponent is aware of their presence.
6153
615417. Grappling
6155-------------
6156
6157Grappling as a term describes a variety of unarmed combat maneuvers. Using
6158grappling one can wrestle with, trip, or disarm an opponent. The attacker must
6159specify which kind of maneuver he is attempting before making the wrestling
6160check.
6161
6162A grappling maneuver is done by rolling a d20 + STR bonus + basic melee attack
6163bonus, potentially with modifiers for skills or other factors at the GM’s
6164discretion. The target of the grappling maneuver rolls the same but may choose
6165to substitute his DEX bonus for his STR bonus if he so desires. If the attacker
6166rolls higher, they succeed in grappling their opponent.
6167
6168Wrestling: A successful grapple maneuver means that both attacker and target are
6169now grabbing each other, neither can take any action in the next round other
6170than do a wrestling maneuver, and both count as though they would be “surprisedâ€
6171against attacks from any other opponent. A character who is already wrestling
6172(whether or not he was the one who initiated it) may attempt, on a subsequent
6173round, to make another wrestling maneuver to attempt to break free, to strike at
6174his opponent, or to attempt to pin his opponent (note that it doesn’t matter if
6175a character was the victim or the instigator of the original grappling
6176maneuver). A success at attempting to break free releases the ‘wrestling’
6177status; a successful strike maneuver deals damage (which can only be unarmed,
6178from a gauntlet, or from a dagger), while a successful pin means that the
6179opponent becomes unable to move or take any action for however long the attacker
6180chooses to dedicate his full action each round to holding the pin.
6181
6182Tripping: A successful “tripping†maneuver causes the target to fall to the
6183floor, up to five feet away in the direction desired by the attacker (this
6184maneuver can also theoretically be used to trip someone off a ledge or into a
6185pit, etc.). Getting up from a prone position on the floor takes a full round.
6186
6187Disarming: A character can attempt to use a grappling maneuver to disarm an
6188opponent; if the defender of the maneuver has a weapon in their hand and the
6189attacker doesn’t, the defender gets a free attack against his assailant before
6190the maneuver is executed. If the maneuver is successfully executed, the attacker
6191has knocked their opponent’s weapon out of their hand, the weapon falling to the
6192ground up to five feet away in the direction chosen by the attacker; if the
6193maneuver succeeds by a margin of 5 or more, and the attacker was unarmed, they
6194may choose instead to end up wielding the weapon disarmed from the opponent.
6195
6196Any weapon that is on the floor takes a full round to pick up.
6197
6198Health and hazards
6199==================
6200
62011. Injury
6202---------
6203
6204- Characters who reach precisely 0 hp are unconscious, and will recover
6205 consciousness (and 1hp) after 1d6 x 10 minutes or if revived by a DC10
6206 healing check.
6207
6208- Characters at –1 or –2 hp are gravely injured. They will be unconscious when
6209 first injured, but they can be stabilized by any character making a DC10
6210 (WIS) healing check; if they are not stabilized within 10 minutes, they will
6211 lose 1hp, and will continue to do so every 10 minutes until stabilized or
6212 killed. Stabilized characters regain consciousness but are unable to take
6213 any physical actions, and remain at their current hp level but are not at
6214 risk of losing more hp.
6215
6216- Characters at –3 or –4 hp are mortally wounded, and can only be stabilized
6217 by a DC15 (WIS) check; if they are stabilized they are immediately brought
6218 back up to –2 hp; until stabilized they will lose 1 hp every 1d10 minutes.
6219 When stabilized, they will keep slipping in and out of consciousness, unable
6220 to take any physical actions or even to communicate until getting to at
6221 least –1hp.
6222
6223- Characters at –5 hp can only be saved by magic, and will lose another hit
6224 point after 1d10 rounds.
6225
6226- If a character drops to –6hp or less, they immediately die.
6227
62282. Saving Throws
6229----------------
6230
6231There are various situations of danger which are not necessarily covered by
6232mechanics like armor class or hit points. In these cases, a Saving Throw roll is
6233made instead. Every character has a base Saving Throw DC; said value represents
6234the number that must be rolled equal to or higher than on a D20 in order to
6235successfully “save†against the danger.
6236
6237Sample dangers that can be resolved by a saving throw include damage from sudden
6238traps, poisons, trying to reduce damage from a fall, various forms of magic,
6239magic items, special attacks from monsters, and attacks that cause area damage
6240(these are usually saved against to reduce the damage taken by half, though in
6241some cases a saving throw might remove all damage taken).
6242
6243Many classes can grant bonuses to saving against a certain type of danger, for
6244example, a +2 to save vs. magic. This would be added to the die rolled.
6245
6246In addition, most saves should also be modified by an ability score bonus:
6247
6248- STR modifies saves against movement restriction (nets, shackles, glue, magic
6249 barriers, etc)
6250
6251- DEX modifies saves for area effects and reflexes
6252
6253- CON modifies saves versus poison, disease and most instant-death scenarios
6254
6255- WIS modifies saves versus magical effects of any kind not listed elsewhere
6256
6257- INT modifies saves versus any forms of mind-control or other mental effects
6258
62593. Healing and Recovery
6260-----------------------
6261
6262Characters can recover lost hit points through magic or special powers;
6263otherwise they can recover lost hit points naturally through healing herbs,
6264medical care, or rest.
6265
6266A character with 1 or more remaining hp who rests for a full night will recover
6267their level in hit points, modified by CON bonus. If the modified total is less
6268than 1, they recover 1hp for every two days of regular rest or from a full 24
6269hour period of rest. Characters who already recover 1 or more hp normally can
6270recover 1 extra hp if they rest for a full 24 hours.
6271
6272Characters at negative hp will only recover 1hp per full 24 hours of rest. CON
6273bonuses do not modify this number, but healing herbs or medical treatment can.
6274
6275Anyone under the care of someone with a medical skill will heal twice their
6276regular HP for a night or day of rest if the doctor makes a DC15 skill check to
6277treat them that day. Characters at negative hp being treated by a doctor who
6278makes the skill check will heal 2hp per 24 hour period instead of 1.
6279
6280Healing herbs can add to these healing rates (see the section on «herbalism»,
6281above).
6282
62834. Aging
6284--------
6285
6286Characters who reach the age of 40 are middleaged and suffer a -1 penalty to
6287strength and constitution ability scores (noting any changes to bonuses or hit
6288points). At the age of 50, they must begin to make a saving throw each year;
6289every year that they fail, they lose one point of a random ability score, with
6290according modifiers to bonuses. If any ability score should fall below 3, the
6291character becomes bedridden; and when any ability score reaches 0 they will die.
6292
62935. Illness
6294----------
6295
6296Illness can strike characters at any time that they are potentially exposed to a
6297disease. Cities and towns tend to be ridden with disease due to poor hygiene.
6298Marshy fens or riversides may be full of parasites, which can be treated as
6299diseases. Characters who suffer serious wounds in battle may be exposed to
6300infection. If a GM wishes to feature disease as a frequent problem in his
6301campaign, he should establish a risk of 6% chance of exposure to disease,
6302modified by a character’s CON modifier, per month on any month that a character
6303spent time in a crowded urban environment or in a particularly insalubrious
6304wilderness area (most notably marshland).
6305
6306Likewise, if a GM wishes for a particularly gritty game, he could rule a base 4%
6307chance of potential infection (again, modified by the CON modifier) for any
6308character who took injury from a cutting weapon in a battle. A GM who does not
6309wish to have disease act as such a common occurrence in their game can feel free
6310to ignore this; likewise, in situations where disease is particularly prevalent
6311(for example, in a city during a plague epidemic) the GM may simply wish to
6312assume all characters have been exposed.
6313
6314A GM should use make a PC roll a saving throw versus poison to determine if a
6315character is infected with a disease they were exposed to, modified by the
6316character’s constitution modifier; particularly virulent diseases confer
6317penalties to the roll. Likewise, any character who is over the age of 50 will
6318have a penalty to his saving throw equal to -1 for every five-year interval
6319above 50. Diseases often have a period of latency or incubation, during which
6320the infected character may feel well, but may be capable of infecting others.
6321
6322After this, the GM should determine the characteristics of the disease as being
6323mild or severe, and whether it is fatal. Mild diseases should have symptoms that
6324will be incapacitating, temporarily reducing ability scores, or causing
6325penalties to combat bonuses and/or skill checks. These diseases should require
6326new saving throws at regular intervals (be it days or weeks, rarely longer) and
6327the player character will recover fully after successfully making one of these
6328saving throws. A severe disease should have more significant effects, usually
6329reducing ability score bonuses cumulatively over a certain period of intervals
6330(for example, every day, or two days, or one week), each time a PC fails a
6331saving throw. However, succeeding the saving throw does not remove the disease,
6332but only avoids further increase in penalty. If the severe disease is not fatal,
6333the number of intervals should be determined beforehand (for example, a saving
6334throw every 2 days to avoid losing one point of constitution, for two weeks
6335total); and after the duration of the disease is over the player character
6336should recover gradually (at a rate of one ability point per day) until fully
6337cured. Thus a severe disease may still kill someone who is very weak, by
6338cumulative ability score loss. If a disease is fatal, then there is no end to
6339the intervals requiring saving throws; characters just continue to gradually or
6340rapidly deteriorate until they die.
6341
6342Ability score loss from diseases that do not prove fatal will recover, after the
6343disease duration ends, at a rate of 1 point per ability score per day; unless
6344permanent loss is specifically indicated.
6345
6346### SAMPLE DISEASES
6347
6348#### a) Cholera:
6349
6350Exposure risk to this disease happens from being in the poorer areas of any
6351city, or in any village where Cholera is prevalent. This is particularly true
6352when eating food prepared in an area where the disease exists.
6353
6354It causes extreme intestinal disruption, and vomiting, as well as chills.
6355
6356- Saving Throw modifier: –4
6357
6358- Classification: Severe
6359
6360- Duration: 5d6 days, Saving throw vs. disease every 2 days to avoid losing 1
6361 point of CON. While affected the character will have a –4 penalty to all
6362 skill checks or attack rolls.
6363
6364#### b) Cold/Flu:
6365
6366Exposure comes from being near someone else with this ailment, or suffering
6367extreme temperature shifts. Anyone exposed should make an initial saving throw;
6368if they succeeded the ailment is only a cold and is mild. Otherwise, it is a
6369full-blown pneumonia and potentially lethal.
6370
6371- Saving Throw Modifier: –2
6372
6373- Classification: Mild/Severe
6374
6375- Duration: 1d6 days for colds, 2d6 days for pneumonia. Characters suffering
6376 from Colds will have to do a saving throw each day of the duration; any day
6377 they fail they have a –2 to all actions, if they save it is only a –1.
6378 However, any character with a cold who engages in strenuous activity may at
6379 the GM’s option develop a more serious pneumonia. Characters who are
6380 potentially exposed to infection or any other disease in this time will have
6381 double the chances of catching it.
6382
6383Characters suffering from pneumonia will have a –4 to all checks and need to
6384roll a saving throw each day to avoid losing 1 point of CON. They will also have
6385double the chance of catching any other illness.
6386
6387After the duration is finished, the character will continue to feel slightly
6388unwell for the next 1d6 days, with mild coughing and runny nose. They will have
6389-1 to all checks each day, and will continue to be twice as susceptible to other
6390ailments.
6391
6392#### c) Infection:
6393
6394A consequence of any cutting injury, will cause strong fever, swelling,
6395difficulty breathing and potentially death.
6396
6397- Saving Throw Modifier: –4
6398
6399- Classification: Severe
6400
6401- Duration: 1d8+1 days. Saving throw vs. disease every day to avoid losing 2
6402 points of CON. On any day the character fails their saving throw, they will
6403 be feverish and unable to take any strenuous actions.
6404
6405#### d) Leprosy:
6406
6407A dreaded disease that seems to rot away the flesh. Exposure comes from direct
6408contact with lepers. As such, Lepers are usually required to wear special cloaks
6409and bells to alert others of their presence.
6410
6411- Saving Throw Modifier: +1
6412
6413- Classification: Fatal
6414
6415- Duration: Every three months infected, the PC will have to make a saving
6416 throw for each physical stat (STR, DEX, CON) plus CHA. For each one he fails
6417 he will lose 2 points in that ability score as his body rots away.
6418
6419#### e) Plague:
6420
6421The Black Death murdered one third the entire human population only around 100
6422years ago. Although seemingly less deadly now, it still periodically strikes
6423entire regions and kills hundreds or thousands there. Those infected develop
6424intense fevers, to the point of bedridden semi-comatose incoherence, and
6425horrific black bumps on the neck or armpit.
6426
6427- Saving Throw Modifier: –6
6428
6429- Classification: Severe
6430
6431- Duration: fever for 1d4 days, during each day the PC must make a saving
6432 throw to avoid losing 1 point of CON. Then the black marks appear, and for
6433 the next 1d6+4 days the PC is bedridden and must make a saving throw each
6434 day to avoid losing 2 points of CON. If he survives at the end of this
6435 period he must make a final saving throw to avoid permanently losing 1 point
6436 of CON.
6437
6438### 6. Falling Damage
6439
6440Characters generally suffer 1d6 hit points of damage for every 10 feet they
6441fall, to a maximum of 20d6 points of damage. Depending on the situation that
6442caused the fall, a character may be able to perform a dexterity-based check
6443(possibly modified by the climbing skill) to grab onto something to stop his
6444plummet, or may be able to make a saving throw to try to soften his landing (for
6445half damage). Usually, neither of these will apply if the character is
6446free-falling and has nothing nearby to help him slow or stop his descent.
6447
6448### 7. Fire Damage
6449
6450Characters passing through fire will take 1d6 fire damage each round they are in
6451the fire. Additionally, every round they are in contact with fire they will have
6452a 1 in 6 chance of catching fire themselves. Typically it will require a
6453full-round action to put themselves out if they are on fire. Being struck with a
6454torch or flaming arrow will usually only do 1 point of fire damage (in addition
6455to damage from the weapon itself), but will likewise have a 1 in 6 chance of the
6456PC so struck catching fire.
6457
6458Experience
6459----------
6460
6461A GM could feel free, if they so desired, to use the experience point system of
6462a more traditional OSR game. However, there is some difficulty associated with
6463experience point systems that provide significant reward for treasures obtained.
6464In a truly Medieval-Authentic setting, while certainly there would be abundant
6465greed throughout society just as in any realistic world, there were certain
6466kinds of material pursuits that would be beneath certain kinds of classes.
6467Clerics have a vow of poverty, they own no possessions of their own but what the
6468Clerical Order allows them to have, and treasures gained would be given to the
6469Order. Characters of Knightly class and above would be gravely dishonored by
6470looting bodies for a few measly coins, it would be beneath them. They should be
6471adventuring for other motives; certainly some of these can be higher motives
6472like fighting chaos or serving their noble sire, but their greedier motives
6473could also exist without having to do with the pure acquisition of material
6474wealth. They would be after prestige or fame, or political influence or rising
6475offices.
6476
6477So a system of experience points which innately encourages characters to try to
6478pick up every last copper piece is not necessarily a good match with the
6479Medieval Authentic experience. Besides which while some campaigns can certainly
6480be run with that sort of orientation, the classic tomb/ruin/caverncrawling
6481motif, others in settings like Albion could be very different: investigative
6482adventures for inquisitors, a courtly campaign based on intrigue and politics, a
6483war campaign.
6484
6485Thus, the following advancement system does not predicate any particular
6486condition for gaining experience points. It is simply assigned for ‘time
6487served’. Whatever the PCs choose to do, assuming the GM agrees, can grant
6488experience.
6489
6490- Under this system every session completed counts as 1xp.
6491
6492- Every major adventure/quest completed as an extra 1xp.
6493
6494- Optionally, in each session the group votes for the best roleplayer, who
6495 gets an extra 1xp.
6496
6497- The GM may also give more XP at his leisure, and he defines what is or is
6498 not a full (experience-worthy) “sessionâ€, or what qualifies as a “major
6499 adventureâ€.
6500
6501Characters advance along the following table:
6502
6503| To reach Level | XP needed |
6504|----------------|-----------|
6505| 0 | n.a. |
6506| 1st | special\* |
6507| 2nd | 2 |
6508| 3rd | 5 |
6509| 4th | 10 |
6510| 5th | 15 |
6511| 6th | 20 |
6512| 7th | 25 |
6513| 8th | 30 |
6514| 9th | 35 |
6515| 10th | 40 |
6516| 11th | 45 |
6517| 12th | 55 |
6518| 13th+ | \+10 |
6519
6520(\*: Completing one adventure. Characters only begin to gain XP at 1st level.)
6521
6522Note that in the default setting, the vast majority of people are 0-level
6523humans. NPCs above 5th level should be unusual and noteworthy. People of 9th
6524level and above are (unless they’ve tried very hard not to be) likely to be
6525famous throughout the land and beyond. The most powerful people in each class in
6526the entire world should be somewhere between 14th-17th level.
6527
6528A GM may also optionally require that ‘training time’ be taken between levels to
6529grant advancement. This reflects and explains the improvement of abilities and
6530gaining of new skills. It is advisable that the GM not be exceedingly strict
6531with the conditions of this; just as it might be unrealistic for a character to
6532suddenly gain a new skill in the middle of the wilderness where learning such a
6533thing would have been impossible, a too-strict application of this option could
6534also create unlikely situations, like players feeling the need for their
6535characters to stop everything they’re doing just to train at an inadequate
6536moment. If you are using this option, let your players have the chance for their
6537characters to train in advance of their actual XP gain, and if they have done so
6538in their PC’s spare time, allow them to advance as soon as their XP qualifies.
6539Training time should not be too excessive, perhaps a number in weeks equal to
6540the new level gained.