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S��������� P���������

THE SWORD OF CEPHEUS


2D6 SWORD & SORCERY ROLE-PLAYING
CREDITS

AUTHORS PROMOTIONAL VIDEO


Omer Golan-Joel.,Richard Hazlewood, Joel Lovell
And Josh Peters
PLAYTESTERS
EDITORS Da'ud Vyd, Joel Lovell, Karsten Fritsche, Günther
Lietz, Ingolf Schäfer, M Harold Page, Martin Schramm,
Richard Hazlewood and Josh Peters
Peter Kre�, Mark Bober

INTERIOR ART
ADVISORS
Hannah Saunders, Public domain art, and Publisher's
Marc Tabyanan, Robert Weaver
Choice Quality Stock Art © Rick Hershey / Fat Goblin
Games, Luigi Castellani, Miguel Santos
LAYOUT
COVER ART Omer Golan-Joel
Stephanie McAlea

LEGAL DISCLAIMER
• This Product is derived from the Traveller System Reference Document and other Open Gaming Content
made available by the Open Gaming License and does not contain closed content from products published
by either Mongoose Publishing or Far Future Enterprises. This Product is not affiliated with either Mongoose
Publishing or Far Future Enterprises, and it makes no claim to or challenge to any trademarks held by either
entity. The use of the Traveller System Reference Document does not convey the endorsement of this
Product by either Mongoose Publishing or Far Future Enterprises as a product of either of their product lines.
• Cepheus Engine and Samardan Press™ are the trademarks of Jason "Flynn" Kemp”; Stellagama Publishing is
not affiliated with Jason "Flynn" Kemp or Samardan Press™.
• The names “Cepheus” and “Cepheus Engine” are used in this product with Jason "Flynn" Kemp’s permission.
• Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e) and are not open content, and thus are property of Stellagama Publishing:
All trademarks or registered trademarks, proper names (characters, organizations etc.), dialogue, plots,
storylines, locations, characters, artwork and trade dress. (Elements that have previously been designated as
Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except
for material designated as product identity (see above), any game mechanics are Open Game Content as
defined in the Open Gaming License version 1.0a section 1(d). No portion of this work other than the
material designated as Open Game Content may be reproduced in any form without written permission. A
copy of the Open Game License license is shown on the last page of this book. To learn more about the Open
Game License, please go to h�p://www.opengamingfounda�on.org/.
• All events, persons, locations, and other material included within these rules are strictly fictional. This also
includes the alien and psionics rules in Appendix A.

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T�� S���� �� C������

THE SWORD OF CEPHEUS


2D6 SWORD & SORCERY ROLE-PLAYING

Copyright © 2020 Stellagama Publishing


All rights reserved.

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TABLE OF CONTENTS
Introduction 5 Combat 54

Die Roll Conventions 7 Damage and Healing 56

Skills 8 Morale 57

Skill List 8 Example of Personal Combat 58

Languages 9 Chase and Vehicle Combat 60

Skill Advancement 9 Example of Naval Combat 64

Character Generation 10 Sorcery 66

Step 1: Characteristics 10 The Basics of Sorcery 66

Step 2: Background Skill 12 Concentration 67

Step 3: Careers 12 Learning Spells 67

Careers 14 Critical Failures 67

Mustering Out - Material Benefits 27 Talismans and Foci 69

Example of Character Generation 29 The Shades of Magic 69

Traits 31 Example of Spellcasting 73

Trait List 31 Spells 74

Equipment 37 Spells 75

Gold, Silver, and Other Coins 37 Monsters 93

Encumbrance 37 Monster Types 93

Living Expenses 38 Treasure 117

Adventuring Equiupment 39 Magical Research 117

Personal Armor 40 Generating Treasures 119

Vehicles and Mounts 41 Appendix A - Inspirational Media 127

Weapons 43 Appendix B - Legal Information 128

Hirelings and Mercenaries 45 important notice 128

Adventuring 48 Publishing Your Own Materials 128

Law and Chaos 48 The Sword of Cepheus


Compatibility-Statement License
NPC Reactions 48 (CSL) 128

Roaming the Seas 52

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INTRODUCTION
A sorcerer blasting his enemies with the power of his Biblical or faux-Roman world, men and women with
mind. A muscled barbarian wielding a flaming sword sharp wits and strong sword-arms fight mythological
against the local tyrant’s thugs. A secret cabal of creatures and overthrow tyrants. The common
magicians plotting to control the minds and souls of threads of all three genres are the blade-wielding
kings. A gladiator who freed himself from slavery protagonists who use their brawn, as well as brains,
wanders the land, righting wrongs and smashing to fight foes both supernatural and mundane and
villains. Big muscles, big swords, eldritch sorcery, undertake hair-raising, violent adventures.
powers of the mind, eldritch beasts. From Burroughs
There are three main themes to Sword of Cepheus:
to Howard to Moorcock to Italian Peplum films to
Gri�y Heroism, Dark Sorcery, and an Open World.
those dreaming of outlandish post-apocalyptic
worlds, heroes raise swords against corrupt nobles, Gritty Heroism means that a skilled character is well
inexplicable sorcerers, and alien monstrosi�es. above a normal person in power and ability. An
expert swordsman (Melee Combat-3) in good armor
Sword of Cepheus allows you to dive right into these
can defeat many lesser warriors in armed
exciting tales and take the role of the heroes and
confrontation. They will parry their opponents’
anti-heroes wielding swords and sorcery in such
weapons and strike true at their bodies. With a good
se�ngs.
Tactics skill, they will also act well before them.
Adventures await! However, they are still mortal. An ambush, sneak
attack, poison, or other underhanded tactic will put
them in grave peril. A lucky arrow can still strike
WHAT IS A ROLE-PLAYING GAME? them, though good armor will mitigate part of the
impact. Tactics and strategy matter. Even a so-called
A roleplaying game (RPG) is a game in which the
"high level" character must think before they act, and
players assume the roles of characters in a fictional
lesser foes can defeat the heroes.
setting. Players act out these roles within a narrative,
either through literal acting or through a process of Dark Sorcery implies that magic is unreliable and
structured decision-making based on rules. These often corrupting to those who use them. Doubly so
rules allow fair and dramatic resolution of uncertain for any "magic items". Any spell can fail, and any
or dangerous situations faced by the players’ ritual has a certain risk of dire consequences. Using
characters. black magic - such as necromancy - corrupts the
sorcerer's soul and body. There are no teleporting
Playing Sword of Cepheus requires imagination,
supermen throwing fireballs around in Sword of
inspiration, and discussion. Two or more players can
Cepheus. Rather, there are sorcerers weaving subtler
play, though typical groups range between 3-5
spells and conducting risky arcane rituals. The same
players. All you need to play is this document, a few
goes to monsters - while often easier (on paper) to
six-sided dice, and writing supplies. One player, the
slay than those of traditional D20 games, they pose a
Referee, “plays” the game world and describes the
danger to those who try to confront them - even
fictional situation, while the rest of the players each
skilled heroes.
play one Player Character who acts freely within this
world and deals with the consequences of their The worlds of adventure Sword of Cepheus is
actions. Together, the Referee and players create a designed to emulate are Open Worlds. The world
story, much like the way many of us used to create does not scale with the characters; a moderately
stories by playing make believe as young children, skilled character can try and tackle horrible monsters,
except with more dice and more structure. at a serious risk, while an expert adventurer can still
face a challenge against "weaker" foes. The players
choose the risk level; there are no scaling "challenge
WHAT IS SWORD OF CEPHEUS? ratings" here. Scouting, information gathering, and
knowing when to run away are important in Sword of
Sword of Cepheus is a roleplaying game in the triple
Cepheus. This also means that lightly or moderately
“Sword” genres: Sword and Sorcery, Sword and
skilled characters can adventure, shoulder to
Planet, and Sword and Sandal. In Sword and Sorcery,
shoulder, with highly experienced veterans, and still
often-amoral protagonists face vile sorcery and
make a difference both in and out of combat without
horrid beasts as they complete awesome adventures
being totally overshadowed by their expert peers.
for gold and glory. In Sword and Planet, humans
finding themselves on barbaric or decadent alien
planets use their superior brawn and valiant hearts to
win fame, fortune, and the heart of an alien
princeling. In Sword and Sandal, often set in a quasi-

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Sword of Cepheus also draws inspiration from old- only recently gained its freedom from the mighty
school science-fiction roleplaying games. It shares Reticulan Empire. Our flagship ruleset is Cepheus
many similarities, in terms of game mechanics, with Light, an old-school 2D6 sci-fi role-playing game.
them. Materials from old 2D6 rulesets, including the
OGL 2D6 Sci-Fi SRD, the Cepheus Engine Core, and
Cepheus Light are easily compatible with Sword of TWO BASIC RULES
Cepheus with only a moderate amount of
Rule 0: to facilitate play, the Referee is the final
adjustment.
arbiter for any game-related ques�on.
To play, you need a copy of these rules; several six-
Rule 1: this is a game played for fun. If a rule gets in
sided dice, available at game and teacher supply
the way of your group’s fun, change or ignore it,
stores (you'll need at least two, but more is better);
subject to Rule Zero, above.
you’ll also need a pencil and some paper.

A NOTE ON USABILITY
ABOUT THE AUTHORS
All material included in this book, except for the
Omer Golan-Joel is a 38 years old freelance English-
above introduction chapter and the Open Game
Hebrew-English translator and an avid sci-fi and
License text at the back of the book, is Open Content.
fantasy gamer. He lives in the town of Yavne, Israel
This means that the book, with the above-noted
with his wife Einat and two cats Saki and Chicha – the
exceptions, can serve as a basis of your rules and
real masters of the house – as well as an entourage of
products (including commercial ones!), and even re-
house geckos. Omer is a fan of science-fiction,
published if you so desire.
fantasy, and history, an amateur cook, and a hobbyist
herpetologist. He also writes sci-fi and fantasy role- As noted above, the name “Cepheus Engine”,
playing gaming material, including These Stars Are however, is a trademark owned by Jason “Flynn”
Ours! a full-scale campaign setting for the Cepheus Kemp and Samardan Press™ and using them is
Engine and other OGL 2D6 sci-fi games, which he subject to consent from Jason “Flynn” Kemp and
published by Stellagama Publishing® in 2017, and Samardan Press™. Claiming compatibility with the
Cepheus Light, a full-scale sci-fi ruleset, published in Cepheus Engine follows the Cepheus Engine
2018. Compatibility-Statement License, as given in the
Cepheus Engine System Reference Document
Richard Hazlewood has been playing RPGs since
published by Samardan Press™.
1976. He served eight years in the US Navy, operating
nuclear reactors on submarines. He enjoyed that so
much he got out of the Navy and went into aviation.
Richard has a master’s degree in Aerospace
Engineering and works for a major US airline. He has
two grown children and three grandchildren. Richard
lives with his wife and three dogs in the Southern
USA.
Josh Peters is a high school math and history teacher,
an accomplished drummer, and avid tabletop RPG
gamer. Josh has a Master's Degree in History, and
resides in Montreal, Canada, with his beautiful,
pa�ent wife and two deviously adorable children.

STELLAGAMA PUBLISHING
Stellagama Publishing is a small international role-
playing game publisher focused on science fiction
gaming, founded in January 2016. We publish gaming
material for the Cepheus Engine, 2D6 Sci-Fi OGL,
Stars Without Number, and White Star RPGs. Our
goals are primarily to publish enjoyable and
immediately playable supplements, settings,
rulesets, and adventures for our fellow players and
Referees. Our flagship setting is These Stars Are Ours!
a high-action space-opera universe in which Terra

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DIE ROLL CONVENTIONS alternately, if you throw a 4, your Effect is 4 – 8 = -4.
A "natural" result of 2 is always a failure, regardless of
Sword of Cepheus uses common six-sided dice. We skills or other DMs. A "natural" result of 12 is always
note each die you need to roll as a “D”. Unless noted a success, even in adverse situations. In some cases,
otherwise, “2D”, for example, means “roll two dice such as sorcery, a "natural" result of 2 has further dire
and add the results together”. consequences.
In this game, DM means Dice Modifier – a number Opposed throws: in a situation where two characters
you add or subtract from a dice roll. For example, oppose each other in an attempt, for example a thief
“2D, DM-2” means “roll two dice, add the results trying to sneak past a guard, each character throws
together, and then subtract 2 from the total”. 2D plus the appropriate skill or characteristic
Another common die roll is ”D66”, typically used in modifier; the higher roll wins. Re-roll �es.
large tables. In this case, roll two six-sided die, If no difficulty level is listed, assume an Average
preferrably of different color. One provides you with throw (6+)
”ones” and the other with ”tens”, for a total of 36
possible results. Note that skilled characters are competent and can
often practice their trade or profession, under normal
conditions, without a throw. Use throws only when
THE BASIC GAME MECHANIC the characters are at serious risk or under pressure,
such as time pressure, opposition, or adverse
The basic mechanic of Sword of Cepheus is the throw, conditions. For example, a master healer (Medicine-
and when we say this, we mean dice throw. Throw 3) can give effective first aid without requiring a
2D, add the relevant skill or characteristic DM, and if throw and can help characters recover from serious
the total is equal or higher than the target number, wounds but will have to make a Medicine throw to
you succeed. For example, “throw STR 8+” means treat an unknown disease. Combat is always an
“throw 2D and add your STR DM; if the total is 8 or adverse and stressful situation and hence the attack
more, you succeed” The amount by which your total throws and other combat-related throws.
throw exceeds or misses the target number is called
the Effect. If, using the previous example, you roll a
total of 11 on that throw, your Effect is 11 – 8 = 3;

Common Target Numbers


Difficulty Target Number Examples
Rou�ne 4+ Ligh�ng a fire without flint and steel
Average 6+ Leading and inspiring others in combat to fight more effec�vely
Difficult 8+ Finding water in a desert
Very Difficult 10+ Foraging enough food to eat while traveling
Formidable 12+ Cas�ng the most powerful spells known to mortals!

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SKILLS
Characters in Sword of Cepheus use a variety of skills Deception: convincingly avoiding the truth and
to survive and thrive in worlds of horror, sorcery, and misleading other people.
high adventure, from sailing the high seas to
Investigation: this skill combines keen observation,
swordsmanship.
forensics, research, and detailed analysis.
Skills are a character’s greatest asset. Skilled
Jack o’ Trades: this special skill reduces the unskilled
characters are competent. A Skill at level 0 denotes
penalty (DM-3, noted above) by its level. For
basic training, which allows some use of the skill
example, a character with Jack o’ Trades at level 2
(without the "unskilled" penalty) but is insufficient
would only suffer DM-1 to unskilled rolls. You may not
for holding a job in that field; for example, a common
gain more than 3 levels in this skill and cannot
town guard might have Melee Combat-0 and a
improve it a�er character genera�on.
blacksmith's apprentice might have Craft-0. A Skill at
level 1 (denoted Skill-1) represents someone who is Leadership: motivating and directing others, often in
employable, such as a guild journeyman; Skill-3 �mes of crisis.
denotes a professional, such as a guild master; and
Liaison: the art and practice of negotiation and
Skill-5 represents an expert – a rare true master of
diplomacy in a myriad of social situations. This skill
the craft. For example, a common village healer has
covers diplomatic meetings, haggling with
Medicine-1; an experienced physician has Medicine-
merchants, or diffusing a situation before blades start
3; and a fabled healer of the sick, far beyond any
flashing.
normal physician or herbalist, has Medicine-5. The
task resolution system takes this into account – Medicine: training in the art of healing, from
professionals should almost automatically succeed at diagnosis to binding wounds to surgery.
routine tasks (difficulty 4+) and easily perform
Melee Combat: fighting hand-to-hand, either with a
average tasks (difficulty 6+), while experts will almost
weapon or unarmed.
automatically succeed in routine and average tasks
and easily manage difficult (8+) ones. Science: the study of nature and technology.
Sorcery: the dark arts of magic, from ritual spells to
iden�fying and crea�ng magical items.
SKILL LIST Stealth: training in being unseen and unheard.
Alchemy: the esoteric art of combining and creating Steward: the care and serving of passengers and
alchemical and chemical substances. Also covers other guests.
herbalism and poison-making.
Streetwise: familiarity with underworld society and
Animals: the care and training of animals. Also covers the ways of working with it.
general agriculture.
Survival: staying alive in the wilderness. This also
Ar�fice: crea�ng and appraising magical items covers “outdoor” skills such as tracking, foraging, and
Artillery: the use of siege engines such as ballistae fishing.
and catapults. In higher-tech settings, this also covers Tactics: tactical planning and decision making,
the use of primi�ve cannons. whether on the ground or in the sea.
Art: the use of artistic talent, from painting and Recon: scou�ng for danger and spo�ng threats.
sculp�ng to song and dance.
Religion: knowledge of gods and demons – and the
Athletics: the ability to exert oneself physically. You ways to worship them. In some settings, this skill may
may add the Athletics skill to appropriate physical grant certain supernatural abili�es.
characteris�c rolls. This skill is never rolled unskilled.
Riding: using animals for transportation, from riding
Archery: using bows and crossbows. In higher-tech a horse to driving a chariot to riding an elephant or
settings, this also covers the use of primitive firearms. dinosaur.
Carousing: the art of mingling in social settings to Rulership: Administration and dealing with realms,
achieve your goals. Also covers gambling. bureaucracies, and the law. Also covers forgery.
Craft: the ability to maintain, repair, and build Watercraft: controlling and using boats and ships,
mechanical devices of all sorts, from crossbows to including naviga�on.
cartwheels. Also covers lockpicking.

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A note about Cepheus Light skills: To better suit the LEARNING LANGUAGES
worlds of sword & sorcery, Sword of Cepheus uses a
somewhat altered skill list. Most notably, Riding is a You may learn a new language by inves�ng 10 XP.
separate skill from Animals, due to its importance as
a "vehicle" skill in lower-tech societies; Archery
replaces Gun Combat, Craft replaces Repair,
OPTIONAL RULE: FASTER ADVANCEMENT
Rulership replaces Admin, and Artillery replaces If the players and Referee desire faster character
Gunnery; and there are new skills, namely Alchemy progression, grant 1 XP per session rather than
and Sorcery. adventure, or 2 XP for an outstanding job in that
session. However, the limit for the total sum of a
character’s skill points still exists. For even faster
LANGUAGES advancement, simply grant 10 XP after each
adventure.
Any character knows a number of languages, in
addition to their species' standard language, equal to
their EDU modifier. After character generation,
characters may learn additional languages using the
experience rules (see below). There are no skill levels
for languages, either a character knows that language
or they do not. However, the Referee is free to allow
a Level-0 version of a language skill, representing very
basic understanding of that language.

SKILL ADVANCEMENT
Sword of Cepheus characters can slowly improve
their skills through experience. This is done by
spending Experience Points (XP). A Character will
typically gain 1 XP per adventure, or 2 XP if the
character did an outstanding job, at the Referee’s
discretion. Characters can only advance skills during
downtime. Note that advancement is incremental:
for example, to rise from Skill-1 to Skill-3, the
character must first purchase Skill-2 and only then
Skill-3. In general, a character will usually increase a
level 1 to level 2 skill a�er a few months of solid play.
Note, however, that the total sum of a character’s
skill points may not exceed the sum of their current
INT + EDU characteris�cs.

INCREASING SKILLS
Spend XP to increase skills per the following table.

XP Skill Costs
Desired Skill Level XP Cost
0 2
1 10
2 10
3 10
4 20
5 30

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CHARACTER GENERATION
Your character starts the game as a skilled, Educa�on column in the career tables.
experienced adult. This chapter will show you how to
• A character gains a number of additional
generate a character and take them through a career.
languages equal to their EDU DM.
• Together with INT, Education determines the
STEP 1: CHARACTERISTICS character’s maximum number of skill ranks.
Social Standing (SOC): A character’s connections and
Characteristics describe your character’s general posi�on in society.
talents and abilities. They serve as basic skills – for
tasks which every human (or lizardman!) can • Social Standing provides characters with a
perform, but some can perform better or worse than number of free Allies equal to their SOC DM.
others. • Characters with SOC 11+ may automatically
Throw 2D six times and assign the results in any order apply to the Noble career.
desired to your six characteris�cs: • At the Referee's option, nobles (SOC 11+) might
enjoy various social privileges or even have a fief.

Strength (STR): Physical prowess and brute force.


• Strength determines a character’s carrying OPTIONAL RULE: IRON MAN!
capacity. For a true old-school experience, throw 2D six times
• Strength, along with Dexterity and Endurance, and assign them to the characteristics in the order
determine how resistant your character is to given above.
physical injury. See the Combat chapter.
Dexterity (DEX): Agility, coordina�on, and speed. OPTIONAL RULE: HEROIC HEROES!
• Dexterity is the characteristic used for throwing Throw 3D seven times and in each case, drop the
knives and bombs, as well as evading physical lowest die, drop the lowest roll, and assign the rest to
threats where speed is essen�al. the characteris�cs as desired.
• Dexterity, along with Strength and Endurance,
determine how resistant your character is to
physical injury. See the Combat chapter.
Endurance (END): Physical resilience, fitness, and
force of will.
• Endurance is the characteristic used for avoiding
physical threats, such as poison, where
toughness and stamina matters; it also serves to
resist effects trying to bend a character's will,
from torture to sorcerous domina�on.
• Physical injury is first applied to Endurance
before the other two physical characteristics. See
the Combat chapter.
Intelligence (INT): Reasoning, creativity, and
intellectual capabili�es.
• Intelligence is the characteristic used to resist
attempts to trick the character, from hypnotism
to illusion spells.
• Together with EDU, Intelligence determines the
character’s maximum number of skill ranks.
Education (EDU): Formal schooling and general
knowledge.
• Education 8+ allows rolling on the Advanced

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ARISTOCRACY
Characters with SOC 11+ are aristocrats – members of
the ruling classes. From tribal chiefs to barons and
royalty, they possess power and influence. The
following table offers guidelines for determining a
character's noble title based on their SOC
characteris�c.
Titles of Nobility
SOC Title – European Style Title – Indian Style Titles – Japanese style
11 (B) Knight, Knightess, Dame, or Gentry
12 (C) Baron, Baronet, or Baroness Jagir Danshaku
13 (D) Marquis, Marquesa, or Marchioness Sardar Shishaku
14 (E) Count, Countess, or Jarl Mansab Hajshaku
15 (F) Duke or Duchess Zammin Koshaku
16+ (G+) Royalty Raja or Maharaja Shogun or Emperor

UNIVERSAL PERSONALITY PROFILE AND PSEUDO- CHARACTERISTIC DMS


HEX NUMBERS
Each characteristic has an associated Dice Modifier
You can list a character’s characteristics in shorthand, (DM) based on its value or score, as noted below:
as a string of numbers in the order given above,
called a “Universal Personal Profile”, or UPP. To Characteris�c DMs
Characteris�c Score Characteris�c DM
denote numbers above 9, use a “pseudo-
0-2 DM-2
hexadecimal” system: 3-5 DM-1
Pseudo-Hexadecimal Digits 6-8 DM+0
Characteris�c Le�er 9-11 DM+1
10 A 12-14 DM+2
11 B 15-17 DM+3
12 C 18-20 DM+4
13 D 21-23 DM+5
14 E 24-25 DM+6
15 F
Above 25, a character increases their characteristic
16 G
17 H
DM by another +1 per three points – for example, 26-
18 I 28 will have DM+7, and so on. This means that
19 J monstrously powerful creatures will almost
20 K automatically succeed in throws using their powerful
21 L characteristic. This is intentional – a massive beast,
22 M for example, would be capable of feats of strength
23 N una�ainable by most humans.
24 P
25 Q USING CHARACTERISTIC THROWS
So, for example, a character with STR 7, DEX 12, END Characteristics represent general human capabilities
6, INT 10, EDU 8, and SOC 11 will have a UPP of that every character possesses to one degree or
7C6A8B. another. This is opposed to skills, which represent
specialized training. These include things such as
Normal humans cannot have a characteristic higher
fitness and agility (STR, END, and DEX), general
than 15 (F) other than in SOC, where the maximum is
reasoning (INT), general knowledge (EDU), and using
16, however monsters may possess much higher
connections and social innuendo to further one's
characteris�cs.
ends (SOC). Anyone can jump to a certain distance
(DEX), but not everyone can ride a horse (Riding skill).
The Athletics skill is unique in that it is the only skill
that can be added to Characteristic throws, so for
example, a character with STR DM+1 and Athletics-1
will have a total DM+2. It is also unique in that having
no Athletics skill does not incur the Unskilled penalty
described below; every character is capable of some
level of physical ac�vity, a�er all.

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STEP 2: BACKGROUND SKILL
Characters start their careers at the age of 14. Before
that, however, your character has already learned a
single skill, based on their background. Note that if
you are playing a non-human, you are not eligible for
a background skill (you get racial abili�es instead).

Background Skills
Background Skills (choose one)
Savage hinterlands Athle�cs-1, Recon-1, Survival-1
Rural village Animals-1, Riding-1, Watercra�-1
Large city Cra�-1, Streetwise-1, Carousing-1

STEP 3: CAREERS Educa�on table if your EDU is 8 or greater.


3. Advancement throw: Throw for
As noted above, characters start off at the age of 14. Advancement. If you succeed, you gain one
They then “grow” through the character generation rank and gain an additional skill roll on any
game. table, though you may only roll on the
Follow these steps to generate your character’s Advanced Education table if your EDU is 8 or
career. Each career is comprised of four-year terms of higher.
service. Each career table presents the various 4. Rank skills: If promoted, some ranks have
throws needed for character genera�on. skills associated with that rank. Gain that
Note that the total sum of a character’s skill Levels skill rank, if eligible. These are cumulative
can never exceed the sum of their INT + EDU with existing skills; for example, a character
characteristics. However, first generate the character with Riding-1 who receives Riding-1 as a
and list all skills, even if they exceed this limit. After rank skill now has Riding-2.
Mustering Out, if the total of your skill points exceeds 5. Aging: If your character has completed their
the sum of your INT + EDU, you may choose which fourth term or later, (ages 30 and up), check
skills to reduce to meet your skill total as required. for aging.
OPTIONAL RULE: HEROIC SKILLS 6. Events: Roll 2D on the relevant Events table.
For truly larger-than-life heroes with cinematic-level 7. Re-Enlistment: Throw for re-enlistment. If
skills, change the above rule so that the maximum you fail, you finish your career; proceed to
number of skill levels would be double the sum of Step 4; If you succeed, you may choose to
their INT and EDU characteris�cs. re-enlist, or you can voluntarily terminate
CAREER PROCEDURE your career (proceed to Step 4). If you throw
a “natural” 12, you must remain in your
1. Choose a Career: Try to enter a career, using its career.
Qualification throw. If you succeed, begin the
career. If you fail, you must choose either 8. Additional terms of service: If you remain in
Commoner (if you have SOC 10-), Noble (if you your career, repeat stages 3.1-3.8 for each
have SOC 11+), or Vagabond (regardless of SOC). additional term of service. You must retire
after 7 terms of service unless you throw a
2. Basic Training: you gain Skill-0 in all six Service “natural” 12, in which case, you must retire
Skills of your career. at the end of the 8th term of service.
3. Resolve your term of service: 4. Muster Out: Once you complete your career, roll
1. Survival Throw: If you fail, you die; roll up a for Mustering Out Benefits. Each term of service
new character. If you succeed, proceed you completed allows you one roll on one of the
to 3.2, below. two Mustering Out tables: Gold or Material. You
gain one bonus roll if you are Rank 4, two if you
2. Skill Table: Roll once on one of the skill are Rank 5, or three if you are Rank 6. Characters
tables associated with that career to gain of Rank 5 or 6 enjoy DM+1 on the Material
one level of a skill. Acquired skill levels are Benefits table; characters with the Carousing skill
cumulative; the first time you receive a skill, enjoy DM+1 on the Gold table. No more than 3
you receive it at level 1. On your first term rolls may be made on the Gold Benefit table.
only, roll twice and gain two skills. Note that
you may only roll on the Advanced 5. Exci�ng and deadly adventures await!

12
T�� S���� �� C������
OPTIONAL RULE: MISHAPS ZERO-LEVEL SKILLS
Under the basic rules, characters who fail a Survival Normally, a character is either skilled in a task or
throw die, and the player must generate a new unskilled. In the latter case, they suffer DM-3 for
character. However, some players and Referees lacking the appropriate skill. However, to facilitate
dislike this and consider the rule to be overly brutal. play, we recommend that the Referee grant a few
In such a case, in lieu of death, the character rolls on skills as “Zero-level”. This means that while the
the appropriate Mishap table for a variety of negative character is not skilled enough to hold down a job
outcomes. In this case, your career ends, and player with that skill, and does not enjoy a positive DM on
characters start adventuring from this point on. rolls, the character is familiar enough with that skill to
avoid the unskilled penalty (DM-3). Recommended
Zero-level Skills for all adventurers include Athletics,
OPTIONAL RULE: MULTIPLE CAREERS Riding, Melee Combat, and Archery. In a nautical
campaign, we recommend giving characters
Under these basic rules, you may not switch between
Watercra�-0 as well.
careers or begin a new career once your career has
ended. At the Referee's discretion, characters who Note that characters automatically gain Skill-0 in all
failed their re-enlistment throw, or characters leaving six of their career's Service skills upon entering their
their career voluntarily, may try to enter a new career. career.
Make a Qualification throw for the new career, DM-1
per previous career. If successful, the character has
begun a new career; if the roll failed, the character
must muster out and begin adventuring. However,
you do not gain Skill-0 in the Service skills of your new
career, only the first career. Note that this rule tends
to produce more skilled characters than the basic
rules.

13
S��������� P���������
CAREERS
The following twelve careers provide a wide selection
of common Sword & Sorcery tropes. Other careers,
especially setting-specific ones, ar possible at the
Referee's discretion or as given in a campaign setting
rulebook. Non-humans, presented in Appendix A,
have their own careers.

BARBARIAN
You were a savage warrior of the wilderness, as untamed and Qualifica�on STR 7+
as resilient as the nature you lived in. Survival END 7+
Advancement STR 6+
Re-Enlistment 6+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Gold Materials
0 Brave Survival-1 1 10 Weapon
1 Tribesman 2 20 Armor
2 Chief 3 30 +1 END
3 Chie�ain Leadership-1 4 50 Weapon
4 Warlord 5 100 Hound
5 Thane 6 150 Mount
6 Jarl +1 SOC 7 300 Retainer
Skills and Training
1D Personal Development Service 1D Specialist Advanced Educa�on
1 +1 STR Animals 1 Survival Cra�
2 +1 DEX Melee Combat 2 Stealth Medicine
3 +1 END Archery 3 Tac�cs Leadership
4 +1 INT Athle�cs 4 Watercra� Liaison
5 Riding Riding 5 Recon Tac�cs
6 Athle�cs Survival 6 Melee Combat Survival

Mishaps
1D Mishap
1 Severely Injured! You are badly wounded in a battle or while hunting. Roll twice on the Injury table and take the
lowest roll. However, on a throw of INT 10+ you gain one level of Medicine.
2 Famine! Your tribe suffered from severe famine and was wiped out. Reduce your END by 1.
3 Invaded! Your tribe was attacked and taken over by another tribe. You may stay in this career if you forfeit all your
Benefit rolls and reduce your rank to Rank 0 (Brave).
4 Betrayed! You were betrayed by a close companion. Change an Ally into an Enemy. If you don’t have an Ally, you were
betrayed by another member of your tribe and you s�ll gain an Enemy.
5 Injured! You are injured, you must roll on the Injury table.
6 War! Your tribe is involved in a major war, and you lost. Throw END 10+ to avoid a roll on the Injury table.
Events
2D Event
2 Mishap – Roll on the Mishap table, but you are s�ll the terror of the wastelands and may stay in this career.
3 Civilized – You spend �me in a city or other area of “civiliza�on”. Gain Carousing, Streetwise, Cra�, or one Language.
4 Spy – You are sent to spy on another tribe. Throw INT 8+ to gain one level of either Decep�on or Recon.
5 Hard Times – Your tribe falls on difficult times. Throw END 8+. If you succeed, gain a level of Survival. If you fail, roll on
the Injury table.
6 Enslaved – You are captured and enslaved. You eventually escape but lose your Benefit roll for this term.
7 Life Event – Roll on the Life Event table.
8 Savior – You save the life of another tribe member. Gain an Ally.
9 Travel – You travel to strange, faraway lands. Gain one level of Survival, Animals, Riding, or one Language.
10 Hero – During a daring raid on or by a nearby tribe, you save the life of several tribal members. Throw END 8+. If you
fail, roll on the Injury table. If you succeed, gain an Ally. Either way, gain a DM+2 on your next Advancement roll.
11 Treasure – You discover or steal a valuable treasure. Gain an extra Benefit roll.
12 Benefactor – You are befriended by one of the Jarls in your tribe. You are automa�cally promoted.

14
T�� S���� �� C������
COMMONER
You belonged to the toiling classes: a peasant, an artisan, or – Qualifica�on Automa�c if SOC 10-
at best – a guild member. Survival END 3+
Advancement INT 10+
Re-Enlistment 5+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Gold Materials
0 Peasant Animals-1 1 10 +1 STR
1 Appren�ce 2 10 Hound
2 Journeyman 3 20 Ally
3 Master Rulership-1 4 50 Weapon
4 5 100 Mount
5 6 100 Freehold
6 Guildmaster +1 SOC 7 200 Freehold
Skills and Training
1D Personal Development Service 1D Specialist Advanced Educa�on
1 +1 STR Animals 1 Steward Medicine
2 +1 DEX Riding 2 Liaison Leadership
3 +1 END Cra� 3 Carousing Liaison
4 Melee Combat Streetwise 4 Art Rulership
5 Jack o’ Trades Athle�cs 5 Watercra� Animals
6 Carousing Cra� 6 Animals Religion

Mishaps
1D Mishap
1 Severely Injured! You are severely injured or very sick. Roll twice on the Injury table and take the lowest roll. However,
on a throw of INT 10+, you gain one level of Medicine.
2 Siege! Your town or village comes under siege from an enemy. Throw END 10+, if you fail, lose one point of Endurance
due to starva�on.
3 Fire! Your home is destroyed by a fire or other natural – or unnatural – disaster. Throw SOC 10+ or lose an additional
Benefit roll.
4 Betrayed! You were betrayed by a close companion. Change an Ally into an Enemy. If you don’t have an Ally, you were
betrayed by another member of your tribe and you s�ll gain an Enemy.
5 Nobles! A noble wants what you have and takes it. Gain a powerful Enemy. You may stay in this career if you give up
all your earned Benefit rolls so far. If you leave, you may keep your benefits, but gain an Enemy.
6 Injured! You are injured or become sick. Roll on the Injury table.

Events
2D Event
2 Mishap – Roll on the Mishap table, but life goes on in the city and you may stay in this career.
3 Criminals – You run afoul of a group of criminals or the Thieves Guild. Roll Streetwise or Carouse 8+. If you fail, lose a
Benefit roll. If you succeed, gain an Ally.
4 Hard Times – Your town suffers from disease or other natural disaster. Throw END 8+. If you fail, roll on the Injury
table.
5 Stolen Goods – You are offered the chance to buy or sell some stolen goods. If you accept, throw Streetwise 8+. If you
succeed, gain 1D6*10 GP. If you fail, lose your Benefit roll for this term. Either way, gain Streetwise-1. If you refuse the
offer, gain an Enemy.
6 Conscripted – You are conscripted into the local noble’s militia. Gain one level of Recon, Melee Combat, Archery, or
Athle�cs. You must also throw END 8+ to avoid a roll on the Injury table.
7 Life Event – Roll on the Life Event table.
8 Travel – You spend �me travelling to strange and exo�c places. Gain one level of Riding, Survival or a Language.
9 Adventurers – A group of adventurers enters your town, throwing around a lot of gold and causing trouble. Gain one
level of Melee Combat or Carousing.
10 Appren�ced – You are appren�ced to one of the merchants in your town. Gain one level of Cra�.
11 Lucky – You have an especially good year. Gain a DM+1 on one Benefit roll.
12 Fame – You are recognized by the people of your town as a natural leader. You are automa�cally promoted.

15
S��������� P���������
NOBLE
You were one of the ruling class – an aristocrat; at home in the Qualifica�on Automa�c is SOC 10+
hun�ng ground, the harem, and the noble court. Survival INT 5+
Advancement SOC 8+
Re-Enlistment 4+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Gold Materials
0 Noble Carousing-1 1 100 Ally
1 Tribune 2 200 Armor
2 Quaestor 3 400 Weapon
3 Preator Rulership-1 4 600 Steed
4 Legate 5 600 Hound
5 Proconsul 6 1000 Retainer
6 Consul +1 SOC 7 2000 Holding
Skills and Training
1D Personal Development Service 1D Specialist Advanced Educa�on
1 +1 STR Riding 1 Art Medicine
2 +1 DEX Carousing 2 Animals Tac�cs
3 +1 INT Rulership 3 Liaison Inves�ga�on
4 +1 EDU Leadership 4 Watercra� Rulership
5 Carousing Melee Combat 5 Decep�on Science
6 Athle�cs Archery 6 Carousing Religion

Mishaps
1D Mishap
1 Injured! You are injured in a duel or other accident. Roll on the Injury table.
2 Conspiracy! You are part of a conspiracy, or accused of being part of a conspiracy, and are disgraced. Lose one point
of Social Standing.
3 Disgraced! Your reputa�on has been ruined by a rival. Gain an Enemy.
4 Assassin! An assassin a�empts to end your life. Throw END 8+. If you fail, roll on the Injury table.
5 Poli�cs! The vagaries of court poli�cs force you to leave your posi�on and seek other opportuni�es. Gain an Enemy.
6 Resign! You resign your posi�on to save the reputa�on of another Noble. Gain an Ally.

Events
2D Event
2 Disaster – Roll on the Mishap table, but blood will tell, and you may stay in this career.
3 Invaded – One of your estates is invaded by a dragon or other foul beast and you must lead your troops into battle.
Throw Leadership 8+ or Melee Combat 8+. If you succeed, increase the skill you used by one. If you fail, lose your
Benefit roll for this turn.
4 Attacked – you are attacked by peasant scum. Throw END 8+. If you succeed gain one level of either Melee Combat or
Archery. If you fail, roll on the Injury table.
5 Duel – You are challenged to a duel over a point of honor. If you refuse, reduce your Social Standing by one. If you
accept, throw Melee Combat 8+. If you succeed, gain one point of Social Standing. If you fail, roll on the Injury table
and reduce your Social Standing by one. Either way, gain one level of Tac�cs or Decep�on.
6 Hun�ng – You spend �me hun�ng on one of your estates or with others. Gain one of Animals, Recon, or Survival.
7 Life Event – Roll on the Life Event table.
8 Politics – You become deeply involved in politics, becoming a player in the political intrigues of government. Gain one
of Decep�on, Liaison, or Rulership, but also gain an Enemy.
9 War – Your country goes to war with an enemy and your ruler calls up the banners. Throw Leadership 8+ or Tactics 8+.
If you succeed, gain one level of Social Standing. If you fail, gain one level of the skill you rolled.
10 Travel – You travel extensively. Throw EDU 8+. If you succeed, gain one of Carousing, Riding, or a Language.
11 Party – You spend your �me a�ending balls and co�llions. Gain one of Carousing, Decep�on, or Streetwise.
12 Elevated – Your hard work, or good connec�ons, is rewarded and you are automa�cally promoted.

16
T�� S���� �� C������
PIRATE
You were a corsair – horror of the seas, living off plunder and Qualifica�on STR 7+
destruc�on. Survival DEX +7
Advancement INT 6+
Re-Enlistment 5+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Gold Materials
0 Deck Hand Melee Combat-1 1 20 Weapon
1 2 50 Armor
2 Lieutenant Watercra�-1 3 100 +1 INT
3 4 200 Weapon
4 5 400 Ally
5 Captain 6 500 +1 DEX
6 Dread PIrate 7 1000 Ship
Skills and Training
1D Personal Development Service 1D Specialist Advanced Educa�on
1 +1 STR Streetwise 1 Athle�cs Art
2 +1 DEX Watercra� 2 Cra� Inves�ga�on
3 +1 END Archery 3 Decep�on Jack o’ Trades
4 Melee Combat Melee Combat 4 Ar�llery Medicine
5 Decep�on Stealth 5 Tac�cs Rulership
6 Carousing Recon 6 Watercra� SCience

Mishaps
1D Mishap
1 Overboard! You fall or are thrown overboard and almost drown. Roll twice on the Injury table and take the lower
result.
2 Shipwrecked! During a storm, your ship is damaged, and you must survive on a barren island. Lose one point of
Endurance.
3 Arrested! You are captured by the law. Lose an Benefit roll to buy your freedom.
4 See the Light! You have seen the error of your ways and decide to give up the pirate’s life. One of your Allies becomes
an Enemy. If you have no Allies, you s�ll gain an Enemy.
5 Rivals! You are attacked by a rival gang of pirates. Throw Streetwise 10+ or Watercraft 10+ to avoid a roll on the Injury
table. Gain the pirate gang as an Enemy.
6 Injured! You are injured during a fight. Roll on the Injury table.

Events
2D Event
2 Disaster – Roll on the Mishap table, but you may con�nue to scour the seas for booty and stay in this career.
3 Battle – You are involved in a notable fight at sea. Throw Watercraft 8+, Archery 8+, or Artillery 8+ to avoid a roll on
the Injury table.
4 Informant – You are offered the chance to become an informant for a noble. If you accept, throw Deception 8+ or
Stealth 8+. If you succeed, gain a DM+1 on one Benefit roll. If you fail, take a DM-1 on your next Advancement roll and
gain an Enemy. Either way, gain a level in the skill you rolled.
5 Slavery – You have a chance to become involved with a slaver crew. If you choose to join the slavers, throw INT 8+ or
Deception 8+. If you succeed, gain a DM+1 on one Benefit roll. If you fail, gain an Enemy. Either way, you lose one point
of Social Standing. If you do not join the slavers, gain an Enemy.
6 Landlubber – You spend a lot of �me in port. Gain one of Cra� or Streetwise or learn one Language.
7 Life Event – Roll on the Life Event table.
8 Science – You take an interest in the workings of the ship. Gain one of Naviga�on, Cra�, or Watercra�.
9 Bonus – Your pirate ship raids a par�cularly wealthy merchant ship. Gain 1D6x100 GP.
10 Smuggling – You pirate ship engages in a bit of semi-legal smuggling for a change. Throw Deception 8+ or Watercraft
8+. If you succeed, gain a DM+1 on one Benefit roll.
11 Wizards – You learn a bit of this and that from a friendly wizard. Gain either Sorcery or Science.
12 Legendary – Your deeds make you famous among other pirates. You are automa�cally promoted.

17
S��������� P���������
PRIEST
You were a man or woman of faith – a priest, cleric, or other Qualifica�on INT 6+
spiritual leader of the worship of gods (or demons). Survival END 5+
Advancement EDU 8+
Re-Enlistment 5+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Gold Materials
0 Acolyte 1 10 +1 END
1 Curate 2 10 Holy Symbol
2 Vicar 3 20 +1 INT
3 Rector 4 50 Mount
4 Prelate 5 50 +1 SOC
5 Bishop 6 100 Magic Item
6 Patriarch/Matriarch 7 200 Holding
Skills and Training
1D Personal Development Service 1D Specialist Advanced Educa�on
1 +1 END Religion 1 Religion Leadership
2 +1 INT Liaison 2 Survival Decep�on
3 +1 EDU Leadership 3 Cra� Science
4 Melee Combat Rulership 4 Art Medicine
5 Carousing Streetwise 5 Animals Inves�ga�on
6 Athle�cs Art 6 Riding Sorcery

Mishaps
1D Mishap
1 Injured! You are a�acked for your faith. Roll on the Injury table.
2 Here�c! You believe something that is contrary to your religious order and must leave. Gain an Enemy.
3 Crisis! You are faced with a miracle performed by a god that is not yours. Should you decide to convert to this new
god, you may stay in this career, but you must give up all your Benefit rolls and reduce your Rank to Rank 0.
4 Scandal! You are caught up in personal indiscretion, or are framed for one, and must leave your religious order in
disgrace. Lose one point of Social Standing.
5 Betrayed! You are betrayed by a friend. One of your Allies becomes an Enemy. If you have no Allies, you are betrayed
by an acquaintance and s�ll gain an Enemy.
6 Excommunicated! You have disgraced your god and are ejected from your religious order. You are shunned by all
members or believers of your god. Gain an Enemy.
Events
2D Event
2 Disaster – Roll on the Mishap table, but you s�ll have faith and may stay in this career.
3 Dark Arts – You are drawn to the darker aspects of your religion. Throw INT 8+. If you succeed gain one level of Sorcery,
Religion, or Science. If you fail, roll on the Injury table.
4 Holy War – Your religion is attacked, or attacks, another religion or sect over theological differences. Throw Melee
Combat 8+ or Athle�cs 8+. If you fail, roll on the Injury table. Either way, gain a level of the skill you rolled.
5 Conversion – You no longer believe your god is the true path and convert to another religion. Lose one rank and your
benefit roll for this term as you change sects.
6 Pilgrimage – You go on a religious journey to a holy site. Throw EDU 8+ to gain one level of Survival, Streetwise, or
Steward.
7 Life Event – Roll on the Life Event table.
8 Secret Knowledge – You learn something that could disgrace a superior. If you disclose this information, gain an extra
Benefit roll and an Enemy. If you keep it secret, gain a DM+2 on your next Advancement roll and an Ally.
9 Purge – You spend time expunging heretics from your sect. Gain one level of Investigation, Stealth, or Recon. Gain an
Enemy.
10 Recruiting – You spend time trying to convert heathens or other non-believers to your faith. Gain one level of
Carousing, Medicine, or Streetwise
11 Miracle – You witness a miracle performed by your god. Gain one point of SOC and a Holy Symbol.
12 Divine Blessing – You have a personal interaction with your god. You are automatically promoted or gain one point of
Social Standing.

18
T�� S���� �� C������
ROGUE
You were a criminal or a rebel. Qualifica�on DEX 5+
Survival DEX 5+
Advancement INT 8+
Re-Enlistment 4+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Gold Materials
0 Footpad Streetwise-1 1 20 Thieves’ Tools
1 Associate 2 20 +1 iNT
2 Soldier Stealth-1 3 100 Thieves’ Tools
3 Lieutenant 4 200 Weapon
4 Underboss 5 400 Ally
5 Consigliere 6 400 Ally
6 Boss 7 1000 Magic Item
Skills and Training
1D Personal Development Service 1D Specialist Advanced Educa�on
1 +1 STR Streetwise 1 Archery Survival
2 +1 DEX Cra� 2 Cra� Art
3 +1 INT Carousing 3 Melee Combat Jack o’ Trades
4 Athle�cs Decep�on 4 Rulership Medicine
5 Melee Combat Stealth 5 Recon Inves�ga�on
6 Carousing Recon 6 Decep�on Tac�cs

Mishaps
1D Mishap
1 Severely Injured! You are seriously hurt in a street fight, roll twice on the Injury table and take the lower result.
2 War! You are involved in a gang war and must flee with only the clothes on your back (and your trusty dagger). Lose
an addi�onal Benefit roll.
3 Arrested! You are arrested while performing a job. Lose an additional Benefit roll to bribe your way out or reduce your
Endurance by one as the result of severe punishment.
4 Hunted! A rival gang, or the local noble, forces you to flee. Gain an Enemy.
5 Betrayed! You are betrayed by a friend. One of your Allies becomes an Enemy. If you have no Allies, you are betrayed
by an associate and s�ll gain an Enemy.
6 Injured! Life on the streets is tough, roll on the Injury table.

Events
2D Event
2 Disaster – Roll on the Mishap table, but you may con�nue your roguish ways and stay in this career.
3 Arrested – You are arrested and charged with a crime. You can choose to defend yourself or hire a barrister. If you
defend yourself, throw Rulership 8+ or Liaison 10+. If you succeed, the charges are dropped. If you fail, lose one
Benefit roll and gain an Enemy. If you choose to hire a barrister, lose one Benefit roll but gain an Ally.
4 Slavery – You are invited to join a gang of slavers. If you choose to take advantage of this opportunity, throw Deception
8+ or Intelligence 8+. If you succeed, gain a DM+1 on one Benefit roll. If you fail, gain an Enemy. Either way, lose one
point of SOC. If you reject this opportunity, gain an Enemy.
5 Thieves’ Guild – The local thieves’ guild makes you an offer you can’t refuse. If you accept, lose one Benefit roll, but
gain a DM+2 on your next Advancement roll. If you refuse, gain an Enemy.
6 Betrayal – You have the opportunity to backstab a fellow rogue for personal gain. If you do so, gain a DM+4 on your
next Advancement roll, but gain an Enemy. If you refuse, gain an Ally.
7 Life Event – Roll on the Life Event table.
8 Jail – You spend time in jail. Throw Streetwise 8+. If you succeed, gain one level of Deception, Tactics, or Melee
Combat. If you fail, gain Streetwise-1 and an Enemy. Either way, lose a point of SOC.
9 Gambling – You are involved in a gambling ring. Gain a level of Carousing. You may wager any number of benefit rolls
that you have earned. Throw Carousing 8+. If you succeed, gain your Benefit rolls back, plus half again as many as you
wagered (round down, minimum of 1). If you fail, you lose all the Benefit rolls that you bet.
10 Street Cred – You work to improve your position within your gang or guild. Gain one level of Carousing, Deception,
Leadership, Liaison, or Streetwise.
11 Heist – Crime does pay, gain an extra Benefit roll or Thieves’ Tools.
12 Legend – You commit a crime that will be talked about for years. You are automa�cally promoted.

19
S��������� P���������
SAILOR
You roamed the seas, whether as part of a government's navy Qualifica�on END 6+
or as a merchant. Survival DEX 6+
Advancement EDU 7+
Re-Enlistment 4+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Gold Materials
0 Deck Hand Athle�cs-1 1 10 Weapon
1 2 50 Weapon
2 Lieutenant Leadership-1 3 50 +1 INT
3 4 100 +1 EDU
4 5 100 Ally
5 Captain +1 SOC 6 200 +1 SOC
6 Admiral 7 200 Ship
Skills and Training
1D Personal Development Service 1D Specialist Advanced Educa�on
1 +1 STR Cra� 1 Jack o’ Trades Rulership
2 +1 DEX Watercra� 2 Cra� Art
3 Athle�cs Archery 3 Steward Religion
4 +1 INT Ar�llery 4 Leadership Medicine
5 +1 EDU Melee Combat 5 Watercra� Science
6 Carousing Survival 6 Jack o’ TRades Tac�cs

Mishaps
1D Mishap
1 Drowned! You almost drown. Roll twice on the Injury table and take the lower result and you are now afraid of the
water.
2 Pirate! Your ship is attacked by pirates. Throw DEX 10+. If you succeed, gain an Enemy. If you fail, roll on the Injury
table.
3 Shipwrecked! Your ship is damaged, and you are stranded on a lonely island. You may stay in this career if you forfeit
all your Benefit rolls.
4 Betrayed! You are betrayed by a friend. An Ally becomes an Enemy. If you have no Allies, you are betrayed by an
acquaintance and s�ll gain an Enemy.
5 Stranded! You are le� for dead and must survive on your own. Gain an Enemy and Survival.
6 Lost! While sailing the many seas, you discover something that you shouldn’t know and must flee for your life. Gain
an Enemy.

Events
2D Event
2 Disaster – Roll on the Mishap table, but you may con�nue to sail the seas and are not ejected from this career.
3 Severe Weather – A strong storm or hurricane threatens your ship or home. Throw Watercraft 8+. If you fail, lose a
Benefit roll.
4 Travel – Your travels introduce you to new races and cultures. Gain a Language.
5 Outpost – Your ship is part of establishing a new trading outpost in a distant land. Throw EDU 8+. If you succeed, gain
one of Survival, Liaison, or Cra�.
6 Thief – You find out one of your fellow sailors is stealing. Turn them in and gain DM+2 on your next Advancement and
an Enemy. Take a piece of the action and throw Deception 8+. If you succeed, gain a Benefit roll. If you fail, lose a
Benefit roll and gain an Enemy.
7 Life Event – Roll on the Life Event table.
8 This and That – You learn a bit of everything. Gain Jack o’ Trades.
9 Bored – Shipboard life can be tedious. Gain one level of Carousing to pass the �me.
10 Really Bored – Time aboard ship is so boring, you must do something to entertain yourself, even if it means learning
something. Gain one level of Medicine, Religion, or Science.
11 Reward – A good trading run means you gain an extra Benefit roll.
12 Promoted – Whether by luck or hard work, you are automa�cally Promoted.

20
T�� S���� �� C������
SCHOLAR
You were a learned person, an academician, or member of the Qualifica�on EDU 6+
professions such as a physician or advocate. Survival INT 4+
Advancement EDU 9+
Re-Enlistment 5+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Gold Materials
0 Student Rulership-1 1 10 +1 EDU
1 2 50 +2 EDU
2 3 50 Ally
3 Doctor Liaison-1 4 100 Instruments
4 5 100 Holding
5 6 200 +1 SOC
6 Sage 7 250 Magic Item
Skills and Training
1D Personal Development Service 1D Specialist Advanced Educa�on
1 +1 STR Rulership, 1 Alchemy Religion
2 +1 DEX Art 2 Rulership Art
3 +1 END Medicine 3 Medicine Sorcery
4 +1 INT Liaison 4 Science Medicine
5 +1 EDU Inves�ga�on 5 Cra� Jack o’ Trades
6 Carousing Science 6 Carousing Science

Mishaps
1D Mishap
1 Disaster! An accident leaves several injured, including you. Roll on the Injury table.
2 Sabotage! Your work is stolen by a rival. Gain an Enemy.
3 Stranded! While searching for lost knowledge, you become lost. Throw INT 10+ to gain Survival.
4 Ruined! A rival destroys your reputa�on. Gain an Enemy.
5 Fight! You are caught up in a fight or other type of ba�le that you are unprepared for. Roll on the Injury table.
6 Unknown! You went missing for several months and you don’t know what happened to you.

Events
2D Event
2 Catastrophe – Nothing seems to go right for you. Roll on the Mishap table, but you may continue your research and
are not ejected from this career.
3 Attacked – While conducting field research, you are attacked by a wild animal. Throw DEX 8+ to avoid a roll on the
Injury table.
4 Valuable – You discover something quite valuable. Throw INT 8+ to gain an extra Benefit roll.
5 Danger – You work on a very dangerous, but potentially valuable project. Throw DEX 8+ or Investigation 8+. If you
succeed, gain one level of Investigation, Science, or Medicine and an extra Benefit roll. If you fail, roll twice on the
Injury table and take the lower result.
6 Criminal – You are approached by a criminal organization to perform illegal dissection or forbidden research for them.
If you decline, gain an Enemy. If you accept, throw Investigation 8+, Medicine 8+, or Science 8+. If you succeed, gain a
level in the skill you rolled and 1D6*10 GP. If you fail, lose a Benefit roll and gain an Enemy.
7 Life Event – Roll on the Life Event table.
8 Famous – You become famous for your superior intellect. Gain a +1 SOC and a DM+2 on your next Advancement roll.
9 Cheating – You have the opportunity to advance your career by cheating. If you refuse, you gain nothing. If you try to
cheat, throw Deception 8+ or Rulership 8+. If you succeed, gain a DM+1 on two different Benefit rolls or a DM+2 on
your next Advancement roll but also gain an Enemy. If you fail, lose a Benefit roll, take a DM-2 on your next
Advancement roll, and s�ll gain an Enemy.
10 Nobles – You work for a noble sponsor. Gain a +1 SOC or a noble Ally.
11 Magic – You conduct research into magic or the gods. Gain one level of Alchemy, Ar�fice, Religion, or Sorcery.
12 Reward – Your hard work and dedica�on to your research has paid off. You are automa�cally Promoted.

21
S��������� P���������
SHAMAN
You were a witch-doctor, druid, or other spiritual leader of Qualifica�on INT 9+
tribal people, away from civiliza�on. Survival END 7+
Advancement INT 6+
Re-Enlistment 6+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Gold Materials
0 Religion-1 1 10 Weapon
1 2 10 Spell
2 3 20 Focus
3 Medicine-1 4 20 Magic Item
4 5 50 Spell
5 6 50 Mount
6 7 100 Talisman
Skills and Training
1D Personal Development Service 1D Specialist Advanced Educa�on
1 +1 STR Religion 1 Archery Medicine
2 +1 DEX Sorcery 2 Ar�fice Cra�
3 +1 END Survival 3 Recon Alchemy
4 +1 INT Alchemy 4 Riding Art
5 Carousing Medicine 5 Liaison Religion
6 Melee Combat Animals 6 Leadership Sorcery

Mishaps
1D Mishap
1 Injured! You are severely wounded prac�cing your arts. Roll twice on the Injury table and take both results.
2 Poison! While working on a new potion or spell, you accidently ingest something deadly. Permanently reduce your
END by one.
3 A�acked! Your tribe is a�acked by outsiders. Gain an Enemy.
4 Betrayed! You are betrayed by an acolyte. Turn one Ally into an Enemy. If you have no Allies, you s�ll gain an Enemy.
5 Disaster! Your community is destroyed in a natural disaster, or was it the angry gods? You lose all benefits.
6 Blood! Your views on how to honor the gods are too severe for your tribe and you are exiled. You gain an Enemy.

Events
2D Event
2 Mishap – Bad things happen even to those who walk with the gods. Roll on the Mishap table, but you may continue
to serve your tribe and may stay in this career.
3 Pilgrimage – Your spirit vision sends you on a quest. Throw END 8+. If you succeed, gain one level of Survival. If you
fail, roll on the Injury table.
4 Conversion – Your tribe encounters missionaries from another god or belief system. Throw Leadership 8+ or Religion
8+. If you fail, lose a Benefit roll.
5 Demons – Your visions show you demons that must be fought. Throw Religion 8+ or Sorcery 8+ to avoid a roll on the
Injury table.
6 Spirit Animal – You search for your spirit animal. Throw Religion 8+ or Sorcery 8+. If you succeed, gain a Talisman of
your spirit animal. If you fail, take a DM-2 on your next Advancement roll as you ques�on your abili�es.
7 Life Event – Roll on the Life Event table.
8 Nature – You learn about the natural world and how to help your tribe. Gain a level in either Animals or Medicine.
9 Attacked – Your tribe is attacked, and you must help defend them. Throw Melee Combat 8+ or Archery 8+. If you
succeed, gain a level of whatever skill you rolled. If you fail, roll on the Injury table but you are not ejected from this
career.
10 Counselor – You are asked to provide counsel to a powerful member of your tribe or clan, perhaps a chief or jarl. Gain
an Ally.
11 Spirit Guide – You encounter a spirit guide who leads you to new areas of understanding. Gain a Spell, a Talisman, or
a Magic Item.
12 Spirit Walker – You are recognized for your superior magic. You are automa�cally promoted.

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SOLDIER
You trained and fought as part of an organized force, be that Qualifica�on END 8+
an army or a mercenary company. Survival STR 6+
Advancement SOC 7+
Re-Enlistment 5+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Gold Materials
0 Legionary Melee Combat-1 1 10 Weapon
1 Tesserarius Leadership-1 2 50 Hound
2 Signifier 3 50 Weapon
3 Op�o 4 100 Armor
4 Centurion Riding-1 5 100 Mount
5 Princeps 6 200 +1 SOC
6 Primus Pilum 7 200 Steed
Skills and Training
1D Personal Development Service 1D Specialist Advanced Educa�on
1 +1 STR Cra� 1 Cra� Medicine
2 +1 DEX Archery 2 Leadership Rulership
3 +1 END Ar�llery 3 Stealth Jack o’ Trades
4 Athle�cs Melee Combat 4 Liaison Leadership
5 Melee Combat Recon 5 Survival Art
6 Carousing Riding 6 Ar�llery Tac�cs

Mishaps
1D Mishap
1 Wounded! You are seriously wounded in ba�le. Roll twice on the Injury table and take the lower result.
2 Blood Ties! You are considered too bloodthirsty for your unit. Gain an Enemy.
3 Scared! You have seen too much death and bloodshed. Take a -1 to your SOC.
4 Betrayed! You are betrayed by a friend. One of our Allies becomes an Enemy. If you don’t have an Ally, you still gain
an Enemy.
5 Revolu�on! You are caught up in the poli�cs of the nobles. Gain an Enemy.
6 Plague! Disease runs through your unit. You must permanently reduce your END by one or roll on the Injury table
(Player’s Choice).

Events
2D Event
2 Disaster – Horrible things happen to honest soldiers. You must roll on the Mishap table, but you may continue to fight
and may stay in this career.
3 Command – you lead a forma�on of soldiers into ba�le. Gain a level in either Leadership or Tac�cs.
4 Barbarians – You are a�acked by primi�ve barbarians. Throw Melee Combat 8+. If you fail, roll on the Injury table.
5 War – Your army is involved in a war with another kingdom. Throw INT 8+ or Survival 8+. If you succeed, gain an extra
Benefit roll. If you fail, roll on the Injury table.
6 Impressed – You are attacked and forced to work on a sea-going ship. Throw END 8+. If you succeed, gain a level of
Watercra�. If you fail, lose a Benefit roll.
7 Life Event – Roll on the Life Event table.
8 Art of War – You study the Art of War. Gain a level of Tac�cs.
9 Bureaucracy – You get caught up in the politics of the military. Throw INT 8+. If you succeed, gain one level of Rulership
or Leadership.
10 Construc�on – You are part of a group building the machines of war. Gain a level of Cra�.
11 Cavalry – You are part of a mounted unit. Gain a level of either Animals or Riding.
12 Hero! You fight heroically in a ba�le and are automa�cally promoted.

23
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SORCERER
You prac�ced the dark arts of magic. Qualifica�on EDU 9+
Survival INT 8+
Advancement EDU 5+
Re-Enlistment 6+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Gold Materials
0 Ini�ate Sorcery-1 1 20 +1 EDU
1 Journeyman 2 50 Spell
2 Magician 3 50 Focus
3 Enchanter 4 100 Familiar
4 Wizard Alchemy-1 5 100 Spell
5 Mage 6 200 Magic Item
6 Archmage 7 300 Talisman
Skills and Training
1D Personal Development Service 1D Specialist Advanced Educa�on
1 +1 END Science 1 Religion Alchemy
2 +1 DEX Alchemy 2 Streetwise Religion
3 +1 INT Decep�on 3 Art Leadersip
4 +1 EDU Inves�ga�on 4 Medicine Jack o’ Trades
5 Decep�on Ar�fice 5 Liaison Medicine
6 Carousing Sorcery 6 Cra� Science

Mishaps
1D Mishap
1 Explosion! While preparing a par�cularly difficult ritual, something goes wrong. Roll on the Injury table.
2 Mishap! While casting a spell, you suffer a critical failure. Roll on the Spellcasting Mishap table in the Sorcery chapter.
3 Corruption! While learning to cast Grey or Black magic spells, you are corrupted. Gain 1D6 Corruption Points, but also
gain one Grey or Black Magic spell.
4 Muta�on! A spell goes horribly wrong and you are mutated. Roll on the Muta�ons table in the Sorcery chapter.
5 Betrayed! You are betrayed by an apprentice or another sorcerer. One of your Allies becomes an Enemy. If you have
no Allies, you s�ll gain an Enemy.
6 Injured! During a ba�le, you are wounded. Roll twice on the Injury table and take the higher result.

Events
2D Event
2 Disaster – Magic is dangerous. Roll on the Mishap table, but you may continue to practice magic and you may stay in
this career.
3 Daemons – While working with magic you encounter a daemon. Throw Sorcery 8+ or Melee Combat 10+. If you fail,
roll on the Injury table.
4 Adventure – You join a band of vagabonds on an adventure. Throw END 8+ or Sorcery 8+. If you succeed, gain one level
of Animals, Survival, or Riding. If you fail, roll on the Injury table. Either way, gain an extra Benefit roll.
5 Nobility – You are commissioned by a noble to cast a ritual spell. Throw Sorcery 8+. If you succeed, gain a noble Ally.
If you fail, gain a noble Enemy.
6 Religion – While studying magic, you encounter a miracle. Throw EDU 8+. If you succeed gain a level in Religion. If you
fail, take a DM-2 on your next Advancement roll.
7 Life Event – Roll on the Life Event table.
8 Travel – While searching for rare magical ingredients, you spend a lot of time travelling. Gain one level of Animals,
Riding, Survival, or a Language.
9 Hard Work – Some�mes even a great sorcerer must work for a living. Gain one level of Art, Cra�, or Medicine.
10 Relic – You create, find, or steal a magical item. Gain a random Magic Item.
11 Study – You gain theore�cal knowledge. Gain either +2 EDU or a level in Science.
12 Fame – Your skills with magic are well known. You are automa�cally promoted.

24
T�� S���� �� C������
VAGABOND
You drifted from place to place, never fitting into proper Qualifica�on Automa�c
society. Survival END 7+
Advancement INT 6+
Re-Enlistment 4+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Gold Materials
0 Streetwise-1 1 10 Weapon
1 2 20 Hound
2 3 30 Ally
3 Survival-1 4 30 Weapon
4 5 100 Ally
5 6 100 Mount
6 7 200 Mount
Skills and Training
1D Personal Development Service 1D Specialist Advanced Educa�on
1 +1 STR Survival 1 Watercra� Art
2 +1 DEX Streetwise 2 Cra� Jack o’ Trades
3 +1 END Melee Combat 3 Art Leadership
4 +1 INT Riding 4 Animals Rulership
5 Melee Combat Stealth 5 Athle�cs Medicine
6 Carousing REcon 6 Decep�on Science

Mishaps
1D Mishap
1 Wounded! Life of a wanderer is very difficult. Roll on the Injury table.
2 Hunted! Either the law or criminals are out to get you and vow to hunt you down. Gain an Enemy.
3 Crossfire! You are caught between two rival gangs. You must flee with just the clothes on your back. Throw Streetwise
10+. If you succeed, you may stay in this career.
4 Illness! Your �me on the road exposes you to strange diseases. Reduce your END by one point.
5 Betrayed! One of your Allies betrays you. Change one Ally into an Enemy. If you have no Allies, you are still betrayed
and gain an Enemy.
6 Lost! You don’t know what happened. There is a gap in your memory.

Events
2D Event
2 Disaster – The streets are mean. Roll on the Mishap table, but you continue your wandering ways and may stay in this
career.
3 Beggar – You are reduced to begging to survive. Throw END 8+ to avoid a roll on the Injury table.
4 Traveller – You join with other vagabonds and travel around. Throw INT 8+ or Deception 8+. If you succeed, gain one
level of Survival, Streetwise, or Decep�on. If you fail, lose one Benefit roll.
5 Foreigners – Your travel among strangers. Gain an Ally or a Language.
6 Tramp – Your wandering takes you across the seas. Throw INT 8+ to gain a level in Watercra�.
7 Life Event – Roll on the Life Event table.
8 Work – You get a chance for honest work. Throw END 8+ or INT 8+. If you succeed, gain one level of Art, Craft, or
Steward.
9 Unskilled – You are hired as an unskilled laborer. Throw END 8+. If you succeed, make an extra roll on the Personal
Development table.
10 Thief – You do what it takes to survive. Gain a level in Decep�on, Stealth, or Cra�.
11 Scavenger – You manage to find something interes�ng. Gain a Magic Item.
12 Legend – You become a legend among wanderers. You are automa�cally promoted.

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LIFE EVENTS
When instructed to roll for Life Events, use the table
most appropriate to your character's homeland or
location – Hinterlands, Village, or City. Finally, certain
throws on the Life Events tables may prompt a roll on
the Unusual Events table, given below.
Life Event - Hinterland
2D Event
2 You are attacked during a hunt. Throw Archery or Melee Combat 8+; if you fail, roll on the Injury table. In any case,
gain one level of Survival.
3 A natural disaster or war changes your fortunes for the worse. Lose a Benefit roll.
4 A close friend betrays you. Change one of your Allies into an Enemy. If you have no Allies, you s�ll gain an Enemy.
5 The local noble takes an interest in you, for better or worse. Either gain an Ally but lose a Benefit roll or gain an Enemy
and gain a Benefit roll.
6 You spend �me in the big city. Roll on the Life Event – City table.
7 You form a close rela�onship with someone. Gain an Ally.
8 You travel to far off loca�ons and meet new peoples. Gain a Language.
9 Traders teach you more of the outside world. Gain +2 EDU.
10 You come into an unexpected inheritance. Gain 1D6*10 GP.
11 You have a very good year. Gain an extra Benefit roll.
12 Strange things happen. Roll on the Unusual Event table.

Life Event - Villlage


2D Event
2 You are injured or become sick. Roll on the Injury table.
3 Your village is attacked by raiders or barbarians. Lose a Benefit roll but gain a level in either Melee Combat or Archery.
4 A roman�c rela�onship ends. Badly. Gain an Enemy.
5 You work hard to help your village prosper. Gain an Ally and a jealous Enemy.
6 You travel to the big city or other exo�c loca�on. Gain a level in Language or Streetwise.
7 You are married or form a close bond to someone else. Gain an Ally.
8 You do something heroic that everyone sees. Gain +1 SOC.
9 Traders come to your village and discover that you have something valuable. Gain an extra Benefit roll.
10 Something good happens to you. Gain 1D6*10 GP.
11 A noble wants what you have. Lose a Benefit roll or an Ally.
12 Weird things are happening. Roll on the Unusual Event table.

Life Event - City


2D Event
2 You are mugged on your way home from the tavern. Roll on the Injury table.
3 A rela�onship ends, badly. Change an Ally into an Enemy. If you don’t have an Ally, you s�ll gain an Enemy.
4 A plague sweeps through the city and you fall victim to it, barely surviving. Throw Medicine 8+ to successfully treat
your ailment; if you fail, you must either lose 1 point of END and 1 point of STR or roll on the Injury table.
5 Fire sweeps through your neighborhood. Throw DEX 8+. If you succeed, lose one Benefit roll. If you fail, roll on the
Injury table.
6 You commit or are the victim of a crime. You must flee for your life. You must end your career and begin adventuring.
With the Referee’s permission, you may take one term in the Vagabond or Rogue career next term before starting your
adventuring career. You lose all mustering out benefits, other than those granted by that one term in Vagabond or
Rogue (if permi�ed by the Referee).
7 You gain an important friend or lover. Gain an Ally.
8 You travel to far off lands. Gain a Language.
9 Unexpected wealth comes your way. Gain 1D6*10 GP.
10 Something good happens to you. Gain an extra Benefit roll.
11 You briefly come in contact with royalty or a high noble. Throw SOC 8+ to gain a royal Ally.
12 Something strange happens to you. Roll on the Unusual Event table.
Unusual Events
2D Event
2 You discover that you have a talent for magic. Gain one of Alchemy, Ar�fice, or Sorcery.
3 You find out you are the illegitimate child of a noble. On their death bed, they acknowledge you and grant you a
Freehold. If you are already a noble, you are granted a Holding. You also gain a noble Enemy. Family details are left to
the Referee.
4 There is a devasta�ng accident and you lose everything. Lose all the Benefit rolls you have earned to this point.
5 You are attacked and left for dead. Throw END 8+ to get out with flesh wounds. If you fail, roll twice on the Injury table
and take both results.
6 Someone really hates you. Gain an Enemy.
7 You develop a close group of friends. Gain an Ally.
8 A magical creature is a�racted to you. Gain a Familiar.
9 You find something strange and wonderful. Gain a Magic Item.
10 You come into unexpected wealth. Gain 1D6*100 GP.
11 You don’t know what happened to you. Almost a year has gone by and you have no memory of what happened, where
you were, or who you were with. We recommend that the Referee use this for nefarious plot hook purposes.
12 You encounter one of the gods or another type of supernatural being. Gain one level of the Religion skill and a +1 SOC.

26
T�� S���� �� C������
MUSTERING OUT - MATERIAL • Hound: gain a war-dog or a hunting dog (see the
equipment chapter).
BENEFITS
• Instruments: scientific or medicinal tools used by
Characters may gain one or more of the following a scholar or physician (player's and Referee's
material benefits: choice).

• Ally: gain an important and useful relationship • Magic Item: gain a single-use magic item, such as
with a person or group who can provide you with a po�on or a scroll of any kind or circle.
significant favors: a fence may allow trade in • Mount: gain a mount valued up to 50gp. The
stolen goods, while a bishop can serve as patron exact species and breed are up to the Referee,
and supply highly useful information on church depending on the campaign world. This may be a
politics. Allies typically stay in one place, but horse, a mule, a dinosaur, or even a giant insect.
some do move around. Abusing allies and not Multiple instances of this benefit allow either
reciprocating the pre-existing positive mul�ple animals or a more expensive mount.
relationship can lead to the loss of the ally. Note
that characters with a positive SOC DM gain a • Retainer: gain a loyal retainer (see the
number of free allies equal to that DM. Equipment chapter) with a highest relevant skill
of 1. The retainer has morale DM+2. You must
• Armor: gain a single suit of armor up to 30gp in s�ll pay the retainer's monthly salary.
value. Multiple instances of this benefit allow
either multiple suits of armor or a more • Ship: gain a small galley or sailing ship. You may
expensive armor. only receive this benefit once; reroll in any
further case. It is recommended that only one
• Enemy: gain a significant rival who will strive to character in the group will own a ship. The
make your life difficult. The enemy is neither character is responsible for upkeep and crew
omnipresent nor (necessarily) the main threat costs and may, alterna�vely, sell the ship.
your character will face but will appear from time
to �me to cause you misery. • Spell: gain knowledge of a single spell, of any
circle, beyond those given by your Sorcery skill.
• Familiar: gain a special intelligent animal bound See the Sorcery chapter for further informa�on.
to you by magic. It may speak to its owner and is
at least as smart as a young child. Familiars • Steed: gain an excellent mount, worthy of a
should have specific abilities based on species, at noble rider, at a value of up to 150gp. Multiple
the Referee's discretion. The character may not receptions of this benefit allow either multiple
have more than one familiar; if they roll Familiar steeds, or a more expensive steed. The exact
more than one, any additional result grants a species and breed are up to the Referee based on
Magic Item. the campaign world. Noble steeds may have
further qualities, such as increased speed or a
• Focus: gain a single rechargeable focus for a spell special color, at the Referee's discre�on.
you know. See the Sorcery chapter for further
details. • Talisman: gain a lesser talisman attuned to you.
See the Sorcery chapter for further details.
• Freehold: gain some minor commoner's
property at the Referee's discretion – a farm in • Thieves’ Tools: gain a set of Thieves’ Tools, used
the countryside or a townhouse. The character for picking locks and disarming traps and other
may rent this property to tenants for 10gp a mechanical contrap�ons.
month. • Weapon: gain a single weapon valued up to 30gp
• Holding: gain a minor noble property at the in value including ammunition. Multiple
Referee's discretion – a small tower on the instances of this benefit mean either multiple
borderland, a mansion in a major city-state, or a weapons or a more expensive weapon.
manor and surrounding farmland in civilized
lands. The Referee should strive to link this fief to
adventures. The holding generates 150gp a
season (600gp per year) in revenue. Note that
this is not a proper "domain" – only part thereof
- and that the character is not made a ruler by
virtue of this benefit.
• Holy Symbol: gain a symbol of your faith, made
of high-quality materials.

27
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INJURY
Various events (and Mishaps, if you are using this
optional rule) call for rolls on the Injury table. In such
a case, throw END 8+. Note the Effect of the throw
and refer to the following table. Apply DM-1 if the
character is in a military career.

Injury Table
Effect Result
-6 or less Character is severely injured with lasting implications. Roll 1D: 1-2, character loses a hand; 3-4, character
loses an eye; 5-6, character loses a foot
-5 to -2 Character is injured and heals badly, though all limbs and organs function normally. Reduce your physical
characteris�cs by 1 each.
-1 Character is injured and does not heal completely, though all limbs and organs function normally. Reduce
one physical characteris�c by 2.
0 Character is injured and suffers mild lasting injuries. Roll 1D: 1-2, character is badly scarred; 3-4, character
loses a finger; 5-6, character loses several teeth.
1 to 5 Character is obviously scarred, though not severely so.
6 or more Lightly injured. No permanent effects.

AGING
Characters must make aging rolls beginning at the
age of 30. At the end of the 4th term, and on the end
of each subsequent term, throw 2D on the following
table. The character’s total number of terms serves as
a nega�ve DM to the throw.

Aging Table
2D Effect of Aging
-6 Reduce three physical characteris�cs by 2, reduce one mental characteris�c by 1
-5 Reduce three physical characteris�cs by 2.
-4 Reduce two physical characteris�cs by 2, reduce one physical characteris�c by 1
-3 Reduce one physical characteris�c by 2, reduce two physical characteris�cs by 1
-2 Reduce three physical characteris�cs by 1
-1 Reduce two physical characteris�cs by 1
0 Reduce one physical characteris�c by 1
1+ No effect

AGING CRISIS OPTIONAL RULE: SKILL PACKAGES


If any characteristic falls to 0 due to aging, the To facilitate play and ensure that the characters
character must throw 6+ to survive. If still alive, they possess a skill set that covers all basic aspects of their
will now have that characteristic at 1, and must retire adventures (such as sailing the high seas or exploring
from their career. the wilderness), the Referee may allow players to
choose a skill package in addition to any skills they
earned in their careers. Each character may choose
OPTIONAL RULE: SURVIVAL AT A COST one of the skills from the chosen package. They
receive the skill at Level-1. Two characters may
Under the above rules, a character that fails a Survival
choose the same skill. Characters cannot choose a
throw dies. However, some merciful, or sadistic,
skill they already have. The table below provides five
Referees may allow the character to survive, albeit at
useful examples of skill packages. Referees are free to
the cost of serious injury. The character must throw
create more skill packages for their campaigns. Note,
on the Mortal Wounds table (see the Combat
the total skill level maximum of IND+EDU still applies
chapter) at a total DM of +0. After suffering their
for each character.
wounds, the character must leave their career.
Skill Packages
Campaign Style Skill Package
Explora�on Recon-1, Cra�-1, Riding-1, Science-1, Survival-1
Military Leadership-1, Ar�llery-1, Melee Combat-1, Archery-1, Tac�cs-1
Seafaring Watercra�-1, Ar�llery-1, Cra�-1, Recon-1, Medicine-1
Trading Rulership-1, Liaison-1, Carousing-1, Streetwise-1, Steward-1
Criminal Streetwise-1, Stealth-1, Rulership-1, Recon-1, Decep�on-1

28
T�� S���� �� C������
EXAMPLE OF CHARACTER GENERATION from the Exploration Skill Package, and Gregor picks
up Survival-1. This puts Gregor’s skill level total at 12,
1. Optio Gregor Kun. We begin by rolling 2D six times, equal to the total of INT 8 + EDU 4 = 12 skill levels
with the following results: STR 7 DEX 4 END 8 INT 8 available to Gregor! Finally, Gregor gets one Trait
EDU 4 SOC 4. Gregor is a clumsy, oafish youth with from the list. The obvious choice is Rain of Arrows,
barely any literacy, and no social prospects. His allowing Gregor to be very effective with his short
background from a village gives him Animals-1. At bow.
least he’s relatively tough, strong, and smart. It looks Gregor Kun: STR 7 DEX 5 END 8 INT 8 EDU 4 SOC 4.
like the local legion is recruiting after a hard battle, Animals-1, Archery-2, Artillery, Athletics-1, Craft,
and Gregor enlists easily (Qualification 11). He gets Leadership-1, Melee Combat-2, Recon-1, Riding,
the basic Soldier service skills: Craft, Archery, Stealth-1, Survival-1, Tactics-1, Watercraft-1. Trait:
Artillery, Melee Combat, Recon and Riding at level 0. Rain of Arrows, Weapon, Armor, Cash 100. 3 Terms.
The legion is rebuilding, so Gregor doesn’t see any Gregor is an experienced fighter with a head for
action this term (Survival 11). He is also a Legionary tactics, an abundance of scars, false teeth, and a chip
(Rank 0), which means gaining Melee Combat 1. He is on his shoulder because his low social status
put through a lot of service training as an Archer prevented him from really shining in the local city
(Archery-1) and Personal Development (DEX +1 to military. He’s got a short bow, a battered, but reliable,
DEX 5). Despite his lack of manners and connections, suit of Leather armor, a short sword, a set of false
Gregor advances easily to Tesserarius: Rank 1, rolling teeth, and no future plans.
10 -1 = 9 (-1DM for SOC 4), gaining Leadership-1 and
Recon-1 as an Advancement skill. Gregor has made it 2. Alazar: Josh rolls the following attributes: STR 6
as a low-level leader of skirmishers. His superiors DEX 12 END 5 INT 9 EDU 11 SOC 2. The dice giveth,
recognize his talents, and he gains additional and the dice taketh away. The obvious choice is some
Command experience (Event table), gaining Tactics-1. sort of Rogue, but there’s a neat story here. Josh
Gregor happily re-enlists (roll 7). decides to make a Sorcerer and picks Streetwise-1 for
an urban background skill. Our young street urchin is
Gregor’s second term is less happy-go-lucky. He fortunate to have caught the eye of a wizard, who
survives easily enough (roll of 10), and his time as a uses the lad as an errand boy, and eventually earns
skirmisher gives him Athletics-1. He manages to his place as an apprentice. He qualifies for the
advance to Signifier (Rank 2), gaining another level of Sorcerer career (8 + 1 for EDU 11 = 9) and gains
Archery (total Archery-2) among the skirmishers as a Science, Alchemy, Deception, Investigation, Artifice,
noted commander. Things take a turn for the worse and Sorcery as service skills. Josh rolls for survival,
when war breaks out (Event table). Gregor serves making it easily with a 12. The young apprentice gains
valiantly, but is disfigured, losing all his teeth during a Science-1, as he learns the ropes of the wizard’s
bloody battle: he fails to avoid injury, but rolls 11 on laboratory. He also gains Sorcery-1 as a Rank-0
the Injury table, for a total of 10 because he is a Sorcerer. He is talented, and advances (rolls 11 + 1 =
Soldier. Gregor will have many stories to tell over the 12), gaining Artifice-1 as a skill. As a first term event,
set of false teeth that he needs from now on. Josh rolls a 3: Daemons! The curious and foolish
Gregor’s third term is filled with more hardship! He apprentice attempts a spell and it goes horribly awry.
survives and hones his skills in Melee Combat (now But the daemon that appears is not beyond this
Melee Combat-2), and advances to Optio (Rank 3), apprentice’s abilities: a roll of 11 + 1 (Sorcery skill
despite finding it increasingly difficult to make level) = 12 means that the apprentice defeats the
headway due to his low birth (rolled an 8 - 1 = 7 for creature! He is, however, severely punished. The re-
Advancement). He partakes in sneak attacks and enlistment roll is 10.
other missions where stealth is paramount (Stealth-
1). Unfortunately (Event Table roll of 6), all this takes
place at sea! Gregor was impressed and spent four
years as a commander of archers and as a boarding
marine officer on a war-galley. He did not learn how
to swim but did learn how to pilot a boat (Watercraft-
1). Gregor got the message that climbing the ranks
despite his low station was only going to make life
more difficult for him. He left the army after twelve
years (three terms), with a small bag of coins (100
gold), a wicked sword, and a suit of armor (results of
4, 3, and 4 on the cash, weapon, and armor on the
mustering out benefits tables respectively). The
Referee is offering all characters a single skill pick

29
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In the second term, the survival roll is 7 + 1 (EDU) = 8. The Rank 0. Shireen easily advances to Rank 1 (roll of 9 + 1 = 11)
apprentice pushes boundaries, and barely makes it through and gains another rank in Deception. The Event table is not
the term alive. He is powerful, curious, and very, very kind: Life Event, Crime! Shireen has committed a murder
ambitious. But he hides all this behind a mask of and has to flee, or she will be executed! Georges and
obsequious service, gaining Deception-1 as a term skill. He Referee discuss things and decide that another term as a
works hard and is promoted (7 + 1 = 8), gaining a valuable Vagabond will be fine.
level of Sorcery. As an event, the dice come up 6: Religion.
Shireen survives her second term (10) and gets to pick one
Our budding sorcerer has encountered an honest-to-
Service skill at level 0 as her new career basic training. She
goodness miracle in the form of an unholy spirit that kills an
chooses Survival. She also gains a level in Streetwise, since
intruder and with extra study, Josh’s character gains a level
she is a Rank-0 Vagabond. Rolling on the Service skill table
of Religion-1 (the roll is 9 + 1 = 10) as he determines what
for her term’s skill and gets Melee Combat-1. She rolls for
exactly happened, and how to harness that power…
advancement, and makes it easily, getting Carousing. Her
Meanwhile, the roll to re-enlist is a 7.
Event has her working as unskilled labor, and she rolls on
Term 3 starts off well enough: the sorcerer survives the the Personal Development table, getting INT+1. She gains
term rolling 8 + 1 = 9, and gains another level of Deception, one benefit roll as a Vagabond and gets an Ally. Her
and is promoted to Rank 3, gaining Art-1. This marks the Campaign skill package pick (from the Exploration Package)
moment when the sorcerer’s master realizes that Josh’s is Riding-1. She also gets a single trait, and picks Empath to
apprentice is a growing threat and sends him back onto the help her through social interactions. Georges thinks that
streets to use his talents making money for the wizard. This her ally might be her crime family, which can occasionally
coincides well with the Event table roll of Hard Work, and be called upon for help in s�cky situa�ons.
the apprentice spends time learning how to become a
Shireen Fa’ayed: STR 6 DEX 8 END 7 INT 12 EDU 7 SOC 9.
healer, gaining Medicine-1. After three terms, it is nearly
Carousing 2, Craft, Deception-2, Melee-1, Recon, Riding-1,
time to end character generation, but Josh wants one more
Stealth, Streetwise-2, Survival. Ally, Empath. 2 Terms
term.
Term 4 is easily survived (8 + 1 = 9), and the apprentice is
welcomed back under the wizard’s tutelage (Sorcery skill
level). Promotion gains the character another level in Art.
The wizard’s hospitality was short-lived. The Event table
result is Life Event: Fire! Josh rolls DEX (7 + 2 = 9) to only
lose one Benefit roll. But it seems that the entire
neighborhood where the wizard lived went up in smoke.
The appren�ce was one of the few survivors.
Josh chooses to end the character generation, picks a
name, Alazar, and rolls four times on the mustering out
benefit tables: one cash result of 20 gold, and three
Material benefits, a Spell, a Focus, and a Familiar. Josh picks
Craft-1 from the Exploration Skill package, and two traits:
Thief, and Sensing Power.
Alazar: STR 6 DEX 12 END 5 INT 9 EDU 11 SOC 2. Alchemy,
Art-2, Artifice-1, Craft-1, Deception-2, Investigation,
Medicine-1, Religion-1, Science-1, Sorcery-3, Streetwise-1.
Traits: Thief, Sensing Power. Spell, Focus, Familiar, 20 gold.
4 terms. He has 7 known spells, and the Referee rolls them
randomly: one D6 roll determines Circle power, a D3
determines Shade, and a D6 determines which spell: Charm
Animal, Conjure Imp, Hypnotic Pattern, Rebirth, Starfall,
Thunderclap, and True Seeing. Alazar is a powerful sorcerer.
This gains him 8 points of Corruption, and were he a better
person, he might feel badly about that. Josh and the
Referee determine that Alazar’s familiar is an old black cat
with one dead, milky eye. It is named Mephisto, and
Stealth-3 its only skill.
3. Shireen Fa’ayed. Georges rolls up the final character in
this nascent adventuring group: STR 6 DEX 8 END 7 INT 11
EDU 7 SOC 9. A clever young girl from a well-off family. Only,
it is a crime family, and Shireen enters the family trade as a
Rogue. Her upbringing in a city gives her Carousing-1 as a
background skill.
In the first term, she qualifies as a Rogue (11), and rolls to
Survive, getting a 7. She gains Streetwise, Craft, Carousing,
Deception, Stealth, and Recon as her service skills. She then
rolls Deception-1 as a skill and gets Streetwise-1 for her

30
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TRAITS
All characters who underwent a career gain traits. BACKSTAB
Traits represent focused abilities and areas of training
which may overlap with skills or characteristics. A Prerequisite: Melee Combat skill
character receives one Trait per 3 Terms in character The character knows how to deliver a lethal blow to
generation (round up). For example, a character who an unsuspec�ng vic�m.
served 1 Term before starting as an Adventurer would
receive 1 Trait. A character that served 4 Terms would When attacking an unaware target in melee, attack at
get 2 Traits. DM+2 and add 1D to the a�ack's damage.

Any character may choose any Trait they meet the


Prerequisites for. BATTLEMAGE
Note that when the Prerequisite is a skill, this means Prerequisite: Sorcery skill
Skill-1 or higher. Skill-0 do not suffice.
The character knows how to use sorcery in combat.
Some Traits use a "throw 3D and pick the higher two" They gain DM+1 to initiative throws when attempting
mechanic. For example, if you throw three dice and to hastily cast a spell in combat. Furthermore, when
get a roll of 2, 3, and 5, your result will be 8 (3+5), as making an opposed throw to dispel magic or
the 2 is discarded. overcome magic resistance, the character throws 3D
and picks the highest two.
You may purchase traits after character generation at
the cost of 10 XP each.
Most non-adventuring, noncombatant NPCs will not BEAST FRIENDSHIP
have a Trait. Especially talented NPCs might have one
Prerequisite: Animals skill
Trait. Referees should choose the Merchant,
Profession, or Trade Traits. The character is well-versed in the natural world.
When using the Animals or Science skill to identify
flora or fauna, the player throws 3D and picks the
TRAIT LIST highest two. Furthermore, the character may take
animals as loyal "retainers" (morale DM+2).
AWARENESS
Prerequisite: INT 9+ BERSERKER
The character has sharp senses and is difficult to Prerequisite: END 9+
surprise.
The character can become enraged when injured in
When rolling the Recon skill to avoid surprise (even combat, a�acking with blind rage.
unskilled), the character throws 3D and picks the
highest two. When injured in combat, assuming the character
remains conscious, they may elect to unleash their
Note that this trait does not apply when the character rage. This grants DM+1 to hit and DM+2 to damage in
is setting up a deliberate ambush; the Hunter Trait melee combat, but also grants the character's
covers that instead. enemies DM+1 to hit them. This lasts until the end of
that combat encounter and the character may repeat
it in any additional combat encounters in which they
ASSASSIN suffer new damage.
Prerequisite: Melee Combat skill
The character knows how to hit weak spots in the BLIND FIGHTING
enemy's armor in melee combat.
Prerequisite: Melee Combat skill
When attacking in melee, if the to-hit throw's Effect is
+6 or be�er, ignore the target's armor. The character knows how to fight in darkness, using
senses other than sight.
When fighting in melee combat, the character suffers
no negative DM to hit for fighting in dim light and
only DM-1 for figh�ng in total darkness.

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COMBAT HEALER EMPATH
Prerequisite: Medicine skill Prerequisite: None
The character is trained in combat medicine and The character can easily read another person's
capable of bringing wounded comrades back to emo�ons.
figh�ng condi�on.
Whenever trying to determine an NPC's emotional
As an action in combat, the combat healer may throw state, or find out if an NPC is lying, the empath throws
Medicine 6+ to immediately revive an unconscious 3D and picks the highest two. This also applies to
character with Minor Wounds. The revived character games of chance and bluffing, such as poker, where
will still be wounded and prone. However, they will "reading" the rival is a central aspect to the game. At
be able to act in the following combat round. the Referee's discretion, this may also apply to
Carousing or Liaison throws in certain occasions.

COMBAT READINESS
FAMILIAR
Prerequisite: Archery or Melee Combat skill
Prerequisite: Sorcery skill
The character is quick to act and react in combat.
The character gains a special intelligent animal bound
Gain DM+1 to all Initiative throws. This also applies
to you by magic. It may speak to its owner and is at
when cas�ng spells.
least as smart as a young child. Familiars should have
specific abilities based on species, at the Referee's
discretion. A character may not have more than one
ALLY
familiar. This allows you to gain a familiar when you
Prerequisite: None didn’t receive one as a Mustering Out Benefit.
The character has highly useful connec�ons.
Gain one Ally (see the Character Generation chapter). FAST HEALING
Prerequisite: END 9+
CONTORTIONISM The character recovers on their own from a Minor
Wound within 1D hours (normally one day) in the
Prerequisite: DEX 9+
absence of treatment, and from a serious wound
The character is extremely flexible and can squeeze within 3D days of medical care. This is not cumulative
or fold their body in a manner atypical of humans. with the increased rate of healing when successfully
The character may throw DEX 10+ to escape from treated by a Surgeon (see below).
bonds or chains or to slip through bars or portcullises.
If they fail, they may retry the roll only if something
has changed: they’ve been thrown on their backs, or GHOST
are moved to a new loca�on, for example.
Prerequisite: Stealth skill
The character is experienced in using the cover of
DANGER SENSE darkness to their advantage.
Prerequisite: DEX 9+ When sneaking in darkness conditions—where the
DM-2 penalty to hit due to darkness would apply—
The character instinctively senses danger and can try
the ghost throws 3D and picks the highest two for
to evade enemy attacks even when generally
Stealth rolls.
unaware of the assailant.
When the character is attacked by an enemy the
character is unaware of, throw DEX 8+; if successful, HARDY
the character uses the Dodge or Parry bonus (see the
Prerequisite: END 9+
Combat chapter for further details). It can be very
difficult to ambush this character effec�vely. The character is particularly hardy and resistant to
injury.
Reduce the damage of the first (and only the first)
successful attack on the character in a given battle by
2D.

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HUNTER MASTER SAILOR
Prerequisite: Recon skill Prerequisite: Watercra� skill
The character is an expert in ambushing prey, both animal The character is an expert seaman and can easily
and sen�ent. outmaneuver others.
When making a Surprise throw from ambush, the hunter When throwing for Advantage in naval chase, the character
throws 3D and picks the highest two. throws 3D and picks the highest two.

ILLUSION RESISTANCE MERCHANT


Prerequisite: INT 9+ Prerequisite: Liaison or Streetwise skill
The character is hard to fool by magic. When making a The character knows how to get the best deals for goods
throw to resist an illusion spell, the character throws 3D and services. Any item the character purchases costs only
and picks the highest two. At the Referee's discretion, this 90% of its list price, and any item the character sells goes
Trait might also help in opposed throws against the for 110% of its base price. If both the seller and the buyer
Decep�on skill. have this Trait, make an opposed Liaison or Streetwise (as
appropriate) throw to determine who gets the bonus.

IMMUNITY
MYSTIC AURA
Prerequisite: None
Prerequisite: Sorcery skill
The character is particularly resistant to toxins and
pathogens. The character projects their magical power in an awe-
inspiring manner. When making a reaction throw to
When making a throw to resist poison or disease, the
impress or intimidate other people, the character throws
character throws 3D and picks the highest two. When a
3D and picks the highest two. On a "natural" throw of 12,
healer treats this character for poison or disease, they too
the target is so impressed that they act as Charmed (per the
throw 3D and picks the highest two.
charm person spell) when in the sorcerer's presence; the
Aura’s effect ends within 1 hour, but the positive
impression persists.
LOW PROFILE
Prerequisite: DEX 9+
PACKRAT
The character knows how to u�lize cover very effec�vely.
Prerequisite: None
When the character is behind hard cover, treat that as
heavy cover (DM-3 to hit the character). The character knows how to pack and carry equipment
efficiently.
The packrat is unencumbered when carrying up to twice
MARKSMAN their STR in items, and up to three times their STR when
Prerequisite: Archery skill carrying a Heavy Load.

The character knows how to kill unsuspecting victims from


a distance. PASSING WITHOUT TRACE
When attacking an unaware target in ranged combat, using Prerequisite: Survival skill
an aimed shot, add 1D to the a�ack's damage.
The character knows how to leave no sign of passage in
wilderness settings, and thus cannot be tracked. They may
MARTIAL ARTIST cover the tracks of two additional persons per rank in the
Survival skill.
Prerequisite: Melee Combat skill
The character is lethal in unarmed combat and can cause
serious harm even without possessing significant physical
might.
When making an unarmed attack, the character's damage
increases to 1D+STR DM rather than the regular STR DM.

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PROFESSION RUNNER
Prerequisite: EDU 9+ Prerequisite: DEX 9+
The character is highly skilled in a civil profession, The character walks and runs very quickly.
such as an advocate, merchant, or scribe and can
The character may move 15m instead of 10m per
earn 25gp per month from practicing this profession.
combat ac�on.
This profession does not replicate any skill but may
enhance (as noted below) certain aspects of a skill,
for example Profession (Advocate) improves
SAGE
Rulership throws related to law and courts.
Prerequisite: EDU 9+
Furthermore, when making a throw related to this
profession, the character throws 3D and picks the The character is an expert in a particular area of
highest two. knowledge, such as astronomy, history, or
mathematics. When making a throw related to that
Note that this Trait can never augment Melee
area of knowledge, the sage throws 3D and picks the
Combat, Archery, Artillery, Sorcery, Alchemy, or
highest two.
Ar�fice.

SENSING POWER
PROPHECY
Prerequisite: Sorcery skill
Prerequisite: Religion skill
The character has a "sixth sense" related to magic.
The character dreams and feels the past and the
They immediately feel when someone casts a spell
future. The Referee should make these visions both
within 30m, even if the caster is concealed, and can
cryptic and, occasionally, useful. Furthermore, one
tell if someone used magic within the location in the
per week, the character can commune (per the spell)
past 24 hours.
without requiring a Sorcery throw or risking a
mishap.
SIGNATURE WEAPON
RAIN OF ARROWS Prerequisite: Archery or Melee Weapon skills
Prerequisite: Archery skill The character is particularly proficient in using a
specific weapon.
The character has mastered the bow and can perform
amazing feats of arms with it. Choose one specific weapon, such as a character’s
favorite sword or longbow; when attacking with that
When an arrow shot by the character "drops" an
specific weapon, the character gains a DM+1 to hit.
enemy (causes them to fall unconscious or die), the
character may immediately attack another enemy You may choose this Trait multiple times, each
with the same bow. The character can do so only applied to a different weapon.
once per combat round.
Note that this trait does not apply to a class of
weapons (daggers), nor to a model of weapon
(longbows), but to a specific weapon the character
RIDER owns (the character's serrated dagger gifted to him
Prerequisite: Riding skill by the head of his assassin's guild).
The character is trained in riding animals, Earthly and
alien beasts alike.
SPELLS
When making a throw to remain mounted on an
Prerequisite: Sorcery skill
animal, or when rolling for Advantage in a chase, the
rider throws 3D and picks the highest two. The character gains two additional spells, above and
beyond those granted by their Sorcery skill itself. Add
the spells to the character's Codex and Repertoire.

34
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SURGEON VIGILANT
Prerequisite: Medicine skill Prerequisite: INT 9+
The character specializes in advanced medicine. The character constantly looks out for trouble and is
always watching foes, even when on the move.
When treating a seriously wounded character, the
surgeon may throw Medicine 6+ to reduce recovery If the character used both actions in a combat round
�me from 5D days to 2D days. for movement, they automatically enter Overwatch
mode without requiring a further action. This Trait is
The surgeon throws 3D and picks the highest two
not cumulative with potions or plants providing
when throwing to treat Mortal Wounds.
similar effects or gran�ng addi�onal ac�ons.

TALISMAN
WILL TO LIVE
Prerequisite: Sorcery skill
Prerequisite: END 9+
The character gains a Lesser Talisman (see the
When treating a Mortal Wound, any physician, even
Sorcery chapter for further details).
those without the Surgeon Trait, treating the
character throw 3D and picks the highest 2D when
throwing for Trauma Surgery. This is not cumulative
THIEF
with the Surgeon Trait.
Prerequisite: Stealth or Streetwise skills
The character is specialized in stealing goods, then
selling them on the black market.
When fencing stolen goods, the thief throws 3D and
picks the highest two.

THROWER
Prerequisite: None
The character is especially adept at throwing knives
and other thrown weapons.
Effective range for the character's knife and other
thrown weapons becomes STRx2, and maximum
range becomes STRx3.

TRADE
Prerequisite: None
The character is skilled in a particular trade, such as
masonry, carpentry, or blacksmithing. This does not
replicate any skill but may enhance certain aspects of
a skill, for example Profession (Weaponsmith) may
enhance Cra� skills to repair weapons.
When making a throw related to this trade, the
character throws 3D and picks the highest two.

35
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36
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EQUIPMENT
This chapter describes common tools, weapons, and
other items used by adventurers, sorcerers,
GOLD, SILVER, AND OTHER COINS
barbarians, and plucky Earthlings trapped Historically speaking, there were many types of coins,
underneath alien skies. at various values and exchange rates. However, for
Assume that characters begin play with clothes ease of play, trade and shopping in Sword of Cepheus
suitable for adventuring. Other equipment comes uses the well-known "fantasy coinage" system of gold
from mustering out benefits or may be purchased pieces (gp) and silver pieces (sp). This allows
from the character's gold (such as the gold received compatibility with many other fantasy and sword &
on the Gold mustering out tables). sorcery games and adventures, which use similar
coinage. A gold piece is very valuable and equals ten
silver pieces. A single gold piece can keep a peasant
A NOTE ON TECH LEVELS family alive for a month at subsistence level.
Beginning adventurers can live reasonably
Cepheus Light, which served as the basis for the comfortably from several dozen gold pieces a month
Sword of Cepheus rules, uses "Tech Levels" to – paying for accommodations and food at inns rather
describe the wide spectrum of technology from the than living on their own land. See Living Expenses,
Stone Age to the stars. The core Sword of Cepheus below.
book has a much narrower technological spectrum,
and thus it does not list tech levels for its equipment.
Unless otherwise noted, all equipment in this book is RARER COINS
either TL0 or TL1 in Cepheus Light terms. The worlds
this game describes are, for the most part, TL1 Various traditional fantasy and sword & sorcery
worlds. Future supplements may add more advanced books provide treasure in a wider variety of coins
technology, from gunpowder and robots to lasers. than the simple gold and silver of Sword of Cepheus.
Stay tuned for further releases from Stellagama Use the following table to convert these kinds of
Publishing! coins to silver and gold.

In certain Sword of Cepheus settings one can find


both iron—and thus steel—and bronze items. All of
these are TL1 in Cepheus Light terms. However,
bronze weapons suffer DM-1 to hit, and metal armor
made of bronze has one point less armor than the
same item made of iron or steel.

Coinage
Coin Exchange Value
Copper (cp) Silver (sp) Electrum (ep) Gold (gp) Pla�num (pp)
Copper (cp) 1 1/10 1/50 1/100 1/500
Silver (sp) 10 1 1/5 1/10 1/50
Electrum (ep) 50 5 1 1/2 1/10
Gold (gp) 100 10 2 1 1/5
Pla�num (pp) 500 50 10 5 1

ENCUMBRANCE An “item” is anything of significant size: a sword, a 3-


meter pole, a standard length of rope. Larger items
Sword of Cepheus avoids any encumbrance may count as more than one item, and we note them
mechanics that entail the careful accounting of a as such in their description. Small items, such as a
character’s equipment weight. Instead, a character compass, a needle, or a candle, do not count as
may carry a number of major “items” equal to their items, subject to the Referee’s judgment.
STR with no penalty. This represents a Light Load.
Characters may carry items beyond this: up to three
times their STR, which constitutes a Heavy Load. A
heavily loaded character suffers DM-1 to all physical
task throws and can only use a maximum of one
move ac�on in a combat round.

37
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LIVING EXPENSES The SOC ratings are approximate levels of comfort
enjoyed by characters of such standing, and are not
In an adventure deep in the wilderness, characters binding to a certain level of SOC. The Referee may
sleep under the stars, or under small shelters. They decide to grant bonuses to living at a much higher
live off rations and from hunting and gathering food. standard of living than your SOC indicates or
In civilization, however, they will often have to penalties for living at a much lower quality of life than
purchase their accommoda�ons and food. your SOC demands.

The following table provides costs of living. One


column covers the monthly cost of living – which
assumes a long-term purchase of lodging and
groceries. The second indicates daily cost of living,
when adventurers are lodging and eating at inns or
similar establishments.
Living Expenses
Quality of Living Monthly Cost Daily Cost Common Professions
Wretched (SOC 0-1) 1gp 1sp Poor peasants
Poor (SOC 2-3) 12gp 5sp Average peasants
Adequate (SOC 4-5) 25gp 2gp Skilled laborers and journeyman cra�ers
Comfortable (SOC 6-8) 75gp 10gp Master cra�ers and yeoman farmers
Prosperous (SOC 9-10) 300gp 25gp Master professional and knights
Opulent (SOC B-C) 1000gp 50gp Aristocrats
Aristocra�c (SOC D-E) 6000gp 400gp Landed nobility
Royal (SOC F-G) 12000gp 1000gp Worthy of a prince!

38
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ADVENTURING EQUIUPMENT Grappling hook: a large iron hook used for anchoring
a rope. Grappling a distant target with a grappling
The following items are common among adventurers hook requires an Athle�cs 8+ throw.
and explorers. Hammer (small): may serve for work or for driving
Adventuring Equipment iron or wooden spikes. If used in combat, it causes 1D
Item Cost damage.
Backpack (holds 4 items) 2gp
Barrel (20 gallon) 3sp Healer's Kit: a well-packed collection of herbs,
Bedroll 2gp bandages, needles, scalpels, and other items used to
Candles (12) 5sp treat injuries, disease, and poison.
Chest (holds 20 items) 22gp Holy symbol: a symbol holy to a religion, often worn
Crowbar 1gp
as a necklace. At the Referee's discretion, this may
Dog, Hun�ng 10gp
grant DM+1 to Religion throws against magic and
Dog, War 75gp
magical creatures.
Flint and steel 1gp
Grappling Hook 25gp Ink: a small bottle of black ink. Other colors cost twice
Hammer (small; tool) 2gp as much.
Healer's Kit 10gp
Holy Symbol 25gp Iron spikes: metal pitons used to secure ropes, or to
Ink bo�le 8gp spike doors open or shut.
Iron spikes (12) 1gp
Lantern: a covered oil lamp. It burns 1 flask of
Lantern 10gp
common oil per 4 hours and illuminates up to a 10m
Mirror (hand-held, steel) 5gp
radius. May be closed to conceal its flame or protect
Musical instrument Approx. 50gp
Oil (common, 1 flask) 3sp the fire from wind or rain.
Oil (military, 1 flask) 2gp Mirror: a small, handheld polished steel mirror. May
Padlock 20gp serve to peek around corner without risking bodily
Pole, 3.048m 1gp damage from concealed threats.
Pouch (holds 1 item) 5sp
Ra�ons (1 week) 1gp Musical instrument: any one of many musical
Rope, 20m 1gp instruments. Costs range from 25gp for a simple
Sack (holds 6 items) 5sp instrument; a good-quality instrument will cost
Spell Codex (blank) 20gp around 50gp; superior designs can go for 100gp or
Stakes (5) and mallet 3gp more.
Tent 20gp
Thief's tools 25gp Oil: common oil is used as fuel in lamps or is a food
Torches (6) 1sp ingredient. Military oil is highly flammable and
Water/wine skin 5sp adhesive. Accurately throwing a flask of lit military oil
(often with a cloth fuse) at enemies requires a DEX 8+
Equipment Notes: throw, has an effective range equal to the thrower's
STR and a maximum range equal to twice the
Backpack: a backpack allows a person to carry items thrower's STR. A failed throw means that the flask
while keeping the hands free. The backpack itself deviates 1D meters in a random direction from the
does not count as an item for the sake of intended point of impact. It has the Fire weapon
encumbrance and may carry up to 4 items (which still Aspect (see below) and a Blast 1.5 Aspect.
count against the character's encumbrance limit).
Padlock: a common iron lock with a key.
Candles: a candle will illuminate a radius of
approximately 1.5m and burns for an hour. Pole, 3.048m: a 5cm-thick, 3.048m-long wooden
shaft. Older, experienced adventurers use it to test
Dogs: hunting dogs are fast, lean hounds used to the depth of ponds and poke at suspected traps.
track and bring down prey, typically working in a
pack. War dogs are massive mastiffs, trained to be Pouch: a small leather or cloth bag capable of holding
loyal to their masters and kill on command. A well- one item.
bred, well-trained war dog is fiercer than most Rations: dried, salted, or otherwise preserved food.
human soldiers! Rations will last for up to 2 months in the wilderness
Flint and steel: used to start fires with ease. Lighting before spoiling. At the Referee's discretion, they may
a fire with flint and steel takes 1 combat round (6 spoil earlier in bad environments, such as noxious
seconds). Lighting a fire without flint and steel takes swamps or damp underground caverns.
1 exploration turn (10 minutes) and requires a
Survival 4+ throw.

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Rope, 20m: a strong rope capable of supporting up to Thief's tools: a set of lockpicks and other small tools
300kg – approximately three average adventurers used for burglary and to tamper with various
with typical gear. mechanisms. Using them will often require a Craft
throw.
Sack: this cloth or leather bag may hold up to 6 items.
Torch: wooden shafts tipped with pitch and cloth. A
Spell Codes, blank: a high-quality parchment or paper
torch burns for 1 hour and clearly illuminates a 10m
book, used for recording spells as described in the
radius.
Sorcery chapter.
Waterskin/Wineskin: a container – usually made
Stakes and mallet: 30cm-long sharpened wooden
from leather – capable of holding 1 liter of liquid.
shafts made famous by horror tales about vampires.
The mallet is wooden or metal.

PERSONAL ARMOR ARMOR, NOISE, AND SWIMMING


Heavy armor – scale armor or heavier – is
Personal armor reduces the damage caused by cumbersome and noisy when worn. Using such armor
incoming attacks. Subtract the armor’s Protection subjects its wearer to DM-2 to all throws related to
rating from any damage caused to the character. Note stealth, swimming, balancing on a tight rope, or any
that heavier armor counts as several items for other situation where wearing a heavy suit of metal
calcula�ng encumbrance. armor might be detrimental to the effort. When
wearing banded armor, this penalty increases to DM-
Personal Armor 3, plate armor wearers suffer a DM-4 penalty.
Armor Protec�on Cost Encumbrance
Hide and Fur 3 10gp 1 item
Leather 4 20gp 1 item
Scale 5 30gp 1 item
Chain 6 40gp 2 items
Banded 8 50gp 3 items
Plate 10 60gp 3 items

Hide and Fur: crude armor made from animal skin.


Provides good protection from the cold but minimal
protec�on from any but the crudest weapon.
Leather: armor made from hardened leather or
laminated linen.
Scale: armor consisting of many small metal, leather,
or horn scales attached to a backing material such as
cloth or leather.
Chain: armor made from small metal rings linked
together in a pattern to form a mesh. Provides
superior protection to the various hide and leather-
based armors, but less than that of heavier metal
armors. This is a highly common type of armor among
soldiers.
Banded: armor made of overlapping horizontal
stripes of laminated metal attached to leather
backing. Heavy but provides significant protec�on.
Plate: armor made from large, overlapping metal
plates worn over the chest and vital areas. Plate
armor includes chain armor parts covering the joints
and other less-protected body parts.

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VEHICLES AND MOUNTS Critical Damage Threshold: Weapons must throw
this number or above on their AV dice to cause a
The following are typical vehicles, both land and critical damage hit. Note that melee weapons, bows,
maritime, used in antiquity-inspired and medieval- and crossbows never cause cri�cal damage.
inspired worlds. This also includes mounts, such as Living mounts, do not have damage thresholds. They
horses and giant lizards. Appendix B provides various fight like any other animal (see the Combat and
science-fantasy vehicles such as skyships and flying Monsters chapters).
saucers.
Weapons: how many artillery weapons a vehicle may
carry (if any). Note that a heavy catapult counts as
STAT BLOCK EXPLANATION two such weapons.

Cost: in gold pieces (gp) Crew: the number of crewmembers the vehicle
requires to operate.
Agility: Agility represents the vehicle’s
maneuverability. Applies as DM to skill throws in Cargo: cargo capacity in kilograms or tons. A boat or
vehicle combat. ship may carry one passenger with typical supplies
instead of 100kg of cargo (10 passengers per ton).
Spd: speed in kilometers per day.
Light Damage Threshold: Weapons must throw this
number or above on their AV dice to penetrate armor
and cause regular damage hits.
Vehicles and Mounts
Vehicle Cost Agility Speed (km/ Light Cri�cal Weapons Crew Cargo
day) Damage Damage
Boat, River 4000gp -1 60 6 9 - 1 3ton
Boat, Sailing 2000gp +0 120 6 9 - 1 2ton
Donkey 8gp * 24 Animal Animal - 1 40kg
Canoe 40gp +1 30 3 6 - 1 300kg
Cart 50gp -3 15 3 6 - 1 250kg
Edmontosaurus 900gp * 30 Animal Animal - 1 1ton
Elephant 1000gp * 15 Animal Animal - 1 1.25ton
Galley, merchant 30000gp +0 150 9 12 2 200 20ton
Galley, war 60000gp +1 120 9 12 3 330 30ton
Horse, Heavy 50gp * 30 Animal Animal - 1 250kg
Horse, Light 75gp * 60 Animal Animal - 1 125kg
Lizard, Giant 80gp * 30 Animal Animal - 1 125kg
Longship 15000gp +1 150 9 12 - 75 10ton
Mule 20gp * 30 Animal Animal - 1 125kg
Sailing ship, large 20000gp -1 120 12 18 3 20 150ton
Sailing ship, small 10000gp +0 150 9 12 1 10 50ton
Wagon 200gp -3 15 3 6 - 1 1 ton

* Animal; use standard animal movement rules. Edmontosaurus: a bulky four-legged dinosaur
weighing up to 4 tons, with a long, laterally flattened
Boat, river: a 10m long boat with a beam (width) of 4
tail and a head with an expanded, duck-like beak.
meters; it has a flat bottom and sails in rivers,
Edmontosauri are quite docile and readily tamed. A
propelled by either oars, a small sail, or a pole.
war-trained edmontosaurus costs 3000gp.
Boat, sailing: a single-masted sailboat, typically 10m
Elephant: one of Old Terra's mightiest and most
long and with a beam of 4 meters. Often used for
memorable animals. A war-trained elephant costs
fishing in lakes or along the shorelines.
3500gp.
Canoe: a light boat built from a light wood frame
Galley, merchant: a large, deck-covered ship with a
wrapped with hide, canvas, or other thin
single mast, square sail, and multiple banks of oars.
waterproofed covering. Used in rivers and swamps.
Typically, 50m long. Requires a captain, 20 sailors,
5m long, 2m wide.
and 180 rowers. May carry up to 50 additional
Cart: a two-wheeled open vehicle pulled by two passengers.
heavy horses or mules.
Donkey: a sturdy ass. A beast of burden and draft
animal; hardy and sure-footed.

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Galley, war: a taller military version of the merchant Mule: the infertile offspring of a donkey and a horse.
galley. This war galley has two masts and four rows of O�en ornery and stubborn.
rowers under its deck. Requires a captain, 30 sailors,
Sailing ship, large: a massive three-masted
and 300 rowers. May carry up to 75 additional
seaworthy ship dwarfing all other primitive
passengers or marines.
watercraft. It is 50m long and 10wide. It has at least
Horse, heavy: such sturdy, if slow, horses are usually one deck and two raised "castles" in its bow and
trained for draft (i.e. pulling carts, plows, or other stern. The large sailing ship requires a captain and 20
heavy loads), though sometimes they are trained for sailors.
war instead (in which case such a horse costs 70gp).
Sailing ship, small: a smaller sailing ship with a single
Horse, light: a fast, lean horse. May be trained for mast; 20m long, 6m wide, and requires a captain and
riding or war (in the latter case, such a horse costs 9 sailors.
150gp); these breeds are too fragile to be trained for
Wagon: a four-wheeled open vehicle drawn by two to
dra�.
four heavy horses (or one edmontosaurus).
Lizard, giant: a fantastic giant lizard, larger than a
horse, tamed and ready for riding. A war-trained
giant lizard is a terror to behold, and costs 1000gp.
Longship: a graceful, light warship with a single mast,
square sail, and a row of rowers on each side.
Operates easily in oceans, shorelines, lakes and rivers
– a versatile ship often used by raiders. Requires a
captain and 75 sailors, 60 of whom may row when the
wind is low; they also serve as marines.

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WEAPONS Bulky: A Bulky weapon is extremely heavy – this
makes it difficult to use effectively in combat by
Barbarians and knights meet their foes with blade someone of a weak physical stature. Characters with
and arrow. Here we provide a collection of weapons, STR 8 or less suffer DM-2 when using such weapons.
both for melee and ranged combat. Bulky weapons cannot be used from the back of a
mount.
Fire: On a successful hit, throw 6+ for the target to
STATS EXPLANATION catch fire. A burning target takes 2D damage per
Range: Effective/Maximum in meters. To attack with combat round for 1D rounds, or until the fire is
a ranged weapon within effective range throw ex�nguished.
Archery (or Artillery) 8+; beyond effective range, Mounted: This weapon is especially suitable for use
throw Archery (or Ar�llery) 10+. from a mount (such as a horse) and grants DM+1
Damage: damage caused by the weapon. when a�acking from a mount's back.

Ammo Cost: per quiver (usually 20 arrows or bolts), Reach: This weapon has a longer reach and
in gold pieces. characters using a weapon with Reach enjoy a DM+1
to initiative throws (see the Combat chapter for
Cost: The weapon’s cost, in gold pieces. details).
Thrown: May be thrown. Effective range when
WEAPON ASPECTS throwing is STR in meters, and the maximum range is
STRx2 in meters.
Weapons have Aspects describing their special
characteris�cs, as noted on their table. Two-Handed: Requires both hands to use (precludes
the use of a shield). Weapons without this Aspect are
AV X: anti-vehicular dice. Throw this number of dice one-handed by default.
when you hit a vehicle; if the throw is equal or greater
than the vehicle’s armor rating, the shot penetrates
and causes a Light or Critical damage roll. Use this MELEE WEAPONS
rating only when fighting against vehicles (such as
watercra�). The following weapons use the Melee Combat skill.
Larger melee weapons may harm light vehicles, such
Blast X: This weapon damages targets in its blast as a rowboat or a chariot, but are totally ineffective
radius. The number given is the blast radius in against larger ships.
meters. A character caught within the blast radius
may throw DEX 8+ to dodge the blast and suffer only
half the damage (rounded down).

Melee Weapons
Weapon Cost Damage Aspects
Axe 4gp 2D Thrown
Ba�leax 7gp 3D AV 1D
Broadsword 15gp 4D AV 1D, Bulky, Two-Handed
Club 1gp 1D
Cudgel 5gp 2D
Cutlass 10gp 3D
Dagger 3gp 2D Thrown
Great-Axe 10gp 4D AV 1D, Bulky, Two-Handed
Halberd 7gp 4D AV 1D, Bulky, Reach, Two-Handed
Lance 10gp 2D Mounted, Reach
Maul 7gp 4D Bulky, Two-Handed
Pike 5gp 3D Bulky, Reach, Two-Handed
Pitchfork 2gp 2D Reach, Two-Handed
Shield 10gp 1D
Sabre 12gp 3D Mounted
Spear 3gp 2D Reach, Thrown
Staff 1gp 2D
Sword 10gp 3D
Sword, Short 7gp 2D
Throwing Steel 1gp 2D
Unarmed - STR DM
Warhammer 5gp 2D Thrown

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Axe: a small axe made from metal or stone, anything Pike: a particularly long spear, used by massed troop
from a stone-age tool to a medieval war hatchet. formations. Counts as two items for encumbrance
purposes.
Ba�leax: a larger one-handed ax designed for war.
Pitchfork: an agricultural tool sometimes used as a
Broadsword: a large two-handed sword, counts as 2
weapon. The stats are for the sturdier versions,
“Items” for encumbrance purposes.
including nautical tridents. Counts as two items for
Club: the simplest of weapons – a heavy stick, encumbrance purposes.
some�mes with added spikes.
Shield: a personal shield, which can bash enemies for
Cudgel: a large club or mace. 1D damage and applies DM-2 to opponents trying to
hit its bearer. If a shield is used with the overwatch
Cutlass: a short, broad slashing sword with a slightly
action in combat, the wielder is treated as having
curved blade and basket-guard hilt. Traditionally used
par�al cover.
by marines and pirates.
Sabre: a single-edged curved sword, often with a
Dagger: a straight, short knife. Unlike other weapons,
large handguard. Designed as a cavalry weapon.
which can attack once per round, a combatant armed
with a dagger may use both combat actions in a Spear: from a sharpened shaft to a metal-tipped
round to attack. That is, they can attack twice with a spear, this is a basic, yet effec�ve, melee weapon.
dagger at the expense of other combat ac�ons.
Staff: a long wooden shaft, sometimes with metal
Great-Axe: a massive two-handed axe. Counts as two fi�ngs, used with two hands.
items for encumbrance purposes.
Sword: one of any variety of longer medium-sized
Halberd: a wide slashing blade and a long spike one-handed swords.
mounted atop a long shaft; the back of blade includes
Sword, Short: an intermediate weapon between the
a hook. Counts as two items for encumbrance
dagger and the sword, designed for maneuverability
purposes.
and stabbing.
Lance: a long, spear-like weapon designed for
Throwing Steel: a collective term for small thrown
mounted use. Counts as two items for encumbrance
weapons, such as war-darts and shuriken.
purposes. This weapon is most effective on a
mounted charge: add 2D of additional damage when Warhammer: a sturdy hammer designed for war.
using a lance in a mounted charge.
A note on unarmed damage: any character can inflict
Maul: a two-handed hammer. Counts as two items at least 1 point of unarmed damage (before armor, of
for encumbrance purposes. course) even if their STR DM is 0 or lower.

RANGED WEAPONS
The following weapons use the Archery skill.
Ranged Weapons
Weapon Cost Range Damage Ammo Cost Aspects
Arbalest 50gp 60/120 4D 3gp AV1
Bow, Long 7gp 50/100 3D 1gp AV1, Bulky
Bow, Short 3gp 30/60 2D 1gp
Crossbow 30gp 30/60 3D 2gp
Sling 2gp 15/30 2D 1sp

Arbalest: a heavy crossbow pulled with mechanical Crossbow: a bow mounted on a crosswise stock with
assistance. The mightiest ranged weapon on the a trigger, firing short but heavy bolts. Pulled by hand
medieval ba�lefield. Takes 2 ac�ons to reload. or with a quick-drawing lever. Much easier to use
than a bow.
Bow, long: a bow made from a single piece of wood,
as tall as a person. Requires great strength to use. Sling: a simple projectile weapon made of braided
flax, hemp, or wool, used to hurl small stones or lead
Bow, Short: a short bow made of a single piece of
bullets.
wood or bamboo. The easiest bow to make using
non-specialist types of timber. This bow may be fired
from horseback.

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ARTILLERY
The following weapons use the Artillery skill.
Ammunition in this case is per individually bolt or
shot.

Ar�llery
Weapon Cost Range Damage Ammo Cost Aspects
Ballista 80gp 200/300 6D 2gp AV 2D
Catapult, Heavy 200gp 400/600 8D 5gp AV 3D, Blast 3
Catapult, Light 100gp 300/400 6D 5gp AV 2D, Blast 1.5

Ballista: essentially a massive crossbow, this siege PITCH SHOTS


weapon hurls immense bolts at its targets. It does not
have a minimum range. The ballista suffers DM-2 Catapults may launch incendiary pitch shots. These
against low-flying targets. cost 25gp each and are particularly effective against
personnel and wooden ships. They gain the Fire
Catapults: siege weapons powered by either torsion aspect against all targets in their blast radius.
or a counter-weight mechanism, hurling rocks or
other projectiles. Catapults have a minimum range
(150m for the light catapult and 200m for the heavy SILVER WEAPONS
catapult). They cause damage to characters within a
Some monsters are vulnerable to silver weapons. A
"blast" radius of their impact
silver weapon costs 10x the base cost. For example, a
silver sabre will cost 120gp.

HIRELINGS AND MERCENARIES word that they are looking for qualified employees,
and are able to pay reliably.
In addition to buying equipment, arms, and mounts, To recruit a single retainer, specialist, or mercenary
characters may want to hire mercenaries, retainers, squad, throw Liaison 8+, note the effect, and consult
and various specialists. In a nutshell, mercenaries are the following table. Mercenaries usually share a
ordinary hired soldiers who serve for conventional single negotiation throw for an entire squad (8-12
military tasks – from guarding a fortress to attacking soldiers) or even a platoon (approximately 40
enemy strongholds; they usually operate as part of a soldiers), at the Referee's discretion. There may be
larger military force. Retainers are NPCs brave (or additional DMs to this throw, such as DM-1 for a
foolhardy) enough to accompany player characters particularly dangerous mission or DM+1 if the PCs
into the kinds of hair-raising adventures players love offer a hiring bonus equal to one month's pay.
to put their characters through. Specialists are, as the
term implies, tradesmen or experts in various useful Depending on circumstances, the prospective
non-combat (or combat-adjacent) fields. employer may substitute Streetwise or Carousing to
Liaison in this throw, at the Referee's discre�on.
All hirelings come with ordinary equipment Hiring Reac�ons
appropriate for their profession, subject to the Effect Result
Referee’s discretion. For example, a typical light -6 or worse Refuse and slander
infantryman will come equipped with leather armor, -5 to -3 Refuse
-2 to -1 Try again
a shield, and a short sword or spear. An armorer or
+0 to +3 Accept
alchemist would have their tools. The employer (the
+4 or be�er Accept in good spirit
PCs) would have to supply heavy equipment, such as
a forge or laboratory. Refuse and slander: the hireling refuses the offer and
will spread cruel rumors about the employer, causing
DM-1 to any further hiring throws in this locale and
HIRING NEGOTIATIONS surrounding area for the next month.

To hire NPCs, the players must first negotiate with Refuse: the hireling declines the offer.
them. The Referee will usually do this by role-playing Try again: the prospective employer may improve the
the prospective hireling, by rolling on the hireling offer (e.g. by offering be�er pay), and throw again.
negotiation table (see below), or – most likely – using
a combina�on of roleplay and dice rolls. Accept: the hireling accepts the offer.

Searching for hirelings costs 3D gold per week. The Accept in good spirit: the hireling is excited to work
characters must throw money around, spreading for the employer and gains DM+1 to morale throws.

45
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MERCENARIES Mercenary come equipped per the table below.
Players may purchase better equipment for their
Mercenaries are soldiers (or thugs) who perform mercenaries, of course. Purchased equipment is
military (or thuggery) operations. They may guard, usually returned at the end of the contract unless
patrol, assault enemy strongholds, engage enemy nego�ated otherwise.
forces, or even waylay unwary travelers. However,
they are not foolish enough to follow lunatics on The following table shows mercenary troop types,
harrowing adventures such as robbing haunted equipment, monthly upkeep cost (in gold), and
tombs or sneaking into an enemy's castle to availability based on se�lement size.
assassinate a noble. That’s way above their pay scale.
They’re soldiers.
Ordinary mercenaries have either Melee Combat-1
and Archery-0 or Archery-1 and Melee Combat-0 as
appropriate. Cavalry also have Riding-1. Thugs have
only Melee-0 and Archery-0. Mercenaries have a
morale DM+0, except for thugs, who have a morale
DM-2.

Mercenaries
Type Equipment Monthly cost Number available per week
Village Town Metropolis
Thugs Spear, dagger, or club 3gp 2D 10D 2Dx100
Light infantry Javelins, spear or short sword, shield, leather armor 6gp 1D 6D 1Dx100
Heavy infantry Spear, sword, shield, banded armor 12gp 1D-2 3D 1Dx50
Bowmen Short bow, short sword, leather armor 9gp 1D-2 2D 1Dx50
Crossbowmen Crossbow, short sword, chain armor 18gp - 1D 1Dx20
Light cavalry 3 javelins, sword, shield, leather armor, light war horse 30gp - 1D 1Dx20
Heavy cavalry Lance, sword, shield, plate armor, heavy war horse 60gp - 1D 1Dx10
Horse archers Short bow, sword, leather armor, light war horse 45gp - 1D 1Dx10

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RETAINERS Hostility: the retainer leaves and becomes an Enemy
of the former employer. May steal from their
Retainers are NPCs willing to serve adventurers as employer beforehand or harm them otherwise.
bodyguards, henchmen, or sidekicks. Unlike
mercenaries, they are loyal enough to follow their Resignation: the retainer leaves without bearing any
master and will put themselves in grave danger. grudge towards their former employer.
Retainers may operate individually rather than as Disappointment: the retainer is disappointed with
part of a larger unit. However, they require a higher the employer but does not leave. DM-1 to Morale
monthly fee, and they must receive one fifth (20%) of (cumula�ve).
their master’s share of the treasure gained through
adventure. A retainer’s monthly fee is 12gp a month Loyalty: all is as before.
for an unskilled character (e.g. an 18-years-old farm Fanatic loyalty: the retainer forms a particularly
boy with an adventurous spirit) or 25gp multiplied by strong bond with their employer. DM+1 to morale
the number of terms the retainer served in their (not cumula�ve).
career.
A character may at most have 2 retainers, modified
by their SOC DM, and one more for each point of SPECIALISTS
Leadership skill (if any; Leadership-0 does not count Player characters can hire tradesmen and
for this sake). Regardless of SOC, a character will professionals for various tasks, such as sailors to crew
always be able to have at least one retainer. For a ship, or an alchemist to produce potions. Specialists
example, a character with SOC 9 and Leadership 2 are usually non-combatants, though this is subject to
could retain as many as 2 + 1 + 2 = 5 retainers. Referee discretion and the specific task the specialist
Another character with SOC 4 and no leadership was hired to do. For example, siege engineers are
could hire at most 2 – 1 = 1 retainer. generally considered to be combatants, though they
The Referee must generate prospective retainers as would expect to never be in immediate danger.
regular characters using the character generation The specialist’s relevant skill level determines how
rules. Note that this is always subject to Referee much they are paid. For example, a sailor's relevant
discretion. Many highly skilled characters with an skill is Watercraft, while an alchemist's relevant skill is
adventurous streak might prefer to strike out on their Alchemy. The following table indicates specialist skill
own rather than serve other adventurers. levels and associated monthly wage costs. Skill-0
Retainers come with appropriate basic gear, as denotes apprentices. Rowers on ships have
received from character generation or purchased Watercra�-0.
from gold generated on the Gold mustering out table. Hiring unskilled laborers, such as porters, costs 1gp
Just like mercenaries, retainers have a Morale DM. In per month.
their case, it is equal to DM+0 plus their employer's
Leadership skill (minimum 0). The Referee may Specialist monthly wages
increase this DM if the employer treats their retainer Skill Monthly wage (gp)
particularly well or decrease it for bad treatment. 0 12
Retainers who suffer serious misfortunes will require 1 25
2 75
their employer to throw Leadership 8+ (if there is no
3 300
Leadership skill, treat the character as having 4 500
Leadership-0) and consult the following table to 5 1000
determine their loyalty; Add the retainer’s Morale
score as a DM. Some examples of misfortune include
surviving a mortal wound, being cursed, or being
treated particularly badly by the employer. The
Referee may also require a loyalty throw in other
cases, such as a retainer being left to guard a
par�cularly valuable treasure unsupervised.

Retainer loyalty
Loyalty Effect Result
-6 or worse Hos�lity
-5 to -3 Resigna�on
-2 to -1 Disappointment
+0 to +3 Loyalty
+4 or be�er Fana�c loyalty

47
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ADVENTURING
Sword of Cepheus is a game of memorable Reaction throw and consult the table below. At the
adventure. However, before we can discuss heroic Referee's discretion, an appropriate social skill, or
combat and eldritch sorcery, we must first outline even the characters SOC DM, may serve as a +DM; for
several topics related to adventuring, including example, the Streetwise skill may positively affect the
wilderness exploration, poison, sailing the high seas, outcome of the Reaction roll when dealing with
and many other day-to-day realities that await the random criminal elements. Certain Traits may also
player characters. modify this throw. Additional DMs may apply at the
Referee's discretion subject to the NPCs' attitudes.
Animals have their own reactions, as given in the
LAW AND CHAOS Monsters chapter.
Note that a result of 2 is always a violent reaction,
Chaos is the force of change, destruction, and – and a result of 12 on the dice is always a genuinely
notably – occult prowess. Demons are Chaotic, and friendly reac�on.
so are undead. Multi-tentacle monsters from beyond
Reac�on
reality are Chaotic. Fish-men sacrificing villagers to 2D Reac�on
dark gods are Chaotic. The barbarian warlord who 2- Hos�le, a�acks
has decided to lead his horde as he cuts a bloody 3-5 Unfriendly, may a�ack
swath across a continent is certainly an embodiment 6-8 Neutral, uncertain
of Chaos, if not knowingly Chaotic. An adventurer 9-11 Indifferent, uninterested
band that helps the local peasantry overthrow a 12+ Friendly, helpful
corrupt, sadistic, king is acting as a force of Chaos,
even as they establish a new king on the throne. Law A Hostile reaction means that the NPC attacks
is the force of civilization and "mundane" reality; immediately.
more importantly, it represents the cosmic
opposition to Chaotic beings and forces. Settling An Unfriendly result means that the NPC does not
agricultural villages, building roads, collecting taxes, like the PCs and will attack if they see an advantage
and hunting down bandits are inherently Lawful and can win the fight.
activities. Law also represents the State: the A Neutral result means that the NPC is suspicious and
monarchy, the symbols of power, the oppression of does not hold a positive attitude towards the PCs, yet
dissent, and the establishment of self-perpetuating can be en�ced to begin a discussion.
hierarchies. Neutrality is the perfect, very temporary,
balance between Law and Chaos. Neutral characters An Indifferent result means that the NPC will wish to
are either indifferent to the struggle between Law avoid the PCs or nego�ate with them if necessary.
and Chaos, or they believe that both Law and Chaos A Friendly result means that the NPC likes the PCs
are necessary to create life and maintain the natural and may choose to cooperate with them voluntarily
order of things. Neutral characters will oppose Chaos without promise of reward.
or Law whenever it begins to do harm but understand
that human suffering is also a universal constant.
Neutral characters are themselves people with their
own relationships and will still seek to protect those
they care about. As well, animals and other natural
non-sentient beings are usually Neutral. Law, Chaos,
and Neutrality, as presented in these rules, are
neither personality types nor moral codes. They refer
to sides in the cosmic struggle and are presented as a
useful Referee tool for framing adventures.

NPC REACTIONS
When the player characters encounter a group of
NPCs, the Referee will have already determined the
NPCs’ attitudes and plans concerning the
adventurers. However, for any random encounters, or
whenever the NPCs' intentions may not be so clearly
defined, the Referee is encouraged to make a 2d6

48
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TIME AND MOVEMENT On a failed skill throw, for each point of Effect on
failed the Survival or Recon throw, the party has gone
In addition to normal measurements of time, such as off track by half a day’s normal travel distance. Thus,
minutes, hours, and days, Sword of Cepheus uses two if the throw yielded an Effect of -2, the group will
additional time intervals. The first is the round, often have lost a full day’s worth of travel in distance. The
used in combat and spellcasting. A round is 6 Referee could then determine in which direction they
seconds. The second interval is the turn, which is went, using a random direction (see above), or by
often used when exploring ruins, or performing other simply deciding an interes�ng outcome.
tasks that are not fast paced, but still need a discrete
measure. A turn is 10 minutes, or 100 rounds.
A human or typical humanoid may move up to 10m in RATIONS, FORAGING, AND HUNTING
one round if walking, or 20m if sprinting. A character A person must consume 1kg of food and approx. 4
may sprint for a number of combat rounds equal to liters of water per day of strenuous activity typical of
the character's END characteristic before becoming adventuring. Characters may go without food for 2
fatigued. A character may move up to 900m a turn if days with no significant effect, after which the
walking at full speed, or 1200m a turn if running a character becomes Fatigued and loses 1 point of
long distance (which is slower than sprinting). Endurance per day. Characters who have not eaten
Characters may run for a number of turns equal to for over 2 days cannot heal any wounds. Consuming
their END characteris�c before becoming fa�gued. enough food for a day (along the course of the day –
However, when exploring ruins or moving carefully not all at once.) restores the character's ability to heal
through other terrain (such as a jungle), characters and removes the Fatigue. Characters who go without
move at one third of their full speed, 3m per round or water for a single day are Fatigued and suffer 1D
300m per turn. We recognize that round-to-round damage per day afterwards; the character may heal
movement rates do not mathematically equate to only a�er consuming one day’s supply of water.
turn-based movement rates and fully stand by this In most arctic, temperate, or tropical wilderness
decision to make the Referee’s job simpler in combat. settings, water is easy to locate, and should pose no
problem to the characters. In a desert, finding a
source of water requires a Survival 8+ throw, made
WILDERNESS MOVEMENT once a day. Apply DM+1 to this throw in hospitable
In the wilderness, an unencumbered human or environments, and DM-1 in hostile ones, such as
humanoid may travel 30km a day on foot on open deserts.
ground. The Equipment chapter provides details on A character may forage for food while on the road
travel speeds for mounts and land vehicles such as without hindering travel. For each day of foraging
carts. In any case, the type of terrain modifies the while traveling, throw Survival 10+; success indicates
speed of travel, as follows: finding enough food for 1D human-sized creatures.
Wilderness Movement As above, apply DM+1 to this throw in hospitable
Terrain Mul�plier environments, and DM-1 in hostile ones, such as
Desert, hills, woods X0.75 deserts.
Jungle, swamp, mountains X0.5
In lieu of traveling, a character may attempt to hunt.
Road X1.5
Throw Survival 8+ once a day to secure enough food
for 2D human-sized omnivorous of carnivorous
Note that some mounts may traverse difficult terrain
creatures. However, this is a sole activity per the day
more easily than others. For example, a giant lizard
and precludes travel. Furthermore, this results in one
travels at full speed through swamps. See the
wilderness encounter throw on the appropriate
Equipment chapter for details.
terrain travel while hunting. As above, apply DM+1 to
this throw in hospitable environments, and DM-1 in
hos�le ones, such as deserts.
GETTING LOST IN THE WILDERNESS
When travelling away from roads, trails, or other
known landmarks, characters may get lost. At the
beginning of each day in the wilderness, make a
Survival 6+ or Recon 6+ throw. Use the highest skill
level among the group members. If no such skill is
available to the group, it suffers the usual Unskilled
penalty. Hiring a skilled guide might be a good option
in this case.

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CLIMBING AND FALLING LIGHT AND DARKNESS
Assume that all characters can climb reasonable Darkness incurs a DM-2 penalty to all attack throws,
surfaces without much difficulty if they are not under while dim light incurs a DM-1 penalty. A torch or
duress. In a tense situation or when climbing a lantern illuminates a 10m radius. A torch burns
difficult surface, throw Athletics 6+ to climb. The continually for one hour (6 turns) while a lantern
Referee may add further DMs based on the surface burns one flask of oil per 4 hours (24 turns).
being climbed. Generally speaking, a smooth surface
Light and darkness affect surprise chances: see the
without good handholds will incur DM-1 to DM-2,
Combat chapter. Characters carrying light sources in
while good handholds may grant DM+1 or even
darkness cannot surprise opponents since their
DM+2. A slippery surface incurs a further DM-1.
torches or lanterns makes them obvious targets.
On a fall, a character suffers 1D damage per 2m Characters in darkness without light sources gain a
fallen, up to 10D at terminal velocity. DM+1 bonus to surprise throws.

FATIGUE AND REST DUNGEONEERING


A character can become fatigued in numerous ways, Many old-school adventures, especially those written
including but not limited to, staying awake for over 24 for the Original Fantasy Role-Playing Game and
hours, sprinting (using both actions for movement) related games, often occur in underground
for a number of combat rounds greater than the dungeons, or ruins. Below are a few notes about
character's END characteristic, going without food for running such adventures in Sword of Cepheus.
over two days, or even using certain herbs.
Breaking through a stock or locked door requires an
A Fatigued character suffers DM-2 to all checks until STR 8+ throw and takes 1d6 rounds; or 4+ with an
they rest. The amount of rest needed is equal to 8 – appropriate item used as a battering ram. This, of
the character's Endurance DM, in hours. A negative course, is very noisy and may alert nearby creatures.
END modifier means a required rest of over 8 hours. The Referee may rule that the throw is higher or
For example, if a character has an Endurance DM of lower based on the door's strength. Picking a lock is a
-1, they would require 9 hours of rest to remove Craft 8+ throw, with modifiers subject to the
Fatigue. If a character suffers fatigue while already Referee’s discretion, customarily based on the lock’s
fatigued, they suffer a DM-4 to all throws, and may complexity.
fall unconscious at the Referee’s discre�on.
Spotting a secret door or a concealed trap requires a
Periods of rest are also required for healing, as noted Recon 8+ throw. This can be subject to modifiers,
in the Damage and Healing chapter. making the difficulty much higher in the case of very
well-concealed traps. The Referee should not answer
definitively that there are no traps present unless the
SWIMMING Effect of the throw is 6 or higher. In all other cases,
the players should be told that they have not
Assume that all adventurers know how to swim.
“detected any traps” and proceed accordingly.
Characters move at half speed when swimming: 5m
per combat round or 450m per turn. A character may
swim a number of turns equal to their half END score
LIGHT AND DARKNESS
(rounded down) before becoming Fatigued.
Characters who become Fatigued again (DM-4) must Whether underground at any time or in the city’s
throw END 6+ every round or drown, unless they back alleys at night, darkness is a common
reach rela�ve safety (solid ground or even flotsam). occurrence when adventuring. Well-prepared
adventurers bring with them light sources, such as
Note that encumbered characters may drown: A
torches and lanterns. Such handheld light sources
Heavy Loaded character attempting to swim must
shed light to a 10m radius, with dim light extending
throw Athletics 6+ per turn or start drowning. A
5m beyond that. Torches burn continuously for 6
drowning character suffers 1D damage per round but
turns, while a lantern burns a flask of oil in 24 turns.
may attempt an Athletics 8+ throw per round to
surface again. If the character removes their load, Full darkness incurs a DM-2 to hit targets or to
they will reach the surface easily on an Athletics 6+ perform other complex tasks based on sight. In dim
throw. light, the penalty is a mere DM-1.

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DISEASE AND POISON Success means recovery and failure causes the listed
damage, again. If this damage reduces the character’s
When a character is exposed to a disease or poison, END to zero, additional damage applies to STR or DEX
they must make an END throw. The target is the (player’s choice). The character cannot heal this
pathogen’s Virulence number. If successful, the damage until they recover from the illness or
character shrugs off the effect. If the throw is failed, poisoning. Note that most poisons do not have an
the disease damages the character’s END according interval, but rather cause their damage immediately
to the listed damage. The infected character must upon poisoning and only once.
repeat this throw after the pathogen’s listed interval.
Sample Pathogens
Pathogen Virulence Damage Interval
Pneumonia 6+ 1D 1D weeks
Black Death 9+ 2D 1D days
Viper venom 10+ 3D -
Arsenic 8+ 2D -
Sleep poison 10+ Unconscious -

EXTREME TEMPERATURES
Extreme environments damage unprotected
characters, as noted in the table below. If adventurers
are properly prepared, either with good cold-weather
gear for arctic climes, or ample supplies of water and
proper clothing for deserts, they can shift one row up
or down towards no damage.
Extreme Temperatures
Temperature (Cen�grade) Damage Example
-50° 2D/hour Deep arc�c at winter
-25° 1D/hour Arc�c
-24° to 39° None Typical
40° 1D/hour Searing desert
100° 2D/minute Boiling point

FIRE All pools reset at the beginning of each session.


When exposed to fire, be that from a burning building A character may use their personal Hero Points, and
or a dragon's breath, characters must throw DEX 8+ with the other players' consent, points from the
to avoid catching fire. A burning character takes 2D group pool.
damage per round. Make another DEX 8+ throw each By spending Hero Points, a character may:
subsequent round; if successful, the character puts
out the fire. If failed, the character suffers another 2D • Reroll any single die throw (including
damage. Putting out the fire by other means, such as damage). They may take the be�er result.
by jumping into water, will also stop this continuous • Force the Referee to reroll a single NPC's die
damage. throw (including damage). The second result stands.
• Reroll a throw on a mortal wounds, mishap,
OPTIONAL RULE: HERO POINTS mutation, or corruption table. They may take the
be�er result.
The Sword of Cepheus rules present a world of gritty
heroism – heroes could be, and usually are, mighty –
but are still human and constrained by this harsh
reality. However, if you desire larger-than-life heroes
such as John Carter of Mars and the later iterations of
Conan the Barbarian, use the following rule.
Each player starts each game session with 2 personal
Hero Points. The group also has an additional number
of Hero Points equal to the number of player
characters present that session.
Each time a player succeeds in a skill or characteristic
throw of at least 8+ with an Effect of 6 or more, the
group Hero Points pool gains another point.

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ROAMING THE SEAS RATIONS AND FISHING
Just as in land travel, characters traveling at sea must
Setting sail on an open sea, or even a large river, is a consume food and water as noted above. Rowers
complex operation. The following rules provide a require 12 liters of water a day rather than 4 liters.
simple outline for such adventures. Standard rations are perishable and inedible after a
Ships move across the seas at a daily speed as given week, and thus on longer journeys there is need to
on the vehicle table in the Equipment chapter. This consume preserved "iron rations". After one month
distance is for 12 hours of travel per day, as is the case at sea eating only "iron rations" without consuming
of rowed ships traveling along the coastline. When fresh fruit, onions, or potatoes, scurvy takes effect
sailing under a sail, a ship carrying a navigator and the character loses 1 point of END per week; if it
(Watercraft-3 or better) may cover twice its daily reaches zero, the character dies. A character suffering
movement rate. from scurvy regains 3 points of lost END per week of
ea�ng fresh food.
At the beginning of each day at sea, throw 2D and
consult the following table: Characters on a ship which is anchored or floating in
relatively mild seas may fish. Throw Survival 8+ to
Sea wind condi�ons catch enough fish to feed 2D human-sized creatures.
2D Wind Sailing speed
2-3 Becalmed No sailing possible
5 Light breeze 25%
6 Moderate breeze 75%
7-8 Average winds 100%
9 Strong winds 125%
10 Very strong winds 175%
11-12 Gale 200% but see below

In a gale, ships may be damaged or sunk. On a


seaworthy ship, every hour, the captain throws
Watercraft 8+; on failure, the ship takes one "hit" of
damage (see vehicle combat in the Combat chapter).
Galleys and other rowed vessels automatically take a
"hit" every hour, and their captain must throw
Watercraft 6+ every hour to avoid sinking. Galleys in
sight of a coastline when the gale hits can beach to
avoid the gale. The ship may automatically beach on
a clear shore, but if the shore is rocky or otherwise
not easily accessible, the captain or navigator must
throw Watercraft 8+ to find a safe harbor and may
retry this throw every hour.

LOST AT SEA
At the beginning of each day of water travel, the
Referee should make a Watercraft throw, at a
difficulty shown on the table below, using the ship's
navigator's or captain's Watercraft skill. Failure will
mean that the ship will deviate from its course at the
Referee's discre�on.
Watercra� naviga�on
Body of water Naviga�on
Lake of major river Watercra� 4+
Coast Watercra� 5+
Open sea Watercra� 7+

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COMBAT
Heroes clash swords with villains; barbarians do INITIATIVE
battle with the forces of civilization; knights are all
that stand between innocents and monsters. Combat Once fighting begins, each combatant throws 2D +
and violence are major themes in any sword & their Tactics skill (if any). Record these rolls. In each
sorcery tale—the word “sword” is right in the genre’s combat round, characters act from the highest
name, after all. This chapter outlines rules for the initiative score to the lowest. The Unskilled penalty
quick resolu�on of combats. applies to this roll. At the Referee's option, especially
in single combat, the Referee may allow using the
Note that the weapon descriptions in the Equipment character's Melee Combat or Archery skill in lieu of
chapter contain the specific rules for things like bulky Tac�cs.
weapons or weapons with longer reach.
A character with Leadership may throw Leadership 8+
COMBAT PROCEDURE OUTLINE at the beginning of combat; if successful, any
1. Check for Surprise. characters in their parties may apply the throw’s
Effect as a skill bonus to initiative. Combatants may
1. If one party surprises the other, they gain only benefit for one round from this effect, however
one free combat round during which the the Leader may use an action to gain the bonus to
surprised party cannot act. initiative in the next round as well. If multiple
2. Roll ini�a�ve for all combatants. characters with the Leadership skill are present, only
the one with the highest Leadership skill may roll.
3. Start the combat round.
ACTIONS AND ATTACKS
1. Combatants act in initiative order (highest
first). Each character has two actions in their turn, which
they must execute one after the other. Characters
2. Each character, on their turn, has two may use an ac�on as follows:
actions. They may use them for attacks,
movement, and other actions. Apply any Attack: attack as described below. A character may
damage immediately. attach twice per round in lieu of moving, or attach
once and enter Overwatch.
3. Once the combat round is over, start a new
combat round, and repeat the process until Charge: on foot, run to a single enemy at a range of
the ba�le is over. up to 10m and make a melee attack at DM+2.
Mounted characters move double their mount’s base
4. If necessary, after combat, triage and treat the speed and attack at DM+2. Characters on Overwatch
wounded. (see below) being charged at can, of course, react and
COMBAT ROUNDS a�ack the charging enemy at DM+2.

As noted in the previous chapter, combat takes place Inspire: throw Leadership 6+ to add DM+2 to any
in 6-second segments called Combat Rounds. single character’s next throw. Alternatively, they may
Characters act in descending initiative order, as throw Leadership 8+ to gain a bonus to initiative
discussed below, in each combat round – unless equal to the Effect.
surprised or otherwise unable to act. Move: move up to 10m (six 1.5m squares if using a
SURPRISE grid map). Alternatively, the character can get up
from a prone position. Falling prone is a free action
Characters may surprise other parties or be surprised that can be performed once on a character’s turn per
by them. A good tactician or a keen-eyed scout can round.
lay a good ambush or avoid one.
Overwatch: delay your action until an enemy moves
In situations where surprise is possible, each party through your line of sight or attacks you. When this
throws Recon 8+. The Unskilled penalty applies to happens, you may immediately act, regardless of
this roll. If one party succeeds and the other fails, the initiative order. You may hold your Overwatch for a
winner gains surprise. If both sides succeed or both number of rounds equal to your END score. You may
fail, there is no surprise. A party deliberately setting not enter Overwatch if you are engaged in melee
up ambush gains DM+2 to surprise rolls. Groups in combat.
vehicles, or groups of characters numbering 8 or
more members, suffer DM-2 to surprise rolls.
Surprise grants a “free” combat round during which
the surprising party may act, but the surprised party
may not.

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DODGE AND PARRY FRENZY
Even though they can’t dodge arrows at will, skilled A character with at least Melee Combat-1 who either
combatants are harder to hit. A proficient warrior can kills or disables an enemy in melee combat may move
use the battlefield to avoid archers' line-of sight. An 1.5m and immediately attack an adjacent enemy.
expert swordsman will parry melee attacks. Characters may do so in the same combat action for
Therefore, apply the target’s highest combat skill a number of �mes equal to their Melee Combat skill.
(Archery or Melee Combat) as a negative DM to all
incoming attacks, ranged and melee. That is, attacks
against a character with Melee Combat-3 would RANGED COMBAT
suffer a DM-3 against melee attacks as well as against
To hit a target in your weapon’s Effective range, throw
incoming arrows. Immobile or unaware targets do
Archery or Artillery (as appropriate) 8+. Beyond
not enjoy this defensive benefit. Note that this
Effective range, throw 10+ instead to the weapon’s
modifier is not cumulative with any cover modifiers;
maximum range.
use the higher of the two modifiers when shooting at
a target in cover. The exception is a shield – a Hitting an obscured target, such as one behind
character using a shield in melee may still add DM-1 bushes, or partially protected by soft cover, is
to be hit by enemies to the above penalty, if they penalized by DM-1; attacks against a target behind
used one of their actions in the previous round for hard cover are penalized by DM-2; and for heavy
Overwatch with the shield. prepared cover, such as a thick castle wall, attacks are
penalized by DM-3.
Attacks on a prone character in ranged combat are
MELEE ATTACKS penalized by DM-2; attacking a prone character
To hit in melee (hand-to-hand combat), throw Melee behind cover uses that cover DM instead, with an
Combat 8+. You may not attack with ranged weapons addi�onal DM-1.
while in melee combat. Note that if a shield is used
However, if a character enjoys a total cover DM of -4
with the overwatch action in combat, the wielder is
or more, they cannot make any ranged attacks
treated as having partial cover, as noted below. This
themselves. They are completely blocked by their
gives an enemy DM-1 to hit the shielded character in
own cover.
melee.
Shooting in darkness incurs DM-2 to hit, while
shoo�ng in dim light incurs DM-1 to hit.
Ranged combat DM table
Condi�on DM
Target obscured or behind so� cover DM-1
Target behind good cover DM-2
Target in heavy cover DM-3
Target running (double move on its previous round) DM-1
Target behind total cover DM-4; direct fire impossible
Target prone DM-2
Target prone behind cover Cover DM and an addi�onal DM-1
Darkness DM-2
Dim Light DM-1
Target aware and capable of dodging DM-target's highest combat skill

AIMING SHOOTING INTO MELEE


An aimed ranged shot requires two consecutive When shooting a ranged weapon at a target engaged
actions and grants DM+1 to hit. A character may use in melee combat, the attack is at DM-2 to hit. If the
their first action in a combat round to aim, then enjoy shot misses by an Effect of -4 or greater, the attack
DM+1 to hit when firing on the second action. hits an unintended target (chosen by the Referee).
Alternatively, it is possible to begin aiming as the
second action in one round and continue aiming
through the first action of the next round, and then
make an attack with the second action of that second
round.

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DAMAGE AND HEALING WOUNDS
If at least two physical characteristics of the wounded
Each weapon has a number of damage dice which are character remain above 0, the character has suffered
rolled and totaled; add the attack throw’s Effect to Minor Wounds. Use the reduced characteristics for
the damage roll. This is the damage inflicted on the any relevant characteris�c throws.
character. Note that if an attack, which would
otherwise miss its target, does hit because of If one characteristic falls to 0 the character suffers
throwing “Boxcars”, its negative effect does not DM-1 to all ac�ons but may keep figh�ng.
reduce the damage dealt by such a�ack. If two characteristics are reduced to 0, the character
is Seriously Wounded; they must throw8+ or fall
unconscious for 1D hours; otherwise, they suffer DM-
ARMOR 2 to all skill and attack throws until healed. Upon
Subtract the armor’s protection rating from any waking, the character’s wounded characteristics are
physical damage caused to the character before 1. The character will require medical care to recover
applying the damage to the character’s physical any further.
characteris�cs. Characters suffer a mortal wound and may die if all
three physical characteris�cs reach 0.

APPLYING DAMAGE
The first time a character takes damage, subtract it OPTIONAL RULE: HEROES VS. GRUNTS
from the character’s END. If this reduces the For a more cinematic game where heroes cut their
character’s END to 0, subtract the remaining damage way through waves of grunts (also called "mooks"),
from STR or DEX (target’s choice). The damage may use the standard wounding rules given above for
be distributed between the two characteristics as heroes and villains, while grunts fall unconscious for
desired by the target. 1D minutes when one of their characteristics fall to
In any subsequent damaging attack, the target may zero. If you combine this with the Frenzy rule, it is
allocate it to any of the three physical characteristics perfectly possible for a hero to wade through a group
(STR, DEX, or END), which is at 1 or more, as desired. of opponents without breaking too much of a sweat.

If either physical characteristic falls to 0, subtract any


further damage from the remaining physical HEALING
characteris�c.
Minor Wounds require treatment by a character with
at least Medicine-1, which takes an hour.
KNOCKDOWN Alternatively, characters will recover from all Minor
Wounds on their own after a full day’s rest. Treatment
If a character receives more damage, before armor is or rest restores the wounded character's full
applied, in one round than their two highest physical characteristic scores and removes any minor wounds
characteristics combined (that is, sufficient to penalty.
seriously wound an unarmored character), they are
knocked prone. This rule applies even when the Serious Wounds require treatment by a skilled healer
character receives no damage at all thanks to armor. (Medicine-1 skill or better). Recovery takes 5D days.
Prone characters, unless they get up, attack at DM-2 No recovery from Serious Wounds is possible without
and crawl at half speed, but are, as noted above, at a healer's care.
DM-2 to hit with ranged weapons. Note that there are spells and potions which can
accelerate a wounded character’s healing rate.

KNOCKING DOWN MOUNTED CHARACTERS


A mounted charter who takes damage equal to their
full STR characteristic or greater before applying
armor must throw Riding 6+ or be knocked off the
saddle. Falling from a mount causes 1D damage, and
the character ends up prone, as noted above.

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MORTAL WOUNDS MORALE
A character whose all three physical characteristics
fall to zero is mortally wounded. However, there is While player characters can always choose when to
still some hope - given the prompt attention of a fight and when to retreat, the Referee determines
skilled healer. For the character to survive, they must when NPCs and monsters surrender or retreat from
be treated within an hour of injury; beyond that, only combat. NPCs fighting on the PCs' side, such as
the most powerful of spells has a chance to bring the retainers, also use the Morale rules. All monsters, as
character back to life. If the victim receives no well as mercenaries and retainers, have a Morale DM,
treatment from a character with at least Medicine-1 which represents how likely they are to fight or flee
within an hour of injury, the character dies. under duress during an encounter. Most mercenaries
are at Morale DM+0; they will fight valiantly under
The healer throws 2D + the healer's Medicine skill on normal conditions but will often avoid fighting to
the following table Note that a "natural" throw of 2 death and retreat from combat if outmatched. A
always means death, and a "natural" throw of 12 coward will have Morale DM-2 or worse; loyal
always means a normal recovery. retainers can have Morale DM+2 or be�er,
Mortal Wounds The Referee usually makes a morale throw for each
2D Result
NPC or monster (or group of NPCs or monsters, for
7- Death
larger fights) in one of two cases: when the NPC's side
8 Significant internal damage
9-11 Radical measures required in the encounter has taken a casualty, or when half of
12+ Normal recovery the group is killed or incapacitated. If both occur on
the same round, make a morale throw at a further
DM-2 if wounded by an explosion. DM-2.
DM-2 if the pa�ent has original END 5-. When checking morale, throw 2D with the above-
DM+2 if the pa�ent has original END 10+. men�oned DMs and consult the following table:
NPC and monster morale
DM+1 if the respite spell was used, DM+2 if the
2D Result
convalescence spell was used. 5- Retreat
Death: the character dies. Only powerful magic can 6-8 Figh�ng withdrawal
9-11 Keep figh�ng
bring the character back to life – usually at a price. 12-15 Advance
Significant internal damage: multiple internal organs 16+ Fight to the death
mangled. Permanently subtract 1D from each
physical characteristic. If any of them reaches zero or Retreat: the NPC will run away from the enemy, using
less from this roll, the character dies. both actions in their next round to run. If running is
Radical measures required: throw 1D: not possible, the NPC will throw down any weapons
and surrender, begging for mercy.
1: internal organ removed. Permanently reduce one
physical characteristic by 1D. Character dies if it Fighting withdrawal: the NPC will use one action in
reaches zero or less. their next round to move away from the characters,
but will use the second action for Overwatch, or, if
2-3: leg amputated. Movement halved (given a pursued, to a�ack.
crutch) and the character may either act or move
during a given round, but not both. The NPC will continue to retreat or withdraw until
they are no longer pursued by enemies. If there is no
4-5: arm amputated. The character obviously cannot way to escape, the NPC will attempt to surrender, and
use that arm for any purpose. will fight only as a last resort – when their surrender
6: eye removed. DM-1 to all actions requiring two is not accepted and the enemy presses on with
eyes, including all ranged a�ack throws. figh�ng.

Normal recovery: heal as normal for a seriously Keep fighting: the NPC will continue fighting but will
wounded character. At the Referee's discretion, the not pursue if the opponent flees.
near-death experience may have had a certain Advance: the NPC will continue to fight and will
permanent effect on the character, such as a vicious pursue withdrawing or retrea�ng foes.
scar or several missing teeth – or even a missing
finger. Fight to the death: the NPC will keep fighting and will
be immune from any further Morale throws in this
Note that certain high-level spells may be able to cure ba�le.
such wounds, though powerful magic brings with it
certain risks.

57
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EXAMPLE OF PERSONAL COMBAT the best of times. They will cower in fear throughout
the fight.
It is nightfall, and our heroes find themselves deep in The bandits have a small camp with a handful of tents
the dark forest beyond the farmland and the villages and lean-tos. They are located in a small clearing
of the Iron Dutchy of Pitrosk. They’ve heard that a nestled in the forest. The captives are chained
group of bandits and ne’er-do-wells have holed up together and the chain has been staked into a tree
after a successful raid. These bandits have captured a with an iron nail. Two bandits are on watch, while the
half dozen peasants from the local farming rest are sleeping. It’s dark, the fire is now
community. Normally, this would not raise too many smouldering, and the air is crisp.
eyebrows, but there are rumors that the bandits are
supplying someone—or something—else with a After observing the camp for an hour, our heroes
steady stream of captives. Gregor, Alazar, and Shireen have devised a plan: Gregor will sneak up and run
have tracked the bandits to their hideout to find out through one of the guards. Alazar will stand ready
what is going on, and to—hopefully—rescue the with a distraction for the second guard, or something
peasants. more potent. Shireen will enter the camp stealthily
and free the prisoners. When, not if, the alarm is
The Heroes: sounded, the group will rally and fight off the
Gregor Kun: STR 7 DEX 5 END 8 INT 8 EDU 4 SOC 4. remaining bandits. “What could possibly go wrong?”
Animals-1, Archery-2, Artillery, Athletics-1, Craft, Pre-Combat:
Leadership-1, Melee Combat-2, Recon-1, Riding,
Stealth-1, Survival-1, Tactics-1, Watercraft-1. Trait: The REFEREE has determined that the heroes are not
Rain of Arrows, Weapons: Short Bow (2D), Sword detected as they move out, and into position. Since
(3D), Dagger (2D). Armor: Leather (AV 4). Gregor is ambushing one of the guards, the REFEREE
asks for a Stealth skill roll. Gregor gets an 8 + 1 = 9,
Alazar: STR 6 DEX 12 END 5 INT 9 EDU 11 SOC 2. and quietly moves into striking distance of one of the
Alchemy, Art-2, Artifice-1, Craft-1, Deception-2, unsuspecting bandit guards. Alazar slinks into
Investigation, Medicine-1, Religion-1, Science-1, position as well, getting into a good vantage point.
Sorcery-3, Streetwise-1. Traits: Thief, Sensing Power. Since he is not attempting to surprise anyone, the
Familiar. 7 known spells: Charm Animal, Conjure Imp, REFEREE rules that a Stealth skill roll is unnecessary,
Hypnotic Pattern, Rebirth, Starfall, Thunderclap, and especially since it is dark. Finally, Shireen begins to
True Seeing. Dagger (2D), DIsposable Foci for the close in on the bandit camp. It’s dark, but this is risky,
following spells: Starfall x1, Thunderclap x2, Hypnotic so the REFEREE has her roll Stealth, for an 11 + 2DM
Pa�ern x2. for darkness = 13! Excellent. Shireen is undetected as
Shireen Fa’ayed: STR 6 DEX 8 END 7 INT 12 EDU 7 SOC she sneaks into the camp and creeps up to the
9. Carousing-2, Craft, Deception-2, Melee Combat-1, sleeping prisoners.
Recon, Riding-1, Stealth, Streetwise-2, Survival. Ally. Surprise Round:
Trait: Empath. Short Sword (2D), Dagger (2D) Leather
Armor (AV 4) Gregor and the bandit guard roll Recon 8+ with
modifiers:
The Bandits (10)
Gregor: +2DM for setting up the ambush, +1DM for
STR 7 DEX 6 END 6 INT 5 EDU 3 SOC 4 Animals, Darkness. Roll 3 + 1 (skill) + 3 = 7. Not enough for
Archery-1, Melee-1. Spear 2D, Short Sword 2D, surprise!
Dagger 2D, Leather Armor (AV4). Morale: 0
Bandit Guard: -3DM Unskilled. 10 – 3 = 7. No
Urghor Mun, Bandit Leader surprise.
STR 9 DEX 7 END 8 INT 9 EDU 3 SOC 5 Leadership-1, Gregor steps out from the shadows and advances on
Melee-3, Tactics-1. Sword 3D, Dagger 2D. Scale Armor the guard from behind… only to step on a twig. SNAP!
(AV 5). Morale: +1 The bandit guard wheels around and draws his
These bandits are a mean, brutal lot who are going to sword!
leave in the morning to deliver their captives to an
abandoned farm further in the wilderness. Urghor
Mun is an infamous criminal who will use the
peasants as hostages to negotiate his (and no one
else’s) freedom if the fight doesn’t go his way.
The Peasants:
No need to give statistics to the six peasants. They are
tired, hungry, traumatized, and non-combatants at

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Initiative: The Referee has all three players roll raises his spear to impale Shireen from a few meters
initiative, even though Gregor is the only one about away, the young rogue’s Overwatch activates. She
to fight. The Referee also rolls secretly for the other whips around and throws her dagger at the guard!
bandits, and the bandit leader.
Shireen rolls 11 + 1 (Skill) – 1 (Enemy Skill) = 10 for 9
Gregor: 7 + 1 (Tac�cs) = 8 + 2 (Effect) – 4 (Armor) = 7 damage. Enough to hurt
the guard, but not enough to stop his attack (2nd
Alazar: 3 – 3 (Unskilled) = 0
action)! He rolls 7 + 1 (Skill) – 1 (Shireen’s skill) = 7.
Shireen: 7 – 3 (Unskilled) = 4 The spear is lodged in the tree just next to Shireen.
She breathes out hard.
Bandit Guards: 6 – 3 (Unskilled) = 3
It is now Alazar’s turn. While his compatriots have
Bandits: 8 – 3 (Unskilled) = 5
done relatively well (2 bandits dead, two hurt), there
Bandit Leader Urghor Mun: 7 + 1 = 8 are still many more bandits than there are heroes,
and Gregor has just been wounded. The sorcerer
Round 1:
shakes his head ruefully as he brings forth a focus
Gregor lunges at the guard, desperate to run him from his robes. This Thunderclap spell might be
through before he sounds the alarm. He rolls and 8 + enough to even the odds, or even drive the bandits
2 (Skill) – 1 (Enemy skill) = 9, a hit! Gregor’s sword off. He mutters the remaining incantations required
does 3D + 1 (Effect) – 4 (Armor), for a total of 14 -3 = for the spell and activates the focus. He centers the
11 damage. The guard cries out in pain as Gregor Thunderclap on Urghor Mun. A deafening
slashes him mightily, but does not put him down. For thunderclap resounds! Urghor Mun rolls DEX = 7 and
Gregor’s second action, he attacks again. The result is suffers 4 points of damage. He is also deafened for 1
a 9 + 2 (skill) – 1 (Enemy skill) = 10, another hit! This turn (10 minutes). The Referee rules that no other
time, the guard takes 12 + 2 (Effect) – 4 (Armor) = 10 bandit was in the 1.5m radius of the spell.
damage, which kills him. Gregor has run him through,
Still, the Referee rolls a Morale check for the Bandits,
but not before the guard let out a cry. The bandits will
modified because this was a surprise attack, and a
be waking up!
magic spell was just used! The result is a 7 – 2
Round 2: (modifiers) = 5. The Bandits will begin fleeing.
However, Urghor Mun gets a separate roll: 7 + 1
Gregor charges into the camp (1 action) and attacks a
(Morale) – 2 (modifiers) = 6. He will begin a fighting
waking bandit: 7 + 2 (Skill) + 2 (Charge) = 11, doing 16
withdrawal next round, as he studies the faces of the
+ 3 (Effect) = 19 damage. This bandit was not fully
heroes who have driven his men off. He will have his
armored, and is incapacitated. For his second action,
revenge.
Gregor moves towards another tent, roaring loudly!
Urghor Mun emerges from his tent, wearing a few
pieces of his scale mail and brandishing his sword (1
action). He charges at Gregor, rolling a 7 + 2 (Charge)
+ 1 (skill) – 2 (Enemy Skill) = 8, which is a hit! Gregor
takes 12 – 4 (Armor) = 8 points of damage, enough to
drop his END score to 0 and giving him some pause.
The Bandits are awake! They emerge from their
bedrolls, collecting their swords and looking to kill
whoever has disrupted their beauty sleep. The
Referee rolls Recon for them three times to see if they
spot any of the heroes. They do not, rolling 7 – 3
(Unskilled) = 4 each �me.
Shireen takes a dagger out of her sleeve and throws
it at a bandit! She rolls 9 + 1 (Skill) – 1 (Enemy skill) =
9, a hit, for 11 + 1 (Effect) = 12 damage. The bandit
crumples, seriously wounded. Shireen palms another
dagger and enters Overwatch, crouched behind some
cover near the peasants, looking for any other targets
of opportunity.
The remaining Bandit Guard rolls Recon: 11 – 3
(Unskilled) = 8 and has spotted Shireen throwing a
dagger. He moves quietly (1 action), attempting to
sneak up on her (Stealth 6 – 3 (Unskilled) = 3). As he

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CHASE AND VEHICLE COMBAT The loser of the Advantage throw cannot attack in
that turn. Note that there is no tracking of range in a
Sometimes, characters will find themselves involved chase. This is intentional. The attack penalty for low-
in a sea battle or chasing an enemy on horseback. The Effect Advantage rolls is meant to reflect a bad angle
following rules handle chases, naval combat, and of attack, or sub-optimal range for an attack, among
other vehicle-related combat. These rules are other things.
abstract and require no miniatures or even maps. It is possible to have multiple parties engaged in a
Note that these rules cover quick and simple combat chase. Simply record the different Advantage results
between a few small watercraft; complex naval in descending order. The vehicles higher on the
engagements are not easily handled by these rules “ladder” may attack any vehicle below them. This can
without the Referee using judgement and discretion be used to great effect in a multi-party chase, or even
when necessary. an aerial combat between multiple griffin-riders (for
example).

VEHICLE MOVEMENT Chases last five turns. At the end of the fifth turn, if
the Target has not been stopped, disabled, or
In tactical (non-chase) combat, a vehicle moves on its destroyed, the Target escapes and the chase ends.
controller's initiative. Apply the vehicle's Agility as a
DM to the controller's initiative. In personal combat,
a vehicle, such as a wagon or boat, can move up to SKIRMISHING AND JOUSTING
20m (14 squares on a 1.5m grid) in a single round.
In a skirmish, two or more highly maneuverable
vehicles, such as fast galleys – or mounted knights on
CHASES horseback - try to outmaneuver and fight each other.
A skirmish has no time limit, barring rower fatigue
The tactical combat rules represent action in small, considerations. The skirmish ends either when one
more limited areas. For vehicles, this means short participant is disabled or destroyed, or if one
ranges and slow speeds. However, a fast-moving participant disengages. To disengage from a skirmish,
vehicle, such as a chariot being pulled by a team of a participant must have Advantage and use their
galloping horses, will quickly pass through the entire action that turn to throw Vehicle Skill (usually
combat area in one or two combat rounds. This is Watercraft) 10+, including the DM for the vehicle’s
unsuitable for chases. Use these rules instead. They Agility.
are designed to be highly descriptive in their
approach to vehicle combat. It will be up to the
Referee and the players to describe how the action FOOT OR HORSEBACK CHASES
unfolds as the participants maneuver, jockey for
posi�on, and a�ack each other. Chases on foot or on horseback use similar rules.
Each turn, each side throws Athletics + DEX DM. In a
Chase turns are an abstraction in combat and vary in mounted chase, throw the Riding skill + the mount's
length depending on circumstances, from mere DEX DM. The pursuer wins on ties. The winner of this
combat rounds in a foot-chase to long minutes in long opposed throw may attack in melee or ranged
drawn-out naval duels. The Referee should inform combat, at the Referee's discretion, while the loser
the players of how long each chase combat turn is at cannot attack in that turn. Foot chases end in the
the start of the chase. same way that other chases end, that is, either when
There is no initiative throw in chases; one party is the pursuer subdues the pursuits or gives up the
always the Pursuer and the other is the Target. chase, or after five turns, in which the pursued
Instead, at the start of each turn both participants escapes. Referee’s should track the number of turns
throw 2D + the relevant vehicle skill + the vehicle's to ensure that Fa�gue effects are considered.
Agility. The Pursuer wins on ties. The winner has
Advantage and may attack using the regular vehicle
attack and damage rules, with the following modifiers
based on the vehicle throw's effect:

Chase a�ack DMs


Effect DM
0 DM-2
1 or 2 DM-1
3 or 4 DM+0
5+ DM+1

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EXAMPLE OF MOUNTED COMBAT (Agility) = 9
After some thrilling heroics, Gregor, Shireen, and The bandits roll 7 + 1 (Riding) + 1 (Agility) = 9. An
Alazar are making their escape from the bandit king’s effect of zero. This means that the bandits have
camp. They have all piled into a wagon pulled by two advantage but are penalized by DM-2 to hit the
fast horses and are careening down a forest road in wagon.
the night. Behind them, a group of bandits on The wagon raced down the dark forest road, and
horseback are galloping hard, hoping to catch our Shireen was doing her best to push the horses on. But
heroes. the bandits were everywhere! They shot at the
The Referee determines that this is a chase where the occupants of the wagon with their shortbows, rolling
PCs can escape at the end of five rounds. However, if 7, 4, 5, 4, 4, 10, each modified by DM-2 (Advantage)
the bandits manage to get Advantage for two turns in for totals of 5, 2, 3, 2, 2, and 8. The last one hit!
a row, this means that the PCs have been cut off and Rolling randomly, the Referee determines that Gregor
the chase ends. Melee, or something else, might was hit by a stray arrow for 3 points of damage, which
ensue. was absorbed by his armor.
Game sta�s�cs Round 2:
The wagon Bandits
Agility -3 Light horses +1 The PCs roll 9 + 1 (Riding) – 3 (Agility) = 7 for
Morale N/A +1 Advantage.
Riding skill +1 +1
Archery skill +2 +1 The bandits roll 4 + 1 (Riding) + 1 (Agility) = 6 for
Advantage.
The Heroes: This time, the PCs have Advantage, and their attacks
Gregor Kun: STR 7 DEX 5 END 8 INT 8 EDU 4 SOC 4. are penalized by DM-1 because of the Advantage
Animals-1, Archery-2, Artillery, Athletics-1, Craft, Effect of 1.
Leadership-1, Melee Combat-2, Recon-1, Riding, Shireen drove the horses on as hard as she dared and
Stealth-1, Survival-1, Tactics-1, Watercraft-1. Trait: rounded a bend so quickly that the wagon slid
Rain of Arrows, Weapons: Short Bow (2D), Sword sideways, nearly hitting some large rocks on the side
(3D), Dagger (2D). Armor: Leather (AV 4). of the road. The young thief yelled in delight. Gregor,
Alazar: STR 6 DEX 12 END 5 INT 9 EDU 11 SOC 2. meanwhile, had knocked an arrow, and took aim at
Alchemy, Art-2, Artifice-1, Craft-1, Deception-2, the nearest rider. He let fly. Rolling 6 + 2 (Archery) – 1
Investigation, Medicine-1, Religion-1, Science-1, (Advantage) = 7, Gregor barely missed the nearest
Sorcery-3, Streetwise-1. Traits: Thief, Sensing Power. horseman. Alazar gripped the wagon’s side tightly. He
Familiar. 7 known spells: Charm Animal, Conjure Imp, was not used to travelling at such speeds!
Hypnotic Pattern, Rebirth, Starfall, Thunderclap, and Round 3:
True Seeing. Dagger (2D), DIsposable Foci for the
following spells: Starfall x1, Thunderclap x2, Hypnotic The PCs roll 5 + 1 (Riding) – 3 (Agility) = 1 for
Pa�ern x2. Advantage
Shireen Fa’ayed: STR 6 DEX 8 END 7 INT 12 EDU 7 SOC The Bandits roll 3 + 1 (Riding) + 1 (Agility) = 5 for
9. Carousing-2, Craft, Deception-2, Melee Combat-1, Advantage. With an Effect of 4, this might be a very
Recon, Riding-1, Stealth, Streetwise-2, Survival. Ally. unfortunate round for our heroes.
Trait: Empath. Short Sword (2D), Dagger (2D) Leather The bandits pull up close to the wagon. Four of the
Armor (AV 4) riders let fly with arrows: 9, 8, 5, 6, modified to 10, 9,
The Bandits (6): 6, and 7. Two hits! The Referee randomly determines
that one arrow hit a horse, while the other arrow hit
STR 7 DEX 7 END 8 INT 6 EDU 4 SOC 4 Animals-1, Shireen. The latter took 8 points of damage, 4 of
Archery-1, Athletics-1, Melee Combat-1, Riding-1. which were absorbed by armor.
Short bows: 2d6, Short Swords (2d6) Leather Armor
(AV4) The other two riders decided to be reckless and
leaped from their mounts onto the wagon. The
Round 1: Referee rolls DEX checks modified by Athletics: 9 + 1
Shireen grabbed the cart’s reins while Gregor and (Skill) = 10 and 11 + 1 (Skill) = 12. Both bandits made
Alazar held on tightly in the back of the wagon. it onto the wagon, blades in hand. Gregor and Alazar
Shireen muttered something about how “it would be drew their weapons to meet them.
better if everyone knew how to ride horses, Alazar.”
Gregor chuckled.
The PCs roll for Advantage: 11 + 1 (Riding skill) – 3

61
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Round 4: In case of a foot chase or a mounted (on beast) chase,
use the ordinary personnel (or monster) damage
The PCs roll 7 + 1 (Riding) – 3 (Agility) = 5 for
rules instead. Throw 1D; on 1-3, the attack hits the
Advantage.
beast, while on 4-6, it hits the rider. Alternatively, the
The Bandits roll 9 + 1 (Riding) + 1 (Agility) = 11 for attacker may aim directly at either beats or rider, at
Advantage. That’s two rounds in a row where the DM-1 to hit.
bandits have had Advantage. The chase is over. Vehicle damage table
A pair of riders manage to pull in front of the wagon 2D Regular damage Cri�cal damage
and force the horses to stop. The other two mounted 4- Breach Knocked Out
5 Cargo Knocked Out
archers slowed down and took aim with their bows.
6 Occupants Knocked Out
Shireen drew her daggers, ready to throw. 7 Weapon Knocked Out
Meanwhile, on the wagon itself, Gregor and Alazar 8-9 Locomo�on Crew
were eyeing the two bandits who were advancing, 10 Breach Crew
blades at the ready. The ba�le was about to begin… 11 Locomo�on Destroyed
12+ Cri�cal Destroyed

ATTACKING VEHICLES REGULAR DAMAGE


When attacking vehicles with personal, hand-held
Breach: A gaping hole is opened in the vehicle's hull.
weapons, make a regular to-hit throw; on a hit,
A breached ship begins to leak, reducing its speed by
consult the Vehicle Penetration and Damage rules
one quarter and inflicting a cumulative DM-1 to all
below.
throws related to the vehicle's steering (effectively
Personal weapon attacks on a non-moving vehicle reducing Agility by 1). Four such breaches will cause
enjoy DM+1 due to target size. the watercraft to take on too much water and begin
to sink. It will sink within 3D minutes; if repair
Personal weapon attacks on fast-moving vehicles
supplies are available, water breaches may be
suffer DM-2.
patched with a successful Cra� 6+ throw.
Personal weapon attacks from a fast-moving vehicle
Cargo: 1 ton of cargo is destroyed. If no cargo
(like an archer shooting arrows from the back of a
remains, this becomes an Occupants hit.
chariot) are penalized by DM-1. This is cumulative
with a�acking a moving target. Occupants: 1D occupants chosen randomly by the
Referee are injured and take 3D damage each.
When using a vehicle-mounted weapon, throw
Subtract personal armor from this damage if
Artillery 8+ to hit a target in Effective range and 10+
applicable. If there are less occupants than the roiled
to hit a target beyond Effective range and up to
number, distribute the hits randomly between the
maximum range. Artillery weapons do not suffer the
remaining occupants, which means that an occupant
DM-1 for attacking from a fast-moving vehicle but are
may suffer a double hit.
penalized if a�acking while moving.
Weapon: One of the vehicle's weapons is disabled
Artillery (siege) weapons have long ranges and for
and may not shoot.
typical tactical engagements or chases covered by
these rules, Artillery weapon targets will almost Locomo�on The vehicle's sails or oars are damaged.
always be within Effec�ve range.
First Hit: halve the vehicle's speed.
An artilleryman may attempt to hit a specific location
Second hit: The vehicle's sails are torn, or oars are all
(other than Critical) on the target vehicle. This
broken, and it cannot move. In case of flying super-
penalizes the attack throw by DM-4, but if the shot
tech vehicles, this might cause a crash; throw Science
hits and penetrates, it causes a hit to that location.
6+ to land safely, otherwise the vehicle crashes; roll
Otherwise, the shot misses completely.
on the Cri�cal Damage table.
VEHICLE PENETRATION AND DAMAGE
Critical: Massive internal damage. Roll on the Critical
When you hit a vehicle, throw the weapon’s AV dice. Damage table instead.
If the throw is equal to or exceeds the vehicle’s Light
Damage Threshold, the attack has penetrated the
vehicle’s hull and caused internal damage. Roll one
damage throw on the vehicle damage table. If the AV
throw is equal to the target's Critical Threshold or
greater, the attack has scored an automatic Critical
Hit.

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CRITICAL HITS
Knocked Out: The vehicle is seriously damaged and
inoperable until it undergoes major repairs at a full-
scale workshop. Each occupant must throw END 6+ to
avoid taking 3D damage. Subtract personal armor
from this damage if applicable. Watercraft of any size
suffer a massive hull breach and will sink within 1D
minutes.
Crew: All crew and passengers suffer 4D damage
each. This is reduced by personal armor, if applicable.
Destroyed: The vehicle is destroyed, with the loss of
all hands. In the case of ground or water vehicles,
occupants may throw DEX 8+ to bail out unscathed;
failure causes 5D damage.
As mentioned above, mounted riders use the
ordinary personnel (or monster) damage rules.

REPAIRS
Throw Craft 8+ to jury-rig a damaged or disabled
system (such as sails) back to functioning with a
handful of spare parts and improvised supplies.
These repairs are temporary. The system will stop
functioning again after 1D hours. Breaches are easier
to repair, as noted above. Such repairs take an hour
to complete.
Properly repairing a disabled system costs 2D6x10%
of the vehicle's or system’s original cost. Throw Craft
10+ to repair the system in the field using spare parts.
If this throw is unsuccessful, the damage requires a
workshop to repair. Unless the Referee decrees that
the vehicle itself is damaged beyond repair, a
character with at least the Craft 1 skill will be able to
replace or repair the system, at this cost, at a properly
equipped workshop.

FIRE AND WOODEN SHIPS


In naval combat using wooden ships, fire is a
particularly potent hazard. A penetrating hit by a
flaming weapon, such as a catapult's pitch shot or a
dragon's breath, will ignite a fire. This fire causes one
damage "hit" throw and will cause an additional
damage "hit" roll every round afterward until the fire
is put out. The more hits the fire causes to the ship,
the greater the blaze, and the harder the fire will be
to extinguish. Fighting fires requires one person per
damage "hit" caused by the fire. The firefighter must
dedicate the full chase turn to fighting the fire. Each
damage “hit” requires a crewmember dedicated to
firefighting before the Referee allows a roll of 8+ to
ex�nguish the en�re blaze.

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EXAMPLE OF NAVAL COMBAT After two days of tracking the Castor, the Blood has
found her quarry, and the Referee informs the
The Merchant Galley Castor making its way along the players—pirates the lot of them—that each chase
coast filled with the finest luxuries from the distant combat turn will be 15 minutes, and that after five
Spice Islands. This naturally makes it a tempting turns, they must board and capture the Castor, or see
target for pirates, who have heard of a rich merchant a fortune of spices slip through their greedy fingers.
galley that has been hopping from port to port along The Referee rules that the winds are strong—oars
the coast. One such pirate, Rivkah the Terrible (Red and sails will be quite useful here. The ships heave
Riv to her friends) has cajoled the crew of her and pitch as they break through the waves.
longship Blood off their backsides and out to sea.
Ships’ game sta�s�cs
Sta�s�c Castor Blood
Ship agility 0 +1
Damage threshold 9 9
Cri�cal threshold 12 12
Crew 20 16
Rowers 180 60*
Marines 20 60*
Large weapons 2x Arbalests (AV 1D) 1x Ballista (AV 2D)
Other weapons Shortbows x30 (+1 skill, 2D) Longbows x10 (+2 skill, AV1D, 3D)
Moral +1 +2
Watercra� skill +2 +2
Archery skill +1 +2
Ar�llery skill N/A +1
Other None Rivkah is a Master Sailor, and rolls 3D,
choosing the best two for her Advantage
rolls.
The Referee rules that in order to board the Castor, (Advantage DM) = 9, for a hit. Rolling 2D for damage,
the Blood will have to disable enough oars and sails the result is 12 + 1 (Effect) = 13! This result exceeds
to force it to slow down enough to come alongside. the Critical Damage Threshold for the Merchant
Because the merchant galley is larger than the Galley, and the players collectively wince. This shot
longship, the Referee rules that it will take three may actually be too damaging! The roll on the Critical
Locomotion hits to stop the Castor. Three Breaches Damage Table yields a 9: Crew, the only result that
will also be sufficient—the fourth one sinks the ship, doesn’t sink the Castor. The players sigh with relief.
and no one wants that. The Blood’s ballista caused a huge amount of carnage
aboard the Castor, as the massive bolt shatters
Round 1:
bulkheads and sends splinters flying. Each member of
Rivkah the Terrible dons her wolf pelt battle helm the Castor’s crew takes 4D damage, reduced by
that she hunted and skinned herself. For Advantage, armor. Blood leaks out the portholes and over the
she rolls 3D and chooses the best two dice: 6, 3, 1: 6 gunwales of the stricken merchant. But the Castor is
+ 3 + 1 (Agility) + 2 (Watercra�) = 12 not slowed down enough for boarding.
The Castor rolls: 2 + 2 (Watercraft) + 0 (Agility) = 4! Round 2:
The Advantage roll’s effect is 12 – 4 = 8 Effect in favor
The Blood rolls for Advantage: 3, 5, and 5, for 10 + 2
of the Blood!
(Watercraft) + 1 (Agility) = 12. The Castor rolls 6 + 2
The Blood has taken the Castor by surprise! It races (Watercraft) = 8. The Blood has the Advantage with
towards the larger galley at great speed, using the an effect of 4, or no DM to any attack rolls this round.
wind, sun, and spray as cover. Rivkah maneuver the
After turning away and out of the field of fire of the
Blood into a perfect position and smirks as her
Castor’s two arbalests, Rivkah and her crew weather
bowmen take aim. They will be picking off individual
an unsteady return fire volley from the Castor’s
sailors on the deck of the Castor. The players roll en
archers. The crew of the Blood now sail and row
masse, with each roll modified by +3 (skill and DM
expertly, bringing the ship close for another brutal
bonus from Advantage). The totals are 5, 12, 14, 10,
attack. The longbowmen take careful aim and pick off
10, 7, 7, 8, 8, and 15. Despite the wind, you can hear
targets of opportunity. For this example, we will focus
the cries of anguish coming from the crew of the
on the ballista attack, which is a 7 + 1 (Skill) = 8 to hit.
Castor as they are hit by a volley of deadly longbow
Just enough! The damage on 2D is a 10, which is
fire.
enough to cause a Light Damage. The table result is
“Now!” Rivkah screams as she orders the crew of the another 10: Breach! The Blood’s ballista crew has
Blood’s ballista to fire. The roll is a 7 + 1 (Skill) + 1 holed the Castor’s waterline.

64
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Round 3: The Blood’s ballista crew take careful aim and roll 9 +
1 (Skill) – 1 (Advantage penalty) = 9, a hit with Effect
Advantage: Blood rolls a 9 + 2 (Watercraft) + 1 (Agility)
1. The damage roll is 10 + 1 (Effect) = 11. The players
= 12
sigh with relief and learn that the Castor has suffered
Castor rolls a 5 + 2 (Watercra�) – 1 (1 Breach) = 4. another Locomotion hit. The ballista harpoon has
splintered the galley’s main mast, and the ship is now
Another Effect of 8; the Blood fires her ballista across
dragging the mast and its sails in the water. The ship
the stern (rear) of the Castor, rolling a 9 + 1 (skill) + 1
is much slower, but there are still many oarsmen who
(Advantage DM+1) = 11 to hit, for an Effect of 3.
are able to pull. Still, at half speed, the Castor is not
Damage is 8 + 3 (Effect) = 11, another Light Damage
going anywhere. The Referee rules that the Blood can
result. The damage is Locomotion. This does not slow
have one more round to a�empt a boarding.
the Castor down enough to enable the Blood’s crew
to board her. Round 6: Bonus round!
Round 4: Advantage: Blood rolls 6 + 2 (Watercraft) + 1 (Agility)
= 9. The Castor rolls 10 + 2 (Watercraft) – 2 (2
Advantage: Blood rolls 7 + 2 (Watercraft) + 1 (Agility)
Breaches) = 10. The Castor has an Effect of 1 on the
= 10
Advantage roll, meaning its suffers a DM-1 penalty on
Castor rolls 5 + 2 (Watercra�) – 1 (Breach) = 7. its a�acks.
An Effect of 3 means that there is no penalty or bonus The crew of the Castor rallies and the ship’s two
to hit the Castor. The Blood’s ballista crew has been arbalests fire: 9 + 0 (Skill) – 1 (Advantage) = 8 and 8 –
steady, and Rivkah reminds them that time is running 1 (Advantage) = 7. A hit and a miss. The shot that
out. They roll 11 + 1 (Skill) = 12 to hit, with Effect of 4. connected does 4 damage, which is not enough for a
Damage is 6 + 4 (Effect) = 10, or another Light Light Damage result on the Blood. However, the
Damage result. A result of 3 yields a Breach! The Castor’s archers fire a volley at the Blood, and the
Castor is now at DM-2 to all its Advantage rolls, and Referee rules that 1D worth of crew are hit for 2D
the players are saliva�ng. damage from the hail of arrows.
Round 5: At this point, the engagement is over, as the Castor
manages to disengage from the combat. However,
Advantage: Blood rolls 7 + 2 (Watercraft) + 1 (Agility)
Rivkah the Terrible knows that the merchant galley
= 10
will have to get to port to make repairs, and she
Castor rolls 8 + 2 (Watercraft) – 2 (2 Breaches) = 8. An knows which port is closest. Some hard sailing may be
Effect of 2 means that there is a DM-1 penalty for the ahead, but the Blood might s�ll prevail.
Blood to hit. The Castor has turned hard to starboard
and is using its larger number of oarsmen to put some
distance between the two ships.

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SORCERY
We have discussed the "sword" part of "sword &
sorcery" – namely, equipment and combat. Now it is
THE BASICS OF SORCERY
time to discuss the second part of this genre: sorcery Any character, regardless of skill, may attempt to cast
and magic! a spell they know. Of course, characters without the
Firstly, these rules follow sword & sorcery genre Sorcery skill suffer from the usual Unskilled DM-3,
conventions. Spellcasting is slow and dangerous; and thus take great risks in casting even the simplest
magic is powerful and terrible; spells are less often of spells.
"flashy" than in traditional dungeon fantasies. Using There is no "hard" limit to the number of spells a
magic to harm or enslave others may in fact corrupt character may cast in a day. In Sword of Cepheus,
the sorcerer. These are not rules for fireball-throwing there are neither spell slots nor any need to
wizards who can fly on a whim. Rather, they present memorize magic. There is no need for spell books,
sorcerers dealing with dangerous Dark Arts and though many sorcerers write such sorcerous texts
wielding far less flamboyant, but much more (Codices) to help teach disciples. However, there are
insidious power. two main limiting factors to a sorcerer's spellcasting
ambition: casting time and the risk of mishaps, both
discussed below.
INITIAL KNOWN SPELLS
Spells come in six Circles of varying power, from the
Characters begin play with two known spells per level weakest 1st Circle to the utterly powerful 6th Circle.
of Sorcery skill, plus any spells gained as mustering The Circle determines the spellcas�ng difficulty.
out benefits. They may learn additional spells in the
course of their adventures. Casting a regular spell takes one turn (10 minutes).
Some spells. The only way to cast a spell within a
single combat round (6 seconds) is to charge a Focus
READING AND SENSING MAGIC beforehand, as detailed below.
All sorcerers can attempt to read magical writings and Casting a spell is a Sorcery throw. The following table
sense magical power in their vicinity. This does not lists the target numbers for such throws.
require actual spellcasting, but rather a simple A throw of "Snake Eyes" (a result of double-ones on
Sorcery skill throw. 2d6) is a Critical Failure – it will fail regardless of skill.
Under most circumstances, throw Sorcery 8+ to read A throw with an Effect of -4 or worse is also a Critical
an eldritch text. The Referee may modify this throw Failure. A throw of "boxcars" (a result of double sixes
based on the text's complexity. This throw does not on 2d6) is always a success, regardless of skill or spell
allow deciphering texts written in mundane difficulty.
languages the sorcerer does not know, but only On a success, the spell is cast at the end of the turn,
magical writings, such as scrolls, runes, and sigils. as long as the sorcerer retains concentration (see
Reading most short texts, such as a scroll, takes one below).
turn (10 minutes). Longer texts, such as spell books,
may require much more time. The sorcerer may retry
Spellcas�ng
this throw, but this will take another time period (a Circle Cas�ng difficulty
turn or more) to read the material. If the throw is 1 7+
Snake Eyes (a "natural" 2), however, the sorcerer 2 8+
cannot read this specific magical text for a year and a 3 9+
day. 4 10+
5 11+
A character with at least Sorcery-0 is aware of the 6 12+
flow of eldritch energy around them. If they suspect
that magic is at work in their vicinity, they may throw
Sorcery 8+ to attempt to detect the magic. On a
successful throw, the character will sense any sources
of magical energy within a 10m radius. Each such
attempt takes one turn (10 minutes). Note that in this
case, the Referee makes the throw in secret.

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CONCENTRATION UNKNOWN SPELLS
A character may attempt to cast a spell directly from
A sorcerer must maintain concentration while casting a Codex without studying it, albeit at DM-2. In that
a spell. When casting an ordinary spell, the sorcerer case, any failure is critical and entails a throw, again
may take a break of one round (at most) from the with DM-2, to avoid a Mishap. This penalty is
ceremony to speak, move up to 3m, drink a liquid, cumulative with a the Unskilled penalty – woe to the
and so on. If the sorcerer loses concentration for a fool who carelessly meddles with a sorcerous text!
longer period while casting a spell, or if they take any
damage while casting a spell, the spell is broken, and
the sorcerer suffers a Critical Failure – and might also
suffer a mishap.
CRITICAL FAILURES
A spell cri�cally fails in one of the following cases:

LEARNING SPELLS • The sorcerer throws a natural 2 on the


spellcas�ng throw.
Any character may attempt to learn a spell from a • The sorcerer's Effect in the spellcasting
scroll or spell codex. Studying a spell takes a week throw is -4 or worse.
and requires a Sorcery throw equal to that required
to cast the spell. The character may re-attempt this • The sorcerer's concentration is broken while
throw, which takes one week for attempt. A result of cas�ng a spell.
2 before modifiers will destroy the specific spell In such a case, the spell fails automatically, and the
formula (but not the entire codex); throwing an sorcerer has wasted the spellcasting time, either a
unmodified 12 is always successful regardless of turn, or longer for rituals.
difficulty.
Additionally, the sorcerer must make another Sorcery
Unskilled characters may attempt to learn spells as throw, with the same throw difficulty and DMs of
above, albeit with DM-3 for being Unskilled. cas�ng the spell, to avoid a mishap.
On a mishap, throw on the Spellcasting Mishap table
overleaf.

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Spellcas�ng Mishaps
D66 Mishap
11 You accidentally open a gate to the Elemental Spheres. An elemental (choose its type randomly) appears and attacks
you. If not destroyed, the elemental will return to its sphere within 8 hours.
12 Darkness gathers; 1D shadows appear and a�ack you. If not destroyed, they will disappear a�er 8 hours.
13 You accidentally open a gate to the Outer Dark! An invisible stalker appears and attacks you. If not destroyed, it will
return to its dimension within 1 hour.
14 You accidentally summon a demon! A hellion appears and attacks you. If not destroyed, it will return to hell within 8
hours.
15 You accidentally open a portal to a dimension of oozes and draw the attention of 1D oozes. Throw 1D: 1-2, grey oozes
appear; 3-4, green slimes appear; 5-6, yellow molds appear. The creatures attack you immediately. If not destroyed,
they will return to their dimension within 8 hours.
16 Insects gather, attracted by your magic. 1D giant cockroaches appear and attack you. If not destroyed, they will leave
a�er 8 hours.
21 You mutate! Throw on the Muta�on table later in this chapter.
22 You mutate! Throw on the Muta�on table later in this chapter.
23 You mutate! Throw on the Muta�on table later in this chapter.
24 You mutate! Throw on the Muta�on table later in this chapter.
25 You mutate! Throw on the Muta�on table later in this chapter.
26 You mutate! Throw on the Muta�on table later in this chapter.
31 You witness unspeakable sights and lose your eyesight for 1D days. A restoration spell will reverse this effect
immediately.
32 Your aura is ruptured. You "forget" a spell you know; you will have to re-learn it.
33 You cause a major explosion! You and all characters within 5m must throw END 8+ or suffer 4D damage.
34 The fumes and vapors released by the ceremony cloud your mind. Permanently lose 1D points of your INT
characteris�c. A restora�on spell will reverse this.
35 The noxious fumes released by your ceremony cause everyone within 10m of you to suffer nausea for the next 1D
hours; DM-2 to all ac�ons.
36 Your connection to the mystical realms is disrupted. You may not cast spells for the next 1D weeks. A restoration spell
allows you to regain your magical ability immediately.
41 You are corrupted by the darkest magic you have ever exposed yourself to - even if you just now cast a White Magic
spell! Gain 2D additional Corruption points. If this leaves you at your maximum Corruption, throw END 6+ to avoid
dying from the shock to your soul.
42 You fall into a necromantic torpor and will awaken within 1D years. You do not age while in torpor. A restoration spell
will awaken you.
43 Tampering with blood magic takes a toll. Lose 1D points of your END characteris�c.
44 You project a fearful aura for the next 1D months. DM-2 to all Reac�on rolls and other social-skill throws.
45 While casting your spell, you glimpse the essence of Creation – unintended for mortals to view. You suffer from
feeblemind (per the spell). A restora�on spell will reverse this effect.
46 You are lost in space and time. A dispel magic spell can bring you back immediately. Otherwise, you will reappear
within 1D years. You do not age while out of the space-�me con�nuum.
51 The gods or spirits curse you! Reduce three randomly chosen Characteristics to 1. A restoration spell can reverse this
curse.
52 You are infected with a monstrous extraplanar disease, virulence 8, damage 2D, interval 1D days. The disease is
contagious.
53 Your nearest ally is magically infuriated with you and attacks you and anyone standing in their way. They are in a blind
rage for the next 1D rounds. A remove curse spell reverses this effect.
54 A magical accident injures your body. Throw 1D: 1-2, lose 1D-1 fingers; 3-4, you lose half your teeth; 5, your leg is
crippled (move at half speed); 6, you lose an eye. The restoration spell, or regenerative magical items, can cure this
damage.
55 You turn into a random small animal, such as a toad, for 1D hours. While you retain your mind, you may not speak or
cast spell while in this form. A restora�on spell will revert you to your normal form immediately.
56 Your horrid magic causes all creatures, including allies, within a 10m radius of you to flee in terror as far as possible
from you for 1D turns.
61 You age quickly under the stress of sorcerous powers. Add 3D years to yours age; this may entail several Aging throws
per the character genera�on chapter.
62 Your failed spell exposes you to unspeakable truths from beyond the veil. You lose your sanity for 1D days. A restoration
spell will cure your mind immediately.
63 You are rendered speechless by the awful powers you command. You become mute for 1D hours. Mute characters
cannot cast spells.
64 You tremble at the thought of the powers you have unleashed. Permanently lose 1D points of your DEX characteris�c.
65 A wave of wild magic causes your veins to erupt in several places around your body. Suffer 3D damage.
66 Your soul is blackened by dark magic! Throw END 6+ or die within 1 round.

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TALISMANS AND FOCI Creating a focus takes one day for a disposable focus
or one week for a rechargeable focus. Afterwards, the
Sorcerers use magical tools to assist them in sorcerer must cast the spell into a focus to charge it.
spellcasting: Talismans and Foci. A Talisman adds a This requires a regular Sorcery throw, taking the
+DM to spellcasting throws, while a Focus allows regular time and carrying the normal risk of mishap,
casting a specific spell in one round (6 seconds) rather but at DM-1 due to the complexity of storing the spell
than in one turn (10 minutes). in a focus.
Using a prepared, charged focus requires one action
and does not require any addi�onal Sorcery throws.
TALISMANS
Talismans are objects such as staves, shamanic
masks, or rings that empower a sorcerer's magic. A THE SHADES OF MAGIC
talisman is considered one object for encumbrance
purposes. Lesser talismans grant DM+1 to Magic is powerful but dangerous. Beyond the risk of
spellcasting throws, while greater talismans grant failure and mishap detailed above, certain spells are
DM+2 to such throws. Characters may only enjoy the unhealthy for the caster's soul. Using magic to harm
benefit of one talisman at a �me. or enslave others is inherently corrupting. Spells
come in three categories, or shades. Spells which are
wholesome in purpose are considered white magic.
A sorcerer may create a talisman using the Artifice Spells which may or may not corrupt the sorcerer,
skill, just as any other magical item. See the Magic depending on the circumstances, are grey magic.
Items chapter for further details. A sorcerer may, of Spells which always corrupt are black magic.
course, pay an artificer to make a talisman for them,
Spells that heal, protect, provide information, or call
or rob another sorcerer of their talisman.
existing creatures to the sorcerer's aid are white
To use a talisman, a sorcerer must be attuned to it. magic. Damaging spells or spells that charm or
This requires 1D weeks of intermittent contact with command sentient beings for a limited time are grey
the talisman. The sorcerer may adventure during that magic. Necromancy, summoning monsters out of thin
�me but must keep the talisman at hand. air, and magically enslaving sentient creatures for the
long term are black magic.

FOCI
CORRUPTION
Foci allow a sorcerer to prepare a spell ahead of time,
then cast it within one round. There are disposable Sorcerers gain corruption points – representing the
and rechargeable foci. Unlike talismans, foci are blackening and corruption of their soul – in various
personal. A sorcerer may only use their own focus. A ways:
focus recovered from another sorcerer will not work
• Each time a sorcerer learns a black magic
but may be "recycled" into one of the sorcerer's own
spell, they gain a number of corruption points equal
foci of the same Circle, reducing its price by half.
to the spell's Circle.
Making foci requires at least Sorcery-1 but no skill
throw. It simply costs a sum of gold in various • Each time a sorcerer casts a black magic
components, often found in curio shops and the spell, they gain 1 corrup�on point.
darker corners of markets.
• Each time a sorcerer uses a grey magic spell
A focus is specific for a given spell. For example, if the to coerce, deceive, or harm a Lawful or Neutral
sorcerer makes a rechargeable focus for call wolf, he sentient being, they gain 1 corruption point. Casting
may not use it to store respite. grey magic spells against Chaotic beings (i.e. undead,
evil monsters, cultists, and so on) or Neutral animals
Three foci constitute one "item" for encumbrance
does not cause corrup�on.
purposes.
When a sorcerer accumulates a number of corruption
Foci Costs points equal to three times, their END characteristic,
Circle Dispisable Rechargeable and for each additional multiple of their END
1 5gp 500gp
2 10gp 1000gp
characteristic, the sorcerer acquires a corrupting
3 15gp 1500gp weakness, by rolling once on the following table. For
4 25gp 2250gp example, a sorcerer with END 9 would roll on the
5 35gp 3000gp Corruption Weakness table after gaining 27
6 50gp 4000gp corruption points, and then at 36, 45, and 54 points,
and so on.

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Corrup�on weaknesses
D66 Corrup�on weakness
11 You mutate! Throw on the Muta�on table later in this chapter.
12 You mutate! Throw on the Muta�on table later in this chapter.
13 You mutate! Throw on the Muta�on table later in this chapter.
14 You mutate! Throw on the Muta�on table later in this chapter.
15 You mutate! Throw on the Muta�on table later in this chapter.
16 You mutate! Throw on the Muta�on table later in this chapter.
21 Dark sorcery has left you disfigured, with misshapen limbs, clawed hands and feet, strangely colored eyes, and so on.
You suffer DM-2 to Reac�on and social-skill throws vs. non-Chao�c sen�ent creatures.
22 You begin to stutter. Suffer DM-2 to all Reaction and social-skill throws. At the Referee's option, this may also impose
DM-1 to spellcas�ng throws.
23 You develop a mild allergy to one common substance chosen by the Referee (such as milk or dog hair). You sneeze
uncontrollably or break out in hives while in presence of this substance, suffering from DM-1 to all actions until you are
no longer in its presence.
24 Meddling in dark lore has left you with an inhuman demeanor and personality. Your Reaction rolls vs. non-Chaotic
sen�ent creatures can never achieve a Friendly result.
25 You grow forge�ul, your mind filled with dark lore. Reduce your EDU characteris�c by 2, to a minimum of 1.
26 Your demonic demeanor and appearance will cause pious persons to denounce you. Reduce your SOC characteristic by
2, to a minimum of 1.
31 You haunt the night as a creature of darkness; you tend to sleep during the day and suffer DM-1 to all throws when in
sunlight.
32 You tremble as dark thoughts course through your mind and body. Reduce your DEX characteristic by 2, to a minimum
of 1.
33 Your skin rots; you take on the appearance of a corpse. Suffer DM-2 to all Reaction and social-skill throws vs. non-
Chao�c beings.
34 Alien thoughts cloud your mind. Reduce your INT characteris�c by 2, to a minimum of 1.
35 You become a predatory being; only fresh, raw meat can sate your hunger. Preserved or cooked meat will not suffice.
36 Your exploration of sinister sorcery has sapped your soul of vigor. Reduce your END characteristic by 2, to a minimum
of 1.
41 Your flesh rots and become unholy. You suffer double damage from silver weapons.
42 Whispers from beyond haunt you. You suffer DM-1 to ini�a�ve and surprise rolls.
43 Whenever you cast a spell, you emit darkness, as per the spell, centered on you.
44 Your muscles atrophy. Reduce your STR characteris�c by 2, to a minimum of 1.
45 You are repelled by garlic; in the presence of garlic, all your throws are at DM-2.
46 Your corruption is unsettling to animals; the dogs at the local village bark in fear when you arrive. You suffer DM-3 to
Reaction throws vs. animals and giant animals. If you have the Beast Friendship Trait, it now only works with wild
predators and scavengers, such as wolves, jackals, and rats.
51 After you cast any spell, your body cools and becomes as cold as a corpse; you suffer DM-2 to all physical throws (which,
naturally, does not include spellcas�ng) for 1D rounds a�erwards.
52 The full moon calls for you. Once a month, at a time determined by the Referee, you must throw END 8+ or be
overcome with a murderous rage for 1D rounds.
53 You immediately age by four years. Throw on the Aging table (see the Character Genera�on chapter) if necessary.
54 You grow the horns of a devil! You may cause 1D damage by head-butting, but your devilish appearance causes you to
suffer DM-2 to all Reac�on and social-skill throws vs. non-Chao�c beings.
55 Your body rots with dark energy and takes twice the usual time to heal (2 hours to heal from minor wounds with
treatment, 2 days for healing minor wounds without treatment, 10D days for healing serious wounds with treatment).
56 You begin to lose grip with reality. Each day, upon waking throw END 6+ or go insane for 1D hours
61 You grow a forked tongue. You may speak with snakes per the speak with animals spell but suffer DM-2 to all Reaction
and social-skill throws vs. non-Chao�c creatures.
62 You emit the stench of evil! You may never surprise creatures with a keen sense of smell.
63 You gain low-light vision, but your eyes now resemble those of a predatory cat; You suffer DM-2 to all Reaction and
social-skill throws.
64 You develop the skin of a frog; you must immerse yourself in water for at least an hour each day or be Fatigued for the
next day.
65 You are haunted by nightmares from beyond the grave and find it difficult to sleep. Each time you attempt to sleep,
throw 1D; on 1, you cannot sleep; you are Fa�gued for the next day.
66 You grow vampiric fangs and can only sustain yourself from the blood of other sapient beings. You must drink blood
(cause 1D damage) to one person per day to sustain yourself, in lieu of food. This can come from a willing donor, or
from hapless victims (a resisting victim requires a Grapple, per the Combat chapter). Other than that, you do not need
to eat or drink.

70
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Muta�ons
D66 Muta�on
11 Throw 1D; 1-3, you shrink in size (as per potion of diminution) or grow to giant size (as per potion of growth). You are unused to your
new size, and your DEX is reduced to 1; it will recover at the rate of 1 point per week.
12 You develop the pallor and stench of death. You suffer DM-2 to Reaction throws and social skill throws vs. living creatures, but undead
will refrain from a�acking you unless you a�ack them first or cast White Magic in their presence.
13 A limb normally present in your body is multiplied. Your head or brain cannot multiply. Roll 1d6: 1-2: you gain another leg increasing
your movement rate by 5m/action, but suffer DM-1 on DEX throws, 3-6 or gain another arm useful for manipulation or combat. You
do not gain extra attacks per round with an extra arm, but you could carry a two handed-weapon and a shield. You cannot wear
regular armor due to your unusual shape and must have armor custom-made for you at quadruple price.
14 Your nails become long and sharp. You may make a melee attack for 2x your STR DM damage (minimum 1) but suffer DM-1 to
proficiency throws involving fine manipula�on.
15 Your skin thickens. You gain natural Armor 3 but lose 3 points of DEX (to a minimum of 1) as this skin is inflexible and cumbersome.
16 Your eyes atrophy, but two thermosense organs grow on both sides of your neck. You can sense heat but cannot see color;
furthermore, you are immune to all "gaze"-type a�acks. Treat all situa�ons with full darkness as being dim light.
21 Your bones become brittle and hollow. Your END is halved (round down), and you take double damage from "bludgeoning" attacks
(such as from clubs, maces, and hammers and from falling. Your weight is reduced by 30%.
22 Your skin grows to resemble fish scales, you emit a fishy odor, and you grow gills on both sides of your neck. You may breathe
underwater but suffer DM-2 to social skill and Reac�on throws.
23 You are afflicted with a non-contagious wasting disease, virulence 8+, damage 2D, interval 1D days. A cure disease spell or a successful
throw will stop the deteriora�on, but the damage already done cannot be healed by any means.
24 Your blood thins and begins weeping from your orifices. Social interaction rolls are penalized by DM-1 in most situations. If you are
Seriously Wounded, you begin bleeding, suffering 1 damage per round until you either die or the bleeding is stopped with a successful
Medicine 6+ throw or a healing spell.
25 You become albino. Due to the lack of pigments in your eyes, you suffer DM-1 to attack throws while in daylight. Exposure to direct
sunlight causes damage to your skin and you take 1D damage per 4 hours of con�nuous sunlight exposure.
26 Your skin gains a chameleon-like color-changing characteristic. Gain DM+1 to Recon and Stealth checks. However, your face gains
some chameleon-like characteris�cs as well, causing DM-2 to all social skill throws.
31 Your body degenerates grotesquely. You permanently lose 1D points each from your STR, DEX, and END (to a minimum of 1) and your
movement rate is halved.
32 You grow unnaturally obese. Double your weight; you need armor custom-made for your shape at double cost; and you must consume
double the amount of food a character usually does (but not double water).
33 You grow an alien eye in the middle of your forehead. This eye is closed most of the time. Three times a day, you can open this eye to
use the mind probe spell without a throw. However, you are such a frightful sight that you suffer DM-4 to all social skills and Reaction
throws.
34 You gain a stench which is attractive to predatory animals. The Referee may increase the chance of random encounters with such
predators (which may even include predatory monsters) as they see fit.
35 The fabric of your mind cracks. Each day upon awakening, throw INT 6+ or completely forget who you are for that day.
36 You devolve into an ape-like (or primitive lizard-like) shape – your skin grows hairy (or scaly), your legs grow short, and your arms grow
long. You move on half speed if you stand on both legs, but in regular speed if you move on all fours. You may not use your hands for
wielding weapons or carrying items when you move in such a way. Armor for your misshapen body costs twice as much.
41 Your joints double and become flexible. You may slip any bonds or manacles with a DEX 6+ throw (taking 1 round). However, your
hands are less stable, and you suffer DM-1 to all a�ack throws.
42 Your mouth grows large and your teeth sharpen. You can bite for 1D damage but cannot speak humanoid languages. You may still cast
spells, though.
43 You gain an animal-like stench. This causes DM-2 to Reac�on throws for sen�ent beings but DM+2 to reac�on throws for animals.
44 You grow a pair of bat-like (or pterodactyl-like) wings. You may fly for short durations (1D rounds per jaunt, requiring a turn of rest
afterwards) at a 20m per round speed in any direction. Armor adapted to your shape costs x10 the normal cost and you suffer DM-1
to social-skill and Reac�on throws.
45 Your thoughts devolve into madness under the stress of combat. In every battle throw 1D; on 1 you may not act; on 2-5, you must
a�ack the nearest enemy; on 6, you must a�ack your nearest ally. The madness dissipates when combat ends.
46 Your ears grow huge, with bat-like appearance. You may sense obstacles and creatures up to 10m, even in pitch darkness by
echoloca�on, but cannot wear any helmet and suffer DM-1 to social-skill and Reac�on throws.
51 You become a delicate and unnaturally beautiful creature. Gain DM+1 to all reaction and social-skill throws; lose 3 points each of STR
and END (to a minimum of 1).
52 You grow sharp horns. You may head-butt for 1D + STR DM damage but may not wear any helmet and suffer DM-1 to social-skill and
Reac�on throws.
53 You instantly age by 1D character generation four-year terms. If appropriate, throw on the Aging table (see the Character generation
chapter).
54 You grow a prehensile tail. You may grab objects with your tail, but armor adapted to your new form costs double and you suffer DM-
1 to social-skill and Reac�on throws.
55 One of your arms becomes a monstrous tentacle. You may attack for 1D+your STR DM with the tentacle but suffer DM-2 to all throws
requiring fine manipula�on, and your SOC is reduced by 1.
56 You transmit your emotions telepathically to everyone within 10m. You may never successfully lie but gain DM+1 to social-skill throws
in "posi�ve" situa�ons.
61 You gain characteristics of a random animal; as a result, 3 characteristics will increase by 2 points each, and 3 will be reduced by 2
points each, to a minimum of 1.
62 You become a nocturnal creature. You gain low-light vision but suffer DM-2 to a�ack throws in daylight.
63 You become sterile and may not have offspring by natural means.
64 You gain an insectile appearance, including "bug eyes" and your teeth are replaced with insect mandibles. You suffer
DM-3 to all social-skill and Reaction throws but gain DM+2 to throws to resist poison and disease. Reroll if you are
already an insectoid being (if you are using the op�onal Appendix A).
65 Your body begins to rot. Maggots constantly crawl out of your orifices, and flies buzz around you ceaselessly. Your SOC
becomes 1, and your movement rate is halved. You may no longer heal naturally – only magic can heal your wounds,
but not reverse this condi�on.
66 Your biological system resets itself; lose one muta�on (reroll if you have no muta�ons).

Note that no magic, even Restoration, can reverse mutations. Only a throw of "66" on the Mutation table may
reverse muta�ons.

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Op�onal Rule: Pres�digita�on
For slightly more "magical" sorcery, the Referee may Op�onal Rule: Hasty Cas�ng
allow a character with at least Sorcery-0 to perform
For a higher magic setting, the Referee may allow
minor magical tricks without risking mishaps or
sorcerers to cast spells within 1 round, subject to DM-
corruption. This includes things such as short-range
2 for rushing. Thus, skilled sorcerers will be able to
ventriloquism, lighting a small flame with one's
cast combat spells without requiring foci, albeit at an
fingers, or changing a small fire's color. Throw Sorcery
increased risk. The Referee should consider this rule
4+ to perform such tricks; a "natural" throw of 2
carefully, as it will make magic significantly more
means failure regardless of skill but does not entail
powerful for skilled spellcasters, especially ones with
risk of a mishap. Such tricks take one combat round
Greater Talismans.
(6 seconds) to perform.
The Referee must be very careful with this kind of
"cantrips", lest they become an easy way to
circumvent the rigors of sorcery and ruin the darker
feel of the sword & sorcery world. Perhaps limiting
the use of such “parlor tricks” to once per day.

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EXAMPLE OF SPELLCASTING offensive spell. He looked over his shoulder. Two of
the dinos would be in the blast radius. He hoped that
1. Alazar and his companions were exploring an the third would either be happy to feast on the
ancient ruin deep in the Meraxan Wastes. While entrails of the other two, or that Gregor and Shireen
Gregor and Shireen set up camp outside, Alazar was would be able to defeat it.
exploring the dusty tomb the trio has already cleared. He kissed the valuable disposable focus goodbye, and
It looked interesting, and everything was well- invoked the keyword that would activate the spell.
preserved. He made his way along a few rows of Then he shrieked “duck!” to his companions, who
sarcophagi, past some pillars, and encountered a knew better than to question such a strange order.
large mural. His eyes widened. The depiction of Ur- Moments later, the roaring of the dinosaurs and the
‘Ayeen, the All-Seeing, an ancient forgotten god of heavy thudding of their approaching feet was
knowledge glared down at him. Despite the fading drowned out by a deep thundering roar from the
paint, the image of the owl-headed deity was still heavens. Then, an explosion: everything went white
quite imposing. But Alazar was not concerned with and all three companions were knocked over by the
the picture. His eyes were drawn to the edges of the impact of a meteorite into the ground just behind
mural. Part of the border was delicately engraved them.
with sharp, fine, and nearly invisible lettering. Alazar
inspected it closely, and the Referee called for a The Referee chuckled: “That’s 4D damage per level of
Reading Magic throw: 7 + 3 (Sorcery) = 10, which Sorcery. That spell just did 12D to everything in a 5m
yielded an Effect of 2 on the roll. Ten minutes later, radius sphere.”
Alazar nodded, and spun around to find his Two of the dinos took 47 points of damage and were
companions. They would be making camp here for a reduced to bits. The final dinosaur fled from the
while. carnage and destruction. Ten minutes later, Gregor,
The lettering on the mural comprised the 5th Circle Alazar, and Shireen came to, and dusted themselves
White Magic Spell True Seeing. While Gregor and off. The field they were in was transformed into a
Shireen scouted around, foraged, and planned the churned landscape of rock and mud with a massive
journey back to civilization, Alazar had set up his smouldering crater. The smell of charred T-Rex meat
magical tools and his bedroll inside the tomb, in front filled the air. Gregor and Shireen looked over at Alazar
of the mural. It takes a week to learn a new spell, and in a heady mix of horror and amazement. Alazar,
a 5th Circle spell was definitely worth the effort and always one to play down his reality-altering powers,
the supplies. smiled and sniffed the air: “Hmm. I’ve never had
dinosaur meat before. I bet it’s quite delicious.”
Alazar makes the roll: 9 + 3 (Sorcery) = 12. Alazar has
learned True Seeing and adds it to his grimoire!
2. Later on, Alazar decided to test his new spell out.
He set up the ritual for True Seeing in the tomb in
front of the mural of Ur-‘Ayeen, and began the
ceremony. Strange scents and Alazar’s stranger
chanting filled the tomb, while Shireen and Gregor
stood outside, looking nervously at each other. The
roll is 9 + 3 (Sorcery) = 12! Another success! Then why
did Shireen and Gregor hear their companion cry out
in alarm just then? Well, Alazar had just Seen
something terrifying and invisible enter the tomb. It
was time to leave. They would have to return to the
tomb where Alazar also noticed the secret door at a
later date. That is, if they survived this encounter…
3. Much later, Gregor, Shireen, and Alazar were
fleeing at top speed from no less than three (3!)
Tyrannosaurus Rex dinosaurs! They were moving as
quickly as their comparatively short legs will carry
them, desperately trying to make it to the tree line
where they know they’ll have more cover, and the T-
Rexes will lose their speed advantage. Unfortunately,
Alazar already did the math, and the T-Rexes would
catch up momentarily. He reached into his robes and
pulled out a focus: Starfall, his most powerful

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SPELLS spells, or even completely new spells. While the
details are left to the Referee, the effects of the spells
This sub-chapter details 108 spells of all three shades below can be used as a guide to what Circle, Color,
and all six Circles. effects and consequences of a new spell would cause.
As a general rule, a sorcerer should spend a minimum
Note that the term "sorcerer" in the spells below of one year per Circle at a cost of 10000GP per Circle
refers to any spellcaster, regardless of career or �tle. to create a new spell. Variations of existing spells
While the list of spells below is quite extensive, reduce the time and gold required to months instead
sorcerers often work on creating variations of existing of years, and 1000GP, per circle.

1st Circle spell list


White Magic Grey Magic Black Magic
1 Call Animal Ensorcellement Cause fear
2 Destroy Dead Faerie fire Charm person
3 Protec�on from Chaos Kindle flame Cause minor wounds
4 Purify food and water Sleep Choking Grip
5 Remove fear Thunderclap Conjure demon spawn
6 Respite Unseen servant Darkness
2nd Circle spell list
White Magic Grey Magic Black Magic
1 Bless Charm animal Bane
2 Call Animal Pack Hold person Cause moderate wounds
3 Detect Invisible Mind probe Conjure imp
4 Knock Mirror image Deathless minion
5 Resist Elements Phantasmal force Drain life
6 Speak with Animals Snake charm Summon insect swarm
3rd Circle spell list
White Magic Grey Magic Black Magic
1 Augury Call lightning Bestow curse
2 Convalescence Chimerical force Cause disease
3 Cure Disease Glyph of Warding Cause serious wounds
4 Dispel magic Hypno�c Pa�ern Conjure hellion
5 Remove curse Noxious Cloud Speak with dead
6 Water breathing Telepathy Summon ooze
4th Circle spell list
White Magic Grey Magic Black Magic
1 Call galloping herd Command plants Animate dead
2 Immunity to Elements Hallucinatory terrain Charm monster
3 Levitate Hold monster Conjure dybbuk
4 Neutralize poison Invisibility Flesh to ashes
5 Smite undead Scry Poison
6 Speak with plants S�cks to snakes Summon shadows
5th Circle spell list
White Magic Grey Magic Black Magic
1 Call great cats Blood boil Conjure elemental
2 Dispel Evil Control winds Contact other dimensions
3 Divina�on Mirage Curse of swine
4 Haste Pillar of fire Feeblemind
5 True seeing Summon weather Magic jar
6 Winged flight Tremor Summon hell hounds
6th Circle spell list
White Magic Grey Magic Black Magic
1 An�-magic shell Capsizing wave Conjure fiend
2 Call leviathan Control weather Death spell
3 Commune Cloud of poison Disintegrate
4 Globe of Invulnerability Ice storm Flesh to stone
5 Restora�on Move earth Rebirth
6 Stone to flesh Starfall Summon invisible stalker

74
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SPELLS causing them DM-1 to attack, damage, and morale
throws, as well as throws to resist fear.
Animate Dead
4th Circle (Black) Bestow Curse
Range: 10m radius around the Sorcerer 3rd Circle (Black)
Dura�on: 1 day Range: 10m
The spell turns the bones or bodies of dead creatures Dura�on: Instantaneous
into undead skeletons or zombies that follow the
sorcerer's spoken commands. The caster may The sorcerer places a curse on a target creature or
animate a number of skeletons equal to four times his object. A creature may throw INT 9+ to resist the
Sorcery skill, or half that number in zombies. An curse. The caster must choose one of the following
animated skeleton requires a relatively intact effects as the curse:
skeleton; an animated zombie requires a relatively • Halve one characteris�c score (round up)
intact corpse. The undead crumble to dust once the
spell expires. • DM-3 to all a�ack throws.
• Panic: each round of combat, the target
must throw 1D; on 1-3, it acts normally, on 4-6, it
An�-Magic Shell takes no ac�on.
6th Circle (White) The caster may invent a different curse, but should
Range: 3m radius not be more powerful than the examples above; this
is at the Referee's discre�on.
Dura�on: 12 turns
The curse is permanent, unless removed by the
This spell creates a barrier around the sorcerer, remove curse spell.
stopping any spell or spell-like effect (including the
sorcerer's own magic) from passing through it until
the duration ends or the spellcaster dismisses the Bless
spell. Spells with a range of "self" or "touch" cast by
the sorcerer are not blocked. The anti-magic shell 2nd Circle (White)
itself may not be dispelled by a dispel spell or similar Range: Self
effect.
Dura�on: 6 turns
This spell grants the sorcerer and their allies (within a
Augury 15m radius around the sorcerer) DM+1 to attack,
3rd Circle (White) damage, and morale throws, as well as throws to
resist fear.
Range: Self
Dura�on: Special
Blood Boil
This spell can tell the sorcerer whether a particular
action will bring good or bad results in the immediate 5th Circle (Black)
future. The sorcerer can only see up to 3 turns (30 Range: 50m
minutes) into the future. Anything which would
happen after that, such as long-term consequences Dura�on: Instantaneous
of a contemplated action, will not affect the result of This spell boils the blood of a single living creature,
Augury. causing great suffering and severe wounds – and
potentially causing it to explode! The target must
throw END 10+; if failed, it will suffer 5D damage and
Bane be stunned (lose its next combat round). If successful,
2nd Circle (Black) the target is not stunned, but s�ll takes 3D damage.

Range: Self In either case, if that damage reduces all three of the
target's physical characteristics to zero, the target
Dura�on: 6 turns detonates, killing it immediately. Each creature or
This spell fills the sorcerer's enemies (within a 15m object within 2m of the target suffers 1D damage.
radius around the sorcerer) with doubt and dread,

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S��������� P���������
Call Animal underground), the mounts will wait as close as
possible.
1st Circle (White)
For the duration of the spell, the mounts will
Range: Special
understand the sorcerer's speech and serve them as
Dura�on: 1 day a loyal companion.
The spell calls a wild predatory animal (such as a wolf The spell persists until it is dispelled, or one day
or equivalent) to serve as the sorcerer's companion. passes (at the end of which the mounts depart). The
When called, the animal will travel to the sorcerer. If sorcerer may increase the spell's duration by casting
cast within the natural habitat of such animals, such it again a short �me before that day ends.
as a steppe, forest, or mountains, the wolf will arrive
Note that this spell only calls animals, and not saddle
within 1D turns. Otherwise, it will arrive within 3D
and tack; it also does not grant anyone the Riding
turns. If cast in a place inaccessible to wild predators
skill, though the animals are quite used to being
(such as deep underground or in a well-guarded city),
ridden.
the animal will wait as close as possible.
In some settings, a deinonychus will appear, and the
spell will be commonly known as call raptor. Call great cats
For the duration of the spell, the animal will 5th Circle (White)
understand the sorcerer's speech and serve them as
Range: Special
a loyal companion.
Dura�on: 1 day
The spell persists until it is dispelled, or one day
passes (at the end of which the animal departs). The This spell calls one or more great cats to the sorcerer
sorcerer may increase the spell's duration by casting to serve as companions (see the Monsters chapter).
it again a sort �me before that day ends. This spell calls forth 6 mountain lions, 6 panthers, 4
lions, or 4 tigers. If cast in terrain native to such cats,
the cats arrive within 1D turns. Otherwise, they arrive
Call Animal Pack within 3D turns. If cast in a place inaccessible to great
cats (such as deep underground or in a well-guarded
2nd Circle (White)
city), the cats will wait as close as possible.
Range: Special
For the duration of the spell, the cats will understand
Dura�on: 1 day the sorcerer's speech and serve as loyal friends and
companions.
This spell calls a pack of predatory animals (in some
settings – deinonychi) to serve as the sorcerer's The spell persists until it is dispelled, or one day
companions. One animal will respond to the call plus passes (at the end of which the cats depart). The
two additional wolves per Sorcery skill rank the sorcerer may increase the spell's duration by casting
sorcerer possesses. Other than the number of it again a sort �me before that day ends
animals, this spell is iden�cal to call animal.

Call galloping herd


4th Circle (White)
Range: Special
Dura�on: 1 day
The spell calls one or more horses or giant lizards
(depending on the setting) to serve as mounts for the
characters. The spell may call a herd of 10 light horses
or 5 heavy horses, or a lounge of 5 giant lizards
(sorcerer's choice; depending on the setting). When
called, the animals travel to the sorcerer's location at
their wilderness travel rate. If cast within inhabited
terrain, or wilderness of grass, hills, or scrub, the
animals will arrive within 1D turns. If cast in any other
type of terrain, they will arrive within 3D turns. If cast
in a place inaccessible to riding animals (such as deep

76
T�� S���� �� C������
Call Leviathan Cause Disease
6th Circle (White) 3rd Circle (Black)
Range: Special Range: Touch
Dura�on: 1 day Dura�on: Instantaneous
This spell works only in the open sea, calls a sperm The sorcerer infests the target with a horrid wasting
whale or a plesiosaur (depending on setting) to serve disease, virulence 10+, damage 3D, interval 2D days.
as the sorcerer's companion. The whale will take 4D While ill, the subject suffers DM-2 to all skill and
turns to arrive, unless the Referee decides that a pod attack throws and cannot heal or be healed. A cure
of whales is nearby. The whale will travel as close as disease or restoration spell is the only way to cure
possible to the sorcerer (near a boat, along the shore, this illness.
etc.) and serve as a friend and companion; it will even
allow the sorcerer to ride it, or attack ships and
monsters at their command. Cause fear
The spell persists until the whale is slain, the spell is 1st Circle (White)
dispelled, or one day passes (at that time, the whale
Range: 36m
departs). The sorcerer may increase the spell's
duration by casting it again a sort time before that Dura�on: 2 turns per Sorcery skill rank
day ends
The sorcerer scares one creature within 40m; the
creature must throw END 8+ or flee for the dura�on.
Call Lightning
3rd Circle (Grey) Cause minor wounds
Range: 120m 1st Circle (Black)
Dura�on: 3 turns per Sorcery skill rank Range: Touch
This spell only works when a storm is within range. It Dura�on: Instantaneous
enables the sorcerer to call down a lightning bolt
The sorcerer causes 2D damage to the target.
every turn (10 minutes) on any point within range.
The lightning bolt strikes from the sky, hitting an area
6m in diameter. All creatures within the hit area
Cause serious wounds
suffer 6D damage, or 3D if they successfully throw
DEX 8+. The lightning bolts will remain available until 3rd Circle (Black)
either the storm or the spells end.
Range: Touch
Call lightning may damage vehicles – it has an AV
Dura�on: Instantaneous
value of 3D and will set wooden ships on fire.
The sorcerer causes 5D damage to the target.

Capsizing Wave
Charm Animal
6th Circle (Grey)
2nd Circle (Grey)
Range: 45m
Range: 20m
Dura�on: Instantaneous
Dura�on: special
The spell smashes a sea vessel with a mighty wave
capable of sinking even the mightiest sailing ships. This spell allows the sorcerer to charm an animal
The wave is approximately 50m long, 5m high, and (including normal and giant animals but not
3m thick. The captain of the target vessel may humanoids or fantastic creatures) in the same fashion
attempt to steer their ship out of the wave's deadly as charm person (see below). Unintelligent animals
path with a Watercraft 10+ throw. If the captain does cannot resist this spell and are charmed
not try to evade the wave, or if the Watercraft throw automatically; smarter animals, such as whales or
fails, the vessel is stricken – throw once on the Critical apes, may throw INT 8+ to resist the spell. Once in
damage table (see the naval combat rules in the place, the charm lasts until the animal successfully
Combat chapter). resists the spell or the effect is dispelled. One throw
is allowed every month.

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Charm Person other ac�on, but may speak in a choked voice.
1st Circle (Black) When the sorcerer's next initiative step comes up, if
they maintain concentration on the spell, the target
Range: 20m
must throw STR 8+ again; on a successful throw, the
Dura�on: special spell ends. On failure, the target continues choking,
and takes another 1D damage.
This spell causes one humanoid creature to treat the
sorcerer as a trusted friend and ally. The target must The spell lasts until dispelled, the sorcerer stops
throw INT 8+ or be charmed. If it is currently under concentrating on it, or the target makes a successful
attack by the sorcerer of the sorcerer's allies, the STR 8+ throw to end the spell.
target enjoys DM+3 to this throw. The spell does not
allow its caster to directly control the targets, but
rather, the subject interprets the caster's words and Cloud of Poison
actions in a favorable way. It will not do anything it
6th Circle (Grey)
will not normally do, and unusual requests will grant
another INT 8+ throw to resist the effect. The caster Range: special
must speak the subject's language to give commands.
Dura�on: 6 turns
Of course, if the caster is attacked, the charmed
creature will rush to defend its "friend". The subject The sorcerer draws forth a cloud of poison from the
receives another INT 8+ to resist the effect once a day dark miasmas of the atmosphere. As this spell draws
if it has INT 9 or better, every week if it has INT 6-8, or its power from natural miasmas, it may only be cast
every month if it has INT 5 or less. A dispel magic outdoors or in a well-ventilated room. The cloud is
removes the charm. 10m in diameter and spreads out from the sorcerer's
fingertips. It moves at 20m per round away from the
spellcaster. The poison gas is heavier than air and will
Chimerical Force sink down holes or slide downhill. Trees or thick
vegetation break the cloud. The cloud has virulence
3rd Circle (Grey)
10+ and 1D damage. Any character staying within the
Range: 100m cloud must throw against its virulence again each
round it remains in the cloud, and thus slowly
Dura�on: Concentra�on + 2 rounds
suffocate if unlucky.
This spell creates a visual and auditory illusion of an
object, creature, or force imagined by the sorcerer,
up to a maximum size of 10m x 10m x 10m. The Command Plants
illusion does not create smell, texture, or
4th Circle (Grey)
temperature. The sorcerer may move the illusion
within the effect size limit. The image persists as long Range: 20m
as the sorcerer concentrates, plus 2 additional rounds
Dura�on: Concentra�on
a�er ceasing concentra�on.
The spell grants the sorcerer the ability to command
If used to simulate creatures, they will disappear if
plants and plant-like creatures within a 3m by 3m
successfully hit in combat. If simulating an attack, the
area, up to 20m away. Intelligent plant-like creatures
illusory damage will be equivalent damage of such
may throw INT 8+ to avoid this effect; otherwise, the
attack, though an INT 8+ throw by the target will void
spell works automatically. The controlled plants will
this damage. The damage, in any case, is unreal;
obey the spellcaster's commands and may move even
those "killed" or "injured" by this spell will realize
if they are usually immobile. The effect lasts as long
they are unharmed within 1D rounds.
as the sorcerer concentrates. Intelligent plants will be
very hos�le to the sorcerer once the spell ends.
Choking Grip
1st Circle (Black)
Range: 10m
Dura�on: special
The spell allows the sorcerer to telekinetically grip a
target creature's throat. The target must throw STR
8+ or begin choking, suffering 1D damage. A choking
creature cannot attack, cast spells, move, or take any

78
T�� S���� �� C������
Commune elemental from that plane. At most one elemental of
each type may be conjured by the same sorcerer on
6th Circle (White)
the same day. Once the elemental appears, it serves
Range: Self the sorcerer as long as they concentrate on
controlling the elemental. At any point while
Dura�on: 3 turns
controlling the elemental, the sorcerer may dismiss it
The sorcerer reaches out to greater powers or spirits, back to its plane. A dispel magic or dispel evil spell
who will answer three yes-or-no questions. The being also sends it back to its plane. However, if the
contacted may or may not be omniscient but will spellcaster loses concentration, they lose control of
provide truthful answers. The sorcerer may cast this the elemental – and such control may not be
spell once a week at most. regained. The elemental rampages and attacks all in
its path. Eventually – typically within 1D turns – it
returns to its native plane on its own volition, but
Conjure demon spawn always a�er wreaking havoc on the Material Plane.
1st Circle (Black)
Range: 75m Conjure fiend
Dura�on: special (1 day) 6th Circle (Black)
The sorcerer opens a portal to the Outer Dark and Range: 75m
summons a demon spawn. Generate the demon
Dura�on: special (1 day)
spawn with two special abilities per the Random
Demon rules in the Monsters chapter. A sorcerer may The sorcerer opens a portal to the Outer Dark, calling
only successfully summon one demon spawn per day. forth a fiend with four special abilities per the
The demon serves the caster for up to one day, as Random Demon rules in the Monsters chapter.
long as the sorcerer concentrates on controlling it – Otherwise, the spell is identical to Conjure demon
suffering damage while concentrating on the spell spawn.
breaks concentration, as does casting another spell.
The sorcerer may send the demon back to hell at will.
However, if the caster loses concentration without Conjure hellion
first dismissing the demon, it will attack the caster
3rd Circle (Black)
and its allies. Only a dispel magic, dispel evil, or
slaying the demon will banish it one it is uncontrolled. Range: 75m
An uncontrolled demon can return to its home
Dura�on: special (1 day)
dimension at will, but some would love to stay in the
mortal world to wreak havoc and spread Chaos. The sorcerer opens a portal to the Outer Dark, calling
forth a hellion with two special abilities per the
Random Demon rules in the Monsters chapter.
Conjure dybbuk Otherwise, the spell is identical to Conjure demon
spawn.
4th Circle (Black)
Range: 75m
Conjure imp
Dura�on: special (1 day)
2nd Circle (Black)
The sorcerer opens a portal to the Outer Dark, calling
forth a dybbuk with three special abilities per the Range: 75m
Random Demon rules in the Monsters chapter.
Dura�on: special (1 day)
Otherwise, the spell is identical to Conjure demon
spawn. The sorcerer opens a portal to the Outer Dark, calling
forth an imp with two special abilities per the
Random Demon rules in the Monsters chapter.
Conjure Elemental Otherwise, the spell is identical to Conjure demon
spawn.
5th Circle (Black)
Range: 75m
Dura�on: Special
The sorcerer opens a portal to one of the elemental
planes – Air, Earth, Fire, or water – and calls forth an

79
S��������� P���������
Contact Other Dimensions (Referee's choice).
5th Circle (Black) Upon the spell's completion, the sorcerer must throw
INT 8+ or go insane for 1D weeks from the shock and
Range: Self
horror of conversing with an alien god.
Dura�on: Special
The sorcerer sends their mind to another dimension
Control Weather
to converse with the powers residing on that plane.
The power – an alien god – replies in a language the 6th Circle (Grey)
sorcerer comprehends but it resents contact with
Range: Self
petty mortals, and will only answer questions by
"yes", "no", "maybe", "never", or "irrelevant". The The spell allows the sorcerer to create a special
sorcerer may ask three questions per Sorcery skill weather condition in their vicinity. The spell only
rank. works outdoors, and the radius is limited to a 100m
radius. The spell works indefinitely as long as the
For each question asked, the Referee should secretly
sorcerer is stationary and concentrates on it. See the
throw against the Sorcerer’s INT 6+. On a success, the
following table for poten�al weather condi�ons.
alien god provides a truthful answer. On a failure, it
will provide no information, or false information
Weather table
Weather Effect
Calm Dissipates foul weather. Sailing ships may not move.
Hot Dries wet condi�ons. Movement halved.
Cold Water and mud freeze. Movement halved.
Severe winds All movement divided by 2, no flying or ranged weapon use possible. On sandy terrain, this
reduced visibility to 6m. Sailing ships move at double speed.
Tornado The sorcerer directs the whirlwind, moving at 40m per round. The tornado may attack as an
air elemental. Sea vessels struck by a tornado suffer 1D damage "hits".
Foggy Visibility dropped to 6m. Movement halved.
Rainy Ranged a�acks suffer DM-1 to hit. Mud forms within 3 turns, which halves movement rates.
Blizzard Visibility drops to 6m. Movement halved. Characters take damage as per Arc�c condi�ons.
Control Winds Convalescence
5th Circle (Grey) 3rd Circle (White)
Range: 10m radius per Sorcery skill rank Range: Touch
Dura�on: 3 turns per Sorcery skill rank Dura�on: Instantaneous
The spell subjects the air within the affected volume The subject heals as if they have rested for 5D days.
to the sorcerer's will. They can calm the air or grow
the wind up to gale force. To change the wind
completely (such as from gale to calm), the sorcerer Cure Disease
must concentrate for one turn.
3rd Circle (White)
When used at sea, this spell may increase or decrease
Range: Touch
a ship's speed, as per the sea travel rules in the
Adventuring chapter. Dura�on: Instantaneous
Gale force winds affect characters and combatants. In This spell cures all diseases the subject is suffering
a gale, missile weapon use is impossible; flying from, including magical ones, as well as parasites
creatures crash to the ground, and creatures on the such as green slime. This spell does not prevent
ground move at half their speed. In sandy or dusty reinfection after a new exposure to the same disease.
terrain, clouds of dust will reduce visibility to a range
of 6m.

80
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Curse of Swine Destroy Dead
5th Circle (Black) 1st Circle (White)
Range: 20m Range: 50m
Dura�on: 1 day per Sorcery skill rank Dura�on: Instantaneous
This spell transforms 3 targets per Sorcery skill rank This spell destroys the bones or body of a single
into pigs for the spell's duration. The targets may undead skeleton, zombie, or ghoul, which
attempt to throw INT 10+ to avoid this effect. Targets immediately crumbles to dust. If the spell is cast on
who fail this throw immediately assume the form – an inanimate body or skeleton, they crumble as well.
physical and mental – of a pig, including the mentality This spell has no effect on the living or on undead
of a hog. The target will not remember their regular other than skeletons, zombies, or ghouls.
life while in swine form and will act as normal pigs for
Detect Invisible
the duration of this spell. Once the spell expires, the
target regains its original form, intelligence, and 2nd Circle (White)
memories. Note that undead, incorporeal or gaseous
Range: 20m
creatures, or creatures with natural shapeshifting
abili�es are immune to this spell. Dura�on: 6 turns
This spell allows the sorcerer to see invisible
characters, creatures, or objects, as translucent
Darkness
shapes, within the spell's range.
1st Circle (Black)
Range: 40m
Disintegrate
Dura�on: 1 day + 1 day per rank in Sorcery
6th Circle (Black)
The spell creates a spherical region of darkness and
Range: 20m
shadow around the target location or object,
darkening a 10m radius from it, as dark as a moonless Dura�on: Instantaneous
night. The effect is immobile if cast on an area but
This spell targets a single creature or object (up to a
mobile if cast on an object.
cube 3m on a side), which is entirely disintegrated,
leaving nothing but dust behind, including the
creature’s carried equipment. A target creature may
Deathless Minion
throw END 10+ to avoid being disintegrated. A
2nd Circle (Black) creature making this throw still suffers 3D damage
Objects, obviously, do not enjoy such throws.
Range: 10m
Dura�on: 1 hour
Dispel Evil
This spell raises the bones or flesh of a single dead
creature within range into an undead skeleton or 5th Circle (White)
zombie (depending on the corpse's state). See the
Range: 10m
Monsters chapter for these monsters' stats. However,
unlike animate dead, this spell only lasts for one hour, Dura�on: 1 turn
a�er which the undead minion crumbles to dust.
The sorcerer must concentrate for the entire duration
for this spell to work. All undead or summoned
creatures within a 10m radius from the sorcerer must
Death Spell
throw END 8+ or crumble to dust. Summoned
6th Circle (Black) creatures return to whence they came instead. Any
creatures successfully making that throw will flee the
Range: 75m
affected area. Alternatively, instead of affecting a
Dura�on: Instantaneous 10m radius, the sorcerer may direct the spell at a
single monster, which will have to make an END 10+
This spell will kill 1D man-sized creatures or one
throw instead or be destroyed. Additionally, dispel
larger creature per the sorcerer's Sorcery skill ranks,
evil may remove a curse from a single creature or
within a 10m radius sphere centered on any point the
object in range; doing so ends the spell.
sorcerer wishes within range. Each affected creature
must throw END 12+ or die immediately.

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Dispel Magic Ensorcellement
3rd Circle (White) 1st Circle (Grey)
Range: 40m Range: 10m
Dura�on: Instantaneous Dura�on: 12 rounds
The sorcerer can use dispel magic to end ongoing The sorcerer mesmerizes a single humanoid creature.
spells or magical effects cast on a creature or objects, The target must throw INT 8+ or be mesmerized. A
or all ongoing spells within a cubic space 5m on a side mesmerized creature cannot attack, cast spells,
(sorcerer's choice). move, or speak. It always loses initiative and Surprise
rolls, and attacking it is at DM+2 to hit. The
If the spell targets a creature, all spells and spell-like
ensorcellement ends when the creature is slain, the
effects (including ongoing potion effects) are
effect is dispelled, or the dura�on expires.
cancelled. If cast at an area, all ongoing spells in that
area are dispelled.
Some spells are immune to dispel magic, for Faerie fire
example, all magical diseases and curses, and the
1st Circle (Grey)
results of the flesh to stone spell.
Range: 30m
Dura�on: 3 rounds per Sorcery skill rank
Divina�on
With this spell, the sorcerer outlines one creature per
5th Circle (White)
Sorcery skill rank with a pale, flickering, cold "fire",
Range: Self which does not inflict damage, but renders the
creature obviously visible (in case it is invisible or
Dura�on: Special
otherwise hidden). Anyone attacking a creature with
Like augury but far more powerful, the divination Faerie Fire on it gains a DM+2 bonus to hit.
spell can provide the sorcerer with a useful piece of
advice concerning a specific goal, event, or activity
which is to occur within one week. Note that if the Feeblemind
sorcerer does not act on this information, actual
5th Circle (Black)
events may change, and the information may become
irrelevant. The Referee secretly throws Sorcery 6+ Range: 60m
using the spellcaster's skill; if successful, the
Dura�on: Permanent
information is correct; if failed, the information is
false. The target of this spell must throw INT 10+. On a
success, the spell has no effect. On failure, the target
becomes a helpless idiot incapable of casting spells,
Drain Life understanding language, communicating coherently,
or fighting effectively. The victim only dimly
2nd Circle (Black)
remembers who its friends are and may follow their
Range: touch simple instructions. This state lasts until dispelled or
un�l restora�on is cast on the vic�m.
Dura�on: Instantaneous
The sorcerer drains life energy from the target
creature to heal themselves. The spellcaster must Flesh to Ashes
touch the target’s skin; touching a resisting target
4th Circle (Black)
requires the regular Melee Combat 8+ attack throw.
If the attack hits, the target suffers 4D damage. If the Range: 30m
target succeeds, it suffers only 2D damage. In either
Dura�on: Instantaneous
case, the sorcerer is simultaneously healed by half
the amount of characteristic points the target loses, The target creature must throw END 8+ or
to the maximum of the sorcerer's initial immediately turn to ashes. Only living creatures
characteris�cs. made from flesh may be targeted by this spell.

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Flesh to Stone The glyph is charged with the trap spell much in the
same manner as a focus can be charged with a spell.
6th Circle (Black)
Popular choices include, but are not limited to, cause
Range: 40m disease, bestow curse, and hold person.
Dura�on: Permanent
The spell causes the target creature, together with its Hallucinatory Terrain
carried equipment to turn into a mindless, inert
4th Circle (Grey)
statue. Targets may throw END 10+ to avoid the
effect. If the statue resulting from this spell is broken Range: 75m
or damaged, the target creature, if ever returned to
Dura�on: Special
its original state, suffers equivalent damage or
deformities. Only creatures made of flesh are This spell creates an illusion that turns an area of
vulnerable to this spell. Dispel magic or restoration outdoor terrain into a different type: such as a field
will not return the target creature back to flesh; only into a forest or a quagmire into a meadow. The entire
a stone to flesh spell will reverse this effect. terrain feature must be within the spell's range. The
illusion affects the senses of vision, hearing, and
smell. The spell ends when dispelled or when an
Globe of Invulnerability intelligent creature enters the area or touches it.
6th Circle (White)
Range: 0m Haste
Dura�on: 3 rounds per Sorcery skill level 5th Circle (Grey)
This spell creates a magical sphere of protection in a Range: 75m
1.5m radius around the spellcaster. The globe of
Dura�on: 3 turns
invulnerability prevents any spells of the 4th Circle or
lesser Circles from penetrating and harming the The spell greatly accelerates two creatures, doubling
caster and anyone else in the sphere. Note that this the number of actions they may normally take per
spell only grants invulnerability from spells, not from round. Up to two creatures per the caster’s Sorcery
physical attacks. However, unlike anti-magic shell, the skill level can be affected. The hastened creatures
globe of invulnerability allows the sorcerer to freely enjoy twice as many actions per combat round,
cast spells out from the globe. The globe of meaning that they could attack up to four times, or
invulnerability may be dispelled. move up to 40m in one six-second round. Frenzy
results and grapples are dealt with accordingly. Note
that spellcasting is not accelerated, nor is the use of
Glyph of Warding magical items, which still may only be used once per
round. This spell ages each of its affected targets by
3rd Circle (Grey)
one year, each time it is cast. This may result in the
Range: Touch targets having to make Aging throws.
Dura�on: Special
This powerful rune harms those who enter, pass, or Hypno�c Pa�ern
open the warded object, such as a bridge, a passage,
3rd Circle (Grey)
a chest, and so on. The maximum area that can be
warded by the spell is a 5m x 5m square per Sorcery Range: 10m
skill level. A password is set upon casting the spell,
Dura�on: Concentra�on
and any creature entering or touching the warded
area or opening the warded object without speaking The sorcerer creates a mesmerizing pattern of color
it activates the spell. Glyph of Warding either and light in the air. Any creature seeing the pattern
ac�vates a blast or a stored spell. becomes mesmerized unless they throw INT 8+.
Affected creatures will stand motionless without
Blast glyph: the glyph causes 1D damage per Sorcery
action and may not even parry or dodge. The effect
skill level of the caster, either fire or electric damage,
lasts as long as the sorcerer concentrates on it or until
as chosen by the sorcerer upon casting. The subject
dispelled.
may throw DEX 8+ to reduce the damage by half
(rounded up).
Spell glyph: the glyph triggers a magical trap
consisting of any spell that the sorcerer also knows.

83
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Hold Person This spell grants one creature complete immunity to
one elemental force: cold, electricity, or fire for its
2nd Circle (Grey)
duration. The immunity also protects any items the
Range: 100m creature is carrying.
Dura�on: 9 turns
This spell paralyzes any living humanoid being, Invisibility
including winged ones, freezing them in place like
4th Circle (Grey)
living statues. The target may make a STR 8+ throw to
avoid the effect of this spell. The caster may paralyze Range: Touch
one target, plus one additional target per Sorcery skill
Duration: Until dispelled or until the subject attacks
level. A held target is aware and may breathe
someone or something
normally but cannot take any ac�on nor speak.
The creature touched becomes invisible. Any
A winged creature which is held during flight falls. A
equipment or items carried by the target creature
paralyzed swimmer cannot swim and sinks – and will
vanishes as well. Items dropped by the invisible
drown without any outside assistance.
creature turn visible, and items picked up by it
becomes invisible. Note that the subject is not
magically silenced, only turned invisible. The spell
Hold Monster
ends after the invisible creature attacks any creature
4th Circle (Grey) or casts any spell. Other actions do not end the spell.
The spell lasts 24 hours, or until the caster dispels the
Range: 100m
effect.
Dura�on: 3D turns
This spell functions like hold person, except that it
Kindle flame
affects any living creature which fails an STR 8+ throw.
1st Circle (Grey)
Range: 5m
Ice Storm
Dura�on: Instantaneous
6th Circle (Grey)
The sorcerer causes one or more flammable objects
Range: 75m
within range to burst into flame, even if they are wet.
Dura�on: 1 turn All target objects must be within a 1.5m radius
sphere. The spell may also be used to attack, by
This spell calls down a storm of freezing, razor-sharp
igniting a target’s clothes or other flammable items
hail from the heavens on a target location no more
on their person. The target must throw DEX 8+ suffer
than 6m in diameter. Any creature or object
2D damage per round. The target continues to take
beginning their combat round in, or entering into the
2D damage per round, until they make a DEX 8+ roll
ice storm must throw DEX 8+ or suffer 2D damage per
to extinguish the flames, or immerse themselves in
caster's Sorcery skill rank. A second successful DEX 8+
water.
throw halves this damage (round down). Any
movement through an ice storm's area is at half the
normal movement rate.
Knock
If cast underground or inside a building, the storm
2nd Circle (White)
will strike the ceiling or the surface above the desired
target area; it will reach the target only if it does Range: 20m
enough damage to break through to it.
Dura�on: Instantaneous
The sorcerer gains a DM+2 when casting this spell in
This spell opens stuck, barred, and locked doors, as
icy or stormy weather. If cast under a clear sky, the
well as boxes, chests, and other locked objects. This
sorcerer is incurs a DM-2 penalty to the throw.
includes magically locked items. Knock will not raise a
portcullis, operate drawbridges or similar
mechanisms, or affect ropes, vines, etc. Apply DM-1
Immunity to Elements
to the spellcasting roll when dealing with a magical
4th Circle (White) lock.
Range: Touch
Dura�on: 6 turns

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Levitate possess the same body within the next turn. If the jar
is outside this range, both souls – that of the sorcerer
4th Circle (White)
and that of the host – go to the underworld, and both
Range: Touch bodies die.
Dura�on: 6 turns + 2 turns per Sorcery skill level If the possessed host's spirit is within the jar and the
jar breaks or is dispelled, and the jar is within 40m of
This spell allows the sorcerer to move the touched
the possessed body, the host's spirit returns to their
creature or object up or down. It only affects willing
body while the sorcerer's soul goes to the
creatures or unattended objects. By concentrating,
underworld. If it is outside range, the disembodied
the sorcerer can direct the subject up and down by as
spirit goes to the underworld.
much as 5m per round. This spell does not allow
horizontal travel, but the target may clamber or push
themselves against surfaces to move laterally.
Mind Probe
2nd Circle (Grey)
Magic Jar
Range: 20m
5th Circle (Black)
Dura�on: 12 turns
Range: 10m
The spell permits the sorcerer to read the surface
Dura�on: Special thoughts one or more targets within range. The
caster must designate a direction in which they
By casting magic jar, the sorcerer deposits their soul
"listen"; each turn, the sorcerer may "listen" in a
inside an inanimate object in the spell's range (the
different direction. The sorcerer will understand any
eponymous "magic jar"). The sorcerer may then
target's surface thoughts regardless of language.
attempt to possess a nearby living being within 40m
Targets are not aware of this kind of probing.
of the magic jar, forcing the target’s soul into the jar
instead. The sorcerer may move back to the jar (and Two or more inches of rock, or a thin coating of lead
hence returning the trapped soul to its original body) or gold, will block this spell. All undead – including
and attempt to possess another living creature. The intelligent ones – are immune to this spell, as are all
spell ends when the sorcerer returns to their own mindless creatures.
body, leaving the jar empty.
When the spellcaster transfers their soul to the
Mirage
receptacle, their body appears dead, but does not
decay as a normal dead body would. 5th Circle (Grey)
Wards such as protection from evil block this spell. Range: 75m
Otherwise, the target must throw INT 8+ or be
Dura�on: Special
possessed by the sorcerer's dark soul. On a successful
throw, the sorcerer's soul remains in the jar and the This spell makes a structure or terrain feature look
same target is immune to further possession like something else, such as transforming a tower into
a�empts for one Day. a hill. The entire terrain feature must be within the
spell's range. The affected terrain looks, sounds, and
If the target fails this throw, their soul is trapped
smells exactly like the illusory form. Intelligent
within the magic jar, and the sorcerer possesses their
creatures who suspect that this is an illusion may
body. The sorcerer keeps their INT, EDU, skills, and
throw INT 8+ to disbelieve it. The mirage lasts until
mental abilities. The body retains its STR, DEX, END,
dispelled.
SOC, as well as natural abilities. The sorcerer has no
access to any special abili�es or skills of that body.
If the jar is broken or dispelled when the sorcerer's
soul is within it, and the sorcerer's body is within 40m
of the jar, the sorcerer's spirit returns to their original
body. Otherwise, the sorcerer's spirit goes to the
underworld and the body dies. In any case, the spell
ends.
The dispel evil spell exorcises the sorcerer's soul from
a host body. If the magic jar is within 40m of the body,
the caster's spirit returns to the jar, and the host's
spirit to its body. The sorcerer will be unable to

85
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Mirror Image only be cast outdoors or in a ventilated room. The
cloud is 5m x 5m x 5m in size and blocks line of sight
2nd Circle (Grey)
into or through it. Any creature starting its initiative
Range: Self within the cloud or moving into it must throw END 8+
or became nauseated. Nauseated creatures cannot
Dura�on: 6 turns
attack, cast spells, or take any action except for move
This spell creates several illusory duplicates of the out of the cloud. The nauseated condition lasts as
sorcerer. The images move through each other, as long as the creature is in the cloud and 1D rounds
well as through the actual sorcerer, quite often, so it after exiting it. Any creature that succeeds in the END
is impossible for any creature to know which one of 8+ throw but remains in the cloud or re-enters it must
them is the real spellcaster. This creates a total of make this throw again or be affected as long as the
1D+2 images, which cluster around the sorcerer. The cloud persists.
figments mimic the caster's mo�ons.
Attacks against the caster will always target one
Phantasmal Force
figment instead, whether the attack is successful or
not. Any attack on a figment destroys it. However, 2nd Circle (Grey)
until all figments are removed, or until the effect is
Range: 75m
dispelled, or the spell expires, the sorcerer cannot
not be harmed by melee or ranged a�acks. Dura�on: Concentra�on
This spell creates a visual illusion of any object,
creature, or force imagined by the sorcerer, up to a
Move Earth
maximum volume of 5m x 5m x 5m. This illusion does
6th Circle (Grey) not create sound, smell, texture, or temperature. The
spellcaster can move the image within this volume
Range: 75m
and the spell lasts as long as the sorcerer
Dura�on: 6 turns concentrates on it, or un�l it is dispelled.
With this spell, the sorcerer can move large volumes If used to simulate creatures, the illusions will
of soil, up to 10m x 10m x 10m in volume, including disappear if it is successfully hit in combat. If
altering surface features within range. The sorcerer simulating an attack, the illusory damage will be
may move earth at a rate of 20m per turn, as desired. equivalent damage of such attack, though an INT 8+
The spell cannot affect stone, only soil. throw by the target will void this damage. The
damage, in any case, is unreal; those "killed" or
"injured" by this spell fall unconscious and will awake
Neutralize Poison within 1D rounds, without a scratch.
4th Circle (White)
Range: Touch Pillar of Fire
Dura�on: Instantaneous 5th Circle (Grey)
The spell neutralizes any poison in the touched Range: 50m
creature or object. This includes all magical poisons.
Dura�on: Instantaneous
If cast on a poisoned creature, it suffers no further
damage. If cast on a poisoned object, the poison is The sorcerer calls forth a 15m high, 5m diameter
removed. If cast on a creature that died from column of fire from the heavens and unleashes it
poisoning in the last 10 rounds, the target is revived upon the target location. This deals 4D damage to all
with a score of 1 in all physical characteris�cs. creatures in the area of effect. Creatures who
successfully throw DEX 8+ suffer only 2D damage.
If cast underground or inside a building, the pillar will
Noxious Cloud
strike the ceiling or the surface above the desired
3rd Circle (Grey) area of effect; it will reach its destination only if it
breaks through it.
Range: 30m
Pillar of fire may damage vehicles – it has an AV value
Dura�on: 3 rounds per Sorcery skill level
of 5D and will almost certainly set wooden ships on
The sorcerer creates a cloud of foul-smelling vapors fire.
within 10m of a target chosen by the caster. The spell
draws it power from natural miasmas and thus can

86
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Poison The spell ends immediately if any protected creature
tries to cast another spell or attack Chaotic beings; if
4th Circle (Black)
the caster moves; or if the caster loses concentration,
Range: Touch such as by cas�ng another spell or being injured..
Dura�on: Instantaneous Purify food and water
When casting this spell, the sorcerer must attack a 1st Circle (White)
target; if the attack is successful, the target is
Range: 3m
poisoned and must resist a Virulence 10+, Damage 4D
poison. Dura�on: Instantaneous
The spell makes spoiled, poisonous, or otherwise
contaminated food and water pure and ready for
Protec�on from Chaos
consumption. This spell will purify enough food and
1st Circle (White) water to sustain a dozen humans or human-sized
creatures for one day. The spell, however, cannot
Range: Self
affect poisons.
Dura�on: Concentra�on
This spell creates a magical barrier protecting the
Rebirth
sorcerer and those within a 3m radius. For its
duration, those in the area of effect are afforded 6th Circle (Black)
some protection against Chaotic beings such as the
In this vile act of necromancy, the sorcerer attempts
undead or demons. The spell causes Chaotic targets
to steal a dead person's soul, dragging it back from
DM-1 to hit the protected characters. It also prevents
the halls of the dead. This is one of the darkest black
direct bodily contact with Chaotic beings. Natural
magic spells in existence, because the gods of the
weapon attacks by Chaotic beings fail; this does not
dead see this as a personal insult. There is no need for
affect weapon attacks, ranged attacks, or spells,
a dead body; the spell will materialize the dead soul
however.
in new flesh. However, this spell is highly risky. Upon
The caster must remain stationary and concentrate a successful casting, throw 2D on the following table
on the spell. and add the spellcas�ng throw's Effect:

Rebirth
2D Result
2- The gods refuse to let go of the character's soul and they remain dead for eternity. No further attempts may be made
to bring the character back to life.
3-4 The character indeed arises from the dead, but instead of rising as a normal mortal, the eternal powers of Chaos
curse them with undeath! The character rises as a ghoul, under the Referee's control, who will attack any nearby
characters and a�empt to eat them.
5-6 The spell fails. Further rebirth attempts may be made, but at DM-2 on this table. Penalties are cumulative for
repeated a�empts, e.g. a third a�empt a�er failing twice will suffer DM-4.
7-9 The character is restored to life, but in a bad state – they will require 1D months of rest. Roll 1D: 1-2, the character
loses their memory; 3-4, the character is part alive and part dead; 5-6, the character will suffer from sudden and
unexpected fits of murderous rage (see below).
10 The character is restored to life, though still bearing terrible injuries – they will require 1D months of rest. Roll 1D: 1-
2 the character suffers from partial memory loss; 3-4, the character has passed through Hell and will have severe
recurring nightmares; 5-6, the character undergoes a profound personality change as they recover.
11 The character is well-restored to life and will make a full recovery within 2 weeks. Roll 1D: 1-2, the character will be
sickly for the rest of their life; 3-4, the character suffers characteristic loss ;5-6, the character remains cold as a corpse
and will suffer sudden shivers.
12+ The character is blessed by Chaos and awakens fully restored with full characteristics, ready to adventure at a
moment’s no�ce!

87
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Rebirth Effects: demon – and from that point on is considered an NPC
monster controlled by the Referee.
Characteristic Loss: the character loses 1D points
from one characteristic, chosen randomly, to a
minimum of 1.
Remove curse
Memory Loss, Full: The character suffers from
3rd Circle (White)
complete amnesia, though they will retain basic life
skills and partial adventuring capabilities. The Range: 10m
character loses half of their skill levels, chosen by the
Dura�on: Instantaneous
Referee. The character's EDU characteristic is halved
(round up). This spell instantaneously removes all curses from a
single creature. If cast on a cursed item, the spell
Memory Loss, Partial: The character loses part of
does not remove the curse from the item itself but
their memory but retains a general idea of their
allows the item's bearer to get rid of it.
identity, as well as some adventuring capabilities. The
character loses one skill entirely, regardless of level,
chosen randomly. The character also loses 1D points
Remove fear
of EDU.
1st Circle (White)
Partially Alive: The character is neither alive nor
dead, and teeters constantly on death's door, held Range: touch
alive only by black magic but at the same time is
Dura�on: Instantaneous
constantly called back to the afterlife (or hell) by the
gods of death. The character suffers DM-2 to all This spell calms down and removes fear from a
actions and only has half their movement rate. The touched creature, including magical fear.
character must also throw END 8+ every month, with
the above penalty, or die as the gods of the
underworld reclaim their soul. Resist Elements
Personality Change: The character retains their 2nd Circle (White)
memories, but his or her personality will change in a Range: touch
profound manner, as negotiated between player and
Referee. Dura�on: 6 turns
Recurring Nightmares: The character suffers from This spell grants a single creature temporary
memories of being dead in a dreadful afterlife – as immunity to cold, fire, or electricity (the sorcerer
well as other negative visions. They will invariable chooses one of them upon casting the spell). The
suffer from severe recurring nightmares every night, target ignored ordinary exposure to this element
preventing healthy sleep. The character will suffer (such as exposure to arctic weather with inadequate
severe insomnia as a result, causing a perpetual DM- clothing). The target also gains DM+2 to throws to
1 to all ac�ons. resist more significant forms of that element, such as
an ice dragon's cold breath or a call lightning spell.
Sickly: The character's body does not fully recover
from being dead and its life force is far weaker.
Natural healing takes twice as long, and so does Respite
magical healing based on natural healing times (such
as respite spells). The character also suffers DM-1 to 1st Circle (White)
throws to resist disease, poison, or acid. Range: Touch
Sudden Murderous Rage: The character awakens as Dura�on: Instantaneous
normal but is shadowed by a demon. At the Referee's
discretion (recommended every week or every The subject heals as if they have rested for one full
month), the character must make throw INT 8+ or fly day.
into murderous bloodlust lasting 2D rounds, doing
their best to kill any living being within reach. After
this period, they will return to normal, but will not
remember any of their actions while enraged. A
sorcerer may attempt to use remove curse to exorcize
the demon; in this case, the character throws INT 8+;
if successful, the sorcerer drives away the demon and
prevents any further bouts of rage; if failed, the
character becomes permanently controlled by the

88
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Restora�on Smite Undead
6th Circle (White) 4th Circle (White)
Range: Touch Range: 75m
Dura�on: Instantaneous Dura�on: Special
The spell removes any curses, afflictions, diseases, or This spell instantly destroys a number of undead
poisons from the creature the sorcerer touches. creatures within range equal to three times the
sorcerer's Sorcery skill. All undead must be inside a
This spell may also allow a creature to regrow lost
20m radius sphere from a point of origin chosen by
limbs or organs, thus reversing mortal wounds,
the sorcerer. Skeletons and zombies turn to dust
assuming that the creature is still alive. However,
automatically. Other undead must throw END 8+ or
such rapid regeneration wracks the targets body; the
crumble to dust. Undead with the Sorcery skill, such
creature must throw END 8+ or be forced to roll on
as vampires, are immune to this spell.
the Muta�on Table.
This spell cannot cure mutations, and nor can it bring
dead creatures back to life. Snake Charm
2nd Circle (Grey)
Scrying Range: 20m
4th Circle (Grey) Dura�on: Special
Range: Special The sorcerer can affect the behavior of snakes. This
spell makes targeted snakes indifferent to the
Dura�on: 1 turn
spellcaster and any allies. The sorcerer can affect a
This spell allows the sorcerer to see images of distant number of snakes equal to twice their Sorcery skill
creatures, objects, or places. This requires a mirror, a level. The snakes will defend themselves if attacked,
crystal, or a clear pool, upon which the visions will be but otherwise will be indifferent to everyone but
seen. The caster must know the creature, object, or their attackers. Attacking one charmed snake will not
place viewed, or have a sample of the creature or break the charm on others.
object such as hair clipping or paint chip. The vision
If cast on snakes engaged in melee combat, the spell
lasts 1 turn and the sorcerer must remain
will last for 2D rounds. If cast on snakes which are not
concentrated and mo�onless while scrying.
hos�le at the moment, it will last for 1D turns.
The sorcerer may command the charmed snakes to
Sleep a�ack a target, for the dura�on given above.
1st Circle (Grey)
Range: 20m Speak with animals
Dura�on: 3D turns 2nd Circle (White)
The sorcerer attempts to put living creatures into a Range: special
magical sleep. The caster may affect two visible
Dura�on: 6 turns
creatures per Sorcery skill level. Each target must
throw END 8+ or fall asleep and become helpless. The sorcerer can comprehend and communicate with
Ranged attacks against the sleeping creature are at any one normal or giant animal within line of sight
DM+2, and if an attacker is not engaged in combat capable of hearing the spellcaster. It does not affect
with another creature, they may slay a sleeping intelligent animals or fantastic creatures. This spell
creature automatically. Attacking, damaging, or does not automatically change the animal's attitude
otherwise moving a sleeping creature awakens them. towards the sorcerer, it only allows communica�on.

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Speak with Dead S�cks to Snakes
3rd Circle (Black) 4th Circle (Grey)
Range: 5m Range: 40m
Dura�on 1 turn Dura�on: 6 turns
This spell grants a semblance of life and intelligence The spell transforms 2D ordinary wooden sticks per
to a corpse, allowing it to answer several questions Sorcery skill rank into normal venomous snakes (see
that the sorcerer asks. The spellcaster may as two the Monsters chapter). The snakes follow the
questions per Sorcery skill level. The corpse's sorcerer's commands. The snakes revert to wooden
knowledge is limited to what the creature knew s�cks when slain, dispelled, or when the spell ends.
during life, including any languages it spoke. Answers
are typically brief, cryptic, or repetitive. The corpse
must have a mouth in order to respond. The spell Stone to Flesh
does not work on undead—even destroyed undead.
6th Circle (White)
Only one speak with dead spell will affect a given
corpse in a week. Range: 40m
Speak with Plants Dura�on: Instantaneous
4th Circle (White) This spell brings a petrified creature back to life,
reversing, for example, the flesh to stone spell or
Range: 10m
petrification effect caused by various monsters. If it is
Dura�on: 3 turns cast on stone which is not a petrified creature, it will
merely transform a human-sized volume of stone into
The sorcerer can communicate with both normal
a gooey pile of primordial organic ma�er.
plants and plant creatures. A normal plant's sense of
its surroundings is limited, and thus it will have a
limited ability to answer questions about events
Summon insect swarm
outside its immediate vicinity. The spell does not alter
the plant's reaction towards the sorcerer; however, 2nd Circle (Black)
normal plants often communicate freely with
Range: 5m
sorcerers, as they have little else important to do but
the ordinary eternity of photosynthesis. To determine Dura�on: 1 day
the attitudes of sentient plant creatures towards the
The sorcerer calls forth an insect swarm (see the
sorcerer, follow the normal Reaction rules. Friendly
Monsters chapter), which forms anywhere within
plant creatures may assist the sorcerer in various
range. The swarm will mindlessly respond to the
tasks; ordinary plants may only converse.
sorcerer's will. It will dissipate when dispelled, or
when the spell ends.
Starfall
6th Circle (Grey) Summon Hell Hounds
Range: 75m 5th Circle (Black)
Dura�on: Instantaneous Range: 5m
This spell calls down a star from the vast reaches of Dura�on: Special
dark space to strike a point of the sorcerer's choice,
The sorcerer conjures 2D hell hounds from the
where it explodes for 4D damage per the sorcerer's
depths of hell. The hounds appear anywhere within
Sorcery skill rank. The damage is applied to every
range. When summoned, the sorcerer must give the
creature within a 5m-radius sphere. The spell also has
hounds a single task, such as guarding a location, or
AV 4D when targeting vehicles. Creatures in the area
hunting a particular creature. The spell ends when
of effect may throw DEX 8+ to reduce this damage by
the hounds complete their task, or when a month
half. The explosion also ignites any flammable
passes – whichever is earlier. Hell hounds are hateful
material within its radius and may melt metals with a
creatures of Chaos, and thus will interpret commands
low melting point, such as gold or silver. Note that if
in the most destructive manner possible. The hounds
any object, such as a ceiling, blocks the meteorite's
will disappear when the spell ends, when they are
fall, it will explode prematurely. However, the spell
slain, or when they are dispelled.
might cause damage indirectly from falling debris as
the ceiling collapses.

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Summon Invisible Stalker Summon Weather
6th Circle (Black) 5th Circle (Grey)
Range: 5m Range: 10km per Sorcery skill rank
Dura�on: Special Dura�on: 3 hours per Sorcery skill rank
The sorcerer calls forth an invisible stalker from the The spell calls forth and creates a specific weather
Outer Dark to do his vile bidding. When summoned, condition to the sorcerer's location, regardless of the
the invisible stalker must receive a single objective, local naturally-occurring weather. It does not control
such as guarding a location or hunting a particular this weather, merely summons it. The weather
creature. The spell expires once the task is complete. arrives within 1 turn.
However, invisible stalkers resent protracted missions
This spell is particularly potent when combined with
and will seek to pervert their instructions accordingly.
call lightning, a combination sometimes called the
The creature will vanish when destroyed, dispelled,
Storm of the Century.
or when the task is complete. Because of the soul-
blasting nature of this spell, a sorcerer cannot cast it
more than once a week.
Telepathy
3rd Circle (Grey)
Summon Ooze
Range: 30m
3rd Circle (Black)
Dura�on: Concentra�on
Range: 5m
This spell allows the sorcerer to read the thoughts of
Dura�on: 1 day any creature within 30m at will. The spellcaster may
also send a telepathic message to any character
The sorcerer calls forth their choice of gray ooze,
whose thoughts they are reading, which allows for
green slime, or yellow mold from the darkest
bidirectional communication. While using this spell,
recesses of the Earth (see the Monsters for details).
the sorcerer must concentrate and cannot otherwise
The ooze will mindlessly respond to the sorcerer's
move or act.
will. It will disappear when dispelled, or when the
spell ends. Because the soul-wrenching nature of this
spell, it cannot be cast more than once a day.
Thunderclap
1st Circle (Grey)
Summon Shadows
Range: 20m
4th Circle (Black)
Dura�on: Instantaneous
Range: 5m
A deafening thunder resounds from a point of the
Dura�on: 1 week sorcerer’s choosing, within range. This may be heard
up to 10km away as a low rumble. Any creatures
The sorcerer calls forth 1D shadows from the Outer
within 1.5m of the thunderclap's chosen center must
Dark to serve her. The shadows appear anywhere
throw DEX 8+ or suffer 1D damage and be deafened
within range and respond to the spellcaster's will, as
for 1D turns. Deafened creatures suffer DM-2 to
well as the shadows spawned by them, to a total
Surprise and Stealth rolls, as well as to any
maximum of 6 shadows. Note that shadows are
Spellcas�ng throw.
inimical to all life and will try to twist any order to
wreak maximum possible havoc. The shadows vanish
when dispelled or when the spell ends. Note that due
to the soul-wrecking nature of this spell, it may only
be cast once every week.

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Tremor Water Breathing
5th Circle (Grey) 3rd Circle (White)
Range: Special Range: 10m
Dura�on: Concentra�on Dura�on: 1 day
This spell causes the ground around the sorcerer to This spell allows the target to breathe underwater at
tremble. The sorcerer remains unaffected. The any depth; it does not prevent the target from
spellcaster may choose to have the tremor radiate breathing air, nor does it provide any special ability to
outward from them along the ground in all directions move underwater.
up to a radius of 15m, or blast outward along the
ground in a flat cone 45m long and 30m wide.
Creatures within the area of effect must throw DEX Winged Flight
8+ every round. Those who fail this throw are
5th Circle (White)
knocked down and suffer 1D damage. Those who
succeed retain their footing and suffer no damage. At Range: Self
the Referee's discretion, tremor may damage
Dura�on: 3 turns per Sorcery skill level
buildings and has an AV 5D ability vs. vehicles. Note
that a sorcerer may only cast this spell on the ground; The sorcerer grows two large wings from their
Casting this spell in deep water creates a small shoulders; their appearance can be determined at
tsunami, which may cause the AV 5D attack vs. ships! the spellcaster's discretion. The wings allow the
spellcaster to fly at a rate of 40m per combat round,
or 2000m per turn while exploring. Flight requires no
True Seeing more concentration than walking, and the sorcerer
may attack or cast spells normally. If winged flight is
5th Circle (White)
dispelled or ends when the sorcerer is aloft, they will
Range: Touch fall to the ground, poten�ally taking falling damage.
Dura�on: 6 turns
The spell confers the subject with the ability to see all
things as they are. The subject sees through normal
and magical darkness, notices secret doors, sees
invisible creatures and objects, sees through illusions,
normal and magical disguises, and various polymorph
effects. This sight has a 50m range but does not
penetrate solid objects and does not negate actual
concealment such as fog (even magically conjured
fog).

Unseen servant
1st Circle (Grey)
Range: 10m
Dura�on: 6 turns + 1 turn per Sorcery skill level
The sorcerer summons an invisible, mindless,
shapeless force to act as a valet. It can fetch items,
open doors, hold chairs, clean, and perform other
similar simple tasks. It can exert up to 10kg of force
and thus can trigger traps, if desired, or deliver
bombs to enemy positions. A dispel magic ends this
effect, but the "servant" is immune to ordinary
a�acks.

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MONSTERS
Insidious beasts stalk the jungles and mountains. niches, or subtypes, as described below.
Horrors lurk deep beneath the cities. And, of course,
Carnivores
the natural world itself has a bounty of creatures,
ranging from the useful to the wondrous to the Chasers (such as wolves or velociraptors) chase and
terrible. Some of the most difficult and memorable exhaust their prey before killing it.
opponents a band of adventurers may encounter are
Killers (such as sharks) possess a raw killing instinct
the monsters and creatures that inhabit the game
and a�ack their prey in a frenzy.
world. This chapter details monsters ready for use in
a Sword of Cepheus game, from the humble hunting Pouncers (such as cats) kill by stalking and ambushing
dog to the migh�est dragon. their prey.
Sirens (such as the venus fly trap) lure their prey to
them.
MONSTER TYPES Trappers (such as spiders) catch their prey by setting
Monsters come in various types – from humanoids to traps.
beasts to undead. The type determines how various
spells affect the monster, as well as its behavior as
you will see below. Herbivores

Beasts are animals, fungi, and plants – both mundane Filters (such as earthworms and blue whales) pass
and fantastic. They have an ecological niche, the environment through their bodies. Unlike grazers,
reproduce, and behave as their ecological niche which move to food, filters move a flow of matter
dictates. Most beasts are non-sentient or semi- through themselves and filter out the food.
sentient (INT 0 or 1) but in a Sword and Sorcery Grazers (such as antelopes) are herbivores devoting
world, sentient animals are always a possibility. most of their �me to ea�ng.
Beasts are the most common type of monster. Note
that non-humanoid plant and fungal monsters are Intermittents (such as elephants) are herbivores that
also considered beasts. Affected by any spell which do not devote all their �me to ea�ng.
affects animals.
Constructs are artificial beings – created by magic or Omnivores
technology. They are usually non-sentient. Immune
to mind-affec�ng spells, poison, and disease. Eaters (such as army ants) eat anything and
everything – including characters, if the Eaters can
Humanoids resemble human beings, at least in overcome them.
general terms; they have bilateral symmetry, two
arms, two legs, and usually walk upright. Humanoids Gatherers (such as raccoons and chimpanzees) are
are sentient. Generally speaking, affected by any spell omnivores that tend towards being herbivores.
which will affect a human being. Hunters (such as baboons) are omnivores that tend
Outsiders come from other planes of existence – towards the carnivorous end of the diet spectrum.
such as the depth of Hell, the Elemental Spheres, or
far more alien realms. They may or may not be
sentient. Affected, among other things, by Protection Scavengers
from Chaos spells. Carrion-Eaters (such as vultures) wait until all other
Undead are once-living creatures animated by threats, such as predators or more aggressive
spiritual or supernatural forces. Immune to mind- scavengers, leave a carcass before feasting on it.
affec�ng spells, poison, and disease. Scavengers are either carnivores or omnivores.
Hijackers (such as lions and Tyrannosaurus rex) are
scavengers who steal other predators’ kills by brute
Note that, unless noted otherwise, all monsters have force.
at least Athletics-0 and Melee Combat-0 and all
Beasts also have at least Survival-0. Intimidators (such as coyotes) establish their claim to
food by in�mida�ng other creatures.
Reducers (such as vermin) act constantly on all
BEAST SUBTYPES available food, even the remains left behind by other
Beasts are living animals and thus have ecological scavengers.

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INSTINCT AND PACK For example:
Monsters, being creatures, possess STR, DEX, END, Dinosaur, Deinonychus
and INT characteristics just like human characters. 100kg Beast (Chaser), plains walker, 9G9198 #App:
However, instead of EDU and SOC, they have Instinct 2D Treasure: None
(INS) and Pack (PAC) characteris�cs.
Atheltics-2, Melee Combat-2, Survival-0, Recon-0,
Instinct (INS) is the monstrous equivalent of EDU. Tac�cs-1
Monsters apply their INS characteristic to tasks such
as sensing prey. A�acks if outnumbering the characters; flees on 5-

Pack (PAC) is the animal equivalent of SOC. The higher Claws (2D), teeth (2D); armor 1; speed 30m/ac�on
the creature's PAC score, the larger the group that it Neutral; Morale DM+1
can be associated with, and the more standing the
creature has in that group.
This means that a deinonychus weighs 100kg on
average, lives in open plains, walks (well, runs), has
STR 9, DEX 16, END 9, INT 1, INS 9 and PAC 8; 2D
READING MONSTER ENTRIES Deinonychuses will appear in an encounter; and it
carries no treasure.
Monster entries use the following format:
It has Atheltics-2, Melee Combat-2, Survival-0, Recon-
Size, Type, Terrain Locomotion, UPP, #Appearing 0, and Tac�cs-1 skills.
Treasure
The deinonychuses will attack if they outnumber the
Skills characters, but otherwise will flee on a throw of 5- on
Behavior 2D.
A�acks; Armor; Speed It has claws causing 2D damage, teeth causing 2D
damage, 1 point of armor, and a speed of 30m per
Alignment; Morale ac�on (triple the human speed).
• Various creatures have further powers and Its alignment is Neutral and its Morale DM is +1.
abilities given in bullet-points in their description

A creature’s UPP, just as for an ordinary human


character, lists, as a string of "pseudo-hexadecimal"
digits, the monster's STR, DEX, END, INT, INS, and PAC
(for a beast) or the monster's STR, DEX, END, INT,
EDU, and SOC (for a more civilized creature)

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Monster Entries • Acid Spit: once every 6 hours, the ankheg may
spit acid up to 15m causing 2D damage upon
While a large and varied number of monsters are
impact; it has DM+3 to hit with this acid
listed here, Referees are strongly encouraged to alter
projec�le.
these monsters, or create entirely new ones to fit
their se�ng. • Night vision.
• Improved grab: DM+2 to Grapple throws.
Allip
0kg Undead, urban flyer, CAG0A0 #App: 1 Treasure: Ant, Giant, Worker
Small
100kg Beast (Eater), plains walker, A7C07C #App: 4D
Athle�cs-1, Melee-0, Recon-1, Tac�cs-1 Treasure: Incidental
A�acks all living beings Athel�cs-1, Melee Combat-0
Special a�ack; armor 0; flying speed 10m/ac�on A�acks on 5+; flees on 4-
Chao�c; Morale DM+2 Mandibles (2D); armor 3; speed 10m/ac�on
An Allip is an undead creatures that is the result of Neutral; Morale DM-2
when a living creature is driven to madness and
An enormous and hardy insect, the giant ant lives in
suicide by enemies or circumstances. Now, the
massive nests and eat almost anything, hapless
remnant soul - the allip - haunts its former environs,
adventurers included. Note that the behavior notes
seeking revenge on all living creatures.
above are for a wilderness encounter; giant ants will
• Undead: immune to poison, disease, and defend their nest to the death if invaded.
suffoca�on.
• Incorporeal: immune to non-silver, non-magical
Ant, Giant, Soldier
weapons.
100kg Beast (Eater), plains walker, A7C07C #App: 4D
• Immune to mind-affec�ng magic.
Treasure: Incidental
• On a successful attack, an allip drains 1 INT point
Athel�cs-2, Melee Combat-2, Survival-1
from its victim; a victim reduced to 0 INT
becomes permanently insane (only curable by A�acks on 5+; flees on 4-
the Restoration spell). INT points otherwise
Mandibles (2D); armor 5; speed 10m/ac�on
regenerate at a rate of 1 point per day.
Neutral; Morale DM+1
• Voice – anyone who hears the allip's babble must
throw INT 10+ or be hypnotized and paralyzed Giant ant soldiers are hardier than their worker
for 1D rounds. sisters, and possess acidic venom, making their bite
much more dangerous.
• Night vision.
• Venom: 8+/2D delivered by bite.

Ankheg
Ant, Giant, Queen
400kg Beast (Pouncer), forest walker, KAG0A3 #App:
1D Treasure: Small 800kg Beast (Eater), plains walker, F5F091 #App: 1
Treasure: Incidental
Athletics-2, Melee Combat-2, Recon-1, Survival-0,
Tac�cs-2 Melee Combat-2
A�acks if it has surprise; flees if surprised Always a�acks if threatened in its nest
Claws (3D), Mandibles (3D); armor 6; speed 10m/ Mandibles (3D); armor 5; speed 10m/ac�on
ac�on
Neutral; Morale DM+2
Neutral; Morale DM-1
The queen of a giant ant colony is a bloated insect,
The ankheg is a burrowing insectoid predator, hiding several times the size of a worker or soldier giant ant.
underground and waiting for prey to pass over its
• Venom: 8+/3D delivered by bite.
burrow. It then leaps out of the ground, grabs its prey,
and drags it back to its lair to feed.

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Ape, Flying Basilisk
150kg Beast (Hunter), mountain flier, E8F2A7 #App: 200kg Beast (Trapper), desert walker, E8C070 #App: 1
2D Treasure: Incidental Treasure: Small
Athletics-1, Melee Combat-1, Recon-1, Stealth-1, Athletics-1, Melee Combat-2, Recon-1, Stealth-1,
Survival-1, Tac�cs-1 Survival-1, Tac�cs-1
If larger than its prey, attacks on 6+; otherwise, A�acks if it has surprise; flees on 5-
a�acks on 10+ and flees on 5-
Claws (2D), Teeth (2D); armor 3; speed 5m/ac�on
Fists (2D), Teeth (2D); armor 3; walking speed 10m/
Neutral; Morale DM+1
ac�on, flying speed 20m/ac�on
The basilisk is a horrid lizard-like monster capable of
Neutral; Morale DM-1
turning its prey into stone; it then eats and digests
A fantastic omnivorous winged ape capable of flight; that stone.
it is intelligent enough to use tactics such as dropping
• Any creature caught in the basilisk's gaze must
rocks from the air on poten�al prey.
throw END 8+ or be turned to stone.
• DM-2 to hit the ape when it is flying.
• Night vision.

Assassin Vine
Bat, Giant
800kg Beast (Trapper), forest walker, 79E060 #App: 1
100kg Beast (Hunter), hill and cave flyer, C8D197
Treasure: Incidental
#App: 2D Treasure: None
Melee Combat-1, Stealth-2, Tac�cs-1
Athle�cs-0, Melee Combat-1, Recon-1, Survival-1
A�acks if it has surprise; does not flee
Attacks on 6+ if it is larger than at least one of its prey;
3D vines (1D each); armor 4; speed 5m/ac�on otherwise, a�acks on 10+ and flees on 5-.
Neutral; Morale DM+0 Teeth (2D); armor 1; flying speed 30m/ac�on
A horrid semi-mobile carnivorous plant, the assassin Neutral; Morale DM+0
vine creates its own fertilizer by crushing passers-by
One hundred times the size of an ordinary bat, this
and deposi�ng their carcasses near its roots.
monstrosity dwells in ruins and caves and preys upon
• On a successful attack with Effect 2+, it grapples the weak – including humans.
its vic�m, causing an addi�onal 1D damage.
• Sonar vision. Giant Bats do not suffer negative
• Each vine takes 1D damage (after armor) to DMs for low light and darkness.
sever.
• An assassin vine that has lost all its vines cannot
Bear, Black
a�ack.
200kg Beast (Hunter), forest walker, G8C093 #App:
1D Treasure: None
Baboon
Athle�cs-1, Melee Combat-1, Recon-1, Survival-1
50kg Beast (Intermittent), jungle walker, 48829A
A�acks on 10+ and flees on 5-.
#App: 3D Treasure: None
Claws (2D), Teeth (2D); armor 2; speed 20m/ac�on
Athletics-1, Melee Combat-1, Recon-0, Stealth-0,
Survival-1 Neutral; Morale DM-1
A�acks on 10+; flees on 4- The forest-dwelling black bear is a major threat to
adventurers, especially if its cubs are threatened.
Teeth (1D); armor 1; speed 10m/ac�on
Neutral; Morale DM+0
The baboon is a powerful and aggressive primate
roughly the size of a large dog, and well-adapted to
living on the ground.

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Bear, Brown Bison
400kg Beast (Hunter), forest walker, J8C093 #App: 1D 800kg Beast (Grazer), plains walker, M7H09G #App:
Treasure: None 5D Treasure: None
Athle�cs-1, Melee Combat-1, Recon-1, Survival-1 Athle�cs-2, Melee Combat-0, Survival-0
Attacks on 6+ if it is larger than at least one of its prey; A�acks on 8+; flees on 6-
otherwise, a�acks on 10+ and flees on 5-.
Trample (3D), Horns (3D); armor 2; speed 20m/action
Claws (2D), Teeth (3D); armor 3; speed 20m/ac�on
Neutral; Morale DM-2
Neutral; Morale DM+0
A large wild bovine, the bison is a prime game animal.
Much larger than black bear, the brown bear is a However, hunters should take care: bison are
fearsome hunter – a particularly large subspecies, dangerous when angered.
such as the grizzly or Kodiak bear (as depicted above)
is a force to be reckoned with.
Black Pudding
200kg Beast (Reducer), subterranean walker, A58080
Bear, Polar
#App: 1 Treasure: None
800kg Beast (Pouncer), arctic walker and swimmer,
Athle�cs-0, Melee-0, Recon-0, Survival-0
LAI0A2 #App: 1D Treasure: None
A�acks on 10+, flees on 7-
Athletics-2, Melee Combat-2, Recon-1, Survival-1,
Tac�cs-1 Special a�ack; armor 0; speed 5m/ac�on
Attacks on 6+ if it is larger than at least one of its prey; Neutral; Morale DM: automa�c success
otherwise, a�acks on 10+ and flees on 5-.
The black pudding is a dark, oily, amorphous glob
Claws (3D), Teeth (3D); armor 3; walking speed 10m/ with an acidic surface living off the detritus of the
ac�on, swimming speed 20m/ac�on underground.
Neutral; Morale DM+1 • Acid: any creature coming into contact with the
black pudding – either on the pudding's
One of the largest bear species, the polar bear is a
successful attack or by touching it otherwise –
majestic predator at home both on snow, ice and
suffers 2D damage per round. Contact with the
underwater. The same game statistics can also serve
black pudding will corrode metal in 1D rounds.
to describe the prehistoric cave and short-faced
bears, which were similar in size. • Immune to magic, cold, and lightning. Not
immune to fire.

Beetle, Giant Fire


Boar
50kg Beast (Eater), subterranean walker, 9AA075
#App: 1D Treasure: Incidental 100kg Beast (Gatherer), forest walker, C9C199 #App:
3D Treasure: None
Athle�cs-1 Melee Combat-1, Recon-1, Survival-0
Athle�cs-1, Melee Combat-1, Recon-1, Survival-0
A�acks on 5+; flees on 4-
A�acks on 9+; flees on 7-
Bite (2D); armor 4; speed 20m/ac�on
Tusks (2D); armor 3; speed 20m/round
Neutral; Morale DM+1
Neutral; Morale DM+2
This well-armored giant insect carries a light gland
glowing with red light, which will continue to glow for The wild boar is a tough, hot-tempered beast that
1D days after the gland is removed from the beetle roams the forests. It is a real prize for an ambitious
(providing light in a 3m radius). hunter, and a source of great fear to all but the most
foolhardy of hunters.

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Camel Neutral; Morale DM+0
800kg Beast (Grazer), desert walker, I7C09A #App: 3D The panther, also known as a leopard, is the lion's
Treasure: None smaller relative and an apex predator on its own
right.
Athle�cs-1, Melee Combat-0, Recon-1, Survival-3
A wild camel attacks on 10+; flees on 8-; a
domes�cated camel rarely a�acks Cat, Great, Smilodon
Trample (3D); armor 1; speed 20m/ac�on 200kg Beast (Pouncer), plains walker, F7C0A3 #App:
1D Treasure: None
Neutral; Morale DM-1
Atheltics-1, Natural Weapons-3, Recon-1, Stealth-1,
The "ship of the desert", the camel is prized by desert
Survival-0
dwellers as a beast of burden and provider of wool
and milk. Attacks on 6+ if it is larger than at least one of its prey;
otherwise, a�acks on 10+ and flees on 5-.
Teeth (4D); armor 2; speed 20m/round
Cat, Great, Lion
Neutral; Morale DM+1
200kg Beast ( Hijacker), plains walker, EAB0A7 #App:
2D Treasure: None A prehistoric great cat, the Smilodon was (probably)
a pack hunter similar to lions; it preyed upon the
Atheltics-1, Natural Weapons-3, Recon-1, Stealth-1,
great beasts of its day, including mammoths.
Survival-0
Attacks on 6+ if it is larger than at least one of its prey;
otherwise, a�acks on 10+ and flees on 5-. Cat, Great, Tiger
Claws (2D), Teeth (3D); armor 1; speed 20m/round 200kg Beast (Pouncer), plains walker, EAB0A1 #App:
1 or 2 Treasure: None
Neutral; Morale DM+1
Atheltics-1, Natural Weapons-3, Recon-1, Stealth-1,
The "King of the Savannah", this massive great cat
Survival-0
actually rules the savannah and plains with majestic
might. Attacks on 6+ if it is larger than at least one of its prey;
otherwise, a�acks on 10+ and flees on 5-.
Claws (3D), Teeth (3D); armor 1; speed 20m/round
Cat, Great, Mountain Lion
Neutral; Morale DM+1
50kg Beast (Pouncer), plains walker, 8C80A1 #App: 1
or 2 Treasure: None The heaviest of the great cats, the tiger is as deadly as
it is beautiful, the ultimate apex predator of the
Atheltics-1, Natural Weapons-1, Recon-1, Stealth-1,
forest.
Survival-0
Attacks on 6+ if it is larger than at least one of its prey;
otherwise, a�acks on 10+ and flees on 5-. Cen�pede, Giant
Claws (2d6), Teeth (2d6); armor 1; speed 20m/round 50kg Beast (Pouncer), subterranean walker, 6A60355
#App: 1D Treasure: None
Neutral; Morale DM+0
Athletics-0, Melee Combat-0, Recon-0, Survival-1,
The mountain lion, also known as a puma or cougar,
Tac�cs-0
is a large feline nocturnal predator.
A�acks if it has surprise; flees if surprised
Mandibles (1D); armor 3; move 10m/ac�on
Cat, Great, Panther
Neutral; Morale DM-1
50kg Beast (Pouncer), plains walker, 9B80A1 #App: 1
or 2 Treasure: None This enormous chitinous nightmare resembles an
ordinary centipede, grown by sorcery or fate to man-
Atheltics-1, Natural Weapons-1, Recon-1, Stealth-1,
ea�ng propor�ons.
Survival-0
• Venom: 6+/2D delivered by bite.
Attacks on 6+ if it is larger than at least one of its prey;
otherwise, a�acks on 10+ and flees on 5-.
Claws (2d6), Teeth (2d6); armor 1; speed 20m/round

98
T�� S���� �� C������
Cockroach, Giant
12kg Beast (Reducer), subterranean walker and flier,
37407A #App: 3D Treasure: None
Athletics-0, Melee Combat-0, Recon-0, Stealth-1,
Survival-1
A�acks on 10+; flees on 7-
Mandibles (1D); armor 1; walk 10m/action; fly 30m/
ac�on
Neutral; Morale DM-2
As large as it is disgusting, this insect monstrosity
favors cesspits and trash heaps.
• Immune to disease; enjoys DM+3 to resist
poison.

Crocodile
400kg Beast (Killer), riverbank swimmer/walker
G9A0A3, #App: 1D Treasure: None
Athletics-1, Melee Combat-2, Recon-1, Stealth-2,
Survival-0
A�acks on 6+; flees on 3-
Teeth (3D); armor 3; swim/walk 10m/ac�on
Neutral; Morale DM-1
This modern relative of the dinosaurs is an aquatic
horror, a born predator superior to other extant
rep�les in its stamina and strength.

Darkmantle
12kg Beast (Trapper), subterranean walker 595173
#App: 1D, Treasure: Small
Athletics-0, Melee Combat-1, Recon-0, Stealth-3,
Survival-1, Tac�cs-1
A�acks if it has surprise; hides otherwise
Teeth (1D); armor 3; move 10m/ac�on
Neutral; Morale DM-1
This "cave octopus" hangs from the cave ceiling by its
muscular "foot", looking like a stalactite with its
tentacles wrapped around itself, changing its color to
that of the environment. When prey passes under the
darkmantle, it falls upon it and attempts to constrict
it.
• Has sonar vision.
• On a successful attack with an effect of 2+, it
grapples its victim automatically and strangles it
for 2D damage/round.

99
S��������� P���������
Demons abilities; when summoning a demon, first choose the
demon type. Afterwards generate its abilities, as
Demons are powerful creatures of utter Chaos,
dictated by its type (see below), from the following
possessing a malign intelligence and bent on bringing
random table:
destruction and suffering to mortals. Demons come
in a wide variety of shapes and with varying special
Demon special abili�es
D66 Special ability
11 The demon's attack is acidic and can destroy non-magical armor or clothing with a successful hit. A non-magical weapon striking the
demon dissolves immediately after dealing damage. Magical arms and armor throw 6+ when coming into contact with the acid; if they
fail, they dissolve as well.
12 The demon is surrounded by a horrid aura with the radius of 3m, dealing 1D damage per round to surrounding creatures.
13 The demon can go berserk! This provides DM+1 to hit; the demon is immune to fear; and it enjoys DM+2 to Morale.
14 The demon possesses a breath weapon, usable 3 times a day, causing 3D fire damage to all within a 10m long, 5m wide cone
emana�ng from its mouth or other frontal orifice. Vic�ms may throw DEX 8+ to only suffer half damage (rounded down).
15 The demon may charge its target; this grants DM+2 to hit and +1D to damage. However, during the round in which the demon charges,
a�acks against the demon gain a DM+2 bonus to hit.
16 The demon may mentally enslave vic�ms 3 �mes a day. The target must throw INT 8+ or be enthralled by the demon for 1D hours.
21 The demon can heal itself by dealing damage with its bite attack; for every 2 points of damage (rounded up) caused by the demon, it
heals 1 point of its own injuries.
22 If flying at a 10m or higher height above ground, the demon may perform dive attacks, causing +2D damage. The demon may grab
creatures smaller than itself and fly away with them, unless they succeed in a DEX 8+ or STR 8+ throw.
23 Victims hit by the demon's claws are grabbed, and thus helpless until they succeed in an opposed STR throw (one throw allowed per
round).
24 Throw 1D: 1-2 – the demon is immune to fire; 3-4 – the demon is immune to cold; 5 – the demon is immune to electricity; 6 – the
demon is immune to mind-affec�ng magic.
25 The demon is incorporeal, and thus weightless, formless, and unable to interact with physical objects except for by its attack and
special abili�es. It may pass through walls. If not originally immune to silver weapons, it also gains such immunity.
26 The demon can transform its victims into others of its own wretched kind. Creatures slain by the demon will rise as demons of its kind
unless their corpse is blessed (as per the spell).
31 The demon always acts first in a combat round, regardless of any ini�a�ve throw.
32 The demon is naturally invisible. It may act as it wishes, including a�acking, without becoming visible.
33 The demon gains DM+2 to resist hostile magic. This bonus is cumulative with any inherent magic resistance bonus the demon already
possesses.
34 Vic�ms of the demon's bite a�ack must throw END 8+ or be paralyzed for 1D rounds.
35 The demon is venomous. Its bite delivers a potent poison: virulence 10+, damage 2D.
36 The demon regenerates 2D damage per round, and may rea�ach severed limbs, unless damaged by fire or acid.
41 The demon is difficult to no�ce, gaining DM+2 to surprise rolls and has the Stealth-3 skill.
42 The demon may swallow its victim whole if it hits its victim with an Effect of +4 or better. A swallowed victim takes damage equal to
that of the demon's bite per round, un�l the demon is killed or the vic�m dies.
43 Double the demon's movement speed.
44 Any being that sees the demon must throw INT 8+ or be paralyzed with dread. This effect ends when the demon leaves the victim's
line of sight, or one round a�er the demon engages in combat.
45 Increase the demon's armor by 5 points.
46 The demon may use a trample attack in lieu of both its natural attacks, causing damage equal to both attacks at once, at DM+2 to hit
human-sized targets.
51 The demon may teleport at will once per round. This does not use an ac�on. The range is 10m in any direc�on.
52 The demon emits a nauseating aura; any creature coming within a 10m radius from the demon must throw END 8+ or be nauseated
(DM-2 to all ac�ons and only have one Ac�on per round).
53 As an action, the demon may animate a dead body to fight for it as a skeleton or a zombie. There is no limit to how many such undead
the demon may control in a round. The body crumbles to dust within 1D turns.
54 As an action, the demon may cause one dead body within 10m to explode in fire, cause 2D damage to all creatures within 3m of the
body.
55 As an action, the demon may instill temporary madness in a victim. The victim must throw INT 8+ or become insane for 2D rounds;
an insane victim must throw 1D every round; on 1-3, they may not act; on 4-5, they must attack the nearest enemy; on 6, they must
a�ack their nearest ally.
56 When the demon is slain, throw INT 10+ using the demon's INT DM; if successful, it re-forms by sheer willpower with all its
characteris�cs at half maximum value. Demons may do so mul�ple �mes un�l they fail the INT 10+ throw, in which case they perish.
61 The demon may possess a target. The target must throw INT 8+ or be possessed and controlled by the demon. The target may attempt
another INT 8+ throw once a week to cast off the possession; Dispel Evil exorcises the demon immediately and forces it to leave the
vic�m's body. A demon may only possess one vic�m at a �me.
62 Possession, as above.
63 Possession, as above.
64 Possession, as above.
65 Possession, as above.
66 The demon has a unique power, at the Referee's discre�on.

100
T�� S���� �� C������
Demon, Demon Spawn Claws (3D), maw (4D); armor 9; flies 20m/ac�on
50kg Outsider, extraplanar flyer 666771 #App: 1 Chao�c; Morale DM+2
Treasure: None
Fiends are the mightiest of demons, a scourge upon
Athle�cs-1, Melee Combat -1, Recon-1, Survival-1 the earth – princes of destruc�on and corrup�on.
Behaves as an NPC at the Referee's discretion, as per • Immune to all weapons except for magical
the summoner's orders (if summoned), or per the weapons
Reac�on rules
• Immune to poison and disease.
Claws (1D), maw (2D); armor 1; flies 10m/ac�on
• Knows 2D spells. In addition to using them itself,
Chao�c; Morale DM+0 it may also teach them to its mortal allies or
summoners.
Demon spawn are wretched underlings of the
demonic spheres, foot soldiers of horror and • Enjoys DM+3 to resist hos�le magic.
corrup�on.
• The Fiend possesses four special abilities, per the
• Immune to poison and disease. table above.
• The Demon Spawn possesses one special ability,
per the table above.
Demon, Hellion
100kg Outsider, extraplanar flyer BBBAA0 #App: 1
Demon, Dybbuk Treasure: None
100kg Outsider, extraplanar flyer BBBAA0 #App: 1 Athletics-1, Melee Combat -2, Sorcery-1 Recon-1,
Treasure: None Survival-1, Tac�cs-1
Athletics-1, Melee Combat-2, Sorcery-2 Recon-1, Behaves as an NPC at the Referee's discretion, as per
Survival-1, Tac�cs-1 the summoner's orders (if summoned), or per the
Reac�on rules
Behaves as an NPC at the Referee's discretion, as per
the summoner's orders (if summoned), or per the Claws (2D), maw (3D); armor 5; flies 20m/ac�on
Reac�on rules
Chao�c; Morale DM+0
Claws (3D), maw (3D); armor 5; flies 20m/ac�on
The hellion is a mighty demon, a horror to behold.
Chao�c; Morale DM+1
• Immune to all weapons except for magical or
The dybbuk is only one rank below a fiend – a captain silvered weapons
of hell!
• Immune to poison and disease.
• Immune to all weapons except for magical or
• Knows 1D spells. In addition to using them itself,
silvered weapons
it may also teach them to its mortal allies or
• Immune to poison and disease. summoners.
• Knows 1D spells. In addition to using them itself, • Enjoys DM+1 to resist hos�le magic.
it may also teach them to its mortal allies or
• The Hellion possesses two special abilities, per
summoners.
the table above.
• Enjoys DM+2 to resist hos�le magic.
• The Dybbuk possesses three special abilities, per
the table above.

Demon, Fiend
100kg Outsider, extraplanar flyer KCKCA0 #App: 1
Treasure: None
Athletics-2, Sorcery-3, Melee Combat-2, Recon-2,
Stealth-2, Tac�cs-2
Behaves as an NPC at the Referee's discretion, as per
the summoner's orders (if summoned), or per the
Reac�on rules

101
S��������� P���������
Demon, Imp Athle�cs-2, Melee Combat-0, Recon-0, Survival-1
50kg Outsider, extraplanar flyer 78C791 #App: 1 A�acks on 8+; flees on 6-
Treasure: None
Trample (2D); armor 2; speed 30m/ac�on
Athletics-1, Melee Combat -1, Recon-1, Survival-1,
Neutral; Morale DM-1
Tac�cs-1
A herd herbivore, the Edmontosaurus sometimes
Behaves as an NPC at the Referee's discretion, as per
serves as a riding beast for barbarian tribes,
the summoner's orders (if summoned), or per the
depending on the locale.
Reac�on rules
Claws (2D), maw (2D); armor 3; flies 20m/ac�on
Dinosaur, Triceratops
Chao�c; Morale DM+0
10000kg Beast (Intermittent), plains walker M5M07A
The Imp is a relatively weak demon, though mightier
#App: 3D Treasure: None
than its Demon Spawn brethren.
Athle�cs-1, Melee Combat-0, Recon-0, Survival-1
• Immune to poison and disease.
A�acks on 10+; flees on 4+
• The Imp possesses two special abilities, per the
table above. Trample (3D), horns (4D); Armor 5; speed 10m/action
Neutral; Morale DM+0
Dinosaur, Ankylosaurus The mighty triceratops is a medium-sized (for a
dinosaur, that is) herbivore, sometimes tamed by
5000kg Beast (Grazer), forest walker, M2M078 #App:
barbarian tribes as a beast of burden.
2D
Athle�cs-2, Melee Combat-0, Recon-0, Survival-1
Dinosaur, Tyrannosaurus rex
A�acks on 8+; flees on 6-
15000kg Beast (Hijacker), plains walker, M6M090
Neutral; Morale DM-1
#App: 1 Treasure: None
Trample (3D), Tail (4D); armor 7; speed 10m/ac�on
Athle�cs-0, Melee Combat-3, Recon-1, Survival-1
The ankylosaurus is an armored herbivore that feeds
A�acks on 5+; flees on 3-
mainly on pine trees. It can grow up to 6m in length.
Occasionally, an ankylosaurus will eat herbs that will Bite (5D); armor 4; speed 20m/ac�on
cause it to be deranged and go on a rampage.
Neutral; Morale DM+2
The king of the reptiles, the tyrannosaurus rex is the
Dinosaur, Deinonychus apex predator of the prehistoric steppes, and a true
horror to behold.
50kg Beast (Chaser), plains walker, 9G9198 #App: 2D
Treasure: None
Atheltics-2, Melee Combat-2, Survival-0, Recon-0, Dinosaur, Velociraptor
Tac�cs-1
12kg Beast (Chaser), plains walker, 3A619A #App: 3D
A�acks if it outnumbers the characters; flees on 5- Treasure: None
Claws (2D), teeth (2D); armor 1; speed 30m/ac�on Athel�cs-2, Melee Combat-1, Tac�cs-1
Neutral; Morale DM+1 A�acks if it outnumbers the characters; flees on 5-
Often confused with the much smaller velociraptor, Claws (1D), teeth (1D); armor 0; speed 30m/ac�on
the deinonychus is a medium-sized carnivorous
Neutral; Morale DM-1
theropod dinosaur. It grows up to 3 meters in length.
Deinonychus is a pack hunter with a keen mind and The velociraptor is a small, nimble, feathered
instincts as sharp as its claws. The pack will use predatory dinosaur. It survives by chasing down prey
sophis�cated hun�ng tac�cs to bring down prey. across the prehistoric savannahs. What it lacks in size
it makes up for in intelligence and hunting tactics. A
Dinosaur, Edmontosaurus
pack of velociraptors can be the bane of many much
3200kg Beast (Grazer), plains walker, P6P07C #App: larger creatures
4D Treasure: None

102
T�� S���� �� C������
Djinn Neutral; Morale DM+2
0kg Outsider, extraplanar flyer, GBJAA0 #App: 1 A massive dog bred for combat, capable of bringing
Treasure: None down much larger creatures. An adventurer's best
friend.
Athletics-1, Sorcery-2, Melee Combat-1, Recon-1,
Survival-1
Behaves as an NPC at the Referee's discretion or per Doppelganger
the Reac�on rules
100kg Humanoid, urban walker, 97A990 #App: 1
Special a�ack; armor 0; flies 20m/ac�on Treasure: Small
Neutral; Morale DM+4 Athletics-0, Deception-2, Melee Combat-1, Recon-1,
Stealth-2, Survival-0
The djinn is an elemental spirit of the Winds, famous
for its might and guile. Behaves as an NPC at the Referee's discretion or per
the Reac�on rules
• Immune to non-magical weapons.
Claws (1D) or by weapon; armor 0 or as worn; speed
• Immune to poison and disease.
10m/ac�on
• Knows 2D spells. In addition to using them itself,
Chao�c; Moral DM+2
it may also teach them to its mortal allies or
summoners. The doppelganger is an intelligent shapeshifting
monster capable of replacing and mimicking persons
• Can create food and water of high quality,
for its own nefarious and murderous purposes.
enough to sustain 2D persons per day.
• Can change shape into another creature within
• Can become invisible at will.
1D rounds. Requires an INT 10+ throw to detect.
• Whirlwind: may create a whirlwind around itself
at will, causing 1D damage to anyone within 2m
range. Dragon
10000kg Beast (Killer), mountains flyer N9PFF0 #App:
1 Treasure: Hoard
Dog, Hun�ng
Athletics-1, Sorcery-3, Melee Combat-3, Recon-1,
25kg Beast (Chaser), forest walker, 3A70A7 #App: 2D
Survival-0, Tac�cs-1
Treasure: None
Behaves as an NPC at the Referee's discretion or per
Athletics-1, Melee Combat-1, Recon-3, Survival-3,
the Reac�on rules.
Tac�cs-1
Teeth (4D), claws (3D); armor 8; fly 30m/ac�on
A tamed dog attacks as instructed by its master. A
wild dog attacks when it outnumbers its prey; flees on Neutral; Morale DM+2
5-
The majestic dragon is one of the greatest monsters
Bite (1D); armor 0; speed 30m/ac�on of legend, a fire-breathing reptile of great size and
even greater greed.
Neutral; Morale DM+0
• 3 times a day may breathe fire, causing 5D fire
The hunting dog is a lean, fast hound, bred to chase
damage to all within a 10m long, 5m wide cone
and catch prey.
emanating from its mouth. Victims may throw
DEX 8+ to only suffer half damage (rounded
down). A dragon’s fire has an AV 4D rating vs.
Dog, War
vehicles and may set them ablaze as described in
50kg Beast (Chaser), forest walker, B7A087 #App: 2D the Combat chapter.
Treasure: None
• Knows 2D spells. In addition to using them itself,
Athletics-1, Melee Combat-2, Recon-1, Survival-1, it may also teach them to its mortal allies.
Tac�cs-0
A tamed dog attacks as instructed by its master. A
wild dog attacks when it outnumbers its prey; flees on
5-
Bite (2D); armor 1; speed 20m/ac�on

103
S��������� P���������
Drake humanoid made of rock and soil.
400kg Beast (Killer), mountain flyer, G9G1A3 #App: • Immune to non-magical weapons.
1D Treasure: Incidental
Athle�cs-1, Melee Combat-2, Recon-1, Survival-1
Elemental, Fire
A�acks on 6+; flees on 3-
0kg Outsider, urban flyer, I9M190 #App: 1 Treasure:
Teeth (3D), claws (2D); armor 6; fly 30m/ac�on None
Neutral; Moral DM+0 Athle�cs-1, Melee Combat-1, Recon-1, Tac�cs-1
Sometimes called a "dragon" by villagers, the drake is Attacks on 8+, flees on 6-; or by summoner’s
a non-sentient relative of true dragons, yet still command
capable of breathing fire. Perfect for a knight looking
Fire lash (2D); armor 0; fly 10m/ac�on
for bragging rights about "slaying a dragon".
Neutral; Morale DM+4
• 3 times a day may breathe fire, causing 3D fire
damage to all within a 10m long, 5m wide cone A fire elemental is an extraplanar exemplar of the
emanating from its mouth. Victims may throw Classic Element of Fire. It appears as a mass of flames
DEX 8+ to only suffer half damage (rounded and smoke forming a vaguely humanoid form.
down). A drake’s fire has an AV 2D rating vs.
• Immune to non-magical weapons.
vehicles and may set them ablaze as described in
the Combat chapter. • Once per round, using one action, the fire
elemental may generate a firestorm, causing 2D
fire damage to any creature within 2m range.
Elemental, Air
0kg Outsider, urban flyer, I9M190 #App: 1 Treasure:
Elemental, Water
None
0kg Outsider, ocean, river, or lake swimmer, I9M190
Athle�cs-1, Melee Combat-1, Recon-1, Tac�cs-1
#App: 1 Treasure: None
Attacks on 8+, flees on 6-; or by summoner’s
Athle�cs-1, Melee Combat-1, Recon-1, Tac�cs-1
command
Attacks on 8+, flees on 6-; or by summoner’s
Special (see below); armor 0; fly 30m/ac�on
command
Neutral; Morale DM+4
Water jet (3D); armor 0; swim 20m/ac�on
An air elemental is an extraplanar exemplar of the
Neutral; Morale DM+4
Classic Element of Air. It appears as a twirling air
mass, crackling with electricity. A water elemental is an extraplanar exemplar of the
Classic Element of Water. It appears as a standing
• Immune to non-magical weapons.
wave of water with a vaguely humanoid form.
• Once per round, using one action, the air
• Immune to non-magical weapons.
elemental may form a whirlwind, causing 2D
damage to any creature within 3m of the • The water elemental may, as an action, try to
elemental. draw its victims underwater and drown them.
Treat it as a grapple (see the Combat chapter)
and causes 1D damage per round the victim is
Elemental, Earth held by the elemental. The elemental may
grapple up to two creatures at a time in this
0kg Outsider, urban walker, I9M190 #App: 1 Treasure:
manner.
None
Athle�cs-1, Melee Combat-2, Recon-1, Tac�cs-1
Attacks on 8+, flees on 6-; or by summoner’s
command
Crush (4D); armor 5; walk 5m/ac�on
Neutral; Morale DM+4
An earth elemental is an extraplanar exemplar of the
Classic Element of Earth. It appears as a massive

104
T�� S���� �� C������
Elephant only possess one vic�m at a �me.
3,200kg Beast (Intermittent), plains or forest walker, • Ghosts always haunt for a reason, be it murder,
M4M1EA #App: 3D Treasure: None unjust execution, or improper burial. Without
remedying this reason, a defeated ghost will
Athletics-1, Melee Combat-1, Recon-0, Survival-1,
reappear within 3D nights. Dispel Evil, however,
Tac�cs-0
will permanently remove a ghost from its haunt
A�acks on 10+; flees on 4- and sent its spirit straight to Hell.
Trample (3D), tusks (2D); armor 3; walk 10m/ac�on
Neutral; Morale DM+0 Ghoul
A majestic mammal, the elephant rules the forest or 100kg Undead, urban walker, B89197 #App: 2D
savannah. Even great cats are wary of attacking a Treasure: Small
herd of elephants, unless they manage to separate
Athletics-1, Melee Combat-1, Recon-2, Tactics-1,
one from its herd.
Survival-1
A�acks on 6+; flees on 3-
Fish, Carnivorous
Claws (1D), Bite (2D); armor 1; walks 10m/ac�on
1kg Beast (Killer), river, lake, or ocean swimmer,
Chao�c; Morale DM+1
15307C #App: 4D Treasure: None
The ghoul is a predatory undead being, a walking,
Athle�cs-1, Melee Combat-2, Recon-1, Survival-0
hungry, corpse. It seeks to feast on the flesh of the
A�acks on 6+; flees on 3- living and transform them into its likeness.
Teeth (1 damage); armor 0; swim 10m/ac�on • Undead: immune to poison, disease, and
suffoca�on.
Neutral; Morale DM+0
• Only takes half damage (rounded down) from
This entry represents small, nasty fish stalking the
non-silver, non-magical weapons.
ocean for prey. Individually, they are a negligible
threat to adventurers; however, a school of such fish • A character bitten by a ghoul must throw END 8+
is bad news even to the toughest heroes. or be paralyzed for 1D rounds.
• A creature slain by a ghoul will rise as a ghoul on
the next midnight, unless its body is blessed or
Ghost
cremated.
0kg Undead, urban flyer, CAK0A0 #App: 1 Treasure:
Small
Gorilla
Athle�cs-0, Melee-0, Recon-3, Stealth-3, Tac�cs-1
150kg Beast (Intermittent), mountains walker,
A�acks all living beings
G7A2AA #App: 3D Treasure: None
Special a�ack; armor 0; flying speed 10m/ac�on
Athletics-1, Melee Combat-1, Recon-1, Stealth-1,
Chao�c; Morale DM+4 Survival-1
Incorporeal spirits of the dead, ghosts often haunt A�acks on 10+; flees on 4-
places related to their death, such as a cemetery,
Fists (1D), Teeth (2D); armor 3; speed 10m/ac�on
gallows, or an abandoned loca�on.
Neutral; Morale DM-1
• Undead: immune to poison, disease, and
suffoca�on. The gorilla is a large herbivorous ape, native to
mountain jungles. Despite its powerful build, it is not
• Incorporeal: immune to non-silver, non-magical
particularly aggressive, unlike some of its smaller
weapons.
rela�ves such as chimpanzees.
• Immune to mind-affec�ng magic.
• The ghost may possess a target. The target must
throw INT 8+ or be possessed and controlled by
the ghost. The target may attempt another INT
8+ throw once a week to remove the possession;
Dispel Evil exorcises the ghost immediately and
forces it to leave the victim's body. A ghost may

105
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Green Slime Hell Hound
100kg Beast (Reducer), subterranean crawler, A5B80 50kg Beast (Chaser), urban walker, 8AE293 #App: 1D
#App: 1 Treasure: None Treasure: None
Athle�cs-0, Melee-0, Recon-0, Survival-0 Athletics-1, Melee Combat-1, Recon-0, Survival-1,
Tac�cs-1
A�acks on 10+, flees on 7-
If encountered, attacks if the hell hounds outnumber
Special a�ack; armor 0; speed 1.5m/ac�on
their prey; otherwise flees on 5-. If summoned, it will
Neutral; Morale DM: automa�c success obey its summoner's orders.
This mobile viscous green slime feeds on plants, Teeth (2D); armor 3; speed 30m/ac�on
animals, and metals, including weapons and armor,
Chao�c; Morale DM+2
but does not digest stone. The slime will typically lurk
upon a ceiling or other high place, then drop upon an A canine monstrosity born in the fires of hell, the
unsuspec�ng vic�m and a�empt to engulf it. hellhound is a vicious and cruel hunter. Sorcerers
o�en summon hell hounds to do their dark biddings.
• The victim of dropping green slime must throw
DEX 8+ or be engulfed. • Three times a day, the hell hound may breathe
fire, dealing 2D fire damage to all targets within
• The slime will completely digest an engulfed
a 10m long, 3m wide cone.
creature within 2D rounds. No magic can bring
back a digested creature or its possessions.
• The slime is immune to all non-magical weapons Horse
but suffers double damage from any source of
800kg Beast (Grazer), plains walker, G9L09A #App: 3D
fire; even a lit torch will cause it 2D damage per
Treasure: None
attack; the engulfed victim, however, also suffers
from such fire damage at a rate of 1 point of Athle�cs-3, Melee Combat-0, Recon-1, Survival-2
damage per 2 points of fire damage caused to
A wild horse attacks on 10+; flees on 8-; a
the engulfing slime (rounded up).
domesticated horse rarely attacks unless it is trained
• A cure disease spell will immediately remove the for war
slime from its vic�m.
Trample (3D); armor 1; speed 40m/ac�on
• Immune to mind-affec�ng spells.
Neutral; Morale DM-1 (DM+2 for a war horse)
A trusty mount, the horse is a common beast of
Grey Ooze burden, work, and war.
400kg Beast (Reducer), subterranean crawler,
A7A080 #App: 1 Treasure: None
Hydra
Athle�cs-0, Melee Combat-1, Recon-0, Survival-0
1600kg Beast (Killer), mountains walker G4G1A0
A�acks on 10+, flees on 7- #App: 1 Treasure: Large
Pseudopod 2D; armor 0; speed 1.5m/ac�on Athletics-1, Melee Combat-2, Recon-1, Survival-0,
Tac�cs-0
Neutral; Morale DM: automa�c success
A�acks on 6+, flees on 3-
The grey ooze resembles a 3m-wide pool of grey
liquid, capable of slashing at its victims with its acidic 6x Teeth (3D); armor 7; walk 10m/ac�on
pseudopods.
Neutral; Morale DM+2
• Destroys non-magical clothes and armor upon a
The hydra is a reptilian beast with six heads, each
successful hit. Any non-magical weapon striking
with its own vicious maw and voracious appe�te.
the ooze dissolves after dealing damage. For
magical arms and armor, throw 6+; on failure, • The hydra attacks once per head per round.
they dissolve as well. Every time a hydra suffers a full 6 points of
damage, it loses a head, and thus an attack. A
• Enjoys DM+2 to surprise throws thanks to its
hydra dies when it loses all six heads.
excellent camouflage (appears as a damp stone
surface).
• Immune to mind-affec�ng spells.

106
T�� S���� �� C������
Hydra, Greater • Swarms are immune to regular damage. They are
only damaged by fire (a successful hit with a
3200kg Beast (Killer), mountains walker M4M5C0
torch causes 1D damage to a swarm) or any fire,
#App: 1 Treasure: Hoard
gas, or ice magical area effects, which
Athletics-1, Melee Combat-2, Recon-1, Survival-0, automa�cally dissipate the swarm.
Tac�cs-0
A�acks on 6+, flees on 3-
Invisible Stalker
8x Teeth (3D); armor 7; walk 10m/ac�on
25kg Outsider, urban flyer, ACA0C0 #App: 1 Treasure:
Neutral; Morale DM+2 None
The greater hydra is a reptilian beast with eight Athle�cs-3, Melee Combat-2, Recon-1, Tac�cs-1
heads, each with its own vicious maw and voracious
Acts as instructed by its summoner.
appetite. However, unlike an ordinary hydra, the
greater hydra possesses the uncanny ability to Tentacle (4D); armor 5; fly 10m/ac�on
regenerate its heads, making it an almost invincible
Chao�c; Morale DM+4
enemy.
The invisible creature is a being summoned from
• The hydra attacks once per head per round.
another plane of existence to do a sorcerer's biddings
Every time it suffers a full 6 points of damage,
– such as assassinate an opponent or guard a
however, it loses a head, and thus an attack. A
location. It will relentlessly pursue its quarry, even
greater hydra dies when it loses all eight heads.
across con�nents.
• However, after losing a head, a greater hydra will
• Automatically surprises opponents who cannot
grow two heads within 1D rounds. The maximum
see invisible creatures.
number of heads a greater hydra may have at
any given time is twelve. The only way to prevent • DM-2 to be hit by opponents who cannot see
new heads from growing is to cauterize the invisible creatures.
severed head's stump with fire or acid before it
• Vulnerable to dispel magic – if dispelled, it will
regrows.
return to the Outer Dark immediately.

Insect Swarm
Leech, Giant
25kg Beast (Reducer), plains walker or flyer, 8C8070
25kg Beast (Pouncer), swamp swimmer, 5A70355
#App: 1 Treasure: None
#App: 1D Treasure: None
Athletics-3, Melee Combat-0, Recon-0, Tactics-0,
Athletics-1, Melee Combat-1, Recon-0, Survival-1,
Survival-1
Tac�cs-0
A�acks on 10+; flees on 7-
A�acks if it has surprise; flees if surprised
Special (see below); armor 1; crawl or fly 10m/ac�on
Mouth parts (1D); armor 1; swim 10m/ac�on
Neutral; Morale DM+3
Neutral; Morale DM+2
An insect swarm is a special type of monster
A giant parasitic worm native to swamps and other
representing a huge mass of insects, such as
bodies of stagnant water.
mosquitos, locusts, or cockroaches acting as one unit.
The swarm typically occupies a space of 3m by 3m • Upon a successful attack, the leech immediately
but may expand or shrink as condi�ons dictate. grapples its victim. The victim may try to break
the grapple on the next round, or any
• Swarms do not need to roll to hit. They
subsequent round, but the leech enjoys DM+1 to
automatically cause 1 point of damage per round
grapple throws. Each round it grapples a victim,
to characters engulfed by the swarm. A character
the leech automatically causes 1D damage via
who fleets from the swarm will require 2 more
blood drain to its opponent.
rounds to drive away the swarm's remnants and
swat insects, during which they will continue to •
suffer damage. If the character damaged the
swarm, it will chase the a�acker.
• The swarm causes double damage to unarmored
characters.

107
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Lich monstrosity stalks deserts for prey and plant
material. Some giant lizards exist in warm caverns as
100kg Undead, urban walker, C9NPP0 #App: 1
well, and some barbaric tribes occasionally tame
Treasure: Hoard
them as riding and war beasts.
Athletics-1, Melee Combat-2, Recon-2, Stealth-2,
Tac�cs-1, Sorcery-5, Survival-1
Lizard, Komodo Dragon
Behaves as an NPC at the Referee's discretion or per
the Reac�on rules. 100kg Beast (Pouncer), jungle walker, C6C1C3 #App:
1D Treasure: None
Claws (3D), armor 3; walks 10m/ac�on
Athletics-3, Melee Combat-2, Recon-2, Survival-2,
Chao�c; Morale DM+3
Tac�cs-1
An undead sorcerer of vast eldritch power, a lich is
A�acks on 5+; flees on 4-
one of the mightiest monsters one may encounter.
Strengthened beyond measure by its sorcerous Teeth (2D); armor 2; speed 10m/ac�on
might, a lich is also well-versed in the most powerful
Neutral; Morale DM+0
of spells.
The Komodo dragon is a large venomous lizard,
• Undead: immune to poison, disease, and
stalking prey on jungle islands. It is highly intelligent
suffoca�on.
and capable of complex hunting tactics. Its preferred
• Immune to mind-affec�ng magic. hunting method is to envenom its prey, retreat, and
wait for the venom to kill the hapless vic�m.
• Lichs may only be harmed by magical weapons.
• Venom: 10+/4D delivered by bite. Takes 1D turns
• The lich knows 3D spells.
to take effect.

Lizardfolk, savage
Lizard, Megalania
100kg Humanoid, swamp walker and swimmer,
800kg Beast (Pouncer), desert walker, F6F1C0 #App: 1
9795A5 #App: 1D, Treasure: Small
Treasure: None
Athletics-1, Melee Combat-1, Recon-2, Survival-2,
Athletics-3, Melee Combat-3, Recon-2, Survival-2,
Tac�cs-1
Tac�cs-1
A�acks on 8+; flees on 4-
A�acks on 5+; flees on 4-
Claws (1D), Bite (1D) or by weapon; Armor 2 or by
Teeth (4D); armor 3; walk 10m/ac�on
worn armor; walk of swim 10m/ac�on
Neutral; Morale DM+0
Neutral; Morale DM+1
The Komodo dragon's enormous prehistoric relative,
Savage lizardfolk, unlike their more civilized relatives,
this massive lizard may grow up to 7m in length and
are a menace to anyone invading their swamps or
has teeth as large and as sharp as swords – coupled
otherwise living around them.
with deadly venom.
• May hold its breath for one turn.
• Venom: 10+/5D delivered by bite. Takes 1D turns
• In swamp or jungle environments, lizardfolk to take effect.
enjoy DM+1 to stealth, recon, and surprise
throws thanks to their adap�ve colora�on.

Lizard, Giant
800kg Beast (Hunter), desert walker, G7F093 #App:
1D Treasure: None
Athle�cs-0, Melee Combat-2, Recon-1, Survival-1
A�acks on 5+; flees on 4-
Teeth (3D), Claws (2D); armor 3; speed 20m/ac�on
Neutral; Morale DM-1
A gigantic variant of an agamid or lacertid lizard, this

108
T�� S���� �� C������
Lizard, Water Monitor • Takes double damage from fire-based attacks. A
lit torch causes 1D damage to mummies.
12kg Beast (Hunter), river walker and swimmer,
4841A3 #App: 1D Treasure: None Octopus, Giant
Athle�cs-2, Melee Combat-1, Recon-1, Survival-1 5000kg Beast (Pouncer), ocean swimmer, M6K1A0
#App: 1 Treasure: None
A�acks on 10+; flees on 5-
Athletics-2, Melee Combat-2, Recon-2, Survival-2,
Teeth (1D); armor 1; walk or swim 10m/ac�on
Stealth-3, Tac�cs-1
Neutral; Morale DM-2
A�acks on 6+; flees on 3-
The water monitor is a large lizard native to tropical
Beak (3D); armor 0; swim 20m/ac�on
rivers and jungles. It is quite intelligent and trainable
as a pet. Neutral; Morale DM-1
A monstrous, giant cephalopod prowling the deep
seas in search of prey.
Mammoth
• As an action, the giant octopus may choose to
5,000kg Beast (Intermittent), steppe walker, P3P1EA
grapple prey, such as adventurers, enjoying
#App: 3D Treasure: None
DM+2 to such grapple throws. The giant octopus
Athletics-1, Melee Combat-1, Recon-0, Survival-2, crushes its grappled prey, causing 1D damage per
Tac�cs-0 round until the grapple is broken. A giant
octopus may grapple up to 8 victims at the same
A�acks on 10+; flees on 4-
�me.
Trample (3D), tusks (2D); armor 3; walk 20m/ac�on
• The giant octopus may attack ships and boats,
Neutral; Morale DM+0 using its tentacles to try and capsize them. Such
an a�ack has an AV 2D ra�ng.
A prehistoric elephant, the mammoth exceeds the
size of modern elephants and enjoys a thick coat of
wool, protec�ng it from its frigid arc�c habitat.
Pteranodon
200kg Beast (Pouncer), mountain flyer, BCA093 #App:
Mummy 1D Treasure: None
50kg Undead, desert walker, F6KAA3 #App: 1D Athle�cs-2, Melee Combat-1, Recon-2, Survival-1
Treasure: Large
A�acks on 8+; flees on 5-
Athletics-1, Melee Combat-3, Recon-1, Stealth-1,
Bite (2D); armor 0; fly 30m/ac�on
Tac�cs-1
Neutral; Morale DM+0
Behaves as an NPC at the Referee's discretion or per
the Reac�on rules. A giant winged reptile. The Pteranodon has a
wingspan of over 8 meters and attacks large prey,
Claws (2D); armor 4; walks 10m/ac�on
including human-sized creatures. Some barbarian
Chao�c; Morale DM+4 tribes have tamed Pteranodons as flying mounts.
Mummified remains of ancient sorcerers and kings
may walk the dead halls of their tombs, forever
Pterodactyl
guarding against interlopers.
25kg Beast (Pouncer), mountain flyer, 6C7096 #App:
• Undead: immune to poison, disease, and
2D Treasure: None
suffoca�on.
Athle�cs-2, Melee Combat-0, Recon-2, Survival-1
• Immune to mind-affec�ng spells.
A�acks on 10+; flees on 6-
• On a successful attack, the mummy exposes the
target to a vile, wasting magical disease (9+/2D/1 Bite (1D); armor 0; fly 30m/ac�on
day). An infected character cannot heal or enjoy
Neutral; Morale DM-1
the benefits of magical healing. Cure disease
cannot remove this illness; only remove curse A large winged reptile, the pterodactyl is typically
can reverse it. harmless to humanoids, but may attack them if it is
par�cularly hungry.
• Immune to non-magical weapons.

109
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Plesiosaur Rat, Giant
10000kg Beast (Killer), ocean swimmer, M3M1A3 25kg Beast (Reducer), urban walker, 78709A #App: 3D
#App: 1D Treasure: Incidental Treasure: Incidental
Athletics-3, Melee Combat-3, Recon-2, Survival-2, Athletics-0, Melee Combat-0, Recon-1, Stealth-1,
Tac�cs-1 Survival-1
A�acks on 6+; flees on 3- A�acks on 8+; flees on 5-
Teeth (4D); armor 5; swim 10m/ac�on Bite (1D); armor 1; speed 20m/ac�on
Neutral; Morale DM-1 Neutral; Morale DM-2
The plesiosaur is an enormous prehistoric marine A giant – and utterly disgusting – version of the
reptile, an apex predator and the terror of the common rat, this massive rodent infests sewers and
Jurassic seas. The above data refer to the largest dungeons alike.
species of short-necked plesiosaurs, which could
reach up to 17m in length.
Rhinoceros
• The plesiosaur may swallow its victim whole if its
attack lands with an Effect of +4 or better. A 5,000kg Beast (Intermittent), plains walker, P6K09A
swallowed victim takes damage equal to that of #App: 3D Treasure: None
the plesiosaur's bite per round, until the beast is
Athle�cs-1, Melee Combat-1, Recon-1, Survival-1
killed or the vic�m dies.
A�acks on 10+; flees on 4-
• Plesiosauri may, on rare occasions (or if
attacked), attack ships. Their attacks have an AV Trample (3D), horn (3D); armor 3; walk 20m/ac�on
ra�ng of 2D against wooden ships.
Neutral; Morale DM-2
A large land mammal, the rhinoceros is notorious for
Purple Worm its bad temper.
20000kg Beast (Reducer), subterranean walker, • A rhinoceros may charge at a target at least 20m
P4P060 #App: 1 Treasure: Incidental away from it. A successful charge attack causes
double horn and trample (both!) damage.
Athle�cs-1, Melee Combat-2, Recon-1, Survival-2
A�acks on 10+; flees on 4-
Roc
Teeth (4D); armor 6; walk 5m/ac�on
5000kg Beast (Hunter), mountain flyer, M6P090
Neutral; Morale DM-1
#App: 1 Treasure: Small
The dreaded purple worm is a borrowing
Athle�cs-1, Melee Combat-2, Recon-1, Survival-1
invertebrate that sometimes reaches a length of 30m
or more. It burrows deep underground and surfaces A�acks on 6+; flees on 3-
only to consume unsuspecting prey. An
Teeth (2D), claws (3D); armor 2; fly 30m/ac�on
unsubstantiated rumor states that a few barbarian
tribes have learned a way to climb and ride such Neutral; Morale DM+0
beasts, using them as mighty mounts to traverse the
A roc looks like a giant eagle, with an appetite to
deep deserts.
match. Rocs will eat anything, including livestock and
• The purple worm senses surface vibrations and is humans – all are easy prey to such a majestic
a�racted to them. predator of the air.
• The purple worm may swallow its victim whole if • On a successful attack, the roc automatically
its attack lands with an Effect of +4 or better. A grapples its victim, and may take them up into
swallowed victim takes damage equal to that of the air, and back to their nests for dinner.
the worm's bite per round, until the beast is
killed or the vic�m dies.

110
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Shadow Chao�c; Morale DM: automa�c success
0kg Undead, urban "Walker", 7AF0A0 #App: 1 A long-dead skeleton animated by black magic or by
Treasure: None foul curses.
Athletics-1, Melee Combat-1, Recon-3, Stealth-3, • Undead: immune to poison, disease, and
Tac�cs-1 suffoca�on.
Attacks if it has surprise, or as instructed by its • Immune to mind-affec�ng spells.
summoner
• Immune to arrows and bolts.
Life drain (2D); armor 0; walks 10m/ac�on
• Takes half damage from non-bludgeoning
Chao�c; Morale DM+4 weapons (such as swords).
A shadow is a soul cursed so that only its shadow
remains. It creeps along walls and floors, seemingly a
Snake, Giant Constrictor
shade cast by the play of darkness and light. However,
it is a malicious spirit thirsting for the life force of 200kg Beast (Pouncer), jungle walker, FAG083 #App:
hapless, unsuspec�ng mortals. 1D Treasure: Incidental
• Undead: immune to poison, disease, and Athle�cs-1, Melee Combat-1, Recon-1, Survival-1
suffoca�on.
A�acks on 8+; flees on 5-
• Incorporeal: immune to non-silver, non-magical
Teeth (2D); armor 2; walk 10m/ac�on
weapons.
Neutral; Morale DM-1
• Immune to mind-affec�ng magic.
The giant constrictor is an enormous version of
• On a successful attack, the shadow heals itself
ordinary pythons or anacondas, large enough to
half the damage it dealt to its victim, rounded
constrict a human-sized, or even horse-sized, vic�m.
down.
• Upon a successful hit, the giant constrictor
• Any creature slain by a shadow rises as a shadow
automatically grapples its victim (see the Combat
on the next midnight, unless its body is blessed
chapter for details); unless the victim breaks
or cremated.
free, it suffers 1D constriction damage per round.
The giant constrictor enjoys a DM+2 to grapple
throws.
Shark, Great White
1600kg Beast (Killer), ocean swimmer, K9C073 #App:
1D Treasure: None Snake, Venomous
Athle�cs-1, Melee Combat-2, Recon-1, Survival-0 3kg Beast (Pouncer), jungle walker, 262083 #App: 1D
Treasure: None
A�acks on 6+; flees on 3-
Athle�cs-1, Melee Combat-1, Recon-1, Survival-1
Teeth (3D); armor 0; swim 20m/ac�on
Attacks human-sized or larger creatures if threatened
Neutral; Morale DM+0
or cornered; flees otherwise
While humans are not the natural prey of the great
Teeth (1D); armor 0; walk 10m/ac�on
white shark, sharks will readily attack them with its
monstrous teeth. Neutral; Morale DM-1
A viper, adder, or other ordinary venomous snake,
possessing a lethal bite. Snakes of this size feed on
Skeleton
rodents, small mammals, and birds. They will only
12kg Undead, urban walker, 673055 #App: 1D attack a larger creature if they are threatened or
Treasure: None cornered.
Athletics-0, Melee Combat-0, Recon-0, Tactics-1, • Venom: a 10+/3D toxin.
Survival-0
Attacks as commanded by the necromancer;
skeletons raised by other means attack all living
creatures on sight.
Claws (1D) or by weapon, armor 1; walk 10m/ac�on

111
S��������� P���������
Spider, Giant • Treants suffer double damage from fire a�acks.
50kg Beast (Trapper), underground or forest walker, • Treants can control up to 3 normal trees within
5C5085 #App: 1D Treasure: Incidental 20m. They attack with the same characteristics
of the treant but move at 2m/action. If these
Athletics-0, Melee Combat-1, Recon-2, Stealth-2,
trees are felled, the treant may animate new
Survival-1, Tac�cs-0
trees every round.
If the spider has surprise, it a�acks; flees on 5-
Fangs (1D); armor 1; walk 10m/ac�on
Neutral; Morale DM-1
A giant variant of a black widow, this arachnid is a
horror to behold.
• May walk on walls and ceilings; may "rappel"
down a string of web to long distances.
• Enjoys DM+2 to Grapple checks due to its web.
• Venom: 8+/3D toxin.

Toad, Giant
400kg Beast (Pouncer), swamp walker, FAH083 #App:
1D Treasure: Incidental
Athletics-1, Melee Combat-1, Recon-1, Survival-1,
Stealth-2
A�acks on 8+; flees on 5-
Teeth (2D); armor 2; walk 10m/ac�on
Neutral; Morale DM-1
A giant amphibian capable of swallowing quite large
prey, adventurers included.
• The toad swallows its victim whole if it hits its
victim with an Effect of +4 or better. A swallowed
victim takes damage equal to that of the toad’s
bite per round, until the toad is killed or the
vic�m dies.

Treant
3200kg Beast ("Grazer - Sentient"), forest walker,
P1P8C3 #App: 1D Treasure: Medium
Athle�cs-3, Melee Combat-2, Recon-3, Survival-3
Attacks on 8+; flees on 6-. Will always attack
creatures harming its forest
Slam (4D); armor 6; walk 5m/ac�on
Neutral; Morale DM-2
A treant is a sentient and mobile tree. It is
approximately 6m tall. A treant’s leaves are deep
green in the spring and summer. In the fall and winter
the leaves change to yellow, orange, or red, but they
rarely fall out. A treant’s legs fit together when closed
to look like the trunk of a tree, and a motionless
treant is nearly indis�nguishable from a tree.

112
T�� S���� �� C������
Vampire immune to all damage except for direct sunlight
(which will slay it instantly) and will attempt to
100kg Undead, urban walker, CBNC95 #App: 1D
reach its coffin as soon as possible. It will reform
Treasure: Large
into its corporeal form, with full characteristics,
Athletics-3, Melee Combat-2, Recon-2, Stealth-2, after one day's rest in its coffin. Even if all its
Tac�cs-2, Sorcery-2, Survival-2 coffins are destroyed, the vampire will not be
destroyed, but rather forced into gaseous form
Behaves as an NPC at the Referee's discretion or per
un�l a minion builds a new coffin for it.
the Reac�on rules.
• Driving a stake into a resting vampire's hear will
Claws (2D), Bite (3D); armor 5; walks 10m/action,
paralyze it, but not destroy it. It will revive once
flies 10m/ac�on
the stake is removed.
Chao�c; Morale DM+3
• Decapitating a resting vampire in its coffin after
One of the greatest and most fearsome undead its heart has been staked will destroy the
beings, the vampire is a sophisticated predatory monster.
corpse. Vampires are cursed to persist for eternity
and sustain themselves on the blood of innocents,
possessing inhuman for�tude.
• Undead: immune to poison, disease, and
suffoca�on.
• Immune to mind-affec�ng magic.
• Vampires may only be harmed by silver or
magical weapons.
• On a successful bite attack, the vampire heals
itself half as much damage (rounded down) as it
has caused its vic�m.
• Vampires suffer 1D damage per round of
exposure to direct sunlight or submersion in
running water.
• If confidently confronted by a Lawful holy
symbol, a mirror, or garlic, a vampire will keep a
3m distance from the offending item, and will try
to circumvent it with a ranged or flanking attack
(or spell).
• Vampires posses 1D spells, chosen randomly.
• Any character slain by a vampire - will rise as a
vampire - under control of the original vampire -
on the next midnight, unless decapitated or its
heart is impaled by a wooden stake.
• Vampires may, three times a day, attempt to
charm a target, as per the charm person spell.
The target must throw INT 6+ or be charmed.
• A vampire may shapechange, at will into either a
dire wolf or a giant bat.
• Three times a day, a vampire may summon 1D
bat swarms (treat as insect swarms) when
underground or 1D dire wolves when above
ground. The monsters will arrive within 2D
rounds.
• Reducing a vampire's three physical
characteristics to zero does not slay it. It merely
forces the vampire into a gaseous form. A
gaseous vampire may pass through any crack, is

113
S��������� P���������
Whale, Killer eternity. A wight’s appearance is a weird and twisted
reflection of the form it had in life. A wight is about
5000kg Beast (Chaser), ocean swimmer, K6K6F3
the height and weight of a human. It is a powerful
#App: 1D Treasure: None
undead being, so terrible that those struck by its
Athletics-3, Melee Combat-3, Recon-2, Survival-2, claws might age prematurely.
Tac�cs-1
• Undead: immune to poison, disease, and
A�acks humanoids on 9+; flees on 3- suffoca�on.
Teeth (3D); armor 3; swim 20m/ac�on • Immune to mind-affec�ng magic.
Neutral; Morale DM+2 • Immune to non-silver, non-magical weapons.
The killer whale, or orca, is a large ocean dolphin • A character bitten by a wight must throw END 6+
occupying the ecological niche of apex predator in or permanently age 4 years (which may entail
the seas. Orcas are voracious carnivores that prey on Aging Table throws).
fish, seals, or even other whales, but they rarely
• A creature slain by a wight will rise as a wight on
a�acks humanoids, whom they does not see as prey.
the next midnight, unless its body is blessed or
cremated.
Whale, Sperm
40000kg Beast (Chaser), ocean swimmer, Z3ZAF3 Wolf
#App: 1D Treasure: Incidental
50kg Beast (Chaser), forest walker, 7A7097 #App: 2D
Athletics-3, Melee Combat-3, Recon-2, Survival-2, Treasure: None
Tac�cs-0
Athletics-1, Melee Combat-1, Recon-1, Survival-1,
A�acks humanoids or ships on 10+; flees on 3- Tac�cs-1
Teeth (4D); armor 5; swim 10m/ac�on Attacks if the wolves outnumber their prey; flees on 5-
Neutral; Morale DM-1 Bite (1D); armor 1; speed 20m/ac�on
The sperm whale is a large marine mammalian Neutral; Morale DM+0
predator, capable of long stays underwater. Sperm
A canine pack hunter and the ancestor of the hound.
whales and giant squids are natural enemies – with
Wolves are persistent and cunning. Herders despise
the whale preying on such deep-ocean
wolves, who often prey upon their herds; nomadic
monstrosi�es!.
hunters, on the other hand, tend to venerate wolves
• The sperm whale may swallow its victim whole if or even tame them as war animals.
it hits its victim with an Effect of +4 or better. A
swallowed victim takes damage equal to that of
the whale's bite per round, until the beast is Wolf, Dire
killed or the vic�m dies.
100kg Beast (Chaser), forest walker, AAA1B4 #App:
• Sperm whales may, on rare occasions (or if 1D Treasure: None
attacked), attack ships, having an AV rating of 3D
Athletics-2, Melee Combat-2, Recon-1, Survival-1,
against wooden ships.
Tac�cs-1
A�acks on 6+; flees on 3-
Wight
Bite (2D); armor 2; speed 20m/ac�on
100kg Undead, urban walker, C9P1A5 #App: 1D
Neutral; Morale DM+0
Treasure: Medium
These massive prehistoric wolves are more intelligent
Athletics-1, Melee Combat-1, Sorcery-1, Recon-1,
and far more vicious than their modern relatives, and
Stealth-1
hunt in smaller packs.
If the wight feels it has the advantage, it will attack/
flees on 5-
Claws (2D); armor 0; walks 10m/ac�on
Chao�c; Morale DM+1
Wights are restless undead forever haunting their
barrow-mounds, cursed to wander these tombs for

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Wraith Zombie
0kg Undead, urban flyer, EAP9A0 #App: 1 Treasure: 50kg Undead, urban walker, 777055 #App: 1D
Large Treasure: None
Athletics-1, Melee Combat-1, Sorcery-1, Recon-3, Athletics-0, Melee Combat-0, Recon-0, Tactics-1,
Stealth-3 Survival-0
A�acks all living beings Attacks as commanded by the necromancer; zombies
raised by other means attack all living creatures on
Special a�ack; armor 0; flying speed 10m/ac�on
sight.
Chao�c; Morale DM+4
Claws (2D), armor 0; walk 5m/ac�on
A spectral soul of the dead haunting this world, a
Chao�c; Morale DM: automa�c success
wraith is a sorcerous undead monster
A reanimated corpse, reeking with rot and shambling
• Undead: immune to poison, disease, and
along. Contrary to popular belief, zombies do not
suffoca�on.
crave brains; it is ghouls that crave that delicacy.
• Immune to mind-affec�ng magic
• Undead: immune to poison, disease, and
• Incorporeal: immune to non-silver, non-magical suffoca�on.
weapons.
• Immune to mind-affec�ng magic.
• Knows 1D spells, chosen randomly from the
Black Magic lists.
• A character bitten by a wraith must throw END
6+ or permanently age 4 years (which may entail
Aging Table throws).
• A creature slain by a wraith will rise as a wraith
on the next midnight, unless its body is blessed
or cremated.

Yellow Mold
100kg Beast (Reducer), subterranean crawler, C0C080
#App: 1 Treasure: None
Melee Combat-0, Survival-0
A�acks if touched
Acid (1D); automa�cally hit if a�acked; sedentary
Neutral; Morale DM: automa�c success
Yellow mold, a sessile monstrous fungus, typically
covers an approximate area of 3m by 3m. It does not
move or attack, but it causes 1D acid damage if
touched.
• While all attacks automatically hit a yellow mold,
it is immune to all damage except for fire
damage. A torch causes it 1D damage, while fire-
based magic or burning oil will cause their
normal damage to a yellow mold.
• Every time a creature or object touches the
yellow mold, throw 1D; on 4-6, it emits a cloud of
poisonous spores, filling a 3m-cubed area. Any
creature caught within this cloud suffers the
effect of a 8+/3D poison.
• Immune to mind-affec�ng spells.

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TREASURE
Piles of golden coins and precious gems glimmer plague, and scrying spells should be significantly
under torchlight. Wondrous weapons stick at odd limited in power. Flying wizards who teleport and
angles out of a dragon's hoard gold. Potions gleam in throw fireballs around are elements quite far from
an alchemist's laboratory. In Swords and Sorcery the spirit of the Sword of Cepheus rules. Though this,
tales, adventurers pursue treasure. Treasure may of course, is at the Referee's discre�on.
come in many forms: coins, gemstones, jewelry, or
magnificent magical items. This chapter presents
simple rules for generating treasures belonging to IDENTIFYING MAGICAL ITEMS
monsters, found underground, or in ruins. It also
Identifying magical items depends on the item's
presents rules detailing how skilled characters may
rarity.
brew positions, scribe scrolls, and create magical
items. Identifying common magical items requires a day of
undisturbed careful investigation and an Artifice 6+
or Sorcery 9+ throw.
MAGICAL RESEARCH Identifying common potions requires a day of
undisturbed careful investigation and an Alchemy 6+
The most coveted of treasures are magical items – or Sorcery 9+ throw.
from potions and glowing swords to even more
wondrous and mysterious objects. This sub-chapter The Referee is the final arbiter of what constitutes a
contains rules for identifying existing magical items, common magical item or potion and which items and
as well as producing them. It also shows how potions are rare. However, the probabilities of finding
sorcerers may research new, original, spells to add to each item or potion on the treasure tables (see
their vast arcane knowledge. below) can serve as a useful guideline.
In those cases of rare magical items and potions, or
when trying to identify an item or potion after failing
RESEARCHING NEW SPELLS the above investigation throws, the sorcerer must
A sorcerer may research new spells. This takes two research the item. Researching an item, just like a
weeks of intensive research and costs 1000gp per spell, takes 2 weeks and costs 1000gp. Throw Artifice
Circle. After spending the time and gold, throw 6+ or Alchemy 6+ (Sorcery will not suffice here) to
Sorcery 4+ with a -DM equal to the spells Circle (e.g. identify the item or potion. There is no risk of mishap
a 1st Circle spell will be at DM-1 while a 6th Circle in this case, but if the throw fails, the sorcerer wastes
spell will be at DM-6). If successful, the sorcerer gains the time and money invested in the research. Further
the new spell. If failed, the time and gold are wasted attempts to identify the item are allowed. The
but the sorcerer may try again to research the spell. sorcerer may try again at the same costs of time and
A throw of "Snake Eyes" (a result of 2 before money.
modifiers are added) is a Critical Failure and may
entail a mishap. A throw with an Effect of -4 and
worse is also a Critical Failure may entail a mishap. In
such cases of Critical Failure, the sorcerer must make
a Sorcery 5+ throw with the same -DM; if failed again,
they suffer a Mishap as per the Sorcery chapter.
A sorcerer requires a library of at least 4000gp in
value to research new spells. This cost increases by
2000gp per Circle beyond the 1st for the new spell
being researched. Furthermore, for every 10000gp
invested in the library beyond the spell’s Circle base
requirement, the sorcerer gains DM+1 to the spell
research throw, up to DM+3.
The Referee is the final and absolute arbiter of what
spells would be permissible in their campaign and
which Circle and Shade a proposed new spell would
be at. The Referee should note that in such a sword &
sorcery setting as entailed by these rules, direct
damage "blast" spells should be rare, teleportation
(or worse – time travel!) should be avoided like the

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CREATING MAGICAL ITEMS AND BREWING POTIONS such cases of Critical Failure, the sorcerer must make
a Sorcery 5+ throw with the same -DM; if failed again,
Artificers may create magical items. To create an they suffer a Mishap as per the Sorcery chapter.
item, the artificer must know a spell with an effect
like that of the item, research this effect as if it were An artificer requires a workshop of at least 4000gp in
a spell, or find a formula for that item. Artificers may value to create magical items, with this cost increased
also copy the design of any magical item they by 2000gp per equivalent spell Circle beyond the 1st.
possess. Furthermore, for every 10000gp in workshop worth
beyond the equivalent spell’s Circle base requirement
To create a magical item, make an Artifice 6+ throw. in gold, the sorcerer gains DM+1 to the item creation
The Referee should enact a DM penalty to this throw throw, up to DM+3.
depending on the item's complexity or its equivalent
spell Circle. Magical item costs and creation times Brewing potions follows the same procedure as
depend on their type, as given in the table below, but detailed above for magical items but uses the
should be multiplied, at the Referee's discretion, by Alchemy skill instead of Artifice and requires a
the item's equivalent spell Circle or based on its separate laboratory rather than a workshop.
complexity, to a maximum mul�plier of x6. We encourage the Referee to require rare
Creating magical items is a dangerous process. A components – those that require an adventure to
throw of "Snake Eyes" (an unmodified result of two) obtain – for creating powerful magical items and
is always a Critical Failure and may entail a mishap. A position. This is especially true for permanent-effect
throw with an Effect of -4 and worse is also magical items.
considered a Critical Failure may entail a mishap. In
Magic item costs and crea�on �mes
Item type Cost Crea�on �me
One use effect (including all po�ons) 500gp 1 week
Charged effect 500gp per charge 2 days per charge
Permanent effect (unlimited use) 25000gp 100 days
Permanent effect (1 use/turn) 16000gp 80 days
Permanent effect (1 use/hour) 12000gp 70 days
Permanent effect (1 use /day) 5000gp 40 days
Permanent effect (1/ use week) 3000gp 1 month
Magical weapon 5000gp for DM+1 to hit; 15,000 for DM+2 3 months for DM+1 to hit; 9 months for
to hit DM+2 to hit
Magical armor 5000gp 1 month per Armor protec�on point

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GENERATING TREASURES Incidental: treasure collected by happenstance by
creatures otherwise uninterested in treasure, such as
The following tables for the random generation of the remnants of swallowed adventurers in a
treasures refer to the five types of treasure noted in monster's belly or remains of the dead near a giant
the monster descriptions in the previous chapter. The carnivorous plant.
Referee may use these tables to randomly generate Small: a small treasure, as sometimes hoarded by
treasure, modify the results as they see fit, or hand- lesser sen�ent monsters.
craft treasures. We encourage the Referee to hand-
craft important or famous treasures, while randomly Medium: a moderately-sized treasure, as occasionally
generating more common treasures, such as those found in the tombs of undead.
found a�er defea�ng monsters. Large: a significant treasure, as found in the lairs of
Monsters' treasures are usually found in their lairs. more powerful monsters.
There are certain exceptions, such as those monsters Hoard: a treasure worthy of a king or a dragon!
who swallow enemies whole and thus may carry
treasure in their bellies. Sentient monsters will use When generating a treasure, note that each column
magical items in their possession to their best effect, usually gives a throw on 2D necessary for that part of
or bestow them as gifts to their most trusted minions. a treasure to exist in the given loot. Note that in rare
cases, monsters who are normally supposed to
Treasures come in five types: possess treasure may have none!
Treasures
Treasure type 1000s of silver 1000s of gold Gems and jewelry Magic items
Incidental 1D on a throw of 9+ 1D on a throw of 9+ 1D Minor on a throw of 1 on a throw of 10+
7+
Small 1D on a throw of 4+ None 1D Minor on a throw of 2 on a throw of 11+
5+
Medium 1D on a throw of 9+ 1D on a throw of 6+ 2D Minor on a throw of 1D potion + scroll on a
4+ throw of 10+
Large 2D on a throw of 6+ 1D on a throw of 3+ 1D Major on a throw of 1D + 3 potion + scroll on
6+ a throw of 6+
Hoard 5D on a throw of 5+ 3D on a throw of 4+ 2D Major at a throw of 2D potions; 2D scrolls;
5+ throw 5+ for one from
each of the following
categories: weapons,
armor, miscellaneous
items, wands/staves/
rods, rings

Minor gems and jewelry


1D Value Average Example
1-2 4D gp 14gp Azurite, hema�te, malachite, bone, scrimshaw, beast parts
3 3Dx10gp 105gp Amber, amethyst, coral, glass, shells, or wrought copper, brass, or
bronze
4 2Dx100gp 700gp Opal, star ruby, star sapphire, alabaster, chryselephantine, ivory,
or wrought gold
5 3Dx100gp 1050gp Black sapphire, diamond, emerald, carved jade or wrought
pla�num
6 1Dx1000gp 3500gp Black pearl, baroque pearl, crystal geode, silver studded with
turquoise, moonstone, or opal

Major gems and jewelry


1D Value Average Example
1-2 2Dx1000gp 7000gp Facet cut star sapphire or star ruby, gold studded with topaz,
jacinth, ruby
3 3Dx1000gp 10500gp Flawless facet cut black sapphire or blue diamond, electrum or
silver pendant with pearls
4 4Dx1000gp 14000gp Gold or pla�num with diamonds and sapphires
5 1Dx5000gp 17500gp Gold encrusted with flawless facet cut diamonds
6 1Dx10000gp 35000gp Platinum encrusted with flawless black sapphires or blue
diamonds

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Magical item categories
2D Item category
2 Rings
3 Miscellaneous weapons
4 Swords
5-7 Po�ons
8-9 Scrolls
10 Armor
11 Rods, staves, and wands
12 Miscellaneous magical items

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POTIONS Drinking multiple potions at once is dangerous! If a
character drinks one potion while another is active on
Potions take effect on the same round they are them, they must throw END 4+ or suffer a roll on the
imbibed, and their effect – unless noted otherwise - Muta�on table (in the Sorcery chapter)!
lasts for 1D+6 turns.
Po�ons
D66 Po�on
11 Animal Control: the imbiber may control 2D normal animals or 1D giant animals within 20m as per charm monster.
12 Clairaudience: the imbiber may hear up to 20m, including through walls, through the ears of any creatures in the area.
If there are no creatures in the target area, this effect fails, and the po�on is wasted.
13 Clairvoyance: the imbiber may see up to 20m, including through walls, through the eyes of creatures in the area.
14 Climbing: the imbiber may climb sheer surfaces and cling to ceilings like a gecko.
15 Delusion: the imbiber is absolutely convinced that they have drunk a po�on of another kind.
16 Diminution: shrinks the imbiber and everything they carry to 15cm tall. The character gains DM+4 to all Stealth throws
but cannot damage larger creatures with any a�ack.
21 Dragon Control: the imbiber may control one dragon or drake within 20m as per Charm Monster.
22 ESP: the imbiber may "hear" thoughts up to 20m.
23 Extra Healing: the imbiber heals as if they rested for 5D days under a healer's care.
24 Fire Resistance: the imbiber is immune to all forms of normal flame and gains DM+2 to resist magical fire.
25 Flying: the imbiber may fly at a speed of 20m/ac�on per the Winged Flight spell.
26 Gaseous Form: the imbiber takes the form of a translucent cloud of gas; all equipment carried by them falls on the
floor. While in gaseous form, a creature may not attack but may move 5m per action through cracks and below doors.
Gaseous creatures are immune to non-magical weapons.
31 Inhuman Strength: the imbiber of this po�on gains STR 23 (N) with all it entails for the dura�on.
32 Growth: the imbiber doubles in size, with STR doubling up to 23 (N) for the dura�on.
33 Healing: the imbiber heals as if they rested for a full day under a healer's care.
34 Healing: as above.
35 Heroism: the imbiber gains a temporary Melee Combat-3 skill, or adds +1 to their Melee Combat skill, whichever is
higher.
36 Human Control: the imbiber may control 2D human beings or similar humanoids as per the charm person spell.
41 Invisibility: the imbiber, along their equipment, becomes invisible as per the invisibility spell. It is possible to consume
this po�on in 1/6 increments, in which the invisibility lasts for 1 turn per dose. Any combat ends this invisibility.
42 Invulnerability: the imbiber gains DM+2 to resist all magic, poisons, diseases, and similar effects, and gains 5 additional
points of armor protec�on.
43 Levitation: the imbiber may levitate up or down at 5m per action. The potion does not grant the ability to move
horizontally, although it is possible to clamber sideways by holding onto walls and pushing.
44 Longevity: the imbiber becomes 10 years younger, to a minimum of 18 years. This reverses any Aging Table effects
suffered in these years. However, every time one consumes this potion after the first one, they must throw 3+ to avoid
a mishap, which reverses all previous longevity potion effects, returning the character to the age they would have been
without the po�on.
45 Oil of Sharpness: when applied to a blade, the oil temporarily enhances its power to that of a lesser magical weapon,
gran�ng DM+1 to hit and allowing it to harm creatures only harmed by magical weapons.
46 Oil of Slipperiness: a character coated with this oil cannot be grappled; any grapple attempt against it will automatically
fail. They will also automatically escape any ropes or manacles. Furthermore, if used to coat the floor, any creature
attempting to transverse the oiled area must throw DEX 12+ or fall prone. The effect lasts for 8 hours, until dispelled,
or un�l cleaned off by enough alcohol.
51 Love: the imbiber becomes charmed by the next sentient creature they lay eyes on. Furthermore, if the creature
belongs to a similar species to that of the drinker and to their preferred sex, the imbiber will be deeply enamored with
it. The charm effect only lasts 1D+6 turns. Only dispel magic will cause the imbiber to cease to be enamored by a
creature it fell in love with due to this po�on.
52 Plant Control: the imbiber may control plants and plant-like creatures (including fungi) within a 10m by 10m area in a
20m range. Intelligent plants may throw INT 8+ to resist this effect or be charmed for 1D+6 turns. Non-sentient plants
will bend to the imbiber's will. Even otherwise immobile plants will move at the drinker's whim!
53 Poison: this "po�on" is a potent poison rated at 10+/4D.
54 Poison: as above.
55 Polymorph: the imbiber may shapeshi� to a new form for the po�on's dura�on.
56 Speed: the imbiber will move at double their regular speed and enjoy 3 actions per round rather than the usual 2.
However, the imbiber will permanently age one year due to the strain on their body.
61 Super-heroism: the imbiber gains a temporary Melee Combat-5 skill, or +2 to their Melee Combat skill, whichever is
higher.
62 Sweet Water: when poured into water, it will turn up to 10,000 cubic meters of contaminated water or other liquid into
potable water; it may also turn 100 cubed meters of acid into potable water.
63 Treasure Finding: the imbiber may concentrate for one turn to find the direction and distance of the most valuable
treasure within 120m. This effect will work through any barrier or wall.
64 Undead Control: the imbiber may control 2D undead as per the charm monster spell. Controlled undead will become
hos�le when the po�on's dura�on ends.
65 Water Breathing: the imbiber of this po�on may breathe underwater, in any depth, for 4 hours.
66 Mutation! Throw on the Mutation table in the Sorcery chapter. This mutation, unlike many other potion effects, is
permanent.

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RINGS
A character may wear up to two active magical rings
at one; further rings worn at the same time will not
func�on.
Rings
2D Ring
2 Spell Turning: the ring may be used for 2D times. Each time the wearer uses it, it negates a single spell's effect on
the wearer. Once all uses are spent, the ring turns to dust.
3 Djinn Calling: one a week, the wearer may summon a djinn, who will serve him for up to one day. If the djinn is slain,
the ring turns to dust.
4 Regeneration: the wearer regenerates one characteristic point of injury per round and will regrow severed or
mangled body parts. However, the ring may not cure damage or injury caused by fire or acid.
5 Fire Resistance: renders the wearer immune to all forms of ordinary flame and grants DM+2 to resist magical fire.
6 Delusion: the wearer absolutely believes that the ring is of another magical type (rolled randomly).
7 Protection: any who attacks the wearer suffers DM-1 to hit and the wearer gains DM+1 to all throws to resist magic,
disease, or poison.
8 Invisibility: one per turn, the wearer may become invisible, per the spell of the same name.
9 Weakness: once worn, the only way to remove this ring is by a remove curse spell. It reduces the wearer's STR to 2
as long as it is worn.
10 Water Walking: the wearer may walk across water as if it was solid ground.
11 Telekinesis: the ring grants its wearer the ability to move up to 100kg with his mind at will.
12 Wishes: the ring stores 1D wishes. A wish is the most powerful magic available – capable of altering reality and even
resurrecting the dead with no risks entailed. However, we encourage the Referee to strictly limit, and nearly always
subvert, such wishes to avoid absurdi�es or chea�ng. Once the ring runs out of wishes, it crumbles to dust.
SCROLLS imbued in it. Once cast, the scroll crumbles to dust.
A spell scroll is a piece of parchment of papyrus with Additional scrolls found in treasure include scrolls of
eldritch spells inscribed on it. Any character with at ward, cursed scrolls, and – of course – non-magical
least Sorcery-1 can read a scroll and cast the spell treasure maps.
Scrolls
2D Scroll
2 6th Circle spell
3 Cursed scrolls
4 4th Circle spell
5 2nd Circle spell
6 Treasure map (generate as a Large treasure)
7 1st Circle spell
8 Ward against undead
9 Ward against elementals
10 3rd Circle spell
11 Ward against magic
12 5th Circle spell

Cursed scrolls protection against the creatures it wards against for


1D turns, or until one of the creatures protected by
The reader of a cursed scroll suffers a horrible curse
the ward tries to attack the creature warded against.
upon reading it. Remove curse will reverse such
A creature warded against cannot enter the warded
affliction, except for the loss of a magic item, which is
area or a�ack those within it.
irreversible. Roll for the curse on the following table.
The only exception is a scroll of ward against magic,
Scrolls of Warding
which protects not only from magical (usually
Any literate character, even without the Sorcery skill, summoned) creatures, but also prevents any spell or
may use a scroll of warding. The scroll crumbles to spell-like ability from penetra�ng the warded area.
dust after being read but grants a 3m-radius area of

Cursed scrolls
1D Curse
1 One magic item in the vic�m's possession crumbles to dust
2 One characteris�c falls to 2
3 The vic�m cannot gain new Experience
4 The vic�m "forgets" one skill
5 The vic�m is polymorphed into a �ny, slimy toad
6 The vic�m is blinded

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RODS, STAVES, AND WANDS have 2D charges and a staff 3D charges. Each use
expends one charge unless noted otherwise.
Traditional implements of sorcery, wands are small
and thin; staves are long; and rods are in between in One cannot recharge rods, staves, and wands. Once
size. Any character may use a rod. Only characters all charges are expended, the item becomes inert.
with at least Sorcery-1 may use a staff or a wand, but Throw 1D; on 1-2, roll on the rods and staves table.
they do not to make any throw to use them (other On 3-6, roll on the wands table.
than the throws needed to iden�fy the item).
All magical staves may also act as weapons (as per the
Each of these items typically uses "charges", used to staff described in the Equipment chapter).
power activations. When found, a rod or wand will
Rods and Staves
2D Rod or Staff
2 Staff of Wizardry: this staff has the powers of a staff of power and a wand of paralysis. In addition, it may serve to
cast invisibility, conjure elemental, or summon a djinn as per the ring of djinn summoning. Finally, the user may
break the staff in a final blow, dealing 1D damage per remaining charge to all creatures within 10m, including the
user themselves, and destroying the staff.
3 Rod of Resurrection: allows raising dead characters of creatures per the Rebirth spell. Each use expends three
charges.
4 Staff of Commanding: commands animals, humans, and plants as a respec�ve ring of command.
5 Staff of the Serpent: this staff does not employ charges. It grants DM+1 to hit. Additionally, upon command, the
staff can become a giant constrictor snake for 1D rounds, under the user's control. If the snake is slain, the staff
crumbles to dust.
6-7 Staff of Striking: grants DM+1 to hit. Upon expending a charge when striking an opponent, it causes 4D damage.
8-9 Staff of Healing: heals any creature touched by it as if they have rested for 5D days under a healer's oversight.
10 Rod of Cancella�on: if the rod strikes an item, that item permanently loses all magical powers.
11 Staff of Power: can cast death spell or telekinesis (as per ring of telekinesis). Also func�ons as a staff of striking
12 Staff of Withering: grants DM+1 to hit; causes 4D damage if a charge is used. By expended two charges, the struck
victim ages by 12 years, forcing Aging Table throws as appropriate. By expending three charges, one of the victim's
limbs withers into a useless, mummified member.
Wands
2D Wand
2 Wand of Polymorphing: polymorphs the user as per a po�on of polymorphing.
3 Wand of Fear: discharges a cone, 20m long and 10m wide. Any creature caught within the core suffers the effect
of the cause fear spell.
4 Wand of Negation: choose any wand, rod, or staff wielded by an opponent, and render it powerless for 1D rounds.
5 Wand of Detecting Enemies: all enemies within 20m of the user become surrounded by a faint yellow aura for 2
turns. Only the wielder can see the aura.
6-7 Wand of Detecting Traps: all traps within 10m become surrounded by a faint blue aura for 2 turns. Only the wielder
can see the aura.
8 Wand of Detecting Secret Doors: all secret doors within 10m become surrounded by a faint blue aura for 2 turns.
Only the wielder can see the aura.
9 Wand of Detecting Metals: the wand will point at the direction of any concentration of metal within 20m for up to
6 turns. The wielder ins�nc�vely knows the kind of metal detected.
10 Wand of Detecting Magic: any magic item within 5m becomes surrounded by a faint yellow aura for 2 turns. Only
the wielder can see the aura.
11 Wand of Illusion: can create the effects of the spell phantasmal force.
12 Wand of Paralysis: discharges a cone, 20m long and 10m wide. All creatures within the cone must throw INT 6+ or
be paralyzed for 6 turns.

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ENCHANTED SWORDS Enchanted sword types
1D Sword
Swords are the most commonly enchanted weapon, 1 Broadsword
and thus deserve their own section. First roll for the 2 Cutlass
sword's type, then roll 1D; on 1-4, the sword is a 3-4 Sword
common enchanted sword; on 5-6, it is a unique 5 Shotsword
enchanted sword. 6 Sabre
Common enchanted swords
2D Sword’s power
2 DM+2 to hit; those a�acking the wielder suffer DM-1 to hit
3 Cursed! DM-1 to hit
4 DM+1; DM+2 vs. dragons
5 DM+1; DM+2 vs. summoned creatures
6-7 DM+1 to hit
8 DM+1 to hit; upon command, illuminates up to 10m as a torch
9 DM+1; DM+2 vs. regenera�ng monsters
10 DM+1; DM+2 vs. undead
11 DM+2 to hit
12 Cursed! DM-2 to hit

Unique enchanted swords


1D Unique sword
1 Flame Tongue: DM+1 to hit; DM+2 against regenerating, avian, or plant-like monsters; upon command, will be
covered by flames, providing light as a torch, and ignite anything flammable it touches.
2 Life Drinker: DM+1 to hit; has 1D charges. Upon expending a charge, the wilder heals for the number of
characteris�c points inflicted on an enemy. A�er expending all charges, the sword s�ll retains its DM+1 to hit.
3 Luck Blade: DM+1 to hit; grants DM+1 to all throws to resist magic, poison, or disease; contains 3 wishes as per a
ring of wishes. A�er using the last wish, the sword retains its other abili�es.
4 Charming Blade: DM+1 to hit; may cast charm person, as per the spell, 3 �mes a week.
5 Frost Brand: DM+2 to hit; grants DM+3 to hit creatures living in hot environments or using fire-based attacks; sheds
light as a torch when the temperature drops below the freezing point. Extinguishes all non-magical fires within 3m
when touched by a flame.
6 Vorpal Sword: DM+2 to hit; on a natural attack throw of 12, its victim must throw END 10+ or be decapitated, dying
immediately. If they succeed in this throw, they s�ll suffer double damage.

Miscellaneous enchanted weapons


2D Weapon
2 Slaying arrow. DM+2 to hit, keyed against a single creature type (Referee's choice); if it hits such creature, it instantly
dies.
3 Spear, DM+2 to hit
4 Axe or Great Axe, DM+2 to hit
5 War hammer, DM+1 to hit
6 3D arrows, DM+1 to hit
7 3D crossbow bolts, DM+1 to hit
8 Axe or Great Axe, DM+1 to hit
9 Spear, DM+1 to hit
10 War Hammer, DM+2 to hit
11 Lance, +2 to hit
12 Maul, DM+1 to hit, DM+3 to hit and double damage vs. undead

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ENCHANTED ARMOR
When generating enchanted armor, first roll on the
following table to determine its type, and then roll on
the Enchanted Armor table.
Enchanted armor always counts as half its
Encumbrance, rounded down.
Armor types
1D Armor type
1 Hide or Fur
2 Leather
3 Scale
4 Chain
5 Banded
6 Plate

Enchanted armors
1D Enchantment
1 Cursed! DM+1 to enemies a�acking the character
2 +1 armor ra�ng
3 +2 armor ra�ng
4 +3 armor ra�ng
5 +4 armor ra�ng
6 +5 armor ra�ng

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MISCELLANEOUS MAGICAL ITEMS
The following magical items do not fit any of the
above categories.

Miscellaneous magical items


D66 Item
11 Boat, folding: folded, this item appears as a small wooden box, approximately 30cm long, 15cm wide, and 15cm deep. Upon
command, it unfolds into a 3m long, 1m wide boat, or an 8m long, 3m wide, 2m deep ship. Upon another command, the ship folds
back to the box.
12 Boots of Levita�on: upon command, these boots allow the wearer to levitate as per a ring of levita�on. The dura�on is infinite.
13 Boots of Traveling and Sprinting: while wearing the boots, the wearer does not need to rest if engaged in regular exploration
movement; aboveground, their movement rate is doubled. The wearer may also jump 3m high, or 10m long.
14 Bowl of Commanding Water Elementals: upon command, the bowl summons one water elemental per day, requiring a turn to
summon the elemental. Once the elemental appears, the user must concentrate to control it.
15 Bracers of Armor: grant the wearer 5 points of armor protec�on. This is not cumula�ve with a worn suit of armor.
16 Bracers of Armor, Cursed: when worn, these bracers grant no armor protection and prevent the user from wearing any armor. Only
a remove curse spell can remove these cursed bracers.
21 Brazier of Commanding Fire Elementals: upon command, the brazier summons one fire elemental per day, requiring a turn to
summon the elemental. Once the elemental appears, the user must concentrate to control it.
22 Broom of Flying: may carry up to two riders at a speed of 80m per ac�on in combat or up to 60km a day in overland travel.
23 Censer of Commanding Air Elementals: upon command, the bowl summons one air elemental per day. The summoning requires one
turn. Once the elemental appears, the user must concentrate to control it.
24 Chime of Opening: when struck, the chime sends forth magical vibra�ons which open one lock of any kind per round.
25 Cloak of Shadows: any creature wearing this cloak enjoys DM+3 to Stealth throws.
26 Crystal Ball: any character with at least Sorcery-1 can use the ball to view images of distant objects, places, or creatures they are
familiar with. The greater the familiarity with that object, place, or creatures, the clearer the image. The user may not communicate
or cast spells through the crystal ball.
31 Crystal Ball of ESP: in addition to the usual crystal ball characteristics, this crystal ball also allows its user to read the surface thoughts
of any creature being observed.
32 Cube of Frost Resistance: when activated, creates a cube-shaped area 3m on each side centered on the cube. The temperature within
this cube is always 20 degrees cen�grade. It also blocks all cold-based a�acks.
33 Decanter of Endless Water: removing the stopper from this flask and speaking the command word sends forth a stream of fresh water
from it at the rate of 5 liters per round. Alternatively, it may be commanded to emit a "geyser", producing a 6m long, 30cm wide
stream of water at 150 liters per round; any creature hit by the geyser must throw STR 8+ or fall prone. Creatures larger than human
size are immune to this geyser.
34 Drum of Panic: if sounded, all creatures within 80m of the drum must throw INT 8+ or become fearful and flee at running speed for
30 rounds. There exists a 3m safe zone around the drum itself.
35 Dust of Appearance: a handful of this material, when thrown into the air, covers all creatures within a 3m radius, rendering any
invisible creature visible. A tube of this dust contains enough dust for 5D applica�ons.
36 Dust of Disappearance: any creature touched by this dust becomes invisible for 2D turns and stays invisible even when attacking. A
tube of this dust contains enough dust for 5D applica�ons.
41 Eyes of Charming: these two crystal lenses fit over the user's eyes. The wearer may use them to apply charm person (as per the spell)
merely by mee�ng their gaze.
42 Eyes of the Eagle: these two crystal lenses fit over the user's eyes. The lenses allow the user to see 100 times further than usual.
Furthermore, this eliminates ranged a�ack penal�es beyond Effec�ve range.
43 Flying Carpet: this fabled carpet may carry up to 3 human-sized passengers at a speed of 80m per action in combat or up to 60km a
day in overland travel.
44 Gauntlets of Power: grant their user an effec�ng STR of 15 and upgrade their unarmed damage to 1D + STR DM.
45 Girdle of Heroic Strength: increases the user's STR by 10 points, DM+2 to hit in melee combat, grants the ability to throw rocks up to
100m range for 3D damage, and grants DM+3 to forcing doors open.
46 Helm of Comprehending Languages: the wearer can understand and speak any language they encounter and read texts in any
language.
51 Helm of Telepathy: the wearer can read the thoughts of any creature within 30m at will and may send telepathic messages to any
whose thoughts they read (allowing two-way communication). Use of this helm requires full concentration, and the user cannot move
or act otherwise while using it.
52 Helm of the Deep: any person who wears this helm can breathe underwater indefinitely and swim at their full movement speed.
53 Helm of the Dunce: reduces the wearer's INT to 2. Only a remove curse spell can remove this cursed helm.
54 Horn of Blasting: when sounded, the horn emits a sonic wave dealing 2D damage to any creature within a 30m long, 6m wide cone.
Any hit by the wave must throw END 8+ or be deafened for 2D rounds. The horn has an AV rating of 2D and may level structures at
the Referee's discre�on.
55 Horn of Heroes: when sounded, this horn calls forth 2D heroic warriors from the great beyond, who fight for the owner. These
warriors possess a UWP of AAA777, and Atheltics-2, Archery-2, and Melee Combat-2 skills. They disappear within 2D rounds. This
horn may be used only once a week.
56 Lamp of the Djinn: one a week, the when the user rubs the lamp, they may summon a djinn, who will serve them for up to one day.
If the djinn is slain, the lamp turns to dust.
61 Mask of Adaptation: any who wear this mask are immune to any harmful gases and vapors and may survive without air (including
underwater) for one week.
62 Mirror of Opposition: any creature who are reflected in the mirror are restlessly attacked by an exact duplicate of that creature. The
creature’s own powers are duplicated as well. When either the duplicate or the original one perishes, the duplicate disappears.
63 Rope of Climbing: this 15m long rope is no thicker than a wand but may support up to 500kg of weight. Upon command, the rope
snakes in any direction its owner desires at a speed of 5m per round, attaching itself to whatever its owner desires. The owner may
command it to return at any �me.
64 Scarab of Protection: renders its wearer immune to any curses and death spells and effects, regardless of their origin. After 2D such
a�acks, the scarab crumbles to dust.
65 Stone of Commanding Earth Elementals: upon command, the bowl summons one earth elemental per day, requiring a turn to
summon the elemental. Once the elemental appears, the user must concentrate to control it.
66 Stone of Luck: grants any person who carries it DM+1 to all a�ack throws and any throws made to resist magic, poison, or disease.

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APPENDIX A - INSPIRATIONAL MEDIA
The following media may serve as inspiration for VIDEO GAMES
Sword of Cepheus se�ngs and adventures.
Arx Fatalis
Avernum series
NOVELS
Ba�le Brothers
Barsoom series by Edgar Rice Burroughs
Blood Omen series
Conan the Barbarian stories by Robert E. Howard
Conan Exiles
Cthulhu Mythos stories by H.P. Lovecra�
Darkest Dungeon
Dying Earth series by Jack Vance
Dark Souls series
Elric series by Michael Moorcock
Gothic series
Fa�rd and the Gray Mouser sequence by Fritz Leiber
Grim Dawn
Hyperborean and Zothique stories by Clark Ashton
Smith Kingdom Come: Deliverance

Red Sonja series by Robert E. Howard Legend of Grimrock 1 and 2

Sword and Sorcery by L. Sprague de Camp Risen series

Tarzan series by Edgar Rice Burroughs Thief series (especially Dark Project)

The Witcher series by Andrzej Sapkowski Ul�ma Underworld 1 and 2

Witcher Witcher trilogy

TELEVISION AND CINEMA


Conan the Barbarian films and TV series
Hercules and Xena
Red Sonja
Spartacus: Blood and Sand
The Witcher
Thundarr the Barbarian

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APPENDIX B - LEGAL INFORMATION
IMPORTANT NOTICE THE SWORD OF CEPHEUS
COMPATIBILITY-STATEMENT LICENSE
This Book is derived from the Traveller System
Reference Document and other Open Gaming (CSL)
Content made available by the Open Gaming License
and does not contain closed content from products 1. You must state on the first page where you
published by either Mongoose Publishing or Far mention Sword of Cepheus that “Sword of Cepheus,
Future Enterprises. This Product is not affiliated with Cepheus Light and Stellagama Publishing are the
either Mongoose Publishing or Far Future trademarks of Stellagama Publishing” and that you
Enterprises, and it makes no claim to or challenge to are not affiliated with Stellagama Publishing.
any trademarks held by either entity. The use of the 2. If you’re using the license to commit legal
Traveller System Reference Document does not fraud, you forfeit the right to continue using the
convey the endorsement of this Product by either license: specifically, if you are claiming compatibility
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product of either of their product lines. constitute legal fraud, or fraud in the inducement,
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requirement is almost impossible to violate
PUBLISHING YOUR OWN MATERIALS unintentionally—it’s largely intended to keep us out
of trouble, not to restrict legitimate statements of
As you can see at the beginning of this System compa�bility.
Reference Document, all of the text in this document 3. You must comply with the terms of the OGL
is designated as Open Gaming Content, except for the if the terms apply.
titles of products published by Stellagama Publishing
– the names “Cepheus Light”, "Sword of Cepheus", 4. Your cover must include the words “House
and “Stellagama Publishing”; and the introductory Rules” or “Variant Rules” or "Alternate Sword of
chapter. The name “Cepheus Engine” is copyrighted Cepheus World" near the title if the document is a
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their permission. Feel free to contact Stellagama Publishing if you wish
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This means you can copy whatever parts of Sword of
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the content around, and publish the result. Note that house rules incorporated into it is perfectly
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If you don't mention any of the trademark elements, 6. If your document is a private house rules
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However, you can use the "Sword of Cepheus" you may scan and use the cover from the printed
trademark, under certain circumstances, to indicate version, if such version shall be published in print
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follow the requirements of the Sword of Cepheus that the cover contains the words “House Rules,”
Compatibility-Statement License (CSL), but if you do, near the title. All other art used in this book is strictly
you can state that your published material “is Public Domain.
compatible with the rules of Sword of Cepheus” or, 7. Your rights under this CSL cannot be
“with the Sword of Cepheus rules” or, “with the revoked, and are perpetual, unless you breach the
Sword of Cepheus game.” Here are those terms of the license, in which case your rights
requirements: terminate.
8. If you comply with the above, you may state
that your resource is “for use with Sword of
Cepheus”, or “compa�ble with Sword of Cepheus”.

If you have questions about the license, feel free to


contact Stellagama Publishing at
golan2072@gmail.com.

128
T�� S���� �� C������
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