Sunteți pe pagina 1din 14

BARBARIANSOFLEMURIAHOUSERULES

*DegreesofSuccess/Failure(Optional)

Success:
Theeffectorintentionoftherollwentasplanned:theswordstruckthesoldierschest
theliewasconvincingthefingersfoundthepouchonthebelt,theancientscrollwasdeciphered

Success,But:
Theintentiontookplacebutanunforeseen,unwantedcomplicationalsooccurred:
Youranpasttheguardbuthispartnermighthavesawyouyoucutthroughthearmorbutyour
bladeisnowwedgedinityousurvivedthefallfromthebalconybutlandedinacesspityou
survivedthepoisonattemptbutareincapacitatedfordaysyouclimbedthecliffbutittooktwice
aslong.

Success,And:

2d6
Result

23
Failure,And
47
Failure
8
Failure,But
9
Success,But
1011 Success
12+ Success,And

2d10 Result

12
Failure,And
39
Failure
1011 Failure,But
1213 Success,But
1418 Success
1920 Success,And

CAREERS

1. Actor/Performer
2. Alchemist/Scientist
3. Assassin/Slayer
4. Bandit/Marauder
5. Barbarian/Savage
6. BeastMaster/AnimalTrainer
7. Craftsman/Tradesman*
8. Dancer/Acrobat
9. Duelist/Swashbuckler
10. Farmer/Herder
11. Gladiator/PitFighter
12. Hunter/Tracker
13. Mercenary/Warrior
14. Minstrel/Poet/Bard
15. Merchant/Trader

16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.

Nomad/Raider
Noble/Courtier
Physician/Healer
Pirate/Corsair
Priest/Cultist/Shaman
Prostitute/Courtesan
Sailor/Mariner
Scribe/Scholar
Slave/Prisoner
Soldier/Guard
Sorcerer/Magician
Thief/Rogue
Torturer/Executioner
Vagabond/Beggar
Worker/Laborer

*Choose:artist,architect,bronzesmith,cobbler,glassworker,leatherworker,mason,potter,
sculptor,tanner,etc.

WEALTHLEVELS

Normally itemsandservices includedin thedescription can be obtainedwithoutissue,however


whentheplayershavebeen living offtheir wealth forsome time,orperhapswhenaparticularly
rare or expensive item or service is sought, a rollmayberequiredtoseeiftheymaintain their
WealthLevel.

Make atask resolutionroll addingthecurrentWealthLevel(Merchants,Noblesand thelikemay


add their careers to the roll to simulate lines of credit, prestige, monetary savvy, etc.)vs.how
rare/expensive the item orservice is. Iftherollsucceeds,thetransaction issuccessful andnoloss
of Wealth Level occurs. If it fails then theWealth levelisloweredonelevel. OnaCalamitous
Failure
all
wealthislostandthecharacteris now
DeepinDebt
.OnaMightySuccess,theygaina
littlemoreinthebargain,orhavesomekindofgoodluckimpartedthanoriginallyexpected.

Note:the items/services purchasedmust beunderthe purview ofthetypeindicatedbythewealth


level andnot above it, or elsetheylosealltheir wealthontheiteminquestionandarereducedto
0:EmptyPurse
.Theystillrollnormallybutonlytoseeiftheyavoidbeingin
DeepDebt
.

1:DeepinDebt
You need to pay offsome billsandfast!Lawyers,taxcollectorsand legbreakersare hounding
youdaily.

0:EmptyPurse
You don'thavetwocoins torub together.Youdon'tknowwhereyournext mealiscomingfrom.
You'llneedtodosomesortofworksoonelseyou'llstarvetodeath.

1:AFullPurse
(1090Drachma)
Thisisthepettysortof stuffalucky thiefor thriftyworkman might have.For ourheroesitwill
allow one person to live comfortablyfora week,or perhapsstretchasfar as amonth. You can

buycommon goods andequipment,mayberepairyourgearor buyaquestionabletreasuremapat


thebazaar.Blowing it onafewrounds for thehousemaygainyouafriendthatwillgiveyoua
clue tosomerealtreasure.A magicianor alchemist will beable toreplenishsome oftheirmore
importantcommonitems.

2:BagofGold
(100900Drachma)
This is the sort of thing thatraises eyebrowsbut oncethedrinks startflowing,most peopleare
content with yourtemporary windfall.Pettythieves maytrytotakeashareofyourgoodfortune.
Wenches and debauchery are the order of the day, and severaldaysthereafter. Apersoncould
buy all new gear and add a few extras besides. A mount and harness is easily obtainable. A
wagon and draft animal could be bought and maybe a driver to handle it. Alchemists and
magicianscangetthosespecialconsumableitemsthatarecommontotheirtrade.

3:AChestofTreasure
(1,0009,000Drachma)
Robbers and tax collectors tend to take notice of this amount of cash. So do folks in need of
successful adventures. This kind ofcashis sureevidencethatyoucangetthejobdone,justsleep
withone eyeopen.Youcould rent avillaforamonthandstockitwithsuppliesforyouandyour
friends, perhapsa partyseveraltimesduringthemonth is inorder. You couldalsorentaprivate
boat andthecrewtosail itor, buy yourowncraft...butwhowouldmanthething?Hiringawagon
andtheteamsterstohandleitisagoodidea.
Magiciansandalchemistswillbeabletooutfitadecentritualchamberorlaboratory.

4:AHoardofLoot
(10,00090,000Drachma)
Someone hasbeenpilingthingsupfor awhileanditisjustunfair. Thenoblesthemselveswillsit
upandtake noticewhenyouspreadthis sort of wealth around.Whether they will beimpressed,
insulted or threatened by it is uncertain. Now thatyouhave liberatedityoucan buy that small
galleyandhirea few hands,notthattheywillbeexactlytrustworthybutifyoucankeepthepay
comingthey should be allright. Alchemistsand magicianswill haveaneasytimepayingforthe
rareitemstheyconsumeduringtheirmysteriouspractices.

5:KingsRansom
(100,000+Drachma)
Enoughtobekingsyourselves,fora while.Hiringprofessionalcraftsmen ormercenarysoldiers
ispossible. Outfitting alongtermexpeditionorbuyingagrantoflandfromtherulingsovereign,
are real possibilities. Purchasing a keep, tower, palace, library etc. are also feasible. Keeping
thesethingsisanotherproblem,however.

ADVANCEMENTPATHS
Characters may earn Advance Points from gaining treasure and spending it lavishly as per the
rulebookor they mayopt insteadtochooseaspecificpathortwoforthesaga.Theseareoptional
of course, and if a character wishes to pursue their own motivations then APcan be givenfor
thoseinstead.

In order for a player to receive an experience award for acharacter following apath,doing so
must involve risk, loss or harm to the character.
Paths that require a subject must have a
reasonablyspecificsubject("mybrother"or"theguildofthieves").

PathoftheBarbarian
*1AP:Defylocallaworcustom.

*2AP:Overthrowalocallaworcustom.

PathofBloodyKnives
*1AP:Defeatathreatbykillingsomeone,orseveralsomeones.
*2AP:Slayamanorbeastmightierthanyou.

PathoftheConqueror
*1AP:Increaseinpowerorprominence.
*2AP:Risetoapositionofsignificantleadership.

PathoftheDeceiver
*1AP:Deceiveanothercharacter.
*2AP:Deceiveanothercharacteragainstsubstantialevidence.

PathoftheDevoted
Whenyouchoosethispath,picksomeoneorsomethingyourcharacterdevotesthemselvesto.
*1AP:Protectsomethingotherthanyourself.
*2AP:Riskyourlifetoprotectsomethingotherthanyourself.

PathoftheFirstFootstep
*1AP:Findaplacethathasneverbeenfoundbefore,abandonedforalongtime,orkeptconcealed.
*2AP:Findaplacethathasneverbeenfoundbefore,abandonedforalongtime,orkeptconcealed,and
findagreattreasurethere.

PathofGivingHands
*1AP:Helpsomeonewhocannothelpthemselves.
*2AP:Savesomeonefromathreatasbad,orworse,thandeath.

PathofJeweledThrones
*1AP:Obtaingreatwealthoverthecourseofanadventure.
*2AP:Spendyourwealthinextravagantfashion.

PathofLamentation
*1AP:Commemoratesomethingorsomeonegreatandlost.
*2AP:Leaveagloriousmonumenttosomeoneorsomethinggreatandlost.

PathoftheLegendary
*1AP:Dosomethingextraordinarywhichspreadsyourreputation.
*2AP:Riskdeathorworsetospreadyourreputation.

PathoftheNightThief
*1AP:Takesomethingvaluablewhichdoesnotbelongtoyou.
*2AP:Riskyourlifeorsomethinggreatertotakesomethingwhichdoesnotbelongtoyou.

PathofPromisesKept
Whenyouchoosethispath,pickaspecificvowforyourcharactertomake.
*1AP:Thevowiskept.
*2AP:Thevowiskeptinthefaceofdeathorworse.

PathoftheRat
*1AP:Escapedangerbyrunningfromit.
*2AP:Escapedangerbyrunningfromitandendangeringanothercharacter.

PathoftheSnake

*1AP:Obtainapositionofpowerorinfluencebyunderminingarival.
*2AP:Obtainapositionorinfluencebysecretlyeliminating,ruining,orhumiliatingarival.

PathofUndyingHate
Whenyouchoosethispath,picksomeoneorsomethingyourcharacterhateaboveallothers.
*1AP:Inconveniencethesubjectofyourhatred.
*2AP:Seriouslyhurtthesubjectofyourhatred.

FAMEANDREPUTATION

Famereferstoexploits,adventures, feats,etc.andhowwellthey(and you)areknown,spokenof,


andorrecognized.

AccumulatedAdvancementPoints
01:Talkofthemonth
0203:Localphenomenon
0408:Famousinacity
0915:Famousinafewcities
1618:Famousintheregion
1924:Famousacrossthesea,beyondthemountains,orthroughoutthedesert
2533:Nameisknowninmanycities,thoughrumorsandmisattributionsabound
3442:Hascometotheattentionofakingdomorsmallempire.
4348:Alegendwellknownthroughoutanempireorcontinent
49+:Mythicfigure,rivaltoheroesofmythandlegend.

Afterafew(1d6)monthsreputationgoesdown12points.

Another,farsimplerway of measuringfameisby the numberof Sagascompleted.Thesewould


accumulateandbeusedasabonusor penaltytoAppealrollsincertainsituations,suchasseeking
an audience with a king, gathering mercenaries for aragtag army, receivingproperhospitality,
recruitingfollowersforacult,seekingpatronage.

COMBAT_

Maneuvers
Arrows Penetrate Armor:
When using ranged weapons such as a Bow or thrown
weapon like a Javelin or Throwing Axe, armor is reduced one category. So for instance
successfully shooting an arrow into a warrior with
Heavy
(1d6) protection reduces it to
Medium
(1d61)fordamagereductionpurposes.

AttackandParry:
Theplayerneedstoannouncethisoptionatthebeginningoftheround.He
canmakeoneattackandoneparryinthe
same
round,butbothattemptsareat2.Hedoesnot
needtohaveaweapon/shieldinhisotherhandtoattemptthismaneuver,thoughifhedoesthe
penaltiesareonly1.

Cleave:
IftheherodoesenoughdamagetokillanenemyclassedasRabble,hemaychooseto
attackanotherata1penaltytoattack.Ifhealsodoesenoughdamagetodispatchthisone,he
mayattackanadditionaloneat2andsoon.Thenumberoftimestheheromayattackislimited
byhishighestcombatcareerslevel.


Defensive Fighting:
Subtract points from Melee and add to Defense on a 1:1 basis. The max
amountofpointshemayaddtohisDefenseisbasedonthecharactersCombatCareerlevel.

Dodge:
A characterdoesnothingelse intheroundbutevadeattacksdirectedatthem.Heroesget
a+2toDefensebutcantperformanyotheractionthisround.

Disarm* (or other Stunts):


Sometimes heroes use unorthodox techniques in battle such as
disarminga gladiator wielding two blades,feinting anattackand strikingtheopponent fromhis
blindside, rolling into ameleeandslashingat theunarmoredlegs ofasoldier,kickingthesavage
off a short ledge to fall onto the swarming horde, or swinging from a rope and cleaving the
enemysskull.Incasessuchasthese theheroisattempting toeitherperform aparticularstunt
suchasdisarming, aknockback,or atrip,oristryingtousehisexpertiseincombattodealmore
damage.

In these cases makea Taskroll,addinganyappropriatecombatcareerandmodifytherollbythe


enemysowncombatcareer(ifany).(*Ifattemptinga Disarminstead,opponentrollsanopposed
attack roll + CombatCareer to prevent it). If successful, the stunt occurs, or the hero has the
combat careeraddedto damage(thiscan only beuseda numberof timesequaltoCareerlevelin
a single combat). Iffailed,thestuntfailsandnodamageoccurs.Onlyanattackrollisrequiredto
perform a stunt on Rabble, with an additional stunt roll required only for when adding extra
damagefromcareers.*ConsidermakingDisarmaMightSuccessoption.

DualWielding:
Whenfighting withtwoweapons a1penaltyissubtractedfromyourattackroll
but you gain a bonus die to damage (keeping the highdie asthedamage)addingStrengthand
boons(ifany)asnormal.

Offensive Fighting:
Subtract points from Defense and add to Melee on a 1:1 basis. The max
amountofpointshemayaddtohisMeleeisbasedonthecharactershighestCombatCareer.

Parry: Before an opponent attacks you, on your turn, you may declare that will you parrythe
blow (giving up your chance at attack). You roll Melee + Agility and compare it to the
opponents roll. Iftheresult is equalorabovehis roll you parry the attack.Ifyouplantoattack
andparry,youmustdeclaresoatthebeginningoftheround(seeabove).

PowerStrike
: The attacker gives up accuracy in exchangefora more powerful blow. Subtract
pointsfrom Meleeandadd toDamage on a1:1basis.Themaxamountof pointshemaysubtract
andaddisbasedonhisCombatCareer.

ReflexiveParry (optional):
When aduelistakingplacebetweenaHeroandaVillain(or evena
Named NPC) each is allowed to make a free Parry per round. These reflexive parries maybe
limited if the GMwishesby the highestrankin acombatcareerper battle.Forinstance,aHero
who has2ranksin Barbarianmay usehisreflexiveparriestwiceinthatparticularcombat.After
thathemayattackandparryinoneroundincurringthepenaltiesasperthenormalrules.

Splinter Sword orShield:Ifa Herois ahit byanopponentsattackhemayopttosacrificehis


weapon or shield, destroying it in the process but soaking 1d6 damage from the blow (or
receivingnodamageifaHeroPointisspent).


Taunt:
Demoralizing, insulting, toyingwithyouropponent,etc. cancause themto losetheircomposure
and become sloppy in a fight.Roll Appeal+Combat Career vs.Opponents CombatCareer(if
any)+ 9. Ifsuccessful chooseto imparta 2 penalty toOpponents Attack,Damage,
or
Defense
forthenextroundorattack.

WildAttack:
The attacker throws caution to the wind and attacks in a frenzy. He can roll a
bonusdieforeither damage
or
initiative.The attacker's Defense scoredropsto'0'forthisround.
IfhisDefenseisalreadyat'0',hebecomesEasy(+1)forotherstohit.

NewMightySuccessOptions:
Disarm:
Youropponentsweaponisflung1d6feetaway,oryoutakeitfromthem!

Knockdown:
Youcanknockdownanyopponentthatisyoursizeorupto2sizeslarger.Your
opponentloseshis/itsnextaction.

Sunder:
Youdestroyyouropponentsheldweaponorshield.

BloodySlash/CrushingBlow:
Youadd+6tothedamagecaused

Carnage:
Youmaymakeanotherattackimmediatelyfollowingthisone.Itcanbeagainstthe
sameoradifferentopponent.NofurtherHeroPointscanbespentonthissecondattackthough.

Disarm:
Ifyouropponentiswieldingaweapon,youcandisarmyouropponent,ratherthancause
anydamage

Knockdown:
Youcanknockdownanyopponentthatislessthanorequaltoyoursizeorupto
onesizelargerandhe/itisthrownbackseveralpacestoo(notgoodifnearacliff
ledge!).Ifunderattackwhilstregainingyourfeet,youtakeaflawonyournextaction.

PrecisionStrike:
Youcanhityourenemyinaspecificlocationwiththeintentionofmaiming
themandaffectingtheircapabilities.YoucausedamageasnormalbutPrecisionStrikealso
allowsyoutogiveyouropponentaflawtospecificTaskRollsmostlyyoudwanttoaffecttheir
AttackRolls,butthisisntabsolutelynecessaryastabthroughtheeyeballwouldapplyaflawto
anyTaskRollthatinvolvesyouropponentsvision,forexample(whichmayormaynotinclude
AttackRolls).Someotheroptionswouldbetospecifyastrikepointtochopoffatentacleor
stinger,sliceopenasectionofthickhidetocreateaweakpoint(reducingthecreatures
protectionratingtothenextlowerone).SomeeffectswillneedtobeworkedoutwiththeGMat
thetime,butshouldbesimilartotheabove.

RabbleSlayer:
Iffightingrabble,thedamageresultbecomesthenumberofopponentstakenout
ofthefight.Theyarentnecessarilydead,buttheyarecertainlynotcomingbackanytimesoon.

ARMOR
Type
Bonus
Helm
+1
Bracers
+1

Greaves
+1
BattleHarness
+1
LeatherVest
+1
LightCorselet
+1
Hide
+2
HeavyCorselet
+2
RingMail
+2
ChainShirt
+2
ScaleShirt
+2
Linothorax

+2
ChainHauberk
+3
LamellarCuirass
+3
Breastplate
+3
Shield
+1Defenseagainstoneopponent(ortwoopponentsifLargeShield)

Atdefault,Protection isvariable as indicated bydietypeandmodifier.Howeverthestaticvalue


in the parenthesis or the bonus total maybe chosen for the Protectionvalueinstead,butchoosing
to dosogivestheopposingattackera bonustoattack(representingthedefendergivingup some
maneuveringanddodginginexchangeforconsistentprotection).Note:maxProtectionvalueis6.

StaticProtectionPenalties

VeryLight:1d31
(1)
Helm
Bracers
Greaves
BattleHarness

Light:1d62
(2)MaxDef3
Helm+Greaves/Bracers
Greaves+Bracers
BattleHarness+Helm
LeatherVest+Helm
LightCorselet+Helm

Medium:1d61
(3)1Agility,MaxDef3
HeavyCorselet+Helm
Ringmail+Helm
Chain/ScaleShirt+Helm
Linothorax/LaminatedArmor+Helm
Studded/BoiledLeather+Helm

Heavy:1d6
(4)1Agility,MaxDef2
Breastplate+Helm
ChainHauberk+Helm
ScaleCuirass(Lamellar)+Helm

Veryheavy:1d6+1
(5)2Agility,MaxDef1
ChainHauberk+Bracers+Greaves+Helm
ScaleCuirass+Helm+Bracers+Greaves
*OrScalePanoply
Breastplate+Greaves+Bracers+Helm
*orBronzePanoply

TERROROFTHEUNKOWN
All aliens, demons, monsters, and supernatural creatures haveaTerror rating. The rating isthe
difficulty modifier for MIND rolls called Fear checks which the Heroes need in order tokeep
their composure. Careers are occasionally useful for Fear checks against giant animalsand the
like,but theydo notapply fortotallyalienbeingsandstrange,unexplainable phenomenaonthe
edgeofsanity.

Ifthecheckisfailedthenthecharactereitherfleesfromthecreature(wherevertheplayerwishes)
as far he can or suffers 1 to all Task Resolution rolls. Every subsequent round he gets an
additional1penaltytoallactions(upto3)untilhefleesorsucceedsataFearCheck.

Once the character has encountered the creature, theydo nothavetoroll another Fear checkif
theycomeacrossitagain.

Heroes canspenda HeroPointto grit their teeth, ignoretheirFearCheck,andfightback against


theTerroroftheUnknown.

MAGIC

There isnotrue magic as an innateforcewithinthe casterthathe draws upon.Mostof


what the great majority of people call magic is actually the clever use of illusion, hypnotism,
weird inventions and mesmerism to capitalize on fear and superstition. True magic is an alien
forcenormallyutterly outsidethe human domain,grantedeitherbydemonsandotherunnamable
things, such asforbidden knowledgesealed inlostandancient scrolls,orthroughpotentartifacts
imbuedwiththecosmictaintofpastages.
Each time true magicisutilizedthesorcererirrevocably losessomehumanityandsanity
in opening himself and becoming a vessel for unknown forces of the void. Many socalled
sorcerers are content with playing the magician and using charlatanry, parlor tricks, and their
deviousnesstoholdpoweroverkingsandtheirignorantmasses.
However there are those obsessed beyond the threshold of sanity, which desire more
power and knowledge than that which hasbeen allotted for man, and seek everymeans tofind
them. For these lost madmen, dead spirits may be raised for consultation in horrific places
shunned by normal folk, outsiders may be summoned and bargained with, and tomes made of
humanskin,printedinthebloodofinfantsandinnocents,may beperusedtofindthecluesforthe
ritualsthatlenduntoldpoweruponthesorcerer.

SpellTypesandtypicalrequirements:
nd
1. You need 1requisitepermagnitude.Soa2
magnitudespellrequires2requisites
rd
towork.A3
magnitudespellwouldhave3requirements.

2. Once passed the point of required requisites, you can pile on extra requisites.

Each extra requirement allows you to drop the cost by 1 AP or reduce the
difficultylevelby1.

Amagicianscareerlevel determines their knowledgeandtheirsorcerousdomain. Thesearethe


type of spellshemaycast.At0theSorcererisaneophyteandknowsonly1Domain.AtSorcerer
1 has knowledge of 2 domains, say Illusion and Curses. For every career rank above 1 the
Sorcerergainsknowledgeof1 domain,thoughhemusttake aflaw.Thisentailsthatthesorcerer
must find a way to acquire this knowledge and art, either from moldy and forgotten tomes, a
sorcerous master (who will exactaheavypriceforthis service), or througha dark pactwithan
outsiderorspirit.

Curses
:IntimateMaterials,SpokenMalediction,Intricateeffigy,deadlypromise,sacrifice

Charm/Domination
:Maintaineyecontact,enunciatedcommandment,suggestions,

Divination:Metaphysicallink,diamondmirror,lotusdaze, concentratedfocus,objectsof power,


whatdreamsmaycome

Illusions:
Sourceoflightandshadow,suggestion,smokeandmirrors,talisman,hypnotize

Nature:
Animal calls, ancestral link, symbols of the earth, sunlight or moonlight, consult the
spirits

Necromancy
:BurialGround,blood sacrifice,sacred stone,talismanofspiritualwarding,lifefor
life,lostknowledge,relic

Physical:
Manipulatepresentobject/element,transformationofproperties,rarematerials,

Prestditigiation/Telepathy:
Audience
,
concentration,meditation,objectoffocus

Summoning: Binding circle,TrueName, bloodforblood,ritualsacrifice, abysmalcoordinates,


celestialalignment,artifactorobjectofpower,contract,

Warding:
glyphsandsigils,specificknowledge

ThirdMagnitudeCastingRequirements

CastingTime:Thespellwilltakeatleast2d6daysofdancing,chanting,andbizarreobservances
andrituals.

Group Ritual: The spellrequires agroupofacolytesto simultaneousprepare,incant,spillblood


and flesh, call on the Old Ones, etc. while the sorcerer casts his spell. For everyextra acolyte
beyond thefirst, the sorcerer lowers the AP costby 1. Alternativelyhe maychoose tolowerthe
difficultyby1aswell.

BacklashoftheVoid

When attempting to cast magic, if a sorcerer rolls snake eyes (two 1s on the d6) then he has
momentarily caused a rift to open between worlds and the void manifests in the earthly plane
accordingly.Consultthefollowingtabledependingonthemagnitudeofthespell.

MinorVoidManifestation
Magnitude1Spells
Roll
Result
Witchery
:Youfuckupallfoodstuffina100ftradius.Itgoesbadandis
110
unusable.Nowthepoorvillagefolkaregoingtostarve...Actuallyyoulook
prettygoodtoeat.
Rupture
:Bloodspurtsfromyoureyes,nose,andearsuntilyoumakea
1120
successfulStrengthcheck.Peoplerunfromyou!Surelyyouhavetheplague!
BreathofChaos
:Acoldandunnaturalgustofstrongwindblowsthroughthe
2130
area.Thiscausesfirestoextinguish,watertogeticecrystals,smallthings(like
Halflings)tobeblownover.
ChaosSurge
:Youreyeschangecolor,yourteethyellow,andyourhairfalls
3140
out.Thislastsfor1d3+1days.
ChaosSaturation
:Youglowwithastrangelight.Itisimpossibletohide.
4150
Youareagreatbigflashlightandseeperfectly,asdoothers,inthedark.This
lastsfor1d10minutes.
UnnaturalAura
:Animalswithin100ftradiusofyoudontjustgetspooked,
5160
butgobatshitcrazy!Theybite,theyclaw,theyscratch,andgoagroonyour
ass!Dogsandcatslivetogether!Itsmasshysteria!
Spirits
:Ghostlyvoicesfillthearea.Glimpsesofstrangefigurescanbeseen.
6170
NormalfolkintheareamustmakeaMindsaveorbedriveninsane.
MagicalShock
:Magicblastsarcsthroughyouandyoutake1d6pointsof
7180
damage.
MagicalLancing
:Magicalenergylancesthroughyourbody.Reduceyour
8190
Magicskillby1for2d6minutes.
ItsaMonster!:
Youaredriveninsane,briefly,bythetouchofmagicand
9195
thinkoneofyourcompatriotsisanevil,foulbastard.Youattempttoattack
themandsmitethemfromtheearthfor1d6rounds.
9600
Unlucky
:RollonMajorVoidManifestationTableinstead.

MajorVoidManifestation
Magnitude2Spells
Roll
Result
WitchEyes:
Yourpupilsturnbrightred.Youcanseepeoplesauras.This
110
lasts1d4days.
1120

Silenced:
Youlosetheabilitytospeakfor2d6rounds.Thankfuck.

2130

Overload:
YouareoverloadedbyMagicalEnergywhichexplodesoutofyou,
throwingyouback3d6feet.Youareproneandstunnedfor1round.

3140

HellborneImp:
AsmallImpisawakenedandsummonedfromthepitandwill
attackyounextround.Onlyyoucanseeandfightthiscreature.Suckstobe
you.

4150

ChaosForeseen:
YoucatchaglimpseofChaosandthegreatbeyondandlose
1Mindpermanently.Fromthispointonhoweveryougeta+2torollson
ChaosKnowledge.

MagicalPlague:
Strangeboilsgrowonyourskinandburstin1d3+1rounds
causing2d6damagetoyou.Anyoneina5ftradiusmustmakeaStrengthsave
5160
orhavethesamethinghappentothemaswell.Entirevillageshavebeen
wipedoutthisway.Waytogo.
6170

Aged:
YoumustmakeaStrengthsaveorage3d6years.Ifthisputsyouatthe
70yearmarkmakeanotherConsaveordiewhilelosingbladdercontrol.

7180

Braindead:
Magiclancesthroughyourbrainandfriesit.RollaMindcheckor
loseonepointofMindpermanently.

DemonicPossession:
Afuckingdemontakespossessionofyoufor1day.
Duringthistimeitdoesterriblestuffwhilewearingyourbodylikeapartysuit.
8190
Youhavenomemoryofthistimeandnocontroloveryourbody.Youwake
upinthemorningwithyourvariousorificessoreandtender.
AreYouMyMommy?
:Youarefilledwithvisionsofyourpastyoucry,
scream,andthrowahissyfitbecauseyourparentsdidntbuyyouicecreamor
9195
loveyou.Yourunarounddoingthislikeacrazypersonfor3d6minutesor
untilputdownfornaptime.
9600

TrickofFate:
RollonCatastrophicVoidManifestationtable.

CatastrophicVoidManifestation
Magnitude3Spells
Roll
Result
110
WildMagic:
Magicblastsoutofyouandeatsthefleshofthosewithina50
footradiusinthemostgoryandbloodyfashionpossible.Alltargetsmust
makeaStrengthsaveortake3d6damage.Waytobeamassmurderer.
1120
TheWitheringEye:
Youreyesbecomemummified,dry,andcrumblyfor2d6
minutes.AnytargetthatlooksatyoumustmakeaStrengthsaveordryupinto
amummifiedhusk.Dontlookinthemirrorstupid.
2130
Brainblank:
Searingpainhitsyourbrainandknocksyououtfor2d6minutes.
3140
ChaosCritical:
Magicblaststhroughyourbodycreatingaveryouchieeffect.
Roll1d6+1anddoublethedamage.
4150
DemonicCorruption:
ADemonreachesintoyourmindandbestowsyouofa
visionoftheVoid.Youlose1d3permanentMind.Afterthiseventyougain
+2onChaosKnowledge.
5160
MagicalFeast:
StrangeShadowLeechesappearfrombeyondandfeastonthe
magicofyourbody.Nooneelsecanseethesedisgustingslimyhorriblelittle
bastards.YourMagicSkillisreducedtozeroinamatterofsecondsasyourun

6170

7180

8190

9195

9600

aroundflailingyourarmsuselesslyandscreaminglikeaterrifiedchild.You
cannotcastmagicagainfor1d6+1days.
DemonicSwarm:
Thegroundopensupandaswarmofimpssurgeforwardto
bringhavocanddeathtoall.Rollanumberofdiceequaltoyourmagicskillto
determinenumberofimps.
DemonicContract:
Youfeelaburningpain(andtake2d6wounds)asa
strangeglowingruneburnsintoyourskin.Shouldyoucollect5oftheseyour
soulisforfeitandademongetstohaveitswaywithyouinsomehorribleand
perversemanner.Thisbringsbackmemoriesofprom.
IDontKnowHowtoTellYouThisBut
:Youreamonster.Yep!
Voidcorruptedyousobadlyyouvetransformedintoabigstinky,hair,scaly
fuckedupthingofnightmares..Havefunbeinghitwithsharpthingsandspit
on
CalledtotheVoid:
Spaceandtimeripopenandshowyoueverythingallat
once.Itistoomuchtobearandyourelinquishyourbodyandsoultothevoid
andaresuckedawayWeknow,muchliketherestofyourlife,thisisnt
howyouwantedtoendup.
UnbelievablyFucked:
Therearenowordsforhowbadthisis..Exceptroll
twice.

CatastrophicSummoning
Ifthesorcererrollssnakeeyeswhensummoningademonic
oroutercosmicentity,thenextremelybadshithappens.Messingwiththepowersofthe
cosmosdoesnotgounnoticedbythosebeingslongforgotteninspaceandtime.
Generallycastingpowerfulspellsdolittlemorethanbarelydisturbthesestrange
creaturessleep.Howevereverysooftentheystirandseektodestroythatwhichhas
gainedtheirire.RollontheCatastrophicVoidManifestationTableandrollad6and
consultbelow:
Roll1d6
1. Thebeingisnotinterestedinthemovementofantsandgoesbacktosleep.
Howeverasecondcatastrophicfailureataspellwillimmediatelyreawakenthis
beingandwillimmediatelymanifestatthecasterslocationanddestroyallwithin
initsgrasp.
2. Thecreaturestirsandmovesinitssleep.Anearthquakecenteredonthecaster
andaffectsa10mileradiusrocksthearea.
3. Thebeingisannoyedattheinterruptionandsendssomethingfuckingawfulfrom
thevoidtokilltheSorcerer.Amonstrosityofterribledescriptionappears
immediatelyandattacksthecasterandallthosenearby.
4. Thecreaturesbriefmomentofconsciousnesscausestheweathertobecompletely
oppositefortheseason.Thislastsfor1d3weeks.
5. Thebeingpervertsthecasterwhonowbecomesadevotedservantseekingto
bringhismasterintotheworld.

6. Likeswattingagnatonthewallthecreaturesimplywillsthecasteroutof
existence.
WildernessMovement

Eachhexequals12milesacross.

Overland(noroad)onfoot:
1hr=1.5miles
1day=12miles/8hrs(1hexperdayonfoot/2hexesmounted)

Roads,Easyterrain=2xRate(2hexesonfoot/3hexesonmount)
Arduousterrain=Rate(1hexeverytwodaysonfoot/1hexadayonmount)

Days aredividedinto8hoursoftravelling,8hoursofsleep,4hoursofrest/camp,and4hoursof
preparingandeatingfoodthroughouttheday

For everytwohours oftravel(or 3 miles)areststop of 1hrisrequired. Campisoptional,butat


leastonceadayisneeded.

Horsestraveldoublehumanspeed(24miles/2hexesaday)ifunencumberedbygeariftheyare,
thentheytravel18miles/1.5hexesaday.

Hexes: In every hex the players traverse roll two dice. Oneis toseeif the keyed encounter (if
any)isfoundbythePCs.Thisoccurs ona 56on ad6.Theotheristoseeifarandomencounter
occurs(generally12onad6intheWildernessand1onad6forSettledAreas).

GettingLost:
Following atrail,road,river,landmark,orguidewillgenerallyensurethatthecharacterswill not
get lost. However, if traversing trackless wastes and unknown, unmapped wilderness there is a
chancethatthecharacterswilllose their way. Roll a
Tricky(1)TaskResolutioncheckmodified
by Mind and appropriate Careers (Hunter, Barbarian, Nomad, Vagabond, etc) tosee if you get
lost,witheachadditional day lostincurring a1penalty.Certaintypesterrainofterrainaremore
difficult, for instance, a desert, forest,orhills might be
Hard (2) whilstdunedeserts,open sea
andlightlessjunglemaybeconsidered
Tough
(4).

Iflost,rollad10andlettheresulttellyouwhichdirectiontheyareactuallygoing:

1
Completelyleftofintendeddirection
2,3,4
Slightlytotheleftofintendeddirection

56
Intendeddirection
7,8,9
Slightlytotherightofintendeddirection

10
Completelytotherightofintendeddirection

S-ar putea să vă placă și