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D100 GAMING MADE EASY

ZERO EDITION
Written by Newt Newport
Illustrated by Simon Bray
Edited by Graham Spearing
cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some

Zero edition August 2008


This edition is missing the following chapters

10. Creatures, 11. Setting (Gatan) and 12. Adventure (The road less travelled) and of course an Index :)

Also while the text has had two passes through editorial, there might be typos. One of the reasons for
releaseing the Zero edition is to reduce the number of typos and errata in the final release.

So If you spot any please let me know at newt@d101games.co.uk

It is also missing all but one piece of art.

The final game will be released September/August 2008. This is just a quick free release to tide you over
until then.

Enjoy

Newt Newport

Credits
Author : Newt Newport

Art: Simon Bray

Editoral: Graham Spearing

Chief Playtester: Neil Ford

Playtesters

<Names of SQ playtesters here>

A big thank you to the Grand Masters of D100 gaming

Greg Staord, Steve Perrin, Ray Turney, Steve Henderson, Warren James, Lynn Willis, Charlie Krank, Ken
Rolston, Sandy Petersen

And to the carriers of the flame

Jason Durall, Lawrence Whitaker, Matt Sprange, Bryan Steele, Gareth Hanrahan.

Legal
The text of SimpleQuest is released under the Open Gaming License (OGL), see back of book. Everything
here is Open Gaming Content.

The Artwork is Copyright Simon Bray and may not be used without his permission.

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Contents
Chapter 1 Introduction 4

Chapter 2 Characters 10

Chapter 3 Skills 24

Chapter 4 Equipment 35

Chapter 5 Combat 43

Chapter 6 Battle Magic 54

Chapter 7 The Quest 64


and afterwards

Chapter 8 Divine Magic 76

Chapter 9 Sorcery 91
Character sheet 104
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Chapter 1
No, Wyvern! Out for food from its young nesting
on yonder coast replies the hardened sea dwarf
pointing towards the coastline.

Introduction Again the wyvern swoops over the ship. This time
its claws narrowly miss the dwarfen deckhands who
scatter across the main deck. As it soars into sky
Welcome to a world of Rurik watches fascinated by its powerful slender
green form, a green snake like body as long as the
adventure! ship, with two leathery wings half way down its
length, under which two legs ending in razor sharp
Rurik sights land talons and finally a long serpentine tail ending in a
tip filled with iron hard spikes.
Rurik the Reckless stands tall and proud at the
metal prow of the Black Bess, a Dwarfen Steamship Ruriks trance ends as the wyvern circles over the
he and his companions are traveling in, across ship and dives straight towards the group of figures
the sea far from the comforts of home. His fine standing at the prow!
chain mail armour, full metal helm and fathers
longsword hides his youth and inexperience of the So what do you do now?
world. Beside him the Dwarfen Shipmaster, Captain
Wuzan, stares thorough his magic looking glass If this was a novel or a movie wed be reading
across the grey sea. or seeing what the author or director intends to
happen next to Rurik and his companions. Perhaps
Land ahoy shouted Wuzan. Ruriks three how the Dwarfen Captain is snatched up by the
companions run across the deck to the prow to peer wyvern as Rurcik, Lura , Mancala and Abnon come
out across sea at the black line of land that is rapidly to their senses and prepare spells and weapons to
expanding to fill the horizon, as the imp-driven fight the wyvern in a suitably epic fight?
paddles of the Black Bess drove them towards their
final destination, an uncharted island in the Far Sea. But were not passively reading this in a book
or sitting there watching the screen thinking I
Each are lost in their own thoughts; their hopes and wouldnt do that!, you are sat round a table with
expectations of the coming landfall running through three of your friends who are taking the roles of
their heads. Lura, Mancala and Abnon while another friend,
who is the appointed Games Master, has just
Lura, the slender sorceress, sees through the mists finished describing the dive of the wyvern. This is a
that shroud the land and dreams of the ancient roleplaying game and your Games Master is asking
magical knowledge left behind by the Old Empire you as the player, playing the role of Rurik
waiting to be claimed in her quest to become the
worlds greatest living Sorcerer. So what do you do now?

Mancala, the illegitimate son of a Senator, eagerly How do you answer? Thats for you to decide. Rurik
fingers the hilt of his sword, fantasising about the is your character, your alter ego in the game.
revenge he will soon have upon the his fathers
murderer, now a renagade hiding on the island. Perhaps....

Abnon, the austere grey robed priest, thinks only of Rurik pulls out his sword and steels himself to face
the evil he will slay and the souls he will save when the diving wyvern?
he steps o the boat into this Goddess forsaken
land. Or maybe he prepares a spell to distract the beast
while everyone escapes into the metal hold of the
Suddenly Rurik is rudely awakened from his own steam ship?
dreams of riches and glory by the sudden swooping
noise of a huge flying reptile on the starboard side Or cowardly Rurik grabs Lura and shouts to the
of the ship. It dips down and scrapes the metal hull wyvern Eat her instead of me!?
of the Bess with razor sharp talons, before rising
once again a dark green shape that blots out the Its up to you. You can tell the Games Master, what
sun as it soars into the sky. ever you want based upon what you know about
Ruriks abilities and personality, and then you
Dragon? asks Rurik turning to face Wuzan. and the Games Master narrate the result of your

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decision. Play and the story continues, with more Flexible character creation and
decisions rewards and risks, until the adventure advancement
comes to its natural conclusion and everybody
agrees the story is over. In SimpleQuest you decide what your character will
be like and choose the skills, weapons and magic
Whats this Fantasy Roleplaying that they are proficient in. As the character grows
during play the player chooses which areas the
game about? character should advance in. At no point does the
character get tied down to a set path determined
SimpleQuest (SQ) is a game of fantasy adventure.
by the boundaries of a predefined character type or
It takes place in the imagination of its players, in
class.
worlds where dragons live and magic exists and
works! The players can take on the roles of brave
warriors, crafty thieves, mysterious sorcerers and Percentile rolls
any other type of fantasy character that they can
think of. The core game mechanic is the percentile roll. The
characters chance to succeed at any given task is
Theres a large hint in the name Simple + Quest. expressed as a percentage. For example Rurik the
Recklesss chance to hit with his Sword is 55%. This
Simple. Being a game there are rules to guide is then rolled on a D100: two ten sided dice of
play when the outcome of a characters action in dierent colours thrown together with one as tens
the story is less than certain. In SimpleQuest these and one as units. The dice determine iwhether the
rules are kept to a minimum and straightforward character succeeds in combat to hit an opponent or
to understand in order to make the game run not.
smoothly.
Simplicity
Quest. Players go on adventures via their in game
alter egos, known as a character, who gain fame, While other D100 roleplaying games modify the
fortune, and achieve their personal goals. These chance of success by adding a 10% here and taking
quests which are the focus of play, involve danger a 5% away there, SQ avoids this complexity. If a
and risk in the form of villains, monsters, traps roll is modified it is by adding a meaningfully huge
and dangerous locations. A series of linked quests modifier, such as 25% or even 50%. Not only does this
involving the same group of characters is called a remove the amount of fiddly maths players have to
Saga do, but it means that when modifiers are applied
to dice rolls when they have a meaningful and
There are two types of players in SimpleQuest. significant eect on play.

The Players, who each take on the role of a single Other D100 roleplaying games may also ask a player
character. This character becomes their alter ego in to roll not once but twice to attempt some tasks.
the fantasy world they are playing in and has a set As far as possible SimpleQuest tries to keep dice
of numbers that describe their abilities which are rolling down to a bare minimum, so that the system
written down on a character sheet. Otherwise they stays in the background and the players and Games
exist only in the imagination of the player and come Master can enjoy their storytelling and roleplaying.
to life during the game. How elaborate and dierent
from the player this character becomes is up to the Risky and dangerous combat
player and is the very essence of role-playing.
Weapon and armour rules are kept to a minimum to
The Games Master, is in charge of running the preserve the games goal of keeping things simple.
fantasy world and the non-player characters that However, the game models a world where combat
the players encounter during their adventures. is always a risk and the character faces grievous
and permanent damage if they take the path to
Typically the Games Master describes the scene adventure.
that the player characters find themselves in, the
location and the non-player characters that are Four approaches to magic
present and what they are doing. The Players take
turns in describing their characters actions and the In SimpleQuest there are three magic systems,
Games Master tells them the results. which model dierent belief systems commonly
held by fantasy spell casters.
Features of the SimpleQuest rules
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Battle Magic is the basic type of magic in Youll need paper for note taking, drawing maps and
SimpleQuest. It represents the personal magic any other quick explanatory pictures or diagrams
system that all player characters have access to at that either the players or the Games Master want to
the beginning of their careers. Of all the approaches draw to help describe what is going on during the
it is the least powerful. game. If you havent printed o a character sheet
(available online at http://www.d101games.co.uk/
Divine Magic comes straight from the Gods! It a simplequest/) youll need paper to write one out.
powerful approach, but is only available to those
characters that piously follow the ways of their Time
chosen deity.
Game play usually happens in sessions of three
Sorcery is the magic of Wizards and Sorcerers and to four hours. Sessions can take more or less time
draws upon arcane magical laws that govern how usually determined by such factors as players
the world works. Sorcery spells are potentially concentration and enjoyment, coming to a natural
the most powerful and certainly the most flexible end of the adventure, or reaching a climactic cli
magic, but it requires even more dedication and hanger where play can be picked up again quickly
skill to manipulate the laws of magic to achieve the after a short recap at the next session.
desired results than any of the other approaches.
Some friends
Monsters are people too!
Roleplaying games are inherently social, so you
Creatures in SimpleQuest have access to the same need at least two players; one to play the heroes
magic and skills that a player character do, so their of the story and the other to be the Games Master.
abilities are just as detailed and powerful. Just like More players can be added, and the usual number
the player characters, they have hopes, dreams and is four to six players and one Games Master. Any
a personality. Monsters are not mere sword fodder, more than six players and it becomes dicult for
waiting patiently in some underground complex to the Games Master to get round the table to find out
be slaughtered. In SimpleQuest they are the allies, what each player wants to do.
adversaries, foils and followers that the player
characters interact with on their adventures. Imagination

What youll need to play SimpleQuest takes place in the imagination of


the players and Games Master. Although metal
A set of polyhedral dice miniatures, available on line and at games shops,
can be used to help the players visualise the action(
<image set of dice > especially during combat) at the end of the day the
game stands or falls on how much the players and
These are obtained from either online suppliers or Games Master use the power of their imagination to
your local game store. As well as the familiar six fuel the story they are co-creating.
sided dice that come with most boardgames, you
will also need dice with four, eight, ten, twelve and
twenty sides. Dice are referred to as Dx in the rules,
where x is the number of sides of the dice. For
example D10 refers to a ten sided dice

The most commonly used dice are D100, not actually


a hundred sided dice but two D10s rolled together.
Before the dice are thrown together it is decided in
advance which will be tens and which will be units.

For example: I have a red D10 which I use as tens


and a white D10 which I uses as units. When I roll
them and the red comes up two and the white
comes up three, then this means my result is twenty
three.

Paper

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What this book contains How to use this book
In addition to this Introduction the book contains Players should skim read chapters one to seven
the following chapters. and then get stuck in and work through character
generation to create a character.
Characters. This chapter gives rules and advice on
how to create your character, your alter ego in the The Games Master is expected to be the final
fantasy world. arbiter on game rulings. Therefore they should
skim through the entire book and then read in
Skills. This chapter details the skills that your detail chapters two (Character generation), three
character will use to perform tasks and actions. It (Skills), five (Combat), six (Battle Magic) and seven
gives rules on how skills are used in various types of (The Quest and afterwards). Other chapters can
situations. be consulted when they arise in play. For example
you only need to read sections of the Divine Magic
Equipment. The tools of your characters trade. chapter in detail if either the players or creatures are
All the weapons, armour and other pieces of using magic from that chapter. If all the characters
equipment your character will need to pursue a are beginners who only know a smattering of Battle
career in adventuring are found here. Magic, and facing opponents of similar skill, then
you need not burden yourself with memorising this
Combat. As well has hand to hand, missile and long and detailed chapter.
unarmed combat this chapter deals with Spirit
combat. As well as the main rules text there are also
examples and asides which further illustrate and
Battle Magic. This chapter details the basic rules explain how a rule is used in play. Also dotted
as to how magic works within the game. Its focus around the main rules text are Games Masters
is on Battle Magic, a magic system that all player Advice highlight boxes, which explain what the
characters have access to. This chapter lists all the Games Master should know about that rule. The
spells from that system. players are free to read these as well, to gain a
deeper understanding of the game.
The Quest and afterwards. This chapter holds quick
Spot rules on the hazards that a character may Finally, some of the rules are marked as Optional.
encounter during their adventure such as poison, Players and the Games Master should decide which
disease, falling, fatigue and encumbrance. Also of these Optional rules are used in the game
practical advice for players on what to expect on before the start of play. For example, the rules
an adventure, how to improve their characters, for Major Wounds are optional. Some players may
and what their characters can do in-between enjoy the extra realism that using this rule brings
adventures. to combat, others may feel uncomfortable with the
extra gore it brings to the description of combat
Divine Magic. The second of the three approaches results, or the extra time it takes to work out
of magic and the preserve of advanced magicians. combats. It is therefore marked as optional so that
This chapter deals with the magic of the gods, their the group can decide whether or not to include it in
worshipers, temples and the religious cults that the game.
serve them.

Sorcery. The third and final set of advanced magic An example of play
that sets out magic as a set laws of the universe to
The following shows how a game of SimpleQuest
be mastered by Wizards and Sorcerers.
works. Youll get to see how the game progresses as
Creatures. How monsters are more than mere a conversation between the Players and the Games
sword fodder, and how to use them as foils, Master, with the occasional dice roll where the
nemesis, allies, henchmen, Goons/Followers and action is less than clear. Dont worry at this stage
villains. This chapter concludes with a listing of how the numbers are worked out or how the rules
creatures with full game stats. actually work. That will be explained in the rest of
the book.
Finally, at the back of the book the Appendixes
The group are sat round a table at Johns house.
collects the most commonly used charts and tables
John is the Games Master. Rob is playing Rurik the
along with an example character sheet.
Reckless, a rash young warrior, Janet is playing Lura
a sorceress, Sarju is playing Mancala, a highway man

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with a murky past, and Helen is playing Abnon a Sarju: Well thats what Mancala would do; hes
stern and righteous priest. always had his own best interests at heart.

John: So, we left it last session with the wyvern John: Ok so Mancala jumps over the side. Give me
diving towards the prow of the Black Bess, which is a quick Athletics roll, to make sure that he doesnt
where all your characters are now standing along sink like a stone when he hits the water.
with the dwarf captian, Wuzan.
Sarju: [Rolls dice] My athletics is 65% I rolled 23, no
Sarju: We are so toast! problem. Mancala is slowly swimming to land and
should get there in about a minute or so. Guess
John: Not necessarily, it all depends on what you do thats him out of trouble.
next. So what do you want to do? Everyone gets
to do one thing before the wyvern crashes down to John: Well see. Ok so the rest of you are on the
the deck. ship when the wyvern crashes down. Since its going
to attack you, well move into Combat Rounds to
Janet: Lura fires o a Protection 4 spell. keep track of time. Remember each round is about
five seconds of time, which gives you enough time
John: Give me a Battle Magic casting skill roll. to do about one thing. Characters act in Dexterity
order. The wyvern has a Dexterity of 16 since its
Janet: Luras Battle Magic is 85%, lets roll the dice quite sleak and agile. Can anyone do better than
then! that?

Janet rolls two ten sided dice, one red which is tens Sarju: Mancala has a Dexterity of 17, but hes too
and one white which is units. Red comes up five and busy swimming away to do anything else.
the white comes up four. A result of 54%
John: How about everyone else?
Janet: Ok, I rolled 54 which is under 85% so I get a
success. The spell works and a bubbling liquid of Rob: 15
silver acting as a second skin surrounds Lura to
shield her from the wyverns attacks. Helen: 14.

Helen: Abnon sets his spear against the incoming Janet: 8 ouch!
charge of the wyvern shouting I fear you not, worm
of hell!!. John: Ok so the wyvern has the highest Dexterity
score so gets to go first. It dives down and tries to
Rob: Rurik draws his sword and climbs up the front grab Lura, bite Rurik on the mast and lash out at
mast of the ship to get a vantage point ready for Abnon on the deck with its tail.
when the wyvern lands.
Rob: Thats a lot of attacks!
John: Ah Rob thats two actions, youve not got
time to do both, what do want to do? John: Well thats what the rules say, its got three
modes of attacks and its agile enough to use them
Rob: erok Rurik will climb up the mast without all at once.
stopping to think about drawing his sword. He is
reckless after all!! Sarju: Ha, ha!

Sarju: How far is the ship from land? John: Ok lets work this out.

John: About twenty metres or so. John rolls dice against the monsters weapon skills.

Sarju: So its swimable ? John: It lashes out at Abnon but misses completely,
similarly it snaps at Rurik but doesnt judge the
John: Yes, I think I can see where this is going. distance well enough and bites too short, but its
going to hit Lura with its claws unless she does
Sarju: Yup. Mancala jumps overboard and starts to anything about it.
swim to land!
Janet: Luras going to jump out of the way. Shes
Rob: The coward! got a Dodge of 45%, I roll.3 and 4, 34!

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John: Great, so the wyvern goes crashing into the does.
deck but Lura gracefully jumps out of the way.
John rolls the dice and comes up with 01, a critical
Rob: Ruriks next, he draws his sword. result!!

Helen: Remember Abnon was setting his spear John: Oh no it rolled a critical!! Not only does it see
against the diving wyvern. Mancala all on his own undefended, but it decides
that it is an easier meal than the food with weapons
John: Yes thats +25% on Abnons Spear skill. and stars diving towards him!

Helen: So thats spear at 55% plus 25% a total of 80% So what are you going to do ?
Helen rolls her D100 and gets 86!

Helen: Nah he just missed, because the wyvern took


a swing at him Abnon moved out of the way and his
attack was distracted and ineective as a result.

Janet: Lura next! She runs across the deck towards


the stairs down below. Shes making sure that
theres more distance between her and the wyvern.
She doesnt like the look of those claws!!

John: Luras halfway across deck, shell make the


stairs next round.

John: Ok so thats everyone had a go. Onto Round


two. The wyvern is soaring back into the sky. What
are people doing?

Janet: Lura carries on running towards the stairs.

Helen: Abnon resets his spear and waits for the


wyvern to dive again.

Rob: Rurik is going to swing at it with his sword as it


goes past.

Sarju: Keep swimming of course!!

John: Ok so the wyvern flies ten metres up into the


sky. It whizzes straight past Rurik before he gets a
chance to hit it. Rob you want to do something else?

Rob: No, Ill wait until it comes down again.

John: The rest of your characters do what they said


they were doing. Onto round three.

John: Ok the wyvern reaches the top of its rise into


the air and stops momentarily. Intelligently taking in
the scene below it sees Rurik and Abnons weapons
drawn on the ship below. It cant see Lura because
shes run below decks. But does it see Mancala
swimming in the sea below?

Sarju: Uh oh!

John: Ill roll against its Perception of 70% to see if it

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Chapter 2
Character Generation.

But thats only half of what a character is.

Characters The other half exists mainly in the imagination of


the player, with perhaps some quick notes on the
character sheet. This half is the personality of the
Ruriks story character and other intangibles such as goals and
past history. These are the things that you cant
express in cold hard numbers, that really bring the
Rurik was born on a farm in the gentle rolling character to life and give the player guidelines on
fertile plains of Western Gatan. His father was a
freeman, who gained his lands from the local Duke
What are beginning characters like in
for fighting in the wars against the Great Goblin of
the neighbouring Darklands. That life behind him, SimpleQuest?
Ruricks father settled down and raised his family.
From an early age, Rurik was forever champing at Starting player characters generated using these
the bit to follow in his fathers footsteps. He got a rules tend to be fairly well rounded as characters.
reputation for being reckless through childhood All starting SimpleQuest characters have the
exploits of tree climbing, fighting against the following features. They have:
neighbouring village kids and exploring the dark
and forbidding woods at the edge of his fathers Abilities above the average man in the street.
lands. His father in the meantime wanted his The player characters are the main characters
eldest son to inherit his farm, take up the plough of the story that the players and Games Master
and marry a nice local girl with whom he would are co-operatively going to play, and even at the
bring up many grandchildren with. But the lad was start of the game they are better than the folk
not to be dissuaded. When he reached fourteen who stay at home.
he was snapping at the heels of the local part time
A reasonable chance of doing the basic things
militia and by fifteen he was a full time member.
that everyone knows. Such as riding a horse, and
Let him get it out of his system thought his
speaking their own language.
father when he reaches manhood hell be ready
to take over the farm.
A good to excellent chance of doing the
things that their character should be more
Sixteen was his coming of age. His family and than competent at. For example Rurik who is
village had even laid on a party for him. But Rurik a warrior has a 55% in sword, which means he
had other ideas. Rather than accept a life of peace is fairly proficient with it and uses it to make a
and boring hard work as a farmer, he ran o with living.
his fathers sword to the nearest city. There he
joined one of the recruiting mercenary companies Some magic. Fantasy worlds are usually rich
and the next day was marching o to fight in one in magic and SimpleQuest takes the view that
of the minor wars between competing Nobles. even non-magicians have some personal magic,
Five years later, sick of fighting for Lords who known as Battle Magic. Rurik for example knows
didnt care for the common man or even pay on the spells, Bladesharp, which makes it easier
time, he struck o on his own and boarded a ship to hit with his sword and causes more damage
bound for adventure in the new territory of the when it does, and Coordination, which increases
Duchy of Kuracan across the Grey Sea. his speed of reaction when cast.

What is a Player character? how the character acts and thinks.


A character is your representation in the game.
Your eyes, ears, touch and feel in the imaginary Character Generation
world that you and your fellow players create.
The process of creating a character is known as
On one hand the character is a collection of Character Generation. SimpleQuest character
numbers which describe his/her characteristics, generation is an eight step process and at each
skills and magic spells that are written down on step the player makes decisions about what their
a character sheet. This chapter will explain how character is like at the beginning of the game,
you create these numbers, in a process known as when the character is just starting out on their

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adventuring career. playing opportunities .

Starting Character Generation with a


Character concept A note on Party balance and
survivability.
A character concept is a one sentence summing up
of what the character is all about. SimpleQuests skill and magic systems are pretty
open, both at character generation and during
For example character advancement, in that they dont tie a
character down to a predestined path of skill and
Rurik is A determined and foolhardy warrior magic increases dictated by the type of character
seeking excitement and adventure. that the player chooses during character
generation.
Lura is A mysterious and elegant sorceress .
Character generation produces characters that
Mancala is The illegitimate son of a murdered have skills in all the basic areas of expertise,
Noble, who survives through being a rogue. a couple of speciality advanced skills, some
starting personal magic and some skill in at
Abnon is A pious priest who smites evil and least one or two weapons. Most SimpleQuest
protects the innocent. characters start out being able to do most
things, a skill area or two that they excel at, have
Having a clear concept of what you want your a decent chance in a fight and have some magic
character to be like at the beginning of character to even out the odds.
generation guides the whole process as you make
choices to generate the numbers that you will roll Because SimpleQuest characters start o more
against during play. For example for Rurik it states rounded there is less of an issue about getting
clearly that he is a warrior, therefore when choosing the right mix of skills for the party so it can
skills Rurik puts points into Dodge and Unarmed survive the adventure.
combat, both skills that will be highly useful when
he gets into a fight, rather than any of the Lores.

You are of course free to change the concept as Generating a Character Step 1: Determine
you generate the character. Generally, as a rule, the concept.
stronger the character concept the easier it is to
create an interesting character. In one sentence sum up what your character is all
about. Use the guidelines above to give yourself
Your Games Master may ask you what your ideas. Ask the other players what their character
character concept is before you start Character concepts are to make sure the party has an
Generation, to make sure that it fits in with the interesting selection of characters.
sort of game that he has prepared. For example
creating a warlike barbarian may not be a good idea Check with your Games Master that your character
for a game that is going to revolve around a series concept fits in with the type of game that the group
of magical mysteries where the characters will need is going to be playing.
strong investigative and magical skills.

Comparing concepts with the other players Characteristics


before diving into character creation is strongly
These are the primary building blocks of the
recommended. Your character will be part of an
character. All characters and creatures have seven
adventuring party that is made up of the other
characteristics, which give the basic information
players characters that work together, even if the
about the characters physical, mental and spiritual
characters dont like each other, towards a common
capabilities. As well as being useful indicators of
goal of solving the mysteries and dilemmas thrown
how to roleplay the character (see below) they are
up by the Games master during the adventures that
the scores that skills are initially based upon.
they play through. The game is unlikely to be any
fun if all the players have similar or near identical
The characteristics are:
concepts, as compared with a game where the party
is made up of characters with dierent concepts
Strength (STR): A characters brute force, Strength
that can work together to create interesting role-
aects the amount of damage he deals, what

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weapons he can wield eectively, how much he can concept.
lift and so on.
For example.
Constitution (CON): A measure of the characters
health, Constitution aects how much damage Rob who is playing Rurik, who is a rough and ready
he can sustain in combat, as well as his general warrior, spends his 30 points in the following way.
resistance to disease and other illnesses.
Str 18 Con 12 Dex 12 Siz 16 Int 10 Pow 8 Cha 10
Dexterity (DEX): A characters agility, co-ordination
and speed, Dexterity aids him in many physical He adds ten ,eight and eight to Str , Siz and Con
actions, including combat. respectively to get a higher damage bonus and hit
points total and for the big bruiser element of
Size (SIZ): This is an indication of the characters the character concept, and four to Dex since that
mass and, like Strength and Constitution, can aect determines when he acts in initiative and is the base
the amount of damage a character can deal and for many important skills for warriors. Finally he
how well he can absorb damage. Unlike most other adds two points to both Int and Cha, to make sure
Characteristics, a high score in Size is not always an Rurik is average for Intelligence and sociability. He
advantage. While a large character can take more chooses not to increase POW at character creation
damage, a small character will have a much easier since he doesnt really see Rurik as much of a magic
time when sneaking around in the shadows. user at the start of the game.

Intelligence (INT): A characters ability to Random method (Optional rule)


think around problems, analyse information
and memorise instructions. It is a very useful This is an alternate method to generate
Characteristic for characters interested in becoming characteristics which is used as an alternative to the
accomplished spellcasters. standard Points method. The random dice rolling
method can be useful if you have a less clear idea
Power (POW): Perhaps the most abstract of what your character concept is. By rolling the
Characteristic, Power is a measure of the characters dice and abiding with the outcome you will see your
life force and the strength of his willpower. character concept emerge from the dice rolls. With
Games Master approval you may swap any two rolls
Charisma (CHA): This quantifies a characters around.
attractiveness and leadership qualities.
Humans are the default character type in
Generating a Character Step 2: Generating SimpleQuest. For other races see the section
Characteristics entitled Non-Human characters later in this chapter.

SimpleQuest gives two methods to generate For humans


characteristics.
STR, CON, DEX, POW, CHA roll 3D6 (Option: Reroll
1. Points method any 1s to prevent low scores)

Each characteristic starts with a value of 8. You next INT and SIZ roll 2D6+6
have thirty points to distribute amongst them. The
maximum value of a characteristic during character For Example
generation is 18. You may also lower a characteristic
to gain extra points. For example, reduce STR 8 to Emily rolls her character, getting
6 to gain 2 points, but INT and SIZ have a minimum
value of 7. Other characteristics have a minimum Str 13, Con 9, Int 18, Pow 15, Dex 10, Siz 8, Cha 15.
value of 3, although this indicates that the character
has a severe disadvantage in this area. It is clear to her that apart from Strength all her
characters physical characteristics are either
The Points method is better if you already have a average or below average, while her mental
clear idea of your character concept as it gives you characteristics are above average. Therefore,
precise control on the relative strength of each looking at the numbers, playing a physically
characteristic. You are not at the mercy of random orientated character such as a warrior is not going
dice rolls (see below) or have to negotiate with your to be so advantageous as playing a more mentally or
Games Master about switching the random rolls magically orientated character. Magic is heavily tied
around so that the characteristic scores match your into mental characteristics, especially Pow, which is

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quite high at 15. using these random charcteristics energy available to the character. Attributes are
as a starter, Emily comes up with the concept of determined from the characters characteristic
Lura the elegant but mysterious sorceress. Emily scores.
is looking to use the high Intelligence score, a key
characteristic for sorcery skills, the high Power, Damage Modifier (DM): The Damage Modifier
which provides magic points that fuel spells, and the applies whenever the character uses a melee or
high Charisma, which is the key characteristic for thrown weapon. It is calculated by adding the
influence and other social skills. characters Strength and Size together, since bigger,
stronger, characters deal out more damage than
Maximum value of Characteristics smaller, weaker characters.\ The Damage Modifier is
calculated by consulting the following table.
For any race the Maximum value of any
characteristic is the max dice roll plus three. For Damage Modifier table.
Humans this is 21.
Damage
Having characteristics at high and low extremes of Total of STR and SIZ Modifier
the possible ranges
110 1D6
One feature of the points buy system is that it tends 1115 1D4
to produce characters that are close to the average
score, unless you choose to reduce one of your 1625 +0
characteristics from the initial allocation of eight
2630 +1D4
or leave it unmodified. By taking that approach
you will have some weak characteristics, such as a 3145 +1D6
Dex of 8 indicating that your character is a bit slow
and clumsy, but you will also have a few strong 4660 +2D6
characteristics, such as an INT of 18 which shows 61-75 +3D6
your character is a natural born genius.
76--90 +4D6
You can also end up with characters with high and Every additional + 15 +1D6
low characteristics using the random method as
well.

Such characters may at first glance look undesirable,


Hit Points (HP): These determine how much
on account of how base skills are aected, but
damage the character can sustain before reaching
actually they present good opportunities for
unconsciousness or death.
roleplaying the flaws of the character, and actually
makes the character more interesting as a result. (OPTIONAL) Major wound Level: When the
character takes this amount of damage in one
Using Characteristics in Roleplaying go, they suer a Major Wound. Major wounds are
injuries, such as severed limbs, broken ribcages
As well as being numbers that are used to calculate and broken skulls, which may put the character
the skills and Attributes that influence the dice rolls unconscious immediately and may have permanent
that are made during the game, characteristics can aects if not healed by powerful magic.
also be used used to give rough ideas as to what
the character is like. The average human has scores Magic Points (MP): These are used to activate any
between 10 and 11 in most characteristics, except spells the character knows.
Size and Intelligence which weigh in around 13. So
a character with Strength of 16 will be of above Generating a Character Step 3: Determine Attributes
average strength and a toned physique. A character
with a Charisma of 7 is well below average, perhaps To work out your characters Damage modifier, add
being shy or obnoxious and socially inept. Strength and Size together and look at the Damage
Modifier table.
Attributes
Hit points equal Size plus Constitution divided by 2,
Attributes are a set of secondary scores that rounded down.
define the characters potential to do and take
physical damage, and the amount of magical (Optional) Major Wound Level is equal to Total hit

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points divided by two. in actual combat as a warrior in the Ducal wars
and learning by necessity to get out of the way of
The characters starting Magic Points will be equal weapon attacks.
to the characters POW.
Basic Skills
Skills
Every character has a range of Basic skills that
Skills are things that the character can do. They allows him to perform a variety of actions with
represent very specific areas of expertise and when varying degrees of expertise.
the skill is used in play the percentage value of the
skill is rolled against using a D100 to work out if a Each Basic skill is set by the total of one or more
character successfully completes a task in the game. Characteristics. Some skills will also suer a penalty
A roll equal to or less than the skill percentage from other Characteristics.
usually indicates that the skill has been used
successfully. The following table lists all the Basic skills that every
character possesses and the Characteristics used to
For example determine the skills base score. If a Characteristic
is listed as a penalty, deduct it from the skills
Rurik has a Dodge of 45%, which means that in base score. The table also gives each skill a brief
combat he has to roll 45 or under on D100 to avoid description of what the skill does, but a fuller
the incoming blows of his opponent. description is given in the Skills chapter.

What do the numbers mean? Basic skills

The following table translates the skill percentage Skill Base Score
into a real world description of the level of
expertise. Athletics STR+DEX
Culture (Own) INT
Skill Levels
Deception DEX +INT SIZ
Skill Expertise Dodge 10+DEXSIZ
Percentage Level Description
Evaluate INT
0-25% Novice Some one with
virtually no Healing INT
experience with the
skill Influence 10+CHA
Language (own) INT + 50
26-50% Trained/ Some one who is
Apprentice learning the skill Lore (Natural World) INT

51-75% Journeyman/ Some one who Performance CHA


Veteran regularly uses the
skill as part of their Perception INT+POW
everyday life.
Persistence 10+POW
76-99% Seasoned A local expert with Resilience CON+POW
in the skill, who can
perform it under Ride (Animal) DEX+POW
most conditions with
ease and elegance.
Generating a character step 4: Calculate
100+ Master The acknowledged
best in that skill, and Basic skills
regularly performs
the impossible in Write down all the Basic skills above on the
extremely dicult
conditions.
character sheet. Then for each skill calculate
the starting skill value, the base score, from the
calculation provided. Then write it down on the
This shows that Rurik with his Dodge of 45% is character sheet next to the skill.
trained at a very basic level, probably from being
Finally, distribute 100 points between the basic

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skills, with a limit of no more than 50 to be allocated calculation provided. Then write it down on the
to any one skill. character sheet next to the skill. Then distribute
50 points between the advanced skills you have
Resistances chosen, with a limit of no more than 25 points and
no less than one point on any one skill.
Dodge, Persistence and Resilience are three very
special basic skills that you should take note of Weapon skills
and perhaps put some spare character points
into during character generation. They are three Weapon skills fall into two categories: close and
skills that allow the character to avoid harm. ranged combat. Close combat deals with all hand
to hand weapons and unarmed combat techniques.
Dodge gets you out of the way of physical Ranged combat deals with missile weapons.
threats, such as an incoming axe or dragon
breath. The base score is calculated from characteristics as
follows.
Persistence is a measure of your characters will
power and resistance against hostile magic and
is also rolled to resist attempts to influence the Weapon Skills Base Score
character against their will. All Close Combat STR+DEX

Resilience is a measure of your characters All Ranged DEX


health and their ability to survive exposure,
hunger and thirst. It is also their chance to resist Weapons skills are further divided into weapon
the eects of diseases. groups, which are a grouping of weapons that have
similar physical characteristics so that someone who
Advanced skills is trained in one member of the group can pick up
another member of the group and use it at the same
These skills are usually professional skills that are skill without any penalty.
learnt by a small minority of people who practice
them. To gain an advanced skill you must first For example. Rurik is skilled in the use of his fathers
advance it by spending character generation War Sword at 55%, which means that when he
points or improvement points during the game picks up a Scimitar he is also at 55%, since both War
(see Improving your character section later in this Swords and Scimitars are members of the 1H Sword
chapter ) group.

Close Combat Weapons


Skill Base Score
Craft (Type) INT Skill Weapons Covered
Drive (Type) INT +DEX 1H Axe Battleaxe, hatchet
Engineering INT 1H Flail Ball & chain, grain flail
Language (Other) INT Warhammer, club, heavy
Lore (Type) INT 1H Hammer mace, light mace

Martial Arts DEX Bastard sword, war sword,


1H Sword shortsword, scimitar
Mechanisms DEX+INT
2H Axe Battleaxe, great axe, halberd
Oratory POW + CHA
2H Flail Military flail
Streetwise POW+CHA
Great hammer, heavy mace,
Survival (inc Tracking) INT+POW 2H Hammer war maul

Generating a character step 5: Calculate Advanced 2H Sword Bastard sword, great sword
skills Dagger Dagger, knife

Write down the advanced skills that you want on Martial Arts Fist, foot
the character sheet. Then, for each skill, calculate Polearm Bill, glaive, halberd
the starting skill value, the base score, from the

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called Battle Magic at the beginning of their
Rapier Rapier
adventuring careers.
Buckler, kite shield, target
Shield shield Battle Magic is a type of magic that draws its
power from the very spirit of the character. Each
Javelin, lance, longspear, time a spell is cast successfully the caster must
Spear shortspear spend magic points equal to the spells power, or
Sta Quartersta magnitude as it is called.

Unarmed Fist, foot To determine if Battle magic is successfully cast the


player rolls against the characters Battle Magic
Ranged Weapons Casting skill. This is an advanced skill which the
player can spend points on from their advanced skill
Skill Weapons Covered pool (see above) at character generation.

Blowgun Blowgun Basic magic Battle magic


Longbow, nomad bow,
Bow shortbow Skill Base Score
Heavy crossbow, light Battle Magic Casting POW x 3
Crossbow crossbow
Generating a Character step 8: Work out what
Sling Sling, sta sling
magic spells the character has
Generating a Character step 6: Determine weapon Look at the list of Basic Magic spells in the Basic
skills Magic chapter (p xx-xx) and pick three points of
magnitude worth. Also work out Battle Magic
Take fifty points and distribute them amongst Casting Skill.
weapon skills, with a maximum of twenty five
pointsallocated to any one skill. Advanced magic

Personalising your character: Free skills As well as Battle Magic there are three other
systems of magic, which are covered in the
Up to this point the character generation system Advanced Magic chapter. These are more powerful
has given every character enough for them and complex magics that are used by experienced
to survive in a game, but it doesnt create rich magicians such as Priests (Divine) and Wizards
individuals who have points in the arts and crafts (Sorcery).
as well as their weapon skills. For example despite
his rugged warrior exterior Rurik has also got an By default Advanced Magic is not available at
interest in poetry that helps him to muse about character generation, however if you want your
existence and entertain himself in the quiet character to be a magic specialist with access to
moments between battles. it at the start of play, then check with your Games
Master first and consult the section entitled
Generating a Character step 7: Spend Free Skill Starting Characters with Advanced Magic in the
points to personalise your character Divine Magic and Sorcery chapters.

You have twenty five points to spend on any skill


, basic or advanced, that you have not already
Equipment
allocated points to during character generation.
Each character typically starts o with some money
and the tools of their trade. This is not excessive,
Magic since one of the driving forces behind SimpleQuest
characters at the beginning of their careers is that
The existence of magic in Fantasy worlds is one of they are flat broke and need better tools of the
the defining aspects of the genre. trade to survive.

How widespread the use of magic is depends Generating a Character step 9: Work out starting
on the world that the game is being played in. cash and write down starting equipment.
SimpleQuest takes as the default that all player
characters have access to a basic type of magic

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Starting cash is 4d6 x 10 in silver pieces. Advanced skills
Language (other), Mythos(Specific Theology)
Each character starts out with one of the two Weapon skills
following arms and armour packages. Sta, Dagger, Sling or Specific Cult weapons

Leather + ranged weapon, + close combat 2H + Battle Magic


dagger Heal, Bludgeon, Dispel Magic, Protection, Second
sight, or as taught by Cult
Or Leather + Shield + ranged weapon + close
combat 1H +dagger Equipment
Appropriate religious clothing, alms bowl, leather
In addition each character starts out with the armour, sta , dagger or appropriate cult weapons
following equipment.
The default skills/magic of this package give a
Backpack, rope, two weeks worth of traveling rough approximation to a wandering monk type of
provisions, fire making equipment, water skin. cleric for Game Masters who dont want religion
to feature heavily in their games, with an option to
Further information about equipment and game substitute specific cult skills/spells if they do.
economics is given in the Equipment chapter.
Nomad Herder
Your Games Master may allow you to buy additional Basic skills
equipment before the game starts from the Athletics, Dodge, Healing, Lore(world), Perception,
characters starting cash. Resilience, Ride (Animal)

Optional Character generation rules. Advanced skills


Craft (leather), Language(other), Survival, Tracking
Previous experience packages (Optional)
Weapon skills
Previous experience packages give quick ideas for Nomad bow, Spear, Dagger
players who are struggling to decide which skills
and magic to choose. They are not strict character Battle Magic
templates, where you must write down every Bestial enchantment, Bladesharp, Clear Path,
skill and spell (in fact most templates have more Mobility, Multimissile, Speedart, Vigour.
spells listed than it is possible to select at character
creation). Instead they are suggestions of skills and Equipment
spells available to someone who has previously Nomad bow, spear, dagger, leather armour,
practised that occupation, before cutting loose to waterskin, warm animal pelt jacket and hat.
become an adventurer. Also the player is under no
obligation to spend all his points on the packages. Solider
Basic skills
Follow steps 7-8 of the Character generation Athletics, Dodge, Healing, Lore (Natural World),
process picking skills and magic from the Perception, Resilience, Riding,
suggestions in the package.
Advanced skills
Work through the package you choose. Go through Language (Other), Lore (Military Tactics),
each skill category (Basic,Advanced, Weapon) Engineering, Survival
choose some skills and spend some points on them.
Next, pick some Battle Magic spells and distribute Weapon skills
points of magnitude between them. Roll for 1H Sword and Shield* or 1H Spear and Shield* or 1H
money as normal, but write down all the suggested Axe and Shield*, plus Bow and Dagger.
equipment on the character sheet instead of the
default starting equipment given above. Battle Magic
Bladesharp, Heal, Demoralise, Fireblade, Firearrow,
Initiate Pierce, Protection, Strength.
Basic skills
Healing, Influence, Lore (Natural World), Equipment
Perception, Persistence. 1H Sword and Shield or 1H Spear and Shield or
1H Axe and Shield, plus Bow and Dagger, leather

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armour, water-skin, rations. Thief
Basic skills
Entertainer Athletics, Deception, Dodge, Evaluate, Healing, Lore
Basic skills ( Natural World), Perception, , .
Athletics, Dodge, Influence,
Performance,Deception, Lore (Natural world) Advanced skills
Advanced skills
Martial Arts, Lore (theatre), Streetwise, Survival Language (other), Mechanisms, Streetwise.
Weapon skills
Bow, Dagger, sling, sta, 1 h sword, 1 H axe. Weapon skills
Battle Magic 1H Sword or 1 H mace, Dagger, thrown dagger or
Babel, Befuddle, Co-ordination, Emotion, Fate, short bow.
Glamour, Golden Tongue, Good Fortune
Equipment Battle Magic
Traveling clothes, appropriate costume for act, Babel, Befuddle, Bladesharp, Bludgeon, Co-
leather armour, any weapons that the character has ordination, Cover of Night, Darkwall, Extinguish,
skill in. Light, Mobility, Multimissile, Protection, Shimmer,
Slow
Scholar
Basic skills Equipment
Evaluate, Healing, Lore (Natural world), Perception, 1H sword or 1H mace, dagger, thrown dagger or
Persistence short bow, leather armour, traveling cloak, lock pick
set.
Advanced skills
Engineering, Language(other), Lore (any), Martial Sailor
Arts, Basic skills
Athletics, Dodge, Lore ( Natural World ) ,
Weapon skills Perception,Resilience,
Sta or dagger, Sling
Battle Magic Advanced skills
Detect X, Dispel Magic, Good Fortune, Oath of Drive (Boat), Drive (Ship), Engineering,
Ordeal, Second Sight, Repair, Versatility. Language(other), Lore (Sailing), Survival,

Equipment Weapon skills


Scholars robes over leather armour, Sta or dagger, 1H Sword (Cutlass) and shield or 1H Mace and Shield
Sling + stones. or 1H Axe and shield, Long Bow or Thrown Dagger

Sorcerers Apprentice Battle Magic


Basic skills Bladesharp, Bludgeon,Co-ordination, Extinguish,
Dodge, Lore ( Natural World), Perception, Firearrow, Good Fortune, Water breath
Persistence.
Equipment
Advanced skills Any weapon or shield the character possesses skill
Language (other), Lore (Sorcery)*, Streetwise, Drive in. Leather armour. Peg leg or Eye Patch optional.
(cart).
Barbarian warrior
Weapon skills Basic skills
Sta or dagger, Sling Athletics, Dodge, Healing, Lore ( Natural World ),
Perception, Resilience, Riding, .
Battle Magic
Babel, Befuddle, Counter Magic, Counter Magic Advanced skills
Shield, Dispel Magic, Heal, Light, Mind speech, Survival, Language (Other)
Protection, Second Sight, Versatility.
Weapon skills
Equipment 1H Sword and Shield or 1H Mace and Shield or 1H
Robes over leather armour, Sta or dagger, Sling + Axe and Shield or 2H Axe or 2H Sword, dagger,
stones sling or short bow.

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Battle Magic characteristics and roll the dice as suggested in the
Bludgeon, Bladesharp, Fanaticism, Heal, description
Coordination, Mobility, Protection, Skybolt,
Speedart, Strength, Thunders Voice, Vigour, or
Warmth,
Take the value in brackets as the starting point and
Equipment add twenty points amongst them.
Appropriate weapons, warm animal furs, waterskin.
Make a note of the special abilities, traits,
Trader movement rates, natural armour and the weapon
Basic skills skills of the creature. For weapon skills and skills
Deception, Evaluate, Influence, Perception, noted in the creatures description take the skill
Persistence, Ride (animal) value given as the base.

Advanced skills Some of the more playable creatures, will also have
Drive (Cart) Language ( Other ), Lore ( Specific a This Creature as a Player Charactersection which
Countrys culture ), Streetwise, Survival will give tips on previous experience packages that
are available to the creature and any other special
Weapon skills rules that are appropriate to using the creature as a
1H axe and shield or 1H sword and shield or 1H mace Player Character.
and shield, dagger, sling or short bow.
More experienced Characters (Optional)
Battle Magic
Babel, Befuddle, Clear Path, Countermagic, Detect Your Games Master might decide to start your
X, Emotion, Glamour, Golden Tongue, Good Fortune, characters at higher skill levels than the normal
Protection, Repair, Versatility, Warmth character generation produces.

Equipment The following notes describe characters that have


Traveling clothes over leather armour, appropriate specialised in their areas of expertise and gain the
weapons, waterskin, bag of shiny beads to impress following additions to the points described in the
the locals. beginning previous experience section.

Specialists (Optional) Veteran characters

The standard character generation rules create These are characters that have been working away
characters that are Jack of all Trades, having both exclusively at their chosen area for a good five
reasonable weapon skills and some magic. What if years or so, or have been involved in a campaign of
you want to generate a character that is more of a intensive action. Examples are the warrior who has
magician or more of a warrior? been away at the wars, or a Wizard who worked
his way through Magic School and has become
If this is the case use the following rules. appointed to a local nobles court.

Warriors: Allocate 75 points on weapon skills Age Range 24 +3d6 (27-42)


(instead of the usual 50), with an increased limit of
50 points on any one weapon skill, and allocate 2 Choose 3 skills to increase to 75%
points of magnitude on Battle magic.
Battle magic 6 points or 6 points of either Sorcery or
Magicians: Allocate 30 points on weapon skills and Divine magic.
allocate 6 points of magnitude on Battle magic
1000 silvers worth of equipment, which may include
spells.
magical items.
Non human adventurers (Optional) Master characters
With the Games Masters permission your character
Masters have focused so heavily on their chosen
may be one of the creatures found in the Creatures
area of expertise over most of their life time that
section.
they have become acknowledged Masters of their
field. Examples of this type of character are the
Use the random method to determine
Kings Court Magician and his General of his armies.

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Age Range 40+d20 (41-70) Once hero points are spent they are gone. The
Games Master awards hero points at the end of the
Choose 3 skills to increase to 100% game session for moments of outstanding heroic
play.
Battle magic 12 points or 12 points of either Sorcery
or Divine Magic Spending Hero Points for Plot Edits
3000 Silvers in equipment, which may include
(optional)
magical items.
In SimpleQuest it is usually the Games Master who
describes the situation the player characters find
It should be noted that characters generated by
themselves in and the outcome of any skill test. This
this method will not be as powerful or rounded as
optional rule allows the player to take control of the
characters who have reached a similar level through
narrative and change the direction that the story is
play.
going in by spending Hero Points;

Finishing o the Character 1 point for a minor edit, which changes small
details in favour of the player. For example, the
By this stage all the hard decisions on making your player character suddenly has an important item of
character are over. All that remains is to note down equipment that they previously forgot to bring with
a few numbers on the character sheet and ponder them on the quest, or the guard forgets to lock the
about the characters background and motives. door to the dungeon that the player characters are
imprisoned in.
General Information
2 points for a major edit, which puts the player
Movement: Human characters have a Movement character at an advantage. For example, not only is
rate of 4 metres (4m) per combat round, which is a the dungeon door open but the jail guard is asleep
game measurement of time that lasts roughly five at his table.
seconds. This figure is used throughout the game
to determine how far and how quickly a character 3 points for a drastic edit, where something
moves within a given time.. dramatic and almost impossible happens to put the
player character at a major advantage. For example,
Age: Human characters start out at any age between the king trips up on his flowing robes and, as he falls
18 and 28. To randomly determine this Roll 2D6 over, he brings down the three body guards who
and add 16. For those who use the optional more are standing close by, giving the player character
experience rules, refer to those rules to see how age assassin a clear bow shot at the tyrant.
is determined.
5 points for an implausible edit, where the player
Hero Points: Every character starts with two Hero stretches the boundaries of plausibility (even within
Points. a fantasy setting), to the players advantage.
For example, a passing dragon swoops down
What are Hero Points? and attacks the castle the player characters are
imprisoned in, allowing them to escape as the
Hero points are what distinguishes the player guards are busy fighting o the flying fire breathing
character from the normal stay at home type folk. reptile.

They allow the player character to: Plot edits must always come with sensible narration
from the player so that even with the five point
Reroll any failed dice roll. implausible edit must not break the groups
suspension of disbelief. The Games Master has the
Downgrade a Major Wound to a normal wound. The final say on whether a plot edit is allowed or not.
character still takes the half damage they would Players should not rely on plot edits to constantly
normally to their Hit Points, but they do not suer overcome obstacles, but save them for moments
the messy eects of a major wound. where they are truly stuck or have a cool situation in
mind.
Avoid character death. If the characters hit points
are reduced to zero or less, instead of being dead Plot edits may never completely remove obstacles
the character is merely unconscious. The character such as opposing characters or imposing physical
remains in such a state until the combat is over at challenges., but they can be used to temporarily give
which point they awaken with one hit point. players the upper hand. For example you cant use

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a plot edit to remove a mountain range or instantly per session.
kill a major recurring villain, but you can use one
to have your player character find an obscure Short term motives are removed at the end of the
mountain pass or have the villain temporarily session.
knocked unconscious.
When a Long term motive is finally achieved it is
Background, Appearance and Personality removed from the players character sheet and the
character earns five improvement points.
Even if you dont use Motives or create a fully
written up background it is worth making a mental As well as giving the players inspiration on how
note of what the character is like as a person and to roleplay their character, motives also drive the
roughly what their background is previous to play, direction of play as they strive to bring into play
as well as visualizing what they actually look like. motives to earn improvement points. The Games
Master makes a note of motives and creates events
Motives. (Optional) which provide opportunity for the player to bring
their motives into play.
Motives are what drive the characters actions. They
are the characters goals, both short and long term. Creating the characters background.
(Optional)
Long term goals are things that are life goals, and
are only achievable over the period of a linked set of A background is useful not only to give the
adventures, commonly known as a campaign. character a history before the game starts but also
as a way of noting all the intangible elements
Example long term motives. of the characters personality. Ruriks story at
the beginning of this chapter is an example of a
Become King of the Amber Lands. background.

Defeat the evil Sorcerer Zanab Khan. Writing down a background is optional, and can be
done either before or after character generation, or
Become the richest man in Red Hat County. can even emerge during play.

Avenge my Fathers death. Generating a Character step 10: Finish o the


character
Short term motives are usually relevant to
the adventure currently being played, and are Note down Movement rate, Hero Points and age.
determined near the beginning of the session by the
players. For humans these are 4m, 2 and 18-30 respectively
for human starter adventurers.
For example a set of short term goals coming out
of a Royal Monster hunt in the bleak ice deserts of If you want to include background and character
Zhaind Motives do this now.

Kill the biggest monster on the hunt. Finally if you havent done so already write the
characters name on the character sheet.
Secure the rights to trade the hides of the monsters.
Congratulations you are now ready to play!!
Use the hunt to impress the King and improve their
social standing at court. Example Character Generation:
Map the ice deserts of Zhaind to increase the body Rurik the Reckless
of knowledge of the Royal Library.
Character Generation Step 1: Determine
At the end of character generation choose two concept.
long term Motives for your character and at the
beginning of the adventure choose a suitable short Rurik is A determined and foolhardy warrior
term motive. seeking excitement and adventure.

Every time a motive is brought into play in a Generating a Character Step 2: Generating
concrete way, the character earns one improvement

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Characteristics
Rob decides to use the points method to determine His final set of basic skills looks like this
Ruriks characteristics and spends his 30 points in
the following way.

He adds ten ,eight and eight to Str , Siz and Con


Base Base Points Final
respectively to get a higher damage bonus and hit Skill Characteristic(s) Score added Score
points total and for the big bruiser element of the
character concept. He then decides to add four Athletics STR+DEX 30 30 60
to Dex as this characteristic determines when he Culture
acts in initiative and is the base for many important (Own) INT 10 10
skills for warriors. Finally he adds two points to
Deception DEX +INT SIZ 8 8
both Int and Cha, to make sure Rurik is average
for Intelligence and sociability. He chooses not to Dodge 10+DEXSIZ 8 37 45
increase Pow at character creation since he doesnt Evaluate INT 10 10
really see Rurik as being much of a magic user at the
start of the game. Healing INT 10 10

Influence 10+CHA 20 20
Therefore Ruriks final characteristics are:
Language
(own) INT + 50 60 60
Str 18 Con 12 Dex 12 Siz 16 Int 10 Pow 8 Cha 10
Lore (Natural
Generating a Character Step 3: Determine World) INT 10 10

Attributes Performance CHA 10 10

Perception INT+POW 18 18
Ruriks Strength and Size added together is 34 so
from the Damage Modifier Table he gets a Damage Persistence 10+POW 18 13 31
Modifier of +1d6 Resilience CON+POW 20 20 40

Size 16 + Constitution of 12 equals 28, divided by 2 Ride


(Animal) DEX+POW 20 20
gives Hit Points equal to 14.

Major Wound Level is equal to Total hit points Generating a character step 5: Calculate
divided by two, so his Major Wound Level is 7. Advanced skills
Ruriks POW is 8, so his Magic Points total is also 8. Rob looks at advanced skills and decides how
to spend the 50 points allowed. He spends 25
Generating a character step 4: Calculate points on Lore (military strategy) to reflect Ruriks
Basic skills background as a warrior who has fought in many
military campaigns. He adds 10 points to Streetwise
Rob has 100 points to spend on Ruriks basic skills. because even though he is a farmers boy at heart,
Rurik has spent some time in the cities and is
After working out the base scores from the accustomed to their mean streets from his time
associated characteristics he realises that he is in the mercenary companies. Finally he spends
going to have to spend a lot of points on Dodge 15 points on Survival, to reflect his countryside
to get it to a respectable value for a hardy warrior. upbringing.
So he spends 37 point on Dodge raising it to a final
score of 45%, 30 points on Athletics, 20 points on
Resilience and a final 13 on Persistence. Base Base Points Final
Skill Characteristic(s) Score spent Total

Lore
(Military
strategy) INT 10 25 35

Streetwise POW+CHA 18 10 28

Survival INT+POW 18 15 28

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Generating a Character step 6: Determine Backpack, rope, two weeks worth of travelling
weapon skills provisions, fire making equipment, water skin.

Ruricks bases are Generating a Character step 10: Finish o the


character
Weapon Base
Rob writes the down Ruriks Movement rate, 4m for
Skills Characteristic(s) Base Score
humans, Hero Points, 2 ,and an age of a relatively
All Close fresh twenty years of age.
Combat STR+DEX 30
At this point he also creates Ruriks back story,
All Ranged DEX 12 which is at the start of this chapter, and writes it
down on the back of the character sheet.
He decides to spend his fifty points on

War sword, 25 points, raising it to 55%

Dagger, 10 points, raising it to 40%

And Target Shield, 15 points raising it to 45%

He also looks up the weapon statistics, base


damage and armour points and makes a note of
them on the character sheet. This produces a stat
block on Ruriks character sheet, which Rob will
refer to during combat.

Generating a Character step 7: Spend Free


Skill points to personalise your character
Rob decides to give Rurik a soulful side and spends
his 25 free points on Craft (Poetry) , which is based
on INT, giving him a total of 35%

Generating a Character step 8: Work out what


magic spells the character has

Rob is not expecting Rurik to be a good magician


at this point, so sticks with the basic Battle Magic
Casting skill that Ruriks rather feeble power gives
him: 24%. For his three points of magnitude of
Battle Magic spells, Rob chooses Bladesharp 2 and
Coordination 1.

Generating a Character step 9: Work out


starting cash and write down starting
equipment.

Rob rolls five for Ruriks starting cash, so Rurik


starts play with a small amount of only 50 silvers.

This is not really enough to spend on additional


equipment, so Rurik starts out with the basic
equipment that all player characters start with;

Leather armour + Target Shield + War sword


+dagger

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Chapter 3 Skills
If the character has lots of time, has the tools of his
trade and is in suciently relaxed environment and
state of mind, he completes the task to the best of his
Characters use Skills to get things done in the game. ability. For example an apprentice potter (Craft (potter)
When the outcome of an action is in doubt the Games 25% ) will, day in day out, produce a couple of pots of
Master will ask the player to make a skill test against the passable quality if working at his Masters workshop.
relevant skill to see if his character is successful. Of course work beyond the skill of the character is
still beyond them, unless the player decides to take
For example the chance with the dice and ask for a Skill test. For
example a local noble wants an artistic piece of pottery
John: Rurik comes to a large and very deep ravine. Far for a grand celebration he is holding later in the month.
below he can hear water rushing along the bottom of His servant comes to the potters workshop, looking
the ravine, and in front of him is the remains of a rope for the master who is out. The apprentice seeing a
bridge that has been deliberately broken. chance to gain a good reputation takes the commission.
Knowing that his normal work will definitely not be
Rob: How far across is it? up to scratch, the player decides to roll the dice in the
chance that he can produce something of the standard
John: About two and a half metres. the noble expects.

Rob: Ok, Rurik is going to take a running jump across Critical Successes
the ravine.
If the dice roll on a skill test is equal to or less than 10%
John: Give me an Athletics skill test, since that covers of the modified skill, then a critical success has been
Jumping. You do realise that if Rurik fails hes facing a achieved.
very nasty fall?
A critical success has an outcome that far exceeds the
Rob: Yeah, Rurik works that out, but decides to worry expectation of the player from when the original skill
about that when and if it happens. Ruriks athletics is test was made. Its the best possible result based upon
60% the players original statement of intent.

Rob rolls a D100, his red dice (tens) comes up 3 and his The actual result of a critical success during a skill test
white dice (units) comes up 4. is largely up to the Games Master. It normally achieves
one of the following results:
Rob: 34 a success. Rurik takes a running jump across the
ravine and is now on the other side, whats there? The task is completed sooner.

This chapter describes when and how to make skill The task is completed to a higher degree of expertise
tests, how to modify skills depending on the conditions than normal.
the test is made under and how to judge tests where
two characters are competing against each other. The task is completed with lan and style, generally
impressing witnesses.
Finally, a list of skills used in the game is detailed.
The character gains additional information or insight
Characters who are considered Masters in their fields of into the task thanks to their brilliance.
expertise can have skills above 100%. How SimpleQuest
manages these very high skills is explained in Chapter For example. When Rurik is jumping the chasm, his
XX Mastery. Athletics skill is 60% . If Rob rolls a 6 then Rurik has
jumped with a critical success and the Games Master
rules that Rurik easily jumps the chasm with grace and
Skill Tests ease that allows him to carry on running without having
to pause to catch his breath.
The basic skill test.
Fumbles
To make a skill test the player first describes what his
character is doing. Then they roll a D100 and compare Whenever a skill test results in a roll of 00, I.e. the two
this to the relevant skills score. If the dice roll is D10s both come up 0 ,then the player has rolled 100
equal to or less than the skills score, the attempt is rather than zero. The character has fumbled the roll.
successful. If the total is greater than the skills score,
then it has failed. The Games Master then describes the A fumble is the worst imaginable outcome of the skill
result of the characters success or failure. test based upon the players original description of
what their character was planning to do when the skill
Under normal conditions a skill test is asked for when test was called for.
the character is placed on the spot and has to make a
successful action under pressure. The actual result of a fumble is largely up to the Games

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The task takes twice as long to finish and is still a
When to call for a skill test failure.
1. When the outcome of the characters action The task produces a useless result that actually
is in doubt. If its not clear cut, in the Games makes further actions more dicult.
Masters opinion, that a character can perform
a task he is well within his rights to call for a skill The task fails spectacularly, opening the character
test. up to derision and scorn from witnesses.

2. When it is dramatically appropriate and raises The character becomes impeded or even harmed by
tension in the game. Think carefully before his failure.
asking for a skill test. Skill tests should be like
those moments in a thriller where you are on Conversely if Rob rolls 00, Rurik not only fails to
the edge of your seat and the story could go make the jump over the chasm but goes plunging
either way. If the overall result of asking for down the ravine headfirst.
a skill test is that it will provide the player a
success of minor import, such as a minor scrap There are specific Critical Success and Fumble
of information on a lore roll, just give the player results for weapon skill tests in combat and magical
the success without asking them to roll. If the casting skill tests, which are described in the
situation is more life or death, describe it as relevant chapters.
such, highlighting the tension, and ask for a skill
test. Where there are definite consequences to Automatic Success & Failure
a failed skill test, such as falling down a pit filled
with spikes if an Athletics skill test is failed, the Any skill test result of 01 to 05 is an automatic
player should be told before the character takes success.
the action.
Any skill test result of 96 to 00 is an automatic
When the Games Master should not call for failure (and, in the case of 00, a fumble).
a skill test.

1. As a replacement for good story telling


and roleplaying. If the game is flowing nicely
as a result of the players and Games Master
engaging in conversation and weaving a strong
exciting story that is keeping everyone happy
and entertained through roleplaying, think twice
about breaking that mood by asking for a skill
test.

2. Simply to provide drama and tension in game.


The Games Master should never substitute a
good description of the scene that the players
find themselves in, for a series of dice rolls.

3. If a similar skill test has just been made. It


is tempting to ask for a series of skill tests to
simulate a dicult or arduous task, such as
climbing an especially dicult cli, or tracking
an opponent through a dense jungle. Dont. All
this does is break player immersion in the game,
creating frustration and boredom as several
meaningless rolls are made. Instead, ask for
a single skill test and modify it to reflect the
diculty of the task. Do not ask for another until
the circumstances significantly change.

Master to decide. It normally results in one of the


following mishaps:

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Diculty consider all three areas and decide which is the
deciding factor, and apply the modifier based on
Modifiers are temporarily applied to the skill for the that. For example if the player has roleplayed his
duration of the test only. A penalty will make the character to the hilt, while influencing a guardsman
test harder while a bonus makes it easier. Modifiers in the pouring rain, it is the rolpelaying for which
are applied before the dice are rolled. the Games Master awards a +50% bonus and not
the rain, which dampens the enthusiasm of the
Diculty Modifiers guardsman to -25%.

The three areas are:


Skill What the modifier
Diculty Modifier means As a result of the task being intrinsically easy or
The task is much dicult.
easier than usual and
the character should As a result of planning
have an almost
certain chance of As a result of good roleplaying.
Easy +50% success.
As a result of the task being intrinsically easy or
The task is simpler dicult.
than usual and while
success is still no Some things are just naturally easier or harder to do
means certain the than others.
character has a boost
to their chance of For Example. Climbing a steep cli with natural hand
Simple +25% success as a result. holds and with the proper equipment (i.e. ropes and
iron spikes) is an unmodified task. Doing the same
The skill is
climb in the pouring rain, makes it dicult (-25% to
unmodified since
the skill) and if the character has also forgotten his
normal conditions
ropes and spikes then this makes it hard (-50% to the
Normal +0% apply.
skill).
The character is
significantly hindered In comparison, climbing a cli where there are
in their chance of numerous ledges, and where the character can rest
Dicult 25% success. and actually walk up the cli in places becomes an
easy (+50%) skill test.
The character suers
a serious set back As a result of planning
that may make
success beyond their The players have outlined how their character
Hard 50% reach. prepares to perform a task well in advance. If their
plan is a sound and good one you should make the
When should the Games Master should skill test Easy . Conversely, if the players have given
apply diculty modifiers? no thought as to how their characters approach a
complex task which really does require preparation
Modifiers should only be applied when they have and planning, then make the resulting skill test Hard
a significant eect on the characters chance of .
success. They should not be doled out for every skill
test, since this cheapens their dramatic eect. Only For example: Expedition into the Badlands.
apply a modifier when it is important and brings
something to the story. Resist the urge to hand out Several adventuring groups, in search of a lost
+10% here and take -5% there. These little modifiers temple, are about to enter the Badlands, a
dont add much to the players chance of success notoriously harsh wilderness where it is hard to find
and add annoying maths into play, breaking the water and food. The Games Master has decided
players immersion in the game. in advance to ask the players to make survival
skill tests, to see how their characters fare in this
Broadly speaking there are three areas where unforgiving environment.
the Games Master should modify the players
skill before a skill test. The Games Master should Flynns Riders spend an extra couple of days in the

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city planning and preparing for the trip. They buy Count.
more than adequate supplies and equipment, along
with the extra beasts of burden to carry them. Their After displeasing the Count, Rurik tries to hurdle a
scholars hit the local Temple of Knowledge and beg small wall while being pursed by the Counts guards.
borrow and steal maps of the Badlands, brought The Games Master rules that this is an easy task,
back by previous explorers. Finally, they manage +50%, so Ruriks Athletics skill of 60% ends up being
to track down a guide, a survivor of a previous increased to 110%, which gives him a 11% chance of
expedition, and persuade him to come along. The rolling a critical and impressing the onlooking ladies
Games Master awards them a +50% (Easy) modifier of the court with his style and grace.
to their Survival roll.
Opposed Skill Tests
The Red Hand Gang make the traditional
preparations for any journey. They make sure they Opposed skill tests are made by both characters
have enough supplies, but no back up, mounts who are in direct competition with each other.. Both
and the proper traveling clothing. In this case the characters make the skill tests as normal, rolling
Games Master does not modify their Survival roll on 1D100 and attempting to roll equal to or under their
account of their preparation. skill.

Albers Lucky Five, decide to live up to their name One Character Succeeds
and simply decide, as soon as they hear about
the lost temple, to ride out into the Badlands on If one character succeeds their skill test and the
the horses they arrived on, without replenishing other fails, then the successful character has won
supplies.. The Games Master makes their Survival the opposed skill test.
Roll appropriately Hard (-50%) as a result of their
rashness. Both Characters Succeed

As a result of good roleplaying. Whoever rolled the highest in their skill test wins
the opposed test. However if one character rolls a
This usually happens for skills that involve some critical, while the other rolls a success, the character
form of communication, like Influence. When the who rolled the critical, which is a higher level of
player describes the action of their character, success, wins.
the exchange between their character and the
non-player character(s) being influenced may be Both Characters Fail
roleplayed out. If the player was entertaining, kept
in character and added to the fun of the game, the Whoever rolled the lowest in their skill test wins the
Games Master may award them a +25-50% bonus. opposed test.
In exceptional circumstances, where the player
reduced everyone to tears of laughter, or was For example: Rurik recklessly sneaks past the
outstanding in their portrayal of their character, Watch.
the Games Master may waive the necessity for the
skill test completely. Remember good storytelling Its curfew in the big city and Rurik fancies going
always comes before any dice rolling. to the local after hours drinking session at a local
Tavern. As he heads down the street towards the
What happens if the modifier makes the Skill an local ale house, he sees a member of the citys
automatic success or failure? police force, the Watch, walking up the opposite
side of the street. Rurik, being Rurik, decides to
Roll the dice anyway, to see if a critical success sneak past the Watchman, by creeping up the dark
or fumble is rolled. Luck plays a large part in side of the street.
SimpleQuest to keep the game unpredictable and
exciting. The Games master calls for a Deception skill test
from Rurik , since this skill deals with sneaking.
For example While at the Royal Court, Rurik is asked Ruriks Deception skill is only 8% as he is big
to compose a clever and stimulating poem for the and clumsy and trained as a warrior and not a
notoriously hard to please Count of Malvon. This thief.Simultaneously the Games Master makes
is rated as a Hard (-50%) task. The modifier drops a Perception skill test for the watchman. The
Ruriks skill of Craft (Poetry) 35% to -15%, so Rurik watchmans Perception is 40%, because this is what
automatically fails the test. However the dice are he does for a living every night. Fortunately for
still rolled because on a roll of 00 Rurik can also Rob, Ruriks player, the Games Master decides that
fumble his attempt and find himself displeasing the

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being on the shadowy side of the street significantly 100% then they only have a very small chance of
helps Rurik, making the test simple (+25%), which failing in their specialised skill in normal skill tests.
means that Ruriks Deception is now 33% for the The character would have the usual 96 to 00 chance
purpose of this test. of failure, with 00 also being a fumble. Once a
characters skill score reaches 200% in a particular
If Rurik rolls a 1% he gets a Critical success and skill, they will only suer a failure on 97 to 00 when
manages to slip past the Guards man, regardless of rolling skill tests with that skill, with 00 still being a
whether he succeeds or not. The Guard only sees fumble. Once a character reaches 300%, the failure
Rurik if he rolls a Critical himself. chance reduces to 98 to 00. At 400%, the chance
is reduced to 99 to 00. Finally, at a mind boggling
If Rurik rolls a 5 and gets a success and the 500%, the character will only fail on a roll of 00 and
watchman rolls 55 and fails. Rurik sneaks past him this is not considered a fumble.
on the darkened side of the street.
Very High Skills and Opposed Tests
Exploding grouped Skills
In opposed skill tests characters with skills over
For simplicities sake both Athletics and 100% are already considered to have succeeded.
Deception are a grouping of several related Therefore to be beaten his opponent needs to score
skills. This is to reduce the number of skills a critical success. Of course the Master may also roll
on the character sheet, which can be quite a critical, in which case the highest roll wins.
daunting and confusing for players during
play. However, if you feel that these skills For example Grazum The Blackheart, an evil Orc
are too broad then break them down into Warlord is a Master Arm Wrestler with an Athletics
their separate skills and advance each skill of 120%. Rurik recklessly challenges him to an
arm resting contest. Rurik,who has an Athletics
individually.
skill of 60%, will automatically lose against Grazum
unless Rurik rolls a critical success (6% or lower)

If Rurik rolls 65 fails and the watchman rolls 30 and Assistance


gets a success. The watchman spots a shape in the
shadows and heads over to investigate. Characters will often have the opportunity to help
each other during various skill tests. Every assisting
If Rurik rolls a 15% and succeeds, as does the character adds his critical score (10% of his total skill)
watchman who rolls 9%, then since Rurik both to the primary characters skill. The skill used by the
succeeded and made the highest roll he wins and character who is helping must be the same as the
evades him. The watchman thought he saw a shape one that the primary character is using for the test.
in the shadows, but its gone so quickly that he
thinks no more of it. For example

If Rurik rolls a 55 and the Watchman rolls 75, then Rurik is trying to force open a old and moldy door. If
even though both fail, Rurik wins again because Abnon with an Athletics of 50% helps him, Rob adds
he rolled the lower of the two.. Although Rurik
stumbled out of the shadows badly at one stage +5% to Ruriks Athletics.
of his creep past the watchman, the watchman is
so lost in his own thoughts that he is completely
oblivious to Ruriks blunder. Rurik evades him.

Very High Skills


Characters with Skills over 100% are considered
Masters in their fields and under normal
circumstances do not fail and quite often perform
tasks that are considered impossible by normal
people.

Very High Skills and Automatic Failure

Once a character has a skill equal to or greater than

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Basic Skills time without the need for a test. Under normal
circumstances, a character can climb or descend
These are skills that everyone knows. Their base one quarter of their Movement per Combat Round
score at character generation is the sum of the (see Chapter 5 Combat for details ). A character can
characteristics given in brackets next to their name. double the rate of his climb or descent by making a
Hard Athletics test.
Basic Skills List
Jumping: In general, a successful Athletics test
allows a character to jump up to twice his own
Base height horizontally or up to half his own height
Skill Characteristic(s) vertically, as long as he has at least five metres
Athletics STR+DEX to run first. If he is making a standing jump these
distances are halved.
Culture (Own) INT+ 10
Deception DEX +INT SIZ Penalties for jumping Athletics tests can be accrued
by trying to jump further. A cumulative 20% penalty
Dodge 10+DEXSIZ is bestowed for every extra metre the character is
trying to jump.
Evaluate INT
Healing INT Swimming: Characters normally swim at half their
usual Movement. Athletics tests are only required
Influence CHA +10 when conditions are less than ideal swimming
Language (own) INT + 50 while heavily encumbered or in strong currents for
example.
Lore (Natural
World) INT
Culture (Own) (INT)
Performance CHA
Each Culture skill is used to provide information
Perception INT+POW about the world view of that group of people (or
Persistence 10+POW creatures) that they share in common. This includes
history, politics, weather cycles, geography,
Resilience CON+POW superstitions and common popular mythology.
Riding DEX+POW
Culture (Own), which is the world view of the
people that the character is born into, is a basic
Athletics (STR+DEX) skill. All other foreign or alien cultures are Advanced
Skills.
This broad skill covers a range of athletic activities
useful to adventuring characters, including
Deception (DEX +INT SIZ)
acrobatics, climbing, jumping and swimming.
Deception covers the arts of:
Acrobatics: This allows a character to perform a
variety of gymnastic and balancing tasks, such as Disguise: used to change a characters appearance
tumbling, walking a tightrope or keeping balance on and adopt a dierent outward persona. It is usually
a narrow or unstable ledge. The character can move opposed by a Perception test if trying to avoid being
at half his normal speed across an unstable surface identified.
without penalty. To move at a normal rate requires
an Acrobatics test. A successful Acrobatics test will Sleight: used to hide or take objects, without
also halve the damage suered from falling. drawing undue attention. It is usually opposed by a
Perception test if trying to avoid getting caught.
Brute Force: Brute force is a particular application
of Athletics that relies purely on power, with no Stealth: used whenever a character attempts to
finesse involved. Brute force basically involves personally evade detection by another character.
pushing, lifting or dragging. Rather than the normal This usually happens when a character either tries
Characteristics, brute force Athletics tests rely on to move quietly past an enemy, hide from one, or
STR+SIZ rather than STR+DEX. performs a combination of both. Stealth tests are
opposed by the Perception skill and are modified
Climbing: Given enough hand and footholds, a according to the situation.
character can climb any surface given enough

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Dodge (10+DEXSIZ) use both logical and or emotional arguments. If
successful in an opposed skill test, the characters
The Dodge skill is used to avoid incoming objects audience is temporarily swayed in favour of the
that are swung or thrown at the character. The characters argument. In time they may understand
Dodge skill is normally used when character that they were fast talked, bamboozled or
attempts to dodge an incoming blow in combat or hoodwinked and their judgement clouded, but
a physical hazard that can be avoided such as falling in the short term they go along with what the
masonry . character suggests. Influence can never be used to
get a character to act against their instinct for self-
Evaluate (INT) preservation.

The Evaluate skill enables the character to Influence skill tests are normally opposed by a
determine the value placed on something by others; Perception, Persistence or Influence skill. They are
eectively guessing its market value. Particularly further modified by how much a character is trying
common or obscure objects might give a bonus to change an opponents mind. Influence skill tests
or penalty to the skill test. Success will allow a are often modified by how well the player roleplays
character to guess the average monetary value of the exchange (see When the Games Master
the object, normally guessing accurately to within should apply diculty modifiers above)
10% of its actual value.
Influence tests are either applied to individuals,
Influence (10+CHA) where each character rolls individually against the
Influencer, or against crowds, were one roll is made
This is the art of verbally persuading another to resist based upon an average Persistence for the
character to do what you want. Characters can entire crowd.
Healing (INT)
Use of this skill will always require a healers kit. Each use of the Healing skill generally takes 1d4+1 minutes
to perform

Healing Actions
Injury or Ailment Treatment
A successful Healing test removes the impaling item without causing more damage to
Impalement the victim.
A successful Healing test can revive a character from unconsciousness, though drugged
Unconsciousness patients may inflict a penalty on the Healing test.

Minor Injury A successful Healing test on a minor injury will heal 1D6 hit points.

Stabilise Major A successful Healing test on a Major Wound will not restore the lost hit points. This
Wound Healing merely stabilises the patient enough so that they will not die of blood loss.
A successful Healing test allows a diseased patient to add a bonus to his next opposed
Resilience versus disease Potency test to resist the disease. The bonus is equal to the
Curing Diseases healers Healing skill divided by 10 (the critical success range).
A successful Healing test allows a poisoned patient to attempt a second opposed
Resilience versus poison Potency test. The patient gains a bonus to his Resilience skill
Curing Poisons equal to the healers Healing skill divided by 10 (the critical success range).
Other than magical healing, successful Surgery is the only way that a character can
recover from a Major Wound. Once a successful Healing test has been made to quench
the bleeding of a Major Wound, a successful Healing test can attempt to set broken
bones, stitch together rent flesh and restore the wound location so that it is on the road
to recovery. As long as the Healing test is a success, the stricken character gains one hit
Surgery point and will begin to heal as normal

It normally takes at least a few 1D4+1 minutes to administer Healing. Both characters must remain
stationary and may not use Combat Actions or Reactions while this occurs.

The use of Healing requires suitable medical equipment such as bandages or salves.

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Lore (INT) singing, dance, readings and playing an instrument.

The Lore skill is actually an umberella term for Persistence (10+POW)


several dierent skills, each of which must be
improved separately. The skill of Lore (Natural Persistence represents a characters mental
World) is a Basic skill. All other Lore skills are willpower. It is used to resist the eects of magic
Advanced skills. and often against another characters attempt to
use the Influence skill against them.
Each Lore skill defines an area of knowledge for the
character and skill tests are made whenever a player Resilience (CON+POW)
wants to see if his character knows something
about the subject at hand. This is a a measure of how physically tough a
character is. The higher a characters Resilience,
Lore (Natural World) the more likely he is to handle adverse physical
conditions, such as weathering a vicious sandstorm,
Broadly speaking this Lore deals with the surviving in a drought, or overcoming the eects of
characters knowledge of the natural world. It can poison or disease.
be broken into four specialist areas.
Riding (DEX+POW)
Animal: This covers the ability to recognise an
animal, know its feeding habits, breeding cycle, If a character is riding a creature with the help of
habitats and so on. A character with a skill of at least saddle and stirrups, at not more than a walking
50% may try to domesticate a wild animal, making pace across flat terrain, then a Riding test will never
a skill test after every full week of training. If the be required. Tests are required when a character
character also has a Riding skill of at least 50% and wants to do something out of the ordinary with a
the animal is capable of being ridden, he may train mount such as traverse treacherous terrain, jump
the animal to ride during this period. The character obstacles, ride bareback and so on.
may later train the animal not to panic in battle and
to strike at his enemies. This takes a further period
of training, with the character making a skill test at
the end of each week to succeed.

Plant: A character can identify plants in the wild,


discover good places to grow crops, decide which
plants are edible and what unusual properties they
may possess.

Mineral: This skill allows the character to detect


precious metals and stones, detect fault lines and
other dangerous features in the rock

Weather: The character can predict changes in the


weather.

Perception (INT+POW)
The Perception skill is used to represent the five
senses of the character when detecting objects or
other characters. For example a common use of the
Perception skill is as a straight skill test to detect
hidden objects in a room or as an opposed test to
detect a hidden character.

Performance (CHA)
A successful test with this skill will result in
the audience or partner being pleased by the
characters performance. This skill covers acting,

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Advanced Skills test will never be required. Skill tests are required
when a character wants to do something out
These are professional skills known only to a of the ordinary with a vehicle such as traverse
small proportion of people, that have to be treacherous terrain, jump obstacles and so on.
explicitly studied under the tutorship of an existing
practitioner. They are the preserve of Trade Guilds, (Shiphandling) This skill is used in the same way as
Martial arts schools and Sages. Boating but is applied instead to water-borne craft
that are powered by sail or rows of oars.
Like Basic skills they start at the sum of
characteristics given in brackets after the skill name. Craft (INT)
However, unless the character has spent points
advancing the skill, they start at 0%. The Craft skill is actually several separate skills
grouped under a single heading. Craft (Armourer),
Also some Advanced skills are separated into Craft (Carpenter) and Craft (Potter) are all individual
specialisms, which are mutually exclusive. When skills. The following list is by no means exhaustive:
a character learns these skills, the player decides
which Type of the skill they are going to learn. Armourer, baker, basketweaver, blacksmith,
For example Driving covers Boating, Wagon and bowyer, brewer, butcher, candlemaker, carpenter,
Shiphandling. So, when Rurik learns Wagon from cartographer, cobbler, cooper, fletcher, joiner,
the local Team Masters Guild while he gains skill in leatherworker, mason, painter, potter, sculptor,
driving large horse drawn carts he doesnt gain any smith, tailor, weaponsmith, weaver.
skill in water borne vehicles.
Engineering (INT)
Advanced Skills
This skill is used to design, build, activate, repair,
sabotage or disassemble large mechanisms or
Base
constructs such as siege machines, city gates and
Skill Characteristic(s)
drawbridges, mineshafts, sailing ships and so forth.
Culture (Other) INT
Craft INT Language (INT)
Engineering INT The Language skill is actually several separate skills
grouped under a single heading. Language (English),
Language INT
Language (German) and Language (French) for
Lore INT example are all individual skills.
Martial Arts DEX Every character with a Language skill of 50% or more
Mechanisms DEX+INT is fluent in that language, although they are likely to
have an accent if it is not their native language.
Streetwise POW+CHA
Survival INT+POW A score in a Language skill of 80% or more will
mean the character can also read and write in that
language.
Driving (Type) (INT+DEX)
Lore (INT)
This skill is actually a collection of several similar
skills grouped under a single heading. The name of This skill is used in the same way as the basic Lore
the vehicle in brackets identifies the type of vehicle skill. The Advanced range of possible skills is only
covered by the skill. limited by a players imagination. A list of potential
areas of Lore study are listed here:
(Boating) This covers small water-borne craft
propelled manually by oars or paddles. Travelling Alchemy, art, astronomy, gambling, geography,
across calm water does not usually require a skill heraldry, law, logistics, military tactics, mineral,
test but adverse conditions such as currents and philosophy, poisons, regional, theology.
weather can bestow penalties.
Martial Arts (DEX)
(Cart, Wagon, Chariot) If a character is driving a
wagon, chariot or similar vehicle at not more than The Martial Arts skill is used in place of the Unarmed
walking pace across flat terrain, a Driving skill

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skill. Weapon Skills
Martial Arts attacks deal 1D6 damage, rather than All close combat weapon skills are based on
1D3 for conventional Unarmed attacks. A character DEX+STR (with the exception of Unarmed and
with Martial Arts also counts as possessing natural Martial Arts).
weaponry. Martial Arts parries may only parry
natural weapons or Unarmed attacks and have an Close Combat Weapons
AP of 3.

Mechanisms (DEX+INT) Base Weapons


Skill Characteristic(s) Covered
Usually, a character will simply make a Mechanisms Battleaxe,
test in order to succeed at assembling or 1H Axe DEX+STR hatchet
disassembling a device, with appropriate bonuses
or penalties decided upon by the Games Master. Ball & chain,
If a device has been designed to specifically resist 1H Flail DEX+STR grain flail
attempts at disassembly, the Mechanisms test Warhammer,
becomes opposed by the Mechanisms skill of the 1H club, heavy
character who created it. Hammer DEX+STR mace, light mace
Mechanisms also used for picking a lock or Bastard sword,
disassembling a trap. This usually takes at least one war sword,
minute (12 Combat Rounds) to perform, whereas shortsword,
larger or particularly complex devices will take 1H Sword DEX+STR scimitar
longer.
Battleaxe, great
2H Axe DEX+STR axe, halberd
Streetwise (POW+CHA)
2H Flail DEX+STR Military flail
Streetwise allows a character to find fences
for stolen goods, black markets and general Great hammer,
information. Such uses of Streetwise normally 2H heavy mace, war
require a minimum of 1D4 hours. Streetwise also Hammer DEX+STR maul
covers following people down crowded city streets Bastard sword,
without them noticing you. 2H Sword DEX+STR great sword

Survival (INT+POW) Dagger DEX+STR Dagger, knife


Martial
One Survival test will be required every day that a Arts DEX Fist, foot
character lacks either food, water or a safe place to
sleep. Success indicates the character manages to Bill, glaive,
find whatever he is lacking failure means he will Polearm DEX+STR halberd
go without which, over several days, could result in Rapier DEX+STR Rapier
very serious consequences. Survival tests are not
used when the character is in a city or town. Buckler, kite
shield, target
Survival also covers tracking in the wilderness. Shield DEX+STR shield
With this skill a character can locate the tracks of a
Javelin, lance,
specific creature and follow them. A test must be
longspear,
made to locate the trail and then again every ten
Spear DEX+STR shortspear
minutes they are being followed.
Sta DEX+STR Quartersta
Unarmed STR Fist, foot

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Ranged Weapons Each sorcery spell is treated as a separate Advanced
skill.
Weapons
Skill Base Covered Manipulation (Combine, Duration,
Magnitude, Range or Targets) (INT + POW)
Blowgun DEX Blowgun
Longbow, These five skills are used by the sorcerer to change
nomad bow, and enhance the properties of a sorcery spell.
Bow DEX shortbow
Heavy
Games Masters Advice: Creating
crossbow, new skills
Crossbow DEX light crossbow
Although the SimpleQuest skill list has been
Sling, sta designed to be as concise and complete as
Sling DEX sling possible, there will occur during play or during the
design of non-player characters for Quests, the
Magic Skills desire to create new skills to describe a previously
undiscovered ability. Before introducing a new skill,
These skills are explained more fully in the magic either by Games Master design or Player request,
chapters that they are relevant to. Each skill below consider these two points.
is needed to learn or cast the particular type of
magic it is associated with. Stop and think. Is this skill really meaningful and
distinct in its own right? Or is it something that can
All these skills are considered Advanced skills for the be added to an existing skill?
purposes of learning and advancement (see Chapter
7 The Quest and afterwards). Is it a Basic or Advanced skill? If it is a Basic skill then
think carefully. Basic skills are possessed by every
Basic Magic character in the game. Make sure you dont run the
risk of unbalancing your game. Advance skills are
Battle Magic Casting (POW X 3) possessed by a tiny minority. Are you giving those
people who possess the skill an unfair advantage?
This is the central skill used in Battle Magic. It
advances like any other advanced skill.

Advanced Magic

Divine Magic

Mythos (Specific Cult/Religion) (INT)

Mythos is used to recall knowledge of a religious


nature, though the character will only be able to
recall knowledge pertinent to the specified religion.

Learning Mythos (Specific Cult/Religion) requires a


character to be at least a lay member of a particular
cult. It always counts as a cult skill.

You dont need the Mythos skill to actually cast


Divine magic but it is used to advance in status and
power in the Cult, and to grant access to higher
magnitudes of Divine magic.

Sorcery

Spell (INT+POW)

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Chapter 4
Availability of Goods
The equipment lists serve as game tools to allow

Equipment
players to quickly and easily buy equipment for
their characters. The range of goods listed at the
quoted prices are only going to be available in
Fantasy roleplaying games can be thought of as a large metropolis with organised markets and
a form of cooperative improvised theatre. You districts given over to shops and mercantile activity.
could think of the players as the actors and the In less prosperous cities and towns there is a smaller
Games Master as the director and production team range available, sometimes at higher costs. In rural
providing the stage and scenery, a huge big budget areas, only local produce and a small amount of
supporting cast and every prop that the actors locally crafted goods can be bought at a reasonable
could possibly need. This chapter deals with the price. There might be oddities to this model and
props, the equipment that the player characters will these can lead to further adventure. For example, a
be using. Another more blunt way of seeing it is that village without an armourer has a large cache of old
equipment lets the characters use their skills and armour and weapons for sale at a good price. This is
are the tools of their trade. because a local monster living in a nearby cave has
been ambushing and killing adventurers for years
and then trading their equipment to the villagers. In
In game economics turn, the villagers oblige by sending a steady stream
of fresh and inexperienced adventurers, such as the
These rules do not give detailed rules for trading recently arrived player characters, to its lair.
and fantasy world economics. Like combat and
magic, if these things were focused on it would Barter.
quickly become tedious and detract from games
aim of creating exciting fantasy adventure stories. Coins are the main exchange method for the landed
Perhaps even more so. nobility and rich merchants. Barter is the main
method of exchanging goods for people outside
Heres something for both players and Games of the main urban areas. In such transactions
Masters to consider. successful Opposed Test using the Evaluate of the
buyer versus the Persuade of the seller are needed
Opportunities for Merchant based for the buyer to get the best deal. Whoever wins
the test gets a discount for a buyer or increase for a
games seller to the price. A success means a 10% increase/
discount, a critical gets a +25%. If the opponent
Some players, however, will feel inclined to create
fumbles this increases to a 25% for a success and
colourful and flamboyant Merchant characters
+50% for a critical.
and weave stories around their trade missions to
far o unexplored countries creating drama and
tension on their trade negotiations and deals. This Consequences
is great and is to be encouraged. Evaluate and
Persuade tests can be used to handle the outcome The main thing to remember is that with any item
of such action where it is less than clear cut, and of equipment is that there are consequences in
the ebb and flow of the characters finances acts their use as well as benefits. The most obvious
as an indicator of success. The more martially and consequence is encumbrance. A heavily armoured
magically inclined characters can provide support and equipped character will be slowed, unable to
and have their moments in the spot light too on use skills as eectively and will become fatigued
these mercantile adventures, taking on the villains more easily.
hired by their rivals in commerce. If you are in need
of inspiration then you only have to look to the real A less obvious eect is that an obviously well
life historical adventures of Marco Polo. equipped character becomes a target for both
minor and major theft. From the opportunistic thief
Merchant characters also make great information who desires the players new sword to the more
gatherers, since they tend to have good social skills. organised bandit group who targets the player
Often this goes on under the cover of trading in the character parties because they believe that they
market, gathering gossip from the locals, or sorting have a stash of treasure back at their base due to all
out a new trade deal with a noble family, which is a the flashy new equipment they are wearing.
legitimate way of finding information about a noble.
There might also be social consequences. In civilised

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towns and cities, displays of arms and armour by the
player characters may unsettle and upset the locals
and bring about the unwanted attention of the
Watch who want to make sure that the characters
are not violent trouble makers. In some more
draconian fantasy lands there may even be laws and
social codes that dictate what arms and armour a
citizen may own and in what situations they may
carry it. If you want a real life example think of
medieval Japan.

Currency
Coins are usually created in Mints tightly controlled
by the local nobility, appointed by the local ruler,
whose head appears on one side of the coin. Other
sources of coin are usually the treasure troves
of monsters, whose assets are brought into the
economy by enterprising adventurers.

Currency can be based upon what ever is valued


by the culture using it. This being a fantasy game
many variant systems of currency can be created.
For example a system that uses the teeth of slain
dragons or magical gemstones enchanted with
minor magic that is useful in everyday life can be
used as an exchange mechanism.

For ease of use heres a simple coin based currency


that will be used throughout the rest of this book to
give value to an item.

5 lead bits = 1 copper penny

10 copper pennies = 1 silver piece

20 silver pieces = 1 gold ducat

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The Equipment lists


The rest of this chapter is given over to equipment lists. The lists provide the cost of the item and also
details any game eects .
Close Combat Weapons
Each close combat weapon is characterised by the following qualities:
Skill: The skill used to wield the weapon.

Damage Dice: The damage the weapon deals on a successful attack.

STR/DEX: The minimum STR and DEX scores needed to easily wield this weapon. For every point a Characteristic is below these
minimums, a 10% penalty is applied to a characters skill when attacking and parrying with this weapon.

ENC: The weight and bulk of the weapon.

AP: The armour points possessed by the weapon

Cost: The cost in silver pieces to purchase this weapon.

Close CombatWeapon characteristics (Optional rules)


As well as the characteristics listed in the main equipment list opposite, the following weapons also have
additional characteristics.

Ball & Chain: This weapon imposes a 10% penalty on an opponents parry roll. However, the wielder also
suers a 10% penalty to parry with this weapon.

Bastard Sword: May be used with either one or two hands.

Battleaxe: The battleaxe may be used with one or two hands.

Bill: A mounted defender does not get the standard +20% parry bonus against a bill.

Buckler: Shields suer a 10% penalty when used to attack.

Great Axe: The wielder suers a 10% penalty to parry with this weapon.

Great Hammer: The wielder suers a 10% penalty to parry with this weapon.

Halberd: The halberd can be used with either the Spear , Polearm, or the 2H Axe skill.

Improvised: Improvised weapons usually use the Unarmed skill, though in certain cases the 1H Hammer or
Sta skills are more appropriate. All attempts to attack or parry with an improvised weapon suer a 10% to
30% penalty (at the Games Masters discretion).

Kite Shield: Kite shields can parry ranged weapons. Shields suer a 10% penalty when used to attack.

Lance: When used by a charging, mounted character, the wielder may add his mounts Damage Modifier as
well as his own to the damage.

Military Flail: Notoriously dicult to parry, this weapon imposes a 10% penalty on an opponents parry roll.
However, the wielder also suers a 10% penalty to parry with this weapon.

Military Pick: Military picks may be used on inanimate objects without being destroyed.

Quartersta: The wielder gains a +10% bonus to parry with this weapon.

Target Shield: Shields suer a 10% penalty when used to attack.

War Maul: War mauls may be used on inanimate objects without being destroyed.

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Weapon Skill Damage Dice STR/DEX ENC AP Cost

Ball & chain 1H Flail 1D6+1 9/11 2 4 250 SP

1H Sword 1D8 13/9

Bastard sword 2H Sword 1D8+1 9/9 2 4 250 SP

1H Axe 1D6+1 11/9

Battleaxe 2H Axe 1D6+2 9/9 1 3 100 SP


2
Bill Polearm 1D6+1 7/9 2 2 50 SP

Buckler Shield 1D4 /5 1 5 50 SP

Club 1H Hammer 1D6 7/ 1 2 5 SP


4
Dagger Dagger 1D4+1 / 4 30 SP
2
Glaive Polearm 1D8+1 7/9 3 2 100 SP

Great axe 2H Axe 2D6+2 13/9 2 3 125 SP

Great hammer 2H Hammer 1D10+3 11/9 3 3 250 SP

Great sword 2H Sword 2D8 13/11 4 4 300 SP

2H Axe 1D8+2 13/7


2
Polearm 1D8+1 9/9
1, 2
Halberd Spear 1D8 7/7 4 3 250 SP
4
Hatchet 1H Axe 1D6 /9 1 3 25 SP

1H Hammer 1D8 11/7

Heavy mace 2H Hammer 1D8+1 9/7 3 3 200 SP

Improvised Unarmed 1D61 / /


3
Kite shield Shield 1D6 13/ 3 10 300 SP

Knife Dagger 1D3 / 4 10 SP


1, 2
Lance Spear 1D10+2 9/9 3 2 150 SP

Light mace 1H Hammer 1D6 7/7 1 3 100 SP


1, 2
Longspear Spear 1D10 5/5 2 2 30 SP

Military flail 2H Flail 1D10+2 13/11 3 3 250 SP

Military pick 1H Hammer 1D6+1 11/5 3 3 180 SP

Natural weaponry As noted /

Quartersta Sta 1D8 7/7 2 3 20 SP


1
Rapier Rapier 1D8 7/13 1 3 100 SP

Scimitar 1H Sword 1D6+1 7/11 2 4 200 SP


1, 2, 4
Shortspear Spear 1D8 5/5 2 2 20 SP
1
Shortsword 1H Sword 1D6 5/7 1 3 100 SP
3
Target shield Shield 1D6 9/ 2 8 150 SP

Unarmed Unarmed 1D3 / /

War maul 2H Hammer 2D6 13/7 3 3 150 SP

War hammer 1H Hammer 1D8+1 11/9 2 3 150 SP

War sword 1H Sword 1D8 9/7 2 4 175 SP


1 This weapon will impale an opponent upon a critical hit.
2 This weapon may be set against a charge.

3 This weapon may parry ranged weapons.

4 This weapon suers no penalty when thrown.

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Ranged Weapons Ranged Weapon Ammunition

Each ranged weapon is characterised by the Ammunition AP/HP ENC Cost


following qualities:
Arrows (10) 1 1 SP
Skill: The skill used to fire or throw the weapon.
Blowgun darts (10) 1 2 SP
Damage Dice: The damage the weapon deals on a successful
attack. Crossbow bolts (10) 1 2 SP
Sling bullets (10) 1 5 CP
Range: This is the eective range of the weapon. The maximum
range a weapon can be fired or thrown is twice this score.
Using Ranged Weapons in Close Combat
Load: This shows how many Combat Rounds are required to load
or reload the weapon.
If used in close combat, a ranged weapon is treated
STR/DEX: The minimum STR and DEX scores needed to easily as an improvised weapon. Usually, the 1H Hammer
wield this weapon. For every point a Characteristic is below these skill or the Throwing skill may be used.
minimums, a 5% penalty is applied to a characters skill when
attacking with this weapon.
Ranged Weapon characteristics (Optional
ENC: The weight and bulk of the weapon. rules)
AP: The armour points possessed by the weapon. As well as the characteristics listed in the main
equipment list, the following weapons also have
Cost: The cost in silver pieces to purchase this weapon. additional characteristics.

Atatl: Only javelins may get the benefit from an


atlatl.

Blowgun: A characters Damage Modifier is never


applied when using a blowgun.
Weapon Skill Damage Range Load STR/DEX ENC AP Cost
Atlatl1 Spear or Throwing +2 +10m 2 5/11 1 2 20 SP

Blowgun Blowgun 1D2 15m 1 /9 1 30 SP

Dagger2 Dagger or Throwing 1D6 10m /9 4 30 SP

Dart1 Throwing 1D4 20m /9 1 10 SP

Hatchet2 1H Axe or Throwing 1D8 10m 7/11 1 3 25 SP

Heavy crossbow1 Crossbow 2D8 150m 3 7/9 2 2 350 SP

Javelin1 Spear or Throwing 1D6 40m 5/9 1 1 20 SP

Light crossbow1 Crossbow 2D6 100m 2 5/9 1 2 150 SP

Long bow1 Bow 2D8 175m 1 13/11 1 2 200 SP

Nomad bow1 Bow 1D10 120m 1 11/11 1 2 150 SP

Rock/improvised Throwing 1D4 10m 5/9 1 3

Short bow1 Bow 1D8 60m 1 9/11 1 2 75 SP

Shortspear1, 2 Spear or Throwing 1D8 25m 5/9 2 2 20 SP

Sling Sling 1D6 50m 1 /11 1 5 SP

Sta sling Sling 1D8 60m 2 /11 2 2 20 SP

Throwing star Throwing 1D4 15m /13 4 15 SP


1 This weapon will impale an opponent upon a critical hit.

2 This weapon suers no penalty when used in close combat.

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Heavy Crossbow: A characters Damage Modifier is General Items
never applied when using a heavy crossbow.

Light Crossbow: A characters Damage Modifier is Item ENC Cost


never applied when using a light crossbow. Backpack 1 5 SP

Long Bow: A long bow cannot be used from Bedroll 1 1 SP


horseback. Block & tackle 1 15 SP
Bottle, glass 2 SP
Breaking weapons
Candle, 1 hour 1 CP
If a weapon is used to parry a critical attack, and the Chain, 2 metres 2 40 SP
parry attempt fails, then the weapon breaks and is
useless. Climbing kit 1 25 SP
Codex 1 60 SP
A weapon may also break as a result of a fumbled
attack, depending on circumstance and Games Craft tools 2 75 SP
Master discretion. Crowbar 1 25 SP
First aid kit 25 SP
Armour Fish hook 2 LB
Each piece of armour is characterised by the Fishing kit 1 15 SP
following qualities:
Flint & tinder 5 CP
AP: How many armour points this type of armour Grappling hook 5 SP
provides.
Hammer 1 SP
ENC: The weight and bulk of the armour. Healers kit 1 150 SP

Cost: The cost in silver pieces to purchase this Ladder, 3m 4 2 SP


armour. Lantern 1 10 SP
Lock picks 75 SP
Armour
Armour points Enc Cost Mining pick 1 35 SP

Leather 2 3 500 SP Musical instrument 2 70 SP

Ringmail 3 5 1000SP Oil, flask 1 1 SP

Scalemail 4 7 1500 SP Papyrus, sheet 5 CP


Pole, 3m 1 1 SP
Chainmail 5 8 3000 SP
Quiver 2 SP
Platemail 6 12 9000 SP
Rope, 10m 2 10 SP
Eects of SIZ on Armour Sack, large 1 5 CP

Armour made for a character of SIZ 1 to 5 will have Sack, small 2 CP


its cost and ENC halved from that shown on the Scythe 2 30 SP
Armour table. Characters of SIZ 21 or higher will
double the cost and ENC for armour made for them. Slingbag 1 5 CP
Spade 1 25 SP
Plate Armour: Characters may try using plate
armour not designed for them but the ENC will be Torch / flaming brand 4 CP
doubled. Waterskin 1 5 CP
Writing kit 1 45 SP

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Backpack: It can hold 20 ENC of equipment. Sack, Large: Able to hold 10 ENC of equipment.

Block & Tackle: Adds +10% to Mechanisms tests to Sack, Small: A small sack can hold 5 ENC of
make or disarm large traps and makes Engineering equipment.
tests possible in some circumstances. It requires at
least 10m of rope to function. Scythe: If used as a weapon, it is considered a bill
(wielded with a 10% penalty).
Candle, 1 Hour: A candle illuminates a one metre
radius. Any wind stronger than a slight breeze will Slingbag: It can carry 15 ENC of equipment.
extinguish a candle.
Spade: If used as a weapon, it is considered a club
Climbing Kit: A climbing kit provides a bonus of 20% (wielded with a 10% penalty).
to any Athletics skill tests made to climb.
Torch, 1 Hour: It will burn for one hour. A torch
Crowbar: Adds +10% to brute force Athletics tests. illuminates a three metre radius. If used as a
If used as a weapon, it is considered a club (wielded weapon, it is considered a club (wielded with a
with a 10% penalty). 10% penalty), except that it does not inflict normal
damage instead, it inflicts 1D4 fire damage and a
First Aid Kit: A first aid kit is good for five uses fumble or critical hit will also extinguish the brand.
(whether the skill test succeeds or fails).
Waterskin: A waterskin can hold enough water to
Fish Hook: This item allows a character to use his sustain an adventurer for two days.
Survival skill to catch a fish without suering a
penalty on the test.

Fishing Kit: The fishing kit grants a character a +20%


bonus to his Survival test to catch fish.

Flint & Tinder: A character with flint and tinder can


build a fire in one minute under normal conditions
without having to roll his Survival skill.

Grappling Hook: It will support the weight of 50


ENC or 50 SIZ, or any combination thereof.

Hammer: If used as a weapon, it is treated as a club


(wielded with a 10% penalty). Hammers may be
used on inanimate objects without being destroyed.

Lantern: A lantern provides clear illumination out to


a three metre radius. It will burn for two hours on a
flask of oil.

Mining Pick: If used as a weapon, it is considered


a club (wielded with a 10% penalty). Mining picks
may be used on inanimate objects without being
destroyed.

Oil, Flask: A flask of oil is enough to fuel a lantern


for two hours or, if broken on the ground and
ignited, enough to sustain a small fire for one
minute.

Quiver: Quivers can hold up to 30 arrows or


crossbow bolts.

Rope, 10 Metres: A standard rope can support the


weight of 50 ENC or 50 SIZ, or any combination
thereof.

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Animals and Transportation Food & Lodging

Animal Cost Item Cost


Bison 200 SP
Lodging, poor 2 CP
Bull 250 SP
Lodging, average 1 SP
Cart 75 SP
Lodging, superior 5 SP
Cat 2 SP
Food & drink, poor, 1 day 1 CP
Chariot 600 SP
Food & drink, average, 1 day 5 CP
Cow 150 SP
Food & drink, superior, 1 day 2 SP
Dog, domestic 2 SP
Trail rations, 1 day 5 CP
Dog, hunting 25 SP
Fowl 1 SP
Goat 50 SP
Hawk 400 SP
Horse, draft 400 SP
Horse, riding 350 SP
Horse, combat
trained 500 SP
Mule 125 SP
Ox 200 SP
Pig 50 SP
Rhino 3,000 SP
Saddle & bridle 75 SP
Sheep 30 SP
Travel (by coach) 15 SP per kilometre
Travel (by post-
horse) 20 SP per kilometre
Travel (by ship) 10 SP per kilometre
Travel (by wagon) 5 SP per kilometre
Wagon 300 SP
Zebra 300 SP

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Chapter 5
several incoming attacks.

Even Masters who have 100% or more in their


weapon skills can be brought low by a lucky critical

Combat hit or an opponent who has lured them into an


ambush, surprised them, and stacked the odds
against them by careful planning.
Welcome to a world of risk,
These harsh realities mean that players tend to
danger and death! avoid combats where they do not have a very good
SimpleQuest is a swords and sorcery game and, chance to win. Instead of wading into masses of
as such, swords will be drawn during epic quests weaker opponents, hoping that lucky dice rolls will
with the aim of spilling blood. Be it for glory, see them through, they carefully plan ambushes,
honour, fame or riches, when all else fails violence where they have the benefit of terrain and
is the means of achieving these goals. The Player supporting soldiers from the local militia that will
characters come from worlds that are rife with allow them to wipe out the majority of the enemy
conflict, where warriors are required to wage wars before the first proper round of combat. They will
against evil neighbors, wandering bandits and foul use Battle Magic to boost their damage, chances
monsters that come out of the wilderness. to hit and armour, and if things are really tough
they call on their god using Divine Magic or invoke
It should be remembered that SimpleQuest is not powerful Sorcery spells to really boost their combat
a game purely about combat, just as it is not purely skills.
about magic. It would not be unusual for whole
sessions to pass without any physical violence.
However, in time characters will get involved in
Taking out insurance about death
Since SimpleQuest combat can be deadly there are
dangerous life threatening fights. This chapter
a number of ways that you can avoid your character
provides you with a straightforward and direct
dying if things go badly wrong.
system for playing out action packed and deadly
combat.
Realise that some foes in SimpleQuest are best
left alone. Theres always going to be someone or
What to expect if you get in a fight something more powerful than your character in
the game world. Since SimpleQuest is also a game
Characters that have weapon skills less than 100% of exploration and interaction, you might get to
are at the whim of the dice to determine whether or meet these people and creatures early on in your
not they land a blow in combat. Anything you do to adventurers career as part of a Quest. Some foes
increase your characters chances to hit or hit first, such as the Gargantuan Kingdom Devourer or the
will stand in your favour and make the outcome Great Pit Demon are always going to be beyond the
more certain. capacity of the player characters to harm directly.
Be wise and move along quietly and quickly.
Once you are hit in combat, it starts getting messy.
Your character has a relatively low number of hit Run away to fight another day. Use magic or fast
points. In a couple of blows, or one lucky blow, feet to move out of combat. Heal, regroup and
these hit points can easily be reduced to zero, make a better plan of attack if you absolutely need
which indicates that the character has died. Make to best a foe. Otherwise learn your lesson and avoid
sure your character can dodge, parry or is magically the opponent in the future.
protected. If your player group has decided to use
the optional Major Wound system, your character is Surrender! Before things really get messy, throw
especially at risk of grievous and permanent harm down your weapons and put up your hands.
every time they decide to use violence to solve a Intelligent creatures will often take prisoners for
problem. ransom. If you dont have any money then call in
your favours from friends, family, clan, guild or
Numbers count. If you are facing o against multiple cult to secure your release. Perhaps some of your
opponents, even weak and unskilled ones, you are friends ran away and can come back and mount a
quickly going to run out of attacks and reactions. In rescue attempt at a later date?
practical terms this means that your character may,
at best and assuming a successful attack, reduce the Spend Hero Points. These are your ultimate
number of attackers by one per round, while only insurance policy against death, accidental or
being able to protect themselves against one of otherwise. (see Chapter 2 Character Generation pxx

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Get your friends to rescue you from the Land of the Encounter Distance and engaging in
Dead. Depending on the game world your Quests
are set in, there may a way for characters to travel combat.
to the Otherworld, the Land of the Dead. Of course
the resulting Quest may be just as challenging as the Not all combats start with the two sides, the
circumstances that led to your characters demise. players and their opponents, directly facing each
other within swords reach. At the beginning of a
combat, or potential combat, the Games Master
Summary of combat must determine which of the four distances the
encounter starts at.
Work out encounter distance and surprise: The
Games Master determines how far away the hostile Horizon (approx 100m+). A hostile character
group is to the player characters. If the hostiles are or group appears on the horizon. If the player
right on top of the player characters then a roll for characters make a Dicult perception roll (-25%)
surprise will be called for. If the hostiles are further then they see them. Conversely if the hostiles are
away, the player characters may get a couple of unaware of the player characters, they too can
Combat rounds of preparation, usually casting make a Dicult perception roll (-25%) to spot the
protective magic, and/or using ranged combat. player characters, modified if the player characters
are in cover (see below).
Drop into Combat time: Combat is divided into
rounds. A single round has a duration of five Until either the player characters or the hostiles
seconds of time, giving 12 rounds in every minute. close the distance, either side has the option of
During a round every character can perform one avoiding the other, preparing weapons or spells
action. Combat rounds cycle through the following for combat. Usually at this distance normal missile
steps: weapons and magic will be just out of range.

Determine order: At the start of every combat,


check each characters DEX. This will determine the For example: Rurik and the rest of the gang, Lura,
order in which every character involved acts for the Mancala and Abnon are in an old ruined city. They
round. are currently standing on the tower ramparts of
an old temple. A group of six goblin marauders
Characters Take Action & Reactions: In a combat appear on the horizon, at the edge of the city.
round each character gets one Combat Action and Sharp eyed Lura sees the Goblins. Because the
one Defensive Reaction. Combat Actions, such player characters are in partial cover due to being
as attacks, take place in DEX order. The character behind the tower ramparts, the Goblins do not see
with the highest DEX will act first, followed by the them. Lura quickly alerts the others, who decide
character with the second-highest DEX, and so that it is best to hide in the temple and let the
on until the character with the lowest DEX acts. larger Goblin group past peacefully.
Reactions, such as parries or dodges, are made
during this process as they are needed. Characters Far (50m-100m). The Hostiles are within missile
casting spells act on their INT. range and if the players see them , a normal
perception roll modified by any cover, then they can
usually get a couple of rounds of ranged combat
For example Lura (INT 18) is casting a spell, while a or spell casting before the opponents close the
Goblin (DEX16) is attacking her with a sword and distance. Evasion at this point is possible, but the
Rurik (DEX 12) attacks the Goblin with his sword. players must be definite and make it their stated
The order of action is Lura first, then the Goblin goal. If either side opens up with ranged weapons,
and finally Rurik. test for Surprise (see below).
End of Combat Round: Once all eligible characters For example: Carrying on from the previous
have acted in the combat round, it is over. If there situation, Rurik decides to go after the Goblins. He
are characters still engaged in combat with enemies, leaves the temple with his long bow and creeps
another combat round begins. up behind the Goblin raiders who are advancing
up a long street in the distance. He then proceeds
to fire upon the Goblins at a range of 100m. The
Goblins, not being the brightest of creatures decide
to charge their tormentor and Rurik gets a good six
rounds of arrows o at the goblins killing two of
them.

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Close (5m to 2m). This is the range that close Situations where the character could be surprised
combat occurs, with either side able to close into include the following;
close combat within a combat round.

For example: Two of the surviving Goblins finally Walk round a corner straight into the
make it to within five metres of Rurik, who is already opposition.
standing sword drawn, and charge into combat.

On top (1m or less). This is the range where the two Walk into an ambush.
sides literally bump into one another. This happens
either by design, when one side is deliberately
Opponent creeps up unnoticed and attacks.
sneaking up on or ambushing the other, or by
accident , such as when the party turns a corner in A test using Persistence is made, to see if a
an underground corridor and walks straight into a character is taken by surprise. Criticals and Fumbles
group of Goblin guards. At this distance no ranged have no eects for the purpose of surprise.
combat or preparation is possible. A surprise test
using Persistence, with a -25% modifier, is called for A surprised character automatically loses their
unaware characters. opportunity to perform any action in the first round
of combat but are still able to defend themselves
For example. The other two surviving Goblins, with Defensive Reactions .
being of a smarter breed than their cousins who
decided to attack Rurik, decide to hole up in the Combat Actions
big old temple they saw earlier. So, running to
what they think is safety, they burst in through The actions a character may take when it is his turn
the temple doors bumping straight into Abnon to act are detailed here. A character can only choose
who has decided to guard the doors. Both the one of the options below each round.
Goblins and Abnon roll for surprise, a Persistence
test at -25%. Abnon passes the test while the Close Combat Actions
Goblins fail so it turns out that while the Goblins
are taken aback by the sight of the tall man in Charge: If a character can move a minimum of five
grey, Abnon keeps his wits and swiftly draws his metres towards his opponent, then he can make
mace swearing holy retribution. a charge. He may move a distance up to twice his
Movement Rate. This must be in a straight line and
Running away from Combat. he must end up adjacent to an enemy. When the
move is complete, a close combat attack may be
The key to getting away from combat is to made against the enemy. If the attack is successful,
successfully move out of range of either close the character gains a bonus of +1D6 damage. He
combat or ranged combat, without your opponent loses his defensive reaction for the round that he
following you and keeping you involved. charges on.

This is mainly a matter of judgement on the Games Close Combat Attack: The character can make a
Masters part, but here are some specific examples. single close combat attack. As well as a normal
attack, there are the following special attacks.
If all combatants are involved in fighting, then they
wont notice your character quietly sneaking away All out Attack: The attacker gives up their Reaction
out of combat. This is achieved on a successful for the round but gains a second attack, which
Opposed Test of your characters Deception vs the happens straight after the first attack. Both attacks
enemies Perception. are at -25% due to the loss of skill during this frenzied
attack. This type of attack cannot be combined with
Similarly your character can run away a distance, either the Piercing Attack or Great attack.
for example from close range to far range on a
successful Opposed Athletics test with a +25% if you Disarming Attack: Attacker attacks at -25% to
movement rate is higher than your opponents. his weapon skill with the aim of disarming their
opponent either of their weapon or shield. If the
Surprise attack is successful and the opponent fails to parry
or dodge, the weapon or shield is thrown D6 metres
Surprise happens when the character is taken away from the owner.
completely unaware by their opponent.

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Great Attack: This attack is made using swords, axes If he decides to single out the wounded Goblin,
or maces where the attacker has enough room to then the Goblins Persistence roll to resist Ruriks
wind up the weapon for a really forceful blow. The taunting and the resultant urge to flee will be at
attacker gains a +25% to attack and does maximum -25%.
damage bonus but loses his reaction for that
combat round.
If he decides to target the whole group, which as
Piercing Attack: If the character hits with this attack a whole is undamaged and outnumbers him, then
then they find a chink in the opponents armour the Goblins will be at +25% to their Persistence.
or, through concentration of eort, punch a hole
through the armour. The attack is at -25% to the The character need not speak the same language
weapon skill and can only be done with impaling as the opponent they are trying to Influence,
type weapons (spears, swords for example). but they must be capable of some sort of sign or
Piercing Attacks can not be combined with either an body language that the opponent is capable of
All out Attack or Great Attack. understanding.

Intimidate/Persuade: The character tries to get Set weapon: A character can spend an Action
the other side to surrender or flee. This can either setting the shaft of a weapon, such as a spear or
be targeted at a single enemy or a group. Do an polearm, in the ground in anticipation of a charge
Opposed roll using the characters Influence vs. from an opponent. When the charge actually comes
the enemies Persistence, modified as listed below. the character automatically gets an attack at +25%
Groups roll once using the Persistence of the Group before the charging character gets their attack. If
leader. If the Group leaders Influence skill is higher the character makes any other action or reaction
than his Persistence, then they may use that skill before the charge, the weapon becomes unset.
instead.
Ranged Combat Actions
+50% if the Enemy is still at full strength, but has
taken some minor wounds. Ranged Combat Attack: The character can make a
single ranged combat attack. As well as a normal
+25% if the Enemy out numbers the players side, but attack, there are the following special attacks.
have had at least 25% losses either in numbers or hit
points. Aim: Every round spent aiming adds a +25% bonus to
the characters ranged Weapon skill. This bonus only
-25% if the Enemy is fewer than the players side and applies to the first attack the character makes with
has taken some wounds. the weapon, which must be fired at the target being
aimed at. A character can take no other Reaction
-50% if the Enemy has taken more than half hit while aiming without losing the aim bonus.
points in wounds and/or has seen half his group
incapacitated by the players. Piercing Ranged Attack: If the character hits with
this attack they find a chink in the opponents
Note: these modifiers are not cumulative. Apply the armour, or through concentration of eort, punch
one that best describes the situation. a hole through their armour. The attack is at -25%
to the weapon skill and can only be done with
If the Enemy is at full strength and/or out numbers impaling type weapons (arrows, spears, daggers
the players then only a critical roll for Influence vs and crossbow bolts for example). Piercing Ranged
a failed Persistence roll will make them surrender. Attacks may be combined with an Aim action(s).
A fumbled persistence roll will see the Enemy
suddenly rout. Throwing Close Combat Weapons
When the player attempting the roll declares it they If a close combat weapon that isnt designed to be
must decide whether they are targeting the whole thrown is hurled at an enemy then it has a range
group or singling out an individual. of 8m and suers a penalty to the attack equal to
its ENC x 10. Either the usual Weapon skill or the
For example: Rurik is fighting a group of four Throwing skill may be used.
goblins, one of whom he has already badly
wounded while the other three are still at full hit Movement Actions
points.
Change Stance: The character may stand up from

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prone, or vice versa. If a delaying character merely wishes to act after
a specific character has acted, they wait until that
Fighting Retreat: A character may move up to half character has finished their Combat Action.
his Movement directly away from an enemy he is
fighting. He may only attack or defend but not both. If a delaying character wishes to interrupt a specific
characters action as it occurs, the character must
Move: The character may move a distance up his make a test appropriate to his interrupting action (a
Movement score. Weapon skill test if the character wishes to attack,
for instance). Whoever wins the test acts first.
Sprint: The character may move a distance up to
twice his Movement score, forsaking his attack and Ready Weapon: Drawing a sword from its sheath,
only being able to dodge as defensive reaction. unhooking an axe from ones belt, nocking an arrow
to ones bow all these actions take one combat
Other Actions round. A single Ready Weapon action can also
include dropping a weapon currently held to the
Cast Spell: Spells take eect when they are cast. floor and then drawing a new one. Sheathing one
weapon and drawing another takes two Combat
Delay: A character may pause to assess the tactical Rounds, as does readying two weapons. Ranged
situation around him. weapons can be reloaded with this action this

Summary of Combat Actions

Action Description
Character moves twice movement, followed by a close combat attack with a +1D6 to damage.
Charge Loses Reaction for the round.

Character attacks opponent with weapon, tests vs. weapon skill. If successful does weapon
Close combat attack damage plus damage modifier.

All out attack Two attacks at -25%. Gives up Reaction for round.

Disarming attack Attack at -25% to disarm opponent.

Great attack Attack at +25% with maximum Damage modifier if hit. Gives up Reaction for round.

Piercing attack Attack at -25% and ignore armour if a successful hit

Character sets spear or polearm in anticipation of charge. When charge occurs character attacks
Set Weapon first with +25% to weapon skill.

Movement The character moves his movement score in metres

Change Stance May move from prone to standing and vice versa.

Fighting Retreat Moves half his movement rate and may make one action or one reaction.

Sprint Moves twice movement score. May not attack and may only Dodge as a reaction.

Character attacks opponent with weapon, tests vs. weapon skill if successful then does weapon
Ranged combat attack damage plus damage modifier.

Aim +25% per round aiming to first attack with ranged weapon. onus lost if concentration broken.

Piercing ranged attack Attack at -25% and ignore armour if a successful hit.

Character starts casting spell at beginning of Combat Round, takes eect on INT of Character in
Cast spell order of combat Spell not cast if casting interrupted and concentration lost.

Delay Character either waits until after another characters action or tries to interrupt it.

The character uses his Influence skill vs the enemies Persistence to either intimidate, or
Intimidate/Persuade persuade foes who are facing defeat, to flee or surrender.

Ready weapon Character draws or loads weapon making it ready for combat.

Skill use Character uses a non combat skill.

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takes as many Combat Rounds as noted in the Knockback occurs.
weapons description.
If the defender is armoured then the armour will
Skill Use. The character performs one action which absorb some of this damage. Reduce the attacks
requires the use of a skill, such as opening a locked damage by the armour points (AP) of the defenders
door with the Mechanisms skill. armour.

Close Combat Attacks 4 Damage Application

1 Making the Attack Apply any remaining damage to the defenderss hit
points.
A Normal attack is made by simply rolling D100 and
comparing it to the characters skill in the weapon Critical Hits
he is using.
Every Weapon skill a character possesses has a
If a character rolls equal to or lower than his critical score. A critical score is the Weapon skills
Weapon skill, he has hit his target. score, divided by ten, and rounded down.

If a character rolls greater than his Weapon skill, he If the D100 attack roll is not only lower thnt the
has missed his target. Weapon skill, but also equal to or lower than the
characters critical score with that weapon, then the
2 Target Reaction attack is considered a critical hit.

The target may either attempt to dodge or parry the A critical hit automatically causes maximum damage
attack, as they choose. However, only one reaction for the weapon in question. Damage modifiers, such
can be made to a successful attack per round. as that derived from statistics, are not maximised
but rolled as normal.
If the enemy has already reacted this round, then
this attack is unopposed. Move straight on to To avoid a critical hit the dodging or parrying
Damage Resolution. character must roll a critical also.

3 Damage Resolution Impaling Critical hit


If the attack is successful, damage is rolled. Each Weapons that are capable of impaling (such as
weapon has its own Damage score, to which is spears, swords, arrows) do the following when a
added the attackers Damage Modifier in order to critical is rolled.
determine the total damage being dealt.
Maximum weapon damage (damage bonus rolled
If the damage is greater than the targets SIZ at normally)
this point (before armour points are deducted),
Close Combat Situational Modifiers

Situation Skill Modifier


Target is helpless Automatic Critical Hit

Target prone or attacked from behind +25%

Attacking or defending while on higher ground or on mount +25%

Attacking or defending while prone 25%

Attacking or defending while on unstable ground 25%

Attacking or defending while underwater 50%

Defending while on lower ground or against mounted foe 25%

Fighting in partial darkness 25%

Fighting in darkness 50%

Fighting while blind or in pitch black 75%

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Ignores armour If the defender succeeds then they have
successfully avoided the attack. If dodging against a
Weapon remains stuck in opponent. Critical Hit, then the defender must also roll a critical
While the weapon remains impaled in the character: on their dodge roll to avoid the attack.

All the characters skill rolls become Dicult (-25%) Parry


because of the blinding pain, and they take 1 Hit
point of additional damage per round that the When an attacker successfully hits, the defender
weapon remains stuck in them due to bleeding. may choose to Parry with a weapon or shield as
his reaction to avoid damage. The defender rolls
If the owner removes the weapon, then they need against their Weapon skill of the .
to roll their weapon skill to successfully do so. Each
time the weapons owner attempts this they do the If the defender succeeds then take the AP of
weapons damage again, without damage modifier. the weapon away from the rolled damage. A
Such additional damage is not reduced by armour. critical parry against a normal success deflects all
the damage. If parrying against a Critical Hit the
To remove the weapon without causing any defender must also roll a critical on their Weapon
additional damage, the owner must roll a successful skill roll.
First Aid.
Whats the dierence between Parry and Dodge?
For the character to pull out the weapon, without Mainly down to a matter of combat style. Lightly
first aid, they must successfully make a Resilience armoured combatants tend to Dodge, because
roll to fight through the pain. On a critical of this you can use it to avoid all damage, while heavily
roll no additional damage is taken. Otherwise the armoured combatants tend to parry, because dodge
character takes the weapons damage again. is aected by the skill penalty when wearing heavy
armour.
Crushing Critical hit
A character that scores a critical hit with a crushing
Close Combat skills greater than
weapon (such as clubs and maces) causes maximum 100%
damage as normal, plus he adds his maximum
damage bonus A character with over 100% can split his skill to
perform multiple attacks and parries or dodges.
Reactions For combat attacks at over 100% in the weapon skill
the number of attacks and the allocated % of each
A character can make one Reaction in a combat
one must be declared at the start of the combat
round. Unlike Actions, Reactions are made in
round. Any allocation of split is allowed for Example
response to the successful hits of enemies.
Murgan the Mighty with an Axe skill of 120% can split
it 90% /30% or make four attacks at four opponents
There are two types of Reaction dodge and parry.
in range at 30% each.
Parries can be made against both ranged and close
Divide the characters DEX by the number of attacks
combat attacks, although only shields can be used
to find when attacks occur in the DEX sequence.
to parry arrows, sling shot and cross bow bolts.
First attack is at normal DEX and then subsequent
Dodges can only be made against close combat attacks are at intervals of DEX divided by the
attacks. number of attacks.

Reactions are declared after a successful attack has For example Murgan the Mighty with a DEX 10 splits his
occurred but before its eects are applied. attack to make two attacks. Therefore the first attack
occurs at DEX 10 and the second at DEX 5.
Dodge
Parries and Dodges do not need to be declared at
When an attacker successfully hits, the defender the start of combat round but careful track must be
may choose to Dodge as his reaction, in order to kept of how much has already been used. For example
avoid damage. The defender rolls against his Dodge Murgan parries one of his attackers and chooses to use 75% of his
skill. This means that he has 45% left to parry the next attacker in
skill.
the same round.

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Ranged Weapons attacked without penalty. A target within double


the weapons range may be attacked, but the
All ranged attacks are handled in same manner attackers eective Weapon skill is halved (before
as close combat attacks, with the following other modifiers are applied). Attacks against targets
exceptions: beyond double the weapons range automatically
fail.
1.Ranged attacks may not be used as part of a
charge or flurry. 4. Dodging and Parrying

2. Loading Ranged Weapons-Most ranged weapons The target may attempt to dodge the attack, but
only take a single combat round to ready. Others may not normally parry it.
take more than one combat round to reload. See
weapon description in the equipment chapter. 5.Disarming

3. Range A character may not attempt to disarm targets


with ranged attacks, nor may he attempt to strike a
A target within the weapons range may be targets weapon or shield.

Ranged Attack Situational Modifiers

Situation Skill Modifier


Wind1

High wind 25%

Fierce wind 50%

Attack automatically
Hurricane fails

Target Movement1

Target has moved 10m or more since attackers last Combat Action 25%

Target has moved 30m or more since last Combat Round 50%

Target Visibility1

Target obscured by smoke, mist or is in partial darkness 25%

Target obscured by thick smoke, fog or is in darkness 50%

Target Size1

Target is under SIZ 5 25%

Target is above SIZ 20 +25%

Target Condition1

Target is helpless +25%

Target prone 25%

Attacker Condition2

Attacker is prone 25%

Attacker is underwater3 25%

Attacker is on unstable ground 25%

Attacker is blinded 50%

1 Modifiers within these sections are not cumulative. However, modifiers from dierent sections are cumulative. Therefore, shooting
at a target within a mist that has moved more than 10m since the attackers last Combat Action imparts a 50% penalty.

2Attacker condition modifiers are cumulative.

3Only thrown weapons may be used underwater. Bows and other projectile weapons will automatically miss if fired underwater.

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Cover one of the individuals adjacent to the target. The
accidental target may dodge against this attack as
Cover aects both ranged and close combat normal.
attacks.
Damage
Partial cover (e.g low wall that leaves only head and
torso exposed) -25% When a character successfully scores damage
Very good cover eg. defender on a castle wall, firing against a target it must be deducted from the
from protected battlements, -50% targets hit points. Every weapon has a damage
rating, which is listed in its statistical entry in the
Virtually total cover (e.g. castle wall with arrow slits relevant Weapon table in the Equipment chapter.
for defenders to shot through) -75% This rating is the amount of dice rolled when the
weapon successfully hits a target. The attackers
Firing into a Crowd Damage Modifier is usually added to this.

When firing into a crowd, the Games Master will All damage is taken away from Hit points.
determine how much cover the defender has
from the ranged attack. The ranged attack is then One hit point. When hit points are reduced to the
resolved as normal for a target behind cover. final one the character falls prone and must make
an immediate Resilience test divided by ten rounded
If attack fails to hit the defender and succeeds down to stay conscious.
against the unmodified attack skill, the firer has hit

Major Wounds (Optional rule)


If the character takes half of their original HP in one go then they suer a major wound. This represents
badly mangled limbs, shattered bones and severely damaged internal organs. Roll on the Major Wound
Table below to see what type of wound the character has suered. They must immediately make a
Resilience roll, with a -50% modifier, or fall unconscious. If the roll is made then the characters DEX is
immediately halved and the character may only fight on for as many combat rounds as their remaining hit
points before failing unconscious. This is in addition to any eects described below. The eects of major
wounds are permanent, unless healed magically. The halved DEX is regained once the character starts to
heal, since it represents the shock and trauma of the wound.

Major Wound table

Roll 1D10 Eect


Lose an eye- All Perception rolls become Very Hard, lose 4 points of DEX, 1 point of CHA
1 permanently.

Cracked skull, brain damage. Lose 4 points of INT. All skills involving mental processes become -25
2 permanently. This includes Perception, Persistance, and all Lore , Mythos and Craft skills.

Right Leg muscles badly cut/mangled or leg bone shattered and becomes useless - fall prone, can
3 only crawl at 1m per round. Lose 2 points of DEX and 2 STR permanently.

Left Leg muscles badly cut/mangled or leg bone shattered and becomes useless - fall prone, can
4 crawl at 1m per round. Lose 2 points of DEX and 2 STR permanently.

5 Broken ribs- all skills become Very Hard due to severe pain.
6 Slashed stomach. Lose one extra Hit Point per round from blood loss. Lose 3 points of CON
permanently.
7 Heart stops in shock! Lose consciousness for the next D10 combat rounds, falls prone and can not
move. Lose 2 points of CON permanently.
8 Spine broken - character permanently paralysed below the neck (odd result on dice) or the torso
(even result on dice). Half DEX permanently.
9 Left Arm badly broken and becomes useless permanently . Automatically drop any held items.
10 Right arm badly broken and becomes useless permanently. Automatically drop any held items.

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Hit points equal zero. Character is dead. In the grim second attack occurs at half the characters DEX in
and gritty world of SimpleQuest combat there is no order of combat.
chance to make farewell speeches
For example A warrior armed with sword and shield,
Beyond the pale hit points in the negative to a can attack with the sword normally and then follow
value equal to the original total value. Character is this up immediately with a shield bash at -25% to the
dead and body beyond repair. shield attack.

For example Finbar the Unsucessful, gets blasted Mounted Combat


by a Dragons fiery breath for 30 points of damage.
Unfortunately Finbar only has ten hit points, so this
sees his body reduced to ash.
Untrained Mounts
The rider of a mount unused to combat must make a
Knockback Riding Skill test at the start of each Combat Round.

Knockback can occur when a character is hit by Failing this test will cause the horse to automatically
either ranged or close combat attacks. use the Flee Combat Action at every opportunity for
the remainder of the Combat Round.
Knockback occurs after Reactions have been
completed, but before armour points are deducted Succeeding this test allows the horse to be treated
from the attacks damage. If the damage at this as a trained mount for the remainder of the Combat
point exceeds the targets SIZ, the target is knocked Round.
backwards 1 metre by the force of the attack.
A mounted adventurer can use no weapon at a Skill
For every five full points the damage exceeds the level greater than his Riding skill score.
targets SIZ, they are knocked back an additional
metre. A mounted warrior has a +20% bonus to his attacks
and parries against adjacent opponents on foot;
A character that suers from Knockback must also a character on foot defending against a mounted
succeed at an Acrobatics test or fall prone. attacker suers a 20% penalty to his Reaction skill.
These modifiers do not apply if the target on foot is
If a character is knocked back into a wall or as tall as the mounted character is while mounted.
other solid object, he must make a Dodge Skill
test or suer 1D6 damage as they slam into the A mounted warrior is prohibited from using
obstruction. weapons dependent on a 2H Weapon skill, a
Polearm or a Sta.
If the character who caused the damage did so as
part of a Charge Combat Action, the distance the A mounted character uses his mounts Movement
target is knocked back is doubled. score when moving rather than his own.

Mounted characters suering from Knockback can


add the SIZ of their mount to their own if they make
Unarmed Combat
a successful Riding Skill test. If this roll is failed, only
If an unarmed attack is parried by a crafted or
the characters own SIZ is used and any Knockback
natural weapon, then the attacker will immediately
will cause him to be knocked o his mount.
suer the rolled damage of the parrying natural
weapon, with no damage modifier, to the limb he is
Two Weapon Use using. This is in addition to the normal eect of the
parry.
A character wielding two weapons or a weapon and
a shield may use the o-hand item to either: Natural Weapons
Parry one additional attack per Combat Round (over Natural weapons such as the teeth and claws of
and above the normal Reaction allowance) monsters are counted as weapons and not unarmed
attacks. The damage they deal is listed in the
OR monsters description. They may parry other natural
weapons or unarmed attacks, but not crafted
Gain a single bonus Close Combat Attack action. This
weapon attacks.
bonus attack is at -25% Weapon or Shield Skill. The

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Grappling the opponents DEX+CON. If this skill test succeeds,
the damage is 1D6 + damage modifiers
A grapple attack is made in the same way as a
normal unarmed or natural weapon attack but must Throw: It takes a successful Unarmed Skill test to
be declared as such before any dice are rolled. throw an opponent this test suers a penalty
equal to the opponents DEX+SIZ. If this skill test
Should the attacker hit with his grapple attack, no succeeds, the opponent is thrown 2 metres and
damage is initially caused. Instead, the attacker suers 1D6 damage, The grapple ends in this case.
then opposes his Unarmed Skill to the targets
Unarmed Skill (if parrying with a weapon) or Shield
Skill (if parrying with a shield), in a roll similar to an
opposed skill test.

Grapple Fails: The grapple attempt fails and the


attack is considered to have missed.

Grapple Succeeds: The grapple attempt is successful


and the two combatants are now grappling.

Grapple Succeeds; Attacker may immediately


make Inflict Pain or Immobilise or Throw attempt
(attackers choice): The two combatants are now
grappling and the attacker may immediately follow
up on this success by attempting either a Throw or
Immobilise manoeuvre.

Martial Arts

A character with Martial Arts may use his Martial


Arts Skill rather than any other skill in the grapple
rules.

Grappling Combatants

Grappling combatants will remain locked together


until one combatant breaks free or is thrown out
of the grapple. Grappling combatants suer a
20% penalty to any tests that do not target or
directly respond to their grapple partner. Grappling
combatants may not use Reactions.

A grappling combatant is restricted to the following


special Combat actions:

Break Free: To break out of a grapple, the character


makes an opposed grapple attempt. The characters
may only use the Unarmed Skill or a Natural Weapon
skill in this case. If the character succeeds his roll
while his opponent fails then the character has
succeeded in breaking free and the combatants are
no longer grappling, though they will be adjacent.

Immobilise: While immobilised, enemies are


considered helpless. It takes a successful Unarmed
Skill test to immobilise an opponent this test
suers a penalty equal to the opponents DEX+STR.

Inflict Pain: It takes a successful Unarmed Skill test


to inflict pain this test suers a penalty equal to

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Chapter 6 Learning Battle Magic


Casting

Battle Magic
Battle MagicCasting is treated as an Advanced Skill.
The base chance for Battle Magic Casting is POW
x3. Spells are learnt separately, but the Battle Magic
Of all the approaches to magic, Battle Magic is the Casting skill determines the success for casting
most commonly available. In some settings every all Battle Magic spells. Under the default rules all
adult will know a few spells relevant to his or her player characters gain Battle Magic Casting skill at
trade. base, and 3 points of magnitude of spells during
character generation. Battle Magic Casting can be
The most frequently encountered spells, and increased by spending points out of the Advanced
making up the majority of the spell list are those skill points pool.
that relate to combat, hence the name given to this
approach to magic. Despite the name not all the Learning Battle Magic Spells
spells in this group are directly applicable to physical
combat, there are a fair few that will aid the wily Characters learn Battle Magic from other characters
charmer and golden tongued manipulator. who know the spell. It costs one Improvement point
per magnitude point to learn a Battle Magic Spell.
Battle magic draws its power from the person Improvement points are covered on pxx of Chapter
casting the spell. Because of this Battle magic is 7 The Quest and afterwards. Even if a character
also called Spirit Magic because it draws directly on knows a spell at a lower magnitude, they must pay
the power of the casters spirit. the full price in improvement points to gain the spell
at a higher magnitude.
Magic Points For example Rurik already knows Bladesharp at 2
magnitude. He wants to learn Bladesharp 4; he must
All characters start play with Magic Points equal to spend four improvement points to gain the spell at
their POW Characteristic score. A characters POW that magnitude. However it is not necessary to learn
score also acts as a maximum limit to the amount of the intermediate spell of Bladesharp 3 on the way to
Magic Points a character can store at any one time. learning Bladesharp 4.

Regaining Magic Points Of all the approaches Battle Magic is the least
powerful, but it is the easiest to obtain.
Using magic points is a draining and exhausting
activity that requires a major eort for the body to Battle magic can be learnt from a number of
regain. Magic Points regenerate once the character sources.
fully rests, either by sitting down and taking it very
easy or by going to sleep for a good nights sleep. From local folklore and tradition - families hand
For every two hour period that a character rests down spells and the local wise woman can teach
they regain Magic Points equal to a quarter of their healing spells to good members of the community.
POW total. So Rurik, with a POW of 8, takes two
hours of rest to regain two Magic Points , four hours From remote hermits and otherworldly shamans
to regain four Magic Points, six hours to regain who commune with the spirit world and learn its
six Magic Points and eight hours to regain the full secrets.
eight Magic Points. Basically if the character has a
comfortable uninterrupted sleep of eight hours they From local priests who teach Battle Magic
will regain their full magic points. associated with their gods mythological exploits.

Characters may never exceed their original Magic In each case the player character must be in good
Point total by resting. standing with the teacher before they will teach
them the spell. If the teacher is indierent to
the player character to start with they will need to
do some kind of service, which can be the focus of
a Quest.

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Casting Spells A fumble on a Spellcasting test means that the
spellcaster has been unable to control the flow of
A character must be able to move his hands to make the Battle Magic. Rather than losing a single Magic
gestures and be able to chant in order to cast a spell Point for failing to cast the spell, the spellcaster
and must be able to see his target. loses a number of Magic Points equal to its
Magnitude.
Whenever a spell is cast using Battle magic, there
will always be some kind of sight and sound created Casting Time
that is automatically detected by any creatures
within ten metres times the Magnitude of the spell. No other action may be taken while casting a spell,
though the character may slowly walk up to half
When the character is casting a spell under duress, their Movement while spell casting.
such as in the midst of combat, they must pass a
Battle Magic casting test to successfully cast the All spells take one combat round to cast.
spell. In this regard Battle magic is like any other
skill. If the character is relaxed and has all the time Casting begins at the start of the combat round and
in the world then no casting test is needed, the spell a spells eect happens on the Casters INT, instead
is automatically cast. of DEX, which is used for ranged or close combat.
Spellcasters draw possible free attacks from
If the Battle Magic casting test succeeds, a number enemies adjacent to them every Combat Round
of Magic Points are deducted from the spellcasters they spend spellcasting.

GM s advice: When to ask for a Battle Distractions, or attacks on the spellcaster as he


Magic Casting roll. casts, will either automatically ruin the spell (if
the spellcaster is blinded or disarmed, or suers a
Taking the above rule into consideration, most Wound) or requires Persistence tests to maintain
of the time the Games Master will only call for concentration on the spell.
a Battle Magic Casting test when the caster has
been put on the spot in a moment of tension, Dismissing Spells
where it is important whether the spell works
or not. This is usually during combat or, if using In a single Combat Round, a caster can dismiss any
magic such as Golden Tongue, to help with an Permanent spell(s) he has cast. Ceasing to cast a
Influence test in social situations. Concentration spell is immediate and not an action.

When the situation is much more relaxed then Magical Defence


there is no need to call for a Battle Casting test.
Therefore after combat a character that is using Any target can spend Magic Points in order to
Heal 2 to heal injured members of his party, does increase their chance of avoiding the eects of a
not need to roll for each casting. Instead they spell with the Resist trait. Every Magic Point spent
simply heal the damage and take o the magic in this way grants a +5% bonus to the targets Resist
points. test.

total equal to the Magnitude of the spell. The spell


then takes eect. Spell Traits & Descriptions
If the Battle Magic casting test fails, the spell does The traits used by spells are detailed below.
not take eect and the character loses one Magic
Point. Area (X): The spell aects all targets within a radius
specified in metres.
Critical Success
Concentration: The spells eects will remain
A critical success on a Spellcasting test means that in place so long as the character continues to
the spellcaster has been able to control the flow concentrates on it. Concentrating on a spell is
of the magic particularly eectively. The character functionally identical to casting the spell, requiring
loses one Magic Point instead of the normal cost of the spellcaster to continue to hold the runes, chant
the spell. and ignore distractions.

Duration (X): The spells eects will stay in place for


Fumble the number of minutes indicated.

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Instant: The spells eects take place instantly. The
spell itself then disappears.
Battle Magic spell listing
Magnitude (X): The strength and power of the spell.
Befuddle
Also the minimum number of Magic Points required
Duration 5, Magnitude 2, Ranged, Resist
to cast it.
(Persistence)
Permanent: The spells eects remain in place until
The aected target may not cast spells and may
they are dispelled or dismissed.
only take non-oensive actions. The target may run
if it so chooses and may dodge and parry normally in
Progressive: This indicates that the spell can be
combat, though it may not make any attacks unless
learnt and cast at greater levels of Magnitude than
it is attacked first.
the minimum.
This spell is eective against humanoids and natural
Ranged: Ranged spells may be cast upon targets up
creatures. Other creatures (such as spirits or
to a maximum distance of the characters POW x 5
magical beasts like dragons) are not aected by this
in metres.
spell.
Resist (Dodge/Persistence/Resilience): The spells
eects do not take eect automatically. The target Bestial Enhancement
may make a Dodge, Persistence or Resilience test
(as specified by the spell) in order to avoid the eect Duration 10, Magnitude 1, Progressive, Touch
of the spell entirely. Note that Resist (Dodge) spells
The targets Unarmed attacks are considered
require the target to be able to use Reactions in
natural weapons. For every point of Magnitude the
order to dodge. In the case of Area spells, the Resist
spell increases the chance to hit with the targets
(Dodge) trait requires the target to dive in order to
natural weapons by +10% and they deal one point of
mitigate the spells eect.
extra damage. This extra damage is magical and will
Touch: Touch spells require the character to actually aect creatures that can only be hurt by magic. The
touch his target for the spell to take eect. The base natural weapon damage remains non-magical.

Why do some of the spells break Bladesharp


SimpleQuests big bonus rule?
Duration 10, Magnitude 1, Progressive, Touch
Some of the Battle Magic spells listed below
give a bonus of +10% per point of Magnitude, This spell can be cast on any weapon with a blade.
which is well below +25%, the minimum modifier For every point of Magnitude, it increases the
normally handed out. This is because such spells chance to hit with the weapon by +10% and deals
start small and end up big. So, a Bladesharp one point of extra damage. This extra damage
1 spell gives a +10% bonus, but within two is magical and will aect creatures that can only
magnitudes at Bladesharp 3 it givies a +30% be hurt by magic. The weapons base damage
bonus. Its an inbuilt feature of Battle Magic remains non-magical. A weapon under the eects of
that it starts o small, the low level magic of Bladesharp cannot benefit from Fireblade.
street diviners and local wisewomen, and ends
up big as the magic of spell slinging heroes. Bludgeon

Duration 10, Magnitude 1, Progressive, Touch


spellcaster must remain in physical contact with the
This spell can be cast on any crushing or smashing
target for the entire casting.
weapon, such as a warhammer, club or mace. For
every point of Magnitude, it increases the chance to
Trigger: The spell will lie dormant until an event
hit with the weapon by +5% and deals one point of
stated in the description takes place. The spell then
extra damage. This extra damage is magical and will
takes eect and is expended.
aect creatures that can only be hurt by magic. The
weapons base damage remains non-magical.

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Clear Path Charms take one hour per point of magnitude of
spell(s) being stored to create. Reusable Charms
Duration 10, Magnitude 1, Progressive, Touch take three hours per point of magnitude to create.

This spell allows the caster to move through even Charms are mundane items in their own right and if
the most tangled, thorny brush as if he were on an the item is broken the spell is dispelled.
open road. For each additional point of Magnitude,
he may bring one person with him. Create Potion

Co-ordination Duration Permanent, Magnitude 1, Progressive

Duration 5, Magnitude 1, Progressive, Touch Potions are liquids that store one or more
battlemagic spells. The magnitude of the Create
For every point of Magnitude of this spell, the Potion spell needs to equal or exceed the highest
targets DEX score increases by +2. . This also magnitude of the spell being stored into the potion.
increases any skill that uses DEX as its base. The
characteristic can be increased above normal racial The enchanter must have the advanced skill Lore
maximum for the duration of the spell. (Potion making).

Countermagic All potions are one use. They must be drunk in one
swift gulp to work.
Instant, Magnitude 1, Progressive, Ranged
The potion automatically works and doesnt incur a
Countermagic is only ever used as a Reaction, cost in magic points to the person who is drinking
and only when another spell is cast within the potion.
Countermagics Range that the character wishes
to counter. A successful Countermagic disrupts the The potion costs the enchanter magic points. They
other spell and nullifies it. As long as Countermagics must know the spell at the magnitude enchanting
Magnitude equals or exceeds the target spells at, with the magic points of the spell being put into
Magnitude, the target spell is countered. the potion.

Cover of Night There is an associated cost of 1 Gold Ducat per


magnitude.
Duration 5, Magnitude 1, Progressive, Touch
To make the potion, the enchanter must roll
This spell grants the target a +10% bonus on all successfully against Battle Magic Casting for each
Deception tests per point of Magnitude and also spell being placed in the potion and against Lore
provides them with the benefit of being partially (Potion Making). If they fail the potion is ruined and
obscured. they lose the cost of the ingredients.

Create charms Potions take one hour per point of magnitude of


spell(s) stored to create.
Duration Permanent, Magnitude 1, Progressive
A potion must be stored in an air tight container,
Charms are physical items that store one or more or it evaporates losing one point of magnitude per
battlemagic spells. Examples of charms are a week.
necklace that holds a Befuddle 4 spell, a sword
etched with runes that holds a Bladesharp 2 spell Advanced Skill: Lore ( Potion making )
and a sheet of paper with a poem that protects This skill allows the character to brew magical and
the user against physical harm written on it which, non-magical potions, and infers a knowledge of the
when worn against the skin, provides a Protection 1 processes and preparations required to assemble
spell. the necessary ingredients.

If the caster spends one Improvement Point at time Create Magic Point Store
of creation they are reusable. Otherwise they are
one use and lose the stored spell(s) when cast. Duration Permanent, Magnitude 1, Progressive.

They use the wielders Battlemagic casting skill and This spell allows the caster to create an item which
magic points when used. has magic point storing capabilities. These allow the

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owner to have a pool of Magic Points in addition to Detect X
their own.
Concentration, Magnitude 1, Ranged
Typically crystals are used due to their physical
toughness, in game terms treat them as This covers a family of spells that all operate in a
unbreakable. This also applies to charms, such as a similar fashion, allowing the caster to locate the
sword with Bladesharp 2 stored in it, to provide a closest target of the spell within its range. This
pool of magic points to cast the spell from. eect is stopped by a thick substance such as metal,
earth or stone that is at least one metre thick.
Magic point stores take one hour per magic point It is also blocked by Countermagic, though the
stored in them to create. caster will know the target is somewhere within
range (though not its precise location) and that it
Unless one improvement point is spent when they is being protected by Countermagic. The separate
are created they are non-reusable,. Once the magic Detect spells are listed below and must be learned
points are used the item looses its ability to store separately to use them.
magic points. If the improvement point is spent the
item becomes resuseable. Once all the magic points Detect Enemy: Gives the location of the nearest
are used, the item can be refilled instantly from the creatures, of a number equal to the magnitude of
users own magic points. the spell,e who intends to harm the caster.

The caster must provide their own magic points Detect Magic: Gives the location of the nearest
to fill the item as part of the spell. The amount of magic item, magical creature or active spell.
magic points put into the item at the time of casting
becomes the maximum that can be put into the Detect Species: Each Detect Species spell will give
item. This maximum can not be increased after the the location of the nearest creature of the specified
spell is cast. species. Examples of this spell include Detect
Goblin, Detect Rhino and Detect Elf.
If the item is destroyed the magic points are
released in a magic blast, doing damage of 1 point Detect Substance: Each Detect Substance spell will
per magic point still in the item to everything in a give the location of the nearest substance of the
radius of one metre. specified type. Examples of this spell include Detect
Coal, Detect Gold and Detect Wood.
Darkwall
Dispel Magic
Area 5, Duration 5, Magnitude 2, Ranged
Instant, Magnitude 1, Progressive, Ranged
Light sources within a Darkwall area shed no light
and normal sight ceases to function. Other senses This spell will attack and eliminate other spells.
such as a bats sonar and other senses such as Night Dispel Magic will eliminate a combined Magnitude
Vision (see chapter 10 Creatures) function normally. of spells equal to its own Magnitude, starting with
the most powerful aecting the target. If it fails to
The caster may move the Darkwall one metre per eliminate any spell (because the spells Magnitude
Combat Round. If this option is chosen, the spell is too high), then its eects immediately end and
gains the Concentration trait. no more spells will be eliminated. A spell cannot be
partially eliminated, so a target under the eects
Demoralise of a spell whose Magnitude is higher than that
of Dispel Magic will not have any spells currently
Duration 5, Magnitude 2, Ranged, Resist aecting it eliminated.
(Persistence)
Disruption
This spell creates doubt and uncertainty into the
very heart and soul of the target The target of this Instant, Magnitude 1, Ranged, Resist (Resilience)
spell has all Weapon skills halved and may not cast
oensive spells. If this spell takes eect before Disruption literally pulls a targets body apart. The
combat begins, the target will try to avoid fighting target will suer 1D4 points of damage to a random
and will either run or surrender. The eects of this hit location, ignoring any armour points.
spell are automatically cancelled by the Fanaticism
spell and vice versa.

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Dullblade Firearrow

Duration 10, Magnitude 1, Progressive, Ranged Magnitude 2, Touch, Trigger

This spell can be cast on any weapon but will not Casting this spell on a missile weapon will cause it to
aect unarmed attacks or natural weaponry. For burst into flame when it is fired and strikes a target.
every point of Magnitude it reduces the damage When it hits a target, the missile will deal 1D10
dealt by the target weapon by one. points of magical fire damage instead of its normal
damage. Since Firearrow does magical damage,
Drive out Spirit it aects creatures that are immune to normal
damage. A missile under the eects of Firearrow
Instant Magnitude 1, Progressive, Resist cannot benefit from Multimissile or Speedart.
(Persistence)
Fireblade
This spell excommunicates a spirit that is either
passively or dominantly possessing a character Duration 5, Magnitude 4, Touch
(see Chapter 10 for details on possession type).
The spirit resists eviction from its host using For the duration of the spell, this weapon will deal
its Persistence, with a penalty of -10% for every 1D10 magical fire damage instead of its normal
magnitude point of the spell. If it fails it is driven damage. A weapon under the eects of Fireblade
back to the Spirit World. cannot benefit from Bladesharp. Since Fireblade
does magical damage, it damages creatures immune
Extinguish to normal damage.

Instant, Magnitude 1, Progressive, Ranged Glamour

This spell instantly puts out fires. At Magnitude 1, Duration 5, Magnitude 1, Progressive, Touch
it can extinguish a Flame, Magnitude 2 a Small Fire,
Magnitude 3 a Large Fire and Magnitude 4 will put For every point of Magnitude of this spell, the
out an Inferno. targets CHA score increases by +2. A target cannot
have its CHA increased in this way to more than
Fanaticism twice its original CHA score. Any skill that is based
upon CHA also increases by +2 per Magnitude of the
Duration 5, Magnitude 1, Ranged spell.

The target of this spell will have all close combat Golden Tongue
Weapon skills increased by +25% but may not
attempt to parry or cast spells. The target will also Duration 10, Magnitude 1, Progressive, Touch
have its Dodge skill halved. The eects of this spell
are automatically cancelled by the Demoralise spell The touched creature gains a bonus to any
and vice versa. opposed Evaluate or Influence test equal to 5 x
the Magnitude of the spell. This bonus only applies
Fate when a character is evaluating, buying or selling
goods or equipment.
Duration: Special Instant, Magnitude 1, Progressive,
Touch, Resist (Persistence) Good Fortune

This spell allows the caster to influence fate, either Concentration, Magnitude 1, Progressive, Touch
for the good or ill of the target. The caster can
increase or decrease the targets next skill test by For as long as the caster maintains concentration,
10% for each point of the spells Magnitude. Only every target gains a +25% bonus to any skill tests
the next skill test made after the spells casting is he is called upon to make. For every point of
aected, which can be up to a day after the spells Magnitude, one person can be targeted by the spell.
casting..
Heal

Instant, Magnitude 1, Progressive, Touch

For every point of Magnitude of this spell, the caster

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can repair one hit point of damage of either himself Duration of the spell refers to the amount of
or another target of the same species. Creatures time the missile may remain charged before the
of a dierent species will have half this damage spell simply expires. A missile under the eects
repaired (minimum of one hit point restored). of Multimissile cannot benefit from Firearrow or
Speedart.
A Magnitude 6 or higher Heal spell will also re-
attach a severed limb accomplished within ten When the Multimissile-enchanted missile is fired/
rounds of the loss. thrown, one additional magical missile is created
for every point of Magnitude. Each magical missiles
A Magnitude 8 or higher Heal spell will also cure any attack is rolled for separately and each does the
single poison or disease aecting the target. same damage as the original (though they will not
benefit from the characters damage modifier).
Ignite Magical missiles created through Multimissile will
not cause critical hits, though the original missile
Instant, Magnitude 1, Ranged can. Magical missiles created through Multimissile
are magical and will aect creatures that can only
Ignite will set fire to anything flammable within be hurt by magic.
range, creating a flame. Skin or flesh cannot be
ignited and if the target is attached to a living being Oath of Ordeal
(such as hair, fur or clothes) then the spell gains the
Resist (Resilience) trait. Concentration, Magnitude 2, Resist (Persistence),
Touch
Light
The target must speak the truth as he knows it while
Area 10, Duration 10, Magnitude 1, Ranged under the eect of this spell, or he will be burned
by any metal in contact with his flesh (causing
Cast on a physical object (including living material), one hit point of damage per Combat Round). This
this spell causes the object to shed light across spell may not be resisted, but it will be obvious to
the area of eect. The area is considered to be the spellcaster if his Oath of Ordeal spell has been
illuminated. Note that only the specified area is resisted.
illuminated everything outside the area of eect is
not. This spell creates raw light, not a flame. Pierce

Mindspeech Duration 5, Magnitude 1, Progressive, Touch

Duration 10, Magnitude 1, Progressive, Ranged This spell can be cast on any weapon with a blade
or point. For every point of Magnitude, it ignores
This spell can aect one target for every point one armour point when it strikes armour. Pierce can
of Magnitude. It allows telepathy between the bypass magical armour as easily as normal armour.
caster and any target, though targets will not have
telepathy with one another. The words transmitted Protection
by telepathy must be whispered and will be heard
directly in the head of the recipient, in the same Duration 10, Magnitude 1, Progressive, Ranged
language in which it was spoken.
For every point of Magnitude of this spell one
Mobility armour point is added to the armour of the target.
This stacks with any existing armour and is treated
Duration 5, Magnitude 1, Progressive, Ranged in the same way.

For every point of Magnitude of this spell, the Repair


targets Movement score will be increased by one
metre. Instant, Magnitude 1, Progressive, Touch

Multimissile Every point of Magnitude of this spell it will repair


one hit point of damage to any one non-living
Duration 1, Magnitude 1, Progressive, Touch, Trigger target. The marks of repair will remain visible, unless
an appropriate Craft test is made at the time of
If the spellcaster succeeds in casting the spell, casting.
a missile weapon is charged with the spell. The

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Second Sight Strength

Duration 5, Magnitude 3, Ranged Duration 5, Magnitude 1, Progressive, Touch

Second Sight allows the caster to gauge the POW For every point of Magnitude of this spell, the
of every creature and magic item within range. targets STR score increases by +2. A target cannot
The spell is blocked by anything that blocks normal have its STR increased in this way to more than
vision. The caster will know if each aura created twice its original STR score. Any skills that use STR
by the illuminated POW is less than his own POW, as a base also increase by +2 per magnitude for
within three points of his own POW or greater than the duration of the spell. The characteristic can be
his own POW. increased above normal racial maximum for the
duration of the spell.
Additionally, Second Sight provides a +25% bonus on
Perception tests to notice hidden magical items or Summon Spirit (Type)
hiding people or creatures . Second Sight will also
reveal invisible entities, though only a hazy image Duration 10 Magnitude 1, Progressive, Resist
will show (treat such targets as partially obscured). (Persistence)

Shimmer This spell summons a spirit of a particular type to


the casters location. For the duration of the spell
Duration 5, Magnitude 1, Progressive, Ranged the spirit is visible in the normal world. It is initially
bound into a protective magic circle and, if hostile
Shimmer causes the targets image to blur and or neutral to the caster, must make a Persistence
distort. Every point of Magnitude of this spell test at -10% per point of Magnitude of the spell.
increases the targets Dodge skill by +10%.
If the spirit fails this test then it must perform one
Slow action for the caster, otherwise it escapes the circle
and returns to the spirit world. On a critical success
Duration 5, Magnitude 1, Progressive, Ranged, not only does the spirit escape the circle but it may
Resist (Resilience) immediately attack the caster in Spirit combat.
Spirits must attempt the task to the best of their
For every point of Magnitude of this spell the ability. If asked for information they may not lie out
targets Movement score will be decreased by one right or be deliberately misleading.
metre. A targets Movement may not be reduced to
below one metre through use of this spell. If the spirit fails its Persistence test and the caster
spends one improvement point per five points of
Speedart power of the spirit, then the Spirit is permanently
bound into the service of the caster. This lasts until
Magnitude 1, Touch, Trigger the spirit is defeated in Spirit combat or the Caster
dies. Bound spirits can be bound into Charms, by
Cast on a missile weapon, this spell is triggered casting Create Charm at the same time as this spell.
when it is fired. Attempts to parry or dodge the If the caster makes the Charm permanent the Spirit
missile suer a 10% penalty per Magnitude of the does not return to the Spirit World upon the casters
spell and damage is increased by one point per death.
Magnitude. A missile under the eects of Speedart
cannot benefit from Firearrow or Multimissile. Spirits and their typical uses

Spirit Shield Disease Attack an enemy, curse an area if the spirit


is bound to it.
Duration 5 Magnitude 1, Progressive
Healing Heal a character of disease or drive away a
This spell forms a magical barrier that protects disease spirit.
the caster from magic point loss as the result of a
successful attack during Spirit Combat (see below) . Magic Lend spells and its magic points to the
Each point of magnitude reduces the damage done caster.
by an attacking spirit by one point.
Passion Spirit Attack an enemy, curse or protect
an area if bound to it.

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Local Spirit These spirits are rarely summoned, Water Breath
since it is easy enough to talk to them in their locale.
Malicious Shamans use Summon to forcibly call on Duration 5, Magnitude 1, Progressive, Touch
the local spirit then bind them.
This spell allows the target to breathe water for the
Ancestor Spirit Commonly summoned to answer duration of the eect. For every point of Magnitude,
questions about the past and provide the caster one additional person can be included in the spell
with the use of its abilities and magic via passive or an extension of the duration by one minute.
possession. Water Breath has no eect on the targets ability to
breathe air.
Thunders Voice

Duration 10, Magnitude 1, Progressive, Touch Shamans


For every point of Magnitude of this spell, the Shamanism is the belief that everything in the world
target will have +10% added to its Influence skill. The has a spirit, which can be communicated with for
targets voice may also be heard at up to the spells knowledge and power and that these spirits have
Magnitude x 100 in metres. a direct eect on the world. They exist in a Spirit
World which exists alongside, but invisible to, the
Undead Bane normal worldworld. A village might have a guardian
spirit that aects the fertility of the villagers and
Duration 10, Magnitude 1, Progressive, Area 5, Resist their livestock and the bounty of their harvests.
(Persistence) If pleased and honoured with oerings at a well
kept shrine, lots of healthy children and animals
Any undead attempting to enter the protected are born and the fields yield bumper harvests. If
area must resist the spell in order to do so. Undead displeased by inappropriate oerings, behaviour
within the zone at the time of its creation must or worst still neglect, then the local spirit can
resist it or be compelled to leave as quickly as blight crops and make sure no children or animals
possible. are born. Therefore it is important that shamans
interact with this Spirit World, communicating with
Vigour sympathetic spirits and driving o hostile spirits, on
behalf of her tribe. Disease and Pain spirits regularly
Duration 5, Magnitude 1, Progressive, Touch have to be exorcised by the shaman , while Magic,
Healing and Spell spirits have to be contacted and
For every point of Magnitude of this spell, the encouraged to use their abilities for the shamans
targets CON score increases by +2. A target cannot community. They are also responsible for caring and
have its CON increased in this way to more than communicating with the spirits of dead ancestors
twice its original CON score. All skills that use CON who, if honoured regularly, help the community
as their base also increase by +2 per magnitude for by lending their advice and magical abilities. The
the duration of the spell and the target gains +1 hit abilities and powers of these spirits are covered in
point per magnitude of the spell. The characteristic Chapter 10 Monsters.
can be increased above normal racial maximum for
the duration of the spell. Becoming a shaman
Warmth Usually a shaman is chosen by the spirit world and
hears the call. During the period of change, where
Duration 10, Magnitude 1, Progressive, Touch the character becomes attuned to the spirit world,
they might appear to have gone mad to their friends
The target suers no penalties to Fatigue tests from who are still rooted in the mundane world and can
a cold environment while this spell is functioning. not see the characters new friends in the Spirit
Warmth also protects the target from one point of World. The character is usually then taken under
cold damage (magical or mundane) for every point the wing of an existing ehaman who teaches them
of Magnitude. the skills they will need in their new vocation.

In game terms, a character spends five


improvement points and gains the Advanced skill of
Lore(Shamanism) and Spirit Combat (see below) at
their base skill ranking. Becoming a shaman is a big

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commitment and is usually not taken by characters physical combat then an entire Spirit Combat occurs
during character generation, unless the Games instantaneously in real time. Resolve the Spirit
Master allows it. Combat before continuing with the rest of the
combat round.
Lore (Shamanism) (INT +POW)
Use Spirit Combat skill vs Spirit Combat skill or
This Advanced skill provides the following abilities. Persistence if Character does not have Spirit
These abilities although magical in origin are always Combat, such as a normal person who hasnt been
on, or in the case of Disassociate can be called upon. trained in shamanism.
No Magic Points are needed.
Spirit Combat (Type of Attack) (POW x 3)
Disassociate from Body - The shaman can put his
body into a deep sleep while his spirit travels the This advanced skill allows the character to engage
spirit world. The two are connected by a slender in Spirit combat. It also allows them to bind a spirit
silver cord, and if the body is destroyed the shaman after successfully defeating them.
is eectively dead and his spirit is trapped in the
spirit world. If the shaman is reduced to 1 or 0 Magic The combatant that loses the Spirit Combat Test
Points while in the Spirit World his Spirit returns to loses D6 Magic Points minus the Magnitude of any
his body immediately. In this Dissociated form the Spirit Block they may have cast on them.
shaman can engage in Spirit Combat with an attack
equal to the Lore (Shamanism) score. The more powerful a spirit is the more damage it
does. For every ten points of POW above 20 a spirit
See into Spirit World - The Shaman can always see combatant gains an extra +1D6 to the damage they
what is happening in the Spirit world and therefore do in spirit combat.
detect spirits that are invisible to non-shamans.
If a combants Magic Points are reduced to 0 it loses
Assess harmony of the Spirit World -This ability the combat. If the opponent was using Persistance
allows the Shaman to sense if something is wrong the spirit is banished and flees into the depths of
with the immediate Spirit World to a range of POW the Spirit World. If the opponent was using a Spirit
in metres. Combat skill and knows the appropriate Summon
spell for the spirit then they may bind the spirit to
Knowledge of the Spirit World - The Shaman learns their service for one action right there and then. If
about the geography of the spirit world and its the loser is a mortal with a body, and the winner is a
inhabitants. spirit capable of possession, the loser is possessed
by the spirit.
In addition Shamans commonly learn the following
Battle magic spells; Drive out Spirit, Spirit Shield and
Summon spirit.

Spirit Combat
Not all spirits in the Spirit World will be friendly
to the player characters. Some will be guardian
spirits placed over treasure and locations to guard
them against intruders who they will attack when
they enter their area. Some will be hostile spirits
unleashed in combat by enemy shamans. Some will
be malignant entities that a shaman will encounter
in his travels in the Spirit World looking for beneficial
spirits.

In these cases Spirit Combat will occur. This isthe


clash of spiritual energies each trying to overcome
and dominate the other occurs.

Procedure

This is a simultaneous opposed test. If part of a

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Chapter 7
By the end of this phase both the players and the
Games Master know what the aims of the Quest is.
The Games Master then starts play by sumarising
the background and aims of the Quest in the form

The Quest and


of a Players Introduction.

An example players introduction.


afterwards Death comes to Ridsdale

A Quest is an epic story that involves the player A bad wind howls through the empty streets of
characters as the main characters. There is a chance Ridsdale. A foul magical wind that brings with it
of reward or failure, of encountering foul monsters, a deadly plague. With its citizens succumbing to
dangerous magics and hidden traps. Like any story it the Death Breeze, as the locals are calling it, the
has a beginning, middle and an end. It may last one Merchants League of Ridsdale oers a reward of
or more game sessions. Whatever might happen 500 irons and a villa in a prime part of the city to
it will be a memorable event in the characters anyone who can find out who is responsible for the
lives that leaves them altered, for good or for bad, wind and bring them to justice!
forever.
Games Master Advice: Let your players
The Quest is the centre of SimpleQuest play and help you.
the main purpose in the player characters life. They
may have some sort of normal life that they return Dont feel that you have to always come up with
to between Quests, but it is during their adventures the starting point for Quests. Even when you have
that they drastically change. For the players Quests a strong idea of what locations, events and non-
are where the fun happens, where their creations player characters you want to have in the Quest, it
are centre stage. is useful to hear what the players have in mind and
weave that into what you already have. This gives
the players a greater sense of involvement and
Setup: The beginning. allows you to feed in the excellent ideas that they
have into your own. It also ensures that you and
This phase of the game is where the Games Master
your players get the adventure you both want. For
and the players set up the Quest. At first, while
example a Games Master prepares a Quest which
the players are still finding their feet in the game,
relies heavily on investigation and politics, while the
this process may be led by the Games Master. He
players are really looking forward to action based
may set up a wealthy Patron who requires the
game. If the Games Master sticks to his original
player characters to perform a job on his behalf.
plan, then the players will get bored and not have
The players characters may work for a Guild or
fun. If the Games Master asks the players what they
another powerful organization, which pays them
want during set up then he can mix in some action
for completing missions for them. Another way of
and generally up the pace of the investigation so
setting up a Quest is to have some sort of major
that the players are no longer potentially twiddling
event happen in the player characters locale that
their thumbs. He might even decide that the
aects them all, such as an out break of a magical
players ideas are so cool that he puts aside his
plague or a full scale invasion. It is then up to the
original investigation idea for another day when the
players as to how their characters react, but the
players are in a more reflective mood.
central premise to the Quest has been set up and is
already loaded with gaming possibilities.
Use the players ideas to provide you with a
springboard to think up locations and encounters.
Once the players are more familiar with the game
That being said, remember to keep a few surprises
and confident of their characters abilities they
up your sleeve. Part of the fun of the game is
may define the reason for their participation in
unpredictability and twists.
the Quest. Perhaps there is a villain from an earlier
Quest that they want to hunt down and settle
unfinished business with. Or maybe theres a far
away part of their land they want to head o and
Game play: The middle
explore. In this case the players work with the This phase of the game should be the main part of
Games Master to define what the aims of the Quest the Quest. The middle is where all the dice rolling
are. and action happens and most of the story is told.

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Since each story is dierent, with its own characters, in Ridsdale. They decide that they are going to
hazards and settings, and the unique actions of the find out who is responsible for the plague. Each
players, the middle of the adventure is very dierent character has a dierent motive for doing so. Rurik
for each Quest. There are however a few common and Mancala are motivated by the prospect of the
features to all Quests. reward. Lura wants to find out what the magical
power is behind the plague. Abnon wants to bring
Preparation. justice to the fiend that has caused so many deaths
in the city.
Before the Quest starts in earnest the players will
probably want to have their characters prepare for During Preparation, the players decide to split up.
the Quest. Preparation is usually of three kinds.
Rurik goes to the market to find a new shield. This
Equipping. The players make sure that their is a common item, so the Games Master asks Ruriks
characters are equipped for the adventure. If they player to deduct the price and note the new shield
are heading o into the wilderness, for example, on Ruriks character sheet. Rather than describe
they will want to make sure that they have enough Ruriks shopping trip to the Market in detail, just
food, water, appropriate clothing, horses and note that Rurik has a new shield and move on.
camping equipment for the long hard journey
ahead. This usually entails a trip to the local market Lura goes to the local Temple of Knowledge, to
to make deals with the traders and merchants for consult its library to see if there has ever been
the equipment they need. If the characters are a similar incident in the history of Ridsdale. The
trying to find an especially obscure item a successful Games Master could make Luras player make a
Streetwise test is required. skill test, but in this case it is quicker to give her
the information. Lura finds out that apart from an
Research. This type of preparation is where the outbreak of the shakes twenty years ago, which
characters try to find out as much information was started by the vengeful Goblin King, poisoning
about the perils they will face on the quest. This the cities water supply, there has never been a city
may lead them into the local Temples to consult the wide epidemic in Ridsdales history.
ancient scrolls stored there. Alternatively this may
involve talking to people who have been to where Mancala goes to his favorite Tavern, to see if the
the characters are planning to go. local thieves know any thing about the Plague.
Apart from moans about business being slow
Magical rituals. This is especially relevant to because of the Plague, he learns very little.
characters that have either Divine or Sorcery spells
(see Chapter8 & 9 respectively). Before setting Abnon makes a trip to his Temple to ask for
o on the Quest the player characters cast long guidance from his God. Since what the God reveals
duration spells and rituals. This ensures that the about the upcoming Quest is significant and
magic is already in eect by the time that the group relevant to the story, the Games Master takes more
embarks on the quest and will last throughout it. time in describing the Divination and its results.
Also those characters that are in good standing with
Preparation is in the Game Play phase because
their gods, usually make a trip to their local Temple
although it is a brief introduction to the Quest
to ask the priests to cast Divination on their behalf,
proper, it involves the players taking an active
to find out what their God knows about the Quest.
role in it. Also it can lead into the Quest itself. If
roleplaying during the preparation phase leads into
Games Masters Advice: Dont get stuck in the story proper, just run with it and see where it
the preparation! takes you.

Although Preparation is in the Game Play phase,


rather than Setup, it still isnt really where the What happens on the Quest itself?
players want to be, which is in the midst of the
Hazards and dangers are part and parcel of
Quest itself. So, unless the situation and story
Questing. Without risk the rewards of adventure are
warrants it, quickly move through the preparation
not worth having. The game would be stale, boring
phase. Especially if the player characters decide to
and not fun.
split up and do dierent things.
Some of the things that the player characters may
Death comes to Ridsdale (continued) meet on their adventure are: fearsome and violent
monsters, fiendish traps and mysterious magic of
Rurik, Lura, Mancala and Abnon met up in a Tavern

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ancient civilizations. doors, attacking the monsters that lived within
and counting up their treasure once they had slain
The backdrop to the Quest may bring its own them. They then repeated this procedure until they
challenges. Ruined buildings may be littered with meet some big end of level boss monster, defeated
unstable masonry as well as the traps laid by the it and returned home laden with treasure. In an
creatures who have made it their lairs. Once away eort to spice things up traps would be randomly
from the comforts of the city, the wilderness on placed round the dungeon. Concealed pit traps in
the edge of civilization has many dangers. Scarcity the middle of corridors and doors trapped with
of food and water, adverse weather conditions and guillotine blades that could kill an unlucky player
the danger of getting lost in dicult terrain are all character with little warning. Mainly these traps
things the player characters will have to deal with. served only to slow down the players rampage
through the dungeon. This style of play is commonly
Through investigation the player characters will find known as Kill things and take their stu and while
out more about what is going on in their immediate it can be exhilarating for a while, quickly becomes
surroundings and some of the deeper mysteries boring.
of the Quest. This will bring them into contact
with non-player characters, who they will need So enterprising Games Masters started to work
to influence to prise out information. There will out some form of ecology to their dungeons. The
also be clues in the locations they find themselves inhabitants had some reason for being there and
in. Much of this will be role played out, with both had relationships with one another. The Boss Level
the players and Games Master being in character. monster, became the ruler of the Dungeon, which
Occasionally, if it feels right and raises the tension the rest of the monsters followed out of respect,
of the game, the Games Master may call for skill or more likely fear. Traps were placed rationally,
tests using Influence, if questioning non-player usually in the territory of intelligent monsters, to
characters, or Perception, if searching for hidden keep out intruders or at least slow their advance
clues. Like all skill tests the Games Master should until an organized defense could be formed.
be wary about making the players roll dice every Everything placed in the dungeon had a reason for
time in an investigation. Some clues are readily being their, which no mater how fantastic helped
apparent if the players ask or look in the right place suspend the disbelief of the players immersing
in the right way, especially if they combine this with themselves in the fantasy world that the Games
good roleplaying. In these cases the Games Master Master was describing.
should simply give the players the information.
Part of a good mystery anyway is down to how As the player characters moved out into the
the players interpret the clues and how they act wilderness around the Dungeons and the Cities
based upon what they know. They might jump to which they called home, this design principal was
conclusions based upon only knowing part of the continued, creating large fantasy worlds that have
picture. places and people in them loaded with potential
stories just waiting to happen.
Most creatures and monsters the player characters
meet upon their Quests will have their own motives. SimpleQuest ,with the centrality of Quests as a
Sometimes these will run counter to the player vehicle for interactive storytelling, emphasises this
characters and lead to conflict and in some extreme approach to creating settings. If something is in the
cases Combat. Sometimes, if the player characters game world, make a quick note on why its there.
stop to talk and work out what the creature is This rationale can be the spring board to action and
doing, they will find that instead of being only adventure when the players encounter it. This will
sword fodder they have aims and objectives similar prevent things encountered in a Quest becoming
to their own. Some creatures of course will be meaningless and lacking context., which could lead
neutral, perhaps merely only interested in defending to the players overlooking or failing to interact with
their own territory and easily avoidable if the player it.
characters stay away from their lair.
Death comes to Ridsdale (cont) The
Games Masters Advice: Dungeon Ecology Quest
In the early days of Fantasy roleplaying most The player characters investigate the deadly plague.
adventures took place in underground complexes They follow up a lead that Abnons Divination
filled with monsters, treasure and traps called provided a vision of an old disused graveyard
Dungeons. Players would move their characters and find that a group of necromancers have taken
through the dungeon corridors, kicking in locked up residence in an old crypt. After avoiding the

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traps at the entrance of the crypt, meant to deter receive two Hero Points. This can be modified if
intruders, the group confronts the evil sorcerers the character performed particularly poorly or
and their undead servants in the crypt. Abnon and heroically, giving a range of between zero and four
Rurik particularly distinguish themselves during Hero Points awarded.
the fight. The group initially thinks its all over at
this point, but sharp eyed Mancala notices that the Death comes to Ridsdale Concluded.
sarcophagus of the crypt is freshly disturbed and
they realize that the master of the necromancers The group follows their noses and the trail of
is newly risen and abroad in the city. Many of the grave soil through the city and finds the master
graves are empty and tracks show that that a small necromancer, an undead creature known as a Lich,
army of shuing corpses has left the old necropolis, and his zombie hordes besieging the city council
led by the master necromancer. house.

In this case the players and Games Master decide


Resolution: The end. that a final battle royal between the group and
the Lich and his undead armies, with the winner
Every story has an end. If its a good story it will deciding the fate of the city, is the way that they
have an exciting climax which leaves the reader want to go. The resolution of the Quest is not fixed
satisfied at the end of it. however. The players might instead have felt that
escaping the city and leaving it to its doom was a
Both the players and the Games Master should be satisfactory conclusion.
aware that this is the aim of playing SimpleQuest
and should gently steer the action towards such a At the end of Death comes to Ridsdale the Games
satisfying conclusion. Master determines the Improvement points for
each character:
After the adventure has ended the Games Master
should hand out any improvements that the players For each session that the character played in 1 point
have earned for their characters.
Every player gets 1 point because the Quest took
Improvement Points one session to play.

These are a measure of how the character For being the person who pushes forward the plot
grows with experience. The more experiences at a crucial point in the story 1 point.
that the character has during a Quest the more
improvement points they will earn by the end of the Abnon gains an extra point since it was his
session. Improvement points are spent by players Divination that really gave the players their first
to increase and add new skills and spells (see concreate lead.
Improving Characters below).
Abnon and Rurik distinguishes themselves during
For each session that the character played in 1 point the fight at the graveyard

For being the person who pushes forward the plot It is Mancala who finds the clues at the graveyard
at a crucial point in the story 1 point. which lead them to the Lich.

For being the Player who helped everyone have All the characters where involved in this heroic fight.
the most fun 2 points. This is determined by a vote
amongst the players and Games Master. Which means Abnon gets 3 additional improvement
points, Rurik gets 2, as does Mancala and Lura only
If using the optional Motivations rule (see Chapter 1 gets one for the final fight against the Lich.
Characters).
For being the Player who helped everyone have the
For bringing a Motivation into play 1 point most fun 2 points.

For resolving a long term goal 5points. Everyone votes that Mancalas player Sarju helped
everyone have fun and get involved in the game, so
he earns an additional point for Mancala.
Hero Points
So the final Improvement point totals are;
In an average story, each character should also

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Abnon 4 Example prizes from classical epics

Lura 2 In the story of Jason and the Argonauts, the crew


of the Argos led by the hero Jason are engaged in a
Mancala 4 search for the fabulous Golden Fleece.

Rurik 3 In the Odyssey the prize is Odysseus reaching


home after a long and hazardous journey from the
Then the Gamesmaster works out the number of war at Troy, with Poseidon trying to stop him at
Hero Points for each character. every opportunity.

Everyone gets 1 point for playing through the Quest, Themes are less obvious at first. They are the sutble
while Abnon gets an extra point for going one to ideas that set the tone of the Quest and perhaps if
one with the Lich in the final battle which concludes the players and
the Quest.
In both of the examples above there is a common
Opportunities for further Quests. theme. It is the dual theme of the relationship
between god and hero. On the one hand the
If you are playing in a series of linked Quests (known gods can both love and help the hero to succeed.
as a Saga see below), then not all the plot threads However the heroes also have gods who they have
need be closed in the Resolution. Enemies might oended who intervene during the Saga to make
escape to fight another day, side line mysteries and the heroes lives more dicult.
dilemmas may remain unsolved, and a successful
Resolution may still pose as many questions as it Reoccurring Characters include the player
answers. All this give the players and Games Master characters themselves, their close and powerful
more ideas for future quests. allies and nemeses. One of the big attractions
of running a Saga is watching how the player
characters develop as they go from Quest to Quest.
Death comes to Ridsdale A mystery
Indeed, in some Sagas this will be the main reason
unresolved. why the players are playing. Even if the Games
Master has elaborate Themes and Prizes in mind, he
It occurs to Abnon after the celebrations of the
must make sure that he provides opportunities in
plagues dispersal, that they are still none the wiser
the Saga for the players to develop their characters
about why the necromancers took up residence in
in the direction they want. Of course it doesnt
the old Necropolis. How did they remain undetected
mean that the Games Master should hand player
for so long? Also he doubts that they could have
desired improvements on a plate. Risk and danger
resurrected the Lich on their own. This makes him
should still pave the way to rewards, but the
suspect that some greater evil power may still be at
direction in which the player wants to develop their
large in the city.
character does give the Games Master a pool of
ideas for Quests.
Sagas During a Saga the players will develop and meet
In heroic literature, such as the Icelandic Sagas, the powerful allies. Initially these will be the patrons
epic poems of Homer, The Iliad and The Odyssey, who give them their early Quests. Later on these
and the Epic of Gilgamesh, they tell of the exploits allies will become the great and the good that
of a hero or band of heroes over a number of stories become impressed with our heroes noteworthy
which build up to a suitable climax. deeds. They will decide that their cause is aligned
with the player characters and continue to help
In SimpleQuest a series of interconnected Quests them as a result. Of course such characters may not
are known as a Saga. What interconnects the necessarily be good at heart and their allegiances
Quests are the Prize, Themes and Reoccurring to the player characters may change with the
characters. wind. Allies could become enemies if they suer
slights, real or imagined, at the hands of the player
The Prize is the overall goal of the Saga. It is only characters.
obtainable by many grueling adventures and each
Quest should see the player characters one little bit Nemeses are enemies who, Quest after Quest,
further to obtaining it. oppose the eorts of the player characters.
They may be the institutions that the players are
ideologically opposed to or an evil villain whose

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grand master plan to dominate the world is being points.
incrementally unraveled by the players Quest
by Quest. They can be monsters, the Lich from The maximum a human character can increase
Death comes to Ridsdale is a good example. They a Characteristic to is 21. For non-humans,
could also quite easily be a character or group of the maximum for a Characteristic is equal to
characters that are much like the player characters. the maximum possible starting score for the
Characteristic plus three.
Unlike an individual Quests Resolution, the finality
of the Sagas climax must be absolute, with all plot Improving outside of Quests:
threads resolved. When a Saga finally climaxes, it is
at the end of several sessions of play. Although the Practice & Research
player characters may live on and adventure with
one another afterwards, this is the last time that The Player characters may often experience long
they will all be Questing together in this particular stretches of downtime between Quests. This is
story. The players expect and deserve an even quite normal. Group members may need to heal
bigger pay o than at the end of a standalone from wounds suered during the last Quest, the
Quest. players may engage in some activity that takes time,
or life may simply return to normal until the next
danger to face the player characters appears.
Improving characters
During such downtime the players may improve
their characters as per the guidelines below. The
Learn a new advanced skill. players might actually request downtime between
For the cost of two improvement points a character Quests to learn new skills and it is upto the Games
may learn a new advanced skill. The character must Master to determine if this is appropriate.
first have a trainer who can teach them the skill.
For each three month period of practice or research
The most readily available sources of training for
a character may gain +5% points for one skill or learn
these sorts of professional skills are the Guilds.
a new skill, Advanced or Basic, at its base score if
For example the Blacksmiths guild teaches the
they know an appropriate teacher..
advanced skill of Craft (Blacksmith).

Once learnt the skill starts o at its base skill and Practice
can be improved normally (see below).
All skills may be learnt through practice, except for
Sorcery Manipulation and Spell casting skills fall Lore skills. Note that in the case of Advanced skills,
under the area of advanced skills for the purposes the skill must be initially learnt before it can be
of learning, but also have additional requirements practiced.
that must be met before they can be learnt. See the
Chapter 9 Sorcery for more information. Research
The following skills can be increased through
Improving Skills research: Craft, Engineering, Evaluate, First Aid,
Healing, Language, Lore and Mechanisms. Note
A player can choose to spend one improvement
that in the case of Advanced skills, the skill must be
point to increase one known skill.
initially learnt before it can be researched.
Select the skill to be increased and the skill increases
by +5% points.

There is no limit to the score a skill can reach.

Improving Characteristics
By Experience
A player can choose to spend three improvement
points to increase one Characteristic by one point.

SIZ may never be increased using improvement

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Summary of Improvements slowest member. As outlined in Chapter 2 Character
Generation , standard movement for human
characters is 4m.
Cost Improvement
1 improvement Any existing basic or Terrain & Weather
point advanced skill +5% skill
Movement rates can be hindered by terrain and
2 improvement Learn a new Advanced skill
other adverse conditions such as wind, rain and hail.
points (includes Sorcery Spells).
These conditions are divided into three categories,
3 improvement Any Characteristic except Slight, Moderate and Great Adversity.
points. SIZ
Slight Adversity: Reduce the characters distance
1 improvement Learn a Battle Magic spell moved by 25%.
point per (see Chapter 6 Battle
Magnitude Magic) Moderate Adversity: Reduce the characters
2 improvement distance moved by 50%.
points per
Magnitude Learn a Divine Magic spell Great Adversity: Reduce the characters distance
moved by 75%.
+5% to an existing Basic
Three months or Advanced skill OR new Chases & Pursuits
of Practice or Advanced or Basic skill at
Research base.. If a character succeeds at an Athletics test, they may
treat their Movement as one higher than normal for
a single Combat Round or minute.
Questing spot rules
Sprinting is very tiring when chasing and counts as
This selection of rules is designed to deal with heavy activity.
individual situations that may crop up throughout
the game. Two of these rules are optional: If mounts are being used by characters in a pursuit,
encumberance and fatigue. These two rules govern then the Athletics skill of the mount should be used
ongoing situations that crop up continually in a rather than that of the character.
Quest, but which the Games Master and players
may not want to be a feature of their games. Use
them if you wish.

Movement
The Movement table shows how far characters
with a variety of Movement scores can travel over
various periods of time. Groups of characters
travelling together will move at the speed of the

Time Movement Movement Movement Movement Movement Movement


Period 1m 2m 3m 4m 5m 6m
Combat 1m (2m if 2m (4m if 3m (6m if 4m (8m if 5m (10m if 6m (12m if
Round running) running) running) running) running) running)
12 (24m if 24m (48m if 36m (62m if 48m (96m if 60m (120m 72m (144m if
Minute running) running) running) running) if running) running)
Hour 0.7km 1.4km 2.2km 2.9km 3.6km 4.3km
Day (12
hours) 8.4km 16.8km 26.4km 34.8km 43.2km 51.6km

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Illumination & Darkness Dark Sight

The following table gives the eects of various Allows the character to treat pitch black conditions
types of illumination and darkness o the characters. as dark. Normally possessed by subterranean or
darkness aligned creatures.
Environment is Example Eects
Night Sight
Blazing
summer This ability allows the character to treat partial
day, shrine darkness as illuminated and darkness as only partial
holding darkness. This is normally possessed by nocturnal
Brightly a rune of creatures.
Illuminated Light.
Heavily Illuminating Items
candlelit
room, Example Radius
overcast
Candle or embers 1m
day, within
radius of Flaming brand or
illuminating lantern 3m
Illuminated item. None.
Campfire 5m
Cavern
mouth, misty Bonfire 10m
day, within 10m, but unlike natural light
3 x radius of 25% to sources, the Light spell only
illuminating vision-based illuminates a 10m radius and
item (see Perception does not provide partial
Partial Darkness below). tests. darkness or darkness to
Large cavern Light spell areas beyond this radius.
illuminated
only by -50% to Fatigue (Optional)
embers, vision-based
foggy day, Perception Combat, sprinting, climbing, swimming against a
within 5 x tests. strong current, are all examples of when a character
radius of Movement can become fatigued and tired.
illuminating penalised by
Dark item. 1m. If the Games Master thinks that a character has
been engaged in an activity that may have drained
Perception
him of physical energy, then they may call for a
tests reliant
Resilience roll. If the character fails the roll they
on vision
suer the eects of Fatigue (see below).
become
near
For example: Rurick has just been in a long, ten
impossible,
round, combat against a group of bandits. Although
as are
he has emerged victorious, the Games Master rules
ranged
that Ruriks player must successfully roll against
attacks.
Ruriks Resilience of 30% or become Fatigued.
Close
combat
This roll is usually made after the activity has been
Sealed room attacks
completed, unless the activity is long and drawn out
with stone are at -75%.
and there is a real danger that Fatigue will stop the
walls, cavern Movement
task being completed successfully. For example, on
Pitch Black many miles halved.
a long hard march the characters are pressing on
ahead so that they can reach a fort before an enemy
army arrives there. In this case there is a real danger
that the player characters will arrive not only too

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late but tired and worn down.
Healing
The eects of fatigue. Healing can be performed in one of three ways
using the First Aid skill, a magical spell, or through
If a character fails the Resillience test then they natural healing, resting while the injuries heal
become fatigued. All skill tests are at -25%. Also themselves.
movement drops by 1m. The character also becomes
sluggish, DEX and INT are each reduced by three
Natural Healing
points for the purposes of determining order in
Combat.
A characters Minor injuries regain CON/4 (round
down) hit point per 24 hours, as long as the
If the fatigued character insists on engaging in
character does not engage in anything more than
heavy activity, such as combat, heavy labour or
light activity.
running, then another Resilience roll is made at
-25%. If the character fails this second skill test they
Natural healing will not heal a Major Wound until it
become heavily fatigued and all the above penalties
has either been treated with a successful Healing
become doubled.
test or magical healing has been applied. Once they
have Major Wounds heal at regain one hit point per
If a character fumbles any of their Resilience rolls,
day, as long as the character does not engage in
then they immediately fall unconscious for 3D6
anything more than light activity, and the character
minutes and upon waking are still fatigued.
succeeds at a Resilience test.
Recovering from fatigue. Magical Healing
A character who completely rests for 20-CON hours
However magical healing is achieved, whether from
will remove the eects of any Fatigue.
a spell, prayer or potion, it has an instantaneous
eect.
A Vigour spell (see Battle Magic) will also remove
the eects of Fatigue.
In addition to the restoration of hit points, any
character suering a Major Wound that receives
Exposure, Starvation and Thirst even a single hit point restoration through magical
healing will immediately stop bleeding and is healed
A character can normally survive for a number suciently to benefit from natural healing.
of hours equal to his CON before suering from
exposure. If a character has been knocked unconscious due to
a Major Wound, the restoration of a single hit point
A character can survive for a number of days equal to the wound that caused the unconsciousness will
to his CON before becoming starved, though after revive the character.
three days they will begin to suer a 10% penalty to
Fatigue tests. Unless specifically stated, magical healing cannot
re-attach severed limbs or revive the dead.
A character can survive for a number of hours equal
to his CON x 2 before becoming chronically thirsty,
though particularly arid environments may reduce
Encumbrance [Optional]
this to CON x 1 or even CON x 1/2
Every piece of equipment in the Equipment chapter
has an Encumbrance (ENC) score, apart from those
Whenever a character is suering from exposure,
items that are too small or light. Characters can
starvation or thirst, the Fatigue test penalty
usually ignore the eects on Encumbrance that
immediately doubles to 20%. In addition, the
these light items have until they start to carry a lot
character will automatically suer one D6 of
of them assume that an average of 20 such items
damage every day, for every condition he is
will equal 1 ENC, on the basis that the character has
experiencing. Natural or magical healing will not
a suitable means of carrying them, such as a sack or
heal this damage only sucient shelter, food or
backpack.
water can remedy the problem and allow natural or
magical healing to take place.
A character can carry equipment whose total ENC is
less than or equal to his STR+SIZ without penalty.

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Overloading Suocating Substance

A character carrying total ENC greater than his Substance Inhaled Damage Taken
STR+SIZ is Overloaded.
Water 2D6
Overloaded characters suer a 25% penalty to
Vacuum 2D6
all tests that require physical actions, including
Weapon skill tests and most tests that have DEX or Thick Smoke 1D6
STR as a Characteristic.
Character is exposed to
Overloaded characters have their Movement the poison. If the gas is
halved. They also suer a 25% penalty to all Fatigue also a thick smoke, then
tests. 1D6 damage is incurred in
addition to the poisons
A character cannot carry more than twice his Poison Gas eect.
STR+SIZ in ENC.
Armour points do not reduce suocation damage.
The damage will only cease once the character
Falling can draw breathable air once more. Even then, the
character will require a Resilience test to be able to
A character that takes damage from a fall ends up do anything other than wretch or gasp for breath
prone. Armour points do not reduce falling damage. for 1D4 Combat Rounds.

A character takes 1D6 damage per 1m fallen after


the first metre.
Fire, and Heat
The amount of damage suered from fire or heat
As long as the character was not surprised, they
will depend on its intensity, as shown on the Fire
may attempt an Athletics test to mitigate falling
and Heat table. Metal armour, such as Plate or Chain
damage. A successful test allows the character to
mail, does not subtract from the rolled damage.
treat the fall as if it were two metres shorter than
it actually is. In addition, as long as this test is a
success and the character is not reduced to 0 hit Fire and Heat
points due to the fall, the character lands safely and
is not prone. If the roll is a critical then miraculously Damage per
no damage is taken. If the roll is a fumble then the Damage Source Example Combat round
maximum possible damage is taken. Flame Candle 1 point

Characters falling onto soft surfaces may have the Large Flame Flaming brand D4 points
distance they fall eectively halved for the purposes Camp fire,
of damage. Small Fire cooking fire D6 points

Scolding
steam, large
Suocation bonfires,
Large Fire burning rooms 2D6 points
While underwater or moving through a poison gas
cloud a character can hold his breath for a number
of Combat Rounds equal to his CON. . Lava, inside a
Inferno blast furnace 3D6 points
Once a character has surpassed the time for which
he can hold his breath, he must make a Resilience Poison
test every round with a cumulative 10% penalty.
If he fails, he automatically starts inhaling the Plants and creatures have developed poisons as a
suocating substance. method of protecting themselves against predators.
They are also used by assasins and wrong doers of
all kinds to murder victims.

Every type of poison has the following information


detailed:

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Name: The poisons name. Also, if the poison is Gorgon Serpent Venom
magical in nature, it will be mentioned here.
Type: Ingested or smeared
Type: Lists whether the poison is ingested, used on
a weapon, or inhaled. Delay: 1D3 Combat Rounds

Delay: The time between the poisons introduction Potency: 34


to a character, to the time its eect takes hold.
Full Eect: 1D3 hit point damage applies 3 penalty
Potency: This is a number between 10 and 100 that to victims CON
measures the strength of a poison. Some magical
poisons, like basilisk venom, have even higher Duration: 6D10 minutes
Potencies. A character must make an opposed
Resilience test versus the poisons Potency test Disease
in order to avoid or mitigate the damage of the
poison. Disease is a source of threat in fantasy worlds,
either from fantastic diseases that ravage the land
Eect: Usually hit point damage, though this is not from time to time or thouse caused by Disease
universal. Some poisons cause a character to sleep Spirits.
for a period of time. More exotic poisons may cause
hallucinogenic eects, paralysis or a combination Every type of disease has the following information
of eects. These take place after the delay noted detailed:
above.
Name: The diseases name. Also, if the disease is
Duration: How long the poison, if eective, will magical in nature, it will be mentioned here.
aect the victim. The eects of the poison cannot
be removed or healed until the poison itself has Type: Lists whether the disease is spread through
been neutralised or has dissipated in the victims contamination, touch or is airborne.
system. Hit point damage caused by poison will
not automatically heal it must be healed through Delay: The time between the diseases introduction
magical or natural healing. to a character, to the time its eect takes hold. It
is also the time following disease contraction that
Poison Succeeds, Character Fails a victim will be forced to make follow-up opposed
disease tests.
If the poison succeeds its Potency test and the
character fails his Resilience test, the poison has its Potency: This is a number between 10 and 100 that
full eect. measures the strength of a disease. Some magical
diseases, like the shining plague, have even higher
Character Succeeds, Poison Fails Potencies. A character must make an opposed
Resilience test versus the diseases Potency test
If the character succeeds his Resilience test and in order to avoid or mitigate the damage of the
the poison fails its Potency test, the poison has no disease.
eect.
Eect: Usually hit point damage, though this is
Both Poison and Character Succeed not universal. Many diseases will apply a penalty
to Characteristics or skills. More exotic diseases
Whoever rolled the highest in their test wins. may cause hallucinogenic eects, paralysis or a
combination of eects. These take place after the
Both Poison and Character Fail delay noted above.
Whoever rolled the lowest in their test wins. The eects of the disease cannot be removed or
healed until the disease itself has been neutralised
Here is an example poison, that of the fearsome
or has dissipated in the victims system. Hit point
snake haired Gorgon
damage caused by disease will not automatically
heal it must be healed through magical or natural
healing.

Disease Succeeds, Character Fails

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If the disease succeeds its Potency test and the Eect: This disease only occurs in areas where large
character fails his Resilience test, the disease has its discharges of magic, such as when two powerful
full eect. Magi have been figting with each other, hgave
caused the strands of reality to temporily bend and
Character Succeeds, Disease Fails warp. The eected starts melting, losing two points
of CON, STR and DEX per day.
If the character succeeds his Resilience test and
the disease fails its Potency test, the disease has no
eect.
Inanimate Objects
All inanimate objects have armour points and hit
Both Disease and Character Succeed
points. Except in the most unusual of circumstances,
attacks on inanimate objects will automatically hit
Whoever rolled the highest in their test wins.
characters simply need to work out how much
damage they deal.
Both Disease and Character Fail
The objects armour points will be deducted from
Whoever rolled the lowest in their test wins.
any damage dealt as normal, with the remainder
Unlike a poison, diseases will progress if a character being applied to its hit points. Once an objects hit
does not resist its eects. Once the first opposed points have been reduced to zero, it is smashed and
test is failed by the victim, they will have to make an useless.
additional opposed test (after an amount of time
To break down a door, or burst ones bonds, a
determined by the diseases delay statistic).
character must succeed at a brute force Athletics
If the victim succeeds this second opposed test, he test. This automatically reduces the objects hit
has overcome the worst of the disease and will no points to 0.
longer suer its eects (other than remaining hit
Inanimate objects likely to block or restrain
point damage) after while (use the diseases delay
characters, such as doors or ropes, have a modifier
statistic to determine how long this takes).
to this test (see Brute Force Modifier below)
If the victim fails this second opposed test, he falls
deeper into the disease. Apply all of the diseases Inanimate Objects
eects again to the character. Once the delay period
has elapsed once more, the victim will have to make Brute
a third opposed disease test, and so on. Armour Hit Force
Object Points Points Modifier
Here are two examples of Diseases, one a normal Boulder 4 40
mundane disease and one that is magical.
Castle gate 4 120 50%

Example Diseases Castle wall (2m section) 5 250 50%

Chain 4 8 -25%
Name: The Shakes.
Hut wall (2m section) 2 15 +0%
Type: Touch.
Iron door 4 75 -25%
Delay: 1-2 days.
Rope 1 3 +0%
Potency: 50.
Wooden chair 2 6 +0%

Eect: This flu like disease renders its victims in a Wooden door (normal) 2 25 +0%
cold constantly shaking state, during which DEX
Wooden door (reinforced) 3 30 25%
is halved. Also for each day that the victim suers
from the Shakes they take 1D6 hit points of damage. Wooden fence (2m
section) 2 5 +0%
Name: Melting Disease (Magic)
Type: Contamination. Inanimate Objects & Weapons
Delay: Immediate Using a weapon on an inanimate object with armour
points equal to or greater than that of the weapon
Potency: 150 deals damage on both the object and the weapon.

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Chapter 8
influence. For example a war god is likely to teach
Bladesharp (Battle Magic ) and Battle Rage ( A
Divine Magic specific to the war god) rather than
Healing spells.

Divine Magic Special Benefits any bonuses to skill use or other


special abilities or advantages that a worshipper
gains by being a member of the cult.
This type of magic is gained through the worship of
a god or goddess. Divine Magic spells come directly See the Universal Earth Mother below for an
from the deity and given to the character to use on example of a cult write up. More cults are written
their behalf. up in Chapter 11 Gatan.
The first step in learning Divine Magic is to join a cult
Example Pantheon: The Earth Design
that worships the deity whose magic the character
wants to learn. This is a religion from Gatan and the neighbouring
Darklands, which will be used in the following
Cults examples to show the dierent sizes of cult and
the deities that they follow. It is an Earth Religion
Put simply cults are the religions of the fantasy that is practised to some degree by peasants across
world. They range in size from a hand full of Gatan and is the main religion in the Darklands. It
worshippers meeting in secret to honour a dead promotes balance and harmony with nature, and
hero of the revolution to the millions of devotees worshippers find direct guidance on how to achieve
of a world spanning sun god. They teach their this by performing Divination rituals by making
members Battle Magic associated with the god sacrifices, which are usually food or animals. In
and provide temples where worshippers can learn Gatan it is being persecuted by the followers of
Divine Magic directly from their deity. They have the Imperial Cult (see Chapter 11) which maintains
rules and expectations of their worshippers and its Celestial Emperors hold sway over the primitive
anyone found wanting is expelled from the comfort mud dwelling deities.
and support of the cult.
Types and sizes of Cult
Each cult is described using the following Cult
format. Great Deity/Major world religion
Name of God or Religion. These cults worship a great deity that is known
under one name or another throughout the world.
Short description- This short description briefly This is due to the shear power of the god or its
covers the cults mythology and its current place in usefulness in the daily lives of its worshippers.
the world. Often a great deity will be the head of a family of
gods known as a pantheon, which are worshipped
Worshippers The type of people who typically along side the great deity. The cult has numerous
make up the cult members. major temples often spread across dierent
continents. As well as common divine magic the
Type of cult This is the type and size of cult (see
cult will also have special and unique divine magic.
below).
Despite schisms and dierences in worship between
the major centres of the religion, a member of this
Cult skills These are skills favoured by the cults
type of cult is guaranteed a place to worship his
patron deity and taught to its worshippers by its
god and a common bond with fellow worshippers
priests.
wherever he goes. The cult will teach all common
divine magic, plus several specialist spells which
Worshipper Duties This is what the god and cult
reflect the diering faces, or aspects, of the deity.
expect of it members. Break these rules and expect
expulsion. On the other hand follow these rules
Example
and promote them to others and the character will
advance in the cults hierarchy.
The Universal Earth Mother Cult
Cult Spells usually made up of Battle Magic and
The all embracing and loving Earth Mother is known
Divine Magic that the god teaches. Both types are
throughout the world. Some people believe that she
available when appropriate to the gods sphere of

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is the world itself. She is the source of all natures source of fresh water for the cities that have sprung
bounty, which clothes and feeds mankind, but also up along its course. Outside Gatan Old Man Gustan
has a savage side that expresses itself in hurricanes, has no power or influence.
tidal waves and other natural disasters.
Minor Deity
Worshippers The cult is made up of people and
creatures who live o the land. In civilised areas This type of deity is highly localised and specialised.
these are the peasants who farm the land and the Their worship is important to a very select group of
woodsmen who hunt and gather in the forests.. In people directly and may occasionally be important
the savage wilderness of the Darklands the Elves, to the populace at large. Minor Deities only provide
Satyrs and Woods Men worship her. She is found their cults with common magic plus one specialist
where ever creatures have a connection with magic spell. Independent Minor temples and
nature. shrines are the order of the day for Minor Deities,
although they may have one major temple at a place
Type of Cult Great Deity. that is especially sacred to the deity.

Cult skills Healing, Lore (Natural World), Example: The Corn Goddess
Resilience, Survival.
This graceful goddess is specific to the river plains of
Worshipper Duties Respect the Earth. Dont foul lowland Gatan where corn is the main staple in the
or pollute the environment. Practice the peaceful peoples diet. She is worshipped directly by farmers
cut, a small prayer said in thanks to the animal spirit on a daily basis and the whole of the lowland
before killing it for food that returns it to the Earth peasant populace during planting and harvest.
Mother and into the cycle of rebirth into the world.
Hero Cult
Cult Spells
The power of the deeds of great heroes lives on
Battle Magic: Heal, Protection, Warmth after they die. Often at the end of their heroic
journey they are taken up into the Otherworld
Divine Magic: All Common spells + Absorption,
by the gods themselves. They are remembered
Berserk, Heal Body.
and veneration of them provides one or two very
specialised diving magic spells which are usually
Special Benefits Any member of this cult gains a
unique to them. Hero cults very rarely have temples
+25% bonus to their Lore (Natural World) due too
bigger than a shrine, which are quite often housed
their connection to Nature which they gain through
within the temples of their patron deity or in the
their relationship with the Earth Mother.
private houses of their cult members.
Major Deity/Regional religion Example: Tarken the Ploughman
These cults are very important in the areas that their He was a hard working farmer who lived and
temples influence. A major deity is usually restricted worked during the life time of the first Emperor of
to a specific geographic area, such as a country or at Gatan. He fought many magical battles against the
most a continent, but where they do hold sway they wild foreces of the Darklands that prevented land
will have a major temple supported by a network being cleared for farming. His techniques and magic
of minor temples and shrines. The deitys worship are still used by farmers today, and is what allows
will be part of the social fabric of the region. The the Empire to feed its people. In recognition of his
skills and the spells that the cult teaches will be contribution to the Empire, the first Divine Emperor
important to the very survival of the society that it is gave Tarken a place in the Imperial Cult.
a part of. The cult will teach all common magic, plus
a couple of specialist divine magic. Major deities will Tarken is worshipped by a small cult of master
also gain one or two spells from every other deity in farmers who can learn the spells, Cultivate the Land
their pantheon and Repulse Dark Lander.

Example

Gustan -The River God.

This god is important in the Empire of Gatan where


the river is a major trade route and provides a

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Improvement points and uphold the strictures of the religion. In return, the
religion will pay ransoms if they are captured and
Worshipper duties. teach the initiate magic. Initiates can learn unlimited
magnitude of any Battle Magic spell the religion
Each cult has a set of Motivations detailed in teaches and up to 2 magnitude of any Divine Magic
Worshiper Duties. These are akin to character spell available to the religion. To become an Initiate
Motivations and represent the cults objectives in a member of a religion must pass a Lore (Cult) test
the world. for that religion. This test of holiness can be taken
once per year.
When a character does an action that furthers
one of the cults Motivations, they gain one Priests are the living embodiment of their
Improvement Point for a minor act and up to three faith, instructed by their deity to be their living
points for a major act. representative in the mortal world. They lead the
services for their temple on holy days and pay 25% of
When a character does an action that goes against
their yearly income to their central temple. In return
one of the cults Motivations they lose between one
the religion will pay ransoms if they are captured
and three improvement points, depending on the
and teach the inner secrets of their religion (in one
grievousness of their transgression. If they have
sense this means all available magic at unlimited
no improvement points left, then they start losing
magnitude). To become a Priest a character must
magic spells learnt from the cult as a penance, on
already be an initiate and pass a Lore (Cult) test
a one to one basis. The player may choose which
for that religion modified by -25%. There must be
spell to lose, but they must be ones that they have
a vacancy in the temple hierarchy or the Priest be
learnt from the cult and Divine Magic is lost before
willing to become a missionary and establish a new
Battle Magic spells.
temple
For example Gerik the Pious acts in away that brings
his god into disrespect and loses an improvement Learning Divine Magic
point. He has no improvement points to lose, since
he has previously spent them on cult improvements, Before a spell can be cast using Divine Magic, the
so he loses Shield 3 that he previously learnt from following process must be followed:
the cult.
In order to acquire a particular Divine Magic
If the oending character has no improvement spell, the caster must possess the Lore (Cult) skill
points or spells to lose, then they are appropriate to his religion and be of Initiate or Priest
excommunicated from the cult and may never join within a cult dedicated to that religion.
it again.
The character must pay a cost in Improvement
Points equal to the magnitude of the spell to the
Cult Ranks. deity. These points are not regained even when the
character leaves the religion.
There are three ranks of cult membership.

Lay members are normal worshippers of the Starting play with Divine Magic (Optional)
religion. They regularly attend the temple on holy
days, pay their religious tithes (roughly 5% of their With Games Master approval a character may
yearly income) and do their best to uphold the start play as an Initiate of a Cult. They may choose
strictures of the religion. In return the religion Advanced and Basic Skills from the Cult Skills list to
protects them as best it can and its priests and advance. They may choose two points of Magnitude
initiates cast magic on their behalf. Lay members spells either from the Cult Divine Spells or the
cannot learn Divine Magic, although for a fee they Common Divine Spells.
may learn low magnitude (no more than magnitude
2) Battle Magic known to the cult. To become a lay Casting Divine Magic
member of a religion a character must pass a normal
Lore (Cult) test for that religion modified by +25%. A character must be able to gesture with his
This test of holiness can be taken once per season. hands and be able to chant in order to cast a
spell. Whenever a spell is cast using Divine Magic,
Initiates are worshippers who have dedicated their there will always be a sight and sound that nearby
lives to the tenants of the religion. They always creatures can detect, be it a flash of light, a crack of
attend the temple on holy days, pay their religious thunder or a shimmering in the air. The exact eects
tithes (10% of their yearly income) and always are up to the Games Master and player to decide for

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any given spell but will automatically be detected by occur if appropriate.
any creatures within ten times the Magnitude of the
spell in metres. If the spellcasting fails, the caster loses the Magic
Points invested into overcharging the intended
Casting a Divine Magic is automatically successful. Divine Magic spell.
No dice need be rolled, no chances to fumble or
critical either. Splitting Magnitude

Magic Points Divine Magic allows the caster to split a spells


Magnitude into multiple spells. For instance, if the
Divine Magic does not cost any Magic Points when it caster knows the Absorption spell at Magnitude
is cast, unless the caster chooses to overcharge the 3, he may choose to cast it as a single Magnitude
spell. 3 spell, or he may split it into three Magnitude 1
Absorption spells, or one Magnitude 1 and one
Casting Time Magnitude 2 Absorption spell.

Divine Magic spells always take only a single combat A Divine Magic spell may not be topped up by
Action to cast and takes place on the DEX order of popping back to a temple and praying. A Divine
the character casting the spell. Magic spell must be entirely expended every point
of Magnitude purged from the characters mind
Cast Once Only before it may be reacquired through prayer.

Each Divine Magic spell may be cast only once, after The Power of Divine Magic
which the character must return to a temple and
pray or take part in a worshiping ceremony on the When in a direct contest with other forms of magic,
religions holy day to regain use of the spell. The Divine Magic is considered to have double its normal
Caster need not spend Improvement Points again. Magnitude.

Limitations Spell Traits & Descriptions


A character may not store the same Divine Magic
The traits used by Divine Magic spells are detailed
spell twice, even if they are of diering Magnitudes.
below.
Divine magic spells do not stack. i.e. Shield 1 + Shield
Area (X): The spell aects all targets within a radius
2 does not equal Shield 3
specified in metres.

Dismissing Divine Magic Spells Concentration: The spells eects will remain in
place so long as the character concentrates on it.
A caster can dismiss any Permanent or Duration Concentrating on a spell is functionally identical
Divine Magic spell(s) he has cast as a single combat to casting the spell, requiring the spellcaster to
action. Ceasing to cast a Concentration spell is continue to gesture with both arms, chant and
immediate and not a combat action. ignore distractions.

Overcharging Divine Magic Spells Duration (X): The spells eects will stay in place for
the number of minutes indicated.
Divine spellcaster expends their own Magic Points
in order to boost the spell. Every Magic Point Instant: The spells eects take place instantly. The
expended in casting the spell has all the following spell itself then disappears.
eects:
Magnitude (X): The strength and power of the spell.
If the spell possesses the Resist trait, the targets
Resist test suers a 10% penalty. Permanent: The spells eects remain in place until
they are dispelled or dismissed.
If the spell possesses the Duration trait, its duration
is increased by +1. Progressive: This indicates that the spell can be
learnt and cast at greater levels of Magnitude than
Note that a character cannot pick and choose from the minimum.
the above list all of the eects will automatically

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Ranged: Ranged spells may be cast upon targets up of both itself and the incoming spell see the
to a maximum distance of the characters POW x 5 Absorption Results table for more details. Any spell
in metres. absorbed by this spell is cancelled and has no eect.

Resist (Dodge/Persistence/Resilience): The spells Absorption Results


eects do not take eect automatically. The target
may make a Dodge, Persistence or Resilience test
Incoming Spells
(as specified by the spell) in order to avoid the eect
Magnitude is. . . Eect
of the spell entirely. Note that Resist (Dodge) spells
require the target to be able to use Reactions in Equal to or weaker Incoming spell
order to dodge. In the case of Area spells, the Resist than Absorptions absorbed and
(Dodge) trait requires the target to dive in order to Magnitude Absorption remains.
mitigate the spells eect.
1 or more points
Touch: Touch spells require the character to actually stronger than Absorption eliminated
touch his target for the spell to take eect. The Absorptions and incoming spell
spellcaster must remain in physical contact with the Magnitude takes eect.
target for the entire casting.
A character may not accumulate more Magic Points
Trigger: The spell will lie dormant until an event than his POW while Absorption is in eect excess
stated in the description takes place. The spell then Magic Points garnered through Absorption simply
takes eect and is expended. vanish. Absorption is incompatible with Reflection,
Shield and Spirit Block.
Cult Berserk
The type of cult that oers this spell to its
Duration 15, Magnitude 2, Touch
worshippers. If the cult is listed as All, the spell
is a Common spell available in all cults. The cults
Cults: Beasts, War
description will help determine which spells should
or should not be available.
The recipient of this spell is overcome with
bloodlust, causing him to disregard his own safety
Common Divine magic and loyalties but imbuing him with tremendous
stamina and combat ability.
The following spells are listed as All for the type of
Cult that oers them; The recipient will automatically succeed any
Resilience test for the duration of the spell. The
Consecrate, Create Blessed Item, Create Relic, recipient also automatically succeeds at any Fatigue
Dismiss Magic, Divination, Excommunicate, tests and cannot be rendered unconscious. The
Exorcism, Extension, Find X, Heal Wound, Mindlink, Close Combat skills of the recipient receive a +50%
Soul Sight, Spirit Block, Spiritual Journey. bonus for the spells duration.

However, the subject may not parry, dodge or


Divine Magic spell listing cast any magic spells while under the influence
of Berserk. Normally, the recipient remains in the
Absorption Berserk state for the entire 15 minute duration of
the spell, but Games Masters may allow a Berserk
Duration 15, Magnitude 1, Progressive, Touch character to shake o the eects with a Persistence
test modified by -50%. At the end of the spell, the
Cults: Earth, Night recipient immediately becomes Fatigued.
This spell absorbs incoming spells aimed at the Berserk may not be combined with Fanaticism
target or his equipment, converting their magical Berserk will always take precedence in such cases.
energy into Magic Points which are then available
to the target. Once cast on a subject, Absorption
Breathe Water
will attempt to absorb the eects of any spells cast
at the target. It will not have any eect on spells Duration 15, Magnitude 2, Touch
that are already aecting a character. The eects
of Absorption depend on the relative Magnitude Cults: Sea, Water

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This spell allows an air-breathing creature to The enchanter forgets the spell(s) he blesses the
breathe water for the spells duration (the subject item with.
will still be able to breathe air as well). It may also
be used upon a water-breathing creature to allow it The wielder of the item can cast the spell(s) the
to breathe air. item is blessed with, but once the items power
is discharged then it must be reconsecrated at
Consecrate a temple of the cult. The consecration takes as
many hours as the magnitude of the spell. If the
Area Special, Magnitude 1, Permanent, Progressive magnitude of the spell is higher than two, the
consecrating team must have at least one Priest.
Cults: All
The wielder must be a member of either the cult
This spell is as much a part of a temples foundation that created the blessed item.
as is its cornerstone, but may actually be cast almost
anywhere. It creates a sphere with a radius of ten Blessed items become protected by the cults deity
metres per point of Magnitude. The consecrated and can not be broken by normal non-magical
sphere is sacred to the spellcasters god. Consecrate means.
by itself does nothing to keep outsiders at bay, but
the caster of the spell will know immediately if a Dismiss Magic
spell, spirit or someone who is not a lay member of
his cult crosses the boundaries of the Consecrate Instant, Magnitude 1, Progressive, Ranged
spell. .
Cults: All
Create Blessed items
Dismiss Magic may be cast against either a general
Area Special, Magnitude 1, Permanent, Progressive target or a specific spell. Dismiss Magic will
eliminate a combined Magnitude of spells equal to
Cults:All. its own Magnitude, starting with the most powerful
aecting the target. If it fails to eliminate any spell
This spell allows the caster to create items which (because the spells Magnitude is too high), then its
store Divine Magic spell(s) that are blessed by a eects immediately end and no more spells will be
Priest with power from the cults deity. eliminated. A spell cannot be partially eliminated,
so a target under the eects of a spell whose
Only Priests and High Priests can create blessed Magnitude is higher than that of Dismiss Magic will
items. not have any spells currently aecting it eliminated.
The caster can also target Dismiss Magic against a
single specific spell.
Relics
As long as Dismiss Magics Magnitude equals or
The bones and other preserved clothes, hair of a exceeds the target spells Magnitude, the target
cult Holy Person (minimum rank High Priest). spell is countered.
Each part (item of clothing, body part) stores Dismiss Magic may be fired as a Reaction, but only
one of the spells that the Holy Person knew in when another spell is cast within Dismiss Magics
life at the magnitude they knew it. Range that the character wishes to counter. A
successful Dismiss Magic disrupts the other spell
Relics are created at the time of death of the and nullifies it.
Holy Person.
Excommunicate
The wielder of the relic can cast the spell which is
reusable. Magnitude 5, Permanent, Resist (Persistence),
Touch
The wielder must be a member of same cult that
the Holy Person was a member of and must be in Cults: All
good standing with the Deity.
This spell severs the mystical link an initiate enjoys
Relics are protected by the cults deity and can with his god, causing the target of the spell to
not be broken by normal non-magical means. immediately and permanently lose all Divine Magic
from the casters cult. The target will never again

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be able to learn or use Divine Magic spells from the question asked. Particularly cruel and bloodthirsty
cult, though it will still be able to use Lore (Cult)for deities will demand blood sacrifices of sentient
purely academic purposes. beings.

This spell must be cast by a priest and takes one Extension


hour to cast.
Duration Special, Magnitude 1, Progressive
Exorcism
Cults: All
Concentration, Magnitude 3
This spell lengthens the duration of any Divine
Cults: All Magic spell with the Duration trait. Extension, and
the spell it is extending, are cast simultaneously by
By means of this spell, a divine spellcaster can draw the caster this is an exception to the normal rule
out a spirit currently possessing a corporeal being. that only one Divine Magic spell may be cast during
Whether the possession is dominant or covert is a single Combat Round.
immaterial. The spellcaster must be open to the
spirit world in order to cast this spell he may not If the Extension spell fails to cast while the
be shielded by a Spirit Block, Spirit Screen, Spirit augmented spell succeeds, the augmented spell
Resistance or similar eect. is not extended and operates normally. If the
augmented spell fails to cast while the Extension
In theory, exorcism is quite simple. The exorcist and spell succeeds, the Extension spell is not cast.
the possessing spirit engage in a series of opposed
Persistence tests. The exorcist gains a +30% bonus Each point of Magnitude of the Extension spell
to these tests. Either may use Magic Points to boost doubles the target spells duration. Thus, a
their Persistence by +10% per point expended, but Magnitude 1 Extension increases Breathe Waters
this bonus only lasts for a single test. Duration to 30 minutes, a Magnitude 2 increases it
to one hour, Magnitude 3 increases it to two hours,
As soon as the exorcist accumulates enough Magnitude 4 increases it to four hours, and so on.
successes to equal the possessing spirits POW, the
spirit is ousted form the host body and may not
re-enter it for a period equal to the exorcists POW
in days. The wise exorcist will ensure that he has
sucient wards and protections ready to be used,
as the spirit will likely be vengeful.

This is a dangerous spell to cast, as if the possessing


spirit accumulates enough successes to equal
the exorcists POW, the victorious spirit may
automatically jump from its current body into the
exorcists.

Divination

Duration: Instant, Magnitude 1, Progressive

Cults: All

For each point of Magnitude of this spell the caster


can ask one question of their Deity, which they
must answer to the best of their ability. A deity can
only answer questions it knows about and that falls
within its sphere of power. For example a Mountain
God will know exactly what is going on its slopes
at any given time, but will be completely ignorant
about the Ocean.

Gods will also commonly ask for a sacrifice of an


animal or precious object worth one Gold Ducat per

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Fear the caster will know the target is somewhere within
range (though not its precise location) and that it is
Instant, Magnitude 1, Ranged, Resist (Persistence, being protected by Absorption. The separate Find
see below) spells are listed below.

Cults: Chaos, Night Unlike the Battle Magic Detect spells, the Find spells
do not require concentration on the part of the
This spell causes the target to be gripped caster they simply function and alert him to the
with overwhelming fear. Fear has no eect on presence of whatever they are meant to locate.
unconscious targets, targets without an INT
Characteristic or targets that are currently under the Find Enemy: Gives the location of one creature who
eect of a Fear spell. intends to harm the caster.

Fear Eects Find Magic: Gives the location of the nearest magic
item, magical creature or active spell.
Targets
Find Species: Each Find Species spell will give the
Persistence
location of the nearest creature of the specified
Test Eect
species. Examples of this spell include Find , Find
Victim instantly suers enough and Find
hit point damage to its Chest
Target to cause a Major Wound, as its Find Substance: Each Find Substance spell will
fumbles heart stops. give the location of the nearest substance of the
specified type. Examples of this spell include Find
Victim flees in screaming Coal, Find Gold and Find Wood.
terror for a number of Combat
Rounds equal to 20 minus its The Games Master should provide the rough power
POW (minimum of one Combat of the detected subject (weak magic or rich gold
Round). Victim will not engage lode).
in combat unless forced to and
will use the Run Combat Action Heal Body
whenever possible (unless
a faster mode of egress is Instant, Magnitude 1, Progressive, Touch
Target fails available).
Victim is shaken and disturbed, Cults: Earth, Fertility
suering a 25% penalty to all skill
tests for a number of Combat This powerful spell instantly heals a number of hit
Rounds equal to 20 minus its points equal to its Magnitude time four. Heal Body
Target POW (minimum of one Combat will not reattach a severed limb or otherwise heal
succeeds Round). any Major Wound suered by the recipient.

Victim is unaected by the Heal Wound


spell and cannot be aected by
Target further Fear spells for a number Instant, Magnitude 1, Touch
critically of Combat Rounds equal to its
succeeds POW. Cults: All

Find X This spell heals one Major Wound. This spell will not
cause limbs to reattach or regenerate, however.
Duration 15, Magnitude 1, Ranged
Illusion (Motion)
Cults: All
Duration 15, Magnitude 1, Progressive, Ranged
This is actually several spells, though they all
operate in a similar fashion, which allow the caster Cults: Moon, Trickster
to locate the closest target of the spell within its
range. This eect is stopped by a thick substance This spell is used to animate an illusion and move
such as metal, earth or stone that is at least one it as the caster desires. Each point of Magnitude
metre thick. It is also blocked by Absorption, though equates to a speed of 1m for the illusion thus a

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caster would need a Magnitude 4 Illusion (Motion) an illusion of SIZ 4 to 6 inflicts 1D6 damage, an
spell to approximate the speed of an average illusion of SIZ 7 to 9 inflicts 1D8 damage and an
human. illusion of SIZ 10 or more inflicts 1D10 damage.

Illusion (Odour) For an illusion with substance to do damage, it must


either be combined with Motion or the target must
Duration 15, Magnitude 1, Progressive, Ranged somehow strike himself with the illusion walking
into an illusory wall of fire, for instance.
Cults: Moon, Trickster
Illusion (Taste)
This spell reproduces a single scent. If the spell
is of at least Magnitude 3, the caster can create Duration 15, Magnitude 1, Progressive, Ranged
an odour so foul it is incapacitating to those who
smell it. Characters smelling the odour must make Cults: Moon, Trickster
a Resilience test or suer a 25% penalty to all skill
tests until the spell ends or the character gets away This illusion creates a single taste covering as
from the smell. much as one SIZ point of material for each point of
Magnitude.
Illusion (Sight)
Divine Magic and Illusions
Duration 15, Magnitude 1, Progressive, Ranged
If an illusion is cast on a moving object, it will move
Cults: Moon, Trickster with the object. An illusion of sound can be used to
cover or mask noise and an illusion of taste can be
This spell creates the visual component of an used to conceal the acrid tang of poison and so on.
illusion. Each point of Magnitude will cover three The Illusion Strength table shows some standards
points of SIZ thus a Magnitude 4 Illusion (Sight) for sense-related illusions.
spell would create a SIZ 12 illusion.
Illusion Strength
Illusion (Sound)
Magnitude Odour Taste Sound
Duration 15, Magnitude 1, Progressive, Ranged
1 Rose Water Whisper
Cults: Moon, Trickster 2 Smoke Banana Conversation

This spell creates the sound component of an 3 Perfume Lemon Shout


illusion. The caster must specify the nature and 4 Ammonia Whisky Explosion
duration of the sound at the time of casting. If the
spell is of at least Magnitude 3, the caster can create Illusions are an exception to the rule that only
a sound so loud it is incapacitating to those who one Divine Magic spell can be cast during a given
hear it. Characters within two metres of the spell Combat Round. A caster may cast as many Illusion
must make a Resilience test or suer a 25% penalty spells as he wishes simultaneously.
to all skill tests until the spell ends or the character
gets away from the sound. If the caster wishes to Lightning Strike
change the sound, he must cast the spell again.
Instant, Magnitude 1, Progressive, Ranged, Resist
Illusion (Substance) (Dodge)

Duration 15, Magnitude 1, Progressive, Ranged Cults: Storm

Cults: Moon, Trickster This spell causes a sizzling bolt of lightning to streak
from the hand of the caster toward the target. If the
This spell adds one SIZ (about four kilograms) bolt is not dodged, each point of Magnitude of the
of substance to an illusion for each point of spell will cause 1D6 damage. Armour points are not
Magnitude. For purposes of sustaining physical eective against this damage and it counts as both
damage, an illusion has one hit point per SIZ point. magical and electrical damage.

An illusion with substance can be used to deal


damage. An illusion of SIZ 1 to 3 inflicts 1D4 damage,

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Madness Mindblast

Instant, Magnitude 1, Ranged, Resist (Persistence, Instant, Magnitude 1, Progressive, Ranged, Resist
see below) (Persistence)

Cults: Chaos, Moon Cults: Moon

This spell causes the target to lose contact with This spell applies a penalty to the victims INT equal
reality and become a gibbering loon. Madness has to the Magnitude of the spell. The eect lasts a
no eect on unconscious targets, targets without number of days equal to the casters current CHA.
an INT Characteristic or targets that are currently
under the eect of a Madness spell. Mindlink

Madness Eects Duration 15, Magnitude 1, Progressive, Ranged

Targets Persistence Test Eect Cults: All

Victim instantly loses This spell allows the transmission of conscious


1D4 INT permanently thoughts, spell knowledge, runes and Magic Points
and lapses into a between participants.
catatonic state for a
number of minutes
Additional points of Magnitude allow multiple
equal to 20 minus its
Target fumbles Persistence POW (minimum of
sets of people to be linked together, either
test one Combat Round). creating several separate pairs of Mindlinked
people, or making the caster the central hub of a
Victim gibbers and small Mindlink network. In the second case, only
raves uncontrollably the central character is linked directly to other
for a number of
participants.
Combat Rounds
equal to 20 minus its
POW (minimum of Mindlink must be cast upon all participants at the
one Combat Round). same time and is limited to consenting participants.
Victim will perform Any participant in a Mindlink may use the spell
random Combat knowledge and Magic Points of others they are
Actions during this linked to without consent.
period Roll 1D6: 1
Move to close combat Participants in a Mindlink have a special vulnerability
attack a random to INT, POW, CHA and morale-eecting spells. Such
target; 2 Run in a
a spell cast against any member of a Mindlink will
random direction; 3
Cast a spell at random
aect all those connected, though all participants
target; 4 Use ranged are entitled to defend themselves individually.
attack against random
target; 5 Shout at Although participants in a Mindlink share Magic
random target; 6 Points and conscious thought, they remain their
Target fails Persistence test Change stance. own entity. Mindlink does not include hidden
thoughts, memories, unconscious urges or
Victim is shaken and
disturbed, suering a permanent spell knowledge. A Mindlink participant
20% penalty to all skill may cast a spell using a rune one of the other
tests for a number of participants has, but only if he himself has the
Combat Rounds equal necessary Runecasting skill Mindlink does not
to 20 minus its POW allow sharing of skills.
Target succeeds Persistence (minimum of one
test Combat Round). Any participant may sever their connection to the
Victim is unaected by Mindlink as a Combat Action. If any participant in
the spell and cannot Mindlink leaves the spells range, that participant is
be aected by further considered to have left the Mindlink.
Madness spells for a
number of Combat
Target critically succeeds Rounds equal to its
Persistence test POW.

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Reflection Resurrect

Duration 15, Magnitude 1, Progressive, Ranged Concentration Special, Instant, Magnitude 5, Touch

Cults: Trickster Cults: Death, Fertility, Sun

This spell reflects incoming spells aimed at the The body of the deceased must be present and
target or his equipment, redirecting the spell must be whole. If the target died due to disease
back at the original caster. Once cast on a subject, or poison, the ailment must be eliminated or the
Reflection will attempt to reflect any spells cast Resurrect spell will fail.
at the target. It will not have any eect on spells
that are already aecting a character. The eects This spell summons the deceased spirit to approach
of Reflection depend on the relative Magnitude its former body. The caster of the spell must then
of both itself and the incoming spell see the engage in spirit combat with the deceased. If the
Reflection Results table for more details. caster defeats the spirit, he can force it back into
the body, restoring the individual to life. If the
Reflection is incompatible with Absorption, Shield caster loses, the spirit is lost to death.
and Spirit Block
Resurrect takes a number of minutes equal to the
Reflection Results targets totalled Characteristics to take eect,
during which time the caster must maintain
Incoming Spells concentration on the spell. A resurrected character
Magnitude is. . . Eect has 0 hit points on all locations.

Equal to or Resurrect must be cast within a number of days


weaker than equal to the POW of the deceased. Casting the spell
Reflections Incoming spell reflected and after this point results in the magic automatically
Magnitude Reflection remains. failing.
1 or more points
Shield
stronger than
Reflections Reflection eliminated and
Duration 15, Magnitude 1, Progressive
Magnitude incoming spell takes eect.
Cults: War
Regrow Limb
This spell protects the caster from physical and
Concentration Special, Instant, Magnitude 2, Touch magical attacks. Each point of Magnitude gives the
caster one armour point on all hit locations and
Cults: Fertility provides a +10% bonus to any tests the caster may
make to resist malign magical eects. A Magnitude
This spell will cause a limb severed by a Major 4 Shield spell provides the caster with +4 AP and
Wound to regrow, or a if the detached limb is still a +40% bonus against malign spells, for instance.
present, for the limb to reattach itself to its stump. These eects are cumulative with other spells, as
well as any physical armour the caster is wearing.
Regrow Limb takes a number of Combat rounds
Shield is incompatible with Absorption, Reflection
equal to the targets SIZ to reattach a limb, during
and Spirit Block.
which time the caster must maintain concentration
on the spell.
Soul Sight
Regrow Limb takes a number of minutes equal to
Duration 15, Magnitude 1, Touch
the targets SIZ to regrow a limb, during which time
the caster must maintain concentration on the spell. Cults: All
The hit points lost due to the Major Wound are
regained at the end of this period. This spell allows the recipient to see the POW aura
of anyone he looks at, enabling him to discern
that creatures current Magic Points, as well as the
nature of any active spells or enchanted items the
creature is carrying. It also allows the recipient to
see into the spirit world.

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Spirit Block He may also interact with spirits on a near-equal
footing. While on his Spiritual Journey, the recipient
Duration 15, Magnitude 1, Progressive, Touch has all his usual Characteristics, skills and Attributes
and his equipment functions normally. None of the
Cult: All recipients physical attacks can harm the mundane
world but they will aect spirits.
The recipient of Spirit Block may only be touched
by spirits with a POW greater than the spells When the spells Duration expires, the recipients
Magnitude, squared. body phases back into the real world.

Spirit Block Eectiveness Summon (Cult Servitor)

Spirit Duration ??? Magnitude 1 Progressive.


Blocks Recipient May Only Be Harmed By
Examples
Magnitude Spirits With
1 POW 2 or higher Elemental Lesser 1
2 POW 5 or higher Elemental Medium 2
3 POW 10 or higher
Elemental Greater 3
4 POW 17 or higher
Vampire 3
5 POW 26 or higher
6 POW 37 or higher Sunspear
7 POW 50 or higher
Instant, Magnitude 4, Ranged, Resist (Dodge)
8 POW 65 or higher
Cults: Sun
9 POW 82 or higher
10 POW 101 or higher This spell will only function in direct sunlight. When
cast, a shaft of light two metres wide streaks from
A spirit unable to touch a Spirit Blocked character the sky to blast a single target, who must be visible
will not be able to personally attack or harm the to the caster. If the target does not dive out of the
recipient, including through ranged attacks (such way, the blazing light will burn it for 4D6 damage.
as a thrown spectral javelin). A spell cast by a spirit Armour points are not eective against this damage
at the recipient is blocked unless its Magnitude and it counts as both magical and fire damage.
exceeds Spirit Blocks Magnitude.
Sureshot
Spirit Block is incompatible with Absorption,
Reflection and Shield. Duration 15, Magnitude 1, Ranged

Cults: Hunter
Spiritual Journey
Cast on a missile weapon (such as a knife, arrow,
Duration 15, Magnitude 4, Touch
javelin or rock), this spell is triggered when it is fired.
Cults: All Unless the wielder of the weapon rolls an automatic
failure or a fumble, the missile hits successfully
This spell shunts the physical form of the recipient (though it may be dodged or parried). So long as
into the spirit world. The recipients corporeal body the target is within the maximum range of the
literally disappears to mundane sight as it moves to weapon, the missile will strike home, regardless of
coexist with the recipients spirit. concealment or any other factors. Attempts to parry
or dodge the missile suer a 25% penalty.
As a traveller in the spirit world, the recipient
automatically gains the eects of Soul Sight for the Sureshot may not be combined with Firearrow,
duration of his Spiritual Journey. However, he will Multimissile or Speedart Sureshot will always take
suer a 40% penalty to all Perception tests to spot precedence in such cases.
mundane items or events in the real world while in
the spirit world.

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True (Weapon) to stall an invading army.

Duration 15, Magnitude 3, Ranged Divine Intervention cannot be used to directly harm
or slay mortal creatures. Gods will refuse to aid non-
Cults: War worshippers and their eects will be related to their
sphere of influence.
Cast on the specified type of close combat weapon,
this spell doubles that weapons normal damage Temples
dice. Other modifiers, such as Damage Modifier, are
not aected. The wielder of the weapon should roll These are the places that cult members gather to
the weapons damage twice and total the result. worship their deity. Temples that are bigger than
a shrine also act as administrative centres, where
Other aspects of Divine cultists pay their tithes and the temple priests
govern the cults hierarchy. Finally they act as cult
Magic training schools, with trainers to teach the cult skills
and areas where members can learn magic.
As well as the spells themselves and the cults that
teach them, cultists also gain the ability to call for All temples, regardless of the cult, share these
Divine Intervention and develop an association with following attributes.
the cults Temples. Both these aspects of Divine
Magic are detailed below. Learn & Recover Magic
Temples act as centres to learn and recover Divine
Divine Intervention Magic and cult-specific Battle Magic. All temples, no
A character who is an Initiate or higher can call upon matter how small, allow the learning and recovery
his deity for Divine Intervention whenever he faces of the gods Divine Magic spells.
a desperate situation. He may even do so if dead or
unconscious. When Divine Intervention is requested, Temple Defence
roll 1D100. If this roll is equal to or less than the
characters POW, the call for aid is answered. The most basic defence is that of a permanent
However, the gods demand a heavy price for their Consecrate spell in eect over the temple grounds
help and the character will suer a permanent loss consult the Temple Defences table.
of POW equal to the 1D100 roll if he is successful. If
the characters POW is reduced to 0 by this, his soul
is taken to serve the god directly, eectively killing
the character permanently (though his request will
still be granted).

A character can only call for Divine Intervention


once per month, whether he is successful or not.

Divine Intervention can take many forms and the


following can be considered guidelines:

Allow the character to cast any cult spell at any


Magnitude with any amount of extra Magic Points
used for overcharging it.

Allow a cult spell to aect every worshipper of the


god within the characters line of sight.

Bring back to life a worshipper (who may not be the


character calling for Divine Intervention).

Various divine eects are also possible. Examples


could include creating a fog to allow the character
to escape from enemies, double his STR to defeat a
powerful enemy or cause a river to break its banks

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Temple Defences Temple Growth

Magnitude Temple Size Average Cost to Create


of Other
Site 3 gold ducats
Temple Consecrate Magical
Size Spell Defences Guards Shrine 150 gold ducats
50% chance Minor Temple 7,500 gold ducats
of 1D3
Novice-level Major Temple 50,000 gold ducats
guards
being
Site 1 to 2 None present
Site
50% Usually one These are the smallest size temples, often literally a
chance of Novice- small statue or primitive representation of the deity
Magnitude level guard in a small cleared area dotted with oerings made
1D3 spell present for by locals and passers by.
covering every five
Shrine 3 to 4 area initiates
Cost to Maintain: Maintenance of a site is generally
Usually one exceptionally low, running to only 1D6 silver every
Trained- month.
level guard
present for Clergy: A site will only occasionally have a
every five permanent clergy member assigned to it. Instead,
1D2 initiates,
a number of sites are normally overseen by one or
Magnitude plus one
1D6 spells Veteran-
more initiates and the occasional acolyte. There is a
Minor covering level 50% chance that an initiate will be present at a site at
Temple 5 to 6 area sergeant any one time if the roll is 05 or lower, a Priest and
1D3 initiates will be present.
Usually one
Seasoned- Number of Lay Members: A site will usually have
level guard
five worshippers, or lay members, for every initiate
present for
every four who regularly visits the site (usually somewhere
initiates, between five and 20 lay members).
plus 1D3
Veteran- Required Sta: A site has no required sta; initiates
1D4+1 level are expected to maintain the site every time they
Magnitude sergeants visit.
2D6 spells and one
Major covering Master-level Income: A site generates a very small amount
Temple 7 or higher area commander of income, paid to the itinerate clergy that come
to conduct services. A site usually generates an
income of 3d6 silver per month, though much of
this may be in the form of trade goods, rather than
Temple Growth coin.

Every year, a temple that is successful in its daily Shrine


tasks has a cumulative 1% chance of swelling to
the next size of temple. A temple must be able to These are small buildings, which centre on the
aord the cost of upgrading to its next temple size, worship area, with up to a couple of rooms to
otherwise it will remain at its current size. accommodate the Clergy. Sometimes Shrines
are part of a temple to a larger deity of the same
pantheon.

Cost to Maintain: A shrine requires 20 silver per


month simply to keep the structure standing. It
must also generate about 20 silver per month
(in money or goods) for every member of the
permanent clergy and 10 silver per month per guard.

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Obviously, the sta of a shrine is not well paid. than that of a shrine. An average minor temple
brings in 2D6x1,000 silver per month.
Clergy: A shrine will always have five or more
initiates (3D6+2) permanently assigned to it and Major Temple
quite often a Priest or two (1D42) will be in
temporary residence. These great buildings are the headquarters of
the cult, and are a hive of activity. They are small
Number of Lay Members: A shrine will usually have complexes, which as well as the areas dedicated to
20 lay members for every initiate. worship, have multiple training areas, libraries, and
house the community of clergy and their servants
Required Sta: A shrine has no required sta who are attached to the temple.
beyond the clergy and guards, though they
will often have meals brought to them by lay Cost to Maintain: An average major temple
worshippers. requires about 4,000 silver each month just to keep
the building in good condition, the libraries fully
Income: A shrine generates enough yearly income stocked and the ritual equipment in good repair. In
to pay for upkeep of the building and for the addition, it must generate approximately 40 silver
upkeep of the clergy. There are lean and fat times, each month for every member of its permanent
of course, but an average shrine brings in 1D6x100 clergy, 20 silver per month per guard and 12 silver
silver per month. per month for each member of its sta (or 3 silver
if they are slaves). This is, of course, an enormous
Minor Temple sum. Major temples tend to rely upon benefactors
such as local nobles (or adventurer initiates) for
This is a distinct building on its own, with worship the large amounts of income required to keep the
area, rooms for the clergy, a library and treasury. temple operational.

Cost to Maintain: An average minor temple Clergy: A major temple will always have hundreds
requires about 500 silver each month just to keep of initiates (2D10x100) permanently assigned to it,
the building in good condition. In addition, it must plus one Priest for every sixteen initiates. There will
generate approximately 30 silver each month for also be a High Priest in residence.
every member of its permanent clergy, 20 silver per
month per guard and 10 silver per month for each Number of Lay Members: A major temple will
member of its sta (or 2 silver if they are slaves). usually have 100 lay members for every initiate.

Clergy: A minor temple will always have more than Required Sta: A major temple requires a
20 initiates (1D100+20) permanently assigned to it, large sta. There will be 1d4 lay member sta
plus one Priest for every twenty initiates. A High permanently attached to such a centre of worship
Priest may well be in temporary residence too (50% for every 15 permanent clergy. The sta perform
chance). multiple services, such as librarian, teachers of
children, servants to the clergy, valets, cooks, maids,
Number of Lay Members: A minor temple will groundskeepers and stable hands. In regions where
usually have 40 lay members for every initiate. slavery is legal and presuming the cult has no stance
against it, the bulk of sta will be slaves.
Required Sta: A minor temple requires a modest
permanent sta in order to operate. There will be Income: A major temple generates an astounding
1d4 lay member sta permanently attached to such amount of money through the tithing of the faithful
a centre of worship for every 20 permanent clergy. and the gifts of the wealthy and noble. An average
The sta perform multiple services, such as librarian, major temple brings in 3D6x10,000 silver per month.
teachers of children, servants to the clergy, cleaning
and upkeep of the temple. In regions where slavery
is legal and presuming the cult has no stance against
it, the bulk of sta will be slaves.

Income: A minor temple generates enough yearly


income to pay for upkeep of the building and for
the upkeep of the clergy and lay sta. The clergy
and sta of a minor temple are usually not paid very
well, though they do command a greater income

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Chapter 9
Support the Army in its eorts to expand the light
of reason into the Darklands.

Sorcery
Example Solo Sorcerer
Haganst Ogran is a Hedge wizard, who lives in an
Sorcery is an approach to magic that acknowledges isolated village on the border with the Darklands. He
there are magical rules that govern the Universe lives in an old ruined tower just outside the village
and that by studying these rules a Magician can conducting magical experiments and ensuring the
manipulate reality to his will. safety of the village from things from beyond.
Most of the villagers think he is a mad fool, but are
Often Sorcery is atheistic, seeing gods and spirits not beyond seeking out his services of healing and
as merely intelligent forces of the universe that are exorcism when beset by the strange magical horrors
there to be interacted with and dealt with on an of the Dark Lands. He has taken a fondness to Yuren
equal footing. an intelligent local lad. With his parents permission
he is handing down his knowledge to the boy.
Practitioners of Sorcery develop in one of two ways.
The majority are organised into schools of wizardry,
which have their own books of spells and rules that Ranks of Sorcery
they teach their apprentices. Alternatively there is
a long tradition of practitioners working in solitude, There are three basic ranks of sorcerers
cut o from other sorcerers and society at large to
focus purely on their magical activities. Occasionally Apprentices. Students of sorcery they will only
they take on an apprentice to teach their art know a couple of spells, usually including Mystic
or simply as a helping hand around the magical Vision, at a base of 40%. As well as being taught
laboratory. the arts of sorcery they are expected to spend 60%
of their time working for their tutors, performing
Example School menial tasks in their magical laboratories, or other
jobs that their masters consider beneath them.
The Imperial College of Wizardry
Adepts. Graduates of the schools of wizardry. They
will have between five and ten spells ranging from
This august institution was set up by the first
40% to 75%. If a member of a school of wizardry they
Emperor of Gatan to ensure the correct tutoring
are expected to spend 30% of their time performing
and installation of socially responsible wizards. It
duties for the school, such as teaching apprentices
has its own university in the capital city itself, where
or recovering lost magical knowledge.
an established and esteemed sta of adepts train
a large body of apprentices under the gaze of the
Magus. Acknowledged masters of sorcery. They
Chancellor Magus. They maintains smaller schools
will have ten spells at 75-90% and one to three spells
in the Duchies to teach basic literacy and numeric
at 100%. If a member of a school of wizardry they
to promising candidates who, upon reaching adult
will serve on its ruling body and have the complete
hood and passing an exam, go on to be apprentices
resources of the school at their command. In return
at the University. As well as the magical safety of
it is expected that they spend 90% of their time
the city the College is responsible for providing
researching, teaching and performing missions on
warlocks to the Imperial armies in time of wars.
the schools behalf.
Benefits

Free board and lodging at all Imperial Hostelries,


Learning Sorcery
Temples and Strongholds Before a spell can be cast using sorcery, the
following process must be followed:
For Adepts and Magus
The character must first learn the spell through
Rescue or ransom if captured. research. In order to learn a particular sorcery spell,
the caster must possess the spell in written form or
Duties be taught it by a teacher.
Uphold the laws of the Empire. Each Sorcery spell is governed by a separate
magical skill. A particular spells skill is automatically

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acquired at its basic score when the spell is first (Specific Sorcery Spell) (INT+POW)
learned. This skill may be improved normally though
the use of improvement rolls. This skill allows the sorcerer to cast a specific
Sorcery spell at its base parameters. Most Sorcery
Once the Sorcery spell has been learned, the spells share the same base parameters: They have
character will be ready to try casting it: a Magnitude of 1, a Duration equal to the sorcerers
POW in minutes, a Range equal to the sorcerers
To cast a Sorcery spell, the character must make POW in metres and may only aect a single Target.
a magical skill test appropriate to the spell in The Manipulation skills can increase the power of a
question, for instance, a sorcerer casting Palsy must sorcery spell beyond these base parameters.
make a Palsy skill test.

If the test succeeds, the spells eects take place. Casting Sorcery Spells
If the test fails, the spell does not take eect. A character must be able to gesture with his
hands and be able to chant in order to cast a spell.
Sorcerers are able to manipulate their magic Whenever a spell is cast using sorcery, there will
through use of the Manipulation skills. These allow always be a sight and sound that nearby creatures
the sorcerer to change the parameters of a spell can detect, be it a flash of light, a crack of thunder
with each casting. A sorcerer may manipulate the or a shimmering in the air. The exact eects are up
Magnitude, Range, Duration and Targets of any to the Games Master and player to decide for any
spell he casts he may even Combine multiple given spell but will automatically be detected by
spells into one casting. It is not necessary to have any creatures within ten times the Magnitude of the
the Manipulation skills in order to cast Sorcery spell in metres.
but without it, the sorcerer is limited to the base
parameters of spells. Casting a Sorcery spell requires a successful skill
test using the spells skill. Thus the Palsy skill is used
when casting the Palsy spell. If successful, the spell
Starting with Sorcery (Optional) takes eect.
A player character may start with Sorcery instead of
If the casting test fails, the spell does not take
Battle Magic during Character Generation.
eect.
Such characters start as Apprentices, they have
been taught the Manipulation skills of Range, Magic Points
Magnitude and Duration at base and have three
spells plus Mystic Vision at base percentage All sorcery spells cost a base of one Magic Point to
(Int+Pow). They may increase both Manipulation cast. If a Manipulation eect is applied to a spell,
and Spells out of their beginning pool of Advanced each eect costs one Magic Point to apply.
skill points.
Casting Critical Successes
Acquiring Sorcery If a sorcery spellcasting test, when compared to the
spells specific skill, results in a critical success then
Acquiring sorcery is an eort of will, intellect and
any attempts to resist or counter the spell suer a
research. In order to be a sorcerer, all a character
25% penalty.
needs to do is learn one sorcery spell. New
sorcery spells can either be taught by a teacher If a sorcery spellcasting test, when compared to
or discovered through research. In either case, an applied Manipulation skill, results in a critical
treat the sorcery spell as a new Advanced skill that success, the Magic Point cost for applying that
must be learned. Thus it takes two improvement Manipulation eect is negated.
points to learn any sorcery spell. Once learnt, the
character gains the specific spells Magical skill at its
basic score (INT+POW). This skill is increased using Casting Fumbles
improvement points in the normal manner and can
be increased through practise as well as research. If a Sorcery spellcasting test results in a fumble,
the spell fails and the sorcerer loses 1D6 Magic
A sorcerer may only know a maximum number of Points, in addition to the Magic Point loss for any
sorcery spells equal to his INT Characteristic. Manipulation eects or overcharging.

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Casting Time spells casting test to this skill too. The casting
tests D% result is also compared to this modified
No other Combat Action may be taken while casting Manipulation (Magnitude) score. As long as this
a spell, though the character may slowly walk up to also results in a success, the spells Magnitude
half their Movement. is increased. The maximum Magnitude to which
the spell can be increased to is noted in the
A spell takes eect at the end of its casting Combat Manipulating Sorcery Spells table.
Round. Note that while spellcasting a character
will draw possible attacks from enemies they are If the Manipulation (Magnitude) skill is not applied
adjacent to during a Combat Round. to a Sorcery spell when it is cast, the spell will have a
default Magnitude of 1.
Distractions or attacks on the spellcaster as he
casts will either automatically ruin the spell (if the It costs one Magic Point to apply this eect to
spellcaster is blinded or disarmed, or suers a Major a Sorcery spell, whether or not the final spell is
Wound) or require Persistence tests to maintain successful and regardless of the final Magnitude of
concentration on the spell. the spell.

Dismissing Sorcery Spells Manipulation (Duration) (INT+POW)

Like Battle Magic, a caster can dismiss any This skill allows the sorcerer to increase the
Permanent or Duration Sorcery spell(s) he has Duration of a Sorcery spell. When used, apply all
cast as a single combat action. Ceasing to cast a casting modifiers that are applied to the spells
Concentration spell is immediate and not a combat casting test to this skill too. The casting tests
action. D100 result is also compared to this modified
Manipulation (Duration) score. As long as this also
results in a success, the spells Duration is increased.
Overcharging Sorcery Spells The maximum Duration to which the spell can be
increased to is noted in the Manipulating Sorcery
Overcharging a Sorcery spell is superficially similar Spells table below.
to overcharging a Battle Magic spell. The sorcerer
expends their own Magic Points in order to boost If the Manipulation (Duration) skill is not applied
the spell and a 5% penalty is applied to the casting to a Sorcery spell when it is cast, the spell will have
test for every Magic Point spent in this way. a default Duration equal to the POW of the caster
in minutes. Specific spells may deviate from this
If the spell is successfully cast, every additional default.
Magic Point expended in casting a spell has the
following eect: It costs one Magic Point to apply this eect to
a Sorcery spell, whether or not the final spell is
If the spell possesses the Resist trait, the targets successful and regardless of the final Duration of
Resist test suers a 10% penalty. the spell.
If the spellcasting fails, the caster loses the Magic
Points invested into overcharging the intended
Manipulation (Range) (INT+POW)
Sorcery spell.
This skill allows the sorcerer to increase the Range
of a Sorcery spell. When used, apply all casting
Manipulation modifiers that are applied to the spells casting test
to this skill too. The casting tests D100 result is also
These skills may only be learnt through research or compared to this modified Manipulation (Range)
from a teacher. They are acquired as new Advanced score. As long as this also results in a success, the
skills and thus cost two improvement rolls each to spells Range is increased. The maximum Range to
initially learn. Subsequent improvement of these which the spell can be increased to is noted in the
skills can be done through practise or research. Manipulating Sorcery Spells table.

Manipulation (Magnitude) (INT+POW) If the Manipulation (Range) skill is not applied to


a Sorcery spell when it is cast, the spell will have
This skill allows the sorcerer to increase the a default Range equal to the POW of the caster
Magnitude of a Sorcery spell. When used, apply in minutes. Specific spells may deviate from this
all casting modifiers that are applied to the default.

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It costs one Magic Point to apply this eect to If the Manipulation (Targets) skill is not applied to
a Sorcery spell, whether or not the final spell is a Sorcery spell when it is cast, the spell will have a
successful and regardless of the final Range of the default Target of one person or item. Specific spells
spell. may deviate from this default.

Manipulation (Targets) (INT+POW) It costs one Magic Point to apply this eect to
a Sorcery spell, whether or not the final spell is
This skill allows the sorcerer to increase the number successful and regardless of the final number of
of targets of a Sorcery spell. When used, apply all targets of the spell.
casting modifiers that are applied to the spells
casting test to this skill too. The casting tests Manipulation (Combine) (INT+POW)
D100 result is also compared to this modified
Manipulation (Targets) score. As long as this also This skill allows the sorcerer to combine the eects
results in a success, the spells number of targets of multiple Sorcery spells in a single casting, so they
is increased. The maximum number of targets the will aect the target simultaneously. This is one of
spell can aect is noted in the Manipulating Sorcery the more powerful aspects of Sorcery, as it allows
Spells table. a skilful sorcerer to use his Magic Points judiciously
and achieve multiple eects within a short space of
If the character is able to aect 5, 10, 15 or 20 time.
targets, the caster may choose instead to aect a
5m, 10m, 15m or 20m radius, respectively, instead of A spell may not be combined with itself only
selecting specific targets. dierent spells may be combined.

Duration
(in
Manipulation Score Magnitude minutes) Range (in metres) Targets
1% to 10% 1 POW POW 1
11% to 20% 2 POW x 2 POW x 2 2
21% to 30% 3 POW x 3 POW x 3 3
31% to 40% 4 POW x 4 POW x 4 4
41% to 50% 5 POW x 5 POW x 5 5 or 5m radius
51% to 60% 6 POW x 6 POW x 6 6
61% to 70% 7 POW x 7 POW x 7 7
71% to 80% 8 POW x 8 POW x 8 8
81% to 90% 9 POW x 9 POW x 9 9
91% to 100% 10 POW x 10 POW x 10 10 or 10m radius
101% to 110% 11 POW x 11 POW x 11 11
111% to 120% 12 POW x 12 POW x 12 12
121% to 130% 13 POW x 13 POW x 13 13
131% to 140% 14 POW x 14 POW x 14 14
141% to 150% 15 POW x 15 POW x 15 15 or 15m radius
151% to 160% 16 POW x 16 POW x 16 16
161% to 170% 17 POW x 17 POW x 17 17
171% to 180% 18 POW x 18 POW x 18 18
181% to 190% 19 POW x 19 POW x 19 19
191% to 200% 20 POW x 20 POW x 20 20 or 20m radius

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The spells must all have the same target or targets. successfully cast, the spell costs a two magic
A sorcerer cannot combine a Palsy targeting an points to cast. One magic point for the magnitude
enemy and a Spell Resistance targeting himself, for manipulation eect plus one magic point for the
instance. duration manipulation eect.

All skills involved in the spellcasting suer a 10%


penalty per spell (therefore there is a minimum of a Spell Traits
20% penalty, as all combined spells contain at least
two spells). The traits used by Sorcery spells are detailed below.

All skills involved in the spellcasting may not Concentration: The spells eects will remain in
individually exceed the sorcerers modified score in place so long as the character concentrates on it.
Manipulation (Combine). Concentrating on a spell is functionally identical
to casting the spell, requiring the spellcaster to
Any Manipulation eects applied to a combined continue to gesture with both arms, chant and
spellcasting apply to each of the spells involved. ignore distractions. This trait overrides the normal
Only one Magic Point need be spent per Sorcery spell default Duration.
Manipulation eect, regardless of the number of
spells involved. Instant: The spells eects take place instantly. The
spell itself then disappears. This trait overrides the
Even though the spells are being cast normal Sorcery spell default Duration.
simultaneously, it is quite possible for one spell to
succeed while the others fail. Permanent: The spells eects remain in place until
they are dispelled or dismissed. This trait overrides
Example of Manipulation in action the normal Sorcery spell default Duration.

Lura casts Damage Boosting on Ruriks sword, and Resist (Dodge/Persistence/Resilience): The spells
wants it to be at a magnitude of 4 for an hour. So eects do not take eect automatically. The target
that means as well as casting the spell successfully may make a Dodge, Persistence or Resilience test
she will also have to manipulate its magnitude (as specified by the spell) in order to avoid the eect
(which would otherwise be 1) and its duration . of the spell entirely. Note that Resist (Dodge) spells
require the target to be able to use Reactions in
She has a Damage Boosting casting skill of 60%, order to dodge. In the case of Area spells, the Resist
Manipulation (Duration) 35% and a Manipulation (Dodge) trait requires the target to dive in order to
(Magnitude) of 45% and a Power of 18. Looking mitigate the spells eect.
at the Manipulation table (see above), Lura has a
maximum of extending the duration to 64 minutes, Touch: Touch spells require the character to actually
so she can successfully set the duration she wants, touch his target for the spell to take eect. The
and could set the magnitude at 5 if she wishes. spellcaster must remain in physical contact with the
target for the entire casting. This trait overrides the
Luras player makes one D100 roll for casting. normal Sorcery spell default Range.

If she rolls over 60% the spell casting fails. Trigger: The spell will lie dormant until an event
stated in the description takes place. The spell then
If she rolls under 60% but higher than 45% the takes eect and is expended.
spell casting succeeds but all the manipulations
fail. Therefore the spell only lasts 18 minutes at a Defaults
magnitude of 1.
Sorcery spells tend to have far fewer traits than
If she rolls under 45% but higher than 35%, the spells other types of magical spell. This is because most
magnitude is increased to 4 but its duration remains Sorcery spells share the same basic qualities: A
at the basic 18 minutes. Duration equal to the characters POW, a Magnitude
of 1, a range equal to the characters POW in metres
If she rolls under or equal to 35% the spell is and the default Sorcery spell will only aect one
successfully cast and both the magnitude and target.
duration manipulations are successful.

Regardless of the spell being successfully cast


, the final magnitude or duration of the spell if

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Sorcery spell list Spell matrices are mundane items in their own right
and if the item is broken then the spell is dispelled.
However at time of enchantment the enchanter
Animate (Substance)
can spend another permanent point of POW to
magically harden the item doubling its hit points and
Concentration
armour points.
This spell allows the sorcerer to animate the
substance indicated, up to one SIZ for every point of Create Scrolls
Magnitude. The sorcerer can cause it to move about
Permanent
and interact clumsily (Movement of 1m per three
points of Magnitude).
These are written items which store Sorcery Spells.
The sorcerers chance to have the animated object
The enchanter must have Language (Sorcery) at
perform any physical skill successfully is equal
80%, to allow the enchanter to inscribe the complex
to his own chance to perform that action halved
magical sigils.
(before any modifiers). If combined with the
appropriate Form/Set spell (though application of
All scrolls have an attached cost of 1Gold Ducat per
the Manipulation (Combine) skill), the caster can
magnitude of spell in ingredients for special inks/
perform much finer manipulation of the object. In
parchments etc
this case, the animated object will use the casters
full skill scores for physical activities. To create the scroll the enchanter must successfully
roll against the casting skill of the spell(s) and any
This spell can only be used on inanimate matter.
manipulations being used. If successful the caster
spends the magic points needed to cast the spell
Cast Back and perform the manipulations, and the spell(s)
is stored on the scroll. If unsuccessful the scroll is
This protective spell shields the caster from hostile
ruined and unusable. On a fumble a cursed scroll is
magic and has a chance of sending it back to the
created where if the scroll is read, the eects are
attacking spellcaster.
those of a fumbled version of the spell.
Cast Back only aects spells that target the user
The resulting scroll is a one use item, which upon
specifically and have the Resist trait. Such spells may
a successful Language ( Sorcery ) roll is casts the
aect the protected character normally, but if it is
spell(s) with any manipulations at the magnitude
resisted, the spell is launched back at the person
that was cast on the scroll.
who cast it, as long as its Magnitude is not greater
than the Cast Backs Magnitude.
Alternatively, upon a successful Language ( Sorcery
), the reader of the scroll can learn the spell at base
Create Spell Matrix skill percentage.
Permanent
Damage Boosting
These are items that store Sorcery spells.
Touch
The enchanter must have Language (Sorcery)
This spell can be cast upon any weapon up to five
at 80%, to allow the enchanter to en-scribe the
ENC. Each point of Magnitude adds one point to
complex magical sigils.
the weapons damage (the basic spell will increase
a hatchet from 1D6 damage to 1D6+1 damage, for
All spell matrices have an attached cost of 1 Gold
instance).
Ducat per magnitude of spell in special materials.

The enchanter pays 1 Improvement point per spell Damage Resistance


stored in the matrix.
Touch
The wielder can cast the spell at the skill of the
This spell protects the body of the recipient. Any
original enchanter, using their own magic points and
incoming attack dealing damage equal to or less
manipulation skills to fuel and direct the spell.
than the Magnitude of the spell is ignored. Any
Spell matrices are reusable. incoming attack dealing more damage than the
Magnitude of Damage Resistance is unaected and

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will deal its full damage as normal. Note that the Touch
protected character may still suer from Knockback
if applicable. There are actually seven Enhance spells, one for
each Characteristic. Essentially the reverse of
Damage Resistance may be combined with the the Diminish spell, Enhance allows the sorcerer
Divine Magic spell Shield or the Rune Magic spell to temporarily apply a bonus to the specified
Protection. In either case, incoming damage is Characteristic equal to the Magnitude of the spell. A
compared to the Damage Resistance spell first and creature must have the Characteristic in question to
only encounters the Shield or Protection spells if the be aected by this spell.
Damage Resistance is bypassed.
Applying a bonus to POW does not increase the
Diminish (Characteristic) characters Magic Points.

Resist (Persistence/Resilience), Touch Fly

There are actually seven Diminish spells, one for Concentration, Resist (Persistence)
each Characteristic. The spell will temporarily
applies a penalty to the specified Characteristic Using this spell allows the caster (or whomever or
equal to the Magnitude of the spell. The penalty whatever he targets with the spell) to fly. The caster
applied by this spell may not reduce a Characteristic may levitate a number of objects or characters (the
below one and a creature must have the caster counting as one of these characters if he so
Characteristic in question to be aected by this wishes).
spell.
A levitated character may not be Overloaded and
Diminish (STR, DEX, CON and SIZ) are resisted with must have a SIZ Characteristic which is lower than
Resilience. INT, POW and CHA are resisted with the sorcerers POW characteristic.
Persistence.
Objects must have an ENC lower than the sorcerers
Applying a penalty to POW does not reduce the POW characteristic.
characters Magic Points, nor will it aect any
Dedicated POW. Character or objects moved by this spell have a
Movement of 1m. All objects and character moved
Note that not all uses of this spell are malign. by this spell move at the spellcasters behest, not
Thieves and others often value the timely use of a their own.
Diminish (SIZ) spell, as it can greatly enhance their
ability to enter restricted areas Each point of the spells Magnitude may either be
used to increase the targets Movement by +1m or
Dominate (Species) to target an additional object or character but not
both. A sorcerer casting this spell at Magnitude 4
Resist (Persistence) may fly himself with a Movement of 4m, fly himself
and a friend with a Movement of 2m each, or fly
This spell allows the caster to gain control over a himself and three friends with a Movement of 1m
creature belonging to a specific species. If the target each.
fails to resist the spell, it must obey the commands
of the caster for the duration of the spell. Form/Set (Substance)

The controlled creature shares a telepathic link with Instant


the sorcerer by which it can receive its orders. If the
sorcerer and the creature dominated do not share a There are an unlimited number of Form/Set spells in
common language, the sorcerer can order it about existence, one for every substance imaginable, from
by forming a mental image of the actions he wishes steel to smoke to water.
the dominated creature to perform.
Each point of Magnitude allows the caster to shape
The original spell must be cast within normal Range one ENC of solid substance or one cubic metre of an
parameters but subsequent mental control is ethereal substance (like darkness). The caster must
calculated in kilometres rather than metres. be familiar with the shape he is forming.

Enhance (Characteristic) When the caster has finished the forming process,
the substance retains its shape. Rigid substances

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like steel will hold the form they had at the end of This spell can aect organic and inorganic
the spell, while more mutable substances like water substances. If the caster is attempting to bond a
will immediately lose their shape. living being with this spell, the spell gains the Resist
(Resilience) trait.
This spell can be used to mend damage done to an
object. The sorcerer must form the entire object Mystic Vision
and must succeed at an appropriate Craft test but
if successful he will restore the full hit points to an Concentration
item.
This spell allows the recipient to literally see magic.
This spell can only be used on inanimate substances. By augmenting the recipients natural vision, the
spell allows him to see a creatures Magic Points,
Glow as well as enchanted items with their own Magic
Points or spells. The recipient must be able to
This spell causes a glowing point of light to appear actually see the creature or object for this spell to
on a solid substance. At its base, the spell creates work. Mystic Vision also allows a recipient to see
an area of light one metre in radius, giving o the into the spirit world.
same illumination as a candle. Each additional point
of Magnitude increases the radius of eect by one The recipient of the spell will only know roughly
metre. At Magnitude 3, the brightness of the spell how many Magic Points an object or creature has
increases to that of a flaming brand at its centre. At (110, 1120, 2130 and so forth).
Magnitude 5, it increases to that of a campfire and
at Magnitude 10 to that of a bonfire. By looking at a spell eect, a recipient of Mystic
Vision will automatically be aware of its magical
This spell can be cast on an opponents eyes if origin (divine, rune, and mystic). By increasing
combined with the Manipulation (Range) spell, in the Magnitude of Mystic Vision, the caster can
which case it also gains the Resist (Dodge) trait. If learn more about what he is seeing. Compare the
the target fails to resist it, he will suer a penalty to Magnitude of Mystic Vision to the Magnitude of any
all attack, parry and Dodge tests, as well as any skills spell that the target is either casting or under the
relying upon vision, equal to five times the spells influence of. As long as Mystic Visions Magnitude
Magnitude, until the spell ends or is dispelled. exceeds the other spells, the caster will be able to
precisely determine the eects of the perceived
Haste spell, including whether it has been overcharged
and a mental image of who cast the spell (if it is not
Each point of Magnitude of Haste adds 1 metre obvious).
to the Movement rate of the recipient. Every two
points of Magnitude also adds +1 to the recipients By looking at an enchanted item, a recipient of
Strike Rank. Mystic Vision will automatically be aware of its gross
magical eects (such as the types of enchantment
Hinder currently on the item). Each point of Magnitude of
Mystic Vision will also determine either the invested
Resist (Resilience) POW (and therefore the relevant strength) of a
particular enchantment or a particular condition
Each point of Magnitude of Hinder subtracts 1 metre laid upon an enchantment, at the Games Masters
from the Movement rate of the target. Every two choice.
points of Magnitude also reduces the targets Strike
Rank by 1. Neutralise Magic

Holdfast Instant

Touch This spell allows a caster to neutralise other


spells. Neutralise Magic will eliminate a combined
This spell causes two adjacent ten centimetre by Magnitude of spells equal to its own Magnitude,
ten centimetre surfaces (roughly the size of a mans starting with the most powerful aecting the target.
palm) to commingle into one. The basic bond has If it fails to eliminate the most powerful spell then it
a STR of 1. Each additional point of Magnitude will will instead target the second-most powerful spell.
either increase the STR of the bond by +1 or double As soon as Neutralise Magic can no longer dismiss
the area aected. a targets spells, because all the remaining spells
Magnitudes are too high), its eects immediately

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end.
6 Fresh onions
A spell cannot be partially eliminated, so a target 12 Ammonia
under the eects of a spell whose Magnitude is
higher than that of Neutralise Magic will not have 20 An irritated skunk
any spells currently aecting it eliminated.
Taste
Neutralise Magic can be fired as a Reaction, but
only when another spell is cast within Neutralise This illusion creates a single taste covering as
Magics Range that the character wishes to counter. much as one SIZ point of material for each point of
A successful Neutralise Magic disrupts the other Magnitude.
spell and nullifies it. As long as Neutralise Magics
Magnitude equals or exceeds the target spells Sample Taste Magnitudes
Magnitude, the target spell is countered.
Magnitude Example
Palsy
1 Fresh water
Resist (Resilience) 3 Potato
If the caster is able to overcome his target with this 6 Fruit
spell, he can turn the victims own nervous system
12 Hot pepper
against him. The spell will paralyse the target,
provided the spells Magnitude is greater than the 20 Overwhelming taste
targets hit points.
Sight
Phantom (Sense)
This spell creates the visual component of an
Concentration illusion. Each point of Magnitude will cover three
points of SIZ thus a Magnitude 4 Illusion (Sight)
The Phantom spells are the sorcerous version of spell would create a SIZ 12 illusion.
Illusion. Each Phantom (Sense) spell is a separate
spell. These spells encompass the five base senses Sample Sight Magnitudes
but there are also variants for any unusual sensory
mechanism appropriate to the game world (such as
Magnitude Example
sonar).
1 Clear glass
Sorcerers do not need an additional spell to cause
their phantoms to move. The Movement speed for 3 Rippling water
any phantom is equal to its Magnitude. Following 6 Stained glass
are the Phantom (Sense) spells for the five base
senses. 12 Murky water
20 Opaque
Odour
Sound
This spell reproduces a single scent. If the spell
is of at least Magnitude 6, the caster can create
This spell creates the sound component of an
an odour so foul it is incapacitating to those who
illusion. The caster must specify the nature and
smell it. Characters smelling the odour must make
duration of the sound at the time of casting. If the
a Resilience test or suer a 10% penalty to all skill
spell is of at least Magnitude 6, the caster can create
tests until the spell ends or the character gets away
a sound so loud it is incapacitating to those who
from the smell.
hear it. Characters within two metres of the spell
must make a Resilience test or suer a 10% penalty
Sample Odour Magnitudes
to all skill tests until the spell ends or the character
gets away from the sound. If the caster wishes to
Magnitude Example change the sound, he must cast the spell again.
1 Spring rain
Sample Sound Magnitudes
3 A flower

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attacks/spells but have no eect on those attacks
Magnitude Example
made within the sphere (including attacks targeting
1 A snake moving in grass those outside the sphere).
3 Conversation
Regenerate
6 Close shout
Concentration Special, Instant, Touch
12 Loud horn
20 A dragons bellow This spell functions much like the Divine Magic
spell Regrow Limb, in that it will cause a severed
or maimed limb to regrow or reattach. Regenerate
Touch
cannot return a character from the embrace of
This spell adds one SIZ (about four kilograms) death.
of substance to an illusion for each point of
The Magnitude of the spell must equal or exceed
Magnitude. For purposes of sustaining physical
the maximum hit points lost as a result of the Major
damage, an illusion has one hit point per SIZ point.
Wound taken. This spell will cause a limb severed by
An illusion with substance can be used to deal a Major Wound to regrow or, if the detached limb
damage. An illusion of SIZ 1 to 3 inflicts 1D2 damage, is still present, for the limb to reattach itself to its
an illusion of SIZ 4 to 6 inflicts 1D4 damage, an stump.
illusion of SIZ 7 to 9 inflicts 1D6 damage, an illusion
Regenerate takes a number of Combat Rounds
of SIZ 10 to 14 inflicts 1D8 damage and an illusion of
equal to the targets SIZ to reattach a limb, during
SIZ 15 or more inflicts 1D10 damage.
which time the caster must maintain concentration
Sample Touch Magnitudes and Damage on the spell. The hit points lost due to the major
wound are recovered at the end of this period.

Magnitude Example Regenerate takes a number of minutes equal to the


1 Ant crawling on skin targets SIZ to regrow a limb, during which time the
caster must maintain concentration on the spell.
3 Moving water The hit points lost due to the major wound are
recovered at the end of this period.
6 Firm grip
12 Malleable clay (Sense) Projection
20 Solid rock Concentration

Protective Circle Each (Sense) Projection spell is a separate spell.


These spells encompass the five base senses but
This spell requires the use of the Manipulation there are also variants for any unusual sensory
(Combine) skill. It must be combined with Damage mechanism appropriate to the game world (such as
Resistance, Spell Resistance, Spirit Resistance or any sonar).
combination of these three spells. When completed,
the Protective Circle will create a sphere-shaped This spell allows the caster to project one of his
area of protection with a radius equal to the spells senses anywhere within the spells Range. The spell
Magnitude. If this spell is cast on the ground (or forms an invisible and intangible sensor, some ten
other immovable place) it cannot be moved. If centimetres across, which receives the specified
cast on a vehicle (such as the bed of a wagon) or a type of sensory input and transmits it to the caster.
person, it will move with the target. The sensor can move a number of metres per
Combat Round equal to the spells Magnitude at
The Protective Circles perimeter contains the the sorcerers direction and allows him to use his
benefits of its combined Resistance spell(s). The Perception skill through the sensor.
Protective Circle only inhibits spells or attacks
entering the circle from the outside attacks or Spells can be cast through the sensor of some
spells originating within the circle are unaected. Projection spells. For instance, ranged spells require
Thus a Protective Circle against spirits would block Sight Projection, while touch spells require Touch
out outside spirits but have no eect on those Projection (and likely Sight Projection too, simply so
already inside its perimeter. A Protective Circle the sorcerer can find his target eciently). Casting
against damage or spells would block out incoming another spell through a (Sense) Projection spell

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requires the use of the Manipulation (Combine) Skin of Life
spell, with the additional restriction that the spells
Magnitude may not exceed the (Sense) Projection Touch
spells Magnitude.
This spell protects the recipient from suocation
Characters using Mystic Vision can see the by air deprivation, due to such factors as drowning
sensor and attack it if they wish, though it is only or the Smother spell. Each point of Magnitude will
vulnerable to magic. Magical weapons and spells cover three points of SIZ thus a Magnitude 4 Skin
employed against the sensor will not destroy it but of Life spell would sustain a SIZ 12 creature.
will instead transfer their damage directly to the
caster in a random hit location. Smother

Sense (Substance) Concentration, Resist (Resilience Special)

Concentration If successful, this spell neutralises the air


surrounding the target, making each breath stale
Eminently useful for finding valuables from afar, and worthless, depriving it of oxygen. The caster
this spell has a variation for every substance must concentrate each round in order to keep
imaginable. Sense (Substance) will cause all sources the spell operating. For the duration of the spell,
of the substance within range of the spell to glow the target will be unable to breathe, essentially
an appropriate colour visible only to the caster drowning on dry land.
diamonds will gleam like ice, amber will shine like
a campfire and so on. Each point of this spells When the spell begins, the targets Resilience test
Magnitude allows it to penetrate one metre of rock, determines whether it is able to gasp in one last
wood or dirt. If the source is concealed behind such breath before Smother cuts o the ambient oxygen
a material, the surface nearest the caster will glow supply. If the target succeeds, it may hold his breath
for a moment. The spell cannot penetrate refined as normal. If it fails, it will start drowning in the next
metal, though it can penetrate ore. Combat Round.

Shapechange (Species) to (Species) This spell can also be used to extinguish fires, as the
flames will be starved of oxygen. At Magnitude 1, it
Resist (Resilience), Touch can extinguish a Flame, Magnitude 2 a Large Flame,
Magnitude 4 a Small Fire, Magnitude 7 a Large Fire
Each Shapechange spell is a separate spell. Of all and Magnitude 10 will put out an Inferno. Smother
spells with multiple variations, the Shapechange has no eect on magical fire or on fire-based
spell has the most, comprising a new spell for creatures.
almost every combination of creatures imaginable.
The spell only works on living things the dead or Spell Resistance
inanimate cannot be shapechanged.
This spell matches its Magnitude against the
The Magnitude of the spell must be equal to or Magnitude of any incoming spell. If Spell
greater than the average SIZ of both specified Resistances Magnitude is greater than the incoming
species. Thus changing a mouse (SIZ 1) into a newt spells, then the incoming spell has no eect. If the
(also SIZ 1) is Magnitude 1. Changing a mouse into a incoming spells Magnitude is equal to or greater
lion (SIZ 19) is Magnitude 19. than the Magnitude of Spell Resistance, then the
spell aects the target normally.
If the caster spends a number of Magic Points equal
to the spells Magnitude at the time of casting, the Unlike many protective spells, Spell Resistance
spell gains the Permanent trait. remains in place for the entirety of its Duration
spells that successfully breach the spell do
If the spell is successful, the target will be not dispel it. However, it does not discriminate
biologically changed, gaining the STR, DEX, CON between incoming spells a comrade attempting to
and SIZ of its new form. Its INT, POW and CHA are magically heal the recipient of Spell Resistance must
unchanged and the target retains its memories and overcome it in order to successfully use a healing
abilities (though it may be unable to use some of spell.
those abilities in its new form).

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Spiritual Projection When the spells Duration expires, the recipients
spirit must be close to its host body. As long as it
Touch is within the spells Range in metres, the soul and
body reunite without any problems. However, a
Spiritual Projection causes the recipients soul to soul that is too far away or has had its body killed
leave its corporeal body and manifest in the spirit or possessed, will begin to suer. Every minute it is
world. The recipients corporeal body slumps into a denied from its body, the spirit loses one point of
catatonic state for the remainder of the spell. While POW, permanently. If POW reaches zero, the soul
Spiritual Projection is sometimes used for scouting dies.
purposes (as the recipients spirit can pass through
nearly any obstacle) it is usually used to combat or Spirit Resistance
confront spirit world denizens.
This spell matches its Magnitude against the POW of
The recipients body remains vulnerable for the any spirit that comes into contact with the recipient.
Duration of the Spiritual Projection. The soul will If the recipient of the spells combined POW + Spirit
always know the direction its host body lies in and Resistances Magnitude is greater than the spirits
the rough range to it in metres, but it cannot use the POW, the spirit cannot touch the recipient.
bodys senses. It is quite possible for a wandering
soul to have its body destroyed and not realise it A spirit unable to touch a recipient will not be
until it returns from its sojourn. It is also possible able to personally attack or harm him, including
for a wandering spirit to possess the host body, through ranged attacks. A spell cast by a spirit at the
leaving the wandering soul trapped as a spirit at recipient is blocked unless its Magnitude exceeds
least until the spell ends and the soul dies. It is for Spirit Blocks Magnitude.
these reasons that most sorcerers ensure that their
bodies are protected by Damage, Spell and Spirit Summon (Otherworld creature)
Resistance before casting Spiritual Journey.
This spell allows the Sorcerer to summon one
As a traveller in the spirit world, the recipient otherworld creature per casting to the mundane
automatically gains the eects of Mystic Vision for world. The creature is not automatically under the
the duration of his Spiritual Journey. However, he Sorcerers control, they need to use the appropriate
will suer a 40% penalty to all Perception tests to Dominate (Creature) spell for that, and if so inclined
spot mundane items or events in the real world may be hostile to the sorcerer. The duration of the
while in the spirit world. The Range of this spell is in summon spell determines how long the creature is
kilometres a recipient may not travel further than trapped on the mundane world.
this from its host body.
Example Otherworld creatures; Elementals, Spirits
He may also interact with spirits on a similar footing. and Undead.
In fact, the projected soul is considered a spirit for
the Duration of the spell. This means that it lacks Tap (Characteristic)
STR, DEX, SIZ and CON and calculates its Attributes
as a spirit does, with the exception of hit points. Concentration, Resist (Persistence), Touch
All DEX-based skills become based on INT, all STR-
based skills become based on CHA and all CON- There are actually seven Tap spells, one for each
based skills become based on POW for the Duration Characteristic. These devastating spells allow the
of Spiritual Projection plus Dodge, Persistence caster to permanently strip a target of Characteristic
and Stealth all gain a temporary +10% bonus. Only points, transforming them into Magic Points for his
magical damage or damage originating in the spirit own use.
world can harm it and it always causes only its
Damage Modifier in damage with close combat or The caster must make contact with the target,
ranged attacks. The travelling soul is immune to any either physically or through Touch Projection in
eect requiring a Resilience test. It is also invisible, order to Tap it therefore the spell cannot be used
though not to other spirits. on incorporeal creatures, such as spirits.

If a souls projection is attacked and damaged, its Tap will only work if its Magnitude is equal to or
wounds will manifest on its host body. However, greater than the targets specified Characteristic.
any injuries incurred will not aect the wandering Thus a Magnitude 6 Tap Strength spell would only
soul in any way. Only when the soul is reunited with work on targets with a STR of 6 or lower.
the body will the eects apply.
Characteristic points lost to Tap are lost

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permanently, though the victim can raise them
again through normal means of increasing a
Characteristic. No Characteristic may be Tapped
below 1.

For each Characteristic point the sorcerer taps, he


will gain one Magic Point. The sorcerer is limited in
the number of Magic Points he can gain through
Tap; the spell can only increase his Magic Points to
double his normal limit. A sorcerer may simply Tap a
target and dissipate any gained Magic Points.

If the sorcerer gains more Magic Points through Tap


than his normal maximum, they will disappear at the
rate of one Magic Point per minute once the spell
finishes.

Treat Wounds

Instant, Touch

This spell must be cast upon a wounded character.


It dramatically accelerates the natural healing rate
of the target. For every point of Magnitude of
this spell, the caster can repair one hit point? Treat
Wounds cannot reattach or regrow a severed limb
and will not work on any location suering from a
Major Wound.

Venom

Resist (Resilience Special), Touch

This spell infuses the targets body with a magical


poison. The Potency of the poison is equal to the
spells Magnitude x 5 , takes aect instantly and
does damage equal to the magnitude per combat
round for the for the spells Duration. The target
may resist the poison with a Resilience test, as
normal.

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Character Name Nationality


Player Name Tribe/Clan
Gender Cult
Race
Occupation

Strength Consitution Size Dexterity Charisma Intelligence Power

Movement Damage Modifier Magic Points Hero Points

Hit Points Major Wound Armour worn Armour points

Basic Skill Base Total Advanced Skill Base Total


Athletics (STR+DEX) Craft INT
Boating STR Dance DEX
Culture(Own) INT Disguise CHA
Deception DEX+INT-SIZ Engineering INT
Evaluate INT Language (Other) INT
Healing INT Lore INT
Influence CHA+10 Martial Arts DEX
Evaluate INT Mechanisms DEX+INT
Healing INT
Shiphandling INT
Influence 10+CHA
Streetwise POW+CHA
Language (Own) INT
Survival INT+POW
Lore (Natural World) INT
Performance CHA

Perception INT+POW
Persistence 10+POW
Resilience CON+POW
Riding DEX+POW

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Weapons
Damage Armour
Weapon Base Total Damage Bonus Points Range Load
Close
Combat STR+DEX
Ranged
Combat DEX

Battle Magic Casting % Other Notes


Spell Magnitude

Equipment
Item ENC

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cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some
OPEN GAME LICENSE Version 1.0a Identity, including as an indication as to compatibility, except as
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3. Oer and Acceptance: By Using the Open Game Content You Modern System Reference Document Copyright 2002, Wizards of
indicate Your acceptance of the terms of this License. the Coast, Inc.; Authors Bill Slavicsek, Je Grubb, Rich Redman,
Charles Ryan, based on material by Jonathan Tweet, Monte Cook,
4. Grant and Consideration: In consideration for agreeing to use Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell,
this License, the Contributors grant You a perpetual, worldwide, John Tynes, Andy Collins and JD Wiker.
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5. Representation of Authority to Contribute: If You are Williams, Rich baker, Andy Collins, David Noonan, Rich Redman,
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represent that Your Contributions are Your original creation and/ Dave Arneson.
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License. RuneQuest System Reference Document Copyright 2006,
Mongoose Publishing; Author Matthew Sprange, based on
6. Notice of License Copyright: You must update the COPYRIGHT original material by Greg Staord.
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the COPYRIGHT NOTICE of any Open Game Content You are RuneQuest Companion System Reference Document Copyright
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