Caveat 1: This is version 0.0003a of this document.
Not only is it massively incomplete and fragmentary, but what text there
is could change at any second.
Caveat 2: This document assumes a familiarity with
the basic principles and mechanics of the Feng Shui system. No knowledge
of the fine details is needed; they're all different anyway.
Caveat 3: Female pronouns have been used throughout
this document; this is because the designer honestly expects that all players
will be pimply teenaged nerdboys playing pinup girls in chainmail
bikinis.
Contents
Because we are not engaged in the high-concept conflation of RPGs
with cinema, combat time is divided into rounds and initiative is in
terms of phases, rather than the sequences and shots of FS. Also,
without the use of undercranking, rounds take 15 seconds instead of 3.
The notion of a closed roll has been borrowed from Nexus. This is the
same as a normal FS roll except that 6s are not rerolled: the result is
always between -5 and +5. The GM should call for a closed roll in an
situation where a wildly variable result seems implausible or would be
disrupted; this rarely applies in combat, but often applies to tasks
performed in nonstressful conditions.
The standard chart of time intervals is:
- Phase
- Action (3 phases)
- Round
- Minute
- 5 Minutes
- 15 Minutes
- Hour
- 5 Hours
- Day
- 5 Days
- Month
- Season (3 months)
- Year
- Lustrum (5 years)
- 20 years
- Century
If you see any reference to 'one time interval shorter' or the like,
this is the chart that's being referred to.
Schticks are now referred to as Abilities.
Most other terminology for FS mechanics is
unchanged.
Attributes are arranged in primary and secondary fashion as in FS.
Body, Mind, and Reflexes are all the same:
- Body (Bod)
- Constitution (Con)
- Movement (Mov)
- Strength (Str)
- Toughness (Tgh)
- Mind (Mnd)
- Charisma (Cha)
- Intelligence (Int)
- Perception (Per)
- Willpower (Wil)
- Reflexes (Ref)
- Agility (Agl)
- Dexterity (Dex)
- Speed (Spd)
There is no Chi stat; it is replaced by Magic and its substats:
Magic (Mag)
- Capacity (Cap)
- Power (Pow)
- Precision (Pre)
- Sensitivity (Sen)
Capacity determines how many patterns a mage can have prepared at any
one time, and Power determines how strong those patterns are: how much
energy they can channel. For an explanation of patterns, see the magic section.
Sensitivity represents the mage's ability to perceive magical energy
(possibly including more traditional Second Sight); it can be thought of
as the magical equivalent of Perception. Precision is the mage's ability
to exactly manipulate magical energy: the magical equivalent of
Dexterity or Agility.
Nonmages typically have Mag 0, of course, but may have a bit of
Mag:Sen.
As in FS, skills are added to an attribute to determine the AV; unlike
in FS, a skill may be added to different attributes depending on the
situation. Accordingly, the skill descriptions (will eventually) include
examples of which attributes should be used in which circumstances.
However, each skill does have a principle attribute, the one with which
it is most commonly paired, which is used to determine skill levels at
character creation time.
- Archery (Ref:Dex)
- Archery skill covers all ranged weapons: bows, crossbows, thrown
knives, thrown rocks, shuriken, catapults, anything. It also include
knowledge of how to maintain and repair such weapons.
Sample tasks and attributes:
Shoot someone with a hand-held ranged weapon: Ref:Dex
Shoot a target with a siege engine or artillery piece: Mnd:Int
- Charm (Mnd:Cha)
- Charm is the ability of a character to get people to like her, to do
her favors, to cut her slack, or even to just not think too much
about what she's doing. This does subsume seduction and flirting, but
is not limited to it. Charm is different than Deceit in that the
victim isn't deceived about what's going on; she just thinks it's
worth it to go along (if she thinks at all).
Sample tasks and attributes:
Get someone to do you a favor: Mnd:Cha
Get someone really repulsive to do you a favor: Mnd:Wil
Resist someone else's charm(s): Mnd:Wil
Realize after the fact that you've been played for a patsy: Mnd:Int
- Climbing (Ref:Agl)
- This skill covers not just plain climbing of sheer cliffs, but also
clinging to the bottoms of wagons, swinging on chandeliers or vines,
and similar feats of acrobatic derring-do.
Sample tasks and attributes:
Climbing almost always uses Bod:Agl, but Mnd:Per might be used to see
if a particular move is a good idea. Mnd:Int is probably not
appropriate.
- Deceit (Mnd:Cha)
- This skill covers most of the ways to deceive someone: lying, forging
documents, disguise. It also covers, naturally, seeing through the
deceptions of others.
Sample tasks and attributes:
Tell a convincing lie: Mnd:Cha
Recognize a lie: Mnd:Int
Copy a document: Ref:Dex
Recognize a forged document: Mnd:Per
Disguise someone: Mnd:Int
See through a disguise: Mnd:Per
- Gambling (Mnd:Int)
- Gambling skill includes knowledge not only of the rules of a wide
variety of games of chance and skill, but also of how to win them
legitimately (or at least minimize losses), and how to cheat at them.
Sample tasks and attributes:
Spot someone cheating: Mnd:Per
Keep track of cards to win a game: Mnd:Int
Switch a set of dice with another set: Ref:Dex
Correctly figure the odds on a horserace: Mnd:Int
- Knowledge/field (Mnd:Int)
- This is the catch-all skill for knowledge of subjects or professions
not covered by other skills. It may also include the mental or
theoretical portions of other skills; for example,
Knowledge/Veterinary Medicine could be substituted for Riding when
doctoring a sick horse. Because Knowledge skills are less useful and
more character-building than other skills, they only cost half as
much.
There are two sort of knowledge skills that deserve special mention.
The first is medical skills: herbalism, acupuncture, battlefield
medicine, anything of that sort; all are considered equally
effective. When used to aid healing, the Result of the skill roll is
used in place of the patient's Bod:Con to determine the healing rate.
The second sort is divination skills: oneiromancy, cartomancy,
augury, etc. Knowledge/divination + Mag:Sen is used to cast
divination spells (see the Magic section for details).
Sample tasks and attributes:
Knowledge skills almost always use Mnd:Int or Mnd:Per, but ones
involving crafts or artistry may use Ref:Dex, and other attributes
are certainly possible (eg, Knowledge/Etiquette might sometimes use
Mnd:Cha)
- Leadership (Mnd:Cha)
- Leadership includes not only the oratical and theatric performances
necessary to inspire followers, but also the operational aspects of
getting all of the inspired followers marching in the same direction.
Sample tasks and attributes:
Rally a wavering army with an inspiring speech: Mnd:Cha
Rally a starving army by getting supply lines in order: Mnd:Int
- Magery
- At some places in the rules, the skill Magery will be referred to,
but it's just shorthand for "whichever of Sorcery or Worship
applies".
- Melee (Ref:Agl)
- Melee skill covers the use of hand-to-hand weapons of all kinds:
swords, clubs, halberds, bare knuckles, anything. It also covers the
care and repair of such weapons.
Sample tasks and attributes:
Hit someone with a weapon: Bod:Agl
Repair a broken weapon: Mnd:Int
- Pilfering (Ref:Dex)
- This skill includes most of the physical aspects of thievery:
pickpocketing, lockpicking, sleight of hand, disarming traps. It also
includes the related mental skills of spotting traps and other
security features, figuring out what's worth stealing, and fencing
the loot. Stealth, Climbing, and Deceit are also important skills
for a thief.
Sample tasks and attributes:
Pick a pocket: Ref:Dex
Pick a lock: Ref:Dex
Figure out where the guard is hiding: Mnd:Int
Estimate the contents of a mark's purse: Mnd:Per
Fence something for a reasonable price: Mnd:Cha
- Riding (Ref:Agl)
- Riding skill includes not only staying on riding animals of all kinds
while simultaneously making them go in the right direction, but also
caring for and training such animals, and driving animal-drawn
conveyances.
Sample tasks and attributes:
Ride an animal through a jump or other fancy maneuver: Ref:Agl
Train a wild animal to the saddle: Mnd:Cha
Stay on the back of a bucking animal: Bod:Str
Doctor an animal that's eaten something it shouldn't: Mnd:Int
Drive a wagon: Ref:Dex
- Sailing (Mnd:Int)
- This skill includes not only the operation of watercraft of all
sizes, but also their construction and repair, and navigation and
cartography.
Sample tasks and attributes:
Sail a small boat through a narrow strait: Bod:Agl
Command a crew to sail a large ship through a narrow strait: Mnd:Int
Tell land on the horizon from clouds on the horizon: Mnd:Per
Plot a course or determine a position: Mnd:Int
- Sorcery (Mag:Pre)
- Sorcery skill is what a sorcerer uses to understand the forces that
maintain the world, and tocommand and draw upon them for her own ends
(that is, to cast spells).
Although anyone can learn about magic, to actually
do magic beyond the most minimal levels requires a True
Name: no one can learn Sorcery to more than +3 without having one.
(See the section on Magic for details on True Names.) Also, any
active use of magic by someone with a Mag:Sen of 0 is at -3 penalty,
as they are unable to percive the forces they are working with and
must work by rote.
Sample tasks and attributes:
Casting a spell: Mag:Pre
Blocking a spell being cast: Ref:Spd
Spotting the source of a magical effect: Mag:Sen
Determining what will deactivate a spell trap: Mnd:Int
- Stealth (Ref:Agl)
- The skill of not being spotted while sneaking around; also, the
skill of spotting other people sneaking around.
Sample tasks and attributes:
Sneak past a guard: Ref:Agl
Spot someone sneaking past where you're standing guard: Mnd:Per
Locating the best spot to set up a camouflaged blind: Mnd:Int
- Survival (Mnd:Int)
- This is the skill of finding food, shelter, drugs, and other
necessities of life in the wild, as well as avoiding becoming anyone
else's sustenance.
Sample tasks and attributes:
Find water in the wilderness: Mnd:Int
Determine if the water is potable: Mnd:Per
Spot the predator sneaking up on the waterhole: Mnd:Per
- Urban Survival (Mnd:Int)
- This is the skill of finding food, shelter, drugs, and other
necessities of life in the wild, as well as avoiding providing these
things for anyone else without getting paid for it.
Sample tasks and attributes:
Find beer in the city: Mnd:Int
Determine if the beer is a health hazard: Mnd:Per
Spot the mugger lurking the dark alley: Mnd:Per
- Worship/deity (Mag:Pre)
- This is the skill a priest uses to entreat her deity to work
miracles on her behalf, or to grant her visions (that is, for the
character to cast spells). Each deity typically provides only a
limited set of spells, and Worship must be bought separately for each
deity the character can entreat, but on the plus side, it can
substitute for Knowledge/divination when casting Divination
spells.
Although anyone can learn about a deity, to get the deity to
do anything significant requires a True Name: no one can
learn Worship to more than +3 without having one. (See the section
on Magic for details on True Names.) Also, any active use of magic by
someone with a Mag:Sen of 0 is at -3 penalty, as they are unable to
percive the forces they are working with and must work by rote.
Sample tasks and attributes:
Casting a spell: Mag:Pre
Blocking a spell being cast: Ref:Spd
Spotting the source of a magical effect: Mag:Sen
Determining what will deactivate a spell trap: Mnd:Int
Many characters have special abilities in addition to their
skills, such as being able to fight with two weapons, to cast spells
without chanting or gesturing, or to call upon the faithful of their
religion to aid them. These abilities are divided into three categories:
combat abilities, magical abilities, and miscellaneous abilities. Most
archetypes will specify which sort of abilities the character can have;
miscellaneous abilities can be substituted for either of the other two
with the GM's approval.
There are also professional flaws, problems that make a character's
life miserable above and beyond the usual problems. Some archetypes will
automatically have professional flaws, and any archetype may take an
additional professional flaw or two to get another ability or two
(balancing one for one), if the GM approves.
A mage's spells sort of count as abilities, but are explained in the
Magic section.
Some characters will have abilities or flaws from their species; see the
Archetypes section.
Many abilities have prerequisites listed in parentheses after the
ability name. The character must have at least the listed attribute or
skill, and any listed abilities, in order to have that ability.
Combat Abilities
An "M" or "A" trailing the name of the ability indicates whether it
can be used with Melee combat, with Archery combat, or both. This does
not apply to defense maneuvers, which work equally well against either
kind of attack.
Skill requirements are Melee + Ref:Agl for melee abilities, Archery +
Ref:Dex for archery abilities, or either for defensive abilities.
- Charge MA (Skill 12)
- This ability lets the character move her full Bod:Mov (or more, for
special movement like flight) and attack at full AV in a single
3-phase action.
- Mighty Charge M (Charge, Skill 13)
- A superior version of Charge, this ability lets the character add
half the distance travelled in yards (up to half her Bod:Mov) to the
damage of the attack. For a character using a special movement that
multiplies her Bod:Mov, figure out how much Bod:Mov she used (ie,
divide total distance travelled by the multiplier), halve it to find
the damage bonus, and add +2 for each doubling (+2 for double, +4 for
quadruple, ...). This is not actually as complicated as it sounds.
- Claim The Blow (Skill 12)
- This maneuver is common among bodyguards, including the escorts of
mages. A character who claims the blow interposes herself between the
attacker and the intended target; the attack is then rolled against
the new defender's Dodge, and she takes any damage it inflicts.
- Disarm MA (Skill 12)
- A character skilled in disarming techniques has her AV penalty for
disarming attacks reduced by 3.
- Fencing M (Skill 12)
- A fencer is adept at using the light fencing rapier, which does only
Bod:Str+3 damage, but in the hands of someone with this ability
offsets up to -2 of snapshot penalties: she can attack at full AV in
two phases, or in one phase for only -3.
- Great Parry/Dodge (Skill 12)
- As a continuous action, a character with this ability can add +2 to
her Dodge against all attacks. Active defense only adds the remaining
+1 against the specific attack. Characters who fight with two weapons
often have this ability (defined as using one weapon to parry while
attacking with the other).
- Holdout
- A character with this ability is always armed, unless subjected to a
rigorous strip-search by someone who also has this ability; even if
strip-searched by ordinary goons, she'll have a Bod:Str+1 scalpel
glued to the bottom of her foot, or be able to hide a dagger before
she's searched and pick it after being cleared, or some such. This
ability can also be used to conceal small objects other than weapons;
notes, vials of poison, and the like.
- Counterattack M (Skill 13)
- A character with this ability may instantly make a 0-phase attack on
anyone who hits her in melee combat, at a -3 penalty. Wound penalties
from the hit are not applied to this counterattack.
- Riposte M (Counterattack, Skill 14)
- Riposte, like Counterattack, allows the character to make a 0-phase
attack at -3 AV against someone who attacks her in melee, but the
opponent's attack does not have to hit.
- Lightning Draw MA (Ref:Spd 8)
- A character with Lightning Draw can draw a weapon as a 0-phase
action, instead of the normal 1 phase, and can draw and strike as a
single 3-phase action.
- Mighty Blow M (Skill 12)
- The Mighty Blow allows a character to make an attack at -2 AV but +5
damage. If the blow connects, the target is knocked down and knocked
back a number of yards equal to the attacker's Bod:Str (minus the
target's size).
- Prodigious Leap (Bod: Mov 7)
- A character who can leap prodigiously can leap up to her Bod:Mov in
yards horizontally, or twice that far with a running start. She can
also leap up to half her Bod:Move vertically. However, she takes a -3
penalty to anything she tries to accomplish at the far end of the
leap (EG, if leaping as part of a Charge).
- Astounding Leap (Prodigious Leap, Bod:Mov 8)
- The Astounding Leap carries a character up to her full Bod:Mov in
yards vertically, or twice that far horizontally (four times as far
with a running start). The -3 penalty still applies.
- Signature Weapon MA
- A signature weapon is one that is important to the character (family
heirloom, spear she used to kill her first troll, gift from her
mentor) and that she always uses, given the choice. Should she lose
the weapon, she will do her best to recover it; if the weapon is lost
for good, she loses an appropriate amount of Fortune. However, her
attachment to the weapon gives her +1 AV when using it.
- Magic Weapon MA (Signature Weapon)
- Some signature weapons are more than just heirlooms; they are
actually magical (or at least forged by someone impressive, in an
impressively distant time and place); such a weapon gets +2 damage in
addition to the +1 AV. The other conditions of a signature weapon
still apply.
- Torrent of Steel M (Skill 13)
- Torrent of Steel allows the character to attack a target repeatedly:
she may keep making melee attacks on the chosen target until she
misses. The total initiative cost of this sequence of attacks is one
per attack, not counting the final miss. During the flurry, the
target may be driven back up to half the attacker's Bod:Mov (the
attacker moving forward an equal distance).
If the character also knows Two-Weapons fighting, she may make one
last attack after the miss that terminates the sequence, at no
initiative cost.
- Wave of Steel M (Torrent of Steel, Skill 14)
- Like Torrent of Steel, Wave of Steel allows the character to make
repeated melee attacks until she misses, at 1 phase per attack;
unlike Torrent, these attacks may be made against multiple foes. The
character can move up to half her Bod:Mov in order to reach these
targets, if necessary, but the targets are not driven back. As with
Torrent of Steel, a fighter using the Two-Weapons style can make one
final 0-phase attack
after the miss.
- Traditional Foe MA
- A character with a traditional class of foes gets +2 AV when
attacking any member of that class. It must be a class (rival noble
family, pirates, despoilers of the earth) not an individual, but the
size of the class doesn't matter much; since the enmity has to be
part of one of the character's plot hooks, the foe is guaranteed to
show up.
Should the character succeed in wiping out all of her traditional
foes, she loses this ability, but should gain huge amounts of
fortune.
- Two-Weapons M (Skill 10)
- A character who fights in a two-weapons style can more easily engage
multiple opponents; her penalty for attacking multiple foes is
reduced by 2 (no penalty for attacking two foes, -1 for three, ...).
Such characters often also know the Great Parry, defined as using one
weapon to parry and the other to attack.
- Whirlwind of Blades M (Skill 14)
- With this ability, the character can use her melee weapon to create
a zone of sharp-edged death around her: for as long as she keeps it
up, anyone who enters melee combat range of her (about 2yds) is
attacked by her Ref:Agl + Melee (with no dice added), and takes
damage as appropriate. The Whirlwind can be maintained for as long as
the character likes, but she can do nothing else during that time.
Magic Abilities
Skill requirments are whichever of Worship + Mag:Pre or Sorcery +
Mag:Pre applies; none of these apply to Divination spells.
-
-
- Conditional Magic (Skill 10)
- A character with conditional magic gets a bonus to her Mag (and all
substats) when a certain condition applies. Magic attuned to the
cycles of nature is most common; in this case, the bonus is dependent
on what fraction of the time it applies. If it applies half the time
(all day, or all night) the bonus is +1; if it applies a quarter of
the time (full daylight, spring), +2; if it applies 1/8 or 1/10 of
the time (three nights of the full moon, three hours of highest sun),
the bonus is +3.
If the condition is locational, then a place or type of place that is
easy to get to and commonly available (the top of a hill, inside a
house, at sea) is worth +1; a specific place or small group of such
(a temple of the character's faith) is worth +3. Intermediate cases
(any temple, shrine or other holy area of the character's faith) are
worth +2.
-
-
- Graving Patterns In The Mind (Skill 12)
- Casting spells normally requires arcane incantations and mystic
gesticulations, but a character with this ability has learned to
overcome that limitation. She can cast spells without speaking or
moving, at no penalty to her Magery roll, but does have to
concentrate the entire time, and cannot be doing anything else, not
even actively dodging; her Dodge is at half value while she
concentrates.
- Drawing Patterns In The Mind (Skill 13, Graving Patterns In The Mind)
- This is a superior version of Graving Patterns In The Mind (see
below), which allows the character to walk around normally, make
small talk, and even actively dodge while concentrating (though her
Dodge is still normally at half value, and only goes to normal value
if she actively Dodges). She cannot spare enough attention to use any
other skills at more than +0, though.
- Independent Magic (Skill 12)
- Normally, a mage's sustained spells drop if she ever loses
consciousness, even to sleep, or if she receives a major wound. A
Mage with Independent Magic doesn't have this problem; her sustained
spells remain active as long as she is alive. However, she cannot
drop spells completely at will; it takes a 1-phase defensive action
to break the connection.
-
-
-
-
Miscellaneous Abilities
All skill requirements for miscellaneous abilities are spelled out
explicitly.
-
-
- Beautiful (Mnd:Cha 7)
- All characters are reasonably good-looking (unless specified
otherwise by the player), but a Beautiful character is even more
outstanding. She gets a +1 bonus to win friends and influence people
in general, and +3 against anyone whose libido she suits.
-
-
-
-
- Calling The Faithful (Mnd:Cha + Worship 10)
- Characters who are highly placed in an organization can often call on
the respect and obedience of other members, at least towards the
organization's ends. The most common example of this, of course, is
a religious leader calling on the faithful, but this ability could
also apply to a revolutionary underground or any other
ideologically-motivated group.
- Contacts (Mnd:Cha 6)
- The character with this ability knows someone everywhere, or at least
someone has heard of her and liked what they heard. Not everyone
likes her, and most of the people who do won't be willing to risk
their lives for her, but she can usually find someone to help out in
any field that she has a skill in
- Filthy Rich
- A filthy rich character can't buy *everything*, but most problems
that can be solved by money, she can handle: she can bribe officials,
purchase new equipment, hire specialists such as couriers or
investigators (although the adage about what it takes to get the job
done right always applies); and of course always lives in luxury's
lap. This ability won't sweep away important problems, of course, but
it makes life much easier while the character is working on a
solution.
- Friend Of The Wild
- Animals react well to the character with this advantage; wild animals
will tend to neither attack nor flee the character, and tame animals
will be more biddable. This doesn't give any bonus to riding an
animal or otherwise making specific use of its training, but is worth
about +3 when training an animal or trying to make it behave against
its training (eg, calming an attack dog).
-
-
- Linguist
- A linguist is considered to know all the languages common in her area
of origin (not including deliberately secret ones), and requires only
1 training check to gain full fluency in a language instead of 2 (and
should be considered partially fluent after just a brief exposure).
-
-
- Perfect Memory
- The character remembers everything. Everything she sees, everything
she hears, everything she reads. This does not automatically give her
any free skills, not even Knowledge skills, but does help with
Training (see the Advancement section) and lets her remember clues,
redraw maps from memory, and the like.
- Quality (Mnd:Cha 7)
- The character is a Person Of Quality and, although she has no actual
power outside her own lands, will be recognized as such everywhere.
The lower classes will be respectful; the upper classes will regard
her as one of their own (which is a far cry from welcoming you as one
of their own).
- Stalwart (Bod:Con 7)
- A stalwart character does not have to check for incapacitation until
she has reached -5 Impairment. She still makes death checks as
normal.
-
-
Professional Flaws
Flaws have no requirements.
- Bad Reputation
- Everyone has some enemies, but with character with Bad
Reputation has enemies everywhere, even ones she never knew
about. Wherever she goes, she'll run into people who heard about
That Little Incident and are willing assume the worst about her on
that basis. This doesn't mean that everyone will hate or
fear her, but there will always be someone around who does. The exact
nature of the bad reputation needs to be specified, of course, and
generally ties in to one of the character's plot hooks.
- Geas
- A geas is a requirement that the character always do something at
every opportunity. If the character has the chance to fulfill the
geas but is prevented from doing so, she loses a point of Fortune; if
she chooses not to, she loses at least two Fortune and possibly a lot
more. Remember, it is possible to have negative Fortune.
-
-
- Taboo
- Lots of people have things they don't want to do, but a taboo goes
beyond that. If the character even fails to stop someone else from
performing the forbidden action when she could have, she loses a
point of Fortune; if she performs the act herself, she loses at least
two Fortune and possibly a lot more. Remember, it is
possible to have negative Fortune.
- True Name
- A Character with a True Name is much more vulnerable to magic cast by
someone who knows her Name. Briefly, any stat she uses to resist a
spell is considered to be 0, and anyone who knows her Name has an
arcane connection to her. For full details, refer to the Magic
section.
-
-
It is also possible for a character to take Species Abilities/Flaws as
Professional Abilities/Flaws with the GM's permission. For example, one
of the Claws of the Rat King, who underwent the mandatory 13-year
apprenticeship locked in the lightless maze of the Warren would probably
be justified in taking Night Vision, and possibly even in compensating
for it with Day Blindness.
Fortune represents the favor of the higher powers. It is used the
same way as in FS (with the minor exception that the fortune die does
reroll on a 6, but only one of the fortune die and the normal positive
die can be rerolled), but characters have no fixed amount of Fortune.
Characters start with 3 Fortune, but once a point is spent, it's gone.
New points of Fortune are granted by the GM when the character does
something impressive in accordance with his religion/moral
code/philosophy of life. Characters may lose Fortune for doing blatantly
wrong things, again at the GM's discretion.
Religious characters (priests, paladins) should start with 5 Fortune,
but have to be more devout to get more, and more easily lose it when
they go astray.
It is possible for a character to have negative Fortune, in which
case she can spend no Fortune and is pretty well guaranteed to have a
miserable life. Any Fortune granted to the character goes to offset this
debt until she is even; in addition, the GM may reduce the character's
Fortune debt by giving the negative points to the character's opponents
as positive Fortune.
As in FS, characters are created by selecting an archetype and filling
out the remaining few points. However, the FS technique of fixing
important skills at given levels regardless of the corresponding
attributes demphasizes attributes: in FS, the only attributes that
matter much are Bod:Con, Bod:Str, Bod:Tgh, and Ref:Spd (4 out of 11).
Therefore, even key skills will be given fairly low initial values, with
the expectation that customization attribute and skill points will raise
them to appropriate levels.
Although the attributes of the various archetypes are presented as
fixed numbers, there is some room for customization. Attributes are
priced as follows:
| 1 | All secondary attributes except... |
| 2 | Bod:Con, Mag:Pre, Mnd:Int, Ref:Agl, Ref:Dex |
| 4 | All primary attributes |
Any attribute above 9 costs double; any attribute above 12 costs
triple. If it matters, any attribute below 4 costs half. These
breakpoints may be modified by species attribute modifiers (see
below).
Up to 4 points worth of attributes may be rearranged as the player
desires, before species modifiers are taken into account. However, no
more than one secondary attribute of any given primary attribute may be
below the value of the primary attribute.
In summary, the procedure for creation of a character is:
- Choose an archetype.
- Give the character a name
- Give the character plot hooks, and optionally other history
- Optionally, modify attributes by rearranging up to 4 points worth
- Apply species attribute modifiers, if any
- Choose specialities for Knowledge, Survival, and Worship skills
- Add skill customization points so that all skills with parenthesized
values, when added to their principle attributes, fall within the
indicated range. Unlabelled skills have a maximum of 12.
- Choose the number and kind of professional abilities listed; with the
GM's permission, optionally add one or more professional flaws to
get that many more abilities
- For mages, choose spells
- If the archetype has a choice of armor types, choose one.
- Calculate the character's base Dodge (better of Ref:Agl or Ref:Spd plus
better of Melee or Archery), and then her Dodge when wearing her
preferred type of armor or less:
- Unarmored characters have their base Dodge
- Lightly-armored characters have +1 Dodge in light armor, but -1
in no armor
- Heavily-armored characters have +2 Dodge in heavy armor, but +0
in light armor and -2 in no armor
(for a full explanation see, the Combat section).
- Calculate the character's minor wound threshholds (10, 10+Bod:Con,
10+Bod:Con+Mnd:Wil), and major wound threshhold (better of Bod:Con or
Mnd:Will).
Barbarian Warrior
Attributes
Skills
- Melee +7 (14)
- Archery +6 (13-14)
- Survival +7 (14-15)
- Stealth +3 (10-12)
- Climbing +3 (10-12)
- Riding +3 (10-12)
Additional Skill Points: 8
Abilities
Additional Abilities: 3 combat or miscellaneous
Flaws
- Bad Reputation: Barbarian
Possessions
- Big barbarian sword (damage 13)
- Hunting bow (damage 11)
- Small shield
- Barbarian pony
Preferred Armor: None or Light
Dodge: 14, or 15 (13 unarmored)
Minor Wound Threshhold: 10/18/23
Major Wound Threshhold: 8
Duellist
Attributes
Skills
- Melee +7 (15)
- Urban Survival +6 (12-14)
Additional Skill Points: 16
Abilities
Additional Abilities: 5 combat
Possessions
- Fencing rapier
- Cloak
- Fast horse
Preferred Armor: None
Dodge: 15
Minor Wound Threshhold: 10/17/25
Major Wound Threshhold: 7
Knight
Attributes
Skills
- Melee +6 (14)
- Riding +6 (14-15)
- Leadership +5 (10-12)
- Know/First Aid +4 (9-12)
Additional Skill Points: 12
Abilities
Additional Abilities: 4 combat
Flaws
Possessions
- Longsword (damage 12)
- Lance (damage 13)
- Warhorse
- Full Suit of Mail & Plate armor
Preferred Armor: Heavy
Dodge: 16 (14 in light armor, 12 unarmored)
Minor Wound Threshhold: 10/18/23
Major Wound Threshhold: 8
Pirate
Attributes
Skills
- Melee +6 (14)
- Sailing +8 (15)
- Climbing +4 (12-13)
- Urban Survival +4 (10-12)
- Know/Port Cities & Distant Lands +4 (10-12)
Additional Skill Points: 9
Abilities
Additional Abilities: 2 combat or miscellaneous
Possessions
- Cutlass (damage 11)
- Sextant
- Lots of rope
Preferred Armor: None or Light
Dodge: 14, or 15 (13 unarmored)
Minor Wound Threshhold: 10/17/23
Major Wound Threshhold: 7
Rake
Attributes
Skills
- Melee +6 (13)
- Charm or Deceit +7 (15)
- Deceit or Charm +4 (12-13)
- Urban Survival +4 (12-13)
- Gambling +4 (12-13)
- Know/Decadence +4 (12)
Additional Skill Points: 10
Abilities
- Filthy Rich
- Quality
- Fencing
Additional Abilities: 2 combat or miscellaneous
Flaws
Possessions
- Fencing rapier (damage 8)
- Cloak
- Fine Horse
- Little black book
- Excellent wine
Preferred Armor: None
Dodge: 13
Minor Wound Threshhold: 10/15/23
Major Wound Threshhold: 8
Ranger
Attributes
Skills
- Archery +7 (14)
- Survival +8 (14-15)
- Melee +5 (12-13)
- Climbing +4 (11-13)
- Stealth +4 (11-13)
Additional Skill Points: 7
Abilities
Additional Abilities: 2 combat or miscellaneous
Possessions
- Longbow (damage 11)
- Shortsword (damage 11)
- Barbarian Pony (if she has Riding)
Preferred Armor: Light
Dodge: 15 (13 unarmored)
Minor Wound Threshhold: 10/18/24
Major Wound Threshhold: 8
Soldier
Attributes
Skills
- Melee +6 (14)
- Archery +5 (13-14)
- Leadership +3 (8-12)
- Riding +5 (13-14)
- Gambling +5 (10-12)
- Know/First Aid +4 (9-12)
Additional Skill Points: 7
Additional Abilities: 4 combat abilities
Possessions
- Sidearm (damage 12)
- Longbow (damage 11)
- Mail armor
- Horse
Preferred Armor: Light
Dodge: 15 (13 unarmored)
Minor Wound Threshhold: 10/18/23
Major Wound Threshhold: 8
Thief
Attributes
Skills
- Melee +5 (13)
- Pilfering +4 (12-15)
- Stealth +4 (12-15)
- Climbing +4 (12-15)
- Deceit +4 (12-15)
- Urban Survival +4 (12-14)
- Know/Valuables +4 (12)
Additional Skill Points: 12
Abilities
Possessions
- Shortsword (damage 8)
- Lockpicks
- Rope & grapnel
- Bribe money
Preferred Armor: None
Dodge: 13
Minor Wound Threshhold: 10/15/23
Major Wound Threshhold: 8
Battlemage
Attributes
Skills
- Sorcery +8 (14)
- Archery +6 (12-13)
- Melee +4 (10-12)
Additional Skill Points: 12
Additional Abilities: 2 magical or miscellaneous
Flaws
Spells
Additional Spells: 8
Possessions
- Sidearm (damage 10)
- Longbow (damage 9)
- Horse
Preferred Armor: Light
Dodge: 13 (11 unarmored)
Minor Wound Threshhold: 10/16/22
Major Wound Threshhold: 6
Paladin
Attributes
Skills
- Melee +7 (14)
- Worship/Deity +8 (12)
- Riding +6 (13)
- Leadership +5 (10-12)
- Know/Deity's Works +4 (9-12)
Additional Skill Points: 10
Abilities
Additional Abilities: 1 combat, magical, or miscellaneous
Flaws
Spells
Additional Spells: 4
Possessions
- Longsword (damage 12)
- Lance (damage 13)
- Warhorse
- Full Suit of Mail & Plate armor
- Holy icon or talisman
Preferred Armor: heavy
Dodge: 16 (14 in light armor, 12 unarmored)
Minor Wound Threshhold: 10/17/22
Major Wound Threshhold: 7
Priest
Attributes
Skills
- Worship/Deity +7 (14)
- Leadership +5 (13-14)
- Know/Deity's Works +4 (12-14)
Additional Skill Points: 10
Abilities
Additional Abilities: 3 miscellaneous or magical
Flaws
Spells
- Divine the Influences
- Seek Guidance
- Countermagic
Additional Spells: 8
Possessions
- Ceremonial regalia
- Holy icon or talisman
- Holy scriptures
Preferred Armor: None
Dodge: 5
Minor Wound Threshhold: 10/15/23
Major Wound Threshhold: 8
Sorceror-Scholar
Attributes
Skills
- Sorcery +7 (15)
- Know/ +6 (15)
- Know/ +4 (13-14)
- Know/ +4 (13-14)
Additional Skill Points: 9
Abilities
Additional Abilities: 3 miscellaneous or magical
Flaws
Spells
Additional Spells: 12
Possessions
- Fancy robe
- Reference library
- Sample bottles, collection tools, butterfly net, ...
Preferred Armor: None
Dodge: 5
Minor Wound Threshhold: 10/15/22
Major Wound Threshhold: 7
Humans are the default species; a player creating a human character
doesn't need to do anything special on account of species. (Minor,
optional exception: the player of a female human character may subtract
1 from Bod:Str and Bod:Mov, and add 1 to Bod:Con. This is entirely at the
player's option.)
A species' differences from humanity are expressed in two ways:
attribute modifiers and species abilities/flaws.
Attribute modifiers are just that: modifiers to the attributes of a
character of that species (applied before any customization). In addition,
species attribute modifiers modify the half/double/triple cost levels
for attributes (normally 4/9/12).
Species abilities are things like Night Vision, Water Breathing, Natural
Armor; species flaws are things like Day Blindness, Water
Dependence, and Uncontrollable Rage. All species abilities are considered
to be worth 2 attribute points; all species flaws are worth -2
attribute points. The total value of species attribute modifications,
abilities, and flaws should sum to 0.
Species that are major fixtures of the setting (typically elves and
dwarves) should have fixed species templates designed by the GM;
a miscellaneous humanoid species can be designed by the player (with the
GM's approval).
Species Abilities
The parenthesized number after the ability name indicates how many
levels of the ability can be taken; the effect of multiple levels will be
explained in the text. All species abilities cost two attribute points
per level.
- Amphibious (1)
- An amphibious character can move at her full Bod:Mov both on land
and in the water.
- Aquatic (1)
- An aquatic character can can either hold her breath for extended
periods of time (rolling per minute instead of per round), or breath
underwater through gills or some other means.
- Disease Resistance (1)
- This ability makes a character immune to all ordinary diseases, and
gives her a +4 bonus to Bod:Con for resisting extraordinary or
magical diseases.
- Extra Limbs (1)
- Extra limbs do not allow the character to perform more actions in a
round, but will often permit her to perform continuous actions at no
phase cost. Extra limbs also give the character +2 Bod:Str for any
task that she can apply all of her limbs to; this does *not* include
swinging a sword, but usually includes cocking a crossbow. How many
extra limbs the character has is up to the player, but this ability
never provides a free bonus to Seduction.
- Fast Healer (1-2)
- Normally, characters heal damage equal to their Bod:Con every 5 days.
This ability reduces that interval to 1 day or 5 hours for one or two
levels.
- Gliding/Flight (1,3-4)
- A character with gliding membranes or other rudimentary wings (1
level) can glide at twice her Bod:Mov rate, but drops one yard for
every three or four travelled. A character with fully-functional
wings (3 levels) can fly at twice her Bod:Mov rate, and can take off
under her own power, gaining altitude at 1/3 her horizontal movement
rate. For one extra level, she can fly at four times her Bod:Mov rate
over long distances (not in combat, in other words). Note that a
flying character is much less nimble than one with the ground to push
off from; her Dodge is reduced by 3 while she's in the air, and the
GM will undoubtedly call for Bod:Agl rolls for any fancy maneuvers.
- Natural Armor (1)
- Natural armor provides the equivalent of light armor: +1 Dodge. This
is not cumulative with any other armor: the character is considered
to be a Lightly Armored combatant who is never unarmored.
- Natural Weaponry (1)
- A character with Natural Weaponry does Bod:Str+2 damage when fighting
unarmed. There will probably be additional benefits depending on the
type of weaponry: a character with claws or fangs effectively has a
knife at all times, a character with hard hooves can walk over
dangerous surfaces, etc.
- Night Vision (1-2)
- A character with one level of Night Vision can see perfectly well in
anything up to full night (ignoring up to a -4 sight penalty). A
character with two levels of Night Vision can function normally even
in pitch blackness, either by some sort of mystic sight-like sense,
or by bat-like echolocation. In the latter case, other characters
with echolocation will be able to hear the character at a
considerable distance.
- Poison Resistance (1+)
- This ability either gives the character a +4 bonus to Bod:Con to
resist all poisons, or makes the character completely immune to one
specific poison. A character may take multiple levels of this ability
to be immune to multiple poisons, but may only get the general bonus
once.
- Scent Tracking (1)
- A character with Scent Tracking can, with a successful Mnd:Per roll,
track someone by scent. At the GM's discrection she can also (on a
successful roll) determine someone's emotional state, identify people
even in disguise, tell if food has been poisoned, and other
bloodhound-type tricks. Modifiers to the roll will definitely apply.
- Venom (1-3)
- This ability includes some method of introducing the venom into the
victim's body, which may be combined with Natural Weaponry, but need
not be; many natural poison injectors do very little straight damage,
and it is not actually necessary to do damage in excess of the
victim's Bod:Tgh to inject the venom. If the character has no way of
injecting the venom, and must introduce it orally (which usually
requires a completely helpless or unsuspecting victim (ahem)), she
gets on additional level worth of effect, as described below, for
free.
In any case, a character with 1 level of
this ability can store a number of doses of venom equal to her
Bod:Con; this venom has a potency equal to her Bod:Con and an onset
time of round/action (for an explanation of these terms, see the
Poison section, under Combat). For injected poison, the maximum
dosage that can be injected in one strike is
half the character's Bod:Con; for non-injected poison, the
maximum is probably one dose per action. It takes 24 hours for the
character's poison reservoir to completely refill.
For an additional level of this ability (or in exchange for not being
able to inject the venom), the character can store twice as much
poison, refill twice as fast, inject twice as much (double the result
of the dosage calculation above), or add 2 to the potency; for two
additional levels, she can do two of the above, or one of the above
twice.
-
-
Species Flaws
The parenthesized number after the flaw name indicates how many levels
of the flaw can be taken; the effect of multiple levels will be explained
in the text. All species flaws give the character two additional attribute
points per level.
- Day Blindness (1)
- Day-blind characters suffer a -2 penalty to anything requiring
vision when in full sunlight; in partial sunlight (outdoors in
overcast conditions, or in a room with large windows), the penalty is
reduced to -1. Artifical light is almost never strong enough to cause
a penalty.
- Dependence (1-3)
- A character with this flaw requires some fairly common
substance, action, or situation (eg, an aquatic creature that must
keep her skin moist) to survive; deprived of it, she takes 2 points
of damage per day. Dependence on something inconvenient or difficult
to obtain (eg, human blood) makes this ability worth an additional
level, as does taking 6 points of damage a day.
- Horrifying (1)
- Some characters just look scary: children hide from them, honest
citizens call for the watch (or the dog-catcher), everyone assumes
they're dangerous barbarian if not outright monsters. This is not the
same as looking ugly, note.
- Rage (1-2)
- A character with this flaw is prone to go berserk when in a
violent situation (although she is not necessarily more likely to
provoke such situations). To avoid going berserk requires a roll of
Mnd:Wil against Difficulty 5; the GM may require multiple rolls for
an extended conflict, or apply a penalty for especially provoking
situations. While a character is berserk, she attacks anyone who
attacks her, or the nearest target if no one is asking for it, but
can avoid attacking a friend by making a roll of Mnd:Wil vs 5, unless
she has taken two levels of the flaw, in which case she cannot
distinguish between friend and foe. On the up side, a berserk
character can ignore one point of Impairment.
A berserk character can regain her senses by making a roll of Mnd:Wil
vs 10; she can roll once at the end of every round, and gets a +5
bonus if there are no active enemies in sight.
- True Name (1)
- A Character with a True Name is much more vulnerable to magic cast by
someone who knows her Name. Briefly, any stat she uses to resist a
spell is considered to be 0, and anyone who knows her Name has an
arcane connection to her. For full details, refer to the Magic
section.
- Vulnerability (1-4)
- This flaw is effectively the inverse of Dependence, although
somewhat harsher since it's usually easier to avoid something than to
obtain something.
A character who takes 2 points of damage every time she comes in
contact with a fairly common substance (eg, metal) for a minute has
one level of this flaw. If it's a fairly rare material (eg,
silver) the flaw is one level less; this can bring it to level
0. If the character takes damage after a round, the flaw is one
level more.
For extended contact, apply the damage every fifteen minutes if the
threshhold time is a minute, or every minute if the threshhold time
is a round.
Regardless of the rate of damage from continuous exposure, the
character takes 2 additional points of damage whenever she takes
damage from the substance, unless instead she cannot use her Bod:Tgh
to resist damage inflicted by the substance, in which case the
flaw is two levels greater.
-
-
Neutral Species Traits
These traits have no cost.
- Size
- A character can have any size from -2 to +2 at no cost, though the
default is 0. Each point of increased Size doubles the character's
weight (and usually nutritional requirements); each point of
decreased Size halves it. The GM will take Size into consideration
when he finds it appropriate, but Size will almost always be
subtracted from Climbing rolls on fragile surfaces, be added to the
damage of area attacks, added to the outcome of spray attacks, and be
subtracted from the strength of attacks or effects that throw the
character around. Characters with increased or decreased Siz often
have (respectively) increased or decreased Bod as well, but this is
not mandatory. Large weak characters should probably have reduced
Ref:Agl, and small strong ones should have increased Ref:Agl, but
this is not mandatory either.
- Swimmer
- A character who is primarily aquatic may swim at her full Bod:Mov
rate (rather than the normal 1/3), but only moves at half speed on
land.
- Unaging
- Being unaging does not give a character any extra skills, not even
Knowledge/History, nor does it automatically confer immunity to
disease, poison, or swords. It is sometimes useful for impressing
people, though, and provides immunity to certain spells. However,
since to the unaging character a year is not much different than a
decade, she accumulates training checks at half the normal rate.
Combat is conducted in the usual FS fashionwith
respect to initiative, AVs, Difficulties, and such. Stunts are not as
emphasized, so should be more worthwhile: the GM should feel free to
assign a large penalty, but should make the result of a successful stunt
corresponding useful/stylish. Attacking multiple opponents incurs the
same penalty as in FS, however.
Some notes on initiative and movement:
- A character requires 1 phase to get up after falling or being
knocked down.
- A character requires 1 phase to draw or pick up a weapon.
- A character requires 1 phase to move her Bod:Mov in yards.
- A character can fling herself up to Bod:Mov in yards to avoid an
attack as a 1-phase defensive action, but ends up on the ground.
- A character can move up to half her Bod:Mov in yards in conjuction
with an Active Dodge.
- A character can move up to 3 times her Bod:Mov in yards in 3 phases.
- As a continuous action, a character can run for an entire round,
travelling up to 15 times her Bod:Mov (prorate as necessary for
partial rounds of running).
- A character can normally jump horizontally a distance of up to half
her Bod:Mov. She can jump half as far vertically as horizontally.
- A character can normally swim at 1/3 her running speed.
Weapons inflict damage based on the wielder's Bod:Str and the size of
the weapon:
| Bod:Str+0 | Bare hands |
| Bod:Str+1 | Small knife, rock, small claws or fangs |
| Bod:Str+2 | Dagger, club, big scary claws or fangs |
| Bod:Str+3 | Short sword, quarterstaff |
| Bod:Str+4 | Longsword, spear |
| Bod:Str+5 | Claymore, great-axe, halberd |
| Bod:Str+0 | Thrown rock, shuriken |
| Bod:Str+1 | Throwing knife, dart |
| Bod:Str+2 | Light bow, javelin |
| Bod:Str+3 | Heavy bow, atlatl, thrown spear |
| Bod:Str+4 | Crossbow |
Note that weapons are normally scaled to the user's size and
strength: a three-foot-tall goblin with a three-foot-long sword is
weilding a goblin-sized claymore, so does Bod:Str+5 damage; it's just
that his Bod:Str is probably like 2.
Armor is a staple of the genre, but so are unarmored fighters who rely
on speed and agility. Therefore, characters are divided into three
classes, according to their preferred armor type:
- Unarmored fighters, who have their full Dodge when unarmored, but
take a -1 penalty when wearing light armor and -2 when wearing heavy
armor
- Lightly armored fighters, who have Dodge +1 when wearing light armor,
but -1 when unarmored and -2 when wearing heavy armor.
- Heavily armored fighters, who have Dodge +2 when wearing heavy armor,
but only +0 when wearing light armor, and -2 when unarmored
No armor is anything from bare skin up to sturdy leather, light armor
is anything from cuir boulli to mail, and heavy armor is mail reinforced
by plate or pure plate.
An unarmored fighter can get a +1 to her Active Dodge by using a
cloak or a small shield; a lightly armored fighter can get the same
effect with a small or large shield; and a heavily-armored fighter needs
a large shield. A large shield weighs down an unarmored fighter as much
as it protects her, for no net change in Dodge.
Light armor reduces the wearer's Stealth AV by 3; heavy armor reduces
it by 5. Armor may also reduce her Climbing AV by 1 or 2 respectively if
sheer weight is an issue, but someone properly trained can be remarkably
agile even in full plate armor.
In addition to the usual sort of attack, where one character whacks
another, there are some special attacks which use slightly different
rules:
- Area Attack
- An area attack is one that completely fills an area, affecting
everyone and everything in it. Dodge is no use against such an
attack; anyone in the area will be affected. However,
armor applies its Dodge bonus to Bod:Tgh against area attacks. A
character's Size is added to the damage of area attacks affecting
her.
To avoid an area attack, a character may attempt to fling herself
to safety, but if she can't get out of the area, she takes the
damage.
-
-
- Poison
- Poison, however administered, is defined by three quantities:
potency, onset time, and dosage.
Potency determines how much damage the poison inflicts: when the
poison takes effect, add a closed roll to the potency and subtract
the character's Bod:Con. The result, if positive, is how much damage
the character takes to minor wounds. Poison damage never inflicts
major wounds except by accumulation of minor wounds. It is possible
for a poison to inflict Transforming damage (see below), although
usually only magic potions do.
The onset time of a poison is just how much time elapses before it
does its damage. In the genre, most poisons are pretty quick, and
have an onset time of only a round or a minute; more realistic
poisons would take from 5 minutes to 5 hours. Many poisons act more
quickly if the victim exerts herself: these poisons will be indicated
by a double onset time, the shorter of which applies if the victim
exerts herself for that length of time.
Dosage indicates how much poison the victim is subjected to: each
dose will inflict damage according to the poison's potency once. The
first dose takes effect after the onset time has elapsed, and each
successive dose takes effect after an equal interval. (The total time
for the poison to do its work is therefore onset time multiplied by
dosage.)
- Spray Attack
- A spray attack is intermediate between a normal and area attack: it
affects everyone in an area, but goes against Dodge normally. A
character subjected to a spray attack may either fling herself to
safety or perform a moving Active Dodge as described above.
- Transformation
- Some attacks, rather than incapacitating or killing a character,
transform her in some way: turn her to stone, or mentally control
her. Damage from these attacks is applied separately from normal
damage, but otherwise behaves the same. Impairment generally only
applies to tasks opposed to the effect of the transformation (for
example, someone who is being turned to stone would suffer Impairment
to Ref and possibly to Mnd, but probably not to Bod, or at least not
to Bod:Tgh). Only the worst Impairment applies if a character has
both normal and transformative damage.
If a character is "incapacitated" by the transformation, she suffers
whatever the effect is temporarily, until the incapacitation heals.
(Medical assistance is rarely of use; the character will probably
have to heal naturally.) If the character is "killed", the
transformation is permanent unless specifically reversed.
Damage taken is calculated the same way as in FS (Outcome of attack +
Attack base damage - target's Bod:Tgh), but the results are slightly more
complicated.
There are four important numbers defining a character's damage
capacity: three minor wound threshholds, which are 10, 10+Bod:Con, and
10+Bod:Con+Mnd:Wil; and the major wound threshhold, which is the higher
of Bod:Con and Mnd:Wil.
Each point of damage that is inflicted is a point of minor wounds;
when the character's accumulated minor wounds reach the first, second,
and third threshholds, she suffers -1, -2, and -3 Impairment,
respectively. Beyond that, each increment of damage equal to the major
wound threshhold counts as a major wound (see below).
A character also takes a major wound when she takes, from a single
attack, damage equal to or greater than her major wound threshhold. If
the damage equals or exceeds a full multiple of the major wound
threshhold, she takes that many major wounds.
Each major wound, regardless of its origin, causes -2 Impairment,
cumulative with all other Impairment. Furthermore, a character who takes
a major wound loses 3 phases of initiative (if this reduces her
initiative below 0, the excess is taken as an additional penalty to her
roll for the next round) and drops any spells she was sustaining (unless
she has the Independent Magic ability).
At the instant at which she receives enough damage to give her -3 or
worse Impairment (from any combination of major and minor wounds), and
each time she is wounded after that, a character must roll her Bod:Con or
Mnd:Wil (minus Impairment) against 5 to avoid becoming incapacitated. If
her Impairment is -3 or -4 and she is incapacitated, she is still
conscious, and can memorize landmarks as she's carried back to the
villain's lair, or whatever; at -5 or further, she's unconscious. In
either case, she can take no significant action (consider her to be Bod
0), and has a Dodge of 0.
Similarly, a character who takes enough damage to give her -5
Impairment must roll Bod:Con or Mnd:Wil vs 0 to avoid dying (if she is
also rolling to avoid incapacitation, make one roll for both).
A character who has enough Impairment to reduce her Bod:Con to 0 is
dead.
Damage against unnamed characters is simpler: they take no Impairment,
but are automatically incapacitated or killed (attacker's option) when
they take damage equal to twice their Bod:Con (or sometimes Mnd:Wil, at the
GM's option).
In the absence of magical healing, a named character heals damage equal to
twice her Bod:Con (or twice the Result of a healer's skill roll) every
week. Each major wound counts as 15 points, and must be healed before
general damage can be healed.
An incapacitated character will recover naturally after she has
healed 1 point of minor wounds (this takes 84 hours, divided by the
character's Bod:Con), or when she receives medical attention.
If it matters, unnamed characters heal damage equal to their Bod:Con
every two weeks.
From time to time, characters will be assaulted by inanimate
objects. It happens to everyone. Since inanimate objects normally lack
AVs, the damage inflicted will be listed as a constant, and will be
modified by a closed roll.
Falling one yard inflicts 4 damage. Every time the distance fallen
doubles, the damage increases by 2, to a maximum of 20 damage at 250
yards or more. However, a successful Bod:Agl roll will allow the faller
to subtract up to half her Bod:Mov (or twice her vertical leaping
distance if different) from the number of yards fallen. This can reduce
a small fall to nothing, but is rarely helpful against a long fall.
Drowning or asphyxiation inflicts 1 damage per round (or per minute
for characters with the appropriate ability). A character who gets a
chance for a good breath before being deprived of air can hold her breath
for Bod:Con rounds (or minutes) before beginning to take damage.
Fire does damage on initial exposure, and again at the end of every
round of continued exposure, initially a small amount (1 for a candle, 5
for a campfire, 8 for being engulfed in flame) but increasing by 1 every
round until it reaches the base damage plus the victim's Bod:Tgh.
Exposure to fire may also ignite the victim's clothing (4 damage
initially) or other belongings.
Darkness does no damage, but applies a penalty to all skills that
require the use of vision, which is pretty much all combat, and much
else besides. Penalties range from -1 (dusk) to moonless overcast night
(-5), with ordinary night at -3 to -2 depending on the moon.
Objects have Toughness, which serves the same purpose as Bod:Tgh in
resisting damage, and take wounds as unnamed characters do. However, it usually
takes only a few wound points to break an object, once its Toughness has
been overcome. The Toughness of an object depends on its composition,
and its wound capacity, on its size.
| Material | Toughness |
| Glass or Ceramic | 4 |
| Wood | 6 |
| Soft Metal | 8/td> |
| Stone | 10/td> |
| Hard Metal | 12 |
Smaller objects will often have less Toughness, of course.
| Object | Tgh/WP |
| Sword |
12/2 |
| Wooden Door |
6/6 |
| Thick Rope |
6/2 |
| Barstool |
4/3 |
Magic is accomplished by means of immaterial tools called patterns,
which shape and focus the forces that compose the universe to the mage's
ends. Sorcerers make these patterns themselves; priests receive them as
gifts from their gods. (It is a matter of some concern to theologians
that both methods are about equally powerful.) Each pattern performs one
fairly specific function, so a mage with any versatility will know how to
construct or will have been granted permission to pray for many different
patterns. However, the total number and 'size' of patterns that a mage
can carry at a given time is limited by her Mag:Cap, and is almost always
much less than the number of patterns available, so she will often have
to discard some, letting them dissipate into nothingness, to make room
for new ones.
Patterns are invisible to the mundane eye, but easily perceptible to
those with any Mag:Sen (Difficulty of 1 to see that someone is carrying
patterns, 3 to see how many and what size, 10 to see what kind). Their
effects are generally extremely visible, however, and the rituals to make
them are typically complex affairs involving lengthy incantations and
mystic gestures.
The size of a pattern is measured in points. Each of the effects
listed below requires some number of points for a basic level of effect;
a larger or better effect requires more points, and a lesser or limited
effect requires fewer. It is possible for pattern to be 0 points, or
even negative.
A mage can personally carry no more points worth of patterns than her
Mag:Cap. For this purpose, count 0-point patterns as 1/2, -1 point
patterns as 1/4, and so forth. Patterns embodied in objects do not count
against this limit, but are limited in other ways.
Creating a pattern normally takes one hour and a roll of
Mag:Pre+Magery. The Difficulty is 12 plus the size of the pattern. Taking
longer gives +1 AV per extra time step; taking less time gives -1 AV per
time step. Each 2 points of outcome reduces the time required by one
time step from that originally allocated. At the GM's discretion,
bonuses or penalties may apply due to environmental effects (for
example, it might be easier to create a fire-based pattern inside a live
volcano, or while directly serving a fire god, and harder inside a
glacier).
Monsters have some attributes, some skills, and sometimes abilities. As a
rule of thumb, a human-sized animal will have Bod 7-8; add two for every
doubling of mass or subtract two for every halving. Four-legged creatures
often have high Bod:Mov; flying ones often fly quickly but are slow on
the ground. Many monsters will have low Mnd, but natural creatures
usually have a good Mnd:Per. Monsters without hands obviously have poor
Ref:Dex. Monsters rarely have Mag, except perhaps a bit of Mag:Sen; ones
that do are generally scary.
Most monsters have Melee skill; only intelligent ones with hands or ones
with an innate ranged attack will have Archery. Natural creatures, and
unnatural ones with any brains, will have Survival appropriate to their
habitat. Arboreal monsters will have Climbing; predatory ones will have
Stealth.
Most monsters will have natural weaponry (claws, fangs, horns, poisoned
stingers) that does Bod:Str+1 or +2 damage; they may also have all sorts of
strange attacks, movement, defenses, or whatever. They're
monsters.
War Horse
Attributes
Skills
- Climbing 5
- Melee 8
- Survival 5
Attacks
Preferred Armor: Light
Dodge: 9 (7 unarmored)
Wound Points: 16
Fine Horse
Attributes
Abilities
Skills
- Climbing 5
- Melee 5
- Survival 5
Attacks
Dodge: 5
Wound Points: 14
Barbarian Pony
Attributes
Skills
- Climbing 8
- Melee 6
- Survival 8
Attacks
Dodge: 7
Wound Points: 18
Hound
Attributes
Abilities
Skills
- Climbing 6
- Melee 7
- Survival 7
Attacks
Dodge: 7
Wound Points: 14
Zombie
Attributes
Abilities
- Immune to all poisons
- No need to eat, drink, breathe, sleep, etc
Skills
Attacks
Dodge: 6
Wound Points: 24
Tiger
Attributes
Abilities
- Mighty Charge
- Night Vision
Skills
- Climbing 10
- Melee 9
- Stealth 10
- Survival 8
Attacks
- Pounce, AV 9, Dam 18
- Bite, AV 9, Dam 13
Dodge: 9
Wound Points: 22
Viper
Attributes
Abilities
- Night Vision (pits)
- Venom: 8 doses, potency 8, 2 doses per strike, round/action
Skills
- Climbing 8
- Melee 5
- Survival 5
- Stealth 12
Attacks
- Bite, AV 5, damage 2 + venom
Dodge: 8
Wound Points: 8
The usual. Magic swords that do more damage, magic armor that resists
more damage, flying carpets, crystal balls. Mages will appreciate items
that store Power, or have a Flow of their own; parties lacking a mage
will appreciate items that cast spells on their own.
Although player characters are among the best in the world at what
they do, there is still room for growth. Characters primarily improve in
two ways: experience, and training; they may also strike bargains with
the higher powers, although these are usual zero-sum arrangements.
In each adventure in which a character makes meaningful use of a skill
at least twice, she receives a check for that skill. It is the GM's
decision as to what constitutes meaningful use, but it should be fairly
clear whether a task is trivial or significant. It is also the GM's
decision as to what constitutes an adventure. For very long adventures,
the GM may wish to allow two checks per skill (requiring four meaningful
uses, but that should be easy). It is entirely possible for a character
to have checks accumulated toward multiple skills; in fact, this will be
the normal state of affairs.
Once the accumulated checks for a skill equal the skill's current
level, the character must use the skill in some impressive way. The GM
is, of course, the judge of whether any given use of the skill is worthy.
This impressive feat must happen *after* the full number of checks are
accumulated. Once the GM is impressed, the accumulated checks vanish, and
the skill is raised by 1.
Experience is useful only for improving skills.
Improving skills through training works on the same principle of
accumulated points, but training checks only accumulate between
adventures, during "downtime", and only provided the character can find
an instructor with superior skill. A short downtime (several weeks to a
few months) lets the character train one check in one skill; a long
downtime (several months) lets the character train two checks. For
extended downtime, characters get two training checks per year, unless
they are unaging, in which case they get one. These numbers are tripled
if the character is learning a Knowledge skill and has Perfect
Memory.
Skill checks gained through training are interchangeable with those
gained through experience; it is the total that determines whether a
skill can increase. If a skill reaches that point during training, the
impressive use necessary to increase the skill will generally take the
form of a test administered by the character's instructor; this test
should be played out "on-screen", even if only briefly.
To gain a new skill requires 5 training checks, and no particular
ordeal; once the checks are accumulated, the character gains the skill
at +1. The exception is Knowledge skills, which require only 3
checks.
A character learning a new language should be considered partially
fluent in it after gaining 1 training check, and fully fluent after
gaining 2 (a language related to one the character is already fully
fluent in might need only 1). A language can be learned concurrently with
another skill.
Attributes can also be improved through training: to raise an
attribute by 1 takes as many skill checks as its current level, times
its cost in attribute points, times 2. No test is required.
"Improving abilities & spells" goes here
It is fairly common for priests and paladins, and not unheard-of for
magicians, to arrange to accept a Geas or Taboo (or sometimes another
flaw) in exchange for an ability. Priests may even arrange this for
the notable among their congregation. Although this may seem like a good
deal, the inconvenience of the flaw usually pretty much compensates
for any advantage gained. Furthermore, if the flaw is a matter of
choice (Geas or Taboo) and the character completely violates it (say,
reaches -5 Fortune due to violations), the bargain may be unmade and
both the flaw and ability negated. This is especially bad if the
ability is a middle element of a path: at best, the shticks depending on
the vanished one are unusable until it is replaced; at worst, they may
vanish entirely and have to be learned again from scratch.
To call the world "flat" is to do a grave injustice to its mighty
mountains and valleys, let alone the great oceanic chasms, but it's
true that up and down are the same directions everywhere. The exact
shape of the world is not certain: the few descriptions of the Rim
indicate that the edge is as irregular with bays and peninsulas as any
coastline, but it is unclear whether the whole outline of the world is
that way, or whether those are just minor elaborations on a basically
regular shape. Various faiths have various dogmas, and various thinkers
various opinions, on this matter, but most people think the world is
probably round. Opinions also differ on the size of the world, but no
one (except a few primitives who believe their isolated island or valley
constitutes the whole of the world) seriously espouses a figure below
ten thousand miles; most thinkers estimate it to be at least twice that
large, and perhaps ten times or more. Each religion has its own claim
for the size of the world based on its mystically significant numbers;
this has led some to conclude that the world must be a greatly
enlongated oval, so that they can all be right if you measure along the
right axis.
Each morning, the golden lamp of the Sun rises over the eastern edge
of the world, travels across the sky to the west, and descends below the
world to travel back to the east for the next day's rise. Those lands
closer to the Sun's path are obviously warmer than those further away;
the portions of the Rim near where the Sun rises and sets are assumed to
be burned wastelands, and the lands directly under the Sun's path may be
as well. It is popularly supposed that dragons come from these
regions.
The Sun's path is not perfectly constant: sometimes it travels higher
and faster, making the days shorter and warming the ground less; at
other times it travels lower and slower, making the days longer and
warmer. This variation occurs in a predictable way over a period of 360
days, producing the seasons.
The silver orb of the Moon follows roughly the same course as the Sun,
but slower, so that it falls behind until the Sun overtakes it again.
Being silver, the Moon tarnishes over the course of 15 days, but is then
renewed over the following two weeks until it is perfectly clean and
bright again.
Beyond the Sun and Moon, their children the stars orbit endlessly in
their individual courses, forming a pattern that in the main follows
their parent's path, though no one star quite does.
In the beginning, the Elder Gods created the world out of earth,
wind, and water, and the Sun and Moon took up their rounds. When weather
and erosion had served their purpose, the Elder Gods created plants,
and let them spread across the world, each to its own niche. When the
plants had covered the whole world in their tapestry, the Elder Gods made
animals and sent them forth to inhabit the whole world. Finally, when the
world was ready, the Elder Gods completed it by creating peoples to suit
their designs and placing them in the world, each kind to its place.
These were the first-created: what are now called elves, dwarves, and
dragons (though each of those names confounds many distinct groups).
For quite some time, the world continued peacefully in the pattern
ordained for it. Outside the world, things were not so peaceful: the
Elder Gods warred among themselves, and to aid these wars made new gods
to serve them. Some of these new gods took up residence far outside the
world, as the stars; some dwell within the world, the sources of
earthquakes and volcanos; and some merely lurk in the hidden places of
creation.
During a lull in the fighting, some of the younger gods, envious of
their ancestors' worshippers, decided to try their own skills at
creation. From this effort came forth the varied peoples of mankind
(of which humans are only the most successful), often called the
mortals. Because their creators worked together, all the kinds of
mortals can interbreed, although they often produce mules; because
their creators were lacking in power, they do not innately have True
Names; and because their creators disregarded the original plan for the
world, there is no check on their numbers except the four horsemen.
The mortals spread far and wide before the first-created noticed
them, but when they took exception, there was little the mortals could
do: lacking True Names, and therefore limited to only the smallest
magics, they were decimated and pushed into the least desirable lands
when they weren't exterminated altogether. For long ages, the mortals
lived as little more than animals, unable to build more than a few mud
huts lest they arouse the first-created against them.
It is not recorded for certain who was first; many claim the honor for
their ancestors of body or spirit, but most likely the discovery was made
independently in many places across the world, that mortals could gain
True Names. Only a small fraction could do it at all, and even for them
it was an arduous process, but even a small fraction of the fast-breeding
mortals was enough to oppose the powerful but rare first-created. No
single armageddon has yet been fought (though wars were, and are,
lamentably common), but the mortals have pushed back the first-created,
short generation by short generation, with new magics and skills almost
every century.
It's easy enough to tell a true religion from a false: if its priests
can petition their god for a miracle and get results, it's true.
Unfortunately, there are a great many religions which pass this test, and
none of them agree about anything else: the precise origin of the world,
the fate of the dead, who polishes the moon in the waxing half of each
month. The result is typically complete and utter conviction on the part
of each religious person that her faith has the right answers and
everyone else is wrong because their god is innately evil, or their high
priests are lying or deluded or any of a thousand other rationalizations.
This has the expected effect on interdenominational relations.
Fortunately, most of the matters on which the various faiths disagree
are not terribly relevent in day-to-day life, and their adherents can
therefore get along without more than the normal rate of intolerance and
lynchings. Only rarely does it come down to issues like "Our god
has given us dominion over this land and all its peoples!".
Most religions start out as either propitiary worship or ancestor
worship; some grow enough over history that it is hard to discern which,
if either was at their root, while others remain close to their
roots.
Propitiary worship is directed at a deity the worshippers fear, in
hopes of averting its anger. If the deity is difficult to pacify, the
worshippers often end up pillaging or subjugating the surrounding lands
and people to provide appropriate sacrifices; if that doesn't work, the
survivors emigrate. If the deity is easy to pacify, but becomes
somnolent, then the religion generally remains small; however, if the
deity's wrath is easily averted from the faithful but then falls upon
the heathens, the result is usually a religious protection racket.
Ancestor worship begins as veneration of the god, demi-god, or hero
who in mythically distant times spawned the bloodline that now worships
her. The tenets of the faith are the laws and examples that the great
ancestor set down for her people, or at least are based on them in
theory; these range from complex codes governing every aspect of life and
death down to "It's us against them". Generally, once the number of
worshipper/descendents is large enough, they deal with the great ancestor
through the almost-as-ancestral, which might be either her direct
children and grandchildren, or else any deceased ancestor of the
worshipper. In the later case, living ancestors are usually exceptionally
venerated, and filial obedience is stressed.
A third, less common, type of worship is imitative, where the
worshippers hope to gain the power of their deity by imitating its
outward aspects. This sort of worship tends to be more individualistic,
with each worshipper herself trying to take on the attributes of the
deity, and therefore less prone to the sort of organized action that
makes religions famous.
Some secular thinkers have theorized that, since the types of
religions and their evolution so well fit the patterns of the human mind,
that all holy words are fiction, and priests nothing more than sorcerous
con-men. These sort of thinkers are often found dangling from trees.
The author would like to implicate the following:
Feng Shui is copyright 1996 by Daedalus Entertainment
(or one of its creditors), and no infringement of that copyright is
intended. The above text is copyright 1998 by Trevor Placker.
This file was last modified at 1635 on 22Jun99 by trip@idiom.com.