The BareBones Wiki is designed to give structured resource guides for new spells, game options, resource, etc. Often good ideas get buried in forum posts, if you see something that could be placed in the wiki, pick the heading below where you believe it belongs and "Add child page". Note that most of the headings below have sub-headings.
If you can't add a new page to this wiki, send a message to Larry Moore or use the http://dwdstudios.com/contact form. You must have the "Wiki Contributor" role in order to add (we are fighting spammers)
Here is a table template for creatures.
A list of published adventures.
Suggestions by fans
So I noticed some issues and glaring holes in the design of Soul's Reach. Well, not glaring and not really issues, but blanks to be filled.
These are the issues I was able to find and comment on. Feel free to drop me a message or come to the chat channel if you have other ideas.
New creatures, mounts, companions, etc.
Current Submissions: 56!
BareBones Fantasy Bestiary Contest
The authors (+BM G and +Zachary Houghton ) along with DwD Studios are running a contest for bestiary submissions.
For each creature you submit your name will be entered in a drawing. We'll run a hangout and pull names.
Submission will be closed APRIL 30th.
Submission should be original ideas. Posting artwork is acceptable on this site, to give us a reference. However it will not make it in the end product for obvious reason.
If the creature is something already in the book, think of interesting ways it can be made different. For instance, a goblin shaman with some interesting spells or powers would be acceptable.
If you have an idea and either A) don't know how to stat out or B) just want to share feel free to post.
You can base your creature on the IP of another company, however you cannot keep the name, presentation of abilities nor the descriptive text. Here are some examples that are considered trademarked.
For example:
Eye Fiend
This wondrous creature is the bane of many an adventurer. A floating ball of flesh and bone with eyes on all sides and a mouth full of razor sharp teeth. A defense mechanism, the eye fiend can turn gaseous and slip through cracks when in danger.
Insert stats here
MOV 4 (fly)
Gas Form - duration 3D turns
Bite - 45% 4D
Gazing Eyes roll D00 each turn, does not work in gas form.
00-25 Stonegaze - range 10, resist STR, duration continuous, effect paralyzed. If target is paralyzed twice in the same encounter he is petrified.
26-50 Dispel - sight, effect 90% to cancel any one spell effect created by another caster.
51-75 Shadow Touched - creature rolls all its eyes backwards, effect immune to cold, heat, transform and charm. Half damage from non-magical weapons.
76-99 Lighting - range 10, resist DEX (for half damage), effect 4D electrical damage
Here's a compiled list of all the creatures in the BBF Beasts document so far. Just the names should be enough to let everyone know what these things are. Some of the creatures that could not be readily known from just the name were given a short description at the bottom. Hope this will help ease the process!
Alligator
Archangel
Banshee
Basilisk
Bat
Bear Brown/Grizzly/Polar.
Bear (Black)
Bear (Cave)
Behemoth
Boar (Hog
Battle)
Boar (Hog)
Bone Golem
Buffalo/Bison
Bugbear
Camel
Capricorn
Cat (Cheetah)
Cat (Domestic)
Cat (Leopard)
Cat (Tiger)
Centaur (Stag)
Centaur (Horse)
Centaur (Spider)
Champion (Angel)
Chimera
Cockatrice
Construct Animated armor.
Corpse Candle
Corvus Large raven that changes shape between bird and human; leads the dead to the afterlife.
Crocodile
Cyclops
Deadwood Undead treant.
Deer
Demon (Acid)
Demon (Fire)
Demon (Frost)
Demon Lord
Demon (Plague)
Demon (Scourge) Armor-wearing, weapon-wielding demons.
Demon (Shadow)
Demon (Smoke)
Demon (Spider) Huge demonic spider.
Demon (Thorn) Demon covered in thorns and that has a very high rate of regeneration.
Demon (Vapor)
Dog (Domestic)
Dog (War)
Doppelganger
Dracodemon Demonic dragon.
Dracolich
Dragon (Fire)
Dragon (Frost)
Dragon (Sea)
Dragon (Storm)
Dragon (Vapor)
Drop Horror
Dryad
Eagle
Eel (Electric)
Elemental (Air)
Elemental (Earth)
Elemental (Fire)
Elemental (Water)
Elephant
Elk
Ettin
Fairy Dragon
Falcon
Gargoyle
Genie (Djinni)
Genie (Efreeti)
Genie (Janni)
Ghost
Ghoul
Ghoul King
Giant (Fire)
Giant (Frost)
Giant (Sea)
Giant (Stone)
Giant (Storm)
Gnoll
Gnome
Goblin
Golem (Clay)
Golem (Crystal)
Golem (Flesh)
Golem (Iron)
Golem (Stone)
Golem (Wood)
Gorgon (Greater) Bat-winged bull whose breath can turn victims to stone.
Gorgon (Lesser)
Gremlin
Griffon
Guardian (Giant) Gigantic wolf-like creatures with multiple heads – magically created guardians.
Guardian (Huge)
Guardian (Large)
Guardian (Medium)
Guardian (Small)
Hare/Rabbit
Harpy (Lesser)
Harpy (Matron)
Harpy (Vile)
Hawk
Hell Hound
Hippocampus
Hippogriff
Hobgoblin
Horse (Draft)
Horse (Riding)
Horse (War)
Hydra
Jellyfish
Kelpie
Kobold
Kraken
Lammasu
Lamprey
Leocampus
Leprechaun
Leviathan
Lich (Classic)
Lich (Monastic)
Lizardmen
Mammoth
Manscorpion
Manticore
Medusa
Merfolk
Minotaur
Mummy (Greater)
Mummy (Lesser)
Mummy Lord
Naga
Nereid/Naiad/Undine Sea/River/Lake nymphs.
Nightmare
Nix (Nixie)
Ogre
Orc
Pegasus
Phoenix
Piranha
Pixie (Pysk)
Porcupine
Rat
Rat (Dire)
Ratmen
Satyr (Faun)
Scorpion (Giant)
Scorpion (Huge)
Sea Serpent
Shadow Bat (Large) Undead bat.
Shadow Bat (Medium)
Shadow Bat (Small)
Shadow Stalker
Shark
Sheep/Goats (Wild)
Skag (Sea troll)
Skeleton
Skeleton (Giant)
Slime (Acidic)
Slime (Giant Acidic)
Slime (Monstrous Acidic)
Snake (Cobra)
Snake (Python)
Snake (Sea)
Snake (Viper)
Sphinx
Spider (Giant)
Spider (Huge)
Sting Ray
Succubus/Incubus
Sylph
Taurocampus
Tempest Hound (Fire)
Tempest Hound (Frost)
Tempest Hound (Sea)
Tempest Hound (Storm)
Tempest Hound (Vapor)
Titan
Treant
Troll
Tundra Goat
Unicorn
Unicorn (Sovereign)
Vampire (Lesser)
Vampire (Master)
Vampire Lord
Waetnettle Jellyfish-like amphibious creature.
Wasp (Giant)
Wasp (Huge)
Werebear (Greater)
Werebear (Lesser)
Wererat (Greater)
Wererat (Lesser)
Weretiger (Greater)
Weretiger (Lesser)
Werewolf (Greater)
Werewolf (Lesser)
Whale (Orca)
Wight
Wight (Barrow)
Will-o'-the-Wisp
Wolf
Wolf (Dire)
Wolverine
Worg
Wraith
Wraith (Shadow) Similar to a Tolkien Ring Wraith.
Wrath Undead demon.
Wyvern
Zombie
--- SUBMISSIONS ---
Arcane Leach
Arcane Silencer
Bag of Teeth
Barghest
Black Hunter
Blob
Bomber Bird
Bubble
Carnivorous Plant
Copper Cat
Crab-Man
Crypt Dweller
Crystaline
Drop Horror
Elder Twigling
Ethereal Shade
Exploding Bones
Fire Crane
Floating Skull
Flying Frog
Fomorian
Furious Fountain
Giant Mole
Gold Eater
Gooey Square
Hag
Hound of Chronos
Jack-In-The-Box
Kobold Vermin Lord
Lasher Goblin
Malevolent Menhir
Miasmic Cloud
Monstrous Mouth
Mud-Man
Mushroom-Men
Needle-Flinger
No Man
Plague Hound
Quickling
Razor Wing
Saurial
Shadow Fey
Skunk Monstrous
Snailtaur
Sonic Prowler
Soul Knight
Swapper
Treacherous Treasure
Tunneler
Twigling and
Walrus Men
Wandering Hole
White Lady
Wicked Orphan
Wyrd
Name: Troödon Rank: 2 Nature: Evil
STR: 65(55)* BP: 33(27)*
DEX: 60(50)* DR: 2 (natural)
LOG: 45(70)* INIT: 1
WIL: 45(55)* MOV: 5
Travel: 8 leagues
o By weapon: 60%, usually a primitive spear (1D+6) or crossbow (2D)
o Aversion to sunlight: exposure to daylight (direct or by spell) causes creature to be slowed and fatigued.
o Infravision: range 12; sight using heat signatures in the infra-red spectrum when light is not present.
o Limited Telepathy*: 45%; range 10; through concentration, can project thoughts into subject’s mind for communication/detect thoughts of others.
Note: stats marked with an * indicate those used for a Troödon "throwback" that has escaped sacrifice.
Troödon (TROH-a-don) are devolved, green humanoids with both reptilian and insect-like features. They have scaly yellow-green skin with frills around the neck, bulbous multi-faceted eyes, stumpy tails, and a single blunt horn on top of the head. They also possess three pincer-like fingers on each hand (one of which is partially opposed); semi-manipulative and able to grasp and hold objects with relative ease. Troödon often communicate with a whispered "hissing" sound that rarely deviates in tone or characteristics.
The Troödon are accomplished in the arts of building, forging, and hunting. Troödon are able to manufacture simple Neolithic weapons such as basalt daggers, spears capped with serrated flint, and crossbows capable of firing crystal tipped bolts, and readily fashion strong lassos and nets made from vines and other climbing plants. Troödon are typically equipped with a spear, crossbow and a quiver full of bolts which hang from their waist.
Troödon live in the Lost City of Sleestk, an underground tunnel complex originally constructed by their ancestors. They hate bright light and rarely venture out into the daylight. Troödon also have a "hibernation season" during which they cocoon themselves into rocky alcoves using some sort of webbing. Cool air keeps them in hibernation, and the heat from lava in a pool dubbed "Enik's Cauldron" inside the caverns of the Lost City revives them again on a regular schedule. The Troödon are very defensive of the Lost City. They know that their ancestors built it, but do not know how or why. They have occasionally tried exploring beyond the chasm that separates the Lost City from the rest of the world, but their expeditions generally do not return; they consider the City to be their only refuge. The Troödon have often encountered many humans searching for fame and fortune and regard them as a terrible threat. If encountered, Troödon attempt to capture and sacrifice humans to their god (an unseen beast who dwells in the “Enik's Cauldron ") at every opportunity.
The Troödon have a high reproductive rate and are able to lay a large number of eggs. Troödon eggs are gestated in a communal hatchery managed by the females. The Troödon capture live animals and tie them up there, leaving them for the young to feed on when they hatch. Occasionally, a Troödon will be hatched that is a "throwback" to their ancestors, being born with greater intelligence, smaller stature, and some rudimentary form of telepathy as well. The other Troödon regard these throwbacks as a threat, and so they are also sacrificed to the Troödon god when detected.
The Troödon are governed by both a Council of Five and a Leader. The Leader wears a distinctive pendant denoting his rank and is chosen by his peers from within the Council. Both the Council and the Leader have been known to become adept spellcasters focusing on the areas of divination, illusion, and summoning (spirits, earth elementals). The Council often consults the "Library of Skulls" where a number of skulls belonging to their earliest ancestors, still quite intelligent and capable of speech, are able to communicate with them and dispense guidance.
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Name: Bogwump (aka frog-folk, croakers, wumpers)
STR: 55 BP: 27 Rank: 2
DEX: 60 DR: 2 (natural) Nature: Evil
LOG: 30 INIT: 1
WIL: 30 MOV: 4 (Jump 6, Swim 10) Travel: 10 leagues
Description
Bogwumps are a savagely violent, amphibious race of swamp loving bipedal humanoid/frog creatures. Varying in height ranging from 4’5” to just under six feet, they typically weigh 75 – 115 lbs. Their faces resemble those of gigantic frogs, having wide mouths as well as large, bulbous yellowish eyes; their feet and hands are webbed. They are covered with smooth, blotchy olive green hide that is reasonably durable; though they must periodically dampen their rubbery skin to maintain its resilience. Bogwumps are extremely territorial, and will attack anyone who trespasses with reckless tenacity.
Environment and Equipment
Bogwumps dwell in large wet regions such as primal rainforests, marshes, dank caves, or other ruinous locations that are out of the direct sun and have an abundance of water in close proximity. These filthy, mucky froglike monsters have rudimentary “croaky” speech, live in crude waddle and daub shanties, and often wear little to no clothing in their natural environment. While most adult bogwumps use primitive weapons, armor, and shields made of materials such as stone, wood, vine and bone (tarnished/scavenged metals if they are available), young, untrained bogwumps are scarcely able to wield a stone spear or club and often flee interlopers.
Social Structure
Bogwumps commonly align themselves into loosely-organized “tribes” that are fairly mobile, collaborating for the purpose of hunting and survival. Adept predators and fishermen, as well as accomplished in the use and assembly of snares and nets, these tribes are usually led by at least one large individual, sometimes a tribal shaman or great warrior-chief. Males are the dominant sex, even though one-half of any tribe is generally comprised of females (existing only to breed) and their young. Members within the same tribe scarcely fight each other, the exception being when establishing a new tribal leader. Time and again, stronger tribes make war on less advanced tribes; fighting over disagreements over territorial boundaries, favored hunting grounds, or generally just out of pure abhorrence. Since most bogwumps are characteristically savage and plunderers of the foulest sort, they frequently work for powerful chaotic masters of other diabolical races… and willingly raid nearby human settlements, out of sheer malice, eating their captives alive.
Name: Void Haunter Rank: 5 Nature: Evil
Void Haunters are fetid parasitical phantoms that move around at the shadowy fringes of awareness; encouraging and inviting psychic contact so that they can infiltrate the vulnerable minds of their quarry.
STR: 55 BP: 75
DEX: 45 DR: 3
LOG: 25 INIT: 1
WIL: 85 MOV: 6 Travel: 15 leagues
• Gifts from the Umbrae: all non-magical weapons do half damage; immune to Cold, Heat, Transform and Charm
• Move through shadow: these creatures move freely through shadows, darkened regions, and other zones related to the Umbrae. Physical barriers mean nothing to these writhing horrors.
• Banished by light: the presence of bright light will cause a Void Haunter to react as if under the effects of a Repel spell cast by a level 5 spellcaster.
• Abyssal Gaze: 65%; range 0 (line 6); resist WIL; duration continuous; effect paralyzed
Void Haunters forcibly possess victims by a form of invasive telepathic in an attempt to dominate passersby. A successful Suggestion will result in the Void Haunter taking over the victim's body. Should the host be reduced to 0 BP or less, the creature will withdraw and attempt to possess some other candidate.
• Mental Drain: 85%; range 3; resist WIL (-5% per turn of drain); duration continuous; effect 1D+4(bypasses DR)
Void Haunters will attack with their Gaze attack until such time as they feel they can score an easy strike with their translucent tentacles. Should the Void Haunter’s tentacles hit their target, the victim must make a Mental Resistance check or have the creature consume their emotions. This effect persists for each turn that the victim fails a Resistance check.
Void Haunters are vaguely sentient, pseudomorphic manifestations of smoky non-light summoned from the deepest abysses of Umbrae by magicks long forgotten. They dwell within the great shadows of ancient hollows, underground ravines, and bottomless chasms; seeking to make puppets out of those ignorant of their true nature, and foolish enough to open themselves up to these horrid leechlike creatures.
For brief moments Void Haunters can solidify into semi-incorporeal masses of luminous tentacles if they choose to, usually when attacking. These wraithlike apparitions tend to give forth flashes of light and oscillate in response to any observer's movements - as though it was aware of those observing them - sparkling and glittering like diamonds coruscating in the candlelight.
Should the one of these gelid appendages touch their target, it begins to infiltrate the flesh and drain away their emotions. Void Haunters instinctually scavenge the mind for fragments of emotional sensations and feed from the psychic energies found. They are attracted in particular to begrudging memories, suppressed anger, and deeply buried hatred – resentment and jealousy is sweet nectar to them and their instinct drives them to seek it out in all its myriad forms.
Name (Rank )
Description
<table>
<tr><td> STR: </td><td> 0 </td><td> BP: </td><td> 0 </td></tr>
<tr><td> DEX: </td><td> 0 </td><td> DR: </td><td> 0 </td></tr>
<tr><td> LOG: </td><td> 0 </td><td>INIT:</td><td> 0 </td></tr>
<tr><td> WIL: </td><td> 0 </td><td> MOV:</td><td> 0 </td></tr>
</table>
Copy the text above and paste into your post. Change the "0" to your own values.
Name (Rank )
Description
STR: | 0 | BP: | 0 |
DEX: | 0 | DR: | 0 |
LOG: | 0 | INIT: | 0 |
WIL: | 0 | MOV: | 0 |
Named Ability 1 - | % | Range | Usage | Duration | Effect |
Named Ability 2 - | % | Range | Usage | Duration | Effect |
Named Ability 3 - | % | Range | Usage | Duration | Effect |
Named Ability 4 - | % | Range | Usage | Duration | Effect |
Apotheocyst (Rank 4)
An abandoned and impossible ideal trying to claw its way back into the world. Manifests as a roiling distortion around which minds are subjected to new and indescribable sensations. Often accompanied by babbling cultists.
STR: | 30 | BP: | 75 | Rank: | 4 |
DEX: | 80 | INIT: | 2 | Nature: | Evil |
LOG: | 20 | DR: | 5 | ||
WIL: | 110 | MOV: | 15 | Travel: | 10 leagues |
Arcane Leach
A magic channeling monster that can absorb and recast spells
STR: | 60 | BP: | 40 | Rank: | 2 |
DEX: | 75 | INIT: | 2 | Nature: | Evil |
LOG: | 40 | DR: | 0 | ||
WIL: | 60 | MOV: | 12 | Travel: | 15 Leagues |
ARCANE SILENCER
A billowing mass of purple smoke within which resides a host of barbed tentacles.
STR: 50 BP: 50 Rank: 3
DEX: 70 INIT: 1 Nature: Evil
LOG: 75 DR: 0
WIL: 55 MOV: 10 Travel: 10 leagues
BAG OF TEETH
A bag of teeth is a deceptive looking little critter. At first glance, the creature looks like a pouch of coins. Its insides, seen when one opens the "pouch", resemble coins of gold. As one inserts his hand within the creature to retrieve the gold within, the critter razor-sharp teeth spring open around the pouches opening, and clamp down on the victim's wrist.
STR: 50 BP: 5 Rank: 1
DEX: 25 INIT: 1 Nature: Neutral
LOG: 5 DR: 0
WIL: 5 MOV: 2 Travel: 5 leagues
BARGHEST
A barghest is a lupine fiend that can take the shape of a worg (see BBF p.56) or a goblin (BBF p.51). In its natural form, it resembles a goblin-wolf hybrid with terrible jaws and sharp claws. A full-grown barghest is about 6 feet long and weighs 180 pounds. A barghest’s eyes glow orange when the creature becomes excited.
STR: 60 BP: 25 Rank: 3
DEX: 50 INIT: 1 Nature: Evil
LOG: 35 DR: 0
WIL: 45 MOV: 8 Travel: 5 leagues
Bear Wight
Twisted reflection of its living form, when defeated it's cursed spirit rises to enact vengeance.
STR: | 110 | BP: | 340 |
DEX: | 70 | DR: | 0 |
LOG: | 60 | INIT: | 2 |
WIL: | 90 | MOV: | 8 |
Bear Form
Spirit Form
Same stats, when the physical body of the bear is defeated it's spirit rises in 1D turns.
Artwork: Real-Care-Bear by Rakuraokami
STR: | NA | BP: | 22 |
DEX: | 75 | DR: | 5 |
LOG: | 80 | INIT: | 3 |
WIL: | 100 | MOV: | 10 |
Nature: | Neutral | Travel: | 11 Leagues |
» Color-specific Effects - Each gem of a particular color provides a specific effect with its attack.
» Red - 60% damage 3D radiant line/cone (divided), effect blister
» Blue - 60% damage 3D radiant line/cone (divided), effect fatigue
» Green - 60% damage 3D radiant line/cone (divided), effect necrotic
» Aquamarine - 60% damage 3D radiant line/cone (divided), effect electrical stun
» Orange - 60% damage 3D radiant line/cone (divided), effect slowed
» Yellow - 60% damage 3D radiant line/cone (divided), effect stun
» Reddish Orange - 60% damage 3D line/cone (divided) radiant, effect daze
» Purple - 60% damage 3D radiant line/cone (divided), effect paralysis
» Fuchsia - 60% damage 3D radiant line/cone (divided), effect petrifaction
» Extra Attack - First attack each round does not count against actions.
Harvest: Beryl gems.
Description: 7" cube-like crystalline gems of one of 9 colors that each shoot beams out of their corners as they spin and tumble eccentrically. They are often employed as tomb or treasure defenders. They will attack invaders of a tomb or those who get within a specified distance of a treasure and may also be used to defend a particular individual, following the individual's commands. They are subject to summoning effects unless already serving a purpose.
BLACK HUNTER
Black hunters, or darklings as they are sometimes called, are 4' tall cannibalistic humanoids. Darklings are jet black, hairless, and possess a wiry frame.
STR: 40 BP: 10 Rank: 2
DEX: 60 INIT: 2 Nature: Evil
LOG: 40 DR: 0
WIL: 40 MOV: 8 Travel: 5 leagues
BLOB
Blobs are kin to slimes, jellies, puddings, and goos. Although there are various types of blobs (determined by color), all blobs share the same common characteristics. Physically, blobs stand around 2 to 3 feet in height and are roughly spherical in shape.
STR: 45 BP: 10 Rank: 1
DEX: 30 INIT: 1 Nature: Neutral
LOG: 10 DR: 0
WIL: 20 MOV: 4 Travel: 5 leagues
Note: Due to the lack of gelatinous adversaries in BBF, I have a sinking suspicion that either Bill or Larry underwent some traumatic experience with silly putty or play-doh in the past. Guess i'll just have to remedy the lack of gooey opponents ;)
BOMBER BIRD
Bomber birds resemble large, carnivorous turkeys with massive wing spans. Bomber birds are excellent and adept fliers. Bomber birds derive their names from their particular ability to produce eggs which explode upon impact.
STR: 25 BP: 5 Rank: 1
DEX: 65 INIT: 1 (2 in flight) Nature: Neutral
LOG: 25 DR: 0
WIL: 25 MOV: 4 (14 fly) Travel: 15 leagues
Note: It is quite conceivable that crafty adventurers may seek to capture a pair of bomber birds in order to produce explosive eggs for their own personal use. A bomber bird may produce 1 explosive eggs per month and the egg produced will retain its explosive properties for 1D weeks (after which, it becomes useless). [Damage: 2D+2, Range: 10 when thrown (burst 4)]
STR: | 35 | BP: | 5/ft² |
DEX: | 35 | DR: | 0 |
LOG: | 10 | INIT: | 0 |
WIL: | 100 | MOV: | 6 in miasma |
Nature: | Neutral | Travel: | spreads 1" an hour in flesh |
» Acidic Ooze - touch 45%, damage 1 cup does 1D/turn continuous, effect dissolve organic matter, resist solids and calcification. Rinse off to end effect.
Harvest: Flesh-dissolving acid. 2D Bones. 3D gold.
Description: A green liquefied algae that dissolves its pray with a powerful enzyme and uses the bones and other items of that pray to move about. It's not particularly fast, but if you are surrounded, it can be difficult to get past without getting splashed by it. It has no consciousness, but only a need to feed. It smells like algae. It doesn't travel much and travels only far enough to find a new food source. It is attracted to noises. Found in any quantities up to 30 gallons.
STR: | 185 | BP: | 110 |
DEX: | 60 | DR: | 0 |
LOG: | 40 | INIT: | 1 (+2 if advantaged) |
WIL: | 100 | MOV: | 12 |
Nature: | Neutral | Travel: | 15 Leagues |
» Fling - damage 25+1D ft fall to grappled victim, effect victim lands 3d10 ft from brambling briar.
» Pound - 60%, damage 2D+2 claw and impact.
» Slam - Grappled victim takes damage 3D+1 claw and impact.
» Sweep - 70%, damage 1D claw (divided among those caught), effect knocks prone and pushes back D5 brambling briar spaces (divided among those caught).
» Thorns - +20 to grapple; damage 1 claw per round of contact.
Harvest: 3" thorns, firewood, healing poultice
Description: A very large (3x human size, about 17' tall) simi-humanoid-shaped bush-like creature with two bush arms and two bush legs. But beware, its leaves hide very sharp, prickly thorns. It fights by surrounding creatures with its branches and then bashing the branches against hard surfaces, usually the ground, or throwing its vicitm.
Breathdrinker (Rank 4)
STR 45 BP 50
DEX 70 DR 5
LOG 65 INIT 3
WIL 65 MOV 30 (fly)
Hurled Object - 80%, damage 3D
Whirlwind Attack- range 0 (burst 1), resist STR (knock back), effect 2D, knocked back 2D spaces and knocked prone.
Gaze of Fear - 65% duration continuous, resist WIL-30, effect paralyzed in fear.
Drink Breath - 65% resist STR-30, effect living target loses 3D BP as it's sucked into Breathdrinker who gains the same amount of BP. BP can not be raised higher than starting BP.
Invisibility - resist LOG-40, effect Illusion spell masks the Breathdrinker from sight. Last 4D turns.
(image from wizards.com)
BUBBLE
Bubbles resemble inoffensive 5 foot, spherical soap bubbles. Usually found in groups of 1D+1
STR: 0 BP: 1 Rank: 1
DEX: 20 INIT: 1 Nature: Neutral
LOG: 5 DR: 0
WIL: 0 MOV: 3 Travel: 5 leagues
Random Condition Table (roll 1D):
Carnivorous Plant
Beautiful meat eating plants that grow in small groves.
STR: | 40 | BP: | 20 | Rank: | 2 |
DEX: | 40 | INIT: | 1 | Nature: | Evil |
LOG: | 10 | DR: | 0 | ||
WIL: | 25 | MOV: | 0 (reach 2) | Travel: | 0 Leagues |
Copper Cat
A magical, metallic construct used by spellcasters to enhance their spells. Can appear as any familiar, but still referred to as a cat.
STR: | 30 | BP: | 30 | Rank: | 2 |
DEX: | 65 | INIT: | 2 | Nature: | Neutral |
LOG: | 10 | DR: | 2 | ||
WIL: | 80 | MOV: | 14 | Travel: | 15 Leagues |
CRAB-MAN
Crabmen are man sized, intelligent crabs. They walk upright on 2 pairs of legs. Above their legs are two short arms ending in small pincers used for fine manipulation. Above these are two longer arms ending in massive pincers which the crabmen use in combat. Crabmen are unable to wield weapons.
STR: 50 BP: 15 Rank: 2
DEX: 55 INIT: 1 Nature: Evil
LOG: 40 DR: 7
WIL: 40 MOV: 8 Travel: 10 leagues
STR: | NA | BP: | 20/ft² |
DEX: | NA | DR: | 0 |
LOG: | 65 | INIT: | 2 (in miasma) |
WIL: | 110 | MOV: | 7 in miasma |
Nature: | Pure Evil | Travel: | spreads 4" an hour in flesh |
» Bite - touch 80%, damage 1D/5
» Parasitic - touch 80%, damage 1D/hr, duration constant while active, resist none, effect Necrotic damage
» Homogeneity - The creeping death gets the effect of any spell affecting the host, and the host gets the effect of any spell affecting the creeping death.
» Madness - Host must make check vs. madness every hour, duration constant while active, resist WIL.
Harvest: None.
Description: This horrific creature, born from the miasma of pure evil, grabs hold of the extremities of a victim and then gradually and painfully works its way to the heart and brain, eventually killing its host. As it infects its host, the mouths of all manner of men and beast growl, hiss, bark, bleat and whale constantly in the host’s flesh wherever the creature remains active. (See Infect ability.) The creeping death can also infect objects and is often set as a trap within treasure chests, or used as protections to keep people from opening an infected treasure chest to acquire the treasure within. One may also become infected if coming into contact with a miasma of pure evil. It can split off offspring by choice to any available person or thing with which it comes in contact. Can spread at 4 inches per hour. It can also lie dormant. Once active, it becomes visible. Its intelligence is chaotic, like that of a high functioning mad man and may be used as a source of information. It constantly seeks to corrupt the mind of its host both by its presence and by its verbal temptations and mockery. The cleanse spell has no effect.
CRYPT DWELLER
Similar in appearance to zombies, crypt dwellers are physically weak foes. What crypt dwellers lack in physical might, they make up for with their insidious contagion. Recommended use: Send at characters in large numbers.
STR: 35 BP: 10 Rank: 1
DEX: 35 INIT: 1 Nature: Neutral
LOG: 20 DR: 0
WIL: 85 MOV: 4 Travel: 1 League
Slam 35%, damage 1D (Necrotic)
Crypt Rot - Range 0 (burst 3), duration continuous, resist STR, effect fatigued and weakened.
Subcategories of Crypt Dweller:
CRYPT LEADER
Having partial senses, crypt leaders are fresher corpses that are more deadly, but more easily distracted by remnants of memories and intelligence. Recommended use: 1-10 aggressive.
STR: 60 BP: 18 Rank: 1
DEX: 35 INIT: 1 Nature: Evil
LOG: 30 DR: 0
WIL: 65 MOV: 5 Travel: 3 leagues
Slam 40%, damage 2D (Necrotic)
Crypt Rot - Range 0 (burst 3), duration continuous, resist STR, effect fatigued and weakened.
CRYPT CRAWLER
Half a crypt dweller. Recommended Use: 2-20 as stumbling blocks and attacks from above or from niches.
STR: 20 BP: 5 Rank: 1
DEX: 25 INIT: 1 Nature: Evil
LOG: 20 DR: 0
WIL: 85 MOV: 1 Travel: 0 leagues
Claw/Bite 25%, damage 1D (Necrotic)
Crypt Rot - Range 0 (burst 3), duration continuous, resist STR, effect fatigued and weakened.
CRYPT DWELLER
Similar in appearance to zombies, crypt dwellers are physically weak foes. What crypt dwellers lack in physical might, they make up for with their insidious contagion.
STR: 60 BP: 10 Rank: 1
DEX: 35 INIT: 1 Nature: Evil
LOG: 20 DR: 2
WIL: 65 MOV: 5 Travel: 5 leagues
CRYSTALINE
The Crystalines resemble humanoids whose entire bodies are composed of crystal. Crystalines have learned to use their faceted crystal-like bodies in conjunction with light to temporarily blind their foes.
STR: 70 BP: 40 Rank: 2
DEX: 50 INIT: 1 Nature: Neutral
LOG: 50 DR: 4
WIL: 50 MOV: 6 Travel: 5 leagues
Drop Horror (Rank 1)
STR: 65 .... BP: 30
DEX: 05 .... INIT: 1
LOG: 25 .... DR: 5
WIL: 50 .... MOV: 3
Drop Horrors are amorphous blobs of rubbery flesh 4 to 6 feet across and one-half to one foot thick. They thrive in cave systems both damp and dry and have been found in abandoned buildings or along mountain passes with deep crevices.
Wise explorers know they are harmless from a distance, however when a full grown 300lbs weight secreting digestive acid falls on you it’s only a matter of seconds before you start screaming in agony in horror that you’ll be digested, alive.
Movement
Thousands of miniature legs in addition to its amorphous shape changing ability allow the drop horror to move very slowly along ceilings using its “legs”. It can move faster when secured to a ceiling by releasing one side and letting gravity swing it like a monkey swinging from vine to vine.
Senses
Drop Horrors can sense air current changes, heat sources and vibrations through rock and soil. When prey is directly underneath they drop from the ceiling, envelope their victim and secrete a digestive acid. Gillian Stiffoot a female Halfling scout recently sent reports of drop horrors that lie wait on the ground for prey to walk on them. They tend to be smaller and quicker than the larger adults.
Drop Horrors acid will attract other drop horrors. There is a 60% chance each turn the smell of the digestive acid will attract 1D drop horrors from the surrounding area.
Digestion
Drop Horrors secret an acid that breaks down their food allowing their skin to absorb the nutrients. The acid will eat leather, and corrode most metals. They do not have a stomach; however they have a simple nervous system, a heart and veins. Each piercing attack (arrows, spears, sword ends) there is a 05% chance the heart was pierced causing immediate death. Note that a character trapped underneath a dead drop horror will still suffer acid damage.
Game Option
As mentioned above, drop horror acid corrodes most metals and eats through leather. Consider reducing the DR of affected armor as you see fit. Creative players might consider taking hides back to town and fashioning armor that not only has DR5 (the drop horror’s natural DR) but also prevents acid damage.
ETHEREAL SHADE
An ethereal shade resembles a mass of black, wispy smoke which billows and contracts as it floats about.
STR: 0 BP: 30 Rank: 3
DEX: 60 INIT: 1 Nature: Evil
LOG: 40 DR: 0
WIL: 50 MOV: 10 (fly) Travel: 10 leagues
EXPLODING BONES
Nearly identical to skeletons in appearance, Exploding bones differ in coloring from their more mundane counterparts. Exploding Bones are a bright pulsating red, their coloring becoming brighter and pulsating faster as they near death and the inevitable explosion which gives them their name.
STR: 35 BP: 10 Rank: 1
DEX: 45 INIT: 1 Nature: Evil
LOG: 0 DR: 0
WIL: 0 MOV: 6 Travel: 5 leagues
Note: Someone from the Swords & Wizardry boards used my Exploding Bones in a rather ingenious manner. He stuck them in a pit trap. When the heroes fell into the pit trap and started hacking at the beasts, killing the first exploding bone set off a deadly chain reaction. The explosion from the first Exploding Bone killed a wounded second Exploding Bone, who's osseous explosion felled a third. The party was simply pelted with jagged shards! I though it was neat.
Fang Bat
Large bats with a wingspan of 2 feet and a venomous bite
Fire Crane
A giant fire-breathing bird
STR: | 40 | BP: | 30 | Rank: | 2 |
DEX: | 65 | INIT: | 1 | Nature: | Neutral |
LOG: | 20 | DR: | 0 | ||
WIL: | 60 | MOV: | 8 (fly 16) | Travel: | 50 Leagues |
FLOATING SKULL
As their name implies, floating skulls resemble…floating skulls! They shine with a sickly soft glow, and unlike their undead counterparts, (full skeletons), they are not devoid of intellect. Floating skulls are usually raised from the corpses of beheading victims.
STR: 30 BP: 20 Rank: 1
DEX: 45 INIT: 1 Nature: Evil
LOG: 30 DR: 0
WIL: 40 MOV: 8 (fly) Travel: 5 leagues
Flying Frog
An ugly, aerial and poisonous amphibian
STR: | 40 | BP: | 30 | Rank: | 2 |
DEX: | 65 | INIT: | 2 | Nature: | Evil |
LOG: | 20 | DR: | 0 | ||
WIL: | 25 | MOV: | 6 (jump 8, fly 16, swim 8) | Travel: | 15 Leagues |
FOMORIAN
Fomorians are hideously deformed giants standing of 13 feet in height. Fomorians are plagued with all manner of deformities such as misplaced eyes or limbs, enlarged or atrophied body parts, or any other odd, genetic anomaly. This chaotic arrangement of misplaces eyes and enlarged ears means that, under normal circumstances, a fomorian may never be surprised.
STR: 120 BP: 100 Rank: 5
DEX: 50 INIT: 1 Nature: Evil
LOG: 30 DR: 8
WIL: 30 MOV: 8 Travel: 10 leagues
FURIOUS FOUNTAIN
A furious fountain resembles a large anthropomorphic stone fountain, usually spraying a jet of water from its mouth. These creatures are similar to golems, but the animating spirit within is an imprisoned water elemental. When standing still, a furious fountain is indistinguishable from any ordinary fountain.
STR: 70 BP: 45 Rank: 3
DEX: 50 INIT: 1 Nature: Neutral
LOG: 40 DR: 8
WIL: 70 MOV: 6 Travel: 5 leagues
Giant Mole
A gigantic tunneling rodent with a large appetite.
STR: | 80 | BP: | 40 | Rank: | 2 |
DEX: | 50 | INIT: | 1 | Nature: | Varies |
LOG: | 20 | DR: | 1 (fur) | ||
WIL: | 35 | MOV: | 6 (tunnel 8) | Travel: | 10 Leagues |
GOLD EATER
A small, tentacled aberration, a gold eater's attacks will part an adventurer with his gold with every touch. An encounter with a gold eater always result in a serious economic setback.
STR: 30 BP: 20 Rank: 1
DEX: 45 INIT: 1 Nature: Neutral
LOG: 20 DR: 0
WIL: 10 MOV: 12 Travel: 5 leagues
Blade Golem (Rank 4)
These magically created automatons hands have been replaced with deadly swords.
STR: 75 ____ BP: 60
DEX: 45 ____ INIT: 2
LOG: 0 _____ DR: 10
WIL: 100 ___ MOV: 6
GOOEY SQUARE
A gooey square is, for lack of a better description, a big gelatinous cube. Semi-translucent in coloring, gooey squares are always found in dungeons where they wander about, picking up all manner of discarded items which they suck within themselves.
STR: 50 BP: 45 Rank: 3
DEX: 10 INIT: 1 Nature: Neutral
LOG: 0 DR: 0
WIL: 5 MOV: 5 Travel: 5 leagues
Hag
An evil crone that is a master of hexes and curses.
STR: | 40 | BP: | 40 | Rank: | 4 |
DEX: | 60 | INIT: | 2 | Nature: | Evil |
LOG: | 70 | DR: | 2 (magical charm) | ||
WIL: | 80 | MOV: | 8 | Travel: | 5 Leagues |
Hagre (Rank 2)
The offspring of orcs and ogres, strong and tactical. Hagres are often used by orc tribes as elite warriors.
STR: | 70 | BP: | 20 |
DEX: | 55 | DR: | 5 |
LOG: | 30 | INIT: | 1 |
WIL: | 40 | MOV: | 9 |
--- By Weapon - 55%, damage +2
STR: | 17 (50) | BP: | 25 |
DEX: | 60 (80) | DR: | 0 |
LOG: | 40 | INIT: | 3 |
WIL: | 35 (100) | MOV: | 3 (10) |
Nature: | Neutral | Travel: | 3 Leagues |
» Claw - 80%, damage 3D claw
» Bite - 60%, damage 4D piercing
Harvest: Bones, flesh, six 1' sharp teeth.
Description: When you first come across this seemingly innocent herbivore, they look like a small, cute creature that appears to be a cross between every cute fuzzy animal in existence and makes burbling and chirruping noises. They even make for great monkey-like pets. However, when they are threatened, they grow to twice human size, appearing like stretched, grotesque flesh and bone and begin attacking ferociously with 3-inch claws and long, needle-sharp teeth. (Full size stats in parentheses.) They can be fearsome allies or horrifying encounters.
HOUND OF CHRONOS
Hounds of Chronos, also known as temporal dogs, are canine creatures from the Plane of Time. They posses the innate ability to manipulate time in a limited manner. Temporal dogs hunt in packs that usually consist of 5 + 1/2D hounds. A Hound of Chronos will always know where, temporally, the other members of his pack are.
STR: 45 BP: 20 Rank: 2
DEX: 45 INIT: 1 Nature: Neutral
LOG: 20 DR: 0
WIL: 10 MOV: 15 Travel: 10 leagues
JACK-IN-THE-BOX
At first glance, this critter appears as a brightly decorated box with a rotating handle at its side. With surprising quickness, a jester-like creature (mounted on a spring, of course!) springs from the box attacking and maiming. A Jack-in-the-Box may only move by hopping, carrying its cubic abode with him.
STR: 40 BP: 10 Rank: 1
DEX: 55 INIT: 2 Nature: Evil
LOG: 60 DR: 0 (3 when enclosed in box)
WIL: 60 MOV: 3 Travel: 5 leagues
Kobold Vermin Lord
A kobold that raises and controls small vermin to do its bidding.
STR: | 30 | BP: | 8 | Rank: | 2 |
DEX: | 60 | INIT: | 1 | Nature: | Evil |
LOG: | 35 | DR: | 0 | ||
WIL: | 25 | MOV: | 6 | Travel: | 5 Leagues |
LASHER GOBLIN
Thought to be the resault of a failed arcane experiment, lashers are goblins possessing long, writhing tentacles instead of arms.Considered outcasts by goblinoid society, lashers banded together and formed their own social unit.
STR: 45 BP: 10 Rank: 1
DEX: 55 INIT: 1 Nature: Evil
LOG: 35 DR: 0
WIL: 30 MOV: 6 Travel: 5 leagues
Malevolent Menhir
Guardian stones with an evil aura.
STR: | 0 | BP: | 60 | Rank: | 4 |
DEX: | 0 | INIT: | 2 | Nature: | Evil |
LOG: | 80 | DR: | 10 | ||
WIL: | 100 | MOV: | 0 (10*) | Travel: | 0 Leagues |
Miasmic Cloud
A sickly putrid cloud of stench and filth in urban environments that spreads disease
STR: | 0 | BP: | 30 | Rank: | 2 |
DEX: | 50 | INIT: | 1 | Nature: | Evil |
LOG: | 10 | DR: | 0 | ||
WIL: | 60 | MOV: | 8 | Travel: | 1 Leagues |
MONSTROUS MOUTH
A 12' bulbous body resting atop tiny legs, a monstrous mouth is made up almost entirely of a huge, gaping maw equipped with rows upon rows of sharp, pointed teeth. Toping the strange creature, two short eye-stalks allow it to see its prey, even in total darkness.
STR: 75 BP: 50 Rank: 3
DEX: 40 INIT: 1 Nature: Evil
LOG: 20 DR: 2
WIL: 25 MOV: 4 Travel: 5 leagues
MUD MAN
Mud men appear as vaguly humanoid blobs of mud. They stand roughly 6' in height with their lower bodies ending in a pool of mud.
STR: 80 BP: 35 Rank: 2
DEX: 60 INIT: 1 Nature: Evil
LOG: 20 DR: 2
WIL: 40 MOV: 6 Travel: 5 leagues
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MUSHROOM-MEN
Standing 4' in height, mushroom men resemble humanoid mushrooms endowed with both arms and legs.
STR: 35 BP: 10 Rank: 1
DEX: 40 INIT: 1 Nature: Neutral
LOG: 10 DR: 0
WIL: 10 MOV: 4 Travel: 5 leagues
NEEDLE-FLINGER
A needle-flinger resembles a lanky quadruped of noticeable canine ancestry. All along the ridge of its back, the creature possesses a cluster of needles that it may fling towards its foes.
STR: 60 BP: 25 Rank: 3
DEX: 70 INIT: 1 Nature: Evil
LOG: 30 DR: 0
WIL: 40 MOV: 15 Travel: 15 leagues
No Man
An unremarkable assassin
STR: | 60 | BP: | 20 | Rank: | 2 |
DEX: | 85 | INIT: | 2 | Nature: | Evil |
LOG: | 60 | DR: | 0 or Armor | ||
WIL: | 80 | MOV: | 8 | Travel: | 10 Leagues |
Obscene Eye
A large lidless eye surrounded by long tentacles.
STR 80
LOG 80
DEX 80
WIL 80
BP 120
INIT 2
DR 0
MOV 12 water, 2 land
Paralyzing Gaze - once per turn, (line 4) duration continuous, resist WIL-20, effect paralyzed
Grapple - 100% effect 1D and immobilized, duration continuous, resist STR, effect for each: tentacle the target suffers -20 to all actions
Drown - if target is resisting gaze or is grappled by at least two tentacles the Eye will drag them underwater.
Dyson Logos Labyrinth Lord stats.
BBF Icon
Orc, Earthscreamer (Rank 2)
Orcish magic users wresting power from bound elemental stone spirits.
STR: | 40 | BP: | 12 | Rank: | 2 |
DEX: | 45 | INIT: | 0 | Nature: | Evil |
LOG: | 50 | DR: | 5 | ||
WIL: | 55 | MOV: | 6 | Travel: | 10 leagues |
Orc, Flameshackle (Rank 2)
Orcish magic users wresting power from bound elemental fire spirits.
STR: | 35 | BP: | 11 | Rank: | 2 |
DEX: | 55 | INIT: | 0 | Nature: | Evil |
LOG: | 50 | DR: | 5 | ||
WIL: | 55 | MOV: | 6 | Travel: | 10 leagues |
PLAGUE HOUND
Plague hounds resemble sickly thin wolves. The stench of rot and decay closely follows them.
STR: 65 BP: 20 Rank: 3
DEX: 60 INIT: 1 Nature: Evil
LOG: 30 DR: 0
WIL: 40 MOV: 15 Travel: 15 leagues
QUICKLING
Quicklings appear as small, blurred, humanoid children. Quicklings are always in motion, going to and fro at an alarming speed.
STR: 20 BP: 8 Rank: 2
DEX: 110 INIT: 3 Nature: Neutral
LOG: 45 DR: 0
WIL: 45 MOV: 30 Travel: 30 leagues
RAKASH
Huge amphibious creatures who live near brackish water.
STR: 80 BP: 70 Rank: 3
DEX: 40 INIT: 2 Nature: Neutral
LOG: 30 DR: 5
WIL: 30 MOV: 10 Travel: 10 leagues
Bite 70% effect 6D damage, on an automatic or critical success the target is swallowed whole!
Thrown Teeth 80% resist DEX-10, effect 2D and knocked prone. Rakash looses 1D damage from it's bite attack. Teeth grow back in 1D days.
Teeth may be a prized possession for scholars, casters or enchanters.
STR: | 70 | BP: | 60 |
DEX: | 60 | DR: | 5 |
LOG: | 60 | INIT: | 2 |
WIL: | 55 | MOV: | 8 |
Nature: | Varies | Travel: | 10 Leagues |
» Claw - 75%, damage 3D.
» Illusion - may use the illusion spell as if skilled and improve it with DP, 1 for 1.
» Shape-shifting - may change its shape into a normal man, into the animal of its head, into a centaur-like mix of the two, or grow extra limbs with a WIL check.
» Lunar enhancement - +10 to other special abilities at night.
Harvest: hide/fur, teeth, claws.
Description: Rakshasas (Fem: Rakshasis) are powerful oriental warriors and spellcasters with the heads of animals and the bodies of men. Rakshasas are shape-shifters of exceptional skill. They occasionally join the ranks of the local warlord. Rakshasas of the evil variety are often man-eaters, feasting in the heat of battle.
RAZOR WING
Razor wings get their name from their razor sharp wings, which they use to bring down potential prey. Razor wings resemble large crows with shinning steel-like feathers tipping their wings. They attack in groups, swarming over prey from above.
STR: 10 BP: 4 Rank: 1
DEX: 65 INIT: 3 Nature: Neutral
LOG: 10 DR: 0
WIL: 10 MOV: 4 (15 fly) Travel: 15 leagues
Name: Sand Goblin (Rank 1)
Description: A sandy, tanned colored version of the infamous goblin, dressed in tattered rags from head to toe to protect them from the desert sun. They have at their waist a pouch of enchanted sand that they use to daze enemies.
Nature: Evil
STR: | 45 | BP: | 10 |
DEX: | 50 | DR: | 2 |
LOG: | 35 | INIT: | 1 |
WIL: | 40 | MOV: | 6 |
Travel: 6 Leagues (10 in desert environments)
By Weapon: 45%
Sand Spray: 50%, Randge 0 (line 3) 2/encounter, continuous, resist DEX, Effect Dazed
SAURIAL
Saurials are part giant, part lizard-men. They stand 15' in height and possess bodies covered in tough scales. Their long, powerful tail is used in concert with weapon attacks in combat. Saurials prefer warm environments.
STR: 120 BP: 100 Rank: 5
DEX: 55 INIT: 1 Nature: Evil
LOG: 40 DR: 8
WIL: 50 MOV: 20 Travel: 20 leagues
SHADOW FEY
Small and light framed creatures as grey as granite and stealthy as the dark realms they inhabit, their pointy ears and nose suggest a connection to elves and faeries. Living in darkened ruins and underground, Shadow Fey are avaricious for magical items, and will seek them out on any who trespass their lairs, often attacking first. Talented Enchanter-Spell Casters rule each clan, while the bulk of their communities are made up of Scout-Warriors. Curtain-like Black Mirrors act as portals to their Shadow version of the same locale. Here, all light sources are halved in brightness and radius, taking on a muddy brown or darker hue. The size of their mirror-realm is confined only by the degree of darkness they inhabit. The blood of Shadow Fey is a purple so dark as to appear black in all but the strongest light.
STR: 50 | BP: 20 | Rank: 4 |
DEX: 50 | INIT: 2 | Nature: Neutral |
LOG: 50 | DR:0 | Travel: 10 leagues in Darkness/Night/Shadow only |
WIL: 50 | MOV: 7 |
Shadow Weapon - 50%, double normal damage (dagger = 2D, shortsword 2D+6)
Shaggy Yowler (Rank 1)
Ape-like, arctic pack hunter. The troupe's continuous baying and hooting echoes across the landscape disquietingly.
STR: | 45 | BP: | 10 | Rank: | 1 |
DEX: | 65 | INIT: | 1 | Nature: | Neutral |
LOG: | 20 | DR: | 0 | ||
WIL: | 15 | MOV: | 15 | Travel: | 10 leagues |
SKUNK, MONSTROUS
A pony-sized skunk much feared for its scented assault. Similar in appearance to its mundane kindred, just on a larger scale.
STR: 40 BP: 30 Rank: 3
DEX: 55 INIT: 1 Nature: Neutral
LOG: 10 DR: 0
WIL: 25 MOV: 12 Travel: 5 leagues
Skyjolter (Rank 3)
Balloon like aerial jellyfish with the ability to absorb and re-release lightning
STR: | 35 | BP: | 15 |
DEX: | 50 | DR: | 0 |
LOG: | 15 | INIT: | 1 |
WIL: | 10 | MOV: | 10 (fly) |
--- Shock - 60%, damage 4D, bypasses metal armour
--- Bolt - 55%, range 10, damage 3D, bypasses metal armour, creature loses 1 BP each use
--- Electrified Body - successful melee attacks with conductive weapons or unarmed cause 4D damage to the attacker
Slime Dancer (Rank 3)
A lithe fey spirit of fetor and decay, appearing as an emaciated elf glistening with fever whose eyes have liquified.
STR: | 60 | BP: | 40 | Rank: | 3 |
DEX: | 85 | INIT: | 2 | Nature: | Evil |
LOG: | 55 | DR: | 5 | ||
WIL: | 70 | MOV: | 15 | Travel: | 12 leagues |
SNAILTAUR
A snailtaur is an aberrant melding of man and snail. Standing 7' in height, a snailtaur possesses the upper body (torso, arms, and head) of a man. It's lower torso is attached to a snail-like, mucus secreting body upon which rests a massive coiled shell.
STR: 70 BP: 40 Rank: 3
DEX: 55 INIT: 1 Nature: Evil
LOG: 50 DR: 4/8 (when in shell)
WIL: 55 MOV: 5 Travel: 5 leagues
SONIC PROWLER
Sonic prowlers resemble a wave of shimmering heat occupying a 12' square area. Although perceptible to the attentive adventurer, inattentive adventures may easily be surprised by the near invisible creature's presence.
STR: 0 BP: 35 Rank: 3
DEX: 75 INIT: 2 Nature: Evil
LOG: 30 DR: 0
WIL: 45 MOV: 20 (fly) Travel: 50 leagues
Soul Knight
An evil knight that drains the souls of its slain enemies.
STR: | 100 | BP: | 80 | Rank: | 5 |
DEX: | 60 | INIT: | 2 | Nature: | Evil |
LOG: | 70 | DR: | 10 (magical) | ||
WIL: | 90 | MOV: | 8 | Travel: | 50 Leagues |
Springheel
Descriptions of the Springheel vary, as the few survivors of their attacks have been witless due to the speed and ferocity of the attack. Some report a tall, well dressed human, others a stunted and twisted dwarf, and still others some form of carnival performer. All agree, however, on the burning red eyes, wicked claws, and a maniacal smile and laughter. Springheels are solitary (or so eyewitness accounts would have you believe), and prefer to attack lone individuals, leaping away when confronted by multiple folk.
STR: 55 | BP: 25 | Rank: 2 |
DEX: 70 | DR: 0 | Nature: Evil |
LOG: 50 | INIT: 2 | |
WIL: 60 | MOV: 8 | Travel: 10 leagues |
Source: The Lair by Steve M.
Steam Beast
Amalgam of a fire and water elemental encased in glass.
STR 80 BP 120 Rank: 3
DEX 65 INIT 2 Nature: Evil
LOG 40 DR 10
WIL 60 MOV 8 Travel: 10 leagues
Abilities:
Claws - 85%, damage 2D and reduce targets DR by 1 permanently
Steam Blast - every 3rd turn, (line 5), effect 2D (bypass DR)
Fire Resistance - immune to fire both magical and normal.
Explosive - when destroyed, shards cause 3D damage to all adjacent foes and 2D to those within 4 spaces.
Insane - forced to servatude this creature has a chance to attack anything near it, even allies. The chance is equal to the current damage each turn.
Steam Beast are an amalgam of two minor elementals fused together in a reinforced glass apparatus originating from some elemental plane. At the heart of this beast are a minor water and fire elemental who has merged into one being with conflicting stability. Steam Beast are rumored to have been created by a race of elementalist to be used as guardians but quickly fell out of favor since they have a tendency to attack their owners when combat ensues. The are typically found guarding important places or roaming near ancient ruins in packs.
SWAPPER
An odd critter, a swapper appears as a 4' floating sphere of pulsating flesh to which seven long feeler-like tentacles are attached. A swapper's feelers may extend up to 15' and retract to 3'. Each feeler is equipped with a wickedly sharp hook.
STR: 20 BP: 40 Rank: 3
DEX: 70 INIT: 2 Nature: Evil
LOG: 65 DR: 0
WIL: 45 MOV: 8 (fly) Travel: 10 leagues
Note: Should one of two swapped targets die before the effect's duration ends, the remaining target will be forced to live out the remainder of its life with the new characteristics of its swapping partner.
Creature Effects by ShadowStalker
Concept for Creature Effect = Swarm
I had this idea for managing creature swarms (mine was used as a murder of crows that was inhabited by a spirit):
Stat creature (rats, roaches, etc.) normally in terms of stats and abilities. Swarms are able to split, which allows them an additional attack. Each split does the following:
1. Reduce BP of each swarm by 1/2 from the original total
2. Reduce Damage by -1D for each split
3. Each swarm segment may independently attack a target
Swarm segments can split as many times as GM has BPs to distribute, noting that they become increasingly weak. Follow rounding conventions.
Swarm segments may also recombine into the main swarm, but the BP is only the sum of the remaining BPs after any damage, and damage is reduced by -1D or -2D if damage loss is >50% of BP from swarm's starting value.
The above keeps the math very simple.
TREACHEROUS TREASURE
At first glance, a treacherous treasure appears to be an envious pile of riches. In reality, a treacherous treasure is a large, slime-like creature which exudes a sticky film from its pores. Throughout its life-span, the slimy critter gathers up various coins, gems, and riches found within most dungeons. These objects stick to the slime's adhesive secretion, giving it the appearance of a pile of treasure.
STR: 70 BP: 40 Rank: 3
DEX: 40 INIT: 1 Nature: Evil
LOG: 20 DR: 5
WIL: 40 MOV: 6 Travel: 5 leagues
Tunneler
A giant, rock burrowing worm
STR: | 100 | BP: | 60 | Rank: | 3 |
DEX: | 50 | INIT: | 1 | Nature: | Varies |
LOG: | 40 | DR: | 4 (hide) | ||
WIL: | 50 | MOV: | 8 (15, tunnel) | Travel: | 15 Leagues |
Twigling
Small, sentient bundles of twigs and leaves.
STR: | 20 | BP: | 15 | Rank: | 1 |
DEX: | 60 | INIT: | 1 | Nature: | Varies |
LOG: | 10 | DR: | 0 | ||
WIL: | 15 | MOV: | 15 | Travel: | 10 Leagues |
Elder Twigling
A gnarled, shrub size tangle of thorny vines with flower blossoms.
STR: | 20 | BP: | 30 | Rank: | 2 |
DEX: | 50 | INIT: | 1 | Nature: | Varies |
LOG: | 40 | DR: | 0 | ||
WIL: | 40 | MOV: | 10 | Travel: | 10 Leagues |
Umber Hulk (Rank: 4)
STR: 90 BP: 50
DEX: 50 DR: 10
LOG: 35 INIT: 1
WIL: 60 MOV: 6 (burrow 8)
Claws 80% 3D+7
Confusing Gaze - range 5, duration continuous, resist WIL-40, effect dazed and surprised
WALRUS MEN
Bloated, blubbery humanoids with wickedly long tusks, walrus men inhabit arctic reagions. Walrus men are notoriously slow.
STR: 80 BP: 30 Rank: 2
DEX: 35 INIT: 1 Nature: Neutral
LOG: 40 DR: 1
WIL: 65 MOV: 4 Travel: 5 leagues
WANDERING HOLE
A wandering hole is a creature of anti-matter. In its expanded form, it resembles a 10'X10' hole running 10' to 50' deep (1/2D X 10'). The creature possesses the capacity to constrict its anti-mass to a 1/4" square. Contracting itself from a 10'X10' square to a 1/4"X1/4" square takes 1/2D turns. Expanding its form back to 10'X10' takes 1 turn. Upon death, a wandering hole returns to its expanded size of 10'X10'.
STR: 70 BP: 55 Rank: 4
DEX: 60 INIT: 4 Nature: Evil
LOG: 30 DR: 0
WIL: 50 MOV: 20 Travel: 20 leagues
Note: The most common tactic used by wandering holes is to constrict themselves to their smallest size, then, as an adventurer walks above, the wandering hole expands, sending the victim plummeting down its depth (see BBF p.33 for falling damage). The wandering hole then compresses itself anew to crush the hapless victim.
This tormented entity is the vengeful, rage-filled remains of a woman who died in torment, whether caused by another party or self-inflicted. They usually appear initially as a luminous and beautiful woman enticing any who see or hear her to come closer. Once approached, she reveals a terrible form that strikes any and all within sight unconscious and vanishes. Further, anyone who views her true visage is cursed to die a horrible death, and the only means of removing the curse is to attempt to right what wrongs were either done to or caused by the White Lady when she was alive.
STR: 0
DEX: 70
LOG: 60
WIL: 90
BP: 70
INIT: 3
DR: 0
MOV: 12
Rank: 5
Nature: Evil
>> Doom: 120%, range sight, resist WIL-20, duration special, effect immediate unconsciousness and death by unrelated and unavoidable means in 1D days unless the White Lady's torment is relieved.
>> Resistance: half-damage from non-magical weapons.
>> Vanish: The White Lady cannot be permanently killed and if she loses all her BP she returns the following night with full BP. She can also elect to lose all her BP and vanish at will. Only relieving the source of her torment removes her presence permanently.
>> Night Terror: 90%, range special, resist WIL, anyone under the effects of Doom suffers 1D damage after any form of sleep and does not heal 2 BP naturally per day.
Wicked Orphan
Diabolical street urchins.
STR: | 30 | BP: | 10 | Rank: | 2 |
DEX: | 60 | INIT: | 1 | Nature: | Evil |
LOG: | 40 | DR: | 0 | ||
WIL: | 40 | MOV: | 8 | Travel: | 5 Leagues |
WYRD
Wyrds are powerful spirits that inhabit elvin bodies. They usually appear as dark robed elves with glowing eyes. Wyrds produce brightly glowing spheres from their hand which they use to attack. These spheres may be used in either melee combat, or thrown as ranged weapons
STR: 0 BP: 40 Rank: 4
DEX: 75 INIT: 1 Nature: Evil
LOG: 50 DR: 0
WIL: 65 MOV: 13 Travel: 15 leagues
I encourage you to post publicly available information for your Play-by-Post and Audio, video and Chat campaigns here. (Request access to the wiki to post your campaigns, if you do not already have access.) I recommend advertising your campaigns in the BBF forums for greater participation.
POSTING CAMPAIGNS
Please keep the document weighted at the default "0" and keep it family friendly.
I recommend that you use the following rules to keep your Play-by-Post campaign moving (subject to modification; voluntary):
The first players roll up their characters, but with the understanding that if they don't show in time to keep the story moving, someone else can step into their character's role as a stand-in.
Keep a public campaign folder in the wiki with a link to private GM campaign notes and post the PC's.
Whenever a character's turn is up in the battle order, prompt the player by posting their character's name in all caps (example: "ULRICH"). If the player has not posted in 2 days, post their PC's name in the thread to show who is due to participate, linked to the PC's character sheet in the Campaign Folder in the BBF wiki for someone to stand in for the missing player with a note saying "stand-in needed". Then add these rules to the original post in your campaign's PBP thread.
Advertise the campaign in the appropriate forum when participation is slow. Be sure to express enthusiasm for the campaign to attract new players.
A BareBones Fantasy PBP adventure for 2-6 players
[Link to the Dragon's Fire (Play-by-Post) thread]
It is a land full of dragons and the beginning of the age of dragon riders. For years Öchrich Führ stands as lord of the dragonriders and guardian of the realm. But when he and his dragon topple to the ground in a great arc of flame and black smoke, the rest of his riders soon fall to the demon onslaught. Now the skies belong to Khul the Manslayer. Your band of dragon rider apprentices has been tasked with seeking out dragon eggs to regain the skies and reclaim the kingdom from above.
.
The first players roll up their characters, but with the understanding that if they don't show in time to keep the story moving, someone else can step into their character's role as a stand-in.
Whenever a character's turn is up in the battle order, I will prompt the player by posting their character's name in all caps (example: "ULRICH"). If the player has not posted in 2 days, I will post their PC's name in the thread to show who is due to participate, linked to the PC's character sheet in the Campaign Folder in the BBF wiki for someone to stand in for the missing player. (If the name is not linked, it is not available for stand-ins.) I will then advertise the campaign in the BBF forums here when participation is slow.
Each character must have a skill with offensive capability.
Characters start with either "somewhat loyal" or "totally loyal" in their moral code.
See the Dragon Rider Classifications on The Dragon Riders of Vörn page to choose a character concept or make one of your own. (Subject to GM approval.)
You can have any skill you want as long as one of your skills has a level in an offensive capability.
I have provided new weapons in the Equipment section below. You may have one of the weapons in that list for free.
I also provided an optional Elite Flier skill, but you can't use it until you are flying a beast (dragon), which will not be right away. You do not need the skill to be a dragon rider. You only need it if you want to excel as a rider.
You cannot wear metal armors while riding a dragon. I have a specific concept of physics concerning dragons that prohibits heft. Dragons are light, hollow-boned creatures like pterodactyls and birds. Dragon riders are lean and do not wear heavy armor. They usually wear a wool fire suit which protects them from the full effects of dragon fire. (Provided in the Dragon's Fire Campaign Folder.)
Provide a back story up to but not including the events described in the opening post.
The GM will use the Size Categories rules for dragon creation and combat.
Following are the subsizes for size category 2. (See Size Categories for details.) The size rules were created for vehicles, but these rules were specialized for the between sizes particularly on the character level. Feel free to ask questions about how to handle character creation in regard to subsizes.
If you would like to participate in size variance, roll d100. If you roll doubles, your character is the subsize of the doubled number. If you do not roll doubles, your character is normal for their racial height. For this setting, disregard rolls of 00, 11, 22, 88 and 99. Diminutive races also ignore 77. Then record your character's size with the size as a whole number and the subsize as a decimal. For example, character size 4 appears as "2.4".
Abilities - Roll 5D for DEX, LOG, and WILL and add 30. STR has a special roll and bonus according to height/length as a sub-category* of size.
Subsize* (Approx.) | Roll | Bonus |
1. Very Small (1'+) | 1D | +10 |
2. Small (2'+) | 2D | +15 |
3. Very Short (3'+) | 3D | +20 |
4. Short (4'+) | 4D | +25 |
5. Average(5'+) | 5D | +30 |
6. Tall (6'+) | 6D | +35 |
7. Very Tall (7'+) | 7D | +40 |
8. Large (8'+) | 8D | +45 |
9. Very Large (9'+) | 9D | +50 |
*Subsize is not the same as size. The scores on this table adjust for the individual creature's variance within their species and exist in tandem with size categories. Size categories follow different rules. (See Size Categories and Super Powers for various creature size differences.) |
Note half abilities (rounded up) for skills.
Elite Flyer (DEX)
Trained in special maneuvers upon a dragon.
Weapon | Sub† | #Hnd | Dmg | M/R | STR* | Cost |
Bows | ||||||
Compound bow** | P | 2 | 3D+2 | -/120 | 65 | 40gp |
Crossbow*** | P | 2 | 3D | -/80 | 60 | 30gp |
Longbow** | P | 2 | 2D+3 | -/100 | 50 | 30gp |
Short bow** | P | 2 | 2D+1 | -/60 | 60 | 24gp |
Polearms | ||||||
Javelin | P/S | 1-2 | 2D | 1/30 | 45 | 2gp |
Sky billhook | D/P/S | 1-2 | 2D | 5/- | 40 | 25gp |
Sky lance | P | 1 | 4D+5 | 5/- | 65 | 35gp |
Spear | C/P | 1-2 | 2D+2 | 2/20 | 30 | 10gp |
Slugthrowers | ||||||
Sling** | C | 1 | 1D+3 | 1/40 | 20 | 40gp |
† Subtypes - (C)rush / (D)rag / (P)ierce / (S)lash * -20 to hit and damage reduced by 1D if minimum STR not met. ** 20 ammo cost 1gp. ***Shoots 1 shot per round. No other actions can be performed that round. 20 ammo cost 1gp |
Armor | DR | STR* | Cost |
Light Armor** | |||
Reduced Heavy Furs | 0+ | 15 | 2gp |
Fire suit, wool | 1 (10 v. fire) | 30 | 50gp |
Partial Studded Leather | 1+ | 20 | 10gp |
Partial Padded Leather | 1+ (3 v. crush) | 20 | 8gp |
Partial Ringmail | 2 | 30 | 18gp |
Chainmail Shirt | 2 | 35 | 20gp |
Partial Leather Plate | 3 | 35 | 30gp |
Partial Bandedmail | 4 | 40 | 115gp |
Partial Plate | 5 | 40 | 160gp |
Heavy Armor*** | |||
Leather, Padded | 3 (6 v. crush) | 45 | 25gp |
Leather Plate | 6 | 80 | 100gp |
Shields | |||
Buckler | (+10 Res; destructible) | 45 | 25gp |
Jousting Shield | 3 (+10 Res) | (-10 to other DEX checks) | 25gp |
* ½ MOV & prevents casting spells or thief skills, unless minimum STR is met. ** Two suits of light armor can be worn together, but only one can be "partial". Add their STR requirements together. With the exception of fire suits, light armors provide only shoulder, forearm, shin and chest protection. Light armors having DR's with the plus sign ("+") add 1 to DR, but only one plus bonus applies at a time. *** Heavy armor covers the whole body and is reinforced with chainmail undergarments. Heavy armors can be reduced to light armors for the purposes of social events, fulfilling local laws and the like. |
General | Cost |
Dragon rig (Saddle, safety straps, tack & harness) | 50 gp |
Pole hook* | 10gp |
Extinquishing powder pack (10) | 100gp |
Flammable gel pack (20) | 40gp |
* Requires extinguishing powder or flammable gel pack. |
Learning to ride a horse or dragon only takes a day's training and requires no skill level. However, you must be skilled to handle combat and special maneuvers.
Attacking from Mount
For each level in the offensive skill
Penalties
Shooting while moving: -10 for every 5 spaces of movement starting with the first square.
Weapon Damage in Flight
Add the movement rate of both mounts in relation to each other divided by 2 and add it to the damage. This makes it easier for characters to do damage to dragons in flight.
Units receive a DEX penalty of -10 when attacking 5 heights/lengths down. For example, an average character gets -10 DEX to attack against a Tiny character. The inverse also occurs, in that a Very Tall character gets +10 DEX to attack against a Little vehicle on the next size category up, (See Size Categories) assuming the Colossal character is within reach. The bonus/penalty does not apply to defense.
The following chapter list is the story so far in the Dragon's Fire play-by-post adventure.
A dwarf child with a shock of red hair runs to its mother giggling in high tones. Shæòra wipes her brow as she breaks from the wash, then scoops the rowdy young Ryð up with a smile. Her hair hangs down in two reddish-brown braids down her back and wears a long blue tunic over a white shirt. Behind them is a handsome house with a hay-thatched roof and a large barn attached, its tall double doors standing open. She takes the young child inside with her as they talk of his adventures, and then lets the child down, saying “Go wash up, I’m about to serve lunch.” The scamp runs off to his duty. Shæòra goes toward the kitchen entrance leading to the barn and calls out to the dwarf therein, “Lunch is ready. Wash up, dear.”
“Yes, Mother.” The handsome older dwarf wipes his hands and turns to his giant dragon. “All right, now. It’s time to eat. I’ll bring you a fat sheep when we’re done.”
The dragon is a large one, about 36’ feet long, of the mundane variety, but with beautiful golden orange eyes. It lays upon its legs on the stubble, purring a deep rumble as it is being groomed by by the brush of Seraphina Dawriel, a young elven beauty with flowing platinum hair and gold-flecked green eyes. She wears a half-sleeved studded leather jerkin over a white shirt and brown trousers. Corbin Dragonclimber has been Seraphina’s mentor since he found her unconscious in the woods next to the pallid cadaver of a long dead woodsman who had met a gruesome end at the sharp end of a shortsword.
Just as the dwarf is turning to Seraphina to speak, a young half-elf male comes running in through the barn’s tall double doors with a huge grin on his face and looking about as he removes his fire gloves. Under the dragon’s wing, Seraphina sees the boy who has been working hard to get her attention for some time. It is Orðrómur, the apprentice of Öchrich Führ. His shoulders are broad, with a slender waist and a mop of sandy blonde hair. She has been friends with him for over a year now. He makes her laugh. He’s the only one she’ll let her guard down around. But something’s different this time. He’s wearing the trademark fire suit of the dragon riders. The same kind aged and worn by Corbin. He asks the dwarf where Seraphina is.
Seraphina drops the brush to her side and gently pats the dragon's flank as she regards Orðrómur from beneath the dragon's wing. Ever the forthright elf, she steps forward, not waiting for Corbin to point her out. She stands nearby Orðrómur and Corbin, wearing a somewhat thoughtful look upon her face before she says, "What is this, Orðrómur? You seem completely out of sorts! Something seems different..." Her voice trails off as she regards the youth, the slightest bit of mirth beginning to play about her eyes. Then, snapping her fingers and proclaiming loudly, "Oh yes, of course! How could it have escaped me so long? You've lost weight!" The hint of a playful chuckle cannot help but escape her lips as she is obviously toying with the lad.
In an amazing feat that she was not aware possible, Orðrómur grins wider.
"Come see!" He shouts gleefully and grabs Seraphina by the hand, leading her out of the barn, like a child with its favorite toy in tow, to show it his new painted wagon, but lo, there stands Himinblóm, the dragon he hatched six months ago. As if to demonstrate its happy feat, the young dragon spreads its wings and shakes them as it does a circle and then sits majestic, hamming it up for the world that should bow before it.
A youthful metallic sheen still infects some of her scaling and the pads of her feet are still pinkish, along with a hint of it on the fleshy parts around the dragon's throat and arms. It's eyes, not as pretty or large as Corbin's mount, are deep blue and intelligent. He had been training on his dragon for weeks, and now he was finally able to take it outside the dragon keep walls, which means only one thing.
Orðrómur stands there with his hand in the air to showcase the dragon to Seraphina with an unbearable grin on his face. "We did it! We passed the trials! We...I'm a dragon rider! Öchrich is taking me on my first watch today!" He does his own circle as he shows off his new fire suit. The dragon huffs.
Seraphina nods sagely as she watches the display, finally, with a grave look of concern she proclaims, "Alas! I fear the world is no longer safe!", She eyes Corbin with an amused wink before continuing, "Ah well, I suppose that congratulations are in order just the same!" She then gives Orðrómur a friendly hug before moving past him to inspect Himinblóm a bit more closely. She smiles back at him over her shoulder and says, "Come Orðrómur, tell us of your post and your new duties and take care to leave nothing out!"
Corbin, who has been holding back Ryð, speaks, "We can answer those questions over lunch. And we'll get a sheep for your dragon. Come, let us eat." He turns to see Shæòra standing in the doorway, and stops, realizing his mistake and wondering what to say without losing face.
She glowers at him, then sighs and rolls her eyes. "Alright. I'll fix another place." She smiles. "Come in and lets celebrate your good fortune, Orðrómur."
They file in for a lively and spirited lunch as Orðrómur tells of the trials and Himinblóm's excellent performance.
* * *
Later, while Orðrómur is on shift just before sunset, Seraphina sits looking out of the upstairs window. She can see the castle. There appears to be a few more dragons about the place. She tries to pick out Himinblóm, but is unable to distinguish her. So she sees if she can find Öchrich's Gerarétt. She can always find him because of his immense size. He's half again the size of any of the other dragons because its a great flying dragon rather than the common mundane flying dragon like Corbin's or Orðrómur's. Within seconds, she finds him and quickly finds the dragon half his size following in his wake. That must be Himinblóm. She finds herself filled with an unusual excitement and checks herself, afraid of its meaning.
Just then, one of the dragons, a big one, shoots out a long flame. Something she knows to be forbidden while on patrol. She clears her eyes uncertain of what she just saw. She's certain she just saw the flame hit another dragon.
But just then, on the wind, she can hear the klaxons spreading out, and then a second later, the local klaxon sounds.
War.
Less than a second later she hears Corbin shouting.
"Seraphina! Prepare Kvöld-Losta! Waste not a second!"
Seraphina runs down the wooden staircase, no choice but to be in her bed clothes, and makes her way to the stable, where Kvöld-Losta sits crouched, her tail flailing, anxious to join the battle. Outside, she sees a dragon's shadow pass in front of the house.
Seraphina does as she has been drilled, grabbing Corbin's saddle from the sawhorse and tossing it over the dragon. With deft skill, she has the saddle belted and battle-ready in a moment. As she finishes, Corbin marches in with determined gait. Seraphina crouches fetally on all fours where Corbin steps on her back, pulling himself up into the saddle by the climbing strap. Then Seraphina gets up and helps belt him in within a matter of seconds and backs up.
As if anticipating him, Kvöld-Losta begins moving just as Corbin commands, "Undan!". With a rush, the dragon swishes out of the stable and prepares to jump into flight.
Two gel packs burst on Corbin and his mount. He shouts, "NO! Not yet! Curse you, you..." Before he can finish his complaint, he and his dragon are engulfed in flames. He screams, but it lasts only a second as the air is ripped from his lungs by the intense conflagration. He flails and falls from the burning dragon that squeals in fear, the straps burned free. Shæòra screams from the doorway of the house.
Seraphina, no stranger to grief, recognizes immediately that there is nothing she can do to aid Corbin as she has no way to extinguish the flames nor is she wearing any protection against such terrible heat. She knows the dire impact of such injuries. Instead, she takes a moment to glance at the enemy that has just attacked in an effort to remember what that rider and mount look like - for future reference.
Then, trusting that Corbin's protective suit will keep him alive she turns her attention to Shæòra. Knowing full well that she at least has a chance to tend to Shæòra and keep her safe, Seraphina jumps into action. Sprinting toward the doorway to the house, she fully intends to grab Shæòra and drag her, if need be, back into the relative safety of the structure.
Seraphina looks up, but the first rider has already flown too high, and she sees nothing but the back of the second rider, only noting a scar on the dragon's rump lit by the last light of the setting sun. She stands back from the intense heat of the blaze and looks back at Shæòra who can do nothing but scream, and remembers the panic spot beneath the floor boards. Then Seraphina catches sight of Ryð behind his screaming mother, staring in bewilderment at his father. Just then, she see the little red-head, ignorant of danger, dash toward the well, his little arms swinging for toddler balance in the fading light.
The neighborhood round about is in chaos. Fires burn all over the place. Seraphina makes a mental note of that scarred dragon before dashing forward and scooping up the toddler on her way to Shæòra. She shouts above the din of the crackling flames, "Shæòra! Get to the cellar! NOW!" She leaves no room for discussion as she passes off Ryð, quite intent upon physically moving both Ryð and Shæòra if she does not comply.
Even while commanding Shæòra to take shelter both through word and sheer force of will, Seraphina mentally pictures where her gear is kept with the intention of collecting it as soon as Shæòra and Ryð have taken refuge.
As well, Seraphina does not recall seeing any flames upon this structure but she makes a mental note to double check as soon as Corbin's family is safe - or at least as safe as the situation currently allows.
Seraphina remembers her fire training and remembers that the hotter the fire and less the wind, the safer the surrounding structures, and so deems the fire far enough away and the situation under control enough to ensure Shæòra and Ryð are hidden beneath the floor in a fire-safe hole in the ground. Shæòra, remembering the safety of her son, complies with Seraphina and takes Ryð from her.
Inside, Shæòra sets to task to pull up the floorboards as Seraphina runs upstairs.
While upstairs, Seraphina quickly sheds the bed gown and throws on her shirt and breeches without tucking and then dawns the studded leather jerkin given to her by Corbin without lacing it. She then puts the shortsword belt over her head and right arm to hang cross-ways from her left shoulder, then grabs her quiver belt and puts it cross-ways the other way and rests her bow over her right shoulder. She grabs her camping satchel on the way out of her room per habit in preparing to ride her horse undoubtedly panicking this moment in the stable, also given to her by Corbin.
As she runs back down the stairs, Shæòra calls out to her, waist deep in the hole, "Seraphina! Come, join us. Hide with us. Be safe."
Seraphina tosses a backward glance at Shæòra and says, "Get down and keep Ryð safe - there's work for me to do outside.". She then heads back out into the chaos.
She quickly surveys the house where Shæòra and Ryð are hidden until she is satisfied that it is safe enough for now. Once she determines that all is safe - at least for the moment, she turns her attention to freeing any livestock and horses from the stable figuring that they are safer free than if they were left penned up. She hastily equips her horse, Ithilbara - Moonfire as Corbin had named the pale mare - with ridding tack and then leads her away from the flames to a safer area where she tethers the mare to a bush.
Then she scans the skies for danger, her bow ready in case she has a target of opportunity.
The light has become too dim to see anything, but just as Seraphina is thinking this, a bright light flashes into being and rises up above the castle. A high level dragon mage has lit the scene. Suddenly night becomes day, dark skies turn blue around the castle , and she can see all the dragons in flight. None are nearby.
For an hour she watches the melee. The only one she knows for sure is Öchrich, as well as the largest of the enemy who seems to be the leader of the invaders. The contrasts are simply too high to note any peculiar characteristics. Occasionally one of the mundane dragons would fall. But then she starts to see a peculiar dynamic. The invasion leader was riding tandem with other dragons for brief moments, circling around to new ones after each one. He does this about 5 or 6 times and then she sees him go out long. Several of the dragons seem to form a bubble around Öchrich, dive-bombing him, and flying in tandem with him. Suddenly Gerarétt, Öchrich's mount, seems to be reacting to something erratically, then looks to try to bolt for it. A second later, the invasion leader flies straight in toward Öchrich, and the mount fires a flame in a strafing run on Öchrich. Gerarétt rolls to protect its master, but it doesn't help.
In a bright flash, the entire dragon and its rider ignite almost as bright as the mage's light. In a an arc of brilliant light and a flaming trail of black smoke, Öchrich and Gerarétt fall to the ground. From Seraphina's vantage point, she sees the crash as flames explode and several thatched roofs are caught on fire. There's only a little movement, then it stops.
Not long after, other dragons begin falling from the sky, often on fire. Occasionally a dragon rider falls from its mount and the dragon flies out of the midst of battle. One such flies in Seraphina's direction. It flies over and then crashes lightly about 25-30 spaces away. She can hear its cries.
Seraphina first turns her attention to Shæòra and Ryð, letting them know that it is alright to come out and see to Corbin. "All is quiet for the time being Shæòra. Come out and see to Corbin but keep a wary eye on the skies as I sense an ill breeze bringing bad tidings to us. I have briefly watched some of the battle unfold and it does not seem to have gone well for us from what little I could discern." She sighs heavily with obvious concern and sadness before she continues, "Be prepared to leave this area with haste if need be. I suspect that your safety could well be in question if you remain here." She looks back over her shoulder toward the doorway and adds, "A wounded dragon has landed nearby - I can hear it's mewling even now. I will go to see to it."
Seraphina then stands, situates her gear so that it is properly worn and proceeds out the door to check on that wounded dragon. Being uncertain about the disposition of the dragon however, she is sure to approach with caution and with her bow ready just in case.
Seraphina takes a torch and moves carefully in the direction of the dragon, quickly at first, then slowly as she approaches.
The dragon writhes on the ground through the trees, mewing and groaning. It's a juvenile.
While on approach to the area, Seraphina will attempt to determine whether this dragon is familiar to her. Having learned her lesson all those years prior, she will do her best to determine whether the target is a friend or foe before targeting it.
Seraphina approaches stealthily, but sees that she's going to have to get in closer to see clearly. She adjusts her approach so that she can gain a better vantage from which to view the dragon and continues her attempt at sneaking through the shrubbery.
What with the recent horrific events, Seraphina continues to be over-cautious and keeps her bow ready. She still hasn't confirmed her fear that Corbin is, in fact, dead; choosing instead to push that unpleasant reality to the back of her mind and focus on the crisis' at hand.
As she comes around to get a better view of the dragon, Seraphina notices blood on its back but can't discern any injury. She finally gets a good look at the young dragon...
It has blue eyes, not as pretty or large as Corbin’s mount, Eldurauga. Seraphina does not fear this dragon. For it knows her. She understands fully now that the dragon is not injured, except in heart. For the blood does not belong to it, but to its young rider that perished upon their maiden watch.
The resignation in the dragon's plaintive cry sets deep the reality — Orðrómur is gone.
Serphina's rage simmers as she contemplates the events of the last few hours - far too much loss to comprehend right now. Being not but a lowly stable hand she has nowhere to go and seemingly no way of doing anything more than looking after her general chores as she would have done on any other day. Indeed, that is a place to start and there is much that needs to be done - Corbin must still be addressed no matter how much she wants to push that fact to the back of her mind.
She tucks away her bow, for she does not need it here, and approaches Himinblóm slowly while making soft, clucking noises with her tongue and calling out the dragon's name, "Himinblóm?" soothingly as she draws near.
The dragon must be calmed and tended too so that it does not go into a fit and lash out at those around it. Fires must be extinguished, the wounded tended and the dead seen to.
Himinblóm regards her absently and quietly groans its loss. As Seraphina pats and caresses its scales, she recalls the words of her mentor.
On a day so much like this one had been, not long after Corbin found Seraphina, he told her, "One day, you will receive a dragon egg. Do not take that gift lightly. For when that egg hatches, the hatchling dragon will regard you and you will imprint upon it forever. Never will it take another rider. Never will it love another. You alone will be the one it looks to. And if you die, it dies."
This had made her love dragons all the more, but now she sees not a dragon with hope, but a youngling that will soon die of a heart rent in twain, riderless and alone.
Seraphina does what she can to soothe the beast by making clucking noises and whistling softly while she checks the tack. She sets about the task of removing the gear, pausing periodically to pat the dragon's flanks.
She briefly considers fetching some food for the creature, but chooses instead to sit with it for a bit, continuing her soothing tones all the while.
“Slow down!”
“I saw it come down this way!”
Seraphina hears the voices of two young human males approaching in the distance. Light from a swinging lamp betrays their position. They're obviously not concerned with stealth.
She lowers her bow from her shoulder, allowing it to rest easily in her hand as she crouches beside Himinblóm. She eyes the approaching youths in an attempt to ascertain who they are. She intends to call out to them and advise them to approach slowly once they reach the edge of the clearing.
"Look. I don't think we should be sneaking up on a dragon." The youth following says. Seraphina can just see his head bobbing in the distance.
The young man in the lead continues to advance unconcerned.
"Stop moaning, Mús."
Seraphina rolls her eyes. It's Boðberi and Mús. Is there anything they don't bumble into? Between Boðberi's misadventures and Mús's clumsiness, she's surprised they don't fall down a hole and die. She distrusts them as much as anyone else, but they always seem to be around, even though they live in the next quad. Whether she's walking along the caves to be alone, or trotting through the woods on Ithilbara, or shooting at game, there they are, passing through her field of fire, emerging from holes caked in mud or, yes, hanging from a tree in a woodsman's net. It's like they completely disregard all their training. Either that or their mentors are the worst dragon riders ever. No, that's not it. Boðberi's father is Hægri Handlegg, second to Öchrich Führ.
Seraphina stands and hails the youths in a calm, somewhat quiet tone saying, "Boðberi! Mús! Advance no further. The dragon you saw is Himinblóm, Orðrómur's charge. She is riderless and her spirit is wounded. I fear that your intrusion could incite her to uncharacteristic anger at your expense. If you wish to help, then return to your masters and tell them of the situation, they will know best how to handle it."
Boðberi's disposition changes. He looks toward the castle in a quiet rage. His yellow locks keep his eyes out of view. Seraphina can see only two dragons over the castle now, circling in a patrol pattern. It is clear that they are not riders from Vörn. The battle is over.
Mús has tucked his head. He looks up through his hurt eyebrows and edges in on the silence with a quiet explanation. "There are no riders left."
Boðberi looks at Seraphina again. "We thought we might be able to save one of the riders. So what makes you so special that you can tell us not to come close to the dragon? It's as good as dead anyway. It's not like it cares anymore."
Seraphina registers Mús' news with grim acceptance. Nodding she says, "It is as I feared then?"
But Boðberi's callus remark jolts her back to the here-and-now. Her eyes narrow as she locks her gaze with that of the brash youth and she says in a hushed tone through clenched teeth, "Bite back your rash words boy lest I take you over my knee and thrash you like the child you have just proven yourself to be! This dragon has just fought for your benefit while you, no doubt, whimpered with fear at your mother's apron hem! This dragon has just lost its rider, my friend Orðrómur, while it was out defending you and here you have the audacity to open your mouth to display your idiocy?"
She fumes for a moment before taking a breath and continuing, "You have a choice to make here boy. You can continue whimpering like an infant, in which case no one will ever have use for you. Or you can choose to show some quality and aid me as I have asked. Perhaps if enough of us work together we can yet turn our fortunes this day. Choose now, for I have no patience or time to deal with you further as there is much to do and little time in which to do it!"
Boðberi's eyebrows shoot up at Seraphina's capricious boldness. Then he laughs.
"Haha! You heard the queen, Mús," He slaps a hand on Mús's shoulder, "We've been conscripted! Your word shall be our guiding light. Right, Mús?"
Mús chuckles quietly and nods his head.
Boðberi stands back with his arms spread, "Boðberi Handlegg," he says, and bows large with lantern in hand, "at your service!" He stands again, tall and full of himself.
He turns on his heel with a spin and begins walking back. "Come, Mús! We have apprentices to find!" Mús follows. Then Boðberi spins back around and continues to walk in the same direction backward, saying: "Meet us at the temple ruins at day break!" Spinning again, he concludes, "We'll have recruits!"
As they walk away, she can just hear him mutter, "Did you bring my binky, Mús?...What a god-awful witch."
Inwardly, Seraphina continues to fume about the boy's lack of decency toward Himinblóm. Chalking it up to the impetuous nature of youth, she brushes it aside and returns her attention to Himinblóm. For now, she tends to the dragon as if they were back at the stable during a peaceful day. Once the dragon calms enough for her to tend to other duties it is her intention to head back to Shæòra and check in on her.
* * *
For an hour, the giant beast writhes as if in pain. Multiple times it tucks its head, but then shifts and moans plaintively again. Eventually, though, it passes out in exhaustion. The overcast moon's glow outlines the beast's form and highlights its handsome features. It's breathing becomes steady. But its feet twitch, and it grumbles quietly in its sleep. A light smattering of snowflakes begin to fall. Not enough to stick for even a second, and it won't last long. They're too few and it's too warm.
Seraphina takes this time to slip away and head back to the house where she intends to look in on Shæòra and Ryð. Though she is anticipating much distress as soon as she rejoins Shæòra and Ryð she knows it must be confronted. She puts one foot in front of the other and eventually finds herself back at the house where she finds Shæòra loading the ox cart with large and small items wrapped in thatch not far from where the fire, once burning hot as the sun, now smolders with little sign of the dragon or its rider.
A lamp hangs from a lamp pole in the cart and an ax leans against the back of the cart's left wheel. Shæòra hefts a particularly large and heavy thatched package onto her shoulder, where it sags until she flops it into the cart. A body, no doubt inside. Then she kneels, fatigued. She lets out a guttural groan of heart and cries.
Ryð must be inside the house.
Seraphina approaches solemnly, she clears her throat softly and says, "Himinblóm has returned without her rider; she rests in the glade nearby." She pauses and then continues as if giving a report to a general. "Mús and Boðberi came calling earlier. I sent them away to rally whomever is left so a plan of action can be devised. There are strange dragons soaring over the keep."
Again she pauses for but a moment before adding, "It would be wise to depart this place for a safer haven Shæòra. Is this your plan...can I do anything to lend assistance?"
Shæòra stands up, wiping her face and hands with her dress.
"Just look at me. I'm a mess." After a brief moment, she responds, "No, dear. They want rulership. Let them have it. I need to help the injured. There is already an exodus occurring, but I don't think the invaders will stand for it. What is a kingdom without subjects? They own the air which rules over the ground. I'll help those who need assistance. If it is not their place to rule, the gods will overthrow them with warriors such as yourself. But now, dear, you must run. They will be looking for any trained in combat to either conscript them or kill them. Go with Boðberi and Mús. We will look after Himinblóm. Grab some bread from the cupboard and dried lintels. Then leave. Go. There's nothing you can do here but fall."
Seraphina sighs and nods, "That is the truth of the matter. There is not else I can do here to be sure but I am uncertain if that will change anywhere I go hereabouts." shrugging she adds, "I shall go and see if anything is being planned. If I've a chance to return and bring you word I shall." She pats Shæòra on the shoulder then heads into the house to gather her traveling supplies before heading along the trail after Boðberi and Mús.
Before she can get far, Shæòra calls, "Seraphina. Wait." She turns to the cart and pulls out a long item wrapped in a soot-smeared cloth. She uncovers the tip. It is Corbin's javelin. It appears that it has had the fire scorching crudely buffed off. "Please, take it. May Corbin guide you on your journey." She hands it to Seraphina and then kisses her on the cheek. Holding Seraphina's cheeks in her hands, she smiles. Her eyes once full of life, now appear worn out and weary, puffy and red from crying. Her cheeks, however, still show some rosiness under the soot. "May the gods keep you safe." She steps back to watch Seraphina leave.
Seraphina smiles sadly as she puts her hand on Shæòra's shoulder. "Be well. I'll look in on you if I'm able." she then turns and heads off after Boðberi and Mús, keeping her bow close at hand as these are dangerous times.
Boðberi and Mús walk along the promenade of shoppes in the áður quarter of the city, midway to Höggormurinn keep, where the invaders have taken up residence. Their eyes dart this way and that on the look-out for able-bodied men and women, particularly dragon rider apprentices, as well as for the invaders. They have already met with a couple of young men they knew, friends. Friends were their first stops.
But just as they found a couple looking to join, they found one that wanted no part of it. The loss had been too great for him.
But now Mús spots a young high elf, well lit in the darkness by still-burning timbers, he knows to be the apprentice of Richard Meistari, Magnus Stormur, rifling through the smoldering remains of a shoppe at the center of several badly burned shoppes. He taps Boðberi's arm.
Magnus is tall, like Boðberi, girded and strapped in a sleeveless leather jerkin and leather shoulder plates with breeches and leather bracers over a white shirt now dinged by the night's activities. His gray wool cloak sweeps over debris, blackening the bottom. Over the cloak is a rare dragonhide shield. He moves with enthusiasm tempered by anger.
A wicked smile plays upon Boðberi's lips and his eye gleems as if a whole new world just opened up. "Magnus."
They walk up to the start of the debris field that was once the magic shoppe belonging to his father, Augu, once a wizard to the crown. They called him "The Storm Warden". He's looking for something.
"It looks like you've lost something. Can we help you, friend?" Boðberi's smile is infectious, but Magnus hardly regards him. In fact, the pair seem little more than a disruption to his search.
"Help is not what I seek. Help is what I wish to render, but I'm useless! I need fire, lightning, something to put an end to this invasion!" Magnus's self-loathing seems palpable.
"Magnus, my friend! Surely you can cast your fire upon them." Boðberi attempts to reassure him, but Magnus strikes back with a fearsome look.
"With candle fire? A mere parlor trick? Should I light a fuse? Warm their seats for them? Kindle a blaze by lighting hay on fire with a match light?" Magnus fumes and takes a breath to calm himself. "My father could call forth the heavens and burst the innards of his enemies, but I'm stuck with entanglements and charms. With any luck, I could scratch the enemy's flesh with a thorn!" He turns back to hide his rage and continues to rummage through the charred remains of his father's shoppe.
"Magnus," Mús begins, "We all want to fight back, but we can't do this without a team. You may not be able to fight back directly, but right now, we're not ready to fight back. You will have plenty of opportunity to learn the spells you need before we find more dragon eggs. It's going to take time. We have 3 recruits who are off finding other recruits to rebuild the dragon riders. With you, that's four. We can use all the help we can get. You have powers that we need, regardless of damage. Whatever you can do, we'll figure it out — together."
Boðberi sits stunned. He hasn't heard Mús speak so much since they ate a patch of the wrong type of mushrooms. He looks at Magnus and jerks a thumb at Mús. "What he said."
Just then, a small shadow appears beyond Magnus. Boðberi looks over, which catches Magnus's attention. He turns around, letting the light hit the figure. It looks to be a skinny young girl about seven years old in a red dress. Even in the pale firelight, he can see her tears glistening. He kneels down. She runs to him, slamming her wet face into his shoulder and throwing her arms around him.
"Boðberi!" She cries.
Boðberi sits stunned a moment, letting her cry. Then he pulls her back. It's no little girl at all. It's Brunhazel Hjartasang, a halfling who entertains at the Gullna Ljón inn with song and dance.
He saw her just before the attack. She sang an epic and danced on the tables. She had the whole inn singing. Well, until some drunken out-of-towner with a scarred bald head and beard tried manhandling her. They don't lay hands on her. She's pure. So a fight broke out. She went laughing away and rolled over the top of the counter where she watched the fight for a moment from behind it. Then when things started to get serious, she started to play her kinor in a sweet melody. Within a moment, those involved settled down. Everyone was mesmerized. But then the song was interrupted by the sounds of the klaxons. It was jarring. They all made their way out of the inn and ran towards their homes.
And here she was, the spinster's daughter, and daughter of Humboldt, the dragonrider, crying.
"Sweet Brunhazel. Why do you cry? Has something happened to your family?"
At that, the flood comes and she raises her voice in agony. "They're dead! Mama and papa. They burned the house!" She moans aloud, then continues. "Papa took to flight and got one of them when he went down with Trakasseraren," she chokes on that, "but the whole neighborhood is ruined and the house fell on mama." She sobs. "We have to do something!"
"We will." Boðberi promises. "By Eldur's fire, we will take back the city...right, Magnus?"
Magnus walks over to them and kneels down to Brunhazel. He cups his comparatively massive right hand to her little cheek and wipes a tear. "I promise you, by all that is holy, your parents will be avenged and we will bring back the glory of Vörn."
Brunhazel sniffs. "Take me with you. Let me help. I can inspire you all with song." Her eyes glisten in the flame and moonlight, seemingly large for her face.
"I'm sorry, Brun, we cannot. We must..." She stomps on Magnus's foot. He wondered if she had lead in her sandal.
"I don't care what you say! I'm going! And that's that! You can't stop me! You all are going to need every ounce of the strength I can give you. Even you, you jätte prick!"
"Fine!" Magnus yells. "But don't blame me when you get roasted in your pretty dress!" They continue.
Boðberi looks at Mús sideways, who shrugs resignedly. Then Boðberi picks up Brunhazel and throws her over his shoulder as she continues her tirade toward Magnus.
Magnus turns to look at the debris one last time and spots something blue and shining in the moonlight. He picks it up and wonders why he didn't see it before. It's an amulet. He puts it over his head and turns to walk after the disaster twins and their demon cargo.
* * *
Seraphina spots the outline of Boðberi and Mús with a little girl and someone else as tall as Boðberi walking through the thoroughfare.
Seraphina picks up the pace to catch up with the group calling out just loudly enough to catch their attention, "Hail!" she waves her right hand in their direction as her bow is still clutched and ready in her left.
Once she catches up she said quietly, "I met with Hälsan on the road here. He has gone in search of others. Do we know of anyone else?"
"Seraphina! Glad to see you." Boðberi's enthusiasm wanes as he recalls their last encounter. "And good to hear. We have struck upon several recruits, including Vilja Meira and Fallameð Stæl. Einskis Virði turned us down. You know Magnus and Brunhazel?"
Brunhazel demurs.
Seraphina has seen Magnus around, but her people tend to distrust the high elves from the south for their associations.
It has been a long time since she saw Brunhazel. She remembers when Corbin brought Brunhazel and her family to dinner a couple of times shortly after finding her in the woods. While Seraphina was stand-offish, Brunhazel didn't fail to have a smile for her and try hard to carry on a one-sided conversation in her eastlander accent and demonstrate her love of music. She seemed only a little taller now, but unchanged as far as she could tell in the faint light.
Seraphina nods to Boðberi and then looks over Magnus and Brunhazel saying, "Only in passing I fear - but seems that is about to change."
Then, redirecting her comments to Magnus and Brunhazel she continues, "Well met! Though I wish the circumstances were better..." her voice trails off a moment before she clears her throat and adds, "May I walk with you?"
"Of course." Boðberi says with an invitational gesture. "The sun will be up soon. We should make our way to the ruins." He looks around and rethinks his statement. "Uh, the temple ruins, that is."
Perhaps because Seraphina's presence brings back good memories of her mother and father when they were happy, Brunhazel runs up and tosses her arms around Seraphina's chest and looks up with a teary smile. Brunhazel indeed looks older. She would look Seraphina's age if she were an elf. "I'm glad to see you, Seraph. Mama and papa would be happy to know I'm with you... Corbin? Shæòra?" She inquires. She seems unaware of Ryð's existence. A conversation ensues, mostly involving Brunhazel asking questions and telling stories as they walk, as well as mixed excitement and sadness at Corbin's fatherhood. She makes the occasional jibe about not being wanted or being a maiden in need of being protected from “the big bad world” that seems aimed at Magnus, who rolls his eyes.
* * *
The group of you struggle up the layered rocks as the pale blue of morning begins to break into the sky. The blue morning-tinted temple ruins are indeed ruins, with a few standing archways, partial walls and pillars upon a crumbling cliff overlooking the city.
In the sacrificial pit, a fire burns low. Several young men and women are gathered round. Even a few older ones are there. None of them appear to be dragon riders. More can be seen milling about in the still dark shadows. Voices mingle quietly. The word seems to have spread quickly.
Boðberi smiles and walks up to an older man and they grab each other's right forearms and slap each other’s shoulders in greeting. Magnus also walks up to some and does something similar in his restrained way. All are strangers to Seraphina, yet familiar. She has seen most of them before. At least the ones facing her.
Boðberi looks over at Seraphina with his left arm extended toward her. Mús and the older man look at her expectantly.
“Seraphina. Come.” As she draws in, he continues. “This is Faðiraf Mannsins. He is the leatherworker who makes the firesuits.”
“Greetings, Seraphina!” Faðiraf extends a hand in greeting. “That is some exceptional studding you’re wearing.” He says with a broad smile. He is dressed in furs over leather armor girdle. His clothing seems quite stuffed and he himself a somewhat burly man, though little taller than a male of Seraphina's tribe. Hair outlines his face like a mane. His thick brown beard flows freely and curls in places.
Seraphina accepts Faðiraf's hand, shaking it once and inclining her head solemnly saying, "Well met". She sighs and looks at her ash-stained jerkin as she lets her hand slip back to her side saying, "It was given me by Corbin." She absently looks at Corbin's javelin. "And this," she indicates the javelin with a tip of her head, "is Corbin's javelin, given me by Shæòra, Corbin's wife. I would very much like it to see service again soon."
"Aye." Faðiraf sighs. "Corbin was a good dwarf. I shall miss his patronage and his stories."
Boðberi's smile wanes in respect, so he calls out Faðiraf's joke. "Faðiraf made your coat. That's his brand." He points to the lapel corners of her studded jerkin. Seraphina fondled the depressions many times after she received it. She marveled at the beauty of the marks depicting a dragon's head, and the coat's stiching seemed to disappear into the creases. It was almost elfin in design.
Faðiraf's eyes seem to gloss over. "When Corbin asked me to make that for his charge, and told me that you were an elf, I set out to study elf design work. I wanted you to feel as comfortable as possible. You seemed to be really special to him. He had you running errands that day, so I was able to glimpse you passing by, wondering at the suits on display. It was a little over a year ago."
Seraphina recalls a day like that, about a month before she received the jerkin.
"There's a destiny about you, young one." He says. "And I hope to see what comes of it."
Seraphina seems about to interject something into the conversation, but is stopped.
"Indeed!" The aged cry comes from several yards away. An ancient bearded one approaches in robes and a gnarled staff. Seraphina is not sure of his race. He groans in a satisfied agreement as he comes to a stand before the group of them. "Each of you young ones has a destiny." The old one points toward Seraphina and her party. "And you." His finger stops upon Seraphina. "Your name shall become a rallying cry."
She listens respectfully as she remembers her childhood when elders were always respected regardless. His words make no sense to her however; she furrows her brow in thought. But her considerations are broken by Boðberi.
Boðberi scoffs and rolls his eyes. "Okay, old man. That's all nice, but we have a meeting to begin."
"And you." The ancient one's attention turns to Boðberi. "You shall be called 'Great', and you shall stand for generations."
The old one leans down a little, for he is short himself, and puts his hand upon Brunhazel's shoulder, who seems mesmerized. "You, the spinster's daughter, will soar higher than your partners. 'The Angel of Vörn' they will call you. And also 'The bird of prey.'"
He points to Magnus. "You are enshrouded by fear and you will fall. But you will shed it and place it upon your enemies. For you will be known as 'The Magnus who stands amidst darkness.'"
"There are others who will join themselves to you all. And they shall not be forgotten. And each of you shall receive a burden and a gift, for you will be tested. And in a book will your names be written."
Boðberi blinks as if to clear his head of the old man's spell. "All right, old man. It's time to take your fancy speech elsewhere. We don't need you filling our heads with strange notions and grandiose ideas. The heads here are big enough."
Seraphina thinks she saw him glance out the side of his eye at her with that last statement but lets it pass, focusing instead on whether she recognizes the wizened man or not.
Boðberi ushers the man toward the entrance to the ruins.
The old one stops. Boðberi practically trips over him and is unable to budge him. The ancient speaks one more time.
"Mús! Son of Eldingar, the Verkfall of Skýmassa. The gem of Skýmassa will be yours. And the children of Vörn will call to you and you will save them." Boðberi continues to try to budge the old one, even visibly straining, but he is as stone. "Your friends will fall, but you will not fall. And from the pit you will raise them!"
Finally the ancient one turns and walks away. Then turns back once more and regards a young blonde apprentice girl over towards the outer wall. With an expression of concern, he says, "Muna. You will be remembered."
The man turns away for the last time.
Boðberi catches his breath and dusts his hands. "Right! On with the meet."
He walks up onto the dais at the center of the ruins overlooking the sacrificial pit. "May I have everyone's attention, please. I would like to thank everyone for coming. These events..."
"Who made you our leader?" A gruff older man speaks. Several other voices join in.
"Yeah. You didn't call us! Hveiti called me. He should be up there!"
Boðberi puzzles. "Uh..."
In the background, music begins to rise through the voices, and one voice begins to pierce the throng. Seraphina looks over and sees Brunhazel playing her Kiner. Her voice is enchanting.
Seraphina hangs back, content to listen to the goings-on for now as she cares not for leadership and has no ambition toward that end. It seems to her that it is better to let those vain enough to take up that mantle to do so. If the people are willing to accept their leadership then there must be something in them that inspires that loyalty. If not, then they will be cast aside for someone better.
Boðberi looks around and sees the crowd calming. He lets out a breath of relief.
"None of us asked for these circumstances," He begins, "but we need to take decisive steps to move forward. It's important not to abandon our kingdom, but to rescue it from the hands of brigands!"
He goes on to explain the struggles that led up to these events. How Vitlaus, once a dragon rider and trusted adviser to the crown, was cast out of the king's court for trying to manipulate the king into going to war with the kingdom of Saltaður Jörð before they attempt to expand their territory into Vörn under false pretexts. When Lord Stiga, the King, ignored his advice, he got insistent and disrespected the king, so the king banished him from the kingdom. Now he has returned with brigands from Saltaður Jörð and taken the kingdom by force.
"Nothing is known of what has become of our King, but let us not wait to find out!"
* * *
Fires burn in braziers on either side of the king's dais. The king and queen's thrones stand empty. In the fire light, a man is held upon his knees before the dais, facing toward the doors. Beaten and bruised, his clothes stripped form his body, he is barely able to keep his head up. Two dirty men in dark partial plate over black wool fire suits hold him up. His similarly dressed torturer stands before him with his fists wrapped and bloody, but not likely his own.
A loud thump and the sound of sliding wood suddenly echo through the room as two more dragon riders pull back the doors. As they open, the morning light floods into the massive stone room. The torturer stands aside. The broken man adjusts to the light. In walks a dark figure. The bent spikes and horns of his armor give a demonic appearance to his countenance. A long cloak flows proudly behind him as he walks toward the man, dragging a sword sparking along the stone tile, click-click-clicking over the seems. He comes to a stop before the tortured soul.
The bruised man's good eye beholds the man in the light. He knows him.
"I w-will s-see you hanged...upon a stake." The bloodied man sputters searingly. "Your n-name will be l-huh-lost and your legacy...will become...a proverb." He hangs his head in exhaustion for shortness of breath.
The man with the sword rages. "You have already been forgotten! You have no power! Your rule has ended. I am your king now! Here you are kneeling before me! Give him to the stocks and let him know the extent of my mercy."
As they drag the man out through the side entrance, another dragon rider in black, more impressive than the others, walks into the chamber from the main entrance as if he had always been there. Fur rustles around his shoulder spikes. His wild appearance contrasts with intelligent and cruel eyes that lock onto the new king with a steely gaze.
"Lord," He begins with disdain, unwilling to call him anything more grand, "My riders have heard rumors of a gathering..."
"My riders!" The pretender corrects him, vehemently. "Do not forget our bargain—Captain. For life!"
The captain maintains his gaze.
"What are you waiting for?" The pretender raises his sword toward the door over the wild one's shoulder. "Go! Track them down, and don't come back until you have broken up this little gathering."
The wild man puts a fist to his chest and bows slightly. Then turns and walks toward the door. As he passes through, a dragon rider in black, his lieutenant joins in beside him from where he stood.
"Grab a squad. We have a gathering to put down." The captain says. Then he stops his lieutenant, and in low towns he speaks, his eyes darting to be sure not to be heard, "Are the items in place?"
"Aye." The lieutenant says quietly.
The captain raps him on the chest plate and they continue on their path.
On the platform, a great dragon and a mundane dragon sit, tethered by dragon riders as the two men approach. The captain separates toward the first.
The sun shines in the morning sky, casting long shadows. Their flight was unseen for its brilliance. A group of dragons move stealthily along the natural white stones. Their attention and the attention of their riders is focused up the cliff before them. The lieutenant gives hand signals, indicating positions around the tower of bedrock. One of the dragons hops up onto some stones to get in launching position. A small stone rolls off, striking sharply upon stones below.
Boðberi continues to speak. He seems to Seraphina to be quite the born leader. She even feels herself getting caught up in his speech. But it doesn't distract her beyond reason.
Seraphina hears the horses in the woods wafting their breath for disturbance. She listens carefully and hears a small stone fall far below, coming from over the precipice. A few others in the gathering seem to notice. a couple cock their heads, a couple more turn toward the precipice. Seraphina realizes something is very wrong.
Seraphina recalls the very recent assault on the area and that realization dawns on her quickly as she comes to comprehend that the sound of a falling stone over a precipice could very likely have been caused by an intruder. Given that the intruders of late have also been accompanied by dragons, she is quick to come to the conclusion that danger is imminent.
She calls out loudly enough to interrupt Boðberi's speech, "Beware! Intruders are about!"; but only just, in an effort to keep any interlopers from hearing the warning if possible. She points in the direction that she heard the stone even as she readies her bow and heads for cover.
But then, almost as an afterthought, she remembers the old man's words; "Muna. You will be remembered." and the proximity of those words to this possible threat looming nearby adds a weight of dire portent to them. She pauses in her search for cover and instead, glances about for Muna with the intention of quickly making her way toward the young apprentice if she is able to locate her.
Many prepare their weapons. Just then, Seraphina spots Muna over near the parapet. Muna turns toward the precipice and looks over. A dragon swoops up, its full length rising swiftly in front of her and lands on the wall just as two more come up on either side to land. Then two more fly over. The crowd begins to disperse with screams and shouts. A few prepare to do battle.
Brunhazel sings a note of power, but her voice falters, unprepared.
As Seraphina steps toward Muna, Boðberi jumps from the dais to both stop her from making a strategic mistake and protect her from attack with his back to the dragon. He pushes her back. Mús joins him. Seraphina struggles and watches over Boðberi's shoulder as they push her backward toward the entrance of the ruins.
Muna backs up from the dragon, blindly seeking purchase with her hands while unable to take her eyes from the dragon. She trips on the dais behind her and begins to drag herself backwards over the dais steps, still quaking in fear.
Brunhazel runs up to Seraphina. "We have to get out of here! We're no match for dragons! Run! Please, run!" She looks around to the dragon. It is already drawing its breath. The other two snap at those who remained to fight. The one to the left gets its maw around the upper body of a young screaming warrior. His terrified pitch becomes muffled. It thrashes its head, sending the unfortunate soul over the parapet.
Understanding that she can not help Muna (or anyone else for that matter) if she is dead, Seraphina gruffly shrugs off Boðberi and Mús then dodges several steps away in an effort to avoid the forthcoming flames before turning and sprinting away from the attackers; seeking cover.
Magnus jumps between the party and the dragon, too far from Muna. He puts his hands up and shouts, "Contra ignem!" A blue glow outlines Magnus and the faintest blue glow envelopes the party in a partial dome facing the dragon. Then a blue flame bursts out from Magnus on all sides out toward the rim of the dome as he suddenly splays his arms and legs. The dome appears to glow brighter even as he seems to lift from the ground, or stands on his toes, Seraphina can't tell. Transparent blue flame emanates violently from him like a furnace, generating no heat, but immense power instead. Seraphina is certain the dragon has not yet breathed in that moment.
The young wizard points the palms of his hands inward and shouts: "Silicem Ligitura!" Stones begin to rumble and collect together on every side of the ruins. Ribbons of stones spaced a foot apart gathers to float around the caster as a whirlwind of dirt and stones wraps around Magnus. He is just visible within the torrent. A violent storm of sound rages within the ruins. They see ribbons of stone circling round and round. Everyone still standing in the ruins gather away from the stones, protecting their heads with fearful expressions.
"Talionis!" Seraphina is not sure if she heard the mage's voice or the sound of rumbling thunder. In an instant, the swirling stones disperse outward in a violent explosion toward the three dragons.
The three dragons screech, pummeled by stone. But the two young ones crouch, avoiding most of the damage. The adult that was preparing its breath is stunned and its action interrupted, but remains on the wall, its own blood streaks from its nose. Dust plumes in the air. All three dragons look at Magnus standing with his legs apart and arms down and roar their displeasure. Their riders unharmed.
Reptilian beasts with a tendency to hoard shiny objects. They have a high animal intelligence (unable to speak or use tools,) and willpower, (110 WIL to all but their rider,) making them crafty and resourceful. When hatching, the first face they see is imprinted upon them. Note: The GM designs the dragon for the players using the following variables and uses the Size Categories for combat. The stats you see here are for dragon vs. dragon combat, but cause 10 times greater damage and damage reduction for dragon vs. character combat with a 20% attack/defense handicap favoring characters.
ADULT (4 years+)
Size: 3.2 (Approx. 30-39 ft)
STR: 3D+25 BP: STR x 1.5 Rank: 6
DEX: 5D+30 INIT: 3 Nature: Neutral, totally loyal to its rider
LOG: 5D+30 (Animal) DR: 2 (12)
WIL: 5D+30 (Animal, 110) MOV: 20 (60 fly) Travel: 60 leagues
» Warrior - The trained adult progresses levels at a rate of the square root of its age in ranged and unarmed combat. (Exampe: A 9 year old is level 3. A 36 year old is level 6.)
» Bite - damage 1D (Adjust for size)
» Claw - effect 1D/2+STR bonus and knocked prone.
» Tail Slap - effect 1D/2 and knocked prone.
» Dragonbreath - range 20 (burst 5), usage 1/2 turns, resist DEX (for half damage), effect 2D+3 fire damage.
JUVENILE (6 mos. to 3 yrs.)
Size: 3.1 (Approx. 20-29 ft)
STR: 2D+20 BP: STR x 1.5 Rank: 6
DEX: 5D+30 INIT: 3 Nature: Neutral, totally loyal to its rider
LOG: 4D+25 (Animal) DR: 15
WIL: 6D+35 (Animal, 110) MOV: 18 (54 fly) Travel: 54 leagues
» Warrior - The trained juvenile is a first level warrior in ranged and unarmed combat.
» Bite - damage 1D (Adjust for size)
» Claw - effect 1D/2+STR bonus and knocked prone.
» Tail Slap - effect 1D/2 and knocked prone.
» Dragonbreath - range 20 (burst 5), usage 1/2 turns, resist DEX (for half damage), effect 2D+3 fire damage.
Female dragons are generally larger than the males by up to 1 subsize and are nesters. The females are the hoarders of shiny trinkets, while the males wander the skies along the mountain ranges. The males seek out the females in heat in their caves.
Dragons hunt large game and livestock and generally steer clear of humans, though they will attack humans if they feel threatened or if food is particularly scarce. For this reason, they don't often affect farms and towns. Also, a dragon will never attack its rider. It would rather die first.
A dragon stores animal, vegetable, and crude oils and mixes them with various acids in a special gland, where it is processed into a highly combustible non-adhesive napalm-like fluid. The fluid is funneled through a fleshy tube leading up to the back of its throat. As it ejects, it is ignited by two flint and steel or other hard, coarse rocks kept within two adjacent pouches at the back of its soft pallet. The dragon opens its mouth wide to produce the fire, leaving its maw unscorched. When the rocks wear down, the dragon replaces them before it causes a problem.
Dragons are pear-shaped with a non-prehensile tail that they use for balance, air ballast and self-defense. They have reticulated hind legs similar to a dog or cat with slightly smaller arms.
Like a bird, a flying dragon's bones are hollow, but are near impossible to break except through a severe crash. Their scales are like that of a crocodile and provide significant defense against all manner of sharp implements.
Dragons are generally solitary creatures and thus generally shy from social circumstances, preferring either flight or sleep.
You may add your player character here or I will add it.
Join the BBF play-by-post game, Dragon's Fire.
Join the BBF play-by-post game, Dragon's Fire.
Join the BBF play-by-post game, Dragon's Fire.
[Sign up for the Dragon's Fire campaign.]
Dragon Riders, the Verjendur Ríki, (Defenders of the Realm,) while noble in spirit, are not often born of nobility. They do not have the calling of knighthood, but are recruited from among the people. They are sturdy men who are tested as to stability and fortitude. They must be able to endure bitter cold and scorching heat and charge into the face of certain death.
Any immediate family they possess, wives, mothers, sisters and children, are kept well taken care of by the kingdom. But they themselves are not permitted to stray far from their dragons. They are to patrol for many hours and sometimes days. When they return home, they stable their dragons in a large loft attached to their home, paid for out of the king's coffers. This freedom has inspired the dragon nights to be fiercely loyal to the kingdom.
These nimble rogues specialize in falling on their target, taking advantage of the opportunity to jump from one dragon to another in order to fell its rider. If the rider is seated, then the dragon will attempt to shake the foe. But if the dragon is quite large, the rider may stand to fight, then the dragon will attempt to fly as steady as possible. If the dragon hopper misses their target, then their own dragon will fly down and swoop the hopper up on its back. Dragon hoppers generally carry bladed melee weapons. Their favorite weapon is the javelin, as it acts as both a throwing weapon and a personal blade. Slings are also preferred for a similar reason. Dragon hopper requires DEX 65+.
A dragon rider with spellcasting, enchanter or cleric spells can provide additional benefits to the dragon itself and their own ability to ride the dragon. Following are specific benefits they can get from spells.
SPELL USES
DRAGON INFUSER
The infuser's special abilities provide additional uses for dragons as well.
» Familiar. A flying familiar could be used to assist in confounding foes.
» Runecraft. You can mark runes directly on your dragon's scales, allowing you to imbue the dragon with enchantments directly.
DRAGON MAGE
Low wizardry spells permitted in the Dragon's Fire campaign include: dancing lights to confuse or distract an opponent or their dragon, emanation of power from the spellcaster, or causing power to pass through a target so that they feel your power (without damage), which causes them to react normally. (Such as a natural fear response.)
DRAGON PRIEST
A dragon priest may worship one of the following gods.
Eldur. The greater god of fire. He particularly favors the use of fire as a weapon and any weapon that can be set aflame. He also grants the offensive strike spell in the form of fire.
Blármóðir (Himni). (Or Blár [Blair] for short) The blue greater goddess of the sky. She favors the bow of any sort. She also grants the offensive stike spell in the form of a focused tempestual blast of wind that also pushes your opponent back 1D/2 spaces and can be used to shape and increase the range of your dragon's fire breath.
Dragon riders with a lance are known as "dragon lancers". The lance is not for striking the opponent, but for striking the opponent's mount. Dragon lancers are essentially the elite heavy weapons division. They take on the dragons themselves, man to beast. The sky lances they carry are reinforced for combat with heavily armored foes, unlike competition lances which are designed to shatter on contact with armor. The sky lance is longer than traditional lances and is designed to flex and compress, allowing it to assure its strike as well as extricate itself quickly. A dragon lancer requires the Elite Flyer skill in order to make their shots as well as STR 65+.
These dragon riders specialize in maximizing flame damage. With slings, they throw flammable gel packs (no damage) that stick to the opponent's dragon and then target the burst gel pack with their dragon's fire. This causes continuous fire damage to the mount until extinguished. They also carry a longbow, shortbow, crossbow or spear with flammable gel-tips designed to also do continuous fire damage.
These dragon riders have earned their name by ripping riders from their mounts, sending them plummeting to their doom by hooking them with a sky billhook (twice the length of a normal billhook) and tearing them from their saddle's restraints, de-belting the saddle to cause it to fall off, or tearing the restraints themselves so that the rider's maneuvering becomes limited. Among this, they can also choose to cause slicing (tearing) or piercing damage.
Use your leader skills to enhance the capabilities of the entire weyr of dragons and their riders in your party as long as they are in earshot of your commanding shouts. The dragons must be told by their riders to obey your commands. Weyr commanders that are also dragon mages can be particularly effective on account of being able to make a booming voice with low wizardry, increasing the range of their voice.
The weyr commander's special abilities provide additional uses for dragons.
» Assault is ideal in dragon combat for helping dragon lancers to find their target on the dragon.
» Guardian allows you to put your dragon in the way to protect an adjacent rider from damage.
» Leader will be ideal for attracting more dragon riders apprentices.
An apprentice trains in the hope to one day have a dragon of their own to fly free high among the kingdom and gain glory in its defense. Until then, they are required to train, to assist in stabling the dragons and serve the dragon riders.
When a dragon rider dies, the apprentice is charged with taking care of the dragon until it dies of its afflicted heart. But occasionally, a dragon will survive the affliction and transfer its allegiance to the apprentice. This, however, is not the case for the PC's. The remaining dragons and apprentices of the old kingdom have been hunted down by Khul.
A place to post maps.
By Larry Moore
Adventure Idea Generation
Campaign Name:
Adventure Name:
Game-Master:
Date:
Adventure Background:
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If you are stumped for ideas consider using these.
Room of Mirrors
Roll 1D, You see...
1. You as a girl/boy in your current clothing.
2. Your race but... a dark elf, a naked dwarf, a goblin-halfling or a trollish-human.
3. What you will be like in 5 years.
4. What you were 5 years ago.
5. A close friend, a family member but in your clothes
6. A enemy but in your clothes
7. The Ruling Crown a silver circlet set with nine stones set upon your head.
8. A dark shadow, hovering behind you, it’s wispy vapours coming off your shoulders.
9. A bright light behind your head, when you move it moves with you
10. Nothing.
Fake Trapped Room
A pair of boots sits in the middle of this room, quickening boots to be precise. There must be a trap, right?
Small holes liter the walls, loose stone and large cracks dot the ceiling. If a character steps in the room a small
pressure plate recedes into the floor. Scorch marks color the stone work around the boots. Have fun in this
room!
Space Room/Hall
There is space (yes with stars, moon and the sun) between the opening door and the far door. The far door is an open door, bright light shines through, obviously it’s a destination. The ether between the doors is
breathable. Characters opening this door must make a WIL check or fall determined by the following.
Roll 1D and fall...
1-3 Forward
4-6 Left
7-8 Right
9-0 Backward
Characters that fall through can be roped with a good DEX check and of course a rope. A DEX check allows a character to jump from one door to the other. The free falling character will notice largish boulders between the doors, they were well hidden in the blackness. Maybe character can jump from boulder to boulder?
Trial Chamber
The opposite door will not open until the door entered closes. Once closed they remain locked for whatever period of time you desire. A ghostly jury bench appears along with witness stands and a judge. An unknown race fills each. A scholar-10 check reveals them to be from the lost elven clave. The judges gravel resounds in the room with a loud BANG! A sinister elf, tall and graceful rises. He circles the characters and begins to reveal their wrongdoings, sins, etc.
If the PC’s attack, you could chose to have ghost guards of the court respond in kind. Treat the ghosts asif they were living. Meaning people scream and hide while the guards deal with the PC’s. Or nothing could
happen, the ghost keep talking until the PC’s leave, nothing will damage them.
This is a good role-playing opportunity to have players reach into their characters backgrounds. Maybe one of
them breaks down and confesses something.
Garden Room
Vines, flowers, small trees, a jungle fill this room. As the character walk through the vines begin to follow the last character, have him make a LOG-10 check, failure and he is suddenly wrapped in vines. Success and he thinks something moved. Two success and he knows something moved! The vines have 80 STR. When the characters are impeded by vines, 2D dire rats attack!
Circular Staircase
As the characters descend this stairwell it becomes increasingly covered with lichens and moss. Eventually they will find footing difficult and slow down to avoid falling into the pit in the middle. When the bottom is in sight the stair begins to rotate like a screw, upward as-if to spew the characters out. That’s exactly what's happening, they are unwanted.
Low Rank: Make a DEX check or fall prone on the stairs. There is a 25% chance anything they are carrying that is not secured will fall into the pit. On the next turn characters who fell make a DEX check, failure and they take 1D+2 damage as they begin to fall down the stairs. Note that the stairs are still rotating upward.
High Rank: Characters who fall make a DEX-30 check or take 2D+4 damage.
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Scanned pencil and sharpie.
Used GIMP to label the rooms with a fine script by Rob A.
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Bridge map overlooking a river. Two guard towers sit at one end, a small village on the other.
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Login to Google and use these awesome templates by Jez Gordon.
https://drive.google.com/templates?view=public&authorId=1811029180305610...
by w00t!
https://docs.google.com/drawings/d/1D0dVoP_-jW_ZstS6L_94Yfwlqol6qnlON1u1...
Uses Google Drawing. Login, Make a Copy and enjoy.
New playable character races.
Aquatic hairless humanoid head and torsos on the tail of a shark, two large black eyes, shark-like mouths and fins on their backs.
» Add 10 to DEX.
» Aquatic vision - See 2x distance underwater.
» Infravision - 12 spaces sight using heat signatures in the
infra-red spectrum when light is not present.
» Bite - 2D+STR bonus.
» Thick hide - +1 DC.
» Shark immunity - Immune to disease.
» Move 12 (Swim).
» Speaks Adaroan and Tradespeak.
Large, rare brain-eating, woolly sloth-man with the head of an ant-eater and hooves, but they are not too significantly slow unless they want to be. They can't speak normally, but they are not impeded from intelligent interactions, but are primarily reclusive, typically maintaining only a couple of associates. But don't worry, he doesn't eat brains indiscriminately.
» Add +20 STR, -10 DEX.
» Vomeronasal organ - Can smell so well that he can perceive emotions and determine the chemical composition of any creature within 20 spaces, or any creature it is tracking within 2 hours, including sex, race, recent meals, injuries, diseases and more.
» Stillness - Can stay in one spot for days or move so slowly that it takes hours or even days to see progress.
» Claw - damage 2D +5
» Natural fur - +1 DR.
» Sloth immunity - Immune to poison.
» Move 6 spaces.
» Can't speak, but snorts, grumbles, growls and emits fear-inspiring screams.
[Image drawn by Paulo Italo requested by Christopher Kastensmidt, descrbed at http://www.eamb.org/2010/07/making-of-capelobo-illustration-by-paulo-italo/. I chose the adventurous version that Christopher rejected.]
Head, arms and torso of a lithe human and the body and legs of a tall, speedy riding horse. Lapithians are a civilized culture of centaurs that primarily hunt giant bulls. They are known for their human breastplates, horse armoring and use of ranged weapons.
» Add 10 to starting DEX.
» Magic Resistance (+10 resist magic).
» Negate course terrain.
» Unable to scale walls.
» Trample attack: DEX/Skill melee damage 3D and knocked prone. Duration 1 turn.
» Move 20 spaces for 1 league. (+1 league for each 20 over 50 STR.) Travel 15 leagues.
» Speaks Lapithian and tradespeak.
Powerful oriental warriors and spellcasters with the heads of animals and the bodies of men. Rakshasas are shape-shifters of exceptional skill. They occasionally join the ranks of the local warlord. Rakshasas of the evil variety are often man-eaters, feasting in the heat of battle.
» Add 10 to starting STR.
» Illusion (may use the illusion spell as if skilled and improve it with DP, 1 for 1.)
» Shape-shifting (may change its shape into a normal man, into the animal of its head, into a centaur-like mix of the two, or grow extra limbs with a WIL check.)
» Lunar enhancement (+10 to special abilities at night.)
» Move 9 spaces.
» Speaks English and Rakshasa.
A large humanoid bear that stands upright and has a more defined humanoid form. Ursans are a reclusive, but fiercely loyal race. They are both mighty in battle and wise philosophers. They often prefer to fight with just their claws, even jumping onto their victims to maximize the damage, using their weight to indapacitate their opponents.
» Add +10 STR.
» Tree climber - Add +20 to climb trees.
» Maul - damage 3D+8.
» Ursine health - Add +20 BP.
» Thick hide - Add +2 DR.
» Move 11 spaces.
» Speaks Ursan and Tradespeak.
The head of a lion on a man's torso on the shoulders of a lion's body. Wemic are a noble and fierce warrior tribe with a long history. They are not unreasonable, but you do not want to cross them.
» Add +10 STR.
» Bite - damage 2D+10
» Claw - damage 3D
» Natural Fur - Add +1 DR.
» Lion's Roar - Opponents within 20 spaces must roll vs. terror.
» Move 12 spaces. Burst speed 15 spaces for up to 6 rounds, then 1 minute rest per round of burst speed.
» Speaks Wemar and Tradespeak.
Combat rules.
Blinded - The character cannot see, is at a disadvantage in physical resistance checks, is not able to flank opponents in melee and suffers -40 when targeting foes.
Deluded - The character perceives something that is not real (determined by the GM).
BareBones Fantasy RPG conversions
Discussion is in the CrossedBones forum post, PDF link below.
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Arda player's guide includes
Discussion and files here: http://dwdstudios.com/node/648
Taking largely from my one page Savage Worlds Dragon Age conversion, here is a one page set of guidelines for playing in Thedas, the Dragon Age setting.
Discussion here.
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Dragon Age for BareBones Fantasy.pdf | 273.59 KB |
A conversion for Covert Ops to run a game loosely inspired by the TV Show Sons of Anarchy. It is still very rough but I would welcome any suggestions, ideas, and feedback before I polish it up further. I am especially interested in your opinion on the new skills and the town and MC rules. I hope you enjoy.
Current Version: V0.01 22.02.2014
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riders_v01.pdf | 232.17 KB |
Hack based on Thief, the PC Game. Current version 05.04.2014
New in Version 2
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Conversion for my own homegame, that is more Sword & Sorcery then High Fantasy. Only contains information about the homebrew races and changes to the Spellcaster Skill. New Specializations for the Spellcaster: Wyldmage, Priest, Spiritist, Sorcerer
Current version: 05.04.2014
New in Version 3
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Wyrdland3.pdf | 1.1 MB |
Advice for GM's
Guides showing you how to make stuff at home.
By Brock Cusick)
My +BareBones RPG, printed. 5 sections of 16 pages, stapled and scotch taped. Not the most timeless binding method, but I wasn't gonna spend the time on thread yet.
But this is cool. Two guys made their own little game, I got it online, and printed it at home. I bet this is how D&D would have gone if Gary and Dave published today. We live in a Golden Age of RPGs when anyone can do this.
How to print
Decahedron Magazine features content for the BareBones Fantasy, Covert Ops and White Lies. As long as gamers are contributing content we'll be able to continue this publication. [ SUBMIT CONTENT ]
ADVENTURE!
Adventure! (Crystal Aberration)... Issue #3 ..... BBF
Cavern of Kul’ Thoru ............. Issue #1 ..... BBF
Hamlet of Gnaw Bone .............. Issue #2 ..... BBF
Plot Hook - Wizard's Vale ........ Issue #5 ..... BBF
CHARACTER RACES & CLASS
Hriffani Nomads .................. Issue #1 ..... BBF
Recon Scout ...................... Issue #4 ..... White Lies
Telepath ......................... Issue #4 ..... White Lies
CREATURE CORNER
Drop Horror ...................... Issue #1 ..... BBF
Crystal Aberration ............... Issue #3 ..... BBF
GAMING TABLE
A series of D00 tables.
D00 City Encounters .............. Issue #5 ..... BBF
D00 Enchanter Runes & Triggers ... Issue #4 ..... BBF
D00 Descriptors .................. Issue #1 ..... BBF
D00 Things Found in a Pocket ..... Issue #3 ..... BBF
Odor Table! ...................... Issue #3 ..... BBF
Weapon and Spell Critical Tables . Issue #2 ..... BBF
GAME OPTIONS
A-Z Useful Herbs ................. Issue #3 ..... BBF
Character Background Tables ...... Issue #2 ..... BBF
Commonly Requested Equipment ..... Issue #3 ..... BBF
Fame Rules ....................... Issue #3 ..... BBF
Getting the most out of your
descriptors ...................... Issue #4 ..... BBF
GM Advice ........................ Issue #5 ..... BBF
Interrogation .................... Issue #5 ..... Covert Ops
Merchant Cash Flow ............... Issue #3 ..... BBF
Mundane Ingredients .............. Issue #3 ..... BBF
Schools of Magic ................. Issue #3 ..... BBF
Truth Cards ...................... Issue #2 ..... BBF
Two-Weapon Fighting .............. Issue #1 ..... BBF
GRIMOIRE
A series of new spells.
Commune Spell .................... Issue #1 ..... BBF
LOCATIONS
Caer Urdak ....................... Issue #2 ..... BBF
MAPS
Hidden Shrine of Torakai ......... Issue #4 ..... BBF
Tentown Bay ...................... Issue #3 ..... BBF
The Undertemple of Eleroth ....... Issue #1 ..... BBF
Village .......................... Issue #2 ..... BBF
TRADING POST | OUTFITTING
Agency Attache ................... Issue #4 ..... Covert Ops
Agency Uniform ................... Issue #5 ..... Covert Ops
Agency Wristwatch ................ Issue #4 ..... Covert Ops
Battering Ram .................... Issue #2 ..... BBF
Delver Lantern ................... Issue #2 ..... BBF
Elixir of Heroic Deeds ........... Issue #2 ..... BBF
Gathi Flail ...................... Issue #3 ..... BBF
Glowglobe Torch .................. Issue #2 ..... BBF
Lighting Staff ................... Issue #3 ..... BBF
Liquid Fire ...................... Issue #2 ..... BBF
Necromantic Rod of Duchess Satanine,
the Implacable ................... Issue #3 ..... BBF
Nord Wine ........................ Issue #2 ..... BBF
Nord Apple ....................... Issue #2 ..... BBF
Oil of Slipperiness .............. Issue #2 ..... BBF
Potion of Speed .................. Issue #2 ..... BBF
Slaughter ........................ Issue #3 ..... BBF
MISCELLANEOUS
Die-Drop-Table ................... Issue #4 ..... BBF
New items, weapons, magical objects, etc.
Options and house rules to expand your game.
Complete set of new and modified rules by Ascent.
Though the following rules are immersed in science fiction and fantasy mechanics, the rules are universal and able to be played in any setting.
Whether a character, robot, creature or vehicle, imagine your unit concept and follow these steps:
1. Race or Type - Choose a race for your character or a type for your vehicle or robot. Robotic replicants have the type of the race they are replicating after "robotic". For example, "Robotic Human". Copy the following to your record sheet from the race or type's information.
2. Alterations - Determine the number of genetic alterations, if any. Then identify any robotic components. Then note any ability and/or skill changes or modifiers. See the Alter section for costs and surgery.
3. Abilities - Roll 4D for DEX, LOG, and WIL and add 40. Some scores may be modified by size or magnitude of alterations. The GM may permit players to distribute 140 points, instead, with a min/max of 44/80, or use these set scores: 55, 60, 65 and 70 in any order. Mark each ability on your character sheet with both the full score and half score separated by a divider. (Example: 60/30.)
STR | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 150 |
Lift | 25 | 50 | 75 | 100 | 125 | 150 | 175 | 200 | 225 | 250 | 275 | 300 | 325 | 350 | 375 |
4. Skills - Choose your skills from the Skills section and note half the listed ability. (Example: Scholar relies on ½ LOG.) You may develop the levels of any number of skills as you progress. For robots, determine the number of functions and what functions the robot may perform based upon the computer's level.
5. Development Points (DP) - Put a "0" as your starting DP. [See Character Development, p.22 in BareBones Fantasy.]
6. Roleplay Elements - Flesh out the details of your character.
7. Derived Stats - Fill out data based upon your abilities, skills and other scores.
The following pages contain adjustments for the races from the BareBones Fantasy RPG Rulebook. Some changes are due to the introduction of the Size mechanic. Changes provided in bold italics.
The following is the same in all settings:
» Base size 2.4
» Add 10 to one starting ability.
» Human Versatility (+5 to all non-attack skill rolls.)
» Base size 2.3
» Add 15 to starting STR.
...
» Move 7 spaces.
» Base size 2.4
[In the place of Natural Spellcaster:]
HIGH
WOOD (From Free Sample Cards)
» Size 2.7: Large Medium (Around 9' tall)
» Add 10 to starting WIL.
["Slow" and "Huge" have been eliminated because the size system covers it.]
» Evil Reputation (-10 on all social interactions with smaller races.)
» Fearsome (+10 to intimidate.)
» Move 11 spaces.
» Speaks Giant and tradespeak.
» Base size 2.3
» Size 2.6: Very Tall Medium (Around 8' tall)
» Add 10 to starting STR.
» Poor Vision (-10 to ranged combat.)
» Scent Tracker (+10 to tracking by scent.)
» Savage (-10 to social interactions with civilized races.)
» Iron Stomach (Immune to ingested poisons. May eat anything organic no matter how rotten or spoiled.)
» Move 10 spaces.
» Speaks Giant and tradespeak.
» Size 2.4: Average Medium (Around 5'9"-6'6")
» Add 10 to starting STR.
» Melee Training (+10 to melee attacks.)
» Darkvision (12 spaces, allows normal sight in low-light, as long as a single star is present in the sky.)
» Elf Resilience (+10 to resist charm spells.)
» Savage (-10 to social interactions with civilized races.)
» Move 8 spaces
» Speaks Orcish and tradespeak
Insect-winged mischievous humanoids who love life and hate clumsy-footed Mooglies.
» Base Size 1.3: Average Tiny (Approx. 4½-6").
» Add 20 to LOG.
» Natural Spellcaster (He may attempt Spellcaster abilities unskilled. +5 bonus to use spells).
» Sneaky (+10 to checks involving stealth.)
» Wings (Pixie wings regrow within 48 hours of being plucked. They can't fly or cast their natural magic during that time.)
» Move 4 spaces. (16 spaces flying.)
» Speaks Pixie and tradespeak
Born of infernal pacts between demons and humans, darklings are no stranger to darkness and dark magics.
» Size 2.5: Tall Medium (Around 6'3"-6'6" tall).
» Add 10 to starting LOG.
» Shadow Vision (He can see invisible and out-of-phase objects, as well as spirits and demons with a successful WIL check.)
» Fire Resistance (+5 and ½ rank vs. fire resistance.)
» Infernal Strike (He may use offensive strike to do fire damage vs. a single bloodied foe or a single foe that struck you this turn.)
» Move 10 spaces
» Speaks Infernal and tradespeak.
Tall lizard-men of the dragon variety that breathe fire and are keenly interested in the history of realms.
» Size 2.5: Tall Medium (Around 7' tall).
» Add 10 to starting WIL.
» Dragonbreath (range 5 [burst 2], usage ½ turns, resist DEX [for half damage], effect 2D fire damage.)
» Furious Rage (roll STR to negate bloodied penalties this turn.
» Olfactory Awareness (+10 to perception checks.)
» Historian (+10 to recall some obscure legend or fact about famous places, people, or things. Identify bloodlines, trace nobility, understand symbolism, etc. Can be performed unskilled.)
» Move 11 spaces.
» Speaks Dragonspeak and tradespeak.
The shadows that go 'bump' in the night. Also called wall walkers and hat men. They are the shadows at the corner of your vision, and the dark corner in a well-lit room. They often serve as minions to urban crimelords and dark wizards, though are not incapable of serving the good. They are most often seen as pitch black figures within the darkness. They rarely do direct harm, but are masters of manipulation and fear and make excellent information brokers.
» Base Size 2.4: Average (Around 5'3"-6'3")
» DEX +20.
» Incorporeal (Cannot be harmed by conventional weapons.)
» Shadowforce (Opposed STR check to hold objects in place against individual seeking to grab them.)
» Shadowplay (As long as it remains connected to a shadow, it can appear as a shadow on a low-lit surface.)
» Shadow Vision (See invisible and out-of-phase objects, as well as spirits and demons with a successful WIL check.)
» Spirit Stalk (Whispering influence the spirit of a corporeal being with a WIL check. A successful check inspires the individual to fear or course of action.)
» Brightburn (Bright light does 1D impact damage per turn for every 20 lumens.)
» Shadowstep 15 spaces.
» MOV 7 spaces. (In shadows only.)
» Speak tradespeak
Industrious humanoids proficient in repairing and sabotaging machinery. They are a very common sight at repair facilities.
» Base size 2.1: Small Medium (Approx 2').
» Add 10 to LOG score.
» Craft +10 (Enhance one mundane craft skill: cobbler, jeweler, tailor, smithing, etc. May be improved.)
» Tinker +10 (Bonus to LOG build checks. May be improved.)
» Move 6 spaces
» Speak Tinker Gnome and tradespeak
E'lerak
Tall green plant-like humanoids with fleshy antler-like appendages on their heads that lay down at will. Their faces are narrow and taper to the mouth and olfactory receptor. They have hair-like filaments on their arms, backs and inner thighs. Because their olfactory receptor is directly linked to their mouth by a split, they have a greater sense of taste and smell than other races.
Rigassi
Gecko-like
Thelian
Torpedo-heads
Amorphous shape-shifters with voice boxes and course gray outer membrane through which they conduct all five senses, discretely absorb food and excrete waste, having predominantly positive moral aspects and profound wisdom. Their base world in the Frontier is Terledrom, in the Fromeltar system.
» Size 2.3 (4½-5' in humanoid form).
» Add 10 to starting LOG.
» Colorblind.
» Detect Vitals (Chance Perception, range 1 space, duration turn, resist none, effect detect changes in heart rate, perspiration, pH, and chemical composition of a chosen character. Target must have exposed hide).
» Pseudo-mimetics (Specify form or limbs. Duration 5 min, effect grow or absorb a limb or number of limbs, including digits, totaling 1 m per 10 DEX, rounded up. Form is retained indefinitely unless released. Choose dominant limb. Does not include solidity, hair, color, voice or personality).
» Move 6 spaces in any form.
» Speaks Dral and tradespeak.
A saurian race from Volturnus in the Zebulon System. They are much in appearance like a raptor, but omnivorous and civilized, preoccupied with genetic manipulation.
» Size 2.4 (5-5½')
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A warlike hair-covered race with pear-shaped bodies, tall ears, long feet for hopping and a long, thick prehensile tail. Their homeworld is Hum in the Fochrik system.
» Size 2.4 (5-5½')
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A diminutive nomad race of industrious hominid resembling small children with a thick coat of long hairs all over their bodies and cat-like eyes who are particularly adept at making money, but have little sense of greed or hording. Their homeworld is Ifshna in the Capella system.
» Size 2.2 (2-2½')
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A race of crystal-based Eorna-shaped living robots, created by the Eorna on Volturnus, in the Zebulon system. They have multiple visual sensors capable of self-replication, self-improvement and self-enlightenment. They have an administrative model and a warrior model. After a revolt against slavery on Volturnus, they now reside on Mechano, in the Mechan system.
» Size 2.4 (6-6½')
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Worm-like with two thin tentacles 1 m long with three digits each and two thick tentacles 1.5 m long used for standing and lifting. They have two beady eyes on each side of their heads. Sathar are red to brown with brown spots on their foreheads, while S'sessu are purplish pink with stripes on their forehead. The location of the Sathar seat of government is unknown. The S'sessu do not know where they came from.
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Cephalopod molluscs similar in appearance to an octopus with 7 suctioned tentacles and a pronounced cranial-sternal ridge over the organ sac above their large round eyes with nictitating membrane, but adapted to land with course skin that can bioluminate, blend into scenery and electrocute. They were genetically engineered by the Eorna on Vulturnus, in the Zebulon system.
» Size 2.4 (Around 6')
» Autotomous Tentacles (Self-amputate with fear response and regrow tentacle within 1 week. Damage self 5 BP).
» Bio-luminescence (range 3 spaces, duration continuous, effect low light).
» Camouflage (+20 to hide by blending into textures).
» Bio-electric charge (range touch or 5 spaces by conductive surface, duration turn, resist DEX, effect up to 2D+3 shock/turn).
» Move 5 spaces.
» Speak Bilerak and tradespeak in contact with smooth surface.
An insectoid race with six fully articulated limbs, a human-like upper body, two antennae atop the head, segmented eyes, and pincer-like mandibles. They have their base of government at Ken'zah-kit in the K'aken-Kar system.
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Fur-covered tailless hominids, hailing from Hentz in the Araks system, with large eyes, short proboscis and short legs. They have glide flaps connecting to their wrists, elbows, sides and ankles.
» Size 2.5 (6½-7')
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Vehicle propulsion is measured in Gees of force. This tells you how many hexes on a scale the unit can accelerate when you compare it to the hex scales in the Movement section.
Units that use some way of reducing speed or reversing direction without changing facing have a brake rating and a reverse rating, appearing as "B/R" and the numbers appear as bonuses used in turning. If their means of braking is the same means as reversing, the two numbers will be identical.
All computers on vehicles and robots get the following adjustments:
» WIL equals Programmer's computer skill score.
» LOG 80. Cannot perform LOG checks. (Unless full A.I. program. Use program skill checks instead.)
» Get a number of skill levels equal to 1/1,000 program cost.
» Speaks basic binary.
Military All-Surface Climber Bike (ACB)
A.K.A. "Big wheel". 2-wheeled bike works on any terrain, including sand dunes, water surface and dense foliage. It has two mounted forward-firing 50 mm machine guns on the sides of the front wheel. Comes with computerized targeting system.
Standard 4-wheeled Car
Standard 4 double-wheeled Freight Hauler
Standard 4-wheeled Passenger Shuttle
Standard Wheeled Offroad Vehicles
Standard 4-wheeled General Purpose Vehicle (Jeep)
Standard 4-wheeled Pick-up Truck
Standard 4-wheeled High Mobility Vehicle (Humvee) - Maintaining a low center of gravity through broad wheel placement and a low roof relative to its design, giving it superior terrain-climbing capability.
Some improvement factors come with a maintenance increase.
Acceleration
Maximum Speed
Turning Bonus
Braking
Variable Terrain Rating
Slope Rating
Little more than an air-bubble with a ramjet engine attached, the mini-flyer is able to reach high altitude space stations from a planet’s surface, but does not have the capability to escape a planet’s gravity. Mini flyers cannot have any defenses and will only fit laser pods and mini-rockets. They can only hold a single passenger (the pilot) and have limited cargo capacity, such as for a tool kit and change of clothes. The low cost helps keep them viable, and surprisingly popular for personal transportation to and from orbital stations and high altitude launch platforms.
Personal fighters are often better armed than Cloud Flyers, but can only carry up to 2 people. Personal fighters have no bombing capability or armor to speak of, but their teeth can be nasty. Able to carry small assignments of piston and pod weapons, assault rockets, or missiles, personal fighters are the vehicle of choice for the more discriminating adventurer. They cannot carry bombs. Careful, though, these aren’t meant for war. Pirates often take on such vehicles and their pilots for a split of the booty, as a private air force is invaluable to commandeering civilian ships. They also prove invaluable for defending civilian ships.
You won’t find these for private sale, as they contain armor and advanced defenses for large scale skirmishes. Even black market traders know that private citizens can’t be trusted with these weapons of mass destruction. No, they want them sold to the highest bidder in the largest quantity. The military fighter is heavy duty in both fire power and defenses and are built with armor standard. Even though military fighters have limited bombing payload capacity, if any, military fighters are ten times more effective than personal fighters. These are often granted under special permission to Privateers, though common pirates tend to get a hold of them by raiding small military convoys.
Often 2-4 times the size of most military fighters, military bombers carry many times more the payload of any fighter and are also armored. These are highly specialized killing machines capable of toppling large building complexes, flattening settlements, sinking sea carriers, and crippling or even destroying large space vessels when grouped with other bombers. Bombers all require a minimum of two crewmen (pilot and copilot/navigator) and are extraordinarily durable. (Bombers are technically Hull Size 2 from Knight Hawks rules.)
Fighter Type* | Size | PN | Cargo Limit | Cost** |
Military Drone | 2.4-3.1 | |||
Mini-flyer | 2.8-2.9 | 1 | 400kg/4m3 | >40,000Cr |
Personal | 3.1-3.2 | 1-2 | 8,000kg/12m3 | >55,000Cr |
Light Military | 3.3-3.4 | 1-2 | 16,000kg/18m3 | >65,000Cr |
Heavy Military | 3.5-3.6 | 2-4 | 22,000kg/26m3 | >80,000Cr |
Light Bomber | 3.7-3.8 | 2-8 | 55,000kg/38m3 | >105,000Cr |
Heavy Bomber | 3.9-4.1 | 2-12 | 100,000kg/50m3 | >120,000Cr |
Passenger Aircraft/Transatmo spacecraft | 3.3-4.2 | |||
Passenger Starcraft | 4.3-6.1 | |||
* Ordered according to size ** Costs are for empty structure only; it does not include equipment. |
All weapons listed in the Armament Table are considered externally attached, except for bombs and starbursts, and has no bearing on space. A fighter can carry all the weapons listed on its row at the same time. Meaning that a Light Military Fighter of F7 can carry 8 missiles, 4 bombs, 4 starbursts, 1 Assault Rocket, and any one of the four beam or P.G.S. weapons. Of course this all depends upon the fighter's design and Referee's allowance. The discrepancy between the qualifying frame size of the Dual Piston and Bolt Launcher of the Armament Table and the Minimum Vehicle Size of the same weapons on the Weapons Table are due to that the Weapons Table shows what they can be attached to, but may require penalties (Referee's discretion).
Fighter | Missiles | Bombs | Starbursts | Assault Rockets | Laser Pod | Laser Piston | Dual Piston | Bolt Launcher |
Mini-flyer | 0 (8*)** | 0 | 0 | 0 | X | Military Drone | ||
Personal | 2-6** | (2)** | 1-2 | 0 | X | X | Only on Size 3.1 | |
Light Military | 2-8 | 2-4 | 1-4 | 1 | X | X | Only on size 3.3 | X |
Heavy Military | 2-12 | 2-8 | 1-8 | 2 | X | X | X | X |
Light Bomber | 2-14 | 1-15 | 1-12 | 3 | X | X | X | X |
Heavy Bomber | 4-20 | 1-30 | 1-12 | 5 | X | X | X | X |
* Mini-flyers can load up to 8 mini-rockets. ** Though not legally permitted for civilian vehicles, personal fighters may still be adapted to arm these weapons. |
There are no slots. The GM must approve all robotic body parts using their sensibilities. It is recommended that the GM put thought into it.
The following is a consolidation of all rules affected by alterations and notes concerning their importance and reasons. Use this only if you want to reference a complete document on alteration rules.
The Unit Creation page contains the instructions for building a new creature or robot. Follow that structure and use the following modular rules and tables to create the unit.
Whether robot or genetic alter, to replace a body part, simply choose it from the Alterations list below, pay the item cost and surgery cost, if any, and note the alteration and its special abilities on your character sheet.
Natural alters are rare aberrations within their race, having special abilities that others of their race do not have. To create a natural alter, choose one or more alter special abilities to replace an equal number of the race’s normal special abilities, including the ability to speak, or MOV rate.
The following rules apply to altered body parts:
» Surgery takes half (½) a day and rehabilitation takes one (1) week, though the player may use it after one (1) day, with 90% chance of damaging the body part on the first day, then chance of damage decreases by -10 for every day afterward.
» Only those capable of creating the altered body part are permitted to repair or alter it.
» Damage to the altered part can affect its abilities.
» Genetically altered body parts can't be modified. They are made-to-order. You must therefore buy the whole object being modified.
Following is the list of alter packages, listed according to ability provided, with their base costs and surgery cost, if any. If no surgery is performed, then pay only the cost of the package. However, some must be chosen at character creation or acquired through GM fiat.
Agitator (Mental or Physical)
Range: 5 spaces
Usage: 1/turn
Duration: continuous
Resistance: STR
Cause objects to gain or lose heat energy and even cause molecules to lose cohesion with a critical success.
Sixth Sense (Mental or Physical)
Range: 10 spaces
Usage: 1/turn as a free action
Duration: Continuous
Resistance: None
You have something that allows you to perceive your entire surroundings in three dimensions without their being in your line of sight using one or more of your other senses, such as a hyped up sense of sound, smell, vibration or combination of senses. You are limited by the senses through which you detect the environment. For example, if you are able to detect your environment based on visual queues such as shadows and reflections, you cannot detect the presence and details of an object whose shadow and reflections you cannot see.
Shocker (Physical)
Range: 10 spaces
Usage: 1/turn
Duration: 1 turn
Resistance: STR
A shocker causes electricity to arc, overload or drain.
Barriermind (Mental)
Range: 5 space radius
Usage: 1/turn
Duration: Continuous
Resistance: none
A barriermind is a resistance check that allows you to block mental powers of any kind with a successful attempt.
Biokineticist (Mental or Physical)
Range: 3 spaces
Usage: 1/tun
Duration: Continuous
Resistance: none
A biokineticist causes the body to heal itself in very specific ways, even allowing it to regrow lost limbs as the Cleanse and Heal spells.
Arm (Extra; Physical)
Leg (Extra; Physical)
Tentacle (Extra; Physical)
Mathemind (Mental)
Range: None
Usage: 1/turn
Duration: None
Resistance: None
Matheminds are autistics (or seers) who see the world through math. They can predict future events with astounding accuracy and solve any equation. Even human intentions are not beyond their sight. Unfortunately, they are often mute and slaves to ritual, becoming disturbed when ritual is broken. For this reason, they are most often brought up as monks at a temple where ritual is paramount or kept in hospitals where they can be looked after, but some who function on a higher level are able to travel about. They might still be mute and/or mildly disturbed by the changes going on around them, but they can interact with others and either communicate normally or with sign language or other means.
Telepath (Mental)
Range: 10 m to the power of the character's rank
Usage: Unlimited
Duration: Continuous
Resistance: WIL
The telepath is able to reach out over distances in space to detect and communicate with those in need and read intentions. Female telepaths get a +10 bonus to their WIL score. Telepaths get the Telepathy spell for free as a special ability. They can also use the ability as an Offensive Strike spell.
Shapeshifter (Physical)
Range: Self
Usage: 1/hr
Duration: 10 mins/level
Resistance: None
Shapeshifters cause their bodies to Transform according to the spell, growing hair and changing form to become anything they choose. They cannot use Transform on any subject other than their self.
Beast Master (Mental)
Range: 10 m to the power of the character's rank
Usage: Unlimited
Duration: Encounter or 10 mins/rank
Resistance: WIL
Animal Whisperer can Summon and command animals.
Speaker for the Dead (Mental)
Range:
Usage:
Duration:
Resistance:
Speakers for the Dead temporarily resurrect the dead for 2 rounds per level and can only Summon ghosts. (They must choose which. They can acquire it a second time to receive the other ability.) Once resurrected and the time has expired, the dead person/creature cannot be resurrected again by anyone.
Spirit Walker (Mental)
Range:
Usage:
Duration:
Resistance:
Spirit Walkers can astral project as a Divination spell.
Telekineticist (Mental)
Range:
Usage:
Duration:
Resistance:
Telekineticists use Hinder, Transport, Offensive Strike, Protection, Repel and Telekinesis spells. They can transport themselves or others. Untrained characters can only perform one of the spells.
Hallucinogenicist (Mental)
Range:
Usage:
Duration:
Resistance:
Hallucinogenicists use the Illusion spell and can imprint into the minds of others images of things the hullucinogenicist is seeing or has seen. Untrained characters only know how to implant images into the other person’s mind based on what the hallucinogenicist has seen.
Plant Controller (Mental)
Range:
Usage:
Duration:
Resistance:
Plant controllers use the Entangle and Offensive strike spells.
Purifier (Mental)
Range:
Usage:
Duration:
Resistance:
Can separate gasses and liquids, allowing them to start fires with a spark, cause suffocation, alter chemical compositions, purify water, etc.
Timewalker (Mental)
Range:
Usage:
Duration:
Resistance:
Timewalkers are bonded to their time of origin and can only transfer themselves and cannot affect the timeline. They are merely observers. They cannot go forward in time, as time is described as a weaving tapestry. What has not been weaved cannot be made weaved before its time. Once weaved, it cannot be sundered. They cannot affect their home era’s future by going into the past.
Storm Mason (Mental)
Range:
Usage:
Duration:
Resistance:
Bulked Out (Physical)
Range: Self
Usage: 1/day (Special)
Duration: Minute per point of natural STR (Special)
Resistance: WIL
Muscles enlarge, turning the being into a super-bulked strong thing. Increase subsize by 3, then increase MAG by 1 for STR, BP and DR. (Calculate subsize and MAG before other abilities are added.) Can only wear specially made clothing and armor while in bulked state. GM must approve whether the effect has triggered (Define triggering event) or at will usage and duration, or is permanent. Being may transform in appearance, but not body shape, if approved by GM. If not permanent, GM determines whether choosing bulked out again increases usage, duration or effect, but only one, not all.
Speedster (Physical)
Range:
Usage:
Duration:
Resistance:
Starchild (Mental)
Range:
Usage:
Duration:
Resistance:
Travels the stars.
Dream Symbiosis (Mental)
Range: Unlimited (See description)
Usage:
Duration:
Resistance:
Able, in their own dreams, to enter the mind of another in any time or place in the universe. They are able to access that person's deeply felt memories, feelings and act with their deeply ingrained responses. All other thoughts and feelings belong to the dreamer. As long as the dream symbiont is attempting to make contact with a particular individual any place in the universe, the subject may make room for the dream symbiont to enter into them if they are aware of the symbionts attempt to do so. Otherwise, dream symbiosis is completely random and the dream symbiont has no control over it.
Randomized dreams are usually within d100 AU's in space, though can be as much as d00 years out of sink or within d00 years of the end of a civilization in the past or beginning of a civilization in the future. Once a connection is made, the dream symbiont may make a connection with the subject again more easily. For this reason, uncontrolled dreams often drift back to someone they have connected with before.
If the host dies, the dream symbiont dies if still connected.
Dream Walker (Mental)
Range:
Usage:
Duration:
Resistance:
Enters the dreamworld and can control, not only their own dreams, but the dreams of others. In these dreams, the dream walker can be anything they want and have any weapon they want. Anyone they kill in the dream dies in reality. When facing someone who takes control of their own dream, (They do not have to be a dream walker,) opposed checks must be made for control of the dream.
Infravision (Physical)
Range:
Usage:
Duration:
Resistance:
Shadow Vision (Mental or Physical)
Range:
Usage:
Duration:
Resistance:
Night Vision (Physical)
Range:
Usage:
Duration:
Resistance:
X-Ray Vision (Physical)
Range:
Usage:
Duration:
Resistance:
Gravitationist (Mental)
Range:
Usage:
Duration:
Resistance:
Photokineticist (Mental or Physical)
Range:
Usage:
Duration:
Resistance:
A photokineticist (or Light Warden)
Sound Imitation (Physical)
Range:
Usage:
Duration:
Resistance:
Siren (Physical)
Range:
Usage:
Duration:
Resistance:
A siren (or screamer)
Phase Stepper (Mental)
Range:
Usage:
Duration:
Resistance:
Can step out of phase to become invisible and walk through walls.
Immunity (Physical)
Range:
Usage:
Duration:
Resistance:
Immune to diseases, radiation and poisonous liquids and gasses.
Densify (Physical)
Range:
Usage:
Duration:
Resistance:
Can harden their skin to become damage-resistant.
Life Leech (Mental)
Range:
Usage:
Duration:
Resistance:
Able to leach the life force from a person through emotion, the most powerful of which is through fear or seduction, though the Life Leech will likely choose the means through which they are most comfortable and capable. Coupled with empathy, this special ability can be extremely effective.
Influence (Mental or Physical)
Range:
Usage:
Duration:
Resistance:
Through voice, pheromone, empathic projection or other means, cause someone to believe what you want them to believe as long as they can hear your voice, smell the smell, etc., causing paralysis, suffocation, intimidation, amnesia, walking past them without detection, or any other effect the user chooses. The person is able to perform the Charm spell and Aid spells.
The following is a consolidation of all rules affected by alterations and notes concerning their importance and reasons. Use this only if you want to reference a complete document on alteration rules.
The Unit Creation page contains the instructions for building a new creature or robot. Follow that structure and use the following rules and tables to create the unit.
»alter - a being whose alterations have provided outstanding abilities to them not present in their base species. Just having an altered body part does not make one an alter. But standing out as having advantages far beyond normal people does.
»altered/alteration - any body part that has been genetically or technologically modified or replaced.
Natural alters are rare aberrations within their race, having special abilities that others of their race do not have. Alters exist within any race, but to include it at character creation, choose an alter special ability to replace one of the race’s normal special abilities, including the ability to speak, or MOV rate, for the alter special ability.
If a natural alter has a mutated body part, instead, see the Altered Body Parts rules below.
Whether robot or genetic alter, the following rules apply to altered body pars.
There are no additional drawbacks to technologically or genetically altered body parts, such as loss of humanity or sanity, except those that can be proven in real life. Thus, only alterations that affect the face can have an impact on one's sanity.
However, you do need someone around capable of dealing with the altered body part. If there is no technician around, a damaged robotic part will remain damaged. Altered body parts may be targeted to take away your edge if the body part is known to be the source. Also, robots break down with time, and so do their body parts. Robot brains are susceptible to computer viruses. Genetically altered body parts that are different than the host's body are susceptible to rejection.
Since altered body parts do not have additional mechanical drawbacks in the rules, there is a balancing mechanic involved through price and availability. Body chop shops are illegal, and you can't just go to a hospital or clinic and request a super arm. All genetic operations must be approved by a government agency tasked with their approval.
Alchemists capable of genetically altering body parts are seen as mad men and threats to society. Alchemists providing mechanical limbs and creating golems are free to practice as they please as long as their work is viewed as benign.
All robotic parts that possess beyond normal capabilities for the race, except those affecting the senses, are illegal for civilians to own. Robotic body parts affecting the senses must be approved by a government oversight panel. A person can't just request a body part to be replaced; there must be a medical necessity for it; namely, replacing a damaged or missing body part or the part is a threat to its owner.
Robotic and altered body parts are just another form of gadgetry, except that the object being modified is a character's fleshly body or the robotic parts attached to it.
Unless modified, robotic body parts recreate the capabilities of the original body part, matching it to your body. Additional implants monitor your body for automatic adjustments. You may apply the same modifications to robots.
There are no slots. The GM must approve all robotic body parts using their sensibilities. It is recommended that the GM put thought into it.
There is only one overarching rule regarding robotic body parts themselves: they can't be modified. Robotic body parts are made-to-order. You must buy the whole object being modified. Thankfully, robotics is modular. You buy alterations by the body part. Following are the body parts that can be replaced with their base costs and surgery cost. If no surgery is performed, then pay only the cost of the part.
Body Gadgetry | Item Cost | Surgery Cost | |
APPENDAGE | |||
Finger | |||
Foot (Must have foreleg replacement) | |||
Forearm (includes hand and elbow) | |||
Foreleg (includes foot) | |||
Hand (Must have forearm replacement) | |||
Independent Retractable Claw | |||
Knee (Foreleg and foot must also have replacements) | |||
Pincer | |||
Tentacle | |||
Thigh (Knee, foreleg and foot must also have attachments) | |||
Upper arm (Forearm, elbow and hand must also have replacements) | |||
Wing | |||
ORGAN REPOSITORY (TORSO AND ABDOMEN) | |||
Belly (Includes digestive system) | |||
Breast (Left or Right; includes respiratory organ) | |||
Chest (Both breasts, rib cage and heart) | |||
Circulatory Heart | |||
Digestive System | |||
Heart Case (Rib cage/Internal shell) | |||
Lower Body (Includes hips and both legs) | |||
Neck (Includes Throat) | |||
Resonating Cavity (Vocal Amplifier) | |||
Respiratory Organ w/Bronchial tube (left or right; and/or gills) | |||
Squeeze Sac (for poison, ink, etc.) w/Transverse Tube | |||
Swim Bladder (Holds air for buoyancy) | |||
Vocal chords | |||
SENSORY REPOSITORY (HEAD) | |||
Ear (Left or right) | |||
Eye | |||
Forehead (Includes partial brain replacement) | |||
Full Brain Replacement | |||
Mouth | |||
Olfactory Sense | |||
Partial Brain Replacement | |||
Parietal Patch | |||
Resonating Cavity (Environmental Vibrations and Olfactory Amplifier providing 3D environmental awareness as a sixth sense) | |||
SYSTEMIC ALTERATIONS | |||
Circulatory System (Including Heart) | |||
Cyber implant (Requires flesh to which to attach) | |||
Exoskeleton (Replaces Skin) | |||
Immune System | |||
Nervous System | |||
Skeleton (No pro-rating) | |||
Skin (Replaces exoskeleton) | |||
Spine | |||
GENERAL ALTERATIONS | |||
Ability Enhanced Robotic Part (Up to 1 magnitude above unit's original ability.) | -- | -- | |
Automation (total cost x 3) | |||
Magnified Robotic Part | |||
Subdermalize Gadget (surgery cost x 2) | |||
IMPLANTS | |||
Anti-Shock | |||
Biocomp | |||
Gelled Concealment Pouch (Requires flesh to which to attach) |
Following is a list of alter special abilities that can replace other special abilities.
Agitator (Mental or Physical)
Range: 5 spaces
Usage: 1/turn
Duration: continuous
Resistance: STR
Cause objects to gain or lose heat energy and even cause molecules to lose cohesion with a critical success.
Sixth Sense (Mental or Physical)
Range: 10 spaces
Usage: 1/turn as a free action
Duration: Continuous
Resistance: None
You have something that allows you to perceive your entire surroundings in three dimensions without their being in your line of sight using one or more of your other senses, such as a hyped up sense of sound, smell, vibration or combination of senses. You are limited by the senses through which you detect the environment. For example, if you are able to detect your environment based on visual queues such as shadows and reflections, you cannot detect the presence and details of an object whose shadow and reflections you cannot see.
Shocker (Physical)
Range: 10 spaces
Usage: 1/turn
Duration: 1 turn
Resistance: STR
A shocker causes electricity to arc, overload or drain.
Barriermind (Mental)
Range: 5 space radius
Usage: 1/turn
Duration: Continuous
Resistance: none
A barriermind is a resistance check that allows you to block mental powers of any kind with a successful attempt.
Biokineticist (Mental or Physical)
Range: 3 spaces
Usage: 1/tun
Duration: Continuous
Resistance: none
A biokineticist causes the body to heal itself in very specific ways, even allowing it to regrow lost limbs as the Cleanse and Heal spells.
Mathemind (Mental)
Range: None
Usage: 1/turn
Duration: None
Resistance: None
Matheminds are autistics (or seers) who see the world through math. They can predict future events with astounding accuracy and solve any equation. Even human intentions are not beyond their sight. Unfortunately, they are often mute and slaves to ritual, becoming disturbed when ritual is broken. For this reason, they are most often brought up as monks at a temple where ritual is paramount or kept in hospitals where they can be looked after, but some who function on a higher level are able to travel about. They might still be mute and/or mildly disturbed by the changes going on around them, but they can interact with others and either communicate normally or with sign language or other means.
Telepath (Mental)
Range:
Usage:
Duration:
Resistance:
The telepath is able to reach out over distances in space to detect and communicate with those in need and read intentions. Female telepaths get a +10 bonus to their WIL score. Telepaths get the Telepathy spell for free as a special ability. They can also use the ability as an Offensive Strike spell.
Shapeshifter (Physical)
Range:
Usage:
Duration:
Resistance:
Shapeshifters cause their bodies to Transform according to the spell, growing hair and changing form to become anything they choose. They cannot use Transform on any subject other than their self.
Animal Whisperer (Mental)
Range:
Usage:
Duration:
Resistance:
Animal Whisperer can Summon and command animals.
Speaker for the Dead (Mental)
Range:
Usage:
Duration:
Resistance:
Speakers for the Dead temporarily resurrect the dead for 2 rounds per level and can only Summon ghosts. (They must choose which. They can acquire it a second time to receive the other ability.) Once resurrected and the time has expired, the dead person/creature cannot be resurrected again by anyone.
Spirit Walker (Mental)
Range:
Usage:
Duration:
Resistance:
Spirit Walkers can astral project as a Divination spell.
Telekineticist (Mental)
Range:
Usage:
Duration:
Resistance:
Telekineticists use Hinder, Transport, Offensive Strike, Protection, Repel and Telekinesis spells. They can transport themselves or others. Untrained characters can only perform one of the spells.
Hallucinogenicist (Mental)
Range:
Usage:
Duration:
Resistance:
Hallucinogenicists use the Illusion spell and can imprint into the minds of others images of things the hullucinogenicist is seeing or has seen. Untrained characters only know how to implant images into the other person’s mind based on what the hallucinogenicist has seen.
Plant Controller (Mental)
Range:
Usage:
Duration:
Resistance:
Plant controllers use the Entangle and Offensive strike spells.
Purifier (Mental)
Range:
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Resistance:
Can separate gasses and liquids, allowing them to start fires with a spark, cause suffocation, alter chemical compositions, purify water, etc.
Timewalker (Mental)
Range:
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Resistance:
Timewalkers are bonded to their time of origin and can only transfer themselves and cannot affect the timeline. They are merely observers. They cannot go forward in time, as time is described as a weaving tapestry. What has not been weaved cannot be made weaved before its time. Once weaved, it cannot be sundered. They cannot affect their home era’s future by going into the past.
Storm Mason (Mental)
Range:
Usage:
Duration:
Resistance:
Hulk (Physical)
Range:
Usage:
Duration:
Resistance:
Strong man.
Speedster (Physical)
Range:
Usage:
Duration:
Resistance:
Starchild (Mental)
Range:
Usage:
Duration:
Resistance:
Travels the stars.
Dream Symbiont (Mental)
Range: Unlimited (See description)
Usage:
Duration:
Resistance:
Able, in their own dreams, to enter the mind of another in any time or place in the universe. They are able to access that person's deeply felt memories, feelings and act with their deeply ingrained responses. All other thoughts and feelings belong to the dreamer. As long as the dream symbiont is attempting to make contact with a particular individual any place in the universe, the subject may make room for the dream symbiont to enter into them if they are aware of the symbionts attempt to do so. Otherwise, dream symbiosis is completely random and the dream symbiont has no control over it.
Randomized dreams are usually within d100 AU's in space, though can be as much as d00 years out of sink or within d00 years of the end of a civilization in the past or beginning of a civilization in the future. Once a connection is made, the dream symbiont may make a connection with the subject again more easily. For this reason, uncontrolled dreams often drift back to someone they have connected with before.
If the host dies, the dream symbiont dies if still connected.
Dream Walker
Range:
Usage:
Duration:
Resistance:
Enters the dreamworld and can control, not only their own dreams, but the dreams of others. In these dreams, the dream walker can be anything they want and have any weapon they want. Anyone they kill in the dream dies in reality. When facing someone who takes control of their own dream, (They do not have to be a dream walker,) opposed checks must be made for control of the dream.
Infravision (Physical)
Range:
Usage:
Duration:
Resistance:
Shadow Vision (Mental or Physical)
Range:
Usage:
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Resistance:
Night Vision (Physical)
Range:
Usage:
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Resistance:
X-Ray Vision (Physical)
Range:
Usage:
Duration:
Resistance:
Gravitationist (Mental)
Range:
Usage:
Duration:
Resistance:
Photokineticist (Mental or Physical)
Range:
Usage:
Duration:
Resistance:
A photokineticist (or Light Warden)
Sound Imitation (Physical)
Range:
Usage:
Duration:
Resistance:
Siren (Physical)
Range:
Usage:
Duration:
Resistance:
A siren (or screamer)
Phase Stepper (Mental)
Range:
Usage:
Duration:
Resistance:
Can step out of phase to become invisible and walk through walls.
Immunity (Physical)
Range:
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Duration:
Resistance:
Immune to diseases, radiation and poisonous liquids and gasses.
Densify (Physical)
Range:
Usage:
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Resistance:
Can harden their skin to become damage-resistant.
Life Leech (Mental)
Range:
Usage:
Duration:
Resistance:
Able to leach the life force from a person through emotion, the most powerful of which is through fear or seduction, though the Life Leech will likely choose the means through which they are most comfortable and capable. Coupled with empathy, this special ability can be extremely effective.
Influence (Mental or Physical)
Range:
Usage:
Duration:
Resistance:
Through voice, pheromone, empathic projection or other means, cause someone to believe what you want them to believe as long as they can hear your voice, smell the smell, etc., causing paralysis, suffocation, intimidation, amnesia, walking past them without detection, or any other effect the user chooses. The person is able to perform the Charm spell and Aid spells.
All non-A.I. computers and robots get the following adjustments:
» Display monitor.
» WIL equals Programmer's computer skill score.
» LOG 80. Cannot perform LOG checks. (Unless full A.I. program. Use program skill checks instead.)
» Get a number of skill levels equal to 1/100 computer cost.
» Speaks basic binary.
Computers and robots cannot perform supernatural powers without being imbued.
ANDROID/SYNTHOID
Synthoids and androids are robots designed to interact with and serve humans. They have no self-determination. The only difference between androids and synthoids is that synthoids have synthetic exteriors meant to superficially mimic the base race's flesh, while androids have simply plastic or metallic shells in mere approximation to the base race's features.
» Level 5 computer
» Choose race. Record physical racial bonuses as normal (STR/DEX).
» STR is Mag +1
» +20 DEX
» LOG 40 (80 related to functions)
» PER 55
» Speaks tradespeak and racial language
DRONE
Drones are flying craft about a meter long. They are usually used for combat, security and reconnaissance.
» Level 3 computer
» LOG 20 (90 related to functions)
REPLICANT
Sentient robotic replication of an existing character race. Sapient robotic replicants are subject to invasive programming. They must make a WIL check versus the invading program. If they fail, the program succeeds in its task. Replicant flesh so closely approximates human tissue, that it is virtually indistinguishable except under a microscope.
» Level 6 computer
» Choose race. Record racial stats and features as normal.
» STR is MAG 3
» +20 DEX
SENTRY
Built for security, a sentry is meant to appear imposing. It can be instructed to stand guard, to respond to intruders, or to guard an asset, such as a person.
» Racial subsize +1
» Level 3 computer
» STR 65 (MAG 3)
» DEX 50
» LOG 20 (90 related to functions)
» PER 20
» Speaks tradespeak and racial language
STANDARD
These are robots with bodies roughly reminiscent of the base species they are built for. Their purpose usually serves for assistance or security.
» Racial subsize -1
» Level 4 computer
» Dual-track or legs
» STR equals subsize x 30 (Normal)
» DEX 40 (80 manual)
» LOG 40 (80 related to functions)
» PER 30
» Speaks racial language
TOOLBOT
These strictly functional rolling toolboxes have no dexterous or anthropomorphic body shapes. They carry a variety of tools and may perform a variety of tasks as instructed. Though initially outfitted with Level 3 computers, they are often outfitted with higher level computers for higher functionality and self-determination.
» Level 3 computer
» STR equals subsize x 30 (Normal)
» DEX 30 (80 manual)
» LOG 30 (90 related to functions)
Whatever task the robot or ship is designed to do, this is its function. A function is equivalent to a skill. A function is a collection of programs and/or structural mechanics that operate together to help the robot or vehicle perform its duties.
Fully autonomous robots can be given functions equal to normal skills. All other robots can work up to the level of the function, but require a controller or pilot. Vehicle functions are all passive and must be activated by the pilot character or command station and are limited by the vehicle's type.
Skills can be programmed as functions or constructed, so that a robot or vehicle can perform all the duties of that skill within its capabilities, limited by its STR, DEX, LOG, limbs and propulsion. If the robot or vehicle has a pilot, use the success score of whichever is lower. If the robot or vehicle has a computer brain that works in tandem with its pilot, use whichever score is higher with a +20 skill lending bonus. Remotely piloted robots and vehicles act as without a computer brain, even if it has one.
Robots and vehicles cannot use functions they do not have, including deception or enforcer weapon functions. The tools (such as weapons) are not automatically included, but may be added for 200 x vehicle size credits for the tool mounting plus the tool cost. Functions requiring tools must have the proper tool or toolkit available and cannot be used by non-autonomous vehicles. Non-autonomous vehicles are limited by their shape and standard abilities.
* Non-autonomous vehicles are vehicles without the “semi-autonomous” or “autonomous” (a.k.a, “fully autonomous”) designations. Semi-autonomous and fully autonomous vehicles and robots have robotic parts. Non-autonomous vehicles do not, but may be equipped with automated parts, such as firing systems and the like.
Robotic components requires power to operate. Unless they also have a central power source attached or implanted, the robotic component would rely upon bio-electric and solar power. If used for any dramatic purpose, (except firing a propelled bullet) the power would quickly be drained. In other words, treat cybernetics like robotics. You need a battery to operate greater than human potential.
If it operates at general mechanical efficiency, there is no drain. But if it performs super-human feats, it drains a number of units of energy (eu) with a trade-off of 10 to 1, round up. So, if you use up to +10 STR, you drain 1eu. If you roll up to +1D damage, you drain 1eu. Otherwise, it temporarily drains your STR directly 1 for 1. If you reach "0" temporary STR, you go unconscious
Batteries and gel battery packs are gauged by the size of the unit to which they attach. You get 1eu per subsize and 10eu per size category. The cost is equal to 100 x size.
.
All player characters are created on size scale 2, because any taller and they're just not welcome, (GM may use further size rules in 3.2: NPC and Creature Creation,) but may be one of the subsizes below based on its race and random determination. Roll the unit's STR on the table below, based on its size in relation to humans (Subsize 4) and record the result. Then determine its MOV and Travel rate according to its race or GM approval.
Subsize (Approx.) |
STR Roll |
Bonus |
1 Small (1’3”+) | 1D | +10 |
2 Diminutive (2’6”+) | 2D | +20 |
3 Short (3’9”+) | 3D | +30 |
4 Average (5’+) | 4D | +40 |
5 Tall (6'3"+) | 5D | +50 |
6 Very Tall (7'6"+) | 6D | +60 |
7 Large (8'9"+) | 7D | +70 |
8 Very Large (10'+) | 8D | +80 |
9 Huge (11'3"+) | 9D | +90 |
Roll | Subsize Modifier |
1 | -2 |
2-3 | -1 |
4-7 | 0 |
8-9 | +1 |
10 | +2 |
The stand-alone word, “level”, refers to the level of the skill in question. The associated ability score is listed in parentheses next to the name of the skill. This means to apply half the listed attribute and add the skill level times ten. (Level x 10 + ½ABI)
All characters possess fundamental training in computer use and in driving ground and hover cars and bikes unless their character concept, race or the GM restricts it.
To offset a skill you have levels in, you may learn a single subskill from another skill. This costs 1 DP for a non-leveling subskill, or 3 DP for a subskill that levels with the skill.
The following skills have been updated. Changes in bold italics.
» Pray for Truth – once per session, you may ask the GM one question for which the GM must tell you the truth, saying, “This is what YES has said...” It may also be a riddle or prophecy as long as it is the truth. A failure means he receives no message. A critical failure means the character deceives their self and the GM gives them a wrong message that the character believes. A critical success means the GM provides no ambiguity.
» Miracles - each cleric level choose one of following spells bestowed upon you by your deity: aid, cleanse, dispel, heal (double usage), protection, or repel. May use them as their usage allows, requires holy symbol, cast spells using this skill and level, not spellcaster. If primary skill, gain 1 extra miracle at ever other level after the first. At sixth level, you may permanently lose 10 STR to perform any miracle you request of your deity (including those not listed,) according to its will, subject to GM approval.
» Alchemy - create magical potions providing a specified magical effect. It takes hours to days to create potions, see pg. 37. Requires alchemist kit. Only enchanters can charge objects. They use enchanted ointments to cause additional magical damage or change the nature of the weapon. (Such as charging a sword with an entangle ointment to turn it into a bladed whip.) Any weapon can be charged (arrow, bolt, sword, fist, etc.), and the effect will be unleashed on the next successful attack (in addition to the weapon’s normal damage).
» Enchantment - imbue magic items with spells or abilities. It takes days to weeks to create enchanted items. See pg. 35. Learn one enchantment spell per level or two spells per level if primary.
» Leader - attract followers for a specific mission. At leader level 3 attract 1D/2 followers, at leader level 4 attract 1D, at leader level 5 attract 2D, and at leader level 6 attract entire armies. Double followers attracted if primary.
» High Scholar - each even scholar level choose a career path and gain +10 to skill checks involving that path; jewelry, trader, librarian, fortune teller, historian, heraldry, administrator, or other paths allowed by the GM. Choose a career path every scholar level if primary.
» Navigation - know which way is north, determine location on a known map, decipher maps, create maps, etc. If primary skill, roll twice and choose which result to keep.
» Low Wizardry - allows you to perform any one of the following: Create a 5-space per level globe of light; create an audible illusion; create a small obviously magical illusory visual effect; cause small objects to perform their tasks - such as mops, brooms, dishes etc.; enhance the volume and impressiveness of your voice or the voice of another within 5 spaces per level; mend small rips/tears in common items; other simple/minor wizardry tasks the GM allows. No skill check required.
» Sleight of Hand - pick pockets, palm objects, etc. If primary skill, roll twice and choose which result to keep.
» Stealth. ...A unit gets +5 to stealth checks for every 5 subsizes down it is from those it is hiding from, and -5 for every 5 subsizes up it is. A unit gets +5 for every 5 subsizes down it is when performing perception checks to discover larger units, or -5 for every 5 subsizes up it is when performing perception checks to discover smaller units.
» Primary Specialization - if warrior is your primary skill, choose a weapon. You get +5 to attack and to damage when using that weapon.
Accurate and smoking fast with a ranged weapon. Add skill level to damage. Cannot be used unskilled.
» Dead eye – ranged weapons such as bows, crossbows, slings, hurled knives, spears, etc. Add skill level to damage.
» Provoke - Through some form of character development, (feigned ineptitude, superciliousness, disrespect, obfuscation, false humility, arrogance, etc.) inspire another character to become so riled that they challenge you to a duel one-on-one. (Only possible with those who are normally willing.)
» Quick Draw - If you have at least one slinger level and wearing a holster and pistol or knife, you cannot be surprised.
» Steel Resolve - Resist intimidation and distraction.
Use meditation and other techniques to merge and transcend mind, body and spirit.
» Controlled Fall (ignore damage from falls of a number of spaces up to one tenth his DEX score plus Monk skill level.)
» Purity (may use his WIL score or Monk score to resist poison, environmental effects, charm, mental attack, intimidation, illusion and fear.)
» Steel Body (natural DR2 x monk level. Use of armor negates all the special abilities associated with the monk skill.)
» Swiftness (add his monk level to his MOV rate.)
» Transcendence (may use ½ his WIL score as the base ability score for actions performed under another skill.)
Following are skills for an industrial age setting.
Demolitionist, bomber, wrecker, saboteur. A roll of 99 means adios amigo. Cannot be used unskilled.
» Control Devastation - Analyze and determine the weak points, funnel points, indestructible points, maximize effectiveness, blast radius and minimum safe distance, cause no casualties, how to keep something standing after an explosion, and how to demolish it completely.
» Timing - Create and activate or deactivate any type of timing mechanism made from simple parts. Choose the precise moment to detonate explosives.
» Launch - Cause rockets to launch or launch other objects into the air with well-placed or sustained explosions.
» Pyrotechnics - Produce fireworks effects and make your destruction look more dramatic. Produce bombs and fireworks that others can use.
Inventor, builder, engineer. Builds fantastic clockwork contraptions and strange mechanical devices. Cannot be used unskilled.
» Build/Repair/Modify Contraption - Build clockwork contraptions. (Similar to making an enchanted object.) Alter known contraption at half cost and half the time of building a contraption.
» Identify Contraption - Identify a device's primary function, make, model or find clues to its design and maker in 1D minutes if it isn't plainly obvious.
» Jury Rig - Kit bash a one shot contraption in 1D minutes from parts on hand that can mimic any minor or moderate spell effect a similar level spell user could produce.
» Technobabble - Confuse, bluff or distract a listener. Listener may perform opposed WIL check or opposed skilled Artificer skill check. Listener is transfixed for 1D rounds per level, after which the listener gives up trying to understand.
Boxer, bruiser, brawler, bouncer, "big guy". Also wrestler. Specializes in barehanded combat and heavy lifting. Cannot be used unskilled.
» Epic Smash - Perform a devastating blow that breaks down a barrier or knocks up to 5 opponents prone.
» Epic Hoist - Lift or hold back an extremely heavy object that would crush a normal person.
» Shake it Off – Postpone one condition per encounter until the end of the encounter.
» Unarmed combat - use your body as a weapon. Add skill level to damage. You may attempt any of the following actions unarmed or with brass knuckles or fist roll.
Politician, grifter, gambler, salesman, fence, face, representative spokesperson, negotiator.
» Charming - Able to charm the rattle off a rattlesnake. Able to cut or heal breeches with a few carefully chosen and deftly spoken words.
» Gamble - Proficient at every form of gambling and game of chance.
» Negotiation - Able to handle and grow significant finances, negotiate contracts, and haggle with the best to their own favor. Barter for hostages, special favors, better prices, etc.
» Slippery - Fast talks out of bad messes and has an exit plan and knows where the exits are.
This skill represents training or experience as a mercenary, soldier, warrior, knight, etc. Use your STR score for melee (including unarmed combat) and your DEX score for ranged weapons. Cannot be used unskilled.
» Berserk – you may get a 5% chance per level to go Berserk that turn. If successful, you can only use one type of attack that turn and you receive no penalty for your next attack and only -10 for each additional attack after that.
» Intimidate – you may use your martial weapons expert skill, WIL or STR score for a persuasion attempt.
» Melee Combat – fighting blades, crushing weapons, etc. Add skill level to damage. You may attempt one of the following actions at a time with melee weapons.
» Quick Recovery - You may get the +5 BP recovery once before an encounter ends or after recovering 1BP from near death, instead of after the encounter.
Use the BBF rules to create Commanders (Leaders), Scholars, Enforcers (Warriors), and Search and Rescues (Scouts). Clerics, Enchanters and Spellcasters cannot be used unless you include a fantasy element. Following are new skills and adjustments to BBF skills.
Spell-using classes cannot be used unless you include a fantasy element.
Any character can acquire a license to drive or fly any particular vehicle, (See Licensing and Certification in the Equipment List,) but a skilled pilot specializes in performing feats of extreme skill with vehicles that no unskilled operator can. Each time you take this skill, you may certify for one of the following categories: 2- or 3-wheel/fan ground and hover vehicles; 4-wheel/fan ground and hover vehicles; ground and hover transports; non-ramjet atmospheric VTOL vehicles; prop, ramjet and Size 2 to 3 transatmospheric vehicles; Size 4 or larger space vehicles.
» Defensive Maneuvers - Avoid or minimize damage from strafing fire, collisions and missiles.
» Reverse Fortunes - Opposed check allows you to turn the tables, turning the pursuer into the pursued. A failed check generates an attack of opportunity for your opponent.
» Strafe - Unload ammunition of onboard forward firing weapons to increase attack success for dogfights and strafing.
» Stunt - Able to perform fantastic feats with the vehicle that no normal pilot could pull off.
Deceive, pick pockets, pick locks, access restricted areas, hack computers, disable security.
» Deception - lie convincingly, forge documents, disguise, impersonate, etc. May require con kit.
» Security Systems - identify or disarm security, perform small mechanical repairs, access secure networks, etc. Requires tech kit.
» Sleight of Hand - pick pockets, palm objects, etc.
» Stealth - remain unseen and unheard. Gain +5 per thief level to hit and damage if attacking from stealth.
Insurance investigator, police detective, private investigator, archaeologist.
» Deduce - Make connections that most would miss due to careful training, brilliant logic and a strong gut instinct.
» Network - Has informants and connections in high places. At level 3, acquire 1D/2 connections, at level 4, acquire 1D, at level 5, acquire 2D, and at level 6 acquire connections to organizational leaders (such as world leaders) available to the character.
» Question - Interrogate suspects, interview witnesses, ply the unwitting, torture for information, etc.
» Sharp Eye - Able to find things in places most people would not look and catch details others miss, such as body language, tells and information queues regarding unspoken details.
You are able to find the answers to difficult questions and make leaps of understanding where there is limited knowledge. Use your extensive knowledge to reduce effects and correct the causes of damage. Each time you take this skill, you may choose a field: astrophysics, civil, geological, mechanical, medicine, programming, psychology, or tech (computer technology). Those of levels 1 to 2 are known as "Assistants". ("Tech assistant", "medical assistant") Those of levels 3-4 are known as "administrators". ("Mechanical administrator", "Programming administrator") For levels 5 or higher, record the field as your skill in association with "Specialist" or "Doctor of". (e.g., "tech specialist" or "Doctor of astrophysics".) You may perform minor tasks from another profession in the list only as they affect the performance of your job. You may perform the following in the order listed:
» Administer - inject solutions, apply remedies, disinfect, halt progress, decontaminate, neutralize, reduce effect, stabilize. With a science or tech kit (field of study), you may delay and ease effects until obtaining proper equipment.
» Solve - use your extensive knowledge of your field of study to figure out how to deal with a condition or anomaly, or even to create. Probe, investigate problems, perform diagnostics using devices related to your field of study, take and analyze samples, record information, explore, research, gauge, give prognosis, solve problems beyond previously known science.
» Contain - in the event that an anomaly cannot be immediately resolved, or to control an experiment, the character taking the lead in addressing the effect may arrest the progress of an effect as it affects your field of study with authority that supersedes all other authority, and keep it isolated from affecting any further damage or influence, such as a quarantine. (This includes ship’s head doctor ordering crew, even Captains and Admirals, to their quarters.) Problems with an inexorable, set course cannot be halted, but may be cordoned off and let run their course.)
» Generate/Repair/Alter - use known science to perform corrective procedures, invasive repair, mend damage, make alterations, bypass, or simply construct. You may do this whenever dealing with a problem for which there is a known solution within your field of study. (A known solution may present itself in the Solve process.) You have abilities equal to spells relative to your field of study. You may use them as their usage allows toward your particular field of study, one situation at a time, with proper facilities, except that 1 turn equals 1 day. (Subject to GM approval and GM modifications.)
Spell-using classes cannot be used unless you include a fantasy element.
A prime (psionicist) is able to enhance the alter powers they already have. They cannot acquire alter powers they do not already possess.
» Add the skill level to the alter ability's score.
»
»
»
All non-A.I. of level 4 or higher get the following minor functions standard:
» Voice control
ROBOT FUNCTIONS
VEHICLE FUNCTIONS
The spell's user determines how the spell looks and interacts with the environment. (e.g., fire, ice balls, eldritch force, exploding bubbles, swarm of locusts, rainbows, etc. Remember, effects such as fire will cause things like wood to catch on fire.) However, they must choose the effect of offensive strike when they take the spell. They can take offensive strike multiple times as long as the spell is different each time.
You may mix any number of spell actions together in a single spell, called a multi-spell. Use the lowest success rate of the spells cast with the penalty of the last spell cast for the multi-spell. The benefit is that you roll once to get multiple effects and the higher your skill level or more time spent, the more spells you can join. But the resulting effects must be related. Each spell lent to the multi-spell still counts as an action.
You could choose to adjust when the spell concludes. You can do it quickly with time penalties, as in a single turn, or you can take a number of turns equal to the number of spells used in the multi-spell for no penalty. You may not perform any other actions while carrying out a multi-spell.
For instance, during battle, if one wants to create a vine that Entangles and produces thorn spikes that do Offensive Strike damage in the same turn, they would get an additional -20 to their success rate. Or they could take 2 turns to cast it without penalty. Though rare, if one wants to join four spells together instead, then they would get an additional -60 to their success rate if cast in the same turn, or no penalty if cast in four turns. (If cast in 3 turns instead, then take a -20 penalty. -40 if cast in 2 turns.)
Updates have been made to some of the BareBones Fantasy spells (Changes in bold italics):
Range: Special
Effect: Heal 2D per level to a single target or divided among a group (healing decided by caster) each day. The spell user gets -5 to success for every space away from the furthest target being healed. The healing can be broken up into multiple smaller heals. For instance, at level 3 the spell user would have 6D to use in a day. If he heals a character 2D after an encounter he can save the remaining 4D for another encounter that same day. He may opt to take a -10 to success in order to heal an automatic 5 BP per die, or -20 to heal an automatic 10 BP per die. At spellcaster level 6 the spellcaster can cast this spell on himself or a willing target to grant the ability to regenerate all lost body points at a rate of 1 BP per minute. The spell may be permanent if the spell user loses 10 points of STR permanently.
Range: Special
Usage: Unlimited
Duration: 1 hour
Resistance: WIL
Effect: The user drains a number of STR from their opponent(s) equal to their skill level to gain a temporary STR advantage equal to the STR drained.
Usage: Once per turn
Effect: Causes damage equal to 1D +1D per spell level divided between opponents in a cone or area around the spell's user. Non-magical armor has no effect.
Effect: Drives back 1D+spellcaster level enemies whose ranks are equal to or less than spellcaster level, forcing them at least 5 spaces + spellcaster level away from the caster. If the rank of a repelled enemy is less than half the spellcaster level, they may be destroyed (caster’s choice). If the rank of an enemy is more than the spellcaster level, the enemy is unaffected. At time of casting the spellcaster must specify what is repelled. This can be specific creatures (kobolds, goblins, humans, etc.), specific natures (all evil creatures), all summoned creatures (those called forth by use of the Summon spell), etc. Creatures not specified are unaffected.
Range: Special
Usage: Unlimited
Duration: Instant
Resistance: WIL
Effect: if concealing shadows are present, a successful use of Stealth results in a limited Transport Effect enabling the user to teleport to another shadow within 5 Spaces per level.
Range: Special
Usage: Unlimited
Duration: Continuous
Resistance: WIL
Effect: You may read the minds of others at first level with touch. At second level, you may read one’s mind without touch within 1 space, or communicate with touch. At third level, you may begin communicating with another without touch a number of spaces equal to your skill level. Receive skill-lending bonus acquired through telepathy.
The GM determines the maximum tech level of the campaign and how available each level of tech is in the campaign. The following are the available tech levels. From 5th to 9th will tend to be a relatively brief period, but a civilization could easily be restricted to slow growth by any number of factors.
1. Stone -
2. Metal - Choose what level of metallurgy is available: gold, silver, copper, bronze iron, steel, or elemental compounds. Each can exist with out the advent of complex machinery.
3. Gunpowder - This includes the advent of napalm.
4. Gear
5. Steam
6. Electrical (Automation)
7. Nuclear
8. Robotic
9. Warp
A culture may develop either ignorant or abhorrent of stone working and metallurgy, in which case their science will be completely dependent upon organisms. Genetic manipulation becomes the core of their science and has a fundamental impact upon their society, customs and religion. Following are the developmental levels of genetics:
1. Plant Grafting
2. Cross-breeding
3. Cross-pollination
4. Chemical Influence
5. Transplantation
6. Genetic manipulation
7. Cloning
8. Bioremediation
9. Terraforming
Religion or social stigma may restrict certain aspects of biotech, such as repulsion at the use of living beings or their remains, obsession with the use of living beings and/or their remains, and even restrictions against a particular variety of living beings, remains or plants.
Equipment after character generation costs double for each subsize up from 4 and is halved for each subsize down from 4, and multiplied by 10 for every full size scale up and divided by 10 for every full size scale down.
You may seek the backing of a wealthy benefactor. This will require an opposed scholar skill check. If successful, role percentile dice and multiply the result by a thousand. This will be the money provided by the Benefactor. You may need the backing of multiple benefactors.
Flex Suit - A form-fitting suit with diodes storing body energy to send mild impulses to the muscles in response to muscle movement in order to increase speed. Provides +10 DEX and doubles the natural STR modifier. 210,650 Cr.
Electrolyzing Rebreather
This rebreather is compact and uses electrolysis to take breathable elements out of the environment, one's own exhalations, or a supply hose to provide breathable air. Unwanted gases are expelled through the exhaust filter. With it a person can even breathe in water or a dense atmosphere. 28,900 Cr
Liquid Jumper Vat/Shower
Liquid jumpers are universal equipment for ship's crew. They provide warmth in cool atmospheres and stay cool in the heat. What makes liquid jumpers unique is the suit's ability to heal themselves due to their unique non-Newtonian liquid polymer. In fact, to dawn the suit, one must enter a vat of the polymer in their undergarments (Optional, but recommended to conceal taboo regions,) and then walk out. To remove it, they simply shower in a special de-bonding agent designed to break down the polymer. Then it gets recycled to the vats. The polymer protects against stellar radiation, intense heat and sharp objects one might contact in standard working conditions with a standard 1 DR and DR 8 vs. fire and electrical damage. A vat holds 5,000 fluid ounces. One Liquid Jumper Vat and Shower costs 12,800,000 Cr and includes installation and priming. The Non-Newtonian Liquid Polymer costs 2,000 Cr per fluid ounce. It takes around 200 fluid ounces to cover one adult male human. The De-bonding Agent costs 20,000 Cr a liter. It takes about 20 liters of de-bonding agent to free one adult male human from the polymer. Each time the de-bonding agent is used, 1 liter of de-bonding agent and 10 fluid ounces of polymer are used up. The vat separates the agent from the polymer and filters out foreign elements.
Thrust Pack
Equips on the back and the back of the legs with impulse pads. Impulse pads are flat quantum repulsion plates that focus the combustion of a fuel mixture injected from the sides, producing a blue-colored mild thrust flame. The plates remain cool with the help of a fan in the center of the pack so that they provide no discomfort to the wearer. The impulse pads on the calves are much slimmer and do not need cooling. This results in the character being able to run at twice their normal rate. It is common equipment for beat cops, foot soldiers and criminals. 820,000 Cr.
Universal Tool
A pocket knife with many other fold-out tools, including: metal file, universal screwdriver, universal wrench, vice pliers, extendable magnet, and mini-flashlight that shines up to 25 meters. 256 Cr.
VAC Bowl
A broad-view fishbowl helmet with auto-polarization, external speaker and life-support functionality designed to seal with liquid jumpers with a special forming gel, making the jumper fully EVA-capable. It can be worn over other head gear. Costs 312,000 Cr.
VAC Boots
Light-weight hard-shell boots with gel interiors designed to fit any size foot from size 2.2 to 2.7 and seal tightly to liquid jumpers. They cost 261,000 Cr a pair.
VAC Helmet (Small)
A form-fitting helmet with polarized face plate, external speaker, and life-support functionality designed to seal with liquid jumpers with a special forming gel, making the jumper fully EVA-capable. It cannot be worn over other head gear. HUD included. Costs 286,000 Cr.
Vector Visor
A solid visor with mini-cameras and digital display worn over the eyes that provides vectoring information about the best path to travel and to quickly identify when there is no path. It does not cover the head, but may be worn with other head gear sans visors and jaw protectors. It is used by law-enforcement professionals, foot soldiers, criminals, and anyone wearing a thrust suit. Replaces Scout roll with 90% when looking for pursuit and escape routes. The GM provides information as necessary. The visor also provides HUD support. Jaw protector and head strap provided, allowing the visor to raise up and to lower into place with the touch of a button. Good for 12 hours continuous use. Recharges in 1 hr. 345,000 Cr.
CSI Kit
Box of 100 disposable gloves
Forger Kit
box of 100 disposable gloves
Geo Kit
Tackle box, box of 100 disposable gloves, 50' fabric twine, leather rolled scraping set (With whiffing brush, scraping pick, metal file, pressure-activated automated chisel, chisel set, ball-peen hammer and powered mini-fan), crowbar, 12 looped piles, rock pick, depth detector, sample sniffer, electronic micro-magnifier lens with 1200x zoom.
Mech Kit
Toolbox
Med Kit
Segmented case for supplies, box of 100 disposable gloves
Mountaineering Kit
Haul bag, gear sling, climbing helmet, rock pick, belay gloves, 3 belays, 2 harnesses, 2 rescue eight descenders, 2 slings, 2 ascenders, 50' dynamic cord, 50' static cord, 20' webbing strip, 11 carabiners, 5 dogbone webbings, 1 daisy chain, 20 universal cams, 2 cam axles. Fully equipped, mountaineering equipment provide -40 to stealth.
Survival Kit
Tech Kit
Strapped cargo bag, box of 100 disposable gloves, segmented case for bits and wires, computer interface device,
Thief Kit
Card spoofer, box of 100 disposable gloves, nycron rolled lock-pick set, 4D maglock decryption interface, fog-spray, frictionless skinsuit
Level 1 computers hardwired for a specific unalterable purpose. They can be used for various tasks or scrapped for parts, but their programming and infrastructure cannot be altered without eliminating their functionality.
Holograph Wrist Communicator
A Level 2 computer worn on your wrist with holographic screen and HUD compatibility. As long as a digital signal can be received, it can facilitate 2D or 3D video. It can transmit 2D video from the watch's viewpoint. 150,000 Cr.
Level 1 robots hardwired for a specific unalterable purpose. They can be used for various tasks or scrapped for parts, but their programming and infrastructure cannot be altered without eliminating their functionality.
Wide Field Recorder
A spherical first level robot that hovers and records all visual and audio activity in a 360 degree radius in 3D. It takes a standard 20 SEU clip and drains 1 SEU per hour. It comes with a carry bag, instructions and takes no skill to operate. The manufacturer is not responsible for damages and consequences of use. 342,000 Cr.
Reconnaissance Drone
A small cylindrical first level robot with expandable A-wing. It has the simple function of flying a perimeter set by the user and taking 3D images in a frequency set up the user. It has no stealth. It comes with instructions and takes no robot skill to operate. The manufacturer is not responsible for damages and consequences of use. 1,520,000 Cr.
FAF-LX (Flux) Mark II - A 60mm fire and forget weapon using guided ammunition with a satellite link. The site links to satellite imagery and data in order that the shooter may identify a specific target from overhead, though out of visual range, up to 3.5 miles away. The satellite feeds the angle needed for the shot, then the special ammunition uses an initial 3/4 mile explosive round to launch it quickly toward its target. Then it ejects the ballistic shell covering its guidance rocket, which accelerates it up to 2.5 more miles. Just before it hits its target, it ejects the rocket casing and unfolds 4 spin fins that activate and guide the ammunition to its target in the last 1/4 mile. In the hands of a computer tech, the weapon has a 4 out of 5 kill ratio. 1,031,000 Cr.
"Chaser" (Ammo) - A robotic fire and forget gyrojet round that is quite slow compared to standard ammunition. So slow, in fact, that many try to outrun it, but rarely succeed. It exchanges straight-line accuracy for guided precision by locking on to the target's bio-signature. When the shell has secured an acceptable margin of error, it shoots an exploding bullet at the target, destroying the robot shell in the process. +30 to attack. 30,000 Cr per shell.
Blaster
Blaster weapons fire a jet of compressed gas that is released into the firing chamber and ionized with a laser where some of the energy dissipates as heat and has a tendency to heat up the weapon. The resulting expansion causes the triggering mechanism to fire, releasing a blast of super-heated ionized gas in a brief quantum bonded state. The energy releases in a blue, green or red blast, depending on the gas used, even in the bright light of day. It even produces a shadow of the same color. The effect produces a sudden, loud, electronic-sounding squawk as the gas escapes the weapon and air replaces it. (If fired from a concealed location, the character's location is revealed through both sight and sound.) The effect can be unnerving. The resulting burst of gas, 3-10 ft in length, produces both kinetic and fire damage. The benefit of this weapon is that it can penetrate any defense except that which protects against both kinetic and fire damage, requiring expensive specialized defenses, which is why it is a favorite of police, militias, rebels and pirates. The blaster mag comes with both gas and energy of 10 SEU, or the extended mag of 30 SEU.
Blaster Pistol - The pistol is a little bulky, so it does not clear a holster quite quick enough, (-2 quickdraw,) but it packs a punch. 1d10/1 SEU 20/10/5- Costs 350 Cr.
Blaster Rifle - 1d10/SEU 20/10/5 +½ per SEU - Costs 500,000 Cr.
Blaster Mag - Costs 50,000 Cr.
Extended Blaster Mag - Costs 100,000 Cr.
Weapon | Min Veh Size | DMG | DMG Mod | Range (Hx/Sz)* | Dmg Table Mod | Restrictions | Mass | Ctr Avail | Cost** |
Laser Piston (LP) | 1 | 5d10 | 0 | 6 | 0 | FF, RD, PT | 80kg | I, II, III | 1,500Cr |
Dual Piston (DP) | 6 | 5d10 | +10 | 6 | 0 | FF, RD, PT | 110kg | I, II | 2,500Cr |
Bolt Launcher (BL) | 4 | 4d10 | +20 | 5 | +10 | FF, RD, PT, LTD | 140kg (100kg) | I | 3,000 Cr (3,000 Cr/2,000ct) |
Plasma Bomb (PlB) | 7 | 4d100 | +50 | 0 | -20 | PT, LTD | 1,000kg | I | 10,000Cr |
Bomb Launcher | 7 | -- | +10 | 0 | +5 | 800kg | I | 5,000Cr | |
Mini-rockets | 2 | 5d10 | +20 | 5 | -10 | FF, PT, LTD | 10kg | I | 150Cr |
Infrared Missile | 4 | 1d100 | +30 | 6 | *** | FF, PT, LTD | 100kg | I | 1,500Cr |
Radar-guided Missile | 4 | 1d100 | +80 | 6 | -20 | FF, PT, LTD | 100kg | I, II | 2,500Cr |
Hard Lock Missile | 6 | 1d100 | +70 | 6 | -20 | FF, PT, LTD | 130kg | I, II | 5,000Cr |
Starburst | 4 | -- | 6 | -- | -- | vol: 1m3 | II | 1,000Cr | |
** Costs include installation *** Automatic drive damage if hit: -thrust=damage/10 (round up). FF = Forward Firing. Strictly unidirectional, requiring the whole unit to be aimed at the target. |
Bomb Launcher. A bomb launcher isn’t so much a weapon
as a delivery device. This vibration-resistant box attaches to a
cargo bay and stores any number of bombs on an anti-vibration
temperature control rack that delivers the bombs to
a box that accelerates the bomb through a hole with
minimum vibration and maximizes accuracy.
The bomb launcher is ideal for the very volatile Fusion bomb,
giving the bomb 200% of its usual carrying distance and
stability. It adusts to any cargo bay for F7 to
Knight Hawks “Hull Size” size 3.
Dual-action Piston. This works similarly to the normal laser
piston, but uses the rebound of two juxtaposed pistons and
barrels to produce twice the fire rate and require less energy.
However, these are heavier and may only be equipped to
craft of F5 or more.
Proton Bolt and Launcher. This is a new and much more
effective delivery system than the standard proton weapon.
The Bolt Launcher is a recoilless weapon that uses large
“smart” bullets designed for launching in space and other
hostile environments. These “smart” bullets are programmed
to ionize the protons of tri-carbon-incased hydrogen,
producing a solid and relatively long-lasting proton bolt.
Though recoilless, it is not free from vibration.
The Bolt Launcher can be attached to a personal fighter, but
the mounting points must be serviced at a quarter of the cost
after every use, as the vibrations could rip it from its mount
after prolonged use. If the weapon itself is not serviced
immediately after battle, it could lead to serious and even
deadly consequences in later battles because of the discharge
elements. It works against Albedo Screens and half capacity
against Inertia Screens.
Plasma Bomb. Also called a “mini-nuke”, the plasma bomb
causes a limited fission explosion with limited radioactive
effects. Though not free from dangerous levels of radiation, it
only irradiates a 1 cubic mile radius. If detonated on a planet,
the radiation may be blown up to 100 miles.
Missiles. There are several types of missiles available to
aerospace vehicles of all sizes. Destroying missiles before
they reach their targets is not easy, but can be done, so they
are provided with structural points. Missiles work in
conjunction with your ship’s targeting system. The Missile Table
is needed to help you know how fast you need to be
traveling to get out of the way of the missile.
Weapon Type | Thrust |
Mini-rocket | 4 |
Infrared Missile | 5 |
Radar-guided Missile | 5 |
Hard Lock Missile | 6 |
Weapon | No Def | RH | PS | ES | SS | MS | LAP | HAP | ICM | SB |
Laser Piston (LP) | 65 | 40 | 65 | 65 | 65 | 20 | -- | -15 | -- | -- |
Dual Piston (DP) | 65 | 40 | 65 | 65 | 65 | 20 | -- | -15 | -- | -- |
Bolt Launcher (BL) | 50 | 50 | 25 | 60 | 30 | 40 | -5 | -10 | -- | -- |
Plasma Bomb (PlB) | 70 | 70 | 70 | 70 | 80 | 70 | -- | -- | -- | -- |
Mines | 60 | 60 | 60 | 60 | 60 | 60 | -15 | -20 | -5 | -3 |
Torpedoes | 50 | 50 | 50 | 50 | 75 | 50 | -15 | -20 | -10 | -7 |
Assault Rocket | 40 | 40 | 40 | 40 | 40 | 40 | -- | -- | -5 | -3 |
Rocket Battery | 30 | 40 | 30 | 40 | 40 | 40 | -15 | -20 | -3 | -1 |
Maxi-missile | 50 | 50 | 50 | 50 | 70 | 50 | -- | -10 | -10 | -4 |
Seeker Missile | 75 | 75 | 75 | 75 | 75 | 75 | -- | -15 | -8 | -12 |
Infrared Missile | 60 | 60 | 60 | 65 | 60 | 40 | -- | -- | -15 | -30 |
Radar-guided Missile | 75 | 75 | 75 | 50 | 75 | 75 | -- | -15 | -8 | -20 |
Hard Lock Missile | 80 | 80 | 80 | 70 | 75 | 80 | -- | -- | -8 | -- |
Abbreviations: Reflective Hull (RH), Proton Screen (PS), Electron Screen (ES), Stasis Screen (SS), Masking Screen (MS), Light Armor Plating Chance Modifier (LAP), Heavy Armor Plating Chance Modifier (HAP), Interceptor Missile Chance Modifier (ICM), Starburst Chance Modifier (SB) |
TARGETING SYSTEMS
Crosshair Targeting. A simple targeting system that provides a crosshair and on screen target measurement and locator. +5 to Hit. Crosshair targeting does not work with guided Missiles of any type.
Target Tracker. Provides all the abilities of the Crosshair Targeting, but provides a lock on without visual to the nearest target with a bias toward on screen targets. An inherent flaw exists in this technology in which if the pilot is chasing a target, another target that passes closer can distract the target tracker and cause you to lose your primary target. +10 to Hit.
Multi-target Tracker. Providing the abilities of the Target tracker, this system identifies all targets within a specific range and provides ranges for each target. Whichever target is within striking range gets a circle identifying it for attack. +15 to Hit.
Target Discriminator. Along with the abilities of the Multitarget Tracker, this targeting system not only chooses the best target and gives it a unique box, but is able to penetrate most forms of interference. +20 to Hit.
Targeting System | Combat Modifier |
Crosshair | +5 |
Target Tracker | +10 |
Multi-target Tracker | +15 |
Target Discriminator | +20 |
Weapon Mount | Size | Type | #Weapons Loaded |
AR Launcher | Large | Surface | 1 Assault Rocket |
Bolt Launcher Mount | Medium | Any* | 1 bolt launcher |
Bomb Launcher | Medium | Internal | 1 large or 2 medium Bombs |
Dual-action Piston Mount | Medium | Any* | 1 dual-action piston |
Laser Piston Mount | Small | Any* | 1 laser piston |
Laser Pod Mount | Small | Any* | 1 laser pod |
Mini-rocket Launcher | Small | Any* | 4 Mini-rockets |
Missile Launcher | Medium | Any* | 4 Missiles |
Starburst Launcher | Small | Internal | 1 Starburst |
* Weapons not mounted on or in the body of the craft can only be surface weapons. |
In the list of new equipment are packages of communications, defense, and weapons programs with computer systems. These are packaged together to reduce costs and keep aerospace vehicle design simple. Any system can be used on any size aerospace unit that can fit the mass and volume, but you must pay the full price even for systems you do not use (ie., mini-flyers have no need for astrogation equipment).
System Package I. Ideal for keeping costs low, but is also low on amenities. Computer level 2. Contains: astrogation; crosshair targeting; videocom radio; computer lockout; life support; and parabattery.
System Package II. Often ideal for the standard personal fighter. Computer level 3. Contains: astrogation; target tracker; videocom radio; videocom screen (adjust cost for each screen according to Knight Hawks); computer lockout; damage control; life support; and parabattery.
System Package III. The most common military fighter control. Computer level 4. Contains: astrogation; multitarget tracker; subspace radio; videocom screen (adjust cost for each screen according to Knight Hawks); half-size camera system; skin sensors; security alarm; computer lockout; damage control; life support; and parabattery.
System Package IV. The most common military bomber configuration. Computer level 5 Contains: astrogation; target discriminator; subspace radio; videocom screen; half-size camera system; skin sensors; radar; security alarm; white noise broadcast; computer lockout; damage control; life support; and parabattery.
System Package V. Most often reserved for large military bombers and dignitary vessels. Computer level 6. Contains: astrogation; target discriminator; subspace radio; videocom screen; half-size camera system; skin sensors; radar; energy sensor; white noise broadcast; security alarm; computer lockout; damage control; life support; and parabattery.
Starburst. A decoy that emits ionized plasma and radio and electrical signals that radiates bright light and heat and confuses infrared and radar-guided systems. Each time the vehicle is re-equipped with starbursts, the delivery system must be replaced. This makes starbursts a little more expensive, but also safer. These are similar to interceptor missiles in purpose, but are incapable of guided intercept and are very much smaller. You will find starburst stats on the weapons tables and the weapon mounts table below.
Weapon |
Sub† |
#Hnd |
Dmg (To hit) |
M/R Spaces |
STR (Size)* |
Cost |
||
ATYPICAL | ||||||||
African Throwing Knife | P/S | 1 | 2D (+10) | 1/15 | 35 | 13gp/26cr | ||
Old world. Exotic: African (Aboriginal). A strange-looking weapon with 2-4 concentric counter-balanced points. It is flat and edged on every side. The position of the points and counter-weighting cause the knife to spin more rapidly and with deadly precision and will almost never hit butt first even in the hands of an amateur. | ||||||||
Bagakay | 1/5 | - | (5) 3gp/6cr | |||||
A bamboo dart measuring about six inches thrown at an enemy at close quarters. These darts were generally thrown five at a time to increase the possibility of hitting the target. | ||||||||
Blade Fan | gp | |||||||
Old world. Exotic: Asian. | ||||||||
Boomerang | gp | |||||||
Third world. Exotic: Australian (Aboriginal). | ||||||||
Boomerang, Sharpened | gp | |||||||
Third world. Exotic: Australian (Aboriginal). | ||||||||
Caltrop/Makibishi | gp | |||||||
Chakram | gp | |||||||
Old world. Exotc: Eastern Indian. A flat metal ring with a sharpened edge. | ||||||||
Dart, Throwing/Bo Shuriken | P | 1 | 1D/2 | 1/20 | 15 | 1gp/2cr | ||
Old world. A heavy iron dart used to penetrate flesh and bone. The European version has an arrow-like feathered fletching. The Japanese version has a feathered tuft at the end. | ||||||||
Fan-tipped Knife | gp | |||||||
Old world. Exotic: African (Aboriginal). A wide-bladed knife with a flanged tip having no pointed tip except to either side of the fan-like flange. | ||||||||
Letter Opener | P | 1 | 1D/2-1 | 1/- | 4 | 1gp/2cr | ||
Old world. Destructible: any kind of damage always breaks this weapon. | ||||||||
Pick | P | 1 | 1D/2 | 1/- | 5 | 1gp/2cr | ||
Old world. | ||||||||
Sai | gp | |||||||
Old world. Exotic: Asian. | ||||||||
Shuriken | gp | |||||||
Shuriken, Curl | gp | |||||||
A large shuriken with 4 curved or slightly bent blades that can produce both a piercing or slicing attack. | ||||||||
Shuriken, Glaive | gp | |||||||
A large shuriken with 3 thick bent blades to produce a slicing effect more deadly than a Chakram. | ||||||||
Shuriken, North Star | gp | |||||||
A large shuriken with 4 straight thick blades that can produce a devastating piercing attack. | ||||||||
Shuriken, Qotile | gp | |||||||
A large shuriken with 4 curved or slightly bent blades that can produce both a piercing or slicing attack. | ||||||||
Shuriken, Saber | gp | |||||||
A large shuriken with 3 curved or slightly bent blades that can produce both a piercing or slicing attack. Due to the minimum of blades, it is able to pierce deeper. | ||||||||
Throwing Needles | gp | |||||||
Wind and Fire Wheel | 1/- | gp | ||||||
Old world. Exotic: Asian (Chinese). A flat ring with seven sharp protruding blades used only as a melee weapon. It has a padded grip between two of the blades. With one wheel in each hand, the practitioner can slash, stab, parry, or disarm an opponent. | ||||||||
AX | ||||||||
Battleaxe | SB S | 1-2 | 2D+2 | 1/- | 50 | 10gp/20cr | ||
Old world. | ||||||||
Greataxe, Heavy Double-bladed | DB S | 2 | 4D+2 (-20) | 1/- | 70 | 60gp/120cr | ||
Old world. The largest and heaviest of battleaxes, the greataxe is often uniquely designed and ornately decorated. | ||||||||
Handaxe | SB S | 1 | 1D+2 | 1/15 | 25 | 2gp/4cr | ||
Old world. | ||||||||
Handaxe, Double-bladed | DB S | 1 | 1D+4 | 1/12 | 40 | 4gp/8cr | ||
Old world. | ||||||||
Meat Cleaver | SB S | 1 | 2D+2 | 1/10 | 35 | 4gp/8cr | ||
Old world. | ||||||||
Pickaxe | SP P | 2 | 2D+3 | 1/- | 40 | 5gp/10cr | ||
Third world. Designed as a mining tool, the pickaxe can be used to embed its sharp point or to chop and chip away with its narrow horizontal blade on the other side. | ||||||||
BOND | ||||||||
Barbed Wire | gp | |||||||
New world. | ||||||||
Bolas | gp | |||||||
Bone Whip | gp | |||||||
Old world. | ||||||||
Cat O' Nine Tails | gp | |||||||
Old world. | ||||||||
Chain, Regular | gp | |||||||
Old world. | ||||||||
Chain, Large Mooring | gp | |||||||
New world. | ||||||||
Garrote | gp | |||||||
Old world. | ||||||||
gp | ||||||||
Razor Wire | gp | |||||||
New world. | ||||||||
Rope | gp | |||||||
Third world. | ||||||||
Rope, Large Mooring | gp | |||||||
Old world. | ||||||||
Scourge | gp | |||||||
Old world. | ||||||||
Whip | gp | |||||||
Old world. | ||||||||
BOW Though their weight is inconsequential, they require a lot of strength to pull back the string. |
||||||||
Composite Bow | P | 2 | 2D+3 | -/95 | 60 | 45gp/80cr | ||
Old world. Composite of senew, wood and horn elements with recurve for flexibility and power. | ||||||||
Compound bow** | P | 2 | 3D+1 | -/100 | 55-65 | 20gp/40cr | ||
New world. | ||||||||
Compound bow, High-end** | P | 2 | 3D+2 | -/120 | 60-75 | 30gp/60cr | ||
New world. | ||||||||
Crossbow, Heavy*** | P | 2 | 3D | -/100 | 60 | 30gp/60cr | ||
Old world. | ||||||||
Crossbow, Hand*** | P | 1 | 1D+3 | -/40 | 45 | 12gp/24cr | ||
Old world. | ||||||||
Crossbow, Light*** | P | 1-2 | 2D+2 | -/80 | 50 | 15gp/30cr | ||
Old world. | ||||||||
Longbow** | P | 2 | 2D+3 | -/100 | 50 | 35gp/60cr | ||
Third world. | ||||||||
Short Bow** | P | 2 | 2D+1 | -/60 | 60 | 12gp/24cr | ||
Third world. | ||||||||
CRUSHING | ||||||||
gp | ||||||||
Ball and Chain | gp | |||||||
Baton/Billy Club/Blugeon | gp | |||||||
Baton, Side-handle/Tonfa | gp | |||||||
Blackjack | gp | |||||||
Bokken (Wooden Kindo Sword) | gp | |||||||
Flail, Star/Flanged | gp | |||||||
Flail, Triple-Star | gp | |||||||
Flail, Twin-Star | gp | |||||||
Flail, Two-handed | gp | |||||||
Flail, Two-handed Star/Flanged | gp | |||||||
Flail, Two-handed Studded | gp | |||||||
Greatclub | gp | |||||||
At around 6 ft long with spikes instead of studs, the greatclub is considerably larger and more destructive than the two-handed war club. It is often designed specially and with ornate designs. | ||||||||
Iron rod | . | gp | ||||||
Konsaibo | gp | |||||||
Old world. Exotic: Asian. A little longer than a greatclub, but smooth without studs or spikes. At around 7 ft long, it is the longest of the clubs and particularly unwieldy. | ||||||||
Mace, Ball | gp | |||||||
Mace, Flanged/Morning Star | gp | |||||||
Meteor Hammer | gp | |||||||
Nunchaku | gp | |||||||
gp | ||||||||
Quarterstaff | gp | |||||||
Shinai (Bamboo Kindo Sword) | gp | |||||||
Spike Ball | C&P | 2 | 3D+2 (-10) | 1/10 | 65 | gp | ||
A large ball with around 100 spikes on a looped chain. The wielder holds the chain loop and spins around for momentum to either smash it into someone close range or launch it toward an enemy at several yards distance. | ||||||||
Iron club/Tetsubo | gp | |||||||
The size of a two-handed club, this bar is practically guaranteed to cripple an unarmored opponent if not kill them instantly. It can render the toughest armor all but useless. | ||||||||
Three-Section Staff | gp | |||||||
Walking Stick | gp | |||||||
War Club | gp | |||||||
Old world. Spiked club. | ||||||||
War Club, Studded | gp | |||||||
Old world. Studded club. | ||||||||
War Club, Two-handed | gp | |||||||
Old world. Spiked club. | ||||||||
War Club, Two-Handed studded | gp | |||||||
Old world. Spiked club. | ||||||||
HAMMER | ||||||||
gp | ||||||||
gp | ||||||||
gp | ||||||||
POLEARM | ||||||||
Atlatl | AC | 1 | dmg+3 | -/+10 | - | 3gp | ||
An accessory that improves distance and damage for darts, javelins and spears. | ||||||||
gp | ||||||||
gp | ||||||||
gp | ||||||||
Glaive | gp | |||||||
Glaive, Greater | gp | |||||||
Similar to the glaive, the greater glaive has a longer blade and many more sharp edges and spikes. It is often custom designed and ornately decorated. | ||||||||
Javelin | P/S | 1-2 | 2D | 1/30 | 45 | 2gp | ||
Third world. | ||||||||
Pike | 3/- | gp | ||||||
Sky billhook | D/P/S | 1-2 | 2D | 5/- | 40 | 25gp | ||
Old world. | ||||||||
Sky lance | P | 1 | 4D+5 | 5/- | 65 | 35gp | ||
Old world. | ||||||||
Spear, Sarissa | 3/- | gp | ||||||
Spear | C/P | 1-2 | 2D+2 | 2/20 | 30 | 10gp | ||
Old world. | ||||||||
Trident/Trishula | gp | |||||||
Ranseur/Yari, Jumonji | gp | |||||||
Old world. Exotic: Asian. | ||||||||
Vel | gp | |||||||
Old world. Exotic: Eastern Indian. Spade-tipped polearm for chopping and spearing. | ||||||||
Yari, Omi | gp | |||||||
Old world. Exotic: Asian. | ||||||||
Yari, Tsuki | gp | |||||||
Old world. Exotic: Asian. | ||||||||
Yari, Yajiri | gp | |||||||
SLUGTHROWER | ||||||||
Blow Pipe | gp | |||||||
Blow Pipe, Long | gp | |||||||
Gun | P | 1 | 1/40 | 20 | 30gp/60gp | |||
Old world. Single-shot 1' barrel with gunpowder ammunition made of unjacketed lead | ||||||||
Sling** | C | 1 | 1D+3 | 1/40 | 20 | 40gp | ||
Third world. | ||||||||
Sling, Dart** | P | 1 | 1/40 | 20 | 3gp/6gp | |||
Old world. | ||||||||
SWORD & DAGGER | ||||||||
Basket-hilted Sword/ Back Sword | P/S | 1 | 2D+2 | 1/- | 45 (2.3) | 13gp/26cr | ||
Old world. Shorter and lighter than the later long sword, and a relative of the rapier, it is best used for close-in combat, but is perfectly capable of severing heads and limbs. It is commonly improperly labeled a "broad sword". The backsword is a single-bladed or partial second-bladed version | ||||||||
Bastard Sword | P/S | 1-2 | 3D | 1/- | 55 | 25gp/50cr | ||
Old world. English hand-and-a-half sword, half way between a long sword and a two-handed long sword that functions as both. | ||||||||
Blood Glaive | gp | |||||||
A dagger with thick, curved blades on both ends of the hilt. | ||||||||
Bowie Knife | P/S | 1 | 1D+2 | 1/- | 5 | 7gp/14cr | ||
New World. | ||||||||
Dadao | S | 2 | 6D+3 (-20) | 1/- | 75 | 50gp/100cr | ||
Old world. Exotic: Asian. The dadao (big knife) is an extremely wide blade toward the tip, designed to topple horses. It looks like a 4' long meat cleaver. | ||||||||
Dagger/Baselard/Poniard/Rondel | P/S | 1 | 1D | 1/- | 5 | 2gp/4cr | ||
Old world. | ||||||||
Dagger, Ceremonial/Daga | P/S | 1 | 1D | 1/- | 5 | 2gp/4cr | ||
Old world. | ||||||||
Dagger, Parry/Main Gauche | P/S | 1 | 1D | 1/- | 5 | 2gp/4cr | ||
+5 to RS checks. Old world. Though appearing as a long dagger, its blade splits into 3 parts to maximize defensive capability. | ||||||||
Falchion | P/S | 1 | 2D | 1/- | 45 | 22gp/44cr | ||
Old world. | ||||||||
Folding Knife/Stiletto/Switch blade/Butterfly knife | P/S | 1 | 1D/2+2 | 1/- | 5 | 2gp/3cr | ||
New world. | ||||||||
Gladius | P/S | 1 | 2D | 1/- | 40 | 12gp/24cr | ||
Old world. A small Greek short sword, little larger than a long dagger, weighted slightly toward the tip for effective hacking power. | ||||||||
Great Sword | P/S | 2 | 4D/2+4 (-5) | 1/- | 70 (2.5) | 70gp/140cr | ||
Old world. A long, wide, heavy blade made for cleaving plate armor, carried upon the back or shoulder. There are many variations of the great sword, most like the two-handed long sword, but this variation is particularly wide and the heaviest of all swords. | ||||||||
Katana/Tachi | P/S | 1-2 | 2D+3 | 1/- | 40 | 15gp/30cr | ||
Old world. Exotic: Asian. An extremely sharp 3' sword made from a strong, light metallic compound. It is nearly as effective as a long sword, but as light and portable as a basket-hilted sword. The difference between the katana and tachi is little more than craftsmanship. | ||||||||
Kopesh Sword | gp | |||||||
Old world. Exotic: Middle East. A double-bladed crooked sword with hooked features ideal for both maximizing damage and for disarming. | ||||||||
Kopis Sword | gp | |||||||
Old world. Derived from the concept of the kopesh sword, this Roman design featured a blade that simply bends forward. | ||||||||
Long Sword | P/S | 1 | 2D+3 | 1/- | 50 | 15gp/30cr | ||
Old world. | ||||||||
Machete | S | 1 | 2D | 1/- | 25 | 10gp/20cr | ||
Old world. Destructible: critical hit with a bladed weapon always breaks this weapon. | ||||||||
Makhaira | gp | |||||||
Old world. Mycenaean Scimitar. It's weighting toward the tip and its scooped blade make it a superior hacking instrument. | ||||||||
Minoan Short Sword | gp | |||||||
Old world. Tapering from a wide base. | ||||||||
Nagamaki/Zhanmadao | gp | |||||||
Old world. Exotic: Asian. Much like a katana, but with an extra long hilt that takes up half the length of the sword. It is ideally used against polearms. | ||||||||
Odachi/ Nodachi/ Changdao/ Miao dao | P/S | 2 | gp | |||||
Old world. Exotic: Asian. A larger version of the katana that actually predates it. The equivalent of the European two-handed long sword. This was an infantry weapon used against cavalry. | ||||||||
Pointed Long Sword | gp | |||||||
Old world. Tapering from a wide base. Effective for slipping between plates in armor. | ||||||||
Rapier, Double-edged | gp | |||||||
Old world. | ||||||||
Rapier, Single-edged | gp | |||||||
Old world. | ||||||||
Rapier, Thrusting | gp | |||||||
Old world. Also called the "dueling sword", the "estoc" (thrusting) rapier is a cylindrical blade with a sharp point, having no sideways cutting power. It is the most common type of fencing weapon. Variations include the tournament foil and épée. | ||||||||
Rencong/Bichawa | gp | |||||||
Old world. Exotic: Far East. A dagger with a blade that swoops forward. | ||||||||
Saber | gp | |||||||
Old world. | ||||||||
Scimitar | S | 1 | 2D | 1/- | 50 | 12gp/24cr | ||
Old world. | ||||||||
Short sword | P/S | 1 | 1D+3 | 1/- | 35 | 8gp/16cr | ||
Old world. | ||||||||
Side Sword (Rapier) | gp | |||||||
Shuanggou (Hook Sword) | gp | |||||||
Old world. Exotic: Asian. Requires specialization or it simply acts as a normal sword. Among the deadliest weapons in the world, two shuanggou are meant to be used together in two-weapon combat. They can be joined together at the tips to extend their length using one hand without diminishing their damage. With the hooked feature they can sever heads and limbs easily, especially when both are used to do so at the same time in opposing directions. | ||||||||
Old world. | ||||||||
Small-sword (Rapier) | gp | |||||||
Old world. A shorter version of the thrusting rapier used in two-weapon fencing and close-quarters combat. | ||||||||
Tanto/Kodachi | gp | |||||||
Old world. Exotic: Asian. A small version of the katana used in two-weapon fighting and ritual suicide. | ||||||||
Two-handed Long Sword | P/S | 2 | 3D | 1/- | 65 | 40gp/80cr | ||
Old world. | ||||||||
Wakizashi | gp | |||||||
Old world. Exotic: Asian. A slightly shorter version of the katana used in two-weapon fighting and beheading. | ||||||||
Xiphos | gp | |||||||
Old world. Mycenaean short sword weighted slightly toward the tip. Longer than a gladius. | ||||||||
UNARMED | ||||||||
Brass Knuckles | gp | |||||||
New world. | ||||||||
Fist Roll | gp | |||||||
Old world. | ||||||||
Battle Glove | gp | |||||||
† Subtypes - (SB) Single Bladed, (DB) Double-bladed, (AC)cessory, (TB) Thrusting or (SP) split-purpose and (A)sphyxiate / (C)rush / (D)rag / (P)ierce / (S)lash / (W)hip. See weapon notes for details.
† Damage reduced by 1D if minimum STR not met. |
Weapons Type #Hands Damage Range STR** Cost
Ax
Blade
Bow
Crushing
Hammer
Garrote Melee 2 1D+2 – – 2cr
Polearm
Slugthrowers
Unarmed Melee 1 1D/2 – – –
Whip Melee 1 1D+2 – – 6cr
* 20 ammo cost 2cr.
** Damage reduced by 1D if minimum STR not met.
*** Unless gadgeted, is single-shot 1' barrel with gunpowder ammunition made of unjacketed lead, 10 shots/1cr
Body Armor | DR | STR* | Cost |
Light Armor** | |||
Reduced Heavy Furs | 0+ | 15 | 2gp |
Fire suit, wool | 1 (10 v. fire) | 30 | 50gp |
Partial Studded Leather | 1+ | 20 | 10gp |
Partial Padded Leather | 1+ (3 v. crush) | 20 | 8gp |
Partial Ringmail | 2 | 30 | 18gp |
Chainmail Shirt | 2 | 35 | 20gp |
Partial Leather Plate | 3 | 35 | 30gp |
Partial Bandedmail | 4 | 40 | 115gp |
Partial Plate | 5 | 40 | 160gp |
Heavy Armor*** | |||
Leather, Padded | 3 (6 v. crush) | 45 | 25gp |
Leather Plate | 6 | 80 | 100gp |
* ½ MOV & prevents casting spells or thief skills, unless minimum STR is met. ** Two suits of light armor can be worn together, but only one can be "partial". Add their STR requirements together. With the exception of fire suits, light armors provide only shoulder, forearm, shin and chest protection. Light armors having DR's with the plus sign ("+") add 1 to DR, but only one plus bonus applies at a time. *** Heavy armor covers the whole body and is reinforced with chainmail undergarments. Heavy armors can be reduced to light armors for the purposes of social events, fulfilling local laws and the like. |
Body Protection (Includes Helmet)*
* Provides no defense against guns. Round shield, breastplate, banded mail and plate mail provide DR5 against guns. Does not cover face.
** DEX resistance checks, thief skills and MOV cut in half & prevents casting spells, unless minimum STR is met.
† Weapons cannot be used with both hands.
Accessory Protection | DR | STR* | Cost | ||
HEAD PROTECTION | |||||
None | gp | ||||
Roll of 00 is a head shot. Head shots are kill shots. | |||||
gp | |||||
gp | |||||
gp | |||||
gp | |||||
gp | |||||
FACE MASK | |||||
Lamé (Fencing Helmet) | gp | ||||
gp | |||||
SHIELD | |||||
Buckler | +10 (destructible) | 45 | 25gp | ||
Jousting Shield | DR3 (+10 Res) | (-10 to other DEX checks) | 25gp | ||
Round, Small Metal | gp | ||||
Round, Medium Metal | +20 | 60 | 10gp | ||
Round, Large Metal | gp | ||||
Tower, Metal | gp | ||||
Tower, Hide | gp | ||||
* ½ MOV & prevents casting spells or thief skills, unless minimum STR is met. ** Two suits of light armor can be worn together, but only one can be "partial". Add their STR requirements together. With the exception of fire suits, light armors provide only shoulder, forearm, shin and chest protection. Light armors having DR's with the plus sign ("+") add 1 to DR, but only one plus bonus applies at a time. *** Heavy armor covers the whole body and is reinforced with chainmail undergarments. Heavy armors can be reduced to light armors for the purposes of social events, fulfilling local laws and the like. |
Armor DR STR** Cost
Head Protection
Face Masks
Shields*†
Trained Animal Companion | Cost |
gp | |
gp | |
gp | |
gp | |
Trained Animal Companions Cost
Alligator 100cr
Young ape* 1500cr
Carrier Pigeon 3cr
Cat, Domestic 6cr
Cat, Large 1,000cr
Chimpanzee* 300cr
Crocodile 120cr
Puppy 8cr
Dog, Domestic 20cr
Dog, Guard 50cr
Dove 4cr
Hawk 60cr
Monkey, Small 20cr
Monkey, Tiny 10cr
Lizard, Giant 300cr
Parrot 12cr
Raven 15cr
* Must be raised from infancy.
Mount | DR | STR* | Cost |
gp | |||
Mount Capacity Animal STR/DEX Cost*
Camel 300 lbs 55/40 85cr
Cat, War 500 lbs 65/80 800cr
Donkey 250 lbs 40/45 26cr
Elephant, Domestic 900 lbs 85/35 200cr
Elephant, Large 1,200 lbs 95/40 300cr
Elephant, War 1,200 lbs 95/55 500cr
Horse, Draft 1,000 lbs 70/45 500cr
Horse, Racing 350 lbs 60/65 250cr
Horse, Riding 450 lbs 55/45 150cr
Horse, War 1,000 lbs 70/60 500cr
Mule, Pack 650 lbs 50/45 50cr
Pony, Small 200 lbs 45/45 40cr
Riding Lizard 300 lbs 55/70 600cr
* Add saddle, bag, tack & harness for 25cr.
Hireling | Cost |
gp | |
gp | |
gp | |
gp | |
Hirelings Cost (per day)
Alchemist, Enchanter, Magical advisor, etc. 40cr
Archer (Rank:1-3)* 4cr x Rank
Artist (novice/pro/expert) 6/30/100cr
Craftsman (novice/pro/expert) 4/20/50cr
Sailor/Captain (Rank:1/5)* 4cr/100cr
Servant (unskilled/skilled) 2cr/10cr
Footman (Rank:1-3)* 2cr x Rank
Horseman (Rank:1-3)* 8cr x Rank
Sellsword (Rank:3-5)* 10cr x Rank
* Minor NPC with a score equal to 40+10xRank.
Contraption | Cost |
gp | |
gp | |
gp | |
gp | |
Contraptions Cost
Airship, galleon* 350,000cr
Airship, brigantine* 65,000cr
Airship, corsair* 15,000cr
Airship, catamaran* 90,000cr
Canoe 10cr
Clock, wall (windup) 5cr
Clock, wall (steam, perpetual) 100cr
Clock, grandfather (windup) 150cr
Clock, grandfather (steam, perpetual) 300cr
Clockwork man/woman, tasker* (windup) 800cr
Clockwork man/woman, tasker* (steam) 2,000cr
Clockwork man/woman, robot* (steam, self-sustaining) 15,000cr
Dinghy 300cr
Fob watch 10cr
Ornathopter (steam airbike) 8,000cr
Raft 55cr
Railway Boxcar 12,000cr
Railway Car (cargo: 5 tons) 7,000cr
Railway Car (passengers: 22) 19,000cr
Railway Cargo Bed (cargo: 12 tons) 3,000cr
Railway locamotive 25,000cr
Railway locamotive, Steam 65,000cr
Railway tracks 56,000cr/league
Riverboat (steam) 16,000cr
Rocketship, Steam-powered 1,200,000cr
Seaship, brigantine (2 mast) 12,000cr
Seaship, catamaran* 55,000cr
Seaship, corsair* (double-sail, single mast) 12,000
Seaship, frigate* (3 mast) 32,000cr
Seaship, galleon* (3-4 mast, 5 level) 250,000cr
Seaship, steam barge 22,000cr
Tugboat, steam 10,000cr
*See the Vehicle and Robot creation rules.
General | Cost |
Dragon rig (Saddle, safety straps, tack & harness) | 50 gp |
Pole hook* | 10gp |
Extinquishing powder pack (10) | 100gp |
Flammable gel pack (20) | 40gp |
* Requires extinguishing powder or flammable gel pack. |
General Equipment Cost
Alchemist kit 170cr
Backpack (empty) 4cr
Barrel, wooden (small/large) 2cr/10cr
Book (50 pages, blank) 1cr
Belt pouch, small/large 2cr/4cr
Blanket or bedroll 2cr
Block and tackle 10cr
Boat (river/sail) 2,000cr/8,000cr
Bottle, wine 6cr
Box, small/large 10cr/30cr
Building, wooden 20cr/ft2
Candles (10) 1cr
Cart/Wagon 60cr/250cr
Case, map or scroll 2cr
Castle 40cr/ft2
Chest, small/large 2cr/4cr
Crowbar 2cr
Flask or Vial 1cr
Flint and steel 2cr
Grappling hook 3cr
Hammer, Driving 2cr
Hangar (10) 2cr
Holy symbol (wood/silver) 3cr/25cr
Holy water (flask) 25cr
Ink (1 oz. vial) 8cr
Manacles, iron w/key 5cr
Manacles, combonation steamlock 25cr
Iron pot 2cr
Ladder, 10-foot 20cr
Lantern 5cr
Lock, iron 5cr
Lock, combonation steamlock 25cr
Mirror, hand (steel/silver) 5cr/15cr
Mirror, wall (steel/silver) 20cr/50cr
Oil (1-pint flask) 2cr
Palace 50cr/ft2
Parchment/Paper (10) 2cr
Pole, 10-foot wooden 1cr
Quill and nib 1cr
Rations (per day) 1cr
Rope (10ft)/Chain (50ft) 1cr/10cr
Sack, small/large 1cr/2cr
Saddle, Bag, Tack, & Harness 25cr
Shovel (small/full) 1cr/3cr
Spectacles (with protective case) 20cr
Spikes, iron (12) 1cr
Spyglass 100cr
Stakes, wooden (10) 2cr
Survival pack* 20cr
Thieves’ tools 30cr
Torches (12) 3cr
Water/Wineskin 3cr
Whistle 1cr
Wine (1 pint) 1cr
* contains: backpack, bedroll, candles, flint & steel, 10 days rations, rope, torches, and a waterskin.
Under Construction. Discussion of costs welcome.
Though BareBones Fantasy is designed for simplicity and versatility, it is known that gamers like their variety of weapons. So a gadgetry system is provided here to allow players to make the weapons they way want.
Robotic and altered body parts are just another form of gadgetry, except that the object being modified is a character's fleshly body or the robotic parts attached to it.
Unless modified, robotic body parts recreate the capabilities of the original body part, matching it to your body. Additional implants monitor your body for automatic adjustments. You may apply the same modifications to robots.
There are no slots. The GM must approve all robotic body parts using his sensibilities. It is recommended that the GM put thought into it.
There is only one rule regarding robotic body parts: it can't be modified. Robotic body parts are made-to-order. You must buy the whole object being modified. Thankfully, cybernetics is modular. You buy cybernetics by the body part. Following are the body parts that can be replaced with their base costs and surgery cost. If no surgery is performed, then pay only the cost of the part.
Body Gadgetry | Item Cost | Surgery Cost | |
ARM | |||
Forearm (includes hand and elbow) | |||
Hand (Must have forearm replacement) | |||
Tentacle, Manipulator | |||
Upper arm (Forearm, elbow and hand must also have replacements) | |||
LOWER BODY | |||
Foot (Must have foreleg replacement) | |||
Foreleg (includes foot) | |||
Knee (Foreleg and foot must also have replacements) | |||
Lower Body (Includes hips and both legs) | |||
Tentacle, Arm | |||
Thigh (Knee, foreleg and foot must also have attachments) | |||
TORSO | |||
Breast (Left or Right) | |||
Chest (Both breasts and heart) | |||
Heart | |||
Neck (Includes Throat) | |||
Spine | |||
Throat | |||
ABDOMEN | |||
Belly (Includes Stomach, Liver and Intestines) | |||
Intestines | |||
Liver | |||
Stomach | |||
HEAD | |||
Ear (Left or right) | |||
Eye | |||
Forehead (Includes partial brain replacement) | |||
Full Brain Replacement | |||
Mouth | |||
Nose | |||
Partial Brain Replacement | |||
MISCELLANEOUS | |||
Cyber implant (Requires flesh to which to attach) | |||
Gel implant (Requires flesh to which to attach) | |||
SPECIFIC MODIFICATIONS | |||
Ability Enhancement (Up to 1 magnitude above unit's original ability.) | -- | -- | |
Automation (total cost x 3) | |||
Magnify Ability | |||
Subdermalize Gadget (surgery cost x 2) |
The simple gadgetry list is given first, followed by the more detailed extended list for players who want more options.
Gadgetry | Cost | |
Armor Modifications
Density (Improve or reduce)
Ablative
Bow and Arrow Modifications
Arrow/bolt
Shaft
Bow
Loader
Gun Modifications
Ammo
Payload
Self-destructing (Not available for buckshot)
Size
Firing Mechanism
Loader
Barrel
Magical Modifications
Personal Lock
Standard Equipment Modifications
Booby Trapped
Collapsible
Combining
Compartment
Concealable
Dead Man's Grip
Disposable
Durability (Quality)
Electrified
Lock
Miniaturization
Personal Lock (Modern Tech)
Numerical Increase [Extended]
Retractable
Weight
Simple gadgetry is identified with an asterisk (*). Use this option if you do not wish to construct every aspect of your equipment.
Armor Modifications
Density (Improve or reduce)
Ablative
Bow and Arrow Modifications
Arrow/bolt
Shaft
Bow
Loader
Gun Modifications
Ammo
Payload
Self-destructing (Not available for buckshot)
Size
Firing Mechanism
Loader
Barrel
Magical Modifications
Personal Lock
Standard Equipment Modifications
Booby Trapped
Collapsible
Combining
Compartment
Concealable
Dead Man's Grip
Disposable
Durability (Quality)
Electrified
Lock
Miniaturization
Personal Lock (Modern Tech)
Numerical Increase [Extended]
Retractable
Weight
Following is an equipment modifications system based on commerce.
Common services such as engine repairs, overhauling and weapon repairs are all subject to differences in cost in similar ways to products so may use many of these same tables.
HAGGLING
Haggling is usually a contested WIL roll between yourself and the one buying or selling in order to adjust the cost. (Modifiers may apply.) The winner of the contest adds the amount of their success to the amount of the loser's failure and multiplies it as a percentage adjustment to the cost. The player character may choose to cancel the transaction and go somewhere else if they do not like the roll. You can't haggle more than once.
To simplify this, you can simply take a list of items needing to be purchased and roll against your score to determine the general cost of all items purchased. You may haggle using either your INT score or your WIL score. Sharks may use their skill score instead.
Vehicles and engines cannot be haggled below 15% off unless they are used or are acquired through the underground market.
Haggling for services may only occur with individual contract workers.
HAGGLING BY ROLE-PLAYING
Role-playing the sale may be done, in which case, you may give specific offers and perform a contested haggling roll. If you succeed, your offer is accepted. If you fail, you are not allowed to purchase the item. If it is a tie, the other proposes a counter offer that they must roll for. The GM or player may deem an offer to be too extreme for which to roll.
QUALITY (VALUE)
All things made have varying levels of quality from very poor to extremely high, and this is demonstrated through design, workmanship, and quality of materials.
When a pre-owned item is purchased, roll on the following chart to determine its quality. If the quality is already known, and is to be purchased, multiply the list price by the percentage provided and add or subtract that number from the normal listed price.
QUALITY TABLE
Roll Quality Item Level* Bonus/Penalty
00-04 High Quality 6 +20%
05-19 Very Good 5 +10%
20-29 Good 4 +5%
30-39 Average 3 0
40-69 Poor 2 -5%
70-86 Very Poor 1 -10%
85-96 Disposable 0 -20%
97-99 Worthless -- --
Experimental items move up this list with each stage, starting with Disposable.
Bonuses and penalties also apply to all rolls made with the item. Add the number to the percentage chance.
Additionally, the percentage is added to or subtracted from 100 each time the item is used or when determining structural failure.
REPAIRS
To move an item up the Quality Table list that was acquired from a junk dealer (See Junk Dealers below), a person with the appropriate repair skill can repair an item of equal or lower level by taking 1 day for each difference in level of the item minus 1 for each level of the repair skill used times the number of steps moved up in quality. You cannot move an item further up in quality than its original quality level.
The success rates vary depending on what is being repaired, but the procedure is the same for all skills. If the damaged equipment is repaired in a shop, there is no chance it will break down again based on damage before repair and is still subject to aging. (See Aging Item Quality below.) When a repair is made away from a shop ("in the field") with a personal toolkit, there is a chance that the device will break down again. This chance accumulates from day to day; a device has a 10% chance to break down in the first 20 hours, 20% in the second 20 hours, 30% in the third, and so on. When something breaks down, the referee must decide whether the damage is minor, major or total. A minor repair takes 1 d10 minutes, a major repair takes 1d10 hours and a total repair takes 1d10 x 10 hours.
AGING ITEM QUALITY
The age of an item will affect its quality. Every item moves down in quality 1 step for each PanGal year up to 3 years after its creation, and then 1 step for every .5 PanGal years. An item may be repaired, but still must follow age progression. If repaired after the first 3 PanGal years, the quality still continues to drop every .5 PanGal years.
To randomly determine the age of a salvageable found item, use the Age Table.
AGE TABLE
Roll Age
98-00 New
93-97 .5 yrs
85-92 1 yr
78-85 1.5 yrs
70-78 2 yrs
61-69 2.5 yrs
51-60 3 yrs
41-50 3.5 yrs
32-40 4 yrs
24-31 4.5 yrs
16-23 5 yrs
11-15 5.5 yrs
01-10 6+ yrs
QUANTITY (VOLUME)
The amount of supplies you purchase can decrease expenses.
QUANTITY TABLE
Item* Qty reduced**
Staples 20 lbs. %5
Technology 20 ct. %10
Chemicals 20 gal %5
Fuels 100 gal or 100 ct %5
* Each product only. For instance, not just all fruit, but bananas only.
** Add a zero to the Qty to reduce the cost even further by the stated percent.
Under special circumstances, such as seeking to get rid of stock, a merchant may reduce his costs to be lower than the cost reductions in the table above.
AVAILABILITY
Different products are more readily available in some places than in others. The price of an item may be adjusted by the Referee based on its availability to the region, legality, rarity, or special order. This is the Referee’s discretion based on the region and item.
Region. The region can affect the product’s availability through distance and legality. A region may be a province, country, continent, planet, solar system or sector of space.
Legality. When an item can be obtained, but is illegal for public consumption, this can affect the cost substantially. If legally obtained from another source and in good demand, but illegal for general sale, known as contraband, the item may be marked up considerably and haggling is usually almost non-existent. If acquired through some question of legality, such as stolen, it is in need of being moved quickly, so the item may already be reduced in cost and may be easily haggled down further.
Rarity. Some items are exceptionally rare no matter where you buy them. These items are usually in very high demand, driving their cost up substantially. If you’re after a rare item, expect to pay a hefty sum.
Special Order. These are items that the merchant doesn’t normally sell or they are currently out of stock on. You are generally only allowed to pay the full cost of the item without haggling. If the item was on sale, you may order it at the sale price only if you pay in advance.
Direct. Sometimes you can purchase items directly from the manufacturer if you buy in the area of the manufacturer. This can afford you some significant cost reductions up to 30% off the listed price for new items.
AVAILABILITY TABLE
Circumstance General Adjustment
Imported Up to +20%
Contraband Up to +50%
Questionable Acquisition Down to -50%
Rare Up to +30%
Special Order At cost
Direct Up to -30%
UNDERGROUND
The further you are from civilization, the more expensive items and fuel are. This is because of both traveling distances and piracy. Because of this, the most expedient and least expensive purchases are going to be those found on the black market.
SMUGGLING
Smuggling is a lucrative business. With so many trying to avoid detection or the transfer of questionable or much needed materials for starving colonies, smuggling is the cogs that keep the world turning. For this reason, it is tentatively tolerated by the authorities.
Smuggling is a great way to make money and is also a great way to acquire anything you need. For the right price, a smuggler is often willing to transport any goods you ask them to.
Generally, the cost for smuggling items will be around 1/3 the end cost of the items. Use the haggling chart above to adjust the cost.
SLAVERY
Slavery is a condemned practice in many places, but antislavery laws are not generally enforced in outside or fringe territories unless the physical health of the slaves are being endangered, and when certain people of at least moderate importance are forced into slavery.
Slavery is also looked down upon because of the availability of anthropomorphic constructs. If you wish to buy a slave for whatever reason, it will cost you around 2,000 Cr. The tables in this article may also apply to slave purchases.
There are 3 types of slaves: those who are forced into slavery, those who are paying off a debt, and those who volunteer themselves to slavery in exchange for food and lodging. Those forced into slavery are considered to be under Questionable Acquisition in the Availability Table and is punishable where slavery is allowed, but regulated.
JUNK DEALERS
Salvage is a booming business, making junk dealers extremely common and a good alternative to the underground market or paying the full price for new items. However, without someone to repair or reconstruct the item, there are going to be quality issues affecting the item. Roll twice on the Quality Table. Whichever roll is higher is the unchangeable original market condition of the item. The lower roll is the current condition of the item.
The character's prefer hand affects the use of weapons. Choose right or left-handed or roll a die. If you roll 01-70, the character is right-handed. If you roll 71-98, the character is left-handed. If you roll 00, the character is ambidextrous. Receive -20 penalty on all checks when using the wrong hand unless ambidextrous. Unless ambidextrous, a single favored hand must be chosen no matter how many arms a character has.
Loyal or Disloyal - Loyalty isn't always about sticking one's ground in defense of the one to whom they are allied. And it isn't always about whether they will betray the objects of their allegiance. Loyalty is about how strongly they uphold their adopted ideals and work to protect their friends. If they must fail in one area, a loyal person will seek to make up for it, even from afar. Inversely, a disloyal person isn't always a traitor. Their other codes may affect how they fulfill loyalty or disloyalty. Honesty and kindness may influence them simply not to have a strong desire to fulfill the requests of those to whom they are allied, even completely disregarding everything they say. It is more a gauge of how much one serves an external cause (loyalty) or themselves (disloyalty).
A WIL check may be required to defy a moral code. Repeated or extreme attempts may result in a permanent change in moral code.
Characters can carry any number of statuses, as long as they have the required paperwork. If not chosen, the characters are assumed to be citizens of some city and country.
» Noble (Politician/Nepot) - You have paperwork demonstrating your noble lineage, marriage to a noble or assignment by a royal. Privileges: Approach to the local crown. Approach to any noble. You are eligible for invites to stay at the local royal house and to any royal's banquet.
» Royal (First Families) - You have paperwork demonstrating your royal lineage or marriage to a royal. Privileges: Approach to any crown. Eligible for invite to stay at any royal house and to any royal's banquet.
» Bourgeoisie (Businessman) - You have trade status within a guild or house. Privileges: Approach to any noble. You are eligible for invites to royal banquets.
» Royal's Servant - You are a servant within the royal house. Privileges: To purchase items in the royal's name. Approach to a noble in the royal's court.
» Noble's Servant - You are a servant within a noble's house. Privileges: To purchase items in the noble's name.
» Courtesan (Senior Staff) - You are in service to the crown. Privileges: You have approach to the crown. Only Nobles and Bourgeoisie may have approach to the crown as a courtesan.
» Cupbearer (Bodyguard) - You are the only peasant with approach to the crown. Privileges: Approach to the local crown. You are not permitted to speak to the crown unless reply is expected. You taste the royal drink and food for the crown and put your body between an attacker and the crown.
» Protector of the Realm - You are a noble and a hero of the people. Privileges: You may enter the tent of military officials. You have unsolicited approach to any local military official in a public place. You may appear in presentable partial plate mail at a royal banquet. (Quiet upper body plate mail without helmet or chain mail.)
» Citizen - You are a recognized member of the local kingdom. Privileges: To purchase goods and services and have unfettered access to the kingdom.
» Freeman (Enclaved) - You or your forefarther are a former slave or foreigner that has been given the status of a citizen, but will always be recognized as a former slave or immigrant. Privileges: Citizenship.
» Slave (Illegal Immigrant) - You are property owned by a bourgeoisie, noble, or royal. You have no rights and no status in any kingdom. If you flee slavery, you will be hunted. Privileges: None.
» Career - Applied the character's skills only as they work within that character's chosen career path.
» Catchphrase - Use any number of catch phrases when performing actions.
» Declared Actions - Consistently declaring specific actions. (See Declared Actions.)
» Flashbacks - When characters enter a situation, the GM may have players express a character memory regarding a similar circumstance at an earlier time. The player should write details of the flashback on their character background. At the end of the session, the GM may review character backgrounds to see if flashbacks were recorded.
» Special Effects - Spell-users may choose a particular magical special effect (lightning, fire, shadow, etc.) that their character will use from then on and consistently describe spell effects using that particular special effect in order to receive a development point.
(Hack and Slash Variation of DP)
To turn BareBones Fantasy into a hack and slash game, provide experience points (XP) for each encounter that may be traded for DP. Here is one way of doing that:
» Combat XP - Gain 1 XP per rank for each opponent you defeat. So if the monster or NPC is rank 3, you gain 3 XP. Divide the XP among the party, giving any remaining XP to the one who performed the killing blow.
» Challenge XP - Gain 1 XP for overcoming a non-combat skill or ability challenge, or 1 XP per level of opposing skill check for success.
» Trade XP for DP - For every 10 XP you earn, gain 1 DP.
» Disallowed DP - Survival, ability, skill and victory are taken care of in combat and skill challenges so you do not gain them as DP.
» DP Pairs - You only get DP for one of a pair from the following pairs: Discovery or Innovation, Role-playing or Personal, Notoriety or Success.
» Abilities (Addendum) - Extremely high scores are more expensive. Scores at 75 or higher cost 2DP per point and scores at 100 or higher cost 4DP per point.
A character’s or encounter’s threat rank helps the GM determine its overall effectiveness in combat and is used to choose appropriate challenges for a party of PC’s. Perform the following steps to achieve the threat rank. (While more detailed than most BBF mechanics, it is more accurate than Rank as printed. Some spells and other effects that normally rely on Rank may best rely on an appropriate skill level instead.)
» Step 1: Score of Best Attack - Identify the unit’s most effective average attack (from weapon, spell or special ability) and note its attack score. Count 1 point for every 10%. (Characters round down. Encounters round up.)
» Step 2: Damage of Best Attack - Divide the maximum number of damage dice for that attack from the weapon, spell or special ability by two. (If doing damage to multiple opponents, add up the total number of attack dice.)
» Step 3: Best Attack Result - Multiply the result from step 2 by the result from step 1
» Step 4: Assist Others - Add +1 if the unit has an aid spell or leader skill.
» Step 5: Number of Attacks - Calculate the number of actions the unit gets before all its attack chances of success reach “0%” and multiply it by the current total.
» Step 6: Average Damage Nullification - Identify which way the character actively resists the most amount of damage per encounter from one of the following.
* Levels 2, 4 or 6.
C) Special Ability. The total average damage prevented by a special ability’s action(s) each round. (If damage dice are prevented, divide the total by 2.) This number represents the value of its special ability actions.
» Step 7: Number of Defense Chances - Calculate the number of actions the unit gets before all its defense chances of success (from step 5) reach “0%” and multiply it by step 6.
» Step 8: Damage Reduction Value - For every 2 DR, the unit gets 1 point. (Includes DR or other damage dice reductions from non-action special abilities and magical items.)
» Step 9: Damage Absorption - Add 1 for every 5 BP.
» Step 10: Final Threat Rank - Add the results of steps 5, 7, 8 and 9 and divide the total by 3. (Round down if player unit, round up if opponent.)
Example:
Lifting and Encumbrance - See STR Lift table in Unit Creation. Roll for fatigue if object is more than 1/2 lift. Roll for fatigue if carrying object 1/4 of lift. Roll for success if object is greater than 3/4 lift. Character will be fatigued when lifting 1/2 lift. The number below the target number divided by 10 is the number of turns it can be held. (Example: If a character has a target of 40% and roll 22, they can hold it for 2 rounds. That is 18÷10 round up. Otherwise, they are simply fatigued until the light encumbrance is removed.) Target will be fatigued 1D turns after putting down the object.
Whenever a player character or heroic NPC performs a special attack or defense action, they may declare an action that alters the combat rules for that attack; if they state the action, describing how it is performed, the GM may permit it. If the GM chooses, a bonus may apply to the attack, damage or resistance check. Following are a list of declared actions that a player may call during an attack. Each one provides a suggested ruling that the GM may use, or the GM may provide a ruling of their own in its place, or may fulfill a requested ruling by the player. To perform declared action, a success role must be made.
Special rules may involve permitting free attacks, using up attack actions, defining it as an extra action and ruling on the space required or distance covered, among others. This list of declared actions is not hard coded, but is meant to assist GM's in making quick calls and familiarizing them with, and encouraging, special and familiar actions.
» Block - Use your warrior melee skill to block blows. On a critical success, you may choose to deflect the blow to an adjacent target.
» Dodge - Move one space to the right or left when rolling a DEX-based resistance check.
» Advance - Move the target of your attack back 2 spaces whether they defend the blow or not.
» Berserk – you may get a 5% chance per level to go Berserk that turn. If successful, you can only use one type of attack that turn and you receive no penalty for your next attack and only a cumulative -10 for each attack after the first.
» Called Shots – make an attempt to perform a head shot, remove an arm or leg, disarm your opponent, etc., at -20. Get -10 for each new attempt to do the same thing down to 10%.
» Feint - you may provoke your opponent, as a free action, to perform a resistance check. If they fail, then you may perform an attack action from which they cannot defend.
» Grapple/Submission - Attempt to grab hold of your opponent or break a hold with an unarmed combat check. The opponent becomes unable to move. If grappling your opponent from behind, you may attempt a submission hold instead, in which they are unable to attack or defend.
» Intercept - you may choose to intercept a blow to an adjacent ally using any manner of defense at your disposal.
» Joint Assault - two or more characters may perform their first attacks all at the same time at the sacrifice of all their extra actions that turn. The defending character may only defend against one attack.
» Knock Prone - You knock your enemy flat to the ground.
» Parry - you get DR1 for each weapon in hand.
» Pierce Chink - When you find a chink in your enemy’s armor, you may attack that chink. His DR is halved vs. this attack.
» Shield Bump - if you have a shield in hand, you may move an opponent (your size or smaller) back 1 space and knock them prone.
» Seize the Initiative - Gain initiative. You get to act first the next turn. You cannot perform any more actions this turn.
» Stay Alert - As long as you are not being attacked, you get a +20% to your next action.
» Stunning Strike (Before rolling the dice the player may announce that the character is attempting this special unarmed strike. If his attack hits, it does divide the damage by two and the target counts as stunned and can make normal resistance checks to remove the condition.)
» Taunt - You insult or distract one opponent within five spaces of you. He is at a -10% penalty on attack/casting rolls on their next turn.
» Threaten - You challenge an enemy within 5 spaces of you with an opposed WIL check. He must make his next attack at you.
» Weapons Locked - Use a WIL instead of STR as the base for a combat skill check to keep yours and your opponent's weapons pressed against each other to prevent your opponent from attempting an attack. Requires one level in a combat skill.
» Balance
» Bluff
» Climb
» Hide
» Intimidate - You may use your combat skill, WIL or STR score to attempt to intimidate your opponent.
» Jump
» Perception Check - Each skill is also a unique form of perception. Choose a skill and use LOG instead of its listed ability. A thief would know who is a prime target and who isn't. A computer technician would notice if a program has been tampered with. A warrior can identify another warrior in plain clothes. A scout can notice something out of place and determine whether it indicates danger.
» Persuade - You may use your LOG or WIL score for a persuasion attempt.
» Run
» Swim
» Technobabble - Confuse, bluff or distract a listener using technobabble specific to your skill and chosen career. Listener may perform opposed WIL check or opposed skill check. Listener is transfixed for 1D rounds per level, after which the listener gives up trying to understand.
A unit may acquire combat and non-combat actions specific to their skills, called techniques, that can be used as long as success and/or damage can be rolled. Techniques cost 2 DP each. A character's collective techniques for a particular subskill is a "suite". You may acquire a technique only once.
You must call the technique before the roll for success. If able, non-combat techniques may be applied to combat.
The following techniques require at least 1 level in a combat skill.
» Armor Ablation - Cause your armor or shield to take the full damage and be knocked back 1 space. Determine what area the damage was taken. You lose armor in that area or your shield is destroyed.
» Armor Deflection - As long as you are wearing armor or a shield, you get +1 DR.
» Drunken Dodge - When you successfully defend a melee attack, your opponent does 1D damage to their self.
» Luck of the Rat - Cause your opponent to reroll their attack dice and you choose which result.
» Strength of the Ox - Exchange damage done to yourself by this attack for a condition of your choice. (You cannot stack conditions.)
» Transcendent Transformation - Exchange one condition caused by this attack for another of your choice. (Limitations may apply.)
» Will of the Tiger - Get +10 to defense.
The following techniques require at least 1 level in a combat skill.
» Black Widow Affliction - Cause a persistent non-damaging condition.
» Defensive Stance - Your attack sets you up for your defense. You get a free resistance roll as your next action.
» Deflect Arrows (Warrior) - Prerequisite: Choose a skill to associate with deflect arrows. Your character trains regularly to be able to deflect incoming arrows as an action one at a time with a skill check.
» Lightning Attack - You can attack another opponent that qualifies for an attack without a multiple action penalty.
» Lotus blossom - Make attacks on multiple adjacent targets at once with only a cumulative -10 penalty for each additional target. All adjacent individuals must be attacked. You may keep from striking any individual sharing the same space as you.
» Mantis Precision - Get +10 to attack.
» Mighty Blow - You inflict extra 2d10 damage.
» Rapid Reload - You can reload a missile weapon as a free action this turn.
» Riposte (Warrior) - when you successfully defend an attack in your frontal region, you may attempt an attack of opportunity. (The player must describe the action.) Unless the attacker has prepared a defense against riposte, the riposte succeeds with a successful skill check as a free action. If attacked from behind, instead, you may do this, but sacrifice your first action on the next turn. You may also defend against riposte with a prepared action.
» Simian Rage - As long as you are engaged with your target, performing no other actions than attack, your target cannot attack anyone but you.
» Skewer/Shatter (Warrior) – you may attempt to run an opponent of a certain subsize through with a single sword strike or shatter ribs with a crushing weapon, depending on the following STR requirement: Very Large (9'+) 90, Large (8'+) 80, Very Tall (7'+) 70, Tall (6'+) 60, Average (5'+) 50, Short (4'+) 40, Very Short (3'+) 30, Small (2'+) 20, Very Small (1'+) 10. The weapon does maximum damage. (10 for each 1D. 5 for each 1D/2) Armor DR does not apply.
» Sunder/Splatter (Warrior) – you may attempt to sunder with a blade or splatter with a crushing weapon an opponent of a certain subsize with a single blow, according to your STR: Very Large (9'+) 100, Large (8'+) 90, Very Tall (7'+) 80, Tall (6'+) 70, Average (5'+) 60, Short (4'+) 50, Very Short (3'+) 40, Small (2'+) 30, Very Small (1'+) 20. (Weapon subject to GM approval.) This is an instant kill from which the opponent cannot recover or be resurrected by a non-deity. Situational modifiers may apply.
» Viper Strike Lingering Death - You inflict a wound that continues to do 1D/2 damage every hour. The target cannot recover from damage until the residual damage condition is removed.
» Wasp Infliction - Do an additional 1D Damage to a single target.
» Wind Strike - Split up the damage dice down to 1D/2 or more. (Restricted from ranged non-magical attacks)
» Combat Magic - Use a weapon to attack with a spell in a single action.
» Fast Casting - You can cast a spell this turn without a multiple action penalty.
» Fearsome Display - The effect of the spell is much more dramatic than usual. Until the beginning of your next turn, anyone attempting to make a melee attack against you must make a Willpower test -10% per spell caster level or be only able to move or defend.
» Mighty Spell - Once each turn, if a spell does damage, you may have one target of the spell of your choice take an extra 2d10.
» Skillful Casting - You increase the usage of one spell by one extra casting per day/turn/level, whichever applies. You may take this multiple times, but only once for each spell chosen.
» Controlled Failure - You safely spring a device or circumstance by choice and control the result.
» Damage Control - Doubles in failure have no effect.
» Jackpot - On a critical success, you determine the result directly related to your effort. (You cannot control the responses of NPC's and external factors, only the response of an NPC to which you are applying a persuasion attempt.)
» Simulacrum - If you fail by 10%, you are still able to achieve similar, but less effective results.
Signature tactics, or action combos, are predetermined sets of two or more actions and movements triggered under specific criteria that are standard for a particular character. Each character gets one signature tactic that they can tell the GM they wish to perform automatically whenever the triggering conditions are met. These tactics are performed with a +10 bonus to success where a roll is required. The GM assumes the character performs those actions under the triggering criteria with the permission of the player. This allows the GM to take shortcuts and move through battle more quickly.
To create a signature tactic, a player designs a suite of consecutive actions they can perform using a +10 bonus to success, designed to take place under specific circumstances defined by the player to act as a trigger. It is recommended that the circumstances be commonplace. The actions do not have to all take place in the same turn, but must be consecutive. No actions can be injected. They are treated as pre-planned actions.
A player can change their character's signature tactics at any time with notice to the GM prior to combat. The GM describes the actions of the character, allowing the player to cancel the combo to use different actions.
The application of poultices or eating are prohibited from combos. (Drinking is not a prohibited action.)
A game needs 4 things to simulate flight: vector, Gees, dimension and scale, allowing you to carry on seamless action from character combat on up to colossal spaceship combat.
For characters, a "space" of any type is approx. 2 m. This may vary due to PC size, oxygen deprivation, disorientation, aquatic combat, etc. (GM decides.)
A unit must end up in the center of the furthest space the center of the chit touches that turn.
If the space's scale (See Scaling Movement on the Fly below,) is double a ship's size or less, two ships of the same size cannot be in the same space at the same time (even if just moving through,) without colliding. However, as long as the hex is more than twice a ship's size, no collision is necessary, unless the space is locked within the other ship's hull size.
When double-mapping, (See Three-dimensional Movement below,) opposing ships may be on the same space on one map, but in a different space on the other; otherwise the above rule applies when both ships are in the same space on both maps.
As long as the space's scale is double the size of a soft object (e.g., character), the soft object must roll DEX to determine if it collides with an object its size in the same space. If it succeeds, it is considered to make contact, but simply brush or squeeze by. Otherwise a collision takes place and damage may be done. (GM decides.)
Diagonal movement on a square equals 1.5 squares (3 m).
The 6 sides of a hex are the cardinal directions (Light gray hexes,) on the map below, representing whole facing changes of 1.0, 2.0, etc. Each corner on a hex points toward the ordinal directions, (Yellowish hexes,) indicating a 0.5 (1/2) facing change. Between those are the primary (pink), a 0.33 (1/3) facing change, secondary (blue), a 0.25 (1/4) facing change, tertiary (green), a 0.2 (1/5) facing change, and quaternary (not shown), a 0.166 (1/6) facing change. Add the values of all facing changes in the turn and round up.
These also indicate spaces traveled, traveling 4 hexes when moving to a secondary hex (Through the cardinal [1], ordinal [2], primary [3], and secondary [4] hexes) as depicted by the green arrow in figure 2. The hexes in Figure 2 correspond to minutes on a clock. Multiply the minutes times 6 to get degrees.
Divide movement between two maps to track the third dimension of depth. (Knowing the shape of a larger object by a topographical map, floor plan or cross-section, also helps.) The second map can be a grid page, vertical track, ruler, or even just notations. In most cases, moving only 5 spaces may appear as 4 on one map and 3 on the other. (As an example.) Or the unit may appear stopped on one, but moving on the other.
CONTEXTUAL RELATIONSHIPS
Simulate atmospheric flight, or flight over a moon's surface or an object in space, such as the hull of a large nearby ship, by tracking the craft’s distance from a fixed surface as the ground on a map.
For ships as the “ground”, you can move below the field of the ship, but that ship should always represent a flat plain in relation to the area around (“over”) it on the vertical track.
While the larger ship may be traveling at 37,500 kph, the smaller ship may be moving at 300 kph in relation to the hull of the larger ship as if passing over a stationary surface. Though this is only possible if the larger ship is moving along a fixed path, otherwise treat the larger ship as sinking or swelling ground, depending upon the direction of its maneuver.
If the larger ship increases speed faster in one direction than the smaller ship, treat the smaller ship as moving in reverse or falling down beside a wall (the larger ship). The smaller ship must expend at least as much thrust in the direction of thrust of the larger ship in order to keep up. If the smaller ship is thrusting in the opposite direction, add the larger ship's thrust and movement to its movement. Though in a stationary position over the “ground” ship, you do not get to change the facing of your ship as if stationary while applying thrust.
VERTICAL TRACK
Use the hex at Point Zero (center) to determine the plane above and below which the action takes place. You do not need to use a ship to identify Point Zero if you don’t want to or don’t have one.When you move in any direction other than vertical on the vertical track, just move the piece as if on a full map, cycling back and forth between left and right hexes as you move (as demonstrated by the arrows inside the Vertical Track), maintaining the chit’s facing. If you need to, you may demonstrate the movement on the full map and then use the result to determine where it would end up on the vertical track.
If the vessels are too far above ground level, then consider either the middle hex or the bottom hex as the “deck”, below which is dangerous to enter.
The following rules bridge character movement seamlessly with space movement and all the shades in between. Choose the scale appropriate to the speed.
While graphic maps are useful to express the terrain, use the Scaling Map below to track scale without the distraction of inapt graphics. (However, some computer programs can track all scales with map graphics.)
Use the Scaled Movement table on the Scaling Map sheet to change scale as needed throughout your game. Move up and down the scale as speed changes. The relative hex size on the Scaling Map indicate the relationship between objects on different movement scales. It comes with the table and reminders to eliminate rules referencing.
Choose the scale you want, then start your next turn on that scale. Using the Scaled Movement table on the Scaling Map, choose a hex size in the Hex Size column or speed in the kph/Hex column and use that scale row for movement and note the Turn Time. The speed should fall within at least 1 hex movement for that scale or be “0”. Each turn time on the Scaled Movement table is labeled with a likely application, such as Character or Spaceship to make scale choice easy.
Turrets Special Rule
Turreted weapons have a maximum movement scale that they can combat on labeled "MS". (Scale 6 or smaller.) They cannot lock onto units on a faster scale.
You may change scale when any vehicle or spaceship slows to 2 hexes or slower movement or increases to 5 or 10 hexes on the current scale. If the ship slows below 1 hex or speeds up above 9 hex movement on the current scale, it must change scale. You must declare that your ship is changing scale within a hex when slowing below 1 hex movement or it is considered stopped.
Each scale uses 2 turns for each turn on the higher scale. For example, scale 6 plays out 2 turns for every 1 turn on scale 7, while scale 4 plays out 8 turns in that time.
When operating multiple scales of movement and combat, you must track the time and occupy it more specifically for higher scales during the shorter turns, (Such as fighter combat and turret fire,) allowing plots and specific repairs to take place on larger ships during shorter turns.
You may choose to divide actions according to a lower scale in order to make sure they are resolved more quickly, more thoroughly or more accurately on a higher scale.
The closer ships are to each other, the faster the action takes place and the more frequently damage happens and the harder it is to avoid damage. So there is no significant difference in how combat is handled between scale 7 and scale 4 (or any other scales) except as affected by reaction times per the discretion of the Referee.
When ships are closer and slower moving, they will have a faster firing solution, thus, no matter what scale, attacks and counter attacks can still occur every round.
Due to this method of mapping not being able to use graphical maps to represent topography, topography must be tracked in a different way. You can do this in a number of ways.
» Interchangeable Topographical Hex Maps - Keeping a variety of generic isolated topographical features on hand that can be used for any scale can be especially helpful. They should not be whole maps, but such a map would isolate a specific feature, such as a single mountain or chasm.
» Topographical Markers - Chits with height indicators (e.g., "2.1k") can be placed on hexes to show the height of that hex. You would not do this for every hex, but for the peaks and valleys.
» Topographical Overlays - Similar to interchangeable hex maps, using clear overlays with stock topography (Mountains, spires, chasms, valleys, etc.) marked on them can be laid over the blank hexes to help units move through the area in the quickest and most easily manageable way. Height chits, erasable markers or grease pencils can be used to indicate the height of the topography on the fly. Or you can print the hex map as an overlay to another map or image.
» Wing It - A little imagination can be used to imagine the topography, described as you fly through it can allow for the most freedom, but can lead to some discussions about the relationships of topographical features.
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Between adventures, choose a weapon in which you are skilled, unless Cleric. You get +5 to attack and to damage whenever using that weapon.
You must have at least one skill level in warrior and a one-handed melee weapon in each hand. Gain +10 to your melee score and +10 to physical resistance checks for each hand with a weapon in it after the first.
When using a two-handed weapon one-handedly, receive a -10 penalty to success and do not apply STR bonus to damage.
Weapons thrown in water have a range of 1 space and do no damage. They then fall to the bottom of the water.
When using two hands with any weapon that can be used one-handedly, get +10 to success. Requires that you not be holding a shield or any other object with one of the two hands. Does not apply to more hands.
When throwing weapons, add a number of spaces to the throwing distance equal to your STR bonus. If the target is within the weapon's natural range, you may apply your STR bonus to the damage.
THROWING HEAVY WEAPONS
Though heavy weapons do not have ranges, they can be thrown with two hands if the person is strong enough. Weapons that were not made for throwing can also be thrown, sometimes with just one hand. If you add 10 to the STR requirement, these weapons can be thrown a number of spaces equal to your STR bonus.
Objects of any type, including weapons normally used as blades, can be used as blunt objects for providing crushing damage.
Opponent is unable to defend if caught unaware.
Soft Cover Crowd. Shooter gets -10 to hit target. If it’s a miss, there is a 25% chance to hit other participants, friendly and hostile. if more than one randomly decide who.
Thick Cover Crowd. Shooter gets -20 to hit target. If it’s a miss, there is a 50% chance to hit other participants, friendly and hostile. if more than one randomly decide who.
Smaller units get an attack bonus equal to the subsize difference with the larger opponent. Larger units get an attack penalty equal to the subsize difference with the smaller opponent. Multiply the difference x10 on the next sizes up, only. Smaller units are unable to harm or escape harm from units 2 sizes up without changes in speed.
Units not moving in combat without cover provoke attacks of opportunity.
Units moving past an attack provoke attacks of opportunity.
Attackers using ranged weapons are at a disadvantage when a target gets within one hex of the attacker, providing a -10 modifier for each hex of speed that the target is traveling when moving through that hex.
Unless the GM says otherwise, a turn lasts about 6 seconds.
Learning to ride a horse or dragon only takes a day's training and requires no skill level. However, you must be skilled to handle combat and special maneuvers. Your mount must have the warrior skill to perform in combat or else it will steer clear of combat or run away.
For each level in the offensive skill
Attacking from a mount or moving vehicle has a negative modifier equal to the spaces per turn of movement as it passes the target and visa versa. For instance, if an attacker is moving at 17 spaces perpendicular to the target, it has a -17 modifier.
PENALTIES
Shooting while moving: -10 for every 5 spaces of movement starting with the first square.
JOUSTING
Add the movement rate of both mounts in relation to each other (How fast each one is moving toward the other,) divided by 2 and add it to the damage. This makes it easier for characters to do damage to dragons in flight.
Each player in combat is assigned a threat level by the GM based on the elements below. The threat level can instigate automatic attacks by creatures and NPC's that feel threatened while causing some to run in fear.
» Subsize. For each difference in subsize between the tallest member of both parties, increase the threat level of the taller member's party by 1, and lower the threat level of the taller member's party by 1.
» Number. For each extra member one party has over the other, add 1 to that party's threat level. For each less member one party has below the other, lower that party's threat level by 1.
» Notoriety. Add 1 to a party's threat level for each point of notoriety of its members known by the other party.
» Distance. Lower the threat level by 1 for each square the two parties are away from each other.
» Ferocity. Add 2 to the threat level of the other party for each member bloodied by the other party.
If one party's threat level exceeds the other party's threat level by 10 or more, the other party must make a WIL check verses intimidation by its member with the highest WIL score.
» Decay [Originally Acid] - The dissolution of flesh or other material caused by such things as necrotic flesh, acid erosion, radiation exposure, metallic corrosion or rust, magical effects, frost damage, and similar effects. Assume one of three damage grades: 1D, 2D or 3D, and any kind of time cycles: per year, per month, per week, per day, per hour, per minute, per turn. In the cycle after exposure ends, (up to 1 day) receive half damage.
» Electrical -
» Falling - For each 10 feet above the ground, a character suffers 1D of impact damage when he hits the ground.
» Impact - All armor counts as DR0 unless resistant to impact damage.
» Shrapnel - Explosions, falling glass and fletched weapons can cause shrapnel damage. Shrapnel does ongoing ½D damage every hour in addition to any bleeding damage caused for every 10 initial damage. Unresolved shrapnel causes continual discomfort.
» Bleeding - For every 20 damage an attack does, the character receives a bleeding condition. Unless the first action each turn is used to hold the wound with a free hand, the character takes 1D/2 damage that ignores DR. Removed if receive healing, or bandaged up after battle. Multiple Bleed conditions stack and must be addressed individually.
» Blinded - The character cannot see, is at a disadvantage in physical resistance checks, is not able to flank opponents in melee and suffers -40 when targeting foes.
» Deluded - The character perceives something that is not real (determined by the GM).
» Fatigue (Addendum) - For every 5 MOV, the character gets -1 (5 - 1 = 4) until condition is removed.
Injury | Penalty to: |
Bleeding | Health Regeneration |
Broken Bone | DEX |
Concussion | Abilities, skills |
Coughing Blood | Fatigue |
Cracked Skull | See concussion |
Crushed Arm | Halved STR |
Damaged Eye | Attack/Defense |
Deafened | Defense |
Head Trauma | Abilities, skills, WILL |
Open Wound | Nature Resistance |
Wrenched Limb | Attack Speed |
Each size scale or magnitude does ten times the damage of the previous scale or magnitude. So if a character with Massive STR fights a character with a Giant's BP, multiply the Massive character's damage by 10. So if it does 3 damage, it actually does up to 30 damage in a full hit on the next size down. (Characters can control how much damage they do up to the damage roll.)
The opposite occurs in the inverse. For example, when a Medium STR character does damage to a character with Giant BP, they do only 1/10 damage to the giant's BP.
For instance, a massive spaceship is clearly going to do a whole lot of damage to a motorcycle or character equivalent to 100 times character to character damage. Vaporization is likely.
Fractions that would be rounded up to doing only 1 damage on a unit the next size up would do only half a point of damage. Half damage applies only after adding another half damage.
When damage dice exceed 4D, you may bump the damage scale up to 1D/5 on the next magnitude.
Powerful weapons, even punching damage from very strong character units, often have a blast radius.
Every bomb has a primary blast radius, in which full damage is done, a secondary blast radius in which half damage is done, and a tertiary blast radius in which quarter damage is done. The two additional radial distances is equal to the primary blast radius so that the full blast radius is 3 times the distance of the primary blast radius.
Any blast on the Massive scale does half damage and has a full blast radius of 1 massive space.
The blast radius and damage doubles within enclosed spaces. (No open air flow.)
Damage from the explosion itself is impact damage.
Housing or burial causes debris to be thrown out, causing shrapnel damage. If the bomb is housed, or is buried 1 Medium space with Colossal damage, do an equal amount of extra shrapnel damage as impact damage. Multiply the minimum distance buried by 10 for each magnitude up or by 1 for each subsize up from 5.1.
Blasts that cause fire damage do fire damage equal to the impact damage.
Runes: The number of slots for runes available on an object.
Bow of Casting - A wondrous weapon that looks like a bow with an invisible string, but the string energizes and produces energy arrows when pulled that perform the will of the user. The user gets the following spells at the level of the user's ranged weapon skill: offensive strike, divination and entangle. The arrows can also create a 5-space globe of light. (Note: It cannot produce permanent spells or permit the user to infuse other weapons with spells.)
Barrier Shield - A wondrous shield that protects its wielder and those behind them as the wall/dome effect of the telekinesis spell equal to the warrior level of the wielder. (Note: The spell cannot be applied permanently.)
Staff of Defense - A wondrous glowing gilded wooden quarterstaff (6') that reduces down to a 2' stick when not in use or extends to 10' to be used as a pole vault. It enhances the wielder's STR and DEX with +20 bonuses. When quickly spun in front of the wielder, it provides a wall defense the same as the telekinesis spell equal to the wielder's warrior level. It breaks non-magical weapons when striking. If the staff is broken, it need only be put back together and the parts will merge.
Club of Might - A wondrous indestructible club that appears as a simple top-heavy piece of timber. It grants its wielder +10 to melee attacks and does damage as a club enchanted with offensive strike equal to the warrior level of the wielder that triggers with an attack. When striking the ground, it can cause a localized quake, fissures and even crumbling earth.
Cloak of Invisibility - A major magical cloak that causes the wearer to become completely invisible when the hood is up. If torn, it loses its power until mended. (Note: The cloak does not hide foot prints, smells or sounds.)
Wizard's Cap - A major magical conical cap that allows a spellcaster to conjure objects (living or non-living) by pulling them out of the cap. The cap opens a portal the size of its rim, as from the 6th level teleport spell, to another area from which the wielder may pull any object that may fit through the rim. The wielder needs only to imagine what they want. However, for each spellcaster level below 6th, the spellcaster has a -10 chance for success. Failure means that the spellcaster pulls out an unwanted item. (Note: It cannot produce a portal larger than its rim and cannot establish a permanent portal.)
GM'S EYES ONLY!
The GM has a number of practices at their disposal that they may choose to exercise when interacting with the players and their characters, usually by means of a patron deity.
The GM may actually directly interact with the characters by means of an avatar through which the GM acts and speaks. The GM can be as open or cryptic as they like.
Usage: 1/Day per character rank for each chosen character.
This is the means by which a patron deity may have a dialog with any chosen character in order for the character to communicate or perform the will of the deity. Through inspiration, the GM communicates directly with the character and can provide instruction or negotiate the fulfillment of a player's request. It is recommended that the GM communicate to the party by means of the same one PC or NPC.
Usage: 1/Day per spell user level for only one chosen character.
The GM may have a player perform a miracle at the behest of their patron deity, or the character may pray for their patron deity to assist them in performing a miracle. It is up to the GM whether the miracle is acceptable or not, or the GM may work with the player through inspiration, to determine a miracle that is acceptable within the game without making it a cake walk. Miracles are generally for the purpose of demonstrating the power and majesty of the patron deity in order to glorify them and fulfill their divine plan. Thus, the miracle has to be in line with the patron deity's primary focus and within the realm of that deity's realm of influence. (Water, destiny, creation, etc.)
Usage: Unlimited
Fantasy settings may provide a prophetic aspect that can enhance a feeling of there being something greater, something mystical involved. Mathematicians, Clerics, psychics and other spell users may have the ability to predict or foretell. Unfortunately, it is not usually up to the caster to determine. The character's patron deity often has other plans.
Prophecy is a toy for the GM more than the character, to add mysticism to the game. With it, you can state what the future will be for a character, a party or the setting as a result of the party's actions. The GM will then influence the events to play out as foretold. To do this, have the prophet state imagery that is representative of the events and able to be loosely interpreted. (If the prophet is a member of the party, you may pass a note with a few keywords that invoke the imagery that the prophet can then relate in their own words in the order written.) You may give a cryptic conclusion to the prediction by stating that there will be a choice that leaves the end of the module open. Or you may show that there is only one possible outcome, stated very cryptically, symbolically, even though more options appear available.
As the adventure unfolds exactly as planned, even though players made their own choices, they will actually enjoy it instead of feeling railroaded. Start out small and then begin practicing more elaborate prophecies as the game goes along. All that needs to happen is allow things to take place in the order you prescribe, disregarding an event that gets out of order. Keep trying until events occur in the order prescribed.
Some creatures are stronger or weaker, more nimble or clumsy, more or less intelligent and stronger willed or easily manipulated than humans. You may use the size STR roll table in the Size rules to determine differences in any of the abilities to humans, even on orders of magnitude.
Use the following magnitude table to determine the scale in relation to the character scale (Medium) presented in the Size section. Each larger magnitude of creature, robot or vehicle counts as the next MAG up, and starts over on the size table for that magnitude. Each magnitude is ten times larger, stronger, faster, more damaging and more resistant to damage than the same size on the lower magnitude. When recording the size of a creature, post its magnitude first, then its size, separated by a period. For example, a size 3.8 creature is ten times larger than a size 2.8 creature, which itself is twice as tall as a human. (Size 2.4.)
0. Miniature (Up to 1½")
1. Tiny (1½" to 1'2")
2. Medium (1'3"-12'5")
3. Giant (12.5'-124.9')
4. Massive (125'-1,249')
5. Colossal (1.25k'-12.49k')
6. Metropolitan (2.4 mi-23.6 mi)
7. Provincial (23.7 mi-236.4 mi)
8. Continental (236.5 mi- 2,365.4 mi)
9. Lunar (2,365.5 mi - 23,655.2 mi)
10. Planetary (23,655.3 mi - 236,552 mi)
After determining its magnitude and size, roll the creature's STR on the size table (See Size) and record the result. Then determine its MOV and Travel rate. You may determine that a creature is faster or slower than human equivalent, in which case, you may apply any speed you deem appropriate. The following size movement table merely provides a basis for comparison.
Subsize Movement | |||||||||
Size | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
MOV | 2-3 | 4-5 | 6-7 | 8-9 | 10-11 | 12-13 | 14-15 | 16-17 | 18-19 |
Travel (Approx. Leagues) |
2.5 | 5 | 7.5 | 10 | 12.5 | 15 | 17.5 | 20 | 22.5 |
The following is a complation page containing all rules affected by size and notes concerning their importance and reasons. Use this only if you want to reference a complete document on size rules.
Size is very important, as creatures, spaceships and even robots, can get quite large. Characters, creatures, robots and vehicles all follow the same size charts for STR scores and BP. Use the following rules to determine variations in ability scores and derivative stats based on the relative size of the object.
Before we begin with the recommended size system, let's look at the obvious option for determining size that demonstrates why the size scale system promoted further down should be preferred.
This option simply requires a multiplier. Roll up STR scores as normal, but apply a multiplier. If a person is twice as tall as a human, they have twice the strength and double the damage. If they are 10 times as tall, they have 10 times the strength and the damage is 10 times greater. You can also use decimals for more finite differences on the standard human scale. (1.0 is 5-5'11".) Twice human height is 2.0. (10-11'11".) Half human height is 0.5. (2.5-3'.) It is more elegant, but multiplication must be performed frequently. Though every weapon would be sized up or down to meet the character's needs in order to change the damage, otherwise the damage remains the same, and only the STR damage modifier would be multiplied by the size multiplier.
To calculate damage, apply the multiplier before rolling dice if the attacker is larger, or after rolling dice if the attacker is smaller.
It also gets a DEX modifier of 2 per whole multiplier regarding the difference in size. So if one creature is 5 times taller than another, it gets a -10 modifier to its attack and defend. Inversely, the opponent gets +10 to attack and defend.
Inversely, the 0.3 unit will have a STR and damage multiplier of 1 / 8 = 0.125 and a +16 DEX modifier. This means, if he uses a weapon causing 1D+3 damage and has a STR of 64, it will do 1D+3+2 damage x 0.125 if a hero, for a potential damage of 0.375 to 3.75 (or 1-4 if a hero) depending on resistance and critical hit, (assuming no critical resistance) with average damage (1.25 or 2 if a hero) being barely enough to provide superficial wounds, but enough to do damage all the same.
The problem with this method is the amount of math required which breaks the system under its weight because it ends up eclipsing all other mechanics for time spent on it. However, the following method resolves all issues of math with an intuitive and easy-to-remember system. However, while somewhat gradual, it has an exponential growth by scale. It is broken down further into subssizes.
Subsize refers to a unit’s longest measurement, whether vertical or horizontal according to average human build. It can also be expressed by its overall circumference. In any case it is a general estimate, not exacting. If you believe the unit’s length does not accurately depict its mass and/or capabilities, you may adjust it up or down as you see fit with GM approval. Subsize is not the same as size, but is a sub-category of size.
STR has a special roll and bonus according to subsize. The subsizes given in parentheses represent the medium (size 2) size scale. The scores on this table adjust for the individual unit's variance within its species and exist in tandem with size scales. Size scales follow different rules. (See Size Scales and Magnitudes for various unit size differences.)
Subsize (Approx. Length/Height) |
STR Roll |
Bonus |
MOV |
2.1. Small (15” [1’3”]+) | 1D | +10 | 2-3 |
2.2. Diminutive (30” [2’6”]+) | 2D | +20 | 4-5 |
2.3. Short (45” [3’9”]+) | 3D | +30 | 6-7 |
2.4. Average (60” [5’]+) | 4D | +40 | 8-9 |
2.5. Tall (75” [6'3"]+) | 5D | +50 | 10-11 |
2.6. Very Tall (90” [7'6"]+) | 6D | +60 | 12-13 |
2.7. Large (105” [8'9"]+) | 7D | +70 | 14-15 |
2.8. Very Large (120” [10']+) | 8D | +80 | 16-17 |
2.9. Huge (135” [11'3"]+) | 9D | +90 | 18-19 |
Petroleum Engine | x10 |
Jet Engine | x100 |
Ramjet | x1k |
Chemical Drive | x10k |
Pulse Drive | x100k |
Warp Drive | x1M |
Creatures in BareBones Fantasy don’t have skills listed, but this does not mean they can’t have skills from training of any sort. Creatures of all kinds in BareBones Fantasy can have skills and here’s how.
The first thing we need to do on that road is consider how to randomize creature ability scores, and how to convert special abilities, thereby affecting their means to learn skills.
Creatures can be rolled up just like characters, rolling the character scores as normal. Some may receive penalties to their score based on certain variables. However, you do not need to do this. You may go with the ability scores of the creature as written, or with modifications, instead. This is the easiest way.
Different creatures have different types of intelligence and willpower. These can affect the creature’s ability to learn and develop skills.
When I roll stats for creatures, I consider what type of intelligence (LOG) it has. Creatures incapable of complex communication I dub “Animal” intelligence, while those that communicate in a limited capacity I dub “Crude”, and those with the ability to communicate fluently I dub “Superior”. When rolling creature LOG, I consider it on a scale according to brain size and give it a penalty accordingly. The brain size in relation to body size of creatures with superior intelligence tends to be on the largest end of the scale. But mind you, the type of intelligence does not affect whether the creature can think clearly or make good choices. A creature could be of crude intelligence and still have a high LOG score. Thus, a unicorn’s intelligence would be written as “LOG: 80 (Crude)”.
I also determine whether its WIL is affected by domestication or not. “Wild” creatures can almost never be trained, and usually has a WIL of 100 and is always an animal intelligence, such as an insect. A “domesticated” WIL indicates that the creature can be wild, but has experience with self-control and social interaction, and can be trained, such as a cat, dog or human; those with animal intelligence have a WIL of 100 to all but their trainer. However, grazing animals often raised for food and clothing I dub “domestic”; trained domestics have a very low WIL score, receiving a penalty. I subjectively base my determination and penalties solely upon my experience with similar creatures. I believe a unicorn’s willpower would be written as “WIL: 65 (Domesticated)”.
The special ability suite of a creature is part of its template, which can be converted to a character template, and should be converted if you intend to include skills, because a creature’s template often reflects an abstraction of untold skills. Converting the template thus becomes necessary to keep from making the creature much more powerful than it was originally intended to be.
To convert its template, you must consider whether the creature receives any ability score bonuses, attack bonuses, special attacks and defenses, magical powers and if it speaks. The MOV rate is simply copied.
Note whether a creature has a particularly high or low score in one of its four ability scores. If it does, one way or the other, this likely indicates the presence of either an ability score modifier or special skill. When determining this, consider what type of creature it is and its type of LOG and WIL. (See Creature Ability Scores above.) For example, the unicorn from the BareBones Fantasy rulebook has 80 LOG. In the lore, unicorns don’t generally express a superior type of intelligence, so like horses, they are simply of crude intelligence. But because the LOG score is so high, it may be reflecting the presence of skills through such intelligent considerations as stealth, avoidance, combat prowess, problem solving and tactical analysis. Warrior, thief and scout skills could each be indicated.
A creature’s special abilities may often be ported directly from the creature’s stat block, but sometimes they need to be converted. You need to consider whether the bonus or ability granted is too powerful as a racial ability in tandem with skills and needs to be scaled back. For example, the unicorn from the BareBones Fantasy rulebook has “Hoof - 75%, damage 3D”; given their 60 DEX, this may be reflecting up to a 3rd level warrior skill. The higher Gore score (85%), seems to indicate a special bonus for the use of the horn. Other factors may be considered, and are fairly subjective, but this is the principle. The teleport ability appears to set the creature at 5th level spellcaster, but given that it is the only such spell in its repertoire outside what appears to be a cleric skill, it is likely an enchantment upon the horse, and thus, since it is not overly powerful, should be ported.
You may have noticed that creature BP does not conform to character creation rules. (½ STR.) This is because in creature creation, it is an abstraction of the creature’s ability to survive. There are invisible factors not being expressed in its special abilities that may reflect skills or other special abilities. For this reason, ignore its BP except to identify that there may be some unspoken bonus or special ability being related. Otherwise, untold skills and special abilities are the primary factor. For example, the unicorn from the BareBones Fantasy rulebook has 50 BP, whereas its STR is only 60. Thus 20 BP is unaccounted for. This may be because of the unicorn’s modest warrior skill, or because of some healing factor, which could be explained through the cleric skill.
Many monsters and creatures of various types demonstrate the ability to learn skills. Goblins, bugbears, golems, orcs, gnomes and centaurs all demonstrate the warrior skill among others. So why not dragons, worgs, basilisks and dire rats?
Dragons are often depicted as intelligent in fiction, so how about making one a wizard? Animals can be trained to act as warriors, thieves and scouts. You have undoubtedly heard of a warhorse. (Warrior + horse.) Enchanted and psionic creatures could be given the spellcaster skill.
Some creatures with crude intelligence can even be trained to disarm devices, wield weapons or track fugitives. Creatures with superior intelligence can learn any skill available, as to a race.
The unicorn also has several special abilities that seem to indicate that it has the cleric skilll, which is certainly possible given that it is an enchanted beast. So instead of porting its abilities over, consider converting them to skills instead. For instance, the unicorn would appear to have at least a 2nd level healing ability, though a very potent ability to dispel evil. Given that it knows 3 cleric spells, one of which is very clearly for 3rd level, it is likely a 3rd level cleric (secondary)..
Creatures with crude intelligence, or who have scores below 35, earn DP at a much reduced rate. Creatures of this type earn only survival, skill and victory DP. Creatures with superior intelligence earn DP normally. Creatures with animal intelligence do not improve.
Now that you have all the information you need for converting a creature stat block into a skilled character, let’s take a look at the unicorn’s new racial abilities and character sheet.
Enchanted white horses with a rainbow for a tail and a magical horn it uses for battle and for healing.
» Add 10 to starting LOG.
» Natural weapons - hoof does 3D pummel damage, and horn does 4D gore damage
» Natural cleric - starting its first level in cleric as its secondary skill with heal as its first spell. The weapon of its deity is its horn.
» +10 to attacks with its horn.
» Teleport - once per day, may blink to any space within sight.
» Cannot perform ranged attacks.
» Move 20 spaces.
Bukuri (Rank: 4)
Race: Unicorn (Enchanted creature)
Gender: Female
STR: 60 BP: 30
DEX: 60 INIT: 2
LOG: 80 (Crude) DR: 0 (5 with protection spell)
WIL: 65 MOV: 20 spaces (Travel 20 leagues)
Moral Code: very brave, totally honorable, very focused, totally kind, totally selfless
Skills: 4th lvl warrior (primary) 70%/--, 3rd lvl cleric (secondary) 73%.
Cleric Spells: dispel, heal, protection
Special abilities: gore (horn) +10, blessings, detect aura, transport (Once daily, sight)
Description: A horse with white body hair and mane with a rainbow for a tail. Spirited show-off.
Now that you know how to do it, give it a try. Why not try an ogre? Or kobold?
» Add 10 starting DEX.
» Sneaky (+10 to checks involving stealth.)
» Infravision (12 spaces, sight using heat signatures in the infra-red spectrum when light is not present.
» Savage (-10 to social interactions with civilized races.)
» Move 8 spaces.
» Speaks Goblin and tradespeak. By default, bugbears are illiterate.
» Add 10 to starting DEX.
» Infravision (12 spaces, sight using heat signatures in the infra-red spectrum when light is not present.)
» Savage (-10 to social interactions with civilized races.)
» Sneaky (+10 to checks involving stealth.)
» Underground Dweller (+10 to checks involving underground survival.)
» Move 6 spaces.
» Speaks Goblin and tradespeak. By default, bugbears are illiterate.
» Add 10 to starting STR
» Infravision (12 spaces, sight using heat signatures in the infra-red spectrum when light is not present.
» Martial Training (-5 from minimum STR requirements for armor and weapons.)
» Savage (-10 to social interactions with civilized races.)
» Move 8 spaces.
» Speaks Goblin and tradespeak.
Swamp lizard folk with elongated midsections, short legs, crowned with a single row of spines running down the back of the neck and a tendency toward negative aspects.
» Size 2.4 (Around 5-5½').
» Add 5 to starting BP.
» Subtract 5 from starting LOG.
» Darkvision (12 spaces, allows normal sight if any light present)
» Noxious Stench (Range 5 space radius, resist WIL or cleanse, effect cause nausea)
» Art of War (+5 to attack)
» Tribal Weapon (+10 to attack with Javelin)
» Move 6 spaces
» Speaks Toglodyle and tradespeak
Fantasy
- Fey
- Sorcery
- Psionics
- Dreamscape
Historical
Choose a period and a year within the period and a location, then find out what rulership, if any, held sway in the region. If you choose a geographical empire, choose a year within its reign and look up a territory map online to find out what areas lie within its realm that year, as well as the geo-political struggles of the day.
- Stone Age
- Pre-Babylonian Empires (Sumerian/Akkadian/Ur, 4th to 2nd millenniums B.C.E.)
- Dark Ages/Feudal Europe (6th to 14th Centuries A.D. European Feudal Era/Roman Catholic Imperium)
- Edwardian Era(First European Renaissance)
- Elizabethan Era (Second European Renaissance)
- Feudal China (12th to 3rd centuries B.C.E.)
- Imperial China (3rd century B.C.E. to 1911 A.D.)
-- Qin Dynasty (221-206 B.C.E.)
-- Han Dynasty (202 B.C.E. to 220 A.D.)
-- Late Feudal Period (220-589 A.D.)
-- Chinese Renaissance (589-907 A.D.)
-- Five Dynasties and Ten Kingdoms (907-960 A.D.)
-- Song Hegemony (960-1234 A.D.)
-- Jin-Song Dynasty (Including mongol invasion, 1234-1271 A.D.; also see Mongolian Hegemony)
-- Yuan Dynasty (1271-1368 A.D.; also see Mongolian Hegemony)
-- Ming Dynasty (1368-1644 A.D.)
-- Qing Dynasty (1655-1911 A.D.)
-- Republic of China (1911 A.D. to present)
- Mongolian Hegemony (1206-1368 A.D.)
- Jomon Period (5th millennium B.C.E.* to 3rd century B.C.E.)
- Kofun Period (Early Imperial Japan 3rd to 7th centuries A.D.)
- Bushido Shogunates (8th to 19th centuries in Japan)
- Empire of the Sun (1868-1945 A.D. in Japan)
- Georgian Era (Pre-Industrial Europe and America)
- Nordic Confluence (From Finland [Originally part of Sweden] to the Americas in the Dark Ages, and possibly back to 5th millennium B.C.E.*; the founders of runic script.)
- Assyrian/Babylonian Empires (25th to 7th centuries B.C.E.)
- Egyptian Empire (16th to 11th centuries B.C.E.
- Macedonian Empire (7th to 2nd century)
- Hindian/Siamese
- Persian Empire
- Roman Empire
-- Pax Romana (27 B.C.E. to 182 A.D., the attempted assassination of Commodus)
-- Decline of the Roman Empire (182-285 A.D.)
-- Western Roman Empire (285-476 A.D.)
- Franko-German Hegemony
-- Frankish Empire (476-962 A.D.)
-- The Holy Roman Empire (962 A.D. to 1493 A.D.)
- Byzantine Empire (A.K.A., the Eastern Roman Empire, 330 to 1246 A.D., succumbing to defeat by the Ottomans and annexation by the Mongolian Hegemony)
- Ottoman Empire (1299-1918 A.D., ushering in the modern age during the years of 1840 to 1863.)
- Pre-Classic Mayan Empire (3rd millennium B.C.E. to 1st century A.D.)
- Classic Mayan Empire (2nd century 10th century A.D.)
- Aztec Empire (1428-1521 A.D.)
- Colonial America
- Victorian Era (English New Industrial Age)
- Civil War (American New Industrial Age)
- Wild West (American New Industrial Age)
- Turn of the Century (American Industrial Age)
- World War I
- Roaring 20's
- The Great Depression
- World War II
* However romantic extremely ancient dates would be, due to the notoriously inaccurate assumptions of radio-carbon dating, the oldest contemporary records available for the time are chosen here as the determining element of earliest provable colonization.
Horror
- Bug Hunt
- Creature Feature
- Cthulhu
- Mega-giant Creatures
- Monster Mash-up
- Poltergeist
- Slasher
- Vampire
- Werewolf
- Weird Science/Fringe Science
- Zombie
Modern/Post-Modern
- Autopunk (Road Wars)
- Military
- Spy
- Supers
- Urban Fantasy
Science Fiction
- Cyberpunk
- Mech Defense Force
- Planetary Exploration
- Post Apocalyptic
- Space Cowboys (Galaxy Rider)
- Space Fighter Defense Force
- Space Defense Fleet
- Space Piracy/Smuggling
- Space Exploration and Patrol
- Transhuman
Steampunk
- Atomicpunk (Flash Gordon/Iron Giant)
- Clockwork Punk
- Deiselpunk (World War II)
- Vactube Punk
- Gear Wars
- Airship
In the place of guns, spellslingers walk the streets in dusters and cowboy hats ready to face off in a wizard's duel with wand or staff. When the duel begins, citizens clear the streets, close shops and watch wide-eyed from half-drawn store windows and balconies. Steam machines may come to life or holes may be blasted in store fronts. In the end, the local sheriff has a duty to uphold the law, or to at least keep civilians safe.
What we know about the universe could fit on a single persacom. But what we know about it today is vastly more than what we knew a few hundred years ago, when mankind first ventured into the Earth's troposphere.
We once believed that the universe began with the explosion of a singularity and yet couldn't explain where the singularity came from. We now know that the space between the stars is constantly filling up with null particles. This and the continuous studies by the quantum supercompressor telescopes on our furthest exploration science vessels being unable to penetrate the static field that continues on to immesurable depths, shows us the near vast nature of the universe.
The universe is not only vast, it is as close to infinite as anything made of finite objects can get and so immeasurably ancient that tens of billions of galactic empires could have come and gone without a trace and ten billion more could exist at this very moment, but we will never come across more than a score of them before the light of all mankind fades from existence.
Time and space are so intrinsically linked to gravity that we now call it grav-space-time. (or "GST".) "String theory" is a mess hall joke on science vessels and the punchline for filthy minds. What was once called electromagnetism is now called the "constrained" form of "paragrav telemics". (or "CPT".) Don't worry, you won't be expected to use these terms.
Einstein's theory of relativity received new life through the thinking of astrophysicist and philosopher, Untamabutu, a professor from the African Federation at Cornell Geo-Stellar Sciences University almost two centuries ago. He reconciled Relativity to quantum mechanics and began new ways of thinking about both theories. From his thinking came the fundamental proofs by Ruden, Galer and Bien of the universe's occupying the same point and all points simultaneously, resulting in Trenbaum's fold theory, which in turn led to the fold drive at the Synecom Impulse, RC open conference on Rel 1286B half a century after the untimely death of Untamabutu.
Focus in on just a squadron of pilots from mission to mission or focus in on the duties of the individual pilots, navigators, gunners, engineers, tactical officers and ship captains.
A scene that cuts to some concurrent, past or future event that the player characters could not have knowledge of can be a means of introducing information that has just become or is about to become obvious. The purpose is not to introduce that information, provide forbidden information or change the narrative, but is solely to enhance the narrative and make the story more movie-like.
Perhaps it is an event one or more characters witnessed some time in the past that suddenly makes sense in the current circumstances. Or perhaps it provides answers to questions that the players would be inclined to ask, but that the characters would not likely be concerned with. Or perhaps it is simply to show that the story is epic and their tale will be told for eons. Or perhaps it is to show that the characters are merely one cog in a larger framework taking place. You can also have players play out the past scene to find out how it affects the current plot.
Besides culling information from a character's bio, you may instruct any player to "recall" (imagine) a past event in their character's life. The GM can then weave related elements of that past event into the narrative in order to strengthen the character's involvement within the narrative. Details that can be drawn from such recall are personal stakes, introduction of old friends, repercussions about to be felt, failures about to be re-experienced, a chance to show that the character has learned from their mistakes, or any number of other events that can be created as a result of the character's recall.
alter - a being whose mutagenic or cybernetic alterations have provided outstanding abilities to them not present in their base species. Just having an altered body part does not make one an alter. But standing out as having advantages far beyond normal people does.
altered/alteration - any body part that has been genetically or technologically modified or replaced.
natural - Present at unit creation.
robotic - Any moving mechanical part that can be attached to a being or robot and controlled by their programming or will.
Below are my house rules, barring use of others' house rules.
Below are the changes I had made to spells.
So I looked Heal over and saw that there are some gaps in the design, as well as the spell not being very useful to a party.
The Touch range was the biggest issue, since it simply said that if you want to heal a warrior mid-combat, you're gonna need to be up close and personal. This is, quite obviously, an issue.
Suggested Change: the easiest path here is to simply state that it has a range in spaces. This is not interesting though, and doesn't take much to figure out. I'm suggesting that there is no real limit on range, but every 5 space increment puts another -10 on the roll to cast. Healing the body is hard enough work when touching.
Another issue was that there isn't a clear indication about how to heal a group when you're using touch range. In fact, there isn't a clear indication of how touch works.
Suggested Change: I have two ideas for this bit. The first is to impose a stacking -10 for each person you are healing in a single spell. To heal several using touch range, simply have them all touch each other in a chain. The second idea is that you have no penalty for healing several, but the damage you roll to heal needs to be spread out among the recipients. This is grittier healing since the overall potential drops.
A third issue, extending from the second one, is that you don't have much healing in you per day. Assuming 1D enemies is common, and each enemy dealing a whopping 1D damage, the 2D healing you get per day is hardly enough.
Suggested Change: this one is easy. Call it 5D per caster level instead of 2D. This assume a party of 5 each getting 1D healed per day, which is fair.
And now, purely a suggestion rather than some kind of fix.
Given that 1D can produce a result of 1, which can be devastating, I suggest the following: a caster may opt to take a -10 and -20 in order to turn 1D into 5 or 10 (no D) respectively. The penalty applies per D you change. If you turn 2D into 10 each, it's -40. This allows accomplished casters to heal efficiently while giving the beginner casters a chance to pull out a big one.
I had looked over Repel and my judgment was thus: it feels overpowered and underpowered all at the same time. It also lacked an intricacy in making it worthwhile in the middle ranks.
My primary issue is the amount of creatures you can repel and under what circumstances. It forces a handful of enemies of up to your own rank to back off. Those half your rank and under and destroyed completely. All things considered, a rank no more than yours is underpowered and the half or less rank is overpowered. A rank 2 caster can wipe out an entire room without breaking a sweat.
Suggested Change: so what would I change? The answer is scope. This is a prime example of a good constructed spell. You choose the parts of it in order to achieve a final score:
Should be noted that you aren't seeing how to destroy things here. If it were up to me, there wouldn't be that option. However, if one insists, say it imposes a -20 to roll and can only be done on something half your rank.
The biggest change I have done here is allow the spell itself to work well outside the power of the character, if they can fuel it. A first ranker can repel a dragon, if they can cover for that -50.
So I had given some thought on how Primary Skills were used. In general, the only advantage they give is a big bonus and twice the spells for a Spellcaster. Nice, but not very interesting or inherently useful. Below I outline the advantages for skills as Primary, excluding Spellcaster. Notably, they are only for skills that require levels. I couldn't think of anything for Scout, Thief and Warrior.
Suggested rules for use:
Each player gets 2 bones at the start of a game session. Halflings receive an additional bone (representing their Luck ability). During game play, a player may cash in a bone for any of the following effects:
During game play, the GM can "throw you a bone" if you do something particularly cool that he didn't expect (or that he thought would never work).
To balance stuff out a bit, the GM should also be given bones to use, one bone per player. He won't get extra bones to spend (nobody is going to "throw him a bone") but the ones he has could be used in the same ways as above. Of course, a spending war could ensue... where the GM and player(s) keep spending bones to do/undo each other for something important.
I have been toying with the following idea, and thought I would throw it out there and see if anyone has any feedback or thoughts on it.
I am not a fan of games with freeform combat effects, or even worse, that offer a list of special effect options in combat (like Dragon Age and the new Runequest/Legend). I do like flavorful weapons and combat chaos, so here is an attempt to address these points.
In combat, when a critical attack is rolled, the effect is based on which number was doubled, which is described below based on the type of weapon being used:
Crushing Attacks
Value Effect
======================
0 Damage ignores defender's DR from Armor
1 +1D of damage, defender is also Dazed for one turn
2 +1D of damage and ignore defender's DR from Armor
3 +1D of damage, defender is knocked back one space and stunned one turn
4 x2 Damage, defender is knocked prone
5 x2 Damage, defender is Surprised one turn
6 x2 Damage, defender is Stunned 1 turn and Slowed until healed
7 x2 Damage and ignore defender's DR from Armor, defender deafened until healed
8 x2 Damage and defender is Weakened until receives healing
======================
Slashing Attacks
Value Effect
======================
0 Defender begins to Bleed
1 If Defender has shield it becomes unusuable, if not then as (2) above
2 +1D of damage, worn armor reduced by 2 DR until repaired
3 Defender's weapon is broken (if wooden or wooden hafted) Otherwise weapon is Disarmed
4 x2 Damage, defender Bleeding
5 Attacker may make an immediate free melee attack that does not count as an action
6 x2 Damage, defender's leg incapacitated: falls prone and slowed until healed
7 x2 Damage, defender dazed and has disadvantage to perception until healed
8 x2 Damage, defender's arm incapacitated: drops held item, unusable and Bleeding
======================
Piercing Attacks
Value Effect
======================
0 Defender is Impaled
1 +1D damage and defender is Bleeding
2 +1D damage and ignores defender's DR from armor
3 +1D damage, forced back 1 space and surprised 1 turn
4 x2 Damage and defender is Impaled
5 This attack does not count as an action
6 x2 Damage, defender Impaled and Slowed until healed
7 +3D damage
8 x2 Damage, defender Impaled and drops a held item
======================
I tried to use the existing defined conditions, but ended up adding 2 new ones, that are likely too strong at this point:
Bleeding:
Unless the first action each turn is used to hold wound with free hand take 1D/2 damage that ignores DR. Removed if receive healing, or bandaged up after battle. Multiple Bleed conditions stack, and must be addressed individually
Impaled:
Weapon stuck in defender. Each action the defender takes causes 1 damage (ignoring DR). An ally can remove the stuck weapon, which causes 1D of damage. Can make Will Resistance to remove it ones self the 1D of damage is suffered on both success or failure. An enemy can remove the weapon with a successful unarmed attack. Removed in this way, the removed weapon causes 2D of damage and the attacker has the weapon. The unarmed attack does no other damage.
With proper time (after battle) the weapon can be removed safely with a successful LOG check. On failure, the weapon is still removed, but causes 1D of damage as normal. Magical healing does not remove this condition. Multiple Impaled conditions stack, and must be addressed individually
Weapon Types:
S = Slashing
P = Piercing
C = Crushing
Weapon Type
=================================
Battleaxe S
Club C
Crossbow P
Dagger P
Flail C
Glaive S
Greataxe S
Halberd S
Hand Crossbow P
Handaxe S
Javelin P
Longbow P
Longsword S
Mace C
Maul C
Morningstar C
Quarterstaff C
Scimitar S
Shortbow P
Shortsword S
Sling C
Spear P
Trident P
Two-handed sword S
unarmed C
Warhammer C
Whip S
=================================
Was thinking of extending this to Fumbles as well as Spell casting, but that is for another time.
I have added combat healing options to the document.
Special thanks to Larry Moore for insight and inspiration – and especially for the combat healing options!
Critical Hit Locations Option by W.C. Austin
During combat, when an attack is rolled as a critical success – in addition to the guidelines on page 26. of the BareBones Fantasy Role-playing Game core rule book – you may use the Critical Hit Location
option, as detailed in the attached PDF.
After the critical success attack roll – before you roll for damage – roll D00 and consult the Critical Hit Locations Table. Now roll for damage as normal, then follow the guidelines in the Consequences
section of the table.
Attachment | Size |
---|---|
BBF Critical Hit Locations 6x9.pdf | 1.09 MB |
BBF Critical Hit Locations 6x9 print friendly.pdf | 206.74 KB |
BBF Critical Hit Locations full page.pdf | 971.44 KB |
BBF Critical Hit Locations full page print friendly.pdf | 207.04 KB |
During combat, make a successful DEX check to treat a wound restoring 1BP of damage recently taken. You may restore up to 3BP during an encounter, each requires a separate DEX check. After a fight use the Getting Healed guidelines on page 27.
High Scholar: Physician
During combat, make a successful scholar check to treat a wound restoring 2BP of damage recently taken. You may restore up to 6BP during an encounter, each requires a separate scholar check. After a fight use the Getting Healed guidelines on page 27.
A table Bill whipped up.
Lift Capacity = 25 x 2 ^ (STR/20)
A STR of 50, for instance, would be able to lift 25x2^(50/20) lbs... or 25x2^2.5... or 25x5.65... or around 141 lbs. For those who hate math, a simplified STR Lift Capacity table would look like this:
STR | Lift |
20 | 50 |
30 | 70 |
40 | 100 |
50 | 140 |
60 | 200 |
70 | 280 |
80 | 400 |
90 | 565 |
100 | 800 |
110 | 1130 |
120 | 1600 |
130 | 2260 |
140 | 3200 |
150 | 4525 |
House Rule: Character creation
Let me preface this by saying that everyone who changes anything about a game only does so because their vision of the specifics of their world are theirs alone. There's really no right or wrong way to do anything, just your way and my way. Hopefully we all learn from each other, share vision, and build marvelous worlds together.
1: Two skill levels are granted at step 3 of character creation. They do not have to be placed in the character's Primary and Secondary skills, but they cannot be placed in the same skill.
2: Elves lose Natural Spellcaster and Elven resilience to be replaced by the following:
1. Natural Spellcaster - +5 bonus to either Spellcaster or Enchanter
2. Graceful in Armor - Subtracts 10 from the minimum strength of armors worn by an elf. (i.e., an elf with a 55 STR could wear Chainmail at no penalty to move or cast)
3: Humans lose the extra descriptor but may now place their +10 attribute bonus wherever they choose.
4: Two-Weapon fighting - You must have at least one skill level in Warrior or Scout and a one-handed melee weapon in each hand. Gain +10 to your melee score and +10 to physical resistance checks.
5: For characters choosing the “Standard spread”, increase the scores by 5 points a piece, so the spread would be 55, 60, 65, 70. I want the players to be heroes, and I like my heroes HEROIC!
6: Dwarven MOV is now 7. I see no reason for them to be slower than halflings.
7: Clerics, Warriors, Enchanters and Spellcasters get a bonus to damage and these damage bonuses do not stack (a character with warrior and cleric at level 6 would not get a +12 to his smite weapon). Clerics get +1 point per level to their weapon of choice. Warriors get +1 point per level to any melee or ranged weapon. Spellcasters and Enchanters get +1 point per level to spell damage.
8: Offensive Strike can no longer “charge” a weapon; an enchanter temporary rune, however, still can. Offensive strike also does a flat 3D damage, and is no longer reduced when using area of effect damage.
9: A player can purchase a single ability from another skill. This costs 1 DP for an ability that is not level dependent, or 3 DP for an ability that now levels with the other skill.
10: The standard bonus or penalty for critical hits or failures in combat is an action bonus or penalty. In other words, a critical hit is a ‘free’ action and a critical failure incurs an additional multiple action penalty as you recover from being over-balanced or whatever. Critical hits still require a critical resist check to defend against. This is subject to the GM’s whim at any time should he feel something else is more appropriate.
11: Spellcasters gain 2 spells per level regardless of whether the skill is Primary or not.
12: Spellcasters and Enchanters gain 1 point of damage to spells and spell effects for every 5 points of LOG over 55. Clerics gain 1 point of damage to their Smite weapon for every point of WIL over 55. In addition, their Smite weapon is always considered magical/blessed.
13: I dislike the permanent STR loss for permanent spells. Instead the caster takes 20 BP of damage, plus 1 for every 10 points rolled on the skill roll. For instance, if you roll an 89 to cast a permanent spell the character takes 28 total BP of damage. This damage CANNOT be healed magically and must be recovered over time. Characters heal 2BP per day.
14: Spellcasters, may purchase additional spells at the rate of one spell per Spellcaster skill level for 2 DP per spell. There is no limit at spellcaster level 6.
15: In the absence of further direction, a turn lasts about 5 seconds.
16: Loss of strength for enchanting (p.36) does not occur. Instead, if they roll in that range, they lose BP like spellcasters making a permanent spell.
17: Charging attack from a mount does additional damage equal to the mount’s STR/5. You attack from mount with no penalty if you have a level in Scout or Warrior or if the mount is friendly to you for some reason (A familiar or summoned mount) otherwise your attack percentage is halved.
To be honest, my group basically uses descriptors like GURPS quirks. The GM (whether me or someone else) doesn't assign individual DP in whatever game we're playing. The idea being if everyone is reasonably equal, there is less friction. We're all an older bunch of gamers (40+) and generally are just looking for the least resistive most enjoyable fun. I hope my ideas help others the same way, just to have a good time.
I also use the truncated weapons table from http://dwdstudios.com/node/989 but did not want to repeat that information here again.
This page is created for use in my online games as a resource for players.
GENERAL -------------
Critical Success Side Effects
This guideline is used for minor narrative control of the story. When you roll an even critical success, 22, 44, etc. something beneficial happens determined by the player. This benefit may be used on yourself or given to an ally. The GM is the final attributor if such a benefit can be given.
When you roll an odd critical success, 11, 33, etc. something beneficial happens determined by the GM.
SKILLS -------------
2-Weapon Fighting
If you are wielding two 1-handed weapons, you gain a bonus to attacking and physical resistance checks.
Each even-level warrior level (2, 4 and 6)
Cleric Smite
While wielding a specific weapon favored by your deity you may cause 1D +1D per cleric level radiant damage each day. This damage is in addition to the weapons normal damage and will only effect evil creatures. The damage can be distributed into multiple attacks. For instance, at cleric level 2 you have 2D radiant damage and may choose to do normal-weapon plus 1D radiant to a vampire saving 1D for use later that day.
SITUATION -------------
Mounted Combat
Each even warrior level (2, 4 and 6)
COMBAT -------------
Getting Healed in Combat
During combat, make a successful DEX check to treat a wound restoring 1BP of damage recently taken. You may restore up to 3BP during an encounter, each requires a separate DEX check. After a fight use the Getting Healed guidelines on page 27.
High Scholar: Physician
During combat, make a successful scholar check to treat a wound restoring 2BP of damage recently taken. You may restore up to 6BP during an encounter, each requires a separate scholar check. After a fight use the Getting Healed guidelines on page 27.
Bones
Each player gets 2 bones at the start of a game session. Halflings receive an additional bone (representing their Luck ability). During game play, a player may cash in a bone for any of the following effects:
So You Rolled a Critical Failure, or I Rolled a Critical Success
Your Roll
Condition - flip them a condition card and smile
My Roll
Half DR - ouch, your armor is ripped and must be repaired by an armorer.
Bleeding - ut oh, you are bleeding 1BP at the start of your turn until treated.
Watch Your Step - big hit, pushed back damage-total/10 spaces.
Anyone should be able to ride a horse, just like anyone today can drive a car. However, when you get into tense situations like chases scenes or mounted combat you need to be skilled in order to handle the situation.
Attacking from horseback
For each level in Warrior
Penalties
Shooting from horseback -20
Shooting from horseback while moving -40
Spears & Lances
Divide the STR of the mount by 5, this is the bonus damage caused when charging. For instance a horse-sized-plant-eater has 40 STR, it would cause an additional +8 damage (40/5 = 8)
This optional DP spending system will drastically slow down character progression.
During character creation choose ONE primary skill and TWO secondary skills.
SKILLS
Primary - use the DP table on page 22.
Secondary
Level 1 - 6DP
Level 2 - 9DP
Level 3 - 12DP
Level 4 - 15DP
Level 5 - 18DP
Level 6 - 21DP
Tertiary (skills are skills that are not primary nor secondary)
Level 1 - 9DP
Level 2 - 12DP
Level 3 - 15DP
Level 4 - 18DP
Level 5 - 21DP
Level 6 - 24DP
ABILITIES
>65 - 1DP raise score +1
66-80 2DP raise score +1
81-100 3DP raise score +1
100+ 4DP raise score +1
For instance, to raise STR from 85 to 90 spend 15DP.
NOTE: It's typically cheaper to buy a skill than raise high ability scores.
This system ignores the Development Points (DP) section of BBF and makes an attempt to use a variant of the Labyrinth Lord XP system.
XP is divided evenly among the party. To determine the total XP award per encounter use the following guidelines.
Treasure 1gp = 1xp
Creatures (BP x rank) + (abilities x rank) = xp
Major NPC (BP x rank) + (sum of skill levels x rank) = xp
Minor NPC Minor NPC Score/10= xp
Example: The party fights a basilisk whose lair contains a 100gp gem and 34gp coins. 134 for gold and 90 for creature = 224XP
Example: Major NPC Kalak (Rank 3 wizard) from Soul's Reach modules = 87XP
Example: Minor NPC 4 Human Thugs 55% = 22xp
GM's can also award XP for good role-playing, making the GM laugh, etc.
Skill Level
Buy a new skill level according to the table below.
Level | XP Cost |
1 | 0 |
2 | 1,000 |
3 | 2,500 |
4 | 5,000 |
5 | 10,000 |
6 | 20,000 |
* For instance, if you earn 1,540 XP during an adventure spend 1,000 and gain a level 1 skill. You now have 540 XP.
Ability
You can buy +1 in any ability for 100 XP.
* For instance, if you have spend 300 XP, gain +3 in an ability of your choice.
Here is a list of creatures from BBF and their XP values.
Name | XP | Rank |
Dire Rat | 4 | 1 |
Kobold | 6 | 1 |
Goblin | 9 | 1 |
Lizardman | 11 | 1 |
Skeleton | 11 | 1 |
Pixie | 15 | 3 |
Zombie | 16 | 1 |
Gnome | 18 | 1 |
Orc | 26 | 2 |
Harpy | 34 | 2 |
Satyr | 34 | 2 |
Hobgoblin | 38 | 2 |
Gnoll | 42 | 2 |
Ghost | 48 | 2 |
Dryad | 50 | 2 |
Doppleganger | 52 | 2 |
Medusa | 54 | 2 |
Elemental (Water) | 64 | 2 |
Bugbear | 78 | 3 |
Worg | 78 | 3 |
Hell Hound | 81 | 3 |
Ogre | 82 | 2 |
Basilisk | 90 | 2 |
Werewolf | 99 | 3 |
Spider, huge | 111 | 3 |
Centaur | 123 | 3 |
Vampire | 132 | 3 |
Elemental (Earth) | 138 | 3 |
Gargoyle | 141 | 3 |
Elemental (Air) | 156 | 3 |
Minotaur | 168 | 3 |
Genie | 172 | 4 |
Golem | 183 | 3 |
Unicorn | 230 | 4 |
Ettin | 244 | 4 |
Wight | 245 | 5 |
Hydra (7-headed) | 248 | 4 |
Elemental (Fire) | 252 | 4 |
Pegasus | 252 | 4 |
Shadow Stalker | 252 | 4 |
Troll | 252 | 4 |
Mummy | 264 | 4 |
Griffon | 284 | 4 |
Chimera | 420 | 5 |
Treant | 460 | 5 |
Giant | 705 | 5 |
Dragon | 1470 | 6 |
Submitted by OFTHEHILLPEOPLE
Here's a fun thing I've been doing with my games to get people in the right mood:
Truth Cards
Give the players an index card. Every time the players want to make something up that should be true for the world or setting they just write it on their card and, BAM, it's a truth for the world that everyone should know. The players can put 2 Truths at first level and then one additional Truth for every level after that. The DM has the final say on whether a Truth can be added or not as all truths should fall into the realm of "Common Knowledge".
Example: Billy is an Elf Cleric. Billy thinks that elves in this setting only need 4 hours of sleep to be fully rested since they are beings of Fey so he asked the DM for approval and then writes "Elves only need 4 hours of sleep" on his Truth card. Later, Billy's party is fighting a very powerful vampire when he remembers that he has a flask of Holy Water on his persons at all times. Things get desperate and Billy says that Holy Water repels and damages undead creatures like vampires. The DM thinks it's a good idea but thinks that Billy should choose from one effect or the other, so Billy chooses that "Holy Water damages Undead" and adds it to his Truth Card. Billy has only one level in Cleric at the moment so he has used up his starting allotment of Truths and must wait until he spends the DP to gain a level in a Skill to gain more Truths.
In addition to the cleric's "smite" ability in the core rulebook consider this game option for holy warriors. It does not replace smite, just adds to it.
Cause 1D +1D per cleric level radiant damage each day. The damage can be broken up into multiple attacks. When you hit a foe choose how much radiant damage you want to cause the target. For instance if you have a level 3 cleric skill gain 4D radiant damage each day. Strike a foe and cause an additional 2D radiant damage (plus your weapon) saving 2D for another attack.
Note: If your setting does not use radiant damage it can easily be replaced by holy, light, etc.
Evil
Creatures with a nature of "evil" are highly susceptible to radiant damage. Double the radiant damage (not the weapon) when striking evil foes.
Necrotic Damage
Unholy cleric-warriors have the opposite effect, they cause necrotic, dark, unholy damage. When characters are stuck by necrotic damage consider adding a Condition such as dazed, slowed, fatigued, etc.
Unholy cleric weapons cause necrotic damage (dark and unholy). When characters are stuck by a favored necrotic weapon roll on the following table;
D00 effect (resist)*
--------------------------
00-08 dazed (STR)
09-17 fatigued (STR)
18-26 immobilized (STR)
27-35 paralyzed (WIL)
36-44 petrified (WIL)
45-54 prone (STR)
55-63 slowed (STR)
64-72 stunned (STR)
73-81 surprised (LOG)
82-90 unconscious (STR)
91-99 weakened (STR)
* Character have a penalty to their resistance check equal to 10 x Rank of the NPC/Creature. If the character fails his resistance check, he suffers the effect until his next turn where he may attempt another resistance check.
The purpose of this optional rule is to open the door for narrative storytelling by Players and GM's.
This game option uses critical-success/failures (rolled doubles) to determine side-effects, whether you are the Player or the GM. Some side-effects are beneficial, some are detrimental. A side-effect is similar to a critical result, but on a lesser scale.
Any time you make an ability or skill check, if you rolled even doubles (00, 22, 44, etc.) a beneficial side-effect occurs determined by the Player and agreed upon by the GM. If odd doubles are rolled (11, 33, 55, etc.) a detrimental side-effect occurs determined by the GM.
The side-effect must be related to the action for-which the action was made. For instance, if you attack a foe and roll 22, a critical-success and gain a beneficial side-effect, you can only give the side-effect relating to the foe you struck, not to someones scouting skill check. They are totally unrelated.
The side-effect determined by the Player/GM is in addition to the ruling by the GM of any critical-success of critical-failure rolled.
Example:
Bob the Bald Dwarf With Two Left Eyes attacks a ogre with his butchers knife. He rolls a 22 resulting in a critical success and declares the beneficial side-effect will be as follows, "The goram ogre is off balance from my mighty meat-cleaver blow, it can't dodge the next attack."
In the next turn Bob rolls an 11, another critical success, however it's a detrimental side-effect. The GM rules Bob caused double-damage for the crit, however he was not able to get into a defensive posture and suffers a -10 to resistance checks if he is attacked during this turn.
Neolithicwolf created this table in this discussion.
So I went and thought about it. I realize this takes some of the potential 'realism' out of the game, but it simplifies the weapon table tremendously. I'd likely break it down something like this.
Small one handed - 1D+2
Large One Handed - 2D+2
Small two handed - 2D
Large Two Handed - 2D+4
Small Ranged - 1D+2
Large Ranged - 2D+3
Spell resistance appears in the game in the following: elves gain +10 to resist charm spells, dryad's can't be charmed and dragons are immune to charm and transform. The protection spell offers a type of spell resistance as well, granting a bonus to the target resistance check.
The following expands on these ideas as follows.
SR - spell resistance, a bonus to resist spell and spell-like effects.
SR followed by a number is the bonus received to spell-like resistance checks. In some cases the number is followed by one or more spells.
SRxx
SRxx-spellname
Examples:
SR20 - gain +20 to spell resistance checks.
SR10-transport - gain +10 resist the effects of the transport spell.
SR40-charm-hinder-repel - gain +40 to resist charm, hinder and repel spell effects.
If you have at least one level of thief you can choose to use your thief score rather than your warrior score when using any weapon that does not have a strength requirement such as a dagger, shortsword or sling. In addition, when wielding a melee weapon, gain +1D damage per thief level when your target is at a disadvantage.
For instance, a level 2 thief is armed with a dagger (1D damage) and your target is not armed, outnumbered 2:1, has his back turned, etc. When you hit cause 3D damage.
You must have at least one skill level in Warrior or Scout and a one-handed melee weapon in each hand. Gain +10 to your melee score and +10 to physical resistance checks.
Naturally occurring herbs and their game effects.
A list of magic items and potions for use in your games.
This wondrous artifact breaks down barriers, magical or physical. Once the words of power are uttered a titan celestial ram appears and is directed by the thoughts of the wielder to charge in a single direction.
Used ages ago by knights to breach the walls of fortified giant castles.
This weapon is blessed by gods and uses your cleric level of the wielder to determine it's effects. When the weapon is picked up and blessed it binds itself to the wielder.
Cause 1D +1D per cleric level radiant damage each day. The damage can be broken up into multiple attacks. When you hit a foe choose how much radiant damage you want to cause the target. For instance if you have a level 3 cleric skill gain 4D radiant damage each day. Example: Strike a foe and cause an additional 2D radiant damage (plus your weapon) saving 2D for another attack.
Changing Wielders
Only a priest of the same order as the god can remove the binding.
Cursed Weapon
This weapon causes the opposite effect, instead of causing damage to a foe it will cause damage to the user. For instance if the user hits and states he wants to cause 2D additional damage it will backfire on him. The damage could be magical, eldritch blast, necrotic, etc.
The Regalia of the Wild King consists of 4 accessories.
The Cloak of the Sky is the rarest of the pieces of the Regalia, seen only a handful of times during the centuries since the creation of the Regalia. The last time anyone had seen the Cloak was around the shoulders of a particularly powerful Griffon Lord, over a century ago.
The Cloak is made out of a very supple hide with delicate, warm fur. Out of the fur numerous feathers of various colors and sizes stick out. The Cloak is fitted for humans or something their size.
Minor Power - Clearest Skies: the wearer of the Cloak may, once per day, stave off any weather and create clear, warm skies. This lasts as long as the wearer concentrates and affects an area of 1 mile away from the wearer - a level 1 Control Weather Spell bursting from the wearer.
Moderate Power - Carried on the Winds: once per day, the wearer of the Cloak may fly at double his land speed for 2D hours, like a level 4 Transport spell.
Major Power - Stormcaller: as long as the skies are visible to the wearer and a target is in sight, he may call upon a storm cloud to produce a powerful lightning. This lightning deals 12D damage and strikes straight down. Stormcaller may be used 3D times per day.
(10 points or more) Drawback - A Leaf on the Wind: the wearer of the Cloak becomes frail and light. As long as the cloak is worn, the wearer loses 60 STR.
The Crown of Horns is a fearsome artifact of considerable power. It has served many chieftains of the north, particularly ones in the Plains of the Griffon Lords. The Crown is a sign of dominance, strength and physical might.
The Crown is constructed from a plain band of iron inlaid with many, varied horns. Short horns are the majority, but 10 evenly space long horns are spread out among the shorter ones. The longer horns are about a foot long at the front, but become as short as 4 inches as they near the back.
Minor Power - Only One King: no one but its current owner may wear the Crown and no one may remove it from the head of the owner apart from the owner himself.
Minor Power - Perfect Fit: the Crown is enchanted to perfectly fit any head or piece of headwear, as long as either is humanoid. A mental command would cause it to shrink to a perfect fit for the head of its owner or meld itself with a piece of headwear.
Major Power - Channel Strength: once per day, for 2D minutes, the owner, while wearing the Crown, may increase their STR in steps of 10 up to 60. The increased strength is considerably reflected in the physique of the owner - filling out muscles and enlarging them. This effect, however, doesn't come cheap and is reflected in the Drawback.
(10 or more points) Drawback - Might Over Mind: when Channeling Strength, the same amount of LOG is removed from the owner. Before the LOG is removed, the owner must make a LOG roll. If Aid (LOG) is in place, the Crown dispels it. If he fails, the Channeling becomes permanent along with the LOG removal. The owner may not opt out of this roll or force permanency.
The Girdle of Bones, much in the same was the Necklace has, had seen its share of wearers. Constantly trading hands and appearing on battlefields, the Girdle is known to be a sign of tides turning.
The Girdle is made out of a single long and wide strip of cured leather and has bones attached to it all around using magical resin. The bones are generally long, thin and appear to be fresh, which hints replacement at an alarming frequency. The Girdle is fitted to a humanoid waist.
Major Power - The Body Endures: once per day, for the length of a single encounter, the wearer of the Girdle may provide all allies within 20 space of him with 5 DR, restored 10 BP and +10 to physical resistance checks. This bonus applies to the wearer as well.
(5 points or more) Drawback - Dried Bones: for each ally empowered during an encounter, a single bone drops from the Girdle when the effect wears off. Until all bones are replaced, the effect may not be used again. A humanoid body has a 5-in-10 chance to have a useful bone.
The Necklace of Fangs is a relatively minor artifact in the Regalia of the Wild King, but a potent one nonetheless. Unlike the Crown of Horns, the Necklace had been passed around on a more regular basis and it wasn't very common for it to be in the possession of the same person as the Crown.
The Necklace is constructed from a great length of strong sinew woven into a very strong lace. On the lace are numerous fangs of various animals and monsters.
Major Power - Aura of Fear: the Necklace produces an aura that mimics the effect of a Charm spell. This aura extends 20 spaces out. Anyone who is within the aura must make a WIL Resist roll at -40 or cower in total fear for 4D turns. If the resist roll is succeeded, the character need not roll again for a number of turns equal to your rank.
(5 points or more) Drawback - To See is to Fear: the effect of the Necklace is only active as long as the Necklace is in full display and above any layer of clothing or armor. This imposes a -10 on all DEX Resist rolls, since it is relatively hard to move quickly with such an accessory flailing about.
The Talon of the Wild King is the original piece of the Regalia, the first one made in a time long forgotten. It has been lost to time, last seen centuries ago in a place none can agree about.
The Talon is said to be a Talon from a high dragon, tied to a bone, forming a crude dagger.
The Talon is known to be extremely magical, but what little records have been kept on it are conflicting and disorganized. It is not known what the Talon does, but it is known that the effect is intricately tied to the rest of the Regalia.
Commonly fond in Far Vandimir (for a high price) these fine swords are crafted for the No`Shri palace guard. If the wielder makes only one attack on his turn, receive +10 to all physical resistance checks.
Special ingredients: none
Mundane ingredients: 300gp
Ritual takes 3 weeks minus enchanter level with a -15 penalty and has no drawback
100 warrior-type minor NPC's
D00 or pick from this list:
00 Dwarf Brawler 65% (battleaxe 2D+7, leather armor DR2, 6gp)
01 Dwarf Brigand 50% (crossbow 2D+2, leather armor DR2, 18gp)
02 Dwarf Desperado 70% (battleaxe 2D+7, platemail DR10, 6gp)
03 Dwarf Footpad 70% (flail 2D+1, leather armor DR2, 12gp)
04 Dwarf Footpad 70% (scimitar 2D+4, clothes DR0, 6gp)
05 Dwarf Forger 75% (maul 2D+6, heavy furs DR1, 12gp)
06 Dwarf Frebooter 65% (battleaxe 2D+7, heavy furs DR1, 6gp)
07 Dwarf Guard 50% (trident 2D+5, leather armor DR2, 13gp)
08 Dwarf Guard 65% (longsword 2D+6, bandedmail DR8, 17gp)
09 Dwarf Guard 65% (mace 1D+3, platemail DR10, 3gp)
10 Dwarf Highwayman 55% (mace 1D+3, platemail DR10, 18gp)
11 Dwarf Looter 80% (mace 1D+3, bandedmail DR8, 9gp)
12 Dwarf Lowland Bandit 65% (javelin 1D+4, clothes DR0, 4gp)
13 Dwarf Lowland Bandit 70% (unarmed 1D/2+0, clothes DR0, 8gp)
14 Dwarf Lowland Brigand 50% (handaxe 1D+4, splintmail DR7, 9gp)
15 Dwarf Marauder 70% (crossbow 2D+2, scalemail DR6, 6gp)
16 Dwarf Pirate 60% (shortbow 2D+1, studded leather DR3, 19gp)
17 Dwarf Plunderer 75% (flail 2D+1, clothes DR0, 12gp)
18 Dwarf Plunderer 75% (maul 2D+6, chainmail DR5, 9gp)
19 Dwarf Raider 60% (hand crossbow 1D+2, studded leather DR3, 12gp)
20 Dwarf Raider 75% (battleaxe 2D+7, heavy furs DR1, 8gp)
21 Dwarf Ranger 55% (longsword 2D+6, ringmail DR4, 8gp)
22 Dwarf Robber 65% (trident 2D+5, clothes DR0, 17gp)
23 Dwarf Ruffian 50% (maul 2D+6, heavy furs DR1, 17gp)
24 Dwarf Thief 70% (battleaxe 2D+7, bandedmail DR8, 18gp)
25 Elf Brawler 65% (longsword 2D+6, ringmail DR4, 18gp)
26 Elf Brigand 50% (javelin 1D+5, scalemail DR6, 9gp)
27 Elf Desperado 60% (javelin 1D+4, clothes DR0, 9gp)
28 Elf Forger 70% (crossbow 2D+2, clothes DR0, 8gp)
29 Elf Highwayman 60% (crossbow 2D+2, studded leather DR3, 17gp)
30 Elf Highwayman 60% (shortbow 2D+1, bandedmail DR8, 19gp)
31 Elf Lowland Bandit 55% (hand crossbow 1D+2, leather armor DR2, 9gp)
32 Elf Lowland Brigand 55% (battleaxe 2D+7, chainmail DR5, 11gp)
33 Elf Outlaw 55% (flail 2D+1, bandedmail DR8, 12gp)
34 Elf Pirate 50% (scimitar 2D+4, studded leather DR3, 8gp)
35 Elf Plunderer 65% (battleaxe 2D+7, studded leather DR3, 9gp)
36 Elf Raider 65% (mace 1D+3, scalemail DR6, 9gp)
37 Elf Ranger 70% (crossbow 2D+2, clothes DR0, 19gp)
38 Elf Robber 70% (longsword 2D+6, studded leather DR3, 12gp)
39 Elf Robber 70% (maul 2D+6, ringmail DR4, 17gp)
40 Elf Thief 65% (javelin 1D+4, heavy furs DR1, 9gp)
41 Halfling Bandit 65% (crossbow 2D+2, leather armor DR2, 19gp)
42 Halfling Brawler 55% (crossbow 2D+2, bandedmail DR8, 8gp)
43 Halfling Brigand 75% (flail 2D+1, clothes DR0, 17gp)
44 Halfling Crook 50% (javelin 1D+4, studded leather DR3, 5gp)
45 Halfling Crook 65% (battleaxe 2D+7, heavy furs DR1, 12gp)
46 Halfling Crook 75% (battleaxe 2D+7, splintmail DR7, 17gp)
47 Halfling Desperado 65% (javelin 1D+4, clothes DR0, 13gp)
48 Halfling Footpad 65% (flail 2D+1, clothes DR0, 3gp)
49 Halfling Frebooter 55% (mace 1D+3, clothes DR0, 18gp)
50 Halfling Guard 50% (dagger 1D+2, clothes DR0, 3gp)
51 Halfling Lowland Bandit 55% (flail 2D+1, studded leather DR3, 19gp)
52 Halfling Lowland Robber 50% (battleaxe 2D+7, ringmail DR4, 17gp)
53 Halfling Lowland Robber 55% (battleaxe 2D+7, studded leather DR3, 8gp)
54 Halfling Lowland Robber 80% (mace 1D+3, studded leather DR3, 18gp)
55 Halfling Marauder 60% (dagger 1D+2, leather armor DR2, 8gp)
56 Halfling Pillager 65% (mace 1D+3, leather armor DR2, 18gp)
57 Halfling Pillager 75% (javelin 1D+4, clothes DR0, 8gp)
58 Halfling Pirate 70% (longsword 2D+6, heavy furs DR1, 18gp)
59 Halfling Plunderer 50% (longsword 2D+6, studded leather DR3, 6gp)
60 Halfling Raider 60% (maul 2D+6, scalemail DR6, 5gp)
61 Halfling Ranger 60% (quarterstaff 1D+5, studded leather DR3, 13gp)
62 Halfling Ranger 65% (handaxe 1D+4, studded leather DR3, 12gp)
63 Halfling Ruffian 60% (crossbow 2D+2, heavy furs DR1, 6gp)
64 Halfling Tomb Robber 65% (flail 2D+1, studded leather DR3, 4gp)
65 Human Bandit 50% (scimitar 2D+4, studded leather DR3, 6gp)
66 Human Bandit 65% (hand crossbow 1D+2, studded leather DR3, 4gp)
67 Human Bandit 75% (flail 2D+1, heavy furs DR1, 9gp)
68 Human Brawler 80% (shortbow 2D+1, studded leather DR3, 17gp)
69 Human Brigand 55% (crossbow 2D+2, heavy furs DR1, 4gp)
70 Human Crook 80% (crossbow 2D+2, leather armor DR2, 17gp)
71 Human Desperado 60% (javelin 1D+4, leather armor DR2, 19gp)
72 Human Footpad 75% (maul 2D+6, clothes DR0, 8gp)
73 Human Forger 50% (battleaxe 2D+7, clothes DR0, 17gp)
74 Human Forger 70% (scimitar 2D+4, clothes DR0, 11gp)
75 Human Frebooter 55% (longsword 2D+6, clothes DR0, 9gp)
76 Human Frebooter 65% (flail 2D+1, leather armor DR2, 18gp)
77 Human Highwayman 70% (mace 1D+3, leather armor DR2, 9gp)
78 Human Looter 65% (mace 1D+3, ringmail DR4, 12gp)
79 Human Looter 75% (mace 1D+3, chainmail DR5, 18gp)
80 Human Looter 75% (mace 1D+3, clothes DR0, 3gp)
81 Human Lowland Brigand 50% (javelin 1D+4, splintmail DR7, 3gp)
82 Human Lowland Brigand 70% (javelin 1D+4, scalemail DR6, 12gp)
83 Human Lowland Robber 50% (shortbow 2D+1, ringmail DR4, 3gp)
84 Human Marauder 50% (javelin 1D+4, leather armor DR2, 12gp)
85 Human Marauder 65% (battleaxe 2D+7, scalemail DR6, 8gp)
86 Human Outlaw 55% (crossbow 2D+2, clothes DR0, 3gp)
87 Human Outlaw 70% (flail 2D+1, platemail DR10, 12gp)
88 Human Outlaw 75% (crossbow 2D+2, chainmail DR5, 6gp)
89 Human Pillager 60% (longsword 2D+6, leather armor DR2, 18gp)
90 Human Pillager 80% (morningstar 2D+2, studded leather DR3, 4gp)
91 Human Pirate 70% (javelin 1D+4, splintmail DR7, 17gp)
92 Human Robber 75% (dagger 1D+2, scalemail DR6, 12gp)
93 Human Ruffian 50% (crossbow 2D+2, leather armor DR2, 8gp)
94 Human Ruffian 50% (longsword 2D+6, leather armor DR2, 6gp)
95 Human Thief 55% (longsword 2D+6, heavy furs DR1, 8gp)
96 Human Thief 55% (mace 1D+3, studded leather DR3, 18gp)
97 Human Tomb Robber 55% (hand crossbow 1D+2, studded leather DR3, 20gp)
98 Human Tomb Robber 60% (battleaxe 2D+7, heavy furs DR1, 6gp)
99 Human Tomb Robber 75% (shortsword 1D+3, clothes DR0, 6gp)
Die | Min | Avg | Max |
1D5-2 | 1 | 1 | 3 |
1D5-1 | 1 | 2 | 4 |
1D5 | 1 | 3 | 5 |
1D10-2 | 1 | 4 | 8 |
1D10-1 | 1 | 5 | 9 |
1D10 | 1 | 6 | 10 |
1D10+1 | 2 | 7 | 11 |
1D10+2 | 3 | 8 | 12 |
1D10+3 | 4 | 9 | 13 |
1D10+4 | 5 | 10 | 14 |
2D10 | 2 | 11 | 20 |
2D10+1 | 3 | 12 | 21 |
2D10+2 | 4 | 13 | 22 |
2D10+3 | 5 | 14 | 23 |
2D10+4 | 6 | 15 | 24 |
3D10 | 3 | 17 | 30 |
3D10+1 | 4 | 18 | 31 |
3D10+2 | 5 | 19 | 32 |
3D10+3 | 6 | 20 | 33 |
3D10+4 | 7 | 21 | 34 |
4D10 | 4 | 22 | 40 |
Add a child-page to create your setting document.
To Play
Character Creation
BBF step 1-8
Define the following
Notes
Grade - to be defined, need US Military chart
Languages - most characters will have a native tongue, some will have two, in rare cases more.
Primary Weapon - receive +10
Secondary Weapon - receive +5
Gear - from standard equipment list
Specialized Gear - list gear not on equipment list that is bound to your character.
Bound gear - this is something prominent about your character that you would always have. Examples; katana, flame thrower w/ pack, side arm, etc.
Rule Additions
Hero Points - each player gets 2 HP at the start of a game session. They can be cashed in guaranteeing that for one round, no action you take or that is taken against you will result in your death.
Real Name: n/a
Grade: E-4
Country of Origin: Various
Home Town: Various
Languages: Various
Primary Weapon +10: Assault rifle
Secondary Weapon +5: Vibroknife
Gear: Cobra armor, survival pack, 2 spare clips
Specialized Gear: Explosives, C4
Hero Points: 0
Glamourmoor is a campaign setting I have created and used in quite a few Fantasy RPG rule systems. I am in the process of converting it to BBF.
The island of Glamourmoor is a region off the north-western coast of the continent. Its climate resembles the British Isles. The human kingdoms in the south are split between two brothers after their father, the King, passed on; one runs the Kingdom of Redavion while the other seceded five years ago to form the kingdom of York. Redavion wants to reclaim the "lost" territory - even if he has to pry the rights to it from his brother's cold dead hands. It is never pretty when two paladins fight.....
There is a Halfling community in Redavion (as well as individuals living in the Human communities). The Dwarven kingdoms are in the central mountains on the plateau. Their silver trade with both Human kingdoms is booming. The Elves are in the northern forests who rarely come south.
The island, at lower altitudes, represent what is mentioned earlier: moderate temperate climate. The outer plateau in the center of the island is 4000 feet higher - arid alpine terrain. The inner plateau is over 8000 feet - only the bravest and mightiest go there.
The terrain north of the Human kingdoms is wild and sparsely populated. It is teeming with ruins from the many previous failed kingdoms - great for adventuring. Orc, goblin, knoll, and many other nasty races also claim their home here. Many an exotic beast has also claimed residence on this island. It is also an opportunity for adventurers to expand civilization to the north by establishing strongholds - expanding the borders.
What are you waiting for? Grab your blades, bows, and spellbooks and make your mark!
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Humans
Humans inhabit, mostly, in the southern regions of Glamourmoor. As mentioned earlier, their two kingdoms are named Rhedavion and York.
Humans on the island are of hardy stock, with skin tones that range from pale to light tan. Brown is the most popular eye color, though green, blue, gray, hazel, and yellow are represented in decent numbers as well. Hair color tends towards dark tones; fair hair being the least common. Red hair is fairly common, however.
Humans on the island tend to be not as down-to-earth as one might think. The island has good ties to the Sidhe (pronounced “SHEE”) and, as banal as Humans are, the effect on the Humans is evident. A Sidhe is more likely to present themselves to Glamourmoor Humans than ones from other lands.
Humans tend to form large communities – larger than most other races. Their need to gather so many of them in one place cause some concern with others , especially the Elves. They think that this can put a strain on the environment and strip the land's resources if not cared for.
Many Humans, however, are aware of this. Most foresters tend to replant what they cut down. Farmers practice crop rotation and establish efficient irrigation networks. The fact that the island has a lot of water resources helps here. Mines are cleaner – certainly cleaner than on the continent.
History
It is known by all the races in the land that everyone here ultimately came from somewhere else. It is believed that Humans that have migrated here – by choice or by chance – came from the same world, but from different areas and times. The Humans of Glamourmoor came from an island called “Britannia.” The people that settled here were transported by the Druids during a large and powerful ceremony to take them to another land, away from the Romanni. They found the island and decided to settle here. This was many generations ago and the Humans here are well at home here.
In other lands, other Humans from other cultures traveled here and settled in other places, mostly on the continent. They will be discussed later.
Humans here are still recovering from the Great Fiend War 20 years ago. Western Rhedavion has a scar from that war: The Desolation of Ixitcl is a blatant reminder of that conflict with the Denizens of the Netherworlds. It was during the battle that made the Scar where the king, King Gregory III, and the demon Ixitcl killed each other. The great battle drove the fiends off the island, and the war ended soon after on the continent. The people of Glamourmoor are now divided between the two brothers.
It wasn't like this at first. After the death of Gregory, the two brothers, fraternal twins Aldin and Forl, were not old enough to rule. They were raised by their mother, Queen Esma, then brought to the Church of Seaxneat for schooling. The two brothers became champions of the Church – Holy Warriors who dedicated to protecting the common folk from harm.
When it was time, Prince Aldin was crowned King of Rhedavion – which spanned across the southern part of The Island. King Aldin I declared his coronation day New Year's Day, Year 1RD (Rhedavion Date). This work uses this dating system for its time measurements.
In Fourmonth, 5RD, Prince Forl came to his brother about certain grievances that he, as well as certain other nobles, had with the policies the King had decreed since his coronation. The policies, the Prince proclaimed, were not for the good of the people; they only exist to strip authority from the nobility. The that all local laws and proclamations that the local nobles governed, or WERE governing, seemed to be converting to High Law. High Law were laws that are governed directly by the King and The Royal Moot – the noble body that had representatives from all the provinces that negotiated with the King.
The King claimed that he was guided by the wisdom of Seaxneat by protecting the people by directly governing them. The Noble Moot, the King argued, was an adequate check and balance for his decrees. The fact that many of these nobles, particularly the nobles from the eastern cities, were replaced by the King himself and seemed to always side with the King, was not lost upon Prince Forl and the western nobles. The King answered by saying that the only noble that was worthy enough to serve in the Moot was one that agreed with him anyways because only together can they ultimately protect the land and its people under the wisdom of himself, guided by Seaxneat.
Prince Forl was outraged by his brother's double-talking logic. On that day he, along with half the Moot, walked out of the Royal Palace – without the King's leave. The only reason they weren't stopped is because of the Prince. King Aldin wished no harm to his “misguided” brother; he believed that he would eventually see reason and come back – and righteously apologize to him.
A month later, after no word from the dissenters, the King led troops to the city of Portsmouth. He went to ensure that his laws were enforced and the city's governor, Duke Arlys, would submit to him. Instead, the Duke and 2,000 troops met him ready for combat.
The battle ended with the King withdrawing back to Lars. Two months later, he returned to Portsmouth to take the city and crush the Duke. To his dismay, he found out that it wasn't just Duke Arlys of Exeter, but ALL of the nobility in the western region of the kingdom were in active rebellion, led by Prince Forl. The Prince claimed his brother was misinterpreting the will of Seaxneat and misrepresenting the deity. King Aldin was, therefore, unfit to rule.
The civil war was in full swing. All cities west of Lars and Nexus declared independence from Rhedavion and declared Prince Forl their king. Prince Forl reluctantly took the throne. At first, King Forl only wanted to get to his brother and hope to show him what he is doing. By taking the crown, he knew there was no turning back; he HAD to win, at least to keep the western districts free.
King Forl made the city of York his capitol city. By default, the rebel state was named after the city. The King still hopes to be able to reconcile with his brother, but his hopes are failing...
It is now Firmonth, 15RD. Portsmouth was taken and its duke publicly executed and replaced by a loyalist in Year 8RD. Exeter was taken in 12RD, but Rhedavion's forces haven't been able to push further west as of yet. The front line has been drawn west of Exeter since.
Fighting has been going off and on over the ten years of the conflict. As of this year, it is in another lull. Travel between the two states is fairly easy at this time. Commerce has been reestablished over the borders. The situation, however, is FAR from over........
Playing Humans
The traits for Humans in Glamourmoor may be found in the DwD Studios book: Flesh & Blood. If playing a Human from Glamourmoor, use the physical descriptions above.
(Star Voyager™)
You have acquired a spaceship to take you wherever you want to go, star-hopping to share your trade, enforce the law or simply to survive. Along the way there are dangers in space and planetside that threaten your survival or your cargo. You will need to call on every skill and favor to ensure your success, because space is a dangerous place and is ruled by unknown dangers and dark conspiracies.
Rules for d00Lite space adventures can be found free in the Adjusted Rules.
Choose from any of the following campaign types, create your own or mix and match:
» Black Ops (A team with a dark mission to infiltrate in order to retrieve or destroy a target. Benefactor: AP or planetary government.)
» Bounty Hunters (You make your money by tracking down criminals and perhaps acquiring the occasional elimination gig. Benefactor: Self)
» Confidence Men (You go from world to world pulling off con jobs to take money from the rich or from helpless colonies. Benefactor: Self)
» Corporate Vessel (You are special envoys in charge of closing deals and enforcing the corporation's agenda. Benefactor: Corporation.)
» Courier Vessel (You transport valuables to their destinations on other worlds. Benefactor: Corporation.)
» Customs Enforcement (You perform random cargo inspections of ships both in space and in port, while other times you chase down smugglers and pirates. Benefactor: AP)
» Escapees on the Run (Whether innocent or dirty, you are on the run from the authorities and perhaps others who have a vested interest in keeping you quiet. Benefactor: Self)
» Exploration (You explore new worlds in the Frontier for trade, for diplomacy, for conquest or for colonization. Benefactor: AP, corporation or private party.)
» Law Enforcement (You track down criminals and stop crimes in progress both in deep space and planetside. Benefactor: AP or planetary government.)
» Mercenaries/Military (You are sent to war zones to carry out missions for your corporation or government, or to clear massive bugs out of a danger zone. Benefactor: AP, corporation or planetary government.)
» Pirates (You follow the law of take what you please and leave 'em limpin'. You must stay hidden from the authorities or run like a skivrak out of Belfar, as your capture may mean an ignominious death. Benefactor: Self, planetary government or corporation.)
» Salvage (Legally salvage debris in space, but watch out for pirates, smugglers, illegal scavengers and dangerous cargo. Benefactor: Planetary government, corporation, self or private party.)
» Scavengers (Illegal salvage raiders looking to cut out corporate and governmental levies, as well as keeping their heads down for past indiscretions. Also known as "space vermin", they unceremoniously strip the dead of their possessions without concern or respect for their families. Benefactor: Self, corporation or private party.)
» Security (Escort dignitaries or their ships, dealing with their enemies: corporate, underground and governmental. Benefactor: Corporation or private party.)
» Slave Traffickers (Not just smugglers, slave traffickers specialize in smuggling live cargo and trading them at slave bazaars in the darkest sectors of space where the law holds no sway and incites no fear. Benefactor: Self, corporation or private party.)
» Smugglers (Transporters of contraband, living, dead or inanimate. They must cut deals, bribe officials, avoid detection, and make narrow escapes. Benefactor: Self, corporation or private party.)
» Space Reporters (Get close in to capture footage of war zones, crimes, spacial anomalies, space creatures and other news-worthy events that will put the crew at risk for the money-making shots. Benefactor: Self or corporation.)
» Space Truckers (Indecent folk making an honest wage. Space truckers have to deal with pirates, union strikes, space anomalies, corrupt businessmen, and uncovering falsely marked contraband. Benefactor: Planetary government, self or corporation.)
» Star Racers (You perform races with fast ships, dealing with overzealous competing teams, cheaters, pirates and unscrupulous corporations and repair stations looking to shove defective parts in your thrusters. Benefactor: Self, corporation or private party.)
» Passenger Charter (Transport a ship full of passengers on a chartered flight through dangerous regions of space populated with pirates, hijackers, space monsters and spacial anomalies. Benefactor: Self or corporation.)
» Traders (Go from planet to planet buying and selling cargo for profit, building your business and facing growing threats from pirates and corporate raiders, contraband, taxes, war zones, and extortionists. Benefactor: Self or private party.)
The Allied Planets (AP) is the core region where planets cooperate to maintain order. It is also the constitutional charter of planetary systems, not for a single unifying government, but for cooperative interstellar law covering space travel and interplanetary trade. Some planets within the region are not allied, but independent. Their autonomy is respected, but in some cases provides continual tensions and the occasional wars. While those planets are expected to respect the interplanetary law, they are not governed and are given no aid except in cases of diplomatic expedience. For this reason, they make excellent cover for smuggling, but also easy targets for pirates. Incidentally, the AP is sometimes referred to as a pirate consortium for its dealings with its own populace.
The colonies at the edge of allied space that have a variety of allegiance and subtle resentment toward the AP. They get minimal help and ever increasing allied presence as the borders expand. Increased allied presence means those worlds will one day get the help they need, but are currently under an authoritative shadow. The borderworlds are the planets most likely to be taken by the Shar'neran empire or wiped out by the Thelurians.
The region beyond the borders of allied space, partially mapped and consisting of both settled and unsettled worlds, municipalities, rogue mining operations, and threats both known and unknown. Only criminals, tactical teams, and the most intrepid explorers travel into Frontier space.
Through the Tigress Expanse lies the Illium Coalition, with whom the AP trades, but who many believe want to economically collapse the AP. And on the other side of the Varian Waste is the Shar'neran Empire whose expansionist policies are a constant threat to the AP, and many are convinced will soon lead to all out war.
Though somewhat less aggressive in its expansion, the Thelurians are considered a greater threat, in that they have a policy of racial purity and genocide. Every planet within Thelurian space is occupied solely by Thelurians. While the AP will assist evacuation and refugees from a Frontier world under assault by Thelurians, they will do nothing to interfere with the genocide. AP ships destroyed by Thelurians in such an evacuation do not draw retaliation by the AP, but are disavowed.
Once, a long time ago, the world was a different place. Before the massive beasts of Lagas Wen, before Thul'gahl unleashed unfathomable sciences upon men and ripped the world asunder, and before the great God Yes granted gifts to faithful ones in preparation to heal the rift, the world was once whole and proceeding unaware of dark sorceries, feuding gods and alien races. Yes had become a fairy tail and great cities began to rise high above rolling planes.
But soon, the development of steam technology opened doorways that should never have been breached, and through them came mystical powers and dark knowledge. A stencheous green mist crept through the world, changing the living things it touched, even to the point of being unrecognizable. Men and beasts from all times and eras began appearing and established their domains wherever they went.
The world had forever changed, but with the change came heroes to stand against the powers of darkness and save the world from tearing itself apart and falling perilously into the clutches of unspeakable madness. The landscape may forever be changed, but the heart of men remains the same.
Welcome to the Steamroller™ setting of international intrigue and high adventure where your players will interact with famous dignitaries, lords and ladies, thwart the powerful and ride the railways. Gangsters, cowboys, renaissance patrons and Kosacks all meet on the Inverness Wastes between the independent states of Edinwuld and the grand empire of Starzgard, where lie artificers, new fantasy races, knights and rare magics.
Steamroller is designed to be detailed, but at the same time, your player's characters will have a profound impact upon the setting, thwarting plans that fate has decreed. With a large number of factions and each one with an extensive list of plans in chronological order to be helped and thereby bringing your characters into fame or infamy or thwarted to thrust your characters into the spotlight. But let your players not dally. Time marches on without them. If they don't make an effort to accomplish what they set out to do, then the plans will be accomplished on time and on point and they'll have no part in it, then they will fade into the green mists of time.
Rules for d00Lite a steampunk campaign and other rules can be found free in the Adjusted Rules.
O'orth is the world of the Steamroller setting. Many races exist there. All lay claim to O'orth, which has lead to some rivalry, but most are willing to share for the sake of peace. Some were formed by the mist, while others were brought forth from ages long past and futures unknown.
Tall (6½ to 7 ft.), skinny, elf-like humanoids with dark secrets that only they know, whom the sages have prophesied to be the destroyers of the world. They appear youthful into old age.
» Add 10 to STR.
» Infravision (12 spaces, sight using heat signatures in the infra-red spectrum when light is not present).
» Enthrall +20 (½ will plus bonus. Power of suggestion causes others to do your will, such as fail to notice you. Entranced person cannot act against their moral code. May be improved with 1DP for +1.)
» Dark secret.
» Move 9 Spaces.
» Speaks Ancient and tradespeak.
Random humans born with weak constitutions, strange gifts and unusual colors of hair and eyes whom the sages have prophesied to be the saviors of the world. They do not tend to live to old age.
» Add 10 to starting LOG.
» Subtract 10 from STR.
» Human Versatility (one additional descriptor).
» Darkvision (12 spaces, allows normal sight in low-light, as long as a single star is present in the sky).
» Dreams. Occasional clairvoyant, prophetic and historical dreams, but scrambled, sometimes symbolic and strange, not always decipherable.
» Latent power.
» Move 8 spaces.
» Speaks English and tradespeak.
Tiny (approx. 1 ft) insect-winged mischievous humanoids who love life and hate clumsy-footed Mooglies.
» For ability scores, roll 2D and add 5 instead of the normal method of determining ability scores.
» +30 to LOG and DEX, but can't have more than 90 LOG.
» Opponents get -40 to hit when attacking a spoilie with non-magical conventional weapons.
» Spoilie wings regrow within 48 hours of being plucked. They can't fly or cast their natural magic during that time.
» Stealth +20 (to remain unseen and unheard. May be improved.)
» Move 4 spaces (16 spaces flying)
» Speak spoilie and Trade Speak
Small (approx. 2 ft.) industrious humanoids proficient in repairing and sabotaging machinery. They are a very common sight at repair facilities.
» Add 10 to LOG score.
» Tinker +10 (Bonus to build checks when using Artificer skill. May be improved.)
» Craft +10 (Enhance one mundane craft skill: cobbler, jeweler, tailor, smithing, etc. May be improved.)
» Move 6 spaces
» Speak Tinker Gnome and trade speak
If you are a player, not the GM, DO NOT GO ANY FURTHER!
If you wish to be a player in this setting, rather than the GM, do not read any further.
The following factions can be weaved into any narrative. Each faction is tied into another faction that's tied into another faction. People, places and organizations are all tied together in some way, yet only a small fraction ofc each story is referred to. People will be able to take any two associated factions and make their own story around the little bit of information given about the conflict between those factions.
FACTIONS OF THE NORTH CONTINENT
Romanies - Colorful nomads who wander the landscape, acquiring a living through entertainment or any primarily legal means of living afforded to the nomadic lifestyle. (Pejoratively called "gypsies" and "carnies".)
Knights of Corsegard - In full metal knight armor, these are the official enforcers of the kingdom of Starzgard.
Libertines - Rebels against the Imperium. A motley arrangement of workers and businessmen from Edinwuld seeking to break the back of the imperials on trade.
Blackwall Security Agency - Spies, Imperial SS. All such agencies are registered and employed by the empire. Blackwall is particularly effective and ever-present. However, if blackwall falls, another will just take its place. So Blackwall's imperial timeline is static.
Rosematter Otherworld Investigations - Cthulhu Investigators. These intrepid researchers and paranormal scientists go seeking out the ancient legends of Thul'gahl, the horrid god of the otherworld a dark plain of ancient magics and unknown technologies where unimaginable horrors reside. It is said that all who look upon Thul'gahl go mad from their inability to comprehend the shear horror of what they see. The lore says that Thul'gahl and his minions were once members of a beautiful alien race, but through their magic and technology, they became twisted in their search for immortality and now want only to devour the world in order to regain all that was taken from them by a power greater than them. It is rumored that Yes had something to do with their imprisonment in the dark dimension.
Crestwood Estates - A mysterious shadow organization with an unrevealed backer. They shape the political landscape from behind closed doors, bringing down substantial political figures with but a word and closing the doors on powerful businesses.
Nighthaven - A secret society of Elderkind with greater power than the Imperium, as the Elderkind rulers are members.
The Sages - Prophets of the grand god “Yes”. The name of their god is not a transliteration, but is a translation, as the meaning is more important to them than the original ancient language name. It is the prime religion of the land, but the sages are the ones who speak for Yes and witness to his glory.
Elise Montlebat - Saracen's niece; A cat burglar known as The Chimera. She targets her uncle Saracen in order to put a wrench in his evil plans, gain a living by his things and seeking one day to get revenge for her father's death due to her uncle's callous and reckless disregard for family welfare that made her father a victim of Saracen's schemes.
Saracen - Rich Man.
Otto Zeigler - Saracen's right-hand man.
Riverdine - Steam contraption Company
Emitt Beck - Owner of Track Motor, the railroad company
Norman Cantwell - Owner of West Track, the railroad company
Valklund - Train Manufacturer
Adelide Burgstein - Deep pockets and thorn in Sarasen's side
Bobby Styles Gang - Train Robbers/Smugglers/gangsters
Jim Sturges Gang - Bank Robbers/Plains drifters
Bounty Hunters - Unstoppable and always on the trail
Wild Armor Division - Steam Walker Troop
Starzgard - Imperial Domain in the East
Edinwuld - Free states to the West
Boiler Run - Flying steam contraption race
Madame de Purdicé - Owner of the prestigious and exclusive Non de Pardé Hosting Parlor and Gentleman's Retreat. She has her hands in many pots and holds many fates in her hands. Perhaps the most powerful woman in the world, Madame de Purdicé is perhaps the most avid collector of rare artifacts and is known not only to pay for expeditions, but to join them as well. Handy with a gun and at home in the wild.
Non de Pardé Hosting Parlor and Gentleman's Retreat - An upscale house of ill repute where all manner of business deals are struck.
Non de Pardé Hostesses - A group of hostesses at the prestigious and exclusive Non de Pardé Hosting Parlor and Gentleman's Retreat. Some may be beautiful, some not so much, but all are capable women who know how to squeeze a trigger.
For creature size categories, see Size Categories and Super Powers.
Though the creatures found here are standardized, feel free to modify stats for variation and distinction of one creature among a type and another of that type.
Massive, lumbering blue hulks with low intelligence and passive dispositions. They make their home in the Valley of the Mooglies. Though not disposed to violence, they will fight if they have to. Though not highly intelligent, their childlike and detached dispositions give them profound, if fleeting, insight. They don't understand why spoilies hate them or what they are.
Size: Massive
STR: 75 BP: 1900 (19 x 100) Rank: 6
DEX: 40 INIT: 1 Nature: Neutral (Non-magical)
LOG: 30 DR: 0
WIL: 75 MOV: 60 Travel: 5 leagues
» Slam - 65%, damage 3D(x100 vs. Medium size creatures)
Tactics: Uses its fist to crush its opponents and remove obstacles.
Note: Massive creatures get -40 to hit against medium creatures.
(Verge™)
Just out of sight, those things of night and darkness dwell within the abyss and prismic refractions, haunting our vague perceptions and shrieking in deafening silence to be heard. They vie for our attention, and beg to taste our reality, or to pull us screaming into the realm of ethereal shadow where they tear at our souls and drink our thoughts as we succumb to eternal nightmare and hellish everlasting horrors. The place where psychotic visions announce your insanity and science gives way to fantasy; that place we dare not look, through the door they call...the Verge.
______________________________________________________________________
A branch scrapes upon the window next to your bed in the moonlit darkness. You rub your eyes and look and see the shadow of a motionless shadow figure wearing a broad-brimmed hat cast upon the window in the full moon light. You reach over and turn on the light in startled fear, but when you look back, the shadow is gone, and the moon's light reveals no shadow cast across your bed.
You go out to check to see if you see anyone outside, but there are no signs that anyone had even been at your window. The cold wind blows, signaling an oncoming storm, so you head back in, mostly satisfied that it was just your imagination.
You walk through the house. Its shadowed corners somehow seem darker. You go down the hallway. Shadows upon shadows are cast about. The light coming from your room seems to make the shadows near your door even darker. As you walk back into your room, you catch something out of the side of your eye. A pale face in the shadows, but you know it couldn't have been there, because it's just a wall, so you dismiss it. As you close the door and turn to click it shut, you see the face disappear behind the door. Frightened, you open the door again quickly, but there's nothing there. You shake your head and tell yourself your imagination is getting away from you and close the door again. But as you turn around, you can't seem to shake the feeling that something is out of place. Is someone watching you? Might I be watching you.
You sit on your bed and lay back against the wall. You take a sip of water from the glass on your nightstand and pick up your book from it, yes this book, and begin reading it to help calm yourself. But it doesn't take long for your eyes to grow weary and your muscles to grow weak, unresponsive. The paralysis of sleep overtakes you.
Then you open your eyes and look down at yourself sleeping cozily in your bed. In an odd feeling of curiousness you look around. On the walls play shadow figures walking around in the lamp-light. Shocked, you wake up with your head beneath the covers. You take a breath relieved. Realizing that the light must have been affecting your sleep, you pull off the cover to turn the light off, and there the shadows walk a solemn procession upon the walls around your bed.
______________________________________________________________________
The city at night is a dangerous place. More dangerous than you know. Horrors of all kinds populate this world. Not even those in the country are free from these dark beings. But now you have a chance to fight back or to let yourself be recruited to their dark influence. Powerful organizations conspire to give life and sustenance to these dark forces. Thankfully, there are men and women dedicated to keeping the world safe from the ancient evils and dark gods. Institutions have arisen to battle these forces in secret to keep mankind blissfully unaware of the horrors that could drive every last man, woman and child insane by its knowledge. Will you serve the light and bring an end to the world's darkness, or will you give in to the service of the Faustian horrors that seek to enslave and devour all mankind?
______________________________________________________________________
Rules for d00Lite fringe science and other rules can be found free in the Adjusted Rules.
Choose from any of the following campaign types, create your own or mix and match:
» Creature Feature (A strange creature infests your research complex or terrorizes the city. Your job is to either contain it or destroy it.)
» Cthulhu (Eldritch gods are seeking their way into your dimension through a portal in a foggy moor, creepy old building or some remote part of the world. You can either help them against paranormal investigators or stop them through any clever means at your disposal.)
» Dreamscape (A madman feeds on people's dreams and you must stop him or die trying.)
» Eldritch Device (An ancient device shows up with beautiful ancient markings. But an obsessed adherent of an ancient cult unleashes its power, and now it is your job to track it down and subdue the horrible device.)
» Fey (Fey creatures of all types roam the world, hiding in plain sight. They disguise themselves and hide their powers, seeking to get along with mankind. Whereas the fey once nearly destroyed the world, mankind subjugated the fey in order to save the world, and an uneasy peace has remained ever since. You are tasked with safeguarding that peace by battling against those who would disrupt it.)
» Ghost Hunter (You track down ghosts and seek to resolve their issues so that they will move on to the next world.)
» Infestation (Zombies, bugs of a particular size, aliens, rodents, flesh-eating worms or other grotesque beasts infest a building or whole town, and it is your job to clean them up.)
» Poltergeist (Evil poltergeists seek harm to the living and it is your job to subdue them and send them into the beyond that the living may again have peace.)
» Psionics/Sorcery (People with great powers roam the earth. But power corrupts, and it is your job to weed out the corruption wherever it may be, whether in a school, corporation, political camp or ripping off innocents.)
» Slasher (A slasher is on the loose and it is your job to stop it...permanently. Or die trying.)
» Transhuman (Gentically and mechanically modified people, as well as A.I., has lead to those who seek to make themselves powerful by means of genetics and gadgetry, known as transhumanism. These individuals may seek surgery or even modify themselves. Known in fiction as mutants and cyborgs, the transhumanists are a potential threat to public safety. Your job is to track down and neutralizes humans and machines that have gotten out of hand.)
» Vampire (Vampires are spreading like gangrene throughout the city. You must track them down to their source and kill the head vampire to put an end to the infestation or the world is doomed.)
» Werewolf (Wolves are killing people in the parks and on the streets. Even cops are unprepared for their vicious attacks. You must take your arsenal of silver bullets and eliminate the pack.)
» Wierd Science/Fringe Science (Mad scientists cannot resist making their abominations world-threatening experiments. You might fight against all manner of mutated man and beast to find the mad man responsible and put an end to their experiments, or you might simply have to find a way to shut down their machine after a kaleidoscope of strange experiences.)
Cthulhu Investigators. These intrepid researchers and paranormal scientists go seeking out the ancient legends of Cthulhu, the horrid god of the otherworld, a dark plain of ancient magics and unknown technologies where unimaginable horrors reside. It is said that all who look upon Cthulhu go mad from their inability to comprehend the shear horror of what they see. The lore says that Cthulhu and his minions were once members of a beautiful alien race, but through their magic and technology, they became twisted in their search for immortality and now want only to devour the world in order to regain all that was taken from them by a power greater than them.
A mysterious shadow organization with an unrevealed backer. They shape the political landscape from behind closed doors, bringing down substantial political figures with but a word and closing the doors on powerful businesses.
Guarding the president is about saving the country, but exploring cases of fringe science is about saving the world. Every day the ASD fights against would-be world destroyers and individuals who mess with forces they cannot begin to understand.
Vigilant Order (Sect of Dominar)
Symbol: White Skull with Black Sword on forehead, tip down, on a black field. The skull can be silver in special situations.
Vigilant Order Ranks
Favored Weapon: Folding Scythe (Halberd)
The Vigilant Order hunts down and puts undead to rest. They also put down necromancers. They tend to wear black cowled robes with the symbol of the Vigilant Order on the front of the cowl and on the back of the robes. They are made aware of new missions typically by Dove Rune Scrolls sent from the High Warden who communes with Dominar and his agents to locate undead targets.
Members of the Vigilant order are encouraged to learn how to heal (to prevent undeath in the firstplace), track and are expected to study (Scholar) the lore of their foes.
Artifact
Agrimar the Bonesplitter, holy relic of Dominar
This glaive has a black wood handle with silver studs, the blade is made of steel painted black with the symbol of Dominar on each side of the blade. The edge of course is shiny and sharp. White flames is the trapping of the power.
This weapon is blessed by gods and uses the rank of the wielder to determine its effects. First, when picked up the weapon binds itself to the wielder.
Cause 1D +1D per rank radiant damage (damge to undead only) each day. The damage can be broken up into multiple attacks. When you hit a foe choose how much radiant damage you want to cause the target. For instance if you have a level 3 cleric skill gain 4D radiant damage each day. Strike a foe and cause an additional 2D radiant damage (plus your weapon) saving 2D for another attack.
Changing Wielders:
Only a priest of the same order as the god can remove the binding. Otherwise a dead wielder of Agrimar will hold onto it until a new member of the Vigilant Order claims it from him. Such an individual utters the words "Unwavering Vigilance" and the former owner will open his bony grasp.
New skills in your campaign.
I thought about this more and come to the conclusion that new skills may be overdoing it. Instead It might work better as an option to take for the players that want it, but still only have one spellcasting skill. The basic Spellcaster Skill and Cleric skill do not fit in my idea of a Sword an Sorcery World to well though .Here is where I am at right now, please let me know what you think and any suggestions you may have.
Spellcaster:
Replace Low Wizardry with:
- Signs of Power: The Character can change his appearance without a check. For example: Deepen their Voice, make it louder, slightly darken or lighten the surrounding area, glowing or shining eyes, pulsing veins or aura of light, foul skin or a slight shimmer, claw like hands or delicate and well-kept fingers, crooked or graceful posture, veiny arms etc. No Skill Check required
Additionally each level of Spellcaster the player can choose one specialization. A Character can only ever have one single Specialization at all times. The Specialization can only be changed if the story and GM allows. Each comes with a new set of abilities that the character gets to use in addition to the normal Spellcaster ones. A Specialization means that the character can only cast a specific list of Spells without penalty. Any spell not on the Specializations list incurs a -20 penalty to cast.
The Available Specializations are:
Sorcery
New abilities:
- Dark Art: Know a number of spells equal to Sorcerer level. If Spellcasting is the primary skill he learns an additional spell at levels 1 and 6. If it is the secondary skill he learns an additional spell at level 1. A Sorcerer may permanently sacrifice 10 STR per level to learn an additional spell. The Available Spells are: Charm, Dispel, Divination, Entangle, Hinder, Illusion, Offensive strike, Repel, Summon, Telekinesis, Transform, Transport
- Sacrifice: The Sorcerer can sacrifice Body Points to gain a Bonus to his casting check in a 1:1 Ratio. The Body points don’t need to be his own. If they are his own he gains an additional +5 to his check.
Shamanism
New abilities:
- Spirit Guides: The Shaman has many contacts into the spirit world. When the Shamans power grows entities from the spirit realm will seek his company. A Shaman can have a number of Spirit guides equal to his Shaman level. The player and GM work out the details of the Spirits. They may be ancestors, animals, plants, or nature spirits of any sort. They may exist in this world or the next, and may or may not be able to offer assistance when sought. Once a spirit bond is established it cannot be broken. With a successful skill check the Shaman may manifest one spirit guide at a time for duration of 10 Minutes / level out of combat or one round / level in combat. There can only ever be one manifested spirit. A spirit can be dismissed before the duration is over. Each Spirit Guide can only be called once per day without penalty. Each additional summoning accumulates a penalty of -20 to the check. A Spirit Guide is usually a mentor or knowledgeable person that can share information or secrets with the shaman. He may be able to point the Shaman to shelter, resources or hidden items. In rare cases the spirit will participate in combat but this is very unusual and subject to GM discretion.
- Fetish Crafting - Create Fetishes containing spells which take effect on specified triggers. It can take a few turns to a few minutes to create a Fetish. This is the closest the Shaman can come to creating instantaneous magical effects. See Runecrafting pg. 37 of BBF Core for details. The available spells are: Aid, Charm, Cleanse, Hinder, illusion, Protection, or Repel.
Priest
New abilities:
- Detect Aura: detect general moral auras of people, places, or things
- Religious Rituals: A Priest can perform rituals in honor of his Gods to create magic effects. This takes at least one full round during combat. The Priest gets a bonus of +10 on his Spellcasting check for each round spent on the Ritual. Rituals are learned at levels 1 3 5. If Spellcaster is the primary skill he learns an additional ritual at Ranks 2 and 6. If it is the secondary skill he learns one additional ritual at level 2. Available Rituals are: Commune, Control Weather, Divination, Entangle, Heal, Summon, Transform
- Smite: As core rules for Cleric
The following is provided as template to help Players and GMs use the core skill system to build a character concepts.
Concept name: name for the character concept. Example: Elven Physician
Concept blurb: one or more paragraphs detailing the concept. Example: Traveling throughout the kingdoms you have the privileged of treating many elf, dwarf, halfling and human aliments... Your healing comes from knowledge, not magic.
Development: Placing your primary +20, secondary +10 and level. Describing what skills and abilities to spend DP on. Example: Place +20 and level in scholar, place +10 in scout. At scholar level 2, record your career path as "physician". Ask the GM to use your scout skill to gather healing herbs.
Goals: Any goals this concept may want to reach. Example: To record your findings so that others can learn how to treat aliments using natural cures.
Role-Playing Tips: - suggestions how to role-play and act out the character concept. Example: You carry so many items they are strung to the outside of your backpack (drying herbs, vials of liquid, etc.) You have compassion on the sick and want to learn about as many aliments as you can, even dissecting or trying to treat monster creatures. You believe any aliment can be naturally cured, turning your nose up at magic healers.
The order you belong to trains and equips it's members to defend the defenseless, to set right the wrongs, to fight the darkness. You've mastered them all and now have been sent to quell the oncoming storms of the dark!
Background: Your father and his father served the order under the banner of the Queen of Blades. Their glory was not for themselves but for Mangrilar the Blind Justicar! You recently completed your training and are ready to serve the kingdoms.
Development: Start with +20 in Cleric and +10 in Warrior. Place your first level in Cleric. Pick a favored weapon but don't stop there. Your training required you to use many weapons and armor. You rush into battle with a holy cry, chose either a defensive stance and take a shield or an offense stance and take a two-handed weapon with high damage output. Begin by placing levels in Cleric and Warrior but don't forget your STR to compensate for heavy armor. Take aid and protection and cast on yourself during combat. Heal comes in handy after a battle or when a ally falls near your position. Repel will allow you to protect your allies and yourself form certain foes.
After raising your skills to level 3 consider picking up training as a Leader, this skill is not only a boon to your build but also aids your allies.
Character Goals: To find and wipe out evil. To defend those in need, to rally others to your cries for justice.
Role-Playing Tips
You are eager for a fight, sometimes rushing to stomp out evil before thinking out a calculated plan. You give loud holy battle cries when engaged with enemy forces. After dispatching a foe your thank your patron deity. After a battle you drop to a knee and pray, seek out the dieing and offer a prayer.
The people of the kingdoms need your comfort and guidance. To a chosen few you even bring some enlightenment. You know how to take care of yourself in the wilderness traveling form city to city as a wandering holy soul.
Background: It got a little to cozy in the regimented lifestyle of your order. When you heard the cry of needy people you left the secure walls of the monetary and began wandering the countryside. Maybe because your god asked you to, or a voice from deep inside called you to a different purpose.
Development: Start with +20 in Cleric and +10 in Scholar. Place your first level in Cleric. Pick a favored weapon, something you will use for a lifetime. You don't necessarily need the warrior skill right away since you can use Smite with your favored weapon. Chose either aid, cleanse or heal as your starting spell, your focus is to help people. Next consider placing levels in Scout, you are a traveler and scouting will help you find game, build shelters and navigate between cities.
WIL and LOG are important, after gaining level 3 in your skills consider boosting these abilities. DEX is also important to defend yourself, your really not out to kill people. You might want to pick up a shield as well. Stay with light armor that allows you to be nimble on your feet.
After obtaining level 6 in Cleric offer your services to cleanse areas in the kingdom from evil magic, undead, etc. Although this leaves your week the price is small compared to the aftereffects.
Character Goals: You heard the call of the need but perhaps you are also searching for something specific, or mysterious. Maybe you are not sure what you seek or what the wandering path will lead you to at the end. Consider choosing Beoth as your patron deity and having the GM weave whispers from him to "find one's way".
Role-Playing Tips
You are quiet, reserved, mostly observing before acting. Maybe you look down on the wealthy who spurn those of lesser-fortune. You help without thinking, without accepting gold, however you have no place to call home or rest your head so a meal and a warm bed come in handy. You give foes a chance to turn their ways, you don't want to kill, but you will if you have to.
Concept
You are a member of a group of traveling poets reciting and performing compositions of your _______ society/city/village/etc. You find traveling with others (merchants, sword for hire, adventuring parties, etc.) not only keeps you safe but you have a captive audience. In times of need you can lend a sword. Your society sends you on a mission, to enlighten and teach others the ways of _________.
Skald
Scholar +20 High Scholar career path: Skald, Language ________.
Warrior +10
Place level in Scholar
Suggested Descriptors
Poet and don't know it, Always has pen and ink, Wears feathered hats, Answers in rhymes, Always starts answer with "Have you heard of my ______."
Development
Scholarly knowledge is important to your character concept, but so is surviving in these dangerous times. Spend your first 3 DP and take a level in Warrior. Next raise your Scholar to level 2. Ask the GM if you can recite poetry in town to help earn a living while teaching others the ways of your society. Depending on your adventures you might lean towards role-playing; increase LOG and Scholar along with WIL. If you find yourself in a lot of fights consider levels in thief. Hide from enemies, your stories must be told!
Character Goals
Spreading knowledge of your societies history throughout the lands. At rank 4 consider traveling to your homelands and taking on an apprentice. At rank 6 gather homelanders and build a castle dedicated to the historical teachings of your society.
May use them as their usage allows, requires holy symbol, cast spells using this skill and level, not spellcaster.
This is a catchall page for the various offerings of monk skills.
This skill represents a melding of a character’s mental and physical discipline into a coherent and potent style of fighting, moving, and living.
Score: half Wil +10 per Monk level. Cannot be attempted unskilled.
» Pure Body
» Pure Mind
» Transcendent Body
» Transcendent Mind
May use them as their usage allows, requires holy symbol, cast spells using this skill and level, not spellcaster.
Score: 1/2 WIL + 10 x Level
Bound By Darkness: A Shadowmancer's power is tied to darkness. When in full darkness, starlight, or any other level of darkness that would necessitate a torch for one to see, the Shadowmancer receives a +20 bonus to performing any spells tied to this skill. When exposed to daylight or well-lit conditions, however, they instead suffer a -20 penalty towards their magic.
Dark Magic: A Shadowmancer may learn one of the following spells per level: Charm, Conjure, Dominion, Entangle, Hinder, Illusion, Telekinesis, or Transport.
Shadowy Tricks: The Shadowmancer uses Low Magic much like the Spellcaster skill, except they can create a 5-square orb of Dimming (not complete darkness, but reduces light levels) and other visual tricks associated with shadows or darkness.
Shadowstep: The Shadowmancer is capable of crossing across shadows, entering one and emerging at another. They may make their standard move actions without any obstruction or complication from terrain, opponents, or any other hindrances. In complete darkness or low-lit areas, this effect is practically like teleportation. In well-lit conditions, the GM may rule the Shadowmancer is incapable of stepping. The middle of an open courtyard at noon would hinder them; but the shadows of an alleyway at dusk may prove a favorable slip.
This skill represents years of intense physical and mental training along with exposure to dangerous concoctions that forever change the Witcher and mark him as something other than human. Witchers are professional monsters hunters. Most Witchers have unsightly scars; badges of their dangerous trade.
Score: half LOG +10 per enchanter level. Cannot be attempted unskilled.
Witcher Signs
Though they are not warrior mages who employ powerful magic, Witchers can cast simple magic spells that can prove effective when used properly. Witchers call these spells Signs and usually use them against monsters, though they also have non-combat applications. Witchers prefer single-handed weaponry because it leaves their other hand free to cast Signs.
Aard
Range: 5 spaces
Usage: 1/turn
Duration: Until encounter ends
Resistance: None
Aard produces a telekinetic wave that can throw back, knock down or stun an opponent. This sign affects 1 target per even skill level of Witcher. It knocks the target(s) back 1D spaces. Targets take 1D of damage if they hit something such as a wall. If the rank of a target is less than half the Witcher level, they take stunned and are knocked prone. If the rank of an enemy is more than the Witcher level, the enemy is unaffected.
Igni
Range: 5 spaces
Usage: 1/turn
Duration: Instant
Resistance: DEX
Effect: a gush of flames that causes fire damage to one target equal to 1D +1D per Witcher level. Normal armor will not absorb damage.
Yrden
Range: touch
Usage: 1/turn
Duration: 1 day
Resistance: DEX
Effect: Causes damage equal to 1D +1D/2 per Witcher level, to all within 3 spaces of a target space. Target space needs to be stepped on to trigger Yrden. Normal armor will not absorb damage from Yrden. A witcher may place one Yrden per even Witcher level.
Quen
Range: self
Usage: 1/encounter
Duration: 1D turns
Resistance: None
Effect: a protective shield. At Witcher level 1 this spell can be cast to provide DR5 to any existing armor until encounter ends. At Witcher level 3 it can be cast to add DR10. At Witcher level 5 it reflects 50% of damage back on any melee opponent.
Axii
Range: 5 spaces
Usage: 1/turn
Duration: 1D turns
Resistance: WIL + 10 per rank
Effect: Cause target to become friendly, flee, confused, fall into a deep slumber, etc. (exact effect decided by the Witcher). Cannot charm a target whose rank is more than double the Witcher’s level. Some targets cannot be charmed such as golems, consult your GM. Charming an already charmed target is resolved as a skill contest with the spellcaster who cast the initial charm spell. Consult your GM if you are re-charming targets already under your own charm spell. Friendly targets will fight for you.
Heliotrope
Range: self
Usage: 1/turn
Duration: Until encounter ends
Resistance: None
Effect: Constructs a field of magical protection around the Witcher. The Witcher receives +10 per Witcher level to resistance checks against spells or other magical attacks.
New spells for those gifted in magic.
This section contains tips for using existing spells to create fantastic effects for combat and other purposes. Along with the tips in this section, some homebrew spells can be rolled into existing spells or vice versa with GM approval.
Following is a sampling of such spells and uses:
Usage | Spell | Effect |
Drift | Transform | Transform into vapor/smoke |
Ethereal Divide | Telekinesis | Split path of oncoming objects and powers |
Reperception | Charm | Cause someone to form a new opinion by changing their feelings. |
Resize | Dimensionation | Cause yourself or target to change size. |
Restore | Time Dilation | Return an object to its former state. |
Storage | Dimensionation | Transfer a set of items elsewhere to be retrieved. |
Teleport | Dimensionation | Transport yourself or target via dimensional gateway. |
Use telekinesis to create an invisible wedge that deflects magical (of the same level or lower) and non-magical ranged attacks to the right and left or causes liquids or windblown gases, objects or particles moving toward the target to be parted. Cannot deflect attacks from multiple angles without casting multiple times.
Use the Charm spell to cause a target to reconsider their memories and form a new opinion based upon a feeling you implant in their mind.
Use Dimensionation to change the size of yourself or a target in sight by level larger or smaller for up to 1 hour times level. Resized objects are proportionately stronger or weaker, faster or slower in relation to their size. At 6th level, you may lose 10 STR to make it permanent.
Example: A 5th level magic user may increase their own size to be up to 5x their original size with 5x the STR and MOV, or decrease it to 1/5th their original size with 1/5th the STR and MOV.
An alternative rule could be to decrease your spellcasting success rate by 10 to increase its effectiveness by 1 level, even beyond 6th level.
A handy table to roll which spell your Enchanter might have devised runes for. Note that this list includes spells that can be obtained from the BareBones Fantasy Spell Reference Cards.
D00 | Result |
00-04 | Aid |
05-09 | Charm |
10-14 | Cleanse |
15-19 | Commune |
20-24 | Conjure |
25-29 | Control Weather |
30-34 | Dispel |
35-39 | Divination |
40-44 | Dominion |
45-49 | Entangle |
50-54 | Heal |
55-59 | Hinder |
60-64 | Illusion |
65-69 | Offensive Strike |
70-74 | Protection |
75-79 | Repel |
80-84 | Summon |
85-89 | Telekinesis |
90-94 | Transform |
95-99 | Transport |
Commune
Range:....... 5 spaces per spellcaster level
Usage:....... 1/hour
Duration:.... Concentration
Resistance:.. none
Effect: Communicate verbally with a target (dead, alive, inanimate) as long as the target has the ability to communicate, even if it is in a language the caster normally would not understand. The communication is bidirectional. At spellcaster level 4 communicate with unintelligent plant and insect life, though only yes/no answers will be received. At spellcaster level 6 the caster can cast commune on himself permanently if he spends 10 STR, then the caster is always assumed to be using commune on all targets with which he communicates. Duration last as long as the spellcaster is concentrating. If cast on another spellcaster this spell allows telepathic communication even if they leave the spell's range during that duration. Being trapped within a wrought iron cage will cancel this form of communication as long as either caster is trapped.
Dimensionation
Range: | Touch/10 Spaces |
Usage: | 1/day per spellcaster level |
Duration: | varies |
Resistance: | varies |
Effect: This spell allows the spellcaster to alter the dimensional basis of a target in some way.
It allows the caster to hasten a target. This adds twice the spellcaster's level to the target's MOV score and provides a bonus of +1 to the target's INIT score. He may also slow a target, which does the reverse effect (minimum MOV is 1, and if INIT is reduced to 0, assume the target always rolls a 1 on his initiative). Hastening or slowing a target lasts 1D turns plus spellcaster level and may be resisted with a STR-based resistance check.
At spellcaster level 3, the caster can create pocket dimensions to store things. Initially, this is limited to the size of a pocket or pouch, but at each level thereafter the pocket dimension's size increases: At level 4, it is the size of a backpack or large sack; at level 5 the size of a man; at level 6 the size of a small house. When creating a dimensional space, the duration is 1D+spellcaster level turns if done in combat, or 2D hours if cast outside of combat. From the outside, the dimensional space cannot be seen and has no weight so most casters cast it on an item so they can find it and carry it about (for instance, a pouch that holds as much as a backpack). At spellcaster level 6 the duration can be made permanent by spending 10 points of STR permanently.
Range: | Self |
Usage: | Unlimited |
Duration: | 1 turn/level |
Resistance: | None |
Effect: You become a mist, floating dust, drifting smoke, fog, suffocating cloud or some other substance that can be ignored and may slip through cracks. Works as stealth. You may partially materialize or partially dematerialize with a successful roll. You may Drift at ½ MOV while in this state and seep through cracks large enough to let a draft through at ½ Drift rate. You cannot be struck by non-magical items, but you are subject to being recognized through a detection spell or they may notice unusual movement from your drifting form. Choose your form and density when casting the spell. Immunity to fire. Susceptible to being blown by wind speed vs ½ STR. When the effect ends, you must fully rematerialize. Canceling the effect is a free action requiring no roll.
The GM may choose to make this possible as part of Transform instead.
Range: | Sight |
Usage: | 1/hour |
Duration: | Up to 1 turn/level |
Resistance: | Caused by magic |
Turn back the clock on an object. It does not matter how long it has been, you may return an object to its previous state by 1 turn per level as long as its state has remained unchanged since its last alteration. For instance, if a month ago a house exploded within 4 turns, a 4th level magic user may return it to its original state before its collapse. If, however, it took 5 turns, they could not affect it. All its parts must be unimpeded from returning to its original state or the spell will have no effect. The size of the object is not important.
Range: | Self |
Usage: | Unlimited |
Duration: | Instant |
Resistance: | None |
Effect: Storage allows you to store a number of portable packages (Not too heavy to carry) in an alternate dimension or other location equal to your skill level. You may store a number of items as a single package up to your skill level. Thus, at 1st level you may only store 1 item, while at 6th level, you may store a total of 36 items in 6 packages. You may conjure those items at any time. Storing and conjuring are separate actions. You may equip items automatically as long as you store them while equipped. Whatever body part they were equipped to before storage is the body part they will return to when conjured. You cannot conjure a package if any of its items cannot be conjured due to the equip slot already being occupied. In order for Armor to be stored as a single item, all of its components must be physically bound to each other somehow.
Range: | Self, + 1 person/level after 1st |
Usage: | 1/encounter |
Duration: | 1 turn/level |
Resistance: | Time dilation |
Effect: Move forward or backward in time by 1 turn per level, allowing the magic user to undo a mistake or fastforward to a pivotal moment to catch someone by surprise. Canceling the effect is a free action requiring no roll.
Slowing down time. Two magic users locked in combat going forward at the same faster rate would appear to be moving at the same rate faster than everyone else though would appear to be moving normally to each other. Everyone around them would appear to be going slower.
Speeding up time. The magic user will appear to slow down to everyone around them and everyone around them will appear to speed up to the magic user.
Reversing time. Everyone, including the caster, will appear to walk and fight backwards and any wounds or death anyone underwent in that time is undone. Once time has been reversed, a new timeline starts. Anything affected will be changed. Anything unaffected will continue as normal until affected by anything that was changed.