Blade of The Iron Throne Color Edition (6792937)

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The document discusses the rules and mechanics of a roleplaying game called Blade of the Iron Throne, including attributes, skills, talents, and sorcery.

The book provides an introduction and overview of the roleplaying game Blade of the Iron Throne, including character creation and basic rules for checks.

Some of the mechanics described in the book include attributes, skills, talents, combat maneuvers, sorcery, and wound levels.

Jeffrey Quigley (order #6792937)

Jeffrey Quigley (order #6792937)


Credits Special Thanks to
Written by Phillip Jones and Michael Heider Jake Norwood, creator of The Riddle of Steel,
the game that inspired this work; Mary, my
Layout
wife; and to Gordon Lepp, a great gamer and
Ivana Brajkovic
my best friend, I will always miss you.
Editing and Proofing
Playtesters
Vicky Gemmell
Jon Hyams, Ian Plumb, Lucas Gonasalves,
Glossary Antti Piipponen, Alegz Obernigg,
Alex Obernigg Robert Davis, Paul Reinwald, Mattia Corsini,
John Wirth, Helena K.
Passion Attribute description
Matthew Terry Backer image credits
Page 17 image courtesy of Allan Prewett
ITP Logo and Cover Design
Page 23 image courtesy of Ken Versaw
Tommaso Galmacci
Page 26 image courtesy of Jason Brownd
Cover Art
Interior artwork
Courtesy of Robin Olausson
Tom Galmacci, Grace Palmer, Michael
The World of Xoth is featured courtesy of Heider, Adam Schmidt, Mike Perry, Earl Geier,
Morten Braten and Xoth.Net Publishing Ian Maclean, Luigi Castellani, Miguel Santos,
Special thanks to Paul Sharratt for providing Michael Mikos, Alec Webb, Richard Luschek
the model for the Blade Sorcery mechanics.

ISBN: 0-29882-89386-9
Copyright © 2013 Iron Throne Publishing

Blade of the Iron Throne and all associated names, characters, logos, marks, and illustrations are © and TM 2013 Iron Throne Publishing,
Phillip Jones and Michael Heider. All rights reserved.

All artwork © and TM 2013 Iron Throne Publishing. All rights reserved.

The World of Xoth and all related characters, names, places, items, plots, settings, descriptive text and concepts are copyright (C) 2008-
2013, Morten Braten and Xoth.Net Publishing. They appear in this work with permission.

Permission is granted to copy the character sheets and tables from the Appendices for personal use.

Jeffrey Quigley (order #6792937)


“And on this throne of black iron, there shall be seated
the great king of bloodshed and murder,
and he shall be as a god unto slayers of men.
And all who do his work in the lands shall be called his blades,
and they shall strive to become alike him,
and be feared and revered amongst their lesser brethren...”

The Forlorn Tome of Du’Karrn

Jeffrey Quigley (order #6792937)


Jeffrey Quigley (order #6792937)
Contents

Introduction................................................11 CHAPTER THREE


TRAINING....................................49
CHAPTER ONE
MECHANICS................................13 I. Skills Overview........................................51
II. Skill Descriptions....................................51
What is a Role-playing Game?....................15 Acting (HT).........................................51
What kind of RPG is Blade of the Iron Ancient Languages (SY).......................51
Throne?.......................................................16 Animal Ken (HT).................................52
Basic Rules - Checks ...................................16 Apothecary (SY)..................................52
I. Dice Types Used ......................................16 Battlefield Tactics (SY).........................52
II. The Major Checks...................................17 Climbing (DG)....................................53
Customs (HT)......................................53
III. Attribute Descriptions ..........................24
Dancing (DG).....................................53
Decipher (SY)......................................53
CHAPTER TWO Detect Sorcery (CG)............................54
CHARACTERS............................31 Disguise (CG)......................................55
Etiquette (HT)......................................55
I - Talents.....................................................33
Falsehood (HT/SY)...............................55
1. Sorcery ..........................................34 Foreign Languages (SY).......................55
2. Culture............................................35 Healing (SY)........................................57
3. Attributes........................................37 Information Gathering (HT).................57
4. Skills...............................................38 Light Step (CG)....................................57
5. Proficiencies...................................38 Lock Picking (CG)...............................57
6. Assets .............................................39 Music (HT)..........................................58
II. Other Details..........................................40 Navigation (TY)...................................58
III. Character Creation Example..................41 Negotiation (HT).................................58
IV. Creating your own Talent Table �������������44 Occultism (SY)....................................58
Omen Reading (HT)............................59
Pick Pockets (CG)................................59
Precognition (CG)...............................60

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Prestidigitation (CG)............................60 CHAPTER FOUR
Riding (DG)........................................60 MELEE......................................125
Seamanship (TY).................................61
Seduction (HT)....................................61 I. Melee Combat Overview.......................127
Sneaking (CG).....................................62 1. Limelight And The Combat
Soldiering (TY)....................................62 Round...........................................127
Survival (CG).......................................62 2. The Order Of A Combat Round ����131
Swimming (DG)..................................63 3. Steps 1 & 2: Stances, Initiative,
Theology (SY)......................................63 And Surprise.....................................132
Tracking (CG)......................................63 4. Steps 3 & 5: The Exchange ...........135
Trailing (CG).......................................63 5. Steps 4 & 6: Damage....................138
Trapping (CG).....................................64 6. Terrain Checks...............................143
More Skills?........................................65 7. Fatigue In The Combat Scene........147
Charioteering (DG).............................65 II. Defense ...............................................148
Streetwise (CG)...................................65 1. Evasion .............................................148
III. Assets Overview....................................66 2. Defensive Actions.............................149
1. Assets Described.............................66 3. Armor Overview...............................151
IV. Proficiencies Overview..........................88 4. Armor Types......................................153
1. Proficiencies Described..................89 5. Barbarian Chic (Optional)................154
V. Maneuvers..............................................93 III. Ranged Combat...................................155
1. Offensive Maneuvers Described �����96 IV. Mounted Combat.................................161
2. Defensive Maneuvers Described 108 1. Rideby Melee Attacks....................163
Proficiencies.........................................109 2. Jousting.........................................164
VI. Character Progression.........................113 3. Mounted Archery .........................165
1. Passion Attributes..........................113 4. Barding.........................................166
2. Spending Passion Points................118 V. Animals In Combat ...............................167
3. Karma...........................................119 Large Animals And Wounds..............167
4. Basic Attributes.............................119 Huge Animals...................................168
5. Proficiencies.................................120 Fighting Animals...............................169
6. Assets............................................120 Animal Maneuvers ...........................169
7. Skills.............................................120 Pack Tactics.......................................175
8. Loot..............................................121 VI. An Example Of Melee Combat �����������176

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CHAPTER FIVE Portal................................................227
TRAVEL AND HEALTH............183 Shake The Bones Of The Earth...........228
Whisper My Name In Fear................229
I. Travel, Scene Framing, 6. Combining Sorcerous Efforts.................229
And Scene Requests..............................185 7. Duel Of Wills .......................................230
II. Encumbrance (Optional)......................186 Sorcerous Maneuvers: ......................232
III. Health ................................................188 Offensive Maneuvers: ......................232
1. Healing And Wounds....................188 Creep ...............................................232
2. Falling Damage.............................189 Grind ...............................................233
3. Generic Damage...........................190 Overpower .......................................234
4. Poison...........................................190 Strike ...............................................234
5. Pain - It’s Just A Scratch!................192 Defensive Maneuvers: ......................234
Counterstroke ..................................234
CHAPTER SIX Deflect .............................................235
SORCERY.................................195 Endure .............................................235
Evade ...............................................235
I. Sorcery Overview..................................197 8. Affecting Multiple Targets......................235
1. The Sorcery Pool...............................198
2. Taint..................................................200 CHAPTER SEVEN
3. The Lesser Mysteries.........................202 S&S GAMING.............................239
4. Greater Mysteries.............................210
5. Arcane Secrets..................................218 I. A Sword & Sorcery Overview.................241
Abomination.....................................219 1. The World Of Sword & Sorcery.........241
The Acolyte’s Claw............................220 2. Faith And The Divine.........................242
Animate The Dead............................220 3. Magic And The Supernatural
Bind The Soul....................................221 In Sword & Sorcery...........................243
Blight................................................222 4. The Racial Makeup Of
Chariot Of Sorcery............................222 Sword & Sorcery...............................245
Eldritch Effigies.................................223 5. Heroes And Villains In
Firestorm...........................................224 Sword & Sorcery...............................246
Hand Of Doom.................................225 6. The Sword & Sorcery Tale..................248
Master The Beast...............................226 II. 20 Tips For Running Your
Mold The Flesh.................................226 Blade Game!.........................................251
Plague Wind.....................................227 Final Word: The Iron Rule .........................257

Jeffrey Quigley (order #6792937)


CHAPTER EIGHT III. The World............................................278
XOTH..........................................261 IV. Drugs Of Xoth.....................................293

I. Xoth Overview.......................................263 APPENDICES................................297


1. The People........................................263
Azimbans..........................................263 Cleaving Damage Tables............................299
Bhangari...........................................264 Piercing Damage Tables.............................306
Daka.................................................264 Blunt Damage Tables.................................312
Ghazorites........................................264 Swung Piercing Damage Tables.................325
Ikunas...............................................265 Melee Weapon Tables................................333
Jairanians..........................................265 Punches And Kicks....................................343
Khazistanis........................................266 Animal Weapons.......................................344
Khazrajites........................................266 Missile Weapons........................................345
Khoran..............................................266 Weapon Quality........................................347
Kuthan, Halfbreed.............................267 Enchanted Weapons..................................347
Kuthan, Pureblood............................267 Npcs..........................................................347
Lamurans..........................................268 Beasts........................................................353
Mazanians........................................268 Supernatural Menaces...............................357
Nabastisseans...................................268 Bibliography..............................................361
Ptahaanans.......................................269 1. The Precursors...............................361
Shomas.............................................269 2. The Pioneers.................................361
Susrahnites........................................270 3. The Founding Fathers....................361
Taikangians.......................................270 4. The Emulators...............................362
Taraamites.........................................271 5. The Defenders...............................364
Tharag Thulans..................................271 Glossary....................................................367
Yar-Ammonites..................................271 Index.........................................................370
Zadjites.............................................272
Zorabi...............................................273
II. The Gods...............................................273
The Nature Of The “Gods”................273
Ahyada.............................................274
The High God Of Taraam..................274
The Gods Of Tharag Thule.................277
The Gods Of Yar-Ammon..................278

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Introduction

E leven years ago today Jake Norwood


and team were wrapping up development of
sistencies prevalent in the first edition. Issues
over ownership and copyright ruled out that
their revolutionary RPG, The Riddle of Steel. option and so the idea of a successor game
The following March the game was released was introduced. Ninety threads and nearly two
at GAMA -- and the first print run sold out. thousand posts later every aspect of TRoS has
A second printing soon followed and it is this been picked apart and alternatives suggested.
version of the game that most players remem- Upon this maelstrom of ideas order needed
ber so fondly. to be imposed. The greater pool of concepts
The fact that we’re still talking about a game needed to be gleaned, the numbers winnowed,
that was released nearly eleven years ago, a until a coherent whole was formed. Who better
game that hasn’t had any official material pub- to do this than two of the communities’ most
lished for it in the last five years, a game that active contributors? Phil and Michael had a
still has an active community behind it, is tes- clear vision for an RPG that worked seamlessly
tament to the originality of Jake’s game. What within the classic genre of Sword and Sorcery
attracted gamers to it all those years ago still fiction.
holds true today -- player-driven story and de- Today, with Blade of the Iron Throne they
tailed, realistic combat mechanics producing have produced a successor to TRoS that has
a true Narrativist-Simulationist hybrid that ap- none of the anomalies, none of the inconsis-
peals to players and referees alike. tencies, none of the gaps -- yet retains a clear
About two and a half years ago the trosfans link to TRoS through player-driven story and
community broached the subject of a succes- demanding, realistic combat scenes.
sor game in earnest. Over the years many had If Conan were to pick up a role-playing
asked whether a new version of TRoS could game, he’d choose this one.
be produced, one that addressed the incon Ian Plumb – December 2012

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A battered, gut-weary handful of hunted men – ruthless, half-wild outlaws hound-
ed by killers as remorseless as themselves. Shivering in their dirt and blood-caked bandages,
they rode on in grim determination, thoughts numb to pain and fear – although both phantoms
rode beside them – intent on nothing more than the deadly necessity of flight. Flight from the
hired bounty killers who followed almost on the sound of their hoofbeats.
They were well mounted; their gear was chosen from the plunder of uncounted raids. But now
their horses stumbled with fatigue, their gear was worn and travel-stained, their weapons notched and
dulled from hard fighting. They were the last. The last on this side of Hell of those who had ridden
behind Kane, as feared and daring an outlaw pack as had ever roamed the Myceum Mountains.
No more would they set upon travellers along the lonely mountain passes, pillage merchants’ camps,
terrorize isolated settlements. Never again would they sweep down from the dark-pined slopes and lay
waste to villages on the coastal plains, then dart back into the secret fastness of the mountains where the
Combine’s cavalry dared not venture. Their comrades were dead, fed ravens in a forgotten valley countless
twisted miles behind their bent shoulders. Their leader, whose infamous cunning and deadly sword at last
had failed them, was dying in his saddle.

They were all dead men.


And night was upon them.

Karl Edward Wagner, “ Raven’s Eyrie”

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“Ushered before it, they prostrated before this throne of iron,
its visage as black as the ravaged souls of those votaries before it.
But its stair granted none its purchase;
It was an ebon boon that none could claim unless first claimed by it…”
- The Forlorn Tome of Du’Karrn

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What is a Role-playing Game?
R ole-playing is about being creative and
having fun. It involves getting together with
is to help create a story and to have
fun. You may give your character oth-
friends to write a story, perhaps joining around er goals, but the success of your char-
a campfire or a dining room table to spin some acter does not determine any sense of
tall tales. “winning” or “losing.”
Role-playing games (RPGs) are stories in Like life, it’s not so much whether
which you create one of the main characters you win or lose, but how you play the game.
and the story around that character. The rest
That’s all well and good, you say, but what
of the players create stories around their own
actually goes on? What do these “characters”
characters. The “referee” (or more simply “ref”)
do?
brings those stories together. The referee can be
thought of as the “director” of the story. Most of the time, characters are involved
In most RPGs, the referee will - with input in adventures; adventures of the type that
from you, if you desire to give any - describe a are immortalized in adventure movies and
world or setting. You and your friends will play serial novels. In one game, the characters
the protagonist and characters in this world, might be a group of secret agents trying to
guiding your characters through the story that save the world from nuclear destruction. In
you and your friends create. another, you might play a rebel force
Each player plays a different character, and trying to overthrow an evil star-span-
each character interacts with each of the other
ning empire. You might play a group of
characters. Role-playing, in this sense, is very
warriors in eleventh century Europe, or
much play-acting in the mind. You imagine
King Arthur’s knights, or Superman,
what the referee describes. Then you imagine
or Batman, or an original charac-
your character’s response to that situation, and
describe that to the ref and the other players. ter of your own creation - in any
They, in turn, each do the same with their world you choose.
characters. Like all games and many
In most games – board games, card games, RPGs, Blade of the Iron
and dice games – there is a clearly defined Throne involves ele-
way to win and a clearly defined way to lose. ments of chance, skill,
Typically, winning is the goal of the game. In and strategy. These
role-playing games, the concepts of “winning” three elements are tight-
and “losing” do not exist. Your goal as a player ly related.

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What kind of RPG is
Blade of the Iron Throne?
Blade of the Iron Throne (here- a quite wicked S&S hero has an unofficial
after Blade) is an amalgamation of and informal code; one that does not allow
a number of different game system him to cross the line and treat unfairly friends
mechanics, a blend of new and old and companions, people he has shared dan-
school gaming sensibilities. It is also ger with, and even respected enemies. Indeed
very much a game grounded in tales of some he treats with consideration and kind-
Sword & Sorcery (S&S) fiction. ness. The most vicious S&S hero adheres to
S&S is a sub-genre of fantasy fiction, this code; it separates him from the villains.
taking its name from the sword-slinging An S&S villain will cross the line - that’s what
adventurers, who generally make up the makes him a villain.
genre’s protagonists, and the sorcery-using (See Chapter Seven – S&S Gaming, for more
characters, who are often the villains and/ information on running a S&S campaign using
or antagonists. Common to S&S stories is the Blade.)
mindset of the main character. The S&S hero
is always a man of action. He may be very
intelligent and given to brooding and pon-
Basic Rules - Checks
dering (e.g. Kull of Valusia), but when a sit-
uation requires a response, he does not I. Dice Types Used
hesitate or procrastinate endlessly. He Most of the time in old-style gaming, you
acts. don’t use a rule; you make a ruling. The play-
In S&S stories the world ers can describe any action without needing to
is an intrinsically harsh and look at a character sheet to see if they “can” do
tragic place; people’s lives it. The referee, in turn, uses common sense to
are ruined or even termi- decide what happens or rolls a die only if he
nated left and right. Just to thinks there’s some random element involved.
survive, much less prosper, When needed, Blade uses two types of dice
in this harsh world, the pro- during play, 12-sided dice (D12) and six-sid-
tagonist has to display a fair ed dice (D6). These may be easily purchased
degree of harshness himself. online or at your local game store. References
However, a defining charac- throughout this book refer to 12-sided dice un-
teristic of S&S is that even less otherwise noted.

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II. The Major Checks
In Blade, Checks are made by rolling
an appropriate number of dice for the At-
tribute or Skill level being tested against
a fixed Target Number (TN) of seven (7).
The number of successes needed for both
Attribute and Skill Checks are drawn
from Table 1.0.

Table 1.0 Successes needed

Successes Challenge level**


1 Average
2 Challenging
3 Difficult
4 Amazing
5 Legendary
** If the applicable dice pool is more than three times the required number of successes, no
roll is needed, instead the character is considered to have achieved the amount of successes
required.

Only dice rolled that meet or exceed TN7 Quality of Success


are successes. With the exception of Proficien- may also denote an ac-
cy and Mystery Checks, all Checks are made tion’s degree of success
vs. TN7 unless modified by Assets. as indicated in Table 1.1:

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TABLE 1.1 Quality of Success
Net number of successes Result

Zero Failure
(Ties) Result Varies
One Basic Success
Two Good
Three Well done
Four Expertly done
Five Perfect

While only one success is normally need- Ref: Sure - but it’ll be tougher since you
ed for an action to be successful, some ac- don’t know what you’re doing. Now you’re
tions at the ref’s discretion may be tasked with going to need four successes. And any result
additional success requirements. One exam- of two or less successes will earn you a Com-
ple could be a player character attempting plication.
to pick a lock while pressed for time: In this example one success would normally
Ref: You want to pick this lock? achieve the task (opening the lock), but an ad-
That would normally be only ditional success is required to achieve the in-
Average, but to do it in time tended result (opening it before something else
is Challenging. You’re going happens), for a total of two successes. Attempt-
to need two successes. Get- ing this task as an Attribute Check instead of a
ting no successes will mean Skill Check, as required, doubles this number
things get complicated! to four successes. Blade follows the idea that
(See the section on Compli- one action requires one Check.
cations later in this chapter)
Player: Rats! I don’t have There are five basic types of Checks:

Lock Picking as a skill! Can 1. Attribute Checks are made with a dice
I try it using that lock-pick pool derived from an Attribute level. They rep-
Otho gave me? resent tasks attempted with one’s natural, in-

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born ability, one’s talent, with abilities one lowed per PC or NPC. While no two
has picked up along the way without formal PCs may have a score of 9 in the same
training. Attribute or Skill, NPCs are not bound
by this stricture and thus may have
2. Skill Checks are tests made with a dice the same Skill or Attribute at level 9
pool derived from a Skill level. Skills reflect a that his PC counterpart enjoys. How-
character’s aptitude in a trained, acquired pur- ever, for each Attribute or Skill there
suit. The degree of capability a character can may only be a single NPC per cam-
paign who has this Attribute or Skill at
attain through training is limited by his talent
level 9. If this NPC dies or otherwise leaves the
for it. Thus when using a Skill, a character’s
campaign, he may not be replaced by another
Skill dice pool may never be as high or higher
NPC with a score of 9 in that Attribute or Skill
than twice the value of the Attribute that would
for the rest of the campaign.
be most applicable for the task attempted.
For example, Cunning 3 means that you can Skill Check Challenge Levels should al-
use no more than 5 dice from the Lock Pick- ways frame the task in terms of how hard it
ing Skill in any situation, if Cunning would be is for someone who does it all the time. They
the most appropriate Attribute Checked for the are invariably vs. TN 7, unless modified by
situation. an Asset.
Conversely, characters unskilled in a par- Example: Having gained admission to
ticular discipline work at a strong disadvan- the radja’s dinner ball, Otho prowls the
tage compared to their skilled counterparts. halls in search for his intended pick-
They may attempt the Check by using the most pocket victim. The ref advises that the
closely corresponding Attribute instead of the society vultures are unusually acerbic
Skill, but require twice as many successes as tonight and that Otho will have to
somebody knowing the Skill would. bluff his way through several social
Example: Otho wants to accomplish a task encounters before locating the
requiring the Animal Ken Skill, but is untrained victim. He declares drawing no
in it. He has a HT of 6 and therefore may use it attention whatsoever to him a
for the Check instead. If someone skilled in An- Challenging (two success-
imal Ken would normally need 2 successes to es needed) feat of Eti-
succeed at a specific Animal Ken Check, Otho quette.
would instead need 4. Skill levels are gen-
Attribute and Skill values range from 1-8, erally rated as per Table
with one Skill and one Attribute at level 9 al- 1.2.

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TABLE 1.2 Skill Levels
0 Default for untrained characters
1 Beginner; most students
2 Apprentice; growing in Skill
3-4 Journeyman; a trained professional
5-7 Adept; a skilled and respected veteran
8-9 Master; well-known and sought after

3. Proficiency Checks are Checks made With Opposed Checks both participants roll
with a dice pool calculated from several against TN 7. The number of successes of the
contributing scores, and are made by rolling participant with the smaller number of success-
any number of dice drawn from the appropri- es are subtracted from the other participant’s,
ate pool (Melee Pool, Archery Pool, or Sor- leaving the latter as the winner with a Quality
cery Pool) against Target Numbers that may of Success (See Table 1.1) as an indicator of the
frequently differ from the usual TN 7. They are general degree of victory.
more fully explained in chapters four and six. If an Opposed Skill Check is called for and
one party is lacking the required Skill, he may
4. Opposed Checks are made when- substitute the most appropriate Attribute, as
ever two characters or forces normal, but must compare his result to twice
match each other for suprem- the number of successes of his opponent.
acy. Examples include attack- Ties are counted as victories for the party
ing an opponent, detecting who wants to maintain the status quo. In pick-
an ambush, or slipping past ing somebody’s pockets, a tie would for exam-
a patrol. ple be a failure for the thief, but in attempting
All manner of Checks may to avoid detection by a guard, a tie would be
be tested against any other, a success.
with one player possibly at- A Quality of Success of 1 will always achieve
tempting a Skill Check, while the desired task. If the referee deems this too
his opponent rolls an Attri- easy, thinking that additional factors would
bute Check in opposition. make the task harder to achieve for one than

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somewhat unobserved spot and deft-
ly attempts to remove the necklace.
An Opposed Check with two antago-
nists to Otho is now called for:
The guard closest to the pair makes
a Check of his Sagacity 4 Attribute,
testing his powers of observation.
The dowager makes a Check of her
Sagacity 3 Attribute, to determine if she
is aware of the necklace being removed.
Otho will make a single Check of his Skill of
Pick Pockets 6 against both. Otho needs to tie
the guard’s result to pocket the necklace unob-
served by the guard (the status quo being that
the guard notices nothing special), but he
needs to trump the dowager’s successes to
filch the necklace (the status quo being that
the other party, he is advised not to call for an she has it).
Opposed Check, but for a straightforward but Otho achieves an unlucky 1 successes, the
difficult Attribute or Skill Check instead. guard an average 2 successes, and the
If an Opposed Check matches one charac- dowager a somewhat lucky 2 success-
ter against several characters at the same time, es. While the guard would have no-
ticed nothing out of the ordinary, the
a single roll is made for every character, with
dowager feels Otho’s groping fingers
the solitary character comparing his result with
and raises a ruckus, leaving Otho to
every opponent’s result. For example, if a thief
bluff his way out of a tight spot.
tries to sneak past two soldiers standing guard,
one roll is made for the thief and one for every
5. Timed Checks can be made
soldier, and the thief’s result compared sepa-
of any of the previously men-
rately to both results, for two Qualities of Suc- tioned Checks. These rolls
cess. are made when the
Example: Otho makes his move at the ball time in which a lengthy
and invites a rich old dowager (and her beau- task is accomplished is
tiful diamond necklace!) to dance. As they of importance, such as
swirl about the dance floor he directs her to a when pursuing research,

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crafting an item, or searching before they reach, cross, and destroy the
the wilderness for the outlaws’ sole rope bridge across Raven’s Gorge.
encampment. Example 2: As the stars are rapidly moving
Each Timed Check requires a into the constellation presaging the return of
number of successes that must be the demon lord Yslsl, Braddeyas the sorcerer
achieved over the course of any is attempting to make sense of a coded pas-
amount of rolls. Each roll usual- sage in the Tome of Du’Karrn that is thought
ly represents the passage of a fixed to instruct about Yslsl’s weakness. The referee
amount of time. informs him that he has to achieve a Quality
With Opposed Timed Checks, the num- of Success of 20 on his Decipher Skill Check,
bers of successes from each component with every Check taking an entire day, and the
Check are not usually subtracted from each stars moving in constellation in seven days.
other, but every party totals their success-
es. As soon as one party achieves the re- Complications: In Blade, any Unopposed
quired number of successes, it achieves its Check that fails to meet its required number
goal. This number of successes may or may of successes by more than 1 or any Opposed
not be equal. The former would for example Check made with 5 or more dice and failing
be the case in a race, the latter in a pursuit. to achieve even a single QoS success is what
Example 1: Otho, having been cheated amounts to a botch or bad fumble. However,
out of some swag from a robbery, is pursu- instead of penalties, catastrophes or comedic
ing three fellow thieves through the White moments of embarrassment inappropriate to
Knuckle Mountains. As both parties are individuals as formidable as the PCs, such re-
traversing the trackless wilderness on sults create “Complications”.
foot, the ref determines that While Drama use (see the section on Dra-
this is an Opposed Check ma under Passion Attributes in the Training
matching Otho’s Surviv- chapter) may add specific elements to a sto-
al Skill against the fugitives’ ry that are of interest to the player, Complica-
single worst Survival Skill tions are a way for the referee to add their own
(staying together, they are plot twists to the tale. They signify something
travelling at the speed of the untoward happening to the PC, some newly
slowest among them). He arising difficulty, or a stroke of luck for his op-
advises that Otho will need ponents.
a Quality of Success of 12 Complications should be introduced quick-
against the fugitive’s QoS ly by the referee, certainly no later than by the
of 8 to catch up with them following scene, and should have an at least

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tenuous connection with the task that was finally manages to slip away with his
badly failed. prize slung over his shoulder. BANG!
Example: Otho, abducting the radja’s daugh- The ref decides to have both his Com-
ter for ransom, battles past a number of guards, plications kick in immediately:
and after failing badly twice during the raid,

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1) One - His horse is miss- you can strike and parry, as well as how
ing! Rats! The guards are not far skilled you are with actions like climbing,
behind! acrobatics and all kinds of athletics.
2) Two – Unknown to Otho, he Tenacity – (TY) is a measure of your ability
was against all odds recognized by to focus on a task or goal, a measure of the
one of the guards. His identity is just strength of your persona. It affects how easily
being disclosed to the radja. influenced you are, your inner discipline, and
The ground might soon be getting your sanity.
too hot for Otho… Heart – (HT) is a measure of your social ap-
titude. It affects both how charismatic you ap-
III. Attribute Descriptions
pear to others (people and animals) and how
In Blade each character is defined by a easily you can get them to do your bidding. It
set of Attributes that combined, form the governs your ability for empathy, and the un-
core of that individual. derstanding of human and animal nature.
Sagacity – (SY) is a measure of your mental
1. Basic Attributes, or just Attributes, are agility. It indicates how logical, intuitive, and
the character’s inherent physical, spiritual, smart you are. It affects situations that require
and social capabilities and govern, among reasoning, sharpness of the senses, as well as
other things, how he is perceived by others,
any judgment relating to them.
how strong, fast, healthy, knowledgeable,
Cunning – (CG) is a measure of your raw in-
and smart he is, and how well developed
stincts, agility, reaction time and balance. It af-
his instincts and social intelligence
fects how skilled you are with actions like lock
are. The six Basic Attributes are:
picking, pick pocketing, hiding, and sneaking.
Brawn – (BN) is a measure
of your muscle, your vitali-
ty, or your frame. It indicates
how much damage you do
unaided, and how easily
you resist punishment, dis-
ease, and poison.
Daring – (DG) is a mea-
sure of your courage and
ability to take decisive ac-
tion. It affects how well

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2. Passion Attributes - All characters possess Now, how do they work?
four Passion Attributes, or for short, Passions, If your character is involved in
each having a maximum value of five points. a situation where he is strug-
In addition, each character has a special fixed gling to defend, protect,
Passion Attribute known as “Drama”. further, or foster a PA,
Quite simply, Passion Attributes give your that PA gives its nu-
character the will, drive, and determination to merical value as extra
accomplish and succeed when the going gets dice added to the roll. For
tough. Attribute or Skill Checks,

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when one or more PAs potentially ap- While your four Passion Attributes
ply, the highest applicable PA’s value will define the general story being told, the
be added to the appropriate dice pool for the Drama Passion fine tunes the result.
Check. Want to develop a love interest with
For example, if you decide that one of your the noblewoman you just met? Spend
PAs is to find all six artifacts of the first Emperor, a Drama point! Need a convenient hay
and you find an ancient rune clue in a tomb wagon to land in when leaping from a
you believe has one of the artifacts, then the ref window? Spend a Drama point! Dra-
might let you add your applicable PA’s equiva- ma points can be used in most situations
lent dice value to your roll to read the rune. and are earned by roleplaying your character
In Combat, PAs work in a similar manner. well.
However, instead the highest applicable PA
adding its value to every roll, while in combat, Passions Also Advance My Character?

apply the highest applicable PA plus add +1 Yes, they do. You see, anytime you role-
die for every other applicable PA, regardless play and act on one of your PA’s, the ref may
of its current rating, as a scene bonus to the reward your role-playing with a PA point.
character’s Melee, Archery, and Sorcery Pools. By acting on a PA, it shows that it means
All PAs should be collectively determined something to the character, and it advances.
before play begins, with thought given to the Now, as an aside, the numerical value of
harmony of the varied goals of all players par- any PA does not in any way represent
ticipating in the session. Remember, Passion its importance to your character or its
Attributes let you, the PLAYERS, collectively priority over your other PA’s, that is de-
tell the referee exactly what YOU want the termined by your role-playing alone,
game to be about. and merely defines what PA is cur-
rently the focus of you, the player.
I have to make them up myself? So, by playing your PA’s, they
Yes, you do. This is understandably the most increase. Now, does the ref keep
daunting, yet also the most exciting, task of a tally of what you did and then
character creation. dole points out at the end of
Regardless of whatever else is written on the session? No! He im-
that sheet, no matter how strong or weak the mediately awards you
characters other Attributes, combat skills, mag- with a point and there-
ical aptitude, or skills, nothing is more influen- fore the game becomes
tial to that character than those FOUR lines. a dynamic field, where

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emotions and drama fluctuate Reflex is the combination of Daring and
naturally, instead of waiting for Cunning, which determines how quickly a
the pause between ‘episodes.’ character may physically react to external stim-
ulus.
Wait, So If They Get Awarded Aim, extracted from Sagacity and Cunning,
At Any Time... quantifies one’s natural ability to hit a target
That’s right! You can spend them over distances.
at any time. Suddenly do you wish Knockdown, derived from Brawn and Dar-
you were a bit stronger, or maybe a bit ing, is a measure of how solid and balanced
more nimble of mind? Then spend the points one remains after taking a blow.
mid game, and it is so. See Chapter Two - Knockout is a measure of how hard it is
Characters, and Chapter Three - Training, to knock a character unconscious, based on
for more on choosing and using Passion Brawn and Tenacity.
Attributes. Move, derived from Brawn, Cunning, and
Daring, is a measure of how much distance
3. Combined Attributes are derived di- one can cover on foot in a hurry.
rectly from the Basic Attributes. These are: Sorcerous characters have a sixth Combined
Attribute governing the use of sorcery, Power.

This concludes Chapter One

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Jeffrey Quigley (order #6792937)
The chamberlain faced the big man. He drew a scroll from his toga, unrolled it, scanned it
briefly, then looked up. “Are you Fafhrd the northern barbarian and brawler?”
The big man considered that for a bit, then said, “And if I am –?”
The chamberlain turned towards the small man. He once more consulted his parchment. “And
are you – your pardon, but it’s written here – that mongrel and long-suspected burglar, cut-
purse, swindler, and assassin, the Gray Mouser?”
The small man fluffed his gray cape and said, “If it’s any business of yours – well, he and I might
be connected in some way.”
As if those vaguest answers settled everything, the chamberlain rolled up his parchment with a snap and
tucked it inside in his toga. “Then my master wishes to see you. There is a service you can render him,
to your own considerable profit.”
The Gray Mouser inquired, “If the all-powerful Glipkerio Kistomerces has need of us, why did he
allow us to be assaulted and for all he might know slain by that company of hooligans who but now fled
this place?”
The chamberlain answered, “If you were the sort of men to allow yourselves to be mur-
dered by such a mob, then you would not be the right men to handle the assignment, or
fulfill the commission, which my master has in mind.”

Fritz Leiber, “The Swords of Lankhmar”

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“Thus born with untamed souls, those slayers prowled like wolves amidst the sheep that were their
fellow men. No rules would bind them, and no courtesies keep them.
They thirsted for blood as others for wine, and drank lives with a bleak obstinacy and ardor merely
kindled all the brighter by all whom would say them nay.”
- The Forlorn Tome of Du’Karrn,

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I - Talents there is to be sorcery in the setting. If
so, to what degree? Will racial choices
other than human be offered to play-
“Let me live deep while I live; let me know the rich
ers? These and many other questions
juices of red meat and the sting of wine on my palate,
once answered will give a referee
the hot embrace of white arms, and the mad exultation
his compass points when building his
of battle when the blue blades flame crimson, and I am
own Talent Table.
content.”
Having by now gotten a sense of the
- Robert E. Howard, The Queen of the Black Coast character that they wish to build stories
around, players then translate these ideas to
Characters in Blade are painted in broad Blade by selecting Talent levels based on their
strokes by their Talents. These Talents, primari- importance to the player’s vision of their char-
ly Attributes, Skills, and Proficiencies, are used acter.
by the player as a metric of their character’s Will the character be a man of fierce fight-
strengths and weaknesses. ing ability? Or, perhaps a deft thief prowling
Players can and should consult the wide the rooftops of fantastic cities! Whatever the
body of Sword & Sorcery literature available player decides will be the prime focus of his
for their inspiration. Joining in with their refer- character warrants a priority “A” or “B” pick.
ee and fellow players they can then exchange Next come aspects of the character that
ideas and work on creating character histories should still demonstrate competence
(and Passions) that will work in harmony with or training. These will likely merit a
the rest of the group’s goals and story direc- “C” or “D” pick. And last comes those
tion. picks that the player has determined are
This is where the Talent table now comes not of major concern to his Blade ex-
into play. Our particular Blade Talent Table is perience, the “E” and “F” picks.
comprised of six Talents. While the described For our included sample setting
categories of Attributes, Skills, and Proficien- we’ve created a Talent table as an
cies form the heart of the entries on the Blade example.
Talent Table, there are many more possibilities Using this table as a guide-
that should be pondered. line, arrange the listed cat-
Much of the choices concerning the re- egories into priorities
maining three Talents will be based on both A-F (A being the high-
the setting, and the needs and expectations of est priority, F the lowest,
the gaming group involved. For example, one least important aspect of
should be concerned with the question of if your character).

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Each of these categories, and Once you have made your choice, cre-
the results of placing them in ate a background that fits your concept, dis-
various Priorities, is now explained cussing your choice with your fellow players
in detail. and the ref. This gives others the chance to riff
off your inspiration and create character ori-
1. Sorcery gins that will work well with your own.
A) A Mysteriarch is one of the greatest mas-
The lands of the Sword & Sorcery
ters of the arcane alive. He can know all Mys-
campaign, though dominated by
teries, both Lesser and Greater, and he starts
skillful swordsmen, are still yet haunt-
ed by powerful sorcerers wielding their dark out the game with knowledge of a single Ar-
magic. The Sorcery Priority governs the re- cane Secret. He receives one free point in the
lation of your character to the occult mys- Occultism Skill and one free Proficiency point
teries of the supernatural, whether your to spend on Mysteries, but may not put more
character is steeped in them, just a regu- Proficiency points into Greater than into Less-
lar guy, or victimized by those dark forces. If er Mysteries.
you plan on playing a non-sorcerer character B) Sorcerer denotes somebody deeply
then select either “Mundane” as your Prior- steeped and well versed in arcane knowledge.
ity D (the Average priority), or “Cursed” as He can know either all six Lesser Mysteries,
your Priority E. Selecting “Doomed” as your or three Lesser and one Greater Mystery. He
Priority F also gives you a character without receives one free point in the Occultism Skill.
sorcerous powers, but shouldn’t be done Should he opt for a Greater Mystery, it may
lightly; the character is not likely to sur- be of no greater value than his highest Lesser
vive this choice. Mystery.
If you want to play any type C) Dabbler encompasses hedge wizards,
of wielder of arcane powers, witch doctors, sages of secret lore, some of the
chose Sorcery as your Priori- more devoted cultists of unwholesome deities
ty A, B, or C, but choose care- and other serious meddlers in the occult. Such
fully as the sorcerous Mys- characters may know up to two Lesser Mys-
teries to which those Picks teries and may also have the Occultism Skill.
give your character access Enslavement and Witchfire may not both be
are all he will ever be able chosen.
to learn; no sorcerer can ever D) Mundane denotes the common man.
learn more Mysteries than He has heard whispers of sorcery but has most
those allowed by his initial
likely never encountered it, has no affinity for
Sorcery Pick.
it, and most certainly doesn’t know any.

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E) Cursed denotes a person not only
unskilled in the arcane, but also somehow
particularly vulnerable to harmful sorcery.
When he checks to resist sorcerous harm or
influence, he does so at a +2 TN penalty.
F) Doomed is a person not only devastat-
ingly open to harmful sorcery, but actually
victimized by it. He resists sorcery as per the
E Pick, Cursed, and on top of this has already
contracted some kind of terrible supernatural
doom or weird. This doom hanging over him is
geared toward a specific, utterly ruinous fate,
expressing itself in mechanical terms as the
equivalent of a Curse Rating 6 (See the Cursing
Mystery), which can be lifted by neither faith
or sorcery.
This doom need not be geared toward PC
death, but if it isn’t it needs to be geared to the 2. Culture
utter destruction of all the PC holds dear and
The protagonists of the Sword & Sor-
wants to achieve. Whatever the doom may
cery genre are often quite a bit darker
be, it must run its course, undoing the PC in
than those of heroic fantasy works like
some nasty fashion. Alternatively, it might be
remotely possible to lift by means of an impos- Tolkien’s Lord of the Rings. They tend

sible quest. Such a quest should take up more to be outsiders or social outcasts, re-
than five game sessions devoted solely to it, jected or looked down upon by the
during which time the PC should face more powers of the society they find
than even odds of dying at least three times; in themselves in. Sword and Sor-
short, the referee should make sure that such a cery also diverges sharply from
quest fails more often than it succeeds. high fantasy in that non-hu-
Please be advised that this Priority Pick mans such as elves and
should not be taken lightly, as the severity of dwarves typically don’t
the curse will more likely than not result in the exist, and both player
destruction of the PC before the quest to lift it characters and non-play-
can be completed. er characters are human.

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The archetypes listed are not B) Savage - Savages include warriors
meant as “character classes” nor from the frozen north and witch-doctors
do they represent human realities, from the trackless wastes of the south. Savages
but rather are descriptive clichés of tend to have a close connection with nature,
the genre, tropes that can be used to but remain ignorant of many developments
distinguish characters that otherwise that more civilized people take for granted.
would have the same racial abilities.
Savage characters begin play with these mod-
Both Asset and Skill choices for all
ifiers:
archetypes should be discussed and
+1 each to Brawn, Daring and Tenacity;
agreed upon by both the player and ref be-
minimum 2, maximum 8/9
fore either is assigned to the character.
A) Enlightened - A few great civiliza- 7 bonus Skill points related to Survival,
tions rise above others and gain near myth- Climbing, Animal Ken, etc.
ical status. Learned beyond normal men,
people of enlightened cultures are build-
ers of cyclopean pyramids and towers that
pierce the skies. Their magnificent buildings
can last forever, and likewise monuments to
an enlightened one’s achievement can with-
stand the passage of time. Enlightened char-
acters are especially long lived and begin
play with these modifiers:
+1 each to Tenacity, Sagacity and
Heart; minimum 2, maximum 8/9
One bonus supernatural or
culture related Asset
Occultism Skill always
allowed

14 bonus Skill points


Extended life span – En-
lightened Ones live half again
to three times as long as mere
mortals and need little to no
sustenance or sleep.

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C) Hillman /Nomad - Hillmen live in Decadent characters begin play
broken mountainous regions that are hard to with the following modifiers:
traverse. Their homeland lies either at the edge -1 to Tenacity; minimum 1, maximum 7
of civilized lands or is surrounded by them Player’s choice of either -1 to
and might even be at least nominally part of a Brawn (minimum 1, maximum 7) or
civilized nation. But in any case, the isolation one Poor Asset related to mental hand-
offered by their hills make Hillmen quite inde- icaps like Addiction, Sadism, etc.
pendent, and it is not uncommon for them to F) Degenerate - The last survivors
sally forth from their mountain fastness to prey of decadent civilizations start to feud over
upon softer people, forcibly collecting tribute dwindling resources, or are driven away by
from all who trespass their land. stronger cultures. Fleeing into the wilderness,
Nomads roam the empty wastes beyond the or deep underground beneath their ruins, they
civilized cities; quick to strike, and bound by no start to inbreed and devolve into something
laws. Nomads live with their animals and usual- no longer entirely human. Degenerates may
ly ride into battle with them; they feel ill at ease outwardly resemble savages, but they car-
without them. Nomadic and Hillmen characters ry the evil taint of fallen empires. Degener-
begin play with the following modifiers: ate characters begin play with the following
7 bonus Skill points related to Survival, modifiers:
Climbing, Animal Ken, etc. -1 to three Attributes; minimum 1, maximum 7
D) Civilized - Savages and Hillmen eventu- Two Poor Assets chosen by player,
ally gather together to cultivate the land, build focused on bodily handicaps and grue-
great cities, develop trade, and study medi- some mental illnesses such as Necro-
cine, mathematics and languages. In the civ- philia, Inhuman, etc.
ilized lands dwell noble knights, wise kings,
and learned sages — as well as greedy mer- 3. Attributes
chants and cunning thieves. Civilized charac- Assigning points to your attri-
ters begin play with no particular advantages butes is vital to constructing an
or disadvantages. exciting character. Each player
E) Decadent - Great civilizations reach their is given a number of points
peak and eventually start to decline. Such fall- to distribute amongst
en empires are ruled by jaded nobles, corrupt the 6 Basic Attributes.
priests and wicked slave-traders. Demon-wor- Available points are de-
ship, human sacrifice and drug abuse is all too termined by the Priority
common in these cultures. level selected.

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These points you may assign Reflex = (Cunning + Daring)/2
as you will, with but two cau- Aim = (Sagacity + Cunning)/2
tions:
Knockdown = (Brawn + Daring)/2
All players must nominate one
Knockout = (Brawn + Tenacity)/2
of their attributes as their “Focus.”
No other attribute may exceed the Move = (Brawn + Cunning + Daring)/3
point value of the “Focus” during the
process of character creation. 4. Skills
In addition, no character should Next, assign all available Skill points to
start with any Attribute at the unique level of those Skills you desire for your character.
9. This level should be reserved for develop- Again, available points are determined by
ment during play with others. the Priority level selected, and no character
Our example of character creation pro-
should begin initial play with any Skill at level
vides some thoughts on the process of as-
9. Pay close attention for any Sorcery, Cultural,
signment of points to Basic Attributes.
or Asset modifiers to your Skills that you may
Next, work with your fellow players and
be entitled to, and once each Skill has been
ref to create your four Passion Attributes and
chosen; write those Skills down on your sheet.
fill them in on your character sheet.
For a complete listing and description of
Beginning Passion Attribute Points are the
Skills, see Chapter Three: Training.
same for each beginning character: 7 points
to be distributed between the four open At- 5. Proficiencies
tributes and the fixed Drama Attribute.
Any given Passion Attribute may be as Proficiencies refer to weapons training.
low as zero or as high as five. Each selected Melee Proficiency or Missile
Combined Attributes are Proficiency conveys training in a single style
calculated by combining two of combat or grouping of weapons. As always,
or more existing attributes. available points are determined by the Prior-
These should be calculated ity level selected. Points may be distributed
once all Basic and Passion in any manner the player desires, though no
Attributes are finalized. All Proficiency may start out with the maximum
numbers equal to or greater rating of 13.
than .50 are rounded up. Once you have your Proficiencies assigned,
write down any associated Maneuvers or Mys-
teries (Both are described in Chapters Three
and Six respectively) on your character sheet.

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Points granted by the Proficiency Prior- Example: Picture a Barbarian who
ity can also be spent on sorcerous Myster- arrives in his first big city, a character
ies, provided the character has access to any. that has begun the game with the
Again, points may be distributed in any way Poor aspect of the “Uncivilized”
the player desires. Asset. He’s a savage man in civilized
surroundings and therefore his asset
6. Assets would initially be rather detrimental to
Assets are aspects of a character’s person- him.
ality, background, or physique, that make him But over time as he gradually gets
better at some activities (Good) and worse at accustomed to city life, he learns to better
others (Poor), depending on which portion of deal with his own uncivilized nature - he then
the Asset is being explored. In addition to their begins to develop the Good aspect of the
mechanical effects, Assets suggest character- Asset, which reflects how he has learned to
istics about the character’s personality that use his own savage nature to his advantage
might lead to interesting role-playing opportu- in certain situations!
nities. Assets offer a way for game mechanics With the passing of yet more adventure
to encourage deeper character backgrounds time, while he is still every bit as uncivilized
and more consistent role-playing. as he was in the beginning (years before in
Any character can begin play with up to some cases), he no longer suffers for it, and
six Good or three Poor Assets, chosen by the has apparently learned to compensate
player at the time of character creation, plus for it in other ways. The “Uncivilized”
any other Assets the character may derive from portion of his nature is truly now an
other Picks such as Culture. On top of the advantage for him!
Good or Poor Assets gained from his Picks, a As soon as you feel that you have
player may opt to choose one (and only one), explored the current aspect of the
additional Good Asset for his character, if he Asset to your (and the group’s)
balances this with a Poor Asset. satisfaction and would like to ex-
When selecting your “Good” or “Poor” As- pand your role-playing vision,
set keep in mind that the entire Asset (both please feel free to purchase
Good and Poor) is now yours to develop as the Asset’s opposite
you wish, but whatever form (again, Good or side. You can then
Poor) you initially selected it in will be the as- move between the two
pect that you first focus your role-playing ef- aspects of the Asset as
forts on. desired. When no longer

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interested in the Asset you can II. Other Details
always buy it off.
Now is the time to fill in any blank spaces
on your character sheet with such information
Note that Poor Assets normally
as your character’s Movement rate, or begin-
derived from the Culture Priority
ning Loot Level and Equipment (see Chapters
Pick can only be bought off under
Three and Appendices respectively for both),
exceptional circumstances, and
for wealth and items that your character may
only then if both the referee and
have acquired. Round out your character’s
the rest of the gaming group agree
Bio information by noting such items as your
that PC’s experiences warrant such a radical
hero’s appearance, age, hair and eye color,
development.
and height and weight.

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You may also now calculate any Pools would they fight or die for? Later, you
(such as Melee, Archery, or Sorcery) at this can expand these thoughts by explain-
time: ing why the character has these goals
Melee Pool: Reflex + Weapon Proficiency (What in his history led him to have
Archery Pool: Aim + Missile Proficiency these goals? Do the character’s likes/
dislikes have an influence on these
Information on the Sorcery Pool is found in
goals?).
Chapter Six - Sorcery.
Use any notes you come up with to
generate your four Passion Attributes.
III. Character Creation Paul wants a game based on greed, murder,
Example and revenge. His character Otho will be a
hoodrat, one of the city’s dregs, a sly street
tough who nurses a grudge against the local
“No. Their god spared their city,” Kane told him
crime lord who murdered his mother years
bitterly. “But I returned with an army of a hundred
ago. His core motivations in life are revenge
thousand. And I spared not a soul, nor left one stone
for his mother, and the acquisition of wealth.
standing, in all of Andalar.”
He quickly decides all four of his Passions:
- Karl Edward Wagner, The Other One
Passion # 1 – Revenge on the gang boss
who murdered my mother!
The protagonists in sword-and-sorcery fic-
Passion # 2 - Get the money!
tion are most often thieves, mercenaries, or
barbarians struggling not for worlds or king- Passion # 3 - Keep my hide safe!
doms, but for their own gain or mere surviv- Passion # 4 – Hatred for the rich!
al. They are rebels against authority, skeptical 2) While S&S protagonists are
of civilization and its rulers and adherents. A rarely lily-white, you should decide
thoughtful back-story or biography for your what kind of ethics or creed your
Blade character is the surest way to transform character lives or dies by.
him from a two-dimensional figure to a fasci- Otho is not too trustworthy
nating and exciting S&S hero. and will exploit people and sit-
Hopefully, these character creation tips will uations if profit is available
help you in that process. (although he doesn’t
1) First, jot down some notes describing the necessarily gain plea-
variety of plotlines that you, as a player, would sure from such exploita-
enjoy exploring. Ask yourself what your char- tion; it’s usually just a
acter’s goals in such stories would be. What means to an end).

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When he sees an opportunity Asset instead of limiting his maximum
for gain he will jump right into Brawn value to 7 as well.
it without too much thought, Flipping over to the Assets section of chapter
although he is the opposite when three he selects the Poor aspect of Arrogance.
danger arises. This Poor Asset reflects an area of Otho’s
In battle he will tend to seek cover personality that Paul would like to explore;
and fight only when confident that Otho’s temper and the fragility of his ego.
he will have the upper hand, though Having gotten his two toughest picks out
if desperate he is capable of fighting with of the way, Paul now selects “Proficiencies”
tiger-like ferocity. for his “D” pick, though this will limit him to
only 6 Proficiency points initially. Paul wants to
3) Determine the physical qualities of
focus his build on strong Attributes and a good
your character. This includes most of the
selection of Skills. All 6 points go into the Cut
things you will find on the character sheet
& Thrust Proficiency.
(Name, Culture, Attributes, Assets, Race,
etc.). To balance his Poor Asset, Paul opts to make
Many of these items will be imperative his “C” priority a Good Asset. From chapter
to determining the history and tastes of your three he selects the Good aspect of Cautious,
character. again, a choice that well reflects Otho’s
Paul decides on the following order of personality.
Otho’s Talents: On to “B”! Paul now selects Skills for his “B”
First, Paul selects Sorcery for his “F” pick. This will give him 33 points to drop on
pick, and decides that Otho is unaware Skills! He spends those points in the following
of the nature of the “Doom” Skills:
that he lives under. Climbing 6, Disguise 3, Etiquette 4, Falsehood
Next, mulling over his 4, Lock Picking 3, Information Gathering 3,
choices on the Talent table, Pick Pockets 6, Sneaking 4.
Paul selects his “E” choice He now arranges his 34 points for the “A”
as “Decadent” since he Attribute pick as follows: Brawn 5, Daring
feels this will best represent 6, Tenacity 4 (5-1 for Decadent), Sagacity 4,
the horrid conditions that Heart 6, and Cunning 8.
Otho grew up in. 4) Now you get to the environmental influ-
This will limit his Tenacity ences upon your character. Where did he grow
to a maximum value of 7. up? What social class is he? Who are/were some
Paul opts to take a Poor of the people closest to him (enemies, parents,

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friends, love interests, etc.)? if he manages to kill or rob the gang
Remember that the physical and social boss who slew his mother. In all, he is
environment a character grew and lives in has a tough-minded fellow with a bleak
a huge effect on the philosophies of that char- and cynical view of the world.
acter. He is generally adaptable to
Paul decides his character Otho is none too changing situations and doesn’t hold
pleasant… allegiances or promises too tightly. He
Born in the worst slum area of the city, Otho is self-absorbed, greedy, and suspicious
has only fragmented memories of his mother, of others and has a cold bearing — he
a prostitute whom the gang lord murdered in is quickly defensive and critical. His sense of
a fit of rage when Otho was but six years old. humor is dry, subtle, and under-the-radar.
While he has no real friends, he has a healthy When he does talk, it is usually about money
libido and can be flirtatious and seductive or complaining about something; when he
when he feels confident; however, his lack of thinks there is potential gain, he will engage
sincerity tends to put most women off. in ham-fisted flattery.
Socially, he tends to keep to himself and is Although he loathes people who are
evasive or deceitful about personal information. socially or financially successful, he is too
He frequently seeks out strange and anxious to act openly outside the boundaries
countercultural groups and situations, as long of acceptable behavior; his transgressions
as his anonymity and safety is assured. are covert.
5) Start to sculpt the personality of the char- 6) Move on to constructing the his-
acter by starting out generally and gradually tory of your character. What has hap-
getting more specific (Ex: Is your character pened to him to make him the person
more of a type A or type B personality? What he is today?
does he like and fear? Does he have any quirks? Growing up under the worst of
What are some of the secrets your character circumstances, Otho has mas-
will have this adventure?) tered both the fine arts of pick
Keep in mind that fellow players and your pocketing and lock picking as
referee can help you flesh out those final details a way of surviving in an un-
and grow your character, so don’t worry if you caring world. He will
are having difficulty deciding on the specifics. most often be found
Otho is a generally anxious person and haunting the market
the idea of having wealth is comforting, and and great caravanserai of
wealth he will need if he is to escape the city the city center.

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A harsh life has taught him The FOUR Shoulds
to trust no one, nor to grow too 1. Your character should have a flaw
attached to any person or place, that balances out their strength. E.g.: A fierce
though if his loyalty was ever swordsman with an inability to trust anybody
earned it would be frightening in its at all.
intensity. 2. Your character should have its own ver-
7) Lastly, it is up to both you and nacular and speech quirks based on where he
your referee to graft your character’s has come from.
history to those plot elements that will 3. Your character should be played in a real-
in turn bind the new character to the Blade istic manner. If role-playing a slightly built teen-
campaign. age girl, she must act like a teenager and not
Was your character somehow wronged like a full grown woman. She will be innocent
by a principal antagonist in one of the on- in some ways and worldly in others, depending
going plot arcs? Was your character simply on her upbringing.
out to help himself or his people, or was he 4. Characters should interact with each oth-
simply swept up into the adventure? er! While normally a no-no in gaming, consid-
Having finished the history and personal- er having a resentment or rivalry with another
ity of your character, this should be a rather player’s character. With your group’s agree-
simple thing to do working alongside your ment (Hey, they have to live with your char-
referee. acters too!), work with both your referee and
Both Paul and the referee determine that teammate to ratchet up the tension between
one plot arc of the upcoming game will the two rivals.
revolve around the great shipment of In S&S stories characters are more likely
coin that the local gang boss to simply need each other rather than being
annually moves out of the bound by ties of friendship. They can’t just all
city. get along like they’re on a jolly holiday, and
Even getting information even if they’re friendly, there could still be ri-
on the timetable of the valry and insults when the action heats up!
coin’s movement will be So there you have it. Now it’s your turn!
extremely dangerous. Otho
will most certainly need allies
IV. Creating your own
in order to successfully hit the
Talent Table
crime lord’s money train.
The Talent table as presented in this chap-
ter is just one of many possible incarnations of

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this table; one that will probably suit most a PC’s status within the organization,
games of Blade, but not necessarily all. from grunt to mover and shaker.
To some settings, such as gritty historical The design of Blade endorses and
ones, the Culture column might not apply; actually encourages this type of col-
others might be either devoid of anything su- umn customization; take them, make
pernatural or keeps such elements strictly out them your own, and remold them to
of players’ hands, and thus have no Sorcery best support the game you want to play.
column; and while the Asset column will like- There’s no need to have a column
ly be common, not all referees will be interest- that isn’t truly important in your game.
ed in adding it. To help you design your own columns, here
The only three columns that are universal to are the basics of how we have designed ours:
all games of Blade are Attributes, Proficiencies The D Pick is considered to be average, pro-
and Skills. Some, but by no means all, possible viding no special benefit or disadvantage.
ideas for the other priorities are: Descending the line from D, E is notice-
Race: In campaigns where non-human ably worse, though not devastatingly so; the
races are more common than the default for difference amounts to 2 Attribute or Profi-
Blade, the group might want to allow players ciency points, 6 Skill points, or 1 Asset.
access to such races as PCs. A Race priority The F Pick is intended to be truly poor and
would regulate access to the various racial is set about three times as far below in value
packages. to the D Pick as the E Pick is; the equiv-
Social: In some campaigns the players alent of about 6 Attribute or Proficien-
might have the option to have their PCs belong cy points, 18 Skill points or 3 Assets
to widely different social classes. A Social pri- seeming about right to us.
ority would give access to anything from slave Our choice of numbering here is
to nobleman, with the attendant wealth and very deliberate; we wanted every
legal privileges or limitations. step on the table away from D to
Connections: Especially in campaigns of be larger than the one preceding
the cloak-and-dagger type, the extent of a PC’s it. This uneven stepping also ap-
access to local flows of power and information plies when one ascends the
may be relevant. A Connections priority would line of the table from the
determine how well-connected a PC is. average D Pick.
Status: In some campaigns all PCs might The C Pick equal-
be members of the same organization, for in- ly scales improvement
stance a cult or an army. A Status priority in from the D Pick as much
such campaigns could be used to determine the E Pick worsens it; C

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and E are intended to mirror The A Pick is obviously intended to be
the other’s separation from the the most advantageous, and thus is about
D Pick. twice as rewarding compared to the D Pick
In contrast, the B Pick is not in- than the B Pick; the difference from A to D
tended to mirror the F Pick in the amounting to about 10 Attribute or Proficiency
same way. Instead there is a less dras- points, 30 Skill points, or 6 Assets.
tic improvement from C compared to So now you have our architecture of the
the F Pick’s drop from D; the equiva- Talent table; now go forth and customize your
lent of 3 Attribute or Proficiency points, own!
9 Skill points or 2 Assets better than C seems
to us to be on target.

TABLE 2.0 Talent Priorities


Priority Sorcery Culture Attributes Skills Proficiencies Assets
Six Good
A Mysteriarch Enlightened 34 48 16
Assets
Three Good
B Sorcerer Savage 29 33 11
Assets
Hillman/ One Good
C Dabbler 26 24 8
Nomad Asset

D Mundane Civilized 24 18 6 No Assets

One Poor
E Cursed Decadent 22 12 4
Asset
Three Poor
F Doomed Degenerate 18 0 0
Assets

This concludes Chapter Two.

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Jeffrey Quigley (order #6792937)
The oracle chamber held no clue for him. He went forth into the great throne room and
laid his hands on the throne. It was heavy, but he could tilt it up. The floor beneath, a thick
marble dais, was solid. Again he sought the alcove. His mind clung to a secret crypt near
the oracle. Painstakingly he began to tap along the walls, and presently his taps rang hollow
at a spot opposite the mouth of the narrow corridor. Looking more closely he saw that the crack
between the marble panel at that point and the next was wider than usual. He inserted a dagger
point and pried.
Silently the panel swung open, revealing a niche in the wall, but nothing else. He swore feelingly. The
aperture was empty, and it did not look as if it had ever served as a crypt for treasure. Leaning into
the niche he saw a system of tiny holes in the wall, about on a level with a man’s mouth. He peered
through, and grunted understandingly. That was the wall that formed the partition between the alcove and
the oracle chamber. Those holes had not been visible in the chamber.
Conan grinned. This explained the mystery of the oracle, but it was a bit cruder than he had expected.
Gorulga would plant either himself or some trusted minion in that niche, to talk through the holes, the
credulous acolytes, black men all, would accept it as the veritable voice of Yelaya.
Remembering something, the Cimmerian drew forth the roll of parchment he had taken from the
mummy and unrolled it carefully, as it seemed ready to fall to pieces with age. He
scowled over the dim characters with which it was covered. In his roaming about the
world the giant adventurer had picked up a wide smattering of knowledge, particularly
including the speaking and reading of many alien tongues.
Many a sheltered scholar would have been astonished at the Cimmerian’s linguistic
abilities, for he had experienced many adventures where knowledge of a strange language
had meant the difference between life and death.

- Robert E Howard - Jewels of Gwahlur


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“Thus tempered in the fire of conflict and strife, each slayer discovers that he holds a flame locked
within his very heart, a blaze of passion that must ever char his soul lest it instead betray him to
his enemies.
And while it may flicker and waver in time, only death can truly quench this fire, yet until such
time, it shall seek to consume him – or be unleashed upon those who would oppose him.”
- The Forlorn Tome of Du’Karrn

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I. Skills Overview at least once. Without the Disguise
Skill, this can be useful when shouting
Skills are specialized bits of knowledge that
or speaking to another person from
a character can learn and eventually master.
behind a door or while otherwise out
They are more specific applications of an Attri-
of sight. When combined with Dis-
bute. For example, the Skill Trapping is a more
guise, Acting can be used to play the
specific use of a character’s Cunning. Skills are
part of a specific person. In these cas-
areas of expertise that are not necessarily com-
es, only the worse of the two Skills is
mon to every living creature - some creatures
checked during the interaction, not both.
simply don’t have the capacity to learn certain
Skills. Initially purchased with Skill points and Ancient Languages (SY)
chosen according to the player’s particular in-
This Skill provides the ability to read, write,
terest, characters learn their Skills through in-
and eventually speak one chosen language
struction or experience.
from a long ago, lost civilization. Ancient Lan-
guages can only be used to learn languages
II. Skill Descriptions from the past that are not typically spoken
As this Skill list includes broad definitions in the character’s modern world. The charac-
not applicable to all settings for which Blade ter’s ability with this Skill is directly related to
could be used, the referee has the final say on its level. At levels 1-3, the character can recog-
actual Skill applications. Skills are described nize common written glyphs and sym-
with the Attribute with which they are most bols in the language. As the character’s
commonly associated. Skill level increases, he gains an under-
standing of progressively more obscure
Acting (HT) elements of the language. At levels
The character is skilled in all aspects of 4-6, he can begin to surmise how
stage acting in front of crowds. Memorizing the ancient language was spoken,
lines, voice projection, body control and voice based on both his knowledge of
mimicry are all within the range of the normal the language and later languag-
use of this Skill. A character may be required es that developed from it. By
to make Checks when putting on an important levels 7-9 he can speak
show; in front of an important crowd; or if re- the language with flu-
quired to speak especially difficult lines. The ency and flair. Literacy
character can accurately mimic the voice of is a prerequisite for this
any given individual that he has heard speak Skill. At character cre-

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ation, every Skill point invested all behavior -perhaps to make it more pas-
into an Ancient Language Skill sive or aggressive than it normally would
buys two points in that Ancient be, for example.
Language.
Apothecary (SY)
Animal Ken (HT) Throughout history, different cultures have
A character with Animal Ken is devised remedies for a wide range of ailments.
particularly keen on determining the The character with an Apothecary skill is able
drive, desires, demeanor, and feelings of to create non-magical, medicinal drugs from
an animal. To use the Skill, the character must plants, minerals, and animal parts. These med-
observe a creature for a few minutes and then icines’ benefits are not often instant; efficacy
roll a Skill Check. If successful, the charac- may take between minutes and several hours.
ter can sense something about the creature’s They may carry side effects, especially when
current motivation, desires, or the specifics they are very potent.
of its emotional state. Additional information This skill includes the study of poisons, their
may be gained through further Skill Checks. effects and detection, as well as the treatment
This Skill is useful when attempting to of poisoned individuals. The character can di-
train animals to behave in a particular way or agnose a poisoned character and recommend
to teach them tricks. However it can only be an antidote or treatment if he can identify the
used to teach an animal something it is able symptoms and the source of the poison, or if
to perform usually, within the constraints he has a sample of the poison itself.
of its intelligence level and body shape. A successful Skill Check allows the creation
Tricks might include searching out or of medicines, poisons, or antidotes from ingre-
tracking specific prey; retriev- dients at hand.
ing objects; guarding others Note that while this skill provides the knowl-
or an area; reacting in specif- edge of how to prepare ingredients to make
ic ways to symbols or hand medicines, poisons, and antidotes, it does not
motions; returning home provide the character with the ability to find
from any location; attack- the ingredients in the wild, which is an appli-
ing or retreating on com- cation of the Survival Skill.
mand; walking with a partic-
ular gait; and many more. Battlefield Tactics (SY)
This Skill can also be used This Skill gives a character the savvy to
to affect the creature’s over- move troops and resources into optimal battle-

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field position. He knows when and where is adept at quickly recognizing and
to fight to make the most of his available reacting to the customs of newly en-
troops and resources, taking advantage of ter- countered cultures. This differs from
rain and weather. This allows an experienced Etiquette in that Etiquette only pro-
tactician to fight large-scale battles with few- vides knowledge of the social intri-
er men than an opponent, with a reasonable cacies of the elite, whereas Customs is
chance of success. equally effective across all portions of
With knowledge of the battlefield and the a population. Customs cannot be used
standard tactics of his opponent, the charac- to duplicate the effects of Etiquette. So a
ter will spend a few minutes with his com- character with Customs, but without Etiquette,
rades, explaining the tactics to be employed could not appear as one of the aristocracy.
in the upcoming battle. This discussion must
take place within two hours of battle. He then Dancing (DG)
makes an opposed Battlefield Tactics Check The character knows the artistry of danc-
against the enemies commander. If success- ing, and is trained in the art of performing in
ful, all comrades that received the instructions front of an audience. The character is well
gain –1 TN to all Soldiering Skill Checks made versed in all the popular dances of the time,
during that combat. including those with complex or detailed
steps. He is also adept at picking up new danc-
Climbing (DG) es, and can create his own which may
This Skill provides a character with the abil- become popular.
ity to climb many types of vertical surfaces.
The number of successful Climbing Checks Decipher (SY)
needed to complete a task may vary, and es- This Skill provides the ability to
pecially long climbs may require a string of decipher unknown written words,
Checks. In this case each single Skill Check codes or glyphs. When faced
should represent a real and tangible benefit, with an unknown text, a char-
like a concrete leg of the trek being complet- acter uses this Skill to appraise
ed, not just some distance climbed. the frequency and patterns of
certain symbols, and to
Customs (HT) come up with theories
This Skill provides an understanding of oth- of what he believes the
er cultures’ customs. A character does not risk communication to hold.
of offending people from a known culture, and This time consuming pro-

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cess could take several minutes providing the character touches it and
to several months, depending concentrates. 2 Successes are required if he
upon the length of the text. actively examines it but without touching it.
It should be noted that while Detecting sorcery by chance -simply touching
Decipher can be used to interpret an object without actively looking for sorcer-
any text, including unknown lan- ous energies -requires 3 Successes.
guages, the process for reading such For detection of sorcery in the vicinity, 2
a text is much longer than it would Successes will alert a character to the presence
be with any of the language Skills, and of sorcerous energies; 3 Successes will locate
it does not result in any improved knowledge their approximate source; and 4 Successes will
of the language. accurately pinpoint the origin, as long as the
character uses the Skill actively. To notice sor-
Detect Sorcery (CG) cery simply in passing requires one additional
Successful use of this Skill allows a Success.
character to detect the presence and effects This Skill is especially sensitive to the pres-
of sorcerous spells and the eldritch ener- ence of any disembodied consciousness’s us-
gies that are emitted by all sorcerous objects ing the Scrying Lesser Mystery. These presenc-
and supernatural beings. He is also, using es can be noticed at a distance of up to 10
the Scrying Lesser Mystery, able to detect a meters, and one less Success is required than
disembodied consciousness. However, this for detection of sorcery -in other words 1 to
Skill is not sensitive enough for awareness of 3 successes if one uses the Skill actively, or 2
spells or effects once they have worn off. to 4 successes if passively. If enough Success-
Sorcery can be detected casually, es are achieved to pinpoint the origin of this
even in passing, although de- supernatural effect (i.e. 3 or 4), the character
tection is easier if a character does not just feel the disembodied presence;
touches an object and con- he actually sees it.
centrates for a full Limelight. Especially faint or strong manifestations of
During that time, a single sorcerous energies may require one or more
object or the character’s additional or fewer Successes than given in the
immediate vicinity (to about guidelines above.
3 meters) can be examined. This Skill is available only to characters
To detect sorcery in a sin- created with Talent Table “Sorcery” choices
gle object or being, 1 Suc- of A-C.
cess is usually sufficient,

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Disguise (CG) Sagacity with twice the number of
This Skill endows a character with the needed successes.
ability to transform himself or someone else. Studying the various forms of dis-
A basic Check allows the character to appear honesty, one becomes necessarily
different from his current self with changes of both doubtful of people’s honesty
hair, clothing, sex, or social class, along with and adept at behaving in a controlled
measurable changes such as weight and height. way so as to give nothing away.
When combined with Acting, Disguise can be When somebody proficient in False-
used to play the part of a specific person. To do hood tells the truth and is suspected oth-
this, all Skill Checks must be successful. In this erwise, as lying has become second nature to
situation, only the worse of the two Skills need him, he must use his Falsehood Skill and score
be checked during the interaction, not both. twice the usual number of successes required
in order to overcome the doubts of the listener.
Etiquette (HT) Should the Check be tied or fails, he is auto-
The character understands the social intri- matically considered to be lying.
cacies of encounters with the elite. He knows
Foreign Languages (SY)
what and what not to talk about; how to greet
others; which utensils to use when eating and This Skill provides a character the abili-
how these should be held; which dance steps ty to speak one chosen non-native language
are in vogue; and any number of other verbal that is in current use in his world. The
and non-verbal upper-class courtesies. With level of the Skill determines the extent
the Customs skill, but without Etiquette, one of his knowledge. Thus a character
might pass as a member of another culture, with a level of 1 to 3 would be able to
but not as one of their aristocracy. speak like a person who has arrived
in a new country and be able to
Falsehood (HT/SY) read everyday signs about town.
Characters may use this Skill to tell lies Those with the Skill at the level
(Heart), or to detect lies (Sagacity) and resist of 7-9 have the vocabulary of a
the detection of their own lies (Heart). highly intelligent scholar or
Success is automatic - unless the lie is out- writer. At character cre-
landish enough for listeners to become suspi- ation, every Skill point
cious. Such a case would require a Falsehood invested into a Foreign
vs. Falsehood Check. Should the target not Language Skill buys two
possess the Falsehood Skill, he would employ points in that language.

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Healing (SY) asks questions, especially when he is
In the event of injury, illness or disease, seeking information about a powerful
the Healing Skill endows a character with person that has a lot of influence in
an understanding of medical procedures and the area. It may require several steps,
medicines to help himself and others. (Note each with a Check of its own, and
that the creation of medicines and poisons, or each with its own role-playing oppor-
the neutralizing of poisons requires the Apoth- tunity.
ecary Skill.) Penalties may be applied to the
One of the most important uses of the Heal- Checks if the character is speaking to
ing Skill is First Aid. When an injury occurs, if someone who may be reluctant to reveal in-
a successful Healing Skill Check is performed formation.
within an hour, the patient regains 1 Pain point
Light Step (CG)
per success against the wound being tended.
The Healing Skill can also be used to pro- A character can use this Skill to place less
vide continuing care to an injured patient. pressure upon any surface on which he
When a character rolls his weekly TY Check steps. This allows him to leave no tracks in
to determine if he has shed Pain points, the mud or snow, or even to walk across short
character with the Healing Skill can tend to distances of liquid. If a trap were to be trig-
him, rolling his own Healing Skill Check just gered by a pressure plate, this Skill could be
prior to the injured character’s TY Check. If the used to move across it without incident.
Healing Check is successful, the injured char- In all cases, the character must move
acter gains 1 bonus success for his TY Check briskly while using Light Step.
for each success scored in the caregiver’s Attributes can never be used to stand
Check. in for a Check of this Skill. If a char-
acter isn’t explicitly trained in its
Information Gathering (HT) use, he cannot attempt it.
A character with this Skill is adept at track-
Lock Picking (CG)
ing down the answers to questions and mys-
teries by finding the right person to talk to. A character with this Skill
Usually in a public location -perhaps a bar or is able to pick or oth-
a shop-the character is led step by step to the erwise disable locks.
information he seeks through conversation, Generally, two tools
purchasing goods, or making small bribes. are needed to pick a
The character should be smart about how he lock: a flat-headed im-

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plement (called a “tension ship from one place to another. It is also
wrench”) used to turn the lock, the term used for the specialized knowledge
and a pointed tool (the “pick”) used used to perform navigational tasks, which in-
to manipulate the pins inside the volve locating the navigator’s position in con-
lock. These can be makeshift ver- junction to known locations.
sions, but without tools of some type
the character cannot use this Skill to Negotiation (HT)
open a mechanical lock. This Skill The character with this Skill understands
can also be used to disable other kinds the procedures and tactics of negotiations be-
of locks, including bars and latches on the tween people, groups, and states. In practice,
opposite side of the door, as long as some a Check should be attempted at key points in
crack in or around the door is accessible. a negotiation or diplomatic encounter. Suc-
Most locks are Average (1 Success) to cess means the encounter turns favorably for
pick, if proper tools are at hand. Quality the character. Failure means that the character
locks, lack of tools, or adverse conditions may need to give some concessions. Depend-
will increase this difficulty. ing upon the importance of the issues and the
stubbornness of his adversary, the exchange
Music (HT) could go on lengthily with many Checks.
The character is skilled at singing or play- If a character has occasion to properly as-
ing a particular type of musical instrument. sess his opponent’s weaknesses, he gains up
Those with a higher Skill rating can perform to –2 TN to the pertinent Negotiation Checks.
more complex music. Such assessment may require roleplaying and
A character may be required to the use of any number of Skills like Informa-
make Checks when putting on tion Gathering or Falsehood, among many
an important show in front possible others.
of a significant audience, or
when required to perform an Occultism (SY)
especially difficult piece of This is the knowledge of the arcane, the su-
music. pernatural and the sorcerous, the profession-
al knowledge of sorcerers and those intimate
Navigation (TY) with their ways.
Navigation is the pro- It cannot be learned if the character has
cess of monitoring and con- neither an Asset nor a Talent choice suggest-
trolling the movement of a ing such familiarity.

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The Skill entails a degree of knowledge rewards in your near future” or “the
of mythical famous sorcerers, dead and man in white has a forked tongue.”
living, and their exploits, as well as concrete Omens are the ref’s creations, but
knowledge of what sorcery is and isn’t capa- it is up to the characters to determine
ble of. It also grants understanding of exactly their meaning. The ref should put real
how sorcery works (to the extent that this is effort into making each omen mean-
understood at all). Depending on the setting, ingful for the characters, without giv-
it provides knowledge of supernatural beings ing away too much information.
like demons -their names, spheres of influ- To use this Skill, the character identi-
ence, attributes and other purported informa- fies the person or people for whom he wish-
tion about them. es to perform a reading, during which he will
make a Skill Check.
Omen Reading (HT) This Skill is available only to characters
Often performed for profit, Omen Reading created with Talent Table “Sorcery” choices
allows a character to determine general infor- of A-C.
mation about his future or that of another per-
son. Pick Pockets (CG)
Fortune telling methods vary with each cul- This Skill allows a character to secretly
ture. Examples include: throwing bones; palm palm an object or plant one onto another per-
reading; astrology; tarot cards; reading tea son, or to covertly manipulate objects in
leaves; visions brought on by drugs, dreams, the presence of others. Using this skill
and signs from gods; gaining insight from dead one could, for example, steal coins
ancestors; and many others. from a target’s pouch, a ring from a fin-
Usually fixed around a celestial event, a ger, a dagger from a sheath, or plant
reading’s insight may span the minimum of a a stolen object on a target to frame
day, or it may cover the time to the new moon, him. This Skill could be employed
the next week, or until the group reaches the to secretly swipe an item off a ta-
next town. However, Omen Reading never ble or slip poison into someone’s
provides exact information about an exact drink.
event at an exact time. When using this Skill
The information provided by Omen Reading in front of observers
is often very general and vague, such as “ill luck other than the target,
will come to those that travel during the next the Challenge rating in-
two days” or “with great chances come great creases by one level for

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Jeffrey Quigley (order #6792937)


every two people that might and origin of the danger a full Round be-
potentially see the Pick Pocket fore it occurs.
attempt. There is no penalty for a failed Precognition
Note that in larger groups, de- Check.
pending upon what is happening in This Skill is available only to characters
the surrounding area, it is unlikely created with Talent Table “Sorcery” choices
that everyone would have their at- of A-C.
tention focused towards the thief and
his target. A significant distraction, Prestidigitation (CG)
such as a performer on a stage in front of a A character with Prestidigitation is skilled at
crowd, would draw almost everyone’s atten- sleight of hand and the creation of non-magic
tion, allowing an easy harvest for a thief. tricks and illusions. The character is able to use
appropriate distraction techniques and hand
Precognition (CG) motions to make small objects in his hand dis-
appear, or to make objects appear from noth-
A character with this Skill has the uncan-
ing. He can perform tricks with decks of cards,
ny ability to sense danger a moment before
small animals, handkerchiefs, coins and other
it occurs.
items.
Whenever the character is asked to make
Note that Prestidigitation does not dupli-
a Surprise Check, he may choose to roll a
cate the Pick Pockets Skill, which can be used
Precognition Check first. 1 Success does
to retrieve objects that are not in the charac-
away with the need for the character to roll ter’s grasp prior to the Skill Check.
for Surprise. 2 Successes give the char-
acter time to give a warning sig- Riding (DG)
nal to his closest team mate.
This Skill enables a character to control a
3 Successes afford these bo-
mount of a specific type. If he wishes to con-
nuses and an indication of trol another type of mount, he will need time
the direction from whence to familiarize himself with it, until which time
the danger is coming. 4 all Skill Checks for the new mount are one
Successes allow adequate Challenge level more difficult.
time to warn all the charac- A character with this Skill can keep control
ter’s teammates of the danger, of an animal at a full gallop without a Skill
thus completely negating the Check, or roll a Check to calm a startled ani-
Surprise. Finally, 5 Successes mal. With a Check modified for difficulty, the
would indicate the nature character can direct his mount to leap obsta-

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Jeffrey Quigley (order #6792937)


cles and perform other tricks. A successful Seduction (HT)
skill Check allows the character, in combat,
While it is possible for a character
to mount or dismount without penalty. If this
without Seduction to have a romantic
Skill Check fails, additional time for mounting
relationship, one skilled in the arts of
or dismounting is required, however this in-
romance, enticement, and the seduc-
curs no additional cost.
tion of those in whom he is interested
To guide an animal in combat the charac-
is far more adept at successfully pur-
ter must spend a MP die during any round in
suing others, including those who may
which he wishes to change direction or speed
be hesitant. He knows the right things to
of movement, as, having established these, the
say, when to make eye contact, and how to
animal is considered to continue along in that
lie to succeed in his courtship. Seduction can
direction and at that speed until the character
be used to entice those who might benefit the
chooses to change either. This does not require
a Skill Check. character or his ambitions. Thus the use of this
Any attack that causes damage to an animal Skill necessarily includes cool calculation,
requires the character, in order to maintain feigned emotions, and allusions or outright
control of it, to spend an additional MP die promises.
as well as make a successful Skill Check. If is In practice, the character describes his
the Check is failed, the rider will be thrown methods and motives for wooing his subject,
from the mount, and the animal will run until and rolls a Skill Check, adjusted for difficulty.
calmed in a following round. Also a penalty, Seduction takes time and the higher the
appropriate to the amount of damage done, is Challenge Level, the longer it will take.
awarded. If the character is trying to convince his
subject to do something that she would
Seamanship (TY) not normally do, the subject may
Skilled in operating ships and boats, a char- contest the attempt with Tenacity
acter with Seamanship is adept in all aspects or her own Seduction Skill. Con-
of vessel management from stringing rigging; tinuous failure of a Skill Check
organizing the crew’s jobs; repairing canvas against the same target will only
and hulls; to steering and rowing. increase the Challenge Lev-
A penalty may apply to the Skill Check if el, as well as the sub-
the ship or boat encounters rough waters. Es- ject’s annoyance with
pecially harsh storms may require up to 3 ad- the character, until the
ditional Successes, making them treacherous Checks begin automati-
to all but the most seasoned sea captain. cally to fail.

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Jeffrey Quigley (order #6792937)


Sneaking (CG) the size of an enemy body by the size of
A character with this Skill has its camp; judging the quality of a troop by
the ability to obfuscate himself and watching it perform; executing drills; drawing
his movements and to survey his up formations; etc.
surroundings to find the best places More importantly, this Skill entirely replac-
to hide. He understands how other es weapon Proficiencies in any battlefield set-
people will see and move through an ting in which fighting is in a cramped, closed
area, and knows how to create mi- formation, such as a shield wall. In any such
nor disturbances to distract them. Most situation, a weapon Proficiency functions only
importantly, he knows how to position and at 20% of it’s normal value, but Soldiering can
fit his body to into small hiding spots and be used in its stead, no matter what the weap-
move silently between them. A character on. If a character breaks rank to fight alone –
with this Skill can hide behind something endangering both himself and his comrades–
which provides less than complete cover. his Proficiencies are penalized no longer, but
To use this Skill, the character rolls a Skill he cannot use Soldiering in their stead.
Check, with the Challenge Level based on
the amount of coverage available and vigi- Survival (CG)
lance of others in the area. The Skill Check Survival provides the character with the
is rolled when the character first moves into ability to find food, water, and shelter in any
a concealed position and again with each environment. He has knowledge of the harsh
movement. conditions in all of them, and can plan ahead
This Skill cannot be used to hide by packing the proper provisions. He has a
from others that are already general idea of the risks posed by the creatures,
aware and within vision of the plants and terrain of a given environment, and
character. can take precautions to avoid them.
Additionally, this Skill helps the character
Soldiering (TY) maintain a sense of direction and to navigate
This incorporates the unknown wildernesses and other surround-
professional skills of all ings. This is important to any explorer travel-
soldiers, including low-level ling overland without the benefit of a road, or
organizational decisions such delving into the twisted caverns of the under-
as how and where best to set world. If he arrives in a location that he does
up camp; how and where to not recognize, he can use Survival to get his
station guards; estimating bearings and a general idea of the direction in

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Jeffrey Quigley (order #6792937)


which he needs to head to reach a familiar for the the Round being penalized
destination. He will also be able to retrace with 1 die for every Success this Check
his steps in a confusingly arranged environ- falls short of 5.
ment. As well as skill in determining direc-
tion, Survival equips the character to estimate Theology (SY)
distance, travel time, and to recall important With this skill a character has an
landmarks along the way. intimate academic knowledge of his
The character must have some method of religion. Common areas of learning in-
orientation, such as the sun, stars, a compass, clude religious beliefs, temples and cults
or known landmarks (e.g., a mountain in the of a chosen region and its surrounding area.
distance). Without such directional indica- This Skill is likely acquired during academic ed-
tions, the Skill Check will be at least one Chal- ucation training at a religious school, and will
lenge Level more difficult than otherwise. likely be unknown to the majority of priests.
When this Skill is chosen, a character is ba-
sically competent in all terrains and climates, Tracking (CG)
but if he encounters circumstances in which A character with this Skill has the ability to
he has no previous first-hand experience, then follow the trail left by another creature by ob-
all Survival tasks are one Challenge Level high- serving clues in the environment – footprints,
er in difficulty until three meaningful Survival crushed grass, broken twigs, dropped items,
Checks have been passed. Thereafter all Sur- bits of cloth or fur, and other signs.
vival Checks revert to their normal Challenge To use the Tracking Skill, the char-
Level and the character is assumed to have fa- acter rolls a Skill Check with a Chal-
miliarized himself with the new environment. lenge Level based on how featureless
he might find the surface of that trail.
Swimming (DG) This Challenge Level is further ad-
Every hero of Blade can stay afloat - and justed by how old the trail is and
even swim clumsily, if unencumbered in rea- the current weather conditions. If
sonably calm waters - but Swimming incorpo- the Check fails, the trail is con-
rates the skills to brave agitated waters under sidered gone.
difficult conditions, to dive, to stay afloat for
extended periods, and to move at speed while Trailing (CG)
in and under water. A character with
In combat, a Skill Check should be made this Skill is proficient at
once per Combat Round, the swimmer’s MP covertly following anoth-

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Jeffrey Quigley (order #6792937)


er person or creature. (This is
different from the Tracking Skill
because the target must be within
sight when the character begins fol-
lowing it.) To use Trailing, the char-
acter begins by spotting the person
or creature he wishes to trail, before
performing a Skill Check. A success-
ful Check of average difficulty achieves
success for the entirety of the chase with the
character going unnoticed. Greater Challenge
Levels occur only when passing through
particularly open ground or especially de-
serted environs. Initially failure results with
being seen and remembered, though not au-
tomatically being recognized as a trailer.
Once seen, a new Check is made for the
remainder of the chase, and this Check is now
Opposed with Trailing, (or CG, doubling the
required Successes needed if the target does When planning and setting a trap, this Skill
not possess the Trailing Skill). Failure of this provides the ability to produce very basic de-
Opposed Check will result in the trailer vices, such as a cover of branches and leaves
being revealed. for a pit in the forest. The damage incurred by
a trap should be in accordance with such de-
Trapping (CG)
vices.
A character with this Skill The ref secretly rolls the Skill Check for the
can plan, set, find, and dis- character that is setting a trap. Failing the Skill
able traps of all sorts. Check could mean one of several things: the
The primary ability with- trap may be visible to the target; the trap may
in Trapping is a predictive not go off as planned; or the trap may acci-
one: What path is the tar- dentally spring while the character is working
get likely to take? What will on it. Success implies that the trap has been
lure the target into the trap? properly set.
Where would I set a trap in
this area?

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Jeffrey Quigley (order #6792937)


More Skills? miliarity with all types of chariot and
The Skills listed above should suffice for basic knowledge about their construc-
the majority of campaigns and settings, but tion, along with the ability to effect
groups are, of course, encouraged to create simple repairs; and the proper treat-
new Skills they feel are vital for their game. ment of horses or whichever animals
However some care should be taken because pull the chariots.
Skills in Blade are a relatively expensive com-
Streetwise (CG)
modity when compared with, for instance, At-
tributes. They must therefore be truly useful. Replacing the Customs, Etiquette, and
Having a Skill or not should TRULY matter in Information Gathering Skills in many under-
a game situation. Things that do little more world situations, this Skill represents familiar-
than add flavor or the fleshing out of a char- ity with criminal subcultures and everything
acter’s background should not be elevated to that goes with them. Characters proficient in
Skill status. For example, carousing, teamster, this Skill know how to behave among mem-
fishing, or animal husbandry - although these bers of the half-world; how to pass them-
doubtless require skill or at least talent, and selves off as one of their number (if they are
are probably known to a number of charac- not already one); how to employ and read
ters, they are unlikely to be important outside secret signs and codes; and the usual criminal
of rare instances, and so they are not suitable modus operandi of a location. Streetwise is a
as formal Skills. If something is not likely to measure of the character’s knowledge
be critical to the action of the adventure with (who-is-who and what-is-what) of the
frequency, it should not be a Skill. under and half worlds’ criminal struc-
Below follows two examples of additional tures in any place he has spent some
Skills that maybe suitable for select campaigns. time.
Streetwise is relevant as a Skill if
Charioteering (DG) a large part of the campaign is in-
Charioteering may be relevant as a Skill in tended to be set in the urban un-
games where chariots fulfill a role in warfare, derworld and to revolve around
or in those in which chariot races figure prom- it. Don’t bother making this
inently. It involves proficiency at driving not into a Skill if the under-
just any old cart or wagon, but an actual char- world serves merely as
iot, often under adverse conditions. Among a backdrop.
other things, this Skill encompasses: use of
chariots on the battlefield; chariot racing; fa-

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Jeffrey Quigley (order #6792937)


III. Assets The character might be aware of the
Overview Asset but reluctant to admit that he possess-
es it. For example, an abrasive character might
If a player creates a character
realize that his crass mannerisms affect others,
with one or more of the Assets
yet he finds solace in putting the blame on
described here, he has three ba-
those whom he offends rather than on himself.
sic choices as to how the character
Lastly, the character might know, but simply
views each Asset.
not care, about his Asset.
Firstly, the character might view
the Asset as a weakness. One with this
1. Assets Described
view might try to hide the Asset or make ex-
cuses for his behavior. On the other hand, Abrasive - You are difficult and demanding
he might seek out others with the same As- in conversation. This tends to oppress those
set so as to feel better about his own idio- around you.
syncrasy. Good: You gain a -2 TN modifier on all
Secondly, the character might view the Checks involving intimidation.
Asset as a strength, and thus may call atten- Poor: You take a +2 TN modifier on Checks
tion to it; encourage others to act in ways that involving endearing oneself to others, or
mimic it; or simply assume that those with- Negotiation.
out the Asset are less worthy than those who Role-playing Ideas: Characters with this
possess it. Asset might be loud and abrupt or quiet and
Finally, the character might not acknowl- sinister, but either way, most find them discon-
edge the Asset at all. A character might certing or irritating.
adopt this attitude for sever- Absent Minded - You are fascinated by
al reasons, each suggesting knowledge and learning, and are capable
something different about his of pursuing complex trains of thought quite
background and personality: quickly. However, your preoccupation with
The character might not such thoughts makes you less aware of your
be aware of the Asset. For surroundings.
example, someone near- Good: You gain a -2 TN modifier on Checks
sighted might not realize that involving knowledge or learning.
others see better; his impair- Poor: You take a +2 TN modifier on Checks
ment is mild and its progres- involving awareness of one’s surroundings.
sion so gradual that he never Role-playing Ideas: Characters with this
notices the change. Asset might flit from idea to idea, trailing off

66

Jeffrey Quigley (order #6792937)


in mid-sentence or mumbling their way joined. Your enthusiasm makes you
through complex ideas. Conversely, char- a dangerous foe, but you sometimes
acters with this Asset might be extremely ar- leave yourself open to blows that a
ticulate, but still allow their thoughts to move more cautious warrior would avoid.
faster than the pace of a conversation. Good: You gain a –1 ATN modi-
Addiction - The character is addicted to a fier to all offensive Maneuvers made
drug that has at least two out of the following during combat, until you execute your
three properties: highly illegal, very expensive, first Defensive Maneuver.
and/or debilitating. Poor: You gain a +1 DTN penalty to
Good: There are no good aspects to the Ad- all Defensive Maneuvers made during a com-
diction Asset. bat, until you successfully execute an Offen-
Poor: An addict can go without a fix for a sive Maneuver.
full day, but his TNs increase as his withdraw- Role-playing Ideas: Characters with this As-
al pangs rise by a daily cumulative +1. (This set are often hotheaded and quick to anger, or
does not apply to rolls in highly stressful sit- they simply think that the best defense is a
uations when the rush of adrenaline drowns quick offense.
out the withdrawal symptoms for a short time.) Ambidextrous – The character is equally
The daily penalty also equals the number of agile and dexterous with his left and right
successes the character must achieve on a Te- hands.
nacity Check in order to turn down an offer of Good: The character does not suffer
the drug when the player wants to stay free of the usual +1 TN for weapons wielded
its scourge. in the off hand. He has –1 TN for cer-
Role-playing Ideas: A drug is regarded as tain rare activities that require dexterity
debilitating when a character under its in- in both hands at the same time, for
fluence is completely unable to act at all, or example juggling.
when it reduces his chances of success to one Poor: There is no poor aspect to
third or less of what they would be when he the Ambidextrous Asset.
is in a sober state (i.e. three times the number Role-playing Ideas: Ambidex-
of successes necessary). Player and ref should trous characters might enjoy
cooperate to come up with a drug from the startling others with sur-
setting that fits the bill. prising displays of dex-
This Asset is appropriate for Decadents. terity in what is com-
Aggressive - You are quick to initiate combat, monly considered their
and you tend to press the attack once battle is offhand.

67

Jeffrey Quigley (order #6792937)


Arrogance - The character is serk rage by chance, but only by choice.
arrogant to a point that it is very While somebody with the Poor aspect of
hard for him to give pride of place this Asset would be compelled to Check, the
to any lesser man, let alone follow character with the Good aspect must concen-
his orders. It is very galling for him trate for one Combat Round and succeed at a
to be treated without the immense Challenging DG Check. If he does not achieve
respect he believes to be his due. the necessary 2 Successes on a single roll, he
Good: The character makes all may opt to continue concentrating and turn
Checks to resist bullying, intimida- the task into Timed Check, with another Check
tion, being cowed or ordered around, and allowed every Round. When the player wants
the like against TN –2 his character to emerge from the berserk rage
Poor: The character must succeed at a he must accumulate 5 Successes on a Timed
TY Check to stomach even the smallest or HT Check, rolled each Combat Round. Until
imagined slight. The difficulty of this Check he achieves the Successes, he must go on sav-
depends on the severity of the incident, but aging everyone, including friends or allies.
it could easily rate Difficult or Amazing. A Poor: The character has little or no control
failure implies the character cannot stand over his berserk fits and can’t enter them vol-
the treatment, and he must take immediate untarily. Whenever he is struck in combat, he
action. His condescension towards those he must Check HT and achieve more Success-
considers his inferiors requires him to take a es than the inflicted Wound Level. A failure
+1 TN modifier for social interaction. means he will fall into a berserk rage. The same
Role-playing Ideas: The character might Check is required when the character is griev-
be quietly confident, or exude an aura of ously mistreated or when he discovers some-
nobility, or be unbearably haughty. His body for whom he has a positive PA has been
choice of dress and gear might injured (Wound Level 1+). The number of Suc-
reflect his outlook. cesses required must be one greater than the
This Asset is appropriate PA’s current score. The player cannot choose
for Decadents. to forego these Checks and fail deliberately. To
Berserk - The character is snap out of the berserk rage a Legendary Timed
known to engage in fits of HT Check is required, beginning the Combat
berserk rage, during which Round after the last enemy in sight is defeated.
he strikes out violently at all The character must continue his savage attacks
who oppose him, with no re- on anyone who looks alive, including friends,
gard for his own safety. until 5 Successes are accumulated.
Good: The character Role-playing Ideas: While berserk, a char-
will never slip into a ber- acter cannot make any defensive Maneuver

68

Jeffrey Quigley (order #6792937)


that does not have an offensive compo- Cannibalism - The character has a
nent to it. This limits him to Block Open & craving for human flesh.
Strike, Duck & Weave, Evasive Attack, Mas- Good: There is no good aspect to
ter-Strike, Overrun, Simultaneous Block/Strike the Cannibalism Asset.
and Winding & Binding. Also he may not exe- Poor: Those who do not share this
cute offensive Maneuvers whose goal is not di- taste will be shocked and will shun
rect injury to his opponent. This rules out Beat, any character discovered to be a can-
Disarm, Hook, Stop Short and Toss. nibal. Any Check for friendly social in-
While berserk, the character’s frame of mind teraction by a known man-eater has a
is such that he suffers only ½ Shock and ⅓ Pain raised TN between +1 (for impersonal ones,
from any wound he suffers. (Be sure to record like haggling) and +3 (for overtly intimate
the unreduced values, as these will return full ones, like seduction).
force once the berserk rage wears off). Role-playing Ideas: This affliction pertains
Any opponent will be greatly unsettled in
largely to role-playing. However, should the
the face of a berserk fighter who has no regard
character encounter an opportunity to feast
for his own safety. An opponent must pay dou-
on human flesh when it would be impolitic
ble the normal activation cost for all offensive
to do so, he must Check Tenacity to resist his
Maneuvers he aims at the berserk fighter. (Ac-
appetite. The difficulty of this Check depends
tivation cost 0 becomes 1).
on how hard it would be to sate his hunger, on
This Asset is appropriate for Degenerates.
the period of abstinence he has endured, and
Brawler - Your instincts dictate that you fight
on the likelihood of another opportuni-
close to your opponent, grabbing and punch-
ty to feed arising soon.
ing, rather than striking with a weapon.
This Asset is suitable for Degener-
Good: You gain a -1 TN modifier on un-
ates.
armed attack and Grapple Checks.
Poor: You take a +1 TN modifier for all your Cautious - You are cautious in
attacks at medium or further range. combat, even a bit cowardly, and
Role-playing Ideas: Characters with this As- you take more care than others to
set often spurn weapons entirely. Some learn defend yourself. However, this
refined martial arts to complement their in- caution renders you susceptible
stinctive fighting techniques. Many brawlers to fear.
may not have a conscious awareness of fight- Good: You gain a –1
ing differently from other characters; they sim- TN modifier when Par-
ply know that the best way to take someone tially Evading and a –2
out of a fight is to grab him or punch him in TN modifier when Fully
the face. Evading.

69

Jeffrey Quigley (order #6792937)


Poor: You take a +2 TN mod- and the player passes a HT Check, the ref
ifier on Checks made to resist must allow a number of sessions equal to
and overcome fear, and +1 TN to the successes on this Check to pass before he
Surprise Checks, as you tend to replaces the enemy with a new one, in consul-
freeze in face of sudden danger. tation with the player.
Role-playing Ideas: Characters Role-playing Ideas: In a session during
with this Asset might consistently which the connection could conceivably ap-
urge talking rather than fighting. Al- pear, the ref rolls for this occurrence. If d12
ternatively, while not actively discour- comes up 7+ or 10+ the appearance is guaran-
aging their companions from combat, they teed as follows: If the TN chosen for the Asset
might remain as far from foes as possible, is 7, the ally/opponent shows up with a total
using ranged weapons or spells. strength and resources equal to no more than
Connection - The character has either a twice those of a PC’s starting tally. If the TN
useful friendly connection or a dangerous is 10, the strength and resources will be three
enmity to a person or organization in the or four times the PC’s starting tally. The Con-
core area of the campaign. nection may take many guises: an individual,
Good: The character has an individual or a group or a supernatural creature (like a totem
organization willing to go to great lengths to spirit).
aid him, even if this poses a risk to his / its Detached - You maintain a distance from
own reputation, affluence, wellbeing and – events. This keeps you grounded, but it limits
in some instances -life. If the friendly indi- your reaction speed.
vidual or organization is destroyed, the Good: You take a –2 TN modifier on Checks
player must wait for sessions equal to to keep your cool, resist pressure, or remain
5 – successes on a HT Check sane or unimpressed. You choose your place
before he is allowed to re- in the Order of Limelights as if your CG were
place the connection with 3 higher than its actual score.
another one, in consultation Poor: You take a +2 TN modifier on Surprise
with the ref. Checks and on Checks to notice things you are
Poor: The character’s not actively looking out for.
sworn enemy - an individu- Role-playing Ideas: Characters with this As-
al or organization-is willing set are likely to be quiet and restrained, but
to go to considerable lengths they might be vocal when others falter in their
to damage and undo him. beliefs.
If this enemy is destroyed

70

Jeffrey Quigley (order #6792937)


Dishonest - You are naturally deceitful Dreaded - There is something about
and insincere. You have a talent for lying, you - a physical aspect, aura, or reputa-
but have difficulty convincing others when tion - that suggests you are supreme-
you do speak truthfully. ly dangerous or deadly. This palpable
Good: You gain a -2 TN modifier on Checks menace does not impress and affect
related to bluffing or guile. animals or supernatural opponents.
Poor: You take a +2 TN modifier to Negotia- Good: In combat, your enemies are
tion and all Checks related to appearing truth- only allowed to declare as aggressors
ful or gaining trust. People will generally be in the first Round if they pay an Activa-
disinclined to believe you. tion Cost equal to half your DG. Offensive
Role-playing Ideas: Characters with this As- Maneuvers executed against you require 1 ad-
set might be portrayed as crafty liars, or lying ditional Activation Cost (minimum 1). All your
hostile sorceries are resisted at +1 TN by tar-
might simply be second nature to them, mak-
gets who are aware of them. You take a –1 TN
ing truth-telling a difficult chore.
modifier to intimidation Checks.
Distinctive - You have a distinctive physi-
Poor: In combat, hostiles will always
cal feature such as a scar, a prominent nose,
single you out as a primary target for im-
a limp, or some similar characteristic that is
mediate elimination. Take a +2 TN modifier
hard to disguise or conceal.
for friendly social interaction with people not
Good: If the characters you are dealing with
closely acquainted with you.
have any chance at all to have heard of you,
Role-playing Ideas: It might be the
they will recognize you for who you are, pro-
character’s reputation, or something
vided this is beneficial to you. If it isn’t benefi-
about him, that makes him project
cial, they will only recognize you if the alter-
dread. He may either play upon this or
native would be ridiculously implausible. try to play it down.
Poor: If the characters you are dealing with Dwarf - The character is abnor-
have any chance at all to have heard of you, mally small – at least 75% of the
they will recognize you for who you are, pro- height of an average person. This
vided this is detrimental to you. To avoid this, may be extreme: s/he may mea-
you can use the Disguise Skill, which you uti- sure up to 60% less than the
lize at +3 TN. average of his / her gen-
Role-playing Ideas: Characters with this As- der.
set might be sensitive about it, or they might Good: There is no
play up its presence to gather attention, sym- Good aspect to the
pathy, or notoriety. Dwarf Asset.

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Jeffrey Quigley (order #6792937)


Poor: The characters Move Eunuch - The (male) character has been
Attribute is decreased by –1. In castrated.
addition, all his effective weapon Good: The character has been castrated
lengths in combat are decreased after the onset of puberty and is not readily
by one Reach increment, to a mini- recognizable as a eunuch and able to func-
mum of Hand. tion sexually. Hits to his groin use the wound
Role-playing Ideas: Characters description and values of hits to a woman’s
with this Asset who use the Disguise groin. He resists attempts at seduction with TN
Skill to pass themselves off as normal –1 and is affected mechanically by a sexually
sized persons make such Checks at +4 TN. compatible character’s beauty as if sexually in-
This Asset is appropriate for Degenerates. compatible.
Easygoing - You are naturally friendly. Poor: The character has been castrated
before the onset of puberty and is therefore
Others feel comfortable around you, how-
a readily recognizable eunuch. Most other
ever this Asset makes it difficult for you to
men and quite a few women (ref’s discretion),
be pushy or suspicious.
Decadents excepted, will react poorly to an
Good: You gain a -2 TN modifier on Checks
allegedly “effeminate” eunuch. Thus all TNs
related to making casual acquaintances and
for the eunuch’s attempts at friendly social in-
gaining their trust, including Checks for In-
teraction will be raised by +1. This does not
formation Gathering. You also Check Seduc-
apply to the character’s close acquaintances
tion at –1 TN.
who know him well enough to look beyond
Poor: You take a +2 TN modifier to all
prejudice. In addition, if he uses the Disguise
Checks to intimidate or project authority,
Skill to try to pass himself off as an un-castrat-
and on Checks related to formal social
ed man, his TN to do so is increased by +2. He
interaction, including most is unable to function sexually.
applications of Etiquette. Role-playing Ideas: Characters with this As-
Role-playing Ideas: Char- set need not be overweight, but if they have
acters with this Asset might been castrated before the onset of puberty
be more easily manipu- there is definitely a certain soft plumpness to
lated in interactions with their features. Their voices lack male depth;
NPCs, or they might simply they cannot grow beards; and they are unable
prefer not to argue and in- to father children.
stead use their natural tal- Farsighted - You have difficulty focusing
ent to learn more about the on nearby objects, but your distance vision is
world around them. more keen than normal.

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Jeffrey Quigley (order #6792937)


Poor: You take +1 on TNs to Cus-
tom Checks and for all social inter-
action, save intimidation, and an
additional +2 to TNs for social inter-
actions under even remotely formal
circumstances.
Role-playing Ideas: The character
might prefer the company of beasts to
that of humans, or avoid settlements and
civilization as much as possible. He may at
times resort to expressing himself with snarls
and growls.
Focused - You can keep your attention on
Good: You gain a -2 TN modifier on Checks a task, despite many distractions. However,
related to spotting or discerning something at events in the background tend to pass you
mid to far distances. You gain +1 die to your by.
AP for every Range Band beyond Near (max- Good: You gain a –3 TN modifier to ig-
imum +3). nore distractions and on Timed Checks to
Poor: You have a +3 TN modifier on Checks work on some task under pressure.
when attempting to discern small details very Poor: You take a +2 TN modifier on
close to you, for example when searching an Surprise Checks and on Checks to no-
area, or scanning an object closely for clues. tice things which are not actively look-
Role-playing Ideas: Characters with this As- ing out for.
set might be sensitive about it, or they might Role-playing Ideas: Characters
simply be oblivious to its presence, having with this Asset often seem sin-
never known any different way of experienc- gle-minded or even obsessive in
ing the world. their focus on a specific task.
Feral - During at least your early infancy Giant - The character is ab-
you were nurtured by wild animals, or you normally huge, at least 25%
were raised under conditions normal to wild and maybe up to 35% tall-
beasts rather than even primitive humanity. er than the average for
Good: You take –2 to TNs to Animal Ken people of like gender.
and Survival, and –1 to TNs to Surprise and Good: The charac-
Tracking Checks. ter’s Terrain Check TNs

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Jeffrey Quigley (order #6792937)


are reduced by 1. In addition, makes these attacks critical is that they
all his weapon lengths in com- instill in the character a belief that some in-
bat are increased by one incre- stance requires a reaction that will at best be
ment, effectively allowing him to awkward and alienate people, and at worst be
attack at Short with his bare hands. downright dangerous.
Poor: The character’s hulking Role-playing Ideas: Characters with this
frame lacks grace. The TNs for all Asset have no way of telling whether a hallu-
Checks involving graceful and agile cination is real or not; they must decide this
body movement are increased by +1, alone and react, or refuse to react, based on
including evasion Checks in combat. their judgment. This may lead to them taking
Role-playing Ideas: Characters with this an unexpected real event for a mere hallucina-
Asset are virtually unmistakable; use of the tion. The ref is encouraged to roll twice for the
Disguise Skill to imitate any normal-sized
occurrence of a hallucination in some scenes,
person is impossible, and for the reason of
and to forgo the roll in others, so as to keep the
general disguise its TNs are raised by +2.
player unsure about the absolute limit of one
This Asset is appropriate for Degenerates.
hallucination per scene.
Hallucinations - Either because of a
This Asset is suitable for Decadents.
strangely mystical bent or a long history of
Hard of Hearing - You have a slight hearing
heavy drug abuse, the character suffers fre-
impairment.
quent hallucinations. These hallucinations
Good: There is no good aspect to the Hard
arise from the character’s imagination, seem
of Hearing Asset.
perfectly real, and are devoid of any real
Poor: You take a +2 TN modifier on all
prophetic content.
Checks related to hearing something.
Good: There are no good
Role-playing Ideas: Characters with this As-
aspects to Hallucinations.
Poor: In any scene, no set maybe sensitive about it, or they might sim-
matter whether the charac- ply be oblivious to its presence, having never
ter is stressed or relaxed, known any different way of experiencing the
with 11+ on a d12 there world.
is a chance of a disruptive Hardy - You are made of tougher stuff than
hallucination occurring. Mi- the average person, but you’re not quite as
nor hallucinations of no con- quick to react to dangers.
sequence can occur more Good: You gain a -1 TN modifier for endur-
frequently than this. What ing physical hardships like torture. Your Tenac-

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Jeffrey Quigley (order #6792937)


ity is treated as being 1 higher for the pur- truth while somebody else is using
pose of reducing Pain from wounds. Falsehood to ascertain the truthfulness
Poor: You take a +1 TN modifier on Reflex of a claim, this character takes –4 TN
Checks, including those for Surprise. to the Check. People will generally
Role-playing Ideas: Characters with this As- be inclined to believe the character’s
set might see their physical prowess as normal claims.
and look down on less hardy individuals, or Poor: The character takes +3 TN to
they might see it as their duty to play the role successfully tell a lie or sniff out some-
of protector and help those less able to endure body else’s lie. He takes +1 TN to all so-
physical hardship. cial Checks in situations in which he is hiding
Hideous - The character is not just plain or something.
ugly, but truly hideous. Role-playing Ideas: Characters with this
Good: There is no good aspect to this Asset. Asset maybe naive and too unsophisticated to
Poor: Any Checks for the character’s friend- lie, or they might be aware of worldly matters
ly social interactions with strangers or passing and simply choose to take a higher ground.
acquaintances have their TNs increased by +2. Hunchback - The character’s spine is de-
Close acquaintances and friends have learned formed in such a way that he is constantly
to look past the revolting face and interact nor- bent forward significantly with a prominent
mally with the hideous character. hunchback.
Role-playing Ideas: Plain scarification of Good: There are no good aspects to
the face is not sufficient to attain this level of the Hunchback Asset.
ugliness, which requires a birth defect or de- Poor: The difficulty of all the charac-
liberate mutilation of the face. The character is ter’s Checks for action where fluidity and
sure to become the subject of pity, but more grace of movement of the entire body
likely of abuse, should people dare to abuse are important (e.g. uses of the Skills
him. Light Step, Dancing, or Climbing)
This Asset is suitable for Degenerates. have their TN raised by +2. Eva-
Honest - You are naturally straightforward sion DTNs are raised by +1.
and sincere. This quality helps you win people Role-playing Ideas: Apart
to your viewpoint, but you have difficulty tell- from this malformation be-
ing lies and seeing deception in others. ing considered unat-
Good: The character takes –2 TN on Checks tractive by many peo-
to detect lies and on the Negotiation Skill, pro- ple, possibly causing
vided he negotiates honestly. When telling the discomfort or even pain,

75

Jeffrey Quigley (order #6792937)


it affects the grace of the char- checks at +3 TN for the “It’s Just A Scratch”
acter’s movements. rule. If the rule is not in use, the character
This Asset is suitable for Degen- must instead never surrender, no matter how
erates. insurmountable the odds.
Inattentive - You are skilled at Role-playing Ideas: The character may not
finishing simple tasks, but you have know the meaning of quitting, or perhaps be
a difficult time dealing with longer, too plain dumb to know when he has lost –
more complex tasks. which could lead to his demise.
Good: You get a -2 TN to any Checks Inhuman - The character is akin to a demi-hu-
to notice things going on around you. man species that preceded humankind. Possi-
Poor: You take +3 TN to Timed Checks bly a distant strain asserts itself in his genes,
requiring prolonged concentration or dedi- he is the product of some freak experiment of
cation, and +2 TN to notice things you are sorcerous crossbreeding, or the fruit of an un-
actively watching out or looking for. savory union in the not-too-distant past. What-
Role-playing Ideas: Characters with this ever he is, he is not entirely human.
Asset might flit from subject to subject in Good: The character has some easily hidden
conversation, or they may seem normal. bodily feature that sets him apart from the rest
They leave their long-term projects perpetu- of humanity (e.g. complete hairlessness, lack
ally unfinished. of body odor, absence of a navel, or something
Indomitable - The character can draw upon determined in collaboration between the play-
reserves of strength and resolve, but is prone er and ref). In addition he has some instinc-
to overextending himself. tive knowledge of his inhuman ancestors and
Good: For one Limelight per scene a strange rapport with them. The TNs of his
-or alternatively for a single, Checks to know facts about them or to interact
short task per scene -the char- successfully with them are decreased by –2.
acter can ignore all wound Poor: The character not only has some con-
and fatigue penalties. He can spicuous feature branding him as unusual (e.g.
only do so if he has taken at extra digits, strange-looking eyes, an unusual
least a single level 3 wound complexion, something determined in collab-
or a total of 4 wound levels oration between the player and ref), he has also
during an ongoing fight, or is something about him that makes most people
otherwise at a pronounced uneasy. The TNs of his social interactions with
disadvantage. Savages, Nomads and Hillmen are increased
Poor: The character by +2, and by +1 for those with Civilized peo-

76

Jeffrey Quigley (order #6792937)


ple. Enlightened, Decadents, and Degen- ment (the use of the Dancing, Climb-
erates are unaffected. If the campaign does ing, or Light Step Skills, etc.) have their
not use Cultural Archetypes, he interacts with TNs raised by +2. In combat, all three
everybody at +1 TN. types of Evasion and any Maneuvers
Role-playing Ideas: This Asset can only exist that include a great amount of step-
in campaigns where an appropriate non-hu- ping (Stop Short and Evasive Attack,
man race exists at least in legend. and others as the situation demands)
This Asset is appropriate for Degenerates. have their TNs raised by +1.
Killer Instinct - A predatory beast lurks with- Role-playing Ideas: The character
in the character. He always goes for the kill. walks with a very noticeable limp and is se-
Good: The character takes –1 ATN on me- verely handicapped in all endeavors where
lee attacks he makes with the immediate intent quick or sure steps are important.
to kill. This excludes all unarmed attacks, the This Asset is suitable for Degenerates.
Maneuvers Bind & Strike, Disarm, Hook, Stop Lecherous - Most heroes of S&S are very
Short, and Toss, and attacks where the charac- fond of wenching, but this character takes it
ter is even remotely holding back. to extremes.
Poor: The character pays double Activation Good: All the character’s TNs to win over
Cost (minimum 1) for Bind & Strike, offensive somebody on whom he has cast an eye are
Disarm and Grapple, Hook, Stop Short, and reduced by –2. This is not limited to the Seduc-
Toss, and +1 Activation Cost (minimum 1) for tion Skill alone, but can also apply to
all Defensive Maneuvers other than Counter, other actions (such as Acting, Customs,
Master-Strike, Overrun, and Rota. Dancing, Etiquette, Music, among oth-
Role-playing Ideas: The character may be a ers) provided their main purpose is to
cold-blooded killer, or it might be as if some- impress the person the character
thing deadly slumbers within him, yearning to wants to bed.
be unleashed. Poor: The character is addict-
Lame - Somehow, maybe due to a wound ed to pretty faces. If he wants to
or a birth defect, one of the character’s legs is avoid having to make passes at
either decidedly shorter and / or weaker than every possible attractive part-
the other. ner he comes across (or at
Good: There are no good aspects to the the most attractive one
Lame Asset. if encountering several
Poor: All the character’s Checks for actions at once), he has to pass
in which being lame in one leg might be a detri- a TY Check. The ref ad-

77

Jeffrey Quigley (order #6792937)


judicates the difficulty of this Poor: The character will regularly at-
Check by how sexually sated tract unwanted attention from powerful but
the character is at the time; the eli- obnoxious suitors, letches, slavers and others
gibility of the possible partner; and of the kind. As often as every other game ses-
the likely awkwardness of such a sion, the ref may justifiably introduce an epi-
pass. He will set it very rarely, if ever, sode of potential danger that relates directly to
below Challenging. the character’s beauty.
Role-playing Ideas: Characters Role-playing Ideas: A character with this
with this Asset will scarcely pass up Asset could either be a happy-go-lucky social
the opportunity for a tryst with anyone sexu- mixer, used to getting his way; or a quiet and
ally compatible. introverted soul, made shy by his own beauty.
This Asset is appropriate for Decadents. Literacy - In a setting where literacy is un-
Legendary Beauty - The character is more common, the character can read and write.
than just being beautiful – his looks are sin-
Where it is common, he cannot.
gularly breathtaking.
Good: The character can read and write.
Good: All Checks for friendly social inter-
Poor: The character cannot read and write
actions with sexually compatible people are
and is unable ever to learn, due to some de-
made against –1 TN, however, the character’s
fect, a poor attention span or a plain dislike of
rolls for friendly social interaction with sexu-
“book larnin’”.
ally incompatible persons are made at +2 TN,
Role-playing Ideas: The Good aspect of the
as his good looks attract scorn and jealousy.
Asset is available only in campaigns where
(The character’s close acquaintances are ex-
few people are literate. In such a campaign
empted from the latter modifier.) The ref
characters without Literacy are automatically
may not use the character’s beau-
ty against him, so pestering illiterate. The Poor aspect of the Asset is only
him with unwanted attention available in campaigns where few people are
of any kind because of his illiterate; in this case characters without Litera-
beauty, for example, would cy are automatically literate.
be unacceptable. The char- Lithe - You are fast, but less sturdy than the
acter may be ravishing, but average member of your race.
fate smiles upon him in such Good: You gain –2 TN for Reflex Checks,
a way that he somehow es- excluding Surprise Checks, and –1 TN for
capes special attention from Checks related to grace of movement, like
slavers, powerful letches and Dancing and some types of DG Checks.
the like. Poor: Your Knockdown score is reduced by

78

Jeffrey Quigley (order #6792937)


1, and Brawn Attribute is treated as 1 low- to make him fall in love or become
er for the sake of resisting blunt trauma. victim to his lusts. He is unfazed by
Role-playing Ideas: Characters with this As- good looks, so he would be sexual-
set typically try to stay away from physical com- ly incompatible in the face of Assets
bat. However a rare few might relish it, striving such as Legendary Beauty.
to see if their superior speed is sufficient for Poor: The character suffers reflective
them to get the better of hardier warriors. bouts of depression and black moods.
Lost Love - Somehow, somewhere, the char- Such spells befall him automatically
acter found and enjoyed what he is convinced when he witnesses closely other lovers’
was his one true love. He has since irrevoca- happiness. They can also afflict him at ran-
bly lost it. dom. A spell of black mood is indicated if the
Good: The character is virtually immune ref rolls D12 with a result of 10+ at the onset
to any seduction attempts. He resists these at- of a new scene. Such a bout, and its accom-
tempts at TN –4. Even if this resistance fails, he panying listlessness and acerbity, needs to be
will only ever be carnally aroused, never smit- role-played with the mechanical implica-
ten. He takes –2 TN to resist sorceries designed tions of+2 to the TNs of all the character’s
attempts at friendly interaction.
Role-playing Ideas: Characters with this
Asset could be firmly convinced that they will
always be unable to regain the happi-
ness they once knew.
Missing Arm - The character is miss-
ing not only a hand; he has lost an entire
arm or at least the greater portion of it
(from mid upper arm).
Good: There is no benefit to
having lost an arm.
Poor: Too little is left of the
lost arm to allow for any kind
of effective prosthetic.
Most activities where
a two-handed grip is
necessary are impossi-
ble, but a few maybe at-

79

Jeffrey Quigley (order #6792937)


tempted with steep penalties. you are less adept than most at tasks that
Role-playing Ideas: Common require coordination.
sense will arbitrate the difficulties Good: Your Brawn is treated as 1 higher
that result from having only one for the purpose of resisting Blunt and Cleav-
arm. If it is the dominant arm the ing damage. You take -2 TN to any feat of raw
character has lost, it is given that he strength.
has already trained himself to use his Poor: You take +2 TN to feats requiring
other arm without handicap. grace and agility.
This Asset can only be taken in Role-playing Ideas: Characters with this As-
conjunction with Missing Hand. set are likely to solve problems with physical
Missing Hand - The character is missing strength rather than through trickery or finesse.
one of his hands, possibly along with a Nearsighted - You have difficulty focusing
small portion of his forearm. on distant objects, however your near vision is
Good: There is no benefit to having lost more keen than normal.
a hand. Good: You gain a -3 TN modifier on Checks
Poor: There is enough left of the forearm related to spotting or discerning something at
for a crude prosthetic or to strap on a special- close distances.
ly adapted shield. However, any activity that Poor: You have a +3 TN modifier on Checks
necessitates the use of two hands (e.g. climb- related to spotting or discerning something at
ing) is either heavily penalized or deemed mid to far ranges.
impossible. Role-playing Ideas: Characters with this
Role-playing Ideas: Common sense Asset maybe sensitive about it, or they might
will arbitrate the difficulties that result simply be oblivious to its presence, having
from having only one hand. If never known a different way of experiencing
it is the dominant hand the the world.
character has lost, it is given Necrophilia - The character is sexually at-
that he has already trained tracted to fresh (or reasonably fresh) corpses.
himself to use his other Good: There are no good aspects to the
hand without handicap. Necrophilia Asset.
This Asset may be com- Poor: If the character is discovered to be
bined with Missing Arm. a necrophiliac, most persons not sharing his
Muscle-bound - You are taste will be shocked and will cease dealing
good at almost everything with him. Any roll for friendly social interac-
that requires strength, but tion by a known necrophiliac has its TN raised

80

Jeffrey Quigley (order #6792937)


by +1 to +3, the former for rather imper- chanics even if the rest of the group
sonal interactions like haggling, the latter doesn’t. Your Move Attribute is 1 lower
for eminently intimate ones like seduction. than calculated.
Role-playing Ideas: The main impact of this Role-playing Ideas: The Obese
affliction is that it has to be role-played. How- character is often the comic relief in
ever, should the character have the opportu- a tale. The classic role-playing charac-
nity to engage in a sexual act with a corpse ter model is Friar Tuck, a fat, bald and
when it would be impolitic to do so, he has to jovial monk with a great love of ale.
check Tenacity to resist his lust. This Asset is appropriate for
This Asset is suitable for Degenerates. Decadents.
Night-sighted - Your eyes are particularly Overconfidence - The character thinks he is
well suited to darkness, but they are less well far more accomplished than reality dictates,
adapted to what others consider normal light. and is more than ready to go up against pro-
Good: You must suffer the penalty to MP hibitive odds.
and AP from poor lighting that is one step less Good: Any Check to resist being bullied,
severe than the actual circumstance. intimidated, frightened or cowed is made
Poor: You take +1 TN for all activities made against TN –2. The character takes –1 TN
in very bright light (at least equivalent to a sun- on all non-combat Opposed Checks made
ny day), and if fighting in such conditions, you against any clearly superior opposition. If
lose 1 or 2 dice (ref’s call) from your MP and fighting clearly superior odds, he pays
twice as many from your AP. 1 less Activation Cost for Offensive
Role-playing Ideas: This Asset may not af- Maneuvers, provided his current MP is
fect a character’s personality at all, but it might greater than 0. If this takes the Activa-
indicate a preference for underground or tion Cost below 0, he gains +1 die on
nighttime adventures. the attack.
This Asset is suitable for Degenerates. Poor: Whenever the ref feels
Obese - You are pronouncedly overweight, that the character is showing
weighing at least 30% more than is normal for too much sound judgment, he
your height. can ask for a Daring Check.
Good: Your BN is treated as if it were 1 The character must pass
higher for the purpose of withstanding Blunt this test to prevent him
and Cleaving damage. throwing caution to
Poor: Your obesity denotes 1 point Encum- the wind. The difficulty
brance, and you must use Encumbrance me- of this Check is Average -

81

Jeffrey Quigley (order #6792937)


if the opposition appears more Role-playing Ideas: Characters with
than three times as formidable this Asset typically prefer operating as
as the character; Challenging - if scouts when seeking out the enemy. Any noise
more than twice as formidable; from companions is a distraction to his finely
and Difficult - if only slightly more tuned instincts and reaction time.
formidable. Plodding - You are slow, but you are also
Role-playing Ideas: Characters sturdier than the average member of your race.
with this Asset should be constantly Good: You take -2 TN to Knockdown, with
challenged by the ref. Any situation Brawn being treated as 1 higher for the sake of
where the character goes beyond passively withstanding blunt trauma.
following orders is ripe for a Check. This has Poor: You take +1 TN to Terrain Checks, Full
to be role-played to the hilt! Evasion, and Checks of the Move Attribute.
Panther Reflexes - You are difficult to sur- Role-playing Ideas: Characters with this As-
prise and you strike your opponents with set tend to be relatively immobile in combat.
catlike speed. However this Asset also makes They typically prefer to wear strong armor (or
it more difficult for you to relax and interact other protective devices), since it’s hard for
with others. them to flee a fight.
Good: You gain a –2 TN modifier on Sur- Plucky - You have a strength of will that is
prise Checks, Reflex Checks to determine ini- not reflected in your limited physical gifts.
tiative, and Checks to Steal Initiative. Good: You take –1 TN on all TY Checks.
Poor: Due to your high-strung nature, Poor: Your Knockout Attribute is 1 lower
you take a +2 TN modifier on most ap- than calculated, and you take +1 TN on all BN
plications of Customs, Etiquette, Infor- Checks.
mation Gathering, and Seduc- Role-playing Ideas: Characters with this As-
tion. set maybe annoyingly optimistic, or they might
only show their mental resilience in times of
dire need.
Polite -You are courteous and well spoken.
Good: You gain a -2 TN modifier on all
Checks related to Negotiation and Etiquette,
and a –1 TN modifier on other social Checks
in formal surroundings.
Poor: You take +3 TN on all Checks to pass
yourself off as a member of the uncouth so-

82

Jeffrey Quigley (order #6792937)


cial strata, and +2 TN to interact with such desperate to avoid confrontation that
people in a friendly way, or to impress or they put extra effort into every blow in
intimidate them. an attempt to end an encounter more
Role-playing Ideas: Characters with this quickly.
Asset maybe honestly polite and kind, or they Relentless - You don’t know the
might simply be adept at mimicking social meaning of the word “tired.” You go all
conventions to get what they want. out until you simply can’t continue.
Prince of thieves - You are a consummate Good: The character is at –2 TN to
thief. Stealing is your calling and nature, and it shrug off fatigue and keep going. This in-
is what really makes you come alive. cludes fatigue Checks, if those optional rules
Good: You take a –1 TN modifier for all At- are in use.
tribute and Skill Checks relating immediately Poor: If the optional Fatigue rules are not in
to tasks of stealth: stealing, filching, burglariz- use, they are employed for this character only.
ing, or breaking and entering. If in use, all the character’s fatigue Checks are
Poor: Your many acts of thievery have made at +3 TN.
you a wanted man. As with a Connection Poor Role-playing Ideas: Characters with this
Asset, others are willing to go to considerable Asset may see others - especially those who
lengths to damage or undo you. complain of tiredness or fatigue - as soft or
Role-playing Ideas: You maybe boastful or weak. They might openly scoff at others’ weak-
slyly discreet about your status. nesses or encourage them to “tough it
Reckless – Your instincts dictate that you sac- out.”
rifice accuracy to put more power behind your Saddleborn - You are a natural in the
blows. saddle. However you do not feel com-
Good: For as long as your current MP is fortable walking.
greater than 0, you pay 1 less Activation Cost Good: You gain a –2 TN modi-
for Offensive Maneuvers. If this takes the Ac- fier on Riding and related Checks
tivation Cost below 0, you gain +1 die on the with one particular type of riding
attack. beast. When mounted on this
Poor: You pay a +1 Activation cost for de- beast, your cap to your use-
fensive Maneuvers. able Proficiency for horse
Role-playing Ideas: Characters with this As- archery is 2 higher
set maybe loudly passionate about entering than normal (i.e. Rid-
combat and overcoming foes through strength ing Skill +2).
of arms. Alternatively they may be quiet and so Poor: You take +1 TN

83

Jeffrey Quigley (order #6792937)


to Terrain Checks and +2 TN to rectly or indirectly seek vengeance, or
Move Checks due to a horse- when the character’s urgent attention should
man’s bent legs and rolling gait. be directed elsewhere). The difficulty of this
Role-playing Ideas: Characters Check depends on the degree of awkwardness
with this Asset rarely even consider it would involve to indulge his sadism; on the
walking any but the shortest of dis- period of abstinence; and on the likelihood of
tances. an equivalent opportunity arising soon.
Sadism - The character enjoys wit- This Asset is suitable for Decadents and
nessing and inflicting suffering and Degenerates.
pain. Shadow- You are a master at going unno-
Good: There is no good aspect to the Sa- ticed, however you may also be very nonde-
dism Asset. script.
Poor: If the character is discovered to Good: Whenever you try to remain unob-
be a sadist – and most of his closer asso- served or to vanish, you take a –2 TN modifier
ciates will discover it sooner or later – the to Light Step, Sneaking, Tracking, and Trailing
more considerate will react with displeasure. and related Checks to this end.
Any Check for friendly social interaction by a Poor: You have an extremely hard time con-
known sadist usually has its TN raised by +1, vincing somebody of any exceptional claims
or by +2 if the person in question is partic- you make, whether true or not. Take a +2 TN
ularly scrupulous. Persons who are callous modifier to such tasks, as well as to Seduction
themselves are unfazed by sadism. Checks and attempts at intimidation. If you
Role-playing Ideas: The primary im- mean to assume a position of leadership, you
pact of this Asset is on role-play- have to prove your worth to every prospective
ing. The character will never follower, personally.
miss a public execution; he Role-playing Ideas: The character may take
will press for the torturing pleasure in his ability to startle others with
of prisoners and regularly his talent to melt into and appear from the
beat animals and servants; shadows, or he might purposely cultivate a
etc. He may Check Tenacity low and innocuous profile.
to suppress his sadistic vein Skinny - You are very slender for your race.
when it would be impolitic Good: You take a -2 TN modifier on all
to follow his cruel streak (for Checks related to agility, elusiveness, or mov-
instance when the victim is ing in confined spaces.
somebody who might di- Poor: You take +2 TN to Knockdown, with

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Brawn being treated as 1 lower for the Poor: You take a +2 TN modifier
sake of withstanding blunt trauma. on all other grapple Checks.
Role-playing Ideas: Skinny characters tend Role-playing Ideas: In the knowl-
to be pushed around by tougher types, so edge that they are less skillful grap-
those with this Asset maybe shy, or they might plers than most opponents, characters
be very defensive. with this Asset may fear close combat.
Slippery - You are less adept at grappling and On the other hand, good escape art-
wrestling than others of your size and strength, ists with this Asset might enjoy baiting
however you are adept at slipping out of an- larger foes into grappling them, knowing
other’s hold. they can easily slip out of most adversaries’
Good: You gain a -2 TN modifier on Checks clutches.
to escape a grapple or avoid being grappled. Specialized - You have a knack for one kind
of work or study.
Good: You gain a –3 TN modifier on
Checks of one specific craft, knowledge, or
professional Skill.
Poor: There are no poor aspects to the
Specialized Asset.
Role-playing Ideas: Characters with this As-
set often see themselves as elite artists or
experts rather than mere professionals,
and they might regard their chosen vo-
cation or study as more useful or inter-
esting than other tasks.
Spell-gifted - The character has a
special flair for a certain sorcerous
Mystery – and perhaps for noth-
ing other than the one Mystery.
This Asset may only be chosen
for characters created with
an A-C Sorcery Priority.
Good: Having cho-
sen a particular Great-
er or Lesser Mystery, you

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take –2 TN when using that Good: You may use an SY with twice
Mystery. the normal number of required successes
Poor: If your character is a Mys- instead of Occultism, even if you do not have
teriarch, choose four particular that Skill. You may choose one sorcerous Mys-
Greater or Lesser Mysteries; if a Sor- tery to resist at –1 TN.
cerer, three; or if a Dabbler, one. You Poor: You resist all hostile sorcery at +1 TN.
take +1 TN when using these Myster- Any attack of yours against a known sorcerer
ies, or +3 TN if a mere Dabbler. requires +1 Activation Cost (minimum 1).
Role-playing Ideas: The character Role-playing Ideas: The character maybe
may loudly extol the virtues of his preferred either unwholesomely fascinated by the su-
sorceries – or try to keep secret his deficien- pernatural or afraid and distrustful of it. In any
cy in the others. case he might carry a lot of charms and amu-
Stout - You are heavy for your race. lets.
Good: To account for your heaviness Suspicious - You are naturally suspicious
and the difficulty of your opponent’s task of of everyone and everything. While this Asset
driving you back, you take -2 TN to Knock- makes you hard to fool, it makes others more
down, with Brawn being treated as 1 higher likely to find you unpleasant.
for the sake of withstanding blunt trauma. Good: You take a –2 TN modifier to all
Poor: You take a +2 TN modifier on all Checks to detect and see through lies. You
Checks related to agility, speed, or melee oppose Negotiation and Seduction at –1 TN,
Evasion. even if no untruthfulness is involved.
Role-playing Ideas: Overweight char- Poor: You take a +2 TN modifier on Checks
acters are often bullied, so those with related to friendly social interaction.
this Asset maybe shy, or they Role-playing Ideas: This Asset may express it-
might be very defensive. self as comic levels of paranoia, or it might make
Some turn to humor to defuse the character quietly cautious about others.
their feelings of awkwardness, Swindler - Lying, swindling, and obfuscat-
while others become bitter. ing are not just a way of life to a character with
Superstitious - For good this Asset; they are his second nature.
or bad, you have an unwav- Good: The character takes –2 TN to all
ering belief in the power of Falsehood Checks to tell convincing lies, and
the supernatural. You may be –1 TN to Checks of Acting, Disguise, Negotia-
intrigued by or afraid of it, or tion, and Seduction, as well as of the HT and
both. CG Attributes, provided telling or projecting

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an untruth is a significant part of the activ- Good: Take –1 TN to healing
ity that is Checked. Checks and Checks to resist and re-
Poor: The character constantly tells major, cover from poison, and to “It’s Just a
minor, and petty lies. This becomes apparent Scratch” Checks, if those are used.
to anybody who knows him for even the short- Poor: There is no poor aspect to
est time and to those who have heard of him. the Tough as Nails Asset.
Against such characters, the character takes Role-playing Ideas: Characters with
either +1 TN or +2 TN on Checks for all activ- this Asset maybe gruff and place ex-
ities where being perceived as honest matters, treme value on overcoming physical ail-
depending on the degree to which truthful- ments.
ness is a key issue. This does include, amongst Uncivilized - You relate better to animals
more readily apparent things, uses of Seduc- than you do to people.
tion, Negotiation, and many uses of HT and Good: You gain a -3 TN to Checks of the An-
CG for plain social interaction. imal Ken Skill and –1 TN to Checks of Riding,
Role-playing Ideas: Somebody with this As- and to Tracking if it is related to animals.
set may be a habitual and even compulsive liar, Poor: You take a +2 TN modifier on
possibly aggrandizing himself at every possi- Checks related to Etiquette, Negotiation,
ble and impossible opportunity. He might also and Information Gathering, and to all social
be a sly and shifty individual who makes a liv- Checks made in even moderately refined sur-
ing off the gullible – whom he might despise. roundings.
Torpid - You are sluggish and slow to react Role-playing Ideas: Characters with
to danger, but also resistant to others’ com- this Asset are likely to feel awkward
mands. in many social situations. This might
Good: You gain a –2 TN modifier to resist be expressed as shyness and quiet
the Enslavement Mystery and similar sorcer- behavior, or through an overly ex-
ous effects of command and befuddlement. uberant need to participate in con-
Poor: You take a +2 modifier to TNs to no- versations.
tice and react to any kind of hidden danger, Wastrel - The character ei-
including Surprise Checks. ther does not care at all about
Role-playing Ideas: Torpid characters may hanging on to money or
be seen as lazy, or as methodical and mea- else he is spectacularly
sured in their actions. bad at it.
Tough as Nails - You are made of sterner Good: There is no
stuff than the average person. benefit to being a wastrel.

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Poor: When other characters honor, or he might be afraid of the conse-
do not have to roll a Check for quences of breaking an oath, or he may be
a decrease in Loot between one under some sorcerous compulsion.
session and the next, this character Zealot - The character adheres to very clear-
must roll. When others must Check, cut and uncompromising morals. He is abso-
his Challenge Level is (7 - Loot). He lutely convinced that his moral standards are
also takes +3 TN to all Checks to buy correct and is unable and unwilling to view
at a good price (not to sell). moral questions other than in terms of black
Role-playing Ideas: Characters with and white.
this Asset allow wealth to slip through their Good: The character takes –2 TN to all his
fingers at an incredible pace. Checks to shrug off mental and physical hard-
Wordbound - The character feels bound ship while pursuing what he perceives to be
always to keep his word – either because right in the face of opposition.
of a sense of honor, or possibly because of Poor: The character takes +1 TN to all his
some sorcery. Checks while doing something he considers
Good: If the PC pledges himself to pursue morally wrong.
or eschew a certain course of action, this is Role-playing Ideas: Characters with this As-
treated like an Omen rating 1 (see the Proph- set will often be harsh and uncompromising in
ecy Mystery) applicable to all Checks made their judgments. They may take silent strength
to honor his word. from their convictions or be haunted and driv-
en by them.
Poor: If the PC pledges himself to pursue
or eschew a certain course of action,
this is treated like an Omen rat- IV. Proficiencies
ing 1 working against all the Overview
Checks he makes breaking A Proficiency is a measurement of the skill
his word. The ref will make that a Blade character has in a particular style
sure that the PC is frequent- of fighting or with an assortment of similar
ly faced with situations weapons. Incorporated in this is the use of var-
where he is asked, enticed ied weapons in combination, and the resulting
or forced to make pledges he effects.
doesn’t want to keep. It is possible for multiple Proficiencies to
Role-playing Ideas: The cover the use of any weapon. For example,
character may take strength a character with a sword-related Proficiency
from his innate sense of may wield a mace, as long as the mace is used

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in a similar fashion to that with which one 1. Proficiencies Described
would wield a sword. In other words, how
“Who won the war, Kane?”
the weapon is wielded is more important than
“I did.”
what the weapon is.
The Maneuvers that are described under “You didn’t win a thing, Kane. You only

each Proficiency are specific applications of survived.”

that Proficiency. Some Maneuvers, such as ba- “It means the same thing.”
sic attacks, are granted automatically to a war- Karl Edward Wagner, Lynortis Reprise
rior with only a single point in the applicable
Proficiency. Brawling - The one weapon everyone has
Maneuvers may also require the payment of is his body. Variations of unarmed combat
an “Activation Cost” from the character’s Me- exist all over the world. This version is pop-
lee Pool (MP). This cost is detailed in parenthe- ular throughout the western half. Brawling
ses next to each maneuver. involves, first and foremost, punching and
Other Maneuvers may only be learned kicking - delivered by means of the Bash
through play, and even then are only available Maneuver –and also grappling and plenty of
at certain Proficiency levels. dirty tricks. While mostly an unarmed Pro-
Some fighting styles are quite similar to oth- ficiency, the use of knuckledusters, saps and
ers, and each Proficiency lists those styles that the like is also incorporated.
are closely related. These “Defaults” are des- Cut & Thrust - This Proficiency refers
ignated with a negative Proficiency modifier to swords that are usually wielded in a
based on the Proficiency from which the de- quick fencing style, not in conjunction
fault originates. with a shield. This includes such blades
Defaults are listed in Table 3.0, which fol- as sideswords, rapiers, and perhaps
lows the Proficiency descriptions. Thus, if your sabres. With this Proficiency, the
primary Proficiency is Sword & Shield and you sword is often accompanied by a
need to find the default for Greatsword, read buckler, dagger or arming glove
the “defaults from Sword & Shield” column in the off hand.
on the Greatsword line of Table 3.0 and apply Dagger - This small, easi-
this modifier to your Sword & Shield rating. ly hidden weapon comes
In this case it is –3, meaning that you can use in many forms. Found
the Greatsword Proficiency at 3 less than your in every place in the
Sword & Shield Proficiency. world, daggers and
knives are used as both
tools and instruments of

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death. Daggers are extremely quarter of that being hilt – and they often
popular civilian weapons, and sport a second pair of cross guards. They
are carried by almost everyone. are fearsome weapons with great range, but
This Proficiency covers stilettos, the greatswordsman is easily overcome by any
poniards, rondels, and all manner of fighter agile enough to get into close range.
short stabbing and slicing blades. Lance - As fighting from horseback became
Greatsword - The true two-hand- more and more practical and efficient, heavy
ed sword is an enormous weapon. It cavalry came into being. Cavalry’s weapon of
resembles a spear more than a sword choice in an opening charge is the lance, a long
in actual use, and is wielded frequently with spear, frequently of specialized design. This
a wide, half-swording grip. Greatswords are weapon is found anywhere there are knights
generally at least 1.5 meters long -about a or heavy cavalry. Lances range from 2.5 to just

Table 3.0 Melee Proficiency Defaults


Defaults from
Brawling Cut & Dagger Greatsword Lance
Thrust

Brawling - -2 -1 -4 n/a
Cut & Thrust -4 - -4 -4 n/a
Dagger -1 -2 - -4 n/a
Greatsword -4 -3 -4 - n/a
Lance n/a n/a n/a n/a -
Longsword -4 -4 -4 -1 n/a
Mass Weapon & -3 -2 -4 -4 n/a
Shield
Pole-arm -4 -3 -4 -2 -3
Spear & Shield -4 -2 -4 -3 -2
Sword & Shield -4 -2 -4 -3 n/a
Wrestling -1 -4 -2 -4 n/a

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over 4 meters in length. They are usually ble of heavy damage when cleaving
butted under the right arm and used with or thrusting, and they are excellent
a shield. Lances, though made of wood, are for complex maneuvering and coun-
usually capped with a long steel or iron point. tering. The Longsword Proficiency
A sporting version, the jousting lance, has a incorporates all swords that are pri-
blunted tip for tournaments. The primary ad- marily intended for two-handed wield-
vantages to a lance are its range and power in ing. However Longwords are still short
a charge, where it uses the mount’s full BN, not enough to be wielded in just one hand
half the riders BN, to calculate Impact Rating. with little or no discomfort. The primary
Longsword - For those warriors who pre- advantages of these weapons include extend-
fer to fight without shields, large swords are ed range, great cleaving power, and a wide va-
very popular. They are fierce weapons, capa- riety of Maneuvers.

Longsword Mass Pole- Spear & Sword & Wrestling


Weapon & arm Shield Shield
Shield
-4 -4 -3 -4 -4 -1
-3 -3 -4 -3 -2 -4
-2 -3 -4 -4 -4 -2
-2 -4 -2 -4 -3 -4
n/a n/a -3 -2 n/a n/a
- -4 -3 -3 -2 -3
-4 - -3 -3 -2 -4

-2 -3 - -2 -4 -4
-3 -3 -3 - -3 -4
-2 -2 -4 -3 - -4
-3 -4 -4 -4 -4 -

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Mass Weapon & Shield - Since Missile Weapon Proficiencies - Missile
the earliest clubs, mass weap- Weapon Proficiencies are not nearly as
ons have found their place in war- complicated as hand-to-hand Weapon Profi-
fare. Alongside the development ciencies. These Proficiencies go towards build-
of better armor, clubs and farming ing the Archery Pool (see Chapter Four). There
tools were transformed into bat- are no attached Maneuvers, though each has
tle-axes, picks, flails, morning stars, a few defaults.
and maces. These weapons are in Black Powder Weapons (defaults from Bow
use the world over and are particularly at -3 and Crossbow at -2)
popular both with the peasant infantryman Bow (defaults from Crossbow at -4)
(these weapons are cheap) and the armored Crossbow (defaults from Black Powder
gentry (these weapons are especially effec- Weapon and Bow at -2)
tive against tougher armors).Mass weapons
Sling (defaults from Thrown Rock at -4)
include any single-handed (and occasion-
Spear/Javelin (defaults from Pole-arm and
ally two-handed) weapon that is particular-
Spear & Shield at -3)
ly heavy on the business end. These weap-
ons’ balance makes them slow on the parry
and commends the use of constant evasion
or- more commonly- shields. Most axes and
hammers are fitted with a secondary spike or
hammer on the back and/or top. To flip the
weapon over, spend 1 MP if done during
a Combat Round. As with Pole-arms,
exact Maneuvers are depen-
dent on the weapon at hand,
and discretion and common
sense need to be used. This
Proficiency may also be
used without a shield at
no penalty, but any shield-
based Maneuvers are, in that
case, impossible.

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Thrown Knife (defaults from Dagger at -4) with no penalty, any shield-based
Thrown Axe (defaults from Mass Weapon Maneuvers would be impossible.
& Shield at -4) Wrestling - Wrestling, though pop-
ular as a sport, is really the most des-
Thrown Rock (or irregularly shaped ob-
perate of all battle techniques. As with
ject defaults from Sling and any other Missile
Brawling, Wrestling is always an option
Weapon Proficiency for thrown weapons -3)
for the unarmed character. When fight-
Pole-arms - This broad group of weapons
ers find themselves unarmed on the
encompasses items as ancient as the spear; as
ground in the course of battle or a duel,
new as the halberd; and as everlasting as the knowledge of the Wrestling Proficiency comes
quarterstaff. It includes all staff or pole-mount- in handy.
ed weapons at least 1.5 m long, though most
range anywhere from under 2 m to just over
V. Maneuvers
2.5 m.
They have the advantage of range and of-
ten speed, but are hard to conceal or transport. “My enemies are all dead, or wished they were.”
Available Maneuvers vary greatly due to the
David Gemmell, Legend
design of each individual weapon. Use discre-
tion and common sense.
Maneuvers are listed together in a lump
Spear & Shield - This Proficiency incorpo-
sum. Each has an Activation Cost, which
rates the use of a one-handed spear used either
is outlined above under Proficiencies.
over or under arm, frequently together with a
What follows are mechanics for using
sizeable shield in the other hand. This method
offensive and defensive Maneuvers in
of fighting and combination of equipment is
the course of a bout or battle.
the mainstay of countless armies and warrior Every Maneuver description de-
cultures throughout the ages. While not this tails a minimum Proficiency score
Proficiency’s focus, there is also the option to at which the Maneuver becomes
fight without shield, with the spear held in ei- available. Character may use
ther one or, more commonly, two hands. In Maneuvers up to 2 Proficien-
this case all shield-based Maneuvers are, of cy levels beyond their
course, not available. own Proficiency, with
Sword & Shield - This Proficiency involves a flat +1 Activation
any one-handed sword and a shield. Although Cost. Proficiencies more
this Proficiency could be used without a shield than 2 levels beyond a

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character’s Proficiency are en- Much of the information below will be
tirely unusable. difficult to use and understand without hav-
Activation Costs for Maneuvers ing first read Chapter Four – Melee Combat.
can be found on Tables 3.1 and 3.2 This information is included here instead
following the Proficiency descrip- for ease of reference.
tions.

Table 3.1 Offensive Maneuvers Activation Costs


Bash Beat Bind & Cut Disarm Double Evasive
Strike Attack Attack
Brawling* 0/1 (3) (3) (3) 3 (2) (2)
Cut & Thrust (2) 0 0 0 1 1 1
Dagger** 1 (2) (3) (2) 0 2 1 1
Greatsword (1) 0 (2) 1 1 (3) 1
Lance - - - - - - -
Longsword (1) 0 (1) 0 1 (2) 1
Mass Weapon
& Shield 0 1 0 0 1 (3) 2

Pole-arms 0 0 (3) 0 2 (4) 1


Spear &
Shield (1) 1 0 (1) (3) (4) 2

Sword &
Shield (1) 0 0 0 1 (3) 2

Wrestling*** 1/2 (3) (3) (3) 2 (3) (4)

Feint & Swing, Feint & Thrust, and Half-Sword are available for all Proficiencies at identical,
variable Activation Costs explained in the Maneuver descriptions.
Activation Costs in parentheses are those not normally taught with a certain Proficiency,
but that might come up for use in unusual situation.

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Grapple Hook Master- Murder Quick- Simultaneous Stop Thrust Toss
Strike Stroke Draw Block/Strike Short
1 (3) (5) (4) (4) 1 (1) (3) 0
(2) (2) 4 (2) 2 0 0 0 0
1 (3) (5) (4) 1 1 1 0 0
(3) (2) 3 1 (4) (3) 0 0 (2)
- - - - - 0 - 1 -
(2) (2) 3 1 (3) (2) 0 0 (1)

(3) 1 (5) (2) (4) 0 0 1 (1)

(3) 1 (6) (2) (4) (3) 0 0 (2)

(4) 1 (6) (3) (4) 0 0 0 (1)

(3) (2) 4 1 2 0 0 0 (1)

0 (2) (6) (4) (4) 2 (1) (3) (1)

* Brawling: Bash Activation Cost 0 is for punches, 1 for kicks and any other Bashes that might
come up.
** Dagger: Bash Activation Cost 1 is for punches, 2 for any other Bashes that might come
up.
*** Wrestling: Bash Activation Cost 1 is for punches, 2 for kicks and any other Bashes
that might come up.

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Table 3.2 Defensive Maneuver Activation Costs
Block Block Open Counter Disarm Expulsion
& Strike
Brawling (1) (2) (2) 5 (3)
Cut & Thrust 0 1 1 3 2
Dagger (1) (2) 2 4 (3)
Greatsword (2) (3) 3 3 2
Lance 0 - - - -
Longsword (1) (2) 2 3 2
Mass Weapon &
0 1 (3) 3 2
Shield*
Pole-arms (2) (3) (3) 4 2
Spear & Shield 0 1 (3) (5) (2)
Sword & Shield** 0 1 3/2 3 2
Wrestling (1) (2) (3) 4 (4)
Evasion and Half-Sword are available for all Proficiencies at identical, variable Activation Costs
explained in the Maneuver descriptions.
Activation Costs in parentheses are those not normally taught with a certain Proficiency, but that
might come up for use in unusual situation.

1. Offensive Maneuvers weapon’s Attack Target Number (ATN) for all


Described Checks.
Bash: This is the standard attack for all blunt
Offensive Maneuvers are
weapons that are swung. It is learned immedi-
those initiated by the ag-
ately. Extra power may be added to a Bash by
gressor/s in any Exchange
expending 1 (and only 1) extra MP die prior to
(see Chapter Four – Melee
rolling, and adding 1 to damage in the event
Combat). Most Maneu-
of a successful hit. If a Bash successfully strikes
vers may be combined for a the head, the Shock rating of such a hit is in-
greater effect, so long as all creased by half that hit’s Impact Rating before
Activation Costs are paid. the defender’s AV and half BN are subtracted.
All offensive Maneuvers, un- This Shock even applies if no actual wound is
less otherwise stated, use a caused.

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Grapple Master Overrun Quick- Parry Rota Winding &
Strike Draw Binding
1 (5) 3 (4) 0 (2) (4)
1 4 2 2 0 1 1
1 (6) 2 1 0 (2) (2)
2 3 2 (4) 0 2 1
- - - - - - -
2 3 2 (3) 0 2 1

(2) (6) 3/2 (4) 1 2 (3)

(3) (6) 3 (4) 0 3 (3)


(3) (6) 3 (4) 1 (3) (3)
(2) 4 2 2 1/0 2 2
0 (6) (4) (4) (1) (3) (3)
* Mass Weapon & Shield: Lower of two given Activation Costs is for use without shield.
** Sword & Shield: Lower of two given Activation Costs is for use without shield.

This Maneuver is available at all Proficiency and the contest is rolled normally. If the
levels. attacker wins the Beat, then the de-
Beat: The Beat is an attack upon an oppo- fender’s weapon (or whatever else
nent’s weapon or shield as an attempt to re- was being “Beaten”) is knocked
move it temporarily. Beats may only be per- aside and cannot be used in the
formed at the start of a bout or following a following Exchange.
“pause,” as described in Chapter Four. This Additionally, every success
sudden, brutal, and effective Maneuver is ex- in the attacker’s QoS costs
ecuted by declaring “Beat” as your offensive the defender 2 MP (this
Maneuver, along with the dice allotted to the functions similarly to
attack. The defender assigns defense dice to a Shock, described under
defensive Maneuver (Parry, Evade, Block, etc.) Damage in Chapter Four).

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If the defender wins, the round ponent’s MP for the next Exchange is re-
is resolved normally and initia- duced by 3 dice. If this would take the MP
tive changes over. Using a Beat is into the negative range, those negative dice
an excellent way to handle oppo- are still added as bonus dice to the winner’s
nents with longer weapons as all MP for the next Exchange, as usual.
Reach penalties are cut in half (.50 This Maneuver is available at all Proficiency
rounds up) when Beating. levels.
The Beat Maneuver is available at Cut: Cutting is the standard mode of attack
Proficiency level 3. conducted with edged weapons like swords,
Bind & Strike: This Maneuver uses off hand axes, and other predominantly slashing weap-
weapons (daggers, shields, etc.) to pin down ons. It is executed by a swinging or slashing
or bind an opponent’s shield or weapon, motion, from minor ones using just the wrist,
opening him up for a follow-up attack. to those with the entire arm.
With this Maneuver, an attack is rolled as More force may be applied to a Cut by the
normal with the shield or off hand weapon, expenditure of one (and no more) extra MP die
at the usual +1 ATN for attacking with the off- prior to rolling and then adding 1 to damage in
hand. If using a shield to bind the opponent’s the event of a successful hit.
weapon, the ATN is 6 for both bucklers and This Maneuver is available at all Proficiency
large shields, and 5 for small shields, without levels.
penalty for using the off hand. The defend- Disarm: Disarming is a popular Maneuver
er can Evade or use the weapon or shield when you are trying to avoid hurting your op-
that is being “Bound” to Parry or Block, ponent or trying to make him surrender, but
but he may not use another weapon it can just as easily be used as a prelude to
or shield to defend against the an easy kill. Disarms may be performed as an
Bind. attack or a defense.
If this attack is successful, As an attack it is performed in a similar
the opponent cannot use manner to the Beat Maneuver, except that it
the “Bound” weapon or is not necessary to perform the Disarm after a
shield on the subsequent break in the combat like a Beat. As with Beat,
Exchange and he loses 1 MP all Reach modifiers are halved (0.50 rounds
per point of QoS, also good up). The attacker assigns as many dice to the
on the next Exchange. Thus if Disarm as he likes (after paying the Activation
Beat were conducted with a Cost) while the defender makes whichever de-
QoS of 3 Victories, your op- fense he chooses. If the Disarm attack is suc-

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cessful, the defender must make a Knock- Exchange are first divided between
down Check with a Difficulty equal to the the two attacks in any way the attacker
attacker’s Quality of Success. desires, modifiers for Reach applied,
If this Check is failed then the weapon has and then the attacks rolled as normal,
been dropped. If the Knockdown Check is suc- with the usual ATN +1 penalty for
cessful, then the defender has managed to re- using a weapon in the off hand. Your
tain his grip on his weapon, but the attacker opponent will have a difficult time de-
retains the role of aggressor. fending against both your attacks, via-
As a defense the Disarm Maneuver is per- ble defenses being only Evasion, Parry (if
formed in a similar manner to a Parry. Perfect he has two weapons), or Block and Parry (if he
timing is required, as the defender must wait has both weapon and shield).
for the attack to come and sweep his attacker’s This Maneuver is available at Proficiency
weapon aside at the optimal moment, twist- level 4.
ing it out of his hands. Unlike other defenses, Evasive attack: This is a defensive measure
Disarm incurs a Reach penalty, such as an of- that takes place during an attack (thus it
fense, if it is attempted against longer weap- counts as an offensive Maneuver). In princi-
ons, but only half the usual ones (0.50 rounds ple the attacker cuts with his weapon while
up). After the Activation Cost has been paid, simultaneously leaping backward so as to
dice are assigned as if for a Parry. evade an opponent’s attack.
If the defense is successful, the attacker must This Maneuver requires a great deal
make a Knockdown Check with a Difficulty of skill, but it is indispensable to those
equal to the defender’s Quality of Success. who find themselves in quick-draw
Failure in the Knockdown Check means style duels with opponents that go
that the attacker has instead been disarmed. straight for the attack.
Whether the attacker drops his weapon or not, To execute this Maneuver one
the defender now takes initiative. Of course, if attacks as normal with a slash-
the attacker wins, then the Disarm attempt has ing-type attack, spending this
failed and the attack goes through (minus the Maneuver’s Activation Cost in
defender’s QoS, as usual). addition to the normal Acti-
This maneuver is available at Proficiency vation Cost of the attack.
level 3. If the optional Encum-
Double Attack: The demanding action of at- brance rules are being
tacking with one weapon in either hand on the used, a further Activa-
same Exchange. The MP dice allocated to the tion Cost equal to the En-

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cumbrance score must be paid, declared. The attacker must also state the
as per an Evasion. new location of attack (within no more than
Once the Maneuver is activated, two Target Zones of the original attack). Acti-
any number of additional dice may vation Cost is equal to the “distance” from the
be spent to raise an opponent’s ATN original to the ultimate Target Zone, i.e. either
by one per additional die spent. On 1 or 2.
the downside, your own ATN also When used against the same opponent
rises, though only by one for every Feints have a tendency to lose their novel ef-
two additional dice spent (round up all fect after a while. Each repeated identical Feint
fractions of .50 and above) – it’s hard to hit a against a single opponent, in the same location
guy when you’re going the other way… (over any number or duels — not just one),
This Maneuver is impossible to use in costs an extra MP die to execute.
conjunction with any Thrust-based Maneu- The Feint & Cut is available at Proficiency
ver. level 3.
This Maneuver is available at Proficiency Feint & Thrust: This is among the first “tricks”
level 4. that most swordsmen learn. Like the Feint &
Feint & Swing: This is a relatively difficult Strike it begins with a false swing, in this case
trick to perform. It has a higher Activation always either overhand or across, but finishes
Cost than Feint & Thrust. It involves swinging with a Thrust to the head, neck, or torso.
at one region of the body, then changing di- This Maneuver is executed almost identi-
rection mid-swing in an effort to bypass the cally to the Feint & Swing. When attempting a
defender’s defenses entirely. Feint & Thrust the attacker declares a Slashing
Once the Activation Cost is paid attack aimed at Target Zones 3, 4, or 5, com-
(see below), any number of plete with MP dice expenditure. The defender
dice may be added to the at- then declares his own defense — if this de-
tacker’s hand, at a cost of 1 fense isn’t based on the Parry Maneuver, Feint
MP for every additional die & Thrust cannot be executed and the aggressor
rolled in the attack. A Feint has to stick with his originally declared Swing-
is always declared after the type offense.
defender declares defense If the Maneuver can proceed, the attack-
but before dice are rolled. er now states that he is Feinting & Thrusting
It’s important to note that a and adds any number of MP dice to his pool
Feinted attack lands in a dif- at a cost of one MP die thrown away for every
ferent spot than originally one added to the attacking hand (as per Feint

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& Strike). He also declares a new Target to grab the opponent’s weapon
Zone for his Thrust, which must be zones arm carries an additional Activation
11, 12, or 13. Cost of +4 (+3 for Reach, +1 for
Feints have a tendency to lose their nov- defending against a weapon).
el effect after a while when used against the The Grapple’s TN, both for offen-
same opponent. Each repeated identical Feint sive and defensive use, is invariably 7.
against a single opponent, in the same loca- If the Maneuver is successfully used
tion (over any number or duels—not just one), defensively, a hit is not only avoided,
costs an extra MP die to execute. but a hold on the opponent’s weapon
The Feint & Thrust is available at Proficiency arm is also established. If used successfully as
level 2. an offence, a hold is established on whichever
Grapple: The basics of this Maneuver are part of the body is targeted. In either case the
governed by many Proficiencies. It consists of successful - even if previously the defending
grabbing the opponent, removing any weap- -grappler is now the aggressor, and the op-
on he wields, and changing the bout from ponent’s attack is merely tied (unless Grap-
free-flowing combat into a wrestling match, ple was used as defense against another
with the purpose of immobilizing the oppo- Grapple, in which case a tie establishes no
nent, throwing him to the ground or breaking clinch and the roles of aggressor and defender
his limb. remain unchanged). After a successful Grap-
The Activation Costs assume that the Grap- ple both combatants find themselves in
ple Maneuver is launched against an oppo- a clinch at the Reach range of Hand.
nent’s limb, specifically the primary attacking Until the clinch is broken both must
limb if the Maneuver is used defensively. In use MP dice from their Wrestling Pro-
this instance (and only then), it may be targeted ficiency.
against other parts of the body, for instance the Should the clinch be entered
torso or the head, but its Activation Cost is in mid-Round when another Profi-
this case increases by +1. Also, if used defen- ciency – one other than Wres-
sively against any attack other than an unarmed tling - was being used in the first
one, the Activation Cost is increased by a fur- Exchange, the MP is recal-
ther +1. Finally, Reach modifiers apply to both culated for the second
offensive and defensive use of the Maneuver, Exchange based on
which of course has a Reach range of Hand. Wrestling Proficiency,
Example: Using Grapple to defend against with dice spent in the
a Longsword (Reach Long) by attempting first Exchange subtracted

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from the Wrestling MP. is completely immobilized and unable to
Example: On Exchange 1, break free until circumstances change sig-
character A attacked with 6 dice nificantly.
from his Longsword MP but met 2) Throw: The aggressor tries to throw his
with a successful defense in a opponent to the ground. To do so, he assigns
grapple. He is now in the clinch. MP dice and rolls his Opposed Check. The TN
With Reflex 5 and Wrestling 4 he is 6 if the initial hold was on a leg. It is 8 if on
has Wrestling MP 9. Having spent 6 torso, head or arm.
dice in Exchange 1, he now has 3 MP If the defense against the throw is success-
dice remaining for Exchange 2. ful, the hold is broken and the previous de-
Once the clinch is established, the ag- fender becomes the new aggressor, at a cur-
gressor, receiving his QoS in executing the rent engagement Reach range of Hand.
initial Grapple Maneuver as bonus dice for In case of a tie, the clinch is broken and the
his subsequent MP, now has three options: combat continues at Reach range Hand, but
1) Immobilize: The aggressor tries to im- without a change of aggressor.
prove his initial hold in such a way as to If the aggressor is victorious, the clinch is
completely immobilize his opponent. This broken and he remains the aggressor, but the
may require several Exchanges of wrestling. opponent is thrown to the ground, with all the
The aggressor assigns MP dice and, with- attendant penalties of being prone.
out paying any Activation Cost, checks 3) Break: The aggressor attempts to break
against TN 7. If he is beaten by the oppo- the limb he has grabbed. To do so, he assigns
nent’s defense, the hold is broken and MP dice and rolls them in an Opposed Check.
combat returns to a normal melee at His TN for this roll is 7 if an arm is grabbed, 8
engagement range Hand, with for a leg, and 9 for the neck, and is opposed by
the former defender now the the defender’s assigned MP dice.
aggressor. If the defender is victorious, the clinch is
If the defense is tied or broken, and he becomes next Exchange’s ag-
overcome, the victor’s QoS gressor, at an engagement range of Hand.
is subtracted from the op- If the roll is tied, the outcome is identical to
ponent’s MP for the next a tied attempt to immobilize.
Exchange. If this leads at any If the aggressor is victorious, aggressor and
time to one combatant begin- defender immediately make an Opposed BN
ning a Combat Round with Check, with the aggressor receiving his QoS
an MP of 0 or less dice, he as bonus dice.

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If the aggressor wins this Opposed Engagement Reach range for this at-
Check with a QoS of at least 2, the limb in tack is Hand, and it is only conducted
question is broken – which in the case of it’s after the enemy has carried out his –
being the neck is fatal. If any limb, other than now unopposed – offensive Grapple
the neck, is affected, refer to the Blunt Swing Maneuver.
Damage Tables, Zone 1 for broken legs and This Maneuver is available at all
Zone 7 for broken arms. Roll d6 on the Table Proficiency levels.
for Zone 1 or 7 and apply the result of a level Half-Sword: This is one of the few
4 wound to the exact location determined by practical ways to kill an armored oppo-
the die. nent in full harness (full plate) with a sword.
Any other outcome is treated as a tied at- Used with long swords, hand-and-a-half
tempt to immobilize. swords, and other longer weapons, the Half-
Break Out: An attempt to break out of an Sword technique is performed by grasping the
opponent’s hold is one’s defense against at- blade of the sword with the off (usually left)
tempts to immobilize, throw, or break a limb. hand in order to use the sword as a short
This is a defensive Maneuver, free of any spear or pole-weapon.
Activation Cost. The defender simply assigns This technique is particularly useful in
dice from his MP and checks them against TN close-quarters when swinging a long weapon
7. may be impractical.
Victory in this contest usually signifies the Half-Swording reduces a sword’s ef-
breaking of the clinch and a switch of the roles fective Reach by one or two steps from
of aggressor and defender. However this may Long to Medium or Short, at the play-
vary according to the actual wrestling attack er’s discretion. Note that the Half-Sword
defended against. For details, see the three of- may be released into a one-handed
fensive uses of the Maneuver above. attack at any time, nullifying any
Alternatively, a grabbed opponent may Half-Sword bonuses, but gaining
choose to forego any attempt to break the en- Reach.
emy’s hold on him and simply attack him in- Half-Swording precludes the
stead. sword being used for slash-
He cannot use the limb that is being held ing, but it increases con-
for such an attack, and the MP for attacks with trol over the weapon
another part of the body are modified by –1/2 and thus lowers both
MP due to the awkwardness of having one’s DTN and Thrust ATN
freedom of movement restricted by the hold. by 1. The latter effec-

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tively increases damage dealt, fends in one motion.
but against any type of armor The technique, as it applies to Blade,
Half-Swording it also raises the can be used either as an offensive or defensive
Thrust DR by +1. Maneuver. In many ways it resembles the Si-
One can shift from normal grip to multaneous Block/Strike Maneuver, however it
the Half-Sword at any time, though involves only one weapon.
doing so during an Exchange (shift- As an Offense, declare a Master-Strike
ing suddenly into or out of the Half- alongside any Cleaving attack, and pay the
Sword in order to execute a particular Activation Cost. Divide the attacking dice into
counter, for example) costs 1 MP. offense and defense, in any proportion. This is
This Maneuver is available at all clearly most useful in a situation where both
Proficiency levels. opponents are attacking simultaneously.
Hook: Many pole-arms and axes are As a Defense, declare a Master-Strike as
capable of hooking an opponent’s limb your defense or alongside a Parry, and pay the
or head. This Maneuver is executed like a Activation Cost. Split this Exchange’s dice into
Thrust that intentionally misses, and the shaft offense and defense.
is pressed against the target and pulled. Roll the defense first, as your opponent at-
It is particularly effective on the legs, caus- tacks. If your defense is successful, carry the
ing one’s opponent to fall and become prone. dice in your Quality of Success over into the
After spending the Activation Cost (usually offensive roll! Should your defense fail, regard-
1), allot dice for a regular Thrust-like attack. less of offensive or defensive role, the attack
The hooked party Checks Knock- also fails, and all dice assigned to it are lost.
down with a Challenge Level equal This maneuver is available at Proficiency
to the aggressor’s QoS. Failure level 10.
drops him to the ground and Murder Stroke: This Maneuver is only avail-
issues the usual attendant able for swords and similar weapons and is
penalty of half total MP for utilized to overcome opponents too heavily
lying prone. armored to have a realistic chance to wound
This Maneuver is avail- them using a blade. It is performed with the
able at all Proficiency levels. sturdier types of either one- or two-handed
Master-Strike: The jewel of swords. To execute it, the attacker grips the
the art of fighting is the Mas- sword by the blade to forcefully beat the op-
ter-Strike, a type of attack ponent in the head with the grip, pommel, or
that both defends and of- crossguard of the sword. This does of course

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require wearing some kind of protection This maneuver is available at Pro-
for one’s hands. ficiency level 3.
Gripping the sword by the blade reduces Quick-Draw: Characters using
the effective Reach of the weapon by one in- this maneuver can attack with a Cut,
crement, with all attendant penalties. The at- Bash, or Parry with any weapon of
tack itself is a swing typically directed at the Medium Reach or shorter.
head, targeting areas 4 or 5. Damage from a Because the curvature of a weap-
successful hit is calculated with a DR of +1 on makes this Maneuver easier,
Blunt. In addition, if the head and not just the straight-bladed or hafted weapons of Me-
shoulder or arm is being struck, the attendant dium or longer Reach require an additional 1
Shock rating is increased by a number equal MP over the normal Activation Cost. Weapons
to half the attacker’s total of QoS + half BN + with a Reach of Hand and Short need no such
DR before the defender’s BN and AV are sub- curvature, and can be quick-drawn with no
tracted - as with any other Bash to the head. penalty.
This Shock even applies if no actual wound is Weapons of Long Reach and shorter can
caused, also as usual for Bashes to the head. also benefit from this Maneuver by making
a sudden thrusting attack with the pommel
or butt end of the weapon. This has no addi-
tional cost, but its statistics differ than the par-
ent weapons Reach Hand, Thrust ATN
6, and DR –1 Blunt.
In all cases, the weapon being
quick-drawn is assumed to be at the
hip or in some other very accessible
place.
For those weapons carried in
less accessible places - such as
a boot knife or short weapon
over the shoulder -add 1 MP
to the Activation Cost
(compounding with
any other penalties or
modifiers). Weapons in
packs or other immedi-

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ately inaccessible places are Maneuver, except that it all happens in
just that: inaccessible. the course of one Exchange. To perform this
To perform this Maneuver in Maneuver, divide your MP between attack and
play simply declare which weapon defense (remember that you’ll still need dice
is being quick-drawn at the begin- for the next Exchange).
ning of any Exchange (usually the The defense is then rolled against your op-
first, but not necessarily), and state ponent’s attack, and your offense against his
whether it is being used to Cut, Bash, defense (if any). This Maneuver is obviously
or Parry. only useful in situations where both you and
After spending the Activation Cost and al- your opponent are attacking at once. All at-
lowing for any penalties, a Terrain Check is tacks are resolved normally.
made against the weapons normal ATN -1 This Maneuver maybe performed with a
(if the drawing hand is free) or ATN -2 (if parrying weapon instead of a shield in the off-
the drawing hand is on the weapon’s grip hand, in which case it should more properly
already). be called “Simultaneous Parry/Strike”. Don’t
If this Terrain Check is successful, the at- forget that, unlike shields, parrying weapons
tack or Parry goes forward normally, using wielded in the off hand have their DTN in-
standard attack and defense rules. If this Ter- creased by +1.
rain Check fails, the character is forced to use This Maneuver is available at all Proficiency
some form of Evasion or get hit. The weapon levels.
will be free for the next Exchange.
This Maneuver can be combined with
the rules for initiative (and stealing it.
Likewise, don’t forget to use
Reach rules here, including
those rules for getting inside
of a weapon’s Reach, or this
Maneuver will lose much
of its bite).
This maneuver is available
at Proficiency level 4.
Simultaneous Block/Strike:
This gutsy Maneuver is not
unlike the Bind & Strike

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Stop Short: This Maneuver consists of cases where two combatants attack
leaping or stomping at an opponent and at the same time, should one of them
then halting suddenly to throw him off guard. Thrust as his Offensive Maneuver, he
To execute the Maneuver, pay the Activation receives a +1 die on his Opposed
Cost and then roll an Opposed Check of the Reflex Check to determine who goes
attacker’s CG against the defender’s SY. This first. Should two parties with equal
counts as an attack. Reflex Thrust at the same time, both
The attacker, and only he, may spend ad- parties receive the +1 bonus to their
ditional dice from his MP to lower the TN for Reflex Check.
this Check on a one-for-one basis, up to half This Maneuver is available at all Proficiency
his HT score. levels.
If the defender at least ties the attacker, he Toss: Distraction has always been an im-
may assume the role of aggressor. If the attack- portant part of combat. This Maneuver allows
er wins, his opponent loses a number of dice you to toss a hat, glove, sidearm, or other ob-
from his MP for the next Exchange equal to ject into your opponent’s face, causing no
the attacker’s Quality of Success. Should this actual physical injury but distracting the op-
take his MP below 0, any negative dice are ponent and making him lose MP dice.
still added as bonus dice to the winner’s MP To execute this Maneuver, the aggressor
for this next Exchange. pays any Activation Cost and then assigns dice
This is a Maneuver that can be performed from his MP for throwing a hand-held
without expenditure of MP dice, apart from object at the defender.
any Activation Cost, and is therefore avail- The ATN for most objects suitable
able to an attacker who has run out of MP. for the Toss Maneuver is 6, but as an
It is, however, effective only really once per object will usually be thrown with
opponent (ever – not just per combat). Every the off hand, the final ATN 7 is nor-
additional attempt against the same person, mally increased by +1.
whether previous ones were successful or not, The opponent may defend
acquires a cumulative +1 MP Activation Cost. by using a shield to block (but
This Maneuver is available at Proficiency due to the surprise must use
level 2. the DTNs for projectile
Thrust: All Thrust-capable weapons have weapons from Table
an ATN for Thrusting. Some weapons are bet- 4.2), or he may opt to
ter suited to this form of attack, as reflected in use Partial Evasion as his
their ATN. Thrusts are also notoriously fast. In defense.

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If the defender wins by a QoS 2. Defensive Maneuvers Described
of at least 1, he takes initiative if
having used a shield, or may pur-
“I will be back,” he told the tousled head and pair
chase it if having resorted to Partial
of bright – and disappointed – blue eyes peering at him
Evasion, as normal.
from the bed, while he pulled on leggings. “If I am not,
If the attacker is victorious, he not
I’ll ha’ been slain. Sure and that’s not likely.”
only retains initiative but also sub-
Andrew J. Offut & Keith Taylor, The Tower of Death
tracts his QoS from his opponent’s
MP for the following Exchange. As al-
ways, if this would take the MP into the neg- Most Defensive Maneuvers in a combat Ex-
ative range, these negative dice are added as change can be combined with others for great-
bonus dice to the winner’s MP for this next er effect. All Tests are assumed to be made
Exchange. against the Defense Target Number (DTN) of
This Maneuver is available at all the weapon at hand, unless otherwise stated.
Proficiency levels. Block: This is the most basic of defenses
used to halt or deflect an incoming attack.
Where game mechanics are concerned, Block-
ing works essentially the same as any Parry, ex-
cept that it uses the shield’s DTN.
Block is the one exception to the rule that a
character may only execute one Maneuver per
Exchange, as it may be combined with a Par-
ry if both weapon and shield are wielded. In
this case, the DTN for Blocking is increased by
+1 for using the off-hand. Otherwise, Blocking
with a designated shield in the off-hand does
not increase DTN.
This Maneuver is available at all Proficiency
levels.
Block Open & Strike: This Maneuver consists
of Blocking or Parrying an incoming attack in
an open manner in order to use a second (usu-
ally the primary) weapon to attack the new
opening. In an Exchange, defend with either a
normal Block or Parry, but declare Block Open

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& Strike alongside this defense and pay its with almost any attack from any di-
Activation Cost. In the event of a success- rection.
ful defense, the follow-up attack in the subse- When a defender declares Count-
quent Exchange may be executed with bonus er as his chosen defense he spends
dice equal to this Maneuver’s Quality of Suc- this Maneuver’s Activation Cost and
cess. then allocates dice as in any standard
This Maneuver is available at Proficiency Parry. If the defender fails the Parry, his
level 4. Counter also fails and he is hit. If the
Counter: Though primarily an offensive ac- Parry is successful with a QoS of at least
tion, Counters are initiated by the defender. 1, so is the Counter, and the defender assumes
Sometimes called a Riposte, a Counter relies the role of aggressor as normal. He receives
on receiving an opponent’s attack and using bonus dice on his counterattack equal to the
it against him. There are literally hundreds or number of Successes that were rolled in the at-
even thousands of Counters, designed to deal tack successfully defended with the Counter.

TABLE 3.3 E ffects of C ounters


Roll (D6) Roll (D12) Effect
Half-sword* Normal
1 Swing to area 1
2 Swing to area 2
3 Swing to area 3
4 Swing to area 4
5 Swing to area 5
1 6 Pommel to 13 (DR-1 Blunt)
2 7 Thrust to face (13)
Swing at same location that was attacked by
3 8
opponent
4 9 Grapple
5 10 Disarm**
6 11 Thrust to body (11 or 12)
12 Thrust to body (11 or 12)
*Roll on this column when half-swording.
**Defender has to pass a Knockdown Check with a Challenge Level equal to the aggressor’s
QoS. Failure results in the defender being disarmed, as per the Disarm Maneuver.

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Additionally, due to the myri- Expulsion: This Maneuver is not dissim-
ad nature of Counters, the coun- ilar to the offensive Beat, but is initiated by
tering party should roll on Table the defender’s side. It is only effective against
3.3 to determine the exact effect Thrusts and Thrust-based attacks, or against
of his Counter (note that Counters Slash-based attacks made with 4 dice or less.
with light, fencing-style blades use To execute an Expulsion, simply declare
the Half-sword column of the Table). “Expulsion” alongside the standard Parry, pay
No Activation Cost for countering this Maneuver’s Activation Cost, and allocate
Maneuvers derived from this table dice to the Parry as usual.
need be paid, but Activation Costs for Reach The effects are nearly identical to those of
differences and those singular to the weapon an offensive Beat. If the Parry fails, then the
used have to be paid. round is resolved normally. If the Parry is effec-
If the countering attack changes the
tive, then all Maneuvers utilizing the weapon
engagement range of the combatants, the
that was successfully expulsed receive a pen-
countering party may decide whether to re-
alty equal to the defender’s Quality of Success,
turn to the previous engagement range once
applicable in the Exchange immediately fol-
the Counter is concluded, or to remain at the
lowing the Expulsion.
new one.
This Maneuver is available at Proficiency
This Maneuver is available at all Profi-
Level 3.
ciency levels.
Half-Sword: This technique has fine defen-
Evasion: This is the Maneuver of avoid-
sive properties. See Half-Sword as an offensive
ing an attack by moving out of its way. If
Maneuver, (above) and Counters (also above).
Evasion is chosen as a Defensive Ma-
Overrun: An Overrun is a highly specialized
neuver, any number of Evasions
are possible during the Ex- and demanding Maneuver, similar in concept
change, provided that dice to a Master-Strike, but it is more limited than
from the MP are set aside for the latter. It combines a defense and an attack
each individual Evasion. in the same action, in the same Exchange, and
Activation Cost, DTNs, and involves evading an opponent’s blow while
rules for use of the Evasion at the same time launching an attack of your
Maneuver under various cir- own.
cumstances can be found in After paying the Activation Cost for the Ma-
Chapter Four. neuver, the player assigns dice to its defensive
This Maneuver is available and offensive actions. The defensive action is
at all Proficiency levels. an Evasion, rolled against TN 8 like a Partial

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Evasion. Any additional Activation Cost flect - not halt - an incoming attack.
from Encumbrance, if these optional rules Parries are performed by simply rolling
are being used, must be paid as well, out of defense with the DTN of the weap-
the dice assigned to the defense. on at hand as the normal Opposed
If the Evasion is successful (QoS 0+), the check of a combat Exchange.
dice assigned to the offensive part of the Over- If a combatant is wielding two
run are now used to launch an immediate weapons, one in each hand, this Ma-
Bash, Cut, or Thrust against the opponent. Any neuver allows him to deflect two at-
Activation Cost for this Offensive Maneuver, tacks, one with each weapon. To do so,
including Reach penalties, must be paid as he assigns dice from his MP in any proportion
well, out of the dice assigned to the offense. to either Parry. Remember that actions with a
Any positive QoS from the Evasion carries weapon in the off hand are at +1 TN.
over into the offensive part of the Maneuver as This Maneuver is available at all Proficiency
bonus dice. levels.
If the Evasion is unsuccessful, the offensive Rota: The Rota is a riposte maneuver. The
part of the Overrun goes ahead anyway, but back edge of the blade is used to deflect an
any damage is determined before the Over- opposing attack, after which an immediate
running character’s attack roll, and its conse- cut with the forward edge is performed.
quences are applied in full, including Shock The weapon is not moved far, and as such,
penalties and any possible Knockdown. the location of the counter attack is
A combatant carrying out a successful Over- fixed. This maneuver is only available
run as his defense may assume the role of ag- against swinging (Cleaving or Blunt) at-
gressor, unless the attacker inflicted a higher tacks, and the counter attack must be
wound level on the Overrunner, than the Over- a Cleaving or blunt swinging attack,
runner inflicted on the Attacker, in which case not a thrust.
the attacker remains the aggressor. In any case The Rota is similar to the Count-
the Overrun leaves the combatants at the en- er Maneuver with the same ben-
gagement range of the Reach of the weapon of efit for success (the attacker’s
the combatant who emerges as the aggressor. successes as bonus dice for
This maneuver is available at Proficiency the counter attack the
level 8. following exchange).
Parry: This Maneuver is the basis for all However, instead of
non-shield non-dodging defenses. It consists the random location of
primarily of using one’s own weapon to de- the counter attack, the

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Rota counter attacks the same While a Thrust past an opponent’s
Target Zone on the opponent guard is the most likely outcome, it is by no
that he originally targeted on the means the only one possible.
character.
This maneuver is available at To determine the actual form of the fol-
Proficiency level 2. low-up attack, the initiator of the Winding &
Winding & Binding: Winding & Binding rolls 1D6 on Table 3.4:
Binding is a deadly game that results
when two weapons clash and stick to- TABLE 3.4 Winding & Binding
gether for a time. While declared as a stan- 1 – Wind for advantage*
dard Parry, the Activation Cost of both Ma- 2 – Thrust to area 13
3 – Thrust to area 12
neuvers must be paid.
4 – Thrust to area 11
If the Parry fails, the defender is struck 5 – Grapple opponent’s (primary) weapon arm
as normal. However if it is successful, the 6 – Head butt or hilt strike (player’s choice) to
Winding & Binding comes into play, with area 13
an opponent’s weapon not deflected, but 7 – Swing to area 7 (left or right, player’s
choice)
instead collected on the defender’s sword,
* The combatant winds into an advantageous position
both weapons sticking together. for an attack. The Winding & Binding continues into
the next Exchange without change of aggressors, but
Even if the defender merely ties the at-
with twice this Exchange’s QoS as bonus dice for the
tacker, the initiative passes to him and he current aggressor, any or all of which may also be
used as a + / - modifier for the D6 roll on Table 3.3.
receives the Quality of Success of his Wind-
ing & Binding defense as bonus dice for
his counterattack from the bind in the Winding & Binding changes the engage-
subsequent Exchange. ment range. All attacks from Table 3.4 happen
The nature of this fol- at optimum Reach for the attacker, this now
low-up attack, which has no being the new engagement range.
Activation Cost, is somewhat The defender has the choice of three de-
random. It is the result of fenses against the Winding & Binding attack
the shoving and winding determined on Table 3.4:
match of the two combat- 1. If he knows the Winding & Binding Ma-
ants locked together, each neuver himself, he may declare it along-
trying to either disengage or side a standard Parry, paying the Activa-
strike past his foe’s defending tion Cost for both. If he at least ties his
weapon. opponent, the bind is maintained, but
he becomes the new aggressor, carrying

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his QoS in the defense over as bonus VI. Character
dice into his follow-up attack, as deter- Progression
mined by by his roll on Table 3.4.
As your character experiences
2. He may try to disengage his weapon.
new things, furthers his own goals,
This is handled as a normal Parry with
beliefs, and personal philosophies, he
an additional Activation Cost of +1. In
will also improve in many ways. There
addition, initiative only switches to the
is no concept of character “levels”, as
defender if he is successful by a Quality
each trait grows independently, allow-
of Success of at least 3.
ing the entire character to grow and change
3. He may try to run off completely. This is
according to his player’s wishes. All advance-
handled as an Evasion with an addition-
ment comes from one source: constant effort
al Activation Cost of +3.
in playing out and furthering one’s Passion
On the first Exchange of the Winding &
Attributes. Each major aspect of your charac-
Binding, only Partial Evasion is possible, as
ter, and how to advance in that area, is now
the defender was attacking on the previous
discussed.
Exchange. Should the Winding & Binding
continue into a second Exchange, the defend- 1. Passion Attributes
er may now also try a Full Evasion, which - if
“To the mistress of all true adventurers!” he
successful - ends the bout as usual.
whispered, choking on his own blood. “To the Lady
No matter how the Winding & Binding ul-
Death!”
timately ends, the loser is now at an optimum
Robert E. Howard, The Lost Valley of Iskander
engagement range for the combatant who
emerges from Winding & Binding as the ag- Passion Attributes mirror things that
gressor, provided the bout is not broken up by are important to the character, but
a successful Full Evasion. they comprise first and foremost
This maneuver is available at Proficiency that which is important to the
level 5. player. Within the constraints of
his character’s fictional personal-
ity, the player sets whatever he
wants as Passion Attributes.
The constraint of the
character’s personality
will mean that a Passion
Attribute has to concur
with something the char-

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acter wants, likes or dislikes. Doing so is permissible even in the middle
They need not be identical to of a session. The sole constraint of the new
the character’s personality descrip- Passion Attribute is a degree of plausibility. If it
tion. is sufficiently plausible within the framework
The Passion Attributes are a way of the character’s established personality that a
for the player to signal to his ref what new Passion Attribute is warranted, the change
he would like to have adventures is allowed. This process is not adjudicated by
about. Together with making the char- the referee, but by the entire group communal-
acter more – almost cinematically – ef- ly; the ref has no more say than anyone else at
ficient in these adventures, these are the most the table. If the group approves of the change,
important functions of the Passion Attribute. the player needs only to drop the Passion Attri-
A player may, for instance, create a charac- bute to be changed down to a score of 0, and
ter with a fierce hatred of slavery as one of spend 1 point from any other Passion Attribute
his central personality traits. However if the to effect the change.
player is not interested in leading his char- In the case when a Passion Attribute has run
acter through adventures in which he would its course and attained its subject, the play-
regularly contend with slavery and slavers, er may reduce it to 0 and then change it to
the player need not (and indeed should not) another Passion Attribute at no cost or point
turn this hatred of slavery into a Passion Attri- reallocation from another. This is only possi-
bute as this attribute would simply sit in the ble if the new Passion can be regarded as one
background, adding color to the character’s that develops naturally from the old, attained
personality and certainly impacting the one. For example, if a PC attains the Passion:
way he is role-played, but not Become High-Priest of Set, the Passion: Have
be a central issue in his ad- the Worship of Set Elevated to State Religion
ventures. Only items that a would be a logical and free new Passion, but
player wants to figure heavi- Passion: Win the Love of the Queen of Aqui-
ly in his character’s adven- lonia wouldn’t (unless it was previously made
tures should ever be made clear that becoming high-priest was only a
into Passion Attributes. stepping stone for getting close to the queen).
Should a player ever wish Whether a new Passion is a logical exten-
to change the focus of his sion of the old one is again adjudicated by the
character’s adventures, he group as a whole, not by the referee.
may just change one or more The score of a Passion Attribute advances by
of his Passion Attributes. engaging it in play. Every time the character

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takes a considerable risk (e.g. enters com- tional kind of adventuring group. In-
bat) or accepts a considerable disadvantage stead, some plausible reason for such
(e.g. alienating powerful people) to either fur- PCs’ cooperation needs to be found,
ther or defend one of his Passion Attributes, and the most plausible is, of course,
he is immediately awarded a single point in mutual benefit. Passion Attributes,
the pertinent Attribute. Also, if the Passion At- often representing a character’s goals
tribute represents a goal (e.g. freeing some- and drives, are an excellent tool to this
body or attaining something), every time the end.
character by his own efforts takes a significant By ensuring that all PCs have one or
step towards the realization of this goal, he is more Passion Attribute compatible with, or
awarded a single point. How many points are similar to, each other, the group will be given
gained each session in this way depends on a coherence. Some of the goals of the various
group’s tastes, but we think that it shouldn’t be PCs of such a group will complement each
less than 3 or more than 6. other, and the PCs will have good reason to
The flip side is that the score of Passion cooperate. PC A might, for example, have
Attributes can – rarely – also decrease. Every the Passion: Hate for Sultan Zafra of Sa-
time a character acts grossly against one his mara, PC B the Passion: Become Sultan of
Passion Attributes (e.g. trafficking in slaves if Samara, and PC C the Passion: Destroy Cult
he has a Passion Attribute of hatred for slav- of Baraz (the main protector and adherent
ery), or alternatively fails to follow up on an of which happens to be Sultan Zafra).
obvious opportunity to draw nearer to a goal, Without the three Passions being iden-
he immediately loses a point from the Passion tical, any adventure in which Sultan
Attribute in question. Zafra is the opponent or in which Sultan
Passion Attributes may not be kept secret Zafra stands to suffer will engage the
from one’s fellow players, even if they repre- Passion Attributes of all three char-
sent some secret goal of the PC. Any player is acters, giving them a reason to stay
entitled at any time to know the Passion Attri- together.
butes of all his fellow players. In fact this kind The recommended method of
of knowledge is strongly advised and encour- establishing a link between
aged, as Passions can and should be used to PCs by means of Passion
tie the individual PCs together into a group. Attributes is commu-
Protagonists of S&S fiction are often loners and nal character creation,
outcasts, headstrong and callous individuals where all players are
governed mainly by self-interest. Such persons present when everybody
do not form well or naturally into the tradi- else’s character is being

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created, and where everybody the Drama is expended. Examples:
may make suggestions and One of the jailers of the dungeon into
throw out ideas. which the PC is thrown turns out to be a
While this is the best method of buddy of the PC from his mercenary days.
establishing a strong link that does The kennel master has this evening
not appear contrived, communal forgotten to turn loose the guardian lions
character creation will unfortunately roaming the compound the PC is breaking
not always be possible. If it isn’t, it into at night.
can be substituted by leaving one of The daughter of the chieftain of the
the four Passion Attribute slots of every par- barbarian tribe whose aid the PC needs
ticipating PC undefined. This free slot should takes a romantic interest in the PC.
be filled during the first session with a Pas-
The lucky break can be quite substantial. It
sion that makes the PCs collaborators of
should not, however, solve some problem for
convenience, tying them together into the
the PC outright. Instead, it should provide an
semblance of a group.
excellent opening for the PC to solve the prob-
Drama is the great wild card of all the Pas-
lem himself.
sion Attributes, and much of what has been
The specifics of the lucky break are up to
said above does not apply to it. Every PC
the player expending the Drama, but the ref-
has it, it can never be exchanged for another
eree need not accept any wish of the player’s.
Passion Attribute, and it does not represent
The referee is encouraged to go with the flow
a facet of his personality. It is rather a me-
and allow the lucky break the player desires,
chanical representation, an extra bit of
even if it should be immensely advantageous,
heroic capability, and sometimes even
but he is not required to do so. He can refuse
luck. It is the player’s means
it, especially if he finds that a certain lucky
to influence game events di-
break would defuse the entire adventure.
rectly, above and beyond his
character’s actions, and it can
Scene Request
be used in several ways:
A point of Drama can be spent to request
Lucky Break a certain scene from the referee. For details
A point of Drama can be about this, see Chapter Five.
spent to effect some specific
Have a Success
change in the game world,
usually one that is beneficial A point of drama can be spent in a non-com-
to the character for which bat situation to achieve a considerable success

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on a Check without the need to roll the consequence for the character. What
dice. Instead of rolling the dice, the player this is depends entirely on the situa-
expends a point of Drama. The result is treat- tion. He may be captured by his vic-
ed as if a number of dice out of his pool had torious enemies, or his body may be
turned up as successes, as per Table 3.5. How- looted of some important possession,
ever the choice to forego a Check and spend or he may receive a nasty and lasting
Drama must be made before the dice are re- scar. The referee should be creative,
sorted to. Once a Check has been rolled, its but should avoid imposing something
result stands. on the PC that ruins the player’s contin-
ued fun.
The injury suffered is only assigned a defi-
Table 3.5 Have a Success
nite Wound Level once the PC regains con-
1-4 dice all successful
sciousness. This should usually be a Level 4,
5-7 dice all but 1 successful
but it can be Level 3.
8-10 dice all but 2 successful
11-13 dice all but 3 successful
Drama Use by NPCs
14+ dice all but 4 successful
NPCs, even the most important ones,
without exception never have Passion Attri-
butes. This includes Drama. There is, however,
Stealing the Limelight
a way by which a referee can enjoy the
A point of Drama can be spent to change a
equivalent of spending a point of Dra-
combat’s Order of Limelights. For details about
ma for one of his NPCs.
this, see Chapter Four.
When he wants an NPC to have a
Lucky Break, Have a Success, or Me-
Optional Drama Use: Melee Survival lee Survival (if this optional rule
If the group so desires, it can allow a point is being used), he may announce
of Drama to be spent to reduce the effects of a this and offer a single point of
wound that would either kill a PC outright or Drama to the player of any PC
incapacitate him to die soon. Such Drama ex- involved in the current scene.
penditure invariably incapacitates the PC, but If the player accepts, he
also ensures his survival. The referee may not gets the Drama point,
rule that the incapacitated PC is dispatched and the NPC gets the
by his victorious enemies. He is, however, en- benefit, but if he refus-
couraged to come up with some other nasty es, the referee may ask

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any other player whose charac- Second, if a player achieves a spectac-
ter is involved in the scene, and ular and unexpected success on any Check
so on, until a player either accepts in the course of one session, he gains one point
the deal or all have declined it. at the close of that session. If several players
The order in which the refer- qualify, the point goes to the one with the most
ee asks the players is entirely up to impressive success, as decided by the group.
him. A savvy referee will, of course, Third, any player who has rolled a spec-
use this discretion to best effect to get tacularly poor Check during the session gets a
his desired Drama use. After all, the in- “consolation point” at this session’s end. If sev-
stinct of the player asked first might be to de- eral players qualify, the point is, again, award-
cline, but then he can’t be sure that one asked ed the player decided upon by the group.
later will not accept anyway, in which case No more than 3 Drama points may be
he will have foregone a point of Drama for gained by any player in any one session.
nothing. Finally, one can also transfer points to (but
In any case, the referee can resort to this not from) the Drama Attribute. At the very
mechanic no more often than once per scene beginning and the very end of a session, all
– in total (not once per scene per NPC). players have the opportunity to exchange any
Drama is not raised like the other Passion number of points from any of their Passion At-
Attributes, but may be gained in the way out- tributes to points in the Drama Attribute (max-
lined above, or through any of the following imum of 5), at a rate of a point for a point.
three ways.
First, any time you make the whole 2. Spending Passion Points
group laugh or impress them with an Chapter One outlined a number of ways to
outstandingly fine plan, idea, use Passion Attributes. Using Passion Attribute
or dramatic piece of role- points does not deplete them in any way; they
play you immediately gain can be applied as bonus dice again and again.
one point. This specifically Spending Passion Attribute points is differ-
includes hearty and full- ent. All other traits increase by permanent-
mouthed quips made by ly spending Passion Attribute Points. These
the PCs in the face of dan- points, once spent, are lost - and may only be
ger or after overcoming it. regained through play (as described above).
Spit-spraying assertions of the When spending these points they may come
kind quoted throughout this in any quantity from any combination of Pas-
book are, after all, a main- sion Attributes.
stay of the genre.

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3. Karma er’s to spend or hoard over several
Another aspect of spending Passion Attri- characters. If the player’s current char-
acter dies or retires permanently and
bute points is Karma. One point of Karma is
the player creates another character,
gained every time you spend one Passion At-
even for a different campaign, he can
tribute point. These points come into play after
spend part or all of his Karma to create
your character dies or leaves the game, allow-
a new and better character. Karma that
ing you to build a stronger new character.
the player does not spend is retained
When you are creating a new character
by him and noted on the appropriate
(whether the last one died or was simply “re-
space of the new character’s sheet.
tired”), the player may spend any number of
Karma is even earned by the ref, most likely
his Karma points for better choices on the Tal-
in greater quantity than any other player in his
ent Table, as per Table 3.6.
group.
Every session, the ref receives Karma points
TABLE 3.6 Karma Rewards
equal to the player who earned the most
Karma Bonus Priorities Karma during the session. These points are
11-30 E not so much rewards for being the ref, but
31-50 D
rather a safeguard against the ref being left
51-70 C
71-90 B behind should he one day become a player
91-110 A himself. He can then use his amassed Kar-
111-130 A, C ma to create a stronger character for
131-150 A, B himself, just as his former players did,
151-170 A, A
who earned Karma while he was direct-
171-190 A, A, C
191-210 A, A, B ing the game.
211 + A, A, A
4. Basic Attributes
Any Attribute may be raised by
Higher Karma grants additional “Priorities” spending Passion Attribute equal
(see Chapter Two) for character creation. Thus, to three times its current score.
instead of one Priority A, B, C and so on, you Raising a character’s “Fo-
may begin with one Priority A, two Priority Bs, cus” Attribute costs 1
one C, D and so on. point less. No Attribute
Karma is not so much earned and amassed may be increased by
by the character, as earned and amassed by more than one point per
the player through his character. It is the play- session.

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5. Proficiencies 6. Assets
These are easier to raise Some Assets may be bought or bought off
than Attributes, but require that a during the game, provided that these develop-
character either spend some time ments seem plausible to the group. Acquiring
training or use the Proficiency in the an entirely new Good Asset or buying off a
course of play. Not much training is Poor Asset acquired from the Culture Priority
needed, assuming the character has Pick costs 20 Passion. Buying off a Poor Asset
an hour or so a day to spend practic- not derived from the Culture Priority choice,
ing. or acquiring the Good aspect of an Asset of
To raise Proficiency by one level, simply which the character already has the Poor as-
spend a number of Passion Attribute points pect costs only 15 Passion.
equal to twice the current Proficiency lev- With some Assets, for example Berserk and
el. Hence the cost to raise the Greatsword Spell-Gifted, it does not make sense to have
Proficiency from 4 to 5 would be 8 Passion both their Good and Poor aspects simultane-
Attribute Points. As with Attributes only one ously. If a character has the Poor aspect of one
level increase per Proficiency is allowed and buys it off, he can never acquire its Good
during any one game session. aspect. If he has designs of changing such an
Acquiring a new Proficiency requires Asset’s Poor aspect into the Good one, he first
either that the Proficiency has been used must purchase the Good aspect and only then
during the course of play, or that a teach- buy off the Poor aspect. For as long as he has
er with Proficiency level 3 or better was not bought off the Poor aspect, it applies in full
consulted. These cost a mere 1 Passion and he does not receive the benefits from the
point. Entirely new Proficiencies purchased Good aspect.
are bought up from the PC’s
best default rating in that Pro- 7. Skills
ficiency. Thus buying Cut & Skills are easy to develop. To raise a Skill by
Thrust would cost 1 point to one level, simply spend a number of Passion
begin at level 1, but if al- Attribute points equal to the current Skill level.
ready proficient in Greats- Entirely new Skills may be purchased for 1 Pas-
word (which defaults to Cut sion Attribute point, and begin at level 1. Keep
& Thrust at -3) you could buy in mind that when purchasing a new Skill at a
the new Proficiency as if you level lower than the rating the PC has in that
were already at the same lev- Skill’s most applicable Attribute (as listed in
el as Greatsword -3. the Skill’s description), it will cost 1 point less

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than the Attribute’s rating, though always 4: Filthy Rich.
at least 1 point. 5: Fantastically Rich.
Finally, improving one’s Skill rating in either If a character wants to buy some-
the Ancient Languages or Foreign Language Skill thing, the referee judges whether his
costs one less Passion point than would other- Loot score suggests that he should be
wise be charged, though again a minimum of able to afford it or not. If the purchase
1 point must be spent. Furthermore, the initial seems clearly within the character’s
Passion point expended towards the acquisition means, he can buy it. If it’s judged to
of an entirely new Foreign Language (though be well beyond it, he can’t.
not Ancient Language) Skill immediately buys If the issue seems questionable, the charac-
an initial rating level of 2, not 1. ter’s Cunning pool is typically rolled against
either a Challenging or Difficult task. If the
8. Loot Check is successful, the character can make
the purchase, but he can’t afford to make any
Fafhrd the Northerner was dreaming of a great
other purchase that would require a roll for
mound of gold. The Gray Mouser the Southerner, ever
the remainder of the session.
cleverer in his forever competitive fashion, was dreaming
A newly created character’s Loot is set at
of a heap of diamonds.
any level the player wants, provided it corre-
Fritz Leiber, The Bait
sponds to the PC’s backstory and the circum-
The Loot rating measures a character’s stances under which he commences
wealth. Every point in it represents an ab- play. The entire group is the communal
stract amount of affluence. In more concrete arbitrator of whether an assigned Loot
terms, every point of Loot represents roughly score is reasonable or not.
ten times the wealth of the level immediately When a character acquires mon-
below it. ey or valuables of a magnitude that
This encompasses a character’s total wealth suggests an increase to his current
in both money and movable and immovable Loot, his rating is increased au-
goods. tomatically, provided the wealth
0: Dead broke. Just the shabby or torn and gained is judged to be clear-
thus worthless clothes on your back. ly many times greater than
1: Poor. A set of clothes, some coin, a few the character’s current
items. means. If it is merely
2: Average. The normal amount of wealth deemed to be consider-
for a commoner. ably greater, the character
3: Rich. should make a Cunning

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Check with his possible new siderable game time has passed since the
Loot rating as the Challenge last session.
Level. If he passes the test, his Loot The player can avoid having his Loot deteri-
rating increases. orate if he passes a Check of his character’s CG
S&S protagonists are notoriously with a Challenge Level of (5 – current Loot).
bad at hanging on to money, either PAs don’t apply to this roll, but Drama can be
because they spend fistfuls of it on spent in the usual manner. What constitutes a
drink, wenching, gambling and oth- sufficient span of time for Loot to decrease due
er forms of hard carousing, or because to spending depends on the circumstances in
they simply don’t seem to care much about which this time is passed. In a city, a week is
keeping their accounts balanced. Therefore, definitely sufficient, but in a remote monastery
a character’s Loot rating is decreased by 1 or some such, several months should pass be-
between game sessions, provided that con- fore a roll becomes necessary.

This concludes Chapter Three

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Jeffrey Quigley (order #6792937)
Two streams of blood trickled slowly across the rough boards of the floor. One of them
emerged from a gaping wound in the throat of a prostrate, armour-clad body; the other
dripped from a chink in the battered cuirass, and the swaying light of a hanging lamp cast
grotesque shadows over the corpse and the two men who couched on their hams watching it. They
were both very drunk. One of them, a tall, extremely slender man whose bronzed body seemed
boneless, so supple was it, murmured:
“I win Lycon- The blood wavers strangely, but the stream I spilt will reach this crack first.” He indi-
cated a space between two planks with the point of his rapier.
Lycon’s child-like eyes widened in astonishment. (…) He swayed slightly as he gasped, “By Ishtar!
The blood runs up-hill!”
Elak, the slender man, chuckled. “After all the mead you swilled the ocean might run up-hill. Well,
the wager’s won; I get the loot.” He got up and stepped over to the dead man. Swiftly he searched him,
and suddenly muttered an explosive curse. “The swine’s as bare as a Bacchic vestal! He has no purse.”
Lycon smiled broadly and looked more than ever like an undersized hairless ape. “The gods watch over
me,” he said in satisfaction.
“Of all the millions in Atlantis you had to pick a fight with a pauper,” Elak groaned.

Henry Kuttner, “The Spawn of Dagon”

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“Behold these warriors, each with a soul of steel forged in a thousand battles and of a fearless
cunning honed in our age of misery – my flawed tools of mayhem. Defy them and despair, for
they be my blades and none shall stand against them.”
Noggrond Namebreaker, the Magnificent Shield of Lamu,
High Priest of Yot-Kamoth

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I. Melee Combat 1. LIMELIGHT AND THE
Overview COMBAT ROUND

The world of Blade is a dangerous one. The basic temporal unit any Com-
Though fierce monsters and abominations in- bat Scene in Blade is the Combat
habit the far corners of the world, adventurers Round. During the Combat Round,
must also be on the lookout for thugs, cutpurs- every combatant has dice to spend on
es, assassins, mercenaries and anybody else actions equal to his Melee Pool (MP).
who would kill them for their silver. Players will have to be judicious
And the most deadly foes care nothing for about what activities they spend their MP
treasure, and instead want a hero’s corpse for dice on, and all associated costs to their MP
darker purposes… pool. A subdivision of the Combat Round is
As characters adventure throughout the the Exchange, with every Combat Round con-
world, they will encounter those who stand sisting of two.
in their way. Unfortunately, not all villains The Exchange is thus the shortest temporal
will launch themselves at the characters with division of a Combat Scene, which ultimate-
sword in hand. ly consists of any number of Combat Rounds,
The more dangerous ones use their snake each made up of a pair of Exchanges.
tongues, devious minds, or sorcery to bring In Blade, combat is never handled by go-
the heroes to ruin. Good referees will throw ing around the table from player to player in
all types of foes against characters – those who order every single Round, let alone
fight with tooth and claw, cowards who would Exchange. Instead, every player goes
sooner run than battle, and those who seek through a number of Rounds before
to undermine adventurers with a labyrinth of it is the next player’s turn. This collec-
plans and deception. tion of unbroken Combat Rounds is
Sometimes, battle is inevitable. Though the called the “Limelight”.
warriors of Blade are well trained and deadly, Limelight harks back to the
even the most inexperienced knave can thrust way swashbuckling fights were
a pitchfork into the throat of a battle-hardened once portrayed in movies, when
king. Players should always keep in mind that the camera focused on one
more people walk into battle than walk from combatant and his ene-
it… mies for an intense set
of actions and then, at
a suitably dramatic mo-
ment, cut to another excit-

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ing moment within the scene. Under some circumstances, for in-
This cut to another moment stance when one PC out of several is under
sometimes pulled the viewer back surprise attack, it’s obvious whose Limelight is
in time, if the scene’s new focus handled first, but in most cases it isn’t. If cir-
took place prior to the moment cut cumstances don’t dictate the order of Lime-
from. This tried and true dramatic light’s, the ref taps players in ascending order
way of portraying fights is reborn in of their PCs’ CG; low CGs go first and high
Blade. CGs last, with ties broken by Reflex, or by the
There are no firm rules as to how highest Melee Proficiency, if still tied.
many Combat Rounds a Limelight has, only However, any player whose character’s CG
guidelines when to end it and “cut” to an- is higher than the CG of the PC being called
other player’s Limelight. up by the ref may opt to step in before the
Generally speaking, a Limelight is termi- round begins and have his PC’s Limelight re-
nated at the end of its first Combat Round solved earlier. Thus characters with high CG
in which something significant happens. We have control of the initial Limelight order.
call this a cliff-hanger! A cliff-hanger can be Once every player at the table has had a
a wound being inflicted, a combatant being Limelight, what’s called a Round of Limelights,
killed, a weapon being lost or knocked away, the order of Limelights is established, and this
a change in how the fight is being waged, for order remains unchanged for the entire com-
instance when the opponents switch from bat – unless players step in to change this se-
Melee combat to a grappling match, or any quence.
other noticeable change in the flow of Before this is explained a word must be said
the fight. about time.
Once something like this Neither Exchanges nor Combat Rounds
happens, the ref calls an end take a fixed amount of time. Depending on
to one Limelight and switch- circumstances, a Round may easily be as lit-
es to another player’s new tle as 1 second and as much as 5 seconds, or
Limelight. even more; as long as a PC is going through his
The order in which play- Limelight, there is no telling how much time
ers go through their Lime- has actually passed.
light’s is largely determined However, once a Round of Limelights has
at the outset of the fight and been completed, time snaps back, and the PCs
then remains fixed, unless all realign to the same point in time. Thus the
changed by player action; player who has in his Limelight played through
see below. five Combat Rounds is at the same point in

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time as the player who played through just
two.
At any time between one player’s Limelight
completion, but before the next player’s Lime-
light commences, any player who has not yet
had his Limelight moment within the round
may step in and “Steal the Limelight”, thus
having his Limelight conducted immediately.
Doing so requires the payment of 1 Drama
point, and the sole caution that the player who
Steals the Limelight must not yet have had his
Limelight moment during the current Round of
Limelights.
By Stealing the Limelight, the sequence of
Limelights is changed – and remains changed.
The player who has spent the Drama point
has thereby elevated himself from his old
place in the sequence to the new one, and the
order of Limelights created by this act of Steal-
ing the Limelight becomes the new order of
Limelights for the remainder of the combat –
opponent go from melee into a grap-
or until someone else Steals the Limelight yet
pling ground fight, again a useful junc-
again.
ture to cut to Otho, who during his
Stealing the Limelight can be advantageous
Limelight dispatches his opponent,
in many situations, and is often done to enable
thereby ending his own Limelight.
one PC to rush to another character’s aid.
Example: Three characters, Rufo, Karg, and A new Round of Limelights be-
Otho, are each fighting an enemy in this order gins, with Rufo going first – but as
during the current round of Limelights. Rufo has just been wounded,
When the second Round of Limelights be- there is a danger of him be-
gins, all three are engaged in melee combat. ing killed by his oppo-
Having his Limelight first, Rufo is wounded nent’s coup de grace,
during it, an appropriate point for the ref to so Otho’s player de-
cut to Karg’s Limelight. cides to spend 1 Drama
Sometime into Karg’s Limelight, he and his point to Steal the Lime-

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light. Otho, now going first and
being unengaged, has by Steal-
ing the Limelight, gained a chance
to rush to injured Rufo’s side and
save him.
In quite a few fights, not all PCs
will actually be Melee combatants,
or combatants at all, and their Lime-
lights conversely work a bit differently.
While their place in the sequence of Lime-
lights is determined normally, instead of
fighting, they use their Limelight to do one
relevant thing.
Doing something relevant - this truly
is the heart of the matter: Not preparing for
something relevant, but doing it, all the way.
This relevant action could be a lot of
things. Often, it will be firing a missile (and
yes, even cocking a heavy crossbow, load-
ing and then discharging it are accomplished
within the space of a single Limelight) or
casting a spell, but it might be picking a That said, there is nothing to prevent a sorcerer
lock, breaking down a door, lighting from beginning a Limelight using his MP and
a fire, untethering the group’s then switching over to a sorcerous action and
horses – anything really. using his SP. This would be governed by exact-
The sole constraint is that ly the same mechanics as somebody switching
the action should be one over from using his MP to using his AP. But
that could conceivably be note that he may do so only at the beginning
accomplished within the of a round’s 2nd Exchange, with an upfront SP
space of 30 seconds. So, all Activation Cost equaling the amount of MP
sorcery and missile attacks spent by him during the 1st Exchange. This
work alike in melee situa- represents the rigors of invoking sorcery in the
tions. You can use your pool, middle of a hectic melee.
whether AP or SP, once, and NPCs, even the most important ones, do not
only once per Limelight. have a Limelight of their own. An NPC’s op-

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portunity to act arrives when the PC with
whom he is locked in some kind of struggle
or other interaction has his own Limelight. If
this PC moves to a new place within the Order
of Limelights, the NPC moves with him.
In those cases where NPCs not currently in
some form of contest with a PC try to accom-
plish something entirely on their own and un-
opposed by a PC (e.g. breaking down a door),
the referee should adjudicate this action with
common sense and just announce its progress
or completion as seems right.
In those very rare and exceptional cases
when timing should be more important, such
an NPC can be given a place within the Order
of Limelights of his own.
This is however only possible for as long as
this NPC does not interact with a PC; the mo-
ment he starts interacting with a PC (e.g. hav-
ing broken down the door, the NPC charges light, he cannot be reassigned to anoth-
the PC), he loses his own place within the Or- er Limelight later taking place during
der of Limelights and commences acting on the current Round of Limelights.
the PC’s Limelight.
All NPCs must be assigned to a given PC’s 2. THE ORDER OF A COMBAT
Limelight right at the beginning of that Lime- ROUND
light, with all players being informed of any A Combat Round is fought in
NPC attached to his character’s current Lime- the following sequence:
light, whether the character would be aware of 1) All stances are declared.
the presence of the NPC or not. 2) Aggressor and defend-
An NPC who was not assigned to a PC’s er is established
Limelight cannot interact with that PC during (initiative). Melee
this Limelight. Pool fills/refresh-
In addition, an NPC can only be assigned to es, with all Modi-
one PC’s Limelight during any given Round of fiers.
Limelights; should he fail to act on this Lime-

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3) During the first half of the Though every school speaks with con-
Combat Round, the first Ex- fidence on the superiority of its teaching,
change, the aggressor attacks and three stances are universal; Aggressive, Defen-
defender defends. sive, and Neutral stances.
4) Damage is resolved and/or new Aggressive stances provide an attack bonus
attitude determined (aggressor or de- at the cost of making one’s defense more dif-
fender). ficult. Assuming them adds 2 MP dice for an
5) During the second half of the Com- attack but increases Activation Costs for De-
bat Round, the second Exchange, the fensive Maneuvers by 2 MP.
aggressor attacks and defender defends. Defensive stances grant a defensive bonus
These roles may have been reversed while making attack execution more difficult.
since the first Exchange. Such stances add 2 MP dice when Defending
6) All damage is resolved and/or new atti- but increase the activation costs for any Offen-
sive Maneuver by 2 MP.
tude determined (aggressor or defender).
Neutral stances are the favorite of many. In
Steps 2-6 continue to repeat until the res-
a Neutral stance one’s weapon is positioned to
olution of the combat, or until the flow of
allow for either quick attack or defensive re-
combat is interrupted otherwise (a pause).
sponse. Neutral stances provide no bonus to
At the beginning of each new melee con-
either attack or defense.
flict (or following a pause) begin at step 1,
Note: Stances are only in effect until the
then repeat 2-6 as normal.
first blow or movement—once a character’s
3. STEPS 1 & 2: STANCES, weapon moves, the stance is gone. Once me-
lee is joined the stances of both attacker and
INITIATIVE, AND SURPRISE
defender are treated as neutral, with no bonus
Unless taken by surprise, conveyed to either. A stance cannot be taken
combatants will usually (or regained) until the combatants separate for
have time and opportunity a full pause.
to declare a stance – these Initiative is determined after any stances are
should be clearly an- declared, when each combatant announces
nounced at the table. their intent to either attack or defend.
Stances potentially pro- The intent of the combatants will usually
vide for a stronger attack or be very clear from the circumstances under
defence, though perhaps which they enter combat – more often than
adding some rigidity to a not, one or even both will charge the other.
combatant’s action. Apart from of course counting as an aggressive

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stance, such a charge automatically sug- to declare first or second; tied Re-
gests the intent to attack, leaving the other flex scores are broken by the higher
party to decide whether to receive the charge CG score, and tied CG scores by the
with a defence or to himself attack. higher Proficiency.
Some rare combat encounters, for example An Opposed Reflex Check (with
formal duels or gladiatorial bouts, may how- the combatants’ own ATNs for Tar-
ever start out less unambiguous, with both get Numbers— see the Appendix for
combatants gauging each other, shifting from weapon ATNs) then determines whose
stance to stance and waiting for an opening strike lands first. For every step of Reach
in their opponent’s defence to attack. In these difference of the weapons used, the wielder of
cases it is advisable to demand that both par- the longer weapon receives 1 bonus dice to this
ties declare intent to attack or defend simulta- Check, and the wielder of the shorter weapon
neously, maybe by lifting one finger for attack is penalized 1 die. In the rare cases where the
and two for defence. Until at least one par- combat begins at the optimum engagement
ty declares attack, the bout does not actually range of the shorter Reach weapon, these
commence. modifiers are reversed.
If a party fails to declare intent while the Note that no defense is possible in the
other declares attack, then this character is middle of an attack, so the loser of this Check
considered to have hesitated and may only de- will likely be killed. In the Exchange that fol-
fend for one full Combat Round – if even that lows, the winner of this Exchange now
(see Surprise). assumes the role of aggressor and his
The attacker, now having the initiative, de- opponent that of defender. Should the
clares how many dice from his Melee Pool are Opposed Reflex Check be tied, both
being spent on the attack, where the attack is combatants strike at exactly the same
aimed, and what Maneuver, if any, is being time.
used. Stealing Initiative is only and
The defender in response to the attacker de- exclusively possible immediately
clares how many dice from his Melee Pool are before the first blows of any bout
going towards defense, what defense is being are traded and is usually done
used, and what Maneuver, if any, is being ex- in one of two circumstanc-
ecuted. If both combatants declare as aggres- es:
sors, Offensive Maneuvers and assigned dice The first is when two
are announced before the Reflex Check to combatants declare as
see who goes fractionally first. The combatant aggressors and attack si-
with the higher Reflex may choose whether multaneously.

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If one combatant turns out Finally, the initiator of the attempt, and
to be fractionally slower than only he, may buy bonus dice for his Check
the other, he may attempt to Steal by spending dice from his MP on a one-to-one
Initiative, but if both combatants basis, up to the value of his DG rating.
attack at exactly the same time, PAs do not modify to this check, as PAs are
the combatant with the higher Re- added to one’s MP pool at the beginning of the
flex score is the one first entitled to
combat scene, and are thus already accounted
attempt to Steal Initiative; tied Reflex
for.
scores are broken by the higher CG
The winner of the Opposed Check strikes
score, and tied CG scores by the higher
first, and the loser, should he still be able to
Proficiency. Should he decline to try Stealing
continue after his opponent’s attack, second.
Initiative, the other combatant may then opt
to attempt to. In a tie, both combatants strike simultaneously,
The party attempting to Steal Initiative which might well result in the death of both. In
pays an Actiation Cost equal to half his op- any case, a combatant who had the Initiative
ponent’s SY (0.50 rounds up). stolen from him may immediately try to steal it
The attempt itself is an Opposed Check back. Such attempts to Steal Initiative or steal it
between the initiator’s CG and his oppo- back may theoretically continue until one party
nent’s DG. depletes his MP.
This contest is modified by differences in
the Reach of the weapons used; if there is
any difference, the wielder of the longer
weapon receives a flat +1 die bonus on
his Check while the wielder of the
shorter weapon must incur a
flat -1 die penalty.
When the combatants
begin the bout already at
the Reach of the shorter
of the weapons involved,
the above modifiers are re-
versed: Shorter weapons gar-
ner a flat +1 die bonus, and
longer weapons a flat -1 die
penalty.

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The second situation where one may One who is in the role of aggres-
wish to Steal Initiative can occur when a sor may utilize both Offensive and
character who has previously declared defense Defensive Maneuvers, though will of
wishes to switch over and instead attack. The course usually not choose one of the
process is identical to that described above. latter. One who is in the role of de-
Surprise can occur at any time, even when fender may freely utilize nothing but
you suspect that danger is near. When a Sur- Defensive Maneuvers, but may choose
prise Check is called for, the player checks Re- to execute an Offensive Maneuver
flex against TN7, with the difficulty based on instead if he pays a special Activation
how alert the character or NPC was. Table 4.0, Cost (see below).
All attacks must be aimed at a specific lo-
Surprise Challenge Levels, provides guide-
cale, numbered 1-14 on the Target Zone di-
lines. Failure indicates no action can be taken
agrams. Arrows indicate swing Target Zones,
until the next Combat Round.
while circles mark Target Zones for thrusting
Meeting the required number of Successes
or missile attacks.
means that the target may defend themselves
While a player need not declare a spe-
(or attempt to Steal Initiative).
cific number, he must describe the attack
in terms that may be easily understood,
TABLE 4.0 i.e., Thrust to the face, Slash to the right foot,
Surprise Challenge levels etc.), as random attacks are not a part of Blade
1 - Target is on high alert – waiting for an melee. Maneuvers and chosen Target
attack. Zones may increase or decrease TNs
2 - Target is uneasy or suspicious, attack for both attacker and defender alike,
comes from unexpected source, or player
hesitated. and may also require an additional Ac-
3 - Target caught completely off-guard. tivation Cost: Optionally, all melee
4 - Target completely off-guard plus at- thrusts to head and limbs (Target
tacked from rear or side, sleeping. Zones 8, 9, 13, and 14) require
an additional 1 point Activation
Cost to execute.
Both participants now roll
4. STEPS 3 & 5: THE EXCHANGE
the allotted Dice from their
Again, each Combat Round consists of two Melee Pool (See Step
Exchanges. During an Exchange each of the 2), with all modifiers
participants may perform but one action, usual- totaled from all Maneu-
ly attacking or defending by use of a single one vers, stances, or other sit-
of either the Offensive or Defensive Maneuvers. uations factors.

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This is a normal Opposed Cost, or perhaps under no circumstances
Check, where one party’s Victo- at all. Any such special mechanics are ex-
ries are subtracted from the other’s, plained within their respective Maneuvers.
leaving the winner with a net QoS. Finally, should a defender enter a new Ex-
An attack may potentially cause change and wishes to execute an Offensive
damage only if the attacker achieves Maneuver and attack, regardless of the con-
a QoS of 1 or more. Ties in the Op- sequences, he may declare an Offensive Ma-
posed Check or an outright QoS in neuver like the aggressor, announcing both his
the defender’s favor means no damage Maneuver for the Exchange and the number of
was inflicted. dice allocated to it.
All Target Numbers for this Check come This declaration of an Offensive Maneuver
from the ATN (Attack Target Number, used carries an Activation Cost equal to half the
when attacking) or DTN (Defense Target aggressor’s DG (0.50 rounds up, as always),
Number, used when defending) listed with above and beyond any normal Activation Cost
each weapon (see the Appendix) or defence. for the Offensive Maneuver.
After all damage is resolved, a winning ag- In such circumstances, the aggressor re-
gressor maintains his role as aggressor, unless solves his Maneuver first and only then does
he declines it, or cannot continue because of the defender resolve his Offensive Maneuver,
depleted MP, while conversely his opponent should he still have the required dice in his MP
still retains uncommitted MP dice. If either is to do so.
the case, the defender may choose to take Sneaking in an attack does not in itself turn
on the role of aggressor. the previous defender into the aggressor; he still
With a successful net QoS, the de- begins the next Exchange as the defender, and
fender may now take on the his opponent the aggressor. However, should
role of aggressor, unless he the defender manage to inflict a higher Wound
merely tied the aggressor, in Level upon the aggressor than he received him-
which case the latter retains self, he now assumes the role of aggressor.
his role. Visibility has a profound effect on combat.
Note that some Defen- In dim lighting (for example, dusk) deduct 1
sive Maneuvers may on a die from all Melee Pools. During hours of dark-
case-by-case basis allow a ness (moonlight) reduce all MPs to ¾. In pitch
successful defender to either black conditions drop all MPs to half value.
assume the role of aggressor Archery Pools are affected twice as severely
upon a tie, or upon paying as MPs. Deduct 2 dice from all APs for dim
an additional Activation lighting and drop it to half value for darkness.

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In pitch black conditions, all APs are at 0 Certain maneuvers (such as the
dice. Half-sword) are particularly effective
Weapon Reach plays an enormous role in in such situations.
any combat. Weapon Reach is in six distinct Likewise, many weapons—such as
Steps: spears and other two-handed weap-
1. Hand: Fists, daggers, knee-strikes, grap- ons—may shorten their reach.
pling, etc. Botching in combat is left for the
2. Short: Long daggers, shortswords, mac- referee to introduce as Complications
es, etc. at dramatic moments, to spice up events,
3. Medium: Arming swo­rds, ball-and- increase tension, and put pressure on the PCs.
chains, sabers, short spears, etc. Still, if a group absolutely feels it has to have
4. Long: Hand-and-a-half swords, rapiers, a mechanic for random botches, this optional
spears, short pole-arms, etc. rule can be used:
5. Very Long: Greatswords, long pole-arms, When an attack or defence comes up with
0 Successes, a botch results. No Compli-
etc.
cation arises from this botch, but the char-
6. Extremely Long: Lances, pikes, etc.
acter’s MP for the remainder of the Combat
Engaging the wielder of a longer weapon
Round, or the following Combat Round if the
is conducted at -1 MP penalty for each Reach
botch occurs on the second Exchange, is re-
increment (Hand to Short, Short to Medium,
duced by the number of dice rolled on
etc.) the attacker needs to close; the extreme
the botched Check.
case of engaging a pikeman with bare fists
In addition, if the botched roll was
would carry a penalty of 5 MP.
made with 5+ dice, something else det-
This penalty holds until the shorter weapon rimental also happens. The exact na-
makes a damaging strike, after which the penal- ture of this fumble is up to the refer-
ty transfers to the longer weapon until he scores ee, but most likely occurrences are
a damaging blow, when again the penalty goes the weapon breaking or slipping
to the shorter weapon. When the shorter weap- from the character’s hand, or the
on is out of range this penalty applies only to character slipping and falling.
attacks; when the longer weapon is penalized,
it applies to both offense and defense.
Often the best course of action for long
weapons is to use a full evasion in the event
of sudden close combat, or to drop weapons
and wrestle!

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5. STEPS 4 & 6: DAMAGE in a range of –2 to +3.
Should an attacker have one To this value, half the attacker’s BN
or more Successes over his oppo- (rounded up for .50 or higher) is then added.
nent then the attack has landed This represents muscle power put behind the
(see Steps 3 & 5) and a D6 is rolled attack, the overall toughness and muscle mass
to determine the specific location protecting the body from serious injury (with a
within the Target Zone (i.e. 1-14, as bit of good fortune).This creates a subtotal, or
per the Target Zone diagrams). Nor- Impact Rating.
mally a lower roll means a lower hit and From this Impact Rating, half the defender’s
a higher roll a higher hit. BN (again, .50 or higher rounds up) is subtract-
A character can exert some control over ed, representing a mixture of grit, health, and
exactly where this blow lands by paying an muscle mass protecting the vitals.
additional activation cost before launching Last, if the defender is wearing armor at the
his attack. Spending 1 additional die from location hit, its Armor Value (AV) is subtracted
his MP allows him to modify the d6 roll for from the Impact Rating to arrive at a final dam-
the exact hit location within Target Zone by age number.
+/– 1; an additional 2 dice (i.e. a total of 3) This damage number is the Wound Level.
purchases a modifier of up to +/– 2, and fur- For every wound’s location and severity,
ther 3 dice, for a maximum of 6 dice achieves there will be a corresponding entry rendering
a modifier of up to +/– 3. Note that a player a few words describing the wound accompa-
need not use his full modifier, but may use it nied by several numeric values.
in part or none at all. Wound Levels are rated from 1 to 6. A level
Damage is calculated by add- 1 wound is usually a bruise, scratch or minor
ing the Quality of Success cut with no notable adverse effects. Wounds
(QoS) from the attack roll, of level 2 and 3 are worse, but hardly debili-
(after defence Successes have tating, while a level 4 wound is quite a serious
been subtracted), to the matter that will, more likely than not, decide
Damage Rating (DR) of the the fight against the wounded person.
weapon used. While level 4 wounds are very debilitating,
The DRs for the various those of level 5 and 6 are lethal either imme-
types of attacks possible with diately, because of massive bleeding, or with
a weapon are found in the other consequences, eventually fatal.
Weapon Tables in the Ap- Otho’s weapon has a Damage Rating of 2,
pendix and will often fall and the wound that Otho inflicted on Olaf has
a sub-total (or Impact Rating) of 11. Rolling

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the location on a D6, we reference a di- Piercing wounds, wounds caused
rect hit by Otho to Olaf’s unprotected neck! by spear and sword thrusts, incoming
Having no armor at this location, Olaf may arrows, and the like, do their work in-
only subtract half his BN (5) from the Impact ternally, and are in many ways dead-
Rating... 11 - 3 (2.5 rounded up) = 8. lier that sword cuts. They normally
This value of 8 defaults down to a level 6 use the thrust Target Zones (11-14).
wound, a Wound Level which indicates the Bleeding from Piercing wounds is
complete decapitation of Olaf’s head! usually much harder to control as such
Location always makes a difference with wounds are typically located deep with-
wounds – a stab to an offhand will be much in the victim’s body.
less damaging than the same level stab wound Blunt wounds, those caused by maces,
to the belly, and a well-placed cut to the throat clubs, quarterstaffs, pommels and the like, in-
can be deadly at even low Wound Levels. cluding bare fists, can be deadly. The impact
Wound Levels are not cumulative, even of such strikes can cause large amounts of
from multiple wounds to the exact same lo- Shock (see below), which often necessitates
cation. difficult Knockdown Checks.
Each wound and all consequences from the Blunt attacks are effective against many
wound description are recorded separately, types of armor, as much of a blow’s force will
and while the consequences of wounds may transmit through armour without the need to
add up (see below), many small wounds do penetrate, causing the wearer substan-
not combine into one larger wound. To kill tial blunt trauma.
somebody, a solid injury is needed, not many Blunt attacks are usually swung (ar-
very minor ones. eas 1 – 7), but some, including those
Of course, a number of minor wounds may delivered from fists, may be executed
well – and often will – accumulate and thus with a straight thrust (areas 8-14).
handicap a fighter so that his enemy is likely For all other forms of damage
to drive home that one telling hit needed to there is a “Generic Damage Ta-
dispatch him. ble” (see Appendix).
Barring more esoteric forms of damage such Shock and Pain are both
as sorcery, the most common are listed below. metrics indicating how
Melee and missile weapons deal one of badly any wound af-
three wound types: Cleaving, Piercing, or fects a combatant’s
Blunt wounds. ability to persevere and
Cleaving wounds are the most common continue fighting.
form of wound delivered in a fight. Each wound descrip-

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tor contains an individual rat- TY to every single wound and then add
ing for both. Shock deducts dice up the reduced Pain ratings to determine
from all three dice pools (Melee, the penalty to dice pools.
Archery, and Sorcery) the moment In addition to the die penalty to one’s ap-
the character is struck by the blow. plicable pool from Blood Loss (BL), described
Shock is only applied once for next, a Pain component is also added to a roll
each wound. when tasked with a Skill or Attribute Check for
If the received Shock exceeds a any activity requiring fast, controlled move-
character’s total current MP for his very ment, such as riding at a gallop, running,
next action, the remaining of the Shock pen- climbing, jumping, or other similar tasks.
alty is instead added to the aggressor’s MP Such residual Pain is mechanically ex-
for the next Combat Round, or Exchange, if pressed as one additional Success needed for
the current Exchange is the ongoing Com- every 4 full points of dice pool penalty from
bat Round’s first one. Such bonus dice are Pain. If the roll does not yield the required ad-
of course only usable against the “Shocked” ditional net Successes, the attempted Skill or
opponent. Attribute Check has failed.
Pain is deducted from one’s MP (and AP Of course, if the character is, after TY has
and SP) at the beginning of each Combat been applied to every wound, currently car-
Round, starting with the one following the rying less than 4 cumulative points of Pain, no
Combat Round in which Shock from the additional Successes are required and the nor-
wound was applied. While Shock is a fixed mal needed amount of Successes will suffice.
number, Pain is reduced by one’s TY. For Example: Otho is at Pain 4 while plodding
the purposes of wound healing, where along the King’s Highway on horseback. Brig-
Pain is important, record the ands suddenly burst howling onto the road-
unreduced Pain rating of ev- way behind him in hot pursuit and Otho kicks
ery wound, but apply only his mount into a gallop!
Pain in excess of the char- The ref asks Otho’s player to make a Rid-
acter’s TY as penalty to his ing Skill Check yielding at least 1 additional
pools. Success in order to both cope with his Pain,
TY is thus applied in full and stay in the saddle. He rolls 2 Successes
to Pain with every single and therefore is able to keep his seat when his
wound; it is not correct to horse explodes into a gallop, gritting his teeth
total up Pain from several against the pain.
wounds and only then ap- Pain is also important in figuring out healing
ply TY, but rather to apply times, as described in Chapter Five.

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Shock and Pain are cumulative as long At the very end of the Limelight in
as they are applied to different zones. Should which the character first acquired BL,
one attack the same area multiple times, the and on the end of each subsequent
highest shock penalty—new or old—is ap- Limelight, he must check BN. This
plied (or re-applied) to the wounded party. Check must yield Successes equal to
It can thus be beneficial to attack a or surpassing the current BL number.
well-wounded area again and again, even If it doesn’t, the character suffers a
with weak attacks—the original shock penalty penalty of 2 dice on his MP, AP and
will keep on returning to haunt the wounded! SP. In addition, his Attribute and Skill
When recording wounds on your character Checks will need 1 additional Success per
sheet, make a note of where the exact wound full 4 dice penalty to MP, AP and SP. The BN
is and what effects it may have, such as Shock, Check to avoid further BL is exempt from this
Pain, or BL. requirement for additional Successes.
Such shorthand as “Wound Level 3, cut, 6/4 These penalties represent dizziness or
left,” meaning “A level three Cleaving wound weakness from loss of blood, and accu-
at zone 6, section 4(from the d6 roll), on the mulate from failed BN Check to failed BN
left side, can be useful when recording wounds Check.
on your character sheet. Once accumulated penalties from failed
Make sure to record each individual BL Checks equal or exceed the character’s BN,
wound’s Pain rating as well. the character passes out from blood loss
Blood Loss covers the deterioration of one’s and will likely die without quick med-
body due to bleeding, the most dangerous of ical attention.
which is the internal kind. Some wounds, es- Thereafter, a BL Check is made for
pecially of the Piercing and Cleaving type, car- the unconscious character at the end
ry a BL value along with any Shock and Pain of each subsequent Round of Lime-
ratings. lights, and if any Check fails, the
The BL ratings of all wounds sustained are character has bled to death.
cumulative – as long as they come from dif- Please note that BL Checks
ferent parts of the body, with each limb, the made while the bleeding char-
entire torso and the head each counting as one acter is at rest (no more
large location. strenuous activity than
If such a body part already sports a wound walking very slowly)
with an attendant BL, and is wounded again require one less Success
in a way to indicate BL, only the higher of the than indicated by the cur-
two BL ratings is in effect. rent BL rating to be suc-

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cessful. This includes characters
unconscious from BL.
BL ratings, unless from internal
damage, are quite easily removed
by the most elemental use of first
aid; for details, see Chapter Five.
However, even if a character’s BL
rating is reduced to 0; those penalties
accrued due to Blood Loss will not di-
minish immediately.
Such penalties are reduced by 2 for MP,
AP and SP for each passing day spent rest-
ing with proper nourishment and low ac-
tivity, or by 1 per passing day of exertion.
Knockdown (KD) can be the result of
some wounds, especially but not exclusively
those to the legs.
With such wounds, the wound description
will include a KD number, denoting the num-
ber of Successes needed on a Check of the the more difficult of the two Checks need be
Knockdown Attribute to avoid falling prone. made, but the Challenge Rating of the Check
A KD Check is also necessitated each is increased by 1.
time a character’s remaining MP for Optionally, if a group wants an additional
the Round is reduced to 0 or layer of realism, every hit to the knee or below
less from a wound received. that fails to cause a wound instead generates a
The Challenge Rating of this KD Check. The Challenge Level of this Check
Check will be set at Chal- is Average if the hit was from a thrust-based at-
lenging if the character’s tack or one-handed swing, Challenging if from
MP is reduced to below –5, a two-handed swing or a one-handed swing
or simply Average in other with a mass weapon, and Difficult if from a
cases. two-handed swing with a mass weapon or
If the wound which caused pole-arm.
the initial Shock reduced MP However, the required number of Success-
to 0 or below, and calls es may never be greater than the QoS on the
for a Check by itself, only attack roll; light blows to the legs don’t stagger

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many, even if from very massive weapons. that fails to cause a wound will still
Equally optional, any hit at the elbow or call for a KO Check nonetheless, un-
below to the weapon arm of somebody wield- less the hit was received from a thrust
ing a weapon in one hand also necessitates Piercing or thrust Cleaving attack.
a KD of the same Challenge Level as above, The Challenge Level of this Check
failure resulting in the weapon being dropped. is Average if a swung Piercing attack,
A knocked down character is at half MP Challenging if a swung Cleaving or
while fighting from the ground. This MP is thrusting Blunt attack, and Difficult if a
halved after all other modifiers due to Pain swung Blunt attack, but may be under no
etc. have been applied. If he is knocked down circumstances higher than half the attack’s QoS.
during an ongoing Combat Round, he imme-
diately loses a number of dice from his MP 6. TERRAIN CHECKS
equal to the difference between his MP at the
Terrain Checks in Blade take place within
beginning of the Round and half that number.
the abstracted combat environment.
Example: Togrul begins a Round with MP
During a melee, it is not only common
13. If he is knocked down during this Round,
but actually necessary that combatants twist
he immediately loses 6 dice from his MP (the
and turn about, advance and step back, so
difference between MP 13 and MP 7). Provid-
that once a combat begins, all fighters will by
ed nothing else deducts from his MP, he re-
freshes to MP 7 at the begnning of the next default move significantly from the spot they
Round. occupied at its outset.
To get back on his feet while fighting an Even a single Combat Round might
opponent, he must win a defense Check in a easily shift the combatants as much as
way that would otherwise enable him to as- five meters in an unforeseen direc-
sume the role of aggressor. He may in this case tion, and frequently more; that’s the
choose between either remaining the defender nature of footwork.
but getting back to his feet, or becoming the Once a combat with multi-
aggressor but remaining on the ground. ple fighters has been underway
Knockout (KO) can be a consequence of for even one Round, it is nigh
blows to the head. If the description of a wound impossible to determine
contains a KO number, this is the Challenge where anyone is in re-
Level the wounded character needs to pass on spect to anyone else
an immediate Check of his Knockout Attribute. – except as it relates to
Failure on this check indicates uncon- one’s own immediate op-
sciousness. Optionally, any blow to the head ponents.

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Their own footwork, the with dice from the character’s MP – any
press of enemies, and wheel- number of dice, player’s choice. The ref sets
ing manoeuvres will have carried the Difficulty of the Check by how far and over
every pair of fighters in a largely what difficult terrain the character will have to
random direction, where allies who move, but it will rarely, if ever, be greater than
started out fighting side by side will a Difficult Challenge Rating.
by necessity find themselves separat- If the optional Encumbrance rules are being
ed very quickly. used, every Terrain Check other than one for
In short, as long a Limelight is un- bad footing or refusing to be dislodged from
derway, it is impossible to tell where anyone a fixed location carries an Activation Cost that
is in respect to anyone else. can be found in Table 5.2. If several such Ter-
Locations are roughly re-established rain Checks should be made during the same
once a Limelight ends, and with certainty Combat Round, this Activation Cost must be
when a Round of Limelights completes. Po- paid separately for every Check.
sitions are determined by the ref’s common If the Check is passed, the character arrives
sense, based on what has happened during at the point he wanted to reach “in time”,
the previous Round of Limelights. whatever that may mean (usually to engage
As a player vividly describes his combat somebody in melee with the dice remaining
actions, the ref is encouraged to take note in his MP), and if not, he arrives there “late”.
and visualize the PC’s end location within Example: Returning to where we aban-
the combat environment. It can thus hap- doned Otho in the previous example, right af-
pen that a player finds his PC in a loca- ter spending a point of Drama to have his Lime-
tion where he doesn’t want him to light out of the usual order to rush to Rufo’s
be, which is only a concern if aid, the ref tells Otho’s player that 2 Successes
the PC is desperately needed on the Terrain Check are necessary to get to
elsewhere. Rufo’s side in time.
If the character wants to Playing it safe, Otho’s player opts to spend
engage somebody who is 6 dice, and achieves 3 Successes. Rushing at
quite a distance away, or Rufo’s enemy, Otho attacks with the remaining
get to any other location in dice in his MP, just in time to save his compan-
the combat environment, this ion.
is not handled by measuring Failing this kind of Terrain Check should
movement, but by a Terrain only rarely, if at all, be interpreted as the play-
Check. er having wasted his Limelight on a failed at-
A Terrain Check is made tempt. Instead, the ref should give him some-

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thing else to do, or a new unexpected ter which his opponent sets aside a
challenge. number of dice from his MP as well,
A failure might for example be interpreted then both roll. To win the contest,
as the character being intercepted by a new the initiator needs a QoS of 1 if he is
enemy, if applicable. currently the aggressor, or 2 if the de-
The use of Terrain Checks are not limited to fender – it is easier to force somebody
simply getting somewhere on time. A Terrain somewhere than to lure him.
Check may also be needed to navigate an area This can even be used to force some-
with poor footing. body over a nearby drop, but only if ini-
Normal footing like broken ground, light tiated by the aggressor. As people are remark-
snow, mud, or deep sand do not necessitate a ably reluctant to fall from heights, success on
Check, but truly poor areas such as steep, slip- such an attempt does not simply require a QoS
pery slopes, scree fields, stairs, narrow ledges, of 1, but now at least 3, provided that the drop
ice, deep snow, or water and the like, do. is of a kind likely to injure the falling person.
If all combatants of a particular Melee are In many cases, somebody on bad footing
on this kind of difficult ground, 2 dice are de- facing an enemy on level ground need not
ducted from everyone’s MP and the need for force his opponent back so that he can get
a Check simply done away with. If only one firm footing himself, but may well opt to sim-
combatant is on poor ground, a Terrain Check ply step back up a pace or two, enticing the
must be made for that character. opponent to follow him onto the disad-
If he achieves even a single Success with vantageous ground and thus evening
the dice he sets aside for this purpose, he can the odds.
act and move normally, but if not, he slips, This need merely be announced and
stumbles, or falls down. requires just a normal Terrain Check
It is thus clearly advantageous to fight on to avoid slippage on the poor sur-
level ground while forcing one’s opponent face, no opposed roll needed; if
into a position of poor footing. Provided there the opponent declines to follow,
is poor ground nearby, Terrain Checks can also the bout ends.
be used to force an opponent onto such bad However, it is not always
footing, and keep him there, or to get out of it feasible to entice the oppo-
oneself. nent to follow; some-
Such attempts are handled through an Op- times one will want to,
posed Terrain Check. and have to, fight one’s
The initiator of the attempt announces a way onto the opponent’s
number of dice from his MP to be used, af- better ground.

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If the opponent is for example affects attack zone targeting for all in-
holding the head of a stairway volved combatants according to common
or the top of a steep slope against sense.
all comers, no normal amount of Finally, Terrain Checks can be used by a
enticement will force him down to player with multiple opponents to avoid fac-
his opponent. ing several at once. By moving so that his op-
While these cases assume at least ponents foul each other’s attacks, and by ex-
some room for lateral movement on ploiting the environment, the combatant tries
the holding character’s part, there may to limit the number of opponents he fights this
be other scenarios, where he cannot move Combat Round. If these opponents are import-
anywhere at all, such as when defending a ant NPCs, the Terrain Check is an Opposed
doorway. one.
While such positions are advantageous The player declares which opponent he
in terms of limiting the number of possible wants to avoid. This opponent announces a
attackers, they interdict footwork and thus number of dice from his MP to oppose the PC’s
cramp combat performance. attempt to avoid him, and the player then sets
An attempt to remain firmly in one spot aside a number of dice from his MP himself.
requires but 1 Success on a Terrain Check – if An Opposed Check using these dice is then
unopposed. If an enemy is actively trying to made. A QoS of 0 suffices to attain the play-
dislodge one from a position he is holding, er’s objective if the PC wasn’t engaged with the
the Terrain Check becomes Opposed. opponent in the previous Combat Round, but
The initiator of the attempt, who must a QoS of 1 is required to avoid an opponent
be the current aggressor, declares the with whom he was previously engaged.
number of dice committed, af- This means of breaking off a combat bout
ter which his enemy does the can only be used if facing multiple opponents
same, then both roll. To dis- at once, as it represents moving in a manner
lodge the holding person, a that has one opponent getting in the other’s
victory with a QoS of 1+ is way. If facing only one opponent, a bout can
needed; ties signify that the only be broken off after a successful Full Eva-
holding opponent remains sion, or if both combatants decline to attack.
firmly in place. If the first opponent is thus avoided, the
Higher footing (as provid- next opponent is treated in the same fashion.
ed by stairs or horses) adds 2 A number of dice from both MPs are again
MP at the beginning of the set aside and an Opposed Check made. The
Round (Step 2). This also QoS of the previous Opposed Terrain Check

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for avoiding the first opponent is added as 7. FATIGUE IN THE COMBAT
bonus dice to this second Check. There are SCENE
no additional Checks needed, as it is physical- Fatigue is an optional rule used
ly impossible for more than three opponents to only in combat situations. No one
beset the same person at the same time. enters a Combat Scene fatigued – if
If the enemies aren’t important NPCs, the he might be considered fatigued from
Terrain Check is unopposed. If the PC is trying previous strenuous activity, the rush of
to avoid one of his two opponents, he simply adrenaline at the onset of a new com-
needs a QoS of 1. bat can be considered to have temporarily
If he is facing three opponents, a QoS of drowned out any previous exhaustion.
3 is required to avoid two opponents, while At the end of every Limelight, a character
a QoS of 2 avoids one. At the very outset of who engaged in highly strenuous activity like
the battle, the required QoS for avoiding one fighting must check BN, the Challenge Level
or two out of three opponents are reduced by of this Check being equal to one’s Encum-
one, provided the PC is not surrounded by his brance level plus one, or 1 if the optional
opponents. A QoS of 2 avoids two out of three Encumbrance mechanic is not being used.
opponents, and a QoS of 1 one out of three. As Passion Atributes do not aid with this Check,
soon as the PC has become engaged in com- but the rules for automatic Successes (dice
bat with any of his opponents, this reduced pool higher than three times the required QoS)
QoS to avoid opponents no longer applies, nor do apply; dropping from fatigue is not
does it apply if the PC started out surrounded something much in keeping with most
or in a comparably disadvantageous position. protagonists of Sword & Sorcery.
Please note that a character may use a Ter- If this Check is failed, the charac-
rain Check to move into positions where the ter accrues a penalty of 2 dice on
number of opponents who can engage him his MP, AP and SP pools, similar
at once is limited, for example with his back to (and cumulative with) diziness
against a wall. In such an instance a maximum from Blood Loss. Also as with BL,
of only two, not three opponents can attempt his Attribute and Skill Checks
to engage the character at the same time. will need 1 additional Suc-
There are a few further uses for Terrain cess per full 4 dice Fa-
Checks, which are discussed in the section on tigue penalty to MP, AP
ranged combat. and SP. Unlike BL, the
BN Check to avoid fur-
ther Fatigue is not exempt

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from this requirement for addi- conducts multiple Full Evasions during an
tional Successes. Exchange, the QoS of the immediately pre-
All Fatigue is reduced to 0 by ceding Full Evasion is added as bonus dice to
spending but a single Limelight the immediately following Full Evasion.
resting and catching one’s breath
(no more strenuous activity than TABLE 4.1 Evasion Target Numbers
walking slowly). If a character spends 5 - Full Evasion.
a Limelight in light activity (nothing
8 - Partial Evasion.
more strenuous than a slow jog), his
10 - Duck and Weave.
Fatigue penalty is reduced by 2.

Partial Evasion, if successful, does not allow


II. Defense the defender to assume the role of aggressor as
Defense focuses squarely on a warrior’s usual. No matter what the actual QoS of the
efforts to avoid being struck by an opponent. successful Partial Evasion, assuming the role of
aggressor requires the immediate expenditure
1. EVASION of 2 MP. If the successful defender is unwilling
Evasion can be done by anyone and used or unable to spend those dice out of the MP
with every Proficiency. It doesn’t carry any still remaining for the Exchange on which the
Activation Cost, unless the character is en- Partial Evasion was performed, the aggressor
cumbered and the optional Encumbrance retains his role.
rules are being used. In that case, there is Duck and Weave if successful, gives the
an Activation Cost; it can be found on evading warrior a great opportunity to strike
Table 5.2. his opponent. He automatically assumes the
Table 4.1 provides TNs for role of aggressor (even if his QoS was mere-
the three common forms of ly 0) and moves into the optimum range for
evasion. his weapon’s Reach. His opponent may not
Full Evasion if success- employ a shield against his follow-up attack
ful, brings all melee to a on the next Exchange, and loses dice from his
halt as the fighters separate MP equal to the Successes on the attack roll
and possibly attempt to re-es- Duck and Weave defended against success-
tablish initiative. The bout fully. Should this penalty take the MP into the
ends, at least for the moment, negative range, those dice are added as bonus
and stances can once again dice to the other party’s MP.
be assumed. If a character Evasion can also be used to defend against

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missile attacks, provided the defending within this Combat Round.
person is aware of them. The TN for this is Should he be targeted by both
8 (Partial Evasion) for thrown weapons, and thrown and launched weapons,
10 (“Duck and Weave”) for arrows, crossbow requiring different TNs to defend
bolts, and bullets. against (8 and 10), a single roll is
If the defending person is both aware that still used to defend against all of them,
a gun, bow, or crossbow is being aimed at but this roll will still cover two differ-
him, and has the opportunity to start evasive ent QoSs, one against TN 8 and one
movement before the missile is fired, the Eva- against TN 10.
sion TN is now merely 8 (Partial Evasion). This Example: Otho evades both a javelin and a
represents weaving around in a highly unpre- crossbow. He is not aware of the crossbow, so
dictable way. If the character is at the time en- his DTN against the javelin is 8 and against the
gaged in a bout of melee combat, his unpre- crossbow bolt 10.. His MP is 13, but as he is
dictable combat moves automatically count currently not in a melee, he rolls half his MP,
as this type of weaving movement, allowing i.e. 7 dice. The dice come up 2, 5, 6, 7, 8, 10,
him to use the Partial Evasion TN against a 12 – he has 3 Successes against the javelin
missile attack. (8, 10, 12) and 2 against the crossbow (10,
Evading missile attacks as outlined above is 12).
also possible when a character is not in a melee If somebody fires into a melee combat, the
situation. In this case, he may use dice equal to missile attack is always resolved on Ex-
half his best MP, even if he may not currently change 1.
have the equipment necessary for fighting with
2. DEFENSIVE ACTIONS
that Proficiency at hand. Applicable PAs figure
normally in this halved MP, i.e. they are added The bedrock of all Defensive Ma-
before dividing the pool in two. neuvers discussed in Chapter Three
When a character does during an Exchange is the Block, the Parry, and the be-
use either Partial Evasion or Duck & Weave as fore mentioned Evasion. Most
a defense against either a melee or a missile defensive Maneuvers are directly
attack, the result of this single defense roll is tied to these basics.
applied against all missile attacks aimed at Parrying is the preferred
him during this Exchange. Equally, if a char- defense of warriors ev-
acter not currently in a melee is fired upon erywhere. Most war-
AND uses” Partial Evasion to defend against riors grasp the basic idea
one missile attack, the result of this one roll of turning the attack of an
is applied against all missile attacks upon him opponent’s weapon with

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their own. Any amount of MP tical to a weapon’s DTN, but with one
dice may be devoted to parrying important difference: Shields (and only
while defending. The challenge of shields, not improvised blocking objects like
deflecting another’s weapon is re- chairs and the like) are designed to be used in
flected by the defending weapon’s the offhand and therefore suffer no penalty for
Defense Target Number (DTN). being used with the “wrong” hand.
Some weapon schools, for in- Shields are divided into three types, de-
stance those of the Cut & Thrust pending on size; Large, small, and bucklers.
Proficiency, teach using a secondary A large shield is just that – a very large
parrying weapon, usually a dagger, in the off shield, measuring over one meter in length
hand, allowing the person thus armed to po- if an oblong shape, or having a diameter of
tentially parry twice in a single Exchange not much less than one meter if more squar-
or to perform such Maneuvers as Simulta- ish or round. It offers superior protection but
neous Block/Strike. is unwieldy to carry about and very awkward
However, though parrying does not in- to use on horseback as one’s horse constant-
volve great manual dexterity, a person’s sec- ly gets in the way of the shield. On the posi-
ondary arm is still handicapped. The DTN tive side, most large shields are big enough to
of any parry conducted with the offhand is completely hunker down behind, removing its
therefore increased by +1. owner, provided he remains static, completely
Blocking is the action of interposing an from the danger of missile attacks.
object, usually a shield, between oneself A small shield is anything clearly larger
and the attack, perhaps in a rather un- than a buckler and smaller than a large shield.
sophisticated way, but also by skilful- It is very versatile and of equal use on foot or
ly angling a shield, or using it horseback.
offensively to beat aside an Finally, a buckler is a very small, but agile
attacking weapon. shield, never strapped to the arm, but always
In this use it is not dissimi- carried in a fist grip. It is rarely any larger than
lar to parrying. Every block- 0.3 meters in diameter.
ing object is assigned a TN All types of shields have variable DTNs
for defending with it, this TN against different forms of attack such as me-
being dependent on the size lee, missile attacks with thrown weapons such
of the object, and how quick- as javelins or hatchets, or against “fired” pro-
ly and gracefully it can be jectiles like arrows, crossbow bolts, and sling
moved. stones – though fired objects are often so fast
It is thus almost iden- (causing the defender to roll vs. a high DTN)

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as to often rule out blocking as a viable Armor doesn’t provide the same
defence against fired missiles. AV against all types of damage; a
The applicable Defensive Target Number thickly padded gambeson will for
depends on both the type of shield, and the example provide decent protection
attack being resisted. See Table 4.2. against Blunt damage, but much less
so against Piercing.
TABLE 4.2 Shield DTN Values Each and every armor has three
Shield DTN DTN DTN AVs, one against Piercing, one against
Type vs. vs. vs. Blunt, and one vs. Cleaving. These AVs
Melee Thrown Projectile can be found in Table 4.3.
Large 5 6 7 Not all armors have an AV against Cleaving
Small 6 7 9 damage. Metal armors are virtually impossible
Buckler 7 8 11 to actually cut through with any weapon driv-
en by human strength; the most that can be
achieved is a dent or a very small rip, a far
cry from a serious wound.
3. ARMOR OVERVIEW
But that doesn’t mean that the wearer
The function of armor is to reduce or out- of such armor is immune against Cleaving
right prevent injury to somebody being hit weapons – even if a blade does not actually cut
in armoured spot. It does so by reducing the such armor, the impact will still transfer
Wound Level of any hit to an armoured loca- Blunt trauma through the armor, pos-
tion by the Armor Value (AV) of that armor. If sibly breaking bones, or perhaps even
the Wound Level is thus reduced to 0 or less, killing, all without greatly damaging the
no wound is inflicted. armor.
Armor in Blade does not equally apply to For this reason, all weapon stats
all locations of the armoured person, but to in the Appendix include Blunt
each location only to the extent that armor is DRs, even those that traditional-
worn in exactly the spot being struck. ly in RPG games haven’t caused
Somebody wearing a short tunic of sturdy Blunt damage, such as swords.
leather and an iron helmet will thus have a dif-
ferent AV to the crown of his head than to his
guts or shins. It is therefore essential to record
which spot is armoured to what degree, and
the Blade character sheet provides space for
such notation.

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TABLE 4.3 Armor Values vs. Weapon Type
AV vs. AV vs. AV vs.
Protection Type
Piercing Blunt Cleaving
Gambeson 1 2 2
Leather 2 1 2
Leather with Metal 2 1 3
Hardened Leather 3 2 2
Leather/Horn Scale/Lamellar* 3 3 3
Metal Scale/Lamellar* 4 4 N/A
Brigandine* 4 4 N/A
Maille* 4 3 N/A
Brigandine over Maille* 5 3 N/A
Plate* 6/7 4/5 N/A
*Requires the wearing of a gambeson to be functional. If such armor is worn without gambeson,
all AVs are halved.

Armor lacking a Cleaving AV uses Blunt AV places to guard against cuts.


against Cleaving attacks, while attacking weap- Hardened Leather: Cured hide
ons calculate damage inflicted against such ar- boiled and then dried to make it hard-
mor not with Cleaving, but with Blunt DR. er, at the cost of most of its pliability.
It can be fashioned into segments
4. ARMOR TYPES large enough to serve as helmets
Gambeson: Pliable textile armor made of a and greaves, but not for workable
number of layers of quilted cloth and stuffed breastplates.
with cotton, animal hair or other padding. Leather/Horn Scale/Lamellar:
Many other types of armor require the Armor fashioned from strips of
wearing of a gambeson underneath to function either hardened leather or
properly, which is why the gambeson is also animal bone.
called an arming doublet. For scale armor, the
Leather: Tough, yet pliable, cured hide. strips are sewn onto a
Leather with Metal: Pliable leather with backing of soft leather or
short metal strips or rings sewn in strategic heavy canvas, and then

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overlapped like roofing tiles. riod from maille to plate, and consists
For lamellar armor, each strip of maille with additional brigandine worn
has holes fashioned into its edges over it to protect the torso from shoulder to
and are then bound together and hip.
overlapped by two neighbouring Plate: Metal plates shaped to encase the
pieces while yet again overlapping body, including helmets. Two AVs are provid-
others. ed for it.
Lamellar is therefore quite rigid, The lesser value is to be used for all plate
while scale is minimally pliable. Still, armor pieces until the arrival of full articulated
neither can be used to protect a joint, and suits of plate.
both require the wearing of a gambeson un- Once such suits become available, the sec-
derneath. ond, higher value is used to reflect the thicker
Brigandine: Armor made of palm-sized plate now protecting the head and torso, and
to hand-sized metal plates, each sand- the lesser value is now reserved for the lighter
wiched between two layers of heavy canvas plate protecting the limbs.
or soft leather and riveted together to stay in Plate armor requires the wearing of a
place, also known as Coat of Plates. gambeson, which along with an articulated
Brigandine is quite rigid and cannot be suit of plate may also have insets of maille.
used to protect joints, and requires the wear-
ing of a gambeson underneath. Brigandine 5. BARBARIAN CHIC (OPTIONAL)
AVs can also be used for Imperial Roman Some groups may want to go all the way
legionaries’ segmented armor. and embrace the iconic image of the nigh-na-
Maille: Also known as chainmail, ked barbarian warrior, or the warrior woman
this armor consists of a mesh clad in a skimpy mail bikini. For them, we of-
of small metal rings, each in- fer this optional rule:
terlinked with neighbouring If a character adheres to the dresscode out-
rings. It is supremely pliable lined below and has a current MP of at least 1,
and can therefore be used all his Activation Costs are reduced by 1. If this
to protect joints, but it, too, would reduce the Activation Cost to under 0,
is dependent on a gambeson he receives +1 die for the action.
being worn underneath. For male characters to qualify, all of the fol-
Brigandine over Maille: lowing must be true:
A special blend of layering Chest, abdomen, shoulders and upper arms
armors, this was common need to be bare.
during the transitional pe-

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Groin and thighs may be protected III. Ranged Combat
by nothing better than a kilt of reinforced
In Blade, ranged combat can in-
leather.
clude attacks from a thrown rock to
Lower arms and shins need to be bare or
a steel-pronged crossbow, and every
protected by greaves.
conceivable thrown or launched mis-
Feet and hands need to be bare or protected
sile in between.
by leather boots or gauntlets. Sandals may be
Attacks may sometimes occur as
worn.
a single, sniper-like attack with no
A helmet may be worn, provided the face
chance for the target to react, but more
remains uncovered. A metal circlet is preferred
frequently the attack will be launched into a
and in this case protects the entire dome of the
scene of melee, or will perhaps lead to a me-
head.
lee situation. Such attacks are rolled with dice
Female characters need to fuflfill all of the
from the character’s Archery Pool (AP), con-
following for the rule to apply:
sisting of Aim + Missile Proficiency.
Shoulders and upper arms need to be bare.
For the latter case, ranged combat must
Either the chest must be protected by a mail
be integrated with melee combat, in order
or scale bikini, or both chest and abdomen by
to give archers and the like a place in the
a (tight) corset of leather or reinforced leather,
Order of Limelights. This spot in the Limelight
leaving bare the shoulders.
sequence is determined exactly as if the archer
Either the groin must be protected by a mail
was a melee combatant, with the same
or scale thong, or both groin and thighs by a
principles holding true for both partic-
kilt of leather or reinforced leather.
ipants.
Lower arms and shins must be bare or pro-
That is to say that sometimes, when
tected by greaves.
it is clear who is going first (for ex-
Feet and hands need to be bare or protected
ample when an encounter is initi-
by leater boots or gauntlets. Sandals may be
ated by a crossbow bolt from an
worn.
ambush), the ref will establish
A helmet may be worn, provided the face
the Order of Limelights by call-
remains uncovered. A metal circlet is preferred
ing up players in their logical
and in this case protects the entire dome of the
order.
head.
But, in those cases
where the sequence is
more random, players
will be called up to play

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out their characters’ Limelights or merely closer to the target is accom-
in ascending order of CG, as de- plished via a Terrain Check made with dice
scribed in greater detail in the sec- from the character’s AP.
tion on Limelight and the Combat The ref first announces the Challenge Level
Round earlier in this chapter. to get to closer range, or to achieve a free line
During his Limelight, a charac- of sight (rarely harder than Difficult, if even
ter intending to launch a missile at- that), and the player then attempts to pass the
tack can do so, provided he has the Check using dice out of his AP, rolling any
weapon at hand. amount of dice desired.
There is no preparation, loading, or aiming Success does of course mean that the char-
times, as a Limelight is considered a span of acter achieves his objective, while failure sig-
time sufficient to accomplish a significant nifies that he either must make the shot at lon-
task – and this certainly includes firing a ger range or has to contend with some cover
weapon, not merely preparing to fire it. obscuring the target, perhaps both – it never
As melee combatants move about during means that a shot is outright impossible.
their own Limelights, it will usually not be A Terrain Check can also be used when a
readily apparent at exactly what distance missile combatant is charged by an enemy and
they are from a missile combatant during the must shoot him down before being engaged in
missile combatant’s Limelight, and also not melee combat.
whether there is a free line of sight between In such cases, the ref decides the Challenge
the two. Level based on how close the charging party
The ref is thus called upon to decide currently is, and how ready the missile com-
these things based upon common batant is to fire.
sense, the players’ description Casting a spear that is ready in hand before
of their characters’ actions, one is engaged will almost never be harder
and also the scene’s dramatic than Average, while spanning and discharging
requirements. a heavy crossbow may be as difficult as Leg-
If the player of a missile endary, provided the attacker isn’t very far off.
combatant is not happy If, in the situation described in the preceding
with the ref’s judgement, he paragraph, both opponents are important PCs
can have his character move or NPCs, the Terrain Check is an Opposed one.
into a more advantageous fir- The charging combatant first declares how
ing position. many dice out of his MP he is going to spend
Such movement to get an so to engage before he can be fired at, and the
unobstructed line of sight, missile combatant then declares the number

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of dice from his AP he is going to spend. crossbows have realistic practical
Depending on the ref’s appraisal of the ranges that are only a fraction of that
situation (closeness of opponent vs. readiness maximum. Extreme ranges are for
of the missile weapon), one opponent will wide-shooting contests and battle-
likely need a QoS of just 1 to be successful, field area-fire, not for taking down
whereas the other may well need a higher individual targets.
QoS. Practical ranges vary from 2-100
Whether the situation is handled by an Op- meters, and are divided into Range
posed Check or not, victory on the part of the Bands from Point Blank to Extreme.
missile combatant will mean that he gets a What actual distance each Range Band sig-
shot in at practically point blank range. Failure nifies is different for each type of ranged weap-
does however signify that he will be engaged on.
before he can fire and that the Combat Round Weapons that are thrown in such a way that
immediately commences, with the missile they tumble while in the air (knifes and hatch-
combatant’s initial MP reduced by a number ets) have the least range, while those that
of dice equalling those spent from his AP on are cast to fly straight (spears and javelins)
the Terrain Check. middling range, and finally those that are
If he was trying to throw a spear or similar launched (arrows, bolts and sling stones) the
weapon useful in close combat, he may opt to greatest.
retain it in his hand, combat-ready, otherwise Each Range Band determines how
he is assumed to have realized in time that his difficult or easy it is to aim for a specif-
attempt to shoot his opponent would not pan ic body part by governing how many
out, has dropped his missile weapon and bare- dice from the AP must be spent for a
ly managed to whip out a melee weapon – if single +/-1 modifier on Table 4.5.
he has one. The Target Zone of a ranged at-
Range, like many aspects of Blade combat, tack is determined randomly by
is handled in a slightly abstract way. It depends rolling 2D6 on Table 4.5. A mis-
first and foremost on the principle that the ul- sile combatant does however
timate limitation to all range is human vision have some degree of control
- it doesn’t matter one whit that a heavy cross- over the exact Target Zone
bow may well be able to launch a bolt over by spending dice from
300 yards when one can’t clearly discern the his AP before rolling
target at such range. for the attack.
Even missile weapons with theoretical The number of dice
maximum ranges as long as some bows and needed to be spent for a

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single +/-1 move on Table 4.5 is or low. Apart from this free +/- 2, the cost
listed in each range band found for further desired modifiers is the same as
in Table 4.4. Also note that at Point Near range. This modifier does not have to be
Blank range, the missile combatant spent in full on Table 4.5; it can also be spent
receives a free modifier of +/-2; if in part or not at all, depending on the player’s
your target is right in front of you, wishes.
one is not likely to aim either high

TABLE 4.4 Range Band Modifiers


Ranges Types Range in Range in Range in AP cost for
Meters For Meters Meters for +/-1 move on
Thrown for Cast Launched Table 4.7
Weapons Weapons Missiles
Point Blank 2 4 6 free +/-2
Near 4 8 12 1 die
Medium 8 16 24 2 dice
Far 15 30 50 3 dice
Extreme 30* 60* 100* 4 dice
* Only hatchets and javelins can be thrown at Extreme range, spears and daggers are limited
to Far range. Shortbows, unlike other launched missile weapons, are also limited to Far
range.

Cover can complicate a completely block it, like foliage or a moving


ranged attack, and while crowd of people, does impart a negative mod-
some obstacles can be avoid- ifier to the AP.
ed by means of a Terrain Depending on the ref’s judgement of how
Check, this is not possible much the target is obstructed from clear view
in all cases – no maneu- by soft cover, this modifier can range from –1
vering in the world will do to –3 per line on Table 4.4. The possible modi-
away with the cover given fiers are therefore for example –1, –2, or –3 at
by a breastwork to defenders Point Blank range (line one on Table 4.4), and
manning a wall. –3, –6, and –9 at Medium range. It can range
Soft cover that merely ob- from a mild –1 for a target at Point Blank range
structs vision but does not past a single person moving through the line

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of sight, to a whopping –15 for which 4 dice are subtracted for firing into
a target at Extreme range that is a melee at Far range, and a further 3 dice
made almost invisible by the dens- for buying a +/–1 modifier on Table 4.5.
est of foliage. Otho Botches the attack roll with his re-
The rules for soft cover also ap- maining 6 dice, and has to reroll his attack,
ply if one wants to fire into an on-go- now with Galen as target. The 4 dice penalty
ing melee and hit one combatant for firing into a melee still applies, but the 3
while avoiding the other, which is of dice traded in for a +/–1 modifier don’t; his AP
course difficult due to the unpredict- is therefore 10.
able movements of both. Should the attack hit, the damage location
In such a case, the minimum penalty for will be determined randomly on Table 4.5,
soft cover (i.e. –1 per line on Table 4.4, ef- without the +/–1 modifier Otho had purchased
fectively –1 to –5) is used – and a Botch on for his original attack.
the attack roll should usually mean a hit
on a person the missile combatant does not TABLE 4.5 Ranged Attack Zones
wish to hit. Roll Location
If that happens, the attack roll is repeated.
2 Head (Area 13)
The original penalty dice for firing into a me-
Arm
lee still apply for this roll, but neither penal- 3
(Area 14, choose randomly)
ty dice for soft cover, nor any dice possibly
Arm
set aside for buying modifiers on Table 4.5 4
(Area 14, choose randomly)
do. Any such penalty dice on the original 5 Torso (Area 12)
roll are added to the new attack roll,
6 Torso (Area 12)
and any hit resulting from this
7 Torso (Area 11)
second roll applied to the
8 Torso (Area 10)
new target. The exact attack
9 Torso (Area 10)
location on the new target is
determined randomly on Upper Legs
10
(Area 9, choose randomly)
Table 4.5, with no modifi-
Upper Legs (
ers to this roll. 11
Area 9, choose randomly)
Example: Otho is throwing
Lower Legs
his dagger at Far range to aid 12
(Area 8, choose randomly)
his friend Galen in his me-
lee against two opponents.
Otho has an AP of 13, from

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Hard cover that cannot be fired through but moving, the mounted combat-
represents a more extreme problem for a ant’s Riding Skill aids him in remaining
missile combatant. If it can’t be circumvented the tactical master of the combat situ-
to get a clear shot, the attacker will just have ation. At the beginning of every Com-
to take his chances by investing heavily into bat Round, the mounted combatant
modifiers on Table 4.5 and hope that this mod- makes a Riding Check, unaided by any
ifier is sufficient to hit a location that is not PAs. The number of Successes on this
covered. Riding Check (or half their number if
Defending against missile attacks is of a DG Check is substituted for a Riding
course only possible against attacks that one Check) become bonus dice to the mounted
is aware of. It is preferably done with a large character’s MP for this Combat Round, useable
shield, or alternatively be evading. Details on solely for Terrain Checks. An exception to this
that process and its associated TNs can be limitation is Full Evasions and Bash or Stam-
found in the section on defending above. pede Maneuvers performed with the mount –
the bonus dice from the Riding Skill Check
IV. Mounted Combat can be used for these.
If the Riding Check comes up with no
In Blade the value of a mount extends far
Successes, the character’s MP for the Com-
beyond being just a means of transportation.
bat Round is penalized 1 die. In addition, an
In a game where bloody, brutal and action-ori-
immediate second Riding Check has to
ented combat is held in such high regard, it
be made. If this Check again comes
seemed only natural that mounted combat
up with no Successes, the character is
should be equally as exhilarating.
thrown.
Rider and mount are treated as a single en-
If a group isn’t bothered by the ab-
tity for the purpose of mounted combat. All
sence of the likelihood that a poor
combat actions, whether by the rider or by
rider receives no benefit from be-
the mount, and whether Maneuvers or Terrain
ing mounted and wants to speed
Checks, are performed out of the rider’s MP,
up resolution, this Riding Check
and the following rules apply while the char-
can be waived and bonus dice
acter is fighting mounted:
equal to half the mounted
If fighting opponents on the ground, the
character’s Riding Skill
mounted character receives +2 dice to his
level awarded as a flat
MP, as he is effectively attacking from higher
bonus every Combat
ground.
Round. In this case, low
For as long as the mount is not stationary
Riding Skill levels impart

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no benefit. Skill level 1 (or DG Check is an automatic Success.
1 or 2 in absence of the Skill) The character can, under certain circum-
penalizes the MP 1 die, Skill level stances, use his mount like a weapon. Only
2 (or DG 3 or 4) adds or subtracts a combat-trained mount can be made to kick
nothing, and Skill level 3 (or DG 5 at opponents on the ground, but pretty much
or 6) imparts a 1 die bonus. Riding any mount can be forced to ride down an op-
Skill levels 4+ impart the usual mod- ponent on the ground. To do so, the mount-
ifier of bonus dice equal to half the ed character can resort to the animal combat
level. Maneuvers Bash and Stampede, using his own
If the optional Encumbrance rules are be- MP for the attack, but his mount’s BN to deter-
ing used, a mounted combatant must only mine any hit’s Impact Rating. Bonus MP dice
pay the additional Evasion Activation Cost from the Riding Check can be used to deliver
from Encumbrance for Partial Evasion, and such attacks.
Duck and Weave. If he performs a Full Eva- If the character during a Combat Round per-
sion, he pays no additional Activation Cost, forms no other Maneuver but have his mount
no matter what his or his mount’s Encum- Bash or Stampede, he may use his Riding Skill,
brance. In addition, bonus MP dice from the plus any bonus dice derived from the initial
Riding Check at the outset of the Combat Riding Skill Check, in lieu of a weapon Profi-
Round are usable on a Full Evasion roll. ciency to calculate his MP for the Round.
If a mounted character’s only Maneuvers If a character performs both a Bash or Stam-
for an entire Combat Round are Full Eva- pede with his mount and any weapon-based
sions, he may use his Riding Skill, plus Maneuver, the usual mechanic for switching
any bonus dice derived from the initial Proficiencies during a single Combat Round is
Riding Skill Check, in lieu of used, again treating Riding Skill plus bonus dice
a weapon Proficiency to cal- from the Skill Check like a Proficiency: The MP
culate his MP for the Combat is re-calculated based upon the new Proficien-
Round. cy used. If the MP based on the new Proficiency
If the optional Fatigue is lower than the one based on the original one,
rules are being used, a the current MP is immediately penalized by the
mounted combatant needs difference in the pool sizes.
one Success less at the BN A Bash with the mount can never be per-
Check to avoid Fatigue than formed as a rideby attack, and a Stampede
suggested by his Encum- with the mount may only be performed as a
brance. In many cases this rideby attack (see below).
will mean that the BN Some common sense is required in adjucat-

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ing what Maneuvers are or aren’t possible Partial Evasion can both be thought
in mounted combat, with a few pointers be- of as being performed either by the
ing given here: rider alone, without moving the
Unless using weapons of at least very Long mount much, or as being performed
Reach, attacking Target Zones 1, 6, and 8 of an by moving the entire mount. Evasions
opponent on the ground should be impossible performed by moving away the entire
for a mounted combatant, and carry an addi- mount, no matter with which of the
tional Activation Cost of 1 for even these weap- three evasive options, are also the only
ons. Attacking Target Zones 2 and 9 should be means by which attacks directed against
impossible with weapons of a Reach shorter the mount can be defended against. Neither
than Long and carry an additional Activation blocking nor parrying such attacks is possible.
Cost of 1 even for them. Some attacks can be
declared outright impossible (e.g dagger thrust 1. Rideby Melee Attacks
at the groin). Canny horsemen will use their mount’s
Conversely, a combatant on foot will not speed to to quickly strike and swoop out
be able to attack a mounted opponent with again before their opponent has a chance
swings aimed at Target Zones 4 or 5, unless to retaliate. This requires that the mount be
he is using a weapon of at least Long Reach moving at least at a canter, preferably a gal-
and paying an additional Activation Cost of 1. lop, and is performed as a Terrain Check, un-
Thrusts at Zone 13 should require an addition- less the opponent who is about to be at-
al Activation Cost of 2 for weapons with Reach tacked while being ridden by does not
Hand and of 1 for weapons with Reach Short, object to this; in this case, no Check
and thrusts at Zone 12 should require an addi- is necessary and a one Exchange long
tional Acitivation Cost of 1 for weapons with combat is conducted, as if the rider’s
Reach Hand. Some attacks can be declared Terrain Check had been victorious.
outright impossible. Against unimportant NPCs, this
If a combatant on the ground is being at- Check is an Unopposed one. A
tacked with a rideby Stampede and also de- single Success on the rider’s part
clares an attack as his action for Exchange
will limit the Combat Round
One, he may only target the mount, not the
to a single Exchange
rider.
as the mounted com-
If a mounted combatant performs an Eva-
batant swoops past his
sion, keep in mind that Full Evasion is always
opponent. If no Success
thought of as being performed by moving
is achieved, the Combat
away the entire mount, Duck and Weave and

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Round lasts the usual two Ex- change of a rideby attack, the combatant
changes. with the longer weapon performs his attack
Against an important PC, the at the optimum Reach for his weapon. If the
Terrain Check is an Opposed one. combatant with the shorter weapon attacks as
The party that is ridden by first an- well, and happens to attack fractionally before
nounces a number of dice from his his opponent, either by winning the Opposed
MP to prolong the contact with the Reflex Check or by Stealing Initiative, he at-
mounted opponent, who then sets tacks at the Reach of his opponent’s longer
aside a number of dice from his MP weapon, with all attendant penalties. Inde-
in opposition. If the party wishing to prolong pendently of this attack hitting or not, the op-
the contact is victorious, the Combat Round ponent with the longer weapon attacks at his
has the usual two Exchanges, if the result is own optimum Reach.
a tie or a victory for the mounted party, it is If a second Exchange is being fought, this
limited to a single Exchange. takes place at the optimum Reach for the
No matter whether the Combat Round of weapon of the combatant on foot, or at the
the rideby attack last for one or two Exchang- Reach of the shorter weapon if both combat-
es the bout is over at the end of the Com- ants happen to be mounted.
bat Round as the mounted combatant rides
away, possibly to turn around his mount for 2. Jousting
another rideby. The following mechanics are used to sim-
If both combatants are mounted and ei- ulate a joust between two knights or similar
ther stationary or going in the same di- opponents who are both armed with lances.
rection, a rideby attack is not possible If only one of the combatants is using a lance,
and a normal, multi-Round normal mounted combat rules for rideby at-
combat is conducted. If they tacks are used, of course with the mount’s full
are not going in the same di- BN being used instead to calculate the Impact
rection, it is automatically a Rating, as per the description of the lance in
rideby attack of either one the Appendix.
or two Exchanges, depend- A knightly joust, whether for sport or actual
ing on the outcome of the combat, is a rideby attack unresisted by both
Terrain Check, provided the combatants and handled in three stages:
Check is not forgone by both The charge is the usual Riding Check at the
riders being equally desirous beginning of the Combat Round, but this time
to limit their contact. performed as an Opposed Check. The QoS is
During the first Ex- applied twice – once as an MP bonus for the

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winner and once as an MP penalty for the Check, with the Successes required
loser. These dice can not only be used for being equal to (3 – his Block QoS).
Terrain Checks, but become regular parts of Failure means that the combatant is
the MP, usable without restrictions. unhorsed. If one combatant fails to
The clash sees each opponent declaring a block his opponent’s lance with his
Simultaneous Block/Strike and dividing his shield, he makes a Riding Check with
dicepool in any way they choose between at- 4 Successes required, and also suffers
tack and defence. If the joust is for sport, no ini- damage from the hit. With prepared
tiative is determined – both attacks are thought jousting lances, the damage caused
to occur at the same time. If the joust is for is half of (mount’s BN +1) Blunt, instead of
combat, there are also no Reflex Checks made mount’s BN +1 Piercing.
to determine which attack occurs fractionally
earlier, but Stealing Initiative is allowed. If no- 3. Mounted Archery
body attempts to Steal Initiative, both attacks Firing any type of missile, not just arrows,
occur simultaneously. from a mount moving at speed is a tricky
The check occurs only in sporting jousts; in thing. Any character attempting to do so
case of a combat joust, damage is determined cannot use his Missile Proficiency at a rat-
as normal. For formal jousts, with lances pre- ing higher than he has in the Skill Riding, that
pared to break, each opponent makes a Riding is, to a theoretical maximum of 9. Should the

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character lack formal training from the Chanfron and protects the chest
in the Riding Skill, his useable of the horse down to the top of its front legs.
Proficiency is instead capped at It may be had in either leather (with or without
half his DG. metal reinforcement), scale, lamellar, maille or
Speeding chariots are a slightly plate.
more stable archery platform than The croupiere protects the horse’s hind
galloping horses or similar riding quarters. It can be made of leather (with or
animals. The same rules apply as for without metal), scale, lamellar, maille, or plate.
firing missiles from horseback (using The saddle is what the rider sits on. It has a
Charioteering instead of Riding, of course), high cantle and pommel to prevent the rider
but the thresholds are increased by 1 point. from being unseated, and is built on a wooden
Firing missiles from a chariot is thus done frame that supports more weight from a rider
with armor and weapons. Saddles are made
at a Proficiency no higher than Charioteer-
of wood and many layers of thick and tough
ing+1, or (DG/2)+1 if the Skill is unknown.
leather and protect part of the mounts back
In any case, missile weapons that require
like leather lamellar armor.
both hands to use may never be fired by the
The flanchard is attached to the side of the
driver of the chariot himself, but only by a
saddle, then around the front or rear of the
passenger.The passenger’s applicable Missile
horse and back to the saddle again, protect-
Proficiency is also limited exactly as outlined
ing both sides and back of the mount. These
above.
are either metal plates riveted to leather (pro-
tecting like brigandine), or else scale, lamellar,
4. Barding
or maille. The use of such armor requires that
Barding is armor for horses, a saddle, croupiere and peytral also be used,
granting them some measure as the flanchard needs to be attached to those
of protection in battle. items.
The criniere is a set of The cuissart and grevíere are greaves for
lamellar, scale, maille, or the upper and lower legs of a horse, respec-
segmented plates that pro- tively. They come in sets of four and must be
tects the horse’s neck. carefully attached to the horse’s leg. Very thin
The chanfron protects the metal plating is used, and neither of the two
horse’s face. It is made of guards the knee or hoof.
plate, lamellar, or scale and The AV provided by barding is identical to
often includes cheek plates. the AV of the corresponding armor pieces for
The peytral hangs down humans, found in Table 4.3.The sole excep-

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tions are cuissarts and grevíeres, which may better serve instead of a tem-
using only very thin plate, protect with only plate – hits to birds and snakes can for
AV 5 against Piercing and AV 3 against Blunt example be allocated quite easily.
damage. For quadrupeds of all sizes, a sepa-
rate target location template is how-
ever provided.
V. Animals in Combat
No separate Wound Tables for an-
In Blade, common animals of the wild are, imals are provided. Instead, just use
after men, the second most common combat the human ones and interpret the results
adversaries of PCs, and much more common with a bit of common sense.
opponents than monsters or supernatural crit- KD against quadrupeds is the one wound
ters. Referees are therefore advised to some- result that usually needs modification. As long
what ignore the actual behaviour of real-world as all four legs of a quadruped are function-
animals. ing without great impairment (i.e. no wound
The latter have learned to fear man and greater than level 3 to any leg), KD success
usually only attack him under exceptional requirements for any wound received is re-
circumstances, and then as a last resort. The duced by 2.
world of Sword & Sorcery being the ferocious If one leg is already impaired, KD is ap-
place that it is, it is therefore absolutely appro- plied normally, and if two legs should already
priate to reduce this natural fear. Here, man be impaired, and the animal is still ag-
may very well not be simply prey of the very gressive, KD success requirements are
last resort for packs of wolves, bears, tigers, increased by 2.
and other predators, but may actually be well
within their normal range of prey. LARGE ANIMALS AND
Still, while wild animals of the Sword & WOUNDS
Sorcery genre are often more aggressive, they Wounds to animals are calcu-
should not be portrayed as universally rabid. lated exactly like wounds against
In most cases they should not be portrayed as humans, but for large animals
fighting to the death. that are much more massive,
A single level 3 wound should be enough this may yield odd results.
to drive off most animals, unless they are for For those animals, final
some reason truly desperate. Wound Levels suffered
In targeting animals with attacks, the hu- after subtraction of half
man Target Zone template will usually not be BN and AV should be
appropriate. In many cases, common sense halved.

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For example: The wound
result of a large Grizzly bear’s
level 5 wound would be further
reduced to a level 3 wound (5 di-
vided by 2 = 2.5 which then rounds
up to 3).
As a rule of the thumb, this ap-
plies to wounds to the torso (not
head and limbs) to all animals larger
than a pony, and for all wounds (including
both head and limbs) to any animal the size
of a rhinoceros or larger.
As an optional rule for those who want
added realism (and added complication),
all Piercing damage that would simply be
halved due to a target animal’s large size is
increased by +1 before being halved.

HUGE ANIMALS
Even though such creatures are rarely en-
countered in Sword & Sorcery, some refs
might want to utilize truly huge creatures
as opponents for their PCs. A creature
that is at the very least as big
as a rhinoceros may engage
more than one PC at once,
provided its build does log-
ically allow for this. A giant
octopus creature might for
example engage several PCs
simultaneously, as might a
tyrannosaur, biting one and
kicking another opponent,
but a giant wolf, lacking

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multiple modes of attack, might not. occur at the same time, but simulates
A creature able to engage more than how one character’s efforts in fighting
one PC at once can within one and the same a huge animal carry over to dramati-
Round of Limelights act upon more than just cally aid his comrades’ efforts.
one PC’s Limelight. During how many PCs’ If this optional rule is being used,
Limelight it could act, and how many PCs it the huge creature’s MP is not reduced
could thus engage, will have to be adjucated by 2 dice per opponent after the first,
by the ref on basis of the creature’s size and but by only 1 die per such opponent.
physical shape.
The creature need not split its MP between FIGHTING ANIMALS
the Limelights, but gets its full MP against ev- Animals do not use the normal Offensive
ery PC. However, the MP is reduced by 2 dice and Defensive Maneuvers of humans, but their
for every PC after the first the creature engages. own take on some of them, or Maneuvers en-
This penalty does not become bigger by 2 for tirely exclusive to them. By and large, ani-
every additional PC’s Limelight during which mals that enter combat at all fight very ag-
the creature acts, but is applied to its MP for all gressively, using the better part of their MP
Limelights equally. for offence. The single defensive action they
Example: Otho and Rufo are fighting a gar- have at their disposal is Evasion, though they
gantuan crab-demon huge enough to act on do tend to make quite liberal use of the Evasive
both the PCs’ Limelights, attacking each of Attack Offensive Maneuver.
them with one of its pincers. The demon’s MP
is 15, but this is reduced by 2 for fighting a ANIMAL MANEUVERS
second PC; its effective MP against both Otho
and Rufo is 13. Bash: Most kicks by hooved animals
If the discontinuity between a huge crea- are handled by the Bash Maneuver,
tures’s various combats in any given Round of but it may also be used for power-
Limelights and the lack of cooperation among ful tail swipes or for example for a
its opponents worries a group, the following hit by an elephant’s trunk.
optional rule may be used: The Bash may also be used
The huge creature’s MP for any given by horned animals to butt
Limelight is penalized by the sum of the to- opponents with their
tal Wound Levels it has suffered previously horns, for either Blunt,
during the same Round of Limelights. This is a or, more rarely, Pierc-
slight violation of the basic principle that the ing damage, depending
Limelights of any given Round of Limelights on the beast in question.

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This type of attack carries an Bite: A simple bite, with most damage
additional 1 MP Activation Cost being Cleaving. Metal armor offers very
(i.e. 1, or 2 in case of an attack good protection against bites.
causing +1 damage). Note that the Claw: A swipe with claws usually inflicts
option of spending 1 MP to increase Blunt damage with some additional Blood
the attack’s DR by +1 is not available Loss, but may with some rare animal’s long
if the attack causes Piercing damage. talons inflict Cleaving damage instead. Metal

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armor protects very well against animal The location of this Blunt damage
clawing attacks. depends on the circumstances. With
Constricting: Some animals kill their prey snakes, it will usually be to the lower
through constricting them. Prime examples abdomen or the legs, with a bear hug
are of course the many forms of large snakes, to the chest.
but this form of attack may, at the referee’s dis- Evasive Attack: This Offensive Ma-
cretion, also be available to bears, if he desires neuver is used quite extensively by
to include the (in)famous bear hug attack in animals. It functions exactly as for hu-
his game. mans, i.e. the animal spends the Activa-
To use the Constricting Maneuver the beast tion Cost of 1 MP die, and additional dice as
must first have made a successful grapple at- desired. The enemy’s ATN is increased by the
tack on an opponent, though a bite attack may number of additional dice thus spent, whereas
be substituted for animals like snakes that can the animal’s own ATN is only increased by half
establish the initial hold by biting. the number of the additional dice.
Once the hold is established by the use of Grapple: Animals do use the Grapple Of-
the Grapple (or Bite) Maneuver, the animal may fensive Maneuver, but what they do with a
attack by use of a Constricting Maneuver each grappled opponent is different from what
Round, free of Activation Cost. MP dice are as- humans may choose to do.
signed for the attack, and the constricted op- A beast may not choose to immobilize a
ponent assigns any number of MP dice for the grappled opponent, but it may attempt
defense (remember that a grappled opponent to throw him to the ground or to break
must use his Wrestling Proficiency to calculate the grappled limb. In addition, certain
his MP). Both parties roll against TN 7. types of animal have other options as
If the defender is victorious, he breaks free well: Snakes may attempt to crush
of the constriction and normal melee combat the opponent to death, felines may
resumes at Reach Hand, with the victorious rake him with their hind claws,
defender now having initiative as aggressor. and canines may worry him with
If the attacker ties or is victorious, he inflicts their powerful jaws. Details can
Blunt damage on his opponent. The amount of be found under the respective
damage inflicted is calculated without use of Maneuvers.
QoS or AV simply by subtracting half the de- Beasts that can ei-
fender’s BN from half the attacker’s BN, with cu- ther use the Constrict-
mulative +1 added for every subsequent Round ing, Raking, Pouncing,
of constriction. The Wound Level inflicted may or Worrying Maneuver
however not surpass the constrictor’s QoS. may use a successful bite

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attack to enter a clinch. They The amount of damage inflicted is cal-
can do this by attacking normal- culated without use of QoS or AV simply
ly with the Bite Maneuver and sim- by subtracting half the defender’s BN from half
ply declaring after a successful hit, the attacker’s BN.
even one causing no wound, that Should the attacker be considerably heavier
they won’t let go. This immediately than the defender (more than twice as heavy),
establishes a clinch, though one in +1 is added to this damage; if the attacker is
which the animal does not receive considerably lighter (less than half as massive),
the establishing attack’s QoS as bo- -1 is subtracted. The Wound Level inflicted
nus dice on its subsequent MP, as would be may however not surpass the Pouncing ani-
the case with a clinch entered by use of the mal’s QoS.
Grapple Maneuver.
Pouncing: Some animals such as tigers
are quite proficient at surprising a victim
by leaping upon them, using their consider-
able mass coupled with speed of impact to
stun their prey. This gives the Pouncing ani-
mal a decided advantage in the Bite Maneu-
ver that inevitably follows. All dice assigned
to Pouncing are checked against TN 7 and
can be defended against by only by Evasion
(target must probably first pass a Surprise
Check to be aware of the Pounc-
ing animal and evade
it).
If the Poun­
cing attacker
is victori-
ous, he
inflicts
Blunt
damage
on his op-
ponent.

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The location of this Blunt damage de- Raking: Felines are especially fond
pends on the circumstances. With tigers for of this Offensive Maneuver, one that
example, it will usually be to the Shoulders, can be considered an option of the
Chest, Ribs, or Abs areas. Grapple Maneuver available to them.
A successful Pounce attack also requires Any time the animal is in a clinch
the opponent to pass a Knockdown Check with its opponent, whether this clinch
with a Challenge Level equal to the Pouncing was established by use of the Grapple
attacker’s QoS. If the Pounce is successfully or the Bite Maneuver, it may pay an
defended against (i.e. evaded) in such a way Activation Cost of 1 MP and attack with
that initiative passes to the defender, the melee its hind claws. Such an attack does not in itself
continues with Reach now set at Hand, and break the clinch.
the defender as the new aggressor. Stampede: Certain animals (such as bulls)
are able to attack opponents by charging and
running right over them. This requires a run
up and the expenditure of 1 MP Activation
Cost and can only be defended against by
Evasion.
The attack is rolled against TN 7, and in-
flicts Blunt damage with DR 0, or DR +1 if
the beast has substantial horns. KD from
this attack is increased by +1 to a min-
imum of 1, and the Check to avoid KD
is not made against the standard TN 7,
but against 6 + QoS on the attack roll.
If the stampede is successfully
defended against (i.e. evaded) in
such a way that initiative passes
to the defender, the follow-up
attack of the new aggressor
is made at +1 ATN. This is
due to the stampeding
animal’s speed car-
rying it quickly out of
range of any attack.

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Swooping: Swooping is the checked against TN 7 and can be defend-
favourite attack of birds and ed against by Blocking or Evasion, but not
other, sometimes larger, airborne by Parrying.
attackers. Essentially, it’s a fly-by A successful Take Down attack causes no
claw attack. damage, but requires the opponent to pass
To initiate the Maneuver, the avi- a Knockdown Check with a Challenge Level
an aggressor announces a Swoop. equal to the Take Down’s QoS.
His opponent then declares any Animal that are used to working as a team,
number of dice from his MP to pro- like packs of canines, may combine forces to
long the contact with the avian, who then Take Down an opponent. Knockdown Checks
sets aside a number of dice from his MP in must be made against every individual Take
opposition. Those dice are rolled in an Op- Down, but for every previous such Knockdown
posed Terrain Check. If the Swoop’s victim Check passed in one and the same Exchange,
is victorious, the Combat Round does have the Challenge Level of the Knockdown Checks
the usual two Exchanges, if the result is a tie against Take Down is increased by +1.
or a victory for the avian it is limited to a sin- Worrying: Certain beasts, particularly ca-
gle Exchange. nines and certain large felines, have extremely
Whether the avian is successful on Swoop- strong jaws. Once such an animal has made a
ing or not, it now has initiative as aggressor successful bite attack on an opponent, it may
at its optimum engagement Reach. An oppo- choose to hold on, thereby entering a clinch,
nent conscious of the attack may of course and to “Worry” the attack (meaning that it
attempt to Steal Initiative or simply de- locks its teeth and shakes its head).
clare as aggressor as well, in which On the exchange following a successful bite
case his attack will only be re- attack, the animal may assign any number of
solved after the Swooping at- dice to the Worrying Maneuver. The opponent
tack and at the avian’s Reach. may assign dice from his MP, but as he is now
Take Down: Some ani- in a clinch, his MP is based upon his Wrestling
mals are especially adept Proficiency. Should the bitten opponent wish
at bringing an opponent to go on attacking the animal, he is allowed
down to their level, either by to use his weapon MP instead, but in this case
launching their mass at him, may not assign more dice to resisting the Wor-
or by attacking his legs, or by rying than the value of his Reflex score (plus
cunningly unbalancing him. any PA dice figuring in the MP).
The dice assigned to the Both opponents roll against TN 7. If the
Take Down Maneuver are worrying animal is victorious, the wound in-

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flicted by the previous bite becomes ag- PACK TACTICS
gravated by one Wound Level, with all at- Many animals naturally tend to
tending penalties, including Pain, BL, and KD, form communities. Very strong ties
but excluding Shock and KO. The animal may are often formed especially in the
choose to hold on and continue with the Wor- case of canines (including wolves,
rying Maneuver, or it may let go. hyenas, jackals and the like) and some
If the Check is tied, the wound does not be- wild cats (tigers and leopards, especial-
come worse, but the animal may choose to let ly). Such animals are highly effective at
go or hold on as above. working together to bring down foes.
If the defender is victorious, he breaks free If a pack or team of animals is fought, and
and the melee continues with Reach now set the number of combatants on both sides are
at Hand, and with him as the new aggressor. roughly equal, the combat is handled as usual,
The victim of a Worrying may attempt to but if the animals clearly outnumber their op-
attack the animal with the part of the MP he ponents, the rules below should be used. In
does not set aside for resisting the Worrying, such cases, predators, who are very cunning
after the Worrying attack has been resolved. at evaluating prey, will always concentrate
Such an attack is made at Reach Hand and their surplus number on the weakest victim,
carries an additional Activation Cost equal to while more dangerous ones will simply be
half the animal’s QoS on the Worrying Check, kept in check by a single animal each. These
plus the usual Activation Cost for declaring an single beasts will not expose them-
attack as defender (i.e. half the aggressor’s DG selves by fighting offensively, but will
score). If this Activation Cost reduces his MP to merely attempt to stall their opponent
0 or below, he may not attack. until their comrades bring down the
While holding on to the prey, the worry- weaker prey.
ing animal can defend only by use of Duck & Swarming: Animals fighting in
Weave. Whether it is hit or not, the animal will packs are extremely good at sur-
retain initiative as aggressor and will not be rounding an opponent, and at-
forced to let go, though may of course choose tacking him from different sides
to do so. Apart from possibly killing the beast at the same time. Up to four
or wounding it seriously enough to drive it off, medium sized animals
the use of attacking and wounding a worrying (such as wolves) may
beast lies in the dice it will lose from it MP for attack an opponent,
the next Worrying attack. rather than the usual
limit of three.

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Baiting: This is a form of ship, two pursuing Pictish savages catch
feint used by a group of animals up with him on the rocky beach and rush
working together closely. him.
The beast using the Baiting Ma- Skold Skullsplitter:
neuver pays an Activation Cost of 1 BN 7, DG 6, CG 5.
die, but declares another Offensive Ref 6, Pole-arms Proficiency 10, PA bonus
Maneuver. Once the defender has dice 3, MP 19.
assigned dice to the defence, the Sleeveless metal scale shirt down to (and in-
Baiting Maneuver is revealed for what cluding) groin (Piercing AV 4).
it is. The baiting beast may now add any Metal helmet for top of head only (Piercing
number of dice to the attack, at an addition- AV 6).
al Activation Cost equal to half the number Long-hafted axe, used two-handed (Reach
of dice added. The initially declared Offen- M: ATN 7, DR +2, DTN 7; Reach L: ATN 8, DR
sive Maneuver is then rolled and defended +3, DTN 8; DR +1 against armor, Shock +1)
against as usual. Pictish savages:
If the defender wins the Opposed Check, BN 5, DG 5, TY 5, CG 5.
he takes initiative as normal. If the aggressor Ref 5, Kdown 5, Spear & Shield Proficiency
ties or wins, no damage is dealt, as the entire 5, MP 10.
attack was only a ruse to draw out the defend- Short-sleeved leather jerkin down to (and
er. Instead, the defender loses dice equal to including) groin (Cleaving AV 2).
the aggressor’s QoS from his MP for either Hardened leather helmet for top of head
the following Exchange, or the following only (Cleaving AV 2).
Round if the current Exchange was this Short spear, used one-handed (Reach M,
Round’s last one. ATN 8, DR +1, DTN 7).
Small shield (DTN 6).
As the Picts rush at Skold, the ref informs
VI. An Example the player that the combat will take place on
of Melee particularly bad footing – the wet rocks of the
Combat beach – necessitating a deduction of 2 dice
Skold Skullsplitter, the from all combatants’ MPs, bringing them down
Danish reaver, has just to 17 and 8 respectively.
plundered some foul deity’s At the outset of Combat Round One, the ref-
sacred jewel from its shrine eree declares that the Picts’ charge puts them
among the Orkneys. Trying into an aggressive stance and that Skold, see-
to make his way back to his ing them rush at him, has time to prepare him-

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self and declare a stance as well. Wanting MPs receive 2 bonus dice each, for
to finish this combat before more Picts can 14 and 10 respectively.
arrive, the player has Skold assume an aggres- With both combatants attacking,
sive stance as well and also announces that an Opposed Reflex Check will de-
Skold is going to move in such a way that one termine who attacks fractionally first,
Pict is between himself and the other, prevent- but Maneuvers and dice must be as-
ing the second Pict from attacking him right signed before this Check. The player
away. This necessitates an (Unopposed) Ter- announces a Cleave from diagonally
rain Check, with a single Success required. The above at the Pict’s head and shoulders
player commits 5 dice (taking his MP to 12) (Target Zone 4) for 11 dice, executed at Long
and rolls, achieving 4 Successes (1, 10, 10, 11, Reach. The ref declares a Thrust at the groin
11), for now easily avoiding the second Pict (Target Zone 10) for all the Pict’s 10 dice.
among the rocks and boulders. Both combatants’ Reflex is then Checked,
The Pict’s intention to attack is apparent with a TN equal to their weapon’s ATN; as
from his ferocious charge, and the player de- the Pict’s spear has Reach M and Skold axe
clares Skold as attacker as well. As both com- Reach L, Skold receives a +1 die bonus and
batants have assumed aggressive stances, their the Pict a corresponding 1 die penalty. Skold

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rolls 7 dice (Reflex 6 +1) against termine the exact hit location, achieving a
TN 8, achieving but 1 Success 3 for a result of a cross-cut across the Pict’s
(1, 2, 4, 5, 6, 6, and 9). The Pict chest, which is protected by his leather jerkin.
rolls 4 dice (Reflex 5 –1) against The Impact Rating is determined by then
TN 8, achieving 4 Successes (8, 11, taking the QoS (5), adding half BN (4), and
12, 12) – the Pict goes first! adding DR (3 +1 for striking armor), for a total
The player has however an ace of 13. From this Impact Rating is subtracted
up his sleeve and has Skold attempt half the Pict’s BN (3) and his chest AV (2), for
Stealing Initiative. He pays the Activa- a remaining total of 8, corresponding to the
tion Cost of 2 dice (half opponent’s SY), and maximum Wound Level of 6. As the Pict is just
after his previous bad luck decides to play a mook, the Level 6 injury kills him instantly,
it safe and purchase 1 bonus die for the without any need to consult the Wound Tables.
Check, for a total Activation Cost of 3 dice. As Skold has neither MP nor opponent
This uses up the uncommitted remainder of remaining, there is no second Exchange to
his MP. The Pict checks DG, with a flat pen- this Combat Round, and the second Combat
alty of 1 for having the weapon with short- Round commences with the remaining Pict
er Reach, and Skold his own CG, with a flat charging Skold across the rocky beach. The ref
bonus of 1 for having the weapon with the decrees that all fighters still have to deduct 2
longer Reach, and the 1 purchased bonus die. dice from their MP for treacherous footing, and
Skold thus rolls 7 dice (CG 5 +1 +1) against a that Skold can only just turn in time to receive
static TN 7, achieving 3 Successes (2, 2, 5, 5, the charging Pict and cannot thus assume a
8, 9, 11). The Pict rolls 4 dice (DG 5 –1) stance. He announces that the Pict’s charge ef-
against a static TN 7, achieving 2 Suc- fectively puts him into aggressive stance.
cesses (3, 4, 10, 11) – just as Combat Round two starts with the declara-
the Pict thrusts with his spear, tion of attack or defence. The Pict is declared
Skold’s axe comes down hard. as aggressor, granting him 2 bonus dice from
Skold attacks with the MP stance for a total MP of 10, and Skold as de-
dice previously committed, fender. Next, the aggressor declares Maneuver
rolling 11 dice against ATN and assigned dice – he declares a Thrust with
8 and achieving 5 Successes 7 dice at Skold’s crotch (Target Zone 10). Smil-
(1, 1, 3, 3, 5, 6, 8, 9, 11, 11, ing evilly, Skold’s player declares a Counter,
12). The Pict cannot defend, paying the Activation Cost of 3 dice and as-
so the attack QoS is 5. The signing 10 of his remaining 14 MP dice to it.
player rolls d6 on the Cleav- The Pict rolls his assigned 7 dice against
ing Damage Tables to de- ATN 8, with a penalty of 1 for having a weap-

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on one Reach increment shorter than The Impact Rating is determined
Skold, for a total of 6 dice, and achieves 3 by taking the attack QoS (2), adding
Successes (1, 4, 6, 9, 10, and 11). Skold’s play- half BN (4) and weapon DR (3), for
er rolls the assigned 10 dice against the axe’s a total of 9. From the Impact Rating is
DTN of 8, as per the Counter rules, achieving subtracted half the defender’s BN (3),
4 Successes (4, 4, 5, 6,7, 7, 8, 9, 9, 10). With for a net total of 6, once again enough
a defense QoS of 1, a sweep of the axe knocks to kill a mook like the Pict without
aside the thrusting spear harmlessly and the the need to look up the injury on the
attacker now on Exchange Two assumes the Wound Table.
role of defender (with Counter, even a defense Exchange Two of Combat Round Two ends
QoS of 0 would allow him to do so). with the second Pict falling down dead or dy-
Exchange Two commences with Skold as- ing.
suming the role of aggressor. The Pict has 3 Combat Round Three begins with the refer-
remaining MP dice and so Skold 4, but as per ee announcing that the 2 dice penalty for bad
the Counter rules, Skold receives dice equal to footing does not apply to the prone Pict, but
the total Successes in the countered attack as that Skold is still on bad footing; as he is the
bonus dice for his follow-up attack; as the Pict only combatant standing, he does not simply
achieved 3 Successes, so Skold now receives 3 subtract 2 dice, but rather must pass a Terrain
bonus dice, for an MP of 7. Check to avoid falling. The Pict is prone and
The Exchange begins with the declaration thus at half MP, for an MP of 5. To this,
of attack, with the player declaring an attack Shock 15 from the preceding Exchange
with all 7 dice, randomly as per the rules for is applied; Thus bringing the Pict’s MP
the follow-up on a Counter. A d12 is rolled on to 0, and the remaining 10 dice added
Counter Table 3.3 to determine the exact na- as bonus dice to Skold MP against the
ture of Skold’s attack, and yields a result of 2, Pict, raising his MP for the Combat
a cross-cut at thigh height. The Pict declares a Round to 27.
Block with his remaining 3 dice as his defense. Two Picts charged Skold Skull-
The player rolls the assigned 7 dice against splitter. He wheeled, getting one
ATN 8, achieving 4 Successes (2, 6, 7, 8, 8, 8, between himself and the oth-
11). The Pict rolls 3 dice against his shield’s er. Skold then brought his
DTN 6, achieving 2 Successes (2, 8, 10), for axe down a mere blink
an attack QoS of 2. The player rolls d6 on the of an eye before his
Cleaving Tables to determine exact hit loca- Pictish opponent’s spear
tion, achieving a 4 for a cut to the thigh, which thrust hit home, cleaving
is unarmored. the savage’s chest to the

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spine and knocking him to the around in a narrow arc, dipping under the
ground dead. He then wheeled shield’s rim to sever the Pict’s leg just below
to receive the second Pict, coolly the crotch. With the fallen Pict screaming on
swept aside his opponent’s spear the ground and spurting out his life in but a
thrust with his axe, and in the same few heartbeats, Skold leaves the scene of car-
fluid motion brought the weapon nage.

This concludes Chapter Four

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Jeffrey Quigley (order #6792937)
As it neared, Druss saw that Shaoshad’s description was correct in every detail: two
heads, one a bear, the other a serpent. What Shaoshad had not conveyed was the sense of evil
that radiated from the demon. It struck Druss like the numbing claws of a winter blizzard,
colossal in its power, dwarfing the strength of Man.
The bridge had narrowed here to less than ten feet wide. The creature coming slowly towards them
seemed to fill the gap.
“May the Gods of Stone and Water smile upon you, Druss!”, whispered Oshikai.
Druss stepped forward. The beast gave a terrible roar, thunder deep and deafening. The wall of sound
struck the axeman like a blow, pushing him back.
The beast spoke: “We are the Great Bear, devourers of souls. Your death will be agonizing, mortal!”
“In your dreams, you whoreson!”, said Druss.

David Gemmel, “The Legend of Deathwalker”

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“Crossing the trackless wastes of this land I have learned harshly the small truths of armor in
cowardice, and the vile deceit of secrecy in weakness… alas, only honest steel grants victory or
death!”
Goran Karr of Khazistan, Warlord of the Barren Reaches

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I. Travel, Scene like short film clips, and whose single
Framing, and Scene purpose is to move the characters from
Requests one scene to the next.
For example if the characters are
From our point of view, travel in Blade, traveling by ship, the ref could take
whether by land or sea, should normally be a few minutes to describe the terrif-
abstracted by the referee to a large degree, ic storm that batters the ship, the 15
and thus there are no movement rates listed meter high waves that break over the
in Blade for such activity. This snipping out vessel’s bow, and the sodden miserable
of mundane elements of travel falls under the attempts of the characters to grab but a few
collective tent of Scene Framing. precious hours of sleep.
With Scene Framing, the referee carefully Taking a few moments to describe such a
prunes out much of the typical flow of descrip- scene, as well as giving the players a chance
tions of what happens to the characters, and to role-play their characters shouting a few
instead focuses his energy on scenes that are choice epithets at the heavens, can simulta-
directly linked to the player’s PAs, and thus neously serve both the color of a setting and
their interests. the advancement of the story.
Bear in mind that even with Scene Framing This brings us to the Drama Attribute,
none of the game is actually being skipped. which is a great tool for Scene Framing, whose
Instead, arbitrary events are simply not played use should be encouraged for players
out center-stage within the group’s Blade story. (with the approval of their teammates!)
While seemingly counter-intuitive, we urge as a powerful tool for moving a scene
referees to embrace this by largely refraining forward (much like the Fast Forward
from the lengthy setting descriptions that are button on a DVD player!).
typically employed to increase a setting’s im- To advance a scene, the simple
mersion factor. expenditure of one Drama point
This of course will involve having a dia- should be an ample fee. The ref-
logue with your gaming group to best deter- eree can then bring the current
mine how much setting description they want scene to a close as soon as
for their Blade experience. practicable, and move on
We respect the fact that some groups tru- to the next.
ly do enjoy much of the detail of a well envi- Another flexible use
sioned setting, and for those groups we suggest for the Drama Attribute
the use of Transitional Scenes, which play out is for Scene Requests.

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Like ordering room service has a commonsense home somewhere on
at a hotel, by way of the simple the PC.
expenditure of 1 point of Drama Basic items - such as shirts, hats, light back-
(along with conveying their wishes packs, etc. - are not counted for Encumbrance
to the referee), the player may make purposes. Full backpacks or sacks full of loot
a request to the referee for a future count as oversized items. For example, a bag
scene, one featuring content that’s of containing 100 coins, a haunch of beef, and two
particular interest to the player. bottles of wine, counts as one oversized item.
Perhaps a player would like his char- To calculate a character’s Encumbrance
acter to begin a romance with the daughter level, consult Table 5.0. Calculate a mount’s
of the Jarl, or force a showdown with a hated Encumbrance using Table 5.1. Then total your
rival. The possibilities are endless! points for reference in Table 5.2.You will derive
Such requests do not compel the referee an Encumbrance Level and an additional Ac-
to dive headlong into the requested scene, tivation Cost that must be paid for the Evasion
but does oblige the referee to begin the cre- Maneuver and many Terrain Checks.
ative process so that the requested scene That’s it, you’re done!
comes up as soon as possible for the character.
As long as he is honestly working to fulfill
the spirit of the player’s request, the details of
how the scene is framed, and exactly when it
occurs, is left to the referee’s discretion.

II. Encumbrance
(Optional)
Despite many players’
aversion to it, some sys-
tems insist on meticulously
tracking a PC’s gear, weight
and bulk. Players who
use these optional Encum-
brance rules should careful-
ly ensure that their PC carries
only a reasonable amount of
gear, and that each item

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TABLE 5.0 Character Encumbrance
Character wearing bulky robes or similar leg-obstructing clothes 1 Point
Character wearing chain armor 1 Point
Character wearing plate armor 2 Points
Character is carrying 6 or more different items* overall 1 Point
Character is carrying 11 or more different items* overall 1 Point
Character is carrying 16 or more different items* overall 1 Point
Character is carrying 21 or more different items* overall 1 Point
Character is carrying an oversized item +1 Point per Item
* Multiple small items of the same type (bolts, arrows, etc.) count as one item for this purpose.
Worn clothing/armor/jewelry does not count for this encumbrance calculation. All weapons count
as separate items. Very small single items do not count for encumbrance purposes. Oversized items
are counted separately.
Oversized items include two handed weapons, any item that requires two hands to carry or is as
tall as the carrying character.

TABLE 5.1 Mount Encumbrance


For every person riding the animal 1 Point
If the rider is Heavily Encumbered or greater 1 Point
Animal is wearing barding 1 Point
Animal is pulling a vehicle 1 Point per Axle
A teamster has packed the animal’s load -1 Point
Per 15 Items the animal is carrying 1 Point

TABLE 5.2 Encumbrance Terrain Modifiers


Encumbrance Additional Activation Costs
Encumbrance Level
Points for Terrain Checks
0-1 Unencumbered 0
2 Lightly Encumbered 1
3 Heavily Encumbered 2
4 Severely Encumbered 3
5+ Over Encumbered 4

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III. Health However, even if a character’s BL rat-
ing is reduced to 0, the penalties accrued
1. HEALING AND WOUNDS due to bleeding will not diminish immediately.
Such penalties are reduced by 2 for MP, AP
In Blade, even a slight wound is
and SP for each passing day spent resting with
no laughing matter. For the healing
proper nourishment and low activity, or by 1
process to begin in earnest, there are
per passing day of exertion.
some mandates:
Any Wound Level beyond 2 calls for a
First, you must be in a state of rest.
chirurgeon (someone with the Healing Skill at
Second, at least for the more serious
level 3 or higher).
wounds, you need some form of treatment.
At the end of each week make a TY Check
Wounds can be tended to by anyone pos-
vs. the Pain rating of each individual wound.
sessing the Healing Skill. Note that each
Each Success lowers that wound’s Pain value
wound must be treated individually. A suc-
by 1. This Check is modified by three things:
cessful Healing Skill Check reduces BL by 3
Rest, medical care, and damage type.
per Success. A failed Healing Check increas-
During convalescence, moderate activi-
es BL by 1, while a Botched Healing Check
ty with no more than one or two instances
doubles the wound’s BL.
of strenuous activity is assumed. If a charac-
As introduced in chapter four, at the very
ter spends a week completely at rest, with
end of the Limelight in which the character
no more than occasional light activity, the TY
first acquired BL, and on the end of each
Check for each injury is made against a TN of
subsequent Limelight, he must check BN.
(Pain -1). On the other hand, if he doesn’t take
This Check must yield Successes equal
it easy, this TN is (Pain +1).
to or surpassing the current BL
A caregiver character using the Healing
number.
Skill and being available throughout much
With that in mind, any
of the week of healing time may make a Skill
Limelight BL Check made
Check before the patient rolls. Each Success in
while the subject is at rest
this Check lowers the difficulty of all patient
(or at most, moving or
healing Checks for this week by 1. Failure adds
walking very slowly), re-
nothing, but if not a single Success is achieved
quires one less Success than
on the Skill Check, all the patient’s healing
indicated by the current BL
Checks for the week are made at +2 TN.
rating to be successful. This
Damage type — meaning Cleaving, Pierc-
includes characters uncon-
ing, or Blunt— affect this TY Check as well. To
scious from BL.

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heal a Blunt wound, the basic TN is equal roll once on Table 5.4 and assign
to Pain, but Piercing or Cleaving injuries damage accordingly. Damage to any
heal with a basic TN of Pain +1. area rolled more than once is cumu-
lative and applied with a single D6
2. FALLING DAMAGE roll on the Target Zone Charts (See
Falling is defined as the free descent by Appendices).
force of gravity. All damage derived from fall-
ing is a result of both the distance fallen and TABLE 5.4
the surface landed upon. See Table 5.3. Allocation of Falling Damage
D 12 roll Area Location
TABLE 5.3 1-2 1
Falling Damage
3-4 2
Landing Surface Damage Rating 5 3
6 4
Soft - A large pile of hay,
a featherbed, water (with 7-8 5
1 per 3m fallen
a successful Swimming 9-10 6
Check)
11-12 7

Mixed (crowd of people, Only the longest of falls can af-


falling not diving—into fect more than one Target Zone. The
1 per 2m fallen
shallow water, muddy
number of Zones the damage can be
banks)
spread to can never be higher than two,
or one quarter the fall’s height in me-
Hard - ground, stone, ters, which ever is greater. As soon
armored people falling
1 per 1m fallen as this number of Zones has been
from horses, water (with a
failed Swimming Check) derived from rolls on Table 5.4,
further damage is assigned ran-
domly to the Zones already
determined.
All damage caused by the fall is considered Example: Otho is
to be Blunt damage. Damage is randomly knocked from his horse.
assigned to some location on the recipient’s The fall from the saddle
body; for every 2 points of damage suffered, corresponds to a fall of 2m

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to the hard ground. Consulting
Table 5.3, we see that’s a hard
fall. He then rolls 3 and 4 on a D12.
Consulting Table 5.4 we note that
Otho takes a level two Blunt wound
to his upper leg (area 2). He now must
roll 1D6 on the Damage Table in the
Appendices to determine the exact
location of the injury.

3. GENERIC DAMAGE
Any damage from fire, cold, electricity,
sorcery, the elements, or not specifically
covered by rules uses the “Generic Dam-
age” chart in the Appendix. Such damage is
calculated like damage from any other at-
tack described in chapter four. Such damage
is applied randomly using Table 5.4, unless
impacting a specific area (such as someone
with a flaming arrow, in which case any fire
damage is simply applied to the area struck).

4. POISON
When a character is poi-
soned, he must pass frequent
Checks to avoid advancing
along the six levels of the
Poison Track, which, much
like the six Wound Levels of
melee combat, are progres-
sive in their severity. Should
he advance to Poison Level
6, he dies.
The frequency of such

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“Progression” Checks (using the Knockout at all costs, rather than something to
Attribute) depends on how fast the poison actually afflict on the PCs.
acts. Such can either be: Medical aid can be provided to the
• A Limelight afflicted by any character with either
• A Few minutes the Apothecary or the Healing Skill.
• A Half an hour A successful Apothecary Check with a
• A Few hours Challenge Level equalling the virulence
Ingested poisons generally have a progres- of the poison (i.e. the QoS required by
sion rate of one half hour to several hours, un- the Knockout Check to avoid further pro-
less sorcerous by nature, in which case they gression on the Poison Track) will lower the
may have a progression time of only a few TN of further Progression Checks by 1.
minutes. A Check using the Healing Skill brings the
Injected poisons generally have a progres- same benefit, but instead must meet a Chal-
sion rate of a few minutes to one half hour, but lenge Level equal to twice the poison’s viru-
if injected to the head, neck or torso, become lence.
faster by one “step”. In such cases, a progres- Once a character has passed three suc-
sion rate of but a single Limelight is possible. cessive poison Progression Checks, further
To successfully inject a poison, no Wound Lev- advancement on the Poison Track is arrest-
els need be inflicted. For as long as the poison ed and the character has “ridden out” the
attack’s Impact Rating surpasses the victim’s poisoning. From this point on he must pass a
AV, the poison is successfully injected, even if Knockout Check every few hours at TN
BN soaks up all actual damage. 7, with the poison recovery Challenge
To avoid advancing along the Poison Track, a Level equal to the poison’s current vir-
Progression Check must be passed. This Check’s ulence.
required amount of successes is dependent on Successfully meeting this Check
the strength of the poison being resisted. signifies one step back along the
Such Checks typically must yield either QoS Poison Progression Chart (Table
2 or 3. Poisons requiring QoS 1 certainly ex- 5.5) and a commensurate re-
ist and are indeed much more common than duction to the poison’s recovery
the more virulent ones, but their progression is Challenge Level. This down-
hardly dramatic enough to bother with at all. ward spiral of Checks
Conversely, poisons necessitating QoS 4 or continues until the ef-
greater are possible, but so sublimely deadly fects of the poisoning
that referees are strongly advised to have them fade completely and the
appear more as a threat of something to avoid subject is hale once more.

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TABLE 5.5 Poison Progression Chart
Poison Level Effect TN
1 Soreness and itching; slight nausea if ingested. Pain 1 9
2 Sweating and rapid breathing. Pain 3 8
3 Hyperventilating. Pain 5 8
Stops hyperventilating, but has trouble breathing. Pain 7, +1
4 Success required on all Checks for any activity. Pass Knock- 7
out Check (Challenge Level 1) to not pass out.
Heart murmurs/ palpitations. Pain 9, +2 Successes required
5 on all Checks for any activity. Pass Knockout Check (Chal- 7
lenge Level 2) to not pass out.
Coma followed by death within about half the progression
6 6
time.

5. PAIN - IT’S JUST A SCRATCH! amount of Pain equaling the QoS of the suc-
(Optional) cessful Check may be subtracted from any
The protagonists of Sword & Sorcery tales newly inflicted wounds. The player then de-
are notoriously tough. Whether because of cides how this QoS bonus is applied against
an indomitable force of will or just sheer those wounds, distributing Pain relief to any
machismo, they often shrug off hurt that fresh wound as desired.
would lay low lesser men. The same is Example: Otho has 3 cuts received during
true for PCs and named NPCs the fight he just emerged from as victor:
in Blade. • A Pain 1 cut to his hand
As soon as the action in a • A Pain 1 cut to his jaw
scene in which the character • A Pain 2 cut to his side
has received a wound sub- Rolling a TN7 Check vs. Tenacity (His TY is
sides, the higher of either higher than his BN) he scores 3 Successes and
BN or TY may be Checked opts to reduce the Pain 2 cut to his side down
for the character; (NOTE: to zero, and to also get rid of the Pain 1 cut to
PAs are not applied to this his hand. The cut to his jaw he opts to leave as
Check!). Once Checked, an a dueling scar for the ladies to admire!

This concludes Chapter Five.

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Jeffrey Quigley (order #6792937)
In a vast chamber beneath the Tower of Skulls, Zazamanc he Veiled Enchanter set
enthroned in Power. This throne stood on a dais composed of nine tiers of black marble, and
it was carved from the ivory of mastodons, Set within the broad arms of this throne were the
sigils whereby the Veiled Enchanter summoned the demons and genii and elementals that served
his wishes in all things. At this hour he wore the Green Robe of Conjuration, and his left hand
was set upon Ouphonx, the ninth sigil of the planet Saturn, which the Lemurians of his age
knew by a different name. Under his right hand lay Zoar, the third sigil of the Moon. Before him, on a
tabouret of jet, lay the Crossed Swords and the wand called Imgoth.
Amulets were clasped about his wrists and throat. Pendent upon his brow hung the talisman the gri-
moires named Arazamyon, and upon it a certain Name was written in runes fashioned of small black
pearls.
The face of Zazamanc went masked this day behind a single tissue of pale green gauze; through it the
cold pallor of his handsome visage gleamed like an ivory mask, and his eyes glittered with frozen malice.

Lin Carter, “The City in the Jewel”

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“I offer you the wisdom of snakes, eldritch knowledge older than this mountain you scaled for
my council: There is no knowledge that is not power, and no power that is not fleeting. Be wary
therein, lest questions you would slake draw you beyond the precipice.”

The Teachings of Myr’vaan the Jealous

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I. Sorcery Overview Those beings that impart and grant
sorcerous power, always have an agen-
da of their own; an agenda that will
“Wits and swords are as straws against the wisdom
often be unfathomable, especially if
of the Darkness.”
such eldritch power is not derived
Robert E. Howard, The Phoenix on the Sword from contact with supernatural, god-
like beings.
Sorcery is not an academic, scholarly pur- This agenda is at best totally alien
suit. and entirely indifferent to human be-
Its practitioners do not theorize, do not en- ings and their plight, and at worst inimical to
gage in complicated convoluted experiments, humanity. The former might be true in cases
do not conduct research into sorcery’s under- where sorcery is perceived as just a strange
lying principles, or how to apply them to nov- power from beyond the limits of this universe,
el uses. the latter in cases where it is channelled from
The actual inner workings of sorcery are un- some sinister deity.
knowable, and even the greatest sorcerers can In the very common instances where a
no more than dimly guess at just why and how given setting’s sorcery is derived from deal-
their invocations work. ings with demonic gods, sorcerers are usually
While sorcerers in Blade may or may not be to some degree worshippers or cultists of such
erudite, bookish types, they are no scientists. deities or have formed pacts with them.
Sorcery is, after all, not science, but a strange, This does not mean that such sorcerers
unknowable force of uncertain origin, an ori- actually have to be devout – for many,
gin that is usually somehow transmundane; it it will be a pact, where they further a
is never just another natural force like gravity demonic being’s agenda in return for
or magnetism. Instead, a degree of “outside- receiving occult powers.
ness” is always inherent to it. This brings us to the topic of
Sorcerers certainly have ideas where the whence sorcery is learned.
sorcerous power they are manipulating de- The fantasy trope of the ap-
rives from, but they can never be certain. prenticeship to a sorcerer is
In one setting, it may be a dark power out of also alive in Blade, but it
the void between the stars, in another, power is not the sole, and in
channelled from some eldritch and alien dei- some settings perhaps
ty, or many other things. It is however never a not the most common,
beneficent or wholesome power, and is likely way of acquiring sorcer-
impersonal. ous knowledge.

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Alongside it always exists the But whatever they are, they are never
possibility of approaching a sor- detached, ivory-tower scholars in pointy
cerous deity – provided such exists hats.
in the setting – and forging a pact Sorcery in Blade is therefore the manipula-
with it to receive sorcerous knowl- tion of ultramundane powers that are at best
edge in return for whatever such an alien and at worst downright hostile towards
unfathomable, but never wholesome, humanity. In working sorcery, one exposes
being may require of a mere human. one’s body and soul to these inimical powers.
As only the most driven and deter- The wise sorcerer will refrain from overreach-
mined of men will head down such a path, ing himself and take good care not to open
it is usually strength of will and intensity of his soul’s portals too far to the influences from
personality that characterise a sorcerer in beyond, lest he become tainted with them.
Blade, not intelligence and erudition. Mechanically, sorcery rests on three legs.
Ultimately, sorcery means always deal- First, there are the six Lesser Mysteries, of which
ing with strange, alien, and inimical powers, the occasional hedge wizard, shaman, or cultist
whether personal, or detached. As it is no sci- may know one or two. Then there are the two
ence, it hardly attracts practitioners who are Greater Mysteries, powerful magics that are
in it for the intellectual challenge or insight the sole domain of dedicated sorcerers. Final-
offered, though it sometimes attracts curious ly there are the Arcane Secrets, mythical feats
practitioners of a philosophical bent. of great magic, the stuff of sorcerous legends,
Overwhelmingly, it attracts practitioners known to only the very greatest of sorcerers.
who are in it for sheer power. How Arcane Secrets are learned is a special
Much more often than scientists, case explained later, but Lesser and Greater
sorcerers will be priests, fanat- Mysteries are learned in a fashion similar to
ical, sacrificial dagger wield- weapon Proficiencies. At character creation,
ing cultists of a god of dark- ratings in Mysteries are bought with points
ness, or coolly calculating from the Proficiency priority. As with Attributes
schemers trying to get the and Skills, the maximum rating that can be at-
maximum out of their sinis- tained in any Mystery is 8, with a rating of 9
ter patron for a minimum of allowed in a single Mystery.
their own involvement, per-
haps even playing the dan- 1. THE SORCERY POOL
gerous game of playing one The Mystery score is only one half of the
patron against another. Sorcery Pool, hereafter SP. The other half is

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Power, the sorcerer’s innate ability to cre- ing on the sorcery, this Casting Check
ate magic. may be an Opposed one; for specifics,
Power = (SY + TY + BN + Bonus) / 3 see the various Mysteries and Ar-
The Bonus is equal the number of Mysteries cane Secrets. 1 Success will usually
the sorcerer is proficient in, but never higher be sufficient to achieve some kind of
than the rating of the Mystery he is most pro- effect, but more may be required for
ficient in. the desired magnitude of effect; details
The SP available for any sorcerous action on this can also be found within the
is thus Power + Mystery. SP dice are split into description of the various Mysteries and
two parts, with a minimum of 1 die in each. Arcane Secrets.
The first of these parts is to work the sorcery, Once the Check for the effect is made, the
to make the Casting Check, and the second to second half of the SP must be Checked imme-
contain the eldritch powers invoked, to make diately to contain the effect. This Containment
the Containment Check. Check is made against TN 7, and at least as
The base TNs of these Checks vary with the many Successes as on the Casting Check are
Sorcery Priority the character is built upon: required to fully contain the sorcerous en-
Dabbler (C Priority) TN 8 ergies; for every Success short, the sorcerer
Sorcerer (B Priority) TN 7 accumulates one point of Taint.
Mysteriarch (A Priority) TN 6 If the Containment Check does not yield at
First, the Mystery, to achieve the effect, is least half as many Successes as the Cast-
checked against the appropriate TN. Depend- ing Check, the effect is uncontained.
In such cases, the sorcery takes effect
as intended but also turns against the
sorcerer himself. This takes the form
of a Complication to be effected by
the ref at the earliest opportunity.
Often, this will be a side or mi-
nor effect of the sorcery turning
against the sorcerer himself,
or against somebody he
does not wish ensor-
celled, but it can also
take the form of entirely
mundane unpleasantries

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arising directly from his sorcery. score below what it was before the pres-
Optionally, any uncontained ent sorcery was wrought.
effect (i.e. Containment Check Taint interferes with the working of further
yields less than half the Successes sorcery and also imparts an aura of sinister
of the Casting Check) can addition- otherworldliness to the character that is dis-
ally cause the sorcerer physical dam- turbing to man and beast alike. Depending on
age from eldritch energies turning the severity of a character’s current Taint, dice
against himself. If this rule is used, are subtracted from his SP, and additional Suc-
inflict a level 1 wound from the Ge- cesses are required on all Checks for non-hos-
neric Damage Table upon the sorcerer every tile interaction with both beast and men, as
time one of his effects is uncontained, or a per the Taint Effect Table 6.0.
level 2 wound if the Containment Check
doesn’t even yield a single Success.
TABLE 6.0 Taint Effects
Depending on the setting, this may man-
ifest as withering, bleeding, scorching, or an- Taint SP Penalty Interaction
other form of generic damage that cannot 1 1 +0 suc
be negated by use of the It’s Only A Scratch 2-3 2 +1 suc
mechanic. 4-6 3 +2 suc
7-10 4 +3 suc
2. TAINT
11-15 5 +4 suc
In working magic, the sorcerer opens
16-21 6 +5 suc
himself up to alien, transmundane pow-
ers, and if he is not careful, these
powers will leave their mark The additional Successes required for suc-
on him. This metaphysical cessful interaction do not apply to interaction
stench is called Taint. with sorcerous creatures and animals that have
Every Success on the Cast- a reputation in the setting as being sorcerous
ing Check theoretically themselves (e.g. cats, ravens, toads, etc), but
imparts one point of Taint does apply to interaction with other sorcerers.
to the sorcerer, minus one Taint fades over time. Every 12 hours, at
point for each Success of the concrete, setting-specific times (e.g. moonrise,
Containment Check, down to sunset, midnight, etc.), Taint is reduced by 1,
an absolute minimum of 0. provided no new Taint was acquired during
No Containment Check can the last 12 hours. Taint can also be reduced in
reduce the sorcerer’s Taint various ways:

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Player characters with a faith-related In some settings it might be more
PA can attempt to reduce their current Taint fitting to have the Taint backlash as-
by praying and offering up a sacrifice at an ap- sume the form of some temporary
propriately consecrated locale. After the sac- physical affliction like a twisted limb,
rifice the faith-related PA is checked against a bulging eye, scales instead of skin,
TN 7, with the number of Successes deducted or a third eye popping up in some con-
from the current Taint rating. No more than spicuous area of the body, or anything
one such sacrifice per week is possible. else that fits the flavour of sorcery in
Alternatively, the sorcerer can conduct a rit- the setting. Such an affliction will have
ual of purification, which might also take the the game effects of requiring 1 or more addi-
form of some nefarious rite in the case of sor- tional Successes on one or more broad types
cerers invoking some supernatural patron for of action (social interaction, physical exertion,
their power. Such a ritual requires about 12 mental exercises, etc). Each penalty of 1 thus
hours during which nothing else can be done, imparted reduces the curse rating from the
and will, depending on the setting and the Taint backlash by 1. No more than half the
culture, involve chanting, meditation, drug-in- original curse rating may be thus converted.
duced trances and the like. After the ritual is These afflictions last until the curse from
conducted, the sorcerer checks Power against the Taint discharge has run its course and then
TN 7, with every Success reducing his current fade. In some settings, it might be desirable
Taint by 1 point. to have some very minor and certainly
Finally, Taint can also reduce itself in a non-debilitating trace of the afflictions
backlash. For this to occur the sorcerer’s cur- remain, like a scar from a wound.
rent Taint must at least be equal to his HT and If the group feels that even more
he must either acquire at least another 3 points gruesome additional consequenc-
of Taint at once or else cast some uncontained es are appropriate for their setting,
sorcery (i.e. Containment Successes less than that should be easy to enact. They
half Casting Successes). In such a case, the might for example decide that any
Taint discharges itself, usually in the guise of a Taint backlash of a certain mag-
curse (see the Cursing Mystery). This discharge nitude immediately deducts
cuts the sorcerer’s Taint rating in half (again, one point from the sorcer-
round up fractions of 0.50 and above), but er’s HT Attribute, only
the sorcerer becomes victim of a curse with to be regained through
a curse rating equal to the number of Taint normal character devel-
points that were lost in the discharge. opment mechanics.

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Finally, and independently of In this case, a small ritual of about five
any additional Taint mechanics, minutes is necessary to place the curse.
if the optional rule about insuffi- However if the victim is in the sorcerer’s im-
cient containment causing damage mediate presence – no more than a stone’s
is used, any damage suffered from throw – the curse can be placed much more
an uncontained sorcery that also quickly, in but a single combat round, simply
causes a Taint backlash is increased by uttering the curse formula, aloud and dra-
by 1 level (to a theoretical maximum matically pointing out the victim.
of 3). To curse somebody, the sorcerer makes his
Casting Check as an Opposed Check against
3. THE LESSER MYSTERIES the victim’s TY. A targeted sorcerer (A to C Sor-
The six Lesser Mysteries are: cery Priority) may opt instead to use his Pow-
• CURSING er instead of TY to oppose this Mystery, and
• ENSLAVEMENT should he also know the Cursing Mystery him-
• MENDING self, receives bonus dice equal to half again
• PROPHECY his Power (though no more than his rating in
• SCRYING the Cursing Mystery) to add to his choice of TY
• WITCHFIRE or Power for the Opposed Check. If the victim
equals or surpasses the sorcerer’s Casting Suc-
CURSING - Cursing is the dark art of plac- cesses, the curse does not take effect, but if the
ing a doom on somebody. sorcerer is victorious his curse takes hold.
Curses are best placed on somebody The sorcerer’s total Successes, not just those
in the sorcerer’s immediate presence, surpassing the victim’s Successes, translate di-
but if the victim of the curse is rectly into a curse rating, which works much
not present, the sorcerer must like a Passion Attribute. Whenever the cursed
at least know the victim and character is making a Check to avoid dire con-
have either a close personal sequences, the curse’s rating is either subtracted
possession (a piece of well- from the number of dice he is entitled to roll, or
worn clothing or other item is added to the dice pool of whoever is oppos-
to which the victim is emo- ing him (but not both in the same instance).
tionally attached), or a body Each time the curse rating causes something
part or secretion (hair, saliva, bad to happen to the cursed character, the rat-
fingernails, etc.) of the victim ing drops by 2, until it is finally reduced to 0, at
at hand. which time the curse will have run its course.

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Barring that, the only other way to get rating, the rating is reduced to 0 and
rid of the curse is to have it lifted. the curse lifted, fewer Successes have
A sorcerer can also curse a victim with a no effect at all.
specific doom. In this case, the curse rating is This is all-or-nothing, and it can
not equal to the Casting Successes; if the spe- only be attempted once per curse.
cific doom is merely unpleasant, the curse rat- Optional: A dying curse is a main-
ing is 1 point less than the number of Casting stay of sorcerers everywhere. Such a
Successes; if it is something very serious that curse will be powerful in any case, as
would be hard to put right again, the curse the sorcerer need not worry anymore
rating is 2 points less; and if it is something with Containment, but if this rule is in effect,
deadly or utterly ruinous the curse rating is 3 it can be made more powerful still: A dying
points less. Should the resulting curse rating curse can always be uttered, no matter how
drop below 1, the curse fails to take hold. instant the manner of the sorcerer’s death, and
The curse rating of this type in any case is made with a –2 Casting bonus to TN.
works very similar to a curse of mere bad for-
tune, but instead of applying to all Checks to ENSLAVEMENT - With the Mystery of En-
avoid something bad happening, it is subtract- slavement, the sorcerer forces his will on his
ed either from all the cursed character’s dice victims’ will, right up to the point where the
pools to avoid the specific doom, or added to sorcerer commands his victim’s view of reality.
all dice pools of people working to bring the It is in essence a kind of very high-pow-
doom about (again, not both in the same in- ered hypnosis.
stance). This type of curse lasts until lifted or This Mystery requires neither for-
until the doom has come to pass. mulas nor gestures, just that the sorcer-
Lifting a curse requires a Mending spell to er makes eye contact with his victim.
be cast upon the cursed character that achieves The sorcerer first makes his Cast-
more Successes than the original Casting Suc- ing Check, which the victim can
cesses (which can be different from the curse oppose with the better of his TY
rating). or SY. A sorcerous victim (A to
Alternatively, if the cursed character has a C Sorcery Priority) may opt to
faith-related PA he can, at a suitable locale, use his Power instead of
make an offering to his deity and ask for re- TY or SY to oppose the
mittance of the curse. To do so, the charac- Mystery, and should he
ter Checks the relevant PA against TN 7. If he also know the Enslave-
achieves Successes at least equal to the curse ment Mystery himself,

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he gets additional bonus dice the same base number of dice as the orig-
equal to half again his Power inal, additional bonus dice equaling his
(though no more than his rating QoS from the first Check are added, and does
in the Enslavement Mystery) to his not necessitate a new Containment Check.
choice of TY, SY, or Power. If the Sorcerous targets of the Mystery at this stage
sorcerer is victorious, the victim be- don’t gain any benefits from their own knowl-
gins gazing into the sorcerer’s eyes, edge of the occult in resisting the Enslavement,
forgetting everything else, largely as their supernatural defences have already
motionless and completely oblivious been invaded by the previous Opposed Check.
to everything around him. As long as the If the victim at least ties the sorcerer, he im-
sorcerer maintains unbroken eye contact, mediately snaps out of the ensorcelment and
the victim cannot snap out of his magical is once again his own master. If the sorcerer is
trance and would be unable to take action victorious, the victim will carry out the com-
even if his life was in serious danger; he is mand, no matter what. If the command is more
like the rabbit before the snake. Any sharp than one single, concrete action, like disem-
pain will however tear the victim out of the bowelling oneself or jumping down a cliff or
trance – a slap in the face is insufficient for striking at somebody, its fulfilment can take no
this, a hard punch to the stomach suffices. longer than about one minute per Casting Suc-
Apart from filching a held character’s cess of the sorcerer (the total Successes, not
pockets or just slitting his throat, a sorcerer just the surpassing ones).
can use Enslavement to achieve one of two Such a command must be a simple action, a
effects on the victim: single, concrete thing; it can encompass walk-
1) A sorcerer can command his ing to the locale where the mission can be ful-
victim to do something – any- filled, but it can include neither sub-clauses
thing, really. The sorcerer tells nor follow-ups. During the pursuit of this mis-
the victim – in a language the sion, the enslaved character will move like in
victim can understand – what a trance, unable to react to persons and events
to do and makes another outside of his command’s scope; he won’t be
Casting Check, again Op- even conscious of them. Once the command is
posed with the better of the carried out, the ensorcelled person will stand
victim’s SY or TY. inactive for the remainder of the Enslavement’s
For the attacking sorcerer, duration, after which he will regain his senses
while this second Opposed and a hazy memory of what has transpired.
Check must be made with 2) In the victim’s mind, one thing in his vi-

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cinity appears as something completely If the sorcerer is victorious, the
different. The sorcerer must tell the enslaved affected character sees the object as
person what the thing “really” is (“What a fool what he is told it is and will act ac-
you are, to wear a reptile about your waist!”), cordingly – as will the hallucination,
and the victim will react as if the object actu- fuelled by the character’s imagination
ally were what he is told it is, providing any and expectations. If anything halluci-
movement or action of the hallucination from natory happens that would cause the
his own imagination. death of the victim,
The limit to this sug- e.g. a bite by a poi-
gestive power is that any sonous animal or hav-
object can only appear ing the throat torn out
as something of similar by a predator, the victim
shape and size – sword passes out and must
to snake, horse to tiger,
pass a TY Check of
man to other man, cup
Average difficulty
to tarantula, etc.
to avoid actual-
To thus befuddle
ly dying from the
somebody, the sor-
shock.
cerer makes a second
Casting Check, again If nothing of the
Opposed by the better kind hap-
of the victim’s SY or TY. pens, the
The base number of Casting befuddled
dice must be the same as in the state lasts for
original Casting Check, but as many
with the addition of bonus Lime-
dice equaling QoS from the lights as the
initial Check added to the second, sorcerer had Successes
and no need for a Containment on the Casting Check
Check. And again, sorcerous (the total Success-
targets receive no special ben- es, not just the
efits resisting. surpassing ones), after
If the victim at least ties the sorcerer, which time the victim
he will immediately snap out of the hypnotic will regain his senses.
trance and again be his own master.

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MENDING - The Mending day (first Success halves interval from 7 to
Mystery can be used to aid in 4 days, second Success halves interval from
and greatly speed up the recovery 4 to 2 days, third Success halves interval from
from injuries, though it does not 2 to 1 day).
normally heal them immediately. A character cannot benefit again from the
The Casting Check is made Unop- Mending Mystery until all such magically
posed, and the resulting number of treated wounds have fully healed. New in-
Successes is divided into two equal juries sustained during this time can only be
halves. treated with Mending once all previously ma-
The first (and smaller, if applicable) half jicked wounds have healed. Healing Checks
is the combined Pain rating that is deduct- for these are made at the normal interval of
ed from all the target character’s current every seven days.
wounds. These deductions must be spread Mending can also be used to lift a curse
among the injuries as evenly as possible. If (from the Lesser Mystery of this name) from a
for instance 3 Pain is deducted from a char- character. More Casting Successes than were
acter’s three wounds, 1 Pain would be sub- achieved to with Cursing Mystery are neces-
tracted from every wound, if from his two sary to break the curse.
wounds, 1 Pain would be subtracted from The Mending Mystery will also aid and
one and 2 Pain from the other. speed up recovery from diseases to a compara-
The other (and larger, if applicable) half of ble degree than from wounds, but as Sword &
the Casting Successes speeds up subsequent Sorcery tales do not concern themselves with
wound recovery. Under normal circum- things as mundane as diseases, no mechanics
stances, healing Checks are made ev- are provided. Should this aspect of the Mystery
ery seven days; but if a char- be needed for flavour, the effects should be es-
acter has been treated with timated in analogy to its effect on injuries.
the Mending Mystery, this in- The Mystery can also be used malicious-
terval is halved once for each ly, to inflict pain upon somebody. This can be
one of the second half of done to a victim who is either present, or a
the Casting Successes. distant victim of whom the sorcerer owns ei-
If for example 6 total Cast- ther a close personal possession (well-worn
ing Successes are achieved, clothing, item to which the victim is emotion-
putting 3 into the second half ally attached, etc.) or a body part or secretion
of the Successes, healing (hair, nail clippings, blood, etc.). In the latter
Checks are then made every case, a small ritual of five to ten minute is nec-

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essary, whereas the sorcery can in the for- PROPHECY - Prophecy is the art
mer case be worked much quicker, merely of either seeing into the future or else
by dramatically pointing out the victim and divining something that is not readily
intoning a formula aloud. apparent. The kind of questions that
The sorcerer’s Casting Check is resisted by can be answered by Prophecy fall
the victim’s TY. Targeted sorcerers (A to C Sor- into two categories, the broader “Will
I succeed?” or “Should I go ahead?”
cery Priority) may opt to use their Power in-
type of questions, and the much more
stead of TY to oppose; should they also know
specific “Who is?” or “Where is?” type.
the Mending Mystery themselves, they receive
To answer either, the sorcerer needs to uti-
additional bonus dice equal to half again their
lize a Prophecy ritual specific to the setting
Power (though no more than their rating in
and his own preferences: It might be prophetic
the Mending Mystery) to their choice of TY
dreams, stargazing, the casting of bones, ques-
or Power. If the sorcerer achieves more Suc- tioning the tarot, reading entrails of sacrificial
cesses than his victim, the victim immediately animals, and much more.
feels intense stabs of pain, corresponding to a For the broad type of question, the player
Pain rating equal to three times the sorcerer’s first states whether he’d rather like a nega-
total (not just surpassing) Casting Successes. tive or positive answer to the question and
This Pain, from which TY is subtracted as usu- then makes his Casting Check. If the answer
al, persists for as long as the sorcerer focuses is obvious to the referee, he simply de-
his attention upon the victim, and indeed in- cides upon “yes” or “no”, but if it isn’t,
creases by 3 with every subsequent Limelight. he rolls a d12, subtracting one third
Should the sorcerer be distracted from the vic- the sorcerer’s Casting Successes if the
tim or chooses to end the effect, Pain drains player wished for a positive answer
away at a rate of 3 points every Limelight. or adding this number if the player
wished for a negative one.
Sorcerers proficient in the Mending Mystery
A result of 1-5 yields a “yes”,
have to decide whether they want to devote
6-7 is indifferent, and 8-12 is “no”.
themselves to its beneficent or malicious use.
But however the answer was
The aspect that they opt for as their main use
determined, it translates
of the Mystery has the usual Casting and Con-
into an Omen rating
tainment TNs, the opposite use Checks against
of 1, which functions
a +2 TN penalty for both Casting and Contain- like a Passion Attribute.
ment. The Omen rating is add-

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ed to all Checks to bring about of the setting, certain paraphernalia, like
a result in accordance with the mirrors or crystals to gaze into, might also
answer and subtracted from all be necessary.
Checks to bring about a result con- While his body is resting senseless, his con-
trary to the answer. sciousness rises out of it, able to pass unseen
The more specific type of ques- and unfelt through all matter and to travel at
tion after things like something’s or vast speeds. This immaterial embodiment,
somebody’s location or identity is maybe an astral body or maybe the soul, of the
not as easily cast into rules. sorcerer is unable to affect the physical world,
A correct answer will require any num- but it may observe and listen in on what is tak-
ber of Successes deemed appropriate by ing place in it.
the referee, with 1 sufficient only for such Once the sorcerer’s magical trance is suf-
trivial questions like the location of a mis- ficiently deep, which may take anywhere
placed item, while divining the identity of from ten minutes to over an hour, he makes
an unseen mastermind behind some hardly a Casting Check. For every Success, he can,
grasped intrigue would for instance require depending on the setting or the sorcerous tra-
at least 6 Successes, possibly more. If insuf- dition employed, either stay out of his body
ficient Successes are achieved, the Prophecy for five minutes while traveling at about 600
is inconclusive, but if the Casting Check is a km an hour, or for half an hour while travel-
Botch, the resultant Complication is an an- ling at 200 km an hour. The more Successes
swer that is either dangerously ambiguous he achieves, the longer his consciousness can
or outright maliciously misleading. stay away from his body, and the more distant
SCRYING - The Mystery of Scry- the places his consciousness may visit. At the
ing is the practice of sending end of this timespan, the consciousness will
one’s consciousness, or may- snap back into the physical self and the sorcer-
be one’s spirit, astral body, or er will awaken, usually disoriented, fatigued
soul, away from one’s physi- or hung over.
cal self and having it travel He can elect to have his consciousness re-
quickly to distant places to turn before the maximum time is up, but he
spy out what is happening is entirely unconscious of what is happening
there. To do so, the sorcerer around and to his body while his sorcerous
enters a deep trance, usually vision is travelling to distant places. Wounds,
one aided by certain drugs. danger or discomfort will come to his atten-
Depending on the specifics tion only when he comes out of his magical

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trance. Should his body die while it is in in the sorcerer’s hands and launched
trance, so does the embodiment of his con- by him, and a thousand more things. It
sciousness, and the soul then goes to whatever can even be innocuous and take the
place souls go after death. form of a handy object striking the
The presence of a scrying consciousness target, like masonry collapsing on it
cannot be noticed by humans, save those or a horse kicking it.
with the Detect Sorcery Skill, who can make
a Check to sense a presence, and to other sor-
cerers who know the Mystery of Scrying and

Weapon
who will detect the presence of a scryer’s sor- Point Near Med. Far

DR
cerous vision on even a single Success on an B. TN TN TN TN
Unopposed SY Check, and even clearly see
such a presence as a kind of astral body on

Successes
two Successes on this Check. Witchfire

Ca.
5 7 9 11
Disembodied spirits can detect a sorcerer’s
disembodied consciousness automatically, as
can many supernatural beings like demons or
ghosts. Many such beings may even be able to
interact with the spiritual body and possibly In game terms, Witchfire manifests as a
even harm it as if it were physical. Should the ranged weapon of the launched type
astral body be killed by such an attack, the sor- (see Table 4.4), without the capability
cerer’s physical body dies as well. to attack at Extreme Range and with
an AP cost for every +/– 1 on table 4.5,
WITCHFIRE - The Witchfire Mystery sorcer- taken from one Range band worse
ously unleashes energies to damage or outright than the actual attack (i.e. Near to
destroy inanimate and animate things. Despite Extreme); Witchfire is notoriously
the Mystery’s name, those energies need not hard to aim precisely.
manifest as fire, but can take any number of The sorcerer utilizing Witch-
forms, depending on both the setting and the fire makes Casting and Con-
sorcerous tradition employed. It can be beams tainment Checks as normal.
of searing light from the sorcerer’s eyes, bolts of Any Casting Success-
fire leaping from his fingertips, a spectral vor- es double as both the
tex of slavering demonic shapes, lightning or Witchfire’s eventual
pillars of fire from the sky, a dagger appearing Damage Rating, and as

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Proficiency dice for the Archery calculated by adding the original Casting
Pool, which is Aim + Successes. Successes to the QoS of the attack Roll (QoS
Defense against Witch­fire is pos- + Casting Successes). Both BN and AV protect
sible by Blocking and Evasion, ex- against Witchfire as normal. The Damage Ta-
actly as against launched missiles ble and AVs used are the ones most closely
like arrows and bolts. corresponding to the manifestation of Witch-
However, to be able to defend fire, or Cleaving if none seems to fit outright.
against it, the target must realize in The eldritch nature of sorcerers offers them
time what is coming his way. additional protection against Witchfire. Any
Most targets will thus need to pass a Sur- sorcerous character (A through C Sorcery Pri-
prise Check of Challenge Level 4 even if ority) can use half his Power Attribute as ad-
they are watching the sorcerer intently. ditional AV against Witchfire strikes, or their
Any previous experience with Witchfire full Power if they know the Witchfire Mystery
will make this Check one degree easier, as themselves.
will previous experience with Witchfire from Characters built with the E or F Sorcery
the same sorcerer, and already having been Priorities are particularly vulnerable against
attacked by Witchfire in the same Scene, for Witchfire and may not use their BN ratings in
a minimum Challenge Level of 1 if all three soaking up damage from it.
apply (as per Table 4.0).
A successful Precognition Skill Check 4. GREATER MYSTERIES
does away with the need for a Surprise
Check, as does any degree of the Occult- Not for naught had he gained access into darksome
ism Skill, unless the target is in a situ- cults, had harkened to the grisly whispers of the votaries
ation where he would have to of Skelos under midnight trees, and read the forbidden
Check for Surprise even for a iron-bound books of Vathelos the Blind.
mundane attack. Robert E. Howard, Black Colossus
If the Witchfire strike is
successful, hit location is
determined as with any
The two Greater Mysteries are:
other missile weapon, i.e. by
• GOETY
rolling on Table 4.5 and then
• NECROMANCY
the on the table for the corre-
sponding Target Zone.
The hit’s Impact Rating is

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GOETY - One of the two greater Mys- ism Check is short of the required 3
teries, this is the sorcery of conjuration, penalizes the SP pool by –1, while ev-
command, and banishment of supernatural ery Success over 3 adds +1 to it. The
creatures from beyond the boundaries of the second modifier is the extent of the
world, those commonly called demons. From sacrifice.
where these creatures originate is specific to The minimum sacrifice required
the setting – they may be from out of the dark adds nothing, but every ‘step up’ from
between the stars, from other dimensions, this base (mammal to man and man to
from alien planets light years away, or some virgin) adds +1 die, as does every time
other unfathomably strange place. The attitude the minimum is multiplied by 10. If the min-
of these demons towards humanity and the imum acceptable sacrifice is for example a
sorcerer also varies with the setting – it may human being and the sorcerer offers up 10 vir-
be anything from annoyed irritation to haugh- gins he receives +2 to his SP.
ty expectations of worship to all-consuming For the practiced sorcerer, piercing the
hatred. Whatever it is, it is never friendly. The divides to the realms where demons dwell
Occultism Skill provides knowledge on the isn’t difficult, but finding the one demon
outlook of demons, or at least what their out- he wants to conjure may well be, and the
look is perceived to be. What general type rit- search for the right one takes time, during
ual the conjuration of such a demon requires which the sorcerer’s consciousness is in close
will depend again on the flavor of the setting. contact with a very alien realm, expos-
The three necessary components of conjura- ing him to massive degrees of Taint. To
tion in all settings are purification of the sor- successfully conjure a demon into his
cerer (which might take anywhere from under presence, the sorcerer needs to achieve
an hour to over a day, depending on the set- but 1 Success on his Casting Check.
ting), a ritual taking from under ten minutes to However, for the summoned de-
over an hour, and a blood sacrifice. mon to be exactly the right one, 5
The minimum sacrifice that is acceptable Casting Successes are necessary.
again depends on the setting and might for ex- If the wrong demon is called
ample be a large mammal, a human being, or forth, its exact type depends
a virgin. on the ref’s approach to de-
To conjure the demon, the sorcerer makes mons. Some refs might
his Casting Check. His SP pool for this Casting enjoy statting out long
Check is modified by the result of a Difficult catalogues of demons,
Occultism Check; every Success the Occult- from which the sorcerer

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may choose one to conjure; if this Casting Check with his worst Attri-
that is the case, the ref choos- bute, with +1 die added for every special
es another demon from the cata- power it possesses.
logue, its difference in stats and Tying this Opposed Check yields an incon-
powers to the desired one being 1 clusive outcome, with the demon departing or
point less or greater per each Casting being pulled back to whence it came. If the
Success short of 5. Other refs may demon is victorious, it is unshackled from the
allow players to stat out their own sorcerous constraints that held it during the
demons; in that case, the ref changes Coercion Check and is free to either attack
the Attribute total of the arriving demon by the summoner, depart, or stray into the world
2 points per Casting Success short of 5, or to cause havoc. How long such an unbound
adds or subtracts one special power per demon may roam the world depends on the
Casting Success short of it. Please note setting – it might be a day or a year per initial
that all the changes should either make the Casting Success, or possibly for as long as the
demon more or less powerful – which one sorcerer lives, or anything else. Should the de-
should be determined randomly. Whatever mon choose to attack the sorcerer and manage
the approach, the sorcerer has to state what to incapacitate him (immobilize him through
demon he wants to conjure before the dice grappling, knock him out, reduce his pools to
are resorted to, either by choosing one from 0 through Pain, etc.), he may and probably will
a list or by statting it out. carry him off to its place of origin, never to be
Should the sorcerer achieve more than 5 heard of again.
Casting Successes, the extra Successes For the remainder of the scene in which the
carry over as bonus dice to his SP for sorcerer failed his Opposed Coercion Check
the next stage of the summon- against the demon, he is at +1 TN in all actions
ing, the Coercion Check. This directed against this demon. In addition, and
Check represents the sorcerer cumulative with that +1 TN, he is +2 TN to
bargaining with the demon, use Goety against this demon for as long as it
or intimidating it into com- remains free in the world.
pliance and is a second If the sorcerer is victorious in the Coercion
Casting Check, with a SP al- Check, he may demand a number of tasks
ready impacted by any Taint from the demon equal to his QoS. A task is
the sorcerer may have picked defined as a simple, straightforward service,
up during the summoning for instance attempting to kill a single person.
itself. The demon Opposes If fulfillment of this task requires travel over a

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greater distance than a few hundred me- + 1 travel to location + 1 location
ters, this counts as a separate task, as does ill-defined + 1 overcoming magical
returning to the sorcerer (should the sorcerer wards + 1 defeating guardian of the
demand this). If the place where the demon is Heart + 1 return to sorcerer), and a
to travel to is ill defined or entirely undefined, hefty chance of failing with ward and
for instance when slaying a person whose cur- guardian.
rent exact location is unknown to the sorcerer, If the scope of such service is clear
determining the locale also counts as a sepa- at the moment of the Coercion attempt,
rate task. any shortage of the required number of
Similarly, if a task can only be accomplished Successes results in the demon declaring that
in stages, each stage also counts as a task of its the sorcerer is asking too much and returning
own. Finally, if a task requires more than an from whence it came, but if the scope is vari-
hour of the demon’s time, every doubling of able, as in killing an unspecified number of
this initial span of time also counts as a task all persons or guarding something for as long as
of its own. The exception to this is when the possible, the demon will, provided that the
task is to merely guard a stationary person or sorcerer was successful at all, at least begin
item, or a locale; in this case, with no travel- the task, but will abandon it as soon as the
ling required of the demon, the initial span of sorcerer’s Successes are ‘spent.’
time for the task is a day, not an hour. Sometimes, a sorcerer will want to banish a
Please note that demons travel virtually in- demon. This is relatively straightforward
stantaneously as long as they are not carrying in the case of a demon he himself con-
living beings; if they are to take along a living jured, as he is already familiar with the
being their travel times are determined by their demon and its attributes, but it is more
mode and speed of locomotion. Examples: difficult if the demon was conjured
“Fetch me the sceptre of King Yezdigerd.” – by somebody else. In this latter
4 tasks (1 base + 1 travel to location + 1 loca- case, the sorcerer must make an
tion ill-defined + 1 return to sorcerer). Occultism Check at Legendary
“Kill Conan.” – 3 tasks (1 base + 1 travel to difficulty; and for every Success
location + 1 location undefined). short of 5, his sorcery pool to
“Carry me to the top of Mount Yimsha.” – 2 banish the demon is penal-
tasks (1 base + 1 time), assuming a travel time ized by 1.
of over one but no more than two hours. The banishing ritu-
“Fetch me the Heart of Ahriman from the al itself takes anywhere
vaults of the temple of Mitra.” – 6 tasks (1 base from half a minute to

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several minutes, and again is bus-like ones. CG is used instead, where
setting-specific. Once the ritual necessary.
has been begun, the demon can- Demons should not have Attribute scores
not leave the immediate surround- much higher than 12, and their lowest Attri-
ings of the sorcerer, but must re- bute should not normally be less than a quar-
main both within earshot and sight. ter of their highest. Their Proficiency scores in
He may not attack the sorcerer, who all their modes of attack should be identical to
is protected by the ritual he has in- Reflex, or very close to it, or to Aim in case of
voked, but is otherwise free to do as he ranged attacks. Their DR with special forms of
pleases, including trying to kill the sorcerer’s attack like fire breathing should be very close
companions and causing havoc to distract to the DR of more mundane forms of attack
the sorcerer or even harm him indirectly, like bites. If the demon knows any Mysteries
for example by setting ablaze the sorcerer’s (which would have to be purchased as a spe-
immediate surroundings. cial power), its rating in it should be identical,
The sorcerer’s Casting Check is opposed or very close to, its TY.
by the demon’s worst Attribute, with +1 die Demons may have additional traits that
bonus per special power it possesses. To ban- are in line with their physical appearance – a
ish a demon successfully, the sorcerer has to winged demon should for example be able to
emerge victorious from the contest; a tie or a fly, or a very shaggy demon have some kind of
defeat for the sorcerer allows the demon to AV. Only traits that are not reflected by their
remain. If a sorcerer does successfully ban- appearance or that go clearly beyond anything
ish a demon he did not himself conjure a mundane animal might exhibit should be re-
in the first place, he accrues only one garded as ‘special powers’ in the sense referred
third the normal Taint (after to repeatedly above. This includes special
the Containment Check is forms of attack like hypnosis or acid spitting,
made), unless the Contain- any armor beyond AV 2 or not reflected by the
ment Check results in a Taint demon’s appearance, useful special abilities
discharge, in which case like fast regeneration or ultramundane modes
he accumulates the ordi- of movement like shifting through walls, and
nary amount of Taint. anything else along these lines.
A few quick guidelines to Special powers to some degree also include
the power of demons: bulk, and the accompanying reduction of
Demons never have HT damage, as for large and huge animals. A de-
scores, not even the succu- mon should receive one of these traits for free

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only if he is very clearly bulky enough for lows the sorcerer to exert power in
it – the trait ‘large’ should for example only the world, Necromancy enables him
be applied for free if the demon is of a bulk to learn things about the world.
where one would otherwise already consider At the core of necromancy is the
assigning the trait ‘huge’; otherwise, the trait calling up the spirit of a particular de-
needs to be purchased as a special power. If a ceased person. How exactly this spirit
demon who would not even receive the trait manifests itself, whether as a tradition-
‘large’ for free is to be ‘huge’, this counts as al ghost, or a disembodied voice from
two special powers. the grave, or maybe a vision in a mirror,
Size and bulk also extend to the special trait
of some large creatures to fully engage several
opponents at the same time, acting on their
respective Limelights. Being able to engage a
second opponent should only be assigned for
free if the demon is both huge and of a bodi-
ly configuration to suggest this; otherwise, it
has to be purchased as a special power, as do
the ability to engage every single further op-
ponent.
Both players and ref should realize that
Goety is very powerful and versatile, and
that every summoning requires two Casting
Checks (Conjuration and Coercion) and thus is specific to the setting, but in any case,
two Checks to contain Taint. Trafficking with the spirit thus summoned is unable to
entities from beyond the human domain is a affect the physical world, save per-
sure way to amass Taint quickly. haps with a Complication on its
Containment Check.
NECROMANCY - Necromancy deals with To summon a spirit from the
calling up the dead from the beyond, but not underworld, the sorcerer
to revive them as undead – even though the must at least know the de-
art of Necromancy can also open the door to ceased’s name; if the
this unholy pursuit – but rather to question name is unknown, it
the shades of the deceased and thereby learn cannot be summoned at
secrets beyond human ken. Where Goety al- all. The SP for the Necro-

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mancy Mystery is modified as years (cumulative with above)
follows: • -1 if the person has been dead for
In addition to knowing the longer than 1000 years (cumulative with
name, at least one of the following above)
three things must also apply for the The sorcerer makes his Casting Check,
summoning to be possible at all. If which is opposed by the spirit’s TY modified
two of them apply, the sorcerer re- cumulatively as follows:
ceives +1 to his SP, and +2 if all three • +1 spirit was a powerful person (sorcer-
apply: er, nobleman, wealthy merchant, ranking
• +spec. if the sorcerer is in the presence priest)
of the person’s mortal remains • +1 spirit was an independent ruler or
• +spec. if the sorcerer has one or more head of a cult
items at hand that were of great personal • +1 spirit knew one or more Lesser sor-
importance to the person while alive cerous Mysteries
• +spec. if the sorcerer is in the place • +1 spirit knew one or two Greater sor-
where the person died cerous Mysteries
Further SP modifiers: • +1 spirit knew Necromancy (cumula-
• +1 if the sorcerer knew the person in life tive with above; sorcerers knowing just
• +1 if the sorcerer knows extensive and Goety get +1, those knowing Necroman-
correct biographic details of the person cy or both Necromancy and Goety gain
(equivalent of at least twenty pages of +2)
writing) If the spirit is victorious or ties the sorcer-
• +1 if the sorcerer is a direct de- er, the spirit does not appear and the sorcerer
scendant of the person cannot attempt to summon this spirit again for
• -1 if the person has been a number of months equal to the spirit’s total
dead for longer than a month number of Successes (not just the surpassing
• -1 if the person has been ones), unless he achieves a change in sum-
dead for longer than a year moning circumstances in his favour, i.e. attains
(cumulative with above) better summoning modifiers than his last at-
• -1 if the person has been tempt.
dead for longer than 10 years If the sorcerer is victorious, the spirit must
(cumulative with above) answer one question per Success of the sorcer-
• -1 if the person has been er (total Successes, not just surpassing ones)
dead for longer than 100 to his best ability. Asking a question the spirit

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cannot answer uses up one of the sorcer- ger time before his birth than he
er’s questions. is dead (e.g. more than 20 years
Spirits know first and foremost details from before his birth if the spirit died
their own life, but they seem to also learn from 20 years ago). This is cumula-
other spirits and therefore know much about tive with all modifiers above.
things that have come to pass after their death, • +1 if it pertains to something
but know nothing that is only known to per- that has happened either within
sons still alive. the recent 10% of time since the
They also seem to keep track less of more spirit’s time of death (e.g. within
recent events than earlier ones, or maybe they the last 2 years if the spirit died 20 years
have had too little time to learn about more re- ago) or that has happened more than
cent events. To see whether a spirit knows the five times as long as he is dead before
answer to any given question, the spirit’s TY the time of his birth (e.g. more than 100
(not SY) is checked, with the following num- years before his birth if the spirit died 20
bers of Successes required: years ago). This is cumulative with all
• 0 if it pertains to something from the spir- modifiers above.
it’s own life • +1 if it pertains to something that has
• +1 if it pertains to something from the happened either within the recent 1%
spirit’s walk of life that has happened in of time since the spirit’s time of death
the geographical area of the spirit’s life (e.g. within the last 0.2 years if the
• +2 if it pertains to either something from spirit died 20 years ago) or that
the spirit’s walk of life that has happened has happened more than twenty
outside his geographical area of life or to times as long as he is dead before
something outside the spirit’s walk of life the time of his birth (e.g. more
that has happened in his geographical than 400 years before his birth
area of life if the spirit died 20 years
• +3 if it pertains to something both out- ago). This is cumulative
side the spirit’s walk of life and outside with all modifiers above.
his geographical area of life Spirits will not or cannot
• +1 if it pertains to something that has answer questions pertain-
happened either closer to the present ing to the afterlife itself,
time than the spirit’s time of death (e.g. including questions as
within the last 10 years if the spirit died to whether they are well
20 years ago) or that has happened a lon- or unwell in the afterlife

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or if they are acquainted to a With sorcery being no science, no Ar-
certain person’s spirit. Any such cane Secret can ever be researched, and no
question is a wasted one. new one can be discovered, not if a thousand
Spirits can only report about lifetimes were spent on this pursuit. Sorcerers
things that were known to a person desiring to learn one of these legendary acts
– any person, really – in life, pro- of sorcery must track down a source where it
vided this person is by now dead. might be obtained.
If something is only known to living One possible source is the most powerful
persons, no spirit can know it. living sorcerers, who might, just might, know
a few of them – though getting them to impart
5. ARCANE SECRETS this knowledge is a different matter.
The final layer of magic is the Arcane Another source is demonic beings of im-
Secrets of ancient sages, single, incredible mense power, which might be prevailed upon
acts of sorcery transcending the limits of to share their knowledge – or perhaps not. The
any single Mystery. Arcane Secrets are just innermost circles of some cults or secret soci-
that – secret, only whispered in occult cir- eties, usually of the more unwholesome vari-
cles, legends about what this or that famous ety, might also guard knowledge of one or two
sorcerer was able to accomplish. Arcane Secrets.
Not even the most powerful sorcerer of yore Another possible source are the shades of
knew all of them, and most of these legend- dead legendary sorcerers rumoured to have
ary masters of eldritch power probably knew possessed such knowledge, though their de-
only a handful. Still, this was enough to ceased consciousness will often be too frac-
make them the stuff of legend. tured to give anything more but telling hints
– if they can be summoned at all.
The most uncommon and rarest source are
written ones, often not so much in the form
of books, but rather things like inscriptions in
some sanctum of an accursed temple – sorcer-
ers being a jealous lot, most who manage to
track down a written source will destroy it to
prevent others from ever profiting from it.
Needless to say, tracking down Arcane Se-
crets opens up an avenue of adventure of sor-
cerer PCs.

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To be able to learn any Arcane Secrets purchase changes in the infant. For
at all, a sorcerer must be proficient in at every Success, he may either:
least one Greater Mystery. There may well be Increase human minimum, aver-
other prerequisites, such as skill in a specific age and maximum value of one At-
Greater or Lesser Mystery, but practical knowl- tribute by +2 or impart one useful
edge of a Greater Mystery is always a prereq- feature like horns, fangs, poison, func-
uisite, even without being noted specifically. tional wings, up to 2 points of natural
The following is a selection of Arcane Se- AV, etc., or grant an Asset.
crets, to give refs a feeling for the scope of By default, without spending any Suc-
what they can accomplish. Refs are encour- cesses, the abomination will always have –1
aged not only to customise the names of these SY, –1 HT, and +2 BN, and it will always look
Arcane Secrets, but also to disallow any or all decidedly inhuman and bestial.
of them, or to create additional ones, as fits Actual looks depend on what essence the
their campaign. sorcerer infused into the embryo; the abomi-
The total number of Arcane Secrets existing nation will always have clear visual traits of
in any one setting is of course up to the ref, one species of animal or legendary creature:
but to us anything under 5 seems miserly and in some settings, this Arcane Secret may be
anything over 20 much too lavish. tied to imparting a specific essence, with all
abominations looking similar; for example, a
ABOMINATION setting-specific Abomination Arcane Se-
Prerequisite: Goety & Mending cret may be called “Son of the Bull”
This hours long extended ritual must be and always produce minotaur-like
conducted, with slight alterations, every week creatures.
during about the first third of the pregnancy In any case, the abomination will
over the body of a woman who is either a grow into adulthood at about five
willing participant or else powerless to resist. times the speed of a human – and
It changes the embryo into some monstrosity, it will only be as loyal to its cre-
whose eventual birth will almost certainly kill ator as the sorcerer is able to
the mother. make it by any means at his
When the abomination is born, the sorcer- disposal.
er Checks the worse of his Goety or Mending
pool to determine how much demonic energy
he was able to infuse into the unborn, spend-
ing his Successes on this unopposed Check to

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THE ACOLYTE’S CLAW ANIMATE THE DEAD
Prerequisite: Goety & Mend- Prerequisite: Necromancy
ing With this ritual lasting 30 minutes to an
This Arcane Secret is no sorcer- hour, the sorcerer can animate a dead body
ous spell at all, but rather a supreme- to a semblance of life and thereby create an
ly deadly martial art harnessing the undead.
sorcerer’s eldritch power into smooth This Arcane Secret is intended to work on
movements and devastating blows. It embalmed mummies and reasonably fresh
is usable only for hand strikes and Ma- corpses still physically largely intact, but may
neuvers conducted with the empty hands, in some settings also work on largely decom-
and for Evasion hand parries – which are posed corpses. If this is the case, such animat-
possible without any chance of harm to the ed skeletons do not receive the +1 BN of other
arm even against weapons. For all these animated corpses (see below).
actions, the Melee Pool consists of Reflex + To create a classic shambling corpse or
Brawling + Goety. skeleton: Such undead are almost mindless
Depending on the group’s preferences for (equivalent of SY 1) and without memory or
the setting, the hand strikes take one the fol- personality, but very loyal to their creator,
lowing two forms: whose commands they are unable to resist.
1) The hand hits with Blunt DR +1 and They have the same Attributes as when alive,
causes additional Shock equal to the Wound but both their HT and TY are limited by their
Level. SY score, thus usually being 1 (in any case,
2) The hand hits with Piercing DR HT is only applicable to animated corpses that
- 1 or Cleaving Swing DR 0, and all are not obviously dead). Animated dead re-
AVs protect against it at only ceive –1 Move and +1 BN and are completely
quarter value – the sorcerer immune against Blood Loss, and virtually so
practically reaches through against Pain; instead of subtracting TY from
the armor and into the body. Pain, all their Pain is flat out reduced by 10.
To animate the corpse, the sorcerer’s Necro-
mancy pool is checked. A single Success cre-
ates an undead, and the sorcerer may spend
his additional Successes to purchase:
Limited reasoning capacity for the undead –
every Success spent grants +1 SY.
Great strength and ferocity – every Success

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spent grants +1 BN and +1 Proficiency. his Necromancy pool, which both
Skill at arms – every Success spent grants the inserted soul and the body’s owner
3 Proficiency points (maximum 9). may resist with HT. If either the vic-
Increased durability – every Success spent tim or the soul is victorious or ties the
increases the life expectancy of the undead by sorcerer, the sorcery fails and the soul
a factor of ten (base is one year). returns to whatever place souls inhabit
Multiple undead – a sorcerer can animate in the afterlife.
any number of corpses at once. He has to If the sorcerer however wins both
expend the Successes for the most powerful Opposed Checks, the host body’s soul is
or durable undead, with every additional un- driven out and passes irrevocably into the af-
dead requiring only 1 Success, even though it terlife, as if the body had died, and the insert-
may be of equal power as the first one. With ed soul now inhabits the body, until the body
6 casting Successes, a sorcerer could therefore dies and the soul returns, once again, to the
animate 6 “basic” undead, or 5 undead with afterlife.
BN +1 and Proficiency +1 (2 Successes for first If a sorcerer happens also to know An-
one and 1 Success for every additional one). imate the Dead, he can substitute a dead
For as long as the corpse is animated, it will (and thus soulless) animated body for a liv-
not continue to decay. ing one. The animated corpse will then func-
tion with the SY of the soul inhabiting it, and
BIND THE SOUL will be unable to disobey the sorcerer’s
Prerequisite: Necromancy direct orders, as is normal for animated
This Arcane Secret forces a dead person’s corpses.
soul into a body, in the process evicting the If the sorcerer uses the conjured
owner’s soul. soul’s own body, the animation of the
To conduct this hour-long ritual, the sorcer- corpse last indefinitely – the soul
er must first conjure a deceased person’s soul, from then on inhabits an undead
as normal for the Mystery of Necromancy. In- but deathless body, potentially
stead of questioning the soul, he instead con- forever.
ducts the ritual, anchoring the conjured soul Forcing a deceased’s soul
in another’s body. back into a body will most
During the ritual, the host body must be likely result in a de-
conscious and either a willing participant (un- ranged version of the
likely) or else restrained. original person. The
The sorcerer makes a Casting Check with more Casting Successes

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the sorcerer achieves, the more will for example utterly destroy the next
likely will the resulting com- sixteen harvests, or this harvest for sixteen
pound of soul and body to be sane. regions, or any combination.
Achieving but a single Success
signifies total and utter madness, CHARIOT OF SORCERY
with more Successes making the re- Prerequisite: Goety & Necromancy
sulting being increasingly normal; 6 By means of this ritual the sorcerer perma-
Successes are required for complete nently enchants some kind of vehicle over the
sanity. course of one week to one month of labour.
With 1 Success on the Casting Check (made
BLIGHT with the worse of either Goety or Necromany
Prerequisite: Goety & Cursing SP) the vehicle may be the size of a chariot,
In a ritual of roughly one hour’s dura- palanquin or rowboat.
tion, the sorcerer curses a land and afflicts Additional Successes can be expended to
it with a terrible blight. A single “unit” of allow for larger vehicles: 1 additional Success
land with either geographical (e.g. a valley allows for a vehicle the size of a carriage or
or an island) or political (e.g. a county or a small sailboat, 2 for one the size a very small
city state) boundaries of up to about 5.000 ship, 3 for one the size of small to mid-sized
km² can be affected. ship, etc.
The sorcerer makes the Casting Check Successes can also be expended to pur-
with the worse of Goety and Cursing. Every chase sorcerous qualities for the vehicle. 1
Success reduces the yield of next harvest
by about a third, applicable to all ag-
ricultural produce either an-
imal or vegetal; 3 Successes
therefore destroy a harvest
utterly. Any Successes over
3 either extend the dura-
tion by doubling the num-
ber of harvests destroyed or
(caster’s choice) doubles the
number of adjactent “units”
of land affected, or a combi-
nation thereof. 7 Successes

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Success may purchase: presence. While they need not en-
An untiring crew or team gage in identical activities, they can
The capability to move without crew or only engage in similiar activities. If
team (requires an untiring crew having been one engages in conversation, the oth-
purchased) ers must speak as well or at least look
An unusual type of locomotion (e.g. flying, at the interlocutor. If one is resting, the
diving, or burrowing) at a reasonable base others must not run or walk around.
speed If one is fighting, the others must fight
Being faster than normal by 50% (per Suc- as well (not necessarily the same oppo-
cess) nent) or at least circle an opponent warily. If
Being bigger on the inside than on the out- one is reading, the others may not sleep, or run
side by 50% (per Success) around, or fight, or chat. While the effigies do
Locomotion for a structure that isn’t a vehi- not have to move in identical ways what they
cle (e.g. a walking hut) are doing needs to somehow mirror what all
The vehicle will always be most conspicu- the others are doing. The exception to this is
oulsy sorcerous in nature. If the sorcerer de- that it is always possible for the sorcerer to
sires that it look mundane and innocuous, he will one or more effigies remain completely
is obliged to spend 1 Casting Success to pur- passive.
chase such an appearance. Effigies are completely real and can be in-
Usually, the vehicle can only utilize its sor- teracted with in any way a human can.
cerous means of locomotion if the sorcerer This extends to their clothing and per-
who has created it is on board, though it may sonal effects, though these can nei-
be appropriate for some settings to allow any ther be given nor wrested away. Should
sorcerer of sufficient might to control the craft. some possession somehow pass from
an effigy, both effigy and item im-
ELDRITCH EFFIGIES mediately dissolve, unless it is
Prerequisite: Goety & Enslavement the effigy currently housing the
By use of this sorcerous ritual of a single sorcerer’s essence (see below),
Limelight duration, the sorcerer splits himself in which case the possession
into as many versions of himself as he achieves passes from the effigy - and
Casting Successes. Depending on the setting also vanishes from all
these new versions of himself may either step others.
out of him or simply appear in his vicinity. While all the effi-
The simulacra must stay in each others’ gies are the sorcerer, and

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equally real and equally sorcer-
ous in nature, only one holds
the sorcerer’s essence at any giv-
en time. Which one is utterly in-
discernible, and the sorcerer may
change this instantly, at a thought.
Theoretically, he could easily shift
his essence a dozen times within
the span of a single Exchange. Should
the effigy holding his essence be killed or
knocked out, the sorcerer will have ample
time to shift his essence to another effigy,
provided he is conscious.
In combat, every effigy suffers wounds,
Shock, Pain, Blood Loss etc. individually. The
sorcerer himself suffers only from the wound
effects of the effigy currently housing his es-
sence. After this sorcery has run its course, he
retains the wound affecting the final effigy he
inhabited at its end, which may be none at
all. It does not matter what the other effigies The sorcerer can dissolve any or all of the
have suffered effigies at any time. If he does not do so pre-
The sorcerer may also work sorcery maturely, they will fade at the end of the scene
while split into several effigies, or after about half an hour, whatever is most
but only with the effigy cur- appropriate.
rently housing his essence.
FIRESTORM
While he invokes sorcery, the
other effigies will either re- Prerequisite: Cursing & Witchfire
main passive or very closely This Arcane Secret imparts knowledge of
mirror his words and gestures, a ritual of three Limelights’ duration and al-
in which case the sorcery will lows the sorcerer to spread out the effect of his
manifest in a manner not giv- Witchfire Mystery over a vast area, targeting
ing away what effigy has ac- everybody within it.
tually worked it. The affected area must somehow be logi-
cally delineated, like an army, a fleet, a cas-

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tle, a village, or a city (which is about the HAND OF DOOM
largest area that can be affected). A storm Prerequisite: Goety & Necroman-
of Witchfire attacks will erupt in this area, tar- cy
geting people within it at random and lasting This is a dreadful Arcane Secret
for one Limelight (or about 30 seconds) per that can be easily cast almost instanta-
Success on the Casting Check made with the neously, definitely in a single Limelight.
worse SP of either Cursing or Witchfire. The sorcerer calls words of power and
During this time a base of about 50 people extends his hand towards a target within
will be hit (not merely attacked) by Witchfire. no more than 10 meters and invokes cer-
This number doubles with every addition- tain entities.
al Casting Success. A Firestorm called down He then makes a Casting Check with the
upon an army with 7 Casting Successes would worse of his Goety or Necromancy, which the
therefore roll over that army for about three victim can resist with TY.
to four minutes and strike down roughly 3200 If the victim is victorious or ties the sorcer-
people. Considering the probable raw power er, he feels merely intense pain, the equiva-
of any sorcerer knowing Firestorm, all normal lent of Pain equal to the dice in the sorcerer’s
victims of it can be considered killed or very pool for this Arcane Secret; this Pain is halved
nearly dead. with every passing Combat Round until it dis-
If special characters like PCs are among the appears and subsides, but unreduced by TY.
group affected, it should be randomly deter- If the sorcerer is however victori-
mined whether they are attacked or not, based ous by but a single Success, one of
upon the actual statistical likelihood of this the victim’s organs (sorcerer’s choice)
occurring, though slanted towards an attack will burst out of the victim’s body, rip-
occurring. If the character is attacked, the orig- ping through any clothing and armor,
inal Casting dice are rolled again against TN and jump into the sorcerer’s out-
6 for a QoS of the hit, which can be defend- stretched hand.
ed against as per the rules for Witchfire. If he Alternatively, the sorcerer can
is hit, the Impact Rating is QoS + the Casting decide to rip off a limb, includ-
Successes just rolled. ing the head. Depending on
the organ, death is ei-
ther instant or follows
within seconds from
blood loss and system
shock.

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MASTER THE BEAST slavement pool, and every Success results
Prerequisite: Goety & En- in about 150 small animals like scorpions
slavement and spiders answering the call, or about 50
This short ritual, easily complet- mid-sized animals like jackals and vultures, or
ed within a single Limelight, calls lo- about 15 large animals like crocodiles.
cal animals into the sorcerer’s pres-
MOLD THE FLESH
ence, enables them to understand his
wishes and forces them to his bidding Prerequisite: Goety & Necromancy
for the duration of the current scene, af- This Arcane Secret imparts knowledge of a
ter which they will disperse again. surprisingly short ritual, easily completed in
Animals begin to arrive in the sorcerer’s but a single Limelight that allows the sorcer-
presence as soon as he finishes the ritual, er to temporarily shift his shape into another
and continue to arrive in great numbers – creature’s, thereby attaining all this creature’s
greater numbers than could conceivably physical characteristics.
exist in the sorcerer’s vicinity. It is therefore Mechanically, the worse of the sorcerer’s
theorized that this Arcane Secret not only Goety or Necromancy pool is checked, with
calls animals, but actually also brings them
into being.
The type of animals is always one specif-
ic, locally existing species, and the species
that can be called must always be one that
has something sinister to it. Scorpi-
ons, snakes, spiders, centipedes,
crows, vultures, wolves, hye-
nas, jackals, bats, cats, and
crocodiles are possible, but
doves, horses and rabbits
are not. In some settings,
there may be further lim-
itations as to the species that
can be invoked.
The Casting Check is
made out of the worse of
the sorcerer’s Goety or En-

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every Success allowing the sorcerer to re- Casting Success will die from it.
tain the changed shape for up to 15 min- Casting Successes also give a gauge of
utes; he can however end the sorcery and shift how easy it is for people not origi-
back at any anterior time. nally within the area affected by the
Exactly what animal shape can be assumed Arcane Secret to contract the plague
will vary from campaign to campaign but as a later on: 1 Success would mean that
guideline should be one between one twenti- actual ingesting of body fluids is nec-
eth and five times the sorcerer’s own mass. essary to contract it, while 10 Success-
Normally, it will have to be a type of animal es would mean that just being within a
that has something sinister to it (see Master the few meters of a plague carrier would suffice.
Beast), but if the ref waives this requirement The severity of the plague deteriorates over
he is encouraged to instead limit the power of time. Every week after the casting, the effective
this Arcane Secret by having it impart only the number of Casting Successes is reduced by 1.
ability to shift into one specific type of animal Still, a very successful application of this Ar-
and require it to be “rediscovered” for every cane Secret might practically depopulate a
additional species. country.

PLAGUE WIND PORTAL


Prerequisite: Necromancy & Mending Prerequisite: Goety & Necromancy
This Arcane Secret imparts knowledge of By use of this ritual the sorcerer es-
how to conduct a lengthy ritual requiring sev- tablishes a link between two locales,
eral hours to complete that will afflict an area no matter how distant, effectively
with a very deadly plague. The area where the conjoining those locales and allowing
plague first appears must be one with distinct things and beings from one to pass
political or geographical boundaries, exactly through to the other.
as with Blight, but it will spread naturally be- Opening a portal to a location
yond this area. the sorcerer is currently seeing
For every Success on the Casting Check, or familiar with requires but 1
which is made with the worse of the Mending Casting Success on the Check
and Necromancy pool, about 10 % of the peo- made with the worse of
ple in the boundary at the time of the casting either Goety or Necro-
will contract the plague, some immediately, mancy SP. A portal to a
some as much as ten days after the casting. place he has only visit-
Of those who contract it 50% + 5% per ed once or twice requires

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2 Successes, and one to a place and if necessary successes fall short, the
he has never visited but is well portal does either not open at all or else is
informed about requires 3 Success- unstable, and before failing generates a unique
es. He cannot open a gateway to Complication related to some property of the
any locale he has no knowledge of. portal, falling on any who still dare to brave it.
The aspects of the portal that may The ritual to establish this gateway usually
be crafted fall under these broad cat- requires about an hour, but in an emergency
egories: the sorcerer may rip it open quickly and vio-
Direction - A portal is usually two- lently in but a single Combat Round. This re-
way. Making it one-way uses up 1 Success. quires three times the ordinary number of total
This being exactly the other way around Casting Successes for the desired portal.
may be more appropriate for some settings,
though. SHAKE THE BONES OF THE EARTH
Access - The portal is by default open Prerequisite: Goety
to everybody. Limiting it to the sorcerer’s use With this ritual’s duration of about an hour
alone (in any or all directions) uses up 1 Suc- or two, the sorcerer creates a violent earth-
cess. quake.
Size - By default, the portal admits up to The effect is slightly setting-specific, as its
human-sized creatures or things. Widening it mechanics orient themselves after the sturdiest
to admit large ones uses up 1 Success, and building technique and materials available in
huge ones yet another Success. Expending the campaign. For every Success of the Cast-
a third Success makes it large enough to ing Check made with the worse of Goety or
sail a ship through it. Witchfire SP about 5% of the buildings of this
Duration - A portal stays top durability are completely destroyed by the
open for a single Combat earthquake and another 10% heavily dam-
Round. Expending addition- aged. Less sturdy buildings are of course af-
al Successes extends this to fected to a greater degree.
a Limelight, a scene (or The area affected at full strength has a di-
about half an hour), a day, ameter of about half a kilometre, with areas
a month, a year, a decade, farther out being struck by less violent tremors.
and permanent, in this order. The epicentre of the full strength is surrounded
The sorcerer must delin- by concentric rings of about half a kilometre
eate these desired properties each, with each being affected with a severi-
before the Check is made, ty of 1 less Success. Alternatively, the sorcerer

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may forgo to have anything outside the Occultism Check, and about that of
epicenter affected, invoking a blatantly sor- enclosed spaces an Amazing one.
cerous, sharply delineated earthquake. Gaining the knowledge of being
spoken about does not divert the sor-
WHISPER MY NAME IN FEAR cerer’s attention or disrupt his con-
Prerequisite: Prophecy, Scrying centration in any way. Even if a thou-
Once a sorcerer learns this Secret, he will sand people were to speak about him
know from that moment on whenever his at the same time this would not disrupt
name is spoken anywhere in the world. If the sorcerer’s present doings in any way;
somebody utters the sorcerer’s name, the sor- he just knows, without the knowledge drawing
cerer immediately and unfailingly learns this his attention away from anything else.
person’s name, location, identity (e.g. farmer,
nobleman, soldier, etc.), in what context his 6. COMBINING SORCEROUS EFFORTS
name was spoken (e.g. hostile, reverential, in In Blade, sorcerers are a rare commodity,
awe, plotting, etc.), and also the names and most especially those knowing more than
identities of this person’s interlocutors. one or two Lesser Mysteries. Thus, there will
There is no Check involved. In short, the seldom be a situation when several sorcerers
sorcerer cannot be spoken of anymore without combine their arcane powers. When they do,
him becoming aware of it. despite everything, it is an absolute necessity
The one chance to avoid drawing the sor- for the combination of such efforts that
cerer’s attention is not using his name but re- the cooperating sorcerers belong to the
ferring to him obliquely. Speaking about the same cult, coven, or sorcerous order.
sorcerer in that way requires an Amazing CG Merely practicing sorcery of the
Check for it not to be noticed. If this is addi- same general cultural tradition is not
tionally done in either hushed tones or a com- enough; actual membership in some
pletely enclosed space, the Challenge Level kind of shared sorcerous broth-
becomes merely Difficult or Challenging if erhood is indispensable. If this
both is the case. prerequisite is met, while it is not
This is however far from common knowl- necessary that every sorcerer
edge: While it may well be part of common partaking in this pooling of
folk lore that uttering a sorcerer’s name is bad power know the par-
luck requiring only a QoS of 1 on an Occultism ticular Mystery being
Check to have heard of, knowing about the ef- used, it is beneficial.
fectiveness of whispering would be a Difficult The sorcerer with the

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highest rating in the Mystery cessful Containment Checks – they afflict
being attempted (not the sorcer- every participating sorcerer in their entirety.
er with the largest Sorcery Pool),
heads the effort, and his pool is the 7. DUEL OF WILLS
one modified. When two sorcerers battle, they don’t usu-
Dice from each participating sor- ally slug it out Mystery against Mystery (though
cerer are cumulatively added to his they may of course), but engage in a Duel of
SP thusly: Will instead. The Duel of Wills matches SP
• +1 to the caster’s pool if the con- against SP in a way similar to how melee com-
tributor knows a Lesser Mystery bat matches MP against MP, and it has a simi-
• +1 to the caster’s pool if the contributor lar structure of Exchanges and Rounds.
knows more than three Lesser Mysteries First of all, a Duel of Wills requires two will-
• +1 to the caster’s pool if the contributor ing participants. It is not possible for one sor-
knows a Greater Mystery cerer to engage another in it against his will;
• +1 to the caster’s pool if the contributor thus, there is also no possibility of surprise.
knows two Greater Mysteries Each sorcerer uses an SP of his choice (usu-
• +1 to the caster’s pool if the contributor ally his best) and announces this choice. There
knows any Arcane Secrets is no need for the SPs to derive from the same
• - 1 to the caster’s pool if a Lesser Mystery Mystery, and no need to stick to the same
is being cast that is unknown to the con- Mystery every Round. Penalties from Taint and
tributor. other sources fully apply to the SPs during the
• - 2 to the caster’s pool if a Greater Mys- Duel of Wills.
tery or Arcane Secret are being cast One sorcerer is determined as initial aggres-
that is unknown to the con- sor and one as defender. In some cases these
tributor. roles might be obvious from the circumstances
The downside of such under which the Duel is entered, in other the
combined sorcerous efforts participants might be in agreement about who
is that its consequences is the initial aggressor. If neither is the case,
are not merely confined to the roles are assigned as desired by the sorcer-
the primary caster, but afflict er built with the better Sorcery Priority, or the
every participant in full. This higher SP if that is a tie, or the higher Power
includes both Taint and any Attribute if this is a tie as well, or the higher
other negative effects result- Occultism Skill if tied again.
ing from insufficiently suc- The aggressor then announces a sorcerous

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ditional effects as per his chosen Ma-
neuver. In case of a tie, the aggressor
simply retains this role.
If the first Exchange does not re-
sult in an immediate decision, a sec-
ond Exchange follows, for which the
remainder of the SPs can be used,
exactly as per the melee rules. If this
Exchange does still not yield a decision,
the SPs refresh and a new Round of two Ex-
changes begins.
The eventual loser of the duel is thrown to
the ground bodily under the onslaught of his
opponent’s sorcerous power, where he lies
stunned for the next Combat Round (all
Pools at 0 dice). In addition, his sorcerous
defences have been invaded and battered
down by his opponent: For the remainder of
the scene, he is at +2 TN to resist the victor’s
Offensive Maneuver and a number of dice sorceries and is at +2 Casting TN to af-
from his SP assigned to it, to which the defend- fect the victor with his own sorcery. Fi-
er reacts by declaring a sorcerous Defensive nally, he acquires 1 point of Taint.
Maneuver and also assigns dice. Both then pay Depending on the actual Offensive
any necessary Activation Costs for the chosen Maneuver by which he was over-
Maneuver from their SP, roll their assigned come, the loser may also suffer
Maneuvers against their normal Casting TN for physical damage on the Generic
the Mystery used (6 to 8), applying any modifi- Damage Table. AV never averts
ers from the Maneuver chosen, in an Opposed such injury, but BN soaks up
Check. some of it as normal.
If the aggressor is victorious, he retains ini- While crippling injuries
tiative as aggressor, and there are additional are entirely possible
effects as per the Maneuver chosen. If the De- from a Duel of Wills,
fender is victorious, he may assume the part outright annihilation
of the aggressor and possibly also invoke ad- is rare. Wound Levels 1

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through 4 are attained normally, are only a small portion of the possibili-
by a result (Impact Rating – half ties.
BN) of 1 to 4 respectively. Wound Lastly, Duel of Will may, at the ref’s discre-
Level 5 does however require a re- tion, be used between sorcerers and certain
sult of (Impact Rating – half BN) of kinds of incorporeal creatures, whom the ref
6+, and Wound Level 6 of 8+. would have to assign the equivalent of an SP.
Under certain circumstances a It can also be used for battles between any
group of sorcerers may gang up on a hostile beings they encounter while using the
single sorcerer, pooling their ultramun- Scrying Mystery, though the latter under these
dane strength to best him. The circumstances circumstances is at a decided TN advantage,
under which this is possible and the mechan- being as they are on their home ground.
ical aspects of combining efforts are exact-
ly as with Combining Sorcerous Efforts, as SORCEROUS MANEUVERS:
are the consequences of defeat (i.e. they
All Maneuvers have an Activation Cost that
are experienced by all to their full extent).
has to be paid from the SP to utilize them. Some
The Duel of Wills is then handled normally,
Maneuvers are easier to use with SPs based on
with the leader of each group of combatants
certain Mysteries. Any such Mystery is listed
making all decisions and Checks. The only
as “Favoured” with the Maneuver. Activation
exception is that the Mystery used must re-
Costs are 2 dice less if the SP used is based
main the same throughout the contest.
on a favoured Mystery, though never less than
The default physical aspect of a Duel
0 dice, with the sole exception of the Endure
of Wills is the two sorcerers staring at
defense, which may add +2 dice to SP if used
each other intently, maybe breaking
with the Mending Mystery. Minimum Activa-
into sweat from the strain and
tion Costs are noted with the Maneuvers.
swaying under the onslaught
of the opponent’s will. For
OFFENSIVE MANEUVERS:
some settings it might how-
ever be appropriate to be a
CREEP
bit gaudier. Lightning flick-
ering between the sorcerers, Activation: 2 (minimum 0)
gusts of wind tearing at them, Favoured: Necromancy, Prophecy, Scrying
tongues of flame licking at The attempt to find a weak spot in the op-
them, vortexes full of barely ponent’s psychic defences and to get one’s as-
glimpsed demonic entities sault through there.
wavering between them It is in effect a feint: The aggressor at first

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declares another Offensive Maneuver and
GRIND
only announces Creep once the defender
Activation: 2 (minimum 0)
has committed dice to a Defensive Maneuver.
Favoured: Cursing
The aggressor may then add dice from his
Grind is for keeping up a steady
uncommitted SP to those dice already com-
sorcerous assault to finally wear down
mitted to the attack at the additional Activa-
the opponent’s defence. Assigned SP
tion Cost of 1 die per die added.
are checked against Casting TN and
The remainder of the offence is then re-
Opposed by enemy’s chosen defense.
solved as if it was a Strike Maneuver.

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If Grind is victorious, half the STRIKE
QoS is added to the victor’s SP Activation: 0 (minimum 0)
for the following Exchange, up to a The standard action of striking with one’s
maximum bonus dice equal to the sorcerous power at the opponent. Check as-
number of dice in his SP at the be- signed dice against Casting TN, opposed by
ginning of the following Exchange. enemy’s chosen defense. If victorious, the vic-
Grind is no means to win a Duel tor may simply retain initiative as aggressor,
of Wills in itself; some other Offen- or may alternatively choose to inflict damage
sive Maneuver is needed to finally de- of an Impact Rating equal to the QoS. If this
liver the decisive blow. Impact Rating fails to inflict at least a level 1
wound, the attacker overestimated the power
OVERPOWER
of his strike: The Duel of Wills is still undecid-
Activation: 6 (minimum 4) ed and the previous defender assumes the role
Favoured: Enslavement, Goety, Witch- of the aggressor.
fire
The tactic of the sorcerer sure of his own DEFENSIVE MANEUVERS:
superiority, this is a brutal onslaught of el-
dritch power, attempting to outright shatter COUNTERSTROKE
the opponent’s defense. The assigned SP dice
Activation: 3 (minimum 1)
are checked against Casting TN and Opposed
Favoured: Cursing
by the enemy’s assigned defence dice.
The finicky and difficult tactic of turning the
If the defender wins or ties, he may
opponent’s power against himself. Defence
immediately assume the part of ag-
dice are assigned and checked as normal, with
gressor.
a tie having the usual result of the aggressor
If the aggressor is victori-
retaining this role.
ous, he has brutally broken
If the defender surpasses the attacker’s num-
through the opponent’s de-
ber of Successes, he immediately becomes the
fences and inflicts damage
aggressor and attacks with a Strike on the very
of an Impact Rating equal
next Exchange (no choice here).
to the total number of his
He can assign as many dice from his SP as
Successes, not just those sur-
he wants to this Strike, and will have addition-
passing the defense Success-
al bonus dice equal to the previous’ aggres-
es.
sor’s number of Successes on the attack suc-
cessfully defended against.

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DEFLECT EVADE
Activation: 0 (minimum 0) Activation: 0 (minimum 0)
The standard tactic of simply deflecting the Favoured: Prophecy
opponent’s sorcerous onslaught. If the number The tactic of getting the hell out of
of Successes from the assigned SP checked the fight, only possible if the sorcerer
against Casting TN equals the aggressor’s at- wanting to utilize it did not use an Of-
tack Successes, the attack was deflected. If fensive Maneuver in the immediately
it does not only equal, but actually exceed preceding Exchange; neither can this
them, the defender may assume the mantle of Maneuver be used on a confrontation’s
aggressor. very first Exchange.
The assigned defence dice are checked
ENDURE against Casting TN –2, and if they at least tie
Activation: 0 (minimum –2) the attack dice’s Successes, the Duel of Will is
Favoured: Mending (including Pain), Nec- ended.
romancy It does however entail a certain degree of
The tactic of hunkering down and taking acknowledgement of defeat and inferiority.
everything the opponent throws at you in the For the remainder of the scene, the sorcerer
hope that he will wear himself out. If the de- ending a Duel of Wits by means of Evade is at
fence is successful, no matter to what degree, Casting TN +1 to affect his opponent with any
the defender may still not assume the role of sorcery, and the opponent affects him at
aggressor. (See the sole exception below.) Casting TN –1.
However, the aggressor for his next Ex-
change loses dice from his SP equal to half the 8. AFFECTING MULTIPLE
number of Successes on his attack; the success- TARGETS
ful defender, who took the punishment, loses Sorcerers can affect more than
half as many dice as the aggressor, though al- one victim at once with a single
ways less than him (i.e. if the aggressor loses 1 application of the Cursing, En-
die, the defender loses 0 dice). slavement, and Mending Mys-
If this results in the next Exchange starting teries. The targets affected
with the current aggressor’s SP depleted and must all constitute a
the current defender still retaining dice in his group, either in the
SP, the latter may assume the part of aggressor. sense of their physi-
cal proximity (with no
non-members of the

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group interspersed between Example: A sorcerer uses Pain against
them), or else in another, clear- three guardsmen charging him. He achieves
ly delineated sense; for example, 6 Casting Successes, of which 2 are discarded
a sorcerer could affect all present for the two additional targets. The guardsmen
redheads, or eunuchs, or priests, with the best TY Checks this Attribute to op-
even if those are mixed into a larg- pose the 4 Casting Successes. If he achieves 4
er group. Casting and Containment or more Successes, no guardsman is affected;
Checks are made as usual, but 1 if he achieves less than 4 Successes, all three
Casting Success is discarded for every guardsmen suffer Pain 12.
target after the first. The remaining Casting The Witchfire Mystery can also be used
Successes are Opposed as by the mechanics against several targets at once, wih the same
for the Mystery used, but only once, by the mechanic of discarding Casting Successes
single target with the best chances to suc- for additional targets. The reduced number of
ceed at resisting the Mystery. The outcome Casting Successes are used both for damage
of this single Check determines whether the calculation and for the attack rolls. Unlike with
sorcery overcomes the resistance of all tar- the other Mysteries, Checks to hit and avoid
gets; if it fails, all targets are affected, if it is the Witchfire attack are made individually, for
successful, no target is affected. every target and by every target.

This concludes Chapter Six.

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Jeffrey Quigley (order #6792937)
“Zilumi herself, forsaking her life of luxury and witchcraft, followed Hokannen into
the desert, where, to demonstrate her heart’s change, she lopped her hair and left her fine
clothes lying on the sands, and even her magic instruments she left, this mirror among them,
through which she had worked the worst enchantments of all.”
Cyrion had not moved. “I know the tale. Many claim to own remnants of Zilumi’s possessions.”
“But this mirror,” said Juved softly, “this mirror will prove to you that it is a piece of wick-
edness.”
The watcher from the tower had by now resumed sufficient equilibrium to advance to the doorway.
Reaching in and grasping Cyrion’s arm, he guided the young man from the bedroom, and back into
the outer chamber.
“Did you feel the soul sucked from you, most elegant swordsman?”
Cyrion’s colour was reestablished. Blithely he said: “What gives you to suppose I have a soul?”

Tanith Lee, “Cyrion”

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“Thus he spoke to them: Come here and kill me, then, if indeed you can. But know this – within
these walls, death ends nothing.”
Hen’r the Long-Hailed

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I. A Sword & Sorcery cruelty are quite commonplace. The
Overview world or the relevant part of it may be
outright lawless, but it need not be; if
This chapter takes a look at the setting, the
it is, it will usually abound with pock-
protagonists and the structure of the typical
ets of lawless behaviour where might
Sword & Sorcery tale. It shows the common
makes right, either because a central
traits of the many variants of the genre and at-
authority is non-existent, or too weak
tempts to aid both referees and players alike in
to keep the peace, or simply does not
getting a feel for the conventions of Sword &
bother to do it. Callous and corrupt re-
Sorcery, to better allow them to create settings
gimes interested in nothing but the perpetua-
and characters appropriate for the genre.
tion of their own power and comfort would be
For the sake of demonstrating what the tales
typical, as would be regimes whose authority
have in common, a degree of generalisation is
and hold over their countries is undermined
inevitable. Please be aware that no writer has
by contenders, rebel, war or raiders, or may-
at all times followed all of the tenets explained
be by the sheer size of the land and the re-
in this chapter, and so you too should feel free
moteness of the government. In any case,
to ignore those that do not suit you. But please
the setting for Sword & Sorcery tales is one
be also aware that while you can and should
where violence is not or not effectively mo-
well deviate in a few precepts, you will be rap-
nopolized by whatever government there hap-
idly abandoning the field of Sword & Sorcery
pens to be.
if you deviate in more than a handful at once.
The majority of people in Sword &
If that’s what you want, fine, go ahead, more
Sorcery stories usually do little to alle-
power to you, just be conscious of it.
viate the harshness of the violent world.
1. THE WORLD OF SWORD & Self-serving and callous people are
SORCERY common, and only a minority of
people can be considered altruis-
tic – which is of course not to say
“I’ve invited ye to keep to your own company, ye
that the latter don’t exist at all.
damned fool. Now begone or I’ll invite ye further with
While decent people do ex-
my boot.”
ist and actually figure quite
David C. Smith, The Witch of the Indies frequently in Sword
& Sorcery stories, it is
A Sword & Sorcery world is almost always a universally understood
harsh place where violence and even outright that they constitute the

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minority and mostly figure as In extreme cases, such a combination
a device to throw the utter self- might lead to an utterly decadent world
ishness of the majority into starker where everybody feels powerless in the face
relief. of fate and does, while he waits for his turn for
By and large, most people will fate to strike him inevitably down, look only
have little interest in anything but to his own pleasure and immediate advantage.
their own advantage, and compas- This latter setting is a subset of the Sword &
sion will, if they feel it at all, be lim- Sorcery world, a decadent, fatalistic, and often
ited largely to their thoughts and only also quite sophisticated, wicked and sybaritic
rarely enter their deeds. type.
Combined with this uncaring attitude, It provides a distinctive flavour of its own
the abundance of violence and the utter and therefore serves more often as the back-
egoism of the typical government, make drop for stories of the cloak-and-dagger type
the Sword & Sorcery world into a tragic that play out rather in opulent pleasure palac-
place. While most common people do not of es and the dark back streets of ancient metrop-
course have to contend with the threat of a olises than in the wilderness or on battlefields.
violent end on a daily basis, the menace of it But there is of course nothing to keep a
is ever present in the background, and almost referee from providing his very own Sword &
everyone will have personally experienced Sorcery setting with different areas suffused
situations where somebody’s life was either with either type of flavour, the savagely violent
ruined or outright terminated by rampant and the wickedly depraved.
violence or the uncaring arbitrariness of
people in power. 2. FAITH AND THE DIVINE
It is typical that in spite of “Many a barbarian, both man and woman, died
these tragedies, the people of screaming on the altar under this hand.”
the Sword and Sorcery world Robert E. Howard, The Hour of the Dragon
do not strive to make their
world a better place. The Almost all Sword & Sorcery settings lack
response of the majority is direct manifestations of the divine. The priests
either selfishly looking only will typically run the gamut; from scholars to
after themselves and their Machiavellian plotters to ritualists humbug-
own prosperity and safety, or ging either themselves or their flock, but they
else outright fatalism, or a will – with one notable exception – never be
combination of both. recipients of any kind of special supernatural

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powers of divine origin. There are no “cler- well be deeply devout, the attitude of
ical spells”, and miracles are thus stuff of the protagonists is more often than not
religious legend, with no game mechanics to a deeply self-sufficient one of trying
regulate the contingency of their appearance. to avoid the gods as much as possi-
The only priests who receive any kind of pow- ble.
ers from their deities are usually the celebrants Most heroes of Sword & Sorcery re-
of evil, forbidden and secret cults, and they can spect divine power and will rarely in-
rather be considered sorcerers having received sult it, but by and large avoid treading
preternatural knowledge and powers from their on any deity’s shadow.
ultramundane patrons – typically at a cost. Exceptionally devout protagonists are the
These cultists, turning to almost universally exception – the majority feel that there is no
malignant entities for arcane power and wis- use turning to a god for something one can,
dom are the magic users of the genre and will by sweat and supreme effort, achieve oneself.
be more thoroughly dealt with in the next sec- Even a protagonist as deeply religious as
tion. Howard’s Solomon Kane displays this latter
Religion in Sword & Sorcery can be mono- attitude of self-reliance over reliance on di-
theistic, but will more usually be polytheistic. vine agency.
Religious practices are frequently steeped in
convoluted ritual, or actually consisting of 3. MAGIC AND THE SUPERNATURAL IN
them entirely, with sacrificial rites common. SWORD & SORCERY
With the darker cults, this can definitely in- Even though it is in the name of the
clude human sacrifice. The faithful almost cer- genre, magic need not actually be real
tainly believe in divine intervention, but ac- in a world of Sword & Sorcery, though
tual intervention is exceedingly rare. Mostly, it usually will be. In the rare cases
the gods, if they do exist at all, are remote and where magic does not exist, it will
uncaring; when they do show their hands at still be practically universally be-
all it is more likely that it will be to punish and lieved in, to such a degree that
cast down than to rescue and reward. it might be preferable not to in-
Pantheons of gods that are not regarded as form the players that it is all
benevolent but rather need to be appeased to rank superstition and that
spare humanity their wrath are therefore more magic does not actual-
common in Sword & Sorcery than in other ly work.
genres, but still overly in the minority. However, the default
While common people in the setting may is for magic to be very

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real, but never commonplace. villain of the Sword & Sorcery tale and
In Sword & Sorcery, true mag- only marginally suitable as PCs.
ic is always rare, rather powerful, Magic in Sword & Sorcery is universally sub-
mysterious, and not completely tle and never worked quickly, but rather the
understood even by its practitioners product of more or less lengthy ritual. Its effects
– and most of all, it is menacing and are not obvious, or necessarily magical to the
strange to the point of being outright onlooker, and they are almost never flashy.
alien. The sorcerer of this genre may converse
Only seldom will magic work by with the dead, scrye out distant places, magi-
drawing upon some anonymous force per- cally enslave people to his sovereign will, in-
vading the universe – usually the source of flict wasting plagues upon those who irk him,
magic is either a force or entity inimical to command the weather, fool with hallucina-
life or at least humanity, and by working tions, curse his enemies with terrible dooms,
magic the sorcerer is endangering his sani- summon demons to do his bidding and maybe
ty, soul or humanity, or even all of them. even shake the very earth to bring down en-
Acts of sorcery, especially the more pow-
erful ones, will often involve blood sacrifice
and similar unpleasantries.
It should by now have become apparent
that sorcerers in Sword & Sorcery tales are
rarely nice guys – at best they are shady and
ambiguous, and often they are outright
hell-raising fiends. Owing to the dan-
ger that sorcery represents to
its own practitioners, sorcer-
ers are usually driven people
with a strong will and great
self-discipline.
It does after all take a
certain kind of person to risk
his life, and probably also
soul or sanity, and flirt with
eternal damnation. This does
make sorcerers the perfect

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tire cities, but he will not throw lightning of sharing the quintessentially human
from his fingertips nor mass-produce mag- world with any degree of equality or
ical items. amicability. What non-humans fig-
Such items of power are invariably rare in ure in Sword & Sorcery are anything
tales of Sword & Sorcery, with most campaigns but humans with pointed ears; rather,
playing out without a single magical item ever they are ultimately unfathomable and
turning up. When magic items do exist they unknowable and thus quintessentially
are usually the stuff of legend and eminent- non-human.
ly powerful, on a level with Excalibur and the The role of the non-human in the
Holy Grail, and are quite frequently cursed or Sword & Sorcery adventure is therefore similar
otherwise doom-laden. If they appear at all, to that of the magic item, though maybe to a
they take center stage and are the very focus lesser degree: When one figures in an adven-
of an entire adventure, or better yet, a series of ture, he will be central to it and much of the
adventures. adventure will revolve around him.
The same does of course apply to mon-
4. THE RACIAL MAKEUP OF SWORD & sters, those well-loved number one enemies
SORCERY of role-playing heroes: In Sword & Sorcery,
With magic and the supernatural being so they are ousted from this position. Here, the
rare, it will not come as a surprise that non-hu- most common adversary of the hero is his fel-
man races are equally rare in Sword & Sorcery. low man, and monsters occupy a simi-
This is a world of humans, and while non-hu- larly special place as non-humans.
mans do exist they are relegated to legend and If they appear in the stories, they
the very fringe of the setting. Such beings are will not fulfil the role of the common
never commonplace and almost never inte- orc, to be slaughtered in untold num-
grated to any degree into human society, or bers, but rather the role of Grendel
even familiar with it. or Count Dracula: The focus and
Rather, they represent the uncanny, the backbone of an entire adventure,
alien, and the utterly inhuman. Bitter survivors or a recurring pot device on the
of anterior races, scattered communities plot- way to the climax. It follows
ting the eventual downfall of man, degenerated that they usually appear
descendants of elder races preying upon man, singly or at best in
reclusive and solitary guardians of pre-human tiny, closely connect-
wisdom, those are the usual roles for non-hu- ed groups, for example
mans in Sword & Sorcery, but certainly not one Grendel and his mother.

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They are individual horrors, ca- The heroes of Sword & Sorcery come
pable of single-handedly men- in many different shapes and sizes. Some,
acing all of the characters in a story like Elric, are deeply introspective intellectu-
– and slaying more than a few. als, others, like Conan, are indomitable fight-
In Sword & Sorcery, the role of ing men, others, like the Gray Mouser, are sly
non-humans and monsters is a sim- bounders, others, like Cyrion, are suave so-
ilar one: Both represent an encoun- phisticates, and yet again others, like Kane,
ter with the uncanny. Conan doesn’t are simply badasses; with Myal Lemyal there
typically fight through hordes of mon- is even an outright goofball among the heroes
sters the way he does hordes of men, nor do of the genre. The genre abounds with many
Clark Ashton Smith’s various heroes. different types of protagonists, and by far not
Even where Fafhrd and the Gray Mouser all them meet their opposition head-on and
confront monsters with steel, they only weapon in hand. But however divergent their
once or twice battle them in great numbers. method, outlook on life, and temperament
Elric is the exception but even then only oc- may be, there are a few underlying, unifying
casionally. And even more recent Sword & traits they all have in common.
Sorcery heroes, like Hercules or Xena, rarely The Sword & Sorcery hero is usually a strang-
battle more than one true monster at a time – er, outcast or outlaw, an alien or a misfit in
and they live in an age of monsters. the region where his tale plays out, apart from
In the few cases in the source literature and outside of that locale’s community. He is
where monsters appear in groups, the hero’s often, but not always, of humble descent, a
solution is almost always to run, while commoner, former slave or outright barbarian.
villainous or simply less wary men are In cases where he hails from the higher classes
slaughtered. of society he is either discredited, disinherited
or irrevocably deposed from his once lofty po-
5. HEROES AND sition. He comes from the very lowest stratum
VILLAINS IN SWORD & of the upper class – the lowest of the mighty.
SORCERY He lives by his brawn or cunning, and often
by both. His personal capabilities are remark-
“Think well about this venture. able and lift him head and shoulders above the
For make no mistake, you cannot masses. By their virtue, he imposes his own
stand before me and live. No man brand of law upon desolate wilderness and
ever has.” sophisticated civilisation alike. He is as gre-
garious and as fond of companionship as the
David Gemmell, Legend

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next person, but at the end of the day he are usually ruthless and self-serving.
is his own man and utterly self-reliant. This Only a few of them shrink from acts of
self-reliance typically extends to his attitude savage violence, theft and even out-
towards gods and the divine. right murder and rapine. They are out
While he may be a deep thinker and even to make a living in a tragic, cruel and
an outright intellectual, he is always a man of unforgiving world, and they are ready
action. When a decision is called for, he does to do whatever it takes, by means foul
not hesitate or lose himself in doubt, but acts. or fair.
This doesn’t mean that he plunges head over Nevertheless, there is a fine clear line
heels into hasty action, but rather that he is that divides the hero from the villain, a line
neither afraid to act nor paralyzed by ponder- the hero will almost never cross. Unlike the
ing the possible consequences. When the cir- villain, the hero does typically treat people the
cumstances call for it, even a Sword & Sorcery way they treat him. Strangers and enemies are
hero who is usually a brooder will be able to fair prey for whatever the hero deigns to vis-
quickly arrive at a decision and then have the it upon them, but his friends, companions,
guts to follow it through. and those he has shared danger with are at
As he exists in a harsh and violent world, the very least exempt from the hero’s dep-
the Sword & Sorcery hero is typically him- redations, and will often find him a faithful
self a harsh person who does not shrink from friend who will treat them fairly. This even ex-
violence – he has to be to survive, let alone tends to respected and honourable en-
prosper and further his goals. He well may, emies, who will normally be treated
like Solomon Kane, be utterly dedicated to with a kind of rough chivalry. For as
the pursuit of selfless and ulterior motives, but long as those close to the hero play fair
even if he is, he is almost never “good” in the by him, he will play fair by them.
conventional sense of the world – too uncom- The Sword & Sorcery villain on
promising would best describe the righteous the other hand will not shrink
Sword & Sorcery hero, all too ready to dish from stabbing anybody in the
out his own brand of summary justice, and in- back, even companions who
credibly callous towards those he judges to be have never done anything but
wicked. right by him. This is what
But this type of hero is in the minority; constitutes villainy
the clear majority of Sword & Sorcery heroes in Sword & Sorcery:
are hardly heroic in the conventional sense. Acknowledging no
Products of selfish and uncaring societies, they bounds to one’s self-serv-

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ing behaviour, and being more very amoral, wicked and outright vicious
than ready to treat everybody, things, but this behaviour needs to be bal-
even friends and allies, as mere anced with at least some degree of decency on
stepping stones on one’s own ego- his part. If this decency is missing, he totally
istic path. lacks any redeeming quality. Such a protago-
While the villain will readily prey nist is disgusting; watching his exploits lacking
on everybody, the hero will at least any glimpse of even vestigial propriety, and he
exempt friends and – this is import- is hardly suitable to fulfil the role of the pro-
ant – those he has shared danger with, tagonist of something that should, with all its
from his own depredations. This is the divid- grittiness, be an entertaining pastime.
ing line. If there is a single tenet of Sword & Sorcery
The hero, as savage and maybe even that must not be broken it would be this. The
cruel as he may be, is harsh and violent be- hero, no matter how depraved otherwise – and
cause that’s the way of a world where one he need not necessarily be depraved at all –
has to be strong and possibly without mercy, must never cross the line into completely an-
but he exempts those who have in their pre- ti-social behaviour.
vious behaviour towards him not been part
of the harshness and violence of the world. 6. THE SWORD & SORCERY TALE
The villain exempts nobody. All people, even It should now hardly come as a surprise that
those treating him with kindness and consid- Sword & Sorcery adventures are not about the
eration, are but tools to him. exploits of heroes in shining armour on white
Even though this is not necessary, steeds, but rather about protagonists out for
Sword & Sorcery affords the player at very private reasons. In this genre, stakes tend
least the opportunity to portray to be personal.
true bastards, but however The Sword & Sorcery hero is never questing
cold-blooded and callous a to save the world; instead, he is usually moti-
player character may be, it is vated by revenge, trying to save his own butt,
of paramount importance or out to make a splash. Many will be total-
that he does not cross the ly indifferent to the classic damsel in distress,
line into the realm where he though there are quite a few Sword & Sorcery
becomes a predator to all of heroes who seem to display a peculiar kind of
humankind. – very rough! –chivalry towards women.
A typical Sword & Sorcery Consequently, the antagonists are typical-
hero will often do some ly not vicious people whose nefarious plans

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have to be thwarted by the virtuous he- are not minions or cultists of the
roes. Often they are rivals who happen to monster, but rivals of the PCs in
be after the same goal as the heroes, who want whatever goal the PCs happen
to thwart the heroes’ pursuit of this goal, or to pursue.
simply personal enemies trying to get back at • The monster’s lair is as danger-
them for some real or perceived slight, or may- ous to the lesser bad guys as it
be somebody with whom the heroes unluckily is to the PCs, and quite a few of
cross paths. these lesser bad guys may well be
On occasion the antagonist is somebody slain through the monster’s agency.
from whom a hero has to protect people close As is often the case with Sword & Sorcery
to him, though such an unselfish motivation is gaming, horror provides a better model for sto-
somewhat of an exception. By and large, the ries than high fantasy adventures. In the classic
hero is out to attain a goal that would be of Sword & Sorcery tale the monster is a series
immediate benefit to himself (personal gain, of foreshadowed dangers and actual hazards
survival, escape), or to aid a friend of his, but that may, later in the game, blossom into an
never to further the common good. actual confrontation.
As the supernatural is always rare in Sword The locales where Sword & Sorcery tales
& Sorcery, the majority of the antagonists will are set vary widely, but are often exotic, and
be human. When non-human antagonists ap- when not desolate, resonate heavily with the
pear, they are always central to the adventure, flavour of the setting. Dangerous back-
in such a way that they are effectively adven- streets of wicked cities, a countryside
tures in and of themselves – even when the ob- ravaged by war, the marble halls of
ject of the adventure isn’t to slay the monster. opulent palaces, the encampment of a
Where non-human antagonists appear, a few mercenary company, a pirate ship on
points usually apply universally: the high seas, a military encamp-
• The monster is not necessarily there to ment on the edge of civilisation, a
be slain. (Though, to be sure, it prob- caravan of slavers, a squalid camp
ably can be. Monsters are generally of refugees and the like would all
as mortal as anything else.) Often the be perfect examples.
objective is to avoid being slain by the The second type of the
monster. locales are the des-
• The monster is formidable enough to olate ones: Ruins of
challenge several PCs at once. a lost civilisation, the
• Most of the lesser – human – bad guys abandoned temple of a

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forbidden deity, an inimical should it –, but where it is absent there
wilderness, an island shown on should at least be a fair degree of tension,
no map, the spider-haunted crypt menace or some kind of non-physical con-
of an ancient king, the forbidding flict; for instance if a scene consists of nothing
lair of a legendary evil, and similar- but conversation, these conversations should
ly hostile and mysterious places. be laden with veiled threats, undercurrents of
These isolated locales will more hostility or other elements adding tension to
often be the setting for adventures an otherwise peaceful stretch of adventure.
revolving around non-human menac- For the referee this means that he must un-
es, who by virtue of being not integrated into der no circumstance allow the PCs to spend
human society, are usually found on the des- time just stalling, preparing, scouting, chat-
olate edge of civilisation. ting, or otherwise passing long spans of time
The exception to this would of course in secure complacency. Events, namely those
be supernatural menaces that have been of the exciting, rousing kind, should progress
able to somehow insinuate themselves se- briskly, and if the PCs stray down a quiet side
cretly into human society, like for instance alley of the adventure for overlong, the referee
vampires or maybe a thing inhabiting a tem- has to hit them with unfolding events.
ple and passing itself off as deity. The worlds of Sword & Sorcery aren’t safe
But whatever the locale of the Sword & places, they don’t wait for their heroes, and
Sorcery tale may be, it is never ever boring. they certainly don’t afford them opportunities
It is exotic, or colourful, or even terrifying, to stall; if they do, events are likely to overtake
but always an interesting place, though them at a furious, heart-throbbing pace.
not one the wise would visit. To convey this, the referee should use NPCs,
The pace of Sword & especially villains, who don’t just sit around
Sorcery adventures is fast and and wait for the PCs, but who actively pursue
furious, with rarely a scene their own agendas; if the PCs want to thwart
lacking action or conflict. them or beat them to some goal, they have to
Long stretches of quietude, act, and act decisively.
where heroes gather infor- This concludes the overview over what
mation, or set up a convolut- Sword & Sorcery tales are like and what Blade
ed intrigue, are absent from adventures should be like. At the very end,
this kind of adventure. once more a very quick checklist of the most
Not every scene needs important and elementary corner stones of the
to have mad action – nor genre:

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• Settings are harsh – various combina- exciting, entertaining, and surprising.
tions of corrupt, violent, decadent and This is the responsibility of the ref and
callous. the players alike.
• Heroes are often, though not always,
bastards, with most having reservations 1. GO…GET…SOME…BOOKS!
about being total bastards. Grab some Sword & Sorcery novels
• Magic is mysterious, often rare and pow- and read them, then encourage every-
erful and dangerous to its users, but with- one in your group to read them too.
out flashy effects. The annotated bibliography in the ap-
• Supernatural and non-human beings rare pendices will aid you in finding something to
and when they appear are central to the your very own tastes. This is the stuff on which
adventure. Blade is based, so there’s no better source of
• Human opponents are often not direct inspiration for your games. Movies will do if
enemies, but rivals in the pursuit of a you’ve got no alternatives, but it just isn’t the
goal. same.
• Stakes in adventures are personal, not
global. 2. THE FRAY’S THE THING
• Events in adventures progress at a fast Combat is the heart of Blade, and the heart
pace. of combat is the maneuvering. Every attack in
combat should be as creative and de-
II. 00 Tips for running tailed and possible. Never simply say
your Blade game! “I kick the guy,” or “I swing at him.”
Explain how you’re doing it, and make
it exciting!
“No. Their god spared their city,” Kane told him bit-
Visualize your character as if
terly. “But I returned with an army of a hundred thou-
he were on a movie screen, and
sand. And I spared not a soul, nor left one stone stand-
use all the scenery and the props
ing, in all of Andalar.”
at your disposal. If you don’t
Karl Edward Wagner, The Other One know what I mean, go rent
Brotherhood of the Wolf
right now and study
KEEP IT EXCITING the fight scenes. Think
Everything that follows is an extension of about how they do it
this simple truth. The key to Blade is to keep it in the movies, and then

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transfer that style to the game. and surprises. Everyone has a past, and
Blade combat should be fast, thus everyone has a purpose.
fluid, and constantly jumping. The Grab your Passion Attributes and have a
fun is based a mostly on how well blast! Maybe you’re out for revenge, or maybe
you and your friends pull this off. you’re out for redemption. Maybe you’re look-
ing for something, or maybe you’re trying not
3. DO IT WITH STYLE to be found. Maybe you’ve lost your memory,
Blade characters are action he- or maybe you’re trying to forget.
roes. That means that not only can What matters is that you’re trying to do
they do cool things, but they look cool doing something, and the more defined the better.
them. Everything should be done with flair, With a little cooperation from both sides of the
panache, and attitude. Remember, you’re table, there’s always room to introduce long-
one of the big fish, so act like it. lost family or traitorous friends who are out to
get you.
4. SUBTLETY IS NOT A VIRTUE
6. DON’T LOOT THE BODIES
Everything in Blade should be larger than
life. This doesn’t just apply to the action ei- It’s crass. This may be a standard practice
ther; melodrama is a staple of S&S novels. in other RPGs, but it just isn’t done in Blade.
Betrayal, loyalty, honor, and revenge are all When was the last time you read about any
common themes, and they should be played S&S hero rifling through the bad guys’ clothes
to the hilt. When your mortal enemy re- for a few coins? It’s perfectly acceptable to
appears, and your sweetheart turns up search the bodies for vital clues, or just to grab
murdered, don’t be lukewarm, that’s their weapons if you need them, but loot is
not interesting. This is your rarely an issue. You can usually get whatever
time in the spotlight — go you need anyway, so don’t be a creep.
nuts!
7. THE ENTIRE WORLD’S A CLICHÉ
5. EVERYONE HAS A Nothing’s been done before that can’t be
PAST done again in Blade. The stronger the stereo-
Melodramatic hooks are type the better, so play it up. Villains always
not only one of the funda- come with an army of henchmen, a secret
mental keys to defining your fortress, and a nefarious plan which they will
character; they’re also a fer- boast about when they think you’re at their
tile source for plot twists mercy. Old hermits always are fonts of Zen-

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like wisdom, cynical guards are always shouldn’t worry about using them in
idealists at heart, and assassins always have your adventures either. However, don’t
the soul of a poet. let your games become predictable.
This doesn’t mean every character in your After all, the best clichés are the ones
story should be a walking cliché, but you that you put your own twist on.

8. IF IT’S NOT IMPORTANT, IT’S


OFF SCREEN
Some referees love to play out every
situation the characters get into. That’s fine for
some RPGs, but not for Blade. Anything mun-
dane, and thus uninteresting, should be dealt
with quickly and without fanfare. Things like
eating, sleeping, and shopping should all
take place off-screen.
Now sometimes the weekly trip to
the market will be an opportunity for
your PCs to get vital information, or daily
meditation in the shrine turns into a brawl.
On these special days the mundane
gets some screen time, but other-
wise, forget about it.

9. A GAME IN MOTION
TENDS TO STAY IN MOTION
Blade is a game of action,
so keep the action mov-
ing. Think of your game as a
movie, and then think about
what you do — and
don’t — want to see
on the screen. Stick to
pulp author Raymond
Chandler’s school

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of thought: “If things come to 11. MOOKS — SET DRESSING
a standstill, have a couple of THAT’S FUN TO BEAT UP
armed goons kick down the door”. Refs new to Blade could possibly feel that
Any Blade setting worth gaming in unnamed characters die too easily, and ask
is a dangerous place, and attack- “How can I make them tougher?”. This is miss-
ers out of the blue raises questions ing the point. Mooks aren’t supposed to be
that can be investigated. This doesn’t tough.
mean the game should be one con- Mooks, thugs, goons, and Imperial Storm
tinuous battle, but you should keep troopers… call them what you will, they’re
things moving along. Don’t let your players meant to be cannon fodder for your PCs. Mind
get bogged down with trivia or become in- you, this doesn’t mean that they’re harmless.
decisive. Keep the arrows flying and the Throw enough mooks at your PCs, and they’ll
blades slinging! eventually wear them down.
It also doesn’t mean that mooks can’t have
10. IT’S NOT JUST ABOUT COMBAT
a few interesting powers or use clever tactics.
A common criticism of the Sword & However, mooks are the extras of the game,
Sorcery genre is that it’s just about hack-and- meant to augment your main villains, not re-
slash. This is only true if you let it be so. Like place them. The real challenge should be the
all good action novels, what happens be- named characters. We would even go as far
tween the fights is as important as the fights as to say that a Wound Level of 4 or greater
themselves. should slay a mook. Instantly! This well re-
High melodrama, low comedy, and flects S&S heroes clearing out a crowded hall
complex plot twists are as much a of enemies!
part of Blade as the action. By the way, don’t worry about where all
Give your players their story! these mooks come from. Villains have an end-
A story they really want to less supply of losers working for them. “Crunch
work through and a chance all you want, we’ll make more.”
to develop their character’s
Passion Attributes. Endless 12. EAT YOUR MOOKS — THEY’RE
fight scenes quickly become GOOD FOR YOU
dull and meaningless. To emphasize the appropriate respect the
players should have for mooks (i.e., not much),
keep bowls of hard candies like Reese’s Pieces
or M&Ms, and use them to represent mooks.

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The rule is simple: If you take down a Don’t do this.
mook, you get to eat him. If they are to be special, it should
Unless one of your players is diabetic, this be through their own actions and by
is sure to get them in the spirit. their already considerable capabili-
ties against the hostile milieu
13. LET YOUR PLAYERS SHINE So, no Plot or story Immunity!
Player Characters are the heroes of your Blade Heroes can fail or even die —
Blade novel — let them act like it. Most of it happens in novels all the time. Just
what the heroes do in novels or movies would be sure you give the players their shot at
never work in real life anyway, so don’t apply revenge later, and let them look good doing it.
the “real life” rule to your players. Blade char-
acters regularly bend the laws of physics to do 15. GREAT VILLAINS NEVER DIE; THEY
the things they do. Roll with it. COME BACK IN SEQUELS
Now you shouldn’t let your players get The most memorable villains keep coming
away with things that are obviously impossible back. No matter how badly they seem beat-
or just plain stupid. But don’t trip them up with en, they always bounce back with a bigger
rules technicalities or reality checks. army of goons, deadlier sorcery, a more im-
penetrable fortress, and an even more diabol-
14. LET YOUR PLAYERS FAIL ical plan.
As a counterpoint to the above, resist the Always give your villain a hidden es-
temptation to rig the game in favor of your cape route, or at least an ambiguous
players. Players can smell a rigged game a death. If your players are enjoying it,
mile away. Make them succeed on their own they may help out with something like,
skills, smarts, and luck. “Well, that’s the last we’ll be see-
If too much attention is paid to story con- ing of old Thulsa. After all, no one
cerns, your Blade game may appear faithful to could have survived that fall.”
the original stories in form, but, ironically it Of course players, being the
will not feel that way. The trick with presenting savvy (and bloodthirsty) individ-
an uncaring Sword & Sorcery world is to refer- uals that they are, will still go
ee it impartially and without sentiment for the to great lengths to make
survival or well-being of the player characters. sure your villains are
Some game theories espouse the concept that truly and completely
PCs should be special and merit special con- dead. That’s normal, but
sideration. if you think the players are

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getting tired of it, let the villain those Checks needed to administer the
die. He can always return as a melee. This frees up his attention for other
cackling ghost if they miss him. important things, such as enemy tactics, spell
effects, terrain, and the like.
16. PAINT A PICTURE Conversely, it requires the players to be-
Blade is a game that depends high- come much more active and aware of what’s
ly on visualization, more so than most going on. No longer can players snooze
other RPGs. The players say who they through all Limelights but their own: They’ll
are and what they’re doing; it’s up to you be rolling more dice than ever before—which
to provide the rest. The better your description (among other benefits) gives them the feeling
of the scene, the characters in it, and what of having greater control over their successes
they’re up to, the more creative your play- and failure, plus, since the ref isn’t rolling the
ers’ acts of mayhem will be. More than this, dice, he can’t fudge a result to give the charac-
a vivid description brings the game to life, ters a break (or take one away).
and is instrumental in introducing the Sword
and Sorcery feel to your players. 18. KEEP YOUR VILLAINS ON THEIR
TOES
17. LET PLAYERS ROLL THE DICE One major consideration for an arch-vil-
In large combats, players often have little lain’s organization that is often overlooked is
control over the outcome of events when it the infighting that goes on between members.
isn’t their turn in the Limelight. This can lead Any mook’s main goal in life should be to be-
to boredom if a player’s attention drifts come the next Chief Lieutenant. With that in
between his turns, threatening to dis- mind, they should be quite willing to sell out
tance him from the outcome their fellow mooks for a chance of advance-
of events. ment. This can often be beneficial to players
The best method of dealing who understand the value of a well-placed
with this problem is to put bribe. In turn, the Chief Lieutenants should
more dice rolling into your have to watch out for daggers from the shad-
players’ hands: allow your ows, and the Arch Villain himself has to keep
players to make all of the dice his Chief Lieutenants from becoming pow-
rolls in and out of combat. erful enough to become a threat to his own
This takes a lot of the work schemes. It’s very, very dangerous to be in the
out of the ref’s hands since Hierarchy of Evil and the road to the top is
he no longer needs to roll paved with daggers.

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19. GIVE YOUR ENCOUNTER A it. These are small things, not secrets
HOOK that will change the nature of the uni-
Call it what you will, but by ‘hook’ I’m verse. In addition, they give the play-
talking about giving your Blade encounter that ers who can’t solve mysteries to save
unusual element which will spark an immedi- their own lives something to play
ate interest in your players. If the players get with.
interested you can often feed off of that and be- Small mysteries tend to be much
come energized to referee a great encounter. A easier to solve: You follow the prim
hook is that special something that makes the and proper lady. You sneak into your
encounter strange, new, exciting, puzzling or neighbor’s basement. You ask people around
provoking: your neighborhood whether they saw where
• A fascinating location (on a narrow, you went last Tuesday morning. Not all mys-
crumbling bridge; above a massive spin- teries involve webs of clues and payoffs.
ning fan; in the roaring, pounding surf) Even someone who swears up and down
• It could assail one of the senses (strobing that they hate mysteries may find some
light caused by strange fungi, intense heat fun in hunting down the easy answer to a
from a blazing fire, strange noises, weird small question. You’re no longer stuck with a
lights, sudden temperature changes) choice between leaving mysteries out entire-
ly or alienating one of your players. Have Fun!
20. GIVE YOUR PLAYERS SMALL
SECRETS FINAL WORD: THE IRON RULE

Play with plenty of small secrets in your These rules are yours, and you are
Blade game. Why does the prim and proper invited to make them even more so
lady down the street go out every Thursday at by customising them to your heart’s
midnight and not return until noon the next content. Add, change, and ignore
day? What’s that blue flickering light that what you like. There is however
shines from a neighbor’s basement window at only a single rule that cannot be
night? altered while still playing Blade
Why can’t you remember last Tuesday and this is the Iron Rule:
morning, anyway? The “best” and most in- When we encourage
spiring RPG material I’ve seen is always ma- “you” to make these
terial that contains dozens of tiny, throw-away rules your own we are
mysteries. Almost every paragraph mentions referring to the gaming
some weird oddity and doesn’t really explain group, not the referee. The

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gaming group has every author- The ref has but one special authori-
ity to change the rules; the ref ty over the rules: He can vetoe any rules
on his own has none. He doesn’t change proposed by any of the players. It
own the game he is refereeing, the doesn’t matter if the majority of the group
group does. If he wants to change wants to change one of the rules presented
a rule, ignore a rule, or add a rule, herein, if the ref isn’t comfortable with such a
he has to run this by his group, and change, the rule still stands.
if the majority of the group (himself So that’s the Rule of Iron. The group as a
included as but one member among whole may change the rules as it likes, the ref
several members of equal rights) repudiates without the group’s consent may not.
this change, the change cannot be enacted.

This concludes Chapter Seven.

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Jeffrey Quigley (order #6792937)
”The nostalgia of things unknown, of lands forgotten or unfound, is upon me at times.
Often I long for the gleam of yellow suns upon terraces of translucent azure marble,
mocking the windless waters of lakes unfathomably calm; for lost, legendary palaces of ser-
pentine, silver and ebony, whose columns are green stalactites; for the pillars of fallen temples,
standing in the vast purpureal sunset of a land of lost and marvellous romance. I sigh for (...)
the strange and hidden cities of the desert, with burning brazen domes and slender pinnacles of
gold and copper that pierce a heaven of heated lazuli.”

Clark Ashton Smith - Nostalgia of the Unknown


The fisherman was typical of his race, that strange people whose origin is lost in the gray dawn of the past,
and who have dwelt in their rude fishing huts along the southern shore of the Sea of Vilayet since time
immemorial. He was broadly built, with long, apish arms and a mighty chest, but with lean loins and
thin, bandy legs. His face was broad, his forehead low and retreating, his hair thick and tangled. A belt
for a knife and a rag for a loincloth were all he wore in the way of clothing. That he was where he was
proved that he was less dully incurious than most of his people. Men seldom visited Xapur. It was
uninhabited, all but forgotten, merely one among the myriad isles which dotted the great
inland sea. Men called it Xapur, the Fortified, because of its ruins, remnants of some
prehistoric kingdom, lost and forgotten before the conquering Hyborians had ridden
southward. None knew who reared those stones, though dim legends lingered among the
Yuetshi which half intelligibly suggested a connection of immeasurable antiquity between
the fishers and the unknown island kingdom.

- Robert E. Howard “The Devil in Iron”


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“The currencies of this savage land are coined from threefold metal: There is the silver of talking,
the gold of brooding, and the steel of bloodshed.”

On Lands Yet Tamed


The Forlorn Tome of Du’Karrn

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I. Xoth Overview ly intended as non-player characters
and villains. Each people have among
Welcome to a world where men are mighty,
its numbers various cultural arche-
women are voluptuous, kings are cruel, and
types.
hidden terror lurks in every brooding ruin! It is
Languages: There is no common
an age of splendorous but decadent kingdoms,
language in the world of Xoth. Each
where armies clash at the whims of depraved
people speaks its own language.
nobles, and the bloody sword of an adventurer
can topple empires. Azimbans
The opportunities for adventure in the World
Also known as the “dwellers in the cities
of Xoth are endless. Perhaps the player charac-
of stone” by their tribal neighbors, the Azim-
ters are shipwrecked on the bleak shores of the
bans have an old culture centered around their
cannibalistic Ikuna tribes, or encounter a Zad-
stone fortresses and bird-worship.
jite merchant-fleet headed for the Silver Lotus
Physical Description: The black warriors
Isles.
of Azimba are tall, strong and proud, known
Adventurers can explore the ancient ruins
for their discipline in formations with shield
and ziggurat-temples of the Sunken Isles of
and spear. The men are usually shaven-head-
Ptahaana, or head back to the warring city-
ed, and the wearing of brightly colored robes
states of Susrah to enlist as mercenary cap-
and feathered plumes is common.
tains. Others may travel to the domed palaces
Religion: The god of the Azimbans
and scented gardens of Zul-Bazzir, through the
is Jul-Juggah, a reptilian bird-god that
scorching deserts of Khazistan, to the barbaric
must be propitiated with human sac-
stone cities of Azimba, or into the forbidden
rifice. His feather-cloaked priests know
temples of Susrah, and beyond.
the secret spells to summon lesser
Read on, and prepare for high adventure!
winged lizards, survivors of a lost
From the forbidden catacombs of Belthaar to
age.
the sunken temples of Namthu, a world of ad-
Cultural Characteristics: Az-
venture awaits you!
imbans are almost invariably
1. THE PEOPLE Civilized, with only some
of the more jaded or de-
The following describes the various peoples
praved members of
and cultures found in the world of Xoth. Survi-
their upper class qual-
vors of older, pre-human races, such as the gi-
ifying as Decadent.
ant-kings of Kuth and the Yalothan snakemen,
exist only in small numbers and are primari-

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Bhangari Daka
The mysterious eastern realms The Daka are the pygmies inhabiting the
of Laksha, Ghoma and Azjan are in- Silver Isles of the Eastern Ocean. They live in
habited by a multitudinous people jungle caves and know the secrets of the rare
known for their fierce warrior castes, lotus herbs that grow only on their islands.
master craftsmen, skilled herbal- Physical Description: Short of stature (usu-
ists, and ranks of ascetic priests. The ally short of one and a half meters) with curly
Bhangari live in great walled cities black hair and dark, wrinkled skin; dressed in
and build temples that soar to the sky. loincloths and jewelry of feather and bones,
Physical Description: Of medium height, and armed with hunting bows and blowpipes.
with golden skin, and delicate features. The Religion: The Daka worship as gods the
men keep their black hair cropped short monstrous slugs of colossal size that inhabit
and dress in simple cotton garments, while the marshes and swamps of the Silver Isles.
the women wear colorful silken gowns and Cultural Characteristics: All known Daka
weave their hair in long braids. are Savages, but there might be the remote
The armies of Laksha, Ghoma and Azjan possibility that their swamps harbour small
wear medium armor decorated with silver communities of Degenerates. In any case, ev-
and gold; the officers have turbans set with ery Daka character must take the Dwarf Poor
feathers or gems to denote their station. Asset.
Religion: Not much is known about the
cults of the east. The cult of the ape-god Si- Ghazorites
matala originated in the land of Laksha, The Ghazorites are a sub-race of the Sus-
and there are several cults that rahnites, who dwell in and around the great
worship aspects of the ele- port-city of Ghazor on the coast of the eastern
phant. ocean. The Ghazorites are known both as av-
Cultural Characteristics: aricious merchants, ruthless warriors, and ex-
The remote Bhangari seem cellent sailors.
to be mostly Civilized, ob- Physical Description: Slightly smaller of
viously with a small sprin- stature than their plains-dwelling brethren,
kling of Hillmen. Apparently, Ghazorite men and women often have some
their upper classes consist of foreign blood, the result of intermingling of
a fairly equal Civilized and races. Such crossbreeding usually manifests
Decadent proportions. as a flat nose, blond hair, green eyes, swarthy
skin, or some other unusual feature.

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Religion: The Ghazorites worship the witch-houses of the Ikuna are gro-
gods of Susrah, in addition to many strange tesque idols of older demon-gods and
gods brought to the city by foreign sailors, grinning, inhuman skulls of unnatu-
mercenaries and merchants. ral proportions.
Cultural Characteristics: Like their cousins Cultural Characteristics: Charac-
the Susrahnites, the Ghazorites are a people ters of Ikuna ancestry can be portrayed
both Civilized and Decadent. While Deca- as either Degenerates or Savages but in
dents are more commonly found among the any case start out with the Poor Canni-
upper classes, they are in no way confined to balism Asset.
it, nor are they composed uniformly of them.
Jairanians
Ikunas Dwellers in the desert-cities of the west, the
The cannibalistic tribes of the Ikuna lands Jairanians are renowned as master craftsmen,
are a constant plague upon the neighboring breeders of fine horses, and cunning thieves.
nations. From their homeland south of the Mercenaries from the cities of Jairan are em-
Hills of the Dead, between the jungle and the ployed across the continent.
coast, the Ikunas wage a war of terror upon Physical Description: Light brown skin,
the Zadjites, Azimbans, and anyone ventur- deep brown or black hair and eyes, wearing
ing into the southern waters. Few dare go into loose pants and short vests. The men usually
these lands; likewise, an Ikuna raiding party sport beards, often oiled or waxed.
on the warpath is something best avoided. Religion: Various grim gods are
Physical Description: Copper-skinned with worshipped among the Jairanians, in-
wavy hair and slightly green-tinted eyes that cluding Yadar, Othabbhon, and even
give them a preternatural, fearsome appear- Al-Tawir.
ance. The Ikuna warriors are heavily muscled Cultural Characteristics: Jaira-
and move with pantherish grace, clad only in nians from the desert can either
loincloths. The women, who are often sha- be Nomads, or, more rarely,
mans and tribal priestesses, adorn themselves Civilized. City-dwelling Jairani-
with necklaces of bone and teeth. ans are Civilized, with part
Religion: The Ikunas worship several tribal of their upper class being
gods, some of which are simply deified ser- Decadent.
pents, giant bats and great lizards from the
nearby jungles of Yalotha.
But also on the blood-stained altars in the

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Khazistanis vigorous, only recently conquering peo-
Conquering horsemen of the ple, almost none of their upper class are as
northwestern steppes, the Khazis of yet Decadent. Khazistanis and Khazrajites
or Khazistanis are a proud people, speak almost identical dialects.
and justly so. From humble nomadic
Khazrajites
roots, they have established an em-
pire with glittering cities stretching The nomadic tribes of the northwestern
from the Eastern Sea to the deserts of desert are descended from Khazistani stock.
Jairan, and scores of caravans bringing Calling themselves the Khazraj, they are a
tribute and loot to the proud nobles of Khaz- free-willed, fierce and stubborn lot; a constant
abad. menace to caravans and travelers.
The ruling warrior caste consists of Physical Description: The Khazrajites are
mounted archers riding magnificent pure- physically identical to the people of Khazistan,
bred horses into battle. but of a slightly darker tan due to their expo-
Physical Description: Tan-skinned, sure to the desert sun. Adult men usually grow
brown-eyed and black-haired. The Khazis thick, black beards, and wear white khaftan
are generally lithe of build, although large robes and silver-hilted scimitars.
individuals certainly exist. The men some- Religion: Chief among the gods of the des-
times wear turbans and grow long moustach- ert is Al-Tawir, the Ancient One, although his
es or beards. The women usually wear veils name is more often used in curses than in
and robes. prayer. Still, the nomads fear the Lord of the
Religion: The Khazis primarily wor- Empty Wastes and make small offerings to
ship Yadar and Nhakhramat, avoid getting lost or suffering from hunger and
neither of which are native thirst.
Khazistani gods, but whose Cultural Characteristics: These fierce des-
cults have replaced former ert tribesmen, the more rustic brothers of the
elemental and ancestor Khazistanis, are invariably Nomads. Khazra-
worship. jites and Khazistanis speak almost identical
Cultural Characteristics: dialects.
Almost all Khazistanis are
Khoran
Civilized, with the small por-
tion clinging to a more tradi- The Isles of the Sea Reavers are inhabit-
tional, ancestral lifestyle still ed by dangerous men and cunning women
being Nomads. As a still from many nations, and their couplings have

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brought forth many who are born as na- ing huge swords crafted by the gi-
tives of the isles, in the fortified pirate-city ant-kings.
of Khora. Such children usually inherit the Religion: Believing themselves the
worst traits of both parents. sons of gods, the Kuthan halfbreeds
Physical Description: The skin-tone of demand to be worshipped as demi-
Khorans range from the icy white of Tharag gods.
Thulans to the burnt copper of the Ikunas, but Cultural Characteristics: If half
is usually somewhere in-between. They dress breed descendants of the ancient Ku-
in gaudy pantaloons and adorn themselves thans do at all still exist somewhere on
with gold earrings and ivory-hilted knives pil- Xoth, they would surely either be god-like
fered from burning merchant-vessels. Enlightened individuals, or else horrible Dec-
Religion: The gods are more feared than adents. In any case they almost invariably
worshipped in the lawless port of Khora, but have the Giant Asset, either Good or Poor, and
even the Sea Reavers occasionally offer sac- speak the language of their non-Kuthian par-
rifice to the gods of the sea and the sky. Akh- ent as their native one.
lathu, the god of twisted fate, is also a popular
patron of many pirate crews. Kuthan, Pureblood
Cultural Characteristics: The mongrel The people of Elder Kuth, known as the “Gi-
Khorans are mostly Civilized or Decadent, but ant-Kings”, is a race believed to have become
encompass a small stratum of Hillmen and an extinct after the fall of their ancient em-
even smaller one of Degenerate throwbacks. pire. The decayed ruins of their cyclo-
They don’t speak a proper language of their pean cities can still be glimpsed in the
own, but a dialect of Susrahnian, with a few western wastes.
words from various languages thrown in for Physical Description: Rumored
good measure. to have been over two and a half
meters tall (or even taller, by some
Kuthan, Halfbreed accounts), the Kuthans were truly
The pureblooded giant-kings of Elder Kuth giants among men.
took human concubines, and the results of Religion: The Giant-Kings
these unions were halfbreeds, exceptional of Elder Kuth were them-
humans who would usually (but not always) selves worshipped as
serve as loyal agents of their powerful masters. gods by their human
Physical Description: Of normal human slaves, servitors, and
size, but usually heavily muscled and wield- concubines.

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Cultural Characteristics: No Mazanians
pure-blooded Kuthans do exists Deep in the southern jungles rise the
anymore. Or do they? moss-grown palisade walls of the Mazanians,
a matriarchal society whose female warriors
Lamurans
raid into the surrounding lands for male slaves.
The men of Lamu are regarded The jungle kingdom is ruled by the black sor-
as a degenerate and evil people by cerer-queen of Boma-Ya, the forbidden city of
other nations, a belief that mainly the amazons.
springs from ignorance, but is strength- Physical Description: Female Mazanians
ened by the fact that the Lamurans have un- are all stunningly beautiful, since all girls with
naturally keen eyesight in the dark, and that the slightest physical flaw are quickly aban-
they worship many weird and loathsome doned in the jungle. These dusky-skinned war-
gods in the isolation of their remote hill riors are not shy about using their charms to
kingdom. distract male opponents.
Physical Description: Gaunt of build Religion: The gods of the Mazanians are not
and pale-skinned, with long flowing hair, well-known. Some say they worship female
although the priests are often shaven-head- snake-beings, others that their queen is the
ed. The Lamurans dress in flowing robes thrall of a male demon-god.
and wear distinctive tall caps, often wound Cultural Characteristics: Mazanians are in-
around with turbans. variably Savages, but some Civilized individu-
Religion: The cult of Yot-Kamoth is best- als might exist among their upper classes.
known, but a multitude of other deities
are worshipped. Nabastisseans
Cultural Characteristics: The sun-drenched land of Nabastis con-
The Lamurans, corrupted sists of a collection of city-states ruled by pet-
by their worship of sinister ty kings with their own armies of bronze-ar-
Yot-Kamoth, are mostly Dec- mored pikemen. While the interior terrain is
adent, but retain both a sig- dominated by rolling hills and forest-covered
nificant Civilized stratum mountains, the coast has sandy coves nestled
in and around their cities amid jagged cliffs. The cities along the coast
and of Hillmen in the more are centers of trade and are protected by fleets
remote parts of their realm. of trireme galleys.
The great city of Khargamum is well-
known for the temple of Apsis, with its vast

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library-halls, founded by the scribes and Cultural Characteristics: Nabas-
philosophers of ancient Nabaos and Totha. tisseans are usually Civilized, but a
Physical Description: Bronze-skinned, with sizeable and increasing proportion of
gleaming white teeth and curly black hair, and their upper classes has become Dec-
short of stature. The Nabastisseans dress in adent.
brightly colored robes, and don breastplates
and full helmets when going to war. Ptahaanans
Religion: The Nabastisseans have few gods Like the people of Elder Kuth, the
of their own, but tolerate the temples of for- Ptahaanans are believed to have become
eign gods to be built in their cities. The coast- extinct during the last days of their blood-
al peoples usually make small offerings to the stained empire. The bulk of the Isles of Ptahaa-
gods of the sea before setting out on voyages na sunk beneath the waves in ancient times,
of trade or war. perhaps as a result of failed sorceries.
Physical Description: Surviving depictions
of the Ptahaanans show them as short of
build, with bronze skin, and slightly slant-
ed eyes. Other sources claim they were tall,
with elongated skulls and fingers, clad in vo-
luminous robes that concealed blasphemously
mutated bodies.
Religion: The Ptahaanans are said
to have worshipped Ia-Azutlatl, the
“Blood-God”, atop their stepped pyra-
mids.
Cultural Characteristics: Should
any descendants of the blood-
stained Elder Ptahaana still sur-
vive, they have surely devolved
into the most abject of De-
generates.

Shomas
The kingdom of Sho-
ma is rich in gold, to the

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extent that even the king’s great robes. The men braid their long beards.
herds of cattle wear golden or- The women are lithe, wearing golden arm-
naments. There are many skilled bands and necklaces of pearl; they are prized
artisans and goldsmiths among the as slaves in Taraamite seraglios.
Shoma. Outside of the capital city Religion: Nowhere, except perhaps in
of Katanga, the land is peopled by Yar-Ammon, can there be found as many gods
semi-nomadic tribes. as in the city-states of Susrah. Above the hun-
Physical Description: Dark brown dreds of lesser gods arise the names of greater
skin, with close-cropped curly black deities such as Baal-Khardah, Belet-Lil, Mag-
hair. The Shoma dress in simple loincloths, gash, and Yammosh.
but even commoners are often adorned with Cultural Characteristics: Susrahnites are a
golden jewelry. people both Civilized and Decadent. While
Religion: Nataka, the ivory woman, is Decadents are more commonly found among
worshipped among the nobles and upper the upper classes, they are in no way confined
class, while various tribal gods are revered to it, and neither are they composed uniformly
by commoners. of them.
Cultural Characteristics: City-dwelling
Shomas are almost invariably Decadent, Taikangians
with only a scattering of simpler, Civilized The realm of Taikang is near-mythical, a
people. Among the semi-nomadic rural Sho- land of teeming yellow masses, bamboo tow-
mas, Decadents are still largely confined to ers, and serpentine dragons. Few westerners
the wealthy classes, with the commoners have ventured here, but merchants who brave
being still mostly Civilized. the unknown can make a fortune when they
return with caravans of silks, lotus flowers and
Susrahnites painted ceramics.
The fertile plains of Susrah Physical Description: Lithe and yel-
are home to a race renowned low-skinned, with slanted eyes and long, black
for their skill in war and hair. Both men and women dress in silk if they
their religious devotion. can afford it, although the commoners often
Physical Description: wear little more than a loincloth.
Broad-shouldered, with Religion: The chief god of the Taikangians is
hooked noses and black, Wa-Ying, the so-called “Emperor of Hell”.
curly hair, the Susrahnites Cultural Characteristics: Taikang is a leg-
are dressed in flowing endary land, but judging by what legends are

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told of it in the west and by what Taikang- the upper classes of this people are
ians have ventured forth from their home- almost invariably Decadent. Excep-
land, they seem to be a wicked and almost tions to this generalisation do exist,
uniformly Decadent people. But who knows? but are very rare.
Maybe they still retain a few more wholesome,
Civilized individuals – or some utterly Degen- Tharag Thulans
erate ones… Also known as Tharagians, these
northern tribesmen inhabit the cold
Taraamites taigas and tundras at the edge of the
The plains and highlands of Taraam are in- world. In each generation, there are always
habited by a people known both for the so- some northerners who leave their ancestral
phistication of their culture and their talent for lands to escape the ancient blood-feuds of
intrigue. A caste of mounted warriors is the their clans and explore the decadent empires
backbone of their army, which threatens the of the south.
lesser cities of Susrah and Nabastis with de- Physical Description: Dressed in wolf-
struction unless tribute continues to flow into skin cloaks and tall boots of wolverine-fur,
the thousand-columned palace of Achad. these barbarians of the north have long,
Taraam’s royal palace is also a place of thou- yellow beards, white skin, and piercing blue
sand intrigues, where the eunuchs and priests eyes.
of the court wear coats of golden brocade and Religion: The Tharag Thulans revere
baggy silk pants, great scimitars always at their the Moon-God, the Wolf-God, and the
side. Skull-God.
Physical Description: Male Taraamites usu- Cultural Characteristics: These re-
ally favor short, trimmed beards. Warriors car- mote northern barbarians are Savag-
ry straight short swords and lances, and dress es.
in robes decorated according to their status,
with the king’s personal guard wearing gold- Yar-Ammonites
trimmed robes and circlets of gold, in the fash- Also known as the “kingdom
ion of princes. of tombs”, Yar-Ammon is a
Religion: Ahyada, the “high god”, is the chief land covered with des-
god of the Taraamites, served by an influential ert and haunted by
priesthood of astrologers and omen-readers. ancient sorceries. The
Cultural Characteristics: Taraamite com- silent streets and broad
moners are almost invariably Civilized, just as ceremonial avenues of

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black-templed Amenti is an Zadjites
awesome sight to behold. The The turbaned fire-worshippers of Zadj are
papyrus used by the scribes and an offshoot of the Jairanian race in the west.
sorcerers of Yar-Ammon is harvest- They have exploited the riches of their new
ed from the inland marshes of the homeland well, and grown rich as spice mer-
Fakhuum. chants and slave-traders. Having brought with
Physical Description: Tall and them a high level of culture from Jairan, the
slender, with bronze skin, dark hair Zadjites are skilled artisans and Iraab, the mar-
and black eyes. The nobles and priests ble capital by the sea, is a center of learning as
wear golden pectorals and masks carved well as rich trade and exquisite craftmanship.
with beastly visages, while commoners dress The interior plains and forests of Zadj are
in simple garments of white linen. dominated by the fortress-city of Al-Qazir,
Religion: The ancient ancestors of the also known as the City of Slave Sultans, for it is
Yar-Ammonites, who are worshipped as held by a council of slavelords who only pay
gods, are depicted as beast-headed human- lip service to the emir of Iraab.
oids. These ancient ones are said to have had
lives spanning millennia; they brought hu-
mankind knowledge and civilization. Some
claim they returned to the stars from whence
they came after being buried in the depths of
the black pyramids of Amenti.
Cultural Characteristics: Children of
an old culture steeped deeply in sor-
cerous mysteries, Yar-Ammo-
nites are a mixture of Civi-
lized and Decadent people,
though leaning toward the
latter.

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Physical Description: Swarthy, tur- II. The Gods
baned, wearing colorful robes and gold-hilt-
ed curved daggers. The raven-haired Zadjite
”In the temple of the city of Morm, which
women are famed for their sensual beauty;
lies between the desert and the sea, are two
they are often scantily clad and adorned with
images of the god Amanon, a bronze image
glittering jewelry.
facing an iron image, across the fires and
Religion: The Zadjites hold “the Sacred
blood-stains of the alter-stone. When the gory
Flame”, a nameless elemental god, above all
sunset of the day of sacrifice is over and the
others.
writhing fires of the sacrifice are dead, and the moon
Cultural Characteristics: This wealthy and
smiles with a cold and marble smile on the blackened
callous people of tradesmen is mostly Deca-
altar — then Amanon speaks to Amanon, with a voice
dent, with only a smattering of Civilized in-
of iron, and a voice of bronze…”
dividuals remaining, virtually none of them
among the upper classes. Clark Ashton Smith:
The Image of Bronze and the Image of Iron
Zorabi
These tribesmen inhabit the Zorab Moun-
tains that jut up between Lamu and Khazistan. The Nature of the “Gods”
The southernmost tribes have accepted the Here is the big secret: True deities do not
overlordship of the Khazistanis, at least in exist. Most of the “gods” are simply
name, while the rest are opportunistic raiders monstrous or alien creatures of flesh
who feud incessantly among themselves. and blood; others don’t even exist ex-
Physical Description: These mountain cept as an invention of the cult, a ruse
wolves wear white turbans and heavy cloaks, by the priests to gain power and in-
and are armed with scimitars and shortbows. fluence over the worshippers.
They have long black beards, and their brown Very few priests possess any de-
skin is wrinkled by the sun and mountain gree of spellcasting ability. When
winds. the rare priest does wield super-
Religion: There are few priests among the natural power, it is of sorcer-
Zorabi, but worship of certain Lamuran gods ous nature, independent
is probable. of the god the priest
Cultural Characteristics: Zorabi are invari- claims to worship. The
ably Hillmen. “gods” cannot grant
spells and powers to their

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followers. Some can, however, • Undead and spirits are sometimes
teach spells and other arcane worshipped as gods.
secrets to humans, and they often
live long and so accumulate a lot AHYADA
of knowledge which they may (or the High God of Taraam
may not) share with their servants. Ahyada is the bringer of truth and protec-
Even so, some of the creatures tion to the people of Taraam, and the patron
worshipped as gods have alien minds of the royal house of Achad as well. He grants
and/or do not care or know about their visions and omens to the king, which is inter-
followers, making it difficult for the priests to preted by astrologer-priests and soothsayers.
benefit from such knowledge. Amulets of Ahyada are said to be effective
On the other hand, the “gods” may wards against demons.
gain various benefits from having a human
priesthood, including sacrifices of food, AKLATHU
wealth, slaves, and willing servants. In some the God of Twisted Fate
cases, blood sacrifices from the cult can also Figurines of this god, who has few temples
empower sorcery cast by the “god”, or in- and no priests, depict Akhlathu as a deformed
crease its powers. dwarf, whose facial features even show a hint
The following types of creatures may be of retardation. Many Susrahnites swear “By
labelled “gods” and be worshipped or pla- Akhlathu’s Beard!” when in trouble. This is
cated by humans: also a god of thieves and gamblers.
• “Demons”, a definition that is itself
somewhat problematic. Any crea- AL-TAWIR
ture with innate supernatural the Ancient One, the Sleeper Beneath the
or magical abilities may be Sands
called a demon. Some say that Al-Tawir dwells in the black
• Creatures from other gulfs between the stars, others that he sleeps in
planets and stars, from the a sealed and forbidden tomb beneath the des-
void between the stars, and ert sand. Al-Tawir is one of the Old Gods. The
the black gulfs of space. nomads hear his voice in the howling of the
• Monstrous and prehistor- desert winds, and they see his face in the rage
ic animals, such as giant ser- of sandstorms. He is the emptiness of the des-
pents, lizards, spiders, and ert, associated with getting lost, with thirst and
dinosaurs. hunger, with darkness, and with sandstorms.

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BAAL-KHARDAH ard-birds. Whether these grim effigies
the Sun-God of Susrah were crafted by an older civilization,
The lord of the sky, protector and judge of or placed there more recently by the
humankind, Baal-Khardah is a distant god, feather-cloaked shamans of Jul-Jug-
usually worshipped only by nobility. The com- gah, is not known.
mon people tend to favor the more earthly
THE LIVING FLAME
passions of his mate, Belet-Lil. His lavish tem-
Nameless God of Zadj
ples are filled with ram-headed statues, golden
sun-discs, and sacred swords. The Zadjites worship a nameless ele-
mental god, the Living Flame, above all other
BELET-LIL gods. The priests tend everburning fires in their
the Moon-Goddess of Susrah marble temples. Fire is considered pure; both
Voluptuous mate of Baal-Khardah, and the dead and the unbelievers are cast into the
earth-mother, Belet-Lil is a goddess of fertility, flames to be purified. Fire also imbues metal
revelry, and beauty. She is very popular among with a spark of the divine; the priests of the
the Susrahnites, not least due to the large num- Living Flame are skilled metal-workers and
bers of temple prostitutes found in every city. weaponsmiths.

IA-AZUTLATL MAGGASH
the Blood-God of Sunken Ptahaana the Brazen God of Zhaol

The true form of Ia-Azutlatl is unknown, but Abominable are the brass idols of
he is one of the Old Gods; some even claim Maggash, the fire-god of Zhaol, and
that he is the greatest and oldest of those an- even worse are the rites of the priest-
cient ones. It is known that the blood-dru- hood, which include the burning of
ids of now-sunken Pthaana worshipped him infants as sacrifice. The priests of
with ceremonies of mass slaughter atop their Zhaol accept no other god than
stepped pyramids of green stone. Today, his their own, and worship of oth-
name survives only in the rituals of primitive er gods is strictly forbidden and
savages and mad hierarchs. punishable by death. Mag-
gash is sometimes de-
JUL-JUGGAH picted as a bull, or a
the Devil-Bird of Azimba bull-headed human-
oid.
The sweltering plains of Azimba are dot-
ted with hundreds of monstrous statues of liz-

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NHAKHRAMAT YAATHRA YOK
the Six-Armed Woman the Wise One
The ivory woman, said by some This is an elephant-headed god of the east,
to be the mate of Yadar, is wor- revered for its great strength and wisdom. Tem-
shipped largely by Khazistanis who ples of the cult contain rich treasures of ivory.
disapprove of Belet-Lil’s open sen-
suality, which is a source of conflict YADAR
between the Khazistanis and the Sus- the Lord of Death and Secrets
rahnites. The mysterious high god of the Khazistanis,
Yadar, is said to live in the desert and to col-
NWANGA ZHAAL lect the souls of every living man and woman
the Lord of Beasts when they give up their final breath.
Known and feared across the Jungle Yadar is associated with scorpions and bats.
Kingdoms, this bloodthirsty god is master Many carry charms and amulets in the image
of the beasts that howl at the moon. His sha- of Yadar, said to ward against disease and vio-
mans are always served by flocks of bonded lent death.
animals. Such worship is often personal and unor-
ganized, since the locations of Yadar’s temples
OTHABBHON are generally kept secret and known only to
the Guardian of the Gates the priests. The cult is suspected to have sub-
Depicted as a horse-headed humanoid terranean shrines in cities and temples in des-
clutching a bronze key, this mysterious ert ruins. The nomads stay well away from such
god is a protector of homes and ruins, since any who stray too close disappear
vaults, as well as the guardian without a trace.
of secret and hidden places. To be initiated into the cult of Yadar, the can-
didate must spend a night in a sealed sar-coph-
SIMATALA agus in a mausoleum haunted by ghouls.
the Ape-God of Laksha
YAMMOSH
Turbaned priests stran-
the Sea-God of Ghazor
gle sacrificial victims on the
white jade altars of this grim The greatest temple of this Susrahnite sea-
ape-god of the east, whose god is located in the sinful port city of Ghazor,
cult has even begun to although sailors from many nations offer sac-
spread to the west. rifice to him before setting out on long ocean

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voyages. To be initiated into the cult of ther of various ophidian races and a
Yammosh, the candidate must survive being master of sorcery.
plunged into a water-filled pit for d6 minutes Zanthiss is currently believed to
without drowning. be confined to an extradimensional
prison, or perhaps banished to a re-
YIBBOTH mote star, after the downfall of the ser-
the Sacred Toad of Fakhuum pent-empire of Yalotha.
Despite having its cult-center deep within However, cults of Zanthiss still lair
the poisoned marshes of Fakhuum, whether in ancient temples, with writhing ser-
Yibboth is part of the true Yar-Ammonite pan- pent-pits, giant slithering temple snakes, mala-
theon is uncertain; some claim he is one of the chite altars stained with the blood of centuries
Old Gods. The priests of Yibboth are reputed of sacrifice, and demon-guarded vaults where-
to worship a “golden frog-thing”, along with in lie hidden the lost papyri of jungle-lost Yal-
mummified crocodiles and all manner of wa- otha. To become an initiate of the cult, the
candidate must survive the lethal bite of a
ter lizards and giant toads.
sacred temple cobra.
YOT-KAMOTH Ascension to greater titles within the
the Spider-God of Lamu priesthood may involve the bites of greater
and more poisonous snakes.
The Lamurans bow before black idols of
Yot-Kamoth, the monstrous eight-legged god THE GODS OF THARAG THULE
worshipped for centuries in the mountain
Among the gods worshipped in the
fastness of Lamra, the capital city. In truth,
cold wastes of the north are the Moon-
the priests of the spider-god are the royalty of
God, the Wolf-God, and the Skull-
Lamu, for they wield considerable influence
God.
and for a common man to resist their demands
The Moon-God is served only by
is a certain death sentence.
female priestesses; old hags and
To be initiated into the cult of Yot-Kamoth, a
crones are respected omen-read-
candidate with the proper qualifications must
ers and oracles among the
survive the lethal bite of a temple-bred spider.
Tharagians.
The Wolf-God is a
ZANTHISS
god of strength, war,
the Great Serpent
and bloodlust. Tribal
The ancient demon-serpent of Yalotha, in chieftains are often also
some worlds known as Hassith-Kaa, is the fa- priests of the Wolf-God.

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The Skull-God is the lord of the dead and The priests of Yar-Ammon often wear masks in
the king of ghosts; this god has no priests or imitation of these gods.
followers, but each village has a hut set up
with a skull-adorned altar where he is placat- III. The World
ed with offerings.

“Stand aside, girl,” he mumbled. “Now is the feasting


THE GODS OF YAR-AMMON of swords.”

The Yar-Ammonites wor- Robert E. Howard, The Slithering Shadow

ship an ancient pantheon of


beast-headed man-gods, dis- In the far distant, legendary past, Xoth is
turbing fragments of a lost said to have been ruled by the depraved snake-
age. Depictions of these men of Yalotha, who used primitive early man
gods, said to have brought as slaves, food and objects for their sadistic
knowledge and wisdom amusement. The snake-men’s empire of terror
to the first civilization of is rumoured to have extended over all of Xoth,
Yar-Ammon, include ser- save the frigid north, and it was from here that
pent-headed, vulture-head- men finally ventured south to overthrow evil
ed, hyena-headed, and croc- Yalotha. These men were the giant Kuthan,
odile-headed humanoids. who erected an empire of their own, replacing

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the snake-men as overlords of men. Kingdoms. and swamp-riddled Ikuna
Though the largest kingdom by far and with its cannibal tribes the most prim-
also the most powerful and advanced one, El- itive. Shoma, renowned for its mines
der Kuth was not the only realm. There was and gold-adorned cattle herds, may
also evil, blood-drenched Elder Ptahaana, and be primitive, but is still far from sav-
others. Decadence, civil strife, barbarian in- age.
cursions, and – some say – the secret machi- The Amazonian jungle realm of
nations of surviving Yalothan snake-men, did, Mazania is more myth than reality,
after a period of greatness, finally bring about even more so than wolf-haunted Tharag
the downfall of Elder Kuth. The giant Kuthans Thule in far frigid north. Only the realms of the
passed into the realm of legend. distant east, Laksha, Ghoma, Azjan and most
With the march of the nine or ten centu- of all distant Taikang, are hidden behind an
ries since the ruin of Elder Kuth, realms rose even denser veil of legend and mystery.
and fell. In the modern age, the most power- Modern languages spoken throughout
ful realm is the recently risen desert empire of Xoth are Taikangian and Bhangari in the
Khazistan, likely followed by warlike Taraam Far East and Lamuran, Taraam, Nabastissan,
in the northeast. Susrahnite and remote Thulan in the north.
In the north, Taraam, though already past Of the languages of the desert lands,
the apogee of its greatness and wracked by Yar-Ammonite and Zorabi are distinct, but
intrigue, is poised over Susrah and Nabastis, Khazrajite and Khazraji are virtually
two loose confederacies of city-states rent by identical, and Jairani and Zadjite at
constant infighting and beset by their power- least similar enough to allow for some
ful northern neighbor. Isolated and protected degree of understanding between its
by its mountain fastness, spider-haunted Lamu speakers. The languages of the black
keeps to itself. peoples, Shoma, Azimban, Maza-
In the desert lands, Khazistan overshadows nian, and Daka are all distinct as
all other kingdoms and threatens both hoary well.
Yar-Ammon with its mystery-shrouded tombs, The dead languages used by
and far western Jairan. Only distant Zadj is sorcerers and some sages are
free from the shadow of powerful Khazistan, first and foremost the dead
its ships and caravans bringing the wealth of tongue of the giant
Xoth to marble-pillared Iraab. kings, Elder Kuthan.
In the Deep South, Azimba, land of the cit- Ptahaanan is another
ies of stone, is the most advanced of the Black ancient language, but

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known to only very few schol- just one, and no swords exist intending
ars. Even more rare is knowledge mainly two-handed use.
of Yalothan, the reptilian sounds of The most advanced types of armor are
which are however largely unpro- chain, lamellar, and scale; neither brigandine
nounceable by humans. nor plate are known, save of course for hel-
The economy of the World of mets. With the possible exception of distant
Xoth is based on brass, silver, and Taikang, crossbows are unknown, but all other
gold coins. Each country has its own types of bows see widespread use.
names and shapes for these coins. Now that you have an idea of the peoples
Money-changers do a brisk business, but and gods, the history and politics, and the
coins from neighbouring realms are usual- technology of Xoth it is our hope that you will
ly accepted at least in the cities. In uncivi- flesh it out to suite your needs and the interests
lized areas, bartering with livestock, slaves, of your gaming group. What follows are some
ivory, gems, and similar items is more com- points of interest to get you started.
mon than using coins.
Iron weapons are the campaign standard, LAMU: THE CITY OF LAMRA
and are used by most cultural groups. The In the city of Lamra, in the land of Lamu,
exceptions are the Zadjites, who craft superi- the dreaded priests of Yot-Kamoth have built
or steel weapons; the ancient Yar-Ammonites, a temple to house their god, which is a colos-
who wield archaic weapons of bronze; and sal eight-legged spider-idol, carved from the
the people of the jungle kingdoms, who black stone of a fallen star. Great is the power
fashion weapons primarily from wood, of the spider-priests of Lamu, for they outnum-
bone, or flint. ber even the austere priestesses of Nhakhra-
Swords on Xoth tend not to mat and the muffled priests of Yadar, and they
be straight, but curved – ev- ride as kings through the shadowed streets of
ery blade longer than a short Lamra.
sword is always bent; the But though the iron-fisted rule of the priests
weapons of the barbarian is largely uncontested, such ruthless men and
Tharag Thulans being the women as worship Yot-Kamoth are often at
only exception to this rule. It war with each other, driven by ambition and
is possible to wield some of power-thirst.
the Xothian swords with both The cunning rule of wily old Hamadara,
hands, but they are mainly Archapostle of Yot-Kamoth, is uncontested, but
intended to be used with his priestly cohorts are in a constant struggle

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for predominance. Utilizing a extensive over 100,000 inhabitants, Yaatana
network of spies and informers, Hamdara has over hundred temples (and proba-
keeps well abreast of temple intrigue and fu- bly double that number of hidden or
els priestly rivalries; as long as his minions are secret underground shrines), a doz-
busy infighting, his position is unassailable. en public bath-houses, and almost
10,000 houses, most of which are sev-
eral stories high, topped with flat roofs,
SUSRAH: LAND OF WARRING CITY- and decorated with elaborate friezes
STATES and intricately carved windows.
Yaatana is ruled by an elected governor
THE CITY OF YAATANA
(currently a middle-aged man named Akhdari
There are many depraved cities in the land
Marza), but the real power is in a council of
of Susrah, such as red-walled Zhaol where
seven men drawn from the ranks of wealthy
children are burned as sacrifice to Maggash
merchants, sorcerers, and high priests. The
the fire-god, and the cesspool of vice that is
armed forces of the city are mostly com-
the harbour city of Ghazor.
prised of mercenaries; law is enforced hap-
But Yaatana, at the headwaters of the Ophrat
hazardly and most laws are ignored as long
River, is said to be the most wicked city of them
as money from trade keeps flowing into the
all, and so all manner of debased folk flock to city. The local magistrates are notoriously cor-
it, like insects attracted to a greasy torch. rupt and rule in favour of the biggest
This wealthy trading post along the route bribe.
from the city-states of Susrah to Khazistan and In the central souk (market), a va-
Jairan in the west is noted for its sinful back riety of goods, including meat, spices,
alleys and nefarious inhabitants. It is a city of cotton, silverware, cop-per, and pot-
furtive sorcerers, strange and depraved cults, tery can be bargained for. There
and a place where the most perverted desires are a number of smaller, more
can be fulfilled by the arrangements of fat mer- specialized souks dealing with
chants eager to sell anything. slaves, weapons and drugs scat-
The city is old and surrounded by ancient tered throughout the city.
clay walls faced with colourful glazed tiles.
Tarnished golden domes and marble minarets
are visible beyond the walls as one approach- THE CITY OF
es the city. The massive main gate is over 600 GHAZOR
years old and receives a constant stream of The harbour city of
visitors entering and leaving. With somewhat Ghazor is located stra-

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tegically at the mouth of the hind massive palace walls to the north,
Ophrat River. It has a large navy largely ignore the unruly docks. Thus the
of galleys, which is used to protect southern seafront is rarely patrolled by the city
the sea lanes from the raids of the guard, but the naval docks to the northeast are
sea reavers of Khora, as well as in well-guarded.
occasional clashes with the Nabas-
tissean fleet. As one of the Susrahnite THE CITY OF BELTHAAR
city-states, Ghazor is ruled inde- This city, located west of the Ophrat river, is
pendently by the petty king Rahim-Dul, one of the smallest city-states of Susrah, with
but is allied with the other cities of Susrah a population of only 60,000 people, yet its
through treaties and intermarriage. The city foundations are ancient and rest on a maze of
has around 150,000 inhabitants. catacombs, and its gloomy, serpentine streets
Much trade flows through Ghazor, arriv- wind their way between mighty monuments
ing by boats from the south, and carried in- and hoary towers. There are temples and zig-
land by river barges or donkey caravans. The
gurats dedicated to Belet-Lil, Baal-Khardah,
trade goods include Susrahnite wine, spices
Yadar, and a multitude of others.
from Laksha and Azjan, dried fruit, slaves,
Belthaar is currently ruled by the petty king
and pearls harvested off the coast of Zadj.
Simashattar III, whose army of pikemen and
The main ziggurat of the city is dedicated
charioteers are involved in a three-way war
to Baal-Khardah, but the sea-god Yammosh
with its bigger neighbours, Zhaol and Ghezath.
is more popular among the many sailors and
Despite his small army, Simashattar has avoid-
merchant-captains. Offerings of gold
ed defeat by capturing a princeling of Ghezath
and animals are often made to
and holding him hostage. At the same time,
the temple of Yammosh be-
he is secretly negotiating a separate truce with
fore any sea-voyage.
emissaries of Zhaol.
The southern quarters of
the city, home to sailors, sla- THE CULT OF THE KEEPERS:
vers, mercenaries and oth- It is the custom and the law that all who die
er foreigners, is well-known within the walls of Belthaar, from commoners
outside Ghazor for its many to kings, are delivered into the hands of the
depraved vices and lawless silent priests of Yadar after their death.
atmosphere. The king and his It is the sacred duty of these Keepers to re-
nobles, busy with their own move the corpse, and to wash and purify the
schemes and pleasures be- body. If the bereaved have left a well-filled

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purse for the Keepers, the corpse is usually These mountain-men wear cloaks
preserved and embalmed with utmost skill of wolf fur, white turbans, and all war-
by the priests; otherwise the corpse is burned riors have full beards bristling with
and the ashes placed in urns of clay, bronze, curly black hair. The Kharjah Pass
or sometimes even gold. is the only crossing traversable oth-
The Cult of the Keepers also maintains and er than on foot (although several se-
guards the extensive network of catacombs cret passes, known only to the Zorabi
and crypts beneath the city, where urns and mountain peoples, are rumoured to
mummies are placed after the funereal cere- exist), and is guarded by mountain tribes
monies. loyal – least in name to the Padishah of Kha-
No one except the priests are allowed to en- zistan.
ter the catacombs, but on certain days friends Two large stone tower-fortresses protect
and family of the deceased may come to the the western end of the Kharjah, each housing
Shrine of the Keepers and place offerings on around fifty warriors and their families. Travel-
the altar of Yadar to ensure the well-being of lers are typically approached by troops con-
lost ones. sisting of at least ten warriors, or distinctly
It is even said that when such offerings are more if large caravans are coming through.
plentiful, the priests may unlock the doors to The tribesmen collect taxes from caravans
the catacombs and allow brief visits to private passing through the pass. They claim one-tenth
crypts. of the value of trade goods carried (the
Others whisper that the mute, cowled priests majority of this tax is in turn supposed
are actually ghouls, who carry away and eat to be brought as tribute to Khazabad),
the dead, and that they guard only empty urns as well as a fixed amount for each man,
and coffins in the catacombs. horse or camel making the passage.
However, the tribesmen are not
ZORAB MOUNTAINS above demanding much more if
The foothills of the mighty Zorab Mountains they think they can get away with
separate the plains of Susrah from the steppes it.
and deserts of Khazistan. The feuding clans of
the Zorabi inhabit impregnable stone towers THE AL-KHAZI DESERT
carved into the mountain-sides. The wastelands of
From here, they sally forth to raid each oth- the al-Khazi Desert are
er and the neighboring people of Lamu and harsh and inhospitable
Susrah, and also their nominal sovereign Kha- to city-dwellers, igno-
zistan. rant of the secrets of the

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nomads. The al-Khazi is very hot (the aver- selves descended from the same racial stock as
age daytime temperature is 38 degrees the Khazistani peoples) are a constant menace
Celsius), and the majority of this to caravans and travellers; sometimes even out-
desert is covered with vast lying villages and towns of Khazistan, Yar-Am-
sand dunes, broken up here mon and Jairan are subject to raids from these
and there by areas of stony free-willed nomad clans.
desert with hills, jagged These Khazraj raiders are lean, wolfish men
rocks and wind-worn cliffs. dressed in gleaming white khalats and green
turbans. Their skin is a wrinkled bronze. The
KHAZRAJ, THE WOLVES nomads sit easily atop their camels, striking
OF THE DESERT down foes with curved swords, but prefer to
At the fringes of the Kha- attack from a distance, using their bows from
zistani Empire, the wild atop their war camels. They attempt to circle
Khazraj nomads (them- around the caravan and pick their foes off at

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their own leisure. quickly into a major center of trade,
If possible, the nomads will strike at night a stopover for all major caravan routes
to soften their opponents up for a later attack, through the al-Khazi desert.
sneaking into their opponents’ camp to steal, In the last century, Zul-Bazzir was
kill or maim their animals, and likewise steal conquered by the Khazistani horse-
or foul their water. They then retreat, but trail men coming out of the western steppes.
the caravan and pick off starved and weakened Sizeable populations of Yar-Ammo-
characters in the following days. nites remain, along with people from
If the Khazraj manage to disable the camp Susrah, Jairan and elsewhere, and the city
guards without being detected during the ini- remains a thriving place of commerce, hous-
tial attack, they simply proceed to slay the re- ing a population of maybe as much as 200,000
maining caravan members in their sleep. people.
Being opportunistic raiders, they flee into Located on the westernmost edge of Kha-
the desert if their leader is slain, if they take zistani influence, the city is often threatened
significant casualties, or if they face a group of by foreign invasion and raids. Despite this,
well-equipped and clearly skilled opponents Zul-Bazzir is unwalled, although the bey’s
(but no one dares retreat before their leader sprawling palace-citadel is protected by a
flees). tall inner city wall.
Khadim Bey, the governor of the city de-
KHAZISTAN
pends heavily on mercenaries, to de-
The Padishah of Khazistan is the most pow-
fend against occasional Yar-Ammonite
erful monarch of Xoth. Showing little signs of
intrigues, Jairanian ambitions, and the
complacency, the power of Khazistan seems
raids of wild Khazraj nomads.
to be still growing, and its shadow looms large
He maintains an army of about
over Jairan and Yar-Ammon and is felt also in
5,000 men, two thirds of which are
Susrahn. Khazabad by the sea is the residence
foreign mercenaries, mostly from
of the Padishah, and with easily more than
Yemar in Jairan.
300,000 inhabitants, the largest city of Xoth.
Typical houses are two-story
THE CITY OF ZUL-BAZZIR buildings with flat roofs. No-
Zul-Bazzir is the western metropolis of Kha- bles and wealthy mer-
zistan and the largest city of the desert, located chants live in walled
amidst lush palm trees in the sprawling oasis mansions with lush gar-
of Zul. It was founded five centuries ago by dens and artificial pools.
Yar-Ammonite traders from the south and grew Between the outer

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districts where foreigners and to attract customers to the Pleasure Dis-
slaves throng, and the golden trict.
minarets and spires of the inner cit- In reality, many foreigners are led into am-
adel, are bustling markets and ba- bushes by such people. There are plenty of
zaars. Lesser streets wind their way mercenaries and hired guards here, looking
through the maze-like districts of the after valuables from the caravans and guarding
city, where thieves skulk and revelers the warehouses in the area.
feast at night. Bazaar: The bazaar is bustling with activi-
The Citadel: The great citadel of the ty during daylight hours. Almost anything can
governor rises above the crowded streets of be bought or bartered for here, including food
Zul-Bazzir. This walled district contains the and drink, clothing, silks of distant Taikang,
governor’s palace, the grand court, a lab- equipment and tools, weapons and armor,
yrinthine harem said to have a hundred pottery, Jairanian carpets, gems, and jewel-
bedrooms, a temple dedicated to Nhakh- lery fashioned by Susrahnite and Zadjite arti-
ramat the six-armed ivory goddess, as well sans. Camels and horses are offered across the
as barracks housing Khazistani officers and street, in stables near the caravanserai.
Yemarite mercenaries. Among the more special offerings in the ba-
Noble District: Occupied by Khazistani zaar are caged exotic animals and birds, me-
nobles, officers and merchants, this district dicinal herbs, talismans and amulets said to
has broad streets and walled mansions. ward off evil, rare books and maps, as well as
Slaves care for the desires of the Khazistani large and small statuettes of gods and demons.
nobles in their lush gardens here, day Extraordinary items, such as poison, silver
and night. lotus juice and certain alchemical powders,
Caravanserai: The caravans are usually not found in the Bazaar, and are
entering and leaving Zul-Ba- only available to those who have special con-
zzir are based in this district, tacts (an Information Gathering Check in the
with its warehouses, stables Pleasure District steers a PC in the right direc-
and sleeping-halls. Camels tion if he wishes to buy such items).
and horses are bought and Slave Market: An adjunct to the bazaar, the
sold here as well. The area slave market is filled with imports from the em-
is plagued by beggars and pire of Khazistan. Largely run by slavers from
thieves preying on newcom- Khazabad, the slave market is busy, with daily
ers, as well as more respect- displays of human wares. Once a week, spe-
able-looking people trying cial offers such as daughters of nobles, virgins,

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and mighty warriors whose wills have by slums sometimes try to break into
been broken by the whip, are auctioned off. these tombs to steal valuables, which
Foreign District: Home to people of pre- then surface for sale in the bazaar.
dominantly Susrahnite origin, this district However, buying such tomb jew-
contains a small shrine to Belet-Lil. Many of ellery is associated with a certain
the Yemarite mercenaries in the city’s employ, risk: it might be cursed, or the priests
as well as other foreigners, have their houses of Yar-Ammon might take offense and
here. This district is also the place to look for send assassins after the blasphemers.
healers and those skilled in the use of medic- Slum District: Home to the poor,
inal herbs. homeless and diseased, and plagued by the
Artisan District: Here one finds the work- occasional fire, this is a place best avoided.
shops and warehouses of the city’s artisans. Unless, of course, one needs to hide from the
Makers of expensive wares, such as sword- authorities. The Yemarite mercenaries of the

smiths and gem-cutters, usually do not trust city guard rarely venture into this part of the
town.
the governor’s soldiers and keep a few hired
Pleasure District: A large district filled
guards as backup in the case of burglary.
with all manner of depravities, including
Old Town: This is the oldest existing district
gambling-houses, drinking-houses, bordel-
of the city, hailing from the time when the city
los, fighting-pits and lotus-smoking dens.
was little more than a collection of mud-brick
Thieves, thugs, prostitutes and slavers
houses clustered around a central well.
abound. This is a great place to waste
The old town is still important, due to the
coin quickly. One of the most notori-
existence of underground tunnels that lead
ous locations of the district is the House
water from here to the rest of the city. The
of Abu Khafi. Also in this district is a
district is otherwise noted for its many sages,
“temple” to Belet-Lil, in reality little
scholars and students of the arcane.
more than a gathering-place for
Temple District: In this maze of alleyways
orgiastic revellers.
and tall walls are a number of temples and
shrines devoted to various gods. Located here SHOMA AND THE TOWN
is a temple dedicated to the beast-headed OF KATANGA
Yar-Ammonite pantheon. Near the temple is a Katanga is the only
small necropolis, where mummified Yar-Am- town of any impor-
monites as well as preserved animals lie en- tance in the kingdom
tombed for eternity. of Shoma; the lesser
Poor and desperate people from the near- “towns” are merely crude

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villages scattered across the merchants and foreign dignitaries are al-
grassy plains. South and east of lowed entry to the inner city, which houses
Katanga are the Shining Hills, jun- the royal palace and cattle pens, the temple of
gle-covered highlands that abound Nataka, and the goldsmiths’ workshops.
with gold. The current king is Mashota, a middle-aged
Approaching the town, great man with many wives and several young heirs,
herds of cattle can be seen; these be- all fighting for the king’s attention and favours.
long to the king himself and many of The jungle-shrouded uplands south and
the animals wear ornaments of beaten east of Katanga are known as the Shining Hills.
gold. The cattle in each herd number in the Like the Ishrahnites before them, the Shoma
hundreds, but are guarded closely by scores people operate several gold mines in these
of spearmen. hills, all owned by the king and protected by
Katanga itself is surrounded by a wood- his loyal spearmen. These mines have a long
en palisade, inside which over 12,000 and evil history:
people huddle together in wretched huts. In the centuries since the downfall of El-
The average citizens of Katanga are poor, but der Kuth, the former slave peoples of the gi-
free, for the rulers of the Shoma do not keep ant-kings migrated north and east to settle in
slaves. the lands of Susrah. An offshoot of these pro-
However, people don’t live to be old, so to-Sushrahnites, called the Ishrah, chose in-
almost two thirds of the population are chil- stead to wander south into the hills of what is
dren and young adults. Most live in build- now the black kingdom of Shoma.
ings of sun-dried mud with roofs of straw In the jungled hills of Shoma, the Ishrah
along with their animals, such as goats discovered rich deposits of gold and precious
and fowl. stones. They enslaved the native tribes and set
The spacious inner city, their new slaves to toil day and night in the
forbidden to commoners is mines. The small kingdom of the Ishrah pros-
ringed by a great mud-brick pered and a series of purple stone fortresses
wall. Its gates are adorned were built to control the mines.
with massive ivory tusks Driven by greed, the Ishrah forced their
taken from the greatest spec- slaves to dig ever deeper into the rich ore, un-
imens of elephants. A guard til one day the toiling workers unearthed a se-
of spearmen at each gate ries of stone chambers beneath the mine tun-
makes sure that only no- nels in the most remote and inaccessible part
bles, royal guards, priests, of the Shining Hills. The priests of the Ishrah

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studied the weird pictograms on the walls whoever holds Zimballah dominates
and deemed it unwise to disturb these pre- the region and can claim to be king of
human vaults. Azimba.
The mine was sealed off and declared ta- However, the king must be on
boo by the priests, and soon the surrounding good terms with the influential cult of
area was abandoned by the Ishrahnites. Cen- Jul-Juggah, whose high priest formally
turies later, the area was re-settled by a native appoints new kings and provides ad-
tribe, the Wamuba, who built a village in the vice and auguries to the royal house.
shadow of the ruined stone citadel of the Ish- Zimballah is sometimes simply called
rahnites. “the city of stone” by virtue of its size and im-
Protected by their remoteness and the im- portance. Surrounded by hills, the city has
penetrable jungle, the Wamuba defy the rule massive walls, towers, and multiple interior
of Katanga. Strange things are whispered about gates. No one knows who reared Zimballah’s
the Wamuba and their supposedly deathless massive, concentric walls and circular tow-
evil queen, Nugga-Tikanda. ers. The outer walls are ten meters tall and
four meters thick, and are fitted seamlessly
AZIMBA AND THE CITY OF together without the use of mortar.
ZIMBALLAH Close to 30,000 inhabitants throng Zim-
The terrain of northern Azimba is dominat- ballah’s inner districts, with several hundred
ed by savannah, while the southern regions merchants, animal-herders, peasants,
are covered by jungle. Throughout the land mercenaries and beggars living in
are hundreds of stone statues in the likeness of semi-permanent caravan camps out-
Jul-Juggah, a great lizard-bird with monstrous side the city walls.
features and outstretched, leathery wings. Foreigners are free to roam the
The statues range from three to ten meters market and residential districts, al-
in height. They are sacred and offerings, some- though all must return to the for-
times including blood sacrifice, are regularly eign district at night, when the
placed in front of the statues by the priests of gates are closed.
Jul-Juggah. To touch the statues or steal the of- At the top of the hillside in
ferings is an offense punishable by death. which Zimballah nestles
The main city, Zimballah, is situated to the is the noble district,
west, in the foothills of the Shining Hills. Al- which houses the roy-
though there are dozens of lesser stone-walled al palace, the houses of
settlements within Azimba’s borders, concen- the nobles, the barracks
trated mostly in the northern savannah lands,

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of the king’s guard and the city’s for the Azimban dead. The high priest of
granaries, and finally the temple Jul-Juggah has placed a taboo on the valley,
of Jul-Juggah. It is a testament to preventing people from worshipping their an-
the cult’s influence in Zimballah cestors, claiming the caverns are haunted by
that the shrine of Jul-Juggah is more the restless and malign ghosts of the dead.
grand and imposing than the pal-
ace’s throne room. HILLS OF THE DEAD
The large hall of worship, domi- As one reaches the limit of the green, rank
nated by a monumental idol of Jul-Jug- jungles of the Ikuna lands, the jungle begins
gah, is illuminated by sun or moonlight filter- thinning out to low shrubs, stunted trees and
ing in from somewhere above, and smells of tall grass. In the distance one will make out a
exotic drugs and incense. A pair of doors chain of bare, somber hills, littered with boul-
leads out to the sacrificial platform. ders, shimmering in the merciless heat of the
The city is an important trading center sun.
in the jungle kingdoms region. Cattle and Between these hills and the jungle lay a
ornaments of beaten gold from Shoma, steel broad expanse of rough, uneven grasslands,
swords and cut gems from Zadj, jungle herbs dotted here and there by clumps of thorn
and animal-skins from Mazania, carpets and trees. An utter silence hangs over the country.
peacock feathers from Jairan, and even silks The only sign of life is perhaps a
and ceramics from far-off Taikang finds its few vultures flapping heavily
way here. across the distant hills.
The king levies a tax on all trade; five
per cent of the market value of all
trade goods must be paid to
the city guards upon entry
into the city.
In a desolate valley north
of the city walls are
the “Caverns of
Bone”, ancient
burial-places

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Amongst the greater of these hills there From Khora, the “Brethren of the
is a silent city of stone, and in days of old Isles” sail forth and raid those wealthy
many folk lived there. They were human, but merchant vessels traversing the ocean
they were not as mortal men, for they had between the isles and the coast.
ruled those hills for ages and ages. When they flee back to their sanctu-
The ancestors of the Ikuna made war on ary, no warship dares enter Khora in
them and at last all died, but their magicians pursuit, for it is zealously guarded by
brought them back from the dead and now four forts of immense size, giving this
they listlessly dwell in burning hunger. For den of murderers one of the best defend-
ages have they preyed on the tribes of the jun- ed ports in the world, and the most feared.
gle, stalking down from the hills at mid-night Men of all races and cultures came to this
and at sunset to haunt the jungle-ways and port to trade their treasures and booty, most
slay and slay. looted on the high seas from ships flying the
flags of Susrah or Taraam.
ISLES OF THE SEA REAVERS
Hopefully you will have entered of your CANNIBAL COAST
own free will and not as a slave, either to a The coastal Ikuna tribes are known to
person or to a vice. Regardless, few will have their neighbors as ‘man-eaters”. Those forms
little or no idea the scale of debauchery and of cannibalism include both resorting to hu-
villainy that waits in these infamous dens of man flesh during times of want, and rit-
iniquity. The folk of the isles as a whole are ual cannibalism, the latter usually con-
seducers and harlots, torturers and slavers, as- sisting of eating a portion of an enemy
sassins and kidnappers, zealots and thieves. warrior.
The denizens of Khora, however, are even When warriors from one tribe
worse… slew 2,000 enemies they remained
Khora is the largest city of the isles and the on the battlefield “eating the van-
most lawless. Its strategic location has made quished until they were driven off
it an excellent hideout for its conglomeration by the smell of decaying bodies”.
of merchants, thieves, bandits, soldiers, ren- It’s said that when a witch or
egades, assassins, mercenaries, outlaws, cut- shaman dies all members
throats and more. of the community will
Said to have over 5,000 residents, bar eat a portion of the el-
fights, riots, protests and general chaos are dritch one’s heart.
normal and common. Because of this, Khora Considered a great tri-
has earned the nickname “The City of Blood”. umph, the Ikuna great-

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ly enjoy eating their captives. THE SUNKEN ISLES OF PTAHAANA
They treat such captives with Ten centuries ago, a rich and prosperous
great cruelty and often break their civilization flourished on the Ptahaana islands.
legs to prevent them from attempt- Its people were expert sailors, and they wor-
ing to escape before being eaten, shipped the gods of the sea. In the central la-
while still keeping them alive so that goon of the largest island, the Namthuans built
they may brood over their impend- a great temple. A great hoard of treasure accu-
ing fate…female captives are always mulated as sacrifices of gold and jewels, the
in great demand. fruits of flourishing trade, were heaped upon
the cyclopean altars of the lagoon-temple.
SILVER LOTUS ISLES In the abyss beneath the temple dwelt the
These isles are the haunt of the pygmy living god of the Namthuans, a tentacled mon-
Daka, who dwell within the deep jungle strosity named Bhaomog by the priests. Some
caves that dot the islands. There the Daka say that this creature was attracted to the is-
cultivate delicate Silver Lotus for their land because of the rich sacrifices thrown into
hidden rituals. The islands are a warren of the seas by the bearded priests, while others
swamps, marshes, quicksand, and predatory claim that the temple was built in its honor.
wildlife, chief of which are the many enor- It was at the height of the power of the
mous man-eating slugs long used to ritually Namthuans that a dangerous ritual performed
feed on those who would trespass against the by their high priest failed, causing earthquakes
Daka. radiating from the ocean floor to first tear apart
The swamps themselves are a perilous the temple, burying the entrance to the lower
place for the inexperienced or unwary. catacombs and Bhaomog under tons of rock,
The few dry paths through these and then ultimately to destroy the islands them-
marshes are all kept privy by selves. It is said that many loyal priests were
the Daka. Dense clouds of able to flee the temple and reach the safety of
swamp gas, marsh fog, and boats, setting sail for what is now the Cannibal
an endless tangle of droop- Coast, along with other survivors fleeing the
ing moss tends to make aftershocks of the earthquake.
everything look the same.
Many become hopelessly YAR-AMMON AND THE CITY OF
lost, go crazy, or circle for KHADIS
days before the end comes… The mysterious land of Yar-Ammon contin-
usually a grisly one. ues many ancient traditions harkening back
to Elder Kuth and other, even more obscure
prehuman roots. For its people, the afterlife

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seems to be more real than their mortal Kherarut, but it also frightens the peo-
existence. High and low alike are buried as ple of Khadis: It is said to be older than
they can afford, making the country is right- humanity, and to guard soul-blasting
fully known as the “Kingdom of Tombs”. The secrets. Some also whisper about
grandest of these are the pyramids, immemo- half-men slinking in from the desert
rially ancient man-made mountains of stone during moonless nights and howling
erected along the marshy banks of the lower in worship of the Red Sphinx.
Fakhuum.
Yar-Ammon’s capital and only seaport is
Amenti, located slightly inland in the north-
IV. Drugs of Xoth
ern part of the Fakhuum’s delta. It is as an old A great many types of drugs are used and
and alien city, as majestic as it is forbidding, abused by the jaded or the desperate through-
dominated by the High King’s palace, broad out Xoth. The following is a short list of known
ceremonial avenues, and – most of all – the drugs, to which the referee is encouraged to
pylon-flanked, black temples dedicated to add new ones. Most of these drugs are ad-
Yar-Ammon’s beast-gods, whose priesthoods dictive to a greater or lesser degree, but a
wield more political power than even the High PC’s addiction to one of them should never
King himself. be handled as a chance occurrence but rath-
Other important population centres are the er as a device player and referee are interested
oasis cities of Akhet to the west, and Khadis in portraying for the character. Likewise, no
to the far north. With some 50,000 permanent mechanical effects for these drugs are
inhabitants, Khadis is one of Yar-Ammon’s provided – they are intended first and
smaller cities, but important as the gateway to foremost to add colour and not to have
Khazistan, who grows ever more covetous of a mechanical influence.
it as Khadis’ king, old Akhtesh, shows signs of Dreaming Powder: (Susrah) The
slipping into dementia. main ingredient of this flaky and
As with all towns of Yar-Ammon, Khadis has slightly moist powder is the bark
one god who is its patron and revered above of a certain tree native to Susrah.
all others. In Khadis’ case, this is Kherarut, It is smoked and causes vivid,
the hyena-god. At the outskirts of the city, an fantastic, and utterly fasci-
idol of Kherarut towers over Khadis, the Red nating hallucinations, but
Sphinx, a fifteen meters high colossal sphinx the apparitions con-
with a hyena’s mangy body, wings folded jured up by a rare “bad
along its sides, and enigmatically devoid of a trip” can be outright
face. The Red Sphinx is venerated as sacred to maddening. Addicts have

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progressive difficulties telling erent pygmy savages. The leaves are vul-
reality from fantasy and may be- nerable to sunlight and spoilt by just a few
come outright mad. moments of exposure to it, but they can, with
Grey Desert Lotus: (Khazistan) certain additives, be ground into a powder that
The powdered leaves of the Grey is usually burnt in censers or else smoked in
Lotus of the al-Khazi desert makes long-stemmed pipes. The fumes of the Silver
a popular drug with the Khazraj Lotus induce a deep sleep ripe with fantastic,
nomads, and also the settled Kha- though sometimes frightening, dreams.
zistanis. The powder is sniffed and The drug has a certain sorcerous character-
then imparts a heady feeling of power, gran- istics, and the dreams contain prophetic hints;
deur, and strength. These delusions fade out one Xothian version of the Omen Reading
into spells of nervousness, skittishness, and Skill is the interpretation of visions imparted
sometimes aggression. by the Silver Lotus.
Ghoma-Weed: (Ghoma) The Red Lotus Khanquah-Fungi: (Zorab) These fungi are
of Ghoma are the reddish leaves of a cer- picked from sheer cliff walls of the Zorab
tain type of lotus purportedly grown in dis- Mountains, dried and smoked over various
tant Ghoma, where they are harvested, dried special fumes. Ingesting one of these fungi acts
and specially treated by ascetic priests. When as a powerful stimulant; the user doesn’t feel
the leaves are chewed they act as a power- fatigue and becomes energetic and hyper-ac-
ful stimulant counteracting both bodily fa- tive, but also high-strung and has problems
tigue and mental depression and imparting concentrating.
a very pleasant feeling of calm confidence. Oolnar: (Zandj) The Zandjites extract the
Addicts are progressively reliant on bile of a certain leech from the Ikuna Swamps
Ghoma-Weed to feel any sense along with a few other esoteric ingredients, mix
of calm or confidence, and the lot into a sticky brown paste that is either
are easily recognized by red mixed with wine or coated under the tongue
stains to their teeth. to slowly dissolve. Users of Oolnar typically
Silver Lotus: (Silver Lotus become both sexually aroused and extremely
Isles) The Silver Lotus is a drowsy or languid when under the drug’s full
rare plant growing in the sway, many also experiencing dreamy halluci-
dark depths of remote caves nations of an erotic nature. Some heighten this
on the Silver Lotus Isles, drugged arousal by watching dances or other
where it is guarded by bellig- erotic displays from their barely conscious eyes.

This concludes Chapter Eight

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Jeffrey Quigley (order #6792937)
The twigs which N’Longa flung on the fire broke and crackled. The upleaping flames
lighted the countenances of the two men. N’Longa, voodoo man of the Slave Coast, was very
old. His wizened and gnarled frame was stooped and brittle, his face creased by hundreds of
wrinkles. The red firelight glinted on the human finger-bones which composed his necklace.
The other was an Englishman, and his name was Solomon Kane. He was tall and broad-shoul-
dered, clad in black close garments, the garb of the Puritan. His featherless slouch hat was drawn
low over his heavy brows, shadowing his darkly pallid face. His cold deep eyes brooded in the firelight.
“You come again, brother,” droned the fetish-man, speaking in the jargon which passed for a com-
mon language of black man and white on the West Coast. “Many moons burn and die since we make
blood-palaver.
You go to the setting sun, but you come back!”
“Aye,” Kane’s voice was deep and almost ghostly. “Yours is a grim land, N’Longa, a red land barred
with the black darkness of horror and the bloody shadows of death. Yet I have returned.”

Robert E Howard, “The Hills of the Dead”

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CLEAVING DAMAGE TABLES
Cleaving Damage Table: Area 1, Right and Left (Lower Legs)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1 Foot BL: 0 BL: 1 BL: 2 BL: 3 BL: 4 BL: 5
Shock: 0 Shock: 2 Shock: 5 Shock: 8 Shock: 10 Shock: 13
Pain: 3 Pain: 5 Pain: 7 Pain: 9 Pain: 12 Pain: 14
Weak strike. Struck foe with KD: 1 KD: 2 KD: 3 KD: 4
more force than Foe steps Foe stumbles, Foe dances Opens up a terrible
edge. quickly out of Quality strike. right into your wound. Blood
your reach. swing. everywhere.
2-4 Shin and BL: 0 BL: 1 BL: 2 BL: 3 BL: 4 BL: 5
Lower Leg Shock: 0 Shock: 3 Shock: 5 Shock: 8 Shock: 10 Shock: 13
Pain: 2 Pain: 4 Pain: 6 Pain: 9 Pain: 12 Pain: 14
Feeble strike KD: 1 KD: 1 KD: 2 KD: 3 KD: 4
taps target. An opening Foe avoids Blow lands Reached long Slashed muscle and
appears and your main solidly upon and caught tendons in lower
all you can do foe‘s shin.
effort, but you foe in lower leg. Foe stumbles
is smack foe nick him onYou get some leg. He twists forward into you
lightly. slashing action,
your recovery. out of it, but is with his guard
but no mortal unbalanced. down.
wound.
5-6 Knee and BL: 0 BL: 1 BL: 2 BL: 3 BL: 4 BL: 5
nearby Shock: 1 Shock: 4 Shock: 6 Shock: 9 Shock: 11 Shock: 14
areas Pain: 3 Pain: 5 Pain: 8 Pain: 10 Pain:13 Pain: 15
Unbalanced KD: 1 KD: 1 KD: 2 KD: 3 KD: 4
foe. You are lucky Nick foe Good Form! He Foe mistakenly Your weapon slices
to strike foe‘s above knee. can‘t stand this brings his leg in through foe’s calf.
knee while Wound bleeds much longer. line with your Hideous wound!
recovering from surprisingly attack. Severed Foe is instantly pale
a lunge. strongly. tendons. from the pain.

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Cleaving Damage Table: Area 2, Right and Left (Upper Legs)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-2 Knee and BL: 0 BL: 1 BL: 2 BL: 3 BL: 4 BL: 5
nearby areas Shock: 1 Shock: 4 Shock: 6 Shock: 9 Shock: 11 Shock: 14
Pain: 3 Pain: 5 Pain: 8 Pain: 10 Pain: 13 Pain: 15
Foe‘s evasion KD: 1 KD: 1 KD: 2 KD: 3 KD: 4
puts him out of The blow does So-So strike. Foe leaps back, Slash foe‘s Strong blow to
an aggressive nothing more Slight leg but you still catchknee. Your foe‘s leg. Foe
posture. than open a wound. his thigh. It‘s a strike tears drops his guard
wide shallow bleeder! garments and and almost his
cut. armor off. weapon.
3-5 Thigh BL: 1 BL: 2 BL: 3 BL: 4 BL: 5 BL: 6
Shock: 1 Shock: 4 Shock: 6 Shock: 9 Shock: 11 Shock: 14
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 Pain: 12
Foe evades Foe goes KD: 1 KD: 2 KD: 3 KD: 4
frantically. airborne to Slash to foe‘s The blow has Wound falls Foe blocks your
evade your thigh sends some edge, but open and foe attack with his
strike. a piece of much impact. is in agony. His thigh. Take a blood
equipment guard is still shower.
flying. up, amazingly
enough.
6 Hip BL: 0 BL: 1 BL: 2 BL: 3 BL: 5 Your blade gets
Shock: 1 Shock: 4 Shock: 6 Shock: 9 Shock: 11 stuck in foe’s hip.
Pain: 2 Pain: 4 Pain: 7 Pain: 10 Pain: 13 Lots of screaming
Foe backpedals Strike passes Miss foe‘s arm KD: 2 KD: 3 before he dies.
5 feet. across left hip and strike his You follow your Catch part of
and grazes hip. He drops training well. You foe‘s hip. You
right. It lands something. extend on your make an ugly
lightly. slashing arc. wound.

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Cleaving Damage Table: Area 3, (Horizontal Swing Right and Left)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1 Hip BL: 0 BL: 1 BL: 2 BL: 3 BL: 5 That does it for
Shock: 1 Shock: 4 Shock: 6 Shock: 9 Shock: 11 him. He’s very
Pain: 2 Pain: 4 Pain: 7 Pain: 10 Pain: 13 dead.
Foe evades You should Blow to foe’s hip
KD: 2 KD: 3
your much of have swung causes his rightDisorient foe Catch foe with
your swing. much harder. leg to falter for a
with a tricky devastating hit.
moment. shot. He is at a A terrible howl
loss for words. erupts from him.
2-3 Upper (2) BL: 0 BL: 1 BL: 3 BL: 5 BL: 7 Boom! Shot strikes
and Lower Shock: 2 Shock: 5 Shock: 7 Shock: 10 Shock: 12 foe‘s abs with
(3) Abs Pain: 2 Pain: 5 Pain: 8 Pain: 11 Pain: 14 stunning effect.
Your grip fails Glancing blow Strike blunted Very solid strike Masterful strike He’s dead. You’re
you. takes skin by clothing. to foe’s shield to foe‘s chest. drenched.
with it. side.
4-5 Ribcage BL: 0 BL: 1 BL: 2 BL: 3 BL: 5 Blow thunders as
Shock: 2 Shock: 5 Shock: 7 Shock: 10 Shock: 12 it connects. Foe‘s
Pain: 2 Pain: 4 Pain: 7 Pain: 10 Pain: 13 ribs shatter. Heart
Foe steps right, Destroy one Blow is forceful, Strong blow Foe yells out destroyed. Dead on
then left, and of foe‘s silly not hard. breaks foe‘s before the his feet.
almost evades decorations. guard. He is impact and is
your blow. unbalanced. silenced by
the blow. Ribs
crackle.
6 Arms Go to Area 7 (Arms) below.

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Jeffrey Quigley (order #6792937)


Cleaving Damage Table: Area 4, (Overhand Right and Left)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-2 Upper Arm BL: 0 BL: 1 BL: 3 BL: 4 BL: 5 BL: 6
and Shoulder Shock: 1 Shock: 4 Shock: 6 Shock: 9 Shock: 11 Shock: 14
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 Pain: 12
Good form, but Hard strike You push aside You strike foe‘s Foe mistakenly Bury your sword
it disappoints. with no edge. foe‘s weapon shoulder and brings his weap- into foe‘s shoulder.
Foe steps and force him slash muscles. on arm across He dances a jig.
clear before back. your blade’s
you sort it out. path. Ripping
damage.
3 Chest Cross- BL: 0 BL: 1 BL: 2 BL: 3 BL: 5 Strike to chest.
cut Shock: 2 Shock: 5 Shock: 7 Shock: 10 Shock: 12 Foe goes prone
Pain: 2 Pain: 4 Pain: 7 Pain: 10 Pain: 13 trying to avoid your
Strike lands Strike passes Foe blocks your You crack Vicious Slash strike. He gets up
poorly. under foe‘s attack with his foe‘s rib with a to foe‘s chest. facing the wrong
arm. It fails to chest. lightning strike Massive internal direction and
bite deep. He to his chest. organ damage. collapses dead.
recoils.
4 Neck BL: 1 BL: 3 BL: 5 BL: 7 Your edge bites Meat chopping
Shock: 2 Shock: 5 Shock: 7 Shock: 10 half its width strike severs foe‘s
Pain: 2 Pain: 4 Pain: 6 Pain: 8 into foe. Opens head.
Foe is shaken Blow opens Strike lands KD: 1 up a terrible
by your attack. shallow but against foe‘s Foe tries to wound. It’s
He screams. bloody cut in neck. Foe is disarm you and raining blood as
neck. horrified. pays with a he drops dead.
massive chop to
his neck.
5 Head (Lower), BL: 1 BL: 2 BL: 3 BL: 4 BL: 5 Foe turns out and
including the Shock: 3 Shock: 6 Shock: 8 Shock: 11 Shock: 13 away from your
Face Pain: 3 Pain: 5 Pain: 7 Pain: 9 Pain: 11 swing. You still
Blade misses Foe defends KD: 1 KD: 2 KD: 3 catch his face and
foe‘s eye by energetically KO: 1 KO: 2 KO: 3 destroy his head.
inches. to avoid Foe is shaken by Foe twists oddly Foe moves his Dead before he
disaster. your blow to his to avoid your shield arm too hits the ground.
head. His defen- attack. Blow slowly. You
sive measures strikes foe‘s gladly slash his
look clumsy. chin. face.
6 Head (Upper) BL: 1 BL: 2 BL: 3 BL: 4 Strike to foe‘s Strike down, in,
Shock: 2 Shock: 5 Shock: 7 Shock: 10 head cracks and across foe‘s
Pain: 2 Pain: 4 Pain: 6 Pain: 9 skull and forehead. Destroy
You force your Your attack is KD: 1 KD: 2 causes massive foe‘s eyes. He
opponent back. weak. KO: 2 KO: 4 brain damage. drops dead in his
He keeps you Foe yelps with Foe sobs as ear He gibbers and tracks.
at bay with wild pain! is removed. dies.
swings.

302

Jeffrey Quigley (order #6792937)


Cleaving Damage Table: Area 5, (Vertical Swing)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-3 Head (Upper) BL: 1 BL: 2 BL: 3 BL: 4 Devastating Your weapon slices
Shock: 2 Shock: 5 Shock: 7 Shock: 10 Strike through through foe’s head
Pain: 2 Pain: 4 Pain: 6 Pain: 9 foe‘s cranium. and out the other
Strike slides off. Nick your KD: 1 KD: 2 He leaps to the side. Foe drops and
weapon andKO: 2 KO: 4 left and dies. dies.
your foe. Foe blocks your Strike to brain
attack with his makes life
ear. difficult for foe.
4 Head (Lower), BL: 1 BL: 2 BL: 3 BL: 4 BL: 5 Destroys foe’s
including the Shock: 3 Shock: 6 Shock: 8 Shock: 11 Shock: 13 jaw. Drives bone
Face Pain: 3 Pain: 5 Pain: 7 Pain: 9 Pain: 11 through brain. Foe
Strike lands flat. Shot KD. 1 KD: 2 KD: 3 dies instantly.
unbalances KO: 1 KO: 2 KO: 3
foe. Catch foe in Strike along foe‘s Slice through
the cheek. He neck. Foe is foe‘s cheek and
drops his guard frantic to escape throat.
and stumbles death.
away from you.
5-6 Shoulders BL: 0 BL: 1 BL: 2 BL: 4 BL: 5 Strike to foe‘s
Shock: 1 Shock: 4 Shock: 6 Shock: 9 Shock: 11 shoulder severs an
Pain: 2 Pain: 4 Pain: 6 Pain: 9 Pain: 12 artery. Foe drops to
Glancing blow. Strike failed Foe dances Shot raises Tear open foe‘s his knees and dies.
Nothing extra. to connect clear of the foe‘s arm up shoulder in a
well. worst. in involuntary graphic display
salute. of violence.

303

Jeffrey Quigley (order #6792937)


Cleaving Damage Table: Area 6, (Upward Swing)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-3 Inner Thigh BL: 1 BL: 2 BL: 3 BL: 4 BL: 6 BL: 7
Shock: 1 Shock: 4 Shock: 6 Shock: 9 Shock: 11 Shock: 14
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 Pain: 12
Foe is Good attack KD: 1 KD: 2 KD: 3 KD: 4
concerned angle but poor Foe jumps Foe loses some Strike to side slips Blow to foe‘s
with his own follow up. in the wrong resolve from down into foe‘s thigh. Foe twists
preservation. direction and your solid strike. thigh. Foe reels out of it and you
He steps back gets clipped. away in agony. turn your weapon
5 feet. to magnify the
wound. Foe
screams.
4 Groin (Male) BL: 1 BL: 2 BL: 3 BL: 4 BL: 5 Chop through the
Shock: 4 Shock: 8 Shock: 10
Shock: 12 Shock: 14 top of foe‘s groin
Pain: 5 Pain: 7 Pain: 9 Pain: 11 Pain: 13 and sever foe‘s
Your swing Light swing GlancingKD: 2 KD: 3 leg. Foe drops and
falls short to foe‘s groin. Blow to foe‘s
blow takes Strike to foe‘s groin dies.
when foe leaps Foe is nicked. groin. The strike
skin with it. area. All vital organs
back. is solid. The pain are destroyed
is certain. immediately.
Groin (Female) BL: 0 BL: 1 BL: 2 BL: 3 BL: 5 Chop through the
Shock: 1 Shock: 4 Shock: 6 Shock: 9 Shock: 11 top of foe‘s groin
Pain: 2 Pain: 4 Pain: 7 Pain: 10 Pain: 13 and sever foe‘s
Your swing Light swing Glancing KD: 2 KD: 3 leg. Foe drops and
falls short to foe‘s groin. blow takes Blow to foe‘s Strike to foe‘s groin dies.
when foe leaps Foe is nicked. skin with it. groin. The strike area. All vital organs
back. is solid. The pain are destroyed
is certain. immediately.
5 Abdomen BL: 0 BL: 1 BL: 3 BL: 5 BL: 7 Disembowel
Shock: 2 Shock: 5 Shock: 8 Shock: 11 Shock: 14 foe, killing him
Pain: 2 Pain: 5 Pain: 8 Pain: 11 Pain: 14 instantly.
Good form but Your weapon Great finesse Solid strike Your weapon rips
ineffectual. stings foe but but low sends foe into into foe‘s stomach.
nothing solid. power. defensive frenzy. Major abdominal
wound.
6 Chest BL: 0 BL: 1 BL: 2 BL: 3 BL: 5 Slash up through
Shock: 2 Shock: 5 Shock: 8 Shock: 11 Shock: 14 foe’s heart. Foe
Pain: 2 Pain: 4 Pain: 7 Pain: 10 Pain: 13 dies instantly.
Foe rears back Foe’s fancy Your blow, A hard blow that Upward swing gets
just in time to move earns though leaves your foe hung up in foe’s
save his hide. him the tip of minor, takes shaking in his ribs. Screaming, he
your blade. off most of boots. tears himself away
foe’s shirt. from your blade.

304

Jeffrey Quigley (order #6792937)


Cleaving Damage Table: Area 7, Right and Left (Arms)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1 Hand BL: 0 BL: 1 BL: 2 BL: 3 BL: 4 BL: 5
Shock: 1 Shock: 4 Shock: 6 Shock: 9 Shock: 11 Shock: 14
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 11 Pain: 13
Weak strike. Foe‘s evasion Foe’s knuckles Foe tries to Butcher chop Foe screams as
puts him out of are laid bare disarm you to hand freezes severed hand lands
an aggressive defending and pays with foe in agony. behind him.
posture. against your fingers.
strike.
2-3 Forearm BL: 0 BL: 1 BL: 2 BL: 3 BL: 4 BL: 5
Shock: 1 Shock: 4 Shock: 6 Shock: 9 Shock: 11 Shock: 14
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 11 Pain: 13
Strike lands Minor wound. Catch part of You are lucky Your blow Block foe‘s weapon
poorly. Cut foe with foe‘s forearm. to strike foe‘s cuts deep arm away and then
the smallest of You make a forearm while and severs an nearly sever it.
slashes. long slice in recovering from important vein.
foe‘s arm. a lunge.
4 Elbow BL: 0 BL: 1 BL: 2 BL: 3 BL: 4 BL: 5
Shock: 1 Shock: 4 Shock: 6 Shock: 9 Shock: 11 Shock: 14
Pain: 3 Pain: 5 Pain: 7 Pain: 9 Pain: 11 Pain: 13
Your attack is Point of your Strike to foe’s Foe’s clumsy Your strike Foe dances away
weak. blade makes elbow causes shield work lays open foe’s in shock and pulls
foe yelp. his shield to costs him. elbow to the free of your blade.
crack teeth. bone.
5-6 Upper BL: 0 BL: 1 BL: 3 BL: 4 BL: 5 BL: 6
Arm and Shock: 1 Shock: 4 Shock: 6 Shock: 9 Shock: 11 Shock: 14
Shoulder Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 Pain: 12
Foe steps Your assault Your great Foe’s awkward Blow to Massive wound to
quickly out of catches foe form makes foe parry gives you shoulder has upper arm causes
your reach. in bicep and cautious. the opening foe panting in foe to howl in
forces him back you’ve waited pain. agony.
5 feet. for.

305

Jeffrey Quigley (order #6792937)


PIERCING DAMAGE TABLES

Piercing Damage Table: Area 8, (Lower Legs, Right and Left)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1 Foot BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 BL: 3
Shock: 0 Shock: 1 Shock: 3 Shock: 6 Shock: 8 Shock: 11
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 Pain: 12
Strike lands Foe‘s evasion KD: 1 KD: 1 KD: 2 KD: 3
without energy. puts him out Panic! Foe vibrates from Massive thrust Your strike pins
of position. the impact of the to foot. If foe foe’s foot to the
strike. has shoe, the floor! You twist your
blow rips it off. blade for luck.
2-4 Shin and BL: 0 BL: 1 BL: 2 BL: 3 BL: 3 BL: 4
Lower Leg Shock: 0 Shock: 1 Shock: 3 Shock: 6 Shock: 8 Shock: 11
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 Pain: 12
Convince foe of Strike lands KD: 1 KD: 2 KD: 2 KD: 3
his peril by just oddly. Foe is fearful Deal foe a Foe leaps high Agonizing blow
missing his calf. of your skill measurable blow to evade your to foe‘s leg. He
and steps to his leg. Any attack. Oops! stumbles 5 feet to
back from one low hanging your left.
your mighty container on your
onslaught. foe now has a
hole in it.
5 Knee and BL: 0 BL: 1 BL: 2 BL: 3 BL: 3 BL: 4
nearby Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 12
areas Pain: 2 Pain: 4 Pain: 7 Pain: 9 Pain: 11 Pain: 13
Foe questions Cheap shot to KD: 1 KD: 2 KD: 2 KD: 3
his resolve. foe‘s knee. Foe steps back Catch foe‘s leg. Strike plunges Strike pierces both
defensively. The wound opens into leg with of foe‘s legs. He
up nicely. deadly effect. moans in agony.
Foe completely
panics.
6 Passed Missed target, better luck next time!
between
Legs

306

Jeffrey Quigley (order #6792937)


Piercing Damage Table: Area 9, (Upper Legs, Right and Left)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1 Knee and BL: 0 BL: 1 BL: 2 BL: 3 BL: 3 BL: 4
nearby areas Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 12
Pain: 2 Pain: 4 Pain: 7 Pain: 9 Pain: 11 Pain: 13
Glancing blow. Strike to foe‘s KD: 1 KD: 2 KD: 2 KD: 3
Nothing extra. leg. He looks Strike foe in Excellent attack Savage strike Amazing strike to
impressed. upper leg. You to knee slides to kneecap has knee area. If foe
rip his pretty and deeply foe shrieking in has armor it is
pants. punctures agony. ripped away.
muscle.
2-5 Thigh BL: 0 BL: 1 BL: 2 BL: 3 BL: 4 BL: 5
Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 12
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 Pain: 12
Foe twitches Foe‘s evasion KD: 1 KD: 1 KD: 2 KD: 3
away and exposes his Deep wound Strike to foe‘s Strike pierces Foe runs up half
wound does back to you. in foe‘s thigh. thigh. Slashes cleanly but the length of your
very slight Well, it looked muscle. Foe tears free in blade!
damage. like a killing teeters off- bloody finish.
blow. balance.
6 Hip BL: 0 BL: 1 BL: 2 BL: 3 BL: 4 BL: 6
Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 12
Pain: 2 Pain: 4 Pain: 6 Pain: 9 Pain: 12 Pain: 14
For steps back Hip strike Strike bites KD: 1 KD: 2 KD: 3
and avoids the shakes foe up. into foe‘s hip. Solid blow to Foe gets run Foe’s sloppy
worst. Foe attempts a The impact foe‘s hip leaves through the hip. footwork gets
recovery. sounds truly his side numb. That must really him stuck on your
terrible. He screams. hurt! blade.

307

Jeffrey Quigley (order #6792937)


Piercing Damage Table: Area 10, (Pelvic Region)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-2 Hip BL: 0 BL: 1 BL: 2 BL: 3 BL: 4 BL: 6
Shock: 2 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 12
Pain: 2 Pain: 4 Pain: 6 Pain: 9 Pain: 12 Pain: 14
Strike fails to Strike pokes Probing strike KD: 1 KD: 2 KD: 3
pierce. foe‘s hip. makes foe Foe’s sluggish Savage Authoritative thrust
He yells cautious. defense gives strike strips briefly pins foe‘s
as though you the opening equipment from weapon hand to
burned. you’ve waited right side of his hip.
for. foe’s waist.
3-4 Groin (Male) BL: 1 BL: 2 BL: 3 BL: 4 BL: 5 BL: 7
Shock: 2 Shock: 6 Shock: 8 Shock: 10 Shock: 12 Shock: 14
Pain: 5 Pain: 7 Pain: 9 Pain: 11 Pain: 13 Pain: 15
Close call for Foe dances Foe reels back KD: 1 KD: 2 KD: 3
foe’s groin has clear of the from blow. Foe screeches Foe dances in Rip foe’s groin wide
him sweating. worst. in pain from agony as he open with twisting
your combat tears off your strike that leaves
lesson. point. He is him wide-eyed with
having trouble horror.
breathing.
Groin Count as Lower Abdomen (on 3) or Hip (on 4)
(Female)
5-6 Lower BL: 0 BL: 2 BL: 4 BL: 5 BL: 6 Tear out foe‘s guts
Abdomen Shock: 0 Shock: 3 Shock: 5 Shock: 8 Shock: 10 in a graphic display
Pain: 2 Pain: 5 Pain: 8 Pain: 10 Pain: 12 of violence. Yep,
Foe is fearful of Foe evades Strike through Strike up and Major abdom- he’s dead.
your skill and and maneu- foe’s bladder through foe’s inal wound.
leaps back from vers for a bet- has him frantic kidney. Lots of Blood pours out
your flashing ter position. to escape. screaming. in frightening
blade. quantities.

308

Jeffrey Quigley (order #6792937)


Piercing Damage Table: Area 11, (Belly Thrust)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-5 Lower BL: 0 BL: 2 BL: 4 BL: 5 BL: 6 Strike through foe‘s
Abdomen Shock: 0 Shock: 3 Shock: 5 Shock: 8 Shock: 10 belly spills his guts
Pain: 2 Pain: 5 Pain: 8 Pain: 10 Pain: 12 to the floor. He’s
Your thrust Struck foe with Foe staggers Plunge through Strike tears in dead.
falls short more force away from the foe‘s guts with just below foe‘s
when foe leaps than edge. worst of your long follow belt. He’s frozen
back. strike. through and twist. in pain.
6 Flesh to the BL: 1
Side Shock: lvl-1
Pain: lvl+2
Pierced body without hitting any major organs, mostly just flesh and muscles. It hurts and bleeds, but
probably isn’t lethal.

Piercing Damage Table: Area 12, (Chest)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-2 Under the BL: 0 BL: 2 BL: 4 BL: 5 BL: 6 Strike through both
ribs (Upper Shock: 0 Shock: 3 Shock: 5 Shock: 8 Shock: 10 of foe‘s lungs. Foe
Abdomen) Pain: 2 Pain: 5 Pain: 8 Pain: 10 Pain: 12 drops and passes
Catch foe in ribs. Foe mostly Foe‘s evasion Solid strike Lightning strike out. He dies during
He drops his deflects your puts him out into abs has up and through the next Limelight.
guard and leaps attack. of position. blood spraying ribs staggers
back. everywhere. foe back and off
your blade.
3-6 Chest BL: 0 BL: 2 BL: 4 BL: 5 BL: 6 Shot through heart
Shock: 0 Shock: 3 Shock: 6 Shock: 9 Shock: 12 sends foe reeling
Pain: 3 Pain: 5 Pain: 7 Pain: 9 Pain: 11 back 10 feet to a
Minor chest Foe‘s attempt at Minor chest Foe whirls left Strike plunges place suitable for
wound. It could daring riposte wound numbs into your strike. into foe‘s chest death. Okay, he’s
have been much earns him pain. foe. and emerges gone.
better. from the other
side.

309

Jeffrey Quigley (order #6792937)


Piercing Damage Table: Area 13, (Head)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-2 Collar and BL: 1 BL: 3 BL: 5 BL: 6 BL: 7 Piercing strike up
Throat Shock: 0 Shock: 3 Shock: 6 Shock: 9 Shock: 12 through Adam’s
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 Apple. Foe dies
Foe dances and Foe deflects the Shot caroms Excellent strike KD: 1 instantly.
weaves with weight of your off foe’s to collar slices Strike through
vigor to avoid strike at the last shoulder and through muscle throat. Mangles
the worst of moment with up into throat. and tendons. veins and
your assault. his shoulder. arteries. Foe
cannot breathe.
3-6 Face (3-4) or BL: 1 BL: 1 BL: 3 BL: 4 Strike plunges Shot through
Head Shock: 1 Shock: 4 Shock: 6 Shock: 9 through foe‘s both ears proves
(5-6) Pain: 2 Pain: 4 Pain: 6 Pain: 8 eye. Foe dies effective. Foe
Foe’s slip allows Foe’s furious Shot slips KD: 1 immediately. drops dead
his narrow defense through lips Strike through instantly. Smooth
escape. earns him a and jaw. What nose. Foe‘s move.
momentary a mess. eyes cross
reprieve. momentarily.

310

Jeffrey Quigley (order #6792937)


Piercing Damage Table: Area 14, (Arm Thrust)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1 Hand BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 BL: 4
Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 11
Pain: 2 Pain: 3 Pain: 5 Pain: 7 Pain: 9 Pain: 11
Foe evades and Strike lands Stinging thrust Artful attack Strike and flick Completely pierce
maneuvers for a with much through fleshy leaves foe leaves two foe’s hand. Oh
better position. force but no web of foe’s breathless and fingers hanging yeah, he’s howling.
edge. hand. minus a digit. by threads.
2-3 Forearm BL: 0 BL: 1 BL: 2 BL: 3 BL: 3 BL: 4
Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 11
Pain: 2 Pain: 3 Pain: 5 Pain: 7 Pain: 9 Pain: 11
Strike lands Slice foe‘s Strike along Deep wound to Savage stab to Strike ricochets
without energy. forearm with foe‘s arm. The foe‘s arm. It’s a foe’s arm makes through muscle
long follow damage takes bleeder! him hiss with in shield arm. If
through. a moment to pain. foe has shield, he
show. drops it.
4 Elbow BL: 0 BL: 1 BL: 2 BL: 3 BL: 3 BL: 4
Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 11
Pain: 2 Pain: 4 Pain: 6 Pain: 9 Pain: 11 Pain: 13
Strike prods foe Strike pierces Foe blocks Foe’s leap Foe is stunned Strike plunges
back. flesh of foe’s your attack sends your when his flurry into doomed foe‘s
elbow. Ow, It with his elbow. point tumbling ends with your elbow and rips out
burns! through the steel buried in through other side.
flesh of his him.
elbow. He pulls
free.
5-6 Upper Arm BL: 0 BL: 1 BL: 2 BL: 3 BL: 4 BL: 5
Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 11
Pain: 2 Pain: 4 Pain: 5 Pain: 7 Pain: 9 Pain: 11
Foe veers away Strike costs Stinging shot Solid strike Foe loses Savage strike pins
and avoids all foe a piece of through foe’s pierces flesh concentration foe’s arm briefly
but the tip of his hide. bicep. and digs into for just one to his side. Take a
your blade. bone. moment. That blood shower.
was enough.

311

Jeffrey Quigley (order #6792937)


BLUNT DAMAGE TABLES

Blunt Damage Table: Area 1, (Lower Legs)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1 Foot BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 BL: 3
Shock: 1 Shock: 4 Shock: 6 Shock: 9 Shock: 11 Shock: 14
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 11 Pain: 13
Thud. KD: 1 KD: 2 KD: 2 KD: 3 KD: 4
Foe recoils Ouch, dammit, Blow lands with Foe’s hair Strike comes
as your blow Ouch! a crack! Foe’s stands on end down like a ton of
impacts. eyes roll in pain. as your strike bricks smashing
crushes toes. foot to paste. So
much screaming!
2-4 Shin and BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 BL: 3
Lower Leg Shock: 1 Shock: 4 Shock: 6 Shock: 9 Shock: 11 Shock: 14
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 11 Pain: 13
Practice this KD: 1 KD: 2 KD: 3 KD: 3 KD: 4
one. He leans to your Shot takes Foe dances a Masterful strike Powerful blow
shield side as foe in lower strange agony to shin causes sweeps foe onto
you strike. leg. He fails to jig. foe to spit out his back. Bones
jump over it. bone dentures. break and muscles
tear.
5-6 Knee and BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 BL: 3
nearby areas Shock: 2 Shock: 5 Shock: 7 Shock: 9 Shock: 12 Shock: 14
Pain: 3 Pain: 5 Pain: 7 Pain: 10 Pain: 13 Pain: 15
The strike lost KD: 1 KD: 2 KD: 3 KD: 3 KD: 4
something in Glancing strike Big bruise, lots Foe leaps to Massive Strike Blow to foe’s
the translation. to knee. Foe of pain. avoid strike to foe‘s right kneecap breaks
turns away to guts and knee. Oh that it. Help! Foe has
to avoid the catches blow hurts ya know! fallen and cannot
damage. Foe full on left knee. get up!
uses his weapon He howls on
for balance. impact.

312

Jeffrey Quigley (order #6792937)


Blunt Damage Table: Area 2, (Upper Legs)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-2 Knee and BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 BL: 3
nearby areas Shock: 2 Shock: 5 Shock: 7 Shock: 9 Shock: 12 Shock: 14
Pain: 3 Pain: 5 Pain: 7 Pain: 10 Pain: 13 Pain: 15
Foe evades KD: 1 KD: 2 KD: 3 KD: 3 KD: 4
frantically. Foe dances Blow lands just Disorient foe Foe should have Foe makes a
first left, then above knee. with a tricky stayed in bed. mistake and pays.
right, and Minor fracture. shot. He is at a Knee Joint is You send him
almost avoids loss for words. shattered. crashing to the
blow. ground writhing in
pain. What a mess!
3-5 Thigh BL: 0 BL: 0 BL: 0 BL: 1 BL: 3 BL: 4
Shock: 2 Shock: 5 Shock: 7 Shock: 9 Shock: 12 Shock: 14
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 11 Pain: 13
Light swing to KD: 1 KD: 2 KD: 2 KD: 3 KD: 4
foe‘s thigh. Foe Strike blunted No blood but Strong blow Blow to foe‘s Massive blow to
is bruised. by clothing. he’s yelling his breaks foe‘s right thigh thigh. Compound
What’s he got head off. guard. He is crushes a fracture severs an
under there? unbalanced. variety of artery. Foe goes
organs. He down hard.
curses you
between
screams.
6 Hip BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 Titan-like strike
Shock: 2 Shock: 5 Shock: 7 Shock: 9 Shock: 12 renders foes hip
Pain: 2 Pain: 4 Pain: 7 Pain: 9 Pain: 11 to powder. He
Blow is forceful, Blow to foe‘s KD: 1 KD: 2 KD: 3 collapses and dies
but not hard. left hip. He Blow to foe‘s Strike to side Blow thunders in but a single
spins sideways hip causes slips down into as it connects. Limelight.
his right leg foe‘s hip. Good Foe‘s hip
to shake strike! contorts to a
in bizarre crazy angle.
fashion.

313

Jeffrey Quigley (order #6792937)


Blunt Damage Table: Area 3, (Upper Body)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1 Hip BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 Crush what was
Shock: 2 Shock: 5 Shock: 7 Shock: 9 Shock: 12 once foe‘s hip. He
Pain: 2 Pain: 4 Pain: 7 Pain: 9 Pain: 11 takes 3 hops and
Foe steps back More noise KD: 1 KD: 2 KD: 3 collapses dead.
5 feet. He is out than impact. Blow to foe‘s Miss foe‘s arm Deal foe an
of position. hip causes him and strike his Olympic blow to
to rage at you. hip. Something his left hip. Any
flies off foe. one container
on your foe is
now flat.
2-3 Upper (2) BL: 0 BL: 0 BL: 1 BL: 3 BL: 4 Blast to foe‘s abs.
and Lower Shock: 3 Shock: 6 Shock: 9 Shock: 12 Shock: 14 A bone is driven
(3) Abs Pain: 2 Pain: 4 Pain: 7 Pain: 10 Pain: 13 into vital organs.
Well it sounded Precise strike Foe walks into Foe seeks to Catch foe in Foe is down
devastating! to foe‘s abs, your blow. avoid this attack mid-swing and gasping and dies
though it Some strength again. He has disarm him with in 1 Limelight.
needed more in the strike lost his way. crushing strike.
weight. would have
finished him.
4-5 Ribcage BL: 0 BL: 0 BL: 1 BL: 2 BL: 4 Demolish foe’s
Shock: 3 Shock: 6 Shock: 9 Shock: 12 Shock: 14 chest cavity. He
Pain: 2 Pain: 4 Pain: 7 Pain: 10 Pain: 13 grips your arm
Cheap shot to Shot too close Blow to chest. Drive foe’s Strike takes foe then drops and
foe‘s ribs profits to foe‘s throat. He seeks to shield backward down on one dies.
you little. He seeks to get regain his wind into ribs and knee. Finish
away. and survive break them. him.
your onslaught.
6 Arms Go to Area 7 (Arms) below.

314

Jeffrey Quigley (order #6792937)


Blunt Damage Table: Area 4, (Overhand Right and Left)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-2 Upper BL: 0 BL: 0 BL: 1 BL: 3 BL: 4 BL: 5
Arm and Shock: 2 Shock: 5 Shock: 7 Shock: 9
Shock: 12 Shock: 14
Shoulder Pain: 2 Pain: 4 Pain: 6 Pain: 8Pain: 11 Pain: 13
Foe is not sure Well, it didn’t Foe raises an Miss foe‘s head
Catch foe in Thunderous
what you’re up seem like a arm to block and strike his
shoulder blade. Blow to shoulder
to. solid hit, but your strike. He arm. He gasps
Foe drops his crushes bone. Foe
foe gasps and does himself and drops
guard and reels mumbles and is
shrieks. harm. You profit. something.
from your blow. frozen in shock.
3 Upper Body BL: 0 BL: 0 BL: 1 BL: 2 BL: 4 Savage blow
Shock: 3 Shock: 6 Shock: 9 Shock: 12
Shock: 14 pulps chest. Foe
Pain: 2 Pain: 4 Pain: 7 Pain: 13
Pain: 10 falls down dead.
Feeble tap. This needs Your main effort Foe Slam foe with
practice. misses, but you little grace. You
miscalculates
catch foe on are unsure of
his attack’s
recovery. your success
timing and
until you see the
lunges into your
swing. blood pouring
out of his tunic.
4 Neck BL: 0 BL: 0 BL: 1 BL: 1 Blow snaps Foe’s head flops
Shock: 3 Shock: 6 Shock: 8 Shock: 11 neck. Foe is at crazy angle.
Pain: 2 Pain: 4 Pain: 6 Pain: 8 paralyzed from He drops like
Lots of smoke Close strike to KD: 1 KD: 2 the shoulders a brained cow,
but little fire. neck has foe Foe’s flashy You are lucky to down. He’ll be twitches and dies.
panicking. moves earn him strike foe‘s neck dead in a bit.
a slap to the as he ducks
Adam’s Apple. strike to chest.
5 Head BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 Blow to foe‘s face.
(Lower), Shock: 4 Shock: 7 Shock: 9 Shock: 12 Shock: 14 If visored, the
including Pain: 2 Pain: 4 Pain: 5 Pain: 7 Pain: 10 visor is driven into
the Face Terrific form KO: 1 KD: 2 KD: 3 KD: 4 his face and foe
yields puzzling KD: 1 KO: 2 KO: 3 KO: 4 dies in 2 Limelight
result. Strike splits Foe tries to Break foe‘s jaw. Strike to foe’s rounds. Without
foe’s nose. block your nose drives a visor, he dies
His frantic strike with his cartilage back instantly.
defense saves lips. Front teeth into brain.
him for now. knocked out.
6 Head BL: 0 BL: 1 BL: 1 BL: 2 Iron-fisted strike Strike to forehead
(Upper) Shock: 3 Shock: 6 Shock: 8 Shock: 11 to crown of foe’s shatters foe‘s
Pain: 2 Pain: 4 Pain: 6 Pain: 8 head drives skull brain. Instant
Light tap to the KD: 1 KD: 2 KD: 3 into brain. Foe Death.
noggin gives foe KO: 1 KO: 3 KO: 5 falls down dead
headache. Not much Blow to foe‘s Foe gasps, leans while limbs
blood, but head pulps ear. forward, and dance about.
he’s bellowing receives your
like a blow.
wounded ox.

315

Jeffrey Quigley (order #6792937)


Blunt Damage Table: Area 5, (Vertical Swing)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-2 Shoulders BL: 0 BL: 0 BL: 1 BL: 3 BL: 4 BL: 5
Shock: 2 Shock: 5 Shock: 7 Shock: 9 Shock: 12 Shock: 14
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 11 Pain: 13
Okay, that’s Modest strike Foe bobs Bold slam to foe’sTitan-like That does it
different. to foe‘s shield and weaves shoulder has swing drives for him. Strike
drives edge into desperately him screeching foe’s own pulverizes foe’s
shoulder. to avoid your soprano. weapon into shoulder blade.
strike. shoulder.
3 Head BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 Mangle what was
(Lower), Shock: 4 Shock: 7 Shock: 9 Shock: 12 Shock: 14 once foe‘s face.
including the Pain: 2 Pain: 4 Pain: 5 Pain: 7 Pain: 10 Foe flings weapon
Face Your stroke rips KD: 1 KD: 2 KD: 3 KD: 4 over shoulder and
off half of foe’s KO: 1 KO: 2 KO: 3 KO: 4 dies instantly.
mustache. Foe dances Foe attempts to Foe deflects your Brilliant blow
away and disarm you and stroke down into to chin sends
evades much of takes strike his cheek. foe reeling.
your swing. to ear for his
trouble.
4-6 Head (Upper) BL: 0 BL: 1 BL: 1 BL: 2 Furious stroke Masterful strike
Shock: 3 Shock: 6 Shock: 8 Shock: 11 to orbit of to hairline of foe‘s
Pain: 2 Pain: 4 Pain: 6 Pain: 8 foe’s eye head. He bows
Well, it stung KD: 1 KD: 2 KD: 3 pulps both before you and
a lot! KO: 1 KO: 3 KO: 5 eye and brain. dies.
Foe slips and Blow drives Workmanlike Dead before
escapes the foe’s shield blow rings foe’s he hits the
brunt of your back between helm like a ground.
attack. his eyes. church bell. His
eyes glaze over.

316

Jeffrey Quigley (order #6792937)


Blunt Damage Table: Area 6, (Upward Swing)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-3 Inner Thigh BL: 0 BL: 0 BL: 0 BL: 1 BL: 3 BL: 4
Shock: 2 Shock: 5 Shock: 7 Shock: 9 Shock: 12 Shock: 14
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 11 Pain: 13
Foe snorts. KD: 1 KD: 2 KD: 2 KD: 3 KD: 4
Blow is forceful, Foe howls in Blow to foe‘s Foe’s back Foe’s leg nearly
not hard. pain. thigh sends him arches in agony. torn from body.
reeling to the It’s a bleeder! Impact is heard far
right. and wide.
4 Groin (Male) BL: 0 BL: 0 BL: 1 BL: 1 BL: 3 BL: 4
Shock: 5 Shock: 9 Shock: 11 Shock: 13 Shock: 15 Shock: 17
Pain: 6 Pain: 8 Pain: 9 Pain: 10 Pain: 12 Pain: 14
Close call for You now have KD: 1 KD: 2 KD: 3 KD: 4
foe‘s groin. foe’s complete You have foe Foe throws Blow drives Master strike to
attention. hopping in up. Mind your foe to frenzy of foe’s groin has foe
agony dance. shoes. agony. Oh, the kneeling in front
screaming! of you. Massive
internal bleeding.
Groin BL: 0 BL: 0 BL: 0 BL: 1 BL: 3 BL: 4
(Female) Shock: 2 Shock: 5 Shock: 7 Shock: 9 Shock: 12 Shock: 14
Pain: 2 Pain: 4 Pain: 7 Pain: 9 Pain: 11 Pain: 13
Close call for You now have KD: 1 KD: 2 KD: 3 KD: 4
foe‘s groin. foe’s complete You have foe Foe throws Blow drives Master strike to
attention. hopping in up. Mind your foe to frenzy of foe’s groin has foe
agony dance. shoes. agony. Oh, the kneeling in front
screaming! of you. Massive
internal bleeding.
5 Abdomen BL: 0 BL: 0 BL: 1 BL: 3 BL: 4 BL: 5
Shock: 3 Shock: 6 Shock: 9 Shock: 12 Shock: 14 Shock: 17
Pain: 2 Pain: 4 Pain: 7 Pain: 10 Pain: 13 Pain: 16
Strike blunted by You knock the Bash to the gut
Lightning Foe doubles Savage strike has
thick gambeson. air from foe’s has your foe strike to foe’s over in agony. foe prostrate at
lungs. spitting blood.
gut has him Blood pours your feet. Finish
gasping. Internal from his mouth. him.
bleeding.
6 Head BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 Foe’s face
(Lower), Shock: 4 Shock: 7 Shock: 9 Shock: 12 Shock: 14 sheared off from
including Pain: 2 Pain: 4 Pain: 5 Pain: 7 Pain: 10 force of blow. Foe
the Face Foe leans far KD: 1 KD: 2 KD: 3 KD: 4 dances back and
back to evade KO: 1 KO: 2 KO: 3 KO: 4 collapses dead.
blow. He is off- Your swing raps Foe’s lips burst Journeyman Upward stroke
balance. foe’s jaw. from blow’s swing removes drives foe’s nose
impact. foe’s nose and cartilage into
upper lip. brain.

317

Jeffrey Quigley (order #6792937)


Blunt Damage Table: Area 7, (Swing to Arms)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1 Hand BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 BL: 3
Shock: 2 Shock: 5 Shock: 7 Shock: 9 Shock: 12 Shock: 14
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 Pain: 12
Strike failed to Strike raps foe’s Strike crosses Blow bends Strike crushes Crush foe’s hand
connect well. knuckles. Ouch! foe‘s hand. If he back foe’s foe‘s wrist and to powder with
has a gauntlet fingers. Blood mangles vein. masterful strike.
it is dented and streams from Foe is speechless.
knocked off. wound.
2-3 Forearm BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 BL: 3
Shock: 2 Shock: 5 Shock: 7 Shock: 9 Shock: 12 Shock: 14
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 Pain: 12
Strike lands Strike causes Strike to Solid forearm Foe blocks Blow destroys
without energy. foe to flinch. forearm rips bash numbs your strike with foe’s forearm. Arm
clothing. foe‘s grip. his forearm. is useless.
He drops his
weapon.
4 Elbow BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 BL: 3
Shock: 2 Shock: 5 Shock: 7
Shock: 9 Shock: 12 Shock: 14
Pain: 2 Pain: 4 Pain: 6Pain: 8 Pain: 10 Pain: 12
Glancing blow. Foe goes low Drive foe’s
Foe questions Blow sends Strike shatters
Nothing extra. to evade your elbow into
his resolve. bone shards foe‘s elbow. Foe
attack. his side. flying. Oh, the screams his head
Some internal noise! off.
bleeding.
5-6 Upper BL: 0 BL: 0 BL: 1 BL: 3 BL: 4 BL: 5
Arm and Shock: 2 Shock: 5 Shock: 7 Shock: 9 Shock: 12 Shock: 14
Shoulder Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 11 Pain: 13
Foe evades Minor shoulder Strike foe in Strike to Reach long and Strike foe in
and maneuvers wound. It could upper arm. You foe‘s arm catch foe in his weapon arm, the
for a better have been tear his pretty and he looks upper arm. His bone is broken.
position. better. clothes. impressed. eyes glaze over. Arm is useless,
artery is open.

318

Jeffrey Quigley (order #6792937)


Blunt Damage Table: Area 8, (Thrust to Lower Legs)

Roll Location L evel 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1 Foot BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 BL: 3
Shock: 1 Shock: 4 Shock: 6 Shock: 9 Shock: 11 Shock: 14
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 11 Pain: 13
Foe’s deft KD: 1 KD: 2 KD: 2 KD: 3 KD: 4
footwork saves Foe dances Solid whack to Authoritative Savage thrust Foe tried to kick
him from the back from your foe’s big toe has blow delivered to foe’s instep you. Your response
worst of the strike. him cursing and to foe’s heel has crushes bone shatters his foot
attack. hopping. him gasping in and tears completely. So
pain. muscle. much screaming.
2-4 Shin and BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 BL: 3
Lower Leg Shock: 1 Shock: 4 Shock: 6 Shock: 9 Shock: 11 Shock: 14
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 11 Pain: 13
Not much KD: 1 KD: 2 KD: 3 KD: 3 KD: 4
weight to your Hard crack to As foe spins Cheap shot to Foe leapt right Pile-driving strike
strike, but he the shin-bone. away from you, foe’s shin has into your low to shin snaps foe’s
yells anyway. Ouch! you blast his him ashen with thrust. Blood leg in half. Foe
calf. pain. everywhere. stunned with pain.
5 Knee and BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 BL: 3
nearby areas Shock: 2 Shock: 5 Shock: 7 Shock: 10 Shock: 12 Shock: 15
Pain: 3 Pain: 5 Pain: 7 Pain: 10 Pain: 13 Pain: 15
Foe smiles. KD: 1 KD: 2 KD: 3 KD: 3 KD: 4
Okay, at Light swing, Powerful thrust Foe blocks your Foe mistimes his
least he’s not but it hits foe’s drives foe’s own thrust to groin attack and plants
smiling now. kneecap flush. weapon into his with his leg. He his leg directly
knee. Messy. raves with pain. beneath your
descending strike.
Take a blood
shower.
6 Passed Missed target, better luck next time!
between
Legs

319

Jeffrey Quigley (order #6792937)


Blunt Damage Table: Area 9, (Thrust Upper Legs)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1 Knee and BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 BL: 3
nearby areas Shock: 2 Shock: 5 Shock: 7 Shock: 10 Shock: 12 Shock: 15
Pain: 3 Pain: 5 Pain: 7 Pain: 10 Pain: 13 Pain: 15
Feeble strike KD: 1 KD: 2 KD: 3 KD: 3 KD: 4
taps target. Foe slips to Cheap shot to You fake foe Miss foe‘s hip That does it for
the left and the kneecap into stepping and strike his him. Your power
avoids the forces foe to into your swing. knee. He gasps thrust lands flush
brunt of the hop back. Oh, he yells all and spits up on foe‘s knee. The
strike. right. blood. knee buckles and
foe goes down
hard.
2-5 Thigh BL: 0 BL: 0 BL: 0 BL: 1 BL: 3 BL: 4
Shock: 2 Shock: 5 Shock: 7 Shock: 9 Shock: 12 Shock: 14
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 11 Pain: 13
Strike slides off. KD: 1 KD: 2 KD: 2 KD: 3 KD: 4
Well, you Light thrust has Solid slam to Blow to foe’s Foe screeches and
clipped him. foe off-balance. thigh has foe thigh causes babbles something
staggering. his left leg to to you before
Blood stains his tremble and collapsing. Blood
pants. shake. Bloody fountains from the
foam pours from wound.
his lips.
6 Hip BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 Titan smash to
Shock: 2 Shock: 5 Shock: 7 Shock: 9 Shock: 12 foe’s hip blasts it to
Pain: 2 Pain: 4 Pain: 7 Pain: 9 Pain: 11 powder. Foe blows
Foe leans back Foe is getting KD: 1 KD: 2 KD: 3 an enormous spray
just in time to a bit nervous. Foe’s clumsy Foe screams Monster of blood over you
save his hide. footwork costs as your thrust strike strips and collapses
him. connects equipment moaning. He dies
straight to his from left side of in but 1 Limelight.
hip bone. waist.

320

Jeffrey Quigley (order #6792937)


Blunt Damage Table: Area 10, (Pelvic/Groin Thrust)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-2 Lower BL: 0 BL: 0 BL: 1 BL: 3 BL: 4 Hellish Blow to
Abdomen Shock: 3 Shock: 6 Shock: 9 Shock: 12 Shock: 14 foe‘s abdomen.
Pain: 2 Pain: 4 Pain: 7 Pain: 10 Pain: 13 Strike destroys a
Foe sucks in Foe‘s evasion Foe quivers Foe stumbles, Blow thunders variety of organs.
his gut to avert puts him out from the impact Quality strike. as it connects. Poor fool drops
disaster. of position. of your assault. Foe‘s guts and expires in 2
mangled. Limelights.
3-4 Groin (Male) BL: 0 BL: 0 BL: 1 BL: 1 BL: 3 BL: 4
Shock: 5 Shock: 9 Shock: 11 Shock: 13 Shock: 15 Shock: 17
Pain: 6 Pain: 8 Pain:9 Pain:10 Pain:12 Pain:14
Foe twists at the Foe goes KD: 1 KD: 2 KD: 3 KD: 4
last moment to airborne to Foe turns white Disorient foe Boom! Shot Crush foe‘s
save himself, avoid your as a sheet and with a canny to foe‘s groin stones. He kneels
thrust. panics as your strike. The air has him down clutching at his
strike slaps his is blue with his and screaming. ruined manhood.
jewels. curses. His pants are Finish him.
soaked with
blood.
Groin Count as Lower Abdomen (on 3) or Hip (on 4)
(Female)
5-6 Hip BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 Massive blow to
Shock: 2 Shock: 5 Shock: 7 Shock: 9 Shock: 12 hip. Compound
Pain: 2 Pain: 4 Pain: 7 Pain: 9 Pain: 11 fracture severs
Foe rolls away Your thrust KD: 1 KD: 2 KD: 3 major artery.
from your blow. catches foe in Glancing blow Inattentive foe Foe‘s leg swings Foe goes down
hip and forces takes skin with panicked by around like hard and bleeds
him back 5 it. your strike. string. Joint is out dead in 1
feet. shattered. Limelight.

321

Jeffrey Quigley (order #6792937)


Blunt Damage Table: Area 11, (Belly Thrust)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-6 Lower BL: 0 BL: 0 BL: 1 BL: 3 BL: 4 Blow to foe‘s
Abdomen Shock: 3 Shock: 6 Shock: 9 Shock: 12 Shock: 14 abdomen. Strike
Pain: 2 Pain: 4 Pain: 7 Pain: 10 Pain: 13 shatters organs.
This needs Foe fakes to Foe’s clever Well timed blow Foe leaps high He collapses to the
practice. the left and move earns delivered to foe’s in agony. Yep, ground moaning.
spoils your him pain. gut has him reeling he’s bleeding! He’ll be gone in 2
aim. in agony. Limelights.

Blunt Damage Table: Area 12, (Chest)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-2 Under the BL: 0 BL: 0 BL: 1 BL: 3 BL: 4 Powerful blow flips
ribs, (Upper Shock: 3 Shock: 6 Shock: 9 Shock: 12 Shock: 14 foe onto his back.
Abdomen) Pain: 2 Pain: 4 Pain: 7 Pain: 10 Pain: 13 Bones break and
Foe vaults Foe turns with Strike foe under Solid strike Masterful strike muscles tear. He
back 5 feet. your strike. ribs. Muscles causes a host of up and into ribs gags a bit and dies.
and cartilage troubles. shatters bone
are damaged. and rips muscle.
3-6 Chest BL: 0 BL: 0 BL: 1 BL: 2 BL: 4 Monster blow to
Shock: 3 Shock: 6 Shock: 9 Shock: 12 Shock: 14 chest. Foe flung
Pain: 2 Pain: 4 Pain: 7 Pain: 10 Pain: 13 back from your
Strike Foe dances to Blow to foe‘s Blow to chest. Strike plunges strike. He jumps up
absorbed by the left, then ribs. It hurts He seeks to into chest with facing you, smirks,
thick clothing. to the right, him to raise regain his wind deadly effect. and collapses dead.
and nearly his arms. Foe and survive your Foe completely
avoids your cannot lean onslaught. panics.
strike. over.

322

Jeffrey Quigley (order #6792937)


Blunt Damage Table: Area 13, (Head Thrust)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-2 Neck BL: 0 BL: 0 BL: 1 BL: 1 Foe yells out Blow to foe‘s
Shock: 3 Shock: 6 Shock: 8 Shock: 11 before the weapon drives
Pain: 2 Pain: 4 Pain: 6 Pain: 8 impact and is edge back into
Foe is interested Shot KD: 1 KD: 2 silenced by the neck. His eyes
in where you’re unbalances Foe spins to Blow lands with blow. Yep, he’s bulge with shock
going with this. foe. disarm you and a crack! Foe’s dead. before he dies.
instead gets eyes roll in pain.
a strike to his
neck.
3-4 Face and BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 Face strike shatters
Head (Lower) Shock: 4 Shock: 7 Shock: 9 Shock: 12 Shock: 14 bone and destroys
Pain: 2 Pain: 4 Pain: 5 Pain: 7 Pain: 10 eyes. Foe drops
Good form but KD: 1 KD: 2 KD: 3 KD: 4 dead at your feet.
poor results. KO: 1 KO: 2 KO: 3 KO: 4
Foe is shaken Solid blow to Drive home Crush foe‘s
by your face costs foe strike to foe’s cheek and drive
attack. He his front teeth. cranium. bone into brain.
screams. He lisps curses Foe makes a Foe turns about
at you. frenzied effort to to walk away.
keep his footing.
5-6 Head (Upper) BL: 0 BL: 1 BL: 1 BL: 2 Strike to brain Catch foe flush
Shock: 3 Shock: 6 Shock: 8 Shock: 11 causes foe to with massive thrust
Pain: 2 Pain: 4 Pain: 6 Pain: 8 babble before above the ear. Foe
Strike yields KD: 1 KD: 2 KD: 3 he dies. sits down calmly
small graze to KO: 1 KO: 3 KO: 5 and dies.
foe’s head. Foe shakes Light blow to Strike to hairline
his head after foe’s head sends helm
your weak causes him to flying. Foe is
tap. retreat with odd spun about.
hopping motion.

323

Jeffrey Quigley (order #6792937)


Blunt Damage Table: Area 14, (Arms Thrust)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1 Hand BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 BL: 3
Shock: 2 Shock: 5 Shock: 7 Shock: 9 Shock: 12 Shock: 14
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 Pain: 12
Light rap to Cheap shot to Foe yelps with Solid smash to Foe foolishly Lucky strike
foe’s knuckles. foe’s hand yield pain as you foe’s hand costs blocks your shatters every bone
meager results. relieve him of him his thumb. strike with his in foe’s hand. He
some hand hand and pays looks as though he
hide. the price. may faint.
2-3 Forearm BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 BL: 3
Shock: 2 Shock: 5 Shock: 7 Shock: 9 Shock: 12 Shock: 14
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 Pain: 12
Blow is You miss with Foe was so Journeyman Blow thunders Shatter foe’s
forceful, not your main effort confident thatthrust to as it connects. forearm. He’s out
hard. but clip foe with you would forearm has Foe‘s forearm of his head with the
your recovery. miss. foe panting in mangled. Stop pain.
agony. that screaming!
4 Elbow BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 BL: 3
Shock: 2 Shock: 5 Shock: 7 Shock: 9 Shock: 12 Shock: 14
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 Pain: 12
Odd, your Stinger to foe’s Foe’s misery is You crack foe‘s Crush foe’s Power blow to
strike made elbow. proportionate elbow with a elbow against elbow destroys
him cry out. to wound. lightning strike. his side. It’s a both muscle and
He’s making a bleeder! bone. Foe rages at
lot of noise. you weakly.
5-6 Upper BL: 0 BL: 0 BL: 1 BL: 3 BL: 4 BL: 5
Arm and Shock: 2 Shock: 5 Shock: 7 Shock: 9 Shock: 12 Shock: 14
Shoulder Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 11 Pain: 13
Hard thrust You force your Foe dances Foe’s sluggish Strike into the Blow breaks foe‘s
with poor opponent back. back from the form gives you shield shoulder weapon arm. Slings
impact. Foe He holds you brunt of your the opening of foe. Joint foe‘s weapon to the
steps clear back with wild thrust. you’ve waited shatters. right 5 feet. Foe‘s
before you sort swings. for. arm is useless.
it out. Tendon damage.

324

Jeffrey Quigley (order #6792937)


SWUNG PIERCING DAMAGE TABLES

Swung Piercing Damage Table: Area 1, Right and Left (Lower Legs)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1 Foot BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 BL: 3
Shock: 0 Shock: 1 Shock: 3 Shock: 6 Shock: 8 Shock: 11
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 Pain: 12
Foe dodges Your point KD: 1 KD: 1 KD: 2 KD: 3
your wood- drifted – foe Great recovery Power chop Animal swing Where’s my foot?
chopping strike. would have slices foe’s hammers tears into foe’s Color drains from
been otherwise foot. through foe’s instep. What a foe’s face as he
dead. foot. mess! collapses.
2-4 Shin and BL: 0 BL: 1 BL: 2 BL: 3 BL: 3 BL: 4
Lower Leg Shock: 0 Shock: 1 Shock: 3 Shock: 6 Shock: 8 Shock: 11
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 Pain: 12
Okay, now he’s Wild swing KD: 1 KD: 2 KD: 2 KD: 3
worried. would have Cheap shot Okay, now he’s You shift gears Your raging swing
removed to foe’s shin in a frenzy. and surprise destroys foe’s leg
foe’s leg had causes him to foe with wicked below the knee.
it connected rage at you. blow to shin. Call the meat
properly. wagon!
5-6 Knee and BL: 0 BL: 1 BL: 2 BL: 3 BL: 3 BL: 4
nearby areas Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 12
Pain: 2 Pain: 4 Pain: 7 Pain: 9 Pain: 11 Pain: 13
Foe fakes to the Lazy strike KD: 1 KD: 2 KD: 2 KD: 3
right and avoids delivers weak Kamikaze The strike was Foe walked Foe tries to hold
the brunt of your tap on knee. attack drives solid, the pain is right into it. his ground against
strike. foe back. certain. your assault.
You rip off his
kneecap.

325

Jeffrey Quigley (order #6792937)


Swung Piercing Damage Table: Area 2, Right and Left (Upper Legs)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-2 Knee and BL: 0 BL: 1 BL: 2 BL: 3 BL: 3 BL: 4
nearby areas Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 12
Pain: 2 Pain: 4 Pain: 7 Pain: 9 Pain: 11 Pain: 13
Foe is Great energy! KD: 1 KD: 2 KD: 2 KD: 3
successful Foe is getting Foe tries to end Professional You hit him. Missed. Missed.
in mostly a solid fight early by shot has foe Now he’s Okay, the last one
deflecting your workout. Lots ducking into panting in sobbing. nearly killed him.
blow. of sweat. your swing. agony.
3-5 Thigh BL: 0 BL: 1 BL: 2 BL: 3 BL: 4 BL: 5
Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 12
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 Pain: 12
Near miss to Scary swing KD: 1 KD: 1 KD: 2 KD: 3
groin has foe tears open Foe sensed an Smooth delivery Fake foe out Your odd shuffling
panicked. foe’s pants. opening and has foe dazed and rip open attack style had
went for it – he and confused. his thigh. It’s a foe confused. He
was wrong. bleeder! has other problems
now.
6 Hip BL: 0 BL: 1 BL: 2 BL: 3 BL: 4 BL: 6
Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 12
Pain: 2 Pain: 4 Pain: 6 Pain: 9 Pain: 12 Pain: 14
Foe snarls at Savage strike Foe is terrified KD: 1 KD: 2 KD: 3
you. rips off foe’s that you might Sweeping attack Titan strike Foe was laughing
belt. berserk. staggers foe. He buries point loudly and talking
is off-balance. deep in foe’s smack - until your
hip. Foe faints. blow landed.

326

Jeffrey Quigley (order #6792937)


Swung Piercing Damage Table: Area 3, (Horizontal Swing Right and Left)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1 Hip BL: 0 BL: 1 BL: 2 BL: 3 BL: 4 BL: 6
Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 12
Pain: 2 Pain: 4 Pain: 6 Pain: 9 Pain: 12 Pain: 14
Well, your form Foe vaults left to Foe screams KD: 1 KD: 2 KD: 3
looks great! avoid disaster. at you. It connected. Foe screams Swing catches foe
Now he won’t as you give on the recovery
shut up. weapon a twist and lays him flat.
to widen wound No, he won’t be
track. getting up again.
2-3 Upper (2) BL: 0 BL: 2 BL: 4 BL: 5 BL: 6 Foe goes berserk
and Lower Shock: 0 Shock: 3 Shock: 5 Shock: 8 Shock: 10 – you calm him
(3) Abs Pain: 2 Pain: 5 Pain: 8 Pain: 10 Pain: 12 with cold strike
Solid swing, Foe is slammed Foe roars as One solid hit Foe tries to to abs. He drops
poor impact. back but is blow tears and he’s pale speak. You dead.
unafraid. into his abs. and shaking. silence him.
4-5 Ribcage BL: 0 BL: 2 BL: 4 BL: 5 BL: 6 Foe smiles and
Shock: 0 Shock: 3 Shock: 6 Shock: 9 Shock: 12 collapses dead.
Pain: 3 Pain: 5 Pain: 7 Pain: 9 Pain: 11 Take a blood
Strike landed Foe’s attempt Okay, this Foe screams as Ruthless shower.
flat. to disarm you hurt like hell. your point tears strike leaves
earns him a into his ribs. blood spatter
bleeder. everywhere.
6 Arms Go to Area 7 (Arms) below.

327

Jeffrey Quigley (order #6792937)


Swung Piercing Damage Table: Area 4, (Overhand Right and Left)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-2 Upper Arm BL: 0 BL: 1 BL: 2 BL: 3 BL: 4 BL: 5
and Shoulder Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 11
Pain: 2 Pain: 4 Pain: 5 Pain: 7 Pain: 9 Pain: 11
This is not Light swing Foe tries to go Clipped foe on
Foe ducks one Savage swing
what you were backs foe up. toe-to-toe with follow-through
swing, two drives foe to his
taught. you and loses and drove himswings, but the knees before you.
his nerve. wild. third hits him Finish him.
flush on his
weapon arm.
3 Chest Cross- BL: 0 BL: 2 BL: 4 BL: 5 BL: 6 Your blow rips
cut Shock: 0 Shock: 3 Shock: 6 Shock: 9 Shock: 12 through foe’s chest.
Pain: 3 Pain: 5 Pain: 7 Pain: 9 Pain: 11 He tries to crawl
Foe gets Swing partially Foe seems Foe is confused Your blow has away and dies after
nervous, jumps connects and distracted. by your style. foe begging for moving but a few
back 5 feet. spoils foe’s There. That death’s release. feet.
aim. focused him. Help him.
4 Neck BL: 1 BL: 3 BL: 5 BL: 6 BL: 7 Strike leaves foe
Shock: 0 Shock: 3 Shock: 6 Shock: 9 Shock: 12 stuck on your point.
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 He weakly tries to
Clumsy strike Foe shifts Foe slips and Foe can’t KD: 1 free himself. Okay,
followed stance at last stumbles into keep up and Foe panics and he shudders and
by smooth moment and your strike. backs away - offers you his dies.
recovery nicks saves himself. exhausted and neck. Oblige
foe. bloody. him.
5 Head BL: 1 BL: 1 BL: 3 BL: 4 BL: 5 Your point plows
(Lower), Shock: 1 Shock: 4 Shock: 6 Shock: 9 Shock: 11 through foe’s
including the Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 forehead and
Face Foe loudly Glancing blow Your blow KD: 1 KD: 2 scrambles his
declares a takes skin hooks briefly Massive power Foe gibbers brains. He’s gone.
curse on you. with it. into foe’s strike drives and rages as he Shake him off your
gum. His eyes foe’s weapon pulls his face off weapon.
grow large as back and your point.
saucers. Foe is through his
hysterical. cheek.
6 Head (Upper) BL: 1 BL: 1 BL: 3 BL: 4 Foe wheels Foe mistimes his
Shock: 1 Shock: 4 Shock: 6 Shock: 9 around to block and you tear
Pain: 2 Pain: 4 Pain: 6 Pain: 8 run and you his head off above
This could have Strike blunted You dug your KD: 1 bury your the ears. He points
gone better. by hat. point in a Your blow point through behind you and
bit! It took briefly nails the back of drops dead.
a moment, foe’s shield to his head.
but there, it’s his forehead. He trembles
bleeding now! violently before
dying.

328

Jeffrey Quigley (order #6792937)


Swung Piercing Damage Table: Area 5, (Vertical Swing)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-3 Head BL: 1 BL: 1 BL: 3 BL: 4 Boom! Your Foe’s weapon is
(Upper) Shock: 1 Shock: 4 Shock: 6 Shock: 9 master stroke shattered as he
Pain: 2 Pain: 4 Pain: 6 Pain: 8 tears out back tries to block your
Foe screams Blow opens Your strike KD: 1 of foe’s head. thunderous strike.
“Say my name!” shallow but makes a lovely Foe deflects He spins, drops Blow tears through
messy cut in hole through your stroke to a his weapon and his cranium and
scalp. foe’s earlobe. spot just above collapses dead. destroys brain. Um,
his left eye. he’s dead.
Stop with the
screaming!
4 Head BL: 1 BL: 1 BL: 3 BL: 4 BL: 5 Block foe‘s
(Lower), Shock: 1 Shock: 4 Shock: 6 Shock: 9 Shock: 11 weapon arm away
including Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 and then rip off his
the Face Foe backpedals An opening Foe panics as KD: 1 KD: 2 face. He retches
out of your appears and your stroke Solid strike Master strike and dies.
reach. all you can do nearly plucks removes foe’s removes foe’s
is tap at foe out an eye. nose and part of jaw.
lightly. chin.
5-6 Shoulders BL: 0 BL: 1 BL: 2 BL: 3 BL: 4 Perfect execution!
Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 You strike through
Pain: 2 Pain: 4 Pain: 5 Pain: 7 Pain: 9 foe’s shoulder and
Foe begins Your assault You remove a Reaching blow Tricky strike tear off his arm.
loudly counting catches foe in chunk of foe’s rips deeply destroys foe’s Yep, he’s really
down to zero. right shoulder shoulder on into foe’s right left shoulder. He dead.
and forces him your recovery. shoulder blade. begs for mercy.
back 5 feet. He turns white
as a sheet.

329

Jeffrey Quigley (order #6792937)


Swung Piercing Damage Table: Area 6, (Upward Swing)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1-3 Inner Thigh BL: 0 BL: 1 BL: 2 BL: 3 BL: 4 BL: 5
Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 12
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 Pain: 12
Needs practice. Foe mostly KD: 1 KD: 1 KD: 2 KD: 3
deflects your Your weapon You lured foe in Foe babbles at You gamble with
attack. stings foe, but and punished you as you pull daring stroke. It
nothing solid. him. Now make your weapon pays off as you
him be quiet. free. What a tear off foe’s leg.
mess!
4 Groin (Male) BL: 1 BL: 2 BL: 3 BL: 4 BL: 5 BL: 7
Shock: 2 Shock: 6 Shock: 8 Shock: 10 Shock: 12 Shock: 14
Pain: 5 Pain: 7 Pain: 9 Pain: 11 Pain: 13 Pain: 15
Foe is off- Strike pierces Slap foe in KD: 1 KD: 2 KD: 3
balance. flesh of foe’s groin. He drops Artful strike has Your strike Foe drops weapon
manhood. Oh, his guard and foe hooting in rips into foe, and clutches
It burns! stumbles away agony. skewering him. ruined manhood.
from you. He rages and Okay, finish this.
screams.
Groin BL: 0 BL: 1 BL: 2 BL: 3 BL: 4 BL: 6
(Female) Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 12
Pain: 2 Pain: 4 Pain: 6 Pain: 9 Pain: 12 Pain: 14
Foe is off- Strike pierces Slap foe in KD: 1 KD: 2 KD: 3
balance. flesh of foe’s groin. She Artful strike has Your strike Foe drops weapon
femininity. Oh, drops her guard foe hooting in rips into foe, and clutches
It burns! and stumbles agony. skewering her. ruined femininity.
away from you. She rages and Okay, finish this.
screams.
5 Abdomen BL: 0 BL: 2 BL: 4 BL: 5 BL: 6 Your weapon gets
Shock: 0 Shock: 3 Shock: 5 Shock: 8 Shock: 10 fouled in foe’s
Pain: 2 Pain: 5 Pain: 8 Pain: 10 Pain: 12 guts. You yank it
Foe trips. Foe laughs – Light swing up Journeyman Foe stumbles free and rip out
nervously. removes six strike hooks foe’s into your point his entrails. He
inch strip of naval. Shut this and vomits sobs and tries to
foe’s hide. guy up! blood on your push them back in
arm. before collapsing
dead.
6 Chest BL: 0 BL: 2 BL: 4 BL: 5 BL: 6 Brilliant Strike rips
Shock: 0 Shock: 3 Shock: 6 Shock: 9 Shock: 12 out foe’s chest.
Pain: 3 Pain: 5 Pain: 7 Pain: 9 Pain: 11 Instant death.
Someone You lift your Neatly remove Foe dances into Wild swing
shouted your swing higher foe’s right your blow. This buries your
name. and catch foe nipple. should just about weapon in foe’s
off-guard. finish things. chest. He claws
at you weakly.

330

Jeffrey Quigley (order #6792937)


Swung Piercing Damage Table: Area 7, Right and Left (Arms)

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
1 Hand BL: 0 BL: 0 BL: 1 BL: 2 BL: 3 BL: 4
Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 11
Pain: 2 Pain: 3 Pain: 5 Pain: 7 Pain: 9 Pain: 11
Motion to your Foe’s plodding Foe’s cat- Your point Strike through Tear off foe‘s hand
left distracted defense costs like reflexes slides down foe’s hand and in a graphic display
you. him. betray him. foe’s weapon swing him about of violence.
and removes a on your point.
finger.
2-3 Forearm BL: 0 BL: 1 BL: 2 BL: 3 BL: 3 BL: 4
Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 11
Pain: 2 Pain: 3 Pain: 5 Pain: 7 Pain: 9 Pain: 11
Foe glances Fake foe out Foe shows Foe tried to Foe ducked to Your blow stabs
behind you. and score a you his fancy block your avoid strike to deep and shatters
cheap hit. moves. Not. strike with his guts and now foe’s weapon arm.
arm. Oh, the has your weapon
screaming! stuck in his arm.
Rip it free.
4 Elbow BL: 0 BL: 1 BL: 2 BL: 3 BL: 3 BL: 4
Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 11
Pain: 2 Pain: 4 Pain: 6 Pain: 9 Pain: 11 Pain: 13
Foe nods at Strike passes Foe catches Elbow cracking Foe is stunned Strike ricochets
you. slices into foe‘s your attack on strike has foe when his flurry through elbow of
elbow. It fails his bracer. He dancing the ends with your shield arm and
to bite deep. howls when agony jig. steel buried shreds it. Major
He recoils. your edge through his artery mangled. If
slips into his entire elbow. foe has shield, he
elbow. drops it.
5-6 Upper Arm BL: 0 BL: 1 BL: 2 BL: 3 BL: 4 BL: 5
and Shoulder Shock: 0 Shock: 2 Shock: 4 Shock: 7 Shock: 9 Shock: 11
Pain: 2 Pain: 4 Pain: 5 Pain: 7 Pain: 9 Pain: 11
A stinger, Destroy one Strike foe high Pain from your Nail foe’s arm to Destroy foe’s shield
nothing more. of foe‘s silly on bicep. Light strike has foe his side. He is arm with savage
decorations. wound bleeds raving in pain. speechless. strike. Foe shrieks
surprisingly and hops about.
strongly.

Generic Damage Table

Roll Location Level 1 Level 2 Level 3 Level 4 Level 5 Level 6


Negligible Slight Minor Substantial Grievous Catastrophic
See See BL: 0 BL: 0 BL: 1 BL: 1 BL: 2 BL: 2
Chapter 5 Chapter 5 Shock: 2 Shock: 4 Shock: 6 Shock: 8 Shock: 10 Shock: 12
Pain: 2 Pain: 4 Pain: 6 Pain: 8 Pain: 10 Pain: 12

331

Jeffrey Quigley (order #6792937)


332

Jeffrey Quigley (order #6792937)


MELEE WEAPON TABLES
Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Short Sword S 6 0 6 +1 7 -2
A sword with a short, two-edged blade.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Arming Sword M 7 +1 7 +1 7 -1
The basic, run-of-the-mill one-handed sword.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Hand-And-A-Half,
M 7 +2 7 +1 6 0
Two-Handed
Hand-And-A-Half,
L 8 +2 8 +1 8 0
One-Handed
An arming sword with a slightly longer blade and hilt long enough to accommodate both hands.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Hand-And-A-Half, Swing-
M 7 +3 7 +1 6 0
Optimized, Two-Handed
Hand-And-A-Half, Swing-
L 8 +3 8 +2 8 0
Optimized, One-Handed
Thrust- and swing-type Offensive Maneuvers with this tip-heavy blade require an additional 1 MP
Activation Cost (minimum 1).
One-handed Thrust DR decreased by –1 against all metal armor.
A hand-and-a-half sword with a slightly broader blade and parallel edges along most of its length.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Hand-And-A-Half, Thrust-
M 7 +1 7 +1 6 -1
Optimized, Two-Handed
Hand-And-A-Half, Thrust-
L 8 +1 8 +1 7 -1
Optimized, One-Handed
Thrust- and swing-type Offensive Maneuvers with this hilt-heavy blade have their Activation Cost
reduced by 1 MP. If the Activation Cost thus becomes –1, +1 is added to the MP for the Ma-
neuver.
Additional +1 Thrust DR against armor.
A hand-and-a-half sword with a stiff diamond cross-section, and edges tapering even for most of
its length.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Greatsword VL 8 +3 8 +1 8 +1
A hand-and-a-half sword with a longer blade, intended solely for use with both hands.

333

Jeffrey Quigley (order #6792937)


Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Falchion,
M 8 +2 10 0 9 -1
One-Handed
Falchion,
S 7 +2 9 0 7 -1
Two-Handed
Thrusts inflict Cleaving damage, not Piercing.
Additional Swing DR +1 against armor.
An arming sword with a slightly longer hilt and a heavy, broad blade, it’s back straight and blunt and its
one edge curved.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Sidesword M 6 -1 7 +1 6 -2
Thrust-type Offensive Maneuvers have their Activation Cost reduced by 1 MP. If the Activation
Cost thus becomes –1, +1 is added to the MP for the Maneuver.
Swing DR decreased by –1 against all metal armor.
Thrust DR decreased by –1 against all metal armor with the exception of maille.
The DTN is increased by +1 against two-handed and heavy one-handed swords, by +2 against
light pole-arms and one-handed mass weapons, and by +3 against heavy pole-arms and
two-handed mass weapons.
An arming sword with a slender blade of stiff diamond cross-section tapering to an acute point.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Rapier L 6 -3 8 +1 6 -3
DR decreased by –2 against all metal armor with the exception of maille.
DR decreased by –1 against maille and all non-metal armor.
The DTN is increased by +1 against daggers and sideswords, by +2 against one-handed swords,
by +3 against two-handed and heavy one-handed swords, by +4 against light pole-arms and
one-handed mass weapons, and by +5 against heavy pole-arms and two-handed mass weap-
ons.
Point will break on any connecting swing against armor better than gambeson or pliable leather
unreinforced by metal, reducing Reach to Medium and Thrust DR to 0.
A sidesword with a somewhat longer but even more slender blade, tapering for much of its length
to a very acute point.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Saber M 7 +1 8 +1 7 -1
Swing-type Offensive Maneuvers have their Activation Cost reduced by 1 MP. If the Activation
Cost thus becomes –1, +1 is added to the MP for the Maneuver.
Swing DR decreased by –1 against all types of armor.
A one edged arming sword with a slight to moderate back-curve.

334

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Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Scimitar M 7 +1 9 +1 7 -1
Swing-type Offensive Maneuvers have their Activation Cost reduced by 1 MP. If the Activation Cost thus
becomes –1, +1 is added to the MP for the Maneuver.
Swing DR decreased by –1 against all types of armor with the exception of gambeson and pliable leather
unreinforced by metal.
A saber with a more pronounced back-curve.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Greatsaber,
L 7 +4 9 0 7 +1
Two-handed
Swing-type Offensive Maneuvers with this tip-heavy blade require an additional 1 MP Activation Cost
(minimum 1).
Defensive Maneuvers with this tip-heavy blade require an additional 1 MP Activation Cost (minimum 1).
Swing DR decreased by –1 against all types of armor.
A two-handed version of the saber, with a longer hilt and a longer, heavy chopping blade. The blade is
one-edged, slightly to moderately curved, flaring out from the crossguard, with the end of the blunt back
edge sharpened and descending towards the sharp edge to form a moderately sharp point.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Dao M 8 +2 9 0 7 0
Defensive Maneuvers with this heavy blade require an additional 1 MP Activation Cost (minimum 1).
A far Eastern type of saber with a slight flare towards the – rather blunt – point of the blade.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Katana,
M 7 +2 8 +1 6 -1
Two-Handed
Katana,
L 8 +2 9 +1 8 -1
One-Handed
Swing-type Offensive Maneuvers have their Activation Cost reduced by 1 MP. If the Activation
Cost thus becomes –1, +1 is added to the MP for the Maneuver.
Swing DR decreased by –1 against armor.
A far Eastern hand-and-a-half sword with a long hilt and a one-edged, back-curved blade.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Wakizashi S 6 +1 7 +1 7 -2
Swing-type Offensive Maneuvers have their Activation Cost reduced by 1 MP. If the Activation
Cost thus becomes –1, +1 is added to the MP for the Maneuver.
Swing DR decreased by –1 against armor.
A short sword with a blade of the Katana type.

335

Jeffrey Quigley (order #6792937)


Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Kopis /
S 7 +1 6 +1 7 -1
Makhaira
Defensive and thrust-type Offensive Maneuvers require an additional 1 MP Activation Cost (mini-
mum 1).
An ancient Greek one-edged short sword with a forward curve and a slight flare to the blade be-
fore it tapers to a point.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Yatagan M 7 +2 7 +1 7 -1
Thrust-type Offensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).
Swing DR decreased by –1 against all armour with the exception of gambeson.
A longer, Ottoman version of the kopis with a less pronounced flare to the blade.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Xiphos S 6 +1 6 +1 7 -2
Thrust- and swing-type Offensive Maneuvers require an additional 1 MP Activation Cost (mini-
mum 1).
An ancient Greek short sword with a leaf-shaped blade tapering to a slight waist before flaring out
and then tapering once again to an acute point.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Khopesh S 6 +1 8 0 7 -2
Swing DR decreased by –1 against any type of armor.
Can be used to execute the Hook Maneuver. Activation Cost for this Maneuver is 1 less than nor-
mal for the Proficiency used.
A shortsword with a slender, peculiarly shaped, one-edged blade. The blade at first runs straight
for litle more than one third its overall length and then forms an arc, with the edge on the arc’s
“belly”.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Falx S 6 +1 7 0 7 -2
Thrust-type offensive Maneuvers with this awkward blade require an additional +1 MP Activation
cost (minimum 1).
Swing DR decreased by –1 against any type of armor.
A very simple shortsword. It has a very long heft without any kind of crossguard and a one-edged
blade. The blade curves slightly forward for about half its length and tapers to a point along
this curve.

336

Jeffrey Quigley (order #6792937)


Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Gladius S 6 0 6 +1 7 -2
Additional +1 Thrust DR against armor.
An ancient Roman short sword with a stiff diamond cross-section and edges either parallel for
most of its length before tapering to an acute point, or else of more slightly flaring xiphos-type.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Spatha M 7 +1 7 +1 7 -1
Thrust-type Offensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).
The ancient Roman version of the arming sword, tapering slightly along most of its length before
suddenly tapering to an acute point.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Viking Sword M 7 +1 7 +1 7 -1
Thrust-type Offensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).
Thrust DR reduced by –1 against armor.
The Viking version of the Roman spatha, with a less acute point.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Dagger H 6 -1 5 0 9 -3
A straight fighting knife with a substantial blade, usually two-edged.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Knife H 6 -2 5 0 10 -4
A dagger with a shorter blade, one- or two-edged.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Stiletto, Edged H 6 -2 5 0 9 -4
Additional +1 Thrust DR against armor.
A dagger with a slender blade of very stiff diamond cross-section, tapering to a very acute point.

Weapon Reach Thrust ATN Thrust DR DTN


Stiletto, Blunt H 5 0 9
Additional +2 Thrust DR against armor; this bonus cannot exceed the armour’s AV.
An immensely stiff three- or four-sided bar of metal set in a dagger grip and tapering to a very
acute point.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Broad Dagger H, S 6 0 6 +1 8 -2
Can equally be used at Hand and Short Reach at the same time.
Swing-type Offensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).
A dagger with a slightly longer and significantly broader, two-edged blade.

337

Jeffrey Quigley (order #6792937)


Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Crescent
H 6 0 6 0 9 -3
Dagger
Swing DR decreased by –1 against all armour with the exception of gambeson.
Usually a two-edged dagger with a slight to moderate curve and tapering along its entire length
to an acute point.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Parrying
H 6 -1 5 0 6 -4
Dagger
Offensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).
The DTN is increased by +1 against one-handed swords, by +2 against two-handed and heavy
one-handed swords, by +3 against light pole-arms and one-handed mass weapons, and by +4
against heavy pole-arms and two-handed mass weapons.
Remember: Parrying with the off-hand is at an additional +1 DTN.
A dagger with – usually – a slightly more slender blade, but a very broad and sturdy cross-guard.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Katar H, S 6 0 6 +1 8 -2
Swing-type offensive Maneuvers require an additional +1 MP Activation cost (minimum 1).
Additional +1 thrust Damage against all types of armor.
Partially protects the hand and wrist; use AV of the gambeson (Piercing 1, Blunt & Cleaving 2).
A stabbing dagger with a perpendicular handle set between two metal bars and a two-edged, tri-
angular blade that’s broad at the base and tapers rather evenly to an acute point.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Pata M 7 +1 7 +1 7 -1
Swing-type offensive Maneuvers require an additional +1 MP Activation cost (minimum 1).
Additional +1 thrust Damage against all types of armor.
Protects the hand and wrist like light plate armour worn without gambeson (i.e. AV Piercing 3,
Blunt 2).
Cannot execute the Quick-Draw Maneuver. Drawing the weapon always takes one full Exchange.
Knockdown Checks to avoid being disarmed of the Pata using the Disarm Maneuver only require
successes equal to one third the opponent’s QoS.
An arming sword blade with a perpendicular handle set in a tubular metal glove, the Pata is slight-
ly more unwieldy on the swing, but more powerful on the thrust.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN


Baton S 5 -1 6 -1 7
A stout stick.

338

Jeffrey Quigley (order #6792937)


Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN
Club S 6 0 7 -1 8
Additional +1 Shock on any wounding Swing.
Due to the surprise element inherent in such an attack, defending against the first thrust with a
club in any given combat requires an additional 1 MP Activation Cost (minimum 1).
A stout stick, thicker at the business end.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN


Mace S 6 +1 7 -1 9
Offensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).
Additional +1 Shock on any wounding Swing.
Due to the surprise element inherent in such an attack, defending against the first thrust with a
mace in any given combat requires an additional 1 MP Activation Cost (minimum 1).
A stout stick with a head bound in metal or wholly made of metal or sometimes stone.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN


Flanged Mace S 6 +1 7 -1 9
Offensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).
Additional +1 Swing DR against armor.
Additional +1 Shock on any wounding Swing.
Due to the surprise element inherent in such an attack, defending against the first thrust with a
mace in any given combat requires an additional 1 MP Activation Cost (minimum 1).
A mace with flanges to the sides of the head, optimized to transfer damage through armor

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN


Spiked Mace S 6 +1 7 -1 9
Offensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).
Swing DR reduced by -1 against armor.
Additional +1 Shock, +1 Pain, and +1 Blood loss on any wounding Swing.
Due to the surprise element inherent in such an attack, defending against the first thrust with a
mace in any given combat requires an additional 1 MP Activation Cost (minimum 1).
A mace with spikes for tearing grisly wounds.

Weapon Reach Swing ATN Swing DR DTN


Ball-And-Chain M 8 +2 10
Additional +1 Swing DR against armor.
Additional +2 Shock on any wounding Swing.
Blocking the ball-and-chain requires an additional 1 MP Activation Cost (minimum 1).
Parrying the ball-and-chain requires an additional 2 MP Activation Cost (minimum 2).
The Hook Maneuver is available with the ball-and-chain.
A stout stick with a single metal ball affixed to its end by a chain of moderate length.

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Weapon Reach Swing ATN Swing DR DTN
War-Flail VL 7 +2 8
Swing-type Offensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).
Additional +1 Swing DR against armor.
Additional +2 Shock on any wounding Swing.
Parrying the war-flail requires an additional 1 MP Activation Cost (minimum 1).
A long staff with a much shorter, metal-shod stick affixed to its end by a very short length of chain;
wielded with two hands.

Weapon Reach Swing ATN Swing DR DTN


Spiked War-Flail VL 7 +2 8
Swing-type Offensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).
Additional +1 Shock, +1 Pain, and +1 Blood loss on any wounding Swing.
Parrying the spiked war-flail requires an additional 1 MP Activation Cost (minimum 1).
A war-flail with spikes all around the business end.

Weapon Reach Swing ATN Swing DR DTN Blunt DR


Hatchet H 6 0 8 -1
An axe with a short haft.

Weapon Reach Swing ATN Swing DR DTN Blunt DR


Hand-Axe, Axe-Blade S 7 +1 9 0
Hand-Axe, Back-Spike S 7 +1 9 n/a
Additional Swing DR +1 against armor.
Axe damage is Cleaving, damage from the back-spike existing on some axes is Piercing. Switching
between attacking with the axe blade and the back-spike is free in between Rounds, but carries
a 1 MP Activation Cost during Rounds.
A hatchet with a longer haft and a slightly bigger axe-head, sometime with a spike opposite the
axe-head.

Weapon Reach Swing ATN Swing DR DTN Blunt DR


Long-Hafted Axe, One-Handed M 7 +1 9 +0
Spike, One-Handed M 7 +1 9 n/a
Long-Hafted Axe, Two-Handed M 7 +2 7 +1
Spike, Two-Handed M 7 +2 7 n/a
Long-Hafted Axe, Two-Handed L 8 +3 8 +2
Spike, Two-Handed L 8 +3 8 n/a
Additional Swing DR +1 against armor.
Additional +1 Shock on any wound from the axe-blade (not back-spike).
Axe damage is Cleaving, damage from the back-spike existing on some axes is Piercing.
Any switch of grip on the axe, whether one-handed to two-handed, short to long, or between
attacking with the axe-blade and attacking with the back-spike is free in between Rounds, but
carries a 1 MP Activation Cost during Rounds.
An axe with a much longer handle and a maybe slightly larger axe-head.
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Weapon Reach Swing ATN Swing DR DTN Blunt DR
Great-Axe, Axe-Blade M 7 +2 7 +1
Great-Axe, Back-Spike M 7 +2 7 n/a
Great-Axe, Axe-Blade L 8 +4 9 +2
Great-Axe, Back-Spike L 8 +4 9 n/a
Swing-type Offensive Maneuvers at Reach Long require an additional 1 MP Activation Cost (min-
imum 1).
Additional Swing DR +1 against armor.
Additional +1 Shock on
any wound from the axe-blade (not back-spike).
Axe damage is Cleaving, damage from the back-spike existing on some rare great-axes is Piercing.
Any switch of grip on the great-axe, whether short to long, or between attacking with the axe-
blade and attacking with the back-spike is free in between Rounds, but carries a 1 MP Activa-
tion Cost during Rounds.
A long-hafted axe with perhaps a slightly longer haft and a bigger axe-head, to be wielded with
both hands.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN


War-Hammer, Hammerhead S 6 +1 8 -1 9
War-Hammer, Beak S 7 +1 8 -1 9
Additional Swing DR +1 against armor.
Additional +1 Shock on any wound from the hammerhead (not beak or top-spike).
Hammerhead damage is Blunt, damage from the beak and the top-spike is Piercing.
Switching between attacking with the hammerhead and the beak is free in between Rounds, but
carries a 1 MP Activation Cost during Rounds. Thrusts with the top-spike can be delivered from
any of the two grips without additional Activation Cost.
A warhammer with a rather small, but powerful head, often with a spike opposite it.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN


Quarterstaff M, L 6 0 6 0 5
Quarterstaff, sword grip VL 7 +1 7 0 7
Can equally be used at Medium and Long Reach at the same time.
Thrust-type Offensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).This
does not apply when wielded like a two-handed sword.
Quarterstaffs can be wielded like two-handed swords, using the lower set of stats while doing
so. Changing between ways of wielding the quarterstaff is free of Activation Cost but can only
be done at the very end or beginning of a Round and entails change of the Proficiency used
(Polearm to Longsword or Greatsword).
A stout staff, as tall as its user or slightly taller.

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Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN
Short Spear, One-Handed M 8 0 7 +1 7
Short Spear, Two-Handed M n/a n/a 6 +1 6
Thrust DR is Piercing, Swing DR is for attacks with the shaft and thus Blunt.
A spear, as tall as its wielder or slightly shorter.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN


Long Spear, One-Handed L 9 0 8 +1 8
Long Spear, Two-Handed M, L n/a n/a 6 +1 6
Used two-handed it can equally be used at Medium and Long Reach at the same time.
Thrust DR is Piercing, Swing DR is for attacks with the shaft and thus Blunt.
A spear, significantly taller than its wielder.

Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Halberd, Axe-Blade VL 8 +4 7 +1 7 +2
Halberd, Back-Spike VL 8 +4 7 +1 7 -n/a
Offensive and Defensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).
Axe damage is Cleaving, damage from the spikes opposite the axe-blade and on the top (the
thrusting attack) is Piercing. Additional +1 Swing DR against armor.
Switching between attacking with the axe-blade and the spike opposite it is free in between
Rounds, but carries a 1 MP Activation Cost during Rounds. Thrusts with the top-spike can be
delivered from any of the two grips without additional Activation Cost.
A long spear with additional axe-blade and a spike opposite that.

Weapon Reach ATN DR DTN Blunt DR


Poll-Axe, Top-Spike M 6 (thr) +1 (p) 6 n/a
Poll-Axe, Axe-Blade L 7 (sw) +3 (c) 6 +2
Poll-Axe, Hammerhead L 7 (sw) +3 (b) 6 n/a
Poll-Axe, Back-Spike L 7 (sw) +3 (p) 6 n/a
Reach is different on thrusting and swung attacks without need to change the grip.
Offensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).
Additional +1 Swing DR against armor.
Additional +1 Shock on any wound from the hammerhead (not axe-blade or spikes).
All poll-axes feature a spike at the top and an axe-blade, but opposite the axe-blade there is either
a hammerhead or a spike, depending on the individual weapon. Switching between attacking
with the axe-blade and the hammerhead or spike opposite it is free in between Rounds, but
carries a 1 MP Activation Cost during Rounds. Thrusts with the top-spike can be delivered from
any of the two grips without additional Activation Cost.
A shorter halberd – about as tall as its wielder or slightly shorter – with a more compact head.

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Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN Blunt DR
Naginata L, VL 8 +3 6 +1 6 0
Thrust-type Offensive Maneuvers require an additional 1 MP Activation Cost (minimum 1).
Thrust DR decreased by –1 against any armor other than gambeson.
A long spear with a long, one-edged, slightly curved blade, used with two hands for mostly slash-
ing attacks.

Weapon Reach Thrust ATN Thrust DR


Lance VL or EL 8 +1
On a mounted charge, DR is based on the mount’s full BN, not the half the wielder’s BN.
Lances can be either had in VL or EL versions.
These stats are only for couched use on a mounted charge. If used in any other way, use long spear
stats instead.
Basically a long spear, often with additions like a guard for the hand.

PUNCHES AND KICKS


Weapon Reach Swing ATN Swing DR Thrust ATN Thrust DR DTN
Punch H 5 -1 5 -2 6
Kick H, S 6 0 n/a n/a 7

Swing-type Offensive Maneuvers with a punch require an additional +1 MP Activation Cost (mini-
mum 1).
DR for both punches and kicks is reduced by –1 against pliable textile and leather armor, and by –2
against any other type of armor.
A kick can equally be aimed at Hand and Short Reach, but requires an additional 1 MP Activation
Cost if at Short Reach (minimum 1).
Use of a knuckleduster or metal-capped boots or an equivalent will increase punch and kick DRs
respectively by +1.
Common sense is needed in adjucating what body parts can be targets of unarmed attacks and what attacks
can be defended against unarmed. Unless the opponent is in something other than an upright position,
kicks can usually not be aimed higher than the hips, and punches cannot usually be thrown lower than
the groin. For defence, the leg can usually not parry attacks aimed higher than the hips, and arms cannot
usually parry attacks aimed lower than the thighs.
A successful parry with hand or foot against anything other than an unarmed attack will result in dam­age
to the parrying limb.
Against a swung Cleaving attack, the parrying limb suffers a hit as if struck from an attack with double the
QoS the attacker actually achieved, and against all other attack forms one and a half times the QoS the
attacker ultimately achieved. The final wound to the defender is thus calculated as if the attack had been
aimed at the limb to which damage is now inflicted.

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Example: Galba thrusts at unarmed Otho’s belly with a dagger. Galba’s 8 attack dice yield 5 successes
and Otho’s 9 parrying dice yield 6 successes, successfully deflecting the belly thrust. To see whether
Otho managed to full deflect the dagger, Galba’s attack successes are multiplied by 1.5, for a total of 8
successes, from which Otho’s 6 parrying successes are subtracted, for a difference of 2 in Galba’s favor.
Adding the dagger’s DR (0), Galba’s BN (4 halved to 2, for damage purposes, remember?), +QoS of 2
equals 4 total. We then subtract Otho’s BN (5 halved to 3) and hand armor (0) leaving us with a level 1
wound to Otho’s hand – a small price to pay for averting a knife in the belly.

ANIMAL WEAPONS
Weapon Reach ATN DR Blunt DR
Medium Fangs H 5 -3 -5
Large Fangs H 6 -1 -4
Damage is Cleaving.
Medium fangs are those found on the vast majority of mammals and reptiles. Large fangs are
those that seem oversized even in relation to their owner, the incisors of the sabre-tooth being
a prime example.

Weapon Reach ATN DR


Medium Claws H 5 -1
Large Claws H 5 -1
Damage is Blunt.
Medium claws inflict +1 Blood loss on any wound of Level 3 and above. This does not apply
against any type of metal armor.
Large claws inflict +1 Blood loss on any wound. This does not apply against any type of metal
armor.
Medium claws are those found on the vast majority of mammals and reptiles. Large claws are
those that seem oversized even in relation to their owner; hardly any real animal would qualify
for this.

Weapon Reach ATN DR Blunt DR


Talon H 5 -3 -5
Damage is Cleaving.
The final Wound Level inflicted cannot be higher than half the attacker’s BN.
The talons of birds of prey, used with the Raking Maneuver.

Weapon Reach ATN DR Blunt DR


Beak H 5 -2 -4
Damage is Cleaving.
Cannot be used with the Raking Maneuver.
The final Wound Level inflicted cannot be higher than the attacker’s BN.
The wicked beak of birds of prey.
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Weapon Reach ATN DR
Front Kick H 6 -2
Back Kick H, S 6 -1
Damage is Blunt.
Back kicks can be delivered equally at Hand and Short Reach.
Kicks carry an Activation Cost of 2 MP and attack with the Bash Maneuver (see description of
animal version of this Maneuver).
Front kicks are rearing attacks with the fore legs striking usually from above and using Swing
Target Zones, back kicks are attacks of, usually both hind legs lashing out to the back and use
Thrust Target Zones.
Front kicks cause +1 Shock.
Back kicks cause +2 Shock and +1 Knockdown (minimum 1).
The kicks of most types of large hooved animals, usually delivered with much force but little skill.

Weapon Reach ATN Blunt DR Pierce DR


Horns H 6 -1 -1
Damage is Blunt or Piercing, depending on the horn.
Butts with horns are delivered with the Bash Maneuver (see description of animal version of this
Maneuver).
Horn attacks inflicting Blunt damage cause +1 Shock.
Horn attacks causing Piercing damage have –1 DR against armor.
The horns of many types of animal. Piercing should only be used for the most acutely pointed
types of horns; most cattle certainly don’t qualify, for example.

MISSILE WEAPONS
Weapon Point B. TN Near TN Medium TN Far TN Extreme TN DR
Dagger 6 7 8 9 n/a 0
Hatchet 6 7 8 9 10 0
Spear 6 7 8 9 n/a +1
Javelin 6 7 8 9 10 +1
Daggers and spears cannot attain extreme range.
Hatchets cause Cleaving damage, not Piercing damage.
The dagger thrown to deadly effect is a mainstay of the Sword & Sorcery genre, and the stats
above reflect this. We strongly recommend that you use those stats for your game of Blade, but
if you really can’t bring yourself to cater to this cliché, you can tone down the thrown dagger
by changing its DR to –1.

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Weapon Point B. TN Near TN Medium TN Far TN Extreme TN DR
Sling 8 9 10 11 12 +1
Does not use half firer’s BN for damage calculation but one third BN instead. As always, round
up fractions of 0.50 and above.
Additional +1 DR against armor.
Additional +1 Shock on any wound.

Weapon Point B. TN Near TN Medium TN Far TN Extreme TN DR


Shortbow 6 7 8 9 n/a +1
Bow 6 7 8 9 10 +1
Longbow 6 7 8 9 10 +1
Composite Bow 6 7 8 9 10 +1
All bows have a BN Attribute of their own, one related to their individual draw weight. Half of this
BN is used to calculate damage instead of half the user’s BN. Nobody can use a bow possessing
a higher BN rating than he himself possesses. Maximum BN possible for shortbows is 4, for
bows 5, and for longbows and composite bows 6.
Shortbows cannot attain extreme range.
Additional +1 DR for longbow and composite bow against armor.

Weapon Point B. TN Near TN Medium TN Far TN Extreme TN DR


Light Crossbow 6 7 8 9 10 +4
Heavy Crossbow 6 7 8 9 10 +5
Arbalest 6 7 8 9 10 +6
Crossbow damage is not affected by the wielder’s BN. Damage is calculated using only QoS +
DR.
Additional +1 DR for light crossbow against armor.
Additional +2 DR for heavy crossbow against armor; this bonus cannot exceed the armour’s AV.
Additional +4 DR for arbalest against armor; this bonus cannot exceed the armour’s AV.

Weapon Point B. TN Near TN Medium TN Far TN Extreme TN DR


Handgun 6 7 8 9 11 +4
Arquebus 6 7 8 9 10 +6
Handgun and arquebus damage are not affected by the wielder’s BN. Damage is calculated using
only QoS + DR.
Damage is Piercing.
Additional +1 DR against armor.
Additional Shock equal to half the Wound Level inflicted (round up).

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Weapon Quality cross purposes with the wielder; in that case, only
1 point can be added, period, until the weapon is
In Blade, different qualities of weapons are not
once again mollified.
handled with modifications to the weapons’ stats,
How the weapon’s Passion Attribute is recharged
but rather as situational modifiers that come into
depends on the purpose of the weapon. As a rule
play when a weapon of better quality opposes one
of the thumb, most weapons will regain 1 Passion
of lower quality. In such cases, the wielder of the
point every time they slay or maim an opponent,
better weapon receives a +1 bonus to his MP.
This +1 is sufficient to cover basically all differ- 1 additional point if overcoming this opponent fur-
ences in weapon quality, but in those rare cases thers the goal of the weapon, and 1 point every
when the difference seems huge – as for instance time the wielder does something that furthers the
in a master weaponsmith’s steel sword opposing a cause of the weapon.
bronze sword. In addition, the wielder of the lesser However, some rare artifacts may be willful enough
weapon can also be penalized with –1 die to his to not only withhold their full benefits but to actu-
MP. ally actively oppose their wielder. Such weapons
can deduct 1 die from its wielder’s MP, but every
Enchanted Weapons time it does so, its Passion score drops by 1.

In the Sword & Sorcery genre, magical weapons


NPCs
are exceedingly rare, and most campaigns of Blade
could be played out without even a single enchant- The creation table for PCs is geared towards the
ed weapon figuring in them; in any case, there creation of characters that are much more capable
rarely should ever be more than a single magic than common NPCs. Characters created by these
weapon per campaign. mechanics are not representative of the inhabitants
With enchanted weapons being so scarce, it of the various game worlds that Blade is intended
should be clear that they cannot be treated as mere for.
combat efficiency booster. No, magic weapons in The vast majority of NPCs, including common sol-
Blade are artifacts with a purpose, of a stature on diers and other combat-trained individuals, will
par with Stormbringer or Excalibur. be average persons. As such, they should have no
The recommended way to handle such a power- more than one or two Attributes with ratings other
ful artifact is to provide it with its own individual than 4, and their total number of Attribute points
Passion Attribute. At the beginning of every com- should be as close to 24 as possible, certainly with-
bat Round, the wielder of the weapon may choose in the 22 to 26 range. Attribute ratings under 3 and
whether to add the entire Passion score of the over 5 are exclusive to very exceptional individu-
weapon to his MP, or but 1 point. If he decides to als and should not occur with the vast majority of
add the entire score, the weapon’s Passion rating common NPCs.
will drop by 1 point, but if he decides to add but Skills and Proficiencies that are central to an NPC’s
1 point, the rating remains unchanged. Note also profession or walk of life should also be at a rating
that some artifacts are sufficiently willful to with- of 4, or very close to it. With Skills and Attributes,
hold use of their full Passion Attribute if currently at anybody with but a single rating above 6 should be

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very rare, extremely noticeable, and probably also this NPC’s walk of life, and those that are likely to
renowned for it. The same holds for Proficiencies be relevant in a game situation. If a Skill isn’t listed,
above 9. this doesn’t necessarily mean that the NPC doesn’t
True to the trope of Sword & Sorcery fiction, mem- possess it, but that a referee judgement is called for
bers of societies living more rugged lifestyles closer in assigning further Skills.
to nature, namely those corresponding to the Hill- Referees should customize these standard NPCs
man/Nomad and especially the Savage cultural above and beyond any variation already present-
archetype, are all around more capable than soft- ed in these write-ups. When doing so it may be
er, civilized people and can as a rule be built with helpful to keep in mind that a single +/– 1 to either
slightly higher ratings. Attribute or Proficiency will result in an individual
Attributes that are not expressly given in the write- who is noticeably above or below average to his
ups are considered to have an average score of 4. fellows, and greater than +/– 1 would be even far-
Skills listed are only the most important ones for ther outside the norm.

Soldier, Rank-and-file The run-of-the-mill common soldier or guardsman.


Attributes: BN or DG 5, HT or SY 3 Melee Proficiency will most often be Sword &
Ref 4 or 5, Aim 3 or 4, Kdown 4 or 5, Shield, Spear & Shield, or Mass Weapon & Shield.
Kout 4 or 5
Melee Proficiency 4 or 5
MP 8-10
Key Skills Soldiering 4

Soldier, Elite A soldier of a crack unit.


Attributes: DG 5, BN or TY 5, HT or SY 3
Ref 5, Kdown 5, Kout 5, Move 4 or 5
Melee Proficiency 5 or 6
MP 10 or 11
Key Skills Soldiering 6

Soldier, Champion The best fighter of the company.


Attributes: CG 5, BN 5, DG 5, HT or SY 3
Ref 5, Aim 4 or 5, Kdown 5, Kout 5,
Move 5
Melee Proficiency 7
MP 12
Key Skills Soldiering 4

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Townsman The average city-dweller, who often tends to be a
Attributes: BN 3 or 4, CG 4 or 5 bit soft from living near the flesh-pots of the cities,
Ref 4 or 5, Aim 4 or 5 but frequently more savvy and cunning in return.
Melee Proficiency 1 His melee Proficiency is usually Pugilism & Brawl-
MP 5 or 6 ing, or less frequently Dagger.
6 among Falsehood and Information
Key Skills
Gathering (maximum 4)

Country Dweller The average rustic inhabiting the rural parts of


Attributes: BN 4 or 5, SY 3 or 4 civilized lands. A bit more rugged and hardy than
Kdown 4 or 5, Kout 4 or 5 a townsman, but often less savvy or educated.
Melee Proficiency 2; sometimes Their melee Proficiency is frequently related
Melee Proficiency
Missile Proficiency 2 to Pole-arms, but sometimes Spear & Shield is
MP 6; sometimes AP 6 acquired instead; a few are also familiar with the
Key Skills Sling or Bow Proficiency.

Nomad Raider Members of a nomad tribe, leading a dual exis-


Attributes: DG 5, CG or BN 5 tence as both pastoralist and mounted raider upon
Ref 5, Aim 4 or 5, Kdown 5, Kout 4 or his settled neighbours or trespassing merchants.
5, Move 5 Superb horsemen, they will usually attack from
Melee Proficiency 5 & Bow Proficiency horseback, often by initially circling their oppo-
Melee Proficiency 2 or Melee Proficiency 4 & Bow nents and weakening them with harassing arrows.
Proficiency 4
Their Missile Proficiency is invariably Bow, and
MP 9 or 10, AP (Bow) 6-9 their Melee Proficiency either Sword & Shield, Cut
Key Skills Riding 5, Sneaking 3, Survival 4 & Thrust, or Lance, or more rarely Mass & Weapon
& Shield.

Barbarian Warrior An average vigorous barbarian from a tribal so-


Attributes: CG 4 or 5, BN 5, DG 5, TY 5 ciety. His Missile Proficiency is usually Bow or
Ref 5, Aim 4 or 5, Kdown 5, Kout 5, Spear, and his Melee Proficiency most commonly
Move 5 Sword & Shield, Spear & Shield, or Mass Weapon
Melee Proficiency 5 & Missile
Melee Proficiency & Shield.
Proficiency 4
MP 10, AP 8 or 9
Sneaking 4, Survival 4, Tracking 4; 8
Key Skills among Climbing, Riding & Swimming
(maximum 4)

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Bandit The common highwayman. His ilk prefers to avoid
Attributes: CG 5, BN or DG 5, HT 3, SY 3 combat altogether and instead confront his victims
Ref 5, Aim 5, Kdown 5, Kout 4 or 5, with such advantage that resistance seems futile.
Move 4 or 5 His Missile Proficiency will be Bow, Crossbow or
Melee Proficiency 2 & Missile Black powder Weapon, and his Melee Proficien-
Melee Proficiency Proficiency 4 or Melee Proficiency 4 & cy usually Cut & Thrust, Sword & Shield, or Mass
Missile Proficiency 2
Weapon & Shield.
MP 7 or 9, AP 7 or 9
Key Skills Sneaking 4, Survival 4

Pirate A raider of coastal settlements and the sea lanes


Attributes: CG 5, BN or DG 5, HT 3, SY 3 alike. Like the bandit he much prefers surprising
Ref 5, Aim 5, Kdown 5, Kout 4 or 5, his victim with such advantage that an actual fight
Move 4 or 5 is not necessary. His Missile Proficiency is Bow,
Melee Proficiency 2 & Missile Crossbow or Black Powder Weapon, and his Melee
Melee Proficiency Proficiency 4 or Melee Proficiency 4 &
Missile Proficiency 2 Proficiency usually Cut & Thrust, Sword & Shield,
MP 7 or 9, AP 7 or 9 or Mass Weapon & Shield.
Key Skills Seamanship 4

Whore The classic, ubiquitous, common prostitute, tavern


Attributes: CG or HT 5, BN 3 wench, streetwalker, or bordello bird. Saucy and
Ref 4 or 5, Aim 4 or 5 pretty in a cheap way. Sometimes with a heart of
Melee Proficiency Dagger Proficiency 2 or 3 gold, sometimes with sticky, money-grubbing fin-
MP (Dagger) 6-8 gers, but always with a hidden knife to stick in pes-
Dancing 3, Seduction 3; sometimes
Key Skills
Pick Pockets 3 ky customers.

Pimp One of the usually unpleasant fellows living off


Attributes: CG 5, HT 3 or SY 3 prostitutes working the streets and taverns of cities.
Reflex 5, Aim 5 For enforcers at brothels the Bouncer/Enforcer tem-
Melee Proficiency Dagger Proficiency 4 plate below is more appropriate.
MP (Dagger) 9
Key Skills Trailing 3

Courtesan A high-class courtesan for high-class customers ei-


Attributes: HT 5, CG or SY 5 ther set up independently in a house of her own, or
Ref 4 or 5, Aim 5 some brothel’s crown jewel. She knows men like
Dagger Proficiency 3; sometimes the back of her hand, and controls them with ease.
Melee Proficiency
Thrown Dagger Proficiency 3 And of course she’s ravishing.
(Dagger) 7 or 8; sometimes AP
MP
(Thrown Dagger) 8
Dancing 6, Etiquette 3, Falsehood
Key Skills 5, Information Gathering 3, Music 3,
Seduction 6

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Bouncer, Enforcer “Muscle” employed at brothels, certain taverns and
Attributes: BN 5, SY 3 similar establishments to keep rowdy customers in
Kdown 5, Kout 5 hand; also the rank-and-file of many a gang ter-
Melee Proficiency 4 rorizing the cities. The melee Proficiency of these
MP 8 usually big intimidating guys is either Brawling or
Key Skills Negotiation 3
Mass Weapon & Shield, the latter mostly for use
with clubs and saps.

Thug, Bully, or Mugger The kind of scum populating dingy taverns and
Attributes: BN 5, HT or SY 3 dark back alleys. Proficiency is mostly Dagger, but
Aim 3 or 4, Kdown 5, Kout 5 might also be Brawling or Cut & Thrust.
Melee Proficiency 4
MP 8
Key Skills Sneaking 4 (if mugger)

Slaver A common nasty slaver, more proficient in abduct-


Attributes: CG 5, HT 3 ing the unsuspecting or terrorizing helpless folk
Ref 5, Aim 5 in chains, than honest fighting. Melee Proficiency
Melee Proficiency 3 will usually be Sword & Shield, Cut & Thrust, or
MP 8 Dagger.
Key Skills Falsehood 4

Cultist The rank and file of any one of the many unwhole-
Attributes: CG 5, one Attribute 3 some secret cults. Secrecy and deception is their
Ref 4 or 5, Aim 4 or 5 second nature, but they have no real combat fight-
Melee Proficiency Dagger Proficiency 2 ing training – their Proficiency is usually Dagger, for
MP (Dagger) 6-7 those fanatically (but ineptly) brandished knives.
Key Skills Falsehood 4, Sneaking 2, Theology 2

Gladiator, Pit Fighter Gladiatorial shows are a feature in many worlds


BN 6 & DG 5 or DG 6 & BN 5, CG 5, of Sword & Sorcery, and this is the staple of these
Attributes:
SY 3 shows’ protagonists: A very athletic man or woman
Ref 5 or 6, Kdown 5 or 6, Kout 5, highly trained in both weapons and showmanship,
Move 5
one of the deadliest single combatants still “com-
Melee Proficiency 7
MP 12 or 13 mon” to any degree. Their melee Proficiency can
Key Skills Acting 3, Healing 2 vary widely.

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Pickpocket A weasel of a man (or woman), the common pick-
Attributes: CG 5, TY 3 pocket takes no chances. He preys only upon
Ref 5, Aim 5 those whom he judges to be safely inattentive and
Melee Proficiency 2 unlikely to become dangerously violent; sober and
MP 7 conscious PCs are therefore definitely not among
Falsehood 3, Pick Pockets 4 or 5,
Key Skills
Sneaking 3, Trailing 3
the victims chosen by the average pickpocket. His
melee Proficiency is usually either Dagger or Pugi-
lism & Brawling, but he will of course fight only as
a last resort.

Street Urchin The big cities’ ubiquitous guttersnipes. Either


Attributes: BN 3 a poor child with a heart of gold underneath all
the grime, or else a little bastard whom the harsh
Melee Proficiency 2 necessities of surviving on the street have inured
MP 6 against all softer human emotions. His melee Pro-
Falsehood 3, Information Gathering 3,
Key Skills
Trailing 3 ficiency is usually Dagger, but can be Pugilism &
Brawling instead.
Finally, a few sample NPCs who are far from being
average or common in any way. Each one of these
badasses should provide a tough challenge to most
PCs.

 High-Class Bodyguard The personal bodyguard and part-time enforcer


Attributes: BN 5, DG 6, TY 5, SY 5, CG 5 employed by a ranking nobleman or other person
Ref 6, Aim 5, Kdown 6, Kout 5, Move of great wealth and power. He has lead an adven-
5 turous life as soldier of fortune, sellsword, merce-
Sword & Shield Proficiency 9, Bow
Melee Proficiency nary, and bandit before ending up in his present
Proficiency 5
MP (Sword & Shield) 15, AP (Bow) 10 position.
Healing 3, Riding 5, Sneaking 4,
Key Skills
Soldiering 4, Survival 4

Fanatical Assassin A powerful death cult’s fanatical assassin. He was


Attributes: BN 5, DG 6, TY 6, SY 5, CG 6 kidnapped as a child, raised by the cult, and re-
Ref 6, Aim 6, Kdown 6, Kout 6, Move 6 ceived years of intense training until he became
Cut & Thrust Proficiency 10, Dagger the utterly devoted agent of the cult he is today.
Melee Proficiency Proficiency 10, Crossbow Proficiency
8, Thrown Knife Proficiency 8
(Cut & Thrust, Dagger) 16, AP
MP
(Crossbow, Thrown Knife) 14
Acting 4, Apothecary 3, Climbing 6,
Customs 4, Disguise 4, Etiquette 4,
Key Skills Falsehood 6, Information Gathering 5,
Lock Picking 4, Riding 4, Sneaking 6,
Survival 4

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Gladiatorial Champion A veteran of a city’s gladiatorial arena and one of
Attributes BN 7, DG 6, TY 5, CG 5
its most popular and famous champions.

Ref 6, Aim 5, Kdown 7, Kout 6, Move 6

Mass Weapon & Shield Proficiency 10,


Melee Proficiency
Brawling Proficiency 8

(Mass Weapon & Shield) 16, (Brawling)


MP
14
Key Skills Acting 3

Sorcerer This sinister sorcerer is not a dry and weak old


Attributes: DG 5, TY 7, SY 6, CG 5 man, but barely approaching his middle age, in
Ref 5, Aim 6, Kdown 5, Kout 6, Move good shape, and not shrinking back from lead-
5, Power 7 ing – and enjoying – a physical life. He is already
Melee Proficiency Dagger Proficiency 3 deeply steeped in gruesome arcane secrets, and is
MP (Dagger) 8 still delving deeper greedily, standing at the very
Ancient Language 5, Apothecary threshold of the greatest sorcerous mysteries. And
Key Skills 4, Decipher 4, Detect Sorcery 5,
Occultism 6, Precognition 4 he will stop at nothing to cross this threshold, noth-
Cursing 3, Prophecy 3, Enslavement ing at all.
Mysteries
5, Scrying 3, Witchfire 4
Cursing 10, Prophecy 10, Enslavement
SP
12, Scrying 10, Witchfire 11

Beasts Animals don’t have an Aim Attribute, and they are


both fast and hard to knock out; their Reflex and
After humans and before supernatural creatures,
Knockout Attributes are calculated as normal, but
beasts are the second most common enemies bat-
receive a +1 bonus. Most beasts’ Move are calcu-
tled by protagonists of Sword & Sorcery, and thus
lated as (Cunning + Daring + Daring)/2, though
of course Blade.
some animals are faster or (rarely) slower, depend-
Beasts are lacking both the HT and the SY Attri-
ing on their build. In their case, a bonus or penalty
bute. This is not to say that they are neither smart
is given with the Move score, which is already cal-
nor social, but merely that these traits of them can-
culated into this score.
not be reasonably put in relation to a human scale.
Usually, creatures do not have many points of “Pro-
Instead of SY, CG is used, for example for the pur-
ficiencies”; their MPs are usually not much higher
pose of Stealing Initiative, and for the rare Check
than their Reflex Attribute.
that might become necessary.

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Warhorse Large animal – Wound Levels to torso halved after
Attributes: BN 7 or 8, DG 5, TY 5, CG 5 AV has been applied.
Ref 6, Kdown 6 or 7, Kout 7 or 8, Move This encompasses battle-hardened horses of the
10 (+2) largest and fiercest type available in any given set-
MP (Kick) 7
ting. Earlier, smaller warhorses (”chargers”) have
BN 7, later, more massive ones (“destriers”) BN 8.

Canine, Medium This encompasses common watch dogs and strays


Attributes: BN 4, DG 6, TY 4, CG 6 as well as jackals and other canines large enough
Ref 7, Kdown 5, Kout 5, Move 11 (+2) to pose a danger to humans. They can come in
MP (Medium Fangs) 8 packs.

Canine, Large Wolves, attack-trained warhounds, hyenas, or any


Attributes: BN 5, DG 6, TY 4, CG 6 other really big and really mean dog – you name it.
Ref 7, Kdown 6, Kout 6, Move 9 In the wild they usually form packs.
MP (Medium Fangs) 9

Canine, Monstrous Large animal – Wound Levels to torso halved after


Attributes: BN 7, DG 6, TY 5, CG 6 AV has been applied.
Ref 7, Kdown 7, Kout 7, Move 9 No earthly animal this, but instead an enormous
MP (Medium Fangs) 11 canine the size of a tiger or small pony. It might
have shaggy fur protecting it with an AV equiva-
lent to a gambeson’s (AV 1 Piercing, AV 2 Blunt &
Cleaving).

Feline, Medium Any large and dangerous cat from the size of a
Attributes: BN 6, DG 7, TY 4, CG 7 cheetah to about the size of a jaguar, encompass-
Ref 8, Kdown 7, Kout 6, Move 11 ing leopards, panthers, pumas, lionesses, etc. Even
MP (Medium Fangs & Claws) 10 if they do hunt in packs, they still do rarely employ
pack combat tactics.

Feline, Large Large animal – Wound Levels to torso halved after


Attributes: BN 7 or 8, DG 6, TY 5, CG 7 AV has been applied.
Ref 8, Kdown 7, Kout 7 or 8, Move 10 Really big cats like tigers and male lions. They rare-
MP (Medium Fangs & Claws) 11 ly hunt in packs, and they almost never employ
pack combat tactics.

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Feline, Monstrous Large animal – Wound Levels to torso halved after
Attributes: BN 10, DG 6, TY 5, CG 7 AV has been applied.
Ref 8, Kdown 8, Kout 9, Move 9 (-1) Any outlandishly huge feline, around the size of
MP (Medium Fangs & Claws) 13 a horse. In some settings, such creatures might
even serve as horses for select heroes. Such a beast
might have shaggy fur protecting it like a gambe-
son (AV 1 Piercing, AV 2 Blunt & Cleaving).

Sabretooth Sabretooths are a mainstay of Sword & Sorcery. For


a “realistic” sabretooth, base it on the Large Feline
with large instead of medium fangs. If you really
want to go for it, base it on the Monstrous Feline
instead.

Bear, Medium One of the smaller bears dangerous to man, like a


Attributes BN 7, DG 6, TY 4, CG 6 brown bear. If a slightly cinematic bent is desired,
Ref 7, Kdown 7, Kout 7, Move 9 it can also use the Constricting Offensive Maneu-
MP (Medium Fangs & Claws) 10 ver.

Bear, Large Large animal – Wound Levels to torso halved after


Attributes BN 9, DG 6, TY 5, CG 6 AV has been applied.
Ref 7, Kdown 7, Kout 7, Move 9 A bear the size of a grizzly or polar bear. Usually
MP (Medium Fangs & Claws) 11 has shaggy fur protecting it like a gambeson (AV 1
Piercing, AV 2 Blunt & Cleaving). May at the ref-
eree’s discretion use the Constricting Maneuver to
attack with a bear hug.

Bear, Monstrous Large animal – Wound Levels to torso halved after


Attributes BN 11, DG 6, TY 6, CG 6 AV has been applied.
Ref 7, Kdown 9, Kout 10, Move 9 A larger bear than exists on earth, about half again
MP (Medium Fangs & Claws) 12 as big as a polar bear. It has shaggy fur protecting it
like a gambeson (AV 1 Piercing, AV 2 Blunt & Cleav-
ing) and may possibly use the Constricting Offensive
Maneuver.

Crocodile, Large Large animal – Wound Levels to torso halved after


Attributes BN 7, DG 6, TY 5, CG 6 AV has been applied.
Ref 7, Kdown n/a, Kout 7, Move 8* (-1) The larger specimen of crocodile, measuring
MP (Medium Fangs) 10* over 5 m from snout to tail. It can use the Worry-
On dry land: Move 4, MP 8, may use tail for Take ing Maneuver, and its tough hide protects it with
Down Maneuver. the equivalent of leather armor (AV 1 Blunt, AV 2
Piercing & Cleaving).
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Crocodile, Monstrous Large animal – Wound Levels to torso halved after
Attributes BN 10, DG 6, TY 6, CG 6 AV has been applied.
Ref 7, Kdown n/a, Kout 9, Move 7* (-2) A huge crocodile of the kind extinct nowadays,
MP (Medium Fangs) 10* measuring some 10 to 12 m. It can use the Wor-
On dry land: Move 3, MP 8, may use tail for Take rying Maneuver, and its tough hide protects it with
Down Maneuver. the equivalent of hardened leather armor (AV 3
Piercing, AV 2 Blunt & Cleaving).

Poisonous Snake Snakes like cobras, mambas, rattlesnakes, horn vi-


Attributes BN 2, DG 7, TY 3, CG 6 pers, etc.
Ref 8, Kdown n/a, Kout 4, Move 4 (-6)
MP (Medium Fangs) 11
Injects poison upon any bite whose Impact Rating
surpasses victim’s AV.

Constricting Snake, Large Pythons, anacondas and similar constricting snakes


Attributes BN 5, DG 6, TY 4, CG 6 large enough to be dangerous to a human, that is
Ref 7, Kdown n/a, Kout 7, Move 3 (-6) measuring about 7 to 9 m.
MP (Medium Fangs, Constricting) 10
Piercing Wound Levels to anywhere but the head
are halved after AV has been applied.

Constricting Snake, Monstrous A truly gargantuan constricting snake, well over


Attributes BN 8, DG 6, TY 5, CG 6 half again as long as the largest earthly specimens.
Ref 7, Kdown n/a, Kout 8, Move 3 (-6)
MP (Medium Fangs, Constricting) 12
Piercing Wound Levels to anywhere but the head
are halved after AV has been applied.

Great Ape Large animal – Wound Levels to torso halved after


Attributes BN 9, DG 7, TY 5, CG 6 AV has been applied.
Ref 8, Kdown 8, Kout 8, Move 9 (-1) A carnivorous ape similar to a gorilla, but at least a
MP (Fist, Medium Fangs) 11 quarter again as tall. It might very well have shaggy
fur protecting it like a gambeson (AV 1 Piercing,
AV 2 Blunt & Cleaving). Another Sword & Sorcery
favorite!

Spider, Monstrous Not an earthly spider, but one with a body at least
Attributes BN 6, DG 8, TY 4, CG 5 the size of a large pumpkin. It is has a chitinous
Ref 8, Kdown 7, Kout 7, Move 12 (+1) exoskeleton that protects it like hardened leather
MP (Medium Fangs) 10 (AV 3 Piercing, AV 2 Blunt & Cleaving). Its murder-
Injects poison upon any bite whose Impact Rating ous poison has a progression rate of a few minutes,
surpasses victim’s AV. and requires a QoS 4 to succeed at the Progression
Check. Take care: This is a PC-killer!

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Dinosaur Huge animal – all Wound Levels are halved after
Attributes BN 12, DG 6, TY 6, CG 5 AV has been applied.
Ref 7, Kdown 9, Kout 10, Move 9 In remote places of quite a few worlds of Sword &
(Medium Fangs & Claws) 12; may use Sorcery, remnants of an earlier age can still be en-
MP
tail for Take Down Maneuver
countered. This one here looks like a tyrannosaur,
but is only about two thirds its size. It is still massive
enough to engage two PCs during their respective
Limelights, as per the rule on huge creatures, using
his bite on one and his kick and maybe tail on an-
other. Tail and claws can only be defended against
by Evasion, but both Evasion and Block are possi-
ble against the bite; Parry is not a viable defence
against any of the dinosaur’s attacks. It’s tough hide
protects it with the equivalent of hardened leather
armor (AV 3 Piercing, AV 2 Blunt & Cleaving).

Supernatural Menaces A cruel fiend that has lived through eons, one
part man, the other part demon, or maybe undead.
Demons, undead, and other supernatural be-
It feeds on the life essence in the blood of man,
ings are the toughest opponents the PCs can face.
having to kill every time it feeds, and has drunk dry
If such creatures appear, they will invariably be the
entire nations. Its outward form may appear pleas-
center of the adventure, and the object of the ad-
ing, but Detect Sorcery will identify it as sorcerous,
venture will be as frequently about avoiding them
and with a high QoS even reveal its true form: That
as overcoming them.
of an emaciated, barely human fiend with fangs,
Supernatural menaces are rarely specimens of a
talons, leathery skin and bat-like wings sprouting
kind, but usually single, unique creatures. As such,
from under his arms. It can also assume this form
they will usually have a number of special powers
openly, in which case it can fly.
requiring special rules.
The vampire is nocturnal and sees perfectly in
even the tiniest bit of residual light; daylight irri-
Vampire
Attributes BN 10, DG 8, TY 7, SY 7, HT 7, CG 9 tates it, and all its TNs are at +2 if in direct sunlight,
Ref 9, Aim 8, Kdown 9, Kout 9, or +1 if in deep shade. In addition, all his TNs are
Move 9, Power 9 at cumulative +1 for every day he fails to drink dry
Weapon Proficiencies Melee (all) 13, Missile (all) 10
a human being.
MP 22
The vampire can be destroyed by burning
AP 18
Cursing 6, Enslavement 9, (though it does not burn any better than a human,
Mysteries
Mending (Pain) 6 that is, practically not at all) or by clean decap-
Cursing 15, Enslavement 18, itation, though knowing this requires a Check of
SP
Mending [Pain] 15
Occultism of Legendary Challenge Level. All other

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wounds the vampire suffers, including non-decap- It can engage a maximum of three PCs at the same
itating ones to the head, heal almost instantly, in- time, acting on each of their Limelights. This insane
cluding growing back severed limbs: Every single abomination’s moist, rubbery skin protects it with a
wound’s Pain and Blood Loss are reduced by 1 at gambeson’s equivalent (AV 1 Piercing, AV 2 Blunt
the start of every Combat Round. & Cleaving).
If this demon were to be used as a summoned
Earthbound Demon one, he would have a hefty 7 dice to Oppose the
BN 12, DG 6, TY 7, SY 3, HT sorcerer’s Coercion or Banishment Checks (3 for
Attributes
n/a, CG 8 low Attribute of 3, +1 each for the special pow-
Ref 7, Aim 6, Kdown 9, Kout ers of being huge, knowing the Cursing Mystery,
10, Move 9, Power 8
knowing the Mending Mystery, and being able to
(Tentacles, Medium Fangs,
MP engage on a third Limelight).
Medium Claws) 14
Cursing 14, Mending [Pain]
SP Were-Tiger
12
Huge – all Wound Levels are halved after AV has
Animal Form
Attributes BN 9, DG 6, TY 6, SY 5, HT n/a, CG 7
been applied. Reflex 8, Kdown 8, Kout 9, Move 10
MP (Medium Fangs & Claws) 18
A huge beast, sized between a hippopotamus SP Cursing 14, Mending [Pain] 12
and an elephant, and looking like a monstrous Large animal – Wound Levels to torso are halved
cross between toad, lizard, and snail, its clammy after AV has been applied.
flesh part scaled, warty, and entirely gooey rubber,
oozing of into semi-material shadowstuff. Several Hybrid Form
tentacles of different length and girth sprout asym- Attributes BN 8, DG 7, TY 6, SY 5, HT n/a, CG 7
metrically from its flanks, their surfaces broken Reflex 7, Aim 5, Kdown 8, Kout 7,
Move 7
in seemingly random places by many tiny blood-
MP (Medium Fangs & Claws) 17
sucking maws. The entire maddening demon is Can attack with claws equally at Hand and Short
composed of matter not entirely from this world;
Reach.
random parts of it seem at times to shift into imma-
terial darkness, and its bloated shape is in constant,
pulsating flux. Human Form
Attributes BN 7, DG 7, TY 6, SY 5, HT 5, CG 7
The beast is primitive and in a way rather simple,
Reflex 7, Aim 6, Kdown 7, Kout 7,
but definitely capable of speech, and devilishly Move 7
cunning. It might very well be venerated or ap- Brawling Proficiency 10, Pole-arm
Melee Proficiency
peased as a god. Proficiency 8, Javelin Proficiency 8
MP (Brawling) 17, (Pole-arm) 15
In combat, the creature can use the Pounce Ma-
AP (Javelin) 14
neuver, and it can use its tentacles to constrict or Animal Ken 8, Animal Mimicry
bash at any Reach of up to EL, its longue tongue 8, Climbing 8, Detect Sorcery 6,
Key Skills
to constrict at any Reach up to EL, its fangs to bite, Precognition 6, Light Step 8, Sneaking
8, Survival 8, Tracking 8
and its powerful legs to kick with medium claws.

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A powerful were-beast at home in hot and hu- assumed, buying an additional +1 BN and +4 Pro-
mid jungles. Its human aspect is that of a powerful ficiency (see Animate the Dead). Instead of dead
warrior, but can at will assume the form of either a animated by use of this – sublimely rare – Arcane
well over 2 meters tall, ferocious human-tiger hy- Secret, walking dead might also occur as minions
brid, or of a very large tiger, these changes taking of demons, the results of curses, or for other rea-
no longer than a single Combat Round. In both of sons.
the latter aspects it has a tiger’s superb senses, in- Both types of walking dead feel no pain, but are
cluding smell, hearing, and vision. merely hindered by the dismembering effects of
A were-tiger’s wounds heal preternaturally fast. wounds; instead of by TY, any Pain from wounds
It’s Blood Loss and every single wound’s Pain rat- they suffer is reduced by 10. Animated dead can-
ings are reduced by 1 at the start of every Limelight. not be killed, only damaged sufficiently to cease
to function properly. This is achieved by wound-
Walking Dead (Sample Animated Corpse) ing them sufficiently that their wounds’ cumulative
Attributes BN 6, DG 5, TY 1, SY 1, HT 1, CG 4 Pain, after 10 has been subtracted from each sin-
Ref 5, Aim 3, Kdown 6, Kout n/a,
gle wound’s, equals or exceeds their MP – literally
Move 5
Melee Proficiency 4 hacking them to pieces.
MP 9
AP 3 Serpent Folk
All Wound Levels from Piercing attacks are halved Attributes BN 4, DG 4, TY 5, SY 5, HT 2, CG 6
after AV has been applied. Ref 5, Aim 6, Kdown 3, Kout 5,
Move 5, Power 5
Suffer only half Shock from any wound received.
Weapon Proficiencies Melee 3, Crossbow 5
MP 8
Walking Dead (Sample Animated Skeleton) AP 11
Attributes BN 5, DG 5, TY 1, SY 1, HT n/a, CG 4 Mysteries Enslavement 4
Ref 5, Aim 3, Kdown 5, Kout n/a, Move SP Enslavement 9
5 Spell-Gifted Good Asset (Enslavement TN –2)
Melee Proficiency 4
Night-sighted Good Asset (reduced darkness pen-
MP 9
AP 3 alties)
Immune against damage from Piercing attacks. Lithe Good and Poor Asset (Reflex and some DG
The Impact Rating from Blunt and Cleaving wounds Checks with reduced TN, susceptible to Blunt
suffered is not reduced by half BN, but only by one damage, reduced Kdown already calculated into
quarter BN. attributes above)

Suffer only quarter Shock from any wound re-


ceived. Serpent folk are a mainstay of Sword & Sorcery.
They are a humanoid people evolved from snakes,
These are two sample animated dead creat- scaled and cold-blooded reptiles, alien and inimi-
ed with the Arcane Secret of that name, one of a cal to mammalian humanity. Usually they exist as
fresh (soldier’s) corpse, the other that of a (soldier’s tiny, scattered remnants of a long-lost, advanced
dried) skeleton. A mere three casting successes are

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evil civilization predating humanity and possibly Sorcery, they can oppose their unmasking with a
having had enslaved the latter. What few serpent Check of their Enslavement SP against the Skill. If
folk survive, while still a sophisicated people, are viewed with Scrying they can avoid discovery with
but a mere shadow of their former greatness. They an Opposed Check of their Enslavement SP against
are bitter and full of acerbic spite and glacial hate the Scrying SP. Finally, when they take a wound,
towards humanity. Their tiny communities might they must pass a SP Check with a QoS equal to the
exist in remote locales, or also insinuated into hu- wound level or be revealed for what they are.
manity, plotting its downfall and their own reas- All those Enslvement Checks are usually made
cendence. against TN 6, unless the individual serpent man is
The latter is made possible with the serpent folk’s more proficient in sorcery, in which case the TN
inborn powers of Enslavement. All of them use this might be as low as 5 or even 4. Sorcerers are much
Mystery as Dabblers (TN 6 with the Spell-Gift- more common among serpent folk than among
ed Asset), and apart from its normal powers they men, though luckily for humanity serpent folk
can exude a strange ensorcelment making them seem to have lost their faculty for spawning truly
appear completely human, even as perfect dupli- powerful ones of the Mysteriarch caliber.
cates of designated humans. No Check is normally
necessary for this. When confronted with Detect

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Bibliography
Sword & Sorcery is one of the oldest sub-genres rather immediate forerunners of the genre and great
of fantasy, perhaps even its oldest one, emerging as influences upon the writers who really created it.
it did during the 1920s. Its popularity has waxed
and waned over the decades, as has the quality Edgar Rice Burroughs, 1875 – 1950
of what was being published. Here is a personal Much of his fiction, foremost which are his tales
selection of authors and books that we consider of John Carter of Mars, but also of Tarzan, display
well worth checking out, and not only just for in- many traits of what was to become S & S.
spirational reading!
Lord Dunsany, 1878 – 1957
1. The Precursors Dunsany’s prolific literary output is mostly of a
Not exactly Sword & Sorcery fiction, but early fantastic bent, and his blend of dreamlike mytho-
literary works containing elements of what was to logical sketches and fairy tales such as those col-
become Sword & Sorcery. lected in Time and the Gods exerted great influ-
ence on later writers.

Anonymous, Epic of Gilgamesh; 2000 BC


Talbot Mundy, 1879 - 1940
A Babylonian king and half-god wrestling with
Apart from adventure tales of the British Empire,
his own mortality.
Mundy also wrote some earlier historical swash-
buckling adventures with a certain S & S flair, fore-
Homer, Iliad & Odyssey; 750 BC most among it Tros of Samothrace and its sequels.
The tale of great, but flawed heroes in a tragic
war, and of a cunning trickster making his long way
Harold Lamb, 1892 – 1962
back home through a world populated by mon-
Historical adventure fiction of fighting men with
sters, sorceresses, and hostile deities.
a raw edge to it. For S & S, his crusade and oriental
tales are particularly noteworthy, even though they
Anonymous, Beowulf; 900 AD do not sit squarely within the emerging genre.
A horror tale of nightly hauntings and a great
hero setting out to end them. 3. The Founding Fathers
These writers, largely of the so-called “Golden”
Anonymous, The Nibelungenlied; 1200 AD
era of the pulp magazines of the late 1920s and
Migration Age Germanic knights in a brutal tale
early 1930s, were the ones to amalgamate earli-
of great larger-than-life heroes and villains, treach-
er influences and their own creative energies with
ery and unprecedented slaughter. Everybody dies.
often considerable literary talent into full-fledged
Sword & Sorcery. While some later writers certainly
2. The Pioneers pushed the boundaries of the genre and added in-
Not yet writers of proper Sword & Sorcery, but teresting facets of their own, none come close to the

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strength of prose and the freshness of creative vision El Borak, Kirby O’Donnell, and Cormac FitzGeof-
as those in this group. It is the founding fathers of the frey, each one of them an undaunted fighting man.
genre who find themselves emulated practically to Practically all of his writings, save maybe his box-
the present (though less frequently today), but sadly ing and Wild West tales, are cornerstones of the
all too often by authors who merely repeat the for- genre. Pick up any, and you’re in for a ride.
mula of their precursor’s writing, without the soul,
strength, or creativity of these giants. Fritz Leiber, 1910 - 1992
Leiber created the most memorable pair of ras-
Clark Ashton Smith, 1893 – 1961 cals in all of S & S, the northern barbarian Fafhrd
One of the most important formative influences and the southern, city-bred trickster Gray Mouser,
of S & S, those of Smith’s stories that fall within the rogues, thieves, and unscrupulous sell-swords both
strictures of S & S are characterized by florid, po- of them, if ever there were any. Leiber not only cre-
etic language and a languid, exotic, decadent, and ated many of the conventions of city-bound S & S
sometimes outright defeatist atmosphere. His pro- tales, but was also a superb stylist who could have
tagonists often being at the mercy of forces beyond turned a laundry list into an absorbing read; maybe
their control, atmosphere is what his stories are all the best pure writer of prose in this compilation.
about; spades of it.
Catherine Lucille Moore, 1911 - 1987
Manly Wade Wellman, 1903 – 1986 Even if Moore’s S & S tales about the swords-
An undeservedly forgotten writer who counts woman Jirel of Joiry were not enjoyable in them-
tales of S & S among his output both prolific and selves, they would still be important in paving the
excellent, namely those of the Stone Age chieftain way for more S & S heroines, and also in establish-
Hok the Mighty, mankind’s first hero, and of Kar- ing many of the tropes governing female protago-
dios, who sank Atlantis. Wellman was, together nists of the genre for many decades.
with Leiber and Kuttner below, among the later
founding fathers of the genre, but his stories about Henry Kuttner, 1915 – 1958
Hok and Kardios are all original creations and a far Kuttner wrote in many fields, touching upon S
cry from carbon copies. & S with his stories about Elak of Atlantis, which
are at least decent, though not up to par with the
Robert E. Howard, 1906 - 1936 others in this group.
 The Man himself. In his short but very prolif-
ic career, Howard, a born storyteller if ever there 4. The Emulators
was one, largely defined the conventions of the The writers in this group are largely honest fans
genre, and wrote stories of high adventure with a of the source material that did at the very least pro-
raw electric power that few could match. He cre- duce faithful emulations, some of them of actual
ated unforgettable heroes of Sword & Sorcery like high quality. There is also however a great many
Conan, King Kull, Solomon Kane, Bran Mak Morn, emulators who produced soulless carbon-copies of
Cormac MacArt, Black Vulmea, Turlough O’Brien, the source material, populated by loincloth-clad,

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psychopathic barbarian jocks solving their con- David Mason, 1924 – 1974
flicts by brute force of arms. Those copycat-au- Mason’s novel The Sorcerer’s Skull is a little-
thors who don’t have the ability to draw characters known, but very good specimen of a S & S quest;
who are even slightly three-dimensional or create well worth checking out.
plots that are anything but a string of combats, are
still included in the list below, but the finger shall Poul Anderson, 1926 – 2001
be pointed at two especially shameful ones from Poul Anderson, one of the great names of specu-
among their number: John Jakes and John Norman. lative literature, wrote in many fields, S & S among
Avoid them like the plague. them. He pulled off one of the few Conan pas-
tiches that work, Conan the Rebel, and also wrote
Norvell Page, 1904 – 1961 three rousing novels of Viking-flavoured S & S, The
His two short novels Flame Winds and Sons of Broken Sword, Hrolf Kraki’s Saga and War of the
the Bear God about the hero Wan Tengri are a his- Gods.
torical S & S take on the legendary Prester John
set in central Asia. The novels are rather unremark- Lin Carter, 1930 – 1988
able, but seem to have served as models for many Lin Carter did invaluable work as editor, but his
later S & S writers of decidedly inferior talent. original contributions to the field of S & S are much
less noteworthy. His Conan pastiches, co-created
Lyon Sprague de Camp, 1907 – 2000 with Lyon Sprague de Camp, are nothing to write
Most of de Camp’s numerous writings are clear- home about, but his tales about Thongor of Lemu-
ly outside the genre, and his Conan pastiches fall ria are at the very least half decent.
very short of the mark, but his Pusadian series is
decent S & S, with tongue slightly in cheek. Andrew J. Offutt, born 1934
A sadly under-recognized writer of S & S. He
Gardner Fox, 1911 - 1986 has written several novels of pastiches of Howard’s
Fox was a very prolific writer of both comics and heroes Conan and Cormac Mac Art, of which espe-
novels. Of the latter, those about the heroes Kothar cially the latter are among the best ones ever done,
and Kyrik are S & S, and while largely for the dedi- and also at least one decent novel about an origi-
cated fan of the genre, they are still important, and nal creation of his, My Lord Barbarian.
Kyrik – not Moorcock’s Elric – has the distinction of
being the first sorcerer-hero of the genre. Michael Crichton, 1942 – 2008
Among his prolific output of bestsellers is also
Philip José Farmer, 1918 – 2009 a historical adventure novel that can be counted
A noteworthy author of fantasy and science fic- among the S & S genre, Eaters of the Dead, a take
tion who also wrote two very decent tales of S & on the Beowulf myth.
S: Hadon of Ancient Opar and its sequel Flight to
Opar, set during the Ice Age among lost African Glen Cook, born 1944
civilisations. Much of Glen Cook’s work in the field of fantasy

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falls outside the genre, but his early tales about the Vulmea. Among his own tolerably good S & S saga
Dread Empire can be termed S & S of a sometimes revolving around the barbarian hero Oron, the two
slightly experimental type. novels Oron and The Sorcerer’s Shadow stand out
as well worth reading.
David Drake, born 1945
Drake is nowadays known best for his mili- Tim Lukeman, born 1954
tary science fiction, but early in his career he also Lukeman’s two short novels Rajan and Koren
wrote S & S. His short stories about the Roman of- are S & S with an East Asian flavour. Nothing spe-
ficer Vettius, handily collected in Vettius and His cial in themselves they are still of interest for being
Friends, are noteworthy, as is his novel The Dragon among the few S & S novels using this setting.
Lord, set in a low-fantasy version of Migration Age
Britain, and the novel Killer, co-authored with Karl John C. Hocking, born 1960
Edward Wagner. This writer has published very little, but he is
still notable for being one of the very few authors to
Keith Taylor, born 1946 have pulled off a successful Conan pastiche. Those
His novels about the Irish bard Felimid mac Fal who can’t get enough of the barbarian should find
are S & S of a raw Celtic flavour, without any New his Conan and the Emerald Lotus pleasing, even
Age stuff. He also co-wrote two Howard pastiches though hardly great literature.
with Andrew J. Offutt, which are nothing if not ex-
cellent, The Tower of Death and When Death Birds Scott Oden, born 1967
Fly. One this writer’s usually strictly historical novels
with a strong S&S sentiment has actually crossed
Robert Holdstock, 1948 – 2009 over wholesale into the realm of S&S, namely The
Though known mainly for his mythological fan- Lion of Cairo, set in a very slightly sorcerous ver-
tasy, Holdstock also wrote a few short novels of sion of 12th century Egypt.
S & S, using the pseudonym Richard Kirk. Raven:
Swordmistress of Chaos and its sequels are half-de- Howard Andrew Jones, born ca. 1970
cent at best, but of interest for their warrior wom-  His The Desert of Souls is fine S & S with a clas-
an-heroine who is gustily enjoying all life has to sical Arabian Nights backdrop, though filled with
offer instead of denying it, as so many S & S hero- overly virtuous protagonists and more psychology
ines seem to do. than usual.

David C. Smith, born 1952 5. The Defenders


A faithful emulator of Robert E. Howard, Smith Conan was, beginning in the early 1970s, made
has not only collaborated with Richard L. Tierney exceedingly popular by Marvel’s travesty of Conan
on several decent pastiches, but also written a sur- comics, book covers drawn to rather un-Conan-
prisingly fun one of his own, For the Witch of the esque but iconic depictions by Frank Frazetta, and
Indies, featuring Howard’s pirate protagonist Black the movies of Arnold Schwarzenegger. Many third-

364

Jeffrey Quigley (order #6792937)


rate writers tried to milk the golden cow, with the of the genre upside down by creating a physically
result that their hack efforts killed the poor beast. weak sorcerous protagonist from an evil and dec-
Some writers – largely numbered in the previous adent people – Elric of Melniboné. Especially the
section – managed to maintain a certain standard, early novels and tales of Elric are first-rate S & S.
but by and large, S & S was killed ignobly by those
attempting to capitalize on it. Michael Shea, born 1943
There were however a few writers whose efforts Shea’s work in the field of S & S, his tales of the
in the genre stand out as worthy attempts to both roguish trickster Nifft the Lean, are an excursion
return to the roots of the original source material into the slightly decadent, slightly humorous, and
and to push the boundaries of S & S. But with those most definitely the darkly morbid and picaresque.
defenders of S & S either abandoning the genre, They are unlike anything else in the field, and well
failing to receive fitting recognition and thus con- worth reading for their imaginativeness and lan-
tracts with publishers, or else outright dying early guage alone.
deaths, the original voices with true creative vision
are as of now all silenced. Karl Edward Wagner, 1945 – 1994
Wagner is notable not only for writing one of
Brian Lumley, born 1937 the few good Conan pastiches, Conan and the
Known mainly for his horror writings, Lum- Road of Kings, and another Howard pastiche, Le-
ley has, early during his career, written a S & S gion from the Shadows (featuring Bran Mak Morn),
novel set in an early, fictionalized Egypt: Khai of but mainly for his own anti-hero, Kane. The stories
Khem. His short story cycle Tales of the Primal revolving around Kane, a cursed immortal warrior,
Land, where Lovecraftian beasts are opposed with sorcerer, and murderer inspired by the biblical
swords and sorceries on an antediluvian continent, Cain, are very original and arguably the best, but
is well worth checking out. certainly the most profound and pessimistic prose
S & S has to offer.
Richard L. Tierney, born 1936
Apart from authoring, together with David C. Charles Saunders, born 1946
Smith, six half-decent Red Sonja novels and the Saunder’s hero Imaro, a black outcast and war-
Robert E. Howard pastiche For the Witch of the rior blazing his way through a fantasy version of
Mists (featuring Bran Mak Morn), has also success- Africa, is a fine S & S protagonist who deserves to
fully combined the Cthulhu Mythos with S & S and be more widely recognized. They are currently col-
historical fiction in his tales about Simon of Gitta. lected in Imaro, The Quest for Cush and The Trail
of Bohu.
Michael Moorcock, born 1939
Only a small part of this prolific and somewhat Tanith Lee, born 1947
controversial writer’s output is S & S, but his influ- Before Lee turned to writing adolescent fantasy,
ence on the genre is nonetheless an important one. she was working well within the field of S & S. Her
It was after all he who turned the previous tropes Tales From The Flat Earth and the novels Volkha-

365

Jeffrey Quigley (order #6792937)


vaar and Kill the Dead, but especially Cyrion and Jessica Amanda Salmonson, born 1950
the Birthgrave trilogy are all well worth checking Salmonson’s three novels Tomoe Gozen, The
out for great S & S of an often exotic and decadent Golden Naginata, and Thousand Shrine Warrior
bent. are set in S & S version of feudal Japan and chron-
icle the adventures of a haunted and driven female
David Gemmell, 1948 – 2006 samurai.
Practically all of this writer’s output is rousing,
gritty fighting fantasy, but his three novels about his Darrell Schweitzer, born 1952
indomitable protagonist Druss the Legend stand This author’s The White Isle and We Are All Leg-
out as particular fine examples of modern S & S: ends might be among the most unusual S & S ever
Legend, The First Chronicles of Druss the Legend, written, reading much like dark legends or even
and The Legend of Deathwalker. fairy tales.

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Glossary
Aim Combined Attribute, determines a charac- Complications plot twists and unfortunate
ter’s ability with ranged weapons. Consists of developments which happen as the result of a
SY+CG/2. Botch.
AP see Archery Pool. Containment Check a roll made to determine
Arcane Secrets rituals, spells and invocations the success of an attempt to ward off Taint, paid
known to very few sorcerers, more powerful for with dice from the Sorcery Pool.
and rare than what any single Mystery can mus- DR see Damage Rating.
ter. Damage Rating a measure of how physically
Archery Pool the amount of dice used for at- harmful some weapons are compared to others,
tacking with ranged weapons. Consists of Aim + added to an attack’s QoS to determine its IR.
Ranged Proficiency currently used. Drama allows players to influence direction or
Armor Value a measure of how much any given details of the story as communally told through
attack will be weakened by a given piece of ar- the game. Can be used to change or invent as-
mor, e.g. garment, harness, or barding. pects of the game world, actions of its fictional
Assets advantages, flaws and quirks of a player inhabitants, or the outcome of events described
character, such as being uncivilized, short- by the Referee.
sighted, or especially polite. DTN Defense Target Number, the TN for defensive
ATN Attack Target Number, the TN for offensive moves with a given weapon.
moves with a given weapon. Usually broken Encumbrance a measure of how weighed-
down into Swing ATN and Thrust ATN. down characters are by the equipment they car-
Attributes the core defining qualities of a player ry around; can cause them to move about more
character, broken down into Basic, Combined, clumsily or slowly.
and Passion Attributes. Exchange the smallest meaningful unit of time
AV see Armor Value. in a combat situation, two Exchanges complete
a Combat Round, and typically several Combat
Blood Loss the amount to which a given wound
Rounds complete a Limelight.
weakens a character’s metabolism by shedding
his or her lifeblood, may lead to unconscious- Impact Rating the sum of the power, finesse,
ness and even death. and luck with which an attack connects. Put to-
gether from the accuracy of the attack, the at-
Botch any roll that fails badly, will lead to Com-
tacker’s strength, and the size and viciousness of
plications.
the weapon used. IR = QoS + BN/2 + DR.
Casting Check a roll made to determine the
Initiative a measure of who goes first in com-
success of an attempt to work magic, paid for
bat situations, and also a way of determining
with dice from the Sorcery Pool.
who attacks and who defends at any given time
during melee.

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Jeffrey Quigley (order #6792937)


IR see Impact Rating. Mystery a school of arcane lore, general area of
supernatural influence, or tradition of specific
Karma a rating given to the player, not to his
rituals followed, taught and learned by sorcer-
or her character, which measures how expe-
ers of all stripes.
rienced that player’s characters are and have
been. Used to improve the numerical values for Pain the amount to which a given wound distracts
a new character when one is eventually made a character, diminishing his or her full ability to
by that player. act to full potential due to debilitating effect of
the injury.
Knockdown a Combined Attribute used to
avoid being knocked prone, falling off cliffs, or Passion a motivation, drive, belief or plan of a
dropping one’s weapons. Consists of BN+DG/2. player character, and more importantly, a way
for the player to signal to the group what he or
Knockout a Combined Attribute used to avoid
she desires the game to be about for his or her
losing consciousness as a result of grievous in-
player character.
juries. Consists of BN+TY/2.
Power a sorcerer’s innate ability to work with
Limelight the figurative spotlight resting on a
supernatural forces, calculated from SY, TY, BN
player while he or she describes the actions of
and the number of Mysteries known to the char-
their character. Moves from player to player in
acter.
varying, dramatically appropriate intervals.
Proficiency a combat capability, the learned
Maneuvers moves, techniques and tricks per-
ability to wield weapons such as longswords,
formed in combat in order to overcome oppo-
axes, bows, or one’s own fists.
nents. Divided into offensive and defensive Ma-
neuvers, and paid for with dice from the MP. QoS see Quality of Success.
MP see Melee Pool. Quality of Success denotes an action’s net
degree of success after all modifiers have been
Melee Pool the amount of dice used for attacking
applied. For example a defender’s 3 successes
and defending with melee weapons. Consists of
subtracted from an attacker’s 5 successes yields
Reflex + Melee Proficiency currently used.
a QoS of 2.
Mounted Combat any violent conflict con-
Ranged Combat any violent conflict conduct-
ducted from atop a riding animal or vehicle of
ed with thrown, cast, or launched weapons be-
any kind. Can be both Melee and Ranged Com-
yond melee range. Has many of the same basic
bat, and follows many of the same basic mech-
mechanisms as Melee Combat, but also has ad-
anisms as these, but also has its own specific
ditional different rules as well.
rules as well.
Reflex a Combined Attribute used to determine a
Move a Combined Attribute used to abstract-
character’s MP and thus his ability with
ly gauge how fast a character can move on
melee weapons. Consists of CG+DG/2.
foot during one Limelight. Consists of BN+C-
G+DG/3. Scene Framing a technique employed by
the referee to help the gaming group narrate the

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Jeffrey Quigley (order #6792937)


story unfolded in the course of the game. Not Target Number the result on a D12 that must
playing out every moment in the characters’ fic- be met or exceeded on a roll in order to count
tional lives in great detail, the “juicy bits” are in- that roll as a Success. Usually a static TN 7, but
stead fast-forwarded to, in order to keep things may also be another number.
interesting and well-paced.
Target Zone an area on the human (or animal, or
Shock the amount to which a given wound stuns monstrous) body where an attack can be aimed
a character, making him or her momentarily un- at, such as arms, torso, or lower legs. Number
able to take actions. and details vary between swings, thrusts and
ranged attacks.
Skills abilities and training useful outside of com-
bat, they allow a character to do things such Terrain Check a dice roll made to determine a
as healing, climbing or haggling exceptionally character’s ability to successfully move thru the
well. fictional environment, such as when jumping
over things, crossing difficult ground, or avoid-
Sorcery Pool the amount of dice used for cre-
ing multiple opponents.
ating sorcerous effects and avoiding Taint. Con-
sists of Power + Mystery currently used. TN see Target Number
SP see Sorcery Pool. Weapon Reach a metric of the advantage or
disadvantage a combatant has when fighting
Stances body postures signalling a combatant’s
someone wielding a shorter or longer weapon,
intentions, but affording dice pool bonuses if
for example a dagger vs. a spear.
subsequently pursued.
WL see Wound Level.
Success each die in any given roll which shows
a result that meets or exceeds the required TN Wound Level a measure of how detrimental
for that roll. any given injury is to the physical well-being
of a character. Derived from the attack’s Impact
Taint the eldritch stench exuded by all things
Rating, the victim’s toughness, and his or her
supernatural, also infesting practitioners of the
armor. WL = IR – BN/2 – AV.
arcane arts. Cripples a sorcerer’s ability to inter-
act socially, and can cause further unpleasant Wound Types injuries in Blade may be either of
consequences as well. the Cleaving, Piercing, or Blunt variety. Each of
these types has a number of defining qualities
Talents the priorities of capability chosen for
differentiating it from the other types, such as
each player character at the beginning of the
Blunt Wounds causing more Shock than other
character creation process, such as Culture, At-
wound types.
tributes, Skills, and so on.

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Index
Challenge Level, 61, 62, 63, 88, 104,
A B 109, 122, 142, 143, 147, 156,
Abomination, 219 Baiting, 176 173, 174, 191, 192, 210, 229,
Abrasive, 66 Barding, 166 357
Acting, 51, 55, 77, 87, 351, 352, 353 Bash, 89, 95, 96, 105, 106, 111, 161, Chanfron, 166
Aggressive, 67, 132 162, 169, 317, 345 Character, 27, 41, 93, 113, 187
Aim, 28, 38, 41, 155, 210, 214, 348, Basic Attributes, 24, 28, 37, 38, 119 Character Progression, 113
349, 350, 351, 352, 353, 357, Beat, 69, 95, 97, 98, 110 Charioteering, 65, 166
358, 359, 367 Berserk, 68, 120 Check, 18, 19, 20, 21, 22, 27, 52, 53,
Ambidextrous, 67 Bind & Strike, 77, 95, 98, 106 55, 57, 58, 59, 60, 61, 62, 63,
Ancient Languages, 51, 121 Bite, 170, 171, 172, 173 64, 67, 68, 69, 70, 72, 73, 75,
Animal Ken, 19, 36, 37, 52, 73, 87, Blight, 227 77, 78, 81, 82, 84, 88, 99, 102,
358 Block, 69, 95, 96, 97, 98, 99, 104, 103, 106, 107, 109, 117, 118,
Animals in Combat, 167 106, 108, 149, 150, 165, 179, 121, 122, 133, 134, 135, 136,
Animate the Dead, 221, 359 305, 329, 357 137, 140, 141, 142, 143, 144,
Apothecary, 52, 57, 191, 352, 353 Blocking, 108, 150, 174, 210, 339 145, 146, 147, 156, 157, 158,
Arcane Secrets, 198, 199, 218, 219, Block Open & Strike, 69, 96, 108 161, 162, 163, 164, 165, 172,
230, 367 Blood Loss, 140, 141, 142, 147, 170, 173, 174, 175, 176, 177, 178,
Archery Pool, 20, 41, 92, 155, 210, 220, 224, 358, 359, 367 179, 188, 189, 191, 192, 199,
367 Blunt, 80, 81, 103, 105, 109, 111, 200, 202, 203, 204, 205, 206,
Armor, 138, 151, 153, 154, 367 139, 143, 151, 153, 165, 167, 207, 208, 209, 210, 211, 212,
Armor Value, 138, 151, 367 169, 170, 171, 172, 173, 188, 213, 214, 215, 216, 219, 221,
Arrogance, 42, 68 189, 190, 220, 299, 312, 313, 222, 225, 226, 227, 228, 229,
Assets, 17, 37, 39, 40, 42, 45, 46, 66, 314, 315, 316, 317, 318, 319, 231, 234, 236, 286, 353, 356,
79, 120, 367 320, 321, 322, 323, 324, 333, 357, 360, 367, 369
ATN, 67, 77, 96, 98, 99, 100, 103, 334, 335, 336, 337, 338, 340, Checks, 16, 17, 18, 19, 20, 21, 22,
105, 106, 107, 136, 171, 173, 341, 342, 343, 344, 345, 354, 27, 51, 52, 53, 55, 57, 58, 60,
176, 177, 178, 179, 333, 334, 355, 356, 357, 358, 359, 369 61, 63, 66, 68, 69, 70, 71, 72,
335, 336, 337, 338, 339, 340, Botch, 160, 208, 367 73, 74, 75, 76, 77, 78, 80, 81,
341, 342, 343, 344, 345, 367 Botching in combat, 137 82, 83, 84, 85, 86, 87, 88, 96,
Attack Target Number, 96, 98, 136, Bow, 92, 346, 349, 350, 352 104, 139, 141, 142, 143, 144,
367 Brawler, 69 145, 146, 147, 161, 165, 174,
Attribute Checks, 18 Brawling, 89, 90, 93, 95, 96, 220, 186, 187, 188, 190, 191, 192,
Attributes, 22, 24, 25, 27, 28, 33, 37, 349, 351, 352, 353, 358 199, 200, 203, 206, 207, 208,
38, 41, 42, 45, 46, 57, 65, 87, Brawn, 24, 28, 36, 37, 38, 42, 79, 80, 209, 215, 219, 221, 230, 232,
113, 114, 115, 116, 117, 118, 82, 85, 86 236, 256, 338, 358, 359, 360
119, 120, 198, 220, 252, 254, Break, 102, 103, 116, 117, 315 Civilized, 37, 46, 76, 263, 264, 265,
347, 348, 349, 350, 351, 352, Brigandine, 153, 154 266, 267, 268, 269, 270, 271,
353, 354, 355, 356, 357, 358, Buckler, 151 272, 273
359, 367, 369 Claw, 170
Cleaving, 80, 81, 104, 111, 139,
AV, 96, 105, 138, 151, 153, 166,
167, 171, 172, 176, 178, 191,
C 141, 143, 151, 153, 170, 176,
210, 214, 219, 231, 337, 338, Cannibalism, 69, 265 178, 179, 188, 189, 210, 220,
346, 354, 355, 356, 357, 358, Casting Check, 199, 200, 202, 203, 299, 300, 301, 302, 303, 304,
359, 367, 369 204, 205, 206, 207, 208, 211, 305, 334, 338, 340, 341, 342,
212, 214, 216, 221, 222, 225, 343, 344, 345, 354, 355, 356,
226, 227, 228, 367 357, 358, 359, 369
Cautious, 42, 69 Climbing, 36, 37, 42, 53, 75, 77,
349, 352, 358

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Jeffrey Quigley (order #6792937)


Coercion, 212, 213, 215, 358 Decipher, 22, 53, 54, 353 150, 163, 164, 174, 176, 178,
Combat Round, 63, 68, 92, 102, Defense, 104, 108, 136, 148, 150, 179, 224, 231, 233, 234, 235,
127, 128, 131, 132, 133, 135, 210, 367 338, 367
137, 140, 143, 144, 146, 149, Defense Target Number, 108, 136, Expulsion, 96, 110
156, 157, 161, 162, 163, 164, 150, 367
174, 176, 178, 179, 225, 228,
231, 358, 359, 367
Degenerate, 37, 46, 267, 271
Demon, 37, 358
F
Combined Attributes, 28, 38 Detached, 70 Falsehood, 42, 55, 58, 75, 87, 349,
Complications, 18, 22, 23, 137, 367 Dice, 16, 135, 230 350, 351, 352
Connection, 70, 83 Disarm, 69, 77, 95, 96, 98, 99, 109, Farsighted, 72
Connections, 45 338 Fatigue, 83, 147, 148, 162
Constricting, 171, 355, 356 Disguise, 42, 51, 55, 71, 72, 74, 87, Feint & Thrust, 94, 100, 101
Containment Check, 199, 200, 204, 352 Focused, 73
205, 214, 215, 367 Dishonest, 71 Full Evasion, 82, 113, 146, 148, 162,
Counter, 77, 96, 109, 110, 111, 178, Distinctive, 71 163
179 Doomed, 34, 35, 46
Cover, 2, 158
Crossbow, 92, 346, 350, 352, 359
DR, 104, 105, 109, 138, 153, 170,
173, 176, 178, 179, 209, 214,
G
Culture, 35, 39, 40, 42, 45, 46, 120, 220, 333, 334, 335, 336, 337, Gambeson, 153
369 338, 339, 340, 341, 342, 343, Giant, 73, 267
Cunning, 19, 24, 28, 38, 42, 51, 121, 344, 345, 346, 347, 367 Goety, 212, 215, 216, 219, 220, 222,
353 Drama, 22, 25, 27, 38, 116, 117, 223, 225, 226, 227, 228, 234
Cursing, 35, 201, 202, 206, 222, 118, 122, 129, 144, 185, 186, Grapple, 69, 77, 95, 96, 101, 102,
224, 225, 233, 234, 235, 353, 367 103, 109, 112, 171, 172, 173
357, 358 DTN, 67, 103, 106, 108, 111, 136,
Customs, 53, 55, 65, 77, 82, 352
Cut, 42, 89, 90, 95, 96, 98, 100, 105,
150, 151, 176, 179, 333, 334,
335, 336, 337, 338, 339, 340,
H
106, 111, 120, 150, 305, 349, 341, 342, 343, 367 Hallucinations, 74
350, 351, 352 Duck & Weave, 69, 149, 175 Hardy, 74
Cut & Thrust, 42, 89, 90, 95, 96, 120, Dwarf, 71, 264 Healing, 57, 188, 191, 206, 351, 352
150, 349, 350, 351, 352 Health, 188
E Heart, 24, 36, 42, 55, 192, 213, 301
D Easygoing, 72
Heroes, 251, 255
Hideous, 75, 299
Dabbler, 34, 46, 86, 199 Encumbrance, 81, 99, 111, 144, Higher footing, 146
Dagger, 90, 93, 95, 96, 337, 338, 147, 148, 162, 186, 187, 367 Hillman, 37, 46, 348
345, 349, 350, 351, 352, 353 Enlightened, 36, 46, 77, 267 Honest, 75
Damage, 97, 103, 132, 138, 139, Enslavement, 34, 87, 203, 204, 223, Hook, 69, 77, 95, 104, 336, 339
178, 188, 189, 190, 200, 209, 226, 234, 235, 353, 357, 359, Hunchback, 75
210, 231, 299, 300, 301, 302, 360
303, 304, 305, 306, 307, 308,
309, 310, 311, 312, 313, 314,
Etiquette, 19, 42, 53, 55, 65, 72, 77,
82, 87, 350, 352
I
315, 316, 317, 318, 319, 320, Eunuch, 72 Immobilize, 102
321, 322, 323, 324, 325, 326, Evasion, 75, 77, 82, 96, 99, 106, 107, Impact Rating, 91, 96, 138, 139,
327, 328, 329, 330, 331, 338, 108, 110, 111, 113, 146, 148, 162, 164, 178, 179, 191, 210,
344, 345, 346, 367 149, 162, 163, 169, 172, 173, 225, 232, 234, 356, 359, 367,
Damage Rating, 138, 189, 209, 367 174, 186, 210, 220, 357 368, 369
Dancing, 53, 75, 77, 78, 350 Evasive Attack, 69, 77, 95, 169, 171 Inattentive, 76, 321
Daring, 24, 28, 36, 38, 42, 81, 353 Exchange, 96, 97, 98, 101, 102, 104, Information Gathering, 42, 57, 58,
Decadent, 37, 42, 46, 263, 264, 265, 106, 107, 108, 109, 110, 111, 65, 72, 82, 87, 286, 349, 350,
266, 267, 268, 269, 270, 271, 112, 113, 127, 130, 132, 133, 352
272, 273 135, 136, 137, 140, 148, 149, Inhuman, 37, 76

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Initiative, 82, 132, 133, 134, 135, Mundane, 34, 46 Pick Pockets, 21, 42, 59, 60, 350,
164, 165, 174, 178, 353, 367 Murder Stroke, 95, 104, 105 352
Music, 58, 77, 350 Piercing, 139, 141, 143, 151, 153,
J Mysteriarch, 34, 46, 86, 199, 360
Mystery, 17, 34, 35, 54, 85, 86, 87,
165, 167, 168, 169, 170, 176,
188, 189, 220, 306, 307, 308,
Javelin, 92, 345, 358 88, 198, 199, 201, 202, 203, 309, 310, 311, 325, 326, 327,
Jousting, 164 204, 206, 207, 208, 209, 210, 328, 329, 330, 331, 334, 338,
216, 218, 219, 221, 224, 229, 340, 341, 342, 345, 346, 354,
K 230, 231, 232, 236, 358, 360,
367, 368, 369
355, 356, 357, 358, 359, 369
Plate armor, 154
Karma, 119, 368
Plodding, 82
Knockdown, 28, 38, 78, 82, 84, 86,
98, 99, 104, 109, 111, 139,
N Plucky, 82
Poison, 190, 191, 192
142, 173, 174, 338, 345, 368 Navigation, 58
Knockout, 28, 38, 82, 143, 191, 192, Polite, 82
Nearsighted, 80
353, 368 Necromancy, 215, 216, 220, 221, Pouncing, 171, 172, 173
222, 225, 226, 227, 232, 235 Power, 28, 194, 199, 201, 202, 203,
204, 207, 210, 230, 324, 325,
L Necrophilia, 37, 80
Negotiation, 58, 66, 71, 75, 82, 86, 353, 357, 358, 359, 368, 369
Lame, 77 87, 351 Precognition, 60, 210, 353, 358
Lance, 90, 95, 96, 343, 349 Prestidigitation, 60
Lecherous, 77
Light Step, 57, 75, 77, 84, 358
O Proficiencies, 33, 38, 42, 45, 46, 62,
88, 89, 92, 93, 94, 96, 101,
Limelight, 54, 76, 117, 127, 128, Occultism, 34, 36, 58, 86, 210, 211, 109, 120, 162, 198, 347, 348,
129, 130, 131, 141, 144, 147, 213, 229, 230, 353, 357 353, 357, 359
148, 155, 156, 169, 188, 191, Omen rating, 88, 207 Proficiency Checks, 20
207, 223, 225, 226, 228, 256, Omen Reading, 59, 294 Prophecy, 88, 207, 208, 229, 232,
309, 313, 314, 315, 320, 321, Opposed Checks, 20, 81, 221 235, 353
358, 359, 367, 368 Overconfidence, 81
Literacy, 51, 78
Lithe, 78, 270, 359
Overrun, 69, 77, 96, 110, 111
Q
Lock Picking, 18, 19, 42, 57, 352
Longsword, 90, 91, 95, 96, 101, 102,
P Quality of Success, 17, 18, 20, 22,
99, 104, 107, 109, 110, 112,
341 Pain, 57, 69, 75, 139, 140, 141, 143, 113, 138, 368
Loot, 40, 88, 121, 122 175, 188, 189, 192, 206, 207,
212, 220, 224, 225, 235, 236,
M 299, 300, 301, 302, 303, 304, R
305, 306, 307, 308, 309, 310,
Race, 42, 45
Magic, 244, 251 311, 312, 313, 314, 315, 316,
Raking, 171, 173, 344
Maille, 153, 154 317, 318, 319, 320, 321, 322,
Range, 73, 157, 158, 209
Mass Weapon & Shield, 90, 92, 93, 323, 324, 325, 326, 327, 328,
Reckless, 83
95, 96, 97, 348, 349, 350, 329, 330, 331, 339, 340, 357,
351, 353 358, 359, 360, 368 Reflex, 28, 38, 41, 75, 78, 82, 102,
Melee combat, 128 Parry, 96, 97, 98, 99, 100, 104, 105, 107, 128, 133, 134, 135, 164,
Melee Pool, 20, 41, 89, 127, 131, 106, 108, 109, 110, 111, 112, 165, 174, 177, 178, 220, 350,
133, 135, 220, 368 113, 149, 357 353, 358, 359, 368
Mending, 203, 206, 207, 219, 220, Parrying, 108, 149, 174, 338, 339, Relentless, 83
227, 232, 235, 357, 358 340 Rideby Melee Attacks, 163
Mounted Archery, 165 Partial Evasion, 107, 108, 110, 113, Riding, 60, 83, 87, 140, 161, 162,
Move, 28, 38, 43, 72, 81, 82, 84, 148, 149, 162, 163 164, 165, 166, 349, 352
220, 348, 349, 350, 353, 354, Passion Attributes, 22, 25, 27, 38, 41, Rota, 77, 96, 111, 112
355, 356, 357, 358, 359, 368 113, 117, 118, 252, 254, 367 RPG, 11, 16, 151, 257

372

Jeffrey Quigley (order #6792937)


S SP, 130, 140, 141, 142, 147, 188,
198, 199, 200, 211, 212, 215,
Tenacity, 24, 28, 36, 37, 38, 42, 61,
67, 69, 74, 81, 84, 192
Saddleborn, 83 216, 222, 225, 227, 228, 230, Terrain, 73, 82, 84, 106, 143, 144,
Sadism, 37, 84 231, 232, 233, 234, 235, 353, 145, 146, 147, 156, 157, 158,
Sagacity, 21, 24, 28, 36, 38, 42, 55 357, 358, 359, 360, 369 161, 163, 164, 165, 174, 177,
Savage, 36, 46, 307, 308, 311, 315, Spear, 90, 92, 93, 95, 96, 176, 342, 179, 186, 187, 369
317, 319, 326, 328, 348 345, 348, 349 Terrain Check, 73, 106, 144, 145,
Scene Framing, 185, 368 Spear & Shield, 90, 93, 95, 96, 176, 146, 147, 156, 157, 158, 163,
Scene Requests, 185 348, 349 164, 174, 177, 179, 369
Scrying, 54, 208, 209, 229, 232, Specialized, 85 Theology, 63, 351
353, 360 Stampede, 161, 162, 163, 173 Throw, 102, 254
Seamanship, 61, 350 Stances, 132, 369 Thrust, 42, 89, 90, 94, 95, 96, 100,
Seduction, 61, 72, 77, 82, 84, 86, 87, Status, 45 101, 103, 104, 105, 107, 109,
350 Stop Short, 69, 77, 95, 107 110, 111, 112, 120, 135, 150,
Shock, 69, 96, 97, 105, 111, 139, Stout, 86 177, 178, 309, 311, 319, 320,
140, 141, 142, 175, 176, 179, Streetwise, 65 321, 322, 323, 324, 333, 334,
220, 224, 299, 300, 301, 302, Success, 17, 18, 20, 21, 22, 54, 55, 335, 336, 337, 338, 339, 341,
303, 304, 305, 306, 307, 308, 58, 60, 63, 64, 99, 104, 107, 342, 343, 345, 349, 350, 351,
309, 310, 311, 312, 313, 314, 109, 110, 112, 113, 116, 117, 352, 367
315, 318, 319, 320, 321, 322, 138, 140, 141, 145, 146, 147, Timed Checks, 21, 22, 73, 76
323, 324, 325, 326, 327, 328, 156, 162, 163, 178, 188, 192, Torpid, 87
329, 330, 331, 339, 340, 341, 199, 200, 201, 204, 206, 208, Toss, 69, 77, 95, 107
343, 345, 346, 347, 359, 369 209, 211, 212, 213, 216, 219, Tracking, 63, 64, 73, 84, 87, 349,
Simultaneous Block, 69, 104, 106, 220, 221, 222, 223, 225, 226, 358
150, 165 227, 228, 236, 368, 369 Trailing, 63, 64, 84, 350, 352
Skill Checks, 17, 19, 25, 52, 53, 55, Supernatural, 251, 357 Trapping, 51, 64
60, 83, 141, 147 Surprise, 60, 70, 73, 75, 78, 82, 87, Travel, 185
Skill level, 17, 19, 51, 120, 161, 162 133, 135, 172, 210
Skills, 19, 33, 38, 42, 45, 46, 51, 54,
55, 58, 65, 75, 77, 120, 198,
Survival, 22, 36, 37, 52, 62, 63, 73,
117, 349, 350, 352, 358
U
347, 348, 349, 350, 351, 352, Suspicious, 86 Uncivilized, 39, 87
353, 358, 369 Swarming, 175
Skinny, 84, 85
Sling, 92, 93, 346, 349
Swimming, 63, 189, 349
Swooping, 174
V
Sneaking, 42, 62, 84, 136, 349, 350, Sword & Shield, 89, 90, 93, 95, 96, Villains, 252, 254
351, 352, 358 97, 348, 349, 350, 351, 352 Visibility, 136
Social, 45 Sword & Sorcery, 16, 33, 34, 35,
Soldiering, 53, 62, 348, 352
Sorcerer, 34, 46, 86, 199, 353, 363,
147, 167, 168, 192, 206, 241,
242, 243, 244, 245, 246, 247,
W
364 248, 249, 250, 251, 254, 255, Wastrel, 87
Sorcery, 2, 11, 16, 20, 27, 33, 34, 35, 345, 347, 348, 351, 353, 355 Weapon Reach, 137, 369
38, 41, 42, 45, 46, 54, 59, 60, Winding & Binding, 69, 96, 112,
85, 140, 147, 167, 168, 192,
197, 198, 199, 202, 203, 206,
T 113
Worrying, 171, 174, 175, 355, 356
207, 209, 210, 230, 241, 242, Taint, 199, 200, 201, 202, 211, 212, Wound Level, 68, 117, 136, 138,
243, 244, 245, 246, 247, 248, 214, 215, 230, 231, 367, 369 139, 141, 151, 171, 172, 175,
249, 250, 251, 254, 255, 256, Take Down, 174, 355, 356, 357 178, 188, 220, 232, 254, 344,
345, 347, 348, 351, 353, 355, Talents, 33, 42, 369 346, 369
356, 357, 358, 359, 360, 361, Target Number, 17, 96, 98, 108, 136, Wrestling, 90, 93, 95, 96, 101, 102,
362, 367, 369 150, 151, 367, 369 171, 174
Sorcery Pool, 20, 41, 198, 230, 367, Target Zones, 100, 135, 139, 163,
369 345

373

Jeffrey Quigley (order #6792937)


Jeffrey Quigley (order #6792937)
Jeffrey Quigley (order #6792937)

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