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Archaic Arcana

Heroic Fantasy Role Gaming System.


Robert Moore

Archaic Arcana
Archaic Arcana... an overview.

Index
4
5-7 5-6 7 8 8-9

Page

1.0

Game Mechanics
1:10 1:20 1:30 1:40 1:50 TUOR System Quality and Difficulty Fortunes Wheel (and War Wounds) Gain, Growth and Attribute Limitations Wyrd, HARSH points and Gisa

2.00 Character Generation


2:10 2:20 2:30 2:31 2:40 2:41 2.43 2.44 2:45 2:46 2:47 2.48 Defining Attributes generation (and capping) Character Aspect Species (Species Gift & Banes on pp 13) Variants Age B Scores Wyrd Wound (and wounding) factors Move (Mv), SkDe & ActRat Height & Weight Carry (and lift) Social class 10 10-11 11-13 14-15 16 16 16 16-17 17 17 18 18 18 19 19 20-22 23-24 24 25 26 27 28 29 30 31

10-29

Secondary Attributes:

Skills:
2:51 Social options 2:52 Cultural origin 2:53 Languages 2:54 Professions and Profession Skill packages 2:55 Freeform skill method (alternative) Gifts, Banes, Virtues and Vices: 2:70 Banes and Gifts; overview and options 2:71 Banes 2:72 Gifts 2:73 Virtues 2:74 Vices 2:75 2:80 2:81 Starting Equipment Quick Character Generation Start-up weapon, armour and spell list General factors, Point Familiarity and Adeptness Physical Skills Mental Skills Soul Skills Introduction Order of Battle Combat Resolution Combat modifiers and special situations Combat Results Special Factors & Situations Combat Afflictions Advanced Combat Moves Weapons, Armour and Shields Combat Example Reaction Corruption Walls, Doors, Traps and Walls Environmental Hazards

(option)

3.00

Skills
3.01 3:10 3.20 3.30 32 32-33 33-35 35-36

32-37

4.00

Combat
4.00 4.10 4.20 4.30 4.40 4.50 4.60 4.70 4.80 4.90 37 38 39 40 41 42 43 44 45-46 47

37-47

5.00

The Adventuring Environment


5:10 5:15 5:20 5:30 48 48 49-50 50

48-54

Archaic Arcania
5:33 5:36 Poison & Sickness Supernatural Threats Assumptions & money Services Equipment Herbal cures Vehicles Weapon Descriptions Armour Descriptions General rules Magical Tools Rules of Magic Low Magic High Magic Necromancy Realms of Magic Folk Magic Providence Magic System General Terms Divine abilities Spheres of power

Index
50-54 54-55 56 56-57 57-58 59 60-61 61-63 64-66

Page
56-66

6.00

Basic Equipment
6.10 6.20 6.30 6:40 6.70 6.80 6.90

7.00

Wizardry
7.10 7.30 7:40 7:50 7:60 7:70 7:80 7:85 7:90 67-68 69 70 71-74 75-82 83-84 85-86 86 87

67-87

8.00

Divine Powers
8.10 8.20 8.30 88-89 89-90 90-91

88-91

9.00 Alchemy 10.00 Hallowed Items 11.00 Creatures and Monsters


11.10-10.30: 11.40 11.50 11.60 12:01 12.02 12:10 12:20 12:30 12:40 12:50 12:60 12:70 12:80 12:90 12:95 12:98 12.99 Beasts, humans and other species Monsters Spirits and the Undead Creature features 99-100 101-106 106-107 107-108

92-95 96-98 99-108

12:00 Realms of Fantasy - Archaic fantasy genres


Settings and heroes Fantasy Sub-Genres Swords and Sorcery Chivalric Fantasy Mythic Fantasy High Fantasy Low Fantasy Horror Fantasy Christian Fantasy Youth protagonist settings Portal Fantasy Bespoke Setting Options The archaic realm; villages, towns, castles, classes and rulers Expanded Class Table 109 109-110 110-111 111-112 112-113 113 113-114 114 114-115 115-116 116 117-121 122-125 126

109-121

APPENDICIES
APPENDIX 1 APPENDIX 2 APPENDIX 3 APPENDIX 4 APPENDIX 5 APPENDIX 6 APPENDIX 7 APPENDIX 8 APPENDIX 9 APPENDIX 10 Spell and Alchemy Lists Sundry Character Factors Expanded Combat Afflictions table Expanded Unarmed Combat Post Medieval Artifice Monster Generation Protagonists Character Conversion Character Sheet Blood Vortex combat table (optional) 127-128 129 130-131 132 133-134 135-137 138-139 140 141-142 143

127-143

Archaic Arcana... an overview


Archaic Arcana is a fantasy role playing game where players assume the roles of heroic individuals existing in magical worlds of drama, danger and adventure! While Archaic Arcana is one of many fantasy role playing games in existence, it attempts to represent a fresh and compact vision of this particular genre. Archaic Arcana employs game mechanics combining the freedom and flexibility of old-school RPGs with a modern integrated design ethos. The systems underlying game engine TUOR (Tens & Units Omni Roll) - uses only 10-sided dice and applies a universal resolution ethos to most game situations. Archaic Arcana features a unique character development system that creates detailed game personas with realistic motivations. Archaic Arcanas Wyrd mechanic provides both atmosphere and the means for characters to perform extraordinary deeds. The rules are also designed to stress the importance of society and culture; as in our own world no character will thrive for long by responding to every problem with violence. It also provides the ability to create fantasy settings matching the expectations of both the game master (here called a Magister) and players. Archaic Arcana is sufficiently flexible to depict virtually any pre-industrial or early industrial style fantasy setting. The designer has attempted to create a set of rules embodying fantasy conventions; hopefully Archaic Arcana comfortably merges with whatever world it is used with and avoids the oft-repeated problem of limiting rule and game conventions spoiling that elusive and vital suspension of disbelief. Guidelines are provided to assist with the process of creating a game backdrop; an aspect of fantasy gaming often overlooked by most other games. While Archaic Arcanas combat system permits a death at a single stroke depiction of combat, it equally provides some degree of in-built protection via the Wyrd mechanic, to ensure player characters dont (usually) get killed by wolves in chapter 2! The game has a detailed and flexible magic system to match; representing alchemy, divine magic, necromancy, wizardly and artefacts of power. This game employs a concise and minimalist approach towards fantasy gaming, but without compromising character or depth. The designer feels, all too often, RPG rulebooks manifests as intimidating 300+ page tomes distinctly off-putting to prospective gamers. In his view, contemporary RPGs often consist of needless bloat complicating a game by providing realms of needless detail often discarded as irrelevant by gamers and which can impede customisation. While Archaic Arcana contains rules for fantasy creatures and similar elements you wont find over-detailed descriptions of their (imagined) lifestyles and cultures. These should be decisions for the players and game masters alone, not hard-wired into a rules-set as a fixed and eternal constant. Yes, Archaic Arcana provides solid, concise definitions, but they can be easily removed where desired..... Archaic Arcana aims to provide a forum for shared imaginary heroic worlds embodying our deepest desires, hopes and yes also our fears. The designer hopes that readers will find this game useful for facilitating their creative imagination. He feels this game (as presented) provides a means for players and world builders to explore the genre of heroic fantasy without restraint, in all its manifest forms.

Robert Moore Archaic Arcana Arcana

June 2013 2013

Cover by Jrme Beau; whose generosity is most appreciated!


email address: rs_moore@hotmail.co.uk

1.00: Game Mechanics


Actions within Archaic Arcana are moderated by the TUOR (Tens & Units Omni Roll) method. Most in-game tasks are determined by a 1d100 throw; enacted by rolling two 10-sided dice and reading one as a tens die, the other as a units die. Thus, a roll of 1 and 2 is read as 12, while a throw of 3 and 4 is equated to 34. A roll of 01 represents 1 while 00 equals 100. Ideally, use dice of two different colours to differentiate tens and units die. Rolls of 1d20 or 1d10 are generated by throws of 2d10 and 1d10, respectively. A 1d5 roll is determined by throwing a 1d10 and dividing result by 2 (rounding up). A 1d2 result is generated by rolling a 1d10 and reading odd number scores as 1, even number scores as 2. A 1d2 result is generated by rolling a 1d10 and is interpreted as follows: 1-3: 1 4-6: 2 7-9: 3 10: 0 . 1:10: TUOR method for resolving skill and attribute use. When resolving attempts to use an attribute or skill, note degree of difference between a relevant ability rating in relation to that of an opposing skill, attribute or Difficulty. If greater, use matching WIN figure shown in appropriate Greater column; if lesser, use matching WIN total shown in appropriate Lesser column. Roll equal or under cited WIN total to succeed; scores associated BOON and HARSH totals are given adjacent to it for convenience. Any throw over the cited WIN total (but less than a HARSH score) equals a FAIL result;

TUOR RESOLUTION TABLE Degree of Difference is: Greater Lesser


Difference 0 10 20 30 40 50 60 70 80 90 100 120 150 200

WIN 40% 45% 50% 55% 60% 65% 70% 75% 80% 85% 90% 92% 95% 98%

BOON 13% 14% 15% 18% 20% 21% 22% 23% 26% 30% 33% 40% 50% 65%

HARSH 99% 99% 99% 99% 99% 99% 99% 99% 99% 100% 100% 100% 100% X

WIN 40% 37% 35% 33% 30% 27% 25% 22% 20% 18% 15% 10% 5% 4%

BOON HARSH 13% 99% 12% 98% 11% 98% 10% 97% 9% 96% 8% 95% 7% 94% 6% 93% 5% 92% 4% 91% 3% 90% 2% 89% 1% 88% 1% 87%

Examples: a character with a skill rating of 20 vs. a Difficulty (pp 6) of 10 uses the Greater 10 Difference column to resolve this action; a rating of 50 vs. a difficulty of 20 uses the Greater 30 Difference column, while a rating of 10 vs. a difficulty of 60 uses the Lesser 50 Difference column; throw cited WIN total or less to succeed in all instances!

TUOR results fall within 4 specific groups:

WIN; indicates percentage chance of a success result with no special consequences.


A Wyrd Intervention upgrades this to a BOON result.

FAIL: Roll exceeds GREATER or LESSER WIN total; indicates a typical failure result with
no special consequences. A Wyrd Intervention upgrades this to a Win result.

BOON: Roll equals 1/3rd of Win total; indicates an exceptional quality success. HARSH; an abysmal result evoking a detrimental effect in addition to the usual consequences of failure. Default HARSH rating equals a roll of 100-99%.

A HARSH result may be upgraded to a FAIL on a Wyrd Intervention or by the player


temporarily acquiring 1 HARSH Point.

Other options:
A player may confront multiple opponents or problems in one skill attempt; ability equals Skill or Attribute rating divided by the number of opposing factors it is applied to. Attempts ending in a non-catastrophic FAIL can be attempted again with Magister approval; but halve skill or attribute rating for any follow-up attempts. When the character is empowered by Wyrd (pp 8-9) round up all attribute and skill ratings; i.e. a rating of +16 is temporarily treated as +20.

1:20 Passive Skill/Ability Difficulty Levels: While characters often match skills or attributes with similar skills or attributes, they sometimes encounter tasks with impersonal, or passive, innate Difficulty ratings. Archaic Arcana grades Difficulty as follows: Difficulty Simple Easy Base Moderate Taxing Hard Difficult Complex Formidable Titanic Impossible In Relation to skill/task, action is: A specially simple task An everyday, basic task any normal child could do! An average task A task with a slightly higher-than-average degree of difficulty A task with a notable degree of difficulty A difficult task A complex task Ever more complex. Significant complexity A virtually impossible task! You cannot do this, mortal! Factor +50 +20 0 20 40 60 80 100 150 200 300

Difficulty can be reduced or increased by hurrying or taking extra time to complete a task: o Take double time to attempt task o Take half time to attempt task = = Task drops 2 factors of Difficulty. Increase Difficulty of task by 2 factors.

The bracketed difficulties are intended to accommodate hurrying and rushing of the most difficult and simple tasks they are not difficulty levels in themselves. The Magister should determine the degree of Difficulty for each task, ideally before play commences.

Option: Partial Success. A partial success occurs on a marginally successful roll (i.e. a roll only 1 to 5 shy of a solid WIN or LOSE result). This indicates attempt requires more time to complete. The resolution of this action extends into the next Recounter; throw again using half relevant character skill/attribute factor. A Magister can choose to ignore Partial Success, especially in situations where it is either unlikely or markedly slows play! The Partial success rule does not apply in combat. Duration of Actions. Obviously, the quantity of game-time required to complete a skill or attribute roll varies widely and requires Magister judgement. For convenience, most physical attribute rolls and simple tasks are assumed to take around 10 seconds. Combat is resolved in distinct 10 second units termed a Recounter. More complex physical actions take around 1 10 minutes for a fairly rough and ready solution, or 1-10 hours for a more substantial and permanent one. Complex knowledge-based skills, such as researching obscure facts in a library, can take several hours to several days or more. 1:30: Fortunes Wheel; In some instances, TUOR rolls are associated with situations markedly governed by random factors; represented by the Fortunes Wheel mechanic (and resolved via an unadjusted 1d10 die roll). When determining a random Diff for TUOR rolls consult the Base Diff column; or the Reaction ADJ column for personal reactions and the general flow of luck. Use of Fortunes Wheel is usually at the Magisters discretion (but see Wyrd Interventions, pp 8-9). Temporary Wyrd and HARSH points reside with character until end of current game session. A temporary Wyrd point does have to be used but is lost at the end of the current game session but a temporary HARSH point must be expended during that period.

Fortunes Wheel:
D10 1 2 3 4 5 6 7 8 9 10 Nature/Aspect: DIFF Adj. Basic question No Yes No Yes Yes No Yes No No Yes Reaction ADJ: Hostility/unlucky +100 No effect/neutral 0 Simmering ill-feeling/Harsh +40 No effect/neutrality +20 Modest blessing/friendship -20 No effect/neutral 0 Delayed fortune/Lucky -40 No effect/neutrality +10 Unfriendly +40 Major blessing/love -100 Reduce TUOR result by 1 factor. 0 1 temporary HARSH point (-40) 0 +40 adjustment 0 1 temporary Wyrd point (+20) 0 -40 adjustment Increase TUOR result by 1 factor

War wounds (optional); While experienced characters enter play with higher attributes and skills, they may also have suffered serious adversity during their assumed off-stage existence. To determine this roll once on the Fortunes Wheel table for an Experienced character, twice for a Veteran. A No result indicates character gains 1 BANE point, while a roll of 1 indicates 2 Bane points. A Yes result indicates they suffer no detrimental effect. These particular Bane points do not generate bonus GIFT, Wyrd, attribute or character points!

1:40: Growth and Gain: gaining experience in play: Characters gain +10 to +20 Growth points per session (or approx. 1 Growth point per 200 to 500 points of Difficulty they encounter and survive). At the end of each game session players with surviving player-characters make one or more 1d10 based experience rolls, adding whatever quantity of Growth points desired. Adjusted score equals the quantities of Gain points acquired by a given experience throw (see table below); allocated Growth points being consumed in the process. No more than 5 separate experience rolls can be made each session. EXPERIENCE ROLL TABLE: Adjusted Roll 1 (A natural roll of 1) = 2-6 = 7-12 = 11-15 = 16 - 20 = 21+ = Gain points: 0 Gain point. +1 Gain point. +2 Gain points. +3 Gain points. +4 Gain points. +5 Gain points.

A natural score of 1 (regardless of modifiers) indicates an increase of 0. Sun-aspected characters add +4 to all Growth rolls. Appropriate use of Virtues and Vices in play (pp. 26 & 27) results in a further direct award of Gain points which may be directly allotted to skills and attributes. Gain points can be directly allotted to Skills and attributes on a 1-to-1 basis or retained for accumulation. 5 Gain points can be traded for 1 WnT point; 10 Gain points for +5 Ma/Fa; 20 Gain for a +1 Gift, +1 Wyrd or +1 Social Rank. Acquiring a Low Magic spell costs 20 gain points and takes 2 game weeks to assimilate. Acquiring a new skill takes 1 game month of study and costs 1 Gain point. Character enters next session of play with a skill level of 0 plus or minus B-score adjustment. Learning a Skill Option costs 2 Gain points and takes 2 game weeks. Adopting a new Skill Adeptness (pp 31) also takes 2 Game weeks and costs 2 Gain points. 1:50 Wyrd: A player may attempt to evoke Wyrd any time during play to improve the outcome of in-game actions or situations. Only Player characters and similar legendary characters within the game setting have access to this attribute; representing fates way of marking a hero. On initial generation a Sun aspected character (pp13-14) acquires 8 Wyrd points; a Moon aspected character, on the other hand, starts play with 5 Wyrd points only. Expended Wyrd points are recovered at the rate of 1 per game hour; Any Wyrd point can be boosted to BOON grade as desired; while this doubles all cited bonuses that particular Wyrd point cannot be reacquired until the following game session! Spending 1 Wyrd boosts characters next 3 dice throws by one result factor. Alternatively, the Wyrd evoker may request one modest advantageous adjustment of an in-game situation that directly affects that character. A BOON Wyrd point improves next 6 dice throws by two result factors; or can be used to request one major adjustment of an in-game situation. A HARSH result cannot be mitigated by base Wyrd. If a HARSH result occurs following a players declaration to use a Wyrd intervention, the Wyrd point is considered expended without effect (but recoverable as normal). A Wyrd point boosted to BOON status can be used to reduce a HARSH result to a mere FAIL but has no other effect.

Examples of a modest Wyrd adjustment: Allowing a player to switch around tens and units die following a TUOR roll. +50 to SkDe (determination of strike order in combat) for 1 Recounter Instantly recover a dropped weapon Take half normal time to perform a skill or attribute based task with no Diff increase. Treat Reach as being one factor greater or lesser for 1 Recounter. Gain 2 ActRat points for 1 Recounter. Triple movement speed for three Recounters. Instantly heal 2 WNDs (or total lost, if current WNDs are less than 2). Void any Affliction results but still take specified number of GWDs. Double height of any Jump. Reduce an non- BOON hit to a Miss Reduce a BOON hit into a non-effect injury inflicting weapons WM only(BASH if WM=0) Immobilise a V class character with any successful hit. Request a Fortunes Wheel roll but player must abide by result! Eamples of a Major Wyrd adjustment:

Instantly recover a dropped weapon and then attempt another attack for free. Ignore a Surprise result. +100 to SkDe for 1 Recounter or +50 to SkDe for 3 Recounters. Treat Reach as being two factors greater or lesser for 1 Recounter Reduce a BOON hit to a miss. Adjust any three non-BOON combat results directed at character to a miss. Instantly recovers 2 GWDs. Instantly slay a V class character on a Lose result or better score! Discover a means to avoid a major obstacle or solve one aspect of a game plot element. Void a negative result from a Fortunes Wheel roll (reducing base effect to 0) Doubles TUOR roll A doubles roll (i.e. where a dice score equals 11, 22, 33, 44, 55, 66, 77, 88 or 99) indicates a special effect. In the context of a roll made while a character has an active Wyrd point, it indicates that this Wyrd point is now considered expended! A Doubles throw in the context of a combat injury or failure roll indicates a specific special effect (see pp 42 for more details). HARSH points & Gisas. Some characters while heroic in scale are nonetheless dogged by misfortune; a factor simulated by the Harsh Point game mechanic. HARSH points are effectively negative Wyrd. All HARSH points possessed by a character (often acquired during character generation (pp 19)) must be employed in each session of play; the player choosing when this occurs! Each HARSH point deployed transforms a characters next roll into a HARSH result; a situation that can only be mitigated by a Boon Wyrd point. HARSH point totals return to their original value on the next game session. A Gisa is a spiritual prohibition (or requirement) on the character relating to a specific social interaction or task, location, food item or word. It must be something a character has a reasonable chance of transgressing during play and be agreed jointly by player and Magister. If the Gisa is broken the character is unable to recover Wyrd points for 1 game week.

2.00: Character Attributes


Archaic Arcana uses 2 Physical attributes (Ph & De) and 2 Mental attributes (In and Co) to represent a characters core personal aspects;

Physical Ph Characters physical prowess and strength. Dexterity De Represents characters level of manual dexterity. Intellect In Rates characters ability to use deductive reasoning and their capability to apply learned information to knowledge-based tasks. Composure Co Indicates characters degree of mental stamina, resolve and discipline. These attributes are also used to determine various secondary attributes, as explained later.
2:10: Character Creation: Unless otherwise stated, characters are assumed to be human and the same sex as their player. Decide on whether character will be a beginning (Initial), Experienced or (an even more adept) Veteran. Player generates characters specific attribute ratings: Players roll 2d10 Four times, consulting Attribute Table (below) to determine base point value. Points may be allocated as desired. Roll once for starting Gift Points; these are used to buy Gifts (pp 25) and Class (pp 18); alternatively Gift points equal 2 plus lowest attribute rating/10 (dropping minus sign)

ATTRIBUTE TABLE:
Roll Attribute Gift points Roll Attribute Gift Points

2: 3-4: 5-6: 7-10:

-30 -20 -10 0

0 1 1 2

5 Alternatively, allocate the following attribute scores as desired; +40, +20, 0 and -10 (and 2 Gift Points). Positive attribute points may be transferred to boost other attributes. Experienced and Veteran characters acquire an extra 20 and 50 attribute points (and +2 and +4 Gift points), respectively. Characters may opt to acquire additional Gift points instead of an attribute roll; but suffers a penalty allocation of -20 attribute points in this instance!
Child characters (i.e. those 7-14 years of age) temporarily acquire the Small species Bane; halving their Ph and Co and Mv score and reducing their initial height by a third. They regain their initial scores on reaching 15 (losing the Small Bane). In balance, child characters acquire 2 extra Base Wyrd points.
One or more attributes can be Capped for extra Gift points. Limiting an attribute to 1/3rd normal species development potential (pp11) gains 1 Gift point; freezing an attribute to its initially generated rating acquires 2 Gift points. Draw a circle (O around a capped attribute to indicate a 1/3rd rating cap, or a lozenge () for an initial level cap. Alternatively, gain 1 Wyrd or 1 Gift point in exchange for a -20 attribute penalty.

11-12: 13-14: 15-17: 18-19: 20:

+10 +20 +30 +40 +50

2 3 3 4

2:20: The player then decides whether their character is Sun or Moon aspected.
Sun aspected characters are allowed two additional attribute rolls, or make one attribute generation roll with a +5 modifier (or add +20 to attributes if using point allocation method). Allocate (or subtract!) final total of extra attribute points as desired to initial attribute ratings. Sun aspect characters cannot use High magic spells and are at -50 Diff to cast Low Magic spells. They do, however, gain a bonus equal to their best B score to resist hostile magic! In addition, they start with 1 free Gift point and add +2 to all Growth rolls. Magisters can rule all characters are deemed to be Sun aspected in games run under the Providence magic system but suffer no additional limitations in regard to accessing magical abilities.

10

Moon aspected characters can opt to be Wizards or Saints. Wizards do not throw for attribute Boost rolls during character generation but acquire the ability to evoke High Magic (pp 75-82), or general magic under the Providence system. Saints choose the path of Divine Magic and roll for one bonus attribute as per Sun aspected characters. Initial level of skill with either magical path Ma (Magic) for Wizards, Fa (Faith) for Saints equals characters Co attribute. The Moon aspected ones can automatically read and write their cultures most common script; denote by writing LT next to native Language skill. Magisters can rule that, in games run under the Providence magic system, all characters are deemed Moon aspected. Players may also opt for their characters to be Dark Sun or Moon aspected. Such individuals regain 1 lost Wyrd point instantly on performing a significant evil act. A Dark aspected character enacting a notable good deed during a game temporarily loses all Wyrd points for the totality of the next session of play. Good characters can opt to be Radiant Sun or Moon aspected. They instantly regain 1 lost Wyrd point on performing a significant beneficial act. A Radiant aspected character temporarily loses all Wyrd points for the totality of the next play session should they perform a notable act of evil during the previous one.

2:21: Choose Species:


While characters are assumed to be human, players may select other humanoid species; examples of which are below. All cited attributes, inclinations and cultural dispositions are subject to Magister alteration; some (or all) these species may be unavailable in some settings! Players should feel free to interpret them as desired, ideally agreeing their conception with the Magister prior to play. Species sometimes have Gifts and Banes derived from their unique biology, which are detailed below and kept separate from those on pp 24-25. Human characters may only acquire them with Magister approval! Variant human types can also be chosen, see pp 120-121. Species aging ratings equates to the following: n = Normal (max 100 years), + = Enduring (max 300 years) or * = Immortal (i.e. will not die unless slain or critically injured). Use the Age Table to determine initial age on entering play (page 13). Non-humans assume the Distinctive Bane by default when in human dominated realms. Option Human Ph limit; a characters Ph score is limited by their species size grade;
Size type: Small (S): Large (L): Max Ph Ph: +100 Ph: +300 Size Type Max Ph Medium (M): Ph: +200 Huge (H): Ph: +400 Size Type Tall (T): Giant (G): Max Ph: Ph: +250 Ph: +500

All other attributes have a maximum rating of +300 plus/minus any species bonus x3.

Size: M Language = Provincial Culture: Any. Humanity are predominant in most settings and therefore treated as the default species option in this game. Mankind lives in communities defined by social hierarchy, laws and economics. Humans vary widely in disposition; some are warlike and cruel, others peaceful and enlightened. Humans are feared as their hunger for land, wealth and power causes them to encroach and despoil the territory of other species. Gifts: +10 any attribute, +1 Wyrd. Banes: Mortal Folly.

Human

Life: n

Centaur

Size: L Language = Nenyan. Culture: Gatherer Resembling a human joined at the waist to the body of a horse, centaurs live in small herds within forlorn wildwood areas. Worshipping nature, they harshly punish any perceived defilement of their territory. Centaurs are also notoriously hedonistic and readily indulge their desires and passions. +20 Ph, -20 Co Gifts: Swift, Quadruped, Banes: Large, Sylvan, Hedonist

Life: n

Cybin

Life: n Size: M Language = Cyrhic Culture: Any Cybin (vulgarly termed Dogheads) resemble bipedal dogs with agile clawless hands. While notably humanlike in organisation and technology they are shunned by most human communities due to their reputation as man-eaters; an inclination rejected by some but embraced by others +10 Ph Gifts: Aware (Smell); Bite (Medium), Fur Banes: Feared (maneaters), Easily Read (tail) 11

Drakae Size: T Language = Drakii Culture: Tribal Drakaen kaen Life: + Drakaens resemble bipedal lizard with exotically coloured scales and elaborate spinal coombes used for display along with signalling mood and disposition. They have adapted to live in most regions, but prefer warmer climates. Drakaens produce by egg-laying and are highly protective of their nest site. +10 Ph, +10 Co, -10 De, -10 SkDe Gifts: Scales; Aware (Vision) Bite (Medium), Tail Banes: Cold Blooded, Easily Read (back/head comb), Gisa (dont harm eggs).
Language = Dwarfish Culture: State Dwarves resemble very short, stout bearded humans. They prefer to dwell in underground halls under mountain ranges. Dwarves are famed for their craftsmanship and for the jealous way they guard their treasures. +10 De, +10 Co, Size: Small Gifts: Tolerance (Poisons and sickness), Gloomsight. Banes: Gruff, Hoarder, Do No Evil, Wiry

Dwarf

Life: +

Size: S

Elf

Life: *

Language = Nenyan.

Culture: Gatherer or Social

Elves are human, tall and slender in form but with prominently pointed ears, angular facial features and large eyes. They usually live in wildwood areas away from human population, in small settlements known for their aesthetic beauty. +20 De, -10 Ph, +10 In, +10 Co, +10 Ma Gifts: Aware (Hearing and Vision), Creep Bonus, Tolerance (sickness) Banes: Aloof, Sylvan, Moon/Radiant Aspect only

Goblin

Life: n

Language = Goblik

Culture: Feudal.

Goblins are small, flop-eared, warty-skinned humanoids. Their society is composed of two castes; Warriors and Mages. Warriors are stronger and more dexterous, while Mage caste goblins are puny but innately magical. Either caste is notorious for their displays of short temper. Goblin society is divided into small kingdoms resembling human fiefdoms. -10 Ph, +10 Ma (Mage Caste) or +10 Ph, +10 De, -10 In (Warrior Caste) Gifts: Aware (Hearing and Vision),Gloomsight , Wiry Banes: Small, Bad Tempered, Distinctive Smell

Ogre Life: n Size: T Language = Goblik Culture: Riever, Tribal or Marital Broad, large, and muscular, Ogres are feared for their boorish ways and rumoured hunger for human flesh. Some ogre bands can be found in caverns and ruins, while others have created communities, even empires. Ogres can interbreed with trolls, resulting in offspring with the attributes of both species. +20 Ph, -10 C Gifts: Tough,Gloomsight, Medium Bite Banes: Maneater, Large, Boorish.
Size: T Language = Goblik Culture: Social Trolls are very tall, powerfully built hairy humanoids; their heads adorned with horns, tusks and wide black eyes. Their skin is protected by a covering of leathery scales. Once dominant and powerful, trolls now live in small, widely dispersed groups in dingy caverns and ruins. They find human culture amusingly pretentious. +40 Ph, -20 De, +20 Hardness Gifts: Gloomsight. Tolerance, Scales, Raptor. Banes: Monster, Large, Rare.

Troll

Life: *

12

Species Banes:
Amphibious; lives partially in water; 1 WND per hour over 12 hrs it spends on land. Bestial; thinks only of acquiring (& retaining) food, territory & mates; social conscience otherwise zero (x3) Blood-drinker; feeds on the blood of sentient beings; 1 pint equals one average meal! Easily Read; +50 to guess intentions by noting one or more overt physiological cues. Cold Blooded; half movement for an hour following sleep. Cruel ; dark aspected regarding physically cruelty; -10 reaction penalty if species recognised Do No Evil; species is Radiant Aspected (x2) Do No Good; species is Dark Aspected (x2) Distinctive; Add 100 Diff to attempts to disguise themselves as another species. Distinctive Smell; extrudes a notable odour. 10 Difficulty to Creep, -10 to social interactions Feared; 20 Difficulty on all interactions (except with own kind) Fixed Aspect; species can only assume one aspect Sun or Moon Hoarder; obsessed with possessing goods On heat; every 1d3 months for 1d3 weeks; +100 Diff on any task when exposed to a mate during those times. Small; Halve Ph and Mv, but add +10 De; normal sized attackers add 20 to Diff . Shun light: 40 Diff penalty and -40 SkDe when in direct sunlight Large; Size rating HUGE; +50 difficulty moving in small spaces; x2 cost for meals, armour and clothes Maneater; eats human beings; 20 reaction penalty when dealing with mankind. Protect Nature; Co 20 Difficulty to avoid ignoring any act which wantonly defiles nature. Rare; +50 difficulty to find allies and others of your kind. Repulsive; the creature radiates a vileness crossing all species bar their own; -40 reaction on sight Rural; +50 difficulty for all urban interactions Mortal Folly; +50 difficulty to resist promises of wealth, power, health and long life. Toxic Light: Daylight inflicts a -40 penalty and inflicts 1 wnd per Recounter character is exposed (x2) Valuable; certain body parts are valuable; hunters may attempt to acquire them killing you in the process! Sylvan (combines Elegance, Rural, Protect Nature and Do No Evil) Monster (combines Feared, Maneater, Repulsive, Harsh and Distinctive x2)

Species Gifts:

Aware;+50 Bonus to one or more sense Bonus; +50 Bonus to 1 skill. Bite (Medium); Equipped with a medium bite attack.(double or triple for a more powerful bite)! Clawed feet: +50 bonus for Climbing or Active rolls involving the need to gain a firm foothold. Medium Claws ; equipped with +50 WF talons (Reach 0) Durability : +50 bonus vs. the effects of high altitude, disease, heat, cold or starvation. Extra Reach; can extend reach by +1 normal when required. Elegance; +50 reaction bonus, all species. Fur; +50 bonus vs. cold, doesnt require clothes (but -20 reaction penalty in human areas if naked). Flippers: double Mv through water and gets a +50 active bonus when swimming. Flight: Fly at Move speed but halve Hardness due to having lighter bones. Character has physically prominent wings. If one wing is subject to a severed Effect and remains untreated flight is impossible! Gloomsight; +100 bonus to see in poor light conditions. Gills: The character can breathe underwater; but suffers a -10 reaction penalty if the gills are noted. Jump; halve fall damage and double jump distance. Long-lived: Enduring (x2) or Immortal (x3). Quadruped; see movement rules. Regeneration: heal 2 WNDs per recounter, suffers only 1 recounter of blood loss. Scales; +50 natural ARM Swift; +5 speed when running, +50 SkDe Tail; add +50 to rolls associated with balance gain 1 extra punch attack. Tolerance; +50 bonus to high altitude, sickness, poisons, heat, cold, or starvation Tough; +30 Bonus to Hardness Unbreathing; does not need to breathe Unbleeding; does not bleed. Venom; +50 bonus chill venom (pp 117) (x2) value if Toxic; 1 dose per hour. Wiry; keeps base Ph scores and is treated as next size up in regard to maximum Ph score. Raptor; combines Bite and Claws

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2:22 Variants (optional):


Some worlds feature variants; human genera possessing significant inherited attributes resulting from highly specialised lifestyles or adaptation to difficult environments. Variants can possess the species Gifts and Banes given on pp 13. Some example Variants adaptable to most settings are given below; Aeriewrights It is unknown how the Aeriewrights acquired their wings whether as a curse or blessing. But, aware of how normal men fear difference, they stay in obscure places hoping to be left in peace. +10 De -10H Banes: Distinctive Attribute (Wings), Rural, Shy. Gifts: Aware (vision), Flight, Claws. Amazons The Amazons are a race of tall warrior women from a country where men are placid and physically weaker. +10 Ph or De, +1 foot in height. Banes: Distinctive, Aloof, Feared (males). Gifts: Aware (Hearing or Vision), Tall, chose: Fury, Keen OR Heals Quickly. Acynan The Acynans are nomadic plains hunters, who mainly subsist on game and wild plants. Worshipping the Great Mother they attempt to live in a sustainable way, never taking more than they need. Nomadic Culture. +10 De Gifts: Aware (any one sense), Durable. Banes: Rural, Protect Nature Boat Lords The Boat Lords an ocean-going culture mainly sustained by pillage, feared throughout the known world. They are notorious slavers. Reiver culture +10 Ph, +10 St, -20 Co. Banes: Feared, Gruff, Harsh, Horder, Gifts: +40 Boat, Durability (sea sickness), Fury. Blessed ones The remnants of the people of art, a breed of people famed for their virtue, skill and innate nobility. Once numerous they are now thinly scattered throughout the world. +10 De, +10 In or +20 Ma bonus. Gifts: Enduring, Tolerance, Innate nobility Banes: Aloof, Distinctive, Rare, Do No Evil. Chyldkinde The Chyldkinde live far from prying eyes; even fully grown they only stand as tall as a normal 8 year old human. While physically feeble they are renowned for their inner strength. -20 Ph +20 Co Banes: Small, Rural. Gifts: Wiry, Skilful. Cailleach The ugly witch people; dark Wyrd aspected and possessed of magical ability. -10 Ph +30 Ma +20 Co Banes: Do no good, Cruel, Repulsive. Icelonders The Icelonders dwell far to the north within a featureless, cold landscape. +10 De Banes: Aloof, Distinctive, Primitive, Harsh. Gifts: Gloomsight, Resistant. Skillful (Iceland survival).

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Firbolg The Borders is a realm of virgin forest and majestic mountain ranges host to the Fir Blog; a lithe, people divided into (often warring) tribes. They are often unforgiving to intrusive strangers and travellers alike. +10De, -10 Co Gifts: Aware (any one sense), Resistant, Hairy Banes: Gruff, Harsh. Formorians The Formorians are a breed of giant people with a fearsome, often twisted aspect; possibly the descendants of fallen demigods who interbred with humanity. While gifted in the magical arts they are infamous for their cruel almost bestial demeanours. +30 Ph, -10 Co, +10 Ma Add +3 foot to size Banes: Bad Tempered, Large, Distinctive and Monster. Gifts: Fury, Resilient. Marsh Tygers These ill-regarded crude and brazen folk live in the Great Marshes. While considered a diseased, misbegotten realm by other peoples, the Marsh Tygers somehow eek a reasonable living from this region. +10 De. Banes: Alehouse of Fleas, Crude, Rural, Protect Nature (Marshes) Gifts: Tolerance, Durable (Marshland illnesses) Skilful (Survival (Marshland)). Merpeople The Merpeople are amphibious, the lower part of their bodies magically changing from that of a fish to humanlike at will. Some humans regard them with romantic longing, others with dread. +10 Ph Banes: Amphibious, Feared, Primitive. Gifts: Innate Transform spell (lower body only); Flippers & Gills (appear when transformed). Nordu The fearsome wandering Nordu inhabit a land inhabited by tribute peoples and rival bands. Their society is centred on powerful leaders and sustained by those they have conquered. They are quick to anger. Reiver culture +20 Ph or +20 St, -20 Co. Banes: Feared, Rural, Gruff, Hot-headed, Gifts: +40 Ride, Durability, Fury, Metalled. Sandlingas The enigmatic Sandlingas are dusky, tall and thin build. While noble they are unwelcoming to outsiders. Banes: Aloof, Distinctive, Harsh Gifts: Skilful, Durable (vs. heat and thirst). Werepeople Deep in the forest live the werepeople. Appearing as dirty, uncouth wood-dwellers they have the ability to change into a fearsome bestial form filled with battle rage resembling a bear, wolf or other totem animal! +20 Ph, -20 Co Banes: Alehouse of Fleas, Brazen Ape, Large, Rural Gifts: Fury, Hairy, Innate Wereform spell (skill = highest attribute). Wyldman Sometimes called Woodwoses, this race of shy people live deep within the forest. Their bodies are covered with a deep brown pelt. +10 Ph, Co -20 Banes: Brazen Ape (nakedness), Primitive, Scattered, Shy Gifts: Aware, Hairy, Skilful (+20 Creep) (+20 Survival), Tolerance

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2:40 Secondary Attributes:


At this juncture determine the characters Derived attributes: 2:41: Determine Age which character enters play; Human Enduring Child 10+1d10-4 12+2d10 Initial 14 +1d10 20+2d10 Experienced 20+1d10 40+2d10 Veteran 25+2d10 50+2d10x2 2:42: Determine Characteristic basic attributes ( B Scores):
A B-score represents a characters innate aptitude with a specific family of skills. The B-Score is added (or subtracted, if negative) to all skills falling within its jurisdiction (see pp 31-36). Characters have three main BScore totals, based on the following; B-Physical Bp = Ph or De. B-Mental Bm = In or Co. Soul So = Choose highest attribute All B-score rating levels are determined by consulting the following table: B-Score Ratings: Main Attribute Below 0 0 to +10 +10 to +20 +21 to +40 +41 to +60 +61 to +80 +81 to +100 +101 to +150 +151 to +200 201+ B Score equals: = attribute rating = 0 = +10 = +20 = +30 = +40 = +50 = +60 = +70 = +80 WnT (based on HD) - 2 0 + 2 + 4 + 6 + 8 + 10 + 12 + 14 + 16

Immortal 10+2d10x2 15+1d10x3 10+1d10dx10 20+2d10x10

2.43: Determine Wyrd total: Sun Aspected characters start with 5 Wyrd. Moon Aspected characters start with 3 Wyrd. Add +2 to Wyrd for an Experienced character; +4 Wyrd for a Veteran. Add +1 Wyrd for each +50 Fa acquired by character.

2.44: Determine Wound factors: Archaic Arcana uses Hardness (or HD) to measure a characters physical tolerance against injury. HD: Hardness (injury tolerance) equals B-Physical score -/+ Size adjustment: -10 = Small = Goblins. +20 = Large = Ogres 0 = Medium = Humans, Elves +50 = Huge = Trolls +10 = Tall = Drakaen A characters base WnT (Wound Tolerance) total, representing the amount of WNDs and GWNs they can take before being subject to BLOSH equals 2 + 2 for every +10 HD possessed by character (see Bscore rating table). Add +4 if character is Sun aspected , +2 if Moon aspected. Further adjust as follows: Small: -2, Tall; +2, Large; +4, Huge; +8; Giant; +12 Experienced: add +4 to WnT ; Veteran: +8 to WnT Maximum WnT equals 40 +/- Size bonus or penalty. Characters take a 50 Diff action penalty (and -20 to SkDe) on reaching WnT. Those remaining conscious on reaching 0 WnT points halve SKDe and suffer a 100 Diff penalty on all actions. 16

Determine BLOSH (BLOod Shock) total; Cross-reference Hardness to find INA and RIP! BLOSH scores in relation to accumulated WNDs and GWDs . INA RIP = = Indicates wound level where character loses consciousness. Wound level at which the character dies from accumulated WNDs/GWDs
BLOSH: INA 0 -1 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 RIP! -2 -3 -4 -5 -6 -8 -9 -10 -11 -12 -13 -14 -15

HARDNESS -20 or lower -10 0 10 20 30 40 50 60 70 80 90 100

A character naturally heals (HD/10) non-effect related WNDs per day (round up) but only heals GWD (Grievous WND) injuries at the rate of 1 point per week.

Determine WM (wound modifier): This factor is added to WND damage inflicted by character in combat; this equals +1 per +20 points of Ph over +10; subtract 1 for each -20 of Ph. 2.45: Determine MV = Move This attribute represents the characters base movement speed Base speed (or walking pace) equals 3 Yards/Recounter plus a number of yards equal to +1 per +25 Ph character possesses over 0; or -1 per -10 Ph under 0.
Make following adjustments for size; Size Effect Small = halve base move Medium = Base Move Tall = + 2 base move Large = +5 base move Typical size of: Dwarves Humans, Elves. Drakaen Ogres.

Paced running speed for Bipeds is x2; Frantic running speed equals base running speed x5. Quadrupeds add 2 to base move; paced running speed is x5 base; x10 maximum speed.

Determine SkDe (Strike De). This determines characters speed of response to sudden threats and general reflexes. Base SkDe equals characters De +/- any Gifts, Banes or similar. Determine ActRat: (Action Rating): This indicates number of actions a character may perform per Recounter (i.e. when in combat) this equals 2 + SkDe/20 (round up), up to a maximum of 10. 2.46 Determine height & weight (optional) Determine Size; this equals: 32 + (3d10-2) inches for a Small character. 72+3d10 for a Tall character

54+3d10 inches for Medium sized characters. 82+5d10 for a Large character

Subtract 8 inches from the above totals if character is female. Temporarily reduce height and weight by a third if character is under the age of 15; height reaches original total on reaching Assume an average size of 62 inches for males and 58 inches for medium sized females.

Determine characters base Weight in lbs This equals Size (in inches) x2. If character is an Elf subtract 40 lbs (if a female Elf) or 30 lbs (if a male Elf); then add Ph. All other species add Ph for males and Ph/2 for females. Weight can be increased or decreased by up to 50% if desired See page 124 for a height conversion chart.

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2.47: Determine Carry (and lift) rating: represents quantity of equipment a character may carry without penalty. This equals 30 lbs +Ph. Each 10 lbs borne over characters Carry rating results in a 10 Diff penalty both to all actions and SkDe. Move is reduced by 20% per 25 lbs excess carried. A character can bear x3 their Carry rating for 10 minutes (requiring 1 minute rest to recover); or x10 this total for 1 Recounter. Roll Ph -20 Diff per Recounter to endure holding this weight, increasing Difficulty by a further 10 per Recounter after the first! 2.48: Class:
Unless otherwise stated, characters are assumed to be of Social Status 0, akin to a historical Townsman or Yeoman. A player may select a higher or lower Social standing. Select desired social class; this is paid for through Gift points or acquiring Bane points, both at the rate of 1 per +1 of class selected. 1 HARSH Point can also be taken, in exchange for +2 Rank. Wealth equates to value in Crowns or more likely items in kind in relation to Rank -1 or less. For ranks above 0 Add +5 to REC per social class over 1. Ranks above 0 get a reaction bonus equal to rank x10. In most instances characters are assumed to be younger sons or daughters of their line and thus unlikely to inherit land or title; hence their rootless lifestyle. Add +10 to REC for Experienced character, +20 REC for a Veteran. Base initial portable Wealth equals 20 Crowns, plus or minus Class wealth modifier. To this sum add 200 Crowns for an Experienced character and 500 Crowns for a Veteran.
An expanded class table can be found pp. 136.

Social Class (Feudal/State style culture comparisons):


Cost +4 +2 0 1 2 4 Rank -2 -1 0 1 3 5 Wealth (C) Quarter Halve Base x 10 Base Description Character is a slave or prisoner. Character is from the Surf social class (or a freed slave). Character is a Freeman. Starts play with dagger, 1 weapon of choice and metalled armour. Character is part of the lower nobility (Knightly or Gentle class) Starts play with a horse. Also free suit of metalled or chainmail armour and three weapons of choice or 120 Crowns. Character is from a moderately powerful family (Baron class). Starts play with a horse and 1 servant (pp 100). Also any free suit of armour. And three weapons of choice alternatively take 250 Crowns. Character is from a powerful family akin to an Earl, or acknowledged Royal Bastard albeit probably one of several. May select whatever armour and weapons they desire (or with 500 crowns) along with 3 servants (pp 100).

x 25 Base

x 50 Base

2.50: Skills and Background options. 2.51 Determine Social Options:


Social Options represent various skills acquired by the character during their social development. Select up to a total of +100 skill points in the following; Active:+10; Archery:+10; Creep:+10; Compose+10; Dance:+10; Debate:+10; Dcor:+10; Folklore:+10; Gaming:+10; Workskill:+10; History:+10; Instruments:+10; Social:+10; Language:+10; Track:+10 Unarmed:+10 Nature:+10; Present:+10; Region:+10; Ride:+10; World:+10; Read Write (RW) 1 Language. Plus: +50 skill points for an Experienced character, +100 for a Veteran.
Default Male: Active +20 Social: +20 Present: +10 Gaming:+10, Dance +10 Ride:+10 Region:+10 Default Female: Social: +30 Dance:+20 PH Workskill: +20 Ride:+10

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2.52 Determine Cultural origins:


Characters finally select their cultural background which imparts significant skills and attribute bonuses associated with their society. Apply a 20 Diff penalty when applying Social skills to situations associated with cultures outside the characters own. Different cultures often have their own distinct language if not notably different modes of enunciation. Gatherer: The character is from a nomadic society dependent on local resources and organised in small groups. Culture Influence: Active: +10, Track: +10, Creep:+20, Survival:+10 Nomadic: This culture temporarily occupies different areas within a defined region, often dominated by seasonal influences on animal herds, rainfall etc. Culture Influence: Workskill (Farming):+10, Drive (cart):+10, Ride +10, Region:+20, Tribal: A cultural dominated by scattered tribal groups residing within a fixed area within a rural, mostly undeveloped landscape. Cities are rare and of modest size when they occur. Culture Influence: Active: +10, Workskill (Farming):+10, Melee:+20 , Archery:+10 Feudal: The character is from a culture with a devolved power structure based around rural communities as the main means of wealth creation. Many feudal societies often feature notable socially stratification: Culture Influence: Active:+10, Farming:+20 (Estate if Status +1+) Workskill :+10 Social:+10 State: The character is from an expansive urban-based culture valuing intellectual, commercial and practical skills but inclined towards chauvinism in regard to other, lesser societies: Culture Influence: Workskill: +20, Hi/Lo Social: +10, Trader: +10 , +50 Crowns . Marital:

The character comes from a warlike urban society venerating physical perfection and a warrior ethos. Menial work is conducted by slaves or bondsmen.
Culture Influence: Social: +10 Aware or Ride, +10 Active or Archery, +10 Melee, +10 Shield, +10 Unarmed

Some cultures may achieve sufficient stability to support sub-cultures who focus on leisurely and intellectual pursuits; a result of excess wealth, social maturity.... or decay!
Culture Influence: History, Philosophy or Theology: +10, Social +20, any two Soul skills, +10 each. Revier: The character is from a society whose economy is mostly based on robbery often with extreme violence. As a consequence they are widely disliked. Culture Influence: Melee: +20, Active: +10, Creep:+20, +50 crowns.

Option; Durability: Magister may allow character a +40 bonus vs. effects of high altitude, disease, heat, cold or starvation (one choice only) to simulate their homeland environment; alternatively, the character gains a +20 bonus in any one attribute. 2.53: Allocate languages: Characters acquire the following languages: Own language at +40 +/- Bmn; One other at Bmn or +10, whatever is highest. One other at 0

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2.54 PROFESSION SKILL PACKAGES (Optional). Players may opt to select a skill package for their character. Cited skill ratings are a suggestion only; skill points can be redistributed as desired, including to skills taken as social options! Experienced characters may choose two skill packages, or take one with doubled skill ratings; Veterans may take 3 packages, a single package with triple skill ratings or one base package and one with double skill ratings. Sun aspected characters start play with 4 Skill Options; while Moon aspected characters enter play with 8 Skill Options. Add +4 to this allowance for an Experienced character, +8 for a Veteran. An Adept skill option can be selected for any skill; allocate desired number of skill points, define its scope (i.e. Poleaxe in regard to Melee, Combination Locks in regard to Open, etc.), then assign and triple allocated skill points. Conclude by distributing a further 100 skill points (200 if Experienced or 300 if a Veteran), allotted as desired. Skills list: Physical Skills: Active, Archery (point familiarity), Aware, Climb, Creep, Drive (Chariot,
Waggon, Boat), Open, Ride, Survive (Temperate, Tropical, Desert, Ice wastes, Sea), Sailing/Pilot (water, flying), Melee (point familiarity option), Shield, Skinclad, Track, Unarmed Combat, Workskill (Armoury, Builder, Blacksmith, Carpenter, Farming, Jeweller. Leatherworker, Needlework, Mason,
Painter, Sailor, Sapper, Taylor, Weaver, Wrangler).

Mental Skills: Battlecraft, Estate, Engineer, Folklore, Gaming (point familiarity), Healer,
Herbalist, History, Heraldry, Nature, Law, Logos, Language, Present, Philosophy, Region, Theology, Trader, Alchemy, Arcane.

SOUL: Astrology, Compose, Debate, Dcor, Guise, Herbalist, Instrument (point familiarity),
Social (Low or High Social), Hypnosis, Pressure Points. Wizards:
Wizard: Ma +20 Hi Social +20 World +10 Hedge Mage: Nature: +40 Trader:+10 Lorist: Alchemy: +40 Folklore:+20 War-Wizard: Melee:+40 Aware: +20 Herald: +10 Arcane +40 Alchemy +30 Active +10 Ride +10 Compose/Debate:+10 Healer:+40 Creep:+10 History:+30 Arcane: +20 Shield:+40 Ride: +10 Logos:+10 Herbalist:+30 Guise:+10 Present:+30 Compose:+20 Archery: +20 Unarmed:+10 Creep:+10 Workskill (any)+20 Logos: +20 Nature +10 Region +10 Folklore +20

Folklore: +30 Arcane:+20 Compose/Instrument +10 Logos: +30 Debate:+20

Region: +20 Ride:+10

Aware:+20 Low Social +10

Nature: +30 World:+20

Arcane: +20 Active: +20 Alchemy +10 Region: +10 Battlecraft:+10

Town Guard: Warriors: Aware:+50 Active:+30 Region + Unarmed: +20 Melee: +20 Archery: +20 Social:+20 Town laws(workskill):+20 Herald:+10 Present:+10 Gaming:+10 Low Social:+10 Barbarian: Aware +40 Creep:+40 Survive +20 Archery +20 Melee:+20 Shield/Skinclad:+20 Track:+10 Active:+10 Unarmed:+10 Nature:+10 Region +10 Present:+10 Social:+10 Folklore +10 Man-At-Arms (or Legionnaire): Melee/Archery:+40 Shield:+40 Archery/Melee: +20 Unarmed:+20 Active +20 Aware: +20 Creep:+10 Gaming +10 Region +10 Herald:+10 Present:+10 Social: +10 Battlecraft:+10 Workskill:+10 Hoblar (or Knight): Melee:+40 Ride:+40 Shield: +20 Unarmed:+20 Active +20 Aware: +20 Gaming +10 Region +10 Herald:+10 Present:+10 Social +10 Battlecraft:+10

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Ranger: Survival:+40 Aware:+40 Melee:+20 Archery:+20 Hunter: Aware:+40 Creep:+40 Ride:+20 Active:+10 Warrior-Freeperson: Workskill:+30 Melee:+30 Archery:+20 Unarmed:+20 Priest: Theology:+50 Folklore: +20 Workskill: +10

Creep:+20 Nature:+20 Archery:+40 Nature:+10

Region:+20 Climb +20 Track:+30 Melee: +10

Track:+20 Herbalist:+10 Workskill(Butcher):+20 Instrument(horn):+10 Aware:+20 Ride:+10

Shield:+30 Trader or Farmer+20

Social:+20 Active:+10

Creep:+10

People of Faith:
Present: +20 History:+20 Melee:+10 Workskill: +20 Logos: +10 Region: +10 Aware: +10 Philosophy:+10 Estate: +10 Read-write (1 language) Active: +10

Friar (Faith wanderer): Survival:+40 Region:+40 Theology:+20 Present: +20 Workskill: +30 Aware: +20 Active: +20 Workskill: +10 Ride: +10 Melee:+10 Philosophy:+10 Creep: +10 Healer:+10 Monk (Cloistered aesthetic): Theology:+30 Active: +20 Workskill: +40 Workskill:+20 Trader:+10 Dcor:+10 Social:+10 Estate:+10 Healer:+10 Herbalist:+10 Instrument(sing):+20 Read/write 1 language Language:+20 Hospitallar (Healer of faith): Healer:+50 Herbalist:+40 Theology:+30 Present: +20 Workskill: +20 Estate:+10 Region: +10 Active: +10 Workskill: +10 Ride: +10 Melee:+10 Nature:+10 Templar (Faith Warrior or fighting monk): Melee/Unarmed:+40 Shield/Unarmed(Defense):+40 Theology:+30 Ride +20 Unarmed:+20 Region:+20 Archery:+10 Present:+20 Instrument(Sing/chant):+10 Survival:+10 Battlecraft:+10 Shaman (Proto-Priesthood): Culture: Gatherer, Tribal or Nomadic. Healer:+40 Nature: +40 Herbalist:+40 Folklore: +40 Instrument +20 Region: +20 Aware:+20 Guise:+10 Low Social +10 Clerk (Religious man of learning): History:+30 Present:+30 Logos: +20 Compose:+20 Nature: +20 Debate:+20 Estate:+20 World:+20 Folklore:+10 Herald: +10 Healer:+10 Herbalist:+10

Criminals:
Assassin: Creep:+40 Climb:+20 High Social:+10 Robber: Creep: +40 Low Social:+20 Thief: Creep: +40 Low Social:+20 Melee:+40 Herbalist:+10 Guise: +20 Herald:+10 Unarmed:+20 Open: +10 Aware:+20 Region:+10 Track:+20 Present:+10

Region: +40 Present: +10 Region: +40 Guise: +20

Melee:+20 Herald: +10 Open:+40 Unarmed:+20

Archery: +20 Unarmed:+10 Melee:+20 Trader:+20

Guise: +20 Trader:+20 Climb: +20 Present: +10

Track: +20

Aware: +20 Herald: +10

Citizens:
Peasant/Townsperson: Workskill(Farming/Craft):+60 Social: +30 Trader +10 Courtesan: Aware: +20 Hi Social: +30 Dance:+30 Crafter: Workskill(any 1):+80 Workskill:+20 Melee +10 Merchant: Trader:+40 Ride: +20 Drive(Cart):+10 Nature: +20 Aware:+20 Unarmed +10 Creep: +10 Debate:+20 Gaming:+20 Trader:+20 Melee:+10 Drive(cart):+10 Region:+40 Guise: +20 Unarmed:+10 Herbalist: +10 Melee:+10 Climb:+10 Melee: (dagger):+10 Instrument :+30 Guise:+20 Social: +20 Folklore +10 Instrument:+10 Workskill:+20 World: +20 Social:+20 Archery: +10 Folklore +10 Drive(cart):+10 Workskill(courtesan):+40

Guise:+20 Unarmed +10 Ride:+10

Melee: +10 Aware:+10

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Sailor: Workskill(Shiphandling): +40 Workskill (Carpenter): +20 World: +20 Gaming +10 Executioner: Melee:+50 Unarmed:+50 Present:+20 Healer:+20 Performer: Compose:+40 Region +10 Trader:+10 Scholar: Logos:+40 World: +20 Language: +10 Noble: Estate:+40 Ride:+20 Aware:+10

Aware:+30 Trader:+20 Melee: +20 Instrument:+10 Creep:+20 Pressure Points:+20

Climb: +20 Pilot:+10 Archery:+10 Present:+10 Aware:+20

Nature(Sea):+20 Trader:+10

Region:+20 Herbalist (poisons):+20 Instrument: +20 Melee: +10 Social: +10 Present:+20 Philosophy: +10

Instrument,Guise or Active: +40 Dcor: +10 Region: +20 Nature:+30 History:+30 Region: +20 Compose:+10 Read-write 2 languages. Legal:+30 Shield:+20 Active:+10 High Social:+30 Battlecraft:+20 Herald:+20

Melee:+20 Present:+20 Debate: +10

Rates of pay equal: 1 penny a day for Status -1 jobs, 1 shilling a day for Status 0 jobs (2 shillings/day for hazardous situations) and 1 Crown/day for a Status +1 job. Add 5x Status in Crowns to daily rate of pay per point of Status over 1. Assume 70% of weekly income is spent on necessities and 40% for incidental expenses. 2.55: Alternative: allocate character skills and skill values via Freeform Method: Instead of choosing a skill package, allocate following numbers to whatever skills desired, as follows;

Two skills at +40, five skills at +20, Six skills at +10 Plus Social (Low Social+10) or High Social: +10 if Status is +2 or greater.
Multiply values by x2 if Experienced, x3 if Veteran. Halve skill totals for a child character (i.e. one aged 8-14 years old). Conclude by distributing a further +100 skill points as desired (200 if Experienced, 300 if a Veteran). Sun aspected characters gain 4 Skill Options; Moon aspected characters with 8 Skill Options. Add +4 to this total for an Experienced character, +8 for a Veteran. An Adept skill option can be selected for any skill; allocate desired number of skill points, define its scope (i.e. Poleaxe in regard to Melee, Cobination Locks in regard to Open, etc.), then assign and triple allocated skill points. Conclude by distributing a further 100 skill points (200 if Experienced or 300 if a Veteran), allotted as desired.

Skills list: Physical Skills: Active, Archery (point familiarity), Aware, Climb, Creep, Drive (Chariot, Waggon, Boat), Open, Ride, Survive (Temperate, Tropical, Desert, Ice wastes, Sea), Sailing/Pilot (water, flying), Melee (point familiarity option), Shield, Skinclad, Track, Unarmed Combat, Workskill (Armoury, Builder, Blacksmith, Carpenter, Farming, Jeweller. Leatherworker, Needlework, Mason,
Painter, Sailor, Sapper, Taylor, Weaver, Wrangler).

Mental Skills: Battlecraft, Estate, Engineer, Folklore, Gaming (point familiarity), Healer,
Herbalist, History, Heraldry, Nature, Law, Logos, Language, Present, Philosophy, Region, Theology, Trader, Alchemy, Arcane.

SOUL: Astrology, Compose, Debate, Dcor, Guise, Herbalist, Instrument (point familiarity), Social (Low or High Social), Hypnosis, Pressure Points.

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Players designed with the Freeform system may adopt a specific profession niche for their character (as defined below) if characters status, attributes and skills match or exceed the prerequisites cited here:
Apprentice (Crafter): Status -1 Actor (Performer): Status 0+ Assassin: Status 0+ Archer (Man at Arms): Status 0+ Barbarian: Status 0+ Chirurgeon: Status 0+ Courtesan: Status +1+ Executioner (assassin): Status 0+ Peasant: Status -1 War Wizard: Ma 20+ Templar: Fa 10+ Huntsman: Status 0+ Hospitallar: Fa 10+ Monk: Fa 10+ Townsman: Status 0+ Town Guard: Status 0+ Journeyman(Crafter): Status 0+ Performer: Status 0+ Man-at-arms/Legionnaire Status 0+ Hoblar: Status 0+ Ranger: Status 0+ Priest Status 0+ Thief: Status <+1 Master (crafter): Status +1 Priest: Status +1 Hedge magician: Status <+1 Spy (+ any): Status +0+ Scholar: Status 0+ Knight Status +1+ Merchant: Status +2 Noble: Status +2+ Wizard: Ma +20+ Warrior-Freeperson Status 0+ to +1 Sailor: Status 0+ De +10+ Workskill +10+ Guise +20+ De +20+ Creep +20+ Melee +20+ De +20+ Ph +20+ Archery +40+ Ph +20+ De +20 Tribal or Revier culture De +40+ Healer:+40+ Herbalist +20+ High Social +20+ Instrument:+20+ Guise +20+ Ph +40+ or +De +40+ Melee +20+ Ph +0+ Farming +10 or more Ph +20+ Melee +20+ Ride +20 Ph +20+ Melee/Unarmed:+20+ Theology: +20+ Ph+20+ Archery +50+ Creep +40+ In +20+ Healer:+20+ Herbalist:+20+ In +10+ Workskill +20+ One non rural based workskill at +20+ Ph +10 Melee +10+ Workskill +40+ Age 21+ High Social +10+ Instrument +20+ Compose+ 20+ Melee or Archery +20+ Shield +10+ Secondary weapon +10+ Melee +30+ Ride +30+ Survival +20+ Melee +20+ Track & Creep +20+ Faith +10+ Theology +10+ De +10+ Creep +20+ Open +10+, Ph +10+ Workskill +100+ Age 30+ Faith +10+ Theology +20+ In +10+ Ma +10+ Healing +10+ (at least 3 spells) In +20+ 2 languages at +20+ Creep +20+ Open +20+ Int +20+ Logos +30+ De +20+ Ph +20+ High Social +10+,Melee +20+ ,Ride +30+ High Social +10+ Melee +10+ Ride +20+ High Social +20+ Melee +10+ Ride +20+ In +20+ Workskill +20+ Melee or Archery +20+ Ph +20+ De +10+ Boat, Pilot,or Shipwright: +20+

2.70: Select Gifts and Banes.


In Archaic Arcana, players depict extraordinary individuals possessing considerable innate gifts along with equally notable failings! Characters normally start play with 1 or more Gift points; these can be used to buy higher Social status or Gifts; notable bonuses applied in specific situations. Sun aspected characters gain +1 extra Gift point. One additional Gift point (for either purpose) may be acquired by taking 1 BANE point or -10 in 1 attribute; or gain 2 Gift points in exchange for 1 HARSH point! Gifts usually cost 1 Gift point; but some are more expensive, denoted as follows; (x2) = costs 2 Gift Points (x3) = costs 3 Gift points. A list of Gifts is given in section 2.71 (page 24). ...even heroes possess psychological, physiological and social flaws. Players may select up to 3 Banes for their character; the same Bane may be selected twice or more. Gain +20 attributes or +50 skill points, 100 crowns, +1 Gift or +1 Wyrd point, per Bane. Acquiring Banes usually generates 1 Gift point, but some are more severe and thus result in a larger quantity of Gift points (x2) = +2 Gift points or (x3) = +3 Gift points. A list of Banes is given in section 2.72, on page 25... Experienced and
veteran characters may also acquire Banes as a consequence of their off stage lives (see pp. 7).

Option: Half Gifts (or Banes) Players may choose a reduced version of a cited Gift or Bane. Choose two half Gifts per Gift point or take 1 Half Bane in exchange for 1 Half Gift or +20 skill points. In this instance apply only half cited Gift bonus or Bane penalty to the situation it appertains to. 23

2.71 BANE LIST:


Achilles Heel; One gift/advantage can be defeated by a foe using a special manoeuvre, substance or item. Arrogant; character adopts a self important attitude especially with social inferiors; -40 reaction adjustment from peers, -40 adjustment from all regarding appeals for help, etc whenever they can safely overlooked or missed. Addict (x3) In thrall to intoxicants/narcotics. Permanent -20 SkDe & -20 Reaction penalty. Requires 40 Diff each 6 game hours vs. lowest rated attribute; failure = incapacitation for 1d10+5 hours. Halve skills and SkDe for 4 hours thereafter. Alehouse of Fleas; character has very poor personal hygiene; -10 reaction and -10 Creep penalty, +10 Rec. Aloof; Keeps their distance from others; 20 Difficulty for certain social interactions, 20 Diff on Present and similar skills. Bad Temper; failure to achieve any task results in a temper tantrum; unable to act for 1 recounter Bastard; character is illegitimate. -40 reaction penalty if recognised or disclosed, due to being deemed bad seed. Excluded or demoted in most social interactions and legal rights related to their family. Halve starting monies. Blind; (x4); character cannot see. -40 Physical action penalty and unable to use any skill depending on sight. History, Language, Law, Nature, Philosophy, Region, Theology, Trader, Guise, Compose, Debate and Instrument are unaffected. Boorish; character has repulsive personal habits, mannerisms and/or expressions; 40 Diff on Social rolls of most species. Cursed; an initially successful act by the player character suddenly becomes undone once per game session Cowardly; whenever facing an act of violence the character must make a 40 Diff Co roll or run from the field until out of harms way. Also suffers an additional 20 Diff to resist demands accompanied with the threat of physical force. Desire; Mild dependency on intoxicant/narcotic. Craves several doses a day, which, if withheld, results in 40 Diff on all actions until desire is sated. Out of action for 2d5 minutes while indulging vice; this consumes quarter of daily income. Deformed; character suffers from a notable birth defect; either Stunted (1/2 size, move and reach); Hairy (as Species Gift) or Twisted. -10 reaction penalty from own species (Twisted characters acquire a -40 reaction penalty) and +20 Rec. Disturbed: suffers from a personality disorder rendering them hesitant and overwrought; -20 to SkDe, -20 reaction. Disfigured; character has been notably wounded sometime in the past. While the injury itself has healed, the character is left scarred; resulting in a -40 reaction penalty from his own or similar species. This Bane may also be used to represent branding sometimes inflicted on slaves and petty criminals. This cannot be repaired via conventional magic! Fat; character has significant body fat. Halve Mv and Strike De, 40 Diff on physical based skills, x1.5 weight Fool; due to a psychological disorder character constantly acts in an irrational manner, even when inappropriate. Character suffers -40 to Con or Persuade; +10 reaction bonus to avoid violent repercussions relating to a foolish act. Foolhardy; 50 Diff Con roll to resist any risky challenge or enterprise associated with any notable advantage. Fear; You fear something: -40 penalty when performing actions while exposed to source of fear (players choice). Gruff; You are slurry and stubborn. -40 reaction, but +20 from warriors as it projects an image of toughness. Harsh; 40 Diff Con roll to resist acting in a callous manner to those they see as undeserving and harshly punishing individuals who are potentially criminals, transgressors or enemies. -20 reaction aware of characters deeds. Hot-headed; 40 Diff Con roll to resist starting or joining in a fight, even when only modestly provoked. Hedonist; character prefers a life of enjoyment and leisure; double all training times and -2 to all Gain rolls. In a non critical situation the character must succeed in a 40 Diff Co roll to put aside pleasures for more serious pursuits Heretic; follows proscribed religion or ideal; -50 reaction from most if discovered. Authorities will pursue; with capture resulting in interrogation, torture, incarceration and possibly execution. +20 reaction from sympathisers. Indisposed (x2); character finds personal interaction difficult: 40 Diff on all social skills. Lover; character pursues sexual relations wherever possible. Must converse with any reasonably attractive single person encountered; 40 Diff Co roll to avoid making an advance! Acquires -10 reaction penalty in some instances. Lost fingers (x2): Character has lost 2 or more fingers: +20 Diff with manual tasks, +10 Rec, -10 Reaction . Low Born: Character was once of humbler (even dubious) stock; -20 reaction from those of Status +2+, halve wealth. Pious; Character is deeply religious; spending at least two hours per day in religious observance. Donate 10% of all earnings or provide service in kind; failure results in character being unable to recover Wyrd points until atonement. One Eye; Character has only one eye. They suffer a 40 Diff penalty in regard to Aware, Archery and a +40 bonus for others to surprise them. Rendered Blind if they lose their remaining eye! +10 Rec Outlaw; character is wanted for a serious crime. If recognised anyone can in fact are obliged (and rewarded) by law to slay the character. -40 reaction penalty from those aware of their outlaw status. Primitive; -40 to use, repair or understand equipment and money normal to setting, but +20 when using barter. Mute (x3); character cannot talk and cannot use any skill involving speech. Mutilated (x3); character has lost a hand or foot sometime in the past. A lost foot halves movement and speed (and provides a +20 bonus to be overbalanced). A lost hand limits the character to using 1-handed weapons and imposes a -40 Difficulty on all physical actions involving two limbs. +10 to REC. Secret (x2) Character is associated with a secret that could result in their death or imprisonment if disclosed. Survivor; character has no close relatives to approach for aid due to an act of violence that wiped out all their immediate kin (or dispossessed them). The character is still at risk from the group or individual responsible! Weakness; the character adds 40 Diff to resist a specific substance, act, inclination or situation (usually made against Co). Player and Magister should agree on the nature and trigger situations associated with this weakness. Unconventional; The character has an unconventional lifestyle or tastes; make a Fortunes Wheel roll to determine reaction when difference is discovered or disclosed to another game no roll required if discoverer shares inclination. Vain; character is preoccupied with their appearance; spend half of any earned wealth on clothes, baubles. +20 reaction.

24

2.72 Gift List:


Adept: Add +100 to an adeptness rating associated with any one skill. Animal talker (x2) Enables communication with (and comprehension by) any animal smarter than an insect Animal Insight: Add +50 to any influence rolls (and double BOON chance) when attempting to coax animals to perform a specific tasks or avoid them attacking. Ambidextrous: Character can use a weapon in each hand with no penalty. Artistic Soul: The character has double chance of a BOON result in any one soul based skill. Beautiful: Add +40 to any influence rolls vs. anyone likely to find the character sensually attractive Bleeds well: Most bleed results automatically terminate after only one cited period of blood loss. Born of Giants: +1 to Size rating; character can attain a greater Ph rating than usual species maximum (see pp 11). Crafty: Character may boost any skill roll by +40 six times during a single game session. Crossbreed: choose a species Gift; exact cost equals value rating of Species Gift. Animal Companion: acquire 1 creature as a companion; +100 to attributes; +100 bonus to Wrangler rolls made by owner. Enduring Memory: Character can immediately recall any facet of information they have been exposed to. Enduring: Character ages at half normal rate and (unless slain) will reach their maximum possible lifespan. Endowed: Add +20 to any one attribute. Fast Learner: Requires half time to learn a skill, +1 bonus to all Gain rolls Fury: Spending 1 Wyrd roll prior to combat adds +40 to Ph, +1 to WM and +20 to SkDe for 10 Recounters. Flower of Battle: +40 bonus to either Unarmed, Melee or Archery for three battles occurring within a game session. Great Blow: Character may double WF 3 times during a game session. Genius: increase chance of a BOON result by +10 with two skills in the same grouping (i.e. Physical, Mental or Soul). Intuitive: The Magister has to provide a valid clue to character three times each game session. Imposing: The character gains +40 bonus to leadership related skills, especially in times of crisis. Dodge: Add +50 to any defensive skill rating. Heals quickly: Character recovers 2 extra WNDS per day and halves Effect injury healing times. Heritage Armour: Character starts play with a suit of the best armour+50 ARM available within game setting. High-Born: Increase Social class by 2. High Magic Gift (x2) can cast any one High Magic spell at Co regardless of Aspect, or gain +40 Fa. Magical Gift: can cast any two Low Magic spells at Co at no penalty, regardless of Aspect, or gain +40 Fa. Hold Breath: character can hold their breath for 1 minute + 10 seconds per +10 Ph. Keen: Character is only surprised on a HARSH result. Flexible: Add or subtract one from Reach in combat as desired. Leap: Character can leap x3 normal distance. Linguist: Speak three extra languages at an initial rating equal to their In score. Lucky: Gain +2 Wyrd points. Parkour Character subtracts 20 feet from any fall in regards to damage and increases base jump distance by x1.5 Poison Immunity (x2): Cannot be harmed by mundane poisons. Take +1 Bane (no skill/Wyrd gain). Metalled: Increase characters BLOSH score by +40 AND gain an innate 1 AM. Night Eyes: Character has a +100 Aware bonus for low light conditions. Magical Gift(x2): If Ma/Fa:10+; gain +20 Ma/Fa or 4 Low or 2 High Magic spells;or 2 Low magic & 1 High Magic spell. Magical Bane: Character has a +40 bonus to resist any form of hostile magic. Magic Item: Character carries item with one spell (choose spell) with a rating of +50 Ma. Item can be used by Sun aspected characters at no penalty. Magic Weapon: Character starts play with 1 magical weapon; bonus equals +20+PB WF & +1 WM. Weapon can only be broken by extreme force or by another magical weapon. Add PB to WF rating as normal Return: An apparently slain character may cheat death by permanently discarding 1 Wyrd Point. While character can longer partake in current game session, they re-enter play sometime again in the next session (or at a later date). Reactive: The character has a +40 SkDe bonus. Resistant: +40 bonus vs. any toxin and double chance of a BOON result when resisting its effects. Resists Magic: Character adds highest attribute to any roll to resist effects of any magical spell Resilient: +5 WnT, +20 HD Sickness Immunity (x2): +100 bonus vs. disease. Take +1 Bane (no skill/Wyrd gain) Skillful: Add +50 to any one skill Stipend: Gain 100 crowns a year or start play with a one-off payment of 500 crowns. Second Sight: The character may acquire prescient knowledge via a dream once per game session Strong Heirs: +1Wyrd; in situations where the character can have offspring such unions will be fruitful (1 pregnancy per partner per year). Children will avoid serious illness and reach adulthood, unless slain (and gain a +10 attribute bonus). Truthsooth: Character gets a +40 bonus and doubles BOON chance on any attempt to detect a lie. Swift: Character moves at x1.5 normal speed and gains a permanent +20 SKDe bonus. Weapon immunity (x3): cannot be harmed by mundane weapons. Can be hurt by fire or magical or enchanted normal weapons; any made or coated with silver doubles WF! Take +2 Banes (with no skill/Wyrd gain) Well Connected: Character may request one significant contact per session; adjust their reaction roll upwards by 1 factor.

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2.73 Select Virtues (Option).


Virtues reflect aspects of a characters persona that, while notable, are not extreme enough to be GIFTS (see above). Expressing or acting on these base drives in a realistic manner during play, in character, results in a character award of +1 Gift point, which can be used to develop any skill or attribute. A player may employ, for reward, a selected virtue 3 times during a game session, other than those marked with a *. Players may introduce new Virtues with Magister approval.

A player may select up to 3 Virtues for their character during character generation.
Ambitious Brave Broadminded Calm Careful Champion Charitable Cheerful Chivalrous Conservative Confident Committed Cultured Curious Detests Heresy Dispassionate Driven Extroverted Forgiving Helpful Honest Kind to animals Loyal Laid back Liberal Loving Martyr Merciful Optimistic Playful Reserved Respectful Seeker* Self-Sacrificing Serious Stoic Studious Stubborn Temple Ward Truthful Victory* Wary Wit Keeps old ways +1 Gain point for enacting a financially risky scheme. +1 Gain for showing notable courage in a dangerous situation. +1 Gain for allowing, tolerating or facilitating an act condemned by many within society. +1 Gain for resisting a strong element or source of fear. +1 Gain for showing care and caution during a dangerous situation. +1 Gain for defending the rights of others and opposing aggressors. +1 Gain for giving away a notable sum of money to an outside body. +1 Gain for retaining a happy aspect even in dire situations. +1 Gain for activity expressing the chivalric code of your realm (see pp111-112). +1 Gain for an act preserving the priority of powerful people in society. +1 Gain for taking the initiate during a significant situation. +1 Gain for showing loyalty to an employer, friend or lover. +1 Gain for spending a notable amount of time pursuing artistic pursuits. +1 Gain for studying a situation in great detail and/or asking questions. +1 Gain for exposing heretical practices or destroying heretical works. +1 Gain for staying neutral in a tense situation. +1 Gain for pursuing a task or objective to the detriment of other issues. +1 Gain if the character expresses themselves in an overt manner. +1 Gain if the character forgives an injustice inflicted upon them. +1 Gain if the character makes an effort to assist another individual. +1 Gain for telling the truth when it wasnt convenient to do so. +1 Gain for for showing notable kindness to an animal. +1 Gain for refusing to betray a confidence or friend. +1 Gain for opting to intervene last in any situation. +1 Gain for an act that aids free thought and personal expression over social norms. +1 Gain for making a significant gesture of love towards another individual. +1 Gain for suffering for the good of others. +1 Gain for not seeking revenge over an issue of note. +1 Gain for remaining confident in a dire situation. +1 Gain for not exploiting an advantage against an opponent. +1 Gain for acting in a measured way to a threat or provocation. +1 Gain for showing respect to an individual or institution. +1 Gain for discovering one item of useful factual information. +1 Gain for giving up something of value to others. +1 Gain for acting in a sober, focused manner where others did not. +1 Gain for undergoing personal hardship (+2 for willingly choosing to do so)! +1 Gain for spending a notable amount of time pursuing intellectual pursuits. +1 Gain for refusing to give up on an allotted task, argument or belief. +1 Gain for giving 1 day of personal time/week to aid local church/temple (but not in quests)! +1 Gain for refusing to tell a lie. +1 Gain for each significant conflict won +1 Gain for hesitating to enter into a risky proposition. +1 Gain for making an impressively witty comment in-game and in-character! +1 Gain for publically honouring an ancient tradition or religion.

26

2.74 Option: Select Vices.


Virtues reflect negative aspects of a characters persona that, while notable, are not extreme enough to be BANES (see above). Expressing or acting on these base drives in a realistic manner play, in character, during play results in a character award of +1 Gift point, which can be used to develop any skill or attribute. A player may employ, for reward, a selected virtue 3 times during a game session, other than those marked with a * Players may introduce new Vices with Magister approval.

A player may select up to 3 vices for their character during character generation.
Anti-intellectual Apathetic Argumentative Backstabber Careless Crass Chauvinist Cold Conman Cynical Dog-kicker Florid Oath Fools Bliss Glutting the ravens* Humourless Introverted Ignorant Immature Insecure Jealous Laziness Loves to Plunder* Liar Likes a drink Libertine Morbid Pushy Sad Spiteful Selfish Stern Justice Storyteller Traumatised Obsessive Poet-Psychopath Pessimistic Petty Pompous Red Rage* Reactionary Repressed Untrustworthy Wrathful Wastrel +1 Gain for ignoring a chance to learn a mental class skill. +1 Gain for readily giving up in the face of adversity! +1 Gain for needlessly causing an argument. +1 Gain for each notable act of in-game betrayal. +1 Gain for each HARSH result that result that has a notably detrimental outcome. +1 Gain for performing a notably vulgar gesture. +1 Gain publically advocating the superiority of your gender or race. +1 Gain for ignoring a plea for help or affection. +1 Gain for pulling off a successful scam. +1 Gain for acting on a decision based on the premise all individuals have base motives! +1 Gain for kicking a dog (in game!); but gain -20 reaction penalty from loving dog owners! +1 Gain for making an (in-game) derogatory elaborate exclamation to a foe while in combat. +1 Gain for making a virtue out of ignorance. +1 Gain for each combat in which the character slays a significant number of foes +1 Gain for acting in an unamused manner during a farcical situation (in game). +1 Gain for avoiding highlighting ones self during play. +1 Gain for failing an important Mnt based skill roll. +1 Gain for acting in a childish manner (in game). +1 Gain for acting based on the characters fears. +1 Gain for being vengeful towards someone more successful than yourself. +1 Gain for not performing a necessary task. +1 Gain for abandoning a fight to steal loot. +1 Gain for telling a bold face lie during play. +1 Gain for spending 4+ hours down tavern (expend 1/3rd of carried wealth). +1 Gain for spending a night with wine, company and song (costing 1d3 Crowns). +1 Gain if character watches an execution or lingers on the site of a recent battlefield +1 Gain for each notable self-serving act or ploy. +1 Gain if any serious personal misfortune occurs during play. +1 Gain for performing a petty act of emotional cruelty. +1 Gain for performing a self-serving act that is a detriment to others. +1 Gain for demanding wrong-doers are severely punished for their crimes, with no leniency. +1 Gain for spinning an outrageous lie or deceit during play. +1 Gain if you abandon a fight to whimper in a corner until its conclusion. +1 Gain for openly acting on a long term minor interest. +1 Gain for reciting or composing a song or poem while in battle +1 Gain for arguing against any decision that takes an optimistic view. +1 gain for acting in a small-minded way in-game during play. +1 Gain for acting in an unnecessarily snobby and petty manner. +1 Gain if character loses temper in any significant way, ideally with negative consequences +1 Gain for hindering any attempt at social change. +1 Gain to reject freely offered source of sensual pleasure. +1 Gain for betraying a friend, employer or dependent. +1 Gain for seeking revenge even over a petty issue. +1 Gain for spending 50% of disposable income on baseless tat and luxuries.

27

2.80

Allocate Basic Starting Equipment The following equipment is provided once only to all characters entering play:

One set of durable waterproof clothes tough enough to withstand an active lifestyle, plus a hooded waterproof cloak. Plus: a Bedroll, Basic Cooking Equipment, Firestarter, Knife, Lodestone, 5 Nails and Hammer, Small Pouch, Large Pouch, 5ft length of rope, One Weeks Travel Rations, Several Torches, One Gallon Water-skin and an Average Broken Horse. Craftsmen have whatever basic tools are necessary for their trade. Those who need it also have a pen and necessary writing media. All characters have either a dagger (or equivalent) and any two weapons (with 20 missiles if a ranged weapon) or a dagger and 1 weapon. Character may select the following armour: chain mail, or reinforced leather +20 crowns. Characters may select either a medium shield or +20 Crowns. A simplified armour, shield and weapon list is given on pp 30. Gods: By default characters are deemed to honour all gods commonly worshipped within their culture. Thus, a Saint may choose any spell - providing it doesnt conflict with the ethos and structures of their cultures pantheon. See Section 7 for more on gods.
Wizard characters (where permitted) start play with: Select a combination of FOUR Low Magic Spells lists: Aura,Augury, Beast Control, Beast Speech, Blessing, Channelling, Dream-Vision, Emotion Control, Glories Hand, Insight, Move, Mindspeech, Retribution, Truthsayer, Smite, Mindspeech, Truthsayer Alternatively, they may forgo selecting a Low magic spell in exchange knowledge of any two of the following alchemical formulas. It is permissible for wizards to forgo choosing Low Magic spells in order to solely focus on alchemy; Alchemical Formulas: Acid Key, Adeptness , Gift, Breathe Water, Breathe Earth, Claws of Doom, Healing Potion, Heroes Elixir, Magic Fire, Sharpen Senses, Resist Magic, Withstand Cold or Heat, Withstand Fire. In most settings wizards also enter play with TWO High Magic spells from following list: ONE General spell from list below and another from Magical Realm of choice WHERE the Magical Realm rule is used (pp 85-86); otherwise choose any two as desired: General: Break Curse, Ban Good/Evil, Bewitch, Emotion Control Farsenses, Open/Lock, Super-action. Air: Illusion, Fly/Traction. Fire: Lux, Weapon of Flame. Earth: Heal, Iron Skin. Nature: Beast Control, Ease Way. Spirit: Guise, Invisibility, Sorceries Sleep. Water: Ease Way, Chill Weapon, Fly/Traction (walk on water). Necromancy: Curse, Deathly Discourse, Gory Restoration.

Add +40 Ma, plus +4 Low Magic and +2 High Magic spells for an Experienced spellcaster, or +80 Ma plus +6 Low Magic and +4 High Magic spells for a Veteran wizard. Alternatively, take no starting spells in exchange for 4 Gift points or +2 Wyrd.

Saint characters:
A Saint character may opt to be a devotee, focusing on one sphere of divine influence) acquire access to all spells on the relevant list given on pp 90-91. Alternatively, a Saint may opt to be a Pantheist and choose 2-4 spells from any compatible divine sphere of influence, being able to choose up to 16 spells in total. Saints also (generally) have access to the general abilities listed on pp 88-89.Add +50 to Fa for an Experienced Saint, +100 to Fa in regard to a Veteran. Finally, increase Wyrd by +1 for each +50 Fa possessed by character.

28

Quick Character generation rules: Use the following guidelines should the need arise to generate a quick Initial Option: Familial Aspects: experienced grade character: Familiar aspects may be added, if desired. These factors are purely a matter of player 1:choice, Allocate each they number to attributes Ph, De, In & at Co:least not contradicted) by the although must be supported (or +50, +30, 0, -10 (switch/allot values as desired). characters social attributes. In terms of the game setting they may either be openly Default race; Human, Socialoption Class 0 (+1aifplayer all characters are disclosed or gradually surfaceDefault during Age; play.18. The latter allows to decide knights or similar petty nobles, +2 if all characters are middling nobles or similar). them gradually; or for them to be introduced by the Magister as a plot element via mutual agreement! 2: Choose if character is Sun or Moon aspected. Aspected: Select 2 attribute; adding +20 to one and +10 to the other. Add +4 to WnT 1 - Sun What is the characters Origin Story: Moon Aspected: Acquire an initial Ma rating equal toevents Co. influence their Where was the character born? Did any significant
3: Select Skill package matching characters aspect: character to chooseskill such a risky and insecure lifestyle? Player may rearrange points as desired following represents suggested values only:
SUN ASPECTED: Character Objectives: Melee:+40 Archery +30 Creep:+30 Aware +30 Survive +20 What are the Shield:+20 characters aims in life? Who and what - does the character like and Unarmed:+20 Track:+10 Active:+20 Nature:+10 hate? What significant material possessions do they desire or aspire to? Region +10 Present:+20 Social: +20 Open:+10 Trader: +10 Workskill:+20 Gaming:+20 Ride:+20 MOON (Fa) ASPECTED: Fa = Co. Family: Survival:+40 Region:+40 Theology:+20 Present: +30 Social:+20 The player should consider deciding on the following: Workskill: +20 Aware: +30 Region: +20 Active: +20 Workskill: +30 Ride: +20 Melee:+20 Gaming:+10 Creep: +10 Healer:+10 What are the names of the characters father and mother. What is (or was) their MOON (Ma) ASPECTED: Ma = Co. occupation and Social+30 Class? If different to the characters why? Where do (or did) Arcane +30 Alchemy Workskill (any)+30 Logos: +20 Folklore +20 Active Ride are +10dead how Gaming +20 die? Aware:+20 Nature +20 they+10 live? If they did they Region +20 World +10 Compose or Debate +20 Melee:+10 Sheild:+10 High Social: +30 Gaming:+20 What where the families main achievements and disappointments.

development? What did the character do prior to entering play? What lead the

2-

3: A:

B: C:

Option; for even more individuality swap 4 skill point values (as desired). All characters gain: 1 Language: In+40, 1 Language In+20 members Lang = In (or +10)the family live What is the families relationship with other family does Distribute a further +100 skill points, as desired (all packages). in close proximity to each other ? If any parents died during the characters formative years, what happened to the character as a consequence? Moon Aspected: Choose +2 Skill options. Gain ability to use Magic Does Moon the family have any interesting stories or dire aspects and associated with Spells. Magic; Ma aspected (Wizards) start with 2 High magic spells 4 Low Magic its past?

5:D:

Low Magic Spell list: Control, Channelling, Dream-Vision, Emotion Control, Insight, Levitation, Lost Wisdom, Locate item, Glories Hand, Retribution, Mindspeech, Truthsayer. E: Magic How many brothers, sisters and other family members did the characters mother High spell options: Open/Lock, Iron Skin (Earth), Lux (Fire), Mastery of Chill and Flame and fatherMist have. How old are they? Are they still alive? If they stillONE alive, where are (Nature), Wuthering or Swiftfeet (Air), Deathly Discourse (Necromancy) or any Water they? If anya died, did they die, and how ago? aspected spell (gaining +50how Adept bonus for evoking saidlong spell). Characters are assumed to possess the following default base secondary attributes replace with actual F: if (and What circumstances values when) desired! lead the character to adopt an adventuring lifestyle (or their Moon Fa community aspected characters (Saints): - feel about this? Select 1 Sphere of Influence given on pp 90-91; character may evoke any of these spells at the cost of 1 Wryd. Character also gains +1 Wyrd for each +50 Fa possessed; Add +20 to one attribute.

current career choice)? How does the rest of the characters family and

Once such details are finally decided they may be recorded on the relevant sections

Hardness: +20/WnT: +8 (+10 if presented Sun aspected) Blosh: -2/-5 of the character sheet on pp 126-127. Wyrd : 8 Wyrd (Sun aspected) or 5 Wyrd (Moon Aspected) SkDe: = De ActRat: 3 Carry: 40 lbs Move: 11. Size 5 ft 8 (male) and 160 lbs; 5 ft 4 and 100 lbs (female) Moon Aspected: Select 1 Bane (pp 24) and 1 Gift (pp 25) or ignore option. Sun Aspected: Select 1 Gift (pp 25) or 2 Gifts and one Bane (pp 24) or ignore this option
Select one Main weapon, one Secondary weapon, a shield and a suit of armour (matching their Status). Missile weapons have enough missiles for 20 shots. Characters possess a weeks supply in any consumables they require and have a large pack to store them.

29

Characters attribute rating in relation to an average human in their prime of life: -30=Pitiful -20 = Feeble -10= Weak 0 to +10 = Average +20= Fair +40 = Good +60 = Superior +100+ or greater = Heroic

Basic Weapon and Armour List: Melee Weapons:


Weapon Human bite Human punch Human kick/headbutt Human chop Medium Claws Dagger Club Short Sword Warsword Falchion Axe BattleAxe 1/2 Mace Hammer Quarterstaff 2 Spear 2 WarFlail Bastard Sword 1/2 Warhammer 2 War Maul 2 Pole Arm: 2 GreatSword 2 Great Axe 2 Lance 1u/2 Weapon Dart Knife Hatchet Spear Sling Shortbow Yewbow Elfbow Crossbow Arquebus WF -50 -50 -40 -20 +20(x2) +0[+10] +20 +30[+50] +60 +60[+40] +50 +50/+60(-10E) +40 +50 +20/+30 +60 +60 +80/+90 +60/ +90 (+10E) +80 +120/+100 +150 +90 +90/+180 WM Ph/De R Type 0 -10/-10 0 ch -2 -10/-10 0 ch -1 -10/-10 0 ch -1 0/0 0 ch 0 +10/+10 0 ch 0 -10/0 0 wb[sp] 0 0/0 1 ch +1 0/0 0 wb[sp] +2 10/10 1 wb/sp +2/+1 10/10 1 wb/sp +1 10/20 1 Hwb +1 20/10 2 Hwb/sp +3 10/10 1 Hch +2 20/10 1 Hch 0/+1 0/10 1 ch/ch metalled +2 0/10 2 sp +3 20/10 2 sp or ch +2/+3 10/10 2 wb/sp +3/+3 10/10 1 Hch/sp +3 20/20 3 Hch +4/+3 10/20 4 sp/wb +5 20/20 3 wb/sp +3 20/20 3 Hwb +3/+6 20/20 4 sp/sp charge RANGED WEAPONS: WF(WM) ACC Ph/De Rng Type S ROF -10 (0) -30 20/20 8 sp 1 AS +0 (0) -60 10/20 4 sp 1 AS +40 (+1) -50 20/20 8 wb 1 AS +50(+2) -40 10/10 10 sp 1 AS +50(+2) -30 10/20 100 sp 1 1/1 +90 (+2) -20 10/10 50 sp 1 AS +150(+3) -20 40/20 80 sp 1 AS +150(+3) 0 10/10 100 sp 1 AS +200(+4) -10 10/10 80 sp 1 1/3 +200 (+6) -30 10/10 50 wb 1 1/3 Composite bows: x1.5 rng, and WF; triple cost. C X X X X X 5C X 15C 25C 20C 6C 12C 8C 10C 0/1C 2C 10C 30C 25C 12C 12C 50C 15C 2C C 2S 10C 10C 1C 2C 10C 20C N/A 20C 60C

Armour & Sheilds Table:


Armour Hardness bonus: Weight Action Penalty: Cost: Padded +20 3 lbs -20 1C Leather +40 2 lbs -10 2C Ringed/boiled +60 5 lbs -20 5C Ringed and boiled +80 (-1 WM) 8 lbs -30 10C Metalled +100 (-1 WM) 8 lbs -20 15C Light Mail shirt +100 (-2 WM) 6 lbs -10 25C Chain Mail +120 (-2 WM) 25 lbs -40 50C Platemail +150 (-3 WM) 30 lbs -50 400C Plate Armour +200 (-3 WM) 45 lbs -50 800C Harquebusier Plate +250 (-4 WM) 30 lbs -30 400C Option: Action penalties can be circumvented by purchasing Adeptness . Shield Type Metal Buckler Heater Shield* Medium shield* Kite Shield* Defence Bonus +10 +20 +30 +40 WF 0 +10(+20) +10 +20 Weight 2lbs 5 lbs 7 lbs 8 lbs Min Ph 0 +10 +10 +10 Cost 10C 12C 10C 15C

b b b

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3.00 Skills:
The term Skill represents a characters acquired knowledge within a narrow but often vital sphere of endeavour. Their nature generally reflects the practicalities of heroic fantasy cultures the (unfortunate) need to fight and defend, to trade, to understand, recount socially-vital information and survive hazardous situations. Archaic Arcana divides skills into three groups derived from the Basic Score that governs them - namely the categories of Physical, Mental and Soul. A characters Bscore ratings (page 19) are added to Physical and Mental skills to represent innate talent. Apply characters SOL rating to any three Soul class skills. Skills that have no points allocated to them start at the cited untrained level, equal to half characters relevant B-score. Halve all points allocated to Hard class Skills (marked with an H, below). Some skills have skill options. These are related sub-skills encompassed within a broad skill category (i.e. Broadsword within the Melee weapon category, or Chess or Go within Gaming). In play, learning a new skill option (to 0) requires 1 week of game time and 2 Growth. Add the relevant B-score bonus after one game month of a skill being learned to 0. A player can also opt for Adeptness within an existing skill option; double any Growth points allocated to it, up to a bonus of +200. Also add +10 to WF for each +50 Adeptness acquired with a weapon.
Skill levels roughly equate to the following (subjective) degrees of ability: 0 : Rudimentary +20: Modest +50: Notable +200: Master 300+: Legendary +100: Journeyman

Skill Descriptions: 3.10: Physical Skills


Untrained rating: -20 This family of skills largely depends on characters physical facilities. Active Represents experience with performing notable feats of exertion in a stressful situation (swimming, dodging, making a mad dash towards a rapidly closing door, etc.) The character starts with 2 active sports as skill options. Aware The characters ability to acquire sensory information from their environment. Climb Ability with difficult climbing situations involving high stone walls, cliffs, etc. Creep The characters ability to move without drawing undue attention to him/herself. Also how well a character can hide from prying eyes and also see those attempting to hide! This also represents the characters ability in picking pockets, cutting purses, generally lifting or hiding objects without being noticed/found. Drive (Chariot, Waggon, Boat) Governs control and manoeuvring of a personal mode of transport - choose option. Open Characters ability to covertly open locks and similar barring mechanisms

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Ride (Horse,Great Wulf, Riding Lizard, Flying Mount) Ability to ride and perform unconventional manoeuvres with a mount each class of mount is a different skill option. Survive (Temperate, Tropical, Desert, Ice wastes, Sea) How well a character can sustain themselves in a hostile environment each class of environment being a skill option. Sailing/Pilot (water, flying) The characters ability to handle a large vessel each class of environment is a different skill. Archery (point familiarity option) H This skill represents the characters prowess with ranged weapons. Characters start with a skill option in 1 ranged weapon of their choice. Others may be bought, as desired. Note Archery is an H class skill, as its harder to shoot someone with a bow Archery than hit them in melee! Melee (point familiarity option) Melee measures the characters degree of skill with melee weapons. Characters start with skill options in 4 melee weapons of their choice. Others may be bought, as desired. Shield The characters ability to dodge, or block a blow by placing a specially designed barrier a shield in its path. Different shield types give a bonus or penalty to this skill. In combat, the character must choose whether to use Shield or Melee to defend against blows. Skinclad This highly cinematic skill represents a characters ability to avoid injury through skilful manoeuvring, tactics and defensive posture; providing a rationale for the Swords and Sorcery convention of unarmoured barbarian warriors! It provides an ARM (armour) bonus equal to its rating. Also gain +10 SkDe for every +25, and -1 AM per +50 of Skinclad skill, possessed. Subtract ARM value of worn armour from this skill; minimum possible reduction equalling 0. Track This skill is used to deduce the direction and number of a party based on their residual traces, along with their very general nature and actions. Usually, this skill only works in environments that retain an impression after being walked on. Unarmed The characters ability with hand-to-hand combat; Increase WF by +10 per +25 points of skill. See Appendix 4 for an expanded treatment of unarmed combat. Workskill Default level: -20
This class of skills represent physically-based knowledge with a commercial/social value. A number of such skill are defined below representing skills possibly of use to adventurers and other heroic types. Most of these skills are the hallmark of skilled commoners and are hence not available to anybody with a Social Class of +2 or more. Other less useful skills (i.e. cooper, candlestick maker, undertaker, etc) can be defined as and when they occur or are demanded by a player. Characters are unlikely to have high Workskill ratings. An apprenticeship in most takes around seven years, starting from boyhood. After this time they are considered a Journeyman (providing they have possess a level of around 20 or so in that skill). To be considered a Master (attaining a skill rating of 40 or more) takes many years - for some it is never attained.

Armoury Governs the manufacture of both weapons and armour. Character must have Blacksmith at +20+ in order to acquire this skill. Builder The possessor is capable of laying foundations, processing/formulating essential building materials and assembling a structure suitable for habitation.

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Blacksmith The ability to construct everyday objects from metal such as nails and horseshoes. Only crude weapons (actually slightly modified farming implements) can be made with this skill. Carpenter Making objects from wood. Also includes relevant jointing, fastening and finishing off techniques. Farming The ability to successfully grow crops, raise animals and curate food for both sources for the winter. Also includes relevant land management skills. Jeweller H The skill of performing delicate work with metal, rare enamels and precious stones and combine them to make attractive, valuable and desired items of jewellery. Leatherworker The ability to remove the skin of a thick hided animal or monster to make into clothing and/or armour (in the latter case up to Boiled Leather or Boiled and Reinforced leather if an Armourer makes and fits the metal elements).. Mason H The ability of carving stone into blocks or artistic forms. Painting Skill in creating an attractive image or likeness with paints or similar media Sapper The ability to undermine castle walls, build tunnels and mining in general. Sailor Covers general ship handling and maintenance skills. Taylor Make attractive and well-fitting clothing from suitable raw materials. Weaver Weave fabric suitable for clothing and other domestic uses. Needlework The skill of using coloured threat to decorate cloth with attractive and artistic designs. Wrangler The ability to manage and train animals for useful (and not so useful) tasks. Other - As defined by player and accepted by the Magister! Combat Moves
Magisters may allow players to allocate Gain points as a bonus to Attack and Defence or SkDe values of any one specific combat move: Swing (Ch & Ch class): Low, Head, Pinpoint, Jump swing, Lunge swing, Rush swing, Prempt Swing Lunge (Sp class): Vitals, Low, Head, Pinpoint, Rush Lunge, Prempt Lung Archery (ranged weapon): Vitals, Arc shot, Head, Limbs, Shower, Shoot from cover, Defensive firing, Pinpoint, Weak Spot Defences: Probe, Guard, Duck, Roll, Trip, Kick, Jump.

3.20 Usual Untrained rating: -20 This family of skills largely depends on characters mental facilities. A few, relating to sufficiently familiar skills, have a lower Untrained rating of -20 or lower. Option Flawed Knowledge rule:
The Magister can rule that specific techniques in common use are actually flawed. When used the skill concerned is reduced by one factor. This simulates the flawed techniques and erroneous common wisdom current during the classical and medieval era. Players should never be informed their knowledge base is flawed, but can be given the chance to discover better methods during play.

Mental Skills:

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Battlecraft The art of successfully leading soldiers into battle and winning the day. Estate The ability to practically manage the logistical and administrative aspects of an Estate which can represent anything from a large household upto a country or Empire! Engineer H Untrained: -20 The ability to create sophisticated mechanical devices composed of cogs, springs and similar mechanics. Character must also have a De and In rating of +20+. It can be combined with magical knowledge to create even more highly advanced machines verging on the miraculous! Folklore Untrained: -20 This represents the characters understanding of monsters and people in foreign lands. It is one of the skills most prone to the Hidden Knowledge rule cited above! Gaming (point familiarity option see page 44) Untrained: -20 General understanding of various socially-based forms of entertainment with formal rules. Character should initially choose familiarity with 3 games with others played at a penalty of -20. Another game can be chosen at cost of 1 Growth (and 1 week gaining familiarity with it). Herald: Knowledge of artistic conventions utilised to symbolically represent ennobled families (Status 2+) and the ability to identify the familial origin (and basic knowledge of the associated family) of a heraldic device. Use Dcor skill to apply heraldic devices onto features. Herbalist Untrained: -20 Knowledge of herbs that aid recovery from sickness and injury and also those that harm. Healer Untrained: -20 The ability to heal injury and cure disease without the aid of magic. This may work with an innate Difficulty penalty in settings where the theories of medicine are flawed! History Untrained: -20 Skill represents the characters knowledge of the settings general history. This skill is also susceptible to the Hidden Knowledge rule! Nature Untrained: 0 Knowledge of the animals and plants existing within the campaign setting. Law Understanding of legal practices and procedures within the characters region Language
The ability to speak another language. The abundance of languages existing in most worlds most of them unrelated - ensures that most tongues are separate skills. Diverse heroic fantasy worlds have many languages while others have only one common tongue shared among the scattered race of humanity. As an aid to Magisters and players, the following example languages are offered which may be altered, renamed, dropped, ignored as desired. Modifiers indicate default chance for a human to speak the language (also apply as a penalty or bonus for an untutored human to understand an overheard conversation in that argot. Default time to learn one of these language to Skill rating 0 equals 2 weeks of game time per -5 penalty (minimum time 2 weeks). Each two weeks of tuition costs one Growth point. When a language is acquired after character generation the ability to write and read it must be bought as a point familiarity option. Some Example Languages:
Avaelic Dwarven Provincial Goblic Korsc Kaate Kant Norlish Nenyan Phonish (Realm) Unglic Ancient human language now the speech of the educated, Priests and magical practioners Language of Dwarves Common human tongue of the campaign setting most regions understand it. Language of the various Goblinoid species. Language of the old evil, dead(?) gods unhallowed and shunned The secret language of singers, minstrels, performers and actors. The secret language of thieves and criminals Tongue of the feared Sea Lord raiders Language of elves, centaurs and other sylvan races. A popular traders language associated with an expansive mercantile culture A generic indigenous language type rarely spoken outside its sphere of influence. Another widely known tongue, introduced by a nation currently in the ascendant (-40) (-40) (0) (-40) (-40) (+10) (+10) (-20) (-20) (-10) (-40) (-10)

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Logos H Untrained: -40 Represents understanding of mundane natural laws likely to be Glories Handed by an intelligent individual from a pre-industrial society! This includes arithmetic; the ability to quantify, manipulate and record numerical totals. Point familiarity options include Geometry (the ability to calculate volumes and areas, useful in construction). Present Untrained: 0 This skill measured the extent of the characters understanding of current political, economic and social trends falling within the characters common experience. Philosophy H Untrained: -40 Ability to understand the condition and ethos of thinking beings and provide insights into the functioning of organised society. A successful roll will provide a +10 bonus (+20 on a BOON result, but halve skill level on a HARSH result!) to any one mental skill associated with reasoning, interpersonal interaction and/or logic. Region Untrained: -20 Knowledge of a designated zones spatial, economic and cultural aspects. Theology Knowledge of the gods, their past acts along with their present goals, desires and dislikes. The agenda of some religions virtually ensures this skill is especially prone to the Hidden Knowledge rule! Trader Skill with commerce; finding cheap good and selling them at a profit. Also covers matters such as transportation and storage, along with identifying markets for specific goods. Untrained rating: -10 (unless stated otherwise) This family of skills depends on the characters empathic nature. Untrained ratings are often much higher than the default in regard to mystical style skills. Astrology Perquisites: In +20+, Arithmetic +40+ H This skill represents the ability to calculate the positions of the stars and planets and also celestial events such as sunsets, sunrises, lunar phases, eclipses and calendrical events. This skill can be used to predict the future, using average of Astrology and characters Augury skill. Alchemy (Point Familiarity Option) H Untrained: -40 Perquisites: In +40+, Herbalist 30+, Logos +30+ Knowledge of the magical properties of animals, plants and minerals. This skill depends on the alchemist also knowing Formulas instructions listing the ingredients and procedures required to create Elixirs encapsulating a magical (or near magical) effect. Add a +2 bonus to Alchemy skill for each +10 In possessed by character. Learning a new formula follows the point familiarity rule in this instance costing 3 Growth and taking 5 days I (minimum 2 days). Each potion takes several days or more to create, but keeps infinitely if stored within a sealed container. Arcane Perquisites: In +20+ and Ma +10+ H Untrained: -40 The understanding of the general modes of manifestation, limitations and potential of magical effects. It can be used to identify spells, magic items and in the creation of new spells. It is also essential for the casting of High Magic spells (pp 75-82). Compose (point familiarity option) The ability to write attractively worded sentences and write coherent, attractively-worded stories/ narratives (Skill options: Music, Poetry, Instructional, Literary, Lyrics) Debate Ability with persuasion, rhetoric, and inspirational leadership on a civic basis. 35

3.30 Soul

Skills

Dcor The characters ability to create appealing and attractive works of visual art. Guise While normally used to present a convincing, artistically pleasing rendition of an assumed persona in a stage play, it also can be used to persuading someone that a boldface lie is the truth and that the character can trust the con-artist in at least one specific matter!. Instrument (point familiarity option - see page 44) Ability to play a given instrument in an appealing manner. Player choose one instrument; all others have a -10 penalty. Familiarity with new instruments use the point familiarity and Adeptness rule option available with this skill. Includes Voice (singing) Social (Low Social, High Social) Untrained; -20 The ability to cope with social convention. Low Social deals with the sphere of common folk (rank 0 or lower) while High Social relates to noble etiquette (rank +1 or more).

Untrained; -20 Hypnosis: Co: +10+ The ability to induce a restive trance, recover forgotten memories or implant suggestions. Any attempt to use hypnosis takes around 3 Recounters. A WIN result increases healing or spell stress recovery rate by x1.5 for that day, implants one suggestion or recovers one memory. A BOON result rest doubles spell stress recovery or healing for that day, or implants two suggestions (or recovering two memories). A HARSH result indicates a negative trance experience inducing a -20 penalty to all actions on that day! The target of these implanted suggestions resists them with their Composure score vs. that of the hypnotist. The suggestion is broken once the character successfully resists has carries it out.
Pressure Points: Co: +20+ Ph +20+ Untrained; -20 A successful outcome in the use of this skill can manifest in several ways, depending on player choice. It can increase a characters healing rate by x1.5 per day on a WIN throw (x2 on a BOON result); a HARSH result, unfortunately, voids healing for two days! It can also be used to immobilise or discomfort foes. In combat roll vs. targets Hardness (multiplying any ARM value by x2). On a HARSH result take one WND; FAIL: No effect; WIN: Character either takes a Bash result (dropping anything they are holding) or falls unconscious for 80 seconds less Ph attribute; BOON: target either staggers 2 feet and falls down immobilised for 160 seconds (less Ph) or falls unconscious for 10 Recounters - attackers choice. This skill is also used by torturers to inflict pain, to licit responses from individuals under interrogation. On a HARSH result target gains a +50 bonus to resist next attempt; FAIL: No effect; second FAIL results in target losing consciousness for 10 Recounters! WIN: Character suffers notable pain, 100 Diff to resist suggestions for 2 Recounters; also take a BASH result lasting same period of time BOON: Character suffers extreme pain, 200 Diff to resist suggestions for 5 Recounters; also take a BASH lasting same period of time - next WIN or BOON result will cause victim to lose conscious for 3d10+10 Recounters if desired.

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4.00: Combat
The Archaic Arcana approach to combat!
Heroic fantasy, by definition, involves risk. Characters actively seek confrontation with formidable foes a circumstance which often results in combat. The following combat rules are therefore presented below to resolve such situations. Unlike most RPGs, the Archaic Arcana combat system is weighted towards characters most of the time. It attempts to move away from the deadly, inflexible randomness that typifies some systems. Archaic Arcana aims to be a tool to tell a characters story not a means to ensure they are arbitrarily killed by mangy wolves in Chapter 1! It is an acknowledged fact within RPGs that characters within their lifetime will (obviously) suffer more hits than an adversary - who are in most cases merely an off-the-shelf bunch of statistics! Therefore, the game allows through the Wyrd mechanic various ways by which a clever player can ensure that his or her character has a good chance of surviving combat! Not only does this aid character survival it is also true to genre; characters having the same strokes of luck in Archaic Arcana that cinematic and literary heroes enjoy, which dont depend on the impossible situation of a chance dice throw This is not to say Archaic Arcana has an unrealistic combat system far from it! Characters not controlled by the players - while far from being mooks - are injured and die at a fairly realistic rate, by weapons that (hopefully!) behave much like their real-world historical counterparts. The injuries they suffer from are also comparable to those resulting from real world melee and missile combat. As the reader will have noted from the character generation system, Archaic Arcana has no hit points (as such). Weapons either inflict cuts and grazes type injuries which both Archaic Arcana and real life fighters can absorb a lot of - or more serious physical injuries that quickly impedes a warriors ability to fight. But a player characters innate heroic nature allows them to often avoid being easily slain. They are, after all, special the stars of the RPG movie facilitated by Archaic Arcana! That said, the Archaic Arcana system does not turn combat with non-player characters and monsters into Turkey Shoots - it merely protects characters from a causal demise. The basic premise of this system is that - as in real life - a sword or a similar weapon can kill an average person with a single stroke, given the right (wrong?) circumstances! Hence, player acting in a foolish manner, or taking risks even excessive for a mythic hero can still easily get his or her character slain. So, be cautious in battle!! Always ask the Magister about your surroundings and your adversaries. If in doubt run or take up a better defensive/offensive position. In other words, fight smart like the heroes of fantasy and live to, eventually, join them!

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4:10 Order of Battle.


Combat is resolved in an abstract period of action termed a Recounter, assumed to last around 10 seconds. For ease of resolution Archaic Arcana combat is resolved in the following sequence: Determine Surprise!
On an initial encounter one party may acquire the element of surprise, gaining free attacks against an opposing group without retaliation! To determine this make a TUOR table roll using highest rated SkDe within player group vs. that of opposing party, when within melee or shooting range. A HARSH result indicates player party is surprised for 2 Recounters! A Fail score indicates neither side acquires tactical advantage. A Win indicates the player-party gains tactical advantage lasting 2 Recounters; or 4 on a BOON result. The surprised party can do nothing while so outflanked but retain the ability to defend themselves (i.e. apply their full defensive rating against attacks). A surprised character can void - or instigate - surprise by spending a BASE Wyrd point. Initial recounter distance (should it require an impartial determination) equals a roll of 2d10x10 yards in an outdoors environment or 3d10x10 yards (or feet) for a constrained or indoors situation- the Magister choosing the distance scale that best fits the situation.

Decide Combat Actions:


During combat, an individual may perform three general classes of action each Recounter; Attack, Movement or Action; the number of actions performable equal to their Action Point (ActRat) total.

Movement:
All Characters and adversaries may move up to their maximum possible Mv rating. If movement is likely to bring a character within Reach of an attacker, an assault may be initiated.

Attacks are resolved in this order, based on general weapon class


1: Missile 2: Melee 3: Unarmed Characters with the highest Strike De (SkDe) acts first. Characters resolve actions first in instances when a game personas SkDe ties with that of a player character. An attacker with the longest weapon gets to strike first, providing they have the perquisite levels of Ph and De to weld that weapon; if not, the individual with highest SkDe attacks first. Melee weapons may attack up to a distance in feet equal to their Reach rating providing weapon has previously been readied for use by using a combat action. Archery attacks may select a static target or call for a freeze i.e. attack a target just about to move, one at mid point through their MV or one that has just stopped moving. Mv is (subjectively) halted until attack is resolved, hence the term.

Schedule of Combat Actions: The character may perform a number of actions equal to their Actrat score (pp. 17). Permitted actions include:
Attack. Wait for something to happen; gain +30 SkDe bonus for any subsequent attack. Disengage from melee. Prepare weapon for attack i.e. draw sword from scabbard etc. Drop one weapon and prepare another for action. Store one weapon or look for item ; if latter roll Fortunes wheel Yes indicates item is found within 3 seconds, consuming 1 Actrat, otherwise task consumes all remaining actrats for this Recounter! Ready longer weapon against oncoming attacker. Perform other sundry action/skill (consuming 1 to 5 Actrats). Hold aim; may attack next action gaining a +20 Archery skill bonus. A Recounter ends once all combatants have performed all actions possible or desired...

Size factors and SMASHBACK


An attacker gains a +20 Melee and Unarmed attack bonus each size factor attacker exceeds target. If one size factor or larger attackers inflict a Smashback on a successful hit; victim is hurled back 1 yard (and inflicts 1 WND) per +50 Ph possessed.

Size Classes: Small

Medium

Tall

Huge

Massive

Titanic

Humans have a default size class of Medium.

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4:20 Combat Resolution:


An Attacker attempts to injure target; via an Assault roll: Assault roll: Equals = attackers Melee or Archery skill PLUS B-physical bonus

Less:
Targets Melee, Shield or Skinclad Skill (or average) PLUS B-Physical bonus

Results:
BOON: Attacker inflicts an EFFECT class hit on target; roll again for specific effect. WIN: Attacker inflicts a WND class hit on target. Match attackers WF (weapons WF plus BP score and bonuses) . with targets ARM (Hardness+ Armour score). EFFECT Class hits:
BOON: <SLAIN > WIN: <Severe> FAIL: < Lesser > HARSH: BASH

Ignore AM on a doubles EFFECT injury roll! WND Class hits: Match attackers WF (weapons WF plus B Physical score). with targets ARM (Hardness+ Armour score).
BOON: < WNDs= 4+WM > WIN: <WNDs=2+WM > FAIL: < WNDs=WM > HARSH: GRAZE

Suffer a BASH lasting 1 Recounter if hit inflicts an injury of 4 WNDs AND if attacker is equal or greater in size to target.

FAIL:

Attacker misses target!

HARSH: Attacker misses and suffers ERROR result: roll again for specific effect.
ERROR TYPE:
BOON: Trip & Drop WIN: Drop & Pick FAIL: Drop Doubles : Break HARSH: Hit

alternatively, just halve SkDe and combat skills for 2 Recounters. Option: Harsh combat; For more realistic combats treat all injuries as Effect hits; For WND class hits halve damage and treat as WNDs rather than GWDS.

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44:30 Modifiers and special conditions:


A character may make one attack on any adversary in reach for every unexpended Actrat point they possess. For multiple hits on the same target roll only once, but add +50 per attack action over the first allotted to target. Likewise, a defender may add +50 to defensive rating per attack action over the first allocated to defend against the blows of a single target. Missile attacks can only be blocked with the shield skill! A Shield blocks observed Archery attacks at
full skill value, or at half skill value vs. an unseen frontal attack. They offer NO protective value against an unseen rear attack. Halve WF for Archery wounding rolls over x2 base range; quarter for x3 base range

The following Attack Situation Modifiers may also be relevant: Attack Situation Modifiers: Situation Effect
Attacking from targets rear Charging (paced running speed) = = Halve targets defence factor Halve Melee Skill; +20 to WF, +1 WM. If mounted add half Ph of mount to WF and use mounts Ph for purposes of Smashback Halve Melee Skill; -10 to any associated Effect roll. +40 to Melee (for defence and attack) Quarter Melee Skill but to +40 WF, +2 WM -20 to melee (prone individual). No attack possible, halve defence factor.

Aimed Blow Has longer Weapon Charging (frantic running speed) Attacking from prone Moving from attacker (running speed)

= = = = =

Optional Modifiers for Archery rolls:

Situation

Effect

Range: Close (half base range) +20 to Archery Skill Medium (base range) No adjustment Far (double base range -50 Distant (triple base range) -100 Extreme (quadruple base range) -200 Cover: Mist, smoke or long grass: -20 50% solid cover -40 75% solid cover -80 . No Shield = Cannot block Archery attacks. Shield = Blocks Archery attacks if a medium shield or larger; add shield bonus

Parrying and Melee skill: Weapons marked with a in weapon description section enables the defensive use of melee skill, being capable of parrying virtually all melee weapons. Those marked with a allow the defensive use of melee skill only against other class weapons. They can be used for one parry attempt against a class weapon but are thereafter rendered unusable until successfully repaired via the Armoury skill. Weapons with neither designation cannot be used defensively; use Shield skill in this instance. Sweep attack: This technique enables an attacker to engage multiple targets within reach in melee with only one blow. If attacker expends 1 Actrat on each target there is no reduction in skill; otherwise attack skill equals melee rating divided by number of targets. Halve all attackers defence skills in either case. Doubles Assault roll and Wyrd: A doubles WIN or BOON assault roll indicates that blow cannot be mitigated by Wyrd AND regardless of whether it was a hit or a miss - any active Wyrd associated with the target is now deemed expended! Target must take any injury subsequently rolled but can mitigate its effects by expending 1 BOON Wyrd point. Doubles Damage roll: A doubles damage roll ignores AM rating of non magical armour worn by target. Constricted Attack: Halve Melee skill when an attacker assaults a target closer than a weapons Reach factor. Medieval era Warswords, Bastard Swords and Greatswords may have a Ricasso a gripping section of blade below the hilt that, when used in place of the weapons hilt, mitigates this penalty.

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4:40

COMBAT RESULTS: HARSH level results....


WIN: Drop & Pick FAIL: Drop Doubles : Break HARSH: Hit

BOON: Trip & Drop

Trip & Drop: Character falls to floor, dropping weapon out of reach. Stunned for 1 Recounter; one action to rise from prone +1 action to retrieve it attempt may be blocked by any opposing foe! Drop & Pick: Character drops weapon within reach. One action needed to pick it up; may defend! Drop: Drop weapon out of reach; 2 actions needed to retrieve may be blocked by opposing foe! Break: The weapon currently in use breaks in combat (or on next attack) Hit: Graze: Bash: Character takes 1d5-1 WNDs due to self-inflicted injury and takes a BASH (if Wnds equal 0 victim merely suffers a BASH effect). Do not subtract any AM! -20 SkDe next Recounter , but no other effect. Stagger back 2 feet. Halve SkDe and skills for 1 turn; no other effect.

BOON level hits... BOON: <SLAIN> WIN: <Severe>


<SLAIN >

FAIL: <LESSER>

HARSH: <Gashed>

Victim is killed outright the higher the roll, the more gory the demise! If roll is half or less required for a <SLAIN> result, death occurs in 1 Recounter,
or 12 Recounters if more magical. Limb loss occurs automatically on a <SLAIN> result if attacker chooses to direct blow towards an arm or leg. Option - Critical Handicap: A Magister may adjust an unmitigated <Slain> result to a Critical handicap. Victim is ruled to have survived but suffers a lasting 2 to 4 GWD affliction (pp43). Any selected effect is permanent and never heals naturally; magically induced healing may be possible. Blind characters can no longer use any visual skills; deaf characters are unable to use any skills dependant on hearing. Crippled characters can no longer walk and use amovement dependent skills. Victim also permanently loses 2 Wyrd.

<SEVERE>

Take 2 +Wm GWDs (Grievous WounDs).


Option: also take an Affliction equal to GWDs inflicted (page 43). Alternatively target also suffers BASH for 5 Recounters and loses 1 WND per two recounters due to bleeding, shock, etc.

<LESSER>

Inflict Weapon+ Attacker Wm in WNDs (minimum1 WND). Also suffer a BASH lasting 2 Recounters.
Option: also take an Affliction equal to WND inflicted (page 43) IF attacker expends a Wyrd point towards this end. Alternatively target also suffers BASH for 5 Recounters and loses 1 WND per two recounters due to bleeding, shock, etc.

Healing:

WNDs heal at the rate of 10/HD per day GWDs are healed at rate of 1 GWD per week.

41

4.50: Special Factors


Option - Amendements for weapon damage classes: Sp: Halve all WNDs/GWDs inflicted but increase Affliction result of an Effect class hit by 1 factor. Wb: No modifiers. Hits can remove limbs on a suitable Effect or Affliction result! Ch: Ignore bleeding effects but hits inflict +2 GWDs/WNDs & doubles duration of any BASH results. Pulling blows: A character may opt not to inflict an Effect class injury when scoring a BOON result. In this instance the attack is resolved on WNDS table, halving all cited quantity of WNDS. Clean Weapon Action: Following any Effect class injury a character must spend one action cleaning weapon or suffer a temporary -10 SkDe and -20 melee skill penalty. Sheathing weapon without cleaning it results in a -20 SkDe and reaction penalty. Spending 1 Act cleaning affected weapon removes all penalties. V Grade Adversary : The Magister may define Game personas representing only a minor obstacle to the player characters as V (Vulnerable) class adversaries. Any WND class injury is deemed to immobilise them, and any Effect class hit is deemed a <SLAIN> result! All monsters, any mundane creature listed as large or greater in size along with ANY entity possessing Wyrd are excluded from this option!

Using Wyrd to mitigate hits: A Base Wyrd point causes any attack to miss unless its a doubles or BOON roll; in such instances the active Wyrd point is deemed expended and hit strikes home, unmitigated (but see below...). Using Wyrd to Mitigate Damage: A BOON Wyrd point can be expended to mitigate an injury; in this instance a WND class injury is reduced to a 1 WND injury and a BASH lasting 1 Recounter; an Effect class injury is mitigated to a 4 WND injury plus a BASH result lasting 4 Recounters.

Grappling, Pushback and Disarming attacks:


In some circumstances an attacker may prefer to overbear, disarm or grapple their foes rather than inflict a physical injury: Gain a +40 bonus for and to resist Grapple and Pushback attempts each size factor attacker exceeds (or, if resisting grapples and pushbacks is less than) there adversary. Also gain a +20 bonus for the same situation per 20 point difference in Ph between attacker and defender. HARSH: Grapple: Attacker falls down and is stunned for 1 Recounter. Pushback: Attacker pushed back 2 two yards. Disarm possibly stabbed by own weapon: suffer a +50 attack (ignore armour). Grapple: Target eludes attackers Glories Hand Pushback: Attacker and defender both stay their ground. Disarm Fail at disarming target. Grapple: You restrain the target this Recounter. Pushback: Target pushed back 1 yard per +50 Ph possessed by attacker. Disarm You lock targets weapon this Recounter they cannot attack or parry! Grapple: You hold the target in a firm grip +20 bonus to retain. Pushback: Target pushed back 2 yards per +50 Ph possessed by attacker. Victim also takes 2 WNDS along with a BASH lasting 1 Recounter. Disarm Targets weapon flies from their Glories Hand, landing out of reach. For follow up grapples use the following results: Target slips from your Glories Hand You continue to restrain target this Recounter You may wrestle target to the ground and hold them there for 5 Recounters If attacker desires, victim takes 2 + WM WNDs per Recounter. As above but defender suffers a 40 Diff penalty to any attempts to break lock and takes 4+ WM WNDs per recounter if attacker so desires.

Miss:

Win:

BOON:

HARSH: Fail: Win: BOON:

42

4.60 Afflictions (optional).


In addition to GWD loss and other factors Affliction injuries occur on <SEVERE> Effect class injury results. The degree of Affliction is directly proportional on the quantity of GWD/WND points inflicted, as grouped below; treat as 1 point higher for Sp class weapons. Precise injury can be chosen by attacker (characters) or Magister (game personas); a lower grade Affliction may even be selected if desired. Some weapon types may by limited to specific options, as labelled. For quicker resolution select option denoted by asterisk. = Default fall damage (roll 1d10; o=odds e=evens). An expanded afflictions table is given in Appendix 3 (130-131).

0 GWD:
Demoralised Wrong-footed Armour Damage Item damage * Stunned o Body Sprain e Hand hit Face Bash Deep injury Hand smite * Solid Blow Smashed e Numbed o Mild Concussion o Broken limb e *Broken rib Lose finger Facial blow Hamstrung Armstrung Deafened (*sp) Impaled Fractured skull e Compound break o Disfigured * Bleeder (sp/wb) Organ hit Body smash Arm/Leg Smash
Target suffers -20 Diff for 20 Recounters or until they succeed in a 40 Diff Co throw. Target halves SkDe for 20 Recounters or until they succeed in a 40 Diff Co or Battlecraft throw. Piece of armour is torn off targets body; reduce ARM by 25% until fixed. Piece of targets equipment is either torn off or damaged. Target suffers BASH result for 10 Recounters. -20 SkDe for 4 game hours. 20 Difficulty to physical actions used by damaged hand (heals in one week).

1 GWD:
10 diff to all tasks for 6 hours; BASH for 1 Recounter -10 reaction penalty thereafter Lose 1WND per 2 Recounters over the next 6 Recounters if not staunched (Diff 20). 20 Difficulty to physical actions used by damaged hand. Double heal time. Drops whatever is held by that hand. 20 Difficulty to physical actions and halve SkDe for 5 hours. Target rendered unconscious for 1d10 Recounters, stunned for 2 more thereafter. Arm or leg temporarily rendered out of action for 5 Recounters

2 GWDs:
Halve SkDe and De and 40 Difficulty to all tasks for 1(game) day. Cannot use limb until healed; could become impaired unless set (40 Diff) Double heal time. 20 Difficulty on all actions, -20 SkDe 20 Difficulty to physical actions used by damaged hand until adapted by expending 2 Gain. 30 Reaction penalty and lose +1 extra WND; also Renders victim Distinctive. Ha lve Mv and SkDe Halve all skills enacted with arm and -20 penalty to SkDe until healed.

3 GWDs:
Lose hearing in one ear halve Awareness (hearing) skill. Suffer BASH for 1d10 Recounters. Weapon sticks in target; 40 diff Ph roll (and 1 Action) to remove; take 1 GWD when removed plus 1 WND per Recounters due to bleeding, until injury is staunched (80 Diff Healer roll) Halve SkDe and De until healed. 50 Difficulty to all tasks until healed. Cannot use limb until healed; needs setting,(Healer 50 Diff) otherwise take Crippled Bane. Take1 Wnd per 2 Recounters due to bleeding, until staunched (Diff 40). Triple heal time. Halve all speaking skills and -40 Reaction penalty. Bashed for 15 Recounters. Take 1 WND per Recounter. halve MV and SkDe plus 40 Diff to all physical tasks until healed. Target rendered unconscious for 10 Recounters, suffers BASH for same period thereafter. Alternately, render arm or leg temporarily out of action for 10 Recounters. Leg= Halve Mv and SkD Arm = Halve all skills enacted with arm ; -20 penalty to SkDe Make a Diff 80 Ph roll to recover per 2 game weeks; 3 LOSE rolls (or one HARSH roll) in a row indicate Injury is permanent; possibly curable by magic

4 GWDs:
Lose eye Lose limb (Wb only) * Internal injury Cranial Bleed e Damaged spine o
Take ONE EYE Bane. Next Lose Eye result renders target BLIND Take LOST LIMB Bane. Lose 1 Wnd per recounter until staunched. +100 Diff to all actions. Halve Ph, De, SkDe and MV . Take 1 WND per 2 Recounters; requires 100 Diff Healer skill roll to staunch. Next such injury is a <SLAIN> result. Drop to UNCON BLoSH level; take 1 WND per 20 minutes (requires 100 Diff Healer roll to staunch). Recover consciousness on reaching a positive WnT level. Mv reduced to 0, quarter SkDe and physical skills. Natural recovery of motor skills requires a Successful Diff 150 Ph roll (1 attempt once per game month)

43

4:70

Option - Advanced Combat Moves:

This option allows players to use bespoke actions in combat; resulting in significant WF, defence or attack modifiers. Attacker chooses a mode of Attack and Defence from list below; a neutral stance is assumed unless stated otherwise. The selected option defines attackers main intent, not sole action during combat! Magisters may allow players to allocate Adeptness to WF, Attack and Defence values of any one combat move; halve value of adeptness points so allocated in this instance.
Attacks: WF Swing (Ch & Ch class) Body 0 Low 0 Head +20 Pinpoint 0 Limbs 0 Jump swing +20 Lunge swing +10 Rush swing +10 Prempt Swing Lunge (Sp class) Body 0 Contract Stab 0 Vitals Low Head Pinpoint Limbs Rush Lunge Prempt Lung Archery: Body Vitals Arc shot Head Limbs Shower Shoot from cover Reckless Defensive Pinpoint Aim for weak spot Defences: Parry Probe Guard Duck Roll Trip Kick Jump +20 0 +10 0 0 +10 ATTACK 0 +20 -20 -20 +10 Halve +10 -40 -20 0 Halve 0 +10 -10 -20 +20 Halve -40 0 0 -50 -40 +20 -40 Halve -20 -40 Quarter DEFENCE 0 0 -20 -20 0 Halve -20 -40 -10 0 None! -30 -10 -20 -40 0 Halve -40 No No No No No No +20 0 -20 -20 OTHER/notes Default swing No Mv. Hit specific location No Mv, +20 to Climb. 10 SkDe, x2 Move +20 SkDe Default lunge Attack rear target; must be within Reach; not possible if surprised Hit specific location x2 Move +20 SkDe Default shooting -10 SkDe -20 SkDe, x1.5 range Mv or Auto Disarm Double rate of fire (bows only) -10 to SkDe Hit specific location Hit targets armour weak spots Ignore AM if hit succeeds. Default defense. -20 SkDe -10 SkDe No Mv x2 Mv, +10 SkDe No Mv; BOON = target laid prone No MV; BOON = target pushed back x3 Mv, +20 to Climb

0 +10 +10 +20 -20 0 0 0 0 0

0 +10 0 0 0 0 0 0

0 +20 -20 Halve None Halve Halve Halve

0 +20 +20 +30 +40 -20 -20 +20

44

4:80 Full Weapon & Armour Tables:


Melee Weapons:
Weapon WF WM Human bite -50 0 Human punch -50 -2 Human kick/headbutt -40 -1 Human chop -20 -1 Medium Bite +10 0 Medium Claws +20(x2) 0 Large Bite +30 +1 Large Claws +40(x2) +1 Dagger +0[+10] 0 Club +20 0 Short Sword +30[+50] +1 Cutlass +50 +1 Warsword +60 +2 Rapier +30/+60 +1/+2 Sword-Club hv +40 +2 Tuck m/c 1/2 +50/+60 (+10E) +1 Falchion +60[+40] +2/+1 Axe +80 +3 BattleAxe 1/2 +50/+60(-10E) +1/+2 Mace +40 +3 Hammer +50 +4 Quarterstaff 2 +20/+30 0/+1 Spear 2 +60 +2 WarFlail 1 +100 +3 Bastard Sword 1/2 +80/+90 +2/+3 Warhammer 2 +60/ +90 (+10E) +3/+3 War Maul 2 +100 +4 Great Flail 2 +200 +5 Pole Arm: 2 +120/+100 +4/+3 GreatSword 2 +150 +4 Great Axe 2 +90 +3 Long Spear 1u/ 2 +80+/160 +2/+5 Lance 1u/2 +90/+180 +3/+6 Weapon Dart Knife Throwing Star Hatchet Charkram Spear Sling Shortbow Longbow Yewbow Elfbow Crossbow Repeating Crossbow Handgunne Arquebus WF(WM) ACC -10 (0) -30 +0 (0) -60 +10 (0) -20 +40 (+1) -50 +30(+1) -20 +50(+2) -40 +50(+2) -30 +90 (+2) -20 +120(+2) -20 +150(+3) -20 +150(+3) 0 +200(+4) -10 +60 (+2) -20 +80 (+4) -60 +200 (+6) -30 Ph/De -10/-10 -10/-10 -10/-10 0/0 0/0 +10/+10 0/0 +10/+10 -10/0 0/0 0/0 20/10 10/10 0/0 10/10 10/20 10/10 20/20 10/10 10/10 20/10 0/10 0/10 20/30 10/10 10/10 20/20 40/40 10/20 20/20 20/20 10/10 20/20 R 0 0 0 0 0 0 0 1 0 1 0 0 1 1 1 Type ch ch ch ch ch ch ch ch wb[sp] ch wb[sp] wb/sp wb/sp wb/sp wb C Free Free Free Free Free Free Free Free 5C Free 15C 15C 25C 15C 10C 30C 20C 6C 12C 8C 10C 0/1C 2C 10C 30C 25C 12C 15C 12C 40C 15C 3C 2C C 2S 10C 4S 10C 3C 1C 2C 10C 12C 20C discretionary 20C 80C 40C 60C

2
1 1 2 1 1 1 2 2 2

sp
wb/sp Hwb Hwb/sp Hch Hch ch/ch metalled sp sp or ch wb/sp Hch/sp Hch Hch sp/wb wb/sp Hwb sp/sp charge sp/sp charge S 1 1 1 1 1 1 1 1 1 1 1 1 10 1 1 ROF AS AS AS AS AS AS 1/1 AS AS AS AS 1/3 AS 1/5 1/3

1
3 3 4 3 3 3 4

RANGED WEAPONS:

Ph/De 20/20 10/20 10/10 20/20 10/10 10/10 10/20 10/10 20/20 40/20 10/10 10/10 0/0 10/20 10/10

Rng Type 8 sp 4 sp 10 sp 8 wb 8 wb 10 sp 100 sp 50 sp 70 sp 80 sp 100 sp 80 sp 35 sp 20 wb 50 wb

Composite bows: +20 to PH requirement, x1.5 WF, triple cost.

45

ARMOUR
Armour Hardness bonus: Padded +20 Leather +40 Ringed/boiled +60 Ringed and boiled +80 (-1 WM) Linothorax +100 (-3 AM) Metalled +100 (-1 WM) Light Mail shirt +100 (-2 WM) Chain Mail +120 (-2 WM) Platemail +150 (-3 WM) Plate Armour +200 (-4 WM) Harquebusier Plate +250 (-5 WM) Savoyard Plate +250 (-5 AM) Helms: Leather Cap +40 Reinforced Leather +60 Pot Helm +100 (-1 AM) Partial Helm +120 (-2 AM) Flat Great Helm +150 (-2 AM) Advanced Helm +200 (-3 AM) Type Wooden Buckler Metal Buckler Heater Shield* Medium shield* Kite Shield* Apsis (Hoplon) Tower shield* Boss Defence Bonus +10 +10 b +20 b +30 b +40 b +40 b +50 +10 Weight 3 lbs 2 lbs 5 lbs 8 lbs 5 lbs 8 lbs 6 lbs 25 lbs 30 lbs 45 lbs 30 lbs 60 lbs 0.2lb 0.5 lbs 2 lbs 3 lbs 4 lbs 5 lbs WF -20 0 +10(+20) +10 +20 +20 +10 +10 Action Penalty: -20 -10 -20 -30 -40 -20 -10 -40 -50 -50 -30 -60 Cost: 1C 2C 5C 10C 20C 15C 25C 50C 400C 800C 400C 600C 0.5 C 1C 4C 8C 15 C 30 C Min Ph -10 0 +10 +10 +10 +20 +20 Cost 5C 10C 12C 10C 15C 30C 20C 5 C

Halve Aware Halve Aware Weight 1lbs 2lbs 5 lbs 7 lbs 8 lbs 20 lbs 20 lbs +2 lbs

SHEILDS:

b = Can be used in attempts to block frontal missile attacks. Heater shield WF +20 attack is made with pointed edge; shield cannot be used for defence in this instance. Asterisk denotes a shield that can be fitted with a boss.

Description of weapon aspects:


AM: WM: WF: Armour Modifier; subtract from WNDs and GWDs Weapons Wound Modifier (WNDs and GWDs). Measure of weapons effectiveness in inflicting injury Enables defensive use of melee skill (can be used to parry blows) Enables defensive use of melee skill (can be used to parry blows) against other class weapons only Add cited modifier to all Effect rolls Stabbing Point Crushing head Wide blade Minimum rating to handle weapon. If lower, subtract -20 per 10 points of Ph/De below cited requirements from WF, and appropriate combat skill. Increase in WF when used on a charging mount. Reach factor of weapon (Melee weapons only). Range factor of Weapon (Archery weapons only) Ammunition capacity of weapon (usually 1) Rate of Fire. Either AS (= as per rules), or in number of Recounters to ready. Cost of weapons (usually in Crowns). Can be used with 1 hand Can be used with 1 hand if couched, and if the user is mounted and using sti*rrups. Weapon requires two hands Weapon can be used as a smashing tool without being damaged. Halve WF when attempting to wound target wearing any metal-based or reinforced armour. Halve ARM of target wearing chainmail armour. Limited parrying ability, but halve Melee and Shield attempts to defend against them.

: :
(E): Sp: Ch: Wb: Ph/De: /charge R: Rng: Shots: ROF: C: 1: 1u: 2: H: Hv: Mc:

46

4:90 A Combat Example ...


Ann the Cleever visits the town of Dhodd, seeking the Chauntress-mystic Catkrunn for sage advice. Two men step from out of the shadows with swords drawn. The Magister and Annes player roll for surprise .. and both fail! As no surprise was achieved by either side, Anne becomes aware of them and draws her battle axe - the Magister ruling she has enough time to do this (as they move to close in on her) prior to combat and doesnt have to spend an action doing so!. Anne is the fastest with +30 SkDe vs. the attackers +20 SkDe and so goes first. Both men are dressed in leather armour and carry shortswords. Anne wears a light chainmail shirt (hidden under her clothes) and welds her iconic battleaxe, Cleeveer! Her effective Melee (Battleaxe) skill is +170, while her attackers have a Melee (Shortsword) skill of +40. Anne closes in on the two men - and strikes, dividing her attack between the two attackers (who the Magister has decreed are V grade adversaries). Annes player spends a BASE Wyrd point. Annes character therefore resolves her attack on both foemen on the 100 Greater line, while they attack her with a rating of 100 Lesser one. Annes character rolls a 20 and 32 = indicating a BOON and a WIN hit, respectively instances. Her player opts not to boost these rolls with her active Wyrd. Rolling to penetrate a sum Hardness factor of +30 (based on the foes +10 armour and a Hardness of +20) vs. her effective WF +120 (weapon (+100 plus a +20 innate bonus), her player rolls on the 90 Greater column, and is resolved as an EFFECT class injury. A roll of 2 and 5 indicates Anne gains a <SLAIN> result. As a consequence her first opponent slips to the floor, dying. The second hit is resolved as a WND class injury; for which Anne rolls a 40. The target takes +5 WNDS (consisting of WM +1 for her Battle Axe, +1 item bonus, plus +2 for Annes +50 Ph and +2 for the WND dice roll result. The target also suffers a BASH in addition to WND loss but just clings to conscious! The unaffected assailant then attacks Anne his roll equalling a 72 is hence a miss. On the next recounter Anne rolls a 92, a miss. Crazed with grief and rage over the loss of his friend, the attacker rolls to hit Anne rolling a 01 an Effect class injury! Annes player evokes Wyrd against this attack; reducing the hit to a +4 WND Injury. Given this is well within her WnT total she remains conscious. On the next Recounter, Anne rushes towards her attacker, focusing her skill on the person she wounded. Unfortunately her player rolls a 100; a HARSH result. Her player opts not to use her Wyrd point and therefore rolls for a Combat Error result; acquiring a Drop and Pick result. This causers her to drop her battleaxe- which can be retrieved it her player expending one ActRat to do so, during which time she can defend but not attack. Due to Anne being unable to attack, the Magister rules her remaining attacker strikes first while Anne attempts to retrieve her axe! At this instance her player rolls 60, sufficient for a WIN result. Anne inflicts another 4 WNDs; sufficient to slay this opponent. Her attacker swings at Anne and misses (rolling a 57 result on the 90 lesser column) On recovering her axe Anne attacks again - and opts to expend 1 Wyrd rolls to boost her attack skill Annes player rolls a 07 result; an Effect class hit! Annes next throw (for damage severity) equals 38, a SEVERE result which she adjusts to a <SLAIN> result due to still being empowered by the Wyrd point she evoked. The attacker flops to the floor in two pieces as oblivion slowly overwhelms him.... Anne, on hearing the cries and footsteps of the Dhoddite town guard barely manages to escape them; in game terms her player rolled a 28 (a WIN result) in relation to her +30 Creep skill vs. the guards Aware skill of + 20. 47

5.0 - The Adventuring Environment.


5.10 Reaction: Reaction rolls play an important part in Archaic Arcana. These usually occur whenever a character attempts to interact with a backdrop persona. Use either characters full High/Low Social skill or Oratory for social interactions (players choice) or Trader for commercial interactions. Use Presence or Seduction (Workskill) for any seduction attempts! Specific ad hoc adjustments may also be made by the Magister resulting from the players approach to this particular interaction: Relationship: Request Difficulty: Skill Adjust Modifier: Notorious monster race In the midst of a melee -40 At war with characters culture Dealing with a very hostile party -20 They like us not! Almost Charity /very involved task -10 Significant Discount/ Involved Neutral relationship Average task or price 0 Friendly relationship Fairly easy going +10 Very Friendly relationship Easy task happy to pay top prices! +20 Close allies/kin Very easy task/well, whats money! +30 Seduction Attempts: Backdrop persona likely to respond to seduction attempt +10 +/- any appearance modifiers Backdrop persona unlikely to respond to seduction attempt -20 Reduce penalty by half Seduction skill A HARSH result indicates the backdrop character is Hostile or offended by a players offer. A Fail equates to a refusal of service or rejection of the characters offer. A Win indicates the characters offer is accepted or they will be aided to a reasonable degree, while a BOON means the character receives a friendly response or even acquires additional information, reduction in price or other bonus. In regard to Seduction, add +20 to any future reaction roll if the seduction attempt resulted in a BOON score; +10 for a WIN; -10 on a LOSE or -50 for a HARSH result. Subtract -100 from any reaction roll from anyone) towards anyone who forced that person to have sexual relations with them; -150 if it involved anything likely to be deemed especially deviant. This reaction applies to friends/ relatives aware of this crime. 5:15 Corruption (optional): A Corruption ordeal is required when a Wyrd-aspected character perpetuates a notable single act (or a constant stream of low level deeds) the Magister deems is at odds with their selected Aspect. Non Wyrd aspected characters may also be exposed to corruption when they confront any supernatural agency capable of corrupting them on a spiritual level. Corruption ordeals are made at the end of a gaming session where any potentially corrupting event manifested. A Co throw must be made for the character at risk vs. a default difficulty of 30. In cases where otherwise virtuous characters are menaced by corruption double Co if Radiant aspected; also double Co if they possess the Faith Gift. A HARSH result indicates the character becomes permanently Dark (or Radiant) Aspected; a FAIL indicates they only shift aspect for the next game session- although 3 sequential corruption roll FAILS indicates the character experiences a permanent Wyrd aspect shift!

48

5.20 Locks and traps: Adventurers often have to face obstacles such as doors which they can circumvent either by breaking it down, picking the lock or resorting to magic. Use the Difficulty guide below, which can also represent trapped items. Forcing A Door Light wooden locked door Sturdy wooden locked door Heavy Wooden, barred door Iron door Iron Reinforced door Modern bank vault door Picking Lock/circumventing trap Crude Latch/obvious trap Lock/basic trap Good Lock/trap Secure Lock/excellent trap Masterpiece Lock/trap Exceptional Lock/trap Difficulty 10 50 80 100 150 200

TUOR Table results for door opening attempts /traps: HARSH Fail Win Partial BOON = -10 to next attempt +1 wnd inflicted on character Trap goes off with +10 attack bonus Door remains shut! Bash inflicted on character Trap is sprung with full effect! Door opens (lock broke or bent) Trap circumvented and deactivated Door shudders try again Halve Difficulty on next attempt. Trap activated but only inflicts one Wnd Door swings open (lock repairable) Trap circumvented and +20 to next trap avoidance attempt.

= =

Magically barred doors can only be unbarred by magic. Failed Lock picking attempts do not usually result in injury. Attempts to break down doors take 1 Recounter, while trap circumvention takes 1 minute while lock-picking usually takes 4 minutes (double time for exceptional locks). Some sample traps: Alarm Trap: Loud alarm begins to ring, summoning 1-3 creatures to the vicinity in within the next 1d5 Recounters. Pit trap: Trap door opens resulting in a 40 ft fall onto WF +100 spikes Ball trap: Big stone ball falls from ceiling (or rolls down corridor): Difficulty 40 to avoid; WF +100 (CH)! Arrow Trap: 4 number arrows aimed with a Archery skill of +20 unleashed: if they hit they have a WF +50 (and are sometimes coated with arrow frog venom). Door/Sand trap: Solid metal door slams down behind and in front of character - the corridor then starts to fill with sand - inflicting standard suffocation damage on all characters within 5 minutes. Given their potential lethality traps should be used sparingly in Archaic Arcana . Using Wyrd to avoid traps: A character may avoid a trap attack by expending 1 Wyrd.

49

Walls and similar sheer surfaces represent another obstacle often faced by adventures. Unless equal in thickness to a stone wall, a cavern wall is impossible to circumvent; requiring the Sapper skill and 1-3 days to circumvent. Generally, only Ch class weapons can damage wood, stone or earth features. Using swords against a stone surface will probably break it (quadruple HARSH chance) and inflict only 10% of usual damage.
Wood (2 inches thick) HD 100 Hole 5 Breech 10 Large Breech 20 Demolish 5 ft wide area 40 (whole of damaged area fall s down). Wall Damage values (WTOL) Earth (+5 inches) HD +50 2 5 10 20 Stone Wall (8 inches) HD 500 20 50 80 100

Adjust for thicker and thinner walls. Adjust by +20 to +200 for any fitted armour 5.30 Environmental Hazards:
Falling injuries: Falling automatically inflicts an Effect class hit if the character falls more than Ph feet (to a maximum of 40 feet); otherwise the fall only inflict WNDs damage only. A falls WF equals distance fallen in feet /2 up to 1600 feet (+800 WF); adjusted as follows: Armour; subtract armour Victim falls on to spikes: +100 Divide attack value by 2 if victims fall is broken by a deep pool of liquid Soft surface -100 WF.

Roll for one attack per +50 WF of falling damage ; all resolved at base WF factor. Characters who fall into lava streams are assumed to be reduced to ashes within seconds equalling an instant <SLAIN> result regardless of distance fallen! A Wyrd intervention results in the character somehow avoiding the lava stream and only suffering falling damage. However, they take +1 WND per Recounter due to smoke, gas and heat exposure. This ceases after 1 full Recounter of movement away from locus. 5.31 - Mitigating Falls: A successful Wryd roll reduces a fall to an LESSER Effect damage hit. 5.32 - Fire: A standard fire inflicts 1 GWD direct flame damage per Recounter and sometimes additional WND damage due to exposure to associated toxic gases, etc. Following initial exposure make a Matched TUOR table roll to determine whether the fire exposure ends or continues to burn or even spread, its potency equating to its aspect and potential sources of fuel: Substance Stone Naked living creature Armoured living creature Dressed living creature Vegetation /wood/paper Diff Usually no chance of spread 200 100 50 0

Base attempting skill level: Wet -50 Dry +10, Tinder try +50 Covered in oil +100, Lava splash +200 (fire has no chance of going out until lava stream retreats or cools down)! A HARSH result equates the fire flickers out and dies; 50 extra Diff to reignite. A Fail result indicates the fire flickers out and dies; Base Diff to reignite .

50

A Win result results in a fire that causes 1 GWD per 2 Recounters unless extinguished (a Difficulty 50 task; 100 Diff if covered flammable fuel). A BOON result indicates a fierce fire is kindled into life, causing 1 GWD damage per Recounter unless extinguished (a Difficulty 100 task; 200 Diff if covered flammable fuel). A Laval splash (Attack factor 50 to 100) directly inflicts 2d10-2 GWDs; a Wyrd Intervention reduces this to 1 GWD. 5.33 Option Exhaustion: Characters can easily fall prone to the effects of exhaustion when subject to prolonged physical excursion. This is an optional rule given it entails further record keeping. Characters can only sustain combat without resting for a period equal to their WnT rating. Each Recounter of activity over this rating results in a -10 action penalty Each Recounter of rest (or drinking a pint of cold fluid per hour) reduces this by 20. On reaching -100 make a 100 Diff Ph roll (150 Diff if body is mostly covered by heavy armour). BOON can carry on fighting one more Recounter (at -100 penalty) Win fall down to the ground, conscious but exhausted (treat as being stunned for two Recounters); Fail fall unconscious for 5 minutes HARSH drop dead of exhaustion (Healing roll vs. 50 Difficulty to revive or use healing magic (1 attempt only).

5.34 Poisons and diseases Archaic Arcana uses the same method to resolve the baneful effects of poisons, disease and similar effects that a character may be exposed to during play. The potency of a given Poison, Disease or similar agent - generically called an Element has a Strength Factor, equalling its potency on the TUOR Table. As the effect of poisons, diseases and comparable misfortunes are rarely instantaneous all elements have an Onset attribute; reflecting the length of time its first effects initially show themselves. When this interval occurs use characters ph attempts to resist its effects vs. Elements Strength Factor on the TUOR Table. The consequences of this initial exposure are as follows: HARSH: Fail: Win: BOON: Character highly vulnerable to Element; +4 Wnds Double effects and halve Period intervals! Character become influenced by Element; +2 Wnds Suffers other effects and subject to further Period attacks The character resists Element. He or she takes only a single +1 Wnd; Period of element effectively reduced to 0 ! The character is resistant to this particular Element. They suffer no adverse effects in fact they are totally immune to any future exposure to this element.

As both poisons and diseases affect their victims over a period of time, Characters gaining HARSH and LOSE results from the above table are subject to further attacks by that element. The number and interval of these attacks equal the elements Period. Once elapsed, that particular element is considered spent with no further effect. Attribute loss unless otherwise stated is recovered at the rate of 1 point per 10 minutes. Infection risk: Characters become subject to sickness when actively exposed to a carrier during the course of a game. Apply the following modifiers to initial infection roll: assing through an area affected with a given sickness: 20 Direct contact with a carrier/carrier agent : 0 Close contact with a carrier : 50 Consumed infected agent : 100 51

Some example diseases: Plague Strength Factor Onset Period Effects:

+60 Double WND loss 2 days 1 attack per 5 hours. 10 attacks in total. Cosmetic: swellings under armpits and discolouration (Ph reduced to -40 while infected)!

Sweating Sickness Strength Factor Onset Period Effects:

+40 10 hours 1 attack per 2 hours; 10 attacks in total. Ph reduced to -50 while infected.

Smallpox Strength Factor Onset Period Effects

+40 10 hours 1 attack per 10 hours; 10 attacks in total. Ph reduced to -50 while infected. Cosmetic: pox swellings (-10 to all interaction rolls)

Dysentery Strength Factor Onset Period Effects

+30 4 hours 1 attack per 10 hours; 10 attacks in total. -40 to Ph while infected, +10 bonus to detect character via scent.

Influenza Strength Factor Onset Period Effects

+20 1 day 3 hours 1 attack per 3 hours; continues until a Win or BOON effect occurs. Ph halved while infected

Leprosy Strength Factor Onset Period Effects

+10 1 week Monthly. Lose 10% of Ph & De and take a -10 reaction penalty After losing half De reduce move by 50%. Disfigurement is permanent even if the leprosy is cured +30 (add +20 if victim has been wearing armour for more than 3 days) 1d3 days 2 hours Character sees flashing shapes before eyes (quarter Awareness skills) -50 to Ph and De. Also exhibits twitches and random spasms (40 reaction penalty).

Knights Fever Strength Factor Onset Period Effects

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Some Example Poisons (and similar Elements): Cyanide Strength Factor Onset Period Effects Serpent venom Strength Factor Onset Period Effects Blade venom Strength Factor Onset Period Effects +80; Triple Wnd loss. 1 hour 1 attack every minute; six attacks in total. halve Ph & De

-10 to +80; Triple Wnd loss. 1 hour 1 attack every 5 minutes; six attacks in total. halve Ph & De

+50 ; Standard cited Wnd loss. instant (subject to a successful weapon attack 1 attack every 2 Recounters; five attacks in total. halve Ph & De

5.35 - Other Mundane Threats. The same procedures as outlined above for poison and sickness rules are also used to resolve other mundane baleful effects. Starvation and Dehydration: Valid for Those going without any food for more than 2 days and/or without water for more than 1 day. (or without water for 4 hours if wearing full armour on a very hot day). Strength Factor +10 per Onset period lapsed. Period Per 4 hours Dehydration; per 8 hours starvation Effects: As per standard table character recovers +1 wnd/per hour after receiving an adequate supply of food and water. Minor wound infection: Valid for Attacks by any suspect dirty weapon (Magisters choice) Or wounds being dressed in dirty conditions. Strength Factor = +10 per wnd inflicted that day by specific infected weapon(s) +10 for every Effect injury inflicted. Onset 1 day Period Continuous until a BOON result is rolled. Effects Ph & De reduced to -10

Choke Holds: Strength Factor Onset Period Effects

= Attackers Ph score (or +10, whatever is highest). Instant ; Triple Wnd loss. Instant characters move is reduced to 0 and no actions are possible other than attempts to break the choke hold! If hold is broken lost Wnd points return at a rate of 1 Wnd per minute.

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Smoke/Water inhalation: Valid for Smoke inhalation: all those within an unventilated smoke-filled room Water: In water sufficiently deep to cut off air supply and an active roll fails, indicating drowning. +10 1 Recounter Per recounter exposed to element Continuous until character has a free supply of untainted air. Recovers at the rate of 1 wnd per minute once able to breathe untained air All characters over the age of 40+ (30 if possessing Addict Bane). Years lived -5; +10 if character has Desire Bane, +20 if Addict Bane. After reaching age 40 (30 if possessing Addict Bane). Check yearly on characters birthday every 6 months for characters aged 50, every 2 months for characters aged 70, Every month for characters aged 80. -1 from Ph and De -1 from In after Age 50 Over 60: x2 point loss Over 70: x3 point loss. Character dies of old age if Ph, In or De reaches -100 or lower Enduring = triple these figures based on Species Immortal = not applicable.

Strength Factor Onset Period Effects Aging: Valid for: Strength Factor Onset Period

Effects

5:36 Supernatural Attacks:


Hostile supernatural effects use the same rules as for poison and sickness but affects individuals possessing weapon, poison or disease Immunity Gifts:

Chill Touch/bite: Valid for All targets no more than Reach 1 from attacker Strength Factor = Attackers Ph score. Onset Instant Period Instant Effects Characters move is reduced to 0 and No actions possible for +50 minutes affected character is catatonic during that time. Gaze attacks: Avoiding Gaze attacks Characters can attempt to avoid being subject to a gaze attack by making a TUOR roll. Characters who the Magister rules cannot see the monster are not affected - unless they approach the monster! HARSH: Lose: Win: BOON: You look deep into the monsters eyes! Take 10 Wnds! You look at monster and are hence subject to its gaze; take 5 Wnds! You avoid the monsters gaze for 2 Recounters! You avoid the monsters gaze and have incidentally found way to attack the creature without being subject to its baneful effects!

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Gaze of Death Strength Factor Onset Period Effects Medusas Glance Strength Factor Onset Period Effects

Creatures highest attribute (or +50). Instant character must be directly looking at creature. (see below). Per Recounter As above

Creatures In or Ph score Instant character must be directly looking at creature. (see below). Ignore cited wnd effects Per Recounter LOSE or lower = character turned to stone. Character is Considered as Unaging while petrified Character is also immune to the effects of all elements and has a temporary armour factor equal to 50. Multiply Wnds by x5 while in stone form. Win = avoids Gaze BOON = No effect; 1 Base Wyrd Indicates character somehow reflects monsters gaze back, turning it to stone! All targets no more than Reach 1 from attacker Creatures highest attribute vs. victims Ph Instant Instant. either take 1 WND Or effect as specific sickness/poison; see above (per touch).

Necrotic Touch: Valid for Strength Factor Onset Period Effects

Vampire Attack: Valid for Strength Factor Onset Period Effects

Any targets no more than Reach 1 from attacker Hypnotism skill or Co of vs. Co to hold character fast in gaze 2 Recounters. Per 2 Recounters Continues until vampire finishes feeding. Suffers wnds as per sickness/poison table.

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6.00: Equipment
6.10- Default Assumptions Archaic Arcana assumes that most game worlds have an economy comparable to the historical Middle Ages; one where money has high purchasing power and basic goods and services are cheap but where more specialist items are more expensive. 6.15: Money: Archaic Arcana uses the following generic currency denominations: The Penne is a small copper coin. It represents the most common coin in circulation, used for everyday transactions. The Schiling is a small silver coin. It is the most common large denomination coin in circulation. The Crown is a larger gold coin, rarely seen by everyday folk. It is mostly used for very large transactions by the wealthy. The Noble is the rarest coin type of all it may not even exist in some worlds. If it does exist it takes the form of a flat, fist sized gold coin, or a smaller one made of a precious metal rarer than gold. The above coin types have the following exchange rare.

12 Pennies = 20 Schillings = 10 Crowns =

1 Schilling 1 Crown 1 Noble

For barter-based economies or settings where its customary to haggle for goods- the item is worth as much as the holder desires! Use items base cost, adjust for circumstance and need and exchange that value in goods. If desired make Trader vs. Trader roll: A HARSH result equals no sale!, Fail increases price by x5 actual value, while a BOON result halves the base price (alternately, the holder may give the item in return for a comparable favour or service). The remainder of this chapter provides an overview of goods and services available in most archaic fantasy worlds:

6:20 Services:
Meals and Board: While most common folk eat food produced by themselves (and the rich have it produced effectively for nothing), travellers are usually forced to stay at inns. However, in some situations it is sometimes possible - or necessary - to camp under the stars and obtain their own food via hunting, gathering and fishing. Inn Meals: Horn of ale Poor meal: Average meal: Excellent meal: Inn board: Poor Average Good

Penne 1 Penne 2-4 Pennes 6 Pennes 1 Crown

1 Pennes 2 Pennes 1 Crown.

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Servants: Artisan Courtesan Harlot Lackey/Labourer Mercenary Messenger Scribe 5:30 Equipment:

1 Schilling a day. 1 Crown (all night singer, entertainer and courtly discourse). 2-5 Pennes Crown a night, male or female! 1 Schilling a week, plus food and board (often poor). 1-4 Schillings a day, plus permission to take loot from the vanquished. 5 Pennes a message, per day required for message to reach destination. 1 Schilling per significant document 30 minutes to draft.

A list of the most common equipment used in adventures is listed below. While divided by the technology period, the majority of items are generally available in cultures with a Bronze Age technology level or better. Descriptions are given in instances where an item takes a variety of forms (the most commonplace item being described): Stone Age+ Firestarter Usually free; Survival roll (and 1 hour) to find. Consists of flint and tinder; Base Survival roll to start fire (roll once per 10 minutes). Lodestone 5 Schillings Indicates direction of magnetic pole; +20 to Region and similar roles. Small pouch 1 Penne Securely holds upto several lbs worth of objects Large pouch 2 Pennes Securely holds upto 20 lb worth of objects Rope 1 Penne per feet, capable of bearing upto 500 lbs. Travel Rations 10 Pennes Preserved food, per day, per person. Successful Survival roll and 1 week makes 2 weeks supply for 10 people, per hunter. Neolithic + Standard livestock and livestock by-product prices (all periods): Pig 2 Crowns Cow 5 Crowns Average broken-in Horse 5 Crowns Good broken-in Horse 1 Noble. Broken-in Donkey 5 Crowns Warhorse 10 Nobles Trained Hawk 3 Crowns Trained Hound 2 Crowns Cow hide 2 Schillings Sheeps fleece 1 Schilling. Buildings Price assumes purchase of land, along with necessary materials and craftsman; omitting either one of these factors reduces cost by 1/3rd; Building type: Hovel Farmhouse Townhouse Manor House Castle Total cost 1-5 Crowns 20 Crowns 50 Nobles 200 - 1,000 Nobles 3,000 - 10,000 Nobles+ Time to build: 1 day to 1 week 1 month 3 months 1 year + 2 years+

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General Items:
Basic cooking equipment Bedroll Bow-drill fire starter Clothes Poor Average Rich Hat Knife Pen Tobacco Cigar Map Medical instruments Tent Torch Writing medium, erasable Writing Medium, permanent 1 gallon Waterskin Waterproof Overcoat Ink Horse Reins Parchment Scroll Sword belt Saddle Hammer Nails Open lamp Flint and iron 1 Schiling (ragged clothes 5 Pennes, or sometimes free) 4 Schillings+ 1 Crown 1 Noble 4 Pennes to 1 crown+ 1 Schilling 2 Pennes 1 Penne a pipeful; +10 to Co when smoked (lasts 5 minutes). 1 Schilling; +20 to Co when smoked (lasts 10 minutes). 1 Crown+ +20 to Region and similar rolls. 1 Crown , +20 bonus to Healing Skill 2 Schillings Shelters upto 4 people in a pinch or two very comfortably. Waterproof. 1 Penne per torch 2 Pennes 5 Pennes a page; made from various materials from fired clay, leaves, silvers of wood, papyrus etc. 2 Pennes 1 Schilling to 1 Crown Bronze Age+ 4 Pennes sufficient for 5 pages. 1 Crown 1 Schilling a sheet Treated animal hide used for writing, 10-12 Crowns+; actual cost depends on size of work and richness of its decoration 1 Schilling 4 Crowns Iron Age+ 1 Schilling 1 Penne a nail 5 Pennes +1 Penne fuel Burns for 1 hour. 4 Pennes Survival+50 bonus to start a fire Medieval + 10-12 Crowns+; actual cost depends on size of work and richness of decoration 2 Schillings +1 penne for a fill of oil. 1 Penne a piction ; provides a +20 Climb bonus. 5 Pennes a sheet; rag-fabric based not available in all cultures. All Eras: 2 Schillings Capable of boiling and roasting 5 Pennes 1 Schilling 1 Schiling, Survival+10 bonus to start a fire

Book Oil Lantern Pictons Paper

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6.40 Herbal Cures:


Herbalists are aware that certain plants and natural substances have curative properties. Most listed herbs can be found for free, given suitable environmental and seasonal factors. Finding herb involves a herbalist pitting the average of their Herbalism+ Aware skills against a cited Diff factor unique to each herb; the average time taken to find that herb being cited in description. Herbal medicines usually need around 10 minutes or so of preparation to active their medicinal properties; using herbs in their raw state halves the herbalists effective skill. Apply cited bonus or effect against any appropriate illness or condition Diff factor. Prepared medicines based on these herbs can be bought at most town markets for around 1to 10 Shichlings a dose. Apply +20 Diff if using dried herbs (available out of season). A brief overview of some useful herbs: Anodynes staff: Stem 30 Diff (10 minutes)! Halves all Diff penalties due to injury for 5 hours. Extra doses causes lethargy; 20 Ph roll to avoid falling asleep for 3 hours. Lovers Arrow: Plant 30 Diff (10 minutes)! A person drinking this must make a Co roll or suffer +40 Difficulty to counter all seduction attempts for 5 hours per dose. Black Alder: Bark temperate woodlands 30 Diff (1 hour)* Suppresses bleeding in 2 Recounters; apply directly to wound Devils Cap: Fungus 10 Diff (10 minutes)! Creates hallucinatory state lasting 2d10 minutes; 40 Diff Co roll to experience a Dream vision (pp 72) Comfrey : Flower 20 Diff (1 hour) Useful Wound sterilizing agent - provides +40 bonus vs. wound infection. Use daily. Chalice Flower: Flower 20 Diff (1 hour) Doubles healing if one dose is taken daily; triples WNDs resulting from blood-loss. Witchgrass: Plant temperate meadows 20 Diff (1 hour) Regain 1 WND per dose; taste is vile, 40 Co roll to consume Herders Balm : Fungus (Animal dung) 40 Diff (1 hour) +40 bonus to Ph rolls to counter skin conditions; halves any penalties associated with scarring. Dandelion Flower/stem temperate meadow 10 Diff (1 hour) Regain 1 WND per day. Extra doses merely boosts urine production! WoundWort: temperate meadow 20 Diff (1 hour) Regain 1 WND per day. Extra doses boosts urine production! Pisgrass: woodland meadows 20 Diff (1 hour) Regain 1 WND per day. Extra doses boosts urine production! Feverfew: 30 Diff (1 hour) Gain a +40 bonus vs. infectious diseases for 6 hours. Ingest. Tobacco: 20 Diff (3 months) +50 general bonus to Healing rolls if applied to wounds, +20 to Co for 10 minutes if smoked. Babes tears: Wild vine berries; walls and ruins 40 Diff (1 hour) The juice of this vine acts as an abortive; takes effect within 20 minutes of consumption; Strength 200 vs. 20+10 per month of conception. Evermaid: around roots of old trees 80 Diff (3 hours) The juice of this vine acts as an effective contraceptive when drunk by women, lasting 6 hours Wormwyld temperate meadows 20 Diff (1 hour) +40 bonus to Ph rolls to counter infections in open wounds; apply directly. Woundwort: woodland spaces 20 Diff (1 hour) +20 bonus to heal internal injuries. Ingest by chewing herb and swallowing juice. Nettle balm: Wild vine berries 40 Diff (1 hour) +40 bonus to Ph rolls to counter infections. Apply to wound.

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6.50 Chariots, Carriages and Boats:


A wide variety of vehicles exist even in the pre-technological cultures featured in Archaic Arcana; thus only a sample can be given here. Vehicles can only be damaged by WB, CH and HCH attacks: Road Vehicles:

Chariot

Period: Bronze Age Iron Age Built as light as possible to maximise speed for racing or warfare, the chariot is the possession - or passion - of the rich.

Armour +10 HD/ WnTs:100/3 Crew: 1 Passengers: 1 Propulsion: 2 horses. Endurance: 5 minutes at maximum speed (4 hours at 25 Mv) Mass: 120 lbs Cargo: 400 lbs Speed - Maximum 1100 Mv (21 mph) Cost: 10,000 crowns
Waggon/Wain Period: Neolithic+ Pulled by horses or oxen, mainly designed to transport goods.

Armour +10 HD/ WnTs:120/5 Propulsion: 1 horse. Endurance: 4 hours Mass: 400 lbs Cargo: 1000 lbs Speed - Maximum 5 Mv ( 4 mph) Cost: 2,000 crowns

Crew: 1

Passengers: 1+

Carriage Period: High Medieval+ A sturdy, well-suspended vehicle mainly designed to transport people.

Armour 20 HD/ WnTs:+50/20 Crew: 2 Propulsion: 4 horse. Endurance: 4 hours Mass: 800 lbs Cargo: 800 lbs Speed - Maximum 120 Mv ( 4 mph) Cost: 10,000 crowns+ River and sea vehicles:

Passengers: 10

Small Boat Neolithic+ The small boat is often carried on larger vessels for use in shallow water areas such as beaches and coves. Armour +10 HD/ WnTs: 80/4 Crew: 2 Passengers: 4 Propulsion: oars Endurance: rowers. Mass: 400 lbs Cargo: +500 lbs Speed - 20-100 (upto 9 knots). Cost: 2,000 crowns

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Galley Bronze Age + The Galley is used for short duration coast-hopping voyages or warfare. Armour 20 HD/ WnTs:500/50 Crew: 50 oarsmen, 8 sailors 20 marines Passengers: variable. Propulsion: Mostly oars, but supplemented by a single square sail. Endurance: variable (wind and oars). Speed:29-100 (upto 9 knots). Mass:5 tons Cargo: 10 tons Cost: 100,000 crowns
Longship Early Medieval to High Medieval Era.

The Longship has an elongated, narrow profile and is constructed of overlapping (or clinker) timbers. Ideal for short duration trips and area of shallow water it can also be used for longer voyages; albeit under appalling conditions. Armour 20 HD/ WnTs:400/40 Crew: 20 Passengers: variable. Crew 20 oarsmen, 10 sailors. Passengers: variable. Endurance: variable (wind and oars). Propulsion: Mostly oars, but supplemented by a single square sail. Mass:20 tons Cargo:20-100 tons Speed - 20-80 (upto 11 knots) Cost: 50,000 crowns
Cog Early Medieval to Late Medieval Era

An early wind-propelled cargo ship; while sturdy it is not really suited to transoceanic travel Most cogs are fairly flat-bottomed and can be used in shallow waters Armour 20 HD/ WnTs:1000/100 Crew: 20 Passengers: variable. Propulsion: Wind (1 square sail) Endurance: n/a (propulsion depends on prevailing winds) Mass:50 tons Cargo:100 -80 tons Speed - 20-70 (upto 8 knots) Cost: 100,000 crowns Carrack Late Medieval Era
The Carrack is a 3-masted sailing ship with an impressive cargo capacity and capable of transoceanic voyages.

Armour +10 HD/WnTs:800/80 Crew: 40 Passengers: 40 Propulsion: Wind (3 sails) Endurance: n/a (propulsion depends on prevailing winds) Mass:150 tons Cargo:200 tons Speed - 20-70 (upto 10 knots) Cost: 200,000 crowns

6.50 Weapon Descriptions:


Assume weapons are available from the Bronze Age onwards, unless stated otherwise. Axe (Neolithic+) A flat, curved one-sided blade mounted on a stout wooden pole; weapon often 2 lb in weight and 4-5 feet long. Battle Axe A larger, heavier and longer version of the Axe, made exclusively for war! Bastard Sword A 3-4 lb sword capable of being used with either 1 or 2 hands, with a length of around 50 inches. Club ( Stone Age+) A heavy, dense piece of wood around 1.5 lbs in mass used as bludgeon. War Sword A robust bladed one-handed sword made for cutting and stabbing. Weight 2.5 to 2.5 lbs, length 40-50 inches long.

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Dagger ( Stone Age+) A short bladed weapon around 0.5 lbs in weight and 12-15 inches in length, usually used for close quarters fighting for finishing off critically injured friends and foes. Cutlass (High Medieval) A heavy bladed short sword designed mainly for close-quarters naval combat and useful for cutting ropes and similar features length around 30 inches, weight 2.5 lbs. Falchon A heavy wide-bladed sword, which can be used to cut thick branches and vegetation . Great Axe A 40-50 inch long and heavy 3lb axe-like weapon, often used in executions. Great Sword (High Medieval) This formidable weapon reassembles a massive Warsword, designed to be used with two hands. A great Sword weighs about 7-8lbs and around 100-70 inches long Mace (Neolithic+) A 20-25 inch long weapon consisting of a thick wooden pole terminating in a bulbous weighted crushing head; the edges of either being flanged or flat. This weapon usually weighs around 2-3lbs. Sword-Club (Stone Age+) A flat club tipped with shards of obsidian. While having exceptional cutting ability against flesh the value of any metal (or metalled) armour worn by a target is doubled in relation to this weapon. Quarterstaff ( Stone Age+) A stout, dense 5-10 feet long pole used as an agile crushing weapon. Weight about 1.5 lbs. Rapier (High medieval+) A long stabbing sword with minimal slashing edges; weight no more than 2lbs Pole Arm A 70-90 inch long weapon consisting of an elaborate axe-head mounted on a sturdy pole, weighing 4 lbs. Short Sword Primarily a stabbing weapon but also capable of slashing, this double-edged short swords is 2 lbs and around 15 inches in length. Spear ( Stone Age+) A long 10 feet long wooden pole with a large pointed head mounted on the end, around 2 lb in weight. Spear, Long ( Stone Age+) A weapon identical to the standard spear but with a length of 8 to 9 feet. Tuck (High Medieval+) Also termed an Estoc, this is a Late Medieval two handed sword designed to penetrate mail. Due to its specialised design it is only capable of inflicting modest stabbing injuries. Chainmail only protects at half ARM value against this weapon. War Dagger A long, pointed blade weapon around 8 inches long and 1 lb in weight. Often used to dispatch the criticallyinjured on the battlefield. Late medieval examples are often fitted with hand guards. WarFlail (Medieval+) Similar to a Mace comprising of 1-4 weighted crushing heads attached to a chain; weighs about 3 lbs. -20 to SkDe. The ability to parry with this weapon is an adeptness speciality (with a base rating of -20). Great Flail (Medieval+) A flail consisting of a five foot long wooden handle attached to two or three metal-clad sections attached to each other by a chain; weight 7 lbs. While powerful it requires notable strength and dexterity to weld; also halve SkDe. The ability to parry with this weapon is an adeptness speciality (with an initial score of -40). Warsword A long bladed, double edged balanced and pointed-edge sword typically weighing 3 lbs and about 40-50 inches in length; one of the most versatile weapons available. Warhammer (High Medieval) A heavy 2-handed thick-handled hammer around 25 inches long; one end is flat (for crushing), the other spiked - good for penetrating armour, albeit at reduced wounding power. War Lance A thickened 5-8ft long, 2-3 lbs heavy spear used by mounted warriors to attack targets while at full gallop (double WF in this situation). This impact usually shatters the lance only remaining intact on a double numbered roll result. War Maul A large hammer-like weapon used by very strong fighters, weighing about 5 lbs.

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6.60 Ranged Weapons:


Composite Bows: (Neolithic+) Any bow can be built with the composite option, but not all cultures have access to the processes underlying their construction, which may be discovered as far back as the Iron Age. Created by gluing layers of wood and bone under tension it has an extra +10 rng and +5 WF. Cost is doubled. Crossbows: (High Medieval) This feared weapon consists of a small (but very strong) bow attached to a wooden stock, pulled back by a rack and pinion system. Repeating Crossbows also exist in some cultures while having a faster rate of fire and equipped with a magazine holding 10 bolts it is notably weaker. Repeating crossbows cost tripe the price of conventional ones. Charkram A hollow throwing disc with a bladed edge, weighing about 1.2-1.5 lbs and 8-12 inches in diameter. Some myths claim an exceptional hit can behead a target. Dart A small hand-thrown weighted arrow weighing about 0.2 - 0.5 lbs. Elfbow An Elf weapon comparable to a longbow in appearance, size and power, but requiring much less strength to use. The method of their construction is an elvish secret; these highly valued bows are never sold, but are sometimes given as a token of great friendship. Handgunne (High Medieval) The handgunne represents the earliest personal black powder weapons available; consisting of a small metal barrel mounted on a handle total weight around 10 lbs and 5-50 inches in length. The powder is ignited by placing a heated wire or slow burning match core to a touchhole. This weapon is notoriously difficult to aim and prone to misfiring. Temperamental, they burst on any HARSH result exposing those within 3 feet to a +40 Archery attack with a WF equal to that of weapon (firer suffers double these values)! Its rapport when fired generates a -5 morale penalty to those on the receiving end! Arquebus (High Medieval+) A more advanced early firearm fitted with a stock and trigger mechanism holding a length of slow-burning match cord; these innovations making the weapon easier to aim than the handgunne. Longbow and Yewbow (Neolithic+): A tall bow made from specially selected and treated wood, to optimise its tensile strength. A Yewbow is an advanced form of longbow created from the inner and outer portions of a yewtree resulting in a natural form of composite bow capable of generating a massive pull requiring a very strong archer to use effectively. Sling (Neolithic+): A sling consists of a leather strap attached to a hollow, hemispherical-shaped holder for small stone pebbles or similar. A loaded sling - when swung through the air and released - can be a surprisingly effective weapon. Shortbow (Neolithic+): A fairly small bow with a modest pull, usable by almost anyone. Weapon Variations: For each +10 ACC or 10% increase in range increase cost by 1.5 Increases in WF and depend on the weapons base material; Material Poor Steel Best steel Superior metal/meteoric steel Silversteel Elemental steel WF Bonus -20 +20 +50 +100 +150 WM Bonus 0 +1 +2 +3 +4 Additional Cost Halve cost. Breaks on any doubles hit roll. x2 cost x5 cost x10 cost x20 cost

Weapons with half to quarter their usual weight are possible. Halve (or quarter) weight and cost, along with sum WF and WM using total of weapons base WF and WF PLUS material bonus. A weapon built from a special metal can only be broken by contact with weapons made from the same or superior metal. Doubling WF and WM can also be achieved by doubling weight and cost; add +30 to Ph and De requirements to weld it; Reach can also be increased by +1 in this instance, if desired.

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6.70 Armour:
The following armour is considered to protect the body and limbs unless otherwise stated. For head protection see helms, below. Most armour other than the various Leather/Cloth combinations are Bronze Age or later in date. Breastplate (Bronze Age)+; A double-sided piece of metal armour protecting chest or torso only; weighs around 15 lbs. Post Medieval Plate Armour: Harquebusier Plate consists of a thick breastplate and helm,Savoyard Plate has a similar thickness but greater coverage (totality of body, head, arms and upper legs). They both represent armourers attempts to counteract the power of arquebusiers and muskets. Chain (Iron Age+) a full body suit consisting of fine interlocking metal rings, weighing around 40 lbs; ideally worn with a Leather armour undergarment to minimise chaffing and impact injuries. Chain Shirt (High Medieval+): A delicately-made mail shirt made to be worn under clothing, for discreet protection in civilized areas. Another layer of clothes has to be worn underneath it to avoid chaffing; succeeding in a Creep roll vs. a difficulty of 40 spots its presence! Cloth Armour; A suit of heavy padded cloth designed to be worn under other armour. Plate Armour (High Medieval); A full body suit of articulated metal plates weighing a total of 40-60 lbs. Leather; A full-body suit of cured leather (or comparable material); weight 3 lbs. Limb Armour (Bronze Age+); Limb protection in the form of metal plates, weighs 8-12 bs per limb. This form of armour is often unpopular with fighting men often discarded in favour of greater mobility. For platemail and field plate suits; 8 lbs and 50C per limb. Linothorax (Neolithic+); consists of multiple glued and pressed layers of linen protecting the chest and torso area. While offering significant protection it lacks durability, losing 2 ARM rating per hit absorbed. (or -20 per battle). Metalled (Bronze Age+); This armour, weighing 15-20 lbs, consists of metal plates (either in the form of flat plates or scales) fitted onto thick leather and possibly covered by the same material. Platemail (High Medieval+) A 40-50 lb full body suit mostly consisting of thin metal plates but with some areas protected with leather-backed chainmail. Ringed or boiled; As above, but with the leather either pre-boiled in oil (Neolithic+) or reinforced with metal rings (Bronze Age+). Weight around 5 lbs Ringed and boiled(Bronze Age): As above, but using pre-boiled leather subsequently reinforced with metal rings. 10 lbs. Armour Variations: Armour can vary by around +/- 50% in regard to ARM, D.M and/or wgt. Cost of less effective armour is reduced by 20% per factor depreciated; improved versions cost x2 per improved factor. Quality Variations: ARM ratings are significantly influenced by the material used in its construction. Add cited bonuses to selected armour types ARM and AM. Material Poor Steel Superior Steel Starfall steel Silversteel Elemental steel ARM -20 +50 +100 +150 +200 Bonus Reduce by 1 AM Extra 1 AM Extra 1 AM Extra 2 AM Extra 3 AM Additional Cost halve cost x2 cost (halve weight) x5 cost (halve weight) x10 cost (halve weight) x20 cost (quarter weight)

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6.80 Helms
The following armour protects the wearers head with the specified ARM and AM. Leather Cap Stone Age+ Better than nothing; Head hits protected at 20 ARM . 0.5 Crowns 40 ARM 0.2 lb

Reinforced Leather Neolithic+ 1 Crown 60 ARM 0.5 lbs A head covering made from leather and reinforced with harder material; Head hits protected at 60 ARM Pot-Helm Bronze Age+ 4 Crowns 100 ARM /-1 AM A metal helm only covering the wearers skull. Head hits protected at 100 ARM and -1 AM 2 lbs

Partial face helmet Bronze Age+ 8 Crowns 120 ARM/-2 AM 3 lbs This type of helm covers the skull and most of face; Head hits protected at 100 ARM and -1 AM Flat Great helm Medieval+ 15 Crowns ARM: 150/-3 AM 4 lbs This early class of great helm so termed due to its distinctive flat top profile reassembling a small metal bin with eye-slits. Completely covers wearers head, halving their Aware skill. Head hits are protected at 150 ARM and -2 AM. Blows aimed at the helms flat crown (adding an extra 40 Difficulty to Melee hit attempts), however, deduct only 60 ARM and no AM from a head blow. Furthermore, flat great helms do not generally have visors and therefore must be removed to mitigate a Flat Helms Aware penalty. Advanced Great Helm High medieval+ 30 Crowns ARM: 200/-3 AM 5 lbs An Advanced Great Helm design featuring a retractable visor that completely covers the wearers head. It features an improved rounded, form-fitting construction that circumvents any problem with downward blows! An Advanced Great Helm provides 200 ARM and -3 AM protection against head hits. The helm halves wearers Aware skill; this can be mitigated by lifting up its visor; which unfortunately totally mitigates the helms protection factor against an aimed blow.

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6.90 Shields
The following shields are available from any culture with a Neolithic or better technological base. For each 5 Ph below shields cited Min Ph, subtract -10 from users Shield skill. A successful use of the Armoury skill voids the effect of one HARSH hit (two on a BOON result). Buckler While too small to effectively block missile attacks, a buckler may be used to defend against melee hits. Wooden bucklers shatter on the first HARSH Shield skill rolled by its user, when defending against any metal melee weapon heavier than a dagger, but are lighter and cheaper than metal ones -which are effectively immune from breaking. Medium A round, square or teardrop shaped shield covering upper portion of the users body. Unlike the buckler, it can be used to block missile attacks. It breaks on the third HARSH shield Skill result rolled by its user when defending against any metal melee weapon heavier than a dagger. Heater shield (Medieval+): A smaller version of the medium shield, usable against missile attacks. It breaks on the fourth HARSH shield Skill result rolled by user when defending against metal melee weapon heavier than a dagger. Round Shield While roughly the same size as a Medium shield it is thicker and thus provides a defensive bonus of +30. Due to its thickness it only breaks on the sixth HARSH Shield Skill result rolled by its user when defending against any metal melee weapon heavier than a dagger. Hoplon Shield (Bronze Age+) A large robust round shield, providing a defensive bonus of +40; due to its thickness it only breaks on the eighth HARSH Shield Skill result rolled by user against metal melee weapon heavier than a dagger. Kite Shield (Medieval) A large, teardrop shaped shield protecting most of the users body. A kite shield can be used to block missile attacks and provides a +40 Shield bonus vs. both melee and missile attacks. It breaks on the fourth HARSH Shield Skill result rolled by its user when defending against any metal melee weapon heavier than a dagger. Tower Shield (Bronze Age+) A large heavy rectangular shield providing superior body coverage (and a +50 shield bonus). Shield bonus is doubled for frontal attacks if 4 or more fighters can bunch together to form a protective tortoise. A tower shield breaks on the fourth HARSH Shield Skill result rolled by user when defending against any metal melee weapon heavier than a dagger Type Wooden Buckler Metal Buckler Heater Shield* Medium shield* Kite Shield* Apsis (Hoplon) Tower shield* Boss Defence Bonus +10 +10 b +20 b +30 b +40 b +40 b +50 +10 WF -20 0 +10(+20) +10 +20 +20 +10 +10 Weight 1lbs 2lbs 5 lbs 7 lbs 8 lbs 20 lbs 20 lbs +2 lbs Min Ph -10 0 +10 +10 +10 +20 +20 Cost 5C 10C 12C 10C 15C 30C 20C 5 C

Option: Metal Rims (Bronze Age+): Any of the above shields (other than the metal Buckler) can be fitted with a metal rim. These increases the shields cost by 5% and increases its breaking tolerance by two. Option: Shield Boss (Bronze Age+): A Boss is a metal projection placed at the shields mid-point, in front of the handle. It gives the shield an offensive and defensive bonus; the latter is retained (vs. melee attacks only) even after the shield is broken!

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7:00 Spellcraft
7.10 - General Spell Casting rules:
Magic manifests as supernatural effects - termed spells with a base Difficulty (power) which can often be increased to enhance a spells potency, as desired. 7.11: Spell Stress Spell evokers irregularly acquire magical fatigue termed Spell Stress when attempting evocations of power. Due to the chaotic nature of magic this process is both fickle and unpredictable! Spell stress levels are gained (and sometimes even promptly lost) as follows: On a spell-related BOON result Any spell related throw featuring a double number Any spell-rated HARSH Result Two spell related FAIL results within 5 (game time) minutes of each other = Lose one Spell Stress level. = Increase Spell Stress Level by 4 = Increase Spell Stress level by 2 = Increase Spell Stress level by 1

Spell Stress levels (and their associated aural colours) are as follows: Stress/Aura level Stress Factor (Diff). 0: Indigo = No Spell Stress. 1-2: Orange = 20 3-4: Red = 50 5-6: Brown = 100 7-8: Grey = 200 9: Black = Spell casting not possible until Spell Stress is reduced. A new Spell Stress factor is applied as a penalty for the next spell evoked. More experienced wizards lose levels of Spell Stress quicker than the less adept, as defined by the Spell Stress Recovery table below:
STRESS FACTOR PENALTY:

Ma
0

50 100 150 200


250 300

= = = = =
= =

Spell Stress recovery time: Lose one level of spell stress every game hour. Lose one level of spell stress every 30 game minutes. Lose one level of spell stress every 10 game minutes. Lose one level of spell stress every 5 game minutes. Lose one level of spell stress every 2 game minutes. Lose one level of spell stress every game minute Lose one level of spell stress every 30 seconds of game minute

Recovery times are halved when the caster is able to meditate or sleep for half an hour. Recording Spell Stress levels: Spell stress levels can be represented by a 10 sided dice; hence the numbers cited on the Spell Stress level table! Turn die face up on matching number to represent current Spell Stress level. Spell Stress and Auras: Spell Stress factors and emotional states manifest as a distinctive aural hue. Various magical detection abilities (notably the View Aura spell) can see these distinctive factors (see pp 71).

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7.12: Spells Classification. Please note the two following general rules in regard to the majority of spells: Unless otherwise stated, Class A spells have a duration of 1 Recounter, and Class B spells have a base duration of 10 minutes. Duration of Class B spells can be extended by 10 minutes for an extra 10 Difficulty. Spells with unique duration factors are defined as Special (or Class S) duration is as stated within spell description. Unless otherwise stated spells have a base range in yards equal to the casters Ma score; this can be doubled by increasing Difficulty by 10 this Difficulty modifier multiplied for each doubling of distance! Some spells are innately easier - or more difficult - to cast than others; add numbers marked with a + to the casters Ma score when attempting to evoke this spell but add any number preceded with a D to the spells final Difficulty (Diff) rating. High magic spells require an understanding of theoretical magic to evoke; the caster must therefore possess the cited rating or greater in their Arcane skill (or Faith rating) in enable to cast them.
A spell designated as automatically generates Spell fatigue when evoked; usually equal to a minimum of 1 Spell Stress point per 100 spell Diff (rounding up); or sometimes a multiple of this figure. Take double this figure if Ma is 50 or under.

7:13: More permanent effects. A character can cast any spell marked with an > symbol in its description with an infinite duration by casting it at double normal total Difficulty. It must either be cast onto a fixed feature such as a wall, floor, door, etc, or a portable object. The spell is extinguished should that feature or object ever be destroyed. The spells potency equals the casters Ma plus a factor equal to the amount of extra Difficulty used to boost the spells innate Ma rating! The spell may be snuffed out at will by the caster - but the spell must be recast at full cost if a caster wishes to renew the enchantment. Extending magical effects in this manner permanently reduces characters Ma score by 1 per 5 Diff. This depreciation can be recovered by future Growth to Ma. Alternatively, add +20 to Diff to avoid this loss. Spell-items marked with an @ can be used by non spell-casters. 7.14: Learning spells: Learning a new fixed Low Magic Spell takes 2 weeks less one day for every +20 Ma the learning character possesses (minimum 2 days); 3 weeks for a High Magic spell (minimum 4 days) 7.15 Spells & Adeptness: A character may gain adeptness in a known spell as per the skill rules (pp 31). 7.16 Mitigating Spells: Physical damage caused by spells are mitigated as per standard combat injuries (pp 42). Characters may attempt to mitigate a successful spell controlling a characters mind, actions or body by making a TUOR throw; the characters best two attributes vs. total Difficulty of spell. A HARSH result indicates the character fails to shake off the spell; a LOSE result that the spell suddenly ends at a time to suit the Magister! The character shakes off the spell in 3 Recounters on a WIN result; or only after one Snatch on a BOON roll. 7.17 Projectile and concussive force spells: These rules assume projectile and concussive spells (marked as PA on the following spell lists) involve a mystical discharge between caster and the enchantments potential target; as a result no distance or aiming factors are relevant in this instance. Attack rating for PA class spells equates to casters Ma or Fa score vs. Spell Diff PLUS any shield Defence factor. To determine injury use Spell WF vs. characters ARC / defensive value as with any other type of combat damage. 68

7.20 Magical Tools:


7.21 Spell Lorica: Certain rare substances generically defined as a Spell Lorica can absorb 2 to 20 Spell Stress levels. A typical 5 Point Spell Stress Lorica costs around 100 Crowns (where commercially available). Its specific form is defined by the Magister to fit their game setting, but often take the form of a rare gemstone or similar item. 7.22 Ma Store: A Ma Store is a rare, innately magical object capable of storing channelled Ma, usually with a rating of +10 to +50 and an innate Spell Lorica rating of +1 per +10 Ma it contains. The quantity of personally Ma channelled into such an item is doubled, although the evoker permanently loses the Ma placed within it! If the Ma Store is within 1 ft of the evoker they may add its bonus to their personal Ma rating. A Ma Store costs 100 Crowns per +10 Ma it retains. 7.22 Spell Enabler In some settings, a rare substance (a Spell Enabler) may be required to enable spell casting; i.e. anything from rare minerals, plants and herbs to exotica such as ground dragon-bone. This substance is usually destroyed during the casting process; in others it must be retained and welded by the evoker. If substance/item is lost or unavailable, the ability to cast spells is also lost! The evokers innate Ma is utilised to empower the spell thereafter, as per the standard rules. Divine magic do not require spell enablers. 7.23: Evoking a Magic Realm: Wizards may attempt to evoke mystical primal power as a means to significantly boost their spellcrafting. Attempt a 200 Diff roll (vs. Ma) to permeate locale within a radius of mile with magical energy (centred on evoker). This evocation takes 10 minutes, during which time caster can perform no other task. A failed attempt adds +10 to the casters Spell Stress rating; a HARSH result causes the caster to permanently lose half their current Ma rating! Attempts to evoke spells within a magic realm gains a +100 bonus and extends the duration of B class spells by eight hours. Ignore Spell Stress while a magic realm exists but add +20(!) to casters spell stress rating when it fades away. 7.24: Overpowered spells Wizards may evoke spells at a power rating over their Ma rating. Add double the difference between spells target power rating and casters Ma to spell Difficulty level. 7.25: Simpler magic: For simpler magic assume all spells are always successfully evoked with a power rating equal to casters Ma rating. Animate targets resist hostile effects by pitting their Co or Ph against Ma rating of spell. Friendly spells and those cast against inanimate forms automatically succeed and suffer no resistance effects. Casters only suffer adverse effects for successfully resisted spells; taking 1 Spell Stress for a spell resisted with a WIN result, 4 Spell Stress if resistance roll generates a BOON result! Acquire 1 Spell Stress point if casting a spell 10 game minutes following a prior evocation.

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7:30 Rules of Magic:


Magic is a supernatural force that, while it awards significant abilities is often associated with notable drawbacks. The Magister decides which limitation(s) from the following list (if any) applies to their setting: Aspected Sites: An aspected site is a special place mystically orientated towards a specific activity; i.e. music, agriculture, love, war, commerce, etc. Characters gain a +50 bonus when engaging in an activity in harmony with sites mystic aspect - this includes any appropriate spells. Aging magic: Character biologically ages 1 day per Spell Stress point acquired. Cartoon Magic Ban: any spell marked with an asterisk cannot be cast in this setting, nor (at the very least) affects Sun aspected characters. Corrupting: For each accumulated 100 DIFF of magical power evoked, caster accumulates 10 ST of potential spiritual corruption. The character must roll against this bane once it reaches a figure exceeding the characters Co score. A FAIL result indicates the character becomes Dark aspected for 1 month; a HARSH result indicates this change is permanent. This only occurs to Faith-based casters if they worship evil gods or serve a Dark Lord! Chaste Ma: The character loses the ability to use magic for 24 hours following an act of sexual intercourse. Fetish Based: A spell casting character can only evoke effects with the aid of an enchanted object. This is often a staff (created by the Create Magic Staff spell). Faith-based magic require a relic - which must either be found or requested from a temple. Induced Spell Stress: Each 50 Diff of evoked spell power generates 1 Magical Stress point, in addition to any other cited loss. Low Magic Only: Low Magic represents the only form of magic existing within the game-setting. Limited High Magic: Only High Magic spells are restricted by any existent laws of magic. Limited Low Magic: Any existent rules of magic only apply to Low Magic spells; High Magic spells are unaffected. Renewed by Blood: Spell Stress can only be recovered by sacrifice; reduce by 1 per +20 attribute points possessed by sacrificed creature, divided among those conducting this act. Magical practitioners who regularly engage in human sacrifice suffer a -50 reaction penalty whenever they are clearly identified! Metal Affects Magic: Every 1lb of metal carried adds +10 Difficulty to Spell evocation attempts. Optionally, silvered metalled objects avoid this restriction - providing they are 4 lbs. or less in weight. Sleeping Sorcerers Extreme: Spell Stress is only purged through sleep- at the rate of 1 Spell Stress point per 3 hours in most cases. Steel is stronger: Sun-aspected characters gain a bonus to resist magic equal to 1/3rd their highest skill combat or mental skill. Stigmata: Faith-based spell casters are inflicted with minor wounds that erupt spontaneously once a month. Their pattern is consistent with the martyrdom of a significant religious figure within the game setting. This injury cause only minor inconvenience to the character (no wnds, but +10 extra Difficulty to any manual task) and heals within 2 days. It does make them easy to identify (+10 bonus). Wounding magic: Casting a spell at 100 Difficulty or greater inflicts 1 WND; a double number magical casting indicates a 2 WND injury; a HARSH result 4 Wnds! Variable Spells: The Difficulty of evoking magical events varies with (for example) lunar phase: +50 bonus on full moon days, 0 on a moon, 20 Difficulty on a crescent moon, 50 Difficulty on a New Moon and 100 Difficulty(!) when no Moon is present in the sky!

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7:35 Low Magic:


Low magic spells represent innate powers capable of being evoked by cast by anyone with a Ma attribute. They represent the most commonplace magic, typical of hedge witches and cunning people. As such they can be learned instinctively and dont require literacy on the part of its would-be evoker. A Low magic spell may be acquired by allotting 20 gain points to this end and takes 3 game weeks for the caster to assimilate this ability into their existing canon of spells. Aura: > Item Only @ B 0 This spell enables a caster to see an individuals invisible personal life-force signature or aura. When made manifest it appears as a diffuse glow around the edges of people, entities and enchanted objects. The auras aspect aura indicates personal energy levels, magical abilities, general levels of health and emotional states. Those with low Ma ratings are surrounded by a deep blue shimmer, while those of Undead creatures are black or grey. Those with a positive Ma rating are seen to have an indigo hue, with hints of their favoured Realm of choice showing within it (and/or the spells they have high levels of Adeptness in). Fa-based casters are distinguished by the distinctive circular halo or disc around their heads. Powerful supernatural beings radiate golden rays or gouts of flame depending on whether they are good or evil, respectively. Auras also reflect emotional states; calm if happy and content; stormy if upset; writhing with dotted "snake" like patterns if lying; flashing with transient lightning bolts if contemplating violence and highly discordant if the individual is insane. Other similar emotional states have their own distinctive aural patterns as decreed by the Magister. Base scale is +10 per person "scanned" for their aural pattern. Add Co or Ma of individual scanned. Clarity of an aura scan is indicated by TUOR result quality a BOON roll providing more insight than a WIN; a FAIL a blurred unreadable aura; a HARSH result indicating an erroneous reading! Augury > Item only S 0 This spell allows evoker to supernaturally read the undercurrents of future events. The act of casting and interpreting an Augury takes 4 Recounters. A WIN result indicates a yes/no or answer with a similar simplicity (fitting the syntax of the original question) A BOON result provides a more detailed answer usually along the line of a cryptic riddle or sentence that pops into the casters head. A LOSE result indicates the augury attempt is unclear and provides no insight into the issue concerned. A HARSH augury casting means that the evoker misreads the answer and makes the wrong or inappropriate choice! Augury Difficulty level: Augury involves the evoker matching their Ma against a Difficulty level calculated as follows: Simple Yes-No question 20 A more detailed answer 50 Specific question 100 Utilised 2 hours previously +50 Difficulty (reduced by 10 Difficulty per hour following last use) Forms of Augury: The means by which an Augury is cast are diverse historical cultures being associated with many methods of divination. Bespoke castings involve the caster entering a trance state or using very simple props (such as ink-darkened water). Item-based Augury uses scrying mirrors, fortune telling cards or magical runes; the patterns revealed indicating the likely flow of future events to those with sufficient Ma. The Magister should decide what augury devices exist within their game setting.
Magister note: A game mechanic allowing players to perceive a game worlds future obviously poses considerable difficulties for a Magister! Hence, it is advised wherever possible that the answer dictates the actual flow of subsequent in-game events until the prediction is fulfilled. In some circumstances the answers will be obvious and should be guided by the Magisters plot requirements. In other (rarer) instances, it might result in the Magister revising their scenario - hopefully only to a minor extent! The Magister should take into account the impact of Augury when designing adventures. The Magister can rule that very specific events

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essential to game integrity cannot be ascertained via Augury attempts to do so resulting in automatically failure or requiring a mitigating factor involving a perilous quest...

Beast Control > Item Only @ B 0 This enchantment controls the reactions of a beast. This may be any creature with some degree of consciousness. Base Difficulty equals 5 for a small creature such as a wild bird or mouse, 20 for a cat or dog, 40 for a horse (or a monkey), 60 for a creature comparable to an elephant (or an ape), 100 for a large dinosaur. Suggestions for control must consist of basic, two to four word commands and uttered within the range of their hearing. Once a link has been made with a creature it endures until broken or through the spell expiring. Each time a target performs an action to the casters will, the Magister should roll (Ma/Fa vs. targets Control Diff level (as above). This spell can also allow access to an animals senses; add 40 to Diff if combined with a standard Control attempt, but give a +40 bonus if caster only wishes to access their senses. In either instance caster gains access to any Aware or sensory advantage the creature possess. Passive use of a creatures senses requires no additional rolls; although making a new demand upon the beast does! This spells gains a further +50 bonus when cast on an animal companion (pp 25) providing companion has been well fed and treated by owner. Beast Talk > Item Only @ B +20 This enchantment allows caster to converse with beasts. Base Difficulty is 100 for a small creature such as a wild bird or mouse, 80 for most dinosaurs or ruminants, 60 for a cat or dog, 40 for a monkey, 20 for a creature as smart as a dolphin, whale, elephant or ape. Caster must be visible to the creature; who, in turn will answer (via mindspeech) to the best of its ability (and intellect), if willing to talk; the magister ideally making a +20 bonus reaction roll to determine creatures disposition. Blessing > @ S V This spell provides a floating bonus to boost a specific endeavour. A Blessing is initiated by the evoker; cast on a willing recipient for a Base Diff of 50. If successfully cast, the blessed individual may increase the TUOR grade of any three skill or attribute rolls by one by saying the words oh bless me! and is expended on the third blessing. The spell endures for a number of days equal to the casters Ma or Fa score if not used; dissipating thereafter. Break Curse >@ S V This spell has the potential to dispel any curse inflicted on a character. The Spells Difficulty equals half the cursers Ma or Fa (default value equals effected characters In or Co score x2). If the Break Curse attempt is a failure, the evoker may try another attempt to break the curse after 24 hours have elapsed. A HARSH result indicates curse has passed from the original recipient to the caster! Channelling B 0 This spell allows caster to temporarily channel the spiritual essence of a dead person. This ability has a base Difficulty of 50, plus 10 per 50 years the person has been dead for. The spirit speaks through the person evoking this ability. The spirit-essence is raised for a period equal to 1 minute per 10 points of the casters Ma/Fa. The dead person usually complains over being raised from the dead in this manner, but will answer all questions put to it within the limits of their original knowledge base. The raised spirits of evil people often respond with lies! Alternatively, an evoker may wish to open their mind to any spirit-essence wishing to speak to them; this has a base difficulty of 20 and ignores any age factors but the Magister has full control over what manifests! Dream-Vision >@ S +40 A Dream Vision evocation enables the caster to explore the realm of dreams to seek clues and answers to a specific puzzle. It is evoked prior to the caster retiring to bed, with a +40 bonus added to that attempt. During sleep various images and fragmentary words will be experienced by the caster relating to their request the extent of which depends totally on the Magister! An evoker needs at least 4 hours sleep for this spell to have any chance of success. Gods often use a version of this spell to communicate with their favoured humans. 72

Emotion Control S 0 Emotion Control provides a means for its caster to control the emotions of others. The casters Ma/Fa is pitted against Co score of all characters within 2 ft radius of evoker. Spells radius of effect can be extended by a further 2 ft for an extra 10 Difficulty. If evoker chooses to instil fear any character failing their Co roll moves away from caster at running speed (or cowers in a corner) for 1 minute duration can be extended by a further minute for an extra +10 Difficulty. Friendship induces a reaction bonus (equal to spells Diff) lasting for the same period. Love causes the affected individual to make overt romantic advance towards the first person they see. Hopelessness causes anyone working at a task to abandon it for the same period of time. Hate forces the effected target to make a reaction roll (vs. Diff of spell) in relation to their companion, the effects lasting for the same period. Only one emotion can be generated per evocation. Glories Hand >Item Only A D20 This spell allows its evoker to move, manipulate and even attack objects from a distance. For a base Diff of 20 this enchantment creates an invisible phantom limb with a Melee attack skill of 20, a reach of 2 yards and an effective Ph and De of +20. Add +10 Diff to increase reach by a further 2 yards, Ph or De by +20 or to increase hands effective melee skill by +20. For purposes of wounding spells Ph equals WF (WM equalling Ph/40). Insight A D20 This spell allows a Wizard to acquire anomalous insight. Gaining a WIN result on successfully evoking involves the Magister either awarding a +100 bonus to any three rolls made within the next (game) hour or provide the character with one answer relating to a specific game puzzle or mystery. Alternatively this can manifest as a +50 bonus to all Aware rolls made within 10 minutes of the evocation. A BOON result doubles these bonuses! Levitation* >@ B D40 This spell provides the evoker with the ability to float vertically upwards at a rate equal to the characters Move score. Difficulty level equals +10 per 20 lbs. of characters weight (default value of 80); which includes objects being held by the target individual. It can also be cast upon another entity up to 10 feet from the evoker, for an extra 20 Difficulty. The character floats down to earth on termination of spell at Mv speed. Lost Wisdom S D20 With a base Difficulty of 20, this provides the caster with knowledge of a held (or touched) objects history, manufacture and significant events it has been associated with. Each specific facet of knowledge takes 1 Recounter to absorb (i.e. one for its history, another for manufacture and a third for its life story). Other factors that may be ascertained include the items precise weight and general composition (each additional factor taking 1 Recounter). Casting this spell over a document written in a foreign language allows the caster to read it as if it were written in their native tongue, although this requires an additional 20 Difficulty and must be recast for each page. Locate item Item Only S 0 This spell allows its evoker to supernaturally locate lost or concealed objects. A WIN result indicates a general impression of the items location (In vs 40 Difficulty to correctly comprehend impression or description). A BOON result gives a strong psychic impression guiding the caster to the location. A LOSE result indicates a failed location attempt, while a HARSH roll gives a strong psychic impression.leading the caster to a cursed magic object similar to the item looked for, or to the wrong location (Magisters choice). The Magister may rule that this spell must be used in conjunction with an object; namely a pendulum, v-shaped twig or staff and/or the same objects utilised by the Augury spell.

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Retribution: > NA D20 The Retribution spell is an incantation of last resort or to natural justice; it may only be cast against someone who has truly wronged the caster or who causes their death the enchantment automatically failing if this is not the case. Retribution has a Diff equal to half targets In or Ph score (the victim choosing highest attribute). It also involves the caster permanently sacrificing 10 attribute points or 1 Wyrd BASE point. The caster may choose either of two effects if this spell is successfully cast;
1: They may inflict a gisa (pp 9) on target, as defined by the caster (i.e. never use your sword in combat again, etc.!) Those without Wyrd apply a -10 to all wounding and effect rolls made against them. 2: The victim suffers a -100 penalty to six actions and any associated occurrences associated with a TUOR roll - after which time the Retribution is dispelled.

Retribution may be broken by Break Curse or by appealing to the characters guardian deity; the latter involving 1 weeks stay at one of the deities temples and a contribution of 20% the characters current wealth. Mindspeech >@ B 0 This spell allows an evoker to can communicate with 1 person upto 20 miles away per 10 Difficulty for 1 recounter; extendable by a further 1 recounter for an additional 10 Difficulty. The recipient can reply to questions by the evoker. Mindspeech transcends all language barriers, but animals only respond by transmitting back emotions and sensations the quality depending on their intellect. Attempts to communicate with animals should be limited to simple 2-3 word instructions. Communication is not possible with insects (and entities with a similar level of intellect) the undead, plants or similar brainless lifeforms!
0 40 5 miles/+1 minutes 50 miles/+8 minutes 10 80 10 miles/+3 minutes 100 miles/+10 minutes 20 160 20 miles/+5 minutes 200 miles/+20 minutes etc.

Truthsayer Cannot be made permanent A 0 This spell taps into the casters subconscious to provide an answer to a single question for a Base Difficulty of 50. The answer only imparts the most basic of answers - usually to the extent of right way or wrong way, trapped or safe and yes or no. If spell is recast within an hour on the same individual add +20 to Difficulty. Wereform >@ S D50 This enchantment transforms its caster into a Werebear, Wereboar, Werewolf or Werehawk. The spell lasts for an hour; during this time character may alternate between their normal form and any 1 Wereform listed below, as desired. Base Difficulty is 50. While in wereform they acquire the Abs abilities (see pp 127) and attribute bonuses/penalties given below:
Wereform Werebear Wereboar Werewolf WereHawk

Bonus
= = = =

Ph/De
+50/0 +100/-50 +50/+50 -100/+20

In/Co

WF

ARM
+20 +80(-1AM) 0 0

Mv
3(9) 4(12) 5(15) 2 (20f)

Abilities
QUAD,RAPTOR QUAD. QUAD,BITE,AWAR FLY,RAPTOR,AWR

-20/-20 +50 -40/-40 +100 0/0 +20 0/0 +10

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7:36 High Magic:


High magic spells are created spells formulated for a specific task. As such they are not innate abilities and must be quested for, although wizards learn (and enter play) with a few High Magic spells. They are book magic; requiring literacy, comprehension of magical theory and a reasonable intellect (In of +20+) to comprehend. Learning a specific High Magic spell involves discovering it during play (in a language comprehendible to the caster) and for the prospective caster to possess the spells required rating in the Arcane skill (or greater). It costs 20 gain points and takes 2 game weeks of time to master. Astral Leap* > Area Only Arcane: +60+ A 0 Allows the caster to travel 20 yards in a heartbeat without physical motion! Base Diff is 0 increased by a further +10 per +10 yards travelled. The person shifted by this spell appears in the desired location on the next Recounter; with a +50 to SkDe!
0 80 160 20 yds 100 yds 180 yds 20 100 180 40 yds 120 yds 200 yds 40 120 200 60 yds 140 yds 220 yds 60 140 80 yds 160 yds

Astral Shift* > Item only Arcane: +80+ S D20 This spell allows its target to pass through solid matter. Base Diff equals 10+ inches of thickness of barrier over 1 inch. The target may pass through this quantity of obstruction per Recounter for 10 Recounters. The recipient cannot manipulate objects while in this shifted state. Once the spell elapses the caster (or their limb) is barred or merely ejected to nearest viable open space.
20 100 160 1 inch 80 inches 140 inches 30 120 180 10 inches 100 inches 160 inches 100 140 200 40 inches 120 inches 180 inches

Ban good/evil > Area only @ Arcane: +20+ S +20 Casting this spell bans a Radiant or Dark aspected individual from approaching within 20 feet of the caster; Base Diff equalling the banned individuals In, Co, Ma or Fa (whatever is higher). The effect lasts for 2 minutes, boosted by a further 2 minutes for an additional 10 Difficulty. The banned character may attempt to break through the ban once every 2 minutes. Bewitch: > Item only @ Arcane: +20+ S V Caster matches Ma against targets Ma/Fa, Co or In (choose highest attribute). If successful the caster may afflict the target with either two banes. The first is a gisa the victim cannot use Base Wyrd for a week if cited condition is broken. The second is to inflict a physical affliction on the victim; erratic motion, uncontrolled outbursts of speech, permanent drowsiness, etc. Evoking either form permanently costs the caster 5 attribute points Bewitch can be dispelled by a Remove Curse spell; alternatively, the character has one chance per week of incidentally breaking it; using characters highest Mental attribute (or Ma) vs. casters Ma to fight effects of spell. Be Gone! > Item only @ Arcane: +40+ A V This spell if successful - allows a wizard to cancel out or dispel any B or C class enchantment. Base Difficulty original spells Diff (default 100 Diff). Cloak > Item only @ Arcane: +20+ B V Renders all objects in a 2 ft cubed area difficult to spot. This equates to a -20 penalty to spot per 10 Diff for 5 minutes. Area of coverage can be extended by 2 feet per 10 additional Diff. This spell is broken if anyone within area of effect carries out any significant movement or act, such as any form of attack.
20 100 180 -40/2ft3 -200/8ft3 -360/110ft3 30 120 200 -60/4ft3 -240/10ft3 -400/18ft3 60 140 -120/10ft3 -280/12ft3 80 160 -160/10ft3 -320/14ft3

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Control > @ Item only Arcane: +20+ S 0 Allows an evoker to control the actions of a sentient being; Diff equals targets Co, In, Ma or Fa (whatever is higher). Each attempt by the caster to influence a Controlled character requires a TUOR table roll. The spell lasts until control is broken or 10 minutes has elapsed; the spell has no effect if caster cannot talk the targets language! Corrupt > Item only Arcane: +50+ A D20 This spell rapidly ages an inanimate object to the extent it becomes brittle and useless. The Diff rating to corrupt an object depends on its material and condition: State: Composition: Freshly made 20 Soft Organic 10 Used, but intact 20 Hard Organic 20 Worn 10 Pottery/Ceramic 10 Chipped with some flaws 0 Soft metal/mineral 30 Very hard metal/mineral 20 Hard metal/mineral 50 Aim to break on first use = base rating; to crumble to dust = +50 Difficulty Eclipse* >@ Arcane: +20+ B +20 This spell evokes an area of pitch blackness equal to an unlit, underground room. Torches lit in this area will luminate this space as they would any darkened area. Base Diff is 10 creating a darkening covering a 2ft cubed zone for 10 minutes.
20 100 160 +5mins/4ft3 50 mins/10ft3 100 mins/18ft3 50 120 180 5 mins/4ft3 100 mins/12m3 100 mins/22ft3 80 140 200 40 mins/8ft3 100 mins/14m3 100/24ft3

Earthquake* Item only@ Arcane: +100+ PA A D50 This spell projects a transient but powerful (Base = 50 Ph), telluric disturbance affecting an area of 50 yards (increase by 50 yards for an additional 50 Diff). Quakes Ph can be increased by +20 per additional 10 Difficulty. Individuals can avoid damage with a WIN or better Aware or Active roll (vs. quakes Ph rating); but MV is reduced to 0 during quake. Targets who fail take 1d5-1 WNDS per +50 Ph possessed by quake. Structures roll Hardness vs. quakes Ph; a WIN indicates it remains standing; a FAIL that it falls! This spell only affects areas with earthen or rocky surfaces Element Control > Arcane: +50+ B D20 This spell allows the caster basic control of one of the classic four elements Air, Earth, Fire and Water. The spell governing each particular element must be learned separately. The spell permits a caster to manipulate the specific element covered by the spell in 4 ways: Create Summon 5 feet cube of this element from relevant elemental plane Destroy Totally vaporise a 5 feet cube section of this element Shield Protect a 5 feet cube area - by default focused on caster from incursion by that element. Purify Remove toxins and other impurities from a 5 feet cube section of element. Shape Move and shape 5 square cube of element The spells area of effect can be extended by increasing Difficulty by 10 per additional 10 square feet area affected. In regard to Earth control double final difficulty when manipulating soil, triple difficulty when manipulating rock or comparable minerals. This spell cannot directly affect any living or unliving beings Ease Way >@ Arcane: +30+ S +40 Invaluable to all those who travel to harsh realms, Ease Way grants one person a +10 resistance bonus against the effects or cold or mortal weakness (hunger and thirst) per 10 Diff of spell. For +40 Diff it protects against drowning; for +80 Diff it bestows protection against fire.

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Far Senses > Item Only @ Arcane: +20+ B 0 This spell allows the caster to see or hear distant things in great detail - as if only standing 2 feet away from an object or person the caster focuses on. Base Diff is 10, with an additional 10 Diff per mile of distance and/or 20 Difficult per 1 inch of matter standing in front of the viewing/listening target. Duration is 5 minutes, extendable by 5 minutes per 20 extra Diff.
20 80 140 2miles/2 inches 8miles/8 inches 14miles/14 inches 40 100 160 4miles/4 inches 10 miles/10 inches 110miles/110 inches 60 120 180 10miles/10 inches 12 miles/12 inches 18miles/18 inches etc

Fix Special (> Magic Item) Arcane: +20+ A D20 This spell is capable of repairing a broken inanimate object when successfully evoked. Diff rating to fix a broken object depends on material and condition of object:
Cracked/discoloured surface 20 Soft Organic 0 Fractured (but not broken into bits): 40 Hard Organic 20 Broken into two or more bits 50 Pottery/Ceramic 20 Broken into more than three bits 80 Soft metal/mineral 10 Shattered: 100 Hard metal/mineral 50 Burnt to a crisp 200 Very hard metal/mineral 100 The above factors are accumulative. Mends are permanent, returns object to original condition with no fracture points.

Fly/Traction Arcane: +50+ > magical item note weight factor! @ B 0 This spell allows a character to fly at x10 normal movement speed (which also equals climbing/descent speed per Recounter), for 5 minutes. Base Diff equals 20 per 100 lbs lifted (including carried/worn items). Add +20 Diff for an extra 10 minutes of flight. It can also be cast upon another character upto 20 feet away from evoker, for extra +20 Diff. For half Diff, character can evoke supernatural Traction; the spell enabling caster to walk (at their Mv rate) along a normally impassable surface, such as a swamp, sinking sand, a narrow ledge or water (or traverse vertically up and down a wall) with no danger of sinking, falling or leaving tracks!
Flight (5 minutes; can support following mass): 30 160 lbs 40 200 lbs 120 600 lbs 140 700 lbs 60 160 300 lbs 800 lbs 80 180 400 lbs 900 lbs 100 200 500 lbs 1000 lbs

Fireseed* > Item Only Arcane: +80+ PA A D20 This spell launches a 10 WF attack vs. one target (for 10 Diff), manifesting as a ball of superheated air. Spells offensive factor can be increased by +10 per +10 Diff. Firestorm is a variation that applies damage to a 5 feet cube diameter area. Base Diff starts at 30 (for +10 WF) for this variant. Add 20 Diff per additional 5 ft cubed area of effect or extra +10 WF. WM equals +1 per 30 Ma.
FireSeed: 10 10 100 100 FireStorm: 30 10 20 20 50 120 120 140 Increase area of effect by 5 ft cubed: 60 20 120 50 140 30 80 160 200 80 160 40 200: 200

Guise > Item only @ Arcane: +40+ S D20 This spell allows caster or person selected by caster to change their appearance. The transformation itself takes 1 Recounter. Any mode of appearance can be selected, providing it is within the recipients species norm. While height can be altered to a degree, all physical statistics remain the same. It has a base Diff of 20, increased as follows: +/- 20% change in height 20 +/- 20% significant change in weight 20 Change in voice 20 Change in facial appearance 20 Appearance changed to that of an actual known person 50 Sex Change 40 Heal > Item Only Arcane: +20+ A V Using Heal on a willing recipient to stave off hunger and thirst for 1 day is a 0 Diff task. Instantly healing WNDs is a 10 Diff task per WND point treated; or 20 Diff per 1 GWN treated. An Effect class injury equals 40 Diff per Affliction Grade. Restoring a lost limb or damaged organ is an 80 Diff

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task, plus +10 Diff per minute spell is cast following this trauma. Magically purging a victim of exposure to a poison or disease is a 40+disease strength Diff task. Raising a very recently slain person is 150 Diff task, with an additional 10 Difficulty per 2 minutes person has been deceased. Heroes Gift >Item only @ Arcane: +20+ This spell boosts one skill by +10 for every +10 Spell Diff for three skill rolls. B 0

Heroes Weapon >Item only @ Arcane: +20+ B 0 This spell (when cast on a weapon) causes the casters Ma/Fa to be added to the weapons WF; the effects vanishing after its duration has elapsed or until three successful blows have been struck! Illusion > Arcane: +50+ B V This spell creates false and misleading images visible to those capable of viewing area it has been cast upon. Maximum range of illusion equals 1 yard per 1 Ma possessed by evoker. An illusions Difficulty depends on its complexity:
10 Diff for a simple noise, cast as a distraction 50 Diff for a ghost-like image or more detailed, realistic noise relaying audible information. 100 Diff for a realistic scene (with sound) covering an area of 50 foot 200 Diff for an illusory sight covering an area of 100 feet.

Invisibility > Item Only Arcane: +50+ B D40 Target is rendered invisible for 10 minutes. Base Diff is 40. Footprints and other physical traces can be suppressed for a further 40 Difficulty, and sound from the target by an additional 20 Difficulty. This spell can also reveal any invisible entity near the caster; base Dif is 20 plus an additional 20 Difficulty per 5 feet cubed area covered. Invulnerability > Item Only Arcane: +80+ B V Target is rendered invulnerable to weapons for 10 minutes. Base Diff equals 200 less targets Ph (minimum Diff = 50). Any hit from a conventional weapon does no damage (including incidental effects such as a BASH) while spell remains active. Spell recipient can be hurt by fire, enchanted weapons and those whose wounding surfaces are coated with silver. Spell is also broken if target is hit by any attack form rated at +300 WF or more (including bonuses, etc). Killer Swarm* Item only@ Arcane: +80+ PA B D20 This spell evokes a swarm of insects and vermin covering an area of 50 yards, which manifest up to 300 yards from evoker. The vermin swarm has an Mv of 3, in a general direction defined by caster. Those within swarm zone take a 200 skill Melee hit with a WF of 50 and a DM of +1 each recounter (increase WM by +10 per additional 10 Diff of spell, gaining +1 WM per additional +50 WF). For an extra 50 Diff swarm can consist of a mass of flying creatures. A swarm is dispelled by a strong surge of water or by 50 WNDs of fire damage (or any poison whose toxicity can cover a wide area and remains potent at least 5 Recounters). A victim may escape swarm by succeeding in a Ph vs swarm WF and thereafter leaving affected area faster than swarms MV rating. Iron Skin > Item Only (armour, clothing or shield) @ Arcane: +20+ B +50 For each +10 Diff caster or recipient acquires a +10 ARM bonus lasting for 5 minutes. Duration may be increased for an additional 5 minutes for an additional +20 Diff. This protection also provides an AM value of 1 per +50 ARM value evoked. Lightning* Item only@ Arcane: +50+ PA A D20 This spell launches a WF +10, Range 20 whitish-blue bolt of electrified air vs. one target (for 20 Diff). Base distance is 100 yards, +20 Diff per additional 100 yards. The spells offensive factor can be increased by +10 per 10 Difficulty. It inflicts double damage if cast in stormy or overcast conditions, but half range. Caster gains a +50 Ma bonus if aimed at a target wearing metal armour. The Forked Lightning variation allows bolts WF to be divided among as many targets desired within 10 foot of impact spot (as chosen by caster); increase Diff by +20 but quarter range.
20 +20 160 +160 40 +10 180 +180 60 +60 200+200 80 +80 100 +100 120 +120 140 +140

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Lux (> ) >@ Arcane: +20+ B +50 This spell casts a soft white light over the area of effect, sufficient to read by. The focus of this lumination can be any object carried by the caster. At base Diff the spell illuminates an area around 10ft in diameter for 10 minutes. Both duration and radius can be doubled for an extra 10 Difficulty. Magic Circle Special Arcane: +20+ S 0 This spell protects against intrusion by both Undead and Rex Spiritus. Base protection factor (pitted against a given creatures Presence score) is equal to casters Ma or Fa; +50 for a WIN Arcane skill roll, double for a BOON result. The spell involves the drawing of a magic circle around those being detected (an action taking 5 recounters). The entity may attempt to break through this protection three times; they are dispelled on their third unsuccessful attempt. Magic Staff Special Arcane: +100+ S D50 This spell enables a wizard to create a magic staff. The spell focus must be crafted and prepared by the wizard who intends to use it, as the staff only works for its maker. Creating the staff takes around 2 weeks and 10 crowns in various materials and arcane ingredients. Once completed the wizard then enchants the staff by casting the spell, involving a base Difficulty of +50. A Fail result induces a permanent loss of 1 BASE Wyrd point by the evoker, while a HARSH result indicates the additional permanent loss of 10 attribute points and the staffs destruction. A Win result or better enchants it successfully; soaking up 5 levels of Spell Stress (purged at the rate of 1 point of spell stress per hour). A BOON result also adds +10 to the casters Ma/Fa rating which remains with the caster until the staff is lost or destroyed. Mystic Vault > Arcane: +40+ S 0 This spell allows caster to hide an object within an astral dimension and retrieve whenever and wherever desired. Enchantments base Diff is 50 + 10 per 1 lb of object weight. The spell must be recast to retrieve the hidden item but can be cast again to hide another object without affecting any prior hidden ones. If left unbroken the spell terminates on the casters death! Open/Lock > Door or similar portal only/Items @ Arcane: +20+ A +20 If successfully cast, this spell can instantly open a barred door match Ma/Fa with quarter of portals rated Difficulty to open (see pp 48). A door can also be magically locked by this spell using the same criteria. A magically locked door cannot be open or broken down by normal means unless the walls around it are removed! Opening a magically-locked door involves the caster evoking a Be Gone! Spell. In this instance, Diff equals rating of the original Lock spell. However, the wizard who originally cast the Lock spell may open and close the portal as normal; or - for an extra +40 Difficulty - allow entry to anyone who utters a password (up to 8 words in length). Petrify * > Item Only Arcane: +80+ A V D50 This spell gives the caster the ability to turn targets to stone. Petrify has a base Diff equal to 50 + targets Ph rating, adjusted by the targets general size class as follows; Tiny: -40 , Very Small: -20 Small -10, Medium 0, Tall +10, Large +20, Huge: +10, Giant: +80 and Titanic: +120. The creature so transformed does not age, require sustenance and is totally immune to poison and sickness. They also have a WNDs value equal to x5 their original rating and the equivalent of +500 ARM. On the casters death all sufficiently intact petrified victims revert back to life. Attempts to dispel the Petrify spell do so against a Difficulty factor equal to half spells original power, or quarter that if victim has been petrified for more than 20 years. This spell is more often encountered as the innate ability of certain monsters, which halve the Difficulty factors cited here. Quicken > Item only Arcane: +20+ A V +20 This spell accelerates growth, maturing processes and healing speeds within a 100 yard cube area by 1 week per +10 Diff. Multiply area of effect by 2 for an extra 10 Diff. Living things age by a factor equal to spells quickening factor, even through the external passage of time is unaffected. 79

Sorceries Sleep > Item only Arcane: +20+ A 0 This spell sends any living creature into a deep, magical sleep. Diff starts at 10, vs Ph of target of each person within a 5 feet cube up to 40 feet away from the caster. Double range or sleep duration for an extra 20 Diff. Subtract 20 from Diff if cast at night, but add 50 Diff if evoked during daylight hours. If successful, all within the area of effect whose Ph is less than the spells final Diff rating fall into a deep sleep for at least 10 minutes. They cannot be roused except through casting a Be Gone! Spell. An injury inflicting damage equal to 1 WND or more immediately breaks the enchantment! Spirit Weapon > Weapon only @ Arcane: +50+ S V The Spirit Weapon spell endows a normal weapon the ability to injure spirits and similar creatures. Difficulty equals weapons WF rating+20. A FAIL results creates an ineffectual weapon, rated as WF 10 vs. Spirits, while a HARSH result destroys a non magical weapon. A WIN result creates a weapon with a spirit WF equal to its physical wound factor; a BOON increases WF by half casters Ma or Fa score. Spirit weapons do not inflict Effect class injuries on spirits due to their incorporeal nature! Summon Goodly Spiritus > Arcane: +50+ S V The Summon Goodly Spiritus spell provides a means for evokers to summon positive Rex Spiritus and bequest them to perform one task. Scale equals 10 for each 20 points the summoned entity possesses in its highest attribute. A HARSH result indicates the casters magical abilities are blocked by divine powers for their hubris equating to caster being unable to use any Ma or Fa based abilities for 1 game day! A Fail result summons the spirit; who immediately attacks the caster! The entity returns from whence they came after 10 Recounters of combat, regardless of outcome (unless slain before that time). A WIN or BOON result indicates the spirit is potentially receptive to the summoner. The caster must then address the spirit with the reason why they have been evoked! If the spirit (Magister!) believes this request to be just and worthwhile it aids the caster - otherwise it instantly returns to the astral plane. Alternatively, they may ask that other conditions are met before agreeing to help. Any recasting of this spell incurs an additional Difficulty of 100, reduced by -10 per 2 hours following its last use. Once the spirit has performed its allotted task which may take any degree of time - it returns to its place of origin. Swiftfeet >Item only @ Arcane: +20+ B +50 Casters base speed is increased by a rate equal to +1 Mv per +20 Ma they posse. For an extra 50 Diff it may be cast on another individual within the evokers reach. Superaction >Item only @ Arcane: +20+ S D20 For a base Diff of 50 This spell awards its recipient an extra combat action or a SkDe bonus of +50. Awarding an additional (either +1 action or another +20 SkDe) incurs an additional +30 Diff. This spell lasts for 1 Recounter per 10 Ma or Fa possessed by caster. Throw > Missile/ Thrown Weapon only @ Arcane: +20+ PA A 0 Throws a 1 lb object at a target with a WF equal to +10 and Range of 8 for +10 Diff. Damage and range may be boosted by a further +10 Diff or by 2 Range for an additional 10 Diff. Double WF but halve range for each lb of weight projectile has over 1 lb. WM equals +1 per 50 Ma.
DIFF 10 Damage: 10 Range: 8 20 20 10 40 40 14 60 60 16 80 80 20 100 100 24

True Restoration* > Item Only Arcane: +80+ S D200 When successfully cast this spell brings a slain character back from the dead. Base Difficulty is 200, increased by 10 per day of recipients death. A HARSH result indicates slain persons soul has totally withdrawn from the living realm no further attempts may be made. A FAIL result indicates no 80

restoration, although a further attempt to raise the character can be made after 6 hours have elapsed (for a further +10 Difficulty). A WIN result indicates the individual rises from the dead with all the injuries but with a current WnT of 0. They return fully healed on a BOON result! Successfully evoking this spell subtracts 10 from one if the casters attributes (players choice). Transform Arcane: +80+ S V This spell is capable of transforming a living creature into another form. The spell endures until the transformed individual wants to change back although the caster may lock the transformation, allowing only him or her to break it at will. The character retains their mental attributes but adopts the forms characteristics and abilities. Should the physical form be destroyed, the character instantly returns to human form with a current WnT of 0 and the equivalent of 4 GWNs .
A living form transformed into another living form Transform a non-living object into another New size smaller or larger than object to be changed Spell cast on someone else Transform into a non-living object: Object much smaller or larger than the transformed New form has significant abilities not possessed by original form Transform a non-living object into a living object New form has major supernormal abilities 50 50 20 +20 +50 +50 +50 +100 +100

The caster may opt to sustain transformation for only a period equal to casters Ma rating, halving Diff in this instance. Water Wave* Item only@ Arcane: +100+ PA A D50 This spell projects a transient but powerful (40 Ph), deep wave of water covering an area of 100 yards (increase by 100 yards per additional 20 Diff). The waves Ph can be increased by +10 per additional 10 Difficulty. Double Ph rating if spell is cast within 100 metres of a sizable body of water. All targets within zone of effect get impacted with an attack with a WF equal to its Ph rating (and a WM equal to Ph/20), plus 1d10-1 WNDs in incidental drowning damage. A successful Active roll (vs. Ph rating of water wave) avoids any damage, but the individual is still swept 1d100 yards from their original location, in the direction the water wave originated (as designated by caster). Double Diff in times of drought; the spell cannot be evoked at all in places with no water, such as a desert. Wizard Wand Special S Arcane: +50+ D20 This spell enables an enchanter to create a magic wand; a tubular shaped piece of wood, usually 1/2 an inch in diameter and 1 foot long. Creating a wand takes 3 days and requires 5 crowns in various materials and arcane ingredients. Once completed the wizard then proceeds to enchant wand by casting this spell vs. a base Difficulty of 50. A HARSH result induces the permanent loss of 10 Ma by caster, while a FAIL indicates the temporary loss of 10 Ma, returning at the rate for 1 point of Ma per day. A WIN result or better allows the caster to impress one spell (or effect) within the wand, plus a quantity of Ma equal to casters current rating. Each time wand is used subtract 10 from its Ma rating. Any generated spell stress result reduces the wands Ma rating to 0! A BOON result either doubles the stored Ma or allows the wand to store two spells. A caster can add his Ma total to that stored within it (in regard to the stored spell only), while a non-wizard can use the wand and the stored spell via the innate Ma or Fa contained within it. Wuthering Myst > Arcane: +20+ B +50 For a base Diff of 20 this spell conjures up a magical mist covering an area of 100x100x100 feet Enemies have a -10 Aware Difficulty to negotiate their way out of it or find anything 10 ft or more away within the zone obscured by the mystic myst. The caster can innately extricate themselves from the affected area. Aware Penalty can be increased by 20 for an additional 10 Diff, while area of coverage can be doubled for an additional 20 Diff. For an additional 50 Diff this spell may be cast on a person within reaching distance of its evoker; the spell is applied against Co in this instance. If successful, the victim stands stock-still, trapped in an imaginary maze. They may attempt an In roll vs. spell Diff per 3 Recounters to break the spell, or through taking 1 WND or greater. 81

Loom of Wyrd Arcane: +100+ S x2 D100 This spell allows the caster to alter the course of a recent occurrence, erasing the event from history! Loom of Wyrd has a base Difficulty of 100, increased by a further 10 each 10 minutes the target event occurred. If event had a major effect on subsequent events add a further 100 to Difficulty. A LOSE result causes the caster to permanently lose 2 Wyrd points while a HARSH result indicates a loss of 4 Wyrd points and a 40 point Ma reduction. An event the Magister deems impossible to erase even via Loom of Wyrd cannot be altered - and results in an automatic HARSH result. Weather Control > Item Only Arcane: +50+ B V This spell induces alterations in local weather conditions. Base Difficulty equals 20, with additional penalties depending on d weather alteration required, seasonal factors and regional environment:
Example Effects: Dazzle with sun; 50 Diff AWARE (vision) penalty if foes facing general direction of sun and are capable of viewing it (and evoked between hours of sunrise and sunset) Rain (40 Diff to actions while raining, 20 diff for 1 hour after while drying out) Wind (-40 to climb and Archery, +40 bonus to Creep) Thunderstorm (-All actions stop, people head for cover... anyone making a Harsh roll indicates they take 4d10-4 in WNDs from a lightning strike!) Evoking a tempest (-80 penalty to all actions, half Mv , Archery and Climb impossible) Will dispell killer swarm/Make trackway impassable for at least 1 day Winter Summer (Thunderstorms gain a +20 Bonus) Desired weather uncommon for region Desired weather freakish for region DIFF = = = = = = = = = 30 60 80 100 150 +20 50 50 100

Coverage: 10 Diff per 100 feet diameter area (from casters position) and +20 Diff per 2 minutes duration of altered weather.

Weapon of Flame or Chill. > Weapon Only @ Arcane: +60+ B 0 Allows an individuals fist or weapon to burn with a magical flame or emit a fearsome damaging chill.
A Flame weapon inflicts an extra +10 WF and +10 SkDe per 20 Diff, doubled vs. creatures magically associated with cold or ice. This extra WF is ignored in relation to creatures magically associated with fire (such as dragons and salamanders). Bonus WM equals +1 per +20 of Fire Weapon spell WF. A Chill weapon inflicts an extra +1 WND per 20 Diff, doubled vs. creatures magically associated with fire. Cold weapon WNDs ignore all ARM but weapon must at least inflict 1 WND of normal damage. Chill WNDs heal within an hour; although a person killed by such damage remains dead! Ignore magical bonus when attacking creatures magically associated with ice or cold. For an additional 50 Diff user can evoke an ice blade into existence with attributes identical to a conventional Warsword; this weapon dissolves when the spell elapses. Flame Weapon (WF):
20 20 +10 +1 40 40 +20 +2 60 +30 80 +40 Chill WEAPON (Wnds): 60 +3 80 +4 100 +50 100 +5

Zulzunder ritual D100 (combined with another spell) D200 (cast solo) x3 Arcane: +200+ Both dangerous and powerful, the Zulzunder Ritual provides casters the ability to tap the primal forces of creation! Cast with another spell (combine difficulty ratings of both enchantments) it extends range of hosted spell by 100 ft per 10 Ma possessed by caster. Evoked on its own, it manifests - or suppresses - a major force of nature (earthquake, wildfire, flood etc.) covering an area of 10 ft per 1 Ma of caster. The effect is magically sustained for 1 second per point of casters Ma; events like earthquakes end after that time, collateral damage associated with residual effects continue until they naturally recede. If a baleful effect is evoked, living beings and structures within effect area must roll Hardness (plus any armour) vs. casters Ma; a WIN indicates target takes 2d10 WNDs (only 1d10 WNDs on a BOON roll). A Fail or worse indicates total destruction. Evoking a Wyrd point reduces damage to 1d5 WNDs, but that Wyrd point is thereafter permanently lost. All undead and supernatural creatures present within the Zulzunder effect area are simply erased from existence.... While providing 82

a spell caster with awesome power, the Zulzunder ritual is harsh and demanding. A HARSH result wipes the caster from existence as if they had never existed! A FAIL effect halves all casters physical and mental attributes, reduces their Ma to 0 and renders them Sun aspected (with no bonuses). A WIN result permanently halves the characters Ma, subsequently recoverable via Growth, and subtracts 10 from Ph, De, In and Co. A BOON roll indicates caster only acquires 1 Harsh point. Saints cannot evoke this spell (but see Divine Intervention (pp 89)).

7.37 Necromantic Spells


Necromantic evocations involve the manipulation of spell energy strongly aspected with death and demonic forces, either to harm another human at a distance or to interfere with the natural course of life. Because of this, many casters refuse to utilise this class of magic. In most settings casting a necromantic enchantment is deemed an Evil Act. Their link with unlife means evoking most of these spells automatically incurs spell stress. Curse > Arcane: +20+ NA V Often directed a/t an individual who has slighted the caster in some manner, this spell has a base Diff equal to victims Ma, Fa, Co or Ph score (whatever is highest). If successfully cast, the cursed individual is either unable to use Wyrd to mitigate the first danger they face (if blessed with Wryd points) or suffers a -20 penalty on any three rolls chosen by the caster. Once either of these two conditions lapses the curse ends. This spell may be broken by Break Curse or by appealing to characters guardian deity; the latter involving 1 weeks stay at an appropriate plus a contribution of 10% of the characters current wealth. Cold Warrior* Arcane: +100+ S D150 This spell (with a base Difficulty of 150) transforms any type of human remains into a Cold Warrior, an animated skeleton. This spell automatically fails if cast upon someone who was Radiant Aspected at the time of death. If successfully evoked, the caster permanently loses 10 attribute points. A Cold Warrior has the Revenant attributes with a +20 bonus to Hardness, and +20 to De, Melee skills. A Cold Warrior is only damaged on a BOON result with HW or WB weapons (roll again for damage) they ignore stabbing attacks and only suffer WND loss from an injury, ignoring bleeding, BASHES and similar other effects. Cold Warriors are vulnerable to Spirit Weapon enchanted items. While totally under their creators will, these creations have sufficient wit to follow any basic command issued by its evoker. Damnatio > Arcane: +50+ S V D50 A more powerful version of Curse; the caster matching their Ma against the victims Ma, Fa, or double their In or Ph score (choose highest attribute). If successfully cast the victim is either unable to use Wyrd rolls to mitigate dangers he or she faces (if they access to Wyrd) or adds +10 to all TUOR dice roll results for 1 week. Evoking Damnatio either costs the caster 5 attribute points or the permanent loss of 1 BASE Wyrd point; casters choice. Disease > Item only Arcane: +50+ S V This spell evokes a sickness which subsequently spreads through natural means of transmission. Base spell Diff is 20, adjusted by disease selected: Plague +50 Sweating Sickness +40 Smallpox +30 Dysentery +20 Influenza +10 See Page 110-115 for full game details of various diseases. The first instances of contagion appear a day after the spell has been cast.

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Death! x2 Arcane: +100+ S V This spell instantly snuffs out a targets lifeforce; the caster matching the victims Ma, Fa or x2 their In or Ph scores (choose highest attribute). If successful the victim instantly drops dead, but a HARSH result indicates the caster dies, instead! A successful casting results in caster losing 10 attribute points and 1 Base Wyrd and also acquiring 1 HARSH point! Lose 10 attribute points on a BOON result. Deathly Discourse. > Arcane: +20+ S D20 Temporarily raises the spiritual essence of 1 dead person. The spells base Difficulty equals 10 plus 1 per 50 years the target individual has been dead for. The Spirit is raised for a period equal to 1 Recounter per 2 Ma or Fa possessed by the evoker. The dead person usually protests at being raised from the dead in this manner, but answers all questions put to it within the limits of their original knowledge base. The raised spirit of a Dark Aspected person may respond with a lie! Gory restoration* > Arcane: +40+ S This spell is capable of transforming a corpse into a Lich (pp 106). This spell has a base Difficulty of 20, adjusted by the following situational modifiers:
Dead for no more than a week *Corpse notably decomposed: *Corpse markedly decomposed *Corpse now mostly bones : *Pyre cremated body *modern crematoria ash (comparison) Base. +20 Difficulty +50 Difficulty +100 Difficulty +200 Difficulty +400 Difficulty

D50

On animation, the Lich may be given one simple command of upto 10 words, which it will thereafter carry out to the best of its limited mental ability. They can travel no further than a mile from the spot it was originally evoked from Ghost Evocation: > Arcane: +20+ S D20 This spell summons a Ghost (as described on pp 106). The caster must then attempt to bind them to their will (Diff 40 vs. evokers Ma or Fa. The spell gains a +20 bonus when used to summon the spirit of a person known to have died in that area; add 100 to Diff if that person died peacefully, was pious or was generally good in disposition. A ghost can travel no further than a mile from the spot originally evoked from. Ghosts may physically attack victims using Glories Hand or Weapon of Chill; in the latter instance their touch deemed to have a +1 WM (Reach 0). They are vulnerable to the Spirit Weapon spell. Revenant* > Arcane: +60+ S D80 This spell may be either cast on a slain or living person; the latter which can include the caster. This spell has a base Difficulty of 40. Casting this spell upon someone who was (or is) innately or generally good causes it to fail automatically. If successfully cast the person is transformed into a Revenant. While biologically inert and unable to heal naturally, a revenant acquires the Unaging gift along with the Distinctive Smell and Dark Aspected banes. They also acquire all Revenant attribute bonuses given on ppv106. Revenants cannot improve attributes but can improve skills. They roll for aging effects (vs. Ph and De only) every 10 years; the revenant becoming a Wraith (see below) on reaching -20 Ph. Wraith > Arcane: +100+ S D20 This spell (with a base Difficulty of 80) transmutes a known dead person into a Wraith. Increase Diff by 1 each hour target has been dead. Spell automatically fails if cast upon someone who was generally good in disposition. If successfully evoked, the caster permanently loses 2 attribute points, or 1 point on an unsuccessful attempt. The raised individual acquires all Wraith attribute bonuses given on pp 116. They acquire the Wingless Flight and Immune to Normal Weapons Gifts, along with the Toxic Light Bane. They take damage from fire and light-based attacks and are vulnerable to the Spirit Weapon spell. A newly created Wraith is in its creators power for a number of minutes equal to the 84

creators Ma or Co score and acts as their ally during that time and then departs. Necromancers using this spell to raise themselves from the dead usually cast this on an object (usually a poisoned dagger) which when used on themselves - result in their wraith form having free will upon even conception. A Wraith physically attack their victims using Weapon of Chill; touch attacks having a +2 WM, but if manifested welding weapons they inflict +2 WM plus WM of weapon welded. Summoning > Arcane: +50+ S D20 The Summoning spell provides a means for necromancers to summon evil spirits (often termed demons) and hopefully enslaving to them to their will. Diff equals 20 +10 for each +20 points the summoned Rex Spiritus (pp 116) possesses in its highest attribute. A HARSH result indicates the creature appears, but attacks the caster! A Fail result indicates the spell merely fails. A Win or BOON indicates the demon appears. Another roll using the casters highest mental attribute vs. half the creatures highest mental attribute- is required to ensnare it. Thereafter, it will perform one task; however, the evoker loses 1 attribute point for every +10 Ma possessed by summoned creature. Once the creature has performed its allotted task (which may take any degree of time) it returns to whence it came. Any additional attempt to cast this spell incurs an additional Difficulty of 20 in relation to this incantation only, reduced by -10 per hour following the initial use of Summoning.

7: 60 Option: Realms of Magic


While Low Magic spells may be chosen as desired, in some settings High Magic spells are grouped into

realms of related effects. Archaic Arcana assumes the existence of eight realms of magical power. The first (Magic) includes those high magic spells known to all wizards, regardless of their chosen Realm. The other Realms are the well-known primary elements of Air, Earth, Fire and Water and the lesser known aspects Spirit, Nature and Death.
There are several ways they may be applied in play the Magister should choose one of the following: 1: A wizard may only master high magic spells that fall within their chosen Realm of magic 2: 3: 4: Each Elemental Realm can be mastered by any wizard; but they must master 6 Realm abilities before moving onto the next! While a wizard can learn various Realms, only the casters chosen elemental Realm benefits from adeptness bonuses. High Magic Spells from wizards chosen realm require only half cited Arcana skill to evoke; but those outside it require double cited Arcana skill to evoke.

Aspected Wizards also gain a bonus to cast two High Magic and one (sometimes two) Low Magic spells closely associated with their element. The various Realms comprise of the following spell-groups. They manifest all as per the standard wizardry rules, but some spells may manifest in ways notably reflecting their realm of origin:

Realm of Magic (15).


Ban good/evil Healing Retribution Be Gone! Invulnerability, Superaction Break Curse Bewitch Magic Circle Magic Staff Wizard Wand Loom of Wyrd Heroes Gift

Mindspeech Zulzunder Ritual

Realm of Air (11):


+50 Low Magic bonus to: Mindspeech, Glories Hand. Astral Leap Astral Shift Element Control (Air only) Fly/Traction+50* Lightning Mystic Vault Cloak* Illusion Swiftfeet * Wuthering Mist* Weather Control

Realm of Earth (12):


+50 Low Magic bonus to: Blessing, Lost Wisdom. Astral Shift +50* Cloak Earthquake Element Control(Earth only) Fix* IronSkin*

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Lost Wisdom

Quicken

Mystic Vault

Petrify

True Restoration.

Realm of Fire

(11):
Corrupt (manifests as fire) Emotion Control (visions of fire!) Fix (non-flammable objects)* Heroes Weapon (manifests as a flame around weapon) Lux* Weapon of Flame

+100 Low Magic bonus to: Emotion Mastery Astral Shift (pass through fire only) Element Control (fire only)* Fireseed Lightning Heal (leaves burn scar; +10 Rec)

Realm of Water (10):


+100 Low Magic bonus to: Augury (using water as scrying medium), Ease Way (breathing water and to water survival rolls in general) Astral Leap (from bodies of water within range of spell). Astral Pass (through water, plus ability to breathe) +50. Corrupt (object slowly dissolves into liquid or crumbles to dust casters choice) Traction (water walk; half Diff). Heal +50 (must be cast on a goblet of fresh water and then drunk by ailing character). Element Control (Water only)* Master of Chill (not flame)* Mystic Vault (accessible by touching water) Water Wave Weather Control (+50 summoning winds and storms on the coast or while seaborne).

Realm of Spirit (11):


+50 Low Magic bonus to: Aura, Dream Vision. Astral Shift * Astral Leap* Deathly Discourse Fly Guise Invisibility Lost Wisdom Summon (any)+50 Sorceries Sleep Illusion +50 Spirit Weapon

Realm of Nature (11):


+50 Low Magic bonus to: Beast Control, Beast Talk, Control, Mindspeech. Element control (all) Fix Fly/Traction Ease way* Killer Swarm Lightning Quicken Transformation+50 Weather Control* Wuthering Mist Were Transformation

Realm of Death (12): +100 Low Magic bonus to: Retribution. Prohibited spells: Healing, True Restoration. Curse* Corrupt Cold Warrior Damnatio Death! Disease Deathly Discourse* +50 Gory restoration+50 Ghost evocation Revenant Spirit Weapon* Wraith
Option; Folk Magic Magisters can rule everyone can evoke folk magic. These take the form of simple charms or prayers generally taught to all individuals within a game setting. Charm: Anyone can attempt to evoke a Charm. Difficulty equals Co vs. 100 Diff; if successful apply a +50 bonus to one die roll or improve a Wheel of Fortune roll by 1 factor. Prayer: This option is available to anyone who is generally faithful to the creed and goals of their chosen faith. Difficulty equals characters Theology skill vs. 100 Diff; if successful apply a +50 bonus to one die roll or improve a Wheel of Fortune roll by 1 factor. Prayers objectives must not be in conflict with the deities agenda or those useful to them; a successful result can be overruled in this instance. Only one Prayer and one Charm may be evoked, for free, per game session. Additional prayers or charms cost 1 Wyrd to cast. Wyrd expended on prayers and charms are not renewed until following game session.

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7.60 Providence magic system.


Fantasy game magic typically feature spells with overtly physical effects - from raising zombies to summoning destructive gouts of flame or lightning bolts! While Archaic Arcana provides The Rules of Magic option (pp59), enabling Magisters to depict more subtle depiction of the mystic arts, the Providence system provides a means to model a low magic setting in a concise and uniform manner; I: Luck as magic; Under the Providence system, every character has access to LUCK but this can (in general) only be used to amend or mitigate skill, ability or injury results. The Mitigation Gift the ability to amend game situations - can, however, be purchased for the cost of 2 Gift Points. Other options include; Exalted Possession GIFT: through possession of a venerated heirloom (generically termed a Totem Object) a character may amend game situations by expending LUCK. It also grants use of a single magical ability; Augury, Blessing, Curse, Far Senses, Dream Vision, Break Curse, Heal or Truthsayer. The Exalted Possession also incorporates a Gisa (pp 9) which activates if the Possession is profaned or used in an inappropriate way, resulting in all powers being lost. All bonuses are also nullified if it is acquired by another individual. The totem objects form is defined by the player who possesses it. An extended version of this Gift provides other bonuses: Exalted Holding GIFT (x2): The characters family possesses a venerated site rewarding its holders with innate magical properties. As a consequence the character and their immediate family may amend game situations by expending LUCK. This possession also grants all family members use of a single magical ability from the following list: Augury, Blessing, Curse, Far Senses, Dream Vision, Break Curse, Heal or Truthsayer. The Exalted Holding also gives a bonus of +50 in relation to one specific activity; i.e. music, cultivation, love, war, commerce, etc. The Exhalted Possession Gift also incorporates a Gisa, which activates when broken and results in all powers being lost. All bonuses are also nullified if the holding is acquired by another individual. II: Aspected Sites; Specific special places are magically aspected towards a specific activity; i.e. music, cultivation, love, war, commerce, etc. Characters gain a +50 bonus for activity covered by the sites mystic aspect. III: Access to Magic is a special Gift; Under the Providence system, Moon Aspected characters gain mystic abilities by expending 1 Gift point to acquire each spell. All Low Magic abilities may be selected with the exception of; Smite, Glories Hand, Levitation, Mindspeech and Wereform. No High magic spells exist, other than Bewitch, Curse, Sorcerious Sleep, Control, Deathly Discourse, Far Action, Guise, Swiftfeet and Superaction which are permitted under the Providence magic system and also cost 1 Gift point to acquire. Under this variation, spells are not grouped into Magical Realms. The Charms and Prayer option described on pp76 still applies in Providence-governed game worlds, usable by Sun and Moon aspected folk alike. IV: Limited Alchemy; Only potions marked with an asterisk in the Alchemy formulas list can be created. V: Divine Blessings; In settings governed by the Providence system Saints only have access to the following powers; Augury, Blessing, Dream Vision, Heal or Intervention. They gain no further access to spells based on religious affiliation. Magisters wanting a more gritty setting may remove Heal and Intervention from the list of accessible abilities! Saints enter play with the Exalted Possession gift for free, representing their main place of worship. Access to all powers depend on the Saints devotion to their religion; breaking codes of behaviour associated with their faith results in loss of all powers; regaining them involves a Saint atoning for their transgressions in a manner defined by the Magister! 87

8.00 Divine Magic


In Archaic Arcana faith-based magic is derived via Faith (or Fa); a specialised form of Ma, denoting a characters ability to evoke supernatural acts through the goodwill of their gods. This chapter outlines the rules governing the various uses and definition of divine magic. 8.10 Some general terms associated with Divine Magic: Evil God - a god who opposes the pantheon of gods held sacred by the players culture. In actually most such deities are not usually evil in the manner humans understand the term, but merely rebellious and independently-minded. Devotee a person who worships and serves only one God. They can only evoke spells falling within the sphere of their god. They gain a bonus gift from their deity in addition to an additional +40 Fa. Dark Lord - an evil god representing the embodiment of negativity and unhallowed darkness. They are notorious for their cruelty, spite, tyranny and lust for power. Dark Lords are usually in a position of inferiority in relation to other deities; a situation they abhor and attempt to reverse by plotting dominion over the world. The worshippers of a Dark Lord hope - through pleasing them by extending their power that they will become significant figures within his dominion. Saints who follow Dark Lords are sometimes termed Maltheists. Pantheon A collective of gods and goddesses who more or less work together for mutual benefit. Pantheist A person who honours all the Gods of his cultures pantheon and as such gains more or less total freedom in their selection of spells, being able to select 4 spells from each divine sphere of influence. Pantheists must worship and respect all gods honoured by his culture but must shun those in opposition to gods and goddesses they have acquired spells from. Saint a person of faith who is gifted with magical abilities by the deities they revere. In Archaic Arcana terms this relates to any character with a positive Fa score. 8.21 Faith Magic: The use of Divine Magic does not accumulate spell stress. Divine spell casters must, however, expend 1 Wyrd for each spell they successfully evoke, which manifests at a power level equal to their Fa. Using a Wyrd BOON point evokes a spell with a rating equal to double the petitioners Fa. A Saint gains a bonus +1 Wyrd for every +50 Fa they possess, which can be used as desired. Faith-based magic uses the same spells as secular wizards (as per pp 71-82). A given spell can only be requested once for a specific situation no additional attempts to recast it in that context will succeed! Spells and abilities are automatically refused if the Magister deems them contrary to the gifting deitys ideology or objectives. Requests may also be automatically refused if the character falls to observe the strictures of their faith or refuse to intervene in situations potentially jeopardising the influence of their patron god or pantheon. Devotees can evoke any spell falling within their patron deities sphere of influence. Players of Pantheist priests can select 4 spells from each divine sphere, up to a total of 16; providing that Divine sphere is not in opposition any others character has acquired spells from (see sphere of influence list, below). All selected spells must be listed on the Saints character sheet- but different spells can be selected following each new session of play. If a particular deity is angered by a characters subsequent actions they retaliate by withdrawing all spells falling within their sphere of influence, until sincere atonement has been made. Specific Gods are associated with a Gift; a bonus towards an attribute or skill associated with their sphere of influence. Pantheists Gain no such gifts, a Devotee gets a bonus as cited on the description of their chosen sphere, plus a bonus +2 Wyrd.

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8.21 Augury: Divine magic users can perform Augury without having to learn the spell. This ability is otherwise as described on pp 71-72. As with Intervention, frivolous requests are automatically refused- and results in an additional +20 penalty which remains until the Saint atones with 1 hour of constant prayer. Forms of divine-based Augury: The means by which Augury may be cast is diverse historical cultures have been associated with many methods of divination. Archaic Arcana makes the default assumption that a character casts a series of objects onto the ground (i.e. small sacred tokens, stones, bones etc. inscribed with runes); the pattern which they fall indicates the likely cause of future events. 8:22 Rebuking: Some classes of monsters namely demons and the Undead can be rebuked. This involves the divine magic evoker producing a holy symbol and ordering the creature to depart. This takes 1 Recounter to carry out. A BOON result causes the creature to be rebuked i.e. it backs away from the evoker and is unable to approach within 10 feet for 10 Recounters (or frees a possessed individual and vanquishes the demon- trapping it 100 years). The evil creature also takes WNDS equal to the Fa level of the rebuking evoker/10. A WIN causes the creature to be rebuked as above (or causes a possession demon to leave its host). A LOSE roll indicates the rebuking attempt has no effect on the creature. Any further attempts suffer an extra +20 Difficulty. A HARSH result indicates the evoker cannot rebuke this particular evil entity. Rebuking doesnt generate spell stress. 8.23 Intervention: Both Devotees and Pantheists may request divine intervention. This involves a petitioner with a Fa attribute requesting a specific deity to deliver them from danger. Frivolous requests are automatically refused and result in an additional +20 Diff penalty which remains until the evoker atones with 1 hour of constant prayer. Intervention can be requested while performing other actions and if successful - occurs within several Recounters after the request is made (Magisters fait). If a request for divine intervention is answered (requiring a Win result or better), the answering deity removes the characters from danger or at least those characters whose behaviour the deity approves of; the Magister is free to leave some characters in peril! If the result was a Win result, the intervention will be fairly mild and not involve overt magical or supernatural aspects. A BOON result indicates the deity intervenes in an overtly supernatural way. By way of example, suppose the characters are trapped by a charging horde of monsters. Intervention relating to a WIN result involves one of the characters noticing a hidden trap door covering a tunnel providing a means of escape. A BOON result - on the other hand - indicates that the deity teleports them away to safety in an instant! A LOSE result indicates that the deity does not answer this particular request for aid. A HARSH result indicates not only a refusal for aid, but a 10 point reduction in evokers Fa attribute; 20 points if the intervention request is deemed frivolous by the Magister! Fa can be lowered to no less than 10 by these means once FA reaches this rating Magister should afflict the offending character with 1 HARSH point instead. Divine Intervention involves pitting evokers Fa vs. a Difficulty of 50, plus modifiers: Extent of Request : Minor +20 Notable +50 Major +100 Monumental +200 Earthshaking +300 Repeat requests: +20 per request made within 3 hours of a successful Intervention.

8:24 Relics:
A Relic is an item containing the preserved essence of one divine spell or ability. Relics are often formed from the remains of dead saints the ability being a residual effect of their divine favour. The Faith rating of such an item equals half that of the saint who originated it. Relics can also be created by the living. It involves 1 day of intensive prayer ending up with an appeal for divine favour. Roll petitioners Faith vs. 50 Difficulty.

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HARSH: Divine powers are displeased with your hubris! Permanently reduce characters Fa by 20 ! Lose: The artefact is empowered but only works once - at a time best suiting the gods, thereafter crumbling to dust. Select ability as per a WIN result the evoker permanently loses 10 Fa. Win: The artefact is empowered equal to a Faith half that of the Saint involved in making it This device can be used to cast one spell, evoke an Augury Exorcism or Intervention the player choosing one of these options. The evoker permanently loses 5 Fa. Boon: The artefact is empowered! It can be used to cast either 1 spell, evoke an augury, exorcism or summon divine intervention! Furthermore, the character only permanently loses 2 Fa. Relics represent a tool by which the gods can aid mankind (or to perform work for their own devices) As such they cannot be directly used to block their aims or intentions; the artefact will automatically fail to work in such instances or give a false result to fool its possessors if that better serves the Gods needs!

8.30 The Gods...


For ease of play, the writer provides below a list of generic (unnamed!) gods, along with an associated spell list reflecting their sphere of influence. The Magister is recommended to give these gods specific names based on his or her game setting and make other changes to fit their fantasy universe (such as removing/amalgamating gods and spell list, etc). If this results in the character acquiring a spell they already have, the Saint is free to select another spell providing it does not conflict with the gods aspect. Option - Monotheism In some game worlds only one true god exists (or is culturally acknowledged). To depict such settings, allow Saints have access to 2 spells each contained within the Agriculture/Nature/Earth, Artificer, Bardic, Healing, Ruler, Sun, Sea and Storm spheres of power. Others spheres are (by default) in opposition and so cannot be selected! Monotheist gods, while giving their followers a wide range of powers, tend to be harsh towards transgressions. Saints who carelessly use their powers or who fail to follow their creed are punished through being afflicted with 1 HARSH point. This endures until the sin it represents has been atoned for. Monotheist saints must also be purer than pure, being required to possess a Radiant aspect. In many Monotheist cultures the One God is usually opposed by an evil figure of great power. A Saint who chooses to follow this evil deity is termed a Maltheist. The main requirement is to willingly become dark aspected. A Maltheist may access spells from the Dark Lord, Disease God (evil), Moon God(dess), Necromancy God and Trickster God lists.

8.40 Spheres of divine influence:


Each sphere of Divine influence is controlled by a deity (usually represented as an ideally perfect male or female). Each deity has a taboo act that, if enacted causes them to lose access to divine magic for 1 week.
Agriculture/Nature/Earth Sphere: Gift: Recover 1 lost WnT point per 6 hours. Taboo act: despoil nature. Ban Evil, Beast Control, Beast Talk, Blessing, Cloak, Control or Dream Vision, Element Control (Earth), Fix, Heal, Killer Swarm, Lost Wisdom, Petrify or Quicken True Restoration, Truthsayer, Superaction, Weather Control. Or Element Control (all) but deletes Petrify and True Restoration. Alternatively, add Transformation but omit two other spells. Artificer Sphere: Gift: +40 to attempts to make any object. Taboo Act: Refuse a request to repair or make an item Blessing, Element Control (all), Fix, Guise, Lost Wisdom, Lux, Magic Staff, Mindspeech, Spirit Weapon, Smite, Superaction, Throw, Truthsayer, Quicken, View Aura, Weapon of Fire or Cold. Bardic Sphere: Gift: +40 to Performance and Play Instrument Taboo Act: refuse a request for a song. Blessing, Beast Control, Beast Talk, Break Curse, Bewitch, Control, Dream Vision, Farsenses, Emotion Control, Guise, Heroes Gift, Heroes Weapon, Retribution, Illusion, Lost Wisdom, Superaction, Truthsayer. Disease Sphere (generally evil): Gift: +50 bonus to resist disease Taboo act: Attempt an act of healing. Opposed by: Healing, Sun, Fire. Beast Control (rats and other vermin only), Curse, Cloak, Corrupt, Control, Disease, Far Vision, Emotion Control, Guise, Invisibility, Killer Swarm, Illusion, Mindspeech, Open/Lock, Wuthering Mist. Death/Underworld Sphere (usually evil): Gift: +20 necromancy spell. Taboo act: refuse a request for burial rites Opposed by: Healing, Sun. Wuthering Mist, Ban good/evil, Curse, Break Curse, Cloak, Control, Dream Vision, Eclipse, Emotion Control, Ghost Evocation, Illusion, Killer Swarn, Lost Wisdom, Mindspeech, Petrify, Spirit Weapon, Truthsayer, Deathly Discourse, Gory Restoration.

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Sphere of the Dark Lord (evil): Gift: +1 Wyrd. Become DARK aspect. Taboo act: expression of goodness Opposed by: Healing, Love, Sun. Ban good, Be Gone!, Curse, Cloak, Control, Corrupt, Disease, Death!, Eclipse, Farsense, Emotion Control,Guise, Ghost Evocation, Invisibility, Invulnerability, Fly/Traction, Fireseed or Lightning, Petrify, Mindspeech, Wraith, Weapon of Chill and Flame. Earth Sphere: Gift: +20 to Healing and Farming skill. Opposed by: Necromancy, Disease. Astral Shift ,Blessing, Beast Control, Beast Talk, Control, Deathly Discourse, Earthquake, Emotion Control, Killer Swarm, Element Control, Fix, Heal, IronSkin, Invulnerability, Lost Wisdom, Mystic Vault, Petrify, True Restoration. Fire God: Gift: +20 to Co (and Fa). Taboo act: Extinguish a fire. Opposed by: Water Astral Shift (allows passage through fire only), Blessing, Corrupt (manifests as fire), Dream Vision, Element Control (fire only) Emotion Control, Fireseed, Fix (non-flammable objects only), Guise, Lightning, Truthsayer, Heal, Lux, Superaction, Swiftfeet, Retribution, Weapon of Flame Healing Sphere: Gift: +40 to Healing skill. Taboo act: Refuse a request for healing. Opposed by: Disease, Death Aura, Ban evil, Be Gone!, Break Curse, Blessing, Farsense, Emotion Control, Iron Skin, Invulnerability, Fix, Heal, Heros Gift, Lux, Mindspeech, Superaction, Quicken, Truthsayer, True Restoration Love Sphere: Gift +20 bonus for seduction attempts Taboo act: Refuse an opportunity for romance. Opposed by: Disease, Death, War. Break Curse, Be Gone, Blessing, Control, Dream Vision or Farsenses, Invisibility, Fix, Guise, Heal, Illusion, Lost Wisdom, Mindspeech, Swiftfeet, Superaction, Truthsayer, True Restoration, Moon Sphere: Gift: +20 Co, Dx, In or Ph (when moon is visible!) Taboo Act: Must watch moon for at least 1 hour per night, when visible. Opposed by: Dark Lord, Necromancy. Aura, Be Gone!, Blessing, Control, Dream Vision, Invisibility, Emotion Control, Fly/Traction, Guise, Illusion, Lost Wisdom, Lux, Mindspeech, Retribution, Wuthering Mist, Weapon of Chill . Necromancy Sphere (evil): Gift: automatically resurrected when slain as per True Restoration once only. Opposed by: Healing, Sun, Love, Earth. Augury, Control, Bewitch, Break Curse, Curse, Damnatio, Death!, Deathly Discourse, Disease, Eclipse, Ghost Evocation, Gory restoration, Cold Warrior,Revenant, Wuthering Myst, Weapon of Chill, Wraith,Summoning . Ruler Sphere: Gift: +40 to any influence based skill. Taboo Act: Fail to show leadership Opposed by: Trickster. Ban good/evil, Beast Control, Be Gone!, Break Curse, Blessing, Control, Dream Vision, Glories Hand, Farsense, Invulnerability, Emotion Control, Lost Wisdom, Mindspeech, , Superaction, Summon Goodly Servitor, Truthsayer. Sea Sphere: Gift: +40 to use any form of boat and for Active skill when swimming Taboo act: Pollute water. Opposed by: Fire, Necromancy. Astral Shift(through water), Beast Control (sea creatures only), Beast Speech (sea creatures only) Blessing, Control, Element Control (Water), Farsenses, Emotion Control, Fly/Traction(over water), Illusion, Killer Swarm (sea creatures only), Lost Wisdom, Mindspeech, Superaction,Water wave. Sky Sphere: Gift: +40 to Climb skill Taboo act: Staying indoors for more than 16 hours a day. Astral Leap, Augury, Blessing, Break Curse, Cloak, Dream Vision, Eclipse, Element Control (air), Farsenses, Fly/Traction, Illusion, Killer Swarm (flying creatures only), Levitation, Lightning, Lost Wisdom, Lux, Mindspeech, Summon Goodly Servitor, Wuthering Mist. Sun Sphere: Gift: +20 Fa or In (daylight hours only!) Taboo Act: Extinguish a source of light. Opposed by: Dark Lord, Death. Astral Leap, Ban Evil, Blessing, Element Control (Fire), Farsense, Fly/Traction, Fireseed, Heal, Lost Wisdom, Lux, Emotion Control, Open/Lock, Superaction, Summon Goodly Servitor, Truthsayer, View Aura, Weapon of Fire. Storm Sphere: Gift: +40 to Active skill Taboo Act: Must stay exposed to a rain shower for at least 5 minutes. Astral Leap, Blessing, Eclipse, Element Control (Air and Fire), Farsenses, Emotion Control, Fly/Traction, Fireseed or Glories Arm, Lightning, Lux, ,Superaction, View Aura, Weapon of Chill and Flame, Weather Control, Wuthering Mist. Trickster Sphere: Gift: +20 to Creep and Open Taboo Act: Fail to enact a prank in a game session. Opposed by: Ruler Astral Leap, Astral Shift, Be Gone!, Blessing, Cloak, Eclipse, Farsense, Invisibility, Fly/Traction, Guise, Illusion, Invulnerability, Lost Wisdom, Lux, Open/Lock, Swiftfeet, Superaction, Wuthering Mist, Trader Sphere: Gift +20 to any commerce related skills. Taboo Act: Give away an item for free. Aura, Blessing, Cloak, Control, Farsenses, Invisibility, Fix, Guise, Illusion, Lost Wisdom, Lux, Mindspeech, Open/Lock, Quicken, Retribution, Swiftfeet, Superaction, Truthsayer, War Sphere: Gift: +20 to Melee skill and know +1 Weapon type Taboo act: Show cowardice in battle Opposed by: Love. Blessing, Cloak, Glories Hand, Dream Vision, Farsenses, Invisibility, Invulnerability, Iron Skin, Emotion Control, Fix, Spirit Weapon, Swiftfeet, Summon or Summon Goodly Servitor, Superaction, Weapon of Chill and Flame, Wuthering Mist.

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9.00 ALCHEMY:
Alchemy is the art of accessing the innate magic within matter through chemical means. Magical aptitude is not required to attempt alchemy, although it greatly complements this art. It does, however, require access to the various rare herbs and minerals they consist of, as well as the basic outline (or formula) to create a specific concoction. Unless otherwise stated, alchemical end-products - or elixirs come in the form of a clear liquid, in a quantity sufficient for one dose for an average-sized human. No dice roll is required by the drinker to access the elixirs stated effect, unless its a poison or similar harmful substance. Unlike spells, Alchemical formulas are available for purchase in larger towns and cities; although they can be very expensive to acquire by these means! Adventuring may uncover such formula for free. Learning a new formula takes 1d10 days. Known alchemical formulas are stored in a Formulary, a book containing the instructions for their creation. Alchemists without a positive Ma attribute can only create elixirs through possessing an alchemical workshop; a laboratory costing a minimum of 100C in necessary equipment which takes up a minimum area of 10x8x20 foot. Each additional 100C of equipment adds +20 to the chance of success for all formulas. Alchemists with MA can create elixirs marked with a ! using only rudimentary equipment; however those marked with a hash (#) symbol require a laboratory. Formulas marked with an asterisk cannot be made in settings that Providence magic system (pp 87). Creating an alchemy formula initially re quires access to the elixirs formula; creating a given elixir involves the Alchemy skill; to which the character may add up to half their base Magic rating if they possess a positive rating in this attribute. As with magic spells some formulas are more difficult to create than others. Characters may allocate Adeptness to formulas as desired. Extra strength elixirs can be made by doubling cited formula Difficulty level; a successful concoction has double cited bonus and/or area of effect (triple in the case of a BOON result)! An Alchemist with a positive MA attribute can create Talismans, derived from any formula marked with a T. This is a temporary magical item consisting of a mystic lead seal incorporating the formulas ingredients; double formula difficulty level when fabricating a Talisman. They provide the cited bonuses for 1 day per 50 Ma possessed by the alchemist who created it. Attempts to make the alchemical formulas listed below have the following outcomes: HARSH: The elixir explodes; inflicting a +100 attack within a 10 ft area (-10 per 10ft from explosion epicentre usually the alchemist!). If occurring in an alchemical workroom, it is severely damaged, requiring 1000C to replace broken items and in general repairs. All experiments and elixirs within room are lost. Characters within explosion area may mitigate damage to a 4 point WND through expending 1 Boon-boosted Wyrd point. Fail: The elixir formulation process appears to have succeeded but just produces an inert potion with no effect. Win: A functional dose of the desired elixir is made. BOON: The alchemist may choose the following beneficial effect. 1: Two doses are created. 2: The elixir has double the effect and duration 3: An unknown elixir is formulated; alchemist may incidentally learn a new formula as per the learning rules. Black Powder, Base to Gold, Death Elixir or Magic Fire cannot be accidentally discovered via option 3! Alchemical formulas have three general statistics, just below the formulas name; its commercial cost, time required to create one dose and the cost of its constituents. The latter two may sometimes vary if certain ingredients are in short supply

8.10 Formulas
Acid Key * ! Formula Cost +50C 2 days 5C Diff: +20 Pouring this acid into a lock gives a permanent 20 bonus to open it; but its usage is obvious as it totally destroys the lock.

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Gift * ! T Formula Cost +50C 1 day 5C This elixir adds +50 to one specific attribute for 1 hour.

Diff: +20

Alkahest * # Formula Cost 5,000C 2 weeks 50C Prerequisites Acid Key, Make Wizard Gem. Diff: +50 This fabled formula creates a liquid that can dissolve any substance other than a specially prepared vessel (cost 50C). One dose burns a 10x10x10 inch hole in any substance (other than a Wizard Gem) within 1 Recounter. If splashed on a living person (Diff 40 to avoid unless surprised, then Diff 20) it inflicts the equivalent of 2d10 WNDs within 1 Recounter. Attempts to resurrect an Alkahest exposure victim suffers an additional 20 Difficulty. Base to Gold # Formula cost 50,000C+ 1 week, 10C Diff: +100 This process transforms 1 lb of any base substance (optionally only certain metals such as lead) into gold with a value of 4C. Most formulas create gold that only lasts a week or month before crumbling to powder. But a few are rumoured to affect a permanent change (Diff is +200 in this instance) This formula is often a highly prized secret, unavailable for any price. Beauty Elixir * T Formula Cost 400C 1 week 10C Diff: 0 The Beauty Elixir gives a +40 to all personal interaction rolls for 1 day Banish Demons. ! Formula Cost 100C 1 day 1C Diff: +50 Allows drinker to make a further Co roll with a bonus of +50 to shake off possession by a spirit or demon (opposed by the demon/spirits Co score). Unlike Exorcism the first Win or BOON attempt drives the demon or spirit from the characters body. A HARSH result has no special effect in this instance. Black Powder * ! Formula Cost Special 1 day 100C Diff: +50 (pre technological settings) This formula creates a small keg worth of Black powder, capable of generating a significant +500 WF explosion within a 20 foot area, less -10 per 1 ft from blast epicentre. This formula is often a state secret, unavailable at any price. Breathe Water ! T Formula Cost 100C 1 day 5C Diff: +20 Allows the drinker to breathe unhindered when submerged in water for upto 1 day. Breathe Earth ! T Formula Cost 50C 1 day 8C Diff: +40 Allows the drinker to continue breathing when immersed in soil for up to 1 day. Adeptness * ! T Formula Cost 50 C 3 day 5C Diff: +40 This Elixir adds a +50 bonus to all skills falling within either Physical, Mental or Soul groups, for 1 hour. Each group requires its own specific formula. Claws of Doom ! Formula Cost 50 C 1 days 5C Diff: +50 Causes the drinker to grow Large Claws (as per the Species Gift) suitable for hand-to-hand fighting, Claws remain for one day, reducing De for purposes of manual dexterity by -10. Death Elixir * ! Formula Cost 100C 1 day 20C Diff: +40 Creates a very potent magical poison with the following attributes: Strength Factor +100 (triple WND loss) Onset 10 Recounters Period 1 attack every Recounter; 4 attacks in total. Effects A HARSH result indicates death within minute (100 Difficulty to counter with Healing skill)

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Empower Wizard Gem # Formula Cost 400C 1 day 10C, plus cost of gem. Diff: +100 An optional formula, which some Magister s may require as the means by which suitably rare gems are transformed into Wizard Gems, at the cost of 10C per 10 Ma it stores. Hate Potion * ! Formula Cost +50C 1 day 5C Diff: 0 The drinker requires a roll of C vs. Difficulty 40 to resist abhorring the first person they see. Lasts for 1 month. Healing Potion * ! Formula Cost 500C 1 day 3C This Elixir instantly heals 10 Wnds or one Effect class injury.

Diff: +50

Heal scarring * ! Formula cost 5000C 1 week 100C Diff: +50 This particular elixir is capable of healing any degree of scarring. The process involves the character being totally immersed for a day within the elixir (a process which also renders the character unconscious for 5 hours. At the end of the process, all scarring is removed, reducing any disfigurement reaction modifiers to 0. Heroes Elixir * ! T Formula Cost Special 1 week 20C Diff: +20 Adds +20 to Ph, +20 to De and +20 to the drinkers Melee skill for three hours. Love Potion * ! Formula Cost +50C 1 day 10C Diff: 0 Requires a roll of Co vs. Difficulty 40 to avoid the drinker falling in love with the first person they see of the sex they prefer as sexual partners; lasts for 1 month. Magical Renewal ! Formula Cost 500C 2 days 10C This Elixir instantly purges 2 Spell Stress when drunk.

Diff: +20

Magic Fire * ! T Formula Cost = special 4 days 3C Diff: +50 Creates a ferociously burning liquid gel that inflicts 2 Wnds per Recounter; burns for 10 minutes, even in water. This elixir is usually a state secret, unavailable at any price. Magical Vault # Formula Cost 1000C 3 weeks 100C Diff: +50 This preparation transforms an otherwise inert substance into a Ma Store. Takes 1 day and 50C in various rare substances to acquire the capacity to store 5 Ma. If only a single use item cost is only 5C per 10 Ma Philosophers Stone # Formula cost = Special 1 Month 5, 000C Diff: +150 Perquisites - Base To Gold, Wizard Gem. The Philosophers Stone is an exceedingly rare germ capable of transforming any base metal it touches into gold. The magical stone created by this process weighs about 2lbs and has the ability to transform a quantity of base metal into an equal quantity of gold. Unlike the by-product of most Base to Gold formulas, the gold created by a Philosophers Stone retains its transmuted state permanently. Other types of Philosopher Stones are capable of transforming steel into Elite or Starmetal objects. The method of creating a Philosophers Stone is a closely-guarded secret, known only to a few individuals and is usually not for sale at any price. Panacea * # Formula Cost 100C 2 days 5C Diff: +50 This Elixir gives a +100 Ph bonus to resist and recover from any sickness; lasts for 1 week. Resist Magic * T Formula Cost 100C 1 day 20C This Elixir adds +100 to resist the effects if hostile magics. Lasts for three hours Poison Cure Elixir * ! T Diff: +20 Formula Cost 400C 1 day 20C This Elixir boosts Ph by +100 in regard to resisting poison. Lasts for three hours.

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Sharpen Senses * ! T Diff: +20 Formula Cost 500C 2 days 1C Provides a bonus of +40 for any roll associated with hearing and vision, or 40 in regard to smell and taste. Sleeping Elixir * ! Diff: 0 Formula Cost 100C 1 day 2C Drinker must roll Ph vrs 50 or fall into a coma-like sleep, from which they cannot be awoken for 8 hours. Spade Claws ! Formula Cost 500C 1 day 10C Diff: +50 The individual who drinks this potion grows thick +20 WF Rch 1 badger like claws (useful for digging through soil). Claws remain for one day (reducing De for purposes of manual dexterity by -10). Spell Reagent # Formula Cost 400C 3 days 50C Diff: +50 Provides an elixir medium for wizards to store spells within, at base spell casting cost. Reagent (and spell) keeps indefinitely if stored in a sealed jar. The elixir must either be drunk or smashed onto the floor to activate the spell. Unicorn Guard * ! Formula Cost 1000C 1 month 200C Diff: +20 Perquisites - Panacea. A Unicorn horn (usual value around 500C-1000C when bough commercially), is after being steeped in an infusion of rare minerals for 1 month is capable of totally neutralising any poison it is exposed to 2d10 times. The neutralising effect can be renewed thereafter by an alchemist, a process taking 3 days and costing 20C. Withstand Cold or Heat * ! T Formula Cost 100C 1 day 1C Diff: +20 Allows the drinker to totally ignore the effects of extreme heat or cold for 1 day; to them current temperature is akin to that of a mild summers day! Withstand Fire Diff: +20 ! T Formula cost 500C 1 day 10 C Diff: +20 Totally protects the drinker (but not his worn possessions!) from the affects of flame for 10 minutes. Does not provide oxygen vital in some fiery environments. Youth Elixir # Formula Cost 100,000C 1 day 10,000C Diff: +100 This elixir, once drunk decreases the drinkers biological age to 5. But once taken, however, new doses must be taken each month else the user returns to their chronological age plus 2 years for every six months they have been taking the Youth Elixir . If this results in drinker exceeding their species maximum lifespan, the user dies - the elixir user crumbles to dust if the rapid aging equals a total of 100 years of more!

A final note on Alchemy. The above formulas reflect only the most common elixirs and artifice formularies available. Magisters should feel free to create additional elixirs to suit the need of their game.

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9.0 Hallowed Items:


Many works of mythology and modern fantasy feature powerful magical objects with an innate power beyond mortal ability or artifice. Most are made by gods, but a few result from being incidentally empowered by a legendary individual. In Archaic Arcana they are defined as Hallowed items. While often the focus (or consequence) of an epic quest, Hallows are not Maguffins being likely to have a major effect on any setting they appear in; even their destruction or removal likely to change a worlds destiny! Creating a Hallowed item: Hallowed items are usually created by a deity placing a spark of their god-essence within an object. This is sufficiently powerful to warp the fabric of reality itself and create an object with an ability beyond other enchanted artifacts. Given such items are empowered by the essence of a God - an act that reduces them to a minor but significant degree - the number of Hallowed items within a setting will be very limited. Hallowed items can also be created in other ways. An object associated with a hero may become directly or indirectly Hallowed as an act of gratitude by a characters patron god following the completion of an epic quest or enactment of extraordinary deeds. An object owned by a renowned hero may also become Hallowed by his life-force and good deeds - or tainted if they died a traumatic death while on their person. The power(s) incidentally acquired by the Hallowed object reflects the heros disposition, deeds, favoured skills and maybe the manner of their death. Such cherished heirlooms are often owned by succeeding generations who may further increase the objects power. Characters never enter play with Hallowed items (or can purchase them with Gain points, etc) those which exist within the setting must be activity quested for! The power of a Hallowed object is measured by its Hallowed point Level (or HL). One personally made by a God has a rating of anything from 10 to 50 HL. A mortal-wrought object endowed with blessings arising from heroic past deeds usually has a HL rating of 1 to 12, with a Taint or two if its welder died a violent death while using it. Whatever its point cost, a Hallowed item can only be destroyed by a Hallowed weapon, an offensive power of a hallowed object or by other extraordinary means. Any spell-like power incorporated within the Hallowed object can be used by the user regardless of whether they have active Ma or Fa and does not contribute to their welders Spell Stress factor by using it.

A 1 HL blessing equates to either one of the following (which can be stacked): Provides a +20 bonus to one specific skill or ability. +50 to WF or ARM Provides one supernatural power usually comparable to that of a spell - at Co. Raises an innate supernatural ability (i.e. an innate spell) up to a power of +20 The weapon is deemed a Spirit Weapon in regards to attacks vs. the Undead. Boosts the holders Ma by +20. The character mysteriously acquires 200 Crowns every Midsummers day. Burns the hand of anyone who welds it, other than the owner (1 WND per Recounter).

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A 2 HL blessing equates to: If a weapon, injuries from this hallowed item cannot be mitigated by Wyrd points. The owner ceases to age. The owner is immune to all diseases and poisons. Wielder acquires +2 Wyrd points. +100 to WF or ARM Influences the reactions of all people within 50 yards by -/+50 (welders choice). The object can sustain the welder without the need for food or drink. The weapon doubles its WF vs. a specific foe (Dragons, Ogres etc). Blood-drinker; 1 wnd inflicted by this weapon provides the equivalent of one meal (with drink); excess over this total eliminates the welders need to eat by the equivalent number of meal-times If a missile weapon, double range Increases injuries by 1 factor vs. V grade opponents. The character mysteriously acquires 500 Crowns every Midsummers day. Edged weapons can be thrust into otherwise unyielding objects (such as stone). - they can be released only by the weapons owner or other chosen individual. A 4 HL blessing equates to: Influences the outcome of an event once every 10 hours by subtly influencing the thoughts and impulses of mortals within 5 miles of the object. Beneficent conditions affect the welders realm while in their possession. The weather is always fair and one random but significant helpful event shall happen every week Soul-Drinker: Anyone suffering from an Effect class injury in excess of an INJ from this weapon is instantly slain, through the weapon absorbing the targets soul! This provides the equivalent of +10 Ph for 4 hours per person slain (up to a bonus level of +100 Ph). The need to eat and drink during this time is also voided for 10 hours per person slain. Characters may ignore this effect by expending 1 BASE Wyrd point when hit! Increases injury by 1 factor vs. all opponents. Increases injury by 2 factors vs. one specific class of creature. An object designed to be thrown will return to its possessor on command. All Wyrd is enhanced to BOON level, but recovered as normal Wyrd. The character mysteriously acquires 1000 Crowns every Midsummers day. A 6 HL blessing equates to: Influences the reactions of all people within 100 miles of the hallowed item by -/+50 (welders choice). The possessor becomes immune to all harm being only susceptible to injury from another Hallowed object Slays V grade adversaries outright on any EFFECT hit Increases injuries by 3 factors vs. one specific class of creature. Increases injury by 2 factors vs. all opponents. All items owned by the possessor never weaken or become corrupted by time. The character mysteriously acquires 5000 Crowns every Midsummers day. - Other blessings can be added by the Magister as desired.

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Taints: The act of creating a Hallowed object often results in the item being Tainted with at least one significant drawback (a chance equal to items HL point value or less, on a 2d10-4 roll ). A bane reduces the items HL cost by -4. Taints are useful for controlling an items impact on the game. Corruption: each specific use of a power consumes one attribute point (-2) Harsh Wyrd: once per week a BOON skill or attribute roll is amended to a HARSH result Drain: The object draws energy from its surroundings. This results in a -20 reaction modifier from sentient creatures and -10 from animals within 20 feet of the Hallowed item (-2) Wraith: While the owner never dies, their physical form eventually corrupts and fades eventually becoming an Undead creature (Magister choice). Purpose: Hallowed item has a reason for existing within the game setting. Once this reason has been satisfied the Hallowed item vanishes. Limited: Any associated Spell-like ability can only be used once every 10 hours. Unlucky: The welder acquires 2 HARSH points or one GISA. Doomed: Welder is innately Doomed to be activated when desired by the Magister. No mortal power may brake this proscription (-4) Schemer: The Hallowed item will attempt to destroy its welder (or try to pass itself to another more suitable welder) should he or she work against the Hallowed items agenda (-2) Kingly: Possession of this hallowed item confers high status on the welder should the item be lost the persons status and authority is as well. Chosen: Object can only be welded by a chosen person; automatic FAIL results for all others! Killer: If a weapon, only owner may weld safely; all others roll for a 200 skill hit (-2). Possessive: The item becomes greatly loved by its owner to surrender it to another requires a 200 Diff Co roll. Two example Hallowed object Given their nature, all hallowed objects should have a history and be associated with various legendary characters through its existence; FireSpear ( 0 HL) This weapon resembles a spear of ancient design with a broad, fearsomely pointed head. FireSpear has seemingly existed since the earliest ages of man. It is thought to have been made for a now forgotten Solar God, who brought it into the world as a gift for his half- mortal son. Following his tragic death caused by a friends betrayal - an act which tainted this weapon with a powerful Doom a long succession of heroes have held this item. Each welder of FireSpear has eventually come to a tragic, often dramatic, end. Sometimes, the owners doom has resulted in FireSpear vanishing from the sight of man for many centuries, but it often mysteriously resurfaces at a time of great crisis. FireSpear is famed for its uncanny arcane ability to return to its thrower on successfully hitting and wounding a target. All these things are true.... FireSpear WF/WM bonus: +100/+2 (2 HL) Triple range Double WF vs. Undead entities (2 HL) Taints: Doomed (-4HL) Killer (-2HL) (2 HL) Returns when thrown (2 HL)

WyrdSword (5 HL) The ancient sword of just kings it can only be welded by those with a Radiant aspect. WF/WM bonus: +200 /+4 WM (4 HL), Injuries cannot be mitigated by Wyrd (1 HL), +50 reaction adjustment (+2 HL) Taint; GISA (always be just and brave), Taint; Chosen user (Radiant aspected only)

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10.00 Creatures, Men & Monsters:


10:01: A Rough Guide to (some of) the Creatures and Monsters of Archaic Arcana : In comparison with other fantasy RPGs, Archaic Arcana features relatively few monsters. Worlds containing large populations of different monsters are difficult to rationalise, not least in terms of an even superficially-convincing ecology. Furthermore, sophisticated human cultures would find it difficult to thrive in worlds bursting with hostile carnivorous monsters! As information on real world beasts can be found virtually anywhere, only their game statistics are presented below. The Magister has the final say as to what monsters exist within their setting and may wish to amend or add details to better fit their conceptions and/or purposes. 10.10- Beasts: Presented below is an abstracted and highly selective list of various everyday animals likely to be encountered during an adventure. This list also includes a few extinct creatures and adjusted existent ones. The latter, while bigger and (usually) nastier than their real counterparts have no other special abilities and are hence included here. 10.11- Beast Effect and Wnd Hits: Size vs, z and u creatures cannot inflict Effect class injuries. u and z class creatures inflict 1 WND on a double BOON result only; Vs only inflict 1 WND on a BOON result. Vs Wnd bleed an additional 1 WND per Recounter on a double BOON or WIN result only! 10.12 - Beast Skills: Beasts have instinctive equivalent of some natural skills. Climb and Creep skills equal their De rating, while they have an Active and Melee skill equal to their Ph score. T class creatures have Tracking skill equal to their highest rated physical attribute. For game purposes halve, double or triple Ph and De ratings to simulate weak, tough and very tough versions of these creatures. If desired adjust WH, DMG and MV when attributes differ from the above cited attribute ratings. 10.13 How smart are beasts? Should the need arise, the Magister should consider tiny beasts as having an In of -40, while small, medium and large beasts possessing a rating of -10, 0 and +10 respectively in that attribute. Add +10 to this rating for carnivores, +10 or more for animals considered by folklore to be intelligent. Beast In represents basic reasoning only animals usually(!) possessing no technical or knowledge skills. In some settings animals have magical intellect: being as self aware as humans and able to fully comprehend human speech, especially during ritually important times of the year or in magical places. Beast Kings: Some special animals are defined as Beast-King versions of their species. To define a creature as a Beast King add +100 to In and Co ratings of +100, double (or triple) Ph and De and double or triple Mv. They are also capable of human speech. Beast Kings have +10 Wyrd, the Return Gift and Faith scores of around +100 to +400; with the ability to evoke Nature and Moon deity class spells. Animal attacks: Animal SkDe equals their De score, and are assumed to possess 4 ActRats. Carnivores are often equipped with; claws and teeth, as rated in their description, usually with a Reach of 0. Large herbivores are infamous for their butting and charge attacks; unless otherwise specified a butting attack has a WF equal to beasts Ph rating, while WM equals PH/50. Reach is usually 0, or 1 if the animal has horns, as noted in their description. Add +100 to WF (and +2 to WM) to damage ratings if the animal charged their target at speed. Damage is always combined with an additional Smashback effect (as described on pp 38). 99

10:14

A Selection of Normal Beasts: SZ


u vs s s s s s+ s+ s+ m m+ L m m m m e l t l h h e m m m e m l m u m m t t

Creature
Insect Vermin Snake Cat Small Dog Chicken Falcon Large Eagle Python Wild Boar Farm Beast Auroch Deer Large Dog Wolf Donkey Horse Warhorse Camel Large Bear Rhino Elephant! Great Ape Big Cat Lion Gazelle Bison! Sabretooth! Cave Bear! Diatryma! Fish Shark Alligator Kraken Whale

Ph/De

HD/Wnt(BLOSH)

WF

ARM
0 0 10 10 2 20 20 30 20 40 20 40 10 10 20 20 10 10 10 30 100 80 40 10 10 10 30 10 40 20 10 30 70 150 200

Mv

Abs

-300/+60 -200/0 (Nil) -200 -200/+40 -100/0 (1/2) -100 -200/+50 -30/2 (0/1) -100 -150/+60 +10/2 (1/-1) -100 -50/+20 +20 /2 (1/-1) -50 0 -100/+20 0/2 (1/0) -100 -80/+40 +10/2 (1/-1) -30 -20/+30 +10/2 (-1/-2) -10 +40/+20 +20/0 (-1/-3) +10 +80/+20 +40/6 (-1/-6) +40 +20/+20 +10/3 (-2/-4) +20 +100/+40 +50/14 (-5/-9) +80 +20/+40 +10/3 (-2/-4) +10/+20 +40/+20 +20/4 (-2/-4) +10 +60/+40 +30/5 (-4/-6) +20 +30/+20 +40/5 (-2/-4) +10 +50/+40 +25/8 (-3/-5) +10 +100/+40 +50/14 (-5/-8) +10 +40/+30 +15/4 (-2/-4) +10 +150/+30 +70/14 (-5/-8) +40 +200/+20 +100/30 (-7/-10) +100 +200/+50 +80/25 (-5/-8) +80 +100/+60 +50/5 (-5/-8) +20 +30/+40 +20/5 (-3/-5) +60/+50 +100/+20 +60/10 (-6/-9) +100/+80 +20/+60 +20/3 (-3/-5) +30 +150/+10 +50/12 (-6/-9) +100 +150/+20 +60/10 (-5/-8) +100/80 +100/+10 + 150/30 (-10/-14) +120/+100 +50/+40 +40/4 (-2/-5) 100/40 -400/+20 -100/0 (1/2) -150 +40/+40 +20/4 (-2/-6) +60 +60/+40 + 30/6 (-5/-8) +80/40 +200/+100 + 100/20 (-7/-10) +300/+100* +300/+20 +150/30(-10/-13) +200

1 POXD,QUAD 2 POXD,QUAD,FLEX 2 POSN? 3 CREEP,AWARE,IMFALL,DKVS,CLIM 0, QUAD 3(10 fl) 2(20 fl) AWARE,Trak 3(90 fl) AWARE 2 GRIP 4 Trak,QUAD,c 4 QUAD 6 QUAD 5 QUAD 5 QUAD, Trak 5 AWARE, Trak, QUAD 4 QUAD 6 QUAD 6 QUAD 5 QUAD 6 QUAD,Trak,+AWARE 5 QUAD,AGRO 5 QUAD,+AWARE 4 QUAD,+AWARE 4 QUAD, CAMO,AWARE,TRAK 4 AWARE,CAMO Trak,QUAD, 5 QUAD, HORN 4 QUAD.HORN. 3 Trak,QUAD 3 Trak,QUAD 5 Trak 3(30) GILLS 3(30) Trak,GILLS 3(30) Trak ,GILLS 2(20) GILLS,REACH 3 3(30) GILLS

SZ: Creatures size rating: z=minute, u=Tiny VS=Very small, s=Small, m = Medium, e=Tall, l=Large, h=Huge, g=Giant, t=titanic != creature is prehistoric D = The creatures D score. H/Wnt = the creatures Hardness and Wnt ratings. Ph= creatures Ph score. Adjust damage factors as per the creatures cited Ph score. = Horn with a Reach of 1. F = special factors; a=aggressive; will attack humans fl= creature can Fly/Traction. AWARE=+100 Awareness, CAM+=+100 Creep (in cover only) CLIM=+100 Climb, CREEP = +100 to Creep, REACH+(n); larger-than-normal Reach , POXD = creature may carry disease (p99-100). TRAK= creature has Tracking+100 skill. POSN= Creature damages with venom (p100), q = creature is a quadruped. WF = damage creature inflicts when attacking MV= Move Score (flight speed equates to maximum do not adjust!) ARM = creatures armour rating.

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10.20 - listing of Human stock backdrop characters:


The following table provides a listing of average human individuals from various professions. Halve, double, triple or quadruple skills and attributes (other than WF, ARM & MV) to simulate weaker or stronger specimens Experienced, Adept and Master characters have +2, +4 and +6 Wyrd points, respectively.

Ph/De

In/Co

HD/Wnt BLOSH

PhS/InS

WF

ARM

Mv

Abs

Alchemist Beggar Bandit City Guard Commoner Craftsman Damsel Elite Guard Forester Knight Wrestler Man-at-Arms Merchant Official Priest Prostitute Thief Wizard

+10/+10 +40/0 0/-10 0/-20 +30/+10 0/-10 +20/+20 0/0 +20/0 0/0 +20/+40 +20/0 -10/+20 +10/+10 +60/+40 +20/+20 +30/+30 +10/0 +80/+50 +20/+40 +100/+60 0/+20 +30/+10 +10/-10 +10/+20 +30/+20 +20/+20 +40/0 +10/+20 +40/+50 +10/+40 +10/+20 +40/+20 +20/-20 +10/+30 +60/+40

20/4 0/2 15/3 10/3 10/3 10/4 0/2 30/8 15/5 40/10 50/12 15/4 5/3 10/3 5/3 5/3 20/5 5/3

-1/-2 -1/-3 -2/-4 -2/-4 -2/-4 -2/-4 -1/-2 -5/-8 -2/-4 -5/-8 -6/-10 -2/-4 -2/-4 -2/-4 -2/-4 -2/-4 -4/-6 -2/-4

+30/+100 +40/+30 +40/+20 +60/+20 +50/+20 +80/+20 +40/+40 +80/+20 +60/+30 +100/+40 +100/+20 +50/+10 +40/+60 +40/+100 +40/+60 +60/+40 +60/+30 +30/+100

0 0 +30 +60 +10 0 -10 +90 +70[+50] +120 +20 +70 +40 +40 0 0 +70 +10

0 0 +40 +100 +10 0 0 +90 +50 +150 0 +90 +10 +10 +10 +10 +20 +10

3 2 4 4 3 3 3 4 4 5 4 4 3 2 3 3 4 3

wf=d wf=q wf=s /CM wf=d wf=d wf=d wf=d wf=s,p/CM wf=b,f /RF wf=s,l/PL Wf=sd wf=d wf=s /CM wf=d wf=d /RF 80 Ma,wf=f

10.30 Stock Intelligent beings:


Ph/De
Centaur Cybin Dragkaan Dwarf Elf Goblin Ogre Trull +50/+20 +20/0 +40/+10 +30/+20 0/+30 0/+20 +60/0 +100/+40

In/Co HD/Wnt BLOSH PhS/Ins


+10/-20 0/-10 0/-10 +10/+10 +20/0 +10/-10 -20/-20 +20/0 30/6 0/3 20/6 10/4 0/2 0/2 30/8 40/12 -1/-2 -2/-4 -2/-4 -2/-4 -2/-4 -2/-4 -2/-4 -4/-8 +60/+30 +40/+20 +40/+10 +80/+40 +200/+200 +80/+20 +50/+20 +80/+20

WF
+60 +10 +20 +70 +30 +20 +90 +80

ARM
+20 +10 +50 +60 +80 +20 +50 +80

Mv
4 3 3 2 3 3 3 4

Abs
QUAD +AWARE, Bite +AWARE,TAIL +DKVZ +AWARE DKVZ DKVZ DKVZ

ARM = Armour; PL=plate; RF = reinforced leather; LC = light chainmail; CM; chainmail WF: weapon; b=bow; d = dagger; f= falchon; s = sword ; h = hammer p:spear L; Lance q=club Ma; access to spells.

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10.40 Monsters:
In these rules, the term monster is used to describe a creature whose abilities transcend the usual limits of nature. The following list describes the more commonplace dangerous ones; other such creatures exist. The vast majority of monsters have In and Co ratings of at least +50, and often higher. They also possess the Tracking skill equal to their highest attribute or +200, whatever is lowest, unless otherwise stated. Halve, double, triple or quadruple attributes (and associated skills) other than MV to simulate weaker or stronger specimens. Exceptional examples may have Wyrd ratings ranging from 4 to 20 and the ability to evoke magic. New monsters can be formulated via the Creature/Monster system (APPENDIX 4). The motivations, life cycle and base ecological niche of fabulous creatures is left to the Magister who should ensure they fit any environment they are placed within. Option: Monsters as Supernatural Creatures The magister may rule that any monster detailed above are actually supernatural creatures mostly sustained by magical processes. Such entities only require low quantities of symbolic food (i.e. such a virgin each week). All have human levels of reasoning and the power of speech. On being reduced to -1 WNDs the creature fades into nothingness, returning from hence they came. One possible justification for their existence is that they manifest on the material world as a part of their lifecycle, learning skills such as tracking, fighting and stealth and pitting themselves against the worlds best warriors! It is possible monsters gradually incarnate into more powerful forms by this process, eventually ascending to Paragon Rex Spiritus (pp 106).

10.41 - Thumbnail monster descriptions:


Vasa Mortis A lumbering winged horror possessing several long-necked draconic heads and wickedly clawed feet. A head either emits a stream of fire or possesses an envenomed bite. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs H+200/+40 100/40 (-7/-10) +300/+100 100 6(fl 18) FLAM,~(4) x2ATT Bixie A winged lion, smarter but much like its simile in habits. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv m +100/+50 50/7 (-6/-9) +80/+60 20 4(fl 24)

Abs
ATTX2

Basilisk A cow-sized vaguely snake-like creature of evil habits, equipped with a fearsome gaze of death. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs M +100/+100 50/7 (-4/-6) +80 50 6 DEATHG Cockatrice A smaller relative of the Basilisk, often used by wizards to protect secret places. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs S +50/+50 20/4 (-3/-5) +40 50 3(20f) FLEX,DEATHG, Catoblepas This ill-tempered creature has a muscular bovine body adorned with a natural coat of shiny scales and fanged porcine head. Some have a withering poisonous breath, strength 80, all within 2 diameter of creature, while a few rare examples have a gaze-based petrifaction attack which they can use once every 10 Recounters. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs L +160/+50 60/7 (-5/-10) 140+100 120 5 CAM, (PT) Dragon Much could be said of dragons, the king of all beasts and monsters! They usually take the form of a 20-100 foot long quadruped lizard with large wings, cruel claws and large fanged maws. They are greatly feared for their fiery breath and incredibly thick skin. Dragons are highly intelligent, avaricious and often evil, sometimes in the subtle employ of Dark Lords, (although some good dragons exist). Being highly magical creatures they often make unusual demands on the communities they live among usually for regular offerings of virgin daughters or treasure (often using the latter as a nesting material). Most are Beast-Kings; capable of speech and having access to magical abilities. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs T +600/+100 200/60 (-16/-22) +500/+400 200 30(FL) FLAM,QUAD,TAIL,DKVZ,+AWARE (VARIOUS) Dreadshade An innately magical creature seemingly made of protean living shadow. Literally living off fear, a Dreadshade heals 1 WND (or is treated as having gained sustenance for 4 hours) whenever it succeeds in evoking one of its innate magical abilities against another sentient being. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs M +40/+300 20/6 (-3/-5) +20 0 30f (FW),DKVZ,PARA

102

Fiend a gigantic, winged muscular creature with a diabolic bestial aspect and wickedly sharp claws and teeth. They possess a keen intellect and indefatigable will (In and Co scores of +100) and the ability to use magic. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs L +400/+100 200/30 (x/0) +200/+100 100 10(20f) EXOR,,TAIL,REGEN(1),IM/WEP.
Grass Strider A large, thick-skinned plant eating lizard; a survivor from the forgotten Elder Times. The main prey of terrorsaurs, Grass Striders can be tamed if a young specimen can be obtained; making slow but dependable mounts. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs L +100/+100 +100/20 (-7/-10) +60/+160 160 4 QUAD

Giant Ugly man-like things, tall as trees and stupid as they are brutal and bad tempered. They are territorial, greedy and enthusiastic man-eaters often inclined to throw large boulders at their victims. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs G +400/0 100/30 (-11/-16) +100 60 12 Reach+2, RNGAT, AWARE Giant Insect; a horse-sized bug, keen for the taste of flesh and often found in sizable hives. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs M +40/+10 +20/10 (-2/-4) 60/80 60 6 QUAD,CREEP. Great Snake A creature akin to an abnormally large python; some cultures confuse them with dragons! SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs L! +80/+20 40/8 (-5/-8) +80 60 4 CONS Griffon A flying creature resembling a combination of eagle and horse. While fairly harmless some develop a taste for horses and donkeys, making them a nuisance to locals. They are large and strong enough to be ridden by humans. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs M +150/+100 80/10 (-6/-8) +160 +20 4(40FL) +AWARE Gorespawn a large glob of protoplasmic matter with carnivorous tendencies. Sensitive to vibration, it clings onto an overhang or similar and drops onto any prey passing beneath them. A Devourer moves by bouncing; its preferred form of attack is to career towards potential prey, jump onto them and butcher them by pulling them apart through expanding its body. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs E +100/+50 50/10 (x/-5) +100 50 4 +AWARE,CAM,CLIMB GurtBeast Brazen, uncouth apes who know not their father! Hulking, hirsute vaguely human shaped horrors they have sharp claws and razor-like teeth to match their ill-tempered carnivorous disposition. Highly territorial, they have no culture or technology, living in desolate places likely to provide a lasting food-source. They have a tendency to mark their territory with urine and faeces; making their dens especially unpleasant SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs E +150/+80 70/20 (-7/-10) +150 20 4 CLIM,+AWARE,DKVZ Helhund An abnormally large black dog like creature wreathed in flames. It is often found protecting sites dedicated to evil. They breathe flame as a dragon (but only with a rng of 2). Helhunds cast a 100 power Curse on sight, once per combat which takes effect if the creature is not subsequently slain. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs M +100/+100 +30/13 (x/-13) +10 20 20 IM/WEP (#),FLAM , Hydra A creature resembling a large thick-bodied snake crowned with around six heads. The Hydra is especially feared for its ability to regenerate its heads when severed in combat recovering from a Severed result within 1 Recounter unless the affected stump is seared with fire. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs H +100/+150 100/12 (-5/-8) +120x6 100 6 REGEN(2), X(4), DKVZ Lammae This quadruped sustains itself by drinking blood, obtained by charming its victims into compliance. It also has fearsome claws and teeth for a direct assault combined with a naturally armoured body. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs L +50/+150 +20/6 (-2/-4) +60 20 12 (CN), DRAIN,ATTx2 Lindwurm The Lindwurm resembles a large carnivorous scaly worm with a ravenous appetite. They have notable powers of resilience and rejuvenation. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs G +400/+50 300/60 (-11/-14) +200 0 10(20f) REGEN(2), GRIP

103

Manticore A creature resembling a large lion with a human-like head, and has a body protruding with spines. These can be fired at will (rate of fire =AS). Another class of Manticore has a large scorpion-like tail but no spines. Manticore spines are naturally infused with a substance akin to arrowfrog venom, while tailed Manticores inject a more potent toxic poison. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs E +120/+50 +60/12 (-5/-8) +140/+100 20 30 RNGAT,~(2) ATT(x2) Marlwyidi This cunning horse-headed horror is swift and possesses the ability to instil fear in those who befall it. It is a mortal enemy of humanity; living in small herds and guarding their territory from incursion. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs (FW,IN,SF),+AWARE, M +150/+120 +60/10 (x/-8) +120/+80 0 12 Nightwing Man-like creatures with leathery wings and flat faces adorned with globular blood red eyes! They usually live in extended family groups within caverns or perpetually gloomy woodland areas. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs M +40/+60 +20/8 (-1/-4) +50/+20 20 5(30f) +AWARE, CLIM,DRAIN, DKVZ Oaken Death A large sentient plant that resembles an anthromorphic tree. It has a fondness for killing; burying those it slays and burrowing its roots into their remains - feeding on the corpses as they decay. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs G +300/0 100/40 (x/-20) +80 100 8 IMM(BL,PO) X(4) Elementals: Physical embodiments of the classical elements of Air, Earth, Fire and water. All have immunity from any ill effects associated with their base element, but vulnerable to other opposing ones (treat as a WF +300 attack). They have access to 1 spell realm associated with their elemental aspect (pp 85-86). Salamander manifest as large quadruped lizards continuously extruding from its skin and capable of breathing fire (at rng 5). vulnerable to water and cold. They have access to all Fire realm spells (pp 85), Sylphs Elementals of Air. Have +100 De and are capable of increasing missile attack and movement diff by 200! They double move for sailing ships. They have access to all Air realm spells (p 85-86), Gnome Elementals of Earth +100 WF and ARM, but half MV They have access to all Earth realm spells (pp 85-86), Undine Elementals of Water ; add +20 Wnt. They have access to all Earth realm spells (pp 85-86), SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs M +200/+200 200/20 (x/0) +100 0 30 ,IM/WEP. Rockcreeper A slow-moving gargoyle like horror with iron hard skin and notable camouflage abilities, capable of flight. SZ Ph/De HD/Wnt (BLOSH) WF ARM Mv Abs M +200/0 200/40 (0/-10) +150 0 2(f 20) CAM,CLIM,DKVZ Skyhorse Other than having wings and a high reasoning ability (being a Beast King) this creature approximates to a normal horse in other respects. They reputedly come from a large aerial island located above the clouds. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs L +200/+60 +100/15 (-7/-10) 20 20 6(40fl) QUAD Spydr A pony-to-horse sized spider with a keen appetite for meat. They are usually encountered singularly. Its lair is usually adorned with webs draped between openings. Anyone attempting to pass through them must make conflict roll of their M vs. Difficulty 80. A failure results in the character being held fast by the web an attempt to free themselves may be made every 10 Recounters of game-time (automatically freed within an hour if they are left undisturbed). SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs L +50/+100 +30/8 (-3/-5) +80 20 10 CREEP,CLIM,PARA,DKVZ Suu A swift carnivore, the Su resembles a large shaggy-coated lion. It has a notorious ability to make human like calls, often mimicking sounds of distress. When hearing these, a character must succeed in a conflict between their In score vs. a Difficulty of 100 to spot somethings amiss. If this roll fails Suu attains surprise as per a Surprise Win result! SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs E +80/+120 +40/8 (-5/-8) +60/+30 10 10 MIM,CREEP Snake King Superficially resembling a Great Snake, this monster possess a keen intellect (with In 50+ and Co 100+ or greater) the power of speech and deep malice towards humanity. They are infamous for their innate hypnosis abilities (100 vrs targets Col; if successful rooted to spot for 3 Recounters (10 Recounters on a BOON result). Some also know magic and command mobs of Great (and lesser) Snakes to do their bidding. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs L +50/+100 +50/30 (-11/-14) 60 20 10 HYPO

104

Stympi Stympi are small, deadly blood-sucking birds, resembling a miniature vulture with a long pointed beak SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs S +10/+80 +10/1 (-1/-2) +20 10 30FL DRAN Tanglefear A carnivorous plant manifesting as a living mass of fronds creeper plant. It attempts to ambush and strangle its victims. Small thorns within the fronds then drains the victims of moisture. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs 0 +100/0 50/20 (x/-10) +20 10 1 CREEP,CON ,FLEX,DRAN(1WT) Terrorsaur A towering reptilian hunter with powerful jaws and a mouthful of fearsome teeth. Originating from the Elder Times they are swift and deadly. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs Reach+1 ATTX2 H +200/+50 +100/30(-7/-10) +200/+100 100 8 Thunderbird The thunderbird resembles a reptilian bird with metal feathers, which produces a rumbling booming sound as it flies (hence its name) It also has the ability to shoot bolts of lightning from its beak. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs L +300/+200 +100/12 (-10/-15) +100 80 3(60f) (Lt) Unicorn A unicorn resembled a pony-sized horse with goat-like features. It has innate powers of purity, being immune to poison or aging. Its horn has the ability (+200 bonus) to neutralise virtually any toxin! SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs M +200/+200 +100/20 (X/-13) +100 20 8 Reach+1, WF(L), QUAD Vermis A human-sized rat-like thing capable of bipedal and quadruped locomotion (and use of tools); living in mires they spawn large quickly-maturing litters and are notorious for carrying deadly diseases SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs 0 +80/+120 40/4 (-2/-4) +50/+20 10 5 AWARE+, POXD,DKVZ Watcher Related to giants, a Watchers head is crowned with numerous eyes, giving it all-round vision. Its mouth possesses multiple rows of teeth, giving it a fearsome bite, along with 4 strong tentacle-like arms SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs H +300/+60 100/12 (0/0) +300/+20 60 3 +AWARE (+200), ATT(x3) FLEX Winged Snake Tenacious hunters, these creatures resemble large snakes with bat-like wings. Both constricting and envenomed sub-species exist. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs M +40/+100 50/7 (-4/-6) +50 40 8(20f) ~(2), GRIP, FLY, FLEX Wulf A pony sized wolf with the temperament of a rabid dog; in the wild come in packs of 2-9. Seemingly against the odds, some Goblin tribes have domesticated these creatures and utilise them as mounts. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs L! +120/+30 +70/15 (-6/-8) +50 30 8 +AWARE,CREEP,DKVZ,QUAD Wyvern A relatively small dragon-like creature with wings, two claws and a long tail with a poisonous stinger on the end. Wyverns, while dangerous are much less intelligent than dragons and have few if any other special abilities. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs L +100/+50 100/20 (-5/-8) +200 100 8(32fl) +AWARE,ATTx2 ~,100, TAIL Yulg An anthromorphic tusked creature covered with a deep black shaggy coat, with an aspects comparable to an admixture of ape and boar. These stealthy horrors prefer to live in gloomy and dark places. SZ Ph/De HD/Wnt(BLOSH) WF ARM Mv Abs L +200/+100 50/18(-13/-16) +100/+120 50 3 DKVZ,CAM+.

105

10.50 Spirits and the Undead.


The Undead represent a class of entity, neither truly alive nor dead. Some Undead creatures take the form of animated corpses, while others have a whitish spectral countenance. While the majority of Undead result from the ill work of necromancers, a few types result from individuals not fully passing over to the spirit world. Undead marked with an * are subject to Exorcism. With the exception of Vampyres, undead neither tire nor require sustenance. All classes of undead are also immune to bleeding, poisons, diseases and aging. However, with the exception of Vampyres and Wraiths, most Undead are bound to the place where they came into existence; being unable to move more than 3 miles from that locus. Apply Bonus attributes to corporeal undead derived from species other than humanity. Ph/De
Corporeal: Lich (Bonus) Revenant (Bonus) Vampyre (Bonus) Spirits: Ghost* Wraith (Bonus) Rex Spiritus: Acolyte Messenger Paragon

In/Co HD/Wnt BLOSH

PhS/InS
+20/-100 +40/-40 +100/+100

WF
+20 +20 +50 +50 +200 +50 +10 +100

ARM
(+100) (+100) (+200) (+200) (+400) (+400) +100 +200

Mv

Abs

+50/-50 -50/-50 100/10 x/-4 +50/-50 -50/-50 +100/+8 x/-4 +100/+10 +10/+10 200/20 x/-8 +100/+20 x.0.50 +200/+20 +200/+200 +50/+100 500/12 x/-10 +100/+120 +20/+50 +0/+100 +10/+20 10/3 x/1 +200/+200 +50/+200 100/24 x/-13 +100/+100 +50/+150

2 /2 5 Di, BC. +2 9 DRAN CN, FL, FW,TR, WT x3 30f 30f


AS, GH, EK, IN,TE, WM, WC
PARA AS, GH, EK, IN,TE,

+50/+50 +100/+100

WM, WC,WA.

+100 (+200) +100/+100 +200/+200 +400/+400 +50 +200 +300 +120 +200 +300

(x10f) 30f 40f 50f

+100/+100 +100/+50 100/10x/-5 +200/+200 +200/+200 200/20 x/-10 +400/+400 +300/+300 300/50 x/-15

Revenant A corpse animated by a deceased persons spiritual essence. Some revenants occur spontaneously, others occur due to necromantic Revenant spell. Some spontaneous revenants have access to the Beast Control and Disease spells. SP based attacks inflict no damage, while WB (or any other weapon) cannot inflict bleeding injuries. A Lich is a weaker and clumsy form of revenant animated by lesser acts of necromancy. A Ghost is the etheric restless spirit-essence of a deceased individual who has often died in violent and/or mysterious circumstances. Ghosts are among the more harmless of the Undead, harmless being relative in this context They are generally invisible, only able to materialize for no more than 1 hour in every five. Ghosts can only be harmed by magical attacks and magical weapons (or those empowered by the Spirit Weapon spell). Attacks only inflict WND damage. Ghosts often quietly depart to the spirit world once the situation causing them to become restless is resolved. A Wraith manifests as cowl-robed terror with pale, desiccated features. They have the vulnerabilities and damage attributes comparable to ghosts but are capable of physical interaction with the mortal world without restriction. They are surrounded by a perpetual Emotion Control spell, liable to influence anyone within 5 feet. Vampyre; a free-roaming undead entity sustained by drinking the blood of the living. Any victim totally drained of blood rises as a Vampyre several days later (gaining the bonuses cited in brackets, above), unless cremated. While a Vampyre doesnt age, their attributes are frozen at the point they were sired (plus Vamypre bonuses). They regenerate 2 Wnds per Recounter and have innate access to Were transformation, Control and Emotion Control spells. A Vampyres bite inflicts 2 Wnds per Recounter in bloodloss when feeding. While protected by a perpetual Invulnerability spell they take double WF and WM from silver weapons and take 1 WND per recounter if exposed to direct sunlight.

Rex Spiritus represent the spiritual servants of gods. Those representing good or neutral gods resemble tall, noble beings by a faint glow. Those concerned with war often wear brilliantly reflective armour and are armed with large fiery swords(x2 WF). Those of evil gods resemble winged monstrosities with both human and bestial features. Minors are the lowliest, representing a form of spiritual elemental in some respects. Messengers (as their name implies) are the direct messengers and protagonists of their deities will. Paragons are effectively demigods, commanders of specific groups of Messengers and Minors. They have the same injury and vulnerability profile as ghosts. They all possess Fa scores equal to their highest Mental skill rating.
Genii Loci; an spirit of place associated with revered sites which assumes an anthromorphic visage. They are identical to Paragon class Rex Spiritus and have access to one Realm of magic reflecting its resident landscape.
Undead can access the following spells: AS (Astral Shift), BC (Beast control), CU (Curse), CO (control), CR (corrupt), EC (Eclipse), EK (Emotion Control), DV (Dream Vision) GH (Glories Hand), GR (Gory Restoriation), GE (Ghost Evcation), FL (Fly), DI (Disease), EM(Emotion Control), IN (invisibility),DA (Damino), RV (Revenant), TR (Transform), TE (Mindspeech) WM (Wuthering Myst), WC (Weapon of Chill (usually just touch), WT (Were Transformation), WA (Wraith).

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10.60: Creature Features:


SZ: Creatures size rating: Z=minute, VS=Very small, S=Small, M= Medium E=Tall, L=Large, H=Huge, G=-Giant, T=Titanic != creature is Prehistoric De = The creatures D score. HD/Wnt = the creatures Hardness and Wtn rating. Ph = The creatures Ph score; APS = special features (see below), WF = damage creature inflicts when attacking (add BP) MV= Move Score (flight (f) speed equates to maximum do not adjust!) ARM = armour rating

ABS:
FLAM Fire attack = rng 5 WF = Ph score. One such attack permitted every 3 Recounters and immune to fire. (#) As above, but body wreathed in flames only (range 0); immune to fire. BRTH= rng 2 WF = Ph score. One such attack permitted every 3 Recounters ~ Poison attack. Take wnd in italics four intervals spaced 10 mins apart; strength equal to monsters Ph score. @Cold touch only wnds to Uncon level, then ineffective EXOR = Vulnerable to Exorcism ARM = Armour; pl=plate; rf = reinforced leather; lc = light chainmail; cm; chainmail WF: weapon; b=bow; d = dagger; f= falchon; s = sword ; h = hammer S:spear L; Lance AC= acid attack (100 STR) +AWARE=Aware bonus (+50) IM/WEP = Immune to mundane weapons; still vulnerable to silver coated weapons, fire and offensive magic. GRIP= constriction attack DRAN = blood drain 1 wnd/Recounter POXD= creature carries a random disease FLY= creature can fly CLIM= can climb (and cling on to) sheer surfaces and ceilings. HYPO = hypnosis powers ( potency equals Hypnosis+100) IMM =immunity to specific agent; BL: Bleeding, FR =fire , Po = poison attack or AC =acid Suf =drowning/suffocation ImFall=halve fall damage and double jump distance. CAM+ well camouflaged (+100 skill or as otherwise stated may suprise) FLEX Long and flexible; creature has an effective Reach of 0-3 -BLEED Bleeding stops within 1 RND and creature heals 1 WND per Recounter. REGN+ Regenerates Sever results; appendage regrows next recounter. However if fire is applied to wound within 1 recounter the injury is permanent. Reach+(n); longer reach than normal. GILLS= can breathe WA=underwater TX=toxic gases QUAD = quadruped RNGAT = Ranged attack Range 20, WF equal to Ph. Can use once every 3 Recounters. CREEP+ = Stealthy (+100 Creep) TAIL= Tail; add +40 to rolls associated with balance gain 1 extra punch attack. MIM: Able to realistically mimic sounds and voices (+100 Guise). PARA = Paralysing touch or sting; STR equal to HD x2 DKVZ = night vision REGEN(n) = regenerates n wnds per R,ecounter. X2ATT = double number of attacks. X:(n): additional attacks equal to figure in brackets, using bracketed WF DeathG= monster has Gaze of death attack (40 STR) TRAK= creature has Tracking+100 skill. P

Spell like abilities. Entity has innate Wizardry equal to their Ph; choose one spell (AL)Astral Leap, (WM)Wuthering Mist, (BC)Beast Control, (CL)Cloak, (CN)Control, (CU)Curse,(CR)Corrupt (GB)Glories Blast, (DI)Disease, (EC)Eclipse, (EC)Element Control, (FV)Far Vision, (FR)Far Reach, (FS)Fireseed, (IN)Invisibility, (LT)Lightning, (IS)Iron Skin, (FW) Emotion Control, (FX)Fix, (FS)Fireseed, (FL)Fly, (GU)Guise, (HE)Heal, (IL)Illusion, (PE)Petrify, (SS)Sorceries Sleep, (SW)Spirit Weapon, (SM)Smite, (SF)Swiftfeet, (SA)Superaction, (TH)Throw, (TR)Transform, (WFC) Weapon of Fire & Cold (affects main natural weapon).

107

Creature and Monster BLOod Shock totals:


HARDNESS u vs -31 or lower INA 0 1 WND 1 RIP! 1 WND 2 WNDS -1

-20` -10
0 10 20 30 40 50 60 70 80 90

0
-1 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10

-1
-2 -3 -4 -5 -6 -8 -9 -10 -11 -12 -13

100
101-120 121-150 151-180 181-200 201-250

-11
-13 -14 -15 -16 -17 -18

-14
-16 -17 -18 -19 -20 -23

251-300

HD: Hardness (injury tolerance) = B-Physical score -/+ Size adjustment: -10 = Small +10 0 = Medium - Humans, Elves, Dwarves +20 +10 = Tall - Urruks, Drakkar +40 Minimum HD = 100

= = = =

Large -Ogres Huge -Giants Massive Titanic

WNT total: WNT 2 + 1 per Z=minute, VS=Very small S=Small M= Medium E=Tall L=Large,` H=Huge` G=-Giant T=Titanic

+10 of HD /4 /3 /2 base
Wnt x1.5 (e+ = Wnt x2 +2) Wnt x2 Wnt x2.5

Wnt x3 wnt x3.5

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11.00 Realms of Fantasy; Archaic fantasy genres


11:01 Settings and heroes While a valid definition of fantasy would be any type of make-believe, Archaic Arcana focuses on heroic fantasy in an anachronistic setting that significantly features make-believe elements. This genre involves protagonists in an extraordinary struggle or test (the heroic constituent) within a premodern environment containing from our perspective mythical and/or improbable aspects (the fantasy constituent). The latter may relate to monsters, strange peoples, functioning magic and/or divine intervention. Unlike science fiction, which is based on speculative extrapolations of technology and scientific knowledge, fantasy uses the ideals and dreams of pre-technological peoples, presented as an alternative reality where such concepts are valid. The setting can be anything from a fanciful version of the historical past, a mythic dawn age or another world. While much iconic fantasy occurs in fictitious versions of a distant prehistoric past, other stories are set in an alternative magical universe distinct and separate from our own. The ability to weld magic may either be a rare gift or ability available to virtually everyone, given the right aptitude and/or training. Archaic Arcana assumes all player characters are heroes; extraordinary individuals capable of extraordinary deeds. Characters start play with Wyrd, higher-than-normal attributes, skills and Gifts (if desired). While they are heroes, they are only so defined in respect of their potential. Some will be paragons of virtue, others amoral, with others prone to instigating bad - even evil acts, either through accident or design. Even morally good characters enact deeds and express attitudes that modern people would find distinctly uncomfortable. The characters possess a pre-industrial mindset where a stable monarchy and class system defines the natural order and where it is deemed proper to enslave or kill enemies, heretics and monsters. Acts we consider barbaric or a gross abuse of (in?)human rights are the norm; such as public executions, collecting the heads/hands of enemies as trophies and destroying the land-holds of (rival) subsidence farmers. On the other hand, they often uphold and display chivalric values in regard to their own people; defending them against enemies, respecting the virtue of their women and ensuring wrongdoers are punished. Some modern fantasy stories take ironic pleasure in turning the traditional tropes of chivalric fantasy on its head, depicting feudalism from the perspective of the powerless. In such tales, nobles and knights are depicted as callous, bullying and unjust while the commoners are presented as the settings actual heroes - mostly concerned with retaining whatever they can. Historically, many cultures often effectively considered women the property of their father or husband and were punished more harshly than men when caught in extra-marital sex or adultery. Archaic Arcana can depict such a game setting as well slightly tweaked versions of historical cultures where men and women are treated equally under the law and where female characters can (more or less) compete equally with men in all spheres of life. Likewise, the lower strata of society can consist mostly of freepeople, with no one bound to the land as surfs were in many medieval societies. A hero, then, is a person of either sex capable of performing extraordinary deeds, whose lifestyle often places them in extreme situations. In both mythology and fantasy role-gaming the predominant motif is one of growth. Heroic characters grow in terms of improving their attributes and skills through experience, along with accumulating wealth and renown - or notoriety. Their lives also progress through them coming to terms with grim past deeds, personality flaws and general shortcomings - simulated in Archaic Arcana through the in-game ability of buying off any Banes they may have once possessed.

11.02 Fantasy Sub-Genres.


The Magister has three general choices in regard to choosing a game-setting. The first (and easiest) is to choose a general backdrop - each adventure assumed to occur in an ill-defined realm comparable to 109

medieval Europe in terms of technology and culture. Every cited rule option is available, usually in an unadjusted form. Adventures are often (conveniently) centred on the exploration of distant ruins and underground caverns isolated from the game-worlds culture. While a good option for those new to Archaic Arcana there may come a time when players want a bit more depth... This leads to the second choice; basing the game in a derived setting. This could be inspired by a literally source, mythology or depiction of an alternative setting historically based or otherwise featuring functioning magic, exotic peoples and monsters. Archaic Arcana also provides a method to create a bespoke backdrop. This involves the prospective world builder choosing a series of keywords representing specific setting tropes, as given in Section 11.90. A general or derived setting can also be outlined by this method, if desired. Fantasy can be divided into sub genres, representing a general ethos that permeates it regardless of setting; the more notable being defined below (pp 110-116). In either instance the Magister should make special note of the following four factors; 1: What is the settings general technological/ cultural base? One easy way to tackle this is to note what historical era and culture is closest to the setting, along with its more notable differences. 2: If magic is featured, does it have any special rules or limitations? If so, use the Rules of Magic guidelines (pp 70) to quantify these. Worlds where magic exists but is rare are best defined using the Aging magic, Weak magic Fatiguing magic and Item/artefact based magic options or the Providence system (pp 87); whatever best fits that world. A setting where magic corrupts or is a godly gift is best handled by using the Corrupting magic and the no magic rules, respectively. Some sub-genres tend to feature specific forms of magic and faith based magic, as explained below. 3: What significant cultures, monsters or species are featured? Many literary settings only feature humans and (at best) the occasional monster, while others are more diverse. In some instances it can be unclear whether entities alluded to actually exist within the setting or are mythical (or extinct)! 4: Does it represent a specific genre of fantasy, as outlined below, or an admixture of themes? An overview of common fantasy sub genres are outlined below, defined using the bespoke backdrop system in section 12:90.

11.10 - Swords and Sorcery:


Swords and Sorcery settings tend to feature harsh, savage worlds - usually an imagined Earth thousands of years prior to recorded history; taking the form of expansive wildernesses haunted by prehistoric creatures (and - perhaps - other bizarre creatures such as dragons). Human settlement tends to be sparse and widely dispersed; the setting occupied by a scattering of barbarian societies and the occasional feudal city state or small empire. Gods are generally represented as abstract, aloof entities (or concepts) that people are nonetheless still willing venerate and even die for. While magic exists it often takes the form of sorcery and as such is difficult to learn, control and often spiritually polluting. Despite their powers, wizards are often defeated by a resolute and strong sword-arm, possibly explaining the subsequent demise of this art! Regardless of the era supposedly depicted, most Swords and Sorcery settings have a pseudo-medieval technological base with a veneer of savagery; akin to a world designed by heavy metal record label designers. Objects tend to have an angular, brutal aspect, with weapons adorned with spikes, horns, fierce animals and/or death-related imagery. People often speak brashly and in a brazen manner and liberally utter florid oaths. Swords and Sorcery Heroes tend to be physically strong individualistic outsiders enjoying an almost unique degree of 110

social freedom; although this may cause them difficulty when interacting with others. Protagonists tend to be self-motivated "anti-heroes" with an amoral lust for life, wealth and adventure. In a reality typified by (mostly) silent gods, their lives represent a spirited, driven effort to find meaning and purpose, spurring them to acquire status through astounding deeds. Keyword elements: Most Swords and Sorcery have technological basis best described as Pseudo Medieval. Most characters start out as Low Status Freebooters, who attain social Mobility via Deeds if sufficiently heroic - and lucky. Games are often set on a primal Super Continent featuring with many unsettled areas and a widely scattered population. Sword and Sorcery settings are Darwinian in aspect and characters are generally Stoic. They are also passionate and as such this genre Features Sensuality; sometimes indirectly expressed by older sources due to (now) outmoded censorship laws! Society is usually Socially Stratified, often Corrupt, Indifferent or Uncivilized. Despite this, Woman Warriors exist! Monsters are Rare and tend to be fantasy versions of Prehistoric Life. There are usually no Non-human Races. Magic is Rare and Corrupting. Generally the gods Never Intervene and Faith magic (at most) only has access to Base powers (Augury, Exorcism and Intervention), along with incidental social or intellectual advantages. Divine Intervention manifests in a mundane way; the highest possible result being a WIN. Dawn Age Anachronism: Use the General Weapon Table (pp 31) as a guide to the range of weaponry available, omitting firearms and crossbows regardless of games apparent technological base. The best weapons available are constructed of either Steel or Starmetal. Dawn Epoch Armour Shortage: Armour tends to be rare in Swords and Sorcery worlds; metal armour is x2 more expensive than the cited default value. This is balanced by Sun aspected characters getting an automatic +50 Skinclad skill bonus; archetypal Sword and Sorcery heroes rarely fighting in full armour - at least according to most fantasy artwork! Blod un Thundar: In Swords and Sorcery worlds life is cheap and combat gory; use the V grade adversary rule on pp 43. The Magister should graphically ascribe any characters demise in extreme terms; death resulting from a cloven skull, decapitation, evisceration and similar grizzly trauma! Saintly Solace: To balance their relative weakness in this setting, Saints gain an extra +1 Wyrd point per 50 Fa acquired.

11. 20 Chivalric Fantasy :


The game is set in a feudal kingdom with a medieval technological base and social organisation. Characters usually depict knights or similar ennobled warriors living by a distinctive ethos (such as Japanese Samurai). The setting is ruled by a powerful (usually just) king whose realm is threatened by various hostile forces, within and without. Characters follow - or try to follow - a cultural ideal, usually the chivalric code. Chivalric worlds feature mighty castles, mysterious beautiful women clad in white silk, mysterious forests and epic quests. While the setting is supposedly historical, it represents a predominantly mythical interpretation, representing the ideals and common beliefs of that time rather than its actuality! Western chivalric fantasy often incorporates elements of Christian Fantasy (pp 114). Keyword elements: Chivalric games are generally typified by Low Social Mobility but characters are usually High Status only (usually +1 or more) who Serve Their Lord and who Follow Chivalry. There is, nonetheless, Mobility via Deeds for the less fortunate. Chivalric fantasy also Features Sensuality as a prime character motivation. The kingdom and most of its characters are Ethical and Highly motivated, or at least believe themselves to be. Most have a Pseudo Medieval setting, usually including field plate but omitting firearms and cannons, while Asian style settings features Martial

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Arts (See Appendix 4 for an expanded treatment of unarmed combat) Magic exists but is usually Rare; the setting often typified by the Magic as Sorcery Rule. On the other hand, Standard Saints exist with Western European type settings employing the Monotheism option. The world is precariously Balanced between Good and Evil, with the fate of the kingdom determining which way the scales actually tip. Epic quests are often commonplace and usually focus on recovering powerful Hallowed objects or Relics. Specific Factors: What is Chivalry? The nature of the Chivalric code is obviously pivotal to a Chivalric campaign. For a setting akin to Western Europe, the following strictures are likely to apply: 1: Always be loyal and obey the will of your lord unless contrary to decent behaviour. 2: Do not kill without good cause, be charitable and do not steal or pillage. 3: Never break your word and do not bear false witness against anyone, even enemies. 4: Be gentle and respectful to women. 5: Treat your dependent social inferiors and bondsmen with respect. 6: Always treat Saints, priests and your religion with relevance and respect. 7: Be brave and never display cowardice before your foes. 8: Fight fairly and never exploit any advantage, other than your skill. 9: Husbands and wives must never be unfaithful, but love affairs without any physical aspects are tolerated if conducted discretely. 10: Follow the law of hospitality never harm anyone without serious provocation who lodges in your home, especially if they accept food freely offered by you. The characters in games with Asian style settings usually follow 1, 2, 3 and 7, with the latter being considered the most important aspect of their social code. Warrior-nobles are even expected to willingly give up their lives to preserve personal honour. Social inferiors are effectively deemed nonentities who exist only to support their lord; any expression of perceived disrespect being punishable by instant death! Women (even of noble birth) are historically subordinate to men, but can train to be warriors. Stricture 9 when involving nobles - would probably result in a duel to the death if discovered, but was nonetheless a part of some Asian cultures (the so-called lovers in smoke of feudal Japan). Weapon Restrictions: Commoners and anyone of 0 social rank or under are forbidden to bear noble weapons (usually swords and lances) or armour (usually chainmail and plate mail) often on pain of death. Weapons deemed threatening to knights (yewbows, crossbows and firearms) are also similarly proscribed. Weapons symbolic of the higher orders are highly ornate and made from Superior Metal (increase WF by x1.20 WF) ... and consequentially cost x5 more than the default forms cited elsewhere.

11:30 - Mythic Fantasy:


Mythic Fantasy worlds have majestic, primordial landscapes, whose ambiance often reflects the deeds that occur within them, even to the extent of possessing genus loci (a spiritual embodiment of place). Magic is existent and can manifest with significant force by those skilled in its use. Fantastical monsters are notable and god-like beings share the world with mortals. A mythic fantasy setting can represent Earth in a ancient time before present reality or a different order of existence; in either case possessing a technological basis comparable to Earths medieval era. Heroes tend to be figures whose lives are lived on an epic scale, and whose deeds represent the originating seed of future legend. Mythic fantasy can be inspired by (and may even try to directly represent) mythology or composed solely from the imagination. In games inspired by the folktales of a historical people, the originating societys most iconic folkways are used to define the settings cultural base.

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Setting Switches: Mythic worlds are often relatively young (New, Young or Youthful) and may not even be fully formed. The world may have witnessed several ages of creation or be notably different to our own in form; i.e. being Flat, Endless or a World Continent. Mythic fantasy features Standard Saints, who will be opposed by Evil Gods or a Dark Lord. Mythic settings by definition - tend to have Black and White morality. Characters may be from any background, but are usually Ethical and highly motivated. Monsters are commonplace, existing within a world innately good but In Peril.

11.40 High Fantasy:


High Fantasy is as much attitude as setting. Characters tend to be an integral part of their culture and have innate motivations to preserve it from harm. Characters generally aspire to noble ideals and willingly suffer discomfort (even death) to further their objectives. Adventures are epic in scale, involving difficult journeys over great distances; with powerful hallowed objects often a significant element of most quests. Magical forces and monsters tend to be significant, landscapes and buildings are often impressive and extensive. Rewards are notable; the world enters a new, more peaceful epoch while the characters attain high wealth and veneration. Failure equates to world domination by a Dark Lord and death (or at the least ruin) for those who unsuccessfully thought against the rise of evil. High Fantasy often equates to Mythic Fantasy in literature, so both these genre tropes may easily be combined. Setting Switches: High Fantasy worlds tend to be Expansive with a Pseudo Medieval technological basis. The world is innately good but has been partially Corrupted with evil and is In Peril. The Gods usually exist and intervene in some form, along with one or more Dark Lords to oppose their will. Wizardry also exists as a neutral force but tends to be used fairly sparingly due to Excess corruption style effects! A diversity of cultures, species and monsters usually exist often in notable separation from each other, although humans tend to be Dominant. Most cultures are reasonably egalitarian, but are often aloof in their relations with each other. High Fantasy generally has a Black and White morality, player characters often being Ethical and highly motivated - or at least are generally viewed as such.

11.50 Low Fantasy:


In Low Fantasy, overt fantasy elements such as monsters, divine powers, magic and non-human species are rare. Settings depict alternative historical realities or alternative worlds comparable to historical places and eras; notably recognisable due to their modest fantastical content. Low Fantasy focuses on social realism. Characters tend to be motivated by personal, family and practical desires rather than abstract concepts or beliefs. Protagonists are rarely paragons of perfection, often suffering from frailties, weaknesses and lumbered with various social constraints and duties. Social and cultural realism is high, with settings reflecting historical attitudes and inclinations, albeit in a fictitious context. As such low status character experience a lack of social mobility, while their more elevated peers are equally bound by social obligations and cultural limitations. While some people attempt to follow religious ideals and ethical codes of behaviour, the end result is often diluted by personal weakness and worldly practicalities. Characters trapped in low status backgrounds usually focus on socially attainable goals, namely their continuing survival, accumulation of (comparatively) modest wealth and a safe place to live. Setting Switches: Low Fantasy usually has a Pseudo Medieval technological basis, typically set on a continent divided into various (often rival) kingdoms. Culturally, they are Socially Stratified, headed by Corrupt or indifferent rulers. Characters are often High Status only (usually +1 or more) who Serve Their Lord. Some characters (mainly knights and those comparable to them) attempt to Follow Chivalry but are often frustrated by social practicalities. Society tends to be Medieval, Corrupt, Darwinian, Socially Stratified, Self interested and heartless with a vindictive justice system. Low Fantasy often Feature Sensuality and characters commonly possess notable Banes. In some settings 113

Woman Warriors exist but are comparatively rare. They are predominantly human and Monsters are Rare, limited to only a few distinctive types (usually fantastical versions of Prehistoric Life). Magic is also Rare and (more often than not) High Magic equals Sorcery; alternatively the setting may employ the Providence Based Magic system. The gods seemingly Never intervene or Might well not exist; Saints having access at most Base powers (Augury, Exorcism and Intervention) combined with the social or intellectual advantages of priesthood. Divine Intervention (when permitted) manifests in a mundane way; the highest possible result being a WIN.

11.60 Horror Fantasy:


In some fantasy worlds the forces of good seemingly sleep while evil gains ever more power. Characters have only their bravery and resourcefulness to fall back on, as magic is usually the darkest of dark sorcery - emotionally or spiritually costly in many ways. The undead play a major part in setting and all monsters are agents of evil. Sensual banes and gifts may also play a part, in ways that either inspire or corrupt. In Horror Fantasy atmosphere is everything. Buildings are always dark and brooding, the sky overcast and stormy and the darkness haunted by innumerable terrors. Society is often as cruel, harsh and dirty as the cruellest visions of Earths real medieval era possibly reflecting a subtle corruption gnawing away at humanity. One interesting twist is to base the game in a High Fantasy setting but one where a Dark Lord triumphed over the forces of good! Setting Switches: In Horror Fantasy good gods Might as well not exist or Faith-based evokers only have base powers. Good Saints are usually monotheistic. In regard to evil gods, two possibilities exist. The first is that Gods of ancient evil exist but are Presently Dormant and hence Never intervene. Their followers are usually working at Restoring the Old Gods. The second option is the existence of a Dark Lord. To supplement their powers servants of evil gods learn magic (especially necromancy) as Magic (usually) equals Sorcery in Horror Fantasy. Only standard humans are available to player characters, as most non human races tend to be Evil Monsters or (at best) indifferent. As a result humanity is often threatened by Encroaching Monsters. The Undead Exist the extent and types featured effectively defining the settings tone. Human culture is either at a Medieval or Post Medieval level. Due to the spiritual pressures undermining humanity, civilization tends to be Feudal, Corrupt, Self interested and Heartless and has a vindictive justice system. It is either Corrupted with evil or In Peril and Indifferent to humanity; the good gods have seemingly fallen silent... Harsh Worlds Horror Fantasy worlds are tough and unforgiving. Use the V grade adversary rule on pp 42 and the Harsh Combat rule on pp 39. Character Option:

Revenant

Life: * Size: M Language = Variable Culture: N/A The dead that walk amongst the living. PH: +40 De: -40 In: -20 Co: -20 Gifts: Toughness; x2 (+100!) Gloomsight, Immortal, Sickness immunity, Unbreathing, Unbleeding. Banes: Bestial, Easily Read; Distinctive, Repulsive, Achilles Heel (2 weaknesses) Some have access to Necromancy spells (Disease and Emotion Control) for an extra 2 Gift points.

11.70 Christian Fantasy:


Western countries have an extensive heritage of saints tales and social parables influenced by centuries of Christian faith. Over the past century, fantasy writers such as J R.R. Tolkien, C. S. Lewis and Stephen Lawhead have drawn upon this material, creating historical or alternative fantasy worlds embodying a distinctive Christian ethos. Christian fantasy feature diametrically opposed forces of darkness and light. Although the deities and demons concerned have different names and forms, they are recognisable as representing concepts and figures associated with the Christian worldview, albeit set in a different social context and reality. Monsters tend to be irredeemably evil although not

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actually demonic; entities of living flesh who have become irredeemably corrupted by baleful influences. Magic is usually depicted as occurring offstage or manifesting in a low-key fashion. Overt magic is often represented as innately evil or corrupting. Consequentially, characters may only have access to Faith based magic. The spiritual purity of peoples souls is also an important aspect in this type of setting. Virginity, chastity and firm moral values are venerated, while forms of off-centre sensuality are often rejected as bad, even evil. In response, several writers (most notably Philip Pullman) have employed this genre to make philosophical comments regarding aspects of Christianity they feel are open to criticism. Setting Switches: Christian Fantasy settings are often inspired by biblical sources and the Christian ethos in general. Characters tend to be Highly Ethical, often Follow Chivalry and whose Morals are Black and White. Saints must be monotheistic (although the Ancient Saints option is available). Enemies are usually Dark Lords (or in the employ of them) and games are set in a moral framework based on Dualism; although Gods of Ancient Evil may also exist. Arcane abilities must always be used for good else be deemed Black Magic! Alchemy is except from this prohibition, being considered a natural science. Most non humans Are Evil and generally deemed monsters, apart from relatively benign types such as Centaurs, Elves and Dwarves. Evil Magic: All Realm of Death/Necromancy spells are deemed as Black magic and are therefore innately evil. Evokers of such spells are subject to Corruption (pp 48). Fires and Darkness of Hell: The Magister may also rule that any spell overtly associated with fire or darkness is innately evil. In this instance add the following to the evil spell list: Fireseed, Element Control (Fire), Eclipse. Likewise, evil spell-casters cannot cast Blessing, Lightning, or Element Control (Air)

11:80 Child Protagonist Fantasy:


Many heroic fantasy tales often involve child protagonists, due to the genres wide appeal to preteens. Preserving a child-like worldview and a sense of wonder is essential; the Magister may rule that gritty and sensual Gifts and Banes are not available to characters or protagonists. Violence should be de-emphasized, with acts (and the result) of aggression depicted in a restrained manner. Threats and consequences of failure are usually less dire than in adult fantasy stories; children avoiding harm by finding a sympathetic person willing to help them, slipping through defences/restraints designed for adults or by instilling pity in their opponents. Guidelines for creating child characters are given throughout Section 2:00. Setting Switches: This option can be combined with virtually any form of heroic fantasy mentioned above, as child protagonists are a commonplace trope throughout all types of fantasy. Protagonists tend to be Children with significant levels of luck (Wyrd) and other Gifts. Overtly adult themes and acts tend to be avoided and assumed to happen off stage. Levels of power tend to be lower although child adventurers usually have some special means to equalise with a fearsome adversary. Talking and Anthromorphic animals are also a notable aspect of this sub-genre. To reflect its innate childlike innocence, mortality tends to be Black and White and characters usually Innocent residing within a setting thats often Innately good but either Corrupted with evil or In Peril. Restrained Violence: Under this option, weapons not inflict any graphic and/or enduring disabilities such as missing limbs, severe bleeding etc; the Afflictions rule is not employed in this class of setting! Child player characters reaching RIP BLoSH level suffer a disabling or life-threatening (but graphically restrained) injury, with no movement or major actions possible. They are curable by items or resources close to the battlefield; the character able to cling onto life until help arrives!

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Luck of the Lion: Whenever a child protagonist must fight a more experienced opponent, a Magister can award a temporary skill bonus equal to -50 points less than their adversary in any skills likely to be employed in that duel; this bonus ends once the conflict is concluded! Character Option: Manimal n
Attributes:

Animals that walk and talk like man +20 any one attribute, offset by -20 in another.

Language = Own +settings main language

Banes: Gifts:

Aloof or Gruff, Easily Read, Distinctive, Small + one other species gift. Fur, Claws and Teeth, Aware (one sense) + two other species gifts.

Manimals represent the large anthromorphic animals often featured in child protagonist fantasy works; the precise animal type reflected by suitable Species Gifts and Banes. Assume human levels of intellect, speech and ability to use objects.

11:90: Portal Fantasy


Some fantasy stories feature characters from contemporary or near contemporary Earth mystically crossing over into an alternative reality; either an unrelated world, an alternative reality or Earth in the distant past or future. Contemporary Earth is considered a realm with no exotic creatures and where magical abilities and artefacts are rendered inert. Earther characters are generated as normal (using the custom option), being restricted to the Human Species option. Also ignore the Variant, Recreational and Cultural skill sections (pp 21-22). Due to contemporary Earths materialistic aspect most characters are Sun aspected; Moon aspected characters must learn magic during the course of play. When creating an Earther character allocate points to the following skills, as normal: Physical Skills: Active, Aware, Climb, Creep, Open, Ride, Survive (Temperate, Tropical, Desert, Ice wastes, Sea), Track, Unarmed Combat, Physical Workskills. Mental/Soul Skills: Present (Modern Earth), History (Earth), Nature (Earth), Philosophy (Earth), Compose, Debate, Dcor, Guise, Instrument (Earth - point familiarity). But Halve all skill points allocated to the following, given their rarity on contemporary Earth: Physical skills: Armour Adeptness, Drive (Chariot, Waggon, Boat), Archery (point familiarity), Melee (point familiarity option), Shield and Skinclad. Earth based characters have zero abilities in the following Mental and Soul skills; although the character may Earth based versions of these skills; setting related knowledge can only be learned during the course of play. Alchemy, Arcane Folklore (setting) Gaming (setting), Engineer (setting), Herbalist (setting) History (setting), Nature (setting), Law (setting), Logos, Language (setting) Present (setting), Philosophy (setting), Region (setting), Theology (Setting), Instrument (Setting), Social (Low or High; setting). Knowledge of modern Earth topics potentially useful during play are represented by 4 abstracted mental skill classes. Divide 200 points between the following; Earth Science: The characters general knowledge of physics, chemistry, astronomy, etc. Earth Medicine: character understands of effective modern techniques to treat trauma and sickness along with an understanding of pathology and similar areas. Earth Knowledge: Characters comprehension of Earths politics, geography and history. Modern technology: Characters ability to use and repair devices from contemporary Earth. They can also specialise as per the Skill specialisation rules (pp 31) which can be used to reflect narrow areas of expertise within a specific skill class. Earthers do not enter play with the starting equipment described on pp 28 but may acquire a similar collection of items for free during the course of play; the exact circumstances underlying their discovery being decided by the Magister Other than basic items such as clothes, shoes, etc. no artefacts can cross the divide. Earthers usually gain access to the mystic realm via some form of portal, sometimes a real world place with an uncanny reputation or an artefact disguised as an everyday object. This portal is either well hidden, guarded or only becomes active under rarefied circumstances.

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Option: Many ages:


Magisters may wish to use several of the above options for a single setting, by assuming each relates to different periods of its history. The settings first epoch likely commences on a World Continent with a Swords and Sorcery and/or Mythic Fantasy, in either order, with a technological base spanning the Neolithic to High Medieval eras. Mythic Fantasy setting may have a radically different cosmology than other succeeding periods. The game world is then assumed to experience continental drift, resulting in the formation of several continents. Depending on the circumstances, technology may then decline, with only vague memories (and garbled mythological stories) of earlier epochs in regard to any surviving historical record. Succeeding eras attain a Bronze Age, Iron Age, Low Medieval, High Medieval, Pseudo Medieval or Post Medieval technology base (with some periods experiencing the emergence of Socially Modern attitudes) possessing a High Fantasy, Low Fantasy or Chivalric Fantasy social base, possibly punctuated by Horror Fantasy epochs. In most cases technological progress will generally conform to the following scale; albeit with the prospect that some eras may experience regression (and subsequent recovery): Neolithic Bronze Age Low Medieval High Medieval Pseudo Medieval Post Medieval

11.90 The Option Pick method:


This method provides a means to create a bespoke archaic fantasy setting. The setting builder reads through each thematic section, picking whatever option appeals to them providing they are reasonably consistent! This process is likely to result in a rainbow game backdrop comprising aspects from many different sub-genres It can also be used to amend and customise the genre type settings described above.
GENERAL SITUATION: Nul There are no Sun, Moon or Stars the world is illumined by a diffuse magical radiance. Pinpricks The stars are lamps or pinpricks within a celestial sphere Normal Astronomy and cosmology is identical to our own reality. Ages The settings continents have suddenly changed form, resulting in distinctive eras of existence. Flat The game world is flat. Endless The game world is a vast flat dimension ending in seas of mist (or woods) that may lead to other places. Others Other worlds exist and can be reached via magic gates or portals. New The game setting has just come into being. Young The game setting has only existed for several hundred years or so. Youthful The game setting has a significant but not particularly deep history (several thousand years or so) Another Time The setting is Earth during a specific historical era, albeit with fantastical elements.

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Alternative Earth The setting, while inspired by a historical Earth culture or era, differs notably from our own in several respects. Mature The game setting is close to our own in age (several billion years or so) and has seen the rise and fall of many races, species and cultures. Senile Is an ancient world, many billions of years old with few natural resources and a dying sun. Dying Is effectively dead, featuring small groups of survivors barely clinging to existence. Resource Poor The world is poor in one or more vital resource; water, good farmland, salt, etc. Metal Poor The game setting is very poor in most forms of metals. Harsh Climate The climate is unusually hot or cold or is often subject to adverse weather effects or notable volcanism, etc. Variable Seasons Seasons are erratic in terms of length and/or occurrence. Fixed Seasons The setting has one continual season (i.e Summer, Autumn, etc.) World Continent The game takes place on a single world-spanning continent.

Several continents
The setting has a number of large continents along with numerous islands, some being a notable distance away (or even unknown). Small islands The game setting is mostly an expansive sea, dotted with islands. Hollow The world is a hollow sphere with both inhabited inner and outer regions. Period This defines the settings general degree of technological development Prehistoric The setting has a Neolithic technological base. Bronze Age The setting has a Bronze Age technological and cultural basis. Iron Age The setting has an Iron Age cultural basis Medieval The setting has a medieval cultural and technological base Mixup: The setting has two technological ratings; being more advanced in some aspects but more rudimentary in others. This is often due to the absence of a vital resource. Pseudo Medieval The setting features whatever the actual era depicted - Late Medieval armour and weapons but with no firearms. While medieval in social outlook, the culture may incorporate notions actually foreign to that era emancipated women, religious tolerance, general acceptance of magic, etc. Post Medieval The setting is post medieval in nature. Firearms and viable technomagical devices such as steam power are available (see Appendix 4). Notions such as female emancipation, democracy with unlimited suffrage and religious tolerance are also gaining popularity. True Medieval Class divisions, the concept of an absolute monarchy and the repression of women are deemed social norms. Enemies and unbelievers are slain without pity. Variant Medieval The society is generally medieval in social outlook, but with some differences - women enjoy full sexual equality, women warriors are commonplace, there are virtually no surfs, just freemen, notable social mobility exists, etc.

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Socially Modern Regardless of technological base, the setting features democracy with a wide suffrage, a respect for womens rights and the ethical treatment of enemies. The Gods: This defines how the concept of gods and the divine is handled in this setting: Standard Saints. Faith based magic is as described in the default rules and have access to all faith options. Standard Gods. Gods are as described in the default rules and Saints have access to all cited options. Never intervene: Faith based magic is not available. Priest and similar characters have +1 Status and are Ordained Priests with 10 Theology skill and a Stipend but no other abilities. Might well not exist. The gods rarely if ever intervene in human affairs. The No Saints magic rule applies, but the Magister can employ Intervention on rare occasions (with a Win maximum result). Priests are +1 Status individuals with 10 Theology skill, a Stipend but no other abilities. Base Powers Only Faith cannot be used to evoke spells but can be used for Augury, Intervention and Exorcism. Monotheism To have access to the powers cited above. Those using Faith based magic must belong to the cultures dominant monotheistic religion. All other faiths are false. Dark Lord An active powerful god or demigod personifies evil within the setting and is expanding its power. Dualism As above, but Faith based evokers can choose either Monotheism or opt to follow a Dark Lord; although the latter choice automatically makes them an Enemy of Good. No Monotheism Faith based evokers do not have access to the Monotheism option. Ancient Evil Dark Gods The setting features a race of evil, but vanquished evil gods but some of their worshippers are attempting to bring them back into existence. Their followers start with half normal quantity of spells which may increase or decrease depending on how successful their revival attempts are during the campaign. Gods are Immortals Gods are immortal supernatural entities existing independently of the game world. Transcended Some (or all!) of the gods were once mortals who became divine through heroic deeds Birth and Death Gods can die but also capable of issuing and bearing offspring. Wizardry This defines how the concept of magic is handled in this setting: Standard Magic Low and High magic exists and functions as described in the default rules. No magic: magic does not exist in this game setting. Rare Magic Only one player within the group can choose to use Ki-based magic. Excess corruption Excessive magic use results in corruption; use Corrupting Wizardry to represent this. Low Magic Only Low Magic spells exist. Artefact magic only Magic follows the Artefact only Rule of Magic Alchemy exists Alchemy functions as described in the default rules.

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Limited Alchemy Only Alchemy follows the Limited Alchemy Rule of Magic High Magic equals Sorcery . High Magic follows the Magic as Sorcery Rule of Magic Available Species: This defines what races and species are available in this setting: Only humans All characters are human - players may not select any other species. Humans dominant. While other species exist, humans are the most populous race in the game-setting. Variations Human Variants exist in the game setting. A few species A few selected species are available as character options. Many species Most (if not all) species are available as character options. Monsters This defines what monsters and creatures are available in this setting: Only normal animals Only normal who have existed within the last 10,000 years of Earths history exist within game setting. Normal & prehistoric animals All animals which either exist or once existed on earth are present in the game-setting. Prehistoric creatures only Only prehistoric creatures and monsters exist Monsters once existed. Monsters used to exist, but they were wiped out (or seemingly so). Some exist: Some monsters exist but others are mythical. All Monsters. All monsters described within this rulebook exist. Monsters are rare While monsters exist, they are fairly rare. Monsters are commonplace Many monsters roam the game-settings unoccupied areas. Encroaching Monsters Monsters are so numerous they threaten to wipe out humanity and all other species! Cultural Development This defines the settings degree of social advancement; several of these may be chosen: Anarchic People accept no authority other than their own and do as they please. There is no government decisions are made (if at all.) as a collective. Amoral People have little concern with the needs of others and do what they please and often have a nihilistic mindset. Black and White: Protagonists are totally and irredeemably evil, while heroes are pure and noble in motivation. This must be reflected by both in-game player actions and the type of Banes selected for their characters! Corrupt Society works mainly through receiving kickbacks by those desiring advantage - or to avoid detrimental happenings. Darwinian While civilized, human society echoes the natural one, where only the strong survive and thrive and the weak die or become enslaved to the powerful. Stoic

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The world is generally deemed to be hard, cruel place but such adversity is interpreted as a strengthening influence, testing everyone and making those who overcome it stronger. Innocent The concepts of evil, pride, greed and social differences havent come to this world - yet. Indifferent Good and evil acts happen in equal measure and fairly randomly, although goodness is usually revered as a virtue. Socially Stratified. Characters have defined roles based on the occupation of their father (or mother) although coming into money can result in elevated status. Sometimes specific styles of dress are reserved for given social groups as was the case with medieval sumptuary laws. Feudal Society is organised like a pyramid, with the King or Queen being master (with only the gods above them). Each step of this pyramid is defined by a lesser lord, who is direct master or mistress to those directly below them. They serve the Lord above them in return for land on the promise they give service when required. Land usually reverts to the owners eldest child (or closest eligible relative) on the Lords death but can be removed by their superiors for acts of disloyalty. Venal & heartless People look after their own interests and ignore any suffering they see around them. Vindictive justice The legal system cruelly punishes any crime with mutilation, enslavement or death and only has interest in due process rather than determining true guilt and innocence. Taboo Driven Certain acts are deemed right, wrong, clean or unclean in uneven and unique ways which widely differ even between groups in the same area. Even within the same society social values Money Rare While coins exist, their circulation is limited. Most transactions are via barter or in kind. Decaying While one of the above is upheld as a social ideal, the settings culture is actually disintegrating banditry is rife and life is reverting to a Darwinian survival of the fittest. Realistic People and events are complex admixtures of motivations, rather than being either predominantly good or evil Reasonably egalitarian Apart from naturally occurring differences in Wyrd and wealth, society is fair and reasonably just. All citizens have basic rights which are respected by the state. Given good Wyrd it is possible for commoners to acquire nobility, although this doesnt happen often! Egalitarian The culture is democratically based with people rising in status due to their own abilities. The right of citizens are given priority by the state. Trials are fair and aimed at determining true guilt or innocence the guilty usually punished by heavy fine, enforced labour, exile or imprisonment. The death penalty is rarely utilised, and then only as a last resort. Innately good The world is more good that evil in its nature. Corrupted with evil The world is stained with various dark deeds that well up everywhere without warning. In Peril The world was once at peace, but the power of evil appears to be growing. Features Sensuality Sensual Gifts and Banes play a significant part in this setting. Superficially Pleasant While a common world view of charity and goodwill to all is promoted by society, the support for such ideals in reality is fairly shaky and hypocrisy reigns supreme. Mobility via Deeds People of low social status can rise in importance through goods deeds and hard work. Follows Chivalry Characters follow (or try to follow) the rules of chivalry.

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12:98: The archaic realm:


The following text provides an overview of social organisation typical of historic archaic societies often used as the cultural base for fantastical settings. Equipment available and costs relevant to such realms is covered on pp 56-66; Appendix 4 covers more technologically advanced settings. Villages: archaic settings are generally agriculturally based. Around 80-90% of the population farms the land to sustain a population of 10-20% specialists; nobles, merchants, craftsmen, priests and warriors. In most settings the centre of life is the village a small rural community based on farming, and supported by a few essential craft specialist (blacksmith, healer, carpenter, miller etc.). Most villagers are low status (-1) Surfs, but a fortunate few are status 0 freemen, yeomen, kulaks or other culture-specific title for a free farmer. In addition to peasant housing and small workshops villages usually possess a small inn, a place of worship and a substantial dwelling for the community leader. Arable fields and meadows are located within walking distance, different fields usually farmed in rotation. Most also have strips of poor quality common land (grazing areas free to all) and adjacent woodland used as a source of building materials, forage for pigs and firewood. Some areas are left undeveloped most notably hunting reserves intended for the ruler with severe penalties enacted on those caught poaching game in such domains. Less settled cultures subsist by moving around an adopted landscape, to access seasonal game migrations and growing cycles; exploiting areas for resources and moving to the next. In all cases, population and settlement density is often low, resulting in marginal land being left as unoccupied wastes. In fantastical realms areas will be more readily left to nature when claimed by other species, plagued by dangerous monsters or haunted by supernatural entities. Decentralised feudal cultures are typified by poor roads and rare usually precarious and crude bridges. Fords are more often used as a means to cross rivers unfortunately becoming impassable during periods of high rainfall and high tides. More centralised societies have good (often) metalled roads leading to the realms most significant settlements and military outposts along with an abundance of excellent stone bridges. Towns exist mainly as centres of trade and production. Towns usually hold a market day a week, where produce from outside is sold within a designated area termed the market square. From a modern perspective archaic towns are comparatively small, the largest housing no more than several thousand people or more, the more wealthier ones protected by strong walls, town guards and garrisoned troops. Due to their association with trade virtually all towns are located along rivers and coasts with good harbourage. Towns placed on popular (and rich) trade routes swell into cities, the largest often becoming the realms capital; the very largest housing no more than 200,000 people. Towns are typified by narrow streets with tall (usually wooden) multi-story houses on either end; many serving both as homes and workplaces. As most buildings are constructed of wood and built in close proximity to each fire is a common hazard and reoccurring problem. Crowded and often dirty towns also act as breeding grounds for epidemics and disease in general, especially during summer. The streets of feudal towns are notoriously dirty, citizens tending to throw their rubbish and waste onto the streets, while sanitation, at best, involves dumping sewage into the nearest gutter or river. The population centres of centralised cultures tend be cleaner, with toilets feeding into a formal sewer network, public baths. Their towns also tend to be better planned, laid out on a formal grid with metalled streets. Due to darkness providing excellent cover for the activities of thieves and robbers, town streets are often dangerous to be abroad at night. Many towns enforce curfews that restrict the movement of most citizens during those hours, while a lax form of order is kept by watchmen or town guards. In cultures with low literacy levels town criers provide the main medium for local news and proclamations, with more literature societies posting written notices at strategic locations. 122

Non feudal cultures also create settlements comparable to towns, but they tend to be more rarefied and rudimentary in form and often temporary. Tribal cultures may combine the function of castles and settlements by occupying easily defended locations fortified by ditches, palisades and wooden walls. Finance and economics in one form or another is the lifeblood of all realms. In feudal cultures a villager farms his land on behest of his lord, in return for a proportion of their produce, or by their labour. Money tends to be rare in such decentralised realms, with most trade being done in-kind or through barter. Coinage is more commonplace in centralised cultures, with more transactions being enacted using money at all levels of society. Regardless of road quality it is generally quicker and economical to use waterways when transporting cargoes in bulk; although such an option is not possible for arid land-locked kingdoms. In fantastical archaic settings food production is a highly variable factor. Some realms have a restricted production base, resulting in lower status citizens being undernourished or left bereft of sources of protein such as fish and meat. Other settings have more effective economies and can easily feed their citizens; quite likely the case for settings with even modest levels of magic. In any event some cities, due to military might or magical prowess, can be so wealthy and awash with food that they provide a regular dole; a free, regular gift of a staple food item (such as bread) to the poor. A realm and its general activities are financed by land rents, taxes on imports and exports, along with fines and tributes from subject powers. Rulers sometimes levy special taxes to pay for a specific military campaign or crisis situation. To demonstrate their control of trade, rulers often have their images stamped on the realms coinage. This is also intended as a sign of the coins value and authenticity; making fabrication or debasement of coin not only theft but treason, logically so given its threat to free trade! In barter-based economies or settings where its customary to haggle for goods- an item is worth as much as the holder desires! Use items base cost, adjust for circumstance and need and exchange that value in goods. If desired make Trader vs. Trader roll: A HARSH result equals a no sale!, Fail increases price by x5 actual value, while a BOON result halves the base price (alternately, the holder may give away the item in return for a comparable favour or service). In addition to being markets for trade goods towns are also centres of production. Organised groups of workers based on a specific industry - Guilds control the production of a specific item lying within their sphere of expertise, and are also responsible for the training of new craft specialists. A worker begins his life in childhood, as an apprentice, learning his trade for around 7 years or so, before being accepted, on successfully crafting a sample item termed a prentice piece as a Journeyman. The best, after many years of work, may be accepted as master craftsmen; the luckiest and most astute succeeding to the position of Guild Master. Lodging conventions: Taverns can often be found in cities or towns and also along well used roadways and trade-routes; some are merely private homes selling food and drink and offering temporary respite for travellers mounts, others developed into inns offering accommodation and stabling. The larger establishments may grow into the hub of an official communications and rapid travel network. It is sometimes possible for travellers to stay at a house they encounter by chance during their wanderings. The cost asked is highly variable anything from nothing, to several hours labour from each person staying at the house, up to commercial rates (or higher). This mode of accommodation can be risky as disreputable households will attempt to rob or murder guests as they sleep! Under the common law of Hospitality, nobles in good standing and reputation can stay with other friendly nobles for at least one night, with any other companions given accommodation commiserate with their social status. This is usually free but the noble has to return the favour if 123

their former host turns up at their abode, regardless of time or circumstances! Another convention of this common law holds that a person cannot be harmed by their host - and vice versa - on being offered and accepting food; at minimum a symbolic meal of bread and salt. Those breaking such conventions acquire a 50 reaction penalty or worse! Priests or important lay members can stay in lodgings associated with the temple of any gods they worship (or are on friendly terms), but probably have to perform minor services for its priests. Wizards may or may not be willing to accommodate other wizards, depending on attitude. Castles: Feudal cultures are typified by the castle the fortified residence of a high status warriornoble placed in control of a region (termed a manor, estate, domain or realm). This grant of land is given by a monarch to a lesser noble on the condition they uphold the rulers laws and provide military assistance when required. The castle is intended as a defensive structure first and a home second; being notably uncomfortable and cold by modern standards. A typical castle externally consists of curtain walls made of thick stone supported by round or square towers, used to keep out enemies and to act as archery or missile platforms for defenders. Walls are crowned with regularly spaced stone vertical projections termed battlements, providing cover for defenders, while arrow slits provide a means for archers to attack from total cover. Many castles are surrounded by a wide water-filled ditch termed a moat. Castle entrances are protected by gatehouses, effectively miniaturised keeps with embattled walls and grated barriers termed a portcullis designed to keep out unwanted visitors. Concentric castles consist of several wall circuits of defensive walls, each demarked by an area of open ground termed a ward, effectively acting as a killing zone for the castles defenders. Whatever their configuration the castles walls encircle a keep; a defendable multi-floored square or round structure with thick stone walls and embattled towers, representing the possessors main living space. Various service buildings required to support the castle and its occupants and house its residents also lie within its curtain walls. A long established castle may grow in size, each new phase representing improved fortification techniques or new fashions in residential living. The social centre of a castle is the great hall a large room designed for receiving pleas, oaths and holding social gathering called feasts. The typical feast usually held for religious or social reasons involves the serving a multi course meal, with the best high table dishes reserved for the castles lord. They tend to be highly ritualised and governed by numerous social conventions and etiquette; a +20 bonus Hi Social roll required to get through a feast without breeching these ideals! Some areas may feature manor houses; more comfortable high status dwellings much less fortified than castles. Even these are stone built and posses a moat, defensive walls and a gatehouse. A Fort is comparable to a castle but mainly intended to house an army or cavalry garrison. These comprise of ditches (or a moat) curtain walls, towers and a gatehouse; the inner area containing storehouses, stables, armouries, workshops, barracks, administrative buildings and officers quarters. These are often used instead of castles by more centralised cultures. Society, rulers and the law: Archaic societies possess three basic class divisions; nobles, freemen and the peasantry (or surfs). Surfs (Status -1) or Peasants (Status 0) are the workers and producers of an archaic population and comprise the bulk of the population. Some cultures also have Status -2 Slaves; unfree workers deemed the property of their owners, who can be sold, used or chastised as desired. Slaves have even less legal protection even than surfs and are generally punished more severely for crimes. In cultures where slave ownership is significant there are often underlying fears of slave revolts, hence the punitive approach the legal system adopts towards them. Alternatively, cultures that have grown rich through trade or bountiful fertility may predominantly consist of freemen.

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Freemen (status 0 to +1) generally live in towns and tend to comprise the craft specialists within an archaic society. Professional soldiers sometimes termed men-at-arms (or braves and warriors in less centralised cultures) can also be included within this class. Most priests also come from this class. Low born castle servants termed famulia are also of this social class, enjoying more freedom of action than surfs. Nobles (Status +2 and greater) are the landowner and administrative classes within archaic cultures. They often have a marital function dominion over a land-hold given by a ruler in return for the possessor fielding a well-equipped mounted warrior, usually the nobleman and one or more of his sons, and an attendant troop of lower status foot-soldiers and/or archers. Only eldest children generally inherit estates; younger children may be farmed off either to the military or the priesthood, or (in the case of daughters) married off to eligible nobles. Sons may be fostered by friendly noble families, trained in marital skills and cultural values. Once judged worthy they are formally knighted by their liege lord (or initiated as braves in tribal societies); but some do not, due to lacking aptitude or inability to afford the notable expense of armour, weapons and mounts. In some instance they may be become the noble retainers of a powerful family who, in return, provide them with arms, armour and mounts. Wards are children given over to other noble families due to the death of both parents or as the consequence of a treaty; in the latter case a defeated house surrenders their children as a guarantee of their loyalty to those who vanquished them. Centralised societies encourage noblemen to join government armies (legions) as junior officers, gaining rank as they acquire martial experience. Armour and equipment is often provided for free or paid for through regular deductions in pay during service. Richer soldiers can buy what they need although equipment they field must be approximately in keeping with that generally used by the legion. Other realms measure freeman status by their ability to equip themselves adequately with arms and armour at their own expense. In most archaic settings the head of state governs as an absolute ruler. In monarchies, the king or queen represents the highest authority, from which estates are issued - or revoked in instances of disloyalty - and laws are made and regulated. Their word is, effectively, law. They may revoke strictures or traditions as desired or issue pardons (or death sentences) without recourse to other authorities. Bad rulers do so arbitrarily and unfairly, while good ones act prudently and with restraint. Rulers tend to be assisted by crown officials to enforce their desires. They are also advised by an inner circle of high status confidants their privy council on policy and the present and future needs of their realm. Sometimes this may grow to an administrative arm of governance - a parliament - that grows to supplement or challenge and supplant the realms absolute ruler. Some centralised cultures have dispensed with rulers, governed by democratic principles and elected officials. However, even in this instance voting mandate tends to be limited to the wealthy or by gender (or species). Punishment for minor offences generally consists of fines, public displays of shame, up to confiscation of goods and land. More serious offences are punished by mutilation branding, disfigurement, binding or amputation. Extreme crimes are recompensed by execution; hanging on a gallows for commoners, or formal beheading for nobles. Treason is often punished in an especially gruesome and protracted manner usually a combination of mutilation, hanging dismemberment, flaying and burning, usually while the criminal still lives! All acts of public retribution are done in full public gaze, both to demonstrate enforcement of the law and to act as a deterrent to others. Bodies of executed criminals are often left hanging in public view, while the heads (and other body-parts) of traitors and similar heinous criminals are often placed on spikes above town and city gates. Imprisonment and confinement is generally reserved for people awaiting sentencing or for valuable (or troublesome) hostages.

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12:99: Expanded Class Table:


Virtually all archaic societies are underpinned by a complex social hereditary. The following is an expanded version of the class table given on page 18; cited social hierarchy is that of a feudal culture. Characters have immovable assets equal to 10 times starting wealth (representing land and residences); but selling them off has the risk of lowering their status! Nobles of Rank 3+ are likely to have a seat in the rulers parliament; rank 7+ nobles are likely to sit on the rulers Inner Council!

Social Class (Feudal/State style culture comparisons):


Cost Rank Wealth (C) Description

+4 +2 0 1

-2 -1 0 1,2

Quarter Halve Base x 10 Base

Character is a slave or prisoner. No possessions! Character is from the Surf social class or a freed slave. Start play with 1 crowns worth of goods. Character is a Freeman. Owns 20+ acres of land or so. Starts play with dagger, 1 weapon of choice and metalled armour. Character is a rich freeman or from the lower nobility (Knight class) Starts play with 1 mount and 1 suit of metalled or chainmail armour plus three weapons of choice or 120 Crowns Character is from a moderately powerful family (Baron class) Starts play with 1 mount and 1 servant (pp 100). Also any free suit of armour and three weapons of choice alternatively take 250 Crowns. May call on the services of up to 10 knights in time of war. Character hails from a powerful Baronial family or acknowledged Noble Bastard albeit probably one of several. May select 2 suits of armour, 1 mount and whatever weapons they desire (or 500 crowns), along with 3 servants). May call on the services of up to 20 knights in time of war. An Earl of modest means or acknowledged royal bastard, albeit one of several. May select 2 mounts, 3 suits of armour and any desired weapon (or 1000 Crowns); also 6 servants and a retinue of loyal 20 men-atarms. They can call on the services of up to 50 knights in time of war A Wealthy Earl May select 5 suits of armour and whatever weapons desired and 2 mounts (or 2000 crowns), and 10 servants a retinue of 50 loyal men-at-arms and may call on services of up to 100 knights. A modestly wealthy Duke or Prince/Princess several siblings away from throne. May select 6 suits of armour, whatever weapons desired and 4 mounts (or 3000 crowns). Possesses 12 servants and retinue of 100 loyal men-at-arms. May call on upto 200 knights in times of crisis. A wealthy Duke or Crown Prince/Princess. May select 8 suits of armour, 4 mounts, any weapons desired, 20 servants and a retinue of 200 loyal men-at-arms. May call on services of up to 500 knights in time of war. Ruling Monarch Possesses 12 finely crafted suits of armour weapons of superior quality and 10+ mounts, along with 100 servants (pp 100) and a retinue of 1000 loyal men-at-arms (in all likelihood the kings official bodyguard) May call on the services of 1,000-4,000 knights during time of war, depending on size of their kingdom and circumstances. 126

x 25 Base

x 50 Base

x 100 Base

x 200 Base

10

7, 8 x 300 Base

12

x 400 Base

n/a

10

x 800 Base

APPENDIX 1 SPELL AND ALCHEMY LISTS: 79 spells in total.


LOW MAGIC (20):
Aura Augury Beast Control Beast Talk Blessing Break Curse Channelling Dream-Vision Emotion Control Glories Hand Insight Levitation Lost Wisdom Locate Item Mindspeech Retribution Truthsayer Mindspeech Truthsayer Wereform Astral Leap Astral Shift Ban good/evil Bewitch Be Gone! Cloak Control Corrupt Eclipse Ease Way Earthquake Element Control Far Senses Fix Fly/Traction Fireseed Guise Heal Heroes Mirror Illusion Invisibility Invulnerability Iron Skin Killer Swarm Lightning Lux Magic Circle Magic Staff Mystic Vault Open/Lock Petrify 71 71-72 72 72 72 72 72 72 72 72 73 73 73 73 73 73-74 74 74 74 74 HIGH MAGIC (48): 75 75 75 75 75 75 76 76 76 76 76 76 76 77 77 77 77 77 78 78 78 78 78 78 78 78 79 79 79 79 79

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High Magic (continued):


Quicken Sorceries Sleep Spirit Weapon Summon Goodly Spiritus Swiftfeet Superaction True Restoration Transform Water Wave Wizard Wand Wuthering Mists Weather Control Weapon of Chill and Flame Loom of Wyrd Zolzunder ritual 79 80 80 80 80 80 80 81 81 81 81 82 82 82 82

NECROMANCY (11):
Curse 83 Deathly Discourse 84 Revenant 84 Cold Warrior 84 Disease 84 Wraith 84 Damnatio 83 Gory restoration 84 Summoning 84 Death! 83 Ghost Evocation:84

Faith Special Abilities (5):


Augury : 88 Rebuking: 89 Intervention: 89 Relics: 90 Gods List: 90-91

ALCHEMY FORMULAS (33):


Acid Key Attribute Empowerment Alkahest Beauty Elixir Banish Demons Base to Gold Black Powder Breathe Water Breathe Earth Ph or De enhancement Claws of Doom Death Elixir Empower Wizard Gem Hate Potion Healing Potion Heal Scarring 92 92 92 93 93 93 93 93 93 93 93 93 93 93 93 94 Heroes Elixir Love Potion Magical Renewal Magic Fire Magical Vault Philosophers stone Panacea Poison Cure Elixir Resist Magic Sleeping Elixir Sharpen Senses Spade Claws Spell Reagent Unicorn Guard Withstand Cold or Heat Withstand Fire Youth Elixir 94 94 94 94 94 94 94 94 94 94 94 95 95 95 95 95 95

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APPENDIX 2: Sundry Character and game factors:


TUOR ACTION RESOLUTION TABLE Degree of Difference is: Greater Lesser
Difference

.
HARSH 99% 98% 98% 97% 96% 95% 94% 93% 92% 91% 90% 89% 88% 87%

0 10 20 30 40 50 60 70 80 90 100 120 150 200

WIN 40% 45% 50% 55% 60% 65% 70% 75% 80% 85% 90% 92% 95% 98%

BOON 13% 14% 15% 18% 20% 21% 22% 23% 26% 30% 33% 40% 50% 65%

HARSH 99% 99% 99% 99% 99% 99% 99% 99% 99% 100% 100% 100% 100% X

WIN 40% 37% 35% 33% 30% 27% 25% 22% 20% 18% 15% 10% 5% 4%

BOON 13% 12% 11% 10% 9% 8% 7% 6% 5% 4% 3% 2% 1% 1%

Height: The table below provides a means to convert the height statistic generated during character generation to an approximate character height in feet and inches it covers heights ranging from 3 to 11 feet.
Score 32 Inches 45 Inches 59 Inches 73 Inches 87 Inches 101 Inches 115 Inches 129 Inches 144 Inches Feet 1(10) 3 feet 32 38 4 feet 46 52 5 feet 58 64 10 feet 74 80 7 feet 88 94 8 feet 102 108 9 feet 116 122 10 feet 128 135 11 feet 2(7) 33 39 47 53 59 65 75 81 89 95 103 109 117 123 131 137 INCHES: 3(8) 4(9) 34 35 40 41 48 49 54 55 60 61 66 70 76 77 82 83 90 91 96 97 104 105 110 111 118 119 124 125 132 133 138 139 5(10) 36 42 50 56 62 71 78 84 92 98 106 112 120 126 134 141 6(11) 37 43 51 57 63 72 79 85 93 99 107 113 121 127 135 142

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APPENDIX 3: Expanded afflictions table (optional).


Under this variation the same general rules are followed, but each class of weapon (WB, Sp or Ch) is given a separate afflictions table; precise effect is determined by rolling a 1d10 roll or by expending a Wyrd point and then selecting one valid affliction. In the latter case only afflictions applicable to weapon type and GWD loss may be selected. Fall damage uses the Ch column. 0 GWD Sp

1
2 3 4 5

Wrong-footed ----------| Armour Damage ----------| |------------ Body Sprain ----------| |------------ Hand Hit -----------| |---------- Demoralised ------------|

Wb |-------|--------

Ch

Wb 1 2 Face Bash
34 56 78 9 10 Deep injury Solid Blow Hand break Disfigured

1 GWD Sp
Stunned Solid Blow Deep injury Minor Hand Deep injury

2 GWDs Ch
Broken teeth Numbed Facial Bash Smashed Break finger Sp Solid Blow Stunned Broken rib Mild Concussion Hamstrung Hamstrung Deep injury Wb Solid Blow Broken rib Deep injury Ch Mild Concussion Broken limb Body Bash Broken limb
Mild Concussion

Wb 1 2 Bleeder
34 56 78 9 10 Compound break Bleeder Organ hit Fractured Skull

3 GWDs Sp

Ch

Wb
Lose eye Damaged spine Bleeder Lose limb Lose limb

4 GWDs Sp

Ch

Impaled Broken limb Organ hit Deafened Impaled Smote Limb hit Compound break Organ hit Fractured skull

Impaled Lose eye Lose eye Damaged spine Damaged Spine Cranial bleed Internal injury Internal injury Internal injury Compound break

0 GWD:
Demoralised Wrong-footed Armour Damage Item damage Stunned Body Sprain Hand hit
Target suffers -20 Diff for 20 Recounters or until they succeed in a 40 Diff Co throw. Target halves SkDe for 20 Recounters or until they succeed in a 40 Diff Co or Battlecraft throw. Piece of armour is torn off targets body; reduce ARM by 25% until fixed. Piece of targets equipment is either torn off or damaged. Target suffers BASH result for 2d10 recounters. -20 SkDe for 1d10 hours. 20 Difficulty to physical actions used by damaged hand (heals in 1 day).

1 GWD:
Disfigured Face Bash Deep injury Hand break Solid Blow Smashed Numbed
Take a notable and prominent scar; 20 reaction penalty. 10 diff to all tasks for 6 hours; BASH for 1 Recounter -10 reaction penalty thereafter Lose 1WND per 2 Recounters over the next 6 Recounters if not staunched (Diff 20). 20 Difficulty to physical actions used by damaged hand. Double heal time. Drops whatever is held by that hand. 20 Difficulty to physical actions and halve SkDe for 2+1d10 hours. Target rendered unconscious for 1d10 Recounters, stunned for 4 more thereafter. Arm or leg temporarily rendered out of action for 1d10 Recounters

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2 GWDs:
Mild Concussion Broken limb Broken rib Lose finger Facial slash Facial Bash Leg hit Body BASH Arm Hit Halve SkDe and De and 40 Difficulty to all tasks for 1+2d10 hours. Cannot use limb until healed; could become impaired unless set (40 Diff) Double heal time. 20 Difficulty on all actions, -20 SkDe 20 Difficulty to physical actions used by damaged hand until adapted by expending 2 Gain. 30 Reaction penalty and lose +1 extra WND; also Renders victim Distinctive. Take a BASH lasting 4 Recounters! Halve Mv and SkDe until healed. Havle SkDe and all Physical skills for 5 Recoutners Halve all skills enacted with arm and -20 penalty to SkDe until healed.

3 GWDs:
Deafened Impaled Fractured skull Compound break Disfigured Bleeder Organ hit Smote Arm/Leg Smash
Lose hearing in one ear halve Awareness (hearing) skill. Suffer BASH for 1d10 Recounters. Weapon sticks in target; 40 diff Ph roll (and 1 Action) to remove; take 1 GWD when removed plus 1 WND per Recounters due to bleeding, until injury is staunched (80 Diff Healer roll) Halve SkDe and De until healed. 50 Difficulty to all tasks until healed. Cannot use limb until healed; needs setting,(Healer 50 Diff) otherwise take Crippled Bane. Take1 Wnd per 2 Recounters due to bleeding, until staunched (Diff 40). Triple heal time. Halve all speaking skills and -40 Reaction penalty. Bashed for 3d10+10 Recounters. Take 1 WND per Recounter. 40 Diff to all tasks until healed. Target rendered unconscious for 2d10 Recounters, suffers BASH for same period thereafter. Alternately, render arm or leg temporarily out of action for 2d10 Recounters. Leg Halve Mv and SkD Arm Halve all skills enacted with arm and -20 penalty to SkDe Make a Diff 80 Ph roll to recover per 2 game weeks; 3 LOSE rolls (or one HARSH roll) in a row indicate Injury is permanent; possibly curable by magic

4 GWDs:
Lose eye Lose limb Internal injury
Take ONE EYE Bane. Next Lose Eye result renders target BLIND If both eyes lost, subsequent afflictions of this type are deemed a Cranial Bleed Take LOST LIMB Bane. Lose 1 Wnd per recounter until staunched or victims death If all limbs lost, take 1 Wnd per recounter until staunched or victims death Halve Ph, De, HD, Mv, WnT & BLOSH until healed. Take 1 WND per 2 Recounters; requires 50 Diff Healer skill to staunch; a HARSH indicates a <SLAIN> result. In this instance victim will die within 2d10-2 Recounters unless healed; requires a 150 Diff Healer roll to mitigate injury to a Critical Handicap result (see pp 41). A BOON Wyrd point also mitigates this to a Critical Handicap Effect. Attacker may expend 1 Wyrd to render this to a < SLAIN> result! Drop to UNCON BLoSH level; take 1 WND per 20 minutes (requires 100 Diff Healer roll to staunch). Recover consciousness on reaching a positive WnT level. Mv reduced to 0, quarter SkDe and physical skills. Natural recovery of motor skills requires a Successful Diff 150 Ph roll (1 attempt once per three game months) Target falls to the floor, effectively immobilised (may crawl 1 Mv a recounter) They will die within 2d10-2 Recounters unless healed; requires a 150 Diff Healer roll to mitigate injury to a Critical Handicap result (see pp 41). A BOON Wyrd point also mitigates a <SLAIN> result to a Critical handicap Effect.

Cranial Bleed Damaged spine <SLAIN>

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Appendix 4: Expanded Unarmed Combat:


Archaic Arcanas default approach to unarmed combat is to treat it as a generic contact combat skill other than granting attackers a +10 WF bonus per +25 points of Unarmed skill they possess. This appendix presents an expanded treatment of martial arts, for those wanting more detail. This may be useful for settings where unarmed combat plays a significant role. Under this method Unarmed is regarded as a root skill with five distinct modes of Adeptness, the initial level within each equalling root skill level; each representing a distinctive form of attack or defence. Specific styles are simulated by altering the degree of Adeptness permitted within each mode. Six example real life martial arts are given below. When designing new styles the Commissioner should distribute +1200 points between all five Unarmed adeptness modes to define each techniques maximum rating. All Unarmed adeptness options cost double Growth points to improve.

Unarmed adeptness modes:


Chop: A skilful strike with a characters forelimb. Bonus WF damage bonus equals +10 per +25 Adeptness allocated to chop; +10 to SkDe per +25 Adeptness when so employed. Apply Adeptness or half of Chop rating as a bonus to any melee attack. Defence: Adeptness allocated to this ability represents the protective effectiveness of that martial art; this is matched with attackers Chop, Kick, Punch or Throw skill. Apply Adeptness or half Defence rating as a bonus to any shield use. Kick: Skilful leg-based attacks designed to push and/or overbalance an opponent. Apply Adeptness Kicking skill as a bonus in overbalancing attempts. A successful overbalance kick hurls target 1 foot per +50 Ph possessed by attacker. Bonus WF damage bonus equals +10 per +20 Adeptness allocated to Kick. +1 Reach. Punch: A simple hand-strike focusing on both knockdown and damage ability. Bonus WF damage bonus equals +10 per +30 Adeptness. Throw: Grappling attacks subtly using an opponents weight to overbalance them. Add Throw Adeptness rating as a bonus in such attacks. A WIN quality result either indicates target is hurled 5 feet from their original position or is pinned them for 1 Recounter (10 feet with an extra 1 recounter of BASH or a 2 Recounter pin for a BOON result, respectively). WF damage with this skill is increased by +10 per 50 skill points allocated to throw. EXAMPLE STYLES: All powers: No holds barred hand-to-hand fighting. Historic Earth example: Pankration. Kicks:+300 Punch:+300 Throw:+300 Defence: +300. Wrestling: A more restrained version of All Powers. Punch:+400 Throw:+400 Defence: +400. Boxing: Power and endurance of the swift, mighty fist. Kicks:0 Punch:+400 Throw: 0 Defence: +400. Gain +10 SkDe and +10 HD per +50 skill gained in Punch or Defence True Way: A martial art encompassing finesse and fluidity of attack. Earth example: Karate. Kicks: +300 Chops: +300 Throw: +300 Defence: +300 Start with Pressure Points skill at an initial rating equal to Co score. Beast Way: A martial arts with variable forms, inspired by the attacking style of animals. Historic Earth example: Kung Fu. Kicks: +200; Chops: +200 Throw: +200 Defence: +200 Punch: 0 +600 between any of the four options to reflect a specific stance styles, but final total of any skill must be no higher than +400)

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Appendix 5: Post Medieval Artifice:


While Archaic Arcana games usually occur in settings with a medieval technology base, Magisters can nonetheless choose to depict a more advanced era through adding new items and skills. Nonetheless, the general assumption is that society remains culturally medieval, society comparable to the early industrial revolution era in real world terms. Most items detailed in the equipment section (pp 57-66) also remain in use. If firearms exist they are assumed to be rare and expensive and (as a result), most people continue to use older types of melee and missile weapons. Nonetheless, some forms of armour may fall out of use; as a consequence mounted fighters wear Plate Armour or Savoyard Plate (pp 65) while foot soldiers are often adorned in Harquebusier Plate (pp 65). Due to industrialisation and an improved knowledge-base all goods cost half price and can be made at twice normal speed. Alchemy formulas also cost half cited price and take half cited quantity of time to formulate.

New skill:
Mental Artificer (pre-requisites: Alchemy +40+, Blacksmith +40+ . In +30+, De +20+ ) The ability to create sophisticated mechanical devices composed of cogs, springs and similar mechanical components This skill is often combined with alchemical knowledge to create even more exotic items. Post Medieval Equipment: The following items can be made by Artificers at base skill: Industrial Era artifice (i.e. items more likely to appear after the settings Post Medieval era) are denoted by a #; this division can be ignored if desired.
Compass An improved form of lodestone, reducing Difficulty of navigation-related tasks by +20. 1C Chronometer A fist-sized mechanical device capable of determining time, accurate to 1 minute a day 10C # Pocket Chronometre: as above, but small enough to carry in a pocket 0.25 lbs 40C # Lighter +20 bonus to start a fire. Lucifers On- use lighters; +20 bonus to start a fire. 1 P per 10 Glowgem A cold light luminance lasting six hours (20 ft diameter area) 2C Medical kit +20 bonus to Healing rolls 1C Oil Lantern burns for 2 hours. 2 Schillings +1 Penne for a fill of oil. Sextant +20 to Navigation skill; requires In +20+ or more to use. 10C Pocket Telescope +20 to vision rolls. 5C Map +20 to Region and area rolls. 1C Drawing Lens/Mirror Provides a +20 bonus to drawing based tasks by projecting their images onto a canvas via an arrangement of mirrors and lenses. Device requires shaded work area to function. 20C Light-Trap: Stores up to 20 images, which be projected on a wall for later viewing. 100C # Sunvisor: Provides a +20 bonus vs. vision penalties inflicted by bright light 1C Sound-Trap: A 2 lb box capable of storing and playing back up to 5 hours of speech 50C #

Guns:
Magisters may permit guns in some settings. Black powder weapons misfire occur on any doubles Archery (guns) roll following any significant rain or moisture; charge must be cleared and gun reloaded before reuse, a task taking 1d3 Recounters. All the guns described in this game can be used as a club without suffering serious damage. Black Powder guns can be made at Artificer base skill in Late Medieval+ settings. Attempting to fabricate a more advanced firearm involves a greater degree of difficulty; they are therefore much rarer than black powder weapons. Guns have similar statistics to other weapons but use DE and IN as their key personal attributes.
Guns: Black powder Pistol Black Powder Musket Stand Musket Black Powder Shotgun Fused Grenado (!2 yards) Cartridge Revolver Cartridge Rifle WF/WM ACC De/In Rng +150 /+2 -50 30/10 20(0) +180/+3 -50 10/10 80(1) +200/+4 -20 10/20 90 +200/+4 0 0/10 10(1) +600/+6 -30 (Ph)20/(De) 15 +150/+3 -40 20/15 100 +200 /+4 -10 10/10 200 Type Hch Hch Hch Ch Ch Hch Hch S 1 1 1 1 1 6 10 Wgt 2.4 lbs 10 lbs 15 lbs 4.8 lb 0.4lb 2.3 lbs 8.8lbs ROF 1/3 1/3 1/3 1/3 1 AS AS C 100C 200C 300C 120C 10C 200C 500C Diff Base Base Base Base Base -100 -150 Era Post Medieval Post Medieval Post Medieval Post Medival Post Medieval Industrial Industrial

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Large post-medieval machines:


Artificers may also build other, larger scale machines. Each device has a cited difficulty level and construction time, while those items marked with an asterisk also require a labouring gang of 20 or so people to provide general assistance. Industrial era artifice is denoted with a hash symbol (#) Steam Engine* (6 months, Diff 100) capable of powering up to 8 machines such as those listed below. Consumes 100 lb of wood (or 50 lb of coal) per day. Weight 30 tons. # 50,000C Difference Engine: (1 year, Diff 200) A cabinet sized device providing a +50 bonus for any task involving detailed calculations, also halves time taken to perform them. Weighs about 1 ton # 100,000C Printing Press (1 month, Diff 50) allows multiple copies of a page to be reproduced in large numbers. Non portable weighs about 1 ton (and takes up a room) with all necessary equipment. 100 C Weaving Loom *(2 months, Diff 100) Powered by a steam engine, this device creates a quantity of spun and woven cloth from at a rate 50 greater wool than a spinning wheel. Weight 10 tons.# 5,000C Flying Ship* (1 year, Diff 200); resembles an open deck sailing ship, an airship or a combination of both. Capable of reaching heights of several hundred feet or so, ceiling limited to regions with sufficient air and bearable temperatures. Armour : +50 HD/MP: 1000/100 Crew: 10 Passengers: 30 Endurance: 1 month. Unloaded Mass: 20 tons Cargo: 50 tns Speed: 20-200 Cost: 100,000 crowns. Goluu (6 months, Diff 200) a mechanical servant used for menial tasks or protection. Costs vary based on quality and extent of ornamentation used. Incapable of independent thought they are limited to manual tasks. Ph De HD/Wt P/K WF MV Class ARM Cost Goluu +30 +10 50/20 +100/zero +40 20 V +100 20,000 C

Horseless Carriage (2 months, Diff 200)


An open-topped engine powered vehicle; Magisters choice as to fuel source. # ARM 20 HD/Wt: 200/50 Crew: 1 (driver/mechanic) Passengers: 2-8 Endurance: 50 miles. Mass: 0.5 tons Cargo: 1 tn Speed: 40-180 Cost: 20,000 Artificial Eye or Ear (Diff 200) 3 weeks, 10,000C per organ. The ability to create an artificial eye or ear. For double cost an eye may have a +20 Aware (vision) bonus, an ear a +40 Aware (hearing) bonus. Any damage to the eye or ear requires repair by a knowledgeable artificer costing 50% cost of the original organ. The repair process takes 1 full day of work to evaluate damage and rectify faults. It costs 1 Gift to purchase an artificial Eye or Ear during character generation; counterbalances lost eye or ear Bane. Artificial Limb (Diff 200) 1 month: 10,000C for a leg or arm, 8000C for a hand, 5000C for a foot. The ability to create a high performance prosthetic arm, leg, hand or foot. Arms and Legs have a -10 De penalty apiece, but artificial arms have +20 Ph, while two legs double running speed and add +20 to SkDe. Damage to artificial limbs can only be repaired, costing +10% to 100% cost of the original limb. The repair process takes 1 full day of work to evaluate damage and rectify faults. It costs 1 Gift to purchase an artificial Arm or Leg during character generation; counterbalances Lost Arm or Leg Bane.

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Appendix 6: Creature and Monster Creation:


Further creature and monsters may be added to the game, if the Magister so desires. The following creature/monster creation rules are presented to further such an aim. This system only generates creatures and monsters with a Size rating of Small or greater given that anything smaller is unlikely pose any significant threat or challenge to player characters! But should Magister wish to create smaller creatures/Monsters, pick an appropriately sized entity from the Creatures section (pp 99-100) and add monster style attributes. The most important aspect in designing a creature is an interesting concept. What does the creature look like? What are its physical attributes?? What is its niche in the game setting? While methods to randomly determine its attributes are presented, the Magister should ideally use his conceptions; dice throws only utilised to add some difference to the creature or monster. Attribute levels can exceed cited values by the Magisters choice.
1: Choose size: Small Ph/3, +10 De Large +20 Ph. Massive +50Ph. -20De Medium Very Large Titanic Base Tall +50 Ph, -10 De Giant +80Ph, -40 De +10 Ph +100 Ph. -20D

2: Choose body-form: Amorphous = Protoplasmic Blob move. + abilities n and m. Arboreal = Lives in the trees. +10 De. Amphibious = Creature can live on land and water; must return to water in 1-12 hrs Bipedal = Walks or hops on two legs None Carnivore Eats other animals +10 De; +1 natural weapons Herbivore Eats plant matter -1 natural weapons Fish = streamlined body with fins. Usually no manipulating appendages; restricted to water. Floater = Magically floats in the air +10De, -10Ph, x4 running speed (monsters only) Sometimes Ph. Flyer = Can fly Creatures have Ph. Crawler = Moves by crawling on its body move, no appendages. Multi-limbed = Walks on 4+ legs +2 base speed, x3 running speed Dual = Two of the above move modes 3: Determine Ph: Random Ph rating equals = 1d10 x10. 4: Determine De: Random De rating equals = 1d10-1 x10 SkDe equals De. ActRat equals De/20 +2. 5: Determine In: For a creature, In equals = 1d10-5x10, or 1d10-2 x10 for a Monster. 6: Determine HD: HD: Hardness (injury tolerance) equals Ph/3, rounding up. This figure is further adjusted by size: -10 = Small +20 = Large -Ogres 0 = Medium - Humans, Elves, Dwarves +40 = Huge - Giants +10 = Tall - Urruks, Drakkar +60 = Giant - Titans +100 = Titanic -Dragons 7: Determine WF of Natural weapons Primary 1d10 x10 Secondary 1d10 x5 Add to final WF: Carnivore +20; Herbivore -10; Small -20;

Tall +10; Large +20; Huge +30; Giant +50; Titanic +80

8: Determine armour rating. Creatures have a -1 penalty to this roll; monsters get a +5 bonus. 1-3: 0 4-5: +10 6-7: +20 8: +40 9-10: Roll again = d10x10+20.

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10: Determine Base, Special and Magical Abilities (ABS): Creatures AND monsters have 1d3 Base abilities; select below:

POSN DKVZ

+AWARE CAMO

CREEP FLEX

Base Special Abilities: ATTX2 TAIL POXD FLEX

CLIM TRAK GILLS GRIP HFALL QUAD

Monsters have 1d5 Special abilities, select below: Special Abilities: AC -BLED BLUR BRTH CLDT FLAM EXOR HYPO IM/WEP IMM(POSN,BL,FR,AD,SUF) REGEN+ RNGAT PARA DEATHGZ MIM POXD

DRAN REGEN(2)

ABS:
FLAM Fire attack = rng 5 WF = Ph score. One such attack permitted every 3 Recounters and immune to fire. (#) As above, but body wreathed in flames only (range 0); immune to fire. BRTH= rng 2 WF = Ph score. One such attack permitted every 3 Recounters BLUR: Hard to hit: +100 on all defence factors POSN: Poison attack. Take wnd in italics four intervals spaced 10 mins apart; strength equal to monsters Ph score. CLDT Cold touch only wnds to Uncon level, then ineffective EXOR = Vulnerable to Exorcism AC= acid attack (100 STR) +AWARE=Aware bonus (+50) IM/WEP = Immune to mundane weapons; still vulnerable to silver coated weapons, fire and offensive magic. GRIP= constriction attack DRAN = blood drain 1 wnd/Recounter POXD= creature carries a random disease FLY= creature can fly CLIM= can climb (and cling on to) sheer surfaces and ceilings. HYPO = hypnosis powers ( potency equals Hypnosis+100) IMM =immunity to specific agent; BL: Bleeding, FR =fire , Po = poison attack or AC =acid Suf =drowning/suffocation HFALL=halve fall damage and double jump distance. CAM+ well camouflaged (+100 skill or as otherwise stated may surprise) FLEX Long and flexible; creature has an effective Reach of 0-3 -BLED Bleeding stops within 1 RND and creature heals 1 WND per Recounter. REGN+ Regenerates Sever results; appendage regrows next recounter. However if fire is applied to wound within 1 recounter the injury is permanent. Reach+(n); longer reach than normal. GILLS= can breathe WA=underwater TX=toxic gases QUAD = quadruped RNGAT = Ranged attack Range 20, WF equal to Ph. Can use once every 3 Recounters. CREEP+ = Stealthy (+100 Creep) TAIL= Tail; add +40 to rolls associated with balance gain 1 extra punch attack. TRAK= creature has Tracking+100 skill. MIM: Able to realistically mimic sounds and voices (+100 Guise). PARA = Paralysing touch or sting; STR equal to HD x2 DKVZ = night vision REGEN(n) = regenerates n wnds per Recounter. X2ATT = double number of attacks. X:(n): additional attacks equal to figure in brackets, using bracketed WF DeathG= monster has Gaze of death attack (40 STR) Monsters have a 6+ (1d10) chance of having a 1d3 innate magical abilities: choose from list below :
(AL)Astral Leap, AS(Astral Shift), (WM)Wuthering Mist, (BC)Beast Control, (CL)Cloak, (CN)Control, (CU)Curse,(CR)Corrupt (GH)GloriesHand, (DI)Disease, DV (Dream Vision ,(EC)Eclipse, (EC)Element Control, IN (Invisibility), EM(Emotion Control), (FV)Far Vision, (FR)Far Reach, (FS)Fireseed, (IN)Invisibility, (LT)Lightning, (IS)Iron Skin, (FW) Emotion Control, (FX)Fix, (FS)Fireseed, (FL)Fly, (GU)Guise, (HE)Heal, (IL)Illusion, (PE)Petrify, (SS)Sorceries Sleep, (SW)Spirit Weapon, (SM)Smite, (SF)Swiftfeet, (SA)Superaction, (TH)Throw, (TR)Transform,

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(WFC) Weapon of Fire & Cold (affects main natural weapon). GR (Gory Restoriation), (Damino), RV (Revenant), TR (Transform), TE (Mindspeech) WT (Were Transformation), WA (Wraith).

Physical stat factors for animals and monsters:


HD: Hardness -10 = 0 = +10 = WNT total: WNT 2 + 1 per Z=minute, VS=Very small S=Small M= Medium L=Large,` G=-Giant (injury tolerance) = B-Physical score Small Medium - Humans, Elves, Dwarves Tall - Urruks, Drakkar -/+ Size adjustment: +20 = Large -Ogres +40 = Huge -Giants +60 = Massive Minimum HD = 100; Titanic

+10 of HD /4 /3 /2 base
Wnt x2

Wnt x3

E=Tall H=Huge` T=Titanic

Wnt x1.5 (e+ = Wnt x2 +2) Wnt x2.5

wnt x3.5

Creature and Monster BLOod Shock totals:


HARDNESS INA RIP!

u vs -31 or lower -20 -10 0 10 20 30 40 50 60 70 80 90 100 101-120 121-150 151-180 181-200 201-250 251-300

0 1 WND 1 0 -1 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -13 -14 -15 -16 -18 -19

1 WND 2 WNDS -1 -1 -2 -3 -4 -5 -6 -8 -9 -10 -11 -12 -13 -14 -16 -17 -18 -19 -21 -22

Move: Base speed (or walking pace) equals 3 Yards/Recounter plus a number of yards equal to +1 per +30 Ph the entity possesses. Size Small Medium Tall Large Huge Giant Massive Titanic Effect halve base move Base Move + 1 base move +2 base move +5 base move, +10 base move +15 base move +20 base move Typical size of: Dwarves Humans, Elves Urruks. Ogres Elephant Giant. Dragon, Kraken Blue Whale

= = = = = = = =

Bipeds double speed rating if running, Quadrupeds have +2 base move and triple running -speed. Flying creature multiply ground speed by a factor of x10 to x30 Paced running speed for Bipeds is x2; Frantic running speed equals base running speed x5. Quadrupeds add 2 to base move; paced running speed is x5 base; x10 maximum speed.

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Appendix 7: Creating protagonists


A well-defined protagonist is often an essential element in Archaic Arcana. Magisters should ensure protagonists act in a logical manner and be wary of killing them off too readily, ideally providing a possible escape route if they are defeated. Magisters should also ensure protagonists are sufficiently powerful to pose a challenge to player characters; possess at least some attributes, skills and resources in excess of the player group.

1: Think of a name.
The first step is to name the protagonist; this should be neutral or atmospheric, depending on the tone desired. The Commissioner decides on the atmospheric name of Dunne Stonecastle

2: Decide Origin, Species, Variant and aspect sticks


These are character aspects notable even by a casual observer hence the term sticks, so called because they generate a distinctive visual image that sticks in players minds! Use two Virtues and Vices to define his general disposition. Stonecastle is a massive, muscular human male in his early 40s with a gravelly voice and a weathered face crowned with a mass of basin-cut blond hair. He has the Brave and Confident Virtues but possesses the Cold and Cynical Vices.

3: Decide role
What is the characters social class? What is his or her social role? Does the character openly aid or oppose the characters or keeps his or her distance when doing so; in either case, why? Dunne Stonecastle is a minor marcher knight who has deserted his lord and taken residence in a ruined castle. Aided by a small band of men-at-arms, he has become a land pirate, robbing those who happen to stray into his self-styled kingdom of Dunnecastle.

4: What is the protagonists motivation?


Why does the protagonist act the way they do? What of the future? What are their important values and objectives? Stonecastle wants to be rich and powerful. He dreams of carving out a domain and is not too concerned in how he attains this goal.

5: What resources can the protagonist call upon?


How much wealth and resources does the character possess? Do they have assistants or henchmen? What magical or arcane resources can they access? Equip protagonists with all necessary arms, armour and equipment unless its absence is a plot element! Stonecastle possesses a wealth of around 5,000 Crowns, a rag-tag warband of around 20 indifferently equipped men-at-arm. He has access to around 11 warhorses. He has access to a locked room full of looted goods and a storehouse capable of feeding 30 men for a year. While Dunne has no magical abilities he has acquired a number of alchemical elixirs taken from travellers over the years. He possesses a trained Griffon that he occasionally rides into battle and always wears Hardrock a +150/ Wm +3 Superior Warsword .

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6: What is the protagonists family situation?


It isnt always necessary to define this for all protagonists, but; is the character married, single, estranged or bereaved? Are they in a relationship? Do they have any significant siblings or children; are they alive or dead? Where they and what are they doing? Stonecastle was the younger son of a minor lord; as a child he became a bachelor knight serving another, more richer liege. Unfortunately, his master was killed in a family feud, causing Stonecastle to flee to the wilderness for his life. He believes he has no children, but has unknowingly begat one bastard son to a minor lordlings daughter some 17 years past. His brother is lord of his fathers keep located many miles away to the east; they are not on friendly terms and so Stonecastle chose to make his own way in the world. His sister is married off to another lord; he has not seen her for 10 years.

7: What are the protagonists most significant attributes?


Low attributes equal -20, Average attributes equal +10, Fair attributes equal +40, Good (+80), Superior attributes equal +150, Exceptional attributes equal +200 or more. Assume a default attribute level of +10 if unspecified. Ensure experienced characters face protagonists possessing at least one Exceptional rated attribute! Stonecastle has Good Ph (+100) and Fair intellect (In +40). 8: Gifts, Banes and notable secondary attributes; Pick a Bane and a Gift double any bonuses. Most protagonists enter play with 10 Wyrd, +20 Hardness, 16 WnTs and a BLoSH rating of -4/-8. SkDe equals De+40 plus or minus any gifts. These can be raised or lowered, as required. Stonecastle has the HARSH bane and the LUCKY Gift (he therefore possesses 14 Wyrd, 16 WnT +40 SkDe and a BLoSH of -4/-8).

9: What are the protagonists most significant skills?


Low rated skills equal -20, Average skills equal +20, Fair skills equal +50, Good skills +100, Superior skills are rated at +150, Exceptional skills equal +200 or more. Assume a default skill level of +20 if unspecified. Generally assume protagonist has 5 Good rated skills and 10 Fair skills; increase ratings if facing more experienced characters. Only denote skills likely to be useful during play. They have whatever Skill options required, plus adeptness bonuses in their two most notable skills ranging from +50 to +100 Stonecastle is rated as Good in Aware, Creep, Ride (Horse and Griffin (adeptness +50 in latter) and Archery skills. He has exceptional Skill ratings in Melee (+100 Adeptness in Sword) Leadership, Administration and Battlecraft. He has an average rating in Instrument, History, Herald, Hi Social and Gaming. Stonecastle can speak 1 additional language with Good fluency, two others at average fluency.

10: Note protagonists friends, enemies and contacts?


Stonecastle is leader of a band of 20 rouge men at arms who are generally loyal and share his objectives. He is on good terms with several local merchants who he grants free passage through his lands in return for discounted trade goods. The nearest domain has no interest in Stonecastles activities, providing he does not interfere with his realm. The local ruler is aware of the situation as (to date) refuses to intervene as Dunnecastle lies outside the borders of her kingdom. Moving troops into the marcher lands would be seen as provocative by the local tribes. Friendly characters are rarely criminals most will openly follow legitimate career paths. sticks will also be less alarming for friendly or neutral characters but more so for adversaries.

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Appendix 8: Character Conversions


Two tables are presented below, for attributes and skill levels, to facilitate the conversion of characters from other games to the Archaic Arcana system (). Given the great diversity of RPG systems these tables are provided for guidance only; players should feel free to amend attribute and skill levels to those that feel right. The Magister may decide to adjust conversion results for purposes of game balance, depending on current games power level. Attribute Conversion: To use system, note what groupings of dice were used to originally generate the characters attributes; alternatively, note what kind of dice attribute rolls are made on and select closest match on table below. Then read the attribute descriptions in the original system, matching them to the most appropriate Archaic Arcana attribute. Find the characters original attribute level in the appropriate column and find the matching value in the Archaic Arcana Attribute column; this equals the characters attribute level within the Archaic Arcana system! Derive the characters secondary Archaic Arcana attributes based on the converted values. Wizardry or Faith equals characters highest skill or nearest related magical attribute but only for individuals originally possessing with such abilities. Spells are exchanged for the nearest Archaic Arcana equivalent. The characters REC equals characters highest ARCHAIC ARCANA rated skill/2. |---Attributes Generated on a------| Attribute 3d6 2d6 1d100 -70 1 2 10 -60 2 3 15 -50 3 4 20 -40 4 4 25 -30 6 5 30 -20 7 5 35 -10 8 6 40 0 9 to 10 7 50 +10 11 8 55 +20 12 9 60 +30 13 10 65 +40 14 11 70 +50 15 12 75 +60 16 13 80 +70 17 14 90 +100 18 15 100 +120 19 16 120 +150 20 17 130 Option: Round up final score to nearest 10 Dice pool = +20 per die (large pools of dice) or +30 (smaller pools of dice).

Skills: Converting skills can be notably difficult each system having a radically different definition of what actually constitutes a skill. Pick nearest match among options cited below. Some abilities may be comparable to an Archaic Arcana skill, others by a point familiarity option (pp 31). If absent, give character a skill value equal to half their highest-rated skill in the following: Active, Climb, Creep, Folklore, Ride, Shield, Unarmed, Present, Region, World, Low (or High) Social. In systems that use levels, use level x10 (assume a maximum cap of 20 levels).
+1 on a 2d10 or 1d20 Add score to a D100 = = Skill rolls equate to Archaic Arcana Skill level +5 (option; round up) Roll score on a D100 = Skill level /2 (max +200) Use cited skill rating. Dice pool = +10 per die.

Hit points = Amend any improvable hit point totals (or similar) into Wyrd. In most systems this should equate to Wyrd of 2 + 1 per 20 hps over 20. Where no such ratings exist, allocate Wyrd based on apparent degree of experience; 4 to 6 for a beginning character to 16 or more for a very experienced one.

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Archaic Arcana Character Sheet


Name: Age: Class: Sex: Culture: SIZE: Genus: Height: Career: Weight:

Ph:
WYRD WM: BPh: ARM
Aware: Melee: Archery: Unarmed: Drive: Survival: P-Workskills: Mt; Mental Skills Engineer: Healer: Gaming: Theology: Languages: SO; Soul Skills: Artistic: Debate: Chi: Magic/Alchemy:

De:
MV: BMt : AM: 1st WF:
Creep:

In:
SkDe: Sol: 2nd WF:
Open:

Co:
Aspect: ActRat: HD: Wnt: 3rd WF:
Ride:

Ma/Fa:

BLoSH: 4th WF:


Climb:

Ph; Physical Skills: Active:

Shield: Pilot: Track:

Skinclad:

BattleCraft: Herbalist: Law: Philosophy:

Folklore: Herald: Logos: Present:

History: Nature: Trader: Region:

Estate:

Con: Dcor: Hypnosis: Arcania:

Guise: Lo Social:

Compose: Hi Social:

Alchemy:

Gifts:
Virtues:

Banes:
Vices:

Growth:

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Description:

Background:

Money:

Notable Possessions:
Waterproof clothes, boots and cloak. Bedroll. Firestarter. Small knife. 20 nails. Small hammer. Small pouch. 30 ft rope. 1 weeks travel rations. 3 torches, 1 gallon water-skin. Small plate. Small skillet. Bag. Dagger,

Notes:

GWDs:

Afflictions:

Game Premise:

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Blood Vortex Combat Resolution method:


Herein is presented a method to resolve both to hit and to wound acts with a single dice throw. Combat is as described on pp34-47, but attacks are resolved using the Blood Vortex table below;

Blood Vortex Combat RESOLUTION TABLE: Degree of Difference: Greater Lesser . Difference MISS AFFLC KILL MISS AFFLC KILL
0 20 40 60 80 100 120 140 160 180 200 250 300 60% 55% 50% 45% 40% 35% 33% 31% 28% 26% 22% 20% 18% 80% 78% 76% 74% 72% 70% 68% 66% 64% 62% 60% 50% 40% 95% 94% 93% 92% 91% 90% 88% 86% 84% 82% 80% 70% 60% 60% 65% 70% 75% 80% 85% 86% 87% 88% 89% 90% 91% 92% 80% 85% 86% 87% 88% 92% 93% 94% 95% 96% 97% 98% 99% 95% 96% 97% 97% 98% 98% 98% 99% 99% 99% 99% 100% 100%

Results:
<MISS> Attempt to hit target fails:
Can be mitigated to a <WND> result by expending 1 Wyrd Can be mitigated to a <AFFLIC > result by expending 1 BOON Wyrd

<WND>

Roll falls between Miss and Afflic totals:


Target takes 2 WNDS plus any weapon and welder WM modifiers, less any AM modifiers associated with target
Can be mitigated to a <BASH> result by expending 1 Wyrd Can be mitigated to a <MISS > result by expending 1 BOON Wyrd

<AFFLIC >

Take 4 +WM, plus any weapon or welder modifiers, less Any AM associated with target
Take an Affliction (page 43) equal to final total of WNDs inflicted Alternatively target suffers BASH for 5 Recounters and loses 1 WND per two recounters due to bleeding, shock, etc. Can be mitigated mitigated to a <WND> result by expending 1 Wyrd Can be mitigated mitigated to a <BASH > result by expending 1 BOON Wyrd

<KILL >

Victim is killed outright the higher the roll, the more gory the demise! If roll is half or less required death occurs in 1 Recounter; otherwise death
(barring any intervention) occurs in 12 Recounters If blow was directed towards a limb, limb is lost and bleeds at 1 WND/Recounter Can be mitigated to a <AFLLIC > result on expending 1 Wyrd Can be mitigated to a <WND> result on expending 1 BOON Wyrd

ERROR chance equals 01-04% less 1 for every +50 ARC difference in comparison to target (minimum chance 01%) ; halve SkDe and combat skills for 2 Recounters. Mitigated to a <MISS> result on expending 1 Wyrd

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