OVERVIEW
HURSAGMU is a roleplaying game set in a young world of swords, sorcery, gods, gateways, aliens, monsters, and horrors.
A player character (PC) is described by traits, damage metrics, and gifts. Traits represent both inherent qualities, such as strength or intellect, and learned abilities. Damage metrics measure the harm done to a person's body or mind. Gifts are special abilities that cannot be learned.
Players begin the game with a number of character points. These are used to build the player's in-game persona. The number is chosen by the game master (known hereafter as "The Master") based on how powerful He wishes for beginning characters to be. The Master may limit the maximum level of beginning traits to prevent one-trick characters.
As characters adventure, The Master may occasionally give out experience points for their actions, usually at the end of a game session or three. Experience points may be used to increase traits. They can also be used to obtain gifts if the player has a good explanation. This allows characters to grow more powerful over time.
More about character generation can be found in the following chapters.
The Trait Roll
Central to the rules of the game is the trait roll. All important actions are resolved with a trait roll; the same roll is used whether one is building a table, picking a lock, swinging a sword, or casting a spell. Here it is, the fundamental mechanic of the game:
| 2d6 + Trait |
|---|
Roll a pair of six-sided dice, add them together, and add the result to the character's trait level. High rolls are always better than low rolls.
All trait checks in the game are performed as opposed rolls: if two characters are in conflict, both roll their appropriate traits as indicated above. The higher roll wins. Ties may mean equal success or a meager success for one of the opponents, depending on the situation.
If one is trying to perform a task unopposed, The Master must assign a challenge level. This number is then rolled against the acting character as if it were a trait.
The difference between the result of the winner and that of the loser is the degree of success (known hereafter as the Dos). This number represents the quality of the action. A Dos of 1 is a fair success; a Dos of 15 is incredible.
If a situation does not require a roll (because succeeding is trivial), then the character's trait level is the Dos.
Challenge Levels
The following table should give The Master some guidance on assigning challenge levels.
| Task Difficulty | Challenge Level |
|---|---|
| Fair | 0 |
| Moderate | 5 |
| Great | 10 |
| Incredible | 15 |
| Inconceivable | 20 |
The numbers above assume that the character has the necessary tools for the job in question - i.e., if a thief is trying to pick a lock, then he is using a standard lockpick. If the thief was trying to pick a lock with something nonstandard, like a dagger, then The Master should assign a penalty (make the challenge level higher). If the character has an exceptional set of tools at his disposal, then he should receive a bonus (or a lower challenge number).
The numbers also assume that the character is taking a normal amount of time to perform the task. What this amount is depends upon the task - perhaps six seconds for picking a lock or six days for smithing a weapon. The Master may assign bonuses for extra time taken or penalties for rushed work. He may lower the challenge level if the character takes more time than is necessary, or may raise it if the character tries to rush. Most of the time, this should be -2 to the trait roll per halving of the required time and +2 to the trait roll per doubling (to a maximum of +10).
Example:Lanky the thief wants to pick a lock on a treasure chest. The lock quality is somewhere between average and good, so The Master decides to assign a challenge level of seven to the task.
Lanky has a Burglary level of eight. To make the attempt he rolls 2d6+8. The Master rolls 2d6+7. If Lanky's result is higher than The Master's, he succeeds in picking the lock.
If Lanky wants to be extra sure, he can take twice as much time to garner a +2 to his trait roll. Trying to pick the lock in one quarter of the usual time would give him a -4.
Example:
Juk the Barbarian wants to crush the skull of Lothar the Unlucky. Juk has a Fighting trait of seven. To attack, he rolls 2d6+7.
Lothar, not wanting to have his skull crushed, decides to dodge the attack. Lothar has a Defense trait of nine, so he rolls 2d6+9.
If Juk's roll is higher than Lothar's, the attack hits. If Lothar's roll is equal to or higher than Juk's, the attack misses (fighting is one case in which ties go to the defender).
If Juk gets a total of 17 and Lothar (the Unlucky) gets a total of 11, the attack hits with a Dos of 6 (a moderate success).
Conflict is handled by dividing time and space into discrete units. Time is measured in rounds; each round is six seconds in duration. Space is measured in spaces; each space is an area two yards/meters across.
TRAITS
Traits measure a character's attributes, skills, knowledge, and ability.
Below is a list of traits. It is not exhaustive - it focuses on adventuring traits, leaving others to the imagination of players.
The Master should feel free to add or drop traits to make the list fit their campaign world. Players who wish to have an unlisted trait should propose the new trait to The Master.
|
Acrobatics Animals Archery Athletics Burglary Climbing Command |
Concealment Constitution Craftsmanship Deception Defense Defiance Fighting |
Healing Mysticism Perception Quickness Riding Scholarship Searching |
Sorcery Stealth Strength Survival Throwing Trading Willpower |
|---|
This skill allows one to perform flips, cartwheels, rolls, and tumbles. A high level may let one swing on trapezes and walk tightropes. It can also be used to lessen the damage taken from a fall.
This skill is used to train animals to perform work or tricks and to effectively handle such domesticated creatures. It can also be used, at higher levels, to befriend wild animals. A master can even calm enraged beasts.
This is the ability to use missile weapons such as bows and crossbows.
This skill allows one to run, swim, and jump.
Most characters can run ten spaces per action. Each level of this skill gives the character an additional space. It also allows one to swim faster than others, though the rate is halved. Athletics is rolled to determine the progress of a race or chase, with each point of Dos being one space of distance gained or lost.
Leaping over obstacles or chasms requires a roll against a challenge level set by The Master.
This is a favorite skill of thieves and spies. It is used to gain unauthorized access to places.
Burglary lets one pick locks, whether ordinary keyed locks or fancier combination or puzzle locks.
It also allows one to set or disarm small traps. This can be used to protect a locked chest with a poison dart, to protect a hallway with a cocked crossbow, or to protect a door with a levered scythe - or to disarm any such protections set by others.
Last but not least, the character knows how to force doors or shutters quickly and quietly.
This covers a wide range of activity, from trees to cliffs to castle walls. The more difficult the surface (the less friction and handholds), the higher the challenge level.
A failed roll usually means no progress, but a spectacular failure could mean a fall.
This trait represents ego, charisma, and presence. A character with a high Command is a stunning person; he moves armies with a word, she crumbles nations with a glance.
Command determines the amount of supernatural energy a sorcerer can channel.
Concealment is the art of hiding things, whether in a room or on one's person. Those trying to find the hidden objects will have to make Searching rolls greater than the Concealment roll.
Constitution is health and toughness. It lets the character resist injury and disease.
This is the ability to make and repair useful items. One can build build a house, carve some arrows, or make minor repairs to damaged weapons and armor. It is a broad trait.
Master craftsmen can create works of great beauty and utility. The Master may rule that a character must specialize in a particular field (such as blacksmithing, woodworking, etc) in order to realize this level of quality. Specialization trades breadth for depth.
This is the gambler's skill. A deceiver can craft disguises, filch keys, pick pockets, forge documents, and tell bold-faced lies. This trait can also be used to perform minor "magic" tricks via sleight of hand.
This is the art of avoiding harm by blocking and dodging.
This trait represents the ability to resist mental attacks (sorcery). It is the mental equivalent of the Defense trait.
It doesn't matter whether an assault is aimed directly at the character or at everything in the general area. A Defiant character does not move - he focuses his concentration to prevent hostile sorcery from harming him.
Any sorcery can be resisted, no matter how large or powerful. The defender need only roll higher with Defiance than the attacker does with Sorcery.
If a spell is of continuing duration, the Defiance roll must be made every round.
Defiance is not supernatural, nor is not limited to those who practice sorcery. Anything with a mind can defy its effects.
This is the art of doing harm in close combat.
This is the skill of primitive medicine. A character can bind wounds, set bones, and move companions without doing further harm.
This skill also grants the possessor knowledge of useful plants and herbs that can be made into salves to speed healing, prevent infections, fight off diseases, or cure poisons.
Finally, a talented healer can perform minor surgery such as lancing boils or amputating limbs. This may required to cut out an infection to prevent the spread of toxins to the vital organs.
This is a catchall for supernatural abilities used to learn the unknown. A mystic may hear the whispers of spirits, read the future in the stars, or simply know things without reason.
Mysticism allows one to know whether a person, place, or thing is supernatural - and, if so, what that nature might be. This is a passive power, a sixth sense. It serves the same purpose with regard to sorcery and the spirit world as the Perception trait serves in the physical world.
If sorcery is used anywhere near a mystic, The Master should have the player roll Mysticism to see if the character senses it. More powerful spells are "louder" and "brighter," so The Master should subtract one point from the challenge level for each level of energy in the spell.
Note that this check is made the moment that any supernatural energy is channeled. A sorcerer who is trying to cast an enormous spell may take several hours to do so, during which time the amount of energy in the spell grows steadily. Any mystics in the area should get regular trait checks to see if they notice.
Mysticism also allows one to sense the presence of nearby disembodied spirits and to communicate with them on a primal level. A mystic does not receive coherent thoughts from ghosts, only urges, feelings, and desires.
Finally, Mysticism can be used by The Master as a plot device. He can allow a character to sense danger, receive visions of the future, or anything else that adds to the game.
This trait represents both the quality of one's natural senses and general alertness. This important trait can prevent one - and one's friends - from being taken by surprise by stealth or guile.
Perception is used to detect subtle things that may go unheard or unseen and things that are obvious but may go unnoticed. It may allow one to notice that someone is wearing the wrong clothes, behaving strangely, etc. It is used to see through lies and disguises.
This trait represents muscle speed, reflexes, and reaction time. It determines who goes first during a round of conflict.
This is the skill of using an animal (usually a horse) for transport. Normal travel does not require riding rolls - the skill is used for tricks, leaps, and mounted combat.
This is a catchall for academic skills. It represents knowledge of subjects such as astronomy, cartography, geography, heraldry, history, languages, philosophy, politics, and religion. It also lets the character write with flourish, using proper spelling, grammar, and punctuation, and perhaps stylistic calligraphy.
Master scholars and sages are highly prized by their patrons, and a visit to one can be expensive. Many choose to specialize in one of the above subjects, trading breadth for depth (as with Craftsmanship).
This is the skill of finding hidden things.
Sorcery gives mortals godlike powers. One can create force at a distance, cause things to burst into flame, read a person's thoughts, relieve someone of suffering, or open gateways to alien worlds - all with but a thought.
Sorcery cannot be learned; it's a gift. For those with the gift, this skill measures both knowledge and ability. For those without, it measures only knowledge.
See the Gifts and Sorcery chapters for more.
This is the art of silence and invisibility. To move unseen requires shadow, the darker the better. Dark clothing and soft shoes help.
Stealth is also used to follow someone through a crowd without the subject knowing. It relies upon the shadower being inconspicuous in dress and behavior - if everyone in town wears white clothing, someone will notice a black-cloaked figure following them no matter what the shadowing roll.
This measures how much raw power one can exert. It is used to lift and carry great loads or to move heavy objects. It adds to damage in combat.
This table gives the amount of weight that different Strength levels can lift:
| Strength | Lift (lbs) |
|---|---|
| -2 | 50 |
| -1 | 75 |
| 0 | 100 |
| 1 | 150 |
| 2 | 200 |
| 3 | 300 |
| 4 | 400 |
| 5 | 600 |
| 6 | 800 |
| 7 | 1200 |
| 8 | 1600 |
| 9 | 2400 |
| 10 | 3200 |
| L | 2 * Lift(L - 2) |
Survival
This is the ability to survive in the wild with minimal equipment and supplies. A master of the wilderness can live indefinitely with nothing more than a good knife and warm clothes. Additional items, such as a bow and arrow for hunting, make life easier.
This skill also lets a character discover and follow tracks. Some creatures are easier to track than others. Different types of terrain increase or lessen the challenge. Some, like rivers or solid rock, are impossible to track through - the only hope is to pick up the trail on the other side of the obstacle.
Finally, Survival gives the ability to determine location and heading by the heavens. Master navigators may even have a sixth sense about the time of day and the direction they are facing.
This is the skill of throwing and catching objects. It covers hitting a target with hurled objects (rocks, knives, axes, spears) and the use of slings. A high trait level allows one to juggle rags, balls, and such. Skilled jugglers can use more impressive items such as knives and swords, but this can get ugly if a roll is badly failed. Multiple jugglers can work in tandem for a splendid show.
The simplest thrown attack is a good-sized rock. This does the base strength damage of the attacker (like a punch, only farther). Larger rocks add more damage, but have less range.
This skill allows one to appraise the value of items. It is used for everything from earthenware pots to rare works of art. Exotic objects are more difficult to appraise. The better the roll, the closer the appraisal is to the real value.
Trading also represents knowledge of markets. Skilled traders can tell where markets will be by the layout of a town. They can also locate black markets and information peddlers.
Willpower is mental fortitude. Courage, patience, and self-control are facets of will. It allows one to resist interrogation, torture, and fear. It lessens the effect of harmful sorcery.
Cost
The point cost of a trait is based on the level. The higher the trait, the more difficult it is to improve.
A trait level of zero is human average. A character with a level 2 trait is an apprentice in that trait; level 6 is a journeyman; level 10 is a master.
Average persons have zero levels in most traits and four to six in those related to their work. Talented individuals may have levels of ten or greater.
The amount of points required to achieve a particular level is given by the following chart and formula:
| Trait level | cost |
|---|---|
| 0 | 0 |
| 1 | 1 |
| 2 | 2 |
| 3 | 3 |
| 4 | 4 |
| 5 | 6 |
| 6 | 8 |
| 7 | 12 |
| 8 | 16 |
| 9 | 24 |
| 10 | 32 |
| 11 | 48 |
| 12 | 64 |
| L | 2 * cost(L - 2) |
Thus: to give a new character an Archery level of 6 requires 8 character points. To later raise that same character's Archery to 7 will cost 4 experience points (12 for level 7, minus the 8 already spent to reach level 6).
Fractions are rounded down.
Trait levels are open-ended; there is no cap on ability except the cost in experience points.
In addition to their Traits, characters have three damage metrics:
STAMINA measures how much punishment one can take before falling unconscious. A character with zero Stamina is barely conscious; a person in this state has -10 to all trait rolls. If Stamina falls below zero, the character is knocked out.
HEALTH measures physical illness and injury. If Health falls to zero, the victim is incapacitated and will die without assistance. If Health falls below zero, the character is dead.
SANITY measures mental illness and injury. If Sanity falls to zero, the character becomes a raving lunatic who acts at random. If Sanity falls below zero, the character is catatonic - the body lives, but the mind is is gone forever.
A character's maximum Stamina is limited by its current Health and Sanity. If either is damaged, the maximum Stamina is equal to whichever is lower. Example: a character who has taken 5 points of physical damage and 9 points of mental will have Health 15 and Sanity 11; that character's maximum Stamina is 11 until Sanity is recovered. If Sanity is healed but Health is not, the character's maximum Stamina will be 15.
Human beings - and similar species - have twenty points of Stamina, Health, and Sanity.
GIFTS
Gifts are special abilities possessed by few.
Gifts cannot be learned. A gift is an inborn quality, a random mutation, or a divine blessing.
Gifts do not have levels; they are all-or-nothing and require a flat number of points.
Below is a list of possible gifts. It is not exhaustive. Players may feel free to invent their own gifts, which the Master may then feel free to deny. The Master may add or drop gifts from the list to make it fit the game world.
Some of the listed gifts are useful for players who wish for their characters to be from other worlds. The Master has the final say about whether He will allow particular gifts into his game. The list is a suggestion, not a promise.
Gifts should not give bonuses to traits except in particular circumstances. They can help to negate penalties in their domain of function, however.
Sorcery
Cost: 8 per discipline
To use sorcery, one must be "touched" by a god. There are six disciplines:
Amelatu
Mahasu
Nekelmu
Sabatu
Seheru
Talamu
This sorcery allows the user to open supernatural gateways to other worlds. These gateways allow the user to observe events from afar, to journey to exotic places, or to gather allies from other realms.
This sorcery lets the user manipulate the physical energies of the world, such as heat, light, sound, and lightning. It gives the user the power to destroy.
These energies can cause fires to erupt. They can be used against people or obstacles. Mahasu spells have little in the way of direct force, however.
This sorcery is for manipulating minds. It can be used to hear or project thoughts, to control automatons, or to shatter sanity.
This sorcery allows the user to project force at a distance. It can be used to attack persons or objects.
This sorcery allows the user to diminish or destroy the sorcery of others. It functions much like Defiance, but works at range and destroys spells instead of evading their effects.
Seheru is, in essence, anti-sorcery. It is used to nullify spells or to set up supernatural wards.
This sorcery gives the user control over the forces of life and death. It allows the transfer of Health and Sanity from one individual living creature to another.
It also allows the sorcerer to feel the emotions of creatures that are near. This is a sense, like Perception or Mysticism.
Senses
The following gifts allow a character's senses to operate in an unusual way. This does not add anything to the character's Perception, but may cancel penalties caused by certain situations.
Superior Hearing
Cost: 8
This gift allows one to hear sounds whose pitch is above or below the range of normal human hearing. Ultrasonic noises include things like dog whistles and the screeches used by bats for navigation. Subsonic sounds include subtle vibrations that humans might feel, but can't hear. Some large animals, such as elephants, communicate using subsonic frequencies. More exotic creatures might also communicate this way.
Superior Olfaction
Cost: 8
This gift allows one to detect scents with fine detail, like an animal. This can be used to tell individuals apart (which can be useful for seeing through a disguise) or to track someone like a bloodhound. The Master may require Perception rolls in either case.
Starvision
Cost: 8
Starvision allows one to see at night as if it were broad daylight. This ability works even when the night is overcast. Starvision does not allow a character to see in pitch blackness, however. Deep caves and sealed rooms will be as dark to a character with starvision as they are to anyone else.
Immunity
Cost: 8
This gift makes one immune to sickness, disease, and biological poisons. The character is still vulnerable to dangerous inorganic chemicals.
Longevity
Cost: 8
A character with longevity ages at a slower rate than normal human beings. The rate at the discretion of the player and The Master. One could even be virtually immortal.
Alien Biology
The following gifts are meant for non-human characters from other worlds. Players should recognize that all of these come with a price beyond their cost in points - a character that looks strange and alien will be hated or feared by most humans. It can not enter civilization without an excellent disguise, so must often rely on others to acquire simple needs like food and gear.
On the other hand, strange-looking characters are more likely to instill fear in their human opponents.
Amphibious
Cost: 8
A character with this gift is equally at home in water or on land. The character has no penalties to movement, skill, or initiative in water.
Depending on the wishes of the player and the discretion of The Master, the amphibious character can either breath water like a fish or hold its breath for hours like an aquatic mammal.
Extra Limbs
Cost: 4 per limb
This gift lets a character have additional arms, legs, tentacles, tails, etc. Different limbs give different advantages. Extra legs can provide better balance and stability, while extra arms allow one to grasp more objects at once.
Phosphorescence
Cost: 4
This gift allows a character's body to emit a soft glow like that of a firefly. This glow can be used to see only a few feet. It can be used for reading unless the writing is faint.
The player may choose whether this glow emits from the entire body or specific parts.
The glow can be turned on and off at will.
EQUIPMENT
Economics
Let us begin with the foundation of civilized society: money.
In the game, money is usually in the form of precious metals such as copper, silver, and gold. The reasons for this are simple: precious metals are useful, scarce, durable, portable, divisible into smaller parts, and homogeneous. This gives them significant advantages over things like grain or cattle.
The price of a good or service differs from time to time, from place to place, and from person to person. This price depends upon the relative value of both goods, values which derive from individual desires and relative scarcity.
The price lists in this chapter, therefore, should be taken as a reasonable estimate of prices in an average town at the junction of two or more trading routes. The Master should feel free to adjust prices to reflect the relative scarcity of goods as the players travel to different places. On the wild frontier, for example, gold and silver may be worthless compared to the necessities of survival. This will mean that the price of everything (as measured in gold or silver) will be much higher than in a safer place.
The prices also assume that the quality of the item is good. Poor items can be found for half the cost; items of excellent quality can cost far more.
Though not perfectly realistic, it is useful (for game purposes) to consider copper, silver, and gold as trading at fixed rates of ten to one: 1 gold coin (gc) = 10 silver coins (sc) = 100 copper coins (cc). This will result in a stable monetary system and keep players and The Master from becoming confused.
Prices are listed in terms of copper coins (cc) - the common man's metal.
Food
| quality | cost |
|---|---|
| peasant grub | 5 per meal |
| decent meal | 10 per meal |
| fine dining | 50 per meal |
| drink | 4 per serving |
Clothing
| type | weight | cost (per change of clothes) |
|---|---|---|
| peasant garb | 2 | 10 |
| travelling clothes | 5 | 100 |
| noble attire | 10 | 1000 |
Shelter
| type | cost (per person, per night) |
|---|---|
| inn - common room | 10 |
| inn - private room | 30 |
| inn - high quality | 100+ |
Gear
| gear | weight | cost (cc) |
|---|---|---|
| backpack | 1 | 40 |
| bedroll | 5 | 20 |
| blanket | 3 | 60 |
| caltrops (10) | 1 | 100 |
| candle | - | 1 |
| chest | 25 | 200 |
| flint and steel | - | 10 |
| grappling hook | 4 | 50 |
| lamp | 1 | 10 |
| lantern | 2 | 120 |
| lock | 1 | 200 |
| lockpicking kit | 2 | 300 |
| mirror (steel) | * | 20 per square inch |
| musical instrument | 3 | 400 |
| oil flask | 1 | 10 |
| parchment | - | 20 per sheet |
| pouch | 1 | 10 |
| rope | 1 per 2 yards | 10 per yard |
| sack | 1 | 10 |
| spike (5) | 1 | 50 |
| torch | 1 | 1 |
| trail rations (1 day) | 1 | 50 |
| waterskin | 4 | 90 |
| whetstone | 1 | 2 |
Weapons
Weapons are used to slay enemies.
The details of a weapon are not important for game purposes. An axe, sword, or flail can all do the same amount of damage provided that they have the same disadvantages. Players are free to call their characters' weapons whatever suits them.
The base weapon damage is 10. This may be increased or decreased by selecting from the following options:
Size
Larger weapons do more harm than smaller ones, but are heavier and more difficult to conceal.
By default, a weapon is considered to be medium-sized: one to three feet long and around five pounds in weight (including belt, scabbard, etc); small enough to use one-handed, but too large to be easily hidden on one's person.
A weapon may be smaller or larger. Small weapons have -2 damage, but no concealment penalty; large weapons have +2 damage, require two hands and cannot be concealed.
| Size | Length (ft) | Weight (lbs) | Damage | Concealment | Hands |
|---|---|---|---|---|---|
| small | less than 1 | 1 | 8 | 0 | 1 |
| medium | 1 to 3 | 5 | 10 | -6 | 1 |
| large | greater than 3 | 10 | 12 | NA | 2 |
Throwable
A weapon with this option is designed to be thrown. A weapon without this option has a -6 penalty to hit a target when thrown; a weapon with this option has no penalty, but has -2 damage.
A weapon with this option cannot be missile or mechanical.
Missile
This option gives -2 damage.
Missile weapons use leverage to launch projectiles. The benefit is range: 30 spaces per point of damage. The drawback is the need for ammunition - a missile weapon is usually limited to around twenty shots per battle. It is assumed that ammunition can be recovered or recreated between battles, given sufficient time.
Missile weapons require two hands regardless of size.
Mechanical
This option usually applies to missile weapons (it is designed to simulate crossbows). Weapons with this option do not add the user's strength to their damage. They do get +2 damage by virtue of their construction, but with a price: mechanical weapons require an action to reload (other missile weapons, such as slings and bows, reload and fire in one action).
This table gives examples of weapons created with the above options:
| Name | Size | Throwable | Missile | Mechanical | Damage |
|---|---|---|---|---|---|
| Dart | Small | yes | no | no | 6 |
| Sling | Small | no | yes | no | 6 |
| Knife | Small | yes | no | no | 6 |
| Dagger | Small | no | no | no | 8 |
| Hatchet | Medium | yes | no | no | 8 |
| Bow | Medium | no | yes | no | 8 |
| Sword | Medium | no | no | no | 10 |
| Spear | Large | yes | no | no | 10 |
| Longbow | Large | no | yes | no | 10 |
| Crossbow | Large | no | yes | yes | 12 |
| Halberd | Large | no | no | no | 12 |
| Maul | Large | no | no | no | 12 |
These are only suggestions. Use whatever combinations and names that you like. If you want to make the halberd Throwable and call it a Giant Flying Axe, have fun.
Another important aspect of weaponry is cost. Cost is based partially on the mechanics used above, but not entirely - there is a roleplaying element as well. Weapons that are used in farming or hunting - bows, spears, axes, flails - are much easier to get than those designed exclusively for war. Swords and crossbows should be ten times more expensive than weapons of similar attributes because they are rare and difficult to create. Owning one is a sign of wealth or prestige.
Here is an idea of what to charge:
So, a large crossbow would cost 400cc for size, x10 for being a missile weapon, and x10 for being mechanical, for a total of 40000cc (400gc). A medium sword would cost 200cc for size and x10 for being noble, for a total of 2000cc (20gc).
On the other hand
Shields are used to block attacks. Most are made from heavy wood banded with iron and cost 200cc. Solid steel shields are rare and cost 2000cc.
The user of a shield gets +2 to Defense. There are benefits to fighting without one, however (see the Swords chapter).
Armor
Armor protects the wearer from physical harm in combat. It adds to the strength of the character when enduring damage from a physical attack.
Armor can be a lifesaver, but is heavy and uncomfortable. The encumbrance will slow a character down and make many actions difficult (acrobatics, athletics, climbing, stealth) or even impossible (swimming). The value of the armor should be subtracted from any trait checks that require movement, agility, or quiet.
The mass and material of the armor determines the protection. The type of the armor is not important for game purposes. Players may call their characters' armor plate, chain, or boiled hide, so long as the weight and discomfort are the same.
The Master has the final say on this. A player should expect to explain how his character wears fifty pounds of pigskins in order to get the best protection possible.
The list below is a general guideline. Each point of protection requires ten pounds of material.
| type | endurance | weight | cost |
|---|---|---|---|
| padded cloth | 1 | 10 | 100 |
| soft leather | 2 | 20 | 200 |
| boiled hide | 3 | 30 | 400 |
| 4 | 40 | 8000 | |
| plate | 5 | 50 | 16000 |
Note: mail and plate are given such high prices for the same reason as swords - they are rare and difficult to make.
Foci
Foci allow sorcerers to channel more energy. They act as both weapons and armor for a sorcerer.
The power of the focus is added to the Command of the character to determine how much energy he can channel per round. The negation of the focus is added to the Willpower of the sorcerer whenever he endures the effects of a detrimental spell. These values are fixed when the focus is created.
A focus can be anything - a simple staff, an elaborate scepter, or even a sword. The larger the focus, the greater the power. Some magicians create massive foci out of temples or towers. A two-foot long focus has 8 levels to divide among power and negation; each doubling of length or width gives +2.
A focus must be inscribed with numerous magical runes. These runes flare when the focus is in use.
Creating a focus is no simple task. Most sorcerers contract with a craftsman for the physical object, then inscribe the runes themselves. Being touched with sorcery gives one instinctive knowledge of how to carve the mystical sigils in the proper order.
| type | size | weight | power | negation |
|---|---|---|---|---|
| wand | 2 | 1 | 4 | 4 |
| holy symbol | 2 | 1 | 2 | 6 |
| scepter | 4 | 2 | 10 | 0 |
| cane | 4 | 2 | 6 | 4 |
| staff | 8 | 4 | 12 | 0 |
| temple | 128 | immobile | 10 | 10 |
| tower | 128 | immobile | 20 | 0 |
The names are examples; a staff may have power 6, negation 6 if the player likes.
Encumbrance
There are limits to the amount of gear and loot one can carry.
The strength score of a character determines the maximum amount of weight that person can lift. A large haul gives penalties to movement and to any traits requiring agility. The penalty is based on the ratio of weight carried to maximum lift:
| Weight : Max Lift (%) | Movement | Trait |
|---|---|---|
| 50% | halved | -4 |
| 75% | quartered | -8 |
| 100% | 0 | NA |
Example: Bob has a strength of 2. He can lift 200 pounds. When carrying one hundred pounds worth of gear or treasure, he can move only half as fast as normal. Furthermore, any traits requiring whole-body agility have a -4 penalty.
For purposes of simplicity, this rule should only be used if a character is carrying at least 50% of maximum heft. Rough estimates are better than detailed accounting.
ENCOUNTERS
Encounters are an essential part of any story. The world would be dull without them.
In-game conflict is resolved in one of two ways: talk or dice. Negotiation and conversation should be resolved through talk. Logic and reasoning should be as well, though exceptions can be made if the intellect of a character exceeds that of the player. Dice are needed when characters use traits in conflict with opposing forces.
Perception
Perception is an important trait.
Perception is used whenever The Master wants to see whether a character notices something, such as images, sounds, or smells that are hard to detect because they are small, faint, or far away. It is not used to determine whether a character notices the obvious, such as a person standing directly in front of him and speaking. It is used to determine whether a character will notice subtle sensory input, like someone sneaking up behind him.
Various factors can affect a perception check. Bright light or pitch darkness can hamper vision. Loud noise can hamper hearing. The challenge level for any situation is up to The Master.
Unconscious characters get no perception rolls - they are senseless. Being asleep is not the same as being knocked out, however; sleeping characters get normal hearing perception rolls when unusual noises occur in their presense. If successful, they awaken. If the noises are very soft, such as someone sneaking toward the sleeper, the perception rolls are more difficult.
Perception is also used when The Master wants to see whether a character notices something subtle that is right in front of them, such as an enemy wearing a disguise or someone following them through a crowd. Anything that distracts the character from paying careful attention to detail could cause a penalty (a higher challenge roll).
Mysticism functions as supernatural perception. It can be rolled to sense the presence of sorcery. More on this later.
Conflict
Conflict is handled by dividing time and space into discrete units.
Time is measured in rounds; each round is six seconds in duration.
Space is measured in spaces; each space is an area two yards/meters across.
Each round of conflict has three stages:
Initiative
At the beginning of each round, characters roll Quickness to determine initiative. High initiatives act before low ones.
Environmental factors (such as surprise) or minor actions (such as darting a single space or drawing a weapon) may give bonuses or penalties to Initiative, at the whim of The Master.
Any trait bonuses or penalties that result from a character's actions last until the character's next turn - i.e., the character's initiative on the next round.
Action
The next step is the action phase. Characters take their turns in order of initiative. A character disabled before his turn gets no actions.
Some actions are free. Drawing a weapon, shouting to a comrade, moving a single space, and the like; these take little time and require no trait roll. If such actions must be done before more important ones, the character might have a penalty to Initiative (-2 or so per minor act).
Other actions do require a trait roll or take significant time; these are important. Characters may take two important actions per round of conflict. A character can move and attack, attack and move, move twice, attack twice, pick a lock and move through the door, jump off a ledge and tackle someone, move and cast a spell, cast two spells, etc.
Some actions may require more than one round to complete. If the character is injured during this time, the action fails.
Recovery
A character who rests for a round recovers one hit of Stamina.
Resting characters take no actions, not even defensive ones. Defense and Defiance are reduced to zero. If the character takes damage or is forced to act, he gets no recovery.
Round Zero
Round zero marks the beginning of any conflict. Whoever acts first automatically gets the initiative regardless of Quickness. This usually applies to a single individual, but can apply to a group if the action is set to occur on a prearranged signal. After the initial round zero activity, conflict progresses to round 1 and participants roll initiative.
If the initiating individual or group has taken their opponents completely by surprise, then the opponents may take no actions at all on round zero - not even defensive ones. This simulates situations such as ambushes or knives thrown by hidden assassins.
Movement
Characters may move a single space per round without using an action (but suffering -2 Initiative). Characters can move [10 + Athletics] spaces per action. The character's armor value is subtracted from this.
Other moves - standing from a prone position, mounting an animal, making a leap, etc - take one action.
A mounted character uses the mount's movement in place of his own. Horses and such generally have twice as many moves as a humanoid (or more).
Falling prone is a free action.
If the ground is not level, The Master may give a character bonuses or penalties to his movement. If the terrain is treacherous, The Master may require an Athletics or Acrobatics roll (on foot) or a Riding roll (mounted).
The above assumes that the character is relatively unencumbered (carrying less than 10% of his maximum weight). The rate of movement for a character is inversely proportional to the amount of weight the character is hauling (see Encumbrance in the previous chapter).
Individuals may sometimes need to jump over things. The Master should require an Athletics roll based on the distance - two challenge levels per space on average.
Charging characters may add their momentum to the damage of an attack. This works both ways, however - a charging character will take the same additional damage from any enemy melee weapon that hits him on that round. Momentum gives (and takes) +1 damage for every four spaces of movement.
Example: A brave knight charges a line of soldiers atop his mount. His lance does 14 damage (10 for the lance + 4 for Strength). The knight has moved 28 spaces on horseback, however, so adds 7 for a total of 21.Unfortunately, the knight is hit by one of the braced spearmen, whose weapon gives him a damage of 13 (1 for Strength, 12 for the pike). Adding the knight's momentum to this to gives a total of 20. Good thing the knight is wearing his shining armor.
Combat movement is automatic. When finer detail is required - for races or chases - participants should roll Athletics. Each level of the Dos gains the victor one space of distance.
Range
The further away a target is, the harder it is to hit. Ranged attacks have challenge numbers based on distance (zero at point-blank range). Against an evading target, these numbers are added to the defensive roll.
Each ranged ability has an "increment" of a number of spaces. The challenge is +1 for every increment between the attacker and the target.
Example: bows have a range increment of 5. If a target is within five spaces, the challenge number is zero. If a target is between five and ten spaces, the challenge number is 1. Between ten and and fifteen spaces, it is 2. Targets will have these numbers added to their Defense scores (zero for fixed objects).
A range increment of zero means that the attacker must be within touching distance of the target.
| attack type | range increment |
|---|---|
| melee weapon | 0 |
| thrown weapon | 1 |
| missile weapon | 5 |
| sorcery type | range increment |
|---|---|
| Amelatu | 0 |
| Talamu | 0 |
| Nekelmu | 1 |
| Mahasu | 5 |
| Sabatu | 5 |
| Seheru | 5 |
Senses are also limited in range.
| sense | range increment |
|---|---|
| smell | 1 |
| hearing | 5 |
| vision | 10 |
| mysticism | 1000 * |
* The range limitation on mysticism is used to determine whether the mystic notices the use of sorcery in his immediate area. The prophetic aspects of mysticism have no limits.
Advanced Options
The following rules exist for those who want more tactical flavor in combat.
Extra Time
A character can choose to focus his energies on one trait to the detriment of others. Doing so gives a +1 or +2 (the player's choice) to that trait for the round, but a corresponding -1 or -2 penalty to all others.
A character who chooses to take only one important action instead of two can apply +2 to one trait for the round with no penalties. One who opts to take no important actions gets a +4 bonus.
The Master may allow players to divide their bonus among multiple traits. A character facing both swords and sorcery may want +1 Defense and +1 Defiance instead of +2 to one or the other.
Taking no important actions is not the same as resting - those who rest can make no trait rolls at all.
Desperate Defense
A character attacked before his turn can choose to abort his turn in exchange for the +4 bonus to defensive actions.
Wait
A character is not required to act on his initiative. He can wait to see what others with lower initiatives will do.
A waiting character may take its action at any time, even within the action of another character.
Example: Juk the Barbarian sees Mace the Ugly on a hilltop across the battlefield. Juk wins initiative, but waits to see what Mace will do.Mace charges. Juk won the initiative, however, so he may choose to attack first after Mace has covered the distance between them - he was only waiting for his enemy to get close enough to strike. If Mace survives the attack, he may then take the rest of his action.
A waiting character may also hold action until the next round, in which case that character gets +10 to initiative for that round. He gets no extra actions, however.
The Waiting Game
This rule simulates scenes in books and movies in which two opponents stop and stare one another down, taking no actions, in the middle of a fight.
If two characters both decide to wait for the other to act and there are no other characters with actions left, then the action passes to the next round. This can even involve more than two characters.
All characters involved in the waiting game get the initiative bonus over characters who acted in the previous round.
Haste
A character may choose to sacrifice accuracy for speed. A character who is determined to go first may add +2 to his initiative roll, but that same number must be subtracted from all trait rolls that round. The decision to haste must be made before anyone rolls initiative.
Example: Two swordsmen are facing off in an honorable duel. Both come from a school that emphasizes aggressive attack at the expense of defense. Winning initiative is paramount.One of the swordsmen chooses to haste to insure that he gets to strike first. He decides to add a +2 bonus to his Quickness roll. All other trait rolls suffer a -2 penalty for the round.
Push
A character may choose to sacrifice a hit or two of Stamina for a temporary trait boost.
One hit of Stamina gives the character +1 to one trait for a single round. Two hits of Stamina can give +2 to one trait or +1 to two traits.
The decision to push must be made when the character reaches his initiative or uses a desperate defense. Characters can't wait until they've been hit to push their Constitution or Willpower.
Example: A mighty warrior with a Strength of 5 is trying to hold open a massive door so his weaker friends can slip through. He trades 2 hits for 2 extra points of Strength, giving him a total strength of 7 for the round. At the end of four rounds of exertion, he is down 8 Stamina. He can continue this exertion until his stamina reaches zero, at which point he will collapse from exhaustion.