Current party:
Rollo (Matt), male Nimothan Viking Ice Reaver
Laxus Draugnir (Muizz), male Elf Myrmidon of Imystrahl
Slaine (Jelly), Lizardman Shaman
Droghall the Kroxiger Lizardman (Bill) & his velociraptor Velo (NPC)Aliegha of the Ruby Sword (NPC)
Laxus' Magic Kitty/Panther (NPC)Uloc, Lizardman (NPC)
Beskar, Lizardman (NPC)Paxon, Priest of Mitra (NPC)Pinella, Magic-User (NPC)
InactiveUlfdin Baldpate (Rich), male Nimothan Viking Tribal Outcast
STAYED AT CASTLE TALLAS
Viola, Harem Girl of Tizun Thane (NPC)
Izis, Harem Girl of Tizun Thane (NPC)
Miss Matilda Van Cleef (NPC)
Droghall, Kroxiger Champion of the Forest Gods (Bill PC)
Heroic Narrative: Sacred Slayer
Perk: Kroxiger (2) thick hide +1 soak, claw/bite M+2 damage, swim, breathe underwater 1 hour, low light vision. Complication: Large (occupy 10'/reach 10').
Might: 5D (Blunt 7D+1, Brawl 6D)
Wit: 1D
Agility: 4D (Dodge 6D)
Charm: 2D
Gear: Kroxiger Great Maul (STR+3D+1) ATT: 7D+1 damage 8D+1 (Might+3D+1); Unarmed ATT 6D damage 6D+2 (bite/claw).
Static Defences: Dodge 18, Block 18 Parry 22 Soak 16Slayer's Strike. When you spend 1 or more HP on an attack roll, you also do +2 to the damage roll per HP spent, or +6 damage if the target is a special enemy of your god.
Hero Points: 1
Character Points: 0
Kroxigers and their nature - by BillKroxigers are huge crocodilian Lizard men there life path is decided at birth, they were born with colossal amounts of nature energy and they can either become Kroxigers or shamans due to this, the council of shamans decide whether to make the child go one way or another either channeling their nature energy into magic power or physical power at the cost of intelligence for physical power. Every hatching season 2 eggs are hatched with immense nature power one of them becomes a shaman and one becomes a Kroxiger as shamans are usually physically weak so they need a bodyguard to replace their weaknesses and help with the Kroxigers weakness which is brain power. A Kroxigers duty in life is to protect his assigned shaman and bring glory to their village.Kroxigers are extremely religious and criticism of the gods of nature will result in a very loud intimidating hiss and continuing results in broken legs and further insults result in a shattered skull.Some Kroxigers carry custom built platforms on their back for their shaman to stand on so they are better protected and they have cover by ducking behind the Kroxiger and they don’t have to walk everywhere.
Deceased PCs:
Saya (Jelly), female Kalay Sword Saint of Dawnspire
Palace of the Silver Princess Former PCs (live sessions, 1-3):
Alfrick Tysthide (Jack), male dwarf healer of Secansh. Initiate of Mysteries, reveres Ishtar
Sam Sammy Samantha (Bill), female dwarf warrior-smith Panjandrum of Katagia, native of Kal-Zinan. Serves Vethra Saursane
Marris (Kermit), male Ammur Dhari Freeblade, reveres Mithra
Vethra Saursane (Lucy), female Atlantean Noble Diluvial, agent of Krufa Saursane, the nephew of Lord Protector Denoch Saursane
Lamaria (Angelique), female Atlantean Occult Scientist of Katagia, follower of Hyar Thomel the Last Atlantean
Hank (Rheitesh) mercenary Freeblade, reveres Mithra
Regional Calendar
M1 Tebon (March) 6am/6pm (1/1 is the Spring Equinox, love festival of Ishtar)
M2 Sana (April) (1/2 is battle/athletics festival of Tarhun)
M3 Adar (May) LONG DAY from 15/3
M4 Nidon (June) LONG DAY (1/4 is Summer Solstice, sun festival of Mitra. (15/4 is last day of no sunset)
M5 Taru (July)
M6 Samon (August)
M7 Dumet (September) - 6am/6pm (1/7 is the Autumn Equinox, dark festival of Set)
M8 Abron (October) (1/8 festival of Tiamat) 27/8 harvest festival of Kishar
M9 Ulon (November) LONG NIGHT from 15/9
M10 Tisra (December) LONG NIGHT (1/10 is Winter Solstice, midnight festival of Nergal. 15/10 last day of no sunrise, 16/10 dawn festival of Azura)
M11 Samnu (January)
M12 Kislon (February)
Game Start Date: 1/1/2215 AR.
Rumours - 2215 AR
1. A sorcerous tower on Sinking Isle holds a diamond as big as a man's head.
2. Cultists have been raiding the road between Tallas and Thiria in service to a Chaotic god.
3. The Lichway of the old Sandlanders west of Skyreach Tower has been attracting adventurers in search of treasure, but sinister Deep Ones have been seen in the seas offshore.
4. They say the Sorcerer Tizun Thane is dead, and now strange Night Things have been emerging from his mansion-fortress in the mountains, beyond the Wilds of Chendu-Skar. The villages south of the Tith River are in terror, and Lord Borealis of Tallas has offered a reward to halt their depredations.
5. Veshni Ural the Queen of Nith seeks heroes to find the Lost City of Cynadacea, home of her royal Atlantean ancestors, long believed lost beneath the Tjokren ice.
6. The High Priest of Nergal in Nith has been found dead - drained of blood! Cathrandamus, who brought the great elven ruby My Lady's Heart to the Temple of Nergal, is in line to succeed him.
Flag of Nith
NITH
Veshni Ural, Queen of Nith
Nith and the surrounding communities (from Seyrik in the west to Wenkrail in the east) are a nascent city-state of Atlanteans trying to rebuild their home continent’s culture, creating a new Atlantis on Thule. Ruled by Queen Veshni Ural, an Atlantean noble who can trace her lineage to Atlantis’s monarchs, Nith sees itself as the shining reflection of Atlantis, even as the rest of the region regards that as delusions of grandeur. Vethni is a competent “queen of Atlantis,” earning the grudging respect of rivals across the Claws of Imystrahl. New ships of Atlantean design are flying Nith’s seahorse-emblazoned flag as they ply the waters of Devilsun Bay, and Nith’s small but well equipped army is keeping the roads and rivers safer than usual. Beyond the Claws of Imystrahl, Nith is best known for its shipwrights. The port of Wenkrail to the southeast is largely a glorified naval yard. The squat, sturdy war galleys that form the remnant of the Atlantean navies sail from here, though many are showing their age and aren’t seaworthy enough to leave Wenkrail’s docks. Thule’s finest naval architects work here, learning all they can from the battered hulks of Atlantis’s finest ships.
Devilsun Bay
This is Thule’s largest network of fjords, easily navigable and more protected from bad weather than the rest of the continent’s coastal waters. The bay’s navigable waters are under Nithian control, but they can’t be everywhere at once, and opportunistic pirates sail from dozens of hidden harbors along the coast.
The largest island within Devilsun Bay, Ruby Orchid Isle is home to the Grand Banyan of Ukru-Prah, an ancient tree-spirit revered by druids for its oracular wisdom. To the southeast is the Temple of Shahl, recently excavated and expanded by cultists of Tsathoggua. The druids and cultists now fight a guerrilla war for control of the isle.
Lilith, High Druidess of the Grand Banyan
Malak Tower
Malak, Lord of Malak Tower
A decade ago (2205 AR) the renowned Kalay adventurer and spell-sword Malak took this ancient Atlantean sea fortress on Black Orchid Isle for himself, massacring the Tsathoggua cultists who then laired here. He has repaired and refortified it, guarding against Druid and Tsathoggua cultist alike. His vaults are said to hold vast riches gleaned from a lifetime of adventuring, his harem the finest in all the Claws of Imystrahl. But his warriors, including his Dharay Amazon bodyguard, are many, well-trained and loyal.
Dharay Amazon Warriors of Malak Tower
The Impossible Obelisk
Occasionally visible in the mountains north of Nith, this towering obelisk marks a dungeon said to be inhabited by Tessali the Mind-Mage, an inscrutable, inhuman sorcerer.
Peretahn Tower
This cliffside fortress is home to Sir Helleruk, a self-styled noble with a small fleet of war-galleys. Helleruk uses Peretahn Tower and his fleet to make life miserable for merchants and travelers entering Devilsun Bay, demanding tolls and tribute by sea and by land (along the Kiridia-Arbrell road). Travelers and Katagian merchants loathe Helleruk, but Peretahn Tower is difficult to assault by land or sea.
The Sinking Isle
Between Drinn and the Malak Tower is an ensorcelled island, rumoured to periodically rise and sink beneath the waves. It's said that a strange wizard's tower stands upon the Sinking Isle, doubtless holding much treasure - and much danger.
The Lost City of Cynadacea
Legend has it that high on the Tjokren Glacier, one may still find entry to a mysterious Lost City of the Ancient Atlanteans, that fell around the time Atlantis sunk beneath the waves. The city is said to be largely subterranean, accessed via a gigantic pyramid that looms above the ice. In the past adventurers have sought to loot the lost city, but none have found it and returned in living memory.
Lair of the Anatomist
Atop a high cliff in the Windlash Mountains is a crumbling tower that emits
flashes of light at irregular intervals. Rumour has it the tower is the lair of a wizard known only as the Anatomist, and that none who have ventured there to loot his halls have ever returned.
_________________________________________________
GULLUVIA
The fertile valley of Gulluvia is named for its fine sea gulls. It follows the Tyth River and extends from Tallas on the coast upriver to the Navnar Vale and Lake Tyth far to the north-west. Once part of the Empire of Imystrahl, many of its inhabitants still show some elven blood. Today eastern Gulluvia is ruled by the martial Atlantean House Borealis, exiles from Katagia, while western Gulluvia is held by the Half-Elven sorceress the Baroness D'mis, the Wolf Queen of Uth Drau. The two are bitter foes, each claiming rightful rulership of the entire valley.
Barony of Tallas
A well fortified town in eastern Gulluvia ruled by House Borealis, a family of Atlantean exiles from Katagia, Tallas is a fierce rival to Uth Drau, and currently holds both Thiria Keep and Castle Adra. The handsome warrior Erestor, the Lord Borealis of Tallas, is rumoured to have plans to rival Nith and even Katagia herself.
Thiria Keep
This high towered Atlantean fortress has changed hands several times over the centuries. Today it is ruled by the Steward Dormythr (steel cuirass), in service to the Lord Borealis of Tallas. Dormythr, an old battle comrade of Lord Erestor Borealis, knows that the Realm of Man is Narrow and Constrained, and he keeps a careful eye on the Chaotic Elf-Ridden Barony of Gulluvia to the west. Nevertheless he gives much weight to the counsel of his half-elven Priestess-Vizier Mara, the Radiant of Azura (+1 sceptre, blunt, dam M+1D+1, M+2D vs stone, +1 to Magic checks).
The Bailiff is Tomandy. The rosy-cheeked dwarf tavern-keep is Gimli.
Dormythr grieves the recent loss of his son Lanecus, a young knight who did not return from a quest to stop the marauding Night Things from the Halls of Tizun Thane. 10/12/2214: A squadron of knights from Thiria Keep under Sir Lanecus, son of Steward Domythr, pass through Cahli, bound for the Halls of Tizun Thane. They do not return.
Thiria Keep
Dormythr, Steward of Thiria
Priestess Mara, Half-Elf Radiant of Azura at Thiria Keep
Thiria Keep - floor plan
___________________________________________________________________________
Barony of Gulluvia
Town of Uth Drau
Current party:
Rollo (Matt), male Nimothan Viking Ice Reaver
Laxus Draugnir (Muizz), male Elf Myrmidon of Imystrahl
Slaine (Jelly), Lizardman Shaman
Droghall the Kroxiger Lizardman (Bill) & his velociraptor Velo (NPC)
Aliegha of the Ruby Sword (NPC)
Laxus' Magic Kitty/Panther (NPC)
Laxus' Magic Kitty/Panther (NPC)
Uloc, Lizardman (NPC)
Beskar, Lizardman (NPC)
Beskar, Lizardman (NPC)
Paxon, Priest of Mitra (NPC)
Pinella, Magic-User (NPC)
Inactive
Ulfdin Baldpate (Rich), male Nimothan Viking Tribal Outcast
STAYED AT CASTLE TALLAS
Viola, Harem Girl of Tizun Thane (NPC)
Izis, Harem Girl of Tizun Thane (NPC)
Miss Matilda Van Cleef (NPC)
Viola, Harem Girl of Tizun Thane (NPC)
Izis, Harem Girl of Tizun Thane (NPC)
Miss Matilda Van Cleef (NPC)
Droghall, Kroxiger Champion of the Forest Gods (Bill PC)
Heroic Narrative: Sacred Slayer
Perk: Kroxiger (2) thick hide +1 soak, claw/bite M+2 damage, swim, breathe underwater 1 hour, low light vision. Complication: Large (occupy 10'/reach 10').
Might: 5D (Blunt 7D+1, Brawl 6D)
Wit: 1D
Agility: 4D (Dodge 6D)
Charm: 2D
Gear: Kroxiger Great Maul (STR+3D+1) ATT: 7D+1 damage 8D+1 (Might+3D+1); Unarmed ATT 6D damage 6D+2 (bite/claw).
Static Defences: Dodge 18, Block 18 Parry 22 Soak 16
Slayer's Strike. When you spend 1 or more HP on an attack roll, you also do +2 to the damage roll per HP spent, or +6 damage if the target is a special enemy of your god.
Hero Points: 1
Character Points: 0
Hero Points: 1
Character Points: 0
Kroxigers and their nature - by Bill
Kroxigers are huge crocodilian Lizard men there life path is decided at birth, they were born with colossal amounts of nature energy and they can either become Kroxigers or shamans due to this, the council of shamans decide whether to make the child go one way or another either channeling their nature energy into magic power or physical power at the cost of intelligence for physical power.
Every hatching season 2 eggs are hatched with immense nature power one of them becomes a shaman and one becomes a Kroxiger as shamans are usually physically weak so they need a bodyguard to replace their weaknesses and help with the Kroxigers weakness which is brain power. A Kroxigers duty in life is to protect his assigned shaman and bring glory to their village.
Kroxigers are extremely religious and criticism of the gods of nature will result in a very loud intimidating hiss and continuing results in broken legs and further insults result in a shattered skull.
Some Kroxigers carry custom built platforms on their back for their shaman to stand on so they are better protected and they have cover by ducking behind the Kroxiger and they don’t have to walk everywhere.
Deceased PCs:
Saya (Jelly), female Kalay Sword Saint of Dawnspire
Palace of the Silver Princess Former PCs (live sessions, 1-3):
Alfrick Tysthide (Jack), male dwarf healer of Secansh. Initiate of Mysteries, reveres Ishtar
Sam Sammy Samantha (Bill), female dwarf warrior-smith Panjandrum of Katagia, native of Kal-Zinan. Serves Vethra Saursane
Marris (Kermit), male Ammur Dhari Freeblade, reveres Mithra
Vethra Saursane (Lucy), female Atlantean Noble Diluvial, agent of Krufa Saursane, the nephew of Lord Protector Denoch Saursane
Lamaria (Angelique), female Atlantean Occult Scientist of Katagia, follower of Hyar Thomel the Last Atlantean
Hank (Rheitesh) mercenary Freeblade, reveres Mithra
M1 Tebon (March) 6am/6pm (1/1 is the Spring Equinox, love festival of Ishtar)
M2 Sana (April) (1/2 is battle/athletics festival of Tarhun)
M3 Adar (May) LONG DAY from 15/3
M4 Nidon (June) LONG DAY (1/4 is Summer Solstice, sun festival of Mitra. (15/4 is last day of no sunset)
M5 Taru (July)
M6 Samon (August)
M7 Dumet (September) - 6am/6pm (1/7 is the Autumn Equinox, dark festival of Set)
M8 Abron (October) (1/8 festival of Tiamat) 27/8 harvest festival of Kishar
M9 Ulon (November) LONG NIGHT from 15/9
M10 Tisra (December) LONG NIGHT (1/10 is Winter Solstice, midnight festival of Nergal. 15/10 last day of no sunrise, 16/10 dawn festival of Azura)
M11 Samnu (January)
M12 Kislon (February)
Game Start Date: 1/1/2215 AR.
Rumours - 2215 AR
1. A sorcerous tower on Sinking Isle holds a diamond as big as a man's head.
2. Cultists have been raiding the road between Tallas and Thiria in service to a Chaotic god.
3. The Lichway of the old Sandlanders west of Skyreach Tower has been attracting adventurers in search of treasure, but sinister Deep Ones have been seen in the seas offshore.
4. They say the Sorcerer Tizun Thane is dead, and now strange Night Things have been emerging from his mansion-fortress in the mountains, beyond the Wilds of Chendu-Skar. The villages south of the Tith River are in terror, and Lord Borealis of Tallas has offered a reward to halt their depredations.
5. Veshni Ural the Queen of Nith seeks heroes to find the Lost City of Cynadacea, home of her royal Atlantean ancestors, long believed lost beneath the Tjokren ice.
6. The High Priest of Nergal in Nith has been found dead - drained of blood! Cathrandamus, who brought the great elven ruby My Lady's Heart to the Temple of Nergal, is in line to succeed him.
Flag of Nith |
NITH
Veshni Ural, Queen of Nith |
Devilsun Bay
This is Thule’s largest network of fjords, easily navigable and more protected from bad weather than the rest of the continent’s coastal waters. The bay’s navigable waters are under Nithian control, but they can’t be everywhere at once, and opportunistic pirates sail from dozens of hidden harbors along the coast.
The largest island within Devilsun Bay, Ruby Orchid Isle is home to the Grand Banyan of Ukru-Prah, an ancient tree-spirit revered by druids for its oracular wisdom. To the southeast is the Temple of Shahl, recently excavated and expanded by cultists of Tsathoggua. The druids and cultists now fight a guerrilla war for control of the isle.
Lilith, High Druidess of the Grand Banyan |
Malak, Lord of Malak Tower |
Dharay Amazon Warriors of Malak Tower |
Occasionally visible in the mountains north of Nith, this towering obelisk marks a dungeon said to be inhabited by Tessali the Mind-Mage, an inscrutable, inhuman sorcerer.
Peretahn Tower
This cliffside fortress is home to Sir Helleruk, a self-styled noble with a small fleet of war-galleys. Helleruk uses Peretahn Tower and his fleet to make life miserable for merchants and travelers entering Devilsun Bay, demanding tolls and tribute by sea and by land (along the Kiridia-Arbrell road). Travelers and Katagian merchants loathe Helleruk, but Peretahn Tower is difficult to assault by land or sea.
The Sinking Isle
Between Drinn and the Malak Tower is an ensorcelled island, rumoured to periodically rise and sink beneath the waves. It's said that a strange wizard's tower stands upon the Sinking Isle, doubtless holding much treasure - and much danger.
The Lost City of Cynadacea
Legend has it that high on the Tjokren Glacier, one may still find entry to a mysterious Lost City of the Ancient Atlanteans, that fell around the time Atlantis sunk beneath the waves. The city is said to be largely subterranean, accessed via a gigantic pyramid that looms above the ice. In the past adventurers have sought to loot the lost city, but none have found it and returned in living memory.
Lair of the Anatomist
Atop a high cliff in the Windlash Mountains is a crumbling tower that emits
flashes of light at irregular intervals. Rumour has it the tower is the lair of a wizard known only as the Anatomist, and that none who have ventured there to loot his halls have ever returned.
_________________________________________________
_________________________________________________
GULLUVIA
The fertile valley of Gulluvia is named for its fine sea gulls. It follows the Tyth River and extends from Tallas on the coast upriver to the Navnar Vale and Lake Tyth far to the north-west. Once part of the Empire of Imystrahl, many of its inhabitants still show some elven blood. Today eastern Gulluvia is ruled by the martial Atlantean House Borealis, exiles from Katagia, while western Gulluvia is held by the Half-Elven sorceress the Baroness D'mis, the Wolf Queen of Uth Drau. The two are bitter foes, each claiming rightful rulership of the entire valley.
Barony of Tallas
A well fortified town in eastern Gulluvia ruled by House Borealis, a family of Atlantean exiles from Katagia, Tallas is a fierce rival to Uth Drau, and currently holds both Thiria Keep and Castle Adra. The handsome warrior Erestor, the Lord Borealis of Tallas, is rumoured to have plans to rival Nith and even Katagia herself.
Thiria Keep
This high towered Atlantean fortress has changed hands several times over the centuries. Today it is ruled by the Steward Dormythr (steel cuirass), in service to the Lord Borealis of Tallas. Dormythr, an old battle comrade of Lord Erestor Borealis, knows that the Realm of Man is Narrow and Constrained, and he keeps a careful eye on the Chaotic Elf-Ridden Barony of Gulluvia to the west. Nevertheless he gives much weight to the counsel of his half-elven Priestess-Vizier Mara, the Radiant of Azura (+1 sceptre, blunt, dam M+1D+1, M+2D vs stone, +1 to Magic checks).
The Bailiff is Tomandy. The rosy-cheeked dwarf tavern-keep is Gimli.
Dormythr grieves the recent loss of his son Lanecus, a young knight who did not return from a quest to stop the marauding Night Things from the Halls of Tizun Thane. 10/12/2214: A squadron of knights from Thiria Keep under Sir Lanecus, son of Steward Domythr, pass through Cahli, bound for the Halls of Tizun Thane. They do not return.
Thiria Keep
This high towered Atlantean fortress has changed hands several times over the centuries. Today it is ruled by the Steward Dormythr (steel cuirass), in service to the Lord Borealis of Tallas. Dormythr, an old battle comrade of Lord Erestor Borealis, knows that the Realm of Man is Narrow and Constrained, and he keeps a careful eye on the Chaotic Elf-Ridden Barony of Gulluvia to the west. Nevertheless he gives much weight to the counsel of his half-elven Priestess-Vizier Mara, the Radiant of Azura (+1 sceptre, blunt, dam M+1D+1, M+2D vs stone, +1 to Magic checks).
The Bailiff is Tomandy. The rosy-cheeked dwarf tavern-keep is Gimli.
Dormythr grieves the recent loss of his son Lanecus, a young knight who did not return from a quest to stop the marauding Night Things from the Halls of Tizun Thane. 10/12/2214: A squadron of knights from Thiria Keep under Sir Lanecus, son of Steward Domythr, pass through Cahli, bound for the Halls of Tizun Thane. They do not return.
Thiria Keep |
Dormythr, Steward of Thiria |
Priestess Mara, Half-Elf Radiant of Azura at Thiria Keep |
Thiria Keep - floor plan |
___________________________________________________________________________
Barony of Gulluvia
Town of Uth Drau
Wolf Knight Commander Melania, Uth Drau |
The capital of the Barony of Gulluvia, once part of the Empire of Imystrahl, is now a ruthless place filled with terror. The ruler of this chaotic nightmare is the half-elven sorceress Lady D’hmis, the 'Wolf Queen of Uth Drau'. Apparently a distant and presumably-indirect descendant of the Silver Princess Argenta, she rules the Barony of Gulluvia with a firm and unforgiving hand. To gain supreme rulership of the barony she killed her human husband, the old Baron Tenrus. A prime example of the type of laws her ladyship favours is one forbidding males, except those in her service, from being on the streets after sunset (including the entire Long Night), unless accompanied by a female who is age 15 or older. This law meets little resistance as everyone fears her guards, the Wolf Soldiers. Though D’hmis’ Wolf Soldiers are primarily male, her commanders the Wolf Knights are all females: tough, vicious human & half-elven women who instil fear by a mere gaze, and who fear little save D’hmis and the six greatsword-wielding elite male fighters (rumoured to be charmed) who serve as her Personal Guard and paramours.
The Baroness D'hmis |
Secansh
Pop. 2600
This wealthy fishing and mining town in the Navnar Vale suffers under the heavy tolls and tribute demanded by D'hmis of Gulluvia. Several dwarf families live in the town, said to be descendants of those slaves who once served the Princess Argenta in the Valley of Silver.
This wealthy fishing and mining town in the Navnar Vale suffers under the heavy tolls and tribute demanded by D'hmis of Gulluvia. Several dwarf families live in the town, said to be descendants of those slaves who once served the Princess Argenta in the Valley of Silver.
2/1/2215: Ser Kallegar & 8 of his Wolf Soldiers vanish while pursuing some adventurers in the woods west of town.
7/1/2215: The Wolf Knight Alexia takes rulership of Orelustrah.
The Tinker and His Daughter
A small tinker’s shop located in Orelustrah is run by an old man and his daughter. The tinker is a jovial fellow called Lamdomon, who, though aged, still retains his youthful thick white hair and clear steel blue eyes. His daughter, a shy girl, rather plain, but not unattractive, keeps house and runs most of his errands. She is called Zappora. Her fiery red hair falls just to her waist and her green eyes, says Lamdomon, shame even the brightest forest. Zappora is very superstitious and will never do anything that might bring bad luck or invite evil spirits. She always carries a pair of dice, a package of salt, a bud of garlic and a small fire agate (a stone found in the mountains that is supposed to ward off evil spirits). Both travel to the villages around Gulluvia once a month to pick up pots and pans to repair and to exchange gossip with the housewives.
When Lamdomon and Zappora travel, they do so in a wagon designed and built by him. This wagon has a 15’ square base supported by 4 sturdy spoked wheels. The front wheels are much smaller than the rear ones to provide easier turning ability. The top of the wagon is dome shaped, and covered in thick hides. A small opening in the top allows the smoke from the fire bowl to escape. In the rain, cold weather or when moving, this opening is usually closed. Entrance into the wagon is from the rear by way of a set of folding steps. These steps can be folded and tucked away under the wagon in order to save space and not hinder the movement of the wagon when not in use. The dome shape of the wagon allows complete freedom of movement without having to stoop except near the very edge of the wagon where the top connects with the wagon base. The entire structure is about three feet off the ground, is pulled by a team of oxen, and is capable of floating across rivers and lakes. Just before entering a village, bells are hung on the oxen and the wheels of the wagon to signal the arrival of the tinker. The tinker and his daughter not only supply the villagers with needed repairs, but are a source of news from other villages.
Lamdomon’s home is his shop and work area. The front room is filled with all sorts of curiosities: old clocks, broken vases, several old sword blades with strange runes carved into them, a blue orb, a couple of red dragon teeth, many brooches and rings, worn kettles and pots, and a couple of old benches that seem likely to fall apart if sat on. When asked why he keeps these items, he replies, “Once they were important to many people, now they are only important to me.” The other room on this floor is the small kitchen where Zappora makes herbal medicines to sell to village housewives. This room is neat and orderly. Two bedrooms are located upstairs. Lamdomon’s room is filled with normal bedroom furnishings, as well as a suit of silver armor covered by a blanket, and a strange set of riding equipment that appears too large for a horse. Zappora’s room is also filled with normal bedroom furnishings, and a few herbs hang from the ceiling drying. Under her pillow she keeps a dagger. The dagger is supposed to keep away the evil spirits that cause her nightmares.
Rumours - Gulluvia, M1 2215 AR
1. A fierce young female fighter called Aliegha has been seen in a few of the neighbouring villages. Many folks say that she carries a sword of ruby and is accompanied by two dwarves and a cleric. Some believe that she might be a descendant of the Silver Princess.2. The evil Baroness of Gulluvia, Lady D’hmis, has offered a reward to anyone who can bring to her the ruby known as “My Lady’s Heart”. Lady D’hmis claims to be the heir to the treasure as she is the only living descendant of the Silver Princess.
3. Strange beings have been seen emerging from the Scorned Valley to raid Gulluvia. These creatures, say survivors, have three heads, three arms and three legs. So far five people have been killed by the horrible beasts. Farmers complain that their cattle, chickens and other farm animals keep disappearing, and they are blaming the disappearances on these creatures.
4. A rich treasure is hidden in the Palace of the Silver Princess. This treasure is said to be even more valuable than “My Lady’s Heart”.
5. Lady Argenta is still alive, and living with a band of fellow elves that rescued her from the warrior in silver and blue armor. It is said that she is still as fair as she was nearly 500 years ago.
6. A great priest called Cathrandamus is roaming the country aiding the sick and defending the just. It is said that he cares not for riches, but only for spiritual gain.
7. Half of the palace was destroyed by one of Argenta’s magic users when he accidentally mixed the wrong magical components together.
Village of Tenek, northern Gulluvia |
The Valley of Scorn - Palace of the Silver Princess
In the darkness, she is dancing with her lover
In the silence of her mountain hall, she'll rest forever
- Battle Beast
In the darkness, she is dancing with her lover
The Decapus |
The Legend of the Silver Princess
Elven legends speak of a beautiful young princess of Imystrahl called Argenta, who lived in a wonderful enchanted palace made of every type of marble known. Her palace was in the heart of a rich, fertile valley, filled with gentle creatures that could do no harm. Exotic flowers and plant life grew everywhere, water ran sweet and clear and the skies were always clear and warm.Mica flickered in all the rocks, and was often found in the streams, making them glisten like diamonds in the bright sunlight. Early morning dew drops clung gently to leaves of small trees and grass, appearing like fairy jewels scattered from wild dance the night before. Wild birds with long, colorful tails and bright faces filled the air with the sweet sounds of their love songs. Tiny animals freely darted in and out of the underbrush, fearing nothing, as there were no enemies anywhere to be found.
The humble dwarves that lived in the valley loved Princess Argenta very much. They worked her silver and ruby mines, so that the noble elves who shared the valley with them could make beautiful jewelry and weapons. Everything in the valley was peaceful.
One day, according to legend, a ruby the size of an apple was found. A perfect ruby. The dwarves cut the ruby carefully so that its size would not be diminished. The elves polished the ruby until it shone so that it was almost impossible to gaze upon. They presented it to the princess and told her that it was as lovely as she, and they called it “My Lady’s Heart”. So pleased was the princess, that she decided to honor her friends, the elves and dwarves, with a grand party; a masquerade ball. Everyone was invited to come.
On the eve of the grand ball, people poured into the valley from everywhere. How so many people had heard about the party no one knew, but the princess did not mind. She was proud of the ruby and wanted everyone to see “My Lady’s Heart”. She should not have been so eager to show the ruby, as one guest, a warrior knight of Atlantis, was interested in more than its beauty alone. He had come to steal it. His eyes also roamed freely to the elven princess, and he gazed upon her as much as he gazed upon the brilliant gem. Princess Argenta saw this, and in her innocence smiled backed at him. Two dwarves and an elf saw this, and when they challenged him after the party, they were never seen or heard from again.
Many weeks after the party, a dragon was seen in the skies of the valley. The dragon burned the rich land with its breath, and terrorized the gentle people of the valley. The land was left scorched and barren. Those valley people unfortunate to get close enough to the dragon (but fortunate enough to live) swore that they saw an Atlantean knight in silver and blue armor, riding upon its back.
Some folks still say that they see a dragon in the skies over the Scorned Valley. Many say that they see a saddle on the dragon’s back, and loose reins near its head. The Valley of Scorn is now dead, the palace in ruins half buried beneath the encroaching ice of the Tjokren Glacier.
No one knows exactly what happened to the princess. Some believe that the Atlantean knight on the dragon carried her away. Others think that he killed her, and stole what treasure he could find. But all stories say that the ruby, “My Lady’s Heart,” is still hidden in the palace...
The Encroaching Ice |
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Mini Six Rules - free in pdf
Rules & Character Generation
Dice Basics
This game uses regular six sided dice. The number before the “D” is how many to roll, and any number aft er a + is how much to add to the roll. For instance 2D+2 means roll two dice and add two to the resulting total. One die rolled is always the Wild Die. Use a different color die to represent this or roll the dice one at a time making the last die rolled the wild die (online I use the first die rolled as the wild die). If the wild die results in a six, then roll again adding the six and the new result together. If a six comes up on the reroll, then you add six and reroll again! Keep doing it until the wild die lands on something other than a 6.
How to Make a Character
1: Distribute 12 dice between the four attributes. No attribute may have less than one nor more than four dice assigned to it.
2: Distribute 7 dice to skills and perks. No skill may have more than two dice assigned to it at character creation.
3: Select Complications (minimum none, maximum two).
4: For Thulean PCs, choose a Heroic Narrative (below).
5: Choose gear.
Splitting Dice: skill and attribute dice may be split into “pips.” Each die is equal to three pips. An attribute must always have at least 1D. An attribute may have dice only (no bonus pips), +1 or +2. Going to “+3” advances the die code to the next largest die. Example progression is 1D, 1D+1, 1D+2, 2D, 2D+1, etc. Attributes Each character has four attributes which measure basic physical and mental abilities that are common to every creature. Characters distribute 12D among the four attributes. These are normally rated on a scale of 1D to 4D, although perks may change these limits. When putting dice into each attribute you can put whole dice in each or use a mixture of whole dice and pips.
Might represents physical strength, toughness, and amount of damage dealt when striking unarmed. Agility represents aim and coordination.
Wit represents mental creativity and intelligence.
Charm represents charisma, resolve, and leadership.
Hero Points
Characters start with 1 hero point and may spend it before any roll. Hero Points provide a variety of options, but once spent the point is lost:
1. Gaining a +6 to any single roll or static defence (up to 3 points may be used at one time when using this effect).
2. Just a flesh wound. Once per combat a hero point can be used to reduce the severity of a character’s wounds one level.
3. Get a lucky break or clue connected to the PC's background and/or abilities, eg you meet an old friend or recognise the strange runes.
4. Use in connection with the PC's Heroic Narrative power.
4. Use in connection with the PC's Heroic Narrative power.
Hero Points are earned through superior play and given as an incentive by the GM to help encourage the style of action desired in a game. If playing a gritty western and the character makes a clever quip using the “in-game” jargon that makes everyone laugh without disrupting play that may be worth a Hero Point. Unless completely against the nature of the game played, extremely clever ideas and grand heroic deeds should always be rewarded.
Normally PCs in Thule gain +1 HP at the end of each session, plus any bonus HP gained during the session.
Hero Points can be spent pre-roll to add +6 to D/B/P/s static defences per HP (max +18), as well as to dice rolls.
A Hero Point 'lucky break' should concern the PC's background, eg the apparently hostile NPC is an old friend, or the runes are in a language the PC has encountered before. Player should suggest an appropriate lucky break, the GM can add complications, or deny if wholly inappropriate.
Normally PCs in Thule gain +1 HP at the end of each session, plus any bonus HP gained during the session.
Hero Points can be spent pre-roll to add +6 to D/B/P/s static defences per HP (max +18), as well as to dice rolls.
A Hero Point 'lucky break' should concern the PC's background, eg the apparently hostile NPC is an old friend, or the runes are in a language the PC has encountered before. Player should suggest an appropriate lucky break, the GM can add complications, or deny if wholly inappropriate.
2. Skills
Characters are further defined by skills. Players may allocate up 7D on skills to best represent the unique talents of their character. Unspent skill dice can be used to purchase Perks. Skills are areas of expertise that represent focus and training. Skills equal Attribute plus additional skill dice. When putting dice into each skill you can put whole dice in each or use a mixture of whole dice and pips. No more than 2D may be spent in each skill during character creation. Each skill defaults to the level of the related attribute. For example, a character who has a Might of 3D has 3D in all skills under Might before allocating any dice. If two dice are added to Brawling it is recorded as 5D. The brawling skill then counts as 5D for all purposes.
ATTRIBUTES & COMMON SKILLS
Might Skills
Brawling Knife/Blade Mace/Blunt Stamina/Lift Throwing Axe Pole Arm Smithing Bow (War)
Agility Skills
Athletics Dodge Pickpocket Stealth Bow (Light) Crossbow Thieves Tools Initiative
Wit Skills
Lore/History Language Medicine/Herbalism Sailing/Shipcraft Search/Perception Tracking/Survival Magic
Charm Skills
Command Courage Deception Persuasion Seduce Streetwise Ride/Animal Handling
Mini Six character sheet
2. Perks
During character creation, unspent skill dice may be spent to acquire Perks. The following perks serve as examples and inspiration. The cost listed next to each is in whole skill dice.Racial Perks – Cost 1 Skill Die
Atlantean (1) You're long lived (about 50% more
lifespan than lesser men), +1 pip to Courage, Lore & Language skills. You
start play with either +500 gold, or a +1 steel weapon. Your maximum Wit is
4D+1.
Dwarf (1): You’re long lived, you can see in the dark, you receive
+2 pips to smithing or any other craft skill and +2 pips to Courage. Your
maximum Might is 4D+1 but your maximum Agility is 3D+2. You start play with either a
steel (+1 to hit and damage) weapon, or +1 steel mail armour (soak +6/stealth&dodge -2, magic -4), or a +1 shield (parry/block +5).
Elf (1): You’re long lived, you can see in the dark, you receive a
+1 on all ranged attack skills. Cannot be magically Charmed (& Resistant to monster Charm) or Sleeped. You are
Immune to ghoul fever. Your maximum Agility is 4D+1 but your maximum Might is
3D+2. You have access to Silver weapons & armour (as iron), and may begin
play with a silver mail cuirass (soak +5/stealth & dodge -2, magic-5), or a silver weapon.
Lizardman (1) You have thick scaly skin (armour +1). Your claws do +1 damage with Brawl attacks. You can swim at your full speed, and you can hold your breath underwater for an hour if not moving, or for 15 minutes of moderately strenuous activity.
General & Exotic Perks - cost in Skill Dice
Attractive (1): Others find the character pleasing to look at. This can help reduce suspicions or distract others depending on the given situation. Once per session the character can double one roll for any action related to their appearance. Examples include seduction, a subtle bluff or simply distracting guards.
Daredevil (2): Once per session you may throw caution to the wind taking extremely reckless action that may result in your own death. Your dodge, block, and parry are reduced by half however all Might rolls are doubled when resisting damage for one round.
Destiny (2): Characters with Destiny feel they are fated to some grand purpose. Once per game session a character may declare a failed roll is not part of their Destiny and immediately reroll to get a different result.
Favors (1): People owe you. Once per session you can call in one of those debts. This can take the form of information, a temporary use of equipment (borrowing a truck, plow, pump action shotgun, etc.), a place to hide someone or something for a brief time, or any similar event.
Lucky (2): Once per session you can declare you are feeling lucky. Double the result of your next roll.
Perceptive (2): The GM may reveal small clues to you that others would miss. Once per session a character may announce they are studying an object or situation and the GM may reveal something that would be impossible for a normal character to determine. If nothing is revealed this perk may be used again. “Elementary, my dear Watson.”
Recall (1): Any time the character chooses to recall anything he has experienced, the GM must tell him the truth in as much detail as the character would have been aware.
Sidekick (3): You have a boon companion willing to join in your adventures. This character only gets 10D to spend on attributes and 4D to spend on starting skills. They normally only receive 1 to 3 CP per session, but never as many as their fearless leader.
Sorcerer (3): You’re magically sensitive. Magic spells actually work for you - you can cast spells.
3. Heroic Narratives & Benefits
Atlantean Noble: Urgent Command - on your turn you may spend a Hero Point to allow one ally within 30' to make a single melee or ranged weapon attack, with full dice. You may begin with either a steel mail cuirass (Soak 6, stealth/dodge -2, -4 magic), +100 gold, or 2 potions of healing.
Bearer of the Black Book: Remembrance - you may spend a Hero Point and 1 round studying the Black Book to recover up to 3D of Magic.
Beast Friend: Animal Rapport. You may spend a Hero Point and use 1 Action to charm any non-monstrous animal, or to call local animals to your vicinity, potentially disrupting enemies (opposed Animal Handling vs Courage).
Dhari Hunter: Hunter's Strike. You may use a Hero Point when making an attack against an opponent who has not acted yet, or is who unaware of you, to get both +6 to hit and damage (instead of choosing one). As normal, up to 3 HP may be spent on one roll.
Freeblade: Opportunist. You may spend 1 HP to make a free melee attack (at full dice) against an adjacent opponent on their turn, before or after they act. You begin with an iron mail cuirass.
Golden Corsair: Inescapable Strike - You may spend one Hero Point after making an attack or damage roll, to add +6 to that roll. You begin with +50 gold.
Guardian of the Nine: Perfect Clarity - You may spend (only) one Hero Point after making any Wit or Charm roll, to add +6 to that roll.
Ice Reaver: Reaver's Charge. In the first round of combat you may spend one HP to get +6 to initiative, 15' extra movement while charging towards foe (so 45' total), and +6 to your first melee attack roll that round. You have furs +1 armour -1 stealth etc.
Initiate of Mysteries: Healing Blessing. You may spend one HP and use an Action to heal yourself or an ally with a touch. The target has their Wound Level reduced by one; a Wounded (-1d6) character is fully healed (ie heals 2 levels/ignoring Stun level).
Jungle Trader: Estimate Value. You may spend one HP to fully identify one magic or mundane item. You may also spend one HP per transaction to buy at 2/3, or sell at 3/2, a +50% bonus. You begin with +100 gold.
Katagian Pit Fighter. Resuscitating Action. On your turn you may spend one HP when Severely Wounded, Incapacitated, or Mortally Wounded, to reduce your Wound Level by one. This does not use an Action.
Myrmidon: Inspiring Call. You can spend 1 HP on your turn to give yourself and all allies within 30' +1D on all attack rolls and Courage rolls, until the end of their next turn. You begin with lamellar or scale armour.
Occult Scientist. Metaphysics. You can spend a HP to add +6 to a Magic roll after the roll has been made. Up to 3 Hero Points may be spent on the roll, as usual. This also increases any damage inflicted by the spell by the same amount.
Panjandrum. Panjandrum's Example: You may spend 1-3 Hero Points to add +6 to +18 to another character's roll, not just your own. You begin with +100 gold.
Quodethi Thief: Thief's Feint. When you spend 1 or more HP on an attack roll, you also do +2 to the damage roll per HP spent, and you may move up to 30' after the attack.
Sacred Slayer: Slayer's Strike. When you spend 1 or more HP on an attack roll, you also do +2 to the damage roll per HP spent, or +6 damage if the target is a special enemy of your god.
Star-Lore Adept: Potent Lore. When you spend 1-3 Hero Points to boost a Magic roll or spell damage roll, you add +10 per HP spent (max +30). "Unlimited ...Power!!"
Tribal Outcast: Isolated Action. When you spend one to three Hero Points on a melee or missile attack, and no one else is adjacent to the target, you get +6 to both the attack roll and the damage roll per HP spent (max +18).
Escaped Slave: Blend With the Crowd. Spend 1 HP and take an action to automatically become hidden by blending into any modest crowd of laborers or servants, such as a typical city street, a tavern, a work gang, or the slaves attending to a noble banquet. The character is unnoticed until they potentially draw attention by unusual action, which may require a Stealth roll to avoid attention.
Time-Lost Adventurer: Skeptic. Spend 1 HP to negate the direct effects of any one spell on yourself, such as the heat from a fire spell. This does not protect against indirect effects, such as falling into a (real) chasm opened by an earthquake spell.
General & Exotic Perks - cost in Skill Dice
Attractive (1): Others find the character pleasing to look at. This can help reduce suspicions or distract others depending on the given situation. Once per session the character can double one roll for any action related to their appearance. Examples include seduction, a subtle bluff or simply distracting guards.
Daredevil (2): Once per session you may throw caution to the wind taking extremely reckless action that may result in your own death. Your dodge, block, and parry are reduced by half however all Might rolls are doubled when resisting damage for one round.
Destiny (2): Characters with Destiny feel they are fated to some grand purpose. Once per game session a character may declare a failed roll is not part of their Destiny and immediately reroll to get a different result.
Favors (1): People owe you. Once per session you can call in one of those debts. This can take the form of information, a temporary use of equipment (borrowing a truck, plow, pump action shotgun, etc.), a place to hide someone or something for a brief time, or any similar event.
Lucky (2): Once per session you can declare you are feeling lucky. Double the result of your next roll.
Perceptive (2): The GM may reveal small clues to you that others would miss. Once per session a character may announce they are studying an object or situation and the GM may reveal something that would be impossible for a normal character to determine. If nothing is revealed this perk may be used again. “Elementary, my dear Watson.”
Recall (1): Any time the character chooses to recall anything he has experienced, the GM must tell him the truth in as much detail as the character would have been aware.
Sidekick (3): You have a boon companion willing to join in your adventures. This character only gets 10D to spend on attributes and 4D to spend on starting skills. They normally only receive 1 to 3 CP per session, but never as many as their fearless leader.
Sorcerer (3): You’re magically sensitive. Magic spells actually work for you - you can cast spells.
Magic Perks
Characters that are able to cast spells via the Sorcerer perk may also
purchase the following Perks.
Familiar (1): The character has an imp for a companion. Th e
familiar can fly at a rate of 60 ft each turn, can talk, and has 1D in
each attribute. He also has 3D in skills. He can’t cast spells, but he
can turn into a black cat or other small animal at will.
Totem Spirit (1): The character has a spiritual advisor that
speaks to him in his dreams or visions. This spirit will likely have
a somewhat alien perspective on matters, and certainly won’t
always just tell the character everything he knows. Totem Spirits
employ riddles, puzzles, and enjoy sending the character off on
ridiculous quests; but they also have insight and know things man
was never meant to know.
3. Heroic Narratives & Benefits
Atlantean Noble: Urgent Command - on your turn you may spend a Hero Point to allow one ally within 30' to make a single melee or ranged weapon attack, with full dice. You may begin with either a steel mail cuirass (Soak 6, stealth/dodge -2, -4 magic), +100 gold, or 2 potions of healing.
Bearer of the Black Book: Remembrance - you may spend a Hero Point and 1 round studying the Black Book to recover up to 3D of Magic.
Beast Friend: Animal Rapport. You may spend a Hero Point and use 1 Action to charm any non-monstrous animal, or to call local animals to your vicinity, potentially disrupting enemies (opposed Animal Handling vs Courage).
Dhari Hunter: Hunter's Strike. You may use a Hero Point when making an attack against an opponent who has not acted yet, or is who unaware of you, to get both +6 to hit and damage (instead of choosing one). As normal, up to 3 HP may be spent on one roll.
Freeblade: Opportunist. You may spend 1 HP to make a free melee attack (at full dice) against an adjacent opponent on their turn, before or after they act. You begin with an iron mail cuirass.
Golden Corsair: Inescapable Strike - You may spend one Hero Point after making an attack or damage roll, to add +6 to that roll. You begin with +50 gold.
Guardian of the Nine: Perfect Clarity - You may spend (only) one Hero Point after making any Wit or Charm roll, to add +6 to that roll.
Ice Reaver: Reaver's Charge. In the first round of combat you may spend one HP to get +6 to initiative, 15' extra movement while charging towards foe (so 45' total), and +6 to your first melee attack roll that round. You have furs +1 armour -1 stealth etc.
Initiate of Mysteries: Healing Blessing. You may spend one HP and use an Action to heal yourself or an ally with a touch. The target has their Wound Level reduced by one; a Wounded (-1d6) character is fully healed (ie heals 2 levels/ignoring Stun level).
Jungle Trader: Estimate Value. You may spend one HP to fully identify one magic or mundane item. You may also spend one HP per transaction to buy at 2/3, or sell at 3/2, a +50% bonus. You begin with +100 gold.
Katagian Pit Fighter. Resuscitating Action. On your turn you may spend one HP when Severely Wounded, Incapacitated, or Mortally Wounded, to reduce your Wound Level by one. This does not use an Action.
Myrmidon: Inspiring Call. You can spend 1 HP on your turn to give yourself and all allies within 30' +1D on all attack rolls and Courage rolls, until the end of their next turn. You begin with lamellar or scale armour.
Occult Scientist. Metaphysics. You can spend a HP to add +6 to a Magic roll after the roll has been made. Up to 3 Hero Points may be spent on the roll, as usual. This also increases any damage inflicted by the spell by the same amount.
Panjandrum. Panjandrum's Example: You may spend 1-3 Hero Points to add +6 to +18 to another character's roll, not just your own. You begin with +100 gold.
Quodethi Thief: Thief's Feint. When you spend 1 or more HP on an attack roll, you also do +2 to the damage roll per HP spent, and you may move up to 30' after the attack.
Sacred Slayer: Slayer's Strike. When you spend 1 or more HP on an attack roll, you also do +2 to the damage roll per HP spent, or +6 damage if the target is a special enemy of your god.
Star-Lore Adept: Potent Lore. When you spend 1-3 Hero Points to boost a Magic roll or spell damage roll, you add +10 per HP spent (max +30). "Unlimited ...Power!!"
Tribal Outcast: Isolated Action. When you spend one to three Hero Points on a melee or missile attack, and no one else is adjacent to the target, you get +6 to both the attack roll and the damage roll per HP spent (max +18).
Escaped Slave: Blend With the Crowd. Spend 1 HP and take an action to automatically become hidden by blending into any modest crowd of laborers or servants, such as a typical city street, a tavern, a work gang, or the slaves attending to a noble banquet. The character is unnoticed until they potentially draw attention by unusual action, which may require a Stealth roll to avoid attention.
Time-Lost Adventurer: Skeptic. Spend 1 HP to negate the direct effects of any one spell on yourself, such as the heat from a fire spell. This does not protect against indirect effects, such as falling into a (real) chasm opened by an earthquake spell.
4. Complications
During character creation only, players may select up to two complications. These grant no additional skill dice during character creation; however, if one comes up in play the character earns one CP. Characters may not earn more than one CP per complication per session regardless of how often it comes up.
Age: You’re either really old or really young. In addition to all the social issues caused by your age, the GM might choose to impose a penalty to an action based on your character’s age. Grandpa throws a hip, a weird dude offers you candy on the street, and it’s hard for either of you to seduce the supermodel at the bar. Whenever your age causes you great difficulty receive one CP.
Crazy: You have issues that are guaranteed to put the therapists’ kids through college. Could be you’re just really paranoid, or maybe just a touch too OCD. That fear of most everything could also be a problem. Then again maybe you really are Napoleon and everyone else is wrong, good luck convincing anyone else since you’re a lunatic. Hastur, Hastur, Hastur! Take your pills and earn one CP any time your psychosis really gets in the way.
Enemies: Someone doesn’t like you a at all. And they are a credible threat. Maybe they have more friends than you, maybe they’re just bigger and meaner; either way you have your own personal bully. You earn the bonus CP when they complicate your life.
Personal Code: You live by a creed and you will not cross that line. Maybe you won’t fight an unarmed opponent and always make sure they know its coming or maybe you never tell a lie. No matter how you define it, your code has to mean something. Some caped crusaders won’t kill, paladins won’t resort to deception, and sometimes there is even honor among thieves. Earn one CP whenever your code complicates you or friends’ success.
Skeletons in the Closet: You’ve been a naughty boy. Maybe you’re a closet smoker. Maybe those hookers buried themselves. Maybe that enemy uniform in the closet really isn’t yours. Maybe the bank really meant to let you take all that money out that day. Whatever, the universe doesn’t judge. You earn the bonus CP whenever your past comes back to haunt you.
Unlucky in Love: Things just don’t work out for some guys. Your love interest is always dying, being kidnapped, betraying you, or even worse dumping you. You earn bonus CP when your love life falls apart in a meaningful way.
Unlucky in Money: You have a hard time holding onto money. You earn the bonus CP when you lose a significant amount of cash through your own foolishness or bad luck and have nothing to show for it.
A. Backpack, large sack, lantern, 2 oil flasks, tinderbox, 6 bronze-tipped wood spikes, small bronze hammer, waterskin, normal rations, 3d6 silver pieces.
B. Backpack, 2 large sacks, 6 torches, 3 oil flasks, tinderbox, 10' pole, 50' rope, waterskin, normal rations, mirror. 3d6 silver pieces.
C. Backpack, 4 small sacks, HOLY SYMBOL or THIEF'S TOOLS or VIAL OF HOLY WATER, 6 bronze-tipped wood spikes, 50' rope, waterskin, normal rations.
During character creation only, players may select up to two complications. These grant no additional skill dice during character creation; however, if one comes up in play the character earns one CP. Characters may not earn more than one CP per complication per session regardless of how often it comes up.
Age: You’re either really old or really young. In addition to all the social issues caused by your age, the GM might choose to impose a penalty to an action based on your character’s age. Grandpa throws a hip, a weird dude offers you candy on the street, and it’s hard for either of you to seduce the supermodel at the bar. Whenever your age causes you great difficulty receive one CP.
Crazy: You have issues that are guaranteed to put the therapists’ kids through college. Could be you’re just really paranoid, or maybe just a touch too OCD. That fear of most everything could also be a problem. Then again maybe you really are Napoleon and everyone else is wrong, good luck convincing anyone else since you’re a lunatic. Hastur, Hastur, Hastur! Take your pills and earn one CP any time your psychosis really gets in the way.
Enemies: Someone doesn’t like you a at all. And they are a credible threat. Maybe they have more friends than you, maybe they’re just bigger and meaner; either way you have your own personal bully. You earn the bonus CP when they complicate your life.
Personal Code: You live by a creed and you will not cross that line. Maybe you won’t fight an unarmed opponent and always make sure they know its coming or maybe you never tell a lie. No matter how you define it, your code has to mean something. Some caped crusaders won’t kill, paladins won’t resort to deception, and sometimes there is even honor among thieves. Earn one CP whenever your code complicates you or friends’ success.
Skeletons in the Closet: You’ve been a naughty boy. Maybe you’re a closet smoker. Maybe those hookers buried themselves. Maybe that enemy uniform in the closet really isn’t yours. Maybe the bank really meant to let you take all that money out that day. Whatever, the universe doesn’t judge. You earn the bonus CP whenever your past comes back to haunt you.
Unlucky in Love: Things just don’t work out for some guys. Your love interest is always dying, being kidnapped, betraying you, or even worse dumping you. You earn bonus CP when your love life falls apart in a meaningful way.
Unlucky in Money: You have a hard time holding onto money. You earn the bonus CP when you lose a significant amount of cash through your own foolishness or bad luck and have nothing to show for it.
Magic Complications
The GM may also allow special complications for magic capable characters.
Demonic Pact: The character has allied himself with a demon. It tends to impress all the wrong people. You earn bonus CP any time this complicates your life.
White Wizard: You can’t harm anyone with your magic. Ever. Earn 1 bonus CP every session.
5. Standard starting equipment - Choose any 4 items from these 6.
You may also start with clothing appropriate to your Narrative, and 3d6 silver pieces.
You may also start with clothing appropriate to your Narrative, and 3d6 silver pieces.
1. Any one melee weapon (iron or bronze). You may choose this option more than once.
2. Any one bow, with a quiver holding 12 arrows or quarrels.
3. 4 javelins, with javelin quiver.
4. A shield, block/parry +4, -4 to stealth athletics and magic.
5. Leather cuirass armour, +3 Soak/-1 Dodge & Stealth, +3 to Magic spellcasting difficulty.
6. One of the following starter packs:A. Backpack, large sack, lantern, 2 oil flasks, tinderbox, 6 bronze-tipped wood spikes, small bronze hammer, waterskin, normal rations, 3d6 silver pieces.
B. Backpack, 2 large sacks, 6 torches, 3 oil flasks, tinderbox, 10' pole, 50' rope, waterskin, normal rations, mirror. 3d6 silver pieces.
C. Backpack, 4 small sacks, HOLY SYMBOL or THIEF'S TOOLS or VIAL OF HOLY WATER, 6 bronze-tipped wood spikes, 50' rope, waterskin, normal rations.
General (non-combat) Challenges
Characters roll the appropriate attribute plus skill against a
set target number (TN) based on the task attempted.
Very Easy (2-5): Nearly everyone can do it. These checks should only
be made if a success is critical to the scenario at hand.
Easy (6-10): Characters will seldom have trouble with these tasks, but
an untrained individual may find them challenging.
Moderate (11-15): Average character have a reasonable chance of failing
at this level. Consistent success often requires training in the skill
or a high level of natural ability.
Difficult (16-20): Tasks at this level are truly challenging. To succeed a
character needs to be well skilled or very lucky.
Very Difficult (21-29, average 25): Challenges of this level fall into the domain of
masters in the skill being used; few others will succeed at them.
Heroic (30+): These challenges are almost impossible. Only the very
lucky or true masters can consistently succeed at them.
set target number (TN) based on the task attempted.
Very Easy (2-5): Nearly everyone can do it. These checks should only
be made if a success is critical to the scenario at hand.
Easy (6-10): Characters will seldom have trouble with these tasks, but
an untrained individual may find them challenging.
Moderate (11-15): Average character have a reasonable chance of failing
at this level. Consistent success often requires training in the skill
or a high level of natural ability.
Difficult (16-20): Tasks at this level are truly challenging. To succeed a
character needs to be well skilled or very lucky.
Very Difficult (21-29, average 25): Challenges of this level fall into the domain of
masters in the skill being used; few others will succeed at them.
Heroic (30+): These challenges are almost impossible. Only the very
lucky or true masters can consistently succeed at them.
Combat Notes
Rather than ablative hit points the game uses a wound track, and with the Wild Die in theory any hit can be fatal, though if you have a Hero Point you can change Dead Dead to Only Mostly Dead (but still Dying). :D
Eg a PC with Might 3D and leather cuirass has Soak 3x3=9+3=12. They are Stunned on a 12-15, wounded 16-20, incapacitated 21-24, mortally wounded 25-27, and killed instantly on a 28+. A typical attacker with Might 3D and sword +2D rolls 5d6 for damage, so average 17.5 (wound), but 1 of the dice, the wild die, can 'explode' - on a 6 roll again and again, adding damage, until a 6 not rolled. So a peasant with her kitchen knife can in theory fell the greatest hero.
Order of Actions in Combat (a round is considered to be approximately 10 seconds)
At start of combat, determine order of Initiative by rolling Agility for each character. Highest goes first.
In order of character initiative:
1. Player declares all character actions planned for the round.
2. Player makes rolls for all actions the character is attempting.
3. Go to next character, and repeat #1 & #2.
In case of tied initiative, character actions are almost simultaneous. Resolve in order of actions - first, second, third etc. In case of opposed actions on tied initiative or a readied action the higher roll (eg attack) resolves first.
Multiple Actions
Characters may attempt to do more than one thing on a turn by withholding one die from every action they attempt, for each action beyond the first. For instance, if a character tries to shoot twice, he will subtract one die from each attempt. A character must be able to allocate at least one die to each action. A character may take up to ten actions per round, provided that at least one die may be allocated to each action.
Attacking a Target
The Target Number, or TN, is the number needed to successfully hit the target. The base target number on an attack is based on the target’s static defense score.
Range: Add the range modifier to the Dodge score in all cases (Short +0, Medium +5, Long +10). See the sample gear list for ranges.
Cover: If the target is behind at least 50% cover, add +5 to the Target Number. Add +10 for 75% cover, +15 for 90% cover. It’s impossible to hit a target behind 100% cover. Darkness can also be considered as cover at the GM’s whim.
Static Defenses
Characters precalculate their Dodge, Block, and Parry prior to the game. This static number become’s the attacker’s TN modified as noted above. To calculate each simply multiply the number of dice a character has in the relevant skill by 3 and add any pips to the total. Then note it down on the character sheet. For example, Sir Baelen has a Sword/Blade skill of 5D+1. His static Parry score would become 16 ((5 x 3)+1).
Block = (Brawling skill dice x 3) + pips.
Dodge = (Dodge skill dice x 3) + pips.
Parry = (Weapon skill dice x 3) + pips.
Soak = (Might attribute dice x 3) + pips plus armor value + any magical, super-tech, or other AV bonus.
Dodge Action: A character may take the Dodge action on their turn. They may roll their Dodge skill, and apply range and cover modifiers as usual. This result is their minimum Dodge score TN against any number of attacks, and applies until the start of their next turn. The character may freely move up to 15', as normal.
Dodge & Dash: If the character takes no other actions except Dodge and (possibly) Dash on their turn, they may roll their Dodge skill, add 10 to the result, and apply range and cover modifiers as usual. This result is their minimum Dodge score TN against any number of attacks, and applies until the start of their next turn. The character may freely move up to 15', as normal, +30' when combined with a Dash action.
Movement
Defences
Shields add +4 to Block/Parry, not to Soak. An offhand weapon dagger, dirk, shortsword or similar adds +1 to Parry. An offhand buckler adds +2 to Parry.
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Elf Female
Might 4D+2 (Blade 12D+1, Brawl 8D)
Agility 5D+1 (Dodge 10D, Stealth 7D+2, Light Bow 8D+1)
Wit 4D (Lore 9D, Magic 7D, Perception 8D Survival 6D)
Charm 5D (Command 10D+1, Courage 8D, Persuade 8D+1, Seduce 7D+2)
Perks: (1) Attractive (1/session may double a Charm roll). Complications: Personal Code
Heroic Narrative: Inspiring Call - 1 HP gives self & allies +1D to melee attacks & courage for 1 round
Gear: +3 Mithril Longsword ATT 12D+4; dam 6D+5 1-handed, +2 Shield parry/block +6, +3 Mithril Plate Cuirass soak +10, no Dodge/Stealth penalty. 3 potions of healing. 1 potion of speed (1 extra action per round at no penalty), 1 potion of invisibility. +1 Light Bow ATT 8D+2 dam 6D+2. Often has additional elven artifacts & items.
Static Defences: Dodge 30 Block 24/30 Parry 37/43 Soak 14/24
Hero Points: 6
Gear: 5000gp in gems & platinum, adventurers' pack
Knight of the Silver Sword
Elf, Male or Female
Might: 3D+2 (Blade 5D+2, Brawl 4D+2)
Wit: 2D+1 (Perception 3D+1)
Agility: 3D+1 (Dodge 4D+1, Light Bow 4D+2)
Charm: 2D+2 (Command 3D+2)
Gear: silver plate cuirass (+7 Soak/-3 Dodge), shield (+4 parry), silver sword (dam 5D+2).
Static Defences: Dodge 13/10, Block 14/18 Parry 17/21 Soak 11/18
LAST HERO OF THE ELVES Long ago, the elven empires defeated the prehuman monstrosities that dominated the primeval continent and helped to civilize the barbaric human tribes that shared Thule with them. Now the great elven cities are in ruins, and the great warrior-heroes of elvenkind are no more . . . except, perhaps, Orethya, the Silver Sword of Imystrahl, sometimes known as the Last Hero of the Elves. Orethya has led a dozen desperate quests across the centuries, challenging the ancient enemies of elvenkind or safeguarding dangerous legacies left behind by her people. Some believe that she is deliberately erasing the history of her people, ensuring that future civilizations will not be inluenced by the arcane lore and haughty pride of their predecessors.
HYAR THOMEL, THE SAGE OF ATLANTIS
Atlantean Human Male
Might: 3D (Blade 5D+2, Brawl 5D+2)
Wit: 5D (Lore 12D Magic 12D Perception 7D+2 Survival 7D)
Agility: 3D+1 (Dodge 7D+1)
Charm: 5D (Command 6D+2 Courage 8D Persuade 9D)
Complications: White Wizard - may not harm others with his magic. He appears to be immune to magic, in turn.
Heroic Narrative: Guardian of the Nine - Perfect Clarity - may spend (only) one Hero Point after making any Wit or Charm roll, to add +6 to that roll.
Gear: Bracers of Defence +2 unarmoured Dodge/Block/Parry, Ring of Protection +1 Dodge/Block/Parry, Robe of the Sorcerer (+2D to Fly & Teleport rolls), Crystal Ball (+3D to Clairvoyance & Divination rolls), Greater Spell Staff +1D to Magic 3 times per day, many other arcane items and devices
Static Defences: Dodge 25 Block 20 Parry 20 Soak 9
Hero Points: 6
Spells: 24
Gear: ca 75,000gp in cash resources, mostly in Katagian bank deposits.
THE SAGE OF ATLANTIS On the outskirts of Katagia stands a lonely tower, overlooking the sea. This is the home of Hyar Thomel, the legendary Sage of Atlantis. A whitebearded old man now bent with age, Hyar Thomel is the last living person who was born on the island of Atlantis. How this is possible, none can say, since he was already an old man when the sea claimed Atlantis, and that was three hundred years ago. Hyar Thomel seeks to preserve the legacy of Atlantis by sharing his scientific and cultural advances with the younger races of Thule. The Sage of Atlantis is an excellent source of information.
Eg a PC with Might 3D and leather cuirass has Soak 3x3=9+3=12. They are Stunned on a 12-15, wounded 16-20, incapacitated 21-24, mortally wounded 25-27, and killed instantly on a 28+. A typical attacker with Might 3D and sword +2D rolls 5d6 for damage, so average 17.5 (wound), but 1 of the dice, the wild die, can 'explode' - on a 6 roll again and again, adding damage, until a 6 not rolled. So a peasant with her kitchen knife can in theory fell the greatest hero.
Order of Actions in Combat (a round is considered to be approximately 10 seconds)
At start of combat, determine order of Initiative by rolling Agility for each character. Highest goes first.
In order of character initiative:
1. Player declares all character actions planned for the round.
2. Player makes rolls for all actions the character is attempting.
3. Go to next character, and repeat #1 & #2.
In case of tied initiative, character actions are almost simultaneous. Resolve in order of actions - first, second, third etc. In case of opposed actions on tied initiative or a readied action the higher roll (eg attack) resolves first.
Multiple Actions
Characters may attempt to do more than one thing on a turn by withholding one die from every action they attempt, for each action beyond the first. For instance, if a character tries to shoot twice, he will subtract one die from each attempt. A character must be able to allocate at least one die to each action. A character may take up to ten actions per round, provided that at least one die may be allocated to each action.
Attacking a Target
The Target Number, or TN, is the number needed to successfully hit the target. The base target number on an attack is based on the target’s static defense score.
Range: Add the range modifier to the Dodge score in all cases (Short +0, Medium +5, Long +10). See the sample gear list for ranges.
Cover: If the target is behind at least 50% cover, add +5 to the Target Number. Add +10 for 75% cover, +15 for 90% cover. It’s impossible to hit a target behind 100% cover. Darkness can also be considered as cover at the GM’s whim.
Static Defenses
Characters precalculate their Dodge, Block, and Parry prior to the game. This static number become’s the attacker’s TN modified as noted above. To calculate each simply multiply the number of dice a character has in the relevant skill by 3 and add any pips to the total. Then note it down on the character sheet. For example, Sir Baelen has a Sword/Blade skill of 5D+1. His static Parry score would become 16 ((5 x 3)+1).
Block = (Brawling skill dice x 3) + pips.
Dodge = (Dodge skill dice x 3) + pips.
Parry = (Weapon skill dice x 3) + pips.
Soak = (Might attribute dice x 3) + pips plus armor value + any magical, super-tech, or other AV bonus.
Dodge Action: A character may take the Dodge action on their turn. They may roll their Dodge skill, and apply range and cover modifiers as usual. This result is their minimum Dodge score TN against any number of attacks, and applies until the start of their next turn. The character may freely move up to 15', as normal.
Dodge & Dash: If the character takes no other actions except Dodge and (possibly) Dash on their turn, they may roll their Dodge skill, add 10 to the result, and apply range and cover modifiers as usual. This result is their minimum Dodge score TN against any number of attacks, and applies until the start of their next turn. The character may freely move up to 15', as normal, +30' when combined with a Dash action.
Movement
A character may freely move up to 15' during their turn. This does not use an action, and can normally be split up before, within and after actions.
Alternatively, Charge an opponent is an attack action that gives +15' (total 30') movement towards foe, followed by a melee attack. Movement ends after the charge (no additional free movement), but the character may make additional attacks with additional declared actions.
Dash action 1/round, gives an additional +30' movement and may be combined with other actions including charge, which would give total move either 60' before attack, or up to 30' charge plus 30' after attack.
Full run - if a character takes no other action but move, they move up to 60' plus the result of an Athletics check. If sprinting in a straight line they may move 90' + double Athletics check.
Dwarfs and other slow creatures charge +10' (so 25' total), dash +25', and run 50' plus athletics, sprint 75' + double Athletics check.
Alternatively, Charge an opponent is an attack action that gives +15' (total 30') movement towards foe, followed by a melee attack. Movement ends after the charge (no additional free movement), but the character may make additional attacks with additional declared actions.
Dash action 1/round, gives an additional +30' movement and may be combined with other actions including charge, which would give total move either 60' before attack, or up to 30' charge plus 30' after attack.
Full run - if a character takes no other action but move, they move up to 60' plus the result of an Athletics check. If sprinting in a straight line they may move 90' + double Athletics check.
Dwarfs and other slow creatures charge +10' (so 25' total), dash +25', and run 50' plus athletics, sprint 75' + double Athletics check.
Defences
Shields add +4 to Block/Parry, not to Soak. An offhand weapon dagger, dirk, shortsword or similar adds +1 to Parry. An offhand buckler adds +2 to Parry.
Static Block Limit = 1 attacker/weapon per limb (so usually two), plus any scale dice bonus (eg Scale +4D = can Block +4 smaller attackers). When successfully Blocking an edged weapon attack, the defender still takes half damage if their Scale is equal to or less than the attacker's.
Static Parry Limit = 1 attacker/weapon per weapon and/or shield (so usually two), plus any scale dice bonus. A two-handed weapon may parry against two attackers.
Can only Block or Parry missile weapons with a Shield (or an appropriate Spell or Perk), but the number of missiles that can be Blocked or Parried from the front with a shield is unlimited.
Can only Block or Parry missile weapons with a Shield (or an appropriate Spell or Perk), but the number of missiles that can be Blocked or Parried from the front with a shield is unlimited.
Static Dodge applies vs all attacks that the defender is aware of.
Dodge Action is a Dodge roll combined with other actions. Roll Dodge dice, and if higher than Static Dodge use the result vs all attacks until the character's next turn.
Full Dodge is a Dodge with no other actions. It is good against all attacks (even ones they are unaware of) until the dodger's next turn. The TN becomes their Dodge roll (or their static dodge score if lower) +10; + any range modifier.
Wound Level Dmg Total* ≥ Res Total by:
Unharmed: Below Res
Stunned 0 – 3 (2 Stuns = 1 Wound)
Wounded 4 – 8 (1 Wound)
Severely Wounded** 4 – 8 (2 Wounds)
Incapacitated 9 –12 (3 Wounds)
Mortally Wounded 13 – 15 (4 Wounds)
Dead 16+ (5 Wounds)
*Note: An additional damage less than or equal to the character’s current Wound Level moves him up by one level per Wound (two Stuns count as one Wound).
**Note: A character is Severely Wounded if the result is between 4 and 8 and he already has the Wounded level.
Wound Level Effects
Stunned: -1D for all actions until the end of the character's next turn.
Wounded: -1D to all actions until healed.
Severely Wounded: -2D on all actions until healed.
Incapacitated: The character falls over. The character may try to stay conscious with a Moderate (15) stamina roll at the start of their next turn. If successful, he may continue to act, but with a -3D penalty. If he fails, he is knocked out for 10D minutes.
Mortally Wounded: The character is near death and incapacitated, knocked unconscious with no chance to keep up. Roll the character’s Might each minute, the character finally dies if the roll is less than the number of minutes he’s been at this level.
Dead: The character has perished.
Wound Level Frequency (N.Healing) Might Difficulty Assisted Healing Difficulty
Stunned/ 1 minute automatic Easy (10, 6 with medicine kit)
Wounded 3 days 6 Moderate (15, 11 with medicine kit)
Severely Wounded 3 days 6 Moderate ((15, 11 with medicine kit)
Incapacitated 2 weeks 8 Difficult (20, 16 with medicine kit)
Mortally Wounded 5 weeks 9 Very Difficult (25, 21 with medicine kit)
Dodge Action is a Dodge roll combined with other actions. Roll Dodge dice, and if higher than Static Dodge use the result vs all attacks until the character's next turn.
Full Dodge is a Dodge with no other actions. It is good against all attacks (even ones they are unaware of) until the dodger's next turn. The TN becomes their Dodge roll (or their static dodge score if lower) +10; + any range modifier.
Resisting Damage
When a target has been hit, the attacker rolls damage and the target’s Soak score is subtracted from the damage. The player or GM then checks the Wound Level chart below to see how badly the target was wounded.Wound Level Dmg Total* ≥ Res Total by:
Unharmed: Below Res
Stunned 0 – 3 (2 Stuns = 1 Wound)
Wounded 4 – 8 (1 Wound)
Severely Wounded** 4 – 8 (2 Wounds)
Incapacitated 9 –12 (3 Wounds)
Mortally Wounded 13 – 15 (4 Wounds)
Dead 16+ (5 Wounds)
*Note: An additional damage less than or equal to the character’s current Wound Level moves him up by one level per Wound (two Stuns count as one Wound).
**Note: A character is Severely Wounded if the result is between 4 and 8 and he already has the Wounded level.
Wound Level Effects
Stunned: -1D for all actions until the end of the character's next turn.
Wounded: -1D to all actions until healed.
Severely Wounded: -2D on all actions until healed.
Incapacitated: The character falls over. The character may try to stay conscious with a Moderate (15) stamina roll at the start of their next turn. If successful, he may continue to act, but with a -3D penalty. If he fails, he is knocked out for 10D minutes.
Mortally Wounded: The character is near death and incapacitated, knocked unconscious with no chance to keep up. Roll the character’s Might each minute, the character finally dies if the roll is less than the number of minutes he’s been at this level.
Dead: The character has perished.
Healing
Natural Healing: If a wounded character rests long enough he is allowed a Might check, and if successful heals a wound level. The frequency of the check depends on the severity of the character’s wounds, eg 3 days for a Wound. Stuns are always recovered after 1 minute.
Assisted Healing: Characters with the Medicine skill can attempt to help others heal more quickly. A skill check may be made once per day for each patient treated. On a successful roll, the patient heals one wound level. This normally takes about ten minutes (mortally wounded characters do not roll their death save until after the healing attempt).
Assisted Healing: Characters with the Medicine skill can attempt to help others heal more quickly. A skill check may be made once per day for each patient treated. On a successful roll, the patient heals one wound level. This normally takes about ten minutes (mortally wounded characters do not roll their death save until after the healing attempt).
Wound Level Frequency (N.Healing) Might Difficulty Assisted Healing Difficulty
Stunned/ 1 minute automatic Easy (10, 6 with medicine kit)
Wounded 3 days 6 Moderate (15, 11 with medicine kit)
Severely Wounded 3 days 6 Moderate ((15, 11 with medicine kit)
Incapacitated 2 weeks 8 Difficult (20, 16 with medicine kit)
Mortally Wounded 5 weeks 9 Very Difficult (25, 21 with medicine kit)
Unarmed Combat
A character with no skill in Brawling halves their total Might damage (including any Wild Die bonus) in unarmed combat, unless using an improvised weapon, gauntlets, knuckleduster etc.
Armour Penalty
Armour reduces Static & Active dodge and some skill checks for Stealth, Athletics etc by an amount equal to half its Armour score, rounded down (minimum -1). Eg Armour 5 > -2 Dodge & Stealth.
Armour & Shields add to spellcasting TN by an amount equal to their protective bonus, eg a shield is +4 to TN; a chain cuirass is +5 to TN. Magical armour & shield bonuses reduce this penalty, eg +3 magic bronze cuirass (base armour +7) is 7+3=+10 to armour but only 7-4=+4 to spell TN.
Dwarven Steel Weapons: These give +1 to Skill & Damage with the weapon. They count as magical. They typically cost 100 times as much as the mundane version.
Money
10 silver pieces = 1 gold piece (eg Nesskian Fang, a small triangular gold coin)
5 gold pieces = 1 Quodethi Double Peacock, a large gold coin. QDPs are often heavily adulterated and may be considered worth only 2gp outside Quodeth.
Armour Penalty
Armour reduces Static & Active dodge and some skill checks for Stealth, Athletics etc by an amount equal to half its Armour score, rounded down (minimum -1). Eg Armour 5 > -2 Dodge & Stealth.
Armour & Shields add to spellcasting TN by an amount equal to their protective bonus, eg a shield is +4 to TN; a chain cuirass is +5 to TN. Magical armour & shield bonuses reduce this penalty, eg +3 magic bronze cuirass (base armour +7) is 7+3=+10 to armour but only 7-4=+4 to spell TN.
Dwarven Steel Weapons: These give +1 to Skill & Damage with the weapon. They count as magical. They typically cost 100 times as much as the mundane version.
Money
10 silver pieces = 1 gold piece (eg Nesskian Fang, a small triangular gold coin)
5 gold pieces = 1 Quodethi Double Peacock, a large gold coin. QDPs are often heavily adulterated and may be considered worth only 2gp outside Quodeth.
10 gold pieces = 1 Imystrahli Platinum
A subsistence wage is 1 silver/day. Copper is rarely used for currency in Thule.
A subsistence wage is 1 silver/day. Copper is rarely used for currency in Thule.
Coins typically weigh 1/50 lb, or 1/10 lb for a Quodethi Double Peacock.
Thulean Weapons Damage
Axe, Great axe (2h) M+3D+1; 15gp; Steel 1500gp
Axe, war axe or Axe-Mace (1h) M+2D; (2h) M+2D+2; 10gp or 25gp; Steel 1000gp or 2500gp
Club (1h) M+1D; 1gp
Hatchet M+1D+1; 4gp
Knife M+1D; 2gp
Mace M+1D+2, +2 damage vs armour; 8gp
Staff (2h) M+1D; 1gp
Spear, War Spear (1h) M+2D (2h) M+2D+2; 8gp; Steel 800gp
Sword, Long (1h) M+2D (2h) M+2D+2; 15gp; Steel 1500gp
Sword, Short (1h) M+2D; 10gp; Steel 1000gp
Sword, Great (2h) M+3D+1; 50gp; Steel 5000gp
Maul, 2h M+3D; 20gp
Morningstar or Great Club M+3D; 20gp
Bow, Heavy/War Might +2D, reload during turn is 1 action (so 2 shots is 3 actions); 30gp
Bow, Light/Short Agility +1D; 15gp
Crossbow 4D+1 (fixed), reload during turn is 2 actions (so 2 shots is 4 actions); 35gp; Steel 3500gp
Thulean Weapons Damage
Axe, Great axe (2h) M+3D+1; 15gp; Steel 1500gp
Axe, war axe or Axe-Mace (1h) M+2D; (2h) M+2D+2; 10gp or 25gp; Steel 1000gp or 2500gp
Club (1h) M+1D; 1gp
Hatchet M+1D+1; 4gp
Knife M+1D; 2gp
Mace M+1D+2, +2 damage vs armour; 8gp
Staff (2h) M+1D; 1gp
Spear, War Spear (1h) M+2D (2h) M+2D+2; 8gp; Steel 800gp
Sword, Long (1h) M+2D (2h) M+2D+2; 15gp; Steel 1500gp
Sword, Short (1h) M+2D; 10gp; Steel 1000gp
Sword, Great (2h) M+3D+1; 50gp; Steel 5000gp
Maul, 2h M+3D; 20gp
Morningstar or Great Club M+3D; 20gp
Bow, Heavy/War Might +2D, reload during turn is 1 action (so 2 shots is 3 actions); 30gp
Bow, Light/Short Agility +1D; 15gp
Crossbow 4D+1 (fixed), reload during turn is 2 actions (so 2 shots is 4 actions); 35gp; Steel 3500gp
A character may carry 12 arrows or quarrels in a quiver without being encumbered (-1D to Agility & Might skills).
Javelin (thrown) M+1D+2; 3gp
A character may carry at most 4 javelins to hand or in a quiver without being encumbered (-1D to Agility & Might skills).
Effective Missile Ranges in Feet (S +0/M +5/L +10)
Bow 30/150/300
Crossbow 30/100/200
Javelin 30/120/-
Hatchet 20/60/-
Knife 10/30/-
Armour
Heavy clothing +1 Soak, -1 Dodge; 2gp
Heavy Furs or Padded Gambeson +2 Soak, -1 Dodge; 5gp
Leather Cuirass +3 Soak, -1 Dodge; 20gp
Scale or Lamellar +4 Soak, -2 Dodge (usually boiled leather scales or plates); 40gp
Iron Mail Cuirass +5 Soak, -2 Dodge; 400gp
Dwarven Steel +1 Mail Cuirass +6 Soak, -1 Dodge (uncommon); 2,000gp
Full Iron Mail +6 Soak, -3 Dodge; 600gp
Dwarven Steel +1 Full Mail +7 Soak, -2 Dodge (uncommon); 3,000gp
Bronze Cuirass +7 Soak, -3 Dodge; 900gp
Dwarven Steel +1 Plate Cuirass +8 Soak, -2 Dodge (rare); 5,000gp
Dwarven Steel +2 Plate Harness +9 Soak, -3 Dodge (very rare); 25,000gp
Dwarven Steel +3 Plate Juggernaut Harness +10 Soak, -4 Dodge (legendary, dwarf only); 125,000gp
Armour normally applies its full soak value as a TN target penalty to spellcasting rolls, and to most Athletics rolls also (eg run, jump).
Shields
Shield +4 Block/Parry; 10gp
Shield, Light +2 Block/Parry, 3gp
Dwarven Steel Shield +5 Block/Parry (uncommon); 1000gp
Enchanted Arms & Armour
+1 Dwarven Steel, +2 Mithril Silver; +3 Adamantine
Magic Armour adds its Plus to Soak and reduces dodge stealth athletics & magic penalties by the same amount.
Magic Shield adds its Plus to Block/Parry, and reduces stealth athletics & magic penalties by the same amount.
Magic Weapon adds its Plus to the relevant weapon skill (so attack & parry), and to damage.
Spending Character Points (CP)
Ability Caps
Maximum human/humanoid Attribute achievable in Thule is 5D, 5d6, an average of 17.5. This is modified by the racial adjustments, eg Elf -1 Might +1 Agility, Dwarf +1 Might -1 Agility, Atlantean +1 Wit.
Maximum human/humanoid Skill achievable in Thule is Attribute+10D, giving a theoretical maximum of 15D in most cases.
Hero Points apply to all rolls, up to 3 per roll, so normally the effective maximum attribute roll is 5d6+18 (ie an average of 35-36); the maximum skill roll is 10d6+15+18, an average of 68!
Likewise the maximum static defence prior to HP & other bonuses is Attributex3 (so Soak 5x3=15 plus armour) or Skillx3 (so Dodge, Block & Parry 15x3 = 45; plus shields etc). HPs spent still apply, up to +18 as normal (Soak 15+18=33, D/B/P 45+18=53).
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Sample Pregenerated PCs
The listed Heroic Narrative may be swapped for another, and Complications may be swapped or eliminated, without otherwise affecting the stat line.
Sword Sister - Warrior Maid of Dawnspire
Sword Sister PCs must have a maximum starting Might of 3D, an Agility of 3D or higher, and at least 4D in Blade. In return they are highly resistant to madness and psychic assault - half damage from Psychic effects, double Wit & Charm saves vs madness and domination.
Narrative: Sacred Slayer, Kalay human female
"Did my beauty or my blade strike you helpless?"
Might 3D (Blade 5D) Agility 3D+2 (Dodge 5D+2) Wit 2D (Lore 3D) Charm 3D+1 (Command 4D+1) Perks: (1) Attractive (1/session may double Charm roll). Complications: Personal Code - Sword Sister
Static: Dodge 17/16 Block 9/13 Parry 15/19 Soak 9/12
Weapons: longsword dam 5D, light bow dam 4D+2
Armour: Leather Cuirass +3 Soak -1 Dodge, Shield +4 Parry/Block
Gear: 10gp, adventurers' pack
Character Points: 0 Hero Points: 1
Patron: Khavas Rho & the Sword Saints of Dawnspire
Enemy: Kang the Pale Death, & the Great Doom
Nimothan Outcast
Narrative: Tribal Outcast, Nimothan human male
"By Tarhun!"
Might 3D+2 (Brawling 4D+2 Blade 5D+2) Agility 3D+1 (Athletics 5D+1 Dodge 5D+1) Wit 2D Charm 3D
Static: Dodge 16/15 Block 14/18 Parry 17/21 Soak 11/14
Weapons: longsword dam 5D+2, 4 javelins dam 5D+1
Armour: Leather Cuirass +3 Soak -1 Dodge, Shield +4 Parry/Block
Gear: 10gp, adventurers' pack
Character Points: 0 Hero Points: 1
Patron: Tarhun, god of battle
Enemy: the Reaver King of Nim
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Item Crafting (Smithing and/or Magic)
Item Type Skill DC Time (weeks) Creation Cost
Legendary 60 50 62500-125000gp eg Steel Juggernaut Plate
Very Rare 50 25 12500-25000gp eg Steel Plate Harness, +3 Steel Weapon or Shield
Rare 40 10 2500-5000gp eg Steel Cuirass, +2 Steel Weapon or Shield
Uncommon 30 2 500-1000gp eg +1 Steel Weapon or Shield; Steel Mail Cuirass, Steel Full Mail
Commmon 25 1 100-200gp eg Cloak of Billowing, +0 Moonblade
Consumables take 1/5 as long and cost 1/5 to create, eg a potion of healing takes 1 day and costs 40gp to make.
All items require a Formula.
Mundane Item Creation (Smithing etc)
Mundane 500-2499gp 20 20 gp/day; eg bronze cuirass 900gp; mail cuirass 600gp
Mundane 100-499gp 15 10 gp/day; eg leather cuirass 100gp
Mundane 20-99gp 10 5 gp/day; eg khopesh 20gp; chakram 20gp; scale coat 40gp
Mundane 4-19gp 5 2 gp/day; eg mace-axe 15gp; war spear 8gp
Mundane under 4gp 0 1 gp/day
Skill Training
With the GM's agreement, PCs may be able to spend gold to train specific skills between adventures, via such activities as combat training, carousing, research etc. PCs will often gain or use training contacts, mentors, drinking companions, peer friends and rivals etc via such activity, and costs may vary depending on the PC's relationship with the NPCs. The player may be permitted to detail such NPCs, who may then become useful contacts.
Settlement Size; Maximum Skill via Training
Metropolis 50,000+ 10D
Large City 25,000+ 9D
Small City 12,000+ 8D
Large Town 6,000+ 7D
Medium Town 3,000+ 6D
Small Town 1,500+ 5D
Large Village 750+ 4D
Medium Village 400+ 3D
Small Village 200+ 2D
Hamlet 100+ 1D
The table is indicative only. Rather than huge cities, in some cases the greatest masters of a particular skill may be found in hidden monasteries, wandering the countryside, or even on other planes of existence.
No skill may be raised above Attribute+5D via training; therefore the maximum skill achievable via training is normally 10D.
Cost & Time to train a Skill +1 pip
Skill Die; Time Cost
1D 1 week (7 days) 7.5gp
2D 2 weeks 25gp
3D 3 weeks 75gp
4D 1 month (4 weeks) 250gp
5D 2 months 750gp
6D 1 season (3 months) 2,500gp
7D 2 seasons 7,500gp
8D 3 seasons 25,000gp
9D 1 year (4 seasons) 75,000gp
10D 2 years 250,000gp
Again, the table is indicative only, though learning times may rarely be reduced other than through exceptional, often supernatural means. For instance, Skill training may be granted as a reward for service, rather than charged for, or even extracted from unwilling captives by villainous PCs.
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Mass Combat
In mass combat (typically 6+ NPC attackers, starship guns, etc), each die other than the Wild Die is treated as a 3.5. Each Wild Die is still rolled normally, and added to the total. The GM typically works out the target number, then rolls all WD together.
Eg: 10 skilled archers, each with attack 5D, shoot once at 1 PC, so each rolls a 14+WD for their attacks.
If the TN is 6+ over the base number, then assume 1 WD result of '6' per 6 rolls, and roll the remainder.
If the to-hit number TN is 8+ higher than the base number, then reroll all '6's after the first results are determined.
Eg: 65 elite archers, each with attack 7D, shoot at the Mighty Hero with Dodge Defence 30. Each archer rolls 21+WD for their attacks. 10 from 60 are assumed to roll a '6', giving 27+WD, while the remaining 5 are rolled as 21+WD. Rolls of 30+ actually hit.
Skill Mass Roll
1D WD
2D 3+WD
3D 7+WD
4D 10+WD
5D 14+WD
6D 17+WD
7D 21+WD
8D 24+WD
9D 28+WD
10D 31+WD
+1D +3
Damage
For mass combat, 3+ wound results or 1 incapacitate+ result take out 1 target. So eg if you get 24 wounds and 3 incapacitate+ results on a unit, you take out 11 men. You can also use the Scaling rules to have units fight as single Scaled entities vs smaller units, eg squad of 10 +4D, company of 100 +8D, brigade of 1000 +12D.
Links
Brian's Mini Six Blog
Mini Six Conversions
Javelin (thrown) M+1D+2; 3gp
A character may carry at most 4 javelins to hand or in a quiver without being encumbered (-1D to Agility & Might skills).
Effective Missile Ranges in Feet (S +0/M +5/L +10)
Bow 30/150/300
Crossbow 30/100/200
Javelin 30/120/-
Hatchet 20/60/-
Knife 10/30/-
Armour
Heavy clothing +1 Soak, -1 Dodge; 2gp
Heavy Furs or Padded Gambeson +2 Soak, -1 Dodge; 5gp
Leather Cuirass +3 Soak, -1 Dodge; 20gp
Scale or Lamellar +4 Soak, -2 Dodge (usually boiled leather scales or plates); 40gp
Iron Mail Cuirass +5 Soak, -2 Dodge; 400gp
Dwarven Steel +1 Mail Cuirass +6 Soak, -1 Dodge (uncommon); 2,000gp
Full Iron Mail +6 Soak, -3 Dodge; 600gp
Dwarven Steel +1 Full Mail +7 Soak, -2 Dodge (uncommon); 3,000gp
Bronze Cuirass +7 Soak, -3 Dodge; 900gp
Dwarven Steel +1 Plate Cuirass +8 Soak, -2 Dodge (rare); 5,000gp
Dwarven Steel +2 Plate Harness +9 Soak, -3 Dodge (very rare); 25,000gp
Dwarven Steel +3 Plate Juggernaut Harness +10 Soak, -4 Dodge (legendary, dwarf only); 125,000gp
Armour normally applies its full soak value as a TN target penalty to spellcasting rolls, and to most Athletics rolls also (eg run, jump).
Shields
Shield +4 Block/Parry; 10gp
Shield, Light +2 Block/Parry, 3gp
Dwarven Steel Shield +5 Block/Parry (uncommon); 1000gp
Sword Sister of Dawnspire |
+1 Dwarven Steel, +2 Mithril Silver; +3 Adamantine
Magic Armour adds its Plus to Soak and reduces dodge stealth athletics & magic penalties by the same amount.
Magic Shield adds its Plus to Block/Parry, and reduces stealth athletics & magic penalties by the same amount.
Magic Weapon adds its Plus to the relevant weapon skill (so attack & parry), and to damage.
Experience
At the end of each session the GM awards each character a number of character points (CP). The number of points given per session typically varies from 3 to 7 depending on drama, danger, success, and fun!
Spending Character Points (CP)
Any skill may be increased one pip by spending a number of CPs equal to its current number of dice. No skill may be increased more than one pip per session.
Character points are also used to improve attributes*. This costs 10 times the number of dice a character has in the attribute to raise it one pip. All skills under this attribute also improve by one pip. For example, if a character had a Wit of 3D+1 and wanted to improve it to 3D+2 it would cost 30 CP. All Wit skills would increase by +1 pip.
*To a maximum of 5D, plus or minus any racial limit modifier. Eg a Dwarf may raise Might to 5D+1, but Agility to only 4D+2. An Elf may raise Agility to 5D+1 but Might to only 4D+2. An Atlantean may likewise raise Wit to 5D+1.
Character points are also used to improve attributes*. This costs 10 times the number of dice a character has in the attribute to raise it one pip. All skills under this attribute also improve by one pip. For example, if a character had a Wit of 3D+1 and wanted to improve it to 3D+2 it would cost 30 CP. All Wit skills would increase by +1 pip.
*To a maximum of 5D, plus or minus any racial limit modifier. Eg a Dwarf may raise Might to 5D+1, but Agility to only 4D+2. An Elf may raise Agility to 5D+1 but Might to only 4D+2. An Atlantean may likewise raise Wit to 5D+1.
Ability Caps
Maximum human/humanoid Attribute achievable in Thule is 5D, 5d6, an average of 17.5. This is modified by the racial adjustments, eg Elf -1 Might +1 Agility, Dwarf +1 Might -1 Agility, Atlantean +1 Wit.
Maximum human/humanoid Skill achievable in Thule is Attribute+10D, giving a theoretical maximum of 15D in most cases.
Hero Points apply to all rolls, up to 3 per roll, so normally the effective maximum attribute roll is 5d6+18 (ie an average of 35-36); the maximum skill roll is 10d6+15+18, an average of 68!
Likewise the maximum static defence prior to HP & other bonuses is Attributex3 (so Soak 5x3=15 plus armour) or Skillx3 (so Dodge, Block & Parry 15x3 = 45; plus shields etc). HPs spent still apply, up to +18 as normal (Soak 15+18=33, D/B/P 45+18=53).
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Sample Pregenerated PCs
The listed Heroic Narrative may be swapped for another, and Complications may be swapped or eliminated, without otherwise affecting the stat line.
Sword Sister - Warrior Maid of Dawnspire
Sword Sister PCs must have a maximum starting Might of 3D, an Agility of 3D or higher, and at least 4D in Blade. In return they are highly resistant to madness and psychic assault - half damage from Psychic effects, double Wit & Charm saves vs madness and domination.
Narrative: Sacred Slayer, Kalay human female
"Did my beauty or my blade strike you helpless?"
Might 3D (Blade 5D) Agility 3D+2 (Dodge 5D+2) Wit 2D (Lore 3D) Charm 3D+1 (Command 4D+1) Perks: (1) Attractive (1/session may double Charm roll). Complications: Personal Code - Sword Sister
Static: Dodge 17/16 Block 9/13 Parry 15/19 Soak 9/12
Weapons: longsword dam 5D, light bow dam 4D+2
Armour: Leather Cuirass +3 Soak -1 Dodge, Shield +4 Parry/Block
Gear: 10gp, adventurers' pack
Character Points: 0 Hero Points: 1
Patron: Khavas Rho & the Sword Saints of Dawnspire
Enemy: Kang the Pale Death, & the Great Doom
Nimothan of the Thousand Teeth |
Narrative: Tribal Outcast, Nimothan human male
"By Tarhun!"
Might 3D+2 (Brawling 4D+2 Blade 5D+2) Agility 3D+1 (Athletics 5D+1 Dodge 5D+1) Wit 2D Charm 3D
Static: Dodge 16/15 Block 14/18 Parry 17/21 Soak 11/14
Weapons: longsword dam 5D+2, 4 javelins dam 5D+1
Armour: Leather Cuirass +3 Soak -1 Dodge, Shield +4 Parry/Block
Gear: 10gp, adventurers' pack
Character Points: 0 Hero Points: 1
Patron: Tarhun, god of battle
Enemy: the Reaver King of Nim
Gnoph-Keh, creature of the Great Doom |
_________________________________________________
Item Crafting (Smithing and/or Magic)
Item Type Skill DC Time (weeks) Creation Cost
Legendary 60 50 62500-125000gp eg Steel Juggernaut Plate
Very Rare 50 25 12500-25000gp eg Steel Plate Harness, +3 Steel Weapon or Shield
Rare 40 10 2500-5000gp eg Steel Cuirass, +2 Steel Weapon or Shield
Uncommon 30 2 500-1000gp eg +1 Steel Weapon or Shield; Steel Mail Cuirass, Steel Full Mail
Commmon 25 1 100-200gp eg Cloak of Billowing, +0 Moonblade
Consumables take 1/5 as long and cost 1/5 to create, eg a potion of healing takes 1 day and costs 40gp to make.
All items require a Formula.
Mundane Item Creation (Smithing etc)
Mundane 500-2499gp 20 20 gp/day; eg bronze cuirass 900gp; mail cuirass 600gp
Mundane 100-499gp 15 10 gp/day; eg leather cuirass 100gp
Mundane 20-99gp 10 5 gp/day; eg khopesh 20gp; chakram 20gp; scale coat 40gp
Mundane 4-19gp 5 2 gp/day; eg mace-axe 15gp; war spear 8gp
Mundane under 4gp 0 1 gp/day
Skill Training
With the GM's agreement, PCs may be able to spend gold to train specific skills between adventures, via such activities as combat training, carousing, research etc. PCs will often gain or use training contacts, mentors, drinking companions, peer friends and rivals etc via such activity, and costs may vary depending on the PC's relationship with the NPCs. The player may be permitted to detail such NPCs, who may then become useful contacts.
Settlement Size; Maximum Skill via Training
Metropolis 50,000+ 10D
Large City 25,000+ 9D
Small City 12,000+ 8D
Large Town 6,000+ 7D
Medium Town 3,000+ 6D
Small Town 1,500+ 5D
Large Village 750+ 4D
Medium Village 400+ 3D
Small Village 200+ 2D
Hamlet 100+ 1D
The table is indicative only. Rather than huge cities, in some cases the greatest masters of a particular skill may be found in hidden monasteries, wandering the countryside, or even on other planes of existence.
No skill may be raised above Attribute+5D via training; therefore the maximum skill achievable via training is normally 10D.
Cost & Time to train a Skill +1 pip
Skill Die; Time Cost
1D 1 week (7 days) 7.5gp
2D 2 weeks 25gp
3D 3 weeks 75gp
4D 1 month (4 weeks) 250gp
5D 2 months 750gp
6D 1 season (3 months) 2,500gp
7D 2 seasons 7,500gp
8D 3 seasons 25,000gp
9D 1 year (4 seasons) 75,000gp
10D 2 years 250,000gp
Again, the table is indicative only, though learning times may rarely be reduced other than through exceptional, often supernatural means. For instance, Skill training may be granted as a reward for service, rather than charged for, or even extracted from unwilling captives by villainous PCs.
__________________________________________________
Mass Combat
In mass combat (typically 6+ NPC attackers, starship guns, etc), each die other than the Wild Die is treated as a 3.5. Each Wild Die is still rolled normally, and added to the total. The GM typically works out the target number, then rolls all WD together.
Eg: 10 skilled archers, each with attack 5D, shoot once at 1 PC, so each rolls a 14+WD for their attacks.
If the TN is 6+ over the base number, then assume 1 WD result of '6' per 6 rolls, and roll the remainder.
If the to-hit number TN is 8+ higher than the base number, then reroll all '6's after the first results are determined.
Eg: 65 elite archers, each with attack 7D, shoot at the Mighty Hero with Dodge Defence 30. Each archer rolls 21+WD for their attacks. 10 from 60 are assumed to roll a '6', giving 27+WD, while the remaining 5 are rolled as 21+WD. Rolls of 30+ actually hit.
Skill Mass Roll
1D WD
2D 3+WD
3D 7+WD
4D 10+WD
5D 14+WD
6D 17+WD
7D 21+WD
8D 24+WD
9D 28+WD
10D 31+WD
+1D +3
Damage
For mass combat, 3+ wound results or 1 incapacitate+ result take out 1 target. So eg if you get 24 wounds and 3 incapacitate+ results on a unit, you take out 11 men. You can also use the Scaling rules to have units fight as single Scaled entities vs smaller units, eg squad of 10 +4D, company of 100 +8D, brigade of 1000 +12D.
Links
Brian's Mini Six Blog
Mini Six Conversions
_______________________________
ICONS
ORETHYA THE SILVER SWORD, LAST HERO OF IMYSTRAHLOrethya |
Might 4D+2 (Blade 12D+1, Brawl 8D)
Agility 5D+1 (Dodge 10D, Stealth 7D+2, Light Bow 8D+1)
Wit 4D (Lore 9D, Magic 7D, Perception 8D Survival 6D)
Charm 5D (Command 10D+1, Courage 8D, Persuade 8D+1, Seduce 7D+2)
Perks: (1) Attractive (1/session may double a Charm roll). Complications: Personal Code
Heroic Narrative: Inspiring Call - 1 HP gives self & allies +1D to melee attacks & courage for 1 round
Gear: +3 Mithril Longsword ATT 12D+4; dam 6D+5 1-handed, +2 Shield parry/block +6, +3 Mithril Plate Cuirass soak +10, no Dodge/Stealth penalty. 3 potions of healing. 1 potion of speed (1 extra action per round at no penalty), 1 potion of invisibility. +1 Light Bow ATT 8D+2 dam 6D+2. Often has additional elven artifacts & items.
Static Defences: Dodge 30 Block 24/30 Parry 37/43 Soak 14/24
Hero Points: 6
Gear: 5000gp in gems & platinum, adventurers' pack
Knight of the Silver Sword
Elf, Male or Female
Might: 3D+2 (Blade 5D+2, Brawl 4D+2)
Wit: 2D+1 (Perception 3D+1)
Agility: 3D+1 (Dodge 4D+1, Light Bow 4D+2)
Charm: 2D+2 (Command 3D+2)
Gear: silver plate cuirass (+7 Soak/-3 Dodge), shield (+4 parry), silver sword (dam 5D+2).
Static Defences: Dodge 13/10, Block 14/18 Parry 17/21 Soak 11/18
LAST HERO OF THE ELVES Long ago, the elven empires defeated the prehuman monstrosities that dominated the primeval continent and helped to civilize the barbaric human tribes that shared Thule with them. Now the great elven cities are in ruins, and the great warrior-heroes of elvenkind are no more . . . except, perhaps, Orethya, the Silver Sword of Imystrahl, sometimes known as the Last Hero of the Elves. Orethya has led a dozen desperate quests across the centuries, challenging the ancient enemies of elvenkind or safeguarding dangerous legacies left behind by her people. Some believe that she is deliberately erasing the history of her people, ensuring that future civilizations will not be inluenced by the arcane lore and haughty pride of their predecessors.
HYAR THOMEL, THE SAGE OF ATLANTIS
Atlantean Human Male
Might: 3D (Blade 5D+2, Brawl 5D+2)
Wit: 5D (Lore 12D Magic 12D Perception 7D+2 Survival 7D)
Agility: 3D+1 (Dodge 7D+1)
Charm: 5D (Command 6D+2 Courage 8D Persuade 9D)
Complications: White Wizard - may not harm others with his magic. He appears to be immune to magic, in turn.
Heroic Narrative: Guardian of the Nine - Perfect Clarity - may spend (only) one Hero Point after making any Wit or Charm roll, to add +6 to that roll.
Gear: Bracers of Defence +2 unarmoured Dodge/Block/Parry, Ring of Protection +1 Dodge/Block/Parry, Robe of the Sorcerer (+2D to Fly & Teleport rolls), Crystal Ball (+3D to Clairvoyance & Divination rolls), Greater Spell Staff +1D to Magic 3 times per day, many other arcane items and devices
Static Defences: Dodge 25 Block 20 Parry 20 Soak 9
Hero Points: 6
Spells: 24
Gear: ca 75,000gp in cash resources, mostly in Katagian bank deposits.
THE SAGE OF ATLANTIS On the outskirts of Katagia stands a lonely tower, overlooking the sea. This is the home of Hyar Thomel, the legendary Sage of Atlantis. A whitebearded old man now bent with age, Hyar Thomel is the last living person who was born on the island of Atlantis. How this is possible, none can say, since he was already an old man when the sea claimed Atlantis, and that was three hundred years ago. Hyar Thomel seeks to preserve the legacy of Atlantis by sharing his scientific and cultural advances with the younger races of Thule. The Sage of Atlantis is an excellent source of information.
damn nice more lore to read XD
ReplyDeleteIndeed WV. More well endowed lore from DM Simon.
Delete