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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
, 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
. 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’
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
) who serve as her Personal Guard and paramours.
This mostly human Kalayan village prides itself on the fact that it raises the best chariot and riding horses in all of the Claws of Imystrahl. Nowadays all are for the Baroness of Gulluvia. Though it appears peaceful and perhaps even lawful, it is just as chaotic as Uth Drau. The local lord, the half-elf
, was a cousin of Lady D’hmis, and followed her laws and orders to the letter. The village is rather large and the village square has three taverns (one now
), a mining/supply store, two smithies, and a skilled apothecary/herbalist, an elderly wise woman who can craft
. Orelustrah is well palisaded against monsters descending east from the Scorned Valley and the Tjokren Glacier.
1. A fierce young female fighter called
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
, 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
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
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.
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.
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.
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 DiceAttractive (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.
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
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.
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.
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.
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 EffectsStunned: -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).
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.
10 gold pieces = 1 Imystrahli Platinum
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
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
 |
| Sword Sister of Dawnspire |
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.
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.
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
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| Nimothan of the Thousand Teeth |
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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| Gnoph-Keh, creature of the Great Doom |
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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
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ICONS
ORETHYA THE SILVER SWORD, LAST HERO OF IMYSTRAHL
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| Orethya |
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.