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BrightSword 6.

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BrightSword
Core Rulebook
BrightSword is Copyright 2012 DGS LLC
This is a prepublication playtest copy.
Permission is granted to those receiving this from the author
to make photocopies for convenience in playtesting.

BrightSword would not be possible without the assistance and companionship of:
Keith (Andelor the Healer) Matthews, Dave (Asher the Beastmaster) Hayes, Rich (Lovar the
Wizard) Staats, Dave (Sven the Soldier) Wood, (Springbuck the Hunter)
Steve (Blast it to a Cinder) Rolston, Chris (Wake up, Celefin) Jackson, Jeremy (Windstor
Sauronbait) Barker, 'Mac' (Turvagor Swordcollector) McCollum, Mike (Where'd Gil-Galen go?) Reinken,
James (Roland the Haunter) Causey, 'Doc' (Atan Nobleslayer) Burgess, Alex (Shade Celefinbane) Vaeth,
Rob (Angrac the Black Hand) Harding, Hans (Tenlor Dartchucker) Schnople.
Brian (Up the rope, Benadril) Linvill, Marc (Nice shorts, Jubal) Lago, Mike (You go first, Frago)
Andersen, Bryan (Cormallen will handle this) Hamilton, John (Nicodemus or Balthazar?) Cantwell, Steve
(Valacar Pettymage) Moore, Derek (Rothien the Impressive) Carson, Eric (Put down the chicken leg, Tox)
Zichella, John (Nice Door!) Frieda.
Marshall (UrbanElf) Bass, Eric (Scatterbolter) Lauterbach, Kelly (Blah, Blah, Blah) Wilkinson, Mike
(We need a new mage) Woods, Jeff (the Volcano) Jones.
Mike (the Witch) Turner, Woody (Sure, Ill go down there) Walton, Tobe (See the light) Tennyson,
Matt (Team Ailea) Bogart, Bill (Doctor Death) Corr, Shawn (Its a deal) Blevins.
Paul (Open another keg) Leuschen, Matt (Can I have another adventurer sheet?) Johnson,
Charles (Sorry, Marshall) Yaw, Tom (Spider-bait) Gillman, Todd (Dragonslayer) Schneider.
Chris (The Augerer) Campbell, Josh (Dare to be Different) Campbell, Steven (Black T roll)
Hollowell
Craig (Battleelf) Maksimik, Tim (Casters suck!) Gaffney, Jason () Condon, Max () Hardenbrook,
Brady () Kopek, Richard () Lonski, Mike Puma Lesniowski, Adam Fennema

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WELCOME TO BRIGHTSWORD

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BRIGHTSWORD
Credits
Welcome to BrightSword
Chapter 1 World of Faelon
The World of Faelon
The People of Faelon
The Factions of Faelon
Chapter 2- Game Basics
What You Need to Play
Basic Concepts
The Tiered Dice System
Example of Play
Chapter 3 Adventurers
Adventurer Creation
Choose a Race
Choose a Faction (should these be switched?)
Determine Your Attributes
General
Primary Attributes
Secondary Attributes
Attributes and Skills
Determine Your Starting Adventure Points
Choose Your Path
Choose Skills
Choose Talents
Determine Your Look
Determine Your Backstory
Choose Your Name
Social Class and Birth Order
Flaws and Perks
Start Situation
Chapter 4 Paths
Choosing a Path
The Paths
Path of the Blade
Path of the Coin
Path of the Horn
Path of the Mask
Path of the Scroll
Path of the Wheel
List of Professions
Chapter 5 Skills
How Skills Work
Acquiring Skills
Skill Development
Using a Skill
Skill descriptions

The Master Skill List


Chapter 6 Talents
How Talents work
Acquiring Talents
Natural Talents
Path Talents
Chapter 7 Equipment
Rules and Equipment Lists
Encumbrance
Chapter 8 Actions
Taking an action
Free Play Sequence
Action Sequence
Types of Actions
Actions and Time
Movement
Jumping and leaping
Climbing
Riding
Swimming
Movement in the countryside
Flying
Combat
Combat and the Action Sequence
Attack Ratings
Defense (DEF)
Shields
Movement and Combat
Mounted Combat
Aerial Combat
Charging
Fatigue
Facing and Multiple Opponents
Multiple/Fewer Attacks
Two Weapons
Ranged attacks
Surprise
Weapons
Damage
Armor
Critical Hits
Shock
Exceptional Situations
Free Attacks
Standoff
Special Combat Actions
Chapter 9 Magic

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Introduction
Spellforms
Spells
Casting Spells
Countering Spells
Energy magic
Wizardry
Illusion
Rune Magic
Spirit Magic
Grey Magic
White Magic
Black magic
Magic Items

Improvement and Adventure Points


AP Costs
Attribute Potential
Light and Visibility
Defenses and Resistance
Injury, Healing and Recovery
Dangers
Damaging Things
Economics
Aging
Fear
The Supernatural

Chapter 10 Religion
The Creator
The Old Gods
Totems
Varan
Runah
Koromai and Koromen
The Faces

Sample adventure

Chapter 11 Adventuring
Experience

Chapter 12 Gamemastering Faelon

Chapter 13 Creatures
Dralal
Witchcats
[dryads]
Mountain spiders
Velozar
Perak

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THE BRIGHTSWORD GAMING EXPERIENCE


QUOTE
BrightSword is a set of fantasy roleplaying rules set in the world of Faelona world of great beauty
and great danger, of politics and religion, intrigue and honor, people and power, magic and mystery.
More than a dozen factions strive for domination and survival across Faelons two known
continents. Strange creatures move along the fault lines of civilizationsome from a past that never passed
out of reckoning, some from portals between Faelon and Mervael, the Spirit World, and some from
Faelons heavens and hells. The gods have sundered Faelons magic in twainCasters are divided
between spells that influence the inorganic and inanimate and those that influence creatures both living and
recently alive. Only an immortal may learn the secrets of both, leading some to seek immortal ity through
pacts with abominations.
Above all, Faelon is the story of its peopleresonant characters who seek power and peril each in
their own way against a backdrop that is as full of life as it as it is fraught with menace.
Come join us in Faelon.
WHAT IS ROLEPLAYING?
Role-playing games consist of a group of players each acting out the role of an alternate persona. They do
so within an imaginary world created by another participant known as the Gamemaster (GM). Role-playing
games come in many forms, usually defined by the type or genre of environment in which the action takes
place. In BrightSword, the action takes place in a fantasy setting where the players act out the roles of
heroic adventurers.
If this is your first time role-playing, congratulations! You have chosen a fascinating and rewarding
hobby shared by millions. Do not worry too much about the rules. Your GM will explain whatever else you
need to know to begin.
If you and your friends have never played an RPG before and currently have no gamemaster, one
of you should read Chapter 12 Gamemastering Faelon carefully and take the rest of the group through
the sample adventure there before starting out from scratch.
To get an idea how a role-playing game works, an example of a scene from a BrightSword game
follows. This example employs many BrightSword concepts that you may not have read about yet. Simply
return to it periodically as you read this guide and it will all come together.

WHY PLAY BRIGHTSWORD?


With so many RPG choices out there, why should someone play this one? Lots of
reasons
Faelon
Emphasis on Role-playing. The BrightSword game system is designed to put the role-playing back in
RPGs. This is accomplished by minimizing player reference to charts, tables, the Adventurer Data Sheet
and complicated procedures and rewarding the player for acting out the performance of skills and actions.
The Tiered Dice System
Your dice.
Experience. Experience and gaining levels is solely based on regular participation. You play, you advance.
No points for killing that last giant rat.
Paths
Talents and Mastery
Magic of Faelon

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Spellforms. The magic system is quite unlike all other standard FRPGs.
The Elements. Most FRPG systems that have a strong elemental component have four elements (air,
earth, water, fire). BrightSword has five, adding ice (or endothermic reactions) to balance fire (exothermic
reactions).
Spirit. Most FRPGs do not represent the soul or life-force component of an Adventurer as an Attribute.
No resurrection. This principle eliminates the need for player morale tests. No second chance for an
Adventurer who dies is quite the motivation to survive.

Teamwork. Succeeding as a team is the goal. Individual performance, for its own sake, is not important.
The BrightSword system is somewhat unforgiving to groups who do not work as a team.

WORLD OF FAELON (# of pages)

CHAPTER 1

Faelon is a purse full of sparkling gemstones, any one of which would make a man
wealthy. But it is the whole bag of them we seek.
Tak-abar, Tribune of the Scorpion Legion.

This includes information on the timeline of Faelon, its current seven races and current fourteen factions.
Playtesters reference the race and faction info on the website for the time being.
Chapter 2 will be X pages when complete.

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GAME BASICS

7
CHAPTER 2

WHAT YOU NEED TO PLAY


In order to play a game of BrightSword, you will need the following,
- At least one copy of this rulebook.
- Players [number, role, etc]
- Game Master (GM), [MTF]
- An Adventurer for each player. [MTF]
- Dice. BrightSword uses the standard conventions for indicating the type of dice to be rolled such as d6,
d10, etc. (where d6 is a six sided die, d10 is a ten sided die, etc.). The core game mechanic of BrightSword
is the Tiered Dice system. The Tiered Dice system uses multiple different die types: d4, d6, d8, d10, d12,
d14, d16, d20, d24 and d30. [MTF].
Dice Photo?
- A tape measure marked in inches. Many game effects require a measurement on the game table.
- Game Markers. While these are not required to play, its easier to mark common game effects with a
marker to help the players remember what is going on. We have for sale a set of basic game markers for
your use that include: life points, power, panic, charge, treasure counters, objectives, fate stones and
destiny stones. The use of these markers will become clear once you have read the rules.
Marker photo?
- Possibly an encounter area. [MTF]

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BASIC CONCEPTS
Actions. The things that Adventurers do (fight, pick locks, cast spells, ride horses, etc.) during the play of
the game.
Action Sequence. The game structure used to resolve detailed, primarily combat, activities. Action is
resolved in 6 second 'rounds'.
Adventurer (ADV). The game persona assumed by the player.
Agility (AGL). An Attribute defining the Adventurers ability to move quickly, lithely and accurately.
Armor Value (AV). A measure of the ability of personal armor to reduce the amount of physical harm to an
Adventurer caused by an opponent's successful strike.
Attack Rating (AR) A measure of an Adventurer's ability to hit a target with a weapon.
Attribute. A fundamental quantitative measure of an Adventurer's abilities. The primary Attributes are:
Strength (STR), Dexterity (DEX), Agility (AGL), Endurance (END), Spirit (SPR), Knowledge (KNW). The
secondary Attributes are: Frame (FR), Damage Points (DP), Fatigue Limit (FL), and Carrying Ability (CA).
Carrying Ability (CA). A secondary Attribute that defines how much an Adventurer may carry before being
encumbered.
Contact. Two models whose bases are touching are in contact.
Critical Success (Crit). Exceeding the target with a test by some number usually 10 results in a Critical
Success or Crit, which provides the Adventurer with significant additional benefits over and above simply
succeeding.
Damage Bonus (DB). The modifier to a damage roll that increases or decreases the amount of damage
done by a hit.
Damage Roll. A measure of an Adventurer's ability to cause damage after he has successfully stuck an
opponent. A die is rolled based on the weapon types and any Damage Bonus (DB) is added to it and the
targets Armor Value is subtracted from it for the total damage caused.
Defense (DEF). A measure of an Adventurer's ability to avoid an opponent's attacks.
Dexterity (DEX). An Attribute defining the Adventurers hand-eye coordination and ability to execute
precise tasks.
Die Level (dl). +/- dl (die level). This means to increase or decrease the die rolled to the next greater or
lower die size.
Example text box. A Haradelan Apprentice Knight has a d10 melee attack rating (MAR) and is the target of
a Grular Warlocks Curse spell. This spell reduces the MAR of the Knight by -2dl, so the d10 becomes a
d6 (d10 down to d8 down to d6) for the duration of the spell.
Directly Toward. A model is facing directly toward a model or object if a line formed by the center of the
models base and the center of the models front arc model extends out to touch the distant model or
object.

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Directly Away. A model is facing directly away from a model or object if a line formed by the center of the
models base and the center of the models rear arc extends out to touch the distant model or object.

Enemy. A model from an opposing freeband or NPC model.


Engaged. A model in contact with one or more enemy models is engaged.
Example 2 Photo Engaged

Encounter Area. [MTF]


Encumbrance Level (EL) (Chapter 7) A measure of how weighed down an Adventurer is.
Endurance (END). An Attribute defining the Adventurers general health and ability to resist physical
adversity.
Fatestones. Fatestones are tokens that permit an Adventurer the ability to affect things that happen to it.
Adventurers acquire Fatestones through various game effects and a Fatestone is assigned to the particular
Adventurer that acquires it and cannot be used on behalf of any other Adventurer. When a Fatestone is
used, it is removed from play. Fatestones can be represented by any convenient token.

A Fatestone may be used to reroll a die rolled for the Adventurer.

Destiny Stones, Destiny Stones are exactly like Fatestones with the exception they may be used
for any Adventurer in the freeband.

Summoned, Feral and non-player creatures cannot normally gain or employ Fatestones or
Destiny Stones.

Fate and destiny stone marker photo?

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Fractions. Unless otherwise noted, round all fractions of 0.5 up and 0.49 down.
Free Move. A Free Move is a move of a specified distance to which all movement rules apply. A Free
Move is made separately from and does not count toward the Adventurers movement action for that turn.
Free Moves may include the use of any ability that can be used in conjunction with a Maneuver action and
all of the restrictions of that ability apply to the Free Move. A Free Move may not be used to contact an
enemy model.
Free Play Sequence (FPS). The interaction of players and GM outside of the Action Sequence.
Friendly. A model from the same freeband, or from another from the same team designated as such
before a multi-player game.
Game Master (GM). The individual who: runs the game; designs the background, scenario and
encounters; and acts out the roles of NPC.
Knowledge (KNW). An Attribute defining the Adventurers education and knowledge base at the time he
begins his adventuring career.
Life Point (LP). A measure of an Adventurer's ability to withstand physical harm.
Magic Armor Value (MAV). The ability of various creatures and items to resist physical damage caused by
magical sources. Uses the same mechanics as AV.
Non-Player Characters/Creatures (NPC). The roles played by the GM representing beings who come
into contact with the Adventurers.
Placed. Some game effects place an Adventurer. A placed Adventurer is picked up from its current
location and set down where it is to be placed. It does not cross the intervening table space and is not
subject to any effects tied to the intervening table space. Placed Adventurers do not trigger reactions when
placed. An Adventurer may not be placed in impassable terrain.
Player. The actual human being playing out a role as an Adventurer.
Premeasuring. Premeasuring is allowed. Any distance on the tabletop can always be measured. When a
measurement is made between two models, the distance is from one base edge to the other.

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Random Direction
When a game effect calls for something to move or be placed in a random direction follow these steps.
1. Pick a direction as 1.
2. Roll a d8.
3. Move or place the model or effect in the indicated direction.

Skill. A measure of an Adventurer's ability to perform tasks of a specific type.


Special Combat Action (SCA). See Chapter X.
Spike. An action roll of a single die that results in the highest numbered face of that die.
Strength (STR). An Attribute defining the physical strength of an Adventurer.
Stack. Stack is a game term for game effects that are cumulative. If a game effect is cumulative with
another game effect, those effects are said to stack. Unless otherwise indicated, game effects stack in
BrightSword.
Example text box. In the Magic Phase, the Fist of Vidunar casts an Aileas Light spell on an Apprentice
Knight of Barek. The Apprentice charges a Trilian Enforcer and the Enforcer fails the Bull Rush opposed
test. The Aileas Light spell makes any melee attack on the Apprentice -2dl. The successful Bull Rush
makes the Enforcers attack -1dl. The two effects stack to make the Enforcers attack a combined -3dl.
Within. When measuring a distance, within includes exactly that distance. A model, for example, is
within 6 of another model if its base is any distance away from 0 to exactly 6.

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TIERED DICE SYSTEM


The Basic Rule
As an Adventurer gets better at accomplishing a task, it will have a larger die type assigned to the
rating in that particular ability.
How to Succeed

Roll the appropriate die or dice based on the appropriate rating (melee attack, ranged attack,
magic, attribute or skill)

Add or subtract any bonuses or penalties

If the roll is equal to or greater than the target number, the test is successful (a hit is achieved, spell
cast, morale test passed, etc.)

Ratings
A Rating is the die type that a player uses to make a test of a specific type. The Tiered Dice
System makes use of 10 different die types to reflect skill and attribute ratings: d4, d6, d8, d10, d12, d14,
d16, d20, d24, and d30. A rating can never be reduced below d4. If a game effect calls for a reduction to a
d4 rating, the rating remains d4. Unless otherwise specifically excepted, a rating can never be raised above
d30. If a game effect calls for such an increase, and there is no exception made, the rating remains d30.

Target Numbers
A Target Number (TN or simply, target) is the number that must be equaled or exceeded by the
players roll in order for a test to succeed. The rules provide guidelines for the assignment of a target to a
given test.
Base Target Number. Unless otherwise specified, the target number for any given test is 4.
Table 8-1 Target Numbers
Very Easy
Easy
Basic
Tough
Very Tough
Extremely Tough
Nearly Impossible
Impossible

2
3
4
5-8
9-11
12-14
15-17
18-20

EXAMPLE. Asira, a Koronnan archer, has a rating of d8 in her Bow skill. This means that when she fires
her bow, she rolls a d8 to determine the outcome of the shot. The game master, or the game system itself
in non-roleplaying games, assigns a Target Number to the action to be performed. The Target Number
(TN or simply, target) is the number that must be equaled or exceeded by the actors dX roll in order for the
action to be a success. Lets say Asira wants to shoot a sentry guarding the entrance to a bandit camp and
the sentry is 40 paces away. The GM determines this is a basic task the sentry is on the lookout, but not
directly aware of Asira, there is full moonslight, he is at short range, has no shield and is not behind any sort

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of wall or other cover therefore the target number is 4. Asira shoots by rolling a 5 on her d8 and
therefore has hit the target. She has succeeded because her result a 5 equals or exceeds the target
of 4.

Rolling the Dice


Rerolls. On occasion, the player is permitted to reroll an unfavorable die. Any given specific die result may
only be rerolled once, no matter how many rerolls a player possesses. The player must accept the result of
any reroll as final he cannot choose to accept the original roll instead
Spike. Action rolls in the Tiered Dice System explode (also known as open-ended). This means that when
the die rolled to determine the outcome of an action - after any reroll is applied comes up on its highest
valued face, the die may be rolled again and the result of the new roll added to the overall result. Rolling
the highest value on a die and being allowed to roll it again is called a Spike or Spiking. This must be
achieved naturally. Dice do not spike through being modified to the equivalent of the highest valued face.
To determine, the result of a spike, roll the die again and add that result to the initial roll. A player may
continue to roll a die on which he has achieved a spike so long as the die continues to result in its highest
value. All the results from this one die are added together.
Example text box. If a player rolls a d6 that results in a 6, and rolls another 6 and another 6 and finally a
3, the result of the roll is 21 (6+6+6+3).
Any modifiers that apply to a spiked die are only applied ONCE, no matter how many times the die spikes.
Example text box. If a test is d8+2 and the first die is an 8, then a 3, the result is 13 (8+3+the modifier of 2
applied once).
[[spike record Inset box. We keep records on spikes for each die type that occur during our sponsored
events and will publish them on our website. The very first time a d30 was rolled in one of our playtest
events, it spiked to 51!]]
The Rule of Tarch: A natural one, after all rerolls, is always a failure regardless of modifiers. This does not
extend to subsequent rolls of a spiked die, only an original roll.
[[Tarch inset box. Originally, an automatic failure in the Tiered Dice System was termed a crash. During
playtesting of our roleplaying game, an assassin adventurer surprise-attacked a key enemy NPC and rolled
a 1 on his attack. Using a Fatestone to reroll the attack, the adventurer rolled 1 again. The assassin
dispatched soon after by the now aware enemy leader - was named Tarch]]
Modifiers
Dice rolls may be modified by either altering the die level (dl) or an addition or subtraction to the roll or both.
Various game effects provide both sorts of modifiers. Key things to remember about modifiers:
- A dl modifier changes the type of die used.
- A bonus or penalty adds or subtracts to the result.
- A bonus or penalty is only added or subtracted once, no matter how many times that roll spikes.
- Modifiers stack unless otherwise indicated.
- A Tarch is always a failure regardless of bonuses or penalties.
Split Dice
Some actions in the game permit the player to split a die roll into multiple dice. When this is
permitted the player may roll a number of dice such that the total of the sides of the dice rolled is equal to

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or less than the number of sides on the original single die. For example, in some cases a model may split
melee attacks. If a model has a MAR of d12, it may instead roll two d6s (6+6=12) each counting as a
separate attack in its own right. Or, the player could have chosen a d4 and a d8 (4+8=12) instead. Each
die of a game effect that permits split dice is a separate die roll l existing game effects apply fully to each
individual die roll in the same way they would if the base die had been rolled singly.
Critical Hit
If the final result of a roll exceeds the Target Number by the Threshold (TH) or more, then the
player has achieved Critical Success.
The number by which a target has to be exceeded to achieve a Critical Success is called the
threshold (TH) and is normally 10. Some game effects lower or raise the threshold. For example,
As many rolls in BrightSword are combat tests, or attacks, this is typically referred to as a Critical
Hit, also known as a Crit. All three terms are interchangeable. Critical Successes that occur in combat
are often called Critical Hits, and in this case the terms are synonymous. Note however, that Spikes and
Crits are two different things. A Spike may result in a Critical Success and often a player will *need* to Spike
in order to achieve a Critical Success. But just because a player has Spiked does not, in and of itself, mean
that he has achieved a Crit.
The rules on Tests and Combat will describe what effects a Critical Success has on the game.
Example:
Kalor is attempting First Aid on a fellow Adventurer. His First Aid skill rating is d6 and the GM
determines there are no bonuses or penalties to the action roll and that the final target number is 4. Kalor
rolls a 6 and then a 6 and then a 4 for a spiked result of 15, which is a Critical Success as it exceeds the
Final Target Number by 10 or more.
Example:
Haphos decides to jump a moat on his horse. He has Riding Skill d8 and the base Target Number
is 6.
If the roll is a 16 or more, Haphos achieves a Critical Success. The GM might rule that the castle
guards are so stunned by the adroitness of the move that they do not fire their crossbows this round.
If the roll is a 6-15 Haphos enjoys success and lands safely on the far side of the moat, ready for
action.
If the roll is a 2-5, Haphos fails and he and his horse plunge into the middle of the moat.
If the roll is a 1, Haphos suffers automatic failure and might be knocked unconscious by the fall into
the moat.

Super Crits
A Super Crit occurs when a roll exceeds a Target Number by a multiple of 10 after the first 10. For
example, if a rolls TN is 4 and the player rolls a 27, the roll has exceeded the TN by two multiples of 10
(is 20 or more over the TN). Each multiple of 10 the roll has exceeded the TN is known as a level of crit.
Example text. Continuing the example from before, lets say that instead of a 4, the Marauders second roll
was another 10, and his third roll was an 8. This would result in a 28, which is more than 20 over what
was needed. As this is two multiples of the TH over what was needed, the player has achieved a super crit
resulting in two levels of crit, one for each TH achieved.

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Opposing Thresholds
If two or more game effects alter the TH of a die roll in different directions, average them and round
fractions down to establish the new TH of the die roll.
If two or more game effects alter the TH of a die roll in the same direction, owner of the effects chooses
one to use and ignores the other. Thresholds do NOT stack.
Example text. A Grular Kor-Khan attacks a Trilian Starseeker with his Spikedrakh. A Spikedrakh is Deadly
and so its TH for a crit is 8. But the Trilian has the Deflect talent an crits against him need a TH of 15. The
average of the two thresholds is 11.5 (8+15)/2. Rounded down this means the TH for the attack is 11.
Crits and Fatestones
If the rules do not otherwise indicate a benefit for achieving one or more critical successes (crits) on
a test, each level of crit provides the Adventurer one Fatestone (pg x). If the rules provide for a benefit for
one or more levels of critical success on a test, but not all of the levels of critical success achieved, the
Adventurer gains one Fatestone for each level of success not otherwise providing a benefit.
Example text. Rich makes a roll to put his Bandit Highwayman on Delay. The Highwaymans DISC is d10
and the target number to put a model on Delay is 4. Rich rolls a 16 (after spiking) and has achieved one
level of crit. There is no specific game effect to placing a model on Delay and achieving a crit, so the
Highwayman acquires a Fatestone.
Destiny Stones
During its activation or during the End Phase, an Aventurer may turn in two Fatestones in
order for the freeband to gain a Destiny Stone. As this makes a Destiny Stone worth two
Fatestones, a player may resolve two levels of crit for which there is no game effect by acquiring a
Destiny Stone instead.
Example text. Instead of a 16 on a delay roll, lets say Richs Highwayman achieves a 26. As that is more
than 20, two thresholds, above the target number of 4, he has achieved two levels of crit. He could take
two Fatestones, but chooses instead to take one Destiny Stone.
Attribute Generation Rolls
Do not spike. More TBP.

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TESTS
A test is a dice roll using the Tiered Dice System described on page x. The player selects a die
appropriate to the rating involved, determines the target number and rolls. The result of the die roll is not
final until after any applicable reroll is decided upon and taken, and the result includes any applicable
modifiers.
If the result is equal to or greater than the target number, the test succeeds.
If the result is 10 or more over the TN, the test results in a critical success, or crit.
If the result is lower than the TN, the test is a failure.
If the result is a natural one, a tarch, the test is a failure regardless of any modifiers.
COMBAT TESTS
Combat tests are either ranged or melee. Combat tests are also known as attacks. The rating
used for attacks is either the models Ranged Attack Rating (RAR) or Melee Attack Rating (MAR). Attacks
are described in Making a Ranged Attack, page x, and Making a Melee Attack, page x. The target number
of an attack is the target models Defense (DEF). Attacks resulting in crits typically do more damage to the
target, page x.
CASTING TESTS
A Casting Test is a special type of Test that permits the casting of spells. For the rules on Casting
tests, see pg x.

DISCIPLINE TESTS
Discipline Tests are tests using the models Discipline Rating (DISC) to accomplish military-like
tasks in dangerous situations.
Types of Discipline Tests
Morale Test to avoid panicking when something goes badly wrong (pg x).
Fear Test to resist the effects of Fear (pg x).
Rally Test to stop panicking and return to the encounter (pg x).
Evade Test to evade an enemy trying to come into contact (pg x).
Delay Test to place a model on Delay (pg x).
Targeting Test to shoot a target of the models choice (pg x).
If a model crits a DISC Test, the model receives a Fatestone (pg x) for each level of crit.
ABILITY TESTS
Types of Ability Tests
There are three types of Ability Tests: Attribute Tests, Mobility Tests and Skill Tests. Unless
otherwise specifically noted, the target number for all ABL tests is 4. Ability tests are written as: TYPE test X,
where X is the target number if it is not 4.
For example: Climb test 6
This is a Climb test, which is a type of Ability test, and the target number for this particular Climb
test is 6.
Attribute Tests

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Attribute tests in Freeblades are a type of Ability test and will have keywords such as AGL, SPR,
etc.
Strength (STR)
Dexterity (DEX)
Agility (AGL)
Endurance (END)
Spirit (SPR)
Knowledge (KNW)
If a model crits an Attribute Test, the model receives a Fatestone (pg 29) for each level of crit.
Mobility Tests
Mobility tests are discussed on pg 52. Most mobility tests provide some benefit for a Critical
Success. For every level of crit achieved on a mobility test for which a benefit is not assigned, the model
receives one Fatestone. Mobility tests are:
Climb Test
Swim Test
Jump Test
Skill Tests
Skills are listed on page x.
- The rules will indicate when a model can take a skill test to accomplish some task.
- Unless otherwise noted in the skill description, skill tests are Free Actions.
- Skills marked with a (t) require training. If the model does not possess this skill, a test in
that skill cannot be made. Otherwise a test made in a skill for which the model has no skill
rating is made using a d4.
- If a model crits a Skill Test, the model receives a Fatestone for each level of crit.
OPPOSED TESTS
Some game effects call for an opposed test. An opposed test is a test in which the target number is
set by the opponent also taking a test. Typically, each side is taking the test using the same rating type. For
example, an opposed STR test, each side uses the STR rating of the model involved to take the test.
In an opposed test, the test is taken by the model attempting to succeed at employing some game effect.
The target number in an opposed test is set by a model granted the ability to attempt to oppose the enemy
model. For example, the use of the Parry talent permits a model to cause an enemys use of a
melee attack to become an opposed test.
For example, Haphos the spy is trying to hide in the shadows of a corridor alcove from a nearby
guard. The GM has Haphos make a Stealth action roll and provides a +1 bonus for the dim lighting in the
castle. Haphos rolls his Stealth skill, a d8, and gets a 6 which with the modifier results in a 7. The GM
rolls for the guards Perception, a d6, and the guard rolls a 4 and fails to notice Haphos in his hiding place.
Note that once Haphos achieved a result above 6, the guard would have had to spike his roll to succeed.
The GM may also apply the rules for complex and multi-round actions to an opposed test.

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Example
Solon is involved in a friendly arm-wrestling match with a patron of the Blue Falcon Tavern. The
GM rules that each contestant will make an Action Roll on their STR and the first one to make three
unanswered successes is the winner.

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EXAMPLE OF PLAY
Steve has read BrightSword and has decided to act as the GM for his gaming group. He has
developed a story line taking place just after the Grular invasion of Falkaar and he and four of his friends
have been playing in it for several weeks. Tonight, the group is exploring a crypt.
The Adventurers are:
Kalor, a Trooper played by Keith
Benadril, a Thief played by Brian
Galen, a Scout played by Mike
Tabitha, an Enchantress played by MacKenzie
As the action begins, the group has discovered a trap door hidden under a gravestone in a
cemetery.
Benadril: I will check to make sure the door is not trapped.
GM: (makes a Perception roll for Benadril). It is not.
Kalor: I think Galen should be first in.
Galen: Why me?
Tabitha: Youre the scout, so get scouting.
Galen: Why dont you send the lizard in first? (Tabitha has an iguana familiar named Kazul)
Tabitha: He doesnt like holes. Besides, we need to save that for when we really need it.
Benadril: Shes right, Galen, its your turn.
Galen: Oh, all right. [to the GM:] Ill open it and look down.
GM: Your torchlight shows a rusty ladder leading down into the darkness.
Tabitha: I will lower a lantern on a rope.
GM: The light from the lantern reveals the shaft opens into a larger room about 20 paces down.
Galen: Here goes. Im climbing down the ladder.
GM: It creaks, but supports your weight. At the bottom is a chamber with an iron bound oak door in the
north wall. The chamber is a ten by twenty pace room that is longer north-south.
Galen: Come on down, folks.
Kalor: Well join him, first me, then Tabitha, then Ben.
Benadril: I will pull the trap door closed after me.
Tabitha: Shall I summon a warding spirit to guard our escape route?
Kalor: Good idea, but no. I have a feeling we are going to need all your magic later.
GM: The climb down is uneventful.
Kalor: Ben, check the door.
Benadril: [to GM] I check the door to see if the lock is trapped or if there is any sound coming from beyond.
GM: (makes Bens Perception rolls). There are no traps and you can only hear the breathing of the rest of
the group.
Benadril: Ok, Ill pick the lock. (he makes a Devices Action Roll). A 12! I succeed unless this is a special
lock.
GM: It is not. The door is unlocked.
Benadril: I am readying my bow.
Galen: Me too.
Kalor: I am drawing my sword. As I got us into this, I will go in first. Tabitha, hold up that lantern.
Tabitha: Right.
Kalor: I open the door.
GM: Dust fills the beam of the lanterns light. It shines into a large, long chamber with a vaulted ceiling and
many man-sized cavities carved into the walls. In each cavity rests an ancient skeleton.
Kalor: How many cavities total?
GM: Twelve. Two rows of three on each side wall.
Kalor: Ok, they are sure to be guardians of some sort. Guys, put your bows away and draw swords.
Galen: Uh, shouldnt we be going?
Kalor: You want the crown, dont you?

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Galen: Sure, but fighting skeletons


Tabitha: What did you expect to fight down here, bunnies?
Benadril: What else is in the room?
GM: Nothing. Across from you is another closed door.
Kalor: Ben and I will head over to the door. You two watch the skeletons.
Galen, Tabitha: Right.
GM: Kalor, as you start across the room, a stone you step on sinks a few centimeters. The skeletons begin
to stir.
Kalor: Should have thought of that. Ill get the nearest.
Benadril: Ill put my back to his and face the skeletons from the other wall.
Galen: Oh, well, looks like that time again.
Tabitha: The guys might need a little help. Ill summon a warrior spirit to join the fray.
GM: Ok, got it. The skeletons begin to advance. Kalor, one is close enough to attack.
Kalor: (rolls) I got a 7.
GM: Thats a hit. The creatures AV is 5. Whats your damage?
Kalor: d8 for the weapon [a longsword] and +1 for my strength. (He rolls a d8) Its a 5, plus 1 is 6. [He does
1 LP to the skeleton]
GM: You chip a shoulder bone.
Kalor: Its going to be a long night

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ADVENTURERS

21
CHAPTER 3

Oh, lad, Ive pretty much seen it all these past years. Ive ridden a scorpion the size of a
horse. One of those snake-people tried to kill the lieutenant once and we chased it off. I was nearly
captured by Kandoran slavers. And the women of Zenodeem.well, lets just say you want to meet
one before you die. Yes, yes, people get killed in our business, but we live a hundred days for every
one a farmer or shopkeeper lives. A fine bargain it is, I say.
Larkol, sergeant in the Dark Sky mercenary company, to a potential recruit.
Players of BrightSword take on the role of one of the many people of Faelon. These roles are
called Adventurers. An Adventurer is an in-game persona or avatar of the player. The Gamemaster (GM)
places the Adventurers in a setting and describes it to them and the Adventurers interact with the people
and creatures the GM describes. Depending on the setting, the back story, the tasks the Adventurers are to
accomplish and, most importantly the players and GMs desires and imaginations, an Adventurer can be
chosen from a nearly limitless set of possibilities: a Falkaaran Wizard, a Haradelan Knight, a Thormenalan
Mercenary, a Kandoran Necromancer, a Koronnan Spy, a Traazorite Legionnaire the realms of Faelon
provide a fascinating and dangerous world in which to live and find ones fortune.
The heart of an Adventurer is how she is viewed by her player. No matter what this rulebook says,
nothing is as important as the Adventurer being the embodiment of the players imagination. All this
rulebook attempts to do is help a player merge her vision of her Adventurer with the world the GM creates
and the imaginations of the other players.
ADVENTURER CREATION
This chapter tells you how to translate your vision of your Adventurer into terms that allow it to
interact with the creatures, people and settings of the GMs vision of Faelon and the actions and activities of
the other Adventurers in the players group.
In each step of the Adventurer creation process, you will be determining one or more of the
features of your Adventurer. These features are: race, faction, attributes, path, skills, talents, look,
personality and back story.
The decisions a player makes as he develops his Adventurer are numerous and one decision can
affect the outcome of another. We take you through this process in a specific order, but you are free to
look ahead and make changes and study options all you want. As you become comfortable with the
process, youll speed through it. Indeed a player familiar with role-playing games in general will likely know
pretty much what to look for from the get-go. We recommend that new players work through their first
Adventurer in the order features are presented in the rules and follow the examples of Adventurer creation.
Detailed information on each of the features of an Adventurer is contained in the appropriate chapter, with
summaries located here.

Equipment Required: To create an Adventurer, a player needs the following:

This rulebook.
2 d4 and 2 d6.
Pencil and scratch paper.
A blank Adventurer Data Sheet.
Background information from the Gamemaster, to include in what part of the world of Faelon the
adventure will take place and any additional options and restrictions.

[Box]
Adventurer Creation Summary

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Select Race and Faction


Determine Attributes
Determine Starting Adventure Points
Select Path
Select Skills
Select Talents
Determine Look
Determine Back Story
[box]

SELECT FACTION AND RACE


Chapter 2 describes key characteristics of each faction and race. Part of the information (physical
description, culture and homeland) is back-story. This information has importance in the narrative flow of
the game. Race is the physical, ethnic nature of the Adventurer. Faction is the nation, tribe or other group
to which the Adventurer belongs. An Adventurers faction is one of her most defining characteristics. It
describes her homeland and her political and religious identity. Some factions represent all the people of a
given race, while other races are found in many factions. Choosing the combination of faction and race for
an Adventurer will determine his native language, natural talents and attributes.

Table 3-1 Adventurer Race and Faction


Faction
Koronna
Traazor
Falkaar
Haradel
Thormenal
Urdaggar
Kuzaarl
Mershael
Shakrim
Grular
Kandor
Symidia
Varkraal
Trilias

Race
Chaler
Chaler
Faeler
Faeler
Faeler
Faeler
Kuzaarik
Mershael
Shakrim
Symker
Symker
Symker
Symker
Trilian

Native Language
Chalish
Chalish
Faelish
Faelish
Faelish
Faelish
Symkish
Faelish
Chalish
Symkish
Symkish
Symkish
Symkish
Trilian

Table 3-2 Faction Skill and Talent Tables (see sep spreadsheets for now)
The faction tables identify which skills get a skill break 10 less AP when first taken. They also
identify which exotic weapons are counted as other categories for that faction.

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FALKAAR

Race: Faeler

Native Language:
Faelish

Path
Blade

Skill Breaks
Kolekar: Military

Horn

Longbow

Scroll

Magic [Fire]

GRULAR

Race: Symker

Path
Blade

Skill Breaks
Spikedrakh,
Anghara: Military

Horn

Composite Bow

Scroll

Magic [Shadow]

Shadowspear:
Basic

HARADEL

Race: Faeler

Native Language:
Faelish

Path
Blade

Skill Breaks
Lance

23
Natural Talent:
Random

Pike

Native Language:
Symkish

Natural Talent:
Random

Morningstar, Flail

Impaler: Military

Natural Talent:
Random

Longsword

Horn
Scroll

Magic [Varan]

War Mattock:
Basic

KANDOR

Race: Symker

Native Language:
Symkish

Path
Blade

Skill Breaks
Halberd

Horn

Composite Bow

Scroll

Magic
[Necromancy]

Scythe: Military

Skullstaff

Natural Talent:
Random

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KORONNA

Race: Chaler

Path
Blade

Skill Breaks
Saber

Horn
Mask
Scroll

Moonsknife:
Special
Magic [Moons]

KUZAARL

Race: Kuzaarik

Path
Blade

Skill Breaks
Warhammer

Horn

Crossbow

Mask
Scroll

Arbahlyet:
Special
Magic [Rune]

MERSHAEL

Race: Mershael

Path
Blade

Native Language:
Chalish

24
Natural Talent:
Random

Moonsglave:
Basic

Native Language:
Kuz

Shatterbow:
Special
Asp Baton:
Special
Warhammer:
Basic

Natural Talent:
Die Hard [1]

Kubotan: Special

Native Language:
Faelish

Natural Talent:
Quick

Skill Breaks
Taumari: Military

Mershael Armor

Martial Arts

Horn
Mask
Scroll

Longbow

Mershael Armor

Magic [Illusion]

Mershael Armor

SHAKRIM

Race: Shakrim

Native Language:
Chalish

Path
Blade

Skill Breaks
Scourge: Military

Horn
Mask
Scroll

Blow-gun
Magic [Sea]

Trident: Military

Martial Arts
Martial Arts

Natural Talent:
Amphibious or
Slither

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SYMIDIA

Race: Symker

Path
Blade

Skill Breaks
Scimitar

Horn

Composite Bow

Scroll

Magic [Air]

THORMENAL

Race: Faeler

Path
Blade

Skill Breaks
Foil, Rapier

25

Native Language:
Symkish

Natural Talent:
Random

Native Language:
Faelish

Natural Talent:
Random

Heavy Crossbow

Parry Dagger

Native Language:
Chalish

Natural Talent:
Random

Horn
Scroll

Magic [Earth]

TRAAZOR

Race: Chaler

Path
Blade

Skill Breaks
Sakhazet: Military

Gadoru: Military

Horn
Mask
Scroll

Magic [Sun]

Mace: Basic

TRILIAS

Race: Trilian

Native Language:
Trilian

Path
Blade

Skill Breaks
Toloron: Military

Horn
Mask
Scroll

Longbow
Magic
[Treespeaking]

Herenkal: Military
Herenkal: Special
Herenkal: Special

Natural Talent:
Reachers:
Starlight Vision
Deepers: Arboreal

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URDAGGAR

Race: Faeler

Native Language:
Faelish

Path
Blade

Skill Breaks
Ripper: Military

Horn
Mask
Scroll

Magic [Totem]

Barbed Spear:
Basic

VARKRAAL

Race: Symker

Native Language:
Symkish

Path
Blade

Skill Breaks
Dread Spear:
Military

Horn

Dread Spear:
Special

Scroll

Magic [Ice]

26
Natural Talent:
Random

Handclaws:
Military

Zeradrakh:
Military

Natural Talent:
Random

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Native Language
The Adventurers native language is determined by their choice of race and faction. Kuzaarik and
Mershael do not share their true native tongue with outsiders. Adventurers of these factions may
communicate with others of the same faction in their true native tongue if they choose.
Adventurers receive a free skill rating of d8 in their native language. This does not cost AP, but any
improvement to it will require an expenditure of AP.

Natural Talents
Talents are game actions Adventurers can take. Talents are described in Chapter X. Natural
Talents are based on the innate physical and mental development of the Adventurer.

Table 3-3 Natural Talents


If an Adventurer rolls for a Natural Talent, it is a d30 roll.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30

Alert
Ambidextrous
Animal Calm
Darkvision
Dauntless
Enhanced Senses (Sight, Hearing, Smell)
Fast (+1SPD)
Genius
Heightened Agility
Heightened Dexterity
Heightened Endurance
Heightened Knowledge
Heightened Spirit
Heightened Strength
Lucky
Nimble
Quick
Quick Healer
Resistance [Cold]
Resistance [Heat]
Resistance [Poison]
Resistance [Energy Magic]
Resistance [Spirit Magic]
Starlight Vision
Sturdy

Witchsight

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DETERMINE ATTRIBUTES
General
There are six primary and four secondary Attributes. These Attributes each define various physical
characteristics of the Adventurer in game terms so that players and the GM can resolve player actions
quickly and realistically.
Adventurers are assumed to be heroic individuals and are generally superior representatives of
their society at large. Should a player want to play the role of a more average individual, she may always
choose to lower the start value of any Attribute.
Primary Attributes There are six primary attributes:
Strength (STR). This attribute represents the adventurers physical power.
Dexterity (DEX). Dexterity represents the adventurers hand-eye coordination.
Agility (AGL). Agility is both the adventurers flexibility, ability to act quickly and ability to maintain
balance.
Endurance (END). Endurance represents the adventurers general health and stamina.
Spirit (SPR). Spirit denotes both life force and will power. Adventurers with high SPR values have
more mental energy and a greater will to live.
Knowledge (KNW). The Knowledge attribute reflects the adventurers education level. Note that
KNW does NOT reflect the Adventurers intelligence, wisdom or common sense. Those attributes may be
played as the player deems appropriate for the Adventurer.
Each attribute has a rating. The rating is shown as dX, where x is the number of sides of the die
the player rolls to undertake an action based on that attribute. The higher the number, the more capable
the character is in that attribute.
Note that both Attributes and Skills use the Tiered Dice System. The Tiered Dice System is
explained in Chapter 2.
Determining Attributes
There are two options open to the GM and players for the determination of the value of primary
Attributes.
Method 1 The random method
Based on the race of the adventurer, the player rolls two dice of the indicated type for each attribute
and totals the result. If an even number, that is the number of the dice type of the attribute, e.g. a result of
8 results in an attribute rating of d8. If an odd number, round up to the nearest even number to get the
final result, e.g. a result of 5 becomes an attribute rating of d6. Results of 2 become an attribute rating of
d4.
The player gets 2 rerolls to allocate to either die of an attribute roll OR the frame roll. These rerolls
may be applied no more than one to an attribute (including frame) unless otherwise noted. No single die
roll may ever be rerolled more than once. With respect to an attribute roll, the player can reroll any given
die AFTER seeing the entire initial roll of all dice. Because of this, the player should write down all dice
results and then choose which ones to reroll, if any.
After all rerolls are taken into account, the player may switch any two attribute results. If she does
so, an attribute with a base number of d4+d4 from Table 3-2 cannot be assigned a value greater than d8
and an attribute with a base number of d4+d6 from Table 3-2 cannot be assigned a value greater than d10.

Table 3-2 Determining Primary Attributes

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Attributes
STR
DEX
AGL
END
SPR
KNW
Frame
(roll d6)

Races:
Faeler
Chaler
d4+d6
d4+d6
d4+d6
d6+d6
d4+d6
d4+d6
d4+d6
d4+d4
d4+d6
d4+d6
d4+d6
d4+d6
1: S
1-2: S
2-3: M
3-4: M
4-6: L
5-6: L

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Kuzaarik
d4+d6
d4+d6
d4+d4
d6+d6
d4+d6
d4+d6
1-3: S
4-6: M

29

Mershael
d4+d6
d4+d6
d4+d6
d4+d6
d4+d4
d6+d6
1-2: S
3-4: M
5-6: L

Shakrim
d6+d6
d4+d4
d4+d6
d6+d6
d4+d6
d4+d4
1: S
2-3: M
4-6: L

Symker
d4+d6
d6+d6
d4+d6
d4+d6
d4+d4
d4+d6
1-3: S
4-5: M
6: L

Trilian
d4+d4
d4+d6
d6+d6
d4+d4
d6+d6
d4+d6
1-3: S
4-5: M
6: L

Primary Attribute Example:


Keith determines Kalors attributes. As Kalor is Faeler, each of his six primary attributes are d4+d6
rolls.
Keiths numbers look like this:
Strength:
Dexterity:
Agility:
Endurance:
Spirit:
Knowledge:

d4
2
4
3
4
2
1

d6
4
3
3
6
1
5

current result
d6
d8
d6
d10
d4
d6

Frame: 3 = Medium
Keith has 2 rerolls and can use one or two on any given attribute. He decides first to reroll the d6
for his Spirit. He gets a 2, which is better than the 1 he originally got, but does not change the final result,
unfortunately. He considers rerolling his frame, but knows that with a d10 Endurance, he is doing pretty
well for Life Points (see Table 3-3) and doesnt see Kalor as being noticeably larger than others. He then
rerolls the d4 for Knowledge and again gets a 2 which, although a low number, does indeed improve his
rating.
Kalors new results and ratings:

Strength:
Dexterity:
Agility:
Endurance:
Spirit:
Knowledge:

d4
2
4
3
4
2
2

d6
4
3
3
6
2
5

final result
d6
d8
d6
d10
d4
d8

Frame: 3 = Medium
Keith records the values of Kalors attributes on his Adventurer Data Sheet.

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Method 2 - The point method


The player can assign a total of 40 points to the six Attributes as he sees fit. Each point is the
same as one face on a die, so a d6 rating would cost 6 points but a d8 rating would cost 8. Each attribute
must be assigned a value of d4, d6, d8 or d10. Using this method, no Attribute may be assigned a
score of d12 or better. An Attribute with a base number of d4+d4 from Table 3-2 cannot be assigned a
value greater than d8.
Example: point method
Secondary Attributes: There are four secondary attributes: Frame, Life Points, Carrying Ability and
Vitality.
Life Points (LP). Life Points reflect the adventurers ability to sustain bodily injury. Usually this occurs in
Combat, see Chapter X.

Table 3-3 Life Points (LP)


The Adventurers END determines the amount of life points (LP) the Adventurer possesses.

END
d12
d10
d8
d6
d4

LP
30
25
20
15
10

Optional: Carrying Ability (CA) (20-60 EP). CA = LP*2 Encumbrance Points (EP). Encumbrance Points
are a measure of the amount of equipment an Adventurer carries. One EP is equivalent to roughly one
kilogram/liter. Carrying Ability is a number of EP equal to twice the Adventurers Life Points. This
determines the amount of EP an Adventurer may carry before incurring additional penalties (Chapter X).
Note that this does not determine how much weight an Adventurer may deadlift. An Adventurer may
deadlift half his own weight as a basic (target number 4) Strength Attribute Action (see page X). Trying to
deadlift more increases the target number.
Optional: Vitality is the ability of the Adventurer to resist the effects of Fatigue and avoid becoming Tired or
Exhausted. Vitality is determined by taking the average of END and SPR. Add the two ratings together and
devide by two. If an even number, that is the number of the dice type of the Adventurers Vitality, e.g. a
result of 8 results in a Vitality rating of d8. If an odd number, round up to the nearest even number to get
the final result, e.g. a result of 5 becomes a Vitality rating of d6.

Secondary Attribute Example:


Keith cross references Kalors d10 END on Table 3-2 to get 25 Life Points.
His Carrying Ability is 50 EP (LP*2).
Keiths END is d10 and SPR is d4. 10+4 is 14, divided by two is 7, rounded up is a Vitality of d8.
Keith records his LP, CA and Vitality on his Adventurer Data Sheet.

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Attributes and Skills


Attributes play a big role in the Adventurers use of skills. Each attribute provides a bonus or
penalty to the use of skills based on those attributes. This value is called the Attribute Bonus and is
determined by Table 3-4. Which attribute is used to determine the bonus for the use of a particular skill is
noted in the skill descriptions (Chapter X). In addition, Strength determines a modifier to a melee weapons
Damage Bonus (DB) (Chapter X) value.
NOTE THAT THIS MODIFIER IS TO SKILL TESTS MADE USING SKILLS ASSOCIATED WITH
THE ATTRIBUTE. IT IS NEVER APPLIED TO A PURE ATTRIBUTE TEST.

Table 3-4 Attribute Bonuses and Penalties

Attr Rating:
D30
D24
D20
D16
D14
D12
D10
D8
D6
D4

Bonus
+4
+3
+3
+2
+2
+1
+1
0
0
-1

Example:
Kalor adds +1 to any roll he makes for an action based on his Endurance of d10. But he will add -1 to any
action based on his d4 Spirit.

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DETERMINE STARTING ADVENTURE POINTS


Skills and Talents are purchased with Adventure Points (AP).
What skills and talents are available at what cost is determined by the Path the Adventurer has
chosen.
Each Adventurer receives 100 Adventure Points (AP) with which to determine her starting skills and
talents. Characters will receive more AP as they gain experience (Chapter X)
[box]
Starting with more than 100 AP.
If a player is creating an experienced adventurer (one with more than 100 AP), the rules for Adventurer
creation must be followed for the first 100 AP spent and then may be spent without further restriction
thereafter. Basically this means that the Adventurer may not purchase an advanced talent or more than
three skills at d8 (and none higher) with the first 100 points spent.
[box]
AP
100
250
350
500
750
1000

Starting Adventurer Novice


Veteran
Elite
Champion
Master
Lord

Casters

Bladesworn

Novice
Apprentice
Practitioner
Adept
Master
Lord

Novice
Bladesman
Bladebrother
Bladeseeker
Blademaster
Bladelord

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SELECT PATH
Once an Adventurers background and attributes have been determined, the Adventurer must
choose a Path. A Path is the course of an Adventurers early life. It is the focus of her studies and training.
Choosing a Path lifts a member of the cultures of Faelon out of the yeoman, serf or slave class and sets
them on their way to greater understanding.
Adventurers in Faelon are guided by their intuition, aptitudes, mentors and cultures along one of six
Paths of education, training and experience. They may and often do learn many things not directly on
their chosen path, but at a greater expenditure of effort and time than those skills and talents associated
with their principle calling. Chapter 4 explains the Paths in more detail.
The Paths
There are six Paths to choose from: the Path of the Blade, the Path of the Horn, The Path of the
Mask, the Path of the Coin, the Path of the Wheel and the Path of the Scroll. Skills and Talents associated
with the Adventurers Path can be selected by the Adventurer at the cost in AP shown. Skills and Talents
taken from another path cost twice as much. In common usage, members of the various paths are often
referred to by the path name: Blades, Horns, Masks, Coins, Wheels and Scrolls.
The Path of the Blade [icon]
The Path of the Blade is the path of combat, weapons and war. Blades are warriors, knights,
gladiators, siege engineers, military leaders, duelists, paladins and mercenaries. Blades often receive their
training in military units and specialist weapons schools.
The Path of the Coin [icon]
The Path of the Coin is the path of the making and selling of goods. Coins are craftsmen,
engineers and merchants. Coins typically receive whatever formal training they come by in apprenticeships
and guilds.
The Path of the Horn [icon]
The Path of the Horn is the path of hunting, harvesting and physical interaction with nature. Horns
are hunters, farmers, foresters and animal handlers. Horns typically receive whatever formal training they
come by in apprenticeships and from family members.
The Path of the Mask [icon]
The Path of the Mask is the path of intrigue, subterfuge and chance. Masks are diplomats, thieves,
assassins, performers and spies. Masks typically receive whatever formal training they come by in
apprenticeships and guilds.
The Path of the Scroll [icon]
The Path of the Scroll is the path of knowledge, wisdom and understanding. Scrolls are wizards,
priests, scholars, and healers. Scrolls can be found studying their craft in universities and temples.
The Path of the Wheel [icon]
The Path of the Wheel is the path of exploration, travel and discovery. Wheels are ship captains,
conquistadors and caravan leaders. Wheels get any formal training they receive from apprenticeships, but
much is done learning on the job.

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[Box]
The choice of path determines which skills and talents may be obtained at their base cost and
which are obtained at increased cost. Skills and talents from the other paths cost twice as much.
[Box]
[Example]
SELECT SKILLS
A skill is a task in which an Adventurer can gain measurable experience through training and
practice. The use of a skill is an action where the Adventurer attempts to do something and either
succeeds or fails. How likely the Adventurer is to succeed in the performance of the task is measured by
his skill rating.
Skills differ from Talents in that the Adventurers ability to perform the skill (skill rating) may be
increased with experience. Talents always work the way they are listed and are not individually enhanced
through experience. Instead some Talents work as prerequisites for even more powerful Talents that are
purchased separately once the prerequisites are met.
The detailed description of each skill can be found in Chapter 5.
The description of how skills work as Adventurers act in the world of Faelon can be found in
Chapter 8.
Skills are purchased with AP according to these guidelines:

Each skill ratings cost is shown on Table 3-x. This cost applies to General Skills and Path Skills.
An Adventurer may only have three skills at rating d8 to start and none higher without the
permission of the GM. Note that this does not include skill in an Adventurers native language.
Skills taken from another Path cost an additional 10 AP for each rating increase.

Table 3-x Skill Costs


Skill Rating
D4
D6
D8
D10
D12
D14
D16
D20
D24
D30

Cost for MAR/RAR/CAR


10
+10
+20
+20
+40
+60
+90
+100
+150

[Example (include skill from another path]

Native Language

To Buy directly
10
20
40
60
100
160
250
350
500

Cost for Skill


10
+10
+10
+10
+20
+20
+30
+30
+60

To buy directly
10
20
30
40
60
80
110
140
200

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All starting adventurers are a d8 in their native language. This does not count towards the
maximum number of d8 skills with which an adventurer may begin and does NOT require the expenditure
of any AP. This skill can be increased normally through the expenditure of AP acquired through
adventuring.
Skill Lists
The Skill Lists below summarize the skills that are available to each path and the general skills
available to Adventurers of any path. The tables show the title of the skill, the attribute the skill is linked to
and whether or not the Adventurer must be trained in that skill to attempt its use at all. Skills that do not
require training to use may always be employed using a d4. Skills that have elements in [brackets] have
specializations. The rules on specializations can be found in Chapter X.
General Skills
Note that General Skills are available at base cost for Adventurers of any Path.
Skill

Climb
Cook
First Aid
Jump
Instruct
Swim

Attribute
AGL
KNW
KNW
AGL
KNW
STR

Trained?

Skill

Attribute
AGL
KNW
KNW

Trained?
Y

Ride
Perception
Language [Native]

Y
Y

Language [ONE Foreign]


MAR [Basic Melee]

KNW
DEX

Path Skills
The following skills may be acquired by members of the listed path at base cost. An Adventurer from
another path may acquire and gain experience in a skill from another path. Each skill rating increase for a
skill from another path costs an additional 10AP.
Blade Skills
Skill

Command
Gamble

Attribute
KNW
KNW

Trained?
Y

Skill

Siege Warfare
MAR [Specialist, Military

Attribute
KNW
DEX

Trained?
Y

DEX

Melee]

Intimidate
RAR [Basic, Special, Military
Ranged]

STR

War Engine

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Coin Skills
Skill

Armory
Brew
Commerce
Craft [Fletching, Jewelry,

Attribute
DEX

Trained?
Y

DEX
KNW
DEX

Y
Y
Y

KNW
DEX
KNW

Y
Y

Skill

Evaluate
Find
Gamble
Locksmith

Attribute
KNW
KNW
KNW
DEX

Trained?

Smithing, Carpentry,
Clothwork, Stonework,
Leatherwork, Minting,
Cobbling, Pottery]

Deceive
Draw
Engineering

Mining
Devices
Persuade
Shipbuilding

DEX
KNW
KNW

Attribute
END
KNW
DEX
AGL
KNW

Trained?
Y
Y

Horn Skills
Skill

Animal Handling
Animal Healing
Camouflage
Farming
Forage

Attribute
KNW
DEX
KNW
KNW
KNW

Trained?
Y
Y
Y

Skill

Mountain Climbing
Navigate
Snares and Traps
Stealth
Survival [Forest, Sea, Plains,

Desert, Mountain, Jungle,


Arctic]

Forestry
Herding
Hunt

KNW
AGL
KNW

Attribute
AGL

Trained?

Track
RAR [Specialist Ranged]

KNW
DEX

Skill

Attribute
KNW

Mask Skills
Skill

Acrobatics
Athletics [Diving, Skating,
Skiing, Sports]
Circus [Juggling, Mimery,
Stilt walking]
Cryptography
Deceive
Devices

AGL/STR

Disguise
Find
Gamble
Impersonate

Scroll Skills

Lip-read
Entertain [Singing, Musical
Instrument, Dance, Drama]
Persuade

A/D/E

DEX
KNW
KNW

Thievery
Poisons
Sign Language
Sleight of Hand
Stealth
Ventriloquism
RAR [Crossbow, Arbahlyet,

DEX
DEX
DEX
DEX
AGL
DEX
DEX

KNW

Dart, Blow-gun, Throwing Star,


Throwing Knife]
MAR [Specialist Melee]

AGL/DEX
KNW
KNW
DEX

Y
Y

Trained?

KNW
Y
Y
Y
Y
Y

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Alchemy

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Attribute
DEX

Trained?
Y

37
Skill

Humanities [Education,

Attribute
KNW

Trained?
Y

KNW

Journalism, Law, Linguistics,


Literature, Political Science,
Sociology, Philosophy]

Architecture

DEX

Lore [Astrology, (Culture),


Demonology,
Wood, Metal, Nature, Herbalism,
Astronomy, Caves]

Art [Music, Painting, Poetry,


Sculpting]
Find
Weapon [Longsword,

DEX/KNW

Magic

KNW

KNW
DEX

Medicine
Persuade

DEX
KNW

Theology [Varan, Totems,


Cycle, Moon, Sun, Old Gods]
Language

KNW
KNW

Skill

Attribute
END

Trained?
Y

KNW

Mace]

Heraldry

KNW

History [Genealogy, Social,


Economic, Political, Military]

KNW

Attribute
KNW

Trained?
Y

DEX

Wheel Skills
Skill

Animal Handling
Animal Healing
Evaluate
Cartography
Caving
Camouflage
Command
Drive [Chariot, Wagon]
Find

KNW
DEX
AGL

KNW
STR
KNW

Mountain Climbing
Navigate
Persuade
Pilot
Rappel
Ropes
Signaling
Survival [Forest, Sea, Plains,

KNW
KNW
AGL

DEX
KNW
KNW

Desert, Mountain, Jungle,


Arctic]

Gamble
Intimidate

KNW
STR

Hunt
MAR [All]

KNW
DEX

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SELECT TALENTS
The Talent Lists below summarize the talents that are available to each path. The tables show the
title of the talents, its cost in AP and any prerequisites the Adventurer must possess in order to acquire the
talent.
Talents differ from skills in that the Adventurers ability to perform a skill (skill rating) may be
increased with experience. Talents always work the way they are listed and are not individually enhanced
through experience. Instead some Talents work as prerequisites for even more powerful Talents that are
purchased separately once the prerequisites are met.
The detailed description of each talent can be found in Chapter 6.
The description of how talents work as Adventurers act in the world of Faelon can be found in
Chapter 8.
Talents are purchased with AP according to these guidelines:

Each talents ratings cost is shown on the Talent Lists.


Talents taken from another Path cost TWICE the AP listed.

General Talents
Talent
Bold
Die Hard [x]
Hardened
Tough [X]
Quick Thinker

Cost
10
20x
20
10x+
10
10

Pre-requisite
DISC d8
END d8
END d8

Talent
Retrograde
Steadfast [X]

Cost
10
20x

Pre-requisite
DISC d10
-

Second
Action

100

AGL d14, DEX d14

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Path of the Blade Talents


Talent
Active Defense
Agile Charge
Armor: Medium
Armor: Partial
Heavy
Armor: Heavy
Armor: Extra
Heavy
Armor: Super
Heavy
Authority
Battlecry

Cost
10
20
20
30

Battler

10

Bladedancer

20

Bladeflash

20

Blind Parry

10

Bloodscent
Bloodseeker
Bloodstruck
Bull Rush
Bypass
Combat Mastery
Combat Reflexes
Conquer
Contain
Counterattack
Covert Charge

10
10
10
10
10
20
20
10
10
10
10

Deflect
Disarm
Dual Strike
Elude [X]
Feint

20
20
10
10x
10

Flurry
Follow-Through

Pre-requisite
AGL d8
NHA, AGLd12

Talent
Interrogate [X]
Iron Will
Joust
Killing Strike [X]

Cost
10x
20
10
10x

Pre-requisite

40
70

Lash Attack
Leader

20
30

Whip
DISC d10

90

Lure

10

10
20

Missile Parry [X]

20x

Mounted
Combat
Oppressor

20

Overrun

10

Parry [X]

30x

Power Attack [X]


Quick Dismount
Quick Draw
Rapid Fire
Rapid Reload
Shadow
Shield Bash
Shield: Small
Shield: Medium
Shield: Large
Shield: Pavise

10x
5
5
30
10
10
10
5
10
15
10

Shoot Them!
Sidestep
Stoic
Swashbuckler
Switch

10
10
10
10
10

10
10

Swordcatcher
Swordsman

10
20

Fortress
Frenzy

20
50

Furious
Guarded Attack

10
10

Taunt
Teammate
[Model type]
Wild Charge

Elude [1], AGL


d10, Sword
DEX d10
Parry [1], MAR
d12

STR d8

AGL d10
DEX d10
AGL d10,
Arboreal
AGL d10
MAR d14
2xMelee Wpns
AGLd8
NHA

Leader
Mtd Cbt, Ride d12
MAR d12

MAR d12, AGL d12,


Parry [X]

10

B
10

Mounted Combat,
Ride d12

Ride d8, NHA


RAR d10, DEX d8
Sidestep, NHA
STR d8, Shield

AGL d10, NHA


AGL d8, NHA
MAR d10 {Hybrid
Wpn}
MAR d8 {Kolekar}
2xMAR d10, DEX d8,
Parry Weapon, NHA
DISC d8

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Path of the Coin Talents


Talent
Barter [X]
Diligence

Cost
10x
10

Forgery

10

Influence
Jury-Rig
Master Work
[Craft]
Merchant [X]

20
10
20
X

Pre-requisite

Precision Work
[Craft]
KNW d8

Talent
Paymaster
Precision Work
[Craft]
Sonorous Voice
[X]
Scrounge
Street Fight
Streetwise

Cost
B
10

Talent
Mounted
Combat
Precise Shot

Cost
20

Quick
Dismount
Rapid Reload
Scavenger
Scout
Sniper [X]
Stable Shot

Stealth Shot
Treefall

30
20

Pre-requisite

10x
10
10
10

Path of the Horn Talents


Talent
Accuracy

Cost
10

Pre-requisite

Animal
Companion

20

Animal Handling
d8, Bond
[Animal]

Arboreal

10

Armor: Medium
Bloodscent
Bloodseeker
Bond [Animal]
Extreme Shot

20
10
10
10
40

Falconer
Far Shot [X]

20
20x

Harasser
Heroic Attack
Hit and Run
Killing Shot [X]
Light Cavalry
Many Shot

10
5
20
10x
10
10

Marksman

20

RAR d12
Falcon
DEX d8, RAR
d10
AGL d8
AGL d10
RAR d12
Ride d10, NHA
RAR d12 {Bow
Weapon}
DEX d8, RAR d8

Pre-requisite

20

10
10
B
20x
10

Ride d8

Infiltrate, NHA
RAR d10
Mounted Combat,
RAR d10
Arboreal

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Path of the Mask Talents


Talent
Accuracy
Armor: Medium
Blind Fighting
Catfall
Chameleon
Disguise
Dodge [X]

Cost
10
20
10
10
10
20
10x

Pre-requisite

Elude [X]
Flank Attack
Infiltrate
Influence
Interrogate [X]
Intrigue[X]

10X
10
B
20
10x
10x

AGLd8

Investigate

20

MAR d10
NHA
AGL d10
KNW d8

AGL d8, NHA

Talent
Lure
Poisoner [X]
Quick Draw
Seduce [X]
Shadow
Sidestep
Sonorous Voice
[X]
Stealth Attack
Street Fight
Streetwise
Swashbuckler
Trackless
Trick Riding

Cost
10
10
5
10x
10
10
10x
30
10
10
10
10
20

Pre-requisite
Poison d8

Sidestep, NHA
AGL d10, NHA

NHA
Ride d12, AGL d10
NHA

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Path of the Scroll Talents


Talent
Adept Spells

Cost
40

Apprentice Spells

20

Attuned

30

Bend Spell

20

Chosen
Chosen Warrior

30
10

Cloak Spell
Delay Spell
Devotees
Eyebite

10
20
10
20

Familiar
Fear Craver
Foresight

30
10
20

Intensify Spell [X]

10X

Investigate
Literacy
Logic [X]

20
10
10x

Lord Spells

100

Master Spells

70

Moons Bond
Mystic Dance

10
10

Pre-requisite
Practitioner
Spells, CAR d14
Novice Spells,
CAR d10

Attuned, CAR
d12
Varan or Sun
CAR d8
CAR d16
Grey or Black
Chosen, CAR
d12
Chosen
Grey or Black

CAR d10

Master Spells,
CAR d30
Adept Spells,
CAR d20
Moons Magic
Totem Magic

Talent
Negotiate [X]

Cost
10x

Pre-requisite

Power Word

10

Attuned, CAR d12

Practitioner
Spells
Precise Cast

40
20

Apprentice Spells,
CAR d12
Attuned

Project Spell
Righteous
Prayer
Selective
Sense Weaver
Serpent Dance
Soultaker

20
10

CAR d12
Sun or varan

10
10
10
10

CAR d8
Illusion
Totem Magic
Necromancy

Spellbender
Spellblocker [X]
Spellhammer
[X]
Spellstretcher
[X]
Spell Riposte
Total Recall
Tree Bond

10
10x
10x

CAR d10
CAR d10
CAR d10

10x

CAR d10

10
10
10

CAR d12

Totem Bond

10

Armor Use

Treespeaking, CAR
d10
Chosen
Special

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Path of the Wheel Talents


Talent
Animal
Companion

Cost
20

Amphibious
Arboreal
Armor: Medium
Armor: Partial
Heavy
Armor: Heavy
Armor: Extra
Heavy
Authority
Barter
Bond [Animal]

Talent
Frostfoot

Cost
10

10
10
20
30

Heroic Attack
Light Sleeper
Mountaineer
Negotiate [X]

5
10
10
10x

40
70

Strider
Swashbuckler

10
10

10
10
10

Pre-requisite
Animal Handling
d8, Bond
[Animal]

Pre-requisite

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DETERMINE LOOK
Gender
An Adventurer may be either gender, at the players choice.
Appearance
The appearance (skin color, hair color, prevalence of beards in males and eye color) of the races
of Faelon is shown in Chapter 2.
Height and Mass (or Weight)
Those with small frames will generally be 5-10% smaller and those with large frames will be 5-10%
larger.
Race
Chaler
Faeler
Kuzaarik
Mershael
Shakrim
Symker
Trilian

Height
Male
510
6
48
6
510
58
6

Female
56
58
44
57
56
54
58

Weight (lb)
Male
180
190
150
180
185
175
180

Female
125
135
100
130
125
120
125

Age
Unless otherwise determined by the player with the GMs consent, an Adventurer begins a
campaign at the age at which his culture begins adulthood (18 in many cultures). To begin an Adventurer
at another age, see Chapter X.
Race

Lifespan

Chaler
Faeler
Kuzaarik
Mershael
Shakrim
Symker
Trilian

70-110
200
300
Blessed: 90-150, After: 60-90
55-85
80-120

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DETERMINE BACKSTORY
Name: The player should choose a name that suits his Adventurers personality and fits his race,
homeland and background. The GM should assist the player in making a choice based on the environment
he has developed for the game. The player may want to wait until more of the Adventurer creation process
is complete, but a name should be chosen before the start of the first session!
Handedness
An Adventurer may be either left or right handed, at the players choice. An Adventurer may be
ambidextrous by obtaining the Ambidextrous natural talent (Chapter X).
Social Class and Birth Order
Depending on the importance of social status in his world, the GM should determine where each
Adventurer stands. Other social issues, like caste systems and slavery, may also impact on the
Adventurers place in society.
Currency:
Royal
Mark
Penny
Farthing

gold
silver
bronze
copper

= 10 Marks
= 10 Pennies
= 10 Farthings

Generally speaking, peasants deal in farthings, artisans and craftsmen in pennies, merchants in
marks and nobles in royals. A days wage for a peasant laborer is about 1-3 farthings. A carpenter can
expect to make a few pennies for a simple cabinet. The cargo in a merchants wagon is worth a pouch full
of marks. A mercenary is typically hired for a mark per day.

Start Situation
Unless the start situation includes special circumstances (like the group is in jail!), the Adventurer
should begin the game with the following:

500 bronze Pennies (if rich or noble: 1500; if poor: 50)


Suit of armor and shield of a kind allowed by the Adventurers talents.
One each of the weapons in which the Adventurer has skill. (with scabbards, quivers and
missiles)
A Horse, unless the Adventurers Ride skill = d4. Includes tack, two saddle bags and bedroll.
Two sets of clothing.
Cloak, boots, belt.

Again, unless the start situation includes some special circumstances that would prevent it, the
Adventurers should be allowed to spend their intial money, if they choose, on any items from
Chapter 7.
[Example]
Steve, the Gamemaster, is running a game set just after the Grular invasion of Falkaar. Keith, one
of Steves players, has decided to play a Falkaaran adventurer from the Barony of Karadal, as the
background material Steve has provided on Karadal and its role in the story sounded the most compatible
with the type of Adventurer Keith wishes to play. After looking through the material on the Faeler language
Keith chooses the fine Faeler name of Kalor for his Adventurer. Knowing from the setting that a large part of

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Karadal is rolling plains patrolled by the famous Kings Light Horse, he chooses the Path of the Blade for
Kalor to help him play the role of one who has trained to be in this elite group.

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CHAPTER 4 PATHS
[Path Fluff: TBP]
Blademaster
Commander
High Priest
Archmage
Master Thief
Master Assassin
Merchant Prince
Loremaster
Casters
Novice
Apprentice
Practitioner
Adept
Master
Lord
[How to build a profession: TBP]
LIST OF PROFESSIONS:
Path of the Blade
Barbarian, Berserker, Crusader, Freeblade, Freelance, Zealot, Gladiator, Pit Fighter, Horseman,
Cavalryman, Lancer, Nomad, Outrider, Trooper, Knight, Defender, Equites, Noble, Paladin, Samurai,
Templar, Swordsman, Cavalier, Duellist, Swashbuckler, Tribesman, Amazon, Indian, Zulu, Warrior,
Legionnaire, Man-At-Arms, Marine, Mercenary, Sellsword, Soldier, Militiaman, Warrior Monk
Path of the Coin
Merchant, Trader, Craftsman, Armorer, Brewer
Path of the Horn
Archer, Bounty Hunter, Crossbowman, Shaikan, Slinger, Hunter, Ranger, Scout, Tracker, Trapper,
Woodsman, Witch Hunter
Path of the Mask
Assassin, Nightblade, Ninja, Shade, Stalker, Bandit, Brigand, Outlaw, Highwayman, Bodyguard, Rebel,
Renegade, Ruffian, Scoundrel, Thug, Protagonist, Conman, Entertainer, Minstrel, Troubadour, Bard,
Gambler, Enforcer, Grave Robber, Rustler, Charlatan, Fence, Forger, Racketeer, Spy, Agent, Infiltrator,
Thief, Burglar, Cutpurse
Path of the Scroll
Diplomat, Druid, Animist, Witch, Conjuror, Cultist, Enchanter, Enchantress, Mystic, Theurgist, Warlock,
Illusionist, Mentalist, Mindmage, Sage, Scholar, Shaman, Healer, Medicine Man, Witch Doctor, Wizard,
Adept, Magician, Thaumaturge, Runemason, Symbologist, Monk, Priest, Cleric, Inquisitor, Theocrat, Dark

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Priest, Evil Cleric, Necromancer


Path of the Wheel
Explorer, Conquistador, Seeker, Pirate, Buccaneer, Raider, Slaver, Sailor, Seafarer, Seaman, Rogue,
Teamster, Wanderer, Traveler,

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CHAPTER 5 - SKILLS
HOW SKILLS WORK
Skills are abilities that adventurers learn and get more proficient with through experience. Skills are
developed by purchasing a skill rating with Adventure Points (AP). Skill ratings are from d4 to d30. Skills
are employed using the rules for actions in Chapter 8.
ACQUIRING AND DEVELOPING SKILLS
Skills are initially acquired by spending an Adventurers initial AP during Adventurer Creation
Chapter 3. New skills are acquired and existing skills are improved by the use of AP gained from
experience see Chapter X.
SKILL DESCRIPTION FORMAT
Skills are presented in the following format:
Skill Name
Attribute: Each skill section will show which attribute bonus applies (if any) to action rolls using that skill.
Example: Attribute Bonus
Skill Type: Skills will be listed as being one of three basic types: Creative (Cr), Physical (Ph) and Social
(So).
Training Required: If the annotation Tr appears in a skills listing, that indicates an Adventurer must be
trained in that skill to make a skill roll in that area. Most skills may be employed untrained, meaning an
Adventurer may attempt to accomplish an action using a skill even if not trained in that skill at a skill rating
of d4. Skills that require training, cannot be employed in this manner.
Specialization: Note that some skills have subheadings in brackets. These skills possess specializations.
Each such specialization is a separate skill and must be developed separately. Thus, Art [Dance] and Art
[Drama] are entirely different skills. Note that no set of specializations given here is exhaustive. GMs are
free to add any new ones they feel appropriate.
The most common type of specialization is Weapon Specialization. Weapons specializations are listed in
the weapons skill description. Weapons are grouped together in two ways: Category and Group.
Weapon Categories: Categories help determine which weapon specializations are available to which
paths. They are:

Basic Melee (melee weapons common to all paths)


Specialist Melee (melee weapons used as much by masks as by blades)
Military Melee (hand to hand weapons used for heavy combat)
Specialist Ranged (weapons used as much by horns as by blades)
Military Ranged (ranged weapons used by military units)
Exotic Melee and Ranged (weapons from a specific culture or with a specific purpose or of unusual
nature)

Example: Weapon Category

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Weapons and all their characteristics are listed by Category in Chapter 7.


Text Description: How the skills works and what success and failure results in will be found here.
Standard modifiers to the skill test for this skill may be included. Employing the skill is a standard action
unless otherwise noted.
Time: The time it takes to employ a skill is either one act/event/round or is noted in the description.

Critical Success:
The best form of Critical Success is that determined by the GM using his or her imagination and the
player roleplaying the result. To help, we give some general guidelines on how to play critical success here
and within many of the skill descriptions themselves.
Unless otherwise stated, Critical Success in a physical (Ph) Skill (Drive, Acrobatics, etc.) provides a +1
bonus to any action taken in conjunction with the use of that skill on the same or next round.
Example: Critical Success
For a creative (Cr) Skill centering on the making of a physical object (a leather jacket, a hand tool, a
sword), Critical Success normally results in a work of Fine quality. For a creative skill in the area of lore or
research, Critical Success often results in an insight above and beyond what the Adventurer was trying to
achieve.
At the GMs discretion, making exactly the target during a creative Skill test may result in an item of poor
quality.
For a social (So) Skill,
A Tarch (see page x) in a physical skill usually results in some damage to the Adventurer from a fall or
other such catastrophe and an automatic failure during a creative action results in the Adventurer making a
large error that he might not even be aware he made.

SKILL DESCRIPTIONS
Acrobatics [AGL, Ph, Tr]: An Adventurer with this skill may make an Acrobatics test to perform
extraordinary jumping and aerial maneuvers.
Examples with difficulty
Alchemy [DEX, Cr, Tr]: Alchemy is the ability to understand and manipulate inorganic materials.
Sample alchemy tasks are given below. For tasks not listed, GMs should use these guidelines to
determine time required and difficulty.
Task
Identify inorganic substance
Identify inorganic substance
Identify inorganic substance
Make acid
Make common compound
Make fireworks
Make naptha

Time
1 hour
1 minute
3 rounds
1 hour
10 minutes
1 day
1 day

Difficulty
Tough
Extremely Tough
Nearly Impossible
Tough
Basic
Nearly Impossible
Impossible

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Make smokeoil
1 day
Very Tough
Purify metal
1 day
Basic
Failure in an Alchemy task often destroys the materials used. A Tarch usually also results in injury to the
alchemist.
Naptha, smokeoil
Animal Handling [KNW, Cr, Tr]: A successful Animal Handling test is required to command an animal to
perform a task it already knows. Such a test is +1dl if commanding an animal the Adventurer has trained
herself to perform that task.
A successful Animal Handling test is required to teach a tame animal a basic task. A tarch means
that animal cannot be trained in that task. Each test requires one week of training, succeed or fail.
Basic Tasks: Come, Guard, Find, Follow, Entertain, Retrieve, Stay, Work
Three successful Animal Handling tests are required to teach a tame animal an advanced task. If
there are two failures before there are three successes, or a Tarch at any time, that animal cannot be
trained in that task. Each test requires one week of training, succeed or fail.
Advanced Tasks:
Attack (using its own weapons such as teeth, hooves, claws)
Serve as Mount (carry a person and respond to riding commands)
Track (follow a person or creatures trail)

Five successful Animal Handling tests are required to tame a wild animal. If there are two failures
before there are five successes or a tarch at any time, that animal cannot be tamed. Each test requires one
week of training, succeed or fail. These tests are -1 unless the animal is also being raised from birth at the
same time.
Trained animals start at d6 in a trained task. To increase this, use the same five test procedure
above with every five successful tests = 10 AP.
Animal Healing [DEX, Ph, Tr]: This is the same as the skill Medicine, but works only on animals.
Architecture [DEX, Cr, Tr]: Adventurers use the Architecture skill to plan sound structures. Time: 1 day
per 100 square steps of the planned structure.
Armory [DEX, Cr, Tr]: Armory is the ability to make armor and shields. Time: see Chapter 7.
Art [Music (DEX), Painting (DEX), Poetry (KNW), Sculpting (DEX), Cr]: The ability to create the type of
art in which the Adventurer specialized. Note that the ability to perform art is a separate skill (Entertain).
Time: GM determined.
Athletics [Diving (AGL), Skating (AGL), Skiing (AGL), Team Sports (AGL), Weight-lifting (STR),
Wrestling (STR)] [Appropriate physical attribute, Ph]: An Adventurer uses Athletics skill to perform
feats in the specialization.
Brawl [STR, Ph]: Brawl is the ability to hit an opponent in combat with a fist or an improvised one-handed
weapon (table leg, wine bottle, etc.) and is used as the MAR for such attacks. May be used as the MAR for
a Grapple or Head Butt attack. May not be used for Disarm or Trip.
Brew [DEX, Cr, Tr]: Brew is used to make beer, ale and mead. Time: see Chapter 7.

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Camouflage [KNW, Cr]: The ability to conceal oneself, other persons or a position. Time: 5 minutes per
person or man-sized object.
Cartography [DEX, Cr, Tr]: Cartography is the ability to make accurate maps.
Caving [AGL, Ph]: Caving is the ability to accurately judge distances, judge direction and to choose the
safest route while underground.
Circus [Juggling (DEX), Mimery (AGL), Stiltwalking (AGL), Ph]: The ability to perform feats in one of
the listed specializations.
Climb [AGL, Ph]: The ability to ascend and descend surfaces and objects.
Common Modifiers:
Improper Equipment:
Slick Surface:

-1
-2

Critical Success = 5 steps/round


Success = 2 steps/round
Failure = no progress, require another round.
Tarch = fall, 1d6/step fallen.
Command [KNW, So, Tr]: Command is the ability to have subordinates follow orders. The number of
followers that can be influenced with a Command test is equal to half the Adventurers Command skill
rating.
Commerce [KNW, So, Tr]: Success in Commerce permits the planning, creation and execution of a
business enterprise.
Cook [KNW, Cr]: The ability to make meals that are safe to eat. Not having this skill means the adventurer
must eat food prepared or made by others. Time: see Chapter 7.
Craft [Fletching, Jewelry, Smithing, Carpentry, Clothwork, Stonework, Leatherwork, Cobbling,
Pottery, DEX, Cr, Tr]: The ability to create works in the chosen specialization. A Crit halves the time to
make the item, it does not make the item of higher quality. In order to make items of higher quality, one
must have the appropriate talent (Precision Work, Master Work). Time: Chapter 7.
Cryptography [KNW, Cr, Tr]: Cryptography is the ability to decipher codes and/or ancient scripts. Time:
GM determined.
Deceive [KNW, So]: An Adventurer uses Deceive to bluff or lie to another without the lie or bluff being
detected. If the target of the deception has a relevant skill that would help unravel the lie, the task is an
Opposed Test.
Example:
Devices [DEX, Cr, Tr]: The ability to manipulate mechanical devices (locks, traps, gears, wheels, etc.).
Time: Standard Action for a simple device, a Full Action or more for a complex device.
Disguise [DEX, Cr]: Adventurer may change his appearance. This may include a minor increase in
height/weight. Others may take a Perception test to notice the disguise.
Target numbers to create a disguise of:

Time:

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Another person, same species: Tough (5)


Different race, same species: Tough (7)
Different humanoid species: Very Tough (9)

53
10 minutes
1 hour
day

Seeing through the disguise is an opposed Perception test.


The above assumes that the correct materials are available to create the disguise. If not, for every
area in which the Adventurer had to improvise, give the target a +1dl bonus. If the target is familiar with the
person being impersonated, give him a +2dl bonus.
Draw [DEX, Cr, Tr]: This skill represents the ability to draw an accurate representation of something. Time
is GM determined.
Drive [Chariot, Wagon, STR, Ph]: Success in the use of this skill permits the Adventurer to maintain
control of and get the best speed and maneuverability out of a creature-drawn vehicle.
Engineering [KNW, Cr, Tr]: Engineering permits the Adventurer to plan mechanical works and devices.
Time is GM determined.
Entertain [Singing (END), Musical Instrument (DEX), Dance (AGL), Drama (AGL), So]: You use the
Entertain skill to please an audience in the chosen specialization.
Evaluate [KNW, Cr]: Success in the use of Evaluate permits the Adventurer to know fairly reliably the
value of an object or animal.
Farming [KNW, Ph]: Farming is the ability to grow and harvest food as well as advise others on same.
Find [KNW, Cr]: Adventurers use Find to locate objects or pieces of information that are concealed or lost.
First Aid [KNW, Cr, Tr]: You use First Aid to provide immediate medical treatment to a member of your
race or a target that is reasonably similar. See Chapter X.
Fishing [DEX, Ph]: Success in Fishing results in the catching of live marine life. Time is ten minutes per
fish average. The use of nets and traps will alter the amount of fish caught.
Forage [KNW, Ph]: Use Forage to find food in the wild. Time is one hour to provide food for one
person/animal meal.
Forgery [DEX, Cr, Tr]: Forgery is the ability to replicate art and other original documents. Time is GM
determined.
Forestry [KNW, Cr, Tr]: Forestry is the knowledge of the characteristics, care and feeding of forest flora
and fauna.
Gamble [KNW, So]: Game Masters may choose to use various games of chance to actually play out any
gambling activities. Various Faelon background products will give details on such games present in the
world of Faelon. If there is no time or desire to do so, or of the Adventurer needs to receive credit for a
disparity in Gambling skill, a gambling test may be made to determine the outcome of the game. Based on
who else is participating in the game and how long it takes to play the Gambling test may be an opposed
test (and by more than one person). If the game takes a long time to play the Gambling test may be a
complex task.
Heraldry [KNW, Cr, Tr]: Use Heraldry to recognize coats-of-arms and other heraldic symbols. Success in

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Heraldry also provides information on lineage and family history derived from heraldic symbols.
Herding [AGL, Ph]: Herding is the ability to control groups of animals. A Herding test is required to get the
group of animals to change direction and stay together until the next major direction change.
History [Genealogy, Social, Economic, Political, Military, KNW, Cr, Tr]: Use History in the chosen
specialization to recall an historical fact or understand an historical relationship.
Humanities [Education, Journalism, Law, Linguistics, Literature, Political Science, Sociology,
Philosophy, KNW, Cr, Tr]: Use of the Humanities skill provides an understanding of the given subject
sufficient to execute tasks in and provide information about the chosen specialization.
Impersonate [KNW, Cr]: An Adventurer uses this skill to sound like another person or creature.
Instruction [KNW, Cr, Tr]: Instruction is the ability to teach others how to use a skill. To use this skill, an
Adventurer must:
have the skill to be taught at a higher skill rating than the student
have the Instruction skill to the same or higher rating than the skill to be taught
Every two weeks of game time that the Adventurer using instruction skill (teacher) and student are
together with enough down time, location and materials for routine daily instruction, the teacher may roll
an Instruction skill test. Success grants the student 5AP to be applied to increasing her ability in that skill.
Critical success grants 10AP.
Intimidate [STR, So]: A successful Intimidate test coerces or frightens the target, usually to do or not do
something the Adventurer wants.
Language [KNW, So, Tr]: Language skill is the ability to speak a specific language. Adventurers with d12
Language skill and higher may speak without an accent. The ability to read and write a language requires
the Literacy talent. Language skill tests are required to understand dialects, thick accents and complex
passages.
Lip-read [KNW, So]: The ability to understand what someone is saying by only seeing the movement of
their lips. An Adventurer cannot make a Lip-read test at a higher rating than he has in the language being
used by the subject. For example, if Tabitha has Lip-read d10, but is observing someone speaking Symkish
and she only has Symkish to d8, then the Lip-read test is made at d8.
Locksmith [DEX, Cr, Tr]: Locksmith is the ability to make and repair locks. A locksmith can pick an
untrapped lock with a 1dl penalty to a Locksmith test. Time is GM determined with 3 rounds for a simple
lock.
Lore [Astrology, (Culture), Demonology, Wood, Metal, Nature, Herbs, Astronomy, Religion, Caves,
KNW, Tr]: Lore is the ability to know significant information about the given subject. Choosing a
specialization of (Culture) requires a further choice of the specific culture: Falkaaran, Kandoran, Traazorite,
etc.
Magic [Type] [KNW, Cr, Tr]: Although it has many characteristics not found in other skills, Magic still
functions in basically the same manner. The skill is actually represented by a Caster rating (CAR). In order
to perform a Magic task, usually the casting of a spell, the Adventurer must make a successful Casting test
after all modifiers are considered using his CAR. Details of the use of the Magic skill are found in Chapter
9.

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Martial Arts [DEX, Ph, Tr]: Martial Arts is the ability to combat an opponent without using a weapon. The
Adventurers Martial Arts skill rating is used as the MAR for an unarmed Melee, Grapple or Head Butt attack
and may also be used as the MAR for a Disarm or Trip attack made without the use of a weapon.
Medicine [DEX, Ph, Tr]: Adventurers use Medicine to provide care to the seriously injured. See Chapter
X.
Melee Attack Rating (MAR) [Type, DEX, Ph]: This skill is the ability to employ a weapon in a trained
manner.
Mining [KNW, Cr, Tr]: Mining is the ability to plan and make use of a mine or other underground work. A
Mining test may also be made to make an educated guess about the layout of an existing mine. Time is
GM determined.
Minting [DEX, Cr, Tr]: Minting is the ability to make coins. Time: 10 coins can be made in one day.
Mountain Climbing [END, Ph, Tr]: The ability to plan and execute a trip up a mountain (choosing the best
route, determining the time to be taken, keeping a group safe, etc.). For the actual physical task of climbing
a particular segment of such a trip, use the Climb skill.
Navigate [KNW, Cr, Tr]: Success with Navigation can accurately determine ones own location, direction to
another location or distance to another location.
+1dl for using navigation instruments or aids
-2dl if Adventurer disoriented or cannot see surroundings
Perception [Hearing, Sight, Smell, Taste, Touch, KNW, Ph]: Perception is the ability to notice events,
creatures and objects that are concealed in some way. Perception rolls should be made by the GM to
avoid giving the Adventurer more information than she would have. The GM will determine if the action is a
general perception action or relies specifically on one sense. An Adventurer can specialize in a particular
sense, with a +1dl bonus in that sense and a -2dl penalty in the others.
Critical Success = Adventurer gets additional info.
Success = Adventurer is aware of action taking place, presence of object/NPC, etc.
Failure = Adventurer is not aware of action taking place, presence of object/NPC, etc.
Tarch = Adventurer misses what was there to be noticed AND gets false info to boot.
Modifiers
Target using Disguise Skill:
Target using Camouflage Skill:
Shadows, dawn/dusk:
Night, full moon or poorly lit:
Night, half moon:
Night, no moon:
Night + clouds:

see above
opposed test on skill
-1
-2
-3
-4
-1 additional

Persuade [KNW, So]: Persuade is used to convince another of a point of fact or to undertake a certain
course of action. If there is a reason for the target to dislike or not trust the Adventurer, the target may
oppose this roll on SPR.
Pick Pocket [DEX, Cr, Tr]: With Pick Pocket, an Adventurer can make a test to remove an item from a
person without notice.
Pilot [KNW, Ph, Tr]: Pilot is the ability to maneuver a sea-going vessel to have it travel in the desired

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direction at the desired speed and avoid obstacles.


Poisons [DEX, Cr, Tr]: Poisons is the ability to identify, create and use poisons. Time is day per poison
class.
Modifiers:

-1
-3
-5
-7
-2

Class II Poison
Class III Poison
Class IV Poison
Class V Poison
Incorrect Materials (per substitution)

Ranged Attack Rating (RAR) [Type, DEX, Ph]: This skill is the ability to employ a ranged weapon in a
trained manner.
Rappel [AGL, Ph]: Rappel is both the ability to quickly descend a rope under control and the ability to rig
gear to descend a height safely using ropes.
Ride [AGL, Ph, Tr]: Riding is the ability to use a creature capable of easily supporting a mans weight as a
means of personal transport. It is generally applied to riding horseback, but may apply to any mount
commonly used by a certain race or culture. See Chapter x for untrained mounted combat. Ride tests are
taken for any unusual maneuver or condition or if the rider wants to gallop or ride extended distances
before resting.
Results
Critical Success: rider able to perform some additional feat or +1 to an action
Success: rider stays in control
Failure: rider temporarily loses control, -2 to actions
Tarch: rider thrown
Modifiers
Rough Ground:
Weakened Mount:
Tired Mount
Exhausted Mount

-1
-2
-1
-3

Ropes [DEX, Ph]: Ropes is the ability to use ropes to assist climbing, lifting and sailing and make to knots.
It includes the ability to use a lariat, if appropriate to that culture.
Shipbuilding [KNW, Cr, Tr]: Shipbuilding is the ability to plan and construct a seaworthy craft.
Siege Warfare [KNW, Cr, Tr]: Success in Siege Warfare permits the planning and execution of an attack
against a fortified position. It includes knowledge of the construction of siege equipment. Time is GM
determined.
Signaling [KNW, Cr]: Signaling is the ability to use flags, smoke, lights, mirrors or other tools to
communicate over long distances.
Sign Language [DEX, So, Tr]: An Adventurer uses Sign Language to communicate using a somatic
language.

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Sleight of Hand [DEX, Ph]: Sleight of Hand is the ability to exchange small objects, conceal them or
produce them from concealment without detection.
Snares and Traps [DEX, Cr]: The Adventurer may prepare any of the following traps:
Kill Trap. Will attack intended victim, if the victim is Unaware and enters trap area, with an AR
equal to the trap setters skill rating. Intended victim may be 10 kg per dX of Adventurers Snares and
Traps skill. The attack has a damage of d10 and is a Deadly Strike.
Capture Trap. Same as kill trap but victim captured instead on Critical Success. If not, but strike
is successful, victim is entangled for d8 rounds.
Stealth [AGL, Ph]: The Stealth skill is used to avoid being noticed. It applies to all senses being used by
potential discoverers, but generally conceals the Adventurer from sight and hearing. It makes no sense,
however, to hide in shadows from guard dogs, but reek of garlic. Stealth rolls should be made by the GM,
so that the Adventurer is not given more information than he would have. In Free-play, a stealth roll should
be made for every minute moving or when conditions change.
Results
Critical Success = unnoticed and +1 to action.
Success = unnoticed.
Failure = noticed.
Tarch = noticed, but may not know has been detected.

Good Concealment:
Bright Sunlight:
Noisy Surface
Metal Armor

+1
-3
-2
-1

Subsurface Orienteering [KNW, Cr]: This skill permits the Adventurer the ability to determine direction
underground.
Survival [Forest, Sea, Plains, Desert, Mountain, Jungle, Arctic, KNW, Cr]: Survival is the ability to use
available means to stay alive in adverse conditions.
Swim [AGL, Ph]: A successful Swim test is needed to move under control in water.
Results
Critical Success = moves at double swimming pace or +10% to action
Success = moves at normal swimming pace (3s per round)
Failure = treads water, does not compete task
Tarch = begins to drown
Modifiers
Rough Surface: -1
Strong Current: -2
Theology [Varan, Totems, Cycle, Moon, Sun, Old Gods, KNW, So]: Theology is the ability to know
significant information about the given religion.
Track [KNW, Cr]: Use Track to follow a trail left by a moving group.

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Modifiers:
+1 for every five or fraction of five in group
-1 for each elapsed day
-2 for each hour precipitation
-2 if tracks partially covered (include rocks, marsh)
-5 if tracks deliberately covered (include stream)
Hunting Animals: An adventurer employing the Track skill may use his skill rating/4 (FRD)
dogs/wolves that he has trained (using Animal Handling skill) to assist in tracking prey. Each
dog/wolf may track separate parties or increase the Hunter's own tracking ability by +1 per animal.
If the animals are tracking separate groups, their base tracking skill the Hunter's, -1/group over the
first. An animal who finds its prey stops nearby and either howls or waits depending upon the
Hunter's command. Trained hunting animals have a d6 Track skill unless otherwise determined.
Ventriloquism [DEX, So, Tr]: This is the ability to throw ones voice so that it appears to be coming from a
distance away up to their Skill Rating in steps. Thus, on a successful Ventriloquism test, an Adventurer with
a Skill Rating of d8 could make it appear their voice was coming from a location up to 8s away.

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Table 5-1 Master Skill List:


Acrobatics
Alchemy
Animal Handling
Animal Healing
Architecture
Armory
Art [Music, Painting, Poetry, Sculpting]
Athletics [Diving, Skating, Skiing, Sports]
Brawling
Brew
Camouflage
Cartography
Circus [Juggling, Mimery, Stiltwalking]
Climb
Command
Cook
Craft [Fletching, Jewelry, Smithing, Carpentry, Clothwork,
Stonework, Leatherwork, Cobbling, Pottery]
Cryptography
Deceive
Devices
Disguise
Draw
Drive [Chariot, Wagon]
Engineering
Entertain [Singing, Musical Instrument, Dance, Drama]
Evaluate
Farming
Find
First Aid
Fishing
Forage
Forgery
Forestry
Gamble
Heraldry
Herding
History [Genealogy, Social, Economic, Political, Military]
Humanities [Education, Journalism, Law, Linguistics, Literature,
Political Science, Sociology, Philosophy]
Impersonate
Instruction
Language
Lip-read
Locksmith
Lore [Astrology, (Culture), Demonology, Wood, Metal, Nature, Herbalism, Astronomy, Caves]
Magic
Martial Arts
Medicine
Melee Attack
Mining
Minting

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Mountain Climbing
Navigate
Perception
Pick Pocket
Pilot
Poisons
Ranged Attack
Rappel
Ride
Ropes
Shipbuilding
Siege Warfare
Signaling
Sign Language
Snares and Traps
Stealth
Subsurface Orienteering
Survival [Forest, Sea, Plains, Desert, Mountain, Jungle, Arctic]
Swim
Theology [Varan, Totems, Faces, Moon, Sun, Old Gods]
Track
Ventriloquism

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CHAPTER 6 - TALENTS
HOW TALENTS WORK
Talents are abilities an adventurer possesses that are gained once either at birth or through
specialized training and do not themselves increase over time. Talents always work the way they are
listed and are not individually enhanced through experience. Instead some Talents work as prerequisites
for even more powerful Talents that are purchased separately once the prerequisites are met.
ACQUIRING TALENTS
How a talent is acquired is based on its type. Natural Talents are acquired by determining the
Adventurers race and faction. Path Talents are initially acquired by spending an Adventurers AP during
Adventurer Creation Chapter 3. New Path Talents are acquired by the use of AP gained from experience
see Chapter X.
TALENT DESCRIPTION FORMAT
Talents are presented in the following format:
Talent Name
Talent Type: N for Natural, P for Path and PM for Path Talents that are also Magic Talents. Magic Talents
are a form of Scroll Path Talents that improve the effectiveness of a spell and sometim es also change the
cost in Power. Some Magic Talents can be applied to any spell, others are specific to the type of magic.
Cost: Path Talent costs in AP are shown as part of the type, such as P10 or P30.
Linked Skill: Some talents are linked to specific skills the Adventurer must possess. When you take
Precision Work, for example, at the time the talent is taken, you must designate to which of your Craft,
Draw, Art or Write skills the talent is linked. You may take a talent with a link multiple tim es, but each time
you take it, it must be linked to a different skill. Linked skills appear in brackets { }.
Prerequisites: Some talents can only be acquired if the Adventurer already has one or more attributes at
a certain level, or has one or more specific talents or skills or some combination. These are listed after the
type and cost in the description.
Armor Restriction: If the talent cannot be used while the Adventurer is wearing heavy armor (AV5, 6, 7),
the notation NHA (no heavy armor) will appear.
Stackable: Some talents may be taken up to three times and when the talent is employed all the effects
add together. The second time it is taken the talent is Advanced and the third time, Superior. For example,
Advanced Interrogation adds a +2 to Intimidation tests and Superior Interrogation adds +3. If a talent can
be stacked, the notation [X] will appear in the description.
Text Descriptions: How the talent works and any additional information will be found here. Many talents
modify the use of a skill or another talent. Some change relationships or conditions. Some are actions an
Adventurer may take. If a talent is also an action, it is a standard action unless otherwise noted. Some
talents permit the Adventurer to make a Deadly Strike. A Deadly Strike causes a critical hit on threshold 5
and instant death when a normal critical hit would have occurred.

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TALENT DESCRIPTIONS
Accuracy (P10): With Accuracy, a Called Shot attack is -1 to the Ranged Attack Test instead of -3.
Active Defense (P10, AGL Dd8): An Adventurer with Active Defense may make a Reaction Attack while
Engaged. [R]
Adept Spells (P40, CAR d14, Practitioner Spells): The Adventurer gains 5 Power and the ability to use
spells from the Adept Spells of his form of magic.
Agile Charge (P20, Hit and Run, AGL d12, NHA): An Adventurer with Agile Charge may move in any
direction to make a charge as long as the move is at least four steps and the last two are in a straight line to
the target.
Alert [N]: The Adventurer has a +2 to any attempt to detect (by the use of Perception or some other
relevant skill) someone or something trying to remain concealed from or sneak up on her.
Alpha [model type] (E10). Some Feral creatures that operate in packs can still be led by an alpha male.
Alpha gives the model the Leader talent for the indicated model type, even if the model type is Feral.
Ambidextrous (N): The adventurer can use either hand with equal capability. It is easier for such an
Adventurer to employ two weapons. See page X
Amphibious. (P10) Amphibious models move in Deep Water terrain as if Very Rough terrain and other
Watery terrain as if Rough. Amphibious models treat Watery terrain as concealing terrain.
Animal Calm (N): The adventurer shares an empathy with animals. He has the uncanny ability to keep
animals calm around him wild animals do not charge, guard animals do not make noise, etc. This only
works against animals that are not wounded or magically controlled. The animal resists the effects on its
SPR, with a -3dl to the SPR of the first, -2dl for the second, -1dl for the third and no modifier for the fourth
additional animal or any beyond that.
Animal Companion (P20, Animal Handling d8, Bond [Animal]): The Adventurer has a devoted animal
follower. The selected animal companion starts trained in three basic and one advanced tasks. If this
talent is acquired after Adventurer creation, the animal must be one the Adventurer has trained to perform
at least three basic and one advanced tasks. An animal companion is TN 2 for all Animal Handling tests
the Adventurer performs with respect to it. An animal companion is +2dl to any Spirit test it is forced to
make while within 6 steps of its master. This talent permits the Adventurer to use his Fatestones and
Lifestones (Chapter 13) on behalf of his animal companion. An Adventurer may only have one animal
companion at a time.
Apprentice Spells (P20, CAR d10, Novice Spells): The Adventurer gains 5 Power and the ability to use
spells from the Apprentice Spells of his form of magic.
Arboreal. (P10) A model with this talent treats all Woods terrain as Easy for movement.
Armor Use (P: Medium 20, Partial Heavy 30, Heavy 40, Extra Heavy 70, Super Heavy 90): The Armor
Use talent comes with an associated armor category. Adventurers without the Armor Use talent or wearing
armor above their category of ability suffer the AGL penalty and are one EL higher. If an Adventurer
already has an Armor Use talent and acquires a new one, he must only pay the difference. For example, if
an Adventurer has Medium Armor Use, the cost to acquire Heavy Armor Use is only 20 AP.
Armored Casting [-X]. (E??) Due to wearing armor, the model suffers a -X to casting and counterspell
rolls.

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[M]
Attuned (P30): The Adventurer has the innate ability to employ Spells of a certain type of Energy magic
(Wizardry, Illusion, Runes). An Attuned Adventurer:
1. Knows 9 Spells from his Factions Novice Spell list or another list approved by the GM.
2. Has 10 Power.
3. Has a d6 Caster Rating (CAR).
Authority (P10): The Adventurer may use one Command test to affect a number of followers up to his
Command skill rating.
Barter [X] (P10X). An Adventurer with Barter makes a Persuade test related to a commercial transaction at
-1x to the threshold.
Battlecry. (P20) At the end of this ready models activation, any or all unengaged, ready, friendly models
that have not yet activated may make a Free Move 3" directly toward this model. A model may only be
affected by Battlecry once per turn.
Battler. (P10) It takes two enemy models to cause each -1 DEF applied to this model from Piling On.
Bend Spell (P20, Attuned, CAR d12]: Bend Spell allows the Caster to cast a spell at a target not in his
direct line of sight. Bend Spell does not, on its own, allow a spell to pass through solid objects. The Caster
must have some means of knowing the location of the target.
Beguile d10. (E) This talent permits the casting of a Spirit Magic spell, Beguile, using a magic rating of
d10. Employing this talent uses no power to cast, but counts as a power 1 spell for purposes of counter
spells. Target model takes SPR test 5. If failed, the only type of movement action the target model may
take is a maneuver directly toward the model using Beguile. Beguiled models may not make any reactions
or attack the model that Beguiled them.
Bile. (E) A model that survives a Bile attack makes an END test and if it fails, AV is -1 for the rest of the
game.
Bite. (E) Model gets an additional d6 damage attack at MAR d6.
Bladedancer. (P20, Elude [1], AGL d10, Sword) When this model breaks off from being engaged, it is
treated as a maneuver action. This talent includes Elude [1].
Bladeflash. (P20, DEX d10?) Dodge and Parry tests against melee attacks made by this model suffer a -1
penalty.
Blind Fighting (P10, MAR d10): An Adventurer with the Blind Fighting Talent ignores the all penalties for
melee in situations of low visibility and invisible attackers get no bonus to fighting them in melee.
Blind Parry (P10, Parry [1], MAR d12): May parry opponents in rear arc and may count Full Defense to
rear opponents. [R]
Bloodscent. (P10) Model is +1dl to its variable move die when pursuing.
Bloodseeker. (P10) Model is +1dl melee damage for each model it has dropped in this encounter.
Bloodstruck. (P10) When this model drops a living model with a melee attack, it gains +2dl to all Morale
tests for the rest of the encounter.

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Bold. (G10, DISC d8) This model does not take Fear tests and treats tests caused by Terrifying creatures
and effects as Fear.
Bond [model type]. (P10) The model is said to have a Bond with or be Bonded to a specific model of the
type shown in brackets (called the master model) at the time the model with the Bond ability joins the
Freeband. As long as the bonded models are within 6, they are both +1 to DEF and the Bonded model
uses the master models DISC for all purposes. Some talents are Bond talents (noted in their descriptions)
and may be shared between bonded models within 6 of each other.
Bonecrusher. (E) Causes a Critical Hit on a successful melee attack that achieves TH 5 instead of TH10.
Bull Rush. (P10, STR d8) A model with this ability may take an immediate opposed STR test against one
enemy model of the same base size or smaller it engages while counting as charging. If the test is passed,
the enemy model is -1dl MAR during the melee phase. If the test is a critical success, the enemy model is
knocked down.
Bypass. (P10) To intercept this model, an enemy model must make an AGL test 8.
Catfall (P10, NHA): An Adventurer who possesses Catfall and is falling may make an Agility test to reduce
the damage taken from the fall. If the test is passed, the fall is treated as being one less step in height for
the purposes of fall damage. This test has a threshold of 5 and for every critical success, reduce the fall by
an additional 1+the Adventurers Agility bonus steps for the purposes of fall damage.
Chameleon. (P10, AGL d10) If the model does not move more than half its SPD, it is +2DEF to ranged
attacks.
Chosen (P30): The Adventurer has the innate ability to employ Grey Magic or is divinely or infernally
selected to perform White or Black magic on behalf of his or her deity or devil. A Chosen adventurer:
1. Knows 9 Spells from his Factions Novice Spell list or another list approved by the GM.
2. Has 10 Power.
3. has a d6 Caster Rating (CAR).

Chosen Warrior. (SP10, Magic [Varan, Sun, Blood or Devilry]) A Caster with this ability may spend
power to negate negative casting modifiers for casting in contact and Armored Casting. Each power spent
negates -1 of the modifier. Power spent in this manner is counted as the BASE cost of the spell for
counterspell purposes.
Cloak Spell (P10, CAR d8) Cloak conceals the existence of an ongoing or delayed spell or ward. If a
detection (Detect Power, Detect Spirit, etc.) spell is used to try to discover the operation of a cloaked spell,
the number of SP applied to the Cloak is a negative modifier applied in secret by the GM to the casting
roll for the detection spell.
[Note that the GM will only tell the Caster that nothing is detected. It will be up to the player to surmise that
the spell might be cloaked and to decide whether or not to raise the SP placed in the detection.]
Example:
Combat Mastery (P20): An Adventurer with the Combat Mastery Talent enjoys a +1dl bonus to the roll for
Grapple, Shield Bash, Head Butt and Trip combat tests.
Combat Reflexes (P20): Not limited to one Reaction Attack per round.

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Conquer. (P10) When a model with the Conquer talent causes a TH5 melee hit on an opponent on the
same size or smaller base, the opponent is knocked down on a failed opposed STR test.
Contain. (P10, AGL d10) This model ignores talents employed by Enemy models that prevent reactions
while breaking off.
Counterattack. (P10, DEX d10) This talent allows the model to make Stand Off Reaction attacks with
weapons that do not
have the Stand Off ability. This talent does not permit standoff engagement. [R]
Counterspell [dX]. (E, 20 per CAR dx >d6) The model may make one Counterspell attempt per turn even
though it is not a Caster and does not spend power. For the purposes of such a Counterspell action only,
the model has a Magic Rating of dX. It may counterspell a spell of any power, but is -1dl to the counterspell
roll for every power spent by the enemy caster above 2. Employing this talent does not trigger a reaction
attack. [R]
Covert Charge. (SP10, AGL d10, Arboreal) If all other charge conditions are met, this model may ignore
LOS restrictions on a charge caused by LOS blocked by low visibility, darkness or terrain features with the
Woods keyword.
Darkvision (N): Darkvision is the ability to see in complete darkness. It does not work if there is any visible
light present and only allows sight out to 18 steps. It does not show color only shades of grey. It is based
fundamentally on the difference in heat between objects, so cold objects can be seen as well as warm or
hot ones. A creature or object with the ability to match its heat EXACTLY to a part of its surroundings
would be indistinguishable from those surroundings.
Dauntless (N) The adventurer ignores the first -2 of any penalties caused by pain.
Deflect. (P20, AGL d10) A hit on this model must achieve TH 15 to be a critical hit. Deflect has no effect
on hits from attacks originating through the models rear arc.
Delay Spell (P20, CAR d16): The spell does not take effect for a number of rounds. The Spells cost is
increased by its Power for every round delayed. A Caster can always have one delayed spell in play and
can have up to his CAR-16.
Devotees. (SP10) Casters owner may choose any friendly model in contact with the caster, or engaged in
the same combat, to take any attack directed at the caster.
Die Hard [X] (G20x). If a model takes a hit, it may make an END test TN 7 to ignore the loss of up to 5 LP
from that hit. The model may only attempt this X times per turn.
Diligence (P10): An adventurer with Diligence who makes a successful Craft test may create the item or lot
of items in half the time. Each Crit halves the time again.
Disarm (P20, MAR d14): An Adventurer with the Disarm Talent may try to disarm an armed opponent.
The attacker makes an opposed roll with both Adventurers using the MAR of the weapon they have to
hand. The adventurer using Disarm receives a -2dl modifier to this roll. Brawling may not be used for this
purpose. If successful, the opponent loses weapon. A Critical Success breaks the opponents weapon or,
if the attacker were unarmed, he now has the opponents weapon. The relative lengths of the weapons
involved are compared, each point of difference is a +/- 1dl modifier to the opposed roll. Note that if the
opponents weapon is longer, this will be a penalty. It is impossible to disarm an opponent of certain
weapons, such as the cestus. [R]

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Disguise. (P20, KNW d8) Until this model makes an attack or comes into contact with an enemy model, it
may not be attacked or engaged unless the enemy model passes a KNW test TN 7. NPCs do not need to
take this test. This test is taken as a Free Action. Once a model with Disguise declares an attack, is
attacked, becomes engaged, or conducts a Special or End Phase action this talent no longer applies for
the rest of the game.
Dodge. (P10X) A model with this talent may attempt to dodge X number of melee or ranged attacks per
turn. To dodge, make an AGL test and the result is the models DEF for that attack. If the result is less than
the models DEF, the models DEF is used instead of the result of the roll. If the roll is a tarch, the models
DEF is 1 for that attack. A successful Dodge test results in the attack becoming a miss. A single attack may
not be both Parried and Dodged. A single attack may not be Dodged more than once. Dodge may make
use of Split Dice, page x. Splitting a Dodge die is still a single Dodge. [R]
Dual Strike. (P10, two melee weapons) A model with this ability will have two melee weapons. It may
combine these two melee attacks with them into a single attack using the MAR of either weapon. If the
attack hits, the damage is that for the higher damage weapon +2dl.
Elude [X] (P10X, AGL d8): May designate X models with which this model is engaged. When this model
breaks off from those models, they are not permitted reactions against it.
Enhanced Senses [Sense] (N): The adventurer receives +1dl and TH 8 to Perception tests that make use
of the indicated sense.
Extreme Shot. (P40, RAR d12) Adds a fourth Range band to any ranged attack by this model if it did not
move. The band is the same as the weapon being used for the attack and ranged attacks in the fourth
band incur a -4 modifier.
Eyebite (P20, Chosen, CAR d12]: Eyebite allows the Caster to cast a Grey Magic spell as a Free Action,
despite its normal casting time. A spell cast with this talent costs x3 Power. The Caster must be able to
see the target of his spell and be able to blink his eyes to employ this talent.
Falcon. (P20, Falcon) Negates the use and effect of Ambush, Stealth, Chameleon and Camouflage
within 12 of this model. If otherwise eligible, this model may conduct a Falcon ranged attack: RAR d6,
Damage d4, range band 4
Familiar (P30, Chosen]: A Familiar is a small animal who is bonded to the Adventurer in a relationship of
friendship and duty. Adventurers with this talent may either have a Familiar from the start of play or gain
one during play. An Adventurer may only have one Familiar at a time. Subject to the GMs discretion, a
Familiar may be any animal the same size as or smaller than a wolf.
If the owners Familiar is not within 18 steps of the owner, the owners SPR rolls are made at -3dl.
If a Familiar is killed, the owner suffers 3d4 damage and is rendered unconscious for d10 hours or until
revived by someone with Medicine Skill. Left to itself, the Familiar will stay within 18 steps of the owner
unless it is time to eat and the owner is expecting the creature to feed itself. The Familiar will then search
for and eat whatever food is in its immediate area as appropriate (Owls will fly around and hunt mice, a
squirrel will look for nuts, etc.) If the area does not support the creatures eating habits, it will pester the
owner until it is fed.
Familiars are possessed by Spirits. They can be detected as such and can be affected by spells
that affect Spirits, such as Banish. They have permanent Witchsight.
Familiar Spells. Casters with Familiars have a special set of Spells that may be cast on or through the
Familiar. The target is always the Familiar. Note that there is no actual speaking in the Instruct, Ask and
Call Spells; the communication is essentially telepathic.
Action

Range Duration

Effect

Power

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Ask
Call
Locate
See

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T
1run
1run
1run

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1r/question
I
I
see Power

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Instruction
Question
Return
Locate
See

0
1 per question
0
0
3 per minute

Effects:
1. Instruct. The Caster may tell the Familiar to perform some specific act. Each verb in the instruction is
an SP of cost. The Familiar will do what it is told, but has no additional capability beyond the animals own
characteristics.
2. Ask. The Caster may ask the Familiar a question and get a simple, but truthful answer. The answer
must be something the Familiar has experienced directly. It has no other repository of knowledge.
3. Call. The Familiar will return to its owner by the fastest route available to it when this spell is cast.
4. Locate. The Familiar will know the location of the Familiar when this spell is cast. The knowledge of the
location will be accurate to within a few steps, but the Caster will not be able to see the location unless she
also uses the See Spell (below).
5. See. The Caster will be able to see what the Familiar sees. While this spell is in effect, the owner will
not be able to see anything else. Caster is subject to the rules for Trance (Chapter X) while using this Spell
but does not get the modifier normally associated with employing a Trance.
Gaining or Replacing a Familiar. Whether a Caster is replacing a lost Familiar, or decides to acquire one
for the first time, the process is the same.
1. A suitable animal must be captured and kept nearby the Caster.
2. The Caster performs the Familiar Binding Ritual. This ritual costs 5 Power and requires that the
Caster enter a Trance within 9 steps of the animal for a full day. The ritual will also cause the creature to
sleep. If the ritual is uninterrupted, the creature becomes the Casters Familiar.
Far Shot [X]. (P20x, DEX d8, RAR d10) For every X, +2 is added to each range band of any ranged
attack by this model if it did not move. action
Fast. (N) The model has a SPD 8 or above. It makes variable moves at +d6. [M]
Fear Craver. (P10, Magic [Black or Grey]) Each time an enemy model fails a morale or Fear test, the
Caster, if unpanicked, may gain +2 power.
Fearless. (E50) Always passes morale tests, is not affected by Fearsome or Terrifying abilities.
Fearsome. (E) Causes a Fear test in enemy models contacted in the Movement phase (see Morale).
Ignores the effects of Fearsome enemy. Treats Terrifying enemy as Fearsome.
Feint (P10, NHA): An Adventurer with the Feint Talent may attempt to throw his opponent off through
deception and make it harder to defend effectively. The two combatants make an opposed MAR test. If
the Adventurer wins, his next attack which must occur immediately following the feint - cannot be dodged
or parried. Use of the Feint talent is a combo action.
Feral. (E) Unless otherwise permitted, cannot make the following types of tests: Shooting, Evade, KNW.
Feral models cannot make Delay tests unless engaged. They ignore the effects of Leaders. They must
make a Pursuit Move when able. Feral models may not pick up, use, receive or transfer items. Feral
models may not earn or use fatestones. Feral models cannot gain AP.
Firestarter. (SP10) May use a Touch Attack to assign a Fame token to an enemy model.
Flame. (SP10) On a TH3 hit from an effect employing this talent, the target gains a flame token.

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Flank Attack (P10): An Adventurer with this talent attacking an Exposed opponent or attacking an
opponent from flank or rear while the opponent is engaged with an ally gets a +2dl to hit and a +2 to the
severity of any resulting Crit.
Flurry. (P10) This model counts as 2 models for Pile On purposes.
Fly. (E) Flying models may ignore terrain effects for movement, but may not end their move in Woods, or
inside a building.
Follow-through. (P10) If this model drops a melee opponent, then it may make an immediate move of up
to 1 and melee attack again. This move must end in contact with an enemy model from the original
combat and cannot end in contact with a model not in the original combat.
Foresight (P20): Once per encounter, an Adventurer with Foresight may make an enemy taking an action
against him (or against an ally with whom he can communicate) reroll that action.
Forgery (P10): An adventurer who makes a successful Craft, Draw, Art or Write test may make a second
such test, and if successful, creates a passable copy of an item or document made by someone else.
Fortress. (P20) If this talent is employed the model is +1DEF, +1AV and -2dl MAR until the end of the turn.
[O]
Frenzy. (P50) Cant Break off or Evade. Model gains one extra melee attack with the weapon of its choice,
Bold and -2DEF. Loses this ability for the rest of the encounter on a failed morale test. Frenzied models
may not Parry or Dodge. [M]
Frostfoot. (P5) Moves through Icy terrain without penalty.
Furious. (P10) For every 5 LP this model has lost and not regained, it is +1dl to melee damage rolls.
Genius (N): The adventurers TH for any KNW-based skill or attribute action is 5.
Guarded Attack. (P10) If this talent is employed the model is +1DEF, and -1dl to melee attack tests for the
duration of the combat. [O]
Harasser. (P10, AGL d8) A model with this ability may make a ranged attack even if it made a Break Off
action or an Evade reaction. It may shoot through its rear facing.
Hardened. (G20, END d8) Critical damage against this model is TH 15.
Hate [Model Type]. (E) A model is Fearless while engaged with a model it Hates.
Heroic Attack. (P5) Melee attacks from a model with Heroic Attack against a Creature model on a larger
base cause a Critical Hit at TH 5 but this model is -2DEF against all attacks that melee phase. [O]
Heightened Agility (N): The adventurer receives a +1dl increase to AGL during adventurer creation.
Heightened Dexterity (N): The adventurer receives a +1dl increase to DEX during adventurer creation.
Heightened Endurance (N): The adventurer receives a +1dl increase to END during adventurer creation.
Heightened Knowledge (N): The adventurer receives a +1dl increase to KNW during adventurer creation.

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Heightened Spirit (N): The adventurer receives a +1dl increase to SPR during adventurer creation.
Heightened Strength (N): The adventurer receives a +1dl increase to STR during adventurer creation
Hit and Run. (P20, AGL d10) A model with this ability may conduct a Hit and Run action. A Hit and Run
action combines a maneuver action with a break-off action.
A model making a Hit and Run action moves in any direction up to its SPD into engagement with
an enemy model. The model may then conduct a SINGLE melee attack against one enemy model
with which it is engaged at -1dl to the attack. Both the model making the Hit and Run and the
enemy model may employ any applicable abilities during this attack.
When this attack is complete, the model making the Hit and Run MUST conduct a Break Off
action, again moving up to its SPD. This Break Off action is part of the models activation and
triggers any eligible reactions as for a normal Break Off action. The results of the Hit and Run
attack have no effect on and are not part of any combats in the Melee Phase.
Immune [Poison]. (N) This model cannot be affected by any ability with the keyword Poison.
Immune [Stun]. (N) This model cannot become Dazed or Stunned.
Impact. (P30, MAR d10, Bull Rush) When a melee attack using this talent hits, the user rolls two damage
dice and chooses the higher result to resolve damage. Impact can only be employed in a combat on a turn
in which the model counts as charging.
Impetuous. (E) When this model is activated and unpanicked, it must pass a DISC test or attempt to
contact the nearest enemy model, with a Charge action if possible and with a Maneuver action if not. It
must countercharge if charged. It must choose to pursue. This model cannot be put on delay or break off.
[M]
Influence (P20): If the Adventurer makes a Persuade test and it is opposed, she may make the target reroll
any one die of the opposed test. If the test is not opposed, it receives a +1dl modifier.
Intensify Spell [X]. (P10x, CAR d10) May spend +2X Power to apply a Xdl to any test the target must
make as part of the spells effect. This cost is not added to the power of the spell for counterspell purposes.
Interrogate [X] (P10x): An Adventurer with this talent makes Intimidation tests on a captive sentient with
whom he can communicate at -1 to the threshold.
Intrigue [X] (P10x): An Adventurer with this talent makes Deceive tests to bring about a political scheme at
-1 to the threshold.
Investigate (P20): If the Adventurer makes a Find test in order to uncover information and it is opposed,
she may make the target reroll any one die of the opposed test. If the test is not opposed, it receives a +1dl
modifier.
Iron Will (P20, Leader): The Adventurer receives a +1dl bonus to any Command test.
Joust (P10, Mounted Combat, Ride d12): When a critical hit is achieved using a mounted lance in a
charge, the opponent is knocked down or off his mount, unless he makes a ride test -2dl.
Jury-rig (P10): If any alternative materials of any kind are available, any Craft or Engineering test made by
this Adventurer ignores the first -2 of any penalty for improper materials.
Killing Shot [X] (P10x, RAR d12): Critical hits using a missile weapon are +1 severity.

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Killing Strike [X] (P10x, MAR d12): Critical hits using the weapon used as a prerequisite for this talent are
+1 severity.
Large Target. (E) Ranged attack tests against this model are +1 to hit. [M]
Lash Attack. (P20, Whip) If the model does not move in its movement phase, it may make an additional
melee attack.
Leader. (P30, DISC d10) A non-Feral friendly model within 6 may use this models DISC for all DISC tests.
This includes the Shoot Them! Talent. The model is +1 to all Ability Tests.
Leap Attack. (E) Standoff Reaction attacks (incl ranged standoff attacks) cannot be made against a model
with Leap Attack.
Light Cavalry. (P10, Ride d10, NHA) Models with this ability have the Elude [+1] ability when engaged only
by foot models. They gain +1 DEF when subjected to a Reaction Attack for breaking off. They are +2 to any
Evade test. When it evades the model may choose to evade any distance up to the full amount determined
for the evade move.
Lightning. (E) Lightning attacks are Damage -1 vs models of AV 3 or less and Damage +1 vs AV 4+.
Light Sleeper (P10, Perception d8): You are always considered to be awake for the purposes of any
Perception tests.
Lions Roar. (SP10) Enemy models within 6 of a Ready model with Lions Roar are -1dl to all morale
tests.
Literacy (P10): An Adventurer with this talent can read and write any language for which she has language
skill. This talent allows the user to make special types of Language skill tests: Read Language and Write
Language.
Logic [X] (P10x): An Adventurer with Logic makes a Persuade test related to convincing someone of a
point of fact at -1 to the threshold.
Lord Spells (P100, CAR d30, Master Spells): The Adventurer gains 5 Power and the ability to use spells
from the Lord Spells of his form of magic.
Lucky. (N) This model starts each encounter with one fatestone.
Lure. (P10) After a achieving a TH3 melee hit on an enemy model, this model may make any legal 1
move. This does not trigger any Reaction Attacks. If the hit enemy model survives, it takes a KNW test 5
and if it fails, is moved 1 to maintain contact with this model. Models that used a Sprint movement action
may not employ Lure.
Many Shot (P10, RAR d12 {bow weapon}) (Full): Using the Many Shot talent, an Adventurer may load up
to 3 arrows in the same bow. These arrows may be shot at a target within short range with a Xdl modifier
where X is the number of arrows. All three shots are resolved with the same attack roll. If a critical hit is
scored, it applies to a single arrow of the shooters choice.
Marksman. (P20 , RAR d8, DEX d8) (Full) If the model does not move and is not engaged, it may roll two
dice for its ranged attacks and choose the higher one on which to base the result of the attack. [O]
Master Spells (P70, Magic d20, Adept Spells): The Adventurer gains 5 Power and the ability to use spells

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from the Master Spells of his form of magic.


Master Work (P20, {Craft, Draw, Art, Write}, Precision Work {same link}): An Adventurer who makes a
successful test in the linked skill may make a second such test, and if successful, results in an item of
superior quality. A Crit on the second test results in an item of legendary quality.
Merchant [X]. (P10x, KNW d8) A model with this talent gains +Xd6 extra coins from any successful
commercial transaction.
Missile Parry [X]. (P20x, MAR d12, AGL d10, Parry [X]) May Parry one ranged non-spell attack per [X].
Missile Parries may not use Riposte. A model with Missile Parry may not increase the [X] of this talent
unless it has Parry of the corresponding [X].
Mirror dX [Y Images]. (E) Mirror creates a number of false images of the target. The images look and act
like the target and do what he does. It is cast like an energy magic spell, uses no power, and is cast by
and on the model with the talent using an effective magic rating of dX. It counts as a power 1 energy spell
for the purpose of counterspells. Attacks and spells directed against the target must be randomly
distributed between the images and the target. If an image would lose a LP from an attack, the number of
images is reduced by one.
Moons Bond. (SP10) A ready Caster with this ability may transfer up to 3 power in the End Phase to
another ready Caster of the opposite sex (priest/priestess) with this ability within 9.
Mountaineer. (P10) A model with this talent treats all Rocky terrain as Easy for movement. This talent
gives the model +1dl to climb tests.
Mounted Combat (P20): Using a melee or ranged weapon skill from horseback without the Mounted
Combat Talent means the Adventurer must make a Ride Action Roll at -2dl to stay in the saddle. The Ride
action roll is 4dl if the attacker is charging. The Mounted Combat talent eliminates these penalties.
Mystic Dance. (P10, Magic [Totem]) A ready Caster with this ability may choose a Mystic Dance
movement action. Mystic Dance is the same as Hold, except that while the model is ready and not
engaged, all friendly models within 12 are +1 to all melee attack tests. A model that chose Mystic Dance
cannot make any reactions. A model cannot choose Mystic Dance on a turn it cast or countered a spell.
Negotiate [X] (P10x): An Adventurer with Negotiate makes a Persuade test related to reaching a political
agreement at -1 to the threshold.
Nimble [N]: The adventurer gets +1dl to any AGL test made for a maneuver requiring balance.
Oppressor. (P10) A friendly follower model that fails a morale test within 6" of this model may roll again
using its own unmodified DISC, but if the second test is tarched, the friendly model is dropped.
Overrun (P10, Mounted Combat, Ride d12): A mounted Adventurer with this talent who charges an
opponent and hits successfully may make a Ride test to Overrun. The Ride test is an opposed test on the
targets AGL. If the Overrun is successful, the opponent is Knocked Down one step to the left or right of the
Adventurer and suffers an additional d8 damage. The Ride test is used to determine if any critical damage
occurs from the Overrun. Overruns may not be dodged or parried although the original attack may be
normally.
Pack Attack. (E) All of the models of the same type involved in a Pack Attack must attack at the point in
the combat sequence that includes the last model to attack in that group. The owning player rolls all of the
damage dice from the models that hit, chooses the one to apply to the combined attack and adds +1 for

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each model after the first that hit. [O]


Parry [X]. (P30x) May roll MAR and replace base DEF with that number after being attacked in melee. This
is called a Parry test. A successful parry test results in the attack missing. May make one test per X per
turn. Only one Parry test may be made per enemy attack. The owning player chooses which of multiple
weapons/MARs to use for each parry test. [R]
A model hit by several attacks at the same point in the combat sequence may choose
which to try and Parry. It may not wait until later in the sequence and try and come back
to parry an earlier hit.
If the result is less than the models DEF, the models DEF is used instead of the result of
the roll. Abilities such as Swift may modify the Parry test. If the roll is a tarch, the models
DEF is 1 and cannot be modified.
A single attack may not be both Parried and Dodged. A single attack may not be parried
more than once.
Parry may make use of Split Dice, page x. A Parry that makes use of Split Dice is still one
Parry.
Critical success on the Parry allows an immediate single attack by the parrying model
using the MAR/weapon of the Parry, against the model that got the original hit result. This
is called a Riposte. A model may only Riposte models in contact. There may be one such
attack per level of critical success.
Paymaster. (B) All mercenary models (M) within 12 of a ready model with Paymaster are +1dl to all
DISC tests. If a Paymaster model is dropped, all (M) models are -1dl to morale tests for the turn on which
it was dropped.
Poison. (E) On a TH3 hit, the target takes an END test and if it fails, it loses one LP.
Poisoner [X]. (P10x, Poison d8) Any time this model makes an attack with the Poison talent, it may take a
KNW test and if it passes, any target models are -1dl to any END tests to resist the effects of the Poison
attack.
Power Attack [X]. (P10x) May become X DEF to add +Xdl to all melee damage rolls. [O]
Power Word (P10, Attuned, CAR d12): Power Word allows the Caster to cast the spell as a Free Action,
despite its normal casting time. A spell cast with this talent costs x3 power. The Caster must determine at
the beginning of her career in which language her Power Words will be spoken. The Caster needs to have
a unique and appropriate Power Word for each spell that makes use of one. The Caster must be able to
speak the word to employ this talent.
Practitioner Spells (P40, CAR d12, Apprentice Spells): The Adventurer gains 5 Power and the ability to
use spells from the Practitioner Spells of his form of magic.
Precise Shot (P20): A ranged attack by the Adventurer with the Precise Attack Talent suffers only -2 to hit
an engaged target instead of the normal -4.
Precise Cast (P20, Attuned): A Missile spell cast by a Caster with the Precise Cast Talent suffers only -2
to hit an engaged target instead of the normal -4.

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Precision Work (P10, {Craft, Draw, Art, Write}): An Adventurer who makes a successful test in the linked
skill may make a second such test, and if successful, results in an item of fine quality. A Crit on the second
test results in an item of excellent quality.
Project Spell (P20, CAR d12): Project Spell allows the Caster to cast a spell through a device such that
the spell emanates from a distant spot and not from the caster. The cost of the spell in power is multiplied
x3. In addition to the x3 additional multiplier, Project Spell requires that the Caster have an accurate
location of the target through either a magic item that permits accurate location of a distant item or an active
spell that has been cast by the Caster and has accurately determined the location of the target. Examples
of spells that can accurately locate the target once cast are: Scry, Augury and Wizard Eye. These spells do
not guarantee accurate location and the GM must determine if a Project Spell is possible.
Protector. (P10) An enemy model in contact with both this model and one or more other friendly models
must direct any attacks to this model instead.
Punish. (P20) Surviving living model hit by an attack from a model with Punish takes an END test and is
Dazed if it fails.
Quick. (N) The model ignores the first penalty to DEF from piling on.
Quick Draw (P5) (Free or Reaction): The adventurer can draw a weapon or switch weapons as a free
action.
Quick Dismount (P5, Ride d8, NHA) (Free): An Adventurer with this talent dismounts as a free action.
Quick Healer (N): The adventurer may reroll any recovery, first aid or medicine roll made on his behalf.
Quick Thinker (G10): The adventurer gains +2dl to initiative rolls.
Rapid Fire. (P30, RAR d10, DEX d8) Model may make an additional ranged attack against the same
model or a model within 2 of it at -2dl to the ranged attack test if it did not move this turn. The additional
ranged attack is in all ways the same and may employ the same abilities as the one on which it is based.
Cannot be combined with the Marksman talent. [O]
Rapid Reload. (P10) If the weapon being used has the Reload rule, the model may maneuver its full SPD
and still shoot. If the weapon being used has the Slow Reload rule, the model may maneuver up to half its
SPD and still shoot. If the weapon has neither Reload nor Slow Reload, the model may ignore the -1
penalty for moving and shooting.
Reluctant. (E) A Reluctant model must take a DISC test when activated. If the model fails, it may only
move SPD and may not contact an enemy model. If it tarches this test it panics. A Reluctant model may
not make reactions. [M]
Relentless. (P30) This model is Fearless and may not choose a Hold, Delay, Break Off, or Sprint action.
This model may not Evade and must make a Pursuit Move when able.
Resistance [Cold] (N): The bottom end of the range of temperatures that the adventurer can operate in is
20 deg. C colder than normal. The adventurer has AV+1 against any die of damage produced by ice, cold
or freezing of any kind, including magical.
Resistance [Heat] (N): The top end of the range of temperatures that the adventurer can operate in is 20
deg. C warmer than normal. The adventurer has AV+1 against any die of damage produced by heat, fire or
flame of any kind, including magical.

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Resistance [Poison] (N): The adventurer receives a +2dl to any END roll to resist the effects of a poison.
Resistance [Energy Magic] (N): The adventurer has MAV2, and receives a +2dl to any Perception roll to
disbelieve an illusion.
Resistance [Spirit Magic] (N): The adventurer receives a +2dl to any SPR-based spell resistance roll.
Retrograde. (G10, DISC d8) If a Morale Test is failed by 1, the model makes a panic move -2 and
immediately rallies before any pursuit.
Righteous Prayer. (SP10) A ready Caster with this ability may choose a Righteous Prayer movement
action. Righteous Prayer is the same as Hold, except that while the model is ready and not engaged, all
friendly models within 12 are +1dl to Morale Tests. A model that chose Righteous Prayer cannot make
any reactions. A model cannot choose Righteous Prayer on a turn it cast or countered a spell.
Scavenger. (P10) Model is +1dl to its melee damage for each 5LP its target has lost.
Scout. (B) Includes Infiltrate. A model with this ability gives its freeband 2 Scouting points.
Scrounge (P10): An Adventurer with Scrounge may reroll a Find test to acquire a common or uncommon
item related to the Adventurers current need.
Second Action [P100; AGL d14, DEX d14]: The Adventurer gets a second activation each round. This
takes place at a point equal to his initiative roll -10.
Seduce [X] (P10x) An Adventurer with Seduce makes a Persuade test related to a romantic relationship or
action at -1 to the threshold.
Selective (P10, CAR d8) Selective allows the Caster to pick out certain types of targets in a spell that
affects an area. The selection may be inclusive (e.g. it affects all the Shakrim) or exclusive (e.g. it affects
everyone but the demons). Selective doubles the SP cost of the spell.
Example:
Sense Weaver. (SP10, Magic [Illusion]) The model may spend two additional power when it casts a spell
to add a -1 modifier to any KNW test related to the spell cast. This may be done to a maximum of 6 power
and -3 to any KNW test. This cost is not added to the power of the spell for counterspell purposes.
Sergeant [Model Type]. (B) Only a friendly model of the named model type may benefit from this talent. A
non-Feral model within 6 may use this models DISC for all DISC tests. This includes the Shoot Them!
talent.
Serpent Dance. (SP10, Magic [Totem]) A ready Caster with this ability may choose a Serpent Dance
movement action. Serpent Dance is the same as Hold, except that while the model is ready and not
engaged, all friendly models within 12 are +1dl to all AGL. A model that chose Serpent Dance cannot
make any reactions. A model cannot choose Serpent Dance on a turn it cast or countered a spell.
Shadow (P10, Side Step, NHA) (Reaction) If an opponent breaks off, an Adventurer with Shadow may
follow that opponent as long as he has movement and is not hit by a reaction attack.
Shield Bash. (P10, STR d8, Shield Use) A model with this ability may either use its shield as a second
attack using the models MAR at -2dl to the melee attack test and damage d6 OR add the shields bonus to
DEF. [O]

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Shieldmate. (P10, Shield Use) A model with this ability is +1DEF in melee if in contact with another
friendly model with this ability.
Shield Use (P Small 5, Medium 10, Large 15, Pavise 10): The Shield Use talent comes with an
associated shield category. Adventurers without the Shield Use talent or using a shield above their category
of ability suffer the penalty and are one EL higher. If an Adventurer already has a Shield Use talent and
acquires a new one, he must only pay the difference. For example, if an Adventurer has Medium Shield
Use, the cost to acquire Large Shield Use is only 5 AP.
Shoot Them! (P10) Models within 6 of a model with this ability may make a ranged attack against any
visible target in range without the need for a Targeting Test.
Sidestep. (P10, AGL d10, NHA) If a model with this ability is attacked in melee and that attack misses, it
may make any legal 1 move. This does not trigger a Reaction Attack from the opponent who missed. Note
that an attack that is Parried or Dodged is a miss. [R]
Slither. (E) Model may choose to use slither movement on any given turn. May not run or shoot. A
slithering model is +1 DEF to ranged attacks. A model that cast a spell may not employ Slither.
Slow. (E) May not exceed SPD during any type of move.
Sniper [X]. (P20x, RAR d10) For any ranged attack by this model, if it did not move, -X modifier due to
range is removed from the attack.
Sonorous Voice [X] (P10x): An opposed test to a Persuade or Deceive test made by an Adventurer with
Sonorous Voice is -Xdl.
Sonic. (E) A surviving, living model hit by a Sonic attack makes an END test and if it fails is Dazed.
Soultaker. (P10, Magic [Necromancy]) Each enemy model dropped in melee by a model with this ability
provides 2 Power to any friendly Necromancer within 6 of this model.
Spellbender. (P10, CAR d10) May spend +3 power to remove the requirement for a spell to have line of
sight. This cost is not added to the power of the spell for counterspell purposes.
Spellblocker [X]. (P10x, CAR d10) May spend up to +X power to add +Xdl to a Counterspell roll.
Spellhammer [X]. (P10X, CAR d10) May spend +2X Power to increase the damage of a spell by +Xdl. This
cost is not added to the power of the spell for counterspell purposes.
Spellstretcher [X]. (P10X CAR d10) May spend up to +x power to add +x to a spells AoE. This cost is not
added to the cost of the spell for counterspell purposes.
Spell Riposte. (P10, CAR d12) On a counterspell Critical Success, may cast a spell as a response talent.
Spirit. (E) A model with the Spirit talent is called a Spirit Model.
Spirit Models are +1 AV and +1DEF vs nonmagical attacks. Magical attacks are those
from spells, magic items, or other Spirit Models.
Spirit Models are not slowed by any terrain, always automatically pass mobility tests
without rolling and may move through even impassable terrain, but may not end a move in or on
impassable terrain.

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At the start of its activation, a Spirit Model may Discorporate and remains so until the
End Phase. See page x
Spider Climb (E): A model with Spider Climb passes all Climb tests it is required to make. It may still make
the roll of Climb d30 to see if it achieved a critical success.
Spray Attack: (E) All models, friendly and enemy, within 1 of the target are attacked as well, unless
blocked by hard cover.
Stable Shot (P10, Mounted Combat, RAR d10]: An Adventurer with the Stable Shot Talent does not
suffer the penalty to shooting while moving if mounted.
Starlight Vision (N): Starlight vision is the ability to see where starlight is present three times as far as
someone with normal vision. Clouds, bright moonlight and low torches or lanterns not in the users field of
view will not interfere with this talent, but other bright light sources will. Starlight must be present, so this
ability typically will not work in a cave, tunnel or dungeon.
Steadfast [X]. (G20x) This model automatically passes a morale test required for losing combat. It may do
this X times per game. This is done before any die roll. [M]
Stealth Attack (P30): If the victim is Unaware of the Adventurer, a melee attack by an Adventurer with
Stealth Attack is a Deadly Strike.
Stealth Shot (P30) (Full): If the victim is Unaware of the Adventurer, a ranged attack by an Adventurer
with Stealth Shot is a Deadly Strike.
Stoic. (P10) May voluntarily lose 5LP to negate a morale test failed by this model or a friendly model in the
same combat. Talents may not be used to replace this LP loss, with the exception that it may be healed
through the use of a spell.
Sturdy (N): The adventurers carrying ability is increased by 10kg. The adventurer ignores the
encumbrance level increase for wearing heavy armors.
Streetfighting (P10): The threshold of any attack made using the Brawl skill is 8.
Streetwise (P10): The threshold of any use of the Find skill to uncover information in a town, village or city
is 8.
Strider (P10): The Adventurer may forced march twice as far as normal and is +1dl to any movementbased fatigue test.
Summoned. (E) Summoned models do not cause morale tests when they are dropped. They are
followers, unless otherwise indicated. They are not part of a Freeband, and they do not count towards
Freeband break. They cannot receive any effects from a Leader and do not take morale tests. Spells that
bring models with this talent into the game are TN 4 to cast.
Swashbuckler (P10, AGL d8, NHA): An Adventurer with Swashbuckler may make any maneuver
requiring an Acrobatics test as a Combo action.
Switch (P10; MAR d10 with {hybrid weapon}): An Adventurer using a hybrid weapon (a melee weapon
that can be used both one- and two-handed, see page x) may declare any attack a Switch attack. The
attack must be resolved with the weapons one-handed damage bonus. Any attempt by the opponent to
dodge or parry the attack is -2.

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Swordcatcher. (P10, MAR d8 {Kolekar}) A model receiving a TH2 hit from an enemy a model with this
ability is -2dl to MAR vs that enemy model for the rest of the turn.
Swordsman. (P20, MAR d10 {sword and parry dagger}, NHA) The model is trained in the aranakret
fighting style. This style employs a parrying weapon in the second hand. [O]
This option talent allows one of three options:
Second Attack: Use the parrying weapon to make a normal attack using the models MAR
and the weapons damage.
Defensive Mode: Raise the models melee DEF by +1.
Finesse Strike: Make a melee attack with the parrying weapon first, but if a hit is achieved,
instead of damage, raise one of the models other melee attacks by +1dl (and an additional +1dl for every
crit level achieved by the attack using the parrying weapon)
Taunt. (P10, DISC d8) This model, if Ready and unengaged, may replace its normal activation with a
Taunt action. The taunting model chooses an enemy model in LOS and within 12. The enemy model must
not yet have been activated or must be on Hold or Delay. The taunting model takes a DISC test opposed by
the target model. If it succeeds, the enemy model must immediately charge the taunting model. A taunting
model may countercharge the model it taunted.
Teammate [model type]. (B) Models with this ability may ignore friendly models within 1 when
determining LOS. Models with this ability may use a standoff Reaction Attack against an enemy engaging
any one friendly model of the named model type within 1if otherwise eligible.
Terrifying. (E) Terrifying models are Fearless. Causes a Morale test in enemy models it engages or that
attempt to engage it (see Morale). This test is taken before any reactions by the testing model are chosen.
The results of this test are different than a standard morale test.
A model attempting to engage a Terrifying model that fails is placed on Hold.
A model that is going to be engaged by a moving Terrifying model that fails is forced to
evade.
If the test is a tarch, the model panics immediately.

Tireless. (E) Model is immune to game effects that work by causing the model to Sleep.
Trackless (P10, NHA): Attempts to track this Adventurer when traveling alone are at a -7. This is not
cumulative with other modifiers for partially or deliberately covered tracks.
Trample. (E) This model does not stop for other models on smaller bases when it charges. Each model,
friendly or enemy, that is passed over by a base of the charging model must make an AGL test or suffer a
d6 damage roll. Models that are charged through and survive are moved the minimum distance behind the
changing model that passed over them.
Total Recall (P10): The threshold of any use of the Lore skill is 8.
Totem Bond (P10; Magic [Totem]): The Caster possesses a connection to his totem, an animal whose
spirit is linked to his own. When the Caster casts a spell that has his totem animal as the target, the cost of
the spell is -1 power. A Caster has one totem, selected at the time the Talent is acquired.

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Tough [X] (G10x+10, END d8): Model gains +5X life points.
Tree Bond. (P10, Magic [Treespeaking]) A Caster with this ability in contact with any type of woods terrain
(woods, deepwood, orchard, tree, etc.), may cast a spell for one less power. The cost of countering the
spell remains the same.
Treefall. (SP20) Includes Arboreal. Model may be in Treefall in a terrain feature with the Woods keyword.
To be in Treefall, the model is either placed there in the same manner as Ambush or after a special action
in the feature. A model in Treefall is considered in an elevated position 3 above the encounter area surface
and cannot be contacted without a Climb test. It is +1DEF in addition to any modifier from the feature. It is
out of LOS of all models beyond 6 unless it has made a ranged attack. A model may leave Treefall at the
start of any movement action for free.
Trick Riding (P20, Ride d12, AGL d10, NHA): An Adventurer with Trick Riding may ride a trained mount at
any speed in any position backwards, on a handstand, hanging on the saddle, etc. He may leap from
mount to mount on a Riding Skill roll with a target of 8.
Tunneling. (SP20) Has the equivalent of the Ambush talent and may follow all the rules for the use of that
talent, but the concealing terrain feature must be Rocky ground or a Boulder field. The model is +1DEF
while in a Rocky or Boulder feature. Bond talent.
Undead. (E) Fearless. Fearsome, Tireless. Passes all SPR tests it is required to make. Immune
[Poison, Stun]. Produces a Death Token when dropped.
Vulnerable. [Poison, Elements, Power magic, Spirit magic] (E) -1dl to resist these game effects. [M]
Weapon Morph. (E) Model may choose any single weapon used by any model in its Freeband with which
to make its melee and ranged attacks each phase. It may also choose to use a weapon from an enemy
model (of the same base size or less) which it has engaged in a previous turn. [O]
Wild Charge. (P10) Model may add +d4 (+d6 if Fast) to a charge or pursuit. Must pursue when all
surviving enemies panic.
Witchsight. (N) The model sees into Between. It may attack Spirit models and suffer no penalties for the
model being a Spirit. Bond talent.

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CHAPTER 7 - EQUIPMENT
EQUIPMENT [TBD]
Equipment Quality
ENCUMBRANCE [OPT]
Encumbrance is measured by Encumbrance Level (EL). There are three ELs: Light (L), Medium
(M), and Heavy (H). Base EL is determined by the armor worn by the Adventurer (see Table 7-x, Armor in
Chapter 7).
Armor Worn
None, Light, Medium
Partial Heavy, Heavy
Extra Heavy, Super Heavy

EL
Light
Medium
Heavy

Base EL is increased a level by exceeding ones Carrying Ability (CA) by up to double the allowed
amount. Adventurers in Extra Heavy or Super Heavy armor may not exceed their CA and still move and act
normally.
Example
The following are the effects of Encumbrance: Increased Fatigue and Movement Rate (see
Chapter 8 for effects).
EQUIPMENT TABLES
In addition to any other special characteristics, all equipment is listed with three key items of information:
Cost, Time and EP.
Cost: This is the cost to purchase the item in a location where the item might be reasonably available.
Costs are stated in terms of bronze pennies, (bp).
Time: Time is the time required for a skilled craftsman or a team of skilled craftsmen to make a normal
quality item of that type. Time is stated in days. X/1 = X number of items made per day.
Encumbrance Points (EP): Each item is listed in terms of the number of EP of carrying ability required to
carry it.

WEAPONS
Weapons are devices designed to damage (or reduce the fighting capability of) an opponent in combat.
Weapons in BrightSword are listed in groups. All weapons of the same group make use of the same skill
rating as another of that type at a -2dl, even if they have slightly different characteristics. All weapons not in
any group must have skill in those weapons developed separately for each.
Melee Weapons
Battleaxe. Double-bladed axe wielded with two hands.
Broadsword: Sword with a broad blade and usually two lethal cutting edges. The Broadsword is typically
used to cut rather than stab.
Cestus: Spiked gauntlet.

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Club: Small one-handed blunt weapon.


Cutlass: Shorter curved, single-edged sword good for slashing opponents as well as hacking through
wood, rope and plant life.
Dagger and Knife: Small one-handed blade weapon with two edges and a point. A knife will have a grip, a
dagger both a hilt and hand grip.
Flail: A spiked metal ball attached to a long handle with a hinge or a chain. Employed two-handed.
Foil: Thin sword with no real cutting edge but deadly sharp as thrusting weapon.
Greatsword: Massive sword with a broad blade and usually two lethal cutting edges wielded with two hands.
Halberd: Two-handed pole weapon with both point and blade designed to both inflict cutting or thrusting
damage and trap or damage an opponents weapon. Often with a hook used to drag mounted opponents
off their horse.
Handaxe: Small one-handed edged weapon with a blade at the end of a short haft.
Herenkal: A type of Parrying Dagger balanced for throwing.
Lance: Pole weapon designed to be couched under one arm and thrust into an opponent using the
impetus of ones mount for energy.
Long Knife and Short Sword: Small one-handed blade weapon with two edges and a point and hand grip.
Short sword will also have a hilt or hand guard. Longer than a dagger or knife and more difficult to conceal.
Long Spear. Pole weapon designed to be thrust into an opponent either over his shield or before his own
weapon can be employed or both.
Longsword: The Longsword has a two-edged blade and a handle which is long enough for two hands and
is designed to inflict deep cuts or punctures.
Mace: Small one-handed blunt weapon, a hard metal or stone sphere or other solid shape on a short haft.
Moonglave:
Morning Star. Spiked ball attached by chain to handle.
Parrying Dagger: A dagger used as an off-hand weapon in conjunction with a single-handed sword. As the
name implies they were designed to parry, or defend, more effectively than a simple dagger form, typically
incorporating a wider guard, and often some other defensive features to better protect the hand, as well.
Peasant Weapon: Pitchfork, hoe, long handled shovel, etc.
Pike: A longer version of the LongSpear, producing significant damage on impact. Employed two-handed.
Rapier: A relatively slender, sharply pointed sword, used mainly for thrusting attacks.
Sabre and Scimitar are curved, single-edged swords good for slashing opponents while the user is
mounted.
Sakhazet. Shorter, tapered, double-edged sword designed to inflict deep cuts or even remove a body part
completely.
Short Spear. Pole less than 9 long tipped with a sharp point. A lighter and shorter version of the Long
Spear.
Staff. Wooden or metal-shod pole used to strike and parry with both ends.
Thresher: Two large sticks attached by a short chain; one stick is held and swung, causing the other to
strike the target. Originally designed to strike a pile of grain, loosening the husks.
Taumari:
Toloron: Specialized sword for fighting both one and two-handed.
Trident: A three-pronged spear. It is used for spear fishing and as well as a military weapon.
War Chain. Heavy chain weighted to be swung as weapon.Warhammer. Small one-handed blunt weapon.
A haft with two solid hitting surfaces or one surface backed with a spike.
War Mattock. Maul (oversized hammer) wielded with two hands and swung before contact to increase
damage-causing power.
Whip. Leather cord designed to lash and entangle the target.
Zeradrakh: Wooden pole with a blade on each end.

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Ranged Weapons
Blow-gun. Long tube, usually of bamboo or other light wood, through which a person blows a small dart.
Bola. Three heavy balls of clay or wood tied with ropes and slung at the target to both strike it and
entangle.
Boomerang. Piece of curved wood designed to strike target but return to user if target missed.
Bow. Strung, flexed wood or bone of limited power designed to propel a pointed shaft over distance.
Composite Bow:
Crossbow. Strung, flexed wood or metal mounted perpendicular to a stock that permits the drawn string to
be held in place until released with a trigger. Heavy, light and repeater versions exist.
Dart. Weapon specially weighted or propelled over greater distance than a javelin but with no real use as a
hand weapon.
Gadoru. Weapon designed to be thrown at an opponent over very short ranges, typically right before
contact in a charge.
Javelin. Pole less than 9 long tipped with a sharp point and weighted and balanced for throwing.
Light Thrown Weapon (LTW). Small weapon, often a specially balanced Side Arm, typically used only
when other missile weapons are not available but a ranged attack is desired. Examples: throwing dagger,
throwing axe, throwing knife
Longbow. Longer version of the standard bow with a significantly greater draw weight.
Net. Weighted for throwing, designed to entangle and often with small hooks to discourage escape.
Pistol Crossbow. Hand version of crossbow firing a small bolt.
Sling. Leather cord deigned to hold a stone or lead bullet while swung overhead until released at high
speed.
Throwing Star. Small metal star designed to be thrown accurately and pierce target.

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Weapon Characteristics.

Damage. This is the die to use for the damage roll, plus any built-in modifiers. It may be modified
by the users STR or the quality or magic properties of the weapon.
Injury type: C=cutting, T=thrusting, S=smashing. Used to determine nature of Critical Hit.
Length: A number showing the relative length of the weapon, with 0 being the shortest.
Hands: The number of hands needed to use the weapon.
Group: Weapons of the same Group as those with which an Adventurer has training may be
employed at a -2 to the Adventurers attack rating (AR) with that weapon.
Special: Any special ability from which the weapon benefits.
Band: The range, in steps, at which the ranged weapon may be employed without penalty. Attacks
at up to twice this range are -1, up to three times are -2.

Table 7-1 Basic Melee Weapons


Club
Dagger
Hand Axe
Knife
Long Knife
Peasant Weapon
Short Spear
Short Sword
Staff
Thresher

Dam

Injury

Length

Hands

Group

Special

Cost

Time

EP

D6
D4
D6
D4
D6
D6
D6
D6
D6
D6+1

S
T
C
T
C
T
T
C
S
S

1
0
1
0
1
3
2
1
3
2

1
1
1
1
1
2
1
1
2
2

Cudgel
Side Arm
Side Arm
Side Arm
Side Arm
Polearm
Polearm
Side Arm
-

Standoff
Two-ended
Shieldbreaker

2
30
35
30
40
2
10
40
5
10

1
1
2
1
2
1
1
2
1
1

1
1
1
1
1
2
2
1
2
2

Table 7-2 Specialist Melee Weapons


Broadsword
Cutlass
Falchion
Foil
Rapier
Longsword
Parry Dagger
Pickaxe
Sabre
Scimitar
Whip

Dam

Injury

Length

Hands

Group

Special

Cost

Time

EP

D8
D6+1
D8
D6
D6
D8/D8+1
D4
D6+1
D8
D8
D4

C,T
C
C
T
T
C
T
T
C
C
S

2
1
1
2
2
2
0
2
2
2
3

1
1
1
1
1
1 /2
1
1
1
1
1

Sword
Sword
Sword
Sword
Sword
Sword
Sword
Sword
-

Deadly, Swift
Deadly, Swift
Hybrid
Matched, Swift
Entangle, Standoff

120
100
100
150
150
180
50
60
120
120
20

2
2
2
3
3
3
2
2
2
2
1

2
2
2
1
1
2
1
1
2
2
1

Table 7-3 Military Melee Weapons


Battleaxe
Flail
Great Club
Greatsword
Halberd
Lance
Longspear
Mace
Morning Star
Pike
Trencher
Warhammer
War Mattock

Dam

Injury

Length

Hands

Group

Special

Cost

Time

EP

D10
D10
D10
D10
D10
D10
D8
D8
D8
D8
D8
D8
D10

C
S
S
C
C,T
T
T
S
S
T
C
S
S

3
2
2
3
3
3
3
1
2
4
2
2
3

2
2
2
2
2
1
1
1
1
2
2
1
2

Cudgel
Polearm
Polearm
Cudgel
Polearm
Cudgel
-

Brutal, Slow
Brutal, Shieldbreaker, No Parry
Standoff, Slow
Impact
Standoff
Shieldbreaker
Impact, Standoff (2), Unwieldy
Brutal, Slow

200
200

2
5

3
3

300
150
50
20
90
180
30
80
100
150

5
2
1
1
2
2
2
2
2
2

4
3
3
2
2
2
4
1
2
3

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Table 7-4 Exotic Melee Weapons


Anghara
Asp Baton
Barbed Spear
Barbed Whip
Cestus, (Handclaw)
Dread Spear
Herenkal
Impaler
Kolekar
Kubotan
Moonsglave
Moonsknife
Ripper
Sakhazet
Scourge
Scythe
Spikedrakh
Shadowspear
Taumari
Toloron
Trident
War Chain
Zeradrakh

Dam

Injury

Length

Hands

Group

Special

Cost

Time

EP

D6
D8
D4+1
D6
D8+1
D6+1
D8
D10
D4+2
D8
D6+1
D8
D8+1
D8+1
D10
D8
D8+1
D10
D8/D10
D8+1
D8
D8+1

S
T
S
T
T
T
T
C
S
C,T
T
C
C
T
C
C
T
C,T
C,T
T
S
C

1
1
3
3
0
3
1
3
2
0
2
1
2
1
3
3
1
3
2
1
3
2
3

1
1
2
1
0
2
1
2
2
1
2
1
1
1
2
2
1
2
2
1 /2
1
2
2

Cudgel
Polearm
Polearm
Sword
Sword
Sword
Sword
Polearm
Sword
Polearm
Sword
Sword
-

Melee DEF +1
Concealable
Entangle, Standoff
Swift, Matched
Pinning
Matched, Thrown
Impact
(Swordcatcher)
Concealable, Brutal
Two-ended

10
100
25
25
70
40
100
40
200
50
180

2
3
2
2
3
2
3
1
3
1
4

1
1
2
1
2
2
1
3
2
1
3

Deadly
Deadly
Standoff
Sweep Attack
Deadly
Summoner
Deadly
Hybrid, Swift
Entangle, Slow
Two-ended

120
160
200
210
120
***
200
250
80
60
190

2
3
3
2
2
***
4
5
2
1
3

2
1
3
3
2
3
2
2
2
2
3

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Ranged Weapons Tables


Table 7-5 Basic Ranged Weapons
Bow
Sling
Javelin

Dam

Injury

Hands

Band

Group

Special

Cost

Time

EP

D6
D8
D6

T
S
T

2
1
1

8s
6s
4s

Bow
Javelin

Thrown

70
10
30

3
1
1

1
2
2

Table 7-6 Specialist Ranged Weapons


Composite Bow
Long Bow

Dam

Injury

Hands

Band

Group

Special

Cost

Time

EP

STR*
D8

T
T

2
2

10s
12s

Bow
Bow

300
250

14
10

2
2

*The damage done by a Composite Bow is equal to the users STR, but with a maximum of d10.

Table 7-7 Military Ranged Weapons


Crossbow
Heavy Crossbow
Dart
Staff Sling

Dam

Injury

Hands

Band

Group

Special

Cost

Time

EP

D8
D10
D6
D8

T
T
T
S

2
2
1
2

10s
10s
6s
10s

Crossbow
Crossbow
Javelin
-

Reload
Brutal, Slow Reload
Thrown
-

250
400
20
30

8
15
1
2

4
4
1
2

Table 7-8 Exotic Ranged Weapons


Arbahlyet
Blow-gun
Boomerang
Bola
Gadoru
Grappler
Grenade
Herenkal
Lasso
Net
Repeater Crossbow
Shatterbow
Throwing Star
Spider Net
Throwing Dagger/Knife
Throwing Handaxe
Vranshar

Dam

Injury

Hands

Band

Group

Special

Cost

Time

EP

D6
D4
D4
D6
D6+1
D6
D8
D6+1
D4
D4
D6
D8+1
D4+1
D4
D4
D6
D6

T
T
S
S
T
T
S
T
S
(T)
T
T
T
S
T
C
S

1
2
1
1
1
1
1
1
1
1
2
2
1
1
1
1
2

6s
8s
6s
6s
4s
4s
4s
2s
4s
4s
8s
8s
4s
4s
2s
2s
Cone

Javelin
Javelin
Sword
Crossbow
Crossbow
-

Returns, Thrown
Entangle, Thrown
Disrupt, Thrown
Entangle Thrown
AoE2, Thrown
Matched, Thrown
Entangle, Thrown
Entangle, Thrown
Repeater
Repeater, Slow Reload
Thrown
Entangle, Thrown, Sticky
Thrown
Thrown
Sonic

100
100
30
70
80
50
1000
100
30
80
300
500
30
120
30
35
***

1
1
1
1
2
2
3
3
1
6
1
3
1
8
1
2
***

2
1
1
1
3
1
1
1
1
1
2
2
1
1
1
1
2

WEAPONS SPECIAL ABILITIES


Brutal. (bru) A Brutal weapon gives the wielder a +2 to the severity of any critical injury he causes while
attacking with it.
Concealable. (con) The weapon can be hidden underclothing or in a pocket or boot with a -4 to any
attempt to detect it.
Deadly (de) Causes a Critical Hit on TH 8 instead of TH10.
Disrupt. (dis) On a TH 2 hit, the target model cannot conduct any reaction attacks this turn and cannot
count any shield in the immediately ensuing melee phase.
Entangle (ent) If a target model on the same or smaller base is hit by a weapon with this ability, the
target model must take an AGL test 5. If it fails, the model is -2 DEF. If the AGL test is failed by 4+, the
target model is Restrained instead. If the attack is a critical, instead of auto-spiking damage, increase the
TN of the AGL test by 2 for each level of crit.

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Expert. (exp) The weapon is Threshold 8 if used by an Adventurer with the Swordsmanship talent.
Hybrid (hyb) Hybrid Weapons may be used one or two handed. They use the damage die after the slash
if used two-handed.
Impact (imp) When an attack resulting from a charge with this weapon hits, the user rolls two damage dice
and chooses which one to use to resolve damage.
Matched (ma) The weapon is designed and balanced to be used off hand in a two weapon fighting style. It
does not suffer the full penalty for two-weapon fighting. See Table x-x.
Mighty (mi) Parry attempts vs attacks made with this weapon are -1.
No Parry (np) This weapon cannot be used to employ the Parry talent.
Pinning. (pin) On a TH 5 hit, the target model is Restrained.
Poison. (psn) On a TH3 hit, the target takes an END test and if it fails, it loses one LP. Pass or fail, resolve
the hit normally if the model survives the poison.
Reload (re) A model may only maneuver up to half its SPD and also shoot this weapon in the same turn.
Repeater. (rep) Counts as Rapid Fire: Model may make an additional ranged attack against the same
model or a model within 2 of it at -2dl to the ranged attack test if it did not move this turn. The additional
ranged attack is in all ways the same and may employ the same abilities as the one on which it is based.
Cannot be combined with the Marksman talent. Rapid Fire and Repeater do not stack.
Returns (ret) When an attack with this weapon misses, unless the attack is a tarch, the weapon returns to
the throwers hand.
Shieldbreaker (sb) An attack with this weapon ignores the first +1 of any shield, weapon ability or
talent-based modifiers to the melee DEF of the enemy model.
Slow. (sl) A Slow weapon is -1 to MAR when used to Parry.
Slow Reload (slr) Reloading this weapon for its next use is a Full Action
Sonic. (son) A surviving, living model hit by a Sonic attack makes and END test and if it fails is Dazed. On
a Tarch it is Stunned.
Standoff (so) See pg 51 Reaction Attacks.
Sticky. (st) The TN to avoid being entangled by this weapon is 7.
Summoner (su) A model with this ability is +1 to casting rolls for Summoning spells.
Sweep Attack (swp) Sweep Attack is an Option Talent (pg 81). Instead of a normal attack, a model
that did not move using a weapon with this ability may attack every enemy model in contact through
its front face. The owning player chooses to attack each model in turn left to right or right to left. Each is
attacked in turn and the MAR and damage roll of each attack is reduced by -1dl (to a minimum of d4) for
each attack after the first. A model using Sweep Attack is -2 Melee DEF. A model employing this ability may
ignore Heros Honor.
Swift (sw) A model using this weapon is +1 to Parry tests.

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Thrown (thr) Thrown weapons do not suffer the penalty to RAR for the throwers movement, unless
running.
Unwieldy. Unwieldy weapons are -1dl MAR in Restrictive Terrain. The first model to Pile On a model with
an Unwieldy weapon reduces its DEF by -2. A player may cut down a Pike to a Long Spear at the start of
any game.
Two-ended (te) Two-ended is an Option Talent (pg x). The weapon can be employed in one of two ways,
but only one in any given round, announced before any attacks are made by any models in the combat:
Defend. Using the second end to defend. +1 to Melee DEF.
Second Strike. Make a second attack at -2dl to that melee attack test.

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Table 7-9 WEAPON ACCESSORIES


Item
Arrows, 20
Blow-gun Darts, 20
Crossbow Bolts, 20
Scabbard, Belt
Scabbard, Shoulder
Quiver
Sling Stones, 20
Sling Bullets, 20

Cost
10
10
20
30
50
3
0
10

Time
1
1
2
1
1
1
0
1

EP
1
1
1
1
1
1
2
2

Description

May also attach to a mounts harness


Holds 20 arrows or bolts
-1 Damage

Table 7-10 SHIELDS


Small Shield
Medium Shield
Large Shield
Pavise

DR+ Melee
+1
+1
+2
+0

DR+ Ranged
+0
+1
+2
+3/+1

AGL Penalty
-1
-2
-3
-4

Cost
40
70
100
150

Time
3
5
6
8

EP
3
6
8
10

Shields provide a bonus to DEF against frontal enemies and those on the same flank as the shield.
Pavises provide a higher DEF modifier if the attack is a ranged weapon. A shield gives no bonus to ranged
attacks if the shields bearer is employing a two handed weapon. A pavises ranged DEF bonus is reduced
is the pavises bearer is using it as cover to shoot a two-handed ranged weapon. If a shield or pavise bearer
does not have the appropriate talent, the Adventurer suffers the shields listed AGL penalty to DEF and all
AGL-based rolls.

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Table 7-11 ARMOR


AV

Class

AGL Penalty

Soft Leather
Leather
Ring Mail
Chain Mail
Plate Mail
Full Plate

2
3
4
5
6
7

Light
Medium
Partial Heavy
Heavy
Extra Heavy
Super Heavy

-1
-2
-3
-4
-5
-6

Leather Barding
Chain Barding
Plate Barding

2
4
5

Medium
Heavy
Extra Heavy

Special

Cost

Time

EP

80
180
300
1000
2000
4000

10
15
30
60
80
100

7
10
15
20
25
30

250
3000
6000

15
40
120

50
80
100

Armor Value (AV). Armor reduces the amount of damage caused to an Adventurer or NPC.
When a target is struck, reduce the damage inflicted by the hit by the AV of the armor or natural protection
of the target.
Armor AGL Penalty. An Adventurer without the appropriate Armor Use talent suffers a penalty to
her AGL bonus and any AGL-based rolls equal to the armors AV.
Partial Armor Protection: Table 7-11 assumes full body protection: calf-length hauberks, arm
and leg greaves, appropriate helm, etc. Armor that only protects the torso may be worn. It costs 70% of
the total cost and the AGL penalty is 1 less. When an enemy hits the Adventurer, use the Hit Location table,
Table 8-x, to note where the hit lands. If the hit strikes an unprotected location, the AV for that hit is 0.
Mixed Armors: An Adventurer may wear a mixture of armors. If so, the AV of each area must be
noted separately. When an enemy hits the Adventurer, use the Hit Location Table, Table 8-x, to note where
the hit lands and apply that AV to the result. If any of the pieces are metal, the Adventurer is considered to
be wearing Metal Armor. The AGL penalty is 1 less than the highest penalty of any of the pieces if the
Adventurer does not have the Armor Use talent for the second strongest armor type worn. Sets of leg and
arm greaves are each 15% of the cost of a full suit.
Example
Springbuck wears a Partial Heavy jerkin with Extra Heavy leg and arm greaves and a Medium cap.
His limbs are protected by an AV of 5, his torso has a AV of 3 and his head a AV of 2. The AGL penalty is
4 if Springbuck did not have the Armor Use talent for Partial Heavy armor.

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Table 7-12 CAMPING GEAR


Item
Bedroll
Blanket
Cooking Utensils
Hammock
Tarp
Tent, 2 Man
Tinderbox

Cost
20
10
7
3
4
25
2

Time
1
1
1
2
6/1
2
2/1

EP
5
2
1
1
2
4
1

Description
Heavy, four season

Time
1
2/1
2/1
1
2
1
2/1
6/1
6/1
2
6/1
2/1
2/1

EP
1
1
1
1
1
1
1
2
1
1
-

Description, EP capacity
canvas or leather, 15EP
4 pouches/scabbards
1EP
5EP
1EP, water resistant
4EP liquid
4EP liquid
Canvas or leather, 25EP
Canvas or leather, 12EP
Leather, 10EP
1EP liquid
1EP liquid
2EP liquid

Time
1
1
1
2
1
1
3
5

EP
1
1
2
6
1
2
3
2

Description

3 paces by 2 paces

Table 7-13 CARRYING GEAR


Item
Backpack
Belt
Belt Pouch
Bucket or Pot
Case (Hard)
Jug, Glass
Jug, Wood
Sack, Large
Sack, Small
Saddlebag
Vial, Glass
Vial, Metal
Waterskin

Cost
8
5
1
6
30
10
2
2
1
15
3
2
1

Table 7-14 CLIMBING GEAR


Item
Climbing Hook 1 Prong
Climbing Hook 3 prong
Ladder, Rope
Ladder, Wood
Mallet
Pitons, 10
Rope, Hemp
Rope, Silk

Cost
10
20
3
5
2
10
10
100

4 paces long
4 paces long

10s
10s

Table 7-15 CLOTHING (Poor x cost, Fine Quality x 5 cost)


Item
Boots
Gloves
Cloak
Furs
Mallet
General Clothing

Cost
20
5
20
50
2
15

Time
3
1
1
2
1
2

EP
2
1
3
1
-

Description

Shirt, Pants, Underclothes

Table 7-16 FOOD AND LODGING (Poor x cost, Fine Quality x 5 cost)
Item
Inn Room, Communal
Inn Room, Separate Bed
Inn Room, Separate Room
Stable and Feed
Meal
Ale, liter
Wine, liter
Trail Rations, 1 week

Table 7-17 LIGHT

Cost
5
10
20
1
2
1
3
50

Time
-

EP
4

Description

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Item
Candles, 10
Lantern
Torches, 10

Cost
5
20
1

90

Time
1
4
10/1

EP
1
1
5

Description
2 steps radius, 4 hours
8 steps radius, 6 hours
4 steps radius, 1 hour

Cost
25
10
70
10
1
10
60
10
40

Time
1
1
1
1
6
1

EP
2
6
1
1
5
10
6
-

Description
Portable spikes to disrupt a mounted charge
Iron, 4 steps in length
1 hand by 1 hand
6 hrs of light

Cost
20
30
30
50
30
30
50
70
1000

Time
3
1
3
3
3
2
2
10
30

EP
2
1
1
1
2
2
1
1
10

Description

EP
60
100
400
1000
400
5000
300
500
600
500
600
1000
200
300
250
350
150
50
7
3000
6000
10000

EP Capacity
350
500
2000
3500
150
500
150
150
200
175
200
350
200
300
400
600
250
200
150
10000
18000
25000

Table 7-18 MISCELLANEOUS


Item
Caltrops, 10
Chain
Mirror
Oil
Stakes, wooden, 10
Stakes, iron, 10
Tack, horse
Ink
Parchment, 10 pages

Includes saddle

Table 7-19 TOOLS


Item
Carpentry Tools
Drawing Tools
Leatherwork Tools
Metalwork Tools, fine
Metalwork Tools, smithing
Stonework Tools
Lockpick Kit
Disguise Kit
Alchemists Lab

Does not include forge and anvil

Table 7-20 TRANSPORT


Item
Canoe
Rowboat
Long Boat
Sail Boat
Camel
Elephant
Mule
Horse, average
Horse, draft
Warhorse, trained
Warhorse, charger
Ox
Chariot, 2 horse
Chariot, 4 horse
Cart
Wagon
Dog-sled
Sledge
Skis
Longship
Merchant Ship
Trireme

Cost
800
500
5000
15000
3000
10000
350
1000
2000
5000
7500
1000
2000
5000
400
1000
700
30
70
50000
150000
300000

Passengers
3
4
20
20
2
4
1
1
1
1
1
1
2
3
4
6
1
2
1
50
60
90

Notes

8 passengers with howdah


Climb d10
2 riders for short distances
2 riders for short distances
2 riders for short distances
2 riders for short distances

Two wheels
Four wheels
Pulled by 8 dogs
Pulled by a horse or man

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CHAPTER 8 PLAYING THE GAME


TAKING AN ACTION
While the list of things an adventurer can do is endless, the game mechanics must have a specific
method for resolving complex activities. An adventurer may always say things like: 'I'm dropping the knife'
or 'I'm brushing the dust off the amulet'. Certain other types of activity require precision in determining their
result. This section describes how to resolve adventurer actions.
Actions can take place in an Encounter (which is used when the adventurers are engaged in some
sort of conflict or other time-sensitive situation) or in Free-play (which is used at all other times).
FREE-PLAY
Free-play is played in any increments of time convenient to the situation. For example, if the
players are making a week-long journey, the GM may resolve player actions and encounters with NPCs
every day. Movement in Free-play is also called Strategic or Campaign Movement. Actions are still
performed in Free-play, as long as they are not time-critical.
Examples:
The group is making a journey from Baramar to Tarenna, some 230 kilometers, for the most part
through clear terrain. The players choose to ride there at an easy pace. The GM consults Table x-x and
notes that at a slow ride, the group will make 6km an hour. Since there are no encounters along the way,
he marks the passage of 38 hours and begins to describe to the players the gates of the city of Tarenna.
The group is consulting a sage on the history of Tarenna. Kalor, the leader, politely asks the sage
(played by the GM) to tell him about Tarennas first duke. The GM determines that the sage would know a
fair amount about this subject and begins, in his best sagely voice, to recount the tale.
ENCOUNTER
An Encounter is played in six second ROUNDS. During each round, the adventurers are asked
what action they are taking (or continuing to take). Non-player characters and creatures (NPCs) will act
according to the GMs designs. The sections below describe how to resolve these situations. Note that
some actions will require multiple rounds to complete. Encounters are used when the group is opposed in
some way or when the GM must track time very closely for any reason. The GM must carefully track the
passage of time and the fatigue of the Adventurer as well as the expenditure of resources such as magical
energy, arrows, torches, etc. Encounters are also called Combat Rounds or Tactical Movement.
Example
Both of the following would be played out in an Encounter.
Kalor and Benadril are breaking into the guildhouse of the Stonemasons. Kalor is keeping watch
down the alley and Benadril is attempting to pick the lock on the door. Time is critical because the pair
want to wrap things up before the next group of city watchmen make their rounds.
Once inside, a fight breaks out with two guildmembers. Kalor moves to attack one and Ben throws
a dagger at the other.

Bonuses and Penalties

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Bonuses and Penalties are collectively called Modifiers. Modifiers come in two types roll
modifiers and rating modifiers. A roll modifier is an addition (bonus) or subtraction (penalty) to the action
roll. The most common roll modifier is the attribute modifier. For example, Dav, the Falkaaran Scout, has
a d10 Dexterity attribute rating, which gives him a +1 bonus modifier to any test he makes based on a skill
tied to the Dexterity attribute. Roll modifiers can also be negative (penalties) such as the -1 modifier for
action rolls when a character is wounded. Note that in a lot of cases, if a penalty would come from
something in the background situation, such as dim lighting or trying to pick a lock with poor tools, it is better
for the GM to simply raise the Target Number than for the player to worry about a negative modifier.
Die Level modifiers (dl) are changes to the skill or attribute rating being used by the actor. They
are most appropriate when some in-game effect has temporarily affected the actors ability to make use of
a skill or attribute or the actual skill or attribute itself. For example, Skrach the thief has consumed a poison
that produces confusion. The GM rules that his Knowledge attribute rating normally a d10 is lowered to
d6 for the duration of the poisons effects. Rating modifiers may be bonuses as well as penalties.
Situational Bonuses: It would be impossible to list every conceivable situational bonus, so the GM
must use his experience to determine what bonuses apply to a given situation, using those listed as a guide.
Table 8-2 Situational Bonuses
Excellent equipment/materials
Fine equipment/materials
Complimentary skill

+2
+1
See below

Role-playing Bonus: The GM should always consider superb role-playing as a bonus to the action
roll, if appropriate.
Situational Penalties. In some cases, the BrightSword rules provide guidelines for penalties to
Action Rolls, but most are left to the discretion and judgment of the GM.
Table 8-3 Situational Penalties
Poor equipment/materials
Improper lighting/visibility
Improvisation/unfamiliarity
Ranged attack while walking:
Shoot an Engaged target:
Trying to stay in the saddle:

-1
-1 to -4
-3
-1
-4
-2

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CONDITIONS
At any given time an actor may be subject to one or more conditions. Each condition has specific
causes and game effects.
Blinded: Exposed, cant Pile On, cant React, -4 to any action needing sight.
Dazed. A Dazed model is DEF -1, and -1 to any type of test or attack until the current turn is concluded.
Deafened: -4 to any action needing hearing.
Dropped. A model is Dropped if it:
is reduced to zero LP
is engaged while Panicked (and loses all remaining LP)
Dropped models are DEF 1, no actions/reactions/piling on, cannot Engage, can be the target of a CDG,
must fall Prone if possible. Also Sleeping; Paralyzed, Immobile.
Engaged. A model is engaged if it is in contact with an enemy model.
Exhausted: All rolls are -3, reduced movement rate, and cant hold breath.
Exposed: DEF is -2.
Injured: Has received one or more Critical Injuries (page x) and has not yet had them healed.
Pained: (-1, -2, -3): Adventurer suffers the appropriate modifier to all physical actions.
Panicked. A Panicked model can conduct no action or reaction except to Rally (pg 47) or continue to panic.
A model becomes Panicked by failing a morale test.
Prone. See page 48.
Ready. A Model is Ready if it is not panicked, not prone, not stunned and not restrained.
Restrained. A Restrained model is DEF -3 and may not conduct any movement, attack, use a response
talent or take any other action on this turn. A Restrained model may not make reactions and cannot
Pile On.
Slowed: Movement reduced by half, rounded down. Cant take full actions or reactions, and cant
combine actions.
Stunned. A Stunned model is Exposed, -3 SPD, may not run or charge and is -2 to any type of test or
attack until the current turn is concluded. A Stunned model may not make reactions and cannot Pile On.
Also Surprised, Concentrating, Confused.
Tired: All rolls are -1, reduced movement rate, and reduced ability to hold breath.
Unaware: Does not know the target is present.
Vulnerable. A Vulnerable model is -1 DEF and -1 to all non-mobility ability tests and combat tests while
the condition that made it Vulnerable continues.
Weakened: All rolls and DR are -2.

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TYPES OF ACTIONS
The point in the Initiative Sequence where the Adventurer takes actions is called the Adventurers
activation. The order in which Adventurers, their followers, allies and opponents activate is determined by
Initiative (page X). During his activation, an Adventurer may take:

A Standard Action, OR

A Combination Action alone or with another Combination action or a Standard action, OR

A Full Action.

A Free Action may be combined with any of these. Up to two additional Free Actions may be performed,
but the second two are counted as Combo Actions.
A Reaction is performed during an opponents part of the round.
An Adventurer may Delay his activation until a later point in the round.
Combination Actions
If an Adventurer combines a Combo action with a Standard Action or another Combo Action, these
may be done in any order. For example, an Adventurer could walk to a door, open it and then continue with
the rest of his walking movement.
If an Adventurer combines a Walk action with another Walk action, the Adventurer is taking a Run
Action.
Becoming Engaged

THE ACTION LIST


Actions that are also Special Combat Actions are marked (SCA). Special Combat Actions are specialized
forms of attack different from a simple action to do damage with a weapon.
Actions that are also Talents are marked with a (T). These are described in Chapter 6.
Actions that are based on the use of Magic are marked (M). These are described in Chapter 9.
Free Actions
Cease Concentration
Drop Item
Fall Prone
Speak

Quick Draw (T)


Eyebite/Power Word (T)
Quick Dismount (T)
Rapid Reload (T)

Combination (Combo) Actions


Dismount
Draw Weapon
Mount Up
Reload Weapon

Sheathe Weapon
Stand
Walk
Feint (T)

Standard Actions

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Drink or Eat
Headbutt (SCA)
Open/Close a Door
Trip (SCA)
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Use Skill
Disarm (T)
Cancel Spell (M)
Cast a Spell (M)
Prepare Complex Spell (M)

Full Actions
Aim
Break off
Called Shot (SCA)
Charge
Coup de Grace
Entangle (SCA)
Escape
Split Attack
Full Defense
Grapple (SCA)
Jump or Leap

Read a Page
Reload (Full) Weapon
Run
Shield Bash (SCA)
Use Complex Device
Far Shot (T)
Guarded Attack (T)
Many Shot (T)
Sharpshooter (T)
Stealth Shot (T)
Whirlwind (T)

Reactions
Evade
Reaction attack
Dodge (T)
Missile Parry (T)
Multi-Parry (T)

Parry (T)
Parry Rear (T)
Sidestep (T)
Shadow (T)
Counter a Spell (M)

ACTION DESCRIPTIONS
FREE ACTIONS
Cease Concentration
The actor may choose to cease concentrating. The effects of the condition concentration no longer
apply to the actor. Any effect she was producing by concentrating also ceases. This usually applies to
ongoing spells that require concentration to continue their effect after they are cast.
Drop Item
The actor lets go of an item he is carrying in his hand. It falls normally.
Fall Prone
The actor assumes the prone condition. See page x.
Speak
The actor speaks words in a language of her choice. This may be anything that can be said in
about six seconds, usually one long or two short sentences. Longer dissertations may require a Combo or
even Full Action as ruled by the GM.
COMBINATION ACTIONS
Dismount
The actor dismounts from a ridden creature.
Draw Weapon
The actor removes a weapon from where it is stored on his person or mount and has it ready for

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use.
Mount Up
The actor mounts a ridden creature.
Reload Weapon
The actor loads a ranged weapon that has the Reload weapon rule.
Sheathe Weapon
The actor places a weapon in a stored location (scabbard, holster, etc.).
Stand
The actor assumes a standing position from a prone or sitting position.
Walk
The actor moves up to her basic movement rate in steps. The actor must be unengaged at the
start of this movement and must end it upon becoming Engaged.
STANDARD ACTIONS
Attack
The actor uses a weapon or unarmed combat skill.
Drink or Eat
The actor drinks or eats one dose of drink or food. One does is equivalent to half a pint of liquid or
a small handful of edible material.
Headbutt (SCA)
An Adventurer may Head Butt a Restrained or Pinned enemy. The attacker uses his Brawling or
Martial Arts skill to determine AR. If successful, the opponent takes 1d6+SDB LP damage and the attacker
takes 1 LP. AV applies for helms. Critical Success is a type S Critical Hit and the attacker takes no
damage. A Tarch results in a Critical Hit to the ATTACKER. All Head Butt Crits are to the head. Attackers
without the Brawling or Martial Arts skill may Head Butt as an untrained action. Adventurers with the
Combat Mastery Talent are +1 to Head Butt attempts.
Open/Close a Door
The actor opens or closes an unlocked near-man-sized door, portal, gate, widow, hatch, etc.
Trip (SCA)
An Adventurer with a weapon that can reach the legs of his opponent (or who has the Martial Arts
skill) may try to trip an opponent. He makes an attack and if the attack is successful, he and the target
make an opposed roll the tripper using STR and the target using STR or AGL whichever is higher.
Brawling skill may not be used for a Trip attack roll. If this test is successful, the opponent trips and falls. A
Critical Success causes +d6 damage from the fall with no AV. The tripper may avoid the Free Attack if he
is using a weapon that has standoff over the target. Adventurers with the Combat Mastery Talent are +1 to
Trip attempts.
Use Simple Device
An Adventurer employs the Devices skill on an object that can be operated normally in six second
or less.
Use Skill
An Adventurer makes a skill roll for a skill that has a completion time of one standard action.

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FULL ACTIONS
Aim
If an Adventurer takes the action Aim with a ready ranged weapon, if he attacks with that weapon
as the first action of his next activation, he gets a +1 to AR.
Break off
An Adventurer that is engaged with an enemy may make a Break Off action, or Break Off. A Break
Off is a move of up to the Adventurers SPD that starts with it engaged and ends with it not engaged.
Enemies in contact get Reaction Attacks. An Adventurer that Breaks Off may not take any other action.
Called Shot
This Special Combat Action allows the Adventurer to determine the location of a Critical Hit if one is
scored. It is treated as an Attack action. Any Called Shot attack is -3 to the Strike Roll unless the
Adventurer has the Precise Attack Talent and then it is -1.
Charge
See page x (under combat).
Coup de Grace
See page x (under combat).
Escape
An Adventurer who is Restrained by a net or a web may make a STR attribute test to break free. If
the Adventurer is Pinned by a net or web, success changes this to Restrained and a Crit results in the
grapple being broken. The target number of the test is 4 unless the GM determines the net or web is
stronger for some reason.
An Adventurer who is Restrained in a Grapple may make a STR attribute test to break free. If the
test is a Crit, the Adventurer may break off 2 steps without the attacker getting a Reaction Attack. If the
Adventurer is Pinned, success changes this to Restrained and a Crit results in the grapple being broken.
Help from friends. An Adventurer held by a net or web may treat another Adventurers Esacpe action to
help him as the use of a complimentary skill (see page x). An Adventurer in a Grapple may be broken free
by another Adventurer making a successful grapple test against the grappler.
Split Attack: See FB for now
Full Defense
An Adventurer may forego attacking to put his full effort into defense. Any Parry or Dodge talent
the Adventurer may possess may NOT be used in the same enemy attack that he receives the benefits of
Full Defense. Until that Adventurers next action, his DR is +2 with an additional +1 if his AR in the weapon
he is using is d12 or greater. For example, if an Adventurer with an AR of d14 in the weapon he is
employing uses Full Defense his DR to all frontal and flank opponents would increase by +3. For those
with Swordsmanship, Full Defense DR modifiers may be applied to rear opponents.
Grapple (SCA)
An Adventurer may try to grab and physically hold an opponent in place. The attacker uses his
Martial Arts or Brawling skill to determine AR. This attack may be Dodged or Parried. If the attack is
successful, the opponent is grabbed. To hold on, the attacker must make an opposed STR roll. If the
original attack to hold was a Critical Success, he gets +1 to this roll. If successful, the opponent is
Restrained. If the opposed STR test (the grapple test) is a Critical Success for the attacker, the opponent is
Pinned instead. Attackers without the Martial Arts skill may grapple as an untrained action. Adventurers
with the Combat Mastery Talent are +1 to Grapple/Push attempts.

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Once an Adventurer has grappled an opponent, the Adventurer may maintain the grapple until immobilized,
killed, he chooses to release it on his own or the opponent escapes. Neither party to a grapple may Dodge
or Parry. If one is Restrained, they both are for the purposes of attacks by third parties and if one is Pinned,
they again both are Pinned for the purposes of attacks by third parties.
Pin. (Full). An Adventurer who is Restraining an opponent in a Grapple may make another grapple test to
go from Restraining the target to Pinning him.
Push (Full). An Adventurer who has an opponent in a Grapple may make another grapple test to push him
backwards. The opponent is pushed back one step, two steps if the grapple test results in a Critical
Success.
Hurt (Full). An Adventurer who has an opponent Pinned in a Grapple may make a grapple test to cause
damage to his opponent. This causes d6 damage but the SDB of the attacker is doubled. If the attack is a
Crit, the damage is type S and is caused to the torso unless the GM rules that due to the situation the
attacker has his opponent grappled by some other body part.
Jump or Leap: See FB for now
Vertical Leaps: An Adventurer can make either a STR roll or AGL roll to determine how high in
inches straight up into the air he may leap. He may use the bonus from the other attribute as a modifier.
He makes the roll, accounts for any rerolls and modifiers and doubles the result; that is the amount of his
vertical leap in inches.
Running Vertical Leap: An Adventurer adds 18 to a vertical leap if he has a 5 step start.
Horizontal Leap (Standing Broad Jump): An Adventurer can leap [STR or AGL roll with other as
modifier]/3 steps.
Running Broad Jump: An Adventurer may add 6 to a broad jump for every step he has for a
running start up to a maximum of twice his standing broad jump distance.
The results of these calculations is modified by encumbrance: x 1/2 for M, x1/3 for H, x1/4 for E/SH.
Height: Without an attribute action, the maximum broad jump is 6 x the attempters height and the
maximum vertical leap 1.5 x height. The normal maximum leap distances above are for a man-sized
creature. For other creatures, divide the creatures height into steps and multiply the max distance by the
resulting percentage.
Bonuses and Penalties:
Slippery: -2
Acrobat Skill: as complimentary skill.
Read a Page
An Adventurer who can read may read a page of text in a language he understands, aloud or to
herself.
Reload (Full) Weapon
The actor loads a ranged weapon that has the Reload (Full) weapon rule.
Run
The actor moves more than his SPD rate in steps up to double his movement rate in steps. The
actor must be unengaged at the start of this movement and must end it upon becoming Engaged.
Use Complex Device
An Adventurer employs the Devices skill on an object that can be operated normally in six second
or less, but requires his full attention.

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REACTIONS
Without a special ability, an actor may only make one Reaction per round.
Evade
An Adventurer WHO HAS NOT YET ACTIVATED THIS ROUND may attempt to avoid becoming
Engaged. A step prior to becoming Engaged by a moving enemy, an Adventurer may declare an Evade
reaction. He may then move up to double his normal movement. If the moving enemy still has movement
left, he may continue moving to try and Engage the Adventurer. An evading Adventurer may not become
voluntarily Engaged while making an Evade move. If the Adventurer moved more than his normal move
distance, he is considered to have been activated. If he moved his normal movement distance or less, he
may still activate when it is his turn to do so, but is considered to have already taken a Walk action.
Reaction Attack
Reaction Attacks are exactly that an Adventurer or NPC entitled to a Reaction Attack gets one
melee attack against one opponent at a point where he would not normally be acting. A being may not
make a Reaction Attack if engaged by any other opponent except the target of the Reaction Attack.
Remember that without a special rule an Adventurer can only make one Reaction per round. Reaction
Attacks are normal attacks in every way. The causes of Reaction Attacks are:
Breaking Off from being Engaged
Entering Standoff range without a Standoff weapon or ability
Engaged and making a non-melee action
Attempting certain Special Combat Actions (SCAs)
A Riposte (see the Parry Talent)
Caster is aware of enemy spellcasting (see Counterspell)

Resistance Rolls (Saves)


There are three types of saves in BrightSword: Dodge, Endurance and Spirit. Dodge saves are
allowed against physical attacks that affect an area containing the Adventurer, such as an explosion.
Endurance saves are allowed against effects that work against the Adventurers health such as poison or
disease. Spirit saves are allowed against attacks against the Adventurers life force, such as Charm. The
target for a save is 4 unless otherwise stated. Saves will often have modifiers to the target number.
Dodge Save: AGL Resistance Roll. To make a dodge save while mounted requires a successful Ride roll.
A Dodge Save while Engaged is -2.
Endurance Save: END Resistance Roll.
Spirit Save: SPR Resistance Roll.
Results:
Critical Success: No damage/effect
Success: Half damage/effect
Failure: Full damage/effect
Tarch: Double damage/effect

Held Actions are those actions where the actor is ready to execute the action once some other event
occurs. This may be a non-combat action such as jumping down from the rafters into the comm on room of

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an inn after a patron turns his back or it may be a combat action such as throwing a dagger at an enemy as
soon as he enters a room. (delay)
Time to Complete an Action
Most actions take only one round to complete. Those that do not will be determined by the GM or
noted in the appropriate skill description. If the actor is interrupted in his performance of an action, the GM
will have to determine if a penalty will apply or if the actor must begin again.
Retries: It will be appropriate, in some cases of task failure, for the GM to allow the actor to try again. How
much time passes in this process is determined by the GM, taking into account how long the task normally
takes to perform and by how much the actor failed his task attempt. The GM may also assign a DM that
takes into account new problems associated with the failed attempt.
Example:
Lovar the Wizard uses his Alchemy skill (d8) to remove the impurities from an ingot of silver. The
GM assigns a target number of 6 to the action. Lovar rolls a 5 and fails. The GM determines that the task
normally takes two hours of preparation and since Lovar only barely failed and did not mess up his lab too
much, after another two hours of preparation Lovar may try again.
If Lovar had rolled a 1, he would have suffered automatic failure. The GM may have then
determined that the retry could only occur after four hours of preparation and with a further -2 penalty due
to damaged lab materials.
Additional Attempts and Diminishing Returns: Sometimes more than one Adventurer in a group will want to
attempt the same action. This should be handled as the use of a Complimentary Skill whenever possible.
If, for whatever reason, the same action is performed by multiple Adventurers, the GM should assign a -2
modifier to every attempt after the first. Note that this would apply to such things as multiple adventurers
searching the same room, trying to convince the same NPC of the same thing or applying first aid to the
same comrade.
Complex Actions: Complex Actions are those that the GM determines require more than one success to
complete. Typically a Critical Success on any round of a complex action will complete the action, but the
GM may rule that such a success counts for some number of the total successes required, but not
necessarily all of them.
Multi-round Actions: There are several types of actions that take more than one round to complete.
Held
Complex
Spells
If, during the accomplishment of a Multi-round action, the actor is interrupted by an attack that hits
him, that round does not count toward the completion of the action, and in the case of spells, he must start
again.

Example
Benadril is trying to break into the Stone Masons Guildhouse by picking the lock on the back door
while Kalor covers him with his composite bow. The GM has ruled that picking this especially difficult lock is
a Complex Action requiring three successes and has a 6 (Tough) Target Number to boot. In the first round
of action, Kalor aims his composite bow down the alley as an opportunity action. He will therefore be able
to shoot at any target that enters the alley at a +1 starting with the next round. Benadril, with a skill rating of
d10 in the Devices skill has a 50% chance to get a success each round. Benadril rolls an 8 and gets his
first success. The GM informs the players that they can hear two citywatchmen talking as they make their

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way down the street towards the alley.


On the second round, Kalor is aiming his bow down the alley and quietly urging Benadril to hurry
up. Benadril spikes with a final result of 17, which is 11 higher than the target of 6, and he achieves a
Critical Success. The GM rules that Ben picks the lock immediately rather then needing another success.
Our heroes quickly slide in through the back door.
Complimentary Skills
Often, two skills will apply to the execution of a task. Examples are: Stealth and Camouflage,
Poetry and Language and Acrobatics and Climbing. To resolve such an action, choose one of the skills to
be the base skill and the other to be the supporting skill. In most cases it will be obvious which skill is
supporting the other. Make an action roll for the supporting skill. If it is successful, add a +1 bonus to the
base skill action roll. If the supporting skill action roll is a failure, add -1, if an auto failure, -2. If the
supporting skill roll is a Critical Success, add the amount by which that roll exceeded the threshold with a
minimum bonus of +2.
Example:
Galen is climbing a cliff face using a rope and wants to swing over to a ledge he just discovered
and land on it. He has Climbing d10 and Acrobatics d8. The GM rules that these are complimentary skills
in this case. As the actual action Galen is taking is the acrobatic swing to the ledge, Acrobatics will be the
base skill. The GM sets the target at 5. Galen makes an action roll for Climbing (the supporting skill) and
gets a 7. He now makes an Acrobatics action roll with a +1 modifier.
Miscellaneous Actions
It will happen that an Adventurer will want to perform an action for which he has no clearly
applicable skill.
Attribute-based Actions: If the Adventurer is trying to do something that relies on the use of one of
his Attributes (lifting a portcullis [STR], dodging a falling rock [AGL], flipping a coin into a mug of ale [DEX],
etc.), the Attribute Rating is used to determine what die is rolled.
Example:
Kalor wishes to push a block of stone a step to reveal a trap door he suspects is underneath. His STR is
d6. The GM rules that moving this stone is a Tough (target number 5) task and so Kalor must roll a 5 or
more to succeed.
Actions for Which There is no Skill or Attribute: In those rare cases where the Adventurer
wants to accomplish something for which an applicable skill or attribute cannot be found, the GM should
use his judgment to determine a rating and a Target Number. The Action Roll system is designed to permit
an Adventurer of novice ability (i.e. a Skill or Attribute Rating of d6), to accomplish a basic task half of the
time. The GM should use this as a guideline.
Untrained Actions. In cases where there IS an applicable skill and the adventurer does not have
a skill rating in that skill but still wants to make an attempt, treat the attempt as a skill rating of d4. This can
only be attempted with skills listed as being able to be employed untrained.

MOVEMENT
Action Sequence Movement (Tactical Movement): In the Action Sequence, how far Adventurers can
move is based on a normal walking pace and a 6-second round. BrightSword uses a measurement called
a Step to determine distance and range. A Step is equal to 5 feet (1.5 meters). It assumes a map scale of
1 grid square (inside) or 1 inch (outside/tabletop) one Step of ground distance. Action Sequence

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movement is also known as Tactical Movement.


Scale
Outside
Interior

1 inch = 1 step
1 map square = 1 step across

This scale is appropriate for the use of 28mm figures.

Table 8-4 Tactical Movement Rates (steps)


Movement (in steps)
Walk
Run (x2)

Encumbrance Level:
Light
Medium Heavy
7
6
5
14
12
10

Mounted Walk
Mounted Run (x2)

10
20

9
18

8
16

This rate may be modified by the following:


Encumbered: Heavily encumbered Adventurers move at the next higher category.
Wounds/other damage: Adventurers who have received a Critical Hit to a leg have their movement
rate reduced (see Chapter X).
Maneuvers: Jumping and Leaping: See page x.
Maneuvers: Climbing, Riding and Swimming. See the appropriate skill description in Chapter 5.
Movement in the Countryside (Strategic Movement): In the free-play sequence, Adventurers can move
at the rates shown below:
Distance:
Hand = 1/10 step (6 inches, 15 cm)
Step (5 feet, 1.5 meters)
Shot = 120 steps (600 feet, 180 meters)
Run = 6 shots = 720 steps (3600 feet, 1080 meters)
30 runs = 20.45 miles, 32.4 kilometers, one hex on the main campaign map.
Treat a run as essentially a kilometer.
The tables below show rates of movement while in the Free Play Sequence and the adventurer or group is
crossing large distances compared to the short, tactical moves (across a room, down a corridor, through a
meadow, etc.).
Sneaking/Evading is any move that seeks to avoid detection.
Walk is normal pace on foot. This is also the pace for mixed groups of foot and horse.
Jog or Slow Ride is the pace of groups that are mounted but do not qualify for fast ride (below) or
for (groups of) extremely fit individuals on foot capable of moving great distances at a pace
exceeding a normal walk. This is the normal pace of a wagon caravan.

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For a group to qualify for Fast Ride movement pace, the entire group must be mounted and of L or
M encumbrance level.

Table 8-5 Strategic Movement (runs/hour)

Type Movement
Sneaking/Evading
Walk
Jog or Slow Ride
Fast Ride

Terrain
Clear
2
4
6
8

Mixed
1.5
3
4
5

Rough
1
2
3
4

Mountain/Swamp
0.5
1.5
2
2.5

This represents a sustained rate that includes rest halts.


The use of roads, where they exist, increases the distance Adventurers may travel during the Free-play
Sequence.

Fatigue and Strategic Movement. Tired Adventurers or mounts move at 75% of the rates shown.
Exhausted ones move at 50% and cannot Jog or Fast Ride. Adventurers do not incur Fatigue during the
FPS unless they make a Forced March (see below) as the rates shown take into account rest halts. If the
Adventurers transition to the Action Sequence while jogging or riding at a fast pace, the GM may assess
fatigued status if it has been some time since the last rest halt.
Forced March. Adventurers may increase the rates shown by moving more quickly and/or taking less
frequent rest halts. For each 10% (up to a maximum of 50%) increase, the Adventurers incur a Fatigue
Check. The modifier to this check is equal to the % of increase.
Nonstandard Pace. Adventurers with increased pace may travel at +25% of the rates shown if the whole
group consists of that type Adventurer. Groups containing Adventurers with decreased pace move at 75%
of the rate shown.
Flying: (for flying combat, see X).
Turn Modes: There are two types of flight: normal and hovering. Normal flight requires that
the flier continue to move forward while in the air. Some fliers will be more maneuverable than others.
Each fliers description will include how much forward movement must be made before the flier can turn
and the angle of the turn allowed during a round. This is known as a turn mode and will look something like
0.5/90 meaning that flier must move half its move rate forward before it can make a turn, but can make a
turn of up to 90 degrees when it does so. Hovering flyers (levitating wizards, magic carpets, giant
dragonflies) will not have any such restriction.
Altitude: A flier may climb up to its move rate per round. It may dive up to 1.5 times its move
rate per round. If something is not keeping it in the air, the flier falls, sustaining damage according to X. A
flier swooping on a lower target will be higher for the purposes of combat.
Speed. Fliers will move from 6-15 Steps per round base speed which will be noted in their
descriptions.

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COMBAT
Combat is the use of the Action Sequence to play out a battle between one or more adventurers
and one or more NPCs (and in some cases between two groups of adventurers!). Combat relies heavily on
a particular type of action roll, called the strike roll, where the skill being used is a weapon skill, called here
the Attack Rating (AR) in that weapon, and the target number for the roll is the enemys Defense rating
(DR).
Combat and Encounters
Start
The GM places the Adventurers in their relative positions. Adventurers double-check current
fatigue, wounds, condition, spell points, encumbrance and equipment status. The GM takes into account
whatever transitioned the group from Free-Play such as surprise, ambush, etc.
Sequence of Events
Determine Initiative. Each actor in an encounter makes an AGL roll called an Initiative Test. The
result of the roll is the actors initiative for that encounter. Actors will act in initiative order from highest to
lowest.
Encounters are performed by the GM asking each Adventurer, in initiative order, what action he will
take this round (which may be the continuation of an action from a previous round). These actions are then
performed. Non-Adventurer actors (NPCs, creatures, etc.) act when their initiative number comes up. The
GM may choose similar non-player actors such as followers of the Adventurers, like creatures, enemy
soldiers of the same armor and weapons, etc., and group them together for initiative purposes, making one
roll for the group and having them all act when their number is reached.
An Adventurer may, when her turn to be activated comes up in the initiative sequence, choose to
Delay her activation to a later point. This may be done as many times as the Adventurer chooses.

Surprise
Very often a combat situation will begin with one group or the other surprised or ambushed. The
GM is free to take into account the exact nature of the situation, but the following is a general guide to the
effects of Surprise:
Will act after all non-surprised actors as long as that condition lasts
Dazed
Cant Pile On
Cant take Full Actions or Reactions, and cant combine actions
May not have weapons or shields at the ready

Example
Attack Rating
The Attack Rating is the same as the Adventurers Weapons Skill in most cases. Creatures have
Attack Ratings without having weapon skills per se. A Wizards ability to hit a target with a missile spell is
also an AR.
AR Modifiers

Conditions
Situation

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Talents
Weapon Quality
Magic

Conditions
The full list of conditions are shown on page x. They are summarized again here with their effects
on AR.
Blinded:
Exhausted:
Pained:
Prone:
Tired:
Weakened:

-4
-3
-1, -2, or -3
-1
-1
-2

Situation
Table 8-8 Combat Situational Bonuses
Charge
Mounted Charge
Higher than target
Each Opponent >1
Rear Arc
Size
Attacker Invisible
Limited Visibility
Darkness
Shoot and walk:
Shoot into contact:
Staying in the saddle:
Concealment:

+1 DB
+2 DB, TH 8
+1 MAR
defender -1 DEF
defender gets no shield bonus to DEF
+1/-1 for every two size categories difference
+1 attacker MAR
-1 to -2 MAR
-3 to -4 MAR
-1 RAR
-4 RAR
-2 MAR/RAR
+1 DEF

Talents
Many talents modify the MAR/RAR of an attack or have other combat effects. Talent descriptions
can be found in Chapter 6.
Weapon Quality
Weapons may be so finely crafted or so poorly maintained that they provide a bonus or penalty to a
users MAR/RAR.
Table 8-9 Weapon Quality Bonuses

Weapon Quality
Excellent
Fine
Good
Poor

AR Modifier
+2
+1
+0
-1

additional DB
+1
+0 to +1
+0
+0 to -1

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Magic
Magic Effects on AR can be found in Chapter 9.
Defense
Defense (DEF) is a measure of how hard an Adventurer is to hit while active and in combat. It is a
combination of natural ability (based on his AGL rating), and any shield carried.
The Base DEF of an Adventurer or NPC is 4.
DR Modifiers
Agility DEF Bonus)
Shield
Conditions
Situation
Talents
Magic

Table 8-10 AGL Modifier to DEF


AGL:
d30
d20, d24
d14, d16
d10, d12
d6, d8
d4

DEF Bonus
+4
+3
+2
+1
+0
-1

Note that the base DEF (before shield and any other modifiers of an active adventurer can never be below
1. For targets whose movement is restricted, see X.

Shields
Shields increase the DEF of the user under certain circumstances. Shield characteristics are listed
in Chapter 7.
Example: Shields
Conditions and DEF
The full list of conditions are shown on page x. They are summarized again here with their effects
on DR.

Situation
Ranged Attacks
Line of sight: Ranged attacks (to include attack spells) may only be made against targets that the
attacker can see. There cannot be any obstacles or obscurants (smoke, etc.) completely blocking the

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attackers view of the target. If the target can be partially seen behind or through something, that target will
benefit from a cover modifier (see below).
Line of sight examples 1, 2, 3
Range Bands: The Ranged Weapons Tables (Chapter 7) show the range band for each ranged
weapon. A target attacked within this range causes no modifier for range. Out to twice this range, the
modifier is -1 and out to three times this range it is -2. A ranged attack beyond the third band requires some
sort of special ability.
Thrown weapons and objects: Certain melee weapons can be thrown with accuracy. These
weapons are listed as such on the Ranged Weapons Tables (Chapter 7). Any miscellaneous thrown object
uses the Cudgel line of this table.
Grenades: For BrightSword purposes, any object thrown that does not have to directly hit its target
to be effective is called a grenade. This includes such things as flasks of oil, naptha bombs and exploding
magical items. Like any other object, the Adventurer uses the LTW line of Table 5-x to determine the range
modifier for a grenade. If a hit is not achieved, the grenade scatters in a direction randomly determined by
the GM. The distance that the grenade scatters is also determined randomly, but cannot be more than half
the distance the grenade was thrown.
Cover
To determine the Cover modifier, first determine how much of the target is obscured by something
that can block the attack. Note that walls and furniture will stop an arrow or a sword, but leaves, grass and
tent canvas do not. Express the amount of coverage as a percent and halve it to determine the cover
modifier. If the target is completely obscured by hard cover, then no attack may take place. Note that the
cover enjoyed by a defender also determines hit locations (Table x-x).
Table 8-12 Cover
90%
75%
50%
25%
Some Cover, but <25%

-5
-4
-3
-2
-1

Example:
Liril is cowering behind a stone wall and being shot at by bow-armed bandits. The GM determines
that the wall would cover 70% of his body from a missile attack. The cover modifier to Liril the bandits
shots is -4.
Talents
Many talents modify the AR of an attack or have other combat effects. Talent descriptions can be
found in Chapter 6.
Area of Effect: TBD
Line of Effect: TBD
Magic
Magic Effects on AR: Chapter 9

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Movement and Combat


Mounted Combat
Skill: Using a weapon from horseback without the Mounted Combat Talent means the
Adventurer must make a RID Action Roll at -2dl to stay in the saddle. The RID action roll is 4dl if
the attacker is charging.
Higher: Mounted targets are often higher to those on the ground for hit location (Table 5x). The mounted combatant gains +1 DB positional modifiers unless the target is large enough to
be at the same level as the rider, possesses a standoff weapon or is similarly mounted.
Charge: Mounted attackers often Charge. If so, they receive a +3 DB (+2 for mounted
charge and +1 for being higher). The CS threshold is 5 on a mounted charge. An enemy with LTS
or P set receives a +1 AR and +1 DB against a mounted charge.
Attacking the mount: A dismounted defender may attack a mounted attackers mount.
Whenever the mount receives damage, the rider must make an action roll to remain mounted. If
the mount receives a CH, the roll is 2dl.
Knocked from the saddle: Whenever a rider receives damage, he must make a RID action
roll to stay in the saddle. If it is a CH, the roll is 2dl. If the weapon that delivered the damage was
a halberd, the roll is 2dl.

Aerial Combat: Aerial combatants use all the same rules as other mounted combatants, except
they must ALWAYS use the charge rules to make an attack unless the flyer is capable of hovering or is
landed.
Charging: FB for now

[box]
Charge Bonuses
Charge:
Mounted Charge:
[box]

+1DB,
+2DB, Threshold 8

Withdrawing from Combat (Break Off, see page x): If an adventurer is engaged in combat, he may
Break Off. If in contact, the enemy with which he is engaged are eligible for a Reaction Attack.
Fatigue. (OPTIONAL) Certain tiring actions make an adventurer take Fatigue Checks. The base target
number for a Fatigue Check is 4. An Adventurer takes a Fatigue Check using his Vitality (Chapter 3).
Table x-x lists the causes of Fatigue Checks.
Fatigue Checks. Fatigue Checks are taken in the following circumstances:

When an Adventurer Runs or Charges while at H Encumbrance Level.


Every second time an Adventurer Runs or Charges while at M Encumbrance Level.
Every third time an Adventurer Runs or Charges while at L Encumbrance Level.
At the end of each round of hand to hand combat after the fifth.
During a Forced March (page x).

Table 8-13 Modifiers to Fatigue Checks

BrightSword 6.5
EL: Light:
EL: Medium
EL: Heavy
Tired already:
Exhausted already:
Weakened:

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0
-1
-2
-1
-3
-2

Fatigue Effects

Critical Success means that the Adventurer may ignore his next fatigue check.
Success means no effect.
Failure means a loss of 1 LP and becoming Tired.
Failing while Tired or an original tarch is a loss of 1d4 LP and becoming Exhausted
An Adventurer who fails a Fatigue Check while Exhausted or who tarches while Tired becomes
Knocked Out.

An adventurer cannot lose any of his last 4 LP from fatigue.


Fatigue Recovery: See Chapter 11

Facing and Multiple Opponents

An Adventurer may always pivot to face in any direction as part of his action. This does not count
as movement.
An Adventurer loses 1 DEF for every additional attacker Engaged with him over the first.
This is called Piling On. An enemy cannot count toward Piling On if he cannot Engage or if he is
Blinded, Dazed, Surprised, Concentrating, Confused or Knocked Out.
An attacker may also employ a Standoff weapon against a target from directly behind
someone already Engaged. This may increase the number of attackers that can attack one target
beyond six.
A shield bonus may only be used against combatants attacking from the front or the flank
matching the shield arm.
An Adventurer gets DEF 1 against a rear attack if he is Unaware of the attacker.
An Adventurer may only attack targets to his front, but he may parry flank attackers
Multiple Attacks; See FB
An Adventurer typically gets one attack action per round. In certain situations, however, he may be
able to attack more than once in a round.

Fighting with Two Weapons


An Adventurer may fight with a weapon in each hand. Each weapon is used at a reduced MAR,
unless special circumstances apply. Each weapon is treated separately for all purposes, but the adventurer
may use both as part of the same action.
Example

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Table 8-14 Two Weapon Fighting


Primary Hand

Ambidextrous Natural Talent


Swordsman Talent
Secondary Weapon is Matched

-1
+1

Secondary (Off-) Hand


-3
+1
+1
+1

If an Adventurer fights with two weapons, she receives a -1 modifier to attacks and parries with the
primary weapon and a -3 to attacks and parries with the off-hand weapon. The Ambidextrous and
Swordsmanship talents each reduce the penalty for the off-hand weapon by 1. The off-hand weapon
having the Matched ability reduces the penalty for both weapons.
An Adventurer fighting with two weapons and who has the Parry talent may parry with each weapon
once per round.

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WEAPONS
Weapons are devices designed to damage (or reduce the fighting capability of) an opponent in
combat. Weapons in BrightSword are listed by group. Group
Damaging with weapons
Weapon special abilities
Weapons and their characteristics are listed in Chapter 7.
DAMAGE
Damage done to the target is a number of LP lost equal to the result of the weapons damage die
with bonuses, minus the armor value of the target.
Example
ARMOR
Armor Value (AV). Armor reduces the amount of damage caused to an Adventurer or NPC.
When a target is struck, reduce the damage inflicted by the hit by the AV of the armor or natural protection
of the target. Armor characteristics are found in Chapter 7.

Damage Penalties
Adventurers and NPCs suffer penalties from taking damage. The penalties (to AR, DR and all
Action Rolls) occur as shown below:
Table 8-18 Damage Penalties
Weakened (50% or more of LP lost)

-1 to all tests

Note that DEF can never go below 1.


SHOCK
If an Adventurer loses 5LP or more in one round after all bonuses, penalties and abilities are
accounted for - she must make an END attribute roll or with a target of 4 become Dazed (p. X). A tarch
renders her Knocked Out.

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CRITICAL HITS
Critical Hit Cause
If an Attack Roll results in a number 10 or more above the Final Target Number for the action, a
Critical Hit has occurred. This is essentially a Critical Success for a combat action and works the same way
as any other Critical Success.
Various game effects may change the Threshold to a number other than 10.
Critical Hit Results
BrightSword allows the player to use one of two methods to resolve Critical Hits, Fast Crits and
Detailed Crits. A player may choose either and may switch between them, but should not generally change
from one to another in the same encounter. The GM should use the method that best suits the current
situation.
Fast Crit Resolution
When a critical hit is achieved using the Fast Crit method, the damage die is considered to be an
Auto Spike (see page X).
Any modifier the attacker is entitled to that modifies the severity of the crit is a modifier to the
damage total instead.
Example: Fast Crit
Azeems attack rating is d8 and his target number against a bandit is 4. He rolls an 8, spikes and gets a 7
for a result of 14, which is 10 more than he needed, achieving a Crit. He chooses the fast crit method.
Azeems sakhazet is a d8+1 weapon, so with an auto spike, his initial damage roll is automatically an 8.
Azeem rolls a 6 for the spike for a total of 13 +1 for the sakhazets modifier for a total of 14 LP damage to
the bandit.

Detailed Crit Resolution


When a critical hit is achieved using the Detailed Crit method, the player executes these steps:
1. Initial Damage
2. Location
3. Result
Initial Damage. The initial damage of a Detailed Crit is the maximum number of the damage die of the
attack involved along with all relevant bonuses and penalties.
Location. To determine the location of a Detailed Crit, use the Hit Location Table.
Table 8-19 Hit Location
Whenever the GM needs to know the location of a hit on a man-type target, one d10 is rolled and
compared to the Hit Location Table 8-19. Note that although this table is primarily used for determining the
location of Critical Hits, it is used for other purposes such as targets with Mixed Armors as well.

BrightSword 6.5

Location (d10)
Head
Torso
Weapon Arm
Shield Arm
Front Leg
Rear Leg

06/09/2012h

Target is:
Normal
9-10
5-8
3-4
2
1
---

Higher
--8-10
6-7
5
3-4
1-2

113

Lower (1/2 Cover)


8-10
4-7
2-3
1
-----

Cover
7-10
1-6
---------

[NTM: would like this with silhouettes]


Notes:
1. If the target is higher or lower, but the Adventurer has a Standoff weapon, use the normal table.
2. If the attack is coming from the flank, all leg hits are on the facing leg and all arm hits are
against the facing arm.
Table 8-20 Critical Hit Results
Severity. To determine the Severity of a Detailed Crit, the player rolls a d10 and applies any modifiers to
crit severity from special abilities. The Severity is matched with the weapons injury type and the location of
the hit to determine the results of the crit using Table 8-20.
Severity (d10)

Injury Type

Painful
(1-5)

Cut
Thrust
Smash
Cut
Thrust
Smash
Cut
Thrust
Smash

Crippling
(6-9)
Devastating
(10)

Location
Limb
Pain -1, Dam +3
Pain -1, Dam +3
Pain -1, Dam +3
Pain -2, Dam +5
Pain -2, Dam +5
Pain -2, Dam +5
Removed, Pain -3, Dam+7
Useless, Pain -3, Dam +7
Useless, Pain -3, Dam +7

Torso
Dam +4
Vital (6), Dam +3
Dam +4
Dam +6
Vital (5-6), Dam +5
Dam +6
Bleeding, Dam +8
Vital (4-6), Dam +7
Bleeding, Dam +8

Head
Pain -1, Dam +3
Vital (6), Dam +3
Dazed, Dam +3
Pain -2, Dam +5
Vital (5-6), Dam +5
Knocked Out, Dam +5
Dead (4-6), Pain -3, Dam +8
Dead (4-6), Pain -3, Dam +8
Dead (4-6) or KO, Pain -3, Dam +8

Pain = Pain modifier to all tests and DEF.


Vital = Vital area hit on the roll indicated on a d6, vital organ lost.
Dead = Target dead on the roll indicated on a d6.
Dazed = Target suffers the effects of the condition Dazed, see page x.
Knocked out = Target suffers the effects of the condition Knocked Out, see page x, and is unconscious.
Useless = Target cannot take an action that requires that limb, Pain -3 to all other actions
Removed = Same as Useless, but the limb has been separated from the body. Includes Bleeding.
Bleeding: -1d4LP/round until stopped. (First Aid)
Example: Detailed Crit
Azeems attack rating is d8 and his target number against a foe is 4. He rolls an 8, spikes and gets a 7 for a
result of 14, which is 10 more than he needed, achieving a Crit. He chooses the detailed crit method.
Azeems sakhazet is a d8+1 weapon, so the initial damage is 9. His bandit opponent is facing him directly
and a roll of 4 on Table 8-19 shows he has hit the bandit in the weapon arm. Azeems severity roll on
Table 8-20 is a 6, indicating a Crippling Crit. The sakhazet is a cutting weapon, so the bandit takes +5

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additional LP damage and is subject to Pain -2.


Super Crits
When a DEF is exceeded by an attack roll by a multiple of 10 such as 20, 30, etc., this is known as
a Super Crit. For each such multiple the target number is exceeded over the first 10, the attacker may
resolve a further critical hit in the same hit location with a cumulative +1 to the Critical Severity.
Example: Supercrit
EXCEPTIONAL SITUATIONS
Unarmed Combat
Brawling. (STR) The ability to hit an opponent in combat with a fist or an improvised one-handed weapon
(table leg, wine bottle, etc.) and is used as the AR for such attacks. May be used as the MAR for a Grapple
or Head Butt attack. May not be used for Disarm or Trip. (P)
Martial Arts (DEX). The ability to combat an opponent without using a weapon. Used as the MAR for an
unarmed Melee, Grapple or Head Butt attack. May be used as the MAR for a Disarm or Trip attack made
without the use of a weapon. (P)
Unarmed attacks use this weapon type:
Basic Melee
Punch/Kick

Damage
d4

Injury
S

Hands Special
1

Large and Small Creatures


The basic rules for combat assume all combatants are roughly man-sized. In a fantasy setting, this is
often not the case. The relative size of a creature has three main effects on combat:
how hard or easy it is to hit
how many attackers can be in contact with it at one time
the critical hit table used and damage done by a critical hit
Table 8-x shows the eight size categories creatures fall into in BrightSword.
Table 8-21 Size Categories
Size category
Minute
Tiny
Small
Medium
Large
Very Large
Giant
Titanic

Example
Toad, Insect
Rat
Kuzaarik
Man
Horse, Velozar
Golat
(T-rex), Dragon
?

# of Attackers
1
2
6
6
6
8 (5/2/1)
8 (5/2/1)
16 (9/4/3)

Size Modifier to AR
For every two size categories a target creature is larger than the attacker, the attacker gets +1
MAR. For every two size categories a target creature is smaller than the attacker the attacker gets -1 MAR.

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Multiple Attackers and Size Category


The #of Attackers column on Table 8-11 lists the number of man-sized opponents that can be in
contact with a creature of that size at once. The numbers (x/x/x) are the number of frontal/flank/rear
attackers possible.
Large and Small Creature Critical Hit Tables. See BrightSword Quests and Campaign.
Defenseless Targets
The basic rules for combat assume the combatants are aware they are in a battle and are able to
move about and defend themselves. BrightSword recognizes three categories of combatants that are not
so capable.
Restrained Adventurers are still able to move about but are not completely free. A good example
of a restrained target is a man grappling with another with each still vying for the upper hand. A restrained
Adventurer is:
Exposed
Unable to move but can be pushed or pulled
Unable to take physical actions except to attempt to free oneself.
Pinned Adventurers are more strongly held in place than Restrained ones. An example of a
Pinned Adventurer is one who is shackled to a wall or held in place by a magic web. A Pinned Adventurer:
Is unable to move.
Has a DEF of 1
Cannot Engage
Can be target of a Deadly Strike
Cant take physical actions except to attempt to free oneself
Immobilized Adventurers are completely unable to defend themselves. Examples are Adventurers
who are Knocked Out, Sleeping or Paralyzed. Immobilized Adventurers:
Cannot Engage
Cannot take actions
Have a DEF of 1
Can be the target of a Coup de Grace
Coup de Grace
A Coup de Grace (CDG) is a killing strike against a defenseless target, often resulting in immediate
death. Attacks against immobilized targets are automatically kills at threshold 5 and all other hits are
critical hits with +1 severity.
In some cases, the GM may rule that a completely defenseless target may be dispatched without
having to go to a Strike Roll unless that type of creature cannot be killed with one blow.
Deadly Strike
Some game effects permit the Adventurer to make a Deadly Strike. A Deadly Strike causes a
critical hit on threshold 5 and instant death when a normal critical hit would have occurred.

CHAPTER 9 - MAGIC

BrightSword 6.5
Introduction
Magical Aptitude
Magical Energy
Spells
Casting Spells
Countering Spells
Magic Talents
Power Magic
Wizardry
Illusion
Rune Magic
Spirit Magic
Grey Magic
Moon Magic
Mysticism
Druidism
White Magic
Sun Magic
Black magic
Magic Items

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INTRODUCTION
BRIGHTSWORD MAGICAL THEORY
Certain inhabitants of Faelon can learn the ability to conduct magical energy through their bodies
and minds in order to manipulate the world around them. They learn a body of work called Spells
appropriate to their chosen type of magic. When a Spell is used to perform a specific magical act, this is
known as casting a Spell. Users of magic are collectively known as Casters.
THE SUNDERING
At the birth of the world, the forces that brought it about formed a unified whole. Organic and
inorganic substances and the energies that combined and linked them were simply all faces of the same
singular totality. When some of these aspects of the creator rebelled against the others, the remaining
aspects sundered magic in twain to keep any of the Children, inhabitants of Faelon, from assisting the
rebels. A balance was struck that kept any mortal from assimilating the whole of magic back into him or
herself. Well, without help, anyway.
Energy Magic. Energy Magic is the magical manipulation of matter and energy. There are three
forms of Energy magic: Wizardry, Illusion and Runes. Wizardry is the form of magic that permits
manipulation of the elements and forces of the material world. Illusion is the creation of temporary
constructs of magical energy designed to look (and/or sound, feel, taste, smell, act) like a real
manifestation of the material world. Runes are physical symbols that focus magical energy to a specific
task.
Spirit Magic. Spirit Magic is the magical manipulation of spirits, both those still in the material world
and those that exist partially or fully in the Spirit World. There are three forms of Spirit Magic: Grey, White
and Black. Grey Magic, or Witchcraft, (which includes faeriecraft, shamanism, mysticism, etc.),
manipulates Autonomous Spirits as well as things still living. White Magic (which include healing, acts of
faith, miracles, etc.), represents incidences of a deity (or equivalent being) acting through a mortal
worshiper. Black Magic (which includes devilry, necromancy, demonology, etc.) represents incidences of
an infernal or demonic being acting through a mortal (and in its pure form, the power of the being itself).
Black Magic also permits the manipulation of the spirits of the recently or restless dead.
In the BrightSword world, the mixture of the two types of magic (and therefore the ability to use
spellforms from both types) is reserved for immortals. The mixture of the two outside of the creators
design is called Sorcery. Evil beings that make pacts with demons and devils in order to be able to employ
both kinds of magic are called Sorcerers.
MAGICAL APTITUDE
Those who posses magical aptitude are either attuned (energy magic) or chosen (spirit magic).
Attuned beings are born with the ability to manipulate davakal, raw elemental energy, and Chosen beings
are selected by a deity or other supernatural creature to channel karekal, spiritual essence, through their
bodies.
An Adventurer cannot be both Attuned and Chosen.
Adventurers who have selected the Attuned talent are known as Attuned. They are also known by
the name of the magic they practice:
TBD
Adventurers who have selected the Chosen talent are known as Chosen. They are also known by
the name of the magic they practice:
TBD

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Beings with magical aptitude possess the following abilities:


They have the Magic Skill which results in a Caster Rating (CAR).
They possess Power
They know some number of Spells
Caster Rating (CAR)
The CAR is developed like any other skill. It has a rating in dX terms.
Spell Lists
When an Adventurer becomes Chosen or Attuned, they acquire the basic (Novice) spell list of that
type of magic. They may acquire more advanced spell lists through Experience, page x.
MAGICAL POWER:
Each of the two types of magic derives its power from a different source. Power serves as the
common unit of measure for all magical energy whether derived from the material world, or the Spirit
World. However, Power is only interchangeable within a specific magic type. For example, a Warlock
cannot use Power from an item of energy magic to cast his spells, but both Wizards and Illusionists could.
Casters are affected in their use of magical energy (Power) if their bodies are covered by any
significant amount of metal.
Casters of Grey Magic and all types of Energy Magic may wear armor, but have their casting and
counterspell tests reduced by the Armor Value (AV) of any armor they wear -1, unless that armor has a
special ability that provides an exception.
Casters of White and Black Magic have their casting tests reduced by their AV-3.
Casters recover Power at the rate of 1/8 of their total per hour of sleep. Casters do not recover
fractional Power.
Example:
Glimmer is a Caster who has 24 Power. After she has used some of her Power, if she sleeps for two hours,
she can recover 6 Power. If she had 25 total Power, she would still only regain 6 after two hours of sleep.

MAGICAL GLOSSARY [TBP]


Caster
Spell
Power
Power Token
Casting
Counter Spell
Magic Talent
Magic Item
Energy Item
Spirit Item

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SPELLS
A Spell is a magical event brought into being through a Caster.

Priest spells are also called

Rites.
SPELL ASPECTS
Spells have five aspects:
Range
Duration
Effect
Target
Power
As an example of the aspects of a Spell, we will use the Fire Magic Spell: Glow.

Glow

Range Duration
18s
6r

Effect
Light

Target
2sRad

Power
1

Range 18s = The target of the Spell must be no more than 18 steps from the Caster.
Duration 6r = The Spells effect last for three rounds.
Effect = Glow produces light to see by in target area equal to a poorly-lit room (or dusk outside) and
cancels any previously cast darkness spell within its area of effect.
Target 2s rad = The effect fills an area of 2 steps radius centered on the target.
Power 1 = The Spell costs 1 Power to cast.

Range
Range is measured in steps from the Caster to the target.
Line of Sight [tbp]
Line of Effect [tbp]
Touch
A Caster must be adjacent to a target to touch it. If the target is a person or creature, it opposes
the Casters DEX roll to touch with an AGL roll.
Duration
The Duration parameter indicates how long the spells effect lasts. This is expressed in increments
of time: rounds (6 seconds), minutes, hours, days, etc. A spell lasts from the end of the action in which it is
cast until the end of the Casters action that many rounds/minutes/hours etc. later. The effects of a spell
with an Instant duration take place in the same action in which the spell is cast.
Effect
This is the effect on the game of the spell being cast. It can be dXs of damage points, kilograms of
metal, SPR points, square paces of wall, etc. Each spell description will provide detail on the Effect
parameter for that spell.
Example
Target

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Size Class: see combat for size classes


Area of Effect (AoE): [tpb] radius in steps, dodge save
Missile Spells. Certain Spells must be shot at the target and hit it like a missile weapon. The same
mechanics are used. The spell must hit the target to have effect. The RAR for a missile spell is the CAR of
the caster. The DEF of the target is the base target number, like any ranged attack.
[Option: Shields and cover that successfully influence a strike by a damage-causing missile spell
are damaged instead.]
Spells Cast On Objects. Some non-instant Spells that cause an effect over an area may be cast on
objects. This will be noted in the Spell description. The center point of the area moves with the object.
Power
The cost in Power to cast a spell.

CASTING SPELLS
CASTING REQUIREMENTS
Caster Condition
To cast a spell, a Caster must typically be healthy, conscious, able to speak and be heard and
without restraints on his arms and hands. This means, without some exception, a Caster cannot cast a
spell if pinned, restrained, incapacitated or unable to speak. Note that some Magic Talents will alter one or
more of these requirements.
Preparing Spells
Spells of greater than 5 Power (after all modifiers have been applied to the cost) must be prepared.
Preparing a spell is a standard action. This means a Caster can prepare a spell and also take a
combination action but cannot both prepare and cast a spell in the same round.
Certain Magic Talents can reduce this preparation time. Magic Items may also reduce or increase
the time a spell takes to cast.
Control
Spells are either Instant, Free Standing or Controlled. Instant spells have the Instant duration
aspect. Free Standing spells have a duration aspect greater than instant but do not require that the Caster
maintain control over them. Controlled spells have a duration aspect greater than instant but also require
the Caster devote his full concentration to maintain them.
A Caster Controlling a spell is subject to the effects of the Concentration condition (see page x),
and if he is attacked and hit during any round in which he is Controlling the spell, it is possible the spell is
broken and the Power lost see Casting Failure below. Note that some Magic Talents will reduce or
eliminate the requirement to concentrate. If the Caster is wounded or restrained in some way, it is possible
the spell is broken and the Power lost see Casting failure below.
Control Rating
Casters have a Control Rating equal to one half their CAR. For example, a Caster with a d12 CAR
has a d6 Control Rating. For Control Ratings like d3 and d7 that do not have a corresponding die, roll the
Magic Rating and take the result divided by 2 and round up. For example, for a Control Rating of d5 one
would roll a d10. If the result was 7 on the die, the result of the roll would be 4 (7/2, rounded up). The
Control Rating is also the number of separate summoned or created entities (mirror images, summoned

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animals, etc) the Caster can control. Entities beyond a Casters Control Rating are dispelled.
Trance

Casting Test
A casting test is a roll of the Casters CAR die with pertinent modifiers applied.
Unless otherwise specified, the target number of a casting roll is 2.
A critical success on a non missile spell returns an additional Power back to the Caster.
A failure on the casting test means the Power is spent and the spell failed to work (or missed its
target).
Modifiers

Same for ranged attack if a Missile spell is being cast


-1 if Caster Weakened
-1 if Caster Tired
-4 if Caster is Engaged and/or hit by an attack this round and/or undergoing violent motion
-AV-1 of the Casters armor (-(AV-3) if White or Black Magic)
+Reinforcement Power
-Counter Power

For the use of Reinforcement and Counter Powert, see Counterspells, page X.

Spell Tokens [highlight box]


A player roleplaying a Caster should have available a number of tokens equal to her total Power.
Spell tokens are a great roleplaying prop and should be keyed in some way to the Adventurer. Blue
crystals for a Sky Mage, sharks teeth for a Shark Shaman, runestones for a Rune Caster, etc.
The Gaalbohr [highlight box]
As each spell token is spent in an Encounter, it should be placed in a common location for all to
see. This location is called the Gaalbohr the Well of the Gods. The Gaalbohr represents the danger in
creating too large a mixture of released magical power in one location at one time. Faelons most
impressive calamities are the result of such a magical overload. If the Gaalbohr grows to contain at least 9
Power of Energy magic and 9 Power of Spirit magic, a roll is made on the Gaalbohr Table. Every time an
additional combination of 9 Power of each form of magic is added to the Gaalbohr another roll is made.
Results on the Gaalbohr table stack. When the Encounter is concluded, the Gaalbohr resets to zero.
Gaalbohr Table
D30 Roll
1
2
3
4
5
6

Effect
Secrets Revealed - All KNW rolls and modifiers are +1
Kehinnin are Pleased All Black Magic Spells +1 to cast
Dangerous Lightnings Each being in the encounter hit by d6 lightning bolt
Casters Must Die! Each Caster suffers 1d4 flame damage each time they use Power
The Children are Weak All STR rolls and modifiers are -1
Light of Heaven All Darkness spells cancelled and cannot be cast

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8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30

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Soulsease - All SPR rolls and modifiers are +1


Battle in Heaven All White Magic Spells are -1 to cast
Fate Intervenes d6: 1-3 Lose a Fatestone, 4-6 gain a Fatestone
Gouts of Flame 1d12 Flame Geyser in a random spot per round
Faithful Eye - All DEX rolls and modifiers are +1
Painful Joints - All AGL rolls and modifiers are -1
Gaal are Pleased All White Magic Spells +1 to cast
Davakal Drained All Energy Magic Spells -1 to cast
Souls Torment - All SPR rolls and modifiers are -1
Poison Strike A d6 Poison Gas Cloud of 4s Radius appears and wanders randomly
Karekal Blighted - All Grey Magic Spells -1 to cast
Might of Heaven - All STR rolls and modifiers are +1
Drought all containers of water within the encounter area are emptied
Blurred Vision - All DEX rolls and modifiers are -1
Divine Wind a Gust of TN7 strikes every being in the encounter
Rain of Davakal - All Energy Magic Spells +1 to cast
Fortitude of the Gaal - All END rolls and modifiers are +1
Kehinnin Repelled - All Black Magic Spells -1 to cast
Light of Foot - All AGL rolls and modifiers are +1
Claws of Stone all creatures in the encounter attacked by Rockfoot spell
Darkness of Hell all Light spells are cancelled and cannot be cast
Thoughts Confounded - All KNW rolls and modifiers are -1
Karelon Ascendant - All Grey Magic Spells +1 to cast
Heartsapper - All END rolls and modifiers are -1

Encounter area: 90 step radius from the center of mass of the action.
Spell Knowledge: Caster must know and remember the spell. This is typically not an issue, but if the
caster has been enfeebled mentally or is suffering from amnesia, etc. the GM will determine if the spell is
available.
Power Available: Caster must have the requisite Power available. Note that all or some of this Power may
come from a Magic Item.
Line of Sight. Unless otherwise noted in the Spells description, the caster must be able to see and have
line of sight to the target. LOS is described on page X.
Caster Actions. Unless otherwise specified by a form of magic, specific spell or Talent, during the casting
of a spell the Caster is considered to be making the gestures and speaking the words associated with that
spell. Casting is typically a standard action, so under normal circumstances, a Caster may walk and cast a
spell.
Spellshock. If a Caster casts or counters a spell using more total Power than his CAR, he may suffer
spellshock. Spellshock has a target number of 4. A Caster uses his END if he is a user of Energy magic
and his SPR if a user of Spirit Magic. For every Power spent over his CAR, the roll is 1. If the spellshock
roll is failed, the spell fails and half the Power is lost. If the result is a Tarch, all of the Power is lost.
Other Requirements. Certain Spells may have additional requirements. This will be noted in the Spells
description.

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Roleplaying Rewards. For a well role-played spell casting the recitation of the spell, use of props, etc. the GM may choose to reward the player by reducing the cost of the spell by one or more Power. The GM
should also always consider rewarding good role-playing with a fatestone, a lifestone or Adventure Points.

DETECTING ACTIVE OR DELAYED SPELLS. Generally a spell in play (known as an active spell) will only
be detected under certain circumstances:
1. It produces a manifestation that is detectable by normal senses. A Firebolt, for example, is
visible and produces real heat.
2. It is subjected to the appropriate Detection Spell or Talent (Detect Power, Witchsight, Detect
Spirit, Valias Vision, Detect Illusion, etc.).
Delayed spells are only detectable during the period of their delay by the appropriate Detection
Spell.
Spells are known to be cast if one has a line of sight to the caster as it is being cast, or can hear the
incantation being spoken. Talents like Eyebite and Power Word will reduce or eliminate ones ability to
detect a spell being cast.
Spells designed to deceive or conceal (Invisibility, Illusion, etc.) have their own rules for how they
are detected.
A magical defense is detectable when something triggers its use.
Example:
Tabitha is covered by a Protection spell and someone tries to Charm her. The presence of the
Protection will be discovered by the Caster attempting the Charm.
Some Talents make spells and magical defenses more difficult to detect.
Example
If Tabithas Protection were cloaked, the caster of the Charm would have to spend the appropriate
amount of SP to discover the Protection.

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SPELL BOOSTING
A Caster may spend more power on a spell to increase its duration, area of effect and/or damage.
Increase
Range of non-T by +3s
Duration by same amount as base
Effect AV+1
Effect DEF +/-1, Skill +/-1
Target + 1 Med

Intensify
Spellbender
Spellblocker
Spellhammer
Spellstretcher

Power Cost
1
+Base Power Cost
+Base Power Cost
2
2

+2x power to xdl to resist


+3 to remove LOS
+x power to +xdl to counter roll
+2x power to +xdl damage
+x power to +x inches to AoE (playtest)

A spell may have any THREE such increases in any combination.


The total power of the spell for all game purposes, including spellshock, is the base plus the cost of all
increases.
.

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MAGICAL DEFENSES.
Counterspell
This is a magical defense used as a Reaction to an enemy Casters casting. This may only be
done if the countering Caster is aware of that the enemy Caster is casting a spell, is able to conduct a
Reaction and has not yet conducted a Reaction this round. Countering a spell counts as the use of a
Reaction.
One of the following:
Target of the spell
Any part of the area of effect of the spell
Caster of the spell
Must be within a number of steps equal to his CAR and in LOS.
The countering Caster spends Power equal to the cost of the spell being countered. The
countering Caster rolls a Counterspell test using his CAR. His result is the target number of the original
Casters casting test.
If the countering Caster uses a different type of magic (Energy or Spirit) than the Caster, the
countering Caster must spend one extra Power to counter the casters spell.

Example:

Dispels. A Caster may dispel an active spell by:


1. Matching the Power required for the original caster to cast the spell, plus any reinforcement
used.
2. Paying one extra Power if of a different type of magic.
Some part of the spells effect must be visible to the dispelling Caster and within a number of steps
equal to his CAR and in LOS.
The dispelling Caster dispels by making a Casting test.
Defensive Spells. Spells such as Protection, Banishment, Exorcise, Armor, Shield, Ward, etc. provide
defense against magical effects. See the appropriate spell description for details.
Magical Armor Value (MAV). Some creatures and magical armors have a MAV that applies to the
damage done by magical attacks. This works in the same way as normal AV, but applies to the damage
rolls for attacks that do magical damage. As most physical damage done by magical attacks uses power
magic, a MAV will only apply to damage from power magic unless specifically stated otherwise.

TYPES OF MAGIC
Energy Magic
Fire Magic

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Water Magic
Air Magic
Ice Magic
Earth Magic
Illusion
Rune Magic
Spirit Magic
White Magic
Rites of Varan
Sun Magic
Treespeaking
Grey Magic
Shadow Magic
Moon Magic
Totem Magic
Black Magic
Necromancy

ENERGY MAGIC
GENERAL. Energy Magic is the magical manipulation of matter and energy. The elements, inorganic
material, light, sound, and pure force are wielded, changed and moved at the will of the user. Energy
mages are conduits of magical energy, shaping their environment to their own ends.
TBP
WIZARDRY
GENERAL: Wizardry is the magical manipulation of the inorganic elements and forces that make up the
world. Wizards specialize in one of the Five Elements:
Air (gaseous matter)
Earth (solid matter)
Water (liquid matter)
Fire (exothermic reactions)
Ice (endothermic reactions)
THE MASTER: Wizards are taught by a Master. This is an NPC identified as part of the Wizards
background during Adventurer creation. Wizards become masters and take on apprentices as they get on
in years as they know this is the way in which the work of wizardry continues. The master-apprentice
relationship is another characteristic of wizardry that contributes to the view amongst its practitioners that
wizardry is a special knowledge, beyond the ken of the common man, which sets them apart. This
relationship can be role-played by the GM and the wizards player leading to periodic visits and can even be
tied to the wizards experience gain in Power or spells.
ELEMENT: Wizards must select the Element that will be the basis of most of their magic. The choices are:
Air, Earth, Fire, Ice, and Water. Wizards are sometimes referred to as Mages and also in terms of their
element, such as Fire Mage or Ice Wizard. Recommended names;
Air Mages: Wind, Sky, Vapor, Stratomancer, Aeromancer

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Earth Mages: Rock, Stone, Dirt, Crystal, Geomancer


Fire Mages: Flame, Heat, Pyromancer
Ice Mages: Frost, Cold, Cryomancer
Water Mages: Sea, River, Wave, Rain, Hydromancer.

Elemental Attacks. There are five types of elemental attack: fire, frost, lightning, poison gas and acid.
These have the same effects as their mundane versions. As these are magical attacks, they are not
affected by normal armor, but are affected by defenses with a Magic Armor Value (MAV).
Element

Attack Type

Form

Special Damage

Air

Lightning

Bolt

Beings in metal armor take more damage.


PH/H - +1, EH/SH - +2.

Earth

Acid

Cone

Objects (like armor) hit make a construct resistance


Roll (see page x).

Fire

Fire

Ball

Combustible objects may catch fire (see page x).

Ice

Frost

Cone

Living beings hit by a frost attack make an Endurance


save: Tarch pinned, Fail- restrained, Success no effect, CS
no effect and +1 to next Endurance save.

Water

Poison Gas

Cloud

Armor does not affect the damage done by Poison Gas attacks.
The target makes an Endurance save in addition to any Dodge
save to avoid being in the area of effect. The results of the
Endurance save may reduce the amount of damage: Crit: no
damage, Success: half damage, Fail: full damage, Tarch: double
damage. (Note that antidotes, talents and magic that help reduce
the effect of poison can also affect poison damage.

Elemental Attack Forms:


Bolt/Ball: The casting roll is also a roll to hit, so essentially a bolt or ball is fired like a missile weapon with
an AR = MR. The DR of the target = Missile DR + Hard Cover. If a miss within the range of the amount of
DR bonus provided by shield/cover, shield/cover makes a construct resistance roll.
Example
Cone/Spray: The attack moves outward from the Caster in a widening three-dimensional arc out to range of
spell. All targets in the area of effect get a dodge save. Total hard cover between caster and a target
blocks all effects against that target. If no template or grid is available, the cone is as wide at the far end as
one-third its length. For every full 9s from the caster, targets making dodge saves get a +1 to their roll.
Cloud/Blast: The attack bursts or spreads outward from the specified attack point (out to the range of the
spell) in a circle of specified radius. All targets in the area of effect get a dodge save. Total hard cover
between center of circle and a target blocks all effects against that target.

SPELL ASPECTS

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s = Steps (1 inch or 1 square)


T = Touch
C = centered on the Caster
r = Round
m = minute
I = Instant
AoE (X) = Area of Effect of X steps diameter
Power = Cost in Power to cast.
CuHand = Cubic hand (a cube 1/5 of a step on a side)
Dam dX = Damage of dX life points.
Sq Step = Square step (a square one step on a side)
Med = Size class of target
Missile = Missile Spell
[R] = resisted on a SPR roll, target number 4
Encounter Area = area centered on the Caster, 90s in radius.

128

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FIRE MAGIC NOVICE SPELLS

Spell
Firebolt
Fireball
Glow
Fire Charmer
Fire Dance
Flameskin
Magic Sight
Wizard Lock
Wizard Key

Range
18s
18s
18s
9s
T
T
18s
T
T

Duration
I
I
6r
3r
3r
3r
3r
1m
I

Effect
Damage d8
Damage d6
Light
Reshape flame
Move in flame
AV+1
See Magic
Lock
Unlock

Target
Missile
2sR
2sR
4sR
Med
Med
Door or Gate
Door or Gate

Power
2
2
1
2
1
3
1
1
1

Fire Charmer allows the caster to manipulate a standing flame. As part of casting the spell and in each
round of its duration as a full action, the caster may reshape an amount of flame equal to 4 squares in area
and two steps high into any shape she chooses so long as the number of squares stays the same, at least
one square of the flame does not move and the flame remains contiguous. If attached to an area larger
than 4 squares, the flame being manipulated must remain in contact with the rest of the original flame. Fire
Charmer is a controlled spell with the caster as the controller.
Fire Dance permits you to move through natural and magic flame without taking damage.
Glow produces light to see by in target area equal to a poorly-lit room (or dusk outside) and cancels any
previously cast darkness spell within its area of effect.
Flameskin increases the Armor Value of the target. Targets touching an Adventurer in Flameskin may
catch fire (see page x).
Magic Sight is used to determine if an item has been imbued with Energy Magic (or if Energy Magic has
recently been used in an area) and to discover the type of spells or abilities involved.
Using Magic Sight is a Magic skill test with the target number the number of days in the past the
power was used in the area.
Success: Item or area will glow if power magic is or was present.
Success +3: Item or area will glow gold if aligned with the Forces of Light, red if Darkness
and blue if unaligned.
Critical Success: The general type of powers or spells will be revealed. For example:
'The sword is a Demonslayer', 'A lightning bolt was cast here'.
If the item or area is protected, the protection is added to the target number of the Magic skill test.
Wizard Lock locks a door or gate as though it was deadbolted. The door or gate may only be unlocked
magically, but may be broken down. The target number for unlocking a Wizard Locked door is the result of
the casting roll that placed the spell.
Wizard Key unlocks a door or gate that is subject to a Wizard Lock or one held fast by a simple lock or
deadbolt. Wizard Key can unlock a complex lock using the locks target number to determine success.
The target number for unlocking a Wizard Locked door is the result of the casting roll that placed the spell.

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FIRE MAGIC APPRENTICE SPELLS

Spell
Bonds of Flame
Combustion
Darkness
Fire Blast
Ice Bane
Kierdons Blaze
Scorch
Wall of Fire
Wizard Eye

Range
18s
T
18s
18s
9s
9s
9s
18s
1 run

Duration
3r
I
6r
I
3r
3r
3r
3r
3r

Effect
TN 9 STR
Cu Hand
Dark
Damage d8
Protection: Ice -2
Cu Hand
Heat metal
Damage d8
See Distant

Target
Med
2sR
4sR
2sR
Med
4 sq steps
-

Power
4
3
1
6
1
3
2
3
3

Bonds of Flame holds a medium target in bonds of firey strands. No damage is done, but the target is
Pinned. An Escape test from this spell is made on target number 9.
Combustion creates a volume of flame equal to one cubic hand (a cube 6 on a side) or about that
produced by a torch. The target point must be in line of sight of the caster and can either be suspended in
air or in contact with an object or surface. This flame is normal, continues to burn as long as it is in contact
with combustible material and can be doused with enough water, etc. Cannot be cast in contact with or
within a living creature.
Darkness creates an area of complete dark that cancels all previously existing light in that area for the
duration of the spell.
Ice Bane gives a -2 penalty to any ice magic related skill or damage roll whose target or caster is inside the
area of effect.
Kierdons Blaze creates a volume of flame equal to one cubic hand (a cube 6 on a side) or about that
produced by a torch. The target point must be in line of sight of the caster and can either be suspended in
air or in contact with an object or surface. This flame is magical and cannot be doused except through
magical means (dispel, etc.) and vanishes at the end of the spells duration.
Scorch heats all metal or metal items in contact with a medium target. As long as the target is in contact
with this metal, it must take an Endurance save or suffer an amount of damage commensurate to the
amount of contact with the heated metal.
Full Body (entirely in metal armor)
Part of Body (partially in metal armor)
Minor Contact (wearing some metal items)

d8
d6
d4

Wall of Fire creates a standing flame 4 steps long, 1 step deep and 2 steps high. Damage is caused to
anything passing through the wall or at the start of each round of standing in its line of effect. If a creature
or object is in the line of effect when formed, it receives a dodge save to avoid or reduce damage. If this
dodge save is passed, the creature must choose one side or the other of the line of effect and move the
minimum distance to that side.
Wizard Eye permits the Caster to see as if he were standing at a distant point that is already known to him
somewhere he has been or already seen. The Caster is blind to events in his immediate vicinity. Wizard
Eye is a controlled spell with the caster as the controller.

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AIR MAGIC NOVICE SPELLS


Spell
Lightning Bolt
Glow
Calm
Soft Fall
High Winds
Magic Sight
Wizard Lock
Wizard Key
Gust

Range
18s
18s
9s
T
18s
18s
T
T
18s

Duration
I
6r
3r
3r
3r
3r
1m
I
I

Effect
Damage d8
Light
No Wind
Fall Slowly
-2dl RAR
See Magic
Lock
Unlock
TN5 STR

Target
Missile
AoE4
AoE4
Med
Med
Door or Gate
Door or Gate
Med

Power
1
1
3
2
1
1
1
1
1

Glow, Wizard Lock, Key, Magic Sight: see Fire Magic Novice.
Calm creates an area of effect where no wind is blowing and cancels any Air Magic spell of the same or
lesser power that produces wind or damage in the area of effect.
Gust knocks down one target. Targets may avoid being knocked down on a STR test with target number
5. Gust has all the normal effects of a strong gust of air along the line of effect: candles blown out, doors
closed, etc. (not a cone?)
High Winds. Target model is -2 dl RAR.
Soft Fall causes the target to fall at 2 steps per round without receiving damage from the part of the fall
covered by Soft Fall or up to three rounds fallen prior to it being cast.

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AIR MAGIC APPRENTICE SPELLS


Spell
Lightning Shift
Voltskin
Darkness
Flicker
Ball Lightning
Lift
Wall of Air
Wizard Eye

Range
18s

Duration
3r

Target
Caster

Power
2

3r
6r

Effect
Place within SPD,
attack on line
AV+1
Dark

T
18s

Med
AoE4

3
1

18s
18s
9s
18s
1 run

I
I
3r
3r
3r

Teleport random
Damage d6
Levitation
Blocks ranged, -3
See Distant

Med
AoE4
Med
6 long, 2 high
-

3
2
3
2
3

Darkness: see Fire Magic Apprentice.


Lightning Shift. Place the caster in a location within its base move speed and draw a line between the
original location and the models new placement. This line may not be obstructed by any terrain features or
models on larger bases. Any model the line is drawn through must pass an AGL test or suffer a d6 damage
hit Lightning
Flicker teleports the target 2d4 in a random direction. See X for the workings of teleportation.
Lift allows the caster to raise or lower the target 3 steps per round. Target can be made to hold in one
place for any part of the spells duration. The spell does not allow lateral movement, but the target can
push along a wall, etc. A living target may resist being Lifted using STR. If the spell is cancelled or ends
while the target is in the air, the target falls. Lift is a controlled spell with the caster as the controller.
Wall of Air creates a wall of turbulent air 6 long, deep and 2 high. Cannot be cast on models. Models
are -3SPD to pass through and cannot run. Ranged attacks are blocked through it, but LOS still exists.
Voltskin increases the Armor Value of the target. Targets touching an Adventurer in Voltskin take 1d4
lightning damage.
Wizard Eye: see Fire Magic Apprentice.

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AIR MAGIC PRACTITIONER SPELLS


Spell
Lightning Web
Fly
Lightning Crash
Lightning Blast
Chain Lightning
Air Blast

Range
18s
T
18s
18s
18s
Cone

Duration
3r
3r
I
I
I
I

Effect
TN 9 STR
Move in Air
D10 dam, lightning
Damage d8
Dam d8, lightning
TN7 STR

Target
Med
Med
Missile
AoE4
Jumps
Cone

Power
4
4
2
6
3
4

Chain Lightning. D8 damage ranged attack. On a TH3 hit, roll again against the nearest model to the
original target. Continue attacks until it does not hit on a TH3 replacing the origination of the ranged attack
at the last model hit. Lightning. M
Lightning Crash. D10 damage ranged attack. Lightning. M
Fly allows the target to move through the air at the same speed it would on the ground based on which
actions it undertakes. It is a standard action to change altitude by up to 3 steps. If the spell is cancelled or
ends while the target is in the air, the target falls. Fly is a controlled spell, with the target as the controller.
Air Blast knocks down targets in the cone. Targets may avoid being knocked down on a STR test with
target number 7. Air Blast has all the normal effects of a strong gust of air: candles blown out, doors
closed, etc.
Lightning Web holds a medium target in arcs of electrical energy. No damage is done, but the target is
Pinned. An Escape test from this spell is made on target number 9.

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WATER MAGIC NOVICE SPELLS


Spell
Poison Gas
Cloud of Gas
Glow
Sea Weaver
Water Breathe
Water Walk
Magic Sight
Wizard Lock
Wizard Key

Range
18s
18s
18s
9s
T
T
18s
T
T

Duration
I
I
6r
3r
3r
3r
3r
1m
I

Effect
Damage d8
Damage d6
Light
4 squares
Move under water
Move on Water
See Magic
Lock
Unlock

Target
Cone
2sR
2sR
Med
Med
Door or Gate
Door or Gate

Power
2
2
1
3
4
4
1
1
1

Glow, Wizard Lock, Key, Magic Sight: see Fire Magic Novice.
Sea Weaver allows the caster to manipulate a volume of water. As part of casting the spell and in each
round of its duration as a full action, the caster may reshape an amount of water equal to 4 squares in area
and two steps high into any shape she chooses so long as the number of squares stays the same, at least
one square of the water does not move and the water remains contiguous. If part of a volume of water
larger than 4 squares, the water being manipulated must remain in contact with the rest of the original
volume. Sea Weaver is a controlled spell with the caster as the controller.
Waterbreathe permits the target to move through water at swim speed without the need to breathe air.
Swimming is described in chapter X. If the spell is cancelled or ends while the target is in the water, breath
holding rules then apply.
Waterwalk permits the target to move on the surface of water at normal speeds. If the spell is cancelled or
ends while the target is on the water, the target sinks or floats normally.

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WATER MAGIC APPRENTICE SPELLS


Spell
Watery Bonds
Create Water
Darkness
Poison Blast
Douse
Wave
Rust
Wall of Water
Wizard Eye

Range
18s
T
18s
18s
18s
18s
9s
18s
1 run

Duration
3r
I
6r
I
I
I
I
3r
3r

Effect
TN 9 STR
2 liters
Dark
Damage d8
Put out fire
TN7 STR
Attack Metal
TN7
See Distant

Target
Med
2sR
4sR
4sR
Cone
Med
6 sq steps
-

Power
4
3
1
6
3
1
4
3
3

Darkness and Wizard Eye: see Fire Magic Apprentice.


Create Water creates a 2 liter volume of water. The target point must be in line of sight of the caster and
should be inside some form of container (bottle, jar, bowl, etc.) large enough to hold the water or it will flow
naturally from the target point. The spell may be used to create an amount of water less than 2 liters. If the
target point is inside a container smaller than 2 liters of liquid volume, only enough water is created to fill it
it cannot be used to burst a container. The spell is Instant, but the water remains. Cannot be cast in
contact with or within a living creature.
Douse covers a 4 step radius area with water and puts out all normal fires in the area of effect. Magical fire
can resist being put out on a magic test. The rating of the test is the fire based spell or effects rating and
the difficulty is the Douse casting roll.
Rust forces a construct save on the targeted metal, which can equal up to the equivalent of a suit of mansized armor.
Wall of Water: A creature must pass a strength test at the listed target number to pass through the wall. If
a creature is in the line of effect when formed, it receives a dodge save to avoid being knocked down. If this
dodge save is passed, the creature must choose one side or the other of the line of effect and move the
minimum distance to that side.
Watery Bonds holds a medium target in strands of pulsing water. No damage is done, but the target is
Pinned. An Escape test from this spell is made on target number 9.
Wave must be cast with the caster in or on a body of water. The cone cannot be bigger than the body of
water. Targets in the cone are knocked down unless a difficulty 7 STR test is passed. Wave has all normal
effects of a strong wave of water 1 step high moving from the caster to the end of the cone.

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ICE MAGIC NOVICE SPELLS


Spell
Cone of Frost
Cloud of Frost
Glow
Slick
Snow Dance
Ice Skin
Magic Sight
Wizard Lock
Wizard Key

Range
18s
18s
18s
9s
T
T
18s
T
T

Duration
I
I
6r
3r
3r
3r
3r
1m
I

Effect
Damage d8
Damage d6
Light
4 squares
Move on Ice, Snow
AV+1
See Magic
Lock
Unlock

Target
Cone
2sR
2sR
Med
Med
Door or Gate
Door or Gate

Power
2
2
1
3
2
3
1
1
1

Glow, Wizard Lock, Key, Magic Sight: see Fire Magic Novice.
Ice Skin increases the Armor Value of the target.
Slick creates a 4 square area on the ground, on a wall or some combination that is icy to move upon.
Creatures moving or climbing onto the area must take an AGL test -1 to avoid falling, -2 if running, for each
square traveled over.
Snow Dance permits you to move on ice or top of snow at normal speed with no chance of slipping or
falling through.

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ICE MAGIC APPRENTICE SPELLS


Spell
Frozen Strands
Freeze
Darkness
Frost Blast
Fire Bane
Torachs Frost
Chill
Wall of Ice
Wizard Eye

Range
18s
18s
18s
18s
9s
18s
9s
18s
1 run

Duration
3r
3r
6r
I
3r
3r
3r
3r
3r

Effect
TN 9 STR
Make Ice
Dark
Damage d8
Fire -2
Cu Hand
Chill Metal
12CP, AV3
See Distant

Target
Med
4sR
2sR
4sR
2sR
Med
6 sq steps
-

Power
4
3
1
6
1
3
2
3
3

Darkness and Wizard Eye: see Fire Magic Apprentice.


Frozen Strands holds a medium target in an icy grip. No damage is done, but the target is Pinned. An
Escape test from this spell is made on target number 9.
Freeze creates a surface of ice on a large body of water or freezes an amount of water of equal to 1 cubic
step.
Fire Bane gives a -2 penalty to any fire magic related skill or damage roll whose target or caster is inside
the area of effect.
Torachs Frost creates a volume of frost equal to one cubic hand (a cube 6 on a side) or about that of a
large snowball. The target point must be in line of sight of the caster and can either be suspended in air or
in contact with an object or surface. This frost is magical and cannot be melted except through magical
means (dispel, etc.) It can be used to douse flame, freeze water, make an object hard to use. Cannot be
cast in contact with or within a living creature.
Chill lowers the temperature of all metal or metal items in contact with a medium target to below freezing.
As long as the target is in contact with this metal, it must take an Endurance save or suffer an amount of
damage commensurate to the amount of contact with the chilled metal.
Full Body (entirely in metal armor)
Part of Body (partially in metal armor)
Minor Contact (wearing some metal items)

d8
d6
d4

Wall of Ice: Each square step of the wall has 12 CP and an AV of 3. The wall cannot be passed through
until a big enough hole is made in the wall. If a creature or object is in the line of effect when formed, it
receives a dodge save to avoid being knocked down. If this dodge save is passed, the creature must
choose one side or the other of the line of effect and move the minimum distance to that side.

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EARTH MAGIC NOVICE SPELLS


Spell
Cone of Acid
Cloud of Acid
Glow
Smooth
Boulder Dance
Stone Skin
Magic Sight
Wizard Lock
Wizard Key

Range
18s
18s
18s
9s
T
T
18s
T
T

Duration
I
I
6r
3r
3r
3r
3r
1m
I

Effect
Damage d8
Damage d6
Light
4 squares
Move on Ice, Snow
AV+1
See Magic
Lock
Unlock

Target
Cone
2sR
2sR
Med
Med
Door or Gate
Door or Gate

Power
2
2
1
3
2
3
1
1
1

Glow, Wizard Lock, Key, Magic Sight: see Fire Magic Novice.
Smooth creates a 4 square area on the ground, on a stone wall or some combination that is nearly
perfectly smooth. Creatures moving or climbing onto the area must take an AGL test -1 to avoid falling, -2 if
running, for each square traveled over.
Boulder Dance permits you to move through rocky terrain at normal speed.
Stone Skin increases the Armor Value of the target.

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EARTH MAGIC APPRENTICE SPELLS


Spell
Rockfoot
Door
Darkness
Acid Blast
Loosen Earth
Korlens Pebbles
Cracks
Wall of Stone
Wizard Eye

Range
18s
T
18s
18s
18s
18s
T
18s
1 run

Duration
3r
3r
6r
I
3r
3r
I
3r
3r

Effect
TN 9 STR
Man-sized portal
Dark
Damage d8
Rocks and Sand
Cu Hand
Crack Rock
12CP, AV3
See Distant

Target
Med
2sR
4sR
4sR
6 sq steps
6 sq steps
-

Power
4
2
1
6
3
3
4
3
3

Darkness and Wizard Eye: see Fire Magic Apprentice.


Rockfoot causes the dirt, sand or mud at the feet of the target to solidify around them and hold the target in
a stony grip. No damage is done, but the target is Pinned. An Escape test from this spell is made on target
number 9.
Loosen Earth turns an area of hard ground to plowed dirt or rocky ground to sand.
Door creates a man-sized hole in a stone or rock surface that is no more than a half-step thick.
Korlens Pebbles creates a volume of small rocks equal to one cubic hand (a cube 6 on a side) or about
what would fill a belt pouch. The target point must be in line of sight of the caster and can either be
suspended in air or in contact with an object or surface. This gravel is magical and cannot be destroyed
except through magical means (dispel, etc.) It can be used to douse flame, trip running creatures, make
something heavier, etc. Cannot be cast in contact with or within a living creature.
Cracks extends existing cracks in rock or stone to their limit within the area of effect.
Wall of Stone: Each square step of the wall has 10 CP and an AV of 4. The wall cannot be passed
through until a big enough hole is made in the wall. If a creature or object is in the line of effect when
formed, it receives a dodge save to avoid being knocked down. If this dodge save is passed, the creature
must choose one side or the other of the line of effect and move the minimum distance to that side.

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ILLUSION
Illusion is the manipulation of aspects of the material world to make it appear other than it really is.
It is NOT psychogenic in nature and therefore does not work by directly affecting the mind of the intended
target. Instead, it alters light patterns, textures, sound waves, tastes and smells to be something other than
what they should be. Illusionists are secretive and introverted a practical matter a well-known Illusionist
finds it difficult to practice his craft.
CREATING ILLUSIONS
Illusionists see themselves as artists creating masterpieces. Illusions are woven, not cast, and
Illusionists often speak of their work as if fine tapestry. They view Wizards the way a master weaver might a
blacksmith. Most illusions operate inside an AoE. They can be seen from outside it, but the whole illusion
itself must be contained within it.
DISBELIEVING ILLUSIONS.
Resistance. Illusions and Phantasms are disbelieved using the Perception skill. This works in the same
manner as a Resistance Roll as described in x. In addition to Reinforcement and other factors affecting
Resistance Rolls, the following modifiers apply to the attempt to disbelieve (resist the effects of) an Illusion
or Phantasm:
Sensed previous illusion
The viewer has sensed an illusion or seen one employed in the last day:

+1

Allies disbelieve
Friends of the viewer disbelieve the illusion and attempt to convince him it is not real:

+1

Missing senses
For every sense missing that would be present and detectable if the illusion were real:

+1

Out of Place
The illusion is not something that would normally occur in the present situation:

+1

Well Integrated
The illusion is especially fitting to the current situation:

-2

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ILLUSION NOVICE SPELLS

Spell
Illusion
Phantasm
Glow
Darkness
Detect Illusion
Distort
Noise
Silence
Distract

Range
9s
9s
18s
18s
18s
9s
T
T
18s

Duration
1m
3r
3r
3r
3r
3r
1m
1m
3r

Effect
Illusion
Phantasm d6
Light
Darkness
See Illusion
+1DR
Noise
No Sound
-1

Target
4sR
4sR
2sR
2sR
Med
2sR
2sR
Med

Power
1/sense
3
1
1
1
2
1
1
2

Illusion creates an illusory scene that can be sensed by any creature with the ability to sense it.
The Range parameter indicates how far away from the caster the scene appears to be. The Effects
parameter indicates how large the scene may appear to be. Although the term 'viewers' is used, the targets
of the spell are all those creatures who may sense the scene, through sight or otherwise.
An Illusion cannot actively cause harm to anyone. Illusory scenes that can actively bring about
harm to a believer are Phantasms, see below.
An illusion can passively cause harm to a believer if:
1. The believer suffered an auto failure on his Perception roll AND
2. He takes some action or actions with respect to the illusion that cause harm to himself, such as
jumping into a chasm or touching himself with an illusory torch.
If a believer who only Failed his PER roll is just about to be (apparently) harmed by an illusion, he
immediately stops believing the illusion. If all viewers stop believing an illusion, it is immediately dispelled.
Example:
Arlor creates the illusion that a corridor ends in a wall that is not really there. If he did not give the
wall the sense of touch, anyone could walk through it whether they believed it or not. If he gives the wall the
sense of touch, a person putting his hand against the wall and otherwise believing the illusion would feel a
stone wall where there was none. If someone who completely believed the illusion (Perception roll was a
Tarch) was thrown against the wall, he would suffer damage accordingly.

Phantasm. A Phantasm is constructed in basically the same way as an illusion, except it is possible
for a Phantasm to harm a believer. The effect of a Phantasm is the ability to cause 1d6LP to a viewer in one
round. A Phantasm does not have to be a replication of a creature or damage from the attack of a weapon;
it may be anything that could cause harm to it viewers, actively or passively. The Phantasm might be a
falling rock, or the poisonous touch of a plant. The AR of a Phantasm that possesses attacks, or otherwise
has a chance of striking the viewer is a base of d8.
Phantasms cannot be disbelieved but must always be well integrated into the current situation (as judged
by the GM). A phantasmal enemy soldier cannot just spring forth from the ground, but a phantasmal enemy
thief might leap from the shadows to attack.
Phantasms are usually AoE spells and their effect must be contained within and cannot effect
someone outside of the AoE.
The spell is written to permit as much creativity as possible, so there is no way we can possibly
cover every idea a Caster may have for his spells effect. Here are some guidelines to cover the most
common situations.

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Phantasmal Creature. ARd8, damage d6, DR4, AV2, 10LP. Attributes all at d6 rating.
Note that the above does not prevent an Illusionist from creating a Phantasmal Knight in plate armor and a
greatsword. However, when the GM rolls for damage or takes damage, he will have to conceal dice rolls
and results to maintain the illusion.
If a Phantasm is killed by an adventurer, the Caster may maintain the illusion of the phantasm being real
during the spells duration by having it appear to die normally, or can just let the spell end.
Phantasmal Trap. These can be any method or setting, but can do no more than d6 to any victim. Note
that a phantasmal rock fall or similar could hit more than one victim.
Phantasms and Armor.
Glow and Darkness, same as Wizardry.

Detect Illusion reveals the presence of an Illusion or Phantasm within range of the caster. This
Spell may also be used to detect the use of Invisibility.
Success: Makes illusion/invisible target (if present) known to caster. No effect on Phantasms.
Critical Success: Makes illusion/invisible target (if present) shimmer briefly. Any viewer believing
the illusion may now make an additional Resistance roll (on PER) at +2 to disbelieve. Phantasms revealed.
Distort makes the target appear to shift and blur. The spell provides increased DR to the target.

Example: [TBP]

Noise generates sounds equivalent to several people holding moderate conversations, as in a


tavern common room. It does not have to be conversation, the sounds could be bees buzzing or waves
crashing. If muddled conversation, the language used must be one spoken by the Caster. Noise will mask
a real conversation held inside the AoE.
Silence quiets noise in a given area. Note that no one in the AoE can be heard when they speak.
This prevents Casters from casting spells normally.
Distract provides a penalty to any action requiring sight and concentration, such as the use of a
weapon. The second effects parameter is the penalty. The Caster may choose the manifestation of the
effect, such as a flock of birds pestering the target or a bright light shining in his eyes.

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ILLUSION APPRENTICE SPELLS


Spell
Belief
Mask
Disguise
Invisibility
Mirror
Illusion Wall
Ventriloquism
Blend In
Smoke

Range
9s
18s
T
T
18s
18s
18s
T
18s

Duration
As spell
1m
1h
3r
3r
1day
3r
1h
1m

Effect
-2 to Perception
+2 to Stealth rolls
Disguise Skill -1 or 2
Invisible
Create images
Wall
Throw voice
Look like others
Smoke Cloud

Target
Illusion
Med
Med
Med
Med
4 Sq step
C
Med
4sR

Power
2
2
2
3
3
3
2
2
2

Belief is cast on any existing Illusion spell. It gives a -2 modifier to any Perception roll to disbelieve the
spells effects.
Mask provides a modifier to Stealth Rolls made by the target.
Disguise permits the target to be the subject of a successful use of the Disguise skill. Attempts to
disbelieve the disguise are -1, -2 if the caster has the Disguise skill and makes a successful Disguise roll.
Modifiers to the casting roll:
Another person, same species:
Different race, same species:
Different humanoid species:

0
-2
-4

Invisibility makes the target undetectable through the use of sense requiring any wavelength of light.
Invisibility also affects anything the target is carrying up to its CA. If an object becomes separated from the
target, the object becomes visible. If the target produces light, sounds above a light footfall or a strong
smell those may be detected, even if their source is still invisible. Note that casting a spell that requires
speaking, as most normally do, would allow the invisible Caster to be heard.
The target may not attack in any way while invisible; an attempt to do so dispels the spell. For the purposes
of invisibility, an attack is any melee or ranged attack or a spell cast against a target that is not an ally, or
that has a non-ally in its AoE.
Mirror creates a number of false images of the target. The number of im ages is equal to a roll of his Magic
Control Rating (Magic Rating/2: so a d10 Caster would have a d5 Magic Control Rating. See XXXX). The
images look and act like the target and do what he does. They appear to be affected by attacks like the
target would and vanish when he would have been killed. They also vanish when touched. Ranged attacks
and spells directed against the target must be randomly distributed between the images and the target.
Illusion Wall makes an existing opening in a stone or rock structure (door, cave mouth, corridor entrance,
etc.) appear as the rest of the rock or stone around it. It affects all senses and is disbelieved in the same
manner as an Illusion.
Ventriloquism allows the Caster to speak and have his voice emanate from any point in the spells range.
Blend In causes the target to look just like others of its type and go unnoticed. For Blend In to work, there
must be at least 5 other creatures of the same type within 4 steps of the target. The target will appear as
an unremarkable member of the same group as long as it stays within 4 steps of the others in it.

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Smoke creates a cloud of smoke in the AoE. The smoke may either smell like the smoke of a wood fire or
feel damp like fog. It blocks LOS that passes through it and provides a -2 penalty to skills requiring sight
with respect to targets at its edge or within it and within 4 steps.

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ILLUSION PRACTITIONER SPELLS


Spell
Improved Illusion
Improved Phantasm
Group Mask
Group Invisibility
Chameleon
Projection
Heavy
Misdirection
Wizard Blind

Range
9s
9s
18s
T
18s
18s
18s
18s
C

Duration
5m
6r
1m
6r
3r
3r
1m
1h
1h

Effect
Illusion
Phantasm d8
+2 Stealth
Invisible
Look like other
Alter Target Location
Target seems heavier
Randomizes direction
Block Wizard Eye

Target
8sR
4sR
4sR*
4sR*
Med
Med
Med
Med
Encounter Area

Power
2/sense
5
4
6
3
4
3
2
3

Improved Illusion is the same as the spell Illusion, but lasts longer and covers a greater area.
Improved Phantasm is the same as the spell Phantasm, but lasts longer and can potentially cause greater
harm.
Group Mask is the same as the spell Mask but affects all creatures within an AoE centered on the target.
The AoE moves with the target.
Group Invisibility is the same as the spell Invisibility but affects all creatures within an AoE centered on the
target. The AoE moves with the target.
Chameleon allows the target to look like anything it can touch that is roughly the same size or blend into
the background of anything larger.
Projection places an image of the target 18s away from its actual location. The image looks as the target
looks and does what the target does. The target must be in range of the Caster and in LOS. The projected
image must be within 18s of the target, but does not have to be in LOS.
Heavy quadruples the apparent weight (or mass) of the target.
Misdirection causes the target to misremember correct cardinal directions. The target will choose a
random direction instead of the one sought.
Wizard Blind causes Energy Magic detection spells such as Wizard Eye to see a scene in the spells area
of the Casters choosing.

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RUNE MAGIC
RUNESOURCE: Runes must be inscribed using special materials. Each Runemason must choose his
special material. Typically this is a unique alchemical compound the Runemason develops in concert with
his master during novice training. What will serve as a Runemasons Runesource is limited only by the
imaginations of the player and the GM.
If a Runemason does not have access to her Runesource, she can still inscribe runes, but it will be more
difficult to do so based upon the quality of the materials that are available.
The inscription may be a carving into the material or inked writing upon it. It will include a rune unique to the
Runemason so that others will know and admire his work.
Rune inscribed using Runemasons Runesource
Rune inscribed using exotic material
Rune inscribed using rare material
Rune inscribed using mundane material

normal
+1 Power per spell
+2 Power
+3 Power

RUNE OBJECT
The Rune Object is the target of a Rune Spell. It is the object upon which the rune is inscribed. It must be
inorganic and inanimate (armor, a sword, a stick, a rock, the ground, a door, a device, the floor, etc.).
Durable, formerly living substances such as leather, dead hardwood and seashells count as inorganic for
this purpose.
Bindrunes [TBP]
Sent or Burnt Runes [TBP]

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RUNE MAGIC NOVICE SPELLS


Spell
RuneSong
Rune of Accuracy
Rune of Light
Rune of Precision
Rune of Speed
RuneArmor
Magic Sight
RuneLock
RuneKey

Range
18s
T
T
T
T
T
18s
T
T

Duration
I
3r
6r
3r
1m
3r
3r
1m
I

Effect
Damage d6
Skill +1
Light
Threshold 8
+1s
AV+1
See Magic
Lock
Unlock

Target
Cone
Object
2sR*
Object
Med
Med
Door or Gate
Door or Gate

Power
2
2
1
2
2
3
1
1
1

Runesong is activated when the rune object is struck (or played if a musical instrument). The activation of
the spell emits a cone-type sonic attack.
Rune of Accuracy increases a linked skill roll by +1. The skill must be one that employs the rune object
(typically a weapon).
Rune of Light produces light to see by in target area equal to a poorly-lit room (or dusk outside) and
cancels any previously cast darkness spell within its area of effect. Rune of Light can be inscribed on a
Rune Object and the AoE will stay centered on the Rune Object as it moves.

Rune of Precision increases the critical success chance in the use of a skill (typically AR) that employs the
rune object (typically a weapon).
RuneArmor increases the armor value of the rune object.
Rune of Speed increases the movement rate given to a mobile object connected with the runeobject (such
as boots or horseshoes).

Magic Sight is used to determine if an item has been imbued with Energy Magic (or if Energy Magic has
recently been used in an area) and to discover the type of spells or abilities involved.
Using Magic Sight is a Magic skill test with the target number the number of days in the past the
power was used in the area.
Success: Item or area will glow if power magic is or was present.
Success +3: Item or area will glow gold if aligned with the Forces of Light, red if Darkness
and blue if unaligned.
Critical Success: The general type of powers or spells will be revealed. For example:
'The sword is a Demonslayer', 'A lightning bolt was cast here'.
If the item or area is protected, the protection is added to the target number of the Magic skill test.

Runelock locks a door or gate as though it was deadbolted. The door or gate may only be unlocked
magically, but may be broken down. The target number for unlocking a Wizard Locked door is the result of
the casting roll that placed the spell.
Rune Key unlocks a door or gate that is subject to a Magic Lock or one held fast by a simple lock or

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deadbolt. Rune Key can unlock a complex lock using the locks target number to determine success. The
target number for unlocking a Magically Locked door is the result of the casting roll that placed the spell.

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RUNE MAGIC APPRENTICE SPELLS


Spell
Sonic Blast
Rune of Holding
Rune of Darkness
Rune Cloak
Rune of Striking
RuneShield
Rune of Crafting
Rune Compass
Rune of Seeing

Range
18s
18s
T
T
T
T
T
T
1 run

Duration
I
3r
6r
1m
3r
3r
1h
1h
3r

Effect
Damage d8
TN 9 STR
Darkness
+2 to Stealth rolls
+1 to Damage
DR+1
Precise Work talent
Know North
See Distant

Target
4sR
Med
2sR*
Med
Object
Med
Object
Object
-

Power
6
4
1
2
2
1
2
1
3

Sonic Blast conducts an AoE attack.


Rune of Holding holds a medium target in contact with it like a magnet to iron. No damage is done, but
the target is Pinned. An Escape test from this spell is made on target number 9.
Rune of Darkness creates an area of complete dark that cancels all previously existing light in that area for
the duration of the spell. Rune of Darkness can be inscribed on a Rune Object and the AoE will stay
centered on the Rune Object as it moves.
RuneCloak provides a modifier to Stealth Rolls made by the target.
Rune of Striking increases damage done by the Rune Object when used as a weapon.
Runeshield increases the DR of any attacks made against the object or its bearer.
Rune of Crafting gives the bearer the use of the precise Work talent when using the Rune Object to
perform the use of a Craft skill.
Rune Compass turns the Rune Object into a working compass.
Rune of Seeing permits the Caster to see as if he were standing at a distant point that is already known to
him somewhere he has been or already seen. The Caster is blind to events in his immediate vicinity. This
spell is a controlled spell with the caster as the controller.

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SPIRIT MAGIC [section TBP]


The Spirit World
Moving and being in the Spirit World
Charm Magic Will not kill or harm self.
SPR Saves. [R] spells are resisted on Spirit of the target. TN = 4 unless otherwise specified.
Morphing [TBP, but has the mind of the Caster and the body of the form. Cannot Cast while
Morphed]
Summoning and Control [TBP]

150

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SERPENT TOTEM NOVICE SPELLS


Spell
Call Snakes
Snakebite
Snake Charm
Discorporate
Heal
Protect
Slither
Snakespeak
Witchsight

Range
9s
18s
9s
T
T
9s
T
9s
18s

Duration
3r
3r
3r
3r
I
3r
1m
1r
3r

Effect
D4 Snakes
-1 to Weapon Skills
Command
Discorporate
Heal 3 LP
DR+1
Stealthy movement
Speak [Snake]
Magic Sight

Target
Med, [R]
Med, [R]
Med
Med
Med
Med
Snake
-

Power
3
1
3
4
3
2
2
1
1

Call Snakes summons d4 Snakes. Snakes are = 4LP/ARd6/Damd6(Poisonous: END Save or Pain 1)/DR4/AV2/Move 7. Snakes appear within and must remain in the spells range of the Caster. The
Caster must take a Standard Action to change the Snakes instructions. The spell can only be cast in an
area where some sort of snake is indigenous. After the spells duration has past, the remaining snakes
leave the encounter.
Snakebite reduces the AR of the target in all weapons. It can be resisted on SPR with a TN of 4.
Snake Charm causes the target to perform a command containing one verb for the duration of the spell.
Target must understand the language in which the command is given. It can be resisted on SPR with a TN
of 4.
Discorporate allows the target to move in the in Spirit World. [cant attack, be attacked or be detected by
something in Faelon].
Heal removes 3 LP of damage from the target. Details on healing can be found in Chapter x.
Protect increases the DR of the target.
Slither permits the target to move along the ground at normal walking speed in the same manner as a
serpent. Any perception test to detect the target while moving in this manner is -2.
Snakespeak: may have simple conversation with target animal for duration of spell. Each round is one
question/answer.
Witchsight allows the Caster to Spirits within range of the spell. These Spirits must be Dismebodied Spirits
or other Spirits that are not normal denizens of the Spirit World. Witch Sight is also used to determine if an
item has been imbued with Spirit Magic (or if Spirit Magic has recently been used in an area) and to
discover the type of spells or abilities involved.
Using Witchsight in this way is a Magic skill test with the target number the number of days in the
past the power was used in the area.
Success: Item or area will glow if Spirit magic is or was present.
Success +3: Item or area will glow gold if aligned with the Forces of Light, red if Darkness
and blue if unaligned.
Critical Success: The general type of abilities or spells will be revealed. For example:
'The sword is a Demonslayer', 'A ward has been placed here'.
If the item or area is protected, the protection is added to the target number of the Magic skill test.

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SERPENT TOTEM APPRENTICE SPELLS


Spell
Cobrastrike
Cold Blood
Minor Banish
Great Heal
Serpent Form
Serpent Guard
Serpents Fang
Snakeskin
Whisper

Range
T
T
9s
T
T
9s
T
T
9s

Duration
3r
1m
I
I
3r
3r
3r
3r
3r

Effect
+2 to Weapon Skills
+1 to Fear Tests
Banish Spirit
Heal 6LP
Morph [Snake]
Spirit Warrior
Poison Attacks
AV+1
Speak through Karelon

Target
Med
Med
Med
Med
Med
Med
Med
-

Power
3
1
3
6
4
4
2
3
1

Cobrastrike increases the AR of the target in all weapons.


Cold Blood gives the target a +1 bonus to all Fear tests.
Minor Banish returns a man-sized disembodied or summoned Spirit to the Spirit World.
Great Heal removes 6 LP of damage from the target. Details on healing can be found in Chapter x.
Serpent Form Morphs the target into a serpent = 4LP/AR-/Dam -/DR5/AV3/Move 10. Cannot cast spells
while Morphed.
Serpent Guard casts a Spirit Warrior = 8LP/ARd6/Damd8/DR4/AV3/Move 6/-1 dam from normal
weapons. It must remain in the spells range of the Caster. The Caster must take a Standard Action to
change the Serpent Guards instructions.
Snakes Fang makes all melee attacks by the target Poisonous (END Save or Pain -1) for the duration of
the spell.
Snakeskin increases the AV of the target.
Whisper permits the Caster to speak to the target through the Spirit World. The speech makes no sound
beyond a few inches from the speakers mouth or the targets ear.

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SERPENT TOTEM PRACTITIONER SPELLS

Spell
Summon Constrictors
Lull
Hypnotize
Curse
Elusive
Forked Tongue
Deadly Poison
Climb
Poison Spit

Range
T
9s
T
18s
T
T
T
T
9s

Duration
3r
3r
I
I
3r
3r
3r
3r
I

Effect
+2 to Weapon Skills
Sleep
Sonorous Voice
Skills -2
Elude
Persuade d10
Poison Attacks
Climb d8
Dam d8, Poison

Target
Med
Med [R]
Med
Med [R]
Med
Med
Med
Missile

Power
3
2
3
4
4
3
4
2
2

Summon Constrictors summons d4 Constrictors. Constrictors are = 8LP/ARd8/Damd10)/DR4/AV2/Move


6s. Constrictors appear within and must remain in the spells range of the Caster. The Caster must take a
Standard Action to change the Constrictors instructions. The spell can only be cast in an area where some
sort of Constrictors is indigenous. After the spells duration has past, the remaining snakes leave the
encounter.
Lull causes the target to become Knocked Out. It is resisted on SPR/4.
Hypnotize gives the target the Sonorous Voice talent.
Curse gives the target a -2 to the use of any skill. It is resisted on SPR/4.
Elusive gives the target the Elude talent. It does not stack.
Forked Tongue gives the target the Persuade skill at d10. If the target already has the Persuade skill, it
gives a +2 bonus to Persuade rolls.
Deadly Poison makes all melee attacks by the target Deadly Poisonous (END Save or +2d4 LP) for the
duration of the spell.
Climb gives the target the Climb skill at d8. If the target already has the climb skill, it gives a +1 bonus to
climb rolls.
Poison Spit is a missile attack with damage d8 and Poison (END Save or -1 Pain).

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MOON MAGIC NOVICE SPELLS


Spell
Moonsblight
Scry
Charm
Discorporate
Heal
Protect
Moon Guard
Slow
Witchsight

Range
18s
1 run
9s
T
T
9s
9s
18s
18s

Duration
3r
3r
3r
3r
I
3r
3r
3r
3r

Effect
-1 to DR
See Distant
Command
Discorporate
Heal 3 LP
DR+1
Spirit Warrior
actions/speed
Magic Sight

Target
Med, [R]
Med, [R]
Med
Med
Med
Med [R]
-

Power
2
3
3
4
3
2
4
1
1

Moonsblight reduces the DR of the target. It can be resisted on SPR/4.


Scry determines the location of a target with which the Caster has some familiarity no further away than the
range of the spell.
Charm causes the target to perform a command containing one verb for the duration of the spell.
Target must understand the language in which the command is given.
Discorporate allows the target to move in the in Spirit World. [cant attack or be attacked]
Heal removes 3 LP of damage from the target. Details on healing can be found in Chapter x.
Protect increases the DR of the target.
Moonguard casts a Spirit Warrior = 8LP/ARd6/Damd8/DR4/AV3/Move 6/-1 dam from normal weapons. It
must remain in the spells range of the Caster. The Caster must take a Standard Action to change the
Moonguards instructions.
Slow reduces the targets movement reduced by half, rounded down. The target cant take full actions or
reactions, and cant combine actions.
Witchsight allows the Caster to Spirits within range of the spell. These Spirits must be Dismebodied Spirits
or other Spirits that are not normal denizens of the Spirit World. Witch Sight is also used to determine if an
item has been imbued with Spirit Magic (or if Spirit Magic has recently been used in an area) and to
discover the type of spells or abilities involved.
Using Witchsight in this way is a Magic skill test with the target number the number of days in the
past the power was used in the area.
Success: Item or area will glow if Spirit magic is or was present.
Success +3: Item or area will glow gold if aligned with the Forces of Light, red if Darkness
and blue if unaligned.
Critical Success: The general type of abilities or spells will be revealed. For example:
'The sword is a Demonslayer', 'A ward has been placed here'.
If the item or area is protected, the protection is added to the target number of the Magic skill test.

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MOON MAGIC APPRENTICE SPELLS


Spell
Moonsbless
Moonscharm
Minor Banish
Great Heal
Moonshadow
Moonslancer
Mass Slow
Long Scry
Moonspeak

Range
T
18s
9s
T
18s
9s
18s
25 runs
9s

Duration
3r
6r
I
I
1m
3r
6r
I
3r

Effect
+2 to Weapon Skills
Command
Banish Spirit
Heal 6LP
Stealth+2
Spirit Warrior
actions, speed
Locate
Speak through Karelon

Target
Med
Med [R]
Med
Med
Med
2sR [R]
-

Power
3
6
3
6
1
6
3
7
1

Moonsblight reduces the AR of the target in all weapons. It can be resisted on SPR.
Moonscharm causes the target to perform a command containing two verbs for the duration of the spell.
Target must understand the language in which the command is given.
Minor Banish returns a man-sized disembodied or summoned Spirit to the Spirit World.
Great Heal removes 6 LP of damage from the target. Details on healing can be found in Chapter x.
Moonshadow adds a +2 to Stealth rolls by the target as long as the target is stationary and not in direct
sunlight.
Long Scry determines the location of a target with which the Caster has some familiarity no further away
than the range of the spell.
Moonslancer casts a mounted Spirit Warrior = 8LP/ARd6/Damd10/DR4/AV5/Move 10/-1 dam from
normal weapons. It must remain in the spells range of the Caster. The Caster must take a Standard
Action to change the Moonslancers instructions.
Mass Slow reduces the targets movement reduced by half, rounded down. The target cant take full
actions or reactions, and cant combine actions.
Moonspeak permits the Caster to speak to the target through the Spirit World. The speech makes no
sound beyond a few inches from the speakers mouth or the targets ear.

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WAR MAGIC NOVICE SPELLS


Spell
Prey of Uhltarx
Falconwings
Intimidate
Furious Charge
Heal
Spirit Shield
Spirit Horse
Horsespeak
Witchsight

Range
18s
T
9s
T
T
9s
9s
9s
18s

Duration
3r
3r
3r
3r
I
3r
3r
1r
3r

Effect
-1 to Weapon Skills
Morph [Falcon]
Command
+3s
Heal 3 LP
DR+1
Spirit Horse
Speak [Horse]
Magic Sight

Target
Med, [R]
Med
Med, [R]
Med
Med
Med
Horse
-

Power
1
4
3
3
3
2
2
1
1

Prey of Uhltarx reduces the AR of the target in all weapons. It can be resisted on SPR with a TN of 4.
Falconwings Morphs the target into a Falcon = 4LP/AR-/Dam -/DR5/AV1/Move 12s/Fly. Cannot cast
spells while Morphed.
Intimidate causes the target to perform a command containing one verb for the duration of the spell.
Target must understand the language in which the command is given. It can be resisted on SPR with a TN
of 4.
Furious Charge adds +3 steps to the targets base speed.
Heal removes 3 LP of damage from the target. Details on healing can be found in Chapter x.
Spirit Shield increases the DR of the target.
Horsespeak: may have simple conversation with target animal for duration of spell. Each round is one
question/answer.
Witchsight allows the Caster to Spirits within range of the spell. These Spirits must be Dismebodied Spirits
or other Spirits that are not normal denizens of the Spirit World. Witch Sight is also used to determine if an
item has been imbued with Spirit Magic (or if Spirit Magic has recently been used in an area) and to
discover the type of spells or abilities involved.
Spirit Horse casts a laborer Spirit in the form of a horse = 16LP/AR -/Dam -/DR4/AV1/Move 12s. It must
remain in the spells range of the Caster. The Caster must take a Standard Action to change the Spirit
Horses instructions. If the Caster rides the Spirit Horse, he may command it as he would a normal horse.

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BEAR TOTEM NOVICE SPELLS


Spell
Bears Growl
Bear Form
Bears Strength
Bear Leader
Heal
Bears Hide
Climb
Bearspeak
Witchsight

Range
18s
T
T
9s
T
T
T
9s
18s

Duration
3r
3r
3r
3r
I
3r
3r
1r
3r

Effect
Dazed
Morph [Bear]
Damage +1
Command Bear
Heal 3 LP
AV+1
Climb d8
Speak [Bear]
Magic Sight

Target
Med, [R]
Med
Med
Med
Med
Med
Med
Bear
-

Power
2
4
2
2
3
3
2
1
1

Bears Growl causes the target to be Dazed.


Bear Form Morphs the target into a Bear = 16LP/ARd6/Damd8/DR4/AV2/Move 7s. Cannot cast spells
while Morphed.
Bears Strength adds +1 to the targets damage rolls.
Bear Leader: target Bear will perform a command containing one verb. Will not kill or harm self.
Heal removes 3LP of damage from the target.
Bears Hide increases the AV of the target.
Climb gives the target the Climb skill at d8. If the target already has the climb skill, it gives a +1 bonus to
climb rolls.
Bearspeak: may have simple conversation with target animal for duration of spell. Each round is one
question/answer.
Witchsight allows the Caster to Spirits within range of the spell. These Spirits must be Dismebodied Spirits
or other Spirits that are not normal denizens of the Spirit World. Witch Sight is also used to determine if an
item has been imbued with Spirit Magic (or if Spirit Magic has recently been used in an area) and to
discover the type of spells or abilities involved.

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RITES OF VARAN NOVICE PRAYERS


Spell
Bareks Rage
Tahnars Blessing
Vidunars Strength
Aileas Heart
Modos Mending
Glareyns Guard
Vidunars Fist
Sylvias Second Chance
Valars Awareness

Range

Duration

Effect

Target

Power

T
T
T
T
T
T
18s
T
C

3r
3r
3r
3r
I
3r
I
1m
1h

Frenzy
Weapon Skills +2
Damage +1
SPR+1
Heal 3 LP
DR+1
Damage d8
Reroll
Warning

Med
Med
Med
Med
Med
Med
Missile
Med
Encounter Area

2
3
2
2
3
3
2
5
3

Bareks Rage gives the target the Frenzy talent. It does not stack.
Tahnars Blessing gives the target a +2 to all weapon skill rolls (AR).
Vidunars Strength adds +1 to the targets damage rolls.
Aileas Heart adds +1 to all SPR attribute rolls the target is required to make.
Modos Mending removes 3LP of damage from the target.
Glareyns Guard increases the DR of the target.
Vidunars Fist is a missile attack with damage d8.
Sylvias Second Chance provides the target one reroll of any die during the duration of the spell.
Valars Awareness gives the Caster a mental warning of Spirits or Spirit Magic within an Encounter Area
centered on the Caster.

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RITES OF VARAN NOVICE PRAYERS


Spell
Tahnars Blessing
Vidunars Strength
Aileas Heart
Modos Mending
Glareyns Guard
Vidunars Hammer
Jeynas Call
Valars Awareness

Range

Duration

Effect

Target

Power

T
T
T
T
T
18s

3r
3r
3r
I
3r
I

Weapon Skills +2
Damage +1dl
SPR+1
Heal 5 LP
DR+1
Damage d8

Med
Med
Med
Med
Med
Missile

1
1
2
1
3
1

1h

Warning

Encounter Area

Bareks Rage gives the target the Frenzy talent. It does not stack.
Tahnars Blessing Target model adds +2dl to MAR or RAR, Casters choice.
Vidunars Strength adds +1dl to the targets damage rolls.
Aileas Heart adds +1 to all SPR attribute rolls the target is required to make.
Modos Mending removes 5LP of damage from the target.
Glareyns Guard increases the DR of the target.
Vidunars Hammer is a missile spell with damage d8. Surviving target takes a SPR test or is Knocked
Down.
Valars Awareness gives the Caster a mental warning of Spirits or Spirit Magic within an Encounter Area
centered on the Caster.

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RITES OF VARAN NOVICE PRAYERS


Spell
Bareks Rage
Tahnars Blessing
Vidunars Strength
Aileas Heart
Modos Mending
Glareyns Guard
Vidunars Fist
Sylvias Second Chance
Valars Awareness

Range

Duration

Effect

Target

Power

T
T
T
T
T
T
18s
T
C

3r
3r
3r
3r
I
3r
I
1m
1h

Frenzy
Weapon Skills +2
Damage +1
SPR+1
Heal 3 LP
DR+1
Damage d8
Reroll
Warning

Med
Med
Med
Med
Med
Med
Missile
Med
Encounter Area

2
3
2
2
3
3
2
5
3

Bareks Rage gives the target the Frenzy talent. It does not stack.
Tahnars Blessing gives the target a +2 to all weapon skill rolls (AR).
Vidunars Strength adds +1 to the targets damage rolls.
Aileas Heart adds +1 to all SPR attribute rolls the target is required to make.
Modos Mending removes 3LP of damage from the target.
Glareyns Guard increases the DR of the target.
Vidunars Fist is a missile attack with damage d8.
Sylvias Second Chance provides the target one reroll of any die during the duration of the spell.
Valars Awareness gives the Caster a mental warning of Spirits or Spirit Magic within an Encounter Area
centered on the Caster.

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TREESPEAKING NOVICE SPELLS


Spell
Resist
Deep Healing
Command Animal
Tree Gate
Heal
Protect
Vines
Animal Speak
Witchsight

Range

Duration

Effect

Target

Power

T
T
9s
T
T
9s
18s
9s
18s

3r
I
3r
1r
I
3r
3r
1r
3r

SPR +1
Heals Pain/Crit Dam
Command
Move from tree to tree
Heal 6 LP
DR+1
TN 9 STR
Speak [Forest Animal]
Magic Sight

Med
Med
Med, [R]
Med
Med
Med
Med
Animal
-

2
3
4
4
5
2
4
2
1

Resist adds +1 to all SPR attribute rolls the target is required to make.
Deep Healing removes -2 of any Pain or Critical Hit modifiers.
Command Animal causes target Animal to perform a command containing one verb. Will not kill or harm
self. The animal must be one that is common to temperate forests.
Tree Gate allows the target to step into a tree and emerge from any other tree inside 18s of the first.
Target cannot move faster than walk speed this round.
Heal removes 3 LP of damage from the target. Details on healing can be found in Chapter x.
Protect increases the DR of the target.
Vines holds a medium target in contact with it like a magnet to iron. No damage is done, but the target is
Pinned. An Escape test from this spell is made on target number 9.
Animal Speak: may have simple conversation with target animal for duration of spell. Each round is one
question/answer. The animal must be one that is common to temperate forests.
Witchsight allows the Caster to Spirits within range of the spell. These Spirits must be Dismebodied Spirits
or other Spirits that are not normal denizens of the Spirit World. Witch Sight is also used to determine if an
item has been imbued with Spirit Magic (or if Spirit Magic has recently been used in an area) and to
discover the type of spells or abilities involved.
Using Witchsight in this way is a Magic skill test with the target number the number of days in the
past the power was used in the area.
Success: Item or area will glow if Spirit magic is or was present.
Success +3: Item or area will glow gold if aligned with the Forces of Light, red if Darkness
and blue if unaligned.
Critical Success: The general type of abilities or spells will be revealed. For example:
'The sword is a Demonslayer', 'A ward has been placed here'.
If the item or area is protected, the protection is added to the target number of the Magic skill test.

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NECROMANCY NOVICE SPELLS


Spell
Deathstain
Harm
Drain
Locate Dead
Enrage
Feign Death
Wraithform
Speak with Dead
Witchsight

Range
18s
9s
9s
1 run
T
T
T
9s
18s

Duration
3r
I
I
I
3r
1h
3r
1r
3r

Effect
-1 to all rolls
Damage d6+1
-2 SPR
Locate
Frenzy
Appear Dead
Discorporate
Speak [Dead]
Magic Sight

Target
Med, [R]
Med, [R]
Med, [R]
Med
Med
Med
Dead
-

Power
2
3
2
3
2
2
4
1
1

Deathstain adds a -1 situational penalty to all rolls made by the target.


Harm causes the loss of d6+1 LP from the target. AV does not affect this damage.
Drain reduces the SPR of the target by 2 (dice steps?). It can be resisted on SPR.
Locate Dead determines the location of all target dead beings of a given type or race that have been dead
no more than a month within the range of the spell. If the type is so broad as to locate more than nine such
beings, the spell fails and the Caster suffers spellshock.
Enrage gives the target the Frenzy talent for the spells duration.
Wraithform allows the target to move in the in Spirit World. [cant attack or be attacked]
Feign Death causes the target to appear dead no pulse, no breathing, no motion for the duration of the
spell.
Speak with Dead permits a simple conversation with target dead being that has been dead no more than a
month. The dead being will speak in any of the languages it knew while alive. Each round is one
question/answer.
Witchsight allows the Caster to Spirits within range of the spell. These Spirits must be Dismebodied Spirits
or other Spirits that are not normal denizens of the Spirit World. Witch Sight is also used to determine if an
item has been imbued with Spirit Magic (or if Spirit Magic has recently been used in an area) and to
discover the type of spells or abilities involved.
Using Witchsight in this way is a Magic skill test with the target number the number of days in the
past the power was used in the area.
Success: Item or area will glow if Spirit magic is or was present.
Success +3: Item or area will glow gold if aligned with the Forces of Light, red if Darkness
and blue if unaligned.
Critical Success: The general type of abilities or spells will be revealed. For example:
'The sword is a Demonslayer', 'A ward has been placed here'.
If the item or area is protected, the protection is added to the target number of the Magic skill test.

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NECROMANCY APPRENTICE SPELLS


Spell
Animate Dead
Desecrate
Despair
Doom
Pain
Repulse
Paralysis
Spoil
Deathshadow

Range
T
T
9s
9s
T
C
T
T
18s

Duration
1m
1h
3r
3r
3r
3r
3r
I
1m

Effect
Animate Dead
-2 Cast non-black
Dazed
+2 to Hit target
-2 Pain
Stops Enemies
Paralyzed
Food Inedible
Stealth+2

Target
Med
8sR
Med, [R]
Med
Med
4sR, [R]
Med, [R]
3EP of Food
Med

Power
3
4
2
2
2
2
4
1
1

Animate Dead causes one dead creature of Med size or less to become able to take actions and will do as
the Caster commands for the duration of the spell as long as the animated creature is within 18s of the
Caster.
Doom gives the Caster and all allies trying to hit the target with an attack a +2 situational bonus.
Desecrate creates an area of effect in which all attempts to cast a white or grey magic (that is, spirit magic
that is not black) spell are -2.
Despair causes the target to be Dazed.
Pain causes the target to be in Pain with a -2 modifier to all rolls. This is normal pain and can be removed
in the same way as any other normal Pain.
Repulse prevents enemies of the Caster from approaching him. The Caster must remain within the square
in which he cast the spell or the spell is cancelled. Enemies cannot move within the AoE centered on the
Caster unless they pass a SPR test.
Paralysis assigns the Paralyzed condition to the target.
Spoil makes an amount of food inedible. Consuming the food is a level one poison that causes a d4
situational penalty for d4 days.
Deathshadow adds a +2 to Stealth rolls by the target as long as the target is stationary and not in direct
sunlight.

Practitioner
Omen allows the Caster to ask one question of its patron devil or god. The being will answer in any way it
chooses, often a sign or indication of the answer that requires further interpretation.
Non-Necro Black Magic
Possess

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CHAPTER 10 - RELIGION
The Creator is a force incomprehensible to men. Is it a being? Sentient energy? A supernatural
force? It is unknown and unknowable.
The world is born when the creator fuses the elements with spirit. The forces do not naturally
merge; it is the power of the creator that brings them together. Faelon is born of this fusion and all things
are the result of it, including Taar men.
The Gaal (Old Gods)
The unfathomable complexity of the source of all that is confuses men and leads to strife among
them as they dispute their origins, their purpose and the nature of their world. To make itself more
understandable to its sentient creations, the creator divided itself into nine aspects the Gaal. The Gaal
are separate manifestations of the whole that is the creator, each an important component in the all, but
individually more understandable. Each of the Gaal represents itself to men as an iconic symbol, a physical
object representative of its role in the totality of the creator.
The Lamp
The Eyes
The Hammer
The Ship
The Portal
The Hearth
The Shroud
The Cage
The Monolith

The Sun, power, energy and truth


The Moons, wisdom, vision and detection
One of the constellations, protection, shaping and strength
Constellation, motion, gathering and transport
Constellation, deception, chance and destiny
Constellation, creation, healing and change
Starless night, darkness, death and secrets
Constellation, crime, greed and imprisonment
Constellation, toil, hunger and desolation

Men view the Gaal in a number of ways and over the centuries many religions have developed to explain
the relationship of man to the Gaal. They are not much more understandable than the creator itself, and
men attempt their limited understanding through the lens of their own culture.
The Kehinnin
At the birth of the world, the forces that brought it about formed a unified whole. Organic and
inorganic substances and the energies that combined and linked them were simply all faces of the same
singular totality. Unfortunately for peace and stability, by partitioning itself, the all that is the creator
removed the bonds that kept its varied nature in balance. Three of the Gaal the Shroud, the Cage and
the Monolith - embody the negative aspects of the all and no longer forced to exist as a cohesive essence,
they rebelled against their fellow aspects. The Revolt of the Kehinnin (the separate ones) tore at the very
fabric of reality and pulled the world into its four domains Faelon, Karelon (the Spirit World), Varan
(heaven) and Kashorm (hell). The war ended in exhaustion on both sides, with the Gaal unable to destroy
the Kehinnin and the Kehinnin severely limited in their ability to move beyond the limits of their realm without
help from men twisted to their purposes.
The Sundering
In order to further limit the rebels power, the Gaal sundered magic in twain to make it more difficult
for man to assist the Kehinnin in moving beyond their eternal prison. A balance was struck that kept any
mortal from assimilating the whole of magic back into him or herself. Casters are divided between spells
that influence the inorganic and inanimate (energy magic, that of the five elements: fire, ice, air, earth,
water) and those that influence creatures both living and recently alive (spirit magic). Only an immortal
may learn the secrets of both, leading some to seek immortality through pacts with abominations such as
the Kehinnin and their minions.

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The Religions of Faelon


[bring in entire religion sections]
The ancient Krai-jan Empire (the one the Traazorites overthrew) worshipped the Gaal directly.
The Kuzaarik worship the Gaal directly.
The Urdaggar worship the 18 animal totems that are the male and female aspects of the nine
Gaal.
Gaal:

Male:

Female:

Lamp
Eyes
Hammer
Ship
Portal
Hearth
Shroud
Cage
Monolith

Lion
Wolf
Boar
Horse
Serpent
Stag
Jackal
Vulture
Mammoth

Eagle
Owl
Bear
Dolphin
Raven
Falcon
Bat
Spider
Shark

The Falkaarans are Faelers and worship the Faeler pantheon of gods. This pantheon consists of
gods ruled over by Vidunar, the god of war and his wife Ailea, the goddess of peace. Temples to these
gods exist throughout the Faeler countries (Falkaar, Haradel and Thormenal). These gods are all aspects
of the creator and are believed to reside in Varan (heaven), an idyllic and utopian retreat above and
beyond the reach of mortal men. The Varanic religion was in a fledgling state at the time of the First War,
but Jorav Korsar and his followers embraced it, sheltered its priests and built its temples in their conquered
cities.
Name
Vidunar
Ailea
Valar
Valia
Jeyna
Orva
Tahnar
Modo
Syldron
Sylvia
Barek
Glareyn

Aspect
Lion
Eagle
Wolf
Owl
Horse
Dolphin
Falcon
Stag
Serpent
Raven
Boar
Bear

Domain
War, Courage, Sun
Truth, Peace
Moon, Learning
Moon, Wisdom
Earth
Sea
Sky
Forests, Hunt
Deception
Luck
Mountains
Protection

Main Temple
Hercourt, Haradel
Lormouth, Falkaar
Tlhar, Falkaar
Altanus, Thormenal
Tarenna, Falkaar
Orvlaan, Thormenal
Starhold, Haradel
Erladan, Haradel
[hidden]
Free City of Tehradim
Baramar, Falkaar
Raalin, Thormenal

The Haradelans worship the same gods the Falkaarans do, but Vidunar (the male aspect of The Lamp and
the human version of the Lion totem) is prime and the others all secondary.
The Traazorites worship the Sun God, Runah the light that showed them way from under the yoke of the
Krai-jan Empire. Runah is, essentially, The Lamp, and the Traazorites ignore the rest of the Gaal as of no
importance.

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The Koronnans worship the Moon God Koromai and the Moon Goddess Koromen. These are the male
and female aspects of The Eyes, and their religion is essentially the reverse of the Traazorites.
The Symidians, Grular and Kandorans worship the Kexvariss (the Cycle of Life) each part of which is
represented by a Face. The Faces are six aspects derived from the old gods, but without the Gaal whose
aspects include greed, hunger or chance. The Faces are the six forms man travels through in his life.
Symidian priests guide the faithful through these forms.
The Faces
Horse

(Living)

Swan

(Learning)

Scarab

(Working)

Falcon

(Hunting)

(Fighting)

Jackal

(Dying)

Tiger

The Grular worship the Cycle, but Narakan the Horse above others.
The Kandorans worship the Cycle, but Krayech the Jackal above others.
The Varkraalans broke away due to religious interference in their lives and forswear all gods, although they
do have a spiritual monastic brotherhood.
The Thormenalans, being primarily Faeler, worship the 12 Faeler gods, but being a cosmopolitan nation
have many temples to Koromai/Koromen and the Cycle.
The Shakrim worship the Serpent aspect of the Portal, who was not satisfied with his/her number of
followers.
The Trilians are nature worshipers and star gazers.
The Mershael are ancestor worshippers who believe their souls are headed for the Halls of Eternity.
The Kehinnin are the devils.
Karelon (also Mervael, the Spirit World)
Where Varan (heaven, home to the Gaal) is above Faelon and Kashorm (hell, home to the
Kehinnin) is below, Karelon is a mirror world, existing in parallel with the material world in which the
Adventurers reside. In it, living beings are invisible but spirits exist as corporeal beings. Some of the
inhabitants of the Spirit World are indigenous to it (Autonomous Spirits such as demons) and some reside
there temporarily until they find their final destination (typically these latter are Disembodied Spirits).
Disembodied Spirits generally must remain noncorporeal when they visit the material world, but the more
powerful Autonomous Spirits are able to take physical form. Demons is a general name for the residents of
Karelon. The rules of the physical universe do not apply in Karelon in the same fashion and its very nature
shifts from moment to moment. Many demons are jealous of the stability and riches of Faelon and attempt
to cross over and take power.
Good and Evil
Although there is no alignment per se in BrightSword, there is sure to be some clash between
good and evil going on somewhere near the Adventurers. The BrightSword philosophy is that evil is as evil
does, meaning that very, very few things are inherently evil but very many things may take evil actions.

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Unless possessed or otherwise magically influenced, Adventurers will not radiate evil or have an aura that
shows as evil to a Detect Spirit spell even if they routinely commit heinous acts. If a player chooses to play
an evilly disposed Adventurer, he may (GM permitting) but this disposition will not be detectable except
through the Adventurers actions. The world will treat an Adventurer as it perceives him to be.
Deities
The Deities available for Adventurer worship will be particular to their culture, but BrightSword
makes some fundamental assumptions about them. The appearance of a deity is extremely rare if it ever
happens at all. They will act through their Chosen to achieve their goals. Second, the souls of those who
believe in an afterlife will travel to wherever their Deities reside once they die, unless they have significant
unfinished business or their death was extremely traumatic. In these cases they may become Disembodied
Spirits for a time.

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CHAPTER 11 ADVENTURING
EXPERIENCE
The GM awards 10AP to every player that participated in a session at the end of the session.
Improvement and Adventure Points (AP)
As Adventurers adventure they gain experience, measured in AP. Adventurers spend AP to increase
capability. AP are awarded by the GM at any rate he or she so chooses. It is recommended that the GM
award 10 AP per session as well as any AP specifically tied to some act by the player. One of the tensions
in role-playing is that Adventurers must be kept growing to keep player interest, but very often several game
sessions reflect the passage of only a small amount of real time. It is hard to justify an Adventurer learning
heraldry during the two hours he was in an ancient ruin fighting skeletons. However, experience teaches
that onerous rules for how long it takes to learn a new skill and realistic improvement choices make for a
boring game.
AP Costs
Skills

General or Path: Costs listed in Chapter X


Other Path Skills cost twice as much

Attribute
Attributes are treated as though they were Other Path skills.
Attributes have a maximum potential value
Talents
General or Path: Costs listed in Chapter X
Off Path Talents cost twice as much
Magical Abilities
+1 Power: 2 AP
Spell lists, beyond the Novice list cost 20AP and require that the Adventurer have the lists prior to it.
In other words, spell lists must be obtained in order.
ATTRIBUTE POTENTIAL
An Adventurer may only increase an attribute score up to his or her potential value in that attribute.
The potential value for each attribute is determined by rolling 2d10 and adding that result to the starting
attribute rating, rounding up to the nearest even number of die faces.
Beyond this potential value, the Attribute may only be altered by magical or extraordinary medical means.
Examples:
Starting attribute d4 + 2d10 roll of 12 = d16 max potential
Starting attribute d8 + 2d10 roll of 5 = d14 max potential
Starting attribute d12 + 2d10 roll of 10 = d24 max potential

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INJURY, HEALING AND RECOVERY


Injury
BrightSword Adventurers can suffer a number of different types of injury, each with its own effects.
LP Loss
Life Point loss is the most common form of harm that comes to an Adventurer. It represents minor
cuts, bruises and other general wounds that reduce the Adventurers overall effectiveness. Typically, LP
loss comes from combat, but there are many other sources such as falling and magical spells.
The effect of LP loss is a penalty to ALL actions depending upon what percentage of an
Adventurers LP have been lost.
Weakened (50% or more of LP lost)

-2 to all actions and DR.

Once an Adventurer has been reduced to 3 LP, she must make a SPR Attribute Roll (target 4) to
stay conscious each time she takes damage.
Pain
Critical Hits and other effects can cause Pain. Pain takes the form of a penalty to be applied to
Adventurer actions.
Dazed
Critical Hits and other effects may cause the Adventurer to be Dazed. A Dazed Adventurer is:
Exposed
Cant Pile On
Cant take full actions or reactions, and cant combine actions
Loss of limb, broken limb, loss of eye
Limbs can be broken and limbs and eyes destroyed by Critical Hits and other effects. Naturally, the
Adventurer can do nothing with a lost or broken limb and cannot see with a lost eye. Often such injuries
also cause Pain.
Bleeding
While LP loss already takes into account blood loss, there may be times when a GM wants to
reflect the effects of uncontrolled bleeding. Whenever an Adventurer receives a heavy CH, there is a
chance that severe bleeding will begin.
Dying
At the moment an Adventurer reaches or goes below 0LP, the GM rolls a d10 and subtracts one for
each LP below 0. The result is the number of rounds the Adventurer will live and can receive lifesaving aid.
Once all of an Adventurers LP are gone, his body is no longer capable of serving as a vessel for his soul,
and he is dead. There is no resurrection in BrightSword.
Death
Death in BrightSword, defined as the destruction of the physical body beyond the point where it can
serve as a vessel for the soul, is final. Reduction of the SPR Attribute to 0 separates the soul from the body
and the Adventurer becomes a Disembodied Spirit. As long as the body remains viable and is not allowed
to decompose, magical effects can reunite a 0 SPR Adventurers spirit with his body.

Healing and LP Recovery

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There are many specialized forms of Healing. The simplest is to simply let time do its thing.
Table 11-1 LP Recovery
An adventurer rolls his END die to see how many LP are recovered per day of the listed activity. An
adventurer may hedge this roll.

Easy Walk
Easy Ride
Rest
Sleep

-3
-2
-1
0

First Aid
First Aid is a Skill. An Adventurer may use his First Aid skill to: treat for shock, reduce bleeding and
repair non-critical wounds. First Aid also recovers LP from wounds:

Critical Success: 2d6 LP recovered.


Success: d6 LP recovered.
Failure: 0 LP recovered.
Auto Failure: d6 LP caused.
Modifiers to the First Aid TN are:
-1 ea time received First Aid today.
-1 ea. Crit level (lt=1, med=2, hvy=3) received

Medicine
An Adventurer may use the Medicine General Skill to:
1. Increase # of LP recovered per day using Table 11-1
Success = +1
Critical Success = +2
Auto Failure = -1
2. Remove pain. Some critical hits cause pain in the form of -X modifiers to activity.
3. Repair specific critical damage (broken limb, etc.). GM discretion.
Modifiers to the Medicine TN are:
-1 ea. Crit level (Painful=1, Crippling=2, Devastating=3) received
END Attribute Bonus for the patient.

Healing Herbs
Depending on the specific herb, it will be either used directly or work as a bonus to a Medicine or
First Aid Action Roll. Lore (Herbalism) skill can be used as a Complimentary Skill for such an action.
Healing Magic
Some mages will have Spells that accomplish healing tasks. Magical healing recovers pain and
reduces one effect of one critical injury for every 3LP healed.
Fatigue Recovery

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Adventurers can remove the effects of being Tired by making a fatigue Recovery Check. A FRC is
the same as an FC, and an Adventurer is entitled to one for every three minutes of rest. Exhaustion can
only be removed with sleep.
Table 11-2 Fatigue Recovery

Hours to Remove
Exhaustion

Vitality
D12+ d10
3
4

d8
5

d6
6

d4
8

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DANGERS
Adventuring is full of all sorts of interesting things that can bring harm to an Adventurer.
Falling
An Adventurer loses 1d6 LP for every step fallen. AV does not apply to this damage. For every full
three steps fallen, the Adventurer suffers a Critical Hit. Treat the fall as a smashing weapon and use the
Normal location table.
A falling Adventurer may make an attempt to grab onto something if available. This attempt may
be an Acrobatics action roll or a straight AGL Attribute roll.
Poison
Poisons come in five classes (I-V). The class indicates the potency of the poison. This takes the
form of a penalty to resist the effects using an END Attribute roll.
Class I:
Class II: -1
Class III:
Class IV:
Class V:

+0
-3
-5
-7

Poisons come in doses. Each dose of a slow-evaporating poison can coat one sword, two daggers
or five missiles.
Handling a poison without the Poison Use professional skill requires a DEX Attribute roll with the
class of the poison as a modifier. Failure results in coming into contact with the poison accidentally.
Each poison has a unique effect. See the poisons description for details.
Flame
Direct contact with a torch-sized flame causes 1d6 LP. An Adventurer in contact with flame this
size or larger catches fire on a failed agility roll with a target = to the LP of damage caused. Each
subsequent round someone is on fire causes 1d6. Jumping in water will douse a normal flame but not oilbased. Rolling on the ground permits an agility roll to put out the flames. Flaming oil will burn out after the
second round, so will normally cause a total of 3d6 LP. AV does not apply to this damage.
Acid
Acid damage will vary with type, but will normally cause 1d6 LP on contact. More insidious acids
may continue causing damage long after the initial contact. Contact with acid may cause scarring as well.
Some acids will take longer to burn through metal and so will allow the Adventurer time to remove an
affected piece of metal armor before taking damage. That piece of armor will be rendered useless.
Underwater Action
Adventurers with a Swimming Skill of d8+ can swim underwater comfortably. Unless specially
trained, Adventurers can hold their breath for a number of rounds = 2xEND#. This is modified by
Tired

H encumbered

Exhausted
impossible
No gulp of air

Trying to hold ones breath past this time requires an END roll, with 1 for each round after the first.
Failure results in drowning if the Adventurer is still submerged.
Adventurers can dive or rise 1 step per round. H encumbered Adventurers will dive twice as fast
and rise half as fast.
Swimming in very cold water produces a FC for each round.
Damaging Things

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The GM should assign both a Construct Point CP value and an AV to objects that the Adventurers
decide to break. The following are some examples:
Object
Oak Door, 2 inches thick
Stone wall, 1 foot thick
Wooden chest
Metal bar

CP
10

AV

Remarks

6
3
7

2 hand dia. hole

4
15
6
12

Economics
BrightSword uses a simple coin-based economy as a base.
10 Copper Farthings = 1 Bronze Penny
10 Bronze Pennies = 1 Silver Mark
10 Silver Marks = 1 Gold Royal
These coins are assumed to mass one half ounce (15 grams)
Generally speaking, peasants deal in pennies, artisans and craftsmen in talents, merchants in
marks and nobles in royals. A days wage for a peasant laborer is about 1-3 pennies. A carpenter can
expect to make a few talents for a simple cabinet. The cargo in a merchants wagon is worth a pouchful of
marks. A mercenary is typically hired for a mark per day.
Naturally all of this is relative and very dependent on the way the GMs world works, but this system
will allow for easy conversion of prices and values into such things as jade pieces or barter systems.
FEAR
Some creatures possess extraordinary talents that cause other creatures to panic.
Fearsome [E]: Creatures who attempt to engage a creature with the Fearsome talent must pass a Spirit
test or panic. Creatures who
Terrifying [E]:
Monstrous [E]:
THE SUPERNATURAL
The Forces of Light and Darkness
Although there is no alignment per se in BrightSword, there is sure to be some clash between
good and evil going on somewhere near the Adventurers. The BrightSword philosophy is that evil is as evil
does, meaning that very, very few things are inherently evil but very many things may take evil actions.
Unless possessed or otherwise magically influenced, Adventurers will not radiate evil or have an aura that
shows as evil to a Detect Spirit spell even if they routinely commit heinous acts. If a player chooses to play
an evilly disposed Adventurer, he may (GM permitting) but this disposition will not be detectable except
through the Adventurers actions. The world will treat an Adventurer as it perceives him to be.
Certain Professions, such as Priest, require that an Adventurer choose to side with the Forces of
Light or Darkness. This represents the conditions under which those forces permit the Adventurer to make
use of certain powers, but is still not an inherent or detectable condition.
The Spirit World. See Chapter 9, Spirit Magic.
Deities

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See Chapter 10, Religions. The Deities available for Adventurer worship will be particular to the
Adventurers religion, but BrightSword makes some fundamental assumptions about them. First, the
appearance of a deity is extremely rare if it ever happens at all. They will act through their Priests to
achieve their goals. Second, the souls of those who believe in an afterlife will travel to wherever their
Deities reside once they die, unless they have significant unfinished business or their death was extremely
traumatic. In these cases they may become Disembodied Spirits for a time. Third, Witches, Druids and
Shamen are not agents of particular religions, although they share some characteristics with and
sometimes oppose the actions of Priests.

Undead
The Undead are Disembodied Spirits that have been either:

Reunited with a body or other construct not normally capable of serving as a vessel for a
living spirit (skeleton, decomposed corpse, golem, long dead count, etc.) OR
Temporarily released from a haunting to serve the whims of a Necromancer (ghosts,
specters, phantoms, etc.)

Both types require some continuing magical force to remain Undead or they crumble into dust or
flee to their haunting.
Lycanthropes
Lycanthropes (were-creatures) are diseased persons whose sickness compels them to periodically
shapechange into some other creature (wolf, bear, bat, etc.). The disease, Lycanthropy, is passed through
the blood. It is typically cured by an Exorcism or similar ritual as the disease involves possession by some
minor animal-spirit.

Light and Visibility


Light Conditions text

Table 11-3 Light and Visibility


Max Visibility
Complete Dark
Starlight
1/2 Moon
Full Moon
Dawn/Dusk, Poorly Lit Room
Daylight, Well Lit Room

Modifier Visibility Range Outdoors


No Visibility
-4
40s
-3
60s
-2
80s
-1
120s
0
Line of Sight

Common Light Sources:


Candle
Lantern
Torch

Lit Radius
2s
8s
4s

Duration
2 hrs
6 hrs
6 hrs

Starlight Vision and Darkvision: See Chapter 6

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