Moros reference manual

Content

1.

Shaping a character

2.

General rules

3.

Fast action system

4.

Fighting rules

5.

Talents

6.

Skills

7.

Powers

8.

Item list

9.

Item creation

1. Shaping a character

The creation of a character within Moros takes a couple of steps.

The concept

Before is it possible to make the different decisions that come with the shaping of a character it is vital to have a good image of it. Many of these decisions will not make much difference to the success of the actions of the character but affect the position and ideas of the character.

The concept includes the race, looks, ideas and name of the character. A good way to determine the concept is to choose a favourite personality of a book or a movie and to adjust this idea into a character with it's own motivations. Not all of the character must be determined before playing; it has to develop during the play in reaction to the game world. Than it will be a person within this world and not just an observer from outside.

Races

 

Background

Abilities

Humans

Dwarves

Elves

Halflings

Talents

Appearance

Seduction

1

1

2

1

 

Shrewdness

Fast talk

1

2

1

2

 

Status

Leadership

0

0

2

0

Skills

Education

Knowledge

0

0

1

0

 

Empathy

Support

1

0

0

1

 

Handiness

Craftsmanship

1

3

2

1

 

Agility

Gymnastics

1

0

2

3

 

Perception

Aiming

1

1

3

2

 

Strength

Combat

2

2

1

0

Powers

Vision*

Vision*

0

0

0

0

 

---------

Power*

0

1

2

1

 

---------

Magic*

0

0

1

0

The powers (with a *) cost double in background points and in experience points.

Humans

Sometimes it can seem dull to play the ordinary human but look at it like this. In most faery-tales the hero's are not the ordinary humans but human non the less. Normal humans have a mental defence of 1.

Dwarves

The dwarves live most of their lives under mountains inside their cities and mines. But it is known that some of them walk out into the world. This can have any reason like the recovery of an artefact or the seek out new opportunities or simply for trade. Dwarfs always have a mental defence of 2 and have a exceptionally good sight in the dark. Because of their shorter legs they get 2 points less movement.

Elves

The elves are better then the other races in the background options. So to compensate a little bit they start 8 experience points behind the others. Elves have also a good sight in the dark and have a shining aura. This means they are very effective against undead creatures. Their mental defence is normally not high (1).

Halflings

These little people get not much attention of the other races they go their own ways but sometimes a halfling walks out into the world. Those ones are noted for their exceptional mental defence (2). The halflings cannot walk very fast with 3 points less movement.

Background

Every character has grown up in a social situation with inherited talents and oppor­tunities to learn. This is reflected in the background options.

The minimum level in the background options is determined by the race of the character. Also the player can use 7 background points to increase them to a maximum of 3 levels above the race level. This determines that for example halflings are less muscular than dwarfs. But nevertheless an extremely strong halfling (strength 3) can be a little bit stronger than a weak dwarf (with the racial minimum strength of 2).

Abilities

At the start of the game a character already had the chance to learn in skills and powers apart from it's background. Characters start with 15 experience points.
The skills and talents of a character start at the level of the corresponding background option. From there they can be increased at cost of experience points. The cost to increase any ability is the current level in experience points. When the character has no level in an ability, the cost of the first level is 2.

Specialisation's

There are only 6 different skills in this game. To provide enough detail the skills have specialisation's apart from the basic skill. These specialisation's must be learned separately but are restricted by the level of the basic skill. Just as the basic skill, the specialisation's are starting at the level of the corresponding back­ground option. Every point of experience put into a skill gives an extra specialisation point. This can be used to increase one specialisation of that skill.

You can also save 5 points to specialise in a specific specialisation so it can be increased 1 level higher than the level of the basic skill. With an extra 10 points it can be 2 levels higher. For another 15 points it can be 3 levels higher, but this is only sensible after spending an awfully lot of experience points in this single skill (about 40 points).

Example

Bertrand is a young man with a very good agility of 3. Because he is human he starts with a agility of 1 but he bought the extra levels for 2 background points.

For 3 initial experience points he gained the basic level of 4 in the skill Gymnastics. During playing he learned level 5 for 4 experience points.

With learning in the skill he has gained totally 7 specialisation points. With 2 of them he has learned Climbing to level 5. Unable to increase the Climbing ability higher than the basic skill he has spend the rest of the specialisation points in the other specialisation's of Gymnastics (2 in Tumbling, 2 in Juggling and 1 in Sneaking).

When the player wouldn't be interested in those he could have spend the 5 remaining specialisation points in specialising into Climbing. Then he could have an ability of level 6 after spending only 1 extra point of experience (only a specialisation point and no increase to the basic skill yet). But in that case all the other specialisation's would still be 3.

2. General Rules

The meaning of this game is not the winning of it but only in the fun of playing it.

The game leader is always right, even if every line in these rules seams to point out the opposite.

Dice rolls

The player of a character decides the actions of a character but he or she doesn't decide if those actions work out well or not. If there is any doubt by the game leader about an action than the player should roll dice to see if the character succeeds.

The level of skill of the character determines the amount of dice that must be rolled.

As an example in these rules I will introduce a character named Bertrand. He is a young man with a good training in climbing. He has a skill of 5 in it. When the player decides that Bertrand climbs over a wall a night the player can roll 5 dice.

Every die rolled with as a result a 4 or higher counts as extra success of the action. The action goes more smoothly when having more success.

Difficulty

When the mentioned wall is high and smooth the game leader can state that the climbing of it is a difficult action. Under those circumstances the player must throw more than one successful die for the climbing to succeed. When an action is nearly impossible the game leader is allowed to expect a triple success before the action works well.

In case of an old wall with lots of cracks and firm stone to stand on the action is easy and even if the player throws no successes the action in itself is still a success.

Careful behaviour

When a player is allowed to throws more than 4 dices it is possible to subtract 2 dice from the roll and let those count as 1 successful die.

The player of Bertrand is allowed to throw only 3 dice and with that the climbing has a very low change to be a failure.

Blunder

When the roll ends up lower than the difficulty of it, the action it is not normally unsuccessful but ends with problems.

During the climbing Bertrand slips and falls to the ground with a lot of noise. Now there is nothing left of his romantic plans with the nice young lady he met during the day. Her father releases the dogs to prevent any more intrusions during that night.

Try it again

When the player wants to retry an unsuccessful action it becomes one step more difficult to perform.

The next night Bertrand stands outside the wall again but now noticed the wet moss on the wall that hindered climbing a lot. The player should throw more than one success with 3 dice, that is a bit too much to pull, Bertrand decides that this lady is out of reach.

If there is a change in circumstances the extra difficulty can cease to exist. The next time Bertrand is in the same village is was dry for a long time and the wall is now not especially hard to climb anymore.

3. Fast action system

Rounds

During the play moments arise when a lot of things happen at the same time. Now the game leader decides to use the system of rounds. Those rounds focus on the action in slices of about 10 seconds of time. Now the players can one by one state what their character will try to do. The best system is to handle the different players in clockwise order as they sit around the table.

Movement

The walking speed is 6 plus the strength of the character. This is the number of tiles (about 1½ meter distance) a character can walk in a round of time.

Bertrand has a strength of 2 so his walking speed is 8.

To make an attack costs a point of walking. Every round a character can make one attack. When the player chooses to delay the attack it is possible to attack at the moment a foe comes within reach. The character or enemy with still the most walking speed left will be the first to attack.

Encumbrance

With a lot of gear it is harder to react and move. Every item has encumbrance-points; those points are related to the weight but also to the measure of constraint an item gives to the bearer. When using items like a backpack it is possible to move a lot of gear without many problems.

The first two encumbrance points have no effect. But each two extra encumbrance points will lower the walking speed. And each one will lower the agility of the character. This means that the gymnastics skill will rapidly decline when holding heavy items or when wearing harnesses.

Because Bertrand is not a very good fighter it is necessary for him to get away when it gets tough. He does not carry a lot of goods with him. Most of his things are packed onto his horse.

Walking

At the cost of a movement point the character can move to one of the three tiles in the front. In the same movement it is possible to turn a quarter turn. When there is no smooth floor as with stairs or with an obstacle the cost of moving a tile is double.

Attack/parry

To attack or to parry cost a point of movement. It is possible to turn a quarter turn during this action and so face a foe that comes from the left or right and parry them directly.

Melee

When a character is in front of a fighting enemy moving or turning costs one point extra per enemy. This is because of the attention spend to the moves of those enemies. With the tumbling specialisation in the skill gymnastics it is possible to overcome the extra movement spend in melee. Still it is very hard for a character to make the right moves and decisions when faced with the wild moves of a group of enemies.

Running

While running the character can run twice his walking speed. But now it is not possible to do anything this round except running and it is only possible to make one single quarter turn.

Turning

On the expense of one point of swiftness the character can turn to any desired direction. At the same time it is possible to quickly look around corners without stepping round them. Without turning a character can only see the tiles in from of him or her. But it is still possible to dodge the attacks from the left or the right.

Step aside or backwards

A character can step to any tile next or behind him at the cost of 2 movement points.

4. Fighting rules

The skill in a weapon gets evenly divided between attack and defence. The odd points go to the attack and the even points to the defence.

Attack

The weapon a character uses has a great effect the style some are more defensive and some have a more offensive style. Blunt weapons are better in the hands of a very strong person. As an exception there is no skill roll in the attacks. Only the defender rolls dice to see if the attack fails or not.

A character can attack a person right in front normally and has a minus one attack across a diagonal. Some weapons have a longer reach so they give the same attack across a diagonal. Some weapons like the halberd and whip can even reach right over one tile.

Defence

First de armour value of the harness of the defender is subtracted from the attack. Then it is decided if the character can parry or dodge the attack and together with eventually extra defence of the harness this determines the amount of dice.

To parry the attack must come from one of the tiles directly in front of the defender or the defender must turn. The parry costs a point of movement. When an attack is seen it can also be dodged. But when the ranged weapon is fired from more than 10 tiles away it is too far away to dodge. The dodge score is gained from the tumbling specialisation with acrobatics so it is almost impossible to dodge when wearing a heavy weapon, shield and harness.

Taking damage

When the defence is not enough to stop the total attack the character gets a wound. After obtaining 3 hit points the character get a penalty of 1 on every action or roll. Every character has 5 hit points and when those are gone the character collapses and is not able to do anything that requires attention or muscle. When the character still gets another 5 points of damage he of she dies.

A wound of 3 or more points bleeds one hit point extra every 3 rounds till it is bandaged.

A character with more than 5 hit points of damage get another hit point of damage every day so special treatment and rest is necessary to survive.

Range attacks

Some weapons are balanced so they can be thrown and still be effective. The throwing speciality gives the maximum skill in the weapon when throwing it. All the range attacks like throwing and firing arrows are less effective on longer distances. The attack is one die less for every time the distance is longer than the range given with those weapons.

5. Talents

Appearance

With a good appearance people will notice you quicker. With every two points of appearance people you get a dice bonus to a fast talk role.

Seduction

The mental defence together with the loyalty of a character is the difficulty of the seduction rolls.

Distract someone

This is only possible from a female towards a male. With each success on this role the male loses 2 time points. When the male hasn't enough points lets in this round it is subtracted from the next one.

Seduce someone

Get in two hours time a promise or information of someone. It is also possible to use this skill to allure someone, see this power for the details about it.

Impress someone

Make a normal action with extra show so the opponent will be impressed. This takes an extra movement point to perform. When the opponent has a higher ability than the character he adds the difference to his defence to the bluff. An opponent will refuse to go on with the useless action till he is convinced by someone to go on or if he has no other option than to go on with the action.

Shrewdness

The level in which the character notices that someone tries to make him or her believes something.

Talkative

The art of using speech to get something done. When someone is of a different culture or doesn't speak the same language this is a hard skill.

Fast talk

When the person is not a friend this doesn't have a very long lasting effect. This skill can be used to allure somebody for details see this power.

Cryptic message

Give a message to someone in a way that no other person will get the real meaning of it except the intended person.

Storytelling

This is normally a hard skill when the public isn't in the mood but when there is special news this doesn't apply. It is also possible to use this skill to allure the public. See the power allure for details.

Status

People with status will be recognised easier than normal people. It adds up to the social network when trying to find an acquaintance.

Leadership

After two months of training together the army can build up group spirit. This results in more smooth working together and loyalty towards the group. This skill only works with groups of minimal 60 people. The level of the group can be raised with a successful roll of the leader with the difficulty of the current level of the group. When more than 20 percent of the group changes the level of the group becomes one less. The next table gives the various bonuses that can be obtained from the group spirit; the bonuses all add up.

Group spirit

1

2

3

4

5

6

7

Combat bonuses

+1 mental defence

+1 defence

+1 mental attack

+1 attack

+1 mental defence

+1 defence

+1 mental attack

Working bonuses

+1 mental defence

+1 skill*

+1 power*

1/2 duration

+1 mental defence

+1 skill*

+1 power*

*: Only when the main action of the group is to use a skill or to use a power.

6. Skills

Education

This is the general education the character has received during the childhood.

Knowledge

In principle the game-leader does the roles against knowledge so the player won't notice the possible blunder which can produce misinformation.

Research

Try to find out related knowledge about something. This will hopefully tell you if something is true or not. The character has to be in a place like a big city where lots of information can be found. So this will not work in the middle of the desert. The research action will work with all of the following specialisation's of knowledge but when none of them is suitable research works with the level of education.

Trading

Determine quality

This skill is used to find out the general worth of something.

Languages

The points in this skill can be distributed between different languages. The own language is always understood for 3 points. Similar languages get a bonus (skill -1 is a dialect and skill -2 is a neighbour language).

Talk in language

With 4 points all the words in a language are understood and the language is spoken without false intonations.

Writing

When 1 point is spend in the own language the character is also able to write that language.

History

Works in the same way as the languages skill but now it is the general knowledge of the history. This makes it easier to search for facts and to know the likelihood of facts.

Geography

Works in the same way as the languages skill. Knowledge of the cities and special places but also of customs so it won't be a problem to travel through those countries.

Map drawing

When a point of geography is spend in map drawing the player is able to make a good map of situations.

Theology

Works the same way as the languages skill. This is knowledge of the deities of a religion and their symbols and special rites.

Sometimes it is necessary for a power to work to make a theology roll for the specific deity who is a source of that power.

Herb lore

Herb lore provides information about the creation of all kinds of potions and salves. See the item list for the known potions and the difficulty to fabricate them.

Potion creation

There are poisons and love-potions but all of them are results of hard labour.

Herb lore

The ability to find herbs inside a parcel of land. In some more desolate terrain's this is a hard skill but in the desert it is double hard. Most of the herbs found can be used for food but some are useful for medical treatment or for poisons. When a specific potion is made it is necessary to go to the specific terrain to find the herbs.

Food conservation

Every culture has it's own ways to conserve food.

Poison detection

This skill can be used to inspect food for poisons or for normal degradation. When special poisons are used multiple successes are needed to find the special deceptive ones.

Empathy

This is the measure of how open the character is for signals of other humans or animals.

Support

This skill is useful for the general support of people. With this skill people can work together in a much more effective way than without this speciality. With each success on a support role the character can help someone else one level more effective. The normal co-operation rules apply but the skill of the supporter is never higher than the skill of the person who is supported. When a group works together the maximum is the same as the highest skill in the group.

Animal riding

Driving and handling the different kind of animals. The particular animals are learned in the same way as different languages. At least a 3 in this skill is needed for the proper treatment of the animals. There are only rolls for this skill if the horse gets into tense situations and when starting to gallop.

Horseback fighting

This skill is the limitation to the weapon skill of the driver when using a weapon from the back of a horse.

Healing

Bandage wounds

After bandaging a character is able to move again even if it has less than zero points of endurance. With a double success the character will immediately get a point back.

This lowers also the chances of infection of the wound.

Aid

This skill check is needed when people are healing and cannot find the time to rest that day. With 2 successes and rest the character will even get 2 points of endurance back in one day.

Training

This is the ability to train people and animals.

Animals

After a month of training an animal learns to listen to what the driver wants of them. Every success above one adds to the skill of the driver, it is easier to drive a well-trained animal. This ability also applies for all kinds of hunting animals like dogs and falcons.

Military drill

Teaching

Teach skills

Give education

Give children their initial education.

Handiness

This ability is about what a person can create with limited tools and materials. It is useful for the improvisation of a raft or a temporary bridge across a river.

Craftsmanship

Forging

Create tools & weapons

Create tools of iron and steel. Normally in a month a total set of tools are made like a woodworking set or the tools for a smithy. More easy weapons like daggers and spears can be made in a week time.

Generally the cost of the item divided by 200 ducats is subtracted from the skill.

Repair

Not everything can be repaired but a good workman doesn't have to throw away al lot of weapons or tools.

Inspection

Inspect the quality of an item.

Carpenter

Used for all kind of woodwork like building houses and fences.

Create furniture

Make a door, chair, chest or wardrobe. Also used for all kind of musical instruments, but those take more time to build.

Tanning

Clothing/ harness

Construction

Make buildings

Tunnelling

Building inspection

Technical

Search secrets

Quick search

Build traps

Build secrets

Creating a lock

Picklock

Agility

This is the how much a character can bend into strange angles in order to escape through narrow passages or out of bonding.

Gymnastics

Every weight penalty to swiftness also gives the same penalty to the Gymnastics skill and all the specialisation of it. It is important for a person to have absolute free movements to perform the actions of this skill.

Juggling

Throwing attack

The level in the weapon is limited to this skill when the weapon is thrown, see the weapons specialisation's for details about throwing distances and the attack rolls.

Catch

This is a double hard skill for caching thrown weapons.

Show

To perform a juggling show, with more than 2 successes the show is really worth it. This is normally not good enough to earn a living. Only a complete show can bring in enough money but for that more skills are necessary.

Climbing

Wall climbing

Climb up a wall or climb 5 metres onto a rock-face.

With a lot of successes it will take less time to perform. A particular smooth or wet wall will result in a difficult action.

Every success on a support roll of an assisting climber is able to raise the climbing skill up to the level of the skill of the supporter.

Grip

Grip something quickly when falling. The strength of a character is added to this skill. It is difficult when the character is already on a high falling speed. The thing that is grabbed must be strong enough and easy to grab, if not the roll will be even more difficult.

Rope walking

To walk on a rope is difficult but walking on a thin wall is a normal skill roll.

Sneaking

Silent movement

Move like a shadow. This is difficult in a place with a lot of things on the ground like a forest. It is possible to move quickly and silently but that is more difficult.

Hiding

When people are especially searching for someone this is a difficult action. But when it is dark it makes the action easier.

Pickpocket

When walking around a marketplace it costs an hour to collect purses of money. The loot will vary with the riches of the town. A normal town will provide the successes in ducats. A very rich city provides 5 ducats with each success. When robbing a particular person it takes a round of time but that is always a difficult action and even more difficult when the person is alarmed by the sight of the character.

Acrobatics

Far jumping

Every tile longer than 2 is more difficult. To jump one tile is easy. It is a difficult action when standing still.

Easy landing

With this skill a character can prevent the round of time it normally costs when standing up after falling. This skill is hard when the character has fallen more than 1½ metres.

Save falling

This is defence against possible falling damage. The damage is one attack dice per halve a metre falling distance. When falling in a controlled manner the skill is easy.

Tumbling

Evade attacks

This is the standard defence a character gains when seeing an attack coming. This only applies for attacks from the front or out of one of the 2 tiles to the side of the character. This speciality divided by 2 is the number of extra defence dice for the character.

Evade mêlée

This skill can be used to evade the extra movement costs when standing in front of enemies. The number of enemies is subtracted from the level of the skill and a success gives the character the normal movement cost.

Ambidexterity

This is the skill to fight with two weapons. The skill in the off-hand weapon is limited to this skill.

Perception

The general skill for detecting an enemy or friend on long range. This skill can also be used when someone has to react directly in a new situation. Without success the person spends a round to grasp the situation, it roll is not needed when a character wants to flee the new situation.

Aiming

Hunting bow

E1 A0 R5

Aim 1, Two hands, Narrow places, From horse

The normal bow, slightly less accurate than the long bow but it can be used from a horse, which makes this a very good weapon.

Long bow

E2 A0 R6

Strength 4, Aim 2, Two hands

The English army has won a lot of victories over the French by using a large group of bowmen against an overwhelming army with cavalry.

Sling

E1 A0 R4

Aim 1, Two hands

This is a simple, cheap and effective weapon.

Crossbow

E4 A2 R5

Aim 2, Two hands, Narrow places

The most complicated of bows, very deadly but slow to reload. It take an extra round to reload unless the wielder has a strength of 4.

Blowpipe

E½ A-2 R3

Aim 1, Ammo 20, Two hands, Narrow places.

Often used with poison, but this weapon is not very useful without it.

Dart

A-2 R1

Ammo 20, Narrow places.

Mostly a game in a bar, but it can also be used as a weapon.

Ranged weapon options:

E - encumbrance

This weapon gives this amount of encumbrance for the wielder.

A - attack

The bonus or penalty to the attack with this weapon.

R - range

The number of tiles that will lower the attack of this weapon by one.

Strength #

When the wielder of this weapon as a strength of at least # this weapon will give one point extra attack.

Aim #

The number of rounds that this weapon can be aimed for one extra attack per round.

Two hands

This weapon needs the use of both hands so the other is not usable for another weapon or a shield.

From horse

This weapon can be used from a horseback but the skill is then limited to the riding skill.

Narrow places

There is no penalty of 2 when using this weapon is a narrow place like the opening of a door.

Strength

Raw strength is needed when, for example, forcing a door with a shoulder.

Combat

Brawling

This is everything from wrestling to scratching and biting. The use of only one hand gives one dice less attack. And without de use of hands this gives a two dice less attack.

Grab a person

Attack an opponent by grabbing him or her. The defence is a brawling and tumble roll of the opponent. It is also possible to defence against a brawling attack with the parry of a weapon and the tumble but the armour is no help at all.

Get a firm hold

It takes another brawling attack to get a firm hold on an opponent. This makes every roll for this opponent hard to make. The opponent can parry this with successes on a brawling roll.

Get loose

After being grabbed a person can get loose by succeeding a brawling roll against the opponent. The attacker can parry this with the own brawling skill.

Move someone

With a normal succeeding brawling attack it is possible to move an opponent into a desired direction. When the opponent gets loose in the same round the opponent can choose that the movement wasn't successful.

Choking

A weapon attack possible with the brawling specialisation. It is possible to use a dagger but brawling is hard when wielding a dagger.

Weapons table

Fist fighting

A-1 D0

Strength 5, Two hands, Narrow places

This is not an efficient way of fighting but strong people cannot be taken in a bar very easy.

Choking

A1 D0

Two hands, Narrow places

This attack is only possible after grabbing a person with brawling. The defence of this attack is only useful against other choking attacks.

Dagger

E¼ A0 R2

Narrow places, Useful when brawling

A perfect weapon for agile persons. It is sometimes used with both hands or in the combination with a short sword.

Whip

E2 A-1

Reach across a tile

The whip is not a very common weapon, but when the wielder can stay away from his target no one is save.

Short sword

E1 A0 D1

Narrow places

This weapon must not be underestimated. When used in skilled hands is it one of the most effective weapons, light and quick to strike.

Staff

E2 A-1 D2

Strength 4, Two hands

The defence of this weapon is so great that many skilled knights recall the encounter with that peasant with a stick in his hands. For a long time the staff was used as a training weapon for would-be claymore fighters.

Spear

E2 A0 D0 R3

Reach diagonal, Narrow places, Set vs Charge

The spear is ideal when fighting with a group of soldiers. Because of the slightly longer reach of the weapon it is much easier to strike at a target without walking a lot.

Long spear

E3 A0 D0

Reach diagonal, From horse, Charge, Set vs Charge

This is a weapon normally used from a horse. The tournament lance is a bit more effective (+1 to damage), but this weapon is also usable without a horse.

Axe

E1 A1 R2

Narrow places, From horse, Hard charge

This is not only an effective weapon but it can also be thrown. The Indians used their own version of this weapon, the tomahawk. This is probably the most versatile weapon in the list but is not useful for parrying.

Mace

E2 A0 D0

Strength 4, From horse, Hard charge

This is the most common weapon under the soldiers, not as expensive or good as the swords but very effective in the hands of a strong man.

Broadsword

E2 A1 D0

From horse, Hard charge

The normal sword, it is build in a long range from crude ones to the lighter and much more advanced long-swords (the same weapon but light and +1 on skill).

Claymore

E3 A1 D1

Reach diagonal, Two hands

The so called great-sword of the Scots. This weapon has the highest attack when the wielder is skilled in it. But it is a little bit slower and heavier than the normal broadsword.

Battle axe

E3 A2 D-1

Two hands

The weapon for the fighter without hesitation, it is not possible to combine it with a good defence but when neglecting the defence this weapon is very deadly.

Halberd

E4 A2 D1

Reach across tile, Two hands

This is the ultimate weapon of the late middle ages. It is very deadly in the hands of a group of guards. But the weapon is not very practical on a journey or and the weapon is too clumsy for the serious fighter.

Weapon options:

E - encumbrance

This weapon gives this amount of encumbrance for the wielder.

A - attack

The bonus or penalty to the attack with this weapon.

D - defence

The bonus or penalty to the defence of this weapons. When omitted this weapon cannot be used to parry attacks.

R - range

When this weapon is thrown this is the amount of tiles that will lower the attack one point.

Charge

This weapon gets a +2 attack when used from an animal that has moved more than 4 tiles in a straight line towards the enemy. When the attack is non successful a hard riding roll is needed to stay onto the back of the horse.

From horse

This weapon is usable from the back of a horse but the skill in this weapon is limited to the horseback riding skill of the wielder.

Hard charge

Only a +1 attack but still the driving check when the attack fails.

Narrow places

This weapon is still usable when there isn't enough room to freely manoeuvre. Normally a person needs a whole tile but gets a 2 points penalty to the attack when used through a door for instance.

Reach across tile

This weapon can be used to attack a person that is behind the tile in from of the wielder. When there is someone inside this tile the attack is not possible.

Reach diagonal

There no penalty on the attack when this weapon is used across a diagonal.

Set vs charge

This weapon can become very deadly against persons that come running or charging or flying towards the wielder of this weapon. This weapons then gets a +2 attack and the charger looses the extra attack.

Strength #

This weapon gets a +1 on attack when wielded by someone with a strength of at least #.

Two hands

Both hands are needed for this weapons so there is no off-hand free for a shield or other weapon.

Useful when brawling

This weapon is still usable when the wielder is grabbed by a brawler. Other weapons only make brawling hard to do but cannot attack and defend.

7. Powers

Vision

Religious forces

Quest

All 1

Spend a point of destiny to aid a quest of a person.

This point can only be spend when the goal of the quest is in danger. When spend something will happen to aid the quest.

When the quest is successful the points spend will return to the giver of the blessing. Otherwise they are transferred to points of blame for the two persons. The points of blame are subtracted from the status of that person till lifted by new deeds or when the quest is turned into a success in a later moment.

When not all the points are spend the person with the quest can keep them as free points of desiny and the giver gets one extra point of desinty back.

The spirit of a person on a quest will not easily be at rest when the person dies during that quest.

Curse

All 2

Spend points of destiny to prevent a quest from being successful.

Something awful will happen and the quest will be in danger. It can be anything as a traitor, an unexpected enemy attack or a natural disaster.

When the quest fails the points of destiny will return, otherwise they turn into points of blame.

If not all the points of the curse are needed to ruin the quest an extra point of destiny is given back to the user.

The defence of the person to be cursed is added to the difficulty of a curse.

Gather courage

All 3

An extra point metal defence during a fight.

Treaty

All 3

Two people can make a treaty. One point of destiny is spend and it is used to maintain the relationship.

Each five year one point of destiny wears off and the point returns to both the parties. It the treaty is renewed an bonus point goes to both the persons and one to the person who blessed the treaty if that is a third party.

When one of the parties betrays the treaty the blessing is turned into a curse of the betrayer and into blame for the other parties. But this can be discovered by people with vision.

Weather control

All 5

Direct the clouds to either bring darkness or sunlight. When there is a heavy cloud units of the dark can move over the land without fear and without damage from light. The one with the highest weather force controls the weather and per one overland turn the force is one less intense.

Summon undead

Conflict # (Undead)

Summon undead creatures of maximal level of 2 times #. They arrive one dice of turns after the summoning. They cannot be summoned to holy ground. They appear in the tile where summoned. When this one is occupied they attack the unit there no matter on which side this unit fights. After that the unit is under control of the summoner. The unit will wander off at random after the fight.

Corrupt ground

Conflict 3 (Undead)

This influences the ground. When done the ground will produce only halve food. People get a minus one on mental defence when within such an area.

Spread fear

Conflict 3 (Conflict)

This gives an 2 points mental attack to units. The units will flee the surroundings in possible 'save' routes. When encountering resistance to break free they will attack, when damaged they will try another route.

Battle rage

Conflict 4 (Conflict)

Gives this unit for the rest of this fight a plus one on attack but a minus one on defence.

Highly corrupt ground

Conflict 4 (Undead)

Highly corrupted areas must totally be surrounded by normal corrupted areas and within them the dead become undead in a year of time and people get a minus 2 on mental defence.

Steal destiny

Conflict 5 (Seduction)

Get the destiny of someone. This takes 2 months per point and halve of them get to the one that steals them. This is highly noted by seers that know the victim.

Possession

Conflict 6 (Seduction)

After a mental attack of 2 this unit does everything the enemy wants but with 1 less speed and attack. This stops as the enemy is killed or flees. This can only control on one unit at the time.

Summon good creature

Faith # (Love)

Summons a good creatures of maximal level 2 times #. The create will come one dice of turn later than the summoning and will appear in the tile where the summoner was or one near it when occupied at arrival. After the fight this unit disappears again. This creatures cannot be summoned on corrupted grounds.

Shining

Faith 2 (Life)

The internal strength of this unit glows out of it. This makes the normal attack usable to all undead. It also gives a +1 defence against all special attacks of undead. This type of units do not suffer the penalty of normal corrupt ground.

Ward off evil

Faith 2 (Love)

Undead and evil beings like dark elves get a minus 1 on attack against this unit.

Bright shining

Faith 3 (Life)

This gives an extra point attack and a +2 mental defence against undead. It also gives to them a spread fear at close range to them the first time. This type of units do not suffer the penalty of highly corrupted area's.

Heal ground

Faith 3 (Life)

This unit can transform corrupted grounds to normal ground. This takes 2 month to perform.

Healing

Faith 3 (Love)

The units heal during a turn like resting in a city. This can also heal petrifaction in a round of time for this the unit must be at close range.

Holy ground

Faith 4 (Death)

Holy ground is not besides corrupted ground and gives an 2 attack on undead within them per round.

Righteousness

Faith 4 (Honour)

The unit gets a +2 mental defence and a 2 mental attack to all that stand between the unit and the set goal. But the goal itself is not influenced by this spell. So it is possible to enter a castle en walk right on to the king.

Clarion call

Faith 4 (Honour)

This sound gives a +1 mental defence to all that fight on the side of the unit but a -1 mental defence of enemies.

Wisdom from the dead

Faith 5 (Death)

Get the chance to speak to people that have already died.

Sun-ray

Faith 5 (Honour)

Does an attack on all creatures of the dark of 2. This attack is not hindered by any armour. All undead creatures get at least an attack of 1.

Raise dead

Faith 6 (Death)

Gets a unit back to life that was killed and were the bodies are recovered.

Call animal

Nature # (Animals)

Summons an animals of maximal level 2 times #. The animals will come a dice of turns after calling and will arrive at side of the battlefield closest to the caller at the moment of calling. This cannot summon animals foreign to the terrain were the fighting takes place.

Allure

Nature 2 (Spirits)

This makes it possible to bind someone to the person using this power. But is only works after a successful story, music or seduction roll. Then the victim has 2 points lower defence against the user of this spell.

Danger sense

Nature 2 (Farming)

Know it when an enemy is near.

Bless weapon

Nature 3 (Spirits)

Gives a +1 bonus on attack and defence and makes attacks usable against ghost-forms. This ability can be used by a smith to make a weapon that is blessed permanently.

Pass through wood

Nature 3 (Farming)

Forest is no barrier in movement for this unit. It also gains 2 on defence inside a forest.

Path finding

Nature 3 (Spirits)

Special skill in finding the correct route. This negates overland penalties on movement through forest and mountains.

Animal body

Nature 4 (Animals)

Take the body of a animal. Choose per hero one type of animal.

Change terrain

Nature 6 (Farming)

Change the type of a terrain. But only one step at the time. So Mountains becomes hills. Hills become plains or forests. Plains become hills or forests. Swamp becomes river. Forests become plains or hills.

Power of the mind

Power # (War)

Gives # extra strength to the person but the only weapon it improves is fist fighting. So the person gets

Summon monster

Power # (Wisdom)

Summons a monster of maximal level 2 times #. The monster will come a dice of turns after calling and will arrive at the side of the battlefield closest to the summoner at the moment of summoning. After fighting the monsters will wander off and attack everyone they encounter but will especially try to trace the summoner and destroy him or her.

Fire resistance

Power 2 (Crafts)

This unit gets a point less fire damage.

Courage

Power 3 (Wisdom)

All units will have at least the same courage as the hero that uses this spell in combat.

Incognito

Power 3 (War)

No one will remember the actions of this person as long as he or she does not attack someone and does not come very near.

Block magic

Power 4 (Crafts)

This makes the casting of spells harder by 2 points.

Heroism

Power 4 (Wisdom)

This makes the unit veteran.

Mind shout

Power 4 (War)

A mental attack of 2 only on close range and the unit is unconscious. Cannot participate in battle till healed.

Detect materials

Power 5 (Crafts)

Know if there is a particular material in the ground to be mined. Normally these types of materials are only found by cheer luck.

Flight

Power 5 (Chaos)

This unit can fly over obstacles and cannot be hit without missile weapons. This is at movement 5.

Sustain body

Power 5 (War)

Gives the body of the person all it needs to survive without water of food. This also gives a +1 armour to the user and an immunity to cold.

Polymorph

Power 6 (Chaos)

Change a unit into another creature. But with the same amount of beings. This succeeds after a successful mental attack of 3.

Magical spells

Missile shield

Air 1

This gives a bonus to armour of 2 but only against normal missile attacks. This also protects against poisonous gases.

Levitate

Air 2

This unit can levitate but with maximal movement 2. This can also be used to pick up items that are out of reach.

Listen

Air 2

Greatly enhance the hearing of the magician to hear people walking and to overhear conversations. This can only be blocked by other noises in the surrounding area.

Air elemental

Air 3

Summon an air elemental. The elemental will appear a turn after the summoning at a tile near the summoner. The elemental will stay with the summoner after the fight. But it cannot be summoned inside buildings or under the ground.

Magic wind

Air 4

Create a wind that blows always into the right direction. Ships will sail double the distance is an overland turn. This wind can also be used to tumble over persons into the next tile.

Explosion

Air 5

This is an attack to a unit of 2 with only the armour as defence dice against it. It also attacks the units in the 4 neighbour tiles with an attack of 1. This attack can be used till 4 tiles distance to the magician.

Smell life

Dark 1

Detect life in 3 tiles distance, also through walls. Undead can be seen in their non ghost-form beings and beings with the shining ability stand out really bright.

Pain

Dark 2

Gives attacks a +1 unless on units with more that 2 mental defence.

Ghost-form

Dark 3

Makes normal attacks almost useless. This gives an 4 point armour unless attacked with special attacks. But this also gives a minus 3 on the attack of this unit.

Create undead

Dark 4

Create undead, the level of the undead determines the time for the creation in turns. But the undead are not automatically under the control of the creator. This can be done with the summon undead ability but now the undead are permanently units of the creator.

Creeping doom

Dark 5

Summons a formless mass within 4 tiles distance that attacks friends or foes. It chooses from the most near units randomly. This unit disbands automatically after 2 dice at combat turns.

Tunnelling

Earth 1

Creates a new tunnel through one overland tile under the ground.

Wizard lock

Earth 1

Keeps a door shut. This spell can be countered by another wizard lock. But to prevent that it can be cast with more force. But then it can be broken again with a counter spell of the same level.

Pass through walls

Earth 2

This unit can move through walls and floors.

Smash weapon

Earth 2

When the weapon of the enemy is hit is will chatter to pieces. This spell needs more force with each point of special put on it.

Stone skin

Earth 2

Gives the unit a plus 1 one armour. This gets higher with one point of spell but it will not work together with harnesses. People look grey and ill when their are under this spell.

Cracks call

Earth 3

The attack makes the ground and the ceiling collapse around the unit. This gives a area attack of 1 in open ground and an attack of 2 under the ground or inside a building. This makes the tunnel or building collapse.

Earth elemental

Earth 4

Summon an earth elemental. It will come out of the ground a turn after the summoning. The elemental will stay with the summoner after the fight. An earth elemental cannot leave the contact with the ground in any way or it will be destroyed.

Petrify

Earth 5

Mental attack of 3 and the unit turns to stone. This can be undone by the force healing.

Flaming weapon

Fire 1

Gives a +1 attack unless against creatures with fire resistance.

Warmth

Fire 1

Makes the total area around the caster warm for a night.

Fireball

Fire 2

Fireball is a 1 point area attack and only the points of armour count as defence dice against it. The maximal range is normally 6 tiles. It is not possible to cast a fireball to a unit behind another unless the caster flies. With each 2 levels in fire above the 2 the fireball does 1 more damage. The ball can also be used to create a large fire with the same damage to everybody walking through it but it will remain burning during the rest of the fight.

Fire elemental

Fire 3

Summon a fire elemental. It will come out of a fire a turn after the summoning. It can stay after the fight but must be in contact with fire or it will wither away in time and will be destroyed.

Fire immunity

Fire 4

The hero or unit it total immune to fire attacks.

Fire demon

Fire 5

Take the shape of a fire demon and gain the physical abilities but not the mental. So it is possible to attack a unit a tile away but not with pain. The fire resistance will be there non the less.

Light

Light 1

Make a light in the room so that everything is visible till the end of the combat. This spell can also used to distort the image of the magician and give it 2 points extra defence.

Dark vision

Light 2

Special eyes that can see very good in the dark. This prohibits the 2 points of penalty to attack in dark places. This spell can be cast on other units within close range of the caster.

Illusion

Light 2

Create a static illusion, it cannot be used to scare units away because it will not move. But it can hide persons or create an illusionary wall or block the sight.

Sight

Light 3

Look in the next tile of land. Each level higher this work one extra tile further. All the units there are seen, hiding does not work only invisibility. It is possible to hold up to 4 tiles under watch during a turn to eliminate hiding.

Illusion body

Light 4

Take the physical shape of a creature of choice. But this gives maximal attacks to enemy's of 6 minus the mental defence of that unit. This gives 3 points of extra defence to the magician. This can also be used to give invisibility for complete hiding.

Magical portal

Light 5

Make a portal to another place within 10 overland tiles of the caster. This portal can be used by other units as well. So also by enemy's when the portal is not closed in time.

Spell blast

Magic 1

Interrupt the casting of someone else's spell later in the fight. The magician can still cast other spell in the mean time.

Power crystal

Magic 2

Makes in an overland turn a crystal that can support magical spell so the spell can be one level higher than the skill of the caster but will take 2 turns to cast. The crystal is empty after the spell be can be reloaded in one overland turn by a magician inside a city. The crystal can also be used to cast more than 5 spells in one combat.

Magical object

Magic 3

Create in 4 overland turns an object that holds a spell that can be used once in every fight. The spell itself must be within the ability of this magician. This spell does not count to the 5 spells that can be used in one combat by a magician.

Magical fortress

Magic 4

Prevent magic from the outside world to work in a small area. This is normally not noticed by magicians but when they search the area they discover a place where they cannot look.

Anti magic

Magic 5

Smash all the spells that are near the caster of this spell. This will also smash the magical items of the caster as far as they are near enough. This spell will kill magical created undead and will set free all summoned elementals.

Fog

Water 1

Create a fog in a line of 10 tiles so spells and missile attacks are hindered.

Well

Water 2

Create a well of water, enough to drink in desert areas. This negates the minus to movement through deserts. Water 4 can create up to 20 food in an overland turn.

Water elemental

Water 3

Summon a water elemental. This elemental can be summoned out of a large body of water. It will appear a turn after summoning. It can stay with the caster after the fight but must be close to open water or it will dry out and cease to exist.

Extend life

Water 4

Let a damage unit be normal again. But after the fight it will still be damaged.

Swim

Water 4

Water gives only a minus one on movement with one as a minimum.

Liquid body

Water 5

The unit will get an armour of 4 against all attacks. The unit can pass through very tiny holes but will not be able to use weapons to attack others.

8. Item list

Animals

Price

Weight

 

Special

Donkey

70

160

 

Carry 96 kg or person +16 kg.

Pony

80

152

 

Carry 80 kg or person.

Packing horse

120

320

 

Carry 160 kg or person +80 kg.

Riding horse

200

280

 

Carry 132 kg or person +48 kg.

War-horse

350

300

 

Carry 144 kg or person +64 kg.

Hunting dog

50

40

 

Carry 20 kg.

War-dog

100

60

 

Carry 28 kg.

Mink

150

2

 

Carry 1 kg.

Falcon

300

7

 

Carry 4 kg.

Eagle

500

14

 

Carry 12 kg.

Hand weapon

Price

Encum.

Weight

 

Special

Dagger

40

1

1

 

 

Fighting knife

80

2

2

 

 

Whip

50

4

6

 

 

Short sword

150

4

5

 

 

Staff

5

8

12

 

 

Spear

50

8

10

 

 

Axe

100

4

8

 

 

Mace

80

8

9

 

 

Scimitar

200

6

8

 

 

Broadsword

250

8

14

 

 

Claymore

650

12

18

 

 

Long spear

150

12

22

 

 

Battle axe

400

12

20

 

 

Battle hammer

600

16

21

 

 

Halberd

500

12

28

 

 

Harness

Price

Encum.

Weight

 

Special

Shield

80

4

6

 

Extra point of defence from frontal attacks and attack from the side where the shield is worn.

Body shield

120

8

12

 

Two points of defence the same way as the normal shield. This shield is not usable when riding an animal.

Tower shield

180

16

28

 

Three points of defence in the same way as the body shield.

Leather harness

100

4

10

 

Defence 1; Magic is still possible

Mail vest

200

4

12

 

Armour 1

Hauberk

300

12

16

 

Defence 1; Armour 1

Mail harness

550

8

18

 

Armour 2

Breast plate

600

12

20

 

Defence 1; Armour 2

Metal harness

850

16

30

 

Armour 3

Full plate

1200

16

38

 

Defence 1; Armour 3

Missile weapons

Price

Encum.

Weight

 

Special

Hunting bow

150

4

 

 

 

Long bow

250

8

 

 

 

Sling

1

1

 

 

 

Arrows

10

4

 

 

 

Crossbow

500

16

 

 

 

Blowpipe

1

1

 

 

 

Dart

2

0

 

 

 

10 Sling-stones

0

4

 

 

 

2 Lead-balls

1

4

 

 

 

20 Arrows

1

2

 

 

 

5 Heavy arrows

5

1

 

 

 

Musical Instrument

Price

Weight

 

Flute

10

 

 

Shepherd's flute

2

 

 

Pan-flute

3

 

 

Harp

200

 

 

Lap-harp

80

 

 

Lute

30

 

 

Lyre

50

 

 

Drum

80

 

 

Clarion

50

 

 

Horn

40

 

 

Trumpet

80

 

 

Bell

10

 

 

Glockenspiel

400

 

 

Rattle

1

 

 

Tambourine

10

 

 

Potions

Price

Encum.

 

Wound salve

50

 

 

Disinfectant

10

 

 

Hallucinator

20

 

 

Speed

200

 

 

Magic potion

500

 

 

Stimulant

100

 

 

Fire-salve

250

 

 

Put of will

100

 

 

Holy water

600

 

 

Quick-salt

10

 

 

Anaesthetic

80

 

 

Rental

Price

Encum.

 

Good lodging

10

 

 

Labour

15

 

 

Craftsman

40

 

 

Horse rental

5

 

 

Mercenary

40

 

 

Teacher

10

 

 

Supplies

Price

Encum.

 

Binding rope

1

½

 

Travelling rations

4

1

For 7 days

Travelling food

8

2

For 7 days.

Horse oat

2

2

 

Lamp oil

1

¼

 

Tools

Price

Encum.

 

Digging tools

50

2

 

Pick locking tools

350

¼

 

Repair kit

50

½

 

Pocket knife

10

¼

 

Climbing rope

2

1

 

Cooking set

8

2

 

Fishing set

3

½

 

Hook and rope

2

1

 

Oil lamp

2

¼

 

Torch

1

4

 

Crowbar

7

1

 

Medical kit

14

1

 

Transport

Price

Encum.

 

Blanket

1

4

 

Sleeping bag

15

8

 

Small tent

20

16

For 2 persons to sleep in.

Tent

80

24

For 4 persons to sleep in.

Backpack

20

2

Only a third of the weight of the contents.

Cart

100

-

Carry 50

Carriage

200

-

Carry 200

Wagon

200

-

Carry 150

Chariot

200

-

Carry 50

Casket

5

16

Can contain 20

9. Item creation

Arrow of accuracy

Fire 4

This arrow does an extra point of attack. Throw a dice and then it is higher than a 2 the arrow is usable again. But it must be collected at the victim or on the ground if the attack was not successful.

Call lightning

Nature 5

This gives for 3 times in a fight a 2 area attack on a position of choice in the battle area. This does only work in the open air.

Control unit

Power #

Control the actions of a specific unit of maximal level #+2. For this the creator must have some material of the person or creature. The creature gets a mental attack of 2 and for one dice of rounds the actions are controlled. After that the item will not work for at least 2 rounds.

Enlarge

Nature 4

The person or creature that wears this item grows and gets from it a attack +1, trample and a -3 to hiding and M2. He cannot ride on a horse anymore.

Enslave unit

Dark 3

The person that uses this item will eventually become a slave to the creator of this item. This item gives a mental attack of 1 each 5 overland turns. This will lower the mental defence of this unit against the creator of the item.

Extra hiding

Nature #

This gives the unit a plus # on hiding.

Extra magical ability

Aspect 5

When wielding this item the magical skill of the user is one point higher in this aspect.

Far speech

Power 3

Makes a mind link with someone who uses a item with the same ability.

Force

Aspect #

Give the wielder of this item the specific force.

Giant strength

Power 3

Gives an extra +1 strength.

Hero's lance

Fire 3

Give the hero the opportunity to make a charge.

Invisibility

Light 4

This gives a 3 extra defence to units and gives them complete hiding.

Lengthen life

Life 3

Gives extra maximum age to the wielder of this item this normally wears off after the use of the item. As a life 5 item the single use of the item gives unending life like the elves got.

Melt stone

Earth 5

Turn rock into butter for easy access into fortresses and cities. This can be harmful for the people who get stuck into it and it turns into rock again. When this item is used to create a tunnel with a down slope the people in the room at the end of the tunnel must be out of the room within 2 round or they will get stuck and are defeated.

Mental link

Power 2

Create a mental link that can be used to communicate with a specific creature over long distances and through barriers of language.

Return to owner

Power 2

The wielder gets the urge to bring this item back to the creator. It gives a mental attack of 1 every 5 overland turns. But when the wielder doesn't know the location of the owner it doesn't work.

Special armour

Earth 3

Special armour of 1 point extra armour. It works on metal as well as on leather so spells can still be cast.

Summon a creature

Aspect #

Summon a specific creature with the correct force. The creature can be of a level #-2 but first there must be obtained some material of this creature to bind it with this spell.

Superb weapon

Fire 3

Gives an extra point of attack with this weapon. It works with a weapon and with a bow.

Teleport self

Power 5

The wielder can transport only itself to a specific location after a dice of turns.

Unrest

Conflict 4

The soul of the wielder of this item will get bound to the item. It gives a 2 mental attack at the moment that the wielder dies and then he turns into a ghost or a wraith with the same level as the hero and will be under control of the maker of the item.


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