RA765 Blood & Steel
RA765 Blood & Steel
Guidebook
Graphic Design & Interior Art: Julian Jackson
Proofreading: Jennifer Santana
Special thanks to Mr. David O'Neill for being a great teacher and for giving me an
''A:' (or was it an "f" ?) on my first fantasy short story. I didn't know at the time that my life
would lead me here, but you helped point the way nonetheless.
A Note on Language:
For the sake of convenience, the male gender is used as a neuter term throughout this
product. This does not imply and chauvinism on our part, it simply takes up less space
and makes for smoother reading.
©1993 Mayfair Games Inc. All Rights Reserved. No part of this book may be reproduced
in any form or by any means, except for the inclusion of brief quotations in a review, with-
out permission in writing from the publisher. Permission is granted to the purchaser of
this book to copy tables and character sheets for personal use provided that none of these
copies are sold or traded.
ISBN: 0-923763-98-8 765
Table o' Contents
lntroduction..................................................................................2
Skill At Anns...............................................................................4
Wapon Proficiency.......................................................................4
The Skill Point System..................................................................5
Fighting Styles.................................................................................7
Strength ..........................................................................................10
Expanded Strength Table............................................................10
Contests of Strength ......................................................................12
Lifting.................................................................................................12
Encumbrance...................................................................................14
Determining Monster Strength ................................................15
New Spells....................................................................................36
Combat Cards..............................................................................45
Aquiring a Hand...........................................................................45
Vsing The Combat Card System..............................................46
Qamemastering a Combat Card Battle.................................48
Optional Rules................................................................................48
The Cards..........................................................................................48
NewOasses
More character classes means more options, and options
are what this book is all about! Five new classes are presented
in this chapter, featuring the long-awaited return of the mighty
Restricted
Barbarian. If ~
New Spells
In this chapter are scribed a number of deadly combat
spells of particular appeal to the new Warlock class (see page
34), but are usable by any Wizard. The (jamemaster Screen
Also included is a special reference screen. The
Magic Items Gamemaster's side of the screen is packed with charts
A dozen arcane items grace the pages of this chapter, each and tables from throughout this book. The player's side
with background descriptions and illustrations. The GM can use of the screen features handy references to aid in the use
one of these mystical objects as the focus of a long and arduous of the Combat Cards, including a key to the icons found
quest, either to attain the item, or in some cases to destroy it! on the cards.
Sl<ILLAT Individual Weapon Proficiency
The simple ability to use a particular weapon without
ARMS penalty is referred to as Proficiency. A character who is
Proficient with a weapon is known as a Novice with that
weapon. All characters can spend Weapon Proficiency Slots to
..the fighters circled each other, attain Proficiency with various weapons: expending one Slot
each searching for an opening in grants the ability to use one specific weapon.
the other's defense. Yerrik was the
taller of the two, a mane of red hair cas- Qroup Proficiency
Fighters can gain Proficiency with entire groups of related
cading from beneath his helm. His weapon of weapons by spending two or more Slots. Descriptions of the
choice, a heavy two-bladed axe, swung easily in various weapon groups and the number of slots required to
his hand as another man might heft a dagger. learn them are as follows:
Yerrik's opponent was a wiry, little elf wielding Hafted Weapons consist of some form of striking head
two razor-sharp Iongswords. He whirled the attached to a handle or haft. Hafted Weapons include the Axe,
swords in a mesmerizing figure-eight pattern in Flail, Pick, Mace, Whip, Club, and Hammer. Fighters may
spend 3 Weapon Proficiency Slots to become Proficient with
an attempt to disorient the axeman for even a all Hafted Weapons*.
moment. That would be his moment to strike...
Swords are weapons whose main striking component is a single
Every adventuring character has a working knowledge blade. Although there is overlap between the definitions of Swords
of weaponry. This comes from necessity and experience and Knives, for our purposes any blade whose Size statistic is
more than any formalized training, since characters who equal to or greater than the Size of its wielder can be consid-
ered a Sword. Swords include the
don't pick up on the skills of self-defense rarely last long.
Scimitar, Broad sword, Claymore,
However, the Fighter is a different breed. He studies · Rapier, and Falchion.
long hours with his weapons: developing special $ Fighters may spend 3
moves, refining complex techniques, and review- Weapon Proficiency
ing the lessons of his childhood. This single-mind- Slots to become
ed devotion to his craft gives a Fighter the same Proficient with
flexibility with his weapons as a Wizard might have all Swords.
with his spells; a veritable grimoire of steel to use
against his enemies.
\J\.eapon Proficiency
Proficiency refers to the rudimentary
knowledge of a certain weapon or fighting
style. Proficiency is gained through the expendi-
ture of Weapon Proficiency Sl.ots, which all charac-
ters earn as they advance in Skill . ---i:::::::~-JJ.~~~
The exact rate of Slot acquisi- _,,
tion can be found in the
main rule book. The
following rules expand on the
options presented to Fighters
when selecting Proficiencies,
and include details on learn-
ing the use of weapons,
weapon groups, and special
fighting styles.
Note: Weapon Proficiency Slots are not
used to buy extra abilities (i.e., Specialization)
with weapons, only the basic Proficiency. For
rules on gaining Expertise with weapons, see
Skill Points below.
Knives also consist of a blade with a handle, but are weapons which fall into those
smaller than Swords. For the sake of convenience, any blade groups without penalty. For exam-
whose Size is smaller than its wielder's is considered a Knife. ple, a character who is Proficient
Knives include the Dagger, Stiletto, Main-Gauche, and Sickle. with all Hafted Weapons can fight
Fighters may spend 2 Weapon Proficiency Slots to become in melee combat with a Hand axe
Proficient with all Knives*. or throw it in missile combat with
no penalty.
Pol.earms are any form of thrusting or chopping weapon
mounted on a long handle. Spears differ from Polearms in that
Spears are used only for throwing or thrusting, and are gener- The Skill Point System
ally shorter than Polearms. Polearms include the Bardiche,
Glaive, Halberd, Fauchard, Guisarme, 'and Lucero Hammer. As Fighters advance in skill, their ability with vari-
Fighters may spend 4 Weapon Proficiency Slots to become ous weapons improves. Some focus their training on one
Proficient with all Polearms. particular weapon. Those Fighters are known as special-
ists. Others spread their ability over numerous weapons,
Spears are shafted weapons used for thrusting and/or becoming exceptionally skillful in a number of tech-
throwing. For our purposes, Spears include the Trident, niques, but never becoming the master of a particular
Harpoon, Spear, Quarterstaff, and Lance. Fighters may spend form.
3 Weapon Proficiency Slots to become Proficient with all The Skill Point system simulat~ this by allowing each
Spears*. player to customize his character's weapon skills to suit his
particular tastes. Starting at Skill 2, a Fighter gains one Skill
Quick Missile Weapons are those weapons which are Point each time he rises in Skill level. For example, a Skill 4
launched or fired over a distance and are relatively quick to Fighter would have 3 Skill Points, while a Skill 9 Fighter
fire and reload. Any missile weapon with a Rate Of Fire faster would have 8 Skill Points. Skill Points can be spent as they
than 1/1 fits into this category. Quick Missile Weapons include are earned or saved for later use.
the Long bow, Blowgun, Short bow, and Staff sling. Fighters Note: Normally, only single-classed Fighters gain
may spend 2 Weapon Proficiency Slots to become Proficient Skill Points. At the GM's option, other warrior subclass-
with all Quick Missile Weapons. es and multi-classed warriors can also gain Skill Points
at a reduced rate. If the GM chooses to allow it, other
S low M issile W eapons are those weapons which are warrior subclasses gain one Skill Point every other Skill
launched or fired over a distance, but are slow to fire and level, while multi-classed warriors gain one every three
reload. Any missile weapon with a Rate Of Fire of 1/1 or Skill levels.
slower fits into this category. Slow Missile Weapons include
the Heavy crossbow, Sling, Light crossbow, and Arquebus. Expertise
Fighters may spend 2 Weapon Proficiency Slots to become The primary use for Skill Points is to raise a
Proficient with all Slow Missile Weapons. Fighter's Expertise. Advances in Expertise represent a
broad-based improvement in skill with a weapon. The
*Fighters who become Proficient with Hafted Weapons, levels of Expertise are listed on the following tables,
Knives, or Spears also gain the ability to hurl the throwable along with their costs in Skill Points and game effects.
+1
A gility Power
Skill Points can be used to improve a Fighter's defen- When strong blows are a priority, Fighters increase their
sive ability with a particular melee weapon or group. This Power with a weapon. One Skill
skill is called Agility. For one Skill Point a character Point confers a + 1 to damage
gains a -1 Armor Class bonus while using one weapon. with one weapon. One more
Two more Skill Points (for a total of three) increases this point (for a total of two)
bonus to -2 AC. The Agility can be applied to an entire increases this bonus to +2.
Power can be applied to an entire
Weapon Group (see W eapon Proficiency above) for
Weapon Group (see
double the cost (-1 AC for 2 points, -2 AC for 6 total
Weapon Proficiency
points). above) for double the
Agility can only be acquired for melee weapons, and cost ( +1 for 2 points, +2
the AC bonus for Agility can only be applied against for 4 total points).
attacks from other melee weapons. The AC bonus gained The damage bonus
from Agility is not cumulative with that gained from gained from Power is not
Expertise; only the highest applicable bonus counts. cumulative with that
gained from Expertise;
only the highest
Accuracy applicable bonus
Some Fighters favor precision
above all else. These characters gain '
skill in Accuracy, which gives them - ..
a bonus To Hit with a particul~r
weapon or group of weapons. One
Skill Point confers a + 1
To Hit with one &2~;2;91~
weapon. Two more points
(for a total of three) increases this
bonus to +2. Accuracy can be applied
to an entire Weapon Group (see .•
Weapon Proficiency above) for double the
cost (+1 for 2 points, +2 for 6 total points).
The To Hit bonus gained from Accuracy
is not cumulative with that gained from
Expertise; only the highest applicable
bonus counts.
Speed
After years of training, some warriors can master the arts
of fast draw and deft movement in combat. These characters
focus their skill on Speed, granting a bonus to their initiative
when using a weapon or weapon group. One Skill Point gives
a -1 initiative bonus with a weapon. Two more points (for a
total of three) increases this bonus to -2. Speed can be applied
to an entire Weapon Group (see Weapon Proficiency above)
for double the cost (-1 for 2 points, -2 for 6 total points).
6.) Once again, add the Encumbrance Margin to the total from
step 5. A load weighing this amount or less is considered
Heavy encumbrance.
156 + 42 = 198. IfGrulden carries between 157 and
198 lbs., he is Heavily encumbered.
7.) If the weight carried is greater than the total from step
6, the character's encumbrance is Severe. Note that no
character may carry equipment exceeding his Maximum
Press in weight.
lf Grulden carries a total weight
between 199 and 240 lbs., his
encumbrance is Severe.
"average" Small monster should
have a Strength of 5, but many
Small creatures can be much
stronger. Some Small humanoids
can have Strengths of 17 or more,
but these are rare individuals. As a
rule, grant normal Small monsters
Strengths no higher than 8 unless they
are abnormally muscular or enchanted
to be strong.
Toe severed by low slash (roll lDS to determine which ene). -1'; move.
F0ot slaslieel ope.tl, -l" move. .. · · · '
Achilles tendon ~ut. DEX -~, ~2" moYe~ DE~ Check or character falis.
...............,__....__...._......_ Foot severed at aiik:le. DEX -2, -3" move. Charaete · falls.
Lee
-14to-12 2 1-2 Calf deeply slashed. -2" move.
-11 to -7 1 3-5 Calf slashed. -1" move.
-6 to -2 1 6-8 Knee slashed. - l" move.
-1to0 4 9 Leg severed at knee. DEX -3, Movement cut to 1/4 normal. Character falls.
01-03 2 10-11 Thigh deeply slashed. -2" move.
04-08 1 12-14 Thigh slashed. -1" move.
09-11 2 15-16 Hip deeply slashed. -2" move.
12-16 1 17-19 Hip slashed. -1" move.
17-18 5 20 Leg severed at hip. DEX -4, Movement cut to 1/4 normal. Character falls.
\\
attack roll suffers a -6 penalty, in addition to any other
reasons, the modifiers. The character rolls a 20 on the die, hitting
GM should
and causing a Critical Hit (a "Lucky Hit" ). The attacker
use the Simplified
consults the Piercing Weapons Critical Hit Table under
chart for non-
the Leg column, and rolls a D20. He rolls a 7, which
humanoid creatures
indicates that his arrow has impaled the target's knee,
causing 2 points of Wound Damage.
insects.
1
I
Note: Impaled results require the attacker to make a STR Check in order to free his weapon from the target.
Healing Times
2 months 8 months!t
whether or not to simply use the standard Hits To Kill *This is the period of time the wounded character must
system in such cases. remain "bedridden." He must be under a healer's care during
Mindless creatures which fight until destroyed (such this entire period and can undertake no action more strenuous
as skeletons, zombies, and golems) cannot be stunned, than eating. The character tending the wounded individual must
dazed, or knocked out. These automatons should be make a Healing Check (modified for the appropriate Wound
assigned Wound Points appropriate to their size, but have Level) at the end of the period listed. If the Check fails, the
no Hits To Knockout. Such creatures must have their character remains bedridden, and the healer must spend the
Wound Points reduced to a negative value equivalent to time listed again before attempting another Healing Check.
the starting value in order to be stopped (a Medium **If the Healing Check is successful (see above), the
automaton must be reduced to -5 Wound Points). They wounded character can move about normally, and no longer
will continue to be active until such time, at which point requires a healer's constant care (although the appropriate
they will collapse into pieces. Action Penalty for the character's Wound Level still applies).
Use of this rule will make lower level automatons more dif- After the additional time listed in this column, the character
ficult to defeat, so their XP Awards should be increased regains 1 lost Wound Level (i.e., going from Seriously
appropriately (GM's option, possibly doubled or tripled). Wounded to Moderately Wounded). The character's Wound
Point total is raised to the highest quantity for that Wound
Level (For example, a Large creature raised from C to S would
Healing have 3 Wound Points). If the character is still wounded, his
condition will continue to improve with no further care from a
All rules regarding healing HTK points still healer, regaining additional Wound Levels at the intervals list-
apply exactly as they always did. However, heal- ed in this column.
ing Wound Points is more difficult than healing tThis column applies if a wounded character: receives no
simple HTK damage. treatment, receives treatment more than 24 hours after being
injured, and/or does not spend the appropriate time bedridden
Cure Spells (see Initial Rest Period above).
A Cure Light Wounds spell will restore l Wound ttSerious Wounds which go untreated will cause perma-
Point in addition to the HTK points it heals; A Cure nent disability, along the lines of a bad limp, numb extremity,
Serious Wounds spell will restore 2 Wound Points; A or difficult breathing. Critical Wounds which go untreated will
Cure Critical Wounds spell will restore 3 Wound Points; result in permanent crippling, often causing a loss of a sense,
and a Heal spell will restore all lost Wound Points. the ability to walk, or the use of an entire limb. For more
details, see Untreated Wounds above.
Lastine Effects of Untreated Wounds
D20
Roll Seriously Wounded Critically Wounded
1-6 Facial scar: -1 Appeal Major facial scar: -2 Appeal
..[- · . Ynlll -~f to. Bas~""·""""'Yi"e"_ _ _ _ _ _..,. .;,J ,;ame: -3 to Base Move
11-13 Internal Injuries: -104 HTK Points lost Internal Injuries: -ID6 HTK Points lost
14-15 · 'AijD crieplid: -1 Strerrgfil :Armandchestcrippled: -2 Strength
16-17 Leg crippled: -1 Dexterity Hip crippled: -2 Dexterity
18-19 .. Rios damaged: -1 Stamina I.:ung_s oamaged: -2 Stamina
20 Concussion: -1 Stamina, -1 Intelligence Brain damage: -1 Stamina, Intelligence reduced to 1/2
Untreated Wounds
Generally, fantasy games take place in time periods where
the knowledge of medicine is primitive and not widely known.
While every fighter knows from experience how to quickly
bind a wound which is seriously bleeding, only a select few
possess any real knowledge of the healing arts; namely, Priests
and healers (characters with the Healing Proficiency). If a
badly wounded character is not treated by such an individual,
he will develop permanent disabilities even though his Wound
Points return. These disabilities come in
the form of prominent scarring, broken
bones which knit incor-
rectly, lasting internal
damage, etc.
Equipment
Archers have a limited selection of weapons due to their
special role. Allowed weapons include missile weapons and
all one-handed melee weapons. They may not use shields,
and cannot wear restrictive armor as it would inter-
fere with the accurate and speedy firing of a
bow (no armor heavier than studded
leather or ring mail).
I Abilities
As a result of their
focused training with missile .
weapons, Archers gain considerable ~
advantages when using bows. However, ~~ '~·
their melee combat abilities suffer as a result. Archers
use the advancement table for Fighters, but use 8-sided
HTK Dice, and never gain multiple melee attacks per round.
NEW Archers acquire non-weapon proficiencies at the standard
rate for warriors, and have the Bowyer/Fletcher proficiency as
CHARACTER a bonus without spending any slots. Archers' weapon profi-
ciencies are handled quite differently, however.
CLASSES
This section contains several new fighter classes.
At Skill level one, an Archer has Veteran Expertise with
one type of bow. This can be any form of bow or crossbow;
Although some are best used along with the rules present- the choice is up to the player but cannot be changed later. In
ed in this book, all of them can be used in any campaign. addition, the Archer is proficient with knife and any one other
As always, the Gamemaster has the final word on weapon. Additional weapon proficiency slots are gained at a
whether a class is appropriate for his game or not. rate of one every three Skill levels.
Many references are made in this section to Expertise,
As they rise in Skill level, Archers become more and more
Skill Points, and Fighting Styles. These rules are
proficient with the bow, gaining Grand Mastery much earlier
explained fully under Skill at Arms, starting on page 4.
than is possible for any other class. Archers do not gain Skill
Note: All of the following are fighter subclasses, and
Points, and can never increase their Expertise in any other
use the advancement, combat, saving throw, and profi-
weapon. An Archer's Expertise with his chosen bow rises
ciency charts for Fighters unless specifically stated other-
according to the following table:
wise. As the classes presented here are highly special-
ized, they cannot be combined with other classes to form
Skill Level Expertise
multi-classed characters.
1 Veteran
2-3 Expert
Archer 4-6 Master
... Wendi/ the bowman slowed his horse, 7+ Grand Master
moving to the rear of the party. He deftly
knocked two arrows at once and turning, An Archer's incredible aim and steady hand gives him a
released them in one fluid motion. Two of + 1 To Hit with any form of missile weapon, including thrown
and hurled weapons. This bonus is cumulative with that gained
the beasts fell, issuing an almost human from Expertise and high Dexterity.
scream, and then they were gone ...
Archers are specialized fighters who devote nearly all
Careful Aim
All Archers can perform a special maneuver in combat
of their training to mastery of the bow. Archers comprise
called Careful Aim. In order to take Careful Aim, the Archer
the elite forces of many armies, and experienced Archers
must have a missile weapon loaded and ready and spend an
often become members of adventuring parties.
entire round aiming at his target. If the Archer is engaged in
Double shot:
melee combat or is hit by a missile attack or spell during this Using this maneuver, the
time, his aim is disrupted. Also, if he loses sight of his target Archer loads two special-
for whatever reason his aim is lost. ly-prepared arrows onto
the bow at the same time.
At the beginning of the next round, before initiative is The special arrows used for
rolled, the Archer can fire at his target. He gets only one shot, this shot have unusual
regardless of the rate of fire of the weapon he is using. The To flights and suffer a -2 To Hit
Hit roll is made with a bonus of +2, in addition to any other penalty if fired singly. The
applicable bonuses for class, expertise, etc. If the target is arrows can be fired at the
within Point Blank range, the shot gains +2 to its damage roll same target, or at two different
as well (see the appropriate Expertise chart, page 5, for Point targets no more than ten feet apart. Although an Archer
Blank ranges). If the Archer is shooting at an unmoving (i.e., can only fire one Double-Shot per round, it can be
sleeping or held) target, he can hit any location on that target combined with the Careful Aim maneuver.
with no additional penalty to his roll. Whether or not the shot • Quick load: An Archer uses this maneuver when
hits, the Archer can perform no other action that round. he wants to fire a large number of arrows with little
If two Archers are taking Careful Aim on each other, ini- regard for accuracy or damage, such as suppressing the
tiative will have to be determined for them to see which arrow advance of a horde of goblins. When using Quick Load,
hits first. Magic items which allow first strikes, such as Swords the Archer fires arrows at double his normal rate of fire,
of Quickness, will act before an Archer's shot comes off. but loses all bonuses To Hit and damage due to Dexterity,
Strength, class, and skill (magical bonuses still apply).
Special Maneuvers • Farshot: By carefully judging wind speed and
Higher Skill level Archers can learn additional trick shots direction, an Archer using this maneuver can fire an
and maneuvers not available to other characters. An Archer arrow over a much longer distance than would normally
must spend one weapon proficiency slot to learn each of the be possible. A Farshot effectively doubles the long range
following maneuvers, and they can only be used with the of the bow being used, but only one arrow may be fired
Archer's "chosen" weapon. as such in a round, and it loses all bonuses to damage
due to Strength and Dexterity.
Role-Playing
Most Archers begin their careers as hunters or
fighters, but their natural talent for the bow
steers them towards a more specific
career. As an elite class of warrior,
many Archers become aloof and superior. This is
compounded by the fact that their role in combat
places them to the rear and above the main con-
flict, offering an excellent vantage point as well as
a protected position. Sometimes this leads to
Archers becoming careless and overconfident.
Since the Archer is such a specialized character, he
is best su·ited to large parties which have sufficient
Fighters to hold the front and flanks. An expert bowman
is of little use if he is forced to fight in close combat.
Archers are often found alongside wizards in the march-
ing order, as both tend to fill the same position in com-
bat, and both need to be protected.
leverage, or striking power.
Martial Artists can learn the use of the following weapons:
Blowgun, Dagger, Dart, Javelin, Khopesh, Knife, Long sword,
Polearms, Quarterstaff, Scimitar, Short sword, and Spear.
The fighting techniques used by Martial Artists involve
intricate and precise movements of the entire body. Bulky
armor interferes with these movements, making them impossi-
ble to execute properly. Most Martial Artists avoid this prob-
lem by wearing no armor at all. However, any type of armor
can be worn by a Martial Artist if it is properly adjusted to
... the wind screamed across the allow full freedom of movement. This adjustment usually
plateau, an inhuman howling which involves removing all armor from the joints and minimizing
could not be silenced. Upon the plateau coverage on the arms and waist, cutting the weight of the suit
stood two men, neither of which moved, in half and reducing the protection the armor offers by 2 class-
es. Any type of armor up to plate mail (but not field or full
spoke, or gave any other indication that they
plate) may be adjusted in this way by a properly trained armor-
were indeed alive. Minutes stretched into hours er, increasing the cost of the suit by a factor of three.
as the two stared into each others' eyes. Clouds For example, a suit of chain mail adjusted for use by a
gathered, obscuring the sun and casting a pall Martial Artist would weigh 20 pounds, provide an Armor
over the scene. Both men wore only simple cloth Class of 7, and cost 225 gold pieces.
pants and plain black belts. Both carried no
weapon, but were not unarmed. The sky became Abilities
dark as night, and lightning flashed across the Martial Artists use the advancement table for Paladins,
and gain non-weapon proficiencies at the same rate and from
sky like a multitude of electric claws. Then,
the same lists as they do. As Martial Artist have little use for
almost imperceptibly, one man flinched, and the weapons, however, they earn weapon proficiencies at the rate
other immediately jumped toward him. It began listed for Priests. In addition, all Martial Artists begin play
to rain as the two joined in battle, using only with the Running proficiency as a bonus for no cost in Slots.
their own bodies as weapons... As masters of unarmed combat, Martial Artists can deal
deadly wounds with their feet and can block opponent's
The Martial Artist hails from the far East, where the weapon attacks with their bare hands. Unlike normal unarmed
dual nature of life is fully appreciated. He is seemingly a attacks, a Martial Artist inflicts damage with his punches and
living contradiction: an expert fighter and a serene kicks as though he were using a weapon. Each round, he can
philosopher. The unarmed combat techniques he employs choose to throw a punch for ld3 damage or a kick at -1 To Hit
are so effective that they border on the mystical. Indeed, for 1D4 damage.
at high Skill levels, the Martial Artist can tap into his Although a single punch or kick inflicts insignificant dam-
inner energies to execute spectacular fighting moves age, the Martial Artist gains multiple attacks much sooner than
which defy explanation. other fighters. At higher Skill levels, a Martial Artist can rain
down a devastating flurry of blows on a target, often killing in
a single round. Consult the following table for the number of
Requirements attacks a Martial Artist has at various Skill levels with his
To become a Martial Artist, a character must be ratio-
nal, focused, and strong. The minimum ability scores unarmed attacks. Use the normal Fighter attacks/round when a
required of them are Strength 12, Intelligence 10, Insight Martial Artist fights with a weapon.
14, and Dexterity 15. Martial Artists have no prime
requisite and as such never gain the 10 percent Skill level Unarmed Attacks/Round
X.P. bonus for high ability scores. Characters of 1-2 l
any race may become Martial Artists, but non- 3-5 2
human Masters are extremely rare. 6-9 3
The path of the Martial Artist demands disci- 10-14 4
pline and dedication. It is not just a career, but an 15-20 5
entire lifestyle and philosophy. As a result, only charac- 21+ 6
ters who are Lawful may become Martial Artists.
To reflect their superior unarmed combat ability, Martial
Equipment Artists gain a -1 AC bonus against all forms of unarmed com-
Martial Artists do not need weapons to fight effec- bat and a +2 to their Strength for the purposes of any Contests
tively, but they can and do use weapons which enhance of Strength required of them due to Grappling, Overbearing,
their fighting abilities by offering addit ional reach, etc. (see Strength, page 10).
Dragon's Kick*
Cost: 2 To hit: +l Damage: 1Dl2
Special Techniques With his ki centered on his
Through meditation and intensive training, Martial Artists foot, the Martial Artist can lash out
can master many difficult and effective combat maneuvers. with the power of the dragon's fury.
The Martial Artist's player can choose which of the following
maneuvers his character will attain. They are "purchased" Dragon's Punch*
using Skill Points, which a Martial Artist gains just as Fighters Cost: 2 To hit: +2 Damage: JDJO
do (see Skill at Arms, page 4). However, these points can Focusing his ki on his fist, a
only be used to acquire special techniques, not Expertise or Martial Artist can strike with
any of the other uses of Skill Points. The cost of each tech- the force of the drag-
nique in Skill Points is listed along with its description below. on's claw by using
Some of these maneuvers require the Artist to tap into his this maneuver.
inner energy, or "ki," and can result in spectacular displays of
fighting prowess. These are denoted with an
asterisk (*). In order to use any of these
"ki" maneuvers, the Martial Artist
must make a successful INS
Check. A failed
Check means
Damage:
special
As its name
implies, this ability
taps into the ki to produce a brilliant fireball of energy.
The longer the Martial Artist concentrates his inner ener-
gy, the larger and more potent the fireball becomes.
Each round the Martial Artist spends standing still in
can still
concentration, with his arms extended in front of him,
•. execute a
'.•
"dormal punch
the fireball gains 1D6 damage, up to a maximum number
of dice equal to the Martial Artist's Skill level.
o~ kick in its The fireball only requires one INS Check, but it
place. The concentration
must be made at the time the fireball is released. If the
required to perform these
Check fails, the Martial Artist is stunned by the feedback
maneuvers also means that
and unable to act for one round.
the Martial Artist can
In all other respects, the effects of the Flame of the
perform no other action
Dragon are identical to the fireball spell.
during that round.
Foot Sweep
Cost: 1 To hit: -3 Damage: nla
Cost: 4 To hit: -4 Damage: special This maneuver aims to trip the target by sweeping a
The last resort of all but the most
leg under his feet, causing him to lose his balance. If
ruthless, this attack focuses the
the To Hit roll is successful, the target must make a
totality of the Martia1 Artist's
Dexterity Check (or a save vs. Breath Weapon if
ki into a single, deadly
attack. The ki energy the character has no Dexterity ability score) or fall
released by this ordinary- to the ground. The fallen character is severely lim-
l oqking strike sets up ited in his actions until he spends a round standing
vibrations in the victim's body which can cause a quick and up (GM's option).
painful death. If the Death Blow attack roll succeeds, the target
must immediately save vs. Death or die horribly, his body lit- leaping Kick
erally shaking to pieces. Cost: 1 To hit: +O Damage: JD6
Whether the attack succeeds or fails, the Martial Artist is By jumping at his opponent over a great distance,
profoundly effected by the use of a Death Blow. The strain of the Martial Artist can increase the effectiveness of his
the attack forces him to lose his next two melee round recover- kick. The length of the leap can be up to the Martial
ing his strength. Also, as his ki is expended, he cannot use any Artist's Skill level x2 from a standing -start, or Skill x3
ki maneuvers for 24 hours after attempting a Death Blow. with a running start.
Spinning Kick Duelist
Cost: 1 To hit: -1 Damage: JD8
By spinning around several times
before connecting, a Martial Artist .. .as Raskil leapt onto the table, he could barely shake
can execute a devastating attack. If off the feeling that he had been here before, fighting
he Martial Artist also knows the this fight. He jumped up again, and the guardsman's
~aping Kick, he can attack with a
ming Jump Kick, which suffers a -2
blade swung harmlessly below his feet. As he landed,
t penalty, but does lDIO damage. Raskil thrust forward with his rapier, plunging the
blade deeply into the guard's chest. With a look of
Wings of the Dragon* surprise, the guard fell to the inn's floor. It was then
Cost: 1 To hit: nla Damage: nla that Raskil remembered: it was three years ago, on
After concentrating for one full round, a Martial this very spot, that he had dueled the foppish Jazeel
Artist can summon the Wings of the Dragon, allowing
him to leap great distances. He can jump straight up from
for the hand of his beauteous cousin Milessa. Ah, she
a standing pos"tiQn a iium Q ee1'> ual to his Skill was surely a woman to die for, and die he would if
level x4. he couldn't shake her image from his foolish head.
He sheathed his sword and dove forward, grasping
the chandelier tightly. As Raskil swung forward he
barely escaped the halberd of the second guard, but
all he could think about was the lovely Milessa ...
The Duelist is a master of many weapons and fighting
styles. He relies on this flexibility to defeat his opponents,
rather than the brute strength favored by other fighters. Most
The path of a Martial Artist is that of a wandering Duelists are employed by nobility in areas where disputes are
hero. As such, followers and permanent strongholds hold settled by trial by combat. These characters act as judicial
little value for him. However, upon reaching the exalted champions, fighting in the stead of the wronged lord in order
status of Master, a Martial Artist will establish his own to prove his innocence (or the other's guilt). These fights are
school, or "dojo," and begin gathering a body of students rarely to the death, and the various champions often become
to learn from his experience. The exact Skill level at friendly rivals, forming a sort of "community of duelists."
which one achieves Mastery is unknown, although it is
thought that each Martial Artist knows for himself when
he has reached it. Unlike many other forms of "retire-
Requirements
ment," Mastery is not viewed as an end, but rather a door A human, elf or half-elf of any
leading to a new phase of existence. alignment can become a Duelist. A /
character wishing to become a .
Duelist must have scores of not · ·
Role-Playing less than 11 in Strength, 10 in
Martial Artists are an enigmatic breed, traveling the Intelligence, and 14 in
land in search of worthy challenges. These challenges can Dexterity. The Duelist's ·1
be either physical or spiritual, but most Artists favor tasks i
prime requisites 1are t · ·
which encompass both features. As such, they can be Dexterity and Strength.
found anywhere where there is struggle or conflict. The .1
Martial Artist will observe both sides, weighing their
philosophies carefully. He will give equal consid-
eration even to those causes which seem com-
pletely unjust, for this provides him with a deeper
understanding of the enemy, who is often simply
misunderstood.
Generally speaking, Martial Artists are soft-spoken '
and introspective. They rarely act on impulse, preferring
to hold back and observe the full situation. Sometimes
however, this wisdom breaks down, especially when the
lives of innocents are at stake. Then the full fury of a
Martial Artist is released like a storm upon the enemy,
and woe be to those caught in the way.
level 1, a Duelist has two Skill
Equipment Points, and gains one more at each
successive Skill level. These Skill
Duellists prefer lightweight weapons which allow them to
Points can be spent to ga in
use their skills to the fullest. As a result, they do not use
Expert ise, Agility, Accuracy,
weapons larger than Size M and weighing no more than 4
Speed, or Maneuver Specialization,
pounds. Duelists often fight with a weapon in each hand rather
but not Power.
than with a shield, but can make use of all types of shields.
They rarely wear heavy armor, as this interferes with the com-
plicated maneuvers they are famous for. As a rule, Duelists
wear no armor heavier than ring mail. If t ec-6' is using he Combat Card
system, Duelists gain additional flexibility in
battle. ~ Duelist can add to bis band a number of
Abilities Standard Maneuvers ~ual to his Skill level times two,
Duelists use the advancement table for Fighters, but use 6- plus two more. For e~~ple, a Skill 6 Diielist could pick
sided HTK Dice rather than D IOs. They gain non-weapon pro- up to 14 sbdard M'Heuvers.
ficiencies as Fighters, and have the Etiquette proficiency as a Through .their· · vels and wide experience, Duelists
bonus at Skill level 1 with no cost in slots. learn many ·Special maneuvers. At ev.ery odd-numbered
Most Duelists favor fighting with two weapons, using one Skill level, a Duelist:!}earn one Advanced Maneuver at
for striking and one for blocking. All Duelists can fight two- no cost in Skill Points.
handed with no penalty to their attack rolls. At the beginning
of each round, a Duelist can decide to use his extra weapon for
an additional attack or as a defensive weapon. If defending, the Followers and Stronghold
weapon grants a bonus of -2 to the Duelist's AC against all As travelling swashbucklers, Duelists have little use
melee attacks. for strongholds or hordes of followers.
·' . . The primary strength of a Duelist lies in his wide
. ): knowledge of different weapons and techniques. As Role-Playing
· ·· ·: . . such, Duelists begin play with five weapon proficien-
·:)A· Duelists are flamboyant, charismatic, and often arro-
.. ~.. .
.• v. cy slots, and gain one additional slot at every even- gant. Some are sexists, while others are polite, but all
· . " ·.', "., numbered Skill level. These slots may be used only Duelists are romantics. Although this tendency rarely
· · ~ for learning the basic use of weapons, not for spe- gets in the way of their combat abilities, they are often
" cialization. Also, if the GM is using the optional lured into dangerous situations by an innocent in distress.
fighting styles rules, Duelists automatically gain a As the most skilled of fighters, Duelists consider
new style every Skill level. fighting an art. They have little patience for long, drawn-
Duelists are masters of swordplay, renowned out battles with numerous opponents, and simply despise
the world over for their sublime skill with war. A Duelist will often try to sneak past the front ranks
all forms of weaponry. They gai n of an enemy force to get at the leaders. This provides
Expertise with weapons faster than both a chance for a challenging duel and an opportunity
Fighters: At Skill to demoralize the lowlies.
Barbarian Barbarians harbor a
deep-seated mistrust of magic and wizards. This prevents them
from using any magic items which have overtly "magical"
... another ore collapsed, effects. For example, a Barbarian could employ a normal
clutching his chest as though sword +1 since it has only simple runes on its blade. If the
he could hold in the blood with sword was later revealed to be a flametongue, however, the
his hands. The pile of dead and barbarian would abandon it immediately upon its first fiery
manifestation. The Gamemaster should be the final judge on
dying ores had grown so high that
whether a particular item is useable by a Barbarian or not.
Akrom could barely see past them. It
made little difference since he was in a Abilities
battle frenzy, and would continue to fight until Barbarians follow the Skill level advancement table for
he collapsed dead or exhausted. Akrom lashed Rangers, but have 12-sided HTK Dice rather than DlOs. This
out at two more approaching ores with his clay- toughness is supplemented by the Barbarian's ability to contin-
more, beheading the first and cutting a deep gash ue to fight even after he should fall unconscious from damage.
in the second. He continued the swing, whirling A Barbarian can continue to fight after being lowered to 0
HTK points for a number of rounds equal to his damage bonus
his body completely around to strike the ore a (see table below). For example, a Skill 9 Barbarian could con-
second time after mere seconds of pause. The sec- tinue to fight for 3 melee rounds. Note that a Barbarian will
ond cut lopped off the unfortunate creature's arm. immediately fall in combat upon reaching -10 HTK points (or
Akrom laughed a deep, bellowing laugh as a when he is Fatally Wounded if using the optional Wound Point
system). A Barbarian never has to continue fighting; his player
dozen more ores came through the mist... can choose to let him fall unconscious at the end of any round
(Exception: see Berserker Rage below).
Generations of hardship have resulted in a breed of
At Skill level one, all Barbarians have the Endurance pro-
warrior peculiar to the frozen steppes of the North.
ficiency at no cost in slots. Other non-weapon proficiencies
These so-called Barbarians are rumored to be
are gained normally, except that any proficiencies
immune to fear and fatigue, and in times of need
which would be considered "civilized" cost an
they can enter a state of berserker rage. extra slot. The GM should decide which profi-
While in this rage, they cannot tell
ciencies are considered civilized, but examples
friend from foe, and fight with super- include: Engineering, Etiquette, Heraldry,
natural strength and speed . Mining, Navigation, and Reading/Writing.
Barbarians often possess useful sec- At Skill level one, a Barbarian character can
ondary skills as a result of their use two weapons chosen from the following list:
rugged lifestyle, chief among them Bastard Sword, Battle Axe, Broad Sword, Club,
being hunting and fishing. Hand Axe, Harpoon, Knife, Short Bow, Sling,
Spear, Throwing Axe, and Two-handed Sword.
Requirements Subsequent weapon proficiencies are gained
Only humans and dwarves at the normal rate, but if the Barbarian chooses to
born and raised in an appropriate setting can learn a weapon not on the above list, it costs two
become Barbarians. Barbarians must have mini- slots to learn instead of the usual one.
mum ability scores of Strength 14 and Stamina In combat, Barbarians favor power over
15. Also, a Barbarian may have scores no higher finesse. As such, they can never specialize in the
than 14 in Intelligence, Insight, and Appeal. use of a particular weapon, and gain no Skill Points
The prime requisites for Barbarians are or Expertise. However, their ferocious strength
Strength and Stamina. gives them an edge over other characters in
melee combat. Barbarians gain a bonus to
their damage in combat when using any
Equipment of the melee weapons listed above.
Although Barbarians favor
This bonus begins at +1, and increas-
large, heavy weapons, they can
es as they gain Skill levels, as sum-
learn to use any type of
marized on the followin table:
weapon (see Abilities
below). Due to the lim- r Barbarian's Damage
ited technology of their Skill level Bonus
homelands, Barbarians 1-2 +1
can only wear leather, 3-5 +2
padded, or hide armor. 6-9 +3
They can employ any 10-14 +4
sort of wooden shield. 15+ +5
For example, a Skill 7
This damage bonus is in addition to all other bonuses due Barbarian normally has a damage
to magic, Strength, etc., but in no way imparts an ability to hit bonus of +3 (see Abilities above)
those creatures which can only be struck by magical weapons. and 3 attacks every 2 rounds.
While in a berserker rage, his dam-
Berserker Rage age bonus would increase to +6, and
he would be able to make 3 attacks
The most frightening ability of a Barbarian is his ability to
every~I
enter a berserker rage. While in this rage, the Barbarian
becomes a virtually unstoppable killing machine, ignoring pain
lte mighty co ba~ ability o a
berse king B as its price, ho ev-
and fear in order to ruthlessly combat his enemies. On the
downside, a berserking Barbarian's judgement and perception er. While in a be rlcer rage, a Barbarian's
become clouded by his all-consuming rage. Armo Class is ~Jialized by +2 (Ignore this when
In order to enter a berserker rage, the Barbarian must be in using dte Combe ~· lb.is ~ty is automatically
melee combat. At4tfie beginning of"'any, ound, the player figu~ed 'in CO the :yant•s ~~) !he berserker also
contmue to a +l 110 bis i8itiat1ve and a -1 To Hit
announces is character'.s tention to rage: (if using the
during hislpl&e.
optional Coirbat Cards, th player plays a"l'.erserk attack
Once "he-h s entered a age, it is difficult for a
card). He the rolls initiativ with a +1 penalty. When his tum
Barbarian to break out of its effects. As long as he has
comes u~, the r.Jayer rolls a D20 to enter a Herserker rage. If
than his Skill le el, he enters the opponents to fight and is conscious, he will continue to
the roll 1s equa_l to or l
berserk. He can take no action other than attacking the
ra~e immediateir, and ma attack. If the ro is greater than his
nearest enemy with his full strength. Once all of his visi-
Skill level, he fails to enter the rage and ma continue to try on
his next round. After a faile ra e attemp , the Barbarian may ble opponents are down, the Barbarian must make a suc-
still launch a mele~attack, but suffers a -1 To Hit penalty cessful save vs. Death to calm himself and end his rage
because he is distracted by his efforts. or he will start attacking his allies. He can make one such
attempt per round.
After a failed first attempt, a Barbarian may continue to
Note that a berserking Barbarian who falls to O
try to berserk as long as he stays in
melee combat. Every additional HTK points must continue to fight for as long as he can
round he spends fighting increases (see Abilities above). This means that a Barbarian
his battle lust, raising his effective choosing to berserk against a powerful or numerous
Skill level by +2 for enemy force may literally fight himself to death! The
this purpose. GM should point this out to a Barbarian's player and
For example, give him a chance to reconsider his decision to beJ$erk
in such situations. ),~-"
a Skill 5 Barbarian
needs to roll a 5 or less on a
D20 to enter a berserker
p:?
rage. If his first attempt
fails, he can try again
next round at a 7 or
less. If that attempt
fails, he can try to roll
a 9 or less in the next
round, and so on.
During this whole
process, the Barbarian's
initiative would be
rolled at + l and all
attack rolls would suf-
fer a -1 penalty.
Once a Barbarian
enters a berserker
rage, his combat abili-
ties increase dramatically.
He gains an additional number of HTK
points equal to his Skill level. These
points are treated exactly as those
gained from a potion of heroism. In
addition, the berserk Barbarian's
attacks per round and damage bonus
double for as long as he is in a rage.
Followers and Requirements
Stronghold The path of the Warlock is a difficult one to follow. To
As a rule, Barbarians are wanderers become a Warlock, a character must have scores not less than
who prefer solitude to the bustle of 12 in Strength, 16 in Intelligence, 11 in Insight, 16 in
towns. At Skill 9 Barbarians attract a Dexterity, and 13 in Stamina. Warlocks have no prime requi-
group of 2-12 followers, all of which are site and as such never gain the 10 percent X.P. bonus for high
Skill l Barbarians who have heard stories ability scores. Humans and Half-elves of any alignment can
of the character's exploits. More often than become Warlocks.
not, however, the Barbarian will send these
followers away, preferring to operate alone. Equipment
Although they never establish true strongholds, older Warlocks can learn the use of any weapons, but can only
Barbarians often retire when the traveling life no longer cast spells while wielding those used in one hand. Similarly,
suits them. These characters usually return to their home- they can wear any armor, but can only cast spells while in
land and build norse style longhouses for their families. chain mail or lighter. Since a free hand is necessary to cast,
Warlocks rarely carry shields. They can employ any magic
Role-Playing items allowed to Fighters and/or Wizards.
Barbarians tend to be crude, brash, and loud. They In order to cast spells, a Warlock must be wielding some
will not tolerate weakness in friends or foes, often harsh- sort of magic weapon. It is not important what kind of weapon
ly berating unworthy opponents as they mercilessly crush it is, as long as it is enchanted and can be used in one hand. All
them. This is not to say that Barbarians are cold-hearted Warlocks begin play with at least one magic weapon, unless
killers. On the contrary, they are filled with raging emo- the GM decides to forbid it, in which case the Warlock has his
tions of all sorts, including joy and love. work cut out for him (Note that a weapon with enchanted
weapon cast upon it will suffice for this requirement).
Warlock Abilities
Warlocks use the advancement table of Paladins. They
use 6-sided HTK dice and use the spell progression table
... the walls began to shake, and it seemed that for Bards. Although they gain weapon proficiencies at the
reality itself was being torn asunder. Xendax pre- standard rate for Fighters, the diverse studies required of a
pared a defensive spell, tracing complex patterns Warlock leaves little time for other pursuits. As such, they
start play with Reading/Writing and Spellcraft as their only
on his sword with his left hand and muttering non-weapon proficiencies, and
words of power. Suddenly, the north wall gain further Slots at a rate of
exploded inward and a tremendous beast burst one per four Skill levels.
into the room. Its scales were a dull green, and it No additional proficiency
had four arms ending in thick, sharp claws. slots are gained for a high
INT score.
Xendax quickly turned to face the creature and
began to whirl his sword in a circle; slowly at
first, but gradually increasing in speed. As the
creature advanced toward Xendax, a glowing
barrier began to appear where he was twirling
his weapon. The beast lunged forward ...
Masters of sword and spell, the order of
Warlocks have developed special magics which
use the battle cry as the verbal component, the
weapon as the material, and the actual fighting
moves and stances as the somatic. Not merely a
multi-classed hybrid, the Warlock has managed to com-
bine the arts of the Fighter and Wizard into a
seamless whole.
Followers and
As previously stated, a Warlock can cast spells while
Stronghold
Like Wizards, Warlocks
wearing armor. This, along with his ability to cast spells while
wielding a weapon in one hand, makes him a fonnidable force gain no special benefits from
on the forefront of any battle. A Warlock needs not stand still building a stronghold.
while casting, so gains the full benefit of a high DEX to his
AC.. If a Warlock is struck by a weapon or fails to make a sav-
ing throw before a spell is cast, a successful STA Check
allows him to maintain his concentration and cast the spell
anyway (unless the result of the failed save is a magic
designed to effect concentration in some way).
A Warlock can cast any spell requiring only Verbal and/or
Somatic components without restriction. Hundreds of hours of
practice allow him to make the appropriate gestures with only
one hand. However, Warlocks cannot cast any spell in combat
which requires Material components.
Warlocks can modify the formu la for a spell requiring
Material components so that the spell does not require them.
The usual way Warlocks acquire such spells is by copying
them from the books of other Warlocks. Sometimes this
isn't possible. In such cases, the Warlock must make a suc-
cessful Spellcraft Check to properly modify the spell. A
failed Check ruins the spell, which can then never be learned
by the Warlock.
A spell modified so as to not require Material components
takes up twice the room it nonnally would in the Warlock's
spell book and takes twice the nonnal time to memorize. Only
Warlocks can memorize and cast spells modified in this way.
Nonna! Wizards would find the fonnulas unintelligible and
therefore useless.
Many years ago, the finest elven fletchers crafted twelve per-
fect arrows. They were never intended to be used, for the Claws of the Tiger
fletchers viewed their work as art. So it was that these arrows
stayed for centuries in the great hall of the elven king,
... I became one with the beast, lunging at my enemy
mounted above his silverwood throne in a radiant circle.
It came to pass that the elvenwood was with all the ferocity of a caged tiger. My claws dug
invaded and defiled by the forces of darkness. into his weak flesh and drank deep of his thin blood.
Hordes of goblins and ogres raided the throne Even after that victory, I craved more. It took all my
room, tearing down paintings, tapestries, and the will power to avoid turning on my companions...
twelve perfect arrows. These priceless items of
elven mastery were carried off like so much booty, and No one knows the true origins of the Claws of the Tiger,
thrown into the dungeons of the goblin warlord. but rumor has it that they were commissioned by the blood-
As the years passed, the arrows changed hands. They
thirsty owner of a large arena. The fury of a tiger unleashed
were bought and sold, and sometimes even used in battle. would certainly provide great spectacle, but at what cost?
Any hero lucky enough to come across one of these beau- The claws consist of a pair of ornate bracers, each mount-
tiful items can gain the gratitude of the elven people by ing a trio of claw-like steel blades approximately two feet
returning it to the throne room of the king. However, long. When worn on the forearms, the blades extend over the
to shake off the R age. A failed
attempt means that the Raging char-
acter cannot attempt to break out of
it until the current battle is over. If
the Raging character becomes uncon-
scious, the Rage ends automatically.
The Ebonblade
In the darkest hour
A sword is forged of hatred
The claws are Ebonblade is bom!
enchanted to work as a
-ancient Charenji haiku
pair. If only one claw is
worn, it acts as a simple
The creators of the Ebonblade intended it to be the
melee weapon, inflict-
most powerful artifact of evil in the land. To this end, it
ing 106 damage on a
was forged in the deepest cavern in the world, beneath
successful hit. It gains
the deepest valley. The sword was kept in total darkness
no bonus To Hit or dam-
during its entire forging through magical means, and
age, but will strike those
when finished, it was quenched in the black blood of a
creature only hit by magic weapons. Also, the claw requires a
demon under a new moon.
special Weapon Proficiency to use, so the wielder will most
Although the weapon fell short of its maker's expec-
likely suffer a non-proficiency penalty as well.
tations, it is still a mighty artifact. It is deeply evil, and
When worn as a pair, the claws exhibit a number of unique
will inflict 2-12 points of damage on any good character
abilities. When used in tandem, the claws gain a magical bonus of
who touches it. It will only manifest its magical powers
+3, and allow the wearer to use them without the need of a
in the hands of an evil character.
Proficiency. The claws actually guide the hands of the user, effec-
Primarily, the Ebonblade acts as a sword of life
tively wielding themselves. The user can attack once each round
stealing +4 (which drains 1 Skill level on a natural 20
with both claws, and will suffer no attack roll penalties from using
To Hit and transfers accompanying HTK points to the
two weapons at once.
~. sword's wielder). In addition, the weapon
After the user of the claws draws
can generate darkness at any time,
blood with them (i.e., scores dam-
age), he must make a saving
ness once per
throw vs. Spell or enter
the Tiger's
Rage.
While in
the Rage, a
character will crouch
down into a bestial stance and
lose most conscious control of his body. He
may make two attacks each round with each c haracter touching
claw, and gains a -2 bonus to his initiative. the Ebonblade can see through the darkness as
A character in the Tiger's Rage has a difficult time telling though it were not there. At night, the character
friend from foe. He will automatically attack the nearest active possessing the sword can become invisible at will.
target. If it is a companion, the Raging character may make an The Ebonblade is an artifact, and as such it is very
INT Check to avoid attacking. If the INT Check is failed, the difficult to destroy. If it is brought to the top of the high-
character must attack. If the Check is successful, the Raging est mountain and exposed to the light of the noon sun, it
character loses the rest of his action for the round while he will cease to exist. Also, if it is struck by the sword
gathers his anger for another strike. Star's Song (see below) both weapons will explode imo a
At any time after entering the Rage, a character can cloud of shards, doing 306 damage to all targets in a 15
attempt to snap out of it. He must make a saving throw vs. Spell foot radius.
fact, the Fortification
actually speeds the movement of its wearer, granting + 1
Dexterity and +2" movement.
The spirit of Graaldur dwells within the mechanisms
of his armor. If any dwarf should die while wearing it,
Graaldur will immediately possess his body, forcing the
dead character's spirit into the afterlife.
I1·:-
died, he would create his crowning achievement: a __ .. .
suit of armor so fantastically power.fol that. it E .:::~:~i:, has failed the
would stand as the greatest memorial to his test of the
helm, he will
career.
After laboring ceaselessly for an entire year, :. never attempt
Graaldur had nearly finished his ultimate work. .A to put it on
But he grew weak and tired. In truth, he was .// again. However,
dead, but his single-minded determination ., . if the test is
drove him onward. The next day, as he · · passed, the charac-
hammered the final bolt into place, Graaldur ter can thereafter
truly died, his soul passing into the armor he ._....__, take the helmet on and
had so lovingly crafted. off as he pleases.
Graaldur' s Personal Fortification is a The helmet grants a + 1 magical bonus to
dwarf-sized suit of plate mail +5 with some remark- the wearer's Armor Class. In addition, his Appeal is
able mechanical and magical abilities. The hydraulic pis- considered 18 for the purposes of commanding troops
tons and other assisting mechanisms placed at its joints in battle.
and stress points serve to enhance the wearer's strength. Once per week, the wearer of the Great Horned
While wearing the suit, a character gains 5 points of Helmet can will himself to become a monstrous beast
strength (each + 1 above 18 counts as + 10% exceptional of fabulous strength and resilience. The transformation
Strength). As a side-effect of the strength increase, the into beastform is quite painful, and takes three rounds
armor does not encumber the wearer in any way. In to complete (completely incapacitating the wearer for
force that they gain a + l damage
three rounds). Anyone who views the transformation must bonus and can strike targets which
make a save vs. Spell or be paralyzed with fear until the end of are incredibly distant. The ranges
the gruesome process. for the Engine are: S 4, M 20, L 30.
The beastform resembles a cross between a gigantic ore The quarrels fired each round may
and a minotaur. While in beastform, a character stands a fuJI be aimed at the same or different tar-
ten feet tall, and has the following abilities (those not listed gets, as long as all of them fall within
remain at the wearer's level): STR: 21, STA: 19, DEX: 10, the firer's front facing. However, the
APL: 1, AC: 0, HTK Dice: 15, THACO: 5, Movement: 18". firer must announce all targets and how
While in beastform, the character gains 30 extra HTK points, many quarrels are being aimed at each one
which function exactly as those gained from a potion of hero- before making any To Hit rolls.
ism. Each round, the beastform can attack with both claws for The unusual workings of the Havoc Engine require
108 damage each, a powerful bite doing IDIO damage, and a a special Weapon Proficiency. In addition, all attacks
gore with the horns against any target directly in front of it for made by the Engine suffer a -1 To Hit penalty due to its
2D6 damage. If the attack roll for the gore is a natural 20 on inherent inaccuracy. While firing the weapon, the user
the die, the target is impaled on the horns, suffering 2D4 more must stand still. The weapon's magazine holds 50 quar-
damage on each successive round unless he makes a Strength rels, and takes a full tum (10 rounds) to reload.
Check to extricate himself. The massive firepower of this device comes with a
The character wearing the helm can number of drawbacks. The thing is so large and heavy
never be certain when the beastform (Weight: 35, Speed Factor: 12) that a character must
will wear off. The Gamemaster have a Strength of at least 14 to use it. The Engine must
should secretly roll 3D4 when the / I ./ / ¥ / be strapped and braced to the firer to compensate for the
character completes the three ~////' /I weapon's tremendous recoil. This process takes a
round transformation. The total ~/,/~./'·. / / tum, and there is no room for armor heavier than
rolled is the number of rounds 0 ~-~•.!/ I chain mail under the Engine.
the character '1 , While it is strapped .
stays in beast- ~--/ ~in place, the
form. At the ,.,.: ; W
--.~::-.--...::;;,.,~~...:_
wearer gains no
AC bonus from
end of this
time, he reverts • ~a high DEX,
to his original 'tJ and suffers an
form and collapses to additional + l
the ground uncon- AC penalty
scious. He will ®il~B~~--_;.;.;;;-.---a~nd -3 T o Hit
remain uncon-
scious for a num-
~ ' penalty in melee combat. The Engine
can be removed if the wearer spends two
. 'l I rounds unhooking the straps.
ber of minutes )
equal to the num- I, I
ber of round he was
in beastform.
~ Headsman's Axe
.Aousand men sentenced to die,
The Havoc Engine a thousand men gone;
A thousand more to hell will fly,
... the quarrels fell upon my men as if a literal rain of before I end this song.
arrows had opened the heavens. In the distance, I -excerpt from HThe Headsman's
could see their origin: a lone man standing on a hill- Lament"
top. He carried a strange device which spewed forth
The weapon which would one day become the
crossbow bolts like water through a leaky dike ...
Headsman's Axe was once a simple axe used by the
The Havoc Engine is a bulky missile weapon created to royal executioner of a forgotten king. When that exe-
fire enough quarrels to suppress an entire advancing army. cutioner died, his tool and station were passed on to his
Falling short of this lofty goal, the Engine nevertheless deliv- son, and when the son died, to his son, and so on. The
ers a withering barrage at the enemy troops. axe gained a reputation for a sharp edge, as it never
Through a combination of magic and ingenious mechanics, required a second swing to behead a condemned prisoner.
the Havoc Engine fires 4D4 heavy crossbow quarrels every After many centuries, the dynasty of the forgotten
round the trigger is depressed. The missiles are fired with such king fell, and the axe was lost to antiquity. However, the
Kwalmon's
Shield of Wicked Retribution
... and as I pressed forward through the horde, my
enemies fell before me like wheat falling to the scythe.
Each time one of them lashed out at me, he suffered a
painful wound and collapsed screaming. Kwalmon's
shield became wann in my grasp as I approached the
wizard's tower, its defenders scattered about my
feet ...
The misguided Paladin K walmon believed that justice
demanded swift retribution equivalent to the evil done. To this
end, he commissioned a fabulous shield, forged from the tears
of a silver dragon and the fury of righteousness. However,
lives lost to when Kwalmon first employed this shield against an army of
the weapon, infidels, the carnage it wrought caused him to die from guilt
the sadism of and sadness, a victim of his own foolish pride.
its masters, and In addition to acting as a medium shield +3, K walmon' s
Shield of Wicked Retribution has one magical ability: any
damage which would be scored on the user of the shield is
instead scored on the one who dealt the damage (no save).
This ability only affects those in the front facing of the shield's
on the old, worn-out blade. One day, the user; those on his flanks and rear are immune to this effect.
axe was unearthed by a band of adventur-
ers, who discovered that it had magical
properties of a decidedly fiendish nature.
The axe's current whereabouts are unknown.
l
Star's Song will suffer 2-12 damage an \
\~ with another weapon, but if this is done and the flail
become blinded with light. It will only mani- / /,
fest its other magical properties in the hands
/
/
. '
Jr \\ \ ' \ ' '
kills its
including
victim,
his
it
soul.
will consume
.
the victim entirely,
of a good character.
Star' s Song acts in every respect as a flame 1 '.
rJ
1
rather than natural fire .. In addition, the wi~lder """ .... •
can summon Ught at will, and create contmua/ ··~
0 ~
'5 ( ~
light once per day. Also, the possessor of Star's
Song is gifted with true sight and the ability to --j'iJ{~ .._
tum undead as a Priest of Skill 8. ,· ', ·"
,' ' ·-.
(
·' !
/.
In addition to the modifiers listed on the card, each
maneuver also interacts with the maneuver your opponent
chooses. For example, if you use a Slash High maneuver, and
your opponent opts to Block High, you will have a drastically
Id. ~
reduced chance of hitting him. This is represented by the
column of +'s and - 's along the edge of the card and the
"Skull of Fate" marker on the opposite edge which indicates
what modifier to use.
~o. ~
Skill level characters will have access to more cards, and
therefore will be more flexible in combat.
Basic Maneuvers
These are the simple actions which any character can per-
#s. Weapon Icons
form, such as walking, running, and punching. Every character
(regardless of class, level, or choice of weapon) can freely use 1. Two- Weapon
the following maneuvers: 2. Thrown
3. Unarmed
Basic Maneuvers 4. Knives
Advance
Dodge
S. Shield
Duck 6. Hafted
Flee 7. Quick Missile
Grab 8. Flail
Grapple 9. Entangling
Jump 10. Melee
Kick Low
Overbear
11.Swords
Punch High 12. Polearms
Punch Middle 13. Spears
Withdraw 14. Slow Missile
A character may add to his
hand up to his Skill level in cards, Restricted M aneuvers
plus three if he is a Fighter, or plus
Some character classes can use these special maneuvers in
one if he is a Thief. These are cho-
combat. The classes allowed to use the maneuver are listed
sen from the following list:
alongside its name.
Standa rd Maneuyers
Block High Restricted Maneuvers
Block Low Backstab (Thief)
Block Middle Berserk Attack (Barbarian)
Charge Careful Aim (Archer)
Disarm Cast Spell (spellcasters)
Fire High Cast/Attack (Warlock)
Fire Low Double Shot (Archer)
Fire Middle Farshot (Archer)
Load Kick High (Martial Artist)
Parry Kick Middle (Martial Artist)
Sap Quick Load (Archer)
Set For Charge Special (varies)
Shield Block High Tum Undead (Priest)
Shield Block Low
Shield Block Middle M onster M aneuvers
Shield Bash Monsters can use special maneuvers by virtue of their
Slash High unusual physical characteristics. The GM can use any of the
Slash Low following maneuvers for his creatures, provided of course that
Slash Middle the monster in question is capable of executing such an attack.
Smash
Throw High Monster Maneuvers
Throw Low Attack
Throw Middle Bite High
Thrust High Bite Low
Thrust Low Bite Middle
Thrust Middle Claw High
Trip Claw Low
Unhorse Claw Middle -
Constrict
Advanced M aneuvers Dive Attack
Only Fighters can learn these difficult and effective Envelop
techniques. Details on how they are learned can be found Gore
under Skill At Arms on page 7. Tail Lash
Advanced Maneuvers Wing Buffet
Double Block High
Double Block Middle
Double Strike High
Vsing the Combat Cards
Double Strike Middle
Entangle Low Although the Combat Cards can be used in any combat
Entangle Middle situation, the best use of the Cards is to add extra options and
Feint High detail to one-on-one duels. For the sake of clarity, the follow-
Feint Middle ing rules initially assume that only two combatants are fight-
Flail Disarm ing, and that each character can make only one attack per
Parry/Riposte High round. Once these rules are understood, proceed to the later
Parry/Riposte Middle sections detailing multiple attacks and attackers.
Pin
Punch Block Initiative Phase
Sweep High Each participant selects one maneuver card from his hand
Sweep Low and places it face down in front of him. If a character is held
Sweep Middle or otherwise unable to act, he plays no card at all. After the
Wraparound players are done selec ting their maneuvers, both cards are
It is up to the GM to determine
revealed simultaneously. Initiative is then rolled, applying the how many cards certain monsters
appropriate modifiers for the maneuvers chosen. The combat- can play. For instance, a dragon is
ant with the lowest modified initiative goes first. normally allowed a claw/cl.,w/bite
routine, plus a possible tail 1 sh :md
wing buffet. Also, many dra . can
Action Phase
assume h uman form. The may
All combat actions are performed in initiative order, from
rule that while in dragon form, it can
lowest to highest. When a character attacks another character,
play four cards, while in human form it
his Combat Card (the attacking card) is put alongside the
can play two. Any such ruling is fine, as
defender's card (the defending card). The "Skull of Fate" on
long as it is reasonable and consistent. If the
the attacking card points to the to-hit roll modifier for that
players encounter another dragon in a later adventure, it
attack on the defending card (see diagram).
should be treated the same way.
The ability to play more than one card in a round
presents quite a few complications to the Combat Card
rules. The following are the most important rules to fol-
low when characters with multiple attacks use the cards:
• The worst initiative modifier among all cards
played is applied to the character's initiative, while the
lowest movement allowed by any of the cards played is
the character's movement for that round.
• Each card played can be used once in that round,
after which it is turned face down. Note that using an
attack card as the defending card does not count as
"using" the card, which can be left face up.
• When attacked, a character with multiple cards can
choose which face up card will be used as the defending
card. If all of his cards have already been turned face
down, he must choose one card at random from among
his face down cards and turn it face up temporarily to act
as the defending card.
For example, Querrik's player has chosen the Slash High
maneuver, while his opponent Seline has decided to Grapple.
Koplau is a Skill 13 Fighter, entitled to two attacks
Querrik wins the initiative, and attacks Seline. Querrik' splay-
every round. His opponent is a troll, which uses a
er places his Slash High card alongside Seline's Grapple card.
claw/claw/bite routine. This means that Koplau can play
The "Skull of Fate" on Querrik's card points to a +2 on
two cards each round, while the troll can play three.
Seline's card, so Querrick' s attack roll is made with a +2
In the first round of combat, Koplau chooses a Slash
bonus. Assuming Seline survives the attack, she will attempt to
High and a Thrust mid-. The GM decides that the troll will
Grapple with Querrick. Comparing her card to his, she has a -
be attacking with a Claw High and a Claw mid-, and will
1 To Hit modifier.
be ready to Duck if attacked by a high blow. All five cards
are placed face down, then revealed simultaneously.
It is important to note that the attack roll modifier
The troll wins the initiative, and attacks Koplau
indicated by the "Skull of Fate" is cumulative with any
with his two Claw maneuvers. Koplau chooses to use his
other modifiers.
Slash High card as the defending card against these two
attacks. After the attacks are resolved, the claw cards
In the previous example, Querrick suffers a -2 To Hit due
are turned face down, while the Slash High is not,
to his choice of the Slash High maneuver, resulting in a total
since it is not a defending card.
attack roll modifier of +O. Seline's Grapple attempt does not
Koplau then attacks the troll, first using his
change, since her card indicates no To Hit bonus or penalty.
Slash High. The troll wisely chooses to use its
However, if she had a Strength ability score of 17 or more,
Duck card as the defending card against the Slash.
that modifier would also apply to the roll.
Both cards are turned face down after the attack.
Then, Koplau attacks with his Thrust mid-. Since the
Multiple Attacks Troll has no face up card to defend with, he must choose
Characters and creatures who have multiple attacks gain one at random from his three face down cards to serve
important flexibility under the Combat Card system. For each as the defending card.
attack the character is entitled to, he can play one card face
down. For instance, a Skill 14 Fighter (who gets 2 atacks per Note that the rules for multiple attacks are also used
round) can play 2 cards every round, while a monster who can to resolve situations where one character faces more than
normally attack with claw/claw/bite can play 3 cards. one opponent.
(/amemastering a More Cards
According to the standard rules, a melee round is a
Combat Card minute Jong, and each attack roll actually represents a combi-
nation of individual strikes and parries. If the GM wants to
Battle better represent this using the Combat Cards, he can allow
every character to play two cards each round rather than just
one. In the case of individuals with multiple attacks, they
If the GM has to control more than would gain one additional card to play in addition to their normal
a few NPCs and creatures, he obviously can't allotment of cards.
make a separate hand for every one of them. The
simplest solution is for the GM to use only the Attack
card, leaving the maneuver choices to the players. This, Hidden Maneuvers
however, robs the Combat Card system of much of its In actual combat, confusion reigns supreme. Shouted
use, since the players will quickly learn never to play warnings and commands rise above the din of battle, but are
defenses, etc. scarecely heard by those they are intended for. To better repre-
A better option is for the GM to build a small deck sent this using the Combat Cards, the GM can invoke the hid-
that all of his creatures draw from. After the players fill den maneuvers rule. Using this rule, all maneuver cards are
out their hands, the GM should set up a deck consisting left face down until they are actually used. When using this
of about 10 attacks and defenses from what is left. He option, disregard the initiative modifiers printed on the cards.
should also keep some other cards handy in case they are
needed, such as Flee, Withdraw and Special. Detailed Initiative
The GM shuffles this deck at the start of the battle, Rather than simply rolling initiative for each combatant,
and places it face down behind his screen. As his NPCs initiative can be generated for every maneuver card played.
need attacks or defenses, he draws the top card from Although this option would be prohibitively complicated for a
the deck and plays it face up. If the NPC was making large battle, it can make a duel between two skilled Fighters
an attack, but turns up a defensive card, the GM should far more interesting. When combined with the Hidden
either continue to draw until an attack comes up, or Maneuvers rule, a battle can become truly chaotic.
simply use the Attack card. When the GM runs out of
cards in his deck, he should simply collect the discards
and re-shuffle.
Once a particular maneuver is used by an NPC during The Cards
a round, that card should be used in any further engage-
ments involving that NPC during that round . For The Combat Card deck consists of 180 cards, each
instance, if an ore uses a Slash High, then is attacked later depicting a particular action a character can take in combat.
in the round, the GM should use the Slash High card as The information found on each card is described in the fol-
the defending card. lowing text and by the accompanying diagram at the top of
Note that when using a deck for his creatures, the the facing page:
GM is never required to choose maneuvers randomly. If
the GM thinks a particular creature should use a special Initiat ive: This modifier is applied to the character's ini-
ability in a round rather than attacking with his sword, tiative roll. Many of the more difficult maneuvers have initia-
he can simply play a Special card for that creature tive penalties because the character has to take a few extra
instead of drawing from the deck. The random draw is moments to line up the attack.
simply a mechanic to allow the GM to keep the players
on their toes. To hit: This modifier is applied to the characters attack
Important or powerful NPCs and monsters roll. High attacks tend to have an attack penalty because the
should always have a hand of Combat Cards to head is a small target.
use, especially if they are fighting alone. This will
increase their flexibility in combat appropriately. Damage: Apply this modifier to HTK damage scored if
the attack hits. Again, high attacks tend to have damage bonus-
Optional Rules es because the head is a sensitive area of the body.
Critical: This modifier is only applied if the GM is using
If the GM chooses, he can add any of the following the Wound Point rules (see Damage and Death, page 22).
rules to the game to enhance the realism and exitement of High maneuvers have a positive modifier, placing the attack
combat. As they tend to complicate things, they should higher on the target if it scores a Critical Hit, while low
only be used once the GM and players are comfortable attacks have a negative modifier, placing the attack lower on
with the standard Combat Card rules. the target.
Maneuver Name Maneuver Type
(Attack, Defence, Special)
Skull of Fate
Initiative Modifier
To-Hit Adjustment
Maneuver Qroup
(Basic, Standard, Advanced,
Restricted, and Monster)
K
Damage: +O Critical: +O A Charging character is throwing
This card represents a bite at the caution to the wind and running headlong
defender's torso. into his opponent, weapon first. The charge
consists of a movement up to (Move Rate x
Block High (Standard) - - - - - - 15) feet before the attack. Note that in order
Initiative: -1 To hit: n/a for a Charge to be effective, the Charging character must move
Damage: n/a Critical: n/a at least (Move Rate x 2) feet before striking his target.
A simple defensive move consisting of holding one's
weapon in a high position to intercept any blows to the Claw H igh (Monster)
head and upper body. Initiative: +O To hit: -2
Damage: + 1 Critical: +25
Block Low (Standard) Creatures who attack with claws can use this maneuver to
Initiative: -1 To hit: n/a lash out at a victim's head.
Damage: n/a Critical: n/a
A defensive move consisting of holding one's Claw Low (Monster)
weapon in a low position to intercept any blows to the Initiative: +l To hit: -1
legs and lower body. This type of block can only be Damage: +O Critical: -25
effectively executed with a medium or long weapon (Size A claw attack to the target's legs and feet can only be exe-
M or larger). cuted by a creature smaller than the target, or one with excep-
tionally long arms.
Block Middle (Standard)
Initiative: -1 To hit: n/a Claw Middle (Monster)
Damage: n/a Critical: n/a Initiative: +O To hit: +O
A simple defensive move consist- Damage: +O Critical: +O
ing of holding one's weapon in such a A basic monster attack, this maneuver involves a claw to
position as to intercept any blows to the torso.
the torso and arms.
Constrict (Monster)
Careful Aim (Restricted: Archer) - - - - - - Initiative: +O To hit: +O
Initiative: spec. To hit: +2 Damage: +O Critical: +O
Damage: spec. Critical: +O This maneuver functions in much
An Archer attempting to take Careful Aim on a target the same way as Grapple (see below) but it
plays this card. Rules for Careful Aim can be found can only be performed by certain serpen-
on page 26. tine monsters. A Constrict attack is
r
- - - - - - resolved in the same way as a Grapple,
Cast Spell (Restricted: spellcasters) except that the Constricting monster gains a
Initiative:+cast time To hit: n/a - - - - - - +2 bonus to its Strength for purposes of the resulting Contest
Damage: n/a Critical: n/a of Strength.
This card is played when-
ever a spell-casting character wishes Disarm (Standard)
to cast a spell. As the gestures and Initiative: +1 To hit: -4
incantations associated with spell Damage: n/a Critical: n/a
casting are fairly obvious, this card is - - - - - - This maneuver is used to strip an opponent of his weapon.
played face up while others are played face down. Once An attack roll vs. Parry Defense is used to resolve this action
all other cards have been played face down, the caster (see Parry below). If the To Hit roll is successful, the charac-
announces the particular spell he is casting. ters must engage in a Quick Contest of Strength (see Strength,
page 12). The attacker's Strength is considered +I for pur- - - - - - - - . arrows used for
poses of this Contest. If the attacker wins the Contest, the this shot have
defender's weapon is knocked out of his grasp and lands unusual flights
1D6 feet in a random direction. If the defender wins, he and suffer a -2
To Hit penalty if
keeps his weapon.
fired singly. The
If the defender is holding a two-handed weapon, the
attacker's To Hit roll and Contest of Strength to Disarm are " " ' - - - - - - arrows can be fired
at the same target, or at two different
made at an additional -4 penalty.
targets no more than ten feet apart. ..
Although an Archer can only fire one Double- ~ ,,,.,._..,__ __
Dive Attack (Monster) Shot in a round, it can be combined with the Careful
Initiative: +4 To hit: -2 Aim maneuver.
Damage: +2 Critical: +30
A flying monster can swoop down out of the sky and
attempt this maneuver. If the Dive attack roll succeeds by a
Double Strike High (Advanced)
Initiative: +O To hit: -3
margin of 5 or more, and the diving monster has sufficient
Damage: +2 Critical: +25
Strength, it can choose to pick up the defender in its talons and
This maneuver can only be perfonned if the charac-
fly off with him.
ter is wielding a weapon of the same size in each hand. It
involves the attacker swinging both his weapons at the
Dodge (Basic) target's head at the same time. Only one attack roll is
Initiative: +O To hit: n/a made for both weapons (use the lowest To Hit bonus)
Damage: n/a Critical: n/a ~ and if it is successful both weapons hit and do damage.
This defensive maneuver involves
moving the entire body evasively to avoid
incoming melee and missile attacks. (Note
Double Strike Middle (Advanced)
that unlike other maneuvers, Dodge is left Initiative: +O To hit: -1
Damage: +1 Critical: +O
face up even after it is used as the defend- ' - - - - - - -
This maneuver can only be
ing card; It can be used as defending card in any number of
engagements within the round it is played, though it is turned performed if the character is wielding
a weapon of the same size in each
over if the dodging character makes an attack.)
hand. It involves the attacker swing-
...____ __ ing both his weapons at the target's
Double Block High (Advanced) torso at the same time. Only one attack roll is made for
Initiative: -1 To hit: n/a both weapons (use the lowest To Hit bonus) and if it is
Damage: n/a Critical: n/a successful both weapons hit and do damage.
This maneuver can only be perfonned if the character is
wielding a weapon in each hand. By holding both weapons
together in a cross, the character can more effecti:ely stop
Duck (Basic)
incoming melee attacks aimed at his upper body. This maneu- Initiative: +O To hit: n/a
Damage: n/a Critical: +20 to opponent's
ver has the defensive benefits of a high shield block without
hampering the defender's sight, but it leaves his lower body critical
By Ducking low to the ground, the character can
more vulnerable to attack.
easily avoid high attacks, but becomes much more vul-
nerable to low attacks.
Double Block Middle (Advanced)
Initiative: -1 To hit: n/a
Damage: n/a
Entangle Low (Advanced)
Critical: n/a
Initiative: +1 To hit: -4
This maneuver can only be perfonned
Damage· I Critical: -25
if the character is wielding a weapon in
each hand. By holding both weapons
T~is maneuver aims to
trip the target by ent~nglin~
together in a cross, the character can more
effectively stop incoming melee attacks ....__ _ _ __ his legs. If the To Hit roll 1s
successful, the target must make
aimed at his mid body. ....__ _ _ _ _ a Dexterity Check (or a save vs.
Breath Weapon if the character has no Dexterity abil~
Double Shot (Restricted: Archer) ty score) or fall to the ground. The fallen tharacter 1s
Initiative: +O To hit: +O severely limited in his actions until he spends a round
Damage: +O Critical: +O untangling his legs and standing up (GM ' s option).
Using this maneuver, an Archer loads two specially-pre- This type of attack can only be executed by whips,
pared arrows onto the bow at the same time. The special bolas, and mancatchers.
Entangle Middle (Advanced) Feint Middle (Advanced)
Initiative: +1 To hit: -4 Initiative: +O To hit: + 1
Damage: -1 Critical: +O Damage: +1 Critical: +15
This maneuver aims to bind the This maneuver has the attacker appearing to be slashing
target by entangling his arms to his for the target's torso. At the last minute, he moves the attack
torso. If the To Hit roll is successful, into a slash at the head. This tricky move grants a bonus To
the target must make a Dexterity Hit because the defender places his defenses improperly.
Check (or a save vs. Breath Weapon if
the character has no Dexterity ability score)
Fire High (Standard)
or become entangled. The entangled character
drops any items he was holding in his hands, and must - - - - - - Initiative: +O To hit: -2
spend one round freeing himself before he can use his Damage: +1 Critical: +20
arms. This type of attack can only be executed by This maneuver is used to aim and
whips and mancatchers. Bolas can be used to entangle fire a missile weapon toward the upper
one arm only. body and head of a target. The Firing char-
acter can either stand still and fire at his
Envelop (Monster) - - - - - - normal rate of fire or move up to (Move
Initiative: +2 To hit: +O Rate x 5) feet and fire at half his rate of fire.
Damage: spec. Critical: +O
Certain large monsters can attempt Fire Low (Standard)
to swallow a defender whole, either Initiative: +O To hit: -1
with their massive mouths or by liter- Damage: +O Critical: -20
ally consuming him within their ....__ _ _ ___. This maneuver is used to aim and fire a missile weapon
gelatinous bulk! Rules for the Envelop maneuver will toward the lower body and legs of a target. The Firing char-
appear in each individual monster's description if it is acter can either stand still and fire at his normal rate of fire
capable of such an attack. or move up to (Move Rate x 5) feet and fire at half his rate
In many cases, a monster will envelop a target if it of fire.
rolls a high number as its attack roll. If this is the case,
the GM must still play this card to indicate that the mon- Fire Middle (Standard)
ster intends to envelop its target. If the attack succeeds,
Initiative: +O To hit: +O
but fails to envelop, the defender suffers the effects of a
Damage: +O Critical: +O
normal bite (or whatever attack form is appropriate).
This maneuver is used to aim and fire a missile weapon
toward the body and arms of a target. The Firing character can
Farshot (Restricted: Archer)
either stand still and fire at his normal rate of fire or move up
Initiative: +O To hit: +O
Damage: spec. Critical: +O to (Move Rate x 5) feet and fire at half his rate of fire.
By carefully judging wind speed
and direction, an Archer using this Rail Disarm (Advanced)
maneuver can fire an arrow over a - - - - - - Initiative: + 1 To hit: -3
Damage: n/a Critical: n/a
f
much longer distance than would
normally be possible. A Farshot ..._....::,_ _ __.. Although flails and whips can be
effectively doubles the long range of the bow being used to perform a normal Disarm, it takes
used, but only one arrow may be fired as such in a considerable skill to use the weapons to
round, and it loses all bonuses to damage due to their fullest. This maneuver is an attempt to
Strength and Dexterity. - - - - - - actually wrap the chains of the flail or coils
of the whip around the target's weapon and wrench it from his
r
Feint High (Advanced) grasp. If the To Hit roll is successful, the characters must
Initiative: +O To hit: +2 engage in a Quick Contest of Strength (see Strength, page
Damage: +O Critical: +5 12). The attacker's Strength is considered +2 for purposes of
Using this maneuver, the attack- this Contest. If the attacker wins the Contest, the defender's
er appears to be slashing for the weapon is pulled from his grasp and lands I D6 feet in any
target's head. At the last minute, direction the attacker desires. If the defender wins, he keeps
he drops the attack into a slash at his weapon.
the mid body. This tricky move ..__ _ _ ___. If the defender is holding a two-handed weapon, the
grants a bonus To Hit because the defender places his attacker's To Hit roll and Contest of Strength to Disarm are
defenses improperly. made at an additional -3 penalty.
If the Grapple
To Hit roll suc-
Flee (Basic)
ceeds, the attacker
Initiative: +O To hit: n/a
and defender
Damage: n/a Critical: n/a
become entangled
This maneuver is used when a character wants to leave
with one another,
melee combat. Unlike the Withdraw maneuver, which is a _ _ _ _ _..... each wrestling for
careful retreat, Flee has the character turning around and run-
ning away at top speed (Move Rate x 10 feet). control. Both combatants must select the
Any opponents get a free attack on a Fleeing character's Grapple maneuver until one of them breaks
free of the grapple. This occurs immediately
back, so AC bonuses due to Dexterity and shields do not
if both agree to stop grappling (i.e., the attacker
apply. These free attacks take place out of the normal tum
decides to break off the attack and the defender releases
order, and do not count as the attacker's action for the tum.
him). Otherwise, a character wishing to break free of the
The free attacks are considered to be the maneuver selected by
grapple must win an Extended Contest of Strength (see
the opponent if it is an attack maneuver. If the opponent had
Strength, pagel2) against the other character.
selected a non-attack maneuver, the free attack is made with
After each round of grappling, compare the Strength
no modifiers To Hit, damage, or critical.
checks of each combatant as though they were engaged
in a Quick Contest of Strength. The "winner" each round
Qore (Monster) inflicts 1D2 damage on the loser. This comparison has no
Initiative: +O To hit: - 1
~
other effect on the final result of the Grapple.
Damage: +O Critical: +5 Any attacks directed at either wrestling fighter by
Using this maneuver, creatures with
outside parties have equal chances of hitting either
horns can attempt to drive them into the wrestler. Use the standard rules for firing into melee to
defender's body. determine which character is hit by incoming melee or
missile attacks.
Qrab (Basic) Whichever character finally wins the Contest may
Initiative: + 1 To hit: spec. decide to either end the grapple (i.e., break free) or pin
Damage: 0 Critical: n/a his opponent to the ground. If he chooses to pin, his
This is an attempt to grab an object from the target. The opponent is considered helpless, and may take no further
To Hit roll is modified based on the size and concealment of action until released or rescued.
the desired object, according to the table below:
Jump (Basic)
Size of Object* Attack Adjustment
- - - - - - Initiative: +O To hit: n/a
L weapon -2
Damage: n/a Critical: -10
M weapon -3 to opponent's critical
S weapon -4
A character can use this
smaller -5
*This denotes the size of the visible
portion of the object. For instance, if a
r------ maneuver to jump up and over a low
swing. This leaves him highly vulner-
_ _ _ _ _..... able to high attacks, however.
character is carrying a two-handed sword
on his back, but all but the handle is
Kick High (Restricted: Martial Artist)
obscured by his cloak, the sword would
Initiative: +O To hit: -2
be considered an S weapon for purposes
of Grabbing. _ _ _ _ _..... Damage: 104 Critical: +25
An unarmed Martial Artist can use this effective
If the To Hit roll is successful, the attacker has grasped
attack to aim a kick at his opponent's head. A description
the desired object. If it is being held by the defender (such as of the Martial Artist class can be found on page 28.
the weapon he is currently using), the two characters must
engage in a Quick Contest of Strength (see Strength, page Kick Low (Basic)
12). The victor in the Contest gains possession of the object. If Initiative: +O To hit: -1
~he object is not being held by the defender, no Strength Check Damage: 103 Critical: -30
1s necessary; the attacker grabs the object. This is a basic kick to the lower body and legs.
t-
Critical: +O
A Grapple is an attempt to wrestle with the target, causing A Martial Artist can kick the
moderate damage and preventing him from taking action until
he breaks free. Initiating a Grapple leaves the attacker open to
other attacks. _____..... defender in th~ to~so with this maneu-
ver. A descnpt1on of the Martial
Artist class can be found on page 28.
Load (Standard) Parry Defense is
Initiative: +O To hit: n/a treated exactly like AC against Parries and similar forms of
Damage: n/a Critical: n/a "active defense" such as Pin and Punch Block. If the To Hit
A character using a "slow" missile roll is successful, the attack is parried, and no damage is
weapon such as a crossbow must use scored. If the To Hit roll fails, the attack hits and damage is
this maneuver to reload his weapon generated normally.
between shots. This maneuver is only
necessary if the weapon's rate of fire is Parry/Riposte High (Advanced)
less frequent than 1/1. For example, a - - - - - - Initiative: + 1 To hit: spec.
character firing a heavy crossbow (rate of fire Damage: +1 Critical: +20
1/2) must Load for one round between each shot, This maneuver allows a character to
while a character firing an arquebus (rate of fire 1/3) deflect one incoming melee attack with his
must Load for two rounds between each shot. weapon, then deliver an immediate counter-
strike, called a "riposte." Resolve the Parry
Overbear (Basic) - - - - - - part of this maneuver exactly as a standard
Initiative: +O To hit: spec. Parry (see above). If the Parry is successful, the Parrying char-
Damage: 0 Critical: n/a
This is an attempt to pull the target
down and restrain him in any way
possible. This is usually accomplished
by grabbing the defender's body and
tr acter immediately gets a chance to deliver a riposte. The riposte
is a standard attack with a -4 To Hit penalty.
1
ly in both hands, heaving it up above ing them from behind. Monsters with suffi-
his head, then slamming it down onto ciently long tails can actually lash them all
his opponent. If it - - - - - - - - - - - - the way around to strike at targets in front
hits, it will do serious of them. Either way, this attack form can only be used if the
damage to the target's creature has a listed Damage for a tail attack. Note that this
head or upper body. However, card is also used for monsters which sting with their tails, such
this slow maneuver puts the attacker as giant scorpions.
at risk by leaving his midsection and
legs completely unguarded. ------ Throw High (Standard)
Initiative: +O To hit: -2
Special (Restricted) Damage: +1 Critical: +20
Initiative: spec. To hit: spec. This maneuver is used to hurl a weapon toward tile upper
Damage: spec. Critical: spec. body and head of a target. The Throwing character can either
This card is a catch-all to represent any sort of unusu- stand still and use his normal rate of fire or move up to (Move
Rate x 5) feet and throw at half his rate of fire.
al ability, such as a dragon's breath or a Paladin's laying
on of hands. When the card is turned face up, the particu-
lar special ability being used is announced. Throw Low (Standard)
Initiative: +O To hit: -1
Damage: +O Critical: -20
Sweep Low (Advanced) This maneuver is used to hurl a weapon toward the lower
Initiative: +2 To hit: spec. body and legs of a target. The Throwing character can either
Damage: -1 Critical: -20 stand still and use his normal rate of fire or move up to (Move
A low Sweep aims to strike the Rate x 5) feet and throw at half his rate of fire.
legs of several opponents. Follow the
rules above for a Sweep High, except Throw Middle (Standard)
that a low Sweep can only be attempt- - - - - - -
ed by a medium or long weapon (Size - - - - - - Initiative: +O To hit: +O
Damage: +O Critical: +O
Mor larger). This maneuver is used to hurl a
weapon toward the torso of a target. The
Sweep High (Advanced) Throwing character can either stand still
Initiative: +1 To hit: spec. and use his normal rate of fire or move up
Damage: +O Critical: +20 ..__ _ _ ___. to (Move Rate x 5) feet and throw at half
A Sweep is an attempt To Hit more than one target his rate of fire.
with a single swing of a melee weapon. In order to be eli-
gible for a Sweep, all targets must be within melee range Thrust High (Standard)
of the attacker and adjacent to one another. Initiative: +O To hit: -2
A Sweep can be attempted against two targets with a Damage: +l Critical: +25
Small weapon. Each Size category over Small adds one This maneuver involves the attacker thrusting the point of
to this number, so that a Medium weapon can Sweep his weapon at the target's head.
against three targets, while up to four can be attacked
with a Large weapon. Thrust Low (Standard)
The attack rolls for a Sweep suffer a -2 - - - - - - Initiative: + l To hit: -1
penalty for every target after the first. For instance, Damage: +O Critical: -25
a Sweep against three defenders has a -4 To Hit This maneuver involves the attack-
modifier. A separate attack roll is made against er thrusting the point of his weapon at the
each defender, and the damage inflicted is not raised target's legs. This type of attack can only
by any bonuses due to Strength or skill (i.e., Expertise). be executed by medium or long weapons
- - - - - - (Size Mor larger).
Sweep Middle (Advanced)
Initiative: + 1 To hit: spec. Thrust Middle (Standard)
Damage: -1 Critical: +O Initiative: +O To hit: +O
This attack works just like the Damage: +O Critical: +O
Sweep High above, but strikes for the This maneuver involves the attacker thrusting the point of
torsos of the defenders. his weapon at the target's torso.
Wing Buffet (Monster)
Trip (Standard) Initiative: +O To hit: +o
Initiative: + 1 To hit: -4 Damage: +O Critical: + 15
Damage: -1 Critical: -30 Some large creatures can use
This maneuver aims trip the target by hooking his legs
to their wings to buffet opponents,
and pulling, causing him to lose his balance. If the To Hit roll causing severe damage and windy
is successful, the target must make a Dexterity Check (or a battle conditions. Only those monsters
save vs. Breath Weapon if the character has no Dexterity abili- with damage listed for a wing attack can
ty score) or fall to the ground. The fallen character is severely use this maneuver.
limited in his actions until he spends a round standing up
(GM's option). This type of attack can only be executed by Withdraw (Basic)
polearrns. Initiative: +O To hit: n/a
Damage: n/a Critical: n/a
Turn Vndead (Restricted: Priest) This maneuver is a more careful attempt to exit melee
Initiative: +O To hit: n/a combat than Flee. A Withdrawing character backs away
Damage: n/a Critical: n/a from his opponents, moving up to (Move Rate x 3) feet.
A Priest plays this card when he The opponent may choose to follow unless the withdraw-
wished to invoke his deity to turn away the ing character is fighting alongside one or more allies who
forces of the undead. can block his advance.
M issie Def
AttAdj Adj
Base Damage I Total Dam. Adj. Base Damage I Total Dam. Adj. Base Damage I Total Dam. Adj.
AC Adjustments AC Adjustments AC Adjustments
Surprised Surprised _ __
Surprised
HTK Points I Wound Points I Shieldless._ _ __ HTK Points I Wound Points I Shieldless._ _ __ HTK Points I Wound Points I Shieldless._ _ __
Rear _ __ __ Rear _ __ __ Rear _ _ _ __
Defences._ _ __ Defences._ _ __ Defemes._ _ __
CD @ ® © CD @ ® © CD @ ® ©
Tot.al Dam. Adj. Base Damage I Total Dam. Adj. Base Damage I Tolal Dam. Adj.
AC Adjustments AC Adjustments AC Adjustment.s
Surprised _ __ Surprised _ __ Surprised
HTK Points I Wound Points I Shieldless._ __ _ HTK Points I Wound Points I Shieldless._ _ __ HTK Points I Wound Points I Shieldless._ _ __
@ ®
'·
. . ....... ..
. . . ...
<.; •
.:..;-;..
.. .. .~:..:
.::., '· \ .
.·....,,,. . ,,,. '
. ,"..
The Demons line for Role Aids presents the most fully realized infernal
cosmology ever created for a role-playi.ng game. This series is ideal for
gamemasters looking for new ways to make their campaign more challenging.
No serious gamer will want to miss out on the epic battle of a lifetime.
Demons (#752)
This original volume has been re-released In our new boxed sourcepack for·
mat. Demons contains an overview of the unique cosmology of the lnfernus.
including a roster of Its most powerful Inhabitants. new characters classes.
spells & artifacts. a full-color map and more.
Demons II (#759)
No setting as detailed aiithe ln fernus could be complete In one volume.
Demons II swings wide the gates with further Information on Slayers.
Half-demons and the Cabal. and expands on the mythos with the addition
of Cults and the Inquisitor character class.
Sentinels (#757)
When the rogue demons chose to break the Compact between the Infernal
and the divine. they forced the gods to create t he Sentinels. a race of
guardians with the power to combat their unfettered evil. This sourcepack
expands the Demons mythos in a new direction. fight backl
Coming Attractions
Look for additional releases In the Denizens series that will cover the rest of
the five Orders. providing statistics for the entire hierarchy of the lnfernus
(over 1.000 demons In all!). And watch for a trilogy of novels. Inspired by
the Demons line. which foreshadows the outcome of our climactic
Apocalypse sourcepack. where the powers of light and darkness collide in
a final battle that could destroy the world ....
x 2-Weapons
c Quick Missile
Weapon
/ Hafted Weapon
/
~ Flail
Spear
/ /'
Thrown Slow Missile
Weapon Weapon
/ Knife
J1
2 1-3 Neck pierced, causing severe bleeding. 2 4 1-2 Throat crushed. Target loses 1 Wound Point per round
4 4 Neck impaled. When weapon removed, 8 4 A mighty blow beheads the target. Dealh is quick
and painless.
until tended to. Size Difference: (See also chart below) Combat Card Weapon Icon Guide Entangling
, Shield
STA Check or fall unconscious. 5 3 Neck broken. Save vs. Paralyzation or paralyzed from Weapon
101-104 3 5-6 Stabbed in mouth, damaging tongue and 101-102 2 5-6 Face deeply slashed, exposing bone. Scar results neck down.
palate. Speech is difficult. in APL-2. 6 4 Lower jaw knocked off, leaving tongue wagging free. Critical Hit Size Modifiers
105-110 2 7.9 Cheek pierced, leaving a painful and 103-107 I 7-8 Face slashed. Scar results in APL -1. APL-6.
2-Weapons Quick Missile
/
unsightly wound. APL -1. 108-109 3 9 Side of head deeply slashed. STA Check or fall 102-105 3 5-6 Jaw smashed, making eating quite painful. APL -2.
2 10-1I One eye destroyed. APL -2 without unconscious. 106-113 2 7-9 Side of head bruised. Defender Size Weapon Hafted Weapon / Spear
.f1
eye patch. 2 10-11 Side of head slashed. 114-119 3 10-12 Head severely concussed. STA Check or fall unconscious.
6 12 Skull impaled through eye, damaging 7 12 Head cut in half from top to bottom. APL -6 if 120 8 13 Head knocked off of shoulders. After a few moments, Size T S M L H G
character survives. body collapses.
brain. APL -2, INT reduced to 1/2. T 0 -15 -30 -45 -60 -75 Thrown Slow Missile
/
116-123 2 13-15 Side of head gashed open. STA Check I 13-14 Nose cut open, bleeding profusely. A PL - I. 7 14 Face caved into skull. If target survives, APL -4. INT
or fall unconscious. 2 15 Nose severed. APL -4. reduced to 1/2. s +10 0 -15 -30 -45 -60 Weapon Weapon Knife Flail
124-129 16-19 A chance shot removes most of one ear. 2 16-17 Eye slashed Save vs. Breath Weapoo or one eye bliOOed. 2 15-17 Nose smashed into a gooey mess. APL -3.
I 18-19 Ear cut off. Hearing unaffected, but APL -2. M +20 +10 0 -15 -30 -45
APL - I. 4 18-19 Skull fractured. STA -1. STA Check or fall unconscious.
Top of head cut off just above ears, exposing L +30 +20 +10 0 -15 -30
~ Melee Weapons
7 20
~
7 20 Skull impaled through forehead, destroy- 7 20 A fierce blow to the top of the head caves it entirely in!
brain. A gruesome death. Truly grisly.
ing the forebrain. INT reduced to 1/2. H +40 +30 +20 +10 0 -15 Unarmed Polearm / Sword
Minor wound lo upper body (or roll again) Minor wound to upper body (or roll again) G +50 +40 +30 +20 +10 0
Blood & Steel Combat Cards
There are three types of cards, as denoted on the top of the card, just
below the card name: Attack, Defend, and Special. All cards have the
same background.
The cards on the next few pages are divided up by Attack, Defend, and
Special, and further sorted alphabetically by whether a card is Advanced,
Basic, Monster, Restricted, and Standard. Within those groups, the cards
are alphabetized.
Each card has been represented here once, but each type will have a list
denoting how many of each card will go to make a complete set.
Attack Combat Cards
Each Attack card has been reproduced once in this pdf. Included here is a
list of the card type, along with how many copies of that card should be
included in the full set of cards in general.
Attack - Standard
Attack - Basic 2 Charge
4 Grapple 3 Fire High
2 Kick Low 3 Fire Low
3 Overbear 3 Fire Middle
2 Punch High 4 Sap
2 Punch Middle 3 Shield Bash
4 Slash High
4 Slash Low
Attack - Monster 4 Slash Middle
1 Attack 3 Smash
1 Bite High 3 Throw High
1 Bite Low 3 Throw Low
1 Bite Middle 3 Throw Middle
2 Claw High 4 Thrust High
2 Claw Low 4 Thrust Low
2 Claw Middle 4 Thrust Middle
1 Constrict 2 Trip
1 Dive Attack 2 Unhorse
1 Envelop
1 Gore
1 Tail Lash
2 Wing Buffet
Advanced Advanced
L L
,
Basic
,
Basic
INIT.:
HIT:
DAM.:
CRIT.:
ff
Monster
~
Monster
Restricted Restricted Restricted
// ~ IJ ~
Restricted
IJ ~
,
Restricted
,
Restricted
INIT.:
HIT:
DAM.:
CRIT.:
,
Standard Standard
®
Standard
~ ///~
+O
-2
+1
+20
Standard Standard
®
Standard
~ ~// /
+O +O +O
-1 +O -2
+O +O +1
-20 +O +25
@
Standard
®
Standard
(5
Standard
/ / ///~
Standard Standard
// ~ ~
Standard
/~
Defend Combat Cards
Each Defend card has been reproduced once in this pdf. Included here is
a list of the card type, along with how many copies of that card should be
included in the full set of cards in general.
Defend - Advanced
1 Dbl. Block High
1 Dbl. Block Mid
1 Punch Block
Defend - Basic
4 Dodge
3 Duck
3 Jump
4 Block High
4 Block Low
4 Block Middle
4 Parry
4 Shield Block High
4 Shield Block Low
4 Shield Block Mid
INIT.: INIT.: +O
HIT: HIT: Special
DAM.: DAM.:
CRIT.: CRIT.:
Advanced
I
Advanced
~
,
Advanced
x x
Basic
INIT.: INIT.:
HIT: HIT:
DAM.: DAM.:
CRIT.: CRIT.:
Standard
~
Standard
~
Standard
~ //~/ ~
INIT.: +O INIT.: INIT.:
HIT: Special HIT: HIT:
DAM.: DAM.: DAM.:
CRIT.: CRIT.: CRIT.:
Standard
I,
Standard
~,
Standard
~
INIT.:
HIT:
DAM.:
CRIT.:
~,
Standard
Special Combat Cards
Each Special card has been reproduced once in this pdf. Included here is
a list of the card type, along with how many copies of that card should be
included in the full set of cards in general.
Special - Basic
4 Advance
4 Flee
3 Grab
4 Withdraw
Special - Restricted
1 Careful Aim
3 Cast Spell
1 Cast/Attack
2 Special
1 Turn Undead
Special - Standard
3 Disarm
2 Load
2 Set for Charge
Advanced Advanced
#1 #1
9 780923 763985
ISBN 0-923763-98-8