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The Lore 100 System: Covner - Sheets

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0% found this document useful (0 votes)
151 views42 pages

The Lore 100 System: Covner - Sheets

Uploaded by

Nicklas Miniwolf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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The Lore 100 System

Covner | Sheets
Contents Attributions & Legal
Attributions & Legal 2
The Lore 100 System 3 Creators
Basic Rules 4
Rolls4 Creator: Jesse Covner, Jason Sheets
Describe All & Roleplay 4 Editors: Damon Lang
Character Creation 5 Layout: Jesse Covner
Step #1: Theme & Species 6
Step #2: Create Lore Sheets 6 © 2019 Sons of the Singularity, LLC.
Step #3: Characteristics 9
Step #4: Skills 10 “Lore 100”, “Lore System”, and “The Camlann Chronicles”
Step #5: Specials (Optional) 13 are products of the Sons of the Singularity; and are
Step #6: Finishing Up 14 common law trademarks of the Sons of the Singularity;
Using Lore Sheets  15 those words signify the Sons of the Singularity as the
Tapping Lore Sheets 15 source of those products. Feel free to use those words
Game Changers 15 to talk about our products; feel free to identify your
Conflicts 16 works as compatible with our products, just don’t hold
Initiative & Actions 16 yourself out as Sons of the Singularity or as endorsed
Attacks & Damage 16 by the Sons of the Singularity. If you are interested in
Combat Maneuvers 17 endorsement or other types of collaboration, please
Other Combat Rules 18 email us at sons.of.the.singularity@gmail.com.
The Reflection Point 19
Magic20
Initial Spells & Gaining New Spells 20
Casting Spells 20
Base Spell Power & Modifying Spells 21
Schools of Magic 22
Seelie Magic 22
Fey Magic 24
Druidic Magic 26
Theistic Magic 28
Common Modifications 29
Alchemy29
Counters30
Equipment31
Price List 31 Images & Art
Weapons & Armor 32
Status33 The images listed below belong to Sons of the Singularity
Downtime34 and were created by fantastic artists:
Recuperation34
Character Development 34 The Light Fey and King Ungus, by Susan Sheets
Work & Upkeep 35
Optional Rules 36 Other Attributions
Creatures & NPCs 37
Common Creature & NPC Stat Blocks 37 The fonts listed below are used in this document, and
have license to print for commercial publication as well
as include in a protected pdf document:

Ubuntu, Apache License, Version 2.0


Amarant - Open Font License, Version 1.1
Lora - SIL Open Font License, Version 1.1.
Entypo, by Daniel Bruce-
The Lore 100 System
Reasons for Lore 100 System You are a Player Character (or you are the GM)

Sons of the Singularity are committed to creating Players roleplay as individual characters referred to in
role-playing settings, scenarios and content which are this book as “Player Characters” or “PCs”. In different
entertaining, thought-provoking and authentic. To do settings, PCs may be referred to by other names, such as
this, we must decide what game systems to build upon. “Adventurers”, “Operatives” or “Investigators”. “PC” is the
Many table-top roleplaying publishers have attempted general term used in this setting neutral rulebook. Note
to erect walled gardens, where their game systems that although this rulebook is setting neutral, it includes
are considered proprietary and efforts are made to skills and equipment relevant to the world of the Camlann
exclude others from building on those game systems. Chronicles, which is the first setting used with the Lore
The Lore 100 System grew out of the shadows of these 100 System.
walls; its purpose is to serve as a game system upon
which we can build entertaining, thought-provoking
and authentic content. Players and Game Masters This book does not answer: “What is an RPG?”
(“GMs”) should find this game system familiar, easy to
understand and quick to adopt. Sorry. The authors assume you know what an RPG is
and so will not get into the broader topic of how to
Lore 100 combines the traditions of d100 systems play RPGs in general.
with modern, narrative-centric mechanics found in
GUMSHOE and the Lore System. This game system
was made for “traditional” GMs who want to develop What is Needed to Play
and maintain control over the settings and story arc
of a game campaign, while also providing the players The Lore 100 system uses ten-sided dice (d10). You will
“story manipulation” power and meaningful influence also need character sheets and a good place to play
over the game’s narrative. The Lore 100 System adopts a where you won’t disturb others. In the tradition of
number of mechanics that tie the settings and character table top RPGs, pen and paper can also be useful. The
backgrounds to the action of gameplay. Lore System uses a mechanic called Lore Sheets, which
are designed to be attached to your character sheet.
The Lore 100 system excels in running campaigns We think this is best done with scissors and stapler.
with custom created, genre bending settings. Lore Miniatures are not required for this game, however,
Sheets help bring players up to speed on the setting they may be used if you desire.
in which the game takes place. It is worth noting that
mechanics of this game allow it to be played in different Round Down
ways; it works well for allowing player generated plot
direction and settings development without the need The convention in this book is to round down whenever
for significant GM direction. division is called for.

Before a campaign starts and sometimes before a game Camlann


session, the GM prepares Lore Sheets which describe
Game World settings and relationships therein. Most The rules in this document have been customized for
likely, the GM will also put some thought into possible the Camlann campaign setting, but should work for
story arcs the players may want to explore. The Lore most fantasy settings.
100 system will not reduce GM prep time compared
to other “traditional” games. However, the GM-facing
rules are here to help the GM maximize the impact and
relevance of the effort she puts into building the Game
World and its various story arcs, as well as increase the
likelihood that the players will want to explore that
Game World and pursue those story arcs.

3
Basic Rules
Advantage is often gained by delaying an Action in
Describe All & Roleplay order to prepare, such as aiming a weapon or doing a
fancy fencing maneuver. Assisting another PC’s action
Players must describe all PC actions and such can also create Advantage.
descriptions must make sense or the action will fail.
Likewise, clues may be given to characters only if the Generally, 1 Advantage (or Disadvantage) shifts the
player explains how the skill is used to obtain the clue. median probability by slightly more than 16%, while
2 Advantages (or Disadvantages) shifts the median
The Lore 100 System has several “mechanics” which by just about 25%.
requires PCs to roleplay. Here, the definition of roleplay
is to narrate, in 1st or 3rd person, what a character Difficulty Modifiers
does by putting oneself in the character’s shoes. This
does not mean you need to use accents, funny voices, Easy Difficulty 1 Advantage
or other acting techniques. Accents, props, and other Average Difficulty 0 Disadvantage
acting techniques can make the game better, but it is Hard Difficulty 1 Disadvantage
the act of putting oneself in the role of the character Very Hard Difficulty 2 Disadvantages
which is important in this game.

Critical Successes and Critical Failures

Rolls Doubles (i.e. 33%, 44%, 55%) cause a Critical Success


if they hit. Doubles may activate Combat Maneuvers
in combat and other circumstances, even if the roll
When the outcome of an action is uncertain, you roll was not a success.
two d10s of different colors. One number is the 10s
digit (“Tens”) and the other is a 1s digit (“Ones”). This A roll of 96 to 100 is a Critical Failure; the GM will
creates a d100. In a regular Skill Roll, when the roll is determine an undesirable outcome. This often means
equal or less than a tested skill, the roll is a success. a weapon or piece of equipment breaks.

In an Opposed Roll, an opponent also rolls the dice Rolling for Clues
against a skill; whoever has the higher successful roll
wins, but the lower success may gain a benefit in some Clues and key information about the Game World
situations. If neither succeeds, both fail. In an Ordered may be obtained by making appropriate Skill Rolls.
Roll, multiple characters make a roll against their skill; PCs that are Trained in a pertinent skill automatically
the GM will rank-order the successes, from highest acquire such clues and key information even if they
roll to lowest roll. fail the Skill Roll. In cases where the PC is Trained in a
pertinent skill, and fails the Skill Roll, the GM provides
Advantage & Disadvantage the clue or key information and then decides upon
a complication based on the context of the failure.
When there are positive factors that can influence the Examples of complications include:
action, the GM can declare the roll has Advantage;
for each Advantage, roll an extra Tens dice and keep • Equipment breaks or is prematurely used up
whichever result you want. • The GM provides a relevant clue as well as a red herring
• Risk Counter damaged by the result of the Ones die
If there are negative factors, the roll has Disadvantage; (explained later)
for each Disadvantage, roll an extra Tens die and keep
the highest result. On the other hand, if the PC attains Doubles on a roll
after doing something to gain advantage, the GM should
Advantage and Disadvantage cancel each other out but give extra information, either related to the clue or
three of either is an automatic success or failure. So, 3 related to something that is relevant and important
Advantages and 1 Disadvantage becomes 2 Advantages. to the PC.

4
Character Creation
Lore 100 System One Page Character Sheet
Name: Species: Characteristics & Skills
PHQ Endurance

3. Assign 180 points to Characteristics, each 15 to 40. Or assign 20, 25, 25, 30, 35, 40.
1. Create name, species, & theme.

HP Initiative Psyche
=(PHQ/5)+8 AGI × 2 =(WIL/5)+8 Athletics
Brawn

Step #1: Theme & Species


Status
1
5
9
2 3
6 7
10
4
8
11
1
5
9
2 3
6 7
10
4
8
11
Fight (Unarmed)
Fight (Sword&Shield)
Fight (Spear)
12 13 14 EDU+CHA 12 13 14
15 16 17 15 16 17
Swim

Step #2: Create Lore Sheets


18 19 20 18 19 20
AGI Dodge
Point Pool MP (CHA) Acrobatics
=(INT/5)+8
1 2 3 4 5 6 7 8 9 10 Sleight of Hand
11 12 13 14 15 16 17 18 19 20 Sneak
21 22 23 24 25 26 27 28 29 30
1 2 3 4 31 32 33 34 35 36 37 38 39 40 Duel (Blade)
5 6 7 8 41 42 43 44 45 46 47 48 49 50 Duel (Dagger)
9 10 11 51 52 53 54 55 56 57 58 59 60
Ranged (Bow)
12 13 14 61 62 63 64 65 66 67 68 69 70
71 72 73 74 75 76 77 78 79 80 Ranged (Thrown)
15 16 17 81 82 83 84 85 86 87 88 89 90 Ranged (Sling)
18 19 20 91 92 93 94 95 96 97 98 99 100

6. Calculate HP, MP, Psyche, Status & Luck


WIL Persevere
Intimidate
2.Select Profession Lore Sheets & General Lore

Theme: (I’m a___. I believe in ____. Also, ____) & Profession Lore
Sheet Step #3: Characteristics CHA Charm
Magic (Druidic)

Perform (Disguise)

Step #4: Skills Perform (Dance)


Perform (Sing)

INT Sense Danger


Sense Lies
4. Select skills. Each training block ( ) represents Politics
10 skill points. Skill level is equal to Characteris-
tic+skill blocks + XP points. 15 blocks come from
Survival
your Profession and 15 more to any skills. Appraise
Read Terrain
Adept skills are italicized; you cannot perform these Magic (Seelie)
skills unless you have at least 1 training block.
Magic (Fey)
5. Record Specials & Conditions
EDU Magic (Theistic)
Step #5: Specials Weapon Damage
Weapons
Range Ammo
Special & Damage Bonus
Farming
Religion
(close/med/ long) (DB = +1 every 25% of skill). Art (Calligraphy)
unarmed Tens - 3 +DB CQ DB = +1 every 25% unarmed. Art (Painting)

Step #6 Finishing Up Craft (Weapon)


Craft (Armor)
Craft (Tinker)

Armor Engineer (Castle)


Medicine (First Aid)
Armor AP Special
Medicine (Surgery)
Alchemy & Herbalism

Other Equipment & Money: Manage (Estate)


Nature
History (British)

7. Buy weapons, armor, and equipment

5
Step #1: Theme & Species Step #2: Create Lore Sheets

When creating a PC, the player should first select a Lore Sheets are descriptions of a character and its
Theme. The PC’s Theme should be a short description relationship or history with other characters in the
of the character and her beliefs. Game World. It’s like a tiny summary of a story with
a check box (). There are many Lore Sheets found
The Theme may be long and descriptive or it may in the Camlann Chronicles book. Here is an example:
be as simple as “I am a... and I believe in...”). Players
(not the GM) may change the Theme at a later point
in time. Character Themes should change to reflect  My Father the Rebel: I’m the illegitimate son of
significant changes in character concept and beliefs. King Caradoc ap Ynyr, the wise and esteemed older
For example, characters that defect from one faction ally of Aeden and the reportedly faithful lover of
to another should reflect their change in heart with a Tegau Eurfron, though she is not my mother. Aeden
Theme change. Characters experiencing the traumatic has accepted me as one of his knights. I must serve
effects of death and resurrection would presumably him well, if for no other reason that any title I have
also see changes to their character Theme. comes from my liege.
Lore 100 System One Page Character Sheet
PCs should pick or create (or accept from the GM) one
Name: Species: ProfessionCharacteristics
Lore Sheet and & one
Skills
General Lore Sheet.
The GMPHQmay offer more Lore Sheets to the players.
Endurance

3. Assign 180 points to Characteristics, each 15 to 40. Or assign 20, 25, 25, 30, 35, 40.
1. Create name, species, & theme.

HP Initiative Psyche
=(PHQ/5)+8 AGI × 2 =(WIL/5)+8 Athletics
Brawn
1 2 3 4 1 2Detailed
3 4 rules on how to use Lore Sheets are in the
Fight (Unarmed)
5 6 7 8 5 6following
7 8 chapter, “Using Lore Sheets.”
Fight (Sword&Shield)
9 10 11 Status 9 10 11
Fight (Spear)
EDU+CHA
12
15
13
16
14
17 Lore Sheet Types
12 13 14
15 16 17
Swim
18 19 20 18 19 20
AGI Dodge
General Lore Sheets describe a relationship between
MP Point Pool (CHA) Acrobatics
1 2 3 4 5 6 7 a8 PC 9 10and another
Sleight ofperson,
Hand place, thing or event within
=(INT/5)+8
11 12 13 14 15 16 17 the
18 19 Game
20 World.
Sneak Game World relationships are often
21 22 23 24 25 26 27 28 29 30
31 32 33 34 35 36 37 used
38 39 40 to show
Duel wealth,
(Blade) familiarity with a location, and
1 2 3 4
5 6 7 8 Duel (Dagger) limited resource. When using
51 52 53 54 55 56 57 any other exploitable
41 42 43 44 45 46 47 48 49 50
9 10 11 58 59 60
Ranged (Bow)
12 13 14 61 62 63 64 65 66 67 the skills History,
68 69 70 Charm, Intimidate, and Sense Lies
71 72 73 74 75 76 77 78 79 80 Ranged (Thrown)
15 16 17 81 82 83 84 85 86 87 in order
88 89 90 toRanged
gain information
(Sling) or clues related to a Lore
18 19 20
Sheet, the skills are considered to be Trained. The PC
91 92 93 94 95 96 97 98 99 100

6. Calculate HP, MP, Psyche, Status & Luck


will automatically
WIL Persevere gain the information, even if they
Intimidate
make the Skill Roll which fails.
2.Select Profession Lore Sheets & General Lore

Theme: (I’m a___. I believe in ____. Also, ____) & Profession Lore
Sheet CHA Charm
ProfessionMagic
Lore(Druidic)
Sheets describe a character’s work
experience. As such, they are permanent. Profession
Lore Sheets function
Perform just like other Lore Sheets, but
(Disguise)
Human & Non-Human Species skill training and possibly Specials
they also provide(Dance)
Perform
Perform (Sing)
(more on this later).
To create a non-human character could be as simple as
stating so in the character’s Theme. If you feel “species” Game Changer Lore Sheets describe powerful spells
INT Sense Danger
mechanical differentiation is important (and if it’s (e.g. a spell Sense to call down a rain of brimstone and hellfire)
Lies
important for the campaign4. Select skills. Each training block ( ) represents
setting), you can select a and
10 skill points. Skill level is equal to Characteris-
significant
Politics assets (e.g. a fortified castle) which
pre-made species package. For the blocks
tic+skill Camlann Chronicles,
+ XP points. 15 blocks comeconvey
from
Survival
special privileges, abilities, or have important
Appraise
the species package are as follows:
your Profession and 15 more to any skills. Game World effects which go very far beyond the scope
Read Terrain
Adept skills are italicized; you cannot perform these Magic (Seelie)
• Humans: +20 skill points skills unless you have at least 1 training block.
Magic (Fey)
• 5. Elves (Fey and
Record Specials Seelie elves): Fey Ancestry Special
& Conditions
(see Step #5) Weapons
EDU Magic (Theistic)
• Half-Giant (the offspring of Giants and Humans): Farming
Range Special & Damage Bonus Religion
Imposing
Weapon Special Damage (see (close/med/
Step #5)long) Ammo (DB = +1 every 25% of skill). Art (Calligraphy)
• Sithling
unarmed
(Fairy Folk): Lucky CQ
Tens - 3 +DB
Charms Special and Small
DB = +1 every 25% unarmed. Art (Painting)
Special (See Step #5)
Craft (Weapon)
Craft (Armor)
Craft (Tinker)

6 Armor Engineer (Castle)


Medicine (First Aid)
Armor AP Special
Why Lore Sheets? of the basic rules. Game Changer Lore Sheets for spells will have a Mana-
cost to Tap and Tapping them often Resolves the Lore Sheet.
Lore Sheets have several important
and unique benefits in the Lore Resolved Lore Sheets represent story elements which are “completed.” The
System: Lore Sheet remains attached to the PC and can only be further Tapped to
gain information (see chapter “Using Lore Sheets”).
• Provide a method of character
progression that is tied to the
Game World and the PC’s story Gaining Lore Sheets
arc
Lore Sheets can be attached to a character at any time but they may only be
• Seed story-details and settings created at character creation or during Downtime (see chapter “Downtime”).

• Represent dynamic in-game PCs can create their own Lore Sheets, but after character creation, Lore
wealth and NPC relationships Sheets cost XP to buy. However, the GM can offer Lore Sheets she creates
that are mechanically relevant for free, without XP cost.

• Provide mechanisms to give PCs


powers and assets that are more Lore Sheet Veto Power
powerful than what is covered in
the regular game rules PCs have the final say over what Lore Sheets they attach to their character
sheet because the character’s history and relationships are controlled
• Present development rewards by the player. Therefore, players may reject any Lore Sheet presented.
that do not contribute to “power However, the GM has the final say on the setting and can “veto” Lore
creep” Sheets which conflict with the setting or Game World logic. In some
cases, other players may also veto a Lore Sheet.
• Enjoy collecting Lore Sheets
as physical souvenirs of the The GM or other player may veto a Lore Sheet in the following circumstances:
characters’ adventures • The Lore Sheet describes a relationship that impinges on the relationship
of other PCs without the other player’s consent;
• The Lore Sheet conflicts with the setting or Game World Logic;
• The Lore Sheet description is inconsistent with already established
fictional elements;
• The Lore Sheet describes things that the Table has agreed not to include,
or describes things that will make people at the Table uncomfortable.

Tips for Making Good Lore Sheets

• Resolvable. It is best, but not required, to include some description about


how the Lore Sheet can be completed.
• Exploitable. Lore Sheets can be used to show wealth, useful relationships
with contacts, inside information, and followers. These are all, in essence,
exploitable yet limited “resources.”
• Manageable Scope. You can write the Lore Sheet to be wide or narrow in
scope. You can have more than one Related Character described in the
Lore Sheet, including relationships with both people, places and items.
However, it is best not to make the Lore Sheet abusively overbroad or so
focused that it is unlikely to ever be relevant to the campaign.
• Table Friendly. Check with the GM about Lore Sheets you make to ensure
that the Lore Sheet does not upset pre-established settings and Game
World logic. Interact with other players to ensure that it isn’t in conflict
with other PC backstories and Lore Sheets.
• Style Points. Most Lore Sheets in this book are written in the 1st person.
This is because Lore Sheets, once attached to a character sheet, are
intended to read like journal or diary entries. Related characters and
explicit Resolve conditions should be underlined.

7
Profession Lore Sheets for Camlann Chronicles  (Profession) I am a Druid, a priest of the Old Gods.
I venerate the Old Gods and I honour them with
Beginning PCs should choose one Profession Lore sacrifices. In return, they grant me magical power and
Sheet, which grants 15 training blocks (see Step#4 spiritual dominion over the rivers, forests, mountains
Skill) and a Special (Step#5 Specials). The following and fields.
Profession Lore Sheets are for the Camlann Chronicles: Skills (15 blocks): Magic (Druidic), Perform (Any),
Fight (Unarmed), Survival, Religion
Special: Bestial Shapechanger

 (Profession) I am a Knight, a member of the ruling


class, trained in the use of spear, sword and shield. I  (Profession) I am a Hunter. I track animals in the
learned about courtly etiquette and how to manage wilderness and I serve as a guide to those who might
the resources of an estate. become lost in the wilderness. I know much about
Skills (15 blocks): Fight (Any), Manage (Estate), Politics, how to survive in the wilderness.
Athletics, Ride Skills (15 blocks): Ranged (Bow) Athletics, Survival,
Special: Fighting Techniques; +30% Status. Sense Danger, Endurance
Special: Combat Archery

 (Profession) I am a Wizard. All of my life I have


studied the magical arts. I’m more knowledgeable  (Profession) I am a Sage and advisor to the King.
than most people and I have an insatiable desire to I have spent my life in pursuit of knowledge in the
acquire more knowledge. sciences and arts. I am more knowledgeable than
Skills (15 blocks): Magic (Fey or Seelie), Science most people on most subjects, and I have expertise
(Nature), Alchemy & Herbalism., Medicine (Any), in a particular subject.
Persevere Skills (15 blocks): Science (Nature), Engineer (Castle),
Special: You’re a Wizard; +20% Status. Alchemy & Herbalism, History (Briton), Politics
Special: Researcher; +20% Status.

 (Profession) I am a Priest of the New God. I worship


the one and only God. My connection to God manifests  (Profession) I am a Border Reiver. I live on the
itself in personal, ideological, and spiritual ways. I try border between two kingdoms, recognizing the laws
to influence and lead my followers on a righteous path. of neither. I take what I need to survive.
Skills (15 blocks): Magic (Theistic), Religion, Sense Skills (15 blocks): Ranged (Bow), Duel (Any), Athletics,
Lie, Medicine (First Aid) , Art (Calligraphy) Survival, Endurance
Special: God’s Grace; +10% Status. Special: Fighting Techniques or Combat Archery

 (Profession) I am a Paladin, a warrior in the service  (Profession) I am a Spy in the King’s employ. I am
of the New God. I protect the faithful. able to read people like a book, and I am a master of
Skills (15 blocks): Fight (Any), Religion, Athletics, misdirection. I excel at finding weak spots in enemy
Magic (Theistic), Athletics courts and recruiting potential traitors.
Special: Fighting Techniques or God’s Grace; +10% Skills (15 blocks): Duel (Any), Sneak, Sense Lies,
Status. Politics, Charm
Special: Silent Arts; +10% Status

 (Profession) I am a Witch. I heel the villagers, deliver


babies, forecast the weather, and brew love potions.  (Profession) I am a Scoundrel; a thief who takes from
I also make some money selling poison. Some of my others using trickery and dexterous feats. I climb walls
kind consort with demons. and sneak into secure compounds, overcoming locks
Skills (15 blocks): Magic (Druidic), Magic (Seelie), and traps. I also cheat people with wit and misdirection.
Alchemy & Herbalism, Medicine (First Aid), Science Skills (15 blocks): Sneak, Sleight of Hand, Acrobatics,
(Nature) Craft (Locks), Charm
Special: Innate Caster; +10% Status. Special: Silent Arts

8
 (Profession) I am a Mercenary; I fight for coin and Step #3: Characteristics
nothing else (unless I somehow get a title). Professional
mercenaries like me are not common in Briton; most
people pay bandits when they need some muscle. But Characteristics serve as a base-level for related skills
I take pride in my skills and prowess. and are used as Resist Rolls when there is no related
Skills (15 blocks): Fight (Any), Athletics, Read Terrain, skill higher than the Characteristic. To determine the
Dodge, Brawn Characteristics, choose one of these methods:
Special: Fighting Techniques
There are three methods of determining a PC’s
Characteristics:
• Assign 180 points to Characteristics, each 15 to 40;
 (Profession) I am a Bard and a Poet. I entertain • Assign the following values where you like: 20, 25,
the public and I record history as it happens. I am 30, 30, 35, 40
also a jack of all trades who uses wit, intelligence,
and fighting skills in my quest for fame and fortune. A score of 25 is human average. PCs in Lore 100 are
Skills (15 blocks): Magic (Fey or Seelie), Duel (Any), more competent than normal people, and therefore
Perform (Any), Charm, History (Briton) have an average score of 30.
Special: Silent Arts or Fighting Techniques
The six Characteristics are as the follows:

Physique (PHQ): Physique encompasses one’s


 (Profession) I am a Fey Diplomat. I represent my constitution, raw strength, and physical health.
noble and powerful people in the human lands. I do Physique determines your Health Points (HP).
this so as to exert the will of the Fey Queen on the
World and for the mutual benefit of all noble peoples. Agility (AGI): Agility is a measure of your physical
Skills (15 blocks): Fight (Sword and Shield), Magic balance, manual dexterity, and reflexes. Agility is used
(Fey), Politics, Sense Lies, Charm, to establish Initiative order in combat.
Special: Fighting Techniques or You’re a Wizard;
+30% Status Intelligence (INT): Intelligence is the ability to
acquire knowledge, display wit, and be aware of one’s
surroundings. Intelligence contributes to maximum
Mana Points (MP).
 (Profession) I am a Tax Collector. My job is to extract
coin, lumber, and wheat from the subjects of my lord, Willpower (WIL): Willpower is the ability exert
who delivers the proceeds to our liege. My job makes influence, restrain impulses, and maintain the integrity
me less popular than the nightman who cleans cesspits. of self. Willpower determines your character’s Psyche.
But I am well compensated for my work, and my skillset
is always in demand. Charisma (CHA): Charisma is divine grace and favour
Skills (15 blocks): Fight (Unarmed), Brawn, Manage which inspires devotion in others. Charisma contributes
(Tax Collection), Intimidate, Appraise to Status and determines your character’s Point Pool.
Special: Fighting Techniques; +10% Status
Education (EDU): Education is a measure of knowledge
in the arts and sciences, which includes both formal and
informal schooling. Education contributes to Status.
 (Profession) I am a Sheriff. I work for my lord to keep
the peace in the towns and fields. My position is rather
important; I am responsible for keeping the peasants
in-line and I ensures that the tax collector does not get
hung on the roadside.
Skills (15 blocks): Fight (Any), Intimidate, Brawn, Sense
Lies, Endurance
Special: Fighting Techniques; +20% Status

9
Swim skill is used to swim in difficult situations. Swim
Step #4: Skills is an Adept skill.

Characters wearing armor must make a successful


Points are assigned to Skills in Training Blocks. Each Swim roll every 3 minutes or they drown. Medium
training block represents 10 skill points. Armor inflicts +1 Disadvantages on their Swim roll.
It’s impossible to swim in Heavy Armor unless Swim
You add 15 blocks to skills from your Profession is greater than 75, in which case +2 Disadvantages
Lore Sheet. After those are assigned, you add 15 are applied to the roll.
blocks to any skills. You can only add 4 blocks to any
particular skill Fighting skills:
• (Unarmed) skill is used for pummelling, grappling,
Putting one training block into a skill means you are and wrestling. Unarmed is also used when fighting
Trained in that skill, at least to a minimal level. There with a dagger or small hand weapon.
are Adept skills which cannot be performed at all • (Sword & Shield) skill is used for “arming swords”
without being trained regardless of the underlying only; medium sized swords that are almost always
Characteristic. wielded with a shield.
• (Spear) skill is the most common fighting skill, because
Some skills are sub-set of a broader skill category, like spears are the most common melee weapon. This skill
Fighting (Sword & Shield). The category does not have includes two handed use and one-handed with shield,
any mechanical significance. The skill may be referenced as well as quarterstaffs.
as the General (sub-set) skill, e.g. Art (Painting). • (Long Sword) skill is for using long swords with two
hands. Long swords are relatively rare because they
The following is a partial list and description of skills. are expensive and can’t be used with a shield.
• (Axe & Mace) skill is used for most short top-heavy
weapons, including clubs. Axes are functional outside
Physique Skills (PHQ) of battle, while maces are excellent against armor.

Agility Skills (AGI)


Athletics skill is used jumping across barriers, climbing
cliffs, and running at full speed, and other similar Acrobatics is used for vaulting, tight-rope walking,
physical activities. and other similar feats. It is also used in Resist Rolls
to avoid damage when falling.
When racing against an opponent, make an Athletics
Opposed Roll versus opponent’s Athletics. For longer When a character falls, they make an Acrobatics
or more dramatic contests, use the Counter rules. roll. They take Ones + 1 damage for falls of around
3m hight, +1 and Times 2 for every additional 3m.
Brawn skill is used for tests of brute strength, such as A successful Acrobatics roll halves the damage. So,
lifting gates, bending bars, breaking down doors and a fall from 9m does (Ones + 3) × 4 damage unless
other similar feats. the character succeeds in the Acrobatics Skill Roll.
Falling damage is not absorbed by AP.
Smashing down a wooden door to a peasant hovel
is an Easy task, while breaking open a barrel or a Dodging is used to deftly move out of the way of
locked crate is difficult. Pushing someone over a physical dangers which you perceive.
cliff would require an Opposed Roll.
Duel skills encompasses variant fighting skills focused
Endurance skill is used to resist the elements, poison, on lighter weapons or using weapons with movements
and disease. It is used to physically outlast adversity, and taught by schools of “bladework”.
overcome other similar physical challenges. This is also • (Dagger) skill includes using knives, stilettos, roundels,
used in opposed skill tests to win contests of stamina. and small blade weapons to slash and thrust. The
Combat Manoeuvrers used with the Duel skill are
Endurance is used to make Resist Rolls to avoid different than those used with the Unarmed Skill.
physical Conditions caused by damage. This is • (Blade) skill is used with lighter swords such as the
described in more detail in the chapter “Conflicts”. falcata, scimitar, and sabre. Seelie, pirates, cutthroats,
and assassins often use this type of weapon.
• (Rapier) skill is for thrusting swords (not available in
the Camlann Chronicles).

10
Ranged skills cover missile weapons. Perform skills:
• (Thrown) skill includes knives, thrown axes, javelins, • Dance skill is used to entertain, distract, and make social
and other thrown weapons. impressions while dancing.
• (Bows) are used for combat and hunting. • Disguise is used to hide identity. If the GM feels NPCs
• (Crossbow) skill is used for bows that are mounted might see through the disguise, the GM may call for
across a support and have a mechanism for drawing an Opposed Roll against the NPC’s Detect Lies skill
and releasing the string. These are uncommon in • Harp and other instruments, are used to entertain
Camlann Chronicles because they only existed in and impress people with music or to make money
Imperial Rome and Asia. through busking.
• (Sling) skill is practised by professional fighters as • Sing is used to entertain and impress people with
well as peasants hunting birds. This skill is also used music or to make money through busking.
for the Shepard’s Sling, attached to a quaterstaff.
Slings are extremely common in Camlann Chronicles. Intelligence Skills (INT)

Sleight of Hand is used to filch, pick pockets, and Appraise is used to determine the monetary value of
clandestinely move items from hand to pouch (and objects and evaluate deals.
vis-versa). Often this is used in an Opposed Roll against
the target’s Sense Danger skill. Politics skill is used to understand and gain clues
about political organizations, governmental bodies,
Sneak is used for hiding, evading, and skulking in the and royal courts. This includes managing contacts and
shadows. Often this is used in an Opposed Roll against knowing who to turn to for information. In the Camlann
the target’s Sense Danger skill. Chronicles, the Politics skill also encompasses basic
knowledge of nobles, their house’s position at court,
When sneaking past a specific guard, or sneaking up and lines of lineage.
to an opponent, make an Opposed Skill roll of Sneak
versus the opponent’s Sense Danger. Sneaking before Read Terrain is used to stake out the high ground
an attack can cause the opponent to become Flat and understand the impact of terrain on combat and
Footed. See Combat chapter for details. When trying movement. This skill includes understanding, setting
to be more generally “stealthy” in an area, make a up, and avoiding ambushes.
regular Skill Roll.
When used to set up an ambush, a successful Opposed
Roll against a target’s Sense Danger will catch the
Willpower Skills (WIL) target Flat Footed.

Persevere is used to resist mind control attacks, Sense Danger is used to detect traps, ambushes,
supernatural fear, and the psychological impact of and other hidden dangers. Unless the GM decides
pain and torture. otherwise, PCs must announce they are trying detect
danger to us this skill.
Persevere is used to make Resist Rolls to avoid mental
or “psychic” Conditions caused by damage. This is Sense Lies skill is used to detect the hint of falsehoods
described in more detail in the chapter “Conflicts.” and omissions of truth. Sense Lies is also used to intuit
a character’s self-identity and values. This skill is always
Intimidate is used to influence NPCs by use of threats used actively; PCs must announce that they are trying
and expressions of authority. If the GM feels the NPC detect lies.
is prone to be against the PC’s wishes, the GM may call
for an Opposed Roll against the NPC’s Persevere skill. Survival is used to detect and understand the challenges
of living in the wilderness. It is also used to hunt animals.

Charisma Skills (CHA) Education Skill (EDU)

Charm is used to influence NPCs by use of empathy, Alchemy & Herbalism skill is used or purifying, ageing,
persuasion, wit, and lies. If the GM feels the NPC is and perfecting herbs and other natural materials for use
prone to be against the PC’s wishes, the GM may call in making a variety of potions, solves, and poisons. Once
for an Opposed Roll against the NPC’s Detect Lies skill per day while travelling, PCs can use this skill to find
(this does not mean that the PC is lying when using enough ingredients to make 1 tonic or the components
Charm skill). for 1 spell (see Magic chapter). Adept Skill.

11
Art skills are used to express a creative vision. All Art Skill Manage is used to control and supervise systems within
Checks require a skill specific Artisan Tool Kit to use. organizations.
• (Calligraphy) skill is used for writing illuminated • (Estate) skill encompasses the knowledge of managing
manuscripts and magical inscriptions. people and resources on an estate. Most landed nobles
• (Painting) skill roll success determines the perceived either have this skill or employ a knowledgeable
quality of your work. steward.
• (Sculpture) skill roll success determines the perceived • (Tax Collection) is an accounting skill related to the
quality of your work.. collection of tax, customs, and duties, as well as
understanding where hidden wealth may be extracted
Artillery skill encompasses the design, construction, from the land.
and operation of catapults, ballista, siege towers, and
battering rams and other siege equipment. Medicine Skills all require a related Medicine Tools
Kit to perform.
Craft is used to build and fix things. Some Craft skills • (First Aid) skill is used to stabilize a person who is
are often used during Downtime, to earn, or at least bleeding out. A successful roll can also heal 1 HP
save, money. Below are common Craft skills. Each use per day.
requires a Stock from the relevant Craft Kit. Adept Skill. • (Surgery) skill can be used to heal a wound (a
• (Weapons) skill is used to create and repair weapons Condition, which is described in the Combat rules
and shields. A successful roll will repair a shield by section). Adept Skill.
Ones.
• (Armor) skill is used to create and repair armor. A Mining is used for the planning and development of
successful roll will repair armor by Ones. mines, which is very important in most cultures. It is
• (Tinker) skill is used to create and disarm traps as also used for sapping fortifications.
well as to fashion and pick locks.
Navigation is used for accurately determining one’s
Engineer (Fortifications) skill is used to design and position and for orienteering. This skill includes the
construct defensive structures using stone and wood, understanding of astronomy.
including castle walls, towers, keeps, moats, ditches,
palisades, and other field fortifications. Adept Skill. Ranching skill is used to raise animals. It can also be
used to assess the state and condition of a ranch. This
Farming skill is used to plant, grow, and harvest food. is mostly used during Downtime for PCs to earn money
It can also be used to assess the state and condition from their estates (if they have one). This may also be
of farmland. This is mostly used during Downtime for used for finding clues.
PCs to earn money from their estates (if they have one).
This may also be used for finding clues. Ride skill is used to guide a steed over difficult terrain
and in battle.
Forestry skill is used to manage forest resources
and harvest timber. It can also be used to assess the Sail is used for operating boats and ships.
usefulness of a forest for logging. This is mostly used • (Ocean) skill is used for the operation, maintenance,
during Downtime for PCs to earn money from their and repair of larger ships. Adept Skill.
estates (if they have one). This may also be used for • (Freshwater) skill is used for the operation,
finding clues. maintenance, and repair of smaller vessels which
are primarily used for river transport.
History (British) skill is used to recall knowledge
about Britian and the surrounding lands. This includes Science (Nature) is the observation of the natural world
knowledge about customs, songs, famous people, and its elements. This can be used to understand animal
famous battles, and folk mythology. behaviour, plant growth, and mineral compositions.

History skill should be tied to either a Profession Tactics (Formations) skill helps determine the best type
or a General Lore Sheet, so as to show a focus on a of troop formation to employ in a large battle, as well
particular area of history. Note that a successful use as the command structures necessary to implement
of this skill can be used to find information that can the formations.
then be used to obtain an Advantage on other rolls,
such as Politics, Perform (Sing), and even Read Terrain.

12
rofession Lore Sheets & General Lore
Magic (Druidic

Perform (Disgu
Perform (Danc
Step #5: Specials (Optional) Perform (Sing)

Specials are Special abilities which have their own Innate Caster: You do not receive a Disadvantage on the
rules; these are called “Abilities”, “Feats”, “Stunts” and Initiative Roll when preparing to cast spells. You
INT do not
Sense Danger
“Edges” in other games. They provide mechanical need to Concentrate on the Round you cast a spell. You
Sense Lies
differentiation. Players don’t select Specials in Lore
4. 100. only need
Select skills. Each 1training
spell component to cast spells by default.
block ( ) represents
Instead, Specials are included with certain Professions Politics
10 skill points. Skill level is equal to Characteris-
or as part of a species package. Lucky+ Charms:
tic+skill blocks XP points.You have acome
15 blocks Luckfrom Survival
Point Pool. When you
fail a roll,
your Profession andyou can to
15 more spend points from this poolAppraise
any skills. to add
to the roll until it is a success. This cannot be Read used to
Terrain
achieve
Adept skills Doubles.
are italicized; youPoint Pools
cannot are rolled
perform these at the end of a
Magic (Seelie)
Downtime.
skills unless you have at least 1 training block.
Magic (Fey)
Researcher: You have a Library Point Pool. Whenever
5. Record Specials & Conditions
you fail an Education Skill roll or any timeEDU youMagic
need (Theistic)
a
Weapons
The following Specials are relevant to the Camlann clue, you can spend points from this pool to add to the
Farming
Chronicles: roll until it isSpecial
a success. This cannot
& Damage be used to Religion
Bonus achieve
Weapon Damage Range Ammo Furthermore, when you need to research
Doubles.
(close/med/ long) (DB = +1 every 25% of skill). Art (Calligraphy)
Bestial Shapechanger: You have the ability to change through books (or scroll or codex) to find technical or
unarmed
into one specific animal and aTens - 3 +DB
related half-bestial CQ DB = +1 every
form. ancient knowledge, 25%retroactively
you may unarmed. describe Art (Painting)
how
The half-form grants heightened senses, 50% increase you prepared that book in advance. When you do this,
in movement speed, +3 to DB, and 3 natural AP. The make a roll and reduce the Library Point Pool by Ones.
Craft (Weapon)
animal form changes all Characteristics except HP to Point Pools are rolled at the end of a Downtime. Craft (Armor)
that animal’s stats. You cannot wear armor in either form.
Craft (Tinker)
Druidic shape-changing consumes 5MP. Lycanthropic Silent Arts: When you attack an unaware foe from a
shape-changing can only be done at night. hidden position, your damage is doubled. In addition,
Armor you have a Silent Arts Point Pool. Whenever you Engineer
use a (Cast
Combat Archery: You do not need to Concentrate for skill to deceive someone or avoid detection and you Medicine
need (First
bow attacks and Combat ArmorManeuvers. This AP allows an a commonSpecial tool or a specially prepared prop (a costume,
Medicine (Surg
archer to reliably shoot off attacks even while in Close a document, etc), you may retroactively describe how
Alchemy & Herba
Quarters combat. you prepared in advance. When you do this, reduce your
Silent Arts pool by the Ones used in the skill roll. Point
Fighting Other
Techniques:Equipment & Money:
If you successfully hit, instead Pools are rolled at the end of a Downtime. Manage (Estate
of doing damage, you can choose to add an Advantage Nature
to your next attack, or inflict a Disadvantage to the Small: You are very small. You have a maximum PHQ (British
History
opponent’s next attack, or Rend the opponent’s armor, of 20, and your Brawn Skill can never go above 40. On
reducing the AP by the attack roll’s Tens. This is best the other hand, add +10% to your Initiative and +10%
used when your attack didn’t affect the opponent in a to your Dodge skill.
meaningful 7. Buy
way,weapons,
and youarmor, and
want to setequipment
up the opponent
for a devastating attack. Speed: You are faster than humanly possible. You always
have +1 Advantage in the Initiative Roll. Furthermore,
Fey Blood: You can see in the dark and are immune you can make an opposed Dodge roll to defend against
to most charm and mind control spells. (Seelie are ranged attacks.
descendants of Fey people cast out of Avalon; as such
they also have Fey Blood.) Furthermore, you have a Undying Body: Does not need to eat or sleep (in the
Training Block in Fey or Seelie Magic Skills. way that humans do anyway). Does not age. Immune to
mind-control and charm spells that are not specifically
God’s Grace: You have a Gods’ Grace Point Pool. When designed to effect the undying body.
any ally fails a roll, you can make a quick prayer and
spend points from this pool to add to the roll until it is a You’re a Wizard: You can spend Mana on spells as if
success. This cannot be used to achieve Doubles. Point your magic casting skill is 25% higher. Furthermore,
Pools are rolled at the end of a Downtime. you know the spells Detect Magic and Create Glyph. In
their default configurations, these spells cost 0 Mana.
Imposing: Character is imposing, such as half-giants,
werewolves, and vampires. Add +2 to DB, +5 to HP.

13
Fight (Spear)

pecies, & theme.


12 13 14 EDU+CHA 12 13 14
15 16 17 15 16 17
Swim
Lore 100 System
Step #6: Finishing Up MP Point Pool (CHA)
18 19 20
AGI Dodge
Acrobatics
18 19 20
One Page Ch
Name: Species:
=(INT/5)+8
1 2 3 4 5 6 7 8 9 10 Characteris
Sleight of Hand
There are a few “Attributes” we need to determine: 11 12 13 14 15 16 17 18 19 20 Sneak
PHQ Endurance
1. Create name, species, & theme.
1 2 3HP4 31 32 Initiative Psyche
21 22 23 24 25 26 27 28 29 30
Duel (Blade)
Initiative: AGI x 2. This attribute is rolled to determine
33 34 35 36 37 38 39 40
AGI × 2
7 8 41 42 43 44 45 46 47 48=(WIL/5)+8 Athletics
5 6 =(PHQ/5)+8 49 50 Duel (Dagger)
Initiative in combat. 9 10 11 51 52 53 54 55 56 57 58 59 60 Brawn
1 2 3 4 1 2 3 4 Ranged (Bow)
12 13 14 61 62 63 64 65 66 67 68 69 70 Fight (Unarme
HP: (PHQ divided by 5)+8. This is your “life-blood”. 5 6 7 8
71 72 73 74 75 76 77 785 79680 7 8 Ranged (Thrown)
15 16 17 81 82 83 84 85 86 87 88 89 90 Fight (Sword&
9 10 20 11 Status 9 10 11 Ranged (Sling)
Psyche: (WIL divided by 5 )+8. This is a measure of the
18 19 91 92 93 94 95 96 97 98 99 100 Fight (Spear)
12 13 14 EDU+CHA 12 13 14
coherence of your characters personality and sense 6. Calculate
15 16HP,17MP, Psyche, Status &15Luck 16 17WIL Persevere
Swim
of self. 18 19 20 18 19 20 Intimidate
2.Select Profession Lore Sheets & General Lore

Theme: (I’m a___. I believe in ____. Also, ____) & Profession Lore AGI Dodge
Shield: This is the HP of a shield you carry. You don’t Point Pool (CHA) Acrobatics
Sheet
need to do anything with this until you buy equipment.
MP CHA Charm
=(INT/5)+8
1 2 3 4 5 6 7 8 9 10 Sleight of Han
11 12 13 14 15 16 17 18 19 20 Magic (Druidic)
Sneak
Mana Points (MP): (INT divided by 5)+8. This is a 21 22 23 24 25 26 27 28 29 30
resource for casting magic spells.
1 2 3 4 31 32 33 34 35 36 37 38 39 40 Duel (Blade)
5 6 7 8 41 42 43 44 45 46 47 48 49 50 Perform Duel(Disguise)
(Dagger)
9 10 11 51 52 53 54 55 56 57 58 59 60 Perform (Dance)
Point Pool: Equals CHA. This is a resource that is only Ranged (Bow)
made available with certain Specials. If you don’t have a 12 13 14 61 62 63 64 65 66 67 68 69 70
71 72 73 74 75 76 77 78 79 80
Perform (Sing)
Ranged (Throw
Special which grants a Point Pool, you leave this blank. 15 16 17 81 82 83 84 85 86 87 88 89 90
Ranged (Sling)
18 19 20 91 92 93 94 95 96 97 98 99 100
Status: EDU+CHA + Profession Lore Sheet bonuses. 6. Calculate HP, MP, Psyche, Status & Luck INT Sense Danger
WIL Persevere
This is an abstract measurement of your position and
Sense Lies
“credit” within mainstream society. It determines your After you finish everything else, you can buy equipment Intimidate
2.Select Profession Lore Sheets & General Lore

starting money.
Theme: (I’m a___. I believe in ____.
4. Select Also,
skills. ____)
Each training Profession
& block Lore
( ) represents
for your character. In the Camlann Chronicles, the Politics PCs
10 skill points. Skill level is equal to Characteris-
Sheet receive a number of gold pieces (gp)
tic+skill blocks + XP points. 15 blocks come from equal to twice Survival
their
CHA Charm
Damage Bonus (DB): Relevant skill divided by 25 monthly income based on Status,
your Profession and 15 more to any skills. as shown on pg. 33. Magic (Druidi
Appraise
(remember, round down). This is added to damage See the Status chapter for more details. Read Terrain
and/or healing after a successful “hit”. Usually this does
Adept skills are italicized; you cannot perform these Magic (Seelie)(Disg
Perform
not apply to “gun-like” weapons, but it does apply to skills unless you have at least 1 training block.
offensive spells and healing. Magic (Fey) (Danc
Perform
5. Record Specials & Conditions Perform (Sing
EDU Magic (Theistic)
Weapons
Farming
Range Special & Damage Bonus Religion
INT Sense Danger
Weapon Damage Ammo
(close/med/ long) (DB = +1 every 25% of skill). Art (Calligraphy)
Sense Lies
unarmed Tens - 3 +DB CQ 4. Select skills. Each training block ( )
DB = +1 every 25% unarmed.represents Art (Painting)
Politics
10 skill points. Skill level is equal to Characteris-
tic+skill blocks + XP points. 15 blocks come from
Survival
CraftAppraise
(Weapon)
your Profession and 15 more to any skills.
CraftRead
(Armor)
Terrain
Adept skills are italicized; you cannot perform these CraftMagic (Tinker)
(Seelie)
skills unless you have at least 1 training block.
Magic (Fey)
5. Record Specials & Conditions Armor Engineer (Castle)
Medicine
EDU Magic(First Aid
(Theistic
Armor AP Weapons Special
Medicine
Farming(Surgery
Range Special & Damage Bonus Alchemy &
ReligionHerbalism
Weapon Damage Ammo
(close/med/ long) (DB = +1 every 25% of skill). Art (Calligraphy
Other Equipment & Money: Manage (Estate)
Art (Painting)
unarmed Tens - 3 +DB CQ DB = +1 every 25% unarmed.
Nature
History
Craft(British)
(Weapon)
Craft (Armor)
Craft (Tinker)
7. Buy weapons, armor, and equipment
14 Engineer (Cas
Armor
Medicine (Firs
Using Lore Sheets
Tapping Lore Sheets Lore Sheet Knowledge

All Lore Sheets can be Tapped to provide various benefits. Lore Sheets represent knowledge the PCs always have
To Tap the Lore Sheet, check the box (). At the beginning and is always true. Once the Lore Sheet is Tapped, the
of the next Downtime, erase the check marks. Lore Sheet conveyed knowledge cannot be used to gain
special mechanical benefits, such as an Advantage,
When the Lore Sheet is Tapped, you should describe Henchmen, or special clues. However the Lore Sheet
how (in the Game World) the character is using the does not stop being relevant. PCs may still seek out
related relationship or resource. An important point NPC contacts that are described on their Lore Sheets
here is that Lore Sheet content and their effects are and ask the NPC more questions. PCs will still have
always rationally tied with Game World fiction. As such, knowledge of locations and organizations described
Lore Sheets can only be Tapped if doing so makes sense on Lore Sheets. Furthermore, special abilities and skills
in the fiction of the game. described on Lore Sheets are never used up when
the Lore Sheet is Tapped, unless that makes sense
Tapping a Lore Sheet can provide the following benefits: according to the Game World fiction.

Narrate Special Knowledge: Tapping a Lore Sheet


related to an NPC contact or special experience can Game Changers
allow the player to narrate special details about clues
and information they know or that the contact can
provide. The Related NPC must be in a position to have Game Changer Lore Sheets describe powerful spells
the information (e.g. a spell to call down a rain of brimstone and hellfire)
and significant assets (e.g. a fortified castle) or an
Morgana Le Fey, the Ambassador from Avalon, is my important political relationship (e.g. a treaty with a
patron. She is an unearthly beauty of keen intelligence powerful kingdom) which convey special privileges,
who sometimes bestows me with her wisdom and abilities, or have important Game World effects which
knowledge. She sometimes also shares court gossip, go very far beyond the scope of the basic rules.
although I don’t know how she knows so much about
the inner workings of Camlann. Game Changer Lore Sheets for spells will have a Mana
cost to Tap and Tapping them often Resolves the Lore
Find Clue: A Lore Sheet may be tapped to find core clues Sheet.
and key information necessary to advance the story’s
narrative. This does not require a roll. The challenge There is never a “to-hit” roll with Game Changers; they
and fun should be in deciding what to do with the clues. are simply Lore Sheets, and always function like any
other Lore Sheet. However, Game Changers can create
Leverage: When a Lore Sheet is Tapped just before effects that cause other characters to make Resist rolls
undertaking an action for (or against) a related character,
it provides +1 Advantage or inflicts -1 Disadvantage in the Usually, to attain a Game Changer, the GM will describe
next roll. This must reflect special knowledge which you a set of quests or requirements. This can be described
can take advantage of only a limited number of times. in a Progress Counter (see Counters chapter). For
example, a GM may require the PC to collect rare
Recruit Henchmen: Tapping a Lore Sheet will allow components or make a significant before the Lore
the recruiting of Henchmen. This is described in the Sheet is made available.
NPC Character section.

I was born to a minor noble who long ago pledged


allegiance to King Bran. I have pledged allegiance to
King Bran, as my father has done. When I’m on a quest
for King Bran, he will support me with men-at-arms.

15
Conflicts

Initiative & Actions Attacks & Damage


In combat, actions are structured into Rounds in which Melee combat is done with Opposed Rolls using Fight,
every character has a Turn. This helps the GM ensure Duel, or Dodge skills at Close Quarter (CQ) range. The
that everyone at the table gets a fair say in what happens character that did not initiate the attack is the defender;
in the fiction. On a character’s turn, characters may take the initiator is the attacker. If the attacker wins the
a Main Action, such as attack, and a Minor Action, such Opposed Roll, he inflicts damage. If the defender wins
as draw a weapon, talk, run 10m, or Tap a Lore Sheet. and was using a Fight or Duel skill, he inflicts damage.
If the defender wins with a Dodge roll, no damage is
All combatants make an Initiative Roll once at the inflicted.
beginning of combat. The Initiative Roll is an Ordered
Roll. The GM rank-orders the successes from highest Firearm and ranged attacks make regular rolls against
to lowest; the characters that succeeded take turn in their skill with 1 Disadvantage for medium range, 1 for
that order. Characters that fail the roll go last, ranked long range, and 1 if the target is in Soft Cover (partially
in order of their AGI. This turn order remains until the obscured by furniture or terrain, for example).
GM feels there is a reason to re-roll. Reasons to re-roll
include, for example, new combatants have arrived, a Successful attacks do damage:
speed enhancing spell was cast, or the tide of battle • Melee damage = weapon damage + Tens + Damage
has changed. Bonus (DB).
• Ranged damage = weapon damage + Ones.
Some other considerations for determining initiative:
• Characters using long weapons have +1 Advantage
on the Initiative roll, as do characters using ranged Armor Protection (AP) reduces damage from weapons
weapon who are not in Close Quarters (CQ) range and attacks, but does not reduce damage to less than
with an enemy. 1 point. Whatever damage remains is subtracted from
• Shorter weapons have +1 Disadvantage, except when the target’s HP.
fighting in very crowded or spatially confided areas.
• Characters casting spells have +1 Disadvantage.
Conditions
PCs who, after a successful Sneak roll (or other
appropriate Opposed Skill Roll) catch an opponent Flat Conditions are free-form descriptions of physical or
Footed, gain +2 Advantage on the Initiative Roll and +1 mental injuries a character has, like “shell shocked”,
Advantage on their first attack or attempted Combat “broken arm”, or “mind controlled.” Each Condition
Manoeuvre (described below) against that opponent. inflicts 1 Disadvantage on a group of skills tied to a
Characters may be caught Flat Footed when the GM Characteristic when trying to do something that could
determines this from the fiction. be influenced by the condition.

16
Example Conditions:
Combat Maneuvers
[Stabbed in the arm, PHQ Roleplay Hints: Uses off-
hand to fight. Grits down in pain when swinging a Combat Maneuvers include aiming, performing fancy
weapon. Straps a shield to the shoulder. Internalizes fencing moves, and other martial feats. Combat
the pain and swings with abandon. Maneuvers are performed instead of attacks, but
opponents Fighting in melee can still damage you if
[Center mass cut, PHQ Roleplay Hints: Spits out you fail the Opposed Roll.
blood. Screams out in pain. Holds one’s guts while
walking. Drinks wine to numb the pain. Some Combat Maneuvers are Reactive, taking place
during an opponent’s turn but requiring the character
[Knocked on the Head, INT Roleplay Hints: Dizzy. Not to give up their next attack.
able to see straight. Has bad headache which makes
the character grouchy. Temporary scar. Some Combat Maneuvers (and weapons and spells)
require Concentration; this means that the character
[Sick / Diseased / Poisoned, PHQ Roleplay Hints: cannot do anything else - including dodge or defend - in
Vomits. Feverish. Pushes through. Berserk with order to perform the action. Concentrating characters
crazed energy. can, however, move at half speed. If a concentrating
character takes damage, its maneuver (or attack or
[Intimidated, WIL Roleplay Hints: Avoids eye contact. spell) fails.
Fight or Flight reflex.
In some settings (including Camlann Chronicles), PCs
[Terrified, WIL Roleplay Hints: Extremely hesitant. need a Special to use Combat Maneuvers other than
Stammers when talking. Flees. “Dive for Cover” and “Aim”.

[Drained Life Force, CHA Role-Play Hints: Tired


and lethargic. Ambivalent about personal safety. Combat Maneuvers Pre-Req
Apathetic. Cold sweat.
Dive for Cover: forgo next attack to defend
against all ranged attackers, inflicting a None
When a character receives as much damage in a single Disadvantage. Reactive.
hit as half their maximum HP (rounded down) they must
Aim: Concentrate 1 turn in order to gain 1 Ranged
make a Resist roll or gain a Condition. Furthermore, if HP
Advantage on next ranged attack. Attacks
goes to 0, the character receives a Condition without a
chance to resist. A Resist roll is made with Endurance if Soft-Spot: Concentrate 1 turn to by-pass Ranged
the attack was physical, or Persevere if it was magical armor in next ranged attack. Attacks
or psychological. Whoever made the attack describes Disarm: Make an Opposed Fighting roll with
the Condition. Conditions need special care to “heal” 1 Disadvantage to make the opponent drop Melee
but should last at least until the next Downtime. their weapon or shield. Does no damage.
Feint: forgo your attack to gain an advantage
Note that the GM does not have make a roll to inflict on the next attack or on your next Combat Duel
Maneuver Weapon
damage on a Condition; if the logic of the Game World
calls for it, the damage is inflicted.
Penetrate: Make an Opposed Fighting roll.
Piercing
Reduce opponent’s AP by Tens if successful.
Weapon
Does not damage HP.
Taken Out
Shield Stand: With a shield, forgo next attack
Large
to defend against all attacks coming from 1
When a character’s HP reaches 0 or below, they must Shield
direction, with no Multiple Opponent penalty.
make a Resist Roll every combat turn or be Taken Out.
If HP were reduced to 0 from physical attacks, usually
a successful First Aid skill check will stabilize the PC.
Whoever last attacked describes the result of being
Taken Out - this could mean surrendered, unconscious,
dying, or dead. However, characters reduced to -5 HPs
or less, will die by end of the scene unless they are
stabilized. Then again, if something happens in the fiction
which defies these rules (e.g. falling off of a mountain
into lava), the GM can decide a character is dead.

17
Shields
Other Combat Rules
In melee, when the defender uses a shield against
an attack and succeeds on the Opposed Roll but the
Critical Successes and Failures attacker has a higher success, the damage is applied
first to the defender’s shield.
When a critical success is scored in combat, the
attacker chooses one of these options in addition to Medium sized shields count as Soft-Cover against
normal damage: ranged weapons when the defender is aware of the
• Ignore armor points (AP); attacker unless the attacker performs the Aim or Soft-
• Damage is Times 2. Spot maneuvers.
• Target is disarmed, if possible.

When a critical failure occurs in melee Combat, the Area of Effect (AOE)
GM may decide:
• The weapon is dropped or embedded in the floor, Generally, if an attack has an area of effect (“AOE”), the
roof, wall or nearby object; attacker makes a skill roll to make the attack and then
• The weapon is chipped or broken; the defender makes a Resist Roll to avoid the damage
• Another combatant in melee is struck; or or reduce the damage by half, depending on the attack
• Other appropriate mishap. and the logic of the game world. Note that damage from
AOE attacks is based on the Tens or Ones of the roll to
When a critical failure occurs in ranged Combat, the make the attack;the attacker does not make separate
GM may decide: rolls against each target.
• The attack hits another target in the same area;
• A mishap associated with the weapon occurs, such When the AOE attack is made with a non-magical skill,
as the bow sting breaking or the gun jamming; or such as Ranged (Throw) with flaming oil, usually should
• Other appropriate mishap. be considered an easy task and gains an Advantage
because the attack is targeting an area of ground instead
of a moving target.
Common Modifiers
If the AOE takes the form of some type of explosion, the
• Soft over imposes 1 Disadvantage. Characters in a GM should determine if the target was at the center of
crowd of combatants are considered to have soft cover. the AOE or on the periphery. If the former, a successful
• Fighting in the dark without a light source inflicts 2 Endurance Resist Roll halves the damage. If the latter,
Disadvantages, unless the Character can see in the dark. a successful Dodge Resist Roll reducse damage to 0.

Psychic AOE attacks, such as supernatural fear or mind


Damage Roll and Times control attacks, are resisted with Persevere and success
avoids all Psychic damage.
Some weapons, spells and attackers apply damage that
is multiplied by Times amount (e.g. Time 2 = ×2). Any Reactions Attack (Optional)
addition to damage (e.g. “+1”) is added before the Times.
Reaction Attacks are used in certain circumstances,
Sometimes, usually for Magic Items, the GM can make when an opponent’s action opens it up for an attack.
a Damage Roll, which is a roll just to calculate damage. Reaction Attacks, whether ranged or melee attacks,
receive 1 Disadvantage.

Defense Against Multiple Melee Attacks When a combatant turns and runs away from CQ-range
melee combat on their Turn, their opponent gets a
In melee combat, each time a character defends more Reaction Attack; an Opposed Roll (with a Disadvantage)
than once in a single Round, the skill used to defend is against the fleeing opponent’s Dodge skill.
inflicted with a Disadvantage. So, a character can use
Fight (Sword) to defend against an attack. In the same When a character has prepared for an opponent to
Round, defend against another attack with Fight (Sword) completely emerge from under cover, they can make
with 1 Disadvantage, then Dodge, then Fight (Sword) with a Reaction Attack (with a Disadvantage) with a ranged
2 Disadvantages, then Dodge with 1 Disadvantage, etc. weapon. Such character would not get a Reaction Attack
if the opponent is just popping his head out for a second.

18
The Reflection Point
PCs can suffer loses of Psyche as a result of witnessing Choice 2: The PC is Damaged
terrible and demoralizing events or from suffering
the effects of magic. When a PCs Psyche reaches 0, The player has agreed to play the PC with psychological
that PC will receive a Condition and be Taken Out. Conditions and will roleplay those Conditions frequently
This may cause a Reflection Point, which is a private and whenever possible.
conversation between the GM and the player about
the PC’s identity. If one of those Conditions means the PC is mind-
controlled, the player will also need to roleplay this.
Magic spells and effects that reduce Psyche to 0 That being said, most mind-control effects can be
by creating temporary fear or sleep don’t require a “lawyered”. The PC can create excuses so as to creatively
Reflection Point conversation, as these effects are interpret their master’s commands. Furthermore, in
temporary and do not fundamentally change the situations of extreme stress - for example, when the
identity or personality of the PC. PC is commanded to directly hurt a friend - the PC
may make a Persevere roll to resist.
In Lore 100, the player is assumed to be in control of
his character, including the character’s identity and Note that players choosing this option must agree to
feelings. The GM can’t “sock-puppet” a PC. Even if the not directly divulge their character’s compromised state
PC is under the effect of a mind control spell, the player to the other players. Players who directly divulge their
always decides the actions of the character. This is true character’s compromised state find that their character
so long as the character remains a player character. has become an NPC or is otherwise rendered catatonic.

When a PC is Taken Out with permanent mind control Choice 3: The PC is Turned
spells or through psychosis from unmanageable stress,
the GM should take the player aside, separate from the The PC has agreed that their character has “turned”
other players, and offer one of the following choices: into a secret enemy of the other players. The player
will re-write the PC’s Theme and accept a new Lore
Choice 1: The PC is no more (for now) Sheet describing the PCs goals, drivers and possibly
relationship with a new master. All Conditions related
The player has agreed that the character is no longer to the attacks which caused the PC to turn are removed.
a player character. Depending on the circumstances, Essentially, this is a new character. Of course, the player
the character may be catatonic, severely mentally ill, must keep his new goals, drivers and relationships (and
under the control of an NPC or now an NPC to be Lore Sheet) secret.
controlled by the GM.
This option is only available if PvP is allowed at your
It’s possible that the character could recover or somehow Table.
be cured, but in the meantime, the player should make
a new character to continue in the campaign.

19
Magic

Opposed Resist spells require an Opposed Roll, using


Initial Spells & Gaining New Spells either a Characteristic or a specified skill, whichever
is higher. Opposed resist spells are typically targeted
In the Lore 100 system, you can only gain the ability attack spells.
to cast spells if you have a Lore Sheet or a Special that
grants a Magic skill.
Mana Point Cost
Spells have ranks, which is the difficulty of the spell.
Characters can learn and cast spells with a rank no Characters spend Mana Points (MP) to cast spells, with
greater than the number of training blocks they posses a base cost equal to the spell rank. So a Rank 2 spell
in the Magic skill. Characters gain 2 ranks of spells costs 2 mana. Characters only spend Mana Points when
for every Magic skill Training Block. These spell must a spell succeeds or there is a critical failure.
come from the related school of magic. So, a character
with 3 training blocks in Fey Magic may gain 6 ranks Characters can spend more or less MP on a spell
of spells in Fey magic, with a maximum spell rank of 3. to increase (or decrease) its effect. However, they
cannot spend more than 1 MP for every 25% points
in the applicable spell casting skill. All spells cost at
Casting Spells least 1 mana.

For example, a magic user with 25% in Fey Magic can


Magic Skill Rolls only spend 1 MP on a Fey spell. Which means that they
need to modify a rank 2 spell to make it less effective
From the perspective of game rules, spell casting is in order to cast it.
performed as any other skill. Characters make rolls
against their magic skill; a success means that spell
was successfully cast. Like any other skill, Magic skills Regaining MP
have a Damage Bonus equal to the skill divided by 25.
Characters regain all MP at the beginning of Downtime,
Characters may resist the effects of a spell. Resistance though the GM may allow the PCs to regain some or
to a spell differs from spells to spell. all MP with a good night’s sleep in a place without any
danger.
Passive Resist spells require the target character to
make a Skill Roll, whichever is higher, but only when
the GM calls for the roll. Note that area-effect spells
are usually resisted with Passive Resist.

Active resist spells require the target character to take


an action (like disbelieve an illusion or detect magic).
in order to resist with a regular Skill Roll.

20
Base Spell Power & Modifying Spells
Unless stated otherwise, all spells have the following Where appropriate, multiples of the same upgrades
base effects and cost at least 1 Mana. and downgrades can be applied (e.g. two double AOE:
costs 4MP)

Range: The range of the spell is equal to the caster’s • Add range to touch ranged spell: +1 MP
INT, in meters. However, in combat, anything more • Double range: +1 MP
than half the caster’s INT is considered long range and • No line-of-sight requirement: +4 MP
receives a Disadvantage on the roll. All spells require a • Reduce ranged spell to CQ: -1 MP
line-of-sight to the target.

Targets/Area: Unless stated otherwise, spells effect • For each added target to single target spell: +2MP
only one target. AOE spells effect a 3m radius sphere, • Make spell area-effect (note people in area of effect
centered on a point within the caster’s range. AOE will get passive resist roll): +2MP
spells still require a roll to cast and damage is based • Double spell AOE: +2MP
on the Tens or Ones (depending on spell) of the Skill
Roll to cast the spell. Everyone in the area can make
one Resist Roll: Dodge is rolled at the edge of the area
to avoid all physical damage. Endurance can be rolled
to half the physical damage at the center of an area.
Persevere is rolled to avoid psychic damage.

Duration: Spells that have a duration lasts 3 Rounds in • Increase duration by 3 rounds in combat: +1MP
combat (starting with the Round the spell was cast in) or • Double non-combat duration: +2 MP
5 minutes out-of-combat. Summoned creatures remain • Increase non-combat duration to a day: +3
for the duration of a combat. Some spells must be • Make non-combat spell permanent (can be turned-
maintained with Concentration (see Combat Chapter), off by caster): +6 MP

Effect, Damage & Healing: Unless otherwise specified, • For each +2 damage (added to Tens or Ones) to a
damaging spells do Tens damage plus the damage bonus damaging spell: +1 MP
for the casting skill. Spells which inflict Ones damage • For each +1 healing to a healing spell: +1 MP
do not add damage bonus. By default, physical HP • Regular damaging spell becomes 100% piercing,
damage can be reduced by armor. Healing spells are ignoring AP: +3MP
difficult to cast while in battle, costing at least 3 base • Add +1 Advantage to successfully cast the spell: +3MP
Mana to heal Tens HP while in combat. • Spell is dangerous; any doubles cause the caster to
receive Ones damage to HP and Psyche: -2MP

Casting Requirements & Focus: Spells require 1 Main • Spell requires Commitment; if the spell fails, the
Action to cast in combat. Preparing a spell in combat caster still spends the MP, with a minimum MP equal
receives +1 Disadvantage on Initiative. Casting requires to the spells rank: -1 MP
Concentration; if the spell caster is hit in combat before • Spell requires only 1 component: +1 MP
the spell is cast, the spell fails. • Spell requires 3 components: -1 MP
• Spell requires 2 rounds of Concentration to cast: -1MP
In order to cast a spell, the spell caster must be able • Spell requires 30 minutes to cast: -2MP
to do any 2 of the following “components”: • Spell requires killing a sentient creature, such as a
• Gesture with hands, (so no shield) human, within 1 Round of casting: -3MP
• Loudly speak out a complicated spell name • Spell requires the bound and specially prepared sacrifice
• Use a material spell component such as an herb, of a sentient creature to cast: -4MP
a corpse, or something very exotic which costs at • Casting does Ones Psyche damage to the caster: -2MP
least 1 Ducat. • Casting the spell permanently mutates the caster,
• Wield a one-handed focus object, such as a wand. inflicting a Condition that cannot be healed without a
major quest: -4MP.

21
Schools of Magic
The schools of magic presented herein are the schools of magic available in the Camlann Chronicles. In a more
generic fantasy setting, use the school category next to rank. The Camlann Chronicles has four schools of magic:

Fey Magic

Fey Magic is derived from the knowledge of the Elves Clean Charm
of Avalon. Fey Magic deals with manipulation of energy, Rank 1 (Mind); Opposed Resist: Persevere
force, space, and mind. It is inherently more straight- This spell does Tens -2 + DB Psyche damage to a
forward than the arts practiced by the outcast Seelie. target who is under the influence of a mind-control
or charm spell. A target that is Taken Out by this spell
will immediately regain 1 Psyche and all charms and
Bind related Conditions will be removed. If the target has
Rank 1 (Force); Opposed Resist: Brawn, Athletics; been under the effects of a charm for a month or more,
Duration: 2 hours the Magic (Fey) Skill Roll is made at +1 Disadvantage. If
Creates a force that can hold things in place or hold the target has been under the effect of a charm for more
them together. This spell can be used to lock doors than a year, the Skill Roll is made with +2 Disadvantages.
and chests, as well as bind creatures that were already
Taken Out. This is usually combined with modifications
to make it permanent. Detect Magic
Rank 1 (Arcane); Range: CQ
This spell allows the caster to perceive magic spells
Charm and effects. After this spell is cast, the caster may gain
Rank 2 (Mind); Opposed Resist: Persevere. the following information:
Inflicts Tens -2+DB Psyche Damage to target sentient • Discover the name of another caster’s spell.
NPCs. Target NPCs will only be aware of this spell if they • Identify a magical item.
view or hear the spell’s casting. If the target’s Psyche is • Detect the existence of a magical illusion.
reduced to 0 with this spell, the creature is Taken Out • Detect whether a subject is under a charm or mind
and receives the Condition: Charmed, WIL; the creature control spell.
will be obedient to the caster’s commands until the
Condition is healed. Conditions caused by this spell can
only be cured with magical means or Alchemy. See the Dispel Magic
chapter Reflection Point for effects of charm and mind Rank 3 (Arcane); Range: CQ
control spells on PCs. Ends a magical spell effect. This can end “permanent”
spells and all illusions, but not Conditions (such as
Charms) that have been inflicted on sentient characters.
Create Glyph
Rank 1 (Arcane); Range: CQ
Glyphs are instructions or triggers that activate or Fire Projectile
deactivate other spells. Spell casters first inscribe a Rank 3 (Force); Resist: Dodge
glyph - which always requires a physical component - Projects out a fast-moving ball of flame that explodes
then casts the spell which the glyph activates. Glyphs on contact, doing Tens +2+DB in a 3m2 radius AOE.
can be set with the following triggers:
• target is within 10m of the glyph
• password is mentioned within 5 miles of the glyph. Glamour
• creature of a certain species comes within 0-10m Rank 1 (Illusion); Duration: 2 hours
of the glyph Creates a minor illusion on a target making them look
• death of the caster. much more attractive. The spell also has a disguising
• nightfall / daybreak effect, concealing age, scars, and the quality of one’s
• the target is kissed by someone of a certain social clothes. All CHA skills receive an Advantage when
stature. interacting with an NPC for the first time.

22
Grasp Person Push
Rank 1 (Force); Opposed Resist: Brawn; Duration: 5 Rounds Rank 1 (Force); Opposed Resist: Brawn, Athletics
Target creature that fails to resist will be immobilized Target which fails the Opposed Roll is pushed backward
During the duration, the target can make a Brawn Resist 2 meters, takes 1 point of damage, and loses their action
Roll to break the bounds once per Round. for this Round if they didn’t already take it.

Protection
Rank 1 (Force); Duration: 10 minutes; Range: CQ Safe Space
Provides target with 3AP which does not stack with Rank 3 (Spirit): Duration: 10 minutes.
armor. This AP also reduces Psyche-damaging spells
and spell effects. While the spell is active, the target Creates an inter-dimensional area 3m3 area which
will have a light glimmer around them. the caster and companions can slide into. The space
has air, gravity, and soft light, but nothing else. At the
end of the duration, anything in the safe space will be
Light dumped back into reality. The “entrance” of the Safe
Rank 1 (Force); Duration: 3 hours Space can be tied to an object (such as a bag, tent, or
This spell creates a magical light that will emanate tree hallow) which can move.
3m radius AOE from a stationary target. This spell will
cancel out the Seelie Darkness spell.
Sleep
Rank 2 (Mind); Opposed Resist: Persevere, Magic (Fey),
Magic Bolt Magic (Seelie); Duration: 5 Rounds or 5 minutes out of
Rank 1 (Force); Opposed Resist: Any magic skill, Dodge combat.
This is a ranged attack, not unlike a crossbow bolt, Target creature that fails to resist will fall asleep for 5
which does Ones damage. This damage is reduced by AP. Rounds. However, if this is cast onto a target in combat,
they gain +1 Advantage on their Opposed Roll.

Magic Eye
Rank 2 (Mind); Duration: 30 minutes
Creates a floating, invisible, ethereal eye which the
caster can see and hear through. The eye can move at
normal speed and pass through objects.

Magic Shield
Rank 1 (Force); Duration: 5 minutes; Range: CQ
Creates a floating round magic shield with 3HP which
only the caster can use. The magic shield functions the
same way as a mundane shield, but the caster can use
a relevant Magic skill instead of Dodge or a Fight skill
to block with the shield (blocking does not damage
melee opponents). This magical shield also provides
Soft Cover against ranged attacks.

23
Seelie Magic
• If INT is reduced to 0, the target is inflicted with the
Seelie Magic is derived from the shadows in which the Condition: Blindness, INT.
outcast Elves of Sidhe bask themselves. Seelie Magic • If WIL is reduced to 0, the target is inflicted with the
encompasses the practice of casting illusions, curses Condition: Shocked, WIL.
and retributive spells. • If AGI is reduced to 0, the target is inflicted with the
Condition: Crippled, AGI.
• If CHA is reduced to 0, the target is inflicted with
Animate Dead the Condition: Repulsive, CHA .
Rank 2 (Spirit); Duration: 30 minutes • If PHQ is reduced to 0, the target is inflicted with
Creates 1 zombie soldier (see Creature section) which the Condition: Sickened, PHQ.
follows the caster’s commands for the duration of the • If EDU is reduced to 0, the target is inflicted with
spell. Casting this spell requires access to a corpse. You the Condition: Amnesia, EDU.
can increase the number of zombies by 1 for every 2
extra Mana spent this way. Seelie casters sometimes These Conditions can be healed with magical cures or
use this spell to summon “allies” in a pinch. However, Alchemy. The caster can also describe a keyword or
professional necromancers usually prepare sacrificial trigger that would remove the curse.
victims to gain the biological material and required
Mana used to create permanent undead servants.
Darkness
Rank 1 (Illusion); Duration: 30 minutes
Bleed Creates an illusion of darkness, 3m radius AOE. Anyone
Rank 1 (Nature); Opposed Resist: Persevere, Magic besides the caster inside this area is in complete
(Theistic), Magic (Seelie) darkness and is effectively blind. If the illusion blends
Once the caster starts to cast this spell, he cuts himself in with an expected part of the landscape, (e.g. shadows
open, causing 1 HP damage to himself, whether or not in an underground cave), the defender receives +1
the spell succeeds. If the spell succeeds against the Disadvantage to see through the illusion.
target, the caster takes 2 more damage and the target
takes 9 damage. Damage upgrades (costing 1 MP each)
cause 1 more HP damage to the caster for every +3 Ghost Fog
damage to the target. Rank 1 (Spirit); Duration: 2 hours
The spell employs spirits to create a mystical fog over
an area 3m radius AOE. Creatures in the fog have sight
Cloud Form reduced to 1m. All attacks against opponents inside the
Rank 3 (Spirit); Duration: 5 minutes fog, (including attacks made by opponents in the fog and
The caster can become a cloud of vapour for the duration attacks against those in the fog) receive 2 Disadvantages.
of the spell. As such, the caster will look like fog. As a Creatures hiding in the fog other than the spell caster lose
cloud of fog, the caster can move at half movement 1 Psyche per hour.
speed provided they are not in a strong wind. The
caster will also be able to travel through small cracks
or anywhere that is not sealed air-tight. At the end of
the spell, the caster will materialize and the cloud of fog
will dissipate. If the caster materialized inside a solid
object, on materialization the caster will die.

Curse
Rank 1 (Spirit); Opposed Resist: Persevere, Magic
(Theistic), Magic (Seelie); Duration: 3 rounds
Curses target by reducing a specific Characteristic
by 10% and thus reducing all related skills. For
every additional 2 Mana the caster spends, he may
reduce the target Characteristic by another 10%. The
Characteristics return to full after the spell duration
unless they were reduced to 0% or below.

24
Hardway Curse Pestilent Swarm
Rank 2 (Spirit); Opposed Resist: Persevere Magic Rank 2 (Nature); Resist: special, Duration: 3 Rounds
(Theistic), Magic (Seelie) Summons a swarm of locusts, rats, spiders, cockroaches,
Inflicts Tens Psyche-2+DB damage to target sentient or bees to attack targets in a 3m radius AOE. The pests
creature. Conditions caused from this spell can only be are magically enraged and will bite, sting, and burrow
cured by magical means or Alchemy. into all targets in the AOE, doing Ones -2 damage each
round that the target fails a Dodge or Acrobatics Resist
Roll. Target’s in the area also need to make a successful
Hide Magic Persevere Resist Roll or receive a Disadvantage on all
Rank 1 (Spirit); Range: CQ skill checks.
Creates an obscuration field the conceals a spell already
cast on an object, area, or creature. This will add +2
Disadvantages to any Detect Magic spell roll. Hide Sow Discord
Magic always requires a physical component which Rank 1 (Mind); Resist: Persevere
is not destroyed after the spell is cast; possession This spell will make all characters in a 3m radius AOE
of the component allows the holder to see through nettled and chafed with each other, reminding each
the obscuration and understand the nature of the affected character about the worst habits of other
underlying spell. characters (whether those habits are real or not). Those
who fail a Persevere Resist Roll will receive the Condition:
Annoyed, INT for 5 minutes. In addition to receiving this
Illusion condition, those affected by this spell will bicker for 5
Rank 2 (Illusion); Active Resist: Sense Lies, Seelie Magic; minutes and will only defend themselves if attacked.
Duration: 10 minutes
Creates an illusion of area up to 3m radius AOE for the
duration of the spell. The illusion can emit sound, but Thought Send
it can only move if the caster Concentrates. The spell Rank 1 (Mind)
can also be a simple manipulation of light and shadow. The caster can send a short message (~ five words) and
If the illusion blends in with an expected part of the an image to another intelligent being, telepathically.
landscape (e.g. shadow illusion in an underground cave, There is no line-of-sight requirement to this spell, and
bushes in forest) the defender receives +1 Disadvantage if you have an item which was personal to the spell
to see through the illusion. target, there is no range limit.

Invisibility Unbind
Rank 3 (Illusion); Range: CQ; Active Resist: Sense Danger, Rank 3 (Mind); Cast Time: 1 hour
Magic (Seelie); Duration: 5 minutes This spell will relieve mind-control or charm spells
For the spell duration, the target of the spell will be on a target, including charm Conditions. If the target
invisible until they attack or interacts physically with has been under the effects of a charm for a month
a sentient creature. or more, the Magic (Seelie) Skill Roll is made at +1
Disadvantage. If the target has been under the effect
of a charm for more than a year, the Skill Roll is made
Nightmare Curse with +2 Disadvantages.
Rank 3 (Mind)
This spell causes the sleeping sentient creature to
have disturbing, apocalyptic vision or dreams about Web
the destruction of everything they know and love. It Rank 1 (Nature); Opposed Resist: Brawn; Duration: 1 hour
inflicts Tens Psyche on the sleeping target. There is This spell either flings magical spider webs at a target
no line-of-sight requirement but the caster must be or fills a 3m radius AOE with spider webs. Those who
certain were the target is sleeping. Anyone Taken Out fail the opposed resist roll are stuck and cannot attack;
by this spell will receive the Condition: Terrorized, WIL. they can make an Athletics roll in each following round
to escape, or they can make a Fighting (Dagger) roll if
they already had a small hand weapon equipped.

25
Druidic Magic

Druidic Magic is derived from the Old Gods and the Bounty
primal forces of life, death, and nature. Druidic Magic Rank 2 (Nature); Range: CQ; Duration: 1 Day
is used to animate and manipulate the natural world Casting the spell requires the sacrifice of an animal. This
as well as shape change. Druidic Magic is also used to spell creates a 3m area AOE that is blessed with nature’s
cast death spells and talk with ancestral spirits. glory. Anyone in the area will gain 3 psychic AP (deducted
from any damage roll against Psyche). Furthermore,
those in the area (including enemies) would receive +1
Beast Rage Advantage on all Endurance Resist Rolls, and Athletics
Rank 1 (Nature); Touch Range; Duration: 10 minutes; rolls. If the spell is maintained for an hour or more, the
Opposed Resist: Persevere area of the spell will enjoy lasting effects. Plants grown
Target is filled with uncontrollable energy. Resisting in the area of the spell continue to be healthy and grow
this spell is optional. Inflicts Ones damage to Psyche. faster even after the completion of the spell. Mammals in
If not resisted, adds +20 to Fight (Any) skills for the the area, including humans, will become more fertile and
duration, and adds +1 Advantage to Athletics and Dodge virile and more likely to give birth to healthy offspring.
rolls for the duration of the spell.

Grasping Roots
Bind Familiar Rank 1 (Nature); Resist: Brawn
Rank 3 (Spirit); Duration: permanent This spell causes vegetation to animate and cling to
This spell is used to summon a spirit which takes the targets in a 3m2 area. Those who fail the opposed resist
form of an animal companion - a familiar. Familiars can roll are stuck and cannot attack; as a Main Action, they
appear as any animal (or even demon-like creature) the can make an Athletics or Brawn roll in each following
size of a cat or smaller. Familiars cannot meaningfully round to escape, or they can make a Fight (Dagger)
fight in combat. They are friends, allies, and confidants roll if they already had a small hand weapon equipped.
of the caster. Familiars can share communicate with the
caster via a spiritual link and they can share what they
see. Spells that don’t have a line-of-sight requirement Ironbark Skin
can be cast through a familiar. Rank 1 (Nature); Duration: 10 minutes
This spell transforms the caster’s skin into iron-like
bark substance which has 4AP. The target cannot wear
Blight the Land anything other than light clothes or furs for this to
Rank 2 (Nature); Range: CQ; Duration: 1 Day take effect. While under the effects of Ironbark Skin,
This spell creates a 3m area AOE that is curses the the target is slightly stiff, receiving a Disadvantage on
land. Anyone who is alone and without emotionally Athletics skill rolls however, in a wooded area, the target
supporting friends in the area will take 1 Psyche will gain an Advantage on Sneak rolls.
damage per 30 minutes. Furthermore, those in the
area (including friends) receive +1 Disadvantage on all
Endurance Resist Rolls. If the spell is maintained for an
hour or more, the area of the spell will suffer lasting
effects. The soil will become barren and babies born
here will, at best, be stillbirths.

26
Return to Womb Summon Demon
Rank 3 (Spirit); Touch Range; Opposed Resist: Persevere Rank 4 (Spirit); Touch Range; Duration: 1 day, Special
Spectral tentacles lash out at a target. If the target is an Summon a Minor Demon, such as an incubus (see
enemy, the tentacles inflicts Tens Psyche Damage. If the Creature section) which follows the caster’s commands
target is one’s self or a willing target, that PC is Taken for the duration of the spell. The duration of the spell
Out. If target is Taken Out with this spell, they painfully can be increased indefinitely by offering a human
die and their body is consumed by the earth, but they sacrifice to the demon once per new moon. If the caster
will reemerge the next morning, fully healed of HP and extends the spell and doesn’t continue to sacrifice a
Psyche. The reemerged character will also have all charm human every new moon, the demon will attack the
and curse induced Conditions removed. Each time this caster. Alternatively, the spell can be extended with
spell is cast on a target more than once per Downtime, spell upgrades (+6 Mana). In doing so, the caster must
the target will be inflicted with a Condition: Traumatized, create a written, binding contract with the demon. If
WIL. Targets that worship The New God will always be that contract is ever destroyed, the demon will attack
inflicted with the Condition: Crisis of Faith, CHA. the caster. If that contract falls into another’s hands,
the demon will follow a new master.

Rot
Rank 2 (Nature); Opposed Resist: Endurance, Three Portents of Fate
Inflicts Ones HP Damage that cannot be blocked by non- Rank 3 (Divination); Duration: 1 day
magical armor to a target sentient creature. Protection This spell creates a prophesy shown to the caster about
spells and other similar magics still afford the target with how a target character perishes. The target can be
protection. Conditions caused by this spell can only be the caster himself or someone else whom the caster
cured with magical means or Alchemy. invites to share in the knowledge. If the GM wishes,
she can allow the caster to give the description of the
prophesy. For the duration of the spell, or until the
Spirit Summoning target dies, the prophesy can be leveraged 3 times in
Rank 3 (Spirit); Range: CQ; Duration: 10 minutes total. Only those who know the prophesy can leverage
This spell summons an ethereal spirit that cannot be it. When the prophesy is leveraged, a character can gain
affected physically and cannot interact with the physical Advantage on a roll which makes the prophesy more
world. The spirit can take Psyche damage and has 10 likely to be realized, or inflict a Disadvantage on a roll
Psyche. After the spirit is summoned, a successful which makes the prophesy less likely to be come about.
Intimidate or Charm spell will force the spirit to give a
clue or to alert the caster about what could be observed
in a location within 2 kilometres of the caster, from Tranquillity Stream
the present time up to 10 years in the past. The spirit Rank 2 (Spirit); Range: CQ
cannot inform the caster about motivations of others This spell will heal the target of Tens +DB Psyche
that are observed. damage. However, this spell must be cast on the banks
of a clean and fresh stream or river and it does not
Furthermore, for the duration of the spell, the spirit work in combat at all.
can make a psychic “melee” attacks on a target of the
caster’s choosing. The attack is an Opposed Roll of the
spirit’s skill of 50 against the target’s Persevere skill, Wall of Thorns
and does 2 Psyche damage per success. However, if the Rank 2 (Nature); Duration: Permanent
target is successful in the melee attack, it does Ones This spell will cause vegetation in an area to mutate and
damage to the spirit’s Psyche. animate, forming a wall 2m high and 4m wide. The wall
has animal like intelligence and will attack any non-
friendly creature that nears it (CQ range) with thorn
covered vines. This spell will only work in areas with
thick vegetation. See Creature chapter for more details.

27
Theistic Magic

Theistic Magic concerns relationships with life, light, Divination


spirits, and divine intervention. Priests of the New God Rank 3 (Divination); Range: CQ
only practice magic from this school. This spell reveals a vision about the future, which is
relevant to the caster. This will grant +1 Advantage on
up to 3 separate INT or EDU-based Skill Rolls. However,
if Doubles are rolled when casting this spell, the caster
Antimagic Zone will receive Ones Psyche damage from seeing something
Rank 3 (Arcane); Duration: 10 minutes tragic which WILL happen. If the GM wishes, she can
Create a zone of radius 3m in which all spells fail. allow the caster to give the description of the prophesy.
Furthermore, magic weapons and armors within the
zone will lose it’s magical properties until removed
from the zone. Mind-control and charm spells in the Exorcism
zone will stop functioning, but the effects will resume Rank 2 (Spirit)
once the affected character leaves the zone. Spirits This spell will cure a target of Conditions related to
and demons can sense the zone and will not enter it; if fear, and trauma, and mind control (including spirit
this spell is cast on top of these creature, they will take possession). If the character was just Taken Out by
Ones -3 HP damage every Round which is not blocked a psychic attack, this spell can only be cast during
by armor. Note that the Antimagic Zone itself could be Downtime, and only if the caster has some information
ended with a successful Dispel Magic spell. about the nature of the psychic attack. This spell cannot
be cast on one’s self. If cast on a PC that has “turned”
Blessed Breeze (see chapter Reflection Point), that player will have to
Rank 1 (Nature) agree that this spell can work. A secondary effect of this
This spell will instantly cause all snakes, rodents spell is that it can be used in “psychic melee” combat
(including bats), insects, and unfriendly birds within with a spirit or demon, doing Ones damage against the
a 24m radius AOE to scatter. Additionally, within the demonic or spirit target that fails in an Opposed Roll.
AOE, magic fog will be dispelled (characters in “cloud
form” will revert to solid form) and poison gasses will
be rendered ineffective. Feed the Hungry
Rank 1 (Spirit); Range: CQ
On casting this spell, create enough food to feed 5
Create Golem people. Furthermore, the caster will be surrounded by
Rank 4 (Spirit); Range: CQ; Duration: 1 day, Special a holy aura that will give the caster +1 Advantage on all
Creates a Golem guardian (see Creature section) which CHA related rolls and Religion Skill Rolls.
follows the caster’s commands for the duration of the
spell. Casting this spell requires access to either a
long dead corpse or a full suite of armor that can be Guardian Warrior
sacrificed as part of the spell. Golems are costly to Rank 2 (Spirit); Duration: 1 hour
manufacture, but will stay “alive” indefinitely if kept in Creates an animated suite of armor (see Creature
the caster’s place of worship; the spell duration is only section) which follows the caster’s commands for the
used when the golem goes outside that area. duration of the spell. Casting this spell requires access
a full suite of armor that can be sacrificed as part of
the spell. You can increase the number of warriors by
Cure Diseased 1 for every 3 extra Mana spent.
Rank 1 (Nature); Range: CQ
The caster can cure a disease and its related Condition in
the target. The roll to cast this is the higher of the caster’s Healing
Magic (Theistic) skill or the target’s Endurance skill. Rank 1 (Nature); Range: CQ
Heals a target for Tens + DB damage. However, if this
spell is cast in combat, it has a base MP cost of 3.

28
Lay to Rest Turn to Salt
Rank 1 (Spirit); Opposed Resist: Persevere Rank 4 (Spirit); Opposed Resist: Magic (Resist) or
This spell damages lycanthropes, undead, golems, and Persevere
spirits with Tens + DB + 3 psyche damage. Call on the Archangel to transform an un-pure target to
salt. Spell does Ones +1 Times 2 HP damage to a target
non-believer (a character which does not worship the
Milk of the Divine Mother. caster’s Deity). This damage is not blocked by armor
Rank 1 (Spirit); Range: CQ protection. Targets Taken Out by this spell are turned
On casting this spell, the caster sacrifices 1 HP to and to salt, which also means they are dead. Any non-
releases a milk-like liquid from their body. Up to three believers who views a target Taken Out by this spell
characters can consume this milk and be filled with a must make a Persevere or Religion Resist Roll or receive
fervent spiritual energy, healing 1 HP, and gaining +1 the Condition: Shaken Faith, WIL. Any believers who
Advantage on Athletics, Persevere, and Endurance rolls views a target Taken Out by this spell will gain an
for 30 minutes. Advantage on their next attack against a non-believer.
The salt created by this spell is a type of psychic toxin;
anyone who consumes it will be inflict the Condition:
Protection Frequent Nightmares, WIL if they fail a Persevere Resist
Rank 1 (Force); Duration: 10 minutes; Range: CQ Roll. All Conditions created by this spell are removed
Provides target with 3AP which does not stack with at the beginning of the next Downtime.
armor. This AP also reduces Psyche-damaging spells
and spell effects. While the spell is active, the target
will have a light glimmer around them. Water on Walking
Rank 1 (Force); Duration: 30 minutes
This spell allows the caster to walk on water as if it
Resist Poison was land.
Rank 1 (Nature); Duration: 1 hours
Characters under the influence of this spell will be
immune to non-supernatural poison. Characters who Zone of Silence
are already poisoned can make a new Resist Roll (usually Rank 2 (Force);
Endurance) with +1 Advantage to shake off the poison. This spell creates a 6m radius AOE in which all sound
is silenced. Any spell caster in the middle of casting
that did not specifically announce they are casting
Sanctuary spells silently will have their spell fail. Within the Zone
Rank 2 (Mind): Duration: 5 Rounds of Silence, characters who attempt to Sneak will gain
The target of this spell is surrounded with a form of an Advantage.
psychic illusion which effects enemies. From the point
of view of the opponents, the target is non-threatening
and inconsequential. The target’s opponents will not
have the will to attack the target unless they make a
Sense Danger Roll. If the target attacks, this spell ends.

Sooth Soul
Rank 2 (Mind); Range: CQ
Heals a target for Ones Psyche damage. However, if
this spell is cast in combat, it has a base MP cost of 3.

Transference
Rank 2 (Spirit); Duration: 10 minutes
Caster blesses an ally by setting up a psycho-spiritual
link. Within the duration of the spell, any physical or
psyche damage the target takes is re-directed toward
the caster. Any Condition applied to the target is instead
applied to the caster. If the caster is Taken Out, the
spell ends.

29
Common Modifications Alchemy

Area Effect Cast: +2MP In Lore 100 system, Alchemy is not a school of magic,
Add area effect to spell: (+2) but rather an alternate method for casting spells
combined with a skill used for making mundane potions.

Better Combat Efficiency: -2MP


Commitment (-1); Spell requires 3 components (-1 ) Casting Spells with Alchemy

Town-Area: +14MP PCs can create spells in potion form using the Alchemy
Double spell effect area × 8 (+14). Produces 384m2 of effect. skill. The PC fashions the spell according to the
standard rules for magic in this chapter, and reduces
the Mana cost of the spell by 3 (-2 for the longer than
Simple Ritual: -5MP 5 minutes preparation time, -1 for requiring 3 or more
Reduce range to touch (-1); Commitment (-1); Requires components). Make a skill roll using the appropriate
3 components - usually gestures, verbal, and a wand or magic skill to cast the spell. Afterwards, make an
focus object (-1); Spell requires 5 minute Concentration (-2) Alchemy & Herbalism skill roll; if this succeeds, the
PC successfully creates the potion, otherwise the effort
failed and the PC must start over or abandon their
Dark Transforming Ritual: -15MP attempt to craft the potion.
Reduce range to touch (-1); Commitment (-1); Requires
3 components - usually gestures, verbal, and a wand or The PC needs to specify how the potion can be applied
focus object (-1); Spell requires 5 minute Concentration to the target. As a general rule, most potions need to be
+ 2 hours for every MP over 3 to cast (-2); Spell requires consumed by a target to affect them. Damaging potions
the bound and specially prepared sacrifice of a sentient generally can be thrown against a target, like a grenade;
creature (or self) to cast (-6); Casting the spell permanently this usually requires a Ranged (Thrown) skill roll.
mutates the caster, inflicting a Condition that cannot be
healed without a major quest (-4)
Creating Tonics & Poisons with Alchemy

Desperate Cast: -6MP


Casting the spell does Ones Psyche damage to the Tonics are non-magical medicines and salves. A
caster (-2); Commitment (-1); Spell is dangerous; any successful Alchemy & Herbalism skill roll allows the
doubles cause the caster to receive Ones damage and PCs to create one tonic each night, if they have the
Ones damage to Psyche (-2) proper equipment. PCs can also make a number of
tonics during Downtime equal to their Alchemy &
Herbalism skill divided by 25.
Sympathetic Curse: +5MP
Spell requires a physical component which is personal See the chapter Equipment for a list of tonics.
or valuable to the spell’s target. This component is
destroyed after use: (-2); No range limitation (+6); No
line-of-sight requirement (+1)

Fairy Tale Curse: +2MP


Make non-combat spell permanent (can be turned-off
by caster or a “trigger” requirement like a kiss from a
prince) (+3); Spell requires 2 rounds (-1)

30
Counters
The Lore 100 system uses two types of counters: Milestones
Risk Counters and Progress Counters. Risk Counters
represent background danger, such as discovery by The GM may set milestones within the counter that
sentries and guards or worse. Progress Counters convey certain results, with at least 1 intermediate
represent headway on a long and complex task. These milestone and one completion milestone. For example,
are often used to simulate political and social conflicts the GM can create a ruling that when a City Risk
but can be used to add drama and narration to tasks Counter goes down to 10 or below (from 30), sentries
such as cracking a magical bank vault and performing are out in-force on the streets. When that Risk Counter
a complex ritual. drops to 0, the PCs become wanted individuals.

You can use multiple counters at the same time. For When the situation presents itself - usually after a critical
example, a GM could use a Risk Counter for city sentries, failure roll or for any failed roll when a Risk Counter is at
while also using a separate Risk Counter for mercenary 0- the GM should tell the PCs that the next skill check
guards protecting a bank. is a Calamity Roll. If this roll is failed, then something
very bad happens: PCs (or NPCs who are important to
Damaging a Counter & Counter Scale the PCs) are arrested or die or something extremely
valuable to the PC is lost.
Counters typically begin at 20 points, and can be
easily tracked using a 20-sided die. GMs, of course, Counters can be used “face up” and shown to players,
may decide to use a different scale (2 to 100) in their or hidden, used only by the GM as a tracking tool. The
counters, Lore 100 designers generally play with Risk Counters
shown to players, while Progress Counters are shown
Risk Counters are reduced or “damaged” when the party or not depending on Game World logic.
fails a stealth roll or other roll related to attempted
criminal activity. If the Risk Counter is less than 20
points or more, use the ONES for the damage resulting Risk Counter Examples
from the related failed role.

Progress Counters are reduced when the party


succeeds on rolls related to the attempted task. If the
Progress Counter is 20 points or more, use the ONES
as a measure of progression resulting from the related City Risk Counter Romance the Prince
successful role. Progress Counter
Small-scale counters between 2 and 6 points may also 20 19 18 17 16 20 19 18 17 16
be used. If the GM elects to use a small-scale counter, 15 - Increase street patrols 15 - Prince has taken notice of
then damage or progression can occur 1 point at a time, 14 13 12 11 10 your accomplishments.
usually when a PC accomplishes or fails at a specific 9 - Patrols looking for 14 13 12 11 10
task. suspects who look like 9 - To progress farther will
the PCs require PC learns about the
The GM can always damage or progress a counter 8765 Princes secret passion for
by any amount she chooses, based on events in the 4 - Patrols are going door peacock feathers.
Game World. For example, if the GM thinks the PCs to door. 8765
did something stupid, like kill innocent NPCs in broad 321 4 - You need to get permission
daylight, the GM can just deduct 15 points from a City 0 - Non-combat checks from the Prince’s parents in
Sentry Risk Counter. Likewise, the GM can always become Calamity Rolls; order to continue.
reward good ideas by reducing a Progress Counter. failing this roll makes the 321
PCs into wanted criminals. 0 -Fallen in love!

31 31
Status
PCs (and some NPCs) have a Status attribute which Whenever there is a question over whether a PC should
determines their initial money, income from Downtime make a Status Roll or a Charm skill roll, use the Charm
work (see Downtime), and ability to influence people roll. The ability to use a social skill is more interesting
due to status-group membership. than being accepted merely by one’s social position.

Income Note that Status is not a skill, so clues are not given
merely by making a Status Roll.
Income is determined by their Status level. The following
chart is used for the Camlann Chronicles: Status Rolls can be used for getting extra equipment
and hiring mercenaries. PCs may obtain or purchase
Status Description Income things “on credit” by succeeding on a Status Roll. Status
doesn’t come from a bank per se; it is derived from
1-20 Pauper 5 sp
one’s position in society.
21-40 Working poor / peasant level 10 gp
41-70 Average / artisan 40 gp If a PC wants to buy a large asset, such as a ship or an
71-80 Wealthy 60 gp estate, they may need to make a series of Status rolls
against a Progress Counter.
81-95 Rich 100 gp

96-100 Obscenely Rich 400 gp


Purchasing the Queen Dalka
Newly created PCs start with an amount equal twice Retrofitted Light Frigate
the normal income, listed above. Progress Counter

(one Status roll per PC per Downtime)

Status Rolls 100 99 98 97 96 95 94 93 92 91 90 89


88 87 86 85 84 83 82 81 80 79 78 77 76
A Status Roll is called for when a PC uses their position in 75 74 73 72 71 70 69 68 67 66 65 64 63
society to gain access to a services, assets, and favours. 62 61 60 59 58 57 56 55 54 53 52 51 50

Status Rolls can be made to gain access to a location, You have made the down payment for
event, or person. For example, a successful status role the ship! But it has no sails and it is
gains access to a fancy party, an audience with a king, rat infested.
or favourable treatment from the captain of the guards.
49 48 47 46 45 44 43 42 41 40 39 38 37
36 35 34 33 32 31 30 29 28 27 26 25 24
23 22 21 20 19 18 17 16 15 14 13 12 11 10 9
876543210

Purchased! Receive Game Changer


Lore Sheet “The Queen Dalka”

32
Equipment

The Lore 100 system does not include an encumbrance


system, which are more relevant to games focused Art Kit
on dungeon delving and looting. To some extent, it’s
up to the GM and the table, together, to collectively Art Kits are separated by field of art. An Art (Caligraphy)
determine what the PCs can carry around with them Kit contains quills, inks, and gold leaf. An Art (Sculpture)
in the game world. Kit contains chisels and hammers.

The Lore 100 system uses Kits to simplify inventory Craft Kit
management of some items. Kits have a number of
Stocks, which represents a number of uses for the kit There are three types of Craft Kits in Camlann
during one session. Unless otherwise stated, all kits Chronicles: armor, weapons, and tinkerer’s. Armor
have 5 Stocks, which are used up when the PC attempts and weapon Craft Kits, respectively, are used up when
to use the Kit, successfully or not. repairing weapons and armor. Tinkerer’s Craft Kit can
be used to create and disarm traps as well as fashion
If you have no Stocks left, you may still use the Kit or and pick locks. Picking locks and disarming traps does
related skill, but the PC must be able to explain how not use up a Stock unless the GM declares that tools
they can pull it off in light of their depleted inventory. broke as a complication from a failed roll.
Furthermore, the PC will also receive +1 Disadvantage
on the Skill Roll. Healer’s Kit

Note that the GM can also declare a Stock (or all Stocks) Includes bandages, healing salves, herbs, specialized
have been depleted because of a bad Skill Roll, or the surgical tools, and other materials used to treat wounds.
result of something that impacts a Risk Counter. Healer’s Kit has 10 Stocks.

Alchemy Kits Questing Kit

Tonics and poisons are created using ingredients Questing Kit includes 50 meters of rope, large tent and
found in an Alchemical Kit. Making any of the following wooden stakes, 6 blankets, flint and steel, large sack,
potions or tonic uses up a Stock: PCs can replenish a 6 small sacks, 6 walking sticks, 12 torches and other
Stock once per session and once during Downtime various sundries used by questing adventurers.
with a successful Herbalism and Alchemy Skill Roll.

• Elixir of Blue Lotus: This potion promotes relaxation


and is a cure for anxiety. Characters who attempt to Price List
charm or persuade someone under the influence of
blue lotus gain +1 Advantage. Effects last for 1 hour.
• Milk of Poppy: Liquid extract of opium and hemp is
used to relieve pain, headaches, and fevers. Characters
under the influence of this have +1 Advantage to
Resist Rolls to avoid death when HP is at 0, but have Alchemy Kit 10 gp
Disadvantage to Persevere Resist Rolls. Effects last
for 1 hour. Art Kit 5 gp
• Essence of Nightshade: Drinking small doses will
Craft Kit 5 gp
paralyse the imbiber for an hour unless they make
a successful Endurance Resist Roll. Unless the victim Healer’s Kit 5 gp
makes another Endurance Resist Roll, he will be
aware of the coming doom (from slow asphyxiation) Questing Kit 20 gp
but unable to move or communicate.
• Antidote: When administered to a poisoned character,
grants an extra Resist Roll against the poison.

33
Weapons & Armor
Weapons & Armor Attributes
• Obstructing: partially obscures vision, resulting in +1
• Anachronistic: Not found in the Game World of Disadvantage on Sneak and Sense Danger skill rolls.
Camlann • Piercing X: ignores X amount of AP
• Concentration: cannot do anything else - including • Ranged: The weapon is a ranged weapon
dodge or defend - in order to perform the action. • Shield: Weapon is assumed to be purchased and used
While concentrating, move at half speed. If a with a medium sized shield which can block 6HP
concentrating character takes damage, its maneuver • Short: 1 Disadvantage on Initiative
(or attack or spell) fails. • Stiff: inflicts +1 Disadvantage on Initiative roll
• Clumsy: 1 Disadvantage on Initiative; cannot be used • Two-Handed: requires two hands; can’t use shield.
to defend in melee
• Complicated: wearing requires 60% Fight (Any) or NOTE: Arrows and sling shot are assumed to “refill” as
the wearer will suffer +1 Disadvantage on Initiative. part of Upkeep (see Downtime section). Players are not
• Duel: Uses a Duel based skill. required to track this on the character sheet.
• Hot: Will suffer +1 Disadvantage on Survival skill rolls
and +1 Disadvantage on Opposed Endurance skill rolls
in long distance races.
• Long: 1 Advantage on Initiative

Weapons
Weapon Damage Range Ammo Special Cost
(close/med/ long)
unarmed Tens - 3 +DB CQ Short; Opponent’s AP is doubled.
Arming Sword Tens +1 +DB CQ Shield 10 gp
Axe Tens + DB 10/20 Short; as a Ranged (Thrown ) weapon, does Ones -1 dmg 2 gp
Bow Ones 20/75/300 arrow Ranged; Concentration 10 gp
Claws Tens -1 + DB CQ Short. used with Unarmed skill.
Dagger Tens - 1 + DB CQ Piercing 2; Short; used with Unarmed, Sword, or Blade skills 3 gp
Falcata Tens +DB CQ Duel; Shield 25 gp
Dane Axe Tens +2 +DB CQ Long, Two Handed 10
Long Sword Tens + 3 + DB CQ Two Handed 50 gp
Javelin Ones -2 10/20/30 Ranged 1 gp
Mace Tens + DB CQ Piercing 2; Short; Shield 5 gp
Poleaxe Tens +3+DB CQ Piercing 2; Two Handed; Anachronistic 50 gp
Staff Tens -2 + DB CQ Long; combined with sling to become “Shepard Sling” 5 sp
Sling Ones -3 15/25/300 shot Ranged; Concentration 2 sp
Spear Tens + DB CQ Long; Two Handed use adds +1 damage 5 gp
Armor
Armor AP Special Cost
Round Shield (medium shield) 6 HP;Soft Cover vs. ranged attacks. 5 sp
Cloth padding (light) 2 1 gp
Hardened Leather (light) 3 Also known as cuir bouilli 10 gp
Mail Hauberk (medium) 4 Obstructing 50 gp
Scale (medium) 5 Obstructing; Stiff; Hot 50 gp
Coat of Plates (heavy) 6 Obstructing; Complicated; Hot; Anachronistic 200 gp
Plate (heavy) 8 Obstructing; Complicated; Hot; Anachronistic 1500 gp

34
Magic Items
Plus Weapons Other Magic Items of the Camlann Chronicles

Plus Weapon is the game-system term for weapons Faerie Salve of Health: A healing salve made from
which are incrementally better than normal weapons. mushrooms harvested from Faerie Rings. When
These weapons were forged by the uncommon or lost the salve is applied to a wound, restores 6HP and
arts of magical master craftsmen and may be “named” by cures all disease, including magical diseases (such
their owner (as happens in many cultures), but the only as zombification and lycanthropy. When the salve is
things notable about them is their exceptional quality. applied, it glows florescent green.

Plus Weapons have the following traits: Jar of Moonlight: (single use) The jar contains
• +1 to damage. concentrated moonlight. As an action, the Jar may be
• +1 to +3 Piercing (+3 is extremely rare) opened, releasing concentrated moonlight which shines
• On a Critical Failure, Plus Weapons do not break. in a 20m radius AOE from the user, for up to a minute.
• When they are available in a store, they cost ten times Lycanthropes in the AOE always shape change into
the price of a normal weapon for each +1 Piercing their animal form. All undead in the AOE must make a
(+3 = ×30 cost) Persevere Resist Roll or be stunned by the beauty of
moonlight for the duration of the spell.

Named Weapons of the Camlann Chronicles Magical Sheep Bladder: This translucent sheep bladder
is filled with limitless air, and grants the wielder
Caledfwich: (Long Sword; Tens +4 + DB; Piercing 3; Two water breathing (immune to asphyxiation) and water
Handed) Caledfwich’s wielder will receive +1 Advantage resistance (including equipment and armor) indefinitely.
on all attempts to charm or intimidate others into giving
allegiance to the wielder Rosary of Silence Once per day, a user in possession
of the Rosary may take an action to activate it, casting
Carnwennan: (Dagger; Tens +1 +DP; Piercing 5; used with Zone of Silence which lasts 1 hour.
Duel, Fight, or Unarmed) Known as “little white-hilt”, the
blade seems to leap after opponents (no “Short” modifier) Seelie Ring of Regeneration: The wearer of this ring
will regain 2HP per round, but will lose 1 CHA. Any user
Barbed Runic Spear of Life Stealing: (Spear; Tens reduced to CHA of 0 dies. The ring is cursed; it may
+1 +DB damage. Piercing 1; Long; Two-Handed) On a only be removed by physically removing the digit upon
successful hit, user regains 2 HP. However, if used on an which it is attached. Once the ring is removed, CHA
undead, causes 2 HP damage to the wielder. A wielder will restore at the rate of 1 point per day, except there
who drops to 0 HP in this manner dies and will rises will be a permanent -2 points lost for every finger lost
as a wraith an hour after death. Undead within a 100m in this way.
radius are drawn toward the spear.
The Book of Graves: A tome containing a catalogue of
Bone Breaker: (Maul; Tens +3+ DB; Clumsy; Two- the major grave sites that may be found in the mythic
Handed; Uses Brawn skill) When Bone Breaker scores Isles; including the burial sites of the island’s most
a critical hit, it Times 3 damage. Opponent’s damaged famous kings and killers. The tome also includes 6
by Bone Breaker receive +1 Disadvantage on Resist Roll ranks of Druidic spells.
against Conditions caused by the attack.
Woodwose Stag Horn Crown: The Woodwose crafted
Formica: (Falcata; Tens +1 +DB damage; Piercing 1) crown grants the wearer +1 Advantage on all Sense
Three times a day, spray out magical acid in an AOE Danger Skill Rolls.
2m in front of the sword, doing Ones-2 damage and
permanently reduces opponent’s AP by 2

Lord Madoc’s Mace: (Mace; Tens +1 +DB damage;


Piercing 3; Short) User is immune to Charm.

35
Downtime
Downtime is a segment of gameplay in which players
describe what characters do during a stretch of time Character Development
where nothing terribly exciting happens. It’s the
“montage” of time passing in between adventures.
Downtime can also take place during a game session Resolving Sheets
or scenario when the PCs need to recuperate from
injuries, or they travel to a far destination and nothing Lore Sheets can be Resolved, which means the
dramatic occurs while they travel. relationship described on the sheet – and the problems
and boon (if any) that come with that relationship – end
During Downtime, there is opportunity for Lore Sheet in a meaningful way.
creation, character development, skills improvement,
potion (and item) creation, and other activities that do Lore Sheets can be Resolved when a mission is
not need to be role-played. completed, a relationship is changed, or an important
milestone is reached. Many Lore Sheets will describe
general goals required to Resolve the sheet. For example:
Recuperation
• Find information.

During Downtime, characters recuperate from their I must find the source of the nightmares which plague
injuries. All HP, Psyche, and Mana is recovered at the the villagers near Dyfed.
beginning of Downtime. Lore Sheets are also reset at
the beginning of Downtime. • Defend (at least once) the related character.

The nature of a Condition dictates the manner in which I was Lord Vortigern’s squire many years ago. He is
it can be healed and removed during Downtime. If old and frail now. With the troubles in Dyfed, I need
the Condition was described as some type of wound, to protect this man to whom I owe so much.
the PC can seek help from a doctor or another player
with a Medicine skill to make a roll to heal the PC. If • Improve (or destroy) a relationship with related
the Condition is psychological in nature, the PC can character by performing a task, honing a skill, or
seek out a different type of healing, such as a priest, obtaining renown.
psychologist, or AI personality implant (as appropriate
for the Game World setting). If the Condition involves I’m infatuated with Elaine the Peerless. I must catch
mind control or a severed limb, then magical healing her eye at the tournament.
will be required. In some cases, the GM may decide that
certain Conditions may not be healed and removed. • Kill, destroy, take revenge on, or for related characters.

PCs can conceivably cast spells, rituals, and have Melwas, my half brother, has taken my land. Before
other events that cause them to lose Psyche during my father married that witch, I was the true heir. I
the Downtime. If the Downtime is considered to be a must take revenge on the usurper.
longer period (i.e. more than 2 weeks), the GM may allow
a secondary Psyche recovery at the end of Downtime. The Lore Sheets that are resolved become a Resolved
Most potions and rituals will expire if not used soon Lore Sheet. Resolved Lore Sheets may be Tapped for
after casting, so using Mana to create potions during information and knowledge, but not for leverage or
Downtime depletes the Mana you can use during the resources. Furthermore, any Conditions associated
next game session. with the Lore Sheet are removed.

PCs may Resolve a Lore Sheet, but want a relationship to


evolve and remain relevant, along with the “mechanical
benefits” such as ability to Tap the Lore Sheet for
resources. This is accomplished by creating a new,
updated Lore Sheet.

36
Lore Sheets may also be Liquidated. The PC has not
Resolved the Lore Sheet, but the player doesn’t want Work & Upkeep
the Lore Sheet to be mechanically relevant any more.
The Lore Sheet is completely removed from the PC’s During Downtime, PCs may pursue professional careers.
character sheet. Liquidating a Lore Sheet may only be This is simulated with a single Work Roll. Work rolls
done during Downtime. are used to earn money during Downtime. A successful
roll means that the PC receives their full income (as
per the Status rules on pg. 33). Furthermore, all their
XP equipment costs and upkeep are paid for. This means
that their armor is repaired, arrows restocked, etc. On
Experience points (XP) are used to improve the PC the other hand, if the PCs fail the Work Roll, they do
during Downtime. They are also used to “buy” new not receive income.
Lore Sheets.
The following skills can be used in a Work roll:
• Each PC that was roleplayed to reflect that PC’s • Craft (Any)
Theme Lore Sheet receives 1 XP at the end of a • Farming, Mining, Forestry
game session. • Art (Painting)
• Each PC that resolves a Lore Sheet receives 2 to • Engineer (Castle)
4 XP, depending on the importance of the Lore • Medicine (Surgery)
Sheet as determined by the GM. • Manage (Estate)
• (Optional) Each PC that gathers and creates in- • Science (Any)
formation and knowledge relevant to the Game • Perform (Sing, Dance)
World receives 1 XP at the end of a game session. • Sleight of Hand
• Each PC that completes a major story arc over the • Appraise
course of 5 or more sessions receives 4 XP at the • Magic (Any)
end of a game session.
• The GM may reward to accomplishments with XP You need to have the necessary materials or assets
as they see fit. to do the work – e.g.. rolling for Management (Estate)
assumes the PC has an estate or can be hired to manage
an estate.
Spending XP
As usual with Work rolls, Lore Sheets can be Tapped
to gain an advantage.
• PCs spend 3 XP to gain a first training block on a
skill, an additional 6XP to gain a second training
block, and 9XP more for a 3rd training block. After Upkeep
the third block, you can buy 1 skill point in the
skill for 1 XP. requires creating a Lore Sheet in If a PC fails or does not make a Work roll during
this manner. Downtime, they need to make a Status Roll for upkeep.
• PCs spend 1 XP to create their own custom General If that Status Roll also fails, the PCs is Down and Out.
Lore Sheet. This will help PCs gain more XP faster The GM may decide to punish the PC in one of the
as it provides new quests and challenges to Resolve. following manners:
Note that the GM is also allowed to create and
offer Lore Sheets to PCs; PCs don’t spend XP for • Armor is broken and must be repurchased.
GM-created Lore Sheets • Primary weapon is broken and must be repurchased
• You can spend 3 XP to raise status by 10% • Status is reduce by 20% until the end of the next
Downtime
When you spend XP on a Training Block, you may create • Due to poor living standards and shame, the PC will
a free Lore Sheet that describes the story of how you gain the Condition: Sick, PHQ or the Condition: On
received the training. This new Lore Sheet, like any a Binge, WIL
other Lore Sheet, may include settings information,
related NPCs, and quests. Acquiring a Training Block Optional Rules: Doubles and Tight Times
in a Magic skill
If Doubles are rolled on the Work roll the GM may
create a story hook that is roleplayed right after the
Downtime. The GM may also offer Lore Sheets related
to this story hook. Furthermore, the GM can offer a

37
story hook based on being Down and Out.

Optional Rules
Player versus Player Conflict However, Narrative Rules can be “turned on” to allow
Lore Sheets to be created and resolved during regular
In the Lore 100 system, meaningful Player versus Player game play time. This optional rule can dramatically
Conflict (“PvP”) is not to be discouraged, although every change the way game is played by turning it into more
table can set their own rules. PCs may have secret of a “story game.” The content of a Lore Sheet becomes
identities and hidden agendas which cause PvP. PCs Game World fact upon creation. This immediately creates
can decide their characters are “turned” to the merits usable story-hooks. However, turning on Narrative Rules
of aligning with a different faction or have been mind might remove some challenge from gameplay, as it
controlled. Conflicts of loyalty are not specifically allows PCs to solve problems by spending “meta-points”
encouraged, but they certainly can be fun. that change the Game World. Furthermore, creating
Lore Sheets during regular play might interrupt the
For PvP, the GM needs to be impartial, make sure that game flow.
Lore Sheets do not conflict, and have all PvP-related
Rolls rolls made in the open.
Different Rules for NPC
As an optional rule, you may completely forbid PvP at
your table. This should be decided before each session Combat can be made to go quicker by applying different
and recorded on the GM Remit Sheet (discussed below). rules for NPCs than for players.

Non-meaningful PvP is always forbidden in this • When not-important NPC HP or Psyche goes to 0, they
game. Non-meaningful PvP happens because a player are Taken Out without a chance to make a Resist Roll.
(or several) are being un-sporting, bullying, not • At times, when an NPC receives a Condition, that
participating in the shared understanding of the Game alone could justify Taking Out the NPC, especially
World, or disguising bad behavior in the excuse that for serious wounds or mind-control effects.
their character is just “that type” of character. When • Do not count NPC ammunition usage under normal
this happens, warn the offender that their actions will circumstances.
be met with repercussions, one of which being that,
very simply, the game stops. Or have a giant rock come
out of space to squash their character - it has about The GM’s Remit Sheet
the same effect.
The GM’s Remit Sheet (shown on the next page)
Smart PvP is an alternative (and recommended) option is used to establish common rules, consensus and
which places the following rules on PvP within the Lore understanding around the table. It is an optional feature
100 rules system: of a Lore 100 game, but its use is recommended.
• PvP is allowed.
• As a result of the PvP, at the next Downtime, the PCs The GM’s Remit Sheet contains a list of important rules
engaged in PvP must Resolve a Lore Sheet that was about what the GM can and cannot do, as well as what
directly related to the PvP, or spend XP to create a the GM should and should not do during game play.
new Lore Sheet related to the PvP exchange. It is also a place where new rules are recorded and
• If a PC cannot Resolve the Lore Sheet because the rules-options are agreed upon.
Resolve condition was not met, the PC cannot spend
XP on anything besides Lore Sheets. Before you begin the first game of a new campaign
you should show the GM’s Remit Sheet to the players
so that they have an idea about what type of game
Narrative Mode they will play. You can change this sheet as the game
progresses, so long as the players agree to the changes.
By default, Lore Sheets can only be created or Resolved
during Downtime. PCs cannot create Lore Sheets to
influence the Game World while playing this game.
During Downtime PCs may influence the Game World.

38
Creatures & NPCs
Note that in the Lore 100 System, NPCs can be
represented with complete stat blocks, or just with the Common Creature & NPC Stat Blocks
relevant skills which the GM needs to run an encounter.
Any NPC that has a name, or that was preplanned,
Sir Dagonet, King Aeden’s Jester
should have a full stat block, while cannon fodder NPCs Theme: Entertain the Knights of the Round
just have simple stat blocks. The full block includes Table while pretending to be a knight.
Characteristics and possible various non-combat skills. Dodge 50
HP Init Endurance 40
In the stat blocks presented here, Damage Bonus (DB) 13 70 Athletics 50
is already included in the weapon damage, if a weap- Brawn 15
on is included in the description. Armor Protection Persevere 25
(AP) already includes AP from any armor described. Mana DB Sense Danger 35
10 1
Here is a blank simple NPC stat block and a “tracker Perform (Dance) 60
block”, which includes aresa to mark down HP, Mana, Perform (Slapstick) 70
Psyche, and Shield. Conditions should only be tracked Psyche AP Acrobatics 50
when the NPC has a full block. 12 0 History (Britian) 50
Ranged ( Thrown) 50
Fight (Unarmed) 35
Fight (Sword&Shield) 25
PHQ AGI INT EDU WIL CHA
15 35 25 25 20 30
Theme:
Specials & Equipment
Dodge Usually unarmored, but sometimes equips
HP Init Endurance armor and weapons like a knight.
Athletics
Brawn
Persevere
Mana DB Sense Danger

Ranged ( )
Psyche AP Fight (Unarmed)

Fight (Sword&Shield)
Specials & Equipment

1 2 3 4 5 6 7 8 9 10 11 12 13
HP 14 15 16 17 18 19 20 21 22 23 24
1 2 3 4 5 6 7 8 9 10 11 12
Mana 13 14 15 16 17 18 19 20

1 2 3 4 5 6 7 8 9 10 11 12
Psyche 13 14 15 16 17 18 19 20

Shield 1 2 3 4 5 6 7 8 9 10

39
Common NPC types

Commoner Henchman Knight


Theme:Work work... yes my liege? Theme:Will fight for coin. Will not die Theme: Manage the land, go on quests
What!? I didn’t vote for you! for coin though
Dodge 30
Dodge 20 Dodge 30 HP Init Endurance 45
HP Init Endurance 30 HP Init Endurance 40 14 50 Athletics 40
10 40 Athletics 25 13 40 Athletics 35 Brawn 40
Brawn 25 Brawn 40 Persevere 35
Persevere 30 Persevere 25 Mana DB Sense Danger 25
Mana DB Sense Danger 30 Mana DB Sense Danger 30 13 3
13 1 13 2 Ride 30
Farming 70 Manage (Estate) 25
Psyche Psyche AP Psyche AP History (Britian) 25
Ranged ( Sling ) 50 Fight (Unarmed) 40 Fight (Unarmed) 40
10 AP 13 3 13 4
Fight (Unarmed) 40 Fight (Spear”) 50 Fight (Spear”) 50
1
Fight (Quarterstaff) 45 Fight (Sword&Shield) 75 Fight (Sword&Shield) 75
Specials & Equipment Specials & Equipment Specials & Equipment
Sling: Ones -3. Sword & Shield: Tens + 4. Shield has 6 HP Sword & Shield: Tens + 4. Shield has 6 HP.
Thick peasant clothes Wears hardened leather Wears mail hauberk

Cinbin Seelie Scout Sithling


Theme: Has a dog head on human body. Theme: Looking stylish while brooding Theme:Little and somewhat violent
Raid for the pact, obey the alpha, hunt over how much you hate the Fey. people, outcasts of Camlann.
the weak.
HP Init Dodge 55 HP Init Dodge 60
HP Init Dodge 40 12 80 Endurance 20 10 70 Endurance 40
16 55 Endurance 50 Athletics 55 Athletics 25
Athletics 50 Brawn 15 Brawn 15
Brawn 40 Mana DB Persevere 55 Mana DB Persevere 35
Mana DB Persevere 30 16 2 Sense Danger 40 13 2 Sense Danger 50
11 2 Sense Danger 30
Sneak 55 Sneak 45
Sneak 40 Survival 35 Sleight of Hand 55
Survive 70 Psyche AP Medicine (First Aid) 25 Psyche AP Ranged ( Sling ) 60
Psyche AP Ranged (Sling) 50 13 3 Read Terrain 40 13 3 Duel (Dagger) 50
11 3 Fight (Unarmed) 60 Perform (Disguise) 40
Magic (Seelie) 65 Fight (Sword&Shield)
Fight (Spear) 50 Ranged ( Bow ) 80 Specials & Equipment
Specials & Equipment Fight (Unarmed) 20 Small Special
Spear: Tens + 3 (two handed). Duel (Falcata) 70 Sling: Ones - 3; Dagger: Tens +1
Leather armor. Specials & Equipment Leather armor
Bow: Ones.Falcata: Tens +2 (can perform
Feint Combat Maneuver).
Fey Blood (4 ranks of spells, usually
Illusion, Sow Discord, and Web)

40
Magical & Summoned Creatures

Were-Form Wolf & Boar Gardian Warrior Zombie


Theme:You would not like me when Theme:Animated suite of armor Theme: RRrr. More brains
I’m mad, usually at night) follows commands Dodge 30
Dodge 60 Dodge 25 HP Init Endurance 60
HP Init Endurance 60 HP Init Endurance 25 13 40 Athletics 40
18 65 Athletics 70 8 40 Athletics 40 Brawn 40
Brawn 90 Brawn 25 Persevere 50
Persevere 60 Persevere 50 Mana DB Sense Danger 40
Mana DB Sense Danger 65 Mana DB Sense Danger 35 0 +2
11 0 2
Sneak 60 Fight (Unarmed) 60
Fight (Unarmed) 20
Psyche AP
Survival 70
Psyche AP Psyche AP 5 0
Fight (Unarmed) 75
11 5 13 5
Fight (Sword&Shield) 50 Specials & Equipment:
Specials & Equipment Specials & Equipment Hand attack: Tens +1.
Claws (Unarmed): Tens + 4 (Short). Undying Body. Undying Body. Diseased: opponents hit
Imposing (+2DB,+5HP). Can only be Sword: Tens +3. by attack must make an Endurance Resist
harmed by magic and silver weapons. Roll or take Ones damage next day and
Fur armor. the Condition: Diseased, PHQ

Golem Wall of Thorns Incubus & Succubus - Minor Demon


Theme:Protect the temple in the name Theme:Stationary wall of vegetation Theme: Creature from dark dimensions
of Lord. with animated thorny, choaky vines take pleasure in corrupting humans.
Dodge 15 Dodge 0 Dodge 60
HP Init HP Init HP Init
Endurance 70 Endurance 50 Endurance 70
25 30 20 20 20 60
Athletics 30 Athletics 0 Athletics 70
Brawn 80 Brawn 50 Brawn 70
Persevere 90 Persevere 80 Persevere 70
Mana DB Mana DB Mana DB
Sense Danger 40 Sense Danger 25 Sense Danger 30
0 5 0 2 20 3
Charm 90
Intimidate 70
Psyche AP Psyche AP Psyche AP Perform (Disguise) 90
13 6 Fight (Unarmed) 75 20 0 Fight (Vine Thrash) 55 20 3 Perform (Dance) 80
Magic (Druidic) 80
Specials & Equipment Magic (Seelie) 80
Undying Body. Specials & Equipment Fight (Unarmed) 80
Club-fist: Tens + 4 Vines: Tens Damage. Fight (Sword&Shield) 65
Golems have magically hardened Instead of a single target attack, Wall Specials & Equipment
bodies which act as natural armor. of Thorns can lash out at every target Claws (Unarmed): Tens + 2 (Short).
within 2m AOE. Targets make a Dodge At least 8 ranks of spells in Seelie and
Resist roll to avoid attack and damage. If Druidic schools.
failed, targets cannot move and will take
Tens damage (reduced by armor) every
Round until they succeed at a Brawn
Opposed Resist Roll.

41
Lore 100 System One Page Character Sheet
Name: Species: Characteristics & Skills
PHQ Endurance

3. Assign 180 points to Characteristics, each 15 to 40. Or assign 20, 25, 25, 30, 35, 40.
1. Create name, species, & theme.

HP Initiative Psyche
=(PHQ/5)+8 AGI × 2 =(WIL/5)+8 Athletics
Brawn
1 2 3 4 1 2 3 4 Fight (Unarmed)
5 6 7 8 5 6 7 8 Fight (Sword&Shield)
9 10 11 Status 9 10 11
Fight (Spear)
12 13 14 EDU+CHA 12 13 14
15 16 17 15 16 17
Swim
18 19 20 18 19 20
AGI Dodge
MP Point Pool (CHA) Acrobatics
=(INT/5)+8
1 2 3 4 5 6 7 8 9 10 Sleight of Hand
11 12 13 14 15 16 17 18 19 20 Sneak
21 22 23 24 25 26 27 28 29 30
1 2 3 4 31 32 33 34 35 36 37 38 39 40 Duel (Blade)
5 6 7 8 41 42 43 44 45 46 47 48 49 50 Duel (Dagger)
9 10 11 51 52 53 54 55 56 57 58 59 60
Ranged (Bow)
12 13 14 61 62 63 64 65 66 67 68 69 70
71 72 73 74 75 76 77 78 79 80 Ranged (Thrown)
15 16 17 81 82 83 84 85 86 87 88 89 90 Ranged (Sling)
18 19 20 91 92 93 94 95 96 97 98 99 100

6. Calculate HP, MP, Psyche, Status & Luck


WIL Persevere
Intimidate
2.Select Profession Lore Sheets & General Lore

Theme: (I’m a___. I believe in ____. Also, ____) & Profession Lore
Sheet CHA Charm
Magic (Druidic)

Perform (Disguise)
Perform (Dance)
Perform (Sing)

INT Sense Danger


Sense Lies
4. Select skills. Each training block ( ) represents Politics
10 skill points. Skill level is equal to Characteris-
tic+skill blocks + XP points. 15 blocks come from
Survival
your Profession and 15 more to any skills. Appraise
Read Terrain
Adept skills are italicized; you cannot perform these Magic (Seelie)
skills unless you have at least 1 training block.
Magic (Fey)
5. Record Specials & Conditions
EDU Magic (Theistic)
Weapons
Farming
Range Special & Damage Bonus Religion
Weapon Damage Ammo
(close/med/ long) (DB = +1 every 25% of skill). Art (Calligraphy)
unarmed Tens - 3 +DB CQ DB = +1 every 25% unarmed. Art (Painting)

Craft (Weapon)
Craft (Armor)
Craft (Tinker)

Armor Engineer (Castle)


Medicine (First Aid)
Armor AP Special
Medicine (Surgery)
Alchemy & Herbalism

Other Equipment & Money: Manage (Estate)


Nature
History (British)

7. Buy weapons, armor, and equipment


42

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