0% found this document useful (0 votes)
147 views

Salem World Extended Edition

Hop

Uploaded by

Mgray
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
147 views

Salem World Extended Edition

Hop

Uploaded by

Mgray
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 118

1

GRAYER Mathieu (Order #36843716)


Published By:
Meadow Lark Productions &
218 Games!
Kansas City, Ks. 66111

This Book is a work of fiction. Names, characters, places, and incidents are either the product of the author’s
imagination or are used fictitiously. Any resemblance to actual persons, living or dead, events, or locals is entirely
coincidental.

If you purchased this book as a Soft or Hard Cover Print Edition without a cover, you should be aware that this book is
stolen. It was reported as, “unsold and destroyed,” to the publisher and neither the author nor the publisher has
received any payment for this “stripped book.”

Printed in the United States of America


Soft Cover (Paperback) Edition
First Printing: 2017

Copyright @ copyrighted.com: URMA-HAUD-99NZ-G1ZS

Original Art is © 218 Games!, R.P. Ridgeway


Cover art, “Scary,” by Brigitte Werner; Formatting by R.P. Ridgeway
Other artwork is from:
The Public Domain, all due diligence as been done to research the matter.
Creative Commons, or works that have been granted free use by the creator; and no attribution was required.
Royalty free stock Art w/attribution: (500,000 print maximum)
If there is a dispute about the Copyright of a piece of art; please contact 218 Games!
“Skinwalker” by Dusan Kostic | Dreamstime.com
“Fly Trap” and “Vampire” by Alexandra Petruk | Dreamstime.com
“Warlock” Makarova Olga | Dreamstime.com
“Gorgon” Daniel Villeneuve | Dreamstime.com

All Rights Reserved.

No part of this work can be copied, transmitted, or reproduced in any form or by any means; electronic or
mechanical, including photocopying, scanning, recording, or use of information storage and retrieval system (except
where permitted by law) without express written permission from the copyright holder. The works herein that are
from the Public Domain and Creative Commons CANNOT be reused by being lifted from the work. If you wish you
use those images, you MUST get copies of them outside of this work, as we have manipulated them for our use; and
can claim intellectual property of the manipulated material (not the source material).

Character Sheets and NPC Mini Sheets can be copied with restrictions: No more than ten total copies, for personal
use. Any resale, editing, transmitting; electronic or mechanical and public posting is still prohibited.

GRAYER Mathieu (Order #36843716)


This work is dedicated to the Following: Cynthia, Tori,
Robbie, Clara, Kristi, and Kari GOD could not have blessed me
more!

Special Thanks to the Following

My most excellent, beautiful Wife

Jason, John, Richard (Hoss)

Claude “Bud” Ridgeway

Peggy Simpson

Utica, Indiana Play Testers

The Author Would Also Like To Thank


The Roleplayers Guild of Kansas City, LTD
Planet Comicon
II Tim. 2:11 - 13
The Brothers Grim /Gary Gygax /Stephen King /J.R.R. Tolkien

30 Seconds to Mars

&

Coffee

GRAYER Mathieu (Order #36843716)


4

GRAYER Mathieu (Order #36843716)


Table of Contents
Salem World Player’s Guide:..................................................................................................................10
Overview: The World..........................................................................................................................10
What is a Role-Playing game?............................................................................................................11
Common Role-Playing Terms.............................................................................................................11
The Game System...............................................................................................................................12
So, what’s the goal?.............................................................................................................................12
Chapter 1: Character Creation.................................................................................................................14
Creation: Section One - Your Character Description.........................................................................14
Basic Description................................................................................................................................14
Loyalty............................................................................................................................................14
Class....................................................................................................................................................14
Creation: Section Two – Attributes and History.................................................................................15
Attributes........................................................................................................................................15
History............................................................................................................................................16
Creation: Section Three – Outlook Through Prayer..........................................................................16
Good Outlooks:...............................................................................................................................17
Neutral Outlooks:............................................................................................................................17
Evil Outlooks:.................................................................................................................................17
Faith and Prayer..............................................................................................................................18
Creation: Section Four – Encounter Basics.........................................................................................18
Body Damage.................................................................................................................................19
Body Armor....................................................................................................................................19
Strike, Repel, Skill, Resist..............................................................................................................19
Creation Section Five: Skills, Powers, and Items...............................................................................20
Skills and Hobbies..........................................................................................................................20
Barter Items....................................................................................................................................21
Personal Items.................................................................................................................................21
Holdings..........................................................................................................................................21
Starting Money to Build your Character........................................................................................21
Prophetic Powers and Miracles / Spells..........................................................................................22
Character Sheet: Back side..................................................................................................................22
Chapter Two: Occupations and Classes..................................................................................................23
Occupations.........................................................................................................................................23
Classes.................................................................................................................................................23
Section 1: Puritan...............................................................................................................................23
Magistrate:......................................................................................................................................23
Judge...............................................................................................................................................24
Pastor..............................................................................................................................................25
Apocalyptic.....................................................................................................................................25
Section 2: Romans..............................................................................................................................26
Centurion........................................................................................................................................26
Bishop.............................................................................................................................................27
Inquisitor.........................................................................................................................................28
Monk...............................................................................................................................................28

GRAYER Mathieu (Order #36843716)


Section 3: Crown.................................................................................................................................29
Red Coat.........................................................................................................................................29
Man-At-Arms.................................................................................................................................30
Exorcist...........................................................................................................................................30
Alchemist........................................................................................................................................31
Section Four: Witch.............................................................................................................................31
Warlock...........................................................................................................................................31
Medium...........................................................................................................................................32
Familiar...........................................................................................................................................33
Wicked.................................................................................................................................................34
Drawback for all Witches...............................................................................................................35
Optional Rule.............................................................................................................................35
Section Five: Native............................................................................................................................36
Brave...............................................................................................................................................36
Skinwalker......................................................................................................................................36
Shaman...........................................................................................................................................37
Woodsman......................................................................................................................................38
New Classes and Combinations...............................................................................................................39
Monstrous Enemies as Characters.......................................................................................................39
Changing Classes................................................................................................................................39
Changing Loyalties..............................................................................................................................40
Outcast............................................................................................................................................40
Chapter Three: Rules of Combat.............................................................................................................41
Introduction to Combat.......................................................................................................................41
Rules of Combat..................................................................................................................................41
Melee Combat.....................................................................................................................................42
Missile Combat....................................................................................................................................42
Restrictions on One Shot Kills............................................................................................................42
Maximum Damage with Melee Attacks..............................................................................................42
Optional Combat Rules.......................................................................................................................43
The Duel..............................................................................................................................................43
Healing and Wounds...........................................................................................................................43
Options for Weaker Groups................................................................................................................44
Death of a Character............................................................................................................................44
Chapter Four: Rules of Magic.................................................................................................................45
Magic in Salem World........................................................................................................................45
Miracles / Spells..................................................................................................................................45
Using Spell-like Powers......................................................................................................................45
Basic Rules..........................................................................................................................................45
Casting Breakdown.............................................................................................................................46
Your Faith and Additional Power.......................................................................................................46
Cost of Buying Powers........................................................................................................................46
Prophetic Powers.................................................................................................................................47
Rules of Prophetic Powers..................................................................................................................47
Prophetic Breakdown..........................................................................................................................47
Review.................................................................................................................................................47
Prophetic Power at Character Creation, and Your Mind Score..........................................................48

GRAYER Mathieu (Order #36843716)


A Mind of Seven................................................................................................................................48
Optional Rules for adding Magic to Classes.......................................................................................48
Chapter Five: ...........................................................................................................................................49
Spells / Miracles..................................................................................................................................49
Attack..............................................................................................................................................49
Defense...........................................................................................................................................50
Heal.................................................................................................................................................51
Neutral............................................................................................................................................51
Prophetic Powers.................................................................................................................................52
Mental.............................................................................................................................................53
Physical...........................................................................................................................................53
Elemental........................................................................................................................................54
Spiritual..........................................................................................................................................54
Health..............................................................................................................................................54
Astrology........................................................................................................................................55
Environmental.................................................................................................................................55
Phase...............................................................................................................................................55
Chapter Six: The Warrior’s Way............................................................................................................57
Ancient Weapons................................................................................................................................57
Axes................................................................................................................................................57
Pole Arms.......................................................................................................................................58
Spears..............................................................................................................................................58
Small Blades...................................................................................................................................58
Medium Blades...............................................................................................................................58
Large Blades...................................................................................................................................58
Blunt Chains...................................................................................................................................59
Spiked Chains.................................................................................................................................59
Blunt Clubs.....................................................................................................................................59
Spiked Clubs...................................................................................................................................59
Hammers.........................................................................................................................................59
Staves..............................................................................................................................................59
Modified Common.........................................................................................................................60
Distance Weapons...............................................................................................................................60
Distance Weapon Loads.................................................................................................................60
Firearms...............................................................................................................................................61
Pistols..............................................................................................................................................61
Antiquated Muskets........................................................................................................................61
Standard Muskets................................................................................................................................62
Cannons...............................................................................................................................................63
Musket / Cannon Shot....................................................................................................................64
Area Effect Weapons...........................................................................................................................64
Area Effect Detonators...................................................................................................................64
Weapon Skills......................................................................................................................................65
Fighting Skills.....................................................................................................................................65
Chapter Seven: Common Skills List.......................................................................................................67
Common Skills....................................................................................................................................67
Arts.................................................................................................................................................67

GRAYER Mathieu (Order #36843716)


Business..........................................................................................................................................68
Crafts...................................................................................................................................................68
Law Enforcement................................................................................................................................69
Medical................................................................................................................................................69
Mental Skills........................................................................................................................................69
Military................................................................................................................................................69
Physical Skills.....................................................................................................................................70
Pilot.....................................................................................................................................................70
Religion...............................................................................................................................................70
Riding..................................................................................................................................................71
Science.................................................................................................................................................71
Social Science......................................................................................................................................71
Survival...............................................................................................................................................71
Chapter Eight: Items of Interest..............................................................................................................73
Basic items..........................................................................................................................................73
Survival Gear..................................................................................................................................73
Transportation.................................................................................................................................73
Comfort Wares................................................................................................................................74
Work Items..........................................................................................................................................74
Blacksmith......................................................................................................................................74
Carpenter.............................................................................................................................................75
Animal Trainer....................................................................................................................................75
Chandler..............................................................................................................................................75
Thatcher..........................................................................................................................................75
Gunsmith........................................................................................................................................75
Thief / Spy......................................................................................................................................76
Common Items....................................................................................................................................76
Disposable.......................................................................................................................................76
Reusable..........................................................................................................................................76
Armor.......................................................................................................................................................77
Rules of Armor....................................................................................................................................77
Vest.................................................................................................................................................77
Body................................................................................................................................................77
Shield.......................................................................................................................................................77
Barter Items....................................................................................................................................78
Exchange Rate.....................................................................................................................................79
Chapter Nine: Regents Section...............................................................................................................80
Warning to Players..............................................................................................................................80
Monstrous Enemies................................................................................................................................81
Random Encounter Table....................................................................................................................81
Descriptions.........................................................................................................................................81
Other Monsters...............................................................................................................................88
Chapter 10: Game Structure and Aid......................................................................................................98
How to Run an RPG with style...........................................................................................................98
Setting the scene..................................................................................................................................98
Moving Them Along...........................................................................................................................99
Standard Conflict.................................................................................................................................99

GRAYER Mathieu (Order #36843716)


Magic Items.......................................................................................................................................100
Destroying a Magic Item..............................................................................................................102
Experience Points..............................................................................................................................102
Travel, Time, and Game Play.......................................................................................................103
The Random Encounter.....................................................................................................................103
Basics of Damage.........................................................................................................................104
Objects Receiving Damage...........................................................................................................106
Character Sheets and Beyond............................................................................................................106
Appendix: Adventure Tables................................................................................................................107

GRAYER Mathieu (Order #36843716)


Salem World Player’s Guide:
Overview: The World

Imagine a world where history took a dark turn for the Colonies, and a new Puritan
movement to power arose! This is Salem World! The year is 1705, and the Witch Trials
(1692-1693) have breathed new life in New England! After the 20 witches had been purged
from their ranks, Governor Joseph Dudley (spurred by the murder of acting Governor
William Stoughton in 1699) and Chief Magistrate Thomas Newton gathered men to take
over the Northern (Present day Vermont, New Hampshire, and Maine) and Southern
(Present day New York, Pennsylvania, New Jersey, Rhode Island, and Connecticut) parts of
New England; in a bid to become autonomous from Crown control. England never saw it
coming. By 1700, the country of New England was recognized by the Crown under William
III; hoping to gain support from his protestant subjects, but only gained enmity from the
Church of England and the Holy Roman Empire.
To further this problem, Massachusetts passes a law ordering all Roman Catholic
priests to leave all Puritan Territories. Failure to do so by September 1, 1700 held a
minimum penalty of Life in prison, at the Newly
completed Pennsylvanian Solitary Confinement
Prison renamed, “The William Stoughton
Penitentiary”(Known as the “Wasp” [W.S.P]).
It could house up to 980 prisoners at any
given time. Though it took fifteen years to
complete, the new law filled it within months.
News of the law and its impact spread
quickly to Rome, and was met with swift action.
Leopold I, Holy Roman Emperor, sent out letters
to all his allies requesting aide for an attack on
the Puritan state. Most Notably, Duke Joseph
Ferdinand of Bolivia sided quickly against such a
move, hoping to improve relations with England
and his wanted territories in Spain. This
rejection; however, gave Leopold his needed
motive to strike!
Under Leopold I, the Holy Roman Empire
invaded the Virginia Colony at Jamestown in 1701; under the guise of the War of Spanish
Succession. He used the fact that Spain had settlements in the New World that had sworn
allegiance to William III and Duke Joseph Ferdinand of Bolivia; and the Virginia Colony
was being used as a base to send Arms and Men to fight. After an extended battle with
Colonial Militia and English Military; the Virginia and Carolina colonies fell under the
control of the Holy Roman Empire. William (and Queen Anne after his death) held ground
in Maryland and Delaware until Leopold I's death in 1705. The forces once used for
conquest moved out to battle other enemies in Europe; and a stability force was in place at
the Virginia-Maryland border. The Accords of Maryland placed these permanent borders:

Puritan Territory: Pennsylvania, New York, East and West Jersey, Long Island
(Embattled with England), Rhode Island, Connecticut, Vermont, New Hampshire,
Massachusetts, and Maine. Capitol City – Boston.

10

GRAYER Mathieu (Order #36843716)


English Territory: Maryland, Delaware, and Ohio (Embattled with France). Capitol City –
Hagerstown

Holy Roman Territory: Virginia, Carolina, Georgia, and Florida (Embattled with Spain).
Capitol City – Jamestown.

Take part in adventure, and conquest, as you decide what side you will
choose. Will you become a Puritan Witch Hunter, a Holy Roman Centurion, an
English Red Coat, or even a Catholic Exorcist? In this world you will have to
choose a side (or at least seem to), and face this alternate history in full. Do you
want to adventure for gold? Maybe hunt down the evils of this world? Fight for
freedom from the ruling class, becoming a patriot or terrorist for the cause? Spy
for the State or Crown, and keep the citizens safe? All you need to know is in the
pages to follow.

What is a Role-Playing game? pages to follow. The basics of making a


character are based in Character Build Points
To put it simply, an RPG or Role- (a set number to be used to buy abilities).
Playing Game is a game in which players You can start by buying Stats (the physical
assume the roles of characters in a fictional and mental limits of the character), move on
setting. Think of it like a living novel, where to Skills (things your character has learned
you are the hero instead of a casual reader. from school or special training), and decide
Most are comprised of a character sheet (a on Powers (magical or supernatural abilities
description of who you are in the game), dice the character possesses).
(from four to upwards of one hundred sides) Basic Items are all things from paper
used to generate random events, a Game to survival gear, even vehicles and weapons.
Master or GM (the one who tells the story There is a Random Roll (a number based
you play inside), and source books (players chart) for how much money you get at
guides, GM guides, Monster Lists) that give Character Creation. Once you know how
you the core rules to follow. much you have, you can go to the Items of
Game play is done as a group of two Interest section and “purchase” what you
or more people (at least one GM and one would like the character to own. Whatever
player), and consists of actions and money is left over can be converted to
reactions to the events described during Barter Items (objects of value used in trade)
play. The GM will give the group a because characters in this game carry very
descriptive image of the world around them, little actual money.
and allow the players to choose what
actions they would like to perform. For Common Role-Playing Terms
example: A GM says the group is inside a There is almost a secret language
cave system, and there are strange used, one that crosses the boundaries
scratching noises in the distance. The between game systems. For the person new
players can choose to investigate the noise, to a game of this kind, it can be confusing
leave, find a new way around, or do nothing at first. You could hear people say, “I’ll
until they figure out what is going on. Once make a 1d8 Mind check to see if I know
they make that choice, the GM must react what is going on.”Even worse are
to them to move the story along. abbreviations that crop up: NPC, PC, MC,
As a player you will be creating a basic CS, GM, XP, CBP, GP, SP, PP, and the list
character, fleshing out the major details, and goes on. For the sake of space, we’ll show
filling in the minor details to round it out. you the most common. As you continue to
These concepts are discussed in detail in the play, they become easy to recognize.

11

GRAYER Mathieu (Order #36843716)


1d8 A single 8 sided die GM Game Master
Check A roll of the dice XP Experience Points
NPC Non Player Character CBP Character Build Points
PC Player Character GP Gold Piece (coin)
MC Monster Character SP Silver Piece
CS Character Sheet EC English Crown

The Game System


play. If (for example) you earn fifty points
For those new to the 218 Games! in one session; and you have fourteen
1d8 system, here is the brief overview of points listed on your character sheet, you
how it works. 1d8, or the need for one now have sixty four experience points to
eight sided die, makes attack or check spend making your character grow. You
rolls simple. can spend all sixty four, part, or none.
How fast your character grows is up to
If you have five points in any you.
stat or skill, and roll a five or less for
a check it is a success; but over five The game is run by a REGENT (or
you fail. game master) who will set the scene, run
Non Player Characters (NPC's), organize
No attack or check score (Listed as encounters; and be the final word on the
Strike, Repel, Skill, or a Stat such as rules. Their job is to run the game
Heart) can exceed seven points, as a roll smoothly, and increase the fun or
of eight ALWAYS fails. A one ALWAYS challenge for the players. If you decide to
succeeds, letting you roll again for be a Regent you have to make sure you
double effect (rules for situations keep up with the rules, and the characters
discussed later). in the game. If they are too powerful, make
the challenges greater; too weak and take
You build your character with a it down a notch.
pool of 250 Character Build Points. Every
section has a cost, and the values keep
the creation of “super characters” (a So, what’s the goal?
character too powerful for the group you
play with) to a minimum. As they are People new to RPGs ask this
described, the costs will be listed. Any question. In fact, a lot of longtime role-
unused points after creation will become players don’t have a clear answer either.
experience points. Many who are reading now grew up on
card, board, or video games. Each one of
To progress as a character without these has a defined beginning and ending;
levels, you spend the Experience Points well, some modern video games continue
(number of points given for how well you into the next game release, allowing you to
play your character) you earn during play. continue to play the same character. Here
This system works like the initial we will discuss the similarities and
Character Build Points, with some small differences to get you better acquainted
variations. Some ways to earn experience with role-playing.
points are playing true to your character
description, defeating an enemy, solving Card Games: Standard card games work
problems in game play, and creative role- on a 52 card deck, and have sets of cards

12

GRAYER Mathieu (Order #36843716)


(hands) that rank in value. Any poker help us rebuild.”
hand has a 50.16% chance of having no Each adventure is a new game, with a
usable value sets to win, and only a defined goal, and a way to win. Campaigns
0.000154% chance of getting the highest are like adventures, but have multiple goals
value set of cards to win. As a poker player before a character can achieve victory. Like
you must read the faces of your opponents card games you have to analyze everything
to “see” if they have good or bad cards, to make choices, like board games you will
then decide to play or fold (quit). The use your dice to randomly decide what
highest value set of cards wins in the end. happens, and like video games you will move
around in a new environment as you work
Board Games: The use of a flat printed toward your goal.
board and dice rolls to move about the
play surface. Each player has a token or The biggest difference in this type of
figure that represents them, and they roll game, as opposed to the others mentioned, is
a die (or several dice) to see how many the ability to continue playing and grow as a
space they can go. The first player at the character. Think of it like the movie The
end wins. Matrix (© 1999, Warner Brothers). People live
in the world, and become more powerful
Video Games: Use of a computer versions of themselves in an artificial world.
system to simulate an environment, Each time they entered the Matrix they had a
and manipulate a character through. goal that had to be accomplished. They used
Once you have completed all the their “characters” to move around the world,
challenges, the game ends. gain power, and collect items to aid in the
success of their mission.
Variations exist in all forms of
these games, but the basic motivation is The main character Neo begins, like in
the same. In all three games your goal is any RPG, as a low level character. As he
to win. Traditional RPGs have no “plays” in this world, he learns new skills and
computer systems, no game boards, and powers until he becomes the character he
no cards. They have no defined end, or needs to be. Now he goes along for
beginning to the game. If you were to “adventures” with the other “players”, and
take a single RPG Source Book (such as gains even more power to help him reach the
this one) and try to play the game alone, goal. The sequels show how the characters
it wouldn’t hold the same thrill as other have grown, gives them more adventures to
styles of games. So then, you may ask, complete, and allows them to gain new skills
what’s the point? to help them.

RPGs are designed to be played as So, like the movie, your goal is to
multiple session stories called adventures. complete an adventure and grow as a
Here the characters meet, are given a goal, character; yet, unlike other games, the
and “act out” the story to achieve that style of play continually changes as you
goal. This can be as simple as, “You must continue. There is no door you can’t open,
take this special object to this wonderful no street you can’t travel, and no
place,” or more complex like, “Get over to destination you can’t go.
this area, fight the evil monster, stop the
army from getting here, and come back to

13

GRAYER Mathieu (Order #36843716)


Chapter 1: Character Creation
Creation: Section One - Your Character Description

Here you will find some of the more descriptive parts of the character you want to
play. Take some time to imagine what look you want, what background you come from,
and how you were raised. Here is the first part of the sheet:

NAME: CLASS: HAIR:


AGE: HEIGHT: EYES:
Loyalty: WEIGHT: BUILD:

Basic Description physical appearance and assuming


something about them, or their race and
Once that is firmly in your mind, judged them in some way? That is why
most of this section will be easy. Name this is important.
would match the area of the world you
were born. You can be creative; after all, Loyalty
not everyone is a Smith. The same can be
said for your Age, Height, Weight, Hair, Do you support the Crown? Maybe
Eyes, and Build. You may want to play the new Puritan New England? Your
someone older or younger than yourself. loyalty is the country you serve. Once you
Maybe you will use your standard height have decided on a loyalty, make sure you
and weight, or something more exotic. choose your Class (featured next) from that
Your build covers the structure of your section of the Players Guide. For the Basic
body. These can be Normal (Nothing fancy, Game you can be: Puritan, Roman,
just an average look), Muscular (The Crown, Witch, or Native.
classic body builder), Athletic (Toned
shape with tight muscles), and Large (Can Class
be taller or heavier than normal).
Each type of Loyalty has its own
It may seem odd to care so much set of classes to choose from, and all the
for trivial things, but even your hair and restrictions to them. Classes range from
eye color can be a turning point in an a Puritan Witch Hunter to a Witch
encounter. Think of it this way; stereo Medium (one that controls the Dead).
types can be powerful things. If you are Romans have their Fighting Monks and
blond how many times are you assumed England has their Red Coats. Take
to be stupid, or as a red head told you are some time to read through each section
temperamental? Because of our nature, to find the class that is right for your
we judge by first impressions. Have you group, and style of play.
caught yourself looking at someone’s

14

GRAYER Mathieu (Order #36843716)


Creation: Section Two – Attributes and History

HEART O O O O O O O HISTORY:
SOUL O O O O O O O
MIND O O O O O O O
STRENGTH O O O O O O O
REFLEX O O O O O O O

Attributes You also take this score into account for


your. Body Damage Points
There are five you must build with
your character points: You build these with your starting
Character Build Points (CPB), and later
Heart is how you see the world, and the with your Experience Points (XP). Each
world sees you. Do you care for people? point has a cost, and gets more expensive
Can you talk your way out of things? Are as it progresses. This is to slow the
you a leader? All this shows in your heart progression of characters that become too
score. powerful too quickly. Here's how it works:

Soul shows how resistant you are to evil. A Each point forward is double the
low soul can open you up to possession. cost of the previous point. The lowest level
(1) would cost 2 CBP, but the highest level
Mind tells how smart you are, and helps (7) costs 128 CPB.
you problem solve. If there is a puzzle to
solve, you roll a mind check to see if you Example: At creation you can buy a
can. HEART of three for 8 points – see the
chart on the next page.
Strength is the fitness of your body. How
much you can lift, bend, harm in combat
all come from your strength. To perform a
feat of strength, just make a strength
check. Some would argue a strength of
one couldn't lift what a seven could; and
that is true. The body; however, can work
almost miraculous things when it needs
too. A Feat of Strength check lets even a
weak character save someone or
themselves under extreme circumstances.
This also helps gives you your Body
Damage points (see section four)

Reflex shows how well you control your


own body. Low Reflex makes you
clumsy, and high can show great skill of
movement. If a group is surprised, a
reflex check can say if you saw it
coming, and you can warn the others.

15

GRAYER Mathieu (Order #36843716)


Attribute
Level 1 2 3 4 5 6 7
Cost at 16 32 64 128
Creation 2 points 4 points 8 points points points points points

Take care to note the points you


use, as CBP will disappear quickly if you Say you have a HEART of two
don't. Also, focus on the attribute you and want a HEART of four with
most need for the class you want. You experience points, you must buy each
may need extra strength to fight, but more level. So you would spend 8 for level
mind to track. Waiting until you gain three then 16 for level four (24 total
experience makes the cost rise. The points). If you were at level three
reason being, power control. If the raise already, the cost would only be 16.
points remained low, a character could get See the chart below:
too powerful too fast, and begin to get
boring or unbalanced in the group. The The top line is the level you want to
added values slow that future growth to a achieve, the left side is your current level,
reasonable pace for longer enjoyment and the boxes in the middle show the exact
without leaving others behind. cost to raise the attribute to any level (all
points are combined for you).

Raise Cost Level 2 Level 3 Level 4 Level 5 Level 6 Level7


1 4 12 28 60 124 252
2 ----------- 8 24 56 120 248
3 ------------- ---------------- 16 48 112 240
4 ------------- ------------- -------------- 32 96 224
5 ------------- -------------- -------------- ------------- 64 192
6 ------------- -------------- -------------- ------------- --------------- 128

After you have one Attribute at follow it as written.


maximum (say a 7 Heart), the cost to raise
the others doubles. EXAMPLE: Johnathan Harper was
married to a woman accused of
EXAMPLE: You have a HEART of 7, and witchcraft. After her execution, he
want to raise your SOUL from 5 to 6. left the Puritan faith and moved his
Instead of 64 points, you'll need to loyalty to the Romans. If this
spend 128. character meets a Puritan they may
attack them out of anger, or be
History attacked for leaving the faith.

This gives you the option of giving Creation: Section Three – Outlook Through
your character a back story. This is not Prayer
required for play, but if used; you must Here we have four simple, but necessary
parts to the character sheet:

OUTLOOK: EXPERIENCE: /
FAITH: O O O O O O O PRAYER: O O O O O O O

16

GRAYER Mathieu (Order #36843716)


Your Outlook is how you are as a Scrupled - Laws are just guidelines. You
person. Are you good or evil? Maybe you want the world in true balance, and will
are a little of both. How your character act accordingly, as long as it serves you.
looks at the world will determine how the You are everyone’s best friend, until their
world looks back. enemies are better serving. Think of it
Avid role-players will know the like this. Someone asks you "Are you
three common types of outlooks (called with us?" You answer, "When it suits
alignments and natures in some games). me." If the battle is lost, you may kill
The basics would be good, neutral, and your friends so the enemy leaves you
evil. This; however, is a little vague for alone.
game play. Let’s break them down into
something more defined. Anarchist - Authority is the true evil, so
follow yourself. It's the "feels good do it" to
Good Outlooks: the extreme. Anarchists would sit still if
told to stand, or start a revolution, just
Noble - The ultimate in positivism and because that would be fun. It is hard to
humility. You would kill or die for anyone trust them, as they trust no one who is not
who needs your help, and never boast themselves.
about it. Noble characters follow the laws
of every town, and will stop others from Evil Outlooks:
breaking them.
Paranoid - "There all out to get me, so I
Vigilant - You look more for the good in better sleep with my eyes open!" Trust no
the situation, than if the situation is good. one; they might be one of them. You will
Playing this outlook says you follow the follow in groups to find out if they are
spirit of the law, not the letter. Even in them, but would leave just as fast if they
situations where a noble person would acted like them (whoever THEY are!)
sacrifice themselves, a vigilant character Everything is a conspiracy, even the fact
would let one die to save the rest. you had three crumbs on your plate not
Hopefully not themselves. two just a second ago.

Enforcer - You see the world as a bunch of Psychopath - Murder is OK, as long as you
sinners needing punishment. Yes, you only get caught when you want to. No one's
follow all laws... when they work for you. It life is worth yours, so you'd better get rid of
is as if you elected yourself judge, jury, them. Psychopaths have no real humanity,
and executioner. Enforcers will kill others so law and life have no meaning. If you
that commit crimes; or, if you're lucky, just knew it was a trap, just go last so they die.
beat you down until you are not the same If it serves you do it, there is no cost.
again. Once they start, they can't stop
until they see "justice". Monstrous - You are completely wild,
lacking social skills. Think of it as being
Neutral Outlooks: raised by wolves. Instinct is more
important than the rule of law. You tend
Principled - You do what is good for you. not to speak, and are prone to outbreaks of
Sure you don't go out of your way to break violence. Once you start something you will
laws, but if they get in the way what's the die to complete it. You don't immediately
harm? You set your own view of good and trust anything, but once you do it sets a
evil, and trust that others can do the life bond. What is trusted is worth dying
same... unless it conflicts with yours. for.

17

GRAYER Mathieu (Order #36843716)


The next part is your Experience help from Heaven. It is up to the Regent
space. Here you put all the points you've to decide if a Prayer roll is appropriate.
earned, and saved. As you earn or spend Lots of times you can get answers you
experience on your character this number need in a pinch, or a vision for guidance.
will change. The space is split in half so
you can see your overall experience For the Character that believes
earned, as well as the remaining amount outside of Christianity, Faith and
you have to build with. This will help you Prayer can be directed at the object of
keep up with how far you have progressed their worship; or whomever controls
in your character development. their life. Again, it is at the Regent's
digression on how Loyalties will
Faith and Prayer effect any outcome.

The next two are important as well, Higher Faith and Prayer
and will help your character in many scores will allow major effects to
situations. The first is Faith or how well happen. The Regent should be ready to
you have come to trust the Lord. When adjust the story for these effects.
confronted by evil, you can drive it back
with a Challenge of Faith roll. A success The costs are as follows:
will push them away, a failure has no
effect. A 1 will cause them to run away in The first level of each is 10, and the cost
fear, but an 8 will do that to you. To doubles for every step above. Unlike other
purchase Faith you still spend points. The sections, each level must be bought;
cost will be discussed later. including at creation, before the next.
The other roll you have is Prayer.
This gives you a chance to get special To get a Faith of 3 at creation it will
cost 70 points.

Faith /
Prayer Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7
Cost 10 20 40 80 160 320 640

These points can also be awarded by buy the fourth it will still cost 80
the Regent, if they feel the character experience.
deserves them through game play. When
this happens, the cost of the next point Creation: Section Four – Encounter Basics
would remain the same.
Here you find your total points of damage,
EXAMPLE: You have a Faith of two, and and your basic check rolls for use in
are awarded your third point. If you encounters:

BODY DAMAGE: / STRIKE: O O O O O O O SKILL: O O O O O O O

BODY ARMOR: / REPEL: O O O O O O O RESIST: O O O O O O O

18

GRAYER Mathieu (Order #36843716)


Body Damage
Once you reach the maximum 7 in
The total amount of injury you can both attributes, you will reach your
take before you die. If attacked, each maximum Body Damage score of 516
successful hit will cause damage to your (assuming you rolled an 8 for your Body
body. When you reach zero, you are dead Damage Bonus). No PC or NPC can have
(or see chapter one character creation). more than this maximum score.
Once the character is down to one damage
point, they can no longer fight, and are
considered knocked out. If they are healed Body Armor
at any point they will be able to return to a
fight in one round (see The Rules of The total amount of damage you
Combat later). can absorb with protective gear. This
gear is listed later in the Players Guide,
To calculate body damage at as is a full description on its use.
creation, look at your Strength and Reflex Armor will take damage before your
score costs. Take the full value of the character takes any damage (unless a
actual level the character has. specialized attack is used).

Example: A 2 Strength costs 4 points so Strike, Repel, Skill, Resist


you get a 4 value toward Damage, and a
3 Reflex is then an 8 value. Now add You also have four checks used in
the values together for your base score, encounters, and other situations the
in this case a 12. Because this will be a Regent asks. The rolls reflect how real life
low number at creation, all characters situations have a certain element of luck
get a 1d8 creation only bonus roll. So involved. Just like your Attributes, there
add the roll number to the base and get are seven levels to each check; and the die
your Body Damage. You have a base of roll works the same way (1 always
12, and roll an 8 bonus. This will give successful, 8 always fails).
you a 20 Body Damage.
The cost is higher for rolls to reflect
After creation, when you raise your how hard it is to learn new weapons,
strength and reflex, you will add only skills, fighting styles, and the like (A
what you spent in Experience Points to person doesn't become a black belt in
your total. karate over night). The starting cost is 1
point, but to increase them is three times
EXAMPLE: You raise your 2 Strength the previous cost.
to a 3. This will add 8 points to your
Body Damage for a score of 28. (It
costs 8 to raise that score)

Check
Level 1 2 3 4 5 6 7
Cost at 243 729
Creation 1 points 3 points 9 points 27 points 81 points points points

19

GRAYER Mathieu (Order #36843716)


Just like Attributes, you only spend On the chart below the top line is the level
the cost for the level you want at creation you want, the left is the level you have,
(27 points for a four); but to raise scores and the middle is the calculated score to
after creation you must buy each level reach that level.
(raise from four to six is 81 + 243 or 324).

Raise Cost Level 2 Level 3 Level 4 Level 5 Level 6 Level7


1 3 12 39 120 363 1092
2 -------------- 9 36 117 360 1089
3 ---------------- ----------------- 27 108 351 1080
4 ---------------- ---------------- --------------- 81 324 1053
5 ---------------- ---------------- --------------- ---------------- 243 927
6 ---------------- ---------------- --------------- ---------------- ----------------- 729

Strike is used for any resist; also, any situation you must fight
attack. If you swing a your own nature uses this check. Above
sword, fire a weapon, or just that some fighting styles give you this
hit someone, you have to check to absorb damage. When this check
make a successful strike. is needed it will be listed.

Skill is used to perform any action from the Repel is used like a resist check, but can
skill sets you've taken. Even combat related be used as a dodge type effect. It can be
skills can be used for non combat uses. used to block attacks made against your
character during combat. If successful,
EXAMPLE: Using a knife to pry open a you are not damaged in the attack.
door. If you make a successful skill
check, the action you wanted happens. Creation Section Five: Skills, Powers, and
Items
Resist checks have several uses. Some The Rest of the sheet is the information you
magical attacks have no effect if you use to flush out your character:

HOBBIES: O O O O O COMMON SKILLS: FIGHTING SKILLS: WEAPON SKILLS:

BARTER ITEMS:

PERSONAL ITEMS:

HOLDINGS:

PROPHETIC: Miracles / Spells:

Skills and Hobbies from, as well as Hobbies.


Depending on the type, they have a
To start you have three Skill types to choose separate cost in CBP or XP:

20

GRAYER Mathieu (Order #36843716)


Common – 10 Points Fighting – 15 Points Weapon – 20 Points Hobby – 5 Points

Common skills cover everything from Personal Items


tracking to fire building. They also
include such skills as theft, fast talk, These differ from barter items, only
hiding, and other useful non attack because you wouldn't want to part with
skills. Each common skill cost 10 points, them. Here is a good place to list
and uses the skill check to complete. weapons, religious items, and family
heirlooms.
Fighting skills are specific styles of
combat. Here you would place martial Holdings
arts, boxing, wrestling, and etc. Their
cost is 15 points, but uses a strike check These include lands, homes, and
to use. personal items you keep in storage. If you
keep money with a Banker or Church
Weapon skills show what items you Treasury, you list that here. The trouble
have learned for combat. If you have no with holdings, they can be stolen when you
sword skills, you can't use a sword are away. If you rely on them, you could
effectively; and would receive a penalty come home to nothing.
to strike (at the Regent's discretion).
Their cost is 20 points, and also uses a Starting Money to Build your Character
strike check to use.
To get your starting money, roll 1d8 and
Hobbies are untrained skills you’ve picked see the list below to see what you have:
up along the way. Any common skill can be
taken as a hobby, but there is a separate
Hobby roll (located beside the word Hobbies
on the character sheet). Each level of Hobby
roll must be bought, and the Hobby must
also be bought:

***You only have five levels of hobby that


can be bought at 5 points each, and a
maximum of five hobbies that can be
bought at 5 points per hobby. The roll is
still 1d8, but because these are
untrained you have more of a chance to
fail.***

Barter Items

These are used for trade in between


the territories. It is difficult to keep minted
coins for each place you may travel, so
barter items help when crossing to a new
area. You should also list any money
(amount and type) you have available.

21

GRAYER Mathieu (Order #36843716)


Roll Level of Money achieved
1 You have 200 SP worth of Barter and Personal Items. Also, you
have a small home in the Homeland of your choosing.
2–4 You have 100 SP worth of Barter and Personal items.
5–7 You have 90 SP worth of Barter and Personal items.
8 You have no real property, only 300 CP worth of barter and personal items, and
the clothes on your back.
***If you are playing a character from English Loyalty, use all values at EC – English Crown***

Prophetic Powers and Miracles / Spells Class allows. Each one is learned in a
different way, and is bought in a
These sections are a list of Powers different way. All can be purchased with
you have learned to use, as long as your CBP or XP with no variation in the cost.

Miracles / Spells are bought at different rates depending on the type:


Attack Powers: 15 Points Defense Powers: 10 Points Neutral Powers: 5 points
Prophetic Powers are grouped into Steps, and are purchased individually with CBP or XP. They cost as follows:
Step 1: 10 Points Step 2: 20 Points Step 3: 30 Points Step 4: 40 Points Step 5: 50 Points
***The actual system for using Prophetic Powers and Miracles / Spells is listed in their own chapter, as well as the
descriptions of each***
events of the game, or just to put any
Character Sheet: Back side random information.
There are NPC (Non Player
The back of the character sheet Character) sheets in the back as well.
has an Overflow Section for any Although we do not recommend that you
information that won’t fit on the front. It use these for PC's (Player Character) use,
also has a place for a Travel Journal. they are an option for easier storage.
This can be used for documenting the

22

GRAYER Mathieu (Order #36843716)


Chapter Two: Occupations and Classes
dedication to your work. Because of this
As stated briefly in character restriction, you get one free Hobby for every
creation, there are several character classes Hobby roll point bought; and no restriction
to choose from. Each one has: on the amount after the first free five.

Advantages, disadvantages, powers, and Classes


restrictions.
Classes are the best way to give
We have tried to break them down your character direction. Choose
into workable groups, and stand-alone carefully, as each one comes from a
characters. different Loyalty and cannot be changed
without heavy restrictions. First you
The “class” system is a way to focus have to choose a Loyalty (add this to
your character in the direction you want. If your character sheet) and pick one of
you want a full force Military Fighter, take a the classes listed in that section.
class that closely matches that. On the other
hand, if you want a hero style comic book NO character can have a class listed
character there are classes that can help. under ANY other Loyalty section (A
Reality is only followed so far in role-playing. Wicked MAY be able with Regent
approval, see Wicked for details).
Occupations will also be listed, for
various reasons. Primarily, they are NPCs Section 1: Puritan
(non-player characters). At some point, you
will need to buy, sell, barter, or simply talk Magistrate:
to someone. The Regent will need these for
story lines. Coming from a family of
Lawmen, you have taken up the mantle
The second reason is for players to of MAGISTRATE; one who must
take the hard road. A classless character interpret and enact all Law of your given
has nothing but what they know to aid city, or district. For the most part you
them. There are no “special” powers, no will be the only
abilities, just restrictions. Shopkeepers, true justice in
blacksmiths, farmers, and ranchers are any given town,
some. with a handful
(or less) of
Occupations deputies to help.
You have
To make an occupation class arrest powers,
character, you need to build them with but not
skills. execution (that
falls to a Judge)
A gunsmith would need every possible unless dealing
skill that would help in that trade. with a Witch; or
other ungodly
Unlike standard characters, you creature. You
cannot take Fighting Skills, and only two also have the
Weapon Skills. This reflects your study and right to set tax rates and town fees, both

23

GRAYER Mathieu (Order #36843716)


nominal and criminal, as well as collect Judges to which all Magistrates bring their
said taxes and fees; or empower collectors prisoners.
as deputies of the office. Each Judge has a route they travel
Outside of your primary three times a year to complete court for their
jurisdiction, you must check with local law territories. Each territory has four Judges in
enforcement before staying in any town rotation, so there is never a gap in justice.
A Judge may take Moonlights –
As a magistrate you/they have the side work for profit – when they are not “In
right to keep other magistrates from Route”, and will maintain all powers of their
staying for any duration. office. During these Moonlights, many
wanted criminals and particularly nasty
All magistrates MUST follow the rules of Witches have reached execution.
the current Chief Magistrate in Boston. As a Judge you must make sure
Failure to do so can result in revocation you have
of your title, and ten years in the W.S.P. your Edict
of
*All Magistrates MUST have at Executioner
least one firearm skill, and two other with you at
fighting skills. all times.
*All Magistrates MUST take the This is a
skills needed to complete their job. scroll on
*No Magistrate can take any vellum, with
skill that has an illegal common use (IE - the current
pick pocket) Governor's
*All weapon skills are half cost seal, kept in
at creation, but full cost with XP. a scroll case.
*Any Law Enforcement use skill Without this
is also half at creation, full with XP. parchment
*Magistrates get a +2 bonus to on your
Strike when fighting Law Breakers. person, any
(A strike of 3 would be an effective 5 in Magistrate
that circumstance) can arrest
*Magistrates get a One Shot Kill you for Impersonation of a Judge (10 years in
when they roll a natural one against a the W.S.P), Unlawful execution of a criminal
Law Breaker. (Life in the W.S.P), or even Crimes against
*Magistrates may only New England (immediate execution by the
intentionally kill if there is NO other next Judge). There is no appeal for a lost
option. Edict, and only the sitting Governor can
commission a replacement.
Judge:
*A Judge MUST take one firearm
One of the most feared class of skill and one bladed weapon skill.
Lawmen in the Puritan controlled areas of *A Judge receives the Battle Ax
New England is the JUDGE. They have an Skill for free.
edict from the Governor giving them *A Judge cannot use ANY
executioner rights as they deem necessary. magical item (as it resembles witchcraft)
There is no need for them to arrest a suspect *A Judge MUST involve himself
(unless they are bound for the W.S.P.) or to stop unlawful activity he sees.
take them to trial, as they are the traveling *A Judge gets a +2 Strike against
any evil foe. A Strike of 2 would be an

24

GRAYER Mathieu (Order #36843716)


effective 4 in that case. Miracles they can perform (these are Spell
*A Judge cannot surrender to like powers called Miracles so they are
an evil foe. not associated with Witches), and fighting
*A Judge will not give up his skills that seem to defy our world.
weapon to an evil foe.
*A Judge has a Class ability *A Pastor CANNOT use any
called “Presence” that forces a resist bladed weapon or firearm.
check against fleeing in terror. (Must be *A Pastor can have ONLY two
activated by the character – useless other weapon skills.
against other Lawmen). *A Pastor can ONLY take Hand
to Hand fighting skills, all at double
Pastor: damage. (If they help in weapon use
they are not allowed)
Dresses in modest attire, some *A Pastor receives an extra
bearded, and all packing a Geneva Bible; the attack for every level of Faith they have.
Pastor travels the land speaking against evil. *A Pastor receives +2 to damage
for every level of Faith they have.
Once a pulpit preacher, the *A Pastor can only know and use
Pastor has chosen a life of service and five different Miracles, and they must be
homelessness to win souls for God. Most of the same always for that character.
their time is spent teaching, but they have a
special work going on under the surface. Apocalyptic:

Pastors (not always men) are only called This is a rare class that is unique
this because they refuse to be named. They in power, but also feared by many.
know the Law of Moses, they know the Law Sometimes mistaken as a witch, the
of Liberty, and they have integrated its Apocalyptic uses Prophetic Powers to
practice into the achieve God's Goals. They can see future
Laws of New events (normally in a Cryptic image), control
England. They some of creation,
are not Lawmen, and deal out
but legalistic judgment on evil.
practitioners of
what is right. For the
They will teach most part, an
(and at times Apocalyptic will hide
force) others to their power, using it
follow all laws of only during combat,
God and Man almost always
(God's over man's against evil
at all times). (exceptions do
apply). They have a
deep fear of the
This Lord, and will not
class of character break the Ten
has taken a vow of poverty (they must take Commandments
the lowest level of starting money without (they are sworn to
rolling), and a stance against bladed keep them) making
weapons (he who lives by the sword, dies by them both trusted and hated by many. If
the sword). In exchange for this there are they see someone breaking these commands,

25

GRAYER Mathieu (Order #36843716)


they must make a resistance check or attack would be an effective five)
them for, “Breaking God's Basic Law.” This *An Apocalyptic MUST pray
applies to friends as well, but knows three times a day or lose power for that
associates gives them a +2 to that check (a day.
three would be an effective five in that case). *An Apocalyptic MUST attack
Apocalyptics are a parties best their Hunted Prey, or they receive great
hope against an evil foe, as they must be pain until they do (causes one Body
dedicated Hunters of evil. At creation, a Damage Point per turn).
character must choose to hunt one type of *An Apocalyptic must ALSO
evil: have an Edict of Executioner from the
sitting Governor, or be arrested under
the same conditions as a Judge.
1) The Witch Hunter – Focuses
on all types of witches, and must turn aside
to hunt them if they know they are near. All other Puritan Loyalty
2) The Vampire Hunter – characters are Occupations (as in
Focuses on making sure the dead stay Blacksmiths, etc.) that can be used as
dead, and will check for signs of them in characters or NPCs. See Occupation
graveyards; or other known hideaways. Characters at the beginning of this section
3) The Werewolf Hunter – to see how they work, and how to create
Focuses on the tracking and killing of them.
shape changers, and tend to distrust
people until they know they are fully Section 2: Romans
human.
4) The Apostate Hunter – Centurion:
Focuses on defending the faith, and
stopping those who would destroy it; or Named after the classic leader of a
that do not believe. hundred men, the Centurion is the
5) The Demon Hunter – Focuses consummate fighter for the cause of the Holy
on stalking the damned who plague the Roman Empire! They are trained to track,
living, and sending them back to the abyss; fight, survive, and kill better than any warrior
for an eternity of torture in Hell Fire. ever created on this planet. This training
they have is sworn to the work of the H.R.E,
Once that choice is made, the but tends to be used for self so far from
character can choose the Prophetic power home. A Centurion
that best fits their hunting focus. Only one will always answer
type of Prophetic power can be taken at a the call of their
time, until all steps have been purchased homeland, but is
with XP. After this, an Apocalyptic can start also allowed to
to learn another Prophetic Power (Limit two survive and make
types). money.
Unless
*An Apocalyptic CANNOT use under orders, a
Large bladed weapons or Large firearms. Centurion can take
*An Apocalyptic can ONLY take jobs that range from
Two weapon skills. protection to
*An Apocalyptic receives ONE assassination, with
free Hand to Hand fighting skill. an Indulgence from
*An Apocalyptic receives +3 to the Pope:
attack their Hunted Prey. (A two Strike

26

GRAYER Mathieu (Order #36843716)


This gives them leave to do their duty, One would never know they are hunted by a
but only reduces the penance required Bishop until they are almost dead.
for forgiveness. To start
a Bishop
Most can make a reasonable Character can
living from the Colonists, a better one as take any thieving
local Lawmen, and best as a soldier for hire. skill without
No matter their normal living, they must restriction.
return to service when called. Weapons are a
As a class this character is a little different – no
better than average fighter, starting out at Melee weapon
creation with two points of Strike for free that cannot be
(levels after two are purchased at their concealed, and no
normal cost), and receives a +4 to all Body firearm larger
Damage when using a melee weapon than a pistol.
(showing they are trained to attack and kill). This class has a
They do not rely on firearms, restricting need to hide their
them to one firearm skill. true intent at all
times, and if
*A Centurion Receives one free captured they will
Melee weapon Skill. escape or die trying.
*A Centurion Receives one free *A Bishop CANNOT use any
Hand to Hand Skill. armor that is restrictive or causes too
*A Centurion gets NO penalty much noise.
for using an unskilled Melee weapon, but *A Bishop CANNOT use any form
does not get the +4 Body Damage when of Magic, unless it is from a magic item.
doing so. *A Bishop gains the Dagger
*A Centurion gets a bonus Body Skill for free.
Damage roll EVERY time they raise a *A Bishop can Kill Silently if
score associated with Body Damage they declare the action and roll to strike
Points (they still can only reach the with any success (If they are already
same Maximum Body Damage Points). hidden from view). If they miss, the
*A Centurion will always side target sees them and will attack, but a
with the H.R.E. No matter if they agree roll of eight will make all your attacks -2
or not. for that encounter (a three becomes a one)
*A Centurion is not allowed to *A Bishop must take one hour a
study magic, but can use Magically day for penance, in prayer for theft or
enchanted weapons / artifacts / items. self punishment (whipping, cutting, etc.)
for killing (taking 1d8 damage for their
Bishop: sin), or they will be excommunicated and
lose their status as Bishop.
Not the average leaders of the *A Bishop can support
Catholic Church, but spies for the H.R.E! themselves in any manner they see fit, as
They train to use clothing and disguises to long as they continue in penance.
blend in, or vanish when chased; even *A Bishop can use any thieving
schooled in the use of thieving skills. The skill untrained if they make a mind
term “Bishop” is used so they are given check then a skill check.
respect among the commoners, and their
true mission hidden from the leadership.

27

GRAYER Mathieu (Order #36843716)


Inquisitor:
When there is a dispute in the
Church, or a rebellion in a territory, the *An Inquisitor will get a +2
Local Government or the Church can call on Bonus to ALL roles used against their
an Inquisitor. They have the power to focus.
enact judgment based on their investigation, *An Inquisitor can use Prophetic
and they will act Powers.
accordingly. *An Inquisitor CANNOT use large
Most times the bladed weapons.
Inquisitor will *An Inquisitor CANNOT use
come to metal Armor.
investigate only, *An Inquisitor CAN use small,
leaving the pistol size firearms.
choice of *An Inquisitor WILL turn aside
punishment to to investigate when called to do so, or
the local court; finds evidence of their focus in the area.
yet other times
they are there to
bring God's Monk:
justice... or
better yet Of all the fighters in the world a
vengeance. Monk can rank among the deadliest. They
Inquisitors are not allowed to are taken as children, and trained to combat
make money outside the church, so they evil in all forms. Most Monks never see
must start with the lowest level of starting combat, taking a place in a Church or other
money. Each time they are called they will secluded community training others; and
be paid 50 GP or the content of the collection studying scripture. They are like the perfect
box (whichever is greater). Failure to pay weapon that only has to be sent once.
gives the Inquisitor the right to take their As a Class, the Monk is a restricted
payment how they see fit, in whatever form power. They can take out armies with time,
they deem appropriate. but don't use that power when other means
There are several types of are available. If a Monk uses their power
Inquisitor to choose from, and that becomes without cause, they lose it for the remainder
the characters focus: of the day. Also, they must follow a set of
Inquisitor of Dark Arts – rules:
Investigates Witchcraft and magical 1) A Monk can only speak to other
activities. Monks, or when needed.
Inquisitor of Beasts – 2) A Monk must remain in
Investigates monstrous beings that may be Chastity.
in an area. 3) A Monk must pray and study
Inquisitor of Spirits – three times a day.
Investigates the attacks of Evil Spirits, and 4) A Monk must remain poor
casts them out. (taking only needed money).
Inquisitor of Hellish Activities 5) A Monk must follow ALL orders
Investigates Demons and Devils that have of the Church and the H.R.E.
escaped from the Abyss, and sends them
back.
Inquisitor of the Faith
Investigates apostate teaching and living.

28

GRAYER Mathieu (Order #36843716)


Because of this, Monks begin with will answer a call to arms at a moments
the Lowest starting Money, and must give notice. They double as Lawmen in the few
away all spoils that are not needed for Colonies that remain, and earn the right to
survival. If they are ordered to do any action excise taxes and charge fines. When they
by the Church (including the killing of their want they can also take side jobs to earn
party), they will complete the task or die extra money, when they have their duties
trying. covered.
As a class they make an excellent
*A Monk gets fighter for a party, knowing how to wage war
one extra as well as follow orders. To Red Coats there
attack for each must be a chain of command, otherwise they
point of Faith. will panic (roll to resist panic when their
*A Monk gets leader is captured or killed).
1d8 bonus Body If they know the next in line for
Damage each command (and make their roll), the
time they raise transition will come smoothly.
an associated
score
(Maximum Body
Damage still
applies).
*A Monk
gets 2d8 Soak
Points (used as Body Armor) each time
they raise Body Damage points, and 3d8
at creation. These points regenerate
each day after sleep.
*A Monk CANNOT use any other
armor.
*A Monk CANNOT use weapons,
but gets Hand to Hand skills at half cost. *A Red Coat STARTS with a
All damage is double +1d8. Strike score of one, and a Reflex of one
*A Monk can take a Melee to show their basic training. They can
Weapon away with a successful Strike raise these scores at half cost.
roll, when they are attacked. *A Red Coat also receives a free
*A Monk can Dodge Firearms Firearm Skill, and a Free Melee Weapon
with a successful Dodge roll. Skill because of their background in the
*A Monk can heal 2d8 damage Military.
instantly 1 time a day, per point of *A Red Coat cannot use magic in
Prayer. This can be used on themselves any form, including weapons and other
or another by touch. (Can also be used magically imbued items; accept for
to harm) healing from another person, but not a
person's magical item.
Section 3: Crown *A Red Coat can only wear light
armor that does not encumber battlefield
Red Coat: movement.

This is the best of the Best


Soldier from England. A Red Coat is in
active or reserve service to the Crown, and

29

GRAYER Mathieu (Order #36843716)


Man-At-Arms: strike after the one or it is regular
damage).
When the Crown needs *A Man-At-Arms gets a
information, something destroyed, a life “Desperate Escape” skill. It take a
taken, they call a MAN-AT-ARMS! Trained successful Skill, Mind, and Reflex check
from their youth (selected at birth) to do all (all successful), and they vanish from
things a proper person would avoid, they custody (Regent decides how).
have embraced the outsider's lifestyle; and *A Man-At-Arms cannot use
the notoriety that comes with it. noisy or cumbersome armor.
They hate being called assassin or
thief, this would require a Resistance Check
to not attack the one who said it; to call Exorcist:
them a liar can cause rage attacks at a -2 to
resist. Contrary to their behavior, a Man- Trained by
At-Arms can take all thieving skills for free, the Church of England
as well as disguise. They are restricted to in the art of fighting
one long bladed or blunt weapon skill, two demons and witches,
fighting styles, and one Pistol size firearm the EXORCIST uses
skill. Biblical, Apocryphal
This character class receives a Literature, and the
Class Skill called, “Hidden Walk,” making Wisdom of Solomon to
them able to hide and/or move unaware go after the world's
(even with little or no cover). They can be most evil of beings.
discovered if they are touched, make a noise, Many who follow this
or fail a Reflex path end up seeing very
Check (this must little action, and use
be rolled each their time doing odd
turn a character jobs. An Exorcist is
uses this skill). therefore required to
If they make take an Occupation
a successful before any other skills
Strike when are purchased during
behind a target creation.
(when in their Their life is sworn for Evil's
Hidden Walk) destruction, collection, and secrecy. They
they can kill MUST collect (if possible destroy) both Holy
silently. If they and Unholy relics to keep them out of the
fail they will be hands of mortal men. They must all be
seen, but an Epic hidden away unless they are needed for
Fail (roll of eight) their work.
gives the target a Furthermore, they cannot tell
free attack with no ability to block. even their closest allies of these treasures;
and must “silence” at all costs. How this
*A Man-At-Arms can ONLY use happens is up to the character.
an exact match to a weapon they have a
skill for (I.E. If they have a Dagger Skill *An Exorcist CAN use miracles.
they cannot use a Knife) *An Exorcist has no weapon
*A Man-At-Arms gets a One restrictions.
Shot Kill every roll of one during *An Exorcist can ONLY use light,
combat (they must roll a successful non-metallic armor.

30

GRAYER Mathieu (Order #36843716)


*An Exorcist can use a Faith skills and weapons, they CANNOT earn new
check to repel monsters, witches, and ones. XP can only be spent on attributes,
demons (including the possessed). rolls, and spells.
*An Exorcist can destroy any of *An Alchemist gets the skill
the above with a natural roll of one, “Impromptu Device”, allowing the quick
followed by another successful Faith building of a useful item (from
check. surrounding material) to help in any
*An Exorcist gets a +2 to strike situation. The device breaks after use,
any of the above. and must be written down before sleep
or the construction design will be
Alchemist: forgotten.
*An Alchemist gets the skill
More than just the mixer of the odd “Potion Making”, allowing them to make
cocktails or potion, the ALCHEMIST is part potions containing spell effects or
healer, part magician, part inventor. Their standard chemical brews (gunpowder,
life is lived in four parts: poisons, etc.). Each takes three turns to
make. If the Alchemist fails their Skill
check the spell effect strikes the caster
(chemicals explode, burn, etc. at
Regent's digression). The Alchemist
must know the spell to make the potion,
or have studied the chemical brew to
recreate.
*An Alchemist cannot use
armor that is majorly made of Metal.

Section Four: Witch

Warlock:

Known in mythology as the male


version of the witch, but reality is much
broader. A WARLOCK is the fighting Witch
that becomes a deadly adversary. From the
1. The Alchemist takes two weapon use of weapons, to the deadly magical
skills, and two fighting skills. attacks, no matter who faces one will have
1. The Alchemist takes any skill their hands full in dealing with them.
that will aide in building and Warlocks, unlike standard
construction of their ideas Witches, use Prophetic Powers not spells.
(such as carpentry or This makes them deadlier in combat
blacksmith). situations, and slightly more powerful than
2. The Alchemist can take the standard Witch. Because of this great
spells that cause healing or power, all Warlocks are restricted from
reversed for harm. using metal armor, and firearms.
3. The Alchemist can take Some restrictions also apply:
spells that cause neutral 1. They can be hurt by salt (1d8 per
effects. round).
2. They cannot cross onto Holy Ground.
Once an Alchemist builds their 3. They cannot take a Good Outlook, but

31

GRAYER Mathieu (Order #36843716)


do not have to be evil. but has some (if not total) control of them.
4. They cannot reveal their true name (or They play a dark game with the afterlife,
lose all power) sending and pulling souls, always betting
on getting what they asked for. This comes
from their class power Reaper. It works
like Prophetic Powers in steps, and is
purchased in the same way. Here are the
steps:
1. Corps - This allows the Medium to
animate any dead body (one per point
of Faith) and use them as puppets as
long as they remain in eye contact.
Breaking connection will cause the
bodies to immediately drop. They can
be made to do simple actions (such as
basic weaponless attacks, or cannon
fodder) but nothing skilled. They gain
1d8 Body Damage.
2. Commune – This allows the Medium
to speak with the dead (one year dead for
each point of Faith up to six, unlimited at
seven). They can only ask single yes or no
questions, (hearing the answer in their head)
*A Warlock has NO other and only as long as they concentrate. Once
weapon restrictions outside firearms. they break their focus the link is broken.
*A Warlock MUST take all five 3. Animate – This gives a corps partial
steps in a Prophetic Power before life, and allows for them to move
learning new types. without the Medium keeping them in
*A Warlock gets their first Step eye contact. They are still restricted to
of Prophetic at creation for free. simple actions as before, but gain 3d8
*A Warlock cannot work with Body Damage points before they fall.
another Warlock. Each Animated Corps must be given
simple instructions (four word max) or
Medium: they will stand motionless. After a
task is completed they will also stand
motionless until a new command is
This odd given. After 24 hours, the corps
incarnation returns to death.
of Witch is 4. Channel – This gives the Medium the
not the ability to bring the spirit into the world
most of the living from its place in the
appealing to afterlife. Once the spirit is here, it is
look on, or visible to all and can be asked
easiest to questions. The spirit cannot effect the
get along physical world, and if it comes in
with. A contact with the living will return
MEDIUM away. A Medium has no say in how
not only long the spirit will answer questions
talks with after they are called, or how honest the
the dead, answers will be. They can only shut

32

GRAYER Mathieu (Order #36843716)


down their power to send it back. Familiar:
5. Increase – Once this step is gained,
the powers above are made stronger in these One desiring the power of the
ways: other world asks. One who is answered by
1. Corps can now use weapons a pure Witch is
and eye contact is not a FAMILIAR,
needed, as well as skills (if or one known
the medium has the skill) as a Witch.
given for their use. Effect This class
lasts 24 hours. constitutes the
2. Questions can now be bulk of witches
complex and answers still put on trial by
heard in the mind. the Puritans
3. Animated will last until and the
killed. Catholic
4. Spirits can be bound to the Church
Earth until exorcised from through the
our world back to the generations.
afterlife. Each one uses
Spells to get
*A Medium must stay near the power, some
dead to keep their power, living in for good others
graveyards or carrying parts of (or whole) for evil. No
dead creatures. matter the focus the Familiar has, they will
*A Medium CAN buy Prophetic be tried (if not killed) when found out.
Powers, but cannot have any step above Because of that fact, all Familiars
their class power at any time; as the must take an occupation to cover them in
class power is most important. life. Some take lower class jobs to be
*A Medium loses power when in ignored, others prestigious ones to be
contact with new life (birth, resurrection, thought too “pure” to be a Witch. This is
etc.) until they bathe in unclean water. the first thing bought BEFORE any other
*A Medium CANNOT use the part of the character. Once the Occupation
dead from consecrated ground, as these Skills are done, the character creation can
bodies are protected even in death. move on to the other points. Also, when
*A Failed check in their class growing the character with XP, the first
power means the power does not work, purchase must be Spells or Attributes that
and a 1d8 roll. If the roll is an 8 they help Gain Spell powers. Once the
bring a Demon (or other monstrous Attributes are maxed out, the Character is
creature) to the area that will attack. free to grow the other parts.
*A Medium can only use armor All Spells are kept in a Grimwair,
that is made from a formerly living and that book MUST be with the character at
organism. all times. How and where it is hidden is up to
*A Medium's weapons cannot be the character. The only spells that can be
made of or contain metal. used are the ones they have purchased and
*A Medium has an allergy to written in that book. If the book is lost, the
metal that causes 1d8 damage per round Familiar becomes a classless Character until
of contact. the original book if found. If the Book is
destroyed, they lose power permanently.

33

GRAYER Mathieu (Order #36843716)


*A Familiar is unrestricted survive, not having any resistance to
with armor and weapons, as they must sunlight, and will die within 1d8 days
hide what they are. (unless a host is found).
*A Familiar is harmed by salt The basics of what a Wicked is (in
(1d8 per round of contact), and cannot pure form) is a sentient worm. It has a
cross a salt line; nor break the line. scaled body (like a heavily armored snake
*A Familiar receives burning with spikes) and a four part mouth. They
damage from Holy Water (1d8 at contact), produce a powerful anesthetic that allows
and can be destroyed if they are them to enter without pain. It is
submerged into that water (fully covered). administered through a fang attached to its
*A Familiar gains the class tongue, and once injected it can burrow in a
ability CAMOUFLAGE – With a Skill single round. The process is as follows:
check, the character can blend any one To take a human host, a Wicked
item (or person) into any surrounding must make a successful Strike; and the
flawlessly. The effect lasts for one round Host gets a Resist check (that MUST be
per Skill Check point. If the effect is successful) to fight a Wicked off. If the Host
used to blend against the caster, it is rolls a one they completely block all
permanent until dropped. chances of takeover, and eight allows
*A Familiar begins with a Skill complete takeover with no further action
Roll of one free, and can raise the score (the seven day rule to follow does not apply).
at half cost at creation. If the Wicked rolls a one to Strike, the Host
MUST roll a one to resist or they are taken
Wicked: over. If the Wicked rolls an eight, they can
no longer attack that potential Host.
You would know when something Once infected, the Host will get a
like this comes. A WICKED is the resist check once a day (as determined by
unrestrained substance that is cruel. They the Regent) for seven days. They must
CANNOT be Good in Outlook, except for make a success four times to break the
Enforcer, and take what they want by force... connection (a roll of one counts as two
and what they want is a body! Wicked are successes). If the Host rolls an eight at any
parasitic creatures, that embed themselves time, the Wicked takes over completely.
in Human (or animal if needed) hosts to Over time, no matter how the possession
survive. Outside a host they are too weak to took place, the Regent may allow the Host
to break free with Resist. This could be due
to weakness from blood loss, low HP,
traumatic stress / injury, or another cause
at their discretion. If so the Wicked will
never be able to attach to that Host again,
and the Host will (unfortunately) retain all
memories of the time under control. The
Wicked, if expelled, will crawl from the
mouth of the Host; leaving them relatively
undamaged (1d8 blood loss)
The Wicked can detach from the
Host if they feel threatened, or eminent death
of the Host coming. This takes a Strength
Check, and the Wicked will burst out of the
Neck of the Host, near the top of the spine
(where it lives wrapped around the brain
stem). This will cause death to the Host (if

34

GRAYER Mathieu (Order #36843716)


they fail a resist roll). The Wicked will also difference at any time; and the lowest
have to make a Resist check or die. step must be raised first.
Wicked use Prophetic powers, *A Wicked retains all memories
giving them to their Host body as well. and skills of previous Hosts. They start
When the Wicked allows the Host to act with three free skills of any style, and
independently (the Host forgets they are one Hobby. They also get a Mind Check
infected when they are given independence) to know important information when
they retain the ability to use Prophetic needed, this shows their past memories.
powers on their own. This is also true if they *A Wicked CANNOT use heavy
can Resist and break free, but only the levels armor, as it impedes a quick escape,
of Prophetic Powers bought during and never a helmet that covers the face
possession (unless they were able prior to and neck.
becoming a Host).

*A Wicked must roll TWO Drawback for all Witches:


characters at creation. Both Wicked and
Host can have different Stats. The When using any spell like ability,
Regent can also assign a Host at failure is costly. The Witch must keep up
creation. with every failed power attempt, as every
*A Wicked's FIRST Host MUST three cause disfigurement. This includes
be a classless character unless approved Spells, Prophetic Powers, and class powers.
to have a class by the Regent. If there is ever a roll of eight the
*A Wicked uses Prophetic disfigurement is immediate; plus, if the eight
Powers, and CAN take two focuses at lands on a third failure there is a Major effect.
once. Both must grow at a similar rate, The following chart is not all inclusive, but
meaning there can only be a one step should give direction to a Regent:

1d8 Roll Minor Effect Major Effect


1 None None
2&7 Patch of Warts Green huge to skin
3&6 Scaly Skin Patches Curved Bones / Appendage
4&5 Skin Tag Patches Back Hump
8 Effect Turns Major (roll again) Effect Turns Severe

Deadly Effect Chart


1d8 Roll Severe Effect Deadly Effect
1 None None
2&7 10% Blindness (cumulative) Loss of Appendage Use (Minor)
3&6 10% Loss of Momentum (cumulative) Loss of Appendage Use (Major)
4&5 10% Loss of Feeling (cumulative) Body Part Dies / Falls Off
8 Effect Turns Deadly (roll again) Death (no save)
Optional Rule: All users of magic get similar drawbacks with failure during spell use.

35

GRAYER Mathieu (Order #36843716)


Section Five: Native hunting and tracking skills before any
other skill (except Weapons)
Brave: *A Brave receives ONE free
weapon skill of their choosing (except for
When it comes to fighting, firearm) to act as a primary weapon.
tracking, and hunting there is no *A Brave MUST be married, and
replacement for a BRAVE. No matter the will leave any situation if their family is
tribe you come from, you are well respected in danger.
and trained. From a young age you were *A Brave cannot take more
taught to Hunt animals, track both animals than one firearm skill.
and humans, and in the art of war. Many of *A Brave must be careful in
your skills will come second nature by the oaths, as they will lose all honor at
time you are grown. home if they break one for any reason.
All Braves are allowed to leave the
tribe for a year at a time to live as they wish
to live. This is how they have been found to Skinwalker:
be in many groups of adventurers. They also
are sent by the Tribal Council on missions of They live in the nightmares of
war, intelligence gathering, and fugitive the young, and lurk in the shadows of the
tracking; giving them the loose title of old. A SKINWALKER is a Native that has
lawman. gained the ability to change forms into
Even with this freedom, all Braves various animals. Because of the evil stigma
must be married to keep their focus on the of being a Skinwalker, they must hide
needs of home. themselves from even their own families.
The ability to change forms has
been shrouded in legend for so long it has
become misunderstood. Thought to come
from wearing animal skins, gained from evil
acts, and even cursed through bites and
spells; the true nature is only known to the
Skinwalkers themselves.
First, they are born able use magic
to become other beings.
Second, they are trained from
youth to harness this power.
And Third, they learn to keep this
gift quiet.
If a Skinwalker is found out, most
times they are killed. If a Skinwalker outs
another Skinwalker, they will be marked for
*A Brave is taught healing death by all other Skinwalkers.
magic, and CAN use healing spells, but Skinwalkers get their power from
must choose only three at creation a Class Ability called Quileute. It works
(taken free) and get no more. They can like Prophetic powers in steps that MUST
use the reverse of the spell to harm, but be purchased in order. They are as follows:
will have to roll on the Witches fail Step 1 – Animalistic. The
chart to do so (even if successful) Skinwalker can use a defensive / offensive
*A Brave MUST purchase power of an animal. They can choose from

36

GRAYER Mathieu (Order #36843716)


the following: Death will revert the Skinwalker to human
A) Bear Claws that cause 3d8 damage form.
B) Armadillo skin that give 3d8 armor rate Step 5 – Bear. The most powerful
C) Chameleon Skin allowing them single form is the Bear. The Skinwalker will get a
color blending 4d8 Bite attack, 4d8 claw attack, a Hug
D) Wolf Run that gives them twice human attack (giving a free bite and claw if
speed successful), and a Death Drop (character's
E) Crows Flight that allows for a powerful weight times three in damage). If killed they
jump moving them 1d8 miles away revert to human form.
Step 2 – Murder. This allows the
Skinwalker to become a Murder of Crows in *A Skinwalker is NOT allowed to
number that matches their Body Damage have any armor made of metal.
Points. The Skinwalker will be able to burst *A Skinwalker is NOT allowed to
into the group of crows and fly to safety, but take any Weapon skill that has Blades or
takes one Body Damage point for every Crow Metal.
that is killed (each one has only one BDP). *A Skinwalker takes double
They can reform only when they are alone, damage from metal weapons and triple
and have BDP equal to the amount of crows damage from silver. Gold weapons also
that escaped. cause triple damage, but also continuous
triple damage for three rounds.
Step 3 – *A Skinwalker can regenerate
Stag. This Body Damage from all NON-METALLIC
allows the attacks at 1d8 per hour. Metallic
Skinwalker attacks heal at half.
to become a *A Skinwalker MUST be put
Stag or Half down with a metal strike to die,
Stag/Man otherwise they will heal completely in
with all the 24 hours.
power that *A Skinwalker cannot use any
comes with other form of magic, including magic
it. 2d8 Horn items, unless it is for self healing. This
attack, three does NOT allow them; however, to take
times any other spells or spell like abilities.
human
speed run,
double hoof Shaman:
strike at
4d8, and Much of the dark forces are held
heightened back by the ones who call themselves
senses. If SHAMAN. Whether they are truly called
killed they will revert to human form. All Medicine Men, Witch Doctors, Healers, or
other Stags and similar animals (deer, elk, Herbalists they push the boundary of evil for
etc.) can be commanded when in this form. the purpose of good. No Tribe seems
Step 4 – Wolf. This allows them to complete without one, but no one feels
shift into the form of a giant wolf or Half completely safe around one.
wolf/man, and also call wolves to aid them. For starters they use Spells to
They receive a 2d8 Bite attack, 3d8 Claw achieve their goals, sometimes to help other
strike, a pounce strike that will pin an times to harm. They even have two class
opponent (allowing a free Bite with no roll), abilities to help their effectiveness:
and double normal BDP (even above max). A) Brew – The ability to scavenge

37

GRAYER Mathieu (Order #36843716)


for, and mix herbs to create healing effects. a party that has at least ONE other
Each use requires a Mind Check, and failure Native Loyalty. If they travel with a
brings no desired effect. A one brings double party that does not match this, they are
effects, and and eight brings the exact not bound to help them.
opposite effect. *A Shaman cannot wear metal
B) Paint – The ability to give armor, or any other armor that is not
blessings or curses in writing. Each made in traditional tribal ways. This
“painting” include not being able to use leather
will become armor made outside a Tribe.
the desired
effect when Woodsman:
activated.
This does When you are not of pure blood or
NOT give have chosen to live outside the Tribe you
them come from, you become a WOODSMAN.
unlimited These men and women will not leave their
power, as people behind, they just chose to live a
only simple solitary life. When needed they will join
blessings parties for adventures (mostly to raise funds
and curses for supplies), will hunt for trade items, and
can be interact with the other Loyalties without
made. The question.
Shaman Woodsmen don't use much of the
rolls a modern world, and don't take kindly when
Mind people intrude on their lifestyle. If they feel
Check to threatened, they must roll against RAGE (a
get a success. If they roll a one it is double Heart Check). If they fail they will attack
effect, an eight is the opposite effect. the closest offender until they surrender.
Both Class Abilities fall under
Regent Approval, as they can expand or
limit the use of their power. As a second
limit, they can only use each power once a
day per Mind Point they have.

*A Shaman cannot be an evil


Outlook.
*A Shaman cannot commit an
evil act, or they must roll a Mind check.
If they fail, they must roll on the Witch's
Power failure Chart (See Witches
Loyalty), and accept the outcome. If
they roll an EIGHT they must change to
an Evil Outlook, and become a Familiar
(See Witches Loyalty) and lose ALL
Shaman Bonuses and abilities.
*A Shaman Receives one point
of Mind at creation for free, and can
raise their Mind score at Half Cost
during creation only. This will also get a +2 to strike, and double
*A Shaman can only work with damage against that target. If they roll an

38

GRAYER Mathieu (Order #36843716)


eight, they will continue the fight until one classes, but must roll 1d8 for each benefit.
or the other is dead. All even rolls are gains, and odds become a
The Woodsman can also call on loss. Both Classes must be from the same
Rage in a fight by not attacking for one loyalty or they would conflict too much.
round, and chanting. This will give them New classes should only be
the same benefit of a lost Rage check, as added with Regent and group approval.
well as the enemies (all attackers) getting a The new class should fill a need the Loyalty
-2 to Strike. They MUST make a Heart has, and cannot be filled by modifying an
Check for the effect to work, a failure stops existing class. Make sure to balance the
the effect; but an eight causes a Blind Rage power with restrictions before completing
against the closest target (friend or foe) until the class to flush it out.
dead or knock unconscious.
*A Woodsman cannot use Monstrous Enemies as Characters
magic, unless it is from a magic item.
*A Woodsman receives three To use a Monstrous Enemy as a
free survival skills, and one weapon character it becomes the class of the
skill. character. Each power listed in their
*A Woodsman starts with one description must be bought in the same way
point of Heart, and can raise their Heart as Protective Powers, and would use the
as half cost during creation. same system.
*A Woodsman can hide in any
natural environment with a Mind Check. EXAMPLE: You want to play a Mirror
*A Woodsman can use thieving (described later), so your first power
skills with a Mind Check. bought would be the ability to look like
*A Woodsman can also get a anyone. Your second could be the use of
Silent Kill when hidden, and attacking another character’s skills, and so on.
one opponent. If they fail their strike
roll, the kill is not effective. A success The Monster could, depending on the
kills in one attack, an eight causes the type, also hold a Character Class. When
target to get a free attack that passes this is the case, some logic should be used
any armor. in class restrictions. If a class cannot use
*A Woodsman can also Hide in bladed weapons, then any Monstrous
Plain Sight with a Mind Check. A roll of Enemy Character with claws or spikes
one allows for them to move slowly shouldn't take that class. This would upset
without being seen, but and eight causes the power balance between the other
attention to be drawn to them. Simple classes.
success requires them to stay still.
Changing Classes
New Classes and Combinations
If a player wants to change their class,
As game play continues, players may after creation, there is a slight penalty. They
get bored with the standard classes. will lose all experience gained up to the point
Recourse would be to allow alternative of change. Experience spent on growing a
structures in standard classes. An example character never goes away, but any in the
would be allowing Monks to use weapons. pool must be taken away. Those points were
Although a Regent can change anything earned by the former class of that character.
they wish it will affect the character if If there are no experience points available,
played with another Regent. they will lose a point of Faith or Prayer. This
To combine two classes the Player is to keep players from spending their points,
will have to accept all restrictions from BOTH then switching the class to avoid a penalty.

39

GRAYER Mathieu (Order #36843716)


Once the changeover has been made, would this spark a Witch Trial on the
the player and Regent have to take away Puritan side, but the Witches would now not
anything that would conflict with the new trust the character from past actions. Most
class. likely there would simply be an OUTCAST
A Monk becoming an Apocalyptic would created.
lose all Bonus Body Damage and Soak
Points. Outcast

The player must then roll a Mind When a Character wants to


Check for each class ability. This includes change Loyalties and is not accepted, or is
spell or spell-like abilities; and starting ostracized for breaking Laws or Conduct
bonuses, or free items given to the class. If Guidelines, they immediately become an
there are any failures, these skills / abilities OUTCAST. The character is now rejected by
will need to be bought with XP; but and roll their Loyalty and must hide that true nature
of eight during this process will make that from everyone. In this case they do not
skill / ability unavailable to that character. change classes, but may not be able to use
Any purchased skills that conflict can all parts of the old life.
be cashed in for half their cost in experience
points. These points must be spent to re- A Judge would not be able to keep
establish the character in their new class arresting powers, and would be hunted
before they can be played again. Full value by other Lawmen for breaking their
can be given for any lost spell / miracle or charter. In this type of case they would
Prophetic power purchased after creation still have all class abilities, but would
with Regent approval. have to hide them to stay alive.

Changing Loyalties An Outcast must roll for each


ability they had with their Loyalty, and will
This can cause a great deal of lose any that fail. Use a Mind Check for
headache for the Character and the party. each, and all failures can be rolled again
Particularly when some (if not all of) the when the Character raises their Mind Score.
party is the same Loyalty. First, they have ANY roll of eight is a permanently lost
to choose a class that closely matches the ability.
class they have. Second, they will lose a Once the Character has lived
Point of Faith and Prayer for their breach of outside their Loyalty for a time (decided by
trust. Third, they will be attacked by any of the Regent) they can try again to join a new
their formal Loyalty on sight. Loyalty. Many stories you hear of Native
Beyond these simple restrictions, Americans living in Colonial Cities, or Men
they MUST find someone in the new Loyalty, leaving the city life to join the Native
in the target class, to bring them in and gain Americans in their tribe are examples of
acceptance. Remembering that most Outcasts rejoining a society.
Loyalties are at war, there is no safe way to Many who become Outcasts live as
just hop over and join. Regents should use criminals or Bedouin type drifters, never
caution when assisting in Loyalty changes, placing roots again. Some form Gangs to fill
but they can make for grand adventures. the voids, some live so secluded they are only
One last note to consider would rumors after a time, but then some become
be a restriction of changing back. A Witch the Legendary Outlaw / Hero type.
Loyalty turning Puritan would be strange This can be a choice at creation as
enough, but imagine if that now Puritan well, if the Regent permits, as long as the
wanted to rejoin the Witches. Not only rolls for Class Abilities and Powers are done.

40

GRAYER Mathieu (Order #36843716)


Chapter Three: Rules of Combat
No matter how planned the event, avoid damage to the average character
conflict can arise. This can be as simple as outside Armor Use.
unintended obstacles; or, worse, full on
fighting. These situations need to be dealt Damage - The value of body damage you lose
with effectively, and quickly as to not slow or cause in an attack.
game play. Once the combat is over, the
clean up must be equally as easy. Rules of Combat
There are steps to combat, all to
make things not only run smoothly; but to To keep things simple, there are no
keep some sense of realism. Combat should Strike modifiers for the weapon you use;
be swift yet effective. The following will they are a character’s Strike score regardless
breakdown the terms and process to make of the weapon type. This takes into
it easily understood. Because this system consideration the study it takes to become
differs from many games it may look proficient with any weapon. One cannot
daunting at first. As you look over things simply pick up a sword one day and defeat
you will see it does help speed things up in any enemy. The ONLY time there is a
combat resolution. modifier comes when you use a weapon
untrained. This will be discussed later.
Introduction to Combat Characters MUST state their target
for their initial attack. Even if the target
Initiative - How soon you react in combat. dies, there is no time to change targets. If
Roll 1d8 to see your place in combat action. the target needs to change when a character
There are eight rounds of fighting per turn, has a SECOND attack, they will move last in
and the number you roll shows which round the second attack section of the combat
you will move. After all actions are round.
completed, you will roll again and combat All characters will get a single attack,
continues. unless their weapon or skill allows more. A
character's class may also have powers or
Strike - Your target roll you must make to abilities that can Strike twice. In any case of
hit your opponent. Every character has their multiple attacks the first attack is at your
own Strike roll, and they are a set number. initiative number, the rest are done at the
No matter the weapon you use, the roll is end of the combat turn, in the same initiative
the same. This shows your personal level of order.
skill to hit your target. When you get a
bonus to hit (such as a +2 to hit) this will Say your Skinwalker attacks with Bear
increase your strike score in that situation. Claws (two attacks). The first claw strike
Regardless of the bonus, no score can go is at the initiative roll, and the second
over a seven. comes at the end of the turn.

Repel - If your opponent makes a successful When your character is attacked, you
strike, you can counter with a Repel roll. can make a Repel roll. This can be used
This is not an extra attack for your against any melee (hand to hand, or hand
character, and can't be used to cause held) weapon. Missile (thrown or fired)
damage. We add this roll to give a character weapons can be repelled with restrictions:
a chance to parry, dodge, or simply block You must roll three less (or a one) than
forms of attack. It is also the only way to your repel score. If you fail, you are dealt
damage. Modern Weapons cannot be repelled.

41

GRAYER Mathieu (Order #36843716)


Melee Combat Restrictions on One Shot Kills

Here is a breakdown of melee combat to For some class abilities, a One


show how it works in play. Shot Kill is possible, as well as when using a
Missile Weapon. If the Character Class lists
1) You roll a 5 in the first Initiative a means of killing in a single strike (such as
turn, and choose a target to attack. Silent Kill) it can also be used to do a Silent
2) Before this action you are attacked Take Down. In this case no damage will be
by the target. dealt, and the target is rendered
3) You have a repel score of 4 and roll a unconscious. Melee attacks Can be used for
3. This success gives you no damage. a one shot kill with maximum damage!
4) You attack with a strike score of 5
and roll a 6 for a miss. Maximum Damage with Melee Attacks
5) You are attacked again by another
Target. You roll a 5 to repel, and take 7 Added damage can come from
damage. multiple rolls of one. As some fighting skills
6) With your second attack time at the that have set rules and missile attack’s one
end of the round, you roll a 3 to strike shot kill, a simple melee attack can cause
for a hit. No save on target repel, 6 body excessive damage, even death. If a character
damage. rolls a 1 to Strike, they have the choice to
7) End of first strikes, all second roll again to double damage. A second
attacks happen in initiative order. success doubles the Damage Value (DV) of
8) New Turn Roll for Initiative. the weapon. When another roll of 1 is made,
the option continues to get triple damage.
Missile Combat
If the player chooses to roll again, any
Missile combat only differs slightly. successful Strike roll will create a One
Instead of just rolling a strike, you roll a Shot Kill regardless of the target's
Reflex check right after. This shows how remaining Body Damage Points; however,
much control you have over the distance a failure results in NO damage to the
weapon you are using. If both are successful target.
you get full damage. Fail the Strike, miss. A Roll of eight in a progressive
Fail the Reflex, half damage. If you roll two damage attack can cause serious side effects
ones, One Shot Kill. If the target repels a to the attacker. See the chart below for
One Shot Kill, they still receive no damage. suggested consequences:

1d8 Roll Reaction to catastrophic Failure


1 Attack reverts to Single Strike Success Damage
2&5 Weapon Breaks, or is otherwise rendered useless, half damage to target
3&6 Attacker takes 1d8 Damage from weapon vibration, no damage to target
4&7 Attacker swings and strikes self for half intended damage ***
8 Attacker must roll a Reflex for half damage or take full intended damage ****
*** If the intended damage was a One Shot Kill, the Character loses Half their Body Damage Points.
****Full intended damage can be Death if a One Shot Kill is active.

42

GRAYER Mathieu (Order #36843716)


Optional Combat Rules In this type of combat, you give only a
single attack to each Character, regardless of
For large group, war style combat, how many attacks the PC / NPC would get.
we have a quick resolution. Take the This gives the feel of a true one on one fight,
highest Strike score for both sides. Roll 1d8 and removes the need for Repel rolls;
for each, and the lowest number wins the including any special damage rolls such as
round. Every Character makes a Repel One Shot Kills. The duel is over when one
Check if they lose the turn. character dies or surrenders.
A 1 is automatic no damage, a
standard save gives lowest value enemy Healing and Wounds
melee damage, a standard fail is highest
value enemy damage, but an 8 kills the There are times when healing may not
character. be available. In this section, we will discuss
Another Option would be to only give what options are available and when they can
the exact amount of targets as there are be used. Three areas in taking damage
player Characters in the combat session. change the way your character acts:
The remaining armies NPCs on both sides
will fall at 1d8 each side, each round. This • The first is going under half your
will give the players detailed combat role- Body Damage Total. Loss of all
play, and resolve the extended combat extra and specialized attacks.
quickly and easily. • The next is down to zero. You can
no longer attack, unconscious.
Remember, as a Regent, one should not • The last step is -10. Brain Dead.
make the combat any harder than it
needs to be. Bladed and missile attacks cause open
wounds, which continue to deal damage over
The Duel time. For every strike you cannot repel, you
take one point of damage per round to show
If you are dealing with one on one bleeding.
melee combat, have the characters roll to
strike at the same time. If they both EXAMPLE: You have been attacked with a
succeed, there is no damage to either long sword for 18 total damage points.
Character. If one The next round you receive another point
fails, they are hit. of damage in blood loss. The Battle lasts
If one rolls a 1, four more rounds, and you are not struck
they get a free again; but your total damage is 23
attack that turn. points.
If one rolls an 8,
they cannot Blunt attacks don't cause open
defend in their wounds for the most part, but eventually
next turn. cause blood loss. It can be external or
Any tie internal, but not as easily as a blade or
numbers (one and bullet. In this instance you would start blood
eight included) loss after three blunt attacks.
will call for a roll In every case, blunt or bladed,
off. Each player will roll 4d8 and add the consecutive hits cause more blood loss.
valve. Highest total wins the round and example again: This time you have
deals damage. If that is a tie as well, the received two bladed attacks, one firearm,
rolls continue until one wins. and five blunt strikes.

43

GRAYER Mathieu (Order #36843716)


Your total blood loss per turn is six (one anytime. As a standard rule, once a
for each bladed, one for the firearm; and character reaches -10 Body damage they are
three for the third, forth, and fifth blunt dead.
attack). In any turn, if the blood loss
takes you below zero, death is possible. In Death – Normal healing stops and the
Character cannot just be magically
The Fighting Skill Combat Healing is healed. Only Resurrection Magic will
the only way (short of a Protective Power) help.
that can stop bleeding during a fight. This
will stop all current blood loss, but new Each turn after reaching zero will still
attacks will start the cycle from the deal any bleeding damage already given to a
beginning. A Character can use this on character, even if they are not struck again
themselves or a close Target with a Skill Roll. in combat. If this is not stopped with
All characters heal at a standard rate Combat Healing, or first aid, they can still
with rest. Cloth bandages and other bleed to death.
absorbent materials are needed to bandage The character is in a coma when
the wounded. Wounds must be wrapped under zero BDP, until healed to 1 body
tight, to aid in clotting; but too tight will damage point. Once they reach 1 Body
cause no healing to take place. Damage point they are still too weak to
awaken. They will have to heal naturally, or
Characters heal 10 points per day after have the aid of magic to recover.
treatment, unless the damage is too
severe or they are in negative points. In
those cases, healing is 5 points per day.

A character will remain unconscious until


they are healed above zero.

Options for Weaker Groups

For newer players, or weaker groups,


the Regent can option to not use bleeding
damage.

EXAMPLE: All characters in a group have


44 or less Body Damage points. After two
attacks with just a long sword, the
characters could receive 36 points of
damage without blood loss.

Note: Using this option with stronger


characters is not recommended, as they
can have upwards of 264 Body damage
points. Note: For each turn a character is in a
coma, they will need a day to awaken;
Death of a Character even after they are healed.

No matter how experienced, or


powerful a player; death can come at

44

GRAYER Mathieu (Order #36843716)


Chapter Four: Rules of Magic
Feu, for a small camp style fire. The next is
Magic in Salem World Incendie, for a large building size event. An
unstudied user might use Incendie to start
a camp fire, and burn everyone to death.
This is why all Spell-like Powers must
be gained separately, so that the correct one
is known by the caster at all times. There is
a list of Spell-like Powers in the next chapter.
Here we will show the rules of how they
work, and what happens when they fail.

Using Spell-like Powers

As with combat the casting system


has been simplified. Each spell / miracle
uses a single word to create, so there is no
component use or casting time. Spell-like
Powers are raw natural energy that wants
to be let out, and will make its way to
something. A failed roll will cause it to turn
on you, good or evil.

A Warlock wants to heal a wounded


Familiar. She says, "Guerir," the word to
heal. Her roll is a fail, and the power
The power of God and Nature can be goes to her instead. The Warlock uses a
harnessed by a Character with great power, "Blesser," the word to wound an
dedication. Magic lives in its own way, enemy. Her failure will cause damage to
breathes life and deals death to all who use herself.
it. If you are a user of Miracles or Spells, you
speak into existence what you want to To get a success or fail, you roll a
happen. The words you use become power, Faith check. This is a 1d8 roll against your
and that power is shaped by your will. Faith Score. There is no Resist check for a
Prophetic powers come from deep inside you. Power failure. The target can roll to Resist.
No words are spoken, but a random thought A roll of 1 makes the target immune to the
can become a powerful force. caster for the rest of the attack, and 8 will
double any damage
Miracles / Spells
Basic Rules
All Spells are single word actions,
which bring about one intended effect. You A character must have a class
must use the correct word for let's say, that allows them. You must have a Faith
“fire,” and that is where your study comes of 3 to use them; any less would show you
in to play. cannot control them. A Regent can allow a
There are two types of Spell-like lesser score if needed.
Powers used for making a fire. The first is

45

GRAYER Mathieu (Order #36843716)


Every Power causes pain on the forces the power onto you, but an 8 also
caster, and gives you the limit you can use makes casting useless for the remainder of
in one day. A Faith of 3 will allow three with combat (or a time limit determined by the
no penalty. After that, every one you cast will Regent in non combat).
cause 1d8 point of Body Damage; and the If a character resists, they get
loss of weapon use for one turn. A Resist no effect from your Spell-like Power.
check can be used to block the damage, but Their resist roll of 1 makes all effects
the pain will still keep weapon use from useless on them for the remainder of
happening. the attack. If they roll an 8 to resist,
You can create conjoined powers, to all effects double.
create effects single words can't cover. Both
spells must be known to you, and you must Your Faith and Additional Power
have purchased both powers already.
As your character grows, you will
Say you want to cast an arrow of fire. reach maximums in different areas. Once
You could combine Incendie (large fire) you have a Faith of 7, the rules seem to
with Jeter (to fling). The result would be make it impossible to use more powers.
a small flame launched from your hand, Once you reach that 7, you now add
which bursts into a large one when it your Heart score for the number you can
hits its target. Your list would read use per day.
Incendie-Jeter. This new form must be
purchased as well. If, for example, you have a Heart of 4
when you reach a Faith of 7, you get to
Casting a Power again, before the use 11 uses.
first cast has finished its run, will also
double the effect. This can be done with Once you maximize Heart it goes to Soul,
many fire spells, as they continue burning a but stops once your total is 21; or
few turns after they strike. Other Area maximum 7 in all three Stats.
Effect spells, with a set time period for use,
can be increased this way. It also allows for Cost of Buying Powers
a double effect combined spells, such as
Jeter-Jeter, that will cause an object or There is a cost, in points, to buy
target to fly twice the distance. your powers. Now, there is no limit to the
amount you can know; but you can still
only use the amounts per day as listed
Casting Breakdown above.
Each Spell purchased must be
Your Faith score tells how listed in your Spell / Miracle section.
many castings you have in one day. So, a Regents are only accountable for
Faith of 4 gets you four a day without making sure these powers are listed. A
penalty. character must keep track of all uses
each day. A Spell user cannot use a
You declare your Spell-like Power at power that has not been bought.
initiative or for non combat at the time of
use, and it activates on your turn. At the The following is the cost per Spell / Miracle.
moment of activation, you roll a Faith The detailed list in the following chapter will
Check. A success makes the effect work, a make this clear.
1 doubles the effect (if you desire), a failure

46

GRAYER Mathieu (Order #36843716)


Attack: 15 Points Each Defense: 10 Points Each Heal / Neutral: 5 Points Each

Prophetic Powers Rules of Prophetic Powers

Prophetic Powers are a power These are thoughts in the mind that
that comes through you and to a target. become action. Though you need not say
There are some differences from spells any words to make them happen, you
to be taken into account, so we will go must focus on what you are doing. Any
over them now. distraction will cause them to fail. Your
To start, you use your Mind Mind score reflects your concentration,
score for how many you can use per and a failure means your thoughts have
day, and the target score to make them trailed off.
work. The target still gets a resistance You must be of a class that allows
check for no effect. After you use your using this power, and you must have a
max in a day, other penalties will apply. Mind of 3 to begin. Each Prophetic
ability must be bought, and listed in your
Prophetic Power section. The cost is as
follows:

Step 1: 10 Points Step 2: 20 Points Step 3: 30 Points Step 4: 40 Points Step 5: 50 Points

Your Mind also tells you how many He concentrates on this idea, and rolls
powers you can use per day. a Mind check. His Mind is 5, and he
rolls a 7; fail. He is thrown backwards
A Mind of 5, gives you five without instead of his target.
penalty. Later, he has used all 5 uses for the
day, but there is still an attacker left.
If you go over five, you must He decides to crush the attacker’s body
roll a Resist check. A failed check means armor against their skin (Physical Step
your Character cannot use them for the 3). This time he rolls a 2, success. They
rest of the day. A 1 will make your next fail the resistance and the armor
one work without a roll; an 8 can cause crushes.
you to fall asleep for the rest of the day.
(Roll against Resist to resist). Simeon also makes a resistance check,
If a target resists the power, it and fails. The rest of the day, his powers
has no effect on them. If they roll a 1 to don't work.
resist, your powers have no effect on
them for the rest of the day; an 8 doubles Review
the effect.
1) You can use one Power per point of
When you fail a mind check to use a Mind per day.
power, like Spells, they affect you (roll 2) You must make a Mind check for it to
to resist). succeed; a failure turns the power on you.
3) Targets can resist, and if they roll a 1
Prophetic Breakdown are no longer affected by you for the day;
an 8 doubles effect.
Simeon is in combat, and wants to 4) Going over your Powers for the day
throw a target using Physical Step 1. causes a Resist Check. Failing can cause

47

GRAYER Mathieu (Order #36843716)


loss of power, or even falling asleep for a of Magic as a Fighting Skill. This unique
day. skill will give them access to one style of
power, and that power (Prophetic or Spell-
Prophetic Power at Character Creation, and like) must be listed with the skill.
Your Mind Score
If the Class of the character does not
You receive one free power at allow for Magic use, they CANNOT take
Character creation (step 1 only), for any this option.
point of Mind over 3 you purchase. If
you later raise your Mind score, you One big difference is a character
no longer receive free powers. The extra class taking Use of Magic will receive no
just gets you more uses per day. free powers as they grow.

A Mind of Seven

Once you reach the Maximum


Mind of 7, you can still get more per day.
Like Spells you now add your Heart
score for a total value. After you reach
Maximum Heart, you add your Soul
score up to the maximum of 21 per day.

Optional Rules for adding Magic to Classes

Some players my find their preferred


class would benefit from adding magical
abilities, but would rather not use a
combined class because of the restrictive
nature. In these cases this option has been
set up to help.
First, the character must qualify to
use magic, as has been stated in the
previous section. If they do not have the
Mind or Faith score minimum they must
grow as a character until they do.
Second, they have to have a
practitioner of the type of magic they want
in the group; or have access to someone
else who will teach. This is to show they have no natural
casting ability. Think of it like a person
This “mentor” will take on the job of born to play piano, and someone who has
teaching them how to use magic, and learned later in life. The natural talent will
they must return to them to train always work better than the learned
before any new powers are learned. ability. Beyond this, there is one more
penalty for using magic out of class, all
Third, they must purchase Use powers cost 5 extra points.

48

GRAYER Mathieu (Order #36843716)


Chapter Five:
List of Prophetic and Protective Powers
Here we will list the most commonly taught Prophetic and Protective Powers.
They have their basic description, damage or benefit, range, and duration. They are
separated into several categories to make searching faster.

Spells / Miracles

All listed damage is Body. To refresh, the cost is as follows:


Attack Powers: 15 Points Defense Powers: 10 Points Heal / Neutral Powers: 5 Points
Each Each Each

Attack: Explode: "Eclater" causes a massive ball of


fire to erupt in a five foot area. All targets in
Acid: "Acide" causes a three feet long spray the affected range take 7 points of damage.
of acid, dealing 8 points of body damage to
anything it touches. It disappears the next Fire (large): "Incendie" causes a large
turn. target to burst into flames. The damage is
1d8 per turn, until the fire is
Bite: "Mordre" causes a ghostly mouth to extinguished. Target must be within ten
appear, and bite the target for 5 points of feet.
body damage. It can make two attacks
per turn, but vanishes after. The target Flash of Lightning: "Eclair" sends a single
must be within five feet. bolt of lightning to one target, and causes 10
points of damage. It will travel up to ten
Blow: "Coup" causes a fist of solid feet.
air to strike an opponent for 7
points of damage. It is a single Fling: "Jeter" causes an object; or Spirit
strike for any target within ten feet. arrow, touched by the caster, to wildly fly
away from the caster striking a target.
Boil: "Bouillir" causes a three feet spray of This will cause up to 8 points (1d8)
boiling water, dealing 8 points of damage to damage.
anything it touches. It disappears the next
turn. Harm: "Nuire" adds 10 points to any one
Strike attack.
Crush: "Ecrasant" causes a dark mist to
surround one target, and then crush Hinder: "Empecher" causes one
down on them on repeat of the command attacker to slow down, and lose all
word. The mist will last up to three turns, extra attacks. They must only attack
but disappears instantly after used. The once per turn for the next three turns.
damage is 6 for a target within five feet.
Hurt: "Faire" causes 1d8 blunt damage
Fear: "Craindre" causes the target to flee in to any target you touch. A Roll to Strike
total fear, for two turns. is also needed.

49

GRAYER Mathieu (Order #36843716)


Defense:
Madness: "Folie" will make one attacker
within five feet attack their closest ally for Amazed: "Etonne" will make any would be
three turns. attacker see you like a childhood hero. They
will not attack you for three turns.
Murder: "Meurtre" causes 4d8 damage to a
target within three feet. Ball: "Balle" sends a three foot radius of
small metal balls across any surface.
Nightmare: "Cauchemar" will affect These will make it hard to travel across,
anyone within three feet of the caster, and and anything coming in contact must
cause them to see the caster as their worst make a reflex check not to trip. The balls
Nightmare. They will run from the caster vanish in five turns.
for three turns.
Block: "Encombrer" will make an opening
Rock: "Rocher" causes a large rock to seal off. A door will not open; an opening
appear above a target, within ten feet, and without a door will grow closed. After five
fall for 12 points of damage. Target must turns the opening returns to normal.
make a reflex roll to avoid being trapped
under the rock. After three turns, the rock Bright: "Clair" causes a flash of brilliant
vanishes. white light. All who look at it will be blind
for three turns.
Statue: "Statuer" causes a target within
five feet to freeze in place for three turns. Charm: "Enchanter" will make any one
They cannot attack or repel damage. target see you as a friend for three turns.

Sword: "Epee" causes a sword-like blade to Confuse: "Embrouiller" will make a group,
appear out of the caster's hand, and can of up to five, forget what they are doing for
be used as a Long Sword for attack. The three turns.
effect lasts five turns.
Confusion: "Confondre" will make any one
Twist: "Entorse" causes a target's muscles object be mistaken for another for six
to tighten, and cause 7 points of damage. turns.
They cannot attack for three turns.
Darkness: "Obscurite" will suck the light
Vengeance: "Vengean" will cause one out of any area, up to twenty square feet. It
target to receive all damage they cause to lasts for three turns, and dissipates like a
the caster. This lasts five turns. thick fog. No light can get in the area.

Weakness: "Faiblesse" causes one target Defect: "Defaut" will make an enemy fight
to only deal half damage from Melee for you for three turns.
attacks. They also lose the ability to use
missile weapons. The effect lasts three Denial: "Denegation" makes any accuser
turns. believe you are not guilty. Also makes a lie
the truth to one person. The effect lasts five
Wound: "Blesser" causes one target, turns.
touched by the caster, 12 points of bladed
damage. Bleeding damage rules apply. Ditch: "Fosse" causes the ground to split
open, and make a six foot long, three foot
deep trench.

50

GRAYER Mathieu (Order #36843716)


Dust: "Poussiere" causes a cloud of dust to three turns.
fill a five foot diameter area. This will be
thick enough to block view. Heal:

Escape: "Echapper" will reveal a way out of Note – Unless otherwise noted, all spells
any situation. The regent will decide what in this section can be reversed to cause
way will reveal itself. the opposite effect. To to this the
trigger word is said backwards, and is
Extinguish: "Eteindre" will cause any fire, no bought in this form.
larger than a six foot sphere, go out. If used
against multiple fires (several torches or Alive: "Vivant" is the resurrection power.
camp fires) it can be broken down in (up to) You CANNOT use this without a Faith of
six one foot spheres. The source of the fire 7. Once cast, the target must make a Faith
cannot be farther than ten feet. check to see if it works. This will only bring
the target to 1 Body Damage if successful.
Fetch: "Apporter" will bring one item to you No reverse for this spell exists.
from up to three feet away. This includes
weapons. Heal: "Guerir" will give 2d8 body damage
points back to the target.
Forbid: "Defendre" is cast on an object, or
opening and people will avid it as if it Help: "Secours" will raise target to full body
doesn’t exist. The effect lasts for one day. damage points, but only lasts for five turns.
The only way a character can resist this After, the target reverts back to the amount
effect is to know of the object; or opening they had before the spell. No extra damage is
before the casting, and be within view of taken from attacks after the spell completes
the object when cast. unless the target reduced to zero, in which
case the target will also be reduced to zero.
Grease: "Graisse" will cover an object or
area with grease, up to three feet diameter. Preserve: "Conserver" stops a target from
Crossing will cause a reflex check not to dying when they reach zero body damage.
trip. The effect lasts five turns. The effect only lasts five turns, and they
must be healed before the effect runs out.
Howl: "Hurler" causes the sound of a No reverse for this spell exists.
selected animal roar to come from behind a
target. They must resist or turn away to see Recover: "Remettre" brings targets back to
where the animal is coming from. fully awake when knocked out or in a coma.

Ice: "Glace" will make an area of up to six Sow: "Semer" stops all blood loss from
feet in diameter fill with two inch thick ice. attacks.
This can be a doorway, opening, ground, or
liquid. If on a walking surface, it will cause Vigor: "Vigueur" takes away attack penalties
tripping without a reflex check. Surface will for low damage points. Lasts five turns.
hold a hundred fifty pounds before cracking.
Neutral:
Insects: "Insecte" will make a swarm of
insects appear, blocking view for three turns. Bless: "Benir" blocks all forms of fear from
target for five turns, and can drive away
Yoke: "Joug" causes one target weapon to attacking demons.
double in weight, making the wielder lose all
extra attacks, and cause half damage for

51

GRAYER Mathieu (Order #36843716)


Climb: "Grimper" lets the target climb any
surface for five turns. Shine: "Briller" causes an object to shine as
bright as a torch, and lasts for five turns.
Dress: "Robe" makes a suit of clothes appear
that fit the intended user. The effect is Skate: "Patiner" allows caster to cross any
permanent. slick surface without a reflex check.

Feast: "Nourriture" produces a meal for Trust: "Confiance" makes a target believe
ten, including all utensils and plates. After what you say for five turns.
the meal, the caster must say "Erutirruon"
and the leftovers disappear. Water: "Eau" makes a five gallon barrel of
water appear. The effect lasts until all water
Fire (small): "Feu" will cause a match size is removed from the barrel.
flame, good enough to start a torch or
campfire. Whisper: "Chuchoter" causes all conversation
between two people to be unheard by others.
Float: "Flotter" lets the target swim without The effect lasts for five turns.
taking the skill for five turns.
Write: "Ecrire" causes a magical pen and
Haste: "Hate" will let one target move at paper to appear, and write down what the
twice speed. All attacks and movement caster says. Once the caster is done the
doubles. Effect lasts two turns. paper falls to the ground for the caster to
keep.
Map: "Carte" causes a magical paper to
follow the caster, drawing a map of where
they go. After they are done, the paper falls Prophetic Powers
to the ground for the caster to keep.
One major difference between taking
Mount: "Mont" calls an animal to the Prophetics and Spell-like Powers, are the
caster, and will allow them to ride. Caster stages listed. Each stage must be bought
must have a ride skill for the animal, and before the next one can. To refresh, the cost
they remain with the caster for one day. is as follows:

Pray: "Prier" will allow the caster to know


the correct answer to one question, or aid
another in knowing. Send: "Envoyer" can
send a message to anyone within three
miles.

Servants: "Domestique" will cause four


three feet tall Angelic Spirits to appear to
help you. They will act as servants for one
day, doing any non attack action. If
attacked, they each disappear with one
hit. Once the day is over, they also
disappear.

Shelter: "Abri" causes a ten man tent to


appear. It lasts until the caster says "Irba"
when it vanishes.

52

GRAYER Mathieu (Order #36843716)


Step 1: 10 Points Step 2: 20 Points Step 3: 30 Points Step 4: 40 Points Step 5: 50 Points

All Powers last until concentration tickle, itch), and voices to shut off or say
is broken. If a character has more than one what the User wants.
step, they can use all steps as one use
(Unless restricted by the Regent) Step 5: Mental Tampering. The User can
now make a person see, hear, and feel
EXAMPLE: A Character with Sense whatever they want. If the user wants a
Manipulation (Mental step 3) can blind a target to think they are locked in a cage,
target, make them walk to a cliff edge, they feel they are; with all the feelings,
and say "why not jump?" sounds, and emotions that go with it.
Whatever fantasy, horrific or joyful, is all
If you have an active Power, and you the target knows until the user looses
are hit during an attack, roll a Mind Check. concentration. Time inside a tampered mind
If you fail the effect is broken. The same passes at one day per turn of attack.
happens if you are affected by any outside
force. Physical:
Fear attacks, severe weather, calls of
their companions, imminent danger; Step 1: Movement. User can make objects
Anything the Regent decides can break move up to five feet in any one direction.
concentration must get a Mind check. To The weight of the object must be no more
fail means the effect is broken, to roll an 8 than body weight plus fifty pounds per
makes powers useless for the duration of Mind point.
the conflict.
Step 2: Useful Movement. The User can
Mental: now pick up, and move as if holding the
Step 1: Suggestion. The User can plant up object. This would include such actions as
to three words into the mind of a target. taking a weapon to attack, slamming an
These will cause the target to think they just object against another, etc.
thought to do this; but if it is against their
nature, they will not perform the action. Step 3: Change. This now allows targets to
be crushed, folded, unfolded, and bent.
Step 2: Physical Manipulation. The User Other changes are allowed, but characters
can make the target move as a puppet. can keep resisting each change the user
These are simple actions like "walk or lay tries. The weight restriction of the object is
down", but their nature may still resist at still the same.
this step. (Trying to make a character stab
them self wouldn't work unless they were Step 4: Separate. Targets can now be
suicidal) broken down into individual parts. A door
could be returned to a pile of wood and
Step 3: Sense Manipulation. The user can nails, but a Character would be unaffected
make one sense (See, hear, touch, taste, at this step.
smell) not work or over work in a target.
The nature of the target has no effect at Step 5: Obliviate. Now the User can break
this stage. the object down to atoms, making it turn to a
pile of dust. Characters can be affected but
Step 4: Biological Manipulation. The User can roll to resist. Weight and size no longer
can now cause heightened emotion, pain, affect Users that reach stage five.
paralysis, skin sensations (like hot, cold,

53

GRAYER Mathieu (Order #36843716)


Elemental: (but not who, how, or why).
*specify earth, air, fire, water as each
must be taken separately. Step 3: Mind's Eye. User can send and
receive messages from a target. If the target
Step 1: Slight Manipulation. You can make is an animal, they can only convey emotion.
your element double in size, shrink to half, If the target is a character they can speak
or move up to five feet. Nothing larger than words. Target's response will be pure
half the height of the User can be thought, and may not make sense unless
manipulated. they also have this power.

Step 2: Movement. User can move through Step 4: Spirit Sight. User can see areas
their element without harm, but at half theirwithout going to them. They can see
normal speed. Loss of concentration will inside buildings, up to a distance of six
leave them trapped inside with full effects miles, and get details of what they are
against them. looking for. Part of what they see will be
their own imagination, so not everything
Step 3: Creation. User can cause a handful can be trusted.
size amount of their element appear.
Step 5: Soul Warrior. User can cause 10
Step 4: Master Creation. User can now points of Body Damage per turn. They can
create their body size per mind point in also double the distance for Spirit Sight
their element. This also makes their (with more clarity), clear up the received
manipulation rise to the same. User also thoughts from a Mind's Eye conversation,
begins to take half damage from their and get one major objective in See Aura.
element.
Health:
Step 5: Master Control. User can create,
destroy, manipulate, and move almost any Step 1: Healing Hand. User can cause a
size of their element; and stop taking physical reaction that seals wounds, or opens
damage (roll to resist) as well. The top them. They can cause or cure 7 points of
amount is up to the Regent. Users at stage damage per turn.
five can also call an elemental creature for
protection (265 body damage, 4d8 body Step 2: Helpful gift. User can cause strength
damage per attack, 7 resist, 7 repel, 7 or weakness in a target. Strength adds extra
strike) Once called, they will act as their melee damage in that target of 7, or takes
own character (NPC), not controlled by the the same amount in weakness.
user.
Step 3: Blessing. User can now double either
Spiritual: of the previous effects, or cause the same
effect in two targets.
Step 1: See Aura. User can see what
outlook a target has, and find one minor Step 4: Protection. User can form a field of
objective they are trying to accomplish energy that stops missile attacks in a six by
(Regent decides what they get to know). six feet area.

Step 2: Sixth Sense. An intense feeling of Step 5: Samhain. User gains limited power
danger around the User. Once activated, over life and death. They can now cause or
they will know of danger (but not where) or heal half a targets Body damage per turn
safety (but not how). If a group approaches (each turn is half the new total: 40 to 20,
a user will know if someone wants to attack 20 to 10, 10 to 5, or reverse). They can also

54

GRAYER Mathieu (Order #36843716)


extend the missile shield to twelve by thick fog to enter any outside area, in a
twelve feet, and double or half the melee twenty foot radius. This fog will travel with,
damage of a target. or at the command of the user; but allows
them to see normally from inside. All
Astrology: others are restricted to one foot vision.

Step 1: Heavenly Sight. User can look to the Step 3: Call Wind. The user can send a blast
sky at night, and have one question of continuous wind in any one direction. It
answered. The answer is up to the Regent, will travel at 150 mph, and can move
and will not always be clear. anything that is not “nailed down”. Targets
Step 2: Natural Direction. Any item or caught in the wind must roll reflex, or be
person, known to the user, will allow the flung back with the force. Falling damage
user to know what direction to travel to find applies, as does being struck by any item
it. The actual location is not known, but an that is carried in the wind.
intense feeling lets the user know which
way to go. Step 4: Call Hail. User can send a rain of
large hail in a twenty foot radius. They must
Step 3: Lunacy. User can add 5 points of be outside for the effect to work, and all
body damage to any attack, when the moon caught in the storm take 10 points of body
is showing at night. If the moon is full, they damage per turn in blunt damage. Bleeding
can add 10 points. rules apply.

Step 4: The Call. User can now call one Step 5: Call Lightning. User can cause a
person for help, and have it heard no matter target to be struck by lightning. Like Call Hail
where an ally is in the world. The ally will this only works outside, or in view of the sky.
know exactly where the user is located. A single target will take fifty points of body
damage, or the user can split the damage
Step 5: Night Safety. When this step is between five total targets.
active, the user can get a reflex check
before anything affects them. All attacks, Phase:
no matter the style are able to be dodged.
They are also immune to sneak attacks. Step 1: Slow Time. User can cause one
Once this step is purchased, all previous target to move at half speed. They receive
steps double. The safety works at night half the number of attacks, and half their
only. movement rate. The target loses all chances
to repel.
Environmental:
Step 2: Skip Time. User can move forward or
Step 1: Passing Mist. User can change their back in time by one minute. This, unlike
body into a cloud of dark smoke, and move other Prophetic Powers, is an instant effect
at standard movement rates. This form can and cannot be continued unless used again.
move through small openings, at ground
level, and up walls with ease. The mist is Step 3: Stay Time. User can cause one
affected by outside forces such as wind and target to become frozen in time. The target
rain. Heavy wind can kill the user, and will be unaware that anything is happening.
heavy rain can force the user into the Once this effect is broken, the target will
ground until it dries. Roll to resist when know only the changes they can see.
this happens.
Step 4: Slide Time. User can now speed
Step 2: Call Fog. The user can cause a time in any target, including themselves,

55

GRAYER Mathieu (Order #36843716)


to double normal. All movement and by any outside force. They can also not
attacks are affected. All damage dealt by a affect anything else (no attacks or ability to
target is doubled as well, as the speed touch anything). As far as a viewer is
they move will cause the extra damage. concerned, the User vanished. All other
steps can now be doubled in effect
Step 5: Step Time. The User can literally (Example: Slow Time to one quarter, and
step out of the timeline, and not be affected Slide Time to four times normal).

56

GRAYER Mathieu (Order #36843716)


Chapter Six: The Warrior’s Way
Ancient Weapons The cost listed with the weapon is
assumed to be retail, and will slightly vary
Here you will find a list of weapons between Blacksmiths or weapon shops. At
available in Salem World. This is not meant creation the cost is the cost, but in game
to be every single type, and style of weapon play the Regent can modify the costs to fit
in existence. For example, there are several the adventure.
styles of long sword, each one may have a Street values, or purchase outside a
different look but they are still long swords. shop, can double the price. Sale of a weapon
If a weapon is unique it will be listed. to a shop is half the value of the cost; but
Some players may want special styles private sale can be up to the cost new. If the
of weapon for their character. The Regent weapon has various styles, the cost listed is
should first try to find a weapon listed and an average.
see if it would fit its damage score. Each is separated into categories of
style to aid in finding the weapons you
Say you want to make a spear with an need. The Damage Value is your Strength
attached blade at the top; the damage plus the listed number. Thrown and Fired
rate is not listed here. A Halberd weapons have a Total Damage Value
(similar look, with an ax style blade at listed.
top) might cause the same damage. You
can use the Halberd as the model for DV = add Strength for full damage
your weapon.
TD = full damage of the weapon.
To use a weapon you must have that
weapon skill. A Long Sword Weapon Skill Cost is in Copper Pieces (CP) unless
allows their use, and any other sword the noted otherwise.
Regent allows.
Axes
EXAMPLE: a Long Sword Weapon Skill
may allow the use of a Bastard Sword, Battle Ax - A large two handed ax around 3
but not a Claymore or a Short Sword; feet long. DV - 7, Cost - 60.
as they both differ too much in style
and use. Throwing Ax - Small weighted ax made for
single hand use, or throwing. Around 1 1/2
If the weapon is one handed, and feet. DV - 4, TD - 7, Cost -10.
you want to duel wield you must take the
Two Handed Fighting Skill. The same Common Ax - Medium size wood ax used in
applies to the use of sword and shield everyday life. Can be between 2 and 3 feet
combos, as shields can be used for attacks long. DV - 5, Cost - 5.
depending on their style.
Two handed weapons cannot be used
with another weapon or shield, unless the
weapon has a one hand option.
EXAMPLE: A Javelin is a thrown weapon
that can be used with one or two hands.
If you have Two Handed Fighting, you
can use a shield and Javelin together.

57

GRAYER Mathieu (Order #36843716)


Pole Arms
long. DV - 8, Cost - 25.
Glaive - Long shaft, with a short curved
blade at the top for slashing or stabbing. Medium Blades
Around 7 feet long. DV - 10, Cost - 100.
Broadsword - Wide stubby blade, for single
Halberd - Long shaft, with an Axe style hand use. 3 Feet long. DV - 10, Cost – 100.
blade at the top; and a tip spike. Around 7
1/2 feet long. DV - 13, Cost - 120. Bastard Sword - Slightly longer than a
Broadsword, with a similar blade. 3 1/2 feet
Fork - Long shaft, with a double point at long. DV - 11, Cost - 150.
the top. Around 7 feet long. DV - 12, Cost -
150. Long Sword - Thin extended blade, one
handed, and double edged. 4 feet long. DV -
Scythe - Long curved shaft, with a long 12, Cost – 170.
curved blade at the top. Around 8 feet long.
DV - 15, Cost - 200. Saber - Very thin blade, light and strong, one
handed, single edge curved blade. 3 feet long.
Spears DV - 10, Cost – 150.

Short Spear - 5 foot shaft, with a single Large Blades


point at the tip. DV - 6, TD - 8, Cost - 60.
Claymore - Large, two handed, wide, double
Long Spear - 10 foot shaft, with a single edge blade. 4 ½ feet long. DV - 13, Cost –
point at the tip. DV - 8, TD - 10, Cost - 70. 200.

Javelin - 7 foot tapered shaft, coming to a Flameberge - Like a Claymore with serrated
long single tip. DV - 6, TD - 9, Cost - 75. edges, and a set of spikes just above the hilt.
5 feet long. DV - 15, Cost – 210.
Trident - Long shaft with three long spiked
tips, around 5 feet long. DV - 7, TD - 11, Vorpal – A Long Razor Sharp Hand and a Half
Cost - 120. Sword, light enough for one hand use.
Designed for Monster encounters. 4 ¼ feet
long. DV – 11, Cost – 175. (Note: A Natural
Small Blades roll of 1 can sever a limb or head.)

Knife - Small blade with a hand size grip,


between 1/2 and one foot long. DV - 3, Cost
- 3.

Throwing Knife - Balanced small knife


styled for throwing. Around 3 to 6 inches
long. DV - 2, TD - 5, Cost - 5.

Short Sword - Single Handed Sword with a


double or single edge blade. Around 2 feet
long. DV - 6, Cost - 18.

Falchion - Like a short sword, with a single


edge and wider blade. Around 2 1/2 feet

58

GRAYER Mathieu (Order #36843716)


Blunt Chains Morning Star - Like a Cudgel, with a spiked
ball, and an extra spike at the tip. 3 feet
Chain - Long metal links in varied lengths. long. DV - 10, Cost - 125.
Between three and five feet long average.
DV - 4, Cost - 6. Hercules Club - Medium shaft, with a long
Ball and Chain - Small handle, with a heavy top, with several rows of spikes. 5 1/2
medium length chain attached to a heavy feet long. DV - 12, Cost - 150.
metal ball. 3 feet long. DV - 6, Cost - 25.

Double Handle Chain - Two short handles Hammers


connected by a chain, designed to be used
single or dual. 2 1/2 feet long. DV - 5, Claw Hammer - Small common use hammer,
Cost - 30. with a claw on the back of the head. 1 foot
long. DV (Blunt side) - 4, DV (Claw) - 5, Cost -
Spiked Chains 5.

Flail - Medium size staff, with a short chain War Hammer - Two handed long hammer,
that connects a small spiked club. 5 1/2 with a spike on the back of the head. 3 feet
feet long. DV - 11, Cost - 65. long. DV (Blunt side) - 8, DV (Spike) - 6, Cost
- 105.
Goupillon Flail - Short Handle with three
chains, each tipped with a spiked ball. 2 Double Blunt Attack Hammer - Like a War
feet long. DV - 15 (five per ball), Cost - 90. Hammer, only no spike; and a second blunt
side on the head. 3 feet long. DV - 8, Cost –
Mace and Chain: Like the Ball and Chain, 120.
only a spiked ball on the chain. 3 feet long.
DV - 8, Cost - 150.
Staves

Blunt Clubs: Short Staff - A medium size shaft can be


used with one or two hands. 4 to 5 feet long.
Standard Club - Single piece of wood, with DV - 5, Cost - 20.
thick top, tappers down to a handle. 2 1/2
feet long. DV - 6, Cost - 10. Long Staff - Longer version of the short,
designed for two hands. 7 to 8 feet long. DV -
Cudgel - Long handle, with a heavy wooden 7, Cost – 35.
ball attached at the top. 3 feet long. DV - 8,
Cost - 30. Bo Staff - Very long, two handed staff. 10
feet long. DV - 9, Cost – 45.
Metal Club - Forged metal club, thinner at
top than wooden style, tappers down to form Quarter Staff - The most common style
a handle. 2 1/2 feet long. DV - 7, Cost - 85. found, modeled as a compromise between the
Long and Bo styles. 8 feet long. DV - 8, Cost -
40.
Spiked Clubs
Iron Staff - Forged iron shaft, with a heavier
Mace - Medium shaft, with a heavy spiked side covered in metal rings. 7 feet long. DV -
top, formed handle at the bottom. 2 1/2 feet 11, Cost – 90.
long. DV - 9, Cost - 90.

59

GRAYER Mathieu (Order #36843716)


Modified Common across the top and bottom. Uses large
bolts. Cost - 175.
Reaper - Long curved handle, with a second
handle half way up, and a long curved blade Sling - Long strap of leather with a center
at the top. First used to harvest long grass. 9 pouch. Around 3 feet long. Can use stones
feet long. DV - 15, Cost - 45. or small balls for attack. Cost - 1.

Sickle - Short handle, with a small curved Advanced Sling - Y shaped handle, with a
blade at the top. First used for grain thick bow like material stretched between. 2
harvest. 3 feet long. DV - 7, Cost - 30. feet long. Can use stones or small balls for
attack. Cost - 20.
Pitch Fork - Like the Fork or Trident, with
four curved long spikes at the top. First Hand Hook - A curved wooden hook, with an
used for hay. DV - 10, Cost - 40. open trench on the inside, that attaches to one
hand. 3 feet long. Uses large balls for attack,
Distance Weapons or can be used for a blunt strike. DV (Blunt
Strike) - 5, Cost - 50.
These weapons have a variable effective
range from point blank to fifty yards. Distance Weapon Loads
Your reflex score shows how well you
can target at greater distances. The Regent can modify the TD and Cost
based on the quality of the load
As an option, when you have a Distance
Weapon skill, you don’t need a reflex Short Arrow - Standard Tip TD - 6, Wide Tip
roll for a target within 7 yards per Skill TD - 8, Blunt Tip TD - 4, Cost - 1.
point. Use that roll for One Shot Kill
attempts. Long Arrow - Standard Tip TD - 8, Wide Tip
TD - 10, Blunt Tip TD - 6, Cost - 2.
Long Bow - Around 6 feet, using long
arrows for attack. Cost - 75. Small Bolt - Standard Tip TD - 5, Wide Tip
TD - 7, Blunt Tip TD - 3, Cost - 3.
Short Bow - Around 3 feet, using short
arrows for attack. Cost - 65. Large Bolt - Standard Tip TD - 8, Wide Tip
TD - 8, Blunt Tip TD - 4, Cost - 5.
Collapsible Bow - Size of a Short Bow, that
folds down to one foot size. Uses short Stone - Found Stone TD - 3 (free), Carved
arrows for attack. Cost – 80. Stone TD - 5, Cost - 2.

Small Crossbow - Hand grip, with a small Small Ball - Smooth TD - 6, Cost - 6, Spiked
sideways bow across the top. About 2 feet TD - 7, Cost - 3.
across. Uses small Bolts for attack. Cost -
110. Large Ball - Solid TD - 10, Cost 10, Wooden
with Drilled Holes TD - 6, Cost - 4.
Standard Crossbow - Large double hand
hold, with a sideways bow across the top.
Around 3 feet across. Uses large bolts for
attack. Cost - 150.

Heavy Crossbow - Longer than the


standard, with a shoulder stock. Two bows

60

GRAYER Mathieu (Order #36843716)


Firearms
Must roll 1d8 when to fire, and will fire
These are the list of the most only on an even number.
advanced weapons of the game world. Most
all of them are grounded in history, but TD – 1” Ball (20) / Loose Shot (35) / Chain
some have been added to give flavor to the (40). Cost – 70.
game. As before, the list is not meant to be
all inclusive. The styles listed are the most French Flintlock – Smooth design aides this
common types to be found. pistol, not only in style but use. It has a full
Unlike ancient distance weapons, steel barrel, and a smooth bore that allows
whose ranges can change with study and for a fast reload. It can be loaded and fired
skill, most common weapons have a limited in a single combat round. Effective Range is
effective range. This will be listed. 40 yards. TD – .62 Caliber Ball (10). Cost –
The TD value is per shot, and when 250.
multiple attacks are given they happen
simultaneously. They get one initiative, but Ketland Brass – This is the most common
individual rolls to Strike. pistol in Colonial America. Like the French
Unlike other forms of combat Flintlock, it has a smooth bore barrel (brass
damage, the TD has no limit on the not steel) and a quick reload time. It does
increased damage. have a shorter range at 30 yards. After
three consecutive rounds of fire the pistol
Every roll of one receives a free Strike MUST rest for one round, or the barrel
Roll for double damage and beyond. could melt (roll 1d8 and an 8 melts the
barrel). TD - .70 Caliber Ball (15). Cost –
This TD can compound until 150.
there is a Strike fail, or a roll of eight that
negates all damage. Dueling Pistol – Known also as a Pocket
All Firearms are Muzzle loaded. This Pistol most styles fit inside the palm of the
gives them the ONLY initiative restriction in hand. Even the largest are not bigger than
the game. the average adult hand from wrist to
fingertip. They are sold in sets of two, the
After each use, the load round gets a -2 reason they are known as “Dueling”, are good
to initiative. (unless noted otherwise). for close range only. Effective Range is 10
This would mean an initiative roll of 3 yards. TD - .38 Caliber Ball (5). Cost – 100.
would be a 5.
Antiquated Muskets
Pistols
If you need a weapon of war on the
Hand Culverin – This is a simplistic cheap, the oldest of Firearms are for you.
Firearm, which would be a technical hand These are some of the weapons just above the
cannon. Unlike other firearms, there is no Culverin, and not much better; save the firing
trigger. The Culverin is fired by getting a mechanisms. These can be testy because of
spark (usually from a slow burning wick their age, many being patched and repaired
called a match) into an ignition port in the over the years.
back.
This is a bulky, inaccurate, and Because of this, all antiquated Muskets
primitive firearm; however, It is deadly in must roll 1d8 to fire. If the roll is even,
damage depending on the load used. The the weapon fires; but an odd number is a
Effective Range is 20 yards. Takes a FULL misfire (flash in the pan) just like the
combat round to reload. Hand Culverin.

61

GRAYER Mathieu (Order #36843716)


All Antiquated Muskets are also Effective range is 100 yards. TD - .65
smooth Bore weapons. For an additional Caliber Smooth Lead Ball (20). Cost – 200.
cost of 100 CP, the firearm can be modified
with Sights, Rifling, and barrel Snaphaunce – This is an updated
reinforcement that adds: +20 to damage, Matchlock Musket, replacing the
+1 to hit, double effective range. The Smoldering cord with a Flint and Steel
additions allow the Musket to use Rifle striker system. The fail rate (1d8 even
Sabot instead of Lead Balls hence the added for fire) still applies, but the Follow
distance, accuracy, and damage. Target restriction is taken away; allowing
the shot to happen immediately. The
Note: A modified AM can no longer use Effective Range is 80 yards. TD - .56
Standard Lead Balls, as it would jam (if Caliber Smooth Lead Ball (17). Cost – 100.
not cause an explosion in) the barrel.
Miquelet – This was the first bold step
Matchlock – This is a 5' Musket style beyond the Snaphaunce, becoming a new
firearm, with an extremely simple firing class of Firearm. The Pan Cover, flash pan,
system. The Matchlock uses a slow burning and battery (where the flint strikes) are one
fuse (Called a match), that is ruffly 3 feet piece. With this improvement, the flint
long. It is mounted to a striking leaver, that pushes the pan open as it strikes the battery,
is pulled down by a trigger to a flash pan or adding to the reliability
torch hole to ignite the shot inside the
barrel. Modify the 1d8 Misfire roll: Target 5, over
This weapon requires the shooter that is a flash in the pan.
to follow the target as it can take several
segments to actually fire. When the 1d8 roll *** A Flintlock conversion is available for
for success is done, take the number rolled this weapon at an added Cost of 50,
for how many segments of the round it taking away the 1d8 roll entirely ***
takes to fire.
Effective Range 100 yards. TD - .56 Caliber
Example: They shooter rolls a 4 (even Smooth Lead Ball (15). Cost – 100.
number success) and the weapon fires
four initiative segments later. Standard Muskets

The Effective range is 80 yards. TD – .56 These are the most modern
Caliber Smooth Lead Ball (17). Cost – 40. Muskets of Salem World, and the most
reliable. Many of these do not come cheap, or
Wheel-lock – This is a very effective firing are military grade (restricted from Crown
system, that is more accurate than most Loyalty without permission) making them
Antiquated Muskets. The firing mechanism harder, not impossible, to acquire.
involves a spinning wheel made of steel, that
is wound like a watch (with a key). It is set Blunderbuss – This is a short barrel,area
within striking distance of a Pyrite Striking effect weapon, that can be loaded with
Surface, and spins against it to shower the different types of Shot. The end of the barrel
flash pan with sparks; when the trigger is flares out to allow dispersal over a larger
pulled. This weapon must be wound every area.
three shots (takes one combat round). Because of the dispersal pattern
Because of the type of firing, this the damage is high, but the range is low.
weapon does NOT need the 1d8 roll for
misfire. Note: Rifling is unavailable for this
weapon.

62

GRAYER Mathieu (Order #36843716)


meaning the Cannon can only be loaded
Effective Range is 20 yards. TD – Compact or fired in a single combat round. The
Small Scatter Shot (55) / Quad Ball Shot four most common types are listed here.
(80) / Buck Shot (100). Cost – 150.

Doublebuss – This has a longer set of two Mortar – This is a stationary cannon that
barrels, that can be fired independently or causes damage twice each volley.
together with a two trigger (staggered) / Averaging 2.5 inch bore, 2 feet long by three
flintlock system. The Effective range, and feet wide; this snub looking weapon fires a
damage is the same as the Blunderbuss. Ball filled with gunpowder and a fuse.
Cost – 250. Once fired the fuse ignites to explode after
hitting the target. The first combat round
Colonial Long Rifle – This is a massive 6' sees the shot hit, the second is the are
weapon with a range and power that is effect explosion. Effective range is 700
unmatched in other firearms. It is a rifled yards. TD – Impact (50) / Explosion (100 at
flintlock weapon that can give an edge to center, -10 per foot distance from center).
hunt, or an improved distance kill on the Cost – 1000 Silver Pieces.
battlefield.
Fulconet – This is a 4 foot Cannon that fires
This weapon is ONLY allowed with a a 2 inch shot. It is light weight, and can be
permit in Crown Loyal territories, and mounted to a cart or wheels to move about a
will lead to a death sentence if found in battlefield. It is versatile enough to be used
your possession. on land or aboard ship; even giving wall
defense an edge by moving the cannon to a
Effective range 500 yards. TD – .56 Caliber better position. Effective range is 1500 yards.
Rife Sabot (25). Cost – 300. TD – Lead Ball (100), Chain (50 against
multiple targets). Cost – 1700 Silver Pieces.
Smooth Bore English Musket – This is the
preferred weapon of the English Army, and Field Culverin – This powerful and simple
is a swiftly loaded reliable field weapon. The cannon has a five inch barrel that can fire a
damage is lower, as is the accuracy, but the wadded 3.25 inch shot. It is 12 feet long for
rate of fire makes up for it all. If using added accuracy and distance, and weighs in
paper cartridges (see loads later) the weapon at nearly 4,000 lbs. This must be mounted
can fire twice in one combat round. and fixed into position for defense. Effective
Effective Range is 150 yards. TD - .60 Range is 2000 yards. TD – Lead Ball (150),
Caliber Smooth Lead Ball (18). Cost – 300. Chain (75 against multiple targets). Cost –
2500 Silver Pieces.
Cannons
Minion – This is a small and light cannon ,
Some of the most deadly like the Culverin, that is easy to use and
firepower in this world are the cannons! powerful. It is three feet long with a three
Each one fires a massive human casualties inch bore, set on wheels for extra mobility.
on the battlefield. Sense their invention Minions were produced for shipboard
300 years ago, it seems the different size defense, but have proven useful as meeting
Ball or even a load of Shot to inflict house and church protection.
structural damage on tough targets, or City walls are easily defended,
army with the most (and best) cannons will and the Minion can be placed in various
win. places in a town for extra defense. This is
an antipersonnel cannon, but is effective
To fire and reload it takes two rounds, against siege equipment and boarding

63

GRAYER Mathieu (Order #36843716)


boats. Effective range 1200 yards. TD –
Lead Ball (110), Chain (60 against multiple
targets), Scatter Shot (150 single target, Area Effect Weapons
even distribution against multiple targets in
a 10 foot radius). Cost – 3000 Silver pieces. These are highly destructive, and
very rare. Most are homemade, and can
Musket / Cannon Shot only be bought on the black market.
There is always a chance you have
Below is a chart for the standard inactive merchandise (a 1d8 roll of a 7
cost of a load for a weapon. The Caliber is or higher by the Regent will show the
not as important at the source, so the costs device is worthless).
are generalized here.
Powder Bombs – These are made of Small
Type of Load Cost in Copper Wooden Barrels, or Hollow Cannon Balls,
and use a simple lit fuse to ignite. They
Explosive Cannon Shot (Mortar) 300 hold three horns of powder for and area
Standard Cannon Ball 200 effect TD – 70 at center, and -10 per foot
Cannon Shot Pack 210 away. Cost – 100.

Cannon Chain 100 Powder Keg – This is a nasty,


Musket Ball (Smooth Lead) 5 infrastructure destroying barrel of
Gunpowder. It holds 100 to 200 horns for
Musket Shot Pack 8 an area effect TD - 2000 at center, and -10
Rifle Sabot 8 per foot away (double for 200 horns). Cost
– 300 / 500.
Pistol, Lead Ball 3
Cartridge, Paper Musket w/ Smooth 10 Greek Fire – This black tar mixed with
Lead Ball Gunpowder and mixed flammable oils
Cartridge, Paper Rifle w/ Sabot 15 starts small; but burns quickly and only
spreads with water use. Any flammable
Cartridge, Paper Pistol w/ Lead 7 material WILL ignite if it is in the effective
Ball range. The TD – 50 fire per round at
Cannon Cartridges (any load) 350 center, -20 per foot from source (burns for
six rounds). Cost – 30 Silver Pieces.
Horn of Powder 25
Barrel of Powder (100 Horns / 200 250 / 450 Area Effect Detonators
Horns)
Wadding, Pistol / Musket 2 There are very few types of
detonators available for these weapons.
Wadding, Cannon 10 Below is a chart with the cost and speed of
Match (Three Feet) 3 each. Cost in Copper Pieces.

Detonator Speed Cost


Cannon Fuse (3') One Round per 3 feet 5
Slow Fuse (10') One round per 6 inches 10
Oil rag (variable) One rounds per inch 3
Torch Touch 6

64

GRAYER Mathieu (Order #36843716)


for an extra attack, if you haven't used it in
Weapon Skills that turn.

As stated, a weapon skill is the type Double Weapon Combat - Like Two Handed
of weapon you want to use, not the category Fighting, but you can use two different styles
it belongs to. If you want to use a Hand and classes of one handed weapon. This
Hook, Take a Hand Hook Weapon Skill at a includes Firearms with swords.
cost of 20 points.
Fencing - Allows you to use your weapon to
If you want to use a Weapon you have block (repel) instead of attack. Also grants a
no skill for, you must make a Mind free attack after a successful block. As an
Check. Success allows you to use it in option, your free attack can be used to
combat, but it only does half damage. DISARM with a +1 to Strike.
This check must be made before every
combat situation, unless you roll a 1; Wrestling - With a successful strike attack,
then you can use that weapon all day. you can grab, punch, kick, or dodge. Once
you have a grab, you get an immediate
Area effect weapons can be used by second strike roll to throw or pin down. All
anyone for full damage. Without the damage is your strength score plus five.
Explosives or Demolitions skill (listed later) A roll of one with a punch will
you MUST make a reflex check or be automatically knock out your opponent, with
caught in the explosion. a grab gives you a free throw or pin down.
The damage from any 1 result automatically
Fighting Skills doubles.

These skills cover the types and If you roll a 1 to Strike, the Target is
styles of fighting your character knows. Knocked Out. The Damage of a Strength
Taking these can add extra attacks, allow of 4, +5 for the skill bonus, is doubled to
for unarmed combat or increase / decrease 18.
damage. Each Fighting skill costs 15 Animal Style - You can grab, throw, punch,
points. kick, even block attacks or dodge them.
Blocks can be used against weapons.
The following is a quick list of common Damage is strength plus six. Each roll of one
Fighting Skills. With Regent approval, to Strike causes and automatic re-roll to
you can form your own Fighting Skills. double, and successive ones will double the
damage again (Max 4 re-rolls)
If the skill gives you the option of using
an attack as a repel, you lose the attack EXAMPLE: You roll a one to punch,
at the end of the turn. causing nine damage. Your next roll is a
one doubling to eighteen. Another one
Two Handed Fighting - Use any one roll doubles that to thirty six.
handed weapon (of the same class of
weapon and style) in each hand, and gain There are no automatic knock outs, or free
one extra attack per turn. You can also use throws with this style.
your extra attack as a repel.
Boxing - You can dodge, punch and block
Shield Style Combat - Allows the use of a attacks with ease. Like wrestling, you CAN
one handed shield with a one handed get automatic knock outs, or single roll
weapon. You can also use the shield repel double damage. With this style, you not

65

GRAYER Mathieu (Order #36843716)


only study how to fight, but how to get hit. You can continually roll a Dodge Skill
Damage is strength plus six. check when being attacked.
If you are hit by an attack you
can roll a Resist check, against blunt or Desperate Escape - You receive a free
physical attacks, to absorb the pain. check in Reflex if attacked for Desperate
Successful rolls you take no damage. Escape. The Regent then has the authority
Bladed attacks can be blocked to say how you get away.
with a successful Resist check. One
difference is you still receive half damage Desperate Strike - You receive a free
when you block. A roll of 1 is the only check in Reflex if attacked against any
was to receive no damage from a bladed opponent, even if you have no attacks left
attack. in the turn. The Regent decides what
effect or damage you deal, and IF the
Mixed Fighting - You have studied several situation should allow it.
types of fighting, and have taken away
parts that make you powerful. You can Combat Healing - This is a special skill used
absorb blunt or physical attacks (not to help other characters stop blood loss in
bladed) with a Resist check. Like wrestling combat. You use this skill instead of an
you get automatic throws and pins with a attack, and roll a skill check to see if it works.
one. Mixed fighters damage is strength plus A success stops the blood loss in the target
five. character.

Street Fighting - Not only do you fight well, Sword Form - You have taken special
you fight dirty. It works like Mixed Fighting, training in the use of a sword, and have
but NO Absorbing damage. You can use any gained one extra attack or repel per round.
item near you for a single attack at Strength
plus five. All other attacks are Strength plus Staff Form - Like sword form, only used with
three. any two handed blunt weapon skill.

Sneak Attack - You can use this to get a Archery - Like sword and staff, only used
free full damage strike on a target, without with a Bow / Crossbow Weapon skill.
them repelling. The target must roll a mind
check to see if they know you are there. If Sniper – With a skill check, you can have a
they succeed, you miss. If they fail, you hit. called shot with any missile weapon. With a
With this skill, YOU roll a SKILL check, success you can hit exactly what you want
not a Strike. when you strike. A 1 gives an automatic kill
for enemies without special healing.
Dodge - This gives you automatic chances to
repel in any combat turn.

66

GRAYER Mathieu (Order #36843716)


Chapter Seven: Common Skills List
Common Skills have more of a chance to fail. A maximum
of five hobbies can be bought at 5 points
These are average skills anyone can each.
learn, if they have the right teacher. To use
a Common skill, roll a Skill check. Note: Regents should take pause before
allowing some skills as Hobbies.
A success shows it works as expected, a
1 shows it works better than expected. We will separate the Common Skills
Failure when rolling means you can into categories for easier use. You cannot
keep trying until it works (with Regent take a category as a skill, only the skill
Approval), but an 8 means it will not itself; unless there is an all inclusive skill
work no matter how hard you try. listed. All Inclusive skills are not as good as
specialized skills.
The list is not meant to be all
inclusive, just to give you a guide on what EXAMPLE: Basic Survival gives you the
types of skills are most useful in game ability to stay alive in extreme
play. With Regent approval, new character conditions, and gives you a better
skills can be formed, and bought at 10 chance to make a campfire. Fire
character / experience points. Like Weapon Building allows you to start a fire in any
and Fighting Skills, you must find a situation, using whatever is around you.
teacher after creation to learn new ones; The difference being Basic Survival tells
and have the Regent decide on the time you what makes a good fire in the wild,
frame. but Fire Building tells you how to start a
Skills can be used in interesting fire with practically nothing.
ways during game play:
There are skills listed that can be
Let's say you take Ice Skating, and don't used by different classes without purchase:
ever find a combat use for this skill.
Think outside the common uses for this If your class has thieving skills listed as
skill, and make it work. Use it to cross free, you do not need to buy them at any
a floor covered with slick oil, or maybe time. If you are in doubt if you need to
on a glacier topped mountain to move take these skills, check your Character
at full speed when being chased. class description. It is also up to the
Regent to assign a skill as thieving, as
For unskilled actions, Regents can there is no Thief Skill section.
give characters a mind check. This helps
when no member of the group has a skill Arts
that would fit a situation. This should
only be used when needed. Acting – The ability to be convincing in any
Hobbies are a list of up to five situation, memorize dialogue or lists, and
common skills you have taken with lesser play characters for the stage.
training. To refresh, any common skill can Cartography – The Ability to use tools to
be taken as a hobby, but there is a separate measure, survey, and draw maps.
roll. You have five points of hobby that can
be bought at 7 points each. The roll is still Drawing – Gifted in creating drawn art.
1d8, but because these are untrained you

67

GRAYER Mathieu (Order #36843716)


Illustration – Simplified drawing and letter Crafts
character creation. Mostly done in pencil.
Architecture – Ability to design, draft, and
Journalism – Ability to write and research lead construction of structures.
data in the who, what, when, where, why,
and how format. Baking – Knowledge of oven principles, and
recipes that are cooked in ovens.
Lettering and Calligraphy – Ability to write
documents and print art styles. Used for Beadwork – Knowledge of the intricacies of
Formal writs and invitations. beading items with wooden or steel beads,
adding to cloth or making them into fitted
Painting – The ability to use various paints covers or garments.
to create lifelike images.
Blacksmith – Ability to forge items of iron,
Reading and Writing (Foreign Language) – make and forge steel / brass / bronze, and
Ability to be fluent in a language other than duplicate metal items of various styles.
your birth language.
Carpentry – Ability to do wood construction
Read and Write – Ability to read and write and other styles of wood working.
in your own language.
Carving – Detailed etching in various
Business mediums, with knowledge of styles and tools.

Accounting – Great with numbers and Chandler – Skills associated with the
trained in Money, and Monetary systems. manufacture of candles, including wax and
wick making.
Appraisal – Knowledge of common values
associated with items. Cooking – Basic knowledge of making food,
and fine dining.
Bartering – Ability to read others and make
offers for trade and savings. Disguise – The ability to use make-up,
clothing, and other items to conceal items
Business Law – Knowledge of all local laws and identification.
pertaining to buying, selling, and running
all types of businesses. Embroidery – Detailed sowing to create
patterns and images on cloth and leather.
Management – Basic leadership and
motivation styles, that can be applied to Forgery – Ability to make or manufacture
business situations. items as perfect copies.

Purchasing – Ability to make deals, and find Gunsmith – The construction, repair and
deals for common business purchases. maintenance of firearms; and the
construction of paper cartridges.
Sales – Knowledge of how to negotiate costs
and move products. Imitate Voices – The skill of making your
voice sound like other people, animals, or
Trade – Knowledge of how values of items devices.
are usable as tender for other goods and
services. Leather Working – The ability to tan hides,
form leather goods, and armors.

68

GRAYER Mathieu (Order #36843716)


and find information in covert ways.
Sewing – Basic patching to garment creation
from patterns. Security – Skills associated with keeping
locations and or others safe.
Rope Making – Knowledge of materials
needed to make sturdy ropes and cords, also Medical
strings and wicks.
Doctor – Ability to diagnose and help
Sketching – Quick drawing of things for the people with the latest procedures.
basic details and forms.
First Aid – Ability to stabilize wounds.
Sleight of Hand – The ability to do actions
that are concealed from vision, almost faster Nurse – Ability to do basic Medical work,
than the eye can see. and assist Doctors in their work.

Thatcher – The ability to make roof material Apothecary – The knowledge and ability to
and netting. manufacture medicines, and elixirs.

Ventriloquism – The ability to speak Veterinarian – Animal doctor.


without moving lips, and seem as if the
sound is coming from another item or area. Veterinary Care – Animal care and
Husbandry.
Weaving – Ability to make baskets, and
other items from wood or vine material. Mental Skills

Law Enforcement Fast Talk – Quick speaking used to confuse,


derail, or change the argument to your favor.
Binding and Holding – Knowledge of how to
detain people and animals for Hypnotism – Ability to take a person into a
transportation. trance like state, and coach them into doing
simple commands.
Bond Hunting and Tracking – The ability
to search for bail jumpers and people who Memorization – Ability to look at any
have warrants, as well as follow clues in the document and immediately put it to memory.
area to follow.
Quick Recall – Bring to recollection a vital
Cryptography – Ability to send and receive piece of information at a given time.
or break coded messages. Military

Forensics – The ability to look for and Art of War – The theory behind conflicts and
process clues from or at a crime scene. how to achieve victory.

Local Lore and Law – The knowledge of the Combat – Tactical skills that allow for
rules and history of a given area, town, or stronger shows of force and fighting.
region (must be stated).
Demolitions – Theory behind using
Personal Protection – The skills associated explosive to destroy targets, from the study
with keeping yourself safe. of the Gunpowder Treason against King
James the I and VI.
Private Investigation – Ability to search

69

GRAYER Mathieu (Order #36843716)


Explosives – Knowledge of the production covertly.
and use of explosives, including gunpowder.
Prowling – Follow and hide in close
Seek and Destroy – Covert tactics used to proximity to a target.
find an eliminate targets.
Running – Ability to move swiftly without
Strategy – Battlefield strategy for forming growing tired for quick bursts or long
lines, flanking, marching, and targeting distances.
during combat.
Sneaking – Moving silently under most
Physical Skills conditions.

Acrobatics – Physical ability to use items in Swimming – Moving fluidly in water or other
the environment to move, quick climb, flip liquids.
and do various other physical feats.
Pilot
Bending – Ability to contort the body into
nearly impossible positions. Carriage – Skill in driving horses attached to
a two to four person Carriage.
Body Building – Training and dedication it
takes to increase strength. Coach – Skill in driving a team of horses
moving a large six man coach across long
Climbing – Knowledge of how to scale distances.
different surfaces successfully.
Land Navigation – Ability to find and use
Dance – Skilled rhythmic movement, direction on dry land.
including styles of dance (for styles, to must
state them). Row Boat – Use of a boat and oars to move in
water.
Escape – Ability to get out of situations
involving locks and other restrictions, Sail Boat – Use of a boat equipped with sails,
evading. in large or small sizes.

Evade – Hiding and moving out of danger or Ship Navigation – Ability to find and use
other situations. direction by sea, river, and other large bodies
of water.
Follow – Skilled at following targets without Wagon – Ability to drive a team of horses to
being seen. pull a standard or covered wagon.

Hiding – Disappearance skill even in the Religion


hardest of conditions.
Apocalyptic Studies – Occult and Biblical
Ice Skating – Use of metal (or other end times and prophecy knowledge.
material) blades on ice, movement on frozen
slick surfaces. Church Lore – History of the Christian (or
otherwise stated) church, and any
Lifting – Ability to safely lift objects without superstitions involved.
damage or struggle.

Pick Locks – Use tools to open locks

70

GRAYER Mathieu (Order #36843716)


Demonology – Knowledge of demons, devils, concepts and theories, and their practical
their names, their weaknesses, and their use in daily life or work.
powers.
Mechanical Engineering – Use,
Practices – Knowledge of a particular (must construction, and repair of mechanical
state) Religion's basic worship practices. equipment; such as mill equipment, levers,
etc.
Rights – Knowledge of a particular (must
state) Religion's exorcise of basic tenants like Meteorology – Knowledge of weather and
prayer, fasting, etc. weather patterns to predict atmospheric
changes.
Rituals – Knowledge of occult or Biblical
actions such as communion, sacrifice, etc.

Riding
(Must Choose Animal) Social Science

Basic Riding – Ability to maneuver on and Anthropology – Study of human


basically control a particular animal. development and history as it pertains to
culture and change.
Combat Riding – Wartime usage of a
particular animal. Archaeology – Study of the past derived from
clues found in digs or investigation.
Showmanship – Using a particular animal
for show, skilled movement, and complex Customs – Knowledge of basic customs
riding. pertaining to a situation, culture, or family
lineage.
Training – Knowledge of how to train a
particular type of animal for various uses. History – Basic world History.

Science Legend – Knowledge of fables, and stories;


plus the root truth behind them from a given
Agriculture – Basic to advanced uses of culture.
land for farming and other growing.
Lore - A body of traditions and knowledge on
Animal Husbandry – Knowledge of breeding, a subject or held by a particular group,
creating useful hybrids (such as mules), care typically passed from person to person by
and feeding, basic veterinarian skills. Must word of mouth
state animal type.

Biology - A natural science concerned with Survival


the study of life and living organisms,
including their structure, function, growth, Basic Survival – Knowledge of all basic
distribution, and taxonomy. needs to survive in different environments.
Including quick shelter, simple fire starting,
Botany – Dedicated study of plants, and and basic food finding / hunting.
plant life; ability to identify, grow, breed and
cross breed for food or medicine. Fire Building – Ability to find what is needed
to build any size fire in any situation.
Mathematics – Knowledge of mathematical

71

GRAYER Mathieu (Order #36843716)


Fishing – Knowledge of fishing tactics, net signs they leave.
use, rod use, spear and bow style, and other
uses of fishing skills. Trapping – Ability to build traps top hold,
strangle, or otherwise kill prey for various
Foraging – Searching and gathering edible needs.
material in the wild.
Some skills will not make sense
Hunting – Knowledge of finding, tracking, without other skills.
and killing prey.
Scavenging – Finding useful material in the You can't use Lettering and Calligraphy
wilderness, or urban environment to be used in Russian without being able to Read
for you specific needs. and Write in that language.

Shelter – Ability to construct long term In this case, it is up to the Regent


shelters in various conditions. to say if you can take one without the other.
Follow common sense when taking skills.
Tracking – Following clues in the wild to find Make them work to make the character you
prey that has run of, or seeking prey by the want, and give you better player enjoyment.

72

GRAYER Mathieu (Order #36843716)


Chapter Eight: Items of Interest
There are many things that must be Fire kit - Contains shredded paper, small
bought during a campaign, or for character bits of wood, a flint / stone set, and a vial of
creation. More than just weapons (listed in flammable oil. Cost 20.
the warrior's way chapter) everything has a
price. For the most part, items in a category Fishing Kit - Contains a line, three sizes of
are similar except for the quality. In these hooks, small fish knife, bait container, three
cases the costs will be set at the beginning, false baits, and a collapsible rod. Cost 20.
and the descriptions will be simple.
When it comes to specialty items, Trapping Kit - Contains three lengths of
they will be listed with costs in the snare (for up to a wolf size animal), small
description. All costs are in Copper Pieces animal live capture box, and a small knife.
(unless noted), and can vary depending on Cost 25.
where they are bought.
For items not listed, talk to the Security Kit - Contains three sections of
Regent for cost and accessibility. Everything twine, four bells, three thin glass balls, and a
that has been listed is considered common small torch with a vile of oil. Cost 30.
enough to be found at a shop.
Tent - Comes in three sizes (one, four, or six
man), and is made of Leather or Canvas with
Basic items: collapsible wooden framing. Costs 40 / 50 /
60.
Clothing, Basic:
Quality: Poor - 5, Mid-grade - 10, High - 15, Emergency Shelter - A framed collapsible
Royal - 20. round canvas tent for one. Folds up to be
packed away. Cost 35.
This includes shirts, pants, jackets, shoes,
dresses, and coats. Each item must be Rations - One meal packed in salt, dried, or
bought individually. smoked. Cost 5.

Clothing, Formal: Transportation:


Quality: Poor - 7, Mid-grade - 12, High - 20, These costs are in Silver Pieces unless noted
Royal - 30.
Wagon - Carries two people and supplies, or
This would include suits, formal dresses, six people with no supplies. Open back with
gowns, dinner cloths, and royal party dress. removable canvas cover. Cost 1550.
These are sold in sets, not including shoes,
or jackets. Carriage - Holds up to four people, with a
collapsible canvas top. Cost 1000.
Survival Gear:
Coach - Built for carrying six people and
Water / Wine Skin - one pint capacity made supplies comfortably. Needs at least two
of leather. Cost 3. horses to pull. Cost 2500.

Canteen – Metal container to hold up to a Mule / Donkey - Simple beast of burden, or


pint of fluid. Cost 10. can be used for riding and pulling. Cost 50.

73

GRAYER Mathieu (Order #36843716)


Horse - Standard riding and pulling animal. Holds three square feet of items per bag. Cost
Cost 200. 30.

War Horse - Trained for combat and riding, Canvas Bag - Four feet of storage max, and
not for domestic use. Cost 600. folds to a small size. Has a separate rope to
tie shut. Cost 5.
Row Boat - Seats four, and has two ores.
Can be piloted by one. Cost 250. Cooking Kit - Small stew pot (one gallon),
one boiling pot (half gallon), one flat pan,
Sail Boat, small - Holds up to six people, and a metal stove frame for use over a camp
and needs three to operate. Single level. fire. All items stack inside each other. Cost
Cost 2000. 45.

Sail Boat, large - Holds up to twenty Harsh Weather Gear - Water proof leather
people, and needs ten to operate. Three poncho, and extra padding for warmth. Cost
levels of sleeping and storage, plus a large 15.
state room. Cost 4500.
Fish Net - Six feet by six feet, with ropes at
Sailing Ship - Holds up to sixty people, and all four corners. Cost 30.
needs twenty to operate. Four levels of
sleeping and storage, kitchen, and two state All Purpose Rope - Fifty feet of strong thin
rooms. Cost 9000. rope. Holds up to three hundred pounds. Cost
40.
Rowing ship - Holds up to forty people, and
needs Twenty to operate. Ten two man ores Pillow - Soft cloth bag filled with down
on each side. Two levels of storage, and a feathers and sealed all around. Cost 10.
captain’s room. Cost 2000 Gold Pieces.
Work Items:
Collapsible boat - Hardened leather with Specialty tools and items needed for a
wooden frame. Folds down to be carried. characters occupation.
Holds up to three people, and has one ore.
Cost 175. Blacksmith
Forging Hammer - Hardened Iron hammer,
Comfort Wares: with heavy large head. Cost 55.

Stew Pot - Comes with a metal frame, and Furnace - Brick with open fire pit. Cost 350.
holds two gallons of food. Cost 35.
Bellows - Leather bags that are squeezed to
Bed Roll - Heavy blankets, and roll out add air to a fire. Cost 15.
padding. Cost 25.
Tempering Bucket - Thick large thirty
Saddle - Leather with seat, straps, and gallon barrel, that holds all cooling liquids for
stirrups. Cost 50. process. Cost 30.

Saddle Blanket - Thin long cloth for use Anvil - Solid mettle block for hammering
under saddle, and doubles as a sleeping mettle to shape. Cost 65.
blanket. Cost 15.
Sharpening Stone - Large stone with a rough
Saddle Bags - Canvas or leather bags, which surface, attached to a peddle for turning.
fit under the saddle and across the back. Cost 100.

74

GRAYER Mathieu (Order #36843716)


melting point. Enough for ten candles. Cost
Carpenter 5.

Wood Hammer - Light wooden handle, with Wick Rope - Five feet of thin woven cord, for
combination claw / blunt head. Cost 20. candle making. Enough for five candles.
Cost 5.
Saw - Large metal blade, with a heavy
wooden hand hold. Cost 25. Candle Pot - Metal pot, and collapsible frame.
Can melt one wax block. Cost 20.
Plainer - Long wooden handle, with an
adjustable blade between the top holding Drying Rack - A wooden rack with several
knobs. Smooths surfaces. Cost 15. rows, which can hold thirty candles. Cost 20.

Drill - Mettle head, with curved handle for Wick Trimmer - Small sharp knife for cutting
making peg holes. Cost 15. wick rope to length. Cost 15.

File Set - Seven grades of roughness, in Thatcher


small knife size tools. Used to shape and
refine detail. Cost 30 (set) 5 (separate). Weaving Needle - For use with thin rope and
twine, to aid in making nets. Cost 5.
Nail / Peg Kit - Smelting pot, and die for
metal nails. Open circle drill, and small saw Net Rope - Fifty feet of strong thin twine or
for wooden peg carving. Cost 25. rope for nets. Cost 50.

Wood Working Knife - Thin blade knife for Roofing Straps - Leather and cloth straps to
carving design. Cost 15. tie roof slats together. Cost 3.

Animal Trainer Gunsmith

Prod - Five feet long, with a metal spur at Gunpowder – Explosive mixture for use
the tip. Used to move animals. Cost 45. inside paper cartridges. See the Warriors
Way weapons section for costs and available
Whip - Six feet long, tapered woven leather. amounts.
Used to punish, or startle animals. Cost 55.
Bore Kit – Taps, rifling tools, cloth sweep,
For use as a Weapon: TD – 6, can call vial of oil. Used to craft new, repair,
Strike for a Grab. Once Successful, the upgrade, or clean the barrel of a gun. Cost
Target can be pulled toward you. They 95.
can roll to resist.
Lead Ball Form – Metal block with handles
Heavy Rope - Fifty feet of thick rope, used to that can be filled with liquefied lead,
tie and lead animals. Cost 60. containing a shear to trim the newly formed
Smooth Lead Balls. Cost 25.
Bridal - Head, mouth, and neck straps that
can be used to control an animal’s Rifle Sabot Form – Similar to the Lead Ball
movements. Cost 30. form, with the same attachments. Cost 25.

Chandler Smelting Pot – Small pot for melting lead.


Comes with a collapsible frame. Cost 40.
Wax Blocks - Hard bricks of pure wax, low

75

GRAYER Mathieu (Order #36843716)


Thief / Spy
Lamp Wick - Woven cloth wick, for use in
These are NOT free to a Class that uses lamps, lasts for thirty hours continual use.
thieving skills. Cost 2.

Picks - Unlocking tools made of metal Seasoning Packs - Small bag that holds
shards, and various old keys. Cost 35. seven pouches (sugar, salt, black pepper, red
pepper, dried hot peppers, vial of vinegar, and
Disguise Kit - Holds various items (wigs, vial of olive oil). One serving of each or any
false features) to change ones appearance. combination. Cost 45.
Cost 45.
Flint - A stone that can be used to create
Hiding Cloth - Patterned canvas robes, sparks when struck. Cost 5.
which resemble terrain or structures. Cost
30. Fire Log - Oil soaked wood slats, to help in
fire starting. Cost 10.
Distraction Kit - Small bag filled with two
polished stones, pouch of dust, flammable Bread Flour - Comes in a small bag, ground
oil, small mirror, and abrasive powder. Cost wheat flour. Good for five loaves. Cost 5.
15.
Cooking Oil - Jar of olive oil. Holds 10
Key Set - Seven keys of standard size, servings. Cost 25.
which will fit some locks. Cost 30.
Torch Oil - Thick flammable grease, that
Tracer – Collapsible box with a glass top, burns slowly. Cost 15.
and a candle holder inside. Folds down and
hides inside a false large book. When Torch Cloth - Strips of woven cloth, to soak
assembled, the user can place a needed the torch oil. Burns for three hours. Cost 2.
paper on the glass, light the candle, and use
tracing paper to make a copy. Reusable

Common Items Lamp, standard - Glass lamp with an oil well,


Everyday useful items for all Characters adjustable wick, and a glass top. Cost 30.

Disposable Lamp, travel - Metal shell with a magnifying


glass front, oil well, and adjustable wick.
Quill - A feather with a split end, for use Cost 45.
with an ink well, for writing. Cost 5.
Lamp, small - A round clay oil well with a
Ink - a small jar of writer’s ink, for use with curved handle, long spout, but no wick.
a quill. Cost 3. Burns the oil at the spout opening, and is
the size of a standard palm. Cost 10.
Paper - Comes in book form, 180 pages
worth, or long pressed sheets. Cost 5. Candle Stick - Metal base that holds one
cone candle. Cost 15.
Candles - Wax cones with woven wicks, last
for two hours of light. Cost 5. Torch - Wooden handle, with a shaped top.
Cost 10.
Lamp Oil - Jar of flammable oil, for use in
lamps. Cost 6.

76

GRAYER Mathieu (Order #36843716)


Fire Stones - Volcanic Rocks that hold heat Body
long after the fire is out. Will stay warm for
four hours. Cost 7. Leather Armor - Full body armor. Takes 4d8
of damage, but cannot be repaired. Cost 250.
Candle Snuff - Cone shaped end, with a
long thin handle. For putting candles out. Studded Leather Armor - Hardened leather
Cost 10. armor, with metal studs for extra protection.
Will take 4d8 + 10 of damage, and can be
Armor repaired once at - 1d8 body protection. Cost
350.
This is the only total combat item
listed in this section. Full Chain - Full body protection. Will take
6d8 of Body damage, and be repaired 5 times
Armor works as a shell that takes body at -1d8 body damage per repair. Cost 475.
damage before a character would.

Each type of armor has a random rate to Full Plate - Full body protection. This is the
show how well it was made. Costs in this form of metal classic armor. 8d8 body
section are in Silver Pieces unless noted. damage, and can be repaired seven times at
-1d8 per repair. Cost 1600.
Rules of Armor:
Scale Mail – Tight fitted metal scales that
Only physical attacks will be stopped by cover the body. 8D8 Body damage, and can
armor. Magical attacks affect the be repaired six times at -1d8 per repair. Cost
target. 900.

After an Armor reaches zero Repair cost - Half the cost of new.
damage, it is considered broken, and must
be repaired. That armor will never have the Shield
same full body as before, and the loss will
be stated with the armor description. All Shields can be used for
defense and offense. When you decide to use
Vest a shield for offense, you cannot use it again
for defense in the same combat turn.
Leather Vest - Hardened leather shell with
padding underneath. Will take 1d8 of body To attack with a shield, roll to Strike.
damage. No repair allowed. Cost 100 All Damage is a Strength with Modifier
Copper Pieces. in Blunt Damage.

Chain Mail - Metal rings locked together to Small +5


form a hard surface. Will take 2d8 of body Medium +7
damage. Can only be repaired once to 1d8 Large +10
protection. Cost 175. Adding a Spike (30 SP) will make the
damage Bleeding, and add 4 to the TD.
Chest Plate - Solid metal plate that covers
the entire chest. Will take 3d8 of body Targets of a Shield Attack must make a
damage. Can be repaired twice at -1d8 per Reflex Check or be Knocked Down.
repair. Cost 300.
As with Armor, once the shield reaches
Zero it is considered broken, and will

77

GRAYER Mathieu (Order #36843716)


need repair with the same restrictions. roll).

Small Shield – Held in one hand with a Barter Items


diameter of two feet. Made of wood (AR 2d8),
or metal (AR 5d8). All are -1d8 per repair. These are the most common
Cost 20 (wood), 50 (metal). barter items in Salem World. When you
need, you can trade weapons, clothing, food,
Medium Shield – Constructed to half a and anything else of value.
character’s height, this shield gives better Some of the values are not as high
protection than the small. AR 6d8 -1d8 as they would be for purchase. This is to
per repair. Cost 100. reflect their “trade in” value. Just because a
Pearl is worth 150 Silver Pieces doesn't mean
Large Shield – Full body height of the you can trade it at full value.
character, and best shield protection For purchase price of a
available. AR 8d8 -1d8 per repair. Cost production barter item, a high quality item,
250. or anything considered, “Royal,” multiply the
value by two.
Note: Must take Shield Style Combat
to Use a Shield. If not the AR is half. Example: you could buy a Diamond ring,
High Quality Diamond, or Royal Ring
Armor Example: w/any size diamond for 50 Silver Pieces
or more.
You have Full Plate Armor, but was
medium quality for 39 Body Damage. If you need the material in bulk,
During Battle you are struck by a the trade value could lower to a bulk price.
Claymore for 18 damage. The Armor is Also selling bulk items has the same effect.
now 21.
Example: you need fifty Pearls that run 5
After the battle, the armor has fallen to Silver Pieces each; but the bulk rate
6 body rate and needs repair. After could be 3.
repair, the rate is 31 (39 - 1d8 at an 8

Item Type Accessibility Value


Rabbit Hide Easy 5 Copper Pieces
Mink Moderate 8 Copper Pieces
Beaver Moderate 10 Copper Pieces
Cow Easy 10 Silver Pieces
Buffalo Hard 15 Silver Pieces
Wolf Moderate 17 Copper Pieces
Dear Moderate 250 Copper Pieces
Bear Hard 4 Silver Pieces
Otter Moderate 12 Copper Pieces
Quartz Gem Moderate 5 Copper Pieces / Karat
Pearl (Salt or Fresh Water) Hard 5 Silver Pieces by size

78

GRAYER Mathieu (Order #36843716)


Item Type Accessibility Value
Onyx Stone Hard 25 Copper Pieces / Karat
Jade Hard 30 Copper Pieces / Karat
Amber Hard 35 Copper Pieces / Karat
Sapphire Very Hard 10 Silver Pieces / Karat
Ruby Very Hard 12 Silver Pieces / Karat
Emerald Very Hard 15 Silver Pieces / Karat
Diamond Extremely Hard 25 Silver Pieces / Karat

Exchange Rate Rate of coin exchange between size and Loyalty

100 Copper = 1 Silver / 100 Silver = 1 Gold


1 Crown = 1 Gold / Half Crown = 1 Silver / Pence = 1 Copper

A “piece” in weight (for coins) is 5 ounces, so five ounces of bare metal = 1 coin.
Other Foreign Coins Trade at their weight in the metal of their construction.

79

GRAYER Mathieu (Order #36843716)


Chapter Nine: Regents Section
Warning to Players!

The following pages are


intended for Regent use.
Much of the information
would give a player too
much advantage in random
encounters, and some parts
of general play. Unless you
intend to be a Regent, this
section should be avoided.

80

GRAYER Mathieu (Order #36843716)


Monstrous Enemies
In Salem World there are some their soul attached somehow. Now they are
fantasy style, and common monsters that stuck as a living, and thinking, corps. They
could come into play. Some are extremely have a class power called Take – Allowing the
powerful, yet others make simple Black Monk to steal 1d8 Body Damage from a
encounters. target with a strike roll. They only attack at
If you are in a low power night, as their newly found power does not
campaign it is best to choose the weaker of work in the daylight. They are NPC Monsters.
the list. For higher power games we have a
random encounter list. After that, we will
describe all Monstrous Enemies for use in
the game.

This list is only for unique Game


Monsters, the more common to fantasy
games are listed later.

Random Encounter Table


Roll 2d8 and add the value. Take the number
(2 – 16) and compare it to the following list.

• Black Monks
• Cerberus Hounds
• Demon, Type I
• Demon, Type II
• Demon, Type III A Basic Black Monk NPC:
• Demon, Type IV
Heart:: 4 Strike: 5 Attacks: 2
• Demon, Type V
• Demon, Type VI Soul: 2 Repel: 4
Defense:
10) Lost Mind: 3 Resist: 4 Soak
11) Mirror Strength: 4 Skill: 3 Damage as
12) Sinner per Monk
13) Sullen Reflex: 5 Body D.: 95 Class
14) The Dead
15) Watchers
16) Shape Cerberus Hounds

Each of these wolf size animals has


Descriptions three heads, and three bite attacks (DV – 6).
They are used as guards, and hunting dogs
Black Monks by Demons. Their biggest defense is you only
see them as big dogs, until they attack.
These are everything the Monk is, and Once they attack, their natural defense
is not. They have taken the power of striking drops. Any character that sees them must
and soaking damage, and died in evil ways. make a fear check (Mind) or run away.
Their bodies were raised by a Medium, but

81

GRAYER Mathieu (Order #36843716)


This will not stop them, as they were hidden, coming out with the random
love the chase. They were bred for service possession. Now, all six can roam at night,
and dedication. Once they start to attack, only needing a body during the day.
you’ll have to kill them or they’ll never For the most part, Demons send
stop. others to do their job. They convince a
mugger to attack, or a person to go crazy. All
have a power called The Whisper. When
used it will plant a suggestion in a target,
and make them think it is theirs. Even
suggestions that go against your nature can
affect you if you are a target. A Soul check is
the only way to resist.
Each type of demon has the same
basic look (variations noted), the same stats,
but not all the same powers. They have
wings of leather, which folds down to look
like a trench coat. Their “hair” is actually
thin flexible bone, with a razor sharp talon
Basic Cerberus Hound Stats on each end. With a head whip they can
cause a TD 10 bladed attack. The wings
Heart:: 2 Strike: 5 have claws on the tips that can be used for
Attacks: 3 two attacks, each at DV 15. They can also fly
Soul: 0 Repel: 4
Bite DV 6 at great speed, getting up to one mile per
Mind: 3 Resist: 4 Fear turn (half mile constant). They otherwise look
Strength: 6 Skill: 0 very human in shape, with glowing yellow
Defense:
eyes. Once they show their true form, it is
Reflex: 5 Body D.: 178 Hidden
time for them to attack.

The Types are listed next, with their


Demons individual power and weakness.

Base Demon Stats

Heart: 7 Strike: 5
Soul: 0 Repel: 5 Attacks:
Hair TD 10
Mind: 7 Resist: 5 Wing DV 15
Strength: 7 Skill: 7
Defense:
Reflex: 7 Body D.: 516 See description

Type I – Demon of the


Earth. A strange demon with stone skin
(Body Armor 200) that can change shape to
create weapons (DV 10 blades on the
Cast down from Heaven in the Great
arms / or blunt hammers), look like anyone,
War, these Angels remain loyal to Lucifer.
or move through the ground.
Although they began pure, they have now
They take half damage from bladed
been warped by their new place. Demons
and modern weapons, but double from
come in six Types, each one made for a
blunt strikes. Also, once their stone skin is
purpose. Before the Witch Trials began they

82

GRAYER Mathieu (Order #36843716)


broken to allow Body Damage, they can the Prophetic Power Elemental: Fire. Their
reform the skin in five turns. It is useless only restriction is not being able to call an
until formed allowing them to be wounded, Elemental for help (as they are Angelic
and once it is solid again they only take Beings). Instead they can become a body of
armor damage (Body damage does not fire, with the same stats as the Fire
heal). Elemental. Once this body is reduced to
Once they reach Zero Body Damage, zero, they revert to normal at full strength.
they explode causing DV 20 in a ten foot All damage they receive is healed in
radius; and reform at full strength. This three turns, and they must be brought to
process takes five turns allowing escape. zero before the end of the third turn. At zero
Death only comes to them if you can find they cause all flammable material within 10
and destroy the heart after the explosion. feet to catch fire. Explosive material will
explode, and Characters will start to take
Type II – Demon of the Sky. This burning damage.
tricky demon can become a translucent body Like other demons they don’t stay dead
of air, yet still attack without taking damage. for long. All fire in the area must be
To cause damage, you must strike when extinguished in two turns, or the demon
they become solid, as they can only stay in reforms at full strength.
their alternate form for three turns.
They have to remain solid for two Type V – Demon of Mystery. You
turns before they can use their power again. will almost never know this demon is around
Any damage they receive when solid is you, as they use a power like the Prophetic
repaired when they turn to air. To kill them Power Mental. Their favorite attack is making
they must be reduced to zero body in the you become stuck inside a nightmare of their
two turns they are solid. After, you must own making. This attack can pull every
remove the head or they will resurrect in five member of a group (up to ten) into the same
turns. vision.
Because they love to watch, they
Type III – Demon of the Sea. This always put themselves inside the vision, but
nasty fallen angel can become liquid, and never as what they look like. To break their
move through the smallest crack. Any hold, you must attack the false image of
porous surface, including materials like them. Once they are struck the vision stops,
sandstone, can be passed through in two and they will restart the vision in two turns.
turns. When this happens they return to full body
No mortal weapon can wound this damage.
demon, only items blessed (Benir cast on The restart molds the current reality
an object, see Magical Items) will cause into their new one, so you will not know who
damage. they are again. If a character dies in the
If they are near water, they can absorb vision, they die for real; as the vision is that
it to heal all damage in a single turn. If they strong. Although they have great power,
touch a Character, they can take the water their bodies are weak. You must reduce
from their body with a single attack causing them to zero Body to stop them, but they
death (roll Resist to counter). vanish after to fight again. To kill them, your
To kill this demon you must reduce last attack must remove their heart. Any
them to zero body, and expel them with attack that does not reduce them to zero as
Faith. This requires a Faith check, and any the heart is removed will not work.
failure will bring them back to full power.
Type VI – Demon of Armageddon.
Type IV – Demon of the Abyss. This is the warrior of Hell. They use a power
This powerful foe can use all five steps of like the Prophetic Power Physical at Step 5.

83

GRAYER Mathieu (Order #36843716)


One way they love to attack is to combine target becomes aware too late to save
their power with the use of a weapon. They themselves.
could swing a war hammer, and push you If a Character has a Mind of 5 or
back 20 feet adding to the damage. better, they can make a Mind Check again
Only silver affects them with damage to get out of their death. Any other
that stays, as they are the demon that character not affected can make a Reflex
possessed Judas Iscariot. Other damage is check to save the target, but then they will
healed every new turn. If you can bring be immediately attacked by the Lost.
them to zero damage in one turn they fall as A Lost cannot be hurt, they have no
if dead for one extra turn. physical body. They can only be driven away
After that turn, they rise up at full with a "Benir" (Bless) Spell-like Power.
power. If the damage is from silver, they
melt into the earth and vanish back to Hell.
These demons never die unless you know
their true name, and speak it as they start Mirror
to meld into the earth. Finding their name
is not easy, but it is written somewhere on This strange spirit has no physical
their neck (always in a different place) in form, only a white cloud with hazy eyes in a
Demonic Script. A Demonology check will human like shape. Once a Target looks them
allow you to read it. in the eyes, the Mirror becomes the Target in
all ways, down to the items they carry. In
Lost essence, to fight a mirror you fight yourself.
If you are killed by a Mirror they will
You can't see them outright, but become you. They take your memories inside
the Lost are always there. When a shadow so they can act more as you do. The only
passes in the corner of your eye, or a difference is they have no Soul. If they are
shimmer crosses your path it could be a killed, they turn to a white powder and fall to
Lost. Until they attack, you'd never know the ground. A good way to know if you are in
they were there. Lost tend to lead a a Mirror area is to see if there is a lot of this
character into danger, like a siren's call to powder around. A character that has a Lore
the water. The only thing the target can feel or Legend skill can make a check to know.
is the call of the Lost, never looking at what Mirrors come in groups up to five.
will happen. It is an attack of the mind
(Mind Check to resist), then comes the Sinner
emotion to go (Resist Check), finally the
Woe unto you if you must face a sin
in Bodily form. Sinners are the embodiment
of Deadly sins, and use that to their
advantage. Some attack face to face, others
with stealth, all to bring you to their side
(Sinners don't want to be alone). Their
Mental Attack Powers are as follows:

Gluttony - They cause a target to want


nothing but to eat. This feeling will continue
until they kill themselves with food. Every
turn a target must make a Resist Check to
stop. Six turns will kill.

84

GRAYER Mathieu (Order #36843716)


Greed - This causes a target to attack friend
or foe for every item of value they have. They
can resist, as before, for six turns; after they
will not stop until killed.

Sloth - This causes a target to not want to


attack. Every turn, for six turns, they can try
to resist. After six, the target won't even try to
run away; and will let them be killed.

Wrath - This causes a target to randomly


attack the closest thing, no matter how
powerful. They can resist for six turns (or
until their target dies), but after will not
stop until they or the target dies.

Lust - This burning desire will make a


target go after the opposite (or if not
available the same) sex in a rage of lust. The Stats of a Sinner
They will do anything to get what they want
including kill the object of their desire. After
Heart: 4 Strike: 5
six turns of failed resist checks there is Attacks:
nothing short of death that will stop them. Soul: 2 Repel: 4 mental
Mind: 3 Resist :4
Envy - This target will only do things to Strength: 4 Skill: 3 Defense:
outdo another. They will attack the same Face to Face
creature, wound themselves to match Reflex: 5 Body D.: 95 fight
damage, even kill themselves to die with
them. This effect can only be resisted six
times, before they will live out the fantasy of Sullen
being the other person.
They have the look of a man wrapped
Pride - The target feels nothing can stop head to toe in rags, and only their eyes can
them. They will go after enemies that they be seen. They are not mummies, but the
can't beat. No one can reason with them, rags do hold them together. Each Sullen has
and they will rush into their own death if a Medium Size Blade (DV - 12) attached to
need be when they fail six checks. each arm, just below the wrist, and get two
Though you have up to six times to attacks per round.
resist any Sinner's attack, the last failure When they attack, they come in
cannot be undone without a Faith check. groups of ten. Only two will attack at any
One resist success ends the attack, and the one time, but as one falls the next rushes
sinner must choose to attack again. in to fight. If you send forces to destroy the
reinforcements, they all swarm attack.
Because they are frail, all bladed
damage is doubled against them; and fire
causes double damage. Blunt weapons do
half damage, but they suffer no bleeding
damage as they have no blood.

85

GRAYER Mathieu (Order #36843716)


Blessed “Benir” or become a Dead (of the
style that bit them). Once the turning has
begun only a “Vivant” (Alive) Spell-like Power
can save them, but must be done before they
feed for the first time. If this is not done, the
character becomes an NPC and all Heart and
Soul stats are reduced to zero.

Stats of a Sullen

Heart: 0 Strike: 5
Soul: 0 Repel: 6 Attacks:
Arm Blades
Mind: 1 Resist: 4 DV 12
Strength: 6 Skill: 0
Defense:
Reflex: 7 Body D: 500 Reinforcements

Dead The Basic Dead

Imagine a body, dead and broken, Heart: 0 Strike: 5 Attack:


See Above
that just won't stop coming. The Dead are Soul: 0 Repel: 6
rotting corpses that wander the land in
search of fresh flesh. There is no Mind: 1 Resist: 4
negotiation, no pity; they will keep coming Defense:
until they are put down. Strength: 6 Skill: 0 See Above
Two types exist: The Swift - They run
Reflex: 3 / 7* Body D: 100
at double foot speed, and attack with fists
(DV 4), Claws (DV 8), and Bite (TD 5). The * Shambles / Swift
Shambles are slow moving, but just as
deadly (same attacks) as the swift. Watchers
They may not be able to follow you,
but their numbers are what counts. Both Even Hell has a paid informants, and
types attack in groups of 9 to 16 (1d8 + 8). Watchers can be anyone from the Lawman,
No matter the style of Dead, they are not to the little old lady feeding birds. These
affected by low body damage or bleeding. people volunteered to report on People for
Even at one Body Damage point they are their Loyalty; and Loyalty activities,
just as nasty. interceding if necessary. For this they have
Of all the attacks, bite is the most been given the power of Immediate
effective. The bleeding damage is doubled, Possession. This allows them to call a Type I
and the character has seven turns to be

86

GRAYER Mathieu (Order #36843716)


Demon into their body, and let them work attack. No Shape will end the attack until
through them. you or they are dead.
The use of this power is easily seen, All Shapes attack with a single
as they must stop what they are doing and preferred weapon (melee only), in groups of
cry out for the demon. They must be killed 1-3. Their territory is marked by small piles
before the demon comes, or you will have to of random bones against trees. A Shape will
kill them and the demon. The only other give up attacking if you leave their territory.
option is to exorcise the demon. This is a
Faith check. If you do, the Watcher will be One power that makes them deadly is
saved, but you will have to take care of the regeneration. Every turn they heal half of all
demon anyway. damage they have received, unless they are
One way to spot a watcher is to look brought to Zero Body in that turn. This;
for a shadow or reflection, as they have however, only keeps them down for one
none. Also, when confronted with a symbol extra turn, and then they regain all Body
of faith, their bodies distort in horrific ways; Damage and attack again. Once a Shape has
but only for a second. They all carry easily been brought to Zero Body, they must have
hidden weapons. If they decide to attack, "Benir" (Bless) cast on them to kill them.
they will fight as any other NPC. Their stats
vary greatly, and must be created by the
Regent.
Shape Stats
Shape
Heart: 1 Strike: 5
Soul: 3 Repel: 4
Attacks:
Mind: 4 Resist: 6 Short Sword
Strength: 7 Skill: 0 DV - 6
Two attacks per
Reflex: 5 Body D.: 316 turn

Other Enemies and Low Level Groups

The basic enemy will always be the


NPC. The Regent should be ready to use
NPC’s for random encounters, especially
when the players are low level. The Mirror
would be the safest bet for a quick encounter,
as they can only be as strong as the party
they fight.
The next consideration is a weakened
This mysterious creature, cloaked in version of a monstrous enemy. Some have
black with a white mask; or in White with a higher or lower Body Damage totals than
black mask, comes out to kill. They have no their stats would give, but you can lower
emotion, no pity, and no loyalty. If they see theses to enhance game play. Or, if you wish,
you in a territory they have claimed they maybe lower the number of attackers; even
attacks.

87

GRAYER Mathieu (Order #36843716)


Other Monsters but the group WILL be remembered, and
attacked on sight at a later time.
Some other Monster Types that are available in
Salem World are listed below. These are more
Fantasy based, so they were not included in the Basic Grotesque Stats
random encounter table.
Heart: 2 Strike: 5
Grotesque
Soul: 3 Repel: 4
Attacks:
This is a deformed Human, that has Mind: 1 Resist: 6 Fist:
been become deformed by genetics, and has a STR +1
lower than normal mental capacity. These Strength: 7 Skill: 2
Kick:
Bedouin type nomadic monsters attack in groups Body D.: STR +5
of up to 16 (roll 2d8 for number), and will Reflex: 5 316 Club: DV 6
continue to fight until all are dead. For starters,
all Grotesques have the highest strength and
lowest mind. All other stats are rolled at the time Hag
of use, 1d8 each stat with a seven maximum.
This is an apparition comes in the form
of an Ugly old woman or a cloaked Screaming
female shape. They have three attacks at their
disposal, a double claw strike, a Deafening
Scream of Fear, and the Black Out.

Deafening Scream of Fear – This causes a


sound to be heard and felt by the target (up to
six targets) giving 2d8 damage and a Mind
Check to avoid running in fear. No one but the
targets can hear or feel the scream.

Black Out – This makes the Hag turn into a


thick black mist, that surrounds the target (up

These monsters use blunt primitive


weapons, such as clubs; or fists to attack, giving
them a low damage value. The problem comes
with the shear number of attackers. If the
Bedouin group is near (1d8 roll, an even number
states the group is close) the attacks will come in
waves. Each wave will be a different number of
attackers (roll 2d8 for each wave), and will stop
when the entire tribe is killed (3d8 times 100 for
number in tribe).
The only other way to end the
fighting is to flee. It is up to the Regent to say
how far a group must travel to escape. Once to six targets) and crushes down on them for
that distance is achieved, the attacks will stop; three rounds; causing 2d8 damage per round.

88

GRAYER Mathieu (Order #36843716)


The Hag is also immune to all but spell-like Basic Harpy Stats
abilities in this form.
Heart: 1 Strike: 7 Attacks:
Basic Hag Stats Bite:
Soul: 1 Repel: 7 TD – 4
Mind: 1 Resist: 7 Claw:
Heart: 2 Strike: 3 TD – 4
Soul: 3 Repel: 3 Attacks: Strength: 1 Skill: 0
Specialized Reflex: 7 Body D.: 8
Mind: 2 Resist: 4 See above.
Strength: 4 Skill: 0
Double Claw: Troll
Reflex: 4 Body D.: 68 STR + 5
A feared enemy, and a powerful foe in
Harpy combat. Trolls come in various shapes and sizes,
each having a different set of difficulty in
Small, fast, and deadly the Harpy is overcoming. They can have multiple heads, be
the piranha of the sky. These 1 foot long overly huge, or even look halfway normal in low
humanoids have a two foot leathery wing span, light. No matter the type, they have a weakness in
and three rows of sharp teeth. They are not common. If they are in direct sunlight, they start to
deadly on their own, being quite fragile, but are become stone. The full transformation happens in
deadly for their numbers. They attack in swarms four rounds, unless they can find shelter.
of twenty, and travel in schools of hundreds! A All Trolls are light green in color, with a
school will attack in the individual waves of scale like look to the skin. They grow random
twenty (per target in a group), and as one (all lumps and tumors at random, causing many to
get the same attack number and all checks are appear hunched over. Their eyesight is poor,
the same). limiting their vision comprehension to a 10' radius.
Once a group of twenty has been The following are the types:
struck down, the next set of twenty will attack. A
Harpy can be scared off with loud sounds, bright Curmudgeon – They
flashes, and resemble a harry old
excessive man, with larger than
movement; normal ears and
these can also noses, and stand at
attract them if six feet in height.
they have yet They tend to stay
to see a target around, and claim as
when hunting. their own, structures
Area effect they can use for
weapons are daytime cover;
best at dealing bridges, natural
with their overpasses, shallow
numbers. or deep caves, and
will attack or challenge any who come near. They
are curious and collectors of anything they find
valuable, leading to many stories of them trying to
swindle people out of things for safety. They are
the most intelligent of the Troll race.
Curmudgeons use standard weapons.

89

GRAYER Mathieu (Order #36843716)


Heart – 3 Soul – 2 Mind – 6 Strength – Reflex – 2
5
Strike – 3 Repel – 4 Resist – 4 Skill – 2 B.D. - 68
Heart – 2 Soul – 2 Mind – 2/3 Strength – Reflex – 7
7
Sourcil – They can grow upwards of ten feet in
height, and are mostly found in deep forests near Strike – 5 Repel – 5 Resist – 6 Skill – 3 B.D. - 505
large water sources. Their main diet consists of
fish, and large game; but the occasional lost
traveler is never overlooked. Because of a large
nose that hangs below their mouth, a Sourcil
gains Advanced Smell, and can track a target by
scent over three miles. They can use any blunt
weapon as long as it has been modified for their
size (+5 damage)

Heart – 2 Soul – 2 Mind – 3 Strength – Reflex – 3


7
Strike – 5 Repel – 4 Resist – 5 Skill – 3 B.D. - 260

Degoutant – The largest Troll kind, that lives in


mountains and rocky outcroppings. Each of
these resemble a Sourcil, only growing upwards
of 15' and having two heads. They think
individually, react as individuals, but only control
one side of the body. By nature they normally
work together flawlessly. They can; however, be
confused in combat with random attacks
(Regent's call). They also receive Advanced
Smell, and use an enormous Spiked Club (DV -
12)

90

GRAYER Mathieu (Order #36843716)


Heart - 1 Soul - 1 Mind - 4 Strength – Reflex – 3
7
Strike - 6 Repel - 4 Resist - 4 Skill - 4 B.D. - 260

Dragon

The stuff of legend is alive and well


in the lowlands of the New World. They are
normally between 10' and 30' long (nose to tip of
tail), with matching wingspans to their overall
length. Each Dragon has four feet as well,
making them easily mobile on land as they are
in the air.

Learnaean – Deadly to the core, and hard to kill,


this Troll is mostly monstrous and aggressive. It is
called a Learnaen for a good reason, The Hydra of
Learnaen could not be stopped, as when one head
was removed two grew in it's place. Only burning
the stump would help, and the same goes for this
Troll.

They stand nearly 7' tall, but can


have multiple heads and limbs. Unlike the
Degoutant, they are controlled by a single mind
hidden inside the body. Each head has a bite For starters, a Dragon can use two
attack (TD – 10), each arm can wield a Club (DV claw attacks in a single initiative roll (TD – 15
– 4), and each leg can kick (STR +7). There are each), they can also do a wing buffet (TD – 10),
only two ways to defeat a Learnaen. or a wing claw strike with their wing tip single
claw (TD – 20). These are their three primary
First: Remove all heads and burn all attacks. Their final offensive weapon is their
stumps (the hidden mind will be severed at Prophetic Power Elemental, with all five steps.
that point. Second: Get them into the sun! This gives them the classic “Fire Breathing” as
seen in legend. Each Dragon; however, must
All extra heads and appendages will choose the element that they will use (Earth, Air,
fall of naturally in 24 hours, and turn to dust. Fire, Water).
When they are normal they have a single head,
and resemble a Curmudgeon (slightly taller). If
they grow too many limbs, they will become Basic Dragon Stats
incapacitated for three rounds. After this the
Body will reject the extra parts quickly, creating a Heart: 2 Strike: 7 Attacks:
dust bowl in a 20' radius. Visibility is only 1' in Wing:
the dust. They tend to migrate to a good food Soul: 4 Repel: 6
TD – 10
source, and Human cities can provide that. Mind: 6 Resist: 5 Claw:

91

GRAYER Mathieu (Order #36843716)


Strength: 7 Skill: 5
Body D.:
Reflex: 7 516

Fly Trap

Coming from the Carolina Colonies,


and spreading to other parts of the New World,
this normally harmless plant has started to get
out of control. The 7' plant consists of a main
stalk with a root ball at the base, a “mouth” at
the top with two hundred small spikes going
across a hinged two part head, and two
movable vines that can grasp connected just
under the mouth.

They attack only for food, reaching


out with it's vines to pull the victim to the mouth.
Once latched on, the victim is then pulled to the
mouth for a bite attack. If it is a success, the
victim has three rounds to break free, or be
killed. Their diet consists of small to medium
size animals, but they have been known to
attack and devour Human size targets.
Fly Traps come in groups of 1d8
stalks in a 10' radius. Each stalk has it's own set body will transform in three days; regardless of
of stats and Body Damage. They must be the moon phase. After the initial change, they will
reduced to -10 BDP and burned to be killed, or only turn during the full moon.
they will regrow overnight. A werewolf is completely controlled
by the Regent in wolf form, even if it is a PC that
was infected. They are a monstrous NPC, and
are to be treated as such; being made as fll
characters. All werewolves get two attacks per
round, and three styles to choose from. They
have two claw strikes (TD – 20 each) and a bite
attack (TD – 30), that can be used in any
combination. If they strike to grapple (Standard
Strike Score) they can successfully make a
Crushing Grab (TD – 40) and a Malicious Bite
(TD – 45) that is followed by a Death Shake.
This shake forces a Resist Check or the target
will receive damage from the following chart:

1d8 Roll Effect


2&7 Double Malicious Bite
Damage
Basic Fly Trap Stats
3&6 Loss of limb & TD – 60

Heart: 1 Strike: 5 4&5 Loss of Consciousnesses


Attacks: and TD – 50
Soul: 0 Repel: 4 Bite:

92

GRAYER Mathieu (Order #36843716)


1 Target breaks free entire body in blood for one week. When the
8 Target dies process is complete they will look “normal” again.

All stats are at 7 when the Vampire is


All werewolves suffer from the same
fully formed. BDP are MAX. Two attacks per
weaknesses:
round, both claw (TD – 40 each). If a successful
1 - Silver Causes Double Damage of the standard
grapple is made, target must roll to resist or the
weapon type
Vampire will begin to feed. Many of the myths
2 – Wolfsbane (the flowering plant) is toxic (TD –
about them are true, including their common
20 per round of exposure)
weaknesses and strengths:
3 – Mercury introduced into the system (TD – 20
per round until it is removed)
Vampire Weaknesses:
4 – Loss of all power on the New Moon
1 – Sunlight will destroy the Body in four rounds
5 – Death if caught outside during a Lunar Eclipse
2 – Under four rounds TD – 20 each round
3 – Cannot enter a structure (including caves)
All werewolves gain the same benefits:
unless invited
1 – In human form, no stat will be below a 5
4 – Uninvited entry causes immediate death
2 – In wolf form all stats are 7
5 – Repelled by crosses (when used in Faith)
3 – Regeneration of BDP at 2d8 per round
6 – Sliver weapons cause double damage
4 – Full BDP gained with Full Moon
7 – Holy water causes TD – 20 at contact (for 3
Transformation
rounds)
5 – Can only be killed with standard weapons
8 – Repelled by Garlic, causes TD – 10 at contact
when in human form
9 – The Heart MUST be staked, and head
6 – Can only be killed with Above weakness in wolf
removed to kill
form, nothing else
10 – They cannot enter Holy Ground, or Death
7 – BDP are raised to MAX.
occures
11 – A Grave Digger's Spade causes double
Vampire
damage
Another of the Monsters that can be
deadly, is the Vampire. They, like the werewolf,
become this when they are bitten by an infected
party. The virus takes over the host in three days,
and there is no known cure. The Vampire MUST
drink their body weight in blood, from a living
target, every day or they will fall comatose. This
condition will last until they are infused with blood
again. In time, the body will dry out, and look
mummified until they ingest enough blood to
hydrate themselves (three times standard body
weight).
As for the look of them, they seem
like underweight normal people. They do have
overgrown nails, blood spots on their lips, and
eyes that reflect a yellowish glow. In low light it
is almost impossible to know they are not fully
human. After years of living, they will lose hair, Vampire Strengths:
get a slight blue hue to their skin, and their 1 – Common weapons damage will fully heal each
canine teeth will continually grow outside the round
mouth. This can be reversed by soaking their 2 – Silver Weapon Damage will heal in one hour
3 – They never get tired

93

GRAYER Mathieu (Order #36843716)


4 – They can lift three times their body weight calls for a relex check or be swallowed. The
5 – Once they Bite, they can drain a body in three target has three rounds to be freed, or they will
rounds die in the digestive process. They take 1/4 of
6 – Feeding heals all wounds immediatly their BDP in damage each round.
7 – Can Plant Suggestion with a mind check (roll
resist or obey) Three types exist:
8 – They can become a black Mist and attack but
take no damage for three rounds Mongolian – This is the most common type,
9 – They can become a swarm of Bats, Rats, or having the Bite attack, and a tail spike that can
Spiders to flee (one for each remainind BDP) strike for TD – 20 (+10 points as size increases).
They have a clear scale armor that adds 30 AR
Death Worm per square foot, that must be broken to do real
damage.
It is featured in many myths around the
globe, and has come home to the Colonies to Indian – This is the venemous variation, that adds
roost. The Death Worm looks more like a long a bit more danger to the encounter. They have
piece of intestine with sharp spikes in rows all the same 30 AR scales, and Bite attack. In
around, than a traditional worm. addition to this they have a set of fangs that can
In the front they have a large pincher inject a victim, and kill in four rounds. The
and Mouth with rows of sharp teeth and a crushing antidote must be onhand, and can be made by an
jaw, no eyes yet can track a target underground for Alchemist to save the target. They can also "spit"
miles when it moves. this venom at a target to cause burning damage
They surface to attack, looking very (TD – 10 per round) until washed off. They do
pink and slime covered, as their bodies produce a not have the tail spike.
powerful lubricant that aides in underground
movement. This can be collected (at great risk) Olympian – This one looks to be the same as the
and sold for 10 GP an ounce, being used for Mongolian, but with a blue hue. When they
mechanical lubricants and lantern oil. attack, they can force out a lubricant spray that is
At their top speed, they can pass then electrified to cause TD – 20 per round. It
through the Earth at almost 45 MPH (Miles Per can only be maintained for up to three rounds,
Hour). Above ground they slither at a slow 5 then it must be dropped to build the charge again.
MPH. They also have the Bite attack, and the Tail spike.
Stats of a Death Worm

Heart:: 2 Strike: 5 Attacks:


See Type
Soul: 0 Repel: 4
Mind: 3 Resist: 4
Strength: 6 Skill: 0 Defense:
Travels
Reflex: 5 Body D.: 178 underground

Gorgon

They can be found in sizes ranging The mighty warrior and foe of all, the
from 4' long with a 1' round body, to 12' long Gorgon has come to the New World. Like the
and a 6' round body. Stories have been told of classic Greek myth, they have the body of a
them surfacing at a gigantic 60' long and having snake with the head of a human with thin snakes
a 20' round body! With the sizes comes the for hair. They do have a large rattle at the end of
ability to swallow a man size target whole. This the tail, and are said to be accompanied by
can happen with their primary strike Bite that hundreds of Rattle Snakes when found in the

94

GRAYER Mathieu (Order #36843716)


wilderness. If they attack, they tend to be alone. The first sign of a Goliath Spider
infestation are the Web Mats or large areas of the
ground and trees covered in silk.

For the adventurous, the silk is worth 5


Copper Pieces a pound.

Inside the mat areas are Pods


containing the eggs of the Goliath Spiders.
Inside there are 10d8 immature spiders at 4
inches Wide. They have 5 BDP each and an
AR of 30. There is a 50% chance (1d8 on even
numbers) the Pod will burst open if touched. In
that event, they attack as a group. Each one has
a Venomous Bite at TD – 10 +2 per turn for Five
turns. After that the Venom dies out.
Each snake on the head can bite for When encountering a Full Size Goliath
TD – 4 (1d8 x3 active snakes), a Gorgon can Bite Spider, on a 1d8 even number roll, they will have
for TD – 15, and they also have the Stare of 10d8 immature Spiders with them. These are
Stone that affects only one target. They must carried on their back until they are mature enough
make a resistance check (if they look a Gorgon in to be on their own.
the eyes) or be Turned to Stone, and must be
turned back by the Gorgon or a Spell-like Power in
three days or the effect is permanent.
Gorgons prefer using a Long Bow and
a Long Sword, but have been seen using firearms
in recent encounters.

Basic Gorgon Stats

Heart: 2 Strike: 7
Attacks:
Soul: 4 Repel: 6 Stare of
Stone, Head
Mind: 6 Resist: 5 snakes
Strength: 7 Skill: 5 TD – 4
Bite All Mature Goliath Spiders have these stats:
Reflex: 7 Body D.: 516 TD - 15
Heart - 0 Strike - 5 Attack:
Jump 10'
Goliath Spider Soul - 0 Repel - 5
Crush Strike TD –
Mind - 5 Resist - 3 30
A deadly variety of Spider, and one Bite TD – 30
that cannot easily be forgotten. This resembles a Venom – 10 BPD
per Turn for six
common Tarantula only the size of a Pony. They
turns.
inhabit deep forests and Mountainous regions.
They were thought to have been enlarged by Strength - 7 Skill - 4 Defense:
Web hold, Jump
magic, but they breed very naturally in the wild. Reflex - 7 Body - 340
10'
There are up to six large Spiders in a group, with AR - 150
thousands of standard size followers that amass
in the general area. Jabberwocky

95

GRAYER Mathieu (Order #36843716)


Heart – 2 Strike - 5 Attack:
“Beware the Jabberwock, my son! See Description
The jaws that bite, the claws that catch! Soul - 0 Repel - 3
Mind - 5 Resist - 6
Strength - 6 Skill - 0 Defense:
Reflex - 7 Body - 465 See Description

Ukobach

Seen as the
lesser of
Devils, an
Ukobach
does the
menial
tasks a self
This is more than the stuff of
respecting
nightmares. The Jabberwocky is a solitary
demon
killer, that has wings to fly, claws to strike,
could not.
and teeth to bite. It may sound like a child's
They rarely are outside the abyss,
rhyme, but it no Joking matter.
as they don't have a need to be on Earth,
First, It is a winged creature, able
however; they are known to tread our world
to fly at twice human speed. These winds
in search of something to keep them
are stretched thin on their frame, so they are
entertained.
no good for fighting. They can Dive Bomb
Ukobachs have the innate ability
and Grab any target with a Strike Check.
to steal. With a simple Skill check they can
This will allow them fly up and drop the
take any item, and insure it is never found.
target for Falling Damage.
Being only 3 feet in height helps with this gift.
Second, they get 4 Claw attacks.
They are not strong, or very aggressive.
Each one can be used individually or
Their common weapon is a small spade,
simultaneously. Claws are DV – 15 each.
looking more like a little shovel with a long
Third, they get a Bite attack
handle.
against one target. The successful Strike
gives a TD – 10. A second success is a Bite
Basic Ukobach Stats
Shake that is TD – 30.
The greatest defense for them is
their tough skin. Only Blessed Weapons or Heart – 1 Strike - 5 Attack:
Vorpal Swords can penetrate for damage. Soul - 0 Repel - 3 Claw TD – 4
Bite TD – 4
If one takes a sword to a good Weapon Mind - 5 Resist - 6 Spade DV - 6
Smith, they could modify the blade to
Vorpal for 100 SP. It would add a +8 to
Strength - 3 Skill - 0 Defense:
Damage. It also makes it effective Reflex - 4 Body - 60 Immune to fire,
against a Jabberwocky. BDP heal at
1d8 per turn.
Basic Stats

96

GRAYER Mathieu (Order #36843716)


Abraxas Reflex - 7 Body - 430 See Description
They have a
chubby look,
Behemoth
with a human
like face. Seen
This is the largest of the Devil
as princes in
Kind, resembling a giant man with very
the Abyss, the
elephant features. They have tusks that can
Abraxas is a
be used as weapons (2 x Stab attack at TD
formidable foe.
– 30), use of any weapon they touch with
Each has
their class power:
Command over
ten Type I
Rematter – When
Demons, this
they touch an item, it
devil can call
grows to fit their
them to arms
hand. A weapon will
quickly. In two
also yield X3
Combat turns,
damage. It also
his army will appear.
brings them full
They also have two strange
knowledge of the
attacks:
weapon's use (or item
use) as if they have
studied all features.
1 – Each foot has a snake that grows from
Behemoth
the Big Toe. It can give a Venomous Strike
also has a crush
for TD – 20 +5 BDP each turn for five turns.
attack. It deals 40
2 – Their Tails are pierced, and mounted
Damage, and the target
with a Steel Ball. This can be whipped at a
must roll a resist check or die.
target for TD – 15.

They can carry and use any other


weapon. Most use blunt staffs or Long
Basic Behemoth Stats
Swords, but that is not a restriction. Each
can heal 2d8 damage at will.

Basic Abraxas Stats Heart – 2 Strike - 5 Attack:


Soul - 0 Repel - 3 See Description
Heart – 2 Strike - 5 Attack: Mind - 6 Resist - 6
Soul - 0 Repel - 3 See Description
Strength - 7 Skill - 7 Defense:
Mind - 5 Resist - 6 Reflex - 7 Body - 540 See Description
Strength - 6 Skill - 0 Defense:

97

GRAYER Mathieu (Order #36843716)


Chapter 10: Game Structure and Aid
How to Run an RPG with style Beyond outlooks, classes must be
played correctly. A Pastor would never
The biggest part of being a Regent is involve himself with a Witch, or a
running a great game. It must challenge the Magistrate with any type of Thief. It
players, make them think, and above all should be common sense that classes be
have fun. Nothing is worse than a game that followed as they are written, so as Regent
isn't run well. If a Regent ignores the basic you need to guide them there.
concept of fun, they won't be Regents for These may seem minor to a player,
very long. but a Regent must keep an eye open; looking
So on to the basics. How do you run a for players that don't play the way they
Role-playing Game? You become the narrator should. Before we move on to some tools to
in a novel, the players become the main use during game play, lets touch on what a
characters, and together you weave the Regent can change to aid in game play. The
story. A Regent must be ready to give long and
detailed descriptions of surroundings, play short answer is anything. The challenge of
every character the players meet, and offer the Regent is to make the game work for
them challenges to overcome. You have to themselves, and the players.
know what's in the cave to the left, or past
the forest to the right. Players love to go Setting the scene
where a Regent is unprepared.
Make the game just hard enough to To get the game started, you have to
matter. There are several monsters, but not figure out how the players got together. Did
all of them can be used against low power they grow up together? Did they all get hired
characters. Imagine a new group against a for the same job? Did they just run into each
Type VI Demon. On one hand, their shear other on the road? However you choose, play
attacks could wipe out the group in a few it out in the first session. This is good
short turns. On the other, how many would practice for later, when your group will grow.
know to have the proper weapons to stop New players bring more characters. Dead
them. characters lead to new ones as well. You
Don't make the game too easy have to find a way to seamlessly add these
either. If they only fight criminals, or people to the group.
Mirrors, they might squash every enemy in
a single turn. Worse yet a Regent could The classic method is, "You enter
have only adventuring, or only combat. The Joe’s Tavern..." or the bar scenario. Every
first may bore the players because they only character meets at a designated building;
talk. The latter may slow the game so there they play out the first meeting, and then find
is no progress. Balance is key to fun, and a reason to travel together.
excitement. The second most used idea is, "I
Another part to remember is making saw your add and..." or the work for hire
the players play their characters. No, we scenario. Here the characters need not agree
don't mean make sure they bring them with to travel together, they are asked by the one
them. Every character has an outlook, and hiring them to work together. This may add
that should guide the way they are played. conflict to the group, but aides in forcing the
If the group is mostly neutral, why would players to play their characters. The first
they rescue a kidnapped Judge; even for a meeting is the most important.
price? Why would a group of mostly good After your group has begun, take
outlooks take an assassination job? what skills they have, and their individual

98

GRAYER Mathieu (Order #36843716)


powers to create conflict. Don't let the The other choice is to just go with
power of one character rule the game. Find what they're doing. This may ruin your plans
a reason a powerful character's power can't for the story, but it doesn't mean your story
work or is simply useless in THIS conflict, is dead. You simply come up with an
give that job to the lesser so they can grow. adventure that takes them to another clue,
If someone is way too powerful, suggest the or just helps them grow as characters. This
player create a new lesser character. will make a timed adventure, or, "you have
three days to...” not work as well. Now is
Moving Them Along when you modify the main story to fit what
has happened in game play. Besides, no
Once you get the conflicts in order, adventure ever goes as planned.
get the adventures going. Use some kind of
conflict, not always a fight, to move the Standard Conflict
characters where you want them. In film it
is called a MacGuffin (a plot device used to All stories are built around conflict.
move the story). You should know they will Role-playing shouldn't be any different. Think
refuse, and will always go where you don't of your favorite novels. They have increasing
want them. Some tools to use when you conflict, resolution, more conflict, and so on
need to "push" the players in the right until they end. Movies are built the same.
direction are: You can't win all the time, and the failing of a
scenario only gives you a reason to press
1) Enemy after Enemy. No matter how forward.
much they fight, something else comes at Keep yourself reminded that not all
them. They should figure out quickly... this conflict is a fight. You can use caves,
is not the right direction. puzzles, seeking out people and things,
contests, anything that uses a group's skills.
2) NPC's warning. You have them meet If a Monk is in the group, give them a
several people, who keep telling them they chance to use their special skills to help.
shouldn't go that way. Don't let the group rely on Special
Powers to complete everything. Sure, a
3) Impassible object. This is not fireball would wipe out all the Sullen; but
suggested, but it works. The river is what does the rest of the group do? An
flooded, and you can't cross. A farmer just Apostle can heal everyone, but maybe it's
put up a ten foot stone wall. This puts the best to just rest.
message out quick, but it doesn't give the The following is an example from a
players much chance to decide for game I played years ago. I'll use Salem World
themselves. terms for copyright reasons.

4) They came to find them. Someone or a Regent: A Demon, looking weak and drinking
group has journeyed to find the group and water, stands next to the culvert as you start
tell them they are off track. Like the to cross.
impassible object, this is an in the face way Monk: We'll need to attack quickly, so it can't
of saying, "Go back." kill us.
Man-at-Arms: I'll do a sneak attack, and try
5) Tracked back the right way. You don't to divert its attention.
want to push them too hard, so you set up Regent: OK. Roll for your sneak attack, then
a track or road to follow. If they are seeking everyone rolls initiative.
something, and find tracks they may just Man-at-Arms: Made it for 15 damage.
follow the new path. Quick and simple.

99

GRAYER Mathieu (Order #36843716)


Regent: The Demon turns to look at you, and The same is true when they can't find
get's ready to attack. Who has the highest a clue for a mystery. They must now find
initiative? help, or study new ways of getting the same
Warlock: I rolled a one. result. Loss is just a way to get another
Regent: What do you do? chance to win.
True Monk: I'll use obliviate, step five Make sure not to coddle the characters
physical. too much. Sure, there are times to happen
Regent: The demon rolled an 8, and is now upon knowledge; but handing them every tool
dust. makes the game boring. The same applies to
Monk: Great, I guess this is over. battle. An Enemy must be able to be
defeated, but not just with one hit.
Although the powers were used Remember the demon from before? If the
correctly, the Regent let everything be done group is that powerful why use one demon?
by one character. Maybe the Demon could Why not ten?
have resisted for some reason, or the The other side is making everything
Warlock’s roll should have been checked. too hard. Five against five hundred? Two
Was there anything that would have broken players verses ten Sullen? Low power groups
the concentration for the attack? This also against an army of Type VI Demons?
shows how an unbalanced group is hard There always needs to be a way out,
for the others to deal with. In that game, and hope in battle. If there is too strong an
two of the players didn't come back. Their enemy, give them a chance to escape or hide.
reason, "It just wasn't fun for us." The same applies to other challenges. A low
Another bad choice for this kind of power Bishop may not be able to get past a
conflict, letting the NPC's do the work. Had door with a hundred locks, with hanging bell
the Warlock been an NPC, the entire group traps, and several Watchers in the hall.
would have felt left out. Always make sure
to let the players feel they matter. Magic Items
One great conflict I was involved in as
a player involved a simple Labyrinth. Our Just like any good fantasy, some items
group was asked to get a special item from you find are fixed with magic for amazing
the center, but no one could find a way effects. These effects can aide or harm a
through. In turn we were lost in the character. All magical items are extremely
labyrinth for three days of play. rare, and should be treated as such. No one
One player finally asked, "How hard would just make a ring, that lets a character
would it be to knock a wall down?" This use a Miracle, and mass produce it for sale in
threw our "Regent" into unknown areas. He shops. They take great power to make, and a
knew where we were in the labyrinth, and long time to finish.
saw the item was on the other side of the In this section we will go over the
wall. Every character took a turn hitting basics of making magic items, and who can
the wall for damage, and we finally broke use them successfully. All items will have at
through. We had mapped our progress, and least one power, one drawback, and one
got out quickly. restriction. This will not only keep them
Not all conflict needs to be won. interesting, but will diminish their ability to
When a group loses or can't solve rule the game play.
something, they will learn and grow just as To start, only someone who uses Spell-
much. Imagine a battle where everyone is like Powers can make a magic Item. They
low on Body damage. Their only choice is must be able to construct the item as well.
surrender (running in this case is not an You can’t take any finished item and bless it,
option). Once captured, they must now free only what is made by the character.
themselves and get back on track.

100

GRAYER Mathieu (Order #36843716)


Power: The simplest way to give an item
power is to choose a Spell-like Power from Let's assume you want to make a ring
the list. This makes it a casting item, and that lets the user cast Faiblesse (weakness).
open for non casters to use Spells and The Spell will always work, but the drawback
Miracles. If their class is restricted from comes in the form of body damage (say one
using magic, they still cannot use this item. point per use). To keep it out of the hands of
Skinwalkers, they are restricted from using it.
Drawback: This is an effect that will This is good for a quick item, but what about
happen to the user. Simple effects should something worth questing?
be for low power items, harsh effects for Random creation is the best way to
higher power. make a high power item. This is a set of
rolls that give you all the information you
Restriction: Choose a class or outlook that need to make a magical item, and fill in all
can't use the item. Natural restrictions the effects it has. Follow the following lists
would be weapon items that characters to make a random Item:
can't use, like bladed for Monks.

Item Type Drawback

1 or 8) Common item 1) None


• Armor 2-3) Body Damage (1d8)
• Ring 4-6) Weakness after use
• Relic • Addiction (Must use daily or suffer)
2 to 7) Weapon • Roll to resist Coma (1d8 turns) with every
use
Power
Restriction
1) Prophetic Step 1
2 - 3) Spell 1) 2 to unlimited Times per day
4) Attribute Bonus (Roll a 1d8. An 8 is two up to a 1 being
5 - 6) Strike Bonus unlimited)
7 - 8) Repel or Resist Bonus 2-4) Forbidden Classes
5-6) Must roll to Strike or another roll
7-8) Forbidden Outlooks

Let's roll an example, step by step. User will have to use the item and power
You will see that sometimes you have to every day, if lost they will face death to
modify the outcome to have it make get it back. The fourth roll 4, Forbidden
sense. The first roll 2, a weapon. We'll Class. We'll make it Magistrate, as they
make it a Long Sword. The second roll 1, can use this type of weapon.
Prophetic Step 1. We'll make it Physical
(movement). The third roll 7, Addiction.

101

GRAYER Mathieu (Order #36843716)


Destroying a Magic Item Experience Rewards
1 - Using a skill / power (even failed)
A magic item can only be destroyed 3 - Playing ones Outlook
with the same tools it was made. If forged it 5 - Playing true to character
must be put into forging fires, carved items 3 - Creative ideas (that did or didn't work)
can be chopped up, etc. If a character wants 5 - Using a skill / power in unusual ways
to destroy an item, being the only way to 8 - Causing harm to self for saving another 8
break an addiction for example, they must - Potential Self sacrifice
practically quest to make it work. 6 - Causing large effects for outlook play
You as Regent must come up with 3 - Playing class correctly
the story of the item, and where it must be 10 - Killing / defeating a powerful foe
taken. Once it is destroyed, roll on the next 5 - Killing / defeating a matched foe
list for the effect of destruction. 2 - Solving a puzzle / riddle / maze
3 - Good / Evil / Neutral deeds that match
• Simple Destruction Character personality
• Power of item strikes character
• Character takes 3d8 Body damage as The values may be small, but they are
item explodes character build points. Each one could be the
• Character randomly changes outlook last one needed to raise a strike from 3 to 4,
• Character looses all but 1d8 Body or reflex from 5 to 6. More than treasure in a
damage in explosion game, experience points should be earned
and valued. If you hand out two hundred a
• Item causes random monster to appear
session, everyone will grow too fast. If you
and attack character
hand out two, they will grow too slow.
• Item's creator appears and attacks
You should keep track of an
character
individual’s experience, and hand them out
• Character must make a resist check or at the end of play. This will allow for an
die uninterrupted flow of game play, and still
You can also give other effects to fit a give the players what they need to grow. Keep
storyline in mind that a player can lose points for
actions as well. Let's look at an example
Experience Points game, and show how this can be done:
Giving out experience points is one of Regent: Before you is a hallway, with three
the more difficult jobs of a Regent. In some doors at the end.
games they only go for a level of experience, Warlock 1: I'll use Briller (shine) on this stick
and then the character grows in power. so we have a torch.
Here they build the character in individual Warlock 2: Could be a trap. Let me use
sections, allowing the power structure to Domestique (servants) and send them into
grow as the player wants. the hall.
Don't just give out experience for Regent: Roll to see if it works (both make the
combat. Skills used correctly, even failed roll). One of your servants trips a line, and is
attempts are chances to grow. Playing crushed by a rock.
within the character's outlook should be Magistrate: Glad I didn't go first. But I'll
rewarded. When you take away a combat shoot all three doors, and see what happens.
based, kill for growth experience system the Regent: I won't make you roll on a stationary
players are freer. The following is a basic target, but the two outer doors vanish into
way to deal experience. This is, of course, the rock wall.
not a set rule; but can aid you in this area.

102

GRAYER Mathieu (Order #36843716)


Skinwalker: The hallway is trapped, most point value (such as killing / defeating a
likely in a maze pattern. But, I don't want to powerful foe) and split it between all
tell anyone. matching how well they played. There is
Regent: Oh yea, you're Paranoid. almost never a need to give out even points
Magistrate: Can I make a mind check to see to each player for the same battle.
if I figure that out?
Regent: Do you have any tracking skills? Travel, Time, and Game Play
Magistrate: Yes, Bond Hunting and
Tracking. One aspect of the adventure game is
Regent: Ok, I'll say make a skill check to the need for travel. Be it from city to city, or
see if you can find the same pattern the across the ocean there is time involved. An
Skinwalker mentioned. (Fail) You feel safe entire continent may take a years journey by
to enter. Coach, or three hours of magic assisted flight.
Magistrate: Ok. I'll take a step inside, and However the characters decide to move, they
look for another torch. will need to play it out. As Regent, you should
remember the world is a large place. To put
They all played as their character it in perspective, a turn is one minute. That
would; even walking into a trap they knew means 60 turns per hour, and 1440 turns a
about because of a failed check. You can go day.
by the list and add up points, or figure out
some good ones on your own. For sake of In combat, one set of initiative play is
argument, we'll use the list: also one turn. This gives you 1440
Magistrate – 11 combat attacks in a day, if you had
Warlock 2 – 5 constant combat.
Warlock 1 – 4
Skinwalker – 13 The Random Encounter

Each one did what they thought When running an adventure, you
would work, but the Magistrate did more don't need to play out every minute of
role-play than the others. This gave him the travel. Game time should not be real time, if
extra he needed to bump up to 13. Even you did; most of your games would be
though this is strait off the list, if this type sitting doing nothing. The use of random
of progress keeps up the characters may encounters is a good way to show the
grow too fast. movement of time.
You could take a few points away Once a group has decided to travel to
from the Magistrate for using information a new city, it's time to see what happens on
the character didn't know. Maybe take the road. Your group may run into travelers,
some from the Skinwalker for not giving out bandits, or even monsters. Each one is
false information. possible, but the strength of the group
As stated this is a hard job for a should show you more of what they will see.
Regent. A good rule of thumb is, "Give more For new players it would be best to use
experience to weaker groups, and less as NPC encounters. These give them a chance to
they get stronger." This would take into earn experience points, and grow in power. As
account their growth as characters as well. they get stronger, add low level monsters.
The best way to hand out experience These are the ones easily defeated, but still
is just slightly more complicated. Keep challenge characters. Once the group is
track of individual achievement, but also a ready, they can face the most powerful
group pool of points to hand out. Large creatures.
battles have everyone fighting together, as Non combat options are a good way
does a monster encounter. Take the single to further time. The party can run across a

103

GRAYER Mathieu (Order #36843716)


crime scene, and investigate. They can be
approached to run escort of another person In the monster section there is a roll
or item. Good Regents will have a number table for monster encounters. This is best
of things ready to keep the game lively. used for higher power groups. If you decide to
This, of course, all depends on the have NPCs or other groups as encounters,
number of adventurers as well. A large make sure to have the NPCs ready.
group of low power characters could take Remember also, one NPC can be used as a
on a single strong monster, or a weaker group. Each group doesn't need individual
version for smaller groups. An offer of a sheets, unless there is a specific person they
quick side quest can move the time just as are to meet.
effectively in the weaker groups. It will give
good experience and add flavor to the story. Basics of Damage
When you start a small group, get
them up to power quickly. In turn, a large With every adventure, there will be
group can pace out growth a little longer. instances that cause damage in strange
However you decide to play this out, ways. Some examples are falling, falling
remember to make it challenging yet fun. objects, running in thick grass, and hitting
solid objects. Each can cause injury in some
Here is a good way to roll for fashion, even death, and must be controlled
random encounters. Every three hours of by the Regent.
game time roll 1d8. If you roll a one or
eight give them an encounter. Any other Use extra damage wisely, as it can
number means nothing happened. After change the momentum of the game quickly. A
the first encounter, let them travel free low power character trying to slam open a
for the rest of the game day. Once they door might cause death, or a high power
find shelter, roll for nightly encounters character falling could only bruise. Consider
in the same way. You can give more or the following for damage, then modify for the
less encounters as needed. adventure:

Damage Type (Common) Damage Rate


Crushing 1d8 per turn
Falling 1d8 per foot
Falling Object 1 point per pound + 1 point per foot
Thick Grasses 1d8 bleeding per 10 feet of movement
Sharp Shards Half 1d8 per step
Tripping Half 1d8
Slamming Into Solid 1d8 per attempt or foot of fall
Slamming Into Liquid 1d8 per two feet of uncontrolled fall
Damage Type (Unskilled Attack) Damage Rate
Punch Strength Score
Kick Strength + 2
Head Butt Half Strength Score
Body Slam 2d8 per foot of fall (up to half Body Weight)

104

GRAYER Mathieu (Order #36843716)


Unskilled Weapon Half Weapon Damage
Object as Weapon, Small Strength + 1d8
Object as Weapon, Medium Strength + 2d8
Object as Weapon, Large Strength + 3d8
Element Damage Damage Rate
Burning 2d8 per turn
Drowning 1d8 per turn
Buried 1d8 per foot depth (suffocation and pressure)
High Winds (75 mph +) 1d8 per turn and falling + flying objects
Explosive (non weapon) 1d8 plus falling or slamming
Explosive Underwater (non weapon) 2d8
Explosive Underground (non weapon) 3d8

105

GRAYER Mathieu (Order #36843716)


Objects Receiving Damage for the surrounding structure. This will
allow them to open the hole wide enough to
There will be times an object will pass.
need to be attacked, and its damage and All materials will have different
resistance must be found. For these damages, and are listed next. Take into
situations, base it on what the object is account all weaknesses (cracks, blocks and
made of; then how it is constructed. After mortar, or fire damage) to get a good score.
they have punched a hole, half the damage The variance will be up to the Regent.

Material Damage Points


Stone, solid 20 points per foot thick
Stone, brick 15 points per foot thick
Clay, solid 10 points per foot thick
Clay, brick 6 points per foot thick
Wood, cut board 15 points per later of board
Wood, block timber 20 points per inch of board per layer
Wood, rough timber 25 points per inch of board per layer
Iron plate 40 points per inch doubling every plate layer

Also note the construction of an Character Sheets and Beyond


object. If it is metal plated, are there
fasteners holding it together? Can they be The following sections have
broken to help? No matter how you decide, character sheets. There are also NPC Mini
make it fit with the characters in your game. Sheets that are perfect for making quick
Solid objects can also get a resistance characters for encounters.
check. To keep it simple, it would receive 1 You will also find various charts for
point per three inches of thickness (Max 7 random dungeons or caves, sickness, and
Points Resist). extended treasures.
The same system can be used for We hope you have enjoyed the game thus
smaller items. If the characters want to far, and we look forward to getting new
destroy a statue, use the stone or clay values. material out as soon as possible.
Doors and tables can use the Wood Boards
value. 218 Games!
R.P.Ridgeway

106

GRAYER Mathieu (Order #36843716)


Appendix: Adventure Tables

107

GRAYER Mathieu (Order #36843716)


108

GRAYER Mathieu (Order #36843716)


109

GRAYER Mathieu (Order #36843716)


110

GRAYER Mathieu (Order #36843716)


111

GRAYER Mathieu (Order #36843716)


112

GRAYER Mathieu (Order #36843716)


113

GRAYER Mathieu (Order #36843716)


“Some people call us Geeks,
Others call us Outcasts.
We are the last members,
Of a dying breed.
Children at heart,
Who can still imagine!”

R.P. Ridgeway

About the Author

R.P. Ridgeway has been an avid role-player for 25 years, and has helped in the creation of
several different styles of game. He was given a Young Author’s Award in Bedford, Indiana;
wrote and directed the short plays, “The Search for Higher Meaning,” and “The Real First
Trip to the Moon,” at the Youth Performing Arts School in Louisville, Kentucky. At Freed-
Hardman University, he studied English and Theater, and Graduated in Biblical Studies at
Kentuckiana Bible College.

Proverbs 12:14, “From the fruit of his lips a man is filled with good things, as surely as
the work of his hands rewards him.”

114

GRAYER Mathieu (Order #36843716)


Salem World Character Sheet
NAME: CLASS: HAIR:
AGE: HEIGHT: EYES:
Loyalty: WEIGHT: BUILD

HEART O O O O O O O HISTORY:
SOUL O O O O O O O
MIND O O O O O O O
STRENGTH O O O O O O O
REFLEX O O O O O O O

OUTLOOK: EXPERIENCE: /
FAITH: O O O O O O O PRAYER: O O O O O O O

BODY DAMAGE: / STRIKE: O O O O O O O SKILL: O O O O O O O


BODY ARMOR: / REPEL: O O O O O O O RESIST: O O O O O O O

HOBBIES: OOOOO COMMON SKILLS: FIGHTING SKILLS: WEAPON SKILLS:

BARTER ITEMS:

PERSONAL ITEMS:

HOLDINGS:

PROPHETIC: MIRACLES / SPELLS:

115

GRAYER Mathieu (Order #36843716)


TRAVEL JOURNAL

OVERFLOW INFORMATION

116

GRAYER Mathieu (Order #36843716)


NPC Mini Sheet
Name: Heart: Prophetic / Miracle / Spell
Age: Soul:
Loyalty: Mind:
Class: Strength:
Outlook: Reflex: Weapons:
Hair/Eyes: Strike:
Build: Repel:
Body D.: Resist: Faith:
Armor D.: Skill: Prayer:

Name: Heart: Prophetic / Miracle / Spell


Age: Soul:
Loyalty: Mind:
Class: Strength:
Outlook: Reflex: Weapons:
Hair/Eyes: Strike:
Build: Repel:
Body D.: Resist: Faith:
Armor D.: Skill: Prayer:

Name: Heart: Prophetic / Miracle / Spell


Age: Soul:
Loyalty: Mind:
Class: Strength:
Outlook: Reflex: Weapons:
Hair/Eyes: Strike:
Build: Repel:
Body D.: Resist: Faith:
Armor D.: Skill: Prayer:

Name: Heart: Prophetic / Miracle / Spell


Age: Soul:
Loyalty: Mind:
Class: Strength:
Outlook: Reflex: Weapons:
Hair/Eyes: Strike:
Build: Repel:
Body D.: Resist: Faith:
Armor D.: Skill: Prayer:

117

GRAYER Mathieu (Order #36843716)


118

GRAYER Mathieu (Order #36843716)

You might also like