Salem World Extended Edition
Salem World Extended Edition
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Peggy Simpson
30 Seconds to Mars
&
Coffee
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.
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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.
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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
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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:
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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
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)
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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
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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.
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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:
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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
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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:
BARTER ITEMS:
PERSONAL ITEMS:
HOLDINGS:
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Barter Items
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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.
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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,
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Warlock:
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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.
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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
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A Mind of Seven
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Spells / Miracles
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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.
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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
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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:
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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,
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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
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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,
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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.)
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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
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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.
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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.
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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
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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
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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.
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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.
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Thatcher – The ability to make roof material Apothecary – The knowledge and ability to
and netting. manufacture medicines, and elixirs.
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
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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.
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Riding
(Must Choose Animal) Social Science
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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.
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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.
Wood Working Knife - Thin blade knife for Roofing Straps - Leather and cloth straps to
carving design. Cost 15. tie roof slats together. Cost 3.
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.
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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
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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.
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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.
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• 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
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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
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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
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Dragon
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Fly Trap
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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
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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
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
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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.
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100
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.
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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
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R.P. Ridgeway
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.”
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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
BARTER ITEMS:
PERSONAL ITEMS:
HOLDINGS:
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OVERFLOW INFORMATION
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