onsdag 28 december 2011

Speculative fantasy economics

A normal person generates 2-10 coppercoins worth of produce in one days work. Most production is concentrated on making food, and this is often done through farming. The amount of food produced varies greatly with what tools, plants, soil, skills and animals that is used.
Slavelabour and low cast labour generates things that are thought of to have lower value.

10 copper coins buys 1 silver, 10 silver buys 1 gold coin.

Food and lodgings
Dried food                 1 copper/day
Prepared food            1 copper/day
Cheap room               2 copper/night
Nice room                  5 copper/night
Luxurious room and    2 silver
service        
Pitcher of beer            1 copper


Equipment
Sword                      20 silver, 1.5 kilos
Battleaxe                   14 silver, 2.5 kilos
Two handed sword   40 silver, 3 kilos
Mace/morningstar      12 silver, 2.5 kilos
Knife                        2 silver, 0.3 kilos
Dagger                     4 silver, 0.5 kilos
Bow                         10 silver, 1 kilo
10 arrows                 4 silver, 1 kilo
Backpack                 4 silver, 1 kilo
Blanket                     3 silver, 1 kilo
Shield                       10 silver, 3 kilo
Leather armor           40 silover
R. leather armor       70 silver
Chainmail armor       130 silver
Half plate armor       200 silver
Plate armor              300 silver
Shield                       8 silver, 3 kilos
Iron reinforced
shield                       15 silver, 4.5 kilos (ignore first break at fumble)


Materials
One kilo of iron        25 coppers
One kilo of silver     95 silver
One kilo of gold      950 silver

Payment for employment
Horse, cart and driver    15 coppers a day
Worker                          4 coppers a day
Artisan                           6 coppers a day
Master artisan                5 silver a day
Intellectual                      2 coppers a consultation or 1 silver a day
(Historian, astrologian,  
wiseguy, mage)
Guard                            5 coppers a day
Mercenary normal          1 silver a day
Mercenary experienced  2 silver a day
Captain                          3 silver a day
A small freight ship         6 silver a day
with a crew of 5

tisdag 27 december 2011

Core rules

I just remembered that a friend of mine asked me to jot down the latest version of a the rules for roleplaying that me and that friend and another friend developed about 3-4 years. I have done the modifications i feel is needed, so i dont try to stay true to the original, but i give credit where credit is due, so thanks Krille and Johans, this is all for you. Ill stick to the most basic aspects, the rest is up to the storyteller. Ill do it in english since, who knows, maybe someone who dont know swedish will have a use for it somehow, somewhere. To me this is the best known RPG system in the world.

The basic idea is to use 2D8 for every roll. 8s can be rerolled but this only happens on the first roll of the two dies, meaning the best score that can be scored is 8+8 and 8+8 = 32. A score of two 1s is a fumble if that score is 5 below what it would be needed to suceed. In combat you will only fumble if you roll a lower score then any of the people you are fighting. If a modification is applicable for the roll, the appropriate one is applied, such as a skill or a characteristic. Then the total of that is analyzed in context of what someone is trying to do. Skills and characteristics range from -5 to +5 normally. Scores above that is considered rare. Scores from +1 to +5 is sort of common, it happens. Scores ranging from +6 to +10 is extraordinary, +11 to +15 is considered very powerfull. Scores of -1 to -5 is considered feeble.

The characteristics are:
When rolling for characteristics the normal diffculty is 10, 15 is considered hard, 20 is very hard. When rolling for characteristics 8s are never rerolled.

Intelligence
Intelligence is a measure of the creature to understand and adapt to a situation in a manner resulting in the continued existence of that creature. This characteristic decides the ability of the creature to understand, to learn and to notice what is important. Among other things intelligence is rolled for when searching for relevant information, arranging such information and understanding the world.

Sometimes, and depending on how the storyteller tells her story, a character can roll for intelligence in order to extract information over time from people or other sources of information. So for instance if a character wants to find out how dangerous a certain task would be, the storyteller decides a difficulty and rolls and tells the player the highlights of what her character finds out. In this way the players wont have to have actual conversations that probably wont have any relevance to the overall story. The same process can be applied to  asking around for a person or a place, or any other information the characters are trying to extract.

Intelligence is also a measure of self control and patience, so in situations needing any of that intellgence is rolled for. But the storyteller should use her discretion for these rolls, since it should be possible that some people have little self control and patience, yet are intelligent in general.

Difficulty 2: Figuring out how to open a normal, unlocked door.
Diffculty 8: Figuring out if a person is angry or sad.
Diffculty 10: Remaining in the same place and doing something boring for a long time.
Difficulty 11: Remembering a name mentioned only once
Difficulty 14: Figuring out something smart about a current problem, that the player herself might have missed since she doesnt have the same awareness of the situation that the character does.
Diffculty 16: Intuitively understanding a complex series of events and their result.

Charisma
Charisma is the ability of a creature to affect others in a positive, intuitive way. Charisma is what decides the energy of meeting. Its often a good idea to roll charisma to see what effect a person has on other people the first time they meet. Charisma is tied to appereance but is not decided only by that. A beautiful person might tend to have somewhat higher charisma, but a lot of beautiful people still dont have high charisma.
Diffculty 6: Most people are outright hostile to this person.
Diffculty 8: The person makes a bad impression on other people. People will have a difficult time trusting this person.
Difficulty 10: People treat this person like nobody special.
Diffculty 12: Some people treat this person a little better then others.
Difficulty 14: Most people treat this person better then others.
Difficulty 16: This person instantly have the respect and adoration of other people.
Difficulty 19: People around this person listen to every word she says and they want to do what ever she tells them too.
Diffculty 22: People will do mostly anything to please this person.
Diffculty 25: People will follow this person around all the time, even after protests from that person. They will try to please that person at every opurtunity they get.

Strength
This attribute is about muscle, how to use it and its about finding that untapt energy to send to work in the body. Usually you can roll once every round for it. If a strength roll fails miserably, its often probable that a person will hurt themselves and sustan a -1 wound for a day or a week.
Diffculty 6: Smash a clay jar.
Difficulty 8: Break a branch, lift and throw a 20 kilo object
Difficulty 10: Smash a chair, break open a wooden window, lift and throw a 40 kilo object
Difficulty 12: Break down a wooden door, break a padlock, smash open a sturdy chest or coffin, lift and throw a, 60 kilo object.
Difficulty 14: Smash down a rickety wall, break a sturdy wooden table, break a brick, lift an throw a 80 kilo object
Difficulty 16:Uproot a small tree, break down a sturdy wooden door, break wooden bars, smash through a rickety stone wall, lift and throw a 100 kilo object
Difficulty 18: Bend iron bars, lift a big heavy door, lift and throw a 120 kilo object.
Difficulty 20: Remove and carry a heavy door, lift and throw a 150 kilo object

Half of strength modifier rounded down is called "Damage bonus" and it adds to all damage rolls for the creature.

Dexterity
When climbing if a person fails with 1-2 points she can have a rest and have another go at it. If she fails with 3 or more she looses grip and falls. When climbing the storyteller should roll for every 5-10 metres or for every time the person gets to a new plateau.
Difficulty 8: Stepping out of the way of raging bull well seen in advance. Climbing a tree with many branches. Jumping two metres.
Diffculty 10: Dodging a large falling object. Climbing a stone wall with many handholds. Jumping three metres without loosing balance. Climbing a tree.
Diffculty 12: Grabbing hold of an edge when falling. Jumping four metres. Climbing a normal stone wall. Climbing a tree with few branches. Climbing a vertical mountain surface.
Diffculty 14: Standing on a galloping horse, heaving unto a galloping horse from standstill. Jumping five metres. Climbing a newly mortared stone wall.
Difficulty 16: Jumping six metres. Climbing a wet, newly mortared stone wall. Jumping six metres.

Toughness
This is the ability of the organism to withstand hardship like wounds, poison, starvation, dehydration and so on.
Half of toughness is rounded down is called "Armor", and thats how much damage is lowered. Armor value is not degraded by negative modifiers to toughness, only purely toughness related rolls are degraded in that way.
Difficulty 10: Not getting sick when subjected to feces, rotten food or dirty water.

Vision
This is the ability to see and to understand what it seen. Often the storyteller can make a comparitive roll for vision versus stealth. In such a roll the one looking will get a +5 if there is good lighting conditions.

Hearing
This is the ability to hear and to understand what is heared. Often the storyteller can make a comparitive roll for hearing versus stealth. If there is no other sound the one hearing will get a +5.
Difficulty 9: Hearing 5 people walking 50 metres away.
Diffculty 12: Hearing a conversation through a door if the listener is putting her ear at the door.


Close combat
This characteristic is a main focus of many warriors. Its roll comparitively and is explained under "Combat" Just like the other characteristics, a normal person has 0 in this characteristic. A militia has +2 or +3, a well trained warrior or soldier has +5, a battlehardened warrior has +8, a very experienced close combat warrior has +10.

Ballistic combat

An average person doesnt have any modifications to characteristics, so in that case there it has no purpose to jot down those, which sort of is the point.

Random characteristics table

2= -5 modifier
3= -4 modifier
4= -3 modifier
5= -2 modifier
6= -1 modifier
7-11 No modifier
12= +1 modifier
13= +2 modifier
14= +3 modifier
15= +4 modifier
16= +5 modifier


Skills
Note: The skill manouvering has been abstracted away and substituted for just rolling dexterity
Skills range from -5 and above. A person that have had good training has on average +5 in that skill. So a businessman has "Business +5", a hunter has "Tracking +5" and a thief has "Stealth +5". A lot of people have skills other then their main skill, so maybe the businessman also knows a bit of math, maybe the hunter also knows something about survival and navigation, maybe the thief knows something about business and how to convince people. If a person dont know anything specific about a certain skill, they can still roll for it, but they dont get any positive modification to the roll. Meaning a person who dont know a skill has 0 in that skill. In practice this means a person normally needs training in order to be profficient with a skill.

Note 2: Riding and swimming are not considered skills, but maybe some people knows how to do it, but im trying to keep the skills down to a minimum so lets just skip those ok?
Mostly a roll of 15 is good enough to get most things done with a skill, so thats a pretty common difficulty.
20 is considered hard, 25 is considered very hard.

Note 3: Characteristics and skills are not linked to each other ruleswise, meaning just because you are intelligent you wont be good at math. Its up to the storyteller and the players to decide that.

Skills are:
Schools of magic
Knowledge of an area
Healing
Stealth
Tracking
Navigation
Sailing
Survival
Business
Mathematics
Cultures
Symbolical language
Speaking language
Zoology
Bothany
Two weapon fighting
Unarmed fighting
Religion and philosophy
Magical theory
Stealing and lockpicking
Crafts


Particular schools of magic (Earth magic, Animism, Witchcraft, Barrier magic, Telekinetic magic, Dark magic and so on)

Knowledge of an area
This skill covers a wide range of knowledge about an area. With this skill a person has knowledge of places in an area, what areas are dangerous, where the rivers and the forests are and who owns them and tends them. Sha also has knowledge of inhabited areas, what things can be found where and what they can be used for. This skil covers historical information as well as current information.
At difficulty 7 you can answer where the capital is, who is the king for the moment and what religion is most common in the country.
At difficulty 10 you can answer questions about historical facts like where there was large battles and why the castles where founded where they where. You can answer who the few latest kings where.
At difficulty 15 you can make fruitful analysis of why there was a war in that or another year. You know particular information about court jesters and the affairs of the trade houses. You know which rivers are not safe to drink from and you know what roads have been raided and how often.
At difficulty 20 you know what wares are transported where, for what price and how often. You know where the largets current population of elves live and you know the color of the pants of the king before the current one.
At difficulty 25 you have a very cunning sense for very detailed information. You know a mass of details about castles, trade routes, rivers, forests, svamps, mountains and such.

Healing
Non magical healing, tending to wounds, dressing wounds and so on. Taking care of wounded people takes about one hour per day and per patient.
Difficulty 13 A person that has sustained -4 wounds needs to get the blod to stop flowing. If you dont suceed you wont know until she gets another -1 in which case you can try again.
Difficulty 15 Tending wounds to get the to heal twice as fast.
Difficulty 20 Tending wounds so they heal three times as fast.
Difficulty 25 If you manage this a person heals a -1 wound in one day.

Stealth
Stealth is the art of not being heard and not being seen.
Difficulty 7 Soft surfaces like soft carpets or moss.
Difficulty 10 Vegetation like with branches leafes and grass.
Difficulty 13 Semi hard surfaces like gravel roads.
Difficulty 16 Hard surfaces like rock.
Difficulty 20 Hard surfaces with small loose things like pebbles or bits of glass.

Diffculty 7 A lot of big things to hide behind that covers most of the person.
Difficulty 10 If hiding behind quite big things.
Diffculty 13 Sparse places to hide.
Difficulty 16 Very sparse places to hide.
Difficulty 20 Almost nothing to hide behind.

Tracking (Can be used for hunting prey)
Basic difficulty is 12 for forested area
Basic difficulty for sparse vegetation is 16
Difficulty is +1 for each day of age for the tracks
Difficulty is -1 for each person after the first
Difficulty +3 for small creatures
Difficulty is -3 for a horse or big creature with hoofs

Example: Olaf the pathfinder is going to track three guys four days after the passed through a forest. Basic difficulty is 12, but there is two extra guys so thats means -2, but its four days old tracks so its +4, which means 12 (-2) (+4) =14. Olaf better be a pretty good tracker if he is going to catch up with these guys.

When hunting for prey the tracker makes a roll depending on the amount of prey in the area, and the method used, either traps or killing moving prey 12 means a well stocked forest, 15 is a normal forest, 18 is dry or stony areas, whil 21 is for very desolate places. If the hunter gets a score 5 points lower or worse then what is needed she gets noticed by hungry predators or monsters living in the area. If the hunter succeeds with traps she gets the positive difference times two amount of days worth of food. If she is hunting alive prey she gets a chance to kill it and if she succeeds she will get four times her positive difference amount days worth of food.

Example: Olaf needs to get some food and maybe a nice pelt to bring back to the village. He decides to try to hunt moving prey in a normal forest. He rolls 18, which means a nice twelve days worth of food (3x4) if he manages to kill the prey. The storyteller tells him that its a adolescent deer in a clearing, fifty metres away and Olaf gets to decide if he wants to try to kill it with his bow from that distance to try to use stealth to get closer. 


Navigation
On the oceans and on land.
15 is basic difficulty on land if the sun is visible on land and if the stars are visible on the ocean.
Difficulty +3 if you cant see the sun or the stars.
Treacherous and difficult areas are +3.

Sailing
The practical knowledge of how to manage a ship at sea or on a big lake or river.
Basic difficulty is 12 and you roll once per journey or once per week. If there is a storm the crew needs to get an average of sucesses on difficulty 15 in order to stay on course. If you dont really know the way you need a navigator also.

Survival
Basic difficulty in a normally vegetated area is 10.
In sparsely vegetated areas its 13.
In a succesfull roll you can gather food and water as you go along your day in a normal speed. If you want to gather food for many people you cant move away, but you gather enough food and water for the difference amount of people.


Olaf and his friends got ambushed by orcs and both of his mates are hurt. The orcs stole the food so Olaf have to get food for his friends. Olaf has a skill of survival +4 and he is in a normally vegetated area. The first day he rolls 13+ his skill of 4=17. So he remains in the area an gathers food for 7 days.  He is needed to guard the camp and tend the wounded so the secon day he dont gather any food. On the third day there is only one day of foo left, but Olaf has spotted fresh wolf tracks so he splits that little bit of food with his friends. On the fourth day the storyteller tells him his belly aces and he gets a -1 on his survival roll. He is forced to go out and search for food, but he only rolls a 7 (-1) (+4)=10, no food on the fourth day. His friends wounds wont heal at all today and on the fifth day Olaf gets a -2 for his hungry belly. He goes out and rolls 11 (-2) (+4) = 13, he gets enough food for him and his friends, but only for this day. The storyteller decides that on the sixth day he has recouperated from his hunger (succesfull toughness roll) and can act with no negative modifier. He goes out on the sixth day and...


Survival can also be used to fashion simple tools such as lines, traps for prey, shelters, beds and such things. None of it will look pretty but at difficulty 15 most of it will do the job.


Business
This skill is mostly used in a comparative roll, both parties roll and he one with the highest roll gets the better deal. The storyteller can place modifiers according to context. As a general, but somewhat boring guideline the one better off gets 5% discount for each difference.


Mathematics 
Both applied math and theoretical. This skill is used for arithmetic, geometry, algebra, accounting, mechanical drawings, navigational route charting, astrology and whatnot.

Cultures
This skill signifies knowledge of the particular cultural heritage of the intelligent species, what habits are normal, what is forbidden and what is seen as good and just. It applies to all intelligent species elves, orcs, dragons, humans, gnomes, goblins and what ever inhabits the particular fantasy world.
At difficulty 10 you can answer questions of general diet such as if its mainly vegetarian or if its mainly meat. You know if this species is one metre long or if they are closer to two metres. You know if they can breath fire or not.
At difficulty 15 You know of particular skills, habits and unusual abilities. You know if a species can see in the dark, if they can make good or bad tools, if they trade with other species and in general what sort of goods. If the species has any weakness you know about that also and you know in what sort of place they normally live.
At difficulty 20 you can answer detailed questions of how the species like to travel, what goods they crave the most, what color of clothing represents what position in their society and things like that.

Symbolical language 
Each point in this skill means the user is profficient in using that language for writing and reading. A second point in the same language means the user is a master of that language. So with three points in this skill a person is profficient in three languages or is a master of one language and profficient with one other.

Speaking language
Most intelligent species know how to speak one language, so there is no need to note that down as a particular skill. Each point in this skill means the user is profficient in speaking that language. A second point in the same language means the user is a master of speaking that language. So with three points in this skill a person is profficient in three languages or is a master of one language and profficient with one other.

Convince 
To be able to convince someone of something, other then when its a matter of business that is. The difficulty is set by how much of an inconvenience, danger or strange a request is. Sometimes the storyteller can make a comparitive roll with the subjects intelligence versus the con artists skill. This skill as also used for bribery, blathering an bluffing.
Difficulty 8 to convince a beggar to go beg somewhere else.
Difficulty 10 to convince a kid to go on an errand for a copper coin.
Difficulty 13 to convince drunkards not to make more trouble then necessary.
Difficulty 14 to convince two guards to drink another round of beer.
Difficulty 15 to convince a guard to go do something more interesting for a handfull of copper coins.
Difficulty 17 to bluff a guard to step away so you can slip past.
Difficulty 18 to convince the judge that the evidence is circumstantial even though the suspect is apprehended and the murder weapon has been found.
Difficulty 18 to convince a noble man to let you in late at night even though you are very dirty.
Difficulty 20 to convince a dwarven warrior to work for a week for free just because he has such a nice beard.

Zoology
Difficulty 10 Habits, abilities, weaknesses, sustenance and where to find normal animals like crows, foxes, wolfs, badgers, rabbits and such.
Difficulty 15 Habits, abilities, weaknesses, sustenance and where to find unintelligent or semintelligent non civilized, non rare beasts like manticores, wyerns, holy rats, sphinxes, strangle vines, ents, varewolves and giant beetles.
Difficulty 20 Habits, abilities, weaknesses, sustenance and where to find rare and reclusive creatures who make an effort not to be noticed like demons, vampires, shapeshifters, demigods, blink dogs and fairies.

Bothany 
To be able to find and prepare drugs, healing stuff and poison. To try o find a specific drug, healing element or poison takes a whole day, no matter if its succesfull or not. To prepare it takes another day. Preparing is the same difficulty as finding it, and if the preparation doesnt work out, its ruined.
Efficiency drug. Difficulty 14. One hour after this is drank it gives +3 to on characteristic for six hours. Afterwards the user has -2 on all rolls for 24 hours. If another potion is drunk before the first run out withdrawal is halted, but ones it kicks in its -3 instead, and if you drink another one its -4 and so on.
Low light vision drug. Difficulty 18. One hour after this i drank, it gives the user ability to see well with even the slightest light for six hours. Afterwards the user has vision -5 for 24 hours.
Stomach medicin. Difficulty 12. Cures stomachaches, indigestion and stomach viruses.
Antiseptic. Difficulty 13. Removes bacteria.
Contraseption drug. Difficulty 13. Removes eggs from uterus.
Counter poison. Difficulty 14. All round counterpoison, halves effect of most poisons.
Healing salve. Difficulty 15. Spread on wounds it will remove a -1 wound in one day. Enough for 3 treatments in one potion.
Healing potion. Difficulty 18. Drank it heals 1 wound after five rounds, and another 1 wound after five more.
Sleeping poison. Variable difficulty, bothanist chooses. Roll Toughness versus difficulty, if succesfull nothing happens, if not victim gets -1 each round until it gets -10 at which time it falls asleep an is asleep for negative difference of the roll amount of hours.
Hurting poison. Variable difficulty, bothanist chooses. Roll Toughness versus difficulty, if subject is succesfull nothing happens, if unsuccesfull victim takes 1 wound/ of negative difference. If victim gets hur for -8 this way, it dies.

Two weapon fighting (+2 defensive or +2 attack, choose before each round)

Unarmed fighting 
Full strength modifier  for power without weapons. This technique takes many years to master, and very few have mastered it.

Religion and philosophy
All civilisations has religions and/or philosophical schools. This skil will let make the user able put knowledge of such things into practical use. The user can, with a succesfull roll decide what god or force is influencing a situation at present, and possibly what can be done to change to unfolding chain of events. In unsuccesfull roll, the user must often pay a price in order not to anger her god, or in order to set things straight again.
Difficulty 12 The user knows roughly what is going on but not much about what to do about it.
Difficulty 15 The user can pinpoint what god or force lies behind a certain event, if any and roughly what to do   to affect further events.
Difficulty 18 The user knows what force or what god that is doing what in the present situation and how to affect that force or god in a, for the situation practical manner.
Difficulty 20 The user can act according to a certain force or god, and knows quiet exactly what will happen in the future in the course of events presently at hand.

Example: Annah the thief prays to Opeck, a tricktster god. She has been locked in a jail in a small town. She prays to Opeck and rolls, a 19. The storyteller tells her that is she wants to get out, she should either be ready at floor level one hour after midnight to snag a falling key, or she should try to pry the eight most iron bar loose from the ceiling. Opeck wants a nice trinket in his tempel for this help, if its not there within a week Annah will be caught again and both her hands will be chopped off.


Example 2: Duna the warrior priestes is called into the command tent before a big battle. Her commander wants her to ask Odin for advice, and to see if their side will win the battle. The storyteller says she needs at least 15 to suceed, and 20 to suceed well. There is a price regardless if she is sucesfull or not. Things dont go well and she rolls only a 9. She gets no feeling from her god, other then she knows she must get two apprentices to the Odin temple in wolfs creek within two months time, otherwise she will die miserably within six months. 


Magical theory
This is the knowledge of magic, not of how to use it, but to what it can be used for and what the consequences can be if it fails. Its quite a hard skill to master since magic is quite fickle, very powerfull and quite hard to understand. Included in this skill is the ability to see, smell, sense, and feel magic and to tell what kind of magic it is and for what purpose its meant.
The difficulty for this skill is the same as the difficulty for the spell or ritual that the user wants information about. Often the storyteller will roll for this skill without the players knowledge, and only alert the player if she finds something out.

Stealing and lockpicking
This skill is the ability of a pickpocket thief aswell as that of a catburglar who often encounters locks. When stealing from someones pocket or belt, vision or hearing versus stealing is rolled comparatively. When lockpicking the craftsmanship of the locksmith is put versus the stealing skill in a roll of both parties.

Crafts
This skill is many skills. Most people sort of know how to make an ugly wobbly table or a really bad knife. So people with positive values in this skill are trained artisans. Every trade/craft is one particular skill such as carpentry, mining, smithing, weaving, sowing, tannery, glassmaking, brewing and so on.

+3 is the skill of an apprentice
All objects made by such a person has a -1 modifier.

+5 is the skill of a professional
Makes normal objects

+7 is the skill of a renowned professional
Makes very nice a durable things. Ignore the first time the object should break or be damaged otherwise.
These objects are of double the normal value.

+10 is the skill of a master
Makes objects that are widely known for their beauty, durability, versitility and ease of use.
Ignore the first time the object should break or be damaged otherwise. Gives a +1 modifier for all rolls.
Costs four times as much as the normal stuff.

+12 is the skill of a genius

Makes objects that are widely known for their beauty, durability, versitility and ease of use.
Ignore the first two times the object should break or be damaged otherwise. Gives a +1 modifier for all rolls.
Costs eight times as much as the normal stuff.


+15 is the skill of a legend

Makes objects that are widely known for their beauty, durability, versitility and ease of use.
Ignore the first two times the object should break or be damaged otherwise. Gives a +2 modifier for all rolls.
Costs twenty times as much as the normal stuff.



Training 
A person who trains a skill or a characteristic can raise that with +1 if she trains well for a year with a teacher. On her own it will take two years.


The character
It very easy to make a quick, rough sketch of a person and jot down a few things. Its maybe not so easy to get a lot of nuance and excitement in a person and jot all that down. Mostly if a person has good vision maybe she is also a little bit better at tracking, navigation and survival then other people. Mostly if a person is quite intelligent maybe she knows how to write and maybe she knows about her area and maybe about other cultures. But all that i leave up to you the storyteller and the players. Good luck with it, its a big part of playing RPG.

Using point systems and randomness when creating characters both suffer from problems. Point systems tend to create characters that are made with certain tasks in mind. Thats not how real people become what they are, and this is reflected in the character created, they often dont feel real. Another problem with this approach is that skills and characteristics are not equal, some are more important then others, especially to specific characters. Therefore its impossible to make a balanced point system.

Randomness often have the dissadvantage of creating characters that seem inconsistent, very strong characters with low toughness, or a character who are good at ballistic combat but that have poor eyesight and so on. Furthermore, very clumsy, very weak, very dumb, very unfriendly characters will encounter huge problems when travelling the world, and if such a character is to be played, its probably best it is the choice of the player, not a random event. If there still is a willingness from the storyteller, she can decide for the players to randomize characteristics. In that case each charcteristic is rolled with 2D8 and this table is consulted.

2= -5 modifier
3= -4 modifier
4= -3 modifier
5= -2 modifier
6= -1 modifier
7-11 No modifier
12= +1 modifier
13= +2 modifier
14= +3 modifier
15= +4 modifier
16= +5 modifier

Experience
After a long challenging adventure a character gets to add +1 to characteristic or skill. For short or less challenging adventures it should take two or three of those before a character gets a bonus in this way.

Combat
Combat is done as comparative rolls, all involved in the fight roll Close combat and the one with the highest roll gets to beat the others with their stick or sword or what ever. If one is fighting many, the winner gets to decide where to allocate the hits. The amount of beating is decided by the difference between the rolls and the power of the attack. Its possible to divide attacks, so as to dish out damage on many loosing opponents. In that case 5 is subtracted from the total combat roll of the winner.

Combat is done in rounds. Each round is three seconds long.

So if person A is fighting person B and C that are mates and the rolls are for instance these combat rolls:

Person A 23
Person B 19
Person C16

Then person A can beat person C a lot (difference is 23-16=7) or beat person B just a little (difference is 23-19=4)

In the next round Person A is the big winner:

Person A 28
Person B 21
Person C 14

Person A decides to divide the attack, and gets lowered down to 23.

Person A 23
Person B 21
Person C 14

So now A can do a little damage on B (difference 23-21=2) and quite a lot on person C (difference 23-14=9). Its often better if he storyteller decides if this sort of things will be used or not, most of the time the character should know from the context if this is the right thing to do and the storyteller should either just let it happen that way or ask the player if thats what she wants.

Of course the amont of damage being done is also decided by what type of weapon is used:

No weapons = Strength modifier
Claws or jaws = Strength modifier +2
Knife or dagger or throwing dagger = Strength modifier +2
Club or improvised weapon = Strength modifier +2
Big dagger or spiked club = Strength modifier +3
One handed weapon = Strength modifier +5
Throwing axe = Strength modifier +5
Bow = Strength modifier +5
Two handed weapon Strength modifer +8
Crossbow = Damage bonus 4

Bastard weapon note: Costs like a two handed weapon, can be used either as a one handed or a two handed.

Difference of combat roll is modified by damage modifier and armor

(Combat roll) - (opponents combat roll) + (Strength modifier/2 = damage bonus) - (Toughness/2 = Opponents armor) = Damage

Example: Annah the thief gets cornered by a palace guard after a failed burglary attempt. Annah has to fight to survive. She draws her dagger and rolls for combat, the storyteller rolls for the guard. Annah has Close combat +4 and the guard has Close combat +6. Annah rolls a 13+ 4=17 for her close combat characteristic. The guard rolls 8 + 6 = 14. Annas roll is 3 points better so she calculates damage. She has no strength modifier of her own, but her weapon is a big dagger at +3 strength modifier when calculating damage so half of +3 is 1.5 which is rounded down to 1. So Annah adds her  3 on the combat roll to her 1 extra damage for her dagger. But the Guard is wearing a chainmail that has toughness modifier +5 to his toughness, and he also has a +3 toughness modifier, so the guard has an armor of 4 (5+3/2 = 4) from all damages, meaning Annah would have to hit a lot harder in order to hurt the guard at all. In the second round Annas combat roll is only 8, while the guard scores 16 on his roll. The guard is using a one handed battleaxe with a strength modifier of +5, and has a strength +2 characteristic, which means 7/2=3.5 which is rounded down to 3 extra damage + his better combat roll of 8 more then Annah which is 11. The guard hits Annas arm and breaks it. In the third round Annah is in a bad way and has a -4 wound. Annah wants to run away. She has a dexterity modifier of +6, but since she is hurt she only gets +2. Annah rolls for dexterity and the guard rolls for combat as usual. Annah gets 13, and the guard gets 11, so Annah flees 7 metres, which is enough to get her beyond a low fence. She rolls for dexterity and scores a 12, which is enough to jump the fence without problem. The guard is not so agile as he is wearing a chainmail that gives him a -2 modifier to dexterity, and he only scores a 6. The storyteller decides that the guard smacks his knees on the fence and hurts his face and gets a -1 wound. The storyteller decides the guard is not pursuing Annah, since he understands he cant catch up to the nimble thief, even though she is hurt.


Not defending
If a person is attacked while casting spells, or when unaware or something like that, that person have a fixed combat roll of 5, but wont be able to hurt anybody even if the attacker is not succesfull.

Damage table
1-2            Small bruise or cut, -1 for the next roll only.
3-4            Bruise or fleshwound, -1 for a day.
5-6            Big bruise or big fleshwound, -1 wound.
7               Fracture or gash, -2 wound.
8               Fracture or gash, -2 wound. The person staggers backwards three metres
9               Serious fracture or deep gash, -3 wound, roll for toughness difficulty 7 (+3) to see if this one still wants to be in the fight.
10             Serious fracture or deep gash, -3 wound, roll for toughness difficulty 8 (+3) to see if this one still wants to be in the fight. The person staggers backwards three metres
11             Very serious fracture, -4 wound, roll for toughness difficulty 8 (+4) to see if this one still wants to be in the fight.
12              Very serious fracture, -4 wound, roll for toughness difficulty 9 (+4) to see if this one still wants to be in the fight. The person must make a dexterity roll difficulty 8 (+4) not to fall over.
13-14        Unconsious for one hour, -5 wound, random characteristic -1 permanently
15             Unconsious for one hour, -6 wound, severed limb, storyteller randomizes what limb or decides.
16             Unconsious for one hour, -6 wound, severed limb, storyteller randomizes what limb or decides. -1 intelligence and changed personality, permanently.
17            Unconsious for one hour, -7 wound, severed limb, storyteller randomizes what limb or decides.
18            Unconsious for one hour, -7 wound, severed limb, storyteller randomizes what limb or decides. Horrible nightmares, permanently. Always -2 before noon.
19-20        Unconsious for one hour, Permanently disabled from the waist down.
21+           Instant death



Anyone who has a -3 or more, who doesnt get their wound succesfully treated within maybe one hour or until next time she moves rapidly will suffer another -1 for a week each hour or each time they strain themselves within one hour of time. If anyone gets a total of -5 this way they will become unconsious. If they get a total of -10 this way they will die from bloodloss.

Example: Anna the thief is in a bad way. She has suffered -4 from a fight and slumps down in the shadows. If she just lay around bleeding for about half an hour more she will get another -1 to a total of -5. If she just sits there for about five hours and gets a total of -5 from bloodloss she will fall unconsious and she will have a total of -9 to all rolls (-4) (-5) =-9. If she gets unconsious and just lays there for another five hours she will have -10 from blodloss and she will die.


Healing wounds
A person resting for a week removes 1 negative modifier. If succesfully treated during that week it only takes half a week to regain that.

Armor and shields
Normally anyone expecting to get into a fight carries a shield and hopefully has armor. Both armor and
Shields add to toughness modifier.
Tough clothing, pelts                  Toughness +1, dexteriy -1
Shield                                        Toughness +2, dexterity -1
Leather armor                            Toughness +2, dexterity -1
Hardened leather                       Toughness +3, dexterity -2, stealh -1
Chainmail armor or scale mail    Toughness +4, dexterity -2, stealth -2
Brigandine                                Toughness +5, dexterity -3, vision -1, stealth -3
Plate mail armor                        Toughness +6, dexterity -3, vision -1, hearing -1, stealth -4, Ballistic combat -1


Fumble, roll 2D8 if anyone scored the lowest combat roll and rolled two 1s
2 The person tares a big hole in her clothing
3-4 Next combat roll is -2
5 The person steps her friend on the foot giving her closes friend -2 on the next combat roll, and if no friend is close she gets -2 on the next roll herself.
6-7 The person drops one of her things, and if she has none she knocks the wind out of herself and gets -3 on the next combat roll.
8-9 The person drops her weapon at her feet, and if she has no weapon she slips and falls down on her ass.
10 The person drops her shield, and if she has none drops part of her armor giving her 2 less of toughness, and if she has neither she punches herself in the face and sustains a -1 wound for the rest of the week.
11 The person gets entangled and cant move. She can not do any damage until she manage to untangle herself with a dexterity difficulty 12, each try takes one full round..
12 The persons weapon gets damaged, the tip breaks or there is a crack in it, giving it -1 strength permanently or until its reparied. If she has no weapon she jams a finger up her eyeball and blinds herself for two rounds
13 The persons shield breaks, or if she has none she she suffers a -3 wound
14 The persons weapon breaks.
15 The person knocks herself unconsious for an hour.
16 The person knocks herself unconsious and sustains a -3 wound.

Running
A person runs 15 +- dexterity modifier metres per round. -1 metre for every 5 kilos +- strength modifier.

Olaf is trying to outrun a witch. He runs 17 metres normally, since he has a dexterity modifier of +2. He has a strength modifier of +1 so he can carry 6 kilos without penalty, but he is carrying 16 kilos on his back, thats almost three times his allowed weight for that, so he gets -2 (-1 for the first 6-12 kilos and -1 again for the 12-18 kilo), so he is just running 15 metres per round, good thing since the witch is a bookworm and has a dexterity of -2 so Olaf can get away if he doesnt fall or anything else unexpected happens.

Running away
If a character wants to run away from a fight she must say so in advance then roll for close combat or dexterity, which one is the highest. If the character rolls the highest combat roll she can opt out to run and get 5 + dex modifier metres of head start. If that character instead fails and gets hit, add 2 to the damage of the landing attack, and the character doesnt get away if the opponent wants to pursue.

Example: Annah the thief tries to run away in round one, but gets a combat roll 3 lower then her opponent so she gets hit. The next round she gets the higher roll so she gets to run away.

Combat modifiers
If one person is fighting two other people those other two get +2, if they are three they get +3, if they are four they get +4 and so on.
Dim light -2
Blinded -4
Water up to the hip or very narrow and stuff like that -2
Lying down -3
Two weapons + 2 defensive value or attack value

Getting up
A lying combatant can get up instead of doing damage in a succesfull round, but she still gets a -3 for lying down that round so its not so easy.

Ballistic combat
When someone uses a ballistic weapon she rolls for ballistic skill and the opponent rolls for dexterity+toughness. If the attacker scores higher, and more then 12, she hits with the normal power. Within 40 metres this applies with no penalty, but for every 20 metres outside of the first 40 the attacker gets difficulty +1. If an attacker shoots at anyone that is engaged close combat and misses with 4 or more, she hits the wrong person.
Thrown weapons Thrown weapons reach only 10+strength modifier metres, otherwise they are just like other ballistic weapons.

Dodging

Dexterity can be used for dodging missile attacks. In that case the person spends the entire round and makes a dexterity roll+5. The lowest difficulty for the shooter to hit is the roll that was made or 15. If a person wants to catch a thrown object the difficulty is the roll that the thrower made +4. Catching an arrow or bolt is +7 more then the roll that the shooter made.


Magic
In oktahedron version 2, magic is a storytelling element. This means there is no perfectly clear rules as to why or how it works. Every situation is thought of in its context, and every mage is different from every other mage. One school of magic can be used for a wide variety of things, some are hard to do, and some are easy.
A person who has 0 in a school of magic cant cast any of it spells at all. A person profficient with magic can modify a known spell for a specific purpose or a specific situation, so the spells are really a general guideline for how the magic works in a specific school of magic.

Normally to cast a spell takes one round.

Example: Doran, a northwestern Witch is being pursued by bogmen northeast of Wolfs creek. She wants to mislead the Bogmen so she can get away. She wants to use the spell "Witchfire", but she wants to be able to send it away and continue even when she cant see it. Also she wants it to last for five minutes instead of one. The storyteller says she might be able to do that, but at difficulty 18 instead of 14, a difficult and dangerous task even for a profficient witch. 

Spells can normally be dissipated by the one casting them in advance before their maximum time intervall runs out.

Magic is dangerous. If a person tries to use to powerfull magic, things can go wrong, horribly wrong. Each time a spell or ritual fails the storyteller uses the following table and finds the result appropriate for the negative difference of the magic roll.
1-2      The mage gets -2 on all rolls the next round.
3         The mage cant use this school of magic for one hour.
4-5      The mage cant use this school of magic until the next sun up.
6-7      The mage cant use any magic at all until the next sun up.
8         The mage cant use any magic at all until the next sun up and gets -3 on all rolls for three rounds.
9       The mage goes temporary mad and runs around trying to find the most fun thing to do. She cant focus for more then a few seconds on anything. She gets back to normal at the next sun up.
10     There is an explosion and the mage is floored. The mage has lost his hearing and all control of her arms until the next sun up. The mage gets -4 on all magic rolls until the next sun up.
11-12   The mage cant use any magic at all until the next sun up. However the spell works, but the target is wrong.
13       The mage gets intelligence -6 until the next sun up. She can only act on direct emotional impulse and cant plan ahead, use skills, speak or walk normally. She starts rolling around and crawling looking for food and shouting if she finds it. She cant share her food and starts biting if anyone wants to steal her food.
14      The mage collapses. After one hour she awakes but she cant remember anything of what happend the last 24 hours. She cant use magic for four days.
15      The mage gets blinded and def for a week. She can use magic at -6 during that week.
16      The mage gets mad for a week. She things she is a small creature that lives nearby such as a pigeon, a sheep, a beetle or a dog. During this time she wants food water, but cant understand anything but that.
17-18      There is a large puff of smoke and the mage is transformed into... roll 1D8
1 A small dog
2 A sparrow  
3 A lamb
4 A quivering pile of flesh with tentacles
5 Another person of the same species
6 A skeleton version of herself, with dex-3, str -3.
7 A black twodimensional disc that cant move at all
8 A beetle.
The mage will remain in this form until or if she gets help from a god or another magic user who knows an appropriate spell.
19-20  The mage collapses for a week and then goes permanently mad. Roll 1D8
              1 The mage thinks that she is invisible, and no matter how much evidence is put forward to show its not true, she will simply not listen.
              2 The mage gets obsessed with staring at herself in the mirror. She can only leave the mirror for a short time before she goes back to it.
              3 The mage wants to live under the earth and never go back to the surface.
              4 The mage laughs at everything as if it was the most funny thing in the world.
              5 The mage looses touch with her own feelings. She doesnt at all understand feelings. She no longer understand or care why people cry or search for their loved ones. The mage does not feel a strong urge for anything at all.
              6 The mage gets super emotional and very touchy, she cries and laughs, runs around shouting while pulling her hair and setting fire to her own clothing.
              7 The mage wants to shut herself in a very small space and stay there forever.
              8 The mage starts building an insanely huge machine that haver very little chance of ever being usefull for anything at all.

               It might be possible to cure the mage somehow, but its very difficult.
21+ The mage dies in horrible pain and agony.

The storytelling aspect of magic
Magic is not fixed law. That means spells can be modified, and new spells can be added to schools of magic. The storyteller needs to use her brains for this to work. If the time a spell is active will be doubled, difficulty should maybe be +2. The same might apply if it is to affect one more person. But the storyteller needs to tell the player, she is entering uncharted territory in using the spell in a untested way. However when she has done so on many occations the difficulty for the same thing to do should remain the same.

There are many occations when it might be difficult to adjust difficulty properly in this manner, and if the storyteller things it not in line with her thinking of how the world works, it just wont work.

Schools of magic
There are hundreds of different schools of magic and each of them have 5+ spells. Some schools have some things in common, but often the difficulty of the spells are different from one school to another even if the spells are the same. One person can learn many schools, but sometimes contrary schools such as lifemagic and necromancy can make the person insane, but thats up to the storyteller and the players.


Life magic
This school of magic is about understanding, directing, empowering and sensing the essence of life.

Life search Difficulty 12. Sends out magic a hundred metres in all directions. The magic comes back and tells the mage how many creatures and of what type is within that field of magic, how many human sized creatures, how many birds, how many small mammals and so on. Creatures as small as insects wont be sensed in this way. The mage can extend the influence of the magic with a hundred metres at +2 difficulty for each hundred metres.

Lay on hands Difficulty 14. The mage needs to touch the recipient for this spell to work. If it is succesfull it removes a -1 wound from the recipient. This spell can only be used once on each creature until next sun up.

Strenghten Difficulty 16. Adds +2 to strength and toughness to the recipient, not cumulative. The mage can add +1 to the strength and toughness bonus, but this adds +2 to the difficulty. The same recipient can not be enchanted with this spell twice before sun up.

Depression Difficulty 18. The target gets an intelligence versus intelligence roll. If the spell is succesfull the target gets depressed and doesnt feel like doing anything but possibly sustaining its own life in some small way. A depressed creature wont want to do anything that is taxing or difficult. Lasts until the next sun up.

Heal Difficulty 18. Heals a -2 wound or two -1 wounds, at a maximum distance of 50 metres. Add +2 to the difficulty for each recipient after the first. This spell is not cumulative with itself.

Normal form Difficulty 19. Ritual that takes three days. If the ritual is succesfull the recipient gets transformed into her normal form again. Works well on for an example warewolfs, petrified people or someone using an illusion to change their appearance.

Resurrection Difficulty 22. Ritual that takes one week. Needs at least a part of the dead creature in order to work. If the ritual is succesfull the mage gets to stand before a god or a council of gods and explain why a creature is to be brought back into life. The gods general attitude to the mage is that of someone they know and respect at least somewhat. If the god or gods agrees, the creature will start to live again. If the gods dont agree, they mage must pay a heavy price for her insolence. The gods decide what this price is, it might be to remove the mages magic for a year, or maybe she needs to make a temple and appoint a priest. Another possibility is that she needs to sacrifice everything she owns, and if not that maybe she needs to travel the world and find a sacred object or something like that.


Necromancy
Necromancy is the art of manipulating death and its consequences. In most civlized area necromancy is not allowed.

Putrification Difficulty 12. Instantly makes up to a hundred litres of liquid or a hundred kilos of food inedible. Maggots, bacteria, mold and other foul smelling substances invades the material instantly.

Treerot Difficulty 14. The mages needs to touch the wood with his hands or powerobject for this spell to work. It rots a hundred kilos of wood instantly so that it gets infested by mold, worms and moisture so that it becomes very brittle and porous enough to easily dig through.

Spider infection Difficulty 14. Rots some areas of the targets skin and makes spidereggs below the skin. After three days the targets skin starts itching terribly and in the next day the skin breaks at some places and tiny black spiders crawls out causes a -1 wound. Afterwards the target is left with small scars in random places.

Hand of death Difficulty 16. If the necromancer is succesfull with this spell she can attack a target at a distance of up to two hundred meters. In each attack the necromancer rolls a normal close combat roll and subtracts 10 and consults the damage table. The necromancer can use a knife or dagger in this spell and will add its damage to the damage roll. This spel lasts for five rounds.

Animate dead Difficulty 18. Animates a corpse and gives the necromancer command over the undead. The undead is very stupid and have a very hard time taking its own initiative. Animated dead has limited vision and can only see five metres, but darkness is no problem for them. The undead has gets modified characteristics: Strength +1, dexterity -3, toughness +3, Intelligence -5, Charisma -5. If the necromancer does not preserve the undead in some way, it will continue to decompose as usual. If the corpse weighs more then 150 kilos, +1 will be added to difficulty for every 100 kilos.

Preserve undead Difficulty 18. Ritual that takes one whole day. If it is succesfull the necromancer stops the decomposition process in a corpse.

Mumy Difficulty 21. Ritual that takes five days. If succesfull the necromancer has made a mumy out of a corpse. The mumy obeys the necromancers command and has some mental capabilities of its own and can see perfectly in darkness. The mumy gets modified characteristics: Strength +4, Toughness +4, Dexterity -2, Intelligence -2, Charisma -5.

Become wraith Difficulty 23. Ritual that takes six months. If succesfull the necromancer becomes a wraith, if unsuccesfull the necromancer dies but resurects after five years. The necromancer gets more powerfull: Strength +3, Toughness +5, Intelligence +1, Charisma +4, all already known schools of magic +3.

Immortality Difficulty 25. Ritual that takes one year. If succesfull, the necromancer stops ageing.

Northwestern witchcraft
This school is practiced by the mountain witches of the northwest. Its handed down through the generations to children who have shown an aptitude for magic. Its quite versitile and can be used for many things. Usually this knowledge is transferred only between women, but sometimes a man will learn it anyway.

Broom defence Difficulty variable, the witch decides the difficulty. If the witch is sucessfull she can wave a broom infront of herself and strong winds will extend from her. Anyone trying to approach her closer then 3 metres as long as she is waving the broom will have to succeed in a strength roll of the same difficulty as the witch decided for the spell. When the witch is doing this she has a combat roll of 10 when it comes to deciding her defensive abilities, but she cannot attack while using the spell.

Featherfall Difficulty 12. Makes a soft landing from a fall. If the witch wants to use this spell on multiple creatures, each one adds 1 to difficulty.


Healing potion Diffculty 13. Ritual that takes needs a couldron and a fire. It takes three hours to do this ritual. If drank this one heals 1 wound during one day. If the witch gathers herbs for one day and uses these, the potion will heal 2 wounds in one day. If the ritual fails, the herbs are wasted.

Following cloud Difficulty 13. A small, black cloud follows a cursed person around for a week.

Witch fire Difficulty 14. The witch can make a green light as bright as a torch and control it to fly up to 20 metres a round in which ever direction she wants or she can make it stop in one place. Raise difficulty 1 for each fire more then the first that the witch wants to make. Witch fire burns for a minute.

Make wax creature Difficulty 15. This is a ritual and it takes a week. If its succesfull it makes a small creature to accompany the witch. It listens to the witch mostly but doesnt always obey, kind of like a cat or dog. The creature is made of hardened wax and speaks with a strange, deep voice in the language of the wax creatures. Intelligence -2, strength -2, toughness -2, close combat -2 talking wax creature language -1, damage bonus -1. The creature has no fingers, only stumps, but the witch can attach things to it, but it dont have the necessary head for using fingers. The creature is permanent but if the witch makes another one like it the first one will become very jelous an try to kill the second one.

Cat form Difficulty 16.The witch can transform into a smal black cat. At any moment the witch can transform back into herself in a puff of smoke. Lasts until next sun up at mos.

Curse Difficulty 17. Gives the cursed -1 for each day that passes until she gets to -7 when it turns and the cursed gets better 1 point each day.

Flying broomstick Difficulty 18. Ritual that takes a week. If its sucessfull the witch makes a broomstick that can be used to fly 20 metres/round. Its a bit difficult to control though, so a dexterity roll must be made sometimes to keep hanging on to it. The stick takes a little bit of the witches magic, so she gets -1 on all rolls as long as the broomstick is still around. She can make more broomsticks, but it means cumulative negative modifiers.

Lending Difficulty 19. The witch tries to take control over an animal. She also needs to defeat its intelligence versus her intelligence on a comparative roll. If both that and the spell suceeds the witch transfers her consiousness into the animal an can control it, although she cant control her normal body.

Invisibility potion Difficulty 20. Ritual that takes three days and needs a couldron and a fire. If drank the potion makes the user invisible for six hours. If the user makes any sudden moves or runs, she becomes visible again.

Befriend guardian Difficulty 22. A ritual that takes a week. The witch tries to befriend a powerfull animal such as a bear, a tiger, a lion or a big wolf who, if the ritual succeeds will become her friend and her guardian. If the guardian dies the witch will go into mourning for six months in which time she will have -3 modifier to all magic.

General animism
This school is practiced by many cultures who have small societies. Its very general so it has many spells, but it takes a long time to master since there is so much to learn.

Lend a fur Difficulty 9. The animist calls a holy eagle to drop a nice, warm pelt near the animist. At the next sun up the eagle comes back to collect the pelt. If he is not given the pelt he will never come back again.

Speak to animal Difficulty 12. If the animist touches an animal and succeeds with the spell, she can talk to that individual animal for 24 hours. If the mage does this over and over she can learn the language of that whole species like she would normally learn a language.

Plant Difficulty 13. The animist makes a small plant grow out of the ground. It carries fruit, nuts or berries enough to feed three people for one day.

Preserve Difficulty 13. The animist preserves an five days worth of food and water. This magical food and water will not go bad for three months, no matter how much water or dirt it gets into contact with.

Message Difficulty 14. An insect arrives after a minute and listens to a short message that the animist whispers into its ear. The animist then tells the insect where to go and what the person looks like that the insect should send the message to. Then the insect leaves and travels 60 kilometres a day to its target. If the recipient is not there the insect will wait until the next sun up and then it will leave. After the insect has done its job it goes home to where it came from.

Wooden snake Difficulty 15. The animist animates a dead tree trunk. As long as she sees the snake and concentrates she can control the snake. Strength +1 (Damage bonus +1), dexterity +4, stealth +6. If the snake dies the animist cant do anything for two rounds.

Prison of branches Difficulty variable. The animist lets thick roots and branches grow out of the ground and capture one creature. That creature must make a strength test equal to the difficulty that the animist made for the spell. Each time the creature fails, the strength of the branches grows with +1. After one hour the branches fall away into the earth. If the animist wants to affect many creatures, add 2 to the difficulty for each one.

Call the little ones Difficulty 17. The animist call all small animals within 1000 metres, beetles, ants, bees, sparrows, rats, mice, cats, snakes, lizzards. They arrive within 3 to 30 rounds in two clouds, one on the ground and one in the air. The will do the bidding of the animist for fifteen minutes and then they will go home in peace. The forest will assume the animist will make offerings to these animals for their effort. Otherwise the animist will loose all her magic for a month. If any of the animals dies the animist must mourn them all or feel the wrath of the forest.

Heal Difficulty 17. For every three in difference the animist heals a -1 wound. So if she rolls 20 she heals 2 wounds, if she rolls 23 she heals 3 wounds and so on. The animist cant heal the same person twice in the same day.

Speak to tree Difficulty 17. With this spell the animist can speak to a tree. Trees have really good memory, but speak very slowly. They dont know much about cultures, but they can tell what someone or something looks like and they know how to count.

Branch shelter Difficulty 18. The animist makes a shelter out of dense folliage that grows from the ground. The shelter is a small circular space that is hard to see from the outside. Inside warm roots heats the ground. After 12 hours the shelter falls away into the earth again. If anyone wants to reach the shelter, they have to hack through many metres of dense folliage.

Tree Difficulty 20. The animist makes a tree grow out of the ground. The tree is four metres long and looks quite normal for its species. It will remain and grow as usual if the let alone.

Cure Difficulty 21. A ritual that takes one whole day. This ritual cures one person from a specific type of poison or insanty.

Guardian Difficulty 22. The animist calls fourth a guardian hulk made of old vegetation. Its a semiintelligent spirit that can do the animists bidding until the next sun up. The guardian has strength and toughness +4 (Armor 2), dexterity -1, intelligence -1, close combat +3 (Damage bonus 2), stealth +2. If the guardian dies the animist cant use any magic for one week.

Wall of wines Difficulty 23. The animist calls worth a five 5 metre high an 25 metre long and one metre thick wall of thorny wines that are alive and that stay alive. Any creature with ill intent closer then 5 metres will be attacked by the wines, close combat +2 (Damage bonus 2). The wines can attack up to 25 creatures each round. The wines will be able to withstand 75 wounds before they are defeated. The wall stays there until the next sun up.

Eastern firemagic
In some places this dangerous an powerfull magic is tought to the ones least likely to use it only for their own benefit.

Candlelight Difficulty 4. The mage lits a candlesized flame from a finger. The flame burns until the next sun up if the mage does not extinguish it.

Flickerflame Difficulty 10. This spell creates an annoying flame that burns without heat. It casts light equal to a campfire, but its very irregular and in different colors. If the mage places this fire in someones face they will incur a -2 penalty on vision, close combat and ballistic combat. The flame burns for one hour.

Flaming hand Difficulty 13. Both of the mages hands starts to burn without hurting the mage. If the mage uses her fists, they add +5 to strength modifier when calculating damage. The hands also sets fire to combustible materials.

Ring of fire Difficulty 15. This spell creates a ring of fire that extends three metres from the mage. Anyone who passes the ring will have to subtract a dexterity+toughness roll from 18 and consult the damage table.

Blinding fire Difficulty 16. This spell creates a sharp, quick fire in front of the eyes of a creature. The creature must roll intelligence versus difficulty 14 or be blinded for 4 rounds. If the mage tries to affect many creatures the difficulty is 1 more for each.

Sparks Difficulty 16. Makes three small, very hot sparks. They die instantly but they burn very hot and ignites combustible materials. These fires can easily burn through bowstrings or leather straps, or be used to ignite combustible materials. If the mage wants to use additional fires, every one adds 1 to difficulty.

Fireball Difficulty 17. This spell creates a big ball of flame that the mage hurls. It flies up to a hundred metres and explodes in a radius of three metres. Add +1 for every extra meter. Anyone cought in the explosion will subtract a dexterity modifier+armor roll from attack roll of 9+2D8 and consult the damage table. Anyone who gets a -3 wound or worse is floored by the blast.

Salamander Difficulty 18. Creates a big lizzard made of hot magma. The mage can command the salamander and it will obey, though its not very clever so it cant do anything clever for the mage. Since the salamander is very hot it will set fire to combustible materials. Its characteristics are intelligence -3, toughness +2 (armor 2), strength +2 (damage bonus 3), dexterity +3, close combat +4. The salamander lasts for one minute. The mage can try to make a permanent salamander. To do that is a ritual that takes one year.

Holy fire Difficulty 19. Ritual that takes two days. This spell makes a permanent fire the size of a torch. The fire does not consume any fuel and the mage decides if she wants it to burn hot or without heat.

Fire whip Difficulty 20. This spell creates a huge lightning fast whip of fire that the mage wields. Any and all enemies within five metres can be attacked in close combat with a +6 modifier  and a damage bonus of 3. The mage can use the whip instantly and it lasts for five rounds.

Body of fire Difficulty 21. This spell sets the mage on fire. Anything closer then two metres from the mage will automatically be attacked by the flames who live a life of their own. The flames have close combat +2 (power 3). For purpose of combat the flames counts as a fighter on its own. If the mage attacks with his hands it has a power of strength modifier +5. The mage gets armor  +2, although any normal armor will burn to ashes. Body of fire lasts for one hour.

Amaria Difficulty 24. Creates black fire that cannot be extinguished by anyone except the caster. The fire is created in a small area. Instead of generating light, amaria absorbs light. If the caster dies the fire keeps burning. There is a chance that some god will be angered with the caster for destroying his creation through amaria. One of the casters eyes will start decomposing after this spell is cast.

Field magic
Field magic is a very versitile school of magic that manipulates the flow of magic itself.

Glowing field Difficulty 8. Creates a glowing field in a place choosen by the mage. The field casts light as strong as a normal campfire. The field lasts for twelve hours.

Sensing field Difficulty 10. The mage extends his sense of touch into a field of a hundred metres. The mage feels everything in that field as if she is touching it, all at once. So the mage will know exactly what and who is where inside the field.

Barrier field Difficulty 14. Creates a two dimensional barrier 2x2 metres in size. The mage can bend or twist the field as long as long as the mage concentrates and does not move. The field is as hard as steel and will dull edges of weapons. If anybody tries to get through using theyr strength they must roll Strength difficulty 18. The barrier lasts for five minues or until the mage stops concentrating.   

Inflexible field Difficulty 15. Creates fields of a certain color in the shape that the mage chooses. The field is transparent and many different forms connected by thin strands can be made, such as a cup, a plate and a spoon, or a couple of footholds for climbing, an edge that keeps a door from opening or a thin and long piece for walking across a hole. The field can be broken, its similar to hard wood in strength. In total the field can encompas 5 cubic decimeters.  The field lasts for one hour.

Cutting field Difficulty 15. Makes a very thin field that attacks a target. The mage makes an normal attack roll but uses vision or intelligence characteristic, which ever is the highest versus a dexterity roll for the target. If the Mage gets a higher roll the field hits with damage bonus +5.

Personal field Difficulty 16. Creates a thin translucent field around the mages body. The field has Armor 3. If the field is placed upon someone who is already wearing armor, the spell will fail. If the mage wants to enchant a person other then herself add +2 to difficulty. The field lasts for one hour.

Helper field Difficulty 17. Creates an unseen field that has the shape of two connected hands that the mage can direct to perform tasks like carrying things, cleaning, doing the dishes, flippin through the pages of a book or something like that. The helper field lasts until next sun up.

Octopus field Difficulty 20. The mage makes 7 fields the shape of tentacles connected to the mages own body. These tentacles is as agile and strong, they have strength +4. The mage can use these tentacles as well as her normal arms. If the tentacles are used for combat they add +4 to combat roll and +2 to armor as well as +1 damage bonus.


Biopathy
This school of magic is focused on sensing, involving and manipulating the life force of all living creatures.

Sense creatures Difficulty 10. Sends invisible magic out a hundred metres from the caster. The magic comes back and the mage gets a general sense of how many intelligent and unintilligent creatures is within reach of the magic. The mage can sense a further distance, every hundred metres adds +1 to difficulty.

Search creature Difficulty 12. With this spell the mage tries to find a creature she knows for before. If it is succesfull the mage senses if the creature is close (within 1 kilometre), within a days walk (25 kilometre) and far away (within 1.000 kilometres) The mage also sense in which direction the creature is.

Enfeeblement Difficulty 14. If the spell succeeds, and the target does not resist with a intelligence diffculty 12, she will suffer a strength -3 modifier. The mage can make the spell with -1 extra strength modifierför This spell lasts for one hour.

Command Difficulty 16. Gives a one ord command to a creatures that obeys if it doesnt resist the mage with an intelligence roll versus intelligence roll.

Control creature Difficulty 18. The mage tries to gain complete control of a creature. The affected creature gets an intelligence roll versus the the mages intelligence. If the mages wins hes consiousness enters the creature and the mage can not move her normal body. The spell lasts until next sun up. If the creature resists the mage, nothing happens.

Regenerate Difficulty 18. The mage speeds up the healing process in a creature, so that it heals 1 wound each day instead of one each week. This spell is in effect for seven days.

Modify creature Difficulty 18. This spell adds or subtracts 1 or 2 from any characteristic. The mage can add or subtract one point more, but for every point extra difficulty is raised 2. This spell is in effect until next sun up. Each characteristic can only be affected once this way.

Artifact magic
This type of magic is used by artificier mages. The use it to enchant objects through rituals. All artifact magic is done in rituals. If an object is to be enchanted a consequtive time and that rituals fails, the magic of both rituals is removed. Artifact magic is special in the way that it is often more destructive to fail with its rituals then in other forms of magic. Therefore consult the following table according to how many points of the dies (D) away from the target that the mage failed.

If a player character is a artifact mage, the game master should consider if she has the time between her active periods to make the rituals she wants to or not. Characters who are artifact mages should probably get an aloted time to roll for rituals, for when they where apprentices, such as maybe a year or a few years.

There is a slight chance that a artifact mage can interupt a ritual and get back to it where she left off. If she wants to do that she must succeed with a intelligence difficulty 17 roll.

1-2 The mage cant use artifact magic for two weeks.
The mage cant use any magic at all for two weeks.
4-6 The object breaks and the mage cant use artifact magic for two weeks.
7-8 The object start to glow and then explodes. The mage can make a defensive dexterity roll if she understands what is going on and subtract that from an attack roll of 18. If the mage does not try to get away she will have a defensive roll of only 5.
9-10 It seems the object is fine and as it should, but actually it has been "Cursed", see the ritual by this name for a description.
11-13 The object breaks, the mage cant use any magic for two months and the mage is blinded for one month.

14-16      There is a large puff of smoke and the mage is transformed into... roll 1D8
1 A small dog
2 A sparrow
3 A lamb
4 A quivering pile of flesh with tentacles
5 Another person of the same species
6 A skeleton version of herself, with dex-3, str -3.
7 A black twodimensional disc that cant move at all
8 A beetle.
The mage will remain in this form until or if she gets help from a god or another magic user who knows an appropriate spell.

17-18  The mage collapses for a week and then goes permanently mad. Roll 1D8
              1 The mage thinks that she is invisible, and no matter how much evidence is put forward to show its not true, she will simply not listen.
              2 The mage gets obsessed with staring at herself in the mirror. She can only leave the mirror for a short time before she goes back to it.
              3 The mage wants to live under the earth and never go back to the surface.
              4 The mage laughs at everything as if it was the most funny thing in the world.
              5 The mage looses touch with her own feelings. She doesnt at all understand feelings. She no longer understand or care why people cry or search for their loved ones. The mage does not feel a strong urge for anything at all.
              6 The mage gets super emotional and very touchy, she cries and laughs, runs around shouting while pulling her hair and setting fire to her own clothing.
              7 The mage wants to shut herself in a very small space and stay there forever.
              8 The mage starts building an insanely huge machine that haver very little chance of ever being usefull for anything at all.
19+ The object and the mage explodes in a ball of flame. Death is instantaneous.


Lesser aspect enchantment Difficulty9. Takes one week. Enchants an object so that it takes on a specific aspect. This aspect can be related to the elements, animals, plants, thouhts, pictures, sound or anything else. This means in practice that a sound enchantment will enchant the object in such a way that when it is used there is some kind of sound emanating from it. An element enchantment will make it so that the object glows, is a bit shady, is a bit cold or warm, a bit wet or very dry or something like that. A thoughtaspect means that when the object is held a sort of a feeling that it is thinking something intangible comes to mind. If its enchanted with a picture aspect it means a faint picture sometimes appear on the object, only to be replaced by another in a few days.

Lesser sun/moon enchant Difficulty 12. Takes one month. If it is succesfull it enchants one object so that it gains a +1 bonus to all rolls for either a skill or characteristic either when the sun is, but then it has a -1 modifier when the sun has gone down. Or the mage can enchant the object so that it has +1 when the sun has gone down, and -1 when it is up and the mage decides which is the case when she enchants the object. All objects that can grant some sort of relevant bonus can be enchanted in this way: A shovel (strength +1), boots (dexterity +1), an armor (toughness value +1), a hand weapon (close combat or strength +1), a cap (intelligence +1), a necklace (charisma +1), an abacus (business +1), a sextant (navigation +1), a bow (ballistic combat +1) and so on. Some objects enchanted in this way gets touched by the element so that a sun object glows a little, and a dark object is always a bit shady.

Identify magic Difficulty 12. Takes two days. Identify what magic is placed on an object and how it works, if it is dangerous and so on.

Magical broom Difficulty 12. Takes one month. Makes a broom able to clean on its own after a command from the owner to do so.

Magical flask Difficulty 13. Takes one month. This ritual is used on a full flask of water, wine, fruit juice, beer, booze, cider, mead or té . That flask is replenished with the same kind of wine at every sun up.

Magical coat Difficulty 14. Takes one month. Enchants a coat so that it generates a nice cozy heat, enough to heat the owner, even in a -35 degree blizzard. It doesnt matter if the coat is thin or thick.

Magical picnick basket Difficulty 15. Takes two months. This ritual is used on a picknick basket. Inside it will appear bread, fruit, nuts, sausages, dried meat, crackers, goat cheese and cows cheese. The basket is replinished at every sun up. The basked contains two days of food.

Magical pen Difficulty 15. Takes two months. This ritual enchants a pen so that it can write what ever the user tells it to. It has to be filled up with ink like a normal pen.

Hardening Difficulty 15. Takes one month. If it is succesfull this spell enchants an object and makes it a lot harder and tougher. If a weapon, shield or armor is hardened, ignore the first and second time it is damaged or broken through fumbling. Hardening can be done to up to ten kilos of material. Water becomes hard as wood, ood becomes hard as steel, stone becomes as hard as mithril, steel becomes as hard as dragonmithril. mithril becomes almost unbreakable, dragonmithril becomes unbreakable and ignores all break/destroyed fumbles. For every ten kilos over the first 10, add +2 to difficulty.

Curse Difficulty 16. Takes one month. If it is succesfull the object is cursed. The magic in the object is hidden though and it doesnt seem magical in any way. However if anyone uses it, it attaches to their essence and curses them. The object will now encur a -2 penalty to all rolls for a characteristic or skill. The cursed object cannot be removed in any normal way if its a piece of clothing. If it is a tool it sticks to the hand. If the object is destroyed the cursed will suffer a -3 wound that just wont heal for 1D8/2 months before it starts to heal normally.

Remove magic Difficulty 17. Takes three months. If it is succesfull this ritual removes the effects of a ritual or spell from an object indefinitely.

Greater sun/moon enchant Difficulty 18. Takes three months. If it is succesfull it enchants one object so that it gains a +2 bonus to all rolls for either a skill or characteristic either when the sun is, but then it has a -1 modifier when the sun has gone down. Or the mage can enchant the object so that it has +2 when the sun has gone down, and -1 when it is up and the mage decides which is the case when she enchants the object. All objects that can grant some sort of relevant bonus can be enchanted in this way: A shovel (strength +2), boots (dexterity +2), an armor (toughness value +2), a hand weapon (close combat or strength +2), a cap (intelligence +2), a necklace (charisma +2), an abacus (business +2), a sextant (navigation +2), a bow (ballistic combat +2) and so on. This ritual is not cumulative with "Lesser sun/moon enchant. Some objects enchanted in this way gets touched by the element so that a sun object glows a little, and a dark object is always a bit shady.

Curse Difficulty 19. Takes one month. If it is succesfull the object is cursed. The magic in the object is hidden though and it doesnt seem magical in any way. However if anyone uses it, it attaches to their essence and curses them. The object will now encur a -2 penalty to all rolls for a characteristic or skill. The cursed object cannot be removed in any normal way if its a piece of clothing. If it is a tool it sticks to the hand. If the object is destroyed the cursed will suffer a -3 wound that just wont heal for 1D8/2 months before it starts to heal normally.


Greater aspect enchantment Difficulty 19. Takes four months. If it is succesfull it enchants the object in a aspect specific way. Only certain objects can be enchanted certain aspects.

Spirit enchantetment - Can be done on most objects. A spirit is born and takes a home inside the object. The spirit has an intelligence characteristic decided by a roll on the random characteristics table. The spirit can use one language to +2, that the mage knows. All other things the spirit must learn. The spirit can not move the object, only talk, see, hear, smell and feel through it. If the object is hurt the spirit is hurt. If the object is destroyed the spirit is removed.

Movement enchantment - Can be done on objects with moveable parts. An unseen force takes place inside the object. The mage can command the object to move, or if it is also enchanted with a spirit, the spirit can use the object as its body. The object gets a strength and dexterity +1. The object also gets a toughness modifier depending on how durable an object it is. Fitting objects for this ritual are dolls, coffins, chests, crossbows, doors, moveable floors, trapdoors, ropes or anything like that. If the object is destroyed the enchantment is broken.

Fire enchantment - Can be done on missile weapons and close combat weapons. When the weapon is used or wielded it starts to burn and hurts the enemies more. It doesnt hurt the one using it though. This adds +2 to the strength modifier for the weapon.

Cold enchantment - Can be done on missile weapons and close combat weapons. When the weapon is used or wielded it starts to spread a chilling cold and hurts the enemies more. It doesnt hurt the one using it though. This adds +2 to the strength modifier for the weapon.

Lightning enchantment - Can be done on weapons, jewelry, clothing or most other things. When a certain condition chosen by the mage is met, thundering flash of lightning strikes out. If the mage wants she can make the enchantment so that the user of the object decides where the lightning strikes, but no further then 100 metres from the object. The ligtning has an attack value of 14 and a damage modifier of +2. The lightning can be dodged like other missile weapons.

Hovering enchantment - Can be done on a matt, a broom stick or a cloak. The user is able to hover one metre above ground with this object. It can carry 150 kilos and move with a speed of 10 metres/round. If the mage wants the object to be able to carry more, add +1 for every 50 kilos of extra carrying capacity.

Air enchantment - Can be done on a piece of straw, or a flask. The object is always replenished with fresh air, so that it can be used for diving.

Shadow enchantment - Can be done on cloaks. The cloak will give the user a +4 stealth modifier, but only in shady or dark places.

Teleport enchantment - Can be done on any object of ten kilos or less. The object can be teleported by the user to appear her hand or on her or in a backpack or something like that. It doesnt matter how far away the object is.

Transformation enchantment - Can be done on jewelry. With this object the user can transform into an animal form decided by the mage at the creation of the object. The transformation lasts until next sun up. The availiable forms are: rat, raven, owl, ozelot, dog, python, wolf, reindeer and lion. If the user is killed in animal form, she returns to normal with a -3 wound, but the object is destroyed and the magic disappears.


Lucky charm Difficulty 20.Takes three months. Can be done on jewelry. Creates a lucky charm in the object. The user can reroll one roll. The charm cannot be used again until the next full moon. If gamemaster thinks it is appropriate, she will decide if he charm is used even though the player doesnt know about it.

Shadow magic
This is a school of magic made by those who work in shadows. Its the magic prefered by thiefs, spies, assasins, con artists and assasins.

Soft landning Difficulty 10. This spell makes for a soft landing after a fall for the recipient. This spell only contains one quick word, so its always the first thing that happens. Each consequtive recipient means a +1 difficulty.

Jump Difficulty 12. Doubles the distance of the next jump for the recipient. Lasts for one hour.


Stop bleeding Difficulty 12. Stops any and all wounds bleeding for the recipient.

Ventriloquism Difficulty 13. The recipients voice is removed from her mouth and it is instead heard somewhere within 200 metres. Lasts for ten minutes.


Power blow Difficulty 14. Makes a powerfull blow to the body of the target no more then fifty metres away. The target makes aroll with dexterity+armor and deducts that form 15. If the target is hurt, she is knocked to the floor. Each consequtive target adds +2 to the difficulty


Silence Difficulty 15. Silences the area ten metres from the mage, so that no sound is heard inside that area, and no sound travels out from it. Lasts for twenty minutes.


Shadow cloak Difficulty 16. As long as the recipient is still and does not create loud sounds, she is totally invisible if she remains in shadow. It doesnt matter of anybody present can see in the dark, the still dont see the recipient.


Remove poison Difficulty 18. Removes the most dangerous poison from the recipients body. Even works on alchohol and other substances.


Earth magic
Earth magic is focused on creating, manipulating and controlling aspects of the earth element.

Footholds Difficulty 12. Creates foot and handholds out of a surface in order to ease climbing it. These appear evently on a length of 10 metres. They add +5 to dexterity rolls for climbing that surface. The footholds lasts for one hour.

Dig Difficulty 13. Digs out and moves 20 0cubic decimetres of loose soil. Add +1 difficulty for each 200 cubic decimeters beyond the first.

Stone shield Difficulty 14. Creates a stone disc connected to the ground. The disc will protect one person if that peron is standing close to it, giving an armor bonus of 2.

Clay trap Variable difficulty. Summons clay that instantly hardens at the feet of an opponent no more then 200 meters away. The opponent rolls for strength versus the difficulty of the trap, if the opponent succeeds the spell fails. If the opponent does not succeed she is trapped and pinned to the ground until the spell runs out or until she manage to dig through five decimetres of hardened clay. The spell can be directed at consequtive opponents, at a +2 difficulty for each extra opponent.

Pillar Difficulty 15. Creates a mortared stone pillar of a diameter of one metre and a height of eight metres and two metres below the ground. The pillar must be created on solid ground. The pillar can be created with a bit of a lean, but not more so then it is still stable.

Break object Difficulty 15. Breaks an oject no bigger then ten kilos. If an object bigger then that is the target, only a big crack will appear in it. In order to break bigger objects add +2 for the difficulty for each 10 kilos above the first. Weapons, tools, ropes, bowstrings, locks and such are ample targets for this spell. Armor can be broken, most of them weigh between 10 and 20 kilos.

Stone wall Difficulty 16. Creates a stone wall that is four metres high and goes down one metre below the ground. The wall must be created on solid ground and is always vertical compared to the level of the seas. The wall is about three decimetres thick and mortared with natural rock and clay. The wall can be broken through, like a normal wall. The wall lasts for ten minutes.

Open Difficulty 16. Opens something no more then 200 metres away. Doors, locks, armor straps or swords in scabbards can be opened this way.

Golem Difficulty 20. Creates a golem made of hard clay and bits of stone. The golem has a rough, humanoid shape, but only big rocks for hands. The mage can direct it with commands. Its characteristics are: Intelligence -2, strength +3 (damage bonus 2), toughness +5 (armor 4), dexterity -2. The golem lasts for one minute. The mage can try to make a permanent golem, in which case she must make a ritual for a year.


Vortex magic
Vortex magic is the magic of dimension and time. It is among the most difficult to use, but also one of the most powerfull schools of magic.

Dark vortex Difficulty 17. Creates a black vortex within a metre.It removes all light within ten metres of itself.

Teleport Difficulty 18. The mage teleports to a location she can see, no more then 500 metres away.

Speeding particles Difficulty 19. Opens a vortex that hurls bits of rock, ice, metal, wood or something else at an opponent. The opponent can roll and add dexterity+armor and subtract that from an attack of 16. If the target is hurt, she will be floored. The mage can add extra targets for +1 difficulty.

Inversive vortex Variable difficulty. One side of this vortex sucks magic into itself. All spells directed within five metres of the vortex on that side of it, will roll its own difficulty +2D8, while the vortex mage does the same using the difficulty of the vortex. If the vortex mages roll is equal or better then the other mage, the vortex nullifies the spell.

Interdimensional portal Difficulty 22. Opens a portal to another place in the same dimension. The mage must have been in that place for the spell to work. The portal is a disc, two metres in diameter and it stays open for one minute.

Banish Difficulty 24. The mage makes and intellgence versus toughness or intelligence, whichever is the highest for the target. If the mage wins the recipient is banished into a prison dimension. In that dimension the creatures there are ready for the banished and have already prepared a cell. The first hearing is after 1D8+1 years in which an extradimensional court is assembled. That court will let the prisoner go if he is not accused of any extradimensional travel.

Extradimensional portal Difficulty 27. Opens a portal to another place in another dimension. The mage must have been in that place for the spell to work. The portal is a disc, two metres in diameter and it stays open for one minute. If the spell fails the gods finds out the mage is trying to travel to another dimension. The mage is put in extradimensional jail, and in 2D8-4 months (But at least one day) the mage is taken before a court of elder beings, half gods and gods to explain what she was up to. If the court decides she is sort of innocent of meddling with the affairs of gods, she will be released. If she is guilty she will either be in prison for 1D8x10 years, be banished from her home dimension, stripped of her magical powers and the ability to learn it again, all her memories removed while her personality gets made kind and gentle or the gods starts to quarrel and fight over her destiny in which case she might be able to escape through a new portal.

Mind magic
This school of magic is focused on creating, reading and manipulating thoughts and feelings.

Telepathy


Mind blank


Chock


Mind read


Mind illusion


Control creature


Mind invisibility

Animals, humanoids and monsters
Humanoids described here is of no specific proffession.


Int
Cha
Str
Dex
Tou
Vis
Hea
Clo
Bal


Schools of magic
Knowledge of an area
Healing
Stealth
Tracking
Navigation
Sailing
Survival
Business
Mathematics
Cultures
Symbolical language
Speaking language
Zoology
Bothany
Two weapon fighting
Unarmed fighting
Religion and philosophy
Magical theory
Stealing and lockpicking
Crafts


Orcs
Orcs are humanlike creatures with dark green or black skin. They have more musclemass but are less agile then humans. Theyre minds are not very good at grasping abstract concepts and symbols. They live short chaotic lives in small or large clans, often together with Goblins and/or Ogres. They have little fear for death and a they count achievement mostly in battle. They love to plunder and destroy, so much so that they often fight amongst themselves. Orcs are well known to attack people, but if noone fights back they often leave survivors. They are known to take prisoners, either as pets or in order to trade them for other goods, though they are not very good at business. Orcs normally share the same language as goblins and ogres.

Int -2
Cha -3
Str +1
Dex -1
Tou +1
Vis -
Hea +2
Clo +1
Bal -

Orc hunter
Orc hunters are quite cunning, yet they love to plunder and destroy. When they fight they usually fire of a few vollies of arrows, then they attack.



Int-1
Cha-3
Str +1 (With Spiked club damage bonus 2)
Dex -
Tou +1 (Armor 1 with tough clothing)
Vis +1
Hea +3
Clo +4
Bal +5 (Damage bonus 3 with bow)

Stealth +4, Survival +4, Tracking +5


Orc raider
Raiders live and work in groups of 2 to 100 individuals. Their main target is mostly to take stuff. If anybody is in their way the usually bash them until they stop being in the way.

Int -2
Cha -3
Str +2 (One handed weapon damage bonus 3, or two handed damage bonus 5 )
Dex -
Tou +2 (Armor 3 with leather armor and shield, armor 2 with only leather)
Vis -
Hea +2
Clo +5
Bal +3

Stealth +2, Survival +3

Orc chief
Chiefs are the big brutes who make all the hard decisions in orc society, like where to plunder and what to burn. The arent very good at making intelligent decisions, but most of the time nobody dares to argue.


Int -2
Cha -1
Str +4 (Damage 6 with a two handed weapon)
Dex -1
Tou +4 (Leather armor 3)
Vis -1
Hea +1
Clo +8
Bal +2

Stealth +3, survival +4


Ogres
Ogres are huge, lumbersome, dangerous humanoids. They have a very short temper and are only quick when it comes to mayhem and blodshed. They have little initiative of their own and generally more fun together with orcs so they respect them. Theyre skin wary from light green to black. Theyre fingers end in powerfull claws who keep growing at a rapid pace.

Int -3
Cha -3
Str +7 (Damage bonus 4 unarmed)
Dex -2
Tou +6
Vis -
Hea +2
Clo -
Bal -1

Ogre berzerker

Int -3
Cha -3
Str +9 (damage bonus 8 with two handed weapon)
Dex -2
Tou +8 (Armor 5 with leather armor)
Vis -
Hea +2
Clo +5
Bal -1


Goblins
Goblins look a lot like orcs, only smaller and with proportionally bigger heads. They are smarter and more cunning then orcs. Therefore they like ambushes, but they are quick to run if things dont go their way.

Int -1
Cha -1
Str -1
Dex +2
Tou -1
Vis -
Hea +2
Clo -
Bal -

Goblin archer
Goblins naturally prefer to stay out of the heat of battle, so they often carry a bow and a sword.



Int -1
Cha -1
Str - (Damage bonus 2 with the bow or one handed weapon)
Dex +2
Tou -
Vis +1
Hea +2
Clo +3
Bal +5



Warewolves
Warewolves are humans who have been infected with a disease called "Lycantrophy". This means that in each full moon they turn into a large, fearsome humanlike wolf. Sometimes they take a full shape of a huge wolf. Some warewolfs only take half damage from mundane weapons, and a few are even immune to them.


Int -3
Cha -5
Str +7
Dex +7
Tou +7
Vis -
Hea +6
Clo +6
Bal -

Warewolfs run 28 metres in wolfshape



Ghouls
Ghouls are humans who have been infected with a state of permanent undeath. They crave the flesh of other people and are notoriously hard to kill.


Int -3
Cha -5
Str +3 (Unarmed damage bonus 2 due to claws)
Dex -1
Tou +5
Vis -
Hea -
Clo +1
Bal -

If a human is hurt by a ghoul and survives she must roll a toughness difficulty 10 and succeed, otherwise she will become a ghoul at the next sundown.


Zombies
Zombies are undead who come to unlife through natural or manipulative magic.

Int -5
Cha -5
Str +2
Dex -4
Tou +3
Vis -2
Hea -
Clo -
Bal -


Manticores
Manticores are half intelligent monsters. They have the body of a lion, the head of a woman and the tail of a scorpion. Some of them also have wings. Most manticores live alone, but when they are to mate they, and if they find a mate they might live together for a few years as they are rearing theyre cubs. Manticores have an innate ability to learn languages, even though they are not very smart.

Int -3
Cha +1
Str +6  (Damage +4)
Dex +4
Tou +5
Vis +1
Hea +4
Clo +6
Bal -

Moves 24 metres when running

Wyerns
Wyerns are akin to dragons. They are enormous snakes with wings and scales, although they are not as clever as dragons and cant breath fire. They live for hundreds of years and can learn how to change shape into humanlike forms. Wyerns live alone.

Int -1
Cha +2
Str +11 (Damage +6)
Dex +2
Tou +9 (Armor +7)
Vis +3
Hea +3
Clo +7
Bal -

Moves 22 metres when running

Worgs
Worgs are huge, intelligent wolfs. They live and hunt in pairs or small packs of up to eight Worgs. Some of them learn how to speak.

Int -1
Cha -2
Str +4 (Damage 3)
Dex +2
Tou +4
Vis -
Hea +6
Clo +4
Bal -

Stranglewine
Stranglewines are monsters who camouflage as plants. They have a lot of tentacles and a central body with a mouth. They can attack everyone within seven metres, and they never incur no for being outnumbered. They live alone. They can move the body, but only very slowly at around 1 metre/round.

Int -4
Cha -5
Str +3 (Damage 2)
Dex -
Tou +5 (Armor 3) Stranglewines will not incur any penalty on the first 3 wounds.
Vis -3
Hea +1
Clo +3
Bal -


Bear
Bears normally live and hunt alone.


Int -4
Cha -
Str +7 (Damage bonus 4)
Dex -
Tou +7 (armor 4)
Vis -2
Hea +2
Clo +5
Bal -


Stealth +2, Survival +6

Wolf
Wolfs live and hunt in packs of 3 to 20 individuals

Int -3
Cha -
Str - (Damage bonus 1)
Dex +2
Tou +1 (Armor 1)
Vis -
Hea +5
Clo +4
Bal -


Stealth +4, Survival +6, Tracking +7

Lion



Int -3
Cha -
Str +4 (Damage bonus 3)
Dex +4
Tou +3 (Armor 2)
Vis -
Hea +6
Clo +5
Bal -

Stealth +6, Survival +5, Tracking +4


Elfs
Elfs normally live in ancient forests. They are humanlike and have skintones warying from white to black, some have olive skin and some have orange skin. Elfs ears are often big and pointy at the top. There are quite a wide selection of groups of elfs who have settled in other places then forests, the oceans, the air, the underworld, the mountains and on the plains, but most of them are found in forests. Elfs dont die from age and they grow into adulthood very slowly sometimes. Though some elfs grow even faster then humans.

Int +1
Cha +2
Str -1
Dex +3
Tou -1
Vis +3
Hea +4
Clo -
Bal +1

Gnomes
Gnomes are about twenty centimetres tall humanoids. They have innate magical abilities and are very quick, strong, resilient and resourcefull. They are little understood by humans so they tend to keep to themselves, but they have good hearts and try to help out if they can. Gnomes live for hundreds and hundreds of years


Int +1
Cha +2
Str +4
Dex +7
Tou +4
Vis -
Hea +4
Clo +2
Bal +2

Kender
Most kender are sligthly less then one metre tall humanoids with pointy ears. Other then that they wary wildly in appereance. Kender are very inquisitive and nimble. Most kender have very little grasp of what it means to own something or not to own something, which means they often sort of just put things in theyre pockets. Kender live for 150-200 years.


Int -
Cha +1
Str -1
Dex +3
Tou -1
Vis +1
Hea +1
Clo +1
Bal +1

Dwarfs
Dwarfs are short, strong, stocky humanoids with beards, sometimes even the women have beards. They are expert artisans and craftsmen, but quite secretive and greedy.


Int -
Cha -1
Str +2
Dex -1
Tou +3
Vis -1
Hea +2
Clo +1
Bal -

Minotaurs
Minotaurs are big humanoid bullmen. They have humanlike bodies, but no feet instead they have hoofs. Theyre head is that of cettle. They have a bit of a short temper.

Int -1
Cha -2
Str +6 (Damage 4 unarmed using the horns to gorge)
Dex -2
Tou +6 (Armor 4)
Vis -
Hea -
Clo +1
Bal -

People
Below are examples of non player characters that can give guidelines for deciding characteristics and skills.

Absuna
Absuna is one of the greatest swordsfighter of her time. She has long red hair tied into a tail and a agile body of average height. Her left ear is cut off so she tries to cover that wound with her hair. She looks to be around 30 years of age, but an unknown god has suspended her age so she is really 72. She fights wearing a leatherarmor, sword, two throwing daggers and shield, all of outstanding quality.

Int -
Cha +3
Str +3 (Damage bonus 5 with her mastercrafted sword.
Dex +4
Tou +3 (Armor 4 with her armor and shield)
Vis +1
Hea -1
Clo +12
Bal +5

Knowledge of home area +3, Healing +4, Stealth +5, Navigation +3, Survival +5, Tracking +2, Reading and writing +5, Cultures +3

Witch guard
These people are appointed by the evil witch council in the south. They are choosen because they obey and because they are strong and fearless. They have sworn allegiance to the council and will sacrifice their life to protect the witch.

Int -2
Cha -1
Str +2 (Damage bonus 3 with their axes)
Dex -1
Tou +2 (armor 3 with their chainmail)
Vis -
Hea -
Clo +5
Bal +3 (Damage bonus 4 with a crossbow)

Knowledge of their hunting grounds +3, Tracking +2, Survival +2

These guards are armed with battleaxes and sometimes crossbows. Normally they wear chainmail.

Southern witch
These witches are smart, cruel and powerfull. The ones appointed by their council to go raiding have proven this type of characteristics and have gone through many years of hard training.



Int +2
Cha +5
Str -
Dex -
Tou -
Vis+1
Hea +1
Clo +3
Bal +3

Southern witchcraft +8, Navigation +3, Symbolical language (Home) +5, Speaking one foreign language +4, reading and writing one foreign language +4, Magical theory +5, Stealth +3

Ranger
Rangers are highly skilled guardians and travellers of the deep forests. They work alone or in small groups.



Int +1
Cha -
Str +1 (Damage bonus 3 with a spear)
Dex +2
Tou +2 (Armor 1, no armor)
Vis +1
Hea +1
Clo +3
Bal +4 (Using a bow, damage bonus 3)

Knowledge of home area +4, Hunting +3, Tracking +3, Navigation +5, Cultures +2, Zoology +2, Stealth +2, Speaking language +1 (other then home language)

Shadow guild thief
These people do work outside of the normal laws, burglary, espionage and assasinations. Shadow guild members have many stages to go through before being accepted as a proffesional and they train regularly to keep up agility and skill.

Int -
Cha +1
Str - (Dagger damage bonus 1)
Dex +4
Tou +1 (No armor, armor 0)
Vis +1
Hea +1
Clo +3
Bal +3

Knowledge of home area +2, Stealth +5, Stealing and lockpicking +4

Experienced mercernary
Mercenaries sell their abilities as warriors for profit.


Int -
Cha -
Str +3 (Damage bonus 4 with a one handed weapon)
Dex +1
Tou +3 (Armor 3 with leather and a shield)
Vis -
Hea -
Clo +6
Bal +4 (Damage bonus 3 with a crossbow)

Navigation +3, Knowledge of an area +3, Survival +2, Healing +2