TEXT: 1
  Foreword
  Dedicated To:
  Edward E Simbalist (1943 to 2005)
  Wilf K Backhaus (1946 to 2009)
  Without whom C&S would never have 
  existed and to Mike Gilbert (1947 to 2000)
  May the road rise up to meet you. May the wind be 
  always at your back. May the sun shine warm upon your 
  face;the rains fall soft upon your fields and until we meet 
  again,may God hold you in the palm of His hand.
  Traditional Gaelic Blessing
  Brittannia Game Designs and the designers of C&S 
  5th Edition celebrate diversity among gamers and 
  in our games. In this edition of the classic medieval 
  fantasy game we have drawn on modern research to 
  present the Middle Ages as they really were; diverse 
  and rich in cultural influences and visitors from 
  outside Europe. If this does not reflect your vision 
  of the Middle Ages, this is not the game for you.
  Cover artwork “Gawain & Morgawse” by Gordon 
  Napier, Copyright Gordon Napier 2014
  'Chivalry & Sorcery' is copyright 
  Brittannia Game Designs Ltd. 2019.
  The authors assert the moral right to be 
  identified as the authors of this work.  
  'Chivalry & Sorcery' and 'C&S' are registered 
  trademarks of Brittannia Game Designs Ltd.  
  All rights reserved under UK and 
  international copyright conventions.  
  All Interior illustrations are by Gordon Napier, Andrew 
  Hepworth and Dave Bezzina and are Copyright 2019
  All of the characters and places described in this 
  book are fictitious and any resemblance to actual 
  persons, living or dead, is purely co-incidental.  All 
  rights reserved. No part of this publication may be re-
  produced, stored in a retrieval system or transmitted 
  in any form or by any means, electronic or otherwise 
  without the prior permission of the publishers and the 
  copyright owner except for the purpose of review.  
  A catalogue record is available from the British Library:
  ISBN 1-902500-22-5
  First Printing
  E-mail: 
  britgamedesigns@gmail.com
  Or visit the Website at
  http://www.britgamedesigns.com
  Welcome, you hold in your hands the Chivalry 
  & Sorcery 5th Edition Core Rule Book.
  Chivalry & Sorcery™ is a very old game, 
  having been enjoyed through its’ many 
  incarnations, now for more than 40 years. 
  This new fifth edition has been carefully and 
  purposefully re-thought, tidied up and altered 
  for ease of play, as well as to deepen the sense 
  of immersion into a ‘Medieval’ world.  
  So good reading and fun gaming …
  Steve and Sue Turner
  Brittannia Game Designs Ltd 
  Nov 2019
  Line Manager: Stephen A Turner
  Assistant Line Manager: David Blewitt
  The Writing Team: Stephen Turner, Francis Tiffany, Andy 
  Staples, Colin D. Speirs, A.R.Cowley, David Blewitt
  Artwork & Cover: Gordon Napier, Andrew Hepworth 
  & Dave Bezzina. Example and Notes Scrolls - Designed by 
  Layerace / Freepik Cover Design by Stephanie Mc Alea
  Chief Editor: Andy Staples
  Layout by: - A.R.Cowley 
  Director of Anderian Designs Ltd.
  Forged in
  THE BLACK COUNTRY
  ANDERIAN DESIGNS
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  2
  Introduction ~~~~~~~~~~~~~~~~~~ 7
  A Historical Note  ........................................................7
  The Basic Game  .........................................................7
  Game Mechanic ............................................................7
  A Role Playing Game ...................................................7
  The Basics of Being a Player........................................8
  The Basics of Being a Gamemaster .............................8
  The Medieval World ~~~~~~~~~~~ 10
  The Third Estate: Labourers, The Common Man ..10
  The Urban/Rural Divide ............................................10
  The Rural Population ................................................10
  Rural Craftsmen ..........................................................11
  Restrictions on Peasants ............................................11
  Types of Rural Tenure Freemen & Serfs ....................11
  Wealth and Position ..................................................12
  The Utterly Poor: ........................................................12
  The Impoverished:  .....................................................12
  'Average' Folk:  ............................................................13
  Wealthy Peasants .......................................................13
  The People of the Countryside ................................14
  The People of the Towns  .........................................15
  Towns & Cities ...........................................................15
  Citizenship ..................................................................16
  Guilds ..........................................................................16
  The Fringe Population & Destitute Poor .....................19
  The Poor .................................................................... 20
  The Small People of the Towns ................................. 20
  The Leading Citizens ................................................20
  Apprentice:  ................................................................ 20
  Journeyman or day worker: ........................................21
  Master:  .......................................................................21
  The Rich ......................................................................21
  Cultural Elites & Lesser Clerical Orders .................... 22
  The Second Estate: Those of Gentle Blood .............. 23
  Fief Holders & other Nobles  ..................................... 23
  Landless Knights ........................................................24
  Lords ...........................................................................24
  Titled Nobility ..............................................................24
  Royalty - Kings & Princes .......................................... 25
  Noble Vocations ......................................................... 25
  The 'Scholarly' Option ............................................... 26
  Offspring of Landed Knights, The Nobility & Royalty  26
  Offspring of Master Craftsmen:  ................................ 26
  Offspring of Patricians & Rich Townsmen:  ............... 26
  Medieval Europe  .......................................................28
  Sub-Saharan African characters ............................... 29
  Black Knights ............................................................. 29
  Sir Palamedes the Saracen ....................................... 29
  Sir Morien................................................................... 30
  St Maurice ...................................................................31
  A Persecuting Society ..............................................31
  Core Game Mechanics  ~~~~~~~~~ 32
  Skillskape ...................................................................32
  Competencies & Skills   ............................................. 32
  How Difficult Is a Skill? .............................................. 32
  Innate Talent in a Skill ................................................ 32
  Personal Skill Factor (PSF%) .................................... 34
  Total Success Chance (TSC%) ................................. 34
  Making a Skills Check ............................................... 35
  The Percentile Pair (1D100) ....................................... 35
  The Crit Die (1D10) .................................................... 35
  Attribute Rolls (AR) .................................................... 36
  Modifiers to Skill Rolls ............................................... 36
  Success or Failure ..................................................... 36
  Critical Successes & Failures .....................................37
  Max % & Min % Success Chances ............................37
  Resisting Skills ........................................................... 39
  Improving a Skill ........................................................ 40
  Experience ..................................................................41
  Purchasing Levels of Skill Proficiency ........................42
  Core Skills .................................................................. 43
  Experience .................................................................45
  Influence .....................................................................47
  Role-playing status differences ..................................47
  Gaining an audience ...................................................47
  The Persuasion Roll .................................................. 49
  Honour Points ............................................................ 50
  Character Generation ~~~~~~~~~~ 51
  The Character Creation Process .............................51
  Step 1 - Character Creation Methods.........................52
  Step 2 - Horoscope  ....................................................52
  Step 3 - Divining the Birth Omens ............................. 54
  Step 4 - Gender & Race ............................................ 54
  Step 5 - Character Background ................................. 58
  Step 5b - Father’s Vocation & Status ........................ 60
  Cultural Knowledge ................................................... 60
  Intra-group Status ...................................................... 82
  Step 6 - Sibling Rank & Place in the Family .............. 82
  Step 7 - Status in One’s Own Family ......................... 83
  Step 8 - The 'Curse'  .................................................. 84
  Step 9 - Special Talents & Abilities .............................87
  Talent Descriptions .................................................... 89
  Step 10 - Flaws, Deficiencies & Defects ................... 94
  Deficiency Descriptions ..............................................97
  Step 11 - Personal Attributes ....................................102
  Derived Attributes .....................................................102
  Step 12 - Character Size.......................................... 104
  Step 13 - Body Points ...............................................107
  Step 14 - Fatigue Points .......................................... 109
  Step 15 - Lifting & Carrying Capacity .......................111
  Step 16 - Jumping Ability ..........................................112
  Step 17 - Base Action Points ....................................113
  Step 18 Character Age .............................................114
  Step 19 - Personalising Traits ...................................114
  Sample Character ....................................................116
  Vocations ~~~~~~~~~~~~~~~~~~ 119
  Starting Skills ............................................................119
  Background Skills ...................................................119
  Primary (or Vocational) Skills ...................................119
  Secondary Skills .....................................................120
  Tertiary Skills ...........................................................120
  Mastered Skills ........................................................120
  Warrior Vocations ...................................................121
  The Code of Chivalry ................................................126
  Thievish Vocations ..................................................126
  Designing the Adventurer Character ....................129
  Mages .......................................................................134
  Glorious Table of Contents
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  3
  Skills ~~~~~~~~~~~~~~~~~~~~~ 149
  Agricultural Skills....................................................149
  Animal Skills ............................................................150
  Arts & Entertainment Skills ...................................153
  Musical Instruments ..................................................155
  Athletic Skills ...........................................................156
  Combat Skills ...........................................................163
  Cooking and Brewing Skills ...................................169
  Craft & Trade Skills .................................................173
  Learned Lore ............................................................179
  Learning Lore Skills ..................................................180
  Language Lore ..........................................................181
  Lore Historical .......................................................... 184
  Lore Scientific ...........................................................186
  Materia Medicina: Healing Lore ................................187
  Mental Fortitude Skills ...........................................190
  Noble Skills ..............................................................193
  Outdoor skills ..........................................................196
  Perception Skills .....................................................201
  Seamanship Skills ...................................................203
  Skills for Thieves,  
  Rogues & Desperate Men .......................................205
  Materia Magicka ......................................................213
  Methods of Magick ................................................... 220
  Modes of Magick  ..................................................... 221
  Mage Priest Modes .................................................. 227
  Materia Theologica  ................................................230
  The Marketplace ~~~~~~~~~~~~~ 232
  Units of Distance .....................................................232
  Units of Weight ........................................................232
  Units of Liquid Measure .........................................232
  Chivalry & Sorcery Coinage System ....................232
  Starting Off ............................................................... 233
  Going to the Market:  ..............................................235
  Travelling Gear ......................................................... 235
  Camp Equipment ..................................................... 235
  Cooking Gear ........................................................... 235
  Containers................................................................ 235
  Miscellaneous Items ................................................ 236
  Writing Materials ...................................................... 236
  Cordage, etc. ........................................................... 236
  Men’s Clothing ......................................................... 236
  Women’s Clothing  ................................................... 237
  Dyes ......................................................................... 237
  Bolts of Cloth ............................................................ 237
  Sewing, Spinning & Weaving Gear  ........................ 237
  Foods, Nutrition ....................................................... 238
  Going to the Inn ....................................................... 240
  Livestock .................................................................. 243
  Household Goods  ................................................... 244
  Building Tools  .......................................................... 244
  Building Construction  ............................................. 245
  Mining Tools  ............................................................ 245
  Metalworking Tools .................................................. 245
  Agricultural Tools ..................................................... 246
  Baking Ingredients  .................................................. 246
  The Apothecary Shoppe ........................................246
  Herbs & Flowers ...................................................... 246
  Magickal  Materials: Woods ......................................247
  Magickal Materials: Stones ......................................247
  Magickal Materials: Metals ...................................... 248
  Magickal Materials: Miscellaneous.......................... 248
  Herbs & Flowers ...................................................... 249
  Woods .......................................................................251
  Gemstones, Semi-Precious Stones, & Minerals ......251
  Metals....................................................................... 253
  Armaments ...............................................................254
  Miscellaneous Magickal Materials........................... 254
  The Astrologer’s Way .............................................. 254
  Armour ......................................................................259
  Fatigue  Level  Reduction ........................................ 259
  Lack of Skill Wearing Armour .................................. 259
  Helmets .....................................................................261
  Body Armour Weight .................................................261
  Light Body Armour ....................................................261
  Heavy Body Armour ................................................ 262
  3/4 Heavy  Battle  Armour ....................................... 263
  Heavy Battle Armour ............................................... 263
  Super Heavy Battle Armour ..................................... 263
  Shields ......................................................................263
  Movement & Time ~~~~~~~~~~~~ 265
  Downtime .................................................................265
  Journey Time ...........................................................265
  Real Speeds over Ground ......................................265
  Speeds over Water ..................................................266
  River Craft ................................................................ 266
  Ocean-going Craft ................................................... 266
  Oared Craft .............................................................. 266
  Mythological Winged Creatures ............................266
  Pushing the Pace ....................................................266
  Terrain Effects .........................................................267
  Combat Mode ...........................................................267
  Combat ~~~~~~~~~~~~~~~~~~~~ 268
  Dice Conventions ....................................................268
  Combat Sequence for Action Points ....................... 268
  Movement &  
  Non-combat Actions ...............................................268
  Weapon Blows & Missile Shots .............................270
  The Attack Roll ........................................................270
  Combat Advantage & Opportune Attacks ............272
  Attacks From Behind ..............................................272
  Attacks From Above ...............................................272
  Critical Success & Failure ......................................272
  Aimed Shots Or Blows ...........................................272
  Using More Than One Weapon ..............................273
  Changing Weapons  
  Mid-Combat .............................................................273
  Offensive Actions ....................................................273
  Missile Combat ........................................................ 273
  Mounted Combat ......................................................274
  Ferocious Attacks .....................................................275
  Bashing An Opponent ..............................................275
  Defensive Actions ...................................................278
  Passive Defence .......................................................278
  Active Defence ..........................................................278
  Shield Block ..............................................................278
  Weapon Parry .......................................................... 279
  Dodge....................................................................... 280
  Effect Of Armour & Shields ...................................... 280
  Mounted Shield & Weapon Parries ......................... 280
  Desperate  Defences ............................................... 280
  Combat Advantages ................................................ 280
  Damage .....................................................................281
  Critical Hits ............................................................... 282
  Blows  ....................................................................... 284
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  4
  Shock ....................................................................... 284
  Incapacitation........................................................... 284
  Example of Combat ~~~~~~~~~~~ 286
  Magick ~~~~~~~~~~~~~~~~~~~~ 288
  Practising Magick ....................................................288
  Applying the Laws of Magick .................................289
  Learning Spells  
  & Enchanting Materials ..........................................292
  Common Spells ....................................................... 292
  Learning Spells ........................................................ 293
  Creating a Spell .......................................................294
  Creating a Spell ‘On The Spot’ ................................ 294
  Spell Magick Resistance ........................................294
  Starting Spells .........................................................295
  Casting Spells ..........................................................295
  Spatial Range of Spells ........................................... 296
  Temporal Range of Spells ....................................... 296
  The Casting Of A Spell ............................................ 296
  Targeting a Spell ...................................................... 297
  Overcoming Target Defences .................................. 298
  Partially Learnt Spells & Backfires .......................... 299
  Non-Mages Casting Spells ...................................... 299
  Resisting a Spell Effect ............................................ 300
  Resisting Commands & Charms ...........................301
  Resisting Illusions ..................................................301
  Casting Spells Through A Magickal Device .........301
  Scrolls & Books ........................................................ 301
  Other Devices .......................................................... 301
  Commands and Charms cast through Magickal Devices  
  301
  Illusions cast through Magickal Devices ................. 302
  Correspondences....................................................302
  Creating Magickal Items of Power ........................302
  Simple Devices ........................................................ 304
  Lesser Devices ........................................................ 304
  Greater Devices ....................................................... 304
  Simple Focuses ....................................................... 304
  Lesser Focuses ....................................................... 305
  Greater Focuses ...................................................... 305
  Specific Items .......................................................... 306
  Potions ..................................................................... 306
  Scrolls ...................................................................... 306
  Spell Books And Other Texts .................................306
  Spell Texts ............................................................... 306
  Grimoires ................................................................. 307
  Treatises .................................................................. 307
  Channelling .............................................................. 307
  Casting Spell Formulas ..........................................308
  Storing Spells ..........................................................308
  Casting Times ..........................................................308
  Spells ~~~~~~~~~~~~~~~~~~~~~ 315
  Common Method Spells .........................................315
  Basic Elemental Magick .........................................317
  Common Elemental Control Spells ..........................317
  Basic Elemental Magick Air ......................................318
  Basic Elemental Magick Earth................................. 325
  Basic Elemental Magick Fire ....................................331
  Basic Elemental Magick Water ................................ 340
  Arcane Magick .........................................................345
  Arcane Barriers ........................................................ 346
  Arcane Keys ............................................................. 347
  Eldritch Light ............................................................ 347
  Arcane Darkness ..................................................... 348
  Portals to the Shadow World ................................... 349
  Teleport .................................................................... 350
  Eldritch Servants ......................................................351
  Eldritch Missiles ....................................................... 352
  Command Magick ....................................................353
  Sleep Spells ............................................................. 353
  Charm Spells ........................................................... 354
  Domination Spells. ................................................... 356
  Fright ........................................................................ 361
  Divination .................................................................365
  Illusion Spells ..........................................................369
  Shadow Missiles .......................................................373
  Shadow Monsters .....................................................373
  Plant Magick.............................................................374
  Fertility Spells ...........................................................374
  Protective Spells .......................................................375
  Attack Spells ............................................................ 377
  Healing Spells ..........................................................378
  Summoning ..............................................................379
  Binding a Summoned Supernatural Being. ............. 380
  Animation by Summoning ........................................ 380
  Necromantic Summoning .........................................381
  Common Summoning .............................................. 382
  Transcendental Magick ..........................................386
  Transmutation Magick ............................................389
  Protective Transformations  ..................................... 389
  Physical Transformations ........................................ 390
  Magickal Wards .......................................................394
  Wards ....................................................................... 395
  Greater Wards ......................................................... 395
  Religion ~~~~~~~~~~~~~~~~~~~ 397
  Current Vs. Base Spirit  ........................................... 397
  Faith ..........................................................................400
  Who May Practice The Gift Of Faith? ...................... 400
  Personal Faith Factor .............................................. 400
  Applying The Faith Skill ........................................... 400
  Attending Religious Services .................................. 402
  Clerical Tapping Of The Congregation’s Belief Pool 402
  Calling Upon Divine Power ...................................... 403
  Spiritual Effects ........................................................ 404
  Swearing Oaths and Pilgrimages ............................ 406
  Grace and Spiritual Hindrances .............................. 406
  Christianity ..............................................................412
  Saints and the Church ..............................................412
  Mass ..........................................................................414
  High Mass .................................................................414
  Confession ................................................................414
  Jewish Time line ......................................................418
  Judaism ....................................................................418
  Jewish Ethnic Divisions  ...........................................419
  Jewish Communities In Europe ................................419
  Jewish Daily Life .......................................................421
  Where Jews Lived.................................................... 422
  Relations With Non-Jews .........................................423
  Jewish Customs & Culture 
  The Hebrew Calendar ...............................................424
  Holidays ....................................................................424
  Food ..........................................................................425
  Dishes/Cutlery ......................................................... 426
  Worship .................................................................... 426
  Occupations & Scholarship ..................................... 429
  Sacred Texts ............................................................ 429
  Mysticism & Magick ..................................................431
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  5
  Jewish Sins and Punishments ................................. 432
  Islam in the Middle Ages ........................................434
  Introduction  ............................................................. 434
  Baghdad & the Golden Age of Islam ....................... 435
  Theology .................................................................. 436
  Denominations of Islam ........................................... 436
  The Role of Clerics .................................................. 439
  Sin, Repentance and Forgiveness .......................... 439
  Islam and Non-Muslims  .......................................... 440
  Core Acts Of Faith: Prayers ...................................441
  Clerical Acts Of Faith ............................................... 443
  Miracles .................................................................... 447
  Organised Religion 
  Versus Magick .........................................................455
  Canonization & Deification ....................................455
  Holy Ground .............................................................456
  Evil Priests ...............................................................457
  Profane Acts Of Faith .............................................. 457
  Summoning Demons ............................................... 459
  Being A 
  Gamemaster  ~~~~~~~~~~~~~~~ 460
  Becoming A Gamemaster ......................................461
  The Referee ..............................................................461
  The Storyteller .........................................................461
  Mastering the Rules ................................................462
  Stage I  ..................................................................... 462
  Stage II  .................................................................... 462
  Stage III  ................................................................... 462
  Stage IV ................................................................... 462
  Stage V .................................................................... 463
  World Creating .........................................................463
  Preparation .............................................................. 464
  Interaction ................................................................ 465
  Role Playing the Others ........................................... 466
  Long Range Perspective ........................................466
  The Wider World Out There ...................................467
  Awarding Experience .............................................467
  Adventure Awards  
  & Experience Blocs ................................................. 469
  Role Playing in Character ........................................ 469
  Surviving An Adventure ............................................470
  Completing A Minor Quest .......................................470
  Finding A Magickal Or Holy Item ..............................471
  Completing A Major Quest .......................................471
  Success With A Needful Skill ...................................472
  Slaying Vanquishing A Foe .......................................472
  Special Experience Bonuses ...................................474
  Downtime Experience Awards .................................474
  Successful Spell casting ...........................................474
  Successful Act of Faith .............................................474
  Tagging Experience  .................................................474
  Learning by Trial & Error ...........................................475
  Expending Accumulated Experience .......................476
  The Campaign World ~~~~~~~~~~ 477
  Mapping The World .................................................478
  The Background........................................................478
  Feudal Justice .......................................................... 492
  Social Positions Modes of Address ......................... 492
  Generating A Feudal Kingdom ..............................507
  Feudal Manors And Holdings .................................. 508
  The Fief Of William Fitzansculf ..............................510
  Non-player Characters ~~~~~~~~ 513
  Guards ......................................................................514
  Servien .....................................................................514
  Knights .....................................................................515
  Foresters ..................................................................515
  Thieves .....................................................................516
  Priest .........................................................................516
  Mage ..........................................................................517
  Non Human  
  Character Generation .............................................518
  Dwarves ....................................................................518
  Elves ........................................................................ 522
  Orcs, Goblins And Hobgoblins ................................ 525
  Goblinoid Vocations ................................................. 529
  The Trolls ................................................................. 530
  Werecreatures ......................................................... 536
  Vampires .................................................................. 538
  The Bestiary  ~~~~~~~~~~~~~~~~ 542
  Creature Descriptions  ...........................................542
  Experience ............................................................... 543
  Honour Points .......................................................... 543
  Natural Creatures ................................................... 544
  Large creatures of the woodlands & grasslands ..... 544
  Small creatures of the woodlands and grasslands . 544
  Birds of the woodlands and grasslands .................. 545
  Serpents of the woodland ........................................ 545
  Creatures of the Wetlands and Waterfowl............... 545
  Creatures of the sea ................................................ 546
  Domestic animals .................................................... 546
  Beasts of burden and mounts .................................. 547
  Exotica ..................................................................... 547
  Humanoids ............................................................... 548
  Giant beasts ............................................................. 549
  Lycanthropes ...........................................................550
  Undead .....................................................................552
  Deaths ...................................................................... 552
  Ghosts ...................................................................... 552
  Ghouls ...................................................................... 553
  Leichen & Old Leichen ............................................ 553
  Skeletons ................................................................. 553
  Spectre ..................................................................... 553
  Phantom ................................................................... 553
  Vampire .................................................................... 554
  Water Wraith ............................................................ 554
  Wight ........................................................................ 555
  Wraith ....................................................................... 555
  Zombie ..................................................................... 555
  Undead..................................................................... 556
  Faeries ......................................................................557
  Seelie Banshee ........................................................ 558
  Pixies........................................................................ 558
  Swan Maidens ......................................................... 558
  Un-Seelie Banshee .................................................. 559
  Bogies ...................................................................... 559
  Fae Goblin................................................................ 559
  Gremlins ................................................................... 559
  Will o’ the wisp ......................................................... 559
  Diminutive Faeries ................................................... 559
  Brownies .................................................................. 560
  Fae Trees ................................................................. 560
  Cobolds .................................................................... 560
  Pookhas ................................................................... 560
  The Sidhe ................................................................. 560
  Sprites ...................................................................... 561
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  6
  Water Nymph ........................................................... 561
  Fae Lords & Ladies .................................................. 561
  Heroic Faeries ......................................................... 561
  Fae Hound ............................................................... 561
  Faerie Horse ............................................................ 561
  Faerie Stag .............................................................. 561
  Faerie Crow ............................................................. 561
  Seelie Faeries .......................................................... 562
  Un-Seelie Faeries .................................................... 562
  Common Faeries ..................................................... 562
  Royal Faeries ........................................................... 563
  Faerie Beasts ........................................................... 563
  Trolls .........................................................................564
  Cave Troll ................................................................. 564
  Ice Troll..................................................................... 564
  Mountain Troll .......................................................... 564
  Sand Troll ................................................................. 565
  Swamp Troll ............................................................. 565
  Water Troll ................................................................ 565
  Wood troll ................................................................. 565
  Giants .......................................................................566
  Cave Giant ............................................................... 566
  Cloud Giant .............................................................. 566
  Ettin .......................................................................... 566
  Fire Giant ................................................................. 566
  Forest Giant ............................................................. 567
  Frost Giant ............................................................... 567
  Stone Giant .............................................................. 567
  Storm Giant .............................................................. 567
  Enchanted Creatures ..............................................568
  Elementals ...............................................................570
  Gnomes ....................................................................570
  Undine .......................................................................570
  Sylph .........................................................................570
  Salamander ...............................................................571
  Dragons ....................................................................572
  Amphitere ................................................................. 572
  Firedrake .................................................................. 573
  Guivere..................................................................... 573
  Lindworm ................................................................. 573
  Sea Dragon .............................................................. 573
  Swamp Dragon .........................................................574
  Wyvern ......................................................................574
  Demons  ...................................................................576
  Imp ............................................................................576
  Malebranche ............................................................ 577
  Demon Warrior ........................................................ 577
  Possessor ................................................................ 577
  Demon of Anger ....................................................... 577
  Demon of Avarice .....................................................578
  Demon of Envy .........................................................578
  Demon of Gluttony ....................................................578
  Demon of Lust .......................................................... 579
  Demon of Pride ........................................................ 580
  Demon of Sloth ........................................................ 580
  Demon of Fire .......................................................... 580
  Chevaliers de l’Enfer ................................................ 580
  Principalities ............................................................. 582
  Powers ..................................................................... 582
  Glossary of Terms ~~~~~~~~~~~~ 583
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  7
  This publication is Chivalry & Sorcery’s Core Rules. 
  Out of this basic book Chivalry & Sorcery (C&S),  the 
  medieval simulation game (also often described as a 
  type of role playing game) blossoms into existence. The 
  detailed rules contained within allow play in either a 
  historical or fantastical role-playing environment  but 
  one with an underlying sense of realism. Further, by 
  using and building upon a familiar and shared social 
  backdrop, the description of characters’ actions, and 
  how they interact with the world around them, is able 
  to be much more consistent, believable and rewarding. 
  The aim of this book is to unveil a sweep of character 
  generation rules, detailed skills, vocations, combat 
  and profusion of equipment. The vocations detailed 
  in this volume comprise both the combatants 
  and rogues, wizards and priests, as well as the 
  general population of the Medieval world. In fact 
  a broad cross-section of the Feudal world.
  A Historical Note 
  The 'Middle Ages' were a vast historical period of 
  constant change and development. It would be 
  simply impossible to use any single setting for such 
  a broad expanse of time, so in C&S the Medieval era 
  is divided up into smaller, more relevant sections: 
  these being an 'Early Feudal', a 'High Chivalric'; 
  a 'Late Feudal' and 'Waning Feudal' periods.
  The 'Early Feudal' period begins with the separation 
  of Christianity into the Western Catholic and Eastern 
  Orthodox churches in 1054 following the Great 
  Schism. The 'High Chivalric' period in turn commences 
  with Bernard of Clairvaux’s preaching of the Second 
  Crusade at Vezelay, Burgundy in 1146, and ends with 
  the Great Famine of 1315-1317, the first of a series 
  of large-scale disasters that struck Europe (and the 
  whole Northern hemisphere), causing millions of 
  deaths and marking a clear end to the growth and 
  prosperity experienced during the 11-13th centuries. 
  The 'Late Feudal' period covers the years until the 
  English Peasants’ Revolt of 1381 (as well as the return 
  of pestilence in 1379-83), while the ‘Waning Feudal’ 
  period runs from after the Great Rebellion until 1494. 
  This final span of time ending with the French 
  invasion of Italy, which marked the start of the 
  Italian Wars, and Pope Alexander VI’s division of the 
  world between Spain (the western hemisphere), and 
  Portugal (the eastern). Of course these are only a 
  guide. If the Gamemaster wishes to develop a more 
  fantastical campaign setting, these historical events 
  might well hold no meaning at all in that world.
  The Basic Game 
  Game Mechanic
  At first glance C&S may seem very complex, 
  but this is not so – there is actually really only 
  one system mechanic, this is called Skillskape, 
  all the reams of detail are merely that– added 
  detail that can be simply ignored if desired.
  C&S has at its core a very straightforward procedure, 
  success or failure being simply determined by the 
  use of a 1D100 (a Percentile Pair) and a 1D10 (referred 
  to as the Crit Die). The Percentile Pair might be 
  modified by penalties or bonuses, but always the 
  result of the 1D10 Crit Die roll reflects the degree of 
  success or failure. The higher the result on the 1D10 
  Crit Die the greater the success or failure, with a 10 
  on the Crit Die along with a successful 1D100 roll 
  being regarded as a Critical Success. Failure with 
  the 1D100 and a roll of 10 on the Crit Die is a Critical 
  Failure. Special advantages, or penalties, typically 
  result from such critical successes and failures. 
  There are minor aspects to this mechanic covered 
  in Core Game Mechanics but these are the basics. 
  C&S, despite its undeserved reputation, is a simple 
  game – it’s how one chooses to play the game that 
  makes it a system of unlimited possibilities!
  A Role Playing Game 
  What’s That?
  Like most games, C&S is simply about getting 
  together with friends to have fun. It does not use 
  a board, but instead relies on imagination. There 
  are no boundaries or restrictions placed upon the 
  game’s scope other than those of your own creativity. 
  In many ways a role playing game is nothing more 
  than a sophisticated form of make-believe, with 
  guidelines and rules to resolve situations that arise. 
  Introduction
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  8
  In a role playing game one person acts as a 
  moderator, the Gamemaster, who is storyteller 
  and umpire of the rules. The other players, 
  possibly as few as one or as many as ten (groups 
  of four to six players are recommended for 
  best balance) create characters to inhabit the 
  imaginary world presented by the Gamemaster. 
  The rules are the descriptive framework used 
  to convey the character’s physical and mental 
  abilities, their social skills and interactive capacity 
  with others, as well as any other capabilities 
  they might possess. It is these attributes and 
  characteristics that provide the basis upon 
  which the player can act out his role, which is 
  in many ways similar to the manner in which 
  an actor takes on and develops a part. 
  Characters ‘live’ within the 'world' described 
  by the Gamemaster, playing out a narrative 
  which may not have an ending.  There are 
  no winners or losers, the point of the game 
  is simply to have fun and to enjoy taking 
  part in the shared storytelling experience. 
  The Basics of Being a Player
  Although they might seem complex, these 
  rules are just a system to resolve situations. 
  When faced with a castle wall to scale, you’ll 
  need to know if your character is a good 
  climber; or if your character is faced by a 
  dangerous foe and wishes to strike them with 
  a sword, you might ask is your character a 
  good swordsman and what are their chances 
  to hit? The rules answer such questions. 
  A player’s task is to create a history and 
  personality for their character (referred to 
  as a Player Character or PC). Using the 
  rules the basic attributes are determined: 
  the physical, mental and social abilities 
  from which your PC is formed. 
  Once created, you as the player take on their 
  ‘persona’ and act out their behaviour to your 
  audience (the Gamemaster and other players). 
  You also in turn are their audience, and as 
  the others give their performances, hopefully 
  in character, PCs and NPCs will interact, 
  struggle, forge friendships, etc.. all helping 
  to build the game’s group experience.  As 
  the ‘story’ continues, the plot lines of the 
  adventures told by the Gamemaster will 
  unfold, the evolving story-line becoming 
  ever more enriched by your involvement. 
  The Basics of Being a 
  Gamemaster
  The Gamemaster is the one in 
  the group who acts both as 
  storyteller and rule adjudicator. 
  This can be demanding at 
  times, but this role also has 
  the potential to experience 
  a far richer involvement 
  than that of the players. 
  Like a movie director, a 
  Gamemaster gradually unveils the 
  story-line to the players. Creating 
  scenes with their descriptions and 
  explanations, the Gamemaster 
  lays out the obstacles and 
  struggles that the players are to 
  resolve. These might be puzzles to 
  solve, opponents to overcome in 
  combat or Non-Player Characters 
  (NPCs) to interact with. The 
  Gamemaster also performs the 
  parts of all of the NPCs, who are 
  the bit-players and cameo roles 
  of the story from the traders 
  met on the street hawking their 
  wares, the duplicitous count, 
  to the poor unfortunate who 
  is threatened by the dragon.
  The GM often must interpret 
  and enforce the rules, and in 
  doing so the Gamemaster’s 
  word is final. Thus a good 
  Gamemaster must be impartial, 
  fair and most importantly 
  consistent with their decisions. 
  The Gamemaster acts as the 
  record-keeper, documenting all 
  important details that happen, 
  especially for NPCs, such as 
  recording who hit whom in 
  combat and how much damage 
  was inflicted. In this a GM has to 
  multi-task, building individual 
  story-lines and incorporating 
  the desires of players.
  Gamemastering is a great 
  responsibility, but if organised 
  and prepared, it is richly 
  rewarding and can often 
  be very fulfilling. Finally, as 
  storyteller, it is above all the 
  GM’s primary duty to make sure 
  the players have a good time.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  9
  An Example of Play
  Gamemaster: “You are travelling through the 
  forest of Ossen, towards the small town of 
  Neuburg where you have entered the autumn 
  crossbow tournament in order to win the title 
  ‘King of Birds’ by shooting down the popinjay 
  sitting atop its pole. The broken sunlight slants 
  down through the larch and pine trees as you 
  follow the slightly overgrown path, threading 
  through the dense forest-floor scrub, when 
  suddenly you hear a thunderous crashing in the 
  undergrowth. What are you doing, Guilheim?”
  Player 1 - Guilheim: “I quickly unsheathe 
  my falchion and, standing ready, carefully 
  scan ahead to see what is approaching.”
  Gamemaster: “Ilse, what are you doing?”
  Player 2 - Ilse: “I clutch the relic of St. 
  Lucian I bought from the bishop’s clerk 
  and ready my staff to assist with any 
  incantations I might decide to use, just in 
  case whatever is coming threatens us.” 
  Gamemaster: “As you ready yourselves, 
  crashing through the bracken and ferns 
  ahead of you tumbles a large grizzled boar. 
  Your mere presence seems to arouse it, the 
  line of bristles along its back quivering as 
  it angrily drops its head and charges. You 
  all catch a glimpse of its deeply grooved, 
  foot long ivory tusks as it bears down upon 
  Guilheim. Right, now what are you doing. ?”
  The action is over to you
  Have fun!
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  10
  The Medieval World
  Typically Chivalry & Sorcery is set in a background 
  based on, or similar to, that of Western Medieval 
  Europe.  In such a feudal society ruled by the noble 
  class, status is everything and decides who is 
  most important, who is most powerful etc.  Social 
  mobility is very restricted but not completely so.  
  Feudal society was not a meritocracy, and being often 
  highly conservative, typically treated an individual 
  as their father had been, with little consideration 
  for any superior abilities or personal merit.  
  The feudal model of society was dominated by the 
  concept that the three estates of man were divinely 
  ordained: the clergy, knights, and labourers.  
  Each of these groups had a set role to perform, 
  either maintaining the soul of society, defending 
  the realm, or growing essential foodstuffs. Others, 
  such as merchants, were occasionally discriminated 
  against for not contributing directly to these essential 
  duties, for parasitically seeking riches and for not 
  being producers of real goods, but rather resellers or 
  usurers. Usurers (and Jews in general who were often 
  forcibly marginalised into the role) were considered 
  acting counter to God’s laws. The inconvenience of 
  repaying loans only added to this discrimination.
  Medieval Society
  Gérard, Bishop of Cambrai (1013-1051) - although 
  he opposed the Church’s Pax Dei, or 'Peace of God' 
  amongst others - did popularise the division of 
  Medieval society into 'men of prayer' (oratores), 
  'farmers' (laborares), and 'men of war' (bellatores). 
  A division later known as the 'Three Estates'. 
  Bishop Gérard’s simple division influenced the way 
  society was thought of for generations; wider Medieval 
  thought itself adopting this crude division into 
  priests, fighters, and everyone else, i.e.  labourers.
  The Third Estate: Labourers, The 
  Common Man
  Commoners who supported themselves by their own 
  hands, made up at least nine tenths of the population 
  in the period covered by Chivalry & Sorcery. Their 
  social role was ideally to provide for the other two 
  estates who couldn’t produce for themselves, as they 
  were otherwise occupied praying or fighting, and so 
  nurturing and protecting those of the Third Estate.
  The Urban/Rural Divide
  The commoners can be crudely divided between 
  the people of the country and those of the towns.  
  Townspeople typically made up around 10% of the 
  population, although there were strong regional 
  variations (Flanders and Northern Italy for example, 
  at times had urban populations of more than 30%).  
  The separation was rarely clear-cut, as many villages 
  had markets, craftsmen and merchants, while 
  many townsfolk also held land in the surrounding 
  countryside which they cultivated.  However, although 
  the relationship between the two populations 
  varied over the Medieval period, in Chivalry & 
  Sorcery it is practical to use this division, as most 
  townspeople were not engaged in agriculture, 
  while the rural population generally were.
  The lives of the rural population changed very slowly, 
  being dominated by the local gentry, landowners 
  and church. Farming was the majority occupation 
  along with its supporting ancillary trades.  
  In towns and cities change was more rapid. In urban 
  areas there were a wide range of crafts, classes and 
  social groups, and just about anything could be 
  found in the larger cities, of which there were an 
  increasing number throughout the Medieval period.
  The Rural Population
  The rural population, regardless of their location, 
  in game terms can be divided into rough classes 
  dependant on wealth and control of land. The nature 
  of the title that this land was held in (or not) could 
  be highly varied, and often had little bearing on 
  economic prosperity. In periods and areas where serfs 
  formed the majority, the rich could well still be serfs 
  themselves, although with considerable prestige.
  In game terms, for a PC there is little difference 
  between being born into a ‘free’ household and that 
  of being ‘bound’; as adventurers and highly mobile 
  wanderers they are largely divorced from the normal 
  operation of society. What does matter is where and 
  from what background they departed, this determining 
  to a large extent their world view and attitudes, as 
  well as any skills that they might enter play with.  
  Although a character may choose another occupation 
  to that of their father, social expectations often 
  reinforced continuity. Family background skills 
  were 'inherited' chiefly for this reason: youths 
  were taught skills in the assumption that they 
  would follow in their father’s footsteps.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  11
  Rural Craftsmen
  In rural areas, trading units were almost exclusively 
  family businesses, with most artisans either peddling 
  their own goods, selling on products to a middleman, 
  or employees of a travelling merchant who distributed 
  materials and collected processed goods. The number 
  of different professions and artisans found in a village 
  depended greatly on its wealth and size. Large villages 
  might have a broad range of crafts available, sometimes 
  akin to towns, while in some areas there was a single 
  product produced by many small concerns, for example, 
  charcoal burning, pottery making, or mining.  
  Artisans might also be itinerant, wandering from 
  village to village, or permanently based in a 
  particular locale. Besides wandering blacksmiths 
  who catered to settlements too small to support 
  a resident, tinkers have a 60% and pedlars a 50% 
  chance of being permanently itinerant. If such a 
  sojourner, the Social Status of an artisan should be 
  lowered by -2, to show the lack of influence that 
  travellers without a definable home endure.  
  Restrictions on Peasants
  Occasionally the bearing of arms (beyond the usual 
  knife or necessary tool) by a serf without his lord’s 
  explicit permission was punished by outlawdom, 
  but such restrictions were rare.  More typically 
  arms were banned at certain locales or events.  
  An example is Louis VI of France’s prohibition on the 
  bearing of arms in markets or towns, and 14th and 
  15th century Bavarian Landfrieden legislation that 
  forbade subjects from carrying weapons on ceremonial 
  occasions. The chief reason for this being that weapons 
  were useful, and although many had them, only soldiers 
  and the rare manorial watchmen generally carried them. 
  Indeed peasant ownership of weapons was 
  accepted, the need to raise militia units making 
  this a necessity. Honour-feuding by peasants also 
  often meant arms were carried, this being seen 
  as an extralegal method of pursuing justice, and 
  although frowned upon was not often stopped.
  Types of Rural Tenure Freemen & Serfs
  Unfree Peasants (variously termed Bondsmen, Cottars, 
  Naifs, Serfs or Villeins) were often, but not always, the 
  poorest of society. Initially, most were bound to the 
  land and could not leave the manor without their 
  lord’s permission, but their position was certainly 
  better than that of actual slaves. Slavery gradually died 
  out (the rural workers of the time of the Domesday 
  Book had gone from Western Europe by 1100, and 
  thralldom in Scandinavia in 1350, although it persisted 
  in Eastern Europe). However, by the 14th century, serfs 
  in French royal domains had been freed from their 
  direct obligations, a move often followed by other 
  major landholders, such peasants being considered 
  Freemen.  In England, serfdom continued for few 
  generations gaining a more precise judicial definition.  
  The impetus behind the feudal system was that serfs 
  benefited from knightly protection from outlaws or 
  other nobles. A peasant also had a measure of freedom 
  and might accumulate personal property and wealth; 
  some serfs grew wealthier than their lords, although 
  this was exceptional.  Serfs once they had fulfilled their 
  dues, could farm as they saw fit and sell the surplus, 
  while their lord was also expected to support them 
  by charity when crops failed. Upon death a serf’s 
  heirs were guaranteed inheritance and could not 
  be dispossessed by their landlord without cause.  
  Serfs were on the other  hand restrained by 
  social pressure and via various forms of manorial 
  court and administration, an unforeseen side-
  effect being that peasants often became better 
  versed in the law than their masters.  
  English Common Law allowed a peasant, if they 
  could successfully escape to a chartered town for a 
  year and a day, to be freed of their feudal duties.  A 
  runaway serf was an outlaw and could be reclaimed 
  by his lord if found outside the walls of the town 
  during that time.  In other parts of the feudal world, 
  such a custom was rare, and in lands where it was not 
  applied, a runaway would be returned if discovered, 
  never to escape their obligations.  In the later 
  Middle Ages town burghers, realising the potential 
  wealth to be gained from industry, and knowing 
  that growing industry required more labour, began 
  passing town laws that encouraged serfs to escape 
  the countryside and live in town; the economic 
  'muscle' of the towns acting to shield the escapees.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  12
  It should always be remembered that 'serfdom' was 
  not always an onerous burden and peasants often 
  were cunning in exploiting their lot. Additionally in 
  terms of wealth, there was often no great distinction 
  between the free and the bound, the difference 
  being in the nature of personal freedom enjoyed.  
  A Freeman still had some feudal obligations, but 
  these were generally light and placed no great 
  restrictions on his actions.  As a historical aside, the 
  average 21st century English worker in many ways 
  is actually worse off, in terms of relative tax debt, 
  than their 14th century compatriot, who additionally 
  had free housing and guaranteed employment.  
  Freedom being relative when life was simple.
  Alongside the bound peasants were the rural Free, 
  amongst whom were many artisan craftsmen (bakers, 
  blacksmiths, millers etc.), as well as many others 
  little different from their bound brethren.  These 
  included such individuals as labourers (landless 
  or nearly so), foresters, fishermen, and by far the 
  largest group, farmers who ranged from desperately 
  poor to prosperous farmers and stockmen. These 
  freemen might be either wealthy serfs who 
  had purchased their vassalage, or freeborn.  
  Freemen often rented plots from the local lord, or 
  other wealthier peasants, although some might own 
  their own land as freeholders. Typically, although not 
  being bound to work on the lord’s land, most freemen 
  were still expected to aid their Lord with military 
  assistance if required, this often being an attached 
  condition to their rents. Besides this freemen usually 
  had other duties and ties to the community, and 
  although freeholders could sell their land, there were 
  usually restrictions. A few of the wealthier men might 
  serve as cavalry (generally lightly armoured troops, 
  but as the Medieval period progressed they could be 
  more fully armed and heavily equipped), although 
  the majority served as archers or light infantry.
  Liveried Retainers (famuli) were freemen, sometimes 
  freed serfs, attached to, or serving in, the household 
  of a local lord.  They might have small plots similar 
  to those of other peasants (usually rented), or be 
  housed in the manor house/castle grounds.  In times 
  of uncertain legal refuge, this type of close service 
  afforded those of meagre status the protection 
  that a powerful patron offered. Additionally their 
  offspring enjoyed the advantage of being within 
  the lord’s household, enabling them to be more 
  easily noticed and accepted as retainers.  
  Those in liveried service were most likely to support 
  the nobility (as they were part of the lord’s household), 
  but in many areas freemen often supported their lord.  
  Absentee landlords and uncaring administration could 
  however lead others to chafe under onerous restrictions. 
  Wealth and Position
  The Utterly Poor: 
  The landless had few ties to the land and settled 
  society, often constantly drifting from settlement 
  to settlement, selling their labour as they could and 
  migrating looking for employment and better conditions 
  when they couldn’t.  If fortunate, they might have 
  a rented dwelling, perhaps with a garden plot, in a 
  village somewhere to which they could return.  
  The landless often toiled as casual hands, as well as 
  supporting themselves by begging, and alms.  Younger 
  sons from poor free households were occasionally 
  forced to lead such a life, as their portion of the family 
  plot might not be enough to support further division. 
  Although this sorry state was one that few serfs were 
  reduced to, as they had allotted land to work.  
  These sons could return to their parental home, 
  at least until they married, which would usually 
  be put off until they acquired land.  
  Others might be poor as a result of financial disaster, as well 
  as those who were physically impaired or mentally unstable.
  In times of famine, their numbers swelled suddenly 
  and hundreds or even thousands might be seen on the 
  roads.  Normally, though, they moved as individuals or 
  small, often family, groups.  If their numbers were few, 
  villagers might give them food and a place to sleep.
  Outlaws, however, rarely entered settlements, 
  except to loot them, as an outlaw could be 
  captured or even killed by anyone.
  The Impoverished: 
  In reality the poor probably formed a larger 
  proportion of the population than records indicated. 
  Having little land, often in the region of 2-10 acres, 
  sometimes just a garden, they often worked for others, 
  typically as farm hands but also as paid servants 
  of the nobility and for anyone with money.  
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  13
  Village reeves or sergeants (line managers and policemen 
  of sorts) were often taken from this group, being the 
  lowliest of a lord’s agents, positions that were sometimes 
  feared, but rarely respected or loved.  Besides farm work 
  the poor also toiled as construction workers on building 
  sites (castles, churches, walls), in quarries, mines, or as 
  migrant shepherds. The poor were usually not taxed 
  or called to war, as they could not afford either.  
  In periods and areas where there was a majority of unfree, 
  large numbers of serfs could belong to this category; they, 
  were of course, not able to roam looking for work, but 
  rather laboured on their lord’s land or in his household.  
  When there was little work available and in times of 
  crisis (a situation that became increasingly common 
  towards the end of the period covered by Chivalry & 
  Sorcery), many of the landless were joined by members 
  of the less affluent poor in their wanderings.  This 
  itinerant roaming was generally seasonal, particularly 
  at harvest and for crop-gathering, although it could 
  be forced earlier during high summer by hunger.  
  Some resorted to brigandage, casual soldiery, thievery 
  or begging, becoming tramps who being despised 
  as parasites often fell foul of the Law and hanging.  
  Such desperate times were the cumulative result of 
  the changes in agricultural practice, wide-ranging, 
  but low-intensity, conflict and climatic changes as 
  the 'Medieval Warm Period' came to an end. Each 
  contributing to the upheavals that took place in 
  European society from the mid 14th century onwards.
  'Average' Folk: 
  Most villagers had enough land to ensure an honest 
  living, comfortable in good years, difficult in bad.  Most 
  lived off the land (generally around 20 acres or a full 
  virgate), busy enough to keep them occupied and to 
  preclude increasing their income by working for others.  
  Craftsmen in small villages also commonly fell into this 
  category. Depending on the weather, legal problems, 
  or war hazards, it was possible to climb economically 
  reasonably quickly, but also to lose everything just as 
  fast; stability being a cherished goal for most. If called to 
  war, this stratum of society typically served as footmen 
  with light armour, a sword, maybe a spear, being perhaps 
  all they could afford.  Serving as mounted troops would 
  be highly unusual. Women generally were expected 
  to work at home, often weaving or working on piece 
  goods, and selling their produce on to merchants who 
  might have provided them with the raw materials.  
  Men and women of this category also sold fruit and 
  vegetables at village markets (not all settlements had 
  one), or in a nearby town.  Increasing family income was 
  sometimes possible by undertaking paid official jobs, 
  such as by becoming sergeants for their lord or king, 
  or by putting the children to cash generating tasks.
  Wealthy Peasants
  The Well-to-do Rural 'Rich'
  Some peasants could be quite comfortable, while others 
  were actually rich. The richest villagers were often 
  those who had amassed control of, or even owned the 
  largest tracts of land, and/or herds of sheep (typically) 
  or cattle. They could sometimes even own land in 
  more than one village.  Also at the top of the pile were 
  some millers, the most prosperous innkeepers and 
  village merchants who additionally had some land.  
  These affluent peasants rarely worked the land 
  themselves, employing paid hands and servants.  
  Influential positions of trust were generally filled 
  from this stratum and highly skilled agents of a lord 
  such as clavaires (scribes charged with keeping a 
  lord’s accounts, and who ensured taxes were paid), 
  or those like notaries (scribes officially appointed 
  to ensure the legality of contracts and wills), and 
  physicians could all be found amongst the rich.  
  The rich might also often be able to purchase the 
  financial collection rights for a tax, toll or even a 
  demesne, allowing them to pay the lord a fixed fee and 
  keep any extra revenue themselves, beyond that of the 
  tax, toll, etc. With increasing wealth, and as the Medieval 
  period progressed, the wealthiest occasionally tried to 
  enter the nobility (by adopting its way of life, seeking 
  royal employment, knighthood or by marriage), or 
  else to become citizens of the nearest urban centre.  
  Many large farm owners or stockbreeders were 
  freeholders, often having incomes that enabled them 
  to maintain a horse and arms. They usually still had 
  feudal obligations to bear arms on behalf of the local 
  lord, and when summoned to war, went well armoured 
  and mounted, being outfitted as cavalry, or at least 
  mounted infantry or archers.  These were variously 
  called by terms that included: serviens, caballeros 
  villanos and generosos. Kings repeatedly tried to 
  force these wealthy commoners into knighthood 
  (and thus additional service and responsibilities) via 
  distraint of knighthood, but most astutely resisted. 
  In game terms these comfortable individuals might 
  hold 60-90 acres of land (between 2-3 virgates).
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  14
  Those who were not quite so prosperous, but still 
  well-to-do with rights to, or ownership of, slightly less 
  land (rated for game purposes at around 20-60 acres of 
  land or more), or who focused their activities more on 
  another occupation, generally worked their own land 
  with the assistance of paid workers. Counted amongst 
  this lesser group were most millers, innkeepers, 
  small-time merchants, significant craftsmen such 
  as cartwrights, blacksmiths, carpenters, and other 
  specialists as ox-handlers, foresters, etc. who owned 
  little land, but who made their living through their craft.  
  In times of war, the well-to-do would either serve 
  mounted (rarely as cavalry, more commonly 
  as mounted infantry, archers or brigands), or 
  on foot with good armour and weapons.
  The People of the Countryside
  The life of people in the country revolved around two 
  certainties that were almost always identical: the parish 
  and the village. The parish was simultaneously both 
  a religious and an administrative entity.  The first was 
  symbolised by the village church, while the second 
  was used for census and tax collection purposes.
  There was no such thing as an 'average' medieval 
  village, terrain, local customs, administrative 
  situations, and agricultural practices all produced a 
  variety of differing types, all of whose inhabitants 
  followed diverse occupations and entertained varied 
  expectations. The following are very broad guidelines 
  to the type of agriculture and social systems found 
  throughout the French and English speaking lands.
  A ‘typical’ arable village, prior to the Black Death 
  of 1347-1350 (such as lowland Eastern England or 
  around Paris), could be reasonably wealthy, with an 
  open-field landscape, practising classical triennial crop 
  rotation, under the control of the local lord (or their 
  representative). This type of open field, mainly cereal 
  growing, settlement was common, being widely found 
  in riverine valleys, or on plateaux with light, fertile soil. 
  However, as the necessity for cereals diminished, and as 
  land poor for cereals was turned to producing fodder 
  for meat, dairy or textile animals, or to orchards and 
  vineyards, this type of village became less universal.  
  This triennial strip cultivation typically produced 
  mainly cereals and legumes, to be sold, usually in 
  nearby towns or in distant less fertile regions.  These 
  areas could be quite affluent, and as the Middle 
  Ages progressed lost most of their serfs. They also 
  lacked any communal rights or franchises either.  
  Enclosures and other specialised cattle and sheep 
  management systems were usually found in areas 
  typically cleared in the 12th and 13th centuries.  
  As a consequence of this reasonably late 
  settlement, the rights of such communities were 
  strong, based on princely franchises and villes 
  neuves charters.  The situation was similar in 
  mountain villages, in poldered low-lying areas, 
  and in those specialising in wine production.  
  Communities on land reclaimed from the sea or 
  marshes tended to enjoy stronger rights for reasons 
  similar to those of the franchised communities. Wine 
  growers because of their wealth and mercantile 
  ties to the urban centres also enjoyed a degree of 
  freedom, while populations in mountainous regions 
  were notoriously independent and hard to control.
  Mountain village economies were generally subsistence 
  level combined with extensive sheep herding; the 
  flocks being seasonally moved up and down the 
  mountainsides. The inhabitants were generally free 
  to do as they liked, with young men, especially those 
  without land, wandering the heights as shepherds.  
  The lord or castellan of such a mountain village would 
  exert little influence over everyday life, most of his 
  authority resting in the hands of a bayle or reeve, a 
  deputy chosen from amongst the richest villagers.  
  Other communities such as Burgundian or 
  Herefordshire villages raised livestock (generally 
  sheep and cattle) alongside cereals. The inhabitants 
  were in majority serfs tied to the land; prosperous 
  but with few personal or communal rights.
  Outside these areas, where soil quality was variable, 
  mixed cultivation and land use made up the 
  norm.  Villages growing cereals, and also being 
  partly engaged in other agricultural pursuits, often 
  herding sheep, cattle or pigs (depending on the 
  availability of meadows, or forests).Vineyards and 
  orchards could also be found in these regions.  
  The political rights of communities were varied, 
  depending on local customs, on the age of the 
  communities, etc. Some areas, such as Burgundy 
  and its southern and south-easterly neighbouring 
  regions, maintained a majority of serfs, except 
  where wine production was highly productive.
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  15
  The People of the Towns 
  Townspeople were commoners and varied from 
  locale to locale like their more numerous country 
  counterparts and fellow members of the Labouring 
  Estate. The urban population was comprised, as in 
  the countryside, of several ‘sub-groups’ of varying 
  importance. Differing conditions influencing the 
  exact nature of each community, however, the 
  chief factors were usually political, social and the 
  presence (or absence) of trade organisations.
  Additionally, as the Middle Ages progressed, various 
  'true' professions developed. The law and medicine 
  being the most widespread and important.
  Within urban society limited social mobility could 
  take place, chiefly by apprenticing sons into more 
  respected professions. Although a commoner could 
  accomplish much, gain wealth and respect, none 
  of that elevated them in status, except amongst 
  their peers.  Similarly, misbehaviour was not socially 
  punishable, although criminal action could involve 
  a loss of status, as it might lead to being barred by 
  city and guild.  Marriage however, was as always, 
  the most important route of social mobility.  
  Towns & Cities
  Medieval towns and cities are simply too complex in 
  nature to detail in any great depth within character 
  creation.  However, PCs should roll on Table - Town 
  Structure to determine their town’s basic composition.
  Richer citizens often held positions of municipal 
  power and responsibility: in places where a town 
  was large enough to become self governing, they 
  might be elected mayors/podestàs, or échevins/
  consuls (consuls being the Italian, Langue d’Oc 
  and Franco-Provençal equivalent of échevin).  
  In other areas there might be a mayor designated 
  by the lord or castellan, or in the South of France 
  a bayle, who fulfilled a similar role. Their grasp 
  varied, from near total control, to situations where 
  any power was highly limited or absent.  
  In the main however, absolute local control of 
  taxation and defence were common (along with civic 
  management, markets, etc.), while powers of justice 
  were uncommon. Attempts by artisan groups, such 
  as in Flanders or Prague, occasionally succeeded in 
  wrenching power away from the rich merchants, 
  but such reversals of fortune seldom lasted.
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  16
  Citizenship
  Citizenship was usually inherited, but might be 
  granted to individuals or families, in recognition of 
  some extraordinary service.  Some cities (such as 
  Parma or Modena) sold citizenship - typically for 
  100L, while others required habitation for either 
  5, 10, 15, 20, 25, or even 40 years. By the later 
  Middle Ages, guild membership and citizenship 
  were intertwined; in some cities such as Florence, 
  guild membership was even a requirement.
  Citizens typically made up around half the population, 
  though this could be as little as 10 or 15 percent.  
  In urban centres with entrenched craft and trade 
  guilds, members, as 'full' citizens generally wielded 
  the most influence and dominated the power 
  structure. However, exceptions existed, such as 
  in many Northern Italian cities who forbade the 
  formation of many building or food craft guilds.
  Guilds
  Confraternities, Associations and Societies
  Medieval people generally loved joining clubs, although 
  usually these appealed to the wealthier sections of 
  society, the poorer social strata having more pressing 
  activities. Often these had a social and/or religious 
  nature to them, and ranged in a bewildering variety 
  from sworn religious fraternities to trades and craft 
  guilds. Not all communities possessed the full scope 
  of these groupings, but where they existed they were 
  typically exclusive sworn associations each with its 
  own symbol and patron saint, either with their own 
  codes of regulations, or overseen by the authorities. 
  To generate the type of presence within the town, 
  roll against Table - Guild Presence in Town. 
  Table - Town Structure
  The nature of town organisation, as well as guild and 
  association presence is effected by population size. 
  Each 10,000 population (round up) 
  adds a +5% modifier to rolls. 
  While every 1,000 population  (round up)  below  10,000,  
  subtracts  a  cumulative -5% penalty  from  rolls.  
  Additionally,  in  the  EF  period  subtract -10%, 
  while in the LF there is a +10% modifier, and 
  in the WF period a +15% modifier.
  1D100%  Urban Organisational Type
  01-05 
   Direct control by local lord
  06-15 
   Administration by local lord’s representative
  16-25 
   Direct Royal control by 
  appointed representative
  26-35 
   Direct control by local Ecclesiastical authority
  36-100 
   Self-governing Commune   (re-
  roll to select type):
   
  01-10 
  Patrician council/Consuls
   
  11-55 
  Elected Mayor/Podestà 
   
    
   
  (6 month or 1 year term)1
   
  56-80 
  High Council2 + assembly
   
  81-100 
  Trades/Guild council3
  1 Generally elected as a legal administrator by a council, 
  for typically after the mid-13th century, a 6 month term. 
  Actual political government usually remained in the hands 
  of the executive high council, whom he might lead.
  2 Often made up of patricians, guild representatives, major 
  merchants and ward (sometimes parish) representatives.
  3 Not present in the EF period, treat as 
  High Council with assembly.
  Citizens were often required to gather annually in a 
  square or plaza to swear an oath of loyalty to their 
  city. This would typically be before the town hall 
  or patron saint’s church, were they would publicly 
  repeat their oath, this helping to bind the citizens 
  together and socially proclaim those who were 
  recognised as citizens. As established members of 
  the community, citizens were often vigorously proud 
  of their city’s prestige and reputation, supporting 
  the city’s common good and (sometimes self-
  righteously) guarding its ethical standards.
  Citizenship brought privileges but also obligations; 
  for example, only citizens had to pay taxes, but 
  on the other hand, they received legal protection 
  and often could only be tried in the town courts.  
  Citizens were also required to serve in numerous 
  petty functions such as fire watches, or in times 
  of war serve in the militia, or man the walls.  
  Townsmen who were not citizens (or practitioners 
  of specialised professions), were mostly small 
  businessmen, employees, and labourers who undertook 
  most of the non-skilled and semi-skilled tasks.  
  Their economic position was not generally very 
  secure, depressions and disaster often throwing 
  their livelihoods into disarray. Their social status 
  was generally comparable to that of freemen, 
  although individual circumstances varied, some 
  occupations being more prestigious than others.  
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  17
  Table - Guild Presence in Town
  1D100% Guild/Association Presence1
  01-15% None
  16-38% Religious Confraternites/Societies
  39-50% Social Organisations/
  Associations (incl. Militia units)
  51-60% Merchants’ Guild
  61-70% Basic Trade Guilds2,3
  71-75% Restricted Trade Guilds2,4
  76-100% Full Trade Guilds2
  1Results rolled on this table also contain lower 
  rolls in addition, the actual roll indicating the 
  dominant form of social association present.
  2Not extant in the EF period, treat as Merchants’ Guild.
  3Only 'basic' guilds from Table - 
  Craftsmen & Tradesmen exist.
  4Guilds are restricted legally in some way. Typically this 
  is aimed at preventing basic foodstuffs and construction 
  becoming monopolies, all other trades may freely form 
  guilds and are unaffected. If Full Trade  Guilds are 
  present, this might represent some form of disfavour.
  A major lure of these bodies was their exclusivity: 
  by being a member one gained prestige and 
  potential assistance from one’s fellow brothers. In 
  addition, besides their status as tradesmen and/
  or citizens, higher social cachet could be achieved 
  through membership, social 'one-upmanship' being 
  rife, especially amongst the wives of members.
  Although generally technically separate and 
  distinct from civic government, it was not always 
  easy to tell them apart as many well-to-do citizens 
  were also prominent in civic affairs. Following 
  the Early Feudal Period these associations 
  increasingly became part of city and town life.
  Religious fraternities were especially popular, 
  with societies often raising huge amounts for 
  charitable works. These were almost universally 
  single sex in organisation, with many focusing on 
  pious deeds, such as caring for the sick, alongside 
  their adoration of the Virgin or particular saint.
  Dining, drinking and social clubs (sometimes called 
  guilds) were also popular, many of which in addition 
  also supported, or functioned as, militia units in times 
  of communal crisis. These fraternities also often had 
  some religious connotations, although only as a 
  secondary feature. Many provided mutual support 
  and other services in times of need to members and 
  their affiliates. Often provision for the care of sick 
  members would be made out of contributed funds, 
  and funeral expenses provided for poorer members. 
  Occasionally aid would be given to surviving families, 
  such as dowries for poor girls and as literacy increased, 
  some basic education for members’ boys. Guilds were 
  also charged with watching over the morals of the 
  members who indulged in gambling and usury.   
  However as trade and commerce increased, craft 
  and business based associations increased their 
  influence, becoming very important in urban areas, 
  where the majority of 'luxury goods' were produced.  
  These interest bodies were structured and created 
  in part to preserve the rights and privileges of 
  their members, although members often acted 
  in no different fashion to non-members.
  In some towns these mutual aid societies developed 
  into trade guilds. Initially there would be a single guild, 
  but quickly merchant guilds and craft guilds separated. 
  An urban centre might usually only have one or two 
  merchant guilds, although many craft guilds. For 
  example, in 1350 Augsburg had 17 guilds, 38 by 1450, 
  and around 50 by 1500. For some crafts there might 
  be a guild for every stage in processing a product.
  On the other hand, some centres never developed 
  guilds (or only possessed a few), while some cities 
  and towns occasionally banned guilds - either 
  generally or selectively. This was commonly due 
  to these fraternities being feared as potential 
  monopolies, or as revolutionary hotbeds for 
  rowdy apprentices and journeymen.  
  Merchant Guilds: 
  Merchant guilds probably appeared as early as 
  the 10th century, and often formed the nucleus for 
  further civic organisation, particularly in chartered 
  towns.  Such organisations typically being formed  
  for mutual protection of goods, horses and wagons 
  when travelling. However, the chief function of 
  these merchant guilds was to exclusively control 
  trade in a city or town. These are the only trade or 
  craft guild structures available in an EF campaign.  
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  18
  Craft Guilds: 
  Craft guilds formed from the twelfth century with the 
  increased specialisation of industry, typically being 
  founded by a group of similarly engaged master 
  artisans, e.g., bakers, cobblers, stone masons, carpenters,  
  who gathered for protection and mutual aid. As these 
  craft associations surpassed the older merchant guilds 
  in importance, their leaders, master craftsmen (métiers), 
  increasingly demanded a voice in civic leadership. 
  With raised political clout, they participated either via 
  delegates, in the choice of échevins (or aldermen) or 
  consuls, or directly in the municipal government.  
  Where guilds formed, it usually not long before 
  membership in the appropriate guild association 
  was compulsory if one wanted to practice that craft. 
  The purpose of guilds was chiefly to maintain their 
  monopolies, especially against outsiders.  In some cases 
  foreigners were allowed to sell directly, but had to pay 
  a very heavy tax for the privilege. Foreign merchants 
  were generally limited up to one year’s stay in a town 
  and prohibited from setting up shop permanently.  
  In shielding its own members, the guilds often 
  protected the consumer by enforcing regulations 
  preventing poor workmanship. Each article for sale often 
  had to be examined and stamped by a guild board.  
  To regulate competition between members, guilds 
  often forbade advertising, all prices being regulated 
  and price-cutting strictly forbidden.  Additionally 
  no member was ever allowed to corner a market by 
  purchasing a large supply of a product or commodity.  
  Work at night was also generally prohibited (due to 
  the lack of artificial light), helping to cut down on 
  shoddy workmanship (and wasted resources).  
  To preserve their monopoly guilds generally tried 
  to guard the most important processes used 
  in manufacturing. This could be extreme, as in 
  Florence any worker who possessed an essential 
  trade secret and for whatever reason fled to a 
  'foreign territory', had to be tracked down and 
  killed to stop them divulging the information.  
  Guilds and Community Interrelationships
  Where they existed, guilds were neither sovereign 
  politically, nor divorced from outside society and 
  town organisation.  As a collective unit, the guild 
  might be a vassal to a bishop, lord, or as in Paris, the 
  king.  The extent of vassalage typically depending 
  on the degree of independence the town enjoyed.  
  There was always a close connection between the guilds 
  and city authorities, and if necessary a City Council 
  could usually intervene in any trouble between guilds.  
  Councils could establish the hours of work, fix prices, 
  establish weights and measures.  As guilds usually 
  voted and paid taxes as a unit, guild officials were 
  frequently appointed to serve in civic government.
  Each guild was required to perform public services, to 
  take turns policing the streets, to provide help in the 
  construction of public buildings and defensive walls 
  and in raising troops for the civic militia. By the late 
  Middle Ages, most guilds had constructed or leased a 
  building of their own. These were primarily meeting 
  halls, but might also be used for storage, some being 
  extremely grand– depending on the wealth of the 
  guild. Guilds besides often building their own chapels, 
  frequently helped in the erection of churches and 
  competed for prestige with other guilds in window 
  donation and sponsorship of religious plays.  
  Guildsmen, as citizens, could bear arms, although 
  few did normally. Some towns required service in the 
  town watch, the militia, or even contributions towards 
  the hiring of mercenaries to protect the town.
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  19
  The Fringe Population & Destitute Poor
  All medieval urban centres (as do modern cities) 
  attracted a fringe population of all those who did not 
  easily fit amongst the other social groups. Among 
  these marginals were the prostitutes, thieves, pimps, 
  the violent thugs, the beggars, the lepers, vagrants etc. 
  The criminal and peripatetic elements of the urban 
  fringes often travelled between centres, or gravitated 
  to the largest cities. Prostitution was generally tacitly 
  accepted by civic authorities, some towns during the 
  14th century even establishing municipal bordellos.  
  Prostitutes were, like Jews and lepers, often forced to 
  wear a distinctive costume, a red band of fabric around 
  the arm to signal their profession. Pimps, both male 
  and female lived off the prostitutes, as did enforcers 
  and other riff-raff. Thieves, footpads and robbers 
  constantly lived under the threat of harsh punishment: 
  hanging at the gallows, or more typically heavy fines.  
  Mutilation, typically the loss of hands, genitals or 
  breasts, became unusual after the 13th century, 
  while imprisonment became more common, 
  usually in addition to a fine. Hit-men were also 
  to be found, but harder to bring to justice, as 
  employment away from home towns was usual, 
  although if caught they would be hung.
  Lepers like Jews, were also victimised by pogroms, 
  and typically forced to live outside the walls in 
  leper hospitals or maladreries. Their upkeep was 
  often supported by the community, but mostly by 
  the lepers themselves, who could use part of the 
  money they had held when amongst the living 
  (lepers were considered dead and even received a 
  sham burial before being taken to the hospitals). 
  Additionally as their disease was not understood, 
  they were obliged to keep away from the living and, 
  again like Jews, wear special clothing. However, as 
  the occurrence of tuberculosis rose, the numbers of 
  lepers gradually declined during the 14th century.
  Large numbers of the destitute were, of course, simply 
  the downtrodden; the borderline between starving 
  and surviving being much more acute in the towns 
  than in the countryside, where support relationships 
  were generally closer. They typically were too poor to 
  be taxed and relied on alms; those homeless destitutes 
  judged ‘worthy’ who were not able to work due to age 
  or infirmity, might be accepted into town hospitals 
  especially if they had been born in the town or city.
  Jews (Ashkenazic - Northern Europe)
  Optional
  Jews were an oppressed minority throughout the Middle Ages, often being the victims of hate-fuelled 
  pogroms. Jews were also subject to being expelled from countries; this typically happening a number of 
  times until a final expulsion, often after being 'bled dry' of wealth.  As a consequence, the Jewish communities 
  were often mobile and not well-integrated.  In some areas the Jewish communities were tolerated and 
  flourished, as in Provence or under the  protection of the papal legates in the Comtat Venaissin.  
  Jews suffered all manner of restrictions, such as being not allowed to hold landed property, having to 
  live in separate town quarters, usually not being able to become full town citizens and having to wear 
  humiliating badges and costumes (typically a wide-brimmed pointed hat). Jews were also lumped 
  together with women and clerics in not being allowed to carry arms. Jews were considered the property 
  of their overlord (Bishop, Baron, King or Emperor), owning nothing themselves, and if they converted to 
  Christianity, forfeited all their property as recompense to their 'owner'. Jews were however tolerated under 
  Canon Law, only being prosecuted for heresy if, once having accepted Christianity, they rejected it.    
  Jews performed a range of jobs, although peddling, and small-time money lending were stereotypically 
  pursued. One generally well regarded profession employed by the Christian majority were the many 
  Jewish doctors practising surgery and 'physics'. Ultimately Jews were widely despised and persecuted, 
  often purely due to ingrained prejudice and the desire for someone else to blame for Society’s ills.
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  20
  The Poor
  The poor often made up a sizeable part of the urban 
  population. They were invariably unskilled, labouring at 
  anything they could find, often acting as water-carriers 
  or porters, worked as construction site hands, casual 
  servants, herded others’ pigs, etc. Often congregating at 
  a central spot in the town, they would wait for someone 
  to offer them work for the day. Some of the poor also 
  worked in the surrounding fields, or in city gardens. In 
  some cities, such as Lyon, the agricultural workers might 
  be considered a métier. In times of crisis they would join 
  the landless of the country, and the fringe populations, 
  swelling their ranks, thus spreading insecurity.
  A notable group amongst the town population was 
  that of the town sergeants (constables). As these men 
  were sometimes recruited from dubious backgrounds, 
  such as ex-soldiers from mercenary companies, and 
  often used as 'muscle' by the authorities; they were 
  often feared. Of course sergeants might be law-abiding, 
  but self-important displays of armed authority were 
  commonplace. Some sergeants worked for kings, 
  for municipal authorities, or for a lord, chapter, or an 
  abbey, but most needed the money and corruption 
  was endemic. Others such as gaolers and executioners 
  were also rejected by the majority of society, even 
  though they were socially necessary. Pay was poor 
  and graft common and many often worked at other 
  jobs (even at crafts), as pimps, or in a tavern, etc. 
  Professional commoner soldiers were never very 
  numerous, but during the LF/WF period became 
  increasingly so. Most were specialists such as cross-
  bowmen or artillerists, but might also be mounted 
  infantry or foot troops; many belonged to royal or 
  lordly garrisons. From the 1350s some might also be 
  ‘brigands’, lightly armoured infantry or cavalry, who 
  formed companies of their own, lead by nobles or 
  commoners. Increasingly in the LF/WF period a few 
  common soldiers equipped themselves as mounted 
  men-at-arms, fighting in a similar fashion to nobles. As 
  noble men-at-arms were accompanied by varlets (who 
  had replaced squires), this also became a job option.  
  Varlets were expected to fight and to rescue their men-
  at-arms from the battlefield if in trouble. Pages also 
  accompanied men-at-arms as servants, but in most 
  cases they were boys or young men without families. 
  Garrisoned soldiers were sometimes housed at the 
  lord’s castle, if there was one, but typically had no 
  barracks, rather living in rented rooms or houses, at 
  their own expense. Soldiers were always seen as trouble 
  and disliked by the surrounding population, who, often 
  with good reason, feared that they might suddenly 
  turn on them if not paid or if allegiances shifted.
  The Small People of the Towns
  Average workers, the Proletariat
  The craft workers and artisans made up another 
  large section of a centre’s population. Their economic 
  situation varied extremely, from great wealth to 
  penurious.  Typically, they were not 'full' citizens 
  and often had no access to municipal positions, 
  participating in decisions only when general assemblies 
  were organised, while some towns had delegates.
  In the main, craftsmen were male, but a widow or 
  a daughter could take the place of a husband or 
  father and be considered a de facto owner. The 
  variety of crafts varied from town to town, often 
  dependant on urban size and on the local production 
  of export goods. For example, in the Flemish cities 
  there were large numbers of textile workers, but 
  very few traded in the papal city of Avignon.
  Most merchants had to pay a yearly tax for a permit 
  to operate their business, though some pedlars 
  escaped official notice. There was also a fee for use 
  of the law court to collect payment from debtors, or 
  to resolve a contract dispute. Pawnshops, taverns 
  and inns although they provided a service, were 
  sometimes connected to the criminal underworld.  
  The Leading Citizens
  Tradesmen, Guildsmen & Métiers 
  By the 13th century in order to become a métier 
  one had to progress through 3 stages: as an 
  apprentice, then a journeyman, and finally a master. 
  These were generally the same for all craftsmen, 
  regardless if they were members of a guild or not.
  Apprentice: 
  At age 7 or so, a boy went to live with a master and 
  his family, his father having signed a contract with the 
  master and paid to have him taken on. A boy would 
  usually be apprenticed to a friend or to a reputable 
  man; the length of the apprenticeship being set. He 
  probably slept on the floor of the shop where he would 
  learn his trade, or more rarely in an attic. The apprentice 
  was subject to the master and performed menial work 
  tasks,although not as a servant and was not allowed to 
  marry. Although few would have the economic means 
  to do so even if they wanted to. During this period of 
  learning the rudiments of the trade could vary from 
  2-7 years depending on the craft. The apprentice 
  when of age then progressed to a journeyman.
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  21
  Journeyman or day worker:
  Entitled to earn a wage, but not licensed to open their 
  own establishments, an aspiring craftsman left his 
  master and went out into the world as a hired hand.    
  A letter of recommendation from his apprentice 
  master would help to gain work with other masters; 
  A journeyman was expected to work for several 
  masters in different towns over a period of around 
  seven years. Through this different techniques 
  could be learned and skills further refined. In order 
  to make travelling easier journeymen eventually 
  formed their own societies, having hostelries 
  in various cities to house their members.  
  In order to progress to being a master of his trade, 
  the guild council, or metiers had to be satisfied of 
  the journeyman’s ability, dependent on letters of 
  recommendation from masters he had served and a 
  masterpiece. Successfully doing so, gained the title of 
  master craftsmen and in centres with guild structure, 
  membership. This was not easily accomplished as work 
  on this masterpiece had to be done in his own time 
  employers demanding long hours, six days a week.      
  He also had to use his own raw materials and tools 
  (after making them), these requiring an outlay that 
  as a poor wage earner was not always possible.  Even 
  if the required standard of work was met, economic 
  factors could influence any acceptance vote: in a 
  tight economies too many masters would not be 
  desirable. The métiers would not admit anyone to 
  their ranks, if it ran counter to their own interests.  
  Master: 
  Once the masterpiece was completed and having 
  been accepted into the fold as a full citizen of the town 
  (some towns being very choosy about their citizens), 
  the journeyman was now a métier. He was a man of 
  influence and expected to be a respectable family man, 
  a prudhomme, requiring him to have an established 
  business or the means with which to start one. These 
  hurdles were enough to keep some men in journeyman 
  status, forever working in another master’s shop. 
  Masters often lived above their shops, the ground floor 
  being a workshop/trading area, while undercrofts and 
  cellars were used for storage, or rented to others.  
  Women could trade in their own right, although most 
  commonly the right under the widely accepted law of 
  femme sole, was not exercised except in the case of 
  a widow continuing her husband’s craft. Some guilds 
  were in fact all-female, these typically being those 
  fields in which women had always worked. A large 
  amount of regraters (resellers, or middlemen) were 
  women, as were the hucksters who sold a variety of 
  items from stalls, in other’s shops, or in the street.
  In a fantasy campaign Priests of non-Christian 
  religions, as well as Wizards, typically are included in 
  this social group, as are those Thieves and Assassins 
  who are organised into guilds. However, such 
  characters might not advertise their membership, 
  preferring to be hidden amongst the mass of 
  ordinary townsfolk. The chief members and 
  other professionals being treated as métiers.
  If a town has a guild structure, a Master Guildsman 
  has a 25% chance of being a Syndic or officer on 
  his guild’s governing council, which confers +20 
  Intragroup Status Points, as well as a bonus of +2 
  to his basic status. If a Syndic, there is then has a 
  further 25% chance of being elected to the position 
  of Guildmaster, which confers an additional +50 
  Intragroup Status Points and +5 Status Points.
  Syndics or Guildmasters, due to their elevated 
  position of influence within their urban centre have 
  a 25% chance (5% for métiers in towns without 
  structured guilds) of being Town Councillors (+30 
  Intragroup Status Points, +3 Status Points). If on the 
  Town Council, there is a yet further 25% chance of 
  holding the position of Mayor of the town (which 
  confers an additional +20 Intragroup Status Points 
  and +2 Status Points.  A town of population 10,000+ is 
  counted a ‘city’ with a Lord Mayor, this adding a further 
  +20 Intragroup Status Points and +2 Status Points.
  Any PC with such an influential background is well 
  connected (provided they stays in their father’s 
  good graces and can count on his influence).  
  Townsmen and Tradesmen/Guildsmen gain +3 to 
  their Agility Attribute up to the racial maximum, 
  in addition they can increase five skills in which 
  they have basic knowledge by +1 level.
  The Rich
  The Meliores (the 'best') & the Gros (‘fat’)
  This social strata includes the richer merchants (who 
  were sometimes merchant guild members), money-
  changers and (somewhat separately) long established 
  patricians (originally urban nobles but increasingly 
  commoner families wealthy enough to live from rents 
  and thus not requiring to practice trade). A degree of 
  tension often existed between the established patriciate 
  and the newly rich, especially the Italian gente nova, 
  who were typically seen by the ensconced elite as mere 
  citizens, and who were referred to as bourgeois in some 
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  22
  regions. This group’s social position was similar to that 
  of the rural rich, but on a grander scale of fortune and 
  power, often mirroring their town’s size and wealth.
  Additionally, wealthy butchers who owned 
  slaughterhouses and market stalls, were often very 
  rich, as were some innkeepers. As the medieval period 
  progressed, and people became more litigious, 
  professions such as lawyers, judges and notaries 
  rose to the ranks of the rich. However, these wealthy 
  citizens were often denied access to municipal power 
  especially butchers who were shunned by other 
  members of the rich as being socially 'unclean'.
  Wealth could come from rents (some patrician 
  families owned numerous houses and estates), 
  commerce (usually combined with money-
  changing, forms of banking, rents, toll farms, tax 
  farms, etc.), credit (in the guise of sellable rents), 
  or through service to a great lord or king. 
  Such notable wealth rose and fell, few fortunes lasting 
  longer than a century or two due to dwindling lineages, 
  impoverishment, or advancement to the nobility and 
  (outside the Mediterranean) their leaving town for 
  the countryside. Some cities, especially in Southern 
  Europe managed to retain a noble population, who 
  often shared municipal power with the urban rich, 
  a class they easily mixed with (although not always 
  as equals). In areas which supported an urban 
  patriciate, they were very much a minority (often 
  less than 2-3% of the urban population), however 
  their political and social influence was immense.  
  Political power was often firmly controlled by this group, 
  with some cities legally restricting membership of the 
  ruling council to those nobly born, who additionally 
  might serve as city diplomats and ambassadors.  
  Patricians also commanded great social power, 
  dictating fashion and conduct, often gathering 
  in exclusive associations and societies. Initially 
  separate from the richer merchants, as the Medieval 
  period progressed the two groups partially 
  commingled through marriage, as merchants 
  hoping to advance their family interests, increasingly 
  sought to arrange marriages into the nobility.  
  Cultural Elites & Lesser Clerical Orders
  The presence of essentially non-productive 
  professionals signalled the true division between town 
  and country, the ability to read, write and speak Latin 
  marking one as being a member of the literati. Some 
  members of other social classes were able to read in 
  the vernacular, but rarely Latin. Knowledge of Latin 
  denoted education, often received at a university, 
  and occasionally through a master. Cities endowed 
  with universities naturally concentrating most of 
  the cultural elites, although, physicians and legal 
  experts could be present in many other centres.
  These elites comprised physicians (and educated 
  surgeons), legal professionals (judges, lawyers, 
  notaries, parliamentary officials), teachers (university 
  professors and licenciates, as well as teachers, and 
  preceptors), and of course most of the clergy. In some 
  areas (Northern France and Paris), physicians were 
  required to be celibate clerics (but not monks, who were 
  forbidden to practice the profession), as were university 
  personnel (who were members of the clergy, but who 
  could still marry if they had not taken major orders).  
  Other areas banned all clerics from medical practice 
  following the Council of Tours’ (1163) declaration 
  that the clergy’s drawing of blood from the human 
  body was sacrilegious. Students, numerous in 
  cities with active universities, were also considered 
  clerics for as long as they were enrolled, although 
  they only had to be celibate and tonsured.  
  The position of the cultural elites in the town 
  was often that of a respected, useful authority. 
  However, they were not yet part of the ruling elite, 
  even if they were consulted on relevant matters, a 
  Doctor in Medicine or a Law graduate having no 
  difficulty in leading a decent, even wealthy life.  
  Those who graduated from a university could 
  also find employment as notaries, scribes, 
  semi-recognised physicians, lawyers, or school 
  teachers (a profession women could practice, 
  although they could not attend university).  
  Most towns had a public or private school of modest 
  proportions, headed by a school master. Surgeons were 
  of two types, those university trained (in France, nearly 
  exclusively at Montpellier), who would additionally 
  practice medicine, and those trained by a master, 
  who might double as barbers.  The same dual training 
  routes were also available to apothecaries, notaries 
  and scribes. Notaries were extremely important 
  people, being sworn in by the authorities (King, Pope, 
  or lord), and documents sealed by them were official. 
  They were essential for the drawing up of contracts 
  and wills, and also in legal advice; often paid by 
  the line of text, they could quickly become rich.  
  A good proportion of university students never 
  graduated, filling positions of jurists, schoolmasters 
  or physicians, roles that any literate person, even 
  those not having attended university could take.
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  23
  Large towns without universities might have cathedral, 
  or monastic schools, which could prepare students for 
  university. While universities in addition to theology 
  and philosophy, taught the Arts, a collection of 
  advanced Latin grammar, logic, some arithmetic, 
  astronomy and musical mathematics, the whole 
  being loosely based on the Trivium and Quadrivium.
  Students, especially the poorer amongst them, often 
  became involved with fringe elements, sometimes 
  abandoning studies and taking up a life of debauchery 
  and thieving. Students were notable in cities such 
  as Paris and Oxford, due to their numbers and their 
  privileges, often as a rowdy element ready for violence, 
  and holding a particular hatred for town sergeants. 
  Relations between 'town and gown' could also sour 
  rapidly leading to vicious rioting, as happened in 
  Oxford with the St. Scholastica Day riot of 1355, 
  which lead to crushing and long-lasting humiliation 
  for the civic authorities until the late 1930s.
  Rich Townsmen and members of the Cultural 
  Elites can increase seven skills in which they 
  have basic knowledge by +1 level.
  The Second Estate: Those of Gentle Blood
  The Nobility or Gentry of feudal society typically made 
  up of 1-5% of the total population, depending on 
  the region and period.  This stratum was composed 
  of esquires, knights, and others of 'gentle' blood'. The 
  qualifications for ‘nobility’ included all those who 
  were able to prove legitimate descent from previous 
  knights, warriors of substance, those of economic 
  means and who did not support themselves by the 
  labour of their hands, and those exempt from taxation. 
  This diverse grouping meant that nobles could 
  range in wealth from relatively poor to exceedingly 
  rich. As a result many manorial lords were often not 
  knights, many villages or parishes often supporting 
  more than one noble, and in areas where church 
  possessions were extensive, manors might be run by 
  an appointee. Knighthood entailed great expense 
  and duties, often leading nobles to try and avoid 
  knighthood. The attendant extra administrative 
  responsibilities and hazardous obligations of personal 
  military service was often seen as onerous.
  Common-born individuals who rose to positions of 
  influence, such as bailiffs, magistrates and judges, 
  could be considered members of the gentry, as 
  might certain other important functionaries in 
  the Royal bureaucracy, as well as Church officials 
  (bishops, archbishops, abbots, priors, rectors etc.).
  The idealised feudal system is sometimes viewed as 
  a layered pyramid, the exact nature of which varied 
  with time and place. Regardless, the ruler and his 
  (extended) family sat at its apex. Under him all titled 
  nobles (variously dukes or earls, counts, viscounts, 
  margraves or marquis and the Italian principe) 
  resided, although before c. 1300 this group was simply 
  those with power. Yet further down the next tier was 
  occupied by the barons, sires and lords (seigneurs), 
  who typically exercised political and judicial authority 
  over their domains. Below these major families were 
  those who could afford to be knighted, that could 
  be called the knightly class. While finally at the base 
  of the noble stratum, covering a variety of financial 
  situations, came the majority of the nobles made 
  up of the lesser gentry, called variously esquires, 
  donzells, escuderos, damoiseaux, or écuyers (a term 
  in England used for a squire of 14 year or older).   
  There was no formal distinction between the tiers 
  of the pyramid, especially at the bottom; ascension 
  was always possible and sometimes enforced. 
  Becoming a lordly magnate was more difficult, as 
  it involved acquiring lands and rights. Rising to 
  a title was usually only through royal favour, an 
  exceedingly fortunate marriage, or rarely inheritance.  
  Entering into the royal family was only possible 
  by intermarriage, an honour that came 
  with responsibilities (and often risk).
  Fief Holders & other Nobles 
  Unless a village was their chief residential centre, the 
  lord of the village (or lords) rarely lived in it, although 
  some lesser nobles could be considered inhabitants. 
  If a holding included a castle, the lord would appoint 
  an agent such as a castellan or constable (who might 
  also be a noble); the castellan, in the lord’s absence, 
  would take charge of justice, defence and estate 
  management. Travelling judges, wandering from 
  village to village along their circuits, spending a few 
  days a year in each village, might be noble as well.  
  If there was an occupied fortification in the village, 
  it might be inhabited by a noble poor enough to 
  fill roles such as forester, falconer or simple man-at-
  arms. A large number of nobles, often of very modest 
  means, simply had a house, often a stronghouse in 
  a village, and some land, usually similar in amount 
  to a rich villager, but sometimes much less. These 
  nobles would not ordinarily work their land, but 
  would employ farm hands, as the richer villagers did.
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  24
  In some areas, such as Northern Italy, nobles would 
  live in rural castles or estates (rocca) and also often 
  maintained urban residences. Although they tended 
  not to become involved in the day-to-day running 
  of civic affairs, it was not unusual for them to step in 
  during times of crisis (or when they saw big profits, 
  as in Florence). Although not directly involved with 
  trade, they might still 'direct from a distance'.
  Most land was held in feudal tenure, with military 
  service (or a cash payment as replacement) 
  underpinning it. This was the normal form of holding 
  land, although considerable areas of non-feudal (or 
  alloidial) land were relatively common in areas such 
  as Saxony and other parts of Germany, Friesland, 
  Southern France, Castile and Northern Italy; by 
  contrast this was virtually unknown in England.  
  In allodial holdings a noble had more or less 
  complete freedom to dispose of his land as 
  desired. Many great nobles in such areas might 
  take their titles from their feudal lands held from 
  the crown, but also independently hold other 
  properties that they owed no service for.
  Landless Knights
  For nobles without land life was uncertain. These 
  'lordless' men-at-arms typically sought entrance into 
  the service of some great lord, perhaps thereby gaining 
  a fief. From the HC period some might follow the 
  example of men such as William Marshal (1144-1219) 
  and become professional 'Tournament knights' on 
  the circuit for prizes and ransoms, although this was 
  considered demeaning. Others became mercenaries, 
  their options increasing in the LF/WF period with 
  the rise of Free Companies and the Condottieri.  
  In a more fantastical or romantic campaign, some 
  of these landless nobles might be 'true' Knight-
  Errants on great and dangerous quests that mirror 
  the great Arthurian Chivalric role-models, and 
  that take them to distant and mystical places.
  Landless Knights in Service as men-at-arms, functioned 
  as household troops of a feudal lord.  Initially 
  during the Medieval period they were men who, by 
  distinguishing themselves and earning their lord’s 
  favour, hoped to one day receive a minor fief.  By the 
  end of the HC period these troops were increasingly 
  settling into the role of retainers, sometimes as 
  mercenaries, but without such high hopes of land.
  This group also includes the German ministeriales, 
  unfree household knights who had developed 
  from commoner estate administrators.  These EF 
  and early HC household knights were popular as 
  they were always at hand and could be passed to 
  another lord, sold or hired out as mercenaries.  
  However by the end of the 13th century they had 
  largely become normal knights with fiefs.
  Lords
  Higher in status than mere knights were 
  the barons, lords and seigneurs, lords with 
  extensive holdings, and whose strongholds 
  often displayed  formidable defences.  
  Depending on location, most visibly in Northern Italy 
  and Spain, they might also control urban centres, 
  further enhancing their wealth, prestige, and power.  
  These nobles were truly a force to be reckoned with.  
  The more powerful and influential sometimes were 
  able to field forces of considerable strength, while still 
  retaining enough manpower to defend their domains.  
  They were typically highly independent and status-
  concious, often unruly in the face of attempts by rulers 
  to centralise authority and vigorously defensive of 
  their prerogatives and privileges. Most crucially, if not 
  checked by a strong central royal authority, they were 
  prone to independent and even openly defiant acts.
  Titled Nobility
  The truly privileged in medieval society were those born 
  to high rank, wealth, and control of lands that enabled 
  them to play a highly significant role in public affairs, 
  standing literally head and shoulders above all others 
  in influence. The great political power and privileges 
  that members of this social class enjoyed were jealously 
  guarded, and every opportunity to add to them 
  (usually by strategic marriages) was eagerly sought.
  Of the great titled nobility of the realm, the 'Tenants-
  in-chief' were the most influential, holding vast tracts 
  of land directly from the king.  These huge territories 
  were necessarily divided and 'subinfeudated', handed 
  out to lesser nobles, who in turn owed their loyalty 
  to their feudal overlord rather than directly to the 
  King. These great magnates, through this network of 
  vassals, exerted control over thousands of subjects.  
  The most powerful of these might have holdings 
  stretching for many hundreds of square miles.  
  Indeed, some could even be near independent rulers 
  in their own right, such as the Bishop of Durham, 
  having almost regal power within their lands.
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  25
  Royalty - Kings & Princes
  Besides actual kings, there also existed in areas of 
  Western Europe (for example in Italy and Germany) 
  ‘Sovereign Princes’, titled nobility or princes who ruled 
  their own lands.  These princes were autonomous, free 
  of any obligations or duties owed to any overlord.  
  It is a simple matter to create independent nobles and 
  territories in C&S, while for more substantial rulers the 
  ‘Sovereign Prince’ may be used to represent an overlord 
  of a Principality (such as Wales under Llewelyn the Last, 
  Prince of Gwynedd) who exerts sovereign powers.  
  Although these princes tended to control relatively 
  isolated small to medium sized dominions, there is 
  no reason why such a prince might not have more 
  extensive holdings, perhaps even a small nation.
  If a GM desires such independent nobles, 
  characters who have rolled Titled Nobility as their 
  father’s social class should roll a 1D100 with 80%+ 
  indicating such an autonomous prince. Characters 
  who have rolled Royalty as their father’s social 
  class should add +30% to the dice result.
  Noble Vocations
  For nobles, the obvious choice of profession 
  was training as chevalier, a man-at-arms, the 
  quintessential noble. Depending on family 
  wealth, this could be embellished by a truly noble 
  education, preparing the young scion to become 
  not only a warrior, but a cultivated man of courtly 
  behaviour and manners, who might read and 
  indulge in political and economical interests.
  Usually parents would try to direct at least some of 
  their junior sons towards the clergy. This was important 
  in regions that did not follow strict primogeniture 
  (as in France), to avoid excess division of the family’s 
  holdings.  The eldest son usually inherited the family 
  seat or the richest holding, but in these territories (such 
  as Wales) brothers also typically received a share, as did 
  daughters. If there was only a single holding, younger 
  sons were generally compensated, this being true, to 
  some extent, for those who chose an ecclesiastical 
  career. Lands which followed primogeniture (such as 
  England) were less equal in traditions of inheritance.  
  If able, the wealthy would place their sons into rich 
  benefices, while more modest nobles would attempt 
  to achieve for them a canonry, or have them enter a 
  monastery or friary. Some Benedictine monasteries and 
  some chapters of canons being exclusive to nobles.
  In the LF/WF period minor nobles of knightly or 
  esquire rank, might choose to enter a law school or 
  university, this being especially common in the South 
  of France, northern Italy and south-east England.  
  Entry to a university was sometimes sought after 
  becoming a canon as students were considered 
  unordained clergy, although they only had to be 
  tonsured and celibate. Legal professions may be 
  combined with a fighting vocation: these characters 
  being able to become judges, prévôts (provosts) 
  or even baillis or sénéchau, both being alternative 
  terms for bailiff (English: bailiff and senechal).
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  26
  Note:
  Final approval on 
  the level of points 
  available to players is 
  always subject to the 
  Gamemaster’s approval, 
  this often depends on the 
  flavour of the campaign 
  they intend to run. 
  Daughters of the nobility generally have the 
  choice between marriage, and being a dutiful 
  wife and mother, or entry into a nunnery (or 
  occasionally a dual monastery, which were divided 
  by sex). Some daughters, as heiresses, inherit 
  their father’s land, becoming highly desirable.  
  They might (if able) hold them in common with their 
  husband; these women having true political, judicial 
  and economical power, and being equals of male lords 
  or seigneurs - as long as they avoided remarriage.
  All 'gentle' PCs gain +10% to PSF% to the skills 
  of Courtly Love (not EF) and Leadership.
  The 'Scholarly' Option
  There were two types of medieval curricula. Firstly, 
  Schools of Grammar and Rhetoric, designed to 
  produce students for admittance to university.  The 
  subjects taught being divided into two branches 
  according to a Late Classical division: the Trivium 
  (grammar, rhetoric and dialectics) and the Quadrivium 
  (arithmetic, geometry, music and astronomy), Secondly, 
  Calculus School, created for future businessmen.  
  There was additionally a third, unofficial kind of 
  school, this being the workshop itself, where children, 
  through apprenticeship, could learn everything 
  they needed in order to be good craftsmen.
  Offspring of Landed Knights, The Nobility & 
  Royalty 
  All have the option of turning away from a chivalric 
  vocation if they are female or if they are males who are 
  not heirs. A clever junior son might be sent to University 
  or placed in Holy Orders. Thus, except for heirs, offspring 
  of nobles may in their youth choose to study to become 
  Scholars, Physicians, Clergymen, or possibly even Mages.
  When choosing the scholarly option, a noble PC 
  may acquire initial basic knowledge in the following 
  skills, instead of Basic Chivalric Training.
  Riding  
   
  Own Written Language (if INT 9+)
  Any Foreign Language Spoken and Written1 (if INT 10+)
  Any Ancient Language Spoken and Written2 (If INT 13+)
  Any one lore
  Any one Noble Skill
  1 The language will be learned in written and spoken form 
  as one skill if the INT requirement is met and DIS is 12+
  2 Latin was historically the learned language used by 
  scholars in the Dark Ages and the Renaissance; however, 
  a pure imaginary campaign language could be substituted 
  by the gamemaster for his specific Fantasy Campaign. 
  The language will be learned in written and spoken form 
  as one skill if the INT requirement is met and DIS 14+
  Offspring of Landless Knights: 
  These families do not have the resources or opportunity 
  to allow serious scholarship unless circumstances 
  intervene (in the form of the Gamemaster making a 
  ruling that some special event has made it possible).
  Offspring of Master Craftsmen: 
  The scholarly route may be pursued rather than learning 
  trade skills, their families were often wealthy enough 
  (and ambitious enough) to afford a son in University, a 
  career in the law being many a métiers’ plan for a son.  
  If so, they acquire basic knowledge in any three skills 
  listed for their Father’s Vocation plus 1 +½D10 skills 
  listed above, except they will not have Riding skill unless 
  their background suggests they could have learnt such 
  a skill.  Merchants’ sons generally experienced school 
  for a few years before joining the family business.
  Offspring of Patricians & Rich Townsmen: 
  Characters may opt to acquire the same academic 
  preparation as offspring of Master Craftsmen, 
  forsaking the skills they would otherwise receive.  
  Basic knowledge in any three skills from their Father’s 
  Vocation is gained plus seven skills listed above, 
  reflecting the advantages of their background.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  27
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  28
  Medieval Europe 
  & Sub-Saharan Africa
  Thereafter it came to pass one day that the barons went 
  to divert themselves in the palace, for to see Isaac and the 
  emperor his son. When the barons were within the palace, 
  lo, there came thither a king whose flesh was all black, and 
  he had a cross in the middle of his forehead, which had 
  been made with a hot iron. This king sojourned in a very 
  rich abbey in the city, where that Alexius that had been 
  emperor had commanded that he should be and that he 
  should be lord and master thereof so long as he desired to 
  sojourn there… “By my faith!” Quoth the emperor. “This is 
  the King of Nubia, who is come on a pilgrimage to this city.”
  Crusader Robert de Clari describes a meeting with 
  a Nubian king in Constantinople in 1203
  The focus of the Chivalry & Sorcery core rulebook is 
  on medieval Europe. Northern Africa was well known 
  to the medieval West, but Saharan and Sub-Saharan 
  Africa was a land of fable during the Early Feudal 
  period. It was much better known in the Islamic world. 
  Before 622, some followers of the Prophet Mohammed 
  (PBUH), fled Mecca and took refuge in the Christian 
  kingdom of Ethiopia, known to them as a land where 
  Al Najashi (King Negus) respected religious rights and 
  who rules with justice. Arab traders operated down the 
  east coast of Africa for centuries, with Muslim Swahili 
  settlements developing in the Lamu archipelago 
  (in Modern Kenya) at least as early as the 8th and 
  9th centuries, and rapidly spreading further down 
  the coast, resulting in the foundation of numerous 
  trading towns from the 13th century onwards. 
  Also in the 8th and 9th centuries, Muslim Berber and 
  Tuareg traders spread Islam into West Africa. In 
  1300 the kings of the wealthy Saharan kingdom 
  of Mali became Muslim, with King Mansa Musa 
  (1307-1332) making a notable hajj in 1324.
  The spread of Islam down the Nile from Egypt 
  was halted by Christian kingdoms in Nubia in 
  651AD. While these kingdoms followed the Coptic 
  branch of Christianity, their liturgical language 
  was Greek, like the Syrian Orthodox church.
  During the Early Feudal period, Western scholars 
  relied on ancient Greek and Roman texts for their 
  knowledge of what lay beyond the Muslim territories 
  of North Africa, and save for Ethiopia, the 'Third 
  India', it was thought to be uninhabitable. But in 
  the 12th century, following the First Crusade, that 
  began to change. Westerners began to hear Muslim 
  stories of what lay beyond the African coast.
  Nubia was still a land of fable to Hugh of St Victor (who 
  wrote a description of the known world before his death 
  in 1142), but he had heard of it. Africa, in his view, was 
  filled with monsters and marvels such as two-headed 
  men and men with no heads but eyes in their chest. 
  “In Upper Egypt, which is near the Outer Ocean at the 
  mouth of the Red Sea,” he wrote, “are to be found serpents, 
  basilisks and dragons, which poison the air with their 
  breath, together with a certain people called Nubians.”
  By the 1160s, a state visit to Jerusalem by the Syrian 
  Orthodox patriarch Michael III seems to have increased 
  Western knowledge of Nubia and Ethiopia. In the 
  later 12th century Nubians were listed as a people who 
  might be expected to go on pilgrimage to Santiago 
  di Compostella. While it’s unknown if any did at that 
  time it’s clear the writer knew Nubians were Christian.
  Though they had resisted Islamic advances down the 
  Nile, Nubian troops served as allies to the Egyptian 
  Shiite Fatimid Dynasty (909-1171) from the later 10th 
  century, and they were considered excellent fighters 
  by Crusaders. Even after the fall of the Fatimids to 
  Saladin, they continued to fight on behalf of the 
  Fatimid cause. Saladin had to divert his own troops 
  to counter them. In 1172 Cluniac chronicler Richard 
  of Poitou noted that the King of Georgia and the King 
  of Nubia made war on the ‘pagans’ of their regions.
  In fact there were two Christian Nubian kingdoms 
  during the European feudal periods: Makuria and 
  Alodia. Makuria, in what is now southern Egypt and 
  Northern Sudan, became Christian in the 6th century, 
  and expanded northwards by absorbing another 
  Christan kingdom, Nobadia, in the 7th century. By 
  the early 14th century, its rulers had become Muslim, 
  though some Christian rulers continued to rule a rump 
  state until 1484. Alodia, to the south, survived another 
  generation, falling c. 1504-1506 to either Arabs or an 
  African people known as the Funj (accounts differ).
  Travellers to Makuria noted abundant monasteries 
  and churches along the Nile, though only 3 small 
  Coptic monasteries have been identified by 
  archaeologists. The kingdom had 7 bishops, and a 
  prominent cathedral has been excavated at Faras. 
  Makurian and Ethiopian churchmen and diplomats 
  established missions in Jerusalem and Rome 
  in the 13th and 14th centuries, and merchants 
  may have formed an enclave in Cyprus at that 
  time. Makurian and Italian merchants almost 
  certainly interacted in Egypt, where both had a 
  presence in the 13th century and 14th centuries.
  Magick
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   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  29
  In 1267 Pope Clement IV appointed the Dominican 
  friar Brother Vaspinace as Papal Legate to the Tartars 
  (Mongols), Ethiopians, Indians, Nubians and the 
  ‘Saracens of the lands to the east and south’. The 
  appointment letter makes it clear he chose Vasinpace as 
  he believed the friar had visited all these places before.
  By the very end of the Waning Feudal period, 
  Portuguese explorer Vasco de Gama had sailed around 
  Africa to India. Between 1497 and 1499, with the aid 
  of local sailors, he rounded the Cape of Good Hope 
  with two carracks, one caravel and a supply ship. 
  He reached Mozambique in March 1498, Mombasa 
  and Malindi (in modern Kenya) in April 1498, and 
  Calicut, in modern Kerala, India, in May 1498. He 
  then retraced his journey, arriving back in Lisbon 
  on August 29, 1499. Malindi’s Portuguese Chapel 
  is traditionally dated from de Gama’s landfalls.
  Sub-Saharan African characters
  No objective gamemaster can object to African 
  characters in the Islamic world. Historical evidence 
  also affirms the presence of Nubians and Ethiopians in 
  Byzantium, Italy, southern France and Christian Spain.
  Were there Sub-Saharan Africans in more northern 
  medieval countries? There is some evidence in favour. 
  People certainly knew about Africans, clearly African 
  people are represented in both visual art and in 
  literature. Recent archaeological investigations have 
  demonstrated the presence of a few North Africans and 
  at least one sub-Saharan woman in medieval England.
  It is firm belief of everyone involved in Chivalry & 
  Sorcery that Sub-Saharan Africans were present and 
  belong even in the strictest historical campaigns.
  Medieval legends, give us examples of Sub-
  Saharan African characters, and any group that 
  accepts the presence of magick and dragons 
  should accept none European characters.
  Good gamesmasters and good game groups 
  recognise the value of an interesting character 
  back story and welcome it. African characters, 
  such as the 14th century Tunisian who lived in 
  England for 10 years before his death and burial in 
  Ipswich, certainly have interesting back stories.
  Creating Sub-Saharan African Characters
  Until the C&S Medieval Africa source book is published, 
  players should look to appropriate European-
  equivalent social classes and vocations to build 
  characters. West and Saharan Africans will likely be 
  Muslim, as will characters from the East African coast. 
  Characters from Nubia and Ethiopia will be Orthodox 
  Christian for most of the period. Elsewhere, characters 
  will likely follow traditional African religions.
  Languages
  Ethiopians: Amharic is the native language 
  and the liturgical language. Church officials 
  likely have some knowledge of Greek. 
  Nubians: Nubian is the native language. 
  Greek is the liturgical language.
  West and Saharan Africans: A variety of native 
  languages are spoken. Muslims will also know Arabic.
  Merchants and diplomats will have some knowledge of 
  Arabic and perhaps Kiswahili. Merchants and diplomats 
  in Europe may know Latin, but it is more likely they have 
  learnt secular languages unless they are also scholars.
  Black Knights
  The Order of St Anthony
  The possibly apocryphal Order of St Anthony 
  was founded in Ethiopia as a clerical order in 
  370AD, likely honouring the Egyptian Coptic 
  monk St Anthony the Great (251-356), who is 
  also considered a saint in the Roman church.
  In the later medieval and early Modern periods, 
  Western writers considered the Order of St Anthony 
  to be a religious fighting order composed of knights, 
  comparable with the Knights Templar. Pedro Paez, a 
  Spanish Jesuit missionary to Ethiopia, writing in the 
  early 17th century, said he had met no one who know 
  of the order, and considered it a fable. Nevertheless, 
  it continued to capture Western imaginations 
  throughout the 17th century, even sparking a 
  fraudulent claim of membership a man in Rome. 
  The order was revived in 1987, and membership is 
  awarded by the exiled Crown Council of Ethiopia.
  Sir Palamedes the Saracen
  Arthurian legend. A member of the Knights of 
  the Round Table, as are his brothers Safir and 
  Segwarides. Sir Palamedes (or Palomides) first 
  appears in the 13th century Prose Tristan. Later 
  legends have him the son of a king of Babylon. In 
  Malory’s version, he sides with Lancelot after the 
  affair with Guinevere is revealed, joining Lancelot 
  in France and becoming Duke of Provence.
  Sir Palamedes’ origin is unclear in the earliest tales 
  about him. He’s been rationalised as a Moor (a general 
  European term for North Africans) or an Arab, in line 
  with the later Babylon tradition. Nevertheless a Nubian, 
  Ethiopian or Syrian origin seems more likely with his 
  Christian faith, through there was a significant Arab 
  Christian community on the Arabian Gulf, around what 
  is now Bahrain and the Damman region of Saudi Arabia.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  30
  Sir Morien
  Arthurian legend. Son of 
  Sir Aglovale and a Moorish 
  princess, Sir Morien is described 
  as tall, handsome and “black of 
  face and limb” in the 13th century 
  Middle Dutch poem where 
  he appears. He is joined in his 
  quest to find his missing father 
  by Sir Lancelot and Sir Gawain. 
  While described as a moor, the 
  poems description of Sir Morien 
  leaves little doubt that he is 
  intended to be a black African.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  31
  St Maurice
  St Maurice was an Egyptian from Thebes, the 
  commander of the Roman Theban Legion, and 
  was its commander when it was ordered to clear 
  the Great St Bernard Pass through the Alps under 
  the Emperor Maximian (286-305). Maurice and the 
  Theban Legion were executed after refusing to harass 
  local Christians. His (and his men’s) martyrdom is 
  marked by the Abbey of St Maurice in Switzerland 
  (after which the town of Saint-Maurice is named).
  Saint Maurice became patron saint of the Holy 
  Roman Emperors in the 10th century. During the 
  medieval period he was widely represented as a 
  Sub-Saharan African in full battle armour, and was 
  reputed to carry the Holy Lance (also known as 
  the Lance of Longinus and the Spear of Destiny) in 
  battle. Several orders of chivalry and 650 religious 
  establishments were dedicated to him, and a 
  significant number of villages were named after him.
  Any African knight in or near the lands of the Holy 
  Roman Empire might be mistaken for, or taken as 
  a representative of, St Maurice. Given the praise 
  heaped upon him in medieval hagiography, 
  those are some very big sabatons to fill.
  A Persecuting Society
  While it is easy to demonstrate the error of those 
  who claim there were no black people or women 
  warriors in medieval Europe, no one can claim 
  medieval society was tolerant. Quite the opposite.
  Historian R. I. Moore termed the Middle Ages a 
  “persecuting society” and traced the origins of medieval 
  intolerance to the middle of the 10th century. While 
  modern racism is a product of the Renaissance and 
  Early Modern Periods, other forms of prejudice existed 
  throughout the period covered by Chivalry & Sorcery.
  Anti-Semitism was rife in medieval Europe, which saw 
  mass murders of Jews, forced identification through 
  badges and specific clothing, and segregation of 
  both permitted profession and of housing. Various 
  monarchs protected the Jews when it suited them and 
  abandoned or expelled them when that suited them. 
  This aspect of medieval intolerance still resonates today.
  The medieval church regarded sex outside marriage 
  as a sin and reserved special ire for intimate same-sex 
  relationships. While people in the past did not regard 
  sexuality in modern terms – no one before the 20th 
  century would recognise the labels of homosexual, 
  heterosexual or bisexual – same-sex acts were listed 
  in penitentials, often in salacious detail. There is good 
  evidence of an active, if underground, gay scene in 
  11th and 12th century France, at least for men. Church 
  officials, including bishops, wrote gay poems, and 
  there was a thriving underworld of male brothels. 
  Only one love poem between women is known. 
  Same-sex relationships seem to have been tolerated 
  by the Church, at least if kept discrete, until the Third 
  Lateran Council of 1179. After this homosexuality 
  began to be associated with heresy, witchcraft and 
  paedophilia; punishments for same-sex relationships 
  became more severe. Ultimately, homosexuality 
  was one of the charges used to discredit the Knights 
  Templar in 1306. This intolerance also resonates today.
  Medieval society was clearly patriarchal. In Christian 
  theology Eve, the First Woman, was responsible for 
  tempting Adam, the First Man, into sin. At the same 
  time, it revered the Virgin Mary; the misogynistic 
  idea of women as madonnas or temptresses was 
  common. Islam has no such theological basis; in 
  Surah 2, The Cow, Satan tempted Adam and Eve 
  together to eat of the fruit of the forbidden tree. 
  Nevertheless, Islamic society was also patriarchal. 
  While women in the Middle Ages ran businesses, 
  took up arms, managed estates, and cultivated land, 
  they did so in the shadow of patriarchal society.
  Other kinds of medieval persecution – that of lepers 
  and heretics – hold less power today but were 
  prevalent in the medieval mind. Often, forms of 
  otherness were conflated – leprosy was considered 
  an outward reflection or heresy or sexual sins; stories 
  sometimes accused lepers and Jews of working 
  together to commit crimes against society.
  Groups considering introducing such prejudices into 
  their games – whether historical or fictional - should 
  discuss them beforehand and set boundaries everyone 
  in the group is comfortable with. Groups may also 
  consider a mechanism such as an X-card for use in play, 
  allowing players to indicate when the game is moving 
  into areas they do not wish it to. Sean K Reynolds’ and 
  Shanna Germain’s Consent in Gaming (Monte Cook 
  Games, 2019) offers an excellent discussion of why 
  this is important, and techniques and tools to ensure 
  everyone in the game is comfortable with the tone 
  and content of the game. It’s a free PDF available from 
  DrivethruRPG and Monte Cook Games’ websites.
  Magick
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  Gamemaster
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  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  32
  There are two main game mechanics that are 
  regarded as being intrinsic to Chivalry & Sorcery.  
  The first of these is the art of influencing  people or the 
  Influence Factor. When generating your character you 
  will have noticed that your character was assigned a 
  social status score. This reflects his position in society, 
  a major factor in anyone’s life throughout history.
  The second is Skillskape, the game mechanic 
  used in Chivalry & Sorcery for skill resolution. 
  Core Game Mechanics 
  Skillskape
  Skillskape is the skill resolution system used in 
  Chivalry & Sorcery.  It uses a percentile dice, 
  otherwise known as a Percentile Pair (two ten-sided 
  dice representing a random roll from 01 to 100, and 
  sometimes referred to as a 1D100), and a further 
  ten-sided dice (1D10) referred to as the Crit Die.  
  More details on this are given later in the chapter. 
  In Skillskape, a character’s chance to succeed 
  at any skill is based on four things:
  • 
  How difficult a skill is to learn or its Difficulty Factor (DF).
  • 
  Any innate talent a character might have in 
  that skill called his Attribute Bonus.
  • 
  How much the character has studied 
  the skill or his Skill Level.
  • 
  Is there anything happening or are there conditions 
  which make using that skill   easier or harder.
  The character’s chance of succeeding is really the 
  addition of these four numbers, all of which should 
  be noted on the player’s character sheet before play 
  to provide the Total Skill Chance or TSC% (qv).  
  Competencies & Skills  
  Competencies
  These are akin to skills in that they are areas 
  of knowledge that can be learned. However, it 
  is usual that only one level in a competencies 
  is needed to gain the benefit. Endurance and 
  Conditioning are the only exception as each level 
  indicates additional Body or Fatigue points.
  Skills
  A skill is the ability to use any area of one’s knowledge 
  effectively to perform a task. Skills involve almost 
  anything from doing carpentry to riding a horse, fighting 
  or casting Magick. A skill is learnt and improved by 
  practice, study and the actual experience in using the 
  skill in one’s daily activities. Provision made for learning 
  and improving skills not only during actual role-playing, 
  but also in 'Down Time', the time between adventures.  
  Skills have a constant improvement rate, 
  that is, the success chance rises by +3% 
  per improvement 'level' purchased.
  There are Background Skills, Primary (or Vocational) 
  Skills, Secondary Skills and Tertiary (or Hobby) 
  Vocational skills give a 10% bonus to a skills PSF%, 
  tertiary skills have a negative 10% to PSF%  
  How Difficult Is a Skill?
  Each skill is rated as having a Difficulty 
  Factor (DF) which determines:
  • 
  The Basic Chance of Success (BCS%), 
  shown as a percentage, that a character has 
  of performing the skill successfully.
  • 
  How much experience is needed in order to 
  advance a skill by one level of proficiency.
  The Difficulty Factor (DF) may be subject to certain 
  modifications in special circumstances and Table – 
  Difficulty Factors sets out the essentials concerning 
  the levels of difficulty in the Skillskape system.  
  The higher the Difficulty Factor (DF) the more demanding a 
  skill is to perform. A skill with DF 1 is extremely simple and it is 
  unlikely that a character would fail to perform the task, whilst a 
  skill with DF 10 is virtually impossible for a character to perform.  
  Innate Talent in a Skill
  Skills are usually modified by two Attributes.  These 
  Attributes can represent any innate talent, or lack 
  of it, a character might possess. If a character’s 
  attributes are high (or low) enough, he will 
  receive a dice modifier when rolling 1D100 dice 
  to see if he can perform the skill successfully.
  To find the Attribute Bonus/Penalty of a skill, look up 
  each attribute on Table – Attribute Bonus/Penalty and 
  add together the dice modifiers. The Attribute Bonus/
  Penalty and skill level bonuses are added to find the 
  character’s Personal Skill Factor (PSF%) in a skill.
  Magick
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  Introduction
  Table of Contents
  INDEX
  
  33
  Attribute
  PSF% 
  Modifier
  Attribute
  PSF% 
  Modifier
  <3
  -10%
  13
  +1%
  3
  -9%
  14
  +2%
  4
  -7%
  15
  +3%
  5
  -5%
  16
  +4%
  6
  -4%
  17
  +5%
  7
  -3%
  18
  +6%
  8
  -2%
  19
  +8%
  9
  -1%
  20
  +10%
  10
  0%
  21
  +11%
  11
  0%
  22
  +12%
  12
  +0%
  +1% / point over 22
  Table – Attribute Bonus or Penalty
  DF
  Description
  Unskilled 
  BCS
  Skilled BCS
  MIN
  MAX
  EXPO
  1
  Very simple
  50%
  60%
  08%
  99%
  300 Exp
  2
  Simple
  40%
  50%
  06%
  98%
  400 Exp
  3
  Average
  30%
  40%
  05%
  97%
  500 Exp
  4
  Challenging
  20%
  30%
  04%
  95%
  600 Exp
  5
  Demanding
  10%
  20%
  03%
  92%
  700 Exp
  6
  Difficult
  05%
  10%
  02%
  90%
  800 Exp
  7
  Very Difficult
  03%
  07%
  01%
  85%
  1,000 Exp
  8
  Extremely Difficult
  02%
  03%
  01%
  75%
  1,200 Exp
  9
  Nearly Impossible
  01%
  02%
  01%
  65%
  1,500 Exp
  10
  Impossible
  00%
  01%
  01%
  50%
  2,000 Exp
  Description: A word or brief phrase describing the difficulty a character will 
  encounter in learning, improving and performing the skill.
  Unskilled BCS%: The basic chance of success, expressed as a percentage, which a character has to do a task without 
  having basic knowledge of the skill.  Some skills cannot be attempted unless the character has basic knowledge of the skill.
  Skilled BCS%: The basic chance of success, expressed as a percentage, which a character has 
  when attempting to do some task once he has at least basic knowledge of the skill.
  Min%:  The minimum chance of success, expressed as a percentage, that a person has of performing the skill at this level. 
  Max%: The maximum chance of success, expressed as a percentage, that a person has of performing the skill at this level. 
  Experience Cost: The 'price' in experience points earned by a character which must be 'paid' 
  in order to acquire basic knowledge in a skill or to advance one skill level.
  Table – Difficulty Factors
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  34
  Example:
  Steve and Sue are both learning 
  Short Sword, which has Attributes 
  of Strength and Agility.  
  Stephen has STR 13 and AGL 
  12.  Sue is weaker at STR 11 but 
  is more agile at AGL 16.  
  After consulting Table – Attribute    
  Bonus/Penalty, we find that Stephen 
  gains a bonus of (13 = +1% & 12 = 
  +0%) = +1% to his skill with the Short 
  Sword, but Sue has a better chance 
  at (11= +0% & 16=+4%) =  +4%.
  Personal Skill Factor (PSF%)
  The Personal Skill Factor (PSF%) is a percentage 
  skill bonus, which is added to (or subtracted 
  from) a character’s BCS% in a particular skill.  
  It is an individual bonus for each skill. 
  The Personal Skill Factor (PSF%) for 
  a standard skill is found by
  1. 
  Taking the Attribute Bonus or 
  Penalty for the skill; and 
  2. 
  Adding on a +3% bonus for each level of 
  proficiency that has been attained in a Skill.  
  3. 
  Add +10% to PSF% for vocational skills, +10% for 
  Mastered and -10% for Tertiary (Hobby) skills
  4. 
  Adding any other bonuses the character 
  may receive due to any Special Abilities or 
  Talents, Magickal items, weapons etc.  
  Occasionally the PSF% will also be modified by 
  special conditions imposed by the use of Magick, in 
  combat or due to exhaustion of Fatigue Points.  
  Total Success Chance (TSC%)
  By this point the character will have all the numbers 
  necessary to calculate his chance to succeed in a skill.  
  The Total Success Chance (TSC%) is calculated as follows:
  1. 
  Basic Chance of Success (BCS%) as shown 
  in Table – Difficulty Factors (either skilled 
  or unskilled as appropriate); plus
  2. 
  The character’s Personal Skill Factor 
  (PSF%) in the skill; plus
  3. 
  Any modifiers effecting the character’s performance 
  of the skill, these may relate to the circumstances 
  in which the skill is being performed, etc. 
  It is conceivable that a character that is highly skilled 
  with many levels in a particular skill may possess 
  a TSC% above the Maximum Chance of Success 
  (Max%) for a skill at that DF.  Table – Difficulty 
  Factors shows the minimum and maximum chances 
  of success available for each Difficulty Factor.  
  Example:  
  Stephen is skilled in carpentry 
  and has PSF 17% in the skill.  
  Carpentry is a DF 4 (Challenging) skill 
  and has a skilled BCS% of 30%.  Therefore 
  in normal circumstances, Stephen has a 
  TSC% of 47% to succeed (30% + 17%).  
  However, it is harder to saw 
  wood in the dark.  
  The Gamemaster assigns a hefty penalty 
  of –25% to reflect this, therefore Stephen’s 
  TSC% is now 30% + 17% - 25% = 12% 
  to reflect the increased difficulty.  
  If on the other hand, Stephen was 
  working in good light with a proper 
  workbench and tools, the Gamemaster 
  might allow a +7% bonus to Stephen’s 
  TSC% so giving him a 30% + 17% + 
  7% = 54% chance of succeeding. 
  Magick
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  35
  In this instance the TSC% is equal to the Maximum 
  Chance of Success (Max%) for the given skill.  The 
  reverse may also be true in that a character’s TSC% 
  may be lower than the Minimum Chance of Success 
  (Min%) for a given DF especially if he is unskilled.  
  In this case the character’s TSC% is equal to the 
  Minimum Chance of Success (Min%) for the skill. 
  However, any amounts above or below the 
  maximum and minimum levels are not ignored, 
  they provide either bonuses or penalties to the Crit 
  Die result.  For further details see the section Min% 
  and Max% Success Chances later in this Chapter.  
  Making a Skills Check
  A skills check is made to find out whether a 
  character succeeds or fails with a particular skill at 
  a given moment.  The skill check is made up of two 
  elements, the result of the Percentile Pair or 1D100 
  roll and the result of the Crit Die or 1D10 roll.  
  The Percentile Pair (1D100)
  The Percentile Pair are a pair of ten-sided dice 
  with one die having '0' after the number (this is 
  the 10’s die) and the other being the units die.  
  If you do not have these specialised dice, roll two 
  ten-sided dice of different colours, one designated 
  a ten’s die and the other the one’s die.
  The Crit Die (1D10)
  The third ten-sided die should be a different colour 
  from the percentage dice. This is the Crit Die and it 
  should be rolled at the same time as the Percentile Pair.  
  It is used to indicate the magnitude of the skill 
  check, the larger the result the greater the 
  magnitude of the skill check whether it is a 
  success or failure.  The Crit Die result is compared 
  to the appropriate table and the result noted.  
  A 10 (or higher) result is always a Critical whether it is 
  a Success or Failure.  Certain occasions give modifiers 
  to the Crit Die to increase the chance of a critical 
  result for example using a charging Lance.  A critical 
  result brings its own special penalties and bonuses.  
  Example:
  Don has a red 1D10 and a blue 
  1D10. He designates the red die to 
  be the 10's and the blue die to be 
  the 1's. He rolls an 8 on the red die 
  and a 4 on the blue die. The red 8 
  is really 10x8= 80, and the blue 4 is 
  1 x 4 = 4. Adding 80+4, we find he 
  has rolled 84%. A red 0 and a blue 6 
  = 0 + 6 = 06 or just 6%!  A red 5 and 
  a blue 0 = 50+ 0 = 50%. A result of 
  0 on both dice equates to 100%.
  Modifier %
  Type
             
  +/- 01 - 10
  Minor
  The character has a slight advantage or slight disadvantage due to circumstances. 
  +/- 11 - 20
  Moderate
  The  character  has  a  middling  but  hardly  substantial advantage/disadvantage.
  +/- 21 - 30
  Major
  The character has a significant but not entirely decisive  advantage/disadvantage.
  +/- 31 - 40
  Astounding
   The  character  enjoys  a  huge  advantage  or  is 
  handicapped by a grievous disadvantage.
  +/- 41 - 50
  Overwhelming
   The character enjoys a massive advantage or is  labouring  
  under  a  truly  crushing  disadvantage.        
  +/- 51 - 75
  Catastrophic
  The character enjoys a decisive advantage or is at an 
  almost insurmountable disadvantage.
  Table  – Skill roll modifiers
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  36
  Attribute Rolls (AR)
  From time to time, a character may be called upon 
  to make an Attribute Roll to perform a general 
  task not falling under a formal skill, or where the 
  PC does not possess the appropriate skill. Also 
  the character may have to make an Attribute 
  Roll if he is trying to resist a particular skill.  
  Attribute Rolls (AR) are made in exactly the same 
  way as skill rolls, with the player needing to roll 
  under their appropriate AR percentage, and the Crit 
  Die showing the measure of success or failure. 
  Modifiers to Skill Rolls
  The Gamemaster may impose a modifier to a 
  character’s skill roll attempt to represent an advantage 
  enjoyed by the character or a disadvantage working 
  against the character’s chance of success.  
  A percentage modifier is a number added to or 
  subtracted from a character’s TSC%. It affects the 
  success chance of the character that receives the 
  modifier.  Such modifiers generally lie within a range 
  of +/-5 to +/-50, depending on the circumstances, see 
  Table – Skill Roll Modifiers.  However, the Gamemaster 
  may impose a higher modifier if he deems it is necessary 
  A character’s TSC% cannot be modified so that the result 
  is outside the Maximum (Max%) or below the Minimum 
  Success Chance (Min%) for a skill. TSC% modifiers are 
  always cumulative so if a character had modifiers of 
  +10%, +5% and –5%, the result is a +10% to his success 
  chance as the +5% and –5% cancel each other out.
  Success or Failure
  In order to succeed in any skill roll the player must 
  throw under or equal to the character’s TSC%. Once 
  this has been determined he can consult the Crit 
  Die to find out the measure of success or failure.  
  Example
  Rolf is attempting to climb up a cliff face. 
  He has PSF 40% in Climbing, a DF 3 skill 
  with BCS% of 40% so his TSC% is 80%. 
  However, it has been drizzling steadily, the 
  rocks are slick and the runoff is streaming 
  down the cliff face. The Gamemaster 
  deems the disadvantage facing Rolf is 
  important and imposes a moderate -20% 
  penalty.  Since the climb is being made 
  up a crumbling rock face, he imposes an 
  additional moderate -20% penalty for this. 
  Therefore, Rolf's TSC% for climbing a section 
  of the cliff is now 80% - 20% - 20% = 40%.
  If that is not bad enough, Rolf startles a 
  nesting cliff bird and is startled himself as the 
  screaming bird explodes  past  him  in  flight! 
  The  Gamemaster  grimly  imposes  a further 
  -8% minor penalty for the sudden shock the 
  surprise has given Rolf. Now for our intrepid 
  climber this is becoming a deadly matter!
  Example:
  A character has a TSC 76% in a 
  given skill and rolls a 53% on his 
  1D100 roll. The result means he will 
  have succeeded so he now checks 
  the Crit Die result and compares 
  it with the appropriate table to 
  see if there are any special events 
  arising from the success.  On the 
  other hand, if the character rolled 
  85% it would result in a failure and 
  if he rolled a 10 on the Crit Die it 
  would mean the character suffered 
  a Critical Failure that is likely to 
  have very serious consequences.
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  37
  Critical Successes & Failures
  The Crit Die (1D10) (rolled with the Percentile Pair) 
  determines if a character has a Critical Success or 
  Critical Failure when attempting to perform a skill.  A 
  10 (or higher) result is always a Critical whether it is 
  a Success or Failure. Certain occasions give modifiers 
  to the Crit Die to increase the chance of a critical 
  result for example using a charging Lance. A critical 
  result brings its own special penalties and bonuses.  
  Many skills in Chivalry & Sorcery are accompanied 
  by specialised Critical Results tables, which set out 
  a range of possible outcomes for successful and 
  failed percentage rolls. The different critical levels 
  represent a series of increasingly favourable or 
  unfavourable outcomes. These exceptions are always 
  found detailed in the appropriate skill description.  
  To use these tables simply compare the Crit 
  Die result (after modifiers) to the appropriate 
  Critical Result table for the skill. For skills not 
  having a specialised Critical Outcome tables, use 
  Table – Critical Outcomes – General. However, 
  Gamemasters are obviously free to modify these 
  outcomes as they see fit to suit their needs. 
  All outcome tables included in these rules are merely 
  broad guidelines, and the Gamemaster is encouraged 
  to tailor them to suit his campaign requirements 
  and also the events taking place in the game. 
  Max % & Min % Success Chances
  Each of the ten Difficulty Factors for skills has a 
  maximum and minimum chance of success. It may be 
  that a character’s TSC% might rise above or fall below 
  the Maximum Chance of Success (Max%) and Minimum 
  Chance of Success (Min%) allowed by the Difficulty 
  Factor (DF). If a character’s TSC% exceeds the Max% or is 
  less than the Min%, it will give rise to a Crit Die Modifier
  For every 20% or part thereof  by which TSC% exceeds 
  Max%, modify the Crit Die roll by 1 in the character’s 
  favour – increasing the Crit Die total of a successful roll, 
  reducing the Crit Die total of a failed roll. Do the reverse 
  if TSC% is below Min% - for every 20% below Min%, 
  adjust the Crit Die total to the character’s disadvantage.
  However, it is also possible a character may have 
  a very poor chance of succeeding, which may 
  bring opposite effects. Any negative modifiers are 
  deducted from the Total Success Chance (TSC%), not 
  from the Max% to successfully perform the skill.
  Success 
  with Crit 
  Die
  Result
  01
  Mediocre
  The task is just barely successful. It could easily have been a total failure. However luck 
  intervened. A scarcely adequate technique led to marginal success.
  02 - 05
  Middling
  The task is performed with a colourless and an uninspiring show of basic competence. 
  Flawed technique can be discerned in the work, so beware of future mistakes.
  06 - 09
  Competent
  The task is accomplished with real style and expertise. It is a fine display of competence 
  and skill that comes close to perfect execution of the skill in practice.
  10
  Critical
  The task is accomplished with flare and professionalism, a stunning display of outstanding skill worthy of a true 
  Master of the craft. If it is a resisted skill, the one who is resisting the effects must obtain Critical Success to fully 
  resist the character. A regular success in resisting it will only reduce the Critical Success to a regular success.
  Failure with 
  Crit Die
  Result
  01
  Heartbreaking
  The task is a failure, but it could so easily have been a success save for blind luck. Better luck next time!
  02 - 05
  Disappointing
  The task is a disappointing effort marked by some potentially disastrous flaws in 
  execution that could result in disaster if they become habitual.
  06 - 09
  Botched
  The task fails. The reasons are obvious. The attempt was so sadly incompetent and so 
  badly flawed that such efforts will prove to be catastrophic if repeated very often.
  10
  Abysmal
  The task is a complete and dismal failure and maybe dire consequences might 
  arise. One cannot do any worse even if one were trying to fail!
  Table  – Critical Outcomes - General
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  38
  Example
  Roderick, the Physician, has PSF 82% in 
  Chirurgery, which is a DF 4 Skill, which he 
  has Mastered. He is attempting what is, for a 
  Physician of his skill, a relatively easy task; the 
  extraction of an arrowhead from the shoulder 
  of Sir Miles. The wound is not a grievous one 
  and the operation is being done in favourable 
  circumstances, so the Gamemaster awards 
  a major advantage of +25%. This increases 
  Roderick's TSC% to 82+30+25= 137% However, 
  a DF 4 skill can have a Max% of 95%. Our 
  physician has 137%-95%= +42% in hand.
  The surplus is used to modify Roderick’s 
  Crit Die to his benefit. The modifier 
  is 42/20 = 2.1, rounded up to 3.
  To succeed Roderick needs to roll less than 
  or equal to the 95%, he rolls 36% on the 
  Percentage Pair and 8 on the 1D10 Crit Die, 
  which is raised by +3 to 11, resulting in a 
  Critical Success! He not only removes the 
  arrow but does it with consummate skill, 
  hardly distressing the wounded knight at 
  all. Sir Miles will have a very good chance 
  at a fast recovery, without complications.
  Example
  Thomas is attempting to brew beer, Brewing 
  is a DF 3 skill with a BCS% of 40%. However, 
  Thomas has only basic knowledge in Brewing 
  and is making a batch for the first time. He 
  has no bonuses for his relevant Attributes, 
  and since he has no experience either, 
  his PSF% is 0%. What is worse, he naively 
  purchased  his materials from a supplier who 
  'conned' him and sold him  mouldy barley. 
  The Gamemaster kindly assesses only a major 
  penalty of -40%, though he easily might 
  have gone higher. Thomas therefore has a 
  TSC% = 40-40= 0%.  However, he cannot 
  have lower than a 4% minimum chance of 
  success with a DF 4 skill. With a TSC% of 0%, 
  he is -4% below that minimum and so suffers 
  an adverse modifier to his Crit Die roll of 
  -4/20= 0.2 (rounded up) = 1. Still, he does 
  have a 4% chance of managing a veritable 
  miracle and brewing up some half-drinkable 
  beer!  Thomas rolls 61%, a failure. His Crit Die 
  result is 4, which is increased by 1 to 5. He 
  not only failed, but his brew is really bad!
  Example:
  Most standard skills allow a character some chance 
  of success in using the skill, even if he has no 
  basic knowledge in it.  This is considered to be a 
  reasonably lucky guess at how to do something.  If he 
  is successful, he may receive ‘dedicated’ experience 
  points that may be used solely toward purchasing 
  basic knowledge in the skill later on.  Such attempts 
  use the unskilled BCS% rather than the skilled BCS%.  
  The character can still add his Attribute bonus 
  as well as any other bonuses or subtract any 
  penalties that apply. However, when failing an 
  unskilled attempt to accomplish a task, all Crit 
  Die results are adversely modified by 2.  
  A skill denoted [TR] (Training Required) in 
  the skill list at the end of this Chapter cannot 
  be attempted by a character without basic 
  knowledge because a mere guess at how to do 
  it will just not work in such circumstances.
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  39
  Remember Roderick with his 137% chance 
  of withdrawing the arrow from Sir Miles' 
  shoulder? He has a Max% of 95% of doing 
  so. Now suppose that just as he was about 
  to perform the surgical procedure, five 
  enemy fighters burst into the cottage and 
  were engaged by the two sergeants and 
  the squire, who were also there attending 
  their wounded knight. The Gamemaster 
  rules a major penalty to Roderick's chances 
  of -25% because of the disturbance and 
  potential danger. This penalty is subtracted 
  from the TSC% of 137%, reducing Roderick's 
  TSC% to 112%.  Since this is still well 
  over the Max % of 95% for his Chirurgery 
  skill. Roderick now has a 112% - 95% = 
  +17% in hand. This now gives a beneficial 
  modifier of 17%/20 = 1 to his Crit Die roll 
  Example:
  Sophie is trying to use her Charm skill 
  to charm Sir Anthony into performing 
  a task for her. She has PSF 34% in the 
  skill. She approaches Sir Anthony and 
  using her womanly wiles, she  sweetly 
  requests his assistance. Sophie makes 
  a skill roll against her Charm skill and if 
  successful Sir Anthony can attempt to 
  resist her blandishments. To do so he 
  must make a skill roll using his Willpower 
  - Sophie's PSF% in Charm. Sir Anthony 
  has Willpower of TSC 74%. Therefore, he 
  needs to roll less than or equal to 74 - 34 
  = 40% in order to resist Sophie's request.
  Resisting Skills
  Any skill can be countered by another character’s 
  skill. Each skill description indicates how that skill 
  may be resisted. A resisted skill allows another 
  character to defend against it in some way and either 
  avoid the effects entirely or else reduce them.  
  Method One (Quick Play)
  ½ the resisting character PSF% is subtracted 
  from the acting character's TCS%, if the resisting 
  character is actively challenging the acting 
  character. If the resisting character is passively 
  acting, the modifier is 1/4 their PSF%.
  Method Two (Detailed Play)
  • 
  The character performing the Resisted Skill must 
  first make a successful skill roll in order to gain 
  the opportunity to be successful with that skill. 
  • 
  If he is successful, the defender might be able 
  to make a resisted roll to avoid some or all of 
  the consequences by making a successful skill 
  roll using the indicated Resisted (RES) skill.
  • 
  The defender’s TSC% is reduced by the -PSF% 
  of the character successfully performing the 
  skill the defender is trying to resist. 
  Other factors arising from the situation may add a bonus 
  or subtract a penalty from the defender’s TSC% to resist. 
  The defender’s PSF% is not adjusted by such 
  modifiers just his Total Success Chance (TSC%).
  If both are successful, the defender must equal 
  the success level of the skill being resisted in order 
  to counter it. The success level is determined 
  by the Crit Die result each player achieves.
  If the skill roll resulted in a normal success, the 
  defender also needs a normal success to resist the 
  skill and avoid the consequences. If the skill roll 
  resulted in a Critical Success, then the defender needs 
  a Critical Success to resist the skill completely.
  However, if the skill roll resulted in a Critical Success, 
  and this is met with only a normal success by the 
  defender, the skill is still successful but not to the 
  extent that the defender has resisted the skill entirely. 
  In this instance the Critical Success is reduced to a 
  normal success, so no special bonuses or additional 
  damage effects are attributable to the skill. 
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  40
  Time Taken to Perform a Skill
  How long and under what conditions a skill may be 
  performed depends on the circumstances. Some 
  skills may be performed quickly. Others may take 
  hours, days, or even weeks. If no guidelines are given 
  in the skill description, the Gamemaster should use 
  his own judgement about how long it takes. If it can 
  be done in one or several combat rounds, it might 
  have to be assigned an Action Point (AP) cost.
  Improving a Skill
  Learning a skill is simulated by the use of Experience 
  Points (Exp).  The easier a skill is to learn the 
  fewer points that are required to learn it and to 
  improve one’s performance when applying that 
  skill to accomplish some task. Also the easier the 
  skill is to learn, the better a character will be to 
  begin with since he will have a higher BCS%.
  Before a character may buy levels in a skill to improve 
  it, they must first acquire basic knowledge to obtain 
  Level 0 in the skill.  To gain basic knowledge, the 
  character must pay the Experience Point or Skill Point 
  cost of that skill.  It may also be necessary for the 
  character to acquire a teacher, a book or other form of 
  reference on which he can base his initial learning.  
  Sometimes a character may substitute another skill 
  for the one designated for the resistance roll, if that 
  skill is related to the one that he is trying to resist.  
  Of course, it is the Gamemaster who has the final 
  decision whether a substituted skill can be used.    
  Example
  Albert is trying to con Bors into buying a 
  horse that is little more than a nag. Albert 
  is representing it to be a fine specimen. 
  Normally, Conning Others is resisted by 
  Willpower. However, Bors is very skilled 
  in Animal Handling (Horses)  and Animal 
  Husbandry (Horse-Breeding). He has 
  knowledge that enables him to judge the 
  worth of the horse being foisted on him. 
  If either of these skills gives him a better 
  chance of resisting Albert's blandishments, 
  Bors can substitute that better chance 
  for his Willpower in order to resist being 
  "taken in" by the wily horse trader.
  Example
  Nigel wants his character to learn how 
  to brew beer.  Brewing has DF 3 and 
  costs 500 Experience Points (Exp), to 
  learn or to improve by one level. Nigel 
  has basic knowledge or is at Level 0, 
  this means he has a BCS% of 40% of 
  succeeding. His friend, Sue's character, 
  is learning the harder skill of Artefact 
  Lore, which costs 800 Experience Points 
  to learn or improve. Also, due to the 
  greater difficulty, Sue has only a BCS% 
  of 10% of succeeding at Level 0.
  Willpower is used to resist many skills directed against 
  a character.  It is not, of course, the only way that 
  resistance can be attempted. As seen in our example, 
  there are instances when other skills may do as 
  well or better and can logically be substituted. The 
  Gamemaster decides whether or not another skill 
  can be substituted for a designated resistance roll.  
  In many instances, other skills besides Willpower 
  will be called for when a character is attempting 
  to resist. Sometimes it may even be an Attribute 
  Roll (AR) that he must make successfully. 
  Whatever the nature of the resistance that can 
  be put up by a defender, it will be stated in the 
  description of the RES skill he is trying to resist.
  A great degree of flexibility has been built into 
  the application of skills and also flexibility in how 
  one can put up resistance to skills. As the saying 
  goes, “there is more than one way to skin a cat,” and 
  Skillskape takes that into account. The Gamemaster 
  and the players should try to be alert to such 
  opportunities when they arise during the game play.
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  41
  Example:
  Steve and Sue are each trying 
  to make a bench to sit outside 
  Steve's father's inn. Steve knows 
  nothing about carpentry but 
  Sue is a Carpenter's daughter 
  and therefore enters the game 
  knowing the basics (Level 0 
  unless improved). Carpentry is a 
  Challenging DF 4 skill. With basic 
  skill Sue's chances start at 30%, 
  whereas Steve who is unskilled 
  has a less handy 20% chance of 
  successfully fashioning a bench.
  Basic knowledge is the minimum knowledge and 
  practice required for a character to be considered 
  ‘skilled’. Characters who have been in the campaign for a 
  while must spend time to learn basic knowledge in new 
  skills, they can not continually improve existing skills. 
  How this is done is explained in Chapter - Awarding 
  Experience. Some skills can be attempted without 
  basic knowledge. These can be attempted using the 
  Unskilled BCS%. Other skills are too complex or require 
  too high a level of a specialised skill and therefore a 
  character must have basic knowledge if he is to perform 
  the skill with any chance of success at all. All these 
  skills are identified by a [TR] in the skills descriptions.
  Once a character has basic knowledge in a skill, the 
  Skilled BCS% is used. Typically, this involves only 
  a modest 10% difference in the success chance 
  to begin with. However, that chance can now be 
  improved by taking time to study and practice and 
  to gain experience in using the skill. The first level 
  learnt (Level 0) represents the difference between 
  having learnt the basics and having a guess.
  Carpentry is a skill that one may attempt without 
  having any particular basic skill, just a willingness 
  to attempt by trial and error. Other skills, however, 
  are so demanding that they cannot be performed 
  at all without first acquiring basic knowledge. Mere 
  intuition and common sense just are not enough 
  to give even a minimal chance of success!
  We assume that a character has learned a few 
  things during his youth due to his background 
  and apprenticeship into his chosen vocation.  As 
  he enters the game, he is also entering adulthood.  
  While not highly experienced, he will have at 
  least basic knowledge (Level 0) in his background 
  skills and Level One in his vocational skills.  
  Experience
  On entering a fantasy campaign player characters 
  are assumed to have reached a certain age and 
  therefore have already acquired some knowledge and 
  experience. They start out with a number of Experience 
  Points (Exp) in their Accumulated Experience. These 
  experience points can be expended to purchase:
  • 
  Basic knowledge in additional starting skills, or
  • 
  One or more levels of proficiency in the 
  skills they already possess.  
  A player need not spend all his initial Experience Points 
  at once. Should a starting character have Experience 
  Points left after buying the skills he wants, he may keep 
  them in his Accumulated Experience, to be spent later.
  Accumulated Experience
  Experience Points are what a character accumulates 
  during his adventures and also in downtime 
  by studying, practising, or working on projects. 
  These Experience Points have been earned but 
  not yet spent on advancing his skills and are 
  stored in his Accumulated Experience. As he 
  spends these Experience Points, the total in his 
  Accumulated Experience reduced accordingly. 
  You could consider Accumulated Experience to 
  be like a bank account for Experience Points. 
  Total Experience
  Total Experience is the total number of Experience 
  Points that a character has spent in the campaign 
  to obtain and improve skills and it determines the 
  Experience Level (ExL) a character has attained.
  Experience Level (ExL)
  This determines how much experience a character 
  can earn in ‘down time’ between adventures.  It 
  also acts as a governor on how far a character 
  can advance his skills without paying an inflated 
  experience cost to rise a level in skill. See Chapter 
  – Awarding Experience for further details.
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  42
  Example
  Don's chaacter, Sir Miles has now reached 
  ExL 3. When he created Sir Miles, Don 
  chose to have Great Sword Skill as a 
  Vocational Skill giving him a starting 
  level of 1 in this skill. To improve this 
  DF 5 skill to level 2, will cost Sir Miles 
  700exp x 1 as the new level does not 
  exceed his ExL. To increase this to level 
  3 will only cost a further 700 exp.
  Purchasing Levels of Skill Proficiency
  Skill Level is the level of proficiency a character currently 
  has in applying a learned skill. When you create your 
  character, you may spend your starting experience 
  to buy extra levels in skills acquired as part of your 
  vocation or learn skills from those listed as secondary to 
  your chosen vocation. Your character also acquires basic 
  knowledge in some skills during his youth, without 
  cost since these are background skills naturally picked 
  up because one has grown up in an environment in 
  which such skills were part of the character’s daily life.
  Improving a Known Skill to One’s 
  Current Experience Level
  A character can raise his level of skill in any 
  area up to his Experience Level (ExL) at the 
  DF base cost of the particular skill.
  Improving a Known Skill beyond 
  One’s Current Experience Level
  If a character wishes to 'push the envelope' and 
  increase his Skill Level beyond his current Experience 
  Level, it will be necessary to spend additional 
  Experience Points to do so. To find this added cost:
  1. 
  Subtract the character’s current Experience 
  Level from the level of the skill required.
  2. 
  Multiply the difference in Levels by the skill’s 
  experience cost at the DF the character enjoys 
  with the skill. This is the cost for +1 level!
  Now let’s apply this to a possible situation:
  The greater the difference between a character’s 
  current Experience Level and the level of skill he 
  wishes to purchase, the more dramatic the cost 
  increase. Advancement becomes harder the further a 
  character’s Skill Level is from his Experience Level.  He 
  can raise one skill to very high levels, but it will cost 
  dearly if his Experience Level has not kept pace.
  The reason for this is simple. The character is learning 
  far above his current Experience Level, which is a 
  measure of his overall ability to learn and improve. 
  He is outrunning his current competence and 
  understanding. It is like trying to do work several grades 
  above one’s current standing in school, not impossible, 
  just very hard. Experience can represent time and 
  effort, and the more one reaches, the more time and 
  effort needed to advance in knowledge and skill!
  Using more time and effort to learn the skill can bring 
  a kind of 'payoff', too. Because he is spending more of 
  his Accumulated Experience to raise the skill, he injects 
  more experience into his Total Experience.  Obviously, 
  that will work to raise Experience Level which, in turn, 
  affects learning/improvement costs.  Still, the whole 
  process of hurrying things along remains very costly.
  The Effects of Improving Skills
  With basic knowledge, one advances in ability by 
  spending accumulated experience points.  The 
  cost of learning/advancing a skill at a given DF is 
  listed in Table – Difficulty Factors under Experience 
  Cost.  Time is involved in advancing in a skill level.  
  Remember that 'experience' represents time as well 
  as familiarity with and the practising of a skill.  Each 
  level purchased in a Standard Skill typically increases 
  the character’s chance of performing the skill by 
  +3% so raising the character’s PSF%.  Some skills are 
  Competencies and do not follow the basic Skillskape 
  system.  Such skills are marked [NS] and the skills 
  descriptions describe how they are to be applied.
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  43
  Example:
  Don's character, Sir Miles, at ExL 3, wishes 
  to develop as much skill with his favourite 
  weapon as he can. He is already at Level 3 in 
  Great Swords, but what is the cost of rising to 
  Level 4 in Great Swords?  Subtract Sir Miles' 
  ExL from the Skill Level he wants to purchase, 
  i.e. 4-3= +1.  Multiply the difference x exp 
  Cost for +1 level: 1 x 700 = 700 exp need to 
  be spent to raise Great Swords skill to Level 
  4.  Suppose Sir Miles wanted to purchase 
  Level 5  He is at ExL 3, so to increase from 
  Level 3 to Level 4 costs 4 - 3 = +1 x 700 = 
  700 Exp. To increase from Level 4 to Level 5 
  will cost Sir Miles 5 - 3 = 2 x 700 =1,400 exp. 
  He must pay Level 3 to level 4 = 700exp and 
  level 4 to level 5 = 1,400 for a total of 2,100 
  exp in order to rise from Level 3 to Level 5.
  How to Purchase Skills in the Skillskape System
  The following is an example of how to purchase skills 
  using Skillskape Jane has picked a Fighter Vocation 
  for her character, Brigit the Bold.  Her primary and 
  secondary Attributes of STR 18 and CON 16.  She 
  is entitled to five Mastery skills but decided to 
  reserve two.  Opting not to use the optional age 
  rules, Jane's character starts with the standard 5,000 
  accumulated experience points for a beginning 
  character of 18 years. Along with her vocational skills, 
  we find Brigit already comes equipped with certain 
  skills that will serve her quite well in the world:
  1. 
  Born the second daughter of a well-to-
  do wine merchant who regards her as a 
  'Good  Daughter',  she  automatically  starts  
  with  basic  knowledge  in  the  background 
  skills of Wine making and  Bargaining.
  2. 
  With an INT 13, she has basic 
  knowledge in Counting.
  3. 
  Like all characters, she starts with basic knowledge 
  in the eight Core Skills: Alertness Sight,  Alertness  
  Sound,  Dodge,  Language Spoken  (Own), Stamina,  
  Willpower,  Local  Geography  and  Brawling.
  4. 
  Brigit starts with 10 vocational skills at Level 1, 
  she decides to dedicate three of her Mastered  
  Skills to specific Combat  skills. She chooses  
  Slashing  Swords, Archery: Shortbows and Heavy 
  Shieldplay. As these are fighters vocational skills 
  she gets +10% PSF in them. As she has selected 
  them for mastery she gains a further +10%.
  5. 
  Since these are Mastered Skills, as well 
  as being Vocational, Brigit automatically 
  gains Level 2 in these skills without paying 
  any Experience Points for them.
  To find her TSC% and PSF in these skills:
  1. 
  Jane finds Brigit's BCS% for her three Mastered 
  Skills.  She then calculates her Attribute 
  Bonus  in these skills, Brigit has STR  18 (+6%) 
  and  AGL 15 (+3%),  a  total  of  +9%. 
  2. 
  To start with additional fighting prowess, 
  Jane  buys a few additional levels in 
  several of Brigit's Mastered Skills.
  a. She  decides against buying any levels 
  in  Archery: Shortbows and is content to 
  advance her skill later on in role-play.
  Core Skills
  Every character starts out with basic knowledge in 
  eight ‘core’ skills.  These are learned as a matter of 
  course during one’s youth and below is a list of Core 
  Skills all characters have on entering the campaign:
  Alertness - Sight Language - Spoken (Own)
  Stamina  
  Alertness - Sound
  Local Geography Willpower   
  Faith
  Dodge  
  Brawling
  Magick
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   Movement
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  INDEX
  
  44
  b. She  purchases  one  level  in  Heavy  Shieldplay,  
  which  costs  600  Exp  per level.  As she is 
  ExL 1 and the skill is already at Level 2 it will 
  cost 1,200 Exp to raise by one additional level 
  (Skill Level 3 - ExL 1 = difference of 2 times 
  the cost of the skill 600 Exp).  This raises her 
  skill to Level 3, adding +3% to her PSF%.
  c. 
  She purchases two levels in Slashing Swords.   
  Since this is above her current experience level 
  (ExL 1), she pays a high price for higher levels.  
  The cost is found by subtracting her current skill 
  level (Level 2) from the level she is buying and 
  multiplying the difference by the base cost:
  Level 3 in Slashing Swords costs 3 - 1 
  = 2 x 600 Exp = 1,200 Exp
  Level 4 in Slashing Swords costs 4 - 1 
  = 3 x 600 Exp = 1,800 Exp
  Jane has spent 1,200 + 3,000 = 4,200 Exp to increase 
  the levels of two of her Mastered Skills.  She deducts 
  this from her Accumulated Experience and deposits 
  4,200 Exp in her Total Experience.  She has 800 Exp 
  remaining to spend on basic knowledge in new skills or 
  to improve the levels of the other entry skills.  On the 
  other hand, she could choose to keep the 800 Exp in 
  Brigit's Accumulated Experience for use at a later time.
  Finally, Jane purchases Swimming, a DF4 skill costing 
  600 Exp for basic knowledge. This 600 Exp is added 
  to Brigit's accumulated Experience that is now at 
  4,800 Exp.  In another 201 Exp, she will pass the 
  5,001 Exp barrier to enter Experience Level 2.
  Jane calculates her BCS% PSF and her total success 
  chance in Swimming and her eight Core Skills.
  Master Skill
  DF
  BCS%
  Skilled ATT
  ATT 
  Bonus
  Vocational 
  Bonus
  Mastery 
  Bonus
  Skill 
  Levels
  PSF%
  TSC%
  Slashing Swords
  4
  30%
  STR+AGL
  +09%
  +10%
  +10%
  4: +12%
  +41%
  71%
  Archer: 
  Shortbows
  5
  20%
  STR+AGL
  +09%
  +10%
  +10%
  2: +6%
  +35%
  55%
  Heavy Shieldplay
  4
  30%
  STR+AGL
  +09%
  +10%
  +10%
  3: +9%
  +38%
  68%
  Magick
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  Introduction
  Table of Contents
  INDEX
  
  45
  Experience
  As character's acquire 'experience', they grow in their 
  knowledge and their abilities. This growth is measured 
  in terms of the Experience Level a character has 
  attained. A character is awarded experience points, 
  representing how much he may have learned from an 
  experience or if he had a chance to practice his skills.
  As a character gains Experience Points (Exp), they are 
  accumulated as Accumulated Experience and this can 
  be regarded as a 'current account'. When a character 
  wishes to ‘purchase’ basic knowledge in some skill or 
  to improve his ability in a skill by a level, he will draw 
  Experience Points from his Accumulated Experience to 
  make the purchase.   When he does this, that amount 
  is subtracted from his Accumulated Experience and 
  deposited in his Total Experience. Total Experience 
  is the measure of the overall advancement the 
  character has made in his abilities and knowledge.
  To sum up, as a character learns and develops his skills, 
  his Experience Points move from the accumulated pile 
  to his Total Experience pile.  As his Total Experience 
  rises, so does his Experience Level.    A character’s 
  Experience Level is important because it determines 
  how many experience points it costs to raise a skill 
  by one level as described in Core Game Mechanics. 
  Exp 
  Level
  Total 
  Experience 
  Points
  Exp 
  Level
  Total Experience 
  Points
  1
  Up to 5,000
  11
  95,001 - 110,000
  2
  5,001 - 10,000
  12
  110,001 - 130,000
  3
  10,001 - 15,000
  13
  130,001 - 150.000
  4
  15,001 - 20,000
  14
  150,001 - 170,000
  5
  20,001 - 30,000
  15
  170,001 - 195,000
  6
  30,001 - 40,000
  16
  195,001 - 220,000
  7
  40,001 - 50,000
  17
  220,001 - 245,000
  8
  50,001 - 65,000
  18
  245,001 - 270,000
  9
  65,001 - 80,000
  19
  270,001 - 330,000
  10
  80,001 - 95,000
  20
  330,001 - 360,000
  From Level 20 onwards each Experience 
  Level costs +30,000 Exp.
  Table - Total Experience Points
  Downtime
  Since its inception, Chivalry & Sorcery made provision 
  for the idea that character's 'live' in a 'real' fantasy 
  world, where people do not just adventure.  This is 
  Downtime where character's would most likely be 
  improving themselves, ready for the next time they 
  go adventuring. A character could hone existing 
  skills or learn new skills. New skills can be learnt by 
  studying from books and scrolls, by training with a 
  character that knows the skill or by finding a teacher 
  or by spending Accumulated Experience to purchase 
  Basic Knowledge in a skill.  It is the period where tasks 
  that are not dealt with during role-play are handled, 
  mainly as role-play sessions should be exciting.
  Downtime can occur anywhere in the course of a 
  gaming session or between gaming sessions. To 
  make the ‘bookkeeping’ easy and to allow players 
  an opportunity to discuss their plans, develop 
  their character's skills, produce items etc., the 
  Gamemaster should devote an occasional session 
  to Downtime activities. Any housekeeping tasks 
  such as acquiring new equipment, recovering from 
  wounds etc., can be carried out during downtime.  
  The Gamemaster can also go over new rules or rule-
  changes, discuss problems, or outline important 
  events, etc., in the fantasy world during this time.   
  Learning New Skills after Character Creation
  Studying from books and scrolls requires, of course, 
  that the character is able to read in the first place and 
  also that there are books and scrolls available for him 
  to study. Training with a character who knows the 
  skill means finding a PC or NPC who will work with 
  the character as he learns a new skill.  In effect, he is 
  being 'shown the ropes' by someone who knows!
  A Teacher can be a PC or NPC whom the character has 
  hired to teach him the skill. The fees are negotiated, but 
  a Teacher could get anything from 10 P to 50 P per day 
  of instruction, depending upon the nature of the skill 
  involved. The advantage of having a Teacher is that the 
  character can learn twice as fast as normal. To qualify 
  as a Teacher, the PC or NPC must have 10 levels in the 
  skill.  If the skill is a Competency the Teacher must have 
  learned that competency and be at least ExL 10 to teach.
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  46
  It is possible to reduce the time 
  acquiring basic knowledge in new 
  skills by having a high Discipline level. 
  Table – Days Deducted sets out the 
  number of days deducted from the 
  character’s total learning time for 
  having a particular level of Discipline. 
  This adjustment is applied to the times 
  on table - Days to learn skills. A low 
  Discipline level adds days to the time 
  required.
  Having self-discipline enables the 
  character to be more focused on the 
  task at hand. It also enables him to 
  stay with the task, in this case, the task 
  of learning, for a far longer time than 
  less self-disciplined people are capable 
  of doing. The result is considerably 
  greater efficiency. This efficiency is, 
  of course, reflected in a much lower 
  learning time, the more so the higher 
  the character’s discipline level and the 
  more difficult the task.
  No of Days to Learn Skills to Basic Knowledge
  DF
  Basic Knowledge
  from a Teacher
  1
  30 days
  15 days
  2
  45 days
  22 days
  3
  60 days
  30 days
  4
  75 days
  37 days
  5
  90 days
  45 days
  6
  120 days
  60 days
  7
  150 days
  75 days
  8
  195 days
  97 days
  9
  240 days
  120 days
  10
  300 days
  150 days
  Table - Days To Learn Skills 
  Level of Difficulty
  DIS
  1
  2
  3
  4
  5 
  6
  7
  8
  9
  10
  02 - 05
  +8
  +11
  +15
  +19
  +23
  +30
  +38
  +48
  +60
  +75
  06 - 08
  +4
  +6
  +8
  +9
  +11
  +15
  +19
  +24
  +30
  +38
  09 - 12
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  13
  -2
  -3
   -5
   -6
  -7 
  -9
   -11
  -14
  -18
  -23
  14
  -3
  -4
   -6 
  -7 
  -8
  -12
   -15
  -19
  -24
  -30
  15
  -4
  -6
   -8 
  -9
  -11
  -15
   -19
  -24
  -30
  -38
  16
  -4
  -7
   -9 
  -11
  -14
  -18
   -23
  -29
  -36
  -45
  17
  -5
  -8
   -11
   -13
  -16
  -21
   -26
  -34
  -42
  -53
  18 
  -5
  -9
   -12
   -15
  -18
  -24
   -30
  -39
  -48
  -60
  19
  -6
  -10
   -14
   -17
  -20
  -27
   -34
  -44
  -54
  -67
   20+
  -7
  -11
   -15
   -19
  -23
  -30
   -38
  -48
  -60
  -75
  Table - Days Deducted
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  47
  Influence
  Status within a feudal society is based on the 
  circumstances of a person’s birth and how much power 
  a person has earned, both in military and in financial 
  terms. Influence is the ability to obtain the assistance 
  or even support of others. Influence can take the forms 
  of favours or debts of honour, which can be shown in 
  symbolic form by the giving of a ring, scarf, token etc.
  Role-playing status differences
  High status people speak clearly, as if they expect 
  to be obeyed. They hold their heads high, square 
  their shoulders, and dominate their space. Their 
  gaze is steady. They might be polite, or they may 
  not care much about upsetting their inferiors.
  Low status people seek to make themselves 
  smaller; they try to take up less space and be 
  unobtrusive. They speak more hesitantly, with 
  a quieter voice. They lower their heads. They 
  act and speak humbly, even deferentially.
  A high status person displaying low-status 
  body language may be considered weak. 
  A low-status individual giving high-status 
  signals will be thought uppity or arrogant.
  Roll the dice, roleplay the results. Some players 
  are naturally persuasive talkers, others are not. 
  Their characters' may have better or worse 
  communication skills than the player.
  Some GMs will give players beneficial dice 
  modifiers for good role-playing, and some may 
  penalise poor role-playing. They usually do this to 
  promote role-playing instead of roll-playing.
  However, it has the unintended consequence 
  of granting good talkers consistent bonuses to 
  communication skills, even if they player hasn't 
  invested in those skills for their character. That's 
  basically giving a good talker free EXP.
  To prevent this, we advise that the player roll 
  the dice to determine success or failure, and the 
  player and GM then role-play the conversation 
  based on the results of the dice roll.
  Influence is the ability to persuade someone to use their 
  power or abilities on your behalf. The person seeking 
  to influence another is called the Petitioner. The person 
  whose favour or action is sought is called the Authority.
  This system is used only when a PC petitioner seeks 
  to influence an NPC authority. Player characters 
  should always decide whether or not they will grant 
  an audience, and how they act upon a petition.
  It is quite possible that the petitioner has 
  higher social status than the authority. 
  There are three primary steps.
  1. 
  The player specifies which authority they 
  wish to approach, and the substance 
  of their character's request.
  2. 
  Determine if the petitioner gains 
  access to the authority.
  3. 
  Determine if the petitioner persuades 
  the authority accede to the request.
  Gaining an audience
  It is not sufficient merely to meet an authority in 
  the street or about their business. The petitioner 
  must request an audience in an environment where 
  they are able to listen and consider the request. The 
  petitioner must first gain their time and attention.
  Gaining an audience depends on how much social 
  clout the petitioner wields, compared to that of 
  the authority. C&S calls this the Influence Factor.
  A chance meeting (or a meeting when the authority 
  or is otherwise engaged) may offer an opportunity 
  to request an audience directly from them.
  If there is no such initial contact, the character may 
  have to request an audience with someone who has 
  access to someone with authority, and persuade 
  them (with a skill roll) to set up an audience.
  Those with access to an authority include:
  • 
  Their superiors
  • 
  Their immediate subordinates
  • 
  Their family
  • 
  Their advisors
  • 
  Their companions, friends, allies and business partners
  Basic Influence Factor = Charisma* + 
  Social Status + (Honour/100) 
  *Assume an NPC's Charisma is 11 unless their 
  attributes have already been determined.
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  48
  Gifts
  Effective influence may be increased by giving a gift 
  to the authority. How much effect a gift has, depends 
  on its value and the social status of the authority.
  A gift adds +1 influence for every 3p spent per 
  social status point of the authority (rounded down). 
  In other words, a gift 30p to a castle cook (social 
  status 10) will add 1 to effective influence, and a 
  gift worth 60p will add 2 to influence. To influence 
  a king (social status 75) is much more expensive: 
  it takes 225p to gain add 1 to influence; to add 
  10 to influence requires 2250p (£9 7s 6p).
  Cash is always acceptable as a gift, but if the 
  gift is designed specifically to appeal to the 
  authority's tastes, increase the gift modifier by 
  50%. Something the authority dislikes will not 
  reduce the modifier, 'value is value' and the gift 
  can always be passed on to another or sold.
  Characters may wish to investigate the authority's 
  taste when planning an appropriate gift.
  Situational Modifiers
  Do the petitioner and the authority have a relationship? 
  Do they belong to allied or enemy factions? Is the 
  petitioner known to have the favour of a powerful 
  individual? These may also modify petitioner's 
  basic influence (not the authority’s influence).
  Situation 
  Influence Modifier
  Authority is a sworn enemy of the petitioner 
  -10
  Petitioner is out of favour with the authority 
  -5
  Petitioner is an alien (from authority's perspective) 
  -5 2
  Authority is the enemy of a known friend of the petitioner 
  -5
  Petitioner and authority are of different political factions 
  -4
  Authority is a member of the royal household 
  -4 3
  Petitioner is a foreigner (from authority's perspective) 
  -3 1
  Petitioner is of lower social class than authority 
  -2
  Petitioner is of a competing guild or order to authority 
  -2
  Authority is potentially attracted to the petitioner 
  +1/APP above 13
  Authority is petitioner's liege lord 
  +2
  Petitioner is of the same guild or order as authority 
  +2
  Petitioner is an alien or foreigner but has a native friend 
  +3
  Petitioner and authority of the same political faction 
  +4
  Petitioner is liege lord of authority 
  +5
  Petitioner possesses a Royal Favour 
  +8 5
  Petitioner is presenting a debt of honour owed by the authority 
  +10 4
  Petitioner is petitioning the king and has a Royal Favour 
  +10 6 (automatic audience)
  1 A foreigner is someone from a different city, region or community to the authority
  2 An alien is someone from a different country or species to the authority
  3 Only applicable if the petitioner is not a member of the royal family or member of the royal household
  4 Audience is automatically granted, use the modifier to determine compare relative INF only to see if there 
  is any bonus on the persuasion roll. If persuasion is successful the debt is considered paid.
  5 The favour is not expended; mere possession of it is enough to earn the bonus
  6 Audience is automatically granted, use the modifier to determine compare relative INF only to see if 
  there is any bonus on the persuasion roll. If persuasion is successful the favour is expended.
  Table - Influence Situation Modifiers
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  49
  Petitioner's 
  effective INF 
  (round up) is. 
  Chance of audience being granted 
  & Modifier to persuasion TSC%
  10% of authority's 
  10%; -45 penalty
  20% of authority's 
  15%; -40 penalty
  30% of authority's 
  20%; -35 penalty
  40% of authority's 
  25%; -30 penalty
  50% of authority's 
  30%; -25 penalty
  60% of authority's 
  40%; -20 penalty
  70% of authority's 
  50%; -15 penalty
  80% of authority's 
  60%; -10 penalty
  90% of authority's 
  75%; -5 penalty
  100% of authority's 
  80%
  110% of authority's 
  85%
  120% of authority's 
  90%
  130% of authority's 
  95%
  140% of authority's 
  automatic; +5 Bonus
  150% of authority's 
  automatic; +10 Bonus
  160% of authority's 
  automatic; +15 Bonus
  170% of authority's 
  automatic; +20 Bonus
  180% of authority's 
  automatic; +25 Bonus
  190% of authority's 
  automatic; +30 Bonus
  200% of authority's 
  automatic; -35 Bonus
  More than 200% 
  automatic; -40 Bonus
  Table - Chance of Audience
  Effective INF = basic INF + gift 
  modifier + situational modifier
  Compare the petitioner's effective INF 
  with the authority's basic INF.
  Repeated requests for an audience from the 
  same authority take a successive penalty. 
  Modify the Percentile Pair roll by +10 for each 
  successive request in the same week.
  The Persuasion Roll
  The persuasion roll will usually be based on Diplomacy, 
  but another suitable interaction skill be by substituted. 
  A Command spell may circumvent the need for 
  a persuasion roll altogether, though the law may 
  frown on anyone caught so enchanting someone.
  A gift given in order to gain an audience also earns the 
  same DM bonus to the persuasion roll as was awarded 
  for the audience. More gifts can be given (at the same 
  value as gaining an audience) to earn extra DMs.
  Intimidation is likely to bring an adverse reaction 
  against persons of higher social status, unless 
  the person making threats has leverage; it 
  does not earn a DM for any gift given.
  In addition to the dice modifiers for relative influence 
  factor (see table above), and for any gift(s) given, the 
  difficulty factor of the persuasion attempt (and thus the 
  dice modifier for task difficulty) should be modified by:
  1. 
  The reasonableness of the request
  2. 
  The effort or risk of granting it
  3. 
  Whether or not the grant is in the 
  authority's best interests
  A very reasonable request, with no risk to the 
  authority and obviously in their best interests, 
  may succeed automatically. No dice roll is 
  necessary. An obviously unreasonable request 
  may be rejected out of hand; persuasion is not a 
  Command spell. A noble will not grant a peasant 
  an estate or the hand of her heir in marriage unless, 
  somehow, it is in her best interests to do so.
  The quality of the success (or failure) determines the 
  authority's reaction. They may grudgingly accept the 
  request (on a marginal success), grant the petitioner 
  more than they ask for (a competent success) or 
  much more than they ask for (a critical success). 
  Likewise they may ask the petitioner to return next 
  week or assign a functionary to look into the request 
  (heartbreaking failure), scoff at the request (botched 
  failure) or throw the request out with instructions never 
  to ask again in terms that make it clear the petitioner 
  is now out of favour with them (critical failure).
  Asking for a friend
  A PC or NPC may act as petitioner on behalf of a 
  friend. Allow them to apply their influence to gain 
  an audience for the friend. They may speak on the 
  friend's behalf during the audience or may allow 
  the friend to speak for themselves as desired. 
  The primary speaker makes the persuasion roll; 
  the other may choose to aid the roll or not.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  50
  Using middlemen
  Low-status individuals may find it more beneficial to 
  seek an audience with a suitable NPC further down 
  the pecking order, and persuade them to arrange an 
  audience with a higher power. That NPC may seek 
  an audience with their superior and persuade them 
  to arrange an audience with their own superior. If 
  the NPC does not have detailed statistics, assume 
  their charisma is average (11) and allow an AR roll 
  (62%) to persuade the superior to grant audience. 
  Characters may find they go through this process 
  several times: they ask the serving boy to set up a 
  meeting with the castle cook, who can set up an 
  audience with the dapifer, who can set up an audience 
  with the steward, who can set up an audience with the 
  duke. The GM should beware of turning this into a dull 
  dice-rolling sequence; if more than 3 audiences are 
  necessary, assume some are automatically successful.
  Deeds
  Honours
  Deeds in War:
  Being in a victorious army after a battle 
  5
  Being in a successful siege/defence
  5
  Personally leading a successful  
  assault in a siege
  25
  Lord capturing a Small Feudal Manor1
  5
  Lord capturing a Large Feudal Manor1
  8
  Lord capturing a Shell Keep 1
   12
  Lord capturing a Castle I - 1111
  20
  Lord capturing a Castle IV-V1
  35
  Lord capturing a Castle Vl+1
  50
  Commander successfully defending  
  in a siege
  100
  First attacker in the breach
  25
  Attacking/defending a breach in the walls
  15
  First attacker on the walls
  25
  Table - Honour Points
  Deeds
  Honours
  Personally leading a successful sally
  25
  Member of a sally force
  10
  Capturing an enemy banner
  75
  Capturing a noble foe
  100
  Capturing a chivalric foe
  20
  Slaying a chivalric enemy (per enemy)
  20
  Slaying an enemy in battle  
  (per common foe)
  5
  Deeds of Gallantry:
  Rescuing a noble damsel in distress
  50
  Rescuing a common damsel in distress
  5
  Per feat of arms in the  
  name of a Lady
  2 x Honours
  Slaying a dragon or terrible monster
  5d10
  Deeds of Arms at a Tourney:
  Entering each joust, melee or pas de arms
  1
  Per lance broken in the joust
  2
  Per victory (opponent 
  unhorsed) in the joust
  10
  If poorer opponent is unhorsed
  1 x ExL 2
  If equal opponent is unhorsed
  3 x ExL 2
  If superior opponent is unhorsed
  5 x ExL 2
  For winning the jousting contest
  100
  Per victory in the pas de arms
  3 x ExL 2
  Per opponent captured in the melee
  5 x ExL 2
  For capturing the foe's  
  banner in the melee
  50
  For capturing the leader of  
  the foe in the melee
  100
  Honourable Wounds
  Per wound point to the body  
  suffered in combat
  2
  1Refer to Feudal Holdings Table 2.12 
  2 EXL= Experience level of one’s 'foe'.
  Honour Points
  Honour Points are divided by 100 (rounding down) 
  and can be added to the calculation within the 
  Influence section as previously described in Core Game 
  Mechanics. Honour points are awarded for vanquishing 
  beasts, but only where the Honour value is 10 or higher. 
  See the Bestiary for the relevant Honour Points. 
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  51
  Character creation in Chivalry & Sorcery, although 
  simple and logical, can be involved, so taking one’s 
  time is very sensible. A reasonable plan would be for 
  the Gamemaster to sit down with the players and 
  devote an entire gaming session to character design. 
  Chivalry & Sorcery places a substantial emphasis 
  on character development and players who 
  are able to fully round out their characters 
  will find the entire role-playing experience 
  much more rewarding and gratifying.
  The Character Creation Process
  As the Daoist sage Laozi said, “The longest journey begins 
  with a single step,” and like all beginnings, the initial 
  step is fundamental. The process of character creation 
  is the very structure underpinning a Player Character 
  (PC), and on which future adventures are laid.  If the first 
  stages of character creation are hurried, it might well be 
  discovered later on that a character is not as prepared as 
  they might be for the many challenges that await them. 
  Character development in Chivalry & Sorcery 
  establishes essential facts about a Player Character, 
  giving them a discrete range of characteristics, 
  both physical and psychological, as well as perhaps 
  a few special abilities, quirks and idiosyncrasies. 
  All of these are designed to assist making a PC 
  a unique individual in their own right. The idea 
  behind this being that the clearer the vision of 
  the PC from the start, the more rapidly a player 
  will develop their PC’s unique personality. 
  Additionally everyone (including PCs) comes from 
  a community, with a family and social background 
  that colours their early experiences, skills, and 
  knowledge. This is elemental, as no matter how 
  far one ventures out into the world, being able 
  to return home to family and trusted friends that 
  one can depend on, is vital in times of trouble.
  The unique qualities of a character’s personality and 
  background can also be made use of by a Gamemaster. 
  These can, as an adventure progresses,  help develop 
  the 'story-line' along which the players travel.  Besides 
  aiding a player’s development of their character’s 
  identity, the more fully-fledged a PC’s back story, 
  the simpler the Gamemaster’s task also becomes. 
  Creating a Chivalry & Sorcery Player Character takes 
  time, but through the process the PC will emerge as an 
  individual with a past, present and a future. The activity 
  itself can be interesting when used to explore the 
  potential of a Player Character, as well as being a means 
  to ready them for the adventures that they are to face.
  The Stages of Character Creation
  Listed below are the steps of 
  basic character creation. 
  1. 
  Select a Character Creation method
  2. 
  Determine Birth Horoscope (optional)
  3. 
  Determine the Birth Omens and initial PC Points
  4. 
  Decide PC’s Race
   
  a) Decide PC’s Sex
  5. 
  Determine PC’s Background 
   
  a) Determine PC’s Social Class
   
  b) Determine PC’s Social Status  
  and Intragroup Status
  6. 
  Determine the PC’s Sibling Rank
  7. 
  Determine the PC’s Family Status
  8. 
  Determine The Curse (if required)
  9. 
  Determine Special Talents or Abilities
  10. Determine Deficiencies or Defects
  11. Determine Personal Attributes
  12. Determine Size of Character
  13. Determine Body Points & Recovery Rates
  14. Determine Fatigue Points & Recovery Rates 
  15. Determine Lifting & Carrying Capacity
  16. Determine Jumping Ability
  17. Determine Base Action Points
  18. Determine Character Age (optional)
  19. Determine Personalising Character Traits
  Character Generation
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  52
  Step 1 - Character Creation Methods
  Chivalry & Sorcery offers several character 
  generation methods to allow a Gamemaster to help 
  shape the type of setting that they wish to portray, 
  and for players, within limits, to develop the type 
  of characters they actually want to role-play.  
  Type 1 - Points Based
  Type 2 - Random
  Type 3 - Lion Heart
  The Points Based Method
  Depending on the degree of 'reality' desired 
  by a Gamemaster, this method presents 
  three possible calibres of PCs:
  Social Status is paid for etc. father’s vocation can be 
  rolled randomly or chosen for a cost of 5 points
  Historic Characters: 
  This method yields a reasonably realistic and historical 
  result.  The character will possess slightly above 
  average abilities but will not possess any particularly 
  outstanding capabilities.  A character has 130 PC 
  Points to 'buy' Attributes, special abilities etc.  
  Heroic Characters: 
  PCs possess unmistakably superior abilities in a few 
  select areas; such capabilities being part-and-parcel of 
  the 'Heroic' style of Fantasy Role-playing (FRP).  On the 
  other hand, such PCs will not possess attributes that 
  could be described as unnaturally high.  150 PC Points 
  are allowed to purchase Attributes, special abilities etc.  
  Mythical Characters: 
  'High Adventure' settings of Mythical calibre 
  and near super-human potency may use this 
  method as stupendous challenges are often 
  faced by characters who must be necessarily 
  equally extraordinary. 180 PC Points are available 
  for a PC’s Attributes, special abilities etc.  
  Random
  All background tables are rolled randomly on a 
  1D100. Attributes are generated by rolling 3D10 
  for each attribute and ignoring the lowest 1D10. 
  A modifier is added; +2 for Heroic characters and 
  +5 for Mythical Characters to each attribute.
  Lion Heart
  All background tables are rolled randomly on a 1D100. 
  Attributes are generated by rolling 2D10 for each 
  attribute. A modifier is added; +2 for Heroic characters 
  and +5 for Mythical Characters to each attribute.
  Step 2 - Horoscope 
  (Optional but strongly recommended)
  Divination has a long history, having been practised 
  as far back as the late Neolithic in order to determine 
  if the omens were favourable or not. It has been 
  commonly practised not only in Europe, but in many 
  other lands, stretching across the Middle East and 
  Eurasia to distant China. The earliest known personal 
  horoscope, cast in 410 BCE, being for the son of Shuma-
  usur, born on 29th April in that year in Babylon.
  Casting the Horoscope
  This step is optional as not all cultures have practised 
  such beliefs, nor regarded such concepts favourably. 
  In Western Europe after the 12th century natal 
  astrological charts were the most common method 
  consulted, although different regions and periods had 
  other diverse methods of ascertaining omens too.
  A player may choose to one of the following:
  1. 
  Rolling a 1D100, compare the result 
  to Table - Birth Signs & Skills (Western 
  Astrological Divination), or
  2. 
  Pay 10 PC Points to select the desired Birth Sign.
  Skills Favourable To Birth Signs
  Each of the twelve Birth Sign inclines towards two skill 
  categories, a well aspected or Neutral character has the 
  choice of either two skills from one favoured category or 
  one skill from each of their favoured category. A poorly 
  aspected character may only choose a single skill.   
  If a selected auspicious skill is also counted as one 
  of the PC’s primary vocational skills, then the skill is 
  regarded as Mastered at +20 PSF% and +2 Levels (This 
  is a free mastery slot). If it is not a vocational skill they 
  gain +10 PSF% and +2 levels. Modes and Methods of 
  Magick for Materia Magicka are included in this choice.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
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   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  53
  Birth Signs & Bonuses To Experience
  Any vocational skills that fall within the two categories 
  favoured by the character’s birth sign gain an additional 
  bonus to experience points only when these skills 
  are used. For non-magickal skills the PC gains:
  • 
  Well Aspected: +15% bonus to total 
  Experience points gained
  • 
  Neutrally Aspected: +10% bonus to 
  total Experience points gained
  • 
  Poorly Aspected: +5% bonus to total 
  Experience points gained
  For those skills involved in the practice of 
  Magick, i.e. any Mode or Method of Magick, 
  or Materia Magicka skill, the PC gains:
  • 
  Well Aspected: +15% bonus to total 
  Experience points gained
  • 
  Neutrally Aspected*: +0% bonus to 
  total Experience points gained
  • 
  Poorly Aspected: +10% bonus to 
  total Experience points gained
  * Priestly Magick gains a bonus at +10% to 
  Experience points gained when Neutral Aspected 
  but 0% for well and poorly aspected characters.
  Table - Birth Signs & Skills
  1D100%
  Sign
  Favoured Skills, Benefits & Attribute
  Period
  01 - 08
  Aries
  Combat, Arts & Entertainment; DEX
  Mar 21 - Apr 19
  09 - 16
  Taurus
  Athletics, Scientific Lore; STR
  Apr 20 - May 20
  17 - 24
  Gemini
  Crafts, Thievery; WIS
  May 21 - June 20
  25 - 32
  Cancer
  Crafts, Arts & Entertainment; INT
  June 21 - July 22
  33 - 40
  Leo
  Combat, Outdoor; CON
  July 23 - Aug 22
  41 - 48
  Virgo
  Lore, Materia Magicka; INT
  Aug 23 - Sept 22
  49 - 56
  Libra
  Lore, Perception; WIS
  Sept 23 - Oct 22
  57 - 64
  Scorpio
  Combat, Materia Magicka; CON
  Oct 23 - Nov 21
  65 - 72
  Sagittarius
  Agriculture, Seafaring; CON
  Nov 22 - Dec 21
  73 - 80
  Capricorn
  Charismatic, Materia Magicka; BV
  Dec 22 - Jan 19
  81 - 88
  Aquarius
  Charismatic, Scientific Lore; INT
  Jan 20 - Feb 18
  89 -96
  Pisces
  Crafts, Materia Magicka; DEX
  Feb 19 - Mar 20
  97 -100
  Select Sign
  Example: 
  A Leo’s favoured skills categories are Combat 
  and Outdoors. Albert, a Fighter, wants 
  a skill from each category and chooses 
  Slashing Swords from the Combat category 
  and Tracking from the Outdoor skills. 
  Combat skills are in a Fighter’s primary 
  skills, so he has a 'free' Mastery in Slashing 
  Swords. He therefore starts with basic 
  knowledge and +2 levels in the skill 
  and he improves it at +20% to PSF%.
  Outdoor skills are not in a Fighter’s 
  primary skills, so although Albert has basic 
  knowledge and +2 skill levels he only learns 
  and improves Tracking at +10% to PSF%
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  54
  Step 3 - Divining the Birth Omens
  Belief in supernatural influences upon destiny is 
  common in many cultures.  In Medieval Europe, 
  despite the Church’s misgivings, these influences 
  were accepted by nearly all, from scholars such as 
  Albertus Magnus, Thomas Aquinas and Dante to the 
  common man.  Even failures of astrology such as the 
  widely predicted planetary conjunction in Libra of 
  1186, could not badly tarnish its appeal.  In Chivalry 
  & Sorcery these influences are represented by Aspect.  
  To determine a character’s birth omens, either
  • 
  Roll a 1D100 dice and compare the 
  result to Table - Birth Omens, or 
  • 
  Default to Neutrally Aspected, or
  • 
  Pay the appropriate PC Points cost as indicated 
  in Table - Birth Omens for a Well or Poorly 
  Aspected character (player ’s choice).  
  Well Aspected: 
  Such a character has been marked by supernatural 
  forces, having a strong affinity to Magick.  Well 
  Aspected mages gain a bonus of +10 to their Personal 
  Magick Factor (PMF) in all Modes of Magickal practice. 
  All Well Aspected Humans have Magick Resistance 
  (MR) of 0% due to their accord with the arcane.  
  It is also possible the character might have a special 
  Magickal ability, and if desired the Gamemaster 
  can provide a small prophecy, divined at birth, 
  concerning the PC.  This might be used later 
  in the campaign to develop the story-line.
  Neutrally Aspected: 
  For a human no strong Magickal presence exerts 
  itself on such a character. Having MR 10%, Neutrally 
  Aspected characters generally find the practice of 
  Magick in a world with only minimal Magickal forces 
  impossible.  In a world of moderate Magickal forces 
  (or of supernatural power), the practice of Magick 
  is possible only if a Magickal vocation is chosen.
  Poorly Aspected: 
  Having a 'Poor' aspect is a decidedly 'two-edged sword', 
  imparting both advantage as well as disadvantage.  
  Such a result is not necessarily undesirable, but 
  is remarkable.  Malign supernatural forces might 
  have taken an unhealthy interest in, and conspire 
  against such a character, or perhaps the PC might 
  be the recipient of a prophecy, and thus have 
  attracted the Infernal’s enmity.  This aspect does 
  not imply that the character is actually evil - just 
  that they stand out.  Some Magickal vocations (e.g.  
  Necromancy) actually require such a birth state.  
  A Poorly Aspected PC is afflicted by at least one Curse, 
  but also gains a strong rapport for Magick.  Poorly 
  Aspected mages receive the same initial advantage of 
  +10 to their Personal Magick Factor (PMF) in all Modes 
  of Magickal practice as Well Aspected magicians enjoy.  
  Similarly the Poorly Aspected PC has a reduced natural 
  resistance to Magick targeted against him (MR 0%).
  Step 4 - Gender & Race
  Humans
  Humans are the usual (and often only) race 
  encountered in the standard Chivalry & Sorcery 
  environment.  For this reason, humans are perhaps 
  the most advisable choice for players, at least until 
  the system and its various options become familiar. 
  Those 'Not Like Us', Non-Humans from faraway, 
  in the standard humanocentric Chivalry 
  & Sorcery setting. Non-humans (although 
  still creations of the Divine) are 'other'. 
  They were not considered necessarily imaginary, 
  Dragons and other 'Magickal' creatures, 
  although very strange, were considered 
  just as real as elephants or giraffes.  
  Table  - Birth Omens
  1D100%
  Aspect
  PC 
  Points 1
  Favoured 
  Attribute2
  01 - 15
  Well 
  Aspected
  -10
  Roll additional 
  2D10 keep 
  best 2 results
  16 - 85
  Neutrally 
  Aspected
  0
  0
  86 - 100
  Poorly 
  Aspected
  +10
  Roll additional 
  2D10 keep 
  worst 2 results
  1 Positive numbers indicate extra points gained if an 
  aspect is chosen, while negative numbers are PC Points 
  that must be spent in order to obtain a desired Aspect.
  2 Use this method to generate the character’s favoured 
  attribute when using the random method.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
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   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  55
  Strange beings might very well be thought of as coming 
  from merely far away, beyond Scythia or from the lands 
  of Gog and Magog behind Alexander’s great wall.
  Human 'racism' was generally totally absent in the 
  Feudal world, mainly as foreigners rarely challenged 
  popular perceptions.   Jews were often known from 
  local neighbourhoods and Lombard merchants 
  travelled everywhere (although not generally liked); 
  these groups, even if considered strange, fitted within 
  society.  Non-humans on the other hand, being 
  overtly and bizarrely foreign, would send most people 
  running, or (more likely) gather a gawking crowd.  
  The difference between the various sub-races would 
  not be generally apparent to most individuals, as all 
  non-humans would have seemed bizarre freaks.  
  Finally it should also be considered that in the Middle 
  Ages their 'ugliness' and non-scriptural form marked 
  non-humans out as being thought of as evil and corrupt. 
  Appearance was held as a reflected sign 
  of inner morality, if a creature was non-
  human (or worse, a parody of God-given 
  Human form) then they must be sinful.   
  However, devout acceptance of society’s 
  religious and moral standards could always 
  help to overcome this initial opinion.
  Thus, with the Gamemaster’s approval and perhaps 
  using the appropriate Chivalry & Sorcery supplements, 
  various non-human characters might be created.  
  Each racially focused supplement details the culture 
  and unique nature of a particular racial type.  Having 
  such a wealth of characterisation makes role-
  playing a non-human simpler and is recommend to 
  any player wishing to assume such a character.
  Some players may want to jump straight in and 
  play such characters 'from the off'. To assist this, 
  brief sketches are provided for Dwarves, Elves 
  and several other non-human racial types  
  These are however, only brief outlines and 
  scarcely approximate the depth of information 
  that is to be found in the various  Chivalry 
  & Sorcery racial supplements.  
  Step 4a - Being Female
  The Position of Women in Chivalry & Sorcery
  PC gender may be chosen as desired, although cultural 
  considerations may well influence this choice.  
  It is an unpleasant fact that women were somewhat 
  repressed in feudal society (although like all things, 
  this was always never as total as the patriarchs 
  desired).  Medieval society, like most societies before 
  the 19th century, was built on physical strength, 
  being physically weak meant often being in a position 
  in which others could take advantage.  However, 
  unlike many other previous societies, medieval 
  women enjoyed a decent status, and could excel in 
  occupations where they were protected 'physically 
  or financially' by their fathers, brothers, husbands, 
  their servants, retainers, vassals, employees, their 
  suzerain, employers or by their communities.  
  To a modern player such attitudes are reprehensible; 
  however, Medieval society’s expectations were 
  often of women fulfilling their social duties as 
  daughters, wives and mothers, ideally for the 
  misogynists of the period, this meant a woman 
  had to stay at home as a housekeeper.  
  Naturally women rebelled against this oppression.  
  Most women, in fact played a full part in society - 
  no matter how much they were lectured at by the 
  establishment via sermons and laws.  Few trades 
  were practised solely by men and some were almost 
  exclusively run by women - there being even some 
  European female guilds.  Throughout the medieval 
  period women increasingly flexed their economic 
  muscles until the rise of far more repressive conservatism 
  in the 16th century toughened attitudes.  
  Finally, even if a girl wanted to completely escape 
  the proscribed paths available of wife, domestic 
  servant or nun, there were still routes out.  There 
  are famous examples of female warriors and 
  mystics, but these were always highly mistrusted 
  by traditional authority and generally looked 
  down upon as being slightly dishonourable.   
  It is the player’s choice as to whether the PC is 
  male or female, but for player characters, the only 
  historical vocations actually forbidden to women 
  (not in disguise) are those of dubbed knight, 
  ordained clergy and high official posts. As women 
  were often officially treated as second class citizens, 
  a GM may opt to give a female character +5 PC 
  points to partially offset this discrimination.  
  Magick
  Religion
   Movement
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   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  56
  Lady Agnes Hotot
  Lady Agnes, a 14th century English noblewoman 
  from Worcestershire, disguised herself as a man 
  and took her father’s place at a lance duel after he 
  fell ill. She un-horsed her opponent, removing her 
  helmet and revealing her sex after her victory.
  St Joan of Arc
  Divinely inspired French peasant girl who led French forces to 
  relieve the Siege of Orleans and persuaded the Dauphin to take 
  his crown, paving the way for French victory in the Hundred 
  Years War. Burnt at the stake as a heretic, later canonized.
  Khawlah bint Al-Azwar
  7th century Muslim general and warrior, sister to general 
  Dhiraar Al-Azwar. Fought alongside her brother in several 
  engagements, including the Battle of Yarnouk (636), when 
  she led an all-female unit against Byzantine troops.
  Sikelgaita of Salerno
  Lombard princess. Wife of Robert Guiscard, Norman 
  conqueror of Sicily. Led several engagements against 
  Byzantine forces. Wore full armour on the field in the Battle of 
  Dyrrhachium (1081), rallying troops routed by the Varangian 
  Guard, leading a mounted charge against them to help 
  the Norman victory. Wounded by an arrow in the battle.
  Florine of Burgundy
  French crusader. Daughter of Duke Eudes I of 
  Burgundy. Wife of Prince Sweyn the Crusader of 
  Denmark. She and her husband led 1,500 men in 
  the First Crusade. They died together battling Turks 
  in Cappadocia. Florine kept fighting alongside her 
  husband, despite 7 arrow wounds, until they both fell.
  Ida of Formbach-Ratelnberg
  Austrian Margravine and crusader, who raised troops and 
  led them in the Crusade of 1101. Ambushed and killed at 
  the Battle of Heraclea Culybistra (1101), though rumours 
  persisted she survived and was carried off to a harem.
  Aoife Ni Diarmait
  Irish princess, daughter of Dermot MacMurrough, King of 
  Leinster. Aoife was literate and highly educated. She married 
  Norman noble Strongbow - Richard, Earl of Pembroke - in 
  1170.  Aoife Rua (Red Eva) was known to lead her troops into 
  battle. She died while talking with her guard captain, shot in the 
  throat by an archer of the Quinns, with whom she had a feud.
  Jeanne Laisné
  French peasant woman who prevented the capture of 
  Beauvais by Burgundian forces in 1472, by grabbing an 
  axe (hence her nickname Jeanne Hatchette), hurling 
  a Burgundian standard-bearer from the town walls 
  and rallying French troops to defend the town.
  Gwenllian ferch Gruffydd
  Welsh princess, daughter of Prince Gruffudd ap Cynan 
  of Gwynnedd. Married Prince Gruffudd ap Rhys of 
  Deheubarth. Led guerilla strikes against Norman troops 
  to defend Deheubarth in the Norman invasion of South 
  Wales. Captured and executed at the Battle of Kidwelly 
  Castle (1136), sparking the Welsh Great Revolt of 1136.
  Eleanor of Aquitaine
  Duchess of Aquitaine, Queen Consort of France 
  (and later England), crusader. Eleanor of Aquitaine 
  and her ladies in waiting supposedly donned armour 
  while accompanying her husband, King Louis VII of 
  France, on the Second Crusade, though this may be an 
  apocryphal story. It is unlikely they engaged in combat. 
  Popularised the Languedoc idea of courtly love in Western 
  Europe, and founded the Court of Love in Poitiers.
  Mercadera
  Spanish heroine. A craftswoman who disguised herself as 
  a man during the French siege of Peralada (1285), part of 
  the Aragonese Crusade. Wounded and captured a French 
  knight, despite being wounded herself, and was awarded 
  his weapons and armour by King Peter II of Aragon.
  Isabel of Conches
  11th century French noblewoman. Isabel, wife of Ralph of 
  Tosny, had a feud with Heloise, Countess of Evreux. Both 
  women raised armies. Norman historian Orderic Vitalis notes 
  Isabel was generous, daring and well-liked. She rode armed 
  and armoured as a knight, and fought alongside her troops.
  Fannu
  Almoravid princess, daughter of Omar ibn Yintan. Dressed 
  as a man to defend Marrakech during the Almohad invasion 
  (1147). She battled for days in defence of the Almoravid 
  qasba (fortress), which did not fall until after she was killed.
  Walpurgis
  Woman depicted fighting with sword and buckler in 
  Royal Armouries Manuscript I.33, the earliest known 
  medieval fighting manual (c.1300). Walpurgis is the 
  only figure named in the anonymous manuscript.
  There are many other examples, throughout Europe and 
  throughout the period, of women of all social classes 
  who took up arms and fought. Some won, some were 
  defeated, and some died in battle. Some won praise 
  for their actions, and some were condemned for them. 
  There’s no evidence any trained as knights, or were 
  knighted. But absence of evidence is not evidence of 
  absence, and several women fighters certainly acted as 
  knights. A historical campaign can certainly cope with 
  a few women knights, or those who act as such, and in 
  a medieval fantasy game they may be commonplace.
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  57
  Social Background
  Guide sequence. As there are a number 
  of tables to proceed through this guide 
  should offer some assistance.
  Step One
  Identify the period the game is set in, Early Feudal 
  (EF), High Chivalric (HC) or Late Feudal (LF).  Refer to 
  the relevant Table Social Class on pages 58 and 59.
  Step Two
  Either pay or gain as appropriate PC Points for the 
  required Social Rank and wealth or roll randomly 
  for Social Rank and wealth within that rank. i.e. a 
  roll of 67% on EF gives a rank of Freeman and a 
  second roll of 86% gives a wealth of wealthy. Under 
  the Points system this would cost 6 points.
  Step Three
  Head for the relevant Social Rank Table for 
  Father's Vocation.  Roll randomly within the 
  relevant Wealth band for fathers vocation.
  • For Jews head to table Jews on page 61 
  continued on page 62
  • For EF Slaves head to table Slaves on page 63 
  for Father and page 65 for Mother.
  • For Serfs head to table Serfs on page 66
  • For Freemen head to table Free Peasants & 
  Freemen on page 67 continued on page 68
  • For Townsmen head to table Townsmen on page 
  69 continued on page 70
  • For Nobles, Magnates, Royals, head 
  to table Economic Factors Influencing 
  Noble and Social Rank of Fighting Class, 
  Knights, Magnates and Royalty on page 77
  Step Four
  For Townsmen tables on pages 71 to 76 give additional 
  detail for Father’s vocation, for example say you roll 48 
  for an Average Townsman, you get Skilled Worker which 
  requires a further roll on table Craftsmen & Tradesmen 
  on pages 73 to 75; and a further roll of 71 gives Metal 
  Trades requiring a further roll, 36 gives Tin/Coppersmith.
  Step Five
  For Nobles, table Economic Factors Influencing Noble 
  gives modifiers for rolling on Social Rank table Social 
  Rank of Fighting Class, 
  Knights, Magnates and Royalty. Roll on table Esquires, 
  Knights and Fighting Men - Lesser Gentry for Father’s 
  Vocation for relevant period on page 78 and then table 
  holdings. If Landless, roll on table Landless Fighting Men 
  page 79. Otherwise roll on tables Lesser Gentry Holdings 
  to Royal Holdings for actual holdings on pages 79 to 81.
  Example
  Graham is generating an HC character 
  using the points method. He has paid 
  18 points for an Average wealth Noble.  
  Jumping to page 77 he sees that table 
  Economic Factors Influencing Noble gives 
  no modifiers. He rolls on table Social Rank 
  of Fighting Class, 
  Knights, Magnates and Royalty and 
  gets 80 which gives Esquire (if he had 
  paid the points for wealthy this would 
  have given a +20% bonus and would 
  have turned his 80 roll into 100 which 
  would make his character Royalty). He 
  rolls on table Esquires, Knights and 
  Fighting Men - Lesser Gentry and gets 
  57 for HC gives Knight.  He gets +10 
  on his roll on the holding table. He 
  rolls 68 plus bonus equals 78 which 
  gives a fief. As Lesser Gentry he rolls 
  on table Lesser Gentry Holdings for his 
  fief, he rolls 47 which gives a SFMH2 
  (Small Fortified Manor House 2)
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  58
  Table - Social Class - Early Feudal
  EF - Early Feudal
  1D100%
  Social Class
  PC Points 1
  01 - 02
  Jews* / Slave ** / Others
  +8
  03 - 50
  Serfs / Bondsmen
  01 - 10%
  Destitute / 
  Landless
  +7
  11 - 33%
  Poor
  +5
  34 - 76%
  Average
  -
  76 - 100%
  Wealthy
  -4
  51 - 85
  Freemen
  01 - 20%
  Destitute / 
  Landless
  +5
  21 - 40%
  Poor
  +3
  41 - 85%
  Average
  -
  86 - 100%
  Wealthy
  -6
  86 - 98
   Townsmen / Citizens
  01 - 20%
  Destitute 
  +5
  21 - 45%
  Poor
  +3
  46 - 93%
  Average
  -
  94 -98%
  Wealthy
  -6
  99 - 100%
  Rich (Patricians)
  -8
  99 - 100
  Chivalric (Magnates and Royals)
  01 - 05%
  Poor
  -12
  06 - 88%
  Average
  -18
  89 - 100%
  Wealthy
  -25
  Selecting Peasant status enables a character to increase 
  two skills by one level for which they have basic 
  knowledge.  An additional +2 Strength (STR) (after all 
  Attributes have been designated) is also received, up to 
  the racial maximum.  Both Conditioning and Endurance 
  at Level 1 are also gained as background skills.
  Step 5 - Character Background
  Tables - Father’s Social Status establish the rank 
  of one’s father in feudal society, and determine 
  a PC’s initial status in the social order.  
  If a PC is a commoner, he will have to face the fact that most 
  people believe that men are definitely not created equal.  This 
  is divinely ordained, and everyone born into society must 
  accept that reality.  A particularly ambitious PC should be 
  prepared to encounter resentful or disapproving attitudes 
  from their social equals, and possibly even from members of 
  their own immediate family! Typical outbursts might include: 
  “You vain upstart clack-dish!” ; “Who are you to question what 
  the Almighty has decreed?”; “You folly-fallen blaggart!”; etc.
  Those of a higher social class will be much less tolerant of 
  'uppitiness', having their usually more advantageous positions 
  to defend.  Social privileges were jealously guarded and 
  any perceived encroachment stamped down upon, if at all 
  possible.  Class-consciousness was near universal and even 
  if you as a player, do not feel it is 'fair', your PC inhabits that 
  world and being thoroughly used to its ways, will consider 
  such attitudes 'normal'. Thus as a player you must accept 
  whatever the Wheel of Fate initially hands your character.
  Step 5a - Determine Social Class
  The first step in determining a Chivalry & Sorcery 
  character’s background is determination of their 
  general social class.  Social standing has a very 
  important effect on who your character is, what 
  they know, how others react to them and even 
  what they might or might not be able to do.
  One of the following methods may be chosen:
  1. 
  Random determination by rolling a 1D100% dice, 
  comparing the result against Tables - Social Class, or
  2. 
  Choose to accept the default of Average 
  Rural Freeman/Townsman, or
  3. 
  Pay the indicated number of PC Points 
  required to purchase the desired class 
  as shown in Tables - Social Class.
  Finally, the GM might simply decide that PCs 
  can be of a particular social class– particularly if 
  a campaign requires such a status, or if a player 
  puts forward a good case or ‘character concept’.
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  59
  HC - High Chivalric
  1D100%
  Social Class
  PC Points 1
  01
  Jews* / Slave ** / Others
  +10
  02 - 35
  Serfs / Bondsmen
  01 - 08%
  Destitute / Landless
  +6
  09 - 55%
  Poor
  +4
  56 - 90%
  Average
  -
  91 - 100%
  Wealthy
  -4
  36 - 80
  Freemen
  01 - 20%
  Destitute / Landless
  +5
  21 - 37%
  Poor
  +3
  38 - 90%
  Average
  -
  91 - 100%
  Wealthy
  -6
  81 - 94
   Townsmen / Citizens
  01 - 20%
  Destitute 
  +5
  21 - 45%
  Poor
  +3
  46 - 93%
  Average
  -
  94 - 98%
  Wealthy
  -6
  99 - 100%
  Rich (Patricians)
  -8
  95 - 100
  Chivalric (Knights, Magnates and Royals)
  01 - 05%
  Poor
  -12
  06 - 90%
  Average
  -18
  91 - 100%
  Wealthy
  -25
  Table - Social Class - High Chivalric
  Table - Social Class - Late Feudal / Waning Feudal
  LF / WF - Late or Waning Feudal
  1D100%
  Social Class
  PC Points 1
  01 - 02
  Jews* / Slave ** / Others
  +8
  03 - 15
  Serfs / Bondsmen
  01 - 12%
  Destitute / Landless
  +6
  13- 40%
  Poor
  +4
  41 -88%
  Average
  -
  89 - 100% Wealthy
  -4
  16 - 75
  Freemen
  01 - 22%
  Destitute / Landless
  +5
  23 -40%
  Poor
  +3
  41 -85%
  Average
  -
  86 - 100% Wealthy
  -6
  76 - 94
   Townsmen / Citizens
  01 - 25%
  Destitute 
  +5
  26 - 42%
  Poor
  +3
  43 - 90%
  Average
  -
  91 - 97%
  Wealthy
  -6
  98 - 100% Rich (Patricians)
  -8
  95 - 100
  Chivalric (Nobles & Gentilhommes)
  01 - 08%
  Poor
  -12
  09 - 90%
  Average
  -18
  91 - 100% Wealthy
  -25
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  60
  Step 5b - Father’s Vocation & Status
  One of the most important stages in generating 
  a character is determining family background, 
  the PC’s father’s vocation and his social status.  
  These in large part colour the childhood 
  experiences of the character as well as their 
  basic social status and background skills.
  Tables - Father’s Vocation lays out the social status 
  and vocation of a PC’s father (or if the character is 
  illegitimate and unacknowledged, their maternal 
  grandfather).  Initially upon entering a campaign 
  (although circumstances might later change) a 
  PC enjoys their father’s basic social status.  
  Although they must determine their own intragroup 
  status, this is also based upon that of their father.  
  Promotion to high office, disgrace or honours, 
  etc.  might all additionally alter social rank.
  Cultural Knowledge
  Independent of social rank, all PCs will, due to 
  the cultural setting, have a basic knowledge of 
  Brawling, and are considered to be reasonably 
  fluent in their (spoken) native tongue.  Both male 
  and female PCs with INT 12+ also additionally 
  start with a basic knowledge of Counting.
  Alternate Female Cultural Skills
  Female characters may, if they choose, start out 
  with one or more typical feminine skills instead of 
  Brawling.  If the character ranks socially lower than 
  a wealthy townsman, Brawling may be replaced 
  with two of the following skills: Cooking, Sewing or 
  Weaving.  If the female character is of higher status, 
  Brawling may be replaced with Etiquette and one 
  of the following: Cooking, Sewing or Weaving.
  Notes to Tables - Social Class
  1Positive numbers indicate extra points gained if a par-
  ticular social class is chosen, while negative numbers are 
  PC Points that must be spent in order to obtain a desired 
  social class.
  * Optional - Jews roll for separate Social Status using 
  Table - Jews
  ** Slaves in the HC and LF/WF periods are “Mediterra-
  nean only,” slaves in other regions are treated instead as 
  ‘Destitute/Landless’ Serfs. EF slaves and Mediterranean 
  slaves of all periods roll for Social Status using Table - 
  Slaves
  “Others” represents what ever minority group the GM 
  desires. In a fantasy campaign these typically would be 
  members of 'fantasy' races living within the wider human 
  community. They might also be members of other, foreign 
  ethnic groups with only a tiny presence.
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  61
  Jews (Ashkenazic)
  1D100%
        Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Base 
  Status ‡
  01-05
  Marginalised Fringe
  01-25%
  Prostitute  
  (Mother - Father unknown )
  Streetwise, Charm +1 Thievery Skill
  2
  26-35%
  Offal Collector/Rag-picker
  Streetwise, Endurance + Begging
  2
  36-50%
  Thief
  2 Thievery Skills, Con +1 Skill1
  3
  51-53%
  Tough/Enforcer
  Knife Fighting, Intimidation, 1 Thievery Skill +1 Skill1
  4
  54-95%
  Beggar
  Begging, Con +1 Thievery Skill
  1
  96-100%
  Leper 2
  Endurance
  see note 2
  06-20
  Poor Jews
  01-06%
  Entertainer
  Singing, Juggling + Dancing: Folk
  3
  07-28%
  Peddler
  Bargaining, Con +1 Skill1
  5
  29-42%
  Tinker
  Bargaining, Tinkering +1 Skill1
  5
  43-50%
  Porter/Carter
  Endurance, Conditioning + Lifting
  3
  51-56%
  Hireling Plot Tender
  Vegetable Crops, 1 Agricultural Skill +1 Skill1
  5
  57-67%
  Huckster/Stall-keeper 3,4
  Trade Skills + Con
  6
  68-75%
  Day Labourer
  Endurance, Conditioning + Lifting
  3
  76-90%
  Worker 3,4
  Trade Skills
  4
  91-100%
  Sephardim (Oriental Jew)
  Writing, 1 Foreign Language, Law, 
  Poetic Recitation +1 Skill1
  8 
  21-80
  Small People of the Jewish Quarter
  01-05%
  Kosher Butcher4
  Ancient Language, Knife Fighting +1 Skill1
  6
  06-19%
  Skilled Worker 3,4
  Trade Skills
  5
  20-21%
  Bath House Keeper
  Lifting, Diplomacy & Politics +1 Skill1
  10
  22-24%
  School Master
  Writing, Ancient Language, 2 Lore +1 Skill1
  13
  25-27%
  Hospital Assistant
  Lifting, First Aid +3 Skills1
  9
  28-44%
  Petty Trader 3,4
  Trade Skills + Con
  7
  45-53%
  Scribe/Clerk
  Writing, Ancient Language, Calligraphy 
  & Illumination +1 Skill1
  13
  54-60%
  Talmudic Scholar
  Writing, Ancient Language, Law, 1 Lore +1 Skill1
  15
  61-66%
  Apothecary
  Make Drugs, Poisons, Herbal Lore+1 
  Written Language +1 Skill1
  14 
  67-81%
  Pawnshop Owner
  Finance, Bargaining , Evaluate + Con
  13
  82-100%
  Money Lender
  Bargaining , Diplomacy & Politics +1 Skill1
  14
  Table - Jews (Ashkenazic)
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  62
  1D100%
          Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
   Base 
  Status ‡
  81-90 
  Wealthy Jews
  01-15% 
  Official Tax Collector             
  Writing, Accurate Counting, Evaluate + Con
  10
  16-75% 
  Banker                                    
  Writing, Bargaining, Accurate Counting, Diplomacy & Politics
  13
  76-100% 
  Mercantile Trader4,5              
  Trade Skills
  15
  91-100 
  Cultural Elites
  01-50% 
  Rabbi 
  Writing, Ancient Language, Law, 2 Lore +1 Skill1
  19
  51-100% 
  Physician 
  Writing, Herbal Lore, First Aid +3 Other Skills1 
  20 
  ‡Indicated status is that within the Jewish community. Within the wider community Social Status is ½ of Jewish status (round up).
  1Appropriate skill of the PC’s choice.
  2Re-roll on Table  Jews to find father’s original class before disease onset. Social Status is 1/10th of former status (rounded up).
  3Re-roll on Table  Town Trades to find specific area of expertise.
  4All those that trade have Bargaining as a skill and can Evaluate the sort of goods they sell or deal in.
  5Roll on Table Merchants to find specific area of mercantile expertise.
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  63
  EF Thralls & Famula 
  Some slaves in the EF period were still agricultural 
  workers, although this was rapidly being replaced 
  by the status of 'hutted slave' (servus casatus) –still 
  property that could be sold, but with a plot of c.  1-10 
  acres to farm as a serf.  After the EF, these slaves were 
  absorbed into the labouring class.  Slaves were however, 
  increasingly seen as general servants and domestic 
  workers. Medieval law tended to punish a free man 
  only when he had sex with a female slave whom he did 
  not own, and even then only in cases of mistreatment, 
  or if the union occurred in the house of the owner–
  the woman being seen as another’s possession.  
  A slave’s offspring were by inheritance unfree, so 
  that any child resulting from the union of a free man 
  and a slave required legal action to undo the effects 
  of the servitude–if the free partner desired such a 
  change.  Both secular and ecclesiastic law tended 
  to enforce this principle of maternal inheritance 
  of unfree status. Ecclesiastic serving-women who 
  Slave Owner
  D100%
  Social Class
  01-70
  Freeman’s Household
  01-32%
  Average
  33-100%
  Wealthy
  71-80
  Townsman’s Household
  01-03%
  Poor
  04-25%
  Average
  26-70%
  Wealthy
  71-100%
  Rich
  81-100
  Noble Household
  01-08%
  Poor
  09-50%
  Average
  51-100%
  Wealthy
  D100%
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Base Status
  01 - 17
  Small Plot Tender
  Vegetable Crops, 1 Agricultural Skill +1 Skill1
  2
  18 - 45
  Labourer2
  Endurance, Conditioning, Lifting +1 Skill1
  1
  46 - 60
  Servant2,3
  Housekeeping, Hearing Rumours +1 Skill1
  1
  61 - 73
  Cook2,3
  Cooking, Knife Fighting +1 Skill1
  2
  74 - 95
  Skilled Worker2,4,5
  Trade Skills
  4
  96 - 97
  Entertainer2
  Singing, Juggling + Dancing: Folk
  2
  98 - 99
  Musician2
  Musical Instrument + Singing 
  2
  100
  Storyteller2
  Storytelling + Acting: Performance
  3
  Table - Slaves - Coloni 
  produced children, were a constant problem for 
  provincial synodal councils and of church decrees.  
  However, a female slave’s status need not stand in 
  the way of her master freeing her, marrying her and 
  legitimating her offspring (unless he was a priest).  
  As it was a pious act to free slaves and make them 
  bequests in last wills and testaments, a child might also 
  be acknowledged, adopted, or otherwise benefit.  In 
  great households which assumed responsibility for the 
  offspring of their inmates, free or unfree, such a solution 
  often ameliorated the bleak nature of unfree birth.
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  64
  HC, LF, WF Mediterranean Ancillae 
  Slaves
  After the EF period there were very few 
  agricultural slaves in Western Europe, the 
  vast majority (90%+) being female general 
  servants, domestic workers and increasingly, 
  skilled textile workers. Great households often 
  still kept a few slaves, as did wealthy rural and 
  urban households, who whether ecclesiastical, 
  noble, royal, or commercial, continued to see 
  value in the possession of slaves. Sadly, there 
  was a thriving Mediterranean trade throughout 
  the period, generally under the control of 
  Italian merchants (particularly the Genoese).  
  The market preference was for 'malleable' 
  children, slaves typically being imported 
  from the Crimea, as well as from the Balkans, 
  and later Moorish or African slaves. Being 
  less 'difficult' than adult males, very young, 
  strong rustic girls, between 8-10 years old, 
  were preferred for unskilled work such as 
  washing dishes, fetching wood and carrying 
  bread to the oven, etc. More experienced 
  “good” slaves, often older, carried out 
  other more skilled tasks such as cooking, 
  household maintenance and sowing.  
  For commercial households purchasing very 
  young female slaves held great advantage, 
  as such households tended to operate 
  seasonally (or when the fleet arrived, if 
  located in a port), with periods of inactivity, 
  interspersed by intense work. Domestic 
  slaves thus were more flexible than hired 
  (usually male) servants at such times–sorting, 
  fetching and hauling commercial loads.  
  Naturally the normal duties of tending the 
  ovens, carrying wood and washing up the 
  cauldrons and pots didn’t stop. Outside 
  Western Europe agricultural slaves were 
  still used on sugar plantations in Palestine 
  (sugar having been introduced to the 
  Mediterranean by the Arabs), and later under 
  the Italians, who gradually took over the trade 
  and extended slave use to their colonies in 
  Cyprus, Crete, Sicily, North Africa, and the 
  Spanish peninsula.  These sugar plantations 
  had initially been worked by both wage 
  labourers and slaves, but soon plantations with 
  great slave labour forces developed (sugar 
  cultivation being very labour intensive).
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  65
  Slave Owner
  D100%
  Social Class
  01-10
  Freeman’s Household
  01-32%
  Average
  33-100%
  Wealthy
  11-80
  Townsman’s Household
  01-03%
  Poor
  04-25%
  Average
  26-70%
  Wealthy
  71-100%
  Rich
  81-100
  Noble Household
  01-08%
  Poor
  09-50%
  Average
  51-100%
  Wealthy
  1D100%
  Mother’s Vocation
  PC’s Starting Skills (Basic Knowledge)    
  Base 
  Status
  01 - 09
  Cook2
  Cooking, Endurance + Knife Fighting
  2
  10 - 15
  Under Cook2
  Cooking, Endurance +1 Skill1
  1
  16 - 30
  Household Servant2
  Housekeeping, Hearing Rumours +1 Skill1
  1
  31 - 34
  Water Carrier2
  Endurance, Conditioning + Lifting
  1
  35 - 41
  Porter/Carter2
  Endurance, Conditioning + Lifting
  1
  42 - 66
  Skilled Textile Worker2,4
  Spinning & Weaving, Sewing, Knitting 
  & Embroidering +1 Other Skill1
  4
  67 - 68
  Entertainer3
  Singing, Juggling + Dancing: Folk
  3
  69 - 70
  Musician3
  Musical Instrument + Singing 
  4
  71 - 85
  Labourer2,5
  Endurance, Conditioning + Lifting
  2
  86 - 100
  Scribe/Clerk2,5
  Writing, Accurate Counting, 1 Lore +1 Skill1
  8
  1Appropriate skill of the GM’s choice.  
  2For a cook, or other domestic servant, determine the employer’s vocation.  The 
  servant of a noble has +2 Social Status; the servant of a rich townsman has +1 Social 
  Status.  Only rich Freemen have slaves among the rural population.
  3This is Mother’s vocation on a roll of 01-60% on a 1D100, otherwise Father’s vocation.
  4These slaves are factory workers, often working in large sheds.
  5This is Father’s vocation on a roll of 01-90% on a 1D100, otherwise Mother’s vocation.
  Table - Slaves - Coloni 
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  66
  Serfs & Bound Peasants
  Destitute Landless Bondsmen
  1D100%
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Base Status
  01 - 10
  Physically Incompetent
  Begging + Endurance (Endurance at level 2)
  1
  11 - 50
  Plot Tender
  Vegetable Crops, 1 Agricultural Skill +1 Skill1
  4
  51 - 85
  Labourer2
  Endurance, Conditioning, Lifting +1 Skill1
  3
  86 - 100
  Wood Cutter
  Axes + Finding One’s Location
  3
  Poor Unfree of the Countryside
  1D100%
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Base Status
  01 - 05
  Cowherd
  Cattle or Dairy Herding, 1 Agricultural Skill +1 Skill1
  5
  06 - 14
  Swineherd
  Pig Raising, 1 Agricultural Skill +1 Skill1
  4
  15 - 25
  Shepherd
  Sheep Herding, 1 Agricultural Skill +1 Skill1
  3
  26 - 28
  Horse Handler
  Riding, Animal Handling +1 Skill1
  5
  29 - 33
  Stable Hand
  Animal Handling, Knife Fighting +1 Skill1
  3
  34 - 42
  Cook
  Cooking, Knife Fighting +1 Skill1
  5
  43 - 74
  Poor Serf/Bondsman
  2 Agricultural Skills +1 Skill1
  5
  75 - 89
  Forester
  Archery, Spears +2 Outdoor Skills
  10
  90 - 100
  Fisherman
  Fishing, Fisherman, Small Boats + Spears
  10
  Average Serfs
  1D100%
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Base Status
  01 - 74
  Serf Farmer
  2 Agricultural Skills +1 Skill1
  7
  75 - 80
  Rural Mason
  Masonry, Architecture + Knife Fighting
  10
  81 - 83
  Potter
  Pottery, Lifting +1 Skill1
  10
  84
  Slater / Thatcher
  Masonry (Thatching for thatchers) + Lifting (level 2)
  9
  86 - 95
  Village Blacksmith
  Blacksmithing, Mace Combat +1 Skill1
  12
  96 - 100
  Rural Carpenter
  Carpentry, 1 Specialist Woodworking Skill +1 Skill1
  10
  Wealthy Bondsmen
  1D100%
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Base Status
  01 - 75
  Well-to-do Serf
  2 Agricultural Skills, Knife Fighting +1 Skill1
  12
  76 - 90
  Wealthy Stockman
  2 Animal Skills, Knife Fighting +1 Skill1
  11
  91 - 100
  Miller
  Milling, Sail Making & Rigging, Carpentry +1 Skill1
  12
  1Appropriate skill of the PC’s choice
  2 Labourers receive Endurance and Conditioning at Level 2 as standard.
  Table  - Father’s Vocation - Serfs & Bound Peasants
  Magick
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   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  67
  Free Peasants & Freemen
  Destitute & Landless Poor
  1D100%
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Base Status
  01 - 03
  Physically Incompetent
  Begging + Endurance (at level 2)
  1
  04 - 07
  Branded Vagrant2
  Intimidation, Begging + Con
  0
  08 - 12
  Branded Criminal2
  Intimidation, Begging + Con
  0
  13 - 32
  Labourer3
  Endurance, Conditioning, Lifting +1 Skill1
  3
  33 - 43
  Porter / Carter
  Endurance, Conditioning + Lifting
  3
  44 - 67
  Hireling Plot Tender
  Vegetable Crops, 1 Agricultural Skill +1 Skill1
  4
  68 - 81
  Wood Cutter
  Axes + Finding One’s Location
  4
  82 - 84
  Leper4
  Endurance
  see note 4
  85 - 94
  Beggar
  Begging, Con +1 Thievery Skill
  1
  95 - 98
  Rustler
  Animal Handling, Knife Fighting +1 Thievery Skill
  2
  99 - 100
  Itinerant Storyteller
  Storytelling + Acting: Performance
  3
  Poor Free of the Countryside
  1D100%
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Base Status
  01 - 04
  Cowherd
  Cattle or Dairy Herding, 1 Agricultural Skill +1 Skill1
  5
  05 - 11
  Swineherd
  Pig Raising, 1 Agricultural Skill +1 Skill1
  4
  12 - 19
  Shepherd
  Sheep Herding, 1 Agricultural Skill +1 Skill1
  3
  20 - 22
  Horse Handler
  Riding, Animal Handling +1 Skill1
  5
  23 - 24
  Stable Hand
  Animal Handling, Knife Fighting +1 Skill1
  3
  25 - 26
  Itinerant Blacksmith
  Blacksmithing, Tinkering +1 Skill1
  9
  27 - 30
  Tinker
  Bargaining, Tinkering +1 Skill1
  8
  31 - 35
  Peddler
  Bargaining, Con +1 Skill1
  8
  36 - 42
  Castle Servant
  Hearing Rumours +1 Skill1
  3
  43 - 45
  Liveried Guard (L)
  2 Combat Skills, Gambling +1 Skill1
  10
  46 - 49
  Liveried Archer (L)
  Archery, Knife Fighting +2 Skills1
  10
  50 - 51
  Under Cook
  Cooking, Knife Fighting +1 Skill1
  5
  52 - 78
  Poor Freeman
  2 Agricultural Skills +1 Skill1
  6
  79 - 91
  Forester
  Archery, Axes +2 Outdoor Skills
  10
  92 - 100
  Fisherman
  Fishing or Fisherman, Small Boats + Spears
  10
  Average Freemen
  1D100%
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Base Status
  01 - 33
  Farmer
  2 Agricultural Skills +1 Skill1
  8
  34 - 47
  Stockman
  2 Animal Skills, Knife Fighting +1 Skill1
  11
  48 - 53
  Rural Mason
  Masonry, Digging & Excavation + Lifting
  10
  54 - 56
  Potter
  Pottery, Lifting + 1 Skill 1
  10
  57 - 65
  Village Blacksmith
  Blacksmithing, Mace Combat +1 Skill1
  12
  66 - 69
  Charcoal Burner5
  Charcoal Burning + Finding One’s Location
  8
  70 -71
  Slater / Thatcher
  Masonry (Thatching for thatchers) + Lifting (level 2)
  9
  72 - 76
  Liveried Forester (L)
  Archery, Spears +2 Outdoor Skills
  12
  77 - 84
  Petty Trader6
  Con + Trade Skills
  11
  85 - 91
  Rural Carpenter
  Carpentry, Wood Carving + Knife Fighting
  10  
  92 - 95
  Cartwright
  Carpentry, Cartwright + Knife Fighting
  11
  96 - 98
  Castle Cook (L)
  Cooking, Knife Fighting +1 Skill1
  10
  99 - 100
  Falconer (L)
  Animal Training, Knife Fighting +1 Skill1
  10
  Magick
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  INDEX
  
  68
  Table - Father’s Vocation - Free Peasants & Freemen
  Wealthy Freemen
  1D100%
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Base Status
  01 - 29
  Well-to-do Farmer
  2 Agricultural Skills, Knife Fighting +1 Skill1
  13
  30 - 43
  Wealthy Stockman
  2 Animal Skills, Knife Fighting +1 Skill1
  14
  44 - 54
  Rural Inn Keeper
  Innkeeping, Brewing + Intimidation
  14
  55 - 57
  Castle Blacksmith (L)
  Blacksmithing, Mace Combat +1 Skill1
  10
  58
  Master of Hounds (L)
  Animal Training, Knife Fighting, Javelin, 
  Throw Javelin +1 Skill1
  10
  59 - 60
  Head Forester/ Archery Master (L)
  Archery, Spears +3 Outdoor Skills
  15
  61 - 63
  Liveried Horse Trainer (L)
  Riding, Animal Training +1 Skill1
  10
  64 - 71
  Liveried Horseman (L)
  Riding, Mounted Combat +2 Combat Skills
  16
  72 - 74
  Livery Commander (L)
  Riding, Mounted Combat +2 Combat Skills
  20
  75 - 76
  Castle Armourer (L)
  Blacksmithing, Weaponsmith +2 Combat Skills
  15
  77 - 83
  Serviens7
  2 Agricultural or Animal Skills, Riding, 
  Mounted Combat +1 Combat Skill
  18
  84
  Castle Chamberlain/ Castellan 8(L)
  Write (Own Language), Accurate Counting, 
  Diplomacy & Politics +1 Skill1
  20
  85 - 86
  Scribe Secretary/ Clavaires (L)
  Write (Own Language), Accurate Counting,  
  Calligraphy & Illumination +1 Skill1
  18
  87 - 95
  Miller
  Milling, Sail Making & Rigging, Carpentry +1 Skill1
  14
  96 - 100
  Wheelwright
  Carpentry, Wheelwright + Blacksmithing
  13
  1Appropriate skill of the PC’s choice
  2Re-roll to find original class, ignoring same roll.
  3Labourers receive Endurance and Conditioning at Level 2 as standard.
  4Re-roll amongst Freemen on Table  - Social Class to find original rank before disease onset. Social 
  Status is 1/10 of former status (rounded up).  Lepers are considered Freemen as they are not bound 
  to the land, although they often are restricted to leper-houses and in their movements.
  5Charcoal burners often lead lives so disjointed from normal society that Social Status is almost not applicable. The reputation that 
  many charcoal burners had was as short-changers - often partly filling sacks of charcoal with bits of unburned wood, or even stones.
  6Specialist traders have Bargaining as a skill and can Evaluate the sort of goods they sell or 
  deal in. Re-roll on Table - Town Trades to find specific area of expertise.
  7The English term serjeant is not used as it has different meanings in other parts of Europe.  The men indicated 
  here are freeholders and retainers who owe some service as lightly armoured or armoured cavalry. They were 
  typically men of reasonable wealth, who kings often tried to force into knighthood (and thus extra service). Man-
  at-arms is used elsewhere to indicate armoured cavalry, typically members of the lesser gentry.
  8Castellans may be of noble status themselves on a roll of 01-40% on a 1D100.  If noble they have an additional +5 base Social Status.
  (L) Character’s father is in liveried service in the household of a knight or great lord.  Such characters have an excellent chance of being 
  accepted into the service of the lord. This is due to the lord having the opportunity to take notice of their merits from an early age.
  Magick
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  69
  Destitute Poor
  1D100%
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Base Status
  01 - 03
  Physically Incompetent
  Begging + Endurance (Endurance at level 2)
  1
  04 - 08
  Branded Vagrant
  Intimidation, Begging + Con
  0
  09 - 14
  Branded Criminal2
  Intimidation, Begging + Con
  0
  15 - 18
  Leper3
  Endurance
  See note 3
  19 - 38
  Beggar
  Begging, Con + Streetwise
  1
  39 - 50
  Prostitute (mother)
  Streetwise, Charm +1 Thievery Skill
  2
  51 - 53
  Pimp
  Intimidation, Con, 1 Thievery Skill +1 Skill1
  4
  54 - 63
  Thief / Cutpurse
  Cutting Purses, Stealth, Streetwise +1 Skill1
  7
  64 - 71
  Tough / Enforcer / Footpad
  Knife Fighting, Intimidation, 1 Thievery Skill +1 Skill1
  8
  72 - 85
  Offal Collector/ Rag-picker
  Streetwise, Endurance + Begging
  3
  86 - 100
  ‘Worthy’ Poor2
  Con + Trade Skills
  5
  Poor People of the Town
  1D100%
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Base Status
  1
  Night-wanderer/Gambler2
  Streetwise, Gambling + Con
  5
  02 - 03
  Street Singer
  Streetwise + Singing +1 Thievery Skill
  3
  04 - 05
  Entertainer
  Singing, Juggling + Dancing: Folk
  4
  06 - 07
  Musician
  Musical Instrument + Singing
  5
  8
  Storyteller
  Storytelling + Acting: Performance
  4
  09 - 10
  Burglar/Shoplifter
  Concealing Objects, Skulking + Stealth
  1
  11 - 13
  Loafer/Dosser
  Streetwise, Knife Fighting +1 Athletic Skill
  2
  14 - 15
  Serjeant/Executioner or Gaoler
  2 Combat Skills, Intimidation +1 Skill1
  10
  16 - 18
  Soldier
  2 Combat Skills, Gambling +1 Skill1
  8
  19 - 23
  Peddler
  Bargaining, Con +1 Skill1
  8
  24 - 27
  Tinker
  Bargaining, Tinkering +1 Skill1
  8
  28 - 68
  Domestic4
  Domestic & Service Skills
  See note 4
  69 - 73
  Small Plot Tender
  Vegetable Crops, 1 Agricultural Skill +1 Skill1
  8
  74 - 80
  Huckster/Stall-keeper5,6
  Con + Trade Skills
  10
  81 - 91
  Day Labourer
  Endurance, Conditioning + Lifting
  5
  92 - 96
  Master-less Worker (Vagrant)5,6
  Trade Skills
  7
  97 - 100
  Struggling Journeyman5,6,7
  Trade Skills
  9
  Average Townsman
  1D100%
   Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Base Status
  01 - 28
  Employed Labourer5
  Trade Skills
  7
  29 - 60
  Skilled Worker/Journeyman5,6
  Trade Skills
  11
  61 - 77
  Petty Trader5,6
  Con + Trade Skills
  12
  78 - 97
  Shopkeeper5,6
  Trade Skills
  13
  98 - 99
  Brothel Keeper
  Intimidation, Con + Knife Fighting
  11
  100
  Pawnshop Owner
  Finance, Accurate Counting, Bargaining + Con
  14
  Magick
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  INDEX
  
  70
  Table - Father’s Vocation - Townsmen
  Wealthy Townsmen
  1D100%
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Base Status
  01 - 08
  Ship’s Officer
  Mariner, Leadership
  14
  09 - 12
  Money Lender
  Bargaining , Diplomacy & Politics + Intimidation
  16
  13 - 32
  Well-to-do Worker/
  Journeyman5,6,8
  Trade Skills
  14
  33 - 44
  Trader/Merchant9
  Trade Skills
  16
  45 - 100
  Master Trades/Guildsman5,6,10
  Trade Skills
  17
  Rich & Other Elite Groups
  1D100%
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Base Status
  01 - 31
  Wealthy Merchant9
  Trade Skills
  19
  32 - 67
  Rich Master Trades/
  Guildsman5,6,11
  Trade Skills
  20
  68
  Banker
  Finance, Accurate Counting, 
  Bargaining + Diplomacy & Politics
  19
  69 - 87
  Culturally Elite Townsman12
  Elite Skills
  see note 12
  88 - 100
  Patrician
  Bargaining, Diplomacy & Politics, 1 Combat Skill, 
  3 Foreign Languages, Courtly Manners +2 Skills1
  25
  1Appropriate skill of the PC’s choice
  2Re-roll on Table Town Trades to find father’s original class before fall in status.
  3Re-roll to find father’s original class before disease onset.  Social Status is 1/10th of 
  former status (rounded up).  Lepers are often housed in leper-houses.
  4For domestics & servants, re-roll on Table Domestic & Other Household Services to find specific area of expertise.  Social Status 
  is partially determined by the employer’s vocation.  
  5Re-roll on Table Craftsmen & Tradesmen to find specific area of expertise.
  6All those that trade have Bargaining as a skill and can Evaluate the sort of goods they sell or deal in.
  7In EF treat as Master-less Worker
  8In EF this represents an employed worker, as craft guilds do not yet exist.
  9Re-roll on Table Merchants to find specific area of expertise.
  10In EF this represents a master worker, as craft guilds have not formed.
  11In EF as craft guilds do not yet exist, this represents a highly successful and prosperous master worker.
  12Re-roll on Table on page 76 Urban Cultural Elites to find specific occupation.
  Townsmen and Tradesmen/Guildsmen 
  gain +3 to their Agility Attribute up to the 
  racial maximum see page 103, in addition 
  they can increase five skills in which they 
  have basic knowledge by +1 level
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  INDEX
  
  71
  Table - Father’s Vocation - Domestic & Other Household Services
  1D100%
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Base Status
  01 - 04
  Stable Hand
  Animal Handling + Knife Fighting
  6
  05 - 10
  Water Carrier
  Endurance, Conditioning + Lifting
  4
  11 - 20
  Porter/Hauler
  Endurance, Conditioning + Lifting
  5
  21 - 26
  Carter
  Endurance, Conditioning + Lifting
  6
  27 - 38
  Valet/Body Servant2
  Blending into Surroundings, Con 
  Hearing Rumours +1 Skill1
  9
  39 - 70
  General Servant2
  Blending into Surroundings, Hearing Rumours +1 Skill1
  4
  71 - 82
  Cook2
  Cooking, Knife Fighting +1 Skill1
  8
  83 - 89
  Under Cook2
  Cooking, Knife Fighting +1 Skill1
  7
  90 - 92
  Swineherd
  Pig Raising, Bargaining +1 Skill1
  6
  93 - 100
  Gardener2
  Gardening +2 Skills1
  8
  1Appropriate skill of the PC’s choice
  2Determine the employer’s vocation.  A member of a Noble’s household has +2 Social Status (and -2 PC Points); the servant of a 
  “rich” townsman has +1 Social Status (and -1 PC Points).  Only 'rich' rural farmers have servants among the labouring class.
  Table - Father’s Vocation - Merchants
  1D100%
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Status Modifier
  01 - 02
  Export Merchant
  Finance + Accurate Counting 
  +1
  03 - 04
  Mercantile Shipper
  Finance + Accurate Counting 
  +1
  05 - 07
  Overland Trader
  Finding One’s Location + Diplomacy & Politics
  0
  08 - 11
  Maritime Trader
  Mariner, Piloting + Diplomacy & Politics
  +2
  12 - 16
  Iron Merchant
  Finance + Accurate Counting 
  0
  17 - 22
  Tin/Copper Merchant
  Finance + Accurate Counting 
  +1
  23 - 31
  Timber Merchant
  Finance + Accurate Counting 
  0
  32 - 37
  Charcoal Merchant
  Finance + Accurate Counting 
  -2
  38 - 45
  Livestock Merchant
  Finance + Accurate Counting 
  +2
  46 - 54
  Leather Merchant
  Finance + Accurate Counting 
  -1
  55 - 65
  Fur/Hide Merchant
  Finance + Accurate Counting 
  +2
  66 - 81
  Brogger/Wool Merchant
  Finance + Accurate Counting 
  +2
  83 - 91
  Salt Fish Merchant
  Finance + Accurate Counting 
  -1
  92 - 93
  Salt Merchant
  Finance + Accurate Counting 
  +1
  94 - 99
  Wine Merchant
  Finance + Accurate Counting 
  +4
  100
  Spice Merchant1
  Finance + Accurate Counting 
  +4
  All Merchants have Bargaining as a skill and can Evaluate the sort of goods they sell or deal in  i.e. Evaluate Goods (Wool)
  1In the EF and HC periods this occupation includes Apothecaries, who gain the skill of Pharmacology & Medicine at Level 1.
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  72
  Basic Status of Town Traders
  Base Status
  Master Status
  Owner Status1
  Employed Labourer
  7
  -
  -
  Master-less Worker (Vagrant)
  7
  -
  -
  Struggling Journeyman
  9
  -
  -
  Skilled Worker/Journeyman
  11
  +62
  see note 2
  Well-to-do Worker/Journeyman
  14
  +62
  see note 2
  Huckster/Stall-keeper
  10
  -
  +13
  Petty Trader
  12
  -
  +53
  Shopkeeper
  13
  -
  +23
  Trader/Merchant
  16
  -
  +63
  Wealthy Merchant
  19
  -
  +74
  Bonuses to status are cumulative.  
  1Owners have the option of replacing any of their skills with Finance or Accurate Counting.  
  2All master tradesmen (who might be guildsmen in towns with guilds) run their own establishments (in 
  guild towns, only masters are licensed to do so).  
  3There is a 40% chance that a worker is the owner of the business, otherwise they are an employee.
  4There is a 65% chance that a wealthy merchant is actually the owner of the business, otherwise they are 
  a tenant manager.
  Table - Father’s Vocation - Craftsmen & Tradesmen
  Rich Townsmen and 
  members of the 
  Cultural Elites can 
  increase seven skills 
  in which they have 
  basic knowledge 
  by +1 level.
  Magick
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  INDEX
  
  73
  Trades of the Towns & Cities
  All trades marked in CAPITALS are ‘basic’ craft guilds, these will generally be the first to form in 
  centres with organised craft associations, with butchers being the “gateway” trade.  
  1D100%
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)‡
  Base Status
  01 - 26
  Victuallers
  01 - 11%
  Brewer
  Brewing, Cooking +1 Skill1
  0
  12 - 28%
  BUTCHER
  Axe Combat + Knife Fighting
  +2
  29 - 47%
  BAKER
  Cooking +1 Skill1
  +1
  48 - 60%
  FISHMONGER
  Knife Fighting +1 Skill1
  0
  61 - 74%
  Greengrocer
  Finance
  0
  75 - 81%
  Miller
  Milling, Carpentry +1 Skill1
  +2
  82 - 89%
  Egg/Milk/Cheese Seller
  Finance
  0
  90 - 93%
  Vintner/Wine Seller
  Wine Making +1 Skill1
  +4
  94 - 95%
  Oil Seller
  Oil Refining +1 Skill1
  +1
  96 - 100%
  Innkeeper
  Finance, Brewing + Intimidation
  +2
  27 - 55
  Textile Trades
  01 - 04%
  Yarn Maker
  Spinning & Weaving, Knitting & 
  Embroidering + Sewing
  0
  05 - 12%
  Hosiery Maker
  Sewing, Knitting & Embroidering
  -1
  13 - 28%
  TAILOR
  Sewing, Knitting & Embroidering +1 Skill1
  +1
  29 - 35%
  Capper/Hatter
  Sewing, Knitting & Embroidering
  +1
  36 - 47%
  Cloth Piecegoods
  Spinning & Weaving + Sewing, Knitting & 
  Embroidering
  -1
  48 - 56%
  Embroiderer
  Sewing, Knitting & Embroidering
  0
  57 - 71%
  WEAVER
  Spinning & Weaving +2 Skills1
  0
  72 - 85%
  DYER/Litster
  Dyeing, Lifting +1 Skill1
  0
  86 - 93%
  FULLER
  Lifting, Spinning & Weaving +1 Skill1
  0
  94 - 100%
  Draper
  Sewing, Knitting & Embroidering +2 Skills1
  +1
  56 - 65
  Leather Trades
  01 - 21%
  TANNER/Currier/
  Tawer/Whitawer
  Tanning, Leather-working + Knife Fighting
  -1
  22 - 38%
  Harnessmaker
  Leather-working, Knife Fighting +1 Skill1
  +1
  39 - 52%
  Saddler
  Leather-working, Carpentry + Knife Fighting 
  +3
  53 - 78%
  Cordwainer/Cobbler
  Leather-working + Knife Fighting
  +2
  79 - 100%
  Horner
  Horn and Ivory Work +1 Skill1
  0
  Table - Father’s Vocation - Craftsmen & Tradesmen
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  74
  1D100%
  Father’s Vocation           
  PC’s Starting Skills (Basic Knowledge)‡               
  Base 
  Status
  66 - 74
  Metal Trades
  01 - 04%
  Miner
  Mining, Geological Lore +1 Skill1
  0
  05 - 22%
  Blacksmith
  Blacksmithing, Mace Combat +1 Skill1
  +3
  23 - 42%
  Tin/Coppersmith
  Smelting +2 Skills1
  +2
  43 - 65%
  PEWTERER/Plumber
  Smelting +2 Skills1
  +1
  66 - 68%
  Foundryman
  Smelting, Endurance +1 Skill1
  0
  69 - 72%
  Bell-founder/Brazier
  Smelting, Endurance + Engraving
  +2
  73 - 76%
  Armourer
  Blacksmithing, 1 Combat Skill +1 Skill1
  +4
  77 - 82%
  Cutler/Bladesmith
  Weaponsmithing, Knife Fighting +1 Skill1
  +3
  83 - 88%
  Engraver
  Gold/Silversmithing, Engraving +1 Skill1
  +2
  89 - 95%
  GOLDSMITH/ 
  Silversmith
  Gold/Silversmithing or Lapidary +2 Skill1
  +4
  96 - 100%
  Ironworker
  Blacksmithing, Mace Combat +1 Skill1
  +2
  75 - 86
  Building Trades
  01 - 08%
  Potter
  Pottery +1 Skill1
  0
  09 - 13%
  Basketworker
  Basketwork +1 Skill1
  -2
  14 - 19%
  Tiler/Roof Tile Maker
  Pottery, Lifting +1 Skill1
  0
  20 - 30%
  Woodworker
  Carpentry + Wood Carving
  -1
  31 - 41%
  MASON
  Masonry, Architecture + Sculpting
  +2
  42 - 53%
  Builder
  Masonry, Lifting +1 Skill1
  +1
  54 - 63%
  Plasterer
  Plastering, Lifting +1 Skill1
  -1
  64 - 67%
  Dyker/Earthwaller
  Digging & Excavation, Endurance + Lifting
  -2
  68 - 79%
  CARPENTER
  Carpentry, 1 Specialised Woodworking
  Skill +1 Other Skill1 
  0 
  80 - 85%
  Cabinetmaker
  Carpentry, Wood Carving +1 Skill1
  +1
  86 - 89%
  Cartwright
  Carpentry, Cartwright + Wood Carving
  0
  90-93%
  WHEELWRIGHT
  Carpentry, Wheelwright + Blacksmithing
  +1
  94-96%
  Shipwright
  Ship‘s Carpentry, Marine Architecture
   +1 Sea Skill
  +3
  97%
  Glass blower/Glazier
  Glass blowing & Glazing +2 Skills1
  +2
  98%
  Artist
  Painting +3 Skills1
  +1
  99 - 100%
  Sculptor/Carver
  Sculpture +3 Skills1
  +2
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  75
  1D100
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Base 
  Status
  87 - 94
  Other Trades
  01 - 17%
  Barber
  First Aid, Knife Fighting +1 Skill1
  0
  18 - 35%
  Ostler
  Riding, Veterinary +1 Combat Skill
  +2
  36 - 42%
  Animal Trainer
  Animal Training: (specific animal), 
  Animal Handling + Veterinary
  -2
  43 - 44%
  Pilot
  Piloting, Small Boats +1 Sea Skill
  +3
  45 - 53%
  Boatman/Sailor
  Fisherman or Mariner, Small Boats, Knife 
  Fighting + Fishing or 1 Sea Skill
  -2
  54 - 57%
  Net Maker
  Sail & Cordage Maker, Fisherman +1 Skill1
  -1
  58 - 69%
  Roper/Corder
  Sail & Cordage Maker, Knife Fighting 
  +1 Other Skill1 
  0
  70 - 74%
  Musical Instrument Maker
  Instrument Making + Bone, Horn & Ivory Work
  0
  75 - 88%
  Cooper/Barrelwright
  Carpentry, Cooper +1 Skill1 
  0
  89 - 94%
  Bowyer/Fletcher
  Bowyer & Fletcher, Horn and 
  Ivory Work+1 Other Skill1 
  +1
  95 - 98%
  Chandler/Candle Maker
  Chandler, Painting +1 Skill1
  0
  99 - 100%
  Incense/Perfume Maker
  Perfumery +2 Skills1
  +2
  95 - 100
  Local Specialist Trades & 'Other'
  01 - 70%
  Local Specialty2
  Varied Trade Skills
  See Note 2
  71 - 100%
  Other2
  Varies
  See Note 2
  ‡All Tradesmen have Bargaining as a skill and can Evaluate the sort of goods they sell or deal in.
  1Appropriate skill of the PC’s choice.  
  2Either a local speciality, such as the cloth trades practised in the Low Countries, armouring in Augsburg, or 
  more fantasy-based activities.  Table - Fantasy Guild Occupations provides examples of the latter.  
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  76
  1D100%
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Equivalent 
  01 - 06
  Mercenary Captain2
  Riding, Mounted Combat, 3 Combat Skills, 
  Leadership +1, Thievery Skill, Rich Master +2
  Rich Master +2
  07 - 16
  Mercenary Cavalry2
  Riding, Mounted Combat, 2 
  Combat Skills +1 Thievery
  Skill Master +0
  17 - 33
  Mercenary Footman2
  2 Combat Skills +1 Thievery Skill +1 Skill1
  Journeyman -1
  34 - 48
  Mercenary Archer2
  Archery, Short Sword, 1 Thievery Skill +1 Skill1
  Journeyman
  49 - 67
  Mercenary Crossbowman2
  Crossbow, Short Sword, 1 Thievery Skill +1 Skill1
  Journeyman +1
  68 - 88
  Thief
  2 Thievery Skills, Con +1 Skill1  
  Struggling Journeyman -13
  89 - 96
  Assassin
  2 Combat Skills, Intimidation, Stealth, 
  Skulking in Shadows, Disguise +1 Skill                                       
  Struggling Journeyman -14
  97 - 100
  Arcane (Magus)
  Writing, Ancient Language, 2 Magick Methods5 
  or 1 Magick Method*** & 2 Lore +3 Skills1
  Rich Master +4
  1Appropriate skill of the PC’s choice.  
  2These occupations also appear in LF/WF period in Mediterranean lands and in areas of prolonged conflict.
  3This reflects the character’s status within the wider population.  There is a 33% chance that 
  a guild thief is a Master Thief, with status amongst his brethren as a Master.
  4Re-roll on Table - Craftsmen & Tradesmen to determine the cover occupation.  There 
  is a 50% chance that a guild assassin is a Master Assassin.
  5This skill can be found in  Magicks & Miracles.
  Table - Fantasy Guild Occupations
  Urban Cultural Elites
  1D100%
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)                                          
  Base 
  Status
  01 - 10
  Physician
  Writing, Herbalism, First Aid +3 Other Skills1
  24
  11 - 20
  Surgeon2
  Writing, Pharmacology & Medicine, Astronomical 
  Lore, Herbalism +1 Other Skills1
  25
  21 - 35
  Barber-Surgeon
  First Aid, Chirurgery, Knife Fighting +1 Other Skills1
  19
  36 - 45
  Apothecary3
  Make Drugs, Poisons, Herbalism, 1 Written 
  Language +1 Other Skills1
  22
  46 - 55
  Mire (non graduate 
  physician)2
  Writing, Pharmacology & Medicine, Herbalism +2 Other Skills1
  21
  56 - 70
  Graduate in Law2
  Writing, Law, Con, 3 Lore +1 Other Skills1
  23
  71 - 80
  Notary2
  Writing, Law, Diplomacy & Politics, 3 Lore +1 Other Skills1
  24
  81 - 95
  Scribe/Clerk
  Writing, Paper Making, Calligraphy & Illumination +1 Other Skills1
  19
  96 - 100
  School-teacher
  Writing, Paper Making, 2 Lore +1 Other Skills1
  21
  1  Appropriate skill of the PC’s choice.  
  2  This profession is not available in the EF period, re-roll for Wealthy Townsman on Table - Townsmen
  3 This profession is not available in EF and HC period, treat as Spice Merchant on Table - Merchants
  Table - Urban Cultural Elites
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  77
  Economic Status
  Rank 
  Modifier1
  Poor and Reduced
  -10%
  Average
  +0%
  Wealthy
  +20%
  1 The rank of nobility is determined by rolling on 
  Table - Social Rank of Fighting Class, Knights, 
  Magnates and Royalty.  The Rank Modifier is also 
  used in determining size and type of holdings.
  Table - Economic Factors Influencing Chivalric 
  1D100%
  Social Rank
  01-85
  Lesser Gentry - Esquire/Knight
  86-94
  Lord
  95-98
  Titled Nobility
  99-100+
  Royal Family
  Table - Social Rank of Chivalric
  All 'gentle' PC’s gain +10% to PSF% to the skills 
  of Courtly Love (not EF) and Leadership. 
  Basic Chivalric Training
  This includes the skills Riding, Riding a Warhorse, 
  Mounted Combat, Cavalry Lance, Dagger 
  and Slashing Swords, Wearing Light Armour, 
  Courtly Manners. If INT requirement is met, 
  they will also have reading own language.
  Scholarly Option
  The offspring of Nobility all have the option of 
  turning away from a Chivalric occupation if they are 
  not heirs. When choosing the scholarly option, a 
  noble PC may acquire initial basic knowledge in the 
  following skills, instead of Basic Chivalric Training.
  Riding  
   
  Own Written Language (if INT 9+)
  Any Foreign Language Spoken and Written1 (if INT 10+)
  Any Ancient Language Spoken and Written2 (If INT 13+)
  Any one lore
  Any one Noble Skill
  1. 
  The language will be learned in written 
  and spoken form as one skill if the INT 
  requirement is met and DIS is 12+
  2. 
  Latin was historically the learned language used 
  by scholars in the Dark Ages and the Renaissance; 
  however, a pure imaginary campaign language 
  could be substituted by the gamemaster for his 
  specific Fantasy Campaign. The language will 
  be learned in written and spoken form as one 
  skill if the INT requirement is met and DIS 14+
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  78
  EF
  1D100%
  Father’s Vocation
  Holding1
  Starting Skills
  Base Status 2
  01 - 30
  Milites (armed warrior)3
  +0%
  Basic Chivalric Training4 + Reading (if INT 13+)
  26
  31 - 100+
  Knight
  +12%
  Basic Chivalric Training + Reading (if INT 13+)
  29
  HC
  1D100
  Father’s Vocation
  Holding1
  Starting Skills
  Base Status 2
  01 - 25
  Non-knighted noble
  +0%
  Basic Chivalric Training + Reading (if INT 13+)
  24
  26 - 100+
  Knight
  +10%
  Basic Chivalric Training + Reading (if INT 13+)
  29
  LF/WF
  1D100
  Father’s Vocation
  Holding1
  Starting Skills
  Base Status 2
  01 - 70
  Esquire
  +0%
  Basic Chivalric Training + Reading (if INT 12+)
  25
  71 - 100+
  Knight
  +10%
  Basic Chivalric Training + Reading (if INT 12+)
  28
  1 The size of holding is determined by rolling on Table - Holdings.  Additional Social Status is gained 
  depending on size of holding.  Knights add +10% to rolls to determine holdings.  
  2 This Base Social Status is modified by the size and type of a Noble’s holding(s).
  3 This term is used here to refer to the loosely feudal armed warriors (the milites) 
  that still existed.  The term later came to mean a knight.  
  4 Courtly Manners is replaced by 1 Agricultural skill.
  Table - Esquires, Knights and Fighting Men - Lesser Gentry
  Table - Holdings
  1D100%1
  Size of Holding
  Status Modifier
  01 - 15
  No holding
  see note 2
  16 - 30
  Minimal (farm), 40 +2D10 acres
  -1
  31 - 50
  Land only, area of land equal to 60 +4D10 acres
  +0
  51 - 60
  Part of fief
  see notes 3, 4
  61 - 90
  Fief
  see note 4
  91 - 95
  Roll again twice
  see note 5
  96 - 98
  Roll three times
  see note 5
  99 - 100+
  Roll 1D10 times.  
  see notes 5, 6
  1 The Rank Modifier is used in determining type of holdings, Knights adding a further 
  +10% to rolls, Noble Lords +25%, Titled Nobility +40%, Royalty +50%.  
  2 Lack of holding is determined by rolling on Table - Landless Fighting Men.   
  3 Area of Lordship and revenue equal to 40% +2D10%.  Fief is determined by rolling on Table - Lesser Gentry 
  Holdings with a -10% modifier.  Status is equal to Base Status + ½ fief’s Status Modifier (round down).
  4 Each 2 additional fiefs, or fraction thereof, adds +1 Social Status.  This is in addition to the Social status gained 
  from the chief holding, the nature of fiefs being determined by rolling on Table dependant on social rank.
  5 If a second Fief is determined to be owned by a Noble, member of the Titled Nobility or Royalty, this must be rolled 
  for on the table indicated for the social rank lower than that of the fief-holder.  A third must be rolled on the table 
  two ranks lower etc.  Table - Lesser Gentry Holdings being the lowest level possible by this reduction.  Additional 
  fiefs being determined with a cumulative -10% modifier to the roll on Table - Lesser Gentry Holdings.
  6 If 10 is rolled, roll again, continuing until a roll of 10 is obtained, roll the total 
  number of times on this table, ignoring all rolls of 91%+.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  79
  1D100%
  Father’s Vocation
  PC’s Starting Skills (Basic Knowledge)
  Base 
  Status
  01 - 03
  Physically Incompetent
  Begging + Endurance (Endurance at level 2)
  -15
  04 - 09
  Branded Criminal1
  Basic Chivalric Training +1 Thievery Skill
  -20
  10 - 30
  Thug for Hire1
  Basic Chivalric Training + Intimidation
  -10
  31 - 50
  Lordless/”Knight-Errant”
  Basic Chivalric Training + Con
  +0
  51 - 74
  Man-at-arms in household of Gentry2
  Basic Chivalric Training + Reading (if INT 13+)
  see note 2
  75 - 88
  Man-at-arms in household of Lord2
  Basic Chivalric Training + Reading (if INT 13+)
  see note 2
  89 - 97
  Man-at-arms in household of Nobility2
  Basic Chivalric Training + Reading (if INT 12+)
  see note 2
  98 - 99
  Man-at-arms in household of Royalty2
  Basic Chivalric Training + Reading (if INT 11+)
  see note 2
  100
  Man-at-arms in household of King2
  Basic Chivalric Training + Reading (if INT 11+)
  see note 2
  1 Fighting men or down-at-heel knights.  These men are considered trouble by almost 
  all, although their skills give them a degree of fearful respect.  
  2 Status is largely dependent on that of the noble to who’s retinue the warrior belongs.  Additional Social Status 
  equal to 1/10th of their master’s status (rounded up) is gained from this service.  A further +10% bonus to rolls 
  on Table - Holdings is received for determining the holdings of the masters of Household men-at-arms.
  Table  -  Landless Fighting Men
  1D100%1
  Type of Fief
  Starting Skills2
  Social Status3
  01 - 40
  SFMH1
  Basic Chivalric Training +1 Combat Skill
  Knight +0
  41 - 54
  SFMH2
  Basic Chivalric Training +1 Combat Skill
  Knight +0
  55 - 66
  SFMH3
  Basic Chivalric Training +1 Combat Skill
  Knight +1
  67 - 76
  LFMH4
  Basic Chivalric Training +2 Combat Skills
  Knight +2
  77 - 84
  LFMH5
  Basic Chivalric Training +2 Combat Skills
  Knight +4
  85 - 90
  LFMH6
  Basic Chivalric Training +2 Combat Skills
  Knight +4
  91 - 94
  SK7
  Basic Chivalric Training +3 Combat Skills 
  Knight +6
  95 - 97
  SK8
  Basic Chivalric Training +3 Combat Skills 
  Knight +6
  98 - 99
  SK9
  Basic Chivalric Training +4 Combat Skills 
  Knight +7
  100+
  Castle1
  Basic Chivalric Training +4 Combat Skills 
  Knight +8
  1 The Rank Modifier is also used in determining size and type of holdings.
  2 As an option, a PC can replace any or all of the Combat Skills with the Charismatic skill of 
  Leadership, the Noble skills of Courtly Love, Chess and Heraldry, or skills used in managing a 
  manor.  Characters with INT 13+ may also take the skill of Reading as a free skill.
  3 For sub-infeudated holdings, each 2 additional fiefs, or fraction thereof, also adds +1 Social Status to that of an overlord.
  Table  - Lesser Gentry Holdings
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
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  Bestiary
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  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  80
  Table  - Noble Holdings
  1D100%1
  Type of Fief
  Starting Skills2
  Social Status3
  01 - 09
  LFMH4
  Basic Chivalric Training +2 Combat Skills
  Knight +3
  10 - 21
  LFMH5
  Basic Chivalric Training +2 Combat Skills 
  Knight +5
  22 - 36
  LFMH6
  Basic Chivalric Training +2 Combat Skills 
  Knight +6
  37 - 52
  SK7
  Basic Chivalric Training +3 Combat Skills 
  Knight +7
  53 - 70
  SK8
  Basic Chivalric Training +3 Combat Skills 
  Knight +7
  71 - 84
  SK9
  Basic Chivalric Training +4 Combat Skills 
  Knight +8
  85 - 92
  Castle1
  Basic Chivalric Training +4 Combat Skills 
  Knight +9
  93 - 97
  Castle2
  Basic Chivalric Training +4 Combat Skills 
  Knight +10
  98 - 99
  Castle3
  Basic Chivalric Training +4 Combat Skills 
  Knight +12
  100+
  Castle4
  Basic Chivalric Training +4 Combat Skills 
  Knight +13
  1The Rank Modifier is also used in determining size and type of holdings.
  2As an option, a PC can replace any or all of the Combat Skills with the Charismatic skill of 
  Leadership, the Noble skills of Courtly Love, Chess and Heraldry, or skills used in managing a 
  manor.  Characters with INT 13+ may also take the skill of Reading as a free skill.
  3For sub-infeudated holdings, each 2 additional fiefs, or fraction thereof, adds +1 Social Status to an overlord.
  1D100%1
  Type of Fief
  Starting Skills2
  Social Status3
  01 - 04
  LFMH6
  Basic Chivalric Training +2 Combat Skills 
  Knight +7
  05 - 11
  SK7
  Basic Chivalric Training +3 Combat Skills 
  Knight +8
  12 - 20
  SK8
  Basic Chivalric Training +3 Combat Skills 
  Knight +8
  21 - 32
  SK9
  Basic Chivalric Training +4 Combat Skills 
  Knight +9
  33 - 47
  Castle1
  Basic Chivalric Training +4 Combat Skills 
  Knight +10
  48 - 65
  Castle2
  Basic Chivalric Training +4 Combat Skills 
  Knight +11
  66 - 81
  Castle3
  Basic Chivalric Training +4 Combat Skills 
  Knight +13
  82 - 91
  Castle4
  Basic Chivalric Training +4 Combat Skills 
  Knight +14
  92 - 96
  Castle5
  Basic Chivalric Training +4 Combat Skills 
  Knight +16
  97 - 100+
  Castle6
  Basic Chivalric Training +5 Combat Skills
  Knight +17
  1 The Rank Modifier is also used in determining size and type of holdings.
  2 As an option, a PC can replace any or all of the Combat Skills with the Charismatic skills of Leadership, 
  Diplomacy & Politics, the Noble skills of Courtly Love, Chess and Heraldry, or skills used in managing 
  a manor.  Characters with INT 12+ may additionally take the skill of Reading for free.
  3 For sub-infeudated holdings, each 2 additional fiefs, or fraction thereof, adds +1 Social Status to an overlord
  Table  - Titled Noble Holdings
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  81
  1D100%1
  Type of Fief
  Starting Skills2
  Social Status3
  01 - 03
  SK9
  Basic Chivalric Training +4 Combat Skills 
  Knight +10
  04 - 08
  Castle1
  Basic Chivalric Training +4 Combat Skills 
  Knight +11
  09 - 17
  Castle2
  Basic Chivalric Training +4 Combat Skills 
  Knight +12
  18 - 29
  Castle3
  Basic Chivalric Training +4 Combat Skills 
  Knight +14
  30 - 43
  Castle4
  Basic Chivalric Training +4 Combat Skills 
  Knight +15
  44 - 63
  Castle5
  Basic Chivalric Training +4 Combat Skills 
  Knight +17
  64 - 79
  Castle6
  Basic Chivalric Training +5 Combat Skills
  Knight +18
  80 - 91
  Castle7
  Basic Chivalric Training +5 Combat Skills 
  Knight +19
  92 - 98
  Castle8
  Basic Chivalric Training +5 Combat Skills 
  Knight +21
  99-100+
  Castle9
  Basic Chivalric Training +5 Combat Skills
  Knight +30
  1The Rank Modifier is also used in determining size and type of holdings.
  2As an option, a PC can replace any or all of the Combat Skills with the Charismatic skills of Leadership, 
  Diplomacy & Politics, the Noble skills of Courtly Love, Chess and Heraldry, or skills used in managing 
  a manor.  Characters with INT 11+ may additionally take the skill of Reading for free.
  3For sub-infeudated holdings, each 2 additional fiefs, or fraction thereof, adds +1 Social Status to an overlord.
  Table - Royal Holdings
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  82
  Intra-group Status
  Throughout history each grouping of individuals, 
  be it a vocation, tribal group, gathering of peers, 
  community or sect, even the utter poor, has had its 
  own status structure. This is represented by Intra-
  group Status.  This is a small scale status–extending 
  only to those people who directly have contact with 
  an individual, and those who know those people 
  personally.  Intra-group Status does affect Social 
  Status, but only at the rate of 1:10 (round down).  
  Most people have many different group statuses, 
  but the one that matters most is their local Intra-
  group Status. This was usually the extended 
  family’s status within their peer group, although 
  it could be status within a profession.   
  Roll on the following table to determine any 
  modifier the PC’s father has to his Intra-group 
  Status due to his prestige, this result is added 
  to basic Social Status to generate Intra-group 
  Status. The GM may opt to charge or award PC 
  Points depending on Intra-group Proficiency.  
  Step 6 - Sibling Rank & Place in the Family
  'Family' derives from famulus (Latin: a slave), and 
  includes all people living as a domestic unit.  As they 
  included servants, and depending on period and 
  location possibly slaves, aristocratic families tended to 
  be larger, while peasant families were generally nuclear. 
  The number of children per family, of course varied, 
  but seemed to have been lower than in subsequent 
  centuries, especially in urban settlements. Families 
  were very often complex due to frequent death and re-
  marriage, with children of different unions living under 
  the same roof. Men usually married late, after locating 
  a stable situation, while women would marry young, 
  to maximise the chances of having children. Nobles 
  and the rich would often have larger families, partly 
  as they tended to marry younger. However, few noble 
  families achieved more than around five living children.
  Female mortality was an important factor, with the 
  consequence that men often married more than once, 
  to increasingly younger women. When a man did die, 
  he would often leave a young widow with children of 
  differing ages. Young widows could remarry, or remain 
  single, which allowed greater control over her own 
  life and affairs. The result was that it was common for 
  children to have siblings of very differing ages, often 
  with differences of ten or more years between them.
  Men often sired bastards, which were usually 
  recognised and raised with their own children.  Such 
  children were usually the result of liaisons between 
  unmarried young men and young women of lower 
  social status, but naturally married men occasionally 
  dallied, especially with their servants.  This adultery 
  was of course condemned and could lead to fines and 
  public ridicule, but if not caught in the act, it rarely 
  did. Bastards, if looked after, would not receive the 
  same inheritance (if any), and had difficulty entering 
  the clergy. In most places however, bastards, both 
  male and female, were considered part of the family 
  and were usually well cared for. The raising of orphans 
  was undertaken either by grandparents, if still alive, or 
  else uncles and aunts. Amongst the poor, orphanages 
  did exist, not as separate institutions but as part of 
  a hospital.  Few monasteries took young children in, 
  some hospitals did - but mostly it was left to locals.
  1D100%
  Intragroup 
  Proficiency
  Status Modifier
  01 - 02
  Abysmal
  - (D10 +5)
  03 - 13
  Inferior
  - D10
  14 - 35
  Poor
  - ½D10 (round up)
  36 - 65
  Average
  0
  66 - 85
  Good
  + ½D10 (round up)
  86 - 98
  Superior
  + D10
  99 - 100
  Exceptional
  + (D10 +5)
  This status is especially important to guildsmen as it 
  can often affect their elevation (or fall) within their guild’s 
  structure.  See Page 22 for more information, however 
  as an example: Syndics or Guildmasters, due to their 
  elevated position of influence within their urban centre have 
  a 25% chance (5% for métiers in towns without structured 
  guilds) of being Town Councillors (+30 Intragroup Status 
  Points, +3 Status Points). If on the Town Council, there is 
  a yet further 25% chance of holding the position of Mayor 
  of the town (which confers an additional +20 Intragroup 
  Status Points and +2 Status Points. A town of population 
  10,000+ is counted a ‘city’ with a Lord Mayor, this adding a 
  further +20 Intragroup Status Points and +2 Status Points.
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  83
  Table - Legitimacy
  1D100%
  PC’s Legitimacy
  Points Cost
  01 - 03
  Unrecognised Bastard1
  +5
  04 - 10
  Bastard2
  +3
  11 - 100
  Legitimate
  -
  Children of slaves suffer a -65% penalty on this roll, although 
  this does not affect their status within their owner’s family.  
  A roll of ‘legitimate’ indicates their mother has been freed 
  and has a 50% of having married her former owner (roll 
  on Table - Social Class for Father’s status otherwise).
  1 lf a character is illegitimate and unacknowledged by 
  the father, then the character’s Social Status will be 
  one quarter of his father’s Social Status (round down).  
  Children of slaves use their slave parent’s Social Status.
  2 1f a character is illegitimate but acknowledged by the 
  father, then the character’s Social Status will be three 
  quarters of his father’s Social Status (rounding down).
  Initial Status of Parents
  Father
  01 - 80%
  Living
  15% chance of not being the 
  PC’s mother’s first husband.
  81 - 00%
  Dead
  35% chance of having a step-father.
  Mother
  01 - 50%
  Living
  30% chance of not being the 
  PC’s father’s first wife.
  51 - 00%
  Dead
  75% chance of having a step-mother.
  Roll ½D10 (round down) to find the sibling rank 
  of the character. PCs are assumed to spring from 
  the first 5 children. If both parents are dead the 
  eldest child is deemed to have inherited. 
  If a parent remarried:
  +⅓D10 (round down) children per replacement parent.
  Roll ½D10 (round down) to find the sibling 
  rank of the character.  PCs are assumed to 
  spring from a parent’s first 5 children.
  Step 7 - Status in One’s Own Family
  This step determines how a PC relates to the head 
  of their family and how much they are in (or out) of 
  their favour.  The amount of influence that might be 
  exerted on their behalf by the family, any support 
  that can be expected, and their initial status in 
  society being all influenced by this relationship.
  To determine a PC’s status within their family, 
  players may select one of the following methods:
  In England from c. 1330 being born an illegitimate 
  serf bizarrely had the advantage of automatically 
  freeing the child - as illegitimate children could 
  legally inherit nothing, even serfdom.
  To determine a character’s position in their family, 
  one of the following methods may be chosen:
  • 
  Random determination, or 
  • 
  Accept the default position as the youngest 
  of 5 legitimate children, or 
  • 
  Pay the necessary PC Points to purchase the sibling 
  rank desired as listed in Table - Sibling Rank.  
  If random determination is desired, it is necessary 
  to determine the status of the parents.  This can also 
  be used to determine the size of a family, although if 
  the default option or if points are spent to determine 
  position, this has no effect on character generation.  
  Slaves must roll randomly.
  For number of siblings, roll as follows: -
  ½D10 (round down) children, on a roll of 9-10 (before 
  dividing by 2) re-roll and add +⅓D10 (round down) 
  children; if 9-10 again, add +⅓D10 (round down) 
  children and repeat procedure.  If 9-10 again, stop.
  Table  - Sibling Rank
  Sibling Rank in Family
  Points Cost1
  5th child
  -2
  4th child
  -1
  3rd child
  0
  2nd child
  2
  1st child
  3
  1PC Point costs listed are for children of 
  the current head of the household.
  In order to determine the sex of siblings, 
  a 1D10 is rolled for each sibling in the 
  family: Odd = Male, Even = Female.
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  84
  • 
  Random determination by rolling 1D100, 
  consulting Table - Family Status, or
  • 
  Accept the default status of 'Credit to 
  the Family' at no penalty, or 
  • 
  Spend the appropriate cost in PC Points for the 
  desired status, as shown in Table  - Family Status.
  Note: If an heir (being first in line to inherit 
  the family title(s), lands and wealth) add a 
  bonus of +21% to the 1D100 dice roll.
  Black Sheep: 
  The PC is badly out of favour and banished from the 
  family until he redeems himself.  With ‘normal’ Black 
  Sheep, it is Intragroup Status rather than Social Status 
  that suffers; this being reduced to 1/4 round down. If 
  Intragroup Status drops below 25% of the unadjusted 
  basic level, the family will expel the failure and no 
  longer acknowledge them as a relative until their 
  status improves.  They also cannot call upon the head 
  of the family to exert influence on their behalf.  If 
  they are an heir, then they have been disinherited 
  and cast out as a shameful disgrace.  The PC receives 
  only half the usual starting funds available to him.
  Credit to the Family: 
  A dutiful offspring, fulfilling all expectations, welcome 
  at the family hearth and able to count on their family’s 
  support. Although always able to return to a warm 
  welcome, along with any friends brought with them, 
  the PC has struck out to seek their fortune in the world.  
  A PC if a 'credit' has the standard amount of starting 
  funds, while if the heir of a high status family, has the 
  additional benefit of being equipped with suitable 
  arms, armour and a war horse, as befits the family’s 
  station, if they elect to follow a knightly path.
  Good Son/Daughter: 
  The head of the family’s darling, regardless of their 
  sibling rank.  Able to count on the full support of 
  the family in whatever career chosen and  always 
  welcome at home. To reflect a doting father the PC 
  begins with twice the usual initial funds.  In addition, 
  if they are the heir of a family of gentile status 
  and the PC decides to follow a knightly vocation, 
  they are equipped with necessary arms, armour 
  and a war horse as befits the family’s status.  
  1D100%
  Family Status
  PC Points
  01 - 15
  Black Sheep
  +5
  16 - 85
  Credit to the 
  Family
  -
  86 - 100
  Good Son/
  Daughter
  -5
  Table  -  Status Within the Family
  Step 8 - The 'Curse' 
  Poorly Aspected PC’s are required to roll 1D100, 
  consulting Table - Curses.  This is a reflection of the 
  character’s less than auspicious birth omens.  Such 
  a curse might well be the work of powerful forces 
  who may wish harm  and oppose the character.
  Neutrally Aspected and Well-Aspected PC’s are not 
  required to roll for a Curse unless indicated that they 
  must do so at a later stage.  A player can however, 
  always take a Curse for their character in order 
  to make things 'interesting'.  In such cases, either 
  randomly roll or, if allowed by the Gamemaster, 
  choose the desired Curse for the PC.  Some players 
  see a Curse as a detriment, while others regard 
  them as fun to deal with, and a feature that only 
  helps to 'spice up' their gaming experience.  
  Note: voluntarily rolling for a Curse, when using 
  a PC Points character generation method, grants 
  a bonus of +5 PC Points to the character.
  Feudal society stigmatised those who differed from 
  the accepted norm.  The GM may opt to lower a Cursed 
  character’s Social Status by 1 or more.  Adventure 
  story-lines can be grown out of the PC’s unique 
  characteristics, whether for the good or bad. 
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  85
  1D100 %
  Curse lying upon the Character
  01 - 04
  Character is a Jonah and seems to attract bad luck to those around him.  There is a 13% chance each day that 
  bad luck afflicts someone nearby. The victim suffers a -13% penalty to all success chances for that day.
  05 - 08
  You mysteriously lose things, only to find them later, often when they are not required.  There is a 13% change 
  of losing such an item each day, and a 21% chance (checked daily thereafter) of finding the lost item.
  09 - 12
  You can sometimes be very uncoordinated. At the start of each day make an Agility AR check with a - 
  13% penalty.  If you should fail then any skill involving Agility used that day suffers a -21% penalty to 
  that skill. However there are days when you possess a superlative level of co-ordination. If  the character 
  succeeds with his Agility AR he has a +21% bonus when employing any skills involving AGL.
  13 - 16
  Animals are uneasy in your presence. The PC suffers a -13% penalty to the skills of Animal Handling  and Riding.  
  You can not learn the skill of Animal Training under any circumstances. There is also a 13% chance that other animals 
  may react if you come within 10 feet of them, or a dangerous animal may attack if you come within 30 feet of them.
  17 - 20
  Animals are reluctant to let you ride them. The PC suffers a penalty of -21% to his Riding skill. There 
  is also a 13% chance that the animal will react badly when you come within 10 feet of it.
  21 - 24
  Dogs snarl and bark whenever you come near to them even though you love dogs! There is a 21% chance of 
  dogs not snarling or attacking when you approach. However, cats love you even though you  loathe them.
  25 - 28
  Cats arch their backs and hiss malevolently at you! There is a 21% chance of them not reacting 
  when you approach.  They will scratch and bite you if you attempt to pick them up.
  29 - 32
  Stinging insects always seem to single you out. There is only a 21% chance of this not happening.
  33 - 36
  Poisonous snakes like you and seek you out. There is a 21% chance of this not happening. 
  Any new snakes you see may also want to become your friend and there is a 13% chance 
  of this happening. Snakes do not attack you either and this causes some people to view you 
  with suspicion unless you are clearly a pious person and behave accordingly.
  37 - 38
  It is rumoured you are demon-sired, since occasionally when angry, your eyes seem to glow 
  fiery red.  When this happens you gain a +21% bonus to the Intimidation skill. The PC also 
  has a 33% chance of bearing a 'witch mark' on his left shoulder (see entry for 67%).
  39 - 40
  An animal you own appears to have the gift of human speech, clearly demoniacal. There 
  is a 13% chance of this happening, but it is not your fault that it sounds human.
  41 - 42
  Cows tend to go dry, milk sometimes curdles in your presence, and hens 
  stop laying. There is a 13% of this happening per day.
  43 - 44
  Flames glow blue in your presence. There is a 13% chance of this happening.
  45 - 46
  Living plants may wither from your touch. There is a 13% chance of this happening.
  47 - 50
  You burn very quick when exposed to the sun, and suffer 2 Body Points of damage per hour 
  unprotected, to a maximum of ½ Body Points or -13 points (whichever is lower).
  51 - 601
  You suffer a mild allergic reaction with red, itchy eyes, watering nose and some sneezing.  Attacks last 
  for D10 x 10 minutes or for as long as the PC is in contact with the allergen. The character also suffers a 
  penalty of -10% to all skills.  See Table Allergies to determine the nature of the allergy affecting the PC.
  61 - 631
  You suffer a serious allergic reaction. This is the same as above but the PC also suffers some shortness 
  of breath.  Attacks last for 1D10 x 20 minutes or for as long as the character is in contact with the allergen. 
  The character also suffers a -39% penalty to physical skills, a -13% penalty to non-physical skills and -1 
  Fatigue Point per 2 levels that CON is less than 20.  The lost Fatigue Points can not be regained until 
  the attack is over. See Table - Allergies to determine the nature of the allergy affecting the PC.
  Table  - Curses
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  86
  1D100 %
  Curse lying upon the Character
  64 - 661 
  You suffer a severe allergic reaction. This is the same as a serious reaction but the PC also suffers a 
  high fever, rash etc.  Attacks last for 1D10 x 20 minutes or for as long as the victim is in contact with the 
  allergen.  The character also suffers a -60% penalty to physical skills, a -39% penalty to non-physical skills, 
  and loses -1 Fatigue Point per level that CON is less than 20.  The lost Fatigue Points cannot be regained 
  until the attack is over.  See Table - Allergies to determine the nature of the allergy affecting the PC.
  67
  The PC has an unusual birthmark on his left shoulder, referred to as a witchmark by the 
  intensely superstitious.  There is a 21% chance the character will be denounced as being in 
  league with Dark Forces if seen by a superstitious person.  If the character chooses Witchcraft 
  as a vocation, the mark offers a 33% chance that the spirits approve and enables the PC 
  to enjoy a bonus of +13% to all success chances when performing Witch Magicks.
  68
  The PC has a wandering eye, and there is a 21% chance that this will be viewed as 'the 
  Evil Eye'  by someone who is intensely superstitious. The PC gains a bonus of +33% when 
  using the skill Intimidation against such a person. However, there is a 7% risk (checked first) 
  that he will be accused of Black Sorcery and need to deal with a fear crazed mob.
  69 - 71
  You easily manage to get your clothes dirty and ripped. There is a 13% chance per day of this occurring.
  72 - 75
  You are haunted by evil dreams. There is a 13% chance per night of this 
  happening and the PC is unable to recover any Fatigue Points.
  76 - 77
  Others feel uncomfortable in your presence.  The PC gains a +2D10% bonus 
  to his Intimidation skill. This is rolled randomly each time.
  78 - 79
  Bright sunlight bothers you.  You suffer a penalty of -10% to all TSC% in cloud cover of less than 40%.
  80 - 81
  Animals you own or care for get sick and die. There is a 3% chance per day of the animal 
  becoming sick. If the next roll is also within the 3% chance limit, the animal dies.  
  82 - 83
  Major phobia.  Roll against Table - Phobias.  
  84 - 90
  Noticeable but socially 'acceptable' physical deformity, e.g.  a large 
  nose.  The PC suffers a -1 penalty to his Appearance.
  91
  Serious physical deformity, e.g. facial scar etc. The PC suffers a 
  -⅓D10 (rounding up) penalty to his Appearance.
  92
  Severe physical deformity, e.g. hideous scars, hump back etc.  The PC suffers -1D10 (minimum -3) 
  penalty to his appearance. There is also a 13% chance that the deformity is of a crippling nature, 
  e.g.  lame leg that leads to a physical impairment (as determined by the Gamemaster).
  93
  You exude a strong unpleasant body odour. The PC suffers -⅓D10 to his Appearance and incurs a 
  penalty of -2D10% to Charisma skills per formed within 5 feet of the person you wish to influence.
  94 - 95
  Mild speech impairment, e.g.  slight stutter, harsh voice etc.  The PC suffers -1 to 
  their Bardic Voice and a -1D10% penalty to any voice dependant skills.
  96
  Noticeable speech impairment, e.g.  a pronounced stutter etc.  The PC suffers a -⅓D10 (round 
  down) to their Bardic Voice and suffers a 2D10% penalty to any voice dependant skills.
  97
  Severe speech impairment.  The PC suffers a -1D10 (minimum -3) penalty to their 
  Bardic Voice and suffers a -2D10 + 10% penalty to any voice dependant skills.
  98 - 99
  Twice cursed.  Roll twice on Table - Curses.  
  100
  Thrice cursed.  Roll three times on Table - Curses.
  1An allergy is not possible if the PC has a CON 20+.  If so, roll again.
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  87
  Step 9 - Special Talents & Abilities
  Table - Special Abilities Outcomes allows 
  a player to find out if their character 
  possesses any special talent or abilities.
  Note: acquiring a special ability or talent also 
  necessitates determining if a Flaw is also 
  received.  Even if several special abilities or 
  talents are possessed, it is only necessary to check 
  once to see if a flaw has been gained  (see Step 
  10 – Character Flaws, Deficiencies & Defects).
   To find out if a character has any special abilities 
  or talents, one of the following may be chosen:
  • Randomly determination by rolling 1D100 and comparison 
  of the result to Table - Special Abilities Outcomes, or
  • Receive no special talents or abilities, or
  • Buy up to 3 special talents or abilities with 
  their appropriate PC Points cost as shown 
  in Table - Special Abilities & Talents.
  Mention of a witch mark 
  (roll of 67) may be replaced 
  by the following:
  The character suffers fits and 
  tics in which they are unable to 
  stop swearing, uttering socially 
  inappropriate or unacceptable 
  words or phrases, profanities and 
  curses. In many ways this is similar 
  to Tourette’s Syndrome but can 
  be more physical.  In a culture 
  where odd behaviour might be 
  attributed to infernal influence, 
  this might be very serious. A PC 
  will suffer -1D10 Social Status, 
  with no minimum; there also 
  being a 33% chance that their 
  family will disown them outright.  
  However, the character does gain 
  +33% to Intimidation skill rolls.
  Table - Allergies
  1D10
  Allergy
  01 - 02
  Fur/hair, i.e.  allergy to animal fur etc. May result in sneezing or watering of the eyes, and 
  causes an additional penalty of -2D10% to dexterity and vision based skills.
  03 - 04
  Dust.  May result in sneezing or watering of the eyes, and causes an additional 
  penalty of -2D10% to dexterity or vision based skills.
  05 - 06
  Insect bites, i.e.  allergy to a specific kind of insect, e.g. spider, bee. May result in a severe skin rash or 
  swelling.  If multiple bites occur, there is a 13% chance the reaction will increase to the next level, i.e.  a 
  mild reaction will become serious etc. A severe reaction will have a 13% chance of proving fatal.
  07 - 08
  Common food allergy. The PC is allergic to a common type of food, e.g. eggs, wheat, berries 
  etc., which may result in a severe rash or a gastric upset. There is a 13% chance of the reaction 
  increasing one level, i.e.  a mild reaction may prove serious. A severe reaction has a 13% 
  chance of proving fatal, and a 33% chance of completely incapacitating the victim.
  09
  Uncommon food allergy. The PC is allergic to an unusual or exotic foodstuff. 
  The effects are the same  as for a common food allergy.
  10
  Mould. The PC has an allergy to mildew (even damp earth if severe). May suffer almost 
  constant sneezing and will suffer an additional penalty of -2D10% to all dexterity or 
  vision dependent skills. A severe reaction has a 7% of proving fatal.
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  88
  1D100%
  Special Ability/Talent
  PC Point Cost
  01 - 02
  Ambidextrous
  10
  03 - 04
  Berserker Rage
  10
  05 - 09
  Born with an aptitude for a skill
  Random roll only
  10
  Clairvoyance
  Random roll only
  11 - 15
  Enhanced Sight
  5
  16 - 18
  Extra Magickal Spells
  10
  19
  Extraordinary Beauty
  Random roll only
  20
  Extraordinary Potential
  10
  21 - 24
  Fey Affinity (w)
  5
  25 - 27
  Fey Blood (w)
  5
  28
  Healing Powers
  Random roll only
  29
  Herculean Strength
  Random roll only
  30
  Highly Resistant to Disease
  Random roll only
  31
  Highly Resistant to Magick
  Random roll only
  32
  Highly Resistant to Poison
  Random roll only
  33
  Incredibly Lucky (w)
  Random roll only
  34 - 36
  Incredibly Strong
  Random roll only
  37 - 41
  Keen Hearing
  3
  42 - 46
  Light Sleeper
  5
  47 - 51
  Low Metabolic Rate
  5
  52
  Naturally Charismatic
  Random roll only
  53 - 56
  Night Vision
  0
  57 - 59
  Premonition
  7
  60
  Primitive Talent Magickal Powers
  Random roll only
  61 - 65
  Resistant to Disease
  5
  66 - 70
  Resistant to Magick
  10
  71 - 75
  Resistant to Poison
  5
  76 - 80
  Scholarship
  5
  81 - 82
  Sense Auras
  7
  83 - 84
  Sense Good & Evil
  5
  85 - 86
  Shape Shifting
  7 to 211
  87 - 88
  Speak with Animals (w)
  7
  89 - 96
  Unerring Sense of Direction
  5
  97 - 100
  Very Persuasive
  Random roll only
  1 See Special Abilities Table Animal Types
  Table - Special Abilities & Talents
  Determining Special Ability or Talent
  Those denoted (w) are reserved 
  for Well Aspected characters 
  only. If one of these is rolled by a 
  character not having the required 
  Aspect, read down to the next 
  special ability in regular print.
  Some special talents and abilities may 
  only be received by a random roll 
  on Table - Special Abilities & Talents, 
  not being available for purchase.
  If a player using the PC Points method 
  of character generation desires to 
  buy a 'random only' talent or ability, 
  a cost of 13 PC Points must be paid 
  for the privilege of being allowed to 
  roll randomly. The result of the 1D100 
  roll still applies - even if the specific 
  ability or talent is not rolled.  There 
  is no further cost however, if the roll 
  indicates another non-random ability.
  For detailed descriptions of the 
  various special abilities and tips on 
  how they can influence play, see 
  Special Abilities and Defects.
  Table - Special Abilities Outcomes
  1D100%
  Special Abilities Outcome
  01 - 03
  3 special abilities.  Roll 3D100 and consult Table - Special Abilities & Talents.
  04 - 09
  2 special abilities.  Roll 2D100 and consult Table - Special Abilities & Talents.
  10 - 50
  1 special ability.  Roll 1D100 and consult Table - Special Abilities & Talents.
  51 - 99
  No special abilities.  
  100
  Select any special ability you desire for the character!
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  89
  Talent Descriptions
  The following defines the nature and limits of the 
  special talents and abilities the character may have  
  acquired in Step 9 of the Character Generation process.
  Ambidextrous
  The PC is equally proficient when performing a task  
  with either hand and suffers no penalties when doing 
  so. Ambidextrous PC’s may use a sword or other 
  weapon in either hand without  penalty. They may 
  also learn Two-Weapon Fighting at +10% to TSC%.
  Berserker  Rage
  The berserker is not just an angry person or someone 
  in the throws of battle, he is completely overwhelmed 
  with fury; this is the true berserker. While the name was 
  coined by the northmen, for this ungodly condition, 
  its effects are not limited to those who hail from the 
  north. To enter a Berserker Rage with the talent requires 
  the expense of 1 BP (Body Point) in biting oneself etc.
  Anyone of a Warrior Vocation has the capability of 
  being able to fight in a berserker rage. This requires a 
  successful FER AR% check and the additional cost of 1 
  BP with the talent, there is no BP cost for going berserk.
  When in a berserker rage a Willpower roll at ½ PSF% 
  is required in order to stop the berserker from losing 
  himself completely to the rage, fighting headlong 
  into the thick of things without considering the 
  consequences. A berserker almost needs to be 
  hacked into separate parts in order to stop him from 
  engaging in combat. Unconcerned he will hew and 
  hack at all in his way until his enemies are dead, 
  striking with superhuman strength. Gaining a bonus 
  of +4 damage to his blows and not suffering penalties 
  when his fatigue point are exhausted. If his body 
  levels are reduced to negative levels he will fight 
  on as though uninjured. Only a critical injury that is 
  disabling will stop him (head spine etc.) Even when 
  levels of body have dropped to fatal levels he will 
  continue to fight for a further 3 rounds of combat.
  See also the Command Magick spell 
  berserker rage; however, there is no duration 
  for a rage that is entered naturally.
  Born with an Aptitude for a Skill
  The character is born with an aptitude for one 
  specific skill. Choose the skill from either his 
  background skills or vocational skills as a 'free' 
  Mastery skill. During his youth, the character acquires 
  3 levels of proficiency in that skill without cost.
  Clairvoyance
  The  character has a natural ability that operates like 
  the Transcendental Magick spell, Clairvoyance, with a 
  range of 100 miles. The PC loses no Fatigue Points when 
  he has a clairvoyant vision. However, he has no control 
  over when the visions occur. The Gamemaster controls 
  what the PC sees in sudden and unpredictable 'visions' 
  and this provides the Gamemaster with an explainable 
  way of making the PC aware of events that may occur.
  Enhanced  Sight
  The  character has very keen vision and gains a 
  7+1D10% bonus to his Alertness: Sight PSF%. He 
  also reduces range penalties for firing/hurling missile 
  weapons by -1 range level. This does not give him a 
  hit bonus, it simply enables him to fire/hurl missiles at 
  success percentages others enjoy at  closer ranges.
  Extra  Magickal  Spells
  The PC starts with a 1D10 additional spell points 
  in those Methods of Magicks in which he has basic 
  knowledge. If the PC is not going to practise Magick as a 
  vocation, he may re-roll 1D100 for another special talent. 
  Extraordinary  Beauty
  The PC possesses truly exceptional looks. Increase 
  Appearance by 1D10-3 (minimum 2) if Well Aspected; 
  by 1D10-5 (minimum 1) if Neutrally Aspected; 
  or by 1D10 – 7 (minimum 1) if Poorly Aspected 
  or to 14 (whichever is higher). Appearance my 
  not exceed the Legendary maximum (25).
  Extraordinary  Potential
  One of the character’s Attributes is raised, the number 
  of levels being dependent on Fate. This special 
  ability enables an Attribute to be raised above the 
  racial maximum. To find out the increase, add the 
  result of a ½ D10 roll to the elected attribute.
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  90
  Regardless of  whether the ability has been 
  rolled randomly or purchased using PC Points, 
  the amount the Attribute is raised is entirely 
  dependent on the roll of the dice. Attributes may 
  not exceed the Legendary maximum (25).
  Fey Affinity (w)
  The PC is in tune with the Fey World and enjoys 
  a bonus of 11 + 1D10% to his chances with any 
  Charismatic skills when dealing with Faeries.
  Fey Blood (w)
  The character has either Faerie or Elvish blood in him 
  (player’s choice). If he chooses to be Elfin in nature and 
  appearance, he receives either Night Vision or Enhanced 
  Sight. His Build will always be Light or Very Light  
  (player’s choice), with +2 to Agility at no additional cost. 
  The Well Aspected Half-Elven PC also has a natural 
  talent in casting 1+½D10 (round up) total MR's in 
  spells of Divination, Illusion, and Ward Magick, the 
  spells to be selected by the player. Basic knowledge 
  of the spells is at BCS 30%, and the PC improves 
  at +3% in proficiency in each spell for every 5,000 
  Experience Points he spends. He cannot learn any 
  other spells unless he becomes a Magus. If he 
  becomes a Magus, this natural talent is manifested 
  as +10 to PSF% (+20% for Mastery) in these three 
  Magicks instead of the ability to cast specific spells. 
  If he prefers to retain a Human appearance, he has 
  MR 30% when resisting all Illusion Magick spells. If he 
  chooses a Magickal vocation, he acquires +10 PSF% 
  (+20 PSF% if Mastery) in any three Magicks he learns.
  Healing  Powers
  The PC has an ability to cure illness, heal wounds by 
  the laying on of hands.  He has a BCS 21%, which 
  is increased by his Spirit Points. Success restores 
  the recipient’s Body and Fatigue Points, or cures 
  the illness, in 1D10 minutes. However, the effect 
  of healing is exhausting; the Healer is required to 
  make a CON AR roll. If he succeeds he loses half his 
  total Fatigue Points. If he fails he loses all his Fatigue 
  Points. In either case he can be left with a minimum 
  of 1 FP. If he has less than 10 FP when he begins, 
  he also suffers ½D10 Body Points of damage.
  Herculean  Strength
  This special ability is restricted to Human Warrior PC’s 
  (for non-warrior humans and other races see Incredibly 
  Strong (qv) instead). The PC literally possesses super-
  Human strength beyond that normally associated  with 
  exceptionally powerful Human beings. Roll 2+1D10 and 
  add the result to the character’s Strength Attribute.
  Note: This special ability may take a character’s 
  Strength beyond the racial maximums allowed.
  1. 
  Increase the PC’s CCAP to reflect his new STR 
  rating. If he has STR 32 or more, increase his 
  CCAP by 250 lbs for each level over STR 31.
  2. 
  Add +1 Fatigue point for each 
  +1 STR level he acquires.
  3. 
  Add +1 Body point for every +1 
  STR levels he acquires.
  4. 
  In addition to the usual STR bonus associated with 
  damage inflicted in combat for weapons having 
  a Strength requisite, also add +1 damage point 
  per +2 STR levels acquired here when using any 
  weapon, whether or not it has a Strength requisite.
  Highly Resistant to Disease
  The character is resistant to diseases of all kinds and 
  gains a bonus of 10+1D10% to his Resist Disease 
  percentage (see Table - Body Recovery Rates). If he 
  already has Resist Disease of 90%+, his resistance 
  is automatically raised to 99% against infection.
  Highly Resistant to Magick
  The PC is resistant to Magick and adds a bonus of 11 
  + 1D10% to his MR when resisting Magickal spells. 
  If he is a practising Magus, he also adds the bonus 
  to the TSC% of any Ward Magick spells he casts.
  Highly Resistant to Poison
  The character gains a bonus of 11+1D10% to his CON 
  AR when making a Resist Poison or Resist Drug roll.
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  91
  Incredibly  Lucky
  Luck and those who gain the favour of Lady Luck are 
  highly honoured. The PC gains three Luck Bonuses that 
  can be added to any skill, Attribute or resistance roll in 
  any given day (player’s choice). The Bonus is 11+1D10% 
  and rolled each time the player wishes to be 'lucky'.
  Note:  Well Aspected characters gain an additional 
  Bonus per day. This special ability will also counter 
  any unlucky effects of being in the presence 
  of a 'Jonah' but utilises three Luck Bonuses for 
  each day the PC is in the 'Jonah’s' presence.
  Incredibly  Strong
  Roll ½D10 and add the result to the character’s Strength 
  Attribute. Modify the character’s CCAP accordingly.
  Keen  Hearing
  The  PC  has  very  sharp  hearing  and  receives  a  7  
  +  1D10%  bonus  to  his Alertness:  Hearing  skill.
  Light  Sleeper
  The PC is easily roused. Whenever anything strays 
  within a 30-foot radius of the character while he 
  sleeps, he makes an Alertness: Hearing check without 
  penalty, i.e. as if he were awake and alert. If the 
  character is a Forester, add an additional +1D10% 
  (rolled each time a check is made) to his Alertness 
  skills whether asleep or awake, since he is attuned 
  to unusual noises and stealthy movement sounds.
  Low Metabolic Rate
  The character has a highly efficient metabolism. 
  He requires half the normal amount of food per 
  day to sustain his health and energy levels. His 
  Fatigue Points are restored by ⅓D10 FP (Fatigue 
  Point) (rounded down) above normal levels per 
  hour sleeping or +1 FP per 10 minutes resting.
  Naturally  Charismatic
  The PC enjoys a bonus of 10% to all success chances 
  when using or countering any Charismatic skill.
  Night Vision
  This faculty enables a person to see in the dark. 
  There must be some light present, however faint.  In 
  near total darkness, he can still see shapes dimly 
  at under 20 feet. Only in the absolute darkness of 
  the Arcane Magick spell ‘Darkness of the Pit’ will 
  the PC be as blind as anyone lacking the ability.
  Illumination of a Quarter Moon or better: PC sees 
  as if in full daylight and is able to read scripts.
  In moonlight or starlight: PC sees as if it were a 
  very dull, overcast day and is able to read scripts.
  Overcast night or inside a dark room: PC sees as 
  if by bright moonlight but unable to read scripts.
  Premonition
  This is an irregular and unpredictable talent enabling 
  one to see into the future. Its frequency is left to the 
  Gamemaster. Usually, they occur in moments of peril 
  or stress. The Gamemaster should make sure the 
  feeling is strong and unmistakable. We recommend 
  that the Gamemaster communicate a Premonition 
  to the player in a brief note, the contents of which 
  the player is free to reveal or withhold from his 
  companions. Whatever knowledge is forthcoming 
  should be made sketchy and involve symbolism, as in a 
  dream, rather than a literal view of what will happen.
  It is up to the player to interpret his character’s visions. 
  A character might feel a sense of foreboding.
  The classic “I have a bad feeling about this!” is very typical 
  and serves to alert the character to some immediate 
  danger to him or those close to him. Premonition might 
  offer a sense of hopefulness or even a certainty about 
  something, e.g. “Put 5 Crowns on that horse to win!” 
  Might be a “lucky hunch” that is not just a hunch at all.
  Primitive  Talent  Magickal  Powers
  The PC is a natural magician, a primitive talent able 
  to cast spells without studying the Arcane Arts. He 
  must learn methods of magick as secondary skills 
  to enable him to learn spells under those methods 
  and using his SPR attribute AR% to target spells.
  Resistant to Disease
  The  PC  enjoys a bonus of 3+1D10% to his 
  Resist Disease percentage as shown in Table 
  Body Recovery Rates. If this bonus gives the PC 
  a Resist Disease percentage of 99% he becomes 
  virtually immune to all natural  diseases.
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  92
  Resistant to Magick
  The PC is naturally resistant to Magick and gains 
  a bonus of 3+1D10% to his MR. If a practising 
  Magus, he also adds that bonus to his TSC% 
  when casting any Ward Magick spells.
  Resistant to Poison
  The character enjoys a bonus of 3+1D10% to his CON 
  AR when making a Resist Poison or Resist Drug roll.
  Scholarship
  The PC has spent a good deal of his early life at 
  an institution of learning, a monastery, or in the 
  presence of a scholar where his learning was 
  significantly enhanced. So, he has gained basic 
  knowledge in 5 Lore  Skills, in addition to the basic 
  knowledge acquired from his social background.
  If the character possess high Intellect and/
  or Wisdom, he gains further levels as follows, 
  with any bonuses being cumulative:
  If INT 13-16, +2 levels of proficiency in any 
  3 initial Lore Skills. If INT 17+, +2 levels of 
  proficiency in all initial Lore Skills.
  If WIS 17,+ +2 levels of proficiency 
  in any 3 initial Lore Skills.
  If INT 17+ WIS 17+, and DIS 15+, add a 
  further +2 levels to all initial Lore  Skills.
  Sense  Auras
  The PC can see the auras of others and the general 
  nature of their current mood. He must concentrate for 
  one round, after which he has a 67% chance of seeing 
  the auras of those within 30 feet of him providing 
  he maintains unbroken concentration. Due to this 
  intense concentration the PC loses –3 FP per round.
  The PC discerns the feelings emanating from the 
  aura, i.e. good, evil, anger, happiness, sorrow, fear, etc. 
  Gamemasters are encouraged to colour code auras 
  and indicate the intensity of emotion by the brightness 
  or dimness of the  aura. For  example, a softly glowing 
  green aura might indicate the character is comfortably 
  happy, whilst a fiery red aura might indicate a raging 
  fury. A PC with the ability to Sense Good & Evil (qv) 
  will be able to gauge the precise degree of goodness 
  or the depth of evil in the person he is observing.
  Sense Good & Evil
  The PC has the innate ability to detect either the 
  presence of Good or Evil (player’s choice) within 
  a radius of 30 feet. Unless he rolls 10 on 1D10 Crit 
  Die to acquire the ability to detect both Good and 
  Evil, this sense reveals the intrinsically good or evil 
  nature of a person, place or object. The PC must 
  deliberately activate the power and concentrate for 
  one round, he suffers a penalty of –3 FP per round 
  in the process. In the  next round, the  moral nature 
  of his surroundings is revealed 50% of the time, the 
  chance might be higher when especially good or evil 
  intentions are directed towards him or his companions.
  If a truly great malevolence is present and the 
  PC does not anticipate it, the Gamemaster may 
  prompt him, as if he were having a Premonition, 
  saying: “You are starting to have a very bad feeling 
  about this (person or thing)!”  In this instance the 
  PC suffers an additional penalty of –2 FP.
  Shapeshifting
  The PC can change into an animal. Any shapeshifting 
  requires a minimum of 2 rounds and costs 20% 
  of one’s full Fatigue Points when changing back 
  from animal to Human form. The PC is able to 
  remain in animal form for  one hour x DIS.
  PCs  possessing this ability are not Were creatures, 
  though others may easily mistake them for Were-
  beasts and react accordingly. Rather, they have the 
  appearance and all the senses and abilities of natural, 
  living creatures. They retain their own Fatigue Points 
  but have the Body Points of the creature, which in 
  some instances may render them more vulnerable.
  A shift from animal to Human form leaves a 
  character naked. His clothes, weapons, etc. are 
  not carried with him in animal form, after all.
  1D100%
  Animal Type
  PC Point Cost
  01 - 50
  Small Animal
  7
  51 - 70
  Small Bird
  7
  71 - 90
  Attack Bird/Animal
  13
  91 - 100
  Large Attack Animal
  21
  Table - Animal Types
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  93
  The player may elect to:
  • 
  Roll a 1D100 and compare the result 
  to Table – Animal Types, or
  • 
  Elect to pay the appropriate amount of PC Points if using 
  a Points-based method of character generation (as shown 
  in Table – Animal Types) for the animal of their choice.
  Small Animal: The character may become 
  a small animal, e.g. mouse, rat, squirrel, 
  rabbit, lizard, cat, fox, weasel, etc.
  Bird: The character may become a bird, 
  e.g. crow, thrush, raven, etc.
  Bird of Prey or Attack Animal: The character  may  
  become  an  bird  of prey or an attack animal. Birds 
  of prey (falcons, hawks, eagles, etc.) have limited 
  offensive  capability but  have the advantages  of 
  small size, speedy flight, and very acute eyesight. 
  Attack  animals (dogs, wolves, etc.) have 
  keen hearing and smell, move fast over 
  broken ground, and are well armed. 
  The character may choose a large attack animal like a 
  bear or lion if he rolls or buys Large Attack Animal.
  Alternatively, he may elect to become a 
  horse or some similar creature instead.
  The character will take damage in the normal 
  way but if the animal’s Body Points are reduced to 
  zero or less, the PC immediately returns to Human 
  form but loses all  Fatigue and Body Points. They 
  are also stunned for a period of 1D10 minutes. 
  Thereafter any further damage is assessed against 
  the PC’s Human Body and Fatigue levels.
  Speak with Animals (w)
  The PC gains the skill Beast Tongue, which gives 
  the innate ability to converse with a particular 
  type of animal. To determine which animal 
  type, roll a 1D100 and compare the result to 
  Table - Beast Tongue Type of Animal.
  Unerring Sense of Direction
  The PC has the innate ability to find True North and to 
  know the direction in which he is travelling, whether 
  inside, underground or outdoors. When beneath the 
  earth, he also knows if he is ascending or descending.
  Very  Persuasive
  The PC gains a bonus to his PSF% in four of 
  the following skills: Bargaining, Begging, 
  Charm, Conning Others, Diplomacy & Politics, 
  Intimidation, Leadership, Oratory, Courtly Love.  
  The bonus gained is +2D10% and is rolled 
  separately for each skill selected, the result being 
  a permanent increase to the PSF% for that skill.
  1d100%
  Animal Language Skills
  01 - 20
  Talk with the birds
  21 - 40
  Talk with canines and foxes
  41 - 60
  Talk with felines
  61 - 80
  Talk with hoofed animals
  81 - 99
  Speak with small wild creatures
  100
  Talk with any three of the creature categories
  Table - Beast Tongue Type of Animal
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  INDEX
  
  94
  Step 10 - Flaws, Deficiencies & Defects
  If a character possesses a special talent or ability, 
  they must determine if they also have a Flaw to their 
  character.  This possibility of exhibiting an imperfection 
  being the 'flip-side' of having unusual abilities.
  To determine the possibility of having any 
  flaws, one of the following may be chosen:
  • 
  Roll 1D100 if the roll is 01-40% the character 
  possess a flaw. This is compulsory if a character 
  has any special talents or abilities, or 
  • 
  Select a Flaw.  This bestows no additional bonuses 
  but allows the player to 'spice up' their character 
  and make them truly individual.  If this route is 
  chosen it is worth selecting a flaw that can be 
  satisfyingly role-played and also one that is fun, or
  • 
  If a PC Points method is being used, pick Flaws from 
  Table - Flaws to gain a total bonus of no more than +25 
  PC Points.  This option is only available if a character 
  does not possess any special talents or abilities.
  Note: Option 3 above is the only method that 
  enables a player to gain additional PC Points, this 
  choice only being available to PC Points based 
  characters who lack any special talents or abilities.
  If a PC Points character generation method 
  is being utilised, no additional advantages 
  may be gained from any selection made 
  against Table - Phobias or Table - Flaws.
  If a Phobia is obtained earlier during the character 
  creation process (the result of either a curse or flaw) 
  it does not stop the player, if they so desire, from 
  choosing to take an additional Phobia at this stage.  
  Phobias can range in intensity from minor to severe.  
  Any minor phobia has a 13% chance of actually 
  being a major one, and each major phobia a further 
  13% chance of being severe.  Such a fear is so 
  pathologically all-consuming that any exposure at all 
  to the trigger will dominate the character’s response.
  Phobias received as a result of a curse or flaw indicate 
  the degree of phobia suffered, i.e.  minor, major or  
  severe.  For further information on particular fears 
  and their game effects, see deficiency descriptions.
  Shame (Optional)
  A character with a Phobia might well lose status 
  and be considered a 'disgrace' to their family (see 
  Step 7).  Roll 1D10 if opting for a major Phobia; 
  2D10 for a severe Phobia.  The GM might well have 
  an occasional story-line focus on a PC’s Phobia.  
  If they are considered a disgrace, their status within 
  the family changes to that of a Black Sheep.  Any 
  PC Points spent on Family Status being lost.
  Roll
  Social 
  Status
  Chance of  
  Being a Disgrace
  1
  0
  Touched - but understood
  2-5
  -1
  10%
  6-10
  -2
  20%
  11-15
  -3
  30%
  16-18
  -4
  40%
  19-20
  -5
  50% 
  Morale Checks Against Fear & Phobias
  A PC or NPC exposed to fearful conditions or 
  to a possibly horrific experience, must succeed 
  with a 'morale check' in order to overcome their 
  fear.  A standard morale check being required in 
  the form of a roll against their Willpower skill:
  • 
  If challenged by a minor phobia, a Willpower roll 
  at -10% TSC% is required from the character.
  • 
  When confronted by a major phobia, a 
  Willpower roll at -20% TSC% is required.
  • 
  A severe phobia requiring a Willpower roll at -30%
  • 
  If a character possesses a phobia, a Fear spell produces 
  in them an effect equivalent to being exposed to the 
  phobia’s trigger.  Thereafter the character may only 
  partially resist, dependant on the level of their Phobia.  
  • 
  If a person lacks a phobia, they resist Fear spells 
  with a Willpower roll at their full TSC%.
  • 
  Self-discipline and the ability to maintain inner control, 
  even when confronted with gnawing fear, enables 
  characters with FER 16+ to employ their FER AR% if 
  they desire, instead of attempting a Willpower roll.  
  • 
  Pious laity may attempt to sustain inner control even if 
  faced with supernatural or Magickal Fear by relying upon 
  their faith in the protection of higher powers.  They can 
  take -15% TSC% rather than making a Willpower roll.
  See Core Game Mechanics for additional 
  information on skill rolls.
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  95
  1D100%
  Deficiency/Defect
  Point 
  Cost
  01-03
  Absent-Minded
  +10
  04-06
  Angry
  +5
  07-09
  Argumentative
  +3
  10-12
  Arrogant
  +10
  13-15
  Avaricious
  +10
  16-18
  Cannot Hold 
  Liquor
  +7
  19-21
  Clumsy
  +10
  22-24
  Compulsive 
  Gambler
  +10
  25-27
  Compulsive Liar
  +7
  28-29
  Cowardly
  +15
  30-33
  Deep Sleeper
  +5
  34-35
  Disrespectful
  +7
  36-38
  Drunkard
  +7
  39-41
  Envious
  +5
  42-44
  Frivolous
  +5
  45-47
  Gluttonous
  +5
  48-50
  Hypochondriac
  +3
  51-53
  Impatient
  +3
  54
  Kleptomaniac
  +10
  55-58
  Larcenous
  +5
  59-61
  Lazy
  +3
  62-63
  Lecherous
  +7
  1Roll 1D100 dice against Table - 
  Phobias to identify the PC’s phobia.
  2Roll 1D100 dice against Table - 
  Curses to identify the PC’s curse.
  3Roll 1D100 dice twice against 
  Table - Curses to identify the 
  curses afflicting the character.
  4Roll 1D100 dice three times 
  against Table - Curses to identify 
  the three curses afflicting the PC.
  Table - Flaws
  As each Phobia differs from each other, failure in 
  controlling such fear may produce a diverse range 
  of possible reactions. Additionally, individuals 
  react in very personal ways to fear.  A panicked 
  character might flee, faint, or freeze to the spot. 
  They might even lash out at the cause of their 
  fear! Fear may also be exhibited as nervousness, 
  clumsiness, the inability to remember important 
  details, an inability to focus or concentrate, etc.
  Instead of prescribing a specific response, it 
  is preferable for a Gamemaster to tailor any 
  response to a specific fear, enabling it to take 
  into account the character’s own personality. The 
  circumstances in which the anxiety or unease 
  occurs, should also be considered in any reaction.
  1D100%
  Deficiency/Defect
  Point 
  Cost
  64-66
  Lustful
  +5
  67
  Major Phobia1
  +10
  68
  Manic-
  Depressive
  +7
  69
  Megalomaniac
  +7
  70-72
  Minor Phobia1
  +5
  73-75
  Over-confident
  +7
  76-78
  Overly Trusting
  +10
  79
  Severely Phobic
  +13
  80-82
  Rude
  +5
  83-85
  Poor Hearing
  +4
  86-88
  Poor Vision
  +4
  89-90
  Paranoid
  +5
  91-92
  Pessimistic
  +5
  93-94
  Slovenly
  +3
  95-96
  Slothful
  +7
  97-98
  Tactless
  +10 
  99
  Vengeful
  +10
  100
  Roll 1D10:
  Point 
  Bonus
  Deficiency/Defect
  01-05
  +7
  Minor Phobia & roll again 
  for another flaw1
  06
  +13
  Minor Phobia & roll again 
  for another flaw1
  07-08
  +7
  Cursed2
  09
  +13
  Twice Cursed3
  10
  +21
  Thrice Cursed4
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  INDEX
  
  96
  1D100%
  Type of Phobia
  01 - 04
  Acrophobia
  Fear of heights
  05 - 07
  Agoraphobia
  Fear of open and public spaces
  08 - 10
  Algophobia
  Fear of pain
  11 - 13
  Ailurophobia
  Fear of felines
  14 - 16
  Androphobia (Female) 
  or Gynophobia (Male) 
  Fear of men or Fear of women
  17 - 20
  Arachniphobia
  Fear of spiders
  21 - 23
  Astrophobia
  Fear of thunder & lightning
  24 - 26
  Autophobia
  Fear of being alone
  27 - 30
  Claustrophobia
  Fear of close spaces
  31 - 33
  Cynophobia
  Fear of dogs
  34 - 36
  Oemophobia
  Fear of large crowds
  37 - 40
  Entomophobia
  Fear of insects
  41 - 44
  Florophobia
  Fear of some plants/flowers
  45 - 47
  Heliophobia
  Fear of sunlight
  48 - 50
  Haemophobia
  Fear of blood.
  51 - 53
  Heptaphobia
  Fear of being touched by anyone, even a close friend or a family member
  54 - 57
  Hydrophobia
  Fear of water
  58 - 60
  Hypnophobia
  Fear of sleeping and also of dreaming
  61 - 63
  Kronophobia
  Fear of aging
  64 - 66
  Musophobia
  Fear of mice/small rodents
  67 - 69
  Mysophobia
  Fear of being contaminated by dirt and filth
  70 - 72
  Necrophobia
  Fear of corpses, Undead etc.
  73 - 75
  Neophobia
  Fear of new things, new ideas, or change in general
  76 - 79
  Nyctophobia
  Fear of darkness & night
  80 - 82
  Orphidophobia
  Fear of snakes & reptiles
  83 - 84
  Photophobia
  Fear of intense light
  85 - 87
  Pyrophobia
  Fear of fire
  88 - 90
  Thanophobia
  Fear of personal death
  91 - 93
  Toxicophobia
  Fear of being poisoned
  94 - 97
  Xenophobia
  Fear of strangers
  98 - 100
  Zoophobia
  Fear of large animals
  Table - Phobias
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  97
  Deficiency Descriptions
  Absent Minded
  The PC has a forgetful nature and may fail to 
  recollect some important detail at an inconvenient 
  moment, especially if the detail is of a practical 
  nature. There is a 33% chance that the PC will 
  prove absent-minded. The character will then be 
  required to make an INT AR at a penalty of –10%.
  Angry
  The PC is prone to fits of extreme anger 
  whenever he is frustrated or thwarted. At such 
  times, he must succeed with a DIS AR or he 
  will explode in fury shouting  and cussing. 
  On a failed DIS AR, a Ferocity AR check is 
  required to see if he enters a Berserk Rage. 
   Argumentative 
  The PC is prone to take issue with what others say and 
  is always ready to debate a point just for the sake of 
  arguing about it. A successful WIS AR is needed  for 
  him to recognise those moments when it is better to 
  bite his tongue and keep silent or, if in the middle of 
  what is becoming a heated discussion, to realise that 
  it is time to stop arguing before a real fight ensues.
  Arrogant
  The PC is conceited and pompous in his self-admiration 
  and manner, he may strike others as cocky and 
  cavalier at best. There are times he is patronising 
  and presumptuous. He has an attitude problem 
  and his brash, superior manner can get him into 
  difficulty. His arrogance is especially evident when 
  dealing with social inferiors. It is when he is arrogant 
  in his manner to social superiors that he truly risks 
  trouble. A DIS AR at ½ AR% is required to rein in 
  behaviour that might prove offensive to others.
  If his arrogance is manifested while attempting to apply 
  a Charismatic Skill, then the PC will suffer a penalty of 
  between -13% to -33% (assessed by the Gamemaster) 
  depending on the situation. However, the PC is resistant 
  to such attempts by others, who suffer similar penalties 
  when attempting to influence him. This is an extremely 
  difficult person, and his self-centred moodiness 
  makes him very hard to manipulate or convince. 
  He is, however, very vulnerable to outright flattery 
  and sycophantic behaviour. After all, he is the greatest 
  and he will look favourably on those who have the 
  intelligence to see that and treat him accordingly.
  Avaricious  (Greedy  or  Miserly)
  He always wants more and covets what others have 
  with an envy that eats away at him making him bitter 
  and resentful. The PC expects others to be generous 
  towards him and is usually disappointed by their tight-
  fistedness. Yet he is grasping, stingy and miserly with 
  his own things. When confronted by real wealth, the 
  urge to possess it all is a madness upon him. He is the 
  kind of person who would run into a burning building 
  or who would go below decks of a sinking ship to save 
  his money chest. If a thief or robber with few scruples 
  about property rights, he will do anything to satisfy 
  his greed. A Willpower roll at ½ TSC% is needed to 
  fight this often self destructive compulsion to possess 
  it all and not to part with a single copper coin!
  Cannot Hold Liquor
  The character is unable to drink alcoholic beverages 
  in any quantity without becoming intoxicated.  When 
  drunk, he is out of control and may do anything. Even 
  worse, he does not accept the fact that he cannot drink 
  excessively and seems to go out of his way to prove that 
  he can. Assume a character can drink ½ pint of beer or 
  one measure of spirits or one  glass of wine per 2 points 
  of Constitution before becoming intoxicated. At this 
  point the character must made a CON AR at a penalty 
  of –75% every 5 minutes to continue functioning.
  Clumsy
  Note: This flaw is limited to characters with AGL 
  12 or less. If the PC has AGL 12+ roll again.
  The PC has a tendency to botch up manual tasks 
  often dropping things. In non threatening situations, 
  it serves as more of an embarrassment to him.  He 
  may be penalised severely when attempting skills 
  such as Sleight of Hand, Juggling, etc. He seems to 
  be the unlucky individual who jostles a stranger 
  in a pub (perhaps someone who is spoiling for 
  a brawl), spills a drink or food, drops something 
  tossed to him, trips or falls without warning. From 
  time to time the Gamemaster may require him 
  to make an AGL AR or a DEX AR to see if he has 
  failed some task he is attempting to perform.
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  98
  Compulsive  Gambler
  You have an uncontrollable itch to get involved in any 
  games of chance you come across. You will bet on 
  almost anything, and can go through an entire purse 
  trying to win back losses. Given some gold or silver 
  and you will find a game! A Willpower roll at ½ TSC% 
  is required to overcome the gambling compulsion.
  Compulsive  Liar
  The character cannot resist embellishing the truth by 
  adding a few made up details to a story. Sometimes, 
  this is an exaggeration, but it can take on a more sinister 
  quality when the opportunity arises. A Willpower roll 
  at ½ TSC% is needed to hold back a  lie that might 
  result in serious consequences for someone.
  Cowardly
  The PC is a coward and any courageous act on his part 
  should be regarded as extraordinarily heroic.  He will 
  choose the coward’s way out of a difficult situation 
  with any risk to his skin. Any morale check or Fear 
  check is made by making a Willpower roll at ½ TSC%.
  This does not mean the character always behaves 
  like a coward. Indeed, he may go to great lengths to 
  disguise his fearful, timid nature so that others will 
  not recognise it. In doing so, he might put himself in 
  danger to avoid what he regards as a greater peril, 
  discovery that he has a yellow streak down his  back.
  While cowardice is a definite weakness, it can be a 
  strength in disguise. If the character has INT 15+ or WIS 
  15+, any paranoid feelings he has, could be regarded 
  as instinctive awareness of impending danger not 
  unlike a Premonition. However, it is far from infallible 
  and can also be used by the Gamemaster to operate 
  as outright paranoia and lead to a fear of people and 
  situations that are perfectly innocuous and harmless.
  Deep  Sleeper
  The PC has trouble being aroused from sleep 
  and has to be shaken awake if he has not had his 
  normal amount of sleep for the day. His Alertness 
  senses turn off the moment he closes his eyes.
  Disrespectful
  The PC forgets his manners and acts disrespectfully 
  toward his social equals, especially toward social 
  inferiors. This does not win him friends and he suffers 
  a –13% penalty to all his Charismatic skills. DIS AR is 
  needed to control behaviour that might be offensive.
  Drunkard
  The character is in love with all forms of alcoholic 
  beverages. He gladly drinks himself into insensibility 
  whenever the opportunity arises. A Willpower 
  roll at ½ TSC% is needed to prevent this.
  Envious
  The character can’t deal with the good fortune of 
  others, their greater fame, higher social rank, etc. This 
  is more than never being satisfied with his own lot in 
  life, for he not only feels envy, but blames others for 
  the fact that they enjoy what he wants; as if he had 
  been somehow cheated by them. His reaction is often 
  one of sour grapes, and he also secretly delights in any 
  misfortune suffered by those he envies. He may even 
  be moved to arrange a misfortune or two for them 
  just to cut them down to his level. Even close friends 
  are not immune from this all consuming passion and 
  the resentments arising from it. At worst, his envy 
  can lead to outright treachery and base betrayal.
  Envy is such a complex state of mind that no game 
  mechanics have been attached to it. Instead, it is 
  left entirely to role-play and not only the player 
  but the Gamemaster will have a key part in how 
  it is played out. The Gamemaster can raise the 
  green-eyed monster of envy at any time, and the 
  player must cope with the consequences.
  Frivolous
  The character has a capricious and carefree manner, 
  often behaving in a nonchalant, flighty or flippant 
  manner and can be scatterbrained, maddeningly 
  petty also dwelling on inconsequential and superficial 
  matters; incredibly impractical and irresponsible, though 
  usually not to a deadly degree. To resist this tendency 
  to superficiality, a PC must make a DIS AR at ½ AR%.
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  99
  Gluttonous
  The character has difficulty refraining from eating. He 
  will make a pig of himself at table, often eating two or 
  three times the amount considered usual for normal 
  appetites. If he has Strength levels under STR 12 and 
  a Heavy Build, he is chubby. If under STR 12 with a 
  Massive Build, he is truly overweight!  Worst of all, he 
  has no self control and is able to hold back from the 
  table only by making a Willpower roll at ⅓TSC%.
  Hypochondriac
  The PC is worried about the state of his health and 
  forever seems to be coming down with some ailment 
  complaining about this or that ache or pain. It is all in his 
  mind, of course, but he is always on about dampness, 
  drafts, etc., persistently consulting physicians he will 
  carry a collection of folk remedies, charms and the like, 
  to ward off sickness. Being near sick people, of course, 
  makes him very nervous and can amount to a phobia.
  Impatient
  The character is a one of immediate action and 
  is unable to wait out a situation. He becomes 
  restive quickly and is prone to impulsive action if 
  things do not start developing quickly. He must 
  make a DIS AR at ½ AR% to resist the impulse.
  Kleptomaniac
  The character is unable to resist stealing objects 
  that catch his eye. It does not matter that he has 
  money in his purse to make a purchase or that 
  he does not have a pressing need for the desired 
  item; nor does he weigh the risks involved of taking 
  something that will be missed by the owner. When 
  the urge comes upon him to steal, he can hold 
  back only by making a Willpower roll at 1/4 TSC%.
  Larcenous
  Not an obsessive kleptomaniac, the character has 
  the conscience of a born thief and will gladly steal 
  anything not nailed down!  However, he is not 
  moved by blind impulse and will act only when he 
  has a good chance of success. The problem is that he 
  may sometimes be moved to steal from his friends 
  as well as strangers. A DIS AR at ½ AR% is needed 
  to prevent him trying to steal from a friend when 
  the chance presents itself. Whereas with strangers, 
  he is almost sure to steal the item he desires if it 
  looks like he can get away without  detection.
  Lazy
  The character is difficult to motivate and is 
  prone to slope off from his duties unless he is 
  kept under close supervision. He is also one to 
  complain about the work that he is expected to 
  do, etc. A DIS AR at ⅔ AR% is needed to keep a 
  lazy person at a task he finds boring or tiring.
  Lecherous
  The PC is unprincipled when it comes to seducing 
  someone they're sexually attracted to and is always 
  trying to make a new conquest. In fact, this is so 
  irresistible that the PC goes into seduction mode 
  whenever a pretty face catches their eye, regardless of 
  the consequences. A DIS AR at ⅓ AR% is needed to stop 
  from making a play for the current object of affection.
  Lustful
  The PC has a passion for romantic dalliances and has 
  difficulty resisting the temptation to yield to romantic 
  advances or, for that matter, to resist pursuing an 
  attractive person who catches his eye. A Willpower 
  roll at ⅔ TSC% is needed to stop them from 'making 
  a play' for the current object of their affections. 
  Major Phobia
  This is a severe and irrational fear of something 
  or someone, which may take hold of a character 
  and seriously affects his actions. Roll 1D100 
  on Table Phobias to make a random selection 
  regardless of method of character generation.
  Manic Depressive
  The PC is prone to alternating moods of excitability, 
  hyperactivity, and elevated energy states and then 
  sudden and massive depression and inability to 
  cope with most of the problems and pressures 
  of everyday life. In a manic state, he is capable of 
  incredible levels of activity. When he is in a manic 
  state, increase his Fatigue Points by +1D10 and all his 
  skills gain a bonus of +10% to their TSC%. However, 
  in a depressed  state, he lacks energy and motivation, 
  so decrease his Fatigue Points by -1D10 and all his 
  skills suffer a penalty of –10% to their TSC%.
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  100
  Megalomaniac
  Give such a  person any power and they are 
  guaranteed to abuse it. The PC has classic infantile 
  delusions of grandeur and an inflated sense of his 
  talents and abilities that one might say he believes 
  that he possesses godlike omnipotence. This trait 
  completely overrides the PC’s better judgement, so 
  reduce all WIS ARs by -21% and a further -1D10% 
  when the character is faced with assessing his 
  capability to overcome some obstacle in his path.
  Minor Phobia
  This is nervousness in the presence of something 
  or someone rather than full blown fear that 
  can drive one to panic levels. Roll 1D100 on 
  Table - Phobias to make the random selection 
  regardless of method of character generation.
  Overconfident
  The PC has an inflated view of his own capabilities.  
  He is contemptuous or disdainful of the abilities 
  of others, especially those who oppose him. This 
  leads him to underestimate his adversaries and 
  gives rise to imprudent rash actions. A WIS AR at ½ 
  AR% is needed to overcome such over-confidence 
  and take a reality check on the situation at hand.
  Overly  Trusting
  The character is an unsuspecting innocent, completely 
  guileless, he is naive to a fault. Naturally honest and 
  childlike in his trust of others, he is ready to confide in 
  and just as ready to trust what they say is true as well. 
  He is so credulous, as to be vulnerable and gullible 
  to any half-baked tale he hears. To resist this trusting 
  nature in himself, the PC must make a Willpower roll at 
  ½ TSC%. However, if he has WIS 15+, he may use his 
  WIS AR at its full percentage. If he fails, he is a certain 
  victim of any con job done on him that succeeds and 
  cannot offer any resistance to it unless the price is 
  just too high even for someone as trusting as he is.
  Severely  Phobic
  The character has an irrational fear that is so severe 
  and obsessive that he is invariably panic stricken and 
  rendered helpless when confronted by anything that 
  triggers that fear. He may go to great lengths and 
  resort to all manner of stratagems to avoid the object 
  of his fears and to deny knowledge of it to others. Roll 
  1D100 on Table Phobias to make the random selection 
  regardless of method of character generation.
  Rude
  The character lacks the finer points of the social 
  graces. Reduce all skills that involve influencing 
  others by -2D10%. Clearly, the worse the penalty 
  the ruder the PC will act. A penalty of -20% or more 
  indicates an individual utterly without manners 
  or refinement in his dealings with others.
  Poor  Hearing
  The character is hard of hearing and receives a 
  -2D10% penalty to his Alertness: Hearing  TSC%.
  Poor Vision
  The character has below normal vision and receives 
  a -2D10% penalty to his Alertness: Sight TSC% 
  Also increase the range penalties for firing/
  hurling missile weapons by two range levels.   
  Note: this is not a penalty to hit, rather it 
  forces the character to fire using success 
  percentages others have at longer range.
  Paranoid
  The  character will not trust anyone, not even his 
  friends. He always suspects someone is plotting against 
  him or seeking to do him harm. If not successful in 
  life he will attribute his failures to the malice of others 
  who worked against him to deny his due place in the 
  world. Depending on his nature as a character and 
  the degree of resentment, he may seek vengeance 
  against  those he suspects of harming his fortunes. 
  Due to this heightened awareness of his surroundings, 
  he receives a bonus of +21% to his TSC% in both 
  Alertness: Sight and Alertness: Hearing, for he is 
  ever vigilant for any sign of treachery or ambush.
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  101
  Pessimistic
  The character always focuses on the dark side of any 
  issue and rarely sees much to be hopeful about. He 
  is miserable and can be a wet-blanket at times, who 
  dashes cold water on the enthusiasm and excitement 
  of others. His grim, fatalistic manner is demoralising 
  to subordinates looking to him for encouragement 
  in times of stress or great peril. To reflect this lack of 
  enthusiasm, reduce his Leadership skill by -2D10%.
  Slovenly
  The character is messy in his personal habits and 
  pays little attention to his physical appearance 
  and the condition of his clothes. Reduce his APP 
  AR by -2D10%. He also suffers severe penalties of 
  between -13% to -33% (Gamemaster’s discretion 
  depending upon the situation) in the skills of 
  Charm, Diplomacy, Leadership, and  Courtly Love.
  Slothful
  A paragon of idleness and laziness, a parasite lacking 
  ambition and  content to let others pull his share 
  of the load. He will do as little as possible, even for 
  himself. DIS AR at ⅓ AR% is needed to keep a slothful 
  person at a task he finds boring or tiring in any way.
  Tactless
  The PC has a tendency to select the wrong words 
  in the most inappropriate moments and can shock 
  or offend others with surprising ease. Reduce the 
  character’s TSC% in all Charismatic skills by –2D10% 
  and the Noble skill of Courtly Love by –3D10%.
  Vengeful
  The character cannot forget nor forgive any injury 
  or slight done to him or to those who are dear to 
  him. He is implacable in his pursuit of revenge, 
  conducting vendettas and blood-feuds with 
  chilling  ruthlessness. Lacking passion or pity, he 
  believes that revenge is best served up cold. To 
  overcome the urge for revenge (for the moment) 
  requires a DIS AR at ⅓AR%.  Remember this does 
  not extinguish the vengeful feelings, but merely 
  enables the PC to put off taking revenge until later.
  Cursed
  The character has somehow managed to incur the ill will 
  of some unknown Magus, who has placed a Curse on 
  him. The fact of this being a Magickal defect rather than 
  a natural one, will not occur to the PC or anyone around 
  him for a period of 2 months to one full campaign 
  year. After that time, however, the truth will begin 
  to dawn on him, and he may seek help in having the 
  Curse removed either Magickally or by an Act of Faith.
  Twice  Cursed
  The character must roll 1D100 twice and compare the 
  results to Table - Curses. The character’s Aspect does 
  not have any  effect here, since some supernatural 
  Malevolent Force or a very powerful Magickal 
  enemy clearly bears a grudge against the PC.
  Thrice  Cursed
  The character must roll 1D100 three times and 
  compare the results to Table - Curses. The PC 
  has acquired a very malevolent enemy in the 
  form of a powerful and implacable supernatural 
  force and it is determined to ruin his life.
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  102
  Step 11 - Personal Attributes
  The overall nature and general capabilities of a 
  character are defined by their characteristic Attributes. 
  Also, as attributes influence skills, characters with 
  high scores enjoy greater benefits and enhancements 
  while learning and performing skills controlled by 
  a particular attribute. Likewise, low attributes can 
  hinder learning and use of a character’s skills.
  The Nine Personal Attributes:
  Physical 
  Intellectual
  Strength (STR) 
  Intellect (INT) 
  Constitution (CON) 
  Wisdom (WIS) 
  Dexterity (DEX) 
  Discipline (DIS)
  Communal 
  Derived
  Bardic Voice (BV) 
  Agility (AGL)
  Appearance (APP) 
  Ferocity (FER)
  Spirit (SPR) 
  Charisma (CHA)
  Strength (STR):
  The raw physical power of a body, crucial in 
  influencing Body and Fatigue Points as well 
  as affecting physical and athletic skills.
  Constitution (CON):
  A measure of health, durability and the ability to endure 
  hardships; Constitution helps to determine Body and 
  Fatigue Points, as well as affecting how a character 
  heals, resists disease, and overcomes physical suffering.
  Dexterity (DEX):
  The hand eye coordination of the character and 
  the ability to manipulate things with precision. 
  Intellect (INT):
  The ability to comprehend situations, reason 
  logically, to concentrate and remember information–
  all abilities essential to intellect-based skills.
  Wisdom (WIS):
  This ability reflects a character’s perception 
  and judgement regarding the deeper 
  significance of situations, as well as the 
  ability to gain insights into problems.
  Discipline (DIS):
  The ability to remain motivated and focused  on a goal 
  or task.  Disciplined characters generally learn skills 
  more quickly and maintain a higher level of morale.
  Bardic Voice (BV):
  The facility to speak eloquently, artistically 
  sing etc., this being a very important 
  attribute for powerful Charismatic skills.
  Appearance (APP):
  A character’s physical attractiveness and comeliness 
  (or repulsiveness). An attribute that can greatly impact 
  a character’s dealings and relationships with others.
  Spirit (SPR):
  In the religiously focussed world-view of 
  the Middle Ages, this is held the single most 
  important attribute, all others being transient.  
  Spirit is the influence that a being has upon 
  the Universe, and the degree to which they are 
  receptive to the influence of the Universe in 
  turn. Spirit unlike other attributes has both a 
  floating Current and an underlying Base score.  
  Increases and penalties to Spirit are dependant 
  upon character actions and are judged by the 
  religious and cultural values of the society to 
  which they belong.  Spirit is used, along with 
  Willpower, to break spiritual hindrances.  Breaking 
  hindrances moves PCs closer to enlightenment and 
  understanding, as well as increases the potential 
  level of their SPR.  Very high SPR can additionally 
  be used to perform miracles and Magickal effects.  
  Derived Attributes
  These are derived from the average of three core 
  attributes plus an innate aptitude. The innate aptitude 
  is a random modifier base on a 1D10 die roll or by 
  spending character points using the points method. 
  With random rolls odd die rolls are negative 
  modifiers and with the points system points may 
  be gained by reducing the derived attribute.
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  103
  Agility (AGL)
  This is the average of STR CON and 
  DEX + Innate aptitude modifier. 
  This is a measure of a character’s grace 
  and bodily coordination.
  Ferocity (FER)
  This is the average of STR WIS DIS + Innate aptitude
  Ferocity is a measure of the character's blood-lust 
  in battle or other confrontational situations. It is 
  also his morale in overwhelming circumstances. 
  Charisma (CHA)
  This the average of WIS APP BV + Innate aptitude
  Charisma is the strength of your attraction, 
  charm and influence upon those round you.
  Maximum & Minimum Attributes
  All Attributes, except Spirit, have maximum and 
  minimum levels, these being dependent on various 
  factors such as race, age, type of character etc.  
  For human characters the minimum Attribute level is 2.  
  The maximum Attribute level for Historical characters 
  is 20, Heroic characters may rise to an Attribute level 
  of 22, while Mythical characters may attain 25.
  Spirit maximum levels are dependant upon the 
  number of spiritual hindrances that a character has.  
  The maximum being 100 divided by the number 
  of spiritual hindrances.  If a saintly character has no 
  hindrances, then there is no limit to the levels that 
  their Spirit may rise.  Uniquely Spirit might also be a 
  negative score, there being no lower limit for this.  
  Determining Attributes 
  The PC Points Based Method
  Humans may purchase Attributes up to an 
  Attribute Level of 20, although under special 
  circumstances Attributes may rise to Level 25, or 
  even higher, based upon the type of character 
  being created (i.e.  Historic, Heroic or Mythical).  
  Attributes cost 1 PC Point per level up to and including 
  Level 15, after which the cost increases to 2 PC 
  Points per level.  Human characters must purchase 
  a minimum of 2 levels for each Attribute unless a 
  special case which allows a lower score exists. These 
  costs are shown in the attribute table below.
  Random
  For attributes roll 3D10 for each attribute and 
  ignore the lowest 1D10. Add; +2 for Heroic and 
  +5 for Mythical Characters to each attribute.
  Lion Heart
  For attributes roll 2D10 for each attribute. Add; +2 for 
  Heroic and +5 for Mythical Characters to each attribute.
  Table - Attribute Rolls & Success Chance
      Attribute 
    Level
  Points Cost
    Success 
  Chance (SC%)
     Attribute 
    Level  
  Points Cost
  Success 
  Chance (SC%)
  2
  2
  20%
  14
  14
  73%
  3
  3
  25%
  15
  15
  76%
  4
  4
  30%
  16
  17
  79%
  5
  5
  35%
  17
  19
  82%
  6
  6
  40%
  18
  21
  85%
  7
  7
  45%
  19
  23
  88%
  8
  8
  50%
  20
  25
  90%
  9
  9
  54%
  21
  27
  92%
  10
  10
  58%
  22
  29
  94%
  11
  11
  62%
  23
  31
  96%
  12
  12
  66%
  24
  33
  98%
  13
  13
  70%
  25
  35
  99%
  1D10 Roll 
  for Random 
  Method
  Innate 
  Ability Mod
  Point Cost
  01 - 02
  0
  0
  03 - 04
  1
  +/- 1
  05 - 06
  2
  +/- 3
  07 - 08
  3
  +/- 5
  09 - 10
  4
  +/- 8
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  104
  Step 12 - Character Size
  The character creation method being used 
  (i.e.  Historic, Heroic or Mythical) in addition 
  to a character’s sex determines their Height 
  (HT), Build (BLD) and Weight (WT).  
  Example: 
  Steve has a male 'Historical' human 
  character. He rolls the 2D10 Height Dice as 
  per Table - Height & Build Determination 
  and obtains 5 + 7 = 12. The dice modifier 
  for his type of character is +57, so he 
  calculates the Height Factor as 12 +57 
  = 69. This gives a height of 69 inches, 
  Stephen finds his character is 5’9” tall.
  Type of Player 
  Character
  Height
  Dice
  Range of
  Height 
  Factors
  Average
  PC Height
  Build 
  Die
  Range of
  Build
  Factors
  Average 
  PC Build
  Historic Human Male
  2D10 + 57
  59-77
  68 = 5’ 8”
  1D10 + 1
  2 - 11
  06 = Average
  Historic Human Female
  2D10 + 54
  56-74
  65 = 5’ 5”
  1D10 -1
  0 - 09
  04 = Average
  Heroic Human Male
  2D10 + 62
  64-82
  73 = 6’ 1”
  1D10 + 2
  3 - 12
  07 = Heavy
  Heroic Human Female
  2D10 + 59
  61-79
  70 = 5’ 10”
  1D10 -1
  0 - 09
  04 = Average
  Mythical Human Male
  2D10 + 67
  69-87
  78 = 6’ 6”
  1D10 + 3
  4 - 13
  08 = Heavy
  Mythical Human Female
  2D10 + 64
  66-84
  75 = 6’ 3”
  1D10 + 1
  2 - 11
  06 = Average
  Table  - Height & Build Determination 
  Attribute Rolls
  Often circumstances arise when the situation calls for 
  some action to be performed for which a character has 
  no skill.  In such an occurrence the Gamemaster may 
  require the player to attempt an Attribute Roll (AR).  
  This is performed by rolling equal to or under a defined 
  percentage, as shown in Table - Attribute Rolls and 
  Success Chance, using a 1D100 and a 1D10 Crit Die.  
  The result of the 1D10 Crit Die roll reflects the degree 
  of success or failure. The AR% might additionally be 
  modified by a percentage penalty or bonus, based on 
  the measure of difficulty or advantage the PC enjoys.
  Circumstances can also affect the way Attribute 
  Rolls are used.  A character might sometimes need 
  to make an AR to accomplish a particular task.  Such 
  minor tasks are typically not of themselves difficult 
  enough to necessitate a Skill Check, but still can fail.  
  At the opposite extreme, a successful AR might be 
  demanded as a 'qualifying' roll before a character can 
  even attempt to use a particular skill to maximum 
  effect, or even at all! This situation is especially relevant 
  in combat, where Agility or AGL ARs determine 
  one’s speed of reaction to tactical circumstances.  
  Determining Height
  A player may select to use one of the following methods:
  • 
  Rolling the Height Dice as indicated in Table - 
  Height & Build Determination. Add the appropriate 
  modifier to give the Height Factor. The result 
  being the PC’s height in inches, or 
  • 
  Accept the average default height for the PC as 
  shown in Table  - Height & Build Determination, or
  • 
  Spend 5 PC Points to raise or lower the PC’s 
  average height by up to 6 inches.
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  105
  Example One: 
  Steve rolls 5 on 1D10 Build die, to 
  which he adds +1 die modifier: 5 +1 
  = Build Factor 6. He gains no further 
  additional modifiers from his Agility 
  and Constitution.  When compared 
  against Table  - Weight Modifiers, he 
  gains a weight modifier of +5% to his 
  character’s basic weight. With a height 
  of 5’9” the basic weight is 155 lbs (69” 
  tall -40” = 29” x 5 lbs = 145 lbs + 10 lbs).  
  Applying the weight modifier of +5% 
  gives the PC a weight of 163 lbs (155 
  lbs x 105% = 162.75 lbs rounded up).
  Example Two: 
  Sue’s female, historic character has an 
  average height of 5’ 5” and average build 
  of 04.  She decides to spend 5 PC Points 
  to increase her height by 4” so making 
  her height 5’ 9”. (She could have added a 
  maximum of 6” but decided 4” was enough).  
  At this modified height, her weight will be 
  148 lbs (her basic weight of 155 lbs less 
  5% for her 04 Build Factor = 147.25 Ibs 
  rounded up). Sue decides that this is a little 
  too light for her character, so she decides 
  to spend a further 5 PC Points to increase 
  her Build Factor to 05.  This means there is 
  no change to her basic weight of 155 lbs. 
  Therefore at a cost of 10 PC Points, Sue has a 
  character of height 5’ 9” and weight 155 Ibs.
  Determining Build
  A player has the choice from amongst the following:
  • 
  The Build Die is rolled as indicated in Table - 
  Height & Build Determination.  To this is added the 
  appropriate modifier as specified, and if applicable, 
  this result is further modified by the following:
  • Agility 15-19 reduces the result by -1
  • Agility 20+ reduces the result by -2
  • Constitution 15-19 increases the result by +1
  • Constitution 20+ increases the result by +2
  • This process results in the PC’s Build Factor, or
  • 
  Accept the average default build for the PC as 
  shown in Table - Height & Build Determination, or
  • 
  With 5 PC Points purchase an increase or decrease 
  to the PC’s Build Factor by one level.  The maximum 
  modification to the Build Factor is limited to 3 levels.
  Determining Weight
  Basic Weight (WT) is calculated at 10 lbs plus 
  5 lbs for every inch of height over 40 inches.  
  This is modified in respect of a PC’s build by 
  comparing the PC’s Build Factor to Table - Weight 
  Modifiers, amending the basic weight by the 
  percentages given (rounding up any fractions).  
  Option
  There is a 20% chance of being overweight (see Step 
  15 for the effects of being overweight).  This is purely 
  optional, but does potentially allow for some ‘colour.’
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  106
  Table - Weight Modifiers
  Dice Roll*
  Build
  Weight Modifier
  Less than 1
  Very Light Build
  Reduce weight by 30%
  1
  Very Light Build
  Reduce weight by 25%
  2
  Light Build
  Reduce weight by 20%
  3
  Light Build
  Reduce weight by 15%
  4
  Average Build
  Reduce weight by 5%
  5
  Average Build
  No change in basic weight
  6
  Average Build
  Increase weight by 5%
  7
  Heavy Build
  Increase weight by 10%
  8
  Heavy Build
  Increase weight by 15%
  9
  Heavy Build
  Increase weight by 20%
  10
  Massive Build
  Increase weight by 25%
  11
  Massive Build
  Increase weight by 30%
  12
  Massive Build
  Increase weight by 35%
  13 & over
  Massive Build
  Increase weight by 40%
  *  Amended Dice roll due to weight modifiers 
  Example: 
  Brother Arbutus the Monk 
  is a Human male of massive 
  build 11 and standing 5’ 8” 
  tall and weighing 222 Ibs.  
  He has CON 17 and STR 12.  
  Brother Arbutus has BODY 
  = 23 +17 + (12/2) = 46.
  Table - Weight Factor
  Weight (Ibs)
  Body
  Weight (Ibs)
  Body
  Under 44
  10
  197 - 215
  22
  45 - 53
  11
  216 - 235
  23
  54 - 64
  12
  236 - 256
  24
  65 - 75
  13
  257 - 278
  25
  76 - 87
  14
  279 - 300
  26
  88 - 100
  15
  301 - 324
  27
  101 - 113
  16
  325 - 348
  28
  114 - 128
  17
  349 - 373
  29
  129-144
  18
  374 - 400
  30
  145 - 160
  19
  401 - 427
  31
  161 - 177
  20
  428 - 455
  32
  178 - 196
  21
  456 - 484
  33
  Absolute Strength Rating (ASR)
  The basic Strength Attribute is only a starting 
  point. The true Strength of a character relative to 
  others is a measure of the muscle mass in a body 
  of a given size and weight. It is why a man of 120 
  lbs and STR 12 can lift or carry a fraction of the 
  load a man of 275 lbs and STR 12 may bear!
  To reflect this we use the following formula to give 
  bonuses to Strength checks and damage bonuses.
  • 
  The ASR of a character is the square root of 
  their Lifting Capacity (LCAP) rounded down.
  • 
  The ASR provides a bonus modifier to any STR AR 
  checks. Half the ASR (round up) provides the strength 
  damage bonus in attacks for medium and heavier 
  weapons. A quarter of the ASR (round down) provides 
  the strength damage bonus in attacks for light weapons.
  • 
  When two characters are involved in any test of 
  strength, if both succeed with their STR AR then the 
  character with the lower ASR wins as he received 
  a lower bonus so had to try harder to succeed.
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  107
  Step 13 - Body Points
  Body is a 'secondary' characteristic derived from 
  Constitution, body mass, etc., representing the 
  amount of physical damage a PC may sustain.
  Determining Basic Body Points
  To find a character’s Body Points:
  • 
  Determine primary Body from Table - Weight Factor 
  • 
  Add the character’s Constitution attribute
  • 
  Add ½ Strength attribute (rounded down)
  Recovering Body Points
  The Body Recovery Rate (BRR) is the pace at which 
  lost Body Points are recovered by a character 
  through natural healing. Table - Body Recovery 
  Rates gives the percentage of Body Points 
  recovered each day (rounded up) and is dependent 
  on the Constitution a character possesses.
  Following a day of rest and recuperation, any full Body 
  Points are restored at the start of the next day.  It is 
  impossible to recover Body Points if strenuously active.
  Body Recovery 
  Example: 
  Brother Arbutus recovers at 
  BRR 8% when at complete 
  rest = 4 Body Points per 
  day. The next day, his Body 
  goes up by +4 and if he 
  continues to rest it will 
  continue to increase by +4 
  per day until he is back to 
  his maximum Body Points.
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  108
  CON
  Descriptor
  Total Rest
  Light  Activity
  Active
  Resist Disease(RD%)
  2
  Sickly
  1%
  0%
  0%
  30%
  3
  Infirm
  2%
  1%
  0%
  40%
  4
  Feeble
  2%
  1%
  1%
  50%
  5
  Frail
  2%
  1%
  1%
  55%
  6
  Weak
  3%
  1%
  1%
  60%
  7
  Unsound
  4%
  2%
  1%
  65%
  8
  Average
  5%
  3%
  1%
  70%
  9
  Average
  5%
  3%
  1%
  75%
  10
  Fit
  6%
  3%
  1%
  80%
  11
  Lively
  6%
  3%
  1%
  82%
  12
  Energetic
  6%
  3%
  1%
  84%
  13
  Hardy
  7%
  3%
  1%
  86%
  14
  Stalwart
  7%
  4%
  2%
  88%
  15
  Robust
  7%
  4%
  2%
  90%
  16
  Rugged
  8%
  4%
  2%
  92%
  17
  Vigorous
  8%
  5%
  3%
  94%
  18
  Dynamic
  8%
  5%
  3%
  96%
  19
  Vibrant
  8%
  5%
  3%
  97%
  20
  Vital
  9%
  6%
  3%
  98%
  21+
  Weatherproof
  10%
  6%
  4%
  99%
   Having a Body Recovery Rate of less than 1 Body Point per day is possible.  In 
  those cases, round to the nearest 0.25 Body Point.
  Table - Body Recovery Rates (BRR)
  Example: 
  Brother Arbutus has CON 17 and 
  BODY 46.  When comparing his CON 
  to Table - Body Recovery Rates, he has 
  the following recovery rates: 8% or 4 
  Body Points (0.08 x 46 = 3.68 rounded 
  up) in a day of complete rest; 5% or 3 
  Body Points (0.05 x 46 = 2.3 rounded 
  up) in a day of light activity, and 3% or 
  2 Body Point (0.03 x 46 = 1.38 rounded 
  up) in a day of moderate activity.
  This recovery is relative to Body Points.  Someone with 
  Body 34 and CON 17 recovers at the same rate as a 
  person with Body 26 and CON 17.  Both recovering at 
  a rate of 8% per day of complete rest, but one recovers 
  3 Body Points (0.08 x 34 rounded up) while the other 
  recovers 2 Body Points (0.08 x 24 rounded up).
  These calculations only need to be done once 
  and should be recorded on the character’s 
  Profile Sheet for future reference.
  Negative Body Limits (Death Beckons)
  A character who has their Body reduced to negative 
  values is not necessarily dead.  Damage can be taken 
  up to a negative level equal to their CON without 
  killing them, although they are battered unconscious.  
  Death finally occurring when Body Points fall 
  below a negative level greater than their CON.
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  109
  Example: 
  Ograine the Cobbler has CON 09 and Body 
  17.  Far from robust, he recovers 5% or 1 
  Body Point in a day of complete rest (0.05 
  x 17 = 0.85 rounded up).  However, with 
  light activity this drops to 3% or 0.75 Body 
  Points per day (0.03 x 17 = 0.51 rounded 
  up to nearest 0.25). He needs two full days 
  before he recovers 1 Body Point.  And, if 
  he is active, he recovers only 1% or 0.25 
  Body Points per day (0.01 x 17 = 0.17 
  rounded up to nearest 0.25).  Now he needs 
  four full days to recover 1 Body Point.
  Example: 
  Brother Arbutus (CON 
  17) can have his Body 
  Points fall to -17 and still 
  recover.  However, he 
  will be comatose until 
  his Body Points returns 
  to +1.  If his Body fell to 
  -18 or lower, he would be 
  irretrievably dead under 
  most circumstances short of 
  a miraculous intervention.
  Step 14 - Fatigue Points
  Fatigue is a measure of a character’s endurance 
  and general level of energy. Fatigue is 
  measured in Fatigue Points (FP).
  Determining Basic Fatigue Points
  To calculate a PC’s Fatigue Points 
  choose the most favourable of:
  • 
  The sum of the character’s Constitution 
  and Strength attributes, or
  • 
  The sum of the character’s Constitution and Discipline
  Recovering Fatigue Points
  Fatigue is typically quickly used up in highly stressful 
  situations, particularly during combat or in during 
  Magickal practice. The Fatigue Recovery Rate (FRR) 
  reflects how quickly they can recover personal 
  energy levels and is dependent on Constitution.
  After 10 minutes of rest a character will regain 
  an amount of Fatigue Points, as shown in Table 
  - Fatigue Recovery Rates. This is the amount of 
  Fatigue Points recovered in the first 10 minutes of 
  rest following any activity. The PC is simply required 
  to rest and do nothing to 'get their breath back'.
  This resting period can be extended up to a maximum 
  of 1 hour to recover additional Fatigue Points. 
  After the first 10 minutes of rest the recovery rate 
  drops to 1 FP per 10 minutes of additional rest for 
  PCs with CON 15 or less and 2 FP per 10 minutes 
  of additional rest for those with CON 16+. 
  If a PC wishes to recover more, sleep is required. 
  Recovering Fatigue Points at the sleeping 
  rate has no maximum time period.
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  Example: 
  Brother Arbutus has CON 17, 
  STR 14, and DIS 19. Brother 
  Arbutus would do better by 
  combining his Constitution 
  and Discipline levels rather 
  than his Constitution and 
  Strength levels. His Fatigue 
  Points would therefore 
  be CON + DIS = 17 +19 
  = 36 Fatigue Points.
  The Need For Sleep
  After 24 hours of activity, a person must sleep 
  - sooner or later. To represent this 'effective' 
  CON is reduced by one level for every hour 
  past 24 hours gone without sleep.
  In order to try to stay awake longer, a base CON AR% 
  with a penalty of -2% x hours awake can be made, 
  checked hourly. Once a character’s 'effective' CON 
  level drops below CON 0, they will fall asleep.
  An extra hour per -3 CON levels temporarily “lost” by 
  pushing themselves must be slept. Almost super-human 
  levels of effort can be maintained for a while, but there 
  is a price! This adjusted CON level applies only to fatigue 
  recovery and the need for sleep. The character’s normal 
  CON level is used for resolving other situations that 
  necessitate a CON AR% or upon Constitution as a factor.
  CON
  Sleep 1 hour
  Rest 10 
  min
  01 - 06 
  5 FP 
  2 FP
  07 - 10 
  6 FP 
  3 FP
  11 - 13 
  7 FP 
  4 FP
  14 - 15 
  8 FP 
  5 FP
  16 - 17 
  9 FP 
  6 FP
  18 
  10 FP 
  7 FP
  19 
  12 FP 
  8 FP
  20 
  13 FP 
  9 FP
  21+ 
  15 FP 
  10 FP
  Table - Fatigue Recovery Rates (FRR)
  Example: 
  With CON 17 and Fatigue Points 39, 
  Brother Arbutus’ FRR = 6 FP for 10 
  minutes resting plus 2 FP per additional 
  10 minutes to a maximum of 1 hour. 
  Suppose he ran his Fatigue Points down 
  to 6 FP by fighting. He may restore 
  6 + (2 x 5) = 16 FP by resting for the 
  maximum of 1 hour. For greater benefit, 
  he must sleep. An hour’s nap restores an 
  additional +9 FP, so if Brother Arbutus 
  then sleeps for 2 hours he would restore 
  the remaining 17 FP he needs and 
  bring his Fatigue Points back to 36 FP.
  Example: 
  Brother Arbutus has not slept for 26 
  hours. This is 2 hours over the limit. His 
  ‘effective’ CON level is assumed to be 17 
  -2 = 15 when working out how long he 
  can stay active. Now he gains +5 FP for 
  10 minutes’ rest not +7 FP. The longer he 
  stays awake, the lower his 'effective' CON 
  becomes, and also the lower his Fatigue 
  Recovery Rate (FRR) becomes. This is 
  because he is drawing on his reserves 
  and is risking exhaustion and collapse.
  Example: 
  Brother Arbutus has now not slept 
  for 28 hours. His 'effective' CON is 
  now assumed to be 17 -4 = 13. In 
  order to stay awake, he must make 
  a CON AR% at a penalty of -2 x the 
  hours he has been awake, i.e. -2% x 
  28 hours = -56% to his Attribute roll.
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  111
  Step 15 - Lifting & Carrying Capacity
  Generally a character will be not stressing 
  themselves and they will not need to consider 
  whether or not they could carry or lift a load.
  However, there are times when the issue can make a 
  significant difference to the outcome of an action. In 
  such cases, a precise determination might be necessary.
  The following rules are not to be considered 
  as rigidly inflexible.
  Beings usually function 
  within their normal limits, 
  and players should rarely 
  need to check Lifting Capacity 
  (LCAP) and Carrying Capacity 
  (CCAP) unless it is dramatically 
  crucial to a situation.
  Lifting Capacity (LCAP)
  Lifting Capacity (LCAP) 
  represents the weight a character 
  can lift over their head. To 
  determine their lifting ability, 
  compare the character’s Strength 
  rating to Body weight as shown 
  in Table – Strength/Body Ratio.
  Table - Strength/Body Ratio
  STR
   LCAP
  STR
  LCAP
  2 
  5 Lbs +25% of Body Weight
  17 
  5 Lbs +140% of Body Weight
  3 
  5 Lbs +30% of Body Weight 
  18 
  5 Lbs +150% of Body Weight
  4 
  5 Lbs +35% of Body Weight 
  19 
  5 Lbs +160% of Body Weight
  5 
  5 Lbs +35% of Body Weight 
  20 
  5 Lbs +170% of Body Weight
  6 
  5 Lbs +40% of Body Weight 
  21 
  5 lbs +180% of Body Weight
  7 
  5 Lbs +50% of Body Weight 
  22 
  5 Lbs +190% of Body Weight
  8 
  5 Lbs +60% of Body Weight 
  23 
  5 Lbs +200% of Body Weight
  9 
  5 Lbs +70% of Body Weight 
  24 
  5 Lbs +210% of Body Weight
  10 
  5 Lbs +80% of Body Weight 
  25 
  5 Lbs +225% of Body Weight
  11 
  5 Lbs +90% of Body Weight 
  26 
  5 Lbs +250% of Body Weight
  12 
  5 Lbs +100% of Body Weight 
  27 
  5 Lbs +300% of Body Weight
  13 
  5 Lbs +105% of Body Weight 
  28 
  5 Lbs +350% of Body Weight
  14 
  5 Lbs +110% of Body Weight 
  29 
  5 Lbs +400% of Body Weight
  15 
  5 Lbs +120% of Body Weight 
  30 
  5 Lbs +450% of Body Weight
  16 
  5 Lbs +130% of Body Weight 
  31 
  5 Lbs +500% of Body Weight
  Carrying Capacity (CCAP)
  Throughout history, warriors have often carried 
  50 - 100 Lbs of arms, ammunition and equipment 
  and if physically fit and with the weight properly 
  distributed, troops can march for many miles with 
  such a burden, across a wide range of terrain!
  Carrying Capacity being calculated 
  as ½ x LCAP (rounding up).
  Exceeding Carrying Capacity (CCAP)
  If a character carries more than their 
  carrying capacity, they suffer a penalty 
  of -1 Fatigue Point for every 20% of their 
  CCAP that the load exceeds it, each hour 
  or part of an hour that they bear it.
  It is assumed that a PC will use 
  load-bearing equipment to carry 
  heavy weights. If they simply carry 
  the load in their hands etc., their 
  effective CCAP is half normal.
  Example: 
  Fabian’s LCAP = 126.5 
  = 127 Ibs. He can carry 
  half that weight or 63.5 
  = 64 Ibs (rounding up) 
  without undue Fatigue. 
  This is a reasonably 
  heavy load for Fabian.
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  112
  Example: 
  To carry 127 lbs Fabian is carrying an 
  amount of 63 lbs over his carrying 
  capacity. This means he is 63 lbs / (0.2 x 
  64 lbs) = 63/12.8 Lbs = 4.9 = 5 (rounded 
  up) times over his carrying capacity. 
  Therefore he expends -5 Fatigue Points 
  per hour he carries the burden and 
  thus tires rapidly if overloaded. His 
  friend Cednc has an LCAP of 421 lbs. 
  He can carry half that weight or 211 lbs 
  at no loss of Fatigue. This may sound 
  incredible, but Cedric is a big fellow at 
  the limit of normal Human strength.
  Example: 
  Fabian carries a chest of coins weighing 
  100 Ibs in his arms. His normal CCAP is 
  64 Ibs (127 /2) but since he is carrying 
  the burden in his hands, this is reduced 
  by half to 32 Ibs. For every 20% above 
  his effective CCAP he carries, he 
  subtracts 1 FP per hour he carries the 
  chest. Therefore he is carrying 100 Ibs 
  -32 Ibs = 68 Ibs above his effective CCAP, 
  so it will cost him 11 Fatigue Points (68 
  lbs /(0.2 x 32 Ibs) = 68/6.4 lbs = 10.6 = 
  11 times) for every hour he carries it.
  Sharing a Load
  If several characters share a burden, the weight 
  is divided by the number helping to carry 
  it to determine the load each carries.
  Other Methods of Carrying a Burden
  Besides the usual methods of carrying items, 
  objects may be carried in many other ways:
  Carrying a weight on top of one’s head is an even more 
  efficient method than carrying it on one’s back, but if 
  the character stumbles or falls, the burden will tumble.
  Head CCAP = standard CCAP + 20%
  An item can also be held in one’s mouth.
  Mouth CCAP = 10% of standard CCAP
  Being Overweight
  An overweight person should be treated as carrying 
  their body fat as a burden, the excess weight being 
  rated in terms of its percentage relative to standard 
  weight. Each extra 10% overweight will reduce 
  Agility by 1. Being overweight does not count for 
  calculating Body Levels or similar computations. 
  It does lower the amount of weight that can be 
  carried and (since it is a burden that cannot be put 
  down) and lowers the distance that can be jumped. 
  An overweight character who diets will lose ⅓ D10 
  (round down) pounds a week - and whilst dieting 
  regains Fatigue Points at half the standard rate.
  Step 16 - Jumping Ability
  All characters can jump a certain distance; however, how 
  far that distance is depends on Strength, Agility, racial 
  characteristics, and the load that is carried. Additionally 
  the Athletic skill of Jumping can improve distances.
  The basic Jump is determined as ¼ x (STR + AGL)  
  (rounded up).
  Jumping ability is further modified by racial 
  background, Humans adding +2 feet to their Jump.
  Running vs. Standing Jumps
  If a character is running into a jump or making 
  a standing jump to cross a distance can result 
  in different distances being traversed:
  Running Jump Distance = Jump + ½D10
  Standing Jump Distance = ½ Running Jump
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  113
  In addition to jumping distances, a person can 
  also jump heights, leaping up into the air to 
  catch the branch of a tree or to vault a hurdle.
  Regardless of his height, a person can jump 3 
  feet in the air - and extend his arms an additional 
  one-sixth of his height over his head. See the skill 
  Jumping Heights for improving this ability.
  Jumping When Encumbered
  It is assumed that a jumper is most able when 
  unencumbered by any load. However, if bearing a load, 
  a PC suffers a penalty of -1 foot from the distance for 
  every 10% of CCAP the jumper is carrying (round up).
  Step 17 - Base Action Points
  Determining Base Action Points (BAP)
  Base Action Points (BAP) determine what a character 
  can undertake in a given time period. BAP are found by 
  either using purely physical capability, or a combination 
  of physical and mental ability. Quick reflexes, robustness, 
  conditioning and rapid movement is one rationale. 
  The second method treats Intellect as a mix of 
  determination and planning that still enables a 
  person with low Constitution to still move quickly, as 
  they substitutes force of will for physical ability. The 
  more favourable of the following methods is used:
  1. 
  The sum of Agility and Ferocity, divided by 2, or
  2. 
  Agility and Intellect added 
  together, then divided by 2
  AGL levels over 20 are included but not INT or FER 
  levels above INT 20 or FER 20. Fractions are rounded 
  down when calculating Base Action Points (BAP).
  Applying BAP
  Base Action Points (BAP) modify the distances a 
  character may cover, BAP however is not only utilised 
  in movement, but also helps determine how a 
  character performs in combat and what they can do.
  Example: 
  Harold has STR 15 and AGL 13 
  = 1/4 x (15 + 13) = 28/4 giving 
  him a basic Jump of 7 feet.
  Harold has a basic Jump of 7 feet. Being 
  Human, he adds +2 feet to reflect his 
  background to obtain JUMP 9 ft.
  Example: 
  Unencumbered by any load, Harold can 
  make a running jump of 9 ft + ½D10 ft, 
  a range of 10ft to 14 ft. He has a CCAP of 
  100 Ibs. He loses -1 ft from his Jump for 
  every 10% of 100 lbs = 10 Ibs he carries. 
  Harold finds himself carrying a load of 
  35 lbs. This is between 30% and 40% 
  of CCAP, so he deducts -4 feet from his 
  Jump distance. Harold is now capable 
  of a running jump of between 6 ft to 10 
  ft and a standing jump of 3 ft to 5 ft.
  Example: 
  Eleanor has AGL 16, FER 
  8 and INT 17. Her best 
  choice is AGL + INT = 
  16 +17 = 33/2 = 16.5 = 
  BAP 16 (rounded up).
  However, Henry has AGL 
  21, FER 15 and INT 10. His 
  best choice is AGL + FER = 
  21 +15 = 36/2 = BAP 18.
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  114
  Step 18 Character Age
  Feudal society was one in which age was treated 
  (usually) with respect, and although these rules are 
  optional they are included to enable a wider range 
  of characters to be created. 18 is used as the base 
  age as it is roughly around the age at which most 
  PCs will leave their families to avoid the settling 
  down that was typically socially expected.
  As age determines a character’s starting experience, 
  a character beginning with more than 5,000 
  experience points and who expends them on skills, 
  etc., may well start higher than Experience Level 1.
  Players may determine the starting ages of 
  their character's by one of several means:
  1. 
  They may either roll 1D100% 
  2. 
  Pay PC points for an age older than 18 (or choose a 
  younger age in order to earn bonus PC points), or
  3. 
  Default to the standard age of 18.
  All Well Aspected characters may add +1% x 1D10 
  to their initial experience, whatever their age.
  Basic Starting Age
  1d100% 
  Human Dwarf 
  Elf 
  PC 
  Experience 
  Point 
  Cost
  01 - 05 
  13 
  14 
  15 
  2,500 exp 
  +10
  06 - 10 
  14 
  16 
  17 
  3,000 exp
  +8
  11 - 20 
  15 
  18 
  19 
  3,500 exp
  +6
  21 - 30 
  16 
  20 
  25 
  4,000 exp
  +4
  31 - 40
  17 
  25 
  35 
  4,500 exp
  +2
  41 - 60 
  18 
  30 
  50 
  5,000 exp
  0
  61 - 65 
  19 
  33 
  55 
  5,500 exp 
  -2
  66 - 70 
  20 
  36 
  60 
  6,000 exp
  -4
  71 - 75 
  21 
  36 
  65 
  6,500 exp
  -6
  76 - 80 
  22 
  39 
  70 
  7,000 exp
  -8
  81 - 85 
  23 
  42 
  75 
  7,500 exp
  -10
  86 - 90 
  24 
  45 
  80 
  8,000 exp
  -12
  91 - 100
  25 
  48 
  85 
  8,500 exp
  -14
  Table - Basic Starting Age
  Step 19 - Personalising Traits
  Foibles and Quirks
  The more a character is ‘personalised’, the more they 
  become an individual. Table - Personal Physical Features 
  may assist with a few ideas to make a character 
  'come alive'. The more detail that can be brought 
  to the task of visualising a character, the better.
  While a character might not start with any behaviours 
  or habits that become 'hallmarks' of their personality, 
  it should be kept in mind that most people do tend 
  to have a distinct voice, maybe an accent or favourite 
  expressions, pet peeves, particular preferences in 
  clothing, food, drink etc. During role-play a player 
  might note down all the things that make their 
  own character truly unique and individual and try 
  to build them into their role-playing repertoire.
  Not all humans have similar features, there are 
  great regional and racial differences. However, most 
  Europeans are somewhat similar in broad terms; 
  anyone with a markedly different appearance, such 
  as an unsightly skin complaint or a foreigner, will be 
  considered very ugly and most likely socially penalised.
  Hair Features
  From the 9th century, European nobles wore their 
  hair short to the neck and generally favoured 
  being clean shaven. During the 11th century 
  Norman warriors often shaved the back half of 
  the head as an alternative to a 'pudding basin'. 
  As the 12th century progressed fashions changed, 
  beards and long curled hair became the norm, 
  even being filled-out with false hair. Beards and 
  Moustaches were quite common, and were often 
  expected from certain social groups. Facial hair being 
  seen as one physical sign of age and thus wisdom.
  During the 13th and 14th centuries hair was kept 
  generally collar-length, while the pudding-basin 
  style of the early 15th century was superseded 
  by a longer style in the north and meticulously 
  curled and combed hair in Italy. The clergy were as 
  always distinguished by their shaven tonsure, while 
  completely shaven heads were reserved for lunatics.
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  115
  For a woman, their hair and how it was dressed 
  indicated her age and marital status. Although 
  most women had medium-length hair, longer hair 
  was often tied into plaits for convenience. The 
  Church, as always concerned with female modesty, 
  encouraged married women to veil long plaits and 
  not to entwine their hair with ribbons - although few 
  listened; many noblewomen also added false hair. 
  During the 13th and 14th centuries plaits were often 
  coiled over the ears or into gold or silver cauls 
  (nets), or concealed (hair, neck, and chin) with a 
  linen wimple. Occasionally these styles, particularly 
  in Arabic-influenced Mediterranean regions such 
  as Sicily, were finished off by a veil or kerchief. 
  In the 15th century, fashionable Northern European 
  ladies plucked their hairline to make their foreheads 
  seem higher and scraped their hair back under hennins 
  - elaborate horned, pointed, or wired headdress. While 
  in warmer climes such as in Italy, women displayed 
  their hair in plaits, under low, jewelled turbans, 
  bandeaus, or caps. Blonde hair was also at times 
  sought by the use of either urine-based bleaches, 
  saffron or onion skin dyes, or by the sun’s action.
  Everyone wore a cap, hat, hood or scarf - as 
  only the mad went outdoors bareheaded.
  Names
  Names are significant. When choosing a name, it 
  is always a good idea to consider what it is that is 
  important about a character. Cultural influences 
  on a campaign tend to colour and determine 
  what fits into that setting and what might be most 
  authentic. However, a name is always the player’s 
  choice - although the character has to live with it!
  Until the 14th Century the labouring estate did not 
  generally have true surnames, but usually descriptions 
  or a place name - such as Hugh of Otmoor, or 
  Black Thomas. Nobles would have a place name 
  (possibly in addition to a surname), an example 
  being William de Valence, Earl of Pembroke.
  Eye Colour 
  Hair Colour 
  Hair Features 
  Complexion 
  Skin Texture 
  Unusual Features
  Violet 
  Sun-bleached blonde 
  Short 
  Wan (very pale) 
  Silky 
  Large nose
  Blue-grey 
  Strawberry blonde 
  Long 
  Milky 
  Smooth 
  Hawk nose
  Blue 
  Flaxen blonde 
  Straight 
  Untanned 
  Average 
  Bulbous nose
  Dark blue 
  Dirty blonde 
  Wavy 
  Average 
  Rough 
  Long nose
  Emerald green 
  Red 
  Curly 
  Tawny 
  Seamed 
  Snub nose
  Green 
  Auburn 
  Bald 
  Golden tanned 
  Weather-beaten 
  Wide nostrils
  Hazel 
  Light brown 
  Tonsured (Clerical) 
  Deeply tanned 
  Worn 
  Narrow nostrils
  Brown 
  Chestnut brown 
  Tonsured (Druidic) 
  Swarthy 
  Leathery 
  Wide-eyed
  Dark brown 
  Dark brown 
  Shaved 
  Reddish-brown 
  Wrinkled 
  Narrow-eyed
  Intense brown 
  Black 
  Pageboy cut 
  Coppery-brown 
  Very wrinkled 
  Squinty-eyed
  Silver-streaked 
  Braided 
  Brown 
  Jutting jaw
  Grey 
  Black 
  Thin-lipped
  Albino 
  Clean shaven
  Moustache/Beard
  Scar or mole etc.
  Table - Personal Physical Features
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  116
  Sample Character
  This is an example of how to create a character 
  using the Heroic Points Method.
  Stephen wants to create a fighter type who is a 
  townsman (not restricted by the rules of chivalry)
  Step 1 (Page 52) Choose method 
  Stephen has chosen Heroic Points method 
  so has 150 PC Points to spend
  Step 2 (Page 52-53) Horoscope 
  Stephen opts to spend 10 PC points to choose 
  birth sign and chooses Scorpio (he may want 
  his character to dabble in magick).  He gets 
  to select two skills so chooses Slashing Sword 
  and Dodge. He makes a note of these.
  Step 3 (Page 54) Birth Omens 
  Stephen opts for Well aspect for 10 PC Points 
  to allow for Magickal abilities later on. He 
  now has 130 PC Points remaining.
  Step 4 (Page 54-57) Race and Gender 
  Deciding to go for the default he chooses Human Male.
  Step 5A (Page 58-59) Social Background 
  The game is going be set in a High Chivalric setting 
  so the HC Tables will need to be used.  Wanting to be 
  from a well to do background Stephen spends 6 PC 
  Points to make his Character's Father's Social Class 
  a Wealthy Townsman. This then directs him to Table 
  Father's Vocation Townsman. He has 124 PC Points Left.
  Step 5B (Pages 60-82) Fathers Vocation 
  Stephen now has to roll 1D100 for his character's 
  Fathers Vocation. As a Wealthy Townsman he rolls 
  on the Wealthy section of the Table Fathers Vocation 
  Townsman.  He rolls 43 which when looking up on 
  the table indicates a Merchant/Trader with a base 
  Social Status of 14. He has to make a further roll on 
  Merchants Table to indicate what he was a merchant 
  of.  Stephen rolls 78 which gives him 78 which makes 
  his character's father a Wool Merchant. This gives him 
  basic knowledge in Finance, Bargaining, Evaluate 
  Goods (Wool) and Accurate Counting as secondary 
  skills and a minus 1 to social status, he makes a 
  note. Stephen then generates how his character 
  is viewed amongst his peers and rolls 41 which is 
  average on Intragroup Status. As a townsman he 
  will also receive a bonus of +3 to AGL attribute
  Step 6 (Page 82-84) Sibling Rank and place 
  Stephen rolls 80 so his character is legitimate, he rolls 
  77 and 45 for his character's father which indicates 
  he is still alive and is his mothers first husband. For 
  his character's mother he rolls 18 and 46 which 
  also indicates his mother is alive and has no prior 
  husbands. Not wanting to spend PC Points on 
  sibling rank Stephen rolls 7, halved rounded down 
  is a 3, so Stephens character is the 3rd child.  The 
  gender of the elder children can be determined 
  in agreement with the GM or rolled randomly.
  Step 7 (Page 82-84) Status 
  Stephen rolls 25 (rather than spend or gain 
  PC Points) and gets Credit to the Family.
  Step 8 (Page 84-87) Curse 
  Not being poorly aspected but wanting to gain 5 PC 
  Points Stephen rolls 62 which gives his character a 
  Serious Allergic Reaction. Rolling a 1D10 for Allergy he 
  gets a 2 which is Animal Fur. He now has 129 PC Points.
  Step 9 (Page 87-93) Special Talents 
  Wanting to save his PC Points for his attributes 
  Stephen rolls a 36 which gives his character 1 
  special ability, he rolls 82 which gives him Sense 
  Auras, the ability to detect if anyone has evil 
  intent, useful if he is going to be a guard.
  Step 10 (Page 94-101) Flaws 
  As he has a special ability he has to have 
  a flaw to balance it.  Stephen opts to roll, 
  he gets 74 which is Over Confident.
  Step 11 (Pages 102-104) Personal Attributes 
  Stephen has 129 Points to spend, 
  he spends them as follows:
  Strength 16 (17 pts)
  Dexterity 15 (15 pts)
  Constitution 17 (19 pts)
  Intellect 14 (14 pts)
  Discipline 14 (14 pts)
  Wisdom 12 (12 pts)
  Bardic Voice 12 (12 pts)
  Appearance 11 (11 pts)
  Spirit 15 (15 pts)
  His derived attributes are as follows: 
  Agility  
  Average of (STR, CON, DEX) and Innate ability 
  (random roll on 1D10 and the roll is 1) or average 
  of (16 + 15 + 17) + 0 = 16 Then he gain +3 for 
  being a townsman for total AGL = 19
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  117
  Ferocity 
  Average of (STR, WIS, DEX) and Innate ability 
  (random roll on 1D10 and the roll is 8) or 
  average of (16 + 12 + 15) + 3 = 14 + 3 = 17
  Charisma 
  Average of (WIS, APP, BV) and Innate ability 
  (random roll on 1D10 and the roll is 10) or 
  average of (12 + 11 + 12) + 4 = 12 + 4 = 16
  Step 12 (Pages 104-106) Character Size 
  As a Heroic Male he rolls 2D10 and gets a 6 + 4 = 10.  
  This gives a height of 10 + 62 = 72 inches or 6 foot tall.  
  Stephen rolls 1D10 for build and gets 10 and heroic adds 
  2 = 12 which is a massive build.  His Height gives his 
  basic weight as 10 + (5 x (72-40)) = 10 + (5 x 32) = 170 
  lbs.  His build adds 35% giving a total weight of 229 lbs.
  Step 13 (Page 107-108) Body Points 
  Based on his Weight he has a base Body Point total of 
  23.  To this is added CON and half STR = 23 + 17 + 8 = 48
  Step 14 (Page 109-110) Fatigue Points 
  The total of STR + CON (16 + 17 = 33) or CON 
  + DIS (17 + 14 = 31).  33 is the best score.
  Step 15 (Pages 111-112) Lifting & Carrying Capacity 
  Based on STR 16 his LCAP is 5 + (Weight + 30%) 
  = 5 + 298 = 303 lbs and his CCAP is 151 lbs
  Step 16 (Page 112-113) Jumping Ability 
  This is a quarter of (STR + AGL) = 1/4 (16 + 19) = 1/4 35 = 
  9.  Humans add 2 so his Jump is 11.  He can do a running 
  jump of 11 + ½ D10 feet and a standing jump of 5 feet.
  Step 17 (Page 113) Base Action Points
  His BAP is (AGL + FER)/2 or (AGL + INT)/2.  So 
  (19+17)/2 = 18 or (19+14)/2 = 16 so it will be 18.
  Step 18 (Page 114) Starting Age 
  Stephen decides his character will 
  default to the starting age of 18.
  Step 19 (Pages 114-115) Personalising Traits 
  Stephen decides these can be decided later.
  Vocation (Pages 119-146) 
  Stephen decides his character should be a 
  common warrior. As a starting character he gets 
  all the common skills at level 0, all his background 
  skills at level 0, 10 starting skills (including 
  competencies) from his vocation.  These skills 
  chosen from his vocation are at level 1. Five of 
  his skills may be mastered for an extra level. 
  He also receives a number of hobby skills, based on 
  INT + DIS he gets 2 hobby skills, he chooses Diviner 
  Mode of Magick and Divination Method of Magick. 
  Remembering his birth sign his skills chosen are 
  vocational so he has them as mastered at level 2 for 
  free. He chooses as his 5 mastered skills Spear, First Aid, 
  Dagger, short swords and Archery, he then adds Shield 
  Play Light and Shield Play Heavy.  He chooses three 
  competencies to fill his remaining slots Conditioning 
  (+1 BP), Wear Light Armour and Wear Heavy Armour.
  He has 5,000 Exp to spend so he spends 500 to 
  specialize in Crossbow, 500 to improve Brawling to 
  level 2, and 1,000 to improve it to level 3 (he will be 
  a City Guard after all).  He spends 1,000 to improve 
  Dodge to level 3 (to improve to level 3 is 2 levels 
  above current ExL so twice the cost).  He spends 1,200 
  to improve Slashing Swords to level 3, and 600 to 
  improve Shield Play Heavy to level 2. This leaves 200 
  Exp which he saves just in case. As he has spent 4,800 
  he hasn’t spent enough to advance and ExL so remains 
  as 1st Level. Stephen decides to call him Aldric.
  As Aldric has chosen a Mode and Method of Magick, 
  we need to calculate his PMF and his ML He adds is 
  PSF in his Mode of magick -3% and his Aspect (well 
  aspected) +10% Therefore his PMF = 7%. This gives 
  him and ML = 1. See pages 288-289 for PMF & ML
  He has the following points to spend on spells he has 
  mastered. This his ML x Level he has in Methods of 
  Magick (1) + He also gains a +2 from attribute bonus 
  as he is a Heroic Character. So he has a mighty 3 Points 
  to spend on buying mastered spells. See page 295.
  1. 
  Detect Hidden Object
  2. 
  Detect Tracks
  Aldric Could have chosen to Learn spells that are 
  above his ML see table on page 295 for limits. Or he 
  could have spread his points on partial learned spells 
  and take risks on casting  i.e. instead of spending 2 
  points to master A MR 2 spell (detect Tracks) he could 
  spend 1 point at it would remain an MR 1 partially 
  learned spell with the incumbent issues of casting. 
  Starting Funds (Page 234) 
  As his Fathers Vocation was a Merchant (Small 
  Businessman) he gets 20 x Social Status = 260 
  pennies plus and average weapon for each Mastered 
  weapon skill. As a credit to the family he also gets 
  +5% x 1D10 of basic purse (Stephen rolls a 6 so 
  Aldric gets an extra 30% or 78 pennies) which 
  totals 338 pennies for any extra equipment.
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  118
  SKILLS
  LVL
  BCS%
  ATT  
  Bonus
  LVL &  
  Voc Bonus
  Total  
  PSF%
  TSC%
  Alertness Sight
  0
  07
  0
  0
  0
  07%
  Alertness Sound
  0
  07
  0
  0
  0
  07%
  Archery (Crossbow) (V,M)
  2
  20
  4
  26
  30
  70%
  Bargaining
  0
  40
  5
  0
  5
  45%
  Brawling (V)
  3
  40
  12
  19
  31
  71%
  Dagger (V,M)
  2
  40
  11
  26
  37
  77%
  Dodge (V,M)
  3
  40
  9
  29
  38
  78%
  Diviner Mode of Magick (H)
  1
  20
  3
  -7
  -4
  16%
  Divination Method (H)
  1
  20
  3
  8
  11
  31%
  Evaluate Goods (Wool) 
  0
  50
  3
  0
  3
  68%
  Faith
  0
  20
  6
  0
  6
  26%
  Finance
  0
  30
  3
  0
  3
  33%
  First Aid (M)
  2
  50
  3
  16
  19
  69%
  Language Spoken (Own)
  0
  60
  3
  0
  3
  63%
  Local Geography
  0
  60
  4
  0
  4
  64%
  Shield Play Heavy (V)
  2
  30
  12
  16
  28
  58%
  Shield Play Light (V)
  1
  30
  12
  13
  25
  55%
  Short swords (V,M)
  2
  30
  12
  26
  38
  68%
  Slashing Sword (V,M)
  3
  30
  12
  29
  41
  71%
  Spear (V,M)
  2
  40
  6
  26
  32
  72%
  Stamina (V)
  1
  40
  9
  13
  22
  62%
  Willpower
  0
  40
  3
  0
  3
  43%
  ALDRIC – Town City Guard
  The son of a Wool Merchant aged 18.   Social Status 13
  STR 
  16  (79 AR%) 
  INT 
  14  (73 AR%) 
  BV 
  12  (76 AR%) 
  AGL 
  19  (88 AR%) 
   
  CON 
  17  (82 AR%) 
  DIS 
  14  (73 AR%) 
  APP 
  11  (62 AR%) 
  FER 
  17  (82 AR%)
  DEX 
  15  (76 AR%) 
  WIS 
  12  (66 AR%) 
  SPR 
  15  (76 AR%) 
  CHA 
  16  (79 AR%)
  BODY 49  
  FATIGUE  33 
  BIF 13   
  BAP 18
  PMF 7   
  ML 1
  Competencies
  Accurate Counting, Conditioning, Wear Light Armour, Wear Heavy Armour
  Mastered Spells:
  Detect Hidden Object
  Detect Tracks
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  119
  Vocations
  In Chivalry & Sorcery vocations represent the way of 
  life that characters are attracted too because of their 
  natures and backgrounds, or some other such calling. 
  The vocation that a player chooses for his character 
  describes the skills the character can learn as part of his 
  training. In many societies it was usual for apprentices to 
  craftsmen to begin their apprenticeship as young as 10 
  years old. Sons of nobles would begin their training for 
  Knighthood as pages at a similar age. The early age that 
  these apprentices commenced their training channelled 
  their development along routes that made vocational 
  skills easily learnt. There are various categories of 
  skills available and these reflect the various types of 
  skills that a character will come in contact with.
  Starting Skills
  All characters begin play with ten skills and / or 
  competencies listed for their vocation and at least six of 
  these must be from those listed as Primary (Vocational). 
  Skills are gained at Level 1, while competencies are 
  treated as a single level (unless multiple levels can 
  be purchased). They are gained at no cost to the PC. 
  There are some Vocational skills which are also listed 
  as Background skills. These skills receive no additional 
  bonuses for being part of the Characters background. 
  In addition to chosen skills, characters also gain 
  background skills as per father’s profession at level 0.
  • 
  Vocations which have combat skills as part of their 
  vocation will state the maximum number of primary 
  combat skills they may begin with at Level 1 at no cost 
  (within the starting 10 skills).  Any additional combat skills 
  above the starting level must be purchased as normal.   
  • 
  In all Vocations, the Gamemaster may exclude certain 
  skills, especially combat skills, if they are not appropriate 
  to the character’s culture, social background or the 
  military and historical accuracy of the people of the time.  
  Background Skills
  Background skills are the skills a character has contact 
  with in early childhood. They represent the skills of the 
  father or mother, where the youngster may have been 
  required to assist in some small part to help the family 
  as a whole. Before skills and skill levels are selected, the 
  character begins with Level 0 in those skills listed for his 
  father’s vocation. For skill promotion they are treated 
  as Secondary Skills unless they are listed as Primary (or 
  Vocational) Skills for the character’s chosen vocation. In 
  addition to these background skills, all characters begin 
  play with the following skills that can also be regarded 
  as Background skills unless listed under the vocation 
  as Primary Skills. All 'gentle' PC’s gain +10% to PSF% 
  to the skills of Courtly Love (not EF) and Leadership.
  Alertness - Sight 
  Language - Spoken (Own)
  Stamina 
  Alertness  -  Sound
  Local  Geography 
  Willpower 
  Faith
  Dodge 
  Brawling
  Primary (or Vocational) Skills
  Primary or Vocational Skills are skills that are 
  essential to the vocation chosen by the character. 
  To reflect the amount of time spent with the skills 
  during their apprenticeship they gain +10 PSF% 
  in that skill. Any initial Primary Skills the PC selects 
  are gained at Level 1. Once play has commenced, 
  any additional Primary Skills are learnt at Level 0.
  All Primary Skills can become Mastered 
  Skills so giving the PC further benefits.
  Note: 
  Warriors have access 
  to all combat skills 
  so a limit is placed 
  on the number of 
  initial combat skills 
  they gain a Level 
  1 at no charge. 
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  INDEX
  
  120
  Secondary Skills
  Secondary Skills may also form part of the character’s 
  vocation but they are not considered as practised 
  or as necessary as Primary Skills. They may be skills 
  that a PC learnt to aid his vocation, e.g. First Aid, if 
  a warrior he does not need this skill to fight but it 
  may prove useful after the fight! These are learnt 
  at Level 0 unless selected as one of the PC starting 
  skills, when they are learnt at Level 1. A PC can select 
  a maximum of four Secondary Skills when choosing 
  their starting skills. Secondary Skills can also become 
  Mastered Skills so giving the PC additional benefits.
  Tertiary Skills
  A character can begin (at no cost) with a number of 
  Tertiary Skills at Level 0. The actual number of skills is 
  dependent on the character’s Intellect and Discipline. 
  In order to find out the number of Tertiary Skills 
  available, add the two Attributes together and compare 
  the result to Table – Number of Tertiary Skills. These 
  Tertiary Skills can be used on a regular basis throughout 
  the game. It may transpire that any regularly used 
  Tertiary Skills can be promoted to Secondary Skills.
  Mastered Skills
  Attribute  
  Total
  Mastered 
  Skills
  Under 20
  10 levels
  21 - 24
  9  levels
  25 - 28
  8  levels
  29 - 31
  7  levels
  32 - 34
  6  levels
  35 - 36
  5  levels
  37 - 38
  4  levels
  39
  3  levels
  40+
  2  levels
  Table - Mastered Skills
  Total of  
  INT + DIS
  Max No. 
  Tertiary  
  Skills
  Under 20
  1
  20 - 29
  2
  30 - 35
  3
  36 - 39
  4
  40 +
  6
  Table – Number of Tertiary Skills
  There are times when a character favours a skill to such 
  an extent that it can be said he has truly mastered the 
  skill. Mastered Skills therefore reflect those skills that a 
  character prefers to use above all others, e.g. a Knight 
  may always use a mace instead of a sword. Mastered 
  Skills gain a bonus of +10 to PSF%. In addition, a player 
  will gain one additional level in skills that are initially 
  mastered when selecting his ten starting skills, therefore 
  any such Primary (or Vocational) Skills begin at Level 
  2 and +20 PSF% and any Background and Secondary 
  skills begin at Level 1 and +10 PSF% when mastered.
  Each character begins play with five Mastered Skills 
  which can initially be applied to any skill except 
  Tertiary (or Hobby) Skills. Further Mastered Skills 
  as time progresses but these must come from the 
  character Primary (or Vocational) Skills and Secondary 
  Skills, and must be skills the character already has a 
  knowledge of. Once a new Mastered Skill has been 
  obtained, the character must state what the next 
  skill is that he intends to master. The point at which 
  further skills can be mastered is dependent on the 
  character’s experience level. This reflects both time 
  and the experience a character has gained in his 
  vocation. All vocations have a Primary, which reflects 
  the attribute that is central to the vocation, and a 
  Secondary Attribute which, although not central to the 
  vocation, is deemed to strongly influence the vocation.
  To determine when the character may gain an additional 
  Mastered Skill, add together the Primary Attribute 
  and Secondary Attribute (or Discipline if greater) 
  and compare the result to Table – Mastered Skills.
  The immediate benefit of the skill being 
  promoted is the bonus to one’s PSF%. 
  For instance Master James, Yeoman Forester has 
  CON 16 and AGL 17 giving an attribute total 
  of 33. Every 6 levels he will be able to consider 
  one additional skill to be mastered, so at levels 
  6, 12, 18, 24 etc. he will add an extra mastery.
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  121
  Warrior Vocations
  ‘Warriors’ are characters who elect 
  for a martial vocation. They focus 
  on training for combat.  A martial 
  career requires that a man rely on 
  brute strength, fast reflexes, physical 
  toughness and bulldog tenacity, with 
  quick wits thrown in for good measure. 
  Above all, they are fighters, pure and 
  simple. Their goals in life are to seek 
  glory, honour, and loot, to build and 
  maintain a good reputation, and 
  to be remembered after death as a 
  doughty warrior and a true hero.
  Fighters: The Common Warriors
  Fighters include all warriors lacking 
  aristocratic backgrounds. While not 
  enjoying the privileges of nobility, the 
  common Fighter often has greater 
  freedom of action. An ordinary feudal 
  fighting man is not strictly bound by 
  the Code of Chivalry which Knights 
  are expected to observe in their daily 
  conduct. On the other hand, neither 
  are they protected by the Code, which 
  is what dictates ‘correct’ treatment 
  of prisoners of chivalric rank. 
  It is the PC’s social background, 
  along with his ability to outfit himself 
  accordingly, which establishes the type 
  of Fighter he can choose to be to begin 
  the fantasy role-playing campaign. 
  One can not train to be a particular 
  type of fighter without the appropriate 
  equipment, i.e. how can you be a 
  mounted warrior without a horse. 
  Fighters can choose from a wide 
  range of combat skills. Of course, 
  these choices will reflect personal 
  preferences, but they will also be 
  strongly influenced by a Fighter’s 
  social and cultural backgrounds.
  For instance, a Viking will probably be 
  a proficient horseman, but it is unlikely 
  he will have skill in mounted combat. 
  Nordics rode whenever possible.  
  Horses were commonly used for rapid 
  movement but only rarely as battle 
  steeds. Northmen traditionally fought 
  on foot. They were very good at it, 
  not only because of their renowned 
  ferocity but also because they were 
  disciplined infantry who trusted in their 
  proven shield wall formation and time-
  tested battle tactics to win the day. 
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  122
  Serviens & Livered Horsemen 
  Primary Attribute:  ............................Strength (STR)
  Secondary Attribute: .................Constitution (CON)
  In the feudal scheme of things, these are mounted 
  Fighters who have many of the fighting skills of a Knight.
  A Liveried Horsemen is a ‘professional’ fighting man, 
  typically a serving retainer of a Knight or Lord.  A Servien 
  is a small landholder with enough income to maintain 
  a horse but not enough to qualify for knighthood.  
  A character coming from such a background is 
  deemed adequately equipped and having an 
  opportunity to follow a martial occupation.  Other 
  characters of common birth have to be able to 
  purchase the requisite equipment to qualify.
  Other Mounted Warriors
  Primary Attribute:  ............................ Strength (STR)
  Secondary Attribute: ................. Constitution (CON)
  There are other types of mounted fighters, but these will 
  tend not to come from a feudal setting.  Examples are 
  the Saracen cavalryman or the Mongol warrior. While 
  each type would possess qualities and skills unique 
  to their specific cultures, the following guidelines 
  are designed to apply to such warriors in general.  
  Serviens  &  
  Liveried Horsemen Primary Skills
  Secondary Skills
  Animal Riding1
  Mounted Combat2
  Conditioning
  Endurance
  Any Combat Skills & 
  Competencies (except K Only)
  Any K Only Combat Skills3
  Weaponsmithing & Armoury
  Leadership 
  First Aid 
  Stamina
  Any background skills
  Initial Number of Combat Skills
  6
  1Animal Riding must be selected as the first skill chosen for 
  Mastery. Characters qualified by birth and background to 
  become feudal horsemen have basic knowledge. 
  2Mounted Combat must be the second skill selected for Mastery, as 
  it was the Liveried Horseman’s role to fight alongside their Knight. 
  It was not enough to have fighting prowess, their identity as a 
  mounted warrior was based on their prowess in the saddle. 
  3Knight only combat skills are restricted to Ride a Warhorse, Wear 
  Battle Armour and Cavalry Lance. Horsemen, as retainers, would 
  be more likely to have Knightly Secondary Skills than Serviens as 
  they have a greater chance of obtaining regular training in them. 
  Table  –  Serviens & Liveried Horsemen
  Mounted Warrior’s Primary Skills
  Secondary Skills
  Animal Riding1
  Horse Archery2
  Mounted Combat
  Conditioning
  Endurance
  Any Combat Skills & Competencies 
  (except K Only)
  Any K Only Combat Skills3
  First Aid 
  Stamina 
  Any background skills
  Initial Number of Combat Skills
  5
  1Animal Riding must be selected as the first skill chosen for 
  Mastery.  Those characters qualified by birth and background 
  to become Mounted Warriors have basic knowledge.
  2Horse Archery must be selected as the second skill for Mastery 
  if the character comes from a culture with a strong tradition of 
  Horse Archery.  Mongols, for example, specialised in Horse 
  Archery.  Some Saracens/Arabs/Moors might also be included in 
  this group.  Archery and Riding are pre-requisites for this skill.
  3Highly unlikely unless the culture has a tradition 
  of armoured cavalry warfare.
  Table  – Mounted Warriors
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  123
  Guards, Retainers & Warriors
  Primary Attribute:  ............................Strength (STR)
  Secondary Attribute: .................Constitution (CON)
  In Chivalry & Sorcery terms, these are 'professional’ 
  Fighters who specialise in foot combat.  Some specialise 
  in long-range armaments like the bow or crossbow. 
  However, many will specialise in infantry close combat. 
  They might be light infantry or they might learn to wear 
  heavy armour and wield large shields. Their weapons 
  of choice are armaments effective in the battle line, 
  e.g. spears, javelins, pole arms, axes, swords and as 
  weapons of last resort, daggers or short swords.
  Guards, Retainers & 
  Warriors Primary Skills
  Secondary Skills
  Any Combat Skills & 
  Competencies (except K Only)1
  Conditioning
  Endurance
  Stamina
  Any Combat Skills & 
  Competencies (except K Only)
  First Aid 
  Animal Riding
  Any background skills
  Initial Number of Combat Skills
  5 (including 2 selected as Mastery)
  1At least 2 of the initial Combat Skills must be selected as the 
  skills first chosen for Mastery.  Archery is a specialisation and it 
  is unlikely it would be selected by a line infantryman, who would 
  be more likely choose hurling a javelin or axe for Mastery.
  Table  – Guards, Retainers & Warriors
  Foresters 
  Warriors of the Wildlands
  Primary Attribute:  .....................Constitution (CON)
  Secondary Attribute: ........................... Agility (AGL)
  Foresters are characters who make their 
  livelihoods in the wilds. They are the hunters 
  and trappers, game wardens, guides, scouts, 
  rangers, etc. of the campaign world.
  Yeomen naturally suit this character class. They 
  grow up in a rural setting and could easily spend a 
  good deal of their youth gaining experience in the 
  wilder regions of the countryside.  Also, tradition 
  and history cast such types in Forester roles.
  Serfs also fit into the Forester class. If we want to 
  be historically accurate, feudal peasants were not 
  particularly free to roam around.  It is also historically 
  a fact that poaching was one way that many an 
  enterprising peasant lad helped fill his poor family’s 
  soup pot. Also peasants were often employed as 
  dog-handlers, game-drivers and so on by their feudal 
  lords, who had a voracious passion for the hunt.
  Townsmen are far less likely to make effective 
  Foresters. They spend their youth in an urban setting 
  and have early life experiences far removed from 
  those dwelling in the countryside. Depending on 
  the nature of the fantasy world he is depicting, the 
  Gamemaster may have to rule on the eligibility of 
  town-born characters for Forester vocations.
  As a general rule, characters who are portraying 
  Nobles are unlikely to opt for a Forester vocation 
  simply because it is a commoner’s proper calling and 
  beneath their station. However, junior offspring of very 
  minor knights might choose such a calling, especially 
  if driven to it by harsh circumstances. The members of 
  the nobility are, after all, passionate hunters and there 
  is always the tradition of Robin Hood to fall back on.
  These are merely guidelines for basic qualifications for 
  the Forester vocation. Gamemasters preferring extreme 
  realism and a traditional rendering of a feudal world 
  might easily restrict membership in the Forester class. 
  A character’s background has a significant impact 
  on his youthful experience and the likelihood of his 
  following such a vocation.  At the same time, it should 
  be emphasised that Gamemasters are always free to 
  set their own standards for membership, based on the 
  nature of their fantasy worlds and the cultures in it.
  Note
  Foresters must select at 
  least half of their Mastery 
  skills from Outdoor Skills.  
  One of the defining 
  elements of the Forester 
  vocation is his hunting 
  role, and one can not hunt 
  properly unless one can 
  kill prey at a distance!
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  124
  Knights 
  The Chivalric Warriors
  Primary Attribute:  ............................Strength (STR)
  Secondary Attribute: .................Constitution (CON)
  Automatic qualification for entry into the exclusive 
  military-political class known as Knighthood is 
  limited to characters from noble and chivalric 
  backgrounds. Historically, nobles alone trained from 
  childhood in the chivalric martial arts.  Anyone of 
  noble background therefore begins with significant, 
  you might even say overwhelming, advantages.
  A noble character desiring to become a feudal lord 
  must elect for Knighthood. The feudal lord was a 
  military as well as a political leader. He was expected to 
  personally command his troops in battle.  Any noble heir 
  to lands and titles must become a knight if he expects 
  his followers to respect him and follow him steadfastly.
  Junior offspring of titled nobility may choose another 
  vocation. However, if they inherit the family lands 
  and titles, they will have to be knighted if they 
  wish to exercise their authority and prerogatives 
  to the fullest extent.  This means acquiring 
  Knightly fighting skills later in their careers.
  A commoner PC might win Knighthood during the 
  course of a role-playing campaign, but he may not 
  start his career as a candidate for knighthood. A 
  commoner must win knighthood 'the hard way'.  
  His logical route for advancement to chivalric rank 
  requires that he become a mounted Retainer if at 
  all possible and the sooner the better.  Only in this 
  way can he most readily acquire the all-important 
  Knightly skills without the benefit of early training 
  and growing up in a chivalric household.  He must 
  win renown in battle. His 'worthiness' must be 
  recognised by a feudal lord willing to confer knighthood 
  upon him as a reward for valour and loyalty.
  All of this is very unlikely and for good reason.  The very 
  idea of chivalry assumes the innate superiority of the 
  noble-born over the commoner. In the feudal scheme of 
  things, to be a Knight is to have the unquestioned right 
  to command social inferiors.  Being a commoner is to 
  have the unquestioned duty to obey social superiors.
  Democratic equality is non-existent in feudal society 
  and Knighthood means belonging to a small, highly 
  privileged group very jealous of its powers, prerogatives 
  Forester’s Primary Skills
  Secondary Skills
   Archery or Hurling Javelins1
  Any Outdoors Skills2
  Combat skills & Competencies 
  (marked F)
  Bestiary Lore
  Regional and National Geography4
  Regional and National History4
  Herbalism
  Any Combat Skills (except K Only)
  First Aid 
  Conditioning3
  Endurance3
  Stamina3
  Bowery & Fletching
  Any background skills
  Initial Number of Combat Skills
  4
  1Either Archery or Hurling Javelins must be the first skill selected for Mastery.
  2Outdoor skills are mandatory for any Forester and he possess a minimum 
  of three of these skills.  Also half of their Mastery slots must spent on 
  Outdoor Skills.  If the PC’s father’s vocation is a Forester, the character 
  will start with background knowledge in any four Outdoor Skills. 
  3If born to a Forester background, the character will 
  have basic knowledge in these athletic skills.
  4Foresters only learn knowledge of forests within these skills.
  Table – Foresters
  Note
  If the Age option is used 
  (see Step 20 of the Character 
  Generation process), a nobly 
  born character who is under 
  18 begins as a Squire except 
  in exceptional circumstances. 
  A Knight must either be 18 
  or, if younger, he must have 
  performed a great deed of 
  valour or completed a major 
  quest to have won his spurs.
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  125
  and exclusivity. Were it otherwise, what value lies in 
  being a Knight? If you have a commoner for a character 
  and want Knighthood for him, the only way to attain 
  that lofty goal is to prove his right by hard service and 
  valiant deeds!  In fact, he will most likely will have to 
  demonstrate considerably superior prowess to that 
  of most Knights in order to get himself noticed.
  Knight’s Primary Skills
  Secondary Skills
  Animal Riding1 
   
  Mounted Combat1 
  Any 3 Combat skills & 
  Competencies marked (K)2 
   
  Conditioning 
   
  Endurance
  Stamina
  Battlefield Tactics3
  Leadership 
  Any Noble skills
  Any Other Combat Skills
  First Aid 
  Any background skills
  Initial Number of Combat Skills
  7 (includes 3 selected as Mastery)
  1Animal Riding and Mounted Combat constitute the essential skills for 
  any Knight and must be selected for Mastery before any other skills.
  2The next three skills selected for Mastery must be 
  Combat skills characteristic of Knighthood.
  3A character of noble background and with INT 14+ and WIS 
  14+ will learn Battlefield Tactics at +20 PSF% and need not 
  select it for Mastery. This is a part of his fundamental training as 
  a membership of the feudal leadership class and because his 
  intellectual capabilities alone enable him to master the skill.
  Table – Knights
  Knights in Holy Fighting Orders
  Primary Attribute:  ............................Strength (STR)
  Secondary Attribute:  ................Constitution (CON)
  Characters born into the Chivalric class who have 
  won their spurs automatically qualify for entry 
  into the Knightly ranks of a Holy Fighting Order. A 
  commoner player-character might win Knighthood 
  during the course of a role-playing campaign, 
  but he may not start his career as a knight. A 
  commoner must win knighthood 'the hard way'.
  His logical route for advancement to chivalric rank 
  requires that he become a mounted Sergeant-
  at-Arms. Only in this way can he most readily 
  acquire the all-important Knightly skills without 
  the benefit of early training and growing up in 
  a chivalric household. He must win renown in 
  battle. His 'worthiness' must be recognised by an 
  Officer of the Order, who will knighthood upon 
  him as a reward for valour and devotion.
  The Monastic Fighting Orders like the Knights Templar, 
  the Knights Hospitalar, and the Teutonic Knights, are 
  Chivalries who live by a religious rule. Unlike the other 
  religious, who are essentially pacifists and not overly 
  quick and ready to reach for a weapon, Church Knights 
  are military men who feel 'called' to serve their Faith 
  in the only way they know, which is by fighting. This 
  unfailing military arm of the Church protects pilgrims 
  and wages total war against the infidel. Brothers 
  of the Fighting Orders have the usual attitudes of 
  Knights, but tempered by their religious commitment. 
  Indeed, many can prove to be quite fanatical.
  Church Knights take solemn holy vows of 
  obedience and poverty, like monastics, and are 
  very strictly bound by the Rule of their Fighting 
  Order. Their main roles in society are to:
  • 
  Protect the Church's interests and property.
  • 
  Protect the weak and innocent, especially pilgrims.
  • 
  Enforce Canon (Church) law.
  • 
  Defend the Faith against the infidel.
  These character's have the basic social and military 
  training required by the laws of chivalry to qualify for 
  knighthood and will be accorded all the courtesies 
  and rights of knighthood when they win their spurs.
  They also are classed as monastics or priests and, 
  as such, are governed and protected by Canon law. 
  They are all expected to attend devoutly to their 
  religious devotions, to study the holy texts of the 
  Faith, and to submit to the Rule of their Order and 
  the guidance and commands of their superiors in the 
  Order. It should be noted that ordained Priests are also 
  fighting men and are not loathe to don armour and 
  ride into battle alongside the Knights of the Order.
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  126
  Thievish Vocations
  One of the favourite vocational classes in 
  role-playing has been the 'Thief'.  However, 
  this vocation has been badly abused.
  Again, a distinction should be made between the 
  vocation of 'Thief' and the occupation.  To choose the 
  vocation of Thief is to elect for proficiency in skills that 
  enable one to engage in ‘shady’ behaviour even if he is 
  not a  'thief' by occupation.  For example, a character 
  might follow the occupation of travelling minstrel 
  and acquire skills like playing musical instruments. 
  However, he chooses the vocation of 'Thief' to develop 
  proficiency in skills enabling him to augment his 
  living with what he might be able to 'pick up' here and 
  there from 'good' citizens who are less than vigilant.
  We all like to play a rogue from time to time and 
  that is what a Thief is, a rogue living by his wits 
  and trying to beat the system. However, the real 
  'secret' of being a proper Thief character is not 
  to advertise it! “Oh, and what is your character?”is 
  a common question, often answered by an 
  offhand remark like, “I’m a really good Thief!”
  Right! And in any society worth mentioning, he has 
  just blown his cover. The last thing a Thief does is to 
  reveal his vocation to anyone except for a few trusted 
  friends and business associates. He is more likely to 
  say, “Well, I’m a Mariner, if you want to know”, when he 
  actually means he is a Pirate.  All the rest of the world 
  knows you as an honest and trustworthy seafaring 
  man who is really handy on board a ship, and that is 
  the way you like it. After all, in your case, that particular 
  undetected lie a day keeps the gallows away!
  All thievish characters receive the following 
  basic Primary (Vocational) Skills. However, in 
  addition each of the specialist types of thief 
  has their own special areas of competence. 
  Basic Thieves’ Primary Skills (+10 to PSF%)1
  Streetwise 
  Dodge
  Concealing and Finding 
  Any Underworld Lore 
  Detecting Thievery 
  1All Thief types may chose from these skills for Mastery.
  Table  Thieves Basic Skills
  In addition to these basic skills common to 
  almost anyone practising a thievery  profession, 
  the following skills are more specific to each 
  group’s Mastery areas of special competence.
  The Code of Chivalry
  K
  nights were expected to live up to the ideals of the 
  Code of Chivalry. The code held that a true Knight 
  was a champion of women, a protector of the innocent 
  and the weak and a defender of the faith. He should 
  give alms to the poor.  He should conduct himself at all 
  times with courtoisie (courtesy) which means according 
  to the dictates of the Courtly Manners of the age.
  A
  s a lord, he should be stern but just and fair in 
  his dealings with his sworn vassals and lesser 
  subjects. To loyal vassals, he gives largesse openly, 
  freely and generously, rewarding and honouring them, 
  as they deserve. In battle, he should be steadfast and 
  fearless, an example to all men. In victory, he should be 
  magnanimous and courteous to defeated enemies he has 
  taken captive and holds for ransom. A true Knight will 
  always choose the path of truth and right and justice.
  T
  his was the ideal and many tried to attain it. 
  Alas, many did not. History and legends are 
  filled with tales of outlaw knights and robber barons, 
  of deeds of treachery and the basest dishonour, of oaths 
  broken, atrocities committed and false betrayals.
  H
  ow a character chooses to serve out his Knighthood 
  is up to the player, of course. He might well 
  prefer to play the scoundrel knight. Yet he might well 
  remember that true Knights take their honour seriously 
  and defend it eagerly with lance and sword and mace. 
  Holy Knight’s Primary Skills
  Secondary Skills
  Riding & Mounted Combat1
  A or B2
  Conditioning
  Endurance
  Stamina
  Battlefield Tactics3
  Leadership
  Any Noble skills
  Any Materia Medicina5
  Any other Combat skills
  Any 2 Language Lore (Spoken)
  Any2 Language Lore (Written)
  Any Materia Theologica Skills
  Any2 Materia Magica Skills
  Any2 Historical Lore
  Any Charismatic skills
  Any Background skills
  1 Riding & mounted Combat must be the first skill chosen for Mastery.
  2 The choice of A or B will dictate the technical title of 
  an character within the Holy Fighting Order:
  A= Any 4 Combat Skills can be chosen as Primary Skills and Faith as a 
  Secondary Skill. The character will be Squire or Knight in the Fighting Order.
  B =Any 2 Combat Skills and Faith can be chosen as Primary 
  Skills, along with one Language (spoken and written) or 
  Historical Lore skill. The character will be a Brother or Reverend 
  Father(Ordained Priest )-a Chaplain in the Fighting Order, and 
  Faith will always be the second skill chosen for Mastery.
  3 A character of noble background with an INT + WIS=28+ will learn 
  Battlefield Tactics at +20 PSF% and cannot select it for Mastery as 
  this is a part of his fundamental training, and since his intellectual 
  capabilities enable him to be considered to have Mastery in the skill.
  5 Some Knights, especially those who become ordained Priests, 
  may become physicians and healers, as Holy Fighting Orders 
  maintain hospitals and minister tot he sick and wounded.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  127
  Beggars
  Primary Attribute:  ...............................Intellect (INT)
  Secondary Attribute: ................... Bardic Voice (BV)
  Beggars are, in many cultures, true professionals 
  who first chose Masteries in Begging and Conning.  
  They may also be masters at Disguise because 
  their very specialised trade involves faking physical 
  deformities and assuming various pitiful guises 
  to arouse pity and the bestowing of alms. In fact, 
  Beggars starting with a large number of mastery 
  slots may choose skills like Costume & Design 
  or Stage Performance to polish their act.
  The Beggar unabashedly practises his trade in the 
  open. Indeed, he depends on being seen (and pitied).  
  All this is not to say that the Beggar will not acquire 
  skills appropriate to a proper thief. He will likely be 
  able to pick pockets, cut purses, etc., but it is less likely 
  that he will specialise in them as Mastery skills.
  Beggar’s Primary Skills
  Secondary Skills
  Begging1
  Con2 
  Disguise3
  Hearing Rumours
  Acting: Costume & Design
  Sleight of Hand
  Skulk in Shadows
  Picking Pockets
  Evaluating Loot
  Storytelling
  Acting: Performance
  Knife & Dagger Fighting 
  Any 3 Lore
  Any background skills
  1Begging must be selected as the first skill chosen for Mastery.
  2Con must be selected as the second skill chosen for Mastery.
  3Disguise must be selected as the third skill chosen for Mastery.
  Table  – Beggars
  Burglars
  Primary Attribute:  ............................... Agility (AGL) 
  Secondary Attribute: ........................Strength (STR)
  Burglars seek Mastery in skills like picking locks, 
  stealth, detecting and disarming traps, etc. A Master 
  at breaking and entering, he prefers to acquire his 
  loot by secretive and non-violent means. His 'cover' 
  may be a legitimate and respectable occupation.  
  Stealth and secrecy are vital to plying his trade.
  Burglar’s Primary Skills
  Secondary Skills
  Picking Locks1
  Stealth of Thieves & Assassins2
  Detecting Mantraps3
  Setting & Disarming Mantraps
  Climbing 
  Evaluating Loot
  Skulk in Shadows
  Knife & Dagger Fighting
  Back-stabbing
  Hearing Rumours
  Any background skills
  1Picking Locks must be selected as the first skill chosen for Mastery.
  2Stealth must be selected as the second skill chosen for Mastery.
  3Detecting Mantraps must be selected as the third skill chosen for Mastery.
  Table – Burglars
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  128
  Assassins
  Primary Attribute:  ............................... Agility (AGL) 
  Secondary Attribute: ........................Strength (STR)
  Assassins evidence many of the qualities of Fighters.  
  However, their areas of Mastery combine Thievish 
  skills, which stress stealth and awareness of danger, 
  with the use of deadly force of both an overt and 
  covert nature.  It is in their being 'knives for hire', as it 
  were, that really sets them apart from other members 
  of the feudal underworld.  Other thieves regard them 
  with a mixture of contempt and outright fear.
  Cut-Purses
  Primary Attribute:  ............................... Agility (AGL) 
  Secondary Attribute: ........................Strength (STR)
  Cut-Purses seek Mastery in skills like picking pockets, 
  cutting purses, stealth and mugging.  Unlike Burglars, 
  they are basically thugs and have few scruples 
  about confronting their victims. Neither are they 
  the least bit reluctant to use the 'direct approach' 
  and resort to violence if unavoidable. However, like 
  the Burglar, any half-intelligent thug still prefers 
  not to be seen (and possibly be recognised) by his 
  victims or by witnesses when he is plying his trade.
  Cut-Purses Primary Skills
  Secondary Skills
  Picking Pockets1
  Stealth of Thieves & Assassins2
  Mugging3
  Knife & Dagger Fighting
  Sleight of Hand
  Skulk in Shadows
  Back-stabbing
  Maces, Hammers & Clubs
  Evaluating Loot
  Garrotting
  Con
  Any background skills  
  1Picking Pockets must be selected as the first skill chosen for Mastery.
  2Stealth must be selected as the second skill chosen for Mastery.
  3Mugging must be selected as the third skill chosen for Mastery.
  Table  –  Cut-Purses
  Assassin’s Primary Skills
  Secondary Skills
  Disguise1
  Stealth of Thieves & Assassins2
  Back-stabbing3
  Garrotting4 
  Skulk in Shadows5
  Administer Drugs/Poisons
  Knife & Dagger Fighting
  Throwing Knives & Daggers  
  Any 1-hand Weapon Skill
  Any 2 x 1-hand Weapon Skills
  Sleight of Hand
  Detecting Mantraps
  Setting & Disarming Mantraps
  Climbing
  Pharmacology
  Swimming
  Hearing Rumours
  Any background skills
  1Disguise must be selected as the first skill chosen for Mastery.
  2Stealth must be selected as the second skill chosen for Mastery.
  3Back-stabbing must be selected as the third skill chosen for Mastery.
  4Garrotting must be selected as the fourth skill chosen for Mastery.
  5Skulk in Shadows must be selected as the fifth skill chosen for Mastery.
  Table  – Assassins
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  129
  Physician Vocation
  Primary Attribute:  ...............................Intellect (INT) 
   Secondary Attribute: .......................... Agility (AGL) 
  Strictly speaking, the role of the chirurgeon and the 
  physician was separated until recent times, with 
  chirurgery being performed by Barbers, while the 
  diagnosis of disease and its treatment was left to 
  Physicians.  Indeed, it was only in the 19th century 
  that surgeons were recognised as physicians 
  by the medical fraternity and accorded a much 
  higher social status than they hitherto enjoyed.
  If the Gamemaster believes it is desirable in his 
  campaign to reflect the realities of the distinction 
  between Chirurgeons and Physicians, he may make 
  Pharmacology the +20 to PSF% skill for a Physician 
  (+30 PSF% if chosen for Mastery). Chirurgery can be 
  relegated to just a normal Primary skill category to 
  reflect the fact that a Physician would not necessarily 
  choose it but could become skilled with a scalpel.
  Since a Chirurgery involves knowledge about 
  vital points on the human body, any skill acquired 
  with a weapon might be more lethal than normal. 
  Consequently a +1 modifier might be added to the Crit 
  Die when the Physician is wielding an edged or pointed 
  weapon once he has acquired PSF 33% skill with it.
  Physician’s Primary Skills
  Secondary Skills
  Chirurgery
  All Other Materia Medicina
  Administer Poisons & Drugs 
  Regional & National Geography
  All Weapon Skills1
  All Ancient Languages
  All Foreign Languages
  Animal Riding
  Any Background Skills
  1Physicians know the vital points on the human 
  body and thus do well with weapons.
  Table  – Physicians
  Adventurer Vocations
  The Adventurer in Chivalry & Sorcery is literally 
  everyone else in the world!  There are lots more callings 
  one might follow besides the vocations of Fighter, 
  Thief, Priest, or Magus.  The ‘Adventurer’ is a character 
  vocation that enables the role-player to design a unique 
  character type.  Let us consider a few examples:
  Seaman ..................................................Travelling Merchant
  Travelling Miller ............................................. Wine Merchant
  Troubadour .....................................Wandering Player (actor)
  Master Miner .....................................Wandering Strong man
  Weaponsmith .....................................Fortifications Engineer
  Innkeeper ........................................... Holy Relics Salesman
  Barber-chirurgeon ..................................................Physician
  Scholar .........................................................Gold/silversmith
  Master Bowman ..........................................................Herald
  Tinker .........................................................................Farmer
  Remember the list is endless. 
  Designing the Adventurer Character
  The rules for do-it-yourself character vocation designing 
  are simple, straight forward, and few in number:
  • 
  It is the Gamemaster’s world, so discuss your 
  character with him and you will need to agree 
  about what your PC’s primary skills should be.
  • 
  Focus on what your character is going to do with 
  his life.  What is his occupation?  What should 
  he learn?  What is he likely to be able to learn 
  in his early years, given his situation in life?
  • 
  Pick two related skills to be the character’s 
  specialised fields of knowledge.  These skills must 
  be bought with a Mastery slot and are learned at 
  +20 PSF% with appropriate bonus levels.  The 
  Attributes for these skills determine the primary and 
  secondary Attributes in the vocation and the rate 
  at which additional Mastery slots are obtained.
  • 
  The character then selects a further eight skills to form 
  the specialisation skill’s categories (or related categories).  
  These become part of his Primary (Vocational) skills 
  and are learnt at +10 PSF% and any appropriate bonus 
  levels.  By devoting a Mastery slot to learning them, he 
  can enjoy +20 PSF% and any appropriate bonus levels. 
  • 
  A character’s Secondary Skills consist only of 
  the skills he learnt in his youth because of his 
  social background, etc., or any skills that are 
  peripherally relevant to the character’s vocation.
  • 
  The Gamemaster may veto any of the player’s 
  choices and suggest others appropriate to the 
  character type.  Also, he may allow more skills 
  in the vocational and secondary skills.
  Magick
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   Movement
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  Gamemaster
  Campaigns
  Bestiary
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   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  130
  Chivalry & Sorcery systems enable you to design a 
  character that can be literally anything!  That character 
  should make sense and be created in the spirit of the 
  rules.  Chivalry & Sorcery has a social system in order 
  to give structure to the world, something solid and 
  tangible, a 'real' world despite the fantasy elements, 
  the magick, the High Adventure.  Since a character 
  comes from a definite background, that background 
  affects what he might learn, what he can choose to 
  do.  The Gamemaster is within his rights to say an 
  escaped Serf has no chance of learning skills that would 
  start him off as a fledgling diplomat. And that is how 
  it is done!  Not at all hard, really and a new character 
  vocation is born.  Have fun inventing your own!
  Changing Your Vocation
  The may come a time in a character's career when they 
  might wish to change their vocation. For example, from 
  being a crusading man-at-arms to a monk (Cadfael). 
  The procedure would involve the character spending 
  three months in downtime assuming the mantle of 
  the new vocation. After this period, they will acquire 
  3 vocational skills at level 1 selected from their new 
  vocation. Any existing skills they have which are from 
  the new vocation, can be promoted from secondary to 
  vocational, gaining +10 PSF%. Any existing skills not 
  from the new vocation, are demoted from vocational 
  to secondary and lose their +10 PSF% bonus.
  Mastery Bonuses for old skills are not lost and the 
  reduction of the vocational bonus reflects the lack of 
  use or requirement of that skill in the new vocation.
  The Herald
  Primary Attribute:  ..........................Charisma (CHA)
  Secondary Attribute:  ................... Intelligence (INT)
  Heralds have the following duties:
  • 
  Acting as an authority on all matters regarding chivalric 
  custom and honour. This includes being an official 
  witness and keeping records on who was knighted, 
  by whom, arms bestowed etc., in a district.
  • 
  Acting as a message-bearer and arranging parleys in time 
  of war. In this role, a herald is neutral. Inside an enemy's 
  camp, he is honour bound to remain silent about whatever 
  he witnesses of the enemy's strength, preparations etc. 
  At the height of the chivalric period, he also negotiated 
  the site of a battle, the time it would begin, etc. This 
  reduced economic damage to the region and made war 
  almost a sporting event. Heralds also saw to it that the 
  Code of Chivalry was observed in wartime. Heralds could 
  visit enemy camps to see that prisoners of war were 
  being treated according to their rank, speak with them in 
  private, arrange prisoner exchanges and ransoms, etc.
  • 
  Acting as a military historian during important campaigns. 
  • 
  Arranging a variety of formal public ceremonies, 
  tournaments, trials by combat etc., and insuring 
  that chivalric protocol is observed.
  • 
  Reading royal proclamations etc., to the populace.
  • 
  Verifying the identity, rank etc., of anyone 
  claiming knightly or chivalric status.
  • 
  Acting as an official secretary to the sovereign.
  Historically, although he may well be a knight, the 
  herald does not bear personal arms or wear armour 
  besides a maille shirt under his tabard. Rather, he wears 
  the arms of his lord (who may or may not be the King). 
  He is colourfully clad to make him readily identifiable, 
  and always is respected as a non-combatant.
  Because of the nature of fantasy worlds, heralds can 
  be armed as knights and are able to fight when not 
  acting in their official capacities. The social races might 
  be inclined to respect the neutrality of heralds as the 
  need to parley and negotiate stretches across racial as 
  well as national boundaries. Some monsters, notably 
  dragons, have also been known to entertain parleys 
  with heralds. The following list details the primary and 
  secondary vocational skills for a Herald character: 
  Herald Primary Skills
  Secondary Skills
  Riding & Mounted Combat1
  Heraldry2
  Any 2 Combat skills marked (K)3
  Diplomacy4
  Conditioning (Athletic)
  Endurance (Athletic)
  Stamina (Athletic)
  Battlefield Tactics5
  Leadership (Charismatic)
  Any 3 languages (spoken & written)
  Any Noble Skills
  Any other Combat skills
  First Aid (Materia Medicinal
  Any background skills
  1 Riding & Mounted Combat constitute the essential skill for any 
  Knight and must be selected for Mastery before any other skill.
  2 Heraldry must be the second skill selected for Mastery.
  3 The next two skills selected for Mastery must be 
  Combat skills characteristic of Knighthood even though 
  a Herald normally does not engage in battle.
  4 Diplomacy must be the fifth skill selected for Mastery.
  5 A character of noble background with an INT +WIS=28+ will learn 
  Battlefield Tactics at +20 PSF% and cannot select it for Mastery as 
  this is a part of his fundamental training, and since his intellectual 
  capabilities enable him to be considered to have Mastery in the skill.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  131
  Welcome Apprentice
  Welcome young apprentice, I am 
  Grandmaster Anderon, probably the 
  greatest wizard in all of Anderia and master 
  of this, the Obsidian Tower; your home 
  for the next seven years. If you survive.
  Ah! Yes, I can see that gleam in your eyes, for 
  I too once stood at that threshold and looked 
  upon the shiny glassware, the sputtering 
  flame of the burners, the smell of the tinctures 
  and powders and the deep burning curiosity 
  of what lies behind the forbidden doors.
  You stand there and you think that you have 
  some entitlement because of the gift you 
  carry in your bloodline. YOU DO NOT! The 
  only entitlement here is to hard work. I am 
  not speaking of the toil at cleaning the floor, 
  fetching supplies or chopping wood. Oh 
  no, you will look forward to these moments 
  with eagerness as a respite from the mental 
  trials you will have to undergo each day. 
  Pure and original thought, my young 
  apprentice, creative genius, ingenuity; 
  these are the things that will splinter that 
  tiny paradigm that you carry in your young 
  brain. The splinters will tumble through your 
  mind, if you are prepared and diligent they 
  will open up new perceptions, new ways 
  of interacting with this universe. If you are 
  unprepared, then the splinters will tear through 
  your mind shredding what little sense you 
  have. You will be lobotomised by the power 
  of the Arcane, your greatest challenge will 
  be getting the spoon to your mouth and 
  not having gruel spill down your chin.
  I see I have upset you young one. 
  As with all seedlings, they must be 
  weathered and cracked before they can 
  germinate into what they are supposed to 
  become. Let us then begin, where all things 
  begin, the fundamentals of Magick. 
  Drop your knapsack on your bunk, 
  and join me at the blackboard - feel 
  free to bring your brain with you!
  What is Magick
  Science is a noble pursuit and without it the Egyptians 
  would not have raised their tall needles, the Greeks 
  would not have favoured their gods with mighty 
  marble temples and Caesar would not have built his 
  bridges and forts for his legions. Science is still part 
  of the world of Medieval Europe, of course, however; 
  it runs concurrent with the reality of magick too. 
  Unlike our modern society, the Fey, Dragons, monsters 
  under the bed and ethereal creatures that infest 
  bodies are just as real as the science of Pythagoras, 
  Archimedes and Euclid. One could not have a Chivalry 
  and exclude the sorcery for the world of this time 
  is replete with the arcane and occult mysteries.
  The Fundamentals of Magick
  Magick is like light, it can be seen in many 
  different hues depending upon how you 
  look at it. It can be bent, distorted, filtered, 
  coloured, captured, overlaid. It can be 
  of benefit or it can burn and harm.
  People have long noticed coincidence, 
  synchronicity, fortune; the glimpsed strangeness 
  in the shadows, the feeling of being watched. 
  To the ordinary folk there is no denying that 
  there are forces at work in the world, forces that 
  are mysterious, forces that can be controlled 
  , summoned or bartered for. The mundane 
  people of the world break these things down 
  into two types; the Holy and the Magickal 
  So what is meant when the farmer or the 
  priest speaks of the Holy. They refer to the 
  same thing, the eternal spirit that fashions 
  all things. The animating force that creates 
  living things, the dense force that manifests 
  material, the guiding force that gives 
  shape and movement to the animals.
  The force of the spirit is, as are all things 
  according to the emerald tablet of the 
  Corpus Hermeticum, in polarity; it is 
  positive and negative. The positive 
  spiritual force is Holy binding order and 
  law, creative and complimentary and 
  the negative of this is demonic. 
  An entropic force, at its heart bent 
  on destruction and tearing apart the 
  creation into a roiling chaos.
  Magick
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  INDEX
  
  132
  Those considered Holy such as a clergyman, a 
  monk, or a saint have the gift to bring forward 
  the Holy Spirit in order to achieve an effect on 
  the world, to restore the creative balance. The 
  Holy Man himself is only a signalman, a conduit, 
  having no powers himself he merely begs to 
  the divine for something to be so. He then 
  trusts in the divine to manifest the conditions 
  required to the world. His gift is gained through 
  devotion to a cause, a god, a belief system, 
  ritualistic prayer and chanting are his tools 
  of communication with the force of spirit.
  Some will take this and think of Miracles; 
  however the spirit does not tend to manifest in 
  this way. It is most often a natural occurrence, 
  a coincidence, a synchronicity, or a fluke that 
  brings back the balance of the creative.
  If the Holy man can beg assistance from the 
  white light of the spirit then the Magician, 
  through dint of will and creative cunning, can 
  force changes in the world without physical 
  interaction at a distance. He works with the 
  very finest elements of the light of the world; 
  all the colours of creation are under his will. 
  Grandmaster Anderon
  There are two type of Wizard in the world, those 
  of Correspondence and those of Command.
  The wizard of correspondence, he enters into a 
  partnership with the Arcane forces of the world. 
  He brings together elements that are sympathetic 
  to the effect he wants to achieve, he dangles them 
  like honey and entices the universe to make it so. 
  You may know these workers as Druids, Shamans, 
  Witches. As a collective we call them Priest Mages.
  The commanding Wizards exert their will over the 
  elements of the world, ordering them like chess pieces 
  on a board he forms them up to do his bidding. This 
  is a true mage. It is a most powerful form of Magick 
  but also the most dangerous. In attempts to gather 
  ever greater power to him the true mage can fall 
  into traps set by demonic forces. The essence of 
  the universe can snap back at the control he tries 
  to exert. His mortal and fallible mind can shatter 
  under the shearing energies he tries to command.
  The scales have to be balanced and drawing 
  upon arcane or spirit powers is no exception, the 
  price has to be paid. Every call or command to 
  the powers incurs a debt, a debt that the universe 
  might decide to collect threefold in an unexpected 
  fashion. Better make sure that you have been 
  contrite to your divinity or adamant of mind.
  The Nature of Magickal Power
  In Chivalry and Sorcery, magick is the use of mind 
  over matter, creative power, genius, deep knowledge 
  of elements, skilful and decisive reasoning. He uses 
  these gifts to release arcane powers to achieve 
  his ends, paying the costs the universe demands, 
  often at the expense of his own well being.
  Arcane powers are derived from the creative force 
  of the universe, the astounding and beautifully 
  complex spirit of all creation all things that live and 
  move, even those of dense and immobile matter. 
  You may call it what you will, what you find rolls 
  off the tongue easiest for your culture, Manna 
  to some, Arcane to others, Magick to most.
  In Chivalry & Sorcery it is measured in Body and 
  Fatigue points, one’s life essence in effect.
  Fatigue is the fuel of the Magickal a free and 
  renewable source of energy, when a spell is cast 
  the mage uses this to power and pay the debt 
  of the universe. To the observer is will be seen as 
  stress on the mage’s body, a flush in his face, heavy 
  breathing, sweating and quickened heart rate.
  Body is the life essence of the creature, tied to the 
  spirit, without it life cannot exist. If a character’s 
  body level becomes zero they are no longer 
  conscious of the world around them, falling limp to 
  the ground. If his levels continue into the negative 
  then his connection to the spirit and life could be 
  severed altogether and death would occur.
  It is easy to see how, a sword blow or a fall might 
  affect body levels from wounds received, but also 
  mental stresses can affect body levels. Once a 
  character’s fatigue has been exhausted the mind 
  turns on itself in order to pay the debt to the 
  universe for the spell effect the wizard has brought 
  into being. This manifest as body level loss.
  Powerful Magickal effects take a great toll on a wizard, 
  the most powerful might use up all of a character’s 
  fatigue or more in one go . It is possible to use body 
  points to pay the debt of these effects; but unwise! 
  For body points represent real wounds to a person 
  that take time to repair, much as a broken leg requires 
  time to heal so does the splintered mind. If taken 
  too far then damage to the mind can leave the 
  body with no controlling force and death occurs.
  Magick
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  INDEX
  
  133
  As mentioned earlier, according to the Emerald 
  Tablet of the Corpus Hermeticum everything 
  has polarity, positive and negative.
  The positive of the universe is the force that holds 
  and binds everything together, it is the way things 
  are, order, rules, familiarity. The negative force is 
  the opposite of this, it is entropy, dissolving and 
  destructive, it is disorder, anarchy, chaos. The force 
  of evolution, change the cruelty of nature.
  This universal force runs through the world in lines like 
  rivers or roads. Where these cross, areas of great power are 
  found and become very important to those who use these 
  powers, for at these sites the manipulation or cooperation 
  of energies is much easier on these crossing sites. At these 
  junctions of power the confluence of energies can achieve 
  a complexity that gives rise to what is perceived as spirits, 
  living entities made of Magickal energy. The spirits created 
  through this conjunction may be of a positive or a negative 
  nature; or both if the balance of energies is in harmony.
  Magick takes its power from the negative forces and 
  as such is a chaotic mistress, seeking to destroy what 
  is already extant and often uncontrollable in nature. 
  Those who are holy men, the clergy or saints of religions, 
  access the divine who, then tap into the positive order 
  of these forces on behalf of their worshipper. It is the 
  divine that uses the positive energies not the holy 
  man. As the positive force is a force of law, of order; 
  these changes may be foreseen by those with a gifted 
  insight, even ordained by those called prophets.
  Spirit is one of the main characteristics for a Chivalry 
  & Sorcery character. However rather than measure 
  a bodily  function of the character like Strength or 
  Dexterity it measures the person’s connection to forces 
  of the universe. The higher the Spirit the character 
  has the greater his attunement is to the forces.
  All living things have an aura, this is the physical 
  representation of the universal spirit force moving 
  and working through them. Its aspect is different 
  depending upon the balance of the polarity and can 
  be seen by those who are practitioners of magick 
  or have a gifted insight into the universe. Auras 
  have a shape, a range, a colour; all of these change 
  with how a character has interacted with the forces 
  over time. The more continual access of a mage to 
  the negative forces will give him a large spiky aura 
  of dark and cold swirling colours representative of 
  the chaos of the negative force he commands. 
  A priest will also have a large aura born from 
  his devotion and dogmatic rituals; however, 
  his aura will be smooth and constructed of 
  light and warm colours representative of the 
  order and balance of the positive forces.
  When these two powerful and opposite auras meet, 
  difficulties can arise. The very opposite nature of these 
  polarities attracts the two together trying to balance 
  the energies out - often destructively. This polarising of 
  the energies within mages and priest is what makes it 
  difficult for them to affect each other with their Magick 
  or acts of faith, for they are effectively throwing pebbles 
  into a much larger pool than with common folks or 
  animals connections to the universal spirit force. 
  So with this background what is magick. Magick 
  is the art of applying creative ingenuity either in 
  correspondence with or manipulation of the basic 
  universal forces. It is trapped with subtleties and 
  pitfalls both moral and intellectual requiring great 
  study and philosophical ruminations direct by an 
  adamant willpower. Magick should not be approached 
  in a haphazard manner with the intentions of 
  taking short cuts; there is always a price to pay. 
  As a player of a mage character it should be the goal 
  to achieve the greatest of work while expending the 
  smallest of one’s energies. Magicks can be wrought 
  into the world that have far reaching effects from a 
  small amount of effort. Imagine a spinning top, even 
  the slightest amount of pressure can send it careening 
  off in all directions, bashing and crashing into things 
  as its chaotic movements whirl around the table. Such 
  are the forces of magick. A true mage understands 
  this and rather than use a force majeure or Magickal 
  artillery mentality he understands that crafting a 
  subtle and cunning response is always more potent.
  Magick
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  INDEX
  
  134
  Mages
  Mages cover all magick users who use the study of 
  magick and bargaining with spirits to practice their arts. 
  As such, all mages must chose the appropriate mode of 
  magick as a mastery skill for their vocation for example 
  the conjuror must chose conjuration mode. However, 
  for their mode of magick, they gain +2 levels and 
  +20 PSF% for mastery rather than +1 level and +10 
  PSF% (In addition to the normal vocation skill bonus).
  Conjuror
  Primary  Attribute: .........................Intellect  (INT)
  Secondary  Attribute: ....................Agility  (AGL)
  Conjurers employ potions to perform their feats of 
  magick, brewed from an enchanted cauldron.   
  Conjurors are particularly adept at the magicks of 
  illusion and transmutation and are able to brew potions 
  that allow others to cast spells, though this can be risky.
  Where a conjuror can practice magick is restricted in 
  that he must use a rather  non-portable cauldron  that 
  acts as his focus. In the cauldron  the conjurer  keeps 
  his 'brew', which  contains Magickal components  
  of  all  the spells  he  has learned.   Often  this  brew 
  attracts  the  attentions  of  a  spirit (affectionately 
  referred to as a 'spook') that will reside in the cauldron.
  Spook’s  Characteristics:
  Intellect:..........................................10 + 1D10
  Wisdom: .........................................10 + 1D10
  Willpower  TSC%: ..........................50 + 3D10%
  PMF:................................................Conjuror’s PSF% + 3D10
  The spook has a definite personality (played by the 
  Gamemaster) and exhibit its considerable knowledge 
  in 3 x INT  skills,  half of which are  related to magick 
  and learned lore, with a PSF% of 3 x INT in each 
  skill. The ‘spook’ and the conjurer often cultivate 
  a deep friendship based on mutual respect.
  In the conjuror’s absence, the ‘spook’ will 
  defend the conjuror’s laboratory e spells the 
  conjuror has stored in the cauldron.
  Conjuror's  Primary  Skills
  Conjuror’s  Secondary  Skills
  Conjuration Mode
  Word of Guard
  Laws of Magick
  Herbalism
  Lore of Correspondences
  Pottery
  Spell research
  Willpower
  Transmutation Method
  Basic Magick  Earth Method
  Illusion Method
  Basic Magick Fire Method
  Basic Magick - Air Method
  Basic Magick Water Method
  Divination Method
  Wards Method
  Plant Method
  Any background skills 
  Summoning Method
  Table - Mage Conjuror
  Diviner
  Primary  Attribute: .........................Intellect  (INT)
  Secondary  Attribute: ....................Wisdom  (WIS)
  The diviner is a specialist in discerning the truth of 
  things.  Divination is most often associated with seeing 
  into the future but the diviner is adept at seeing 
  both the future and the past as well as the present.
  Diviner's  Primary  Skills
  Diviner’s  Secondary  Skills
  Divination Mode
  Command Method
  Laws of Magick
  Plant Method
  Lore of Correspondences
  Wards Method
  Spell Research
  Basic Magick Air Method
  Divining the Omens
  Basic  Magick Fire Method
  Divination Method
  Basic Magick Water Method
  Arcane Method
  Oratory
  Summoning Method
  Any Lore Historical
  Transcendental Method
  Read Character
  Any background skills
  Table - Mage Diviner
  Magick
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   Movement
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  INDEX
  
  135
  Enchanter
  Primary Attribute:  .........................Intellect (INT)
  Secondary Attribute:  ....................Bardic Voice (BV)
  Enchanters use music and song to cast their spells and a 
  few will use poetry or dance in their arts. The enchanter 
  is particularly adept at the methods of Command 
  and Illusion. If an enchanter lacks any of the following 
  skills, penalties are applied until skill is acquired:
  No Singing or Poetic Recitation: -10% 
  to TSC% for magick targeting rolls
  No Musical Instruments or Dancing: 
  -10% TSC% to all magick methods.
  Enchanter's Primary Skills 
  Enchanter’s Secondary Skills 
  Enchantment Mode 
  Spell Research
  Lore of Correspondences
  Basic Magick Air Method
  Sing
  Basic Magick Fire Method
  Any Musical Instruments 
  Basic Magick Water Method
  Poetic Recitation 
  Arcane Method
  Any Dance 
  Transcendental Method
  Command Method 
  Any Charismatic skills
  Illusion Method 
  Any Material Magicka
  Summoning Method 
  Any Arts & Entertainment skills
  Transmutation Method 
  Any Lore Historical
  Wards Method 
  any 2 Languages (Written)
  Any Languages (Spoken) 
  Any background skills
  Any 2 Languages (Written)
  Any 2 Charismatic skills
  Any 3 Materia Magicka
  Any 2 Lore Historical
  Meditation
  Table - Mage Enchanter
  Hex Master
  Primary Attribute:  .........................Intellect (INT)
  Secondary Attribute:  ....................Discipline (DIS)
  The Hex Master mage is the most studious of mage 
  types. The Hex Master spends much of his time poring 
  over books studying others works, often generating 
  little in the way of original research until he has 
  reached a tremendous level of knowledge. Through 
  one vocation, the Hex Master attempts to cover all 
  areas of Magick, crossing the paths of several different 
  types of vocation. The Hex Master may follow three 
  differing paths, the solitary path where he continues 
  to seek knowledge of all magick, the Sage or that of 
  the Wizard, who hardly ever practises what he has 
  learnt. While all are fundamentally the same, a clear 
  distinction lies in their having different objectives:
  The solitary Hex Master has no particular specialisations. 
  That is, he studies all types of knowledge and 
  casts magick without any special bonuses or 
  penalties, but practises what he has discovered.
  A Sage is a keeper of mundane knowledge who 
  specialises in languages, Materia Medicina and 
  in scientific and historical lore skills. He gains 
  a bonus of +1% x INT to his TSC% for all such 
  skills. However, he suffers a penalty of –10% to 
  his Targeting TSC% when casting spells.
  A Wizard can become expert in all kinds of knowledge 
  but rarely casts spells. When the Wizard selects any 
  language, Materia Magicka or any other types of 
  lore for mastery, gain +15 to PSF%. If he learns it 
  normally, gain +10 to PSF%. When casting spells, a 
  Wizard suffers double fatigue (after any modifiers), 
  except when they are performed as rituals.
  Hex Master's Primary Skills
  Hex Master's Secondary Skills
  Magecraft Mode 
  Any Methods of Magick
  Laws of Magick 
  Any Lore Historical
  Lore of Correspondences 
  Any Languages (Written)
  Any 3 Lore Historical 
  Any Languages (Spoken)
  Any 7 Methods of Magick 
  Any Material Magicka
  Any 3 Materia Magicka skills 
  Any background skills
  Any 3 Languages (Written)
  Any 3 Languages (Spoken)
  Table - Mage Hex Master
  Magick
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  INDEX
  
  136
  Table - Mage Necromancer
  Necromancer's Primary Skills
  Necromancer's  Secondary Skills
  Necromancy Mode
  Spell Research
  Lore of the Dead 
  Any Materia Magicka
  Lore of Correspondences 
  Any Languages (Spoken)
  Laws of Magick 
  Any Languages (Written)
  Any 2 Materia Magicka 
  Any 3 Lore Historical
  Any 2 Languages (Spoken) 
  Transcendental Method
  Any 2 Languages (Written) 
  Transmutation Method
  Any 2 Lore Historical
  Command Method
  Summoning Method
  Divination Method
  Arcane Method
  Illusion Method
  Wards Method
  Necromancer
  Primary Attribute:  .........................Intellect (INT)
  Secondary Attribute:  ....................Wisdom (WIS)
  The necromancer is a specific type of goetic 
  (summoner) magus who specialises in summoning 
  the dead. Necromancers are often portrayed as evil, 
  but this is often not the case (a priest who performs 
  an exorcism is technically using necromancy, so is 
  a spiritualist medium who speaks to the dead).
  The problem with necromancy is that there are 
  some aspects of the art with which it is best 
  to remain ignorant for the sake of one’s soul, 
  namely the binding of dead spirits to create 
  undead. One may learn how to bind the spirit 
  of a dead person or how to create undead, 
  but it is the actual practise of such an art that 
  brings perils. A roll is made immediately (and 
  then every year thereafter) the first time such 
  a spell is cast. There is a 10% x Magus’s ML that 
  he or she will become Poorly Aspected.
  Magick
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  137
  Power Word Mage
  Primary Attribute:  .........................Intellect (INT)
  Secondary Attribute:  ....................Bardic Voice (BV)
  Power Word magick is a natural, though demanding, 
  progression from basic magick, though not 
  intrinsically elemental in nature. In fact, Power 
  Word magick is poorly suited to the complex 
  rituals of elemental magick. Power Word magick 
  uses shortened versions of the orderly-ritualised 
  versions of other magicks, distilling even the 
  most powerful spells into a few spoken words. 
  The nature of Power Word magick is ideally 
  suited to casting spells quickly and the Power 
  Word Mage is the fastest spell caster of all.
  Due to the sheer power of the magicks 
  channelled in such a short duration, in order to 
  do anything but enchant materials the Power 
  Word Mage must use a focus. That is not to say 
  that he cannot cast magick without a focus, 
  but the fatigue costs will triple on any failure 
  and are doubled even when he is successful.
  Power Word Mage's  Primary Skills
  Power Word Mage's Secondary
  Power Word Mode
  Basic Magick Fire Method
  Word of Guard 
  Basic Magick Water Method
  Laws of Magick 
  Arcane Method
  Lore of Correspondences 
  Transcendental Method
  Command Method 
  Transmutation Method
  Summoning 
  Method Storytelling
  Wards Method 
  Any Charismatic skills
  Basic Magick - Air Method 
  Any background skills
  Illusion Method
  Any Languages (Spoken)
  Any Languages (Written)
  Any 2 Materia Magicka
  Any 2 Lore skills
  Any 2 Charismatic skills
  Table - Mage Power Word
  Thaumaturge
  Primary Attribute:  .........................Intellect (INT)
  Secondary Attribute:  ....................Agility (AGL)
  Thaumaturgy makes great use of powders 
  and incenses to cast magick, rather than 
  the more normal words and gestures. The 
  Thaumaturge is the master of illusion and has 
  an appreciable grasp of command magicks.
  The Thaumaturge has a particular advantage 
  in that his magick is unstoppable by a Word 
  of Guard, the normal fast Magickal defence 
  against spells. However,the Thaumaturge cannot 
  use the Word of Guard to aid his defence.
  Thaumaturge's Primary Skills
  Thaumaturge's Secondary 
  Thaumaturge Mode
  Any 2 Thievery skills
  Oratory
  Any Languages
  Con 
  Any Arts & Entertainment skills
  Any 2 Materia Magicka 
  Any Materia Magicka
  Any 2 Languages (Spoken) 
  Basic Magick Air Method
  Any 2 Languages (Written) 
  Basic Magick Fire Method
  Any 1 Lore Historical 
  Arcane Method
  Sleight of Hand 
  Divination Method
  Illusion Method 
  Plant Method
  Command Method 
  Summoning Method
  Transmutation Method 
  Transcendental Method
  Wards Method 
  Any background skills
  Table - Mage Thaumaturge
  Magick
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  Introduction
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  INDEX
  
  138
  Elementalist 
  (Optional)
  Primary Attribute:  .........................Intellect (INT)
  Secondary Attribute:  ....................Constitution (CON)
  For historical purposes the following Elemental 
  Mage types are optional. They are included here 
  for completeness and as they  are well suited 
  for High-fantasy games, especially our own 
  campaign world, Dragon Reaches of Marakush.
  Elementalists are amongst the most primitive of all the 
  mage types. Their mastery over the elements exceeds 
  that of any other mage type. The Elementalist over 
  the centuries has become more and more specialised 
  as their art has developed. There can now be found 
  four kinds of Elemental Magus, one for each of the 
  four elements. The Elementalist vocation consists 
  of a set of common skills that each Elementalist 
  can learn and a set of additional specialist skills 
  appropriate to a specific type of Elementalist.
  Elementalists Primary Skills
  Elementalists Secondary
  Law of Magick 
  Spell Research
  Law of Correspondences 
  Spell Enhancement
  Any Materia Magicka
  Any Languages
  + Specialist skills 
  Word of Guard
  Any background skills
  + Specialist skills
  Table - Mage Elementalist Common Skills
  Magick
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  INDEX
  
  139
  Air Elementalists Primary Skills
  Air Elementalists Secondary Skills
  Air Elementalist Mode
  Interpret Omens (Aeromancy)
  Basic Magick Air Method 
  Basic Magick Earth Method
  Basic Magick Fire Method 
  Arcane Method
  Basic Magick Water Method 
  Summoning Method
  Command Method
  Divination Method
  Wards Method
  Table - Mage Air Elementalists
  Earth Elementalists  
  Primary
   Earth Elementalists 
  Secondary
  Earth Elementalist  Mode 
  Masonry & Stone cutting
  Basic Magick Earth Method 
  Gem Cutting
  Basic Magick Fire Method 
  Basic Magick - Air Method
  Basic Magick Water Method 
  Arcane Method
  Command Method 
  Divination Method
  Wards Method 
  Plant Method
  Summoning Method
  Word of Guard
  Table - Mage Earth Elementalists
  Fire Elementalists Primary Skills
  Fire Elementalists Secondary
  Fire Elementalist  Mode 
  Interpret Omens (Pyromancy)
  Basic Magick Fire Method 
  Basic Magick Water Method
  Basic Magick Air Method 
  Arcane Method
  Basic Magick Earth Method 
  Summoning Method
  Command Method 
  Word of Guard
  Divination Method
  Wards Method
  Table - Mage Fire Elementalists
  Water Elementalists  
  Primary Skills
  Water Elementalists 
  Secondary Skills 
  Water Elementalist Mode
  Interpret Omens (Hydromancy)
  Basic Magick Water Method 
  Basic Magick 
  Fire Method
  Basic Magick Air Method
  Command Method
  Basic Magick Earth Method
  Illusion Method
  Divination Method 
  Plant Method
  Wards Method 
  Summoning Method
  Table - Mage Water Elementalists
  Priest Mages
  The priestly mages are those who practise the old 
  religions. Their vocations call upon the Divine for aid, 
  mingled with knowledge of the Arcane. They are able 
  to practise magick hand in hand with Acts of Faith. 
  All these Priest- Mages may have survived into the 
  Middle Ages, but mainly in seclusion and secrecy.
  Druids
  Primary Attribute:  .........................Various
  Secondary Attribute:  ....................Spirit (SPR)
  Druids are priestly mages who worship a pantheon of 
  old Celtic gods. Through divination and sacrifice they 
  are said to “know the will of the gods.” In their worship 
  practices, they revere nature and live close to nature, 
  although this does not mean they practice Plant Magick.
  There were four main sub types of Druid. These 
  are shown below along with additional Primary 
  skills and the appropriate Primary Attribute. One 
  type should be selected for the character.
  Druid's Primary
  Druid's Secondary
  Druid Mode
  Any Lore Scientific
  Divination Method 
  Any Lore Historical
  Transcendental Method 
  Any Local History &  Legends
  Transmutation Method 
  Command Method
  Wards Method 
  Summoning Method
  Faith 
  Poetic Recitation
  Interpret Omens 
  Oratory
  Artefact Lore 
  Poetic Composition
  Faerie Lore 
  Storytelling
  Spell Enhancement 
  Materia Medicina
  Spell Research 
  Riddling
  Read Character 
  Meditation
  Concentration 
  Law
  Theology 
  Any background skills
  Table - Priest Mage Druid
  Magick
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  INDEX
  
  140
  Judges (Brithem)
  Teachers
  Primary Attribute:  
  Wisdom (WIS)
  Primary Attribute:  
  Intellect (INT)
  Primary Vocational: 
  Primary Vocational: 
  Law (-DF 4 ) 
  Any Lore Historical
  Any Lore Historical 
  Any Lore Scientific
  Diplomacy & Politics 
  Theology
  Detect Lie
  Physicians 
  Poets
  Primary Attribute:  
  Intellect 
  Primary Attributes:  
  Bardic Voice
  Primary Vocational: 
  Primary Vocational:
  Materia Medicina 
  Riddling
  Vegetable Crops 
  Oratory
  Brewing 
  Poetic Recitation
  Poetic Composition
  Storytelling
  Table - Druid Types
  ML
  Rank
  Description
  1 – 2
  Candidate 
  (Fear-iarraidh) 
  A Candidate is one who has 
  presented himself for study 
  at the Druidic college. They 
  learn some small secrets as 
  they are assessed to see 
  if they are fit to proceed.
  3 – 5 
  Student 
  (Sgoilear) 
  The Student has proven 
  worthy and will be apprenticed 
  in rites and tasks with more 
  experienced Druids.
  6 – 8 
  Druid  
  (Druidh) 
  The Druid is a full priest or 
  priestess. The specialist Druids 
  may be assigned to courts 
  of Kings and the Priestly 
  sent to Sacred Places.
  9+ 
  Arch Druid  
  (Ard- Druidh) 
  The Highest Druid in the land. 
  Any other Druid reaching this 
  Magickal level but not obtaining 
  the office of Arch Druid may 
  take the rank of “Faidh” or 
  Seer, if they devote themselves 
  to prophecy and foreseeing the 
  future. Some nations do not 
  have a High Druid, preferring 
  a convocation of equals.
  Table - Druid Ranks
  Magick
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  141
  Druidic Acts of Faith
  As Priests of their religion, Druids are able to call upon 
  Divine Power. Many of the Acts of Faith might be 
  specific to the local deity whose shrine they maintain. 
  Suppose, for instance, that the healing stems from the 
  goddess Sulis. If the Druid were not at her shrine, but 
  instead was in Lyonesse, the goddess’s powers would 
  not hold sway there. Any healing would have to be 
  done at the behest of other deities, possibly involving 
  sacrifices to propitiate them. This sacrifice might be a 
  day of labour to maintain the shrine, e.g. repairing a 
  wall, preparation and burning of a meal at the altar, etc.
  All Druidical Acts of Faith are ritual in nature. 
  The time taken to perform the ritual is: (Act 
  of Faith PFF x 60) / Druid’s PFF in minutes 
  with a minimum time of 1 minute.
  Example:
  Colm Mac Aongus has PFF 
  27 and is praying for Guard 
  against the Supernatural (Holy 
  Barrier of Guard) which is 
  available at PFF 20. It takes Colm 
  ((20 x 60) / 27) = 45 minutes 
  to undertake the ritual.
  Shaman
  Primary Attribute:  .........................Constitution (CON)
  Secondary Attribute:  ....................Spirit (SPR)
  A Shaman achieves their religious status by 
  hereditary descent, completing a personal quest 
  or by vocation. The recognition of the calling of 
  the character to a shamanic life should be role-
  played during character generation and becomes 
  an essential part of the PC’s background.
  Shamanism is common in many early cultures that 
  have appeared in the Americas, Europe, Asia, Africa and 
  Australia. The Shaman, who is usually (but not always) a 
  man, may act as a medium by becoming a mouthpiece 
  of the spirits, in many cases these are ancestors. In 
  some cases, a Totem becomes his familiar during his 
  initiation into manhood, acting as his spirit guide and 
  teacher throughout his life. He will frequently undergo 
  prolonged fasts, seclusion in sweat lodges and other 
  ordeals that lead to prophetic dreams and visions. 
  In tribal societies Shamans occupy a high social and 
  economic position, especially if they are successful 
  healers or diviners. The main religious tasks of the 
  Shaman are the healing of the sick through the use 
  of prayer and herbal medicines and divination by 
  communing with ‘the ancestors’. The Shaman achieves 
  this by allowing his familiar Totem to possess him or 
  by entering into a trance and allowing his own spirit 
  to roam in an attempt to find the cure or the answers 
  he requires. He might use divination to find the 
  whereabouts of game, where enemies may be hidden, 
  the location of food and water, the nature and source of 
  an illness etc. His task is always to maintain the balanced 
  relationship of the tribal group to the spirit world, which 
  pervades the lands in which they dwell and influences 
  literally every aspect of tribal and personal life.
  Shamans are capable of casting magick, but they 
  regard magick as sacred and not to be abused. 
  Shamanic magick ultimately derives from the 
  spirits and the Shaman who uses his Magickal 
  powers for base purposes risks the anger of the 
  spirit world and eventually comes to a bad end.
  Shaman's Primary Skills
  Shaman’s Secondary Skills 
  Shamanic Mode
  Any 1 Materia Magicka
  Faith 
  Any 3 Outdoor skills
  Laws of Magick 
  Any 1 Animal skill
  Herbalism 
  Any Animal Handling/Training
  Any 2 Materia Medicina 
  Any 1 Agricultural skill
  Any 2 Materia Magicka 
  Illusion Method
  Transcendental Method 
  Arcane Method
  Divination Method 
  Command Method
  Plant Method 
  Wards Method
  Summoning Method 
  Any background skills
  Transmutation Method
  Table-  Priest Mage Shaman
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  142
  Witch
  Primary Attribute:  .........................Intellect (INT)
  Secondary Attribute:  ....................Spirit (SPR)
  Witches are a type of priestly magus, who deal 
  with nature gods and minister to the common 
  folk with their healing arts. In a sense, witchcraft 
  is a remnant of shamanism and / or Druidism.
  Table - Priest Mage Witch
  Witch's Primary Skills
  Witch's Secondary Skills
  Witchcraft Mode
  Any 1 Materia Magicka
  Faith 
  Any 1 Outdoor skill
  Laws of Magick 
  Any 1 Animal skill
  Lore of Correspondences 
  Any Materia Medicina
  Herbalism 
  Vegetable Crops
  Any 1 Materia Medicina 
  Any 1 Agricultural skill
  Any 3 Materia Magicka 
  Illusion Method
  Command Method 
  Transcendental Method
  Divination Method 
  Any background skills
  Plant Method
  Transmutation Method
  Wards Method
  The hedge-witches of Europe lived quietly in the 
  countryside amongst their neighbours as healers 
  and midwives for many centuries without enduring 
  persecution. The first witch-hunt began in Switzerland 
  in 1427, very late in the Middle Ages. From there 
  witch-hunts seeped across Europe, with their Christian 
  persecutors searching out people (mainly women) 
  whom they regarded as heretics or unrepentant 
  pagans. It is from the superstitious fears of those 
  turbulent times that we have inherited many of the 
  false popular beliefs about what witchcraft is all 
  about. Despite popular fiction and such relatively 
  recent beliefs, witchcraft is not intrinsically evil, nor 
  does it involve black magick, worshipping Satan and 
  consorting with demons. (Modern Wiccan witches, 
  for instance, are no less horrified by Satanic practices 
  than are devout Christians, Muslims and Jews.)
  Priest
  In these rules we depict Priest vocations based on 
  the Christian Priests of the Middle Ages. These should 
  be used as models of an organised religion within 
  your campaign. The Priest relies on his Faith for his 
  power, believing unequivocally in the power of the 
  Divine. In most cases this applies to a monotheistic 
  religion, but may also apply to a pantheon where 
  the priest believes in the power of his chosen 
  deity being absolute in comparison to others.
  Friars
  Primary Attribute:  .........................Spirit (SPR)
  Secondary Attribute:  ....................Wisdom (WIS)
  Friars are members of a religious order who are 
  reliant on donations for their day to day existence. 
  Although they lead a secular life, they do so in 
  the real world, in an individual existence. They are 
  representatives of a general order and do not belong 
  to any particular community. The main orders for the 
  Middle Ages were Black Friars (Dominicans), Grey 
  Friars (Franciscans) and White Friars (Carmelites). 
  Although they wandered the world the orders 
  had monasteries where Brothers could stay awhile 
  before continuing their work amongst the laity.
  Table - Priest Mage Friar
  Friar's Primary Skills 
  Friar's Secondary Skills 
   Faith 
  Poetic Composition
  Calligraphy & Illumination 
  Storytelling
  Oratory 
  Any 1 Agricultural skill
  Any 2 Languages (Written) 
  Singing
  Any 2 Languages (Spoken) 
  Brewing
  Any Materia Medicina 
  Paper & Ink Making
  Any Materia Theologica 
  Any Lore Historical
  Any background skills
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  143
  Monastics
  Primary Attribute:  .........................Spirit (SPR)
  Secondary Attribute:  ....................Discipline (DIS)
  In comparison with the Friars, the Monks generally 
  wore brown robes and were attached to a particular 
  monastic community, usually known as an abbey. 
  These are self-contained  communities, with a church, 
  refectory, dormitory and guest house. Although 
  Monks usually lived in seclusion, they did administer 
  to their local community and may journey between 
  Abbeys on errands for their order. Monastics are 
  regarded as scholastic in orientation and their 
  religious houses are sources of great libraries.
  Monastic's Primary
  Monastic's Secondary 
  Faith Any 1 Skill
  Lore Scientific
  Any 2 Agricultural skills 
  Any Resolution skills
  Calligraphy & Illumination 
  Paper & Ink Making
  Any Languages (Spoken) 
  Any 5 Learned Lore
  Any Languages (Written) 
  Any background skills
  Any 2 Materia Medicina
  Any Materia Theologica
  Singing (Monastic Chants)
  Table - Priest Mage Monastic
  Table - Monastic Social Status
  Rank
  PFF%
  Social 
  Status
  Novice
  1
  7
  Lay Brother
  5
  8
  Monk Brother
  10
  9
  Cellerar
  15
  10
  Precentor
  20
  11
  Sacrisant
  25
  15
  Almoner
  30
  17
  Circatore
  35
  25
  Prior
  40
  40
  Abbot
  50
  50
  Father General
  75
  70
  Monastics and Friars have identical 
  organisations, each position requires a 
  certain level of Personal Faith Factor (PFF).
  Ordained Clergy
  Primary Attribute:  .........................Spirit (SPR)
  Secondary Attribute:  ....................Intellect (INT)
  This is someone who has elected to accept Holy Orders 
  and become ordained as a priest into his chosen 
  faith. Ordained Priests are the mediators between the 
  Divine and their mortal worshippers, the mouthpiece 
  of God. They have greater access to the Acts of Faith 
  granted by God. The greater their faith and Spirit the 
  greater the Acts of Faith that they may call upon.
  Ordained Clergy also have the opportunity to retire 
  from their calling and adopt a monastic life. However, 
  this does not remove their ability to mediate with 
  God. Indeed some Ordained Priests have no lay 
  congregation but rather join Fighting Orders as 
  their priests, adopting a military monastic life.
  Table - Priest Mage Ordained Clergy
  Clergy's Primary 
  Clergy's Secondary 
  Faith 
  Any 1 Perception skill
  Any Languages (Written) 
  Any 3 Learned Lore
  Any Languages (Spoken) 
  Calligraphy & Illumination
  Any 1 Charismatic skill 
  Any background skills
  Any Materia Theologica
  Any 3 Learned Lore
  Materia Medicina
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  144
  Rank
  PFF%
  Social 
  Status
  Novice
  5
  7
  Reader
  10 
  9
  Deacon
  15 
  11
  Postulant
  20 
  13
  Priest
  25 
  15
  Curate
  25 
  18
  Chaplain
  30 
  20
  Rector
  35 
  25
  Rural Dean
  40 
  30
  Canon
  50 
  40
  Archdeacon
  55 
  55
  Bishop
  65 
  75
  Archbishop
  70 
  85
  Primate
  80 
  95
  Cardinal
  85 
  100
  Pope
  100 
  150
  Within the Clergy there are specific 
  ranks which one may advance 
  though, each one requiring a specific 
  Personal Faith Factor (PFF).
  Table - Ordained Clergy Social Status
  Advancement within the Church 
  involves a certain amount of 
  influencing the upper echelons of 
  the Hierarchy. Once a priest reaches 
  the level of Circatore for Friars 
  and Monastics and Archdeacon 
  for Clergy, advancement can only 
  be made by election by Peers. For 
  example a Bishop will be elected 
  after due consideration by other 
  Bishops, Archbishops and the 
  Primate of the Kingdom concerned. 
  It must also be pointed out that 
  in many instances Bishops were 
  appointed by the Regent of the 
  realm (usually after receiving some 
  advice to support the appointment).
  Only the Pope may appoint 
  Cardinals and only the Cardinals 
  may elect a Pope, usually from 
  amongst their own number. In the 
  case of the puppet Pope of Avignon, 
  he was elected by Cardinals, when a 
  large number of influential Cardinals 
  were French. The King of France 
  applied a great deal of pressure 
  to have a Pope elected, who was 
  amenable to the Kings requests.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  145
  Core Acts of Faith: Prayers
  Druid
  Shaman
  Witch
  Friar
  Monk
  Ordained
  PFF 5 
  Blessing 
   
   
   
   
   
  
  PFF 5 
  Common Prayer 
  
   
   
   
   
  
  PFF 5 
  Prayer for Forgiveness 
  1 
   
   
   
   
  
  PFF 5 
  Prayer for Guidance 
   
   
   
   
   
  
  PFF 5 
  Prayer for Insight 
   
   
  
   
   
  
  PFF 5 
  Prayer for Luck 
   
   
   
   
   
  
  PFF 5 
  Prayer for Protection 
   
   
   
   
   
  
  PFF 5 
  Prayer for Skill or Craft 
   
   
   
  
   
  
  PFF 5 
  Prayer for Strength 
   
   
   
   
   
  
  PFF 10 
  Courage of the Righteous 
   
   
   
   
   
  
  Clerical Acts of Faith
  PFF 10 
  Bless Item 
   
   
   
   
   
  
  PFF 10 
  Bury the Dead 
   
   
   
   
   
  
  PFF 20 
  Sanctification 
  
   
   
   
   
  
  PFF 20 
  Holy Barrier of Guard 
   
   
   
   
   
  
  PFF 25 
  Prayer to Smite the Godless 
   
   
   
   
   
  
  PFF 25 
  Prayer for Strength of the Righteous 
   
   
   
   
   
  
  PFF 25 
  Prayer to Detect Magickal Forces
   
  
   
   
   
  
  PFF 30 
  Prayer to Find the Open Way 
   
   
   
   
   
  
  PFF 30 
  Prayer to Recognise Evil 
  1 
   
   
   
   
  
  PFF 35 
  Ritual: Remove Curse 
   
   
   
   
   
  
  PFF 40 
  Prayer to Smite the Godless II 
   
   
   
  
   
  
  PFF 45 
  Prayer for Strength of the Holy 
   
   
   
   
  
  
  PFF 45 
  Ritual: Exorcise Demons 
   
   
   
   
   
  
  PFF 50 
  Visions 
   
   
   
   
   
  
  Miracles
  PFF 10 
  Minor Miracle 
   
   
   
   
   
  
  PFF 25 
  Miracle 
   
   
   
   
   
  
  PFF 50 
  Greater Miracle 
   
   
   
   
   
  
  Priestly Magicks: Specialised Miracles
  PFF 35 
  Purify Food and Water 
   
   
   
   
   
  
  PFF 40 
  Restore the Faithful 
   
   
   
   
   
  
  PFF 50 
  Cure the Wounded 
  2
   
   
   
   
  
  PFF 60 
  Neutralise Toxins 
  2 
   
   
   
   
  
  PFF 60 
  Restoration 
   
   
   
   
   
  
  PFF 65 
  Cure Disease 
  2 
   
   
   
   
  
  PFF 65 
  Heal Grievous Wounds 
  2 
   
   
   
   
  
  PFF 90 
  Cure Blindness 
  2 
   
   
   
   
  
  PFF 90 
  Cure Deafness 
  2 
   
   
   
   
  
  PFF 90 
  Restore Use of Limb 
   
   
   
   
   
  
  PFF 101
  Call Back the Dying 
  2 
   
   
   
   
  
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  146
  Table - Priestly Mages Available Acts of Faith
  Core Acts of Faith: Prayers
  Druid
  Shaman
  Witch
  Friar
  Monk
  Ordained
  Formal Sacred Rituals: The Sacraments
  PFF 20 
  Baptism 
   
   
   
   
   
  
  PFF 40 
  Confirmation 
   
   
   
   
   
  
  PFF 20 
  Extreme Unction 
   
   
   
   
   
  
  Last Rites 
   
   
   
   
   
  
  Anointing the Sick 
   
   
   
   
   
  
  Anointing the Wounded 
   
   
   
   
   
  
  PFF 20 
  Holy Eucharist (Mass) 
   
   
  
   
   
  
  PFF 15 
  Matrimony 
  
   
   
   
   
  
  PFF 45 
  Ordination 
   
   
   
   
   
  
  PFF 15 
   
  1 
   
   
   
   
  
  1Available only to Judges
  2Available only to Physicians
  Note: The Acts of Faith for Druids may be known by other names, e.g.:
  Banish Spirits = Exorcise
  Bless the New-born = Baptism
  Blessings of the Gods = Restore the Faithful
  Conduct act or worship = Mass
  Guard against the Supernatural = Holy Barrier of Guard
  Restore Senses = Cure Blindness / Deafness
  Restore Spirit = Call back the dead.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  147
  Skill Name
  Page
  DF
  ATT 
  Agricultural Skills
  Field Crops
  149
  3
  STR + WIS
  Fruit Crops
  149
  3
  INT + WIS
  Vegetable Crops
  149
  2
  WIS X 2
  Viniculture
  149
  3
  INT + WIS
  Animal Skills
  Animal Riding – Camel
  151
  4
  STR + DIS
  Animal Riding – Donkey
  151
  2
  STR + DIS
  Animal Riding - Exotic Animal
  151
  5
  STR + DIS
  Animal Riding 
  Horse / Pony / Mule
  151
  3
  STR + DIS
  Animal Riding 
  Mythical / Legendary Beast
  151
  6
  STR + DIS
  Animal Training
  152
  3
  BV + DIS
  Bee Keeping
  150
  4
  INT + WIS
  Cattle Herding
  150
  3
  INT + WIS
  Dog Breeding
  153
  4
  INT + WIS
  Drover
  150
  3
  INT + WIS
  Horse Breeding
  150
  4
  INT + WIS
  Pig Raising
  150
  2
  INT + WIS
  Poultry Raising
  150
  2
  INT + WIS
  Running a Dairy
  150
  3
  INT + WIS
  Sheep Herding
  150 
  2
  INT + WIS
  Veterinary Medicine
  153
  4
  INT + WIS
  Veterinary Surgeon
  153
  3
  INT + DEX
  Art & Entertainment
  Acting: Costume & Makeup
  153
  3
  INT + DIS
  Acting: Performance
  153
  4
  BV + DIS
  Acting: Ventriloquism
  153
  4
  BV + DEX
  Bagpipes
  154
  4
  DEX + CON
  Calligraphy & Illumination
  154
  4
  DEX + DIS
  Dancing: Court Dancing
  154
  3
  AGL + DIS
  Dancing: Folk Dance
  154
  2
  AGL + DIS
  Drums
  154
  2
  STR + DIS
  Flutes
  155
  3
  DEX + CON
  Horns
  155
  3
  DEX + CON
  Juggling
  154
  2
  AGL X 2
  Painting & Sketching
  155
  4
  DEX x 2
  Poetic Composition
  155
  4
  INT + WIS
  Poetic Recitation
  155
  3
  BV + CON
  Sculpting
  155
  4
  DEX + DIS
  Singing
  156
  4
  BV + CON
  Sleight of Hand
  156
  4
  DEX + INT
  Storytelling
  156
  4
  BV + INT
  Strings
  155
  3
  DEX + DIS
  Skill Name
  Page
  DF
  ATT 
  Atheletic Skills
  Boxing
  156
  4
  STR + AGL
  Climbing
  156
  3
  STR + CON
  Conditioning
  157
  5
  COMP
  Endurance
  157
  4
  COMP
  Jumping
  158
  3
  COMP
  Lifting
  158
  3
  COMP
  Stamina
  158
  3
  STR + CON
  Swimming
  158
  3
  STR + CON
  Wrestling
  160
  4
  STR + AGL
  Charismatic Skills
  Bargaining
  161
  3
  BV + CHA
  Begging
  161
  3
  BV + CHA
  Charm
  161
  4
  APP + CHA
  Con
  161
  4
  CHA + WIS
  Diplomacy & Politics
  162
  4
  BV + WIS
  Intimidation
  162
  4
  FER + CHA
  Leadership
  162
  4
  BV + CHA
  Oratory
  162
  4
  BV + CHA
  Combat Skills
  Archery
  164
  5
  DEX + WIS
  Axes
  164
  4
  STR x 2
  Battlefield Tactics
  164
  5
  INT + WIS
  Brawling
  165
  3
  STR + AGL 
  Cavalry Lances
  165
  5
  STR + DIS
  Chivalric Great Blow
  165
  5
  COMP
  Dodge
  165
  3
  AGL + WIS
  Fighting Staves
  165
  4
  STR + AGL
  Flails
  165
  5
  STR + DIS
  Great Swords
  165
  5
  STR X 2
  Horse Archery
  165
  5
  AGL X 2
  Hurling Axes
  165
  3
  STR + AGL
  Hurling Javelins
  165
  3
  STR + AGL
  Knife & Dagger Fighting
  166
  3
  DEX + AGL
  Maces, Hammers & Clubs
  166
  4
  STR x 2
  Mounted Combat
  166
  5
  AGL X 2
  Polearms
  167
  6
  STR + DIS
  Riding a Warhorse
  166
  5
  AGL + DIS
  Shield Play Light / Heavy
  167
  4
  STR + AGL
  Short Swords
  167
  4
  STR AGL
  Slashing Swords
  167
  4
  STR + AGL
  Slings
  167
  4
  AGL + WIS
  Spears
  167
  3
  STR + DIS
  Throwing Knives & Daggers
  167
  4
  AGL + WIS
  Throwing Objects
  167
  3
  AGL + WIS
  Two Weapon Fighting
  168
  7
  COMP
  Wearing Battle Armour
  168
  5
  COMP
  Wearing Heavy Armour
  168
  4
  COMP
  Wearing Light Armour
  167
  3
  COMP
  Cooking and Brewing Skills
  Brewing
  169
  3
  INT + WIS
  Cooking
  169
  3
  INT + WIS
  Winemaking
  171
  4
  INT + WIS
  Skill Name
  Page
  DF
  ATT 
  Craft & Trade Skills
  Basketwork
  173
  3
  DEX + DIS
  Blacksmithing
  173
  3
  STR + CON
  Bone, Horn & Ivory work
  174
  4
  DEX + DIS
  Bowery & Fletching
  174
  4
  INT + DEX
  Carpentry
  174
  3
  STR + DEX
  Cartwright & Wheelwright
  174
  4
  INT + DEX
  Chandler
  174
  3
  INT + WIS
  Charcoal Burning
  174
  3
  INT + WIS
  Cooper
  174
  3
  STR + DEX
  Cord & Rope Making
  175
  3
  STR + DEX
  Dyeing
  175
  2
  INT + WIS
  Fashioning Arrowheads
  175
  3
  STR + DEX
  Glassblowing & Glazing
  175
  4
  DEX + CON
  Gold & Silversmithing
  176
  4
  DIS + DEX
  Lapidary (Gemcutting)
  176
  4
  DIS + DEX
  Leatherworking & Tanning
  177
  3
  CON + DEX
  Masonry & Stone Cutting
  177
  4
  STR + CON
  Mining & Tunnelling
  177
  3
  STR + CON
  Paper & Ink Making
  178
  3
  INT + DEX
  Perfumery
  178
  4
  INT + DEX
  Pottery
  178
  4
  INT + DEX
  Seal Making & Engraving
  178
  4
  INT + DEX
  Sewing, Embroidery 
  & Knitting
  175
  2
  DEX + INT
  Smelting & Casting
  175
  3
  STR + CON
  Spinning & Weaving
  175
  3
  DEX + INT
  Sulphur & Saltpetre Making
  178
  3
  INT + WIS
  Tailoring
  175
  4
  DEX + INT
  Thatching
  178
  3
  AGL + WIS
  Tinkering
  178
  4
  INT + DEX
  Weaponsmithing & Armoury
  179
  5
  STR + CON
  Language Lore
  Ancient Language - Spoken
  182
  3
  INT + BV
  Ancient Language - Read / 
  Write
  182
  3
  INT + DEX
  Beast Tongues—Read / Write
  184
  6
  INT + DEX
  Beast Tongues—Spoken
  184
  6
  INT + BV
  Common Tongue— Spoken
  182
  2
  INT + BV
  Common Tongue 
  Read / Write
  182
  2
  INT + DEX
  Dwarven Tongue 
  Read / Write 
  183
  3
  INT + DEX
  Dwarven Tongue—Spoken
  182
  3
  INT + BV
  Elven Tongue—Read / Write
  183
  4
  INT + DEX
  Elven Tongue—Spoken
  183
  4
  INT + BV
  Foreign Language 
  Read/Write
  182
  2
  INT + DEX
  Foreign Language-Spoken
  182
  2
  INT + BV
  Mage Speech-Read / Write
  183
  4
  INT + DEX
  Mage Speech-Spoken
  183
  4
  INT + BV
  Monster Tongues 
  Read / Write
  183
  3
  INT + DEX
  Monster Tongues—Spoken
  183
  3
  INT + BV
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  148
  Ye Olde  
  Skills List
  Skill Name
  Page
  DF
  ATT 
  Perception Skills
  Alertness Sound
  202
  7
  N/A
  Alertness: Sight
  201
  7
  N/A
  Detect Lie
  202
  5
  WIS + INT
  Lip Reading
  203
  5
  WIS + INT
  Read Character
  202
  5
  WIS + INT
  Seamanship Skills
  Fisherman
  203
  3
  STR + CON
  Mariner
  204
  4
  STR + CON
  Piloting & Navigation
  204
  4
  INT + WIS
  Sailing Small Boats
  204
  3
  STR + AGL
  Sailmaking & Rigging
  204
  2
  INT + WIS
  Shipbuilder Maritime  
  Architecture
  204
  5
  INT + WIS
  Ships Carpenter
  204
  4
  STR + AGL
  Thievish Skills
  Administer Poisons & Drugs
  205
  4
  INT + DIS
  Backstabbing
  205
  5
  INT + AGL
  Concealing & Finding
  207
  4
  WIS + INT
  Detecting Mantraps
  207
  4
  WIS + INT
  Detecting Thievery
  207
  5
  WIS + AGL
  Disguises
  207
  3
  WIS + INT
  Evaluating Goods
  207
  2
  INT + WIS
  Garrotting
  209
  4
  STR + AGL
  Hearing Rumours
  208
  2
  DIS X 2
  Mugging
  209
  4
  STR X 2
  Picking Locks
  210
  3
  INT + DEX
  Picking Pockets  
  & Cutting Purses
  210
  3
  INT + DEX
  Setting & Disarming Mantraps
  211
  4
  INT + DEX
  Skulking in Shadows
  211
  4
  AGL + DIS
  Stealth of Thieves  
  & Assassins
  211
  4
  AGL + DIS
  Streetwise
  212
  4
  INT + WIS
  Skill Name
  Page
  DF
  ATT 
  Ritual Preperations
  217
  4
  INT + WIS
  Shamanic Priest Mode
  229
  6
  CON + SPR
  Spell Enhancement
  217
  4
  DIS x 2
  Spell Research
  217
  4
  INT x 2
  Summoning Magick
  220
  5
  INT + CON
  Thaumaturgy Mode of Magick
  225
  6
  INT + WIS
  Transcendental Magick
  220
  5
  INT + DIS
  Transmutation Magick
  220
  5
  INT + CON
  Wards Magick
  221
  5
  INT + CON
  Witchcraft Priest Mode
  229
  6
  INT + SPR
  Word of Guard
  219
  4
  INT + BV
  Materia Medicina
  Chirurgery
  187
  4
  INT + DEX
  First Aid
  187
  2
  INT + WIS
  Herbalism
  190
  4
  INT + WIS
  Pharmacology & Medicine
  188
  4
  INT + WIS
  Materia Theologica
  Debate
  232
  4
  INT + WIS
  Faith
  231
  5
  SPR x 2
  Law
  231
  3
  INT + DIS
  Theology of (“Religion”)
  230
  4
  INT + DIS
  Mental Fortitude Skills
  Concentration
  191
  3
  DIS x 2
  Meditation
  191
  3
  DIS x 2
  Riddling
  192
  3
  DIS x 2
  Willpower
  192
  3
  DIS + WIS
  Noble Skills
  Chess
  193
  3
  INT x 2
  Courtly Love
  193
  3
  CHA + WIS
  Courtly Manners
  195
  3
  INT + DIS
  Heraldry
  195
  3
  INT + WIS
  Outdoor Skills
  Blending into Surroundings
  196
  4
  WIS + AGL
  Calm & Attract Animals
  196
  4
  BV + DIS
  Covering tracks
  197
  4
  INT + AGL
  Detecting Snares
  197
  4
  WIS + INT
  Finding Direction
  197
  2
  WIS + INT
  Finding One’s Location
  197
  3
  WIS + AGL
  Finding Water
  198
  3
  WIS + AGL
  Fishing
  198
  3
  WIS + AGL
  Foraging for wild foods
  199
  3
  WIS + INT
  Forester’s Stealth
  199
  4
  WIS + AGL
  Intentions of Animals
  200
  3
  INT + WIS
  Setting & Disarming Traps
  200
  4
  INT + AGL
  Tracking Prey
  200
  4
  AGL + WIS
  Skill Name
  Page
  DF
  ATT 
  Own Language—Read/Write
  181
  1
  INT + DEX
  Own Language—Spoken
  181
  1
  INT + BV
  Lore Historical
  Ancient Local Geography
  185
  2
  INT x 2
  Ancient Regional/ 
  National Geography
  185
  3
  INT x 2
  Ancient world Geography
  185
  5
  INT x 2
  Astronomical Lore
  186
  4
  INT + WIS
  Bestiary Lore
  186
  3
  INT + WIS
  Cartography
  187
  3
  INT + WIS
  Finance
  187
  4
  INT + WIS
  Geological Lore
  187
  3
  INT + WIS
  Local Geography
  184
  1
  INT x 2
  Local History & Legend
  185
  1
  INT x 2
  Regional & National  
  Geography
  184
  2
  INT x 2
  Regional/National History & 
  Legend
  185
  2
  INT x 2
  World Geography
  185
  4
  INT x 2
  World History & Legend
  185
  4
  INT x 2
  Lore Scientific
  Accurate Counting
  186
  1
  COMP
  Architecture & Engineering
  186
  4
  INT + WIS
  Arithmetic & Mathematics
  186
  4
  INT + WIS
  Materia Magicka
  Arcane Magick
  220
  6
  INT + CON
  Artefact Lore
  213
  6
  INT x 2
  Basic Magick – Air
  220
  5
  INT + AGL
  Basic Magick – Earth
  220
  5
  INT + CON
  Basic Magick – Fire
  220
  5
  INT + CON
  Basic Magick – Water
  220
  5
  INT + AGL
  Command Magick
  220
  5
  INT + BV
  Conjuration Mode of Magick
  221
  6
  INT + CON
  Demonology
  213
  5
  INT x 2
  Divination Magick
  220
  5
  WIS + INT
  Divination Mode of Magick
  222
  5
  WIS + INT
  Druidic Priest Mode
  227
  7
  Various
  Elementalist Magus Mode of 
  Magick
  225
  7
  INT + CON
  Enchantment Mode of Magick
  223
  6
  INT + BV
  Faerie Lore
  214
  3
  INT x 2
  Hex Master Mode of Magick
  223
  6
  INT + DIS
  Illusion Magick
  220
  4
  INT + WIS
  Interpret the Omens
  213
  5
  WIS + DIS
  Laws of Magick
  214
  3
  INT x 2
  Lore of Correspondences
  214
  5
  INT x 2
  Lore of the Dead
  215
  3
  INT x 2
  Magickal & Enchanted  
  Races Lore
  215
  3
  INT x 2
  Magickal Beast Lore
  215
  4
  INT x 2
  Necromantic Mode of Magick
  224
  6
  INT + DIS
  Plant Magick
  220
  5
  INT + DIS
  Power Word Mode of Magick
  224
  6
  INT + BV
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  149
  Skills
  Agricultural Skills
  Characters will have a high chance of being born into a 
  rural background, as part of their upbringing and living 
  in this culture they will have picked up the knowledge 
  of agricultural skills. In our modern world, it might 
  seem as though these skills have little use; however, in 
  the feudal society these skills are the backbone of the 
  economy and low-born survival. Agriculture is fickle and 
  varies with the type of weather - too wet or too dry, the 
  time available for harvest, the quality of the land etc. 
  The table below Agricultural Harvest Modifiers, shows 
  the affect the character's skill has on the harvest level, 
  that has been set by the Gamemaster for the year. Come 
  harvest time, make a skill check and apply the step 
  change to the harvest level set by your GM then use 
  the table Agricultural Harvest Yield to get a final total.
  Field Crops
  Attributes:  ................ Strength & Wisdom
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character has experience with the plough, 
  planting crops, harvesting them and thrashing the 
  wheat, barley, rye oats and stacking the hay. The cost 
  of establishing a farmstead is 2 crowns per acre, this 
  buys your tools, clears the ground for fields etc. 
  Fruit Crops
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 3; BCS 40%; 500 Exp
  The character has experience in working and 
  harvesting from an orchard, with skill in grafting 
  and cross pollination. The cost of establishing 
  an orchard is 4 crowns per acre and 1 - 3 years 
  of maturing to maintain a saleable crop. 
  Vegetable Crops
  Attributes:  ................ Wisdom x 2
  Level: ......................... DF: 2; BCD 50%; 400 Exp
  The character has experience working a vegetable 
  patch with the growing, cultivation and harvest of 
  beans, lentils, beets, carrots, cucumbers etc. Anyone 
  with a small plot of land about ½ acre or so can put in 
  a 50 penny garden to meet a family’s dietary needs. 
  Viniculture
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 3; BCS 40%; 500 Exp
  The character has experience in tending the vines 
  and fruit of a vineyard and growing grapes is a 
  laborious task; usually done on small scales in olde 
  times. A yeoman for instance may have 1-6 acres 
  in vines while a Servien might have 6-10 acres; 
  landed knights can maintain 10-20 acre. The cost to 
  establish a vineyard is 5 crowns per acre and several 
  years are required to produce a saleable crop.  
  Crit Die         
  Step Change1
  01 - 06
  1 Step
  07 - 09
  2 Step
  10
  3 Step
  1 This step change is either up or down depending 
  on Failure or Success of the Agricultural Skill 
  roll. Up on the Results Table for Success 
  and Down on the table with failure.
  Table - Agricultural Harvest Modifiers
  Table - Harvest
  Harvest
  Grain Crops
  Garden Crops
  Orchard Crops1
  Vine Crops1
  Bountiful!
  12 bushels (150P)
  Surplus (+50 P)
  600 lbs (200P)
  660Ibs (220P)
  Excellent!
  112 bushels (140P)
  Surplus (+25P)
  540 lbs (180 P)
  600 lbs (200P)
  Fine Crop!
  10.4 bushels (130P)
  Surplus (+20P)
  480 lbs (160 P)
  545 lbs (180P)
  Very Good!
  9.6 bushels (120P)
  Surplus (+15 P)
  420 lbs (140P)
  485 lbs (160 P)
  Good Crop!
  8.8 bushels (110P)
  Surplus (+10P)
  390 lbs (130P)
  425Ibs (140P)
  Above  Average
  8 bushels (100 P)
  Surplus (+5P)
  330 lbs (110P)
  365 lbs (120 P)    
  Average
  7.2  bushels (90 P)
  Feed Family
  300Ibs (100 P)
  335Ibs (110P)
  Below Average
  6.4 bushels (80P)
  Feed Family (Minimum)
  270lbs (100P)
  300lbs (100P)
  Poor!
  5.6 bushels (70P)
  Feed Family (minimum)
  240Ibs (80P)
  275 lbs (90P)
  Very Poor!
  4 bushels (50P)
  Feed Family (minimum)
  180 lbs (60P)
  180 lbs (60P)
  Awful!
  3.2 bushels (40P)
  Total Crop Failure
  120 lbs (40P)
  150 lbs (50P)
  Terrible!
  2.4 bushels (30P)
  Total Crop Failure
  90Ibs (30P)
  90lbs (30P)
  Disastrous
  Total Crop Failure
  Total Crop Failure
  Total Crop Failure
  Total Crop Failure
  1Grain crops assume average 12 ½ pennies per bushel. Orchard crops assume fruits and berries 
  at average ⅓ penny per lb and vine crops assume table grapes at ⅓ penny per lb.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  150
  Animal Skills
  Animals were the backbone of the rural people in 
  feudal time, not only food but transport and muscle 
  for the machines and ploughs. Characters from a rural 
  background would have experience in raising and 
  looking after animals, veterinary treatments, training 
  for riding or to wear collars, tack and harnesses etc. 
  Such skills could be crucial to those out on adventures 
  as well as those on the farm or knights households. 
  Animal Husbandry
  Attributes .................. Intellect & Wisdom
  A character that has a suitable background such 
  as the son of an ostler has a basic skill level in 
  any 3 Animal Husbandry Skills at a special cost of 
  DF: 3 (BCS 40%; 500 Exp). Once the game starts 
  these skills advance at their normal DF rates
  Bee Keeping
  Level: ......................... DF: 4; BCS 30%; 600 Exp
  The character is trained in keeping and maintaining 
  hives with the correct methods for caring and treating 
  bees. The aim is to harvest the honey and it costs 1 
  crown per hive to set up to keep bees. Each hive needs 
  100 square foot and can produce up to 5 lb of honey.
  Cattle Herding
  Level: ......................... DF: 3; BCS 40%; 500 Exp
  The character has experience with herding 
  cattle, including breeding, herding and 
  taking care of beef cattle. It costs 4 Crowns 
  per acre to set up as a cattle herder.
  Horse Breeding
  Level: ......................... DF:4; BCS 30%; 600 Exp
  The character has experience in breeding, 
  raising and taking care of horses. It costs 7 
  crowns per acre to set up as a horse breeder.
  Running a Dairy
  Level: ......................... DF:3; BCS 40%; 500 Exp
  The character has experience on a dairy farm, 
  he knows how to her and care for the cattle as 
  well as milking and storage of the milk. It costs 
  5 Crowns per acre to set up a dairy farm.
  Pig Raising
  Level: ......................... DF: 2; BCS 50%; 400 Exp
  The character has experience raising and caring for 
  pigs. It costs 2 Crowns per acre to set up raising pigs.
  Poultry Raising
  Level:  ........................ DF: 2; BCS 50%; 400 Exp
  The character has experience with the breeding, 
  raising and care of poultry birds such as; 
  chickens, geese and ducks etc. It costs 2 Crowns 
  per acre to set up as a poultry keeper.
  Sheep Herding
  Level: ......................... DF: 2; BCS 50%; 400 Exp
  The character has experience taking care of, breeding 
  and raising sheep as well as shearing them for wool. 
  It costs 3 Crowns per acre to set up as a shepherd.
  Note: Shepherds also need trained sheepdogs 
  to aid in managing and protecting the sheep.
  Drover
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character has experience in the skills of a 
  drover or mule skinner and is able to exercise 
  control over draft and pack animals. The GM can 
  make a resisted roll when animals become spooked 
  Willpower - PSF% of the animal handler to see if 
  he has maintained control over the animal.
  Success 
  with Crit  Die
  Result
  09 - 10
  The character has the animal(s) under control 
  and need not check again in this 'emergency'.
  01 - 08
  Animals do the handler's bidding for up to 1 
  minute in a crisis situation. If they stay in a 
  skittish or stubborn mood, check each minute.
  Failure  with 
  Crit  Die
  Result
  01
  The animals persist in their skittish 
  or stubborn behaviour. The handler 
  is still fighting for control.
  02 - 10
  Animals are out of control for 
  1D10 x 10 seconds.
  Note for characters without basic Knowledge of this skill, a 
  failure with Crit Die 01-07 loss of control and a runaway, etc.
  Table - Drover Results
  Magick
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   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
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  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  151
  Animal Riding
  Attributes: ................. Strength and Discipline
  Level: ......................... Variable - see below
  Through training and discipline the character is able 
  to ride a type of animal and exercise his will over it 
  to control it in most situations. Table - Animal Riding 
  Difficulty factors show the DF that applies to learning 
  to ride certain types of creature. Some are more 
  wilful and demand more from their riders than other 
  animals. Having a skill at riding a type of animal does 
  not necessarily confer skill in riding another type.
  When the following events happen the rider 
  should make a skill roll to control his ride.
  1. 
  The rider is attempting to vault into the saddle 
  2. 
  The rider is mounting or dismounting 
  from a moving animal 
  3. 
  The rider is jumping the animal over an obstacle 
  that stretches the animal, such as a fence, a wall, or 
  across a ditch. Donkeys and camels are very poor 
  at jumping and the GM should assign penalties 
  depending upon the animal and the obstacle 
  to be jumped. A pony or a riding or a mule will 
  match a riding horse under most jump situations
  4. 
  The rider is trying to control a spooked animal or 
  coerce a stubborn or frightened one into action.
  Animal
  DF
  BCS%
  Exp
  Donkey
  2
  50%
  400
  Horse, Pony, Mule1
  3
  40%
  500
  Camel2
  4
  30%
  600
  Exotic Animal3 
  5
  20%
  700
  Mythical/Legendary Beast4 
  6
  10%
  800
  1Riding  (Horse)  is  a  pre-requisite  for  the  
  specialised  combat  skill  Riding  a  Warhorse.
  2Reduce the DF of this animal by -1 DF if the 
  character has Animal Training with PSF 33%+ 
  or Riding a Warhorse at PSF 33%+.
  3Reduce the DF of this animal by -1 DF if the character has 
  Animal Training with PSF 33%+ or Riding a Warhorse at 
  PSF 33%+. Exotic animals include elephants, lions etc.
  4Reduce the DF of this animal by -1 DF if the 
  character has Animal Training with PSF 33%+ or 
  Riding a Warhorse at PSF 33%+. Mythical/Legendary 
  Animals are unicorns, Pegsii, Gryphons etc..
  Table - Riding Difficulty
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   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  152
  Animal Training
  Attributes: ................. Bardic Voice and Discipline
  Level: ......................... DF: 3; BCS 40%; 500 Exp
  Resisted: ................... Animals Willpower - PSF% of Trainer
  [TR] The character has experience in training a single 
  class of animal; he selects the class he wishes to be 
  skilled at training when he picks this skill. The table - 
  Animal Training Time Necessary gives the time required 
  for the character to train his chosen class of animal. 
  It can take more than just a few months to train a 
  warhorse or an elephant perhaps as long as several 
  years. The time has been shortened for the sake of game 
  play, as several years in game-time is quite a span. 
  Once the given time has passed make a skill 
  roll to see the results of the character's training 
  efforts on the Table - Animal Training Results 
  Each roll the animal being trained will try to 
  resist the trainers attempts to tame him. This is 
  the animals Willpower - Trainer’s PSF%. There are 
  those animals who persistently resist training 
  and might be considered untrainable. 
  Success with 
  Crit  Die
  Result
  09 - 10 
  The rider succeeds in his actions 
  and retains full control and need not 
  check again in this emergency.
  01 - 08
  The rider succeeds in his actions and 
  retains control of the animal, if the animal 
  remains skittish, check every 2 minutes.
  Failure  with 
  Crit  Die
  Result
  01
  The rider fails in his action and a second 
  skill roll is required to find out if the rider 
  remains in the saddle (a successful roll) 
  or is thrown to the ground (a failure).
  02 - 10
  The rider not only fails in this action, 
  but the animal becomes out of control.  
  A second skill roll made to see if the 
  character can bring the animal back under 
  control (a success) or whether it begins to 
  buck (a failure). If the character fails the 
  second time, he makes a third skill roll but 
  suffers a suitable penalty to his TSC%.  A 
  success means he brings the animal back 
  under  control, whilst a failure means the 
  animal throws the rider to the ground.
  Table - Riding Results
  Animal
  Time
  Riding Horse
  8  weeks
  War Horse
  20  weeks
  Draft & Pack Animals:
  Horse
  3  weeks
  Mule
  3  weeks
  Donkey
  3  weeks
  Ox
  2  weeks
  Exotic  Animals:
  Elephant
  20  weeks
  Camel
  8  weeks
  Wild Animals
  8-20  weeks
  Hunting/War Dogs
  8  weeks
  Birds of Prey (falcon, eagle hawk etc.)
  8  weeks
  Table - Training Time Required
  Success 
  with Crit  
  Die
  Result
  09 - 10 
  The animal is exceptional and 
  can be taught special tricks.
  01 - 08
  The animal has been trained up to 
  a level such that it can be trusted 
  to be reliable and compliant.
  Failure  
  with Crit  
  Die
  Result
  01 - 02
  The animal requires further training. Check 
  again in 2 weeks, with a -10% penalty 
  to TSC%. There is now no chance of an 
  exceptional creature). A second failure doubles 
  the time to the next check and adds a further 
  -10% penalty to the first one and so on.
  03 - 10
  Not only is more training required but the 
  animal may also have some unreliable 
  quality or quirk which the Gamemaster 
  decides at his discretion. Such qualities will 
  reflect the nature of the beast, of course.
  Table - Animal Training Results
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  153
  Arts & Entertainment Skills
  These skills have a great impact on general Role-play. 
  The skills of Performance and Disguise for instance 
  are used often in thievery enable the character to 
  fake his identity assuming the role of another person. 
  Some skills such as Sing & Dance or Playing an 
  Instrument can enhance one’s social standing. In some 
  warrior and tribal culture the ability to recite your 
  lineage or accounts of battle deeds in an impressive 
  manner might be essential to maintaining one’s 
  reputation or gain advantage upon first meeting.
  Acting: Costume & Makeup
  Attributes: ................. Intellect & Discipline
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character is able with the use of this skill to 
  alter his or another person’s appearance by using 
  props such as wigs, makeup, platform shoes etc. 
  The use of Acting: Costume & Make-up benefits 
  the other skills - Disguise and Acting: Performance, 
  the result of the Acting: Costume and Makeup roll 
  determines the bonus as listed on the table below. 
  Acting: Performance
  Attributes: ................. Bardic Voice & Discipline
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  The character is skilled in making dramatic 
  performances to portray a character, using spoken 
  words or mime. He may have memorised lines from 
  certain plays and be used to performing to a crowd. 
  The Acting: Costume & Makeup skill can provide a 
  bonus to a performance of this skill. A character who 
  has a DIS: 19+ adds +1 to his Crit Die. A character who 
  has BV 19+ and DIS 19+ can add +2 to his Crit Die.
  Acting: Ventriloquism
  Attributes: ................. Bardic Voice & Dexterity
  Level: ......................... DF: 4 BCS 30%; 600 Exp;
  The character through training is able to speak 
  without moving his lips and throw his voice to 
  give the impression of utterances from some other 
  location. Upon gaining maximum proficiency with 
  the skill and a success with a Crit Die of 07-10 the 
  perception of listeners with place the sounds up 
  to 30 feet away. A character with a BV 19+ may 
  add +1 to his Crit Die. A character with a BV 19+ 
  and an DEX 19+ may add +2 to his Crit Die
  Dog Breeding
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  The character knows how to breed and care for dogs; 
  dogs being domesticated for a wide range of tasks 
  from shepherding for guarding to hunting. Lap dogs 
  are also popular with ladies and wealthy townsfolk, 
  it costs 12Cr to set oneself up as a dog breeder.
  Veterinary
  [TR] The character has skill in treating the ailments, 
  injuries and diseases of animals. The skill is split 
  into two sub-skills, Surgeon and Medicine. He can 
  diagnose and prescribe treatments for animals 
  in the same way a physician does for people.
  Veterinary Surgeon
  Attributes: ................. Intellect & Dexterity
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character is skilled at carrying out first 
  aid and emergency treatments on injured 
  animals such as setting bones.
  Veterinary Medicine 
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 4; BCS 30%; 600 Exp
  The character has learned to prepare cordial, elixirs 
  and poultices to help heal animals for various ailments. 
  He knows enough regarding medicine to be able to 
  render some basic healing on people too. The chance 
  of healing a person are the same as if he had the 
  skill First Aid and some Chirurgical skills (½ PSF%)
  Success 
  with Crit 
  Die
  Disguise 
  Skill  
  Modifier
  Acting:  
  Performance 
  Skill  Modifier
  01 - 02
  +0%
  +3%
  03 - 05
  +3%
  +5%
  06 - 07
  +6%
  +8%
  08
  +9%
  +12%
  09
  +15%
  +18%
  10
  +21%
  +25%
  Table - Costume & Makeup Modifiers
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  154
  Calligraphy & Illumination
  Attributes: ................. Dexterity & Discipline
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  [TR] The art of exquisite penmanship 
  using either pen or brush and ink to create 
  artistic works in the form of illuminated 
  manuscripts. The illuminations are page 
  decorations, highly elaborate, stylised 
  and coloured often including gold and 
  silver leaf. If the character has DEX 17+ 
  and DIS 17+ he can add +1 to his Crit 
  Die, if these scores are both 20+ he adds 
  +10% to his PSF and +2 to his Crit Die.
  Dancing: Folk Dance
  Attributes: ................. Agility & Discipline
  Level: ......................... DF: 2 BCS 50%; 400 Exp
  The character is experienced in the 
  dances of the common folk and they are 
  often used in courtship. If the character 
  has AGL 18+ add +10% to his PSF% 
  and +1 to Crit Die. If the character has 
  AGL 10 or less subtract -10% from 
  his PSF% and -1 form his Crit Die.
  Dancing: Court Dancing
  Attributes: ................. Agility & Discipline
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character has experience in the way 
  that the courts perform dance, the style of 
  the gentry and higher ups. Any character 
  desiring social mobility within the noble 
  ranks will find this skill important. It 
  is also used as a form of courtship for 
  gentlemen and ladies. If the character 
  has AGL 18+ add +10% to his PSF% and 
  +1 to his Crit Die. If the character has 
  AGL 10 or less then subtract -10% from 
  his PSF% and -1 from his Crit Die result.
  Juggling
  Attributes: ................. Agility x 2
  Level: ......................... DF: 2 BCS 50%; 400 Exp
  The character is adept at throwing 
  multiple objects up at the same time and 
  keeping them in the air. If the character 
  has AGL 18+ add 10% to his PSF% and 
  +1 to his Crit Die. If the character has an 
  AGL 10-13 subtract -10% from his PSF% 
  and -1 from his Crit Die. A character with 
  an AGL less than 10 he subtracts -21% 
  from his PSF% and -3 from his Crit Die.
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  155
  Characters with INT 14+ and WI 13+ have 
  the wit to compose satires, a biting poem that 
  ridicules some social aspect or lampoons a 
  well known figure. Often used to embarrass 
  nobles and take them down a peg. Or two.
  Poetic Recitation
  Attributes: ................. Bardic Voice & Constitution
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character is trained in delivering public recitation 
  of poetic works in a dramatic and entertaining manner. 
  Having the skill can also bring a vibrancy, sense of 
  drama and class to the casting of Magickal spells and 
  rituals as well as religious ceremonies. It is of course 
  a required skill for the bard or troubadour and an 
  all round social skill as this form of entertainment 
  was widely enjoyed in the times of old.
  If the character has poetic composition he gains +10 
  PSF% and the character acquires the ability to:
  1. 
  Commit poems to memory
  2. 
  Recall them when needed
  3. 
  Recite them in a dramatic, entertaining manner.
  Unless the character has an INT 15+ there 
  may be penalties assigned to the quality / 
  accuracy of memory and performance with 
  some add-lib necessary when memory fails.
  Sculpting
  Attributes: ................. Dexterity & Discipline
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Clay and stone are the primary mediums for the 
  character to work his designs of figures. A character 
  with a DIS 18-19 adds a bonus of +1 to the Crit Die. 
  A character with a DIS 20+ adds a bonus of +10% to 
  his TSC% and +2 to his Crit Die. A character with gold 
  and silversmithing may cast modest-sized figurines in 
  bronze, silver and gold etc. If the character also has the 
  skill Foundryman he may cast large sculptures in metal.
  Musical Instruments
  The character has learned how to play a certain class 
  of instrument, each class is learned and improved 
  separately and has its own special requirements. 
  Bagpipes
  Attributes: ................. Dexterity & Constitution
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  All type of wind reservoir bagpipe, 
  Scottish, Irish and Germanic etc.
  Drums
  Attributes: ................. Strength & Discipline 
  Level: ......................... DF: 2 BCS 50%; 400 Exp
  Kettle, war, tambor, tambret, tambourine, 
  timbrel, cymbals etc.
  Flutes
  Attributes: ................. Dexterity & Constitution
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The fife, hautboy, pan pipes, recorder, 
  shawm and whistles etc.
  Horns
  Attributes: ................. Dexterity & Constitution
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The hunting horn, sackbut (trombone), 
  serpent, trumpet, war horn etc.
  Strings
  Attributes: ................. Dexterity & Discipline
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  Harps, lyre, bandore, cithera, lute, archlute, psaltery
  Painting & Sketching
  Attributes: ................. Dexterity x2
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  The character has trained to be able to produce 
  pictures with brush and pigment, charcoal or pen and 
  ink. The skill also includes the knowledge of how to 
  prepare the pigments and surfaces to be painted on.
  Poetic Composition
  Attributes: ................. Intelligence & Wisdom
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  The character is trained in composing poems 
  and lyrics. Long works will be subject to time 
  penalties to reflect the difficulty in the complexity 
  of creating them. A skill that is never easy, even 
  if one knows the theory behind the skill. An 
  unskilled character will have severe penalties 
  assessed against a success and or to the Crit Die.
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  156
  Singing
  Attributes: ................. Bardic Voice & Constitution
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  The character is experienced in singing in public, 
  performing different types of songs. Anyone can sing 
  to some degree but the skill must be purchased to 
  develop their proficiency. In the noble social circles 
  signing was seen as a mark of courtly manner and social 
  grace. It is off course a required skill for the troubadour, 
  minstrel or bard. The character acquires the ability to:
  • 
  Learn and commit song to memory
  • 
  Recall songs when needed
  • 
  Perform the songs in a dramatic 
  and entertaining manner
  • 
  Compose music.
  Unless the character has an INT 15+ there may 
  be penalties assigned to the quality / accuracy 
  of memory and performance with some add-lib 
  necessary when memory fails. The character who 
  has a BV 17-18 adds +1 to his Crit Die. If he has BV 
  19+ he has a +10% to his TSC% and +2 Crit Die.
  If accompanying himself on a musical instrument, the 
  singer can add +10% to his singing PSF% as long as 
  the instrument PSF% is not less than his singing skill.
  The skill of Poetic Composition is required if the 
  character wishes to compose pleasing lyrics to his 
  own music. If his poetic composition PSF% is more 
  than 10% above his singing PSF% he can add +10% 
  to his singing PSF% to show the benefits of having 
  good quality lyrics while performing his own song.
  Sleight of Hand
  Attributes: ................. Dexterity & Intellect
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  The character is practised at feats of prestidigitation 
  and legerdemain seen as astounding feats of Magick by 
  the untrained eye. He can pull rabbits from hats. Make 
  small items appear and disappear. If the character has 
  a DIS 18+ he adds +1 to his Crit Die. If he also has an 
  AGL 19+ he adds +10 to his PSF% and +2 to his Crit 
  Die showing his superior control and coordination.
  Storytelling
  Attributes: ................. Bardic Voice & Intellect
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  The character has experience in composing and 
  telling his stories in a dramatic and entertaining 
  manner, as well as stories he has heard from other 
  sources. The skill also makes him an excellent 
  reporter of events that he has witnessed a 
  desired skill for Heralds, Scouts and Spies.
  If the character has also learned Oratory he may 
  learn and develop storytelling at +10 PSF%. If when 
  performing to an audience, he first succeeds with an 
  oratory skill roll, he may add +10% to his storytelling 
  PSF%. If the oratory skill roll is a critical success, with 
  a Crit Die of 10, the bonus is doubled to 20%
  Athletic Skills
  Everyone has some skill at performing these 
  physical abilities; however the skills below 
  are where practice and training have honed a 
  certain aspect of the character’s physicality. 
  Boxing
  Attributes: ................. Strength & Agility
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  The character has trained in a specialised form of 
  fighting that focuses on the use of fists, landing solid 
  blows, counter blows and blocks. The skill is somewhat 
  curtailed against none bipedal creatures but if they are 
  of humanoid form and roughly the same size as the 
  boxer then they are a good target. Another boxer may 
  use dodge to avoid a blow but in order to return the 
  blow he must counter with  boxing or brawling TSC%
  A non boxer may counter a boxer’s punches 
  with his brawling skill at ½ PSF%. His brawling 
  punches are made using his brawling skill at ½ 
  PSF when countered by a trained boxer who 
  can counter such untrained blows with ease.
  Those trained in the noble art gain a +2 
  to their Crit Die when using fists.
  Climbing
  Attributes: ................. Strength & Constitution
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character has experience in making accents up 
  difficult surfaces using handholds, footholds and using 
  techniques and specialised climbing equipment. 
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  157
  A character’s climb speed is dependant 
  on his skill in climbing and the type of 
  equipment he has available if any. 
  • 
  1 foot per AP expended if using a rope 
  that is secured overhead
  • 
  1 foot per 2 AP expended if using handholds 
  and footholds in the surface being climbed.
  • 
  1 foot per 3 AP expended if unskilled.
  The distance that can be climbed is a matter of STR 
  and CON modified by a character’s fatigue levels. See 
  the table below  Climbing Distance. This shows the 
  distance a character can climb at a cost of 1 FP, the 
  cost assumes the PC is climbing sheer rock face, wall 
  or trees using available handholds and footholds.
  The character should make a check every 10 feet 
  climbed to determine if the accent is going well 
  or not. Apply bonuses or penalties (+/- 5-50% 
  depending upon the difficulty of the climbing 
  conditions, such as overhangs, distance between 
  handholds etc. Use the table - Climbing Results 
  to adjudicate the degree of success or failure. 
  Conditioning
  Attributes: ................. Body Points
  Level: ......................... DF: 5 BCS n/a; 700 Exp
  (COMP) [TR] This is a Competency in that is 
  represents a character’s increase in his Body Levels. 
  Each time he purchases a level in conditioning 
  his Body Level increases by +1  to a maximum 
  increase of 1/4 of his initial Body Level. 
  Endurance
  Attributes: ................. Fatigue Points
  Level: ......................... DF: 4 BCS n/a; 600 Exp
  (COMP) [TR] This is a Competency in that it 
  represents a character’s increase in his Fatigue 
  Points. Each time he purchases a level in Endurance 
  his Fatigue Points increases by +1 to a maximum 
  increase of ½ of his initial Fatigue Points
  Example
  Sir Tancred has STR 
  17 and CON 18 for a 
  total of 35 giving him 
  a climbing distance of 
  120 feet per FP spent. 
  He has 27 FP so if he climbed 
  steadily to exhaustion 
  he could climb 120 feet 
  x 27 FP = 3,240 feet.
  STR + CON
  Distance
  STR + CON
  Distance
  Under 10
  10 feet
  30 - 31
  100 feet
  10 - 12
  20 feet
  32 - 33
  110 feet
  13 - 15
  30 feet
  34 - 35
  120 feet
  16 - 18
  40 feet
  36
  130 feet
  19 - 21
  50 feet
  37
  140 feet
  22 - 23
  60 feet
  38 
  150 feet
  24 - 25
  70 feet
  39 
  160 feet
  26 - 27
  80 feet
  40
  170 feet
  28 - 29
  90 feet
  41+
  180 feet
  Table - Climbing Distance
  Success with 
  Crit  Die
  Result
  01 - 09
  The character climbs steadily.
  10
  The character climbs easily, gaining +1 
  foot per 10% of his PSF% when climbing 
  without aids and +1 foot per 5% of his 
  PSF% when climbing with aids.
  Failure  with 
  Crit  Die
  Result
  01 - 07
  The climber stalls in place. He can 
  not find a handhold etc. and must 
  pause for one round to look for one.
  08 - 09 
  A skilled climber slides or falls 3 feet x 
  1D10, with -4 points of crush damage 
  per 10 feet fallen (-2 points per 10 feet if 
  onto soft turf). Unskilled climbers suffer 
  damage as for Grit Die 01 results.
  10
  The climber suffers of bad fall of 5 
  feet x 1D10, with -6 points of crush 
  damage per 10 feet fallen (-4 points 
  per 10 feet if onto soft turf)
  Table - Climbing Results
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  158
  Jumping
  Attributes: ................. Jump Distance
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  (COMP) [TR] This is a Competency that represents 
  a character’s increase in his ability to jump. Each 
  time he purchases a level in Jumping his Jump 
  Distance  increases by +1 foot to a maximum 
  increase of ½  of his initial Jump Distance.
  Lifting
  Attributes: ................. Jump Distance
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  (COMP) [TR] This is a Competency in that it represents 
  a character’s increase in his ability to lift, carry and 
  drag. Each time he purchases a level in lifting his 
  LCAP increases by +10% of his Body Weight. 
  Stamina
  Attributes: ................. Strength & Constitution
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  Stamina is a core skill and every character begins the 
  game with basic knowledge (Level 0) and so it can 
  be improved like any standard skill. Stamina gives 
  the character’s capacity to keep on going no matter 
  how tough, even if his FP totals are exhausted. It also 
  models the character’s resistance to being stunned 
  and incapacitated by blows or shocks to the system.
  If a stamina check is successful, the character can keep 
  going as if he had FP to burn (make a check every 
  minute). However, if he has no FP left, he doesn’t just 
  slow down, he collapses as he has nothing left.
  A successful Stamina check with a Crit Die of 10 
  prevents a character from being incapacitated 
  whatever the cause, short of being killed.
  Swimming
  Attributes: ................. Strength & Constitution
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  In the days of old, swimming was not a common 
  skill that people developed, they could either not 
  swim at all or could only manage a few strokes.
  Swimming speed is 1.75mph or 35 feet per 15 
  seconds at best, as the kind of strokes were limited 
  in number and speeds were slow. The character's 
  STR and CON determine the swimming distance 
  as seen on the table below Swimming Distance.
  STR + CON
  Distance
  STR + CON
  Distance
  Under 10
  10 feet
  30 - 31
  500 feet
  10 - 12
  20 feet
  32 - 33
  6000 feet
  13 - 15
  30 feet
  34 - 35
  8000 feet
  16 - 18
  50 feet
  36
  1,000 feet
  19 - 21
  80 feet
  37
  1,200 feet
  22 - 23
  1000 feet
  38 
  1,400 feet
  24 - 25
  2000 feet
  39 
  1,600 feet
  26 - 27
  3000 feet
  40
  1,800 feet
  28 - 29
  4000 feet
  41+
  2,000 feet
  Table - Swimming Distance
  Example
  Sir Tancred has a STR 17 and 
  CON 18 for a total of 35 that 
  gives him a swimming distance 
  of 800 feet per FP spent.  
  He has 27 FP thus if he swam 
  to exhaustion he could cover 
  800 feet x 27 FP = 21,600 feet.
  Example:
  Sir Tancred starts at 800 feet 
  per FP expended. Suppose he 
  trained to level 15. The first 10 
  levels  give him 50 x 10, so + 500 
  ft. Now he can swim 1,800 feet 
  per FP. He has 27 FP, so he could 
  swim 1,800 feet x 27 = 48,600 
  feet, 16,200 yards or 9.2 miles
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  159
  For every level the character has in swimming, he increases 
  his swimming distance by 50 feet until he reaches level 10, 
  after which additional levels give an additional 100 feet.
  When a character has to tread water he makes a swimming 
  skill check, on a success he spends no FP for an initial period 
  of 5 minutes. He must them make a further skill roll every 5 
  minutes to remain afloat at the cost of 1 FP per 5 minutes. 
  The table below Swimming Results, gives details 
  for swimming or treading water rolls 
  Success with 
  Crit  Die
  Result
  01 - 09
  The character remains afloat or swims 
  10
  The character is an accomplished 
  swimmer and his total FP cost for 
  swimming is reduced by -1FP
  Failure  with 
  Crit  Die
  Result
  01 - 04
  The swimmer flounders about and loses 
  -1FP trying to keep his head above water
  05 - 10
  The swimmer flounders badly and begins 
  to swallow water and loses -2FP. Check 
  again in 15 seconds, with -10% TSC% 
  and -1 to Crit Die. A second failure means 
  that the character is in danger of drowning 
  and must succeed on the third attempt.
  Table - Swimming Results
  CON
  Seconds 
  Inactive1
  Seconds 
  Active2
  CON
  Seconds 
  Inactive1
  Seconds 
  Active2
  01 - 05
  30
  15
  16 - 17
  120
  90
  06 - 09
  60
  30
  18
  150
  120
  10 - 12
  75
  45
  19
  180
  135
  13 - 15
  90
  60
  20+
  210
  150
  1 Inactive: This is minimum movement or no movement. The 
  character is attempting to conserve oxygen as long as possible.
  2 Active: This is swimming half speed underwater, 
  walking slowly. Swimming at full speed or walking at 
  normal speed halves the active time available.
  Table - Hold your Breath
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  160
  Holding One’s Breath
  What happens when a character is unfortunate 
  enough to be caught in a situation where he is 
  unable or incapable of breathing? Maybe he is 
  underwater, or in an unbreathable atmosphere such 
  a toxic fumes). Then holding one’s breath is the key 
  to survival. Everyone is able to do this, though panic 
  setting in can severely shorten the time for a breath 
  hold. The character must draw a full deep breath 
  of fresh air before any emergency is upon him or 
  times with be shortened. He makes a willpower 
  check to see if he had the presence of mind to such 
  in as much air as possible before the emergency.
  Make a CON AR halfway through the time indicated 
  in table - Swimming Holding One’s Breath to see if he 
  can last out beyond his limit. Once he run out of time 
  he will drown or suffocate if unable to draw fresh air.
  Wrestling
  Attributes: ................. Strength & Agility
  Level: ......................... DF: 4 BCS n/a; 600 Exp
  The character is trained in a specialised form 
  of fighting using restraining methods, holds, 
  kicks and throws; this is very popular as a 
  sport with heavy betting in the circles.
  Non-wrestlers counter a wrestler’s moves with only ½ 
  their PSF% in brawling. Similarly their grapples and 
  throws are only made with ½ their PSF% in brawling 
  against a trained wrestler. Table Wrestling Results can 
  be consulted to give the various results of the action.
  Restraining is much the same as a throw for resolution 
  however this time any success means that the wrestler 
  has grappled and restrained his opponent. The next 
  part is to see if the defender can break the hold. This is 
  done with a resisted roll, both making Wrestling TSC% 
  a non-wrestlers using their brawling skill at ½ PSF%. 
  The defender must make a successful skill roll and roll 
  equal or better than the attack on the d10 Crit Die. 
  Any failure to maintain the hold gives the advantage 
  to the defender on the next move and the roles are 
  reversed with the defender gaining the initiative. If he 
  chooses to maintain the hold he does so with a +10% 
  chance to his TSC%. If he chooses to make a toss he 
  does so at +10% to his TSC%. The defender loses -1 FP 
  for his attempt to break the restrain. On a failure he loses 
  an additional -1 FP for the efforts of his futile struggles.
  Success 
  with Crit  
  Die
  Result
  01 - 05
  This staggers the opponent.  A non-wrestler 
  must succeed with an AGL AR and Crit die 09-
  10 to stay on his feet!  A Wrestler must "parry"  
  the  throw  successfully with his Wrestling  skill  
  to  avoid being staggered. The victor has the 
  initiative and gains +10% to his TSC% to his 
  next wrestling move.  A staggered opponent 
  subtracts -1% x Attacker's Crit Die result 
  from his TSC% in his next skill attempt.
  06 - 08
  This throws the opponent to the ground. 
  A non-wrestler is stunned by the throw if 
  he fails a Stamina check. A Wrestler can 
  success- fully 'parry' with Crit Die 06-10 to 
  counter the throw. If he fails, he goes down 
  and makes a Stamina check.  In any event, 
  the loser subtracts -2% x Attacker's Crit Die 
  result from his TSC% in his next skill attempt. 
  The initiative and a +20% bonus to his TSC% 
  goes to the victor in his next wrestling move.
  09 - 10
  This results in a clean toss. The loser must 
  succeed in a Stamina -  Attacker’s Wrestling  
  PSF% to avoid being stunned by the impact.  
  The victim loses -3% x  Attacker’s Crit Die 
  result from his TSC% in his next skill attempt.  
  The victor has the initiative and a +30% bonus 
  to his TSC% in his next wrestling move.
  Failure  
  with Crit  
  Die
  Result
  01 - 05
  The wrestler fails to make a good grapple, 
  his opponent gains an opening which 
  gains a bonus of +10% to the TSC% 
  for the opponent's next attack.
  06 - 09
  The wrestler stumbles, allowing his opponent 
  to make a free attack with  a  bonus  of  
  +15%  to  TSC%, immediately  followed  
  by  the opponent's normal attack.
  10
  The wrestler trips falling to the floor prone 
  face down, requiring a Stamina check 
  to avoid being momentarily stunned, as 
  if he had been thrown (with a Crit Die 
  result of 06-08 as detailed above).
  Table - Wrestling Results
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  161
  A trial of strength, where the two wrestlers 
  are locked together in combat costs the 
  defender -2 FP and the attacker -1 FP per 
  combat turn and is undertaken as follows.
  Both wrestlers make STR AR rolls. To break the hold the 
  defender must succeed with his STR AR roll. However 
  if the attack also succeeds the defender must have a 
  higher roll on his Crit Die to be able to break the hold. 
  Once the hold is broken the advantage goes to 
  the escapee (+10% to his TSC% on his next move) 
  and the former attack loses an additional -2 FP 
  for his vain attempt to prevent the escape. 
  The downside to the trial of strength is that 
  should a defender fail to break the hold he loses 
  an additional - 2FP, that is a total of -4 FP lost in a 
  turn; with the attack still having the advantage.
  Wrestling is ineffective against non-bipedal 
  creatures in the case of tosses; however provided 
  the wrestler is big enough and strong enough 
  he may be able to grapple and successfully 
  restrain a four legged creature under favourable 
  conditions. It is his strength against the animals.
  Charismatic Skills
  This is the personal magnetism or ineffable charm of a 
  person that can arouse enthusiasm or great loyalty in 
  people. This is a valuable skill to all though especially to 
  those who are expected to lead or have influence over 
  others. It is used to assert your viewpoint over others.
  Social Status plays a part in charisma based 
  skills this has already been discussed in the 
  Influence section of the core mechanics.
  Bargaining
  Attributes: ................. Bardic Voice & Charisma
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  Resisted .................... Willpower PSF%
  Characters who are trained in this skill are able 
  to better negotiate deals for themselves when 
  haggling with NPCs. The degree of impact his 
  bargaining has is measured by how effective 
  or ineffective his argument are. It is seen as a 
  must, even a pleasure, in olden days to haggle 
  over prices, no price is set in stone and many 
  even look forward to a hard day’s bargaining.
  Begging
  Attributes: ................. Bardic Voice & Charisma
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  Resisted .................... Willpower PSF% 
  The giving of alms to those in need was seen as a moral 
  duty, there were no welfare programs back those days 
  and to many destitute people, this was the only form 
  of survival. There were those to whom begging was 
  a career choice, like a profession, sometimes even 
  profitable if done with style. There may be cultures 
  in your society where a person requires a licence 
  to beg, either from local authorities or the thieves 
  guild, maybe the beggars have their own guild. 
  Charm
  Attributes: ................. Appearance & Charisma
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... Willpower  PSF%
  The character has developed a natural ability 
  to captivate others with voice and physical 
  attractiveness. Often used to seduce members of 
  the opposite sex, it is primarily used in non hostile 
  situations, to gain new friends and allies. If the 
  situation is hostile then some other skill needs to 
  be used to alter the mood of the situation so that 
  the character charming ways can be employed.
  Con
  Attributes: ................. Charisma & Wisdom
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... Willpower PSF%
  The Con is where the skilled character gains someone’s 
  confidence only to take advantage of that and 
  gain something from them. It might be selling of 
  some goods that aren’t what they seem or getting 
  oneself out of a dire situation. With a success in 
  this skill, the conned person believes the lies.
  Basic Price Multiplier
  Crit Die
  Success
  Failure
  01
  1
  1.05
  02 - 03
  0.95
  1.10
  04 - 05
  0.9
  1.15
  06 - 07
  0.85
  1.20
  08 - 09
  0.80
  1.25
  10
  0.75
  2.0
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  162
  Intimidation
  Attributes: ................. Ferocity & Charisma
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... Willpower PSF%
  This is the art of threatening people to get them 
  to perform some action or give up some source or 
  information. The threats used might be real, flexing 
  muscles and showing knuckles or subtle threats regards 
  something that the target loves. A failure to make 
  the intimidation might backfire, bringing aggressive 
  response and all out hostility from the target. 
  Using physical torture, will result in a negative 
  modifier to the defender's willpower PSF% equal 
  to the amount of damage inflicted (both Body & 
  Fatigue combined and cumulative). If sufficient 
  damage has been caused to reduce the subject's 
  willpower PSF% to 0, then the subject is broken 
  and the intimidation is automatically successful.
  Leadership
  Attributes: ................. Bardic Voice & Charisma
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... Willpower PSF%
  The character is skilled at using his force of will and 
  strength of character to command others. The character 
  with this skill does not use fear but gets his followers to 
  obey his commands from a sense of respect and loyalty.
  Oratory
  Attributes: ................. Bardic Voice & Charisma
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... Willpower PSF%
  The character is trained in giving inspirational speeches 
  that are designed to sway the opinions of crowds to his 
  way of thinking. The effects of a successful oratory can 
  be long lasting if followed up with strong successful 
  action. The effects of oratory fall onto large crowds 
  in a radius of 20 feet x PSF% / 10 around the orator 
  who may influence 20 people x PSF% in that crowd.
  If the orator also has training in Bargaining, Begging, 
  Con, Diplomacy & Politics or Leadership then 
  he increases his TSC% with those skills by +2% 
  x Crit die. A successful oratory with a Crit Die of 
  10 increases his TSC% in these skills by +30%
  A WIS AR may be used to resist a Con attempt, as well 
  as any other skill that can reveal the true nature of 
  the con being perpetrated upon the target. Cons are 
  usually quick and to the point, they cannot be used 
  to create a reaction that would not be normal. On a 
  successful skill roll its effects are temporary with the 
  target of the con making a further roll 10 minutes x 
  Crit die later to see if he realised he was conned.
  Depending upon the story that the character weaves 
  for his con, the GM should impose modifiers. A 
  good story that sounds believable might earn a 
  +10 to +30% bonus, while a poor unbelievable 
  story would give a -10 to -30% penalty.
  Diplomacy and Politics
  Attributes: ................. Bardic Voice & Wisdom
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... Willpower PSF% 
  The character has developed knowledge of the 
  movers and shakers of society, who is important, 
  the factions involved, how to curry favours and 
  negotiate with those of rank and power. This type of 
  knowledge and skill is required to find a way through 
  the twisted halls of power. This is a skill that is only 
  used in debating situations not in combat. A failure 
  with this skill with a Crit Die of 01-02 indicates that the 
  methods implied have earned the character a political 
  enemy. A WIS AR can be used to resist this skill.
   
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  163
  Combat Skills
  The majority of skills in combat will be 
  resisted and are denoted RES. 
  A successful hit with any combat skill can be 
  opposed in one of the following ways:- 
  1. DODGE
  2. WEAPON PARRY 
  3. SHIELD BLOCK
  4. MAGICK
  Combat skills have different levels of difficulty 
  to learn them based upon the vocation of the 
  character, his social rank and cultural background. 
  1. FIGHTERS learn combat skills as vocational 
  skills except those that are marked K ONLY, 
  2. KNIGHTS / SQUIRES learn knightly 
  skills, those marked K in their vocational 
  category with a bonus of +10 PSF%, other 
  combat skills are learned as normal.
  3. 
  Any skill that is marked K ONLY 
  shows that only a Knight and squires 
  may learn these combat skills.
  4. FORESTERS learn combat skills 
  that are marked with F in their 
  vocational category at +10 PSF%.
  5. 
  All other characters types learn combat 
  skills at the base DF listed for the skill
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  164
  Archery
  Attributes: ................. Dexterity & Wisdom
  Level: ......................... DF: 5 BCS 20%; 700 Exp
  Resisted .................... As Above 
  The character is trained at launching missiles from a 
  bow, judging range, windage as well as maintaining 
  the weapon. There are a number of sub-skills that 
  a character can specialise in at the cost of 500 
  experience points each. Each of the sub-skills gives a 
  modifier to the TSC% of the overall ARCHERY skill.
  Crossbow ............................+20% to TSC%
  Composite Bow ..................+10% to TSC%
  Elven Longbow ...................Non Elves  ....+0% to TSC%
   .............................................Elves  ............+10% to TSC%
  Longbow .............................+5% to TSC% and +1 to Crit Die
  Shortbow / Selfbow ............+15% to TSC%
  Skill in Elven longbows is almost 
  never taught to non-Elves.
  Axes
  Attributes: ................. Strength x 2
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... As Above
  (K) (F) The character is trained in the used of war or 
  battle axes as well as any improvised chopping weapons 
  such as meat cleavers, hatchets, wood axes and sickles. 
  Battlefield Tactics
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 5 BCS 20%; 700 Exp
  Resisted .................... Special - See Section Below
  (K ONLY) The character has experience in leading 
  formations of troops in battle. This skill give the 
  character advantage when two groups confront each 
  other to do battle. The character needs to have been 
  able to survey the field of battle and gain information 
  about the opposition before he can make a battle plan.
  If he is successful in his battlefield tactics roll, all those 
  under his command have an advantage in the first 
  round of their attacks. This bonus goes to all PCs and 
  NPCs the character makes contact with and who 
  can attack the foe. Some of the group may take the 
  advantage later in the round if they were not committed 
  to the initial assault (according to the battle plan).
  In skirmishes the Crit Die determines the advantage 
  enjoyed by the leader and those who follow his 
  orders. Initial attacks gain a bonus of +2% x Crit 
  Die and ⅓ Crit Die x AP in extra initiative. However 
  a success with a Crit Die of 10 gives a bonus 
  of +30% to their initial attacks and +7 AP.
  If both sides are led by commanders with battlefield 
  tactics then the skill becomes resisted.
  1. 
  If both leaders are successful with 
  their skill roll in battlefield tactics then 
  each uses normal attack values.
  2. 
  If only the one side succeeds in their battlefield 
  tactics skill roll then they are the ones who 
  gain the benefits of having the advantages.
  3. 
  If one side has a critical success with 
  a Crit Die of 10 and the other fails the 
  battlefield tactics roll, the leader wit the 
  critical roll has a genius plan and max first 
  attack bonuses apply to his group.
  4. 
  If one side has a critical success and the other 
  has an ordinary success then the critical 
  success is downgraded to an ordinary success 
  and only they gain the attack advantages.
  SP
  Weapon
  Length1
  Dmg
  Attribute
  Crit.
  Bash
  L
  Buckler Bash
  24"
  2 C
  STR  x  2
  +0
  6
  M
  Target Bash
  20"
  3 C
  STR  x  2
  +1
  6
  H
  Large Shield Bash
  16"
  4 C
  STR  x  2
  +0
  5
  L
  Punch / Head Butt
  24"
  1 C
  STR + AGL
  +0
  9
  M
  Kick
  30"
  2 C
  STR + AGL
  +0
  8
  M
  Body  Throw
  18"
  52
  STR + AGL
  +0
  -
  1 Length  is the unarmed combat reach.  On a tied initiative, the weapon with 
  the longer reach goes first on a draw because it will have a longer reach.
  2Refer to Wrestling in Chapter - Skills.
  Table - Misc. Weapons
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  165
  Brawling
  Attributes: ................. Strength & Agility
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  Resisted .................... As Above
  (K) (F) The character has experience in the very 
  basic of punches, kicks, grapples and throws. Rather 
  than a formal ‘form’ this is street experience or 
  self styled fighting. See table - Misc. Weapons
  Cavalry Lances
  Attributes: ................. Strength & Discipline
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... As Above
  Prerequisite............... Mounted Combat
  (K ONLY) Without this training in this skill, a 
  character on horseback armed with a lance is 
  unable to keep his seat or withstand the shock of 
  impact. This covers both fighting from a charge 
  and other methods of lance engagement. 
  Chivalric Great Blow
  Attributes: ................. None
  Level: ......................... DF: 5 n/a; 700 Exp
  (K ONLY) (COMP) [TR] The character has mastered his 
  fury and weapon and by combining these he is able 
  to deliver a most devastating blow. By expending 2 FP 
  he inflicts +1 point of damage per 3 levels of skill with 
  the weapon he is using. In addition he adds a +1 to the 
  Crit Die roll. When the character reaches level 21 with 
  the weapon he adds +2 to the Crit Die roll. To maintain 
  this bonus his chivalric great blow skill cannot be more 
  than 3 skill levels below that of the weapon he is using.
  Dodge
  Attributes: .................  Agility & Wisdom
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  Resisted .................... As Above
  (K) (F) This is a core skill that everyone is able to 
  perform and covers moving out of the way of incoming 
  attack, missiles etc. but not only in combat it can 
  be used to evade many other type of troubles.
  Fighting Staves
  Attributes: .................  Strength & Agility
  Level: ......................... DF: 4 BCS 30%; 500 Exp
  Resisted .................... As Above
  (K) (F) The character has trained in fighting with 
  quarterstaff and other stave type weapons. Short spear, 
  even a zweihander may be used like a staff with this skill.
  Flails
  Attributes: .................  Strength & Discipline
  Level: ......................... DF: 5 BCS 20%; 700 Exp
  Resisted .................... As Above
  (K ONLY) The character has trained in the use of 
  mace & chain or the military flail; these weapons 
  are outside the experience that characters' of a 
  non-chivalric social class would learn to used.
  Great Swords
  Attributes: .................  Strength x2
  Level: ......................... DF: 5 BCS 20%; 700 Exp
  Resisted .................... As Above
  (K) The character has trained with effectively using large 
  two handed blades in combat for maximum power and 
  effect. These include the great sword, two-handed scimitar 
  and the 6-foot-long zweihander heavy infantry blade. 
  Hurling Axes
  Attributes: .................  Strength & Agility
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  Resisted .................... As Above
  Prerequisite............... Axes
  (K) (F) This is a missile weapon combat skill in judging 
  range and accuracy for one-handed chopping weapons.
  Hurling Javelins
  Attributes: .................  Strength & Agility
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  Resisted .................... As Above
  Prerequisite............... Spears
  (F) This is a missile combat skill in judging range 
  and accurately throwing darts, one- handed spears 
  and javelins. Not only a skill for combat, rural 
  people use these types of weapons in hunting.
  Horse Archery
  Attributes: ................. Agility x2
  Level: ......................... DF: 5 BCS 20%; 700 Exp
  Resisted .................... As Above
  Prerequisite............... Animal Riding & Archery
  Shooting shortbow, self bow, compound bow, 
  composite bow or crossbow from horseback. Crossbows 
  of medium or heavy weight are too large to be used 
  from horseback they have to be braced or winched 
  to be cocked. Animal riding skill is required to control 
  the mount. The PC’s Archery TSC% can be no higher 
  than his horse archery TSC% while shooting from 
  the saddle. The GM should apply severe penalties 
  against shooting from a saddle without this skill. 
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  166
  Knife and Dagger Fighting
  Attributes: ................. Dexterity & Agility
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  Resisted .................... As Above
  (K) (F) The character is trained at making swift and 
  accurate attacks and parries with a short blade. 
  This can be either a formal knife-fighting style 
  taught be a master or a street learned gutter skill. 
  Typically learned by thieves and townsmen.
  Maces, Hammers and Clubs
  Attributes: ................. Strength x2
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... As Above
  (K) (F) The character is trained in conducting melee with 
  mace, club or warhammer using either one-handed 
  or two-handed weapons of these types. This skill also 
  includes the use of improvised bludgeoning weapons 
  such as a chair, or a one- legged-pirate's crutch. 
  Mounted Combat
  Attributes: ................. Agility x2
  Level: ......................... DF: 5 BCS 20%; 700 Exp
  Resisted .................... As Above
  Prerequisite............... Animal Riding
  (K ONLY) The character has spent the long hours to train 
  in the art of fighting while mounted on an animal. The 
  animal riding skill is used to control the beast being 
  ridden while this skill governs the effectiveness of 
  fighting from the saddle. Success chances with a melee 
  attack can be no higher than the mounted combat 
  TSC%. Cavalry Lances and Horse Archery are separate 
  skills covering the use of those weapons while mounted. 
  Riding a Warhorse
  Attributes: ................. Agility & Discipline
  Level: ......................... DF: 5 BCS 20%; 700 Exp
  Resisted .................... Special  See section below
  Prerequisite............... Animal Riding (Horse)
  (K ONLY) The character is trained in the skills 
  required to control a spirited warhorse in battle 
  situations, keeping the beast calm and staying 
  firmly in the saddle. The training in the skill also 
  confers the following capabilities to the rider. 
  • 
  The character has mastered the art of vaulting 
  into the seat of a standing warhorse, even 
  if the character is wearing full armour and 
  need not make a skill roll to perform.
  • 
  The character is able to vault into the saddle of 
  a moving horse (no more than ¼ speed) with 
  a successful Riding a Warhorse skill roll. 
  • 
  The rider can use his knowledge and training in this 
  skill to control a resisting mount who is frightened, 
  skittish or just being stubborn. Failure means the 
  mount is out of control for one action sequence after 
  which the rider can make another attempt to get control 
  of the warhorse. A second failure indicates that the 
  warhorse is attempting to throw the rider by bucking. 
  A third failure and the beast has thrown the rider.
  • 
  The character has trained with his warhorse in battle 
  conditions and is able to guide him with his knees, leaving 
  his hands free for shield and weapon. Only if he is badly 
  injured, especially with leg injuries does he need to make 
  a skill roll to maintain control using this method. Failure 
  requires him to gain the reins to manoeuvre the warhorse. 
  • 
  The character and his warhorse are used to jumping 
  across open gaps with a roll required for ditches that are 
  11+ feet across, or over a fence, wall or other obstruction 
  that is 3-5 feet high. If the rider fails the roll the horse 
  has refused the jump, he can make a second roll to see 
  if he keeps his seat or is thrown. Shorter distances or 
  heights are made safely most of the time with exceptions 
  and circumstance requiring a roll at the GM’s discretion 
  • 
  The rider has trained to be able to leap from his seated 
  position in the saddle to engage a foe in combat without 
  a skill roll, as long as his mount is not moving beyond 
  a walk pace. At faster speeds (½ ,movement) a skill 
  roll is required with failure the character stumbles upon 
  landing and loses 3 FP.  The rider may try to end his 
  leap with the grapple of his foe, a successful roll must 
  be made with failure ending in a missed target. He might 
  then end up in a heap on the ground, the consequences 
  are up to the GM and the situation at the time. 
  • 
  The rider has trained to slide down the side of the 
  horse while moving and use the horse’s body as a 
  shield. This manoeuvre is only possible when the rider 
  is wearing light or even no armour. An attack cannot 
  be delivered from this precarious position and the 
  rider has to pay 5 AP to resume his seat in the saddle. 
  The position also restricts attacks against the rider.
  • 
  A success mean the enemy can hit the rider only 
  by making a successfully resisted attack less the 
  rider’s Riding Warhorse PSF%; however, he may 
  try to strike the horse at normal hit chances.
  • 
  A failure means the enemy has a 
  normal chance of hitting the rider
  • 
  A failure with a Crit Die of 10 mean the 
  rider has fallen from the warhorse.
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  167
  Polearms
  Attributes: ................. Strength & Discipline
  Level: ......................... DF: 6 BCS 10%; 800 Exp
  Resisted .................... As Above
  The character is trained in the effective use of 
  two-handed polearms in combat. These include 
  Poleaxe, bill, battle scythe, halberd, as well as 
  improvised weapons from agricultural uses. 
  Shield Play: Light Shields
  Attributes: ................. Strength & Agility
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... As Above
  (K) The character has trained with the use of a 
  light buckler-type shield to ward off blows (shield 
  block) and make punch attacks with the shield.
  Shield Play: Heavy Shields
  Attributes: ................. Strength & Agility
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... As Above
  (K) The character has trained with the use of a Heavy 
  target or heater-type shield to ward off blows (shield 
  block) and make punch attacks with the shield and 
  to make buffets with the shield (shield bashes) in 
  order to push back a foe, throw him off balance etc. 
  This skill uses very different manoeuvres to Light 
  Shields and so must be trained as a separate skill. 
  Short Swords
  Attributes: ................. Strength & Agility
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... As Above
  (K) (F) The character has trained with a blade 
  in the region of 16 to 27 inches long and 
  primarily uses the blade in a thrusting manner 
  rather than powerful slashing strokes.
  Slashing Swords
  Attributes: ................. Strength & Agility
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... As Above
  (K) (F) The character has trained with a blade in the 
  region of 24 to 48 inches long and primarily uses 
  the blade in a one-handed slashing manner with 
  only occasional thrusting techniques. These blades 
  include the longsword, falchion and scimitar; however 
  a broadsword, greatsword or two-handed scimitar 
  wielded one handed would also fall into the category.
  Slings
  Attributes: ................. Agility & Wisdom
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... As Above
  (F) The character has trained in judging ranges and 
  windage and is able to accurately make attacks with 
  the shepherd’s sling or the more military staffsling.
  Spears
  Attributes: ................. Strength & Discipline
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... As Above
  (K) (F) The character has trained in the use of both 
  one-handed and two-handed spears in combat
  Throwing Knives and Daggers
  Attributes: ................. Agility & Wisdom
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... As Above
  Prerequisite............... Knife & Dagger Fighting
  (F) The character has trained in throwing 
  knives and dagger with sufficient force and 
  accuracy to become useful in combat. 
  Throwing Objects
  Attributes: ................. Agility & Wisdom
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  Resisted .................... As Above
  The character has experience with throwing different 
  types of improvised missile, most commonly rocks.
  Wearing Armour: Light 
  Attributes: ................. Basic Knowledge 
  Level: ......................... DF: 3 n/a; 500 Exp
  (K) (F) (COMP) [TR] The character has trained in fighting 
  in combat while wearing light armour, allowing him 
  to maintain his balance and agility. The light armours 
  include reinforced leather, brigandines etc. protecting 
  the torso against critical hits or targeted strikes. 
  In some cases the arms may be protected as well. 
  The character only needs to learn this skill at basic 
  knowledge levels and no further advancement is 
  required; he may then further his capabilities in combat 
  by learning Wear Armour: Heavy. Wearing light armour 
  without this skill a character take a penalty of -15% 
  to their TSC% for dodges and an attacking foe gains 
  +10% to their TSC% against the unskilled wearer.
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  168
  Wearing Armour: Heavy 
  Attributes: ................. Basic Knowledge 
  Level: ......................... DF: 4 n/a; 600 Exp
  (K ONLY) (COMP) [TR] The character has 
  trained to fight in combat while wearing 
  heavy armour, mostly metal of construction 
  such as maille shirts, banded corselet, 
  breast and backplate etc. but also lighter 
  hauberks or reinforced (studded) leather or 
  ring mail. The character only needs to learn 
  this skill at basic knowledge levels and no 
  further advancement is required; he may 
  then further his capabilities in combat by 
  learning Wear Armour: Battle Armour. Wearing 
  Heavy armour without this skill a character 
  take a penalty of -15% to their TSC% for 
  dodges and an attacking foe gains +15% to 
  their TSC% against the unskilled wearer.
  Wearing Armour: Battle Armour 
  Attributes: ................. Basic Knowledge 
  Level: ......................... DF: 5 n/a; 700 Exp
  (K ONLY) (COMP) [TR] The character has 
  trained to fight in combat while wearing ¾ 
  length or full battle armour, predominantly 
  made of metal construction protecting all of 
  the body against target strikes and critical 
  hits.  The character only needs to learn 
  this skill at basic knowledge levels and no 
  further advancement is required. Wearing 
  Battle armour without this skill a character 
  take a penalty of -15% to their TSC% for 
  dodges and an attacking foe gains +20% to 
  their TSC% against the unskilled wearer.
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  169
  Two-Weapon Fighting
  Attributes: ................. Basic Knowledge
  Level: ......................... DF: 7 n/a; 900 Exp
  Prerequisite............... STR 11+ & AGL 13+ Basic Knowledge
  Characters who are naturally ambidextrous 
  learn this skill at +10 PSF% plus other bonuses; 
  however they must still meet the minimum 
  requirements. Character TSC% with either weapon 
  may not exceed Two-Weapon Fighting TSC%.
  The character has trained in the fine art of fighting 
  with two blades, usually a lighter blade in one 
  hand and a longer slower weapon the other, 
  typically a longsword and dagger. The gamemaster 
  should take into consideration the culture of the 
  character’s origin as this style of fighting quite 
  specialised and may not be trained in his lands.
  Any combination of one-handed weapon can be used 
  in this style provided the user has sufficient strength 
  and agility. To wield anything except a light weapon 
  in the off hand requires STR 15+ and AGL 15+.
  The technique has the added bonus of a spare weapon 
  should one of them become broken or lost in combat, 
  or if the character suffers debilitating damage to one of 
  his arms or hands, he may use the other with equal skill.
  Cooking and Brewing Skills
  Brewing
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  [TR] The character has experience in the brewing 
  of ales, beers and meads. The success of the skill 
  check affects the income of the inn keep but 
  any character is free to learn brewing, resulting 
  in a popular product in any time period. 
  Brewing - Results Table shows the quality of 
  the ale, beer, mead produced and the modifiers 
  available to the character’s basic monthly income. 
  Cooking
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character has experience or training in preparing 
  cooked food. Table - Cooking Results shows the quality 
  of the meal. This is of course a required skill for all cooks 
  and innkeepers, who make a monthly check to find 
  the overall quality of the food they have prepared.
  The character can have skill in five of the areas listed 
  below, additional areas of expertise cost 100 experience 
  points each to learn and add to one’s cooking skill. The 
  DF remains at DF3 (BCS 40%; 500 Exp;) when improving 
  the overall cooking level regardless of the number of 
  specialities the character has trained in. Cooking is a single 
  broad skill with all areas checked at the same success 
  percentages once they are added to a cooks repertoire.
  • 
  Camp Cooking: Spit cooking, baking 
  bannock, simple stews or soups. 
  • 
  Baking Bread: Fresh bread, rolls, bannocks, hard tacks.
  • 
  Baking Pastries and Making Desserts: 
  Fruit pies, pastries and confections.
  • 
  Casseroles: Making posh stews and soups 
  with mixed meats and vegetables.
  • 
  Butchering Fresh Meat: Slaughtering animals, 
  skinning, cleaning, boning, preparing meat into cuts, 
  steaks, chops, roasts etc. includes poultry.
  • 
  Cooking Meat: Roasting, braising, frying 
  and boiling of meats and fowl.
  • 
  Banking Meat Pies: The preparation and 
  cooking of meat pies and meat pastries.
  • 
  Preserving Meat: The skill of smoking, spicing, curing 
  of hams, bacon, sausages, salting pork, beef or fish. 
  The prevention of meat being spoiled over time.
  • 
  Cooking Seafood: Freshwater and salt-water fish, 
  clams, mussels, oysters, shrimp, lobster and scallops. 
  • 
  Herb Spices & Seasonings: The character has been 
  trained in the subtle balance of cooking with herbs and 
  spices to enhance the taste of foods. The sub-skill adds +1 
  to the Crit Die when preparing meat and seafood dishes.
  • 
  Haut Cuisine: As a prerequisite for this sub-skill, 
  a character must first have at least six of the other 
  sub-skills under cooking and one of these must be 
  Cooking with Herbs Spices and Seasoning.
  Success  
  Crit  Die
  Quality
  Income1
  01 - 02
  Just bearable
  -10%
  03 - 05
  Passable
  0%
  06 - 08
  Good                                                                       
   +25%
  09 - 10
  Great                                                                      
  +50%
  Failure 
  Crit  Die
  Quality
  Income1
  01 - 05
  Thin, rather poor
  -25%
  06 - 10
  Swill, not fit for pigs
  -50%
  1The percentages are applied to modify 
  the basic monthly income.
  Table - Brewing Results
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  170
  Success 
  Crit  Die
  Quality
  Description
  Income1
  01 - 04
  Average Fare
  The food is solely’  tasty and satisfying, about what one 
  would expect but not anything special.                                    
   0%
  05 - 07
  Above Average Fare
  The food is tasty fare that is definitely worthy of seconds, maybe even thirds. The 
  cook receives a hearty slap on the back and is told what a find fellow he is.
  +10%
  08
  A Truly Fine Meal
  The food is very good, the kind of fare that brings eager pleas for seconds, 
  a smile to the cook's face and an even bigger smile to an innkeeper’s 
  face because he knows he will enjoy plenty of repeat business.
  +25%  
  09
  Fit for a Feast!
  The food is truly fit for a feast, a lordly table has been set. The cook deserves 
  and gets high praise for his  efforts.  An innkeeper with such fare served 
  in his establishment will survive even a disastrous brew of beer.
  +40% 
  10
  Culinary Masterpiece
  The food is superb haut cuisine worthy of a Royal Table! The cook is 
  roused from the kitchen to a standing ovation and treated to drinks. 
  An innkeeper serving such fare can expect booming business.
  +1D100 
  + 40% 
  11+
  Food fit for the Gods!
  The aromas coming from the kitchen are enough to have everyone salivating 
  like starving wolves. The food's mere appearance to the eye is so perfect 
  that it almost seems a crime to disturb it. Every mouthful is a miracle to be 
  savoured, the taste, texture and temperature exactly right! A cook with such skill 
  is a treasure and an innkeeper serving such fare will be very prosperous
  +200%  
  Failure 
  Crit  Die
  Quality
  Description
  Income1
  01 - 02
  Below Average Fare
  The food is not up to scratch.  Only a hungry man would 
  not hesitate before asking for seconds.
  -5%
  03 - 04
  Rather 0isappointing
  The food is sub-standard.  Complaints are in order and a few will be clearly voiced.
  -10%
  05 - 06
  Really Unappetising
  Something is very wrong with the food!  It does not look, taste or smell right, or it is 
  burned, scorched, overdone, or underdone, too salty, too flat in taste etc. The food can 
  be eaten by anyone able to make a CON AR or DIS AR% to control the gag reflex.
  -15% 
  07 - 08
  Slop fit for Pigs!
  The food is practically inedible! In fact, even pigs would think twice before eating it. A 
  stout soul with a cast iron stomach can just barely get the meal down (make a CON 
  AR or DIS AR). Many dark looks and grumbling complaints are directed at the cook.
  -20%
  09 - 10
  Irretrievably Ruined
  The food is indescribably awful!  Even an old, starving troll would 
  not eat such rubbish like this. The cook is not popular at all right 
  now and he is soundly cursed by all for his miserable efforts!
  -25%  
  1The percentages are applied to modify the basic monthly income.
  Table - Cooking Results
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  Wine-making 
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  [TR] The character has experience with wines in the 
  making and assessing of their quality. The business 
  of wine-making requires an upfront investment of 12 
  crowns per acre of vines, this includes the investments 
  in barrels, presses etc. Each year a further 1 crown is 
  required to be invested in the upkeep of the equipment. 
  The basic income from this is calculated from the 
  wine produced not from the value of the grape 
  crop; however, the grape harvest does affect the 
  wine quality. This is up to the Gamemaster to make 
  a call on the quality of the harvest and assign 
  appropriate modifiers from the table Agricultural 
  Harvest Modifiers to be applied to the character’s skill 
  roll. Compare his skill roll result to the table Wine-
  making Results to give the vintage of the wine and 
  the likely income that can be generated from it.
  To compute the wine quantity assume that 
  the wine price is that charged at the inn (as 
  per Marketplace prices), multiply the quantity 
  of wine x number of acres in the vineyard to 
  find how much wine you have produced.
  Success 
  with 
  Crit  Die
  Percentage of Wine Produced that is: 
  Vintage
  Sour
  Poor
  Average
  Good
  Fine
  Vintage
  Grand 
  Cru
  Year’s  Income 
  (per Acre)
  01 - 02
  Average
  -
  70%
  30%
  -
  -
  -
  --
  9  Crowns
  03 - 04 
  Average
  -
  60%
  40%
  -
  -
  -
  --
  12  Crowns
  05 - 06
  Good 
  -
  40%
  50%
  10%
  -
  --
  18  Crowns
  07
  Fine
  -
  -
  75%
  20%
  5% 
  -
  --
  27  Crowns
  08
  Very Fine
  -
  -
  60%
  30%
  10%
  -
  --
  36  Crowns
  09
  Truly Great
  -
  -
  40%
  40%
  15%
  5%
  --
  48  Crowns
  10
  Grand Cru
  -
  -
  20%
  45%
  20%
  10%
  5%
  60  Crowns
  Failure 
  with 
  Crit  Die
  Percentage of Wine Produced that is:
  Vintage
  Sour
  Poor
  Average
  Good
  Fine
  Vintage
  Grand 
  Cru
  Year’s  Income 
  (per Acre)
  01 - 02
  Below  Average
  20%                   
  70%
  10%
  -
  -
  -
  -
  6  Crowns
  03 - 04
  Below  Average
  50%
  40%
  10%
  -
  -
  -
  -
  4  Crowns
  05 - 08
  Below  Average
  60%
  40%
  -
  -
  -
  -
  -
  3  Crowns 
  09
  Very Poor
  80%
  20%
  -
  -
  -
  -
  -
  1  Crown
  10
  Disastrous
  90%
  10%
  -
  -
  -
  -
  -
  50 pennies
  Quality Key:-
  Sour Wine: A very poor quality, approaching wine vinegar.
  Poor Wine: A wine of low quality, drinkable but harsh and hardly a delight to the discriminating palate.
  Average Wine: A passable wine, quite adequate to the taste of a wine lover and definitely 
  most satisfactory to the average person, who would regard it as "good wine!"
  Good Wine: A wine of superior quality with a colour, clarity, bouquet and lingering after-taste of some complexity.
  Fine  Wine:  A  highly  superior  wine  with  a  definite,  pleasing  "character"  all  its  own,  
  a  wine  to  be  savoured  by  anyone  with  a discriminating palate
  Very Fine: A superb vintage of outstanding complexity, a true delight to the eye, 
  the nose and the palate. Of superlative quality, literally the best!
  Grand Cru: A vintage of superlative quality, quite literally the best.
  Table - Wine-making Results
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  172
  Example
  A successful skill roll with a Crit Die of 
  5 produces a good vintage Red wine. 
  It yields 10% Good quality of wine at 
  3/4 pennies per pint, 50% at average 
  quality ½ penny per pint and 40% of 
  poor wine at 1/4 penny per pint. The total 
  value of the wine is 18 crowns per acre. 
  Therefore it produces (4,320 pennies 
  / 0.75 pennies x 0.1 = 576 pints per 
  acre of good quality of wine and (4,320 
  pennies / 0.5 pennies x 0.5) = 4,320 
  pints per acre of average quality of 
  wine. (4,320 pennies / 0.25 x 0.4) = 
  6,912 pints of poor quality wine.
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  173
  Craft & Trade Skills
  The table - Craft Skill Results shows the general 
  outcomes of any craft skill roll. Refer to the skill 
  being used for more detailed information and 
  any additions or modification to the general 
  results obtained through this table.
  The time that it takes to get to a result with the skill 
  will vary greatly with the task at hand. Some things 
  like weapons have average production times listed 
  for them in their description on the good listed in 
  the chapter - The Marketplace. For other items, some 
  guidelines might be suggested in the skill description, 
  often however it is gamemaster fiat as to the time taken. 
  As a suggestion give times for a leisurely completion of 
  the item as in the pre-industrial age things were crafted 
  with painstaking thoroughness, one’s reputation was  
  based upon the fit and finish of the goods produced.
  Basketwork
  Attributes: ................. Discipline & Dexterity 
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character is skilled at producing woven 
  basketwork goods using split willow and reeds. 
  These can range from baskets to fish traps to wattle 
  panels for buildings. Thatchers use this skill to 
  secure bundles of straw used in thatched roofs
  Blacksmithing
  Attributes: ................. Strength & Constitution 
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character has been trained in the hot and cold 
  shaping of base metals at the forge into useful 
  items as well as the work of the farrier at shoeing 
  of horses. In addition, the blacksmith can fashion 
  basic arms and armour but can never achieve better 
  than average quality. Arrowheads are always of 
  average quality regardless of the skill roll result.
  Success 
  with Crit 
  Die
  Results
  Description
  Failure 
  with Crit 
  Die
  Results
  Description
  01
  Mediocre
  The task is barely successful. It 
  could easily have ended in failure. 
  However, luck intervened and a 
  barely adequate technique has 
  produced acceptable results.  
  Give a slight discount to the price.
  01
  Heartbreaking
  The task is a failure, but so 
  nearly a success. Better luck 
  next time.  Yet all is not lost as 
  such item/task can be offered 
  at a moderate dis count.
  02 - 05
  Middling
  The task is accomplished in 
  an adequate but not inspiring 
  show of basic competence. The 
  work has a dew small flaws, 
  nothing very important but still 
  noticeable to a practised eye.
  02 - 05
  Disappointing
  The task is a truly disappointing 
  effort marked by some potentially 
  disastrous flaws in executions 
  severely if they become habitual.  
  Give a significant discount.
  06 - 09
  Competent
  The task is accomplished with 
  style and expertise in a display of 
  competence and skill that comes 
  near to perfect execution. Any 
  craftsman should be proud to 
  associate his name with the work
  06 -09
  Botched
  The task fails because the skill 
  was incompetently applied and 
  the work so badly done that it 
  could lead to loss of reputation 
  if it is offered for sale. Should 
  be  heavily  discounted.
  10
  Outstanding
  The task is accomplished with 
  flare in an outstanding display 
  of professional skill. It is a work 
  of a true master craftsman 
  and is well worth the price it 
  commands in the marketplace. 
  Charge a premium of +10% to 
  +25% for such an item/task.
  10
  Abysmal
  The task has ended in a complete 
  and dismal failure. There is 
  no way to save the work. One 
  could not have done any worse, 
  not even if he actually trying to 
  fail!  The product is rubbish!
  Table - Craft Skill Results
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  174
  Bone, Horn & Ivory Work
  Attributes: ................. Discipline & Dexterity 
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  This skill enables the character to prepare cut and 
  fashion items of horn, bone and ivory, as well as 
  small carved pieces of hardwood. These items could 
  include combs, toggles, crucifixes, dice etc.
  Bowery & Fletching
  Attributes: ................. Intellect & Dexterity
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  The character has training in working wood, horn, 
  leather, glues and feathers to make bows and arrows. 
  He would need to have some metal working skill to 
  be able to make the metal arrowheads. Composite 
  bows are not able to be made by a Bowyer until he 
  has reached a PSF of 21% or higher in this skill
  A success must be rolled when the time has passed for 
  a bow to be completed or the whole project is ruined. 
  With arrows a failure means that the shaft of the arrow 
  shatters upon impact and cannot be recovered or 
  reused. A failure with a critical die result of 09-10 mean 
  the arrows are flawed and cause the person firing 
  them to suffer a penalty of -½ x TSC% when fired.
  Carpentry
  Attributes: ................. Strength & Dexterity
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character has been trained in the ways of 
  working wood to create work from building houses 
  to making of furniture and chests. He can make many 
  things from his experience; however, complex or 
  unusual projects may require the aid of drawings or 
  plans from other skilled tradesmen such as master 
  builders, architects or military engineers etc.
  Each time the character gains 4 levels in this skill he 
  may specify one item he as achieved a special talent in 
  making. e.g. cabinets, chairs etc. When making one of 
  his speciality items he get a +2 bonus to his Crit Die.
  Cartwright & Wheelwright 
  Attributes: ................. Intellect & Dexterity
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  [TR] The character has been trained in the building 
  of carts and wagons as well as their repair. This 
  includes the making of spoked wheels, hubs and 
  their repair. A character who has basic knowledge 
  of Carpentry can learn/improve this skill at DF2
  Chandler
  Attributes: ................. Wisdom & Intellect 
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character knows how to purify, colour and 
  dip candles using beeswax and make tallow rush-
  lights. This skill covers the making of wicks and 
  the running of multiple heated vats with their 
  ever- constant consumption of wood fuel.
  Charcoal Burning
  Attributes: ................. Intellect & Wisdom 
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character knows best how to prepare, construct 
  and burn wood in clamps to make charcoal. Charcoal 
  as a smokeless fuel was widely used in braziers 
  indoors and in many industrial processes.
  Crit Die
  Successful Result
  01 - 04
  50% of Wood turned to Charcoal
  05 - 07
  60% of Wood turned to Charcoal
  08 - 09
  75% of Wood turned to Charcoal
  10
  90% of Wood turned to Charcoal
  Crit Die
  Failure Results
  01
  25% of Wood is turned to charcoal
  02 - 03
   A poor burn only 10% of the wood 
  was converted. The remaining 
  wood can be reused.
  04 - 06
  Some air crept in to the clamp, 
  (1D10 +10)% of the wood is turned 
  to ash the rest may be reused.
  07 - 09
  The earth covering the clamp 
  was not tamped down, air crept in 
  resulting in a intense bonfire.
  10
  The clamp has collapsed turning into a 
  blazing inferno that ignites the surrounding 
  trees burning 1D10 acres to charred stumps.
  Cooper 
  Attributes: ................. Strength & Dexterity
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  [TR] The character has been trained in the making 
  of and repair to wooden kegs and barrels of all 
  types. A character who has basic knowledge of 
  Carpentry can learn/improve this skill at DF2. Any 
  ship’s carpenter worth his wage will have this skill.
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  175
  Clothes: Sewing, Embroidery and Knitting
  Attributes: ................. Dexterity & Intellect
  Level: ......................... DF: 2 BCS 50%; 400 Exp
  The character has training in the making 
  and repair of clothes of average quality.
  Clothes: Tailoring 
  Attributes: ................. Dexterity & Intellect
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  [TR] The character has training in the 
  making of clothes of superior quality.
  Cloth Making: Dyeing 
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 2 BCS 50%; 400 Exp
  [TR] The character has training in making 
  dyes and dyeing cloths so that the 
  colours are fixed and will not run.
  Cloth Making: Spinning & Weaving
  Attributes: ................. Dexterity & Intellect
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character has training in preparing raw wool, 
  carding and cleaning, linen from flax etc. They 
  can spin yarn and weave cloth on a loom.
  Fashioning Arrowheads
  Attributes: ................. Strength & Dexterity
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character has training in fabricating arrowheads 
  from non metallic sources like flint, obsidian and 
  bone. These type of arrowheads however, suffer a 
  -3 penalty to the damage they inflict when fired 
  at a target that is wearing metal armour or metal 
  reinforced shields at the hit location. They otherwise 
  inflict full damage which is based upon the type 
  of arrowhead i.e. war arrow, hunting arrow etc.
  Cord & Rope Making
  Attributes: ................. Dexterity & Strength
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  Almost everyone in the medieval world knew how to 
  make crude straw and grass binding materials. This skill 
  represents the manufacture of high quality cordage and 
  hemp rope, able to withstand weather and sustained 
  heavy use, as well as fine cord using human hair and silk.
  Foundryman: Smelting & Casting
  Attributes: ................. Strength & Constitution
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character has been trained in the art 
  of casting from moulds, smelting and 
  refining metals from an ore source.
  During the pre-industrial times that C&S is set metals 
  and metalworking were refined on a very small scale 
  in crucibles and small furnaces, backyard anvil and 
  forge. Blast furnaces, machine tools and other modern 
  goodies we take for granted simply had not been 
  imagined. The amount of metal that can be smelted 
  from an ore depends upon the size and quality of the 
  furnace being used in the refining process. A given melt 
  takes around two to five days to complete from start 
  to finish. A foundry set up would rarely have had more 
  than two or three furnaces in operation, with some 
  being in a state of being torn down and re-built; output 
  would not be more than 1,000lb of metal per week. 
  A blacksmith or weaponsmith can smelt small 
  amounts of base metals, 10 to 20 lbs at a time, in a 
  backyard crucible. A goldsmith or silversmith can 
  smelt small amounts of precious metals, roughly 
  1 to 5 lbs at a time. However character's with the 
  Foundryman: Smelting and Casting skill can smelt 50 
  lbs of metal for each 10% of his TSC%. For example a 
  Character foundryman with a TSC 75% can smelt or 
  cast 7 x 50 Lbs = 350 lbs of metal per melt or pour.
  Glass-blowing & Glazing 
  Attributes: ................. Dexterity & Constitution
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  [TR] The character has been trained in the art of making 
  glass objects, small panes of both clear and coloured 
  glass as well as blowing glassware. He also has skill in 
  fitting of stained glass windows. This is a skill that is 
  useful and cost effective for Alchemists and Mages, who 
  work with potions, sensitive materials and destructive 
  chemicals, often requiring special glassware to perform 
  their experiments. A success is required at the end 
  of the production time to make glass objects, glaze 
  a pane etc. failure results in the destruction of the 
  project. Glass leaves no room for errors of any kind.
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  176
  Gold & Silversmithing
  Attributes: ................. Discipline & Dexterity
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  The character has experience in the working of 
  precious metals and the art of being able to make 
  accurate appraisals of value and purity. The skill 
  is also used to ornament the arms and armour of 
  the Noble elite. The table Gold and Silversmith 
  Values outlines the increase in value from base for 
  items made from gold and silver using this skill.
  The gamemaster is responsible for assigning 
  values to the silver and gold bullion.
  Lapidary
  Attributes:   ............... Discipline & Dexterity 
  Level:   ....................... DF: 4 BCS 30%; 600 Exp
  [TR] The character has trained in the fine art of 
  cutting and polishing raw precious and semi 
  precious gemstones as well as identifying the 
  type from raw crystal and appraising their values. 
  The state of the craft in medieval days was not 
  nearly as well developed as it is today, so values of 
  cut stones are only several times that of the raw 
  stone. Table Gem Cutting Values shows the price 
  modifiers once the raw gem is cut and polished. 
  The gamemaster must be responsible for assigning 
  values to raw stones. Further detail can be found 
  in the Marketplace chapter on Gemstones.
  Current  
  PSF%
  Resounding  
  Success  (Crit Die 10)
  Success 
  (Crit Die 01-09)
  Under 15
  2.0 x raw gem value
  1.50 x raw gem value 
  16 - 29
  2.5 x raw gem value
  1.75 x raw gem value
  30 - 45
  3.0 x raw gem value
  2.00 x raw gem value 
  46 - 59
  4.0 x raw gem value
  2.50 x raw gem value 
  60+
  5.0 x raw gem value
  3.00 x raw gem value
  Current  
  PSF%
  Failure  
  (Crit Die 01-09)
  Dismal  Failure 
  (Crit Die 10)
  Under 15
  0.4 x raw gem value
  0.1 x raw gem value 
  16 - 29
  0.8 x raw gem value
  0.4 x raw gem value 
  30 - 45
  1.0 x raw gem value
  0.7 x raw gem value 
  46 - 59
  1.3 x raw gem value
  1.0 x raw gem value 
  60+
  1.5 x raw gem value
  1.0 x raw gem value
  Table - Gem Cutting Values
  Current   
  PSF%
  Resounding  
  Success   
  (Crit Die 10)
  Success  
  (Crit Die 01-09)
  Under 15
  1.75 x bullion value
  1.25 x bullion value
  16-29
  2.00 x bullion value
  1.50 x bullion value
  30-45
  2.25 x bullion value
  1.75 x bullion value
  46-59
  2.50 x bullion value
  2.00 x bullion value
  60+
  3.00 x bullion value
  2.25 x bullion value
  Current   
  PSF%
  Failure  
  (Crit Die 01-09)
  Dismal  Failure  
  (Crit Die 10)
  Under 15
  1.0 x bullion value
  1.0 x bullion value
  16 - 29
  1.1 x bullion value
  1.0 x bullion value
  30 - 35
  1.2 x bullion value
  1.0 x bullion value
  46 - 59
  1.3 x bullion value
  1.1 x bullion value
  60+
  1.5 x bullion value
  1.3 x bullion value
  Table - Gold & Silversmithing Values
  Example:
  Simeon who has PSF 33% 
  in Gem Cutting succeeds in 
  cutting and polishing a rare 10 
  Ct. ruby valued at 100 Crowns.  
  When finished it weighs 8 Ct. 
  but with a crit Die of 08 the 
  final value of the gem is 2 x 
  100 Crowns = 200 Crowns.
  Alberta who has PSF 33% in 
  Gold & Silversmithing suffers a 
  dismal failure when producing a 
  gold necklace from gold bullion 
  valued at 25 Crowns.  He has a 
  Crit Die of 10, so the final value 
  of  25 Crowns no more than 
  the original bullion value.
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  177
   Leather-working & Tanning
  Attributes: ................. Constitution & Dexterity
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character has training in the preparation 
  and working of raw hides and skins to fashion 
  and repair leather gear, harnesses, clothing, 
  and leather armour of average quality.
  Masonry & Stone Cutting
  Attributes: ................. Strength & Constitution
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  The character has been trained in working plaster, 
  stone and brick; he has the capability to perform simple 
  carvings including capitals for columns, lettering and 
  simple decorative designs. Table Masonry and Stone 
  Cutting Area, shows the amount of wall that the 
  character can either decorate or build at a given PSF%
  Once a mason has attained 21 PSF% he can also 
  act as a supervisor for unskilled workers and the 
  table Masonry and Stone Cutting Supervision 
  shows the number of workers doing such tasks 
  as quarrying or shaping he can supervise.
  Mining & Tunnelling
  Attributes: ................. Strength & Constitution
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character is skilled in the driving of a tunnel 
  through rock or other materials while making sure they 
  are safely shored up. He can read the nature of the 
  rock, fractures and fault lines, understanding 'where 
  & where not to' excavate galleries and chambers.
  Under normal conditions, in 1 hour a miner can remove 
  a volume of hard stone indicated in the table Mining 
  and Tunnelling Results. Two miners can work side by 
  side to carve out a wider/taller tunnel but not a deeper 
  one. There is only room for one person at a time to do 
  the hacking and splitting of rock inward to the rock face. 
  The time involved includes the clearing of rubble 
  and the correct shoring of the works to prevent 
  cave ins. The figures assume that the miner has 
  an assistant worker who clears the rubble, if he 
  is not around then the production rate is half. 
  When tunnelling through soft stone like tufa 
  the rate increases to 1 ½ times that of tunnelling 
  through hard stone. If tunnelling through soft 
  materials other than stone like earth the rate can be 
  increased to twice that of hard rock tunnelling.
  Current 
  PSF%
  Resounding  
  Success 
  (Crit Die 10)
  Success  
  (Crit Die 01-09)
  Under 60
  12 cu.ft. of wall
  10 cu.ft. of wall
  60 - 69
  14 cu.ft. of wall
  10 cu.ft. of wall
  70 - 79
  16 cu.ft. of wall
  12 cu.ft. of wall
  80 - 86
  18 cu.ft. of wall
  14 cu.ft. of wall
  87+
  20 cu.ft. of wall
  16 cu.ft. of wall
  Current  
  PSF%
  Failure 
  (Crit Die 01-09)
  Dismal Failure  
  (Crit Die 10)
  Under 60
  6 cu.ft. of wall
  3 cu.ft. of wall
  60 - 69
  7 cu.ft. of wall
  5 cu.ft. of wall
  70 - 79
  8 cu.ft. of wall
  6 cu.ft. of wall
  80 -86
  10 cu.ft. of wall
  8 cu.ft.  of wall
  87+
  12 cu.ft. of wall
  10 cu.ft. of wall
  Table - Masonry & Stone cutting Area
  Current  
  PSF%
  Number  Supervised
  Work  per  Man
  21 - 65
  1 labourer x PSF / 5 
  1 labourer of x PSF / 10
  Quarry/shape 9 cu.ft 
  of stone 
  Lay 12 cu.ft. of wall
  66+
  1 labourer x PSF /  
  3 labourer x PSF / 5
  Quarry/shape 12 cu. ft.  
  Lay 12 cu.ft. of wall
  Table - Masonry & Stone cutting Supervision
  Current  
  PSF%
  Resounding  
  Success  
  (Crit Die 10)
  Success  
  (Crit Die 01-09)
  Under 10
  4 cu.ft. excavated
  3 cu.ft. excavated
  10 - 19
  6 cu.ft. excavated
  4 cu.ft. excavated
  20 - 29
  8 cu.ft. excavated
  5 cu.ft. excavated
  30 - 49
  10 cu.ft. excavated
  6 cu.ft. excavated
  50+
  13 cu.ft. excavated
  7 cu.ft. excavated
  Current 
  PSF%
  Failure  
  (Crit Die 01-09)
  Dismal  Failure  
  (Crit Die 10)
  Under 10
  1 cu.ft. excavated
  120 cu.ft. caves in
  10 - 19
  2 cu.ft. excavated
  100 cu.ft. caves in
  20 - 29
  3 cu.ft. excavated
  80 cu.ft. caves in
  30 - 49
  4 cu.ft. excavated
  60 cu.ft. caves in
  50+
  5 cu.ft. excavated
  40 cu.ft. caves in
  Table - Mining & Tunnelling Results
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  178
  While engraving can bee seen as an ornamental 
  creative skill it can also be essential for placing Magickal 
  effects in objects, especially arms and armour.
  Coins are made using dies that press the soft metal 
  and leave a permanent impression, usually of the 
  sovereign’s head. The dies are engraved from harder 
  metals, the quality of the work can be seen on table 
  Seal Making Engraving and Coinage Critical Results. 
  This skill also includes the ability to appraise the 
  precious metals in coins or ingots of bullion.
  Sulphur & Saltpetre Production
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  These two linked activities cover the refining of 
  sulphur from volcanic sources by heating in oil and the 
  production of saltpetre from animal dung and urine, 
  as well as the washing and filtering of the composted 
  results through wood ash to obtain potassium nitrate.
  Thatching
  Attributes: ................. Agility & Wisdom
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  A huge number of building and structures are roofed 
  by thatch. Crude temporary coverings can be made 
  by anyone. This skill is required to properly construct 
  a roof that will last more than a year and not leak.
  Tinkering
  Attributes: ................. Intellect & Dexterity
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  The character is a generalist fixer and minor 
  maker of objects. This skill does not represent the 
  ability to manufacture large or complex items. 
  Rather the ability to ‘cobble together’ a small 
  article for personal, domestic use or sale.
  A cubic foot of hard rock has a weight of approx. 275 
  lbs and soft rock approx. 175 - 200 lbs and other soft 
  materials 75 - 175 lbs. Depending upon what the 
  material is and if it is dry, damp, soaking wet etc.
  The table Mining and Tunnelling Results show the 
  per hour productivity of mining. A work shift in 
  those day would be 10 hours and even with rest 
  breaks a minder expends 2 FP per hour of work.
  A cave in under an ocean, lake or river will start to 
  flood the excavation unless lady luck is on the side 
  of the miners. The chance of such an excavation 
  flooding is 110 - PSF% of the chief miner. If the 
  flooding does take place then the Crit Die indicated 
  the number of inches the water is rising per hour. 
  A 10 on the Crit Die indicates that an inch of water 
  ingress each 5 minutes has to be dealt with! In short 
  the miners should get out as fast as they can.
  Paper & Ink Making
  Attributes: ................. Intellect & Dexterity
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  [TR] The character has been trained in making sheets 
  of parchment, linen rag paper and papyrus as well 
  as inks, book covers scroll cases and stitch binding. 
  Perfumery 
  Attributes: ................. Intellect & Dexterity
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  [TR] The character is trained in the construction of 
  perfumed essences and powders from musk, flower 
  petals etc. As well as their pleasing applications 
  such items find a use in Magickal preparations.
  Pottery
  Attributes: ................. Intellect & Dexterity
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  The character is trained in working with clay, using 
  his hands, the potter’s wheel and the glazing of 
  ceramics, firing in a kiln to harden and make them 
  waterproof. This skill is also used to make fire 
  hardened decorative tiles for floors, mosaics and 
  roofs of noble houses and religious establishments. 
  Seal Making & Engraving 
  Attributes: ................. Intellect & Dexterity
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  [TR] The character has training in making seals and 
  engraving which involved creating inscriptions and 
  designs into metal. Seals and signet rings were a mark 
  of authority, used to impress an identifying pattern into 
  some wax that shows the authority of the document. 
  Current 
  PSF%
  Resounding  
  Success  
  (Crit Die  Result)
  Dismal Failure 
  (Crit Die Result)                     
  Under 10%
  10
  07-10
  10-19%
  10
  08-10
  20-29%
  09-10
  09-10
  30-49%
  08-10
  10
  50%+
  07-10
  10
  Table - Seal Making, Engraving and 
  Coinage Critical Results
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  179
  Weaponsmithing & Armoury
  Attributes: ................. Strength & Constitution
  Level: ......................... DF: 5 BCS 20%; 700 Exp
  Prerequisites............. Blacksmithing
  The character is skilled in the art of forging bronze, 
  iron and steel as well as leather and quilted fabrics 
  to make and repair arms and armour. Beyond level 1 
  the skills are learned as two separate specialities .
  From level 2 onwards a character must decide if 
  he wishes to specialise in one or both of the skills, 
  weaponsmith or armourer. If the character wants both 
  weaponsmith and armour he must pay the cost of 
  increasing both skills by one level. For most masters who 
  the character's meet will have specialised in one or the 
  other of these skills alone; being known as an armourer 
  or a weaponsmith and having only level 1 in the other 
  skill. Only the very best in the craft are skilled at both.
  Learned Lore
  All skills involving the master of some formal 
  knowledges are denoted as 'Lore' in C&S. Lore allows 
  the character to make a roll to recall information they 
  know about the world. It is the character's who live 
  in the fantasy world with the player only peeking 
  through the curtains at the stage. Therefore Lore 
  skills are used to show us what the character knows 
  that the player doesn’t know. They are also research 
  skills to solve certain problems or find the answers 
  to tricky questions given the access to the correct 
  materials such as books, scrolls, inscriptions or even 
  sages, people who have expertise in the topics being 
  researched. Some of the lore skills can be used to 
  invent new mechanisms, design equipment etc.
  Success 
  with Crit Die
  Result
  01 - 02
  Marginal
  Character has some knowledge but lacks the depth and detail needed to give him a firm grasp of 
  the matter. He realises he ought to do more research to obtain additional information or to verify the 
  truth of what he does know or suspect. When performing knowledge-based tasks, since he may have 
  missed something significant, he suffers a penalty of -10% to his TSC% until he does more research.
  03 - 09
  Acceptable
  Character has a good grasp of the question/problem. He has reasonably correct and 
  detailed information, although it is sketchy in some areas, even more so the lower the Crit 
  Die result.  When performing knowledge-based tasks, he obtains satisfactory results.
  10
  Outstanding
  The character has a superb grasp of the question/problem. He finds much important 
  information that is accurate and detailed.  When doing any knowledge- based 
  task, he performs with ease. He gains a bonus of +10% to his TSC%.
  Failure with 
  Crit Die
  01 - 02
  Marginal
  Character has incomplete and inaccurate information. Fortunately, he is aware of the holes in his 
  knowledge and may do more research to increase his understanding. If performing a knowledge-
  based task, he suffers a penalty of -15% to his TSC% until he does increase his understanding.
  03 - 08
  Serious
  The character has incomplete information. Some of it is misleading, inaccurate, even false and may 
  lead him far astray. If performing a knowledge-based task, he suffers a penalty of -25% to his 
  TSC%. The important thing here is that he believes he is using the correct procedure, but in reality he 
  has no idea and does not think it necessary to find out more. Only a failure at a task will alert him to 
  the fact that he needs to do further study and research.  Until that time, he automatically suffers a -25% 
  penalty to his TSC% until he realises he is lacking key understandings and must do more research.
  09 - 10
  Dismal
  The character has no information or very incomplete and erroneous information that leads him 
  seriously astray.  He is certain he knows enough and does not suspect just how faulty his knowledge 
  is! If performing a knowledge-based task, apply a penalty of -50% to his TSC%. If successful, 
  he misses the fact that he was wrong and just plain lucky.  If he repeats the task at a later date 
  without doing further study and y the -50% penalty automatically until he fails and the light finally 
  dawns that he does not know the correct procedures at all and must do more research.
  Table - Lore Research
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  180
  Learning Lore Skills
  1. Learning from a Master: Anyone 
  with a minimum of PSF 45% in 
  the lore skill and is at least PSF 9% 
  higher in skill than the student may 
  teach about the skill in question. 
  This will reduce the learning time 
  by 5% for every 10% of PSF the 
  master has in the skill to a max 
  of 50% of the standard time.
  2. Learning from a book:  A 
  character who has a book on 
  a skill can learn from it. If the 
  book is specific and detailed, 
  standard learning times apply. 
  If the book is a general text with 
  some other interpretation and 
  research required, then  150% 
  of the standard time is required. 
  ‘Book’ can also be taken as any 
  text, be it a scroll or stelle etc. The 
  gamemaster can give these texts 
  a value assigning them a time 
  modifier between 125% and 250% 
  depending upon their usefulness, 
  degree of clarity or encoding of the 
  information contained in them. 
  3. Learning from a Library: A 
  character who is fortunate enough 
  to be able to have access to a 
  library is blessed indeed. Each 
  book on the skill with reduce the 
  standard learning time by 10% to 
  a maximum reduction of 50%.
  4. Learning from a Master and a 
  Text: The perfect combination 
  is a master and some text book. 
  The standard learning time 
  is reduced by 10% for every 
  10% PSF% of the master and 
  by 5% per book consulted on 
  the skill to a max reduction of 
  75% of the learning time.
  At the end of each learning time period 
  the character makes a skill roll in the 
  lore that he has been studying in and 
  compares the result of the roll to the 
  table Lore Research to find if he has 
  made any advancement in his skill. 
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  181
  Language Lore
  The worlds have many languages and scripts that 
  a character can learn. Learning and improving 
  them is comparable to any other skill a character 
  might choose. The TSC% is a measure of a 
  character’s ability in using the language.
  Learning Languages: A character must have a 
  teacher or a book to learn a new language. 
  Fluency: Measures how well a character understands 
  others or how well he can make himself understood 
  in a given tongue. There are some guidelines 
  on Language fluency in the table below. 
  Use the Crit Die result to gauge the degree of clarity of 
  speech in trying to be understood by those native to the 
  tongue being spoken. The higher the Crit Die result, the 
  better the understanding of the communication with a 
  success. With a failure the greater the misunderstanding. 
  The result of this is increasingly more important with 
  the lower fluency PSF%. For instance a Crit Die of 06 
  on a failure to communication is far less severe for a 
  character with a 75 PSF% than one with 32 PSF%. At 
  75 PSF% a character is fluent, while he might make 
  mistakes, the general nature of the conversation will be 
  reasonably clear. At a 32 PSF% the mistakes are more 
  likely to be serious either offensive or garbled.  However 
  a success with a Crit Die 10 always allows the meaning 
  to be conveyed with clarity and no misunderstanding. 
  Failure with a Crit Die of 10 always has the meaning 
  misunderstood with complications arising. 
  Reading and Writing: The lower a character’s INT the 
  harder it will be for him to read and write. In C&S it is 
  assumed that they have come by the opportunity to 
  learn to read and write their own tongue. However, if 
  you wish a more historical game, such opportunities 
  were incredibly rare and the might require some 
  lengths in order to reading and writing skills. It should 
  always be remembered that for game purposes 
  you must have minimal fluency in a language 
  before you can start to learn to read and write it. 
  Speaking and reading and writing a language 
  are considered separate skills. Literate character's 
  should record a separate TSC% for their ability to 
  read/write and speak a language. Table Language 
  Read Write Modifiers shows the PSF% modifiers 
  which apply dependant upon Intellect. 
  Own Language 
  Attributes:
  Spoken .................. Intellect & Bardic Voice
  Written ................... Intellect & Dexterity
  Level: ......................... DF: 1 BCS 60%; 300 Exp
   [TR] The skill involves speaking one’s own native 
  tongue and always sounding native regardless of a low 
  TSC%. A character may have a local dialect accent that 
  is recognisable by others of his nationality, identifying 
  his birthplace. Remember that being able to read 
  and write one’s own language is a separate skill.
  Using medieval Europe as a model the languages 
  shown in table Medieval Languages could be available 
  for character to learn in your campaign. Of course 
  a Gamemaster can use languages from his home 
  campaign or a published one. Some of the languages 
  might be unavailable or much harder to learn. Such 
  languages are Foreign Languages if one is nor born 
  into a land in which they are in common use.
  Fluency
  TSC%
  Description
  Minimal
  < 40%
  The character has considerable 
  difficulty making himself  
  understood or understanding  
  others. Make a language check 
  every time he speaks or attempts 
  to understand another.
  Marginal
  40-65%
  The character speaks hesitatingly  
  and has a limited vocabulary.   
  He may be misunderstood quite  
  easily and may misunderstand  
  some of what he hears. A language 
  check should be made on a regular 
  basis to see if he does understand.
  Fluent
  66-79%
  The character can both make 
  himself understood and  also 
  understand what others say. A 
  language check should be made  
  occasionally to confirm that no 
  simple errors have arisen.
  Native
  80-100%
  The character has great skill 
  with the language and only very 
  rarely has to make a language 
  check if it is a foreign language, 
  a character can pass himself off 
  as native-born simply by rolling a 
  language check successfully with 
  a Crit Die 6- 10 to establish his 
  accent is correct in all respects.
  Table - Languages Fluency
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  182
  In some instances the written language is more difficult 
  to learn than the spoken tongue as a simple alphabet is 
  not used. Examples of this are the Chinese and Japanese 
  Kanji and Hiragana characters both of these are learned 
  at DF 4; BCS 40%; 500 Exp; and improved at +3% per 
  level. These would be rated at 1 DF higher for foreigners 
  to learn how to write as they are difficult to master.
  Intellect
  PSF %  
  Modifier
  Intellect
  PSF %  
  Modifier
  05 - 06
  -25
  11 - 12
  -0
  07 - 08
  -20
  13 - 18
  +10
  09 - 10
  -10
  19+
  +15
  Table - Language Read/Write Modifiers
  English1
  French3
  Slavonic2
  Welsh
  Spanish3
  Medieval Greek4
  Scots Gaelic
  Italian3
  Turkish
  Irish Gaelic
  German2
  Arabic
  Nordic2
  Finnish
  0ther5
  1In feudal England, members of the aristocracy are likely 
  to have both English and French as native tongues 
  because they were typically bi-lingual in the Norman and 
  post-Norman period (c.1066-1300). Treat such cases as 
  having one language for learning/improvement purposes.
  2The language actually consists of several sub-languages 
  which might be considered as separate languages 
  which a 'native' could learn at 1 DF but others must 
  learn at 2 DF.  E.g. Nordic could break down into the 
  sub-languages of Danish, Swedish and Norwegian.
  3French, Spanish and Italian are related Romance 
  Languages that grew out of ancient Latin and have many 
  words in common.  Someone knowing one of these would 
  learn basic knowledge of one of the others as a Foreign 
  Language, but after attaining TSC 66%+ (Fluent), he 
  can improve his skill as if the language was at DF 1.
  4Medieval Greek, spoken in the Byzantine 
  Empire, is different from Ancient Greek, but 
  someone who knows Medieval Greek could 
  learn the ancient language at +10 PSF%.
  50ther languages would include any from lands or peoples 
  that might be included in the, Japanese, East Indian2.  
  Also, any Hebrew/Yiddish are included in this group.
  Table - Medieval Languages
  Common Tongue
  Attributes:
  Spoken .................. Intellect & Bardic Voice
  Written ................... Intellect & Dexterity
  Level: ......................... DF: 2 BCS 50%; 400 Exp
   [TR] The common tongue can be thought of as a 
  trade language, simple and with a vocabulary of 
  about 1,500 words; developed by merchants to do 
  business with foreigners. It can only convey simple 
  communication when a common language is not 
  shared. These trade speech languages are likely to 
  be understood by many of the enchanted races and 
  intelligent monsters as well as contacted tribal peoples.
  Foreign Language 
  Attributes:
  Spoken .................. Intellect & Bardic Voice
  Written ................... Intellect & Dexterity
  Level: ......................... DF: 2 BCS 50%; 400 Exp
   [TR] The character has training in speaking a foreign 
  language, he speaks with an accent until he reaches a 
  TSC 80%; after which he can have a chance to sound 
  like a native. Some languages might be more difficult 
  to learn than a DF 2, due to their complexity of tonal 
  range, guttural rolls, because they have to be used in 
  combination with facial gestures to give nuances.
  Ancient Language
  Attributes:
  Spoken .................. Intellect & Bardic Voice
  Written ................... Intellect & Dexterity
  Level: ......................... DF: 3 BCS 40%; 500 Exp
    [TR] The character has received training in 
  speaking a dead language, an ancient tongue that 
  is no longer spoken, like Latin now. These are often 
  adopted as the language of the learned men, as 
  Latin was in the medieval times. The ability to read 
  such a language will have great use for mages in 
  the researching of ancient lore from old and dusty 
  tomes found in dangerous ruins. Some ancient 
  languages may be more difficult to learn than DF 3 
  due to various possible nuances in the language.
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  183
  Goblin Tongues
  Saurian Tongues
  Trollish Tongues
  Ogre Tongues.
  These languages actually consists of several 
  sub-languages which might be considered 
  separate languages which a 'native' could 
  learn at 1 DF but others must learn at 2DF.
  Table - Monster Tongues
  of magick it is especially important to the mages of 
  the Power Word method, as it alone is consistently 
  able to manifest and focus the Magickal power of the 
  single word form instead of a litany of incantation.
  Monster Tongues 
  Attributes:
  Spoken .................. Intellect & Bardic Voice
  Written ................... Intellect & Dexterity
  Level: ......................... DF: 3 BCS 40%;500 Exp
   [TR] These are the tongues that are spoken by monster 
  who are sentient and have developed enough to have 
  a language. They are difficult to learn but learning 
  is open to anyone who can find a teacher and the 
  patience to master them. It goes without saying that 
  monsters learn this as their own language as DF 1. As 
  with human tongues there are many dialects, each 
  must be learned as a separate language in order for 
  them to be understood. While Monsters might be able 
  to understand local dialects it is possible that dialects 
  from a distant land would be unintelligible to them 
  also. The gamemaster must decide if the monster 
  race has any written language. Some examples of 
  monsters tongues are given below but feel free to add 
  other monster tongues specific to your campaign.
  Dwarven Tongue
  Attributes:
  Spoken .................. Intellect & Bardic Voice
  Written ................... Intellect & Dexterity
  Level: ......................... DF: 3 BCS 40%; 500 Exp
    [TR] The character has been trained to speak the 
  language of the Dwarves. It goes without saying that 
  Dwarves learn this as their own language. As with 
  human tongues there are many dialects, each must 
  be learned as a separate language in order for them 
  to be understood. While Dwarves might be able to 
  understand local dialects it is possible that dialects from 
  a distant land would be unintelligible to them also.
  Elven Tongue
  Attributes:
  Spoken .................. Intellect & Bardic Voice
  Written ................... Intellect & Dexterity
  Level: ......................... DF: 4 BCS 30%; 600 Exp
    [TR] The character has been given training in speaking 
  the tongue of the Elves. The language has many 
  nuances and is very difficult to learn. It goes without 
  saying that Elves learn this as their own language. As 
  with human tongues there are many dialects, each 
  must be learned as a separate language in order for 
  them to be understood. While Elves might be able to 
  understand local dialects it is possible that dialects from 
  a distant land would be unintelligible to them also. The 
  language is associated closely with nature and magick.
  Mage Speech
  Attributes:
  Spoken .................. Intellect & Bardic Voice
  Written ................... Intellect & Dexterity
  Level: ......................... DF: 4 BCS 30%;600 Exp
   [TR] The language is not specific to mages, it is 
  instead an ancient tongue that has been adopted 
  by the mages as the language of choice for the 
  recording of their spells and magick formulas. Having 
  this language is a great bonus in learning spells and 
  lore from the writing of the mages of ancient times; 
  It gives a bonus of +10% to the TSC% of any Materia 
  Magicka skill when a character makes a lore research 
  roll. Those who have learned the Elven language at 
  TSC 80% learn mage speech at +10% per level. If a 
  mage has a TSC 66%+ in mage speech they gain a 
  bonus of +5% to their TSC% when targeting spells; 
  however, Power Word Mages gain a 10% bonus. 
  While the language is not essential for the practice 
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  184
  Beast Tongues 
  Attributes:
  Spoken .................. Intellect & Bardic Voice
  Written ................... Intellect & Dexterity
  Level: ......................... DF: 6 BCS 10%;800 Exp
   [TR] These are the languages that the beast 
  communicate with, they are difficult to learn; after 
  all, how does one find a teacher? However, anyone 
  with the Elven tongue at TSC 80% or higher will be 
  able to learn Beast Tongues with a bonus of +10% 
  to PSF. Some examples of beast tongues are listed 
  below. You can add more to the list if needed.
  Those beasts who are of a mythical or legendary 
  origin speak the beast tongue most suited to 
  them. Some of those who are highly intelligent 
  may have taken the time to learn a human tongue 
  or if very long lived have an ancient tongue.
  Knowing a beast tongue improves a character’s 
  animal training as he can communicate directly 
  with the animal. Table-Beast Tongues Advantages 
  shows the gains to the character’s TSC% in animal 
  training if he has the correct beast tongue.
  TSC% in  Beast 
  Tongue
  Advantage  to  Animal  Training
  TSC% 
  Time  Reduction
  Under 50%
  None
  None
  51-65%
  +5%
  None
  66-79%
  +10%
  -¼
  80-99%
  +15%
  -½
  100% and up
  +20%
  -½
  Table - Beast Tongue Advantages
  Avian (Bird) Tongue
  Primate Tongues
  Canine Tongues
  Rodent Tongues
  Feline Tongues
  Reptilian Tongues
  Hooven Tongues
  Piscan (Fish) Tongues
  These languages actually consists of several sub-languages 
  which might be considered separate languages which a 
  'native' could learn at 1 DF but others must learn at 2DF.
  Table - Beast Tongues
  Lore Historical
  This deals with geographical, historical and legendary 
  knowledge on a local, regional and world wide level. 
  The Gamemaster must bear in mind that the further 
  away from home turf the knowledge requirement, or 
  the further back into the past; the more vague the detail 
  will become. Only general and incomplete snippets 
  of information will be available for the most distant 
  and ancient times, often presented in a mix of fact and 
  fiction tied up in story and sometimes pure fantasy. Even 
  the most trustworthy of authorities on these ancient 
  and distant matters may have sketchy details. Even the 
  most wildest myth and legend may have a glimmer of 
  truth buried within it that may unlock the answer to 
  difficult problems or illuminate long forgotten secrets.
  Local Geography
  Attributes: ................. Intellect x2
  Level: ......................... DF: 1 BCS 60%; 300 Exp
  This is a core skill and the character will possess highly 
  detailed knowledge of the countryside within a radius of 
  about 20 miles around his birthplace. It is true however 
  that in feudal time few ever travelled more than a day or 
  two from their homes during their lifetime. In this area a 
  character will know where he is and if he does get lost, 
  it is a momentary setback before getting back on track.
  Most locals are recognised on sight even if they are 
  not known well by the character. This means that 
  strangers are readily detected. Character will also have 
  a knowledge of who’s who in the local lands, persons 
  of note and those who have power, local gossipers 
  etc. Outsiders gain such knowledge as a DF 2 skill
  Regional & National Geography
  Attributes: ................. Intellect x2
  Level: ......................... DF: 2 BCS 50%; 400 Exp
  The character has a broad and general knowledge 
  of the geography of the region/country where he 
  was born. He knows the names and details about 
  the important places, features and people of the 
  area. Foreigners acquire this skill as a DF 3 skill. 
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  185
  World Geography 
  Attributes: ................. Intellect x2
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  [TR] The character is either well read or well travelled, 
  he has knowledge of the campaign's present-day 
  world. The farther from his home the more general 
  and vague the details bleeding away to inaccurate and 
  hazy at the edges of the known world. On the other 
  hand, as he visits specific locales the depth and detail 
  of his knowledge of the area increases significantly. 
  The ability to read three or more languages increases 
  the character's PSF% in world geography by +10% 
  and +1 to the Crit Die result of any research project.
  Ancient Local Geography
  Attributes: ................. Intellect x2
  Level: ......................... DF: 2 BCS 50%; 400 Exp
  The character has a somewhat detailed knowledge of 
  the historical geography of the locality in which he was 
  born. Such knowledge can be invaluable in the hunt 
  for old ruins. It also provides greater insight into the 
  legends and myths by fixing their location to real places. 
  Outsiders to the area can learn this skill as a DF 3 skill. 
  Ancient Regional/National Geography 
  Attributes: ................. Intellect x2
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  [TR] The character has knowledge of the historical 
  geography of the region/nation where he was born. 
  Foreigners acquire such knowledge as a DF 4 skill.
  Ancient World Geography 
  Attributes: ................. Intellect x2
  Level: ......................... DF: 5 BCS 20%; 700 Exp
  [TR] The character has a general knowledge of 
  the historical geography of the ancient world. 
  The farther from his home and the further back 
  in time the more general and vague the details 
  bleeding away to inaccurate and hazy at the edges 
  of the known world. The ability to read three or 
  more languages increases the character's TSC% 
  in ancient world geography by 10% and adds +1 
  to the Crit Die result of any research project.
  Local History & Legend
  Attributes: ................. Intellect x2
  Level: ......................... DF: 1 BCS 60%; 300 Exp
  The character has detailed knowledge of the history, 
  legends and folklore of his birthplace. Those from 
  outside the area can learn this skill as a DF 2 skill.
  Regional/National History & Legend 
  Attributes: ................. Intellect x2
  Level: ......................... DF: 2 BCS 50%; 400 Exp
  [TR] The character has a fairly detailed knowledge of 
  legends and folklore for the area/nation he was born 
  in. Foreigners can gain this knowledge as a DF 3 skill. 
  World History & Legend 
  Attributes: ................. Intellect x2
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  [TR] The character has a general knowledge of world 
  history, legend and folklore. The farther from his home 
  and the further back in time the more general and 
  vague the details bleeding away to inaccurate and 
  hazy at the edges of the known world. The ability to 
  read three or more languages increases the character's 
  TSC% in world history and legend by 10% and adds 
  +1 to the Crit Die result of any research project.
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  186
  Lore Scientific
  This deals with those areas of knowledge and research 
  that today would be classed as Natural History, 
  Physical Science and Mathematics. They are a mix 
  of skills, some complex and involved, and others as 
  simple as counting. Astronomical Lore is a strange 
  mix of precise observation and Astrology. Geological 
  lore is more about recognition and contains little 
  of chemistry and the geological processes.
  Regardless of the more mystical approach, lore scientific 
  has a good many practical and valuable applications. 
  For instance, pilots of ships with Astronomical Lore 
  are better able to navigate. Engineers and architects 
  with Engineering and maths behind them are able 
  to erect great structures like stone bridges across 
  wide rivers or wing buttressed cathedrals with towers 
  rising in the clouds. The diggers who mine for rich 
  mineral deposits are able to detect the dangers when 
  tunnelling and spot the high grade ores present 
  as well as the gemstones in their rough forms.
  Accurate Counting
  Attributes: ................. Only Basic Knowledge Required
  Level: ......................... DF: 1 BCS 60%; 300 Exp
  (COMP) The character can count with accuracy, 
  as the average person of the time would cope by 
  using their fingers; however larger numbers would 
  elude them rapidly, becoming number such as ‘big’ 
  and ‘bigger’, ‘A whole lot’ etc. If a character does 
  not have accurate counting used the character's 
  INT AR for any additions or calculations over 10.
  Architecture & Engineering 
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  [TR] The character has trained in the skills for designing 
  and organising the build of structures such as 
  fortification like castles, large buildings like churches 
  and cathedrals, as well as aqueducts and paved 
  roads.  He has the skill to organize large workforces, 
  coordinating their efforts to maximise work and get 
  the job finished with minimised expense and on time.
  As well as the design and building of large structures, 
  those projects would require the use of mechanisms like 
  cranes, scaffolding and winches. The architects of those 
  days had to design and build their own equipment. 
  To ensure he was also an engineer able to work out 
  the mechanisms so they would operate as desired, 
  choosing the right materials to hold the loads and 
  strains. Basically they were multi-talented inventors. 
  Characters who also possess Arithmetic and 
  Mathematics gain a bonus to the Architect and 
  Engineering skill of +1 to their TSC% for every 
  5% of their PSF% in Arithmetic and Mathematics. 
  They also gain a +1 to the Crit Die if their 
  Arithmetic and Mathematics is at 67 PSF% +
  Arithmetic & Mathematics 
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  [TR] The character is able to perform arithmetic 
  and can calculate using the higher forms of 
  mathematics, like geometry and algebra.
  Astronomical Lore 
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  [TR] The character has a detailed knowledge of the 
  night sky, able to identify stars and constellations, as 
  well as the movements of the planets. He is able to 
  predict seasonal movements of the heavenly bodies.
  Characters' that have Arithmetic and Mathematics 
  have a bonus to their Astronomical Lore of +1 to their 
  TSC% for every 5% of the PSF% in Arithmetic and 
  Mathematics. They also gain a +1 to their Crit Die results 
  if their Arithmetic and Mathematics is at  67 PSF% +
  Bestiary Lore
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character has knowledge concerning the animal 
  kingdom and can recognise the various beasts on 
  sight and from the tracks and spore that they leave 
  behind. He also has knowledge of their habitats and 
  general behaviours and temperaments. The higher 
  a character’s PSF% the more like it is that he has 
  accurate information. Also the higher the Crit Die 
  roll the more information and the more accurate 
  that information is that the character knows. 
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  187
  Cartography
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character has received training in the reading 
  and drawing of maps. Map reading is a difficult 
  business as most of them were more art or 
  flowchart than maps as we know them today. 
  Unless the map is a simple one and contains only 
  easily recognisable symbols, an illiterate with no 
  training would find it almost incomprehensible.
  The skill also involves the artistry of drawing maps 
  with a reasonable accuracy. A character having 
  cartography allows a gamemaster to do away with 
  the long explanations describing the characters 
  surroundings foot by foot, he can draw a map for 
  the group as would be rendered by the character 
  with cartography. Make an accuracy check every so 
  often against the map maker’s TSC% to see if the 
  map has flaws or not. This also works for mapping 
  larger areas perhaps coastal sea journeys etc.
  Finance
  Attributes .................. Intelligence & Wisdom
  Level: .........................  DF 4, BCS 30%, 600 Exp
  Pre Requisite ............ Accurate Counting
  The character has learnt the many arts of 
  running a business.  The skill incorporates record 
  keeping of income and expenses, usury (money 
  lending), investing money, budgeting.
  Geological lore
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  [TR]The character has some knowledge of minerals, 
  able to recognise them out of the ground, evaluate 
  richness of the item, specifically raw precious and 
  semi-precious gemstones. This also gives him skill 
  with finding the best lines for tunnelling as a miner.
  Materia Medicina: Healing Lore
  The table below First Aid and Chirurgical Treatments 
  Results is used to find out the results of treatments 
  involving first aid and chirurgery. Any subsequent 
  penalties to TSC% apply only to First Aid
  First Aid
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 2 BCS 50%; 400 Exp
  The character has training and experience in the 
  treatment of wounds, staunching bleeding, binding 
  wounds, splinting and setting broken bones, helping 
  with shock etc. Successful treatment given will 
  prevent ongoing damage from trauma, when a 
  patient is bleeding to death or suffering from shock 
  and on the edge of entering a coma. A First Aid 
  treatment take about 5 to 10 minutes depending 
  upon the trauma being seen to. Serious wounds, 
  burns etc. cannot be treated with decent success 
  with the first aid skill and suffers a -1 to -3 to the 
  Crit Die depending upon the wounds severity. Very 
  few NPC’s will have this as a skill, limited to barbers, 
  physicians, priests who run hospitals or sanatoriums, 
  a select few fighting men or the local midwife. 
  Chirurgery 
  Attributes: ................. Intellect & Dexterity
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  [TR] This is a group of three sub skills, that give 
  specialities in the survival and recovery of a 
  patient through differing medical practices. 
  1. Chirurgery: The extraction of arrowheads, 
  amputations, setting broken bones, pulling 
  teeth, Stitching wounds, treating shock 
  etc. These treatment can take between 
  5 to 60 minutes depending upon the 
  trauma and the skill of the chirurgeon. 
  2. Cauterising & Staunching Wounds: Stopping 
  uncontrollable bleeding from grievous wounds, 
  when a character has been reduced to negative 
  body values. First aid in such cases will slow but 
  not stop such a blood flow. To stop it completely 
  requires ether cauterisation or staunching or even 
  both.  Cauterising is the searing of the wound with 
  a heated metal implement or flame. This is always 
  effective and will stop the bleeding. However the 
  method suffers a failure with a Crit Die of 01-
  04 bringing with it shock to the patient and an 
  addition 3 Body points of damage. Otherwise the 
  effects are as given in the results table below.
  3. Setting Broken Bones: The character 
  has experience and training in the setting 
  of broken bones by immobilization 
  so that they mend correctly. 
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  188
  Pharmacology & Medicine
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 4 BCS 30%; 600 Exp
   [TR] The character has received training and experience 
  with diagnosis, creating and administering potions, 
  cordials and unguents as well as medicinal drugs. These 
  make up five skills that can be developed separately 
  after level one in Pharmacology and Medicine. Each 
  of the sub-skills is trained at DF 3 and gives a bonus 
  of +1 to the Crit Die. Of course the general skill can 
  also be increased as well with no change in DF.
  Certain of the sub-skills involve Medication Research 
  yielding various facts about the materials in 
  question. Make a skill check using the character’s 
  Pharmacology and Medicine TSC% with a success 
  giving a preparation that works in some manner; 
  while a failure shows that the research is incomplete 
  and needs to be repeated. The research takes 90 - (3 
  x INT) days. Using a recipe from a book a scroll or 
  some other format halves the time for research.
  Success 
  with 
  Crit  Die
  Result
  01
  Condition Temporarily 
  Stabilised
  The victim's condition will not worsen for the moment.  Check in 10 minutes.  
  At that time, any failed First Aid TSC% means he is fading again.
  02 - 07
  Condition Relatively Stable
  Victim is currently stable, but check again in 30 minutes.  (If any subsequent 
  First Aid roll fails, the victim starts to fade and requires further treatment.
  08
  Prognosis Hopeful
  The treatment has been timely. The victim shows signs of recovery and gains +1 
  Body Point.  There is no need to check on his condition for the next 3 hours.
  09
  Good Prognosis
  The treatment was successful.  The victim regains +2 Body 
  Points and there is no need to check his condition for 24 hours 
  unless he is sufficiently active to open wounds, etc.
  10
  Excellent Prognosis
  Treatment was highly successful and the victim recovers +3 Body Points.  There 
  is no need to check his condition again unless he engages in vigorous activity.
  Failure  
  with 
  Crit  Die
  Result
  01 - 07
  Condition Critical
  The victim's condition is critical.  He will lose -1 Body Point in the next 10 
  minutes if his condition is not reversed by further treatment. The character 
  suffers a penalty of  -15% to his TSC% for his next First Aid roll.
  08 - 09
  Condition Highly Critical
  Victim's condition worsens and he loses -2 Body Points in the next 10 
  minutes if his condition is not reversed by further treatment.  The character 
  suffers a penalty of -15% to his TSC% for his next First Aid roll.
  10
  Condition Deteriorating 
  Rapidly
  Victim is fading fast and loses -3 Body Points in the next 10 minutes if his 
  condition is not reversed by treatment. The character suffers a penalty of -25% 
  to his TSC% for his next First Aid roll.  If Chirurgery is performed, there is a 
  chance a Chirurgeon has removed the wrong thing!  Roll 1D100% again, with 
  failure indicating that just such a mistake occurred, with the Crit Die indicating 
  the gravity of the error.  A Crit Die of 01 means the outcome is very bad!
  Table - First Aid & Chirurgery Treatment Results
  The medicine can’t be used straight away, there needs 
  to be a maturation time (as shown in the table)  for 
  the healing effects to gain their potency. The time 
  taken to mix the ingredients is much less: a character 
  can mix one batch of medicine in a day for every 
  10% PSF he has (round up) in Pharmacology and 
  Medicine. The ingredient cost shown in the table is 
  the usual price for the ingredients needed to make 
  the medication while the price per dose is the amount 
  charge to the end user of the completed medicine. 
  Diagnosis: The character has a better understanding 
  of the nature of ailments allowing him to ascertain the 
  correct treatment. This includes diseases and traumas. 
  Anyone learning to make drugs and poisons can recognise 
  which preparation was used and is able to prescribe the 
  correct antidote and treatment to counter its effects.
  Potions and Unguents: The character has knowledge 
  of secret preparations; potions, balms, salves, ointments 
  etc. The individual healer must research how to make 
  them. Once he discovered a specific medication he 
  will be successful as long as he makes a batch by 
  following the recipe developed during his research.
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  189
  Cordials: These are energy restoring potions, 
  researched and made like potions and unguents. 
  They restore fatigue points to those who drink them, 
  up to their max level for a period of 24 hours. 
  Medicinal Drugs: The character can make medicinal drugs, 
  narcotics for pain, sleep agents, hallucinogens or euphorics. 
  An overdose of these will usually result in unconsciousness, 
  coma and in extreme cases death. Some drugs are harmful 
  and dangerous at any level. Medicinal Drugs are researched 
  and made in the same manner as healing unguents; except 
  that success on the skill roll alone is need to be successful 
  in one’s research. The time taken is same; however 
  maturation is 15 days x Crit Die to get to full potency.
  Knowledge of Toxins: The character can identify and 
  recreate toxins and other poisons. Poisons directly attack 
  the body levels of the victim with cumulative effects and 
  damage that can build over the duration indicated in the 
  table - Potions & Unguents. Most poisons are nowhere 
  near as deadly as the game portrays them, many in history 
  have survived poisoning attempts, others who have died 
  did so slowly in pain over days. Toxins can be researched 
  and made in the same manner as healing unguents, except 
  that success on the skill roll alone is need to be successful 
  in one’s research. The time taken is same; however 
  maturation is 15 days x Crit Die to get to full potency.
  Crit  Die
  Maturation 
  Time
  No  of 
  Doses
  Ingredient 
  Cost
  Price per 
  Dose
  Healing 
  Effect (bonus  
  to  Natural 
  Healing  Rate)
  10
  7  days
  20
  5  Crowns                     
  1.20  Crowns  
  +10%
  09
  7  days
  20
  4  Crowns
  1  Crown
  +8% 
  08
  6  days
  20
  3  Crowns
  50 pennies
  +6%
  07
  5  days
  20
  2.50  Crowns
  42 pennies
  +5%
  06
  4 days
  20
  2  Crowns
  33 pennies
  +4%
  05
  3 days
  20
  1.50  Crowns
  25 pennies
  +3%
  03 - 04
  2  days
  20
  1  Crown
  17 pennies
  +2%
  01 - 02
  1  day
  20
  120 pennies
  10 pennies
  +1%
  Table - Potions & Unguents
  Crit  Die
  Maturation 
  Time
  No  of 
  Doses
  Ingredient 
  Cost
  Price per 
  Dose
  Energisation 
  Effect (bonus to  
  Fatigue Points)
  10
  7  days
  20
  5  Crowns                     
  1.20  Crowns  
  +10
  09
  7  days
  20
  4  Crowns
  1  Crown
  +8
  08
  6  days
  20
  3  Crowns
  50 pennies
  +6
  07
  5  days
  20
  2.50  Crowns
  42 pennies
  +5
  06
  4 days
  20
  2  Crowns
  33 pennies
  +4
  03 - 05
  3  days
  20
  1.5  Crown
  25 pennies
  +3
  01 - 02
  1  day
  20
  120 pennies
  10 pennies
  +1
  Table - Cordials
  Antidotes: The character is skilled in preparation and 
  administering antidotes for toxins and drugs. The character 
  can prepare an antidote for poisons and drugs the 
  character knows already. The skill includes the ability to 
  recognise a particular drug or poison, to diagnose if the 
  patient was poisoned or drugged and by what. He can then 
  prescribe an antidote for the drug or poison present.
  Once a character learns to make a given item correctly, 
  make a skill roll to find out if he has properly prepared 
  a batch. A medication or cordial will not always work, 
  each time it is administered roll the TSC% used at 
  the time the medication or cordial was made. To 
  cut down on dice rolls success on the first batch 
  indicates the other batches will be good ones too. 
  If the first fails, roll each time it is administered. 
  Any formulation should contain 7 or more components, 
  such as eye of newt, rosemary, sage etc. The majority 
  of the ingredients should reflect the nature of the 
  formulation, Boneset is known to aid in healing 
  injuries and broken bones and should be included 
  into a medication for aiding the recovery of such 
  injuries. Once you have the ingredients, give the 
  formula a name, something descriptive of what it 
  does, describe how it looks, smells and taste. 
  The character also gains bonuses 
  to making Potions and Unguents 
  and Antidotes if he has skill in 
  Herbalism. He gains a bonus 
  to research and preparation 
  of herbal infusions with the 
  inclusion of healing herbs into 
  medicines. He has a +1% per 
  3% of PSF (round down) after 
  reaching 30 PSF% in Herbalism.
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  Herbalism
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  [TR] Characters have spent time making a study of 
  herbs, their medicinal properties, the preparation 
  and application for the curing and prevention of 
  a wide range of ailments. This is one of the most 
  ancient healing arts and is passed down in oral 
  traditions in most tribal cultures. This is not alchemy, 
  or Magick, it is only a very basic rustic skill.
  Finding Herbs: The character has learned 
  knowledge of how to identify and where to find the 
  herbs he is seeking in the wild, foraging will take 
  three hours. He will be able to find a max of one 
  quantity of herbs per 5% of PSF% (round up) that 
  the character has in the Herbalism skill. Therefore 
  a character with 21 PSF % in the Herbalism skill 
  should be able to find 21 / 5 = 4.1 rounded up to 5 
  quantities of a herb in a three hour search period. 
  A character has to say what herb he is searching for 
  before he makes the roll and he may search for up to 
  4 types of herb in a single day; however only a single 
  search can be made for a type of herb in that day.
  That is given 12 hours available daylight, with less 
  usable light reduce the TSC% by ⅓ if only two 
  hours or ⅔ if only one hour of daylight is left.
  A successful roll with a Crit Die of 10 means the 
  character has found a double load of the herbs he was 
  searching for; or he can choose to roll for a second type 
  of herb that he might have found in the same period. 
  Herb are gathered in the growing season; usually 
  May through to October in the northern climates and 
  November to April in the southern climes. A character 
  will know the location of a terrain specific to a particular 
  type of herb if he makes a successful local geography 
  skill roll for the area of the country he is in. Should 
  the character be searching for herbs and he is not in 
  his home territory then he will suffer the appropriate 
  penalty to his geography skill as an outsider. 
  Herb Gardens: These are popular even for the 
  unskilled during this time period, those who know 
  how to grow Vegetable Crops (see agriculture) can 
  cultivate a herb garden yielding 1d10 quantities of 
  herbs x PSF% in (Herbalism + Vegetable Crops) Once a 
  character gets to PSF 150%+ he becomes a Master Herb 
  Gardener and can cultivate a garden with (5 +1d10) 
  quantities x PSF% in (Herbalism + Vegetable Crops)
  Preserving Herbs: The character is able to dry and 
  use other methods to preserve his herbs so that 
  they retain their healing or Magickal properties for 1 
  year + one week x PSF% of the his Herbalism skill.
  The Herbal: A character who can read and write 
  may record his knowledge and skills he has learned 
  into a herb based medicinal book called a Herbal. 
  Commonly in tribal culture these are remembered 
  and passed on as a poetic recitation, with details 
  recorded in verse and rhyme for easy remembrance.
  For instance let us assumes that Connie has PSF 58% 
  in her Herbalism skill and PSF 46% in her Vegetable 
  Crops skill for a total of 58+46% = 104%. This she 
  would be able to grow a lovely herb garden capable 
  of yielding a minimum of 1 x 104 = 104 quantities 
  of herbs to a max of 10 x 104 = 1,040 quantities of 
  herbs. If Connie’s totals came to 155% she would have 
  yields between 930 and 2,325 quantities of herbs.
  Mental Fortitude Skills
  Concentration
  Attributes: ................. Discipline x2
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character has trained himself to be focused on a 
  task even with distractions occurring all around him. 
  Especially useful to mages, who could burn out, get 
  possessed or even explode during critical Magickal 
  rituals or experiments. Those of faith might find this 
  critical to remaining solemn during religious activities 
  where being distracted would ruin the chance of 
  success. Bards and entertainers, troubadours, acrobats 
  all need to remain focused on their tasks even though 
  they might be cheered or jeered at by the crowds. 
  • 
  The character can put off for a short time some action, 
  delaying and concentrating on it so it can be released 
  at a more appropriate or optimal time. This could be a 
  spell being cast or hold a drawn bow releasing when 
  the target comes into view through an opening.
  • 
  Any concentration during combat that goes longer 
  than 15 seconds requires a successful concentration 
  check at the end of that period in order to be able to 
  continue the concentration for another time period up to 
  another 15 seconds. In less demanding circumstances 
  concentration can be maintained for 1 minute x 
  PSF% without any extra effort. After this period further 
  concentration will come at a cost of 1 FP per 10 minutes.
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  191
  • 
  The TSC% of a task can be enhanced when concentrating 
  on a single task, focusing all of his abilities in that one 
  thing drowning out the noise and interruptions around 
  him. Success on the concentration skill roll mean that he 
  gains a +5 TSC% bonus to the Skill he wishes to perform.
  • 
  Sometimes it is several things at once that need 
  to be attended to and concentration in this case 
  get a -10% TSC penalty to each of the tasks.
  • 
  If a successful check comes with a Crit Die 
  roll of 10 he adds +1 to the Crit Die for the 
  single task he is concentrating on.
  • 
  Between -10 to -50% can be assessed as penalties by 
  the gamemaster against a character’s concentration 
  check, due to the external annoyances that might 
  break his concentration. If the character fails his 
  concentration roll, then the Crit Die determines 
  the penalty to the next skill roll (immediate task) 
  See the table - Breaking Concentration.
  Meditation 
  Attributes: ................. Discipline x2
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  [TR] The character has trained himself to enter into 
  a beneficial trance like state. In this state he heals +1 
  body point per 6% of PSF% in Meditation provided 
  he can maintain the trance for three consecutive 
  days, checking every 6 hours to see if the trance was 
  maintained. In this state he requires no food and 
  survives on only a cup of water for the day. Fasting 
  this way can be maintained for 1 day x CON without 
  doing any harm to the body. Check every 6 hours.
  Example
  Maggie the Enchantress is concentrating on 
  a spell that she wishes to cast; however, the 
  situations turns and she now needs to dodge 
  instead. She must make a concentration 
  check at a -20% penalty since she had two 
  items to concentrate on if she is to perform 
  either of them well. She has an 81 TSC% - 
  20 = 61%. She rolls 32% and a Crit Die of 
  07 yielding a success. She remains focused 
  dodges without penalty and maintains the 
  concentration on the spell and may cast 
  it later also without penalty. She does not 
  get the +5% to enhance the skill of either 
  task now, as she ended up concentrating 
  on more than once task nor can she add 
  +1 to the Crit Die of either result.
  Failure 
  Crit Die
  Penalty
  01
  Maintains concentration (no penalty) 
  02 - 03
  -10%
  04 - 06
  -20%
  07 - 09
  -30%
  10
  -40%
  Table - Penalty for Breaking Concentration
  Alternatively a person may meditate on a certain task. 
  For each hour that a character spends in a meditative 
  state he gains a +2% bonus to the performance of the 
  task. Check each hour to make sure the meditation 
  has been maintained. This can be kept going for ½  x 
  DIS hours, however he must say how long he intends 
  to meditate for and must complete that time without 
  losing his focus, if he does then he loses any benefits. 
  Once the meditation is complete he has to perform 
  the task immediately or else maintain Concentration 
  (skill roll) to delay performing the task. Should his 
  concentration be broken he loses his meditation 
  benefits to the task. Once the task has been performed 
  he of course loses those benefits on that skill. 
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  Riddling
  Attributes: ................. Discipline x2
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  Resisted .................... Riddling + PSF%
  The character has learned the art of Riddling, 
  a common pastime in the days of olde.
  Riddling Games are played with others, each 
  opponent in turn poses a riddle that the others 
  take their time to solve. The guesser must make 
  their Riddling TSC% - PSF% of the Riddler. If 
  successful then the guesser becomes the riddler 
  and the game repeats with the roles reversed. 
  When you are stumped by a riddle you are out.
  If a wager is placed on the outcome of the game, 
  sometimes money, but often of some request or 
  service from the loser. Abiding by the terms of a riddle 
  wager is even in the code of honour of monsters 
  and especially the enchanted races, no one wants to 
  unbalance their luck by breaking the riddle terms. 
  Some suspect that there is a deep magick at work, 
  that binds folk into the riddle, perhaps an ancient 
  binding magick with a powerful compulsion.
  The skill can be used by character's to interpret 
  mysterious inscriptions or prophesies that take the 
  form of some sort of conundrum. The gamemaster 
  can apply penalties to the skill checks depending 
  upon the complexity and nature of the riddle with 
  mods ranging from minor -5% to overwhelming 
  -50%. On a failure the character is unable to find any 
  meaning in the riddle. He can however return to the 
  problem and start deciphering a riddle again every 
  7 days - 1day x PSF% / 9 in the riddling skill. At PSF 
  63% he can try again once each day. On each success 
  the character will get one ‘Hint’, a clue or some other 
  snippet of useful information. If he rolls a success 
  with a Crit Die of 10 he just solves the riddle outright. 
  The character can get up to 21 clues to a riddle after 
  which, if not solved, the riddle remains unsolved. 
  You can either come up with a riddle as a Gamemaster 
  to challenge your players along with the clues 
  they might be given along the way. Or you can 
  simply state that a riddle exists and it general 
  form, using dice to resolve everything and giving 
  general descriptions along the way allowing 
  the dice to resolve the character's progress.
  Willpower
  Attributes: ................. Discipline & Wisdom
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  Resisted .................... Willpower
  This is a core skill that every character has a basic 
  skill in. It arises from the very nature of existence and 
  being an aware creature; whether that is a sentient 
  being or a beat of the wild. It represents a character’s 
  stubbornness, the resistance he is able to put up 
  against external effort to sway his mind and send him 
  on an altered course of action. There are lots of ways a 
  person will can be challenged, Magickal, natural such 
  as charisma and charm or intimidation. The testing 
  of a character’s willpower will happen many times 
  in his adventuring career and so is a skill well worth 
  lots of attention. If the character is having an internal 
  struggle of self doubt, conflict with his own ego or 
  deficiencies, then this would be a DIS AR check.
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  193
  Noble Skills
  While this set of skills is by no mean limited to the 
  ranks of the aristocracy, they are generally more 
  often seen practiced by those of higher status. 
  Depending upon a Gamemaster's campaign world 
  he might want to limit these skills to those of rank in 
  their early life, with commoner and such able to pick 
  up the skills later on in their adventuring career.
  Chess & Other Strategy Games
  Attributes: ................. Intellect x 2
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  Resisted .................... Chess
  This is a popular skill in feudal society amongst the 
  military and political minds. It was regarded as a 
  serious preparation for understanding the command 
  and use of troop in war. It was also a game that 
  was heavily gambled on with large amount being 
  wagered. It was known to have been used to settle 
  disputes, a kind of safe trial by combat if you will. 
  To resolve a chess game the attacker's skill in chess 
  is opposed by subtracting the defender's PSF% in 
  chess, representing the counter-moves. Each side 
  makes an attack in turn until one of the chess players 
  succeeds with a Crit Die result of 10, this is checkmate!
  Courtly Love
  Attributes: ................. Charisma & Wisdom
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  Resisted .................... Willpower
  The character has a knowledge of the complexities of 
  engaging in courtly love. This is used more towards 
  the period of high chivalry and is the charter of ways 
  in which a knight can become the suitor of a noble 
  lady and win her favour. In turn the lady has rules 
  determining her proper response to the attentions 
  of a suitor. This was a highly intricate game that had 
  to be played out in exactly the correct manner.
  The lady must always be aloof and reluctant to commit 
  herself; however much she might find her suitor 
  desirable. She must demand proofs of his adoration 
  and constancy, these must be excessive enough to 
  dissuade all except the most genuine, willing to risk 
  anything to enter her favour. She must be cool, even 
  haughty or cruel at times, for she is testing the depth 
  and strength of her suitors devotion. To balance this 
  she must offer semblances of kindness such as a smile 
  or a walk in the garden, or a token of her that her suitor 
  might carry with him as a token of her affection.
  The knight must always be seen to be ardent and 
  eager to please his lady in any way possible. The 
  skills of Poetic Recitation and singing are crucial 
  and playing a musical instrument too would be a 
  bonus. Add +2 to Crit Die results in courtly love when 
  successful with such skills while entertaining the lady. 
  Other tasks that can improve the Crit Die are things 
  like: Offering himself as her champion, dedication of 
  a tournament victory to her, taking a quest and doing 
  great deeds in her name. When a knight performs 
  deeds that may please his lady, make a courtly love roll. 
  A great feat in the lady’s name will always be counted 
  as a success, roll only the Crit Die to find the degree by 
  comparing it to the table Courtly Love Results, below. In 
  other situations make a full skill roll with the Crit Die and 
  use the same Courtly Love Results table on a success. 
  Success 
  with Crit  
  Die
  Result
  01 - 08
  Mere  success brings only a slight smile  or  
  a mildly favouring compliment to her lips, 
  encouragement to him to continue his suit.
  09 - 10
  The Knight has won her 'favour', for the 
  moment, that is. Ladies may change 
  their minds unless given repeated proofs 
  of a Knight's ardent constancy and 
  worthiness  of her continued  interest  
  and affection. She will 'reward' him with 
  some token of her favour, anything from 
  clear praise up to giving him something 
  of hers which others might recognise.
  Failure  
  with Crit  
  Die
  Result
  01 - 09
  The Knight must 'redeem' himself in her 
  eyes and prove himself 'worthy' of her by 
  performing some noble and spectacular feat 
  in her name.   Be forewarned: she will need 
  considerable 'convincing' after a failure.
  10
  The Knight has given mortal offence 
  to the Lady and has literally 'blown' his 
  chances to ever win her favour.  A most 
  unfortunate situation! Ardent Knights often 
  did the feudal equivalent of going into 
  the Foreign Legion and joined a Crusade 
  or took vows in a Holy Fighting Order 
  because of their disconsolate grief.
  Table - Courtly Love Results
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  194
  Winning The Lady
  To completely win over his lady a knight must have won 
  her favour 10 +1D10 times without have made a critical 
  failure at any point. A commoner must do this 20+20D10 
  times; low birth will always have its disadvantages.
  However a commoner who woos another 
  commoner would need 10+1D10 successes 
  with no critical failures. A knight who woos a 
  commoner must only get three successes to win 
  her over, after all rank doth have its privileges.  
  Any critical success of 09-10 on the Crit Die will 
  gain two favours towards his totals required.
  To scorn the attentions of a suitor a lady must 
  make a successful willpower roll, and should 
  have good reason to spurn the advances of a 
  character, or become hostile or belligerent.
  In a society where women also have power then it 
  could be that the lady initiates the courtship and make 
  the courtly love rolls. Even then the lady would be 
  expected to be subtle and flirtation must be done with 
  great skill and the seeming of innocence at all times.
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  Courtly Manners
  Attributes: ................. Intellect & Discipline
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  Either from training, experience through being 
  raised in courtly culture or other experience the 
  character has learned to navigate the intricacies 
  of courtly affairs and etiquette. Upon the first 
  meeting of a knight in a noble court or meeting 
  a noble lady he must make a courtly manners 
  check, this will define reactions to his bearing 
  and manners. If the knight wishes to impress a 
  noble then he must make a check every time he 
  tries to show his devotion, loyalty and chivalry. 
  Too much and he will seem a braggart, too 
  little and he won’t have made his point. If it 
  is a lady his tries to impress then success will 
  see her respond well to his actions, failure and 
  he will be met with a more cool response.
  It is hoped that the players will try to play 
  out their courtly manners and a check might 
  not be needed when this effort is made 
  from a player as reward for taking his role 
  seriously. Results of checks can be read on 
  the table below Courtly Manner Results. 
  When the player take on his role in a noblemen’s 
  court and plays his courtly manners, rather 
  than make a check just roll the 1D10 Crit Die 
  and assume the roll is a success and the Crit Die 
  will give a measure of the courts response. 
  Heraldry 
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  [TR] The character has been given training or has 
  gained through experience the ability to read 
  the heraldic patterns and devices used in coats 
  of arms and on shields worn by the chivalry of 
  his homeland and its enemies. Such knowledge 
  will give him the ability to identify who individual 
  knights and nobles are from their arms.
  In a foreign land however; the character 
  will have a penalty to his roll of -20% to his 
  TSC% until he has become accustomed 
  to the armorial devices and spends 500 
  experience points to gain the knowledge.
  This skill is essential on the battlefield with 
  the arms worn by the fighters the only way 
  to tell what side the combatants fought for 
  as most were clad head to toe in steel. 
  Results from a heraldry roll can be found 
  on the table Heraldry Results.
  Success 
  with Crit  
  Die
  Result
  01 - 08
  The character is a model of courtly 
  behaviour and is regarded with 
  considerable  approval  by  everyone.
  09 - 10
  The character exhibited True Courtosie
  Failure  
  with Crit  
  Die
  Result
  01 - 09
  The  character has committed a 
  breach of courtesy, enough to raise 
  eyebrows if his manner fails to improve 
  considerably in the near future.
  10
  The character has committed a serious breach 
  of etiquette. Depending on the circumstances, 
  the offence might be grievous enough to merit 
  a challenge to combat on the field of honour. 
  Or it might only arouse reactions ranging 
  from disapproval to anger and dismissal 
  of the character as one out of favour.
  Table - Courtly Manners Results
  Success 
  with Crit  
  Die
  Result
  01 - 08
  The arms have been identified correctly.
  09 - 10
  The arms have been identified and the 
  background of the wearer has been 
  recalled.  If the wearer is an important noble, 
  a success with a Crit Die between 05-10 
  will achieve the same result: such men are 
  more likely to be known and remembered!
  Failure  
  with Crit  
  Die
  Result
  01 - 09
  The arms have not been identified.
  10
  The arms have not been identified 
  but the character mistakenly identified 
  them!  Such cases of mistaken identity 
  can have serious consequences.
  Table - Heraldry Results
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  196
  Outdoor skills
  Blending into Surroundings
  Attributes: ................. Wisdom & Agility
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... Alertness Sight
  With suitable clothing, colours that are 
  subdued or matching of the environment, 
  the character is able to blend his outline into 
  the background and avoid being seen.
  1. 
  Concealed behind cover or wearing 
  appropriate camouflaged clothing he 
  gains a bonus of 10+1D10% to his TSC%
  2. 
   Concealed behind cover and wearing 
  appropriate camouflaged clothing he 
  gains a bonus of 20+1D10% to his TSC%
  3. 
  If wearing brightly coloured or otherwise 
  conspicuous clothing that stands out from 
  the background such as a red cloak in the 
  greenery of the forest he gets a penalty of 
  -20% to his TSC%. The more completely 
  foppish or outlandish the attire the higher 
  the penalty can rise up to 50% to his TSC%
  If as an observer you have this skill you can sub your 
  Blending into Surroundings PSF% for your Alertness 
  PSF% when you are actively looking for someone 
  who is hiding from you as this skill includes spotting 
  camouflage as well as camouflaging yourself. 
  While in urban settings this skill use is at ½ 
  PSF% as these settings are usually open and 
  bland with little cover to conceal one’s self.
  Calm & Attract Animals
  Attributes: ................. Bardic Voice & Discipline
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... Willpower
  Prerequisite............... Intentions of Animals at same Lvl
  [TR] While using this skill can appear to be Magickal 
  in nature to the city folk or the uninitiated in the 
  natural ways, it is born from the knowledge and 
  confidence of the character when facing animals. It 
  is his confidence bearing and manner, his force of 
  will that causes the creature to hesitate and become 
  indecisive, perhaps even approach cautiously. 
  When within 30 feet and able to meet the animal’s 
  gaze he speaks in a quiet, soft and soothing tone. Only 
  one small animal per 10% of PSF% or one large animal 
  per 20% of PSF% can be held and for a period of 10 
  seconds, after which another check is made to see if 
  the character can maintain the influence he has gained 
  over the beast and hold it for a further 10 seconds. 
  Success 
  with Crit  
  Die
  Result
  01 - 05
  Animal remains motionless only for 
  10 seconds, provided no one moves 
  toward it, then will run away.
  06 - 08
  Animal stands motionless while the 
  character approaches to 5 feet at this 
  time. If successful with a Crit Die 06 - 10, 
  the animal befriends the character, etc.
  09 - 10
  Animal approaches, befriends the character 
  and does not behave in a fearful or 
  hostile manner during this encounter.
  Failure  
  with Crit  
  Die
  Result
  01 - 04
  Animal slips away without 
  undue haste or alarm.
  05 - 10
  Animal either charges or flees, according 
  to its nature, size and the circumstances 
  (that is, large fierce bears may charge, 
  but small timid chipmunks tend to flee!)
  Table -Calm & Attract Animal Result
  See the table - Calm and Attract Animal Results 
  for the chances available to the character.
  The types of animals he can affect are limited to those 
  he knows from his native environment or animals he 
  has studied, requiring a check of his Bestiary Lore skill. 
  Success negates any penalties with strange beasts.
  Use these following conditions in applying this skill 
  1. 
  Small animals can be calmed/
  attracted without penalty
  2. 
  Characters with a PSF% below 27% can calm/
  attract large animals at a penalty of -1D10%
  3. 
  Exotic animals have a penalty of -2D10% 
  until a character has a successful 
  use of this skill on the beast
  4. 
  Using this skill on a Legendary beast 
  gets a penalty of 10+2D10% until a 
  character has a successful use of this 
  skill on the legendary beast.
  5. 
  Speaking the language of the beast 
  gains a bonus to the skill TSC% of +2% 
  per level in the beast tongue.
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  197
  Covering Tracks
  Attributes: ................. Intellect & Agility
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  The character knows methods to obscure the traces 
  that he leaves behind so that someone trying to follow 
  him cannot do so easily. A skill roll is made every mile 
  or whenever he changes his direction of travel. His 
  speed of travel is reduced to 1 mph while engaged in 
  covering his tracks. The table below Covering Tracks 
  Results show the outcome based on the Crit Die.
  Detecting Snares
  Attributes: ................. Wisdom & Intellect
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  See detecting mantraps under thievery. This 
  skill operate exactly the same way, only the skill 
  check applies to detecting traps hidden in the 
  natural environment. The skill has a penalty equal 
  to the PSF% of the person who set the traps
  Finding Direction
  Attributes: ................. Wisdom & Intellect
  Level: ......................... DF: 2 BCS 50%; 400 Exp
  A character is able to find true north using his 
  knowledge of the sun position and stars at night 
  as well as other natural signs like moss growing on 
  trees etc. Characters that also have the Astronomical 
  Lore skill gain a bonus of +1 to their TSC% for every 
  5% of the PSF in Astronomical Lore and if it is above 
  PSF 67% they get a +1 to the crit result as well. 
  Success 
  with Crit  
  Die
  Result
  01 - 06
  The character’s PSF% in covering 
  tracks will be added to the die roll of the 
  person or creature following him
  09 - 10
  The trail was completely obliterated. The 
  tracker needs a critical success to find 
  the trail again after an hour's search
  Failure  
  with Crit  
  Die
  Result
  01 -09
  The tracker gains a bonus of +10% 
  to his chance of picking up the trail 
  as signs have been left behind
  10
  The tracker has found a clear trail and has a 
  bonus of +30% to his chances of following it.
  Table - Covering Tracks Results
  Success 
  with Crit  
  Die
  Result
  01 - 08
  The character knows his approximate location.
  09 - 10
  The character knows his exact location
  Failure  
  with Crit  
  Die
  Result
  01 - 08
  The character has a very vague 
  idea of where he is.
  09 - 10
  The character is totally lost and disoriented. 
  The character remains so for 10 minutes x 
  1D10. Even if he has a map, he cannot read 
  it correctly/ If he spots familiar landmarks, 
  he fails to recognise them etc. If he fails 
  his next attempt to find his location he 
  becomes truly lost for 1 hour x 1D10
  Table - Finding One’s Location Results
  Finding One’s Location
  Attributes: ................. Wisdom & Agility
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character can use local landmarks and his 
  knowledge of the area to figure out his location. 
  This skill is at its best in familiar regions. In unfamiliar 
  surroundings the character functions at only ½ PSF% 
  in this skill, provided he is able to observe and make 
  note of the landmarks and prominent features at an 
  earlier time. The table below Finding One’s Location 
  Results gives details of results from the Crit Die. 
  Having a map will give a bonus to the character's 
  TSC% of 10+1D10% and depends upon the quality 
  of the map and the availability of visible landmarks 
  in the current environment. Jungle and barren 
  deserts are tough environments to navigate. 
  If the character has the skill geographical lore he 
  gains a bonus of 15+1D10% when in familiar territory 
  or has some book knowledge of the area he is in.
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  198
  Finding Water
  Attributes: ................. Wisdom & Agility
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  In a survival situation, after shelter, finding water  is 
  the most important thing. The skill assumes a water 
  rich environment, in dry conditions such as grassy 
  steppes the character’s chance of finding drinkable 
  water is at ½ PSF%. In desert terrain this will tumble 
  to 1/4 PSF% of finding water and a Crit Die result of 
  6-10 for it to be drinkable. Alkali water and high 
  turbidity make water poisonous to man and beast.
  Those who are in familiar territory and have the skill 
  Finding One’s Location have a better chance of finding 
  water, gaining a bonus of +2D10% to their PSF%.
  A character can check to see if he has discovered 
  water after 1 hour of searching in a water rich 
  environment or after 3 hours in a dry environment. 
  In a desert type of terrain the search can be 6 
  hours or longer. If they are in the general area of 
  a known source the search time before a check 
  can be 10 minutes. The table below Finding Water 
  Results gives details of results from the Crit Die. 
  Success 
  with Crit  
  Die
  Result
  01 - 09
  The character has found sufficient drinkable 
  water for present. If the water source is in 
  the desert, the Crit Die is 01-05 the water will 
  be tainted and unusable for man and beat. 
  It will produce an upset stomach or worse.
  10
  The character finds a natural 
  spring of pure drinking water
  Failure  
  with Crit  
  Die
  Result
  01 - 07
  The character has failed to find water
  08 - 09
  The character has found water but it is tainted 
  and dangerous to drink. If used by anyone 
  it will  produce gastric distress or worse.
  10
  The character has found poisonous water.
  Table - Finding Water Results
  Fishing
  Attributes: ................. Wisdom & Agility
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  An important skill in any period fish were and still 
  are a main source of protein using up little calories 
  to obtain them given enough skill. The character 
  has the skill to catch fish using a variety of methods, 
  hook and line, spear, tickling nets and trot-lines. 
  Make a 1D100 roll every 30 minutes and compare 
  the results to the table below Fishing Encounters 
  to find out if the character encounters any fish 
  and their size. If he does then make a 1D10 roll 
  and compare the result to the table below Fishing 
  Numbers to find the possible number of caught fish.
  Once the type and number of fish are known 
  make a skill check for each and compare 
  to the table Fishing Results below.
  Fish Size
  Encounter  
  % Stream
  Encounter  
  % Lake
  Encounter  
  % Ocean
  No fish
  01 - 50%
  01 - 50%
  01 - 50%
  ½ lb.
  51 - 65%
  51 - 60%
  51 - 60%
  1 lb.
  66 - 80%
  61 - 70%
  61 - 70%
  2 lb.
  81 - 90%
  71 - 80%
  71 - 80%
  3 lb.
  91 - 97%
  81 - 88%
  81 - 85%
  4 lb.
  98 - 99%
  89 - 93%
  86 - 90%
  5 lb.
  100%
  94 - 97%
  91 - 95%
  5 + 1D10 lb.
  -
  98 - 99%
  96 - 99%
  10 + 2D10 lb.
  -
  100%
  100%
  Table - Fishing Encounters
  1d10
  Chance to Catch
  01 - 07
  1 fish
  08 - 09
  2 fish
  10
  3 fish
  Table - Fishing Numbers
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  199
  Success 
  with Crit  
  Die
  Result
  01 - 09
  The Character catches the fish
  10
  The Character catches the fish 
  easily and with aplomb.
  Failure  
  with Crit  
  Die
  Result
  01 - 09
  The character fails to catch the fish
  10
  The character not only fails to catch 
  the fish but falls into the water 
  scaring away any remaining fish
  Table - Fishing Results
  Foraging for Wild Foods
  Attributes: ................. Wisdom & Intellect
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character has the knowledge and skill to be 
  able to find edibles such as fruits, berries, nuts, 
  mushroom, roots etc. Given a 24 hours period he 
  may undertake a max of 6 searches in woodlands 
  or 3  in open country and one in desert terrain. 
  The table below Foraging for Food Results gives 
  success details from the Crit Die results. 
  Success 
  with Crit  
  Die
  Result
  01 - 05
  The character finds enough food to satisfy 
  one person’s needs for one day 
  04 - 09
  The character finds enough food for two people 
  for one day or one person for two days
  10
  The character finds enough food 
  for three people for one day or for 
  one person for three days
  Failure  
  with Crit  
  Die
  Result
  01 - 09
  The character fails to find any food
  10
  The character manages to find food but eating 
  it causes food poisoning and incapacitation
  Table - Foraging Results
  Forester’s Stealth
  Attributes: ................. Wisdom & Agility
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... Alertness Sound
  The character is adept at stalking other character's, 
  NPCs, beasts or monsters in a natural outdoor 
  environment. The hunted must make a successful 
  Alertness: Sound - PSF% of the stalker to be able 
  to detect the character through hearing suspicious 
  noises. Even then the observer will need to locate 
  the source of the sound and this may be hard 
  to do even if looking in the right direction.
  An observer who has skill in Forester’s Stealth can sub 
  his PSF% in this skill when actively looking for someone 
  moving in a stealthy manner in the wilderness. 
  Forester’s Stealth can be used in urban surroundings, 
  though he will be at ½ PSF% in the skill.
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  200
  Setting & Disarming Traps
  Attributes: ................. Intellect & Agility
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  See the skill Setting and Disarming Traps under 
  thievery as this skills operation is that same, except 
  that is covers traps for catching animals. The skill 
  has a negative modifier for disarming equal to 
  the PSF% of the person who set the trap.
  Tracking Prey
  Attributes: ................. Wisdom & Agility
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  The character has experience of spotting and reading 
  the tracks left behind by creatures in the countryside. 
  The TSC% is modified by situation as in the table below 
  Tracking Prey Modifiers. To see how successful the 
  character is at following a set of tracks, make a skill roll 
  including the modifier that are relevant from the table 
  below Tracking Prey Results. This skill can be used in a 
  town or a village but the trail is considered to be rocky 
  ground, even if the streets are dirt or mud. There are 
  many cross trails and confusing signs in a well trodden 
  village or town path, reduce to ½ PSF%. Skill levels have 
  to very high to be able to track in an urban setting.
  Intentions of Animals
  Attributes: ................. Wisdom & Intellect
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character has experience and skill at reading 
  the intention of animals. This skill give the character 
  knowledge of the intentions of two types of animal, 
  each time a skill level is purchased he must decide 
  which type to learn. For example, when he buys 
  his first level in the skill he might chose to have 
  knowledge over the intentions of Deer and Wolves 
  as these are commonly found in his local woodlands. 
  If the character also has basic knowledge in Bestiary 
  Lore he can add a third animal for each level of skill 
  he purchases in Intentions of Animals. The table 
  below, Intention of Animals Results, gives details 
  of the skill rolls outcome based on Crit Die.
  Success 
  with Crit  
  Die
  Result
  01 - 06
  The character has read the animal and knows 
  its general mood (angry, curious, fearful etc.)
  07 - 10
  The character knows the animals intentions. 
  If it is going to attack, he anticipates what it is 
  going to do and gets a bonus of +1-% when 
  striking at it with a weapon or dodging.
  Failure  
  with Crit  
  Die
  Result
  01 - 09
  The character fails to read the animals mood 
  and intention. He does know the animal is 
  unreadable and therefore unpredictable.
  10
  The character not only fails to read the animal 
  but has mistaken the animal’s intentions. The 
  player is not informed of how bad the failure 
  is. Rather, the gamemaster leads him to think 
  his character has read the animal’s intentions.
  Table - Intentions of Animals
  Success 
  with Crit  
  Die
  Result
  01 - 05
  Tracker has found the trail
  06 - 09
  Tracker find a good trail and gains a bonus of 
  +1D10% to his TSC% on the next tracking roll
  10
  Tracker has unmistakeable signs and gains 
  a bonus 10+1D10% to his next tracking roll
  Failure  
  with Crit  
  Die
  Result
  01 - 08
  No discernible tracks can be found. 
  Search for 15 minutes and check again
  09 - 10
  The trail has been lost. Search for 1 
  hour and check again. The character 
  suffers an additional penalty of 13% 
  on his next tracking check.
  Table - Tracking Prey Results
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  201
  Perception Skills
  These skills involve the natural senses of the character 
  and knowledge of the surrounding world to make 
  comparisons and judge what is out of place. A 
  character need not posses the skills; he can attempt 
  to use them at the BCS% for any requires skill check.
  Alertness: Sight
  Attributes: ................. None / Sight Modifier
  Level: ......................... DF: 7 BCS 5%; 900 Exp
  The character can tell that something is out of place 
  without actively looking for it. This speciality skill 
  receives no Attribute Bonus. However, the character’s 
  PSF% does increase by +3% per level gained.
  The skill can also be used in conjunction with 
  another detection skill that character has trained 
  in to find out if he has spotted something without 
  being on alert for it. In such situations the character 
  gets a bonus of ½ PSF% of the relevant skill.
  However, suppose that the character is alert to certain 
  activities. In this case the relevant skill does apply as 
  he is actively on watch for such activities. If the person 
  is naturally deaf, they get a +20% to their TSC this 
  represents the heightened use of sight as a sense.
  Lets say that Thornton has skill in Detecting Thievery 
  (PSF 24%) but he is not actively using this skill. 
  His subconscious mind however might pick up 
  on some subtle clues that a thievish act is going 
  on within his view. This is where Alertness Sight 
  comes into play, Thornton has 5% in Alertness 
  Sight (basic Knowledge) but he is a trained Thief, 
  that means he gets a bonus to his Alertness Sight 
  of ½ PSF% in Detecting Thievery i.e. 12%
  Perhaps Thornton and his buddy are walking 
  through a crowded marketplace and the player 
  declares that his character is on the lookout for 
  any thievish activities. He makes a check on this 
  Detecting Thievery since he is actively looking 
  rather that using his Alertness Sight skill.
  If the character does not have an appropriate detection 
  skill but still does wish to actively search for a specific 
  action or event then his Alertness Sight skill will 
  apply but he will gain a bonus of +10% to his TSC%
  Tracking Circumstances
  Mods
  The tracks cross soft earth or 
  ground, including snow.
  +60% - 10% per 
  8 hours of cover 
  after the tracks 
  were made
  There are clear tracks, almost 
  impossible to miss. The 
  tracks cross tall grass, dense 
  undergrowth, reeds, etc. which will 
  show frequent signs of passage
  +40% -10% per 
  4 hours after the 
  racks were made
  Tracks cross normal ground. There 
  are occasional signs of passage.
  +20 - 10% per 2 
  hours after the 
  tracks were made
  Tracks cross hard earth. There 
  are few signs of passage.
  +0% - 5% per hour 
  after the tracks 
  were made
  The tracks cross rocky surfaces 
  or swampy flooded ground. 
  There are few signs of passage.
  -10% - 10% per 
  hour after the 
  tracks were made.
  Per hour in which bad weather 
  (rain, snow, dust-storms 
  etc.) obscure the tracks.
  -10% - 1D10% 
  per hour the 
  conditions persist
  Dim light and darkness hide the 
  tracks, even if lit by moon or torch
  -5D10%
  Attempt made to obscure tracks
  PSF% of Cover 
  Tracks
  Per additional person/animal 
  in the party being tracked
  +5%
  Per mph the tracker is 
  moving faster than 3mph
  -10%
  The tracker has keen or poor vision
  add/subtract % of 
  bonus penalty
  Table - Tracking Prey Modifiers
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  202
  Alertness Sound
  Attributes: ................. None / Hearing Modifier
  Level: ......................... DF: 7 BCS 5%; 900 Exp
  This is a core skill and measure the character’s 
  ability to hear things out of place while not 
  consciously listening for things. This special 
  skill has no attribute bonus but the character’s 
  PSF does increases by 3% per level gained.
  This skill can be used in conjunction with another 
  detection skill that the character has learned in order 
  to find out if he has heard something without being 
  on alert for it. In such a situation the character gains 
  a bonus of ½ PSF of the relevant skill. However, if 
  the character is alert for a specific noise, in such 
  a case the relevant detection skill applies.
  In the case where the character does not possess a 
  relevant detection skill while alert for noises then 
  his Alertness Sounds is used with a +10% bonus  to 
  his TSC% See the example for Alertness Sight.
  Detect Lie
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 5 BCS 20%; 700 Exp
  This skill measures the character’s skill at telling the 
  difference between someone telling the truth and 
  lies. This is not a simple thing to do, if a lie was being 
  told, Detect Lie can be applied directly to see if he has 
  spotted some tell or story discrepancy that gave away 
  the lie. If however, a character is the subject of a Con, 
  he can resist the con using his Detect Lie less the PSF% 
  of the one undertaking the con. In some cases the 
  skill may not be need to discover the lie, for instance 
  if a character has skill in Lapidary and a con artist is 
  attempting to sell a cheap semi precious stone as a 
  valuable ruby, the character would use the skill with 
  the best chance i.e. the highest PSF% to spot the con.
  Example
  A member of the sewer rat thieves 
  guild is blending into his surroundings 
  while casing a house to rob later that 
  night. William is actively looking for 
  such activities but does not have a 
  specialised skill to help him. William 
  has level 1 in Alertness Sight so has a 
  PSF 3% and as he has declared he is 
  actively seeking such activities he gets 
  a +10% bonus to his TSC% this gives 
  him a final TSC% of 5 + 3 +10 = 18% The 
  sewer rat thief will make his Blending 
  into Surroundings skill roll and if he 
  succeeds then William must succeed 
  with his Alertness Sight roll after taking a 
  penalty of the Blending into Surroundings 
  PSF% in Blending into Surroundings 
  in order to actively detect the thief. 
  Read Character
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 5 BCS 20%; 700 Exp
  This is not a hard and fast Magickal kind of ability, it is 
  more like the capacity to assess a person’s character 
  from their behaviour, the way the speak and carry 
  themselves, how they apply their intellect and wisdom.  
  The skill is penalised at first because one is unfamiliar 
  with the subject, the modifiers to the character's 
  TSC% are shown in the table below Read Character 
  Modifiers. However over time with interaction with 
  the subject of this skill, he takes in more clues and 
  indications giving him enough to place piece of 
  the puzzle together and garner an idea of their true 
  nature. This growth in knowledge of the subject over 
  time is reflected in the reductions of the penalties to 
  the skill and then bonuses. At high skill levels even 
  a cold read can give some useful information. The 
  use of this skill is better suited for the use on NPC.
  Example
  A con artist is trying to sell a chunk of 
  pyrite (fools gold) Godred has a PSF 18% in 
  Goldsmithing and a PSF 4% in Detect Lie. To 
  maximize his chance of detecting the con 
  Godred decides to use his Goldsmithing 
  PSF% this will now give him a TSC% in 
  detect lies of 20 + 18 = 38% as compared 
  to 24% when using his detect lies PSF%
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  203
  Seamanship Skills
  Fisherman
  Attributes: ................. Strength & Constitution
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  Prerequisite............... Fishing & Sailing Small Boats
  The character has time, experience and training 
  and is likely a fisherman by trade. He knows the 
  habits of local fish and where and how best to catch 
  them. The skill covers the knowledge of which 
  fish prefer wrecks, reefs etc. and the skill can be 
  used to identify where these wrecks or reefs lie.
  The size and number of fish encountered are shown in 
  table - Fishing Encounters on Page 198 to reflect the 
  fisherman’s increased knowledge he gains a bonus of 
  +3% x Crit Die to his 1D100 roll. However, in respect to 
  the number of fish that might be caught he multiplies 
  the number on table - Fishing Numbers Page 198 by 
  x3 if using a rod and line and by 10 if using nets. Only 
  make one roll to find out whether the fish have been 
  successfully caught regardless of the number available. 
  Example
  Harold is skilled in Read Character, upon 
  his first meeting with Richard and NPC 
  his reading is a failure. The Gamemaster 
  informs him that he observed nothing 
  to raise his suspicions nor to win his 
  confidence. Harold tries again after 
  several weeks of interactions with 
  Richard. This time he was successful and 
  the Gamemaster informs him that while 
  Richard seems to be a trustworthy person 
  something has him doubting Richard's 
  sincerity or honesty. Nothing definite but 
  enough to keep Harold alert and watchful. 
  Clearly Harold is going to have to come 
  to terms with what is really going on. 
  Period Known
  TSC% Modifier1
  Initial Meeting
  -30%
  Known for 1 week
  -25%
  Known for 1 month
  -20%
  Known for 3 moths
  -15%
  Known for 6 months
  +10%
  Known for 9 months
  +5%
  Known for 1 year +
  0%
  1 If the person is known intimately that is 
  close contact for more than 12 hours a day, 
  then the reader gains a bonus of +5%
  Table - Read Character Modifiers
  Lip Reading
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 5 BCS 20%; 700 Exp
  This skill represents focused ability in understanding 
  another’s speech by their lip and mouth movements 
  (the target's mouth must be visible for this to be 
  possible). If partial, or broken speech can be overheard, 
  the lip reader gains a bonus of +10 to their TSC%. If 
  the person lip reading is deaf, they get a +20% to their 
  TSC, this representing the heightened use of sight.
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  204
  Mariner 
  Attributes: ................. Strength & Constitution
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Prerequisite............... Sailing Small Boats
  [TR] The character has felt the call of the sea and 
  probably has his career based out on rigged boats and 
  ships. The character has knowledge and experience 
  getting around a ship and being able to tie the required 
  intricate knots, handle rigging and tackle, man the tiller, 
  oars and all the other shipboard activities required of a 
  sailor. Mariners enjoy advantage when fighting aboard 
  a ship in attack and defence against a landlubber. He 
  gains a +1% bonus per 3 PSF% he has in the mariner 
  skill. This modifier is added to any weapon skill in 
  attacking or parrying, using a shield or dodging a blow.
  Note: This bonus does not apply to offensive 
  spell castings, unless the Mariner is also a 
  mage that is skilled in Basic Magick Water.
  Piloting & Navigation 
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Prerequisite............... Fishing & Sailing Small Boats
  [TR] A character with this skill is trained to 
  determine the position of a vessel and maintain it 
  under a proper course by observing the prevailing 
  conditions such as wind. Tides, currents, knowledge 
  of important landmarks, channels and other seen 
  and unseen hazards such as sandbars or reefs 
  with the use of a sounding lead and line. He can 
  also navigate by map and observation of the 
  sun in the day and constellations at night.
  Any character who also has been trained in Arithmetic 
  and Mathematics gains a bonus to their Piloting 
  and Navigation skill of +1 to their TSC% for every 
  5% of their PSF% in Arithmetic and Mathematics. 
  They also get a +1 to the Crit Die if they have an 
  Arithmetic and Mathematics at 67+ PSF%.
  Any character who is trained in Astrology Lore gains a 
  bonus of +1 to their TSC% in Piloting and Navigation 
  for every 5 PSF% in Astrology Lore . They also get a +1 
  to their Crit Die if their Astrology Lore is at 67+ PSF%.
  Sail-making & Rigging 
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 2 BCS 50%; 400 Exp
  [TR] The character has training and experience 
  with cords, ropes, cable and canvas sails, in their 
  maintenance and the running of this gear aboard 
  fully rigged boats and large ships. He can also make 
  major repairs and fully rig small boats and large ships 
  alike including their blocks and tackle as needed.
  Sailing Small Boats
  Attributes: ................. Strength & Agility
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character has experience and training in handling 
  small boats and sail boats, steering, rowing, making sail 
  etc. It is also useful for sailing larger vessels like shallow 
  draft river going boats, barges and small river ships. 
  Ocean-going ships under 50-ton burden may be sailed 
  using this skill but passing out of sight of lands and 
  without navigation becoming lost is almost a certainty. 
  Ship's Carpenter
  Attributes: ................. Strength & Agility
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Prerequisite............... Carpentry
  [TR] The character is skilled at fashioning and repairing 
  any wooden items required on board a ship. They are 
  capable of building small craft and ocean-going ships, 
  either from experience, taking longer, or under the 
  direction of a master shipbuilder with drafted plans.
  Shipbuilder Maritime Architecture 
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 5 BCS 20%; 700 Exp
  [TR] The character's skill, experience and training 
  in the know-how of design and supervision of the 
  building of a wide variety of vessels up to large 
  ocean going trade or war ships. Any success of the 
  skill roll means the laid down design will work as 
  a vessel, however a Crit Die of 10 and a superior 
  craft has been designed. Such craft will be +1d10% 
  faster than normal for her type. Any failure and 
  the design needs to be scrapped and redrawn.
  Characters who have basic knowledge in this skill are 
  able to learn Ship's Carpenter at +10 PSF%, so they 
  can both design and build any water-borne craft.
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  205
  Backstabbing 
  Attributes: ................. Intellect & Agility
  Level: ......................... DF: 5 BCS 20%; 700 Exp
  [TR] The character has knowledge of the human 
  anatomy, specifically to do with inflicting the 
  greatest amount of harm with a stabbing blade 
  of 2 feet or less. It involves sneaking up on a 
  victim with the intent of inflicting a fatal blow. A 
  successful backstab inflicts more damage to the 
  victim as the blade is carefully directed towards vital 
  organs, increasing the chance of an instant kill. 
  Skills for Thieves,  
  Rogues & Desperate Men
  The skills listed below will be needed by those 
  characters who have decided to live at the edge 
  of society’s laws and morals and have few if any 
  scruples about doing shady or blatantly criminal 
  acts to plump up their purse with a few silvers. 
  Some of the skills however, might be practiced by 
  law abiding folk, like disarming mantraps or even 
  picking locks. Please bear in mind that possessing 
  a thievish skill is not the same as being a thief.
  At the discretion of the gamemaster, he might 
  chose to roll the skill checks for some of these skills 
  in secret, that way the character practising those 
  skills will not be sure if he succeeded or failed in his 
  task. Is there a trap in the alcove with the jewelled 
  statue? Did I conceal that stash safely from prying 
  eyes? etc. Sometimes only time will tell…
  Administer Poisons and Drugs Undetected.
  Attributes: ................. Intellect & Discipline
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Assassination sometimes involves stealthily 
  administering drugs or poisons to an unsuspecting 
  victim. When done in secret the TSC% applies to 
  spotting an opportunity to complete the action 
  without being interrupted. When done in public 
  it avoids detection from onlookers, but the skill 
  is at ½ PSF% as the chances of being spotted 
  are greater than interruptions for a deed done 
  in secret. The Table - Administer Poisons Results 
  shows how successful the poisoner has been.
  The skill may be resisted by anyone with Detecting 
  Thievery or Administer Poisons and Drugs Undetected, 
  they can make a skill check - PSF% of the poisoner to see 
  if he spots the attempt. The observer must have a clear 
  view to the poisoner in order to be able make a skill roll.
  Success 
  with Crit  
  Die
  Result
  01 - 09
  No one notices the character has 
  administered the poison.
  10
  The act went unnoticed. The drug or 
  poison has a maximum effect, the victim 
  does no make a roll to counter the 
  effects on the first check, which buys the 
  poisoner time to make himself scarce.
  Failure  
  with Crit  
  Die
  Result
  01 - 09
  No opportunity arises to administer 
  the drug or poison.
  10
  The character is caught in the act
  Table - Administer Poison Results
  Backstabs will not instantly kill a player character: 
  these are the heroes of the story you are telling and 
  they would never exit a story in such a simplistic and 
  brutal manner. They are to leave battling dragons or evil 
  necromancers. The best a good backstab can do to a 
  character is a severe blow leading to unconsciousness.
  A backstabbing attempt is not normally part of a 
  combat round, but should happen this way then it 
  takes +3 AP to deliver the blow. The assassin needs 
  more time to select his target of vital area to strike. The 
  backstab is normally delivered to the neck, upper back, 
  lower back areas. Upper arms and leg cuts can be lethal 
  from bleeding via severing of the femoral or brachial 
  artery but this takes a longer time, unconscious after 
  a minute and death following up to 4 minutes later.
  The success chance of any backstab is 
  based on the lower of the weapon skill or 
  the backstabbing as modified by the table 
  Backstabbing Location Modifiers below.
  The table - Backstabbing Results show the 
  outcome of the attempt at backstabbing. If 
  successful and the character scores a critical hit, 
  it is based on that of the weapon used, with a 
  bonus of +1 to the Crit Die for every 20% (round 
  up) the character has in Backstabbing skill. 
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  206
  Back Stab Example
  A warrior wearing armour, giving -6 hit points 
  of protection, guards the door to the Barbican 
  of Castle Benarmon. Behind lurks the skilled 
  assassin Gian-Carlo Venuti with STR 12. 
  Successfully sneaking up to striking range, Gian-
  Carlo stabs to the back torso with his poignard. 
  He has Knife & Dagger Fighting at 63 PSF% and 
  Backstabbing at 35 PSF%.  His Backstabbing 
  PSF% gives him 35 / 20 = +2 to Crit Die.  
  Due to his Backstabbing being lower than his 
  Knife & Dagger Fighting skill he has to make his 
  skill roll against his Backstabbing skill.  As he is 
  aiming for the warrior's torso (chest) he gains a 
  bonus of +10%.  He strikes successfully with Crit 
  Die 08 which gives him a modified Crit Die of 8 
  + 2 = 10 (a Critical Hit).  Thus he does 2 damage 
  (Poignard) + 3 (Attribute Bonus) + 2 (Skill Bonus) + 
  10 (adjusted Crit Die roll) = 17 points of damage. 
  Subtracting -6 points for armour absorption, 
  the remaining 11 points triples to 33 points of 
  damage straight to Body.  Add to that a second 
  D10 roll due to it being a Critical Hit, which was 
  5, the total damage is 38 points compared to the 
  guard's total of 38 Body Points. A check is now 
  made for the effects of a targeted Critical Hit to 
  the torso and find that the guard is down and 
  dying, bleeding at 3 Body per combat round, so 
  will pose no further threat to Gian-Carlo Venuti.
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  207
  Success 
  with Crit  
  Die
  Result
  01 - 09
  Double the normal damage for the weapon, 
  after taking armour into account. All damage 
  is against the body levels and is counted 
  as a critical hit, so the damage done should 
  be compared to the normal critical hits
  10
  Triple the normal damage after armour 
  is taken into account and the normal 
  second critical die roll without taking 
  armour into account is also inflicted. 
  Failure  
  with Crit  
  Die
  Result
  01 - 09
  A clean miss because the weapon scraped 
  against armour and was deflected or 
  the victim moved at the last second.
  10
  A dropped weapon, the backstabber is badly off 
  balance for one round so that anyone attacking 
  him will gain a bonus of 50% to their TSC%
  Table - Backstabbing Results
  Concealing & Finding
  Attributes: ................. Wisdom & Intellect
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  The character has developed an eye for concealing 
  items and finding those things that have been hidden. 
  All characters may hide things or try to find things 
  that are hidden, of course; however, it only becomes 
  a resisted skill once a character has at least basic 
  knowledge. In addition to the PSF% of the concealer, 
  the Gamemaster may, at his discretion impose 
  penalties of between -10 and -30% on finding an 
  item based on the method of concealment used. 
  Detecting Thievery
  Attributes: ................. Wisdom & Agility
  Level: ......................... DF: 5 BCS 20%; 700 Exp
  The skill enables the character to detect someone 
  committing thievish activity, like stealth of thieves 
  and assassins or picking pockets. It also gives the 
  character the ability to spot suspicious individuals from 
  the way they are acting, then focusing attention on 
  them and possibly catching them in the act. The skill 
  applies to both spotting someone picking your own 
  pocket or scanning an area over a radius of 30 feet and 
  detecting any thief about his unsavoury business. 
  Detecting Mantraps
  Attributes: ................. Wisdom & Intellect
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... Detecting Mantraps
  The character has training and experience 
  in spotting camouflaged mantraps. 
  Disguises
  Attributes: ................. Wisdom & Intellect
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  The character has training and experience in the art 
  of changing his looks and masking his true identity. 
  The skill is related to the Arts and Entertainment 
  skill of Acting: Costume and Makeup. It also enable 
  a beggar to put on the guise of someone who is 
  crippled or horribly disfigured. It involved a little 
  acting ability, as a good disguise depends on 
  behaving so that one blends into the crowd.
  A spotter who knows the character in disguise, give 
  the character a penalty of 15% to his TSC%; if the 
  person knows the character very well or intimately 
  then a penalty of -25% to his TSC% is reasonable.
  Evaluating Goods
  Attributes: ................. Wisdom & Intellect
  Level: ......................... DF: 2 BCS 50%; 400 Exp
  Through experience is able to make a fair assessment 
  of the worth of an item. Anyone with specialised skill 
  is able to evaluate with a greater accuracy; therefore a 
  goldsmith or silversmith can appraise a piece of jewellery, 
  a weaponsmith can better estimate the value of a sword 
  and so on. The thievish skill of Evaluating Goods enables a 
  character to estimate an item's worth to within a +/- 50% 
  range. The higher the Crit Die on a success the close to the 
  correct value he gets. A failure and a high Crit Die result 
  indicates a wildly flawed assessment of the items price.
  Any character may spend 100 Exp to add a speciality with 
  evaluating a specific type merchandise, for example cloth. 
  These specialities add +15 to the Evaluate Goods TSC% 
  Target Area
  Modifier
  Neck
  +10%
  Upper Back
  -10%
  Lower Back
  -5%
  Table- Backstabbing Location Modifiers
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  208
  Garrotting 
  Attributes: ................. Strength & Agility
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  [TR] The character has been trained in the art of 
  wrapping a thin but strong wire or silk garrotte 
  around the neck of an unsuspecting victim. As with 
  the skill Backstabbing, the character attempting to 
  garrotte will probably employ Stealth of Thieves 
  and Assassins to enable him to approach his 
  target from behind to get within striking range. 
  Alternatively he must be in place and able to slip 
  the garrotte around the victim’s neck by ambush. 
  The victim must not suspect his intentions. 
  Table - Garrotting Results shows the 
  effects the character has achieved.
  As with Backstabbing, garrotting should not kill 
  PCs, but render them unconscious instead.
  Hearing Rumours
  Attributes: ................. Discipline x2
  Level: ......................... DF: 2 BCS 50%; 400 Exp
  The character has a knack with gleaning bits of 
  information, gossip, hearsay etc. about people, events 
  or items. The Gamemaster will decide upon the 
  length of time it takes for such details to come to the 
  character's ear. Table - Hearing Rumours Results below 
  shows what the character has managed to glean. 
  Success 
  Crit  Die
  Result
  01- 08 
  The character picks up reliable information 
  that could prove useful or profitable. 
  The higher the Crit Die the more reliable 
  and detailed the information.
  09-10
  The character has detailed, highly 
  accurate information on what he 
  has been trying to find out.
  Failure  
  Crit  Die
  Result
  01 - 09
  The character has information that 
  may be of use but it is also somewhat 
  unreliable or misleading. The lower the 
  Crit Die result the less accurate and 
  reliable the information will be.
  10
  The character’s sources have dried up, 
  so he is able to hear nothing of value 
  or anything he does manage to hear is 
  untrue or contains serious errors
  Table - Hearing Rumours Results
  Neck protection (coif, plate, gorget etc..) eliminated the 
  lethality of any strangulation weapons. Success merely 
  gives the strangler a hold on his victim from behind. 
  This can maximise the chances of another character 
  to score a hit, as the restrained victim has his ability to 
  evade or counter restricted. A success with a Crit Die 
  of 09-10 cuts off any sounds the victim might make, 
  beyond a gurgle or a wheeze. To break the hold the 
  victim must succeed in a STR AR - Garrotter’s PSF%
  Success 
  with Crit  
  Die
  Result
  01 - 08
  The strangling cord is successfully placed 
  around the victims neck, cutting off all 
  sound. It does damage of 1D10 + STR per 
  combat turn the attacker can keep it in place. 
  The victim can try to break free of the hold 
  with a STR AR +PSF% of the attacker.
  09 - 10
  There is a possibility of an instant kill. It 
  does damage of 2D10 + twice STR of 
  attacker. Check against critical hits to 
  the neck to see if the damage is lethal. If 
  so, then the victim's larynx is crushed or 
  his neck broken rendering him dead.
  Failure  
  with Crit  
  Die
  Result
  01 - 09
  Garrotter fails to place the garrotte 
  around the victims neck
  10
  The Garrotter fails to place the garrotte 
  around the victims neck and is also off 
  balance. He loses a 2D10% (min 5%) when 
  defending himself against counter attacks, 
  or loses ½ his AP if trying to move away
  Table - Garrotting Results
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  209
  Success 
  with Crit  
  Die
  Result
  01 - 07
  A subduing blow equal to ½ standard weapon 
  damage. Target must make CON AR + 
  PSF% of mugger to remain conscious
  08 - 09
  A subduing blow equal to weapon damage 
  + Crit Die. Target must make a CON AR + 
  PSF% of mugger to remain conscious. 
  10
  A subduing blow equal to weapon damage 
  + Crit Die. Target must make a CON AR 
  +20% + PSF% of mugger to stay conscious
  Failure  
  with Crit  
  Die
  Result
  01 - 09
  A glancing blow that does no 
  damage or effect to the target
  10
  The mugger fails and is also off balance. 
  He suffers a penalty of -2D10% (min 5%) 
  when defending himself against counter 
  attacks. Or ½ his AP if trying to move away
  Table - Mugging Results
  Mugging
  Attributes: ................. Strength x2
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  A skill for the more discerning of shadow creepers, 
  this skill is similar to backstabbing; although with 
  the purpose of rendering the target incapacitated. 
  The character has skill at delivering a blow with 
  a blackjack, sandbag or club to render the target 
  unconscious, ideally. He uses the skill Stealth of 
  Thieves and Assassins to get close unnoticed, 
  before delivering his blow. Any head protection 
  the target might be wearing will not protect 
  against a successful Mugging first strike. Table 
  below Mugging Results give the details of the 
  effects of the blows from the Crit Die result.
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  210
  Success 
  with Crit  
  Die
  Result
  01 - 09
  The lock has been picked
  10
  The lock has been picked with consummate 
  ease regardless of the lock's difficulty
  Failure  
  with Crit  
  Die
  Result
  01 - 08
  The thief has not yet figured out 
  how to manipulate the wards
  09 - 10
  The thief is having trouble with the lock. 
  Increase the time need for the next attempt 
  and increase the lock's difficulty by 10%
  Table - Lock Picking Results
  Success 
  with Crit  
  Die
  Result
  01 - 09
  The pocket has been picked and 
  the contents removed
  10
  The pocket has been picked and the contents 
  safely removed, they will not be missed for 
  10 minutes x Level in Picking Pockets
  Failure  
  with Crit  
  Die
  Result
  01 - 08
  The thief has not succeeded in making the theft
  09 - 10
  The thief has bumped and bungled 
  badly enough to be detected. He has 
  a penalty of 2D10% (min 5%) when 
  defending himself against a counter 
  attack, or ½ AP if trying to move away.
  Table - Picking Pockets Results
  Picking Locks
  Attributes: ................. Intellect & Dexterity
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  Locks of the early days were large, clumsy and only 
  deterred those who were unskilled and had no 
  knowledge of their workings. A skilled thief had 
  little trouble with his bag of tools and knowledge 
  of the locks workings. Using beeswax, he could 
  make an imprint of the key, if it was available to 
  him, then the TSC% represents the quality of his 
  reproduction, no penalties for complexity and 
  difficulty will apply when the key is made. The table 
  below, Picking Locks Results, shows how effective 
  his efforts have been based on the Crit Die roll.
  The Gamemaster will decide the difficulty of the lock 
  by assigning it a penalty to open between 0 and 
  -50% to reflect the complexity of the mechanism 
  and its strength. It is only after a thief has tried 
  and failed to pick a lock that he can gauge the 
  penalties he has to face with picking that lock.
  The other factor that the Gamemaster needs to decide 
  is the time required to make the picking attempt, with 
  most average locks taking anywhere from 15 seconds 
  to 2 minutes. Those of exceptional craftsmanship  
  may require up to 5 minutes per attempt. With three 
  failures at picking a lock the thief is considered to be 
  baffled by the mechanisms and cannot open the lock 
  with his skill at this time. More forceful, destructive 
  and noisy methods are required and the hammer and 
  chisel should always be included in a burglary kit. 
  Picking Pockets & Cutting Purses
  Attributes: ................. Intellect & Dexterity
  Level: ......................... DF: 3 BCS 40%; 500 Exp
  This is the classic bread and butter skill of the street 
  urchin. Unwary market goers and crowded tavern 
  dwellers all have the contents of their pockets and 
  purses at risk without realising it. Anyone with the 
  skill Detect Thievery can detect the attempt on 
  their wealth by rolling his own TSC% - PSF% of the 
  pick pocket. The result based on the Crit Die roll are 
  shown on the table below, Picking Pocket Results. 
  Those character's who also have training in Sleight 
  of Hand and make a successful skill roll on this 
  before attempting to pick a pocket may add 
  +2% x Crit die result to their TSC% in the Picking 
  Pockets and Cutting Purses for the attempt. 
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  211
  Setting & Disarming Mantraps
  Attributes: ................. Intellect & Dexterity
  Level: ......................... DF: 4 BCS 30%; 600 Exp 
  The character has skill, training and experience in 
  how to design, build and set mantraps or booby 
  traps, to be used against sentient beings (people). 
  A failure at design or setting up the traps means 
  that it does not activate when triggered by the 
  target. A success at design sets the difficulty level of 
  the trap at the designer's PSF%; so any attempt at 
  disarming will be resisted at the traps difficulty level. 
  A successful roll in setting the trap and the device 
  will activate when the target triggers a device.
  This skill does not include the hiding or camouflage 
  of the device which requires the skill conceal 
  object to mask its presence from the target. 
  The character can also disarm mantraps with 
  this skill. A skill roll is made and the result is 
  compared to the table - Setting and Disarming 
  Mantraps Results to see one’s success chances.
  The gamemaster may decide to roll the dice for the 
  character skill roll with this skill in secret, so as to have a 
  wide discretion when playing it out. Depending on what 
  he learns the character may then attempt a disarming. 
  Imaginative handling of this by the gamemaster 
  can make for some high energy tension around the 
  game table until the outcome is finally known. 
  Skulking in Shadows
  Attributes: ................. Agility & Discipline
  Level: ......................... DF: 4 BCS 30%; 600 Exp 
  The character is adept at hiding while in shadows and 
  this skill works in a similar way to the outdoor skill 
  Blending into Surroundings. However camouflage 
  would be dark clothing rather than clothes suited to 
  hiding in a forest or other wilderness setting. Using 
  super dark variations of a colour is preferred like 
  blues, browns, greys etc. as  a camouflage colour, 
  totally black one colour clothing is too black and 
  stands out from the subtle shadows of the night.
  Stealth of Thieves & Assassins
  Attributes: ................. Agility & Discipline
  Level: ......................... DF: 4 BCS 30%; 600 Exp 
  The character is able to avoid being detected and is 
  able to close the distance on someone to within 30 
  feet using various techniques such as cover, shadows, 
  blending into the crowd and just looking like an 
  innocent bystander. The end result of this might be 
  picking a pocket or delivering a blow such as a mugging 
  or worse a backstabbing. If successful subtract his PSF% 
  from his quarry’s chance of detecting him. In urban 
  setting he could be trailing, tracking his subject for 
  information gathering purposes on his movements.
  The gamemaster may decide to impose penalties on the 
  skill roll between -10% and -30% depending upon the 
  circumstances. A failure means a detection roll can be 
  made to spot him if he is within sight or hearing range. 
  This skill can be used at ½ PSF% in a wilderness 
  setting in place of the Forester’s Stealth skill. 
  Success 
  with Crit  
  Die
  Result
  01 - 09
  The character has a good idea of how 
  the trap works and knows the odds. He 
  also has a chance of springing the trap 
  safely if he cannot disarm it. If he fails to 
  disarm the trap, a Crit Die result of 07-10 
  means he has safely sprung the trap.
  10
  The character knows how to disarm 
  the trap and does so with ease.
  Failure  
  with Crit  
  Die
  Result
  01 - 08
  The character can only guess at 
  the odds and will not safely spring 
  the trap if he fails to disarm.
  09 - 10
  The gamemaster may lie through his teeth 
  and tell the character he knows the odds 
  when he is wildly off in his guesstimate
  Table - Disarming Mantrap Results
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  212
  Success 
  with Crit  
  Die
  Result
  01 - 07
  The person gives away some worthwhile 
  leads to follow up, but not the 
  information nor the contact he seeks
  08 - 10
  The person places him in contact 
  with the person he is seeking. How 
  well he role plays will determine the 
  amount of information he obtains.
  Failure  
  with Crit  
  Die
  Result
  01 - 07
  The question may lead to a blank look or 
  a suspicious frown. He either spoke to 
  the wrong person or raised the interest 
  of an underworld figure. If he moves 
  on, he will perhaps get away with it.
  08 - 10
  The question causes honest folk to 
  become very suspicious and denounce 
  the enquirer. Underworld figures will be 
  highly suspicious and must be won over 
  before they will trust the character
  Table - Streetwise Results
  Streetwise
  Attributes: ................. Intellect & Wisdom
  Level: ......................... DF: 4 BCS 30%; 600 Exp 
  The character has caroused and brown nosed, greased 
  palms and done deals with and knows how things work 
  in the streets of cities and towns. He does not take long 
  in searching out who is who in a city, town or village. 
  He can make contact with the members of the local 
  thieves guild and other useful street folk. Once accepted 
  he can more easily obtain information not available to 
  the honest folks. This skill is the measure of his ability 
  to pick the right person to question on matters of a less 
  than law-worthy nature. See the table Streetwise Results 
  for how successful his choice of person has been, 
  based on his success or failure with the Crit Die result.
  Once the roll has been made and the character has 
  made a contact the player must role-play the situation 
  he finds himself in. Streetwise is not a ‘Do It All’ skill it will 
  only open the right door wide enough for the player to 
  show his cunning and exploit the contact for the insider 
  information he needs. The liberal use of charismatic 
  skills may always improve his situation in such a role. 
  If he fails he interacts with some honest townsfolk 
  the character may have to use those charismatic 
  skills to fast talk and back-pedal his way out of 
  what could be a lot of trouble and a gaol cell. 
  A con may be in order, either that or some slick 
  silver-tongued waffle in role from the player. 
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  213
  Artefact Lore
  Attributes: ................. Intellect x2
  Level: ......................... DF: 6 BCS 10%; 800 Exp 
  The character has spent long hours seeking the 
  knowledge of ancient and powerful items. The 
  gamemaster may apply modifiers if the character is not 
  familiar with the area the item is from. The character 
  can recognise information about the ancient items that 
  have been recorded in history or myth and legend. The 
  more obscure the item, the lesser known it is, the less 
  likely that the character has the information at hand.
  The penalties imposed for finding such information 
  might greatly extend the time before he allows 
  the mage to make a roll for success or failure.
  The character must have basic knowledge of 
  Lore History and Legend skill to be fully effective 
  with his Artefact Lore; otherwise he may only 
  apply ½ his PSF% when using this skill.
  He gains a bonus in TSC% Artefact Lore of +1% per 
  5% PSF he has in the appropriate History and Legend 
  skill that has a bearing upon the subject of his search. 
  If the character Artefact Lore TSC% bonus is greater  
  +13% he also gains a +1 to the Crit Die roll.  Use 
  the table Lore Research in order to determine the 
  outcome of his Artefact Lore investigation accuracy.
  Materia Magicka
  This set of skills deals with lore concerning a wide 
  range of Magickal subjects. In old scrolls and dusty 
  manuscripts, the enquiring mind will search out the 
  secrets of the ancients who came before him: they made 
  all the mistakes and efforts and now he can ride their 
  successes. The laws that govern the practice of magick 
  itself lie at the very heart of this Arcane lore, thus the 
  true mage will attain the Materia Magicka skills with a 
  special fervour to win a greater understanding of the 
  powerful forces he seeks to invoke, control and subdue. 
  The mage will attempt a reading of the omens to 
  determine if auspicious or inauspicious at the moment 
  he is to perform any important Magickal action. He 
  seeks knowledge about strange beasts, enchanted races 
  and the Magickal beings of the Astral realms, ghosts, 
  demons, spirits or all sorts and motives who he might 
  encounter in his exploration of the arcane.  All these 
  and many other topics considered dangerous, occult, 
  forbidden are the substance of the Materia Magicka.
  Demonology
  Attributes: ................. Intellect x2
  Level: ......................... DF: 5 BCS 20%; 700 Exp 
  Through book learning, tuition from a summoner 
  or direct experience, the character has knowledge 
  of demons, how to identify certain types or specific 
  individuals, how to summon and bind them as 
  well as protect against them. The summoning 
  method, as well as a mode of magick that has 
  summoning spells, is necessary to actually 
  perform a summoning to bring forth a demon. 
  When using this skill to make a determination of 
  a demon, a successful Crit Die roll of 10 mean that 
  he has learned the secret name of the demon he is 
  summoning. The secret name has a special power 
  over demons. He must remain in the binding circle 
  for up to an hour or until dismissed and listen to the 
  magus. He cannot attack the magus or any other 
  within the protection of the magick circle; neither can 
  he attempt to escape until the hour is passed or until 
  the mage make an attack upon the demon. The mage 
  may chastise the demon however, with an Eldritch 
  attack, see the spells section for further details. 
  Use the table - Lore Research page 179, in 
  order to determine the outcome of a Demon 
  Lore skill roll for investigation accuracy of the 
  data. Details of Demons and their abilities and 
  skills can be found in the bestiary section.
  Interpret the Omens 
  Attributes: ................. Wisdom & Discipline
  Level: ......................... DF: 5 BCS 20%; 700 Exp 
  [TR]The character has learned how to make prophesy 
  from reading omens that presage the future through 
  the charting of the stars (astrology), reading the 
  entrails (haruspex or Augury), throwing of the 
  runestones, reading tarot cards, or scrying through 
  a crystal ball. The player must chose one specific 
  method when his character first learns this skill. 
  See the table - Methods of Divination Page 214.
  On a successful roll, the Crit Die will show the 
  gamemaster how much information the character 
  learns. Higher rolls should yield more detailed and 
  accurate data while failure and low Crit Die rolls will 
  give scant and sometime misleading information 
  though it will always concern the subject. 
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  214
  The gamemaster might, in order to limit the power 
  of this ability, roll the dice in secret, that way leaving 
  the player in doubt as to the accuracy and his level 
  of potential failure or success.  The answers should 
  always be given in a general manner covering broad 
  trends rather than specifics. “The man in the long 
  garb has a cloud of evil over him.” Does this mean 
  the man is evil or he is being targeted by evil? 
  Alternatively, for the more creative, the answer 
  could come as a riddle, something the GM has 
  come up with in advance, or the character could 
  use the extended Riddling skill to pick apart the 
  clues, see more on that skill for a breakdown. 
  A character can pick up other forms of divination by 
  expending an extra 900 Exp per form of divination. 
  The extra forms are then raised in level separately 
  from the initial from the first at the usual cost. 
  Each area of divination will add +10% to the TSC% 
  of the divination skill if that specialised form of 
  divination is employed to Interpret the Omens.
  Type
  Method
  Aeromancy
  Interpreting clouds 
  Cartomancy
  Reading Tarot Cards
  Critomancy
  Interpreting burnt offerings of food
  Daphnomancy
  Interpreting the crackle of 
  burning laurel branches 
  Haruspication
  Reading the entrails
  Hippomancy
  Interpreting the behaviour of horses
  Hydromancy
  Interpreting the flow, colour, 
  swirl, ripples and ebb of water 
  Radiesthesia
  Reading the divination-wheel
  Astrology
  Interpreting the movement of planets 
  against the constellations of stars
  Oneiromancy
  Interpreting dreams 
  Pyromancy
  Reading the fires 
  Rhabdomancy
  Reading the yew rods/runes
  Scapulomancy
  Interpreting the cracking of scapulae 
  (shoulder bones) placed in a fire
  Ornithomancy
  Interpreting the cry and 
  flight patterns of birds 
  Sortilege
  Casting of lots
  Table - Methods of Divination
  Faerie Lore
  Attributes: ................. Intellect x2
  Level: ......................... DF: 3 BCS 140%; 500 Exp 
  The character has knowledge of, or experience 
  with the faerie races such as brownies, pixies, elves, 
  sprite or dryads. The character makes a skill check 
  when they come across members of the fey races 
  to identify them. The skill can be used to identify 
  places where such races might be living, discern the 
  signs of their presence in an area; and be aware of 
  their customs and manners. The character is also 
  aware of the weaknesses of such creatures and 
  can recognise the tricks that they might play.
  Use the Lore Research table Page 179 in order 
  to determine what information has come from his 
  investigations and the accuracy of his data. On a 
  critical success the character knows a lesser known 
  weakness of the fey creature he is studying.
  The bestiary section will have more details 
  about these creatures, their social organisation, 
  manners and vulnerabilities etc.
  Lore of Correspondences 
  Attributes: ................. Intellect x2
  Level: ......................... DF: 5 BCS 20%; 700 Exp 
  [TR] This skill concentrates more on the Magickal 
  nature and uses of materials rather than the source 
  they come from. For example, a successful role will 
  tell the user that Centaur Hide is aligned with the 
  element of Earth and once prepared correctly the 
  hide can acquire certain innate properties. This skill 
  would not give the mage any knowledge of how to 
  find a centaur, its social habits, manner etc. The skill 
  also applies to plants and minerals with the same 
  limitations. A mage might know that brass and bay 
  are attuned to fire and bay has purifying properties, 
  the skill however would not give any details of how to 
  create brass or where you might harvest bay from. 
  Laws of Magick
  Attributes: ................. Intellect x2
  Level: ......................... DF: 3 BCS 40%; 500 Exp 
  This skill gives the character the knowledge of the 
  many types of laws that govern the realms of magick. 
  It is considered a prerequisite for any spell casting 
  activity. A mage without this skill is at a penalty of -15% 
  to his TSC% in any of the methods of magick or spell 
  casting. Of these laws many give bonuses to a mage 
  as shown in the table Laws of Magick. The Casting 
  mage may chose a skills roll against laws of magick, 
  prior to casting to apply one of the laws to the spell.
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  215
  Lore of the Dead
  Attributes: ................. Intellect x2
  Level: ......................... DF: 3 BCS 40%; 500 Exp 
  The skill gives the character knowledge about 
  those creatures of the undead, details on their 
  vulnerabilities, haunts, and other facts that would 
  be occult to the average person. Use the Lore 
  Research table Page 179 in order to determine 
  what information has come from his investigations 
  and the accuracy of his data. On a critical success 
  the character knows a lesser known weakness of 
  the undead he is studying. The bestiary section will 
  have more details about these creatures, their social 
  organisation, manners and vulnerabilities etc.
  Magickal Beast Lore
  Attributes: ................. Intellect x2
  Level: ......................... DF: 4 BCS 30%; 600 Exp 
  The skill gives an indication of the character's 
  knowledge or experience with various Magickal beasts 
  such as Trolls, Unicorns and Dragons etc. The character 
  can use this skill to identify Magickal beasts, discern 
  their habits and commonly known weaknesses. Use the 
  Lore research table Page 179 in order to determine 
  what information has come from his investigations 
  and the accuracy of his data. On a critical success 
  the character knows a lesser-known weakness of 
  the Magickal Beast he is studying. The bestiary will 
  have more details about these creatures, their social 
  organisation, manners and vulnerabilities etc.
  Magickal & Enchanted Races Lore
  Attributes: ................. Intellect x2
  Level: ......................... DF: 3 BCS 40%; 500 Exp 
  This skill gives an indication of the character's 
  knowledge or experience with the Magickal 
  and enchanted races such as Dwarves, Elves, 
  Gnomes, Goblins, Orcs, Trolls, Ogres, Giants etc. 
  Characters with this skill may make a roll when 
  they come into contact with a member of such 
  a race to identify them and aspects about them. 
  They will have knowledge of the locations that 
  such creatures inhabit, signs of their presence and 
  familiarity of their customs and manners as well 
  as vulnerabilities. Use the Lore Research table 
  Page 179 in order to determine what information 
  has come from his investigations and the accuracy 
  of his data. On a critical success the character's 
  knows a lesser known weakness of the Magickal 
  & Enchanted Race he is studying. The bestiary will 
  have more details about these creatures, their social 
  organisation, manners and vulnerabilities etc.
  Success 
  with Crit  
  Die
  Result
  01 - 07
  The caster can apply the effects of a single law
  08 - 09
  The caster can apply the effects of two laws
  10
  The caster can apply the effects of three laws
  Failure  
  with Crit  
  Die
  Result
  01 - 07
  The chosen law has no effect
  08 - 09
  The chosen law has its effects reversed
  10
  As well as the law's effects being 
  reversed, an additonal law at the game 
  masters discretion is also reversed
  Table - Law of Magick Results
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  216
  Law
  Effect
  Law
  Effect
  Resistance
  The character can obtain a +/–10% modifier to his MR by spending 1 FP.
  Names
  The Mage gains the ability to use a person’s name 
  in targeting (see the section on Applying the Laws of 
  Magick in Chapter – Spells for further details).
  Personalities
  The character gains a bonus of +10% to targeting.
  Invocation
  The Mage gains the ability to invoke Spirits to assist in 
  spell casting (see the section on Applying the Laws of 
  Magick in Chapter  Spells  for  further details).
  Reciprocity
  Reduces FP costs when spell casting  by 1 FP 
  (minimum cost remains at 1 FP).
  Evocation
  This  Law  allows  the  Mage  to  double  any  other 
  bonuses gained for Summoning spells.
  Harmony
  Allows Crit Die re-rolls on failed skill rolls.
  Words of Power
  This allows the Mage to reduce the casting time of spells. For the cost 
  of –5% to Targeting or the cost of 2 FP he can reduce the casting time 
  by 1 AP off the casting time. However, in times of need he could reduce 
  casting time by 2 AP but at a cost of 4 FP and –10% to targeting.
  Polarity
  Allows the mage the ability to link spells of opposing 
  elements, e.g. water and fire, air and earth.
  Energy Control
  Knowledge of this Law allows the Mage to reduce the cost 
  of a spell by 1 FP for every full 5 points of cost.
  Personal 
  Reality
  The character gains a bonus of +10% to his TSC% when 
  using Illusion and Transcendental Methods of Magick.
  Enchanted Objects
  A Mage familiar with this Law can reduce the 
  cost of enchanting materials by 1 FP.
  Paradoxes
  The  character  gains  the ability  to  use  area  effect spells to affect 
  specific individuals.  He is able to use a maximum of 1 x ML spells.
  Quantity
  The mage can enchant specific materials at half the normal 
  time.  A Mage should specify a material for each ML.
  Contrariness
  If a Mage has knowledge of this Law he is able to cast 
  spells in magick dead areas to a maximum MR of equal to 
  or less than half of the Mages ML (rounded down).
  Personal 
  Attunement
  This Law allows a Mage to make an item specific to a  person,  whereby  
  only  that  named  person  can activate spell effects within the item.
  Spells
  With knowledge of this Law the Mage can trade of 1 FP for the 
  ability to increase or reduce by 1 ML  the effects of a spell.
  Causation
  This Law allows a Mage to further study a fully learned spell. For every 
  additional period spent studying a spell (equal to the total time needed 
  to study the spell a Mage can select  either –1 AP to casting time, -1 
  Fatigue loss, a bonus of +10% to targeting or +1 to the Crit Die.
  Objects
  The  Mage  understands  better  the  way  spirits  are 
  involved in Magick and he uses this knowledge to reduce 
  the time required to enchant materials.  Sub- tract 1 day 
  per ML from the time required to enchant materials.
  Focus
  This is the ability to trigger spells in a focus at 
  a distance of up to 10 yards per ML.
  Association
  The  Mage  understands  better  the way spirits are involved in 
  Magick and uses this knowledge to reduce the time required to learn 
  subtract 1 day per ML from the time required to learn a spell.
  Discharge & 
  Recharge
  This Law is required to create items with automatic recharge ability.
  Contracts
  Spells using touch gain a bonus of +10% to targeting 
  by Mages with knowledge of this Law. They also 
  gain +5% to targeting with items touched.
  Sympathetic 
  Magick
  The Mage gains a bonus of +10% to targeting individuals.
  Possession
  The Mage gains a bonus of +5% to targeting with Command spells.
  Table - Laws of Magick
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  217
  Spell Enhancement 
  Attributes: ................. Discipline x2
  Level: ......................... DF: 4 BCS 30%; 600 Exp 
  [TR] The character using this skill is able to enhance 
  his chance to cast spells successfully through practice 
  and meditation, with a limit to the number of fully 
  learnt spells he can enhance being equal to his ML. 
  For each day he spends 8 hours on practice and 
  meditation and gains a bonus of +2 to his PSF% in 
  casting the spells he is enhancing, up to a max of 
  +10%. This enhancement will last a number of days 
  equal to the total number of days spent enhancing 
  x ML; after which the caster will to lose -2% per day 
  until his casting chance returns to its normal level. 
  Spell Research 
  Attributes: ................. Intellect x2
  Level: ......................... DF: 4 BCS 30%; 600 Exp 
  [TR] This skill indicates that the mage has tricks and 
  techniques for learning spells by researching them 
  in books and scrolls. Of course the character will 
  need access to these sort of Arcane works probably 
  from some library; not all of which might contain 
  such sorcerous texts. The books must contain a 
  treatise on the method of magick he is researching; 
  for example if he is researching an illusion spell, his 
  source must contain works specifically on illusion, 
  not merely general magick texts or other methods.
  Ritual Preparation
  Attributes: ................. Intellect + Wisdom
  Level:  ........................ DF 4; n/a; 600 Exp; 6 SKP
  [TR] Using this skill allows a mage to make 
  additional preparations when casting any spell 
  with a casting time of ritual. These preparations 
  may be made up to a day in advance.
  Making preparations for a ritual takes the same amount 
  of time as performing the ritual itself, generally it also 
  requires additional materials; depending on what 
  action one is attempting to perform. Using a particular 
  specialisation requires a skill check, with a penalty of 
  -10% for every type of preparation after the first.
  When first learning ritual preparations one must 
  choose a speciality, further specialities can be 
  added at the cost of 500 experience points.
  Purification: 
  Purifications use rigorous cleaning and incense 
  to rid the area of any sympathetic contamination, 
  such as hair and skin that could affect the ritual. 
  Performing this preparation uses 3 quantities of 
  any material described as purifying and adds the 
  caster's ML + Crit Die to any subsequent rolls.
  Sacrifice: 
  Any living creature can be prepared to be sacrificed 
  during the ritual. The sacrifice must be made during 
  the ritual using a specially constructed sacrificial knife. 
  This knife must contain 5 of the 22 correspondences 
  of the mage’s birth sign and 1 quantity of iron, all 
  enchanted to MR 0. When the sacrifice is made the FP 
  cost of the ritual is reduced by 1/4 of the body points of 
  an animal or ¾ of the body points of a sentient being. 
  The sacrifice, needless to say, is killed during the ritual.
  Research
  Using this aspect of ritual preparations involves 
  the use of a treatise on the method of Magick 
  or a spell book containing the spell. Using the 
  research preparation adds +30% to the INT AR 
  roll for casting partially learned ritual spells.
  Empowerment
  Empowerment allows a mage to add extra fatigue 
  during the ritual in order to reduce the target's 
  resistance. The resistance of the target is reduced 
  by 3 PSF% for each additional fatigue point spent. 
  An empowered spell is more difficult to target, 
  reducing the chance of targeting the spell by 1 
  TSC for each fatigue point spent. The mage using 
  empowerment must have a focus, to this focus is 
  added gems at MR 0 with the quality of energising, 
  the maximum amount of fatigue that can be spent is 
  equal to the energise value of the gems. So if amber 
  (energises +13 charges) and diamond (7 charges).
  Hasty preparations
  Hasty preparations are used to prepare a ritual to 
  be performed quicker. Once these preparations are 
  made the ritual can be performed in half the normal 
  time. This can be useful for preparing for an eventual 
  emergency, such as when one is expecting an attack.
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  218
  Given a library with relevant books in the methods 
  he is researching then a specialist requires (13-
  ML) x MR days of the spell he is searching for 
  information on to try to learn the spell. 
  If a Hex Master or a Power Word Mage does not 
  have the required access, they may still undertake 
  the research; however, it will take much longer. 
  Under these circumstances they will require (21-
  ML) x MR days of research to learn the spell.
  A non Mage needs a book and 10 
  days x MR to do research.
  At the end of this time he must make a successful 
  Spell Research roll and the Crit Die roll must be 
  equal or higher than the MR of the spell being 
  researched. Success gives a basic knowledge of 
  the spell and allows reduction of the MR to start 
  and to make if fully his to cast and control.
  Druids have an oral tradition and therefore do not use 
  books and scrolls to record the lore of their magicks. So 
  in addition to learning from a master they also consult 
  the sacred trees and use Read Oghams, a written form 
  of mage speech only taught to Druids. Research using 
  this method consists of meditating upon significance of 
  the oghams often, carved amongst relevant pictograms.
  Researching Original Spells (optional)
  Depending upon the campaign and the desires of 
  the gamemaster a Guild of Arcane Lore might have 
  tight control over how their wizards learn spells. 
  They might have call to restrict access to their library 
  of books. Magick might be incredibly rare and texts 
  or masters will be hard to come by. There might be 
  many reasons that a player character will want to 
  research an entirely new spell, a spell not listed in 
  these rules, something to solve a unique problem 
  perhaps. Here are some rules guidelines:
  • 
  The player should make his proposal in full to the 
  gamemaster in order to make sure that the spell is 
  acceptable and reasonable for the campaign world. 
  The exact nature and the effects of the spell should be 
  understood by both and clearly established in a written 
  spell description. The ranks and MR of the spell are 
  very important parts of the spell and should reflect its 
  complexity and power in comparison to the other spells 
  already in existence. Approval from the gamemaster 
  is required and his word is final in this matter as it is 
  his world that has to accommodate this new spell.
  • 
  The spell must fit within the Mage's modes of 
  magick; a necromancer could not do research 
  on a new plant spell as this method of magick is 
  closed to him. The gamemaster should deny any 
  original research of a spell that he feels does not 
  embody the mode of magick of the designer.
  • 
  A mage may only create new spells that have 
  an MR no higher than his Current ML.
  • 
  Once the original research project has been approved 
  the mage must spend 10 times the normal time for 
  his preliminary investigations and cogitations before 
  he can create a working formula for the new spell.
  • 
  He must make a successful Spell Research roll and 
  must roll 3 or higher than the MR of the spell being 
  researched on the Crit Die. Any failure will mean 
  starting all over from the basic principles to try to weed 
  out his errors. Success signals that the spell works.
  The success with a Crit Die result 3 or more higher than 
  the MR of the spell shows that the mage has acquired 
  basic knowledge of it. Once he has reduced the MR of 
  the spell to MR 0, he then knows the spell well enough 
  to teach it to others should he so desire, though mages 
  normally guard their powers and knowledge jealously. 
  As a general rule, no original research spell can 
  be developed that is above MR 7; however, once 
  a character has enough skill (TSC% above the 
  maximum skill chance available for Spell Research) 
  he gains a bonus to the Crit Die of +1 per 20% his 
  TSC% is above the minimum percentage chance. 
  Research at this level requires incredible skill.
  The gamemaster might decide to make the roll in secret 
  and state that a failure is a success. This is where the 
  Crit Die is very low and the signs are not obvious to 
  the mage that things aren’t going to go well. This gives 
  the opportunity, once the character has learned the 
  faulty spell, for some interesting and unusual effects 
  to occur that can lead to fun and interesting role-play. 
  The severity of these interesting and fun backfires 
  should be down to how low the success and Crit Die 
  were. Damaging and fatal flaws tend not to give much 
  in the way of story to follow, much better is some 
  lingering effect that the mage must then try to undo: 
  Embarrassment or some disability in an area perhaps. 
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  219
  Word of Guard 
   Attributes: ................ Intellect & Bardic Voice
  Level: ......................... DF: 4 BCS 30%; 600 Exp
  Resisted .................... PSF% of Caster
  [TR] The character has learned how to counter spells 
  by uttering the correct word of guard for that spell. He 
  must have at least basic knowledge in the spell being 
  cast. Upon beginning to cast the spell, the opposing 
  wizard may attempt to counter. He must be within range 
  to hear the casting wizard, as well as have fluency in the 
  language the spell is being cast in. Should the guarding 
  character not speak the language the spell is being cast 
  in or has not mastered fluency in it, he may still make 
  a skill roll, as he can asses the gestures and tone of 
  mantra to give him an idea of the spell that is coming.
  He may spend 1 FP to rush a word of guard, if the spell 
  being cast would not normally allow time to speak 
  the word of guard. Words of guard are rapid responses 
  to give protection in such situations, after all.
  A successful 1D100% roll is needed for the word to 
  take effect, the guarding character suffers a penalty 
  of -PSF% of the opposing caster in the mode of 
  Magecraft he is using to the target the spell.
  On a success with a word of guard the opposing spell 
  becomes a resisted roll and he must subtract the PSF% 
  of the guarding character’s mode of magick from his 
  success chance with the following possible results: -
  • 
  If both attacker and defender succeed in their 
  rolls the attacking spell is cast successfully.
  • 
  If the word of guard with a critical success 
  (10 on the Crit Die with a successful roll). The 
  attacking mage fails to cast his spell.
  • 
  If both have a success and Crit Die of 10 the spell goes 
  off; however its effects are as if it was a normal success.
  There is one mage who is almost undefeatable with a 
  word of guard and that is the thaumaturge, for he is able 
  to cast his spells by the use of powders and smokes. 
  These types of spells have no spoken component to 
  them to be heard, no gestures to see and interpret. 
  Lacking that knowledge how then would a mage 
  know which word of guard to use against his spells.
  Example
  The wizard Lubaird wants to counter a 
  fireball spell cast by the Black Mask, an evil 
  sorcerer. Lubaird knows the spell and the 
  language the Black Mask is using so he 
  can fully counter with his word of guard. 
  Lubaird spend 1 FP to hastily utter his 
  word of guard and subtracts The Black 
  Mask’s PSF% from his TSC% with word of 
  guard. He succeeds with his 1D100 roll.
  Now the Black Mask attempts to cast his 
  Fireball spell resisted by the interference of 
  Lubaird’s word of guard. He subtracts Lubaird’s 
  PSF% from his TSC% with the Fireball spell. He 
  fails this roll as the reduction from Lubaird’s 
  PSF% in words of Guard was too much of a 
  penalty to his roll. The fireball fizzles in front 
  of The Black Mask and with a popping noise 
  disappears leaving only a twist of smoke.
  Lubaird’s word of guard effectively short 
  circuited the Black Masks magick before 
  the effects could fully manifest themselves. 
  However, had the Black Mask succeeded on 
  his roll then the Crit Die would have to be 
  compared to see if the spell was cast or not. 
  If the spell had been successful any of 
  Lubaird’s allies in the area of effect would 
  have to make their dodge rolls to resist the 
  spell as normal. Similarly, if the spell had 
  been cast directly at Lubaird, he would still 
  have his normal defence against the spell. 
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  220
  Methods of Magick
  [TR] These are the very building blocks of magick 
  and form the areas of spell types. The character's 
  TSC% in the various methods are what gives him his 
  chance to cast spells from that method of magick.
  Basic Magick - Air
  Attributes:  ................ Intellect & Agility 
  Level:  ........................ DF 5; BCS 20%; 700 Exp
  This method governs the use of the various 
  component spells that govern the control 
  and use of the element of Air.
  Basic Magick - Earth
  Attributes:  ................ Intellect & Constitution 
  Level:  ........................ DF 5; BCS 20%; 700 Exp
  This method governs the use of the various 
  component spells that govern the control 
  and use of the element of Earth.
  Basic Magick - Fire
  Attributes:  ................ Intellect & Constitution 
  Level:  ........................ DF 5; BCS 20%; 700 Exp
  This method governs the use of the various 
  component spells that govern the control 
  and use of the element of Fire.
  Basic Magick - Water
  Attributes:  ................ Intellect & Agility 
  Level:  ........................ DF 5; BCS 20%; 700 Exp
  This method governs the use of the various 
  component spells that govern the control 
  and use of the element of Water.
  Arcane Magick
  Attributes:  ................ Intellect & Constitution 
  Level:  ........................ DF 6; BCS 10%; 800 Exp
  Arcane Magick enables the Magus to conjure pure 
  Magickal energy or 'mana' from extra-dimensional 
  sources. Arcane Magick is among the hardest of the 
  Magickal methods to learn and master and is truly 
  deserving of the name, Arcana or ‘Hidden Lore’
  Command
  Attributes:  ................ Intellect & Bardic Voice 
  Level:  ........................ DF 5; BCS 20%; 700 Exp
  This method involves the casting of spells which 
  influence the will of other living beings by the 
  use of charms or other commands which bend 
  the will of the target to that of the caster.
  Divination
  Attributes:  ................ Intellect & Wisdom 
  Level:  ........................ DF 5; BCS 20%; 700 Exp
  This method gives the user the ability to learn 
  and cast spells that enable the caster to seek 
  knowledge of the future or that knowledge 
  that remains hidden from sight.
  Illusion
  Attributes:  ................ Intellect & Wisdom 
  Level:  ........................ DF 4; BCS 30%; 600 Exp
  This enables the Mage to cast spells which 
  influences the perception of others and create a 
  deception in causing them to believe in something 
  that does not actually physically exist.
  Plants
  Attributes:  ................ Intellect & Discipline 
  Level:  ........................ DF 5; BCS 20%; 700 Exp
  This is the ability to cast spells that alter the physical, 
  attributes of plants or make use of plants in their casting.
  Summoning
  Attributes:  ................ Intellect & Constitution 
  Level:  ........................ DF 5; BCS 20%; 700 Exp
  This is the skill by which mages may bend the will of 
  spiritual beings, in order that they may appear in the 
  presence of the caster and do his bidding. A dangerous 
  art and subject to many pitfalls for the unwary.
  Transcendental
  Attributes:  ................ Intellect & Discipline 
  Level:  ........................ DF 5; BCS 20%; 500 Exp
  This method gives the Mage the ability to cast 
  spells that affect the inner being of the target, or 
  allow the caster to enter the Shadow Realms.
  Transmutation
  Attributes:  ................ Intellect & Constitution 
  Level:  ........................ DF 5; BCS 20%; 700 Exp
  This method governs the use of the various spells 
  that allow the caster to physically alter the shape and 
  nature of living creatures and inanimate objects.
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  221
  Wards
  Attributes:  ................ Intellect & Constitution 
  Level:  ........................ DF 5; BCS 20%; 700 Exp
  Intrinsic to most Magick is the ability to protect oneself 
  from the effects of those spells cast by yourself or those 
  cast by another. The spells governed by this method 
  are effective defences against all forms of magick and 
  many of the spiritual beings from the Shadow Realms.
  Modes of Magick 
  [TR] These represent how attuned a mage is to a set of 
  methods of magick. To be an enchanter you must learn 
  enchantment mode or learn the conjuration mode to 
  be considered a conjuror. These modes are what dictate 
  the mage’s ability to learn and cast the various methods 
  of magick and affect his ability to target his spells.
  Conjuration
  Attributes:  ................ Intellect & Constitution 
  Level:  ........................ DF 6; BCS 10%; 800 Exp
  This mode of magick involves the preparation 
  of brews (he actually binds minor spirits into the 
  potions) into which the conjurer stores his spells 
  for later casting. When drunk, the spirit inside is 
  released with the condition of the spell being cast. 
  The conjurer is a specialist in spells of Transmutation 
  and Illusion as these are most easily performed 
  with the casting procedures he employs.
  Conjurers get modifiers to their TSC% for targeting as 
  shown in the table below - Conjuration Modifiers.
  The Cauldron is the focus of this type of mode of 
  magick. It forms the container for the brew from which 
  the conjurer casts his spells. It must be constructed from 
  22 correspondences related to his birth sign. Once the 
  metals are fully enchanted to MR 0 these components 
  must be taken to a metal worker to be smelted together 
  with 50 lbs of copper and then beaten into a 10-gallon 
  cauldron. It is possible for the mage to make smaller 
  ones later for travel purposes. He then enchants the 
  remaining materials to anoint his cauldron. The gems 
  are used to set into the handles by a master jewelsmith. 
  The materials listed for his correspondences can not be 
  replaced by substitute materials; except for the metals 
  that may have Dwarvish or greater gold replacements.
  The brew is the conjurer’s spell book of sorts 
  and is created by using 7 parts of each of the 22 
  correspondences all crushed plus 21 different herbs, 
  7 flowers, 7 essences and 21 parts of each of 13 
  different liquids. All of these must be enchanted 
  to a MR of 0 by the mage. Once per year the mage 
  must add 3 parts of each of the 22 correspondences 
  and 13 parts of each of 13 different liquids; however 
  these need not be enchanted. If the conjurer fails to 
  top up his brew in this way it will dry up and both 
  it and the cauldron will need to be made anew.
  Modifier
  Method of Magick
  +15%
  Transmutation
  +10%
  Illusion
  +5%
  Air, Divination, Plant, Summoning
  0
  Earth, Fire, Water
  -5%
  Wards
  -10%
  Arcane
  -15%
  Command, Transcendental
  Table - Conjuration Modifiers
  Crit Die
  Effect
  01 - 07
  Nothing happens, just a foul taste in the mouth.
  08 - 09
  The drinker shrinks to 1/20th of 
  normal for 1D10 minutes
  10
  The drinker is turned into a frog 
  until kissed by a Princess.
  Table - Conjuration Failure Crit Die Results
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  222
  This brew is a universal potion that can cause any 
  spell effect the mage has learned. Once per day he 
  can draw off a number of doses equal to his ML. The 
  character must give each dose a known spell effect 
  before drawing it from his cauldron. He then makes 
  a check against his method of magick to which the 
  spell belongs. If he succeeds then he draws off one 
  dose of the desired spell. On a successful Crit Die of 
  10 he can draw 2 doses. If he fails then a concoction 
  of the most foulness is drawn requiring a CON AR for 
  it to be swallowed. On a failure with a Crit Die of 1 the 
  mixture is so noxious that it can not be drunk at all.
  If the mage passes his potion to another a second skill 
  check against his method of magick is required to 
  determine if the potion (bound spirit) is compatible 
  with that person. With a success the spell works as 
  normal. The table - Conjuration Crit Die Results 
  on page 221 show the effect if the roll is a failure.
  If the conjurer cast his spell directly he suffers double 
  the normal Fatigue costs unless the spell is cast into 
  his brew. He may also cast basic Magick combination 
  spells into the brew with suitable conditional triggers 
  and names applied to these combination spells.
  The doses that the mage draws from his cauldron must 
  be stored in earthen crock pots (1/4 pint) fired for 14 days 
  commencing with the eve of the full moon and ending 
  with the dark of the new moon. The lid of the crock pot 
  must be sealed with beeswax. The potion in such a pot 
  will remain viable for a year and a day. Once the seal is 
  broken the potion must be consumed within 1 minute 
  x ML of the conjurer. Once drunk the spell must be cast 
  straight away and have a cost of 3 FP to cast. With basic 
  magick combination spells it is the Fatigue cost for the 
  trigger spell that is lost regardless of the amount.
  Divination
  Attributes:  ................ Intellect & Wisdom 
  Level:  ........................ DF 5; BCS 20%; 700 Exp
  This is the mage’s ability to look into the future 
  and see possible events that might become 
  the present then past, it is the ability to locate 
  things and determine knowledge from items 
  that relate to them such as their owner. 
  The diviner excels at Divination, Summoning and 
  Transcendental spells but is opposed to Basic 
  Magick - Earth, Illusions, and Transmutation spells. 
  Diviners have modifiers to the Targeting TSC% 
  as shown below Table - Divination Modifiers.
  Modifier
  Method of Magick
  +15%
  Divination, Summoning, Transcendental
  +10%
  Arcane
  +5%
  -
  0
  Water, Command, Plant, Wards
  -5%
  Air, Fire
  -10%
  -
  -15%
  Earth, Illusion, Transmutation
  Table - Diviners Modifiers
  Crit  Die
  Result
  10
  The maker of the item, its purpose 
  and the answers to any 3 questions 
  which pertain  to  the  object.
  9
  Whether  the  object  is  cursed.
  7-8
  Whether  there  are  any  spells  
  placed  in  the  object. 
  4-6
  Whether the item is enchanted
  1-3
  The  immediate  past  of  the  object  
  is  known  (1  year  per  ML)
  Note: The Diviner is given the information from all 
  lesser rolls, so that a result of Crit Die  4-5 gives the 
  information gained for a result of 1-3 as well.
  Table - Divination Psychometry Success Results
  Diviners create their own focus, in the form of a divining 
  rod. To create their divining rod he must enchant the 22 
  correspondences related to his birth sign. These must 
  be enchanted to MR 0. The rod can store spells and 
  gives bonuses to spell casting; however, it does have 
  a specific divination effect - it has the ability to locate 
  specific objects or life forms. The diviner can specify 
  one object or being for each point of ML he has. The 
  bonus for these specific targets is +10% to the TSC% 
  for the related spell. If he makes his focus from Hazle 
  wood then the bonus becomes +15% to the TSC%
  A diviner must also chose a speciality area of knowledge 
  within the divination method of magick these can 
  be found under the skill description for Interpret the 
  Omens. The diviner can also do Psychometry, the 
  art of knowing the history of an item. The diviner 
  makes a skill roll against his divination mode with 
  the results from Table - Divination Psychometry if 
  he is successful, on a failure he learns nothing.
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  223
  Enchantment
  Attributes:  ................ Intellect & Bardic Voice 
  Level:  ........................ DF 6; BCS 10%; 800 Exp
  This is normally practised through the use of 
  music and verse, usually working as a travelling 
  bard or entertainer using this guise to hide their 
  Magickal and often perceived heretical nature.
  Enchanters get modifiers to their Targeting TSC% as 
  shown in the table below Table - Enchantment Modifiers
  As a focus an Enchanter will often use a musical 
  instrument or an amulet as his focus, this consists 
  of the 22 correspondences relating to his birth 
  sign and these materials once enchanted to 
  MR 0 will be used to make his focus.
  The enchanter stores his spells on song sheets or 
  as musical notation or in verse. This requires one 
  quantity of paper or vellum (thought other materials 
  suitable for writing on could be used) per MR of 
  spell. These notes need to be bound into a book 
  to prevent pages from getting muddled or lost.
  Certain types of instrument and verse can be 
  used for different effects in accordance with the 
  laws of sympathy, each giving a bonus of +5% 
  to targeting and Method of Magick. For instance 
  the harp can used to represent peace or love 
  and gains a bonus when spell of this nature are 
  cast. Drums could represent war or rhythm. 
  Hex Master
  Attributes:  ................ Intellect & Discipline 
  Level:  ........................ DF 6; BCS 10%; 800 Exp
  The hex master covers those mages often known 
  as magus, sage or wizard when highly experienced 
  and well respected. The hex master uses the pure 
  study of Magick in all areas to learn his arts. A 
  hex master has no deficiencies in any areas of 
  magick and also has no special strengths.
  A hex master has an immense amount of information 
  about Magickal theory and practice; A roll against 
  his mode of magick (at a penalty of -10% to his 
  TSC% for more obscure knowledge) can be made 
  to see if the Magus has knowledge of any magick 
  he might encounter. Other lore or knowledge-
  based skill checks that involve magick can be 
  made with a bonus of +10% to his TSC%
  They can use a variety of foci including, wands, 
  amulets and staves and other items that might be 
  used by mages. Their focus is created from the 22 
  material correspondences from their birth sign 
  that must be enchanted to MR 0 and then worked 
  into the final item by a competent craftsman.
  Modifier
  Method of Magick
  +15%
  Command, Illusion
  +10%
  Summoning, Transmutation
  +5%
  Wards
  0
  Air
  -5%
  Fire, Water, Arcane, Transcendental
  -10%
  Divination, Earth
  -15%
  Plant
  Table - Enchantment Modifiers
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  224
  Table - Necromantic Modifiers
  Modifier
  Method of Magick
  +15%
  Divination, Summoning, Command, Wards
  +10%
  Arcane
  +5%
  Illusion
  0
  Transcendental, Transmutation
  -5%
  -
  -10%
  -
  -15%
  Plant, Earth, Air, Water, Fire
  Necromancy
  Attributes:  ................ Intellect & Discipline 
  Level:  ........................ DF 6; BCS 10%; 800 Exp
  This mode of magick covers summoning and 
  communicating with dead spirits. Some practitioners 
  of this mode have taken their studies further to cover 
  the binding of these spirits into a corpse, creating 
  animated undead such as skeletons and zombies. 
  The gain modifiers to their targeting TSC% as 
  shown in table - Necromantic Modifiers.
  Incense is used to practice their arts, burnt in a focus 
  that is an incense burner. The burner needs to be 
  made from the 22 materials from their birth sign 
  correspondences that are enchanted to MR 0 and mixed 
  with 2 lbs of unenchanted brass. A competent craftsmen 
  must then forge the materials into the incense burner. 
  The might also use other tools in their work to aid 
  them, these include a bone wand created from 5 
  correspondences relevant to the necromancers 
  birth sign and a limb bone. This bone is washed in 
  4 quantities of blood that has been enchanted to 
  MR 0. This will then give a bonus to all necromantic 
  rituals of +30% to TSC%. Black candles, made from 
  mundane beeswax mixed with black dye and one 
  quantity of crushed walnut and wormwood flower. 
  The flowers must be enchanted to MR 0 and the 
  candle made under the new moon. The candles are 
  used in any animations and double the duration 
  of the spell. Five such candles are needed and 
  each one can be used for a total of six times.
  Modifier
  Method of Magick
  +15%
  Command
  +10%
  Summoning, Wards
  +5%
  Air, Illusion
  0
  Fire, Transcendental, Transmutation
  -5%
  Water, Arcane
  -10%
  Earth, Divination
  -15%
  Plant
  Table - Power Word Modifiers
  Power Word
  Attributes:  ................ Intellect & Bardic Voice 
  Level:  ........................ DF 6; BCS 10%; 800 Exp
  This mode of magick uses the power of words to create 
  Magickal effects. This is a powerful sympathetic magick 
  the power word mage can utilise for faster effects than 
  other type of magick, but at a cost. These concentrated 
  Magickal energies which the power word mage must 
  harness means that a focus is essential to his art.
  Power word mages get modifiers to their 
  targeting TSC% as shown on the table 
  below Table - Power Word Modifiers.
  The power word mage enchants a staff as his 
  focus. Mage from the 22 correspondences relating 
  to his birth sign, plus 4 lbs of wood. Once the 
  materials are enchanted to MR 0 the staff must 
  be assembled by a competent craftsman.
  The knowledge of languages give great benefits 
  to the power word mage, due to the powerful 
  sympathetic nature of the spoken language. 
  Naturally only one language can be used at a time. 
  Examples
  Latin 
   
  +5% to TSC% in Arcane
  Greek 
   
  +5% to TSC% in Divination
  Egyptian  
  +5% to TSC% in Summoning
  Own Lang.  
  +5% to TSC% in Command
  Thaumaturgy
  Attributes:  ................ Intellect & Wisdom 
  Level:  ........................ DF 6; BCS 10%; 800 Exp
  Those who practice this mode of magick master the 
  art of illusions and performance, including mundane 
  skills like sleight of hand. Powders and incense of 
  mundane and Magickal materials are of great use 
  in their theatrical spell casting performance.
  They get modifiers to their Targeting TSC% as 
  shown on table - Thaumaturgy Modifiers
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  225
  Modifier
  Method of Magick
  +15%
  Illusion
  +10%
  Command, Transmutation, Wards
  +5%
  -
  0
  Air, Fire, Arcane
  -5%
  Divination, Plant, Summoning, Transcendental
  -10%
  Water
  -15%
  Earth
  Table - Thaumaturgy Modifiers
  They craft a focus in the form of a bag or a jar to 
  store their powders, perfumes and incense in. 
  It is constructed from the 22 correspondences 
  relating to his birth sign, fully enchanted to MR 
  0 and assembled by a competent craftsman.
  These powders etc. serve as a replacement for a 
  spell book, each spell in the ‘book’ must be refined 
  into a powder, incense or perfume constructed 
  from a number of materials equal to the MR of the 
  spell, that have been enchanted to MR 0. Each will 
  contain hundred doses for ML of the Thaumaturge.
  Elementalist Magus 
  (Optional For Historical Purposes)
  Attributes:  ................ Intellect & Constitution 
  Level:  ........................ DF 7; BCS 7%; 900 Exp
  The Elementalist mage is one who for one reason 
  or another feels a great draw from or an affinity 
  with the elements. When they start down this 
  path they must chose which of the four elements 
  they will specialise in for the rest of their vocation 
  as an Elementalist. The choice will determine the 
  form that their focus will take, their relationship 
  to the various methods and the manner in which 
  they can deal with the elemental spirits.
  This is a physically demanding path to walk, 
  some knowledge of the other elements needs to 
  be learned also. It requires a great deal from the 
  mage’s body. By some it is considered to be the 
  most difficult of the modes of magick as it involved 
  the closest contact with the core elements.
  Modifier
  Method of Magick
  +15%
  Air, Wards
  +10%
  Fire, Water
  +5%
  Command, Divination
  0
  Earth, Summoning
  -5%
  Arcane
  -10%
  Transcendental
  -15%
  Illusion, Plant, Transmutation
  Table - Elementalist Modifiers Air
  Elementalist - Air
  These deal primarily with the element of air, by the 
  manipulation he can create many effects from a simple 
  gust of wind to massive tornadoes and lightning.
  They get modifiers to their Targeting TSC% as 
  shown in the table - Elementalist Modifiers Air
  An elementalist will create a focus that usually 
  takes the form of a whistle, fan or bullroarer and 
  he will record his spell in a spell book often in 
  the form of patterns of pinpricks in a sheet of 
  parchment, like Braille. When held up to the wind 
  the holes create the sounds of the spell-form.
  Bullroarers are fashioned from oblong pieces of 
  wood or bone and attached to a chord, when swung 
  around by the cord above the head, they cause a 
  whining noise.  This gives a bonus of +5% to targeting 
  TSC% with air spells. When dealing with air spirits it 
  gives a bonus of +10 status points to try to influence 
  them, as the sound lulls them into a relaxed state. 
  While the main component of the focus is wood or 
  bone it can be embellished with precious metals 
  and gemstones and should be anointed with at 
  least 3 different liquids or essences. The cords can 
  be any suitable material including metal chain. 
  A whistle is normally fashioned from metal but 
  incorporates other materials as decoration or 
  anointment. Whistles give the Elementalist mage a 
  bonus of +10% to his TSC% when summoning Air Spirits.
  Fans are made from paper, cloth or even leather. The 
  handles are made from the other correspondences 
  and can be extremely ornate. A fan gives a bonus 
  of +5% to TSC% of any air spells and a +5% bonus 
  to the TSC% to ward against Fire Spells.
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  226
  Elementalist - Fire
  Using Magickal knowledge the Fire Elementalist 
  can command the simplest of candle flames up to a 
  holocaust of fire that can burn down entire forests. 
  They have access to the deadliest of fire, those 
  created by magick, Salamander and Dragon fire.
  They get modifiers to their targeting TSC% as shown 
  on the table below Elementalist Modifiers - Fire
  Fire elementalists choose a focus that related to their 
  element. Subtle items would be a lamp that can hold 
  flame, or items that have been forged in the hottest fires.
  Those that contain a flame give a bonus of +10% to 
  Targeting TSC% with fire spells and a +5 MR when 
  resisting water spells. Other than oil lamps a mage 
  could have a portable brazier,a candle in a lantern etc.
  Those foci that have been forged in the hottest of 
  fires give a +5% bonus to targeting TSC% with fire 
  spells but can also store and extra 1 spell MR x ML and 
  has an improved recharge rate of 1 x ML per week. 
  Examples of this type of foci could be a rod forged in 
  a fire, an amulet made from hot forged metals or even 
  a carbonised wand sheathed in a case of metal etc. 
  Though they are able to command many 
  forms of earth their main focus is on those 
  effects based on the rock itself.
  Their favoured focus is an enchanted stone, with the 
  heart of the stone a piece of ore relating to the metal 
  which corresponds to the elementalists birth sign. 
  This and the other materials from his sign must be 
  enchanted to MR 0 and the gems, metal and bones 
  embedded into the piece. The stone is then wrapped 
  into the skins of the correspondence materials and 
  anointed by the liquids and essences along with other 
  liquids according to the level of the focus. The wrapped 
  stone is then burnt in the heart of a fire created from 
  the correspondence woods to be commenced on a full 
  moon at its height. The fire must be tended until all of 
  the wood has been consumed and only then can the 
  focus gain its final enchantment on the next full moon.
  The focus stone give a bonus of +15% to targeting 
  earth spells and +5% to targeting with fire spells. 
  It also permits the maker to detect precious gems 
  and metals in a radius of 1 foot x ML for gems and 
  3 feet x ML for metals. The type of gems and metals 
  that are found are at the gamemaster’s discretion.
  Elementalist - Earth
  Using an elementalist Magickal knowledge of 
  the element of earth he can command the most 
  devastating of the elements, with effects that 
  range from simple showers of sand to great 
  earthquakes that can change the very landscape.
  They get modifiers to their targeting TSC% as shown 
  below in table Elementalist Modifiers Earth.
  Modifier
  Method of Magick
  +15%
  Earth, Wards
  +10%
  Fire, Water
  +5%
  Command
  0
  Air, Summoning
  -5%
  Arcane, Divination, Plant
  -10%
  Transcendental
  -15%
  Illusion, Transmutation
  Table - Elementalist Modifiers Earth
  Table - Elementalist Modifiers Fire
  Modifier
  Method of Magick
  +15%
  Fire, Wards
  +10%
  Air, Earth
  +5%
  Command, Divination
  0
  Water, Summoning
  -5%
  Arcane
  -10%
  Transcendental
  -15%
  Illusion, Plant, Transmutation
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  227
  Elementalist - Water
  A Water Elementalist can call upon the power of the 
  sea or can shoot forth missiles of ice or command the 
  rivers to flood entire towns. He gets modifiers to his 
  targeting TSC% as shown on the table Elementalist 
  Modifiers - Water. Their foci are always something to do 
  with water, sucg as objects commonly used for carrying 
  water or adorned aquatic artefacts such as conch shells.
  Modifier
  Method of Magick
  +15%
  Water, Wards
  +10%
  Air, Earth
  +5%
  Divination
  0
  Fire, Command, Summoning
  -5%
  Illusions, Plant
  -10%
  -
  -15%
  Arcane, Transcendental, Transmutation
  Table - Elementalist Modifiers Water
  Those foci that are container that hold water give 
  a bonus of +10% to targeting TSC%, +15% to any 
  divination spell that related to water and +10% 
  to divination spells that relate to other liquids. 
  Other foci from the ocean must be enchanted and 
  adorned and anointed with the other materials. 
  These items give a bonus of between +5 to + 
  15% to targeting depending upon the rarity of 
  the base item at the gamemaster’s discretion. 
  Mage Priest Modes
  Druidic
  Attributes:  ................ Various - see below 
  Level:  ........................ DF 7; BCS 7%; 900 Exp
  Druids are not just the priests of the Celtic world, 
  they also provide the function of judges, physicians, 
  teacher and poets in the secular world. They 
  maintain their lore in purely an oral tradition, none 
  ever being written down, although they do have 
  access to a form of writing called Ogham. This was 
  usually used in funeral inscriptions and on stones 
  that record important events and places, and was 
  also used in the creation of Magickal devices.
  Modifier
  Method of Magick
  +15%
  Divination
  +10%
  Transcendental
  +5%
  Summoning, Transmutation
  0
  Arcane, Command, Illusion
  -5%
  Earth, Water, Plant
  -10%
  Air, Fire
  -15%
  -
  Table - Druidic Mode Modifiers
  Druids have modifiers to their targeting TSC% 
  as shown in table Druidic Modifiers
  All Druids regardless of their rank gain +10% to any 
  ritual that takes place in a sacred place or +15% 
  if that place contains a living oak, yew or Rowan 
  tree. Mistletoe was historically only present in Gaul 
  (modern France) and if the gamemaster sets his 
  campaign in that regions, then allow mistletoe 
  on an oak tree to grant a further +5% bonus. 
  The Druid’s focus is a staff or a torc, a kind of neck or 
  arm ring made from twisted metal, usually gold or 
  silver, and the 22 correspondences of his birth sign. 
  Like power word mages, the Druid’s Magick involves 
  the spoken word, usually in the form of a poem.
  A second focus is his sickle and mortar and pestle 
  that are used to cut and prepare the relevant herbs. 
  The sickle and mortar and pestle must contain 11 
  different correspondences pertinent to the druids 
  birth sign, again these must be incorporated into 
  a mortar and pestle and a sickle. These are 3 items 
  with 11 different materials enacted into each
  Herbs prepared with the foci attain Magickal 
  properties and are used to store the druids spells. 
  The ingredients and preparation of these materials 
  are simple enough that the druid can remember 
  the process without writing it down, but the recipe 
  can be engraved in ogham for others to learn. 
  Each harvesting is a ritual that takes around an 
  hour at the cost of 1 FP needing a successful 
  Druidic Mode skill check. The ritual yields the Crit 
  Die in quantities of usable herb. Each spell takes 
  a number of quantities equal to the spells MR.
  Herbs collected on the equinoxes are especially 
  potent giving a bonus of +10% to the TSC% 
  for each spell used by the Druid.
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  228
  The druids learn their lore in colleges. Depending upon the 
  game world these may be monastic settlements secluded 
  from normal Celtic life, or a group of students who study 
  with a teacher attached to the court of a king. The term 
  king usually denoted any noble rather than one we would 
  think of as a king. The colleges also teach the children of 
  important families, and later those from their elders, in the 
  groves and shrines where they maintain their deities. 
  Druids do not have temples as such, however they 
  maintain sacred places such as the well-known groves with 
  an oak or ash tree, pools or even standing stones from 
  more primitive pre-Celtic cultures. These sacred places 
  are usually dedicated to purely local deities, but these 
  are not minor, they are extremely powerful in their own 
  domains, and attract supplicants from great distances, 
  particularly those with oracular or healing powers. The Celtic 
  world-view is that all things are connected, people, gods, 
  animals, plants and places, that the land itself is sacred. 
  Another principle in the Celtic religion is sacrifice. At certain 
  times of the year or at certain occasions supplicants would 
  make sacrifices or dedications. These would be animals or 
  goods, such as items of silver or gold. The point was that 
  the sacrifice would have to mean something, otherwise 
  there was no point. Therefore there was no throwing out 
  your second best sword to gain favour, only your best or a 
  specially made item would do. Sometimes the things were 
  not sacrificed, but merely dedicated to the deity, such as 
  naming your child after a deity. However, if times were hard 
  the sacrifices often became greater and more desperate.
  Druids fulfilled many roles, not just priests, but also 
  judges, teachers, doctors and poets. You do not have 
  to be a Druid to occupy any of these roles, but the 
  Druids did provide the training. Most of the nobles 
  would have had Druid tutors. It was also the Druid’s 
  responsibility to bless children upon entering the world.
  The attributes of the Druid vary, depending on the 
  path that they follow. The Druidic candidate will know 
  the path soon after joining the college. The term Druid 
  simply refers to a priest without a secular avocation:
  Druid and Judge (Brithem
  Wisdom and Spirit
  Teacher (Fear-teagaisg) 
  & Physician (Lighiche)
  Intellect and Spirit
  Poet (Bard) Bardic
  Voice and Spirit
  The terms given for teacher and physician are modern Gaelic. 
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  229
  There are female priests, but they are not called 
  Druidesses, but Priestesses (Ban-Sagart). They follow 
  the priestly path or that of the physician or poet. 
  The Celtic Poet does more than recite poetry, they 
  sing, play instruments, notably the harp, recite 
  the genealogies and history of the nobles whose 
  court they are at, as well as stories and legends.
  Shamanic
  Attributes: ................. Constitution  &  Spirit
  Level: ......................... DF 6; BCS 10%; 800 Exp
  Shamanism is a priestly mode of magick, linked to 
  the spirits, whereby the mage gains instruction.
  Shamans receive the modifiers to their Targeting 
  TSC% as shown in Table – Shamanic Modifiers.
  Modifier
  Method of Magick
  +15%
  Transcendental
  +10%
  Divination, Plant, Summoning, Transmutation
  +5%
  Arcane
  0
  Command, Wards
  -5%
  Illusion
  -10%
  Air
  -15%
  Earth, Fire, Water
  Table - Shamanic Mode Modifiers
  The focus of a Shaman is his medicine or questing 
  pouch. This pouch is created from the correspondent 
  skins of the Shaman’s birth signs. When a shaman 
  undergoes his journey of knowledge he will be shown 
  the items for his first focus. As he gathers them he 
  must first create the pouch which will contain the 
  other material components. When all of the items have 
  been collected and enchanted down to MR 0, they are 
  placed into the pouch and the pouch is sealed, bound 
  tight with thread woven from the Shaman’s own hair.
  When the time comes for a Shaman to create a Greater 
  focus, he must repeat his quest, once more collecting 
  the items for a pouch. However, unlike other Mage 
  foci, in the Shaman’s case, his earlier medicine pouch is 
  incorporated into the more powerful one. So a Greater 
  Focus will always contain a Simple or Lesser focus.
  The Shaman also receives a bonus to this 
  Targeting TSC% and a bonus to his Faith skill 
  TSC% as shown in Table Shaman – Bonuses.
  Focus
  Bonus  to 
  Targeting 
  TSC%
  Bonus  to 
  Faith TSC%
  Simple Focus
  +3
  +5%
  Lesser Focus
  +7
  +10%
  Greater Focus
  Including Simple Focus
  +10
  +15%
  Including Lesser Focus
  +15
  +20%
  Table - Shaman Bonuses
  Witchcraft 
  Attributes: ................. Intellect  &  Spirit
  Level: ......................... DF 6; BCS 10%; 800 Exp
  Witchcraft, like Druidism, is a priestly mode of 
  magick closely linked to nature. Contrary to popular 
  belief very few witches can be considered evil.
  Witches receive the modifiers to their Targeting 
  TSC% as shown in Table Witchcraft Modifiers.
  As a Priest-Mage a Witch can learn the Acts 
  of Faith as shown in Table – Priestly Mages 
  & Priest - Available Acts of Faith.
  Modifier
  Method of Magick
  +15%
  Transmutation
  +10%
  Wards, Summoning, Command
  +5%
  -
  0
  Transcendental, Illusion
  -5%
  -
  -10%
  Arcane, Fire
  -15%
  Water, Earth, Air
  Table - Witchcraft Mode Modifiers
  A witch’s magick is performed through many 
  different potions. These potions must be boiled 
  in a pot that acts as the Witch’s focus. This pot is 
  made from 5 lbs of un-enchanted copper and 22 
  different correspondences relating to the Witch’s 
  birth sign, all of which must be enchanted to 
  MR 0, and crafted by competent craftsmen.
  The potions can be stored in pottery jars for 1 year per 
  ML of the witch. However, if the ingredients are first 
  enchanted to MR 0 then the potion will last indefinitely 
  until drunk. Each potion is made from 1 quantity of 
  liquid and one quantity of herbs for each MR of the 
  spell. The recipe for each potion must be written down, 
  though this can be recorded in a mundane way.
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  230
  Witches with Basic Magick - Water and Divination 
  method can create divining waters. This consists of 
  8 quantities of pure water that must be enchanted 
  to MR 0 and boiled in the witch’s pot and left to 
  cool. If a drop of blood from a specific person is 
  dropped into the cooled water at night the witch 
  (and only the witch) can see where the person is 
  and what they are doing. This effect lasts until the 
  sun rises, then the water must be discarded. 
  Materia Theologica 
  Theology of [Religion]
  Attributes: ................. Intellect  &  Discipline
  Level: ......................... DF 4; BCS 30%; 600 Exp
  This skill involves the study of the scriptures, history 
  and general rites within a religion. It gives in-depth 
  knowledge of a particular religion, knowledge of 
  the organisation of the religion, is various levels 
  of priesthood. It provides knowledge of the 
  various writings which pertain to that religion, 
  detailed knowledge of the daily rituals, clothing 
  to wear, items to use, when and how feast days 
  should be celebrated and other related topics. 
  This skill should be learnt for each religion a character 
  wishes to understand in depth. Theology is used 
  whenever a character wishes to debate religion. A 
  successful Theology skill roll gives a bonus of +10% 
  to the TSC% (+20% on Crit 10) to any Charismatic 
  skill check involving religious matters. Theology is 
  also used whenever performing any religious rites 
  and ceremonies and performing Acts of Faith.
  A character choosing a priestly vocation also 
  has the option to further specialise by initially 
  spending an additional 500 Exp on any one of 
  the following and then an extra 100 Exp per 
  level in Theology skill gained thereafter: 
  Liturgy: Specialised knowledge of the rites required 
  for communal worship. The character gains a 
  bonus of +1% per level in Theology to belief rolls of 
  Believers participating in such rites presided over 
  by the character. He also gains +1 to the Crit Die.
  Scripture: Specialised knowledge of the writings 
  of the religion. The character gains +1 to the 
  Crit Die when quoting scripture in debate.
  Canon: Specialised knowledge of the code of laws of a 
  particular religion. If an individual is tried under religious 
  law, a character can substitute Theology for Law when 
  he is acting as prosecutor or defender and gains a bonus 
  of +2% per level to his TSC% when making his case. 
  Faith
  Attributes: ................. Spirit x 2
  Level: ......................... DF 5; BCS 20%; 700 Exp
  This enables a believer to call upon the Deity 
  for assistance, but some aspects of Faith are 
  available only to priests and lay clerics.
  A priest must have SPR 10+ to invoke the benefit of 
  many Acts of Faith for himself. Others may receive those 
  same benefits from a Priest with Spirit of less than 10 
  because they are “gifts” bestowed by the Deity upon 
  those who are believers in the religion. By virtue of his 
  holy office, even a low priest with low Spirit can be used 
  as an instrument of the divine to the benefit of believers.
  Other clergy, such as members of Monastic Orders 
  or Fighting Orders, have no minimum Spirit 
  requirement, as a person can enter Orders to atone 
  for great sins. They can invoke Acts of Faith marked 
  (++) and also Acts of Faith open to the laity. 
  Lay people (everyone who is not clergy) may 
  invoke any of the unmarked Acts of Faith once 
  they have acquired them. Non-believers receive 
  benefits from some Acts of Faith invoked on 
  their behalf and may be affected by Acts of Faith 
  invoked against them in certain circumstances.
  Law 
  Attributes: ................. Intellect  &  Discipline
  Level: ......................... DF 3; BCS 40%; 500 Exp
  Law is the knowledge of the body of law for a particular 
  area or tribe. This will allow the character to find out 
  a legal point or piece of information only in that area. 
  Outside that area the character would either not 
  know the law or, if the legal system shares the same 
  roots as the one the character has learned, then he 
  will have a large negative modifier to his TSC%. 
  This skill is not the one used in prosecuting or 
  defending a case, since that requires either Debating or 
  Oratory, depending on the nature of the legal system 
  of the area. For example a Viking trial at the Thing (local 
  parliament and meeting) is conducted using Oratory. 
  A trial under English or Roman law requires Debate, 
  that is, debate using logic. However, successful use 
  of Law will aid your chance to present your case.
  A successful Law skill roll adds the character’s Law PSF% 
  to his Debate TSC% or ½ PSF% to his Oratory TSC% 
  depending on which skill is in use. If a Critical Success, 
  these bonuses are doubled. If the roll is a Critical Failure 
  then the character subtracts the “bonuses” instead.
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  231
  Debate
  Attributes:  ................ Intellect & Wisdom
  Level: ......................... DF 4; BCS 30%; 600 Exp
  Resisted:  .................. Debate PSF% 
  Debate is the art of prosecuting an opinion 
  by marshalling a chain of logical arguments 
  to support your point. Whereas Oratory is an 
  appeal to emotions, Debate is an appeal to 
  reason and an attempt to genuinely change the 
  minds of the listeners. It cannot sway crowds 
  as much as oratory, but its effects last longer. 
  The radius of effect is 20 feet x PSF%/10 and the 
  number of people influenced is 20 x PSF%.
  If the character possesses Bargaining, Diplomacy 
  & Politics or Leadership a successful Debate skill 
  roll gives a bonus of +1% x Crit Die to these skills. 
  If the roll is a Critical Success the bonus increases 
  to 20 + 1% x Crit Die. If a Critical Failure subtract 
  a penalty of -10% and additional - 1% x Crit Die.
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  232
  The Marketplace
  The Marketplace provides information on many 
  subjects, ranging from units of measurement and 
  coinage to the prices and weights of items which 
  characters may need in the FRP campaign.
  Units of Distance
  Distance Abb. 
  Metric 
  Equivalent
  Inch 
  in. (“) 
  2.54 cm 
  1/12 ft 
  1/36 yds
  Foot 
  ft. (‘) 
  30.48 cm 
  12 ins 
  ⅓ yds
  Yard 
  yd 
  91.4 cm 
  3 ft. 
  36 ins
  Pace 
  pa 
  152.4 cm 
  5 ft 
  60 ins
  Mile 
  mi 
  1 609 km 
  5280 ft 
  1760 yds
  League 
  L 
  4 827 km 
  3 mi 
  5280 yds
  Units of distance in Chivalry & Sorcery are 
  in inches, feet, yards and miles.  The ‘pace’ is 
  the ancient Roman one, equal to 5 feet or two 
  standard 30" marching paces.  A ‘league’ varied 
  between 2½ miles and 3 miles, about the distance 
  a person can cover in an hour of walking.
  Units of Weight
  Weight 
  Abb. 
  Metric 
  Equivalent 
  Ounce 
  oz 
  28.35 g 
  1 oz. 
  1/16 lb
  Troy ounce 
  toz 
  30 g 
  1 toz 
  1/12 tlb
  Pound 
  lb 
  454 
  g 
  16 oz 
  1/100 cwt
  Troy pound 
  tlb 
  360 g 
  12 toz 
  4/5 lb
  Hundredweight cwt 
  51 kg 
  112 lb 
  1/20 t
  Ton 
  t 
  1016 kg 
  2240 lb 
   20 cwt
  Weights are given in ‘British Imperial’ ounces, 
  a historical system.  A Troy pound is actually 
  12 Troy ounces, a little under ⅘ of a standard 
  pound.  Troy weight is standard for precious 
  metals and is used for the coin weights. 
  Units of Liquid Measure
  Measure 
  Abb. 
  Metric 
  Equivalent 
  Fluid ounce fl oz 
  0.029 litres 
  1 oz 
  1/16 pt  
  Pint 
  pt 
  0.473 litres 
  1 lbs 
  16 fl oz 
  Quart 
  qt 
  0.946 litres 
  2 lbs          2 pts 
  Gallon 
  gal 
  3.785 litres 
  8 lbs          4 qts
  Units of Area
  Area 
  Abb. 
  Metric 
  Equivalent
  Square foot 
  sq ft 
  0.093m 
  144 sq 
  in  
  0.111 sq yd
  Square yard 
  sq yd 
  0.836m 
  9 sq ft 
  1296 sq in
  Acre 
  a 
  0.405 ha  1/640 sq 
  mi 
  4840 sq yd
  Square mile 
  sq mi 
  2.59 km 
  640 a 
  Chivalry & Sorcery Coinage System
  The ‘money metals’ are abbreviated as follows:
  Au = gold (from the Latin ‘aurium’)
  Ag = silver (from the Latin ‘argentum’)
  Cu = copper (from the Latin ‘cuprum’)
  Values of precious metals varied throughout 
  history.  A reasonable average is a ratio 
  of 12:1. Relative values of gold, silver and 
  copper in Chivalry & Sorcery are:
  1 gold toz     
  =  12 silver 
  toz  
  = 144 copper toz
  1 silver toz  
  =  0.08333 gold 
  toz  
  = 12 copper toz
  1 copper toz  
  =  0.08333 silver 
  toz   
  = 0.00694 gold toz
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  233
  The Chivalry & Sorcery  'Crown'
  In the feudal economy the penny (P) is a fairly 
  valuable coin divided into half-pennies and 1/4 
  pennies.  In the early period the silver penny 
  was the only coin in use in England, being cut in 
  half or quarters (farthings) for small change.
  The Penny coin is equivalent to the ancient Roman 
  denarius, on which the British silver penny was 
  based.  The Shilling and Mark are actually terms 
  used for accounting purposes although coins 
  were struck in more recent times.  The actual 
  coins in circulation were the silver penny (cut into 
  half-pennies and farthings) and the gold crown 
  (also called the Florin, Pound and many others).
   
   
  C&S Coin 
  Equivalent 
  Coin Wt.  
  Per 
  Silver 
   
   
  (in 
  toz.)  
  Lb 
  Value
  1 Farthing 
  ¼ P 
  Ag 
  0.0125 
  1211 
  0.0125 toz 
  ½ Penny 
  ½ P 
  Ag 
  0.025 
  605 
  0.025 toz
  1 Penny 
  1 P 
  Ag  
  0.05 
  303 
  0.05 toz
  1 Shilling 
  12 P 
  - 
  - 
  0.60 toz
  1 Crown 
  Cr 1 or 240P 
  Au 
  1.00  
  15 
  12 toz
  1 Mark 
  Mk 1 or 6 Cr 
  Au 
  6.00 
  - 
  72 toz
  A Crown (Cr) consists of 20 Shillings and 
  each shilling (S) breaks down into 12 pennies 
  (P).  Even a penny in a feudal society was a 
  fair bit of money, so we break them into half-
  pennies and farthings (quarter-pennies).
  To make pricing items easy to understand, all 
  prices are stated in pennies.  Gold Crowns may be 
  seen occasionally.  However, they represent sums 
  large enough to raise eyebrows and cause a great 
  deal of curiosity.  A thousand-dollar bill today 
  has far less impact and much less buying power, 
  to boot!  After all, in early economies a Penny 
  was a fairly typical daily wage for a labourer! 
  The Gold Mark was very rarely minted and may 
  be regarded as an accounting basis, used in major 
  transactions such as the ransom for a King. 
  The monetary system is far less complicated 
  than it looks. All you need to do is remember:
  1 Penny .........................= 2 half-pennies or 4 farthings
  1 Shilling ........................= 12 Pennies
  1 Crown .........................= 20 Shillings, 
  240 Pennies, 1 toz gold.
  Starting Off
  Now that you have created your character, it’s 
  time to fit him out for high adventure!  You now 
  have an idea of how money works in Chivalry 
  & Sorcery, so we can now consider what your 
  character has to begin his life in the role-playing 
  campaign.  However, this will depend upon:
  • 
  Character’s social class
  • 
  Character’s status in the family.
  • 
  Chosen vocation (if a fighter).
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  234
  4. 
  As 1 above plus a heavy warhorse with riding gear. Armour 
  would include a +1 helm, arming doublet, surcoat, +1 
  maille (or platemail in later historic periods) and a shield.
  5. 
  As 4 above except that the warhorse is guaranteed 
  to be a superior mount, with mail and quilted 
  caparison and the character’s armour would be 
  of suitably high quality (+2 or +3) as well.
  Family Status
  The support a character enjoys from his family, 
  particularly the head of the family, has an important 
  bearing on what he starts out with. This is represented 
  by considering the character’s status in his family to 
  derive a bonus to the basic purse he has to purchase 
  the things he will need to enter the campaign.
  Family Status 
  PC’s Purse
  Black Sheep 
  Nothing more! Just go away!
  Credit to the Family 
  +5% x 1D10 of Basic Purse
  Good Son/Daughter 
  Double Basic Purse
  Choosing Fighter Status
  The footnotes in the relating to the basic starting 
  purse of a character only apply if the player character 
  chooses a Warrior Vocation. It was the custom to 
  fit out a fighter according to his rank etc.  Coming 
  from a family background which would produce 
  a mounted fighter means that a warhorse and a 
  suit of armour would be part of the character’s 
  basic equipment in addition to his basic purse.
  Purchasing Clothes, Weapons & Equipment 
  Upon entering the game, a character is assumed to have 
  an average set of clothing.  Serfs have well-worn clothes 
  of relatively poor quality. Clothing is likely to consist of:
  Males:  Tunic, chemise, belt, breeches (or kilt) and 
  sandals or wooden clogs. Characters who enter 
  holy orders will have a habit of ordinary quality.
  Females: Tunic, chemise, girdle, skirt, 
  sandals or wooden clogs.
  Other than this very basic equipment, characters 
  must use the coin in their starting purse to purchase 
  anything they want or to upgrade their clothing.  
  It is time to go shopping at the market square. 
  Those materials that pertain specifically to the 
  Mage or Priest vocations will be found in Magicks 
  and Miracles (Vol. II Core Rules).  As for weapons 
  and armour, the prices and details of these specific 
  items can be found in the Chapter – Marketplace.
  Social Class
  As we pointed out during character creation, the 
  position a character’s father occupies in life has a 
  considerable influence over what that character begins 
  with in the campaign. Part of that heritage comes in the 
  form of the background experiences the character has, 
  especially the skills in which he has acquired at least 
  basic knowledge. Skills, after all, are essential to dealing 
  with the world ‘out there’ beyond one’s family doorway.
  No less important are the physical and financial 
  resources a character has to rely on once he 
  does leave home to win a place for himself 
  in the world.  These resources are largely 
  determined by his background situation:
  Father’s Social Class 
  Basic Purse1 in Pennies
  Serf .........................................4 x 1D10
  Yeoman in Livery  ...................16 x Social Status
  Yeoman Freeholder  ...............20 x Social Status
  Servien ...................................4002
  Townsman ..............................16 x Social Status
  Small Businessman ................20 x Social Status
  Guildsman ..............................20 x Social Status
  Master Guildsman ..................20 x Social Status
  Merchant Prince .....................1,000
  Landless Knight ......................20 x Social Status2
  Lesser Gentry .........................30 x Social Status3
  Noble ......................................30 x Social Status3
  Titled Nobles ..........................30 x Social Status3
  Titled Noble with Castle ..........30 x Social Status4
  Royal SK3 Holding .................1,2004
  Royal Castle I Holding ............1,4004
  Royal Castle II Holding ...........1,6004
  Royal Castle III Holding ..........1,8004
  Royal Castle IV Holding .........2,0004
  Royal Castle V Holding ..........2,2005
  Royal Castle VI Holding .........2,4005
  Royal Castle VII Holding ........2,7005
  Royal Castle VIII Holding .......3,0005
  Royal Castle IX Holding .........4,0005
  1. 
  A Fighter automatically has an average weapon for 
  each of his Weapon Mastery skills. These may be 
  upgraded by expending money from the PC’s Purse.
  2. 
  As 1 above plus a light warhorse with riding 
  gear. Armour would include a conical helm, 
  arming doublet, a mail shirt and a shield.
  3. 
  As 1 above plus a medium warhorse with riding 
  gear. Armour would include a helm, arming doublet, 
  mail hauberk or fitted suit of mail and a shield.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  235
  Going to the Market: 
  The Price Lists 
  Note: All weight are given in lb unless 
  stated and all prices are in pennies
  Travelling Gear
  Item 
  Wt 
  Cost
  Bridle & bit (average).................................2 ............  20
  Bridle & bit (fine) ........................................2 ............ 100
  War saddle (average) ................................25 .......... 100
  War saddle (fine) .......................................25 .......... 300
  Riding saddle (average) ............................15 .......... 60
  Riding saddle (fine) ...................................15 .......... 200
  Saddle blanket (average) ..........................2½ ......... 12
  Saddle blanket (fine) .................................½ ........... 24
  Spurs (plain) ..............................................8 oz  ...... 20
  Spurs (silvered: .100 Ag) ...........................8 oz  ...... 40
  Spurs (silver: .925 Ag) ...............................8 oz  ...... 184
  Spurs (gilded: .100 Au) ..............................8 oz ....... 300
  Spurs (gold: .916 Au).................................15 oz ..... 5800
  Riding whip ................................................1 ............ 12
  Horseshoe .................................................2½ ......... 10
  Saddle bag (10 lb) .....................................1 ............ 6
  Saddle bag (25 lb) .....................................2 ............ 9
  Feed bag ...................................................½ ........... 3
  Draft harness .............................................5 ............ 10
  Horse collar ...............................................5 ............ 12
  Ox yoke .....................................................20 .......... 10
  Bull whip ....................................................3 ............ 12
  Ox goad .....................................................3 ............ 4
  Pony cart (500 lb cap) ...............................200  ....... 90
  Cart, 1-horse (1000 lb) ..............................500 ........ 150
  Wagon, 2-horse (1 t) .................................850 ........ 200
  Wagon, 4-horse (3 t) .................................1500 ...... 300
  Coach, 2-horse (2 + 4) ..............................1000 ...... 360
  Coach, 4-horse (2 + 6) ..............................2000 ...... 480
  6' Leather boat, 2-seat ..............................50 .......... 15
  8' Row boat, 4-seat ...................................150 ........ 30
  12' Row boat, 6-seat .................................225 ........ 36
  16' Row boat, 8-seat .................................350 ........ 40
  20' Longboat, 10-seat ................................500 ........ 120
  25' Longboat, 12-seat ................................750 ........ 150
  Paddle .......................................................3 ............ 3
  Oar ............................................................6 ............ 5
  Mast, sail and rigging ................................30 .......... 60
  Barge .........................................................* ............. 2400
  Carrack ......................................................* ............. 9100
  Galley (40 oars) .........................................* ............. 4500
  Galley (80 oars & masted).........................* ............. 7000
  Camp Equipment
  Item 
  Wt 
  Cost
  Torch, pitch (4 hr) ................................................. 1 .............¼
  Oil lamp (8 hr)....................................................... 1 .............5 
  Oil lantern (24 hr) ................................................. 3 .............24
  Lamp oil (1 pt = 96 hrs) ........................................ 1 .............1½
  Flint & steel........................................................... 4 oz ........1
  Tinderbox ............................................................. 8 oz ........2
  Double-weight wool blanket ................................. 6 .............16
  Single-weight wool blanket ................................... 3 .............9
  Sleeping furs ........................................................ 10 ...........24
  Fine woollen sheet ............................................... 1½  .........10
  Linen sheet ........................................................... 1 .............16
  Palliasse w/o straw ............................................... 1½ ..........2
  Belt Wallet (3 lb) ................................................... -..............1¼
  Money belt (3 lb)................................................... -..............10
  Sack (10 lb capacity) ............................................ -..............½
  Sack (25 lb capacity) ............................................ -..............1
  Sack (50 lb capacity) ............................................ -..............1½
  Backpack (25 lb capacity) .................................... 2 .............4
  Backpack (50 lb capacity) .................................... 4 .............6
  Backpack (100 lb capacity)   ................................ 7 .............8
  Wooden bucket (5 gal) ......................................... 2 .............2½
  Leather bucket (5 gal) .......................................... 1 .............3
  Waterskin (1 gal) .................................................. -..............2
  Waterskin (3 gal) .................................................. -..............3
  Waterskin (5 gal) .................................................. -..............1
  Leather tent (2-man)............................................. 30 ...........5
  Leather tent (4-man)............................................. 50 ...........8
  Leather tent (6-man)............................................. 80 ...........12
  Leather tent (8-man)............................................. 100 .........15
  Pavilion ................................................................. 100 .........20
  Cooking Gear
  Item 
  Wt 
  Cost
  Iron pot (1 gal) ...................................................... 5 ............18
  Iron frying pan (large) ........................................... 5 ............18
  Iron frying pan (small)........................................... 3 ............12
  Wooden ladle ....................................................... 3 oz  ......½
  Containers
  Item 
  Wt 
  Cost
  Barrel, wood (50 gal) ............................................ 60 .........5
  Barrel, wood (25 gal) ............................................ 30 .........2
  Cask, wood (10-gal) ............................................. 12 .........3
  Cask, wood (2.5 gal) ............................................ 4 ...........1
  Amphora (50 gal).................................................. 120 .......12
  Amphora (25 gal).................................................. 65 .........6
  Crock, pottery (10 gal) .......................................... 27 .........5
  Crock, pottery (5 gal) ............................................ 18 .........3
  Crock, pottery (2.5 gal) ......................................... 12 .........1
  Crock/Pot, pottery (1 gal) ..................................... 6 ...........1
  Jug/Pot, pottery (4 pt) ........................................... 3½ ........1
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  236
  Jug/Pot, pottery (2 pt) ........................................... 2½ ........1
  Vial, pottery (8 fl oz) ............................................. 6 oz ......1
  Vial, pottery (1 fl oz) ............................................. 2 oz ......½
  Glass container .................................................... x 30 Pottery 
  Porcelain container .............................................. x 200 Pottery
  Silver container..................................................... x 300 Pottery
  Gilded container  .................................................. x 450 Pottery
  Miscellaneous Items
  Item 
  Wt 
  Cost
  Rushlight (1 hr x 24) ...........................................1 ...........¼
  Torch (4 hr) .........................................................1½ ........¼
  Candle, tallow (6 hr x 4) .....................................1 ...........½
  Candle, wax (6 hr x 4) ........................................1 ...........2½
  Cross, small wooden ..........................................2 oz .......1
  Cross, small silver ..............................................2 oz .......50
  Cross, small gilt ..................................................2 oz .......76
  Cross, small gold ................................................2 oz .......75
  Wooden spoon ...................................................1 oz .......¼
  Wooden plate/bowl .............................................8 oz .......½
  Wooden mug ......................................................8 oz  ......1
  Pewter spoon .....................................................2 oz .......3
  Pewter plate/bowl ...............................................1 ...........4
  Pewter mug ........................................................1 ...........4
  Pewter cup .........................................................15 oz .....18
  Pewter chalice ....................................................2 ...........36
  Straw pallet.........................................................2 ...........2
  Metal mirror (6" x 6") ..........................................4 oz .......15
  Straight razor ......................................................4 oz .......14
  Soap ...................................................................1 ...........1
  Writing Materials
  Item 
  Wt 
  Cost
  Papyrus (34" x 44") ...........................................½ oz ......4
  Parchment (34" x 44") .......................................½ oz ......16
  Linen rag paper (34" x 44") ...............................½ oz ......12
  Vellum (34" x 44") ..............................................½ oz ......32
  Writing tablet, slate ............................................1 ............4
  Writing tablet, wax .............................................1 ............6
  Quill pen ............................................................½ oz ......¼
  Black ink & pot...................................................8 oz .......2
  Item ...................................................................Wt ..........Cost
  Coloured ink & pot .............................................8 oz .......4
  Chalk sticks (6) ..................................................2 oz .......¼
  Stylus (for wax tablet) ........................................2 oz .......1
  Portable writing desk .........................................10 ..........84
  Book covers (8.5" x 11") ....................................8 oz .......16
  Book covers (17" x 22") .....................................5-10 .......32
  Book covers (34" x 44") .....................................15+ ........64
  Bindery glue (1 pt.) ............................................1 ............5
  Personal seal (brass) ........................................4 oz .......48
  Personal seal (silvered) .....................................4 oz .......90
  Personal seal (silver) .........................................4 oz .......130
  Personal seal (gilt).............................................4 oz .......200
  Personal seal (gold) ..........................................4 oz .......900
  Sealing wax (brown) ..........................................4 oz .......2
  Sealing wax (red) ..............................................4 oz .......8
  Sealing ribbon (72") ...........................................1 oz .......10
  Gold leaf (4" x 4") ..............................................- .............4
  Cordage, etc.
  Item 
  Wt 
  Cost
  Cord, light, per 100' ...........................................1 .......... 2½
  Cord, heavy, per 100' ........................................2 .......... 5
  Rope, per 50' .....................................................3 .......... 7
  Rope Ladder, per 10’ .........................................2 .......... 8
  Grappling Hook .................................................2 .......... 20
  Rope Cable, 1", per 10' .....................................1½ ....... 6
  Rope Cable. 2", per 10' .....................................3 .......... 12
  Rope Cable, 3", per 10' .....................................7 .......... 28
  Rope Cable, 4", per 10' .....................................12 ........ 50
  Wire, per 10' ......................................................1 oz ..... 2
  Chain, light, per foot ..........................................½ ......... 8
  Chain, heavy, per foot .......................................2  ......... 20
  Pulley, 5:1 MA, 250 lb. lift ..................................5 .......... 48
  Pulley, per 100 lb. add lift  .................................+2 ........ +16
  Block & Tackle, 3:1 MA, 250 lb. lift ....................6 .......... 12
  Block, per 100 lb. add lift  ..................................+3 ........ 4
  Men’s Clothing
  Item 
  Good 
  Avg
  Mantle (Cloak) ..................................................72  .......... 36
  Bliaut (Tunic) ....................................................48  .......... 24
  Chemise (Shirt) ................................................30  .......... 12
  Pellise (long coat, fur trim)................................100 ......... 60
  Pellison (long coat) ...........................................40 ........... 25
  Breeches ..........................................................48  .......... 24
  Kilt ....................................................................72  .......... 40
  Hood .................................................................20  .......... 12
  Hat ....................................................................10  .......... 16
  Hose .................................................................36  .......... 20
  Gloves ..............................................................24  .......... 12
  Leather Gauntlets .............................................40  .......... 20
  Belt ...................................................................20  .......... 8
  Sword Belt ........................................................50  .......... 12
  Sword Sheath ...................................................50  .......... 24
  Dagger Sheath .................................................20  .......... 8
  Slippers ............................................................50  .......... 20
  Sandals ............................................................20  .......... 10
  Dress Boots ......................................................100 ......... 25
  Riding Boots .....................................................80  .......... 20
  Infantry Boots ...................................................0  ............ 10
  Shoes ...............................................................30 ........... 4
  Work Boots .......................................................40  .......... 6
  Wooden Clogs ..................................................6  ............ 3
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  237
  Dyes
  Item 
  Wt 
  Cost
  Brown Dye .......................................................1 oz ..... ½
  Green Dye .......................................................1 oz ..... 1
  Black Dye ........................................................1 oz ..... 1
  Yellow Dye .......................................................1 oz ..... 2½
  Red Dye ..........................................................1 oz ..... 3
  Blue Dye (Indigo).............................................1 oz ..... 20
  Purple Dye.......................................................1 oz ..... 300
  An ounce of dye will colour about a 5’ length of 
  cloth. Note that blue and purple dyes are worth 
  their weights in silver and in gold, respectively.
  Bolts of Cloth
  Undyed     
  Bolt 
  Cost 
  Per Yd
  Item  
  Weight 
  Per Bolt Length
  Homespun Wool ......................6 ................38 .............2½
  Finespun Wool ........................16 ..............56 .............3½
  Linen                 .......................16 ..............73 .............5
  Damask                ....................24 ..............154 ...........9
  Fine Damask ...........................24 ..............230 ...........14
  Lace.........................................8 ................230 ...........14
  Fine Lace.................................6 ................384 ...........24
  Silk...........................................8 ................768 ...........48
  Fine Silk...................................8 ................1152..........72
  A bolt is 5 feet. x 16 yd. (60 inches x 48 feet).
  Why bother with bolts of cloth in an FRP game?  
  Well, look at the value of the cloth and at the 
  weights, too. Cloth was expensive!  Not all “treasure” 
  and “loot” comes in the form of gold and silver 
  but rather in the form of cloth, dyes and other 
  “luxury” items. Add the Clothing Modifiers for dyed 
  cloth. Some items are sold by the square yard:
  Blankets are usually of double-weight (x 2 cost) 
  homespun, to which colour may be added.  Sheets are 
  of linen. Rugs are triple-weight (x 3 cost) homespun or 
  fine-spun wool. Add embroidery and colour.  Tapestries 
  are made of linen cloth and are valued as richly 
  embroidered (+75%) and multicoloured (at least +50% 
  and probably more).  An ‘artistic’ quality” bonus from 
  +200% to +2000% reflects how fine a work of art it is. 
  Very fine rugs from the Middle East qualify as tapestries.  
  Sewing, Spinning & Weaving Gear 
  Item 
  Wt 
  Cost
  Sewing Needle ................................................- ...........1
  Knitting Needles ..............................................- ...........2½
  Lace Bobbins...................................................- ...........2½
  Thread (500') ...................................................1 oz ......1
  Coloured Thread .............................................1 oz ......2
  Silver Thread ...................................................1 oz ......28
  Women’s Clothing 
  Item 
  Good 
  Avg
  Mantle (Cloak) .................................................60 ..........30
  Bliaut (Tunic) ...................................................40 ..........20
  Chemise (Shirt) ...............................................30 ..........12
  Pellison (long coat) ..........................................40 ..........25
  Gown ...............................................................1 Cr  ......80
  Dress ...............................................................80  .........32
  Skirt .................................................................40  .........14
  Wimple ............................................................40  .........20
  Hat ...................................................................15  .........20
  Hose ................................................................36  .........20
  Gloves .............................................................24  .........12
  Girdle (Belt) .....................................................20  .........12
  Slippers ...........................................................50  .........20
  Sandals ...........................................................20  .........12
  Wooden Clogs .................................................6  ...........3
  Clothing Extras       
  Item 
  Additional Cost
  Homespun .......................................................-
  Fine Wool ........................................................+50%
  Linen................................................................+100%
  Damask ...........................................................+200%
  Lace.................................................................+300%
  Fine Lace.........................................................+500%
  Silk...................................................................+1000%
  Leather ............................................................+100%
  Fine Leather ....................................................+200%
  Lace Trim.........................................................+50%
  Fine Lace Trim.................................................+100%
  Fur Trim ...........................................................+125%
  Embroidered ....................................................+50%
  Fine Embroidery ..............................................+100%
  Silver Thread Embroidery ................................+50%
  Gold Thread Embroidery .................................+600%
  Undyed ............................................................-
  Brown ..............................................................+05%
  Green   ............................................................+05%
  Dark Green ......................................................+05%
  Forest Green ...................................................+10%
  Tan...................................................................+05%
  Yellow ..............................................................+15%
  Black................................................................+10%
  White (sun bleached) ......................................+20%
  Orange ............................................................+20%
  Red or Pink......................................................+25%
  Motley ..............................................................+25%
  Blue .................................................................+100%
  Royal Blue .......................................................+200%
  Violet ...............................................................+200%
  Purple ..............................................................+500%
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  238
  level fails to meet the character’s needs, decrease 
  Fatigue by -5% per day until his activities match his 
  nutritional intake.  When a character reaches 50% of 
  his normal Fatigue, he loses an additional -2% from his 
  Fatigue and -2% from his physical capabilities.  Also 
  treat him as starving to death, for he is consuming 
  body mass to keep going at that intense pace.
  Field Rations
  Item 
  Wt 
  Cost 
  NU
  Jerked (dried) Beef ............................. 1 ..........½ .........10
  Dried Fish ........................................... 1 ..........¼ .........6
  Smoked Salmon ................................. 1 ..........1 ..........6
  Smoked Sausage ............................... 1 ..........½ .........8
  Spiced Sausage ................................. 1 ..........¾ .........8
  Salt Pork ............................................. 1 ..........¼ .........8
  Well-cured Bacon ............................... 1 ..........½  ........7
  Pork Ham ........................................... 1 ..........½  ........8
  Mutton Ham ........................................ 1 ..........½ .........8
  Dark Rye Bread .................................. 1 ..........¼  ........6
  Hard Tack ........................................... 1 ..........¼ .........7
  Fresh Meat 
   
  Item 
  Wt 
  Cost 
  NU
  Veal .....................................................1 .........¾  ....... 5
  Beef, quality cut ...................................1 .........1 ......... 6
  Beef, average cut ................................1 .........¾ ........ 5
  Beef, cheap cut ...................................1 .........½ ........ 5
  Beef, poor cut ......................................1 .........¼ ........ 5
  Suckling Pig.........................................15-30 ..½ ........ 5
  Boar’s Head  .......................................30-60 ..¾ ........ 4
  Pork Spareribs.....................................1 .........½  ....... 4
  Pork, quality cut ...................................1 .........¾ ........ 6
  Pork, average cut ................................1 .........¾ ........ 5
  Pork, cheap cut ...................................1 .........½ ........ 5
  Pork, poor cut ......................................1 .........¼ ........ 5
  Lamb, quality cut .................................1 .........½  ....... 5
  Lamb, average cut...............................1 .........¼ ........ 5
  Mutton, quality cut ...............................1 .........¾ ........ 5
  Mutton, average cut.............................1 .........½ ........ 5
  Mutton, cheap cut ................................1 .........¼ ........ 5
  Goat ....................................................1 .........½  ....... 5
  Rabbit ..................................................1 .........¼ ........ 3
  Gold Thread ....................................................1 oz ......320
  Sewing Shears ................................................1 ..........20
  Spindle ............................................................1 ..........1
  Carding Comb .................................................1 ..........2
  Spinning Wheel ...............................................25 ........60
  Weaving Loom ................................................25 ........60
  Tapestry Frame ...............................................6 ..........40
  Needlepoint Frame ..........................................1 ..........5
  Fleece..............................................................20 ........12
  Spun Yarn ........................................................1 ..........1
  Foods, Nutrition
  The food a character needs each day will depend 
  on his size and activity level.  Food value is rated 
  in nutrition units (NU).  The following sets out the 
  requirements that most human characters must 
  meet in order to maintain a given energy level:
   
   
   
   
   
   
   
  Daily Nutrition
   
  Weight  
  for Activity Level
  Person ..................(lbs).............Subs ........ Avg .........Stren
  Child ......................6-25 .............02 NU ....... 03 NU .....04 NU
  Child ......................26-50 ...........03 NU ....... 05 NU .....07 NU
  Human ...................51-74 ...........04 NU ....... 06 NU .....09 NU
  Human ...................75-99 ...........04 NU ....... 07 NU .....10 NU
  Human ...................100-150 .......06 NU ....... 08 NU .....11 NU
  Human ...................151-250 .......07 NU ....... 09 NU .....12 NU
  Human ...................251-300 .......08 NU ....... 10 NU .....13 NU
  Human ...................301-350 .......09 NU ....... 11 NU ......14 NU
  Human ...................350+ ............09 NU ....... 12 NU .....15 NU
  Subs:  A Subsistence Diet is the minimal nutritional 
  value required to sustain life and health, with only 
  a minimum of activity per day, about 3 hours of 
  reasonably hard work or 4-5 hours of travelling at a 
  moderate pace with no more than about 10% CCAP 
  for a load.  If this activity level is exceeded, double all 
  Fatigue costs.  If the dietary requirements are not met, a 
  character loses –2% from his Fatigue each day and -2% 
  from his physical capabilities (when performing any skill 
  or activity).  Characters can last for 7 + CON days under 
  such conditions, after which death by starvation occurs.
  Avg: An Average Diet is sufficient to provide 
  for about 10 hours of average work or travel.  If 
  this activity level is exceeded, double all Fatigue 
  costs after 10 hours of activity to reflect the 
  character’s inability to maintain that level of energy 
  expenditure on the food taken in that day.
  Stren: A Strenuous Activity Diet is sufficient to maintain 
  a high-energy output, such as might be needed on 
  a forced march, working in excess of 10 hours at a 
  task requiring great effort, or during a day marked by 
  considerable fighting, running, etc.  If the nutritional 
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  239
  Poultry & Wild Game Birds
   
   
  Cost/ NU/
  Item 
  Wt 
   lb 
  lb
  Whole Chicken ................................... 4-7.......¼ ........5
  Whole Duck  ....................................... 4-7.......¼ ........5
  Whole Goose...................................... 6-15.....½ ........5
  Fatted Goose...................................... 8-15.....½  .......5
  Whole Swan ....................................... 7-20.....2  ........5
  Whole Peacock .................................. 5-15.....2 .........5 
  Small Game Bird ................................ 1 ..........1 .........4
  Wild Game: Fresh Meat
  Item 
  Wt 
  Cost 
  NU
  Boar’s Head .......................................30-75 ...40-60  . 4
  Boar Spareribs ...................................1 ..........½ ........ 4
  Boar, quality cut ..................................1 ..........1 ......... 6
  Boar, average cut ...............................1 ..........¾ ........ 5
  Boar, cheap cut ..................................1 ..........½ ........ 5
  Boar, poor cut .....................................1 ..........¼ ........ 5
  Venison, quality cut ............................1 ..........3 ......... 6
  Venison, average cut ..........................1 ..........2 ......... 5
  Venison, cheap cut .............................1 ..........1 ......... 5
  Venison, poor cut................................1 ..........¾ ........ 4
  Dairy
  Item 
  Wt. 
  Cost NU
  Fine Cheese ....................................... 1 ..........1½  ..... 6
  Good Cheese ..................................... 1 ..........1 ......... 6
  Average Cheese ................................. 1 ..........½ ........ 5
  Cheap Cheese ................................... 1 ..........¼ ........ 5
  Goat Cheese ...................................... 1 ..........½  ....... 5
  Curds & Whey .................................... 1 ..........¼ ........ 3
  Pure Cream, 1 pint ............................. 1 ..........2 ......... 8
  Whole Milk, 1 quart............................. 2 ..........½ ........ 4
  Buttermilk, 1 quart .............................. 2 ..........1  ........ 6 
  Butter, salted ...................................... 1 ..........1 ......... 10
  Butter, unsalted .................................. 1 ..........¾ ........ 10
  Bantam Eggs (x 12)............................ 1 ..........¼ ........ 6
  Chicken Eggs (x 6) ............................. 1 ..........¼ ........ 6
  Duck Eggs (x 6) .................................. 1 ..........¼ ........ 6
  Quail Eggs (x 12)................................ 1 ..........1 ......... 6 
  Goose Eggs (x 4) ............................... 1 ..........¼ ........ 6
  Vegetables
  Item                     
  Wt 
   Cost NU
  Fresh Pea pods ..................................1 ..........¼ ........ 2
  Dried Peas..........................................1 ..........½  ....... 5
  Fresh Beans .......................................1 ..........¼ ........ 2
  Dried Beans........................................1 ..........½ ........ 5
  Fresh Cabbage...................................1 ..........¼ ........ 3
  Lettuce................................................1 ..........¼ ........ 1
  Sauerkraut ..........................................1 ..........½  ....... 4
  Fresh Lentils .......................................1 ..........¼ ........ 3
  Dried Lentils .......................................1 ..........½  ....... 5
  Leeks ..................................................1 ..........¼ ........ 2
  Scallions .............................................1 ..........¼ ........ 2
  Onions ................................................1 ..........¼ ........ 2
  Shallots...............................................1 ..........½  ....... 2
  Garlic ..................................................1 ..........½  ....... 2
  Carrots................................................1 ..........¼ ........ 3
  Parsnips .............................................1 ..........¼ ........ 3
  Radishes ............................................1 ..........¼ ........ 2
  White Turnip .......................................1 ..........¼ ........ 3
  Rutabaga ............................................1 ..........¼ ........ 3
  Beetroot ..............................................1 ..........¼ ........ 3
  Beet Pickles........................................1 ..........1  ........ 2
  Cucumbers .........................................1 ..........¼ ........ 2
  Cucumber Pickles ..............................1 ..........1  ........ 2
  Squash ...............................................1 ..........¼ ........ 4
  Green Olives ......................................1 ..........2  ........ 3
  Black Olives........................................1 ..........2½  ..... 3
  Fresh Wild Mushrooms ......................1 ..........¾ ........ 0
  Dried Wild Mushrooms .......................1 ..........1½  ..... 0
  Fruits
  Item                    
  Wt. 
  Cost 
  NU
  Crab apples ........................................ 1 ..........¼ .........2
  Apples ................................................ 1 ..........¼ .........3
  Pears .................................................. 1 ..........½  ........3
  Peaches ............................................. 1 ..........¼ .........3
  Apricots .............................................. 1 ..........¾  ........3
  Pomegranates .................................... 1 ..........6  .........1
  Plums ................................................. 1 ..........½  ........3
  Lemons............................................... 1 ..........1½  ......1
  Oranges.............................................. 1 ..........1½  ......3
  Cherries .............................................. 1 ..........1  .........3
  Strawberries ....................................... 1 ..........½  ........3
  Raspberries ........................................ 1 ..........½  ........3
  Gooseberries ...................................... 1 ..........¼  ........2
  Wild Berries ........................................ 1 ..........¼ .........3
  Table Grapes ...................................... 1 ..........⅓  .......3
  Fresh Figs .......................................... 1 ..........1½  ......4
  Dried Figs ........................................... 1 ..........2½  ......6
  Fresh Dates ........................................ 1 ..........1½  ......4
  Dried Dates ........................................ 1 ..........2½  ......6
  Various Dried Fruits ............................ 1 ..........1½  ......5
  Seasoning’s & Sweeteners
  Item 
  Wt 
  Cost 
  NU 
  % in   
   
   
   
   
  Shop
  Rock Salt .............................1 ..........1¼ .......0 ...........-
  Sea Salt ...............................1 ..........¾ .........0 ...........-
  Honey ..................................1 ..........1 ..........6 ...........-
  Lump Sugar .........................1 ..........2 ..........5 ...........-
  Fresh Cooking Herbs ..........5 oz .....¼ .........- ............-
  Dried Cooking Herbs ...........1 oz .....½ .........- ............-
  Basil.....................................1 oz .....1 ..........- ............90%
  Bay ......................................1 oz .....1 ..........- ............80%
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  240
  Cinnamon ............................1 oz .....13 ........- ............30%
  Clove ...................................1 oz .....1¾ .......- ............80%
  Coriander.............................1 oz .....3 ..........- ............60%
  Cumin ..................................1 oz .....4 ..........- ............50%
  Fennel .................................1 oz .....1¾ .......- ............80%
  Garlic ...................................1 oz .....¾ .........- ............90%
  Hops ....................................1 oz .....¾ .........- ............90%
  Pepper .................................1 oz .....8 ..........- ............30%
  Mint......................................1 oz .....¾ .........- ............90%
  Nutmeg ................................1 oz .....64 ........- ............30%
  Parsley ................................1 oz .....¾ .........- ............90%
  Pepper .................................1 oz .....320 ......- ............40%
  Rosemary ............................1 oz .....2¾ .......- ............70%
  Saffron .................................1 oz .....32 ........- ............30%
  Sage ....................................1 oz .....¾ .........- ............90%
  Thyme .................................1 oz .....¾ .........- ............90%
  Walnut .................................1 oz .....3 ..........- ............70%
  % in Shop: This is the percentage chance 
  that the herbs will be available. 
  Sugar came in loaves, the outer parts being cut or 
  scraped for nobility and giving a whiter coarser 
  texture than modern granulated sugar.  In the 
  centre would be a gooey residue, which would 
  be used by the servants or lower classes.
  Cooking Oils
  Item                     
  Wt 
   Cost NU
  Pork Dripping......................................1 ..........¼  ........-
  Beef Dripping......................................1 ..........½  ........- 
  Olive Oil (1 pint)..................................1 ..........1½    ....-
  Virgin Olive Oil (1 pint) .......................1 ..........2½  ......-
  Extra Virgin Olive Oil ..........................1 ..........5  .........-
  Bakery Goods
  Item                      
  Wt. 
  Cost 
  NU
  White bread ........................................1 ..........½  ........3
  Whole wheat bread ............................1 ..........¼ .........4
  Dark rye bread....................................1 ..........½  ........4
  Assorted Pastries (x6) ........................1 ..........½  ........3
  Cake ...................................................1 ..........½  ........3
  Fruit pie ..............................................1 ..........¼ .........4
  Meat pie..............................................1 ..........¾  ........6
  Grain & Feed: Farm Prices
  Item 
  Wt 
  Cost 
  NU
  Wheat .................................................50 ........7½ .......[200]
  Rye .....................................................50 ........6 ..........[150]
  Barley .................................................50 ........5 ..........[200]
  Oats ....................................................50 ........4 ..........[225]
  Hay .....................................................50 ........3 ½ ......[125]
  Straw ..................................................50 ........2 ¾ ......[75]
  The [NU] rating for grains and feeds refers to 
  the nutritional value when feeding animals.  For 
  nutritional value to people, look to Flour & Bread.
  Prices are at the farm gate. Millers charge 1/10th 
  the weight of grain to mill it into flour.
  Going to the Inn
  While staying at the inn, the guest and his property 
  were under the innkeeper’s protection and he 
  was liable for any losses due to his negligence or 
  carelessness with basic security. Prices are typical 
  of the rates at inns. A somewhat reduced rate may 
  be obtained from producers of alcoholic beverages 
  and an even better one if buying in large quantity.  A 
  long-term lodger would receive somewhat better 
  food for the price paid and preferred service if he held 
  accommodations of a better than average quality.
  Fortified Wines & Spirits
  Cognacs and grain alcohol are not available until 
  someone invents the distilling process. In history, the 
  mass production of distilled beverages happened 
  rather late, less than four centuries ago, in fact. But 
  there are records of Scotland exporting Whiskey in 
  the 12th Century and crude stills have been found in 
  Ireland dating to the 9th century, probably producing 
  Poteen. Of course an alchemist could have come 
  up with a distilling method much earlier on. The 
  alternative to strong spirits would be 'Winter Wine', 
  or wine put out in a tub on a very cold winter night. 
  The icy slush would be skimmed off, resulting in a 
  stronger wine with 20% to 30% alcohol content.  Cost 
  would be comparable to an average or good cognac.
  Beverage 
  Alcohol  
  Wt. 
  Cost
  Superb Port (1 pt) ................ 20% .......... 1 ............ 4
  Fine Port Wine (1 pt) ........... 18% .......... 1 ............ 3
  Good Port Wine (1 pt) ......... 18% .......... 1 ............ 2 ¼
  Average Port (1 pt) .............. 18% .......... 1 ............ 1 ½
  Liqueur (1 pt) ....................... 20% .......... 1 ............ 2
  Superb Cognac (1 pt) .......... 40% .......... 1 ............ 6
  Fine Cognac (1 pt)............... 40% .......... 1 ............ 4 ½
  Good Cognac (1 pt) ............. 40% .......... 1 ............ 3
  Average Cognac (1 pt) ........ 40% .......... 1 ............ 2 ½
  Grain Alcohol (1 pt).............. 92.5% ....... 1 ............ 6
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  241
  The Wine List
  Beverage 
  Alcohol .....Wt 
  Cost
  Grand Cru Red (1 pt)............. 12% ..........1 ........... 1½
  Vintage Red (1 pt) ................. 12% ..........1 ........... 1¼
  Fine Red Wine (1 pt) ............. 12% ..........1 ........... 1
  Good Red Wine (1 pt) ........... 12% ..........1 ........... ¾
  Average Red (1 pt) ................ 10% ..........1 ........... ½
  Poor Red Wine (1 pt)............. 8% ............1 ........... ¼
  Sour Wine (2 pt) .................... 6% ............2 ........... ¼
  Red Vinegar (1 pt) ................. - ................1 ........... ¼
  Grand Cru White (1 pt) .......... 12% ..........1 ........... 1¾
  Vintage White (1 pt) ............... 2% ............1 ........... 1½ 
  Fine White (1 pt) .................... 12% ..........1 ........... 1¼
  Good White (1 pt) .................. 12% ..........1 ........... 1
  Average White (1 pt) ............. 10% ..........1 ........... ¾
  Poor White Wine (1 pt) .......... 8% ............1 ........... ½
  White Vinegar (1 pt) .............. - ................1 ........... ¼
  Beer, Mead & Cider
  Beverage 
  Alcohol Wt 
  Cost
  Stout Beer (1 pt.) ................... 8% ............1 ........... ½
  Ale (1 pt.) ............................... 5% ............1 ........... ¼
  Lager (1 pt.) ........................... 5% ............1 ........... ¼
  Bitters (1 pt.) .......................... 5% ............1 ........... ¼
  Small Beer (2 pt.) .................. 3% ............2 ........... ¼
  Fine Mead ............................. 10% ..........1 ........... 1
  Good Mead............................ 8% ............1 ........... ¾
  Average Mead ....................... 6% ............1 ........... ½
  Cheap Mead .......................... 4% ............1 ........... ¼
  Fermented Cider ................... 7% ............1 ........... ½
  Fresh Cider............................ 4% ............1 ........... ¼
  Eating at an Inn
  Quality of the Meal 
  Cost
  Banquet Quality Meal (NU = 18 ............................ 1¾ - 2½
  Fine Meal (NU = 15) .............................................. 1½ - 1¾
  Very Good Meal (NU = 12) .................................... 1 - 1½
  Good Meal (NU = 10) ............................................ ¾ - 1
  Average Meal (NU = 10) ....................................... ½ - ¾
  Cheap Meal (NU = 8) ............................................ ¼ - ½
  Staying at an Inn
  Accommodation 
   
   
  Cost
  Fine Suite (2 rooms), per night ...............................1½ - 3
  Good Room, per night ............................................1 – 1¼
  Average Room, per night .......................................½ - ¾
  Pallet in Common Room, per night ........................¼ - ½
  Sleep in Stable, per night .......................................¼
  Stabling Animals
  Animal 
  Cost/Day
  Warhorse stabled at country inn ........................... 1 
  Warhorse stabled at town inn ............................... 1½ 
  Riding horse stabled at country inn ...................... ¾
  Riding horse stabled at town inn .......................... 1
  Pack/draft animal at country inn ........................... ¼
  Pack/draft animal at town inn ...............................  ½
  Stabling includes feed, usually hay and straw for 
  pack and draft animals.  Warhorses are groomed 
  and get a large feed bag of oats twice a day. Riding 
  horses get a smaller feed bag twice a day.
  Mounts
  The gaming statistics for all mounts are to be 
  found in the Creatures Bestiary Chapter.
  Long Distance Movement
  The following sets out Fatigue costs for Mounts, Draft 
  Animals and Pack Animals.  See Chapter Movement 
  for details on Journey Time, Pushing the Pace, etc.
  Move Rate 
  Fatigue Loss
  March ..................................................-1 FP per hour1 
  Trot (Double Time) ..............................-5 FP per hour1
  Canter..................................................-1 FP per 2 mi.2
  Gallop/Charge .....................................-1 FP per mi.2
  1Fatigue is expended per hour for these speeds.
  2Fatigue is expended for distance covered.  
  Canter is 3/4 of full speed possible.
  Long-Term Accommodation 
  By the month 
   
  Poor 
  Average 
  Good
  Room in Country ................. 5-10 .......... 13-20 .............. 23-30
  Country Cottage .................. 20-30 ........ 35-60 .............. 65-90
  Board in Country ................. 15-20 ........ 25-30 .............. 35-45
  Room in town ...................... 13-20 ........ 25-40 .............. 45-60
  3-rm floor in sm town house 50-75 ........ 88-125 ........ 138-175
  5-rm floor in lrg town house . 80-95 ........ 100-163 ...... 175-250
  Board in town ...................... 25-30 ........ 35-45 .............. 50-63
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  242
  Warhorses
  The man on horseback not only dominated the historic 
  feudal ages, but he also proved to be supreme in legend 
  and in fantasy fiction as well.  However, the greatest 
  warrior can be undone by an unreliable horse!
  Warhorses are very expensive, for mounts with the right 
  temperament and breeding are quite rare.  Also, a truly 
  fine warhorse can take years to train.  Only warhorses 
  will be effective mounts in battle.  Other riding animals 
  tend to be more skittish in temperament and can be 
  somewhat unmanageable in combat. Indeed, they 
  might baulk or panic in the din and chaos of a fight.  
  Nor will they position themselves well nor be easily 
  guided with knee movements and voice commands 
  alone.  These factors significantly reduce even a skilled 
  cavalryman’s ability to use his arms to best effect.
  Warhorses, especially the great destriers (heavy 
  warhorses), are very disciplined because of their highly 
  specialised training and stoic temperaments.  Destriers 
  and feudal medium horses (called ’hunters’ or 'coursers') 
  were trained to rear, kick, trample foes under hoof and 
  whirl round in place to prevent dismounted enemies from 
  getting near. (The horse impacts them with his body if 
  they do.)  No other warhorses had this training, although 
  light warhorses and warponies rear and kick at foes.
  Type of Warhorse 
  Find % 
  Cost
  Avg Very Heavy Warhorse ..............01-60% ....... 2600+
  Supr Very Heavy Warhorse .............61-85% ....... 2900+
  Supb Very Heavy Warhorse ............86-95% ....... 3200+
  Great Very Heavy Warhorse ...........96-00% ....... 3500+
  Avg Heavy Warhorse.......................01-60% ....... 2300+
  Supr Heavy Warhorse .....................61-85% ....... 2500+
  Supb. Heavy Warhorse ...................86-95% ....... 2700+
  Great Heavy Warhorse ....................96-00% ....... 3000+
  Avg Medium Warhorse ....................01-60% ....... 1800+
  Supr Medium Warhorse ..................61-85% ....... 2000+
  Supb Medium Warhorse ..................86-95% ....... 2300+
  Great Medium Warhorse .................96-00% ....... 2500+
  Avg Light  Warhorse ........................01-60% ....... 1400+
  Supr Light Warhorse .......................61-85% ....... 1600+
  Supb Light Warhorse .......................86-95% ....... 1800+
  Great Light Warhorse ......................96-00% ....... 2000+
  Avg. Light Arabian Warhorse ...........01-60% ....... 2000+
  Supr Light Arabian Warhorse ..........61-85% ....... 2300+
  Supb Light Arabian Warhorse .........86-95% ....... 2600+
  Great Light Arabian Warhorse .........96-00% ....... 3000+
  Avg Steppes War Pony ...................01-60% ....... 2000+
  Supr Steppes War Pony ..................61-85% ....... 2300+
  Supb Steppes War Pony .................86-95% ....... 2600+
  Great Steppes War Pony ................96-00% ....... 3000+
  Warhorse Armour
  Medium and heavy warhorses are large and powerful 
  enough to wear armour protection.  Of course, 
  the kind of armour is governed fairly much by the 
  same rules as stated for personal body armour.
  Light warhorses and war ponies cannot 
  wear better than quilted caparison.
  Medium warhorses may wear ½ frontal armour of metal, 
  with side/rear caparison of quilting or studded leather.
  Heavy warhorses can be armed in the full panoply of 
  war and decked out in full cavalry plate (if available).
  Armouring a horse will reduce its Fatigue considerably 
  if the steed’s CCAP limits are exceeded.  In this regard, 
  treat the mount’s Fatigue loss exactly the same as 
  in the case of a person carrying excessive weight.
  A mount’s speed will also be reduced if both rider 
  and armour exceed 60% CCAP. In distance modes 
  of travel, drop the speed by 1 mph per 5% overload.  
  In combat mode, drop the movement rate by 1’ 
  each for each 10% of excess weight carried.
  It might be noted that, except for a light quilted 
  caparison, warhorses were rarely armoured 
  except when formal battle was imminent.  Cavalry 
  mounts were kept fresh as possible for battle.  
  When travelling, warhorse armour was typically borne 
  by pack animals.  Similarly, a knight often rode a saddle 
  mount, leaving the warhorse carrying perhaps no more 
  than the knight’s armour and some of his armaments.  
  This spared the warhorse and kept him fresh for battle.
  The following sets out  the kinds of warhorse 
  armours available in Chivalry & Sorcery.  Warhorse 
  armour is essentially the same in protective 
  effect as body armour worn by characters.  
  ½ (Frontal) armour does not protect the 
  legs of the horse, just its face, head, neck 
  and barrel back to the saddle.
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  243
  Warhorse Armour: 
  Wt. as % of
  Type of Barding 
  Mount’s Wt. 
  Cost 
  ½: quilted ..........................................3% ................... 240
  ½: studded leather1 ..............................................6% ................... 400
  ½: brigandine (splint) ........................9% ................... 800
  ½: scalemail ......................................9% ................... 1200
  ½: platemail ......................................10% ................. 2000
  ½: cavalry plate .................................12% ................. 3000
  ½: Renaissance plate armour ...........14% ................. 4400
  Side/Rear: quilted ..............................3% ................... 160
  Side/Rear: studded leather1 ..............5% ................... 240
  Side/Rear: brigandine........................8% ................... 600
  Side/Rear: scalemail .........................8% ................... 900
  Side/Rear: platemail ..........................8% ................... 1300
  Side/Rear: cavalry plate ....................10% ................. 2000
  Side/Rear: Renaissance plate ...........12% ................. 3200
  1Equivalent to ring mail
  Riding Mounts, Pack Horses & Draught Animals
  In addition to fighting mounts, many animals are 
  available for more mundane duties, such as light riding 
  horses (palfreys), ponies, donkeys, draught horses, pack 
  horses, mules, even camels!  The animal for you depends 
  on what you need and how much your purse can afford!
  As a rule, large characters need to ride large mounts 
  to avoid fatiguing them or breaking them down.
  Different riding skills are needed to have effective 
  control over horses, donkeys, camels and exotic animals.  
  The skill, Ride Warhorse, is essential to controlling 
  such a spirited animal or fighting while in the saddle.
  The skill, Handle Animals, is sufficient to keep a 
  draught or pack horse, mule or donkey in line 
  when using them as draught or pack animals.
  Type of Mount 
  Cost
  Light Riding Horse (Palfrey) ............... 300+
  Riding Pony ........................................ 180+
  Light Pony .......................................... 100+
  Donkey ............................................... 80+
  Heavy Draught Horse ......................... 300+
  Medium Draught Horse ...................... 200+
  Medium Mule ...................................... 300+
  Mule.................................................... 200+
  Average Camel ................................... 500+
  Superior Camel .................................. 700+
  Superb Camel .................................... 800+
  Great Camel ....................................... 1000+
  Animal Nutrition
  The food a warhorse, riding mount, or draught animal 
  needs each day will depend on his size and activity 
  level.  Food value is rated in nutrition units (NU).
  The following sets out the requirements that most 
  animals need in order to maintain a given energy level:
   
  Daily Nutrition
   
  Weight 
  for Activity Level
  Animal 
  (lbs) 
  Subs 
  Avg 
  Stren
  Hv.Warhorse ...............2000-2400 .......40 NU ...50 NU ....65 NU
  Md.Warhorse ..............1600-1900 .......36 NU ...45 NU ....60 NU
  Lt.Warhorse ................1100-1300 .......32 NU ...40 NU ....53 NU
  Lt.Arabian ...................1200-1400 .......36 NU ...45 NU ....60 NU
  War Pony ....................800-1100 .........27 NU ...33 NU ....40 NU
  Lt.Riding H..................1000-1200 .......30 NU ...37 NU ....45 NU
  Draught H. ..................1600-2400 .......36 NU ...50 NU ....65 NU
  Mule............................1500-2000 .......36 NU ...45 NU ....60 NU
  Donkey .......................350-450 ...........20 NU ...25 NU ....30 NU
  Camel .........................1700-2400 .......35 NU ...45 NU ....55 NU
  Animals may be fed grain, hay, etc.  They may also be 
  pastured.  As a general rule, an animal can graze from 
  7 to12 NU per hour on rich grasslands, 4 to 7 NU per 
  hour on steppe-land grasses and 1 to 4 NU per hour in 
  wastelands (depending on the quality of the grazing).  
  Deduct about 6 to 9 hours for sleep also deduct travel or 
  work time from the day, the balance remaining out of 24 
  hours can be spent by the animal in grazing activities.
  Livestock
  Item                    
  Cost
  Capon .......................................................................... 2
  Calf, weaned ............................................................... 10
  Cow ............................................................................. 72
  Cow, good milker  ........................................................ 120
  Duck ............................................................................ 1
  Falcon, trained Gerfalcon ............................................ 48
  Falcon, trained Goshawk............................................. 60
  Falcon, trained Merlin .................................................. 45
  Fowl (Hen) ................................................................... 1
  Goose .......................................................................... 3
  Ox ................................................................................ 108
  Pig ............................................................................... 24
  Pigeon ......................................................................... ½
  Sheep .......................................................................... 10
  Magick
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   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  244
  Household Goods 
  Item  
  WT 
  Cost
  Rushlight (1 hr x 24)  .......................... 1 ..........¼
  Torch (4 hr)  ........................................ 1 ½ ......½
  Candle, tallow (6 hr x 4)  .................... 1 ..........½
  Candle, wax (6 hr x 4)  ....................... 1 ..........2 ½
  Candle lantern  ................................... 2 ..........15
  Oil lamp (8 hr) .................................... 1 ..........5
  Oil lantern (24 hr)  .............................. 3 ..........20
  Lamp oil (1 pt= 96 hr.)  ....................... 1 ..........1 ½
  Candle holder, pottery  ....................... 5 oz .....4
  Candle holder, pewter  ....................... 8 oz .....9
  Candle holder, brass  ......................... 8 oz .....12
  Candelabra, pewter  ........................... 2 ½ ......40
  Candelabra, brass  ............................. 3 ..........60
  Candlestick, brass .............................. 75 oz ...120
  Silver item........................................... X 20 Brass Price 
  Gilded item  ........................................ X 30 Brass Price 
  Gold item  ........................................... X 400 Brass Price 
  Cross. small wooden  ......................... 2 oz .....1
  Cross, small silver  ............................. 2 oz .....50
  Cross, small gilt  ................................. 2 oz .....80
  Cross, small gold  ............................... 4 oz .....150
  Wooden spoon  .................................. 1 oz .....¼
  Wooden plate/bowl  ............................ 8 oz .....½
  Wooden mug  ..................................... 8 oz .....1
  Pewter spoon  .................................... 2 oz .....3
  Pewter plate/bowl  .............................. 1 ..........8
  Pewter mug  ....................................... 1 ..........8
  Pewter cup  ........................................ 15 oz ...36
  Pewter chalice  ................................... 2 ..........72
  Silver tableware  ................................. X 16 Pewter Price 
  Gilded tableware  ............................... X 25 Pewter Price 
  Gold tableware  .................................. X 400 Pewter Price 
  Brazier, iron, small  ............................. 5 ..........48
  Brazier, bronze, small  ........................ 5 ..........76
  Brazier, iron tripod  ............................. 25 ........240
  Brazier, bronze tripod ......................... 25 ........640
  Charcoal ............................................. 25 ........1 ½
  Stool, oak 3-legged  ........................... 5 ..........4
  Chair, oak  .......................................... 12 ........1
  Bench, oak (2 person)  ....................... 20 ........½
  Bench, oak (4 person)  ....................... 40  .......16
  Great Seat, oak  ................................. 50+ ......72
  Writing desk, oak  ............................... 50+ ......36
  Table, oak  .......................................... 50+ ......24
  Large table, oak ................................. 100+ ....48
  Oak bed & mattress ........................... 50+ ......48
  Oak bed with canopy  ......................... 100+ ....76
  Small oak casket ................................ 5 ..........19
  Oak chest  .......................................... 15 ........40
  Large oak chest  ................................. 40 ........84
  Oak wardrobe  .................................... 100 ......120
  Pine furniture  ..................................... X 3 Oak Price...
  Fruitwood furniture  ............................ X 10 Oak Price 
  Carved furniture ................................. +50% Oak Price 
  Ornately carved furniture  ................... +200% Oak Price 
  lronbound Chest  ................................ +50% Oak Price 
  Seat cushion ...................................... 2 ..........10
  Good seat cushion  ............................ 2 ..........24
  Good seat cushion  ............................ 2 ..........48
  Straw pallet ........................................ 2 ..........2
  Bed hangings  .................................... 20 ........40
  Good bed hangings  ........................... 20 ........84
  Fine bed hangings  ............................. 20 ........144+
  Metal mirror (6” x 6°)  ......................... 4 oz .....15
  Large metal mirror (2’ x 6’)  ................ 25 ........600
  Straight razor  ..................................... 4 oz .....14
  Soap ................................................... 1 ..........1
  Building Tools 
  Item  
  WT 
  Cost
  Astrolabe (brass)  ............................... 4 ..........120
  Yardstick (wooden)  ............................ 1 ..........3
  Yardstick (iron)  .................................. 2 ..........16
  Cord (waxed), 100’  ............................ 1 ..........4
  Carpenter’s square  ............................ 2 ..........6
  Carpenter’s level  ............................... 2 ..........16
  Plumb-bob & string  ............................ 1 ..........4
  Hatchet  .............................................. 3 ..........18
  Wood axe  .......................................... 5 – 7 ....40
  Cross-cut saw (2 man)  ...................... 10 ........140
  Wood saw  .......................................... 3 ..........40
  Carpenter’s plane  .............................. 2 ..........12
  Wooden mallet  .................................. 2 ..........3 ½
  Carpenter’s hammer  ......................... 3 ..........20
  Boring auger  ...................................... 3 ..........24
  Iron drill bits (6) .................................. 1 ..........14
  Steel drill bits (6) ................................ 1 ..........24
  Wood chisel  ....................................... 1 ..........12
  Adze  .................................................. 4 ..........40
  Drawing knife ..................................... 2 ..........19
  Shingling knife  ................................... 2 ..........20
  Wood glue (1 pt.)  ............................... 1 ..........24
  Paint ( 1 gal.)  ..................................... 8 ..........15
  Construction nails (40)  ...................... 1 ..........10
  Pennyweight nails (240)  .................... 1 ..........15
  6” Iron spikes (6)  ............................... 1 ..........7
  12• Iron spikes (2)  ............................. 1 ..........7
  Iron wedge (small x 4) ........................ 1 ..........3
  Magick
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  245
  Cottage
  as before, wood plank floor, per 100 sq.ft.  .....................300 ......................120
  Cottage, as above
  with wood plank floor, shake roof, per 100 sq.ft.  ............360 ......................144
  Attached barn/storerooms 
  As cottage, beaten earth floor, .......................................60% .....................60%
  Town house of field stone
  wood plank floor, shake roof, per 100 sq.ft.  ...................390 ......................160
  Town house: timber-stucco
  wood plank floor, shake roof, per 100 sq.ft.  ...................300 ......................124
  Feudal Manor House: 1-ft. thick stone walls
  wood floors, slate roof, per 100 sq.ft.  .............................500 ......................210
  Fortified Manor House: 3-ft. thick stone walls
  wood floors, slate roof battlements
  Stout gates, per 100 sq.ft. ...............................................640 ......................270
  Finishing Work  
  Man Hours Unit Cost
  Brick facing  ................................................ +20% ...........+20%
  Fieldstone fireplace  ......................................40 ...................16
  Dressed stone fireplace ................................80 ...................40
  Chimney, per 20’ of height  ............................50 ...................32
  Poor finishing, per 100 sq.fl.  .........................10 .....................4
  Avg. finishing, per 100 sq.ft.  .........................30 ...................20
  Good finishing, per 100 sq.ft  ........................60 ...................48
  Fine finishing, per 100 sq.ft. ..........................90 ...................96
  Mining Tools 
  Item  
  WT 
  Cost
  Iron wedge (large)  ............................. 1 ..........7
  Crow bar (light)  .................................. 5 ..........28
  Crow bar (heavy)  ............................... 15 ........84
  Shovel (long handle)  ......................... 5 ..........38
  Spade (short handle)  ......................... 6 ..........44
  Pick axe  ............................................. 7 ..........56
  Maul or sledge hammer ..................... 9 ..........64
  Maul or sledge hammer ..................... 16 ........112
  Stonemason’s hammer  ..................... 4 ..........36
  Stonemason’s chisel  ......................... 2 ..........20
  Mason’s trowel  .................................. 1 ..........4
  Mason’s hod  ...................................... 5 ..........4
  Mason’s mixing trough  ...................... 25 ........10
  Mortar  ................................................ 100 ......8
  Cement (Roman Style) ....................... 100 ......8
  Metalworking Tools
  Item  
  WT 
  Cost
  Smith’s leather apron  ........................ 3 ..........12
  Smith’s hammer  ................................ 5 ..........18
  Armourer’s hammer  .......................... 5 ..........20
  Jeweller’s hammer  ............................ 1 – 2 ....20
  Set of engraving tools ........................ 3 ..........32
  Portable anvil ..................................... 25 ........70
  Smithy anvil  ....................................... 100 ......200
  Building Construction 
  The following section deals with building structures 
  rang ing from peasant huts up to feudal manor houses. 
  Mud & wattle huts are crude one-room, one-
  storey struc tures typical of the peasantry. 
  Cottages are the homes of the rural yeomanry. 
  They have lofts under their pitched roofs, with 
  usable loft space about 2/3 of main floor area 
  (no additional cost). Each level is 8’ high, so 
  the roof-peak is 16’-18’ above the ground. 
  Manor Houses & Town Houses have 3-5 storeys, 
  each about 10’ high (square footage applies per 
  level. The top level is cost ‘free.’ Being a loft area with 
  usable space about 2/3 of the floor area of a storey. 
  Stables, storehouses, warehouses, etc., are of compara-
  ble construction to dwellings, but lack the frills 
  and inside finishing one would expect of a proper 
  residential structure. However, the poor rarely lived 
  in quarters much better than those of their animals! 
  Construction time and costs assume that professional 
  trades men are employed. If character's do the 
  work themselves, cost is halved. However, they 
  must have appropriate skills to build a structure or 
  time is doubled. Brick and stone structures cannot 
  be constructed without appropriate skills. 
  The time required for any building task is stated in 
  man-hours: 60 man-hours means 1 man working for 
  60 hours. If more than one man is involved, divide 
  the building time by the number of workers. A 60 
  man-hour job done by 5 men would take 60/5 = 
  12 hours. Assume 10 working hours in a day. 
  Unit cost= Cost per unit of work done; e.g.: 
  100 sq. feet of cottage of fieldstone built.
  Type of Construction  
  Man Hours 
  Unit Cost
  100 sq.ft. of Site Clearing  .................................................4 ...........................½
  Clearing in Light Woods  ...................................................8 ...........................¾
  Clearing in Dense Woods  ...............................................12 .......................1 ¼
  10 cu.ft. Excavated in Dirt  ................................................1 ...........................¼
  10 cu.ft. Excavated in Stone  ...........................................20 .......................2 ½
  Hut of mud & wattle with thatch roof
  beaten earth floor, per 100 sq.ft.  .....................................60 .........................18
  Cottage of timber and stucco, with hatch roof
  beaten earth floor, per 100 sq.ft.  ....................................180 ........................72
  Cottage, as above
  with wood plank floor, per 100’ sq.ft.  ..............................240 ........................96
  Cottage of logs, thatch roof
  beaten earth floor, per 100 sq. feet.  ...............................150 ........................60
  Cottage, as above
  with wood plank floor, per 100 sq.ft.  ...............................210 ........................84
  Cottage of logs 
  with wood floor, shake roof, per 100 sq.ft.  .....................270 ......................108
  Cottage of field stone
  thatch roof, beaten earth floor, per 100 sq.ft.  .................250 ......................100
  Magick
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  Table of Contents
  INDEX
  
  246
  Portable Forge ................................... 100 ......80
  Smithy Forge  ..................................... 1000 ....240
  Armourer’s Forge  .............................. 1000 ....280
  Forge coal  ......................................... 100 ......4
  Hardwood charcoal  ........................... 100 ......8
  Smelting coal  ..................................... 100 ......6
  Smelting crucible (5 lb) small ............. 5 ..........54
  Smelting ladle  .................................... 2 ..........12
  Smelting crucible (25 lb)  .................... 20 ........120
  Large smelting ladle  .......................... 5 ..........30
  Small bellows  .................................... 5 ..........48
  Large bellows  .................................... 25 ........120
  Small pliers ......................................... 1 ..........24
  Large pliers ........................................ 2 ..........40
  Small tongs ........................................ 3 ..........36
  Large tongs ........................................ 5 – 10 ..120
  Wire puller & die ................................. 10 ........144
  Iron clamp .......................................... 3 – 5 ....36
  Whetstone  ......................................... ½ .........1
  Grindstone  ......................................... 100 ......21
  Lead Ingot .......................................... 25 ........50
  Copper Ingot ...................................... 25 ........500
  Tin Ingot  ............................................ 25 ........500
  Iron Ingot  ........................................... 25 ........100
  Silver Bar  ........................................... 1 ..........250
  Gold Bar ............................................. 1 ..........3000
  Agricultural Tools
  Item  
  WT 
  Cost
  Rake  .................................................. 3 ..........2
  Hoe  .................................................... 3 ..........2
  Digging fork  ....................................... 4 ..........3
  Shovel (long handle)  ......................... 5 ..........4
  Spade ( short handle)  ........................ 6 ..........4
  Mattock  .............................................. 5 ..........3
  Pitchfork (metal tines) ........................ 5 ..........2
  Pitchfork (wood tines)  ........................ 3 ..........1
  Sickle  ................................................. 3 ..........2
  Scythe  ............................................... 5 ..........4
  Wooden threshing flail  ....................... 8 ..........2
  Walking plough frame  ........................ 50 ........6
  Iron plough blade................................ 25 ........18
  Baking Ingredients 
  Item  
  WT 
  Cost NU
  Whole Wheat Flour ............................ 10 ........¾ .........40
  White Wheat Flour ............................. 10 ........1 ..........30
  Rye Flour  ........................................... 10 ........¾ .........40
  Barley Flour  ....................................... 10 ........½ .........40
  Oat Meal  ............................................ 10 ........½ .........40
  Yeast .................................................. 1 oz .....½ ........-
  Note: 1 lb. of flour makes 1 lb. of bread.
  The Apothecary Shoppe
  The following materials are used to make Magickal 
  potions, powders, & devices. Skill in Herbology 
  may be used to Find herbs and woods in the 
  wild (minus the Find Modifier indicated).
  Herbs & Flowers
  Note: All weights are given for Herbs & Flowers are 
  in 1/4 oz unless stated and all prices are in pennies.
   
  Find 
  % in
  Herb/Flower 
  Mod. 
  Shop Cost
  Anemone ............................................ -25.......60% .....3
  Angelica.............................................. -30.......50% .....9
  Anise .................................................. -10.......70% .....3
  Apple .................................................. -20.......90% .....1
  Ash ..................................................... -15.......90% .....1
  Asafoetida .......................................... -35.......40% .....5
  Avens ................................................. -30.......50% .....5
  Balm of Gilead .................................... -40.......30% .....40
  Basil.................................................... -15.......90% .....1
  Bay ..................................................... -25.......80% .....1
  Benzoin .............................................. -35.......40% .....35
  Betony ................................................ -25.......50% .....6
  Bistort ................................................. -25.......40% .....9
  Bittersweet.......................................... -20.......80% .....2
  Broom ................................................. -10.......70% .....3
  Bryony ................................................ -20.......60% .....6
  Burdock .............................................. -05.......80% .....2
  Cactus ................................................ -90.......20% .....10
  Camomile ........................................... -05.......80% .....1
  Camphor............................................. -90.......60% .....3
  Caraway ............................................. -...........90% .....1
  Carnation ............................................ -50.......70% .....3
  Catnip ................................................. -15.......80% .....2
  Celandine ........................................... -25.......60% .....4
  Cinnamon ........................................... -...........30% .....13
  Cinquefoil ........................................... -20.......60% .....4
  Clover ................................................. -05.......90% .....1
  Clove .................................................. -50.......80% .....1 3/4
  Comfrey .............................................. -20.......70% .....3
  Coriander............................................ -45.......60% .....3
  Cumin ................................................. -50.......50% .....4
  Dragon’s Blood ................................... -50.......30% .....40
  Elder ................................................... -05.......80% .....2
  Fennel ................................................ -20.......80% .....1 3/4
  Fern .................................................... -20.......90% .....1
  4-Leaf Clover ...................................... -90.......10% .....240
  Frankincense ...................................... -50.......20% .....240
  Garlic .................................................. -25.......90% .....3/4
  Geranium............................................ -70.......60% .....4
  Gooseberry......................................... -25.......90% .....1
  Magick
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  Table of Contents
  INDEX
  
  247
   
  Find 
  % in
  Herb/Flower 
  Mod. 
  Shop Cost
  Hawthorn ............................................ -20.......90% .....1
  Hazel .................................................. -20.......90% .....1
  Heather............................................... -20.......90% .....1
  Henbane ............................................. -35.......70% .....3
  Holly ................................................... -45.......70% .....3
  Honeysuckle ....................................... -10.......70% .....3
  Hops ................................................... -30.......90% .....3/4
  Horehound.......................................... -35.......60% .....4
  Hyssop ............................................... -40.......60% .....4
  Ivy ....................................................... -10.......90% .....1
  Juniper................................................ -30.......80% .....2
  Lavender ............................................ -50.......60% .....3
  Laurel ................................................. -35.......70% .....3
  Mandrake ........................................... -90.......10% .....20
  Marigold.............................................. -30.......70% .....3
  Marjoram ............................................ -50.......80% .....2
  Mistletoe ............................................. -25.......20% .....15
  Mugwort.............................................. -25.......50% .....5
  Myrrh .................................................. -70.......20% .....360
  Mint..................................................... -10.......90% .....3/4
  Myrtle.................................................. -35.......60% .....3
  Nettle .................................................. -10.......80% .....2
  Nutmeg ............................................... -80.......30% .....64
  Oak ..................................................... -30.......30% .....6
  Onion .................................................. -30.......90% .....1
  Parsley ............................................... -30.......90% .....3/4
  Pepper ................................................ -90.......40% .....320
  Peppermint ......................................... -20.......90% .....8
  Periwinkle ........................................... -35.......50% .....3
  Pimpernel ........................................... -35.......50% .....5
  Poppy ................................................. -40.......40% .....10
  Primrose ............................................. -30.......80% .....2
  Rose ................................................... -30.......80% .....2
  Rosemary ........................................... -30.......70% .....2 3/4
  Rue ..................................................... -30.......50% .....4
  Saffron ................................................ -40.......30% .....32
  St. John’s Wort ................................... -40.......50% .....12
  Snapdragon ........................................ -40.......80% .....2
  Solomon’s Seal .................................. -40.......50% .....10
  Star Anise ........................................... -40.......50% .....8
  Thistle ................................................. -0.........90% .....1
  Thyme ................................................ -10.......90% .....3/4
  Valerian .............................................. -25.......60% .....5
  Vervain ............................................... -30.......50% .....6
  Vine .................................................... -10.......90% .....1
  Violet .................................................. -10.......80% .....2
  Walnut ................................................ -20.......70% .....3
  Wolfsbane .......................................... -30.......60% .....6
  Wormwood ......................................... -50.......20% .....10
  Yarrow ................................................ -10.......80% .....2
  Magickal  Materials: Woods
   
   
   
   
  Find        % in
  Woods 
  Wt. 
  Mod. 
  Shop 
  Cost
  Acacia.........................1 oz .................-70 ........20% .......10
  Apple ..........................1 lb ..................-20 ........70% .......3
  Ash .............................1 lb ..................-15 ........50% .......5
  Cypress ......................1 lb ..................-50 ........20% .......10
  Elder ...........................1 lb ..................-05 ........70% .......3
  Elm .............................1 lb ..................-10 ........70% .......3
  Fir ...............................1 lb ..................-10 ........70% .......2
  Hawthorn ....................1 lb ..................-20 ........50% .......5
  Hazel ..........................1 lb ..................-20 ........50% .......7
  Myrtle..........................1 lb ..................-35 ........60% .......4
  Oak .............................1 lb ..................-30 ........20% .......25
  Pine ............................1 lb ..................-10 ........70% .......1
  Rowan ........................1 lb ..................-30 ........30% .......10
  Sandalwood................¼ oz ................-30 ........30% .......10
  Walnut ........................1 lb ..................-20 ........60% .......5
  Willow .........................1 lb ..................-10 ........70% .......5
  Magickal Materials: Stones
  All quantities are 1 caret of stones.
  Stone  
  Available  
  Cost
  Agate ........................................................... 90%  ..................7
  Alum ............................................................ 90%  ..................1
  Amber .......................................................... 50%  ..............100
  Amethyst ..................................................... 50%  ..............100
  Aquamarine ................................................. 90%  ................20
  Asbestos...................................................... 90%  ..................3
  Aventurine ................................................... 70%  ................12
  Azurite ......................................................... 60%  ................70
  Beryl ............................................................ 60%  ................25
  Bloodstone  ................................................. 60%  ..............80+
  Calcite  ........................................................ 60%  ..................3
  Carnelian  .................................................... 60%  ................15
  Cats-Eye ..................................................... 60%  ................40
  Chalcedony  ................................................ 60%  ................15
  Chrysolite  ................................................... 60%  ................15
  Coral  ........................................................... 60%  ................15
  Crystal  ........................................................ 60%  ............100+
  Diamond  ..................................................... 50%  .........1,500+
  Emerald  ...................................................... 50%  .........1,500+
  Flint ............................................................. 80%  ..................3
  Fossil  .......................................................... 30%  ............600+
  Garnet  ........................................................ 60%  ..............50+
  Hematite  ..................................................... 60%  ................10
  Holey Stones  .............................................. 60%  ................40
  Jade ............................................................ 60%  ............400+
  Jasper ......................................................... 60%  ................50
  Jet ............................................................... 50%  ..............50+
  Lapis Lazuli  ................................................ 40%  ............300+
  Malachite  .................................................... 60%  ................30
  Moonstone .................................................. 50%  ............120+
  Magick
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  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  248
  Stone  ..................................................... Available  ........Cost 
  Obsidian  ..................................................... 60%  ................80
  Onyx  ........................................................... 60%  ................60
  Opal (Black) ................................................ 50%  ............350+
  Pearl  ........................................................... 64%  ............500+
  Petrified Wood  ............................................ 60%  ............500+
  Pumice  ....................................................... 60%  ................20
  Ruby  ........................................................... 50%  .........1,200+
  Salt crystals  ................................................ 80%  ..................7
  Sapphire  ..................................................... 50%  .........1,200+
  Sardonyx  .................................................... 50%  ............200+
  Sodalite  ...................................................... 50%  ..............100
  Sphene  ....................................................... 50%  ............400+
  Staurolite  .................................................... 50%  ..............100
  Sulphur  ....................................................... 90%  ..................1
  Sunstone  .................................................... 50%  ............120+
  Tiger’s Eye  ................................................. 50%  ............300+
  Topaz  .......................................................... 50%  ............300+
  Tourmaline (All Colours)  ............................. 50%  ............300+
  Zircon (All Colours) ..................................... 50%  ............300+
  Magickal Materials: Metals
  Metal  
  Wt. 
  Avl 
  Cost
  Antimony  ....................................¼ oz  ...... 50%  .......2
  Brass  ..........................................1 oz  ....... 80%  .......9
  Copper: .......................................1 oz  ....... 90%  .......2
  Electrum  .....................................½ oz  ...... 60%  .......70
  Gold  ............................................½ oz  ...... 90%  .......112
  Iron  .............................................5 lb  ........ 90%  .......120
  Lead  ...........................................5 lb  ........ 90%  .......100
  Lodestone ...................................1 oz.  ...... 30%  .......150
  Mercury  ......................................1 oz.  ...... 50%  .......24
  Pyrite  ..........................................1 oz.  ...... 50%  .......100
  Silver  ..........................................½ oz.  ..... 90%  .......10
  Tin:  .............................................4 oz.  ...... 60%  .......20
  Magickal Materials: Miscellaneous
  These are materials taken from enchanted beasts, etc.
  Misc.  Material 
  Wt. 
  Available 
  Cost
  Blood ...............................¼t ................. 80%.........................6
  Blood-Magus ...................¼t ................ 100%................. bleed
  Bone (horn, teeth,
  Tusks, hooves) ................1 oz ............... 80%....................2-20
  Brandy/Cognac................¼ t ................. Var ................Market 
  Feathers, Hair..................¼ oz ............. 80%....................2-20
  Internal Organ .................3 oz ............... 70%....................2-20
  Nail Clippings ..................¼ oz .............. Var ................Collect
  Oil (olive, etc.) .................¼ t ................ 90%................Market 
  Papyrus: ..........................1 x 22" x 35" . 90%................Market 
  Parchment: ......................1 x 22"x35" ... 90%................Market
  Pure Water ......................¼t ................. 70%................Collect
  Red Wine:........................¼ t ................ 90%................Market
  Skin/Hide .........................1 oz ............... 70%....................2-20
  Vellum:.............................1 x  22"x35" .. 80%................Market
  The more than 175 materials which follow may be 
  used in Magickal enchantments to make potions, 
  Incense, powders, Simple Magickal Devices, Lesser and 
  Greater Magickal Devices of Power, Foci, and Scrolls.
  Elements are materials that have an affinity to that 
  form of Elemental Magick and several other Methods of 
  Magick.  Other properties are stated in the descriptions:
  Air: Air, Divination, Transcendental
  Earth: Earth, Plants, Wards
  Fire: Fire, Arcane, Command
  Water: Water, Illusion, Transmutation
  Summoning requires an element that is based on 
  the creature or spirit summoned: Earth:  animals,  
  people, woodland spirits  (Faeries, Totems)  
  enchanted  land-dwelling beasts and monsters.
  Fire: demonic spirits
  Air: birds, free spirits, enchanted flying creatures.
  Water: fish, aquatic mammals, crustaceans, sea 
  spirits, enchanted sea creatures and monsters.
  A ‘purifying’ or  ‘consecrating’ material is usable 
  with any Method of Magick as an anointment. 
  Anointing materials must contain one liquid 
  (blood, water, oil, wine, brandy, etc.).
  Counts as (n) materials means that the 
  material is equal to (n) quantities.
  Energises means the material will hold additional 
  spell charges.  This is especially true of gemstones.
  Some materials may list Magickal Methods or specific 
  uses for that type of material. For instance, Betony is a 
  Fire element but can be used in Healing as well.    Ivy 
  is a Fire Element but can be used in Wards as well.
  A Magickal material must be enchanted to MR 0 
  before any bonus it imparts may be received.
  All  quantities  of  Herbs  and  Flowers  are  1/4  oz  unless  
  otherwise  stated  in  the  herb descriptions.   A magus 
  does not need materials to cast a spell.   However, there 
  are benefits for using herbs if they are attuned with the 
  Method if Magick the Magus is using. Herbs form the 
  base for simple potions and powders and can be used to 
  anoint devices or to cast spells.  To use them successfully 
  their Magick Resistance must be reduced down to MR 0.
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  If a Magus casts a spell with herbs, the quantity of 
  herbs used is consumed.  He will need 1 quantity of 
  herbs per 3 ranks of the spell (rounded up), i.e. ML10 
  requires 4 quantities.  He can use more, but that will 
  not increase the benefits above those listed below.
  Note: Those herbs that count as several materials 
  can be applied to satisfying multiple quantities.
  Enchanted herbs impart  +7% to the casting TSC%% 
  if the same Element as the spell; e.g. a Fire herb 
  adds +7% to a Fire, Arcane or Command spell.  
  Also, if a Method is listed in the herb description, 
  add a bonus of +7% to the TSC%%; e.g. Bistort is 
  an Earth, but Divination is in the description, so 
  add +7% to the TSC%% for Divination spells.
  If the herb has a specific power, any affected 
  spell has +13% to the TSC%%; e.g. Vine enhances 
  Climbing or dealing with heights, so it adds a bonus 
  of +13%to the TSC%% to spells involving climbing 
  or overcoming fear of heights. Double the quantity 
  of anointing herbs to enhance magick through a 
  focus, adding +3% to the TSC%% in Methods attuned 
  to the herb’s Element.  If casting a spell specific to 
  the herb’s powers, add  +7% bonus to TSC%%.
  Herbs & Flowers
  Anemone (Windflower; Pasque Flower)
  Fire; MR 2 Flower: Healing.
  Angelica
  Fire MR 2 1 oz root: Fire Wards; Exorcisms.
  Anise  (sweet  Cicely;  British  myrrh;  Aniseed)
  Air;  MR  1  aromatic  seed:  Healing; Aphrodisiac. Used 
  with bay laurel by witches in ritual baths to enhance 
  powers +7% to the TSC%% for 13 hours.
  Apple  (Aball;  silver  bough;  silver  branch;  tree  of  love)
  Water;  MR 1; ¼  oz blossom,4oz fruit or ¼ pint 
  cider: Healing; cider replaces blood.
  Ash
  Water: MR 1 leaves.
  Astafoetida
  Fire; MR 2 acrid herb: Wards; Exorcisms; Healing.
  Avens (goldenstar)
  Fire MR 1 herb: purification; Exorcism; as 2 materials.
  Balm of Gilead (Mecca balsam)
  Water; MR 0 bud: Summoning non-demonic Spirits (burn for 
  smoke in which spirits materialised); Cure broken heart; Love.
  Basil (the “Witches’ herb;” St. Joseph’s Wort)
  Fire, MR 1 herb: Exorcism; Purification; Attract Lovers.
  Bay (bay laurel)
  Fire; MR 2 herb: Divination; Healing; Purification.
  Benzoin (Benjamin)
  Air; MR 1 herb: Purification incenses; tinctures to preserve 
  magickal oils; as 3 materials in potions and incenses.
  Betony (Bishopwort)
  Fire; MR 2 herb: Healing; Purification. 
  Bistort (Snakeweed;Dragonwort)
  Earth; MR 2  herb: Divination. Bittersweet: Water; 
  MR 2 gum: Summoning (Water); Purification.
  Broom
  Air; MR 2 herb: Wards; Purification; as 2 materials for witches.
  Bryony (Ladies’ Seal)
  Earth; MR 4 root: replaces Mandrake (see below).
  Burdock
  Water; MR 2 herb: Purification.
  Cactus
  Fire; MR 2 Plant or spines: Wards; Plant spell: Hedge of Thorns.
  Camomile (maythen)
  Water; MR 1 herb: Healing; Sleep; calms. Camphor: Water; 
  MR 2 gum: Healing; Anti-Aphrodisiac; Sleep-incenses. 
  Caraway
  Air; MR 2 seed: Attract Lovers; Fidelity; Improves Memory. 
  Carnation
  Fire; MR 2 flower: Energising.
  Catnip (Catmint; Field Balm)
  Water; MR 2 herb: Bookmarks in Magick 
  Texts; Attracts Felines and Lovers.
  Celandine (Devil’s Milk)
  Fire; MR 2 herb: Escape Entrapment; Healing.
  Cinnamon (sweet wood; cassia)
  Fire; MR 2 bark: Divination; Summoning; Transcen- 
  dental; Healing; Male Aphrodisiac.
  Cinquefoil (five-finger grass)
  Earth; MR 2 herb: Healing; Attract Lovers.
  Clover
  Air, Water, Fire, Earth; MR 3 herb.
  Clove
  Fire; MR 2 bud: Wards; Enhances Memory and Concentration. 
  Comfrey (yalluc; boneset; healing blade)
  Air; MR 2 herb: Wards; Healing. 
  Coriander
  Fire; MR 2 herb.
  Cumin
  Water; MR 2 spice: Wards; Fidelity; Arouse Lust.
  Dragon’s Blood
  Fire; MR 1 herb: Enhances  magick, doubles duration of 
  a Fire Cantrip, Hex, or Sorcery (maximum +1 hour)
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  Elder (Alder; Lady Elder; 
  devil’s eye; tree of doom)
  Air; MR 2 berries and leaves: Purification; 
  Love; Finding food in the wild.
  Fennel
  Fire; MR 2 herb.
  Fern
  Earth; MR 2 herb.
  Four-Leaf Clover
  Earth, Air, Water, Fire;  MR  0  herb: 
  a single four-leafed  clover prevents 
  madness; Repels serpents.
  Frankincense
  Fire; MR 0 gum: Wards, Purification 
  and Consecration.
  Garlic
  Fire; MR 1 bulb: versus Vampires and 
  Lycanthropes (+21% TSC%%); Healing. 
  Geranium
  Water; MR 2 flower: White: Fertility and 
  Growth; Red: Wards and Healing. 
  Gooseberry (Spin)
  Fire; MR 2 berries: Transmutation; 
  Healing; Growth.
  Hawthorn (Sceith; Huath; May bush; thorn)
  Fire; MR 2 leaves: Wards; Good luck 
  fishing (+13%); Enhances Beauty.
  Hazel (Fincoll; coll; witch hazel)
  Air; MR 2 nuts: Transmutation; Enhances 
  Wisdom; Luck; Fertility and Growth.
  Heather
  Water; MR 2 blossoms: Healing; Love.
  Henbane
  Water and Air; MR 2 leaves: 
  Poison if taken internally.
  Holly
  Air; MR 2 herb.
  Honeysuckle (woodbine)
  Earth; MR 2 blossoms: 
  Divination; attracts money.
  Hops
  Water; MR 2 fruit: Healing.
  Horehound (Maruil; Bull’s 
  Blood; Llwyd y cwn)
  Earth; MR 2 herb.
  Hyssop
  Earth; MR 2 herb.
  Ivy
  Fire; MR 2 herb: Wards; Healing, 
  protects versus intoxication.  
  Magickally 'married' to holly.
  Juniper
  Fire; MR 2 berries: Attract Lovers; Living 
  Plant Wards versus intrusion; herbs 
  (sprigs) protects versus Accidental injury.
  Lavender
  Air; MR 1 blossoms: Wards; Healing; 
  Purification; Sleep; Love.
  Laurel
  Fire; MR 2 leaves: burned for Clairvoyance; 
  Clairaudience; Prophecy. Narcotic is 
  poison (cyanide) and lethal if used 
  more than once every 3 days.
  Mandrake
  Earth; MR 1 root: Wards; Sexual potency; 
  Fertility; Growth; Healing (especially emetics 
  and purgatives); as 2 materials in Necromancy.
  Pepper
  Fire; MR 2 berries: Wards; 
  Purification; Exorcism.
  Marigold
  Fire; MR 2 blossoms.
  Marjoram (mountain mint; Wintersweet;  
  joy of the  mountain)
  Air; MR 2 herb: Wards; 
  Purification; Love charms.
  Mistletoe
  Air and Earth; MR 1 herb: Potent when 
  cut 6 days after New Moon (+13%) or on 
  Midsummer’s Eve (+13%); counts as 2 items. 
  Protect versus Wounds (absorbs 7 damage 
  x 3 if worn as an amulet).  Many uses.
  Mugwort
  Air; MR 2 herb: Wards,  especially versus 
  Wild Beasts; counters poisons (+13% 
  versus toxins). Divination (in drink, scrying 
  devices, incenses, etc. If sprigs are put into 
  shoes, wards off Fatigue while travelling 
  (+20% distance possible per day).
  Myrrh
  Air; MR 2 resinous gum: Purify;  Reserve; 
  Anoint and consecrate  talismans, amulets, 
  rings, and ritual items; counts as 2 materials.
  Mint (mismun)
  Air; MR 2 herb: Healing; Attract 
  Lovers; enhance Intellect
  Myrtle (bayberry)
  Water; MR 2 herb: strongly 
  enhances love charms.
  Nettle
  Fire; MR 2 herb: Wards; 
  Exorcism; Remove Curse.
  Nutmeg 
  Air; MR 2 seeds.
  Oak (Dair; Duir)
  Fire; MR 1 leaves: Purification when 
  burned. MR 1 acorns: Sexuality; Fertility;  
  Growth; Youth. Strings of acorns protect  
  home  (Wards versus Intrusions). Gather 
  leaves at night and nuts during day. 
  Pour libation of wine on the roots when 
  gathering anything from the sacred tree.
  Onion  (Yn-leac;  Oingnum)
  Fire; MR 2 flowers/bulbs: Purification; 
  Exorcism;  Wards versus  Evil.
  Parsley (devil’s oatmeal)
  Water; MR 2 herb: Purification; 
  Protects food from contamination.
  Pepper
  Fire; MR 2 berries: Purification and Exorcism.
  Peppermint
  Air; MR 2 herbs: Healing; Calming.
  Periwinkle  (Devil’s  eye;  Sorcerer’s  violet)
  Water;  MR 2 blossoms: Wards  versus 
  Intruders, Evil, Supernatural.
  Pimpernel
  Air;  MR 2 blossoms: Wards,  especially 
  versus  deception  and  intruders; Healing.
  Poppy
  Water; MR 2 seed pod: Divination; 
  Transcendental; Fertility; Sleep.
  Primrose
  Fire; MR 2 blossoms: Wards are powerful 
  if placed on live plants (consider as 7 
  quantities) at entrances to homes.
  Rose
  Water; MR 2 blossoms: Divination; 
  Love; Fertility and Growth.
  Rosemary (dew of the sea)
  Fire; MR 2 herb: Purification; Love; Intellect
  Rue (Mother of Herbs)
  Fire; MR 2 herb:  Wards;  Purification; 
  Exorcism; Intellect; Healing.
  Saffron
  Fire; MR 2 flower: Divination; Healing; 
  Purification; as 2 materials.
  Sage
  Earth; MR 2 herb: Healing.
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  St. John’s Wort
  Fire; MR 1 herb: Wards (especially 
  in battle); Exorcism; Healing.
  Snapdragons
  Fire; MR 2 blossoms: Wards versus 
  Magicks. Solomon’s Seal: Fire; MR 1 
  leaves or roots: Wards; Purification. 
  Star Anise
  Water; MR 2 herb.
  Thistle
  Fire; MR 2 herb: Wards (especially versus 
  lightning); Recuperation (halves the time).
  Thyme
  Air MR 2 herb: Purification; 
  relieves grief/sadness.
  Valerian (all-heal; set-well;  garden 
  heliotrope; St George’s herb)
  Water; MR 2 herb: Harmony; Calm; 
  Love; Purification; Healing.
  Vervain (Enchanter’s Plant; Holy 
  Herb; Herb of Grace; Juno’s tears)
  Water; MR 2 herb: Wards; Purification; Growth; 
  aids escape from foes; Learning; Love.
  Vine (Muin)
  Water; MR 2 herb: Climbing; versus 
  Fear of Heights; powerful entangler. 
  Violet
  Water; MR 2 flowers: Love; Cures 
  headaches; Changes Luck; enhances 
  Water, Illusion and Transmutation spells 
  at sunset and twilight (+13%).
  Walnut (tree of Evil)
  Fire; MR 2 nuts: Cures madness and 
  amnesia; Healing; Enhances Fertility and 
  Growth; Necromancy.
  Wormwood (absinthe)
  Air; MR 2 herb: Summoning; Exorcism; 
  Wards versus Supernatural and Undead.
  Yarrow  (milfoil;  thousand  seal; arrow 
  root; wound  wort;  staunch  weed; tansy; 
  devil’s bit; snake’s grass; death  flower)
  Water;  MR2  flowers: Wards 
  (especially versus Magick and Fear); 
  Divination; Healing; Love.
  Woods
  All quantities of wood are in 1 lb lots 
  except where stated otherwise; e.g. Staff 
  (3 lbs); etc.The actual weight of wood 
  incorporated in a device might be far 
  less.The quantity given is the amount of 
  wood one must start with Some woods 
  also count as several materials when 
  dedicated to the structure of a Focus.
  Acacia (Gum Arabic)
  Air; MR 4 (1 lb): Wand; Staff (3 lbs).
  Apple (silver bough; silver 
  branch; tree of love)
  Water; MR 2 (1 lb): Wand; Staff (2 lbs); as 
  3 materials in an Enchanter’s Focus.
  Ash
  Water; MR 3 (1 lb): Wand; Staff (3 lbs); as 
  3 materials in a witch’s Focus; Healing; 
  Protects versus  drowning; wood and 
  leaves are valuable in sea and water rituals; 
  essential component in a Magickal spear and 
  lance (3 lbs), arrows (1 lb per 3 arrows). 
  Cypress (tree of death)
  Earth; MR 5 (1 lb): Necromantic Wand or Staff 
  (3 lbs); as 2 materials when used in a Focus; 
  Wards (especially versus Spirits and Undead).
  Elder (Alder; Lady Elder; 
  devil’s eye; tree of doom)
  Air; MR 4 (1 lb): Wands of Air and Fire Element 
  Magick; Staff (3 lbs); as 3 materials in a Focus.
  Elm (Leam)
  Earth; MR 3 (1 lb): Wand; Staff (3 
  lbs); as 3 materials in a Focus.
  Fir (silver fir)
  Air; MR 3 (1 lb): Wand; Staff (3 lbs).
  Hawthorn (Sceith; Huath; May bush; thorn)
  Fire; MR 5 (1 lb): Wand; Staff (3 lbs); amulet 
  (1 lb per 4 amulets); as 3 materials in a 
  Focus; Wards of Protection (especially versus 
  lightning, Fire, Arcane); Purification. Very 
  unlucky to cut down (-13% to all actions 
  for 7 days!) so gather as dead branches.
  Hazel (Fincoll; coll; witch hazel)
  Air; MR 2 (1 lb): Wand; Staff (3 
  lbs); especially useful for drawing 
  Protective circles (+7% to TSC%).
  Myrtle (bayberry)
  Water; MR 4 (1 lb): Wand; Staff (3 
  lb); amulet (1 lb per 4 amulets)
  Oak (Dair; Duir)
  Fire; MR 2 (1 lb) use branches for: Wand; Staff 
  (3 lb); amulet (1 lb per 4 amulets). Especially 
  useful in Plant Magicks (+7% to TSC%) but 
  also in almost all magicks; as 5 materials in 
  a Focus (7 for a Druid). Oak also counts as 1 
  personal material in a Focus when gathered 
  within a mile of the Magus’ birthplace. Wood 
  is gathered at night. Oak trees may be felled 
  only when the moon is waning. Always pour 
  a libation of wine on the roots when gathering 
  wood, or horrifically bad luck will haunt the 
  gatherer (- 13% to all skills for 1 year!)
  Pine (Ochtach)
  Air; MR 4 (1 lb): Wand; Amulet; Healing; 
  enhances athletic skill (+5% to TSC%).
  Rowan (Caerthann; Luis; mountain 
  ash; witchwood; witchbane; 
  Wiccan tree; sorb apple): 
  Fire; MR 1 (1 lb): Wand; Amulet; as 2 
  materials for a Focus; Healing; Divination; 
  Protection, especially versus Faeries (+21%). 
  Sandalwood
  Air; MR 3 (¼ oz): Healing, Purification, and 
  protection when burnt as an incense.
  Sycamore
  Fire; MR 4 (1 lb): Magick wands; most useful 
  for Wands of Necromancy and Summoning; 
  Protection versus Supernatural and Undead.
  Walnut (tree of Evil)
  Fire; MR 4 (1 lb): Magick wands; Healing.
  Willow (Osier; tree of 
  enchantment; withy willow)
  Water; MR (1 lb): Magick wands; counts 
  as 3 materials in a Focus; Witches’ wands; 
  Healing; Protection, especially versus Fear.
  Gemstones, Semi-Precious 
  Stones, & Minerals
  All quantities are 1 caret (ct) of stones 
  unless otherwise stated. Some areas 
  of use require several carets to be 
  efficacious; e.g. 3 ct Amber is needed for 
  Transmutation spells. Special benefits 
  (e.g.: 7 charges) are stated per ct. 
  Percentage bonuses usually are not 
  related to the amount used unless stated 
  specifically. Energising stones are useful 
  in any self-charging Magickal device. 
  Ground up, gems can be used to anoint a 
  device but lose their energising powers.
  Agate
  Fire; Earth; Water; MR 5 (3 ct): 
  Wards, Healing, and Strength all 
  require a minimum of 7 ct
  Alum
  Earth; MR 7 (3 ct).
  Amber
  Fire; MR 1 (1 ct): Wards (1 ct); 
  Transmutation (3 ct); Healing (7 ct). 
  Energises Fire: 13 ct restores +3 charges 
  per day and holds +13 charges.
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  Amethyst
  Water; MR 3 (1 ct): Wards (3 ct gains 
  +7% to TSC%); Divination (7 ct gains+7% 
  to TSC%); Plant (3 ct); Transcendental 
  (7 ct); Healing (3 ct). Energising when a 
  Magus’ birthstone: 1 ct holds 7 charges 
  and restores +3 charges per day.
  Aquamarine
  Water; MR 5 (3 ct): Divination (21 ct 
  with silver gains +13% to TSC%).
  Asbestos
  Fire; MR 10 (21 ct): Wards, especially 
  versus Fire and Arcane (+13% to
  TSC%).
  Aventurine
  Air, MR 5 (7 ct). Storm spells enhanced +1 ML.
  Azurite
  Water; MR 5 (7 ct): Divination 
  enhanced +7% to TSC%.
  Beryl
  Water; MR 7: Arcane (1 ct); 
  Divination (3 ct); Healing (7 ct).
  Bloodstone
  Fire; MR 3 (1 ct): Plant (3 ct gains+5% 
  to TSC%); Invisibility (7 ct gains double 
  duration); Summoning Demons (21 ct 
  enhances Protection +13%); Healing, 
  especially staunching bleeding (3 ct gains + 
  5% to TSC%); Courage (3 ct gains +5% to 
  morale checks); Strength (3 ct gains +5% 
  to STR AR and carry +10% more weight).
  Calcite
  Earth; Fire; Water; MR 8 (7 ct): Transcendental 
  (21 ct gains +13% to TSC%); Healing (7 ct 
  gains +7% to TSC%); Purification; Meditation.
  Carnelian
  Fire; MR 7 (1 ct): Wards: Healing (doubles 
  rate); Courage (+7% to morale TSC%). 
  Energises Fire: 1 ct holds +3 Magickal charges 
  and restores +1 Fire charge per day)
  Cats-Eye
  Earth MR 7 (3 ct): Arcane; Transmutation; 
  Healing; Beauty; Prosperity Luck 
  in gambling and gaming (+5% 
  TSC%%). Always use with silver.
  Chalcedony
  Water; MR 5 (3 ct): Wards; 
  Arcane; Transcendental.
  Chrysocolla
  Water; MR 7 (3 ct): Wards versus 
  Fear; Calming; Attracts Lovers.
  Coral
  Water; MR 3 (3 ct): Wards; Plants; 
  Healing; Wisdom (+7% to AR). 
  Use with silver and copper.
  Chrysolite
  Air; MR 4 (1 ct): Energising when a Magus’ 
  birthstone: 1 ct holds Magickal 7 charges 
  and restores +3 charges per day.
  Crystal (Quartz)
  Fire; Water; MR 2 (1 ct): Wards; 
  Divination; Transcendental; Healing; 
  Energising: 1 ct holds 3 Magickal charges. 
  Use with gold, silver and copper.
  Diamond
  Fire; MR 10 (1 ct): Wards; Divination; 
  Transcendental; Healing (doubles 
  rate); Courage (+7% to morale TSC%); 
  Strength (+7% to STR AR); Energising: 
  1 ct holds 7 Magickal charges and 
  restores +3 Fire charges per day. Use 
  with platinum; gold; electrum; silver.
  Emerald
  Earth; MR 7 (1 ct): Wards versus Air; 
  Divination (+7% to TSC%); Transcendental; 
  Exorcism (+7% to TSC%); Energising: 
  1 ct holds 5 Magickal charges and 
  restores +3 Water charges per day. 
  Use with silver and copper.
  Flint
  Water; MR 5 (7 ct): Wards versus 
  Fire (+5% to TSC%); Divination; 
  Fire; Healing. Use with silver.
  Fossil (Draconite)
  Fire; MR 0 (3 ct): Wards; Divination (7 ct gains 
  +13% to TSC% of Divinations of the Past); 
  Transcendental; Transmutation; Energising: 1 
  ct holds 3 Magickal charges and 13 ct restores 
  +3 charges per day. Promotes Longevity. Use 
  with gold and silver but never any other metal.
  Garnet
  Fire; MR 6 (1 ct): Ward versus 
  Water; Healing; Strength.
  Hematite
  Fire MR 6 (1 ct): Healing.
  Holey Stones
  Water; MR 4 (3 ct): Wards; 
  Transmutation; Healing.
  Jade
  Water; MR 3 (1 ct): Wards; Plants; Healing; 
  Wisdom; Attracts Love and Money; 
  Health; Longevity. Energising in Oriental 
  Magick: 1 ct holds 7 Magickal charges 
  and restores +3 charges per day.
  Jasper (Green)
  Earth; MR 7 (1 ct): Healing (+1% to 
  TSC% per ct to a maximum of +13%).
  Jasper (Mottled)
  Air; MR 7 (1 ct): Protection versus 
  drowning (+5% to Swimming TSC% 
  +1% per ct to a maximum of +13%).
  Jasper (Red)
  Fire; MR 5 (1 ct): Wards; Divination.
  Jet (Witches’ Amber)
  Earth; MR 3 (1 ct): Wards; Divination; Healing; 
  as 3 materials when used by a witch.
  Lapis Lazuli
  Water; MR 1 (1 ct): Wards; Divination; 
  Transcendental; Healing; Love; Fidelity. 
  Energises areas stated above:1 ct 
  holds 3 Magickal charges, and 3 ct 
  restores +3 Water charges per day.
  Malachite
  Earth; MR 7 (1 ct): Energising: 1 ct 
  holds 3 Magickal charges and 13 ct 
  restores +3 charges per day.
  Moonstone
  Water; MR 1 (1ct): Wards; Divination; Plants; 
  Transcendental; Sleep; Youth. Energising 
  when a Magus’ birthstone: 1 ct holds Magickal 
  7 charges and restores +3 charges per day.
  Obsidian (Smoking Mirror)
  Fire; MR 5 (1 ct): Wards versus 
  Water; Divination.
  Onyx
  Fire MR 7 (1 ct): Wards; Summoning; 
  Energising: 1 ct holds 3 Magickal charges, 
  but when a Magus’ birthstone 1 ct holds 
  Magickal 7 charges and restores +3 
  charges per day. Counts as 3 structural 
  materials in Summoning devices.
  Opal (Black)
  All 4 Elements; MR 10 (1 ct): Wards; Arcane; 
  Commands; Energising: 1 ct holds 7 Magickal 
  charges and restores +3 charges per day.
  Opal (Fire)
  Fire: MR 3 (1 ct): Energising when used 
  in a Magickal device dedicated to Fire 
  Element Magick: 1 ct holds 7 Magickal 
  charges and restores +3 charges per day.
  Pearl
  Water; MR 1 (1 ct): Wards; Luck; Love; 
  Money. Energising when used in a Magickal 
  device dedicated to Water Element 
  Magick: 1 ct holds Magickal 7 charges 
  and restores +3 charges per day.
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  253
  Petrified Wood
  Earth; MR 3 (1 ct): Protection versus 
  Aging; Longevity; Healing.
  Pumice
  Air MR 6 (3 ct): Wards.
  Ruby
  Fire; MR 9 (1 ct): Wards; Energising: 
  1 ct holds 7 Magickal charges and 
  restores +3 charges per day.
  Salt crystals
  Earth; MR 3 (1 ct): Purification. Salt 
  water is a good substitute for blood 
  and also purifies gemstones. 
  Sapphire
  Water MR 8 (1 ct): Wards; Divination; 
  Healing; Energising: 1 ct holds 7 Magickal 
  charges and restores +3 charges per day. 
  Sardonyx
  Fire MR 4 (1 ct): enhances Fire spells +1% per 
  ct to a maximum of +13%. Energising when 
  a Magus’ birthstone: 1 ct holds 7 Magickal 
  charges and restores +3 charges per day.
  Serpentine
  Fire MR 4 (1 ct): Wards (especially 
  versus poisonous creatures: 25% bonus 
  when resisting toxic bites, etc.)
  Sodalite
  Water MR 3: Meditation; 
  Wisdom; Peace; Healing.
  Sphene (Titanite)
  Air MR 8 (1 ct): enhances mental powers: 
  +13% to TSC%% for Learning and 
  INT AR’s. Energising when used in a 
  Magickal device dedicated to Air Element 
  Magick: 1 ct holds Magickal 7 charges 
  and restores +3 charges per day.
  Staurolite (Fairy Cross; Fairy Tears)
  All 4 Elements; MR 5 (1 ct): Health. 
  Sulphur: Fire MR 5 (1 ct): Wards 
  (especially versus Demons); Healing. 
  Sunstone
  Fire MR 7 (1 ct): Strength; Endurance; Healing; 
  Energising: 1 ct holds 3 Magickal charges and 
  restores +1 Fire charge per day. Use with gold.
  Tiger’s Eye
  Fire MR 7: Energising: 1 ct holds +3 
  Magickal charges and restores +1 Fire 
  charge per day. Use with gold.
  Topaz
  Fire MR 6: Healing; Energising: 1 ct holds 
  +3 Magickal charges and restores +1 
  Fire charge per day, but when a Magus’ 
  birthstone: 1 ct holds Magickal 7 charges 
  and restores +3 charges per day.
  Tourmaline (black)
  Earth; MR 1 (1 ct).
  Tourmaline (blue)
  Water; MR 5 (1 ct): Sleep: doubles 
  Fatigue recovery rate.
  Tourmaline (green)
  Earth; MR 4 (1 ct). Energising when used 
  in a Magickal device dedicated to Earth 
  Element Magick: 1 ct holds Magickal 7 
  charges and restores +3 charges per day.
  Tourmaline (pink)
  Water; MR 7 (1 ct): boost 
  Charismatic skills by +5%.
  Tourmaline (red)
  Fire MR 9 (1 ct): Wards; 
  Courage; Willpower + 5%.
  Turquoise
  Fire; MR 7 (1 ct): Energising when a 
  Magus’ birthstone: 1 ct holds Magickal 7 
  charges and restores +3 charges per day.
  Zircon (clear)
  Fire; MR 5 (1 ct): Magickal substitute 
  for diamond; Energising: 1 ct 
  holds +3 Magickal charges.
  Zircon (orange)
  Fire; MR 4 (1 ct).
  Zircon (red)
  Fire; MR 9 (1 ct): Healing; Protects 
  versus injuries; +5 FP.
  Zircon (yellow)
  Fire; MR 8 (1 ct): Enhances Alertness +5%.
  Metals
  All quantities of metals are as stated 
  below. If a gemstone is used then a 
  metal is required to set it into. Where a 
  particular metal is specified, the gem must 
  be set into it to have any Magickal effects.
  Antimony
  Fire; MR 3 (½ oz):
  Brass
  Fire; MR 4 (1 oz): An alloy of 
  copper, tin, and zinc.
  Bronze
  Fire; MR 4 (1 oz): An alloy of copper and tin.
  Copper
  Water; MR 3 (1 oz): Use with energising 
  gemstones; Healing; Luck; Love.
  Electrum
  Air; MR 2 (½ oz): An alloy of gold 
  and silver. Used with energising 
  gemstones; holds 7 charges.
  Gold
  Fire; MR 2 (½ oz): Used with energising 
  gemstones; useful in all kinds of Magick and 
  especially efficacious when inscribing Magickal 
  spells onto weapons. Holds 13 charges.
  Iron
  Fire; MR 9 (5 lbs): Wards; Strength. Also wards 
  off Faeries; prevents theft by supernatural 
  beings (iron boxes!), etc. Mages experience 
  a penalty of -13% per 5 lbs of cold iron above 
  MR 0 that they are wearing or carrying.
  Lead
  Earth; MR 10 (5 lbs, but only 1 oz is actually 
  placed in a Magickal device): Lead ensures 
  long continuance of spells and doubles 
  the duration of spells). Used to line walls, 
  etc., Lead blocks Divination; Clairvoyance; 
  Clairaudience; Teleportation and Astral Travel.
  Lodestone
  Water; MR 7 (1 oz): Used with energising 
  gemstones. Enhances Charismatic skills and 
  Willpower by +5% and Finding spells and skills 
  by +7% because of its attraction properties.
  Mercury (Quicksilver)
  Water; Earth; Air; MR3 (1 oz): 
  Divination; Wards.
  Pyrite
  Fire; MR 7 (1 oz): Very Lucky: add +5% 
  to gambling and income rolls if enchanted 
  and worn as an amulet or charm.
  Silver
  Water; MR 2 (½ oz): Useful in all kinds 
  of Magick. 3 oz of enchanted silver holds 
  21 charges and produces the following 
  bonuses: Wards versus Lycanthropes and 
  Undead gain +21% to their TSC%; Divination 
  +1 to Crit Die; Mental Fortitude +5%.
  Tin
  Air; MR 6 (1 oz): Lucky in an amulet or charm: 
  add +5% to gambling and income rolls. If used 
  with pyrites, the charm is doubly enhanced.
  Zinc
  Earth; MR 6 (1 oz).
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  254
  Miscellaneous Magickal 
  Materials
  The following list is only minimal in size, 
  for it does not include specific materials 
  from enchanted beasts, etc., which are 
  of great use in the creation of Magickal 
  devices, potions, powders, elixirs, etc. 
  These are in the Creatures Bestiary, 
  which contains not only the descriptions 
  of the creatures themselves but also the 
  materials that can be taken from their 
  carcasses and the many Magickal uses 
  to which such materials may be put.
  Blood
  Element as for creature’s 
  nature; MR 3 (¼ pint).
  Blood (Magus’ own)
  Well or Poorly Aspected use the element for 
  Astrological Sign; Neutrally Aspected use 
  the element Earth; MR 2 (¼ pint): Useful 
  especially in Mages’ Foci as personal item.
  Bone (incl. horn, teeth, tusks, hooves)
  Element as for creature’s nature; MR 4 
  (1 oz): If used to create a Necromancer’s 
  focus, counts as 2 materials.
  Brandy/Cognac/Alcohol
  Air; Fire; MR 3 (¼ pint): Usable in all Magicks.
  Feathers, Hair
  Element as for creature’s nature; MR 3 (¼ oz)
  Internal Organ
  Element as for creature’s nature; MR 5 (3 oz)
  Nail Clippings/Claw with Talon
  Element as for creature’s nature; MR 3 (¼ oz)
  Oil (olive, etc.)
  Water; MR 4 (¼ pint): Usable 
  in all kinds of Magicks.
  Papyrus
  Water; MR 4 (34” x 44” sheet): 
  Usable in all kinds of Magicks.
  Parchment
  Earth; MR 3 (34” x 44” sheet): 
  Usable in all kinds of Magicks.
  Pure Water
  Water; MR 6 (¼ pint): Usable in all kinds 
  of Magicks except Fire and Arcane.
  Red Wine
  Fire; MR 3: (¼ pint): Usable 
  in al kinds of Magicks.
  Skin/Hide
  Element as for creature’s nature; MR 5 (1 oz)
  Vellum
  Earth; MR 3 (34”x44” sheet): 
  Usable in all kinds of Magicks.
  Armaments
  Key to Armaments Tables:
  Prod Time: Average time needed to make a weapon.   The 
  actual time was less, but weaponsmithing was  done in a 
  series of steps that might require days, thus a weaponsmith 
  often worked on several  pieces at any one time.
  Wt.: Weapon weight in pounds (lbs.).
  Length: Typical length from hilt to point.  A bladed 
  weapon would have a hilt 6-8" long, so  blade-
  length can be estimated by subtracting it.
  Cost: Typical cost of an average quality weapon, stated 
  in pennies.  Costs do not include  decorating weapons 
  with hilts chased in precious metals, gems in pommels, 
  etc.   Balanced knives  for throwing are at least twice the 
  cost of a basic knife.  Superior weapons are rated +1, +2, 
  +3,  +4, +5 etc. (weapons +3 or better add +1 to Crit Die roll).  
  Superior arms cost several times basic  cost and are rare.
  Base Damage: The amount basic damage inflicted with that 
  weapon and the type of damage. There are  various methods of 
  damage, they are Piercing (P), Slashing (S), Crushing (C), Crit 
  Crit Die Modifier: The  modifier to the Crit Die for that weapon.
  Bash Chance: The modified Crit Die result 
  required to Bash with that weapon.
  Weapon Type: There are various weapon 
  types available, these are:
  The Astrologer’s Way
  The following entries provide 
  information on the birthstones that 
  can be used as personal items in a 
  Focus. They also give a pot-pourri 
  of information about lucky days, 
  numbers, and colours, as well as 
  divined recommendations for places 
  that are most propitious for the 
  character born under the Sign. A 
  Magus might do well to establish 
  his Sanctuary in such locations.
  Aries: Fire Sign: Diamond; Amethyst; 
  Tuesday; 6 and 7; bright red. Seek 
  large cities to do best work.
  Taurus: Earth Sign: Sapphire; Friday; 
  1 and 9; blue. Seek quiet places.
  Gemini: Air Sign: Emerald; Wednesday; 
  3 and 4; silver and grey. Seek 
  high places far from the sea.
  Cancer: Water Sign: Moonstone; 
  Pearl; Friday; 3 and 8; silver and 
  white. Seek places near/on water.
  Leo: Fire Sign: Ruby; Sunday; 5 and 9; 
  gold and orange. Seek open, wild places.
  Virgo: Earth Sign: Sardonyx; Wednesday; 4 
  and 8; grey. Seek small towns/cities. Quiet 
  rural villages in secluded locations are best.
  Libra: Air Sign: Chrysolite; Friday; 6 and 9; 
  pastel blue. Seek places of social activity.
  Scorpio: Water Sign: Topaz; Tuesday; 3 and 
  5; dark red. Seek places near/on water.
  Sagittarius: Fire Sign: Turquoise; Thursdays; 
  9; purple. Seek the wide outdoors.
  Capricorn: Earth Sign: Onyx; Saturdays; 
  7 and 3; dark green. Seek secluded 
  places far from noise and activity.
  Aquarius: Air Sign: Garnet; Wednesdays; 
  4 and 8; pastel greens and blues. Seek 
  busy places, especially in large cities.
  Pisces: Water Sign: Bloodstone; Fridays; 
  5 and 8; lavender. Seek the seashore, 
  coastal villages, towns and cities.
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  255
  Weapon Type
  Weapon Name
  Date in Use
  Prod time in days
  Wt. Lbs
  Length
  Base Damage
  Crit Die Modifier
  Bash Chance
  Cost in Pennies
  Cavalry Lances
  H
  Kontos
  100-1500AD
  3
  4
  9'
  5 P
  +1
  8
  20
  H
  Lance
  1000-1500AD
  3
  4
  10'
  8 P
  +4
  7
  22
  H
  Chivalric Lance
  1130-1500AD
  4
  5
  12'
  10 P
  +5
  7
  26
  H
  Tournament Lance
  1340-1500AD
  3
  4
  13’
  15C
  +1
  10
  39
  Knives
  L
  Throwing Knives
  -1500AD
  1.5
  ¼
  8”
  1P
  +0
  10
  16
  L
  Knife
  -1500AD
  1
  ½
  12”
  1P
  +0
  10
  10
  L
  Dagger
  1000-1500AD
  2
  ½
  15”
  2P
  +0
  10
  18
  L
  Poignard
  1275-1500AD
  3
  ¾
  18”
  2P
  +0
  10
  24
  L
  Skean
  1525-1749AD
  3
  1
  20”
  3P
  +0
  10
  28
  L
  Dirk
  1000-1500AD
  3
  1
  20”
  3P
  +0
  10
  25
  Short Swords
  M
  Roman Gladius
  216-20BC
  4
  2
  24”
  4P
  +0
  9
  60
  M
  Seax
  400-1275AD
  4
  2
  24”
  4P
  +0
  9
  60
  Slashing Swords
  L
  Goblin Scimitar
  -
  -
  3
  27”
  4S
  +0
  9
  -
  L
  Yatagham
  1100-1850AD
  -
  4
  30”
  4S
  +0
  0
  -
  M
  Roman Spatha
  20BC-580AD
  7
  3
  36”
  4S
  +0
  8
  90
  M
  Arab Scimitar
  1250-1500AD
  14
  2-4
  40”
  5S
  +1
  8
  80
  M
  Knights Broadsword
  1100-1500AD
  14
  2-4
  40”
  6S
  +1
  8
  200
  M
  Orcish Scimitar
  -
  -
  2-4
  42”
  5S
  +1
  7
  -
  M
  Longsword
  1000-1180AD
  9
  3-5
  44”
  5S
  +1
  7
  120
  H
  Greatsword
  1240-1500AD
  14
  5+
  48”
  6S
  +1
  7
  160
  Great Swords
  H
  Falchion
  1220-1500AD
  7
  5+
  33”
  6S
  +1
  7
  24
  2H
  Claymore
  1500-1749AD
  7
  5+
  48”
  8S
  +1
  7
  150
  2H
  Greatsword
  1240-1500AD
  14
  6+
  40”
  9S
  +1
  6
  160
  2H
  2-Handed Scimitar
  1250-1500AD
  14
  8+
  4 ½’
  9S
  +2
  6
  150
  2H
  Zweihander
  1450-1500AD
  12
  14+
  6’
  10S
  +2
  6
  180
  L  =  Light  Weapon: Fast in  
  combat but limited impact and 
  damage compared to heavier 
  arms.
  M =  Medium Weapon:A 
  weapon of significant mass 
  and capable of delivering a 
  substantial impact as well as 
  severe damage.
  H  =  Heavy Weapon: A 
  relatively massive weapon 
  which is somewhat slow in 
  combat but  delivers a lot of 
  damage and a severe impact.
  2H = 2-Handed Heavy Weapon: 
  This cannot be wielded with one 
  hand at any time,making the use 
  of a shield impossible.
  2HS  = Characters wit  STR 
  13+  may wield such arms one-
  handed as Medium Weapons, 
  but this is exceptional.
  LM= Light weight weapon for AP 
  cost but classed as a medium 
  weapon for damage.
  MH = a medium weapon for 
  AP cost but classed as a heavy 
  weapon for damage.
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  256
  Weapon Type
  Weapon Name
  Date in Use
  Prod time in days
  Wt. Lbs
  Length
  Base Damage
  Crit Die Modifier
  Bash Chance
  Cost in Pennies
  War Axes
  M
  War Axe
  1050-1500AD
  4
  3
  36”
  5S
  +1
  7
  8
  2H
  Battle Axe
  1300-1500AD
  9
  5
  48”
  8S
  +1
  7
  30
  Flails, Maces & Hammers
  M
  Cavalry Flail
  1230-1300AD
  9
  4
  4’
  6C
  +1
  7
  18
  2H
  Military Flail
  1375-1500AD
  7
  5
  5’
  9C
  +2
  7
  15
  M
  Dwarven Hammer
  -
  12
  5
  27”
  6C
  +1
  9
  40
  2H
  Dwarven Hammer
  -
  12
  5
  27”
  8C
  +1
  8
  40
  M
  Warhammer
  1000-1500AD
  5
  3
  21”
  5C
  +2
  9
  10
  M
  Mace
  1000-1500AD
  5
  3
  21”
  8C
  +1
  9
  6
  2H
  Maul, Sledge
  -1500AD
  4
  9-16
  48”
  10C
  +2
  7
  10
  Polearms
  2H
  Morningstar
  1215-1500AD
  9
  5
  88”
  10P
  +1
  8
  11
  2H
  Lucerne Hammer
  1450-1500AD
  10
  4
  80”
  8P
  +2
  8
  20
  2H
  Pole Axe
  1240-1500AD
  5
  4
  6’
  8S
  +1
  6
  12
  2H
  Halberd
  1290-1500AD
  8
  6
  6 ½’
  10S
  +2
  6
  10
  2H
  Billhook
  1325-1500AD
  5
  10
  86”
  5P
  +0
  9
  8
  War Spears
  M
  Roman Pilum
  325-450BC
  3
  4
  6’
  5P
  +0
  10
  5
  M
  War Javelin
  -1500AD
  3
  3
  6’
  5P
  +0
  10
  5
  M
  Infantry Spear
  -1500AD
  3
  7
  7’-9’
  5P
  +0
  10
  5
  2H
  Infantry Spear
  -1500AD
  3
  7
  7’-9’
  7P
  +1
  9
  5
  Civilian Spears
  M
  Hunting Spear
  -1500AD
  3
  4
  6’
  5P
  +0
  10
  4
  M
  Harpoon
  1000-1500AD
  4
  6
  45”
  6P
  +1
  10
  9
  2H
  Boar Spear
  1000-1500AD
  5
  5
  80”
  7P
  +1
  9
  9
  M
  Fishing Trident
  -1500AD
  5
  6
  87”
  5P
  +1
  10
  8
  Fighting Staves
  LM
  Quarterstaff
  -1500AD
  1
  3
  7’
  5C
  +0
  9
  Make
  MH
  Shod Staff
  -1500AD
  3
  5
  7’
  6C
  +1
  9
  5
  Clubs
  L
  Blackjack
  1000-1500AD
  1
  2
  12”
  1C
  +0
  9
  2
  L
  Small Club
  -1500AD
  -
  3
  3-”
  2C
  +0
  9
  Make
  M
  Medium Club
  -1500AD
  -
  5
  30”
  3C
  +0
  8
  Make
  2H
  Large Club
  -1500AD
  -
  10
  5’
  5C
  +1
  8
  Make
  Table - Melee Weapons
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  INDEX
  
  257
  Weapon Type
  Weapon Name
  Date in Use
  Prod time in days
  Wt. Lbs
  Length
  Base Damage
  Crit Die Modifier
  Bash Chance
  Cost in Pennies
  -
  Short Bow2
  1000-1500AD
  13
  2
  3-4’
  +0
  -
  -
  8
  -
  Composite Bow3
  1000-1500AD
  28
  2 ½
  3’
  +3
  -
  -
  120
  -
  Longbow3
  1000-1500AD
  28
  2 ½
  6’
  +5
  -
  -
  25
  -
  Elvish Longbow3,4
  -
  49
  2 ½
  5’
  +5
  -
  -
  -
  L
  Hunting Arrows 5
  1000-1500AD
  2
  0.1
  30”
  9
  +2
  -
  10
  M
  War Arrows6
  1000-1500AD
  2
  0.1
  30”
  10
  +2
  8
  25
  M
  Armour Piercing Arrows7
  1000-1500AD
  2
  0.1
  30”
  12
  +2
  9
  15
  -
  Arrow Quiver8
  1300-1500AD
  2
  3
  18”
  20
  -
  Light Crossbow
  1000-1500AD
  10
  7 ½
  30”
  36
  -
  Medium Crossbow9
  1250-1500AD
  15
  12
  3 ½’
  90
  -
  Heavy Crossbow9
  1375-1500AD
  8
  18
  3 ½’
  110
  L
  Hunting Bolts10
  1000-1500AD
  2
  ½
  18”
  6
  +0
  10
  15
  M
  Light Crossbow Bolts11
  1000-1500AD
  2
  ½
  18”
  10
  +1
  10
  15
  M
  Medium Crossbow Bolts11
  1250-1500AD
  2
  ½
  18”
  12
  +1
  9
  25
  H
  Heavy Crossbow Bolts11
  1370-1500AD
  2
  ½
  18”
  18
  +2
  8
  25
  -
  Bolt Quiver
  1000-1500AD
  2
  2
  22”
  10
  L
  Shepherds Sling12
  1000-1500AD
  1
  ¼
  60”
  4
  +0
  10
  2
  L
  Slingstaff
  1000-1500AD
  ½
  5
  7’
  4
  +0
  10
  20
  M
  Lead Bullets13
  1000-1500AD
  1
  ¼
  1 ½”
  +5
  +2
  -
  2
  L
  War Darts14
  350-625AD
  ½
  ½
  18”
  -
  +1
  10
  1
  1Increase the Bash Chance by +1 for each range increment above Medium Range. 
  2Short bows include all bows suitable for horse archery. Heavier composite bows and 
  longbows are strictly infantry weapons and cannot be used well from the saddle.
  3Composite bows and Longbows are rated for the strength of the user. If underbowed one cannot shoot farther than the ranges 
  stated for that bow rating. If overbowed it is impossible to shoot farther than the ranges stated for one’s ideal bow rating.
  4Elvish Longbows are considered by Elves to be a part of their very self, they will not sell 
  them. They are essentially hunting arms but can do very well in combat.
  5Standard civilian arrows used to hunt game but not too effective against armour.  Cost is for 20 arrows.
  6Standard fighting arrows, moderately effective versus armour. Cost is for 20 arrows. 
  7Armour-piercing arrows with limited range, very effective versus armour. Cost is for 20  arrows.
  8Quiver has a capacity of 20 arrows. Before this date arrows were tucked in the belt.
  9Arbelest-type crossbow using a windlass to cock the powerful weapon, this is a very time-consuming operation.
  10Standard civilian bolts used to hunt game, somewhat effective versus armour. Cost is for 20 bolts
  11War bolts, very effective versus armour. Cost is for 20 bolts.
  12The sling is measured from end to end.
  13Lead bullets fired from a sling are lethal against unarmoured and lightly armoured and thus are Medium.
  14War darts are the Roman Martiobarbuli. Cost is for 20 darts.
  Table - Missile Weapons
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  258
  Characters who possess a high  strength 
  gain additional bonuses when using missile 
  weapons.   Therefore, for character's with 
  STR 12+ increase the range of the bow by 
  50' per point of Strength over 12 when using 
  at Extreme Range or Maximum range, and 
  modify the Crit Die as shown in the table 
  - Ranged Strength Modifier to Crit Die.
  Example Edward has STR 15 and armed 
  with a Longbow using War Arrows. His Crit 
  Die Modifier at Medium range is instead of 
  -4 is now -1 due to the strength modifier.
  Name
  SR
  MR
  LR
  ER
  Max
  Hunting Arrows
  +2
  +2
  +1
  +0
  +0
  War Arrows
  +3
  +3
  +2
  +2
  +1
  AP Arrows
  +2
  +2
  +2
  +1
  +1
  Lt X-Bowbolts
  0
  0
  0
  0
  0
  Mdm X-Bowbolts
  0
  0
  0
  0
  0
  Hvy  X-Bowbolts
  0
  0
  0
  0
  0
  Darts
  +2
  +1
  +0
  +0
  +0
  Hunting Javelins
  +2
  +1
  0
  0
  0
  War Javelins
  +3
  +1
  +1
  0
  0
  Other Weapons
  +1
  +1
  +1
  +0
  +0
  Table - Ranged Strength Modifier to Crit Die 
  TSC% Modifier
  0%
  -5%
  -10%
  -20%
  -30%
  Short
  Medium
  Long
  Extreme
  Maximum
  Weapon Name
  Base Dmg
  Range
  Mod1
  Range
  Mod1
  Range
  Mod1
  Range
  Mod1
  Range
  Mod1
  Dart
  6
  10'
  0
  30'
  0
  60'
  -3
  90'
  -7
  150'
  -10
  Hunting Javelin
  8
  10'
  0
  30'
  0
  60'
  -3
  90'
  -8
  120'
  -11
  War Javelin
  9
  10'
  0
  30'
  0
  60'
  -3
  90'
  -6
  120'
  -9
  Pilum
  10
  10'
  0
  30'
  0
  60'
  -3
  90'
  -7
  120'
  -10
  Thrown  Axe
  8
  10'
  0
  20'
  -1
  40'
  -3
  60'
  -6
  90'
  -9
  Thrown Knife
  1
  5'
  0
  10'
  0
  20'
  -1
  30'
  -3
  40'
  -5
  Short Bow
  9
  20'
  0
  30'
  -3
  90'
  -7
  150'
  -12
  500'
  -15
  War Arrow
  10
  10'
  0
  30'
  -2
  60'
  -4
  100'
  -7
  400'
  -9
  AP Arrow
  12
  10'
  0
  20'
  -2
  40'
  -5
  60'
  -7
  180'
  -10
  Composite. Bow
  12
  20'
  0
  40'
  -4
  120'
  -9
  300'
  -15
  700'
  -18
  War Arrow
  13
  20'
  0
  40'
  -3
  90'
  -7
  175'
  -14
  525'
  -17
  AP Arrow
  15
  20'
  0
  40'
  -3
  80'
  -7
  150'
  -15
  375'
  -18
  Longbow
  14
  20'
  0
  40'
  -5
  150'
  -10
  350'
  -16
  800'
  -20
  War Arrow
  15
  20'
  0
  40'
  -4
  125'
  -8
  250'
  -15
  600'
  -19
  AP Arrow
  17
  20'
  0
  40'
  -7
  80'
  -8
  175'
  -16
  450'
  -20
  Elvish  Longbow
  14
  20'
  0
  60'
  -5
  200'
  -10
  450'
  -16
  900'
  -20
  War Arrows
  15
  20'
  0
  50'
  -4
  150'
  -8
  250'
  -15
  600'
  -19
  AP Arrows
  17
  20'
  0
  50'
  -7
  125'
  -8
  175'
  -16
  450'
  -20
  Light Crossbow
  10
  20'
  0
  50'
  -2
  100'
  -5
  200'
  -10
  600'
  -13
  Mdm.  Crossbow
  12
  20'
  0
  50'
  -2
  100'
  -3
  200'
  -10
  900'
  -13
  Heavy  Crossbow
  18
  20'
  0
  50'
  -3
  100'
  -6
  200'
  -12
  1,200'
  -18
  Shepherd's Sling
  4
  10'
  4
  20'
  -1
  40'
  -3
  80'
  -6
  300'
  -9
  Lead Bullets
  9
  10'
  9
  20'
  -2
  40'
  -5
  80'
  -8
  300'
  -9
  Slingstaff
  4
  10'
  5
  20'
  -1
  60'
  -3
  150'
  -6
  600'
  -9
  Lead Bullets
  9
  10'
  10
  20'
  -2
  60'
  -5
  150'
  -8
  600'
  -9
  1This is the Crit Die modifier for the range.
  Table - Missile Ranges
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  259
  Armour
  When the attacker succeeds with a Critical Success the 
  armour fails at the location where the blow connected 
  and will no longer offer protection at that point. If a 
  hit is not critical, the character has a choice between 
  absorbing any excess damage themselves or letting 
  the armour take the excess and making a 1D100 roll to 
  find out whether the armour fails or not.  The armour 
  will fail if the result of the 1D100 roll is 50% or less.
  Note: If the excess damage is greater than 
  the original armour rating, then the armour 
  will automatically fail at that point.
  Failed armour will no longer absorb damage 
  at that point and due to this being likely to 
  damage the integrity of the armour, the overall 
  armour rating is reduced by -2 points.
  A successful armourer roll will restore the damage 
  absorption of the armour by +1, whilst a Critical  
  Success  will  repair  all  damage and restore  
  the  full damage absorption of the armour.
  Fatigue  Level  Reduction
  Wearing armour on foot may reduce one’s Fatigue 
  Points. This fatigue cost for each type of armour is 
  paid for every 10 minutes (or 40 combat rounds) that  
  the armour is worn while on foot and immediately  
  if the wearer dismounts from his horse.
  Fatigue is suffered only while on foot. If a character  
  is  riding, then the character will not suffer  any  
  Fatigue since he does not need to bear the weight 
  of his armour.  Also if the character remounts his 
  horse, he will regain any Fatigue lost when he 
  dismounted.  This  simulates  how armour  saps some 
  energy from moment to moment simply because 
  one has it on and is carrying it around with him. 
  Relieved of bearing that burden, a character will have 
  greater  energy levels to draw on. This may explain 
  why  cavalry wears heavier armour than infantry.
  For example Sir Miles remounts his horse, he will 
  immediately regain 5 fatigue points, since he his 
  no longer bearing the weight of his armour.
  Example:
  Sir Miles has a maximum Fatigue of 
  33.  If he wore a Maille hauberk and 
  conical helm, the Fatigue cost for 
  this is -3 Fatigue Points for the maille 
  hauberk and no Fatigue Points for 
  the helm. The cost would be paid 
  for each 10 minutes he is on foot, so  
  if  on  foot  for 20 minutes it  would  
  cost  him  -10  Fatigue  Points  (-5  x  
  20/10). However if first dismounted 
  from his horse and remain on foot 
  for 20 minutes, it would cost him -15 
  Fatigue Points (-5 for dismounting 
  plus -10 for the time spent on foot).
  Lack of Skill Wearing Armour
  Those  characters  who  are  foolish  enough  to  wear  
  armour  in  which  they have no 'skill', meaning that 
  they have not practised wearing it to become used to 
  the weight and balance, will suffer double the usual 
  FP reduction assessed against them while on foot!  
  Unskilled armour wearers also have a disadvantage 
  when using their Dodge. They suffer a penalty of 
  between -10% to -30%, depending on the ground 
  conditions, weight of armour, etc. This is at the 
  Gamemaster’s discretion. Wearing armour when one 
  is unused to it is worse than wearing no armour!
  Key to Armour Tables:
  FP Cost to Wear: Amount of FP incurred 
  when wearing the armour.
  Prod Time: Average time needed to make the armour.  The 
  actual time was less, but creating armour was done in a 
  series of steps that might require days, thus an armourer 
  often worked on several pieces at any one time.
  Wt.: Armour weight in pounds (lbs.).
  Cost: Typical cost of average quality armour, stated in 
  pennies.  As in the case of weapons, armour may be superior 
  and rated as +1, +2, or +3, which represents their ability to 
  absorb extra damage. Such armour commands a higher cost.
  Wt. Mod: Weight modifier dependent on weight of the user.
  Armour Type: There are various weapon 
  types available, these are:
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  260
  L  =  Light  Armour: Requires  
  the  skill  Wear  Light  Armour. 
  H = Heavy Armour: Requires 
  the skill Wear Heavy Armour. 
  B = Battle Armour: Requires 
  the skill Wear Battle Armour.
  Armour protects the defended area of the 
  body against Crit Hits and Aimed Strikes.
  Body  Armour
  Weight
  Slash
  Crush
  Pierce
  Missile
  Energy
  Flesh
  None
  0
  0
  0 
  0
  0
  Cloth
  None
  1
  0
  0
  0
  0
  Animal Hide
  Light
  2
  1
  2
  2
  2
  Quilt Surcoat
  Light
  4
  5
  3
  4
  4
  Leather/Fur
  Light
  6
  5
  4 
  5
  5
  Cuirbolli
  Light
  6
  8
  5
  6
  6
  Reinforced Cuirboll
  Heavy1
  9
  10
  7
  7
  6
  Scalemail
  Heavy1
  10
  8
  7
   8
  7
  Brigandine
  Heavy1
  10
  11
  8
  9
  7
  Maille
  Battle2
  9
  9
  8
  9
  7
  Platemail
  Battle2
  13
  11
  11
  11
  8
  Fieldplate
  Battle2
  15
  15
  13
  15
  9
  Cavalry  Plate
  Battle2
  18
  17
  15
  15
  9
  Late Cavalry Plate
  Battle2
  20
  17
  17
  17
  10
  Jousting Armour
  Battle2
  25
  19
  21
  19
  10
  Head  Armour
  Weight
  Slash
  Crush
  Pierce
  Missile
  Energy
  Flesh
  None
  0
  0
  0
  0
  0
  Cloth Headgear
  None
  1
  0
  0
  0  
  0
  Quilted Hood
  Light
  4
  5
  3
  4
  4
  Leather Hood
  Light
  6
  5
  4
  5
  5
  Scalemail Coif
  Heavy1
  10
  8
  7 
  8
  7
  Maille Coif
  Battle2
  8
  8
  7
  9
  7
  Cuirbolli Helm
  Heavy1
  6
  8
  5
  6
  6
  Conical Helm
  Heavy1
  11
  10
  8 
  10
  8
  Open Bascinet
  Battle2
  15
  15
  13
  15
  9
  Pot Helm
  Battle2
  18
  17
  15
  15
  9
  Visored Helm
  Battle2
  20
  17
  17
  17
  10
  Jousting Helm
  Battle2
  25
  19
  21
  19
  10
  1Armour rated as heavy weight requires the skill of Wear Heavy 
  Armour. This armour is worn over padded material. A Thief will 
  suffer a penalty of -10% to any Thief skill  TSC%.
  2Armour rated as battle weight requires the skill of Wear Battle Armour. This armour 
  worn over padded material and the case of plate armour has maille in certain 
  vulnerable areas. A thief will suffer a penalty of -20% to any Thief skill TSC%.
  Table - Armour Absorption
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  INDEX
  
  261
  Helmets
  All helmet types were available since classical times 
  except the following: pot helm was Middle Ages, 12th 
  century; bascinet, visored and jousting helms were 
  13th - 14th century helms. All helmets before the 
  full pot helm were open-faced. Helms before visored 
  helms required a hood or a coif to protect neck and 
  throat areas. Visored helms come with a full plate 
  gorge to protect the neck and throat. Helmets protect 
  against Crit Hits and Aimed Strikes to the head.
  Body Armour Weight
  Each item of armour has a specific weight given for it, 
  this is for a human sized person weighing between 150 
  to 174 lbs in weight. Also indicated is a  weight  modifier.
  If a character is lighter than 150 lbs then these 
  modifiers apply. If the character weighs between 
  100 to 124 lbs subtract the weight modifier as 
  shown, however if the character weighs below 100 
  lbs subtract double the weight modifier  shown.
  For characters weighing over 174 lbs, add the 
  weight modifier for every 25lbs (rounded up) 
  that the body weight is above 174 lbs.
  As an example of this, Sir Miles is a large knight, 
  weighing 210 lbs.  He has a full suit of Maille and a 
  crusader-style pot helm. His helm weighs 7½ lbs.  His 
  Maille weighs 36 lbs with a weight modifier of +/- 6 
  lbs.  Sir Miles weighing 210 lbs is 36lbs heavier than 
  174 lbs resulting in the modifier being doubled. (36/25 
  = 1.44 rounded up = weight modifier multiplier of 2.)  
  Hence the full suit of Maille for Sir Miles weighs 36 lbs 
  + (+6 x 2)= 48 lbs.  It is assumed he will be wearing an 
  arming doublet under his armour which weighs 8 ½ + 
  (+1 ½ x 2) = 11 ½ lbs.   Suited up for battle, Sir Miles is 
  carrying a weight of 7½ + 48 + 11 ½ = 
  67 lbs.  Add in at least a medium-sized 
  “heater” shield and a broadsword and 
  we find that he could be packing well 
  over 70 lbs of fighting equipment alone!
  This is a massive amount of weight to 
  bear while engaging in combat sitting 
  in the saddle, let alone tramping about 
  the countryside on foot. Coupled with 
  the fatigue drain of  wearing battle 
  armour, this largely explains why 
  Knights were cavalry troops. No man 
  on foot can  bear such weight for hours 
  and be effective as a fighting man.
  Light Body Armour
  Light body armour has been available 
  from pre-Roman classical times. 
  Protection is given to the arms, chest, 
  back and abdomen, but not to the 
  groin or legs. The armour provides for 
  light-weight  and freedom from encumbrance, but 
  does not afford much protection against powerful 
  strikes. Such  armour includes arming doublets that 
  can be worn under heavy and battle armour. 
  Armour 
  Type
  FP Cost  
  to Wear
  Production  
  Time
  Wt. lbs
  Cost  in 
  pennies
  Wt.  Mod.
  Quilt Surcoat
  01
  3  days
  5
  48+
  +/-1
  Leather/Fur Tunic
  0
  2 days
  3 ½
  36+
  +/-1
  Arming Doublet
  01
  3  days
  8½
  48+            
  +/-1½
  Cuirbolli Cuirass
  1
  7  days
  9
  144   
  +/-2
  1Wearing a quilted surcoat or an arming doublet increases 
  armour damage absorption by +2 against all classes of 
  missile and melee weapons but not Magickal energy.
  Type
  Helmet Name
  Dates
  FP to Wear
  Production 
  Time
  Wt. lbs
  Cost  in 
  pennies
  L
  Quilted Hood
  0
  5 hours
  1
  4
  L
  Leather Hood
  0
  5 hours
  1
  16
  H
  Maille Coif
  1000-1500AD
  0
  3  days
  3
  43
  H
  Cuirbolli Helm
  0
  4  days
  2
  35
  B
  Composite Helm
  0
  6  days
  3
  55
  B
  Conical Helm
  1000-1275AD
  0
  6  days
  4
  72
  B
  Open Bascinet
  1300-1430AD
  0
  8  days
  7
  120
  B
  Pot Helm
  1180-1270AD
  -1
  9  days
  3½
  144
  B
  Great Helm
  1250-1450AD
  -1
  10  days
  5½
  165
  B
  Visored Helm
  1330-1430AD
  -1
  9  days
  5½
  192
  B
  Bascinet + Aventail
  1330-1430AD
  -2
  16  days
  16
  216
  B
  Jousting Helm
  1415-1500AD
  -2
  12  days
  11½
  240
  Table - Helmets
  Table - Light Body Armour
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  INDEX
  
  262
  Heavy Body Armour
  Scalemail is typical of the Dark Ages (5 - 9th century). 
  Maille is 9 - 12th century armour. Brigandine, 
  Maille and Maille & Brigandine are armours 
  typical of the Middle Ages (12 - 13th century). 
  Platemail and Plate are late Middle Ages (14th 
  century) and Renaissance (15th century) armour.
  Heavy body armour protects the arms, 
  chest, back, abdomen and groin.
  The Platemail Cuirass provides protection to the 
  arms with Maille. All other types provide only 
  torso protection (chest, abdomen and groin).
  Armour 
  Type
  FP Cost  
  to Wear
  Production  
  Time
  Wt. lbs
  Cost  in 
  pennies
  Wt.  Mod.
  Reinf. Cuirbolli
  -2
  14  days
  19
  360
  +/- 3
  Scalemail 
  Cuirass
  -21
  14  days
  21
  480
  +/- 3
  Brigandine
  -21
  14  days
  13
  240
  +/- 4
  Maille Cuirass
  -21
  12  days
  23
  960
  +/- 4
  Platemail Cuirass
  -21
  21  days
  24
  1,200
  +/- 4
  Plate Cuirass
  -21
  14  days
  20
  1,800
  +/- 4
  1Rate as Battle Armour for Fatigue and movement if 
  worn with an arming doublet or quilted surcoat.
  Table - Heavy Body Armour
  Magick
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  Table of Contents
  INDEX
  
  263
  Heavy Battle Armour
  Field plate and cavalry plate are fairly late models of 
  full battle armour (15th century Renaissance). These 
  types of armour are remarkably light in relation 
  to the protection they provide, especially field 
  plate, which is designed specifically for battlefield 
  fighting on foot rather than from the saddle.
  Armour 
  Type
  FP Cost  
  to Wear
  Production  
  Time
  Wt. lbs
  Cost  in 
  pennies
  Wt.  Mod.
  Scalemail Hauberk
  -31
  21  days
  45
  1,440
  +/- 5
  Maille Hauberk
  -31
  28  days
  49
  1,584
  +/- 5
  1Rate as Super Heavy Battle Armour for 
  Fatigue and movement purposes if worn with 
  an arming doublet  or quilted surcoat.
  Table -  3/4 Heavy Battle Armour
  Armour 
  Type
  FP Cost  
  to Wear
  Production  
  Time
  Wt. lbs
  Cost  in 
  pennies
  Wt.  Mod.
  Field Plate
  -41
  42 d.
  40
  2,400
  +/- 5
  Cavalry  Plate
  -51
  48 d.
  55
  3,000+
  +/- 6
  1Typically worn with arming doublet or quilted surcoat.
  Table - Heavy Battle Armour
  Super Heavy Battle Armour
  Full mail is fitted from head to foot (13th century 
  armour) and is easier to wear than a hauberk. 
  Platemail is 14th century mail reinforced by iron 
  plates at key areas and with an iron breastplate 
  or a brigandine to guard the torso.
  Full cavalry plate and jousting armour are 15th century 
  protections. Such armour is a very late development 
  and could be considered as not likely to be available or, 
  for that matter; even to be appropriate to most fantasy 
  campaigns unless the Gamemaster feels it is acceptable.
  Shields
  Objects or shields that successfully block an attacker 
  directly absorb the damage, which would have 
  been inflicted on the defender. The defender will 
  absorb any damage that exceeds the damage 
  absorption of the shield. Every time the shield or 
  object takes damage more than its absorption 
  capacity, there is a 10% cumulative chance that 
  the blow will destroy the shield or object. To find 
  out if the shield has failed, the character makes a 
  1D100 roll and if he rolls equal to or less than the 
  percentage chance the shield fails. This chance remains 
  after the combat unless repair is undertaken. 
  Let's imagine that Sir Gideon is attacked and 
  successfully defends against the blow with his shield. 
  The attack manages 10 points of slash damage. Gideon’s 
  shield, a Buckler, is able to absorb 6 points of slash 
  damage. The remaining 4 points of damage are taken 
  by Gideon. Since the Buckler has taken more damage 
  than its absorption capacity it has a 10% chance of 
  failing. Gideon makes a 1D100 roll and rolls 54%. As this 
  is higher than 10% the shield survives. However, if the 
  roll had been 10% or lower the shield would have failed. 
  Each successful armourer roll will reduce the 
  chance of failure of the shield  by 5% x Crit Die 
  result.   A Critical Success will repair all damage.
  Key to Shield Table: 
  Prod Time: Average time needed to make the shield. The 
  actual time was less, but an creating a shield was done in 
  a series of steps that might require days, thus an armourer 
  often worked on several shields at any one time.
  Wt.: Armour weight in pounds (lbs.).
  Cost: Typical cost of an average quality shield, 
  stated  in  pennies. As in the case of rated as +1, +2, 
  or +3, which represents their ability  to absorb extra 
  damage. Such shields commands a higher cost.
  Armour 
  Type
  FP Cost  
  to Wear
  Production  
  Time
  Wt. lbs
  Cost  in 
  pennies
  Wt.  Mod.
  Maille
  -31
  49 d.
  36
  1,536
  +/- 6
  Platemail
  -41
  49 d.
  45
  2,400+
  +/- 6
  Late Cav. Plate
  -51
  70 d.
  66
  3,600+
  +/- 5
  Jousting Armour
  -51
  84 d.
  97
  4,800+
  +/- 6
  1Typically worn with arming doublet or quilted surcoat.
  Table - Super Heavy Battle Armour
  3/4 Heavy  Battle  Armour
  Scalemail is Dark Ages armour, Maille is characteristic 
  of the early Middle Ages (11-12th century).  A hauberk 
  is a mail coat providing protection to the entire 
  body below the neck and to the knees.  If a leg hit 
  occurs, roll a 1D10  with 01-07 falling on the armour 
  rather than the unprotected part of the leg.
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  264
  Shield Type
  Prod Time
  Wt 
  Lbs
  Cost in 
  Pennies
  Buckler, rimmed
  1 ½ days
  5
  43
  Buckler, reinf.
  2 ½ days
  6
  60
  Target,  wicker
  1  days
  3
  7
  Target, wood
  1 ½ days
  6
  48
  Target, rimmed
  2  days
  10
  72
  Target/Heater, reinf.
  2 ½ days
  12
  90
  Shield,  wicker
  1  days
  6
  14
  Shield, wood
  1 ½ days
  7
  36
  Shield, hide
  1 ½ days
  7
  48
  Shield, rimmed
  2  days
  14
  60
  Shield, reinf.
  2 ½ days
  16
  70
  Hvy Kite Shield
  2 ½ days
  16
  124
  Roman Tower shield
  4  days
  18
  140
  Table - Shield Types
  Shield
  % Bonus1
  Slash
  Crush
  Pierce
  Missile
  Energy
  Any object at hand2
  +1%
  GM3
  +1
  GM3
  GM3
  GM3
  Buckler
  +5%
   6
  5
  5
  5
  5
  Target Shield Wicker
  +5%
  10
  12
  8
  10
  10
  Target Shield Wood
  +5%
  10
  9
  12
  10
  10
  Target Shield Reinforced
  +10%
  15
  15
  16
  15
  15
  Large Shield Wicker
  +10%
  10
  12
  8
  10
  10
  Large Shield Wood
  +10%
  10
  9
  12
  10
  10
  Large Shield  Reinforced
  +15%
  16
  16
  16
  16
  16
  Heavy Kite Shield
  +15% 
  18
  16
  16
  16
  16
  Roman Tower Shield
  +20%
  20
  18
  20
  22
  18
  1 Shields are built to block, this is represented by the 
  bonus to TSC% on the chance to block an attack.
  2 0bjects at hand used for active shield blocks 
  include such things as chairs, stools etc.
  3 Set at the beginning of the combat by the Gamemaster 
  and can be in the range of 1 to 10.
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  265
  and shows the approximate distance travelled for a 
  cost of 1 FP per hour, provided the character is not 
  carrying more than 50% of his carrying capacity. 
  If one wants to get hyper-realistic, see the section 
  on Pushing the Pace (qv) to find out just how much 
  Fatigue will be involved in the various movement 
  situations when travelling faster than the basic pace. 
  If riding an animal, the animal takes the Fatigue 
  loss.   However, even a rider will become fatigued 
  over time losing -1 FP per 2 hours of travel.
  Real Speeds over Ground
  Movement & Time
  Downtime
  Time Period: 1 week onwards
  Downtime is that period in which the characters are not 
  doing anything which requires role-playing.  Chivalry 
  & Sorcery was the first Fantasy Role-playing game to 
  formally introduce this concept, since right from the 
  beginning it was seen that a FRP campaign could be 
  a simulation of the lives of the imaginary characters.
  There are long periods in life when nothing significant 
  happens. Life is, after all, not a series of life-threatening 
  events coming along so thick and fast that it is 
  impossible to catch one’s breath!  As in real life, so it 
  will be in a fantasy life. Characters may go for days, 
  weeks, even months with their lives being quiet 
  and routine, without any eventful occurrences.
  In Downtime, game mechanics involving characters 
  tiring themselves out, etc. can be ignored. They 
  will have ample time to rest, to sleep and to 
  engage in personal projects. Only if they are 
  driving themselves beyond reasonable limits 
  might attention to such matters be required.
  Downtime, then, is the period between actual 
  adventures and it should be taken into account.  
  Downtime has the important function of allowing 
  characters to use their skills to make something, to 
  enchant Magickal items, to improve their proficiency 
  with skills they have basic knowledge in, or to learn 
  new skills. Events may gradually develop around 
  them, slowly building to a crisis which they will 
  have to confront with all their skills and knowledge.  
  But not right away! There is time to prepare.  
  For further information on Downtime 
  see the chapter on experience
  Journey Time
  Time Period: 1 hour onwards
  Journey Time is very much like Downtime in that 
  there will be considerable periods of time passing 
  without or very little action. Journey Time allows 
  characters to ‘cover ground’ when travelling.
  How far and how fast characters can move in Journey 
  Time is therefore determined by the means of 
  travel, the circumstances encountered on the way 
  and the rate at which the characters are willing to 
  travel. Table – Journey Times is only a basic guide 
  Distance Travelled  
  in MPH
  Conditions
  Foot
  Cart
  Mount
  Good Road & Level Terrain
  2
  2
  4½
  Good Road & Hilly Terrain
  1 ½
  1 ½
  3 ½
  Poor Road & Level Terrain
  1 ½
  1 ½
  3 ½
  Poor Road & Hilly Terrain
  1 ¼
  1 ¼
  3
  Forest Path & Level Terrain
  1 ¼
  1
  1 ½
  Forest Path & Hilly Terrain
  1
  ¾
  1 ½
  Cross-country in Open Terrain
  1
  ¾
  3
  Cross-country in Dense Terrain
  ¾
  0
  ¾
  Cross-country in marshland etc.
  ¼
  0
  3
  Table - Journey Times
  It may come as a surprise to some players that a man 
  on horseback can only cover around 36 miles a day, 
  travelling on a good, level road and assuming good 
  weather conditions. However, it must be remembered 
  that no horse may gallop along, hour after hour, at 
  close to top speed. Indeed, the ‘marching’ pace of a 
  horse is little faster than a man on foot walking briskly. 
  Moreover, a good rider will dismount to walk his 
  horse regularly in order to give the animal a rest from 
  carrying his weight. Time must also be taken for rest 
  stops, meal breaks and any occurrences along the 
  way. It is also well to remember that a horse is able 
  to travel more than 36 miles in a day but he will not 
  be able to travel so far the following day. However, 
  more importantly, it is wise to spare one’s mount so he 
  will have ample energy left in case combat occurs.
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  266
  These are the kinds of realistic conditions considered 
  when working out movement rates. The statistics are 
  readily available in historic sources. Going all the way 
  back to the time of Julius Caesar, that great Roman 
  general was very satisfied when his legionaries could 
  march more than 15 miles per day. Historically, few 
  armies marched much over 10 miles in a day.  
  Of course, this is for well-trained bodies of soldiers.  A 
  group of a few individuals would take less time to get 
  organised, their equipment packed and be on the road. 
  Even so, 20 miles per day is a very good hiking pace.
  As for wagons and carts, we again know from history 
  that rarely could they travel more than 10 miles a day 
  with any kind of a load and often much less if the roads 
  were poor. These give us an idea of the true limits on 
  sustained marching, whether on foot or horseback.
  Speeds over Water
  River Craft
  Boats and small ships move about the speed 
  of the current when heading downriver.  The 
  Gamemaster determines the speed at which the 
  current flows but a 2 mph to 7 mph current is 
  reasonable. It is very rare that it will be any faster.
  Heading upriver against the current, whether 
  under sails or oars, small craft would average 
  about half their downstream speed. River traffic 
  also tends to anchor or tie up to the shore in 
  darkness, so on average the maximum amount 
  of travelling time in anyone day is 12 hours. 
  Ocean-going Craft
  Players may again be surprised to learn that, giving 
  fair sailing conditions, most sailing ships average 
  speed is only about 4 to 4 ½ knots, that is around 
  5 mph, which comes to a modest 120 miles per 
  day.  Daytime speeds may be faster, but sailing 
  vessels usually remain under shortened sail at 
  night and therefore travel shorter distances.
  The Gamemaster could vary this distance perhaps by 
  around +90 to -90 miles a day to account for favourable 
  or unfavourable wind and currents, the type and 
  condition of the ship and the quality of the navigator-
  pilot and crew, etc.  Storms will slow passage whilst 
  fair winds will speed passage.  Tubby merchant hulls 
  move far more slowly than sleek warship hulls etc. 
  Oared Craft
  Galleys may proceed independent of the wind 
  because they can use oars as well as sails.  However, 
  it was the standard practice for galleys to put into 
  shore at night or else to proceed under shortened 
  sail. Consequently, they would cover between 60 
  to 120 miles per day, on average and might travel 
  up to 160 miles in excellent cruising conditions.
  Viking ships were equally suited to proceeding 
  under oars or sail and made good speed under 
  most conditions.  So would fast War Galleys 
  and courier vessels.  Such craft would cover 
  distance like ocean-going craft (see above).
  Mythological Winged Creatures
  Legendary creatures like winged Pegasus-type 
  horses, gryphons, hippogriffs, dragons and their 
  like, were all fabled to be extremely fast. However, 
  their ranges would not be excessively great.
  Consider the speeds of mythological winged creatures 
  as being several times that of a horse over good 
  ground. Thus, in an 8-hour period, they might fly 
  between four to eight times the distance a horse 
  would cover, around 144 to 288 miles per day.
  Incidentally, few migrating birds manage any better in 
  a full day of flying.  A beast, even a mythological one, 
  must rest.  Therefore a maximum effort should exhaust it 
  no less than it would a mere mortal man, horse, or bird.
  Pushing the Pace
  A forced march is possible, but by the end of the 
  day it will exhaust anyone with less than above 
  average Constitution and Strength and well 
  above average Fatigue Points.  The increased 
  speed available and the amount of Fatigue lost 
  are shown in Table – Pushing the Pace. 
  Animals can also be pushed and for information 
  about travelling at a march, trot, canter and 
  gallop for mounts and for pack and draft 
  animals see Chapter – The Marketplace.
  Fatigue Point recovery is at the standard rates 
  enjoyed by a character based on his Constitution.  
  Without rest breaks etc., one will become tired 
  rather quickly and characters with higher Fatigue 
  Points, lighter loads etc., will be able to maintain the 
  pace longer than those with lower Fatigue Points 
  or heavier loads.   The same is true for animals.
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  267
  Terrain Effects
  Optional
  Terrain, road conditions, etc. will also have an 
  effect on the pace that a character and Fatigue 
  loss.   If proceeding at a faster pace than those 
  shown in Table – Journey Times, the following 
  restrictions on speed and the additional Fatigue loss 
  incurred are shown in Table – Terrain Effects.  
  Movement Rate
  Speed1
  Fatigue Loss
   Walking Pace
  2 mph2
  -1 FP per hour
  Marching Pace
  3 mph3
  -2 FP per hour
  Double-Quick
  4 mph4
  -3 FP per hour
  Double-Quick
  5 mph4
  -3 FP per hour
  Distance 
  Running
  1 mph x ½ BAP5
  -1 FP per mile
  Fast Running
  1 mph x ½ BAP6
  -1 FP per ¼ mile
  1See Chapter – The Marketplace for Mount speeds 
  that are attainable by pushing the pace.
  2Moving at an Easy Walking Pace: The character 
  may bear 50% of his CCAP without suffering extra 
  Fatigue. If carrying more than 50% of his CCAP he 
  suffers a penalty of -1 FP of additional Fatigue per 
  10% over that limit per 3 miles or part thereof.
  3Marching Pace: The character may bear 40% of his CCAP 
  without suffering extra Fatigue. If carrying more than 40% 
  of his CCAP he suffers a penalty of -1 FP of additional 
  Fatigue per 10% over that limit per 3 miles or part thereof.
  4Moving at the Double: The character may bear 20% of his 
  CCAP without suffering extra Fatigue. If carrying more than 
  20% of his CCAP he suffers a penalty of -1 FP of additional 
  Fatigue per 10% over that limit per 3 miles or part thereof.
  5Moving at a Distance Running rate: The character cannot 
  bear more than 20% of his CCAP without extra Fatigue.   If 
  carrying over that limit he suffers a -1 FP of additional 
  Fatigue per 20% over that limit per 2 miles or part thereof.
  6Moving at a Fast Running rate: The character ideally 
  should be stripped right down for such a run.  If carrying 
  over 20% of his CCAP he suffers -1 FP of additional Fatigue 
  per 20% of CCAP carried per ¼ mile or part thereof.
  Table - Pushing the Pace
  Combat Mode
  Time Period: 15 Seconds onwards
  Combat Mode is reserved for any situation in which 
  the action is unfolding very quickly. Players can 
  literally make moment to moment decisions about 
  the actions that their characters are performing.  
  This is especially vital in combat situations.
  Knowing exactly what a character’s capabilities 
  are and then being able to simulate them easily 
  is what these rules are all about. Can a character 
  accomplish the task in 15-seconds given his level 
  of skill, speed, etc..?  Or will he need more time?
  To call it a ‘combat’ round is a bit misleading for this 
  15-second time period. It actually applies to any 
  situation requiring a character’s urgent attention in 
  order to meet some challenge or problem confronting 
  him. Only at this level can decisions and actions be 
  broken down into a series of steps, each perhaps 
  carrying the possibility of success or failure.  The 
  15-second ‘combat’ round is, therefore, appropriate 
  to any situation, combat or otherwise, in which a 
  character has to react quickly and decisively.
  For details on how to handle movement in 
  action situations see Chapter – Combat.
  The standard movement rates for PCs, NPCs, animals, 
  monsters and mythological beasts are all rated in 
  six basic categories.  This is done for the purpose of 
  working out fatigue rates and, therefore, for finding 
  their endurance limits.  These movement categories are:
  Stalking/Moving Slowly, Long Distance Running/Cantering, 
  Walking or Marching, Running/Galloping, Double Quick/Trotting
  Sprinting/Charging or Racing
  Conditions
  Speed
  Fatigue Loss
  Good road & level terrain
  No effect
  No effect
  Good road & hilly terrain
  No effect
  -1 FP per hour
  Poor road & level terrain
  ¾ speed
  -1 FP per hour
  Poor road & hilly terrain
  ¾ speed
  -2 FP per hour
  Forest path & level terrain
  ¾ speed
  -1 FP per hour
  Forest path & hilly terrain
  ½ speed
  -2 FP per hour
  Cross-country in open terrain
  ¾ speed
  -1 FP per hour
  Cross-country in dense terrain
  ½ speed
  -3 FP per hour
  Cross-country in marshes, etc.
  ¼ speed
  -4 FP per hour
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  268
  Combat
  In Chivalry & Sorcery, combat revolves around 
  the 15-second Combat Round and the spending 
  of Action Points to carry out actions.
  Dice Conventions
  Throughout these combat rules skill checks are 
  made using a percentile dice or 1D100 and a 1D10 
  Crit Die. A roll is made and if the result of the roll on 
  the percentile dice is equal to or lower than the skill 
  chance, then the skill succeeds. For every additional 
  +20% to TSC% above Max% add +1 to the Crit Die. (i.e. 
  divide the additional TSC% by 20 rounded down).
  Combat Sequence for Action Points
  The sequence for a combat round is as follows:
  1. 
  Each character rolls a 1D10 as a random addition 
  to their Base Action Points (BAP) to provide them 
  with their Action Point (AP) Pool for this Combat 
  Round. This random roll is modified as shown 
  in Table Armour Modifiers in order to take into 
  account any armour the characters are wearing.
  2. 
  In the order of the highest current AP Pool, 
  the  characters, monsters and NPCs declare 
  and resolve their actions in turn, reducing 
  their AP Pool by the number of Action Points 
  spent. Once all of the characters have done 
  this, this completes the Action Phase.
  3. 
  Repeat Step 2 above until all the character’s 
  have used up their AP Pool or have decided 
  to hold over APs to the next Combat Round. 
  Once all the APs for that round have been used, 
  the next Combat Round begins from Step 1 
  onwards. Any single Combat Round may be 
  made up of a number of Action Phases. 
  Within any Combat Round characters 
  have the opportunity to:
  • 
  Use up all of their available APs for that Combat Round. 
  • 
  Hold over remaining APs , to a maximum of the 
  character's BAP, to the next Combat Round where they 
  are added to the APs available in that Combat Round.
  • 
  Begin actions in one round and complete them in 
  the first Action Phase of the next Combat Round.
  Actions which can be undertaken during the combat 
  sequence are to attack, defend, move, cast spells, 
  drop items (including weapons) and draw weapons.
  A maximum of 10 action points can be expended on 
  any one action during any single Action Phase. The 
  number of Action Points available for each combat 
  sequence is modified as shown in Table – Armour 
  Modifiers when the character is wearing armour. The 
  character also suffers a Fatigue cost for wearing armour.
  Armour  Worn
  Fatigue
  AP  Modifier
  None
  0
  +3 AP
  Light Armour
  0
  0
  Heavy  Armour
  1
  -3 AP
  Battle Armour
  2
  -5 AP
  Table - Armour Modifiers
  If the character has no Fatigue Points 
  remaining then the character suffers a 
  penalty of -10 AP each Combat Round.
  Movement &  
  Non-combat Actions
  During each Action Phase, points can be spent on 
  movement, but no more than 10 AP can be spent 
  per Action Phase. The base move for a Human is 5 
  feet per Action Point. Table – Movement & Non-
  combat Action Points shows the number of APs 
  needed to move or undertake non-combat actions.
  Other creatures have their own Base movement 
  rate, which can be found in the Bestiary section.
  Optional Rule (Recommended)
  Combat Sequence for Action Points. 
  Step 2 (revised) Actions are declared in order of 
  lowest to highest current AP.  Actions are then 
  carried out in order of highest to lowest current AP
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  269
  Action  .....................................................................................................AP Cost
  Moving - Human:
   
  Normal Speed per 5 feet .................................................................... 1 AP
   
  Sprinting per 20 feet ........................................................................... 1 AP
  Moving - Elf
   
  Normal Speed per 6 feet .................................................................... 1 AP
   
  Sprinting per 24 feet ........................................................................... 1 AP
  Moving - Dwarf
   
  Normal Speed per 4 feet .................................................................... 1 AP
   
  Sprinting per 16 feet  .......................................................................... 1 AP
  Moving - Haeflin
   
  Normal Speed per 3 feet .................................................................... 1 AP
   
  Sprinting per 12 feet ........................................................................... 1 AP
  Jumping ...................................................................................................................
   
  3 AP
  Backing up ..........................................................................................1 AP per foot
  Change facing per 90' ..................................................................................... 1 AP
  Kneel Down ..................................................................................................... 2 AP
  Stand from kneeling position ........................................................................... 4 AP
  Rise from prone to kneeling position ............................................................... 4 AP
  Rise from prone to standing position ............................................................... 5 AP 
  Scaling ladder (maximum of 5 feet per action) ...................................1 AP per foot 
  Climbing (maximum of 5 feet per action):
   
  Carefully using handholds  ....................................................2 AP per foot
   
  Carefully using climbing aids .................................................1 AP per foot
   
  Climbing fast, using handholds (-25% to TSC%) ..................1 AP per foot 
  Mounting/dismounting an animal:
   
  Animal stationary  ............................................................................... 5 AP
   
  Animal moving (-25% to TSC%) ........................................................ 5 AP 
  Swimming per 3 feet ........................................................................................ 3 AP
  Standing motionless, doing nothing ......................................................................0
  Finding an object in a pouch etc. (If over 10 AP it will take 2 actions) ...  5 to 15 AP
  Placing an object in a pouch etc.. ............................................................. 3 to 6 AP
  Speaking more than 1 sentence (cost per sentence) ...................................... 1 AP
  Igniting a tinderbox .......................................................................................... 6 AP
  Lighting a torch  ............................................................................................... 6 AP
  Lighting a fire with flint & Steel (each 10 AP equates to one action) ........40-60 AP
  Lighting a fire with tinderbox (two actions) ...............................................15-20 AP
  Table - Movement & Non-combat Action Points
  Increased speed can be gained by spending Fatigue 
  Points. By spending 1 FP per Combat Round a 
  character (or creature) will be able to run at double-
  time during any Action Phase of the Combat 
  Round. By spending 2 FP the character (or creature) 
  will be able to sprint or charge at four times the 
  normal movement rate. If wearing heavy armour or 
  heavily encumbered then the character can spend 
  3 FP to be able to move at three times the normal 
  movement rate but are unable to move any faster.
  The effects of charging into combat allows the charging 
  attacker to receive a bonus to his TSC% equal to the 
  number of feet travelled and he also gains +2 to Crit 
  Die (except in the case of charging lances where the 
  attacker this is doubled to +4). The charging attacker 
  may declare a body bash (qv) and attempt to pile 
  into their opponent as well as making an attack.
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  270
  Weapon Blows & Missile Shots
  The number of APs a character or creature has to spend 
  on blows is shown in Table – Combat Actions. The PSF% 
  is used as the basis for the cost of APs since this is a 
  measure of the individual’s knowledge of that weapon.
  As a rule of thumb it is stated that the maximum 
  number of APs that can be spent on an action is 10 APs. 
  However, this is simply a rule of thumb, some weapons 
  require slightly more than 10 APs to carry out a single 
  blow, but remain as one action. In other cases such as 
  crossbows and spell-casting, the cost is for the task, 
  but it may take more than one action to carry out. The 
  AP cost of casting spells is the total cost of casting 
  the spell, so a mage with PSF 28%, will need to take 
  two actions to spend 17 AP in order to cast a Hex.
  During the Action Phase it is possible to combine 
  two or more actions provided they do not exceed 
  a maximum of 10 APs, for instance a warrior could 
  combine the drawing of a sheathed weapon and 
  attacking in one motion. Likewise a Mage could 
  cast a spell and find that he has enough APs 
  left to enable him to utter a ‘Word of Guard’.
  Note: Any weapon that is considered sheathed can be 
  drawn and used as one action with a penalty of –10% 
  to TSC%. To find the number of APs used add together 
  the costs for attacking and drawing the weapon.
  The Attack Roll
  The Attack Roll is made in a similar way to a skill roll 
  with the character rolling the 1D100 and the 1D10 
  Crit Die. To succeed the character must roll lower 
  than or equal to his TSC% in the appropriate weapon 
  skill. Prior to making any attack roll, the attacking 
  character must declare whom his opponent is going 
  to be and what he intends to do. The opponent 
  then has an opportunity to declare whether he is 
  intending to make an active or passive defence.
  Basic
  In the basic form of combat the attackers TSC is 
  modified by the targets form of defence. If it is an 
  active defence then half of the defenders PSF% of 
  their form of defence is deducted from the attackers 
  PSF%.  If it is a passive defence then a quarter of the 
  defenders PSF% is deducted.  If the attack fails then it 
  was either turned away by a weapon parry, shield or 
  dodge.  If the attack is a critical failure then the defender 
  gains a combat advantage with a weapon parry or 
  dodge or a shield bash with a shield play defence.
  Advanced
  The advanced combat system uses separate attack and 
  defence rolls as described in the section on defences. 
  There can be various outcomes to the Attack Roll:
  • 
  The attack is successful and the defence either fails 
  or is not made, then the attack will do damage.
  • 
  The attack Is successful but is met by a successful 
  defence, then any damage from the attack is absorbed by 
  the defending item (e.g. shield parry or weapon parry).
  • 
  The attack failed but any defence was successful, 
  then the defender gains a combat advantage.
  • 
  If the attack was a Critical Success, the defender 
  must roll a Critical Success in order to fully defend 
  the attack and absorb the damage. If the defender 
  only rolls a normal success, then the damage is 
  reduced to that of a normal attack success.
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  271
  AP Cost based on Character's PSF%
  Action
  1-25%
  26-45%
  46-60%
  61-70%
  75%+
  Skill  Used
  Mounting/Dismounting War-horse
  4
  4
  3
  3
  2
  Riding Horse
  Attack with Natural Light Weapon
  5
  5
  4
  4
  3
  Relevant Combat Skill
  Attack with Natural Medium Weapon
  7
  6
  6
  5
  4
  Relevant Combat Skill
  Attack with Natural Heavy Weapon
  9
  8
  7
  6
  5
  Relevant Combat Skill
  Attack with Light Weapon
  7
  6
  6
  5
  4
  Relevant Combat Skill
  Attack with Medium Weapon
  9
  8
  7
  6
  5
  Relevant Combat Skill 
  Attack with Heavy or 2 handed 
  Weapon (1 action)
  11
  10
  9
  8
  7
    Relevant Combat Skill 
  Attack with Polearm (1 action)
  12
  11
  9
  8
  7
  Relevant Combat Skill
  Drop weapon
  0
  0
  0
  0
  0
  n/a
  Drawing a sheathed weapon 
  (Light or Medium)
  1
  1
  1
  1
  1
  Relevant Combat Skill 
  Unslinging a weapon (Heavy) or shield
  3
  3
  2
  2
  2
  Relevant Combat Skill
  Sheathing or slinging a weapon
  4
  4
  3
  3
  2
  Relevant Combat Skill
  Reloading and firing a sling
  10
  9
  8
  7
  6
  Slings
  Nock, draw and fire bow (from quiver)
  9
  8
  7
  6
  5
  Archery
  Nock, draw and fire bow (fast draw)1
  6
  5
  5
  4
  4
  Archery
  Load light crossbow (2 actions)
  15
  14
  12
  11
  9
  Archery
  Load medium crossbow (3 Actions)
  30
  27
  24
  12
  18
  Archery
  Load heavy crossbow 
  (Arbalist) (5 actions)
  60
  54
  48
  42
  36
  Archery
  Fire  Crossbow
  1
  1
  1
  1
  1
  Archery
  Draw and throw hurled weapon
  7
  6
  6
  5
  4
  Relevant Combat Skill
  Setting a Polearm to receive charge
  3
  3
  2
  2
  2
  Pole Arms
  Setting a Lance to receive attack
  3
  3
  2
  2
  2
  Cavalry  Lance
  Dodging a blow
  1
  1
  1
  1
  1
  Dodge
  Parry with Light Weapon
  1
  1
  1
  1
  1
   Relevant Combat Skill
  Parry with Medium Weapon
  2
  2
  2
  1
  1
  Relevant Combat Skill 
  Parry with Heavy or 2 handed Weapon
  3
  3
  2
  2
  2 
           Relevant Combat Skill
  Parry with Polearm
  4
  4
  3
  3
  2
  Relevant Combat Skill
  Shield Block with Buckler
  1
  1
  1
  1
  1
  Shield Play: Light
  Shield Bash with Buckler 
  2
  2
  2
  1
  1
  Shield Play: Light
  Shield Block with Target or Heater
  2
  2
  2
  1
  1
  Shield  Play:  Heavy 
  Shield Bash with Target or Heater
  4
  4
  3
  3
  2
  Shield  Play: Heavy
  Shield Block with Large Shield
  3
  3
  2
  2
  2
  Shield  Play:  Heavy
  Shield Bash with Large Shield
  7
  6
  6
  5
  4
  Shield  Play:  Heavy
  Cast Cantrip
  9
  8
  7
  6
  5
  Relevant Method of Magick
  Cast Hex (2 actions)
  19
  17
  15
  13
  11
  Relevant Method of Magick
  Cast Sorcery (3 actions)
  29
  26
  23
  20
  17
           Relevant Method of Magick
  Utter Word of Guard
  3
  3  
  2
  2
  2
  Relevant Method of Magick
  1The act of fast draw with a bow involves the nocking, drawing and firing the bow in 
  one action, but it also suffers a penalty of -20% to hitting the target.
  Table - Combat Actions
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  272
  Combat Advantage & Opportune 
  Attacks
  In the event that a character gains a combat advantage 
  they may make an undefended opportune attack 
  with a negative 20% to their TSC%. Opportune attacks 
  may also be made if any combatant passes within 
  the weapon length plus reach of the character (this 
  is 3 feet for most humanoids but increases for the 
  likes of Giants etc.., treat reach as half height.) 
  Attacks From Behind
  If a defender is attacked from behind, he must 
  spend 1 AP to turnabout to face his attacker or 
  the defender will suffer a penalty of –25% to 
  his TSC%. A Dodge is impossible against a rear 
  attack unless the defender is forewarned.
  The attacker also enjoys a bonus of +25% to 
  his TSC% with the first attack from behind. Any 
  further attacks will be at a bonus of +15% unless 
  the defender turns to meet the attacker.
  Note: The exception to this is if the defender 
  is employing a “Desperate Defence” (qv).
  Attacks From Above
  It may occur that a defender is forced to his 
  knees or worse during an attack. If this happens, 
  the attacker will gain bonuses to hit. The 
  defender will also be at a disadvantage.
  If the defender is on his knees, the attacker 
  gains a bonus of +10% to his TSC% until 
  the defender regains his feet.
  If the defender is knocked completely to the 
  ground and is lying prone, but is not stunned the 
  attacker gains a bonus of +25% to his TSC% until 
  the defender regains his knees. On the defender 
  has regained his knees, the attacker’s bonus is then 
  reduced to +10% until the defender regains his 
  feet completely. If the defender is lying prone he 
  will only be able to use his PSF% as his chance to 
  hit with his weapons until he regains his knees.
  If the defender is on foot and attacked by a 
  mounted combatant, then the attacker gains 
  a bonus of +10% to his TSC% in the same way 
  as if the defender were on his knees.
  Critical Success & Failure
  If the attack is successful and the adjusted Crit 
  Die is a 10 or higher, a Critical Success is obtained 
  requiring an additional 1D10 roll. The result of 
  this roll is directly removed from the target’s 
  Body, this is in addition to the regular damage 
  taken from the Fatigue Points of the character.
  Note: An unadjusted 10 on the Crit Die is always 
  a Critical Success if the skill roll is successful.
  If the attack is a failure and the adjusted Crit Die 
  is a 10 or higher, a Critical Failure is obtained. In 
  such a situation an Agility check is required by the 
  attacking character in order for him to maintain a 
  grip on the weapon. His opponent receives a free 
  blow due to the opening created by the attacker’s 
  miss for an immediate opportunist attack.
  Note: An unadjusted 10 on the Crit Die is always 
  a Critical Failure if the skill roll is a failure.
  Aimed Shots Or Blows
  Optional
  There are many occasions when a character 
  wished to make an aimed shot, such as attacking 
  a wrist to disable an opponent or a head attack if 
  no head protection is being worn. In such cases 
  the TSC% of the attacker will be modified as 
  shown in Table 10.4 – Aimed Shot Modifiers.
  Target Area 
  TSC%  Modifier
  Head ...............................-40% 
  Abdomen .........................-5% 
  Eyes ...............................-60%
  Groin...............................-30%
  Neck ...............................-50%
  Upper Leg.......................-15%
  Chest ...............................0%
  Lower Leg.......................-25%
  Arm .................................-10%
  Foot ................................-40%
  Hand ...............................-25%
  Table - Aimed Shot Modifiers.
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  Using More Than One Weapon
  Optional
  If a combatant has a weapon in each hand (or attacking 
  appendage) he can make one attack per weapon in 
  each phase providing the combatant has sufficient 
  Fatigue Points to allow the attack and is trained in 
  using the two weapon technique of fighting.
  It is assumed that most combatants must keep 50% 
  of their legs in contact with the ground at all times, 
  i.e. one foot for bipeds, two feet for quadrupeds etc. 
  Otherwise only natural weapons can be used in this 
  manner, such as a Tiger which could attack with both 
  claws and bite in a single attack phase. If the combatant 
  is not using natural weapons and is not skilled in any 
  multiple weapon technique, then his primary weapon 
  suffers a penalty of -25% to his TSC% and his secondary 
  weapon(s) suffers a penalty of -40% to his TSC%. The 
  action of attacking with a second weapon requires 
  the expenditure of Fatigue Points. Such an attack can 
  only occur if it is done in conjunction with an attack 
  by the primary weapon. The cost in fatigue for the 
  attack with the secondary weapon is 1 FP for Light 
  Weapons, 2 FP for Medium weapons and 3 FP for heavy 
  weapons. However, there is no additional cost in AP.
  The primary weapon should always be equal 
  to or heavier than the secondary weapon.
  A Strength of 11+ is needed to use a medium weapon 
  in the offhand as a secondary weapon and a Strength 
  of 16+ is required to use a heavy weapon in the 
  offhand. Even the strongest humans cannot use a 
  two handed weapon in their offhand, even if they 
  are strong enough to wield them one handed!
  Changing Weapons  
  Mid-Combat
  It may transpire that a player wishes his character to 
  change weapons mid combat. There is no AP cost to 
  drop a weapon, but there is a cost to draw another 
  weapon. This is indicated in Table – Combat Actions 
  where the costs of readying another weapon are given.
  Offensive Actions
  Missile Combat
  In each action, one shot can be fired from a bow or 
  one hurled weapon thrown. The AP system allows 
  for archers with PSF% 75+ to fire an aimed shot 
  for the cost of 5 APs. If the archer has Agility 15+ 
  they will be able to make two aimed shots in an 
  action provided they have enough APs available.
  In addition, the character is allowed to use a fast draw 
  and fire with a bow. These snapshots allow the archer 
  to make two shots per action without aiming, however 
  the character suffers a penalty of –20% to their TSC%.
  Missile damage is calculated as:
  1. 
  Base damage as shown in Table 
  – Missile Weapons, plus
  2. 
  Range Modifier, as shown in Table 
  – Missile Ranges, plus
  3. 
  Attacker’s Bonus, as shown in Table 
  – Attacker’s Bonus, plus
  4. 
  The Adjusted Crit Die. This is not only adjusted in 
  respect of the character’s skill but also for the range 
  of the attack, as shown in Table – Missile Ranges.
  An archer can also spend more time aiming to improve 
  his chances at longer ranges. For every 10 points of 
  Discipline (rounded up), the archer can spend one 
  action aiming. However, each action spent aiming the 
  shot will cost the character 10 AP, the archer gains a 
  bonus of +10% to his TSC%. This bonus is cumulative.
  If after this has been taken into account the archer 
  wishes to continue spending time aiming his shot, 
  he can do so but needs to make a Stamina check. A 
  successful Stamina skill roll will enable the character 
  to aim his shot for a further action costing 10 APs and 
  this will gain him a cumulative bonus of +5% to his 
  TSC%. Any subsequent attempts to aim will result 
  in a cumulative penalty of –10% to his Stamina.
  A failed Stamina skill roll will mean the character 
  still aims the shot for 10 APs but suffers a penalty of 
  –50% to his TSC% as he becomes afflicted with 'Target 
  Blindness' and is forced to fire regardless of his aim.
  Target Blindness can afflict an archer if he persists in 
  spending inordinate time aiming at targets. The effect 
  of this malady is that an archer becomes increasingly 
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  274
  Mounted Combat
  Mounted combat is quite different from basic 
  foot combat. The first major difference is that the 
  mounted warrior always has a height advantage 
  against opponents on foot and therefore gains 
  the benefits as detailed in 'Attacks from Above' 
  as if his foot opponent was on his knees.
  When in combat the Weapon TSC% of the rider 
  cannot exceed that rider’s TSC% in Mounted Combat. 
  This reflects the difficulties in using weapons 
  on horseback. The only exception to this rule is 
  the lance, which is primarily designed for use on 
  horseback and is mainly taught in this fashion.
  Lance Attacks
  The lance is a specific weapon designed for 
  attacks by mounted warriors at the charge and 
  as such the character uses his Cavalry Lances 
  skill TSC% regardless of whether it is higher than 
  his Mounted Combat TSC%. If used on foot it 
  is a two-handed weapon similar to a pike.
  The lance should ideally be couched under the 
  arm but not aimed across the body of the horse 
  (this only applies when involved in a joust).
  If the opponent is on the shield side of the rider, the 
  attacker suffers a penalty of –20% to his TSC% in Cavalry 
  Lances if mounted or a penalty of –10% to his TSC% 
  if on foot. A foot opponent can attempt to use his 
  Brawling skill to attempt to drag the rider of his mount.
  Note: If using the optional Bash Rules (qv), a 
  lance will always deliver a bash when it hits if the 
  mounted attacker was moving at double-time 
  or charge. Depending upon the speed at which 
  the horse is moving the character will suffer a 
  positive modifier to his Cavalry Lances skill. 
  Status of Target
  Attacking 
  Horseman
  Stationary
  Walking
  Double 
  Time
  Charging
  Routing
  Walking
  +5%
  +0%
  -10%
  -20%
  -5%
  Double-time
  +10%
  +5%
  +0%
  -10%
  +0%
  Charging
  +20%
  +10%
  +5%
  +0%
  +5%
  Routing is assumed to be the opponent making best 
  time away from the field of combat while being pursued. 
  For foot opponents increase the positive dice modifier 
  by 5% to TSC% and +1 to Crit Die and decrease 
  negative modifiers by 5%, i.e.  -10% becomes -5%.
  Table - Mounted Combat Modifiers
  A foot opponent can always elect to strike the 
  horse of a mounted opponent. However, all ‘Horse 
  peoples’ regard such tactics as dishonourable and 
  they may  attempt to make a ‘Ferocious  Attack’. 
  This  includes feudal  mounted warriors such as 
  Saracens, Mongols and others of their kind.
  Trained war-horses are also able to attack in 
  melee using trample attacks. If a foot opponent 
  should become prone at the feet of a trained 
  War-horse, it will trample with two hoof attacks 
  with a bonus of +50% to the attack TSC%.
  Mounted  Missile Weapons
  The only missile weapons that can be comfortably 
  used from horseback are hurled missiles such  as  darts,  
  javelins,  knives  and  small  axes and short bows. Any 
  bow other than the short bow requires too much 
  drawing force or is too long to be used on horseback.
  unable to release an arrow while aiming. The result is 
  that an archer will always extend his aiming time until 
  his constitution fails resulting in the negative modifier 
  to his TSC%. If the archer makes a Willpower roll before 
  his stamina fails he will be able to refrain from firing and 
  bring the bow to the rest position. The only known cure 
  for Target Blindness is to refrain from archery for a period 
  of 2 months. The other alternative is to treat the malady as 
  a curse and have the curse removed in the normal way.
  Crossbowmen can also spend time aiming in the same 
  way as archers and with the same bonuses and penalties 
  and they too can be susceptible to Target Blindness.
  Horse is moving at Double-time
  +15%  to TSC% & 15% chance of being body bashed by horse.
  Horse is charging
  +30% to TSC% & 30% chance of being body  bashed by horse.
  A successful grapple can only be made from the 
  side or rear of the horse and the foot opponent 
  attempting to grapple is subject to attacks from 
  the rider using melee weapons. In addition to the 
  above, mounted warriors enjoy further modifiers 
  to their TSC% in Mounted Combat as shown 
  in Table – Mounted Combat Modifiers.
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  Example:
  A Mongol Steppe rider would 
  learn to shoot the bow to such 
  an extent it was higher than  
  his Mounted Combat in skill. 
  He could therefore shoot his  
  bow a his Mounted Combat 
  skill even while charging. If 
  his missile weapon TSC% is 
  lower then he would use the 
  lower of the two and receive 
  the negative modifiers to his 
  TSC% as shown above.
  Ferocious Attacks
  Optional Rule
  Ferocious  attacks are available to knightly 
  characters  (including Fighting Order Knights) 
  when  confronted by traditional  enemies  and  
  are  similar  in nature to a Berserker rage.   
  When confronted by their enemy they need to roll 
  a DIS AR at –25%. If the roll is failed the character 
  enters a ferocious state gaining a bonus of +25% to 
  his TSC% along with +2 to the Crit Die. There is  also  
  a  25%  chance  that  the  character will  go  amok  
  making  no defensive actions till the enemy is dead. A 
  player can make a DIS AR to prevent this happening.
  All  characters and monsters have the opportunity  
  of  entering a ferocious state if they have suffered 
  more than 50% Body damage or their loved ones are  
  injured or in danger. A DIS AR is made at  –45%  and 
  if failed the character or monster may enter into a 
  ferocious state gaining the benefits as listed above.
  Bashing An Opponent
  Optional Rule
  When  an  opponent is hit, there is the chance that  
  the  blow  hits  with  such force  that the defender is  
  bashed  backwards, to his knees or even to the floor. 
  Bashes may be made using  melee weapons, missile  
  weapons and even shields used in an offensive manner.
  Each weapon has a chance of ‘bashing’ an opponent  
  if the blow is successful. On the appropriate weapon 
  table, there is a Bash Chance against each weapon. If 
  the hit was successful compare the adjusted Crit Die 
  for the attack to the Bash Chance for the weapon. If 
  equal to or higher than this then a Bash  occurs.
  Note: All shields have a chance to bash if 
  the modified Crit Die is a 6 or higher.
  To find out the effect of the Bash, it is necessary to 
  calculate the Bash Score. This is done as follows:
  1. 
  The adjusted Crit Die for the attack, plus
  2. 
  The modifier as shown in Table 10.9 – Bash Modifier
  The amount a character can be “bashed” depends 
  on the weight of the character or creature. The 
  bash weights for individuals and monsters can be 
  calculated as shown in Table – Bash Weights.
  To find the effects of the bash, add the modifier 
  as shown in Table – Bash Modifier to the 
  adjusted Crit Die of the attack. This enables 
  the Crit Die to reflect the opponent’s weight 
  and the weight of the attacker’s weapon.
  This gives the Bash Score for the attack and it is 
  this that is compared to Table – Bash Effects 
  to find out the result of the Bash attempt.
  When using missile weapons they are best used 
  while the mount is stationary. However, many races 
  have developed the use of such missile weapons 
  while on the move. The TSC% of the appropriate 
  missile weapon skill is modified as shown.
  The modified TSC% of the missile weapon 
  cannot be greater than the character’s TSC% 
  in mounted Combat, so in such situations 
  the TSC% in Mounted  Combat  is  used.
  Horse at Walk +0% TSC% Mod
  Horse at Double Time -10% TSC% Mod
  Horse at Charge  -20% TSC% Mod
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  276
  The Body Bash
  Optional
  The Body Bash is a special form of bash, where an 
  individual attempts to use his body as a bashing 
  implement. Such a bash is only possible where 
  an individual is charging or the attacker is an 
  animal utilising a leap or springing attack. If an 
  opponent is braced to meet a charge or similar 
  attack then his defensive bash weight will be 
  normal as shown in Table – Bash Weights.
  Opponent
  NW (Light) 
  NW (Medium) & 
  Light Weapon
  NW (Heavy) & 
  Medium Weapons
  Heavy Weapons 
  & 2 Hand Swords
  Polearms
  Very Light
  1
  2
  3
  4
  5
  Light
  0
  1
  2
  3
  4
  Medium
  -1
  0
  1
  2
  3
  Heavy
  -3
  -1
  0
  1
  2
  Very  Heavy
  -5
  -3
  -1
  0
  1
  Gigantic 
  -7
  -5
  -3
  -1
  0
  Gargantuan
  -9
  -7
  -5
  -3
  - 1
  Table - Bash Modifiers
  Bash  
  Weight
  Actual  Weight
  Description
  Very Light
  Less than 50 lbs
  Very small creatures 
  such as squirrels
  Light
  50 to 100 lbs
  A small humanoid, 
  Haeflin, Cobold etc. 
  or small creatures 
  such as dogs.
  Medium
  100 to 200 lbs
  A human sized 
  creature, includes 
  Dwarves, Elves 
  and goblinoids
  Heavy
  200 to 500 lbs
  A humanoid in 
  armour, or large 
  creature such as a 
  Minotaur, Tiger etc.
  Very  Heavy
  500 to 1,000 lbs
  A large creature 
  such as a bull, etc. 
  Gigantic
  1,000 to 5,000 lbs
  A giant humanoid
  Gargantuan
  Over 5,000 lbs
  A Dragon
  Table - Bash Weights
  If the opponent is not prepared for such an attack, 
  then his bash weight drops a class. The weapon 
  weight equivalent for a body used in a Body Bash 
  is shown in Table – Bashers Weight Equivalent. 
  There is a 10% chance per size difference that if 
  the defender is lighter than his opponent, then 
  the defender will be stunned by the Body Bash
  Example: The attacker makes this roll. If the 
  defender was Very Light and the attacker was 
  Gigantic there would be a 50% chance of stunning 
  the defender since very Light is 5 sizes lower 
  than Gigantic, therefore 5 x 10% = 50%.
  There is a 10% chance per size difference that if 
  the defender is lighter than his opponent, then 
  the defender will be stunned by the Body Bash.
  Bash Score
  Bash Effects
  Less than 3
  Opponent is unaffected by the bash
  3 - 5
  Opponent  is  pushed  back  5  feet  and  
  the  attacker  gains  a  Combat Advantage
  6 - 8
  Opponent is pushed back 5 feet, 
  loses 10 APs and the attacker 
  gains a Combat Advantage
  9 - 10
  Opponent is bashed to his knees and 
  loses 10 APs. The attacker gains a 
  Combat Advantage.  The defender 
  must expend         1 FP and make a 
  successful Agility AR to regain feet.
  11+
  Opponent is bashed to the floor and loses 
  20 APs.  The attacker gains a Combat 
  Advantage against the prone target. The 
  defender must expend 2 FP and make a 
  successful Agility  AR with a -20% modifier 
  to regain feet.  (If a Very Light opponent 
  the defender is smashed 15 feet through 
  the air before coming to rest prone.)
  Table - Bash Effects
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  Bash versus Mounted Opponents
  Optional
  When being attacked with a potential bash, a 
  mounted opponent should always be regarded 
  as the combined weight of rider and mount. A 
  list of basic weights is shown in Table – Mounted 
  Combat – Bash Weights for rough guidelines. If 
  the mounted opponent is bashed and the Crit Die 
  result is 6 or higher then the horse is staggered and 
  this may result in the un-horsing of the rider. To 
  find out if the rider is unseated, it will be necessary 
  for the rider to make an Animal Riding skill roll.
  Horse
  Rider
  Bash Weight
  Riding Palfrey
  Unarmoured
  Heavy
  Light Warhorse
  Lightly armoured
  Heavy
  Medium Warhorse
  Lightly armoured
  Heavy 
  Medium Warhorse
  Heavy  armour
  Very  Heavy 
  Heavy  Warhorse
  Lightly armoured
  Heavy
  Heavy  Warhorse
  Medium armour
  Very  Heavy
  Heavy  Warhorse
  Battle armoured
  Very  Heavy 
  Very Heavy  Warhorse
  Lightly armoured
  Very  Heavy 
  Very  Heavy Warhorse
  Heavy  armour
  Gigantic
  Very  Heavy  Warhorse
  Battle armoured
  Gigantic
  Table - Mounded Combat Bash Weights
  Bashers 
  Body Weight
  Weapon Weight 
  Equivalent
  Bash 
  Chance
  Very Light
  Natural Light
  10
  Light
  Light
  10
  Medium
  Medium
  9
  Heavy
  Heavy
  8
  Very Heavy
  Polearms
  7
  Gigantic
  Polearms 
  (+2 to Bash Score)
  6
  Gargantuan
  Polearms 
  (+5 to Bash Score)
  4
  Table - Basher’s Weight Equivalent
  However, mounted troops do enjoy some benefits 
  when using the bash themselves, Table – Mounted 
  Combat – Bash Advantage shows the modifiers 
  that apply to the Bash Score in such instances.
  Mounted  Warrior  attacked  by:
  Bash  
  Modifier
  Attacker on Foot (if smaller than Gigantic)
  -2
  Attacker on Horse
  +1
  Attacker charging with Lance
  +2
  Attacker charging with Kontos 
  +1
  Table - Mounted Combat Bash Advantage
  If a mount is bashed, then a Mounted Combat skill 
  roll is required to maintain the mounts footing. If this 
  roll fails, then an Animal Riding skill roll is required to 
  maintain  the  saddle otherwise the rider is un-horsed 
  and falls prone to the floor. If two  mounted opponents 
  encounter one another in  combat and one is moving 
  at double-time or faster; there is the chance that the 
  slower mount may stumble from the impact. To find 
  out a 1D10 is rolled and compared to the following:
  Mounts are the same size                         
   
  The slower mount stumbles on a roll of 1 - 3 
  Slower mount smaller
   
  The slower mount stumbles on a 1 - 5
  Slower mount larger
   
  The slower mount stumbles on a 1 - 2
  The  1D10  roll  is  modified  by  the  armour  
  worn  by  the  slower  horse  and  the footing:
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  Padded barding
   
  +2 to dice roll of slower mount
  Chain/Scale barding
   
  +4 to dice roll of slower mount
  Plate Barding
   
  +5 to dice roll of slower mount 
  If the footing is unsure, i.e. muddy,soft, 
  marshy, littered with bodies etc.
   
  -2 to the dice roll of slower mount
  There is also a chance that a horse moving quickly 
  over unsure ground may stumble. The rider must  
  make a Mounted Combat skill roll whenever travelling 
  faster than a walk over unsure footing. If a stumble is 
  indicated, there is a 50% chance that the horse falls and 
  throws the rider. The thrown rider is stunned and prone 
  for one Combat Round, suffering 1D10 damage from the 
  fall. A thrown rider may employ Mounted Combat or an 
  AGL AR% to attempt to make the fall safely. If  successful 
  the Crit  Die reduces the damage sustained. If the roll 
  is a Critical Success then the rider was able to kick  free 
  and land on his feet. A rider  saving  from a fall always 
  loses 15 APs. If he fails the roll the rider suffers 15 – Crit 
  Die in falling damage. If it is a Critical Failure the rider is 
  stunned for 10 rounds and suffers 15 points of damage.
  Defensive Actions
  Regardless of the type of defence to be used, 
  all defensive manoeuvres must be stated 
  immediately after the attack has been announced 
  but before any attack roll is made.
  Passive Defence
  A passive defence consists of minor movements, 
  which interposes a weapon or shield in the way 
  of an incoming attack and as such do not cost 
  the character any APs or any Fatigue Points.
  The most important fact to remember in sword and 
  shield combat in hand to hand fighting is that the shield 
  represents a major obstacle to any attackers,especially 
  if the defender has any skill with a shield. A passive 
  defence with a shield only applies if the shield is facing 
  the attacker. If the defender makes a successful Shield 
  Play skill roll, the attacker suffers a penalty of –1/4 of 
  the defender’s PSF% in Shield Play to his attack roll.
  In a successful defence the attack is deemed to have 
  landed on the shield which absorbs any damage. 
  Any damage above the shield's damage absorption 
  rating will penetrate the shield and can be absorbed 
  by armour if worn. If the shield takes a number of 
  hits in this manner it can quickly deteriorate and 
  become useless. For every blow that penetrates 
  the shield there is a cumulative 10% chance that 
  the shield has become useless as a defensive 
  implement, in other words it has shattered.
  With weapons, a defender attempts to interpose 
  his weapon in the way of the attacker. If the 
  defender makes a successful skill roll with the 
  appropriate weapon skill, the defender blocks the 
  blow and the attacker suffers a penalty of –½ of the 
  Defender’s PSF% in the appropriate weapon skill.
  Active Defence
  All active defences cost Fatigue Points but do not 
  require the use of Action Points. An Active Defence 
  consists of either using your shield for a shield block, 
  your weapon for a weapon parry or your body to dodge 
  out of the way of the attack. A successful attack needs 
  to be met with a successful defence. If the attack was a 
  Critical Success, the defender must also make a Critical 
  Success to defend against it completely, otherwise 
  an ordinary success reduces the attack to a normal 
  success. In all cases when making a skill roll to see if 
  the defence is successful the defender suffers a penalty 
  of -½PSF% of the attacker in the appropriate skill.
  Shield Block
  A shield block requires the expenditure of Fatigue 
  Points. The defender’s Shield Play TSC% is reduced 
  by the attacker’s PSF% in the appropriate weapon 
  skill, but it also gains a bonus depending upon 
  the type of shield being used. The bonus to TSC% 
  is shown in Table – Shields & Shield Failures.
  A successful defence with a shield deflects 
  the attack completely. A failure still means the 
  shield was interposed and the shield will suffer 
  damage. Any damage above the shields damage 
  absorption rating will penetrate the shield and 
  can be absorbed by defender’s armour (if worn). 
  If the shield takes a number of hits in this manner 
  it can quickly deteriorate and become useless.
  For every blow that penetrates the shield there is a 
  cumulative 10% chance that the shield has become 
  useless as a defensive implement, in other words 
  it has shattered. If the shield block is successful the 
  defender can elect to follow up with either a shield 
  bash or a weapon riposte (which costs additional 
  Fatigue Points) after gaining a combat advantage (qv).
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  Weapon Parry
  A weapon parry requires the expenditure of Fatigue 
  Points and the defender’s TSC% in the appropriate 
  weapon skill is reduced by the PSF% of the attacker.
  A successful weapon parry against weapons of the 
  same weight will result in no impact. However, if 
  a defending weapon is lighter (unless specifically 
  designed to combat heavier weapons) then impact 
  damage will get through the weapon parry. In the 
  case of light weapons versus medium weapons 
  and medium weapons versus heavy, only the base 
  damage will slip through the weapon parry. In the 
  case of light versus heavy or medium versus two 
  handed weapons or polearms, then base damage 
  and Crit Die damage slips past the weapon parry.
  A light weapon cannot parry a two-handed weapon 
  or polearm unless a Critical Success is rolled. However, 
  if the weapon parry was a Critical Success and the 
  attack was a normal success, the parrying weapon 
  will have successfully deflected the attack taking no 
  impact damage whatever the weight of the opposing 
  weapon. If the shield block is successful the defender 
  can elect to follow up with either a shield bash or 
  a weapon riposte (which costs additional Fatigue 
  Points) after gaining a combat advantage (qv).
  Shield
  % Bonus1
  Slash
  Crush
  Pierce
  Missile
  Energy
  Any object at hand2
  +1%
  GM3
  +1
  GM3
  GM3
  GM3 
  Buckler
  +5%
  6
  5
  5
  5
  5
  Target Shield - Wicker
  +5%
  10
  12
  8
  10
  10
  Target Shield - Wood
  +5%
  10
  9
  12
  10
  10
  Target Shield - 
  Reinforced
  +10%
  15
  15
  16
  15
  15
  Large Shield - Wicker
  +10%
  10
  12
  8
  10
  10
  Large Shield - Wood
  +10%
  10
  9
  12
  10
  10
  Large Shield - 
  Reinforced
  +15%
  16
  16
  16
  16
  16
  Heavy Kite Shield
  +15%
  18
  16
  16
  16
  16
  Roman Tower Shield
  +20%
  20
  18
  20
  22
  18
  1 Shields are built to block, this is represented by the bonus 
  to TSC% on the chance to block an attack.
  2 0bjects at hand used for active shield blocks include such things as chairs, stools etc.
  3 Set at the beginning of the combat by the Gamemaster and can be from 1 to 10.
  Table - Shields & Shield Failure
  Objects or shields that successfully block an 
  attacker directly absorb the damage, which 
  would have been inflicted on the defender. The 
  defender will absorb any damage that exceeds 
  the damage absorption of the shield.
  Every time the shield or object takes damage more 
  than its absorption capacity, there is a 10% cumulative 
  chance that the blow will destroy the shield or object. 
  To find out if the shield has failed, the character 
  makes a 1D100 roll and if he rolls equal to or less than 
  the percentage chance the shield fails. This chance 
  remains after the combat unless repair is undertaken.
  For instance Gideon is attacked and successfully 
  defends against the blow with his shield. The attack 
  manages 10 points of slash damage. Gideon’s shield, a 
  Buckler is able to absorb 6 points of slash damage. The 
  remaining 4 points of damage are taken by Gideon. 
  Since the Buckler has taken more damage than its 
  absorption capacity it has a 10% chance of failing. 
  Gideon makes a 1D100 roll and rolls 54% the shield 
  survives. However, if this had happened the shield 
  failing is 60% and the shield would have failed.
  Each successful armourer roll will reduce the 
  chance of failure of the shield by 5% x Crit Die 
  result. A Critical Success will repair all damage.
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  Dodge
  A  dodge always requires the expenditure of Fatigue  
  Points. A successful dodge puts the defender  out  
  of  the  path of the attacker’s blow but also makes 
  it difficult to deliver a counter attack.  If the dodge 
  is successful the defender can elect to break from  
  combat or deliver a counter blow (which costs  
  additional Fatigue Points) after gaining a combat  
  advantage  (qv). If wearing medium armour then 
  the defender suffers a penalty of –10% to his TSC% 
  in Dodge, if wearing heavy armour the defender will 
  suffer a penalty of –20% to his TSC% in Dodge.
  Effect Of Armour & Shields
  In  Chivalry & Sorcery, armour reduces damage by  
  absorbing the blows received during combat. Some 
  armour is less effective against certain attacks; for 
  instance, chain mail is not as effective against piercing 
  blows as it is against slashing or crushing blows.   
  Armour has a base defensive value and will then receive 
  adjustments in respect of the various types of attack. 
  There is a chance that a piece of armour will fail if 
  it does not absorb all the damage. Certain  skills  
  suffer penalties if a character wears armour.
  Mages  suffer  the  following  penalties to all spell  
  casting if any  iron-based armour is worn, due to 
  the inherent magick resistance of iron. However, if 
  the  armour is made from  fully  enchanted  iron or 
  non-iron materials these modifiers are removed.
  -5% to TSC% if Heavy head protection worn
  -10% to TSC% if Battle head protection worn
  -15% to TSC% if half armour (cuirass) worn
  -20% to TSC% if three quarters armour (hauberk) worn
  -30% to TSC% if full armour worn
  Mounted Shield & Weapon Parries
  When mounted the shield can only be used to 
  parry attacks from the shield side,  but with the 
  same  effects  as  if  on  foot.  In addition, if the 
  mount  is moving  fast,  the  mounted warrior 
  gains  +5%  to  his  TSC%  if  the  mount  is cantering 
  (double time); if the mount is galloping (sprinting 
  or charging) then the bonus is +10% to his TSC%.
  Likewise, weapons can only truly be used as parrying 
  defences when used against opponents on the 
  weapon side. Medium weapons can be used to parry 
  attacks from the shield side but receive the defender 
  suffers a penalty of -25% to his weapon TSC%.
  Desperate  Defences
  Optional
  There may be occasions where a combatant wishes 
  to enter a frenzy of activity in a defensive manner. 
  It may transpire that a combatant may find himself  
  surrounded and overwhelmed by attackers to  such  
  an  extent  that there is no way he can attack. His only 
  option is to defend himself at all costs. A PC can select a 
  ‘Desperate  Defence’ at the  start  of the  combat round. 
  It utilises all APs available for that Combat Round and 
  requires an expenditure of 3  Fatigue  Points (Warriors  
  only  pay 1 Fatigue  point). The benefits  that it confers 
  are that  the defender can make active defences against 
  all attacks but are unable to make aggressive actions 
  of their own. Only Warrior PCs may make use of those 
  tactical advantages as stated in the defence section, 
  when fatigue must be expended to counter blow 
  and only one counter blow can be made per combat 
  phase. This is a result of better combat training.
  Combat Advantages
  Optional
  Combat advantages represent those turns of events 
  that may place a defender in a position where a 
  counter attack is possible. This attack is optional by 
  the defender, but if taken is actually out of sequence 
  and therefore cannot result in a further tactical 
  advantage. The Fatigue Point cost of making this 
  attack is shown in Table – Combat Advantages.
  Attack Weapon
  Cost
  Natural Weapons
  0
  Light Weapon/Shield
  1 FP
  Medium Weapon/Shield
  2 FP
  Heavy Weapon/Shield
  3 FP
  Two Handed1
  4 FP
  Polearm1
  4 FP
  1Two-handed weapons and polearms 
  may only be employed in a counter attack 
  if they are the only weapons carried.
  Table - Combat Advantages
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  If the defender is next in line to attack he 
  is allowed to take his attack as normal 
  after taking any combat advantage.
  If the shield block was a Critical Success the defender 
  may attempt a shield bash with a bonus of +10% 
  to his TSC% in Shield Play with the Fatigue Point 
  cost as shown in Table – Combat Advantages.
  If a dodge was a Critical Success, then the 
  defender gains a bonus of +10% to his TSC% 
  in the appropriate weapon skill he uses for any 
  attack he makes as a combat advantage.
  These additional attacks are representative 
  of tactical advantages gained from catching 
  the opponent off balance. Alternatively if the 
  defence was a weapon parry, the Combat 
  Advantage can be turned into a disarm attack.
  The cost for this will be based on the weapon 
  used for the weapon parry and is shown in Table 
  – Combat Advantage. The original attacker 
  having to make a STR AR at a penalty of –PSF% of 
  defender’s weapon skill to retain his weapon.
  Damage
  Each weapon inflicts damage equal to the following:
  • 
  Base Damage for the weapon, plus
  • 
  Strength Bonus calculated as the Strength 
  Attribute divided by 4 for Light weapons and 
  by 2 for weapons heavier than Light, plus
  • 
  Attacker’s Bonus as shown in Table 
  – Attacker’s Bonus, plus
  • 
  The adjusted Crit Die result
  Shields and armour will absorb damage but the 
  character will take any damage that is not absorbed.
  Any damage suffered by the character will firstly reduce 
  the character’s Fatigue Points and then once all Fatigue 
  is used, will reduce the character’s Body Points.
  A hit that is a Critical Success, where the adjusted Crit 
  Die is 10 or higher, has all of the damage, not absorbed 
  by the shield or armour taken off the Body of the 
  character. In addition to this, a further 1D10 is rolled 
  which is damage that is also ignored by any armour 
  defences and comes straight from the PC’s Body.
  Optional Rules:
  As an optional rule, any damage after 
  armour absorption that exceeds a character’s 
  Constitution reduces Body rather than Fatigue. 
  This represents the Body’s ability to absorb 
  some damage in the form of bruising.
  A hit that is a Critical Success, where the adjusted 
  Crit Die is 10 or higher, has all of the damage, 
  not absorbed by the shield or armour taken 
  off the Body of the character. In addition to 
  this, a further 1D10 is rolled which is damage 
  that is also ignored by any armour defences 
  and comes straight from the PC’s Body.
  As another optional rule if the character rolls a 
  10 on the additional 1D10, then the 1D10 can be 
  re-rolled and the new result added to the previous 
  total. This could result in massive damage 
  being inflicted if a series of 10’s are rolled and is 
  indicative of that supreme killing or lucky blow.
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  If a Critical Success is rolled, then if the optional Critical 
  Hit rules (qv) are used, it may result in other effects 
  rather than simply reducing the character’s Body Points.
  Once a character reaches zero body he slips into 
  unconsciousness. A character can suffer damage that 
  places his body into negative figures, but once this 
  happens death may rapidly follow. When the character’s 
  Body Points reach a negative figure equal to the level 
  of the character’s Constitution, the character is dead. 
  Also other factors may quicken this result especially 
  if the optional critical effects rules are in use.
  Weapons are grouped according to weight (Natural 
  Light, Light or Natural Medium, Medium or Natural 
  Heavy, Heavy, Two-handed or Polearms) and the 
  damage type (Crush, Slash and Pierce). The weight 
  determines the attack rate and damage, while the 
  damage type effects the armour protection.
  The Attacker’s Bonus damage is based on the skill level 
  that the character has with the particular weapon. The 
  attacker’s skill level represents not only his ability to 
  hit a target more successfully, but also his ability to use 
  the weapon more effectively in causing damage. The 
  additional damage is shown in Table – Attacker’s Bonus.
  Weapon Weight
  Level
  Natural Light
  Light  & Natural  
  Medium
  Medium  & 
  Natrual Heavy
  Heavy & Two Handed
  Polearms
  1
  0
  1
  1
  2
  2
  2
  0
  1
  2
  2
  2
  3 - 4
  0
  1
  2 
  3
  3
  5
  0
  1
  2
  3
  3
  6
  1
  1
  3
  3
  4
  7
  1
  2
  3
  4
  4
  8 - 9
  1
  2
  3
  4
  5
  10
  1
  2
  3
  4
  5
  11
  1
   2
  4
  5
  6
  12
  2
  3
  4
  5
  6
   13 - 14
  2
  3
  4
  5
  6
   15
  2
  3
  5
  6
  7
   16
  2
  3
  5
  6
  7
   17
  2
  4
  6
  7
  7
   18 - 19
  2
  4
  6
  7
  8
  20+
  3
  5
  7
  8
  8
  Table - Attacker’s Bonus
  Critical Hits
  Optional Rules
  There comes a time when a warrior wishes to 
  know just where he has hit and just how much 
  collateral damage has been done to the target. To 
  cover such matters Table – Critical Hits – Locations 
  gives a list of random hit locations for humanoid 
  targets, along with the effects of such critical hits.
  1D100%
  Target Area
  01 - 04
  Head
  05
  Eyes
  06 - 10
  Neck
  11 - 50
  Chest
  51 - 56
  Arm
  57 - 60
  Hand
  61 - 85
  Abdomen
  86 - 90
  Groin
  91 - 95
  Upper Leg
  96 - 98
  Lower Leg
  99 - 100
  Foot
  Table - Critical Hits Location
  Critical  effects  are  based  on  the  amount  of  damage  
  that  penetrates  the armour and does actual physical 
  harm, i.e. it directly reduces the Body of the character.
  There are three categories of Critical Hit effects, those 
  causing damage of less than 40% of the maximum 
  normal body, those causing damage of 40- 75%  of  the  
  maximum  and  those  blows  causing damage  of  75%+  
  of  the maximum body.   Table – Critical Hits – Effects 
  shows the effect of the damage to the character.
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  283
  Damage Effect - % of Body
  Target Area
  <10%
  10-50%
  50-75%
  >75%
  Head
  Moderate
  Serious
  Critical
  Death 
  Eyes1
  Serious
  Critical
  Death
  Death 
  Neck
  Moderate
  Serious
  Critical
  Death 
  Chest
  Light
  Moderate
  Serious
  Critical
  Arm
  Light
  Moderate
  Serious2
  Critical3
  Hand
  Light
  Moderate
  Serious2
  Critical3 
  Abdomen
  Light
  Moderate
  Serious
  Critical 
  Groin
  Moderate
  Serious
  Critical
  Death 
  Upper Leg
  Light
  Moderate
  Serious2
  Critical3
  Lower Leg
  Light
  Moderate
  Serious2
  Critical3
  Foot
  Light
  Moderate
  Serious2
  Critical3
  1 Eye hits may result in blindness at a percentage chance 
  double the amount of damage done i.e. if the damage to 
  the eyes is 45% of maximum body then there is a 90% 
  chance of blindness in one eye. If the percentage chance 
  is more than 100% then one eye is blind and the remaining 
  percentage chance is applied to the remaining eye. 
  Victim has to roll over this chance to avoid blindness.
  2 Limb hits that suffer serious blows have a chance of 
  permanently being disabled. The chance of this happening 
  is half the damage done. i.e.. if the damage done to a limb 
  is 60% of the maximum body, then there is a 30% chance 
  of disability, e.g. loss of the use of that limb. If this happens 
  any Agility bonus relating to skills using that limb are halved.
  3 Limb hits which suffer critical blows have a chance of 
  being severed (this includes the head). The chance of this 
  happening is half the damage done. i.e. if the damage done 
  to a limb is 80% of the maximum body, then there is a 40% 
  chance of the limb being severed.  If this happens any 
  Agility bonus relating to skills using that limb are halved.
  Table - Critical Hits Effects
  Light Injury
  All light injuries result in some pain, which incapacitates 
  the victim unless they make a CON AR% at normal 
  chance. Light puncture wounds (pierce damage) 
  or cuts (slashing damage) bleed for a short time 
  without resulting in further loss of Body, but giving a 
  general penalty of –5% to PSF% for discomfort unless 
  bandaged. Any crushing attack will result in major 
  bruising, which if unattended will result in a penalty 
  of –5% to PSF% in any related skill, the bruising heals 
  after one day per weight of weapon (i.e. light = 1 day, 
  medium = 2 days and so on). Energy attacks result in 
  surface burns that carry a 5% chance of infection and 
  incur a penalty of –5% to PSF% and take 3 days to heal.
  Moderate Injury
  All moderate injuries result in some pain, which 
  incapacitates the victim unless they make a CON AR% at 
  a penalty of –25%. Moderate puncture wounds (pierce 
  damage) or cuts (slashing damage) bleed at the rate 
  of 1 Body Point per combat round unless the wounds 
  are bandaged. Any further injuries to the same location 
  will increase the bleeding by 1 Body Point per combat 
  round. Any crushing attack will result in minor fractures, 
  which if unattended will result in a permanent penalty 
  of –5% to PSF% in any related skill. Energy attacks result 
  in minor burns that carry a 15% chance of infection.
  Serious Injury
  All serious injuries result in agony, which incapacitates 
  the victim unless they make a CON AR% at a penalty of 
  –50%. Serious puncture wounds (pierce damage) or cuts 
  (slashing damage) bleed at the rate of 2 Body Points 
  per combat round unless the wounds are bandaged. 
  Any further injuries to the same location will increase 
  the bleeding by 1 Body Point per combat round. Any 
  crushing attack will result in major fractures, which if 
  unattended will result in a permanent penalty of –10% 
  to PSF% in any related skill. Energy attacks result in 
  minor burns that carry a 30% chance of infection.
  Critical Injury
  This results in life threatening puncture wounds (pierce 
  damage) or cuts (slashing damage), which are bleeding 
  at the rate of 3 Body Points per combat round unless 
  the wounds are bandaged. Any further injuries to the 
  same location will increase the bleeding by 2 Body 
  Points per combat round. Any crushing attack will result 
  in compound fractures, which if unattended will result 
  in a permanent loss of a limb or possibly death. To 
  avoid this a successful CON AR is needed at a penalty 
  of –60% for Head/Eye/Neck or – 40% for Torso hits. 
  Energy attacks result in critical burns that carry a 50% 
  chance of infection. Serious burns can result in death, 
  which can only be avoided with a successful CON AR 
  minus body percentage burnt, use Table – Critical 
  Hits – Locations to give percentage of body covered.
  Death Injuries
  These specific injuries occur when extensive damage 
  is done to the skull or groin area. With the skull 
  area, including the neck, massive damage results 
  in injuries too extensive to heal. A CON AR% at a 
  penalty of –75% (with a minimum chance of 5%) is 
  required to avoid instant death. With the groin area, 
  the amount of internal organs and blood vessels has 
  a similar effect and a CON AR% at a penalty of –50% 
  is required to avoid instant death. If the CON AR% is 
  successful, then the victim is completely incapacitated 
  and cannot take any further activity until healed.
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  284
  Shock
  Any Critical Hit will result in the chance of shock. 
  A Stamina check  is required, if failed the victim is 
  in shock. If shock occurs the victim faints and falls 
  unconscious. A character with Healing Arts may attempt 
  to revive the subject but if no action is taken, then a 
  CON AR% roll is required each combat round. Each 
  failure results in the loss of 1 Body Point per round.
  Blows 
  An Alternative Combat System.
  This alternative combat system works on a 30-second 
  combat round rather than the 15-second round for the 
  AP system.  You must initially calculate how many blows 
  you will receive.  Add 10 to your BAP.  Then divide by 5 
  (rounding DOWN) to give the number of basic blows you 
  get in a 30 second combat round.  This is then modified 
  by the PSF% of the weapon being used as shown below.
  The blows system replaces the system of reducing AP 
  for actions carried out.  In all other respects the roll to 
  hit, parry, dodge are the same.  Initiative for each round 
  is made by rolling a 1D10 and adding to the BAP.
  Any of the non-combat actions listed in the AP system 
  costs 1 blow to carry out, movement in 1 blow equals 10 
  PSF%
  Weapon Type
  1-25
  26-45
  46-60
  61-70
  75+
  Natural Light
  +2
  +2
  +3
  +3
  +4
  Natural Medium
  +1
  +1
  +2
  +2
  +3
  Natural Heavy
  +0
  +0
  +1
  +2
  +2
  Light
  +1
  +2
  +2
  +3
  +4
  Medium
  +0
  +1
  +1
  +2
  +3
  Heavy
  +0
  +0
  +1
  +1
  +2
  2 Handed
  +0
  +0
  +0
  +1
  +1
  Polearm
  +0
  +0
  +0
  +1
  +1
  Nock, Draw & Fire Arrow
  From a quiver
  +0
  +1
  +1
  +2
  +3
  Fast draw
  +1
  +2
  +3
  +4
  +4
  Loading Crossbow
  Light Crossbow
  2
  2
  1
  1
  1
  Medium 
  Crossbow
  3
  3
  2
  2
  2
  Heavy Crossbow
  6
  5
  5
  4
  3
  Firing a crossbow only takes 1 blow
  Spells
  Cantrip
  +0
  +0
  +1
  +1
  +2
  Hex
  2
  2
  2
  1
  1
  Sorcery
  3
  3
  2
  2
  2
  Spell Casting takes a number of blows to complete  
  (except cantrips which act like weapons)
  Words of guard Instant to cast – costs 1 blow
  Thrown weapons are as for melee weapons.
  Incapacitation
  A character that becomes incapacitated is assumed 
  to have fallen prone and incapable of any other 
  action. They may be placed in a sitting position and 
  remain conscious, but they have no active will to take 
  any further part in combat. The exceptions to this 
  are those combatants who are berserk and immune 
  to the effects of Critical Hits while still berserk.
  Defence Type
  PSF %
  Weapon / Shield
  1-25
  26-45
  46-60
  61-70
  75+
  Dodge
  1
  1
  1
  1
  1
  Light
  2
  2
  1
  1
  1
  Medium
  3
  2
  2
  2
  1
  Heavy
  3
  3
  2
  2
  2
  Dodging, weapon parries and shield blocks all 
  cost a weapon blow or expenditure of fatigue.
  Table - Fatigue cost for Defence (or 1 Blow)
  Table - Additional Blows Based On Experience
  Remember though that crossbows, hexes & 
  sorceries have a fixed blows cost.
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  285
  feet of movement and allows for careful manoeuvring 
  in combat.  Dropping a weapon costs no blows.  If 
  changing weapons deduct the number of blows so far 
  spent and deduct a further 0 blows for switching to 
  Light, 1 blow to switch to medium and 2 for any weapon 
  heavier than medium.  e.g.  A PC has 4 blows with a 
  medium weapon and has 6 blows with a light weapon.  
  2 Blows have been spent with the medium weapon, and 
  the weapon is dropped for a dagger.  It costs 1 blow to 
  draw the dagger but no blows to switch.  So 4 blows 
  minus 2 leaves 2 blows.  By switching it costs 1 blow 
  so 3 deducted from 6 leaves 3 blows with the dagger.
  As an example we shall look at Edmund using both a 
  longbow and a knights broadsword.  He has an Agility 
  16 and an Intellect of 14.  His PSF% with slashing 
  sword is 54% and with Archery – Longbow is 49%.
  His BAP in both AP and blows system is 15. 
  Two combat rounds in the AP system equals one 
  combat round in the blows combat system.
  In the AP system he rolls a 4 for the first 
  round and 8 for the second.
  In the AP system, in round 1 he could make 2 attacks 
  with his broadsword or take 2 shots with his bow.  In 
  the second round (with carry over points) he could 
  take 4 attacks with his broadsword or take 4 shots with 
  his bow.  Fast drawing he would get 3 shots with his 
  blows in the first round and 5 in the second round.
  A total of 6 attacks with his broadsword or 6 
  shots with his bow (8 if fast drawing). 
  In the blows system he would have a total 
  of 6 attacks with his broadsword or 6 shots 
  with his bow (8 if fast drawing). 
  Tactics (Optional Rule)
  In one on one combat you may find yourself in a duel with an individual opponent.  For added realism you can use 
  the following rules.  Each combatant on their turn writes down a tactic to be used in attack and defence in each 
  combat round.  This is then revealed at the point of attack and the modifiers applied based on the tactics used.
  1D100 Tactic TCS% Modifier  (Short / Long Weapon)
  Defence Tactics
  Attack Tactics
  Flight
  Retreat
  Stand
  Keep 
  Distance
  Close
  Charge
  Fleche
  Flight
  NA / NA
  NA / NA
  NA / NA
  NA / NA
  NA / NA
  NA / NA
  NA / NA
  Retreat
  NA / -30
  NA / -25
  -20 / -15
  -05 / +00
  +00 / +05
  + 05 / +10
  +05 / +05
  Stand
  NA / -25
  -20 / -15
  +00 / +05
  +00 / +05
  +05 / +051 
  +152 / +153
  +102 / +103
  Keep Distance
  -25 / -20
  -10 / -10 
  +00 / +05
  +00 / +05
  +00 / +10
  +05 / +051
  +05 / +051
  Close
  -10 / -05
  -05 / +00
  +05 / +10
  +00 / +05
  +102 / +101
  +102 / +102
  +052 / +102
  Charge
  +00 / +05
  +05 / +05
  +102 / +103
  +05 / +101
  +052 / +103
  +102 / +102
  +102 / +103
  Fleche
  +00 / +00
  +00 / +10
  +102 / +103
  +05 / +101
  + 052 / +103
  +102 / +103
  +152 / +153
  1 Failure to hit an opponent places him within weapon range. Lose 5 AP (1 blow). A man 
  with a longer weapon must attempt a bash to disengage with their next attack.
  2 Deliver a body bash after attempting to strike with weapon.
  3 Deliver a body bash after attempting to strike with weapon. If the weapon is a polearm, lose 5 AP (1 Blow)
  Table - Optional 1D100 Tactics Matrix
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  Example of Combat
  A group of adventurers find themselves on foot 
  in the wilderness when they spy a group of 10 
  Goblin Raiders. As they wait they in turn are 
  spotted and the Goblins rush towards them.
  Sue is playing Sir Edward, a Knight in maille hauberk, 
  conical helm, a kite shield and a broadsword.  He 
  has PSF% 47 in slashing sword, PSF% 49 in Shield 
  Play Heavy, PSF% 38 in Dodge and 13 BAP.
  Andy is playing Elvenar, an Female Elven Forester 
  in hide armour, with an Elven longbow, and 
  a dagger.  Her PSF% is 57 with Archery, PSF% 
  49 in Dodge and PSF% 34 with dagger.
  Colin is playing Cedric, a Hexmaster skilled with 
  Basic Magick Fire. His TSC% with Hexmaster Mode 
  of Magick is 52% The GM determines the combat 
  will start when the Goblins are still 200 feet away.
  To start all roll a D10 for initiative, including 
  Steve, the Gamemaster (GM).
  Sue rolls 9 giving Sir Edward 22 Action Points (Base 
  AP of 13 plus the roll of 9). Andy rolls 5, giving 
  Maud 19 AP. Colin gets a 2, giving Cedric 16 AP, and 
  Steve rolls a 3 for the Goblins giving them AP 14.
  Steve goes round the group asking what each 
  player is doing in order of initiative. (Using the 
  optional rule this would be declaring actions in 
  reverse but carrying them out as stated.  So the 
  Goblins would have declared their advance first.)
  Sir Edward has the highest at 21 and he decides to 
  walk towards them, getting ready to bash heads 
  with his sword. He can spend up to 10 APs and 
  he decides to spend all 10 allowing him to walk 
  ahead 5 feet for every AP, so he closes the distance 
  by 50 feet. He reduces his AP total to 12.  
  Elvenar is next and the Goblins are within long range 
  of her Longbow. It will cost her 8 AP to nock an 
  arrow from her quiver, draw and fire. Her TSC is 87% 
  but at long range she gets a negative 10% modifier 
  giving a target of 77%. She declares her target.
  Basic Combat
  The Goblin declares an active Shield Block, his ½ PSF% 
  is 10% and is deducted from Elvenar's TSC% giving a 
  target of 72%.  She rolls 59% with a 5 on the Crit Die.
  Advanced Combat
   She rolls 59% with a 5 on the Crit Die.  The 
  Goblin can attempt to Block with his shield but 
  rolls 82% against their target TSC% of 50% and 
  1 on the Crit Die so just marginally fails. 
  The arrow hits. An Elven war arrow does 15 base 
  damage plus 3 for level (lvl 9 in archery) plus the 
  Crit Die (5 minus 8 for range + 2 for strength bonus) 
  gives a total of 14 (15+5-8+2). The Goblin’s leather 
  armour absorbs 5 points of missile damage but he 
  still suffers 10 damage. As it's not a critical the Goblin 
  can take it as Fatigue damage first. The Goblin only 
  has 15 fatigue so is reduced to 6. He is sorely bruised 
  and nicked by the arrow but will carry on. Elvenar 
  deducts 8 from her AP total; her new total is 11.
  Finally Cedric manages to go on 16 AP, just before 
  the Goblins. He decides to let loose with a spell, 
  Fiery Arrows of the Salamander. He attempts to 
  hit 3 Goblins (his range is 250 feet), as he can 
  only cast 3 Arrows at his level of ability.
  This costs Cedric 10 Fatigue Points to cast but it’s only 
  a Cantrip and only costs 8 AP. He needs to target the 
  Goblins and rolls against his Mode of Magick which 
  has a TSC% of 52%. His Ring is a Simple Focus and 
  adds 7% and his Wand a Lesser Focus adding 13%. 
  His new target is 72%. The Goblins are not trying to 
  defend.  He rolls 58% and 9 on the Crit Die. He hits 
  all of the Goblins, each arrow doing 18 damage. The 
  leather armour absorbs 5 points of energy damage but 
  each takes 13 fatigue damage. Cedric is now on 8 AP.
  It is now the Goblins’ turn. Although they 
  have taken some missile damage they 
  decide to continue and advance.
  They decide to sprint (normal move is 7 feet per 
  AP, sprinting is 12 feet per AP but costs a Fatigue 
  Point). They spend 10 AP and 1 Fatigue point 
  to close to only 20 feet from Sir Edward.
  The new Initiative order is Sir Edward 12, Elvenar 11, and  
  Cedric 8 and the Goblins on 4 (not enough to attack so 
  will likely have to carry over to the next combat round).
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  Sir Edward decides to spend 4 Fatigue 
  points to charge at four times normal 
  speed (and 1 AP) to close the 30 feet 
  to the lead Goblin and swings his 
  Broadsword, which costs 7 AP, a total 
  attack of 8 AP.   His target TSC% is 
  boosted by 30 for the feet moved in the 
  charge. His normal TSC% is 77%, the 
  charge boosts this to 107%.  As Slashing 
  sword has a Max% of 95% so there is 
  a bonus of 1 to the Crit Die.  However 
  charging adds another 2 to the Crit Die.
  Basic Combat 
  The Goblin declares an active Shield 
  Block, his PSF% is 10% so half is deducted 
  from Sir Edwards TSC giving a target of 
  90%. He rolls 12% with a 7 on the Crit Die. 
  The bonuses add 3 giving a total of 10 on 
  the Crit Die which is a critical success.
  Advanced Combat
  The Goblin declares an active Shield 
  Block, He rolls 12% against his TSC% 
  of 66%. His Crit Die is an 8. The Goblin 
  rolls 80% to shield block and fails.
  The Broadsword does 6 base damage 
  plus 8 for STR + 3 for level equalling 
  17 plus Crit Die of 10. He gets to roll a 
  bonus 1D10 damage and gets 8. Total 
  Damage is 15 plus Crit Die plus bonus of 
  17 + 10 + 8 a total of 35. The The Leather 
  Armour absorbs 5 damage. The bonus 
  damage ignores armour and comes 
  straight of the Goblin's 17 Body leaving 
  him on 9 Body and 15 Fatigue. The 
  damage not stopped by the armour is 
  27 – 5 = 22. This equals the total Fatigue 
  and Body of the Goblin and he would 
  fall to the ground dead, however as the 
  Crit Die exceeded the Bash chance for 
  a broadsword (a Crit Die higher than 8 
  is needed).  The Bash rules (optional) 
  give Goblins as medium weight which 
  vs a Broadsword (medium weapon) 
  gives a +1 bonus.  This is added to the 
  adjusted Crit Die giving a total of 11. On 
  an 11+ the target is bashed to the floor.
  Sir Edward now has 12 minus 9 AP 
  leaving 3. He decides to carry these 
  over to the next combat round.
  The combat continues with Elvenar’s turn.
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  288
  Magick
  Magick was real, very real to the medieval mind and 
  was viewed as demonic.  In C&S we view Magick as 
  the ability of someone who has studied ancient texts 
  and learned to access the Universe and coerce Spirit 
  to bend the will of the universe to their desires, rather 
  than petition higher powers as in Religion. By mastering 
  Arcane Lore the use of Magick may become more 
  proficient through study, research and experimentation.
  In Chivalry & Sorcery role-playing, Magick Users 
  gain experience predominately through the 
  actual practice of Magick. Magick is not a cleaver 
  to smash the opposition out of the way. It is a 
  pursuit for its own sake, often carried out away 
  from the hustle an bustle of the world in a secure, 
  peaceful sanctum in which a magus will not be 
  disturbed by the mundane world around him.
  It is often pursued for its own sake, not for what 
  the Magus can ‘do’ with it.  Magick is unpredictable 
  as the Magus attempts to coerce the spirit around 
  him and depend upon the Will of the Magick User 
  and his attunement to the Universe. Success is 
  measured in the magnitude of the desired effect.
  The ability to practice Magick includes some innate 
  talent and the intelligence to understand the 
  relationship between oneself and the Universe around. 
  Apprenticeship only serves to refine that knowledge 
  and attunement. The many paths open to Magick show 
  the varied ways in which someone with the Knowledge 
  can coerce the Universe for given effects, whether that 
  is in the form of commands or illusions.   Each pathway 
  has a different form of training in how to use that 
  knowledge and direct that affinity into productive paths.
  There are certain places in the universe where a 
  Magus may find special attunments.  These may be 
  crossroads, or where ancient markers have been placed 
  like megaliths. Certain times of the day also offer 
  opportune moments, especially for rituals. If at such a 
  place the Magus (or even a Priest) will gain benefits.
  At the Full or New Moon add a further 10% bonus to 
  TSC. At the Winter or Summer Solstice at the dawning 
  of the sun a Priest will receive a further +5% bonus to 
  Faith TSC and 10% if a Druid. Nature Priests and Druids 
  can benefit from both Mage and Priest bonuses.
  Time of 
  Day
  Mage Bonus
  Priest Bonus
  Dawn
  +0% 
  +0% Bonus
  Noon
  -5% to TSC on Targeting 
  +5% to Faith TSC
  Dusk
  +0% Bonus
  +0% Bonus
  Midnight
  +5% to TSC on Targeting
  -5% to Faith TSC
  Table - Time of Day Magick Bonuses
  Practising Magick
  To practise Magick, a Magus must select a particular 
  Mode of Magick as detailed in Chapter – Skills. This 
  determines his chosen vocation amongst the workers 
  of magick. The Method of Magick the Magus learns 
  determines his ability to work the spells of that chosen 
  method. If he wishes to work charms he must have 
  knowledge of the Command Method of Magick.
  The immediate indicator of how powerful a Magus is 
  his Personal Magick Factor (PMF). His PMF shows at any 
  given point in his development as a Magus, how strong 
  he is compared to others in the manipulation of Magick.
  To calculate the Personal Magick Factor (PMF) 
  of a Magus, add together the following:
  1. 
  The Mage’s PSF% in his selected 
  Mode of Magick, plus 
  2. 
  His Aspect Bonus. This is +10 for Well 
  and Poor Aspected Mages and +10 for 
  Neutral Aspected Priest-Mages.
  The PMF determines the Mage’s Magick Level (ML). This 
  affects his ability to enchant materials and learn and 
  cast spells. Table – Magick Levels shows the Magick 
  Level (ML) gained for the various levels of PMF.
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  289
  PMF 
  ML 
  PMF 
  ML 
  PMF 
  ML
  51 or less 
  1 
  80 - 86 
  6 
  115 - 121 
  11
  52 - 58 
  2 
  87 - 93 
  7 
  122 - 128 
  12
  59 - 65 
  3 
  94 - 100 
  8 
  129 - 135 
  13
  66 - 72 
  4 
  101 - 107 
  9 
  136 - 142 
  14
  73 - 79 
  5 
  108 - 114 
  10 
  143 - 149 
  15
  Note: For every additional +7 added to PMF 
  above 149, increase the mage’s ML by +1.
  Table - Magick Levels
  Example:
  A Well Aspected Magus with a PSF 
  78% in his Mode of Magick will have a 
  PMF of 78 + 10 = 88. This equates to a 
  ML of 7. If the Magus gained a further 
  11 levels in his Mode his PSF% would 
  increase to 111 which along with his 
  Aspect bonus equates to a PMF of 121, 
  giving him an ML of 11. When his PMF 
  reaches 122 his ML increases to 12.
  Applying the Laws of Magick
  Law of Resistance
  Advanced knowledge of the Law of Resistance 
  gives an improved understanding of the way 
  magick is resisted by the innate spiritual forces 
  of the universe. This enables the user to improve 
  their own Magickal resistance or to penetrate 
  their target’s Magickal Resistance (MR) by +/-10%. 
  This costs 1 FP per spell or Magickal effect.
  Law of Personalities
  This law gives instinctive understanding of 
  the personalities in all things, both living 
  and inanimate. Providing the Mage has the 
  opportunity to ‘commune’ with the target (that 
  is have a conversation with a person, talk to 
  rocks or plants etc.), the Mage gains a bonus of 
  +10% to his Targeting TSC% when targeting that 
  object or person in the future. The communion 
  needs to last for at least 10 minutes.
  Law of Reciprocity
  This enables the magus to reduce the Fatigue cost of 
  casting spells he has fully learnt by –1 FP, effectively 
  getting a better deal from the Magickal spirits. The 
  Fatigue cost of a spell cannot be reduced to below 
  half the normal cost through the Laws of Magick.
  Law of Harmony
  This enables the Magus to re-roll the Crit 
  Die when suffering a Critical Failure when 
  casting a spell. If the second Crit Die is a 7 to 
  9 the roll is considered a normal failure.
  Law of Polarity
  The advanced knowledge of the Law of Polarity 
  allows the magus to exploit those things that are 
  in opposition to enhance their magick. This allows 
  an opposite to be used as a sympathetic object 
  giving double the bonus normally given for the 
  Laws of Sympathetic Magick. For example having 
  water could be used in sympathy to create fire.
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  Law of Personal Reality
  An extensive understanding of the Law of 
  Personal Reality is of particular importance to both 
  illusionary and transcendental magicks. This in 
  depth understanding of the mage’s own personal 
  reality and how it interacts with the personal 
  reality of others gives a bonus of +10% to his 
  TSC% in Illusion and Transcendental magicks.
  Law of Paradoxes
  Using very complex sub-Laws of Personal Reality 
  it is possible to make a spell work in a particular 
  personal reality whilst it will only have a incidental 
  effect in all others. To do this the magus must expend 
  double the Fatigue and suffer a penalty of –50% to 
  his TSC% to their relevant methods of magick, but 
  not to targeting rolls. The magus must also make a 
  separate targeting roll for each personal reality he 
  wants to affect. The effect will only manifest in those 
  personal realities the magus successfully targets. 
  For example you cast a spell to become invisible 
  but you only want one guard to be unable to see 
  you, so you only target the guard’s personal reality. 
  You will be able to walk past the guard without him 
  seeing you whilst to all others you are in plain sight. 
  Spells that have a definite physical effect such as 
  the Basic Magick - Fire spell Fireball, create such a 
  wide disparity in personal realities that the targeted 
  realities can become ‘detached’ from those that 
  are unaffected. If you had killed the guard in his 
  own personal reality he would have died only in 
  his own personal reality, but to everyone else he 
  would have been reduced to a vegetative state.
  Law of Contrariness
  The magus can to a certain extent bypass some 
  perversity that is preventing them from using 
  magick. Under circumstances where the magus has 
  overused magick to the point of invoking perversity 
  (i.e. where the magus cannot cast spells) minor 
  magicks can still be used but only those with a MR 
  of equal to or less than a quarter of the magus’s ML 
  (rounded down). This ability should be used sparingly 
  as its overuse can lead to this ability also failing.
  Law of Spells
  The sorcerer learns to make ‘on the fly’ trade-
  offs in spells. At the cost of 1 FP the sorcerer can 
  reduce the effect of a spell in one area by 1 ML 
  and increase it in another. For example, a sorcerer 
  could reduce the damage of a ranged attack by 
  1 ML’s worth of damage to increase the range to 
  that of an equivalent sorcerer of the next ML.
  Law of Objects
  The magus has a better understanding of the way 
  in which objects resist magick and so can more 
  efficiently enchant objects. The magus can subtract 
  his ML from the number of days it takes to enchant 
  materials down to a maximum of half the normal time.
  Law of Association
  The magus has a better understanding of the way 
  in which a spell resists magick and so can more 
  efficiently learn spells. The magus can subtract his 
  ML from the number of days it takes to learn a spell 
  down to a maximum of half the normal time.
  Law of Contact
  The magus makes better use of touch range 
  spells adding a bonus of +10% to his Targeting 
  TSC% in these types of magick. The magus also 
  gains a bonus of +5% to his Targeting TSC% 
  to any items he has previously touched.
  Law of Possession
  This area of expertise gives a bonus of +5% to his 
  TSC% to Command magicks, both to the method 
  and to targeting. If used to directly take control 
  of a person rather than just to give commands 
  this bonus is doubled to +10% to his TSC%. As a 
  side benefit the magus also gains a +10 to his MR 
  against Command magick and possession.
  Law of Sympathetic Magick
  The magus makes better use of sympathetic magick. 
  When applying this law he gains double the normal 
  bonuses for sympathetic magick up to a maximum 
  of +10% to his TSC% over the normal bonus.
  Law of Names
  Advanced knowledge of the Law of Names enables 
  the magus to distil a person’s true name into a 
  complex sigil that provides a strong association 
  with that person. This gives a bonus when targeting 
  that person. Correctly inscribing the sigil requires 
  a Law of Magick skill roll and gives a bonus of 
  +2% x Crit Die to the Mage’s Targeting TSC%.
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  291
  Law of Invocation
  Advanced invocation may be used to call a spirit to 
  partially possess the magus in order to obtain skills 
  for a temporary period. The magus must choose the 
  spirit’s PSF% in any skill and the spirit will have the 
  named skill at its base DF, this costs 1 FP for each DF 
  of the skill. However, there is a slight catch. Every time 
  a spirit is called it may not wish to leave the Magus, 
  therefore make a percentage roll against the spirit’s 
  PSF%. On a roll equal to or less than the spirit’s PSF%, 
  the spirit wishes to stay leading to the mage making 
  an actively resisted Willpower check. If the spirit wins 
  (i.e. the Willpower roll is failed) it will remain for some 
  time, generally a period of 1D10 days though the 
  exact details are left to the Gamemaster’s discretion.
  If this law is overused (GM discretion) it may lead 
  to a particularly nasty spirit being called.
  Law of Evocation
  A detailed knowledge of the Law of Evocation will assist 
  all ritual spells used to summon any type of spirit into 
  the magus’s presence. This doubles any bonuses for any 
  other laws such as knowing the spirit’s name (Law of 
  Names) having touched the spirit (Law of Contact) etc.
  Note: This does not apply to spirits 
  called to possess the magus.
  Law of Words of Power
  Advanced knowledge of the Law of Words of Power 
  enables the magus to take ‘short-cuts’ when casting 
  spells. The magus may take a penalty of –5% to his TSC% 
  to their relevant modes of magick to reduce 1 AP from 
  the cost of casting their spell by using a word of power 
  to replace some of the more complex portions of the 
  spell. Alternatively the magus can expend 2 FP to cut 
  the time by 1 AP by using a word of power to gather 
  energies instead of a slower formula to gather power 
  from external sources. In times of need the magus can 
  do both but at the cost of 4 FP and –10% to his TSC%.
  Law of Energy Control
  The knowledge of energy control can reduce the 
  amount of Fatigue lost when casting powerful spells 
  due to being able to create a more efficient conduit 
  to the spirit world. For every 5 FP a spell costs to cast, 
  this Law allows the magus to reduce this by 1 FP. The 
  Fatigue cost of a spell cannot be reduced to below 
  half the normal cost through the Laws of Magick.
  Law of Enchanted Objects
  Enhanced knowledge of the ritual of enchantment 
  allows the magus to reduce the Fatigue cost of 
  the enchantment ritual by 1 FP. The Fatigue cost 
  of a spell cannot be reduced to below half the 
  normal cost through the Laws of Magick.
  Law of Quantity
  The magus learns how to enchant materials of the 
  same type more efficiently, note that the same type 
  goes deeper than just being the same material, if 
  enchanting herbs then the herbs should be from the 
  same field, body parts from the same creature etc. The 
  magus can enchant 50% more material than normal.
  Law of Personal Attunement
  When a magus creates an item he can choose 
  exactly who can or cannot use the item instead of 
  making the item personal or public. The magus must 
  have either the people present or an object with a 
  contagious or sympathetic link to each person who 
  will use the item whilst the item is being finished.
  Law of Causation
  Advanced knowledge of the Law of Causation enables 
  the magus to study a spell already fully learnt further 
  than normal. Each bonus gained takes the same amount 
  of time as it took to fully learn the spell and can give 
  one of the following bonuses. All of which apply just 
  to the spell, which has been studied: -1 AP cost, -1 FP, 
  +10% to his TSC% to the Method of Magick, +10% to 
  Targeting, or +1 to the Crit Die. These bonuses may 
  be chosen once each for each spell, though you may 
  choose multiple different bonuses for each spell. The 
  Fatigue cost of a spell cannot be reduced to below 
  half the normal cost through the Laws of Magick.
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  292
  Law of the Focus
  The magus can connect to his focus over a short 
  distance. However, he can release only those spells 
  stored in his focus and can place no further spells into 
  his focus until he can normally operate it. The mage’s 
  TSC% when using ranged spells is at half TSC% when 
  targeting. The Fatigue cost for activating triggers is 
  five times the normal cost if the magus is normally 
  required to touch the focus due to the inefficient 
  means of operation. People and objects in contact 
  with the focus count as been at touch range and other 
  ranges are measured from the focus. The maximum 
  range of the conduit is ten yards x ML of the mage.
  Law of Discharge and Recharge
  The magus can create items that can draw power 
  from spirits from around the area of the artefact. 
  All items the magus chooses to create in this way 
  must contain one extra material enchanted to MR 
  0 and such items gain an extra charge per day.
  Learning Spells  
  & Enchanting Materials
  Common Spells
  Every Mage has access to two spells, which 
  can be considered to be core skills attached 
  to each Mode of Magick. These spells are 
  intrinsic to each Mode and prove the basis for 
  the cornerstones of the Mage’s powers.
  Enchant Materials
  Resistance:  ............MR 2
  Fatigue Cost:  .........3 FP
  Casting Time: .........Ritual (30 minutes)
  Range:  ...................1 foot per ML
  Duration:  ................Permanent
  The spell Enchant Materials is a ritual that lasts 30 
  minutes regardless of the quantity of material being 
  enchanted. This spell enables a Mage to reduce 
  the magick resistance of materials. The spell must 
  be cast on the materials to be enchanted for a 
  number of days as indicated in the Table – Enchant 
  Materials – Days Taken and can only be cast upon 
  a particular material once within any 24-hour 
  period. Once fully enchanted materials are in such a 
  physical state, that they can become repositories for 
  Magickal energy. The amount of material that can 
  be enchanted by a mage is ½ lbs x ML, therefore a 
  Mage with ML 6 could enchant 3 lbs of material.
  The total material so enchanted, within the weight limits 
  of the mage may be a collection of a variety of different 
  materials, but they must all have the same MR at the 
  start of the spell casting. A Mage is not restricted to 
  how many times he casts this spell. So if he had several 
  piles of materials he was enchanting, he could spend a 
  morning enchanting all of these separate materials. The 
  process is fixed in time, the Mage’s ML simply dictates 
  how much material can be enchanted in one go.
  A Mage can either work on materials constantly or 
  leave them for a few days and return. The length 
  of time that a magus can leave partially enchanted 
  materials is 100 days minus the total number of 
  days required to enchant the material, as shown in 
  Table – Enchant Materials – Days Taken. i.e. if a 
  mage of ML 3 enchanted a material of ML 1 it would 
  take a total of 7 days. He could elect to enchant the 
  material on seven consecutive days or he could leave 
  gaps of days between castings if he so wished. 
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  293
  However, any material of MR 4+ would not be 
  able to be left due to the number of days it 
  takes to enchant the material down to MR 0.
  In addition, if the work is left beyond the time limit 
  allowed, there is a chance that the enchanted material 
  returns to its natural state and MR. The chance of this 
  happening is a cumulative 5% for each ML days lapsed. 
  Basically, a Magus with a high ML can spend more 
  time away but should know better than to leave work 
  unfinished. A low ML mage can be excused somewhat 
  as he is still learning the art and his impact on the 
  infrastructure of the universe is still somewhat small.
  The time to fully enchant materials in days is a 
  cumulative process. Table – Days Taken to Enchant 
  Materials  shows the number of days taken to enchant 
  an item down by one level, therefore a Mage of ML 
  4 who needs to enchant a material from MR 5 to 
  MR 0 will take 26 + 21 + 16 + 10 + 5 = 78 days.
  Magick Resistance (MR) of Materials
  ML
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  1
  13
  26
  39
  52
  65
  78
  91
  105
  117
  130
  2
  9
  17
  26
  35
  43
  52
  61
  69
  78
  87
  3
  7
  13
  20
  26
  33
  39
  46
  52
  59
  65
  4
  5
  10
  16
  21
  26
  31
  36
  42
  47
  52
  5
  4
  9
  13
  17
  22
  26
  30
  35
  39
  43
  6
  4
  7
  11
  15
  19
  22
  26
  30
  33
  37
  7
  3
  7
  10
  13
  16
  20
  23
  26
  29
  33
  8
  3
  6
  9
  12
  14
  17
  20
  23
  26
  29
  9
  3
  5
  8
  10
  13
  16
  18
  21
  23
  26
  10
  2
  5
  7
  9
  12
  14
  17
  19
  21
  24
  Table - Days Taken to Enchant Materials
  This can be easily progressed for materials with a MR 
  above 10 and for mages with ML 10+. For mages with 
  ML over 10, the minimum time for any MR is 2 days. 
  For materials with MR 10+ the maximum period is 
  154 days, and the maximum MR a mage can enchant 
  is ML 9+. The formula for calculating the number of 
  days required is 26 x (MR / (ML+1)) (round down).
  Transfer
  Resistance:  ............MR 3
  Fatigue Cost:  .........5 FP
  Casting Time: .........Hex
  Range:  ...................Sight - 1 person or Item
  Duration:  ................Untill Triggered
  This is a spell allowing a Magus the opportunity to 
  transfer a spell stored in one container into another 
  container, whether this container is an actual item or 
  the mind of the Magus or another person. This is not a 
  copy spell, the method and knowledge are 'transferred' 
  to the other receptacle leaving the original container. If 
  this is a book then the method for the spell is inscribed. 
  It could then be researched and its MR reduced and 
  so learned. This type of transfer is permanent.
  If the receptacle is the mind of the magus or another 
  person, then the spell and how to cast is transferred 
  to the mind. Once cast however, all knowledge of 
  the spell is gone, only a muddy remembrance of the 
  magick remains. A mage can also transfer casting 
  ability for a spell, from his mind into that of a non 
  magic user. The originating mage forgets the spell 
  until it is cast by the target of the transfer (using the 
  originating mages PMF and targeting numbers).
  This can be used to steal spells from the minds of 
  other wizards, to do so it requires the caster of Transfer 
  to know the target wizard has Mastered that spell. 
  Using this Common spell, spells can be moved into 
  items that have not been prepared to receive spells. 
  Learning Spells
  A Mage may learn a spell from a Master or by 
  researching the spell in a book. The maximum 
  MR of a spell that can be learnt by a Mage is his 
  ML + 2. Researching From a Book or Scroll
  If the character has access to a book of the 
  corresponding Method of Magick, he must spend a 
  period of (13 – ML) x MR days researching the spell. At 
  the end of this time, the Mage makes his Spell Research 
  roll. If the roll is successful, he has learnt enough to 
  help reduce the time it takes to learn the spell as 
  shown in Table – Spell Magick Resistant Modifiers.
  When taught by a Master the character does not need 
  to undertake any research, he simply approaches 
  his Master for instruction in the rudiments of 
  the spell. He then commences to learn the spell 
  according to the modifiers shown in Table – Spell 
  Magick Resistance Modifiers Page 295.
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  294
  Creating a Spell
  If a Mage has no book available to find the 
  corresponding spell, or if the spell he is looking for does 
  not exist, he may try to invent one and make one of 
  his own. This is a long, hazardous but rewarding task. 
  The Magick User must spend a period of (13 –ML) x MR 
  of the spell in days (minimum 3 days), without being 
  disturbed by anything. Then he must make a successful 
  Method of Magick skill roll in the method corresponding 
  to the spell he wants to create. If he fails, he must spend 
  a further 7 days x MR of the spell before recommencing 
  the research process. If he fails twice in a row, he 
  cannot try again until he receives a minimum 5% 
  increase in his TSC% in the related Magick of Method.
  Creating a Spell ‘On The Spot’
  It may happen (although it is not recommended), 
  that a Mage needs a spell he does not know. This 
  may be during the course of an adventure or for a 
  specific action. In this case, he may try to invent the 
  corresponding spell ‘on the spot’. He needs 1 minute 
  of complete, undisturbed concentration, in order to 
  gather his thoughts. Then he must make a successful 
  skill roll using the (Method of Magick TSC% + his 
  PSF in his Mode of Magick) / 10. If he is successful, 
  he may try to cast the spell but suffers a penalty of 
  -10% to his TSC% for each MR of the spell. Failure to 
  properly cast the spell results in an automatic Backfire, 
  unless the Mage rolls less than or equal to his PSF% 
  in the related Method of Magick on a 1D100.
  Spell Magick Resistance
  When learning spells a mage must “enchant” the spell. 
  This is done by the Mage spending a period of time 
  memorising the nuances and meter of the spell, learning 
  to breathe in rhythm with the spell etc. The amount of 
  time required by a Mage to learn the various levels of 
  spells is shown in Table – Time Taken to Learn. A mage 
  may spend no more than 2 hours per day on any one 
  particular spell but may opt to learn more than one 
  spell at a time. The number of spells that can be learnt 
  simultaneously is shown in Table – Number of Spells.
  Intellect 
  No of Spells
  Up to 12 
  1
  13 - 16 
  2
  17 - 19 
  3
  20 
  4
   
  Table - Number of Spells
  Mage
  Spell 
  MR 
  ML 
  1 
  ML 
  2 
  ML 
  3 
  ML 
  4 
  ML 
  5 
  ML 
  6 
  ML 
  7 
  ML 
  8 
  ML 
  9 
  ML 
  10
  1 
  7 
  5 
  4 
  4 
  3 
  3 
  2 
  2 
  2 
  2
  2 
  14 
  11 
  8 
  7 
  6 
  5 
  5 
  4 
  4 
  4
  3 
  21 
  16 
  13 
  11 
  9 
  8 
  7 
  6 
  6 
  5
  4 
  - 
  21 
  17 
  14 
  12 
  11 
  9 
  8 
  8 
  7
  5 
  - 
  - 
  21
  18 
  15 
  13 
  12 
  11 
  10 
  9
  6 
  - 
  - 
  - 
  21 
  18 
  16 
  14 
  13 
  11 
  11
  7 
  - 
  - 
  - 
  - 
  21 
  18 
  16 
  15 
  13 
  12
  8 
  - 
  - 
  - 
  - 
  - 
  21 
  19 
  17 
  15 
  14
  9 
  - 
  - 
  - 
  - 
  - 
  - 
  21 
  19 
  17 
  16
  10 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  21 
  19 
  18
  Table - Time Taken to Learn Spells
  The times shown in Table – Time Taken to Learn are 
  cumulative, so that a Mage who is ML 5 wishing 
  to learn a MR 3 spell requires (9 + 6 + 3) = 18 days. 
  This can be represented by the formula 21 x (MR / 
  (ML +2)) (round down). In addition the maximum 
  Spell MR that can be learnt is a Mages ML +2.
  In addition, the spell MR may be reduced for 
  enchantment purposes depending on the 
  type of Mage. The MR modifiers are shown in 
  Table  - Spell Magick Resistance Modifiers.
  Table – Spell Magick Resistance Modifiers shows 
  the various modifiers to the MR of the many spells 
  within the Methods of Magick. Each Mode of Magick 
  has differing attunements to the methods of magick 
  and this affects the ability to learn spells. The modifiers 
  reduce or increase the MR of spells, for example a 
  Diviner enjoys a –3 reduction in the MR of Divination 
  spells, but an increase of +3 with Illusion spells.
  The minimum MR of a spell is always 1 and 
  the maximum MR is always 10. If the modifier 
  takes the MR of a spell above 10, then the MR 
  remains at 10 but the Fatigue Point cost of the 
  spell increases by 3 FP per point above 10.
  Therefore a Diviner learning a MR 8 Transmutation 
  spell can do so as if it was a MR 10 spell but the  casting 
  cost would increase by 3 FP. This due to the modifier 
  of +3 for Transmutation spells increasing the MR to 
  11. With a maximum MR of 10 there is one excess 
  point, which gives an additional cost of +3 FP.
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  295
  Basic Magick
  MR Modifier
  Conjuration 
  Divination
  Enchantment 
  Air 
  Earth 
  Fire 
  Water 
  Hex Master 
  Necromantic 
  Power Word 
  Thaumatrugy 
  Druidic 
  Shamanic
  Witchcraft
  Basic Magick
  Air 
  -1 
  +1 
  0 
  -3 
  0 
  -2 
  -2 
  0 
  +3 
  -1 
  0 
  +2 
  +2 
  +3
  Earth 
  0 
  +3 
  +2 
  0 
  -3 
  -2 
  -2 
  0 
  +3 
  +2 
  +3 
  +1 
  +3 
  +3
  Fire 
  0 
  +1 
  +1 
  -2 
  -2 
  -3 
  0 
  0 
  +3 
  0 
  0 
  +2 
  +3 
  +2
  Water 
  0 
  0 
  +1 
  -2 
  -2 
  0 
  -3 
  0 
  +3 
  +1 
  +2 
  +1 
  +3 
  +3
  Arcane 
  +2 
  -2 
  +1 
  +1 
  +1 
  +1 
  +3 
  0 
  -2 
  +1 
  0 
  0 
  -1 
  +2
  Command 
  +3 
  0 
  -3 
  -1 
  -1 
  -1 
  0 
  0 
  -3 
  -3 
  -2 
  0 
  0 
  -2
  Divination 
  -1 
  -3 
  +2 
  -1 
  +1 
  -1 
  -1 
  0 
  -3 
  +2 
  +1 
  -3 
  -2 
  -2
  Illusion 
  -2 
  +3 
  -3 
  +3 
  +3 
  +3 
  +1 
  0 
  -1 
  -1 
  -3 
  0 
  +1 
  0
  Plant 
  -1 
  0 
  +3 
  +3 
  +1 
  +3 
  +1 
  0 
  +3 
  +3 
  +1 
  +1 
  -2 
  -2
  Summoning 
  -1 
  -3 
  -2 
  0 
  0 
  0 
  0 
  0 
  -3 
  -2 
  +1
   -1 
  -2 
  -2
  Transcendental 
  +3 
  -3 
  +1 
  +2 
  +2 
  +2 
  +3 
  0 
  0 
  0 
  +1
   -2 
  -3 
  0
  Transmutation 
  -3 
  +3 
  -2 
  +3 
  +3 
  +3 
  +3 
  0 
  0 
  0 
  -2 
  -1 
  -2 
  -3
  Wards 
  +1 
  0 
  -1 
  -3 
  -3 
  -3 
  -3 
  0 
  -3 
  -2 
  -2 
  0 
  0 
  -2
  Table - Spell Magick Resistance Modifiers
  Starting Spells
  When creating a Mage character it is essential that they 
  have some knowledge in spells to commence the game. 
  To this end we have a simple calculation to determine 
  how many spells may have been learnt. This is:
  1. 
  Add together the total number of levels the 
  Mage possess in the various Methods of Magick, 
  and multiply the total by the Mage's ML. 
  2. 
  Add Half of the Mage’s Attribute Bonus for 
  Heroic Mages or his full Attribute Bonus 
  for Super-Heroic characters. Historical 
  characters receive no additional bonus.
  This gives the total number of Spell Points available 
  to the character to purchase his initial starting spells. 
  The spells can be purchased at a rate of 1 Spell Point 
  equals one Spell MR. A Mage can use 10 Spell Points to 
  purchase a simple focus with which to start the game.
  Casting Spells
  The Metaphysical Current flows through the world 
  and the world is part of it. Only a handful of gifted 
  characters are able to feel this Current and to use 
  it to achieve their goals. Those are called Magick 
  Users. They have the power to ‘bend’ reality to their 
  will and their will thus becomes reality. In order 
  to successfully cast a spell and obtain the desired 
  effect, a Magick User must go through a complex 
  mental process, involving several distinct steps.
  First, a Magick User must cast the desired spell. 
  This is achieved through a secret formula, song, 
  rune, etc., depending on the character’s speciality. 
  A Magickally enchanted item can also be used by 
  a non-Magick User to cast a spell, if he knows the 
  formula or word of command to be used with the 
  corresponding item. In that case, the Magickal 
  item is considered to actually cast the spell, and 
  the character releasing the spell from the item is 
  the trigger, as he does not play an active role in the 
  spell effect. We will hereafter refer to any character/
  creature/Magickal item casting a spell as the caster.
  Following a successful casting the Magick User must 
  target the desired spell or effect. The target may 
  be another character or living creature, but it may 
  also be a non-living creature (undead), an animated 
  object (golem) or a simple object or area, Magickal 
  or not. We will hereafter refer to the creature, object 
  or place targeted by the spell as the target.
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  296
  Third, if targeting has been successful, the target 
  may try to resist the spell effect. If the target 
  succeeds with a Resistance Roll, the spell effect 
  may be attenuated, or even totally cancelled.
  Note: Some spells do not allow Resistance Rolls. 
  Finally, if the Resistance Roll failed, the target 
  is affected by the full impact of the spell!
  Spatial Range of Spells
  All spells have a maximal range in space, depending 
  on the Magick User’s experience. Spatial Ranges 
  can be found under the spell descriptions. A 
  Magick User can increase the range of any given 
  spell by 50% by doubling the amount of Fatigue 
  Points he spends when casting the spell.
  Temporal Range of Spells
  All spells have a time limit, after which they rapidly 
  decay and within 1D10 minutes become ineffective. This 
  limit before decay sets in depends on the Magick User’s 
  experience. Temporal Ranges can be found under the 
  spell descriptions. A Magick User can increase the time 
  limit of any given spell by 50% by doubling the amount 
  of Fatigue Points he spends when casting the spell.
  A Magick User may increase both Spatial and 
  Temporal Ranges by quadrupling the amount of 
  Fatigue Points he spends when casting the spell.
  The Casting Of A Spell
  A Mage is automatically able to cast a spell that 
  has been fully learnt. Once he has cast the spell he 
  must target the spell. Before explaining how spell 
  targeting is accomplished, a few words are needed 
  to describe how a spell effect manifests itself. Magick 
  is invisible on the ‘Physical plane’, our world. The 
  Metaphysical Current travels from the caster to the 
  target, through the ‘Shadow World’ also known as 
  the ‘Astral plane’, the world of Spirits, Demons and 
  Mystical Forces. Anyone able to see into the Shadow 
  World (by using a spell or by travelling in Shadow) 
  will also see Mana fluxes manipulated by Mages and 
  devices. Anyone on the Physical plane, including 
  Mages themselves, will not see the metaphysical 
  current but will be able to see its effect, if any. In 
  order to understand this somewhat paradoxical 
  assumption, one has to make the distinction between
  a ‘spell’ and a ‘spell effect’. A spell is the manipulation 
  of energy in the Shadow World, whilst a spell effect 
  is the result of energy transfer from one location 
  on the Physical plane to another one, through the 
  Shadow World. A spell travels through the Shadows, 
  but the resulting spell effect actually appears 
  at its target location on the Physical plane.
  This is the reason why CASTING a spell (creating 
  a specific energy pattern) is different, and 
  independent, from TARGETING a spell (transferring 
  the energy pattern from one place to another). 
  This distinction becomes very important when the spell 
  effect manipulates various amounts of Basic Magick 
  materials. The manipulation occurs on the Shadow 
  World, but unlike other spells its effect is clearly visible 
  on the Physical plane, since it involves physical matter. 
  So, if the Metaphysical Current necessary to create 
  the Basic Magick - Fire spell Fireball and to cast it at a 
  creature is only visible on the Shadow World, its effect 
  is clearly visible on the Physical plane. This implies that 
  any sentient target may try to avoid being the target 
  of a spell when the spell effect is of a physical nature. 
  However, spells travel almost instantaneously on the 
  Astral plane and their effects travel at a very high 
  velocity on the Physical plane. It is thus very hard to 
  escape a physical spell effect, even though the target is 
  experienced and fully conscious of what is happening.
  Now, the spell effect has been created and the caster 
  may try to direct the spell at the desired target. If a 
  Magickal device is the actual caster, the character or 
  creature triggering the device chooses the target.
  Fatigue Costs to Cast Spells
  To cast a spell the Mage must tap the Metaphysical 
  Current around him to create the desired effect. This 
  costs the Mage Fatigue Points (FP), or if exhausted, 
  Body Points. The Fatigue cost to cast a spell depends 
  on the particular spell and the mana level of the place. 
  In an average Mana level environment the costs to 
  perform Magick are as indicated for the spell. In a low 
  Mana environment the Fatigue costs are doubled due 
  to the additional Fatigue spent in tapping into the 
  Metaphysical Current. In a high Mana environment the 
  Fatigue costs are halved. The Shadow World , should the 
  Mage actually travel there, is considered to be a High 
  Mana environment with and gives a bonus of +10% 
  to any Method of Magick or Mode of Magick TSC%. 
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  • 
  Cast a spell from a scroll or book, known or 
  unknown spell:½ normal FP (round up)
  • 
  Activate a spell in a Magickal device, known or 
  unknown spell: ½ normal FP (round up) for Non-
  mages, or ¼ for Mages plus the spending of 1 charge
  • 
  Cast a spell through his own Focus, known or 
  unknown spell: See Creating Magickal Items of Power
  Targeting a Spell
  To successfully target any spell, the caster must first 
  succeed with a skill roll under the appropriate Mode 
  of Magick that relates to the particular style of Magick 
  employed by the Mage. Some creatures are particularly 
  resistant to Magick, for only partial existence on the 
  Physical plane (like Faeries, Ghosts, and Wraiths), or 
  due to other reasons, such as Dwarves who have close 
  links to the earth. Such creatures have an intrinsic basic 
  Magick Resistance or MR. A target’s MR is subtracted 
  from the caster’s TSC% when computing the chances 
  of targeting the spell. If the spell is a ‘touch’ spell then 
  the targeting roll can be considered as the chance to 
  hit. If the target wishes the spell to be cast, then the 
  caster receives a 50% bonus to his Targeting TSC%.
  Finally, if the spell effect is of physical nature (i.e. 
  a Basic Magick spell), the target may try to dodge 
  the spell effect. The target needs to be fully alert 
  (not surprised for example) and a minimum of 50 
  feet from the caster. If the target is closer than this 
  distance he has no time to dodge the spell effect.
  Even Basic Magick effects have a very high velocity! If 
  the target succeeds with his Dodge roll, his Dodge PSF% 
  is subtracted from the caster’s chances of targeting.
  To calculate the caster’s Targeting %:
  1. 
  Caster’s Mode of Magick TSC%, less
  2. 
  Target’s MR, less
  3. 
  Any Movement, Range and Obstacle penalties, less
  4. 
  Dodge PSF% if the spell effect is of physical nature 
  and the target succeeds in a Dodge roll, plus
  5. 
  Method Bonus as detailed under Modes 
  of Magick in Chapter - Skills
  To find out the target’s MR consult Table  – Target’s 
  Magick Resistance to find the creature’s MR, or 
  use the values given in the Creature’s Bestiary.
  Target 
  MR 
  Target MR
  Human 
  0 
  Haeflin 
  15
  Dwarf, Clan 
  20 
  Dwarf, Noble 
  25
  Wood Elf 
  10 
  Noble Elf
  15
  True Elf 
  20 
  Lycanthrope 
  15
  Skeleton 
  10 
  Zombie 
  10
  Death 
  15 
  Ghoul 
  10
  Wight 
  25 
  Wraith 
  25
  Ghost 
  25 
  Spectre, Phantom 
  30
  Vampire 
  10 
  Mummy 
  20
  Lich 
  40 
  Small Animal 
  25
  Large Animal 
  0 
  Non-sentient 
  0
  Table - Target’s Magick Resistance
  Movement
  Penalty
  Caster is moving faster than 10 feet per turn 
  -10%
  Target is stationary and in view 
  +10%
  Target is moving faster than 30 feet per turn 
  -5%
  Target is moving faster than 100 feet per turn 
  -15%
  Target is advancing toward spell caster 
  +10%
  Table - Targeting Movement Penalty
  Other adjustments relating to movement, range 
  and obstacles must be taken into consideration 
  while computing a Mage’s chances of targeting.
  Target is at: 
  Penalty
  Short Range (10% of Max Range) 
  0
  Long Range (50% of Max Range) 
  -10%
  Maximal Range1 
  -30%
  1Maximal Range for a Mage is given with each spell.
  Table - Targeting Range Modifiers
  When targeting using Astrology, Divination or 
  a scrying device (crystal ball, enchanted mirror, 
  etc.) the target is always considered to be at 
  Maximal Range (in addition to the penalty for 
  targeting through an obstacle, given below).
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  298
  Obstacle 
  Penalty
  Target invisible but generally located 
  -25%
  Target obscured by foliage 
  or partial cover 
  -10%
  Target seen in a mirror 
  or pond reflection 
  -10%
  Target behind wall of dust, 
  spray, fog, fire, light or darkness
  -15%
  Target behind wall of water, 
  ice, rock or metal 
  -20%
  Target behind wall of lead 
  -25%
  Target behind wall of True Lead 
  No penetration
  Target clad in full armour 
  of Dwarvish Steel 
  -10%
  Target clad in full armour 
  of Enchanted Dwarvish Steel 
  -20%
  Target by Astrology, Divination 
  or a scrying device 
  -20%
  Table - Targeting Modifiers for Obstacles 
  The spell effect materialises at the target location. 
  That is why spells might be cast through solid objects, 
  like walls. The spell travels through the Shadow 
  World and is not stopped by a physical barrier. 
  However, Basic Magick spell effects also travel on the 
  Physical plane, since they are made out of matter. Such 
  spells cannot be targeted through solid objects. When 
  they hit a wall they do not penetrate, but instead their 
  energy is released at the point of impact. Some wise 
  and knowledgeable Mages believe that the spell itself 
  or the Metaphysical Current keeps on travelling to its 
  target on the Shadow World but no matter is ‘attached’ 
  to it on the Physical plane. It thus has no effect.
  Optional Rule
  If the Targeting fails, the caster rolls a 1D100 
  against Table - Willpower Failure, with a result of 
  86-100% indicating that he actually managed to 
  correct the targeting and hit the correct target.
  Overcoming Target Defences
  If the target is protected by Magick, the spell may 
  have to overcome those protections before the 
  intended victim may himself be targeted: 
  If a Circle of Protection or Ward defends the intended 
  target, the Circle or Ward must itself be targeted in 
  order for the spell to penetrate. Circles and Wards are 
  targeted as if they were the Mage who created them.
  If the intended target is wearing an Amulet of 
  Protection, the Amulet must be targeted to 
  penetrate its defences. An amulet will have a MR 
  equal to 5% per level of the spell placed in it. In 
  addition, an amulet will automatically increase its 
  MR by 2% for every 25 years of its existence. If such 
  an amulet is overcome, the defensive spell will 
  discharge for 1D10 days if the spell overcoming it 
  was of a harmful nature and directly injurious.
  If the intended target is carrying a Focus, the Focus 
  has a MR equal to 5% per level of the highest 
  spell placed in it, with an increase in MR of 2% 
  for every 25 years of its existence. The Mage may 
  elect to use the Focus defensively, like an Amulet. 
  However, there is a 20% chance of a backfire 
  occurring if the Focus fails to stop the spell.
  If a Word of Guard or Prayers have been 
  spoken, the penalties against targeting are 
  subtracted from the percentage needed to 
  target the outermost Magickal defence.
  Targeting and Meditation (Optional)
  It is also possible to enhance the targeting probabilities 
  through Meditation and fasting. A Mage may select 
  one spell per ML that he has learnt and enhance it. An 
  enhancement of + 1% x ML per day of meditation to 
  his Targeting TSC% may be gained. The enhancement 
  will be raised to + 2% x ML if he fasts and does 
  nothing else during his meditations. This process can 
  be used to raise the targeting probabilities by up to 
  + 25%. Only one spell may be raised in this manner 
  at a time. The period of time that the enhancement 
  will endure is equal to the time spent x ML of the 
  Mage, after which meditation enhancement is lost.
  Note: At no point can the Targeting enhancement 
  be greater than +25%. However, a Magician can 
  accumulate different bonuses, coming from Meditation, 
  material components, astrological Influence, etc. 
  up to the maximum enhancement of +25%.
  If a Major Component is used, the Mage gains a bonus 
  of +3% to his TSC%. If a Major Component and 2 
  Minor Components are used, the Mage User’s gains a 
  bonus of +7% to his TSC%. This increase is temporary 
  and reverts to normal when the spell has been cast.
  A Major Component is the secret component of the 
  spell (usually learnt with the spell). A Minor Component 
  is a material that is of the same Element as the spell 
  (if applicable) or the same as the caster’s astrological 
  sign. Components must be partially enchanted by 
  reducing their MR by at least three levels to be used in 
  such a way, and they are “disenchanted” in the process 
  to their natural state. This is a direct application of 
  the Law of Resistance (see The Laws of Magick).
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  299
  Partially Learnt Spells & Backfires
  If the spell is not fully learnt and the Mage wishes to 
  try to cast the spell he has to make a roll to attempt to 
  cast the spell successfully. A skill roll is made against his 
  Method of Magick with a penalty of -10% per MR over 
  0. If the Casting fails there is the potential of a backfire 
  and the severity of this is shown by the Crit Die. The 
  result is compared to Table – Severity of Spell Backfiring.
  Crit Die 
  Result
  01
  Spell fails but half FP cost applies.
  02 - 04 
  Spell fails bur full FP cost applies.
  05 - 07 
  Major backfire. The spell failure but double 
  FP costs applies as the Metaphysical 
  Current surges back through the Mage.
  08 - 09  
  Extreme backfire. The spell goes off at the 
  Mage’s feet and double FP cost applies due 
  to the surge of the Metaphysical Current.
  10
  Disastrous backfire. The spell activates in the 
  Mage’s hand with double Spell Effects along with 
  the Mage experiencing double FP cost as the 
  Metaphysical Current surges back through the 
  Mage placing a great strain on his heart. This is 
  comparable to picking up a live electrical cable.
  Table - Spell Backfire Severity
  Non-Mages Casting Spells
  It often happens that a non-mage acquires an item that 
  contains spells activated through the use of a command 
  word or the spell’s 'Trigger'. Targeting a spell through a 
  device is not easy for someone who was not born to be 
  a Mage. Any non-Mage trying to target a spell (unless it 
  is a touch effect whereby a blow is required) must first 
  succeed with a Willpower roll. If the roll is successful, the 
  correct target was aimed at, and targeting may occur. 
  If the Willpower roll fails, proper targeting fails 
  too, and the spell effect misses its intended 
  target. The Gamemaster rolls 1D100 and 
  compares the result to Table – Willpower 
  Failure to find the final target of the spell.
  1D100%
  Effect
  01 - 25 
  Spell is dispelled, without any other effect
  26 - 40
  Spell affects the nearest character or creature, 
  if less than 30 feet away from the intended 
  target, else the spell is dispelled as above.
  41 - 55
  Spell affects the nearest character or creature, 
  if less than 10 feet away from the intended 
  target, else the spell is dispelled as above.
  56 - 70
  Spell overshoots target by 10-30 feet
  71 - 85
  Spell lands short about 10-30 feet away 
  from the target (or less if the caster is less 
  than 10 feet away from the target).
  86 - 100 
  Character manages to correct the 
  error in time, and the spell may effect 
  the actual intended target.
  Table - Willpower Failure
  If the character or creature triggering the spell succeeds 
  with his Willpower roll (or if he failed but managed 
  to correct his error in time), actual target may occur. 
  Mages never need to check their Willpower when using 
  a Magickal device, since they are attuned with Magick 
  and know how to target spells. Some particular or 
  powerful Magickal devices may give penalties to the 
  Willpower roll, due to their nature, but this is at the 
  Gamemaster’s discretion. For instance a Wand of Fire 
  will certainly try to target a Water Elemental before 
  any other available target, and will probably give a 
  non- Magick User a penalty to his Willpower roll.
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  300
  Partially Learnt Spells
  Optional Rules
  As an option the Gamemaster may require a Mage 
  attempting to cast a partially learnt spell to remember 
  the spell. The Mage ‘triggering’ the spell must remember 
  the exact secret formula, rune or word of command. The 
  chances are equal to an INT AR, modified by the level 
  of the spell as shown in Table – Spell Level Penalty.
  Spell Level 
  Penalty
  1 - 2 
  0%
  3 - 4 
  -5%
  5 - 6 
  -10% 
  7 - 8 
  -15%
  9 - 10 
  -20%
  11+ 
  -25%
  Table - Spell Level Penalty
  Reflection can improve chances of remembering, 
  by giving a bonus of +1% per minute spent 
  reflecting (or remembering) to a maximum +25%. 
  If pressed, the Mage can furiously try to remember 
  the formula, by expending 1 FP per minute. He 
  benefits by a bonus of +5% per minute to his 
  chances of remembering (maximum of +25%). A 
  remembering roll (or INT AR) may be made every 
  minute after the first try, until the Mage remembers 
  the exact formula. Whenever this happens, the Mage 
  may try to keep the formula in mind for as long 
  as 20 minutes if he has the skill Concentration.
  For every minute after the first he must make a 
  successful Concentration skill check to maintain the 
  formula in his mind. After 20 minutes, he cannot 
  maintain his concentration anymore on the same 
  formula and must start the process over again. 
  Remembering the exact formula of a given spell can 
  take as little time as five seconds (if the first roll is 
  successful without reflection) or precious minutes 
  for one who is under a great deal of pressure! If the 
  Mage does not have the skill Concentration, he may 
  still attempt to remember the formula using his 
  Intellect. An INT AR roll is required for each minute 
  with a cumulative penalty of –10%.  Once the 
  secret formula, rune or word of command has been 
  remembered, the caster may cast the spell. If the spell 
  is not remembered correctly and the caster continues 
  with the casting he suffers the chance of a Backfire 
  as detailed in Table – Severity of Spell Backfiring.
  Casting a spell through a Magickal device or item is 
  always successful, since the spell would be at MR 0 
  (or fully learnt) when being placed in the device (see 
  Enchanting Magickal Items). In other words, when the 
  caster uses a Magickal device, or when the caster has 
  fully learnt the spell, the casting is always successful.
  Meditation adds a +1% x ML chance per day spent 
  meditating, of correctly casting a spell that is not 
  learnt to MR 0. This enhancement is raised to + 2% 
  x ML per day if the Mage is fasting at the same time 
  (maximum 21 days of fasting) and does nothing else 
  whilst meditating. When meditating (and/or fasting) a 
  Mage may enhance a maximum of one unlearnt spell 
  per ML at the same time. Once an enhanced spell is 
  cast, the effect of Meditation is lost. Meditation can 
  take place either prior to any adventure or, if there is 
  time, during the actual adventure itself. This bonus 
  applies to the caster’s Method of Magick TSC%, which 
  he must roll against to successful cast the spell
  Resisting a Spell Effect
  Some spells, essentially those affecting mind, like 
  Charms or Illusions, may be resisted by the target. 
  These spells are shown in Chapter – Spells and each 
  spell states how it may be resisted. As a rule of thumb, 
  the Gamemaster should allow a Resisted Roll to any 
  living creature targeted by a spell effect which affects 
  mind, by trying to charm, command, lure, frighten, 
  hold, confuse, panic, or hallucinate its target.
  To make a Resisted Roll, the target must make a 
  Willpower TSC% - Caster’s Method of Magick PSF%. 
  An unmodified 1D100 roll of between 01- 05% is 
  always a success, and an unmodified die roll of 96%+ 
  is always a failure. If the Resisted Roll is successful, 
  the target is not affected by the spell effect, unless 
  otherwise specified in the spell description.
  Resisting Spells Optional Rules
  Saves can be reduced through Meditation and fasting, 
  or through the use of Mantra gestures, Chants, 
  etc. Meditation reduces saves against Commands 
  and Illusions spells and all spells that involve a 
  Willpower roll to resist. Such saves are reduced 
  by - 1% per day spent meditating on the spell, to 
  a maximum of -25%. This form of enhancement 
  is a ‘one-shot’ technique and a spell so enhanced 
  can be cast only once with such an advantage.
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  301
  Resisting Commands & Charms
  If the caster’s Second Attribute is either Appearance or 
  Bardic Voice, reduce the save percentages by -5% for 
  every 2 points the Attribute is over 14 (rounded up). 
  i.e. if the Attribute is 19, then the save percentage will 
  be reduced by 15% (19-14 = 5 / 2 = 3 rounded up) If 
  the caster uses a Mantra gesture, saves are reduced 
  by a further -5%. Only Hex Masters, Thaumaturges 
  and Enchanters are able to learn Mantras as part of 
  their Mode of Magick. The time to cast the spell as 
  a Mantra is increased, so therefore a Cantrip is cast 
  as a Hex, a Hex is cast like a Sorcery, both Sorcery 
  and Rituals take twice the normal amount of time.
  Resisting Illusions
  The use of smokes such as those produced by 
  burning incense, fogs against which an Illusion can 
  be projected, perfumes and essences to produces 
  mysterious odours, or cauldrons of steaming 
  brew reduces the chances of a save by -10%.
  Dancing or chanting reduce saves by a further -5%, but 
  only Shamen and Enchanters can use them as they are 
  automatically learnt as part of their Mode of Magick.
  Casting Spells Through A Magickal 
  Device
  Scrolls & Books
  1. 
  The caster must be able to read the book or 
  scroll at least fluently (TSC 65%+) and must 
  be successful with a Read Language skill roll. 
  The caster must then correctly read the trigger 
  phrase written on the parchment. The time taken 
  to cast the spell is as if the spell is a Cantrip. 
  2. 
  The basic chance of casting the spell through 
  a Magickal device is equal  to the Method of 
  Magick TSC% of the Magick User who wrote the 
  scroll or book. On a failure, the scroll or page is 
  discharged and the casting is unsuccessful.
  3. 
  If the spell is correctly cast, it now has to be 
  targeted to the victim (see Targeting a Spell). 
  Targeting chances are computed by taking into 
  account the TSC% of the Magick User who created 
  the scroll or book. Meditation cannot be used to 
  increase Targeting of a scroll, but if part of the target 
  was used as one of the Material Components then 
  the spell gains a bonus of +15% to Targeting TSC%.
  4. 
  If the target is successful, the victim may be entitled 
  to a try to save against the effects of the spell (see 
  Resisting a Spell Effect – Optional Rules). Victims 
  take into account the PSF% of the Magick User 
  who created the scroll or book but saves cannot 
  be reduced through Meditation and fasting.
  5. 
  Finally, if the victim fails his Save, he 
  will be affected by the spell.
  Other Devices
  1. 
  The caster must correctly remember the 
  formula, as explained previously.
  2. 
  If the caster knows the spell at MR 0 then the 
  casting is automatically successful. If the spell is not 
  at MR 0, it is considered ‘unlearnt’ and the caster 
  suffers from a penalty of -5% for each MR the spell 
  is above 0. Of course, this penalty automatically 
  applies to Non-Mages. The basic chance is equal to 
  the Method of Magick TSC% of the Mage who made 
  the device. On a failure, the casting is unsuccessful 
  but the item loses one charge x MR of the spell.
  3. 
  If the spell is correctly cast, it has now to be targeted 
  to the victim (see Targeting a Spell). Targeting 
  chances are computed by taking into account the 
  TSC% of the Magick User who created the device. 
  Meditation cannot be used to increase Targeting 
  of a Magickal device, but if part of the target was 
  used as one of the Material Components then the 
  spell gains a bonus of +15% to Targeting TSC%.
  4. 
  If the target is successful, the victim may be entitled 
  to a try to save against the effects of the spell (see 
  Resisting a Spell Effect – Optional Rules). 
  Victims take into account the PSF% of the Magick 
  User who created the Magickal device but saves 
  cannot be reduced through Meditation and fasting.
  5. 
  Finally, if the victim fails his Save, he 
  will be affected by the spell! 
  Commands and Charms cast through 
  Magickal Devices 
  If the caster’s Second Attribute is Bardic Voice and the 
  spell is cast through a Magickal device, then reduce 
  save percentages by -5% for every 2 points over 14. 
  i.e. if the Attribute is 17, then the save percentage will 
  be reduced by 10% (17 -14 = 3 / 2 = 2 rounded up). 
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  302
  Illusions cast through Magickal Devices
  When the spell is cast through a Magickal device, 
  the use of smokes such as those produced by 
  burning incense, fogs against which an Illusion can 
  be projected, perfumes and essences to produces 
  mysterious odours, or cauldrons of steaming brew 
  can reduce the chances of a save by -10%.
  Sign 
  Metal 
  Gem 
  Wood/Plant 
  Essence 
  Liquid 
  Skin 
  Bone / Teeth
  Aries 
  Iron 
  Diamond 
  Oak 
  Dragon’s 
  Blood 
  Blood 
  Sheep Ram
  Taurus 
  Copper 
  Emerald 
  Pine 
  Sage 
  Beer/Ale 
  Bull 
  Beaver
  Gemini 
  Mercury 
  Pearl 
  Willow 
  Lavender 
  Rain 
  Water 
  Deer
  Cancer 
  Silver 
  Moonstone 
  Lotus 
  Myrrh 
  Sea 
  Water 
  Dog Wolf
  Leo 
  Gold 
  Ruby 
  Sunflower 
  Frankincense 
  Blood 
  Lion 
  Salmon
  Virgo 
  Electrum 
  Sapphire 
  Palm 
  Horehound 
  Wine 
  Squirrel 
  Bear
  Libra 
  Copper 
  Opal 
  Yew 
  Mint 
  Sap 
  Hare 
  Dove
  Scorpio 
  Iron 
  Blue 
  Topaz 
  Oak 
  Belladonna 
  Spring Water 
  Leopard Snake
  Sagittarius 
  Brass 
  Amber 
  Poplar 
  Cloves 
  Milk 
  Horse 
  Horse
  Capricorn 
  Lead 
  Garnet 
  Ash 
  Patchoulli 
  Oil 
  Goose 
  Goat
  Aquarius 
  Tin 
  Amethyst 
  Elm 
  Pine River 
  Water 
  Otter 
  Dog
  Pisces 
  Bronze 
  Lapis Lazuli 
  Beech 
  Orchid 
  Lake Water 
  Seal 
  Ox
  Weight 
  0.1 lb 
  0.05 lb 
  1 lb 
  0.05 lb 
  0.1 lb 
  0.1 lb 
  0.1 lb
  The weights shown are the enchantment weights for 1 quantity of material. For the actual physical 
  weight per quantity refer to pages 248 - 254. e.g. An emerald has a physical weight of 1 ct. a tiny amount 
  in pounds per quantity which is equal to 0.05lb for the sake of working out enchantment wt.
  Table - Correspondences 
  Creating Magickal Items of Power
  Myriads of items can be created as Magickal Items 
  of Power. To simplify this we categorise items 
  into Simple Magickal Devices, Lesser Devices 
  of Power, Greater Devices of Power, Simple 
  Focuses, Lesser Focuses and Greater Focuses.
  The process of creating a Magickal device is 
  similar in most cases. First the Mage must research 
  the item he wishes to create. The time required 
  is shown in the Table - Magickal Devices. 
  Correspondences
  Table – Correspondences shows the various 
  materials, which form the correspondences for the 
  twelve astrological birth signs. To arrive at the 22 
  correspondences, which are required by a Magus in 
  many of the items created, such as a focus; he must 
  first take the seven correspondences for the birth sign 
  of the Magus. He must then take the correspondences 
  for the star sign either side of his own and to polarise 
  these 21 correspondences you require the gemstone 
  which corresponds to the birth sign 6 places away 
  from the mages own birth sign. The weights indicate 
  the minimum quantities required enabling the full 
  benefits of the 22 correspondences to come into play.
  At the end of this period the Mage must make 
  a successful Research roll (INT AR) to find out 
  if has acquired the knowledge as to what 
  materials are required to create the device. 
  The amount of materials required is determined 
  by the type of device being crafted and Table – 
  Magickal Devices – Materials shows the number 
  of different materials that are required.
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  303
  Magickal 
  Device 
  Powers
  Simple Device 
  Holds a single spell with limited 
  number of charges.
  Lesser Device 
  Able to hold more than one spell but 
  with a limited number of charges.
  Greater Device 
  Able to hold a number of spells 
  and with the ability to self-
  recharge its initial charges.
  Simple Focus 
  Adds +7% to the PSF of any 
  magickal ability and reduces Fatigue 
  costs in spell casting by -2 FP 
  (minimum cost is always 1 FP).
  Lesser Focus 
  Adds +13% to the PSF of any magickal 
  ability and reduces Fatigue cost 
  by half (minimum cost of 1 FP)
  Greater Focus 
  Adds +26% to the PSF of any 
  magickal ability and reduces Fatigue 
  cost to a quarter (minimum 1 FP)
  Table - Magickal Devices
  Item 
  221 
  Base2 
  Others3 
  Charges4
  Simple Device 
  No 
  4 
  3 
  ML x 4
  Lesser Device 
  No 
  7 
  6 
  ML x 13
  Greater Device 
  No 
  13 
  8 
  ML x 21
  Simple Focus 
  Yes 
  4 
  3 
  n/a
  Lesser Focus 
  Yes 
  7 
  6 
  n/a
  Greater Focus 
  Yes 
  13 
  8 
  n/a
  1The 22 represents the 22 correspondences 
  related to the birth sign of the creating Magus, 
  and to whether they are needed or not.
  2Base represents the number of base materials required 
  for the item. The types of base materials are listed under 
  Specific Items (qv) for some common forms of devices.
  3Others represents the number of other materials needed for 
  anointing or for inclusion in some manner as additional items.
  4Charges represents the base number of charges available, 
  1 charge is used each time the spell is activated.
  Table - Magickal Device Materials
  The steps to creating a Magickal Item are as follows:
  1. 
  If creating a focus the 22 correspondences are 
  assembled and fully enchanted to MR 0.
  2. 
  The base materials for the item are assembled 
  and are fully enchanted to MR 0.
  3. 
  The remaining materials are assembled 
  and fully enchanted to MR 0.
  4. 
  The base materials (and correspondences if needed) 
  are assembled into the item. This may require the 
  assistance of a Master craftsman (a craftsman who 
  has a PSF 50% or higher in a craft skill) who must 
  craft the item using the materials enchanted by 
  the Magus. If a craft roll should fail then there is 
  a 100 – (Crit Die x 10)% chance that one of the 
  materials may lose its enchantment. If the craft 
  roll was a Critical Failure all the materials will lose 
  their enchantment and require re-enchanting.
  5. 
  The item is then anointed or dusted with 
  the other materials as necessary.
  6. 
  If creating a Magick Device, the Mage then 
  empowers the device with the spells he wishes 
  it to contain. This involves the Mage reciting 
  the spell formula repeatedly for a period of (7 
  / ML) hours x the Spell MR for each spell. He 
  may spend no more than 10 hours reciting the 
  formula at any one time, and no more than 3 
  hours can separate the periods of recitation.
  7. 
  The Mage finally makes a roll against his Method of 
  Magick and compares the result to Table – Magick 
  Devices – Results. In this instance the Crit Die 
  should be rolled by the Gamemaster in secret.
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  304
  Success 
  with Crit 
  Die 
  Effects
  1 - 7 
  The spells have been successfully empowered.
  8 - 9 
  The device receives an additional 2 charges.
  10 
  The device receives an additional number 
  of charges equal to the Mages ML x 2
  Failure 
  with Crit 
  Die 
  Effects
  01 
  Although the spell is successfully 
  empowered into the device the 
  number of charges are halved.
  02 - 07
  The device fails to accept the spells 
  and Step 6 must be repeated.
  08 - 09
  The device is destroyed.
  10
  The device is cursed but appears as if a 
  success is rolled. When used the spell 
  acts against the wielder of the item.
  Table - Magickal Device Results
  Simple Devices
  These devices may hold a single spell up to MR 
  7. It holds a number of charges of that spell 
  up to 4 x ML of the Mage creating the item. 
  The device may be recharged as long as one 
  charge remains. This is achieved by repeating 
  Steps 6 and 7 in the creation process.
  Lesser Devices
  These devices may hold up to 13 spells with a total 
  of MR 21 with no spell having a MR of 7 or higher. 
  It holds a number of charges up to 13 x ML of the 
  Mage creating the item. The device may be recharged 
  as long as one charge remains. This is achieved by 
  repeating Steps 6 and 7 in the creation process.
  Greater Devices
  These devices may hold any amount of spells up to 
  a total MR of 21 x ML of the Mage creating the item, 
  with no MR limit to the spells placed in the device. 
  It holds a number of charges up to 21 x ML of the 
  Mage creating the item. The device may be recharged 
  as long as one charge remains. This is achieved by 
  repeating Steps 6 and 7 in the creation process.
  The Greater Device may also become an Artefact of 
  Power if the following is carried out. The Mage seeks 
  out a Diviner or uses the Divination skill himself to 
  determine when the stars are right. On a specific 
  day (as determined by the Gamemaster) the Mage 
  must make a skill roll against each Method of Magick 
  used in the placing of spells into the device. If the 
  roll fails the spells of that method fail until they can 
  be checked on the same day in a year’s time. If all 
  methods fail then the item cannot be used for a year.
  Once the mage succeeds with all methods the 
  device becomes self-recharging, and recharges at 
  the rate of 7 charges per day or 13 charges if item is 
  placed at a conjunction of lines of the Metaphysical 
  Current. On its ‘birthday’ it will recharge 13 charges 
  or 21 if placed at a conjunction of the current.
  Simple Focuses
  A Simple Focus is created in a similar manner to a simple 
  device with the exception that the 22 correspondences 
  of the Mage are incorporated. The 4 base materials 
  relate to the structure of the Focus, the remaining 3 
  materials must be personal to the Mage and cannot be 
  duplicated. Once these have been fully enchanted, the 
  focus is made and the enchanted 22 correspondences 
  are incorporated into the structure. The Mage must 
  spend 3 weeks constructing the device during which 
  time he becomes personally attuned to the device. Once 
  completed the mage receives the following benefits:
  • 
   A bonus of +7% to his Method of Magick PSF%.
  • 
  Fatigue costs for spells cast while using the focus 
  as an aid to targeting are reduced by –2 FP.
  • 
  A bonus of +5% to his Targeting TSC%
  • 
  The Simple Focus can store 3 x ML (the ML of the 
  Mage at the time of construction) in Spell MR’s, which 
  can be cast for the cost of 1 charge per Spell MR.
  • 
  The Simple Focus contains a number of charges 
  equal to the 3 x ML and recharges at 1 x ML 
  charges per week. In both instances the ML is 
  that of the Mage at the time of construction.
  If the Simple Focus is destroyed within 1,000 
  feet of the Mage, it results in the Mage having 
  to make a CON AR% check. If he fails he loses 
  all Fatigue and is stunned for 1D10 rounds. If he 
  succeeds he loses only half of his Fatigue.
  Without his focus the Mage suffers a penalty of -14% 
  to his PSF% when casting spells. This effect lasts for 3 
  months or until the Mage manufactures a new focus.
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  305
  Lesser Focuses
  The Lesser Focus is created by Mages with ML 3 or 
  more. The 7 base materials relate to the structure of 
  the Focus, the remaining 6 materials must have been 
  obtained by the Mage and not simply purchased. 
  Once these have been fully enchanted and the focus 
  is made, the enchanted 22 correspondences are 
  incorporated into the structure. The Mage must spend 
  7 weeks constructing the device commencing on his 
  birthday and aiming to end on the first Full moon 
  after the 7 weeks construction period has passed.
  During this time he becomes personally 
  attuned to the device. Once completed the 
  mage receives the following benefits:
  • 
  A bonus of +13% to his Method of Magick PSF%
  • 
  Fatigue costs for spells cast while using the 
  focus as an aid to targeting are halved.
  • 
  A bonus of +10% to his Targeting TSC%
  • 
  The Lesser Focus can store 7 x ML (the ML of the 
  Mage at the time of construction) in Spell MR’s, which 
  can be cast for the cost of 1 charge per Spell MR.
  • 
  The Lesser Focus contains a number of charges 
  equal to the 7 x ML and  recharges at 3 x ML 
  charges per week. In both instances the ML is 
  that of the Mage at the time of construction.
  If the Lesser Focus is destroyed within 1,000 
  feet of the Mage, it results in the Mage having 
  to make a CON AR% at a penalty of –13%. If he 
  fails he loses all Fatigue and is stunned for 1D10 
  minutes. If he succeeds he loses half his Fatigue.
  Without his focus the Mage suffers a penalty of -26% 
  to his PSF% when casting spells. This effect lasts for 7 
  months or until the Mage manufactures a new focus.
  Greater Focuses
  The Greater Focus is created by Mages with ML of 6 
  or more. The 13 base materials relate to the structure 
  of the Focus and the remaining 8 materials must have 
  been obtained by the Mage and not simply purchased. 
  These items must be obtained at the full or new 
  moon. Once these have been fully enchanted, and 
  the focus made, the enchanted 22 correspondences 
  are incorporated into the structure. The Mage must 
  spend 13 weeks carefully constructing the device 
  commencing on his birthday and adding 3 of the 
  correspondences at each full or new moon, exactly 
  at midnight, aiming to end on the first Full moon 
  after the 13 weeks construction period has passed.
  During this time he becomes personally 
  attuned to the device. Once completed the 
  mage receives the following benefits:
  • 
  A bonus of +26% to his Method of Magick PSF%
  • 
  Fatigue costs for spells cast while using the 
  focus as an aid to targeting are quartered.
  • 
  A bonus of +15% to his Targeting TSC%
  • 
  The Greater Focus can store 13 x ML (the ML of the 
  Mage at the time of construction) in Spell MR’s, which 
  can be cast for the cost of 1 charge per Spell MR.
  • 
  The Greater Focus contains a number of charges 
  equal to the 13 x ML and recharges at 1 x ML 
  charges per day. In both instances the ML is 
  that of the Mage at the time of construction.
  If the Greater Focus is destroyed within 1,000 
  feet of the Mage, it results in the Mage having 
  to make a CON AR% at penalty of –26%. If he 
  fails he loses all Fatigue and is stunned for 2D10 
  minutes. If he succeeds he loses half his Fatigue.
  Without his focus the Mage suffers a penalty of -42% 
  to his PSF% when casting spells. This effect lasts for 13 
  months or until the Mage manufactures a new focus.
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  306
  Specific Items
  The majority of Magickal devices are crafted into every 
  day items such as rings, amulets, crown, staffs, rods etc. 
  The base materials for these items  can be as follows:
  Jewellery (Amulets, Brooches etc.)  
  Precious metals
  Rings  ...........................................................................Metals
  Staffs  ...........................................................................Woods
  Rods  ...........................................................Wood and metals
  Wands  .......................................................................... Wood
  Crowns  .........................................................Precious Metals
  Other items can be produced with the base 
  materials being agreed upon with the Gamemaster. 
  An example could be a Gauntlet of Berserking 
  with leather (skins) as the base material.
  Potions
  For potions the base materials should be liquids, which 
  are combined within a receptacle, usually of a pure 
  noble metal such as gold or silver. The other materials 
  may consist of any other materials, which are crushed 
  into fine powders and then added to the liquid.
  This mixture is then heated on a slow heat for 7 
  days to combine the mixture and fully enchanted. 
  The number of doses that may be created is equal 
  to the number of charges divided by the total 
  MR of the spell or spells contained in the potion. 
  Potions may contain combination spells. 
  Scrolls
  A scroll requires two sets of base materials. The first 
  material is of course the parchment or vellum upon 
  which the spell will be inscribed. Scrolls may only 
  contain one spell with the type of scroll dictating 
  the level of power of spell the scroll can contain.
  Simple scrolls may carry a spell with a MR of 1 to 3, 
  Lesser Scrolls a spell of MR 4 to 7 and only Greater scrolls 
  may carry a spell of MR 8+ or combination spells.
  The scroll material is fully enchanted and sprinkled with 
  the fine dust of gems relating to the Method of Magick 
  of the spell. Simple scrolls require the dust of 1 gem, 
  Lesser scrolls need 2 gems and Greater scrolls need 3 
  gems. These gems form part of the base materials. 
  The spell is then inscribed upon the scroll using a quill, 
  selected for the purpose and enchanted. The ink used is 
  made from the remaining base materials, which must be 
  liquids. To this liquid is added the remaining enchanted 
  materials, which have been crushed or powdered. These 
  materials should be related to the spell in some way.
  A Calligraphy & Illumination skill roll is required while 
  inscribing the spell, a failure means the scroll is spoilt 
  and the process must be started from scratch. A 
  Critical Failure results in the spell triggering with the 
  scroll being the point of origin. The time to inscribe 
  the scroll is 1 hour x MR of the spell (or total MR if 
  a combination spell). The mage also expends the 
  normal amount of Fatigue for casting the spell while 
  transcribing the spell formula onto the scroll.
  The wording of the spell once inscribed merges into 
  the parchment or vellum, leaving a single phrase 
  upon the surface that may be read. This is the trigger 
  phrase of the spell and when read aloud triggers 
  the spell. As a result, a scroll is always discharged as 
  a cantrip, with only the trigger phrase required.
  This can be as little as one word or as much as a 
  whole sentence. Once triggered the wording fades 
  and the scroll crumbles to dust. Until activation 
  the scroll to all intents and purposes does not 
  decay, but can be destroyed by fire or water or 
  other damaging elements such as acid.
  If a scroll is found, it is necessary to divine the properties 
  of the scroll to identify the spell inscribed, as each Mage 
  uses an individual trigger phrase for a spell. Once the 
  spell is known the spell can be cast providing the Mage 
  (or even a Non-mage) can read the script used. It is 
  possible for a Mage to ‘transfer’ the spell to their spell 
  book if the spell is unknown. If this is done the spell 
  inscription will appear in the spell book but the Mage 
  will not be able to cast it until the spell has been learned. 
  (In this instance the spell book acts as a learning aid.)
  Spell Books And Other Texts
  Spell Texts
  Many Modes of Magick require or find useful the 
  writing down of spell formulae, be it in a book or on 
  a tree using oghams. Each spell will require one page 
  per MR of the spell, after any modifications for the 
  mode. A spell written for one specific mode is useless 
  to another. However the whole spell text (i.e. all spells 
  contained in the text) may be used as a reference text 
  for reproducing any of the spells in the spell book, 
  any other spells being used for cross referencing.
  If the Mage has not learned the spell fully (i.e. 
  enchanted it to MR 0) he may  read the spell from 
  the book, this doubles the time required to cast 
  the spell but means the spell is automatically cast 
  as if he had learnt it fully. Naturally the mage must 
  have a spell fully learned to be able to scribe it.
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  307
  Grimoires
  A grimoire is used to store the names and information 
  on specific individual demons rather than a 
  broad type, each individual demon is considered 
  a separate grimoire, though many grimoires are 
  typical bound together in one book. Grimoires will 
  normally require one page for an imp, ten pages 
  for Malebrance, one hundred pages for the powers 
  and principalities and 50 pages for other demons.
  The information required to write a grimoire 
  typically requires a great deal of research on top 
  of the time it takes to write the book. Normally 
  this is one day per page worth of research.
  To find out whether the research in the grimoire is 
  correct, a successful roll against Demon Lore less the 
  number of pages used for the particular “creature” is 
  necessary for each entry. If the roll is a Critical Success 
  the information is completely accurate and any 
  bonuses normally given by the grimoire are doubled.
  A failed roll means that the book contains inaccuracies 
  that make it useless as a grimoire, although the 
  user does not know this until it is too late. A Critical 
  Failure leads to misinformation being included 
  (typically spread by the demons themselves), 
  using the grimoire will alert the demon and be 
  considered an invitation to possess the mortal.
  Using a grimoire gives a bonus of +50% to the 
  user’s PSF% and +1 to the Crit Die to spells which 
  effect the demon and to target the demon, if 
  the book is used in conjunction with any spell. 
  However, the spell will take at least ten minutes 
  per page of the book to cast. Typically grimoires 
  are used to summon and bind the daemon.
  Treatises
  Treatises are similar to reference texts for Magickal 
  research except that they are required to research 
  spells rather than simply giving a bonus. Each 
  treatise is written for a specific Mode and Method 
  of Magick and is unusable for a different method or 
  even the same method but in a different mode.
  A treatise requires 100 pages per base MR of the 
  spell being researched (base MR being the MR before 
  the mode bonuses and penalties are applied).
  A treatise can be used to research any spell of the 
  relevant method and mode up to the maximum 
  base MR the book was written for. The maximum 
  number of pages a magus may write in a treatise is 
  equal to his ML x TSC% in the relevant method.
  Advanced Rules (Optional)
  For those players who desire a more in depth approach 
  to spell casting we offer the following additional rules.
  Channelling
  The Magus uses the process of Channelling to 
  draw upon others to boost their Fatigue when 
  casting high cost spells. It may be used upon 
  both willing and unwilling participants.
  The receiving mage must cast the Channelling spell 
  (see Common Spells in Chapter – Spells) upon each 
  participant. If the participant has volunteered through 
  his own free will the spell is not be resisted and receives 
  a +10% bonus to the TSC% of the spell. Participants 
  who are unwilling to give of their energy may make a 
  DIS AR or Willpower skill check. If successful the Mage 
  receives a negative modifier of –10% to his TSC% (-20% 
  if the CON AR or Willpower roll was a Critical Success).
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  308
  Casting Spell Formulas
  The time may come when a Mage wishes to cast a 
  complex formula spell. This occurs when a Mage has 
  built up a string of inter linked spells over a period of 
  time. He must first cast the spell Prepare Combination 
  which allows the Mage to begin stacking his spells. 
  Combination spells may only contain fully learnt spells.
  The initial spell in the combination dictates the 
  Method of Magick used for the final casting. 
  Combination spells are never automatic, and receive 
  a negative modifier of 3% per spell incorporated 
  into the formula, to a maximum of 21%. If spells of 
  different Methods are included into the formula, 
  using the Link spell, then there will be a negative 
  modifier of 7% per method above the first.
  These combination spells involve the Mage spending 
  days casting the spells into the formula. At the 
  moment the Mage is satisfied that the combination 
  is complete, he closes the formula with the Trigger 
  spell. This ‘trigger’ may contain the following:
  Trigger Now: The spell(s) discharge 
  immediately the formula is closed. These 
  are cast as if they were the following:
  Word of Guard Up to 3 spells in combination
  Cantrip 4 – 7 spells in combination
  Hex 8 – 13 spells in combination
  Sorcery More than 13 spells in combination
  Hold Trigger: The spell(s) are delayed until the Magus 
  wishes the effect to occur. This enables him to expend 
  the required FP over a period of time instead of all 
  at once. The Trigger must include a formula which 
  the Mage must remember to be able to cast. These 
  spells are cast the same as ‘Trigger Now’ spells
  Trigger when: The spell(s) will discharge when the 
  conditions set down by the Magus are fulfilled. 
  These spells always activate as if a Word of Guard.
  Arm/Disarm: The Magus can temporarily disarm 
  a conditional Trigger on the spell(s) to allow him 
  (and companions) to pass safely by etc. Then can 
  rearm the spell to trigger conditionally. These 
  trigger effects require the Mage to remember the 
  trigger formula and recite aloud as if a cantrip.
  Storing Spells
  One of the other abilities a Mage may have is the ability 
  to store spells in mundane (unenchanted) materials. 
  This is accomplished, by the Mage casting a spell, or 
  combination spell, into a mundane artefact along with 
  a trigger spell. This allows the mundane artefact to be 
  thrown, or left in a particular area awaiting the trigger 
  conditions to be met. When the trigger spell activates, 
  the casting mage must make his targeting roll. 
  The duration of the spell within such an item is 1 
  day per ML. After half of this time (round down) 
  has elapsed the spell begins to dissipate, giving a 
  cumulative negative modifier of 5% per day elapsed, 
  commencing the day the spell was first cast.
  Example: A Mage of ML 7 cast a spell into a rock, after 
  3 days the spell would begin to dissipate. On day 4 
  the negative targeting modifier would be -20%.
  Example: A Mage of ML 7 wishes to cast a MR 4 
  spell into a rock. To do this he would require (4 / 7) 
  x 1 = 0.6 lb or a large pebble. He could use other 
  materials, as long as the total weight was 0.6 lb.
  The minimum amount of mundane material able to 
  store a spell is equal to the following formula: Spell 
  MR / Mage ML x 1 lb (round up to the nearest 0.1 of 
  a lb) Spell effects on such mundane items may be 
  stripped from the material if thrown into Circles of 
  Protection. If the Circle of Protection would normally 
  stop a spell of the same method of the spell stored on 
  the mundane material, then the spell effect is “washed” 
  from the material. Only fully enchanted materials retain 
  their spells when thrown into Circles of Protection.
  Casting Times
  If the Gamemaster allows, then revised timings 
  may be permitted. The basic AP cost can be 
  altered by 1 or 2 Action Points. This may increase 
  or decrease the casting times and may be applied 
  to each spell at the Gamemaster’s discretion.
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  309
  Spell
  MR
  Fat
  Casting
  Rng
  Dur
  Page
  Prerequisite
  Common Method Spells
  Link
  1
  1
  Cantrip
  10’ x ML
  Till cast
  315
  Extend
  3
  Var
  Cantrip
  -
  -
  315
  Prepare Combination
  1
  2
  Instant (5 Sec)
  10’ x ML
  2 Days x ML
  315
  Trigger
  3
  5
  Instant (5 Sec)
  100’ x ML
  Var
  316
  Common Elemental Control Spells
  Detach Element
  1
  2
  Cantrip
  -
  -
  317
  Affix Element
  1
  2
  Cantrip
  -
  -
  317
  Accelerate Element
  2
  3+
  Cantrip
  -
  -
  317
  Slow Element
  2
  4
  Cantrip
  -
  -
  318
  Dispel Element
  4
  7
  Cantrip
  -
  -
  318
  Basic Magick Air
  Create / Command Air
  2
  3
  Cantrip
  -
  -
  318
  Remove Air
  2
  2+
  Hex
  100’ x ML
  15 Seconds x Volume
  319
  Concentrate Air
  3
  3 +
  Sorcery
  20’ x ML
  1 Min X Vol
  319
  Diffuse Air
  2
  3+
  Sorcery
  20’ x ML
  5 Sec x Vol
  320
  Warm / Cool Air
  1
  2
  Sorcery
  100’ x ML
  1 min per 3 deg
  320
  Puff
  2
  4
  Cantrip
  10’ x ML
  Instant
  320
  Airwall
  4
  5+
  Sorcery
  10’ x ML
  3 min x ML
  320
  Airbolt
  4
  7
  Cantrip
  25’ x ML
  Instant
  321
  Air Beam
  4
  6+
  Hex
  50’ x ML
  Instant
  321
  Air Ram
  7
  9
  Sorcery
  25’ x ML
  Instant
  321
  Mist & Fog
  2
  3+
  Hex
  500’ x ML
  10 min x ML
  322
  Clouds & Rain
  2
  Spec
  Ritual
  Sight
  15 min x ML
  322
  Dust Devils
  4
  5
  Sorcery
  100’ x ML
  1 min x ML
  323
  Tornado
  10
  9
  Ritual
  250’ x ML
  5 min x ML
  323
  Lightning Dart
  4
  6
  Cantrip
  35’ x ML
  Instant
  324
  Lightning Bolt
  6
  8
  Hex
  100’ x ML
  Instant
  324
  Thunderbolt
  9
  11
  Sorcery
  250’ x ML
  Instant
  324
  Basic Magick Earth
  Create / Command Earth
  2
  3+
  Cantrip
  -
  Permanent
  325
  Remove Earth
  2
  3
  Ritual
  10’ x ML x Density
  30 sec x Density
  325
  Concentrate Earth
  2
  3+
  Ritual
  10’ x ML
  20 min x Density / ML
  327
  Diffuse Earth
  2
  5
  Ritual
  10’ x ML x Density
  20 min x Density / ML
  327
  Warm / Cool Earth
  2
  4 per
  Sorcery
  10’ x ML
  Spec
  327
  Puff of Dust
  4
  7
  Cantrip
  10’ x ML
  Instant
  328
  Sand Blast
  5
  8+
  Cantrip
  50’ x ML
  Instant
  328
  Shower of Stones
  2
  3+
  Ritual
  10’ x ML
  20 min x Density / ML
  328
  Scorpion’s Strike
  10
  15
  Sorcery
  125’ x ML
  Instant
  328
  Battering Ram
  2
  12
  Sorcery
  50’ x ML
  Instant
  329
  Wall
  2
  Spec
  Sorcery
  10’ x ML
  15 seconds for 100’
  329
  Sheet
  2
  Sorcery
  10’ x ML
  15 seconds for 100’
  329
  Landslide
  3
  Var
  Sorcery
  50’ x ML
  Instant
  330
  Quake
  10
  Spec
  1/4 mile x ML
  Instant
  330
  Basic Magick Fire
  Natural Fire
  2
  Spec
  Cantrip
  10’ x ML
  Fuel
  332
  Magick Fire
  4
  Spec
  Sorcery
  10’ x ML
  Spec
  332
  Create or Command Natural Fire
  Salamander Fire
  4
  Spec
  Sorcery
  10’ x ML
  Spec
  332
  Create or Command Magick Fire
  Dragon Fire
  10
  Spec
  Sorcery
  10’ x ML
  Spec
  335
  Create or Command Salamander Fire
  Warm / Cool Fire
  2
  4 per
  Sorcery
  10’ x ML
  Spec
  335
  Remove Fire
  3
  3+
  Sorcery
  10’ x ML
  5 seconds x Level
  335
  Fuel the Flames
  7
  Spec
  Sorcery
  10’ x ML
  Spec
  336
  Create Smoke
  3
  Spec
  Sorcery
  100’ x ML
  5 min x ML
  337
  Create or Command Natural Fire
  Intensify Fire
  3
  Spec
  Sorcery
  10’ x ML
  5 seconds x ML
  337
  Flame Wall
  3
  2+
  Sorcery
  10’ x ML
  Per Type of Fire
  337
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  310
  Spell
  MR
  Fat
  Casting
  Rng
  Dur
  Page
  Prerequisite
  Create Noxious Fumes
  7
  Spec
  Sorcery
  50’ x ML
  Spec
  338
  Create Smoke
  Acrid Smoke
  2 per
  15 seconds x ML
  338
  Sulphurous Fumes
  3 per
  10 seconds x ML
  338
  Deadly Vapours
  4 per
  5 seconds x ML
  338
  Sulphur & Brimstone
  Spec
  5 seconds x ML
  338
  Create or Command Magick Fire
  Fire Arrows
  Var
  Var
  Cantrip
  50’ x ML
  Instant
  339
  Jets of Flame
  Var
  Var
  Sorcery
  75’ x ML
  Instant
  340
  Fire Ball
  Var
  Var
  Sorcery
  100’ x ML
  Instant
  340
  Basic Magick Water
  Create / Command Water
  2
  3+
  Sorcery
  50’ x ML
  30 seconds per volume
  340
  Remove Water
  2
  3+
  Sorcery
  50’ x ML
  1 min per Volume
  340
  Warm / Cool Water
  2
  3+
  Sorcery
  50’ x ML
  5 seconds x Temp Change
  341
  Wall of Water
  3
  5
  Hex
  10’ x ML
  5 min x ML
  341
  Sheet of Water
  3
  5
  Hex
  10’ x ML
  5 min x ML
  342
  Mist & Fog
  2
  5+
  Hex
  500’ x ML
  10 min x ML
  342
  Clouds & Rain
  2
  Spec
  Ritual
  Sight
  15 min x ML
  342
  Flood
  5
  8
  Ritual
  250’ x ML
  7 min x ML
  342
  Spray
  3
  5
  Hex
  10’ x ML
  Instant
  343
  Jet
  5
  9
  Hex
  25’ x ML
  Instant
  343
  Water Bomb
  7
  13
  Sorcery
  25’ x ML
  15 seconds x ML
  343
  Water Ram
  9
  11
  Sorcery
  5’ x ML
  15 seconds x ML
  344
  Ice Arrows
  6
  9+
  Cantrip
  75’ x ML
  Instant
  344
  Javelins of Ice
  7
  11
  Cantrip
  10’ x ML
  Instant
  344
  Ice Storm
  9
  8
  Sorcery
  25’ x ML
  Instant
  344
  Ice Bomb
  5
  7
  Sorcery
  100’ x ML
  Instant
  345
  Arcane Magick
  Recharge
  4
  7
  Sorcery
  Touch
  Instant
  345
  Wizards Seal
  4
  7
  Ritual
  5’ x ML
  Instant
  346
  The Seal of Suleiman 
  the Magnificent
  10
  16
  Ritual
  5’ x ML
  Until Dispelled
  346
  Arcane Cloak
  4
  7+
  Sorcery
  Touch
  15 seconds x ML
  346
  Arcane Wall
  6
  9+
  Sorcery
  5’ x ML
  15 seconds x ML
  346
  Arcane Shield
  5
  8
  Sorcery
  Self
  Until Dispelled
  346
  Knock
  2
  3
  Cantrip
  Touch
  60 seconds - (5 x ML)
  347
  Arcane Key
  3
  5
  Hex
  Touch
  60 seconds - (5 x ML)
  347
  Knock
  Astral Key
  4
  7
  Sorcery
  Touch
  60 seconds - (5 x ML)
  347
  Arcane Key
  Wizard’s Key
  7
  11
  Sorcery
  Touch
  60 seconds - (5 x ML)
  347
  Astral Key
  Dazzle
  1
  2
  Hex
  10’ x ML
  15 Seconds x ML
  347
  Eldritch Light
  1
  2
  Hex
  Touch
  1 hour x ML
  347
  Eldritch Area Light
  3
  5
  Sorcery
  Touch
  1 hour x ML
  347
  Eldritch Light
  Eldritch Area Sunlight
  4
  7
  Sorcery
  Touch
  1 hour x ML
  348
  Eldritch Area Light
  Sunburst
  6
  9
  Sorcery
  Self
  Instant
  348
  Dispel Night
  6
  9
  Sorcery
  Self
  30 min x ML
  348
  Eldritch Area Sunlight
  Darkness
  2
  4
  Sorcery
  10’ x ML
  5 min x ML
  348
  Shadowcast
  2
  4
  Hex
  10’ x ML
  5 min x ML
  348
  Darkness
  Cloak of Shadows
  3
  5
  Sorcery
  Touch
  10 min x ML
  348
  Shadowcast
  Darkness of the Pit
  4
  7
  Hex
  10’ x ML
  10 min x ML
  349
  Shadowcast
  Area Darkness
  6
  10
  Ritual
  50’ x ML
  10 min x ML
  349
  Darkness of the Pit
  Dispel Darkness
  3
  Var
  Sorcery
  100’ x ML
  full in 30 seconds
  349
  Portals to the Shadow World
  The Shining Path
  4
  7
  Ritual
  50’
  30 min+
  349
  Invisibility
  4
  7
  Sorcery
  Self
  3 min x ML
  349
  The Shining Path
  Spirit Walker
  3
  5
  Ritual
  Self
  1D10 Hours
  350
  Phase
  7
  7
  Sorcery
  Self
  1 min x ML
  350
  Spirit Walker
  Teleport Lesser
  6
  9+
  Ritual
  10 miles x ML
  Instant
  350
  Phase
  Teleport Greater
  8
  13+
  Ritual
  10 miles x ML
  Instant
  350
  Teleport Lesser
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  311
  Spell
  MR
  Fat
  Casting
  Rng
  Dur
  Page
  Prerequisite
  Teleportal
  7
  11
  Sorcery
  50 miles x ML
  1 min - 7 hours
  351
  Teleport Lesser
  Astral Gate
  9
  14
  Ritual
  500 miles x ML
  1 min - 7 hours
  351
  Teleportal
  Eldritch Servants
  Shadow Beast
  5
  8 per
  3 x Ritual
  -
  Until Destroyed
  351
  Spectral Servant
  9
  15 per
  7 x Ritual
  -
  Until Destroyed
  352
  Shadow Beast
  Eldritch Missiles
  Shadow Arrows
  2
  4+
  Hex
  90’ x ML
  15 seconds
  352
  Shadow Bolt
  4
  8
  Sorcery
  60’ x ML
  15 seconds
  352
  Shadow Bomb
  6
  11
  Sorcery
  50’ x ML
  15 seconds
  352
  Command Magick
  Sleep
  1
  2
  Cantrip
  10’ x ML
  3 min x ML
  353
  Greater Sleep
  4
  7
  Hex
  25’ x ML
  3 min x ML
  353
  Area Sleep
  3
  5
  Sorcery
  25’ x ML
  3 min x ML
  353
  Sleep
  Greater Area Sleep
  5
  9
  Hex
  50’ x ML
  3 min x ML
  353
  Greater Sleep
  Enchanted Sleep
  7
  11
  Sorcery
  50’ x ML
  until awakened
  354
  Greater Sleep
  Sleep into the Ages
  9
  14
  7 x Ritual
  Touch
  until awakened
  354
  Enchanted Sleep
  Mass Charm
  6
  10
  Ritual
  Var
  Var
  354
  Greater Charm Person
  Charm Small Animal
  1
  2+ 1 per
  Cantrip
  25’ x ML
  3 min x ML
  355
  Charm Large Animal
  2
  3
  Sorcery
  25’ x ML
  3 min x ML
  355
  Charm Small Predator
  2
  3 +3 per
  Hex
  25’ x ML
  3 min x ML
  355
  Charm Large Predator
  3
  5 +4 per
  Sorcery
  25’ x ML
  3 min x ML
  355
  Charm Person
  4
  6 +5 per
  Ritual
  25’ x ML
  3 min x ML
  356
  Greater Charm Person
  5
  9
  Ritual
  50’ x ML
  Spec
  356
  Hold Small Animal
  2
  3 +1per
  Cantrip
  25’ x ML
  15 seconds x ML
  356
  Hold Large Animal
  3
  5 +2per
  Cantrip
  25’ x ML
  15 seconds x ML
  356
  Hold Small Predator
  3
  5 +2 per
  Cantrip
  25’ x ML
  15 seconds x ML
  357
  Hold Large Predator
  4
  5 +3 per
  Cantrip
  25’ x ML
  15 seconds x ML
  357
  Hold Person
  4
  6 +3 per
  Cantrip
  25’ x ML
  45 seconds
  357
  Hold Enchanted Beast
  4
  7 +3 per
  Hex
  25’ x ML
  45 seconds
  357
  Hold Enchanted Being
  5
  8 +5 per
  Cantrip
  25’ x ML
  30 seconds
  357
  Hold Lesser Undead
  4
  7 +3 per
  Hex
  50’ x ML
  45 seconds
  357
  Hold Greater Undead
  7
  11 +7 per
  Hex
  50’ x ML
  45 seconds
  357
  Hold Lycanthrope
  6
  9 +4 per
  Cantrip
  50’ x ML
  45 seconds
  357
  Suggestion
  2
  4
  Sorcery
  25’ x ML
  10 min max
  358
  Mesmerise
  3
  6
  Sorcery
  5’ x ML
  Var
  358
  Suggestion
  Necromantic Bindings
  3
  5
  Ritual
  25’ x ML
  Spec
  359
  Command Small Animal
  3
  6 +1 per
  Cantrip
  25’ x ML
  5 min x ML
  359
  Command Large Animal
  4
  7 +2 per
  Cantrip
  25’ x ML
  5 min x ML
  359
  Command Small Predator
  5
  8 +2 per
  Cantrip
  25’ x ML
  5 min x ML
  359
  Command Large Predator
  5
  9 +3 per
  Hex
  25’ x ML
  5 min x ML
  359
  Command Person
  5
  9 +4 per
  Cantrip
  25’ x ML
  5 min x ML
  360
  Command Enchanted Beast
  6
  10 +7 per
  Cantrip
  25’ x ML
  5 min x ML
  360
  Command Enchanted Being
  7
  11 +5 per
  Sorcery
  25’ x ML
  5 min x ML
  360
  Command Lesser Undead
  6
  9 +5 per
  Sorcery
  25’ x ML
  5 min x ML
  360
  Command Greater Undead
  9
  15 +7 per
  Sorcery
  25’ x ML
  5 min x ML
  360
  Command Lycanthrope
  8
  13 +4 per
  Sorcery
  25’ x ML
  5 min x ML
  360
  Geas
  10
  16
  Ritual
  10’ x ML
  Till Complete
  361
  Fear
  4
  7
  Sorcery
  20’ + 2 x ML r
  3 min x ML
  361
  Cowardice
  4
  7
  Sorcery
  25’ x ML
  45 seconds x ML
  362
  Confusion
  5
  8
  Sorcery
  20’ + 2 x ML r
  44 Seconds x ML
  362
  Bravery
  5
  8
  Sorcery
  25’ x ML
  45 seconds x ML
  362
  Infatuation
  3
  5
  Sorcery
  Touch
  3 hours x ML
  362
  Love
  5
  8
  Ritual
  Touch
  7 days x ML
  363
  Dislike
  3
  5
  Sorcery
  Touch
  3 hours x ML
  363
  Hate
  5
  8
  Ritual
  Touch
  7 days x ML
  363
  Berserker Rage
  6
  10
  Sorcery
  25’ x ML
  45 seconds x ML
  363
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  312
  Spell
  MR
  Fat
  Casting
  Rng
  Dur
  Page
  Prerequisite
  Forgetfulness
  8
  13
  Sorcery
  25’ x ML
  1 day x ML
  364
  Muscle Spasm
  3
  4
  Cantrip
  25’ x ML
  15 seconds x ML
  364
  Clumsiness
  3
  4
  Cantrip
  25’ x ML
  15 seconds x ML
  364
  Deafen
  6
  9
  Sorcery
  50’ x ML
  45 seconds x ML
  364
  Blind
  7
  11
  Sorcery
  50’ x ML
  45 seconds x ML
  365
  Stun
  8
  13
  Sorcery
  50’ x ML
  15 seconds x 1D10
  365
  DIE
  10
  21
  Sorcery
  25’ x ML
  Spec
  365
  Divination Spells
  Detect Hidden Door
  2
  4
  Sorcery
  1’ x ML
  60 min / ML
  365
  Detect Hidden Object
  1
  3
  Cantrip
  10’ x ML
  60 min / ML
  365
  Detect Life
  2
  4
  Hex
  20’ x ML
  7 min x ML
  366
  Detect Supernatural
  3
  5
  Sorcery
  20’ x ML
  7 min x ML
  366
  Detect Astral Being
  3
  7
  Sorcery
  10’ x ML
  7 min / ML
  366
  Detect Magick
  1
  3
  Cantrip
  10’ x ML
  7 min / ML
  366
  Detect Illusions
  2
  4
  Ritual
  10’ x ML
  1 min x ML
  366
  Detect Invisible
  3
  6
  Ritual
  10’ x ML
  1 min x ML
  366
  Detect Observation
  2
  4
  Ritual
  20’ x ML
  30 min x ML
  367
  Detect Evil
  3
  5
  Ritual
  5’ x ML
  1 min x ML
  367
  Detect Enemies
  3
  5
  Ritual
  10’ x ML
  1 min x ML
  367
  Detect Metal
  3
  8
  Ritual
  5’ x ML
  1 hour
  367
  Detect Water
  3
  6
  Ritual
  5’ x ML
  1 hour
  367
  Detect Tracks
  2
  4
  Ritual
  10’ x ML
  60 min / ML
  367
  Detect Traps
  3
  6
  Ritual
  5’ x ML
  10 min / ML
  368
  Find the Path
  3
  5
  Ritual
  10’ x ML
  30 min / ML
  368
  Scry the Imminent
  2
  4
  Ritual
  1 mile x ML
  10 min x ML
  368
  Scry (Distance) From Afar
  4
  7
  Ritual
  10 miles x ML
  10 min x ML
  368
  Scry (Distance) The Land
  6
  9
  Ritual
  100 miles x ML
  20 min x ML
  368
  Scry (Distance) Ends of the Earth
  7
  12
  Ritual
  1,000 miles x ML
  30 min x ML
  368
  Prophecy
  1
  3 +
  Ritual
  1,000 miles x ML
  30 min x ML
  369
  The Sight of the Unicorn
  2
  4
  Hex
  5’ x ML
  1 min x ML
  369
  True Sight
  9
  14
  Hex
  10’ x ML
  1 min x ML
  369
  Illusions Spells
  Detect Illusions
  1
  3
  Cantrip
  10’ x ML
  3 min x ML
  370
  Dispel Illusions
  1
  Spec
  Spec
  10’ x ML
  Instant
  370
  Spells cast with < 30 PSF%
  Dispel Phantasmals
  7
  Spec
  Spec
  10’ x ML
  Instant
  370
  Dispel Illusion
  Illusionary True Sight
  7
  11
  Sorcery
  Touch/Self
  1 min x ML
  370
  Blurred Image
  1
  3
  Hex
  Touch/Self
  45 seconds x ML
  371
  Blurred Script
  2
  4
  Ritual
  Touch
  Permanent
  371
  Project Image
  4
  7
  Hex
  Self
  1 min x ML
  371
  Faerie Gold
  2
  4
  Hex
  Touch
  1 day x ML
  371
  Lesser Illusion
  2
  4
  Hex
  10’ x ML
  1 min x ML
  371
  Greater Illusion
  5
  9
  Sorcery
  10’ x ML
  3 min x ML
  371
  Faerie Glamour
  6
  13
  Sorcery
  Touch
  12 hours x ML
  371
  Sleight of Hand
  1
  3
  Cantrip
  Self
  1 trick
  372
  Disguise
  2
  4
  Hex
  Touch/Self
  10 min x ML
  372
  Greater Disguise
  4
  6
  Sorcery
  Touch/Self
  1 hour x ML
  372
  Cloak Self
  3
  6
  Sorcery
  Self
  10 min x ML
  372
  Delusion
  2
  4
  Hex
  10’ x ML
  45 seconds x ML
  372
  Diminish
  2
  4
  Hex
  10' x ML
  45 seconds x ML
  372
  Grow
  2
  4
  Hex
  10' x ML
  45 Seconds x ML
  372
  Places of Mystery
  5
  9
  Sorcery
  10’ x ML
  1 day x ML
  373
  Illusory Landscape
  7
  12
  Ritual
  100’ x ML
  1 day x ML
  373
  Phantasmal Landscape
  8
  13 per
  3 x Ritual
  1,000’ x ML
  1 day x ML
  373
  Shadow Lands
  9
  15 per
  7 x Ritual
  2,000’ x ML
  3 days x ML
  373
  Phantasmal Weather
  6
  10
  Ritual
  1,000’ x ML
  10 min x ML
  373
  Djinn Creation
  10
  15 per
  7 x Ritual
  100’
  Until Dispelled
  373
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  313
  Spell
  MR
  Fat
  Casting
  Rng
  Dur
  Page
  Prerequisite
  Shadow Missiles
  373
  Shadow Monsters
  Shadow Monster
  6
  10
  Sorcery
  10’ x ML
  Engagement
  374
  Phantasmal Monster
  8
  13
  Sorcery
  10’ x ML
  Engagement
  374
  Spectral Monster
  9
  14
  Sorcery
  10’ x ML
  Engagement
  374
  Plant Magick
  Demeter’s Touch
  1
  13
  Ritual
  3 acres x ML 
  1 season
  374
  Restore Plants
  2
  7
  Ritual
  1 acre x ML
  7 days
  375
  Blight/Wither
  2
  13
  Ritual
  1 acre x ML
  3 days
  375
  Cure Blight
  3
  13
  Ritual
  1 acre x ML
  7 days
  375
  Grow in Haste
  3
  7
  Sorcery
  Touch
  1 week
  375
  Speak with Plants
  3
  5
  Sorcery
  Touch
  1 question  per 3 ML
  375
  Insect Pests
  4
  13
  Sorcery
  1 acre x ML
  1 week x ML
  375
  Animal Pests
  4
  13
  Sorcery
  1 acre x ML
  1 week x ML
  375
  Rowan Grove
  1
  3
  Sorcery
  10’ x ML
  11 min - ML
  375
  Speak with Plants
  The Open Way
  2
  4
  Sorcery
  10’ x ML
  1 phase x ML
  376
  Speak with Plants
  Faerie Ring
  3
  7
  Sorcery
  3’ x ML
  7 min x ML
  376
  Overgrown Path
  3
  7
  Sorcery
  10’ x ML
  5 min
  376
  Grow in Haste
  Glade of Darkness
  3
  4
  Sorcery
  20’ r
  Dusk till Dawn
  376
  Grow in Haste
  Hedge of Thorns
  3
  9
  Sorcery
  10’ x ML
  1 min per section
  376
  Grow in Haste
  Wooden Bridge
  3
  6
  Sorcery
  5’ x ML
  3 min x ML
  377
  Speak with Plants
  The Greenway
  4
  7
  Sorcery
  100’ x ML
  10 min x ML
  377
  Grow in Haste
  The Greenwood
  7
  13
  Ritual
  100’ x ML
  10 min x ML
  377
  Grow in Haste
  The New Forest
  10
  39
  Ritual
  3 mile r
  Permanent
  377
  Grow in Haste
  Thorn Darts
  1
  3
  Cantrip
  5’ x ML
  Instant
  377
  Tangle Weeds
  2
  5
  Sorcery
  10’ x ML
  10 min x ML
  378
  Grow in Haste
  Warp Wood
  3
  7
  Sorcery
  10’ x ML
  15 seconds x ML
  378
  Old Man Willow
  7
  13
  Ritual
  Touch
  Permanent
  378
  Healing Spells
  Lesser Salve
  2
  5
  Ritual
  Touch
  Instant
  378
  Greater Salve
  6
  9
  Ritual
  Touch
  3 days
  378
  Great Balm
  10
  13
  Ritual
  Touch
  3 days
  378
  Restorative Cordial
  2
  4
  Ritual
  Drink
  1 day
  379
  Elixir of Renewed Vigour
  6
  9
  Ritual
  Drink
  1 day
  379
  The Great Elixir
  0
  9
  Ritual
  Drink
  1 day
  379
  Potion Versus Illness
  5
  9
  Ritual
  Drink
  1 day
  379
  Antidote
  6
  9
  Ritual
  Drink
  1 poison
  379
  Anti Venom
  6
  9
  Ritual
  Drink
  1 toxin
  379
  Summoning
  Circles of Binding
  2
  4
  Ritual
  -
  -
  380
  Animate Stone Simulacrum
  6
  10 per
  7 x Ritual
  -
  1 hour x ML
  381
  Animate Metal Simulacrum
  7
  12 per
  7 Ritual
  -
  1 hour x ML
  381
  Animate Dead
  3
  6
  Ritual
  Spec
  30 min x ML
  382
  Awaken the Dead
  4
  7 per
  Ritual
  -
  3 hours x ML
  382
  Summon Ghoul
  5
  9
  Ritual
  1/4 mile x ML
  1 hour x ML
  382
  Summon Greater Undead
  6
  10
  Ritual
  1/4 mile x ML
  1 hour x ML
  382
  The Great Work
  9
  13 per
  13 x Ritual
  30’ x ML
  Until Released
  383
  Call Familiar
  2
  3
  Ritual
  -
  1 hour min
  383
  Summon Small Birds
  1
  3
  Sorcery
  1 mile x ML
  1/2 hour x ML
  384
  Summon Birds of Prey
  2
  4
  Sorcery
  1 mile x ML
  1/2 hour x ML
  384
  Summon Small Animal
  1
  3
  Sorcery
  1 mile x ML
  1/2 hour x ML
  384
  Summon Large Animal
  2
  4
  Sorcery
  1 mile x ML
  1/2 hour x ML
  384
  Speak with the Dead
  3
  5
  Ritual
  -
  3 questions
  384
  Summon Least Spirit
  6
  9
  Ritual
  -
  60min - 10 min x ML
  385
  Summon Imp
  4
  7
  Ritual
  -
  1/2 day x ML
  385
  Summon Lesser Totem
  6
  10
  Ritual
  -
  1 hour
  385
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  314
  Spell
  MR
  Fat
  Casting
  Rng
  Dur
  Page
  Prerequisite
  Summon Greater Spirit
  8
  13
  Ritual
  -
  1 hour
  385
  Summon Greater Totem
  10 
  16
  Ritual
  -
  1 hour
  385
  Summon Paragon Spirit
  10
  15
  Ritual
  -
  1 hour
  386
  Transcendental Magick
  Clairaudience 
  1
  3 per
  Hex
  10’ x ML
  Concentration
  386
  Clairvoyance
  1
  3 per
  Hex
  10’ x ML
  Concentration
  387
  Levitation
  1
  3
  Hex
  Self
  15 seconds x ML
  387
  Mind Speak Lesser
  1
  3
  Hex
  10’ x ML
  10 min x ML
  387
  Mind Speak Greater
  3
  5
  Hex
  1/4 mile x ML
  10 min x ML
  387
  Move with Mind
  1
  3 +
  Sorcery
  5’ x ML
  15 seconds
  387
  Sleep of the Dead
  2
  4
  Sorcery
  Self
  1 day x ML
  387
  Trance
  2
  3
  Sorcery
  Self
  15 seconds x ML
  387
  Deflect Missiles
  2
  3
  Sorcery
  Self
  15 seconds x ML
  388
  Fly
  4
  7
  Hex
  Self
  6 min x ML
  388
  Projected Image
  5
  8
  Sorcery
  25 miles x ML
  15 seconds x ML
  388
  Otherworldly
  7
  12
  Ritual
  Self
  1 month
  388
  Grand Audience
  8
  13
  Sorcery
  100 miles x ML
  1 min x ML
  388
  Crush the Defiant
  9
  14
  Sorcery
  5’ x ML
  15 seconds x ML
  388
  Kinship
  9
  14
  Sorcery
  5’ x ML
  15 min x ML
  389
  Transmutation Magick
  Armoured Skin of Leather
  1
  3
  Cantrip
  Touch
  45 seconds x ML
  389
  Armoured Skin of Guard
  4
  6
  Hex
  Touch
  45 seconds x ML
  389
  Armoured Skin of Preservation
  7
  10
  Sorcery
  Touch
  45 seconds x ML
  389
  Cool Cloak
  2
  4
  Hex
  Touch
  15 min x ML
  389
  Warm Cloak
  2
  4
  Hex
  Touch
  15 min x ML
  389
  Keen Sight
  1
  3
  Cantrip
  Touch
  30 min x ML
  390
  Keen Hearing
  1
  3
  Cantrip
  Touch
  30 min x ML
  390
  Night Vision Cats Eyes
  2
  4
  Cantrip
  Touch
  30 min x ML
  390
  Night Vision Dark Sight
  5
  8
  Cantrip
  Touch
  10 min x ML
  390
  Far Sight
  2
  3
  Cantrip
  Touch
  10 min x ML
  390
  Breathe Water 
  3
  4
  Cantrip
  Touch
  10 min x ML
  390
  Pain
  3
  5
  Sorcery
  Touch
  1 hour x ML
  390
  Calm Pain
  3
  7
  Sorcery
  Touch
  1 hour x ML
  390
  Agony of the Damned
  4
  6
  Hex
  Touch
  2 min + 15 seconds x ML
  391
  Release from Agony
  4
  7
  Hex
  Touch
  Instant
  391
  Shape Shift
  4
  7 +1 per
  Sorcery
  Touch
  10 min x ML
  391
  Speed
  4
  6
  Cantrip
  Touch
  15 seconds x ML
  391
  Slow
  3
  5
  Cantrip
  Touch
  15 seconds x ML
  391
  Journey in Haste
  5
  9
  Sorcery
  Touch
  24 hours
  392
  Circe’s Touch
  5
  9
  Sorcery
  Touch
  24 hours
  392
  Wither
  6
  10
  Sorcery
  Touch
  24 hours
  392
  Gaseous Form
  6
  9
  Sorcery
  Touch
  24 hours
  392
  Turn to Stone
  6
  10
  Sorcery
  Touch
  Spec
  392
  Gaze of the Basilisk
  7
  11
  Hex
  5’ x ML
  15 Seconds
  393
  Breath of the Basilisk
  7
  12
  Hex
  5’
  Permanent
  393
  Eyes of the Medusa
  8
  12
  Sorcery
  5’ x ML
  Permanent
  393
  Grow Aged
  9
  14
  Sorcery
  Touch
  Permanent
  393
  Regenerate
  10
  16
  Ritual
  Touch
  24 hours
  393
  Become Another
  10
  15 per
  3 x Ritual
  Touch
  3 days
  393
  Bloom of Youth
  10
  Spec
  Ritual
  Touch
  Permanent
  394
  Magickal Wards
  Lesser Circle of Protection
  Spec
  Spec
  Cantrip
  5’ + 1’ per ML
  3 min x ML
  394
  Lesser Wards
  Spec
  spec
  Cantrip
  5’
  45 seconds + 3 per ML
  395
  Circle of Protection
  4
  7
  Cantrip
  5’ + 1’ per ML
  3 min x ML
  395
  Greater Circle of Protection
  9
  14
  Cantrip
  5’ + 1’ per ML
  3 min x ML
  395
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  315
  Spells
  Common Method Spells
  Not all spells are specific to a method of Magick, 
  there are three spells that are common to across 
  all the methods and the MRs do not change 
  regardless of the vocation of the mage.
  Link
  Magick Resistance ..... MR 1 
  Fatigue Cost ............... 2 FP 
  Casting Time .............. Cantrip 
  Range ......................... 10 fee x ML 
  Duration ...................... Until Combination spell is cast 
  Used by mages to cast spells in combination across methods 
  allowing the method of the spells in the link to be masked.
  Extend
  Magick Resistance ..... MR 3 
  Fatigue Cost ............... Varies 
  Casting Time .............. Cantrip 
  Range ......................... - 
  Duration ...................... - 
  With the expenditure of 5 FP the mage may extend 
  the range by ½ or the Duration by ½ for each 5 
  FP spent in this way. So for 10 FP a mage might 
  wish to either double the range or duration or 
  both by ½. With an expenditure of 20 FP he could 
  double both the range and the duration. 
  Prepare Combination
  Magick Resistance ..... MR 1 
  Fatigue Cost ............... 2 FP 
  Casting Time .............. Instant (5 sec) 
  Range ......................... 10 fee x ML 
  Duration ...................... 2 days x ML 
  Spells of the same method may be linked using this 
  spell. The final spell is cast with a trigger spell but 
  must begin with this spell. The mage has a limit to 
  the number of spells he may combine, this is equal 
  to his ML x 2. Prepare, link and trigger spells are 
  not counted in the total) If during the duration of 
  the prepare combination he has the capacity and 
  wishes to add another spell to the combination 
  he may do so without activating them. However, 
  once the triggering spell is added this seals the 
  combination allowing no further spells to be added. 
  Furthermore, the triggering spell must be 
  added at sometime during the duration of the 
  prepared spell otherwise all the spells in the 
  combination have their energy sublimate and 
  return to the universal force all around us.
  The educated mage does not waste space in his mind 
  placing these combination spells there but stores 
  them in a device, most often one that is enchanted. 
  Commonly used items are rings, amulets, potions and 
  scrolls. If the mage is pressed and has to use a non 
  enchanted item then the completed spells energy 
  fades after 2 days x ML. Of course only spells that 
  have been fully learned may be used in combinations 
  and the first spell in the combination defines the 
  method used to activate the whole combination.
  Some mages write down these combination to be 
  learned as new and unique spells; there are however 
  some limitations and rules that must be observed when 
  learning a combination of spells as a single unique spell. 
  Calculate the total FP cost for the combined spells, not 
  including the Prepare Combination or Trigger Spell
  The FP total is modified depending if the spell deals 
  damage. If the spell’s damage is +ML then add 2 
  points for every three damage. If the spell’s damage 
  is x ML then add +4 for every 2 points. e.g.  if your 
  combination deals a base damage of 5 + ML + Crit 
  die then modify your FP by +4 (3’s into the five 
  round up gives 2, multiply by 2 gives +4 modifier). 
  5 x ML + Crit Die would give a +8 modifier. (3’s into 
  the five round up gives 2, multiply by 4 because 
  it is a x ML damage spell gives a +8 modifier)
  Divide this total by 3 round down and this yields 
  the MR of the new spell, but this cannot less than 
  the highest MR of any spell in the combination.
  Divide this total by 2 round up and this 
  yields the FP cost of the new spell.
  The final step is to determine the casting 
  time of the new unique magicks and this is 
  determined by the number of spells within 
  the combination; as always excluding the 
  Prepare Combination and the trigger spell.
  The combination magick is a specific form casting 
  and such combinations of spells cannot be combined 
  with other groupings of spells. In other words, you 
  cannot join together two combination magicks.
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  316
  No of Spells in 
  Combination 
  Casting Time of Spell 
  2 ................................. Word of Guard 
  3-5 .............................. Cantrip 
  6-12 ............................ Hex 
  12+ ............................. Sorcery
  A sensible mage is always concerned about the 
  FP cost of his spells, he may reduce the FP cost of 
  a combined spell by 10% for each casting time 
  shift he takes on the table. Therefore moving a 
  Word of Guard to a Cantrip would give him a 10% 
  reduction in the FP cost of the new spell. Casting 
  time can be pushed past the table into Ritual casting 
  to further reduce FP by an additional 20%. 
  This also works if a mage wishes to have his new 
  spell be quicker to cast, reducing the casting 
  time thus increases the FP cost of the new 
  spell by 10% for each shift on the table.
  Trigger
  Magick Resistance ..... MR 3 
  Fatigue Cost ............... 5 FP 
  Casting Time .............. Instant (5 sec) 
  Range ......................... 100 fee x ML 
  Duration ...................... Variable 
  To set the conditions under which the prepared 
  combination of spells will be discharge 
  requires a trigger spell as below:
  Trigger Effect: Spell goes off when trigger is cast
  Hold Trigger: The spell goes off at some later point 
  of the mages choosing, he may expend the FP cost 
  required for the combination over this delay period.
  Trigger Upon Occurrence: The spell goes 
  off when the condition set by the mage at 
  the time of defining the trigger is met. 
  Arm/Disarm: This is an useful trigger spell, this allows 
  the mage to temporarily remove and reactivate 
  a trigger set on a combination spell. This might 
  be used to allow safe handling of an item so the 
  combination spell does not activate or allow safe 
  passage through an area of the Mage’s allies.
  Channelling
  Magick Resistance ....MR 3 
  Fatigue Cost ..............5 FP 
  Casting Time..............Hex 
  Range ........................1 Person x ML (participant must 
  be within 10 feet of caster) 
  Duration .....................Until final spell is cast or 1 
  hour whichever comes first 
  This spell is used to syphon off Fatigue from another 
  participant in the spell, an amount no greater than 
  ⅓ of his con score may be taken; however the cost to 
  the participant is 2 FP in addition to each FP taken. 
  Therefore if 5 FP were taken the participant loses 15 FP. 
  With a critical success and Crit die of 8 - 10 the syphoned 
  FP are taken at 1 additional FP cost to the participant, so 
  in the example above he would have lost 10FP instead.
  The casting mage may use the syphoned 
  FP straight away before using any of 
  his own to pay for spell FP costs.
  Example:
  A Mage wished to increase the 
  casting time of a Cantrip, he first 
  increases the time by one step to a 
  Hex, this would result in a decrease 
  to the FP cost of -10%. If he wished 
  to increase the casting time further 
  by making the spell Sorcery, this 
  is a further step so the FP cost is 
  decreased by a further -10%.
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  317
  Basic Elemental Magick
  Basic magick, introduced in 1977, is a method of 
  taking small, simple elements and welding them 
  together to form sophisticated spells. The spells 
  detailed previously in common spells, Prepare 
  Combination and Trigger are used to accomplish this.
  The link spell can be used; however, when linking 
  dissimilar elements such as Fire & Water or Air & 
  Earth then an additional 1 FP is added to the casting 
  cost. Additionally if the spell is designed to do 
  damage and is prepared in combination then use 
  these modifications. Air & Water spells double the 
  total cost before the MR and FP cost are calculated 
  for the learn spell. For Fire & Earth spells add 1 to 
  the MR and 2FP to the cost of the learned spell.
  These spells are learned over time through treatments 
  and familiarity with all the nuances of the element 
  being studied. How it flows, how it smells, how it burns, 
  what it does to other elements, it strength, it weakness. 
  It is this in depth study that is reflected in the time spent 
  to reduce the MR of the spell to zero. At this point the 
  mage has obtained the knowledge of that portion of 
  the element and it is considered learned. A mage may 
  learn spells no greater than his MR +2 after modification 
  for mode of magick. These three spells need only be 
  reduced to Zero and counted as learned just once, they 
  then apply to all the other spells of elemental magick.
  Common Elemental Control Spells
  Detach Element
  Magick Resistance ....MR 1 
  Fatigue Cost ..............2 FP 
  Casting Time..............Cantrip 
  Range ........................- 
  Duration .....................- 
  The mage gains knowledge of the command of 
  elements such that he can control them to leave 
  his location; however, without further magick to 
  accelerate their motion they are at the mercy of 
  natural forces such as air drifting on the wind water 
  flowing downhill or fire burning up a tree trunk.
  Affix Element
  Magick Resistance ....MR 1 
  Fatigue Cost ..............2 FP 
  Casting Time..............Cantrip 
  Range ........................- 
  Duration .....................- 
  The mage has attained such knowledge of the 
  elements that he can control them to be bound 
  to location or object or person. The element 
  will remain in the location even against the 
  natural forces that normal act upon them.
  Accelerate Element
  Magick Resistance ....MR 2 
  Fatigue Cost ..............3+ FP 
  Casting Time..............Cantrip 
  Range ........................- 
  Duration .....................- 
  This spell determines the motion of a detached 
  element: earth, air, fire and water. The volume affected 
  is whatever the mage is able to command. The speed 
  may be pushed with an increase of +1 ML per FP 
  spent to a max of 4 levels over his current ML
  A mage may also create missiles from the elements, 
  missiles carry a much greater speed than just moving 
  materials around. Use the caster's ML on the table below 
  to determine the chance of the missile begin dodged by 
  someone, who first sees the missile being cast at him.
  ML
  Speed
  ML
  Speed
  ML
  Speed
  0
  Stillness
  5
  5 mph x ML
  10
  10 mph x ML
  1
  1 mph x ML
  6
  6 mph x ML
  +1
  11 mph x ML
  2
  2 mph x ML
  7
  7 mph x ML
  +2
  12 mph x ML
  3
  3 mph x ML
  8
  8 mph x ML
  +3
  13 mph x ML
  4
  4 mph x ML
  9
  9 mph x ML
  +4
  14 mph x ML
  Table - Basic Element Movement Speeds
  ML
  Dodge
  ML
  Dodge
  ML
  Dodge
  0
  n/a
  5
  TSC% -25
  10
  TSC% -60
  1
  TSC
  6
  TSC% -30
  +1
  TSC% -65
  2
  TSC% -5
  7
  TSC% -35
  +2
  TSC% -70
  3
  TSC% -10
  8
  TSC% -40
  +3
  TSC% -75
  4
  TSC% -20
  9
  TSC% -45
  +4
  TSC% -80
  Table - Basic Elemental Missile Speeds
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  318
  Slow Element
  Magick Resistance ....MR 2 
  Fatigue Cost ..............4 FP 
  Casting Time..............Cantrip 
  Range ........................- 
  Duration .....................- 
  As the educated mage would understand, this is 
  the opposite of the Accelerate spell and works 
  to slow the speed of movement of an element 
  and uses the same tables above to determine 
  speed. The dodge modifiers in the missile table 
  become bonuses to dodge the missile.
  Element Magick Counter-Spells
  As with all finely balanced things, say a tower of playing 
  cards, it is easier to knock them down that it is to build 
  them up. So it is with magick, the greater the effect 
  that has been wrought the easier it is to knock it down. 
  Part of the knowledge acquired when spending the 
  time to learn spells is how to counter such spells. 
  Dispel Element
  Magick Resistance ....MR 4 
  Fatigue Cost ..............7 FP 
  Casting Time..............Cantrip 
  Range ........................- 
  Duration .....................- 
  Let us say that a mage adept in Air Magick has wrought 
  upon you a spell that creates Mist & Fog to dispel 
  would consist of Command Air + Dispel as a Cantrip.
  A dispel contests the skill of an acting mage against 
  the skill of a defending mage, in a duel of sorcery. 
  If the defender is successful with his defensive 
  cast of dispel subtract his PSF% from the caster's 
  TSC%. This is the new Total Success Chance (TSC) 
  % and if the attacker fails then the intricate web of 
  gestures and mantras, the manipulation of the flow 
  of the universal forces in the spell was disrupted.
  Any non instantaneous spell can have a dispel cast 
  against it at any time and force a recheck of the 
  spell’s success. If the spell being dispelled fails then 
  whatever effects it had, will sublimate into the aether 
  and disperse. The Crit Die of the attack determines 
  how fast the reduction of effect is. Once a dispel has 
  been cast and failed to affect a spell, then it cannot be 
  attempted again. There is a backlash from the universe 
  if the dispel fails causing the caster to spend ½ the 
  total FP that the mage of the acting spell expended.
  Basic Elemental Magick Air
  This is a method of magick that is entwined with 
  the element of air, its manipulation, it form and 
  function, its powers and weakness. A mage that 
  has studied the form of Air is able to manipulates 
  gaseous materials control the weather; by combining 
  control spells many effects can be achieved.
  Create or Command Air
  Magick Resistance ....MR 2 
  Fatigue Cost ..............3 FP 
  Casting Time..............Cantrip 
  Range ........................- 
  Duration .....................- 
  With this spell a mage can manipulate the air around 
  him that exist already or force the universe to create 
  more. The volumes of air that can be manipulated 
  are in the table below, forcing the universe into 
  creating air reduces the amount of volume.
  Example:
  A Mage of ML 7 has cast the Basic 
  Magick - Fire spell Fireball. This 
  would give a negative modifier to 
  dodge of 35%. His opponent is a 
  Mage of ML 4 who casts Slow this 
  would reduce the penalty to 35 – 
  20 = 15%. If the defending Mage 
  was of ML 7 or higher and was able 
  to target the Slow spell, he would 
  slow the missile to a  standstill.
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  319
  Remove Air
  Magick Resistance ....MR 2 
  Fatigue Cost ..............2+ FP 
  Casting Time..............Hex 
  Range ........................100 feet x ML 
  Duration .....................15 seconds x Volume Level 
  The air that is around the mage naturally can be 
  removed using this spell with a cost of an extra 1 FP 
  per level of volume past level 1. Removing air will 
  cause a steady flow of air towards the area of removed 
  air, a breeze. An amount of air can be removed that 
  is equal to the mages ML -1. Natural fires, such as 
  torches, kitchen fires, bonfires etc. require air to burn, 
  by removing their source of air a mage can snuff them 
  out. He could affect fire up the size shown in the table:- 
  Commanding Air
  Creating Air
  Quantity Commanded 
  Quantity Created
  ML
  Radius
  Height 
  Volume 
  Radius 
  Height 
  Volume
  1
  0.25 miles 
  0.25 miles 
  0.049 miles3 
  10 feet 
  10 feet 
  3,140 feet3
  2
  0.5 miles 
  0.5 miles 
  0.392 miles3 
  20 feet 
  20 feet 
  25,120 feet3
  3
  0.75 miles 
  0.75 miles 
  1.323 miles3 
  30 feet 
  30 feet 
  84,780 feet3
  4
  1 mile 
  1 mile 
  2.816 miles3 
  40 feet 
  40 feet 
  200,960 feet3
  5
  1.25 miles 
  1 mile 
  4.9 miles3 
  50 feet 
  50 feet 
  392,500 feet3
  6
  1.5 miles 
  1 mile 
  7.056 miles3 
  60 feet 
  60 feet 
  678,240 feet3
  7
  1.75 miles 
  1 mile 
  9.604 miles3 
  70 feet 
  70 feet 
  1,077,020 feet3
  8
  2 miles 
  1.25 miles 
  15.68 miles3 
  80 feet 
  80 feet 
  1,607,680 feet3
  9
  2.25 miles 
  1.25 miles 
  19.6 miles3 
  90 feet 
  90 feet 
  2,289,060 feet3
  10
  2.5 miles 
  1.25 miles 
  24.5 miles3 
  100 feet 
  100 feet 
  3,140,000 feet3
  Table - Air Quantity
  ML
  Size of Fire
  ML
  Size of Fire
  1
  Candle
  6
  15 feet radius (15 min)
  2
  Torch, unshielded 
  lantern/lamp
  7
  20 feet radius (20 min)
  3
  Campfire (3 min)
  8
  25 feet radius (25 min)
  4
  5 feet radius (5 min)
  9
  35 feet radius (30 min)
  5
  10 feet radius (10 min)
  10
  50 feet radius (35 min)
  Table - Remove Air Effect on Fire
  Concentrate Air
  Magick Resistance ....MR 3 
  Fatigue Cost ..............3+ FP + 2FP per level 
  Casting Time..............Sorcery 
  Range ........................20 feet x ML 
  Duration .....................I minute x Volume Level 
  By concentrating the air into a smaller volume this 
  spell increases the density of air in an area. It must 
  be cast for each volume of reduction, do a five times 
  reduction would require five castings as one spell in 
  a sorcery. To find out the reduced amount of air refer 
  to the Quantity Created in Table Air Quantity.  For 
  reductions below ML 1 use Table – Air Quantity 
  ML less than 1.  A great tool in elemental magick, 
  concentrate has the following other effects
  Sound: by the fine control of compression and release 
  of air density sounds such as a whisper, creak, or 
  even thunder can be conjured. Such effects cost an 
  additional 1 - 3 FP at the GM fiat depending upon the 
  effect requested by the player of the mage character.
  Intensify Fire: For each level of concentrated 
  air the fire grows by one level.
  Table - Air Quantity ML <1
  Creating  Air  Quantity Created
  ML
  Radius
  Height
  Volume
  -1
  7.9 feet
  7.9 feet
  1,570 feet3
  -2
  4.8 feet
  4.8 feet
  350 feet3
  -3
  4 feet
  4 feet
  196 feet3
  -4
  3.4 feet
  3.4 feet
  125.6 feet3
  -5
  3 feet
  3 feet
  87 feet3
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  320
  Diffuse Air
  Magick Resistance ....MR 2 
  Fatigue Cost ..............3+ FP  
  Casting Time..............Sorcery 
  Range ........................20 feet x ML 
  Duration .....................5 seconds x Volume Level 
  By spreading out and thinning the air this spell 
  increases the volume +1 to a maximum of +5 
  volume levels. To find the increased amount 
  of air refer to the quantity created column in 
  Table - Air Quantity and for increased above 
  ML 10 use Table - Air Quantity ML above 10.
  Warm/Cool Air
  Magick Resistance ....MR 1 
  Fatigue Cost ..............2 FP  
  Casting Time..............Sorcery 
  Range ........................100 feet x ML 
  Duration .....................1 minute per 3O 
  With a maximum of +/- 3oC x ML (+/- 6 F x ML)  this 
  spell is able to increase or decrease the air temperature. 
  The area of coverage for this spell can be found on 
  table - Air Quantity. Initial change and dew point 
  of precipitation is left up to GM fiat. Wind, normal 
  or of magick construction produce a temperature 
  of -4o C -7oF and the wind chill factor decreases 
  the temperature by -1o C -2oFx mph of wind.
  Puff
  Magick Resistance ....MR 2 
  Fatigue Cost ..............4 FP  
  Casting Time..............Cantrip 
  Range ........................10 feet x ML 
  Duration .....................Instant Effect 
  Used to create a thin beam of air strong enough to 
  extinguish a candle, torch or uncovered lantern; even 
  knock over small, light items such as a page or some 
  cloth. This is a combination spell of Command Air (1 
  volume + 3 FP) Detach (2 FP) Accelerate (3 FP) = 8 FP
  Airwall
  Magick Resistance ....MR 4 
  Fatigue Cost ..............5 FP + 1 x Volume 
  Casting Time..............Sorcery 
  Range ........................10 feet x ML 
  Duration .....................3 minutes x ML 
  As the spell name indicates this spell creates a wall of 
  roiling air that can stop movement and deflect missiles, 
  it covers dimensions within the caster's volume limits.
  Creating  Air  
  Quantity Created
  ML
  Radius
  Height
  Volume
  +1
  110 feet
  110 feet
  4,179,340 feet3
  +2
  120 feet
  120 feet
  5,425,920 feet3
  +3
  130 feet
  130 feet
  6,898,580 feet3
  +4
  140 feet
  140 feet
  8,616,160 feet3
  +5
  150 feet
  150 feet
  10,597,500 feet
  Table - Air Quantity ML >10
  Example:
  A Magus of ML 10 casts Creates 
  Air and obtains a quantity of 100 
  feet radius and 100 feet in height. 
  He can expand the volume by +5 
  Levels to ML 10 + 5 = ML 15. This 
  means he has created a quantity of 
  air of radium 150 feet and height 
  150 feet. This thinning of the Air 
  results in drop in air pressure of 
  3,140,000 / 10,597,500 = 0.296 
  (divide lower volume by higher).
  Table - Airwall Size
  ML
  Wall
  Volume
  ML
  Wall
  Volume
  1
  10 x 10 x 10 feet
  1,000 feet3
  6
  10 x 10 x 60 feet
  6,000 feet3
  2
  10 x 10 x 20 feet
  2,000 feet3
  7
  10 x 10 x 70 feet
  7,000 feet3
  3
  10 x 10 x 30 feet
  3,000 feet3
  8
  10 x 10 x 80 feet
  8,000 feet3
  4
  10 x 10 x 40 feet
  4,000 feet3
  9
  10 x 10 x 90 feet
  9,000 feet3
  5
  10 x 10 x 50 feet
  5,000 feet3
  10
  10 x 10 x 100 feet
  10,000 feet 
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  321
  Other effects include:
  • 
  Moving Wall: combined with Detach and 
  Accelerate it creates a wall of roiling air that moves 
  at 1mph x ML up to a max of 5mph. (+3FP)
  • 
  Missile Deflection: Gives a -5% to attacker 
  TSC%^ for every 5 feet thickness of the airwall
  • 
  Flame Deflection: A flame is blow 5 feet every 
  15 second to a max distance of 10 feet x ML
  • 
  Fire Spell Deflection: Basic Magick Fire 
  spells cast receive a -3% penalty to TSC% 
  for every 5 feet of Airwall thickness.
  • 
  Movement Hindrance: The Airwall resists 
  movement causing a STR AR - Caster's PSF% 
  test. Also while inside the airwall they have ½ 
  AP move allowance. Furthermore any dodge 
  rolls inside the airwall fail on a Crit Die 01-04
  This spell is a combination spell of Command Air 
  (3FP) Accelerate (3FP) Concentrate (5FP) = 11 FP, 
  this is reduced as the cantrip is cast as a sorcery.
  Airbolt
  Magick Resistance ....MR 4 
  Fatigue Cost ..............7 FP  
  Casting Time..............Cantrip 
  Range ........................25feet x ML 
  Duration .....................Instantaneous Effect 
  The speed of the Airbolt causes a loud noise like 
  the report of a rifle and can distract or scare people. 
  The spell creates a focused stream of air with 
  sufficient force to deliver a Bash. The Bash Weight 
  of the spell is Caster’s Weight + (50lbs x ML). 
  • 
  Below Bash weight of Spell 
  Knocked to the ground
  • 
  Up to Twice Bash Weight 
  Pushed back 10 feet + Crit Die
  • 
  Up to Three times Bash Weight 
  Pushed Back 10 feet
  • 
  Up to Four Times Bash Weight 
  Stopped in their tracks
  3 Points of Crushing damage can occur if a target is 
  pushed and ends the pushed movement by coming 
  into contact with a solid object. On a roll of 10 on the 
  Crit Die this damage increases to 10 points of crushing 
  damage. If the solid object is another creature they 
  may try to doge to avoid being Bashed themselves.
  This spell is a combination of Command 
  Air (3FP) Concentrate (5FP) Detach (2FP) 
  Accelerate Missile (3FP) = 13 FP
  Air Beam
  Magick Resistance ....MR 4 
  Fatigue Cost ..............6+ FP 
  Casting Time..............Hex 
  Range ........................50 feet x ML 
  Duration .....................Instantaneous Effect 
  The beam of air created by this spell is dense and 
  high pressure, it can be directed at one target per 2 
  ML with a +1 cost increase in FP per additional target. 
  Other effects are the same as the spell Airbolt.
  This is a combination spell of Command 
  Air (3FP) Concentrate (5FP) Detach (2FP) 
  Accelerate Missile (3FP) = 13 FP, the FP cost is 
  reduced as the cantrip is cast as a Hex.
  Air Ram
  Magick Resistance ....MR 7 
  Fatigue Cost ..............9 FP 
  Casting Time..............Sorcery 
  Range ........................25 feet x ML 
  Duration .....................Instantaneous Effect 
  A battering ram is created from a dense column of air 
  and give an automatic bash on target that are under 
  50lbs x Caster’s ML. The Bash weight of the ram is 
  Caster's (MLx500lbs) +50lbs per speed level gained from 
  the Accelerate spell. Being hit with the ram will cause 
  damage equal to (3 x ML) + Crit Die of crushing damage 
  with +1 to the Crit Die per 1,000lbs of bash weight. (10 
  on the Crit Die inflicts +10 damage on target under 
  10,000lbs). Those hit and bashed are sent flying 10 feet 
  x ML and are also Stunned for 1 x ML action phases.
  The air ram is invisible and so can’t be dodged; 
  however those who are able to witness a bashed 
  victim can dodge so that they get a grazing strike 
  for no bash and ½ damage. The spell can be 
  used to turn inanimate object into missiles.
  The spell is a combination of Create Air (3 volumes 
  and 9 FP) Concentrate (5 FP) Detach (2FP) 
  Accelerate Missile (3 FP) = 19 FP. The damage adds 
  another 4 FP for a total of 22 FP, the casting time 
  of Sorcery instead of Cantrip reduces the cost.
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  322
  Mist & Fog
  Magick Resistance ....MR 2 
  Fatigue Cost ..............3 P + mist cost 
  Casting Time..............Hex 
  Range ........................500 feet x ML 
  Duration .....................10 minutes x ML 
  By lowering the ambient temperature this spell 
  causes a sufficient decrease in the dew point 
  to create mist and fog. However, there must be 
  enough humidity to form the mist, inadequate 
  humidity levels triple the FP cost of the spell.
  This is a combination spell of Command Air (3FP) Cool 
  (2FP) = 5 FP a further fatigue point cost is added for the 
  density of the fog or mist as per table - Mist & Fog Range
  As with any mist or foggy weather, the visibility 
  is reduced, this reduction is shown of table 
  7.10 Mist & Fog Visibility. Giving the maximum 
  range of sight and the modifiers to TSC% for 
  perception, range of missile fire or spells.
  There is also the option to move the Mist & Fog in a drift 
  as if caught in a light breeze at the cost of 5 FP plus the 
  cost for the type of mist.  This is based on a combination 
  of Command Air (3 FP) Cool (2FP) Detach (2 FP) 
  Accelerate (3 FP) = 10 FP. The speed of the breeze cannot 
  be greater than 5mph or it will affect the mist and 
  begin to dissipate it faster than would otherwise occur. 
  Between 5-10 mph the mist will dissipate in 5 minutes 
  x ML, at 11-15 mph dissipation becomes 3 minutes x 
  ML and over 15mph the mist dissipates in 1 minute 
  x ML. To go above 5mph costs an additional +2 FP.
  To cause a static bank of Mist or Fog the mage 
  may add Affix as part of the combination 
  at the additional cost of 1 FP
  Clouds & Rain
  Magick Resistance .........................MR 2 
  Fatigue Cost ...................................See Below 
  Casting Time................................... Ritual (1 minute) 
  Range .............................................Sight 
  Duration ..........................................15 minutes x ML 
  Affecting the dew point but at the upper levels 
  of altitude this spell causes the condensation 
  of water vapour as long as there is sufficient 
  humidity to form clouds; if there are insufficient 
  levels of humidity then FP costs are tripled. 
  Based on a combination of Command 
  Air (3 FP) Cool (2 FP) = 5 FP. 
  The clouds that are created will drift on the prevailing 
  winds; however, by using the detach and accelerate 
  spells in the combination a mage is able to direct their 
  movements with his will anywhere he can see. Using 
  the Affix spell in the combination forces the clouds 
  to remain stationary  even in a strong wind. Table - 
  Clouds & Rain on the next page shows the cost in FP 
  and the level of cloud cover that can be manipulated. 
  +3 FP
  +4 FP
  +5 FP
  +6 FP
  +8 FP
  ML
  Lt Mist
  Mist
  Fog
  Dense 
  Fog
  Pea 
  Soup
  1
  660 '
  440 '
  220 '
  110 ft
  55 '
  2
  1,320 '
  880 '
  440 '
  220 '
  110 '
  3
  1,980 '
  1,320 '
  660 '
  330 '
  165 '
  4
  2,640 '
  1,760 '
  880 '
  440 '
  220 ' 
  5
  3,300 '
  2,200 '
  1,100 '
  550 '
  275 ' 
  6
  3,960 '
  2,640 '
  1,320 '
  660 '
  330 ' 
  7
  4,620 '
  3,080 '
  1,540 '
  770 '
  385 ' 
  8
  5,280 '
  3,520 '
  1,760 '
  880 '
  440 ' 
  9
  5,940 '
  3,960 '
  1,980 '
  990 '
  495 ' 
  10
  6,600 '
  4,400 '
  2,200 '
  1,100 '
  550 '
  Table - Mist & Fog Ranges
  Table - Mist & Fog Visibility
  Modifiers to TSC% when
  Type
  Max
  Sighting
  Missile
  Casting
  Lt Mist
  300 '
  -5% per 30 '
  -7% per 30 '
  -7% per 30 '
  Mist
  200 '
  -5% per 20 '
  -7% per 20 '
  -7% per 30 '
  Fog
  100 '
  -7% per 10 '
  -10% per 10 '
  -10% per 10 '
  Dense 
  Fog
  50 '
  -7% per 5 '
  -10% per 5 '
  -10% per 5 '
  Pea 
  Soup
  10 '
  -30% per 5 '
  -30% per 5 '
  -30% per 5 '
  Cloud 
  Cover
  FP 
  Cost
  Cloud 
  Cover
  FP 
  Cost
  10/10  Cloud  
  Cover with
  FP 
  Cost
  1/10
  2
  6/10
  7
  Drizzle: 1/16” per hr.
  14
  2/10
  3
  7/10
  8
  Light Rain: ⅛” per hr.
  17
  3/10
  4
  8/10
  9
  Rain: ¼” per hr.
  20 
  4/10
  5
  9/10
  10
  Heavy Rain: ½” per hr.
  23
  5/10
  6
  10/10
  11
  Downpour: 1” per hr.
  26
  Table - Clouds & Rain
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  323
  Dust Devils
  Magick Resistance ....MR 4 
  Fatigue Cost ..............5 FP 
  Casting Time..............Sorcery 
  Range ........................100 feet x ML 
  Duration .....................1 minutes x ML 
  With this spell  a mage can conjure a compact cloud 
  of whirling dust  20 feet in diameter, he can summon 
  one additional dust devil per 2 ML at an additional cost 
  of +2 FP each. This requires a wind speed of at least 
  50mph. The mage controls the movements of the Dust 
  Devil and may shift its location anywhere within his 
  range. Creatures caught in a Dust Devil have their sight 
  reduced to a few feet and all PSF% in vision dependant 
  skills are lost. Animals inside will become panicked and 
  unable to be bought to heel. Objects of light weight 
  will be picked up and tossed in random directions and 
  distance. Even after leaving a Dust Devil it will impede 
  eyesight as dust clogs up eyes and nose, for a timespan 
  of 15 seconds x Crit Die. This will result in a =3% x 
  Crit Die penalty to TSC% of any sight based skills.
  This spell is based on a combination of Command 
  Air (3 FP) Detach (3 FP) Accelerate (3 FP) plus 
  the spell Link and Create Dust (3FP) = 11 FP this 
  cantrip is cast as a Sorcery reducing the FP cost.
  Tornado
  Magick Resistance ...................................................MR 10
  Fatigue Cost ................................................................9 FP
  Casting Time ......................................... Ritual (21 Minutes)
  Range ............................................................250 feet x ML
  Duration ...................................................... 5 minutes x ML
  With this spell a mage creates a huge funnel of cloud 
  that causes tremendous devastation and preparation 
  for this ritual is extensive. First a downpour must be 
  created that yields at least 1 inch per hour and storm 
  force winds of at least 50mph. These are from a spell 
  combination of Command Air (3 FP) Clouds & Rain - 
  Downpour (26 FP) Detach (2FP) Accelerate (3 FP) = 34 
  FP this cantrip is cast as a Ritual that reduces the FP cost.
  The funnel affects an area of 100 feet around its base 
  centre and move at random 10mph +1D10 mph (that 
  is roughly 200 feet ever 15 seconds) Checks on the 
  table - Tornado Movement should be made every 
  3 minutes to see what the tornado does next.
  Most structure in the area of the tornado are torn apart 
  by winds over 300mph and even substantial stone 
  building and fortifications will take damage. If the 
  tornado is at sea or a substantial body of water then it 
  creates a waterspout, able to smash ships into kindling 
  and sink them immediately. It is of course impossible to 
  dodge a tornado, being caught inside has a 20% chance 
  of survival, even then they are battered to half to death.
  Table - Tornado Movement
  1D10
  Result
  01 - 02
  Tornado moves north.
  03 - 04
  Tornado moves east.
  05 - 06
  Tornado moves south.
  07 - 08
  Tornado  moves  west.
  09
  Tornado remains stationary.
  10
  Tornado jumps one mile.  Roll again for 
  direction and if 09 - 10 is rolled direction 
  is at Gamemaster’s discretion.
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  324
  Lightning Effects
  Electrical discharges from lightning are some of 
  nature’s most powerful effects; however, why should 
  the cunning wizard leave nature to have all the 
  fun. Even the mighty armour of the knights with 
  all its metal links and plates does nothing to stop 
  the effects. Even the most powerful of supernatural 
  beings take heed when lightning is being thrown 
  around as they are just as vulnerable. The cost of 
  summoning such godly powers from nature is double 
  the command, detach and accelerate spells. Fatigue 
  costs for the damage however remain the same. 
  • 
  In wet condition that can conduct the 
  lightning effects and ground the victim of 
  the attack, the spell does double damage.
  • 
  Conductive metal armour of course provides no 
  protection against the damage of lightning.
  • 
  An additional 2 x ML of damage is dealt 
  against spirits, undead and similar entities.
  • 
  To dodge such an effect a creature must be over 30 
  feet away and have seen the spell cast, however a 
  ward spell will still have a chance to turn the strike.
  • 
  A dart missile of lightning can have its damage 
  negated by a successful dodge; however, a lightning 
  bolt has too great an area of effect to be dodge 
  fully and a successful dodge only halves is effects.
  Lightning Dart
  Magick Resistance ....MR 4 
  Fatigue Cost ..............6 FP 
  Casting Time..............Cantrip 
  Range ........................35 fee x ML 
  Duration .....................Instantaneous effect
  The caster holds out his and with his fingers splayed 
  and pulses of lightning spring from them like white 
  darts of light. One dart per 2 ML may be created 
  and each dart is cast at the same time but aimed 
  separately; either the same or separate targets. The 
  darts do damage when they hit 6+1D10 points of 
  energy; however, on a successful Crit Die 10 the dart 
  does 27 points of energy damage (as well as stunning 
  him for 2d10 action phases on a failed CON AR). This is 
  combination of Create Air (2FP) Detach (2FP) Accelerate 
  Missile (3FP) = 7 FP additionally the damage caused 
  increases this by 4 FP giving a grand total cost of 11 FP.
  The spell must be boosted by using multiple accelerate 
  spells to reduce the targets ability to dodge.
  Lightning Bolt
  Magick Resistance ....MR 6 
  Fatigue Cost ..............8 FP 
  Casting Time..............Hex 
  Range ........................100 feet x ML 
  Duration .....................Instantaneous effect 
  Anyone in the spell's target area of 20 feet in diameter 
  suffers 3 x ML + crit Die energy damage; however 
  a success and Crit Die in the range of 5-8 increases 
  the damage to 4 x ML +13 energy damage. A critical 
  success with Crit Die of 9-10 inflicts 5 x ML +21 points 
  of energy damage also stunning the target 1 x Crit Die 
  action phases on a failed CON AR. A Crit Die of 7-10 sets 
  fire to inflammable materials and causes significant 
  damage to wooden object such as trees, houses etc.
  This is a combination of Create Air - 3 volumes (6 
  FP) Detach (2 FP) Accelerate Missile x 2 (6 FP) = 
  14 FP. The damage caused increases the FP Cost 
  by 4 FP to give a grand total cost of 18 FP This 
  is reduced by casting the cantrip as a Hex.
  Thunderbolt
  Magick Resistance ....MR 9 
  Fatigue Cost ..............11 FP 
  Casting Time..............Sorcery 
  Range ........................250 fee x ML 
  Duration .....................Instantaneous effect 
  In nature thunderbolts occur when there is an 
  especially heavy downpour. In a storm a mage can 
  direct one thunderbolt at a target in line of sight and 
  within range. The point of origin for this spell, instead 
  of being from the mage’s position, is from above 
  and targets an area 50 feet in diameter. This spell 
  can not be dodged. In clear weather the resistance 
  on the mage from the universe is stronger and the 
  cost to cast the spell is higher 24 FP as thunderbolts 
  do not exist in nature in clear skies.  This extra cost 
  comes from the inclusion of a Cloud and Rain spell. 
  A thunderbolt is an incredibly destructive force, 
  even castles suffer significant damage Crit 
  Die 8-10 and wooden structures are severely 
  damages with fires on a Crit Die 5-10 leaving 
  craters on the ground where they strike.
  This is a combination of Create Air - 3 volumes (6 FP) 
  detach (2FP) Accelerate Missile x 5 (15 FP) = 23 FP 
  with an additional 4 FP for the damage caused by the 
  spell giving a grand total of 27 FP. As this cantrip is 
  cast as a Sorcery the FP totals have been reduced.
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  325
  Basic Elemental Magick Earth
  Rock, dust even gemstones come under the Magickal 
  control of these spells, manipulating them in a plethora 
  of ways. As with most elemental magick it power 
  comes from casting smaller parts in a combination.
  Create or Command Earth
  Magick Resistance ....MR 2 
  Fatigue Cost ..............3+ FP 
  Casting Time..............Cantrip 
  Range ........................- 
  Duration .....................Permanent 
  In Create Earth form may be used to manipulate 
  the existing earth materials into different shapes 
  and forms or create these by condensing Magickal 
  forces into solid matter. Since this is not as cost 
  effective and counter to the universal forces mages 
  work against the volumes that can be created are 
  smaller. As shown in table - Create Earth Quantities.
  Earth quantities are permanent unless a dispel 
  condition was placed in the combination.
  Command earth allows a mage control over 
  larger quantities of existing materials with 
  increased time required to shape materials if the 
  volume exceeds his Create Earth limits. Table 
  - Command Earth Quantities shows the max 
  amount a mage can command given his ML
  It is easy from this to see how a mage of great power 
  could move mountains if he decided to spend the 
  considerable time and effort. Create or Command 
  earth fatigue costs are variable, cumulative and alter 
  depending on what the mage wishes to achieve. i.e  to 
  command earth (gravel) costs 3 FP for Dust plus 1 FP for 
  Sand and a further 2 FP for Gravel for a grand total of 6 
  FP. If lower volumes are created then reduce FP costs by 
  1 for each volume level lower. That the Mage Current ML
  Remove  Earth
  Magick Resistance ....MR 2 
  Fatigue Cost ..............3 FP 
  Casting Time..............Ritual (1 minute) 
  Range ........................10 feet x ML / Density Level 
  Duration .....................30 seconds x Density Level 
  Use table Create Earth Quantities to find the 
  maximum amount of earth that can be removed 
  from the desired area, less amounts can be used 
  as desired. Considerable amount of time is taken 
  to remove material due to its mass and density.
  Crit Die 
  Energy damage suffered:
  01 - 04 
  3 x ML + Crit Die damage
  05 - 08 
  4 x ML + 13 damage and the victim is stunned 
  for 1D10 Action Phases if he fails his CON AR.
  09 - 10 
  5 x ML + 21 damage and the victim is stunned 
  for 2D10 Action Phases if he fails his CON AR
  Table - Thunderbolt Damage
  Example:
  A Mage of ML 3 can command 
  8,775 lbs of material but is 
  only able to create 3,925 lbs.  
  His Magickal Working Factor 
  (MWF) will be (8,775 lbs / 
  3,925 lbs) x 13 = 2.23 x 13 = 
  28.99 = 29 (rounded up).
  Example:
  If the Magus were laying down 
  a Magickal wall of rock using 
  the Basic Magick – Earth spell 
  Wall.  Normally 100 feet3  of 
  wall is laid down per 15 second 
  round.  However, since the 
  Magus is working  over his 
  Create Earth weight limit it 
  will take him 29 phases to lay 
  down 100 feet3  of wall, i.e. 29 
  x 15 seconds – 7 1/4 minutes.
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  326
  ML 
  Weight 
  3 FP 
  +1 FP 
  +2 FP 
  +2 FP 
  +2 FP 
  +7 FP 
  +13 FP 
  +21 FP
  Dust 
  Sand/ Dirt 
  Gravel 
  Porous 
  Rock 
   Dense 
  Rock 
   Metal 
  Ores1 
   Noble Metals 
  & SP Gems1 
  Precious 
  Metals 
  & Gem Ores1
  1 
  325 bs 
  10 ft3
  5 ft3
  3 ft3 
  1 ft3 
  1 ft3 
  1 ft3 
  1 ft3 
  1 ft3
  2 
  1,300 lbs
  40 ft3
  20 ft3 
  10 ft3 
  5 ft3 
  4 ft3 
  4 ft3 
  4 ft3 
  4 ft3
  3 
  2,925 lbs
  90 ft3
  45 ft3
  22 ft3 
  11 ft3 
  9 ft3 
  9 ft3 
  9 ft3 
  9 ft3
  4 
  5,200 lbs
  160 ft3
  80 ft3
  40 ft3 
  20 ft3 
  16 ft3 
  16 ft3 
  16 ft3 
  16 ft3
  5 
  8,125 lbs 
  250 ft3
  125 ft3 
  68 ft3 
  34 ft3 
  25 ft3 
  25 ft3 
  25 ft3 
  25 ft3
  6 
  11,700 lbs 
  360 ft3
  180 ft3 
  90 ft3 
  45 ft3 
  36 ft3 
  36 ft3 
  36 ft3 
  36 ft3
  7 
  15,925 lbs 
  490 ft3
  245 ft3 
  123 ft3 
  61 ft3 
  49 ft3 
  49 ft3 
  49 ft3 
  49 ft3
  8 
  20,800 lbs 
  640 ft3
  320 ft3 
  160 ft3 
  80 ft3 
  64 ft3 
  64 ft3 
  64 ft3 
  64 ft3
  9 
  26,325 lbs 
  810 ft3 
  405 ft3 
  203 ft3 
  101 ft3 
  81 ft3 
  81 ft3 
  81 ft3 
  81 ft3
  10 
  32,500 lbs 
  1,000 ft3 
  500 ft3 
  250 ft3 
  125 ft3 
  100 ft3 
  100 ft3
  100 ft3
  100 ft3
  1The Magus can modify Create Earth (Dense Rock) into Create Earth (Ore) by paying the cumulative 
  cost of 17+ FP, a hefty price for a relatively small quantity of material that might hold something 
  valuable. Note how many pounds of ore one need in Command Earth to have the possibility of 
  a few carats of semi-precious gems or metals. The quantities found within the ore stated can be 
  found in Table - Command Earth - Quantities. Better to leave to prospectors to find such ores, but 
  the talent of creating them has, nonetheless, been the subject of Arcane investigation for its own 
  sake. Many of the insights needed to make such breakthroughs have come from Alchemy.
  Table - Create Earth Quantities
  Table - Command Earth Quantities
  ML 
  Weight 
  3 FP 
  +1 FP 
  +2 FP 
  +2 FP 
  +2 FP 
  +3 FP 
  +7 FP 
  +13 FP 
  +3 FP 
  +7 
  FP 
  +13 
  FP 
  +21 
  FP
  Dust 
  Sand/Dirt 
  Gravel 
  Porous 
  Rock 
  Dense 
  Rock 
   Base 
  Metal1 
   Higher 
  Metal1 
   Noble 
  Metal1 
   SP 
  Gem I1 
   SP 
  Gem II1 
   Precious 
  Gem1 
   Gem of 
  Power1
  1 
  325 lbs 
  10 ft3 
  5 ft3 
  3  ft3 
  1 ft3 
  1 ft3 
  3 lbs 
  2 lbs 
  - 
  - 
  - 
  - 
  -
  2 
  2,600 lbs 
  80 ft3 
  40 ft3 
  20 ft3 
  10 ft3 
  8 ft3 
  24 lbs 
  12 lbs 
  - 
  2 ct 
  - 
  - 
  -
  3 
  8,775 lbs 
  270 ft3 
  135 ft3 
  67.5 ft3 
  34 ft3 
  27 ft3 
  81 lbs 
  14 lbs 
  0.81 oz 
  7 ct 
  2 ct 
  - 
  -
  4 
  20,800 lbs 
  640 ft3 
  320 ft3 
  160 ft3 
  80 ft3 
  64 ft3 
  192 lbs 
  32 lbs 
  2.56 oz 
  16 ct 
  5 ct 
  2 ct 
  -
  5 
  40,625 lbs 
  1,250 ft3 
  625 ft3 
  313 ft3 
  156 ft3 
  125 ft3 
  375 lbs 
  62 lbs 
  6.25 oz 
  31 ct 
  9 ct 
  4 ct 
  2 ct
  6 
  70,200 lbs 
  2,160 ft3 
  1,080 ft3 
  540 ft3 
  270 ft3 
  216 ft3 
  648 lbs 
  108 lbs 
  10.8 oz 
  54 ct 
  16 ct 
  6 ct 
  3 ct
  7 
  111,475 lbs 
  3,430 ft3 
  1,715 ft3 
  858 ft3 
  429 ft3 
  343 ft3 
  1,029 lbs 
  149 lbs 
  24 oz 
  86 ct 
  25 ct 
  10 ct 
  5 ct
  8 
  166,400 lbs 
  5,120 ft3 
  2,560 ft3 
  1,280 ft3 
  640 ft3 
  512 ft3 
  1,535 lbs 
  768 lbs 
  41 oz 
  128 ct 
  37 ct 
  15 ct 
  8 ct
  9 
  236,925 lbs 
  7,290 ft3 
  3,645 ft3 
  3,645 ft3 
  1,823 ft3 
  729 ft3 
  2,187 lbs 
  1,094 lbs 
  65 oz 
  182 ct 
  53 ct 
  21 ct 
  11 ct
  10 
  325,000 lbs 
  10,000 ft3 
  5,000 ft3 
  2,500 ft3 
  1,250 ft3 
  1,000 ft3 
  3,000 lbs
  1,500 lbs 
  100 oz
  250 ct 
  73 ct 
  30 ct 
  15 ct
  1Mined from natural ores. FP costs are cumulative and begin with Dense Rock, the standard ore material.
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  327
  Concentrate 
  Earth
  Magick Resistance ....MR 2 
  Fatigue Cost ..............3 FP +3 FP per density level 
  Casting Time..............Ritual (1 minute) x Density Level 
  Range ........................10 feet x ML 
  Duration .....................20 Minutes x Density Level / ML 
  The very makeup of the material is altered with this 
  spell causing it to become denser and thus lose volume 
  in the process. This spell may be used multiple time in 
  one spell casting. Use appropriate tables depending 
  upon your create and command options and identify 
  the volume / weight reduction for the density levels.
  Diffuse Earth
  Magick Resistance ....MR 2 
  Fatigue Cost ..............5 FP 
  Casting Time..............Ritual (1 minute) x Density Level 
  Range ........................10 feet x ML 
  Duration .....................20 Minutes x Density Level / ML 
  This spell causes material to expand in volume 
  while decreasing the density of the earth being 
  manipulated. Multiples of this may be cast within 
  one spell. Use the appropriate tables to determine 
  expansion in volume for the density levels.
  Warm / Cool Earth
  Magick Resistance ....MR 2 
  Fatigue Cost ..............4 FP per increase 
  Casting Time..............Sorcery 
  Range ........................10 feet x ML 
  Duration .....................See below 
  Using this spell a mage alters the temperature of earth 
  by +/- 1 degree C (+/-2OF) or +/- 3 degrees C (+/- 6OF) for 
  Gravel/Rock. A mage can make a number of changes 
  equal to his ML with each alteration costing 4 FP. 
  Volumes that can be altered in this way are taken from 
  table 7.15 Command Earth Quantities for the mages 
  current ML. When affecting smaller volumes than his 
  max adjust the temperature + or - equal to the caster 
  max volume divided by the volume to be affected. 
  Increase in temperature is incremental to the amount 
  of material to be heated or cooled.  As the volume 
  decreases so the level of the incremental step increases.
  Melting Points
  These are different depending upon the mineral being 
  affected; however, we can assume 600O C (1100OF) will 
  turn most rocky materials into a molten larva state.
  Duration
  The temperature alteration will last for a period equal to the 
  Temp x 5 seconds. However, this is a Magickal effect and 
  the temperature of the material does not cool/warm slowly 
  full alteration is kept until the duration of the spell ends; 
  at which point the temp returns to normal immediately.
  Damage
  The spell does damage equal to 1 point of energy for 
  every block of 5 degrees C (9OFover boiling point (100O 
  C 212OF) per 5 seconds. So, subtract 100O C from the 
  temp and x by 0.2 (or subtract 212 and divide by 9)
  Example:
  A Mage of ML 7 wishes to command 
  1 foot3 of Dense Rock. The total 
  cost to cast Command Earth (Dense 
  Rock) is 3 FP (Dust) + 1 (Sand/Dirt) 
  + 2 (Gravel) + 2 (Porous Rock) + 2 
  (Dense Rock) = 10 FP for 343 feet3. 
  Since he only requires 1 foot3, this 
  is 7 levels below his own at ML 1 
  so the FP cost is reduced by 7 – 1 = 
  -6 FP. This means the Fatigue Point 
  cost of the spell is 10 – 6 = 4 FP. 
  Further Example:
  A Magus of ML 9 can command an amount of 729 feet3 of dense 
  rock. He heats up the surface of a narrow stone bridge which is 
  3 feet wide, 30 feet long and 1 foot thick giving a volume of 3 x 
  30 x 1 = 90 feet3. To calculate the increase in temperature divide 
  729 feet3 by 90 feet3 = 8.1, this is multiplied by x 3 (the standard 
  increase in temperature of rock for one increment step) = 24.3º 
  C. Therefore, the cost of heating the bridge by 24.3º C is 4 FP 
  (one increment step increase in temperature). Suppose the walk 
  is at 95º C to start with, it being a very hot sunny day. He expends 
  5 FP to Command Porous Rock (to accept the change in its 
  temperature) and 24 FP heating up the walk (6 increment steps, 4 
  FP each), therefore the bridge is now at 95 + (6 x 24.3) = 240.8º 
  C. That is enough to set paper aflame on contact. The duration 
  of the increased temperature will be 240.8 x 5 seconds = 1,204 
  seconds or 20.07 minutes. The bridge surface inflicts (240.8 - 100) 
  x 0.2 = 28 points of Energy damage per 5 seconds on anyone 
  who insists on crossing it! If a person steps onto such a surface, 
  he may try to Dodge backward off the surface to avoid injury.
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  328
  Puff of Dust
  Magick Resistance ....MR 4 
  Fatigue Cost ..............7 FP 
  Casting Time..............Cantrrip 
  Range ........................10 feet x ML 
  Duration .....................Instantaneous 
  With the point of a finger or focus instrument a thin 
  stream of dust issues forth and a covering of dust 
  blows onto the surrounding area that could snuff 
  out a candle, a torch or an uncovered lantern, or flip 
  a page of a book. Anyone who gets the dust in their 
  eyes from the stream is partially blinded for 3 Action 
  Phases and have any of their visual dependant skill 
  reduced to one fifth of their TSC% the dust is followed 
  by a 1,000 foot3 cloud of dust filling a volume equal 
  to 10 feet on a side and takes 1D10 minutes to settle. 
  Those within the dust cloud that comes after the 
  stream halve their TSC% of visually dependant skills. 
  This is based on a combination of Command Dust (3 
  FP) Link and Puff (4 FP) Detach (2 FP) accelerate (3 FP) 
  for a total cost of 12 FP. It is a Hex spell cast as a cantrip 
  so the FP are increased by 10% round up, = 14 FP.
  Sand Blast
  Magick Resistance ....MR 5 
  Fatigue Cost ..............8 FP plus 1 FP per extra Target 
  Casting Time..............Cantrip 
  Range ........................50 feet x ML 
  Duration .....................Instantaneous Effect 
  With the point of a finger or focus instrument the 
  mage produces a stream of sand that can be beamed 
  over 1 target for every 2 points of ML the mage has.  
  The sand causes slashing damage of 3 + caster’s 
  ML. Armour provide protection be reducing this 
  damage by half. A hit to the eyes blinds the target 
  for 1D10 action phases, though on a Crit Die 10 the 
  target takes 7 + ML slashing damage and has a 7% 
  x ML of caster of being blinded permanently.
  Based on the combination of Create Sand (4 FP) Link 
  + Air Beam (5 FP) detach (2 FP) Accelerate Missile 
  (3 FP) for a total of 14 FP, a further 2 FP is added 
  for the damage giving a grand total of 16 FP.
  Shower of Stones
  Magick Resistance ....MR 2 
  Fatigue Cost ..............3 FP +3 FP per density level 
  Casting Time..............Ritual (1 minute) x Density Level 
  Range ........................10 feet x ML 
  Duration .....................20 Minutes x Density Level / ML 
  A rain of stone falls in a 10 foot circle within range, 
  anyone in the circle is a target of the stones and they 
  take 3 + Crit Die of crushing damage, on a Crit Die of 
  10 they take 15 crushing damage each. If targeting a 
  specific individual in the area they take 7 + Crit Die of 
  crushing damage, or 27 points if the Crit Die is a 10.
  This is based on the combination of Create Gravel (5 FP) 
  command Gravel for form shower (6 FP) Detach (2 FP) 
  Accelerate Missile (3 FP) for a total of 17 FP, an additional 
  3 FP is added for the damage giving 20 FP however, 
  this a cantrip cast as a Hex and so the cost is reduced.
  Scorpion’s Strike
  Magick Resistance ....MR 10 
  Fatigue Cost ..............15 FP 
  Casting Time..............Sorcery 
  Range ........................125 feet x ML 
  Duration .....................Instantaneous Effect 
  Holding out both hands or focus instrument the spell 
  creates an obsidian lance 7 feet long striking with the 
  force as if fired from a ballista. Designed to be cast on 
  the battlefield, the spell is ½ TSC% in an enclosed space. 
  Damage caused is piercing and the lance does 11 +ML 
  + (1 x speed Level) + Crit Die. On a successful hit with 
  a Crit Die of 7 or 8 double the damage dealt. On a hit 
  with a Crit Die of 9 or 10 the lance over penetrates and 
  may strike another target in a line behind the first with 
  an equal force. This hit and that weight less than 1,000 
  lb are incapacitated. Those over 1,000 lbs in weight may 
  continue by passing a CON AR% wih a penalty of -3% x 
  ML of caster, if they pass they are at 1/4 of TSC% in all skills.
  This is based on the combination of Create Dense 
  Rock (10 FP) Command Dense Rock to form Spear 
  (10 FP) detach (3) Accelerate Missile (3 FP) for a 
  total of 25 FP, in addition 12 FP are added for the 
  damage giving a grand total of 37 FP. This is a Cantrip 
  cast as a Sorcery so the FP total is reduced. 
  Trebuchet 
  Magick Resistance ....MR 10 
  Fatigue Cost ..............17 FP 
  Casting Time..............Sorcery 
  Range ........................200 feet x ML 
  Duration .....................Instantaneous Effect 
  Lifting a 325lb stone high into the sky and lobbing it 
  hundreds of feet this spell is designed to be used on the 
  battlefield and is not suited for casting in enclosed areas. 
  The boulder explodes doing 11 x ML + Crit Die of piercing 
  damage to all in an area of 10 feet radius of the strike point. 
  On a successful Crit Die of 8 - 10 the boulder's explosion 
  causes 15 x ML damage. Any victims who weigh less than 
  2,500lbs are bashed and knocked prone. A target may 
  attempt to dodge for half damage and avoid being bashed.
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  329
  If desired the Trebuchet may be targeted at a single large 
  tarted of at least the size of a horse using ⅔ TSC%, a hit 
  causes crushing damage of (13 x ML) + (2 x Speed Level) + 
  Crit Die. On a successful Crit Die of 7-10 then the hit does 
  double damage with an auto bash of a target under 10,000 
  lbs. This target may dodge a direct hit with the boulder but 
  the still has to deal with the explosive effect of the spell.
  Ideally suited for use on the field of battle Trebuchet can 
  be used against fortification to reduce towers and walls. 
  It can penetrate 6 feet of dust, 2 feet of sand/dirt and 3 
  inches of rock for each ML of the caster. It can be deflected 
  on by an Air spell from a mage who has a higher ML.
  This spell is a combination of Create Dense Rock (10 FP) 
  Command Dense Rock (10 FP) detach (2 FP) Accelerate 
  Missile (3 FP) for a total of 25 FP, this is increased by a 
  further 16 FP because of the damage for a grand total of 41 
  FP. This cantrip is cast as a Sorcery to reduce the FP cost.
  Battering Ram
  Magick Resistance ....MR 2 
  Fatigue Cost ..............12 FP 
  Casting Time..............Sorcery 
  Range ........................50 feet x ML 
  Duration .....................Instantaneous Effect
  A spell designed to bash down doors and reduce gates. 
  The spell conjures a 300lb cylinder of dense rock. To 
  be able to make a dodge against the ram you must 
  have seen the spell cast, a success changes a hit into a 
  graze for half damage and no bash effect. If the dodge 
  succeeds then anyone behind the target must make 
  a dodge check or be bashed and suffer damage. 
  The bash weight of the ram is 300lbs +50 per speed 
  level, yielding a max bash weight of 1,000lbs. Bash 
  is automatic for anyone of less than half the bash 
  weight of the ram. The battering ram does (3 x ML) 
  + Crit Die of crushing damage, with a successful 
  Crit Die of 8-10 and additional 10 points of damage 
  are dealt to the target by the ram. Any target less 
  than 150lbs is hurled 10 feet x ML. Magickally 
  animated objects are stunned for 5 minutes x ML.
  This is a combination of Create Dense Rock (10 FP) 
  Command Dense Rock to form ram (10 FP) detach (2 FP) 
  accelerate missile (3 FP) to give a total of 25 FP. A further 
  4 FP is added for the damage for a grand total of 29 FP
  Wall
  Magick Resistance ....MR 2 
  Fatigue Cost ..............See below 
  Casting Time..............Sorcery 
  Range ........................10 feet x ML 
  Duration .....................15 second for 100 feet 
  This spell creates a permanent wall made of 
  earth of any shape or thickness and maybe 
  formed into permanent structures unless a 
  dispel component is combined into the spell. 
  This is based on the combination of Create (FP for 
  type of Earth created) Command Earth to form wall 
  (FP based on type of Earth to Command) . Detach and 
  Accelerate can be added into the combination in order 
  to make the wall move; its max acceleration is 10mph.
  Some wall materials are able to deflect missiles Table 
  - Wall gives the thickness and additional FP costs.
  Sheet
  Magick Resistance ....MR 2 
  Fatigue Cost ..............4 / 5 / 7 / 8 by density
  Casting Time..............Sorcery 
  Range ........................10 feet x ML 
  Duration .....................15 second for 100 feet 
  Similar to a wall spell this instead lays a sheet of 
  earth in a horizontal form such as a floor a ceiling, 
  bridge or road. The minimum thickness is 6 inches 
  and the earth created is permanent unless a dispel 
  component was included in the combination. 
  This is based on the combination of Create (FP for 
  type of earth created) Command to form sheet of 
  earth ( FP for type of earth to be commanded).
  Thickness required  
  to deflect
  FP cost  
  per 100 
  feet3
  Density
  Missile
  Magick
  Dust
  N/A
  12 feet
   3
  Sand/Dirt
  1 foot
  2 feet
  4
  Gravel
  1 foot
  2 feet
  5
  Porous Rock
  6 inches
  1 foot
  7
  Dense Rock
  3 inches
  1 foot
  8
  Table - Wall
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  330
  Landslide
  Magick Resistance ....MR 3 
  Fatigue Cost ..............4 / 5 / 7 / 8 by density 
  Casting Time..............Sorcery 
  Range ........................50 feet x ML 
  Duration .....................Instantaneous Effect 
  This spell creates a landslide, avalanche or cave in by 
  breaking naturally occurring volumes of earth. Sculpted 
  and mortared formations are unaffected by this spell.  
  Refer to table - Command Earth Quantities for the 
  volumes that can be moved. The damage caused will 
  vary and is dependent upon the capabilities of the 
  mage - see the table - Landslide Crush Damage below.
  Crushing Damage Inflicted by Landslide of:
  ML 
  Weight 
  Sand/Dirt 
  Gravel 
  Rock
  1 
  300 lbs 
  1 
  Crit Die + 1 
  2 x Crit Die + 1
  2 
  2,400 lbs 
  ½ Crit Die 
  Crit Die + 2 
  2 x Crit Die + 2
  3 
  8,100 lbs 
  ½ Crit Die 
  Crit Die + 3 
  2 x Crit Die + 3
  4 
  19,200 lbs 
  Crit Die 
  Crit Die + 4 
  2 x Crit Die + 4
  5 
  37,500 lbs 
  Crit Die 
  Crit Die + 5 
  2 x Crit Die + 5
  6 
  64,800 lbs 
  Crit Die + 1 
  Crit Die + 6 
  2 x Crit Die + 6
  7 
  102,900 lbs 
  Crit Die + 2 
  Crit Die + 7 
  2 x Crit Die + 7
  8 
  153,500 lbs 
  Crit Die + 3 
  Crit Die + 8 
  2 x Crit Die + 8
  9 
  218,700 lbs 
  Crit Die + 4 
  Crit Die + 9 
  2 x Crit Die + 9
  10 
  300,000 lbs 
  Crit Die + 5 
  Crit Die + 10 
  2 x Crit Die +10
  Additional damage suffered if a success with:
  Crit 10 
  +7 
  Crit 08-10 
  +13 
  Crit 07-10 
  +21
  Table - Landslide Crush Damage
  Table - Landslide TSC% Modifiers
  Distance from 
  Start Point 
  Modify 
  Dodge TSC 
  Size of the 
  Landslide 
  Modify Dodge 
  TSC%
  0-10 feet 
  -50% 
  ML 1 volume 
  +25%
  11-20 feet 
  -40% 
  ML 2 volume 
  +15%
  21-40 feet 
  -25% 
  ML 3 volume 
  +5%
  41-60 feet 
  -10% 
  ML 4 - 5 volume 
  0%
  61-80 feet 
  0% 
  ML 6 volume 
  -10%
  81-100 feet 
  +10% 
  ML 7 volume 
  -20%
  101-125 feet 
  +25% 
  ML 8 volume 
  -30%
  126-150 feet 
  +40% 
  ML 9 volume 
  -40%
  151+ feet 
  +60% 
  ML 10 volume 
  -50%
  This is based on the combination of Command 
  type of earth (FP depends of type of earth to be 
  commanded) Detach (2 FP) Accelerate Missile 
  (3 FP) for a total of 9 FP as a base cost.
  A critical hit from a rockfall that starts overhead 
  need not roll for a hit location it will always 
  be on the head and shoulders of a humanoid 
  shaped target or spine of a quadruped creature 
  and may result in the death of the target.
  Overhead rockfall can be dodged if an AGL AR is 
  made first. Dodge TSC% are modified as shown 
  in the table - Landslide TSC% Modifiers.
  A dodge that fails against a ML 3 or greater in 
  volume results in not just being struck but the 
  poor target is buried, stunned and immobilized. 
  Digging oneself out is possible if they have sufficient 
  strength and aid from those outside the landslide 
  can speed this up.  The spell has lots of variation 
  using many materials and volumes creatively.
  Quake
  Magick Resistance ....MR 10 
  Fatigue Cost ..............See below 
  Casting Time..............Special 
  Range ........................¼ mile x ML 
  Duration .....................Instantaneous effect 
  By the manipulation of subsurface rocks the mage 
  can use this spell to cause violent tremors and 
  quakes. The amount of the material and the depth 
  of the displacement define the radius of effect. 
  The mage must cast a combination spell of Command 
  Rock (10 FP per volume level commanded up to 
  10,000 feet3) Detach (3 FP) Accelerate (3 FP) Trigger 
  Hold (5 FP). The combination sets up the minimum 
  volume of rock to create a quake 1/4 mile in radius. 
  Every addition 10,000 feet3 of rock prepared, increases 
  the radius of effect by 1/4 mile; the mage can continue 
  to increase the radius a number of time equal to 
  his ML. Because of the time required to do the 
  combinations the Trigger Hold spell is required to 
  delay the effects until the desired radius is reached.
  Once all is set then the mage casts the Trigger 
  Spell (5 FP) to set the quake into motion; however 
  the mage needs to be within ½ mile x ML of the 
  centre of effect when casting the trigger spell.
  The severity of the shock wave is determined 
  by the Crit Die result on Table - Quake 
  Damage. A crevasse opens up from the centre 
  of the effect stretching out either side.
  Length: Crit Die x (100ft + 10 feet per Caster ML)
  Width: Crit Die x (10 feet + 2 feet per caster ML) 
  Depth: Crit Die x (25 feet + 5 feet per caster ML)
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  Example:
  A Magus of ML 10 can create a 
  earthquake of up to a maximum radius 
  of 10 x 1/4 mile = 2.5 mile radius. The cost 
  for each 10,000 feet3 will be Command 
  Dense Rock x 10 (10 FP x 10 = 100 FP) 
  + Detach (2 FP) + Accelerate (3 FP) + 
  Trigger (Hold) (5 FP) = 110 FP which 
  as a combination spell becomes 55 FP. 
  Therefore the maximum earthquake 
  size would cost the Mage 55 x 10 = 550 
  FP, a huge cost but with a huge effect.
  Table - Quake Damage
  Crit Die 
  Damage
  01-02 
  Minor tremors: no damage.
  03-04 
  Noticeable tremors: little damage, but 
  people and animals are alarmed.
  05 
  Strong tremors: minor damage to frame buildings; 
  people and animals are shaken up and fearful.
  06 
  Powerful tremors: moderate damage to frame 
  buildings; minor damage to stone buildings. 
  It is hard to stand. People tend to panic. 
  Animals become unmanageable, flee etc.
  07 
  Severe tremors: heavy damage to frame 
  structures; moderate damage to stone buildings; 
  slight damage to fortifications. It is impossible 
  to stand. People and animals are terrified.
  08 
  Shock waves flatten frame structures: 
  major damage to stone buildings and 
  moderate damage to fortifications, etc. 
  People and animals are terrified.
  09 
  Shock waves smash frame structures and stone 
  buildings and do severe damage to fortifications, 
  bridges, etc. People and animals are terrified.
  10 
  Shock waves smash everything; man-
  made short of great structures like the 
  Pyramids will be cast down into the dust.
  Basic Elemental Magick Fire
  The manipulation of heat, flames and ignition of items.
  • 
  Create or Command Fire 
  Each type of fire from natural to Dragon breath 
  is learned as a separate discipline, allowing the 
  mage to direct existing fire to obey his will. There 
  are factors common to all types of fire: -
  • 
  Quantity 
  Varies, up to an amount depending on the ML of the mage.
  • 
  Diameter 
  A distance across that, over time the fire 
  fills by spreading into the given area.
  • 
  Spread 
  How fast the fire travels from its ignition point to 
  its maximum spread. Also the rate of reduction 
  after natural fuel has been exhausted.
  • 
  Energy Damage 
  Dependant upon the type of fire created
  • 
  Critical Hit 
  The are scored against targeted living creatures and 
  the effects depend upon the type of fire created and 
  usually are only levied against targets in the first Action 
  Phase. However, the ignition of items that might catch 
  fire can be tested in each Action Phase. For example 
  a person wearing flammable materials may well have 
  them catch fire later dealing 1D10 points of energy 
  damage for every 15 seconds the material burns.
  • 
  Light Radius 
  The distance the source sheds light from its centre point, 
  with the inverse square law giving more shadowy and 
  indiscernible figures the further out from the centre.
  • 
  Duration without Fuel 
  Magickal fires have a capacity to feed from the 
  universal spirit and so are self sustaining with 
  the duration dependant upon the size of the 
  fire, presence of natural fuel materials etc.
  • 
  FP Cost 
  As with all Magick the universe demands a cost 
  for the manipulation, command and control of its 
  energies. The cost depends upon the level of control/
  complexity and the volumes involved in the spell.
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  Natural Fire
  Magick Resistance ....MR 2 
  Fatigue Cost ..............See below 
  Casting Time..............Cantrip 
  Range ........................10 feet x ML 
  Duration .....................Dependent upon Natural Fuel 
  Supply 
  Spread .......................3 feet per 5 seconds 
  The mage using his will and control over the 
  universal spirit can summon natural fires into 
  existence; however, such fires are dependent 
  upon the surrounding area for fuel, otherwise 
  they spread to their max spread and die, 
  starved of fuel in a mere 15 seconds x Level 
  of fire. Creatures that are resistant to fire are 
  immune to the effects of natural fire.
  Magick Fire
  Magick Resistance ....MR 4 
  Fatigue Cost ..............See below 
  Prerequisite ...............Create or Command Normal Fire 
  Casting Time..............Sorcery 
  Range ........................10 feet x ML 
  Duration .....................See below 
  Spread .......................5 feet per 5 seconds 
  Once the mage has mastered the alteration 
  and manipulation of normal fires, only then 
  can he advance his studies into the control and 
  summoning of Magickal fire. Creature resistant 
  to fire suffer 1/4  damage from magick fire.
  Salamander Fire
  Magick Resistance ....MR 4 
  Fatigue Cost ..............See below 
  Prerequisite ...............Create or Command Magick Fire 
  Casting Time..............Sorcery 
  Range ........................10 feet x ML 
  Duration .....................See below 
  Spread .......................7 feet per 5 seconds 
  After the time spent learning to manipulate 
  and control magick fire a mage has a unique 
  understanding of the essence of fire; only then 
  can he learn to control and command Salamander 
  fire, a more intense form of Magick Fire. Creatures 
  resistant to normal fires are somewhat resistant to 
  Salamander fire and take only ½  damage from it.
  ML
  Create 
  Natural Fire
  Fire 
  Diameter 
  Energy 
  Damage 
  Crit 
  Hit1 
  Crit 
  Damage2 
  Light 
  Radius3 
  FP 
  Cost
  1 
  Candle 
  1 inch 
  0 
  10 
  +1 
  5 feet 
  2
  2 
  Torch 
  1 feet 
  3 
  10 
  +5 
  10 feet 
  3
  3
  Campfire 
  2-5 feet 
  4 
  10 
  +7 
  50 feet 
  4
  4 
  Blaze 
  6-10 feet 
  5 
  10 
  +10 
  100 feet 
  5
  5 
  Beacon 
  11-15 feet 
  5 
  9 - 10 
  +10 
  150 feet 
  6
  6 
  Bonfire 
  16-20 feet 
  6 
  9 - 10 
  +10 
  200 feet 
  7
  7 
  Wildfire 
  21-30 feet 
  7 
  9 - 10 
  +10 
  300 feet 
  8
  8 
  Conflagration 
  31-40 feet 
  8 
  8 - 10 
  +10 
  400 feet 
  9
  9 
  Inferno 
  41-50 feet 
  9 
  8 - 10 
  +10 
  500 feet 
  10
  10 
  Holocaust 
  51-60 feet 
  10 
  7 - 10 
  +10 
  600 feet 
  11
  1A critical hit ignites flammable materials on a living target (clothing, etc.) Add 
  +2 to Crit Die for flammable non-living targets when determining ignition.
  2On initial phase of contact. The damage from continuing exposure to fire is 
  1D10 points of Energy damage per 15 seconds, with no Critical. Ignition of 
  flammable material on a person causes 2D10 damage per 15 seconds.
  3Distance from the centre of the fire at which enough light 
  is cast to dimly illuminate a creature or object.
  Table - Natural Fire
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  333
  ML
  Create 
  Magick Fire
  Fire 
  Diameter
  Energy 
  Damage 
  Crit Hit1 
  Crit 
  Damage2 
  Duration 
  without Fuel3 
  FP Cost
  1 
  Candle 
  1 inch 
  1 
  10 
  +1 
  2 hours x ML 
  4
  2 
  Torch 
  1 feet 
  4 
  10 
  +10 
  1 hour x ML 
  5
  3 
  Campfire 
  2-5 feet 
  5 
  9 - 10 
  +10 
  2.5 min x ML 
  6
  4 
  Blaze 
  6-10 feet 
  6 
  9 - 10 
  +10 
  45 sec x ML 
  7
  5 
  Beacon 
  11-15 feet 
  8 
  9 - 10 
  +10 
  15 sec x ML 
  8
  6 
  Bonfire 
  16-20 feet 
  9 
  8 - 10 
  +10 
  10 sec x ML 
  9
  7 
  Wildfire 
  21-30 feet 
  10 
  8 - 10 
  +10 
  5 sec x ML 
  10
  8 
  Conflagration 
  31-40 feet 
  11 
  7 - 10 
  +11 
  2.5 sec x ML 
  11
  9 
  Inferno 
  41-50 feet 
  12 
  7 - 10 
  +12 
  1.5 sec x ML 
  12
  10 
  Holocaust 
  51-60 feet 1
  3 
  6 - 10 
  +13 
  1 sec x ML 
  13
  1A critical hit ignites flammable materials on a living target (clothing, etc.) Add +3 
  to Crit Die for flammable non-living targets when determining ignition.
  2On initial phase of contact. Continuing exposure to Magick Fire causes 1 + 1D10 
  points of Energy damage per 15 seconds, with no Critical. Ignition of flammable 
  material on a person causes 1 + 2D10 damage per 15 seconds.
  3Magickally sustained. The fuel may be Magickal or from natural sources. See Create 
  or Command (Natural Fire) for Light Radius of a blaze of comparable size.
  Table - Magick Fire
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  334
  ML 
  Create 
  Salamander Fire 
  Fire 
  Diameter 
  Energy 
  Damage 
  Crit Hit1 
  Crit 
  Damage2 
  Duration 
  without Fuel3 
  Cost 
  FP
  1 
  Candle 
  1 inch 
  1 
  10 
  +5 
  6 hours x ML 
  7
  2 
  Torch 
  1 feet 
  4 
  9 - 10 
  +10 
  3 hours x ML 
  8
  3 
  Campfire 
  2-5 feet 
  5 
  9 - 10 
  +10 
  7.5 min x ML 
  9
  4 
  Blaze 
  6-10 feet 
  7 
  8 - 10 
  +10 
  2 min x ML 
  10
  5 
  Beacon 
  11-15 feet 
  9 
  8 - 10 
  +10 
  45 sec x ML 
  11
  6 
  Bonfire 
  16-20 feet 
  11 
  7 - 10 
  +11 
  30 sec x ML 
  12
  7 
  Wildfire 
  21-30 feet 
  13 
  7 - 10 
  +13 
  15 sec x ML 
  13
  8 
  Conflagration 
  31-40 feet 
  15 
  6 - 10 
  +15 
  7.5 sec x ML 
  14
  9 
  Inferno 
  41-50 feet 
  18 
  6 - 10 
  +18 
  5 sec x ML 
  15
  10 
  Holocaust 
  51-60 feet 
  21 
  5 - 10 
  +21 
  3 sec x ML 
  16
  1A critical hit ignites flammable materials on a living target (clothing, etc.) Add +4 
  to Crit Die for flammable non-living targets when determining ignition.
  2On initial phase of contact. Continuing exposure to Salamander Fire causes 3 
  + 1D10 points of Energy damage per 15 seconds, with no Criticals. Ignition of 
  flammable material on a person causes 3 + 2D10 damage per Action round.
  3Magickally sustained. The fuel may be Magickal or from natural sources. See Create 
  or Command (Natural Fire) for Light Radius of a blaze of comparable size.
  Table - Salamander Fire
  Table - Dragon Fire
  ML Create Dragon Fire 
  Fire 
  Diameter 
  Energy 
  Damage 
  Crit Hit1 
  Crit 
  Damage2 
  Duration 
  without Fuel3 
  FP 
  Cost
  1 
  Candle 
  1 inch 
  1 
  10 
  +5 
  6 hour x ML 
  9
  2 
  Torch 
  1 feet 
  5 
  9 - 10 
  +10 
  3 hour x ML 
  10
  3 
  Campfire 
  2-5 feet 
  7 
  9 - 10 
  +10 
  7.5 min x ML
  11
  4 
  Blaze 
  6-10 feet 
  9 
  8 - 10 
  +10 
  2 min x ML 
  12
  5 
  Beacon 
  11-15 feet 
  12 
  8 - 10 
  +12 
  45 sec x ML 
  13
  6 
  Bonfire 
  16-20 feet 
  15 
  7 - 10 
  +15 
  30 sec x ML 
  14
  7 
  Wildfire
  21-30 feet 
  18 
  7 - 10 
  +18 
  15 sec x ML 
  5
  8 
  Conflagration 
  31-40 feet 
  21 
  6 - 10 
  +21 
  7.5 sec x ML 
  16
  9 
  Inferno 
  41-50 feet 
  24 
  6 - 10 
  +24 
  5 sec x ML 
  17
  10
   Holocaust 
  51-60 feet 
  27 
  5 - 10 
  +27 
  3 sec x ML 
  18
  1A critical hit ignites flammable materials on a living target (clothing, etc.) Add +5 
  to Crit Die for flammable non-living targets when determining ignition.
  2On initial phase of contact. Continuing exposure to Salamander Fire causes 5 
  + 1D10 points of Energy damage per 15 seconds, with no Criticals. Ignition of 
  flammable material on a person causes 5 + 2D10 damage per Action round.
  3Magickally sustained. The fuel may be Magickal or from natural sources. See Create 
  or Command (Natural Fire) for Light Radius of a blaze of comparable size.
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  Dragon Fire
  Magick Resistance ....MR 10 
  Fatigue Cost ..............See below 
  Prerequisite ...............Create or Command 
  Salamander Fire 
  Casting Time..............Sorcery 
  Range ........................10 feet x ML 
  Duration .....................See below 
  Spread .......................10 feet per 5 seconds 
  The most intense form of any fire a mage 
  has to have mastered the art of Creating 
  and Commanding Salamander fire first. 
  Creatures that are resistant to fire still take 
  ¾ damage from Dragon Fire spells. 
  Warm/Cool
  Magick Resistance ....MR 2 
  Fatigue Cost ..............4 FP per Increase 
  Casting Time..............Sorcery 
  Range ........................10 feet x ML 
  Duration .....................See below 
  By altering the energies within the 
  fire a mage can change the intensity 
  of them either increasing or decrease 
  their temperature in steps of: 
  +/-1oC (2OF) Natural Fire
  +/-3oC (6OF) Magick Fire
  +/-5oC (9OF) Salamander Fire
  +/-7oC (13OF) Dragon Fire
  A mage can make a maximum number of 
  alterations equal to his ML, with each increase/
  decrease costing 4 FP. To find the maximum volume 
  of fire a mage can warm/cool use his ML on the 
  table for the fire type in Create or Command Fire. 
  With the control of smaller volumes increase/
  decrease is equal to the caster’s max fire diameter 
  divided by the fire diameter to be controlled. 
  The duration is equal to the temperature increase x 5 
  seconds; however, as this is a Magickal effect the original 
  temperature with be returned to as soon as the spell's 
  duration is over. There is no cooling or reheating time. 
  Warm/Cool allow a mage to effectively supercharge 
  fire allowing them to inflict extra damage. This is 
  1point of energy damage per block of 5OC (9OF) 
  increase in temp. Per 5 seconds. That is temp 
  increase x 02 round down (or divided by 9O in F).
  Remove Fire
  Magick Resistance ....MR 3 
  Fatigue Cost ..............3 FP + FP equal to cost to Create 
  Casting Time..............Sorcery 
  Range ........................10 feet x ML 
  Duration .....................5 seconds x Level 
  The mage designates an area within the caster range 
  and the spell removes fire from that area. He can 
  remove a similar amount of fire to what he is able to 
  control; see the amount on the appropriate fire tables 
  for the Mage’s ML for the type of fire being removed.
  Example:
  A Magus of ML 9 can command a Magick 
  Fire with a diameter of 50 feet. He wishes 
  to increase the heat a fire with a diameter 
  of 5 feet. To calculate the increase in 
  temperature divide 50 feet by 5 feet = 
  10, this is multiplied by x 3 (the standard 
  increase in temperature for Magick Fire for 
  one increment step) = 30O C. Therefore, the 
  cost of heating the fire by 30º C is 4 FP (one 
  increment step increase in temperature).
  Suppose he wishes to expend 24 FP heating 
  up the fire (6 increment steps, 4 FP each), 
  therefore the temperature of the fire has been 
  increased by (6 x 30) = 180O C. The duration 
  of the increase in temperature will be 180 
  x 5 seconds = 900 seconds or 15 minutes. 
  The fire also inflicts (180 x 0.2) = 36 points of 
  additional Energy damage per 5 seconds on 
  anyone who insists on trying to touch it.
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  Fuel the flames
  Magick Resistance ....MR 7 
  Fatigue Cost ..............See below 
  Casting Time..............Sorcery 
  Range ........................10 feet x ML 
  Duration .....................See below 
  This spell borrows fuel from somewhere else to 
  fuel the targeted fire where no natural fuel is 
  present and increases the duration that the fire 
  will burn; however this borrowing has a costly 
  burned from the universe. It is not possible to 
  extend the duration of an instantaneous fire 
  spell; however, the fires that may begin from the 
  instantaneous effect can be stoked with this spell. 
  Create Smoke
  Magick Resistance ....MR 3 
  Fatigue Cost ..............See below 
  Prerequisite ...............Create or Command Natural Fire 
  Casting Time..............Sorcery 
  Range ........................100 feet x ML 
  Duration .....................5 minutes x ML 
  The old saying “Where there’s smoke, there’s fire” certainly 
  does not hold true for the mage as he may create smoke 
  without the accompanying fire. Those creatures who 
  are resistant to fire or undead are immune to smoke 
  and its ill effects. The table below shows how much 
  smoke and the FP cost based on the mage’s ML
  A mage can also move the smoke as though blown 
  on the breeze this is the combination of Create 
  smoke (FP dependant on density) detach (2 FP) 
  Accelerate (3 FP) the movement cannot go over 
  10mph or the smoke cloud will break up. 10-19 mph 
  the smoke dissipate in 3 x ML min. 20 - 29 mph 1min 
  x ML over 30 mph the dissipation is 15 second x ML. 
  The speed increase for the breeze costs +2 FP
  A mage may wish to have his smoke stay in one 
  place and resist the natural air flow, he then adds 
  in Affix as part of the combination for 1 FP
  ML Fire 
  Diameter 
  Duration 
  FP 
  Cost
  1 
  Candle 
  1 “ 
  7 hours x ML 
  1
  2 
  Torch 
  1ft 
  3 hours x ML 
  2
  3 
  Campfire 
  2-5 ft 
  1 hour x ML 
  3
  4 
  Blaze 
  6-10 ft 
  20 minutes x ML 
  4
  5 
  Beacon 
  11-15 ft 
  7 minutes x ML 
  5
  6 
  Bonfire 
  16-20 ft 
  4 minutes x ML 
  6
  7 
  Wildfire 
  21-30 ft 
  2 minutes x ML 
  7
  8 
  Conflagration 
  31-40 ft 
  1 minute x ML 
  8 
  9 
  Inferno 
  41-50 ft 
  45 seconds x ML 
  9
  10 
  Holocaust 
  51-60 ft 
  30 seconds x ML 
  10
  Table - Extended Duration Fatigue Cost
  Table - Create Smoke
  ML 
  5 FP Light 
  Smoke 
  7 FP Smoke 
  9 FP  Dense 
  Smoke
  1 
  440' radius 
  220' radius 
  110' radius
  2 
  880' radius 
  440' radius 
  220' radius
  3 
  1,320' radius 
  660' radius 
  330' radius
  4 
  1,760' radius 
  880' radius 
  440' radius
  5 
  2,200' radius 
  1,100' radius
  550' radius
  6 
  2,640' radius 
  1,320' radius 
  660' radius
  7 
  3,080' radius 
  1,540' radius 
  770' radius
  8 
  3,520' radius 
  1,760' radius 
  880' radius
  9 
  3,960' radius 
  1,980' radius 
  990' radius
  10
  4,400' radius 
  2,200' radius 
  1,100' radius
  Light Smoke obscures objects over 200 feet away and 
  reduces the TSC% of any visually dependent skills by 
  -7%. The TSC% of any missile and spell casting skills 
  is reduced by -5% per 20 feet of intervening space.
  Smoke completely objects over 100 feet away and 
  reduces the TSC% of any visually dependent skills by 
  –13%. The TSC% of any missile and spell casting skills 
  is reduced by -5% per 10 feet of intervening space.
  Dense Smoke obscures objects over 50 feet away 
  and reduces the TSC% of any visually dependent 
  skills by –26%. The TSC% of any missile and spell 
  casting skills is reduced by -5% per 5 feet of intervening 
  space. Anyone in dense smoke must make a CON 
  AR every minute. Failure means the character loses 
  -1 FP due to distress caused by the acrid fumes. If the 
  character fails with a Crit Die 10, they lose –3 FP.
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  337
  Intensify fire
  Magick Resistance ....MR 3 
  Fatigue Cost ..............See below 
  Casting Time..............Sorcery 
  Range ........................10 feet x ML 
  Duration .....................5 seconds x ML 
  The table below shows how this spell can be used to intensify the levels of heat, energy 
  and higher concentrations of noxious fumes. Fume damage applies to both Fatigue and 
  Body Levels as well as the Crit Die applying to the ignition of flammable materials.
  Flame Wall
  Magick Resistance ....MR 3 
  Fatigue Cost ..............2 FP + 1 FP per level 
  Casting Time..............Sorcery 
  Range ........................10 feet x ML 
  Duration .....................Per type of fire being used 
  Limited up to his total max volume a mage can shape 
  the roiling fire into a wall of any shape and thickness 
  (10 feet is an assumes min height with large volumes 
  giving flames reaching even as high as 40 feet) The 
  volume is assumed to be 1 foot thick with a coverage 
  equal to the diameter of the fire squared. That is a 20 
  foot diameter fire would have a 20 foot by 20 foot 
  coverage, 1 foot thick and an area of 400 feet2 
  Based on the combination of Create fire (FP based 
  on the type of fire) Command fire to form a wall 
  (based on fire type and ML of Mage) A mage may 
  choose to have the wall moveable in which case he 
  can add in the spells detach and Accelerate. If not 
  affixed a wall may be blown along by a wind at ⅔ 
  of the winds speed.  But never more than 50mph
  Table - Intensify Fire
  Natural Fire
  Magick Fire
  Salamander Fire
  Dragon Fire
  Sulphur & 
  Brimstone
  ML
  Basic 
  Dmg 
  Crit 
  Die 
  FP 
  Cost 
  Basic 
  Dmg 
  Crit 
  Die 
  FP 
  Cost 
  Basic 
  Dmg 
  Crit 
  Die 
  FP 
  Cost 
  Basic 
  Dmg 
  Crit 
  Die 
  FP 
  Cost 
  Basic 
  Dmg 
  Crit 
  Die 
  FP 
  Cost
  1 
  +1 
  +1 
  1
  +2 
  +1 
  1
  +2 
  +1 
  2 
  +2 
  +2 
  2
  +1 
  +1 
  1
  2 
  +2 
  +1 
  2
  +3 
  +1 
  2
  +4 
  +1 
  3 
  +4 
  +2 
  3
  +2 
  +1 
  2
  3 
  +3 
  +1 
  2
  +6 
  +1 
  3
  +7 
  +1 
  4
  +7 
  +2 
  5
  +3 
  +1 
  3
  4 
  +4 
  +1 
  3
  +7 
  +1 
  4
  +9 
  +2 
  6
  +9 
  +2 
  6
  +4 
  +1 
  4
  5 
  +5 
  +1 
  3
  +8 
  +1 
  5
  +11 
  +2 
  8
  +11 
  +2 
  8
  +5 
  +1 
  5
  6 
  +6 
  +1 
  4
  +9 
  +2 
  6
  +13 
  +2 
  10
  +13 
  +3 
  12
  +6 
  +1 
  6
  7 
  +7 
  +1 
  4
  +10 
  +2 
  7
  +15 
  +2 
  12
  +16 
  +3 
  15 
  +7 
  +1 
  7
  8 
  +8 
  +1 
  5
  +11 
  +2 
  8
  +17 
  +3 
  14
  +20 
  +3 
  18 
  +8 
  +2 
  8
  9 
  +9 
  +1 
  5
  +12 
  +2 
  9
  +19 
  +3 
  16
  +24 
  +3 
  21
  +9 
  +2 
  9
  10
  +10
  +2
  7
  +13
  +2
  10
  +21
  +3
  18
  +30
  +3
  27
  +10
  +2
  10
  Missile Deflection
  Attacks take a -7% penalty to TSC% 
  per 5 feet of thickness
  Water Spells
  Negates water missiles however a similar 
  volume of detached water can cause the 
  fire to extinguish in 3d10 seconds.
  Movement
  First the mover has to overcome the instinctive 
  fear of fire, a Willpower roll minus the PSF% 
  of the caster. Take fire damage, also check 
  for ignition of materials on person
  Example: A Magus of ML 7 can create a Natural Fire 
  that is 30 feet in diameter. This gives a Natural Fire 
  Wall of 30 feet x 30 feet x 1 foot thick, a coverage 
  of 900 feet³ and it will last until all the fuel is burnt 
  out. This will cost the Mage 8 + 8 = 16 FP.
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  338
  Create Noxious Fumes
  Magick Resistance ....MR 7 
  Fatigue Cost ..............See below 
  Prerequisite ...............Create Smoke 
  Casting Time..............Sorcery 
  Range ........................50 feet x ML 
  Duration .....................See below 
  With this spell a mage can create fumes in volumes 
  that range from mildly nauseating to highly 
  toxic. Of course creatures that are fire resistant 
  and live in such environs suffer no ill effect. 
  By using the spells Detach and Accelerate in a 
  combination the fumes can be moved around; however 
  any breeze of greater than 10-15 mph will  dissipate 
  the fume within 30 seconds x ML 16-20 mph and 
  they dissipate in 15 seconds x ML. Over 20 mph and 
  the fumes with be gone in 5 seconds x ML. Causing 
  the breeze to blow above 10 mph costs +4 FP
  If those in the fumes use some acceptable method to 
  mitigate the fumes, before breathing them in. Such 
  as damp cloth over the nose and mouth, reduce the 
  penalties (not visual impairment) on them by ½ .
  Each type of noxious fume has its own FP cost, 
  duration and effect, any success with a Crit Die of 
  10 doubles the TSC% penalties and damage.
  With the use of intensify add 1% x Caster’s ML to TSC% 
  penalties and +2 to FP damage per intensify fire in 
  the combination (max of three at a cost of 3 FP each) 
  Sulphur and Brimstone are a special case however.
  Acrid Smoke 
  Fatigue Cost:  ............2 Per Level
  Duration:  ...................15 seconds x ML
  The target must make Make a CON 
  AR -(3% x Caster’s ML.)
  Blinded by tears, on a failed roll the target 
  suffers a penalty of -3% x 1D10 from his TSC% 
  of vision dependent skills until he is out of 
  the area of effect or the fumes dissipate.
  Sulphurous Fumes
  Fatigue Cost:  ............3 FP per level
  Duration:  ...................10 seconds x ML
  Make a CON AR - (3% x Caster’s ML)
  On a fail lose 1 FP x 1D10 from Fatigue Levels 
  and any skills or actions that require sight take a 
  penalty of -3% x 1D10 to their TSC% until out of 
  the area of effect or the fumes have dissipated.
  Deadly Vapours
  Fatigue Cost:  ............4 FP per Level
  Duration:  ...................5 seconds x ML
  The target must make a CON AR% - (7% x 
  caster’s ML) ever 15 seconds in the fumes
  On a failed roll lose 1D10 FP and 2 points of damage 
  directly to his Body levels. Skills and actions that 
  require sight suffer a -3% x 1D10 on their TSC% 
  until out of the vapours or they have dissipated.
  Sulphur & Brimstone
  Fatigue Cost:  ............See below
  Prerequisite:  .............Create or Command Magick Fire
  Duration:  ...................5 seconds x ML
  Anyone in medieval Europe will know that Sulphur 
  and Brimstone are associated with Magick and the 
  infernal at work. Mages must have the ability to work 
  equivalent volumes of magick fire before creating 
  such vapours. Details are on the table below.
  Once the Sulphur and Brimstone fumes are inhaled, 
  damage is taken and all skill PSF% are at ½ for 20 
  minutes - ½ CON. After being affected by the fumes the, 
  victim must make a CON AR% every 15 seconds that the 
  victim remains inside the area of effect. Failure of the roll 
  means the victim suffers the extended exposure effects.
  ML 
  Fumes 
  Volume 
  (approx) ML 
  Fumes
  Volume 
  (approx)
  1 
  10 x 10 x 10 ft 
  1,000 ft3 
  6 
  27 x 27 x 27 ft 
  20,000 ft3
  2 
  16 x 16 x 16 ft 
  4,000 ft3 
  7 
  29 x 29 x 29 ft 
  24,000 ft3
  3 
  20 x 20 x 20 ft 
  8,000 ft3 
  8 
  31 x 31 x 30 ft 
  28,000 ft3
  4 
  23 x 23 x 23 ft 
  12,000 ft3 
  9 
  33 x 33 x 30 ft 
  32,000 ft3
  5 
  25 x 25 x 25 ft 
  16,000 ft3 
  10 
  35 x 35 x 30 ft 
  36,000 ft3
  The noxious cloud doubles in dimensions after 15 seconds; 
  e.g.: a 10 x 10 x 10 ft cloud expands to 20 x 20 x 20 ft etc.
  Table - Noxious Fumes Quantities
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  Fire Missiles
  Here are listed the guidelines for casting fire missiles
  • 
  A mage learned in the art of Elemental fire may cast 
  fiery missiles at a target or area the mage specifies.
  • 
  Fire Missiles have their effects occur in a single 
  Action Phase and may not be extended.
  • 
  Missiles have four type of fire that they can be made 
  from, Natural, Magick, Salamander or Dragon Fire.
  • 
  If a mage has a source of fire already present then 
  he may create missile from this source using the 
  Detach spell to move them from the source.
  • 
  Armour does not protect against fire; however, a shield 
  user may be able to cover his body from a blast of flame. 
  Shield made of iron will of course not catch fire however, 
  they will get hot. Other materials used for shields will 
  take damage and may have to be discarded if on fire.
  • 
  Any creature that lives in water or is created of 
  water takes double damage from fire missiles
  • 
  Spirits and creatures that live in or are created of 
  fire are immune to natural fire, take ¼ damage 
  from Magick Fire, ½ damage from Salamander 
  fire and ¾ damage from Dragon fire.
  • 
  A target may dodge a missile made of fire if the 
  target see the spell being cast and is more than 30 
  feet away. If target by an explosive missile of fire, 
  such as a fireball, this may render a dodge partially 
  or completely ineffective. ½ damage on a successful 
  dodge but only if there is sufficient space to do so. 
  In tight confines the GM might rule a dodge to be 
  ineffective as the blast can not be avoided. 
  Fiery Arrows
  Type of Fire .............. MR 
  FP Cost
  Normal Fire ................2 
  4 FP + 1 FP per additional target
  Magick Fire ................3 
  5 FP + 1 FP per additional target
  Salamander Fire ........4 
  6 FP + 2 FP per additional target
  Dragon Fire ................5 
  7 FP + 2 FP per additional target
  Fatigue Cost: ............See below
  Casting Time:.............Cantrip
  Range: .......................50 feet x ML
  Duration: ....................Instantaneous effect
  The mage uses his Magick and command of the 
  elements of fire to shape one arrow of fire. He 
  can shape one arrow in this way for every 3 ML 
  round up. These may be cast in the same Action 
  Phase or in later Action Phases. Each arrow does 
  damage according to the type of fire used in its 
  creation and the mage can create up to his limits.
  This is a combination of Create Fire (FP based on type of 
  fire and level) Command fire into arrow form (FP based 
  on fire type and level) detach (2 FP) Accelerate (3 FP).
  Table - Noxious Fumes Sulphur & Brimstone
  ML 
  FP 
  Cost 
  Initial 
  Damage 
  Extended Exposure 
  Damage 
  Penalty to 
  CON AR1 
  Duration
  1 
  4 
  -2 
  -2 FP and -1 Body 
  -13% 
  6 minutes
  2 
  5 
  -3 
  -3 FP and -1 Body 
  -15% 
  5 minutes
  3 
  6 
  -3 
  -3 FP and -1 Body 
  -18% 
  4.5 minutes
  4 
  7 
  -3 
  -4 FP and -1 Body 
  -21% 
  4 minutes
  5 
  8 
  -4 
  -4 FP and -2 Body 
  -24% 
  3.5 minutes
  6 
  9 
  -4 
  -5 FP and -2 Body 
  -27% 
  3 minutes
  7 
  10
  -4 
  -5 FP and -3 Body 
  -30% 
  2.5 minutes
  8 
  11
  -4 
  -6 FP and -3 Body 
  -33% 
  2 minutes
  9 
  12 
  -5 
  -7 FP and -3 Body 
  -36% 
  1.5 minutes
  10 
  13
  -5 
  -7 FP and -4 Body 
  -39% 
  1 minute
  1Holding one’s breath fights off the effects of Sulphur & Brimstone. 
  A CON AR is required to hold one’s breath for 15 seconds if highly 
  active (fighting or running); 30 seconds if moderately active (walking); 
  or 60 seconds if motionless. Each additional 15 seconds requires a 
  successful Willpower roll in order to make a further CON AR.
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  Jet of Flame
  Type of Fire ..............MR 
  FP Cost
  Normal Fire ................4 
  6 FP + 2 FP per additional target
  Magick Fire ................5 
  5 FP + 2 FP per additional target
  Salamander Fire ........8 
  6 FP + 3 FP per additional target
  Dragon Fire ................9 
  7 FP + 3 FP per additional target
  Casting Time:.............Sorcery
  Range: .......................75 feet x ML
  Duration: ....................Instantaneous effect
  Issuing forth from fingers or focus, a continuous jet 
  of flame is produced that plays over targets like a 
  flame thrower. The mage can hose down one target 
  per ML with fire. The mage can create the jet up to 
  his level and the type of fire he has mastered. Once 
  it issues forth from the mage the fire can ignite 
  other materials and create secondary natural fire 
  dependant upon the natural fuel in the area.
  This is a combination of Create fire (FP based on type 
  and level) Command fire to form a jet (FP based on 
  type and level) Detach (2 FP) Accelerate (3 FP) 
  Fire Ball
  Type of Fire ..............MR 
  FP Cost
  Normal Fire ................5 
  8 FP + 1 FP per 100 feet
  Magick Fire ................6 
  10 FP + 1 FP per 100 feet
  Salamander Fire ........9 
  14 FP + 1 FP per 100 feet
  Dragon Fire ................10 
  16 FP + 1 FP per 100 feet
  Casting Time:.............Sorcery
  Range: .......................100 feet x ML
  Duration: ....................Instantaneous effect
  The mage forms into being a roiling ball of fire of 
  the type he desires that he has mastered and casts it 
  towards a target or area. The ball explodes causing 
  energy damage to all within 3 feet x Fire Level of the 
  blast centre. The following action phase flammable 
  materials are ignited and Magick Fire, Salamander 
  fire and Dragon fire spread from the blast point out 
  to the limits for the level of fire. Table - Magick Fire 
  & Table Salamander Fire for the dimensions.
  A mage of ML 7 or greater may push past 
  their limits of ML at a cost to his fatigue 
  points of +3 FP per additional 100 feet.
  This is a combination of Create Fire (FP based on type 
  and level of fire), Command into a sphere (FP based 
  on type and level of fire)and Accelerate Missile (3 FP). 
  Basic Elemental Magick Water
  The manipulation, command and alteration of 
  the element of water; also aspects of weather 
  when including the element of Air. 
  Create or Command Water
  Magick Resistance ....MR 2 
  Fatigue Cost ..............3 FP + 2 FP per Level 
  Casting Time..............Sorcery 
  Range ........................Create 50 feet x ML 
  Duration .....................30 seconds per volume level 
  By dint of will and skill a mage conjures into being a 
  quantity of water or command water that already exists. 
  The maximum amount of water that can be created 
  is shown in the table below based on the Mage’s ML. 
  However, a mage may always choose to produce 
  a lesser quantity of water at the time of casting. 
  The time required to create the water is 30 seconds 
  x the Level  and the water appears at a steady rate 
  throughout the required duration. 5 feet3 in the first 
  30 seconds then 20 feet3 in the second, 45 feet3 in 
  the third and so on until max volume is achieved. 
  A mage may also bring into being a volume of 
  water vapour, spread thinly out across a wider 
  area, the amount of area affected is found in the 
  create column of the table - Air Quantity
  The amount that can be commanded is also based 
  off the ML of the casting mage and the volumes are 
  listed in the table below. He can of course choose 
  to command a lesser volume. For commanding 
  water vapour, again see the table - Air Quantity.
  Remove Water
  Magick Resistance ....MR 2 
  Fatigue Cost ..............3 FP + 2 FP per Level 
  Casting Time..............Sorcery 
  Range ........................50 feet x ML 
  Duration .....................1 minute per volume level 
  This spell allows the mage to remove quantities of 
  water from an area; in essence a reverse of the create 
  spell. The amount that can be removed is based on 
  ML and uses the same table as the create spell. To 
  remove water vapour see  Table - Air Quantity.
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  341
  Warm or Cool Water
  Magick Resistance ....MR 2 
  Fatigue Cost ..............3 FP + 2 FP per +/-5 
  Casting Time..............Sorcery 
  Range ........................50 feet x ML 
  Duration .....................5 second x temperature change 
  The spell changes the temperature of water by +/-
  10oC (18OF)x ML of a quantity of water that a mage 
  can control for his ML level in Table - Create Water 
  Quantity. The high FP cost for this spell is due to the 
  high levels of energy already present in water. It may 
  freeze water into ice or change ice into liquid water. 
  The GM determines the baseline temperature of the 
  body of water, created water from create water spell 
  always arrives at a temperature of 38oC, 100OF
  Cold water brings penalties to those exposed to 
  its chill wetness, except for undead creatures and 
  those adapted to survive in such conditions.
  Cold Water Penalties
  • 
  Cold Water (10 to 16oC, 50 to 61OF) 
  Inflicts -1 FP per 5 minutes of immersion
  • 
  Very Cold Water (1 to 9oC, 33 to 49OF ) 
  Inflicts -1 FP per 1 minute of immersion
  • 
  Freezing Water (0oC, 32OF) 
  Inflicts -1 FP per 30 seconds of immersion
  ML 
  Quantity Created 
  ML 
  Quantity Created
  1 
  325 lbs = ~5 feet3 
  6 
  11,700 lbs = ~180 feet3
  2 
  1,300 lbs = ~20 feet3 
  7 
  15.925 lbs = ~245 feet3
  3 
  2,925 lbs = ~45 feet3 
  8 
  20,080 lbs = ~320 feet3
  4 
  5,200 lbs = ~80 feet3 
  9 
  26,325 lbs = ~405 feet3
  5 
  8,125 lbs = ~125 feet3 
  10 
  32,500 lbs = ~500 feet3
  Table - Create Water Quantity
  Table - Command Water Quantity
  ML 
  Quantity Commanded 
  ML 
  Quantity Commanded
  1 
  325 lbs = ~5 feet3 
  6 
  70,200 lbs = 1080 feet3
  2 
  2,600 lbs = ~40 feet3 
  7 
  111,475 lbs = ~1,715 feet3
  3 
  8,775 lbs = ~135 feet3 
  8 
  166,400 lbs = ~2,560 feet3
  4 
  20,800 lbs = ~320 feet3 
  9 
  236,925 lbs = ~3,645 feet3
  5 
  40,625 lbs = ~625 feet3 
  10
  325,000 lbs = ~5,000 feet3
  Hot Water Penalties
  • 
  Hot water (>49oC, 120OF)  
  Inflicts -1 FP per 5 minutes of immersion
  • 
  Very Hot Water (>66oC, 150OF)  
  Inflicts -1 FP per 1 minutes of immersion
  • 
  Boiling Water (100oC, 212OF)  
  Inflicts 7 + 2D10 energy damage to the body location 
  of the creature. Success die of 7-10 does 13+2D10 
  damage instead. This is per 15 seconds of contact.
  • 
  Steam  
  Once water has reached a temperature of 100oC 212OFthen 
  steam may form. The mage can expend an additional 
  +7 FP to make this happen and a further +1 FP per 5oC 
  9OF x Volume if superheated. This inflicts 13 + 2D10 to 
  the body levels and is always on the body location, with 
  a Crit Die of 6-10 the energy damage increases to 21 
  +3D10 and an additional +1 point of damage for each 
  +10OC 18OFof superheated steam above 100OC 212OF
  Shock
  When a creature takes FP loss regardless of the 
  temperature of the water it must make a CON AR 
  check every minute to avoid going unconscious. 
  Wall of Water
  Magick Resistance ....MR 3 
  Fatigue Cost ..............5 FP 
  Casting Time..............Hex 
  Range ........................10 feet x ML 
  Duration .....................5 minutes x ML 
  The mage shapes created water into a wall that may 
  deflect missiles and impede the movement of creatures 
  through it. Based on the combination of Create Water 
  (5 FP) command water to form wall (5 FP) = 10 FP this 
  creates a wall that is 100 feet3 If a larger volume is require 
  the spell can be cast multiple times in combination.
  If the casting mage wishes to move the wall 
  then the spells detach and accelerate should 
  be added into the combination spell; however 
  the best speed the wall can move is 7mph
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  342
  • 
  Wall vs Missile 
  The provide protection against missiles and reduced 
  damage by -3 per 1 foot of thickness. Arrows and 
  hurled weapons have a penalty of 15% to their 
  TSC% per foot thickness of wall penetrated.
  • 
  Wall vs Flame 
  Any natural fire that is overrun by a wall 
  of water are extinguished instantly.
  • 
  Wall vs Fire Spells 
  The wall reduces damage from fire spells that pass 
  through it by 3 per 1 foot of thickness penetrated. 
  • 
  Wall vs Movement 
  A wall that is at least knee high for a creature and 5 
  feet across slows movement to 3 feet x Crit Die per 15 
  seconds (any faster causes a loss of -1 FP per extra 
  foot moved) Even entering a wall that is over head high 
  required a STR AR% -½ caster’s PSF%. If an air breather 
  they need to hold their breath and swim thereafter. 
  Sheet of Water
  Magick Resistance ....MR 3 
  Fatigue Cost ..............5 FP 
  Casting Time..............Hex 
  Range ........................10 feet x ML 
  Duration .....................5 minutes x ML 
  This is similar to the wall spell but with the water 
  placed as a sheet horizontal. The spell requires 
  15 seconds to place the sheet of water and then 
  lasts 5 minutes x ML before draining away. The 
  sheet is at least 6 inch thick, otherwise it can be 
  of any dimension up to the volume of the mages 
  Command Water limits. Table Command Water 
  This is a combination of Create Water (5 FP) Command 
  water to form a sheet (5 FP) = 10 FP. This is a cantrip 
  cast as a Hex spell so the FP are reduced. There are 
  options to include War/Cool to create a sheet of 
  ice  - this is 1 inch thick and will safely support a 
  250 lb creature, add an extra 250lb to how much 
  the ice will support for each 1 inch of thickness.
  Mist & Fog
  Magick Resistance ....MR 2 
  Fatigue Cost ..............5+ FP 
  Casting Time..............Hex 
  Range ........................500 feet x ML 
  Duration .....................10 minutes x ML 
  With the power to manipulate water vapour a 
  mage is able to mimic the Basic Magick Air spell 
  Mist & Fog. See that spell description for details.
  Clouds & Rain
  Magick Resistance ....MR 2 
  Fatigue Cost ..............See below 
  Casting Time..............Ritual 1 minute 
  Range ........................Sight 
  Duration .....................15 minutes x ML 
  With the power to manipulate water vapour a mage 
  is able to mimic the Basic Magick Air spell Clouds 
  & Rain. See that spell description for details.
  Flood
  Magick Resistance ....MR 5 
  Fatigue Cost ..............8 FP 
  Casting Time..............Ritual 1 minute 
  Range ........................250 feet x ML 
  Duration of High Water 7 minutes x ML after peak flood 
  Either creating the rain or by taking advantage of the 
  natural rain source he can produce a flash flood in a 
  stream or river. The factors involved in the rise of the 
  water levels are the width of the river or stream bed, 
  the level of rainfall and the caster’s ML. All the mage is 
  doing here is rapidly increasing what occurs naturally 
  and so there is an economy of effort to impose his will 
  on the universe. This is a combination of Command 
  Water ( 5FP per foot of river width) Accelerate (3 FP) 
  Once the spell is cast the water level will rise to its 
  peak for a distance of 250 feet x ML both upstream 
  and downstream of the casting point. After 7 minutes 
  x ML at this peak flood level the water will subside 
  by 10% every 30 minutes until back to normal.
  Most streams and rivers do not have banks that lie 
  much higher than the normal water flow level. This 
  means that instead of a towering flood of water the 
  extra flow bursts the banks and effectively widens 
  the stream. This makes fording such a stream unlikely 
  and swimming would be very dangerous with the 
  fast flow and debris that travels downstream. After 
  effects might be washed out small bridges and muddy 
  ground that prevents or slows movement drastically.
  For instance, if rain is falling at the rate of 1.5 inches per 
  hour, running off into a stream 25 feet wide. The peak 
  height is (1.5 / 0.5) x 12 inches = 36 inches (or 3 feet) 
  above normal because of run-off. A Magus of ML 5, can 
  increases this by 25% x 5 = +125%, so multiply 36 inches 
  + (125% x 36 inches) = 36 + 45 inches = 81 inches (or 6 
  feet 3 inches) total rise. It will therefore rise 10% of this 
  every five minutes so rising 8.1 inches every 5 minutes.
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  343
  Spray
  Magick Resistance ....MR 3 
  Fatigue Cost ..............5 FP 
  Casting Time..............Hex 
  Range ........................10 feet x ML 
  Duration .....................Instantaneous effect 
  The mage send forth a thin stream of water from 
  his finger or focus that is enough to extinguish 
  a camp fire. Those being who are native fire 
  creatures suffer ½ x ML energy damage. 
  This is a combination of Create Water (3 FP) Command 
  Water to form a spray (3 FP) Detach (2 FP) Accelerate 
  (3 FP) = 11 FP, however this is a cantrip cast as a Hex 
  and so the FP cost has been reduced. Several castings 
  of accelerate can be added into the combination 
  to increase the speed of the stream of water
  Width of Stream
  Effect per ½ 
  inch of Rainfall 
  per Hour1
  ML Modifier2
   Rise in 5 
  minutes3
  up to 5 feet 
  1 ½ ft 
  +50% x ML 
  10%
  5 to 10 feet 
  1 ¼ ft 
  +40% x ML 
  10%
  11 to 20 feet 
  1 ft 
  +30% x ML 
  10%
  21 to 30 feet 
  1 ft 
  +25% x ML 
  10%
  31 to 40 feet 
  ¾ ft 
  +25% x ML 
  5%
  41 to 50 feet 
  ¾ ft 
  +25% x ML 
  5%
  51 to 75 feet 
  ½ ft 
  +20% x ML 
  5%
  76 to 100 feet 
  ½ ft 
  +20% x ML 
  5%
  101+ feet 
  ¼ ft 
  +20% x ML 
  5%
  1This is the effect on the stream and gives the amount the 
  stream rises after one hour of rainfall, when ½ inch of rain fell.
  2This is the additional amount the stream 
  rises dependant on the Mage’s ML
   3This is the percentage of the total amount that the 
  stream will rise in 5 minutes, e.g. if in one hour, there is 
  ½ inch of rain this will cause a stream of width 25 feet 
  will rise by one foot. It will do this gradually at 10% every 
  five minutes; it will therefore take 50 minutes to reach its 
  peak. If the river is was 75 feet wide it would only rise 6 
  inches but it would take 100 minutes to reach its peak.
  Table - Flood
  Jet
  Magick Resistance ....MR 5 
  Fatigue Cost ..............9 FP 
  Casting Time..............Hex 
  Range ........................25 feet x ML 
  Duration .....................Instantaneous effect 
  The mage is able to manifest a high pressure jet of water 
  that shoot out at speed and can extinguish bonfires of 
  5 feet in diameter. The jet has enough force to push a 
  target of 500 lg in weight backwards delivering a Bash. 
  This is a combination of Create Water (2 Volumes at 
  6 FP) Command Water to form a Jet (6 FP) Detach (2 
  FP) Accelerate (3 FP) = 17 FP, however this is cantrip 
  cast as a Hex so the FP cost has been reduced.
  A mage may also create three volumes of water 
  and the heat this to 100oC, 212OF and vaporise 
  them. This is a steam spray and can target 
  1 creature per 3 ML of the caster round up. 
  Damage is avoided on a successful Dodge.
  Water Bomb
  Magick Resistance ....MR 7 
  Fatigue Cost ..............13 FP 
  Casting Time..............Sorcery 
  Range ........................25 feet x ML 
  Duration .....................15 Seconds x ML 
  The mage creates a ball of highly compressed water 
  and send it towards a target within range. The water 
  ball explodes with a massive concussive force that 
  causes 1 x ML points of crushing damage to all 
  creatures in 10 + (2 ML) feet of the blast centre. On a 
  success with a Crit Die of 10 the exploding ball inflicts 
  a further +10 points of damage. Those creatures who 
  are of fire or fire dwelling suffer double damage. If 
  the spell is seen to be cast, then the creature can 
  attempt to dodge the water bomb, a success halves 
  the damage. If the GM rules that a confined space 
  is too tight to evade then a dodge is ineffective. 
  This is a combination of Create Water (3 volumes at 
  9 FP) Command Water to form a ball (9 FP) Detach 
  (2 FP) Accelerate (3 FP) = 23 FP, the damage level 
  add a further 4 FP for a total cost of 27 FP; however 
  this is a cantrip cast as a Sorcery and so the FP cost 
  is reduced. When used to extinguish fire treat this as 
  a Water Blast with a rating of ML 6 in open and ML 
  10 in confined spaces. A Steam Bomb may be create 
  with 7 volumes of water heated to 100oC, 212OF and 
  vaporized. Those in the area of effect suffer Steam 
  damage and a successful dodge halve the damage 
  and place the target at the edge of the effect.
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  Water Ram
  Magick Resistance ....MR 9 
  Fatigue Cost ..............11 FP 
  Casting Time..............Sorcery 
  Range ........................5 feet x ML 
  Duration .....................15 Seconds x ML 
  Brings into being a battering ram made from a dense 
  cylinder of water. The created ram has a bash weight 
  of 50lb x (Speed Level + Volume Level) x ML up to a 
  maximum bash weight of 12,000lb. A hit inflicts 3 +ML 
  of crushing damage plus 1 point of damage and +1 to 
  Crit Die for each 1,000 lb of weight. Any target that is 
  under 250lb x caster ML is automatically Bashed. On 
  a successful Crit Die of 10 add +10 damage and an 
  automatic bash on targets under 10,000lb. If a target 
  is bashed it is knocked back 10 feet x ML prone on the 
  ground and stunned for 15 second x Crit die. If the 
  target of the water ram is less than 30 feet away from 
  the caster then making a dodge attempt is not possible. 
  Against inanimate objects such as doors the ram has a 
  9% x ML of knocking them off their hinges or shattering 
  them. Objects may be turned into missiles, producing 
  effects like those of bashed victims flying into others.
  Any fire creature will suffer double damage.
  This is a combination of Create water (3 volumes 9 
  FP) Command Water to form Ram (9 FP) Detach (2 FP) 
  Accelerate (3 FP) for a total of 23 FP, an additional 4 FP 
  is added for the damage to give 27 FP; however, as this 
  is a cantrip cast as a sorcery the FP Cost is reduced.
  Ice Missiles
  A mage is able with skill and concentration to exert 
  his will of the element to form various missile created 
  with ice. These effect occur in an Action Phase. 
  Because of the relatively small amounts of water used 
  in the missiles FP cost for cooling are low. As long as 
  the target is over 30 feet away from the caster the 
  missiles may be avoided with a successful dodge.
  Ice Arrows
  Magick Resistance ....MR 6 
  Fatigue Cost ..............9 FP +1 FP per Target 
  Casting Time..............Cantrip 
  Range ........................75 feet x ML 
  Duration .....................Instantaneous Effect 
  For each 3 ML of the caster (round up) the mage may 
  fire 0ne ice arrow. These can be fired simultaneously 
  at the same or different targets. Each arrow does 2 x 
  ML + Crit Die of piercing damage. On a successful Crit 
  Die of 9 - 10 the arrow does an additional 10 points 
  of damage. Any fire creature suffers double damage 
  from ice arrows.  Metal armour shatters the ice arrows 
  and they do half damage to targets in metal armour. 
  This is a combination of Create Water (3 FP) 
  Command Water to form and Arrow (3 FP) detach 
  (3 FP) cool (3FP) Accelerate Missile (3 FP) for a 
  total of 14 FP and additional 4 FP is added for 
  the damage giving a grand total of 18 FP.
  Javelins of Ice
  Magick Resistance ....MR 7 
  Fatigue Cost ..............11 FP 
  Casting Time..............Cantrip 
  Range ........................10 feet x ML 
  Duration .....................Instantaneous Effect 
  A javelin made from ice is hurled at a visible target 
  within range doing 7 + (2 x ML) + Crit Die of piercing 
  damage. On a successful Crit Die of 8-10 it inflicts an 
  additional 13 points of damage. Any fire creature suffers 
  double damage and targets wearing metal armour 
  take half damage as the ice shatters on the metal.
  This is a combination spell Create Water (3 FP) 
  Command Water to form Javelin (3 FP) Cool 
  (3 FP) Detach (2 FP) Accelerate Missile (3 FP) 
  for a total of 14 FP with an additional 8 FP for 
  the damage giving a grand total of 22 FP
  Ice Storm
  Magick Resistance ....MR 9 
  Fatigue Cost ..............8 FP 
  Casting Time..............Sorcery 
  Range ........................25 feet x ML 
  Duration .....................Instantaneous effect 
  The mage creates a hailstorm of large ice stones 
  that inflicts 1 x ML of crushing damage to anyone 
  in the targeted area of 5 feet x ML diameter. 
  On a successful Crit Die of 9-10 an additional 
  13 points of damage are inflicted. Fire loving 
  creatures take double damage from Ice storm. 
  This is a combination of Create Water (3 FP) Command 
  Water to form hailstones (3 FP) Cool (3 FP) Detach (2 
  FP) Accelerate Missile (3 FP) giving a total of 14 FP, 
  an additional 4 FP is added for the damage giving a 
  grand total of 18 FP; however this is a cantrip cast as 
  a sorcery and so the FP cost is reduced. Cool is at a 
  special FP cost as 325 lb of large hailstones are used.
  Targets that are wearing metal armour take half 
  damage. If the mage cast the ice storm spell during 
  a rainstorm the range is increased to 100 feet x 
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  ML and the target zone is  10 feet x ML diameter. 
  Given a rainfall of inch per hour or greater the 
  crushing damage increases to 3 + 2 x ML and on 
  a successful Crit Die result of 7 - 10 it is a critical 
  and the target takes the damage to body levels.
  Ice Bomb
  Magick Resistance ....MR 5 
  Fatigue Cost ..............7 FP 
  Casting Time..............Sorcery 
  Range ........................100 feet x ML 
  Duration .....................Instantaneous effect 
  A compressed ball of ice that is targeted on a person 
  or area explodes with a concussive force, ice shatter 
  into millions of razor sharp shards in all directions. This 
  inflicts 3 + ML + Crit die of damage to anyone within 
  10 + (2 feet x ML) of the blast centre. On a successful 
  Crit Die of 8 - 10 an additional 7 points are inflicted 
  and a Bash with a 25% chance of a knock-down. On 
  a Crit Die of 10, 13 points of additional damage is 
  inflicted. Any fire loving creature suffers double damage 
  from this spell. ¾ or greater metal armour halves 
  the damage. A successful dodge halves the damage 
  but only if there is enough room to manoeuvre.
  When cast at a single target the Ice bomb does 7 + (2 x 
  ML) crushing damage with an additional 13 + ML on a 
  Crit Die of 7 - 10 and an automatic Bash and knockdown 
  if the target is less than 5,000 lb. A single target that is a 
  fire loving being is 13 + (3 x ML) + Crit Die with double 
  damage inflicted on a critical hit. To dodge an Ice bomb 
  he must be able to have seen the spell being cast.
  Arcane Magick
  This type of magick is a manipulation of the very 
  essence of the universe, mana drawn from the spiritual 
  essence of creation itself. This is the hardest type of 
  magick to master as the mage is contesting directly 
  with the universal spirit. The mage must be warned 
  at using this type of magick, failure in the control 
  of such energies brings disastrous consequences 
  for those who are clumsy, careless or unprepared. 
  The places where these energies are drawn from 
  are inhabited by powerful spirit creatures who may 
  have their curiosity aroused when the conscious 
  will of a mage is exerted into their realm. 
  Recharge
  Magick Resistance ....MR 4 
  Fatigue Cost ..............7 FP 
  Casting Time..............Sorcery 
  Range ........................touch 
  Duration .....................Instantaneous effect 
  Concentrating upon a device of his own creation, 
  a mage can use his knowledge and force of will to 
  draw energies from the universal well of energy and 
  the restore depleted charges of the device. Because 
  of the powers and exposure that is involved in this 
  spell a mage may only recharge a device once in a 
  day and no more than three time in a week. Success 
  recharges the device up to its maximum capacity. 
  Add +1 to the Crit Die for every 30 PSF% the mage 
  has in Arcane Magick. Failure of the spell results 
  in the mage losing additional FP and a potentially 
  catastrophic drain of the Magick from the device.
  Success 
  with Crit Die
  Recharge
  01-05 
  7 charges
  06-08 
  7 charges + ML
  09 
  7 charges + (2 x ML)
  10 
  7 charges + (3 x ML)
  11 
  7 charges + (5 x ML)
  12 
  13 charges + (6 x ML)
  13 
  21 charges + (7 x ML)
  Failure with 
  Crit Die
  Backfire Effect
  08-10 
  -3 FP from Fatigue Level
  05-07 
  -7 FP from Fatigue Level
  03-04 
  -13 FP from Fatigue Level
  01-02 
  -21 FP from Fatigue Level
  Table - Recharge
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  346
  Arcane Barriers
  This spell prevents the access through a 
  natural barrier such as a door, gate, etc.
  Wizard’s Seal
  Magick Resistance ....MR 4 
  Fatigue Cost ..............7 FP 
  Casting Time..............Ritual (7 minutes) x 3 days 
  Range ........................5 feet x ML 
  Duration .....................Until Dispelled 
  Taking a book or scroll the wizard performs secret 
  mantras and gestures over it so that it cannot be 
  opened by anyone other than the casting mage. The 
  spell Wizard’s Key may be used to force the tome open 
  but the spell is resisted at Caster’s TSC% - Sealer’s PSF%. 
  Failure to successfully cast Wizard’s Key on a sealed 
  tome or scroll results in triple FP cost. Even a success 
  might have some trouble in store for the prying mage.
  Crit Die 01: The contents are destroyed as 
  the book/scroll bursts into flames.
  Crit 02-03: The contents are illegible 
  to anyone except the Sealer.
  Crit 04-10: The contents are partially legible and a correct 
  reading is possible by making an INT AR – Sealer’s 
  PSF% after studying one page for 1 day x Sealer’s ML
  The Seal of Suleiman the Magnificent
  Magick Resistance ....MR 10 
  Fatigue Cost ..............16 FP 
  Casting Time..............Ritual of 21 minutes 
  Range ........................5 feet x ML 
  Duration .....................Until Dispelled 
  This is used to bind and contain spirits such as the 
  Djinn or Demons. Those inside a container thus 
  sealed cannot open it by any physical or Magickal 
  means. If the container has a stopper or lid that 
  can be removed and replaced then the casting 
  time is 13 minutes each day for 7 successive days. 
  This exhausting ritual costs 21 FP per day.
  The stopper must be made of 3 quantities of 7 
  different enchanted materials, silver and emerald 
  must be included in these materials. The seal is not 
  dispelled when broken and the stopper removed; 
  it will reactivate when the stopper is replaced. The 
  same ritual may be used upon a wax seal; however, 
  when broken this type of seal is dispelled.
  Arcane Cloak
  Magick Resistance ....MR 4 
  Fatigue Cost ..............7+ FP 
  Casting Time..............Sorcery 
  Range ........................Touch 
  Duration .....................15 seconds x ML 
  The casting mage gains a cloak of shimmering light 
  around him like an aura of amber. This arcane cloak 
  absorbs 3 x ML points of energy damage or 1 x ML of 
  mundane damage like slashing, crushing and piercing.
  Arcane Wall (Wall of Bright Shadows)
  Magick Resistance ....MR 6 
  Fatigue Cost ..............9+ FP 
  Casting Time..............Sorcery 
  Range ........................5 feet x ML 
  Duration .....................15 seconds x ML 
  An opaque wall of kaleidoscopic colours, so bright and 
  intense it hurts the eyes of onlookers. This is a wall of 
  pure universal energy 10 feet long by 10 feet high per 
  ML of the caster. Reduce the TSC% of onlookers visually 
  dependant skills by 21%. Creature that are at home 
  in the dark have a 13% chance of being blinded for 1 
  Action Phase checked at the start of each AP they are 
  able to see the wall. The wall is impervious to ordinary 
  and Magickal missiles and all elemental magicks. 
  Any Magickal item that has a charge may if touched 
  to the wall become discharged. Any physically 
  solid being is unable to pass through the wall and 
  those who are incorporeal will meet with resistance. 
  There is a 33% chance they may pass through the 
  wall however, sustaining damage in doing so.
  Anyone touching the Arcane Wall takes (3 x ML) + 1d10 
  energy damage. On a successful Crit Die of 10 they are 
  stunned, knocked down and are helpless for 1D10 AP
  Arcane Shield
  Magick Resistance ....MR 5 
  Fatigue Cost ..............8 FP 
  Casting Time..............Sorcery 
  Range ........................Self 
  Duration .....................Until Shield is depleted 
  This creates a shield of force near the caster of the same 
  energy as in the Arcane wall, reducing the TSC% of 
  skills dependant on sight by 21%. The cloak of bright 
  lights has an armour rating of 13 against all attacks 
  and this includes those born from Magickal spells. It 
  is used as a mundane shield warding off blows using 
  the wielder's Shield  Play PSF% if from an item or the 
  caster’s Arcane Magick PSF% if cast on one’s self. The 
  shield will stop 9 points of damage from any attack 
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  347
  and reduced the Crit Die by 1 point and bashes are 
  prevented entirely. Damage over the 9 points are taken 
  on the shield's body levels, these are 21 + (3 x ML). 
  When these levels are 0 then the shield vanishes.
  Arcane Keys
  A selection of spell that allows a wizard to pass through 
  portals that are locked by mundane or arcane means. 
  When the spell is contesting a Magickal barrier reduce 
  the TSC% by the PSF% of the Barrier's creator.
  Type:  
  Knock 
  Arcane Key  Astral Key
  Magick Resistance:  ..MR 2  .............MR 3  ....................MR 4
  Fatigue Cost:  ............3 FP  ..............5 FP  ......................7 FP
  Pre-requisite:  ............-  .....................Knock  .........Arcane Key
  Casting Time: ............Cantrip  ..........Hex ................... Sorcery
  Range:  ......................Touch  ............Touch  ..................Touch
  Duration:  ...................60 seconds – (5 seconds x ML)
  Knock: This spell enables any normally locked door, 
  container, etc. to be opened and might overcome 
  a weak Magickal locking spell. As the Magus casts 
  the spell, he knocks three times. If barred by a 
  Magickal Hold Portal, the cost rises to 7 FP and the 
  TSC% is reduced by –13%. Knock is not powerful 
  enough to open an Arcane or Astral Lock.
  Arcane Key: Enables a locked door etc. to be 
  opened. If barred by an Arcane Lock the cost 
  is increased to 7 FP and the TSC% is reduced 
  by -13%. It can not open an Astral Lock.
  Astral Key: This enables a locked door, etc. to be 
  opened. If barred by Astral Lock the cost is increased 
  to 9 FP and the TSC% is reduced by –13%
  Wizard’s Key
  Magick Resistance ....MR 7 
  Fatigue Cost ..............11 FP 
  Prerequisite ...............Astral Key 
  Casting Time..............Sorcery 
  Range ........................Touch 
  Duration .....................60 seconds - (5 seconds x ML) 
  With a simple touch a mage can open any mundane 
  lock without a time delay. If the item is barred by a 
  Hold Portal spell the barrier may be destroyed by 
  the forced entry (10% chance x ML of Wizard Key 
  Caster). If the item is barred by an Arcane Lock then 
  the basic TSC% applies. An Astral lock reduces the 
  TSC% of the wizards key 7%. Astral Lock is an active 
  resistance, Locker’s TSC% - Knocking wizard's PSF%. 
  On a successful resist with a Crit Die of equal or 
  greater than the Wizard's Key, otherwise the door 
  is blown open. On a Crit Die of 10 with the Wizard's 
  Key the door is reduced to bits and pieces. 
  Arcane Lights
  A selection of spells that the Mage can use to 
  bring into being various type of light effects.
  Dazzle (faerie Dance, Fireflies)
  Magick Resistance ....MR 1 
  Fatigue Cost ..............2 FP 
  Casting Time..............Hex 
  Range ........................10 feet x ML 
  Duration .....................15 second x ML 
  Tiny balls and spark of light dance around whirling in 
  intricate and random patterns in a radius of 1 foot x ML 
  at the location of the mage’s choosing within range. 
  Use as entertainment or distraction. Within the area of 
  effect a creature loses -3 AP and take a penalty to visual 
  dependant skills of 13% TSC% for 2 Action Phases
  Eldritch Light
  Creates either a globe that glow with a soft 
  light or an area pool of illumination
  Type:  
  Eldritch Light  ..... Eldritch Area Light
  Magick Resistance: MR 1  ...........................................MR 3
  Fatigue Cost:  
  2 FP  .............................................5 FP
  Pre-requisite:  
  -  ........................................Eldritch Light
  Casting Time:  
  Hex  ..........................................Sorcery
  Range:  
  Touch  .........................................Touch
  Duration:  
  1 hour x ML  ...................... 1 hour x ML
  Eldritch Light: This creates a globe of softly glowing 
  Magickal light that illuminates an area of 10 feet in 
  radius. The light may radiate from the Caster himself 
  or from an object anyone may carry. This may also 
  be known as Wizard's Lantern and Mana Globe.
  Eldritch Area Light: This illuminates an area of radius 
  10 feet x ML with Magickal light the intensity of a 
  bright lantern. The light remains fixed and cannot be 
  made to move with the Magus or with any object.
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  Eldritch Area Sunlight
  Magick Resistance ....MR 4 
  Fatigue Cost ..............7 FP 
  Prerequisite ...............Eldritch Area Light 
  Casting Time..............Sorcery 
  Range ........................Touch 
  Duration .....................1 hour x ML 
  At the point of casting a sphere of light with a radius 
  of 10 feet x ML come into being with the light and 
  intensity of the midday sun. The light is a fixed source 
  and can not be moved. All creature the are sensitive 
  to light suffer a penalty of 3% x ML of caster to their 
  TSC% of skills that depend upon a visual perception. 
  They must also maintain their morale to stay within the 
  area of light rolling their Willpower - Caster’s PSF%
  Sunburst
  Magick Resistance ....MR 6 
  Fatigue Cost ..............9 FP 
  Casting Time..............Sorcery 
  Range ........................Self 
  Duration .....................Instantaneous Effect 
  Starting at the caster's location intense Magickal 
  light flares out in all directions. Anyone within 50 feet 
  who can see the light is blinded for 15 seconds x Crit 
  Die and is unable to perform any visually dependant 
  actions. With a Crit Die roll of 10 the blindness lasts for 
  10 minutes. Creatures who are sensitive to light suffer 
  pain and take ½ D10 energy damage to their Body 
  levels. Furthermore they must make a ¾ Willpower - 
  Caster’s PSF% to maintain their morale. For creatures 
  to avoid the blindness effect they must make an AGL 
  AR - Caster’s PSF% in order to avert their gaze in time.
  Dispel Night
  Magick Resistance ....MR 6 
  Fatigue Cost ..............9 FP 
  Casting Time..............Sorcery 
  Prerequisite ...............Eldritch Area Sunlight 
  Range ........................Self 
  Duration .....................30 minutes x ML 
  Cast in an area of natural darkness this spell sheds 
  soft pre-dawn levels of light out to a radius of 40 
  feet x ML. The size of the area and the brightness 
  levels can be altered by the casting mage as this 
  is a version of the spell Eldritch Area Sunlight. 
  Arcane Darkness
  A group of spells that create darkness in an area. 
  Those creatures that naturally have night vision are 
  at no penalties as those using True Sight; however 
  at the gamemaster's fiat, Magickal night vision 
  might suffer impairment from Arcane darkness.
  Darkness
  Magick Resistance ....MR 2 
  Fatigue Cost ..............4 FP 
  Casting Time..............Sorcery 
  Range ........................10 feet x ML 
  Duration .....................5 Minutes x ML 
  Natural darkness spreads out to a radius of 10 
  feet x ML in daylight and 20 feet x ML in moonlit 
  conditions. The level of darkness created puts light-
  loving creatures at a penalty of 1/4 TSC% though 
  light from torches and lamps is unaffected.
  Shadowcast
  Magick Resistance ....MR 2 
  Fatigue Cost ..............4 FP 
  Casting Time..............Hex 
  Prerequisite ...............Darkness 
  Range ........................10 feet x ML 
  Duration .....................5 minutes x ML 
  Surfaces in the area of the spell are darkened as is if 
  cast in deep shadows even during midday sun. The 
  shadows can be penetrated by Magickal light and night 
  vision but natural light such as candles and torches 
  does not. The deep shadows are perfect for hiding  
  from normal visual observers. Unless placed cleverly 
  the deep shadows will look obvious and unnatural. 
  Cloak of Shadows (Mantle of Darkness)
  Magick Resistance ....MR 3 
  Fatigue Cost ..............5 FP 
  Prerequisite ...............Shadowcast 
  Casting Time..............Sorcery 
  Range ........................Touch 
  Duration .....................10 minutes x ML 
  Creates vague and shifting shadows over the 
  creature or object touched like a billowing 
  cloak, the thing covered cannot be seen by 
  normal means while within a dark place.
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  Darkness of the Pit
  Magick Resistance ....MR 4 
  Fatigue Cost ..............7 FP 
  Prerequisite ...............Shadowcast 
  Casting Time..............Hex 
  Range ........................10 feet x ML 
  Duration .....................10 minutes x ML 
  The spell dims and reduces the radius of light from 
  torches lamps etc. to a maximum of 5 feet, even 
  Magickal light has its radius of light reduced to 1/4 
  Dazzling effects are negated all together though a 
  mage can spend an additional 8 FP and force the effect 
  to overcome the deep darkness. Light-loving creatures 
  suffer a penalty of 1/4 TSC% to skills and actions requiring 
  sight and -13 +(3 x ML)% to morale against fear checks.
  Area Darkness
  Magick Resistance ....MR 6 
  Fatigue Cost ..............10 FP 
  Prerequisite ...............Darkness of the Pit 
  Casting Time..............Ritual of 1 minute 
  Range ........................50 feet x ML 
  Duration .....................10 minutes x ML 
  Intense darkness forms in a radius of 30 feet x ML or 
  90 x ML if cast in already dim lighting conditions. Any 
  natural light is completely absorbed; while Magickal 
  light and fire diminishes the levels of dull moonlight, at 
  best with 1/4 of their illumination radius. Any dazzling or 
  blinding light effects are negated; however, a mage may 
  push the effect by spending an additional 11 FP. If they 
  enjoy dim illumination, light-loving creatures have ½ 
  TSC% for visually dependant actions and skills  while in 
  total darkness the penalties are as for Pit of Darkness. 
  Dispel Darkness
  Magick Resistance ....MR 3 
  Fatigue Cost ..............Variable FP 
  Casting Time..............Sorcery 
  Range ........................100 feet x ML 
  Duration .....................Full effect in 30 seconds 
  Able to negate totally any Magickal darkness spells 
  that the casting mage knows with a resistance of 
  Caster’s TSC% - PSF% of darkness Mage. The cost 
  of the spell is dependant upon the power of the 
  opposing mage; cost of appropriate Darkness spell 
  + ( 1 FP x ML) of the opposing mage. To negate one’s 
  own darkness spell has no additional FP cost.
  Portals to the Shadow World
  Creating a doorway this group of spell 
  allows travel between the this plane of 
  existence and the Shadow World
  The Shining Paths
  Magick Resistance ....MR 4 
  Fatigue Cost ..............7 FP 
  Casting Time..............Ritual of 3 Minutes 
  Range ........................50 feet 
  Duration .....................30 minutes or all have passed 
  While this spell is not especially difficult to learn and 
  is common knowledge amongst mages, finding the 
  Astral Gates is not so easy. These were created in 
  the first age, the days of high magick and they are 
  permanent doorways. Once through the Astral Gate 
  then a traveller needs to know how to navigate also. 
  Some ancient texts contain the location of such gates, 
  often in cryptic or encoded language or maps and 
  they require in depth research to eke out their secrets. 
  These Astral Gates open onto what are called the 
  Shining Paths, roads of great enchantments that wend 
  and wind through the shadow world linking other 
  gates through the world. While travels on these roads 
  is ten times the speed of the normal world getting 
  lost is real issue unless you know the path to take at 
  crossroads, forks and branches. There are powerful 
  entities, spirits and terrifying monsters who make 
  this realm their home and they do not like visitors.
  Invisibility
  Magick Resistance ....MR 4 
  Fatigue Cost ..............7 FP 
  Prerequisite ...............The Shining Paths 
  Casting Time..............Sorcery 
  Range ........................Self 
  Duration .....................3 minutes x ML 
  A dangerous spell both physically and morally. The 
  caster walks with one step in the natural world and 
  the other in the world of shadows. He is invisible 
  to those in the normal world, only detectable by 
  Magickal means; while visible to those in the world of 
  shadows. He can see into both the normal world and 
  the shadow world being affected by any weapon or 
  magick employed from either world. He can employ 
  Magickal offensive spell into the normal world; however 
  the mage has to step into the normal world to do so, 
  becoming visible for the time it takes to cast the spell.
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  The mage may remain invisible as long as he likes; 
  however, after the duration there is a chance that he 
  treads deeper into the shadow world than he intended 
  and he may become drawn in completely. 15% +3% 
  per minute over the duration. When this happens the 
  mage needs to expend a great effort (additional 13 
  FP, drawn from personal fatigue levels only) of control 
  over his spell to bring himself back to the normal 
  world. If he has insufficient personal fatigue levels 
  to pay this cost of effort then he cannot return.
  For every minute in the shadow world over the duration 
  there is a 3% chance he suffers Body level damage 
  of 3 per point of Crit Die. Once his negative body 
  levels have been exceeded he becomes a wraith. 
  Spirit Walker
  Magick Resistance ....MR 3 
  Fatigue Cost ..............5 FP 
  Casting Time..............Ritual of 3 minutes 
  Range ........................Self 
  Duration .....................1D10 hours 
  The caster must enter into a trance state during 
  the spell’s casting time, after which his spirit and 
  perceptions leave his body to travel in the Shadow 
  World to journey to far distant places in either the 
  real or shadow realm. Often used in primitive cultures 
  to speak with totems and ancestral spirits. It can be 
  a way to spy or scout a location in the real world. 
  Crit Die 08 - 10 
  The mage successfully enters the trance state and his spirit and 
  perception are transported to the location he desires to see.
  Crit Die 04 - 07  
  The trance state is imperfect and the mage carries a 
  burden into the shadow realm with him. His journey 
  is incredibly tiring causing complete exhaustion for 
  3 x Crit Die hours upon his return to waking.
  Crit Die 01 - 03  
  The mage brings conflict into his trance state and he is 
  met with a supernatural challenge before reaching his 
  destination. The details are up to the GM and should take 
  the form of a test of the mage’s abilities, reflect some 
  conflict that has been in the mage’s life recently; these 
  conflicts are rarely of a lethal nature. Fatigue Expenditure 
  while travelling is increased by +3 FP over the first hour.
  Phase
  Magick Resistance ....MR 7 
  Fatigue Cost ..............7 FP 
  Prerequisite ...............Spirit Walker 
  Casting Time..............Sorcery 
  Range ........................Self 
  Duration .....................1 minutes x ML 
  Using this spell the mage passes body and soul into 
  the Shadow realm for a short period of time; leaving 
  no trace of himself in the normal world he cannot be 
  detected except by spells that affect Astral Beings. 
  Movement in the shadow realm is three times the 
  speed of movement in the normal realm. By moving 
  in the shadow world and then phasing back to the 
  normal world it would appear as though the mage 
  had teleported himself from one place to another. 
  Being fully in the shadow world has the benefits of 
  being easier for the mage to manipulate the energies 
  of magick and his FP cost for spells are ½ normal. The 
  downside is that offensive magick cast here cannot 
  affect targets in the normal realm. The duration 
  rolled can not be extended, but a mage may end his 
  visit to the shadow realm early by spending 3 FP.
  Teleport
  The caster and a number of his allies are transported 
  to a known location within the spells range.  
  Type:  
  Lesser  
  Greater
  Magick Resistance:  ..MR 6   
  MR 8
  Fatigue Cost:  ............9 FP   
  13 FP 
  per additional person: + 4 FP   
  +7 FP
  Pre-requisite:  ............Phase   
  Lesser Teleport
  Casting Time: ............Ritual (1 minute) Ritual (1 minute)
  Range:  ......................10 miles x ML  
  10 miles x ML
  Duration:  ...................Instantaneous 
  Instantaneous 
  This transports the caster plus a group of willing 
  companions to a known location within range. 
  The maximum weight that can be transported 
  is himself + (125 lbs x ML) in the case of Lesser 
  Teleport and himself + (250 lbs x ML) in case 
  of Greater Teleport. In both cases there is an 
  additional cost for each extra person teleported.
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  Teleportal
  Magick Resistance ....MR 7 
  Fatigue Cost ..............11 FP 
  Prerequisite ...............Lesser Teleport 
  Casting Time..............Sorcery 
  Range ........................50 Miles x ML 
  Duration .....................1 minutes up to 7 hours 
  When cast the mage chooses a vertical surface such as 
  a wall or door and names a destination. The initial set 
  up for the spell takes 1 hour at the expenditure of 11 
  FP. The portal created can take 1 person x caster’s ML in 
  any given hour and if the location is not well known to 
  the caster then there is an overshot or undershot of the 
  distance  +/-5% x Crit Die each time the portal is used. 
  The travel is one way to the chosen location; however, 
  if a mage wishes return travel through the portal, 
  he may cast another Teleportal at the destination. 
  Upon casting the mage determines how long a time 
  the portal stays open and may attach a password to 
  prevent unauthorised travellers from using it. Every 
  travel expends 3 FP from his own levels from the 
  stress of the journey through the portal and may 
  carry up to 250lb of equipment. The portals allow 
  large animals to enter and travel while a big enough 
  vertical surface was chosen, however creatures 
  greater than 10 feet tall may not use portals.
  A mage might decide he wants to make a permanent 
  teleportal, this requires a seven-day commitment, 
  each day casting the one-hour set-up, on a full-
  length mirror or doorway that must contain 7oz of 
  fully enchanted silver. The mage chooses a password 
  and afterwards the portal can be opened instantly 
  with the expenditure of 13 - caster’s ML in FP
  Astral Gate
  Magick Resistance ....MR 9 
  Fatigue Cost ..............14 FP 
  Prerequisite ...............Teleportal 
  Casting Time..............Ritual of 1 hour 
  Range ........................500 miles x ML 
  Duration .....................1 minutes to a max of 7 hours 
  The mage, using similar set-up techniques to 
  Teleportal, opens a gate onto the shadow world or 
  the natural world. The one-hour set-up time costs 14 
  FP. The spell requires knowledge of the dimension 
  and destination; the mage must have been there 
  before, otherwise travellers will end up in some 
  extremely strange (often dangerous and unpleasant) 
  locations in the shadow world. Unlike Teleportal, 
  Astral Gates allow travel of any size of creature. 
  Permanent Astral Gates are created by a commitment 
  of 13 days with the casting of the set-up ritual 
  on each day into a doorway or full-length mirror 
  that must contain 13oz of fully enchanted silver. 
  The gate operates continuously and takes 3FP 
  from each traveller due to the stress of transit. 
  Eldritch Servants
  The mage gives the spirits of shadow form in the 
  real world, creating a shadow creature that mimic 
  any beast or monster that the creator has seen 
  before. Unlike the plays of light that the illusionist 
  creates these creature have sentience and purpose 
  and are real to all senses, terminated only by their 
  destruction. Once created they stay close to their 
  creator, at first solely to be fed; the feeding requirement 
  are listed in the spells descriptions below.
  Mages beware, these shadow spirit servants are 
  vampiric in nature and feed off the life force of living 
  creatures, consuming the souls of their prey when 
  they kill. These feeding requirements can take the 
  mage down a dark and treacherous path indeed. 
  The shadow creature, to the eye of ordinary folk, is 
  a natural being. Those who possess true sight can 
  recognise  shadow creatures for what they really are. 
  Upon having their real nature detected a shadow 
  creature will exude an aura of fear at the creator's 
  PSF% in arcane magick, requiring morale checks 
  rolled by those near. Their demonic nature makes 
  them vulnerable to exorcism and clerical wards.
  Shadow Beast
  Magick Resistance ....MR 5 
  Fatigue Cost ..............8 FP per Ritual 
  Casting Time..............3 x Rituals of 1 hour 
  Range ........................- 
  Duration .....................Until destroyed 
  The mage manifests a shadow spirit into a form of 
  an animal no longer the 1 foot x ML. The creature 
  has all the appearance and capabilities of the animal 
  form it takes, including its weapons for fighting; 
  however the damage it inflicts is Magickal.
  The mage performs 3 x 1 hour rituals at a cost of 8 
  FP each. The rituals are started at the full moon and 
  continued on successive nights. After its creation the 
  beast can be summoned with a cantrip costing 3 FP. A 
  mage can control 1 such beast at ML 5-6; 3 beasts at 
  ML 7-8; 7 beast at ML 9; and thirteen beasts at ML 10+
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  352
  Fighting Potential: ...Caster PSF%
  Fatigue Level: .....Shadow Creatures never tire
  Body: .........................As for the natural beasts body level 
  + 13 + (3 x ML) regardless of size
  Damage: ....................Takes only ½ damage from 
  weapons that are not Magickal
  Sustenance: .............If not fed 7FP per day from 
  a living sentient creature it 
  leaves the mage’s service.
  Spectral Servant
  Magick Resistance ....MR 9 
  Fatigue Cost ..............15 FP x 7 
  Prerequisite ...............Shadow Beast 
  Casting Time..............7 Rituals of 7 hours 
  Range ........................- 
  Duration .....................Until destroyed 
  The mage creates a humanoid figure shadow creature 
  of his own race. He must perform 7 rituals beginning 
  on the new moon and continuing on successive nights; 
  the servant appears to the mage on the next full moon. 
  Once the creature has been created the mage may 
  summon it with a 5 FP cantrip. A mage may control 
  up to seven Spectral Servants regardless of their ML.
  Fighting Potential:  ..The highest of the Spectre’s PSF% or the 
  creating Mage’s PSF in Arcane Magick
  Fatigue Level:  .........21 + Creators Fatigue Points
  Body:  ........................21 + (13 x ML)
  Damage:  ...................Takes ½ damage from non-
  Magickal weapons
  Sustenance:  ............The servant needs to be fed 50 FP per 
  day from a sentient living creature or it 
  leaves the service of the mage. However, 
  there is a 21% chance should the spectre 
  not be fed that it turns on its creator. 
  Eldritch Missiles
  These are conjured by the mage from the very universal 
  spirit itself. As such they can be modified by the 
  basic Magick spell Accelerate. These missiles inflict 
  grievous wounds on corporeal creatures, which take 
  the damage as if they were unarmoured. A trigger 
  spell is advisable to a mage using Eldritch Missiles, 
  he prepare the spell beforehand and the cast very 
  quickly. Creatures of the shadow world fear these 
  missiles for they are especially effective upon them, 
  dealing 1 ½ time the damage to them. Those who 
  try to dodge an Eldritch Missile will find that they 
  travel at too fast a rate and no dodging will succeed 
  only Magickal wards and protect against them.
  Shadow Arrows (Mana Darts)
  Magick Resistance ....MR 2 
  Fatigue Cost ..............4 FP + 3 FP per additional Arrow 
  Casting Time..............Hex 
  Range ........................90 feet x ML 
  Duration .....................15 seconds 
  A mage may create one of these Arrows' for every 2 
  ML (round up), with each additional arrow costing an 
  extra 3 FP. They take the form of a fiery shaft of pure 
  magick. Several may be cast at one time and target 
  a single or multiple targets. Each arrow deals 2 X ML 
  energy damage. On a successful Crit Die of 10 damage 
  increases to 2 x ML + 13 energy damage. A CON 
  AR% is required or the target is dazed for 1 additonal 
  phase 10 AP and is at ½ his TSC% for all skills.
  Shadow Bolt (Mana Bolt)
  Magick Resistance ....MR 4 
  Fatigue Cost ..............8 FP 
  Casting Time..............Sorcery 
  Range ........................60 feet x ML 
  Duration .....................15 seconds 
  A bolt of lightning that radiates spectral colours shoot 
  forth to a location with a radius of 5 feet. Individuals need 
  not be targeted unless moving rapidly. Those within the 
  radius of effect take 2 x ML energy damage. A successful 
  Crit Die of 9-10 and the damage taken increases to 3 x 
  ML + 13. A CON AR% at a 13% penalty is required or the 
  target is dazed for 2 AP and is at 1/4 his TSC% for all skills.
  Shadow Bomb (Mana Ball)
  Magick Resistance ....MR 6 
  Fatigue Cost ..............11 FP 
  Casting Time..............Sorcery 
  Range ........................50 feet x ML 
  Duration .....................15 seconds 
  Pure Magickal energy is formed into a sphere of blue 
  fiery energy that the mage target a specific location; 
  therefore targeting individuals is not required unless 
  they are moving rapidly. The Shadow Bomb explodes in 
  a radius of 10 feet + (2 feet x ML). Creatures within the 
  area of effect take (4 x ML) + Crit Die of energy damage. 
  On a successful Crit Die roll of 07-09 damage is increased 
  to (5 x ML) + 13 and a CON AR with a penalty of -13% 
  is required or targets are dazed for 3 Action Phases 
  acting at 1/4 TSC% in all skills. If the successful Crit Die is 
  10 damage increases to (6 x ML) +13 points of energy 
  damage and the CON AR% is at -21% penalty or targets 
  are dazed for 7 Action Phases and all skills are at 1/4 TSC%
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  Command Magick
  Command magick is the mage using 
  his mind to influence the mind of other 
  creatures. The level of influence over a mind 
  is affected by the following factors:
  Natural Resistance:  
  The Mage's targeting roll is reduced by the natural MR 
  of the creature being influenced by the command spell. 
  Spells such as Charm and Suggestion are not affected 
  by the creature’s natural MR however, unless the target 
  is alert to such influence or has a natural resistance. 
  Willpower:  
  Add 1% to the targeting of the command magick for each 10 
  points the magus PSF% has over the target's willpower PSF%. 
  In addition, if the target has already been subject to a charm 
  his Willpower is reduced by -3% x ML of the casting mage.
  Oratory:  
  The oratory skill gives the mage an advantage 
  of 1% for each 10 points of PSF% as long as 
  he is fluent in the target's language.
  Illusion Magick:  
  The ability to influence a target’s perception is an aid to the 
  success of command magick and so adds +1% to the targeting 
  PSF% for each 10 PSF% the mage has in Illusion Method.
  Note: The modifiers are also subtracted from the TSC% of the 
  subject when resisting any command magick with Willpower.
  Sleep Spells
  These spells induce sleep in the target. Either a 
  natural or Magickal sleep can be caused. These spells 
  are affected by the following additional factors:
  • 
  A Willpower roll minus the caster's PSF% in Command 
  method of the casting magus resists all sleep spells. 
  Other factors may affect willpower TSC%. a bonus of 
  up to +/-50% can be awarded at the Gamemaster's 
  fiat to reflect the situation or unique circumstances.
  • 
  When in a deep natural sleep a sleeper can be 
  awakened by violently shaking them, or a close-by 
  loud noise. A disturbance going on around a deep 
  sleeper may not awaken them from their slumber.
  • 
  The Magickal spell Awaken is the only way to waken 
  those who are caught in a Magickal slumber before 
  the sleep magick's duration is up. This depends 
  upon the mage knowing the corresponding sleep 
  spell. Subtract the PSF% of the Sleep caster from 
  the Willpower TSC% of the Awakening caster.
  • 
  Learning the Sleep spell gives the mage 
  knowledge of the relevant Awaken spell.
  • 
  Those in a deep Magickal sleep who awaken after 3 
  hours or more do so with Fatigue Points100% fully 
  restored unless there is some intervention to prevent it. 
  • 
  Deep Magickal sleep can be used as a healing 
  solution for those in need of repair, with 7 hours of 
  deep Magickal sleep doubling the healing rate.
  • 
  There are creatures who are resistant to sleep, 
  and therefore sleep spells have no effect on 
  them: Spirits (demons), Fey, Undead, those 
  inflicted with Lycanthropy in beast form.
  Sleep Individual
  Type:  
  Sleep  
  Greater Sleep
  Magick Resistance:  ....MR 1  ......................................... MR 4
  Fatigue Cost:  ..............2 FP  ........................................... 7 FP
  Casting Time:  .............Cantrip  .........................................Hex
  Range: ........................10 feet x ML  ................... 25 feet x ML
  Duration: .....................3 minutes x ML  ..........3 minutes x ML
  Sleep: This puts a living creature into a deep, natural 
  sleep. A target involved in energetic activity resists 
  with Willpower - ½ Magus’ PSF% (in Command 
  Method). The maximum weight of living creatures 
  that can be put to sleep is 250 lbs x ML, i.e. a 
  Mage of ML 10 can Sleep 250 x 10 = 2,500 lbs.
  Greater Sleep: This induces a deep, Magickal 
  sleep in a living target, from which a victim must 
  be awakened. After the duration elapses, a victim 
  continues in a normal deep sleep until he wakes up 
  (this is at the Gamemaster’s discretion) or is roused. 
  Other than this the spell is the same as above.
  Area Sleep
  Type:  
  Area Sleep  
  Greater Area Sleep
  Magick Resistance:  ...MR 3  .......................................... MR 5
  Fatigue Cost:  .............5 FP  ............................................ 9 FP
  Pre-requisite:  .............Sleep  ............................Greater Sleep
  Casting Time: .............Sorcery  .........................................Hex
  Range:  .......................25 feet x ML .................... 50 feet x ML
  Duration:  ....................3 minutes x ML  ...........3 minutes x ML
  Area Sleep: This affects all living targets in a radius of 
  10 feet + ML. The maximum weight of living creatures 
  that can be put to sleep within the area is 250 lbs x ML.
  Greater Area Sleep: In all respects, this spell is 
  the same as Greater Sleep but this affects all living 
  targets within a radius of 25 feet + (2 x ML). The 
  maximum weight of living creatures that can be 
  put to sleep within the area is 250 lbs x ML.
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  Enchanted Sleep
  Magick Resistance ....MR 7 
  Fatigue Cost ..............11 FP 
  Prerequisite ...............Greater Sleep 
  Casting Time..............Sorcery 
  Range ........................50 feet x ML 
  Duration .....................Until the target is awakened 
  The mage designates a single creature when casting 
  this spell and attempts to put them into a deep 
  Magickal sleep. The sleep continues until the conditions 
  in an attached trigger spell are met or the spell is 
  dispelled. Discovering the conditions of the trigger 
  spell are more difficult than normal and they are at 
  a penalty of -3% x ML of the sleep caster. This spell 
  is in every other way the same as the sleep spell.
  Sleep into the Ages
  Magick Resistance ....MR 9 
  Fatigue Cost ..............14 FP 
  Prerequisite ...............Enchanted Sleep 
  Casting Time..............7 Rituals of 3 hours each 
  Range ........................Touch on each of 7 rituals 
  Duration .....................Until the target is awakened 
  To begin the process the mage must enchant food 
  or drink to MR 0 for the spell to be placed into. The 
  3-hour ritual must be cast on each of seven successive 
  days starting with the dark of the new moon and 
  costing 14 FP. Any living creature that partakes of the 
  enchanted food or drink with fall into an enchanted 
  sleep. There is no resistance against this spell; however, 
  while in their enchanted sleep target will not age 
  or require sustenance and no harm will come to the 
  sleep from heat, cold, drowning or even burial. The 
  condition for them to awaken must be achievable 
  and straightforward. Only Divination will reveal the 
  awakening condition with a penalty of 21% + caster's 
  PSF% to his TSC%. Other types of dispel attempts 
  cause the sleeper to become visibly distressed and 
  a Crit Die roll of 10 causes the sleeper to die.
  Charm Spells
  These spells work in a subtle manner to alter the 
  perceptions of the target towards the mage, so that 
  he considers the mage a friend, confidant or even 
  lover. While the spell does not give the mage control 
  of, or direct obedience from, the target it does make 
  them susceptible to further manipulations.
  • 
  A combat situation is untenable for casting a charm 
  spell and they will only work in non-stressful situations 
  with a creature not already hostile to the mage. If cast in 
  such conditions the target will be inclined to attack the 
  mage or, with a failure Crit Die of 01 - 06, to withdraw.
  • 
  The target's Willpower PSF% (if successful) is 
  subtracted from the caster's targeting roll.
  • 
  The Charm caster's PSF% is subtracted 
  from the dispellers' TSC%
  • 
  Only creatures of natural form are susceptible to 
  charms. Spirits, Demons, Fey, Undead, Trolls and 
  Lycanthropes etc. are not susceptible to charms. 
  • 
  When a mage learns a charm spell he 
  also learns how to dispel it.
  • 
  The Table - Charm Effects shows the variations in effect 
  of the charm spell depending upon the Crit Die roll
  The charm spells below are only effective while the target 
  is within sight or earshot of the caster. When the target 
  can no longer see or hear the caster the spell ends. Most 
  mages must gaze into their target’s eyes to cast the charm 
  spell; however, Enchanters and Power Word mages may 
  rely on the power of their voice or enchanted potions.
  Mass Charm
  Magick Resistance ....MR 6 
  Fatigue Cost ..............10 FP 
  Prerequisite ...............Greater Charm Person 
  Casting Time..............Ritual of 7 minutes 
  Range ........................Variable 
  Duration .....................Variable 
  For this charm spell the targets do not need to be in the 
  immediate presence of the caster. The mage uses his voice 
  and argument to sway a crowd over to his viewpoint. 
  Those in a radius of 50 feet + (10 feet x ML) and who can 
  hear the mage may be affected. The cost is 10 FP + 1 FP 
  for every 25 people the crowd is over 10 x ML people. 
  This is potentially a large number of targets and 
  making this number of Willpower rolls is too time 
  consuming. The Gamemaster should break down the 
  crowd into groups of similar Willpower’s and roll for 
  each group from highest to lowest Willpower. Success 
  against any group means those with a lower Willpower 
  automatically succumb to the charm. However PCs in 
  the crowd always make their own Willpower rolls. 
  The duration and effects of the spell are the same as Charm 
  Person, with the exception of the number of targets.
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  355
  Charm Animals
  Type:  
  Small Animal  
  Large Animal
  Magick Resistance:  
  MR 1  ......................................... MR 2
  Fatigue Cost:  
  2 FP  ........................................... 3 FP 
  per additional target:  +1 FP  ...................................... + 2 FP
  Casting Time:  
  Cantrip  ...................................Sorcery
  Range:  
  25 feet x ML  ................... 25 feet x ML
  Duration:  
  3 minutes x ML  ..........3 minutes x ML
  Charm Small Animal: This affects a small animal 
  (mouse, rabbit, sparrow, frog, fish, etc.) that is 
  not predatory by nature. The number of small 
  animals that can be charmed is equal to ½ x ML at 
  a cost of +1 FP per additional creature. Charmed 
  creatures do not actively resist the Charmer’s 
  Will as long as there is no threat to their welfare 
  and safety, rendering them highly susceptible to 
  taming/training and to Command Magicks.
  Charm Large Animal: This is the same as above 
  but it affects a large animal (deer, horse, etc.) that 
  is not predatory by nature. The number of large 
  animals that can be charmed is equal to ½ x ML 
  at a cost of +2 FP per additional creature. 
  Success with Crit Die 
  Result
  01-04 
  The victim is friendly and not suspicious.
  06-09 
  The victim is very friendly and trusting. Reduce Willpower versus further Command Magick or 
  manipulation by Charismatic skills by -13% + (-1% x ML) for the duration of the Charm.
  10 
  The victim is completely beguiled by the Magus. Reduce Willpower versus further Command 
  Magick or manipulation by Charismatic skills by –7% + (–2% x ML) for the duration of the Charm.
  Failure with Crit Die 
  Result
  01 - 04 
  The subject’s attitude toward the Magus is unchanged.
  05 - 07 
  The subject senses something that makes him wary and suspicious of the Magus. Increase Willpower 
  versus further Command Magick or Charismatic manipulation by +7% during this encounter.
  08 - 09 
  The subject is suspicious of the Magus. Increase Willpower versus further Command 
  Magick or Charismatic manipulation by +13% during this encounter.
  10 
  The subject is highly suspicious and feels hostile toward the Magus. Increase Willpower 
  versus further Command Magick by an additional +21% during this encounter. Also, in 
  subsequent encounters, the subject remains wary and enjoys +13% to Willpower versus 
  Command Magick or Charismatic manipulation until the Magus can allay such suspicion.
  Table - Charm Effects
  Charm Predator
  Type:  
  Small Predator  
  Large Predator
  Magick Resistance:  
  MR 2  ......................................... MR 3
  Fatigue Cost:  
  3 FP  ........................................... 5 FP
  per additional target  +3 FP  ...................................... + 4 FP
  Casting Time:  
  Hex  ........................................Sorcery
  Range:  
  25 feet x ML  ................... 25 feet x ML
  Duration:  
  3 minutes x ML  ..........3 minutes x ML
  Charm Small Predator: This is the same as Charm 
  Small Animal but it affects a small predator or 
  omnivore (cat, ferret, hawk, etc.). The number of 
  small predators that can be charmed is equal to ½ 
  x ML at a cost of +3 FP per additional creature.
  Charm Large Predator: This is the same as Charm 
  Small Animal but it affects a large predator or 
  omnivore (dog, wolf, bear, leopard, eagle, shark, etc.). 
  The number of large predators that can be charmed 
  is ½ x ML at a cost of +4 FP per additional creature.
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  356
  Domination Spells.
  The final goal of command magick is to bring target 
  under the domination of the mage, bending the 
  target to his will, reducing them to unquestioning 
  obedience. Resistance is in the form of Willpower and 
  is used to reduce the TSC% of the command mage. 
  The strength of will of the target is his best defence.
  Hold Spells
  These cause the target to become immobile 
  and unable to perform any actions.
  • 
  The mage must meet the gaze of the target to hold him 
  in place; however he can perform other actions as long 
  as his eyes are affixed to the victim, who cannot move or 
  perform any actions as long as their eyes locked together.
  • 
  Resistance is with Willpower PSF subtracted from 
  the caster’s Targeting chance if successful.
  • 
  If the mage is distracted and looks away the target 
  can make and un-resisted Willpower check. Success 
  releases him from the mage's hold; on a fail he is held for 
  a further 15 seconds (one round) before he can move.
  • 
  Attacking or threatening danger to the target can 
  break the hold spell with the target losing 3 AP 
  from a momentary disorientation. He may not gain 
  the initiative in any combat during that Phase.
  Hold Animals
  Type:  
  Small Animal  
  Large Animal
  Magick Resistance:  
  MR 2  ......................................... MR 3
  Fatigue Cost:  
  3 FP  ........................................... 5 FP
  per additional animal  +1 FP .......................................  +2 FP
  Casting Time:  
  Cantrip  ................................... Cantrip
  Range:  
  25 feet x ML  ................... 25 feet x ML
  Duration:  
  15 seconds x ML  .....15 seconds x ML
  Small Animal: This holds up to 2 x ML small animals. 
  Reduce the Caster’s TSC% by –3% for each additional 
  animal held over three and pay an extra cost of +1 
  FP for each additional three small animals held.
  Large Animals: This holds up to 1 x ML large animals. 
  Reduce the Caster’s Targeting by -5% for each 
  additional animal held over two and pay an extra 
  cost of +2 FP for each additional large animal held.
  Charm Person
  Type:  
  Charm Person  Greater Charm Person
  Magick Resistance:  
  MR 4  ............................................ MR 5
  Fatigue Cost:  
  6 FP  .............................................. 9 FP
  per additional target:  +5 FP  ...................................................-
  Casting Time:  
  Ritual (3 minutes) ......Ritual (7 minutes)
  Range:  
  25 feet x ML  ...................... 50 feet x ML
  Duration:  
  3 minutes x ML  ....................See Below
  Charm Person: This affects Humans and human-like 
  beings such as Dwarves, Elves, Orcs, etc. It may also 
  work on some sentient enchanted ‘monster’ races such 
  as Trolls, Ogres, Giants, etc., but that is not always the 
  case. The total persons that can be charmed is equal 
  to ½ x ML at a cost of +5 FP per additional person.
  Greater Charm Person: This charm is effective even 
  when the target is not in the Caster's presence. 
  Otherwise this works in the same way as Charm 
  Person but only one person may be targeted for 
  a period of 24 hours - 1 hour per 10% of PSF% the 
  victim has in Willpower, with a minimum duration 
  of one hour. The Charmer also adds +1 to the Crit 
  die per 33% of PSF% they have in Command Magick 
  to any spells or charismatic skills he practises on 
  the ‘victim’. When the duration of the spell lapses, 
  the victim rolls a Willpower – Charmer’s PSF% in 
  Command Magick to break free from the charm.
  If he fails, the charm remains in effect for a full day. 
  No additional Fatigue costs are incurred for such 
  extensions. The victim then makes a WIS AR - Charmer’s 
  PSF%. If he fails with this, he remains charmed for 
  3 days before he is able to check again! In all this 
  time, the victim is unaware of the Magickal influence 
  the Magus has over him. He does not question the 
  Charmer’s motives and regards him as a fine fellow, 
  even if there is evidence to the contrary. However, 
  he will not do anything that is not in accord with his 
  own deeply held beliefs or his own self-interest. If the 
  victim remains under the Charmer’s spell for more 
  than 39 days he is effectively the ‘Mage's man’.
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  Hold Predators
  Type:  
  Small Predators  
  Large Predators
  Magick Resistance:  
  MR 3  ......................................... MR 4
  Fatigue Cost:  
  5 FP  ........................................... 6 FP
  per additional animal:  +2 FP  ....................................... +3 FP
  Casting Time:  
  Cantrip  ................................... Cantrip
  Range:  
  25 feet x ML  ................... 25 feet x ML
  Duration:  
  15 seconds x ML  .....15 seconds x ML
  Hold Small Predators: This holds up to 1 x ML small 
  predators. Reduce the Caster’s Targeting by -7% for 
  each additional animal held over two and pay an extra 
  cost of +2 FP for each additional small predator held.
  Hold Large Predators: This holds up to 1 x ML large 
  predators. Reduce the Caster’s Targeting by –9% 
  for each additional animal held and pay an extra 
  cost of +3 FP for each additional predator held.
  Hold Person
  Magick Resistance:  ..MR 4
  Fatigue Cost:  ............6 FP + (3 FP per Additional Person)
  Casting Time: ............Cantrip
  Range:  ......................25 feet x ML
  Duration:  ...................45 seconds
  This holds up to ½ x ML Humans or human-like 
  individuals. Reduce the Caster’s Targeting by 
  –9% for each additional person and pay an extra 
  cost of +3 FP for each additional person held.
  Hold Enchanted Beast
  Magick Resistance:  ..MR 4
  Fatigue Cost:  ............7 FP + (3 FP per Additional Beast)
  Casting Time:.............Hex
  Range:  ......................25 feet x ML
  Duration:  ...................45 seconds
  This holds one enchanted beast (Unicorn, Great 
  Wolf, etc.). If the beast is quite small (under 25 
  lbs), a Magus of ML 7+ may hold a maximum 
  of ½ x ML beasts but reduce his Targeting by 
  –9% per additional animal and pay an extra cost 
  of +3 FP for each additional animal held.
  Hold Enchanted Being
  Magick Resistance:  ..MR 5
  Fatigue Cost:  ............8 FP + (5 FP per Additional Being)
  Casting Time: ............Cantrip
  Range:  ......................25 feet x ML
  Duration:  ...................30 seconds
  This holds up to ½ x ML living, sentient beings such as 
  Trolls, Ogres, Centaurs, Fey, etc. in the same way Hold 
  Person does human-like beings. Reduce the Caster’s 
  Targeting by –13% for each additional being and pay 
  an extra cost of +5 FP for each additional being held.
  Hold Undead
  Type:  
  Lesser Undead  
  Greater Undead
  Magick Resistance:  
  MR 4  ......................................... MR 7
  Fatigue Cost:  
  7 FP  ..........................................11 FP
  per add Undead:  
  +3 FP  ....................................... +7 FP
  Casting Time:  
  Hex  ..............................................Hex
  Range:  
  50 feet x ML  ................... 50 feet x ML
  Duration:  
  45 seconds  ......................45 seconds
  Hold Lesser Undead: This holds up to ½ x ML 
  Lesser Undead (Skeleton, Zombie, Ghoul). Reduce 
  the Caster’s Targeting by –7% for each additional 
  Lesser Undead and pay an additional cost of +3 
  FP for each additional Lesser Undead held.
  Hold Greater Undead: This holds up to ½ x ML 
  Greater Undead (Mummy, Vampire, Wight, Spectre, 
  etc.). Reduce the Caster’s Targeting by –13% for each 
  additional Greater Undead and pay an extra cost of 
  +7 FP for each additional Greater Undead held.
  Hold Lycanthrope
  Magick Resistance:  ..MR 6
  Fatigue Cost:  ............9 FP + (4 FP per Additional Lycanthrope)
  Casting Time: ............Cantrip
  Range:  ......................50 feet x ML
  Duration:  ...................45 seconds
  This holds one Werebeast per 3 ML. Reduce the Caster’s 
  Targeting by –13% for each additional Werebeast and 
  pay an extra cost of +4 FP for each additional Werebeast 
  held. If the Werebeast is in Human form the spell 
  Hold Person is sufficient to hold the Lycanthrope.
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  358
  Mesmerise
  Magick Resistance ....MR 3 
  Fatigue Cost ..............6 FP 
  Prerequisite ...............Suggestion 
  Casting Time..............Sorcery 
  Range ........................5 feet x ML 
  Duration .....................Varies 
  Gives the ability to hypnotise any living creature, 
  with ease if that creature is already charmed. (½ 
  Willpower PSF%). If the mage knows the target then 
  the compulsion to do his bidding is stronger still. On 
  casting, the target falls into a hypnagogic state and the 
  mage gives his instructions: up to 7 words (+3 words 
  x ML). As with suggestion they must be simple and 
  clear, as the subconscious mind will interpret the words 
  literally. The same limits of not breaking the target's 
  deep-held beliefs apply. However, an illusion may be 
  used to trick the target's mind and mislead him, or 
  blind him as to his real actions.  The spell ends when the 
  mage returns the target to a normal state with a pre-set 
  action, such as the snap of his fingers. Otherwise, the 
  target falls into a deep natural sleep for 3D10 minutes; 
  remembering nothing upon his return to consciousness 
  unless instructed to remember. The target will carry 
  out the instructed actions at an appointed time, 
  upon waking, or up to 3 x ML days in the future.
  There are species-specific compulsions 
  that involve overcoming the target's 
  Willpower to gain complete control.
  • 
  If already charmed the creature may only 
  use ½ willpower PSF% to resist
  • 
  If the target is already under the influence of a 
  mesmerise spell then no resistance can be offered, 
  the mage merely has to succeed at his casting. 
  • 
  Sight and distance are not relevant to the spell with 
  regards to the target following orders, the target 
  only must hear the words of the mage. However the 
  compulsion only applies for the spell’s duration
  • 
  The target, even if his beliefs are violated, will 
  almost always obey the mage's commands. 
  This calls for WIS or SPR AR for such violations; 
  success only brings a momentary disobedience 
  and does not break the compulsion. 
  • 
  A victim will always get an unmodified WIS AR 
  to resist commands that are clearly suicidal, 
  but not for entering extreme danger.
  • 
  Half way through the duration of the spell the victim 
  may make a resistance check against the compulsion: 
  Willpower check - Mage’s PSF% in command 
  magick. If the victim fails his will is broken and the 
  duration is then tripled, as are all extensions. 
  Compulsion Spells
  The compulsion spells that follow allow the mage 
  to force his will upon his target, compelling them 
  to perform whatever action the mage desires. 
  They can take the form of a subtle suggestion or 
  an outright command that must be obeyed.
  • 
  To resist a compulsion spell subtract the target's Willpower 
  PSF% (if successful) from the mage’s targeting chance.
  • 
  See individual spell descriptions as the target may 
  not completely resist the compulsion spell.
  • 
  When a command mage uses compulsion spells to try 
  to force his target to violate his deeply held beliefs such 
  as self preservation, then the GM may call for a WIS 
  AR - caster’s PSF% in command magick. Use judgement 
  and caution with compulsion spells, not all of them have 
  the power to override a target’s normal frame of mind.
  Suggestion
  Magick Resistance ....MR 2 
  Fatigue Cost ..............4 FP 
  Casting Time..............Sorcery 
  Range ........................25 feet  x ML 
  Duration .....................Up to 10 minutes max 
  Any living creature, even animals can be a target of the 
  mage’s suggestion with this spell. Targets that have 
  been previously charmed are especially susceptible 
  and resist with a penalty of ½ Willpower PSF%. The 
  mage must be able to communicate with the target, 
  either through a shared language or imagery. This 
  spell cannot be used in combat or against creatures 
  already hostile to the mage. The suggestion the 
  mage can give is limited and must be conveyed in 3 
  words + (1 word x ML); it has to be simple and clear 
  to understand. The target's subconscious mind will 
  interpret the suggestion in a very literal manner, 
  and he must then act upon it within 10 minutes.
  Animals and other beastly creatures have 
  great difficulty understanding suggestions, 
  but a beast language can help. 
  The question of the reasonableness of a suggestion will 
  arise. It is not unreasonable for a mage to ask a guard 
  to turn a blind eye to his passing with his companions 
  and forget they were there. A suggestion to kill himself 
  or a comrade would break the spell often bringing 
  hostile action from the target as his subconscious 
  detects the invasion of the mind. If a target is attacked 
  or overtly threatened then the spell is also broken.
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  Command Animal
  Type:  
  Small Animal  
  Large Animal
  Magick Resistance:  
  MR 3  ......................................... MR 4
  Fatigue Cost:  
  6 FP  ........................................... 7 FP
  per additional animal:  +1 FP  ....................................... +2 FP
  Casting Time:  
  Cantrip  ................................... Cantrip
  Range:  
  25 feet x ML  ................... 25 feet x ML
  Duration:  
  5 minutes x ML  ..........5 minutes x ML
  Small Animal: This commands up to 1 x ML 
  small animals. Reduce the Caster’s Targeting by 
  –3% for each additional animal over two and pay 
  an extra cost of +1 FP for each additional small 
  animal. The cost of casting is reduced to 3 FP if the 
  animal is already under the influence of the spell 
  Mesmerise or 4 FP if only under a Hold spell.
  Large Animal: This commands up to ½ x ML 
  large animals. Reduce the Caster’s Targeting by 
  –5% for each additional animal over two and pay 
  an extra cost of +2 FP for each additional large 
  animal. The cost of casting is reduced to 3 FP if the 
  animal is already under the influence of the spell 
  Mesmerise or 6 FP if only under a Hold spell.
  Command Predator
  Type:  
  Small Predator  
  Large Predator
  Magick Resistance:  
  MR 5  ......................................... MR 5
  Fatigue Cost:  
  8 FP  ........................................... 9 FP
  per additional animal:  +2 FP  ...................................... + 3 FP
  Casting Time:  
  Cantrip  .........................................Hex
  Range:  
  25 feet x ML  ................... 25 feet x ML
  Duration:  
  5 minutes x ML  ..........5 minutes x ML
  Command Small Predator: Commands up to ½ x 
  ML small predators. Reduce the Caster’s Targeting 
  by –7% for each additional animal over two and 
  pay an extra cost of +2 FP for each additional small 
  predator. The cost of casting is reduced to 4 FP if 
  predator is already under the influence of the spell 
  Mesmerise and 7 FP if only under a Hold spell.
  Command Large Predator: Commands up to ½ x 
  ML large predators. Reduce the Caster’s Targeting 
  by –9% for each additional animal and pay an extra 
  cost of +3 FP for each additional large predator. 
  The cost of casting is reduced to 5 FP if the 
  predator is already under the influence of the spell 
  Mesmerise and 8 FP if only under a Hold spell.
  Necromantic Bindings
  Magick Resistance ....MR 3 
  Fatigue Cost ..............5 FP 
  Casting Time..............Ritual of 7 hours 
  Range ........................25 feet  x ML 
  Duration .....................See below 
  The ways of the necromancer are deep and dark with 
  no return path, and only they may know the secrets of 
  this spell. The knowledge of the ritual of Necromantic 
  bindings allows a necromancer to learn the spells Hold 
  and Command lesser and greater undead but at -2 
  MR below the standard rate listed for the spell. After 
  casting a command undead spell the necromancer has 
  a chance to bring the creature permanently into his 
  service by binding the animating spirit to him. Once 
  the command spell has ended he can prevent the 
  creature from leaving, attacking etc. if he first scribes 
  a Binding Circle around it. Then he must conduct 
  the 7-hour ritual with a command magick TSC% - 
  undead’s Willpower PSF% successful roll trapping the 
  spirit of the undead to the Necromancer’s service. 
  The creature will obey the necromancer for three 
  days and will resist the control of other mage's 
  actions and spells with its Willpower PSF% + ⅓ 
  necromancer's PSF% and cannot resist spells cast 
  by its controlling master. Each further successful 
  casting increases the undead creature's service by 
  three days. After seven such successful castings the 
  service of a lesser undead creature is permanent and 
  no longer requires the casting of command magick 
  to control it. For greater undead the necromancer 
  must make thirteen such successful casting before 
  permanently taming the undead creature.
  Should a necromancer attempting permanent 
  bindings fail at any point the undead creature 
  become highly resistant to further command 
  magick cast by that necromancer. The undead has 
  its effective Willpower PSF% increased by 33%. A 
  greater undead will harbour evil grudges for being 
  manipulated in such a manner and will attempt to 
  avenge himself on the necromancer for his audacity.
  There are several command spells, each 
  specific to a kind of creature or being.
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  360
  Command Undead
  Type:  
  Lesser Undead  
  Greater Undead
  Magick Resistance:  
  MR 6  ........................................ MR 9
  Fatigue Cost:  
  9 FP  ........................................ 15 FP
  per additional Undead:  +5 FP  ...................................... +7 FP
  Casting Time:  
  Sorcery  .................................Sorcery
  Range:  
  25 feet x ML  .................. 25 feet x ML
  Duration:  
  5 minutes x ML ......... 5 minutes x ML
  Lesser Undead: Commands up to 1 x ML Lesser 
  Undead (Skeleton, Zombie, Ghoul). Reduce the Caster’s 
  Targeting by –7% for each additional Lesser Undead 
  and pay an extra cost of +5 FP for each additional 
  Lesser Undead. The cost of casting is reduced to 10 
  FP if Lesser Undead is already under a Hold spell.
  Greater Undead: Commands up to ½ x ML Greater 
  Undead (Mummy, Vampire, Spectre, Wight, Water 
  Wraith, etc., but not Wraiths). Reduce Caster’s Targeting 
  by -13% for each additional Greater Undead and pay 
  an extra cost of +7 FP for each additional Greater 
  Undead. The cost of casting is reduced to 13 FP if 
  Greater Undead is already under a Hold spell.
  Command Lycanthrope
  Magick Resistance:  ..MR 8
  Fatigue Cost:  ............13 FP + (4 FP per Additional Lycanthrope)
  Casting Time: ............Sorcery
  Range:  ......................25 feet x ML
  Duration:  ...................5 minutes x ML
  This commands one Werebeast per 3 ML. Reduce 
  the Caster’s Targeting by –13% for each additional 
  Werebeast and pay an extra cost of +4 FP for 
  each additional Werebeast. A Command Person 
  is sufficient to command a Lycanthrope in human 
  form. The cost of casting is reduced to 10 FP if 
  Werebeast is already under the influence of the spell 
  Mesmerise and 13 FP if only under a Hold spell.
  Command Person
  Magick Resistance:  ..MR 5
  Fatigue Cost:  ............9 FP + (4 FP per Additional Person)
  Casting Time: ............Cantrip
  Range:  ......................25 feet x ML
  Duration:  ...................5 minutes x ML
  This commands up to ½ x ML Humans or Human-
  like individuals. Reduce the Caster’s Targeting 
  by –9% for each additional person and pay an 
  extra cost of +4 FP for each additional person. 
  The cost of casting is reduced to 7 FP if person 
  is already under the influence of the spell 
  Mesmerise and 10 FP if only under a Hold spell.
  Command Enchanted Beast
  Magick Resistance:  ..MR 6
  Fatigue Cost:  ............10 FP + (7 FP per Additional Beast)
  Casting Time:.............Cantrip
  Range:  ......................25 feet x ML
  Duration:  ...................5 minutes x ML
  This commands one enchanted beast (Unicorn, Great 
  Wolf, etc.). If the beast is quite small (under 25 lbs), a 
  Magus of ML 7+ may command a maximum of ½ x 
  ML beasts. Reduce the Caster’s Targeting by –9% per 
  additional animal and pay an extra cost of +7FP for 
  each additional animal. The cost of casting is reduced 
  to 7 FP if beast is already under the influence of the 
  spell Mesmerise and 10 FP if only under a Hold spell.
  Command Enchanted Being
  Magick Resistance:  ..MR 7
  Fatigue Cost:  ............11 FP + (5 FP per Additional Being)
  Casting Time: ............Sorcery
  Range:  ......................25 feet x ML
  Duration:  ...................5 minutes x ML
  This commands up to ½ x ML living, sentient beings 
  such as Trolls, Ogres, Centaurs, Fey, etc. in the same 
  way Command Person does human-like beings. 
  Reduce the Caster’s Targeting by –13% for each 
  additional being and pay an extra cost of +5 FP for 
  each additional being. The cost of casting is reduced to 
  7 FP if the being is already under the influence of the 
  spell Mesmerise and 10 FP if only under a Hold spell.
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  361
  Geas
  Magick Resistance ....MR 10 
  Fatigue Cost ..............16 FP 
  Casting Time..............Ritual of 7 hours 
  Range ........................10 feet  x ML 
  Duration .....................Until task is completed 
  The spell compels a living person to perform a task, 
  regardless of time and complexity of the tast. It is one 
  of the most powerful enchantments a mage can cast. 
  The task can not go against the true nature of the 
  person, against its deeply held beliefs and there is no 
  Magick that can compel a person to take on a holy 
  quest. The ritual takes seven hours to cast; however the 
  preparation for the ritual takes a further three hours 
  of uninterrupted time over seven consecutive days. If 
  the preparation is not performed correctly the target 
  can make a willpower roll - caster’s PSF% each day to 
  escape the compulsion. A mage should attach a trigger 
  spell to the geas as the seven-hour ritual is too long to 
  expect a target to stand still while you cast your spell. 
  If the target fails his Willpower - Caster’s PSF% check, the 
  task specified in the geas must be performed. It might 
  involve great dangers but it cannot be suicidal. Each day 
  the target fails to set out on his task or deviates from the 
  task, he suffers -3 FP. This loss is not restored with rest, 
  only resuming this task can restore these lost FP. Should 
  the target be captured and held or incapacitated then 
  no FP cost is levied against him for not doing the geas.
  A geas is only removable from the target by the 
  original caster or a clerical remove curse ritual 
  that is resisted by Willpower - Geas caster’s PSF%. 
  If the remove curse fails the target takes 1D10 
  damage to his body levels that heal at ⅓ the 
  normal rate. Any further Remove Curse attempts 
  are at a 10% cumulative penalty for each failure.
  Commanding Emotions
  Passions run deep and fear is a critical emotion 
  in humans. A very powerful set of spells invoke 
  these emotions in the target. Were-creatures, 
  undead and spirits are unaffected by fear or 
  might even find such attempts amusing.
  Fright
  Type:  ........................Lesser  
  Greater
  Magick Resistance:  ..MR 1  ...........................................MR 2
  Fatigue Cost:  ............2 FP  .............................................4 FP
  Casting Time: ............Cantrip  ....................................Sorcery
  Range:  ......................Touch 10 feet x ML radius
  Duration:  ...................45 seconds x ML 
  Lesser Fright: This spell inspires fear in one victim. The 
  Caster must touch the victim or else be close enough to 
  touch him as their eyes meet. Lesser Freight is resisted 
  by subtracting the victim’s Willpower PSF% from the 
  Caster’s Targeting. If the spell is a success with Crit Die 
  01-07 the victim is utterly intimidated and reluctant to 
  take action against the Magus and those with him.
  This reluctance may be overcome with a willpower 
  check - caster’s PSF%; however he still suffers a 
  -3% to his TSC% in all skills while in the presence 
  of the caster. On a successful casting and a Crit Die 
  of 08-10 the target will rout in a blind panic during 
  combat, or he might freeze, paralysed to the spot 
  and shaking with fear. In less conflicting situations 
  he might merely quickly withdraw from the caster.
  Greater Fright: An aura of fear radiates in a radius 
  of 10 x ML feet around the caster moving as he 
  moves. Unless ordered during the casting of the 
  spell, even his allies are also affected by radiated 
  fear. Even if nominated as exempt during casting an 
  ally will be on edge and nervous from the radiated 
  fear from the caster. The casting time of the spell 
  is dependent upon the PSF% of the mage casting: 
  Sorcery at 30%, Hex at 50% and Cantrip at 70%.
  Fear
  Magick Resistance ....MR 4 
  Fatigue Cost ..............7 FP 
  Casting Time..............Sorcery 
  Range ........................20 feet + (2 x ML) radius 
  Duration .....................3 Minutes x ML 
  A more powerful version of the Greater Fright 
  spell, requiring a Willpower - caster’s PSF% every 
  minute within the area of effect unless the caster 
  directs otherwise. The power of this spell means 
  that even allies must make a Willpower roll, though 
  not at a penalty. The spell may be cast on an area 
  or object and set with a trigger to activate when 
  the location is entered or the object touched.
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  362
  Infatuation and Love
   
  Infatuation 
  Love 
  Magick Resistance ........MR 3 ...............MR 5 
  Fatigue Cost ..................5 FP.................8 FP 
  Casting Time..................Sorcery ............Ritual of 1 hour 
  Range ............................Touch ..............Touch 
  Duration .........................3 hours x ML ...7 days x ML 
  Infatuation causes the target to exhibit emotions of 
  lust with someone who is named by the caster. They 
  resist the spell with WIS AR -3% x ML of the caster. 
  While the spell is active on the target they are likely to 
  fall in love with the person the caster named. When 
  the spell ends the target must make another WIS 
  AR% -3 x ML of the caster; a failure and the target 
  of the spell has fallen in love as per the spell.
  With the Love spell an obsessive infatuation is directed by 
  the target to a person the caster names in a trigger spell 
  or the first person they see after the casting if no trigger 
  is used. As with any natural Love the target is capable of 
  all the usual foolish insanities and desperate acts to have 
  their love returned. If the spell succeeds with a Crit Die of 
  10 then the enchantment instils a permanent True Love 
  on the target that requires a Remove Curse to dispel it. Of 
  course the target of Love may resist any such attempts.
  Cowardice
  Magick Resistance ....MR 4 
  Fatigue Cost ..............7 FP 
  Casting Time..............Sorcery 
  Range ........................25 feet x ML 
  Duration .....................45 seconds x ML 
  1 x ML living creatures are drained of any bravery they 
  may have and they are inspired only to cowardice. 
  Additional creatures may be affected at a cost to 
  the casting mage of 3 FP for each target.  The spell 
  is resisted with Willpower PSF% subtracted from 
  the caster’s Targeting. If a target is deemed natural 
  weak of morale or cowardly then take ½ of Willpower 
  PSF%. The PSF% of the caster is subtracted from the 
  target's Willpower for all rolls on phobias and fears. 
  The casting time of the spell is dependent 
  upon the caster’s PSF%. Cast as a Hex at 
  50% PSF and a cantrip at 70% PSF. 
  Confusion
  Magick Resistance ....MR 5 
  Fatigue Cost ..............8 FP 
  Casting Time..............Sorcery 
  Range ........................20 feet + (2 x ML) radius 
  Duration .....................45 Seconds x ML 
  The spell’s area of effect will bring any living creature 
  under its confusing influence, even the mage’s allies. 
  A successful casting of Confusion is resisted with INT 
  AR - caster’s PSF% with results listed in the table below.
  Bravery
  Magick Resistance ....MR 5 
  Fatigue Cost ..............8 FP 
  Casting Time..............Sorcery 
  Range ........................25 feet x ML 
  Duration .....................45 Seconds + ML 
  1 x ML creatures find themselves inspired to great 
  bravery at a cost of 3 FP per additional creature after 
  the first. The successful casting of the spell is resisted 
  by reluctant targets with ½ Willpower PSF subtracted 
  from the mage's Targeting. A creature that is deemed 
  cowardly or lacking in morale subtracts 1.5 x his 
  Willpower from the caster's Targeting. When cast 
  before entering a battle add 1/4 of the caster's PSF% 
  to all Willpower rolls against phobias and fears. 
  This spell automatically dispels any natural fear 
  affecting the person and against a Magickal fear 
  he can make a Willpower check with 1/4 of the 
  caster's PSF% added to try to break the fear.
  Casting time of the spell is dependant upon 
  the caster's PSF% with it being cast as a 
  Hex at 50% and a cantrip at 70% PSF.
  Success 
  with Crit 
  Die 
  Result
  01 - 02 
  Victims are disoriented and suffer a penalty 
  of –3% x ML to their TSC% in all skills.
  03 - 05 
  Victims are disoriented and mill around in 
  confusion, not knowing what to do, but will 
  defend themselves against attack. Mages 
  attempting to cast spells forget what they 
  were doing. The Caster and his companions 
  can easily disengage and will not be followed 
  or they can attack with the initiative.
  06 - 09 
  Victims attack each other. If alone, victim 
  withdraws in haste but may return later.
  10 
  Victims depart the area in Fear 
  and will not return.
  Failure 
  with Crit 
  Die 
  Result
  01 - 04 
  If not hostile before, the targets are 
  hostile now and attack the party.
  05 -09
  Enraged targets attack. Add +4 damage 
  to the first blow each strikes!
  10
  As for Crit 02-03, except that targets 
  try to reach the Magus if they can!
  Table - Confusion Results
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  363
  Dislike and Hate
   
  Dislike 
  Hate 
  Magick Resistance ........MR 3 ...............MR 5 
  Fatigue Cost ..................5 FP.................8 FP 
  Casting Time..................Sorcery ............Ritual of 1 hour 
  Range ............................Touch ..............Touch 
  Duration .........................3 hours x ML ...7 days x ML 
  These are the mirror spells of Infatuation and Love 
  giving the target of the spell these emotions and state 
  of mind with regards to the person named by the mage. 
  The target gets a bonus to his resistance of charisma-
  based skills the object of his dislike / hate uses on him.
  If the hate spell is successful with a Crit Die of 10 then 
  the spell is permanent and the target feels complete 
  and reasonless hatred for the named person.
  Berserker Rage
  Magick Resistance 
  MR 6
  Fatigue Cost 
  10 FP
  Casting Time 
  Sorcery
  Range 
  25 feet x ML
  Duration 
  45 Seconds + ML
  The spell removes any fear from the target, giving him 
  unshakeable morale. The mage pays an additional 
  +7 FP per target of the spell. While there is not 
  extension to the spell's effects, the natural adrenaline 
  within the target can carry the berserk state after 
  the spell has finished if he passes a Willpower check. 
  Normally the spell’s effects are felt immediately; 
  however, if cast before a battle the spell can have 
  its effects delayed by 30 minutes x ML and then 
  activated upon utterance of certain keywords such 
  as “Let slip the dogs of war,” or “Kill them all.” 
  Add +2 to attack Crit Die results as a berserker does 
  not hold back, and strikes with the force of a crazy 
  madman. If his Crit Die is a 10 then double the Crit Die 
  damage. His mind is working faster and he gains 
  +2 Action Points to spend in any Action Phase. 
  His mental state is unbalanced and he is immune 
  to any command magick. Even when dying 
  his mind still continues to push his body on 
  fighting for up to 3 Action Phases after the round 
  he drops below ½ negative body levels. Even a lost 
  limb will not prevent him from fighting on. Only losing 
  his head or severing his spine will cease his battle lust.
  If, when the spell’s effect ends the person has 
  negative body levels but not lethal wounds 
  then he falls unconscious and can be saved 
  through medical treatment. Berserkers with 
  lethal wounds die when the spell ends. 
  The berserker rage, while mental insanity, does 
  not mean that fighting without skill. Berserkers 
  still counter blows, use shields and dodge; using 
  their cunning to land devastating blows. 
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  Muscle Spasm
  Magick Resistance ........MR 3
  Fatigue Cost ..................4 FP
  Casting Time..................Cantrip
  Range ............................25 feet x ML
  Duration .........................15 Seconds
  Physical attacks and spell casting are hampered when 
  successfully targeted with this spell, causing spasms and 
  twitches in the muscle and deep muscle tissues. Resited 
  with a AGL AR% - caster’s PSF%. During combat a target 
  suffers a penalty of (-2% x ML) + Crit Die to their TSC% in 
  all skills: In non-combat situations they suffer a penalty 
  of -5% x ML to their TSC% in all agility - or dexterity-
  based skills. Sleight of hand, juggling, pick pocket etc. 
  Clumsiness
  Magick Resistance ........MR 3
  Fatigue Cost ..................4 FP
  Casting Time..................Cantrip
  Range ............................25 feet x ML
  Duration .........................15 Seconds
  This spell hampers the target's fine motor control and 
  coordination so that he cannot maintain small body 
  movements. Resisted by DEX AR% - caster’s PSF%. In 
  combat a target suffers (-2% x Crit Die) + ML to the Dodge 
  and Parry TSC% only; their ability to make large swings 
  or thrusts is not affected they can still attack normally. In 
  non-combat situations apply a penalty of (-2% x Crit Die) 
  + ML to their TSC% in all action requiring coordination of 
  the whole body such as climbing, lifting heavy weights etc. 
  Things will be bumped into, knocked over, tripped over etc.
  Deafen
  Magick Resistance ........MR 6
  Fatigue Cost ..................9 FP
  Casting Time..................Sorcery
  Range ............................50 feet x ML
  Duration .........................45 Seconds x ML 
  The spell can be cast to the range set listed above and the 
  affects a 1- feet + ML radius with those inside having to 
  make a CON AR% - caster’s PSF to try to resist temporarily 
  losing their hearing. Detection skills suffer a penalty of 
  -5% x ML to their TSC%. Power word mages rely heavily 
  on correct intonation and pronunciation and while deaf 
  are at ⅔ of their TSC%. Enchanters, Druids, Witches and 
  others have to keep watch over their pitch and tone 
  and are at ½ their TSC% and should best use Magickal 
  devices. Other mage types who become deafened are 
  at ¾ TSC% when casting directly instead of through 
  a Magickal device with a triggered stored spell.
  Forgetfulness
  Magick Resistance ........MR 8
  Fatigue Cost ..................13 FP
  Casting Time..................Sorcery
  Range ............................25 feet x ML
  Duration .........................1 day x ML
  Any living creature can be affected by this spell 
  which is resisted by INT AR% - caster’s PSF%. All 
  the intellectual and recall functions of the mind 
  are dramatically diminished. Even the simplest of 
  facts or skills require a INT AR with a -3% x Crit die 
  penalty. On a successful casting and Crit Die of 10 
  the target is afflicted with complete amnesia for 1 
  month x ML. The effects of the spell can be reversed 
  by a cleric, the caster or naturally after 1D10 days 
  with a successful INT AR% - caster’s PSF%
  Commanding the Flesh
   Instead of manipulating the target's will, 
  emotions or intellect this group of spells affects 
  the physical body. They can be used against 
  creature with a corporeal body even undead.
  • 
  Power Word mages make commanding the flesh their 
  special project and they have significant advantages for 
  their extra study of this type of magick. Spells MR, FP 
  cost, casting times and ranges listed are for Power Word 
  mages and must be modified for use by other mage types.
  • 
  Flesh is at +2 MR for any other command magick mage 
  • 
  Other mages who learn command magick increase 
  the casting time of these spells by one level: therefore 
  a cantrip becomes a hex, a hex becomes a sorcery 
  and a sorcery becomes a ritual of 1 minute.
  • 
  Ranges for other command magick 
  mages is ½ of listed range.
  • 
  The Flesh spells for other mages can only 
  be cast through a Magickal device.
  • 
  When other command magick mages cast flesh spells 
  they are target-specific. Seven elements of sympathetic 
  materials should be included in device to target specific 
  types of victims. For example a wand that has Muscle 
  Spasm enchanted within it requires seven materials 
  that belong to the type of creature the mage wants 
  to affect. Small mammals might have parts from 
  rodents, birds, etc. If these materials are not included 
  then the FP cost of the spell in the device is tripled 
  and would drain the charges of the device rapidly.
  • 
  Resistances for Flesh spells are as listed in the spell 
  descriptions. Mages who have learned Flesh spells may 
  instead use Willpower - caster’s PSF% when resisting.
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  365
  Blind
  Magick Resistance ....MR 7 
  Fatigue Cost ..............11 FP 
  Casting Time..............Sorcery 
  Range ........................50 feet x ML 
  Duration .....................45 Seconds x ML 
  Removes the ability of the target to see for the duration 
  of the spell, leaving him incapable of performing 
  any action that requires sight. Resisted with a CON 
  AR% - caster’s PSF%. On a successful casting with 
  a Crit Die of 07-10 the target must check to see if 
  they panic at the sudden loss of vision : roll against 
  Willpower - (7% x ML). Those who fail believe that the 
  loss of sight is permanent and lose their self control.
  Stun
  Magick Resistance ....MR 8 
  Fatigue Cost ..............Min 13 FP 
  Casting Time..............Sorcery 
  Range ........................50 feet x ML 
  Duration .....................15 Seconds x 1D10 
  The spell is cast up to the range listed above and 
  then affects any living corporeal being in a 10 feet + 
  ML radius. Targets must make a CON AR% - caster’s 
  PSF%. With a failure they are instantly rendered 
  unconscious. The mage may target all in the area, 
  regardless of size or number of targets, at the cost 
  of 1/4 of his total FP Level to a minimum of 13 FP
  Die
  Magick Resistance ....MR 10 
  Fatigue Cost ..............21 FP 
  Casting Time..............Sorcery 
  Range ........................25 feet x ML 
  Duration .....................See below 
  The mage, touches the heart of the living victim at a 
  distance, causing it to stop. Resisted by a CON AR% - 
  Caster’s PSF%. The target will experience sudden chest 
  pains becoming excruciating over the casting time of 
  the spell as his heart is being squeezed and savaged 
  by the manipulations of the mage. The duration is 15 
  seconds x Crit die, during which time the target can 
  only roll around on the ground in agony. He loses 5% 
  x Crit die from both current Fatigue and Body levels. 
  If a successful casting Crit Die of 10 is rolled the target 
  is facing possible death and must make a Stamina 
  roll with a success required for survival. Survivors are 
  will be limited in their capabilities afterwards until 
  the body levels are recovered. Until then, strenuous 
  activity may cause another arrest of the heart. The 
  chance of this is the percentage of body levels yet to 
  heal. If another arrest occurs then the same effects 
  as the original spell befall the target. There is no 
  long term damage to the heart and recovers fully. 
  Divination
  Certain divination spells may be learned 
  as part of another Magickal method, notes 
  in the spell’s description give details. 
  Generally divination spells are resisted with a 
  PSF% penalty to an appropriate skill or opposing 
  divination PSF%, and some gamemaster ruling 
  for conditional penalties may be levied also.
  Detect Hidden Door
  Type: 
  Diviner 
  Other  Mages Dowsing  Diviner 
  Resistance: 
  MR 1 
  MR 2 
  MR 1
  Fatigue  Cost: ...2 FP ...................4 FP ........................................2 FP 
  Casting  Time:...Hex ....................Sorcery ...............................Cantrip 
  Range: ..............3 feet x ML .........1 foot x ML ....................5 feet x ML
  Duration: ...........60 min / ML ........60  min / ML ................ 60 min / ML
  If there is a hidden door within line of sight of the 
  mage who has cast this spell, then its outline will 
  glow with a soft blue white light. The duration is 
  the time taken to detect the door. A door that has 
  been hidden by magick gives a penalty to detection  
  equal to the caster’s PSF%. Dowser magicians who 
  attain ML 4 have their time to search halved.
  Detect Hidden Object
  Type:  
  Diviner  
  Other Mages  Dowsing Diviner
  Resistance:  ......MR 1  .................MR 1  .....................................MR 2
  Fatigue Cost:  ...3 FP  ..................3 FP  .......................................4 FP
  Casting Time: ...Hex  ...................Cantrip  ..............................Sorcery
  Range:  .............5 feet x ML  ........10 feet x ML  .................3 feet x ML
  Duration:  ..........60 min / ML  .......60 min / ML  ............... 60 min  / ML
  Effects are as for Detect Hidden Door; however a 
  mage who is unable to state what he is looking for 
  has double fatigue costs levied against him or reduces 
  his targeting by half in order to find the object. 
  Duration is the time taken to locate the object.
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  366
  Detect Magick
  Type:  
  Diviner  
  Arcane Mages  
  Other Mages
  Resistance:  ......MR 1  .................MR 1  .....................................MR 1
  Fatigue Cost:  ...3 FP  ..................3 FP  .......................................3 FP
  Casting Time: ...Cantrip  ..............Cantrip  ...............................Cantrip
  Range:  .............20 feet x ML  ......30 feet x ML  ...............10 feet x ML
  Duration:  ..........7 min x ML  ........13 min x ML  .................7 min x ML
  After casting the spell will alert the mage to the 
  presence of anything that is Magickal within range; the 
  Magick is shrouded in a violet blue glow. When cast 
  on a singular specific item the spell will reveal how 
  Magickal the item is through the strength of the glow, 
  the brighter the glow the more powerful the magick.
  At ML 5+ Dowsers have a range of 60 feet x ML 
  when dowsing for ley line and they can accurately 
  sense the amount of Magickal power present.
   Detect Illusions
  Type:  
  Diviner  
  Other Mages
  Resistance:  ......MR 1  .........................MR 2
  Fatigue Cost:  ...3 FP  ..........................4 FP
  Casting Time: ...Cantrip  ......................Ritual (1 minute)
  Range:  .............10 feet x ML  ..............10 feet x ML
  Duration:  ..........1 minute x ML  ...........1minute x ML
  Subtract the illusion mage’s PSF% from the caster’s 
  targeting. Illusions with an MR higher than a mage's 
  ML are not detectable, except with a great success - 
  Crit die 01 -05 +1 MR above ML
  Crit die 09 +2 MR above ML
  Crit die 10 +3 MR above ML
  Illusionists have their own detect illusion spells
  Detect Invisible
  Type:  
  Diviner  
  Arcane Mages  
  Other Mages
  Resistance:  ......MR 2  .................MR 2  .....................................MR 3
  Fatigue Cost:  ...4 FP  ..................4 FP  .......................................6 FP
  Casting Time: ...Cantrip  ..............Cantrip  ................Ritual (1 minute)
  Range:  .............10 feet x ML  ......10 feet x ML  .............. 10 feet x ML
  Duration:  ..........3 min x ML  ........7 min x ML  ...................1 min x ML
  The spell indicates the direction within the 
  mages range but never the actual location of 
  the subject; however the closer the subject the 
  stronger the mage’s send of the presence.
  All mages of the arcane method can learn this 
  spell as part of the practice of Arcane magick.
  Detect Life
  Type:  
  Diviner  
  Scryers  
  Other Mages
  Resistance:  ......MR 1  .................MR 1  .....................................MR 2
  Fatigue Cost:  ...3 FP  ..................3 FP  .......................................4 FP
  Casting Time: ...Hex  ...................Hex  .........................................Hex
  Range:  .............30 feet x ML  ......60 feet x ML  ...............20 feet x ML
  Duration:  ..........9 min x ML  ........13 min x ML  .................7 min x ML
  Creatures that are concealed from view are 
  highlighted by a soft green-blue light. Elves, Dwarves, 
  mortal goblin races and beasts fall into the group 
  for the purpose of this spell. The spell does not 
  reveal the specific type of creature; however, the 
  caster knows if the creatures detected are sentient 
  or beast, and their distance and numbers.
  Detect Supernatural
  Type:  
  Diviner  
  Arcane Mages  
  Other Mages
  Resistance:  ......MR 2  .................MR 1  .....................................MR 3
  Fatigue Cost:  ...4 FP  ..................3 FP  .......................................5 FP
  Casting Time: ...Hex  ...................Cantrip  ..............................Sorcery
  Range:  .............30 feet x ML  ......60 feet x ML  ...............20 feet x ML
  Duration:  ..........13 min x ML  ......21 min x ML  .................7 min x ML
  Undead, werewolves, trolls, ogres, giants, fey, fey 
  goblins, enchanted beasts etc. that are part of the 
  natural order and yet have clearly supernatural origins 
  fall under this spell. The spell will not reveal the type of 
  supernatural but the caster does know if it is a monster 
  or an enchanted beast as well as numbers and distance.
  Detect Astral Being
  Type:  
  Diviner  
  Arcane Mages  
  Other Mages
  Resistance:  ......MR 2  .................MR 1  .....................................MR 3
  Fatigue Cost:  ...4 FP  ..................3 FP  .......................................7 FP
  Casting Time: ...Hex  ...................Cantrip  ..............................Sorcery
  Range:  .............20 feet x ML  ......60 feet x ML  ...............10 feet x ML
  Duration:  ..........13 min / ML  .......21 min / ML  .................. 7 min / ML
  Beings and forces that are from the astral plane 
  fall under this spell, indicating their presence 
  within the detection range. The spell will give 
  only a general direction and no a precise 
  location; however the stronger the sense of a 
  presence the closer it is to the caster. Duration 
  is the time taken to locate an Astral Being.
  Note: Arcane mages can learn this spell 
  as part of their Arcane Method of Magick 
  at MR 2 and 4 FP cast as a cantrip.
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  Detect Observation
  Type:  
  Diviner  
  Scryers  
  Other Mages
  Resistance:  ......MR 1  .................MR 1  .....................................MR 2
  Fatigue Cost:  ...3 FP  ..................3 FP  .......................................4 FP
  Casting Time: ...Cantrip  ..............Hex  .....................Ritual (1 minute)
  Range:  .............20 feet x ML  ......30 feet x ML  ...............20 feet x ML
  Duration:  ..........1 hour x ML  ......1 hour x ML  ................30 min x ML
  The mage’s senses and natural instincts are sharpened 
  to the point where he automatically becomes aware 
  of being watched. He does not know the observer's 
  exact location, just a general sense of direction. The 
  Gamemaster rolls the caster’s targeting to find of the 
  mage senses the observation and alerts him if he does.
  When a scryer reaches ML 4 their 
  range increases to 50 feet x ML
  Detect Evil
  Type:  
  Diviner  
  Other Mages
  Resistance:  ......MR 2  .................MR 3
  Fatigue Cost:  ...4 FP  ..................5 FP
  Casting Time: ...Sorcery  .............Ritual (1 minute)
  Range:  .............10 feet x ML  ......5 feet x ML
  Duration:  ..........3 min x ML  ........1 min x ML
  Anything, including people or items such as 
  cursed weapons or the demon possessed, that 
  are intrinsically evil in nature fall under this spell. 
  When cast a dark shadow cloaks over the evil, the 
  darker the shadow the greater the evil. If the evil 
  has intent to harm the mage or his allies then it will 
  be tinted with blood-red hues. The more imminent 
  the danger the brighter and greater the coverage 
  of the red tint. The spell does not detect enemies, it 
  identifies the evil of a soul and its state of mind. 
  Detect Enemies
  Type:  
  Diviner  
  Scryers  
  Other Mages
  Resistance:  ......MR 2  .................MR 2  .....................................MR 3
  Fatigue Cost:  ...4 FP  ..................4 FP  .......................................5 FP
  Casting Time: ...Sorcery  .............Hex  .....................Ritual (1 minute)
  Range:  .............20 feet x ML  ......30 feet x ML  ...............10 feet x ML
  Duration:  ..........3 min x ML  ........3 min x ML  ...................1 min x ML
  Those who are within range and have the intent of ill 
  will to the mage or his allies are marked with a blood-
  red aura tinged with black when in sight of the mage. 
  Target must roll against Willpower - Caster’s PSF% 
  representing the target's ability to mask its intentions. 
  Detect Metal
  Type:  
  Diviner  
  Dowsing Diviners  Other Mages
  Resistance:  ......MR 1  .................MR 1  .....................................MR 3
  Fatigue Cost:  ...3 FP  ..................3 FP  .......................................6 FP
  Casting Time: ...Ritual (7 min)  ....Hex  ...................Ritual (7 minutes)
  Range:  .............10 feet x ML  ......30 feet x ML  .................5 feet x ML
  Duration:  ..........1 hour  ...............30 min  .................................1 hour
  The mage specifies the type of metal he wishes to 
  detect and the spell reveals the general direction and 
  distance of a source within range. The mage also gets 
  a sense of the quality of the source and the quantity 
  present. The duration listed is the time to make a 
  single search. When the spell is cast through rock the 
  range of the spell is ⅕ (exception: dwarven casters)  
  Detect Water
  Type:  
  Diviner  
  Dowsing Diviners  Other Mages
  Resistance:  ......MR 1  .................MR 1  .....................................MR 3
  Fatigue Cost:  ...3 FP  ..................3 FP  .......................................6 FP
  Casting Time: ...Ritual (7 min)  ....Hex  ..........................Ritual (7 min)
  Range:  .............10 feet x ML  ......30 feet x ML  .................5 feet x ML
  Duration:  ..........1 hour  ...............15 min  .................................1 hour
  Gives the approximate direction and distance to a 
  source of water within the spell’s range. When cast 
  through rock the range is ½ (exception: dowsers). 
  The duration is the time to make a single search.
  Detect Tracks
  Type:  
  Diviner  
  Scryers  
  Other Mages
  Resistance:  ......MR 1  .................MR 1  .....................................MR 2
  Fatigue Cost:  ...3 FP  ..................3 FP  .......................................4 FP
  Casting Time: ...Ritual (10 min) ...Ritual (3 min) ..........Ritual (15 min)
  Range:  .............20 feet x ML  ......30 feet x ML  ...............10 feet x ML
  Duration:  ..........60 min / ML  .......60 min / ML  ................ 60 min / ML
  Sign and scent of a quarry are picked up by this 
  spell. Having an item to use as a sympathetic focus 
  allows tracks to be found after only a minute with 
  a bonus of 13% to TSC%. The targeting should 
  modified by factors as per the outdoor skill - Tracking 
  Prey. On a failure a mage may try again but at a 
  25% penalty. He may not make a third attempt. The 
  duration is the time taken to locate the tracks.
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  368
  away if it is known by the mage, otherwise he must 
  spend 3D10 minutes shifting his viewpoint to find it. 
  The mage’s ML determines the duration of his vision 
  of the area and how many times he may move his 
  viewpoint. The Prophecy spell may intrude 13% of the 
  time, with a vision of something in the recent past, 
  the present or the near future of up to 1 to 3 weeks.
  Scry Distance
  Type:  
  From Afar  
  The Land  
  Ends of the Earth
  Resistance:  ......MR 4  .................MR 6  .....................................MR 7
  Fatigue Cost:  ...7 FP  ..................9 FP  .....................................12 FP
  Casting Time: ...Ritual (7 min)  ....Ritual (13 min)  .......Ritual (21 min)
  Range:  .............10 miles x ML  ...100 miles x ML  ..1,000 miles x ML
  Duration:  ..........10 min x ML  ......20 min x ML  ...............30 min x ML
  These spells are the same as Scry the 
  Imminent except for the following:
  Scry from Afar: The scryer can view an area of 
  radius of 10 miles at a time to find any unfamiliar 
  location. To scan any radius of 10 miles he requires 
  a period of 10 minutes. The spell Prophecy may 
  “intrude” 13% of the time, with a vision of an 
  event or person up to +/-3 months away.
  Scry the Land: The scryer can view an area of radius 
  of 100 miles at a time to find an unfamiliar location. To 
  scan any radius of 100 miles he requires a period of 20 
  minutes. The spell Prophecy may ‘intrude’ 13% of the 
  time, with a vision of something up to +/- 3 years away.
  Scry the Ends of the Earth: The scryer can view 
  an area of radius 1,000 miles at a time to find an 
  unfamiliar location. To scan any radius of 1,000 
  miles, he requires a period of 30 minutes. The spell 
  Prophecy may ‘intrude’ 13% of the time, with a 
  vision of something up to +/- 3 decades away.
  Detect Traps
  Type:  
  Diviner  
  Other Mages
  Resistance:  ......MR 2  .................MR 3
  Fatigue Cost:  ...4 FP  ..................6 FP
  Casting Time: ...Cantrip  ..............Ritual (1 minute)
  Range:  .............10 feet x ML  ......5 feet x ML
  Duration:  ..........10 min / ML  .......10 min / ML
  If successful after subtracting the trap's PSF% from 
  the targeting chance the mage can see Normal 
  traps radiate a pale red glow and Magickal traps 
  an intense indigo blue. The duration is the time 
  taken to locate the trap. Scryers and Dowsers 
  only require 1 minute to search for traps.
  Find the Path
  Type:  
  Diviner 
  Scryers 
  Other Mages
  Resistance:  ......MR 2  .................MR 2  .....................................MR 3
  Fatigue Cost:  ...4 FP  ..................4 FP  .......................................5 FP
  Casting Time: ...Sorcery  .............Cantrip  ................Ritual (1 minute)
  Range:  .............20 feet x ML  ......30 feet x ML  ...............10 feet x ML
  Duration:  ..........30 min / ML  .......30 min / ML  ................ 30 min / ML
  This spell gives the caster a hunch or intuition as to the 
  correct path to follow when lost. He gets a 25% bonus 
  to the targeting chance if he has prior knowledge of 
  the area; such as passing through, seen a map etc. On 
  a failure of the spell then the mage remains lost for a 
  period of 6 hours - (½ hour x Crit Die). When a scryer 
  get to ML 4 he only needs 10 minutes / ML to find the 
  path. The Duration is the time taken to find the path.
  Specialised Divination Spells
  Divination spells are resisted by an appropriate PSF%, 
  PSF% in divination magick, or some penalty based on 
  circumstance assessed by the Gamemaster; instead of or 
  in addition to the other penalties. Sight of the Unicorn 
  and True Sight are as per their description and Prophecy 
  is not resisted at all. The information from such spell 
  is drawn from the spirits of the shadow world. Their 
  accuracy is not about the greatness of the knowledge 
  of such creatures who know many unknowable 
  things, but the ability of the mage to interpret the 
  correctly the information gained from the entity.
  Scry the Imminent
  Magick Resistance:  ...MR 2
  Fatigue Cost:  .............4 FP
  Casting Time: .............Ritual (3 minutes)
  Range:  .......................1 mile x ML
  Duration:  ....................10 minutes x ML
  While in a distant, safe area the mage is able to view an 
  area of 100 feet x ML radius located within his range. 
  If the mage is interrupted while viewing then the 
  vision is broken. The vision will go to the area straight 
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  Prophecy
  Magick Resistance:  ...MR 1
  Fatigue  .......................Cost: 3 FP + (3 FP per 30 minutes in trance)
  Casting Time: .............Ritual (1 minutes)
  Range:  .......................1,000 miles x 1D10
  Duration:  ....................30 minutes x ML
  Best cast in safe surroundings as the mage falls into 
  a deep trance in which he has prophetic visions 
  concerning the past, present or future; both distant and 
  near. The information gained is at the Gamemasters 
  fiat. On a Crit Die roll of 01 - 03 the vision is likely 
  about something that the mage had not intended to 
  see. Fatigue cost is variable with a levy of 3 FP per 30 
  minutes of trance. The longer the trance lasts the more 
  detailed and relevant the information obtained will be.
  Due to the nature of where the information comes 
  from the visions are always difficult to interpret, 
  often coming in allegory and metaphors.  Reduce 
  the mage’s TSC% in Interpret the Omens by -3% 
  per 30 minutes spent in the trance to reflect the 
  depth of knowledge attempting be interpreted. 
  The Sight Of The Unicorn
  Magick Resistance:  ...MR 2
  Fatigue Cost:  .............4 FP
  Casting Time: .............Hex
  Range:  .......................5 feet x ML
  Duration:  ....................1 minute x ML
  The spell once cast will reveal the presence within 
  range of poisons and drugs in any form. The mage 
  senses the presence of toxins or soporifics up to 
  10 feet away. He must touch food or drink or the 
  container to detect hidden poisons or drugs. If 
  placed by Magickal means then he subtracts the 
  poisoners PSF% from the Targeting chance. If applied 
  by mundane methods then no penalties apply.
  True Sight
  Magick Resistance:  ...MR 9
  Fatigue Cost:  .............14 FP
  Casting Time: .............Hex
  Range:  .......................10 feet x ML
  Duration:  ....................1 minute x ML
  This spell gives the mage a sort of double vision, 
  the truth laid on a sub-layer of his sight revealing 
  disguises, transformations, illusions etc. The caster 
  has his targeting chance reduced by ½ the PSF% of 
  the mage whose magick is being revealed by this 
  spell. If mundane falsehoods are being revealed 
  then there is a penalty of the PSF% of the skill 
  used. At ML 10 a mage see all truths with this spell 
  and no resistance is possible to his true sight. 
  Illusion Spells
  If a mage fully conceals or alters the nature of 
  something, perhaps to make it look like something 
  else entirely; then he is using illusions. Those 
  who see an illusion believe it to be real; after 
  all, most creatures unquestioningly trust their 
  senses. Only when a viewer has good reason to 
  suspect that things aren’t what they seem can they 
  then make a resistance against the illusion. 
  The Gamemaster, as always with uncertain results, 
  should feel free to make the roll in secret to preserve the 
  mystery for the player. An illusion is real until a credible 
  reason to believe otherwise is presented to the viewer. 
  It is tricky in role playing to balance mechanics with 
  suspense and players adjusting their character's actions 
  based on player knowledge over characters knowledge. 
  No illusion is perfect however, and small details can give 
  away the trick. The suspicion of trickery may arise out 
  of actions and the Gamemaster might give subtle clues 
  that the character's might spot. A gamemaster could 
  rule that the quality of the illusory image is a function 
  of the caster’s INT AR, rolling a 1d100 and if higher than 
  the caster INT AR a flaw exists that might be spotted. 
  A player must state that his character is resisting 
  an illusion effect and does not automatically get a 
  resistance roll. He must actively call out his disbelief of 
  the trickery and spend 3FP to make the roll to see if he 
  uncovers the illusion for the trickery it really is.  Those 
  mages who adept at illusions do not spend the FP cost 
  to resist if they are using the detect illusion spell, as 
  the cost is already included in the casting of the spell.
  Even after a character realises that some trickery is 
  at play, the full effects of the illusion might not go 
  away, Often the character with see the illusion still, 
  only superimposed onto his reality, seeing both at 
  the same time. The confusion of this state is relative 
  to a character’s intelligence those of low INT might be 
  confused, frightened or upset. In some cases however 
  the illusory effect might challenge a character’s WIS 
  instead. A score of 13 is a cut off point for being 
  disturbed by illusions after disbelieving them. Call for an 
  INT or WIS AR for those with low scores to see if they are 
  susceptible to being confused, conflicted, disoriented 
  etc. Failure might bring a penalty to a relevant skills 
  TSC% required moral judgements, decision making, 
  or serious reasoning. -4% for each point under 13 
  and -2% per point for skill of a physical nature. 
  Overall Illusions and their effects will be a 
  cooperative event between the player and the 
  Gamemaster. Telling a story that is dramatic, 
  suspenseful, interesting and leads to better drama 
  is always a key goal in role playing games. 
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  Detect Illusions
  Magick Resistance:  ...MR 1
  Fatigue Cost:  .............3 FP
  Casting Time: .............Cantrip
  Range:  .......................10 feet x ML
  Duration:  ....................3 minutes x ML
  The caster’s targeting chance is reduced by the PSF 
  of the illusionist and if successful the mage detects 
  the illusion. If the mage is adepts at illusion magick 
  then he always detects and illusion regardless of 
  how powerful the caster and also knows the nature 
  of the spell if they have learnt it themselves.
  Dispel Illusion
  Magick Resistance:  ...MR 1
  Fatigue Cost:  .............See Below
  Casting Time: .............See Below
  Range:  .......................10 feet x ML
  Duration:  ....................Instantaneous Effect
  This spell removes an illusion cast over an object, a 
  creature or a small area that is less than 100 feet radius.  
  • 
  Cast as a cantrip with a cost of 3FP it will dispel 
  most illusions cast by a mage with a PSF% equal 
  to or lower than that of the dispelling mage.
  • 
  Cast as a Hex with a cost of 7FP it removes illusions 
  from mages with a PSF% 10% higher. Cast as a ritual 
  of one minute at a cost of 13FP 11-20% higher
  • 
  Cast as a ritual of three minutes at 
  a cost of 21FP 21-30% higher
  Spells from a mage with a PSF% 30% higher 
  require the use of the Dispel Phantasmals
  Dispel Phantasmals
  Magick Resistance:  ...MR 7
  Fatigue Cost:  .............See Below
  Pre-requisite:  .............Dispel Illusion
  Casting Time: .............See Below 
  Range:  .......................10 feet x ML
  Duration:  ....................Instantaneous Effect
  A more powerful removal tool than the spell Dispel 
  Illusions this enables the caster to remove illusions 
  spells of a much more powerful nature. At its heart 
  this is a reversal spell based on the mage knowing the 
  intricacies of the spell. The time to cast this spell and 
  its cost is the same as required to cast the spell to be 
  removed. The targeting chance of Dispel Phantasmals 
  is reduced by the PSF% of the illusionist of the spell 
  to be removed. However the dispeller can gain +1% 
  per day he spends meditation on the problem. The 
  degree of his success is based on the Crit Die.
  Crit Die 01 - 05: The spell will dispel work of a Magus whose 
  PSF% is equal to or lower than the Dispeller’s PSF%.
  Crit Die 06 - 07: The spell will dispel the work of a Magus 
  whose PSF% is up to 10% higher than the Dispeller’s PSF%.
  Crit Die 08: The spell will dispel the work of Magus whose 
  PSF% is between 11-20% higher than the Dispeller’s PSF%.
  Crit Die 09: The spell will dispel the work of a Magus whose 
  PSF% is between 21-30% higher than the Dispeller’s PSF%.
  Crit Die 10: The spell will dispel the work of a Magus whose 
  PSF% is between 31-50% higher than the Dispeller’s PSF%.
  If the dispel attempt fails then all is not lost for 
  the mage, he can attempt the process again 
  with a +13% bonus to TSC% for building upon 
  the work already done. Even the most powerful 
  illusion will thus be broken over time.
  Illusionary True Sight
  Magick Resistance:  ...MR 7
  Fatigue Cost:  .............11 FP
  Casting Time: .............Sorcery
  Range:  .......................Touch / Self
  Duration:  ....................1 minute x ML
  Same as the Divination magick spell True Sight except 
  that it is available at the lower ML of 7 to mages who 
  have selected the Mastery of Illusions. He sees through 
  any illusions, they appear as a misty form superimposed 
  onto reality, as this spell does not remove the illusion 
  it renders it transparent to the caster’s vision.
  Blurred Image
  Magick Resistance: .... MR 1
  Fatigue Cost:  .............3 FP
  Casting Time: .............Hex
  Range:  .......................Touch / Self
  Duration:  ....................45 seconds x ML
  The image of the mage or another creature is 
  softened and blurred into a shifting mess of outlines, 
  colours and shapes. Any attackers have a penalty 
  of -3% x ML to their TSC% in all appropriate skills. 
  Spirits and the spell of True Sight are unaffected by 
  the Blurred Image spell. Illusionists can negate the 
  spell with a Willpower - Caster’s PSF%, while non-
  illusionists use only ¾ Willpower - Caster’s PSF%
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  Blurred Script
  Magick Resistance:  ...MR 2
  Fatigue  .......................Cost: 4 FP
  Casting Time: .............Ritual (1 minute)
  Range:  .......................Touch
  Duration:  ....................Permanent
  For the spell to permanently work each page must first 
  have its MR reduced to Zero, otherwise the spell only 
  takes on the page for 1 day x ML. The spell garbles the 
  text so that only those who the mage intended can 
  read the script. Others who try to read the text have 
  to make an INT AR% - Illusionist’s PSF% or become 
  confused, resulting in the reader being unable to think 
  clearly in all INT and WIS based skills. (½ AR% and ½ 
  TSC% for 1 hour x ML). Even with a success the text is 
  unreadable however the reader does not suffer the 
  confusion. Only a dispel by a mage of equal or higher 
  ML renders the page readable. On a failure to dispel 
  he may make another attempt 12 months - ML later. 
  Project Image
  Magick Resistance:  ...MR 4
  Fatigue Cost:  .............7 FP
  Casting Time: .............Hex
  Range:  .......................Self
  Duration:  ....................1 minute x ML
  The mage’s image is projected to a point within 100ft 
  per ML of his actual location. The projected image 
  moves and talks and all spells cast will seem to come 
  from this image. To discover the deception a viewer 
  must make a successful willpower - Caster’s PSF%. If 
  the projected image is touched, then it disappears.
  Faerie Gold
  Magick Resistance:  ...MR 2
  Fatigue Cost:  .............4 FP
  Casting Time: .............Hex
  Range:  .......................Touch
  Duration:  ....................1 day x ML
  Cast on a small object such as a stone, it take on the 
  appearance of being a gold coin. An illusionist can 
  create 10 gold coins x ML x Crit die. Faerie gold has a 
  99% chance - caster’s PSF% of reverting to its original 
  form when it comes into contact with cold iron.
  Illusion
  Type:  
  Lesser Illusion   
  Greater Illusion
  Resistance:  ......MR 2  ................................................................MR 5
  Fatigue Cost:  ...4 FP  ..................................................................9 FP
  Casting Time: ...Hex  ..............................................................Sorcery
  Range:  .............10 feet x ML  ..........................................10 feet x ML
  Duration:  ..........1 minutes x ML  ................................3 minutes x ML
  Lesser Illusion: An object or creature the caster has 
  seen before is created in illusion. If a living creature 
  then it will seem to move and act naturally if the caster 
  is concentrating on the illusion to the exclusion of all 
  else. If the mage has the Acting: Ventriloquism skill 
  then he can make the illusion seem to speak. On a 
  touch the illusion is dispelled. The illusion is resisted 
  by a WIS AR - caster’s PSF% and spirits or those 
  using True Sight see through the visual trickery.
  Greater Illusion: This creates an object or 
  creature that is totally believable in every way 
  and indistinguishable from the original. It can act 
  normally without the interaction of the caster. It 
  still disappears when touched however. Only if the 
  viewer's suspicions are aroused may he make a roll 
  to see through the illusion Willpower - caster’s PSF%. 
  This spell can even fool spirits; however anyone using 
  True Sight will see the trick for what it really is. 
  Faerie Glamour
  Magick Resistance:  ...MR 8
  Fatigue Cost:  .............13 FP
  Casting Time: .............Sorcery
  Range:  .......................Touch
  Duration:  ....................12 hours x ML
  An  illusion to enhance the outward appearance of 
  the recipient of the spell increasing their appearance 
  by +1 APP x ML. Those masked by this spell are safe 
  from having their trickery detected, except by those 
  who have true sight, some rare Magickal charms or a 
  Mage who is adept at illusions with an ML higher than 
  the caster of the Faerie Glamour (willpower - caster’s 
  PSF%) Such a spell cannot fool spirits or fey creatures 
  who can see through the trickery of this spell. 
  Sleight of Hand
  Magick Resistance:  ...MR 1
  Fatigue Cost:  .............3 FP
  Casting Time: .............Cantrip
  Range:  .......................Self
  Duration:  ....................1 trick
  This allows the caster to use real magick to perform 
  acts of prestidigitation and trickster as per the 
  Arts and Entertainments skill. If the magick spell 
  fails but the mage knows the sleight of hand skill 
  then he may still be able to save the trick.
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  Disguise
  Type:  
  Disguise   
  Greater Disguise
  Magick Resistance:  ...MR 2  ......................................................MR 4
  Fatigue Cost:  .............4 FP  ........................................................6 FP
  Casting Time: .............Hex  ....................................................Sorcery
  Range:  .......................Self or Touch  ............................. Self or Touch
  Duration:  ....................10 minutes x ML  ......................... 1 hour x ML
  Disguise: This enables the Caster to 
  change his or another’s appearance.
  Disguise: Allows the caster to change his or another’s 
  appearance to a persona of someone roughly the 
  same size and mass +/-  1 inch in height and +/- 10 lbs 
  per ML. Those who have reason to suspect a disguise 
  may attempt to penetrate the illusion with a WIS 
  AR% - Caster’s PSF%. Spirits and those using True Sight 
  see through the spell. An Illusionist mage who is 20% 
  PSF higher spots the trickery but not see through the 
  illusion unless a WIS AR% - caster’s PSF% is made
  Greater Disguise: As above; however, even more detail 
  in the illusion, those who know the copied personae will 
  not think to doubt the identity with a very good reason 
  to do so (WIS AR - Caster’s PSF%) This spell is convincing 
  enough to fool spirits but not those using True Sight.
  Cast at ML 6 or above the duration is 1 day x ML
  Cloak Self
  Type:  
  Cloak Self  
   
  Greater Cloak Self
  Resistance:  ......MR 3  ................................................................MR 4
  Fatigue Cost:  ...6 FP  ..................................................................7 FP
  Casting Time: ...Sorcery  ........................................................Sorcery
  Range:  .............Self  .......................................................10 feet x ML
  Duration:  ..........10 minutes x ML  ............................30 minutes x ML
  Cloak Self: conceals the illusionist and anything he 
  wears or holds from the sight of all living creatures. 
  When he moves the cloak moves with him. If he cast a 
  spell or makes an attack however he loses the cover of 
  the spell immediately. A willpower roll - Caster’s PSF% 
  resists the spell but cannot be checked for unless the 
  viewer has a good reason to suspect the presence of the 
  cloaked figure. The spell Dispel Invisible does not reveal 
  a cloaked person however; anyone using True Sight or 
  Spirits and Undead will see a cloaked figure at all times.
  Greater Cloak Self: As above but of greater duration 
  and when cast by an Illusionist of ML 7+ a suspecting 
  person resists with willpower - caster’s PSF - (3% x ML)
  Delusion
  Magick Resistance:  ...MR 2
  Fatigue Cost:  .............4 FP
  Casting Time: .............Hex
  Range:  .......................10 feet x ML
  Duration:  ....................45 seconds x ML
  The target of the spell becomes deluded into an 
  inflated sense of his abilities and work, and can easily 
  be pushed into taking actions that he would not 
  normally attempt. He will act in a daring manner with 
  +21% to his resistance against fear of any kind. He 
  would not retreat or surrender unless outnumbered 
  3:1 and tends to throw caution to the wind. The spell 
  is resisted with a willpower roll - Caster’s PSF%
  Diminish & Grow
  Type:  
  Diminish  
   
  Grow
  Resistance:  ................MR 2  ......................................................MR 2
  Fatigue Cost:  .............4 FP  ........................................................4 FP
  Casting Time: .............Hex  ..........................................................Hex
  Range:  .......................10 feet x ML  ................................10 feet x ML
  Duration:  ....................45 seconds x ML  ................45 seconds x ML
  Diminish: Creates the illusion of the target being as 
  little as ½0th its normal size. To the viewer and target it 
  seems to be able to anything that something of that 
  size could normally do. However it is all visual magick 
  trickery and attempting to perform some action could 
  cause serious problems in reality with the victim 
  unaware of them. Also for double FP cost Diminish can 
  be cast as an area spell on everyone within an area of 
  effect of radius 10 feet so that they perceive someone to 
  Diminish in size, resisted with willpower - caster’s PSF%
  Grow: Creates the illusion that a target is up to 
  10 times larger than normal. It seems able to do 
  anything that a creature of that size would normally 
  do. The same effects as Diminish only in reverse.
  Places of Mystery  
  (Hallucinatory Landscape)
  Magick Resistance:  ...MR 5
  Fatigue Cost:  .............9 FP
  Casting Time: .............Sorcery
  Range:  .......................10 feet x ML
  Duration:  ....................1 day x ML
  Those who look upon the landscape, see an altered 
  or concealed version of it that appears to be real 
  to them. For example a bridge across a river where 
  none exists, or the concealment of a real bridge 
  so it appears there is no way across. Anyone who 
  attempts to cross the fantasy bridge would believe 
  his is walking on a bridge and dry footed; while in the 
  real world, he is waist deep in water and soaking wet. 
  The spell is resisted with willpower - caster’s PSF% 
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  373
  but a success only reveals an Illusion is present, to 
  see through the illusion then requires a WIS AR - ½ 
  caster’s PSF% with a success allowing the doubter 
  to see through the illusion from then on. The image 
  trickery is still visible but has a transparent, false quality 
  to it overlaid over the substantial real landscape.
  Note: Spirits and Higher undead will not be affected by 
  any form of illusory landscape for they are used to the 
  changing nature of the shadow realm. True sight always 
  penetrates this illusion and allows a WIS AR immediately. 
  Illusory Terrain
  Type: 
   Illusionary  
  Phantasmal  
  Shadow
   
  Landscape  
  Landscape  
  Lands
  Resistance:  .......MR 7 ............................ MR 8  ...........................................MR 9
  Fatigue Cost:  ....12 FP  ........................... 13 FP x 3  .............................15 FP x 7
  Casting Time: ....Ritual (13 min)  ............. Ritual (21 min x 3)  .Ritual (3 hours x 7)
  Range:  ..............100' x ML  ..................... 1,000' x ML  .......................2,000 'x ML
  Duration:  ...........1 day x ML  ................... 1 day x ML  .......................3 days x ML
  Each of these is a version of Places of Mystery only 
  on a much larger scale. See that spell for details. 
  In the case of Phantasmal Landscape the ritual 
  must be cast 3 times before it becomes operational 
  and in the case of Shadow Lands the ritual must 
  be cast 7 times before becoming operational.
  Phantasmal Weather
  Magick Resistance:  ...MR 6
  Fatigue Cost:  .............10 FP
  Casting Time:.............. Ritual (13 minutes)
  Range:  .......................1,000 feet x ML
  Duration:  ....................10 minutes x ML
  A spell that creates the illusion of real weather 
  conditions; rain, sleet, snow etc. Resistance is 
  the same as for the spell Places of Mystery.
  Djinn Creation
  Magick Resistance:  ...MR 10
  Fatigue Cost:  .............15 FP x 7
  Casting Time: .............Ritual (7 hours x 7)
  Range:  .......................100 feet
  Duration:  ....................Until dispelled
  The spell can create objects, such as castles, roads, 
  forests a village etc. that take on a quasi real form 
  from the mage’s ability to shape the Arcane forces. 
  Once created the objects are real unless dispelled by 
  a mage of equal or greater power and who knows 
  the Djinn Creation spell at the Dispeller’s TSC% - 
  Creator’s PSF% and 1% x Months the enchanted 
  object has existed in the real world. Eventually over 
  time the creation will become real and permanent. 
  The mage can fill a volume of 10,000 feet3 with 
  Djinn Creations after casting the spell 7 times.
  Shadow Missiles
  These are a series of illusion spells that create facsimiles 
  of Basic Magick Elemental missiles, they are born from 
  the quai solid force materials of the shadow world. 
  They are resisted with willpower - Caster’s PSF% and 
  if the roll fails then they are treated as if real and 
  inflict damage accordingly. A successful roll results 
  in 1 x ML energy damage as even if disbelieved they 
  are still made of a real force. With a Crit Die result of 
  10 on the resist roll then no damage is suffered. 
  The MR, Fatigue Cost etc. for each missile are as for 
  the equivalent Basic Magick elemental missile spell. To 
  learn to mimic such spell the illusionist need to have 
  had some familiarity with the Basic Magick Elemental 
  Missile spell he wishes to replicate, either knowing 
  the spell himself or witnessing the spell in action 
  enough to be able to copy its look, sound, smells etc.
  Shadow Monsters
  Shadow Monster
  Magick Resistance:  ...MR 6
  Fatigue Cost:  .............10 FP
  Casting Time: .............Sorcery
  Range:  .......................10 feet x ML
  Duration:  ....................Engagement
  This spell creates a semi real illusion of a monster, any 
  living creature that the mage has seen before can be 
  mimicked. The size limit for the monster is 1 foot long 
  or tall  x ML. If the monster that is being mimicked is 
  able to cast spells then the mage can have his cast spells 
  appear to originate from the Shadow Monster (at the 
  mages full PSF% not the mimicked monsters levels)
  Those who make a willpower - caster’s PSF% realise 
  that their foe is an illusion and only suffer ½  damage 
  from its attacks (except spells cast by the mage through 
  the Shadow Monster) The shadow monsters is still 
  made of a solid force and does damage, fighting 
  till its body levels are exhausted; making it a truly 
  frightening enemy. Once its body levels have gone 
  it disappears. Those who have True Sight always 
  recognise the Shadow Monster for what it really is.
  Fighting Potential: ½ Casters PSF% and fights 
  with the weapons appropriate to the creature 
  and the damage it does is Magickal.
  Fatigue Level: 3 x ML (damage only) 
  Creature will never tire from its actions
  Body: 4 x ML
  Damage: Takes only have the damage inflicted 
  by weapons that are not Magickal
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  Phantasmal Monster
  Magick Resistance:  ...MR 8
  Fatigue Cost:  .............13 FP
  Casting Time: .............Sorcery
  Range:  .......................10 feet x ML
  Duration:  ....................Engagement
  Similar to the Shadow Monster spell, the 
  creature’s size can be 2 feet long or tall x ML
  Fighting Potential:  Casters PSF% and fights 
  with the weapons appropriate to the creature 
  and the damage it does is Magickal.
  Fatigue Level: 3 x ML (damage only) 
  Creature will never tire from its actions
  Body: 8 x ML
  Damage: Takes only have the damage inflicted 
  by weapons that are not Magickal
  Spectral Monster
  Magick Resistance:  ...MR 9
  Fatigue Cost:  .............14 FP
  Casting Time: .............Sorcery
  Range:  .......................10 feet x ML
  Duration:  ....................Engagement
  Similar to the spell Shadow Monster, the 
  creature’s size can be 3 feet long or tall x ML
  Fighting Potential: Casters PSF% and fights with the weapons 
  appropriate to the creature and the damage it does is Magickal.
  Fatigue Level: 3 x ML (damage only) 
  Creature will never tire from its actions
  Body: 12 x ML
  Damage: Takes only have the damage inflicted 
  by weapons that are not Magickal
  Plant Magick
  Normally plant magick is the province of those who 
  have a close affinity with nature such as the many tribal 
  shamans, Hedge wizards and witches etc. These spells 
  are required to be cast in a natural surrounding, Tangle-
  weed for example need to have some undergrowth 
  and could not work if cast upon a bare stone floor. The 
  fatigue costs for the Plant spell are also higher due to 
  their closeness to the natural spirit of the universe.
  Psychic Powers: A mage who is a natural psychic 
  enjoys and affinity for the unseen. A mage has a 33% 
  chance of being a Psychic. If so add 3% + Crit Die 
  for all plant spells that have healing properties.
  Enchanted Mistletoe gives plant magick spells a 
  bonus of +7% to the TSC% As with most spells, 
  Plant spells can be dispelled reversed or dispelled 
  by a mage who has learned the same spell.
  All plant spells must include the common spells 
  of Trigger and Dispel which a mage may place 
  in the basic spell at not added FP cost.
  Fertility Spells
  Demeter’s Touch  
  (Blessings of the Goddess)
  Magick Resistance:  ...MR 1
  Fatigue Cost:  .............13 FP
  Casting Time: .............Ritual (1 day)
  Range:  .......................3 acres x ML minimum
  Duration:  ....................1 season
  A spell that has many names, it allows crops to give 
  double their normal yield. The area is a minimum of 3 
  acres x ML. May only be cast on any particular group 
  of plants once per season. Area the spell covers may 
  be increased at a cost of +4 FP per additional acre.
  Restore Plants
  Magick Resistance:  ...MR 2
  Fatigue Cost:  .............7 FP
  Casting Time: .............Ritual (1 day)
  Range:  .......................1 acre x ML
  Duration:  ....................7 Days
  When plants are damaged by the weather, physical 
  or Magickal attacks, this spell is used to heal them 
  and restore them to their former health. This 
  one day ritual restores 1 acre of plant life x ML. A 
  valuable spell in rural areas, as spoiled crops from 
  a storm could mean a deadly winter ahead. 
  Blight/Wither
  Magick Resistance:  ...MR 2
  Fatigue Cost:  .............13 FP
  Casting Time: .............Ritual (7 hours)
  Range:  .......................1 acre x ML
  Duration:  ....................3 Days
  Affecting only vegetation and not trees in an area of 1 
  acre x ML this spell stunts the growth of the plants and 
  reduced any crop from them to ½ normal. It may be cast 
  on a particular group of plants only once per season.
  Cure Blight
  Magick Resistance:  ...MR 3
  Fatigue Cost:  .............13 FP
  Casting Time: .............Ritual (7 hours)
  Range:  .......................1 acre x ML
  Duration:  ....................7 Days
  When cast on a tree or plant it removes the blight and 
  the damage it has done. If the spell is extended into 
  a half hour ritual at triple the normal fatigue costs 
  the spell with restore 1 acre x ML back to full health
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  Grow in Haste
  Magick Resistance:  ...MR 3
  Fatigue Cost:  .............7 FP
  Casting Time: .............Sorcery
  Range:  .......................Touch
  Duration:  ....................1 week
  Cast on a single plant or tree this spell causes the 
  target to grow very rapidly to its mature size. As the 
  plant grows if it would normally bear fruit or nuts then 
  the plant or tree blooms into flower, the fruits form 
  and then ripped. Often mages cast the spell into a 
  nut, seed or berry that activates when it is buried. 
  The number of plants affected can be increased to 
  1 acres worth of grain, seed or vegetables, 7 bushes 
  or 1 tree per ML at a cost of 3 FP per ML of plants 
  affected. By doubling the FP cost the spell can be 
  made instantaneous when cast on a single plant.
  Speak with plants
  Magick Resistance:  ...MR 3
  Fatigue Cost:  .............5 FP
  Casting Time: .............Sorcery
  Range:  .......................Touch
  Duration:  ....................1 question per 3 ML
  When cast this spell gives the mage the ability to 
  communicate with plants at a very simple level. 
  The mage must have knowledge of Herbalism and 
  successfully identify the plant before he is able to 
  speak with it. He may ask one question per 3 ML. The 
  plant answers to the best of its knowledge and in a 
  very literal and factual manner. Questions should be 
  simple and direct and no longer than seven words.
  Insect Pests
  Type:  
  Insect Pests  
   
  Animal Pests
  Resistance:  ......MR 4  ................................................................MR 4
  Fatigue Cost:  ...13 FP  ..............................................................13 FP
  Casting Time: ...Sorcery  ........................................................Sorcery
  Range:  .............1 acre x ML  ............................................1 acre x ML
  Duration:  ..........1 week x ML  ........................................1 week x ML
  Either attracting or repelling insects and pests, or 
  animal pests that could damage or destroy crops 
  and trees. An area of 1 acre x ML s affected by the 
  spell but may be extended beyond this at the 
  cost of 1 FP per acre with no upper limit except 
  for the FP level the mage is able to spend. 
  Protective Spells
  Rowan Grove
  Magick Resistance:  ...MR 1
  Fatigue Cost:  .............3 FP
  Pre-requisite:  .............Speak with Plants
  Casting Time: .............Sorcery
  Range:  .......................10 feet x ML
  Duration:  ....................11 minutes - ML
  The spell gives the mage knowledge to find a 
  stand of Rowan trees, these provide a +21% bonus 
  to any protection spells used to stave off Faerie 
  attacks and Faerie magick so long as a person 
  stays within the bounds of the grove. The Duration 
  is the time taken to locate a Rowan Grove.
  The Open Way
  Magick Resistance:  ...MR 2
  Fatigue Cost: .............. 4 FP
  Pre-requisite:  .............Speak with Plants
  Casting Time: .............Sorcery
  Range:  .......................10 feet x ML
  Duration:  ....................1 phase x ML
  With the exception of a Faerie Ring this 
  spell creates a three foot wide path through 
  natural or Magickal plant barriers.
  Faerie Ring
  Magick Resistance:  ...MR 3
  Fatigue Cost:  .............7 FP
  Casting Time: .............Sorcery
  Range:  .......................3 feet x ML
  Duration:  ....................7 minutes x ML
  A circle of protection against magick and all Magickal 
  beings formed out of a ring of enchanted toadstools. 
  The spell has to be cast in a wooded area and those 
  inside the circle see through faerie glamour and most 
  illusions as if they had True Sight. No Magickal creature 
  can pass the bounds, especially faeries but also demons, 
  undead, spirits and Magickal constructs without 
  passing a Willpower roll at ⅓ TSC%. Crossing the circle 
  of toadstools inflicts 7 x Crit Die in energy damage 
  with a minimum of 13 points. Natural living creatures 
  may come and go through the circle unharmed at will. 
  Goblins, Trolls etc. must succeed at a Willpower - Caster’s 
  PSF% to enter the enchanted circle but if they make the 
  roll they take no damage for entering the Faerie Ring
  Overgrown Path
  Magick Resistance:  ...MR 3
  Fatigue Cost:  .............7 FP
  Pre-requisite:  .............Grow in Haste
  Casting Time: .............Sorcery
  Range:  .......................10 feet x ML
  Duration:  ....................5 minutes
  Any signs of passage is obliterated by the Magickal 
  growth of plants. A tracker must proceed with only ½ 
  walking speed and his chances are reduced Tracking 
  Roll - Caster’s PSF% even then he must score Cirt 
  Die 8 - 10 to find a direction of travel. Check every 
  50 feet and if he loses the trail he must spend 6 
  minutes x ML searching before he can check again. 
  After three hours such a trail is too cold to track. 
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  Glade of Dreams
  Magick Resistance:  ...MR 3
  Fatigue Cost:  .............4 FP
  Pre-requisite:  .............Grow in Haste
  Casting Time: .............Sorcery
  Range:  .......................20 feet radius
  Duration:  ....................Dusk to Dawn
  A complex spell that opens a small clearing in the forest 
  to provide a camp-site that is secure and protected. For 
  100 feet around the clearing even the dry twigs and 
  leaves act as sentinels against the presence of intruders, 
  making loud crackling and rustling noises to alert those 
  who dwell inside the glade of dreams. Make a Forester’s 
  Stealth roll - Caster’s PSF% every 20 feet to avoid making 
  a noise when trying to creep into the glade of dreams. 
  Anyone not using Forester’s Stealth always sets off 
  the sentinels noises.  Given the presence of certain 
  types of trees the Glade has the following bonuses.
  Rowan (Mountain Ash): 
  The trees protect against the approach of faeries 
  giving a -21% to any stealth check.
  Oak: 
  These warn against the stealthy approach of Demons, Undead 
  and other spirits, giving a -21% to any stealth checks.
  Mistletoe: 
  This enhances the Druids magick by +7% when 
  casting spell while in the Glade of Dreams
  Yew: 
  These warn against the approach of deadly forces and 
  foes with the creaking and cracking of their branches. 
  Stealth rolls of those with such intent are at -21%
  Elders: 
  A witches magick is enhanced by +7% while casting 
  spells from within the Glade of Dreams.
  Hedge of Thorns
  Magick Resistance:  ...MR 3
  Fatigue Cost:  .............9 FP
  Pre-requisite:  .............Grow in Haste
  Casting Time:..............Sorcery
  Range:  .......................10 feet x ML
  Duration:  ....................1 minutes per section
  Only usable where bushes already exist, the plants 
  become a thick intertwining wall of sharp thorns 
  inflicting Crit Die + ML damage to any living creature, 
  including corporeal undead, of a size greater than a small 
  cat or dog. The wall is 5 feet thick and 8 feet high and a 
  section of 10 feet in length per ML. The Hedge of Thorns 
  may be shaped any way the mage desires. A creature 
  attempting to breaking through the hedge of thorns 
  must make a STR AR% +5 per 100lbs of Body weight, 
  minus 13% per foot of Hedge Thickness. Chopping the 
  hedge requires 21 points of damage per foot.  Piercing 
  damage is not effective against the Hedge of thorns. 
  Wooden Bridge
  Magick Resistance:  ...MR 3
  Fatigue Cost:  .............6 FP
  Pre-requisite:  .............Speak with Plants
  Casting Time: .............Sorcery
  Range:  .......................5 feet x ML
  Duration:  ....................3 minutes x ML
  The mage creates a bridge 3 feet wide and up to the 
  length he is allowed in order to span a gap. The spell 
  uses nearby trees which must be present for the 
  spell to work, that lean their trunks across the gap. If 
  Oak trees are used the bridge becomes permanent 
  unless dispelled before the duration of the spell 
  ends. Other tree types spring back to their normal 
  vertical stance at the end of the spell’s duration.
  The Greenway
  Magick Resistance:  ...MR 4
  Fatigue Cost:  .............7 FP
  Pre-requisite:  .............Grow in Haste
  Casting Time: .............Sorcery
  Range:  .......................100 feet x ML
  Duration:  ....................10 minutes x ML
  When cast upon dense vegetation this spell 
  opens a pathway through the plants for the 
  caster as if he was walking on a good quality 
  road. As he walks the pathway closes behind him 
  concealing his tracks and halting any pursuit. 
  The Greenwood
  Magick Resistance:  ...MR 7
  Fatigue Cost:  .............13 FP
  Pre-requisite:  .............Grow in Haste
  Casting Time: .............3 hour Ritual
  Range:  .......................100 feet x ML
  Duration:  ....................10 minutes x ML
  With this spell trees and plants are protected from 
  the scorch of flames and searing fires. Vegetation 
  within 100 feet x ML resist ignition and cannot be 
  set on fire unless a success with Crit Die 10 is rolled 
  when starting a fire with natural mean or casting 
  fire spells. Even if a fire is begun, it burns in stops 
  and starts and has a chance of going out equal to 
  7% x ML of the caster checked every 3 minutes. 
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  The New Forest
  Magick Resistance:  ...MR 10
  Fatigue Cost:  .............39 FP
  Pre-requisite:  .............Grow in Haste
  Casting Time: .............3 day Ritual
  Range:  .......................3 mile radius
  Duration:  ....................Permanent
  A spell of wondrous effects The New Forest does 
  exactly that, it alters the layout of an existing woodland 
  so that it would no longer be recognised by those 
  who knew it before the spell. Tree and plants are 
  relocated, earth and moss conceal rocky outcroppings, 
  paths and roads. Those feature that may have been 
  covered over now become exposed altering the 
  landscape even further. Only the vegetation shifts, 
  but that is plenty to mask the physical landscapes 
  appearance to the point where it is unrecognisable. 
  This powerful defence spell creates a natural 
  maze to those caught in the area and only a mage 
  who knows the New Forest spell can determine 
  the outlines of the new landscape quickly by 
  divining what the spell caster has done.
  Attack Spells
  Thorn Darts
  Magick Resistance:  ...MR 1
  Fatigue Cost:  .............3 FP
  Casting Time: .............Cantrip
  Range:  .......................5 feet x ML
  Duration:  ....................Instantaneous
  A dart is created for every 2 ML of the spell caster, 
  who can gather thorns before casting the spell and 
  must have the right number of thorns in had to throw 
  then at the target(s) The dart can target one or more 
  creatures during the action phase and each dart inflicts 
  1 x Crit Die of piercing damage. Armour that is non 
  Magickal is only ½ strength against these missiles. 
  Tangle Weeds
  Magick Resistance:  ...MR 2
  Fatigue Cost:  .............5 FP
  Pre-requisite:  .............Grow in Haste
  Casting Time: .............Sorcery
  Range:  .......................10 feet x ML
  Duration:  ....................10 minutes x ML
  This causes the natural undergrowth to hinder the 
  movement of travellers. Movement is cut in ½ and in 
  combat double the AP cost for movement. Anyone 
  moving faster than a walking pace must succeed 
  with a AGL AR% - Caster’s PSF% or they will fall 
  prone. Fast movement expends 1 FP per 10 feet in 
  combat and per 100 feet in overland travel mode. 
  Warp Wood
  Magick Resistance:  ...MR 3
  Fatigue Cost:  .............7 FP
  Casting Time: .............Sorcery
  Range:  .......................10 feet x ML
  Duration:  ....................15 seconds x ML
  This spell targets 3 lb of wood x ML of caster, 
  the wood is warped and becomes brittle, bent 
  and -13% is subtracted from the TSC% of any 
  weapon with a wooden shaft from both attack and 
  defence, if successfully targeted with this spell.
  On any successful hit or parry with a Crit Die of 06-10 
  the weapon shatters. Those missiles who have been 
  warped with this spell have a -25% penalty to hit a 
  target. Bows and Crossbows that have been warped 
  shatter when fired and a Crit Die of 6 - 10 is rolled. 
  Wooden shields will shatter when a hit it taken on them. 
  A mage who knows this spell may dispel its effects. 
  Armaments that are wooden and of a Magickal nature 
  resist this spell at 5% x the bonus of the weapon + 
  PSF% of the creator - PSF% of the Warp Wood Caster.
  Old Man Willow
  Magick Resistance:  ...MR 7
  Fatigue Cost:  .............13 FP
  Casting Time: .............Ritual
  Range:  .......................Touch
  Duration:  ....................Permanent
  Every forest has a stream or pool and an ancient willow 
  tree growing next to it that may be awakened. The 
  spirit of such an awakened tree is generally aggressive 
  and opposed to those intruders into its woodland. 
  ‘Old Man Willow’ cast out a continuous summoning 
  in a 1 mile radius at 90% TSC%. Those affected, will 
  be enamoured with the tree and lie down under its 
  shade to rest. The tree then casts a powerful sleep 
  spell over them at 90% TSC and when they drift off to 
  sleep it embraced them. Only those who know this 
  spell are immune to the call and the sleep spell. 
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  Healing Spells
  Medication of a healing and restorative nature can be 
  prepared for animals and people using these spells. 
  A character may receive the benefits of any healing 
  salve or balm only once every three days and the 
  salve or balm must be injury specific e.g. Wounds, 
  Burns, Broken Bones etc. Herbs that are to be used 
  must be enchanted to MR 0 and them mixed with 
  oils to make the salve. Once the spell is then cast into 
  the medication it prepares seven applications. After 
  three days it is effective and can then be used.
  A character may benefit from any restorative elixir or 
  cordial no more than once per day with experiencing 
  ill effects. If a restorative is used more often make 
  a CON AR -1% x FP restored to reflect the strain on 
  one’s heart. Failure of the CON AR% results in direct 
  damage to the body of 1 x Crit Die. The herbs used in 
  the restorative Cordials and Elixirs must be enchanted 
  to MR 0 and then steeped in honey mead or fine wine 
  for three days. The spell is then cast into the liquid to 
  give 7 + 1.2 ML doses that are effective instantly. 
  Healing
  Type:  
  Lesser Salve  
  Greater Salve  
  Great Balm
  Resistance:  .......MR 2 ............................ MR 6  .........................................MR 10
  Fatigue Cost:  ....5 FP  ............................. 9 FP  ...........................................13 FP
  Casting Time: ....Ritual (13 minutes)  ...... Ritual (1 hour) ............. Ritual (3 hours)
  Range:  ..............Touch ........................... Touch  .........................................Touch
  Duration:  ...........Instantaneous Effect  ... 3 Days  ......................................3 Days
  These spells restore lost Body points by 
  being cast on specially prepared herbs and 
  then used in the appropriate way. The herbs 
  needed and the effects are shown below:
   
  Lesser Salve  
  Greater Salve  
  Great Balm
  No of Herbs:  .....3  .................................. 7  ...................................................... 13
  BP Restored:  ....3  .................................. 5  ........................................................ 7
  Natural Healing: Doubled  ....................... Doubled  ................................... Tripled
  Critical Roll:  ......Crit Die 10  ................... Crit Die 08-10  ................Crit Die 07-10
  Critical Healing:  5 Body  ......................... 5 + ½ ML Body  ...........7 + ½ ML Body
  Restorative Cordial
  Magick Resistance:  ...MR 2
  Fatigue Cost: .............. 4 FP
  Casting Time: .............Ritual (13 minutes)
  Range:  .......................Drink
  Duration:  ....................1 Day
  This fatigue-restoring spell must be cast on three 
  quantities of different, specially prepared herbs. Cordial 
  instantly restores 3 FP. A success with Crit Die 06-10 
  means the Cordial instantly restores 3 FP + ½ Crit Die.
  Elixir of Renewed Vigour
  Magick Resistance:  ...MR 6
  Fatigue Cost:  .............9 FP
  Casting Time: .............Ritual (1 hour)
  Range:  .......................Drink
  Duration:  ....................1 Day
  This powerful fatigue-restoring spell must be cast on 
  seven quantities of different, specially prepared herbs. 
  Cordial instantly restores 7 FP. A success with Crit 06-10 
  means the Cordial instantly restores 7 FP + ½ Crit Die.
  The Great Elixir
  Magick Resistance:  ...MR 9
  Fatigue Cost:  .............9 FP
  Casting Time: .............Ritual (3 minutes)
  Range:  .......................Drink
  Duration:  ....................1 Day
  This puissant fatigue-restoring spell must be 
  cast on thirteen quantities of different, specially 
  prepared herbs. Cordial instantly restores 13 FP. 
  A success with Crit 06 - 10 means the Cordial 
  instantly and completely restores Fatigue levels.
  Potion Versus Illness
  Magick Resistance:  ...MR 5
  Fatigue Cost: .............. 9 FP
  Casting Time: .............Ritual (1 hour)
  Range:  .......................Drink
  Duration:  ....................1 Day
  This curative spell must be cast on thirteen quantities 
  of different, specially prepared herbs and formulated 
  as a Cordial. The Potion must be administered once 
  per day for 3 successive days and grants a bonus 
  +3% x ML to survival/recovery chances. A success 
  with Crit Die 09-10 means the Potion cures disease 
  in four days and cuts recuperation time to 1/4.
  Antidote
  Magick Resistance:  ...MR 6
  Fatigue Cost:  .............9 FP
  Casting Time: .............Ritual (3 minutes)
  Range:  .......................Drink
  Duration:  ....................1 Poisoning
  This puissant anti-toxin must be cast on thirteen 
  quantities of different, specially prepared herbs steeped 
  for seven days in red wine. It instantly arrests the 
  damaging effects of any poison administered through 
  food or drink or on the point or edge of a weapon.
  Anti Venom
  Magick Resistance:  ...MR 6
  Fatigue Cost:  .............9 FP
  Casting Time: .............Ritual (3 minute)
  Range:  .......................Drink
  Duration:  ....................1 Poisoning
  This puissant anti-venom must be cast on 
  thirteen quantities of different, specially 
  prepared herbs stepped for seven days in white 
  wine. It instantly arrests the damaging effects 
  of any venom administered by fangs, etc.
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  379
  Summoning
  Bringing forth a powerful creature into the presence 
  of the magus by summoning with great authority. 
  It is more than just calling a creature or attracting 
  its attention though this is the most common 
  thought when summoning is mentioned.
  A summoned creatures appearance depends upon 
  if one is near enough (within the range given for the 
  summon spell) to heed the call. The choice is up to 
  the gamemaster based on the mages location in the 
  campaign. The more common the creature in the given 
  environ, then the more likely it will be summoned. 
  The entry in the spell appearance, indicated how 
  long it takes for the summoned entity to answer the 
  call; however, the gamemaster has control, adjusting 
  according to the situation. Those creatures of a 
  supernatural origin hear the summoning through the 
  astral link and must respond if they fail a willpower roll 
  and have to stay for the duration of the summoning.
  Living entities, that is people and beasts, also must 
  heed the summoning; however, once they make their 
  appearance the do not have to perform any service 
  for him. Unless of course they want to, the service is in 
  their interest or serves their goals for example. To force 
  a living entity to perform after the summons has been 
  answered some other form of coercion must be applied 
  either natural or Magickal such as command spells. 
  Undead heed the call; however, unless a creation of 
  the mage through necromancy they will never be truly 
  under the control of the summoning mage. Especially 
  the higher undead, those who are sentient and resent 
  any form of control over them. A mage should always 
  cast a circle of binding or beings such as Demons. 
  Spirits and higher undead are free to roam or attack 
  the summoner. They always attempt to resist the 
  summoning and then resist every attempt to force 
  them to comply with the mages demands. Demons 
  and spirits do of course understand the concept of 
  give and take, they have their own agendas that might 
  be advanced. Even given the previous statement 
  Demons and spirits will still utterly resent complying 
  with the mages demands even if they end up striking 
  a bargain with them to further their own desires.
  Ancestral spirits and totems enter into bargains with 
  shamans often with beneficial relationships being 
  formed. Other mages strike bargains with denizens of 
  the shadow world, however be forewarned, without 
  an ancestral connection to the summoned spirit 
  there are grave dangers that should not be ignored.
  Demonic forces in particular are always tricky to 
  deal with and fraught with great danger. Demons 
  are always treacherous, malevolent and try to twist 
  and pervert words and intentions. A summoner 
  should be extra careful with any deals that are 
  struck with demons, for they will exploit every 
  facet of the language, literal and obtuse versions or 
  loopholes to subvert the meaning of the bargain. 
  Circles of Binding
  Magick Resistance:  ...MR 2
  Fatigue Cost:  .............4 FP
  Casting Time: .............Ritual (7 minutes per Circle)
  Range:  .......................-
  Duration:  ....................-
  The beginning of any summoning is the casting of 
  several protective circles; however even with these 
  precautions a summoner is never safe, especially with 
  Spirits, Demons and higher undead. The duration 
  of the spell is the length of the summoning.
  FP may be lent to the summoner by any who are 
  present and may share the cost between them.
  The spell cast Circles of Protection versus Supernatural. 
  One is cast for the summoner, the second is for his 
  familiar if he has one and a third is required for any 
  others who may be present. The circles that are cast 
  always protect against the summoned entity even if 
  the mage does not know the specialized circle for the 
  type of entity being summoned. The very nature of 
  being summoned makes the creature supernatural so 
  a Circle of Protection versus Supernatural is sufficient.
  Next a circle of binding is cast to hold the summoned 
  being, the duration is for the length of the summoning. 
  A summoned being may make a willpower roll - 
  Summoner’s PSF% one time only in an attempt to escape. 
  If it fails then it is securely imprisoned in the bounds of 
  the circle. If however, it succeeds on its willpower roll 
  then it may escape, what a being might do realizing it 
  is not imprisoned depends upon the creature and the 
  mages perceived weakness, attitude etc. Most however, 
  will simply leave. A Demon or higher undead might 
  remain in order to punish such an impudent mortal, 
  how dare they summon him. Make a second willpower 
  - Summoner’s PSF% roll, on a success it suffers -3% x ML 
  to its attacks, spell casting etc. against those inside the 
  circles of protection. On a failure it rethinks its situation 
  and merely departs in anger. May be it harbours a grudge 
  to be exercised at a later date when it has better odds.
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  380
  Should anyone present be stupid enough to step 
  outside of the circles or enter the sanctum during 
  the summoning the summoned being is free to 
  leave the confines of its binding circle and do 
  whatever it want to them. Inconceivable as it is, 
  should anyone enter the binding circle with the 
  summoned entity, then they would find that the 
  creature has +21% to the TSC% of action performed 
  against them and hose stupid enough to enter have 
  -13% to their TSC% while in the binding circle. 
  A mage may have to come the realisation that a 
  creature might have to be punished to force it to obey 
  his will. However, make sure that the binding circle is 
  fixed and holding the creature first otherwise it can 
  try to escape with willpower - Summoner’s PSF%
  Those with deep ancestral ties to the spirits often do not 
  cast the circle of binding, such creatures are held with 
  great reverence as spiritual allies. Such summoning are a 
  common practice the shamanistic religious ceremonies 
  with the intent to request the willing cooperation of the 
  spirit. The spirits are treated with the utmost respect and 
  courtesy and are always free to leave. Only enemy spirits 
  and malevolent spirits are treated with binding circles. 
  Shamans often summon totems with the intent of being 
  possessed by them, in this case all of the protections 
  are dispensed with and the shaman stands open and 
  exposed.. Typically this is his spirit brother, his guardian 
  or spirit guide and they have a very close relationship. 
  Binding a Summoned Supernatural Being.
  Supernatural being, spirits and demons can all be 
  bound to the will of the summoner. The number 
  of times that an entity must be summoned before 
  being a servant of the summoners will is listed 
  in the descriptions for the type of creature.
  Once a supernatural being has been successfully 
  summoned the required number of times. It 
  then must obey the summoner, who is now 
  its master. A being that is bound in this way 
  may be summoned quickly with a sorcery.
  The master should always make a circle of protection 
  however, better to guard oneself. As long as he 
  stands with the boundaries of the circle the creature 
  cannot attack him nor may he use more than ⅓ 
  TSC% to resist his master’s demands (such as making 
  a willpower resisted roll etc..) Remember while 
  the creature is bound and the mage its master, 
  the demon or spirit has no love for the summoner 
  and will take its revenge at any opportunity. 
  Animation by Summoning
  A mage can animate objects by summoning a spirit 
  to inhabit the object thus giving it an animus and the 
  ability to move. This can be done with crafted objects 
  or necromantic reanimation of skeletons etc. 
  Animate Stone Simulacrum 
  Magick Resistance:  ...MR 6
  Fatigue Cost:  .............10 FP x 7 castings
  Casting Time: .............Ritual (7 hours x 7)
  Range:  .......................-
  Duration:  ....................1 hour x ML
  Creating a fearsome adversary out of prepared stone 
  the mage places a summoned spirit into a statue; they 
  have a high armour rating and a capacity to absorb 
  damage. The simulacrum has to contain at least 1 lb of 
  enchanted rock, typically MR 7 for every 50 lbs of material 
  contained in the stature. Once the statue is crafted it 
  must be anointed with 13 enchanted materials. The eyes 
  of the statute must be at least 20 carats of enchanted 
  precious gemstones. Rich mages often chose rubies 
  for the menacing red glow. To make the summoning 
  the mage must cast the ritual seven times and after 
  summoning the same spirit three times he can activate 
  the simulacrum by sending the spirit into the statue. The 
  statue’s spirit can take one order of a specific nature for 
  each ML of the mage. Once the simulacrum is thus created 
  only a cantrip is required to activate its awareness. 
  Animate Metal Simulacrum
  Magick Resistance:  ...MR 7
  Fatigue Cost:  .............12 FP x 7 castings
  Casting Time: .............Ritual (7 hours x 7)
  Range:  .......................-
  Duration:  ....................1 hour x ML
  In the same way as described above a mage can animate 
  a metal statue. They make ideal guardians and are 
  regarded as truly fearsome adversaries; however due to 
  their mass they are slow moving and cumbersome and 
  uncertain ground, weak floor etc.. would see them break 
  through. The simulacrum requires 1 lb of enchanted 
  metal, (bronze or iron is typical) per 50 lbs of material in 
  the statue. Once crafted the mage must anoint the statue 
  with 21 enchanted materials. The eyes must each be at 
  least 30 carats of enchanted semi precious gemstone, 
  Sapphires being popular for those with resources, for 
  the cold blue glow. To make the summoning the mage 
  must cast the ritual seven time and after summoning the 
  same spirit three times he can activate the simulacrum 
  by sending the spirit into the statue. The statue’s spirit 
  can take one order of a specific nature for each ML 
  of the mage. Once the simulacrum is thus created 
  only a cantrip is required to activate its awareness. 
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  381
  Necromantic Summoning
  A mage who chooses to learn summoning may also 
  learn the following spells at +3 MR and cast them at 1.5 
  times the stated FP cost. Each time a mage who is not 
  a necromancer casts such a spell, he has a cumulative 
  5% chance of his Magickal vocation changing to 
  Necromancer has the pull of the spirits sway him and 
  pull him into necromancy full time. Working with the 
  Spirits and the undead has an unholy addiction to them.
  Animate Dead
  Magick Resistance:  ...MR 3
  Fatigue Cost:  .............6 FP
  Casting Time: .............Ritual (13 hours)
  Range:  .......................See Below
  Duration:  ....................30 minutes x ML
  Starting with either a skeleton or a corpse the mage 
  summons a spirit to enter the remains and animate 
  them. Necromancers learn the spell at MR 2 and cast 
  it at 3 FP. The spirit called to be the animus of the 
  remains is sometimes a deceased person unable to 
  pass over (13% chance) but not necessarily the former 
  occupier of the remains at hand. More common is 
  for the spirit summoned to be of demonic nature 
  though a low level entity. The animated dead remains 
  under the control of the mage so long as it is kept 
  within range; this depends upon the summoner’s ML 
  see the table below - Animate Dead - Range. If this 
  range is exceeded then the spirit is released and the 
  remains with no animus collapses to the ground. 
  Animated Dead do not think for themselves, 
  at all, needing directions and orders 
  given in up to seven words. 
  Awaken the Dead
  Magick Resistance:  ...MR 4
  Fatigue Cost:  .............7 FP + (7 FP per Additional Animation)
  Casting Time: .............Ritual (30 minutes)
  Range:  .......................-
  Duration:  ....................3 hours x ML
  Necromancer’s spell. This will animate one skeleton 
  or zombie for each ML the mage has and is essentially 
  an extended Animate Dead. By expending 7 FP 
  per creature the mage may animate an additional 
  undead creature up to his ML giving them simple 
  orders of 21 words or less. The spirits within no 
  longer leave the remains when out of range and have 
  some semblance of intelligence when carrying out 
  their orders able to act independent of control. 
  If a mage perform the ritual for three nights, he has 
  a 3% chance of summoning a spirit of a person who 
  inhabited a corpse and use to re-animate it. Such 
  Zombies are of greater intelligence and have the 
  ability to remember fragments of their previous life. 
  A necromancer can permanently animate the remains 
  by anointing each skeleton or zombie with seven 
  different enchanted materials before summoning a 
  spirit to inhabit the remains. This holds the bound 
  spirit in the remains and prevents it from escaping. 
  This can keep 2 x ML animated undead in the service 
  of the necromancer if such bound spirits are used.
  Summon Ghoul
  Magick Resistance:  ...MR 5
  Fatigue Cost: .............. 9 FP
  Casting Time: .............Ritual (30 minutes)
  Range:  .......................¼ miles x ML
  Duration:  ....................1 hour x ML
  Necromancer spell. A ghoul resists such a summons 
  with willpower - Caster’s PSF% These are undead 
  creatures who feed upon the rotting flesh of corpses. 
  They are typically found near abandoned graveyards 
  and forgotten battlefields. They can only be summoned 
  during the hours of night. After the same ghoul 
  has been summoned three times the necromancer 
  may bind it into his service by the power of his will. 
  Afterwards it is a sorcery to call it forth again. He may 
  only have one ghoul in his service for each point of ML. 
  The ghoul will serve faithfully and always follows orders 
  once bound in such a manner. While not bright of 
  thinking a ghoul has an innate cunning that it can use to 
  deal with situations not specifically covered in its orders.
  Summon Greater Undead
  Magick Resistance:  ...MR 6
  Fatigue Cost:  .............10 FP
  Casting Time: .............Ritual (30 minutes)
  Range:  .......................¼ miles x ML
  Duration:  ....................1 hour x ML
  Necromancer Spell. This spell summons forth a 
  greater power of the undead such as a Mummy or a 
  Vampire; only usable at night. The necromancer has 
  to know or have good evidence of the location of 
  the undead’s resting place. Knowing the creature’s 
  name is always important and if a mage does not 
  have a name then he is at ½ TSC%. These greater 
  undead will always resist the call with willpower - 
  Caster’s PSF %. Once the same greater undead has 
  been summoned three times the necromancer may 
  bind it to his will. After this the summoning of the 
  creature is merely a Sorcery. He can only bind one 
  greater undead into his service for every 3 ML
  Note: These are not to be trifled with, they are 
  very clever and often have Magickal powers 
  of their own. They will constantly try to turn 
  the tables on an unwary necromancer. 
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  382
  The Great Work
  Magick Resistance:  ...MR 9
  Fatigue Cost:  .............13 FP x 13 castings
  Casting Time: .............Ritual (7 hours x 13)
  Range:  .......................30 feet x ML
  Duration:  ....................Until released
  A necromancer’s opus magna is referred to as the 
  great work, the animation of flesh into a simulacrum 
  assembled from the body parts of different corpses. 
  Almost all cultures see such horror as a dark practice 
  to be reviled and hated whether Christian, muslim or 
  pagan. The consequences of a mage being caught 
  assembling a great work are not to be taken lightly, 
  including burning at the stake or worse. The body parts 
  should be harvested from the corpses of the freshly 
  dead; less than 24 hours. The mage requires the parts 
  from 13 different donors; often robbed from graveyards 
  where the poor, indigent or criminal are buried without 
  headstone or ceremony. Once harvested the parts must 
  be joined together in a seven hour ritual, where the 
  mage packs the body with 13 enchanted preserving 
  herbs and liquids. At the end of the ritual the new 
  part takes shape and decay stops, the magick infused 
  into the worked body retarding any rotting. Then the 
  necromancer may animate the body permanently by 
  summoning the spirit of a dead person. This great work 
  does not call for the summoning of a demons as is the 
  case with the animation of skeletons and zombies.
  The Flesh Simulacrum is a powerful, strong and hard 
  to kill adversary; yet possessed of genuine intelligence 
  with all of the knowledge and skills of the dead person 
  whose spirit inhabits the Magickal body of flesh. The 
  spirit however is bound to the will of the necromancer 
  and must obey his creator so long as the necromancer 
  is within 30 feet x ML. The great work can be left 
  alone and will work with considerable intelligence 
  able to receive one order x ML of the necromancer, 
  though they will be carried out in a literal manner. 
  If the necromancer dies the great work will wander 
  off on its own and is unable to be bound the service 
  of a new necromantic master. See the bestiary 
  section for the stats of a Flesh Simulacrum.
  ML
  Range 
  ML 
  Range 
  ML 
  Range
  1 
  100 feet 
  5 
  500 feet 
  8 
  ½ mile
  2 
  200 feet 
  6 
  750 feet 
  9 
  1 mile
  3 
  300 feet 
  7 
  ¼ mile 
  10 
  3 miles
  4 
  400 feet
  Table - Animate Dead Range
  Common Summoning
  Covering the summoning of a wide variety 
  of creatures and beings, all who resist with 
  willpower - Caster’s PSF% and if they succeed do 
  not need to heed the call of the summons
  Call Familiar
  Magick Resistance:  ...MR 1
  Fatigue Cost:  .............3 FP
  Casting Time: .............Ritual (3hours)
  Range:  .......................-
  Duration:  ....................Familiar appears in 13 hours – ML  
  ....................................(1 hour minimum)
  The mage summons a creature that is willing to serve 
  the mage as a faithful companion. The table Call Familiar 
  shows the nature of the creature that answers the call; 
  however the summoner may reject the one who turns 
  up if he is unhappy with the form of the creature. This 
  spell is only castable on the dark night of the new moon.
  The table Call Familiar is only an example for the 
  types of creatures that might heed a summons to 
  become a mage’s companion. The gamemaster 
  can add in some creations here if he so desires.
  A familiar has its mind linked to the summoning mage 
  upon his acceptance and the linkage is a permanent 
  one and ongoing. The connection however does cause 
  stress to the mage if the familiar dies, the mage has to 
  make a Discipline AR - 2% x Familiars' max body. On a 
  failure the mage loses all his FP and is stunned for 10 - 
  Crit Die rounds min of 1. This is due to the shock of its 
  death while sharing a consciousness. With a successful 
  roll the wizard loses half of his current FP total. 
  While the familiar has all the idiosyncrasies of its type 
  its intellect is distinctly human. They also are more 
  robust than creatures of their type having modified 
  Body and Fatigue levels. Small familiars have +1 x ML 
  body points and +3 x ML FP. Large (50 lb and larger) 
  Familiars have +3 x ML body points and +3 x ML FP. 
  The creatures willpower and fighting capabilities use 
  either the creatures own or the summoning mage’s 
  PSF% in summoning. The damage that a familiar can 
  inflict in combat is Magickally enhanced, doing +1 x ML 
  extra points of damage. Even a tiny creature can have 
  credible capabilities once becoming a mage’s familiar. 
  The familiar is able to lend up to ½ of its 
  FP total for the use of spell casting, so long 
  as it is within 10 feet of the mage. 
  Familiars that are spirits such as Sprites and Imps 
  are a special case for the mages who accept 
  them as companions. Demonology and unseelie 
  studies should become a career specialisation. 
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  384
  Crit 
  Die 
  Creature 
  Appearing 
  Crit 
  Die 
  Creature 
  Appearing
  01 
  Frog, toad, 
  salamander 
  06 
  Medium dog, bird 
  of prey, monkey
  02 
  Reptile, viper 
  07
  Large dog or weasel 
  type, hyena
  03 
  Mouse, rat 
  08
  Wolf, wolverine, 
  chimp, baboon
  04 
  Small game 
  animal or bird 
  09
  Bear, large 
  hunting cat
  05 
  Cat, small dog, 
  weasel, ferret 
  10
  Sprite, Imp
  Table - Call Familiar Results
  Summon Birds
  Type:  
  Small Birds  
  Birds of Prey
  Magick Resistance:  ...MR 1  ......................................................MR 2
  Fatigue Cost:  .............3 FP  ........................................................4 FP
  Casting Time: .............Sorcery  ..............................................Sorcery
  Range:  .......................1 mile x ML  ..................................1 mile x ML
  Duration:  ....................Birds appear in 100 minutes – (10 minutes x ML)  
  ....................................(10 minutes minimum) stay for ½ hour x ML
  Summon Small Birds: Songbirds and upland game 
  birds are summoned with this spell and not larger 
  birds or birds of prey. The number of birds that a mage 
  can summon to his call is 1 for each 2 ML. When the 
  birds are summoned the mage has command over 
  their willpower and the ability to command them, 
  though they will not go against their nature and the 
  mage must be able to speak their language or the 
  commands will be exceptionally limited. If the mage has 
  a correspondence item, such as a feather, claw or bone 
  from the type of bird he is to summon, the spell’s reach 
  of summoning extends to 3 Miles x ML and doubles the 
  number of that type of bird that might answer the call.
  Summon Birds of Prey: Owls, Falcons, hawks, 
  eagles and other types of raptor can be summoned 
  with this version of the spell, otherwise it 
  has the same effect and limits as above.
  Summon Animals
  Type:  
  Small Animals  
  Large Animals
  Magick Resistance: ....MR 1  ......................................................MR 2
  Fatigue Cost:  .............3 FP  ........................................................4 FP
  Casting Time: .............Sorcery  ..............................................Sorcery
  Range:  .......................1 mile x ML  ..................................1 mile x ML
  Duration:  ....................Animals appear in 100 min – 10 min x  ..... ML 
  (10  .................................................min minimum), stay ½ hour x ML
  Summon Small Animal: Animals such as 
  Rabbits, squirrels, insects, snakes, small reptiles, 
  cats dogs etc. can be summoned using this 
  spell. All other effects and limitations are the 
  same as the spell Summon small birds.
  Summon Large Animals: Animals such as Deer, 
  Cattle, Horses, boars, goats etc. can be summoned 
  using this spell. All other effects and limitations 
  are the same as the spell Summon small birds.
  Speak with the Dead
  Magick Resistance:  ...MR 3
  Fatigue Cost:  .............5 FP
  Casting Time: .............Ritual (13 minutes)
  Range:  .......................-
  Duration:  ....................Spirit appears in 10 minutes – ML minutes  
  .................................... 
  (2 minutes minimum), and stays for 
  3.................................. 
   
   questions
  To begin the spell the caster must know the identity of 
  the dead person’s spirit otherwise any entity could be 
  summoned with confusing or dire consequences. The 
  summoned spirit will be angry at being summoned 
  and while it must answers the questions posed to it, 
  the answers it will give will be limited, direct, and literal. 
  A mage should of course thus avoid asking yes or no 
  answer questions. The spirit can only answer questions 
  to which it would  have had knowledge while it was 
  alive, should a question be posed that it cannot answer 
  then it says “I know it not” and that question is lost. 
  After the spell is ended the spirit may not be 
  called again for a period of at least one month. If 
  they are summoned again within that period by a 
  different image it will become curt, then outright 
  uncooperative and ultimately hostile the more it is 
  drawn from its shadow sleep. An appeasement to 
  this is if a known relative is present who requires 
  information and guidance, in which case it might be 
  favourable to renewed summoning each week.
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  Summon Least Spirit
  Magick Resistance:  ...MR 6
  Fatigue Cost:  .............9 FP
  Casting Time: .............Ritual (21 minutes)
  Range:  .......................-
  Duration:  ....................Spirit appears in 60 min – 10 min x ML
  This brings forth from the darker areas of the shadow 
  realm a spirit of a demon of the lower ranks or a 
  variety of least spirit that is not evil. The caster should 
  approach this knowing the spirit’s name; however, 
  if he does not have this then his TSC% is reduced to 
  ⅓ normal. A Least Spirit must be summoned at least 
  seven times before a mage may permanently bind it to 
  his will; after which a simple sorcery can summon it.
  Summon Imp
  Magick Resistance:  ...MR 4
  Fatigue Cost:  .............7 FP
  Casting Time: .............Ritual (3 minutes)
  Range:  .......................-
  Duration:  ....................Imp appears in 10 minutes – ML minutes (2   
  ....................................minute minimum), stays for ½ day x ML
  The lowest level of the demons Imps are tiny 
  supernatural beings with Magickal powers. They are 
  considered weak and might be safely summoned 
  without a protective circle and only a binding circle. 
  Once the same Imp has been summoned three times 
  it may be permanently bound to the will of the caster 
  and afterwards can be summoned with only a sorcery. 
  A mage can control one Imp for each 3 ML up to ML 
  7 when the number is increased to 1 Imp per 2 ML. At 
  ML 10 a mage can control 13 Imps; however, only one 
  Imp may be present in the same location at any one 
  time. The other will have to be out serving elsewhere 
  or back in their home section of the shadow realm 
  Summon Lesser Totem
  Magick Resistance:  ...MR 6
  Fatigue Cost:  .............10 FP
  Casting Time:..............Ritual (21 minutes)
  Range:  .......................-
  Duration:  ....................Totem appears in 60 minutes – 10 minutes  x ML  
  ....................................minutes (10 minute minimum), stays  for 1 hour
  This summons one of the lesser totems, birds, rats, 
  small predators like weasels etc. These totem spirits are 
  too individual and wilful to be bound and the mage 
  must treat them with respect and try to gain their 
  cooperation rather than dominate their will. Shamans 
  learn the ritual at MR3. A summoned totem will answer 
  three questions on matters concerning past or present 
  facts with a 75% chance of it knowing the facts of 
  the answer. This can be modified by the gamemaster 
  as to the ease or difficulty of the spirit being able to 
  know the facts to give the answers. A totem may lend 
  the mage one or more of its natural wild creatures 
  if the service aids the interests of the totem and the 
  creatures. Up to 3 x ML creatures may be given to serve 
  the mage depending upon the type of service and the 
  appropriateness for the totems agenda. With very tiny 
  creature like mice 13 x ML of these will appear. Totem 
  spirits will often require service to them in return. 
  Summon Greater Spirit
  Magick Resistance:  ...MR 8
  Fatigue Cost:  .............13 FP
  Casting Time: .............Ritual (3 hours)
  Range:  .......................-
  Duration:  ....................Spirit appears in 60 min – 10 min x ML  
   
  ....................................min (10 min minimum), stays for 1 hour
  This is the spell that bring forth a powerful demon or 
  shadow spirit to the mages location. The spirit’s ‘True 
  Name’ must be known or the mage cannot compel 
  attendance of such a powerful entity. Such a summoned 
  spirit is a powerful force in the shadow realms and will 
  be overtly aggressive, obtuse, indignant and bitter 
  towards the caster. Only the most careful attention 
  to detail will prevent the mage from being destroyed 
  in a hideous fashion by an escaped demon. Even if 
  contained correctly the demon will be treacherous 
  and do its best to pervert, hinder or thwart the mages 
  requests. If the same greater spirit is summoned 13 
  times the mage may then bind it to his will in a special 
  ritual that takes 7 nerve wrecking minutes to complete. 
  Summon Greater Totem
  Magick Resistance:  ...MR 10
  Fatigue Cost:  .............16 FP
  Casting Time: .............Ritual (3 hours)
  Range:  .......................-
  Duration:  ....................Totem appears immediately, stays for 1 hour
  This calls a totem of a greater animal spirit such as 
  a deer, bison, bear, wolf, large cats, eagle etc. The 
  mage should have some sort of offering ready to 
  appease the summoned spirit. Shamans may learn 
  this ritual at MR5 and complete it within one hour. 
  These spirits are too powerful to be bound and their 
  cooperation has to be earned through respect.
  A greater totem spirit will answer three question 
  concerning past or present facts and has a 90% chance 
  of knowing the correct answer. This can be modified 
  by the gamemaster as to the ease or difficulty of the 
  spirit being able to know the facts to give the answers.
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  The greater totem spirit can make prophecy by 
  concerning a question about the future, these 
  answers will be general, vague and cryptic at 
  best, as the future is not set, but changeable yet 
  somewhat predictable. The answers should be such 
  that they are open to the mages interpretation.
  The greater totem spirit might lend one or more of 
  his natural wild animals as servants to the mage if 
  the service is in correspondence with the totems 
  goals. Up to 1 x ML appropriate creatures to the type 
  of totem spirit may be given to the mages service. 
  They will do his bidding as long as the service is 
  not acting against the natural will. Once they have 
  completed their task the mage must reward them 
  in an appropriate manner. It must be kept in mind 
  that this is a cooperative relationship not a tyrannical 
  domination of the animal, more akin to allies working 
  together. Breaking this bond could forfeit future 
  summoning or even earn the enmity of the totem spirit. 
  The Greater totem spirit may give the mage tuition 
  in a skill that the lies within the competence of the 
  totem. The greater totem spirit may infer some 
  power upon the mage in order to accomplish a task 
  of mutual concern. This favour will certainly require 
  some service or sacrifice from the mage as payment.
  Summon Paragon Spirit
  Magick Resistance:  ...MR 10
  Fatigue Cost:  .............15 FP
  Casting Time: .............Ritual (3 hours)
  Range:  .......................-
  Duration:  ....................Spirit appears immediately, stays for 1 hour
  For the great spirit to hear the call of the summoner 
  he must know its true name; it then appears instantly 
  against its will upon completion of the ritual. The 
  greater spirits are exceedingly powerful entities such 
  as Djinn, Efreet, Demonic Powers and Principalities of 
  Hell, demi Gods and Gods. To summon them is to very 
  much take one’s life and future lives into one’s hands. 
  These entities are very megalomaniac, proud and regal 
  beings, having the audacity to summon one if not 
  bad enough they do not respond well to being told 
  what they must do once they arrive. It is highly likely 
  that one will earn its blackest hatred for the deed.
  A greater spirit when it is successfully summoned 
  21 times may be bound to the will of the caster; 
  doing the summoners bidding. The service it does 
  however will be literal, bloody minded, cunning, 
  treacherous and pervasive. Even the slightest loophole 
  or latitude of interpretation will be exploited. 
  For these reasons the summoning of the greater 
  spirits is often biased with a great offering to the spirit, 
  making the request for aid rather than a demand. 
  To say this is safer is only a marginally true. If the 
  spirit is in the mood for reciprocity then it will strike 
  a hard bargain. The best chance here is summoning 
  a being of one’s own faith, one that has been 
  worshipped and seen service from the summoner. 
  Ultimately the outcome of summoning has to be 
  down to good judgement, fun and role playing on 
  both the part of the players and the gamemaster. 
  Making things really tough but not enough to 
  destroy a well played character is the key.
  Transcendental Magick
  These are the spells of choice for the true mystic, 
  focusing on the ultimate questions of the inner 
  self and enabling access to the shadow realms.
  Some of the spells here may only 
  be use on the casting Mage
  Psychic Powers: A mage that is psychic (33% 
  chance) enjoys an affinity with the unseen 
  things, he has a bonus of 3% + Crit Die to his 
  TSC% for all his transcendental spells. 
  Unless the spells description indicates otherwise 
  all of the transcendental spells are reversible or 
  dispelled by a mage knowing the spell in question.
  If a mage has selected both Transcendental and 
  Arcane Magick for his mastery he has a +7% to 
  his TSC% for all his transcendental spells.
  All of the transcendental spells must contain the 
  common spells Trigger and Dispel that can be 
  placed in the basic spell at no added FP cost. 
  Clairaudience
  Magick Resistance:  ...MR 1
  Fatigue Cost:  .............3 FP + (1 FP per 3 minutes in trance)
  Casting Time: .............Hex
  Range:  .......................10 feet x ML
  Duration:  ....................Unbroken Concentration
  This enables the casting mage to overhear targeted 
  subjects from a distance as though he were there.  
  Barriers are not a block for the spell, however even 
  a thin layer of lead is enough to block the spell 
  completely. Once cast the mage must give his attention 
  to listening and then enter a trance like state. Any loud 
  noises, jostling etc.. in his physical location will break 
  the trance and end the spell. The spell once cast is un-
  resisted, only if a target mage notices the scrying does 
  he get a willpower - Caster’s PSF% roll as resistance.
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  387
  The range of this spell is greatly enhanced if 
  it is cast in combination with a divination and 
  in such instances the added cost of 1 FP per 3 
  minutes in the trance no longer applies.
  Clairvoyance
  Magick Resistance:  ...MR 1
  Fatigue Cost:  .............3 FP + (1 FP per 3 minutes in trance)
  Casting Time: .............Hex
  Range:  .......................10 feet x ML
  Duration:  ....................Unbroken Concentration
  In most aspects this spell is the same as Clairaudience, 
  however the mage can see the targeted subjects. 
  Levitation
  Magick Resistance:  ...MR 1
  Fatigue Cost:  .............3 FP
  Casting Time: .............Hex
  Range:  .......................Self
  Duration:  ....................15 seconds x ML
  This spell give the mage the power to defy gravity 
  by ascending and descending at will. 1 foot x ML 
  per AP expended. Horizontal movement is also 
  possible but only 10 feet in either direction. 
  Mind Speak
  Type:  
  Lesser Mind Speak  
  Greater Mind Speak
  Resistance:  ............MR 1  ..........................................................MR 3
  Fatigue Cost:  .........3 FP  ............................................................5 FP
  Casting Time: .........Hex  ..............................................................Hex
  Range:  ...................10 feet x ML  ................................... ¼ mile x ML
  Duration:  ................10 minutes x ML  ......................10 minutes x ML
  This spell give the casting mage a telepathy that 
  is limited to 1 person x ML and located anywhere 
  within the spell’s range. He can speak to them as 
  a group or pick out individuals to talk to. As the 
  conversation is telepathic it cannot be overheard. 
  When he reaches ML 5 the targets may reply to the 
  mage but  not the others in the telepathic group, 
  the mage must act as an intermediary voice.
  Move with Mind
  Magick Resistance:  ...MR 1
  Fatigue Cost:  .............3+ FP
  Casting Time: .............Sorcery
  Range:  .......................5 feet x ML
  Duration:  ....................15 seconds
  The spell gives the mage the ability to move objects 
  or creatures telekinetically with his force of will. 
  Using arcane forces he can move the target 5 feet x 
  ML. A creature may make a Dodge - Caster’s PSF%. 
  Inanimate objects subtract their MR from the mage’s 
  targeting TSC% The arcane forces may also be used 
  to lift an object 1 foot x ML x AP expended. The mass 
  of the object that can be moved depends upon the 
  caster’s ML with an additional +1 FP per 25 lb moved.
  The arcane forces of the spell may also be used 
  to manipulate smaller objects (1 Lb or less) such 
  a writing with a pen. Objects of up to 5 Lb can be 
  hurled as a missile doing ML + Crit die damage of 
  an appropriate type to the object being hurled. 
  ML 
  Mass 
  ML 
  Mass 
  ML 
  Mass
  1 
  1 lb 
  5 
  50 lbs 
  8 
  300 lbs
  2 
  5 lbs 
  6 
  100 lbs 
  9 
  400 lbs
  3 
  10 lbs 
  7 
  200 lbs 
  10 
  500 lbs
  4 
  25 lbs
  Table - Weight Moved
  Sleep of the Dead 
  Magick Resistance:  ...MR 2
  Fatigue Cost:  .............4 FP
  Casting Time: .............Sorcery
  Range:  .......................Self
  Duration:  ....................1 day x ML
  Once cast the mage enters a deep trance that to 
  observers resembles death; he can maintain this 
  semblance for 1 day x ML. The mage can cast this 
  spell at x3 the FP cost and then the death like state 
  will last indefinitely, until a time set by the mage at 
  time of casting at which point he will return to life. 
  While in his death like state the mage is Magickal 
  undetectable even by the strongest of divinations.
  Trance
  Magick Resistance:  ...MR 2
  Fatigue Cost:  .............3 FP
  Casting Time: .............Sorcery
  Range:  .......................Self
  Duration:  ....................15 seconds x ML
  Entering a trance the mage is still aware of his 
  surroundings, however he becomes focused on 
  a single task and cannot be distracted by them. 
  While in his trance the mage adds 3% +ML to his 
  TSC% in all Arcane, Transcendental and Wards 
  Magicks. If the mage moves, attempts to interact 
  with his surroundings the trance ends and the 
  benefits lost, like trying to remember a dream. 
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  Deflect Missile
  Magick Resistance:  ...MR 2
  Fatigue Cost:  .............3 FP
  Casting Time: .............Sorcery
  Range:  .......................Self
  Duration:  ....................15 seconds x ML
  With a wave of the mage’s hand he can summon 
  telekinetic arcane forces to deflect incoming missiles. 
  (arrows, axes, javelins and rocks etc.) On a successful 
  deflection with a Crit Die of 10 the missile is deflected 
  back to the shooter/thrower by the arcane forces 
  with a chance of hitting equal to the shooter /
  thrower’s own chances of success. After 15 seconds 
  any additional missiles to be deflected cost 1 FP
  Fly
  Magick Resistance:  ...MR 4
  Fatigue Cost:  .............7 FP
  Casting Time: .............Hex
  Range:  .......................Self
  Duration:  ....................6 minutes x ML
  The spell enables the casting mage to fly at 3mph x 
  ML or at triple the human movement in combat. (⅓ AP 
  movement costs) Witches learn this spell at MR 3 and 4 
  FP cost even if they do not learn transcendental magick 
  and they can place the spell into their brooms at triple 
  the cost during seven rituals lasting 30 minutes each, 
  to be cast on successive nights beginning with the dark 
  of the new moon. Also commonly cast into potions to 
  create flying ointments and of course, flying carpets.
  Projected Image
  Magick Resistance:  ...MR 5
  Fatigue Cost:  .............8 FP
  Casting Time: .............Sorcery
  Range:  .......................25 miles x ML
  Duration:  ....................15 seconds x ML
  The mage’s image is projected across great 
  distances to deliver a set message in a one 
  way communiqué. If the casting mage does 
  not know the location of the recipient: -
  • 
  Caster has a personal article of the recipient TSC% +10
  • 
  Caster knows the recipient well TSC% + 5
  • 
  Caster is acquainted with the recipient TSC% -25
  • 
  Caster does not know the recipient TSC% -50
  Otherworldly
  Magick Resistance:  ...MR 7
  Fatigue Cost:  .............12 FP
  Casting Time: .............Ritual (3 hours)
  Range:  .......................Self
  Duration:  ....................1 month
  The mystics, true masters of the transcendental 
  magick, empower themselves with detachment from 
  the mundane world. Only those with a DIS score of 
  16 or greater may attempt this spell. Once learned 
  and begun it must be cast every month thereafter. 
  Without this monthly ritual the mage loses all the 
  benefits and has to spend 1 month x 1D10 to regain 
  himself so he may try again to become otherworldly. 
  The benefits of being in an otherworldly state are:-
  • 
  May exist comfortably on half rations
  • 
  Weatherproof, he can stand -27oC without heavy 
  clothing and 52oC without shade or extra water.
  • 
  +21% PSF to stamina rolls to withstand 
  inclement weathers rain, snow, sleet etc.
  • 
  A permanent +13% PSF to willpower to resist 
  fear, command spells, charisma attacks etc.
  Grand Audience
  Magick Resistance:  ...MR 8
  Fatigue Cost:  .............13 FP
  Casting Time: .............Sorcery
  Range:  .......................100 miles x ML
  Duration:  ....................1 minute x ML
  Like mindspeak only with greatly enhanced 
  range and two way communication with a single 
  person. When cast through a crystal it has a 
  range of 500 miles x ML of caster. The mage must 
  however know the person he is contacting and his 
  approximate location. If not then he is at ⅓ TSC%
  Crush the Defiant
  Magick Resistance:  ...MR 9
  Fatigue Cost:  .............14 FP
  Casting Time: .............Sorcery
  Range:  .......................5 feet x ML
  Duration:  ....................15 seconds x ML
  With an outreached hand you use arcane forces to 
  crush the internal organs. No armour can prevent 
  the damage inflicted. A successful CON AR - Caster’s 
  PSF% results in 1D10 damage, ½ of this is direct to 
  the targets body levels. If the target fails the CON 
  AR he collapsed to the ground, incapacitated and 
  writhing in excruciating pain and taking (1 x ML) 
  + Crit Die, initially and then 1D10 damage every 
  15 seconds until the spell expires. Damage taken 
  is spread equally to Fatigue and body levels. 
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  Kinship
  Magick Resistance:  ...MR 9
  Fatigue Cost:  .............14 FP
  Casting Time: .............Sorcery
  Range:  .......................5 feet x ML
  Duration:  ....................15 minutes x ML
  In the time spent learning this spell the mage enchants 
  himself into a deep and mystical relationship with the 
  animal kingdom. Once learned the mage may utter 
  the words “We are brothers you and I” and he will be 
  able to approach the most ferocious of beasts and 
  walk among them without them fleeing or the mage 
  being attacked. Within the duration of the spell he 
  gets a bonus of +21% to his TSC% in any skills that 
  command or train animals of any kind. Shamans may 
  learn this spell without learning the transcendental 
  magick method as it is an integral part of the calling. 
  Those mages who have learned Necromancy or 
  Black Magick can never learn this spell as the stench 
  of their arts is anathema to the natural creatures.
  Transmutation Magick
  Targeted individuals or objects may be drastically 
  altered from their original state using this form 
  of magick, not only their appearance the target 
  can actually become something else. These type 
  of alterations are always passively resisted by the 
  targets MR. Active resistance is treated under the 
  individual spells. Some of the spells are cast on 
  the mage himself, giving beneficial adaptations. 
  Most however are close range spells 5 feet or less, 
  though they may be extended with effort. To avoid 
  the passive MR resistance of a target a mage might 
  take advantage of the law of contagion and touch 
  the target to eliminate the MR resistance altogether. 
  Unless detailed otherwise in the spell’s description 
  transmutation magicks may always be reversed, or 
  dispelled by another wizard who has learned the 
  specific spell in question. These spells must include 
  the common spells of trigger and dispel that may be 
  placed on the basic spell at no added cost to the caster. 
  Protective Transformations 
  Armoured Skin
  Type  .....................of Leather  ..........of Guard  ...........of Preservation
  Resistance:  ..........MR 1  ..................MR 4  ................................MR 7
  Fatigue Cost:  .......3 FP  ...................6 FP  ................................10 FP
  Casting Time: .......Cantrip  ...............Hex  ..............................Sorcery
  Range:  .................Touch  .................Touch  ..............................Touch
  Duration:  
   45 seconds x ML
  Armour Protection  +3  ......................+7  ......................................+13
  The targets skin is toughened to the point 
  where it acts as a type of armour giving a level of 
  protection as listed above for the specific spell. 
  Cool Cloak  
  (Mantle of Borealis)
  Magick Resistance:  ...MR 2
  Fatigue Cost:  .............4 FP
  Casting Time: .............Hex
  Range:  .......................Touch
  Duration:  ....................15 minutes x ML
  The cloak resists intense heat and flames 
  absorbing 1 x ML energy damage. It can also 
  protect from hot weather temperatures up to 
  5OC x ML (base temp taken at 25OC, 77oF) 
  Therefore a mage who has attained ML 7 may 
  create a mantle to resist +25OC + 35OC = 60OC, 
  140oF thus a person in ordinary clothes would be as 
  comfortable as walking in a mild summer’s day.
  Warm Cloak  
  (Mantle of Helios)
  Magick Resistance:  ...MR 2
  Fatigue Cost: .............. 4 FP
  Casting Time: .............Hex
  Range:  .......................Touch
  Duration:  ....................15 minutes x ML
  The cloak resists intense heat, flames and cold 
  absorbing 1 x ML energy damage. It can also 
  protect from cold weather temperatures up to 
  5oC x ML (base temp taken at -25OC, -13oF) 
  Therefore a mage who has attained ML 7 may 
  create a mantle to resist -25OC +35OC = +10OC, 
  +50oF thus a person in ordinary clothes would 
  be as comfortable as walking in a spring day
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  Sensory Transformations
  Keen Sight
  Magick Resistance:  ...MR 1
  Fatigue Cost:  .............3 FP
  Casting Time: .............Cantrip
  Range:  .......................Touch
  Duration:  ....................30 minutes x ML
  The mages vision is altered and enhanced to where 
  his alertness: sight TSC% is increased by +3% x ML 
  accuracy with missile weapons adds +1% x ML to 
  TSC%. These additions add to any existing natural 
  sight bonuses the target might already have.
  Keen Hearing
  Magick Resistance:  ...MR 1
  Fatigue Cost:  .............3 FP
  Casting Time: .............Cantrip
  Range:  .......................Touch
  Duration:  ....................30 minutes x ML
  The mages hearing is altered and enhanced to 
  where his alertness: sight TSC% is increased by +3% 
  x ML. These additions add to any existing natural 
  sight bonuses the target might already have.
  Night Vision
  Type  
  Cats Eyes  
  Dark Sight
  Magick Resistance:  ...MR 2  ......................................................MR 5
  Fatigue Cost:  .............4 FP  ........................................................8 FP
  Casting Time: .............Catnip  .................................................Cantrip
  Range:  .......................Touch  ....................................................Touch
  Duration:  ....................30 minutes x ML  ..................10 minutes x ML
  Alters the mage’s eyes to allow him to see in moonlight 
  or starlight as though it were a dull overcast day. In 
  condition where no light is available his vision will 
  be limited to 5 feet x ML with creatures and objects 
  appearing to his sight as though in bright moonlight. 
  If bright light suddenly shine on someone under 
  the effects of the Cats Eyes spell while they are in 
  a dark environment he must make an AGL AR or 
  be dazed and lose ½ AP for one action phase. With 
  the spell Dark Sight these is no diminishment in 
  vision even in the most powerful darkness spells. 
  Far Sight
  Magick Resistance:  ...MR 2
  Fatigue Cost:  .............3 FP
  Casting Time: .............Cantrip
  Range:  .......................Touch
  Duration:  ....................10 minutes x ML
  While under the effects of this spell the target has great 
  sight for distance able to see object clearly up to 1.2 
  mile x ML away as if they were only a few yards from 
  him. Alertness: Sight TSC$ is increased by +5% x ML. 
  Accuracy with missile weapons is increased by +1% x 
  ML to TSC%. Anything between medium and extreme 
  range for missile weapons is targeted as medium range 
  SC%. Any naturally existing sight bonuses also apply.
  Physical Transformations
  Breathe Water
  Magick Resistance:  ...MR 3
  Fatigue Cost:  .............4 FP
  Casting Time: .............Cantrip
  Range:  .......................Touch
  Duration:  ....................10 minutes x ML
  Allows the target to breathe under water
  Pain
  Magick Resistance:  ...MR 3
  Fatigue Cost:  .............5 FP
  Casting Time: .............Sorcery
  Range:  .......................Touch
  Duration:  ....................1 hour x ML
  The spell is resisted by those touched with a Stamina - 
  Caster’s PSF%. On a failed roll the target suffers extreme 
  pain and is at a penalty of ½ TSC% in all skills. Failure 
  with a Crit Die of 01 and the target falls unconscious 
  from the pain. Only effective on living targets.
  Calm Pain
  Magick Resistance:  ...MR 3
  Fatigue Cost:  .............7 FP
  Casting Time: .............Sorcery
  Range:  .......................Touch
  Duration:  ....................1 hour x ML
  The spell takes away all pain in the target, if it is 
  naturally induced this is immediate; however Magickal 
  pain is resisted with willpower - ½ Pain caster’s PSF%
  A successful casting reduces any combat 
  penalties caused by wounds by half.  A critical 
  success when casting removes all such 
  penalties for the duration of the spell.
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  391
  Agony of the Damned
  Magick Resistance:  ...MR 4
  Fatigue Cost:  .............6 FP
  Casting Time: .............Hex
  Range:  .......................Touch
  Duration:  ....................2 minutes + 15 seconds x ML
   With a touch the mage sets every nerve in a living 
  target into agonising pain. The target must make a 
  successful Stamina - Caster’s PSF% to still be in severe 
  pain and lose ½ PSF% until the spell ends. Otherwise 
  the target is incapacitated with the agony he is 
  suffering; however unlike the spell pain, there is no 
  unconsciousness to be had to stop the suffering. 
  Release from Agony
  Magick Resistance:  ...MR 4
  Fatigue Cost:  .............7 FP
  Casting Time: .............Hex
  Range:  .......................Touch
  Duration:  ....................Instantaneous Effect
  Resistance: .................PSF% of Pain caster
  This spell with reverse the effects of Pain or Agony of 
  the damned instantly and restores the target of such 
  spells back to their normal levels of performance. 
  The spell may also be used to block the effects 
  of naturally induced pain for 1 hour x ML
  A successful casting removes any combat 
  penalties caused by wounds for the duration.
  Shape Shift
  Magick Resistance:  ...MR 4
  Fatigue Cost:  .............7 FP 
  ....................................+ (1 FP per 1,000 lbs of Creature’s Weight)
  Casting Time: .............Sorcery
  Range:  .......................Touch
  Duration:  ....................10 minutes x ML
  The target of the spell is able to mutate into the form 
  of some creature, the type of which is determined 
  by the ML of the caster and chosen from the list in 
  the table - Shape Shift Type. In this form the target 
  subject gains all the abilities and characteristics of 
  the creature his has mutated into. If cast as a ritual 
  taking 15 minutes to complete the spell’s duration 
  is extended to 1 hour x ML. The cost is increased 
  by +1 FP per 1,000 lbs of the creature’s weight.
  If the target is killed while in the animal form, that is the 
  Fatigue and body levels of the adopted animal form are 
  exceeded; the target must make a Stamina roll - 2% x 
  Damage suffered. If he succeeds he survives the trauma 
  but loses all FP and is stunned for 15 seconds x Crit die.
  ML 
  Animal
  1-2 
  Small animal, bird, etc., under 5 lbs.
  3-4 
  Animal up to 50 lbs.
  5 
  Animal up to 125 lbs.
  6 
  Animal up to 500 lbs or enchanted beast up to 5 lbs.
  7 
  Animal up to 2,000 lbs or enchanted 
  beast up to 50 lbs.
  8 
  Animal over 2,000 lbs or enchanted 
  beast up to 500 lbs.
  9 
  Enchanted beast up to 2,000 lbs.
  10 
  Enchanted beast up to 10,000 lbs
  Table - Shape Shift Type
  If he fails then the target is unconscious for 11 
  minutes - Crit Die. If the animal form is not able to 
  take the levels of damage inflicted then he changes 
  back to his normal form with the remaining damage 
  assessed against his own fatigue and body levels. 
  If the target of this spell takes on an enhanced animal 
  form he might be able to take more damage than while 
  in his true form. Upon changing back, any damage 
  suffered in his adopted form is taken in proportion to 
  his true shape. For instance if he shifted into a form 
  able to take 95 points of damage to fatigue and body 
  levels and he actually suffered 31 points of damage, 
  while his true form has FP + BP of 55, damage taken = 
  31 x (55/95) = 17.9 round up to 18 points of damage. 
  While in an animal form a mage cannot cast any spells 
  except detection spells. If he is wearing an amulet 
  containing a protective ward he may also cast that spell. 
  Speed
  Magick Resistance:  MR 4
  Fatigue Cost:  .........6 FP
  Casting Time: .........Cantrip
  Range:  ...................Touch
  Duration:  ................15 seconds x ML
  The target of the spell adds 1 AP 
  for each 2 ML of the caster
  Slow
  Magick Resistance:  MR 3
  Fatigue Cost:  .........5 FP
  Casting Time: .........Cantrip
  Range:  ...................Touch
  Duration:  ................15 seconds x ML
  The target of the spell subtracts 1AP 
  for each 2 ML of the caster
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  392
  Circe’s Touch
  Magick Resistance:  ...MR 5
  Fatigue Cost:  .............9 FP
  Casting Time: .............Sorcery
  Range:  .......................Touch
  Duration:  ....................24 hours
  The living creature touched by the mage, or the mage 
  changes into another creature; unwilling targets make 
  willpower - caster’s PSF% to resist the transformation. 
  The mage’s ML will determine the type of creatures 
  that may be chosen for the transformation as well as 
  its size and weight. Use the table under the Shape 
  Shift Spell. While the target occupies this new form, he 
  has all the abilities of that form. He must also make a 
  willpower roll at ½ TSC% or he loses his self awareness 
  and becomes lost in the form of the creature.
  Fatigue and Body levels become those of the creature 
  that has been transformed into. If the target is killed 
  while he is in the new form, he dies. When transformed 
  back to his true form any damage taken is transferred 
  back with him to his true form; in proportion to his own 
  Fatigue and Body levels. The target makes a stamina 
  - Caster’s PSF% to return to his own form at the end 
  of the spell’s duration. If the target fails this first roll 
  he has to remain as in his altered shape for another 
  24 hours after which he may try a second time. If he 
  fails then he stays in the creature shape for another 
  24 hours and gets one last attempt. If he fails this last 
  time he remains in his altered shape until dispelled by 
  the caster, or a remove curse spell is used upon him. 
  At the time of casting the spell the mage may remove 
  the spell from being a curse by placing a reasonable 
  condition to be completed in order to return to his true 
  form. If this is done then a dispel or remove curse will 
  no longer change the target back to his true form.
  Journey in haste
  Magick Resistance:  ...MR 5
  Fatigue Cost:  .............9 FP
  Casting Time: .............Sorcery
  Range:  .......................Touch
  Duration:  ....................24 hours
  This spell allows the person targeted to move 
  at 3mph on foot or a horse and rider to move at 
  7mph for 24 hours straight taking only brief rest 
  stops. That adds to 72 miles on foot or 168 miles 
  on horseback while staying fresh and whole. Once 
  performed however the recipients of this spell cannot 
  benefit again for three days without risking severe 
  detriment to physical capabilities. The target must 
  make a CON AR% at ½ TSC% or have FP reduced to 
  ½ normal as well as ½ TSC% in physical skills. A Crit 
  Die of 01 on a failure and he becomes incapacitated 
  for 8 hours during which time he is comatose. 
  Wither
  Magick Resistance:  ...MR 6
  Fatigue Cost:  .............10 FP
  Casting Time: .............Sorcery
  Range:  .......................Touch
  Duration:  ....................24 hours
  Upon touch the mage causes living flesh to wither. A 
  hand or arm or leg that is touched with this spell loses 
  all strength and capabilities for the duration of the 
  spell. Once the spell’s duration ends the victim must 
  make a stamina roll - caster’s PSF or the effects continue 
  for another 24 hours. The target may then make a 
  second roll on a failure the conditions continue for 
  another 24 hours after which he may try again. Failure 
  this time and only a remove curse or a dispel from 
  the caster can restore use to the hand, leg, arm etc.
  Gaseous Form
  Magick Resistance:  ...MR 6
  Fatigue Cost:  .............9 FP
  Casting Time: .............Sorcery
  Range:  .......................Touch
  Duration:  ....................45 seconds x ML
  The target of the spell become gaseous and is immune 
  to all magick except arcane. Fire and air magicks. Fire 
  spells inflict only ½ their damage. If a wind is raised 
  against the target he must spend 1FP per 10 mph 
  to maintain his cohesion; if he cannot he then has 
  to materialise or is destroyed. Offensive Arcane and 
  Air spells inflict their full damage potential onto the 
  target. While in the gaseous form a mage may cast only 
  defensive and non offensive spells. Having no solid 
  form the target is of course incapable of engaging in 
  combat; however, he can carry his material possessions 
  with him (max 5lb x ML). His movement rate becomes 
  2 feet x ML and his dodge is at 1/4 of normal.
  Turn to Stone
  Magick Resistance:  ...MR 6
  Fatigue Cost:  .............10 FP
  Casting Time: .............Sorcery
  Range:  .......................Touch
  Duration:  ....................Up to 3 victims in 15 seconds
  After casting this spell the mage had 15 second during 
  which he can touch up to 3 creatures; anyone touched 
  becomes stone. After 1 minute x Crit die the victims 
  must make a stamina - caster’s PSF% or they remain 
  stone for another 10 minutes x Crit Die. After this they 
  may re-try their stamina check. If this attempt does 
  not succeed then the target is permanently fixed 
  in stone. Only a remove curse or a reversed Turn to 
  Stone Spell will restore a victim to flesh and blood. 
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  393
  Gaze of the Basilisk
  Magick Resistance:  ...MR 7
  Fatigue Cost:  .............11 FP
  Casting Time: .............Hex
  Range:  .......................5 feet x ML
  Duration:  ....................15 seconds
  Once the spell is cast the mage’s eyes become as the 
  eyes of a basilisk, those in range who meet his gaze are 
  instantly paralysed and cannot move for 15 seconds x 
  ML. A DEX AR - caster’s PSF% indicates that the target 
  has averted their eyes before the gaze has fully affected 
  him. Anytime a living creature looks in the direction of 
  the mage he must make another roll to resist the effects. 
  Success on the spell’s Crit Die of 10 indicates that the 
  victim is paralysed for 1 hour x ML. Looking through a 
  reflective surface like a mirror allows a person to look 
  at the mage without being affected by the gaze.
  Breath of the Basilisk
  Magick Resistance:  ...MR 7
  Fatigue Cost:  .............12 FP
  Casting Time: .............Hex
  Range:  .......................5 feet
  Duration:  ....................Permanent
  The Magus’ breath is transformed into that of the 
  Basilisk. He may blow on one victim and turn him 
  to stone (which is permanent unless dispelled). A 
  CON AR – Caster’s PSF% saves a victim, but, if he 
  has less than CON 15, he loses 1 AP x Crit Die in the 
  next Action Phase due to the paralysing effects.
  Eyes of the Medusa
  Magick Resistance:  ...MR 8
  Fatigue Cost:  .............12 FP
  Casting Time: .............Sorcery
  Range:  .......................5 feet x ML
  Duration:  ....................Permanent
  Once this spell is cast the eyes of the mage are turned 
  into the eyes of the Gorgon. Any who meet the gaze 
  of the mage are instantly turned to stone (permanent 
  until dispelled). An AGL AR - Caster’s PSF% enables a 
  creature to avert his eyes in time; however, his body 
  becomes numbed and loses 1 AP x Crit die in the 
  next Action Phase if he has less than a CON score 
  of 16. Anyone looking the direction of the mage 
  must make a resisted roll. A reflective surface like a 
  mirror allows a creature to look at the mage safely. 
  Grow Aged
  Magick Resistance:  ...MR 9
  Fatigue Cost:  .............14 FP
  Casting Time: .............Sorcery
  Range:  .......................Touch
  Duration:  ....................Permanent
  The target of the spell ages (1 year x ML) + ½ Crit die. 
  The spell is resisted with a Stamina - Caster’s PSF% or ⅓ 
  CON AR - caster’s PSF%. The mage can chose the ageing 
  rate within his limits for his ML. To reverse the effects 
  require the spell boon of youth. This enhancement 
  may be placed into food or drink and covertly 
  administered. Aging begins to show with a single day.
  Regenerate
  Magick Resistance:  ...MR 10
  Fatigue Cost:  .............16 FP
  Casting Time: .............Ritual (1 hour)
  Range:  .......................Touch
  Duration:  ....................24 hours
  The spell regrows lost appendages, like a finger, toe, 
  hand, foot or even an arm or leg; or he can remove scars 
  and disfigurements. This takes 21 days by casting this 
  spell 3 times per week for three weeks. During this time 
  the mage may do research but cannot perform other 
  magick on the days he casts the regenerate ritual. If 
  circumstances force him to cast spells at those times 
  then he loses any regeneration and must begin again.
  Become Another
  Magick Resistance:  ...MR 10
  Fatigue Cost:  .............15 FP x 3
  Casting Time: .............Ritual (1 hour x 3)
  Range:  .......................Touch
  Duration:  ....................3 days
  The spell alters the target into the form of another 
  person, perfect in every aspect; becoming the exact 
  double of the person whose form he has taken. Even 
  those who have known the person for all their lives will 
  not know the difference. The spell has to be cast once 
  a week for three weeks. The ritual requires 7 personal 
  items from the identity to be assumed, 3 of these must 
  be personal in nature such as hair, nail clippings etc.
  Once the mage has succeeded with the rituals he may 
  cast the final spell either upon himself or another at 
  any time as a HEX at a cost of 7 FP. He needs to recast 
  this every 3 days to maintain the assumed form.
  While the target does look, sound and walk like the 
  assumed form, he does not have the knowledge, 
  memories, skills or experience of the original. 
  His physical capabilities are those of the other 
  Body, Fatigue, CCAP, LCAP, STR, CON, AGL etc.
  Once a mage has learned this spell he is able to cast 
  Shape Shift and Circe’s Touch as cantrips and those 
  transformations are permanent unless dispelled. 
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  394
  The Bloom of Youth
  Magick Resistance:  ...MR 10
  Fatigue Cost:  .............See Below
  Casting Time: .............Ritual (1 hour)
  Range:  .......................Touch
  Duration:  ....................Permanent
  The target of the spell has his age reduced by (1 year 
  x ML) + ½ Crit Die. The casting mage may control 
  the degree of aging. The spell may be cast on the 
  same target only once per month and during a 
  lifetime a target may only benefit once per 2 CON 
  Leaves without suffering side effects -1 STR, -1 CON 
  and -1 DIS point each time thereafter. The bottom 
  end of the spells effects is an age of 1 year.
  The casting mage has to pay a severe price for 
  casting this spell, suffering -1 FP from his fatigue 
  levels for each year of age reduction. These reduced 
  FP levels remain for 7 to 48 days determined by the 
  Crit Die and the table below. Fatigue Reduction - 
  Number of Days. Only a great need or great reward 
  would motivate a wizard to cast such a spell.
  Wards: these are a fast portable and personal 
  protective spell that is placed upon some item to 
  give protection against conventional or Magickal 
  attacks. They are permanently enchanted into devices 
  that can be worn such as talismans and amulets.
  The main advantage of the ward is that it travels with 
  a person, while the circle of protection is scribed 
  and remains in situ able to protect a number of 
  people, sort of a Magickal fort. Only at higher levels 
  of Magickal learning do circles and wards protect 
  against more powerful and wider range of threats.
  Lesser Circle of Protection
  Magick Resistance:  ...See Below
  Fatigue Cost:  .............See Below
  Casting Time: .............Cantrip
  Range:  .......................5 feet + (1 foot x ML)
  Duration:  ....................3 minutes x ML
  These are specific to a type of threat, they prevent 
  from crossing the scribed boundary. They provide 
  protection against spells cast by specific types 
  of foes, resisting the spells by reducing their 
  targeting by ½ the circle caster’s PSF%
  Lesser Wards
  Magick Resistance:  ...See Table - Circles of Protection
  Fatigue Cost:  .............See Table - Circles of Protection
  Casting Time: .............Cantrip
  Range:  .......................5 feet
  Duration:  ....................45 seconds + (3 x ML)
  These are protective enchantments that a mage 
  learns when he masters the equivalent Lesser circle 
  of protection. They can also be placed into items, 
  fully enchanted objects, typically amulets but also 
  any device of power. The amulet created will have a 
  number of charges devoted solely to the protection 
  placed within it. Lesser wards operate the same as 
  described in lesser circle of protection except that 
  foes are only kept 5 feet away from the wearer and 
  protect only the wearer. There is no preparation or 
  casting time for an amulet and the defence they 
  offer is available as soon they are threatened. 
  Crit 
  Die 
  Days 
  Crit 
  Die 
  Days 
  Crit 
  Die 
  Days
  01 
  48 days 
  05 
  28 days 
  08 
  18 days
  02 
  42 days 
  06 
  24 days 
  09 
  14 days
  03 
  36 days 
  07 
  21 days 
  10 
  7 days
  04 
  32 days
  Table - Fatigue Reduction No. Of Days
  Magickal Wards
  At its simplest a ward is a Magickal protection 
  against some harmful or undesired effect. They 
  come in two basic forms, ones that are stationary 
  and ones that move along with a person.
  Circle of Protection: The mage scribes an area on the 
  ground, a scratch from a staff, chalk line, salt etc. as 
  long as the line circumscribes the protected area. The 
  spell itself is cast as a cantrip but the preparation of the 
  circle take longer and must be drawn before the spell 
  is cast, taking 1 AP per 3 feet of radius. The magick of 
  the spell protects those inside the boundary scribed 
  from some form of mundane or Magickal attack.
  • 
  The boundary lines must be unbroken. Any 
  break or smear or erasure by anyone inside 
  and the protection given will vanish.
  • 
  No act from outside the scribed circle can take away 
  the integrity of the line and so disrupt the spell.
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  Circle of Protection
  Magick Resistance:  ...MR 4
  Fatigue Cost:  .............7 FP
  Casting Time: .............Cantrip
  Range:  .......................5 feet + (1 foot x ML)
  Duration:  ....................3 minutes x ML
  This is in essence an upgrade from the lesser version of 
  this spell. When cast it includes all the protection of the 
  lesser circle of protection that the mage has learned. In 
  addition vs all foes 75% - ⅔ Caster’s PSF chance from 
  entering circle. Those crossing the boundary have 
  their TSC% reduced by ⅔ Caster’s PSF% in all actions. 
  Protects against methods of magick the mage has 
  learned by reducing their TSC% by -⅔ Caster’s PSF%
  Wards
  While wards remain specific to a specific type of foe 
  or Magickal method, their power is promoted to 
  circle of protection levels once the mage learned 
  the more powerful spell circle of protection 
  Greater Circle of Protection
  Magick Resistance:  ...MR 7
  Fatigue Cost:  .............11 FP
  Casting Time: .............Cantrip
  Range:  .......................5 feet + (1 foot x ML)
  Duration:  ....................3 minutes x ML
  This is in essence an upgrade from the Circle of 
  Protection spell. When cast it includes all of the 
  protection of the circle of protection that the 
  mage has learned. In addition vs all foes 75% - ¾  
  Caster’s PSF chance from entering circle. Those 
  crossing the boundary have their TSC% reduced by 
  ¾  Caster’s PSF% in all actions. Protecting against 
  all methods of magick the mage has learned by 
  reducing their TSC% by -¾  Caster’s PSF%
  Greater Wards
  While Greater Wards remain specific to a specific type 
  of foe or Magickal method, their power is promoted to 
  greater circle of protection levels once the mage learned 
  the more powerful spell greater circle of protection.
  Great Circle of Protection
  Magick Resistance:  ...MR 9
  Fatigue Cost:  .............14 FP
  Casting Time: .............Cantrip
  Range:  .......................5 feet + (1 foot x ML)
  Duration:  ....................3 minutes x ML
  This is in essence an upgrade from the Greater Circle of 
  Protection spell. When cast it includes all the protection 
  of the greater circle of protection that the mage has 
  learned. In addition vs all foes 75% -  Caster’s PSF chance 
  from entering circle. Those crossing the boundary have 
  their TSC% reduced by  Caster’s PSF% in all actions. 
  Protecting against all methods of magick the mage 
  has learned by reducing their TSC% by  Caster’s PSF%
  Type 
  MR 
  Cost 
  Chance to 
  Enter Circle1
  Vs Evil 
  1 
  3 FP 
  No resistance
  Vs Good
  1
  3 FP 
  No resistance
  Vs Beasts 
  1 
  3 FP 
  75% - ½ Casters PSF%
  Vs Magick 
  Methods2
  2 
  4 FP 
  Reduces Targeting 
  as detailed above
  Vs Lycanthropes 
  2 
  4 FP 
  75% - ½ Casters PSF%
  Vs Undead 
  2 
  4 FP 
  75% - ½ Casters PSF%
  Vs Supernatural3
  3 
  5 FP 
  75% - ½ Casters PSF%
  1 Anyone who manages to cross into a circle receives a 
  negative modifier of ¼ Casters PSF% to their Skill TSC%
  2 Must be learnt for each specific Method of Magick 
  with the exception of Summoning because one 
  must know the appropriate protective and binding 
  spells based on what is being summoned.
  3 Creatures of the Shadow World
  Table - Circles Of Protection
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  396
  Magick
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  397
  Religion
  Just as Magick was real to the medieval mind, 
  so too were Miracles, the very embodiment of 
  the Deity’s power on the physical world. As such 
  they form an essential part of the Chivalry & 
  Sorcery game and are presented here in a manner 
  that applies to any religious group that is being 
  portrayed in the Chivalry & Sorcery universe.
  The manner in which Miracles are enacted within 
  the C&S Worlds is through ones interaction with 
  the universe through ones spirit, perceived as ones 
  interaction with ones chosen Deity or belief system.
  Spirit is the influence that a being has on the Universe, 
  and the extent to which they are receptive to the sway 
  of the Universe in turn. The degree that a character is 
  enmeshed within the mundane non-spiritual world is 
  depicted by their burden of spiritual hindrances. Spirit 
  is used, along with Willpower, to  move a character 
  closer to the divine and/or enlightenment. Fewer 
  hindrances also increase the maximum SPR that 
  can be attained, while very high SPR scores can be 
  used to perform miracles through the Faith skill.
  Current Vs. Base Spirit 
  A PC’s Base SPR represents their core transcendent, 
  mystical ability. Current Spirit symbolises temporary 
  shifts reflective of a PC’s recent deeds. Current SPR 
  is the attribute a PC manifests here and now, while 
  Base SPR is the stable state that the PC will gradually 
  revert to - most changes to Spirit being only temporary. 
  Although Current Spirit gradually returns back to 
  normal (Base) SPR at a rate of 1 per day, large sustained 
  changes to Current SPR can slowly alter Base SPR.
  Altering Current Spirit 
  A PC’s actions and deeds can alter their Spirit score. Their 
  current SPR can increase by performing worthy acts 
  (defined by their religious and cultural understanding), 
  or decrease by performance of acts which run counter 
  to such ideals. Although great infractions or positive 
  involvement are generally obvious, a character often 
  only has a vague idea that their actions have earned 
  them positive or negative Spirit. Influences upon Spirit 
  (depending upon specific belief) may also be only due 
  to effect, not intention - although Western Medieval 
  thought holds that both apply, and are so judged.
  For some faiths it is only the action that is of 
  concern, while for others the underlying intention 
  behind any act is important. Christianity is an 
  example of the former, Classical Paganism, the 
  latter. Additionally some belief systems (Buddhism, 
  for example) view as irrelevant whether an act 
  impacts oneself, or another - any suffering or 
  merit generates just as much Spirit regardless.
  Example: 
  A Christian PC encounters a destitute 
  beggar and mentally curses him for 
  being in their way. The PC suffers 
  a penalty of -1 SPR, but then feels 
  immediately guilty of such a mean 
  and selfish thought. Digging deep 
  into their purse, they generously 
  give the starving beggar a penny. 
  Such minor generosity grants 
  +1 SPR, which with the previous 
  penalty, becomes an overall +0. 
  Additionally, as the PC is a Christian, 
  he should repent his selfishness 
  next time he confesses his sins.
  Example
  In a fit of spiritual guilt, a highly religious 
  character in religious orders scourges 
  himself so severely that he is physically 
  maimed (although slightly), having 
  previously lecherously touched a 
  woman. Christianity would view this as a 
  highly devotional act, the PC gaining +3 
  SPR (although the character could never 
  now become a saint due to his new 
  injured state) - while Buddhism would 
  view the PC as having caused a being to 
  be mutilated and thus accrue -3 SPR.
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  If an event inflicts both suffering, as well as alleviating it, 
  the resulting positive and negative Spirit modifiers should 
  be totaled to calculate the sum result - which might result 
  in a good, bad or neutral modifier to Current Spirit.
  Responsibility is also a factor in the award of Spirit 
  modifiers. Those who directly author an event should 
  receive the full effect to their Spirit of their guilt or credit, 
  while those who merely assist should earn lesser amounts.
  Example
  A PC secretly covets a prize jewel 
  belonging to a NPC. They receive 
  -1 SPR for such a selfish impulse. 
  However, in a fit of conscience, they 
  repent such mean spiritedness 
  and generously give the NPC one 
  of their own prized possessions, 
  gaining +1 SPR. As long as the 
  GM considers the gift is not purely 
  intended to counteract the penalty, 
  no Spirit is lost or gained.
  Example: 
  A PC murders a rival, another 
  PC provided the knife and a 
  third kept look-out. The PC 
  who did the killing would 
  take the full penalty to 
  their Spirit, while the ones 
  who provided the knife 
  and kept an eye out for the 
  Watch take lesser penalties 
  (in this case negligible).
  Spirit is strongly affected by anything that helps, or 
  hinders, the religious practice or teaching that a character 
  has faith in. It is the doctrine of the character’s religion 
  that is important, what is wrong for one person might 
  well be a core belief for a follower of another faith.
  Example: 
  A Christian crusader 
  destroys the wooden trees 
  in a pagan Lithuanian 
  shrine. He would gain 
  Spirit for overturning the 
  idols, while a Baltic pagan 
  would gain Spirit for 
  putting the poles back up.
  Most religions regard willfully destroying any of 
  their own holy books as an evil act, as the book’s 
  potential effects could possibly endure for years, 
  or even centuries. Such intentional destruction 
  robbing others of the chance of spiritual growth.
  Similarly, intentionally killing members of one’s 
  own ordained clergy is considered wicked. Some 
  deviant beliefs however, regard this as a legitimate 
  method of clerical advancement, although this is 
  usually reserved only for recognised ritualists.
  Let’s say a PC kills a kindly parish priest. Their slaying 
  imposes a penalty of -5 SPR, but in addition the 
  PC suffers an extra -8 SPR as they have robbed the 
  community of their spiritual guide and mentor.
  Slaying a person promotes malign Spirit. The victim 
  whilst dying suffers distress, while grief or fear might also 
  additionally be caused in yet others. Some beliefs regard 
  the act of killing non-human beings as also evil; this might 
  possibly only apply to specific animals, or to all creatures. 
  Ritual sacrifices demanded by a particular religion, on the 
  other hand, gain positive Spirit - although non-believers 
  may see such behaviour as totally morally wrong.
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  399
  Spiritual Fruit
  Modifiers to Spirit for actions character's directly perform 
  (e.g. murdering someone, giving out alms) typically can 
  be handed out as they occur. A weekly totaling of Spirit 
  points is also an option - dawn on Sunday would be 
  appropriate for Christians, while following Friday prayers 
  might be appropriate for Moslem character's.The GM 
  should carefully consider the PCs’ actions, their varying 
  levels of blame and culpability, and any likely future 
  effects of their behaviour. This additionally allows PCs, 
  via their sense of guilt, an opportunity to mitigate any 
  previous wrong-doings, while also not requiring the GM 
  to divulge any yet unseen information about the effects 
  of the PCs’s deeds. For the effects on Spirit of future 
  events, such awards might be distributed at the end of an 
  adventure, after the PCs have wrapped-up their affairs.. 
  Current Spirit and the Afterlife  
  One’s tally of good or bad Spirit does not totally dictate 
  the fate one will achieve upon death - such results are 
  not directly related. Each Religion will have its own 
  interpretation of what happens after Death, although 
  performance of the correct funeral rites, Divine Will, 
  and the nature of particular deeds done in life can 
  all have an influence. Negative Spirit scores are as 
  viewed by the character’s own professed religion.   
  Example
  A PC Priest of Mithras during a 
  ‘Taurobolium’ ritual kills a bull in 
  his god’s honour. The PC does not 
  suffer the usual -4 SPR for killing 
  an animal but instead gains +4 SPR 
  for serving his god by following 
  the correct rites. A visiting Hindu 
  priest would be aghast though, 
  while a Christian cleric might 
  not be spiritually concerned 
  for the bull - as in Christianity, 
  animals do not possess souls.
  Maximum Spirit 
  A character’s Spirit (either Current or Base) cannot 
  be raised higher than a limit of 100 divided by the 
  number of hindrances possessed (round down). 
  On the other hand, there is no limit to the dark 
  depths that a character’s Spirit can delve.
  Example: A PC with seven hindrances has 
  a maximum Spirit score of 14, a PC with 1 
  hindrance a maximum of 100, and a saint with 
  none has a totally unlimited Spirit ability. 
  Changing Base Spirit 
  Following an adventure’s conclusion, after all SPR 
  awards/penalties generated during play have been 
  distributed, if a character's Current SPR differs from 
  their Base SPR, it is possible that their Base SPR might 
  be altered. The PC should roll a SPR AR based on 
  the difference between their Base and Current SPR 
  (always a positive number), subtracted from their 
  maximum. If the result is successful, the PCs Base SPR 
  changes by 1 point towards Current SPR. Such a roll 
  can only be made once per week, or per adventure.
  The maximum score for both Current and Base 
  Spirit is however, always dependent on the number 
  of spiritual hindrances a character possesses.
  Example
  Setting out on a dangerous trip, 
  Theophrastus (with 5 hindrances) has 
  a Base SPR of 7 and a Current SPR of 
  4. The adventure takes 3 days, each 
  day Theophrastus regains one point of 
  his lost Current SPR. At the end of the 
  adventure, the GM awards Theophrastus 
  +5 Current SPR. Theophrastus now has 
  Current SPR 12, a score 5 more than his 
  Base. Theophrastus for the purpose of 
  increasing his Spirit has an AR of 15 (his 
  maximum SPR as he has 5 hindrances 
  is 20, minus the extra 5 points he has 
  accrued). If he rolls the adjusted AR 
  15 of 76% or less, Theophrastus’s Base 
  SPR will increase to 8. His Current 
  SPR for the moment will remain 12.
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  400
  Faith
  Although the game mechanics treat its use like a skill, 
  Faith should be understood as being a ‘gift’ which 
  one must then develop to call upon divine power and 
  guidance. As Chivalry & Sorcery is based on medieval 
  Europe, the Faith ‘skill’ is based on Christianity. However, 
  your if your campaign uses other faiths then players 
  should declare their PC’s religion from the start.
  Faith does not measure belief in a Deity. That is 
  represented by Spirit. Faith is the ability to invoke 
  divine favour. In most religions, such requests tend to 
  be more successful when asked on behalf of others 
  and when they are reasonable, it is one thing to ask 
  for a blessing and quite another to part the Red Sea!
  Who May Practice The Gift Of Faith?
  Faith is a core skill. 
  Everyone possesses Faith as a divine gift. Whether one 
  chooses to develop it or not is a matter for personal 
  choice, just as it is in the real world. All character's 
  possess Faith as a core skill and start the game at least 
  with ‘basic attunement’ with their religion. However, 
  only clerical  character's may choose Faith for 
  Mastery at +20% to PSF as a mastered vocational skill.
  Personal Faith Factor
  Personal Faith Factor (PFF) is equal to (half 
  the character's Faith PSF) and their Base 
  Spirit. The PFF corresponds to the Personal 
  Magick Factor (PMF) of a mage.
  PFF determines the point at which a character 
  may access certain Act of Faith.
  Applying The Faith Skill
  If the character develops Faith skill in his current 
  religion, he may raise his Current Spirit by +1 for every 
  5% PSF (rounded up). This bonus apples only to his 
  current religion. If the character ‘converts’ to another 
  religion, his Faith PSF stays the same for the old religion. 
  However, he must start over in the new religion and 
  develop a new Faith skill from scratch. His Current Spirit 
  is reduced by the level in Faith in the old religion.  
  The level of Current Spirit determines the perceived 
  faith of a believer and this is shown as
  Current 
  SPR
  Kind of 
  Believer 
  Description
  0
  Atheist or 
  Apostate
  Character either does not believe in 
  any god or gods at all or else has 
  lost all his belief in his old religion.
  1 - 3
  Skeptical
  Character has little belief 
  in his religion.
  4 - 6
  Transgressor
  Character has little regard for his 
  religion and its teachings, though he 
  may make an outward show of belief to 
  mollify the true believers around him.
  7 - 10
  Marginal/
  Lapsed
  Character is a believer but largely 
  pays lip service to his religion.
  11 - 20
  True
  Character truly believes in his 
  religion and makes an effort 
  to live up to its teachings and 
  requirements of him as a follower.
  21 - 35
  Devout
  Character has a strong belief in his 
  religion and makes a determined, 
  consistent effort to live up to its 
  teachings and requirements.
  36 - 49
  Fervent
  Character is passionate about 
  his religion and he steadfastly 
  observes its teachings and 
  devotional requirements.
  50+
  Saintly
  Character is a model believer and 
  evidences the best his religion stands 
  for. The character is not a Saint, but 
  is definitely saint-like in many ways.
  Table - Perceived Faith
  Current SPR affects how well or how poorly a character 
  draws upon the Divine Power. Current SPR can change. 
  If Current SPR is “injured” by experiences that shake it, a 
  character may start to believe in something else. On the 
  other hand, if religion provides balm and solace, Current 
  SPR grows or heals. Unlike Body and Fatigue levels, 
  Current SPR can greatly exceed a character’s original 
  starting base or it can lapse into total non-existence. 
  Current SPR is affected by religious experiences.
  When an intercessor (person praying) performs an Act 
  of Faith he expends Current SPR equal to the Fatigue 
  cost of the Act of Faith. If the Act of Faith is successful he 
  regains all the expended Current SPR and gains a bonus 
  of +1 Current SPR if a Crit Die is a 10. However, if the 
  Act of Faith fails, he only regains half of the expended 
  Current SPR to reflect the fact that he believes his Deity 
  may have forsaken him. If a Critical Failure (Crit Die 10) 
  then the cleric loses all of the expended Current SPR. 
  When a Believer is exposed to a ‘miracle’ of his current 
  religion, he makes a Faith roll. If he succeeds, his Current 
  SPR is increased and the amount his Current SPR 
  increase is shown in Table – Miracles Believer’s Bonus 
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  401
  Note: 
  Clerics are affected by 
  ‘miracles’ and yet are 
  ‘resistant’ because some 
  play balance is required. 
  By virtue of their office, 
  such characters are 
  often more exposed 
  to miraculous events 
  and could otherwise 
  reach high levels of 
  Belief far too easily.
  A person exposed to another religion’s ‘miracles’ must 
  make a Faith roll to test his own Faith. If he succeeds, 
  his Belief in his current religion is secure. If he fails, 
  his Belief is shaken. Table Miracles Unbeliever’s 
  Bonus shows what happens to the person’s SPR 
  Points in such cases, he will gain the bonus in the 
  ‘other’ religion but at the same time any belief he has 
  in his own religion will suffer the negative penalty.
  Once Current SPR in the other religion is equal to 
  a character’s Spirit and his original Belief has not 
  fallen below ‘Lapsed’ (SPR 10), he is respectful and 
  tolerant of the other Faith and does not persecute 
  its followers. He may even attend their services at 
  times but this is dependent upon the level of Belief. 
  Invoking 
  Cleric
  Recipient 
  Believer
  Believer
  Type
  Crit 1-9 / 10
  Crit 1-9 / 10
  Witness
  Minor Miracle
  +0
  +1
  +1
  +2
  +1
  Miracle
  +1
  +1
  +1
  +3
  +1
  Greater Miracle
  +1
  +3
  +2
  +4
  +2
  Table - Miracles Believer’s Bonus
  • 
  If SPR in the other religion reaches True Believer 
  (Spirit 10), and his original Belief has ‘Lapsed’, 
  a character is confused and suffers a penalty 
  of -1D10% (a minimum of -5%) to any religious 
  skill roll he/she makes (Faith, etc..).
  • 
  If belief in one’s current religion is below Spirit 10 
  and belief in the new religion is at True Believer 
  (SPR 11) or higher, the character converts to 
  the new Faith and abandons his old Faith.
  • 
  At 50 SPR Points, one’s Faith is such that Belief cannot be 
  shaken by miracles of other religions etc. A saintly person 
  is completely immune to conversion to another religion.
  • 
  If a believer rolls a Faith test successfully with 01% on the 
  1D100 and a Crit Die result of 10, a major Conversion 
  experience occurs. The character experiences a profound 
  and lasting religious experience such that he instantly 
  becomes deeply spiritual. If the character’s Spirit is less 
  than SPR 16, immediately increase it to SPR 16! If he has 
  SPR 16+, increase his Spirit by +3. Also add +1D10 to 
  SPR in his Faith (a minimum of +3). Such an experience 
  can occur only once in a Believer’s lifetime and renders 
  the Believer immune to conversion to any other religion.
  • 
  If an unbeliever fails a Faith Test with 100% on 
  the 1D100 and a Crit Die result of 10, a major 
  Conversion experience occurs. The character 
  adds +1D10 to his SPR in the new religion in 
  addition to the increase in his Spirit and subtracts 
  the same value from Belief in his current Faith.
  Recipient Unbeliever
  Unbeliever Witness
  Type
  Crit 1 - 9
  Crit 10
  Crit 1 - 9
  Crit 10
  Minor 
  Miracle
  +0
  +1 / -1
  +0
  +1 / -1
  Miracle
  +1
  +2 / -2
  +1 / -2
  +1 / -1
  Greater 
  Miracle
  +3 / -3
  +5 / -6
  +2 / -2
  +2 / -3
  Table - Miracles Unbeliever’s Bonus
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  Attending Religious Services
  At every religious service a Believer ‘sacrifices’ a small 
  amount of his Fatigue, but a Blessing is conferred upon 
  him, for he is ‘touched by the Spirit’. Blessing applies 
  to everyone in the congregation unless specifically 
  excluded. Blessing is a Divine gift and, in some 
  religions like Christianity, may be granted as a ‘grace’ 
  even to those who are not of the Faith. Unbelievers 
  receiving such a benefit therefore make a Faith 
  roll in their own religion as if exposed to a ‘miracle’. 
  Avowed clerics of other faiths (priests, monks, etc.) 
  do not make a Faith roll if they are merely observing 
  and are not participating in the actual ceremony.
  Special benefits may accrue as well:
  Receiving the Holy Eucharist:  
  Medieval Christians who have gone to confession enjoy 
  an additional +5% benefit for receiving the Eucharist 
  during  the service. Such benefits last 24 hours and apply 
  to all tasks considered lawful and good by the Faith.
  Greatly Blessed:  
  If a worshipper with SPR Points 11+ succeeds in a Faith 
  roll with a Crit Die 10 he believes he has been touched by 
  the Deity or Saint who was the subject of his devotions. To 
  acknowledge this he gains twice the usual Benefit % to his 
  TSC% and also +3 to the Crit Die for one crucial skill roll within 
  the next 24 hours. This blessing requires a special penance 
  or sacrifice to the Saint or Deity. He also gains 2 SPR points. 
  Personal Devotions:  
  Instead of attending Mass, if a character performs 
  personal devotions lasting a total of three hours over 
  the course of a day (private prayer, etc.), then in the 
  following day he will be gain the benefit to his TSC% 
  as shown in Table  – Attending Religious Services. 
  Again, he has a chance of being Greatly Blessed.
  Clerical Tapping Of The Congregation’s 
  Belief Pool
  By virtue of his office as an ordained priest, the 
  celebrant of a Mass can tap a portion of the Belief 
  Pool offered up by his congregation during the 
  weekly ceremonies to assist him in performing 
  certain Acts of Faith over the course of a given week. 
  Some Acts of Faith can be extremely exhausting, so 
  much so that a priest might will have insufficient 
  Fatigue of his own to channel the divine life forces 
  made available to him to perform certain rites.
  Each week, the priest may draw on the indicated 
  Fatigue (as shown in Table - Belief Pool) for every 10% 
  of PSF% he has in Faith. He may also draw upon +1 
  FP per Spirit level he possesses. These FP may be 
  used on behalf of his ‘flock’ and in the general service 
  of the Faith. When away from his congregation, their 
  prayers go with him, so a priest can still draw on 1/3 
  of the FP he normally could were he in the parish.
  Belief Category
  Cost
  Benefit1
  Congregation2
  Sainted Believer
  -4 FP
  Blessing: +7%
  0.01%
  Fervent Believer
  -3 FP
  Blessing: +6%
  3%
  Devout Believer
  -2 FP
  Blessing: +6%
  7%
  True Believer
  -1 FP
  Blessing: +5%
  48%
  Marginal / Lapsed 
  Believer
  -1 FP
  Blessing: +4%
  33%
  Transgressor
  -1 FP
  Blessing: +3%
  6%
  Sceptical Believer
  -1 FP
  Blessing: +3%
  2%
  Atheist / Apostate 
  / Unbeliever
  -0 FP
  Blessing: +3%
  1%
  1The bonus may be added to attempts to perform lawful 
  or just tasks in the next 24 hours and applies to a number 
  of success rolls equal to the Recipient’s Spirit / 3.
  2This shows the percentage of the congregation 
  are within each Belief Category.
  Table - Attending Religious Services
  Determine the FP available to the priest from the 
  Belief Pool and record it separately from his personal 
  Fatigue. He may draw upon -2 FP from the Belief 
  Pool for every -1 FP he expends from his personal 
  FP until he has exhausted his weekly allotment from 
  the Belief Pool. Note: Unused FP from the Belief 
  Pool cannot be carried over into the next week.
  A lay brother sent on a special errand by his Order 
  may draw upon the Belief Pool of his monastery 
  as if he were an ordained priest away from his 
  congregation, since his brothers will devote special 
  prayers to his safety and success while he is absent.
  Clearly the size of the congregation is important 
  and that will be determined by the circumstances in 
  which the priest finds himself in the campaign. The 
  Gamemaster can establish the type of congregation 
  and use Table – Belief Pool to determine the portion 
  of the weekly Belief Pool the priest(s) can tap in order 
  to augment their own FP levels when performing Acts 
  of Faith on behalf of others needing who need them.
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  403
  Calling Upon Divine Power
  Acts of Faith involve a believer’s calling upon 
  Divine Power through Prayers to the Divinity or 
  a Saint. The person praying has no ‘power’ to do 
  anything himself. This is the essential difference in 
  the way Faith operates as compared to Magick.
  Prayers are means of contacting the Divinity. Simple 
  prayer is available to all believers of a religion.
  Sacramental Rites are Sacred Rituals that always 
  work and always bestow the divine benefits they are 
  intended to bestow. They are totally independent of 
  the Spirit and Belief of the celebrant because they 
  flow directly from a divine source when called forth by 
  the ritual acts performed by an authorised celebrant 
  such as an ordained priest of an organised religion.
  Special Prayers require specialised knowledge of the Faith 
  to be successful. In a sense, they are not unlike Magickal 
  spells in some of their effects, but they operate on quite 
  a different plane and cannot be employed wilfully. Lay 
  believers and unordained Clerics have access to Prayer 
  which are simple Acts of Faith. Ordained Priests and 
  Priestly Mages also pray and routinely turn to Sacred 
  Ritual and Special Prayers, as well, to fulfil many of their 
  religious duties. Table – Requests for Divine Aid shows 
  who a character is able to pray for in this manner.
  Type of Congregation
  FP may call upon
  Small rural congregation
  1.0 x 1D10 FP
  Typical rural congregation
  1.5 x 1D10 FP
  Large rural congregation
  2.0 x 1D10 FP
  Very large rural congregation
  3.0 x 1D10 FP
  Small town congregation
  1.0 x 1D10 FP
  Typical town congregation
  1.5 x 1D10 FP
  Large town congregation
  2.5 x 1D10 FP
  Very large town congregation
  3.5 x 1D10 FP
  Bonuses for Buildings & Shrines1
  Cathedral Church
  +4.0 x 1D10 FP
  Small Priory
  +2.5 x 1D10 FP2
  Typical Priory
  +3.5 x 1D10 FP2
  Large Priory
  +4.5 x 1D10 FP2
  Major Monastic House
  +6.0 x 1D10 FP2
  Local Saint’s Shrine
  +3.0 x 1D10 FP3
  Regional Saint’s Shrine
  +6.0 x 1D10 FP3
  National Saint’s Shrine
  +12.0 x 1D10 FP3
  1These bonuses are added to the basic Belief Pool 
  gained for the appropriate size of congregation. This 
  reflects the added benefit of being in a scared location.
  2Monastic orders spend a great deal of time in 
  Congregational and personal worship. Consequently, 
  ordained priests in such congregations can draw upon 
  a significant Belief Pool even when the numbers of 
  monks or nuns present is not overly large. If the chapel 
  or church also happens to have a large lay congregation 
  attending it, the FP can be increased to reflect that 
  fact. If a cathedral has a monastic chapter attached, 
  its Belief Pool similarly can be increased to reflect 
  the type of monastic institution associated with it.
  3These are additional bonuses to the Belief Pool 
  if the location is also a Shrine and are cumulative 
  with those for building which exist there.
  Table - Belief Pool
  Laymen 
  May Request Divine Aid
  Anyone 
  For himself.
  True Believer 
  For himself or for someone 
  instead of himself.
  Devout Believer 
  For someone in addition to himself.
  Fervent Believer 
  For a number of people equal to  
  ½ SPR in addition to himself.
  Sainted Believers 
  For a number of people equal to  
  his SPR in addition to himself.
  Clergy 
  May Request Divine Aid
  Clerics1 
  For a number of people equal to  
  5 x SPR in addition to himself.
  Ordained Priest 
  For a number of people equal to  
  10 x SPR in addition to himself.
  Priestly Mages 
  For a number of people equal to  
  3 x SPR in addition to himself.
  1Clerics includes all lay brothers in monastic 
  orders, including fighting orders.
  Table – Requests for Divine Aid
  There are a number of special modifiers to the Clergy’s 
  ability to call upon the benefits of Acts of Faith for 
  others and these are shown in Table – Acts of Faith.
  Clergyman’s Belief 
  No. of People
  If a Devout Believer 
  3 x usual number
  If a Fervent Believer 
  7 x usual number
  If a Sainted Believer 
  12 x usual number
  Table – Acts of Faith.
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  404
  Common Terms
  AoF: Act of Faith.
  SR: Sacred Ritual.
  SP: Special Prayers.
  †: Acts of Faith that are solely within the 
  competence of ordained priests.
  ‡: Acts of Faith that may only invoked by ordained Priests, 
  Monastics (monks, nuns) and members of Holy Fighting Orders.
  Auto: Automatically takes effect (i.e. no 
  Spirit AR% roll, etc. is required).
  SC: Success Chance that the benefit flows to the recipient.
  Supplicant: The person requesting the divine benefit.
  Recipient: The person receiving the divine benefit. In some 
  instances this may be the same person as the Supplicant.
  Spirit: Make an Attribute Roll based on Spirit to 
  successfully invoke or to receive divine benefits.
  Cost: A Fatigue Point cost is typically associated with an Act 
  of Faith and will be assessed against the person(s) named.
  Crit Die Result: A certain result on the Spirit AR Crit 
  Die is needed for Act of Faith to be successful or else 
  there is an enhancement to the benefit received.
  Time: This is the time needed to perform an Act 
  of Faith, Sacred Ritual or Special Power.
  Duration: The length of time the effects of the Acts of 
  Faith, Scared Ritual or Special Power last.
  'Learning' Acts Of Faith
  Acts of Faith are not learnt like other 
  skills. Some are core skills and improve 
  as Faith and SPR improves, whereas 
  others are part of the vocation of a priest or 
  monk. The PFF at the beginning of any AoF refers 
  to the point at which one may call upon that AoF.
  • 
  Certain Acts of Faith cannot be accessed until a believer 
  attains the indicated PFF minimum for the AoF.
  • 
  Ordained Acts of Faith marked † are 
  reserved to ordained priests only.
  • 
  Acts of Faith marked ‡ are reserved for ordained priests, 
  monastics and members of Holy Fighting Orders only.
  Spiritual Effects
  Spiritual Aura: Beings, locations, objects (typically 
  holy relics or cursed items), that possess a large 
  amount of Spirit (positive or negative) radiate 
  a field, or aura, of power that can influence 
  the Spirit of those encountering them.
  Such a field for a person (site or item) is calculated by 
  dividing their Current SPR (adjusted for any holy or 
  cursed object they might be carrying), by 10 (round 
  down). The radius of this field being equal to a 1/4 mile 
  (440 yards) per point of aura strength. Each point of this 
  outpouring positively (or negatively) influences all rolls 
  by +/-5% per aura point. Any influence so caused only 
  occurs within the direct spiritual zone of influence, its 
  effect dissipating totally on departure from the aura. 
  Closely bound groups (such as a church congregation, 
  or a PC party containing a cleric) may combine the 
  individuals’ separate SPR auras together into a sum total. 
  Malignant Spirits: Evil spirits are magnetically 
  drawn by those with low or negative Spirit - although 
  when able, Infernal spirits will attempt to corrupt 
  character's with high SPR, as they gain greater SPR 
  themselves from doing so. Any wicked spirit within 
  the radius of a person with a negative Spirit aura will 
  find themselves attracted to that individual. When 
  spirits attempt to possess or attack such a person, they 
  receive a bonus or penalty equal to that individual’s 
  SPR aura multiplied by x5%. A character’s aura also 
  acts as a modifier to resistance rolls against invasion 
  by such entities, as well as to Magickal skill rolls.
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  405
  As a bonus to their own Current Spirit, spirits 
  themselves gain the Current Spirit of any character 
  they successfully convince to willingly perform an 
  act against the character’s religion. If they actually 
  manage to ‘convert’ a character to ‘the Dark’ they 
  gain a bonus of 3x the converts Base Spirit. Of 
  course, once ‘converted’ any negative Spirit (both 
  Base and Current) possessed by a character becomes 
  their new positive Spirit in their new ‘faith’.
  Sanctified Locations, Relics & Objects Containing 
  Spirit
  Spiritual Locations: 
  If formal worship is performed in an area specifically 
  dedicated to the religion, the location will have 1 
  point of Base Spirit for every 10 points (round down) 
  of combined worshipers’ SPR aura, each ‘average’ 
  worshiper generally having roughly 1 point to 
  contribute. After a year of constant worship at a 
  site the locale will gain the aura permanently. As 
  the worshipers grow in number so to will the site’s 
  aura, increasing annually as appropriate. An area is 
  considered ‘Holy Ground’ when it has either been 
  deliberately consecrated by a priest (see Acts of Faith 
  (qv)) or it has accumulated 50 SPR Points through 
  worship there over time, enough to consecrate it.
  In such a circumstance the shrine can act as an ordained 
  priest, granting Miracles or other Acts of Faith.
  To calculate the Faith of the Shrine, divide the SPR 
  Point by 10 to find the PFF. The BCS of the shrine will 
  always be 30. Thus a new shrine granting Miracles 
  would have TSC 50% to cast Acts of Faith.
  Successful Specialised Miracles may only be received 
  once by an individual in their lifetime at a particular 
  shrine. Other Miracles may only be called upon once 
  per year by an individual, and can only be requested 
  if part of a specific pilgrimage to that shrine.
  Current Base Spirit can be influenced by actions, relics 
  and art housed, or ceremonies carried out within their 
  precincts. If left unused and not spiritually maintained, 
  a location’s Base Spirit will eventually dissipate. This is 
  a slow process, as even a superficial level of practice 
  will keep a locale active; however totally abandoned 
  sites lose 1 point of Base Spirit every 10 years.
  Human Remains and Relics: Upon death, half of a person’s 
  Base Spirit remains within their corpse. For example, if 
  a pious bishop dies with 40 SPR, the prelate’s relics will 
  retain 20 SPR and will emanate 2 SPR within a mile radius 
  of his remains. However, the spiritual power of remains 
  will eventually dissipate as buildings and locations do - 
  after 200 years none will remember the bishop–unless his 
  memory is maintained by prayer. The emanated Spirit of 
  remains and relics additionally add to that of buildings
  Example
  If an evilly depraved Cannon who more 
  than dabbles in sorcery, has a Current SPR 
  of 23, everyone within half a mile of him 
  could be affected by a +/-10% modifier, 
  caused by his malignly emanated 2 SPR 
  wickedness. The Cannon’s own Spirit is 
  positive as he is totally devoted to his 
  service of the Infernal, and is a ‘good’ 
  diabolist. Whether his aura helps or 
  hinders the PCs depends on their attitude 
  towards the Cannon’s morality, this being 
  determined by the GM as situations 
  arise. His diabolic Spirit will certainly 
  cause problems for him in his “proper” 
  function as a Christian Cannon though!
  Example:
  A shrine with a congregation of 25 
  ‘average’ worshippers and a  holy 
  priest with an SPR of 22 will have a 
  combined worshippers’ SPR Aura of 
  27 (25x1 + 2). The aura the physical 
  building itself will emanate is a 
  tenth of this, or 2 points.  Some 
  sites may gather such attention 
  that the Aura that they achieve may 
  imbue the site with the ability to 
  perform miracles in its own right.  
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  406
   Transcendent Art: Certain art objects, due to their 
  quality and pathos can manifest spiritual essence. 
  These religious works are nearly always paintings, 
  although statues are also known to “speak”. The city of 
  Florence is an example of a city possessing several of 
  these wonders, from the altarpieces of Cimabue, the 
  statues described by Petrarch, to the miraculous  image 
  of the Virgin of Orsanmichele by Bernardo Daddi.
  If an artist has a TSC% of greater than 100% and rolls 
  a Crit Die 10 when creating an intentionally spiritual 
  artwork, the completed piece is imbued with a spiritual 
  connection to its subject and manifests half of the 
  artist’s Base Spirit. If prayed to, it will art to function as a 
  relic, and likely gain in both fame and spiritual power.
  Destroying Objects: Any object that contains a 
  significant amount of SPR, if destroyed, will release 
  the contained pent-up Spirit in the form of spiritual 
  energy. This will effect everyone in the area, the damage 
  inflicted being 1D10 of Current SPR per 10 points 
  of the object’s aura (with a range of a 440 yards per 
  aura point). This damage persists even after anyone 
  affected has left the area in which it was destroyed.
  Swearing Oaths and Pilgrimages
  In feudal societies, where Divine power is considered 
  real, and where literacy and legal sanctions are not 
  wide-spread, the word and honour of a person is 
  of great value. Many social obligations and legal 
  contracts are sealed with a sanctified oath - an act 
  that binds one to a deed or behaviour. To this end, 
  oaths were generally undertaken before a witness; 
  although some cultures held the mere swearing 
  to higher powers binding, and certainly pious 
  individuals would consider themselves so bound.
  Pilgrimages and other physical spiritual labours, 
  such as helping construct a religious institution, 
  have a reward in SPR. Often this might be both in 
  the form of a daily boost to Current SPR (typically 
  1-2 points of Current SPR per day, until the oath 
  is fulfilled, - as long as the character maintains 
  the honest intention of achieving their goal and 
  undertakes active steps to do so), as well as a “reward” 
  of Permanent SPR upon the oath’s fulfilment.
  Once sworn, an oath or undertaking, must be adhered 
  to in detail. If a publicly acknowledged vow involves a 
  major endeavour that might potentially cause actual 
  harm or great loss, the oath-bound often might gain 
  +1 to +3 Social Status. However, failure to fulfil the 
  oath within a specific, or even reasonable time (GM’s 
  discretion), can likewise cost the character -1 to -3 Social 
  Status points. A character that continues to renege 
  on an oath may further suffer additional Social Status 
  penalties, as their peers loose respect for the individual. 
  Likewise, if a character abandons an undertaking, 
  they will suffer a loss of 3x the goal’s Current SPR as 
  well as a loss of the goal’s SPR reward in Base SPR.
  If a character later regrets having sworn an oath, 
  they may go to an ordained priest - who must be 
  of the god in whose auspices the oath was sworn, 
  and be absolved of it. This typically requires the 
  sacrament of confession and some penance..
  Grace and Spiritual Hindrances
  Since the fall of Man from their perfect state, Union 
  with the Divine and one’s achievement of spiritual 
  enlightenment have been hampered by two elements 
  deeply rooted in the mortal condition. Human Nature, 
  partially expressed by one’s Spirit (which reflects the 
  innate capacity for spirituality, as well as those past 
  behaviours that might have shaped such potential). 
  The other is the desperate clinging to hindrances, 
  emotions, irrational views and inflexible ideas, over 
  the nature of the world and the Divine Plan.
  To measure the state of one’s Grace we use Grace 
  Points (GPs). Whenever one commits a sin, not only are 
  Spirit points lost but additionally a similar number of 
  Grace Points. Carrying out the relevant penance will 
  regain half the lost GPs. Attending regular religious 
  services will gain 1 GP per attendance, maximum 
  of 1 per week, or 2 if it’s a particular feast day.
  If a NPC or PC’s SPR Points exceed 50 then that person 
  might well begin to attract followers, awed by their 
  unfailing belief and faith. This assembly possibly 
  inspiring the creation of a Saintly SPR Pool around/or 
  for them by the community. If the mentor maintains a 
  following and undertakes religious teaching to minister 
  to their “flock”, then that following begins to create 
  a belief aura around the individual. The combined 
  worshippers’ spiritual Aura around the mentor 
  gives a chance the aura accumulates a SPR total. 
  This chance is equal to the Aura strength of the 
  worship led by the individual at any one time.
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  407
  Such a Belief Aura will maintain presence even after 
  the death of its leader, if its strength exceeds the 
  founder’s SPR Points x 2 at the time of their death. 
  Canonisation or Deification is merely the recognition of, 
  and thereby the stabilising of the Personal Belief Aura. 
  For one not canonised or deified, the belief aura will 
  only last as long as believers continue to assemble to 
  worship. Every time that Saint is called upon in prayer, 
  then the chance of obtaining a SPR point is the same 
  as before. Individual saint’s days being regarded as 
  specific points when the saint’s SPR aura is recharged.
  A minor deity will “fade away” once its worshippers 
  drop away. If the being was officially recognised 
  by canonisation or deification, they will become 
  dormant until someone believes in them again. 
  If not, the entity eventually “dies” forever.
  PCs and Spiritual Enlightenment 
  (Entering a State of Grace)
  As a character nears saintly Union with The Divine, 
  or to enlightenment, their personality can radically 
  alter. Although such an individual approaching a 
  State of Grace still possesses a distinct personality, it 
  is not as dramatic as a “normal” person’s. Whilst their 
  character is not lost, that personality simply has less 
  concern for egotistical command over their nature. 
  At times such individuals might seem supernaturally 
  lucid, emotional, manic, or even insane. A near-
  saintly being might also appear to different people 
  in varying guises; an observer might encounter a 
  seemingly deranged religious fool, while another 
  might meet a radiantly calm imam or abbess.
  Physically changes generally also occur, typically 
  around the stage of a single remaining hindrance; this 
  being largely dependant on religious tradition. Various 
  bodily signs, such as Christian stigmata, might appear, 
  voices might become more melodic, or other such 
  indications of approaching Union or enlightenment 
  might become visible. A very common manifestation 
  is of a soft, warm bodily “glow” - although again this 
  is not universal and is a matter of spiritual tradition.
  However, once a character actually achieves 
  sainthood, enlightenment, or Union, 
  the character should be retired.
  The Impact of Hindrances on Grace
  Spiritual hindrances may also cause the loss of GPs, 
  or their gain. Giving in to a hindrance will result in the 
  loss of GPs while resisting the hindrance will gain GPs. 
  Removing a hindrance also gains GPs. However, GPs may 
  never be lower than a character’s Spirit. If a character’s 
  Spirit should however fall into negative figures, then 
  that character is said to have “fallen from Grace”.
  GPs may also be used as a bonus when utilising 
  Influence. Saints and enlightened beings are not 
  preoccupied by, or focus, on mundane notions or tasks. 
  They no longer want, feel or believe in concepts other 
  than that necessary or mandated by The Divine. 
  Hindrances are a yardstick of the separation of a 
  person from the purity of The Divine, but are also the 
  foibles that influence one’s unique character. That said, 
  hindrances insidiously cloud minds, keeping them rigid 
  and unable to freely adapt to new circumstances or 
  situations. Hindrances also corrupt clarity of purpose, 
  dragging down beings even when trying to achieve 
  more profound levels of spirituality - maintaining 
  the links that bind one to negative attachments. 
  The path towards achieving spiritual transcendence 
  being that of casting off these misconceptions.
  Hindrances fall into three categories: those of fleshly 
  and material pleasure (or conversely discomforts and 
  suffering to be avoided), the dearly held concepts 
  and ideas of self and personality that mankind clings 
  to, and those notions and models of how Creation 
  functions. Although some religions, such as the 
  ‘Abrahamic’ faiths, do not require believers to relinquish 
  attachment to the physical, and forbid attachment 
  to people, such errors are still very common.
  All starting PCs must choose five attachments for 
  their character, two of which at least must be ‘major’ 
  attachments. A character’s Special Abilities and Defects 
  may be used as the basis of some of their hindrances. 
  For instance a PC has the Special Ability of Berserker 
  Rage. They might well have the Impulsive Action 
  hindrance (as a ‘Dark’ hindrance that also grants +5 PC 
  Points), as well as those of Bravery, Strength of Body and 
  the “Death-confronting” aspect of The Dance of Death. 
  They might not - but these are especially appropriate.
  Flaws and defects may also indicate further 
  hindrances must be taken beyond the initial five. 
  These additionally might be of a specific severity
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  Using Spiritual Hindrances
  Even if wrongheaded, Hindrances are not totally 
  illogical - they can actually sometimes be useful. As 
  an example, a Willpower roll may warrant a bonus 
  of +25% to the roll, when defeat would signify a 
  catastrophic knock to an attachment. However, if 
  the hindrance has not actually been role-played in 
  the game session the GM may deny this bonus. For 
  instance: A God-fearing PC with the Precious Ownership 
  hindrance facing an attack by a street-pad trying to 
  snatch away their prized saintly relic would receive 
  a bonus to resist being stunned. Alternatively, a PC 
  with an obsession with their own Bravery would be 
  required to make a Willpower save vs. fear to avoid 
  running away from a potential battlefield rout.
  Dark Hindrances: Some hindrances are listed as ‘dark’. 
  Depending on one’s faith these impediments may 
  be harmful. However, as a member of society, some 
  misconceptions, emotional bonds and obsessions are 
  certainly more problematic than others. Such fixations 
  as these have a significant likelihood of causing 
  spiritual obstacles for a character. Each hindrance 
  of this type possessed grants +5 bonus PC Points.
  Just as other obstacles, Dark hindrances can 
  develop naturally. Traumatic events, supernatural 
  attacks or botched Magical rituals may also cause 
  them to emerge. A roll being necessary In order 
  to change a ‘dark’ hindrance to a normal one.
  Morality Checks against Spiritual Hindrances
  Due to the fallen nature of mankind, a ‘morality 
  check’ might be required by a character in order 
  to overcome their base nature. This typically 
  occurs under specific conditions, or if a character 
  encounters or experiences particular situations or 
  circumstances. A standard morality check takes 
  the form of a roll again one’s Willpower skill.
  The bulwark of faith protects pious individuals, and 
  even if facing supernatural or Magical temptation, they 
  may be able to summon reserves of inner strength. 
  Such resilience relies upon conviction and belief in the 
  protection of higher powers, or through preservative 
  ritual. Characters may choose to utilise 2/3 of their 
  Faith skill rather than making a Willpower roll.
  A character that successfully resists one of their 
  hindrances receives Grace Points - gaining 1/4 Crit 
  Die (round up) for a minor hindrance, 1/2 Crit Die 
  (round up) for a major hindrance and Crit Die for a 
  severe hindrance. However, those that fail to resist 
  their hindrances forfeit a similar level of Grace Points. 
  Note Grace can never be lower than Base SPR.
  Physical and Worldly Hindrances
  These are fixations upon and attachments to (or fear 
  of) physical possessions, the pleasures of the flesh or to 
  one’s skills and abilities. Dwelling and ruminating upon 
  such things, the object or subject of concern obsessively 
  invades and dominates the character’s thoughts. That 
  they might never achieve (or possibly even want) the 
  subject is of no matter - the obsession is compulsive.
  Many a poor tenant-farmer, for instance, possesses 
  an obsession with wealth, churning night-and-day 
  over fruitless schemes to secure money for their 
  landless family. Or the populist radical reforming 
  priests who consider money as the root of all sin, 
  and harbour extreme enmity towards lucre, railing 
  and preaching absolutist poverty against clerical 
  corruption and noble excesses. Both are entrapped.
  Aristotelianism:
  The concept that one is totally rational and has no irrational 
  beliefs. Alternatively that totally random, illogical thoughts 
  are in reality all that matters, a madman in a mad world 
  being no fool—and in any case, it doesn’t matter.
  Bacchanalnaiism:
  A serious “fondness” with alcohol (wine, mead etc) that might 
  merely indicate ardent enjoyment of alcohol’s gifts, or if more 
  severe, actual addiction, or alternately prejudiced abstention.
  Impulsive Action (Potentially Dark):
  Immediate endeavour without pause for introspection. 
  This is either the thrill-seeking desire to live on the edge, 
  or to not to be bothered with complex and time-wasting 
  rational thinking. Alternatively, its opposite can also be the 
  compulsion to minutely think through every outcome and 
  option possible that might arise from a particular action-taking 
  excessive time and effort over every task. If this takes the 
  form of causing suffering to others it is regarded as ‘Dark’.
  Maladies (Dark):
  The character has a hypochondriac’s obsession over the 
  threat of infirmity and sickness, even actual death is less 
  paralysing than the mere thought of ailments. A character 
  being so fixated, takes every minor change for the onset 
  of deathly malady; or they might alternatively disregard 
  their health, acting as if disease simply will not affect them. 
  Christians often do not regard this as a ‘dark’ hindrance, 
  as sickness is rife - although obsession is still dangerous.
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  Miser:
  The idea, or avaricious obsession, of possessing 
  large sums of money. Medieval societies were ones of 
  conspicuous displays of wealth - those who refrain from 
  offering alms, largesse and who amass huge sums, are 
  likely to be viewed by others as misers. This is seriously 
  frowned upon by religious and secular authorities, who 
  will also likely target them for expensive visits or taxes.
  Occult Might (Dark):
  A mighty craving for possessing Magical power (often 
  uniquely for personal gain), or the eradication of all 
  such abominations. Many clerics and the learned 
  sadly fall prey to such temptations or rages.
  Past Events:
  The character is obsessed by an event in their past, 
  often mulling over details, and by how such could 
  have unfolded differently. This dwelling exhibits as the 
  character being often introspectively focussed more on 
  the past than on events around them. Alternatively the 
  past blithely never happened with no lessons learned.
  Precious Ownership:
  The character is obsessively attached to an item or 
  collection of objects in their ownership. It is possible 
  for this “thing” to be another person, or even an idea 
  - if such a relationship takes a possessive form.
  Sovereignty:
  The character enjoys holding power over others. This 
  might flow from intimidation, witchcraft, official position, or 
  as a respected leader, rabbi or mage. Such a character 
  holds the oaths of feudal juniors very dearly–but might be 
  lax in their own adherence. The reverse could manifest 
  as complete fecklessness, avoidance of responsibility, 
  or disregard for society’ norms and power structures.
  Temptations of The Flesh:
  Obsession with either sexual pleasure, or viewing 
  the same as a demonic seduction that must be 
  resisted (often accompanied by mortification of the 
  flesh such as flagellation or extreme fasting).
  The Dance of Death (Dark):
  Medieval daily life is harsh, the hazard of death is constant 
  and unrelenting. All conceivable risks must be avoided, 
  or eliminated - it being “only sensible” to obsess over 
  physical well-being, the notion of safety from physical 
  danger and the overriding avoidance of risk. The means to 
  immortality (often through bizarre occult practices) might 
  also be a paramount concern. Conversely, this manifests 
  as the need for adrenaline and excitement that comes 
  from finding oneself in life-threatening situations. Death 
  must be faced down by constantly exposing oneself in 
  order to steel oneself against “The Great Leveller”.
  Unusual Sexual Appetites (Dark):
  Dark destructive sexual impulses overwhelm the character. 
  Other than direct sexual acts these may manifest as abusive 
  or abnormal behaviour directed towards the object(s)/item(s) 
  of desire. This compulsive drive is so strong that those so 
  motivated will either seek to avoid totally any form of temptation 
  (often subjecting themselves to extreme penitences), or 
  be compelled to act on their deviant sexual appetites. 
  Self-delusional Hindrances
  Typically these are often prideful beliefs, with those 
  holding these being committed to an idea or belief 
  about themselves. Such convictions are subscribed 
  to wholeheartedly; holders often view themselves as 
  different, and that their difference is consequential. 
  Ascetic Detachment:
  An obsession with the concept of living without luxuries 
  or worldly pleasures. This is not the normal need for such 
  conditions in order to facilitate spiritual introspection–but rather 
  the wallowing and inordinate pride in being in such a state.
  Bravery:
  The unreasoning belief that the one is untouched by fear, 
  whatever the circumstances. Alternatively, this might be 
  shaking cowardice and the fear of being ‘found-out’.
  Canny Guile:
  The prideful notion that one can make others believe whatever 
  one desires by sheer force of wit, personality, or guile.
  Empathetic:
  The conceit that one understands other’s feelings, 
  and instinctively knows what’s best for them.
  Helpless (Dark):
  The character compulsively frets over the notion of not having 
  control over their life. Necessary actions might be ignored 
  and avoided as the individual wallows in misery. On the 
  other hand, this might express as contempt for the weak.
  Iron-willed (Dark):
  Resolute belief in one’s own superior and unbending self-
  control. Others’ influences are of no concern, as are one’s 
  own petty needs - all is contained by unshakeable willpower.
  Magnanimity:
  The idea that one is never small-minded or vindictive. 
  This can be seen as condescending and patronising 
  by others. The converse hindrance being that one 
  should never forgive, nor forget, a wrong.
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  Ruthlessness:
  Restraint is of no concern in the lengths that a character 
  will go to in order to achieve his or her wishes. This 
  might not be blatantly overt, or may be more a case 
  of elaborate scheming to achieve desired results. The 
  converse is indecisiveness that leads to nothing.
  Sadistic (Dark):
  The belief that the character can, and has no moral 
  compunction against, causing others injury, harm or mischief.
  Spiritual Pride:
  The cause of Satan’s fall - perhaps the most dangerous 
  spiritual misconception. Those with this hindrance take 
  overweening pride in their own humility. It is a conceited 
  humbleness in which contempt is showered on those who 
  show even the slightest delight in their own achievements. 
  Those with this impediment often viewing their ‘rarified’ 
  attitudes as affirmation of their own spiritual advancement.
  Strength of Character/Body:
  Prideful devotion to the idea that one has greater 
  than normal strengths (physical, mental or spiritual) 
  that can be used to enforce one’s desires over 
  others. Typically a particular aspect is specified.
  The Folly of Man:
  The prideful belief that a character is cleverer (or conversely 
  stupider) than others. The character is so much more 
  intelligent that they cannot be tricked easily, seldom falling 
  prey to the foolish beliefs and opinions of others, those 
  being based on poor judgement or astuteness. The reverse 
  often unthinkingly falling into the state of a gullible lackey.
  The Vanity of Venus/Adonis:
  The egocentric belief in one’s own physical attractiveness (or 
  in the condition of bodily dysmorphia), and in the lustful idea 
  that one is sexually desired by others. This may be true, or a 
  false delusion; the hindrance is that one is craved or repulses.
  Weak-Willed (Dark):
  Being attached to the idea that one surrenders more 
  easily than most to base desires, as well as the 
  domination of others. This can easily be used as self-
  justification for many other failings and weaknesses.
  Unbending Righteousness:
  The iron pride that others’ opinions, or even physical force, 
  cannot overwhelm one’s steadfast resolution. No unbeliever 
  can sway them from their path once convinced of a thing’s truth.
  Worthlessness (Dark):
  The belief that one’s well-being and life are of less value than 
  that of others. This can be pointlessly self-destructive, leading 
  to self-harm and even suicide. Conversely, this can be the 
  disregard for others - one is simply more important. Suicide.
  Cosmic Hindrances
  Frequently based upon religious doctrine and Classical 
  thought, these hindrances rely upon cultural models 
  of how Creation operates, and in an orderly, Divinely 
  directed world. Being often nearly impossible to prove 
  or disprove, these concepts can be amongst the most 
  persistent and resilient hindrances - they additionally 
  being the most easily confused of all attachments.
  Aesthetics:
  The concept that literally everything in Creation has 
  value and worth contingent on its inherent beauty. This 
  can in a Christian setting be problematic as it denies the 
  possibility of Divine redemption for all, but is extremely 
  common in the Medieval world-view, where ugliness is 
  often equated with disease, sin and unwholesomeness.
  Brutality:
  The notion that Creation is uncaring and cruel; 
  that all beings must struggle and, if necessary, 
  crush others. This is a dangerous hindrance, as it 
  denies God’s innate mercy and forgiveness.
  Cynical Pessimism (Dark):
  The worst possible outcome is always by far the 
  most likely, and awful, rotten events continuously 
  occur. Quite a common impediment.
  Denial of The Divine Plan (Dark):
  The concept that there is no inherent logic or goal to the 
  universe and that it doesn’t make any sense - nothing can be 
  inferred from, or judged by history or religious teachings. This 
  can be highly dangerous, as it can easily be seen to lead to 
  denial of the existence of God and anti-social behaviour.
  Duty:
  A rigid, prideful conviction that all beings are born with defined 
  responsibilities; those individuals who fail to fulfil their duties are 
  worthless and deserving of punishment. This is not the same as 
  socially ‘knowing one’s place’, but rather the desire to impose 
  unbending order. Likewise, only those who fully uphold their 
  allotted tasks are to be praised and respected - until they fail.
  Lady Fate:
  The Wheel of Fate controls the events of one’s 
  life, all is predestined and unchangeable. 
  Quite a prevalent misapprehension.
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  Narcissism (Dark):
  The character is wedded to the prideful notion that the only 
  things that matter relate, and in some way have worth solely 
  because of themselves and their abilities. The reverse of this 
  hindrance holds that extant ideas, concepts, and things are 
  only consequential and exist due to the value and worth that 
  society attaches and attributes to them. These can be highly 
  dangerous beliefs as they can easily be seen to lead to anti-
  social behaviour and denial of the existence of Divine Creation.
  Sisyphean Exhaustion (Dark):
  A hindrance that holds that everything is struggle. Expulsion 
  from Eden has doomed all mankind to unceasing labour, 
  in which achievements are always less than the effort 
  invested. This can be problematic as it denies the possibility 
  of Divine redemption, but is still quite common.
  Truth:
  The character is completely locked into the unshakeable 
  belief that certain ideas, values and statements are absolutely 
  “true”, while others are utterly incorrect and wrong.
  Unknowable Existence:
  The fixation that one cannot ever be completely 
  guaranteed of anything (potentially not even of The 
  Divine). Naturally this is highly dangerous in those 
  who hold severe instances of this hindrance.
  Utilitarianism:
  The concept that some truths, ideas, and beliefs are 
  more worthwhile or important than others. This can be 
  highly dangerous, as it can easily be seen to lead to 
  denial of the absolute nature of Divine truth. Truth.
  Recognising and Removing Hindrances
  Spiritual understanding, the state of grace, or 
  mystical union with the Divine, is achieved when a 
  character shakes off all spiritual attachments and 
  hindrances; an accomplishment that increases 
  in difficulty with proximity to such a state.
  Removing a hindrance is a two-step process - firstly 
  it must be discovered, only then being possibly 
  removed. At least an hour of uninterrupted 
  Meditation is required for an attempt to recognise 
  and/or remove a hindrance; besides insight 
  gained via shocks to the psyche, a character may 
  attempt such an operation once per Month.
  Discovering a Hindrance: A successful Read Character 
  roll with a Crit Die result as indicated is required for 
  a character to initially realise that they even have 
  an impediment. Minor hindrances are much harder 
  to discover as they are less obvious and more often 
  overlooked in the search for faults. As per the rules 
  for Read Character, a character is regarded initially as 
  having just met themselves, but as being intimately 
  familiar. Meditation may be used to increase the 
  chance of success, with cumulative time spent in 
  meditation being regarded as the length of time the 
  character has known themselves. Check hourly whilst in 
  Meditation to see if concentration can be maintained.
  Scrutiny of one’s personality may be attempted either 
  after critically failing a ‘morality roll’ (GM’s discretion 
  as to the appropriateness of the situation and 
  circumstances), or after a Meditation critical success. As 
  most characters do not engage in self-analysis (nor have 
  the opportunity to do so), this can often be a lengthy 
  process - especially if one is not used to introspection.
  To Discover a Hindrance Crit Die Necessary
  For minor hindrance 
  4
  For major hindrance 
  6
  For severe hindrances 
  8
  Mitigating or Eliminating a Hindrance: A hindrance 
  can be mastered and decreased in severity, e.g. 
  from ‘major’ to ‘minor’, or removed if already 
  ‘minor’ with a qualifying SPR AR and a successful 
  Willpower roll. The necessary Willpower Crit Die 
  increases for each attachment as follows:
  Hindrance 
  Crit Die Necessary
  Last 
   
  3
  2nd 
   
  4
  3rd 
   
  5
  4th 
   
  6
  5th 
   
  7
  6th 
   
  8
  7th 
   
  9
  8th 
   
  10
  Only one eliminating attempt may be initially made 
  on a 'freshly' discovered hindrance. Additional 
  attempts may be made after 20 + 1D10 days - WIS. 
  These attempts may be performed whilst performing 
  other actions, although if not engaged in full-time 
  prayer and meditation, these are only at TSC%.
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  412
  However, there are risks when practising self-
  introspection. It is possible to reinforce a 
  hindrance, or 'go off at a tangent' and develop 
  new egotistical attachments and hindrances. Thus, 
  on an unsuccessful Willpower roll to eliminate an 
  attachment, the following effects may happen:
  Crit Die 
  Unsuccessful Result
  01-05 
  No-effect.
  06-07 
  Hindrance increases a level in severity. 
  There is no affect on severe hindrances
  08-09 
  Hindrance increases a level in severity, 
  or develops into a dark hindrance  (PC’s 
  choice), if already ‘severe’ 
  10 
  Hindrance is replaced by a dark 
  attachment (GM’s choice).
  Changing Hindrances
  Any spiritual impediment may be simply exchanged 
  for another - delusions are legion. However ‘dark’ 
  hindrances are more ingrained, and if one desired 
  to be changed into to a “normal” one, a Willpower 
  roll must be made with a penalty of -25%. 
  If successful the new hindrance does not 
  decrease in severity, but is no longer ‘dark’. 
  A “freshly” recognised hindrance may be exchanged at 
  the time of discovery, although additional attempts, or 
  efforts to change already recognised ‘dark’ hindrances, 
  may be made only after another 20+1D10 days - WIS. 
  These attempts may be likewise performed whilst 
  engaged in other actions– although if not occupied 
  in full-time meditation, however only at TSC%.
  Christianity
  Saints and the Church
  In Chivalry and Sorcery the default theological milieu 
  is based upon the beliefs of the Medieval Catholic 
  Church. Although no one doubted God’s existence, 
  belief in miracles and in Divine aid was commonplace. 
  Additionally, due to isolation, lack of education and 
  ignorance, many people (including some of the clergy) 
  commonly held to numerous superstitious practices. 
  Also as there was no unequivocal, or ‘official’ method 
  of canonisation before the 17th century, many locally 
  recognised popular ‘saints’ existed alongside those 
  endorsed by the Pope as worthy of veneration. Some 
  saints were adored extremely widely, while virtually 
  unknown in other locales. Thus, a GM should rule 
  on which saints are available for contemplation, or 
  even if their powers extend to a particular location.
  As a logical development of the way in which the 
  clergy intercede on the behalf of their flock with 
  Heaven, the concept that saints could also intercede 
  for a worshipper with God arose. Saints typically 
  being held to patronise particular occupations, focus 
  on particular things, or being associated with curing 
  specific ailments. Petitioning them, possibly through 
  their relics, and asking for aid, could thus provide aid.
  Thus a traveller might pray to the once ‘dog-headed’ 
  St. Christopher, while a fisherman might petition 
  St. Andrew for a little aid in their endeavours. Even 
  doubters might still pray, if only as “insurance”. For 
  similar reasons, clerics from friars to prelates were 
  feared: they might command divine aid for themselves, 
  or possibly visit divine retribution on their enemies. The 
  unspoken threat of this was enough in many situations.
  Monasteries in this era were a great church institution, 
  many dating back to the Dark Ages. Here monks 
  or nuns supposedly retired from all worldly affairs 
  and devoted their attention to God. In the darkest 
  ages, monks kept alive the flame of knowledge. 
  But in this era, many monasteries and convents 
  became corrupt. Some were thriving businesses 
  with vast lands, competing with lords, guilds and 
  merchants. Others were great political states, more 
  so in Europe than England, where some clergy had 
  the right of electing the Holy Roman Emperor.
  Medieval Saints
  Saintly cults were one of the most popular aspects 
  of the medieval Church, varying greatly in their 
  nature and influence. However, they were often seen 
  by the common people as approachable friends–
  someone that could be prayed to and asked for a 
  specific boon. Of course, some churches, cathedrals, 
  and monasteries encouraged a larger conception 
  of saints, especially their own patron saint(s). still, 
  even their services and ceremonies promoted a 
  sense of mystery, awe, and the miraculous
  Learning about all the Saints was more than a lifetime 
  activity for any man, and complicated by the fact that 
  new people were hailed as saints at every turn.
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  413
  Important Church Feast Days
  Feast Day
  Occasion or Theme
  Date/Period Celebrated
  Moveable/
  Fixed
  Advent
  Beginning of the Church year
  Fourth Sunday before Christmas
  Moveable
  Gaudete Sunday
  Third Sunday of Advent
  Moveable
  Christmas
  Christ’s Birth
  25th December
  Fixed
  Dies Cinerum or Ash Wednesday
  Commencement of Lent
  40 days before Easter Sunday
  Moveable
  Invocabit Sunday
  First Sunday of Lent
  Moveable
  Laetare Sunday
  Fourth Sunday of Lent
  Moveable
  Dies Palmarum or Palm Sunday
  Christ’s Entry into Jerusalem
  Last Sunday of Lent
  Moveable
  Maundy Thursday
  The Last Supper
  Thursday before Easter Sunday
  Moveable
  Good Friday
  Christ’s Crucifixion
  Friday before Easter Sunday
  Moveable
  Easter Sunday
  Christ’s Resurrection
  First Sunday after the first full 
  moon after the spring equinox
  Moveable
  Lady Day
  Annunciation of the Virgin Mary
  25
  Fixed
  Quasimodo Sunday
  First Sunday after Easter
  Moveable
  Cantate Sunday
  Fourth Sunday after Easter
  Moveable
  Ascension Thursday
  Ascension of Christ to Heaven
  40 days after Easter Sunday
  Moveable
  Pentecost or Whitsunday
  Apostles receive the Holy Spirit
  50 days after Good Friday
  Moveable
  Trinity Sunday
  The Holy Trinity
  First Sunday after Pentecost
  Moveable
  Corpus Christi
  The Holy Eucharist
  Thursday after Trinity Sunday
  Moveable
  All Saints Day
  The Community of Saints
  1st November
  Fixed
   (Christian) Spirit Influencing Deeds and Penances Required 
  Petitioning Saints & Other Beings of Power
  If a person earnestly petitions a saint (or other suitable 
  minor divine being of their belief system), they gain 
  a point of Current SPR (if an enemy entity -1 point). In 
  combat this can be a character's action in a particular 
  action phase.  If the power is able to bestow blessings, 
  the supplicant may make a Faith Skill roll. If successful 
  the blessing is received, and continues until the next 
  sunrise, or until the petitioner’s Current SPR drops 
  below the level gained via supplicating the entity. 
  On a Saint’s holy day any benefits of intercession are 
  doubled. Additionally on such days, as long as the 
  request is made upon consecrated ground, it does not 
  matter if the Faith roll is failed, the point of Current 
  SPR is still received due to the saint ‘reaching down’. 
  An individual supplicant is typically the only recipient 
  of most benefits, but some saintly boons may 
  apply to a group. However, only a single blessing 
  of a particular type may be benefited from each 
  source at any one time. In all cases the level of 
  the game should be considered by the GM and 
  any benefits adjusted in measure if required.
  Saintly Boons, Gifts and Healing
  Saints can also, as a result of their spiritual capacity, 
  impart specific blessings. These depending on the 
  saint’s area of authority, can be healing, Generally 
  however, the more powerful the boon requested the 
  higher the penalty one’s faith is tested in prayer. This 
  is not always so–the Queen of Heaven, Mary being an 
  example of an entity that offers her gifts quite openly.
  Asking for such a boon requires a Current SPR AR%; 
  the limit to the number of different saints that can be 
  petitioned by an individual being their Maximum Spirit.
  The best way to learn about new saints is to visit 
  monasteries and universities around the land. Needless 
  to say, knowledge of Latin, as well as Reading and 
  Writing, are crucial in researching information about 
  Saints. Good religious training doesn’t hurt either!
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  414
  A character may learn about as many saints as levels 
  in Faith they possess. To learn about a saint requires 
  the same amount of study as for Learning an Act of 
  Faith and completion of that study is marked by the 
  same successful Faith TSC% roll required to learn an 
  Act of Faith. There is no minimum value for the Crit 
  Die roll when checking for a success. Saint’s lives 
  are regarded as Rank 1 Acts of Faith for purposes 
  of learning about them. Saints have a minimum 
  Faith TSC% at which a character may study them. 
  Magick: Most religiously based Spirit will assist 
  characters in performing Magick that has the immediate 
  effect of helping others, while ‘bad’ Spirit conversely 
  aids Magick that has the direct objective of causing 
  suffering. When clearly malevolent Magick is performed 
  (e.g. targeting innocents in order to kill them), or if 
  plainly benign, a PC will receive a bonus or penalty 
  equal to the aura of the target’s SPR aura x5%. No 
  modifier is received if a Magickal ritual is neutral or 
  balanced in nature (e.g. a Christian sorcerer curing a 
  person’s disease by sacrificing a peasant’s only pig, 
  or saving the life of someone by killing another.
  Mass
  This occasion is used to bring the faithful together 
  and to share in the glory of the deity. As noted 
  in the base rules, this is not a frivolous activity 
  and should be considered a sacred occasion. 
  Usually, masses will be held every morning as 
  well as before and after every battle (as opposed 
  to skirmish), if time and circumstance permit. The 
  mass commences with a sermon by the Priest. 
  This involves an Oratory roll, which, if successful, will 
  give a bonus of +3% x Crit Die, to all other rolls that 
  follow during the mass. A Critical Success gives a 
  further bonus equal to the Priests Wisdom Attribute. 
  A failed roll does not penalise the other rolls, but 
  may put some parishioners to sleep. The Priest then 
  performs the Act of Faith Holy Eucharist and, like all 
  Sacraments, this may be repeated until the Priest 
  succeeds or gives up. If this succeeds, the Priest is 
  considered to be in communion with the deity.
  This allows all members of the congregation (well 
  those still awake!) To make a Common Prayer, 
  which, if successful, puts them in communion 
  as well. The Priest may then perform any prayer, 
  usually the Act of Faith Bless, that, if successful, 
  will affect everyone that is in communion. That is, 
  the Priest can make and pay the Fatigue for one 
  prayer but it may affect more than one person.
  High Mass
  This is similar to the normal mass, but it only occurs 
  at prescribed times of the year, usually twice at Easter 
  and Christmas for example. The mass is conducted 
  as usual, but all those that are in communion receive 
  a chance of gaining a Grace Point, as well as the 
  benefits of any successful  prayer. Check for the 
  Grace Point as usual using a Common Prayer.
  Confession
  As previously noted, the Spirit Points can be lost 
  through sinning but can be wiped clean by confession 
  and penance. There are some caveats that should be 
  noted though. When a Priest, who has successfully 
  performed the Act of Faith Penance, has heard the 
  confession and lawfully applied the penance, the 
  confessor is bound to perform that penance.
  Failure to perform the penance not only means that 
  the Spirit Points loss remains, but the character also 
  acquires a Minor Hindrance. If an attempt is made 
  to get a ‘second opinion’, the new penance will mean 
  nothing, whether it is completed or ignored. It simply is 
  not valid, the penance for the sin is assigned and that 
  is the penance that has to be served to redeem the sin. 
  Even if the Priest malevolently assigns a more severe 
  penance than is required, it still needs to be served. 
  On the other hand, unlawful directions can never be 
  valid. In such a case the penance is deemed to not been 
  delivered and the confessor is free to go elsewhere.
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  415
  Action or Deed
  Penance
  Current SPR Mod.
  Celebrating Passover with Jews
  Driven from Church
  -1 SPR
  Theft of an animal
  Fine of 2- 5 similar animals
  -1 SPR
  Theft of property
  Replace goods plus fine of good’s price
  -1 SPR
  Wounding in brawl
  pay fine, plus leech’s fee, plus make up any 
  lost work due to victim’s inability to work
  -2 SPR
  Theft of money
  Replace 4 times the value if from church; 
  twice if stolen from a secular person, 
  plus 7 years’ penance if frequent
  -2 SPR
  Gluttony until vomiting
  3 days
  -1 SPR
  Praying with Jews
  1 week
  -2 SPR
  Cursing
  1 week plus apologise to target
  -1 SPR
  Drunkenness until vomiting
  15 days
  -1 SPR
  Fraud with false weights and measures
  20 days on bread and water
  -1 SPR
  Unknowingly allowing heretic to participate in a mass
  40 days
  -1 SPR
  Murder of a Jew or pagan
  40 days
  -2 SPR
  Murder at one’s lieges command
  40 days
  -2 SPR
  Killing in war
  40 days
  -1 SPR
  Sodomy, with spouse
  40 days
  -2 SPR
  Touching or kissing a woman by a priest
  40 days
  -1 SPR
  Eating unclean flesh or carrion unless 
  necessary to prevent starvation
  40 days
  -2 SPR
  Unjustified Anger
  40 days
  -1 SPR
  The desire to fornicate but unable to do so
  40 days
  -1 SPR
  Unknowingly eating or drinking 
  alongside pagan sacred places
  40 days on bread and water
  -1 SPR
  Bestiality, offender under 15 years old
  40 days, animal killed
  -2 SPR
  Theft during war (plundering)
  40 days plus 
  -2 SPR
  Drunkenness by a priest
  2 months
  -2 SPR
  Knowingly eating or drinking beside a pagan sacred site
  Two 40-day periods
  -2 SPR
  Receiving stolen goods
  6 months
  -2 SPR
  Robbery
  6 months
  -2 SPR
  Unknowingly allowing mass to be said by a heretic
  1 year
  -2 SPR
  Bigamy with 2nd spouse
  1 year
  -2 SPR
  Unknowingly committing perjury
  1 year
  -2 SPR
  Theft of food, 1st offence
  1 year
  -2 SPR
  Adultery
  1 year
  -3 SPR
  Allowing a child to die un-baptized
  1 year
  -3 SPR
  Bathing with someone of the opposite sex
  1 year
  -2 SPR
  Accidental homicide
  1 year
  -2 SPR
  Giving trivial sacrifices to demons
  1 year
  -2 SPR
  Abortion, 39 or fewer days after conception
  1 year
  -2 SPR
  Fornication with a virgin
  1 year plus fine paid to victim’s parent
  -4 SPR
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  416
  Action or Deed
  Penance
  Current SPR Mod.
  Perjury, being aware that one might be 
  bearing false witness, but without actual 
  knowledge that one’s testimony is untrue
  2 years
  -2 SPR
  Homosexual acts between women
  3 years
  -2 SPR
  Cross dressing
  3 years
  -2 SPR
  Usury
  3 years
  -3 SPR
  Vowing on a pagan sacred object
  3 years
  -2 SPR
  Abortion, 40+ days from conception
  3 years
  -3 SPR
  Worshipping demons or a pagan idol
  3 years
  -4 SPR
  Murder in anger
  3 years
  -4 SPR
  Homosexual acts between men (if infrequent)
  3 years
  -2 SPR
  Manufacture of Magickal amulets
  3 years
  -3 SPR
  Incest with a parent
  3 years
  -4 SPR
  Burglary
  3 years, one of which on bread and water
  -2 SPR
  Slander
  3 years on bread and water
  -2 SPR
  Embezzlement of church funds
  3 years plus restitution
  -4 SPR
  Embezzlement of money set aside for the poor
  3 years plus restitution
  -3 SPR
  Knowingly committing perjury
  4 years
  -3 SPR
  Murder to avenge a parent or sibling
  4 years
  -3 SPR
  Performing divinations
  5 years
  -3 SPR
  Breaking into a (Christian) tomb
  5 years
  -4 SPR
  Conjuring storms
  7 years
  -4 SPR
  Inducing another to commit Perjury
  7 years
  -4 SPR
  Bigamy with 3+ spouses
  7 years
  -3 SPR
  Murdering a member of the clergy
  7 years
  -5 SPR
  Knowingly giving Communion to heretics or Jews 
  10 years
  -5 SPR
  Offering “serious” sacrifices to demons
  10 years
  -7 SPR
  Homosexual acts between men, if frequent
  10-15 years
  -5 SPR
  Perjury committed in a church
  11 years
  -6 SPR
  Heresy by a baptised Christian
  12 years
  -8 SPR
  Murder by a bishop
  13 years plus loss of rank
  -6 SPR
  Fraud by a bishop
  13 years plus loss of rank
  -6 SPR
  Fornication by a bishop
  13 years plus loss of rank
  -6 SPR
  Leading/aiding heathens (treasonous) 
  if no Christian is killed
  14 years
  -5 SPR
  Bestiality, offender under 20, but over 15
  15 years, animal killed
  -5 SPR
  Bestiality by a married offender over 20
  20 years, animal killed
  -6 SPR
  Leading/aiding heathens (treasonous) 
  if a Christian is killed as a result
  Penance for life
  -6 SPR
  Premeditated  murder
  Exile for life
  -8 SPR
  Bestiality by married offender over 50
  No communion until deathbed, animal killed
  -7 SPR
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  417
  Action or Deed
  Penance
  Current SPR Mod.
  Help support a holy person (ascetic, priest, holy pilgrim, monk) or hinder a holy person.
  +1 SPR or -1 SPR
  Freely give a gift that is appreciated or willfully take away a person’s treasured possession. 
  +1 SPR or -1 SPR
  Insult or lie to someone. (Not a trivial social, or 'white' lie). 
   -1 SPR
  Spend a whole day in meditative contemplation.
  +1 SPR
  Attend Mass/wilfully stop another attending mass on a normal day
  +1 SPR or -1 SPR
  Publicly perform or refuse/ denounce a devout action
  +2 SPR or -2 SPR
  Feed or clothe the needy, or cause others to go hungry or naked. 
  +2 SPR or -2 SPR 
  Donnate lavishly to a monastery or institution. 
  +2 SPR
  Intentionally inspire lust, anger or eny in another, or help someone overcome such sinful emotions
  +2 SPR or - 2 SPR
  Attend to the sick or pass by a deserving sufferer without offering any assistance
  +2 SPR or -2 SPR
  Cause or save a being from a non-fatal, non-debilitating injury.
  +2 SPR or -2 SPR 
  Make a pilgrimage to a holy place. 
  +3 SPR 
  Attend Mass/wilfully stop another attending mass on a holy day
  +3 SPR or -3 SPR 
  Perform Mass/wilfully refuse/disrupt mass on a normal day
  +3 SPR or -3 SPR 
  Help a murderer reform or turn someone 
  +3 SPR or -3 SPR 
  Mutilate someone or save someone from being mutilated. 
  +3 SPR or -3 SPR 
  Create or destroy a common holy book or image. 
  +3 SPR or -3 SPR 
  Attend Mass/wilfully stop another attending mass on Easter Sunday
  +4 SPR or -4 SPR 
  Perform Mass/wilfully stop another attending mass on Easter Sunday
  +4 SPR or -4 SPR 
  Cause or cure a debilitating or possibly fatal illness. 
  +4 SPR or -4 SPR 
  Save the life, or 
  +4 SPR or -4 SPR 
  Torture, or save, a person from torture.
  +4 SPR or -4 SPR 
  Cause a person to abandon a vow or cause a person to take a vow (vows 
  can include non-violence, celibacy, poverty and pilgrimage).
  +5 SPR or -5 SPR 
  Perform Mass/wilfully refuse to perform. disrupt mass at Easter
  +5 SPR or -5 SPR 
  Convert someone to Christianity or cause someone to abandon the Church’s teachings and authority. 
  +5 SPR or -5 SPR 
  Save a human life or kill a human.
  +4 SPR or -4 SPR 
  Save or destroy the only copy of a holy book.
  +5 SPR or -5 SPR
  Table -  Some Christian Deeds & Penances
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  418
  Jewish Time line
  1000-1500, with a focus on 1100-1300
  This time line is focused on events that happened in 
  Europe, and is presented according to category. As such, 
  certain events may be listed in more than one section. 
  This list, although extensive, is by no means complete.
  Persecutions & Massacres
  1066 
  Granada; more than 5,000 Jews 
  murdered during Arab riots.
  1066 
  Germany; Crusaders massacre Jews 
  in more than 10 German cities.
  1113 
  Kiev; anti-Jewish violence.
  1190 
  York; 150 Jews attacked and killed by Crusaders.
  1243 
  Kitzingen, Germany; 11 Jews tortured 
  to death following blood libel
  1255 
  Lincoln; blood libel, 18 Jews executed.
  1268 
  Trani; total destruction of the Jewish community, 
  synagogues turned into churches.
  1321 
  Chinon; 160 Jews buried in an enclosed pit.
  1355 
  Toledo; 12,000 Jews massacred.
  1373 
  Lisbon; Anti-Jewish riots. 
  1389 
  Prague; 300 killed.
  1391 
  Sicily; Jews massacred.
  1391 
  Palma, 50,000 Jews killed.
  1399 
  Posen; first persecution of Jews in Poland; 
  14 Jews tortured and burned alive.
  1401 
  Schaffhausen; 48 burnt to death.
  1407 
  Cracow; Anti-Jewish riots.
  1420 
  Toulouse; Jewish community annihilated.
  1449 
  Lisbon; anti-Jewish riots
  1474 
  Sicily; Jews massacred.
  1482 
  Lisbon; anti-Jewish riots
  Expulsions & Restrictions
  1266 
  Breslau; Jews forbidden from living 
  side-by-side with Christians.
  1290 
  England; all Jews expelled.
  1306 
  Paris, Rouen, Troyes; expulsion.
  1322 
  Paris, Rouen, Troyes; expulsion. 
  1388 
  Strasbourg; Jews banned from living in the city.
  1394 
  Paris, Rouen, Troyes; final expulsion.
  1420 
  Lyons; expulsion.
  1494 
  Cracow; Jews restricted to a suburb 
  – the first Polish ghetto.
  1541 
  Prague; expulsion
  Forcible Conversions
  1010 
  Limoges
  1096 
  Worms
  1146 
  Spain
  1391 
  Spain
  1407 
  Cracow
  1411 
  Spain
  1431 
  Toulouse
  1492 
  Spain
  1497 
  Portugal 
  Blood Libels
  1144 
  Norwich, England. The first blood libel.
  1168 
  Gloucester, England.
  1171 
  Blois, France.
  1182 
  Saragossa, Spain.
  1235 
  Fulda, Germany.
  1243 
  Kitzingen, Germany.
  1255 
  Lincoln, England.
  1267 
  Baden, Germany.
  1293 
  Bern, Germany.
  1399 
  Poznan, Poland.
  1490 
  La Guardia, Spain.
  Jewish Communities
  1000 
  Capua; a Jew is the collector of 
  revenues and director of the mint.
  1170 
  Warsaw; Jews oversee the Polish mint
  1200-1500 Flourishing scientific and literary 
  activity in southern France, between 
  Marseilles and Perpignan.
  1203 
  Galicia; Jews allowed to own land.
  1356  
  Galicia; Jews granted autonomy 
  in their communal affairs.
  Political Decrees
  1215 
  Rome; Jews compelled to wear identifying badges.
  1222 
  Oxford; Jews compelled to wear identifying badges.
  1228 
  Navarre; Jews compelled to 
  wear identifying badges.
  1240 
  Paris; Jews defend Talmud against 
  charges of blasphemy.
  1244 
  Pope Innocent IV orders Louis IX to 
  burn all copies of the Talmud.
  1269 
  Budapest; Jews compelled to 
  wear identifying badges.
  1281 
  Exeter; Jews forbidden from holding public office.
  1333-1370 Kazimierz; Casimir the Great issues 
  protective Charters to Jews.
  1388-1390 Minsk; Grand Duke Vitovt grants 
  protections and privileges for Jews.
  Judaism
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  419
  By Michael Schemaille
  Jewish Ethnic Divisions 
  Judaism comprises several different ethnic groups, 
  with varying customs and traditions. These 
  divisions are largely based on geography. These 
  divisions also account for the speakership of the 
  various Jewish dialects. The two most widespread 
  groups of Jews in Europe during the Middle 
  Ages were the Ashkenazi and the Sephardi.
  Ashkenazi Jews are the most widespread Jewish 
  ethnicity in Middle Ages Europe. Their communities 
  can be found across most of the continent, with 
  the exception of the Iberian Peninsula, which is 
  the home of Sephardic Jews.  Each group speaks 
  a unique dialect: the Ashkenazi speak Yiddish, a 
  Hebrew-German hybrid, while the Sephardi speak 
  Ladino, a mixture of Hebrew and Spanish.
  Jewish Communities In Europe
  A note: During this period, Jews were frequently 
  subject to expulsion from various countries and 
  territories. Despite these edicts, and recognizing 
  the dire consequences if caught, small communities 
  of Jews often remained in their homes, hidden 
  from the community surrounding them.  Many of 
  these Jews would publicly profess their Christianity 
  while practicing their own religion in private.
  British Isles
  The history of the Jews in the British Isles during the 
  Medieval period is a brief one; and Jewish settlements in 
  Scotland, Ireland, and Wales were virtually non-existent. 
  Jews are believed to have been brought to Britain with 
  William the Conqueror, and the first record of Jewish 
  settlement in Britain dates to 1070. Jews were initially 
  given many freedoms, especially as they represented 
  the King in financial matters, but were also considered 
  to be property of the crown. While Jews in this period 
  generally coexisted peacefully with their neighbours, 
  it also marks the first recorded blood libel, in 1144.
  The Crusades began to foster anti-Semitic attitudes 
  among the public, and in 1189, a rumour spread 
  that the King had ordered a massacre of the Jews. 
  Members of the populace burned Jewish homes, 
  killing their inhabitants; further attacks would come, 
  and many boroughs would successfully petition the 
  King to expel Jews from their borders.  In 1218, the 
  Archbishop of Canterbury compelled British Jews 
  to wear identifying badges on their clothing.
  The Statute of Jewry was enacted in 1253, following 
  pronouncements from the Vatican; it prevented 
  the construction of new synagogues and forbade 
  Christian servants from working for Jews. This would 
  be followed in 1275 by Statutum de Judaismo (statute 
  of the Jewry), which banned every form of usury and 
  voided many debts owed to Jews, effectively making 
  it impossible for Jews to earn a living and leading 
  some to resort to criminal activities. In 1278, under 
  suspicion of coin clipping, the nearly 3,000 Jews in 
  England were placed under arrest; roughly 10% of the 
  arrestees were executed for crimes real or imagined. 
  In 1290, anti-Jewish feeling reached its peak and the 
  Edict of Expulsion forced all Jews out of the country.
  Iberia
  In the early 8th century most of the Iberian Peninsula 
  was part of the Visigothic Kingdom, which enacted 
  harsh laws against the Jews and tried to convert 
  them to Christianity. In 711 AD, Muslim invaders 
  from North Africa overthrew the Visigoths and took 
  control of the region. The Muslims allowed the 
  free practice of Judaism, and Jewish communities 
  flourished; the period from 900-1200 AD became 
  known as the “Golden Age” of Spanish Jewry.
  This Golden Age ended in the beginning of the 13th 
  century, as Christian armies began the Reconquista. 
  Reconquered Spanish Jews were forced to wear 
  yellow badges on their clothing and forbidden from 
  associating with Christians. As this persecution grew, 
  Jews were put under harsher restrictions and their 
  communities suffered numerous massacres. Anti-
  Jewish riots swept across Spain in 1391, destroying 
  Jewish communities and leading to thousands 
  of Jews being forcefully converted; those Jews 
  were known as Conversos. There were similar riots 
  in Portugal in 1373, and more would follow.
  These riots marked the beginning of a century of 
  systematic persecution, leading to the establishment 
  of the Inquisition in 1478 and the Edict of Expulsion 
  in 1492, in which all Spanish Jews (a population 
  estimated at 200,000 people) were ordered to leave 
  Spain while leaving any valuables behind. Many 
  Jews crossed into Portugal after paying high entry 
  taxes, only to be expelled once again, in 1497.
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  420
  France
  In the Carolingian period, Charlemagne granted 
  protection to Jews, whom he valued as merchants. 
  That changed in the early 11th century, in the lead-
  up to the Crusades.  There was a wave of violent 
  incidents across France, and French Jews across 
  that land were forced to choose between expulsion 
  and forced conversion; in many cases no choice 
  was given, and they were instead massacred. 
  The First Crusade saw a return of the blood libel, and 
  in 1181, Philip II ordered the arrest of all French Jews 
  and the confiscation of their property. Philip would 
  later recall the Jews, in order to reap profits from Jewish 
  banking and money-lending. This would presage the 
  Great Exile of 1306, when Philip IV expelled all Jews 
  from France only to recall them in 1315. Philip IV had 
  previously ordered the Jews out of the country in 1291 
  and again in 1299, but had reconsidered both times.
  Between these exiles, there were a number of significant 
  anti-Semitic incidents, which included forcing Jews to 
  wear identification badges, regional expulsions, and 
  burning Jews at the stake; in 1240, Louis IX personally 
  participated in a public burning of the Talmud and 
  other Jewish manuscripts. In 1394, Charles VI decreed 
  a final expulsion, forcing any remaining Jews out 
  of France. At this time, the region of Provence had 
  not been incorporated into France, and it became a 
  haven of sorts for French Jews, whose community 
  grew to as many as 15,000 individuals. Provence was 
  incorporated into France in 1481, and in 1498, King 
  Louis XII expelled the Jews of that community.
  Poland 
  The first Jews arrived in Poland in the 10th century, 
  via trade routes; by 1085, at least one permanent 
  Jewish community existed in Polish lands. As the anti-
  Jewish persecutions of the First Crusade intensified, 
  Poland became a haven for Western European Jews 
  seeking safety. The Polish rulers of the time were 
  unusually tolerant of Jews, to whom they gave many 
  protections and rights, and in 1264 Bolesław the Pious 
  issued the General Charter of Jewish Liberties, which 
  granted Jews freedom of worship, trade, and travel.
  This tolerance allowed Jews to form a significant 
  portion of the Polish middle class, and their businesses 
  became an essential part of the Polish economy. Indeed, 
  some Polish coins of the era even bore markings in 
  Hebrew. Although the Church pressured Polish rulers to 
  persecute Jews, and various Councils during the 13th 
  century placed restrictions upon Jews, these edicts were 
  ignored by princes who valued the profits earned from 
  Jewish businesses. The Jewish community was made 
  even safer in 1332, when Casimir III enacted the Wiślicki 
  Statute. This ruling granted significant additional 
  protections to Jews, and under Casimir, Poland 
  received Jewish immigrants from all over Europe.
  Despite these extraordinary protections, Polish 
  Jews were not completely safe. In many places, 
  Jews were blamed for the Black Death; this led to 
  the first recorded Polish blood libel, in 1348, along 
  with a number of pogroms. Despite this period of 
  anti-Semitism, Jews remained in Poland. Eventually, 
  Poland again became tolerant of Jews, and by the 
  beginning of the 16th century Poland had once 
  more become a haven for Jews; according to some 
  estimates, nearly three-quarters of all Jews lived 
  in Poland by the middle of the 16th century.
   For the sake of simplicity, only Poland is 
  discussed above. Historically, this region 
  extended to parts of what are modern-day 
  Ukraine, Romania, Belarus, and Lithuania.
  The Holy Roman Empire (Germany)
  Prior to the First Crusade, Germany was a centre of 
  Jewish life and learning; Speyer, Worms, and Mainz were 
  centres of Jewish life, and Mainz has been described in 
  this period as ‘The Capital of European Jewry’. Although 
  Jews of the time were made to pay higher taxes than 
  their Christian neighbours, they enjoyed unrestricted 
  commerce and a special officer, the Judenmeister, 
  was appointed to protect Jewish privileges. As time 
  progressed, however, and as a result of more strictly-
  enforced canon law, Jews came to be mistrusted.
  Anti-Semitism grew during this time, and in 1096, 
  with the coming of the First Crusade, Jews throughout 
  the region began to experience terrible persecution. 
  Many were expelled from their homes, and tens 
  of thousands were massacred; it is estimated that 
  more than 12,000 Jews were murdered in a three-
  month period of that year. Additional massacres 
  continued through the coming of the Black Death 
  1349, which some communities blamed on Jews 
  poisoning their wells; many of those fortunate 
  enough to escape persecution fled to Poland.
  Although the Holy Roman Empire offered Jews 
  some protection, they were deemed to be the 
  Emperor’s property and were subject to special 
  taxes and exorbitant fines. German city-states 
  would often welcome Jews in to help bolster their 
  economies; once Jews had done so, they would 
  be expelled and their wealth confiscated. Jews 
  would continue to be murdered, and even burned 
  at the stake, through the end of the 15th century.
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  421
  Italy 
  Italy’s Jewish community dates back to the Roman era. 
  In 212 AD, Emperor Caracalla granted citizenship to all 
  Roman subjects, and for a century, Roman Jews enjoyed 
  equal protection under the law. However, as Christianity 
  began to take hold on the Italian peninsula, Jews began 
  to be placed under a series of high taxes and restrictive 
  laws.  
   
  In the Middle Ages, when Christianity had become well-
  established, Jews experienced a mix of freedoms and 
  persecutions. In the early 13th century, Pope Innocent III 
  mandated that all Jews wear yellow identifying badges, 
  and threatened excommunication for any Christian 
  who placed a Jew in a public position. However, under 
  Norman rule, the Jews of Sicily and southern Italy were 
  considered the equals of Christians. Those Jews were 
  permitted to follow any career, and at least one pope of 
  the late 13th century retained the services of a Jewish 
  physician. Furthermore, a number of popes issued bulls 
  protecting Medieval Jews against the blood libel. 
   
  In 1288, Naples expelled all Jews living within that 
  kingdom, and in 1293, most Neapolitan Jewish 
  communities were destroyed and their inhabitants 
  forcibly converted. Jews eventually found some 
  measure of safety in Florence. In 1397, that city 
  encouraged settlement by Jewish moneylenders, 
  who in 1437 were granted a formal money lending 
  charter from Cosimo de Medici. In 1464, Lorenzo il 
  Magnifico established himself as the protector of 
  Florentine Jews, supporting Jewish scholarship and 
  guaranteeing that Jews would have favourable living 
  conditions. In 1494, French invaders conquered 
  Florence and Tuscany, expelling Jews from those 
  lands; they would return with the Medici, in 1513.
  Jewish Daily Life
  Clothing
  Daily Wear
  Compulsory identification notwithstanding, Jews in 
  the Middle Ages frequently wore clothing similar to 
  that of their Christian neighbours. There are German 
  manuscripts showing Jews wearing contemporary 
  knee-length robes and colourful cloaks, and some 
  French manuscripts show Jews in long, colourful robes 
  and hose of contrasting colours. In Spain and Italy, well-
  to-do Jews were shown wearing lavish clothing along 
  with golden and jewelled ornaments. 
  As many Jews were involved in commerce in this era, 
  they frequently had access to sumptuous materials 
  such as silks and furs. Jews in some communities had 
  reason to be more cautious of flaunting their affluence, 
  and so wore plain, dark coloured clothing with little 
  or no ornamentation; this type of dress was also 
  intermittently decreed by law across Europe. Jews’ shoes 
  were often made of leather, made from the hides of 
  kosher animals; men were expected to wear the sacred 
  garments described below, under “Sacred Garments.”
  Compulsory Identification
  There were numerous instances in the Middle Ages of 
  Jews being compelled to wear items distinguishing 
  them from their Christian (and sometimes Muslim) 
  neighbours; most commonly, these items were brightly 
  coloured badges and ball-pointed hats, but there are 
  also examples of Jews being made to wear items such as 
  bells and capes. Badges were most commonly ordered 
  to be worn on the breast, but they were occasionally 
  ordered to be worn on the belt or hat. 
   
  A highly important example of compulsory 
  identification comes from 1215, when the Fourth 
  Lateran Council decreed that non-Christians must 
  identify themselves in public; this was seen as a way to 
  prevent sexual contact between members of different 
  religions. Refusal to follow these guidelines carried 
  punishments that typically included heavy fines, 
  lashings, and/or a public stripping of a violator’s clothes.  
   
  In some places, particularly England, wealthier 
  Jewish communities and individuals were able to 
  pay for an exemption from these laws; in Spain, 
  Jews with court influence were likewise often 
  exempted. This is in contrast to France, where Jews 
  were made to buy their badges from tax collectors 
  and thus enriching the coffers of King Philip IV. 
  Below, some examples of identifying items:
  1217 
  France: a circular badge of yellow, or red-and-white.
  1221 
  Sicily & Pisa: a blue, T-shaped badge
  1257 
  Papal States: for men, a circular yellow badge; 
  for women, two blue stripes on a veil.
  1258 
  Valladolid: Jews ordered to wear black or dark colours.
  1268 
  Spain: a round cape known as the capa rotunda.
  1275 
  England: a yellow badge in the shape of the 
  Tablets of the Law (Ten Commandments).
  1360 
  Rome: men, a red cape; women, a red apron
  1397 
  Spain: a yellow badge with red centre; 
  Jews restricted to dressing in a pale-green 
  colour; ordered to wear high, wide hats.
  1412 
  Spain: a red badge; Jews forbidden 
  from cutting their hair or beards.
  1418 
  Salzburg: Jewish women ordered to 
  wear bells on their dresses.
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  422
  The Judenhut ('Jew’s hat')
  Jews were frequently ordered to wear the judenhut 
  – a distinctive, hat with a conical spike, the point 
  of which was formed into a spherical shape.
  Where Jews Lived
  Jewish living arrangements in the Middle Ages were 
  usually to culture and politics. Most of the Jews of this 
  period lived in cities because they existed outside of 
  traditional feudal and guild systems, thus barring them 
  from engaging in agriculture and certain trades. Among 
  the professions permitted to Jews were mercantile 
  trades, medicine, arts and architecture, and sailing, all 
  of which are closely tied to urban settings, but perhaps 
  none so much as banking. Because Jews did not have 
  to adhere to Christian proscriptions against usury, they 
  were able to fill a niche as bankers and moneylenders; 
  this was an essential profession whose success was tied 
  to urban environments.  
   
  While Jews often lived among Christians, there were 
  often areas set aside specifically for Jewish use. These 
  areas were sometimes designated by authorities as a 
  way to segregate and contain Jews, as is the case with 
  the Lateran Councils of 1179 and 1215. However, they 
  were also designated as a way to permit a local Jewish 
  community to have some measure of autonomy over 
  itself. Sometimes these areas were designated through 
  negotiations with local rulers, although they came at 
  a high monetary cost. These were often called kehillot 
  (sing. kehillah), meaning ‘congregation’ or ‘community’, 
  and each supported its own synagogue, courts, 
  and educational system; these were a key factor in 
  maintaining Jewish identity, which in turn enabled Jews’ 
  ongoing survival. 
   
  The word ‘ghetto’, when used to describe a segregated 
  neighbourhood, comes from Venice in 1516, when 
  Jews were compelled to live in an area near that city’s 
  foundry. In Italian, the word for ‘foundry’ is ‘getto.’ 
  Some examples of segregated Jewish neighbourhoods:
  10th century, Paris: Establishment of the 
  first of several Jewish Quarters.
  1203 
  Galicia: Jews allowed to own land.
  1262 
  Prague: Jews granted partial self-administration.
  1266 
  Breslau: Church council decreed, 'Jews shall not 
  live side-by-side with Christians, but shall live 
  apart in houses adjoining each other in some 
  section of the city or village. The section inhabited 
  by Jews shall be separated from the Christian 
  dwelling-place by a hedge, wall, or ditch'.
  1356 
  Galicia: Jews granted autonomy in their 
  communal affairs throughout Galicia.
  1360 
  Frankfurt: Jews granted rights to a 
  settlement within the city.
  1460 
  Frankfurt: Establishment of the 
  Judengasse, 'Jews’ Alley'.
  1493 
  Amsterdam: Arrival of Jews fleeing Spain; creation 
  of Jodenbreestraat, 'Jewish Broad Street'.
  1494 
  Krakow: Jews restricted to a suburb of 
  Krakow – the first Polish ghetto.
  1516 
  Venice: Jews forced to move to the 
  Venetian island of Carregio.
  In a letter to his father, fifteenth century 
  rabbi Obadiah ben Abraham (see below) 
  described Palermo’s Jewish quarter thus:
  “The synagogue is surrounded by numerous buildings, 
  such as the hospital, where beds are provided for sick 
  people and for strangers who come there from a distant 
  land and have no place to spend the night. There is 
  a ritual bath there, and also a large and magnificent 
  chamber where the representatives sit in judgment 
  and regulate the affairs of the community. There are 
  twelve of these, and they are chosen every year; they 
  are empowered by the king to fix the taxes and duties, 
  to levy fines, and to punish with imprisonment.”
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  423
  Relations With Non-Jews
  Origins of Anti-Semitism
  Discrimination against the Jewish people dates 
  back thousands of years, due to Jews’ ‘otherness’. 
  Jews chose to keep their own customs and religion 
  rather than assimilate into the cultures and religions 
  that surrounded them, they were resented for their 
  perceived stubbornness and disloyalty; this was 
  especially true in those cultures whose rulers were seen 
  as gods.  
   
  The Roman Empire is often named as the incubator 
  of modern anti-Semitism, stemming from Jewish 
  rebellions against the Roman occupation of what 
  was then known as Judea (modern-day Israel and 
  surroundings). Roman-Jewish aggression reached 
  a boiling point in 70 AD, with the Roman Siege of 
  Jerusalem and destruction of the Second Temple, which 
  had been the Jews’ most sacred place. This scattered 
  the Jews throughout Europe, and as Christianity 
  spread, Jews were seen as contemptuous of ‘the one 
  true Church’. Such beliefs led to ongoing anti-Jewish 
  discrimination and persecution. 
   
  These included a number of persistent rumours, 
  some of which are described below: 
  Jewish Deicide
  The idea of Jews as ‘Christ-killers’ stems from the belief 
  that the Jews had wanted to execute Jesus executed 
  for blasphemy, but lacked the power to do so. This idea 
  holds that the Jews instead delivered Jesus to Pontius 
  Pilate, who then authorized the Crucifixion. However, 
  the Jews had no motive to call for Jesus’ execution, 
  while the Romans saw him as a threat to their control of 
  Judea. 
   
  Furthermore, there are no records of any of various 
  quarrelling Jewish sects of the time seeking to 
  assassinate any of the others’ leaders, and there 
  are numerous passages in the New Testament that 
  contradict the ‘Christ-killer’ story. Related to this is the 
  legend of the Wandering Jew, a figure who, having 
  taunted Jesus on the way to the Crucifixion, was 
  cursed to wander the Earth, immortal, until the Second 
  Coming; this legend dates back to at least 1228.
  Blood Libel
  The blood libel is an accusation that Jews murder 
  Christians (especially children) in order to use their 
  blood for ritual purposes, most specifically as a part of 
  baking matzah for Passover. Despite a complete lack of 
  evidence, as well as multiple proscriptions in the Torah 
  against murder and the consumption of blood, the libel 
  persists throughout the Middle Ages and well into the 
  modern era; at least 100 blood libels were recorded 
  between the 12-16th centuries. 
   
  The first recorded blood libel dates to Norwich, 
  England, in 1144. Additional accusations followed 
  in England before the libel spread to continental 
  Europe; in most cases, blood libels typically led to the 
  imprisonment, torture, and execution of the accused. 
  The story of the Golem of Prague is rooted in the blood 
  libel, and tells of how Rabbi Judah Loew ben Bezalel 
  created the Golem to protect Prague’s Jews against 
  the libelous accusations of an anti-Semitic priest.  
  Horns
  There was a widespread belief throughout the 
  Middle Ages (and beyond) that Jews had horns. This 
  comes from a mistranslation of the Torah passage 
  that describes Moses returning from Mount Sinai 
  with the two stone tablets of God’s law. The passage 
  reads, “And the children of Israel saw Moses’ face, that 
  his skin became karan, and Moses put the veil back 
  upon his face, until he went in to speak with God.” In 
  Hebrew, karan roughly translates to “radiance;” in St. 
  Jerome’s 4th century translation, karan was mistaken 
  for keren, meaning “horn.” This confusion persisted in 
  part due to the works of artists like and Michelangelo, 
  whose statue of Moses shows that figure with horns.
  Jews as royal property
  The concept of Jews as royal property comes from 
  the Magna Carta, which has clauses that directly 
  reference Jews, along with several more that do so 
  indirectly. Because Jews existed outside the bounds 
  of the feudal system, a place had to be invented for 
  them. Thus, they were deemed chattel of the king, 
  who could levy special taxes against them without 
  the permission of Parliament. Furthermore, the 
  Magna Carta established that upon a Jew’s death, 
  most of their estate would revert to the crown. 
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  424
  Jewish Customs & Culture 
  The Hebrew Calendar
  The Hebrew calendar is markedly different from the 
  Julian calendar used by most of Europe in this period. 
  It is not used for business or secular matters, but rather 
  to determine the dates of Jewish holidays, as well as for 
  certain ceremonial purposes. The Hebrew calendar is 
  lunisolar - its months are based on lunar cycles within 
  the solar year. As the Hebrew lunar year is roughly 11 
  days shorter than a solar year, it occasionally becomes 
  necessary to insert an intercalary (“leap”) month into 
  the calendar. This happens seven times in every 19-year 
  period. 
   
  It is important to note that Hebrew days (and, 
  accordingly, holidays) begin and end at sundown.
  Name Of Month
  Length
  Notable Dates/ Holidays
  Tishri
  30
  Rosh Hashanah 
  Yom Kippur Sukkot 
  Smichat Torah
  Cheshvan
  29 or 30
  Kislev
  29 or 30
  Hanukkah
  Tevet
  29
  Shvat
  30
  Adar I*
  30
  Adar / Adar II*
  29
  Purim
  Nisan
  30
  Passover
  Iyar
  29
  Lag 
  Sivan
  30
  Shavuot
  Tammuz
  29
  Av
  30
  Tisha 
  Elul
  29
  Table - Jewish Holidays
  Holidays
  Shabbat is the Jewish sabbath, beginning at sundown 
  on Friday and ending at sundown on Saturday. The 
  observance of Shabbat is an important; so much so that 
  certain other holidays and observances (including burial) 
  may not take place during this holiday.  
   
  Shabbat is ushered in with prayers and candle-lighting, 
  followed by blessings over bread and wine and a 
  family meal that ends with the singing of prayers. In 
  emulating God’s day of rest, Jews observing the Sabbath 
  are expected to rest and enjoy time with family and 
  prayer. They are called to refrain from any sort of work 
  (including physical labour, writing, or kindling a fire), 
  and may not impose upon gentiles to do chores on 
  their behalf. Shabbat ends with an observance called 
  Havdalah, in which candles are lit and sweet spices are 
  smelled as a way of saying farewell to the holiday.
  Rosh Hashanah literally means “head of the year.” 
  Marking a new year, Rosh Hashanah is observed across 
  two days and is one of Judaism’s High Holy Days. It is 
  said that during Rosh Hashanah, God opens the Book 
  of Life to inscribe the names of those who will live 
  another year. The holiday is marked by the blowing of 
  the shofar, a ram’s horn, as a call to prayer and right 
  behaviour. It is traditional to eat fruit and honey at 
  Rosh Hashanah, to symbolize a sweet year ahead.
  Yom Kippur is another of Judaism’s High Holy Days. 
  It is the Jewish Day of Atonement, considered to be 
  the holiest day of the year. Yom Kippur is a fasting 
  holiday, and Jews are expected to refrain from any 
  pleasurable activities, including sex, bathing, and 
  eating and drinking (unless necessary for one’s 
  health). The shofar is blown at the end of Yom Kippur, 
  signifying the end of the holiday and the fast.
  Sukkot literally means “booths,” and is known as the 
  “Feast of Booths.” A commemoration of the years the 
  Jews spent wandering the desert out of Egypt, Sukkot 
  involves eating (and sometimes sleeping) in a temporary 
  structure built under specific rules and called a sukkah. 
  A ritual unique to this holiday is saying a prayer over, 
  and then waving, the “four species” (palm, willow, 
  myrtle, and citron). The four species symbolize many 
  things, which include the four-letter Name of God and 
  the limbs through which man is meant to serve God.  
  Simchat Torah marks the end of the annual Torah-
  reading cycle and the beginning of a new one. It 
  is a particularly joyous holiday, marked by singing 
  and dancing, often while holding Torah scrolls.
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  Hanukkah commemorates the Maccabees’ victory 
  over the Greeks in 165 BCE and the rededication of the 
  Temple in Jerusalem, which the Greeks had defiled. 
  The Hanukkah story explains that a lamp remain lit 
  in the Temple at all times, but that only one day’s 
  worth of oil could be found; that oil miraculously 
  lasted for eight days, until more could be obtained. 
  Hanukkah commemorates this miracle. During 
  the medieval era, Hanukkah was not a gift-giving 
  holiday; that tradition would come much later.
  Purim is when Jews read from the Book of Esther 
  (known as the megillah), recalling her efforts to 
  save the Jewish people from being killed by King 
  Ahasuerus’ vizier, Haman. Also known as the ‘Festival of 
  Lots’ Purim is a joyous holiday that involves drinking, 
  exchanging gifts of food, and giving to charity.
  Pesach (also known as Passover) commemorates the 
  Jews’ exodus from Egypt and eventual repatriation 
  to the land of Canaan. The primary observance of 
  Pesach is the seder (meaning “order”). A seder is a 
  festive meal that is carried out in a particular order, 
  with steps that include the presentation of symbolic 
  foods and a retelling of the Passover story. 
  Tradition holds that when ordered out of Egypt, the 
  Jews had very little time to gather their belongings. 
  Among those items was unleavened bread, known 
  as matzah, which has become a symbol of the 
  holiday.  Pesach lasts eight days, during which Jews 
  are prohibited from consuming any leavened foods.
  Lag B’Omer marks the end of a mourning period 
  commemorating an event in the 2nd century AD, in 
  which thousands of Rabbi Akiva’s disciples died.
  Shavuot, meaning “oaths,” is the Feast of Weeks, 
  a holiday that marks the annual wheat harvest 
  and the anniversary of God giving the Torah to 
  the Jews at Mount Sinai. It is often observed by 
  joyous, communal, late-night Torah study.
  Tisha B’Av is the ninth day of the month of Av. It 
  is a major fasting holiday, marking the day when 
  both the First and Second Temples were destroyed. 
  It is thought of as the saddest day in the Hebrew 
  calendar, and one tied to calamitous events.
  Tu B’Av is the 15th of Av; the day is mentioned 
  in the Talmud as the “happiest of the year.” At 
  the time of the Temple, it marked the beginning 
  of the grape harvest and the completion of 
  cutting wood for the Temple’s altar. Traditionally, 
  it is the day when marriages are arranged.
  Food
  Kashruth
  The Torah describes Jewish dietary laws, called 
  kashruth (“kosher”); these were later codified and 
  expanded upon by sages and rabbis. Kashrut 
  demands that food must be clean and ritually pure, 
  with specific proscriptions upon foods sourced 
  from animals. The following overview of kashruth is 
  reasonably comprehensive, but for certain minutia 
  are not included due to space considerations.
  Meat 
  Land Animals: the Torah specifies that the only kosher 
  land animals are those that have split hooves and chew 
  their cud - these include cattle, goats, sheep, and deer. 
  Such animals must be ritually slaughtered by a trained 
  professional (a schochet), using a pristine blade drawn 
  across the animal’s throat in a single stroke with the 
  intent of giving the animal a merciful, painless death.
  After slaughter, an animal’s innards must be examined 
  to ensure that it was healthy; certain imperfections will 
  render the animal unkosher. As the laws of kashruth 
  forbid the consumption of blood, any acceptable meat 
  must be soaked in water, salted, and rinsed before 
  cooking, to remove as much blood as possible.
  Birds: the Torah identifies prohibited fowl (typically, birds 
  of prey), rather than explicitly naming which birds are 
  kosher. Thus, the list of permitted birds is the product 
  of tradition and Talmudic debate. Birds accepted as 
  kosher include chickens, ducks, geese, partridges, quail, 
  pheasants, and doves. Such birds must be slaughtered 
  and inspected in the same manner as land animals, 
  and their meat, too, must be soaked and salted. 
  Milk
  Three times the Torah commands, “thou shalt not 
  seethe a kid in his mother’s milk,” likely due to the 
  cruelty of turning a kid’s sustenance into the means 
  of its destruction. To avoid such an occurrence, the 
  Talmud encourages a blanket prohibition against any 
  combination of meat (including poultry) and milk in a 
  meal. This prohibition became entrenched in tradition 
  and is considered to be one of the pillars of kashruth.
  For a dairy product to be kosher, it must 
  come from a healthy, kosher animal.
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  Parve
  Parve is a term used to describe “neutral” foods 
  that are not counted as meat or milk.
  Eggs are kosher if they come from a kosher 
  bird, and if they have been candled to ensure 
  that they have not been fertilized. Fertilized 
  eggs are considered to be unkosher.
  Fish are kosher only if they have fins and scales. 
  Fish and meat may not be served on the same 
  plate, but they may be served at the same meal. 
  Crustaceans and mollusks are strictly unkosher. 
  There is no special procedure for slaughtering fish.
  Vegetables and grains are kosher by their 
  very nature. Any plant matter meant for 
  food should be investigated to ensure that it 
  contains no living creatures (insects, etc.).
  Dishes/Cutlery
  Due to the proscription against combining milk and 
  meat, it is traditional for Jews to keep two sets of 
  dishes and cutlery, one for each category of food.
  Worship
  Synagogues
  Synagogues are Jewish houses of worship. 
  Their construction varies, but all have a main 
  prayer room, known as a sanctuary. Most 
  sanctuaries will include the following:
  Aron ha Kodesh: ‘the holy ark’ in which Torah 
  scrolls are kept, and a focus for prayers.
  Bimah: a raised platform on which to place and 
  read the Torah. The bimah is typically covered with a 
  cloth, so that the Torah does not touch bare wood.
  Ner tamid: an eternal light, typically placed 
  above the aron ha kodesh and recalling 
  the eternal light of the First Temple. 
  A lectern from which a rabbi or cantor 
  can speak to the congregation.
  Clergy
  Judaism does not have a single organizing body or 
  leader. Each synagogue is a unique entity; decisions 
  that need to be made regarding a synagogue’s status 
  (for example, hiring a new rabbi) are made by the 
  community as a whole, with heavy consideration given 
  to rabbinical and clerical opinions. In the Middle Ages, 
  women were prohibited from holding clerical positions. 
  Jewish clerical roles are not hierarchical; they include:
  Rabbi: Rabbis are scholars and teachers of Torah; 
  the title comes from their mastery of scripture, and 
  carries no divine investiture.  Maimonides ruled that 
  every congregation should appoint a preacher and 
  Torah scholar/teacher, and in this context, rabbis 
  became leaders and servants of their communities. 
  The role of a rabbi is multi-faceted, including many 
  roles. In addition to preaching and Torah study, a 
  rabbi’s responsibilities include leading prayer services, 
  judging disputes within the Jewish community, 
  pastoral counselling, and celebrating life events. 
  Cantor: Jewish communal prayers are often sung; 
  these prayers and others may be led by a cantor 
  (also known as a hazzan) trained in music and prayer 
  ritual. Many prayers are sung according to traditional 
  melodies, although these vary according to custom 
  and location. Traditional Jewish worship does not use 
  musical instruments, and so the only music typically 
  heard during prayer services will be liturgical chanting.
  Other Jewish Clerical Roles
  Judaism recognizes a handful of specific ritual/
  clerical roles. These roles may be fulfilled 
  by rabbis and cantors, as appropriate.
  Mohel: someone who performs ritual 
  circumcisions (brit milah)
  Schochet: someone specially trained in kosher slaughter
  Mashgiach: someone who oversees the 
  kashrut status of a ksher establishment.
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  Prayer and Ritual
  Prayer and ritual are essential to Jewish life, with most 
  Hebrew prayers (tefilot; singular tefilah) serving as 
  expressions of thanks to God. Traditionally, Jewish men 
  are obligated to pray three times each day, in prayer 
  services respectively known as shachrit, mincha, and 
  maariv. Jews are permitted to pray individually, but 
  certain prayers are not recited without a quorum, or 
  minyan; a minyan consists of at least 10 Jewish men age 
  13 or older, and represents an “assembly of Israel.” 
   
  In addition to thrice-daily prayer services, 
  Jews are also expected to recite 100 blessings 
  (brachot; singular bracha) each day. 
  There are three types of brachot:
  • 
  Those said when enjoying a material pleasure, such 
  as eating, drinking, or wearing new clothing.
  • 
  Those said when performing a commandment, such as 
  reading the Torah or lighting candles before Shabbat.
  • 
  Those said in thanks and praise of God and His 
  creation. These brachot can be said when seeing 
  mountains or the sea or when receiving good 
  news. This sort of bracha is also said upon waking 
  each morning, to give thanks for things we might 
  otherwise take for granted, such as one’s health.
  The Shema
  Judaism contains a multitude of prayers, but the 
  Shema stands out as perhaps the most essential 
  among them. More than a prayer, it is an affirmation 
  of identity and a declaration of faith; it is the 
  central prayer of morning and evening services, 
  and its daily recitation is considered to be a biblical 
  commandment. The translation of the Shema follows:
  Hear, O Israel, the Lord is our God, the Lord is One. 
  Blessed be the name of the glory of His kingdom forever 
  and ever. You shall love the Lord your God with all your 
  heart, with all your soul, and with all your might. And 
  these words which I command you today shall be upon 
  your heart. You shall teach them thoroughly to your 
  children, and you shall speak of them when you sit in 
  your house and when you walk on the road, when you 
  lie down and when you rise. You shall bind them as a 
  sign upon your hand, and they shall be for a reminder 
  between your eyes. And you shall write them upon 
  the doorposts of your house and upon your gates.
  The last lines of this prayer reference tefillin and 
  mezuzot, which are discussed in the section that 
  follows. The Shema makes an appearance in the New 
  Testament, in Mark 12:29-31, when Jesus is asked 
  which commandment is the most important.
  Jewish Ceremonial Objects and Clothing
  The practice of Judaism involves a number 
  of ritual items, as described below:
  Mezuzah:  
  A mezuzah (pl. mezuzot) is a small, encased prayer scroll 
  (a klaf) placed on the upper right side of all interior and 
  exterior doorways (excluding toilets and small closets) of a 
  Jewish home. The prayers inscribed on the klaf are always 
  the same, and begin with the Shema. The prayers must be 
  written by a specially-trained scribe, known as a sofer.
  Sacred Garments:  
  Judaism’s sacred garments are worn exclusively by men. There 
  are two types of fringed garments: the tallit is a fringed prayer 
  shawl worn on the shoulders or over the head (like a cape) 
  during morning prayer services. The tallit katan (small tallit) is a 
  fringed, poncho-style garment meant to be worn all day under 
  one’s shirt, to observe the commandment of wearing fringes 
  during all waking hours. 
   
  Tefillin are a pair of small, black, cubical boxes encasing 
  particular prayers, worn during morning services. They are 
  attached to the head and arm by means of leather straps, 
  which are wrapped onto the arm in a particular way according 
  to tradition. The traditional Jewish skullcap, known as a kippah, 
  is worn in respect to God, but has no sanctity of its own.
  The sanctity of tallit and tefillin demands that those objects be 
  respected, and that they never touch the ground or be taken 
  to an unclean place. Should this happen, one is expected 
  to make penance by fasting for the remainder of the day.
  Hair:  
  This section warrants a note about Jewish men's hair. The 
  Torah commands, thou shalt not round the corners of your 
  heads, and this is observed by not trimming one’s side-locks 
  (known as payot) or beard; where observed, this has the 
  side-effect of making Jewish men immediately identifiable.
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  Items for the Shabbat:
  As Shabbat is a ritual central to Judaism, its observance 
  includes a number of specific ritual objects. 
  These include:
  Kiddush Cup:  
  A wine goblet, made of silver. Kiddush (blessing over 
  wine) is said at the beginning of most holidays. It is 
  always said before the blessing over bread.
  Challah Cover:  
  This is a special cover to obscure challah (braided 
  bread, baked specifically for Shabbat) until the Kiddush 
  is said, thus preserving the primacy of the wine.
  Candlesticks:  
  Jewish women are traditionally the ones to light candles at 
  the beginning of Shabbat, to honour the holiday and create an 
  atmosphere of peace and tranquillity. Although any number 
  of candles may be lit, it is customary to light two candles for 
  each person doing so. Candlesticks used for this purpose are 
  often made of silver, and occasionally highly ornamented.
  Havdalah candle and spice box:  
  Havdalah is observed at the end of Shabbat, as a way 
  of saying farewell to that holiday. Its observance is 
  marked by prayers and song, as well as the lighting of 
  a braided candle and smelling sweet, aromatic spices 
  contained within an ornamental, often silver, box
  Rituals of the Jewish Life Cycle
  Birth
  Judaism is a matrilineal religion, any baby born to 
  a Jewish woman is automatically considered to be 
  Jewish. Jewish babies are named after someone 
  important to the family, typically a relative. On the 
  eighth day after birth, Jewish boys are circumcised 
  in a ritual known as the brit milah (or bris). This 
  ritual recalls God’s covenant with Abraham, and 
  is performed by a trained individual known as a 
  mohel. There is no equivalent ceremony for girls.
  Bar Mitzvah
  The bar mitzvah (lit. “son of the commandment”) 
  is a Jewish coming-of-age ritual. At the age of 13, 
  Jewish boys take on the status of Jewish men, taking 
  on all of the rights and responsibilities thereof. A 
  boy who has become bar mitzvah may be counted 
  towards a prayer quorum (minyan) and is eligible 
  to read from the Torah; his parents are no longer 
  accountable for his actions, he becomes eligible 
  to marry, and he may own personal property.
   
  By the 13th century, the rituals of bar mitzvah had 
  largely become standardized. The man-to-be first 
  reads from the Torah and other scripture, then 
  delivers a brief speech on the scripture he has 
  just read; this is followed by a feast attended by 
  family and friends, and sometimes the whole of the 
  local Jewish community. In the Middle Ages there 
  was no equivalent ceremony for girls, who were 
  considered to become women at the age of 12.
  Weddings
  Prior to a marriage, the groom must sign a marriage 
  contract known as a ketubah. This document details 
  the groom’s obligations to the bride. The marriage itself 
  is conducted under a canopy known as a chuppah, 
  which symbolizes the home that the couple will build 
  together.  
   
  In Ashkenazi tradition, the bride wears a veil and circles 
  her husband-to-be three or seven times before any 
  vows are said; Sephardic Jews do not observe these 
  traditions. Traditionally, two blessings are recited, 
  followed by an exchange of rings and tasting of wine. 
   
  The groom will then smash a glass with his right 
  foot, symbolizing the destruction of the Temple and 
  representing the idea that the most joyous of times 
  must be tempered. The newly-weds will then retire 
  briefly to a private room, which symbolizes the groom 
  bringing his bride into his home; this is followed by a 
  traditional wedding feast with prayers and singing.
  Death and Mourning
  Judaism specifies that a person’s body should be 
  buried as soon as possible after death, but never on 
  the Sabbath or certain other holidays.  Upon death, a 
  person’s body is looked over by a burial society known 
  as the chevra kadisha, who are responsible for watching 
  and praying over the body, washing it, and dressing it in 
  a plain white shroud; the body is never left alone until it 
  has been buried. 
   
  Jewish tradition holds that a body should be buried 
  in a plain, unadorned wooden coffin, and prohibits 
  embalming and/or cremation, with the idea of allowing 
  the body to return to nature as described in scripture. 
  Once the coffin is in the ground, the mourners take 
  turns shovelling earth onto it. This participation is 
  considered to be a particularly good deed as it is 
  the last act one can do for the deceased, who can 
  offer no gratitude or repayment. Once the grave has 
  been covered, mourners recite an ancient Aramaic 
  prayer known as the kaddish (not to be confused with 
  Kiddush). 
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  Burial is followed by two periods of mourning, known 
  as shiva and shloshim. Shiva (lit. “seven”) is a seven-day 
  period in which mourners remain at home to welcome 
  in those offering their condolences. Any mirrors in the 
  home are covered with cloth, the family of the deceased 
  sit on low stools, and the family of the deceased tear the 
  clothes they wear as a representation of their sorrow. 
  Additionally, candles are lit and daily prayer services are 
  held twice daily in the home. 
   
  The next period of mourning, shloshim (lit. Thirty) 
  is an extended period of sorrow that counts thirty 
  days from the day of burial, and includes shiva. While 
  it is a period of re-entry into the public world, it is 
  also a time in which mourners continue to avoid any 
  celebration or gaiety. Additionally, during this period 
  men are discouraged from shaving and couples are 
  discouraged from engaging in acts of intimacy.
  Concepts of the Jewish afterlife
  The Torah contains very little information about an 
  afterlife, and virtually all concepts related to heaven and 
  hell are much later, typically Christian, inventions. There 
  have been a significant amount of (often contradictory) 
  rabbinical writings on this topic, and anyone interested 
  in the topic is encouraged to research it at their leisure.
  The Mikveh
  A mikveh is a dedicated ritual bath, used for purposes 
  of purification. Typically, a mikveh is visited by 
  women prior to their wedding, or after menstruation.  
  Submersion in water offers cleanliness; in this case more 
  of a spiritual cleansing than a physical one. Men also use 
  mikvot on occasion, but there is less of an imperative for 
  them to do so. 
   
  A mikveh is a central part of a Jewish community, so 
  much so that one must be present before a synagogue 
  can be constructed. In the Middle Ages, mikvot were 
  frequently built through community collectives.
  Occupations & Scholarship
  In the Middle Ages, Jews were typically forced into 
  a handful of professions. Due to their place outside 
  the feudal and guild systems, Jews were typically 
  forbidden from working the land or practicing a trade. 
  While Christians were prohibited from the practice of 
  usury, Jews were not; thus, many Jews took on roles 
  as bankers, tax collectors, and moneylenders. Jews’ 
  acumen with money was a double-edged sword 
  because, even as their skills were highly sought-
  after by various nobles, it also made them targets for 
  resentment, greed, and persecution.  
  Many Jews in the medieval period also acted as artisans, 
  architects, merchants, sailors, and physicians. Some, 
  as court physicians, were trusted advisors to kings and 
  queens. Jewish merchants dealt in a wide variety of 
  goods, including textiles, livestock, wine, and slaves. 
  Scholarship
  Intense discussion and debate over scripture has 
  long been a hallmark of Judaism; the purpose of 
  such debate is not to ‘win’ per se, but rather to 
  come closer to understanding the holy texts, and 
  by extension, God Himself. It is a pastime unto itself, 
  and has given birth to the axiom, “two Jews, three 
  opinions. This proclivity towards scholarly learning 
  helps to explain why many Jews in the Middle 
  Ages went became physicians or apothecaries.
  Sacred Texts
  The Hebrew Bible
  The Hebrew Bible is known as the Tanakh, which is 
  an acronym for its three sections: Torah (Teaching), 
  Nevi’im (Prophets), and Ketuvim (Writings). The 
  Tanakh contains 24 books, as detailed below.
  Torah
  The Torah is the basis of all Jewish sacred texts, and 
  comprises the books of Genesis, Exodus, Leviticus, 
  Numbers, and Deuteronomy. It is considered a mitzvah 
  (blessing or good deed) to handle the Torah, which is 
  to be treated with the utmost reverence. Torah scrolls 
  are kept in an enclosure known as an ark; when a 
  synagogue’s ark is opened in the course of worship 
  services, all congregates are expected to rise in respect. 
   
  The Torah contains a total of 613 commandments. In 
  addition to the Ten Commandments, there are laws 
  regarding virtually every aspect of day-to-day life, 
  including hygiene, kashruth, agriculture, charity, and 
  much more. Jews are expected to adhere to these 
  commandments as closely as possible but many of 
  them are related to the long-destroyed Temple; thus, 
  these have been deemed impossible to fulfil until a new 
  Temple can be built. Certain commandments may be 
  disregarded with rabbinical permission, if following that 
  commandment would cause a hardship. 
   
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  A physical Torah is comprised of a long piece of sewn-
  together parchment sourced from kosher animals; 
  its text must be written in Hebrew by a trained scribe 
  known as a sofer. Writing the Torah is a lobar of intense 
  concentration, and the sofer must be exacting in his 
  calligraphy; a single missing, broken, or smudged letter 
  can render the entire scroll unkosher. A Torah must be 
  written with black ink and scribed with a feather quill. A 
  carved wooden shaft (etz chaim, tree of life) is attached 
  to each end of the scroll, acting as handles with which 
  to turn the Torah’s pages.  
   
  A Torah typically bears a number of adornments, each 
  of which attests to its sacred role in Jewish worship. 
  In addition to the carved shafts mentioned above, a 
  Torah scroll is kept wrapped in an embroidered cover 
  (mantel), under which a special sash (gartel) is used 
  to hold the scroll closed. As a further adornment, a 
  covered Torah will typically be topped with a silver 
  crown (keter) attached to the top of each wooden 
  shaft. Other adornments include a hand-shaped 
  pointer (yad), used to help follow the words on the 
  page, and a decorative “breastplate” displayed over 
  the mantel; these last two items are typically made 
  of silver. When a Torah is retired it (and possibly its 
  adornments) must be set aside and ritually buried.
  Nevi’im
  The Nevi’im, or ‘Prophets’ comprise eight books, 
  separated into Former and Latter Prophets. 
  These books are divided as follows:
  Former Prophets
  Joshua, Judges, Samuel, Kings
  Latter Prophets
  Isaiah, Jeremiah, Ezekiel, and the Twelve Minor Prophets:
  Hosea, Joel, Amos, Obadiah, Jonah, Micah, Nahum, 
  Habakkuk, Zephaniah, Haggai, Zechariah, Malachi 
  Ketuvim
  The Ketuvim, or writings, are the final section of the 
  Tanakh. They consist of eleven books, divided as follows:
  The Three Poetic Books
  Psalms, Proverbs, Job
  The Five Megillot (scrolls)
  The Song of Songs, Ruth, Lamentations, 
  Ecclesiastes, and Esther
  Other Books of the Ketuvim
  Daniel, Ezra & Nehemiah, Chronicles
  The Talmud
  The Talmud (study) was compiled in or around the 4th 
  century AD.  It is composed of 63 tractates of rabbinical 
  commentary (Gemara) on oral law (Mishnah), and, as it 
  contains the teachings and opinions of a vast number of 
  rabbis, it is Judaism’s primary source of religious law and 
  theology. The Talmud is written in Hebrew and Aramaic, 
  and any given page contains a centred block of text 
  which is surrounded by various rabbis’ commentaries. 
   
  ‘Talmud’ may refer to the Mishnah and Gemara 
  together, or simply the Gemara alone. There are 
  two separate Talmudim, the Babylonian and 
  the Jersualem; typically, any reference to the 
  Talmud relates to the Babylonian Talmud. 
  Mishnah
  The Mishnah (study by repetition) is a compilation of 
  oral law handed down over centuries, and which forms 
  the foundation of the Talmud. Codified, the Mishnah 
  consists of 63 tractates across six orders, as follows:
  Zeraim (Seeds) 
  Prayer, tithing, and agriculture
  Moed (Festival) 
  The Sabbath and festival holidays
  Nashim (Women) 
  Marriage and divorce, and oaths
  Nezikin (Damages) 
  Civil and criminal law, oaths, and 
  the functioning of the courts
  Kodashim (Holy Things) Dietary laws, the Temple, 
  and sacrificial rites
  Tohorot (Purities) 
  Food and bodily purity and impurity 
  , laws regarding the dead
  Gemara
  The Gemara are the actual rabbinical commentaries and 
  analyses of the Mishnah. These provide interpretations 
  of, and questions about the law, with a given rabbi’s 
  comments building upon or debating the words 
  of the rabbis that came before him. In this way, the 
  Talmud represents a sort of dialogue through time.
  Notable Rabbis – many of Judaism’s most notable rabbis 
  lived during the Middle Ages. A selected few are listed below, 
  chronologically. The names in italics are the names by which 
  they are commonly known to scholars of the Talmud.
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  • 
  Solomon ben Yitzchak, Rashi – 1040 - 1105  
  French author, educator, poet. Primary 
  commentator of the Talmud.
  • 
  Hillel ben Eliakim, Rabbeinu Hillel – c. 11-12th century 
  Greek / Romanian disciple of Rashi.
  • 
  Isaac Alfasi, the Rif – 1013-1103  
  Spanish/North African author.
  • 
  Samuel ben Meir, Rashbam – 1085-1158 
  French scholar, vintner, Tosafist, grandson of Rashi.
  • 
  Abraham Ibn Ezra, Even Ezra – 1089-1164 
  Spanish/North African biblical commentator, 
  grammarian, astrologer, poet. 
  • 
  Maimonides, Rambam – 1138-1204 
  Spanish/North African astronomer, philosopher. 
  Physician to Saladin, Viceroy of Egypt. 
  • 
  Yehuda Halevi – 1175-1241 
  Spanish poet, philosopher, physician. Author of 
  The Kuzari -The Book of Refutation and Proof in 
  Support of the Abased Religion, which was written 
  as a dialogue between a rabbi and a pagan.
  • 
  Nachmanides, Ramban – 1194-1270 
  Catalonian/Holy Land mystic, messianist, debater.
  • 
  Gersonides, Ralbag – 1288-1344 
  French philosopher, mathematician, astronomer, physician.
  • 
  Don Isaac Abravanel, Abarbanel – 1437-1508 
  Portuguese philosopher, banker, philanthropist, 
  court advisor to Isabella and Ferdinand of Spain.
  • 
  Obadiah ben Abraham, Bartenura – 1445-1515 
  Italian/Holy Land spiritual leader, judge.
  • 
  Special Mention – the Tosafists:  
  Rather than a single rabbi, the Tosafists were a 
  group of French and German rabbis who lived 
  in the 11th to 13th centuries. They are best known 
  for their responses to Rashi’s commentaries, 
  as well as the way individual Tosafists became 
  experts in particular volumes of the Talmud.
  Mysticism & Magick
  Mysticism has always been a part of Judaism, and 
  the Torah is full of stories of supernatural encounters. 
  Kabbala is the best-known form of Jewish mysticism; it 
  seeks to understand the relationship between God and 
  the universe. Kabbala’s fundamental text is the Zohar, 
  which came out of 13th century Spain and is akin to an 
  esoteric, mystical version of the Talmud. The Zohar delves 
  into such topics as the nature of God, the universe, and 
  the soul; palmistry; reincarnation; and transmigration of 
  the soul.  
   
  Kabbala can be divided into three broad categories:
  Theosophical kabbala: this category explores 
  spiritual matters and the inner dimensions of reality. 
  The central symbolic structure of the branch of 
  kabbala is called the sefirot, a tree-like diagram 
  that is supposed to describe God’s different 
  'emanations', or aspects of His capacity as creator.
  Prophetic kabbala: within this branch of kabbala, 
  practitioners pursue mystical experiences in pursuit of 
  hidden knowledge, seeking open their minds to God 
  in order to understand Him. Prophetic kabbala sees the 
  Hebrew alphabet as the underlying structure of the 
  universe, and as something that contains every element 
  of the universe. Each letter of the Hebrew alphabet also 
  represents a number, offering the potential of finding 
  infinite translations and secrets within existing texts.
  Practical kabbala: this is the area of kabbala that 
  deals with Magick, such as spells, amulets, angels, 
  and demons; it is less focused on understanding 
  the universe than it is in manipulating its fabric.
  Golems
  Golems are a particular application of practical kabbala; 
  they are mindless creatures made of inanimate 
  matter (typically clay or mud), typically constructed 
  as protectors or servitors. The story of the Golem 
  of Prague is an excellent and highly-recommended 
  account of how such creatures are created; that tale also 
  includes several blood libels as important plot points. 
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  432
  Jewish Sins and Punishments
  Sinful Offence 
  SPR 
  Punishment
  Informing on the Jewish community to Gentile authorities 
  -10 
  Death
  Murder 
  -8 
  Death
  Murder of a rabbi 
  additional -2
   —
  Human ritual sacrifice 
  -8 
  Death
  Sacrificing one’s own child to demons additional 
  -2 
  —
  Murder or human sacrifice on consecrated ground additional 
  -5 
  —
  Drawing a weapon in a synagogue 
  -1 
  None
  Publicly worshipping a deity other than God 
  -3 
  Ostracism (kareth)
  Privately worshipping other gods 
  -2 
  Ostracism
  Intentionally damaging a synagogue or its contents 
  -5 
  Death
  Damaging a Jewish religious book or religious Item 
  -2 
  Ostracism (kareth)
  Vandalism of another’s property 
  -1 
  Fine and recompense
  Cursing the Sacred holy name of Yahveh 
  -8 
  Ostracism (kareth)
  Refusing to be circumcised 
  -5 
  Ostracism (kareth)
  Failure to participate in Sabbath or holy day 
  activities, except for greater cause 
  -2 
  None
  Not practicing daily prayers, or correct rituals 
  -1 
  None
  Failure to tithe to the poor (if promised - not a universal requirement) 
  -1 
  None
  Inhospitality toward a stranger (even a foreigner) 
  -1 
  None
  Knowingly drinking blood or consuming part of a live animal 
  -2 
  Ostracism (kareth)
  Knowingly eating Unclean or non-kosher animals 
  -1 
  None
  Attacking a rabbi officiating at synagogue 
  -5 
  Death
  Assaulting anyone without prior cause 
  -2 
  None
  Attacking one’s parents 
  -5 
  Death
  Dishonouring one’s parents 
  -3 
  None
  Intentionally teaching one’s children false versions of Jewish laws 
  -3 
  None
  Failure to teach one’s children the Lord’s laws 
  -1 
  None
  Blaspheming (including making oaths in vain) 
  -3 
  Ostracism (kareth)
  Insulting a rabbi (including impersonating a rabbi) 
  -1 
  None
  Bearing false witness in a capital case 
  -2 
  Death
  Bearing false witness 
  -2 
  Fine and recompense
  Slanderous gossip (or spreading true, but malicious, gossip) 
  -1 
  None
  Oppressing the weak - mistreating the handicapped, widows or orphans 
  -2 
  Fine and recompense
  Theft or cheating an employee 
  -2 
  Fine and recompense
  Rape 
  -2 
  Marriage with no divorce
  Adultery 
  -3 
  Divorce (married woman - death)
  Bestiality 
  -3 
  Ostracism (kareth)
  Bestiality as part of (non-Jewish) religious rite 
  -3 
  Death
  Homosexual intercourse 
  -1 
  Ostracism (kareth)
  Sexual intercourse consciously with a menstruating woman 
  -1 
  Ostracism (kareth)
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  433
  Uncleanliness
  Some actions or states make a person ritually 
  ‘Unclean’. These are considered serious matters - but 
  not sins, as they bar a person from participation in 
  religious activities until they have been cleansed 
  by purification. Contact with an Unclean person 
  or thing can additionally transmit their ‘Unclean’ 
  status, meaning that most people will try to have 
  minimum possible dealings with those who are 
  Unclean, or who are likely to be Unclean.
  Once made ritually Unclean, this condition can 
  usually be rectified by bathing, sometimes after a 
  specified number of days have passed. The water 
  used must be ‘living water’ (it must be rainwater, 
  or flow from a spring, river, or sea - not being ‘still’ 
  water from a puddle or from a storage cistern). Where 
  there is no convenient safe running water nearby, 
  dedicated bathing facilities may be built to satisfy 
  the ritual requirements through piped water.
  Jewish Unclean Acts
  Condition 
  Remedy
  Wet dreams ....................................................................Bathe
  Sexual intercourse (any form)......................................Bathe
  Menstruation ..................................................... 7 days, bathe
  Childbirth (of a son) ......................................... 7 days, bathe
  Childbirth (of a daughter) .............................. 14 days, bathe
  Eating food or drinking  
  wine sacrificed to idols ..........................................Ostracism
  Allowing one’s home to  
  become ritually  
  Unclean (not dirty)..................................7 days, clean house 
  Someone dying in one’s house ...................... 7 days, bathe
  Touching a human corpse ............................... 7 days, bathe
  Touching the corpse of an Unclean animal ................Bathe
  Sinful Offence 
  SPR 
  Punishment
  Incest 
  -1 
  Ostracism (kareth)
  Trimming one’s beard at the corners, or shaving one’s beard with a razor 
  -1 
  Barred from synagogue
  Intentionally creating, undoing anything or performing any 
  labour on Sabbath (or ordering another to perform labour) 
  -2 
  Ostracism (previously death)
  Kidnapping or human trafficking 
  -3 
  Fine and recompense, or 
  Death (if victim dies)
  Necromancy, casting a spell of Black Magick, or performing Gentile miracles 
  -8 
  Death
  Casting a spell of Divination 
  -4 
  Curse
  Casting a spell of Command 
  -4 
  None
  Practicing arcane Magick or consulting with spirits 
  -2 
  Ostracism (kareth)
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  434
  Islam in the Middle Ages
  By Omnia Al Desoukie
  Introduction 
  The medieval period overlaps with 
  the Islamic Golden Age – a period in 
  which Muslim scholars made great 
  advances in science, philosophy, the 
  arts, engineering and medicine.
  Islam is one of three Abrahamic religions, 
  the others being Judaism and Christianity. 
  Muslims believe God sent numerous 
  prophets to guide humanity, including 
  Moses and Jesus, but the last of these was 
  the Prophet Mohammed (peace be unto 
  him), who was given the word of God by 
  the Archangel Gabriel. The revelations 
  were written down in the Quran.
  Islam spread rapidly. The Prophet 
  Mohammed, born approximately 
  570AD, began receiving revelations 
  at the age of 40. By the time of his 
  death in 632AD (10AH), most of the 
  Arabian Peninsula had converted to 
  Islam. Within another century it had 
  spread throughout the Middle East, 
  North Africa, and into Central Asia and 
  Europe, with the territory of Al Andalus 
  (Andalusia) covering much of Iberia and 
  into southern France in the 8th century.
  By the 11th century, Muslim traders had 
  spread Islam further, into sub-Saharan 
  Africa along the costs of East Africa, and 
  to India, southwest Asia and into China.
  Between the 11th and 15th centuries 
  Christian kingdoms in Iberia gradually 
  forced Muslims from Spain, with the 
  last enclave, the Nasrid Kingdom 
  of Grenada falling in 1492AD.
  In the east, Muslim Turks from Anatolia 
  expanded into the Balkans in the 14th 
  century, having already conquered 
  much of the Middle East and North 
  Africa. In 1453AD they conquered 
  Constantinople, ending the Byzantine 
  Empire. Like the Byzantines before them, 
  the inhabitants of this new empire 
  considered themselves inheritors of 
  ancient Greece and Rome (and referred 
  to their lands as Rûm). The West named it 
  the Ottoman Empire, after the dynasty’s 
  13th century founder, Osman Gazi.
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  435
  Baghdad & the Golden Age of Islam
  The Islamic Golden Age, between the 8th and 
  14th centuries, was a period in which the Islamic 
  world flourished not only scientifically but also 
  culturally, economically, and politically. Europe 
  was emerging from the dark ages following the fall 
  of the Western Roman Empire.  Much of Europe’s 
  subsequent intellectual and scientific development 
  was made possible by the knowledge preserved 
  and discovered by Islamic scientists, transmitted 
  to Europe through scholars in Al Andalus.
  The Islamic world preserved what they inherited from 
  both the Byzantine and the Persian empires. Their 
  vision during the Golden Age was to spread the word of 
  Islam through culture, sciences and economics. Hence, 
  they wanted not only to collect earlier knowledge but 
  engage and build on that work to enhance their own 
  knowledge, and that of others. Initially focusing on 
  translating of medicine, astronomy and mathematics 
  into Arabic, the translation movement soon spread 
  to philosophy and other branches of knowledge.
  What drove Muslims to study and innovate in 
  scientific, cultural, military and other aspects 
  was the desire to gain the acceptance of God, for  
  through his mercy a human can enter heaven.
  During the Abbasid Caliphate, Mohammed Al Mansur 
  (754-775AD) built Baghdad. His successor Harun Al 
  Rashid (786-809AD) made the city a centre of learning. 
  Learned Christian and Jewish men held high-level 
  government posts, as their knowledge was highly 
  valued.  Haroon Al Rashid’s son Abu Jadar Al Ma’mun 
  (813-833AD) created the House of Wisdom, a centre of 
  learning for the sciences and philosophy. The House of 
  Wisdom sponsored scholars from all over the world to 
  translate knowledge into Arabic and save it in Baghdad. 
  Al Ma’mun had a bloody start to his reign. His father 
  Harun ordered that his younger brother Al Amin should 
  succeed him and that Al Ma’mum should serve as a 
  governor, becoming Caliph only after his brother’s 
  death. Despite being the older son, Al Ma’mun’s 
  mother was Persian, while Al Amin’s mother was of a 
  high clan of Arabia. The son of an Arab woman was 
  given preference over the son of a Persian woman. 
  The relationship between the two brothers deteriorated 
  after their father’s death, and Al Amin decreed his son 
  would become his heir. This led to a civil war between 
  both brothers. Al Ma’mun defeated his brother. After Al 
  Amin was beheaded, people recognised Al Ma’mun as 
  Caliph of the Abbasid empire, entering Baghdad in 819. 
  Though Baghdad was restored to peace there 
  were confrontations elsewhere. In 827AD, Arabs 
  from Tunisia invades Sicily. They were to be 
  expelled and then they returned to Sicily once 
  more. In Al Andlus, the Reconquista saw Islamic 
  influence diminish, and from the late 11th century 
  through much of the rest of the medieval period, 
  Europeans invaded the Levant in the Crusades.
  But it was not until 1258AD, when the Mongols sacked 
  Baghdad and ordered the killing of the Caliph that 
  the Abbasid Empire came to an end. Subsequent 
  decades saw the beginning of the Ottoman Empire 
  and the slow decline and end of the Golden Age.
  Personalities of the Golden Age
  Berber inventor Abbas Ibn Farnas (809-887AD), who 
  lived in Al Andalus, developed a method of making 
  colourless glass and developed reading stones 
  (spectacles), created glass planispheres for tracking 
  star movements, and is reputed to have been the 
  first man to fly, strapping wings to his body and 
  achieving ‘a considerable distance’, though he hurt his 
  back in the landing and did not attempt it again.
  Astronomer, mathematician and geographer 
  Muhammad ibn Musa Al Khwarizmi (780-850AD) 
  was the Father of Algebra. Hasan Ibn Al Haytham 
  (965-1040AD) is known as the Father of Optics, also 
  made contributions to medicine and philosophy. 
  Mechanical engineer Ismail Al Jazari (1136-1206AD), 
  chief engineer at the Artuklu Palace in Anatolia, 
  detailed instructions for building 100 automata in 
  his Book of Knowledge of Ingenious Mechanical 
  Devices (1206). His inventions include the off-
  set camshaft, the crankshaft, an automatic drinks 
  dispenser, a pump system still used in modern 
  flushing toilets, and a programmable mechanical 
  band incorporating the world’s first drum machine. 
  Al Jazri is considered a father of modern robotics.
  Abu l-Walid Muhammad Ibn Ahmad Ibn Rushd, known 
  to the West as Averroes, was a 12th century Andalusian 
  philosopher and polymath known particularly 
  for his works on Aristotelianism. His works were 
  widely translated into Latin and Hebrew and helped 
  spark the European 12th century Renaissance.
  11th century Persian philosopher, physician and 
  theologian Abu Ibn Sina (Avicenna to Europeans) is 
  considered the father of medicine. His five-volume 
  encyclopaedia Canon of Medicine was a standard 
  medical text in the Islamic world and Europe 
  until the 18th century. His Book of Healing was 
  intended to cure ignorance: it covered logic, the 
  natural sciences, mathematics and metaphysics. 
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  436
  Theology
  Muslims believe both Judaism and Christianity were 
  religions sent to Earth by God. However, the Prophet 
  Mohammad (PBUH) is the last messenger who 
  came to earth to spread the word of enlightenment, 
  forgiveness and equality to all humanity.
  The Quran is the foundation for the message. 
  The Archangel Gabriel, Jibra’il in Arabic, 
  appeared to the Prophet and instructed him 
  to recite the first verse in the Quran.
  Muslims believe Islam is a lifestyle solution, and religion 
  is a central aspect of Muslim lives and identities. The 
  Prophet Mohammed (PBUH) is seen as a reformer 
  of the world. In addition to the word of God, written 
  down in the Quran, Muslims look to the Prophet’s life 
  and reported sayings (hadith) to guide them. Hadith 
  are carefully evaluated, those reported by close family 
  and associates of the Prophet who heard the saying 
  directly considered more reliable than those from 
  someone who heard the saying second-hand.
  Muslims recognise three dimensions of religion. 
  Islam is voluntary submission to God. Iman (faith) is 
  belief in the six Articles of Faith. Ihsan (perfection) 
  is using inner faith and conviction to inspire good 
  deeds and a sense of social responsibility. 
  Islam (submission)
  Islam, submission, requires the acknowledgement 
  that there is one God, and that Mohammed is 
  his prophet. Muslims are expected to perform 
  certain observances. Sunnis call these the 
  Pillars of Faith, and recognise five of them.
  Shahadah, the profession of faith acknowledging 
  God and his prophet, is the First Pillar. 
  The Second Pillar is Salat, prayer; Muslims are expected 
  pray facing the Kaaba in Mecca five times a day, at 
  dawn (Fajr), noon (Dhuhr), afternoon (’Asr), evening 
  (Maghrib) and night (’Isha). Before praying, Muslims 
  must purify themselves by washing (wudu).
  Zakat (almsgiving) is the Third Pillar. Muslims must 
  give one-fortieth of their wealth to support the 
  poor and needy. More may be given voluntarily.
  The Fourth Pillar is Sawm (fasting). Muslims who 
  have reached puberty must fast from dawn to dusk 
  through the month of Ramadan except those too 
  old or infirm, and pregnant to breastfeeding women. 
  Those travelling, or too ill to fast, may delay their 
  fasting; they are expected to make up their non-
  fasting days when they can. Fasting is more than 
  avoiding consuming food or drink; Sawm brings 
  Muslims closer to God, and fasters try to be more 
  virtuous, avoiding impure or angry thoughts. 
  The Fifth Pillar is Hajj (Pilgrimage). Every Muslim 
  must, at least once in their lives, go on Pilgrimage to 
  Mecca during Dhu al-Hijjah, the 12th month of the 
  Islamic calendar, if they are fit and able to do so.
  Rather than the Five Pillars, Shia recognise the 
  Ancillaries of the Faith, a list of 10 requirements of 
  submission, while Ismaili Shia recognise Seven Pillars. 
  Both incorporate similar principles to the Five Pillars, 
  though the Shia profession of faith adds recognition 
  of Ali as the custodian of the faith (see Shia).
  Iman (faith)
  The Six Articles of Faith required to 
  attain iman (internal faith) are:
  • 
  Belief in the one-ness of God
  • 
  Belief in the existence of angels
  • 
  Belief in the books of written by God – 
  the Quran, the Gospels, the Torah and 
  the Psalms, revealed to Mohammed, 
  Jesus, Moses and David respectively.
  • 
  Belief in all the prophets – Mohammed being the 
  last prophet and Jesus the penultimate prophet
  • 
  Belief in the Day of Judgement
  • 
  Belief in divine destiny
  Ihsan (perfection)
  Ihsan, perfection or excellence, is only attainable 
  with the help and guidance of God. Attaining this 
  dimension is a primary goal of Sufism. Having 
  attained this dimension, the faithful person performs 
  good deeds inspired by his or her faith to the 
  benefit of both community and individuals.
  Denominations of Islam
  There are two main denominations in Islam: Sunni 
  and Shia. Sunnis are by far the largest branch.
  The division took place upon the Prophet’s death, when 
  Muslims disagreed on who should follow the Prophet 
  and become the Caliph. Most Muslims at that time 
  believed that the Caliph should be chosen, but a few 
  believed the position should be inherited by someone 
  from the Prophet’s family - namely Ali, his cousin. 
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  437
  Eventually Sunnis prevailed and Abu Bakr Al Sidiqque, 
  the Prophet’s closest friend and the second believer, 
  was chosen as the first Caliph. Abu Bakr’s successors, 
  Umar and Uthman, were murdered, at which point Ali 
  became the fourth caliph. Ali himself was murdered 
  in 661, wounded by a poisoned sword wielded by a 
  militant while praying in the Great Mosque at Kufa, 
  in present-day Iraq, and dying two days later. 
  Despite the split, Sunnis and Shiites were not always 
  hostile. Throughout the centuries, Muslims clashed 
  with Europeans, Mongols, and other dynasties. 
  By 1500 Persia, present day Iran, was conquered 
  by the Azeri from Anatolia, who established the 
  Safavid dynasty and changed Persia from a primarily 
  Sunni country into a Shiite one. Shiite rule in 
  Persia distanced it from the Ottoman Empire. 
  The disagreement between the two branches has 
  more to do with political power. The Middle East still 
  sees divides and conflict over which branch holds 
  power over the other, hence controls resources.
  Sunni
  Sunnis, the dominant branch of Islam, are known 
  as Ahl as Sunnah, the people of the teaching and 
  examples of the Prophet. They are the people who has 
  followed those who chose to elect the caliph. Sunni 
  Muslims named the four caliphs - Abu Bakr, Umar ibn 
  al Khattab, Uthamn ibn Affan and Ali ibn Abi Talib - as 
  the Khulafa al Rashiudun, the Rightly Guided Caliphs.
  Due to the divisions that led to the death of the Caliph 
  (see later) there was no democratically elected caliph. 
  The position became hereditary with dynastic rule. 
  Due to the known hierarchal approach of Islam, the 
  religion has fostered various approaches to understand 
  and interpret the text and the prophet’s tradition. 
  Sunni scholars (ulama) are guided by four schools of 
  jurisprudence (fiqh), which study the proper way to 
  live under divine law (Sharia). The schools therefore 
  encompass not only law, but Muslim belief and 
  behaviour. Each is named after the jurist who taught 
  them: Imam Abu Hanifa, Imam Malik Ibn Anas, Imam 
  Muhammad al-Shafi and Imam Ahmad bin Hanbal. 
  Each school interprets Sharia through the Quran and 
  hadith but differs on how it considers ambiguous cases.
  The Hanafiyya School
  This is believed to be the earliest school, formed 
  by Imam Abu Hanifa (699-767AD) in Kufa, though 
  it was not fully formalised until the 11th century. It 
  allows for discretion in interpretation of Sharia by 
  jurists and is considered the most flexible of the 
  schools. It was adopted by the Abbasid dynasty in 
  the 10th century, by Seljuk Turks in the 11th and 
  12th centuries, and later by the Ottoman Empire.
  The Malikiyya School
  The second school of thought was founded by 
  Imam Malik bin Anas (795AD). In this school Malik 
  depended mainly on the examples on the associates 
  of the prophet, particularly those in Medina. The 
  Malikiyya School was favoured by the Umayyad 
  dynasty, and was widely adopted in North and Saharan 
  Africa, and in Al Andalus until the Almoravids.
  The Shaffiya School
  This school was created by Imam Al Shafi (820AD.), 
  a pupil of Malik. Al Shafi placed importance on 
  the traditions of the Prophet, particularly the 
  Quran and hadith. The school does not allow for 
  individual discretion by judges. It was the most 
  common school of jurisprudence until the adoption 
  of the Hanifiyya School by the Ottoman Empire, 
  and was adopted by the Great Seljuk Empire, the 
  Kurdish Ayyubid dynasty founded by Salah Al Deen 
  (Saladin), and by the Mamluk Sultanate in Egypt.
  The Hanabliyya School
  This school was founded by Imam Ahmad bin Hanbal 
  (855AD). It is the most conservative school of thought. 
  Bin Hanbal was concerned jurists of the time used 
  their discretion to suit the demands of the powerful 
  and insisted on the literal implementation of the 
  Quran and the hadith. The Hanabliyya school, unlike 
  the other schools does not allow for the consensus of 
  jurist opinion. The school’s followers were known for 
  opposing Shia missionaries in Baghdad and for publicly 
  mobbing those Sunnis suspected of committing sins. It 
  was publicly condemned by Abbasid Caliph Ar-Radi in 
  935AD, though it continued without official support. The 
  school appealed to several notable Sufis (mystics) in the 
  medieval period. It enjoyed a 13th-century revival under 
  the controversial scholar Ibn Taymiyyah, who allowed 
  jihad (struggle) against other Muslims and forbade 
  veneration of Muslim saints. Nevertheless, it remained 
  the smallest school throughout the Middle Ages.
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  Shia
  Shiat Ali, the Party of Ali, were the people who believed 
  the Prophet Mohammed designated his cousin and 
  son-in-law Ali ibn Abi Talib as his successor and he 
  should have been the first Caliph, rather than Abu 
  Bakr. Shiites say that Ali did not fight Abu Bakr and 
  his immediate successors because he did not want to 
  create civil war within the nascent Muslim community.
  Ali eventually reigned as fourth Caliph (656-661). He was 
  killed after five years of a reign marked by war against 
  Muawiyah, the cousin of the third caliph, Uthman, who 
  claimed the Caliphate for himself, by a Kharijite militant 
  who stabbed him with a poisoned sword. The Kharijites 
  had been part of Ali’s armies, but left and took an oath 
  to kill both Ali and Muawiyah due to the ongoing wars. 
  Ali’s sons were also murdered after they were denied 
  succession. Al Hassan was poisoned, possibly on the 
  orders of Muawiyah, who became the fifth Caliph, 
  the first of the Sunni Umayyad dynasty.  Al Hassan’s 
  brother Al Hussein was killed fighting against the 
  Umayyads at the Battle of Karbala (680AD). These events 
  shaped Shia minds in terms of grieving (Ashura). 
  Between the death of the Prophet in 632 and the 
  Battle of Karbala (680AD), the Shiat Ali was primarily 
  a political movement. Over the next century Shiites 
  formed a distinct theology and school of jurisprudence, 
  rejecting hadith from the first three Caliphs who they 
  believe were improperly appointed, thus unreliable.
  By the 10th century the first Shia states formed – 
  notably the Fatimid dynasty in Egypt (909-1171AD) 
  and the Mongol Ilkhanate in Persia (1256-1335AD), 
  which promoted Shia Islam from 1295AD.
  A key Shiite belief is Imamah, the doctrine that 
  certain individuals, the true successors of the Prophet 
  Mohammed, are possessed of divine knowledge and 
  authority. These individuals are known as Imams 
  (the term means ‘someone who stands in front’; 
  Sunnis use the term for someone who leads daily 
  prayers). Sects of Shia differ over who the Imams 
  are. Some sects believe in a hidden Imam, hidden 
  from the world through Occultation, who will one 
  day return to fill the Earth with peace and justice.
  Twelvers 
  Twelvers (Ithna’ashariyyah), also known as Jafaris, 
  form the largest Shiite sect. Twelvers believe that the 
  Prophet’s authority and divine guidance is passed to 12 
  of his male descendants, beginning with Ali, to his sons 
  Hasan and Hussein until the 12th Imam, Muhammad 
  Al Mahdi. Al Mahdi is said to have gone into Occlusion 
  in 874AD, but will return to Earth to battle Al Masih Al 
  Dajjal, the false Messiah, and restore justice in the years 
  before Jesus’ return on the Day of Judgement. Twelvers 
  believe Jafar Al Sadiq was the sixth Imam, and that 
  since his older son Ismail Ibn Jafar died before him, the 
  Imamate passed to his younger son, Musa Al Khadim.
  Ismailis
  Some Ismailis believe that although Ismail Ibn Jafar 
  died before his father, the Imamate passed through 
  his line, rather than that of his brother Musa Al 
  Khadim. Others believe that Ismail did not die, but 
  that his death was staged to protect him. While some 
  believed Ismail was the last Imam, most recognised 
  his son Mohammed Ibn Ismail as the next Imam. A 
  further split occurred over the status of Mohammed 
  Bin Ismail, with some Ismailis believing he went 
  into Occultation, to return in future, and others 
  tracing the Imamate through his descendants. This 
  period saw the adoption by Ismailis of Dawah, the 
  proselytisation of Islam by dais (missionaries).
  Ismailis were the largest Shia group in the 10th and 
  12th centuries, when they founded the Fatimid 
  Dynasty in Egypt. A major schism took place over the 
  succession to the 8th Fatimid Caliph, Al Mustansir Billah, 
  who ruled from 1036 to 1094. Mustalis supported his 
  younger son Abul Qasim Ahmad Al Mustali Billah’s 
  appointment as 9th Fatimid Caliph, and believe him 
  to be the 19th Imam. Al Mustali’s older brother, Nizar 
  Al Mustafa li Dinil Lah, revolted unsuccessfully, being 
  captured in 1095 and executed in Cairo in 1097. 
  The schism broke the Fatimid Caliphate. The Nizaris, 
  following Nizar’s young son Al Hadi Ibn Nizar as true 
  Caliph and Imam, kept control of areas of Iran and Syria, 
  where the Dai Hassan-i -Sabbah smuggled him. The 
  Mustalis controlled Egypt, Yemen and Western India. 
  Hassan-i- Sabbah called his followers the people faithful 
  to the foundation of Islam (in Arabic asisiyyun). They 
  were forced into mountain strongholds, where they 
  fought a guerrilla war. Their name and methods of 
  political murder gave us the term Assassin. Sunni libels, 
  later repeated by Marco Polo, gave rise to the myth 
  that their leaders kept them devoted by giving them 
  hashish, a drug considered haram (forbidden) in Islam.
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  439
  Zaidis
  These are the sects of Shia who chose Al Hussein’s 
  grandson Zaidi as their fifth Imam, while most Shias 
  take Mohammad, his brother as the fifth Imam. 
  Zaidis believed that Shia should  take revenge for the 
  Battle of Karbala, which saw the rise of the Umayyad 
  dynasty. Compared to other Shia sects, Zaidi beliefs 
  are viewed as moderate. They neither believe that 
  Imams are infallible nor that the Imamat should be 
  hereditary. They do not believe in the ‘hidden’ Imam. 
  The Role of Clerics
  There is no official clergy in Islam. The religion is 
  based on a direct relationship between people and 
  God. There are no mediators in between; unlike 
  Christianity there is no central authority in Islam. In 
  a way this provides a democratic movement within 
  the religion, but it opens the religion to all sorts of 
  interpretation, including extremist opinions. Without 
  hierarchy, people follow those they agree with.
  While there is no formal hierarchy, there are 
  scholars (ulama) who study the Quran, the hadith 
  and scholarly thought. Some may serve as judges 
  (faqih) to evaluate evidence and issue a verdict on 
  disputes; others as teachers or prayer-leaders.
  From the 11th century, muftis – scholars of sound 
  mind, good character, rigorous thinking and judicial 
  training – were appointed to issue non-binding 
  opinions (fatwas) on disputed points of Islamic law.
  In Sunni Islam, the prayer leader is known as the 
  imam – this is different to the Shia view of an imam as 
  the infallible successor of the Prophet (PBUH). Sunni 
  imams lead Muslims in prayers and help educate 
  them on the Quran and the Prophet’s hadiths.
  Any Muslim may become an imam in Sunni Islam. 
  Nevertheless, certain qualities are considered desirable: 
  a imam is fallible, but should fear God and not commit 
  sins, they should be well learned and knowledgeable, 
  with ethics above reproach, and honour Muslims.
  Imams can play a political role; some are charismatic 
  leaders whose opinions are highly regarded not only 
  among general society but by the ruling elites. 
  Sin, Repentance and Forgiveness
  “All the sons of Adam are sinners, but the best of sinners 
  are those who repent often.” Related by At·Tirmidhi 
  and Ibn Majah with a strong chain of narrators.
  Islam has no concept of original sin. Each person’s 
  sins are their own; none are inherited.
  Not all sins are equal; al-kabirah, the great sins, are the 
  most serious. Two hadith collections of the 9th century 
  record the seven sins that doom a person to Hell: Shirk 
  (associating others with God, including idolatry and 
  polytheism); witchcraft (practising Magick); murder; 
  taking orphans’ wealth; living off interest; fleeing from 
  the battlefield; and slandering innocent women.
  In the 14th century, after studying collections of 
  hadith, the Shaffiya scholar Ibn Al-Dhahabi assembled 
  a list of 70 great sins. These include disrespecting 
  parents, abandoning relatives, fornication, failing 
  to fast without good cause, failing to perform 
  Hajj when able to do so, robbery, betraying trust, 
  eavesdropping, consuming alcohol or pork; violent 
  dispute; lying and other forms of deception; treating 
  people unjustly; persistently missing Friday prayers; a 
  man wearing gold or silk; trailing garments in pride; 
  and withholding excess water from someone.
  Tawba is the return to God after committing a sin 
  and repenting. the feeling of remorse and regret 
  over committing a sin in disobedience of God. It is 
  based on this idea that people viewed as whether 
  they will go to heaven or hell. People who repent 
  are given a chance closer to heaven as they hope 
  that the Almighty has cleared them off their sins.
  Tawba has different levels of meaning, including a 
  spiritual dimension which addresses inner purity and 
  the ability to reach a level of peace and repentance. 
  To able to reach Tawba, an individual must have a 
  level of self-awareness and understanding that can 
  assist them in finding peace. Prayer can help an 
  individual to reach a level of calmness and peace 
  within their own soul, hence repent over their sins. 
  God is merciful, the most forgiving, the pardoner, the 
  acceptor of repentance, the most compassionate to 
  those who worship him and repent of their sins. Only 
  God can judge, and only God can forgive the individual. 
  Istighfar means seeking forgiveness from God. It is the 
  main form of repentance. Different Muslim scholars 
  have identified different ways to utter the word and 
  seek forgiveness from Allah. However, there should 
  be no conditions on using the word to seek repent. 
  When a person uses the words, “Astaghfur Allah Al 
  Azem” - I seek forgiveness from God the great - it is 
  a request by the individual to seek forgiveness.
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  440
  Seeking forgiveness is the way a person gains a clean 
  state from the sin they have committed. At the same 
  time, it brings the person closer to God as they connect 
  spiritually to the greater power. Finally, it cleanses the 
  person’s heart from worry. The word is believed to be 
  a gateway to modesty, happiness, knowledge among 
  others. It is at this state that the person repents and 
  seeks forgiveness from God. The Prophet of Islam 
  had a daily routine of asking forgiveness from God. 
  Islam and Non-Muslims 
  “You cannot grant guidance to whom you please. It is 
  God who guides those whom He will. He knows best 
  who are amenable to guidance.” (Surat Al Qassas)
  This verse guides Muslims in treating those who do not 
  believe in their religion. Throughout the Quran there 
  are instructions not to force Islam on non-believers. 
  The Umayyads did not ask people to convert; under 
  their rule people were free to follow their religions 
  if they wished. Their Abbasid successors also did 
  not encourage active conversion to Islam. 
  Religious identity has always been a vital aspect of 
  Muslim lives. Non-Muslims in mUslim societies paid 
  a special tax called jizya, for protection and for living 
  freely under a Muslim rule. Christians and Jews, 
  however, were integrated in roles of higher hierarchy 
  and developed strong relationships with the Caliphate. 
  Jizya has its origins in Surah al-Tawbah in the Qur’an. 
  Due to the semantics of the language, different 
  scholars have understood the verse differently. 
  Some considered jizya a degradation due to 
  intolerance; others defended it as necessary to 
  maintain Muslim armies, under which non-Muslims 
  were allowed to practice their own religions.  
  Ummah, Dimmah and Kafir
  Muslims regard themselves as belonging to a 
  great community, regardless of nationality or 
  denomination. The Arabic term is ummah.
  Christians and Jews, and the lesser-known people 
  called the Sabians, are regarded as People of the 
  Book – monotheists who believe in God, but not 
  in the proper form revealed to the Prophet (PBUH). 
  The Arabic term is dimmah. The dimmah often 
  enjoyed special privileges in Muslim society.
  Non-believers were termed kafir, a word often 
  translated as unfaithful or infidel, but perhaps 
  more accurately considered ignorant.
  As Muslim rule continued, many dimmah and 
  kafir converted to Islam whether through genuine 
  belief in the religion or to avoid higher taxes. The 
  expansion of Islam took place by the eleventh 
  century as much of the Levant, Egypt and 
  Mesopotamia has converted to the religion.
  Depending on the rule, discrimination took place 
  not only between Muslims and non-Muslims, but 
  between Muslims themselves. For example, Shias 
  were favoured under the Shia Fatimid dynasty 
  while Sunnis were favoured under the Abbasid 
  dynasty. Each sect suffered under the rule of the 
  other sects. There have been constant power shifts 
  which left one group prosecuted over the other. 
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  Core Acts Of Faith: Prayers
  The following AoF are known by all members of a 
  religious Faith. The ‘costs’ of requesting such divine 
  interventions vary considerably. Usually, costs are 
  in the form of a FP assessment, sometimes against 
  the person(s) invoking the Divine, sometimes 
  against the recipient of a divine benefit and 
  sometimes against both. Sometimes, a “cost” is 
  paid as some penance or service to the divinity 
  or to the Church or to humanity as a whole.
  Some costs are stated precisely. However, if the cost 
  is in the form of Cost: Crit Die FP, Fatigue points are 
  deducted from the person(s) indicated and it is the Crit 
  Die rolled when checking to see the outcome of the AoF 
  that determines the FP paid. Table – Act of Faith Fatigue 
  Cost shows the Fatigue expended at each Crit Die level.
  Prayer Granted
  Prayer Denied
  Crit 
  Cost 
  Crit 
  Cost 
  Crit 
  Cost 
  Crit 
  Cost
  10 
  +3 FP1 
  5 
  -3 FP 
  10 
  -7 FP 
  5 
  -9 FP
  9 
  +2 FP1 
  4 
  -4 FP 
  9 
  -7 FP 
  4 
  -10 FP
  8 
  +1 FP1 
  3 
  -5 FP 
  8 
  -8 FP 
  3 
  -11 FP
  7 
  -1 FP 
  2 
  -6 FP 
  7 
  -8 FP 
  2 
  -12 FP
  6 
  -2 FP 
  1 
  -7 FP 
  6 
  -8 FP 
  1 
  -13 FP
  1FP bestowed by the Deity as an added benefit!
  Table - Act of Faith Fatigue cost
  These Fatigue costs are a reminder to Believers 
  that it is not wise to make serious requests for the 
  Deity’s aid without good cause! In addition, when 
  one’s Prayers are answered, it is customary to make 
  appropriate penance or sacrifice as a thanksgiving. See 
  Miracles (qv) for more details on these ‘Holy Debts’.
  Blessing
  PFF:  ..................................................................................................5
  SC:  .....................................................................Recipient’s Spirit AR
  Cost:  .................................................................-1 FP from Supplicant
  Any believer may Bless others. In effect, this is a 
  prayer for good fortune. The AoF costs3 Action 
  Points to perform and lasts for a period of 3 minutes 
  x Spirit of the recipient, (except for a Blessing at a 
  Mass which lasts for 24 hours). It is only possible 
  to receive the benefit of one Blessing at a time.
  Common Prayer
  PFF:  ..................................................................................................5
  SC:  ................................................................... Supplicant’s Spirit AR
  Cost: ................................................... -1 FP from Supplicant per hour
  Devoting a portion of each day to prayer was a 
  common practice by many in feudal times. Prayer does 
  not require total peace and quiet, either. A person 
  can pray while doing other things. For instance, one 
  might say one’s Rosary while riding along a road or 
  might meditate and pray while hoeing one’s garden.
  • 
  Each full hour of successful prayer per day at a cost 
  of -1 FP per hour enhances all of a lay character’s 
  religious checks by +1% for the next 24 hours.
  • 
  All clerics above Spirit 12 are automatically assumed to 
  pray a number of hours per day equal to ⅓ Spirit (rounded 
  up), using every opportunity that arises to perform his 
  devotions. Reduce the cleric’s total FP level at the end of 
  his day when he goes to sleep. A cleric can spend more 
  time in Prayer than the amount assumed for him but will 
  almost never spend less than that time in his devotions.
  • 
  If Prayer has lasted at least 15 minutes and then 
  is interrupted by an event that could break one’s 
  concentration, roll the Supplicant’s Spirit AR again. 
  If he succeeds, his hour of prayer is completed even 
  if the full time has not elapsed. He has successfully 
  performed his devotions despite interruption because 
  of his pious attention to them in the time he had!
  • 
  A priest may bestow Blessing on a believer or 
  a non-believer. A Priest’s Blessing bestows a 
  bonus of 3% + 1% per 3 Spirit of the recipient, 
  regardless of his religious convictions! An entire 
  congregation can be blessed for -1 FP
  • 
  A monk may bestow Blessing as described for a Priest.
  • 
  A lay believer’s Blessing bestows a bonus of +1% 
  per 4 Spirit of the recipient. He can do this for one 
  particular believer once each 24 hour period.
  • 
  The bonus applies to the chance the recipient has to 
  accomplish any task that is deemed lawful and proper. 
  This includes offensive combat against evil, legitimate 
  self-defence and resistance to Magickal spells.
  • 
  If one enjoys the benefits of a Mass, he cannot benefit 
  further from any other kind of Blessing over the next 24 
  hours. The Mass provides all he needs for that period.
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  442
  Prayer for Forgiveness
  PFF:  ..................................................................................................5
  SC:  ................................................................... Supplicant’s Spirit AR
  Cost:  .................................................................-1 FP from Supplicant
  This is a request to a Divine Being to forgive some 
  sort of transgression that has been committed, 
  the first step in doing penance and atoning 
  for wrong-doings. The answer to such prayers 
  often comes in the form of an insight into what 
  penance is required to restore one to grace.
  Prayer for Guidance
  PFF:  ..................................................................................................5
  SC:  ..............................................................................½ Faith TSC%
  Cost:  .......................................................-Crit Die FP from Supplicant
  This is actually a request to a Divine Being in 
  which the believer asks to be led to an objective 
  by some means. The Clerical AoF Find the Open 
  Way (qv) is a specific example of this.
  Prayer for Insight
  PFF:  ..................................................................................................5
  SC:  .................................................................................. Faith TSC%
  Cost:  .......................................................-Crit Die FP from Supplicant
  This is a request from the believer to a Divine 
  Being to provide some sort of insight into a matter 
  which deeply troubles or perplexes the believer. 
  Ultimately, this could take the form of a Clerical AoF 
  Vision (qv) but this tends to require a high Spirit.
  Prayer for Luck
  PFF:  ..................................................................................................5
  SC:  .................................................................................. Faith TSC%
  Cost:  .................................................................-3 FP from Supplicant
  This is a request for the Divine Being to improve the 
  believer’s luck in a specific instance. A general “good 
  thing” is requested, but exactly how the good luck 
  manifests itself is not stated and will be decided by the 
  Gamemaster. The Prayer is reversible in that a believer 
  can ask for the deity to bring bad luck to an enemy 
  of the Faith instead. A success requires the enemy to 
  succeed in a SPR AR% (or Willpower TSC%, in the case 
  of Supernatural foes) to negate the effects of the Prayer. 
  In this instance, the Prayer is akin to a Curse and carries 
  a cost of -Crit Die FP from the supplicant! It cannot be 
  used to wish bad luck on just anyone, only on Evil foes.
  Prayer for Protection
  PFF:  ..................................................................................................5
  SC:  .................................................................................. Faith TSC%
  Cost:  .............................................................Variable from Supplicant
  This is a request for the Divine Being to shield the 
  believer from some sort of harm. Spirits, Demons, 
  extra-dimensional beings, Undead and Fairies or Fey 
  (but not Elves) must make a Willpower roll reduced by 
  the PFF of the person praying. If they fail, they cannot 
  approach within reach and cannot harm him with 
  weapons or magick or by any other means. They must 
  leave him alone so long as he continues praying.
  • 
  The character prays hurriedly while performing 
  other actions (including combat), expending ¼ of 
  his AP for initiative purposes. To approach him, 
  Supernatural beings must succeed with a Willpower 
  check reduced by ½ the character’s PFF. This costs 
  the supplicant -1 FP per 3 minutes spent in prayer.
  • 
  The character prays reverently while performing other 
  actions, expending ½ of his AP for initiative purposes. To 
  approach him, Supernatural beings must succeed with 
  a Willpower check reduced by the character’s PFF. This 
  costs the supplicant -1 FP per 3 minutes spent in prayer.
  • 
  The character drops to his knees and prays intensely, 
  doing nothing else, in effect placing his fate in the hands 
  of his Deity. Supernatural beings must succeed with 
  a Willpower check reduced by 1 ½ x the character’s 
  PFF. If they fail, they must check again. A second 
  failure means they will leave the area and go on 
  their way. A successful Prayer will effectively drive 
  off the threat so that one’s companions may also be 
  saved. This costs the supplicant –Crit Die FP. 
  • 
  If the character has a Blessed Item, add 
  +5% to his TSC% and to his PFF versus the 
  supernatural being’s Willpower roll.
  • 
  If the character has a Sacred Relic, add 5% + 
  (1% x Spirit) to his TSC% and to his PFF versus 
  the supernatural being’s Willpower roll.
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  443
  Prayer for Skill or Craft
  PFF:  ..................................................................................................5
  SC:  .................................................................................. Faith TSC%
  Cost:  .......................................................-Crit Die FP from Supplicant
  This is a request for the Divine Being to improve 
  the believer’s skill in a specific case. Unlike Luck, 
  where a general ‘good thing’ is requested, this is a 
  detailed request, e.g. “Guide my arrow to its target 
  swiftly and surely!” It confers +1% x Spirit to TSC% 
  and +1 to the Crit Die per 5 Spirit points over Spirit 
  12. The Prayer is reversible in that a believer can ask 
  for the deity to reduce the skill of a foe instead of 
  enhancing his own. A success requires the foe to 
  succeed in a Spirit AR (or Willpower TSC% in the case of 
  Supernatural Evil) to negate the effects of the Prayer.
  Prayer for 'Strength'
  PFF:  ..................................................................................................5
  SC:  ............................................................................ 2/3 Faith TSC%
  Cost:  .................................................................-3 FP from Supplicant
  This is a request for the Divine Being to endow the 
  believer with some sort of gift to enable him to 
  withstand some imminent event which will sorely try 
  the believer’s own capabilities, e.g. “God, give me the 
  strength to make it through this night!” The believer 
  should specify type of strength requested, i.e. mental, 
  physical, spiritual, or emotional. Success will bring a 
  modest bonus of 2% x Crit Die to any related skills.
  Courage of the Righteous
  PFF:  ................................................................................................10
  SC:  .......................................................Believer’s Faith TSC% + PFF
  Cost:  ..........................................................-Crit Die FP from recipient
  Arises from belief that the forces of Justice and Light 
  protect those opposing Evil and Darkness. If exhorted 
  by a priest to “take heart”, believers receive a bonus of 
  +7% to Willpower rolls. The AoF takes 15 seconds to 
  perform and lasts for 5 minutes x recipient’s Spirit. The 
  Recipient of the AoF must have a minimum level of 
  Spirit 12. A successful AoF will add a bonus of ½ PFF + 
  1% per 2 Spirit of the character to his Willpower TSC%. 
  A Critical Success with Crit Die 10 adds a bonus of PFF + 
  1% per 2 Spirit of the character to his Willpower TSC%.
  Clerical Acts Of Faith
  The following Acts of Faith can be practised by ordained 
  priests and sometimes by members of monastic and 
  Fighting Orders. Those marked Auto always succeed. 
  The cleric has already learnt how to perform such rites 
  correctly by the time he enters the game. PFF refers to 
  the Faith skill the cleric needs to access a given AoF.
  Bless Item †
  PFF:  ................................................................................................10
  Auto:  ...................................................... Item always receives benefit
  Cost:  .........................................................................-3 FP from Priest
  This empowers a priest to Bless on a religious 
  object (a cross, amulet, etc.). The AoF takes 1 minute 
  to perform and gives the following benefits: 
  • 
  A supernatural being requires a Willpower roll - 
  PFF of the priest to pick up a Blessed Item. 
  • 
  Increases one’s PFF by +5% when performing 
  an AoF. Only one Blessed Item at a time may 
  bestow its benefits on the possessor.
  Bury the Dead †
  PFF:  ................................................................................................10
  Auto:  .............................................. Recipient always receives benefit
  Cost:  .........................................................................-4 FP from Priest
  This empowers a priest to bury dead in hallowed 
  ground. The AoF takes between 15 minutes to 1 hour 
  to perform and provides the benefit that the dead are 
  divinely protected against sacrileges like reanimation 
  through the Black Arts. Reduce the TSC% of any attempt 
  at reanimation by -30% + (-3% x Spirit) of deceased.
  Sanctification †
  PFF:  ................................................................................................20
  SC:  ............................................................................Faith TSC% -20 
  Cost:  .........................................................................-3 FP from Priest
  This enables a priest to sanctify the following:
  Holy Water: 
  1 pint x Faith skill level per week. The AoF takes 1 hour 
  to perform. He will use ¼ oz of Holy Water to perform 
  Blessings etc. Holy Water burns a demonic Spirit, Undead, 
  Faerie or other supernatural being of Evil nature on contact 
  and causes 7 + Crit Die of burn damage. A Willpower 
  roll - PFF of the cleric is made to avoid fleeing.
  Holy Oil: 
  1 pint x Faith skill level per month. The AoF takes 3 hours to 
  perform. An amount of ¼ oz is required to anoint the sick or 
  wounded, perform last rites, anoint holy symbols or amulets 
  that have been blessed, etc. It is best if sanctified by a bishop.
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  444
  Altar Stone:  
  5 lbs x Faith skill level stone slab into which a Holy 
  Relic has been placed, with anointment using 3 oz 
  of Holy Oil and 3 sprinklings (each of 3/4 oz) of Holy 
  Water. The AoF takes a period 3 hours to perform 
  followed by 3 Masses on 3 successive days.
  Altar Cloth, Chalice, etc.  
  For religious services. The AoF will take 
  one hour to perform plus a Mass.
  Hallowed Ground:  
  Purifies ground to be consecrated as a site of a church, 
  chapel, graveyard, etc. Supernatural beings must make 
  a Willpower roll to enter sanctified ground at a penalty 
  of -33% due to the sanctified earth. The AoF takes one 
  hour to perform plus a Mass. The priest can sanctify 250 
  square feet of ground x Faith skill level per ceremony.
  Holy Barrier of Guard ‡
  PFF:  ................................................................................................20
  SC:  ............................................................................Faith TSC% -20
  Cost:  .........................................................................-3 FP from Cleric
  A priest can raise a protective circle in radius of 5 feet 
  + Spirit to shield against all Magickal and supernatural 
  forces and beings. He must pray and do nothing else. 
  The AoF costs 3 AP to perform and lasts for 3 minutes 
  x Spirit. If used a of Blessed Item in the AoF adds 
  +5% to the priest’s PFF or a Holy Relic adds +21% 
  to the priest’s PFF. Monks with Spirit 15+ acquire 
  this AoF at PFF 20 and all other monks at PFF 30.
  • 
  A holy barrier of guard is a Magickal dead space 
  produced by the sheer denial of believers that any 
  Magickal or supernatural force can prevail against 
  the Power of the Deity. Supernatural beings, 
  Mages, etc., feel its presence up to 300 feet away, 
  though they cannot tell its direction, etc.
  • 
  Magick cannot pass through the barrier unless the caster 
  makes a resisted roll at a penalty of the Priest’s PFF. 
  If the magick penetrates, those inside resist Magickal 
  effects with a Spirit AR. Attack spells or area effects spells 
  (such as Elemental or Arcane attacks) have all damage 
  halved if the characters fail their individual Spirit ARs. No 
  damage occurs if they believe they cannot be harmed.
  • 
  Ordinary mortals may cross the boundary and 
  engage those inside the barrier in combat. Magickal 
  and supernatural beings such as Illusions, Undead, 
  Faeries, Werecreatures, etc. cannot cross the 
  barrier or attack anyone inside without first making 
  a Willpower roll minus the priest’s PFF. Lesser 
  Undead will not even attempt to cross the barrier 
  unless their Master is present and willing them on.
  • 
  Even if such foes can cross the barrier, they suffers a 
  penalty of -7% x priest’s Faith skill level from any skill, 
  etc., including and especially magick and combat.
  • 
  Nor can they or anyone else (including friendly Mages 
  in the Circle) use magick within the holy barrier without 
  experiencing a penalty of -7% x Priest’s Faith skill level.
  • 
  Similarly, all Magickal items, including weapons, 
  lose their Magickal characteristics within the 
  protective circle except for Holy Weapons dedicated 
  specifically to the service of the Deity.
  • 
  Cloistered monks (or nuns) can put up very powerful Holy 
  Barriers of Guard. When several monks are present, the 
  monk with the highest PFF is the basis upon which the 
  Holy Circle is erected. Add +3 PFF for each additional 
  monk. The Spirit of the most pious monk sets the basis 
  of the diameter and duration of the Holy Circle. Increase 
  the diameter of the Holy Circle by +3 feet and the 
  duration by +12 minutes per additional monk present.
  Prayer to Smite the Godless I ‡
  PFF:  ................................................................................................25
  SC:  ............................................................................Faith TSC% -25
  Cost:  .........................................................................-6 FP from Cleric
  Summons justifiable fury in a cleric to strike down 
  Evil by bringing greater than normal force against 
  the servants of Darkness, typically monsters and 
  demons, but also mortals who are avowed enemies 
  of the Faith. The AoF takes 15 seconds to perform 
  and lasts for a period of 15 seconds x cleric’s Spirit. 
  A person may receive the benefit up to 3 times per 
  week + 1 per 7 Spirit. A success gives +1 damage 
  point per 3 Spirit that the recipient possesses and 
  this is added to the damage done by his weapon. A 
  success with Crit Die 10 bestows the same damage 
  bonus as above, but also add +1 to the Crit Die result.
  Prayer for Strength of the Righteous ‡
  PFF:  ................................................................................................25
  SC:  ............................................................................Faith TSC% -25 
   ...........................................then 2/3 Recipient’s Spirit AR if bestowed
  Cost:  .........................................................................-6 FP from Cleric
  This empowers a cleric to battle Forces of Evil or do 
  a good deed needing strength. A priest may bestow 
  Strength on other believers. The AoF takes 15 seconds 
  to perform and lasts for 15 seconds per 2 Spirit of the 
  recipient. The recipient can only received the benefits of 
  this AoF 3 times per week + 1 per 7 Spirit. A success will 
  give the recipient 1.5 x CCAP/LCAP and +3 to damage 
  inflicted. If a success with Crit Die 10 the recipient 
  receives 2 x CCAP/LCAP and +6 to damage inflicted
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  445
  Prayer to Detect Magickal Forces †
  PFF:  ................................................................................................25
  SC:  ............................................................................Faith TSC% -25
  Cost:  .........................................................................-3 FP from Priest
  This alerts a priest to sense Magickal forces nearby and 
  lasts for a period of 15 seconds. Each successful use 
  of this AoF in an area enhances the Crit Die roll by +2 
  within a radius of 10 feet + priest’s Spirit. If a success 
  he knows the direction of the magick. If a success 
  with Crit Die 10 he knows exactly where the magick is 
  located and has a good idea of its nature and power.
  Prayers to Find the Open Way ‡
  PFF:  ................................................................................................30
  SC:  ............................................................................Faith TSC% -30
  Cost:  .........................................................................-3 FP from Cleric
  A Higher Power may sometimes guide those who 
  dedicate their lives to service of the Deity. A cleric 
  may invoke the benefits once each day per 4 Spirit. 
  The AoF takes 1 minute to perform. A success with 
  a Crit Die 03+ points to safety. A coincidental event 
  may nudge the cleric in the right direction. A success 
  with Crit Die 08+ shows an unmistakable sign.
  Example:
  Brother Arbutus and his friends are 
  lost in dense woods. They hear the 
  baying hounds of their pursuers. 
  Brother Arbutus sees a deer leap 
  through an impenetrable thicket. 
  There is a gap, a safe, quick path 
  through the undergrowth! Or 
  again, the party is in a maze of 
  caves. The passage branches in 
  three directions. The Gamemaster 
  informs Brother Arbutus that 
  he has a strong conviction they 
  must take the right branch, the 
  only safe passage of the three.
  Prayer to Recognise Evil ‡
  PFF:  ................................................................................................30
  SC:  ............................................................................Faith TSC% -30
  Cost:  .........................................................................-3 FP from Cleric
  This empowers any cleric to sense underlying evil 
  in someone or in some object. The AoF takes 15 
  seconds to perform. A success means some form of 
  awareness manifests itself as a disturbing unease in 
  the presence of an Evil person or object, a feeling 
  of dread or maybe revulsion. A success with Crit 
  Die 08-10 means that if it is a person, malevolent 
  intentions become transparent to the cleric. If it 
  is an object, he knows it is Evil and unclean!
  Ritual: Remove Curse †
  PFF:  ................................................................................................35
  SC:  ............................................................................Faith TSC% -35
   ................................................................then ½ Recipient’s Spirit AR
  Cost:  .......................................................................-12 FP from Priest
  This empowers a priest to remove a Magickal 
  Curse. The victim must be of the same religion 
  and believe that the Deity can remove the 
  curse. The AoF takes 3 hours to perform.
  • 
  An accursed character may have a Remove Curse 
  attempted on him only once each week. He must 
  take Holy Communion at Mass, confess, and do 
  assigned penance as his part in seeking release 
  from the curse. He must also refrain from conduct 
  that his religion regards as unworthy or wrong.
  • 
  Since only a willing (or comatose) person may have 
  a Curse removed the priest may have to convince 
  him (as certain Curses call for the victim to resist with 
  Willpower). If so, the priest may use a Charismatic 
  Skill + (2% x his Spirit) to oppose the Willpower 
  check, that is, to talk the person into allowing 
  the Remove Curse to be performed on him.
  • 
  Success and a Crit Die result that counters the 
  PSF% of the Curse-caster are required to lift the 
  Curse and these are shown in Table Remove Curse 
  Crit Die Result. A success with Crit Die 10 always 
  results in the lifting of any Curse, no matter how 
  high the PSF% of the Curse-caster might be!
  PSF% of 
  Curser 
  Crit Die  
  PSF% of 
  Curser 
  Crit Die
  Under 20 
  01+ 
  61 - 70 
  06+
  21 - 30 
  02+ 
  71 - 80 
  07+
  31 - 40 
  03+ 
  81 - 90 
  08+
  41 - 50 
  04+ 
  91 - 100 
  09+
  51 - 60 
  05+ 
  101+ 
  10
  Table - Remove Curse Crit Die Results
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  446
  Prayer to Smite the Godless II ‡
  PFF:  ................................................................................................40
  SC:  .................................................................................... Faith% -40
  Cost:  .........................................................................-9 FP from Cleric
  A more powerful form of the AoF Smite the Godless - I. 
  The AoF takes 15 seconds to perform and lasts for 15 
  seconds per 2 Spirit of recipient. The recipient may only 
  received the benefits of the AoF 3 times per week + 1 
  per 7 Spirit. A success with Crit Die 01-04 will result in +1 
  damage point per 4 Spirit of the recipient being added 
  to whatever damage done by his weapon when fighting 
  Evil. A success with Crit Die 05-09 will result in +1 
  damage point per 4 Spirit to the weapon damage and 
  also adds +1 to the Crit Die result as well! A success with 
  Crit Die 10 results in +1 damage points per 4 Spirit to the 
  weapon damage and also adds +2 to the Crit Die result.
  Prayer for Strength of the Holy ‡
  PFF  .................................................................................................45
  SC:  ............................................................................Faith TSC% -45 
   ............................................ then ½ Recipient’s Spirit AR if bestowed
  Cost:  .........................................................................-5 FP from Cleric
  This is the same as the AoF Strength of the Righteous 
  except it is potentially much more powerful. The AoF 
  takes 15 seconds to perform and will last for 15 seconds 
  x recipient’s Spirit. The recipient of the AoF may received 
  it benefit’s 3 times per week + 1 per 7 Spirit. If success 
  with Crit Die 01-03 the recipient gains an increase of 
  1.5 x CCAP/LCAP and +3 to damage inflicted. If success 
  with Crit Die 04-09 the recipient gains an increase of 
  2 x CCAP/LCAP and +6 to damage inflicted. A success 
  with Crit Die 10 the recipient gains and increase 
  of 3 x CCAP/LCAP and +9 to damage inflicted.
  Ritual: Exorcise Demons †
  PFF:  ................................................................................................45
  SC:  ............................................................................Faith TSC% -45
  Cost:  ..................................................................... -12 FP (see below)
  This empowers a priest to banish any demonic spirit 
  back to its Plane of Existence if it fails a Willpower roll - 
  Exorcist’s PFF. The AoF takes a minimum of ½ D10 hours 
  to perform and will cost a further –1 FP per half hour 
  required after that time. If several clerics participate, 
  the Fatigue cost can be shared between them, as in the 
  case of a priest being assisted by two monks. Check for 
  success failure at the end of the total time required. 
  A success will mean that the demon must succeed with 
  its Willpower roll or it will be exorcised and banished 
  from the world for 7 days x Faith skill level of the 
  exorcist. A success with Crit Die 10 will mean that the 
  demon must make a Willpower roll at ½ PSF%. If it fails, 
  it is exorcised and banished from the world for 101 days!
  Visions †
  PFF:  ................................................................................................50
  SC:  ...........................................................................Cleric’s Spirit AR
  Cost:  ...............................................................-⅓ total FP from Cleric
  A cleric may fast, meditate, and pray for 3 days and 
  nights without sleeping, then he sleeps. The answer 
  to his concerns may come in a dream if he succeeds 
  in a Spirit AR with Crit Die 06+. The preparation for a 
  Vision is very fatiguing. Each day costs 1/3 of the cleric’s 
  total possible Fatigue for the entire day and cannot 
  be recovered until the period of preparation is over. 
  When he goes to sleep, the cleric seeking the vision 
  will be totally exhausted, his Fatigue Levels drained to 
  zero, and he will require double the normal sleep to 
  recover his Fatigue fully unless it is part of his vision 
  that these be completely restored when he awakes.
  This vision may be as simple as showing the 
  believer what will occur as a result of the request. 
  It may be a highly detailed and graphic vision 
  involving the appearance of a Saint. It could also 
  be about some unrelated matter that the divinity 
  thinks the believer should pay attention to. In 
  this form, it often is not recognised as a visionary 
  experience at all, but in some instances its clearly 
  supernatural nature cannot be mistaken.
  This is the only AoF that may also be forced upon 
  literally anyone, clerics and lay people, believers 
  and unbelievers alike, without their seeking it 
  or even wanting it. Specifically, a believer has a 
  chance of experiencing some sort of vision when 
  performing religious devotions (at Mass or in Personal 
  Devotions) and obtaining 1% on the 1D100 with 
  a Crit Die 10. The Gamemaster may also expose 
  a character to a visionary experience when the 
  unfolding story line in the adventure calls for it.
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  447
  Miracles
  A ‘miracle’ is the Divine response to the plea, “Oh, great 
  and powerful Divine Being . . . DO SOMETHING!” In a sense, 
  any prayer being answered is a form of miraculous 
  event. However, we are considering very special 
  occasions here. A cry for divine intervention often 
  is made when there is either no time or not enough 
  information to identify or call for the effect desired.
  Many of the prayers and rites already described 
  can give rise to results far beyond the 
  expectations of those praying. These could 
  rightly be termed “miraculous” occurrences.
  The Medieval mind was quite prepared to accept 
  what we today would regard as mere coincidence to 
  be active assistance from the Deity. Medieval people 
  believed in Miracles. They expected them to happen 
  and read the hand of God or some protective Saint in 
  the fortunate occurrences in their lives. If prayer and 
  religious rites were involved, any recovery from illness, 
  poisoning, wounds, etc., would instantly be seen as 
  unquestionably ‘miraculous’ in nature, clear evidence 
  that the Divinity was working on our behalf. So would 
  any occurrence quite out of the ordinary and most 
  fortunately happening at a time, place and way so it 
  benefited someone beyond reasonable expectation.
  Such events would not be seen as normal, given how 
  favourable the result was and given also the fact that 
  someone had prayed for HELP! Just before aid arrived.
  Handling Miracles can be tricky, exercise discretion. 
  He might make the event just striking and unusual 
  enough to make it really stand out. A second is to 
  put limits on the miraculous activity in the game. 
  The essential difference between Acts of Faith and 
  ‘Priestly Magick’ lies right here. A priest in the Christian 
  tradition cannot call upon the Deity whenever it 
  seems ‘convenient’. The circumstances must warrant 
  requesting divine intervention. What makes prayer 
  for a miracle justifiable is the rarity of such requests. 
  The Deity prefers humanity to help itself, so a Miracle 
  might be forthcoming only when people are truly 
  pushed to their limits and beyond. Unlike Minor 
  Miracles that are not powerful interventions and might 
  easily be natural occurrences, Gamemaster’s might 
  consider limiting the number of Miracles and Greater 
  Miracles a character might call upon in his entire 
  game lifetime. Setting limits requires characters to 
  reserve their prayers for Miracles that really matter.
  Example:
  A character’s ship has just sunk. He is 
  trying to keep his head above water. 
  He prays for help. A broken mast just 
  happens to float by for him to hang 
  onto! Another example could be that 
  a character falls off the edge of a cliff. 
  Desperately praying for help (even a 
  “Help me, Lord!” is enough to qualify), 
  he suddenly sees an outstretched 
  branch within reach. Our shipwrecked 
  character would regard a mast floating 
  by as clear evidence of a “miracle!” 
  He was drowning and the mast was 
  “placed” in his reach by a benevolent 
  Deity or Saint. Even the minimally 
  religious would make a thank offering 
  to the Saint he felt had interceded 
  for him or go on a pilgrimage to the 
  Saint’s shrine. (From a gaming point, 
  the Gamemaster will find pilgrimages 
  ideal to introduce another adventure, 
  to bring characters together, etc.)
  Holy Debts: To invoke miraculous aid carries a very 
  real cost. When a special benefit has flowed from the 
  Deity to a believer, it is expected he will be suitably 
  thankful. Gratitude is typically expressed in the form 
  of sacrifice, a common practice in all religions. The 
  Believer willingly gives up something of value to him, 
  surrendering it into the possession of the Deity.
  We distinguish between several orders of sacrifice:
  S1: Devoting 1-3 hours per day for a period 
  of time (perhaps every day for one or two 
  weeks) to give thanks and praise.
  S2: Prayers of Thanksgiving also an offering of 
  material value, perhaps money or some item 
  donated to the church or alms given to the poor 
  or some service to the Faith. The offering need not 
  be lavish but should be reasonably generous and 
  appropriate to the means and station of the donor.
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  448
  S3: Prayers of Thanksgiving, an offering of material 
  value and also some other offering. It might be in 
  the form of paying for several Masses to be said 
  or a vow to give up some cherished activity for a 
  period of time. e.g. “I shall not drink wine nor beer nor 
  any other alcoholic spirits” or “I will eat no meat”.
  S4: Prayers of Thanksgiving, an appropriate offering of 
  material value or service, and serious penance in the 
  form of a vow to reform by avoiding some temptation or 
  weakness to which he is especially prone. For instance, 
  an inveterate gambler might vow to forego wagering in 
  the future. He will be tempted and may fail from time to 
  time, of course, being but a mortal sinner. However, he 
  will persist in trying to ‘perfect’ himself by avoiding such 
  activities. This form of sacrifice brings ‘character flaws’ 
  into play and can be a source of much interesting role-
  play. He could also make a significant donation to the 
  Church, go on a pilgrimage to the shrine of a Saint, etc.
  S5: In instances where a truly great benefit has been 
  received, the recipient makes a major sacrifice. He 
  may willingly offer something of significant value 
  to him, perhaps a substantial gift of land or money 
  to the Church. He might vow some undertaking 
  of note, go on a major pilgrimage to a distant holy 
  place, join a Crusade, or set out to rid the land of 
  some especially iniquitous Evil, etc. In addition, he 
  will pay special attention to his religious devotions, 
  praying regularly, attending Mass frequently, etc.
  Holy Debts should not be taken lightly. Should a 
  character fail to hold up his end and not square 
  accounts with the Deity, he will not be ‘penalised’ 
  directly by reductions in PSF%, etc. However, his 
  ‘luck’ may not hold. For instance, trouble might seem 
  to dog his steps more than normal. When he has 
  need of divine intervention, somehow that divine 
  assistance is not forthcoming, or may be at an added 
  cost in the form of a loss of something of value, he 
  was not prepared to sacrifice in the first place.
  Fatigue Costs: It might be noted that no Fatigue 
  costs are exacted for Miracles. This reflects the 
  probability that most divine interventions of such 
  a nature will be made in extreme circumstances. It 
  would be inappropriate to penalise characters by 
  exacting large amounts of FP from them when they 
  already are in a great deal of trouble. Their sacrifice 
  will come later. If there is no dire need and time is 
  available, the following Fatigue costs can be required 
  of a supplicant when the TSC% dice are rolled:
  Minor Miracle:  
  6 FP + 1D10 FP with a full -16 FP 
  exacted if the miracle is denied.
  Miracle:  
  12 FP + 1D10 FP, with a full -22 FP 
  exacted if the miracle is denied.
  Great Miracle:  
  24 FP + 1D10 FP, a full -36 FP exacted if the miracle is denied.
  Prayer & fasting can increase the chance of a miraculous 
  intervention when one has time to spend in deep religious 
  devotions. However, there is a maximum TSC% for each 
  kind of Miracle, and one can never be certain that such 
  prayers will be granted. While fasting, reduce Fatigue 
  Levels to 3/4 normal maximum and then reduce that by -1 
  FP per fast day thereafter to have the following effects:
  Minor Miracle:  
  +1% per day spent in prayer & fasting to 
  maximum ½ of supplicant’s Current Spirit.
  Miracle:  
  +1% per day spent in prayer & fasting to 
  maximum ⅔ of supplicant’s Current Spirit.
  Greater Miracle:  
  +1% per day spent in prayer & fasting to 
  maximum 3/4 of supplicant’s Current Spirit.
  Spirit can increase the chance of a miraculous 
  intervention, in this instance by enhancing 
  the Crit Die result as follows:
  Minor Miracle:  
  Spirit 13-15 gains +1; Spirit 16-20 gains +2; Spirit 21-25 
  gains +3 and Spirit 26+ gains an automatic Crit Die 10.
  Miracle:  
  Spirit 14-16 gains +1; Spirit 17-18 gains +2; Spirit 19-21 
  gains +3; Spirit22-25 gains +4 and Spirit 26+ gains +5.
  Greater Miracle:  
  Spirit 16 gains +1; Spirit 17-19 gains +2; Spirit 20-23 
  gains +3; Spirit 24-27 gains+4 and Spirit 28+ gains +5.
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  449
  Minor Miracle
  PFF:  ................................................................................................10
  SC:  ............................................................................ 2/3 Faith TSC%
  Cost:  .....................................................................................S1 to S3.
  This AoF is available to any believer. It can be 
  invoked for the benefit of another or requested for 
  oneself. The AoF involves calling upon one’s Deity 
  for a small miracle. A believer should first pray for 
  1D10 hours but may make a desperate plea when 
  there is no time for lengthy prayers. The time taken 
  for a response will be 15 seconds. A success with 
  the following will result in a Minor Miracle:
  Crit Die 06 - 10: Minor Miracle for an ordained Priest.
  Crit Die 08 - 10: Minor Miracle for a monastic.
  Crit Die 09 - 10: Minor Miracle for a lay person.
  If all of the above cases a success with Crit Die 10 the 
  invoker loses no Fatigue and the recipient makes a 
  Spirit AR roll. If he is of the same religion and succeeds 
  in his AR roll with Crit Die 10, his Spirit increases +1.
  A Failure will mean that the Table Act of Faith  Fatigue 
  Cost may be consulted to determine FP costs for 
  vain prayers for Minor Miracles if the Gamemaster 
  regards it as appropriate to the situation.
  • 
  Minor Miracles involve the possible, nothing 
  more. It could even be explained away as 
  a natural phenomenon, a 'coincidence' that 
  happened to work in the recipient’s favour.
  • 
  The supplicant cannot stipulate exactly what 
  he wants to happen. He can only ask for divine 
  assistance in a matter beyond his powers to solve.
  • 
  It is up to the Gamemaster to decide what occurrence 
  or event might be appropriate under the circumstances. 
  It should not be anything impossible or even very 
  improbable. It should also fit the situation.
  • 
  A common form of a Minor Miracle is an opportunity 
  for a character to save himself. Such opportunities 
  often carry a “price”. If our falling character had his 
  prized sword in his hand at the time, he has to drop 
  it to save himself from falling to his death. The Lord 
  truly helps those who help themselves! The individual 
  must seize the opportunity and pay the price.
  Miracle
  PFF:  ................................................................................................25
  SC:  .............................................................................. ½ Faith TSC%
  Cost:  ......................................................................................S3 to S5
  This AoF is available to any believer. It can be 
  invoked for the benefit of another or requested 
  for oneself. A Miracle is a serious intervention and 
  should never be sought lightly. A believer should 
  pray for 10 + 1D10 hours but may make a desperate 
  plea when there is no time for lengthy prayers! A 
  success with the following will result in a Miracle:
  Crit Die 08 - 10: Miracle for an ordained Priest.
  Crit Die 09 - 10: Miracle for monks.
  Crit Die 10: Miracle for lay believers.
  On any success with a Crit Die 10, all those directly 
  involved in the Miracle must make a Spirit AR:
  • 
  If a believer in the religion succeeds in his 
  Spirit AR with Crit Die 09 - 10 his Spirit level 
  increases +1 (up to a maximum of Spirit 20).
  • 
  A non-believer who was part of the Miracle must also 
  make a Spirit AR to test his faith in his own beliefs. If 
  he fails his Spirit AR and rolls Crit Die 01, he converts 
  to the other religion! He will be unconverted if he 
  succeeds or if he has Spirit 12+. But his beliefs will be 
  badly shaken and he is stunned for 15 seconds by what 
  he has witnessed, as will any non-believing atheist.
  • 
  The Gamemaster decides the shape the Miracle 
  will take. Players cannot dictate the outcome, like 
  they were making a wish for some Djinn to grant. 
  It is an event that strains the odds of probability. It 
  fits the situation, is remarkable in nature, but does 
  not itself solve all of the character’s problems.
  A Failure will mean that the Table Act of Faith 
  Fatigue Cost may be consulted to determine FP 
  costs for vain prayers for a Miracle if the Gamemaster 
  regards it as appropriate to the situation.
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  450
  Greater Miracle ‡
  PFF  .................................................................................................50
  SC:  ..............................................................................⅓ Faith TSC%
  Cost:  .............................................................................................. S6.
  This AoF is available to any believer. It can be invoked 
  for the benefit of another or requested for oneself. A 
  Greater Miracle is a truly powerful intervention and 
  should never be sought lightly. A believer should 
  pray for 10 + 1D10 hours but may make a desperate 
  plea when there is no time for lengthy prayers!
  A success with Crit Die 10 brings a Greater 
  Miracle for a monk or member of a Holy Fighting 
  Order and his Spirit also increases by +1.
  A success with Crit Die 09 - 10 brings a Greater Miracle 
  for an ordained priest and his Spirit also increases by +1.
  A Failure will mean that the Table Act of Faith Fatigue 
  Cost may be consulted to determine FP costs for 
  vain prayers for a Greater Miracle if the Gamemaster 
  regards it as appropriate to the situation. In its 
  mightiest form, a Greater Miracle is akin to an event 
  like the parting of the Red Sea. The Gamemaster 
  has to exercise discretion but should be prepared to 
  make it spectacular, at least on the order of effects 
  created by MR 9 and MR 10 Magickal spells.
  • 
  If the Greater Miracle is invoked for the benefit of a 
  specific person or persons who believe in the religion, 
  each one has a chance of their Spirit increasing by +1 
  on making a successful Spirit AR% with a Crit Die 06+.
  • 
  If the Greater Miracle is invoked to convert, those 
  affected will make a Spirit AR% roll to test their 
  Belief. Anyone failing converts on the spot on rolling 
  Crit Die 01 - 03. A conversion of a priest of another 
  organised religion or a pagan priest-mage cannot 
  be brought about in this way if he has SPR 15+
  • 
  Everyone in the area who witnesses the event sees 
  it as being either an undoubted intervention from on 
  High or else a very powerful Magickal effect. Believers 
  are likely to see such an event as miraculous, as 
  the prayers of a cleric called it down. Non-believers 
  will be likely to see the event as a form of magick 
  but might also have their own faith tested.
  • 
  Witnesses who are believers and who also 
  succeed in their Spirit AR% rolls with Crit Die 
  09-10 have their Spirit increased +1.
  • 
  Witnesses who are not of the same religion must 
  make Spirit AR% rolls to test their belief. If they fail 
  their AR and also have Crit Die 01 - 02, they convert. 
  Only non-believers with Spirit 15+ will remain firm in 
  their beliefs. All non-believers witnessing the Greater 
  Miracle will be shaken to the core of their being and will 
  be stunned into complete inactivity for 30 seconds.
  Since it is so rarely granted, a Greater Miracle 
  should never be wasted on less than the most 
  serious and important matters that might 
  confront a supplicant in his entire lifetime.
  Priestly Magicks: Specialised Miracles
  Optional
  In fantasy campaigns in which clerics have greater 
  capabilities than ‘normal’, several or all of the 
  following specialised ‘miracles’ may be allowed, at the 
  Gamemaster’s discretion. While they could be treated 
  as Miracles, they can also be viewed as ‘Priestly Magick’. 
  As such, they are the result of careful preparation of the 
  rituals that are needed to perform them and to call upon 
  the Divine Power so that it will work the desired result.
  The various benefits are classed as if they are Minor 
  Miracles, Miracles and Greater Miracles. If the 
  Gamemaster so desires it, these classifications can 
  be used to gauge their effect on believers and non-
  believers who receive the benefits or who witness them 
  close at hand, requiring a Spirit AR. Also, the following 
  conditions apply to their use as ‘Priestly Magick’:
  • 
  A priest or lay cleric must have the Spirit requirement 
  specified for the “equivalent” Minor Miracle, 
  Miracle, or Greater Miracle as given earlier.
  • 
  The TSC% requirements in the specialised miracle 
  description must be fulfilled for a success to occur. 
  In most instances, the Belief of the recipient is the 
  deciding factor. A cleric’s Belief, ability, etc., is usually 
  not enough in itself to create the effect desired. This 
  is an essential difference between 'Priestly Magick' 
  and the Magicks worked by secular mages.
  • 
  A cleric may call upon specialised miracles for the 
  benefit of non-believers, substituting his own Spirit 
  AR for that of the unbelieving recipient, but at double 
  the FP cost if a success with Crit Die 05 - 08 and 
  triple the cost if a success with Crit Die 01 - 04.
  • 
  A cleric (including pagan Priest-Mages) never takes 
  credit for the success of a specialised miracle and 
  attributes it entirely to the Divinity or Saint to whom 
  he prayed to perform it. To encourage others to 
  accord him any personal credit for the miracle’s 
  occurrence or to claim such for himself is sacrilegious 
  and automatically reduces his Spirit and his Belief by 
  ½ until he makes suitable atonement and sacrifice 
  to his Deity! This is another essential difference 
  between Priestly Magick and secular Magick.
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  451
  • 
  Because of their very nature, the cost of the higher 
  specialised miracles is substantially greater than for 
  most Acts of Faith. The priest or cleric often needs to 
  exert heroic efforts in his prayers and rituals in order 
  to gain the divine intervention sought. Since he not 
  only pays a significant price in FP from his personal 
  store but also exhausts a considerable amount from 
  his share of the Belief Pool of his congregation, he 
  does not lightly attempt to gain such interventions 
  and does so only when the need is great.
  Purify Food and Water †
  PFF:  ................................................................................................35
  SC:  ........................................................... ¼ Priest’s Spirit AR + PFF
  Cost:  ....................................... -6 FP from Priest. Recipients offer S1.
  Equivalent:  ....................................................................Minor Miracle
  This empowers a priest to Bless food and water for 
  1 person x Priest’s Spirit so it is purified of tainted 
  materials naturally in it, making them safe for 
  consumption. A success with Crit Die 06 – 10 is 
  required. The AoF takes 1 minute to perform but 
  it will not neutralise poisons, drugs, etc.., but does 
  reveal their presence to a perceptive cleric.
  Restore the Faithful ‡
  PFF:  ................................................................................................40
  SC:  .................................................. 2/3 Faith TSC, plus Cleric’s PFF
  Cost:  ....................................... -9 FP from Cleric. Recipient offers S2.
  Equivalent:  ....................................................................Minor Miracle
  This empowers a cleric in a moment of relative quiet (a 
  lull in battle qualifies), to bestow a special benediction 
  and sprinkle holy water on a believer to restore 
  energy levels. The AoF takes 1 minute to perform and 
  it restores 1 FP x recipient’s Spirit. It is limited in that 
  the believer may receive the benefit once per day.
  Cure the Wounded †
  PFF:  ................................................................................................50
  SC:  .............................½ Recipient’s Faith TSC, plus ⅔ Cleric’s PFF
  Cost:  ..................................... -18 FP from Cleric. Recipient offers S2.
  Equivalent:  ....................................................................Minor Miracle
  This empowers a priest in a moment of relative quiet 
  to bestow a special benediction and sprinkle holy 
  water on a wounded character to restore Body levels. 
  The AoF takes 1 minute to perform and it restores 
  1 x ½ recipient’s Spirit in Body points, remaining 
  wounds heal in ½ normal time. It is limited in that a 
  believer may receive such benefits once per day.
  Neutralise Toxins †
  PFF:  ................................................................................................60
  SC:  ............................. ½ Recipient’s Faith TSC, plus ¾ Cleric’s PFF
  Cost:  ..................................... -24 FP from Cleric. Recipient offers S3.
  Equivalent:  ..............................................................................Miracle
  This empowers a cleric to halt the effects of a 
  poison or drug and “draw them forth” from a victim. 
  Alternatively, purify poisoned food and drink for 1 
  person x priest’s Spirit. The AoF takes 15 seconds to 
  perform but it is limited in that it only stops further 
  damage and eliminates toxins so the recipient 
  survives. Natural healing repairs the damage. If a 
  success with Crit Die 04 - 09 stops damage or restores 
  a victim to consciousness and lucid thought by 
  destroying foul chemicals in his system. If a success 
  with Crit Die 10 the recipient gains the benefits 
  as above, but heals in ½ normal recovery time.
  Restoration †
  PFF:  ................................................................................................60
  SC:  .............................½ Recipient’s Faith TSC, then ¾ Cleric’s PFF
  Cost:  ..................................... -18 FP from Cleric. Recipient offers S3.
  Equivalent:  ....................................................................Minor Miracle
  This empowers a cleric in a moment of relative quiet to 
  bestow a special benediction and sprinkle holy water 
  on a believer to restore energy. The AoF takes 1 minute 
  to perform and if successful 7 FP + 1 FP x recipient’s 
  Spirit in Fatigue is restored. It is limited in that the 
  believer may receive the benefit three times per week.
  Cure Disease †
  PFF:  ................................................................................................65
  SC:  ...........................½ Recipient’s Faith TSC, then 2/3 Cleric’s PFF
  Cost: - ..................................... 24 FP from Cleric. Recipient offers S4.
  Equivalent:  .................................................................Greater Miracle
  This empowers a cleric to ensure survival of a very sick 
  person. The AoF takes 10 x 1D10 minutes to perform 
  and is limited in that the believer may receive the 
  benefit once per illness. A Failure means no repetition 
  of the Cure is possible by any other cleric. A success 
  with Crit Die 01 - 05 means the patient will begin to 
  heal and will have fully recovered from the effects 
  of a major illness in 11 weeks - Crit Die result. Minor 
  illnesses will see full recovery in 11 days - Crit Die result. 
  A success with Crit Die 06+ means the illness runs its 
  course, but it cannot kill nor permanently injure or 
  impair him now that the priest has called upon the 
  healing powers that Faith provides for those who serve 
  the Deity. In the case of incurable diseases (like leprosy) 
  or Magickal “curse” diseases (Leprosy of the Tomb, 
  The Mummy’s Curse, etc.), the disease will be instantly 
  halted and healing will occur in 1 - 11 weeks, as for any 
  other illness. A success with Crit Die 10 is as given above 
  but the patient only takes ½ normal recovery time.
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  452
  Heal Grievous Wounds †
  PFF:  ................................................................................................65
  SC:  ............................½ Recipient’s Faith TSC, then 2/3 Clerics PFF
  Cost:  ...........................................-24 from Cleric. Recipient offers S4.
  Equivalent:  ..............................................................................Miracle
  This empowers a cleric in a moment of relative quiet to 
  bestow a special benediction and sprinkle holy water 
  on a believer to restore his Body levels. The AoF takes 
  1 minute to perform and will restore 7 Body Points + 1 
  x recipient’s Spirit; remaining wounds heal in 1/3 normal 
  recovery time. It is limited in that the believer may 
  receive the benefit only seven times in his lifetime.
  Cure Blindness †
  PFF:  ................................................................................................90
  SC:  ...........................⅓ Recipient’s Faith TSC, then 2/3 Cleric’s PFF
  Cost:  ..................................... -33 FP from Cleric. Recipient offers S5.
  Equivalent:  .................................................................Greater Miracle
  This empowers a priest or Sainted cleric to restore 
  lost sight. The recipient will see at normal acuity. 
  The AoF takes 10 minutes x 1D10 to perform 
  and but it is limited in that the believer may 
  receive the benediction once in a lifetime.
  Cure Deafness †
  PFF:  ................................................................................................90
  SC:  ........................⅓ Recipient’s Faith TSC%, then 2/3 Cleric’s PFF
  Cost:  ..................................... -33 FP from Cleric. Recipient offers S5.
  Equivalent:  .................................................................Greater Miracle
  This empowers a priest to restore the power 
  to hear. The AoF takes 10 minutes x 1D10 to 
  perform but it is limited in that the believer may 
  receive the benediction once in a lifetime.
  Restore Use of Limb †
  PFF:  ................................................................................................90
  SC:  ...........................⅓ Recipient’s Faith TSC, then 2/3 Cleric’s PFF
  Cost:  ..................................... -33 FP from Cleric. Recipient offers S5.
  Equivalent:  .................................................................Greater Miracle
  This empowers a priest or Sainted cleric to restore full 
  use to a badly damage limb (but not to regenerate a 
  limb that has been amputated). It can also be used to 
  cure general paralysis. The AoF takes 10 minutes x 1D10 
  to perform but it is limited in that the believer may 
  receive the benediction only three times during his life.
  Call Back the Dying †
  PFF:  ..............................................................................................101
  SC:  ...................................................................... ⅓ Priest’s Spirit AR
  Cost:  .......................................................................-48 FP from Priest
  Equivalent:  .................................................................Greater Miracle
  This very powerful AoF requires great Spirit on the 
  part of the priest. It should not be regarded as a 
  ‘Resurrection’! When a character is injured past all 
  mortal limits (damage at more than negative ½ Body 
  level), the priest has a relatively small chance to ‘call 
  back the soul’ of the character before it passes over to 
  the Other Side. The AoF takes 3 minutes to perform 
  provided it begins within 7 minutes + 1 minutes 
  x priest’s Spirit after the victim passed beyond ½ 
  negative Body level. It is limited in that only one 
  attempt can be made to call back a victim, failure 
  means he dies. Certain other conditions also apply:
  • 
  Body must be reasonably intact and able 
  to survive once the soul returns.
  • 
  There is no chance of success if victim’s spine was 
  severed, or his skull was crushed, or if the body was 
  massively mutilated, burned, disintegrated, etc.
  • 
  Success with a base Crit Die 09-10 is required 
  but modify the Crit Die result by the following 
  factors if the victim was mortally stricken:
  • 
  +2 while on a Holy Quest but before completing it.
  • 
  +1 before his time (i.e. murdered, accidental death, etc.)
  • 
  +1 at the hands of a Demon
  • 
  -1 when his time had come (valiantly as a hero, at 
  the end of a Quest, in the service of the Faith, etc.
  • 
  -2 from execution for crimes he did commit (no chance!)
  Success brings the soul back into the body. Now 
  it remains for the healing arts to help the victim 
  survive, and prompt medical attention may 
  be needed to stabilise the patient’s condition 
  and help the healing process to start.
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  453
  Formal Sacred Rituals: The Sacraments
  The Sacraments reflect the essential nature of 
  institutional religious worship in Christendom. Only 
  ordained priests may perform Sacraments. The 
  Sacraments always succeed and are never checked 
  because they are gifts directly bestowed by the Deity. 
  The priest’s ‘power’ to invoke the Deity through a 
  sacrament rests entirely in his office as priest. 
  Choosing a priestly vocation includes learning how 
  to perform the Sacraments correctly. However, the 
  candidate is not empowered to perform them until 
  he attains the requisite PFF 20 in the Faith, at which 
  point he will be ordained by his Bishop. Until he is 
  ordained, the priestly candidate can access only 
  those Acts of Faith available to a cleric (denoted †).
  Baptism †
  PFF: ......................................................................................15
  Auto:  ............................Recipient always receives the benefits
  Cost:  ............................................................. -6 FP from Priest
  This empowers a priest to baptise a convert 
  (or newborn). The AoF takes one hour 
  to perform and includes a Mass.
  Benefit: Baptised individual receives the 
  protection of the Faith. Those present all receive 
  a Blessing for 3 days because they renew 
  their own vows of Faith during the rite.
  Confirmation †
  PFF:  ................................................................................................40
  Auto:  .......................................Recipient always receives the benefits
  Cost:  .......................................................................-3 FP from Bishop
  This empowers a bishop to confirm baptised persons in 
  the Faith and bestow the seven gifts of the Holy Spirit 
  (includes a Mass). The AoF takes 1 hour to perform.
  Benefit: All benefits of full membership in the Faith.
  Extreme Unction †
  PFF:  ................................................................................................20
  Auto:  .......................................Recipient always receives the benefits
  Cost:  .................................................................................. See Below
  This empowers a priest to give spiritual aid and comfort, 
  with remission of sins, and also, conditionally, to restore 
  bodily health to seriously ill believers. It consists in the 
  unction of the body of the sick person with sacred oil.
  Note: Both the spiritual and the physical 
  well-being of the recipient is sought.
  Types of Extreme Unction are the following:
  Last Rites †
  Auto:  .......................................Recipient always receives the benefits
  Cost:  .........................................................................-3 FP from Priest
  The priest can anoint any believer who is dying, 
  hear his final confession, and absolve him of 
  sins. The AoF takes 1 minute to perform but 
  additional prayers, etc., can extend the time.
  Benefit: Believer dies “shriven” of his sins and 
  knowing he has made his peace with God (which 
  was very important to medieval people!)
  Anointing the Sick †
  SC:  ................................................................Recipient’s Faith TSC%
  Cost:  .........................................................................-3 FP from Priest
  The priest can anoint any seriously ill person. The 
  AoF takes 5 minutes to perform but additional 
  prayers, etc. can extend the time. However, it 
  is limited in that a person may only received 
  the benefits once per crisis in an illness.
  Benefit: If recipient believes, increase chance of 
  recovery by +1% x priest’s Faith skill level (also by 
  +1% per 4 Spirit of recipient if the recipient is of the
  Anointing the Wounded †
  SC:  ................................................................Recipient’s Faith TSC%
  Cost:  .........................................................................-3 FP from Priest
  The priest can anoint any seriously wounded person. 
  The AoF takes 5 minutes to perform but additional 
  prayers, etc. can extend the time. However, it is limited in 
  that a person may receive the benefit once per 24 hours.
  Benefit: If the recipient believes, +1% per 2 Faith 
  skill levels of the priest and +1% per 4 Spirit of 
  recipient, are applied to the healing rate for 24 
  hours. A success with Crit Die 08 - 10 enables 
  healing at one activity level higher and, if full 
  bed rest, at double healing rate for 24 hours.
  Note: If the sick or wounded recipient of anointing 
  is comatose or otherwise in such extremis that he is 
  unable to understand what is happening, the Priest 
  may substitute his own Spirit AR%. If the anointing 
  is performed on any non-believer, the Priest can 
  substitute ½ his own Spirit AR%, and a success will 
  be regarded by the unbeliever as a true ‘miracle’ 
  requiring him to make a Belief test of his own Faith.
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  454
  Holy Eucharist (Mass) †
  PFF:  ................................................................................................20
  Auto:  .......................................Recipients always receive the benefits
  Cost:  .........................................................................-6 FP from Priest
  This empowers a priest to say Mass. The AoF takes one 
  hour to perform and its effects last for 24 hours or until a 
  recipient performs an unlawful or improper act. Benefit:
  Believers receive a 24-hour Blessing and, if 
  they take the Eucharist, a special benefit as 
  well (see Attending Religious Services (qv)) to 
  do any task deemed lawful and proper.
  • 
  We use Eucharist and Mass to mean any religion’s 
  most solemn sacrificial rites. 'Mass' requires a 
  sanctified altar containing a holy relic. Some priests 
  had portable altar stones or altar cloths containing 
  a relic in order to say Mass outside a church.
  • 
  A Mass said for a specific individual gives him 7% + 
  1% per 4 Spirit for 3 days, under the usual conditions. 
  A living person cannot have a Mass said for him more 
  than once a month, and then only to aid in a Holy 
  Quest or to recover from serious illness, wounds, 
  etc. Such a mass can aid even a non-believer who 
  otherwise cannot enjoy the benefits of such rites.
  • 
  Celebration of Mass generates an impenetrable protective 
  field around the celebrant and worshippers. No magick 
  and no supernatural being can pass the invisible barrier. 
  If performed on hallowed ground (as in a church), 
  that protection extends to all sanctified ground.
  • 
  Mass is a most sacred celebration of the relationship of 
  believers to their Deity. It is not an easy means of casting 
  great protections around a band of menaced characters. 
  Misuse of the Mass by a priest brings serious reductions 
  to his Spirit level. Similarly characters that are believers 
  suffer reductions if they show disrespect for the sacrament.
  Matrimony †
  PFF:  ................................................................................................15
  Auto:  .......................................Recipients always receive the benefits
  Cost:  .........................................................................-6 FP from Priest
  This empowers the priest to join a couple in marriage 
  and the Rite includes a Mass. The AoF takes between 
  ½ an hour to 2 hours to perform including the Mass.
  Benefits: As for Mass, except the married 
  couple enjoys Blessing for 7 days.
  Ordination †
  PFF:  ................................................................................................40
  Auto:  .......................................Recipient always receives the benefits
  Cost:  .......................................................................-9 FP from Bishop
  This empowers a bishop to hear the vows of a 
  candidate for priesthood and confer upon him his holy 
  office. The AoF takes between one to three hours.
  Penance (Confession) †
  PFF:  ................................................................................................20
  Auto:  .......................................Recipient always receives the benefits
  Cost:  ....................................................................-3 FP from recipient
  This empowers the priest to absolve 
  believers of sins and to impose penance. 
  The AoF takes 10 minutes to perform.
  Benefits: Restores any Spirit lost through 
  acts condemned by religion. Absolution 
  requires true remorse and penance (prayer, 
  fasting, a quest, etc.) as set by the priest.
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  455
  Organised Religion 
  Versus Magick
  Magick and organised religions do not mix. This 
  does not mean that the Church always hunted and 
  killed all those who practised magick. For a large 
  portion of the Medieval Period there was an uneasy 
  truce between the Church and practitioners of 
  magick. Still, Christianity, Islam and Judaism strongly 
  disapproved of magick because magick flew in the 
  face of the Will of the Deity. The same is also true 
  of many religions depicted in fantasy novels.
  Any character that follows an organised religion and 
  practices Magick cannot have more than SPR 15 
  for Faith purposes. Devout believers do not dabble 
  in Magick! Practice of the Black Arts is forbidden: 
  Necromancy, conjuring and consorting with demons 
  and Magickally harming the innocent are crimes 
  against humanity and the Deity, punishable by 
  death and everlasting punishment in the hereafter. 
  The Power of Faith can prove to be a thorn in the 
  side of the most powerful practitioners of magick.
  • 
  If a Magus is of the same organised religion as 
  a cleric, he may receive religious benefits. He is 
  no different than any other believer, except that 
  his Spirit has a maximum limit of 15 for Faith 
  purposes. (See Page 401 for modifiers to Priest.)
  • 
  A Magus does not gain a bonus to spell castings 
  from any AoF. Rather, he suffers a penalty to 
  his Targeting equal to the bonus granted by the 
  AoF for the duration an AoF is in effect.
  • 
  A Magus is affected by the penalties imposed by 
  an AoF, no matter what his religion or Spirit may 
  be relative to the cleric invoking the AoF.
  • 
  If unwilling to accept the benefits of an AoF, a Magus or 
  any other character may resist with a Willpower roll minus 
  the Personal Faith Factor of the one invoking the AoF.
  Canonization & Deification
  Optional
  Saints and Demigods may come into being when a 
  Personal Belief Pool is created around/or for a person 
  by others in their community. If a person’s Current 
  Spirit exceeds 50 then that person will begin to attract 
  followers, awed by his unfailing belief in his deity. If 
  that person maintains a following begins a Ministry, 
  teaching the essence of his religion then that following 
  begins to create a belief aura around the individual. 
  For every Fatigue Point expended by worshippers at 
  the location there is a chance the aura accumulates 
  a Belief Pool. This chance is equal to 1% per FP spent 
  in worship led by the individual at any one time.
  The more charged a place becomes, the more 
  likely that it will develop special qualities. Such 
  miraculous powers start to become apparent when 
  a place has accumulated 2,000 full Current Spirit.
  15 followers spend a total of 30 FP worshipping 
  at Father Dominica’s Mass on a Sunday. Father 
  Dominica has amassed a Believe point total 
  of 55. The chance that his personal aura may 
  acquire a Belief Pool is 1% x 30 (FP’s) = 30%.
  When the person dies, that Belief Aura will maintain 
  its consciousness if the number of points available 
  in it exceeds the subject’s total life force (i.e. full 
  Fatigue + 1.5 x full Body) at the time of his death.
  Canonisation or Deification is merely the recognition 
  and thereby the stabilising of the flow of energy to a 
  Personal Belief Aura. If someone is not canonised or 
  deified, then that belief aura will only last as long as the 
  believers contribute. Every time that Saint is called upon 
  in prayer, then the chance of obtaining a belief point is 
  the same as before. Individual saint’s days are regarded as 
  specific points when the saints believe aura is recharged.
  A minor deity will ‘fade away’ once its last personal 
  Fatigue point in the Belief Pool is used. If the being was 
  officially recognised by canonisation or deification, 
  he will become dormant until someone believes in 
  them again. If not, the being eventually dies forever.
  The energy flow may be destabilised if official 
  recognition is removed. An example of this would 
  be St Christopher. He may have been un-canonised 
  but by now he’s got such a huge belief pool that 
  it is virtually self-sustaining. Believers will believe 
  and contribute as long as the miracles hold out.
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  456
  Holy Ground
  Optional
  If formal worship is performed in an area 
  specifically dedicated to the religion, one 
  thousandth of the total FP spent in worship there 
  will ‘sink’ into the area and become a Belief Pool for 
  that area. The more FP accumulated in the ground, 
  the ‘Holier’ it becomes. After a time, some areas will 
  become extremely charged. An area is considered 
  ‘Holy Ground’ when it has either been deliberately 
  consecrated by a priest (see Acts of Faith (qv)) or 
  it has accumulated 200 Current Spirit through 
  worship there over time, enough to consecrate it.
  For instance A local saint’s shrine accumulates 
  ten times the FP available for priestly duties per 
  week. The burial place of St Matthias has 6 x 10 
  x D10 FP accumulating weekly. Roll once for the 
  typical years’ average, say the result was 60 x 5 
  = 375 FP per week for 52 weeks. That is 300 x 52 
  = 15,600 FP per year. Now 1/1000th of this is 15.6 
  FP. In 200/15.6 = 12.82 years the shrine becomes 
  Holy Ground solely through the devotions of 
  worshippers who come to venerate the saint.
  The more charged a place becomes, the more 
  likely that it will develop special qualities. Such 
  ‘miraculous powers’ start to become apparent when 
  a place has accumulated 2,000 full Current Spirit.
  Or for instance returning to our local saint’s 
  shrine, in 2000/15.6 = 128.2 years, wondrous 
  and miraculous events begin to be noticed in 
  the area around St Mathias’s gravesite. Now had 
  the grave been located in a large priory with 
  a large rural congregation also attending, the 
  time period would have been much less: 10 x 
  (6 + 7.5 + 15) x D10 or 285 x D10 FP per week. 
  Using the same x 5 multiplier for the D10, that is 
  1,425 FP per week or 7,410 FP per year. 1/1000th 
  of this is 74.1 and 200/74.1 = a scant 2.7 years 
  passing before clearly remarkable and miraculous 
  occurrences begin happening at the shrine. In such 
  circumstance the shrine can act as an ordained 
  priest, granting Miracles or other Acts of Faith. 
  To calculate the Faith of the Shrine, divide the 
  Belief Point pool by 100 to find the PFF. The SC of 
  the shrine will always be 30. Thus a new shrine 
  granting Miracles would have TSC 50% to cast 
  Acts of Faith. Successful Specialised Miracles 
  may only be received once by an individual 
  in their lifetime at a particular shrine. Other 
  Miracles may only be called upon once per year 
  by an individual and can only be requested if 
  part of a specific pilgrimage to that shrine.
  Magick
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  457
  Evil Priests
  At times a Priest may become enamoured or seduced 
  by the powers that Demons may offer.  If such a 
  Priest has the skill Demonology (Was Demon Lore) 
  he has the option to use Faith to invoke Profane 
  Acts of Faith by making a Profane Pact which 
  involves the sacrifice of 10 Spirit Points and the 
  permanent loss of 2 Attribute Points in Base Spirit.
  Invoking Profane Acts is carried out in the same 
  way as normal Acts of Faith with the expenditure 
  of both Spirit Points and Fatigue.  However with 
  Profane Acts Spirit is never recovered.  The only 
  way in which Spirit can be recovered is by making 
  sacrifices during a Profane Ceremony (which can 
  only be done once a week).  The amount of Spirit 
  recovered is equal to the creatures Honour x 2.
  Should a Priest enter negative spirit he faces the 
  Profane Pact being called upon.  If his Spirit reaches 
  a negative value equal to his base Spirit (i.e. minus 
  12 if Spirit ATT is 12) then a suitable Demon will 
  appear to take the poor unfortunate to its home.
  Although we describe profane acts of faith as being 
  cast by Evil Priests (priests who have made pacts 
  with demons), there are some mages who will also 
  entreat with demons to gain magickal powers.
  In the same way that a priest uses Demon Lore to makes 
  pacts with other entities, so can any individual who has 
  the Faith and Demon Lore skills. They then can use their 
  Faith Skill to enact any of the profane acts listed here.
  Profane Acts Of Faith
  Cause Minor Wounds
  PFF ..................................................................................................50
  SC .................................................................................... Faith TSC%
  Cost .........................................................................4 FP and 12 Spirit
  This AoF takes a minute to perform in what appears 
  to be a benediction.  It seems to heal damage 
  but in fact does damage to Body equal to half the 
  recipients SPR ATT.  It can be detected by a someone 
  with Demonology.  If this occurs then the Detectors 
  PSF% is applied as a resistance of the Faith Roll.
  Corrupt Food and Water
  PFF ..................................................................................................35
  SC .................................................................................... Faith TSC%
  Cost ...........................................................................4 FP and 8 Spirit
  Makes any amount of food the Invoker 
  touches completely uneatable, imagine 
  maggots etc.. appearing everywhere.
  Slow Spell
  PFF ..................................................................................................50
  SC .................................................................................... Faith TSC%
  Cost .........................................................................4 FP and 12 Spirit
  This AoF tires the Target to the point they lose 
  the Crit Die in Action Points per round for 4 
  rounds.  Can be resisted by targets Faith PSF%.
  Weakness
  PFF ..................................................................................................50
  SC .................................................................................... Faith TSC%
  Cost .........................................................................4 FP and 12 Spirit
  A broad area AoF that affects all creatures within 
  a 20 feet radius circle.  It can be resisted by half 
  Spirit AR.  If successful the targets suffer weakness 
  and have TSC% reduced by 20% and no Strength 
  or PSF% damage bonus applies to attacks.
  Curse
  PFF ..................................................................................................60
  SC .................................................................................... Faith TSC%
  Cost .........................................8 FP and 12 Spirit plus Curse Modifier
  This AoF invokes the power of a Demon to bring great 
  misfortune to an individual within 30 feet.  The Curse 
  will not take effect for Crit Die x 10 days.  The Curse can 
  only be removed with an Exorcism.  The Curse can be:
  Non Fatal Disease By uttering the ritual phrase Ashak vul 
  Kalathoth unrak Kashak (GM Note – this must be from 
  memory by the player) the target is wracked with a disease that 
  inflicts a negative modifier of Crit Die to all TSC until removed 
  by the Act of Faith Cure Disease. Costs an extra 12 Spirit.
  Misfortune  By uttering the ritual phrase “Ashak vul Unraal 
  ag Ashak” (GM Note – this must be from memory by the 
  player) the target is wracked with a disease that inflicts a 
  negative modifier of 10 + Crit Die to all TSC until removed 
  by the Ritual Remove Curse.  Costs an extra 16 Spirit.
  Fatal Disease By uttering the ritual phrase “Ashak vul Talathoth 
  unrak ag Ashak” (GM Note – this must be from memory by the 
  player) the target is wracked with a non-epidemic disease until 
  removed by the Act of Faith Cure Disease.  Costs an extra 20 Spirit.
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  458
  Create Poison
  PFF ..................................................................................................65
  SC .................................................................................... Faith TSC%
  Cost ........................................8 FP and 14 Spirit plus Poison Modifier
  The Invoker uses this AoF to imbue a poison with 
  demonic power.  The poison can be introduced 
  to food or drink or smeared on a weapon.  All 
  ingredients must be fully enchanted.
  Heart Gravel
  A brown mixture of a treacle like substance, that after being 
  created, comes to a single drop. After the onset time, the 
  victims blood within his heart starts to turn to stone.
  Vector ...............................................................................Oral
  Onset ...........................................................................10 min
  Damage ............................................................9 Body / Turn
  Duration ..................................................................... 3 Turns
  Additional Cost ............................................................9 Spirit
  Formulae: Medusa Blood + 6 Organics 
  + 3 liquids+ 1 Bat Wing.  
  Umbral Embrace
  When created, is a dry black powder and amounts to 
  about a heaped teaspoonful. It is blown into the face 
  of the victim. The effects come on almost immediately, 
  breathlessness and cyanosis turns the victim blue.
  Vector ..........................................................................Inhaled
  Onset ...........................................................................1 Turn
  Damage ............................................................8 Body / Turn
  Duration ..................................................................... 4 Turns
  Additional Cost ..........................................................10 Spirit
  Formulae: Black Poppy Essence + 6 Organics + 3 
  liquids + Boar Tusk = 8 Body per turn for 4 turns 
  Offends Thee
  A powerful hallucinogenic agent in the form of a clear 
  liquid, amounting to a small vials worth. Ingestion causes 
  visions of hellish creatures crawling out of the victims 
  skin. He tries to rip the creatures from his flesh.
  Vector ...............................................................................Oral
  Onset ...........................................................................10 min
  Damage ............................................................9 Body / Turn
  Duration ..................................................................... 3 Turns
  Additional Cost ............................................................9 Spirit
  Formulae Black Lotus Essence + 6 Organics + 3 liquids + 
  Wolf Bone = 7 Body per turn for 5 turns (11 Extra Spirit) 
  Imprisoned Love
  Another hallucinogen, a black tar that smells sickly 
  sweet. Once ingested the victim will begin to see 
  a love, trapped inside a solid wall, crying and 
  desperate to get out. He scrapes and bashes his 
  hands against the wall trying to make a rescue.
  Vector ...............................................................................Oral
  Onset ...........................................................................10 min
  Damage ............................................................. 1 Body / min
  Duration .......................................................................30 min
  Additional Cost ............................................................9 Spirit
  Formulae Black Rose Essence + 6 Organics + 3 liquids 
  + Ore Hide = 6 Body per turn for 7 turns (12 Extra Spirit) 
  The White Dance
  A white flaky material like snowflakes, this poison, once 
  ingested, sends the victim on a dance. His complexion 
  becomes deathly white and his limbs convulse 
  uncontrollably with muscle wrenching cramps.
  Vector ...............................................................................Oral
  Onset ...........................................................................10 min
  Damage ............................................................. 1 Body / Min
  Duration .......................................................................30 min
  Additional Cost ............................................................9 Spirit
  Formulae Arsenic + 6 Organics + blood + reptile 
  bone = 5 Body per turn for 9 turns (14 Extra Spirit) 
  Earthly Hunger
  A bright red gel about the size of an elderberry. 
  Once ingested the victim takes on an uncontrollable 
  urge to eat earth, rocks, nails, spikes etc.
  Vector ...............................................................................Oral
  Onset ...........................................................................10 min
  Damage ............................................................9 Body / Turn
  Duration ..................................................................... 3 Turns
  Additional Cost ............................................................9 Spirit
  Formulae Nightshade + 6 Organics + 2 bloods + powdered 
  lead = 5 Body per turn for 10 turns (16 Extra Spirit) 
  Water Of the Crossing
  Produces a clear liquid with a foul smell, once ingested 
  the victim will begin to sweat profusely, cry, pee, vomit and 
  purge all fluid from their body; even bleeding from orifices.
  Vector ...............................................................................Oral
  Onset ...........................................................................10 min
  Damage ............................................................9 Body / Turn
  Duration ..................................................................... 3 Turns
  Additional Cost ............................................................9 Spirit
  Formulae Aconite + 6 Flowers + 3 bloods + Wormwood 
  = 5 Body per turn for 12 turns (18 Extra Spirit)
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  459
  Summoning Demons
  The spell Summon Great Spirit can be used to 
  summon Demons of Rank Malebranche to Demons 
  of Sloth; however, for those of Chevaliers De 
  L’Enfer, The Powers or the Principalities then the 
  spell Summon Greater Spirit must be used.
  When using Summon Greater Spirit to summon 
  greater Demons then it is expected that some sacrifice 
  must be made as an offering to the Demon.  The 
  level of offering gives a bonus to Influence when 
  entreating with such a Demon. Consider the Honour 
  Value of the offering as a bonus to the Influence, 
  in a similar way to the normal influence rules. 
  The main changes are that the honour value of 
  creatures without grace points their offerings is 
  divided by 100 ( all values rounded), those with grace 
  points their offerings by 50 and if Virginal (without 
  Original Sin) offering by 10. Each additional offering 
  has a greater effect, the sum of the whole offering 
  being greater than the individuals. Each additional 
  offering is worth half again rounded. So if a priest 
  built himself a wicker man and convince 10 young 
  farm girls (value of 1 each) their sacrifice was required, 
  he would not yield 10 x 1 but 1, with +2 for each 
  additional offering giving a total of 19 points. 
  So if 3 Crusaders of purity (honour / 10) were sacrificed 
  with honour of 30, 40, 60 each. The total value offering 
  would be worked from the lowest honour to the 
  highest. Thus 3 + (4 x 1.5 = 6) + (6 x 1.5 = 9) for a total of 
  18 points instead of 13. Were these crusaders without 
  purity, their honour would first be / 50 (rounded) giving: 
  1 +2 +2 = 5 instead of one each if sacrificed individually.
  As with normal Influence rules Demons are always 
  willing to accept offerings of value but these must be 
  ten times the normal value for Powers and hundred 
  times for Principalities. The bonus from such wealth 
  cannot exceed the bonus gained from mortal offerings. 
  Once summoned such demons will respond to the 
  requests from the summoner as per the results of the 
  Influence rules.  As stated in the spells the Demons true 
  name must be known. When utilising the influence 
  rules Demons do not use social status, to resist or 
  apply influence; instead they have and attribute called 
  Pride. This is calculated as 1/10th of their Honour Points.
  Example
   The honour for a Knight with grace is 120 
  points, the amount of influence bonus 
  gained is 120 / 50 = 2.2 rounded down 
  to 2. Any influence bonus gained from 
  material goods of value cannot therefore 
  be greater than a bonus of 2. (If the 
  knight was a virgin, then the influence 
  bonus would be 120 / 10 = 12 therefore a 
  larger material bonus could be offered.
  Finger of Death
  PFF........................................................................................75
  SC ......................................................................... Faith TSC%
  Cost ......................................12 FP and 20 Spirit plus Damage
  The Invoker points his finger at a target within 30 
  feet and utters the ritual words “Ashak ul Karak nun 
  Ashak” (GM Note – this must be from memory by 
  the player) while invoking Demon power.  It can 
  be resisted by a targets Spirit AR.  If successful the 
  target will suffer Body Damage equal to the amount 
  of Spirit the Invoker imbues into the Ritual.
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  460
  Being A 
  Gamemaster 
  The Gamemaster is the general manager of the 
  role playing game, he oversees all the factors 
  that come into play. It falls to the gamemaster 
  to make the preparations, set the scene add the 
  flavour and control the characters advancement 
  through the stories he is going to tell.
  To be a gamemaster one must of course know the 
  rules of the game well, for all the other players will 
  look to him for judgment calls on what happens 
  when things get complicated. He should be impartial 
  and fair, he should always have these things in 
  mind when being a gamemaster: ‘Is it fun, does 
  it advance the story, is anyone being left out’?
  He should be ready to take on a sizeable workload, 
  for the gamemaster is responsible for creating and 
  populating an entire world for his players to explore. 
  Once he has achieved a satisfied state with his world 
  preparation he must then craft the stories and the 
  actors within them. These NPCs are the method 
  of delivering the story he is going to tell with the 
  cooperation of his players and their characters. All of 
  this demands that he exercise great imagination as well 
  as a grounded sense of what his world is like and the 
  theme of the stories. A sense of the place being alive, 
  living and growing will enhance the enjoyment and the 
  degree to which the players can contribute to the world.
  When creating the world and the people within it, 
  the gamemaster must take the time to explain the 
  intricacies of his creation. What are the do’s and do 
  not's of his world, are there strange customs a players 
  should know of. While making things different is fun, 
  going wild can be hard for a 21st Century to keep up 
  with, make sure your fantasy is believable and stick 
  to the rules you make for your world. Consistency is 
  very important to players who have to make life or 
  death decisions for the characters and have to do so 
  from the knowledge you have passed on. They must 
  have a stable ground to make their choices on, what 
  works today should work tomorrow; unless there is a 
  very good, fun and interesting reason why it doesn’t. 
  The primary role of the gamemaster at the table is 
  to be a storyteller, if confidence allows he will voice 
  his NPC’s and give them memorable characteristics 
  that the players can remember. He will respond to 
  the actions of his players, gently taking them down 
  a path to adventure and enjoyment. That is not to 
  say that players will have everything their own way. 
  Adversity is sometimes the best teacher and one of 
  the most common starting places for stories to begin.
  The Principalities
  Beelzebub 
  A prince of the Seraphim, just below Lucifer. Along 
  with Lucifer and Leviathan, they were the first 
  angels to fall. He seduces mankind with pride.
  Leviathan 
  A prince of the Seraphim who tempts people to give into heresy.
  Asmodeus 
  Also a fallen prince of the Seraphim, he yearns with 
  desire to spread wantonness amongst man.
  Berith 
  A fallen prince of the Cherubim, He tempts men 
  to commit homicide, and to be quarrelsome, 
  contentious, and blasphemous.
  Astaroth 
  A prince who charms men to be lazy.
  Verrine 
  Also a prince, who gives men impatience.
  Gressil 
  A prince who recruits men with impurity to his worship
  Soneillon 
  A further prince who tempts men to hate
  The Powers
  Carreau 
  A prince who tempts men with hardness of heart
  Carnivale 
  A prince who tempts men to obscenity and shamelessness.
  Oeillet 
  A prince who he tempts men to break the vow of poverty.
  Rosier 
  Second to Oeillet who tempts men against sexual purity.
  Belias 
  Prince of Virtues, he seduces men to become 
  arrogant and women to be vain, raise their children 
  as wantons, and gossip during mass.
  Magick
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  461
  His secondary duty at the table is to keep accounting of 
  the events and the trials and troubles of the characters. 
  What they have done, who they have made friends with, 
  their enemies, loves and hatreds. All this is important 
  for in these details are the little actors on which his 
  next big adventure will grow. Having reoccurring NPCs 
  is essential to the players for them to have the sense 
  that what they do makes a difference in the world. If 
  noting changes and everything resets they will quickly 
  become bored and wonder why they bothered.
  While it is true that being a gamemaster is a great 
  responsibility with lots of work. It is also true 
  that it is an immensely satisfying experience. 
  Becoming A Gamemaster
  When you take up the mantle of being the gamemaster 
  it is clear to all that you have a tremendous level of 
  power; literally you have the power of life and death. 
  The old adage from John Emerich Edward Dalberg-
  Acton, 1st Baron Acton, 13th Marquess of Groppoli 
  “Power tends to corrupt and absolute power corrupts 
  absolutely” certainly has the chance to be true here.
  Your main goal in wanting to be a gamemaster should 
  be, attempting to entertain your friends by presenting 
  them with a fascinating new worlds to explore with 
  a genuinely fair chance of success and glory. What 
  their characters do should matter in your world.
  The Referee
  In your role as the referee of all things at the game table 
  you should take on this role as an impartial referee 
  seriously and try to keep personal interference out of 
  the game at all times. Never regard fantasy role playing 
  as a kind of contest, in which, the Players and their 
  Characters stand to “win” something from the game. 
  Apply the rules equally to the Player Characters’ actions 
  and to his own actions in the role of Gamemaster, or 
  as player of his actors (NPCs and Monsters). He should 
  display insight, skill, and common sense to know when 
  and how to apply the game systems so that the result 
  is generally appropriate to the situation developing 
  out of the role-play. Be prepared to inventive and ‘fine 
  tune’ the rules and game systems by changing them 
  slightly, or even by replacing them with others of his 
  own design or else borrowed from other games. 
  There is something eminently fair about such an 
  approach. As a Referee you will often ‘wing it’ without 
  consulting the rules or using the game systems to 
  determine many things happening in the game. Most 
  routine events would likely take a certain course any 
  way, so depend on your own judgement. However, 
  at all crucial points in the action, you still pull out 
  the rules and depend upon the dice to make the 
  final decision. If a Player gambles and loses, and 
  his Character is lost, so be it, fate has spoken. When 
  its the turn of one of your actors, then it’s his turn, 
  so long as rules remain equal for both parties.
  The Storyteller
  As a storyteller you will have the desire to spin out a 
  lengthy tale of heroic proportions. You will be a lover 
  of role-play in the most complete sense of the term. 
  As a storyteller you should see the rules as existing to 
  give some objective method to predict the outcomes 
  of various actions chosen by the Players and by the 
  actors he plays (NPCs and Monsters). More than 
  anything he will regard the rules as being general 
  guides to play and accepts the possibility that a rule 
  cannot always cover what any one is trying to do in 
  a given situation. He therefore retains  the right to 
  change the odds in favour of the Players to meet what 
  he believes to be appropriate in the circumstances. 
  He values role-playing for its own sake and delights in 
  the Play ers who really get into their Characters and act 
  like the people they are pretending to be. After all role 
  playing is pretend and make-believe at its finest. As 
  he has a sense of story, the storyteller often allows the 
  Players to get away with things that would be counted 
  as fatal errors. If an outrageous move is carried off 
  with panache and style, he will pause and consider its 
  value in furthering the long-range goals he has set for 
  the scenario. If the idea is going to lead to something 
  better than he himself had planned for, the Charac-
  ter are allowed to succeed where the game systems 
  themselves might hold out a high chance of failure. 
  The idea here is to promote fun and excitement 
  for all. If the role-playing is in character, and the 
  effect of a Character’s role-play prom ises to be 
  interesting, taking the story to some un-thought 
  of scene it may take precedence over the rules. 
  The Primary rule recognised is in the form of a 
  question: Did the decision further the enjoyment of 
  the group or not? Everything else is subject to the 
  ultimate ruling of the fair-minded Gamemaster. 
  There is nothing wrong with giving the benefit 
  of the doubt to a Character when it furthers the 
  story and does not bestow upon the Character a 
  significant and lasting advantage over anyone.
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  462
  Put simply, the storyteller believes in Fate. He therefore 
  tempers the rules with mercy. This Is not favouritism, 
  just mercy that allows a Character to be “shaved closely” 
  while escaping to fight yet another day. The storyteller 
  accepts his almost godlike powers for what they really 
  are. He understands that his responsibility and first 
  duty is to his friends sitting around the table, not to 
  a set of rules and the idiot rolls of the dice. What will 
  entertain? What will improve on the scenario? What 
  will be best remembered and talked about later on? 
  Don’t think that this is a perfect tale, Characters are 
  still going to die in the storyteller’s world. They die 
  because everything is cast at a heroic level, and true 
  heroism demands the taking of great risks by facing 
  dangerous adversaries. Characters are taken to the 
  brink of extinction again and again without engineering 
  their deaths for the slightest mistakes.  At such times, 
  use your skills as a role-player to extend to the Players 
  a chance to ‘talk their way out of trouble’. That makes for 
  a remembered life, and perhaps remembered death, 
  something a Player can look back on with some pride 
  Fairness, then is really giving the Players a run 
  for their money, the very best in excitement 
  and entertainment that the Gamemaster can 
  deliver. Anything less is simply not enough. 
  Mastering the Rules
  The first task facing any Gamemaster is to come to 
  terms with the vastness of the Chivalry & Sorcery rules. 
  First, simply skim over the rules. Best not try to 
  absorb everything at once! You cannot begin to 
  put the whole picture together until you have an 
  idea of what you have to work with and what you 
  personally intend to do with your own campaign. 
  Once you have a general overview, it is time to 
  read the rules more carefully, this time with an eye 
  to what will help you set up the kind of fantasy 
  campaign you want. At the same time, you should 
  have some idea of what stories you want to tell 
  and the atmosphere / theme of your campaign. 
  Once you have settled upon the kind of fantasy world 
  that you wish to create, the rules will begin to fall 
  into place for you. Consider the tasks you have and 
  the order you will have to perform those tasks. If you 
  tackle things in order, you will find that the problem of 
  understanding the rules will largely resolve itself into 
  modular stages, learn and master the rules, as you need.
  Stage I 
  Design the world in broad terms, mapping out, giving 
  it a history and social background, decid ing what 
  will happen in it; the events that lead up to your first 
  story you are going to tell as an adventure for the 
  characters. As Chivalry & Sorcery is a Medieval game, 
  the rules required here are those concerning de-
  sign of feudal baronies and nations, those covering 
  social organisation and behaviour, For ease and 
  simplicity you could consider the ‘Marakush Campaign’ 
  which is produced for Chivalry & Sorcery. 
  Stage II 
  Time to decide on specifics, such as what Mage 
  (Wizard) types will be allowed in the cam paign If 
  any, which Monsters will be used or set aside, etc. 
  Only as your view of your world becomes clearer 
  will your need to familiarise yourself with specific 
  areas of the rules increase. Always remember that 
  the rules are meant as guidelines, not straitjackets. 
  Stage III 
  The section on Character generation becomes 
  important once it is time think of your actors in 
  the world, decide what races and vocations are 
  available for play. Assess the capabilities and roles 
  such Character Races you have in your world. If you 
  happen to think that Elves are too powerful and too 
  difficult for Players to handle properly, relegate them 
  to NPC (Non  Player Character) status or eliminate 
  them from the game completely. A close look at 
  the Non-Player Character statistics/profiles will be 
  of considerable use at this time because they give a 
  general impression of the relative capa bilities of the 
  various Races and these can be compared to those 
  of the Monsters and Beasts in the Monster profiles.
  Stage IV
  At this point you are populating your world 
  with specific personalities and you will need to 
  consider your first scenario. For the beginner we 
  recommend commercially produced scenarios 
  designed for introductory campaigns.
  These give guidelines on what components go into 
  a scenario, the NPC’s, the story-line, encounters 
  etc. By reading through a scenario such as this 
  you will understand how the story-line develops 
  and what encounters are around the comer.
  Magick
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  Medieval World
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  Introduction
  Table of Contents
  INDEX
  
  463
  Stage V
  By now you should be ready to meet with your Players 
  and introduce them to the game. Help the Players 
  to design their own Characters this should reinforce 
  your own understanding of the systems and assist 
  you to make improvements in your own NPC designs. 
  Hopefully, by this time, things have progressed so 
  are familiar with common actions covered by the 
  rules, movement, fighting, acquiring and using skills, 
  etc. Therefore you can explain these rules and the 
  concepts of combat and magick to your Players. 
  Hopefully there will be a few of your Players who also 
  have acquired the rules, let them assist in helping 
  everyone understand how things work in the game. 
  Maybe you could take several practice sessions, in 
  which combat or magick casting or enchanting are 
  played through in order to establish your standard 
  way of doing things, such that everyone is working 
  from the same baseline of understanding. 
  Such preparation will acquaint you with many of the 
  commonly used rules hopefully this will mean that 
  you will rarely need to look up such things leading to 
  you handling routine matters without bothering to 
  look them up at all. Do not forget that some Players 
  might regard the rules as a kind of ‘Bible’, a form of 
  protection against the arbitrary behaviour of other 
  Players and the Gamemaster. So stopping play for a 
  moment to look up a contentious rule might save a 
  lot of time later. Always inform Players beforehand 
  if you have made any changes in some basic rule 
  in the game or have added a rule of your own.
  We are not saying that you have to announce that a 
  Monster or weapon or trap not documented in the 
  rules is lurking around the next comer. That type of 
  ‘surprise’ is a legitimate part of your campaign and 
  Players should learn about them the hard way. But or 
  example, say you have devised an alternate method 
  of combat,  or a new way of casting spells, have to 
  inform the Players so that they, know and can use 
  the rules to potentially keep their characters alive.
  World Creating
  If you are creating your own world, rather than playing 
  out stories from a purchased Campaign,  you must take 
  on the role of a divine entity. Firstly, you must recognise 
  that all the rules and systems governing the creation of 
  a feudal society in Chivalry & Sorcery are presented as 
  general guides. A lot of changes can be made without 
  doing real damage to the rest of the rules as a whole.
  Many of the world building rules are in the form 
  of background information and suggestions, 
  intended to help understand feudal societies, and 
  the way in which such people think and act. The 
  idea is to develop an atmosphere of life in the 
  fantasy world, a realistic feel to it, not to simulate 
  a literal feudal culture right out of history.
  Players cannot be expected to ‘behave in character’ 
  if the world of the fantasy campaign has no definite 
  social and cultural elements to offer. Atmosphere 
  and customs, manners and traditions and all the 
  trappings of a society are required for this to work 
  well. Should more details be needed on this we 
  recommend William Stems Davis’ “Life on a Medieval 
  Barony” (Harper & Row, New York: 1951). 
  Commonly a Gamemaster may also have a specific 
  work of legend or fiction in mind as the general 
  setting for the campaign. When inventing your own 
  unique world, it is wise to make some notes to cover 
  essential features of life in that world. These can 
  be shown to the Players as a general introduction 
  to the world their Characters were born in. 
  World design systems in Chivalry & Sorcery are 
  themselves a generalisation of the basic features 
  of most feudal societies. No single nation in history 
  is presented. There is a strong element of historical 
  accuracy present, but also purely imaginative elements 
  such as the worlds of King Arthur, the Charlemagne 
  epic, the White Company, Ivanhoe, and a host of others.
  Depending on if a strongly historical or a romantic/
  legendary world is developed, you must decide what 
  period the campaign is set in. This leads to details 
  of dress, weaponry, armour, equipment, and even 
  skills that might be available. Concerns for historical 
  accuracy is not needed. A basic rule is do not feel that 
  you must be absolutely faithful to what actually was. 
  It might be asked at this point why Chivalry 
  & Sorcery is played in a feudal setting. 
  The broad outlines of feudalism underlie a vast 
  number of fantasy worlds of fiction and legend. 
  By beginning with known elements, a coherent 
  and sensible world can be created for role-playing. 
  While it was pointed out that rules are necessary to 
  govern any game, rules also prevent the action from 
  getting out of hand and stop everyone, Players and 
  Gamemaster alike, from forgetting that it is a game. 
  Role-playing is not a simple activity. It takes 
  more than rolling dice to summon up a monster 
  or find out if a sword hit home with devastating 
  effects or a spell brought down the castle gates. 
  Role playing means trying to become in one’s 
  imagination a totally different person. 
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  464
  Role playing involves Characters and Non-Player 
  Characters interacting with each other, doing 
  business, co-operating and sometimes fighting 
  alongside or against each other. There has to 
  be rules to govern all of these activities. 
  Develop a world view that includes just enough 
  of a social order that there is something to 
  measure conduct by. Remember that some of the 
  greatest adventures in fantasy are often based 
  upon conflict of the Hero against society. 
  Developing Scenarios
  Now you must tum to the problem of designing an 
  adventure for the players, a scenario for them to act 
  out. There is no script or set actions for the players 
  only a direction and stops along the way to a finale.
  The ‘scenario’ is an outline of the adventure, in which 
  a group of Player Characters attempt to accomplish 
  some goal. This should be fairly open, while specific 
  feels better in design, in practice it will limit your 
  creativity and ability to adapt to the players actions. 
  Of course everyone has heard of the classic scenario, the 
  raid on a dangerous ‘Place of Mystery’. This is some sort 
  of mine, a tower or castle - usually haunted. They are 
  the stock setting for such adventures. The idea being to 
  explore and penetrate the defences of the place in order 
  to loot It of some treasure or to retrieve some important 
  Magickal item. Hopefully before perishing at the hands 
  of the guardians who invariably lurk in the shadows.
  Another type of adventure scenario is the trek 
  through some wilderness, such as the questing 
  of the Arthurian Knights. These adventures are 
  far ranging, and offer unlimited opportunities for 
  the Characters to interact with a wide variety of 
  NPCs and Monsters, both friend, foe and foil.
  Probably the easiest is the mission approach. 
  In such scenarios, the action begins in a settled 
  area, with the Characters all gathered together 
  in the same place. Suddenly, it happens! 
  The Princess has been kidnapped and is being held 
  for ransom. Invaders suddenly besiege the castle, 
  and someone has to go for help. His enemies have 
  captured the King, but his evil brother wants the throne 
  and is blocking the collection and transport of the 
  ransom. A dragon is terrorising the outlying villages 
  and is reported to be moving toward the capital. A 
  band of robbers is carrying out its depredations on 
  the King’s Highway. The local authorities, on what 
  appear to be trumped up charges have arrested a 
  friend, and he’s heading for a certain hanging. 
  The bottom line is that someone must do 
  something about this, and it falls to the characters 
  to be the heroes of the day and step forward.
  The situations will instantly be recognised as 
  typical of stories. The advantage to developing 
  such scenarios is they all give the Players a definite 
  goal to achieve. The disadvantage is that the 
  same Players cannot tackle the scenario twice.
  Mission scenarios are recommended when time for 
  design is limited as they are far quicker to prepare 
  than the often monumental designs needed to 
  develop a comprehensive and long-lasting scenario. 
  Running A Gaming Session
  Preparation
  We can not present to you any hard and fast rules 
  for running a successful role playing session. Each 
  is faced with creating their own personal style, one 
  with which they is most comfortable. The Players 
  also have a considerable effect on the game, their 
  personalities, what they enjoy might be each be 
  different and you therefore you will have to include 
  elements to keep them happy and returning to the 
  game table. After the world of the fantasy campaign 
  has been designed, and an initial scenario is ready, the 
  Players must choose their Characters for adventure.
  Character Development will be needed, here is where 
  the Gamemaster assists the Players to generate a 
  character for the campaign. Once each Player has a 
  Character you can start the introduction of the scenario. 
  It is advisable to have players generate more than one 
  character for the campaign world at this session. This 
  way they can poll varied characters available within the 
  campaign setting for the players to chose depending 
  upon what role other might have the urge to play or to 
  fit the circumstances of the scenario being presented.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  465
  Interaction
  Preparations completed, let the adventure begin!  
  Adventures progresses by the will of the Gamemaster 
  telling each what is happening. Physical actions, maps, 
  diagrams, and miniature figures should be presented to 
  supplement the descriptions and make them clearer. 
  Players should be informed what is happening around 
  their Characters, descriptions need to be detailed 
  enough for them to make good choices. If you don’t 
  tell them about the fallen tree across the chasm, how 
  can make good choices of how to proceed. Always 
  keep in mind what the Characters should be able 
  to sense and know; sense are important to use in 
  the game. Smelling Orcs coming adds to the feel 
  of realism. Hearing the dragon snoring, it all make 
  things come alive to the players imagination.
  Sadly, all too often, inexperienced and secretive referees 
  forget that a person can take in an entire room at 
  little more than a glance. In a time of possible danger, 
  senses are heightened, and people will be alert for 
  anything suspicious, something which catches his 
  attention. Not everything needs to be described, if 
  something significant could be sensed and recognised 
  as important, a Character would likely perceive it. 
  Following this simple rule will prevent a lot of 
  those situations in which a Character falls victim to 
  something obvious simply because the Player had 
  not asked a question about it. He really should not 
  have to! His Character, being in the imaginary world, 
  would likely have noticed it instantly. However, 
  if there is a chance of missing it, then you might 
  consider a roll of the dice, using a skill or attribute 
  at some odds or other to determine whether 
  or not the Character did perceive the thing.
  The Players will respond to the descriptions by 
  stating what their Characters are doing and either 
  saying or acting out the situation at hand. 
  Players are free to ask questions so as to obtain 
  information about surroundings or the events 
  and personages confronting them. Answer with 
  additional details, clues, and perhaps even irrelevant 
  facts perceived by the Characters things that have 
  no bearing on anything important should you wish 
  to give them pause for thought and cogitate upon 
  extracting the irrelevant from the important. 
  Be aware though not to let players ask for information 
  beyond the reach of their Characters’ current level 
  of understanding or their ability to perceive. What 
  lies behind the door is unknown to those who do 
  not have the means to divine such things. Often 
  players will have knowledge from their 20th century 
  education that their character would not have. It 
  comes down to a simple truth, the Characters are 
  not their Players, and thus they may be ignorant 
  of things the Players would know to ask about.
  Only things that are stated verbally or in writing 
  are assumed to have happened. Work on gaining a 
  strong sense of honesty and fairly good memories. 
  For example, a Character who has a knife in each hand 
  cannot draw his sword unless he does something 
  with one of the knives, either drop it or throw it. 
  The Gamemaster must watch out for the 
  things that the Characters are doing which 
  alter their perspective on the action. 
  For example, if a Character turns to follow 
  the movements of an enemy, he might not 
  see another foe lunging at his back.
  In action sequences, the use of miniature figures 
  greatly aids everyone in seeing instantly what 
  is happening all around the Characters and 
  others in the situation, and avoids long disputes 
  about who could or could not see what.
  Dialogue - what the Characters and 
  NPCs/Monsters actually say. 
  It can be argued that anything a Character says 
  must be in character and will have an effect on 
  those overhearing his words. Thus if one is asking 
  some directions of another, for instance, the 
  manner of address and the tone of voice are very 
  important. A cocky commoner responding to 
  the question of where the nearest inn is located 
  might find himself beaten black and blue by the 
  outraged Knight so rudely addressed, or worse!
  Inexperienced Players often do not understand that 
  ideas about equality and individual freedoms were, 
  and still are alien to some cultures besides our own. 
  A few such lessons might teach them manners.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  466
  Chivalry & Sorcery has long had the ‘rule of the 
  expert’, where some Gamemaster forbid reference 
  to many sections of the rules before the Characters 
  carry out an action. This means no Player is allowed 
  to look up something to refresh his memory about 
  a spell or monster or whatever. This approach is 
  best used when a playing group is more than just 
  familiar with the rules, it again tries to emphasise 
  role playing in character. Since when does a fighter 
  look in a rulebook just before deciding which 
  weapon to draw? Only when combat is joined will 
  the appropriate tables and charts be consulted.
  Role Playing the Others
  The most important tasks a Gamemaster has is 
  bringing the Non Player Characters (NPCs) and the 
  monsters to life. He plays the part of all the actors 
  in the campaign not under Player control. If he is 
  experienced he may speak and act in character for at 
  least the major members of the cast under his control.
  The NPCs fall into several categories of complexity 
  and depth of role-play, with Importance 
  and personality development, which are 
  equivalent to actors/personae on a stage.
  Extras
  These have little more than walk-on parts to play. They 
  are the non-combatants who populate the world they 
  deal with the Characters in small ways, such as the 
  peasant standing by the road who points the way to the 
  castle; the wine merchant who tries to cheat the group 
  by selling poor grade wine at vintage prices; etc. When 
  one of these gets in harm’s way, he is usually doomed.
  Rabble
  A bit more able to put up a fight and represent 
  the ordinary men in the ranks. Their main purpose 
  is to get killed valiantly joining the Adventures 
  or fighting against them in desperate combat. 
  Like the Extras, they are faceless personages, 
  limited character development, so far as a specific 
  trait is important to advance the action.
  Minor NPCs
  Such personalities are much like the Player 
  Characters they have a background and character 
  to suit the part they play in developing the story. 
  The more important the part to, the more the 
  you will put into designing such a personality, to 
  help both you and the Players understand the 
  place this actor has in the unfolding story.
  Personality NPCs
  The major figures may be developed in considerable 
  detail evidencing qualities and talents which may 
  surpass those of the Characters. Personalities are those 
  who have achieved importance in the campaign, 
  such as great heroes, villains, lords, mages, etc., 
  people with whom the Player Characters must deal 
  with in one way or another, as friend, foe or foil. 
  Monsters
  You will also have to control a wide variety of monsters. 
  If possible these should also be given personalities, 
  they can be rated in much the same fashion as standard 
  NPCs, especially if they are intelligent creatures. 
  Always be open to allowing other motivations than 
  kill. Take this route in your interactions and you will 
  discover many excellent opportunities for good 
  role-play. What to do with an Orc merchant who has 
  just been robbed by a group of Haeflin brigands. 
  Does this demand justice? Especially if the group of 
  characters includes a Knight who has sworn an oath 
  to god to uphold justice and to protect the weak.
  Beasts
  Animals that populate the medieval world have 
  a greater importance than they do in our techno 
  21st century. Understanding of animal behaviour 
  is advantageous as not all wolves are ravening 
  members of a pack, out to fight to the bitter end. 
  They are clever, patient, stealthy, tactical; they 
  are cunning intelligent creatures who assess the 
  odds before making attacks. Judge these things 
  wrong in their wild world and death is assured.
  Long Range Perspective
  Unlike most other games, your Chivalry & Sorcery 
  game is unlikely to end after a single session. It 
  will be an ongoing activity, that can span years 
  or decades in game time. Player’s can develop an 
  autobiographical story of their characters, if played 
  skilfully and have a long life in the story world you have 
  created. This means carefully calculating the long-
  term impact of any developments in the campaign. 
  Imagine the effects of allowing Players to 
  develop gunpowder in a campaign set in the 
  11th Century, i.e. King Richard the Lionheart 
  leading the third crusade with Muskets.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  467
  It should be understood that Characters grow 
  in skill and talent over time, the are then more 
  formidable opponents. The challenges they have to 
  face should be increased proportionately, so that 
  there is always a sense of danger and uncertainty in 
  their minds. If it’s too easy then they are not really 
  playing heroes, they’re just doing a days work.
  Characters may fall into situations, which are beyond 
  their ability to handle. In such cases, exert your 
  skills to make sure that a resolution can be arrived 
  through skilful play, brave and decisive action. 
  Never devise a story that is a certain death trap, 
  particularly if there is a possibility that a Character 
  or group of Characters could fail into an impossible 
  situation by an accidental bad roll of the dice. 
  If such an occurrence happens, say the group meets 
  up with the Demon who can blot them out in wink 
  of an eye, make sure that there is a way around 
  or out built in, so that they can run like hell. 
  The introduction of ‘Super weapons’ and ‘Invulnerable 
  Armour’ can be done as long as they come with 
  a condition on their use. Often in stories the idea 
  behind the Magickal weapon or Magickal device lies 
  in the mission concept of stories of legend. So some 
  weapons exist for specific purposes, they may be 
  delivered into the hands of a hero in order to see him 
  through a challenge; once the challenge is over, so 
  is the character’s ownership of the super weapon.
  In the Anglo Saxon epic, Beowulf, the hero sees a 
  Magickal sword on the wall of the undersea cavern 
  in which the dread Sea Hag is fighting him. He slays 
  the troll wife with the weapon, then cuts off the 
  head of her son, Grendel. When the deed is done, 
  the blade of the weapon melts away with the blood 
  of the trolls. It is a banesword, designed to kill such 
  terrible creatures, but destined to be destroyed even 
  as it destroys the evil it was created to vanquish.
  These powerful Magickal items are placed in the earth 
  to provide aid, when mere human powers are not 
  enough. A good story may plant a number of such 
  items along the way, each perhaps to be won through 
  some encounter and to be used in an inevitable 
  encounter foreshadowed by the weapon itself. 
  The Wider World Out There
  Do no forget that there is an entire world out there. 
  That world goes on day to day, often oblivious of 
  the existence of the Player Characters except when 
  their actions intrude upon the daily routine.
  As your campaign grows and your conception of 
  the world becomes more clear and detailed, the 
  broader events and movements in the world’s 
  history will assume a life and purpose of their own. 
  There will be wars, barbarian raids, depredations 
  of bandits or monsters, revolutions, religious 
  movements, plagues, famines, and a host of other 
  events, either by accident or deliberate choice.
  Provide news of new regions and facets of the world, 
  Edicts and terrible actions come to attention, deaths and 
  marriages can bring massive changes to a campaign 
  world and the characters had no involvement. This 
  dramatic method invites the Players to become caught 
  up in new adventures, with fresh opportunities for 
  glory, loot, and whatever else they might be seeking.
  The more your campaign grows to encompass, the 
  wider elements of the world the more you will need 
  to develop the sense of a living, sensible world with 
  its own stream of events happening from day to day. 
  This is why Chivalry & Sorcery concentrates upon the 
  simulation of an actual documented segment of history 
  and fantasy fiction, the feudal ages. The Marakush 
  campaign setting provides a High Fantasy alternative 
  world, by having a coherent social order to build on.
  The value such a world has, for long and 
  enjoyable FRP gaming, cannot be overstated.
  Awarding Experience
  One of the jobs that the Gamemaster has to do is the 
  awarding of experience. It is through such awards 
  that characters advance through the game, allowing 
  them to grow, improving their skills and knowledge. 
  To assist the Gamemaster we give here some 
  guidelines on such awards. The rules below cover the 
  experience awards a Gamemaster gives at the end 
  of the gaming session. These are not meant lo be the 
  final authority, just basic guidelines on how much 
  experience should be awarded for any given task.
  If you as a Gamemaster have different ways of 
  determining experience, by all means go ahead 
  and do so. Refer to Table- Experience Awards 
  to get a basic idea on how much experience 
  to award for a particular circumstance.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  468
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  469
  The term ·1 % - 5% Exp Bloc· means award 1 
  % to 5% of the Bloc of experience required 
  to attain the next Experience Level.
  Adventure Awards  
  & Experience Blocs
  Adventure awards are calculated at the conclusion 
  of an adventure or minor quest. On long adventures 
  the Gamemaster may prefer to give this award more 
  than once, since it took a longer amount of time to 
  complete. The Gamemaster can either give the award at 
  a breaking point, such as when the characters perform 
  an important task, or keep a running total and give 
  the experience to the group at the end of the quest.
  Adventure awards are based on the ‘Bloc’ of experience 
  a character must transfer from his Accumulated 
  Experience to his Total Experience pile to rise from his 
  current experience level to the next. From now on, we 
  will refer to this as an Experience Bloc or a Exp Bloc.
  Level
  Exp Bloc
  5%
  4%
  3%
  2%
  1%
  1 - 4
  5,000
  250
  200
  150
  100
  50
  5 - 7
  10,000
  500
  400
  300
  200
  100
  8 - 11
  15,000
  750
  600
  450
  300
  150
  12 - 14
  20,000
  1,000
  800
  600
  400
  200
  15 - 18
  25,000
  1,250
  1,000
  750
  500
  250
  19+
  30,000
  1,500
  1,200
  900
  600
  300
  Table - Adventure Percent Award
  To save Gamemasters from unnecessary mathematics 
  Table - Adventure - Awards shows the points 
  given at the various levels so that a Gamemaster 
  only need to determine what percentage the 
  character should get for that particular adventure.
  For instance a second level character needs 5,000 
  total experience to advance from level 2 to 3. (From 
  10,001 to 15,001.) Therefore, if the Gamemaster 
  awards him a role-playing session award of 3%, 
  he would receive 3% of 5,000 (150 Exp) to put in 
  his character's Accumulated Experience pile.
  Role Playing in Character
  This award is potentially the most controversial 
  one, which a Gamemaster can give, as it involves a 
  somewhat subjective evaluation of how well or how 
  badly a player role-played his character in a gaming 
  session. However, there are some touchstones 
  that can guide you when making the award:
  5% Exp Bloc
  Awarded for excellent performances, which enhance 
  the entire FRP experience for everyone present. The 
  player consistently tries to role-play ‘in character’, 
  paying attention to the personality and background 
  of that character in both the dialogue and what 
  the character does. He carefully differentiates 
  between what his character says and thinks and 
  what he is himself saying and doing as a player 
  so there is no confusion as to who is whom. The 
  character evidences special traits and identifying 
  behaviours (favourite sayings, habitual tendencies, 
  even an accent, if called for) which distinguishes 
  him and make him into a person in his own right.
  Role-play Task 
  Experience Award (Exp)'
  Roll Playing In Character
  0% - 5% Exp Bloc/Adventure
  Surviving an Adventure
  1% - 5% Exp Bloc
  Completing a Minor Quest
  20% Exp Bloc
  Completing a Major Quest
  100% Exp Bloc
  Finding a Magickal Item
  25-100 Exp
  Bonus to Mages
  10 Exp x rank of 
  spell not known
  Success with a 
  Needful Skill
  3 Exp x Crit Die Result
  If Skill is a Primary Skill
  4 Exp x Crit Die Result
  If Skill is a Mastery Skill
  5 Exp x Crit Die Result
  Learning by Trial 
  and Error
  5% Exp to learn Skill 
  for each success
  + 75 Exp for a 
  Critical Success
  +50 Exp for a Critical Failure
  Successful Spell casting
  3 Exp +3 Exp x Crit Die
  Successful Act of Faith
  3 Exp +3 Exp x Crit Die
  1AII Awards are In Accumulated Experience
  Table - Experience Awards
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  470
  4% Exp Bloc
  Awarded for good to very good performances. 
  The player usually role-plays in character, with 
  occasional slips but nothing serious.
  3% Exp Bloc
  Awarded for average performances. The player 
  attempts to role-play but experiences lapses or else 
  puts in only an average performance. From time 
  to time, the character says and does things the 
  way a modern person would rather than someone 
  coming from his own time and place does.
  2% Exp Bloc
  Awarded when the player only superficially role-
  plays his character. He often is out of character and 
  tends to fail to differentiate between himself and 
  his character. Frequently, the character behaves 
  in a manner inappropriate to his personality 
  profile and background in the campaign.
  1% Exp Bloc
  Awarded when the character is barely role 
  playing his character. He may make the 
  slightest effort, but not much more.
  0% Exp Bloc
  Awarded when the player is routinely out of 
  character and is clearly making little or no attempt 
  to differentiate between himself and his gaming 
  personality. Such players need assistance with their 
  role-playing styles and should be helped out by 
  the Gamemaster and other players to improve.
  Surviving An Adventure
  This award is given when the players have managed 
  to get their characters through an adventure that 
  has offered dangers they either have to avoid or 
  else confront and overcome. Depending on the 
  degree of danger involved and the active part 
  individual characters took in resolving the problems 
  or facing the dangers, variable awards are given. 
  The standard 1% - 5% Exp Bloc is given for surviving. 
  The lower awards are given to characters who play a 
  minimal role in the action, while the higher awards 
  are given for taking on the brunt of the responsibility 
  for ensuring the survival of the group (and for 
  laying one's hide on the line when doing it). Typical 
  awards are 3% ExL. (Mages, Priests, and Scholarly 
  Adventurers receive no more than 3% for surviving 
  a gaming session and receive an average of 1 % 
  worth a minimum of a 0% Exp Bloc awarded.)
  Completing A Minor Quest
  This award is given when the player characters 
  succeed in the mission that they have been assigned 
  for the adventure scenario. Typically, a number of 
  gaming sessions are required before they can fulfil 
  the ‘victory conditions’ set for the entire adventure.
  This is awarded in a similar way to session experience 
  award. However, 20% of the Experience Bloc is given to 
  the character. Mages, Priests and Scholarly Adventurers 
  earn less experience while adventuring due to their 
  cloistered vocations, therefore they earn only a 10% 
  Exp Bloc award. To simplify the bookkeeping for the 
  Gamemaster Table - Minor Quest Awards is provided.
  Level
  Exp Bloc 
  20% 
  10%1
  1 - 4 
  5,000 
  1,000 
  500
  5 - 7 
  10,000 
  2,000 
  1,000
  8 - 11 
  15,000 
  3,000 
  1,500
  12 - 14 
  20,000 
  4,000 
  2,000
  15 - 18 
  25,000 
  5,000 
  2,500
  19+ 
  30,000 
  6,000 
  3,000
  1Experience for Mages and Priests
  Table -  Minor Quest Awards
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  471
  Completing A Major Quest
  This award is given when the player characters 
  succeed in fulfilling the "victory conditions set for 
  an important mission which involves a considerable 
  amount of campaign time and which has great 
  significance for the part of the campaign world 
  they are in. During this time, they may have 
  accomplished several minor quests along the way.
  This should only be awarded for the greatest 
  deeds of valour, such as slaying the terrible dragon 
  that ravages the countryside, or destroying 
  an evil artefact, or saving an entire Kingdom 
  from ruin and disaster. The award is 100% of 
  the experience Bloc for the Characters level.
  Again since Mages, Priests and Scholarly 
  Adventures are more geared towards studying than 
  adventuring, they only receive a 75% Exp Bloc. 
  To assist the Gamemaster, Table - Major 
  Quest Awards is provided.
  Level 
  Exp Bloc 
  100% 
  75%1
  1 - 4 
  5,000 
  5,000 
  3,750
  5 - 7 
  10,000 
  10,000 
  7,500
  6 - 11 
  15,000 
  15,000 
  11,250
  12 - 14 
  20,000 
  20,000 
  15,000
  15 - 18 
  25,000 
  25,000 
  18,750
  19+ 
  30,000 
  30,000 
  22,500
  1Experience for Mages and Priests
  Table - Major Quest Award Table
  Finding A Magickal Or Holy Item
  The award given for finding a Magickal item differs considerably, 
  depending upon who finds it. Mages benefit the most, provided 
  that there are opportunities for learning new knowledge of 
  their Craft. Non-mages receive far more nominal awards.
  An amount of 10 Exp x rank of spells not known is 
  awarded to a Mage finds a Magickal item.
  For instance A Mage discovers a Device of Power which 
  contains 9 spells, 5 of which he does not know. These 
  unknown spells are ranks 1 , 1 ,4 , 5, and 6, a total of 
  17. He is therefore awarded 10 x 17 = 170 Exp.
  In addition to this a Mage can also receive 25-100 Exp which 
  is awarded to anyone finding any type of Magick or Holy item 
  depending upon the power of the Magickal or Holy item and its 
  importance to completing the mission. For instance finding a 
  sword that has the power to slay the troll the party will soon meet 
  will give the character who found it the maximum of 100 Exp.
  Also a Mage would gain 10 Exp x the ranks of any unknown 
  spells placed in the item if he claimed the sword. This may not 
  seem like a lot, but remember, the character has just claimed 
  the blade. To acquire great experience the character must use 
  the weapon. Ordained priests or monks receive no experience 
  for claiming a Magickal item, they do receive three times the 
  normal amount of Experience Points for finding a Holy item.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  472
  Success With A Needful Skill
  Optional
  One of the things we have taken special care with in 
  Chivalry & Sorcery is to provide for a wide range of 
  skills which characters can perform during the course 
  of their adventuring. While success using a particular 
  skill will not always be subject to an experience 
  award, there are times when an award is deserved. 
  Whenever a character really needs to succeed with a 
  skill important to further the action or help to solve 
  a problem which has arisen from the action, award 
  3 Exp x Crit Die Exp. The Gamemaster will decide 
  what constitutes a "needful" task or a "routine" task.
  For instance, suppose a character is portraying a 
  troubadour who is skilled in singing and playing 
  a musical instrument. If he is giving a public 
  performance before the local lord and his court, his 
  success or failure will really matter. However, if he 
  is performing for his friends around the camp fire, 
  it is merely atmospherics that enrich the overall 
  role playing experience. The first case deserves an 
  award for success, while the second does not.
  This award may be given for detecting the presence 
  of enemies, who might be lying in ambush, etc. by an 
  Alertness skill. Or it could be given to someone who 
  finds a trap that would of killed the party should it 
  not of been discovered. It is a catch-all award applied 
  to a host of different situations and the players' 
  Example:
  A character strikes with his 
  sword and rolls a 10 on the 
  Crit Die. He will obtain an 
  award for vanquishing or 
  slaying an opponent, but 
  in this special case he has 
  succeeded brilliantly with one 
  specific application of his skill 
  with a sword and therefore 
  earns a special award of 3 
  Exp x 10 = 30 Exp for scoring 
  that particular Critical Hit.
  response to the challenges they pose. If the skill is in 
  the characters primary Skill Category, he will receive 
  4 points x Crit Die if he is successful in using the skill. 
  Should it be a Mastery skill, the character will get 5 
  points x Crit Die for successfully using the skill.
  This rule does not cover casting Spells or performing 
  Acts of Faith. See later in this chapter for more 
  details on awarding experience under those 
  conditions. Priests gain experience only if the 
  foe is an enemy of mankind or his religion.
  Slaying Vanquishing A Foe
  The descriptions of experience shown in Table - 
  Slaying Vanquishing a Foe for dealing with foes are 
  based on the Honour Point award for living beings. 
  In Chapter The Bestiary each entry has an Honour 
  point. This forms the basis for awarding Experience 
  Points as the honour point figure is multiplied by a 
  factor depending on vocation and circumstances 
  as shown in Table - Slaying Vanquishing a Foe.
  Avoidable Conflict
  General Vocation 
  Slay 
  Foe 
  Vanquish 
  Foe
  Murder 
  Foe
  Warrior 
  x5 
  x5 
  x1
  Thief 
  x5 
  x3 
  x1
  Assassin 
  x5 
  x2 
  x5
  Adventurer 
  x5 
  x3 
  x1
  Scholarly Adventurer 
  x3 
  x3 
  x1
  Mage 
  x2 
  x 2
  x1
  Priest Mage 
  x4 
  x3 
  x0
  Priest 
  x5 
  x 5 
  x0
  Unavoidable Conflict
  General Vocation 
  Slay 
  Foe 
  Vanquish 
  Foe 
  Murder 
  Foe
  Warrior 
  x10 
  x10
  x2
  Thief 
  x10 
  x6 
  x2
  Assassin 
  x10
  x4 
  x10
  Adventurer 
  x10 
  x6 
  x2
  Scholarly Adventurer 
  x6
  x6 
  x2
  Mage 
  x4 
  x4 
  x2
  Priest Mage 
  x8 
  x8 
  x0
  Priest 
  x10 
  x10
  x0
  Table - Slaying Vanquishing a Foe
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  473
  An Avoidable Conflict
  An avoidable conflict is a conflict in which 
  a character chooses to engage in combat 
  of one type or another, rather than some 
  other form of interaction which might be 
  called for under the circumstances.
  If several player characters are responsible for the 
  defeat of such an enemy, share the Honour Point 
  award equally between them. Participation in such 
  instances does not necessarily involve striking 
  an actual blow, but it does require a character to 
  assist in the defeat of the enemy in some material 
  way that helps make a difference. Once divided 
  between each participant the amount a recipient 
  receives is then modified by the multiplier as 
  shown in Table - Slaying Vanquishing A Foe.
  An Unavoidable Conflict
  An unavoidable conflict is one in which the NPC 
  chooses the violent course rather than some other 
  form of interaction, which might be called for under 
  the circumstances. Again, let us be clear on this point. 
  The NPC begins the attack, plain and simple, and 
  forces the action. This definition can be extended to 
  include NPCs known to be hostile and having earned 
  an armed response because of their earlier actions.
  We draw distinctions between PC and NPC initiated 
  conflicts to encourage players to pursue the full 
  range of interactions possible in role-playing. 
  We recognise the need to engage enemies 
  known to be hostile and violent in whatever 
  manner is most likely to bring success to the 
  player characters. There are times when parleying 
  and trying to reach a peaceful accommodation 
  is not the wisest course of action, after all.
  If several player characters are responsible for the 
  defeat of such an enemy, share the Honour Point 
  award equally between them. Participation in such 
  instances does not necessarily involve striking 
  an actual blow, but it does require a character to 
  assist in the defeat of the enemy in some material 
  way, which helps make a difference. Once divided 
  between each participant the amount a recipient 
  receives is then modified by the multiplier as 
  shown in Table - Slaying Vanquishing a Foe.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  474
  Successful Spell casting
  One of the obvious activities that a Mage will engage of 
  course, is the practice of Magick itself. However, there 
  must be a good reason to cast a spell. Frivolous use of 
  Magick will not be rewarded. Spells are rated not by rank 
  but by their MR or Magick Resistance for a Mage using a 
  particular Mode of Magick to cast the spell as this reflects 
  the difficulty he faces to perform the Magickal task.
  3 Exp x (MR of spell) + (3 x Crit Die) is awarded to a 
  Mage each time he successfully casts a Magickal spell.
  Remember that this experience should only be awarded 
  in a time of need. Mere practice or frivolous use of Magick 
  gives no extra Exp for succeeding in casting a spell.
  Successful Act of Faith
  Both Clerics and laymen may benefit from success 
  with an Act of Faith. Since it is part of their sacred 
  duties and in keeping with their roles, Clerics routinely 
  practice their Faith by frequently calling upon 
  their deity or deities to bless or aid them and other 
  believers on whose behalf the Cleric is invoking divine 
  intervention. Nevertheless, an Act of Faith will be 
  rewarded only when it is truly needful or appropriate 
  to call upon the Higher Powers. It should never be 
  done frivolously (and penalties can always be assessed 
  by the Gamemaster in the form of reduced success 
  chances for such impious and presumptuous conduct).
  (3 Exp x PFF of Act) + (3 x Crit Die) is awarded 
  to a Cleric or lay believer, each time they 
  successfully perform an Act of Faith.
  Tagging Experience 
  Optional
  Tagging· experience is an optional rule, which allows 
  a Gamemaster to either designate that a certain 
  amount of experience earned can only be spent on 
  improving a certain skill, or skills in a specific category. 
  Also the Gamemaster may award extra experience 
  and 'tag' it so it can only be used to improve a 
  certain skill or skills within a specific category. 
  This allows Gamemasters to control the amount 
  of experience a character spends on skills he uses 
  infrequently or It can be used as a reward to a character’s 
  good use with a skill, or a group of skills in a particular 
  category. However, this rule will add a great deal to 
  bookkeeping, as players will have to keep a record of 
  how much Accumulated Experience a character has in a 
  particular skill or skill category that he has yet to spend, 
  and then be sure to add this to his Total Experience pile. 
  Special Experience Bonuses
  It is possible to award certain special experience 
  bonuses relating to magick. These are shown 
  in Table - Special Experience Bonuses.
  Type
  Task 
  Experience 
  Bonus
  Mages1 
  Reducing a new spell  
  to MR 0 
  10 Exp x rank
  Per Spell put in  
  a Magickal Item 
  10 Exp x rank
  Simple Magickal 
  Device created 
  50 Exp2
  Lesser Device of 
  Power created 
  100 Exp2
  Greater Device of 
  Power created 
  500 Exp 2
  Least Focus of Power3 
  50 Exp2
  Lesser Focus of Power3 
  100 Exp2
  Greater Focus of Power3 
  250 Exp2
  1 Non Mages with a Mode of Magick earn 
  10% of the amount indicated. 
  2 +10 Exp per material (MR 0) used
  3 Awarded for the first one created of the type. Creating 
  additional foci of the same type does not receive a bonus.
  Table Special Experience Bonuses
  Downtime Experience Awards
  Experience can also be awarded for things that 
  characters undertake during downtime. Table 
  - Downtime Experience shows the amount of 
  Experience that could be awarded in such cases.
  Adventurers may be scholarly or active in their 
  natures. A Scribe would be scholarly, for example, 
  while a Mariner would be an active adventurer. 
  This classification determines which kind of 
  downtime experience the character may earn.
  One recommendation if you should decide to 
  use this rule, write down in the margins of the 
  character sheet the amount of Accumulated 
  Experience a character has in a specific skill. When 
  the character has enough Accumulated Experience 
  to raise the skill one level, erase the amount 
  spent and add it to your Total Experience pile.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
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   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  475
  Type 
  Undertaking1
  Experience
  Everyone
  Per 2 levels over DIS 102
  1 Exp/day
  Per 3 Experience Levels3
  1 Exp/day
  Warrior 
  Between Adventures
  1 Exp/day
  Thief 
  Between Adventures
  1 Exp/day
  Adventurer  
  (Active)
  Between Adventures
  1 Exp/day
  Mage 
  Magickal Research4
  5 Exp/day
  Priest 
  Performing other Duties
  3 Exp/day
  Meditating on Acts of Faith
  5 Exp/day
  Performing other Duties
  3 Exp/day
  Adventurer 
  (Scholarly) 
  Performing scholarly activities
  3 Exp/day
  1 This refers to anything that is being undertaken 
  during Downtime, it includes learning new 
  skills, practicing existing skills etc.
  2 Awarded per bloc of two levels after DIS 10: +1 at 
  DIS 11-12; +2 at DIS 13-14; +3 at DIS 16-16, etc.
  3 Awarded after every 3rd level: +1 at 
  Exl 3; +2 at Exl 6, and so on.
  4 Includes researching, learning, and designing 
  new spells and creating Magickal items.
  Table - Downtime Experience 
  Learning by Trial & Error
  Optional
  With the Gamemaster's approval, a character may 
  attempt to learn a skill by Trial and Error if it is possible 
  to perform such tasks without having basic knowledge. 
  That is, one can literally teach himself by finding out 
  what works and what does not. For example, you 
  can learn to juggle by doing it and doing it until 
  you get it right. It is inefficient, but it does work.
  Trial and Error Learning works in the following way. 
  A character may learn by Trial and Error only while 
  adventuring, not in Downtime! The character, while 
  adventuring, may make a skill check each time he 
  wishes to use the unlearned skill. However, the skill 
  must be used when it is needed. Mere ‘practising’ 
  is not enough. Let the following examples set the 
  spirit of "necessary use· we intend to apply here:
  Merf is alone in the wilderness, having 
  been separated from the merchant 
  caravan he was travelling with. He has 
  found an old barbarian Longsword near 
  a burned out cabin in the woods, and 
  he takes it with him because he has no 
  weapons. He has no skill with Slashing  
  words either, but that found sword is all 
  the weapon protection he possesses.
  This is a classic Leaning by Trial and Error s1tuatton. 
  There is nothing contrived about it. Merf has to 
  learn how to use that sword. Now how can he learn? 
  What experience will teach him something? Merely 
  swinging the sword around or hacking at inanimate 
  objects that can not harm him back, like chopping at 
  trees and weeds, just will not win him any Experience 
  Points. If he wants experience with a sword, he is going 
  to have to use that sword when it really counts, for 
  instance he may have to fight off hungry wild dogs, 
  perhaps a marauding Ore, or maybe a brigand.
  For each Success the character has, he gains 25 Exp 
  dedicated to that skill alone. It does not go into his 
  Accumulated Experience pile. It is recorded separately 
  as being applied exclusively to that skill alone. If the 
  character accomplishes anything while using that 
  skill, the Experience Points earned for accomplishing 
  that deed also goes directly to acquiring the skill.
  If the character fails the skill roll, he earns no 
  experience. Better luck next time! If the character 
  has a Critically Success when using the skill, he 
  earns 75 Exp for succeeding so well with the skill. In 
  other words, he had an opportunity to really learn 
  from the experience of doing the task very well.
  Of course, he also may be awarded bonuses for 
  completing tasks. If the character has a Critical 
  Failure, and actually survives the experience, he 
  knows that what he did was very, very wrong, that 
  it would be a good idea not to do that again! Even 
  failing can be a learning experience, and so we award 
  him 50 Exp for definitely learning what not to do!
  We do insist that the character have at least one success 
  to qualify for learning the skill by trial and error though 
  he might earn a fair number of Experience Points for 
  major failures, hopefully surviving those failures intact. 
  Magick
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  Combat
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   Core Mechanics
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  Introduction
  Table of Contents
  INDEX
  
  476
  Experience Points awards here are 
  high since they reflect how: 
  • 
  He is using the skill at rather low TSC%
  • 
  He is often going to be using the skill in risky situations.
  The Trial and Error method is to be used only to 
  acquire basic knowledge in a skill. After basic 
  knowledge is acquired, advancement will be along 
  the guidelines set out for Acquiring Experience In Play. 
  Keep in mind that the character uses the unskilled 
  BCS% when using this skill until he has acquired 
  Basic Knowledge or Level 0. After that point he will 
  need to us the skilled BCS%. Remember also that 
  the unskilled Crit Roll is reduced by -2 on a failure 
  of the skill roll when using an unlearned skill.
  The Gamemaster, at his option, may restrict a 
  character from spending Accumulated Experience 
  Points on skills he does not use while adventuring. 
  The idea of ·experience· is that one uses a skill and 
  becomes more proficient at it because it is used.
  Expending Accumulated Experience
  Reduce Effects of a Deadly Result
  Optional
  A character may reduce the effects of a Death 
  Blow or a Critical Hit by expending Accumulated 
  Experience. The cost is 100 Exp x damage taken 
  from the blow to avoid its critical effects.
  Lets say, Rolf receives a Critical Hit in battle to his arm. 
  After checking damage it is determined as 23 points 
  and it is enough to sever Rolf's arm. Since Rolf does not 
  like the idea of being named Rolf the One-Armed, he 
  decides to spends son,; of his Accumulated Experience 
  to prevent this, so it costs him 100 Exp x 23 = 2 300 Exp.
  If the blow would have normally killed the character, 
  he would also have to make a Stamina roll at a penalty 
  of -50% to his success chances in order to remain 
  conscious. Failure means he is rendered unconscious 
  for 15 seconds x Grit Die! The character still takes all 
  the damage. If It was a limb is struck, it is temporarily 
  rendered useless for 1 minute x damage taken.
  Notice that although Rolf manages to use his years of 
  experience to avoid his arm being taken off, he will end 
  up with a nasty scar to show for it nor does he avoid the 
  damage. Similarly, if a character was Critically stunned 
  by a blow, he avoids unconsciousness, etc., but he does 
  not get off unscathed. The character suffers a temporary 
  ½ PSF% penalty on all his skills for one combat 
  round while he shakes off the effects of the blow.
  Avoid Lapsing Into Death
  Optional
  When a character enters negative Body, he has a chance 
  of bleeding to death, etc., if left unattended. A character 
  may avoid doing this and stabilise his condition 
  temporarily. A character may spend 50 Exp per 10 
  minutes so he does not lose another Body Point. He can 
  do this for a number of hours equal to his Constitution.
  Enhancing PSF% In A Skill 
  Optional
  A character may enhance a skill check by 
  expending Accumulated Experience. He gains 
  the benefit for only one action. The maximum 
  he may enhance his skill by the amounts shown 
  in Table - Temporary Skill Enhancements.
  PSF% in skill 
  Maximum Enhancement
  1 - 25%
  +5%
  26 - 50%
  +10%
  51%+
  +15%
  Table - Temporary Skill Enhancements
  It costs 50 Exp to raise his chances per 5% if the 
  character has at least one minute (4 combat rounds) 
  to study the task and work out a tactical plan, or 50 
  Exp per 5% if he does not. The bonus is available 
  for one skill check, whether successful or not.
  Example: Rolf has PSF% 28 with his Longsword and 
  is facing The Black Knight, who has PSF% 74 with his 
  Greatsword! Rolf is not at all happy with the situation, 
  for obvious reasons. Since he has 1,123 Exp in his 
  Accumulated Experience pile, he chooses to expend 
  100 Exp to enhance his hit probabilities by +10% (the 
  maximum possible for PSF% 26-50). The Experience 
  Points are deducted from his Accumulated Pile (reduced 
  -100 to 1,023 Exp) and are placed In his Total Experience 
  pile. He will therefore have one attack (or defence) at 
  PSF% 38. II is not a huge increase, but he needs an he 
  can get to have a chance against the Black Knight
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  477
  The Campaign World
  A campaign is the framework and canvas upon 
  which adventures unfold. Some referees prefer to use 
  already published settings, for example Marakush, 
  a world of high fantasy, while others prefer a more 
  historical, or even a totally imaginary world of their 
  own design. Background settings from favourite 
  novels can also offer a readily available source of 
  information with descriptions of locations, NPC 
  outlines and perhaps ideas for plots and adventure.
  As a RPG Chivalry & Sorcery uses a default medieval 
  background, and although it is certainly possible to 
  portray other backgrounds outside of a European 
  setting, these are beyond the scope of these core 
  rules to properly discuss. Other cultural milieux will 
  be detailed in future supplements, along with setting-
  specific rules and guidelines for developing such realms.
  When setting up a campaign the following 
  basic pieces of advice might be  helpful in 
  developing an adventurous setting:
  • 
  Initially a small, reasonably detailed region is perfectly 
  adequate, as this can be easily expanded upon as need 
  arises. A modest town (for PCs to ‘flash their coin’), a few 
  settlements and some wilderness (any non-cultivated 
  land being considered wasteland) are all that is required. 
  An good introductory start might be a hundred (an 
  administrative area, of which roughly 12 constituted a 
  shire), or a small barony. As often happened historically, 
  a number of different lords could all have fiefs within 
  the hundred, their entire holdings scattered amongst 
  several hundreds, or even across more than one shire. 
  • 
  As the campaign develops, gradually more and 
  more of the surrounding area can be detailed. 
  A broad outline of the wider kingdom, its borders 
  and main landholders could come into focus; and 
  as each holding appears, it can be crossed off the 
  increasingly firm list of those within the realm.
  • 
  Random encounter tables are a hotly debated play-
  aid, their use being up to a Gamemaster. They do not 
  appear in these core C&S rules as their complete 
  randomness can cause campaign problems. That is not 
  to say however, that a specific encounter table is not 
  useful, one that involves only those inhabitants (people, 
  beasts, monsters, or humanoids) that actually reside 
  within a chosen location detailed by the Gamemaster.
  • 
  Players occasionally request some piece of 
  unconsidered or overlooked information. If unsure it 
  is best to offer a broad answer and note down any 
  decisions made. This sketch can in turn be more 
  The Kingdom of Cockaigne1 is formed of a number 
  of landholders, one of whom is Sir Nemo.2 He 
  maintains a Large Fortified Manor House V (LFMH 5) 
  and has sub-tenants holding a Small Fortified Manor 
  House Il (SFMH Il) and eight Small Fortified Manor 
  House 1 (SFMH 1). The characters’ home is on the 
  LFMH 5 of Sir Nemo, and before their adventuring 
  starts the Lasye1 Hundred is detailed. ln this hundred 
  are located five of Sir Nemo’s SFMH 1 (held by his 
  tenants), along with a number of other manors. 
  As the party travels further they journey into the 
  next hundred, the Hundred of Bengodi1. Here are 
  located the remainder of Sir Nemo’s holdings. The 
  reason for travelling into Bengodi Hundred could 
  be simply a task on behalf of Sir Nemo to visit one 
  of these tenants–or something of more import..
  1Cockaigne is the mythical land of medieval milk and 
  honey (and the origin of the English ‘Cockney’–the 
  Eastenders being notorious for living in the “pie-in-
  the-sky”). Bengodi and the Isle of Lasye are other 
  examples of names for wish-fulfilling lands of ease.
  2The name Nemo (Latin: “nobody”) was popularly 
  used in numerous medieval word games and 
  ditties (as well as later by Joules Verne).
  thoroughly expanded upon later for future use; but if 
  confident, greater detail can be given at the time–but 
  always record pronouncements as players can have 
  long memories and catch the forgetful GM out!.
  • 
  Wholly original fantastic worlds might need 
  extensive research, especially for societies that 
  do not base themselves on medieval culture. This 
  can take a lot of time, patience and determination, 
  but ultimately are very rewarding and often turn 
  into a “labour of love” for the Gamemaster.
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  Introduction
  Table of Contents
  INDEX
  
  478
  Mapping The World
  Creating a Campaign World: One of the first (and most 
  pleasurable) steps is mapping out the world. The level 
  of complexity is purely up to the Gamemaster, but 
  at the simplest level, a sketch map can be used as a 
  guide with notes for information, possibly with an 
  additional key for specific details. Maps can be drawn 
  in any manner desired, or one of several commercial 
  computer mapping packages can be used.  
  Using plain or graph paper, commonly marked 
  with 1” (25 mm) squares, to map a campaign, the 
  following Imperial scales are particularly useful:
  Continent 
  200 to 400 miles (we prefer 250 miles) 1 square = 
  40,000 to 160,000 sq. miles (62,500 sq. miles)
  Country
  20 to 50 miles (we prefer 25 miles) 1 square 
  = 400 to 2,500 sq. miles. (625 sq. miles)
  Region
  2 to 10 miles (we prefer 2.5 miles) 1 square= 
  4 to 100 sq. miles (6.25 sq. miles)
  We recommend using single sheets to detail 
  regions, which can be stored in loose-leaf 
  files. These can be drawn in a manner so that 
  they can be joined together if necessary.
  Using our preferred scale, a single sheet of 8.5 by 11 
  inches or European A4 paper, can comfortably cover a 
  map of 7 inches by 10 Inches. For a manor this covers 
  an area of 3,500 yards by 5,000 yards (roughly 2 miles 
  by 3 miles) or an area of 5.6 sq. miles, enough to cover a 
  SFMH I. Using the preferred Region scale gives an area 
  of 17.5 miles by 25 miles or 437.5 sq. miles, enough area 
  to detail the complete holdings of an Earl or Count.
  If you really want to pursue the artistic route with 
  your maps we recommend you use parchment 
  designed for calligraphy. You may also wish to 
  use one of the many draw and paint programs 
  available for home PC's, there are some that we use 
  that are specifically designed for this purpose.
  As maps have a curious way of evolving over time 
  (trust us, Marakush evolved over 14 years beyond 
  believe) firstly pencil in the main details, those 
  unlikely to change such as mountains, hills and 
  rivers. Gradually add the other features, forests 
  and finer points such as major settlements. Do not 
  feel that every detail needs to be shown at this 
  stage. You can always photocopy the maps and 
  add further details for Gamemaster only maps.
  The Background
  The following is only a summary of the Medieval 
  period, easily available textbooks can be utilised as 
  sources of greater detail, filling in the unavoidable 
  gaps that such a scanty overview necessitates.
  The Middle Ages profoundly differed in outlook from 
  that of today, but similarly it was also far removed 
  from the picture generally painted in much pseudo-
  medieval fantasy and fiction. People still struggled 
  with day-to-day obstacles and issues, however the 
  reasons they perceived for them and the solutions 
  they devised to overcome their problems were often 
  completely different–“The past is another country,” but 
  one inhabited by individuals no less ingenious than us.
  The Feudal World
  The Middle Ages in Europe were characterised by 
  Feudalism. However it should be remembered that 
  the term ‘feudalism’ is not medieval itself, but a 17th 
  century construction based on the Late Latin ‘feudum’, a 
  common medieval term which meant ‘fief,’ or land held 
  under certain obligations by liege tenants. Feudalism 
  had originated with the mutual agreement between 
  hard-pressed peasants desperate for protection 
  and armed, mounted warriors who offered this 
  security in exchange for the peasants’ sworn service. 
  Through this pact, feudalism gradually enabled the 
  nobility to exert control over the lower classes. 
  Rulers were generally considered to be ‘first amongst 
  equals’, their rule being a favour from God (the concept 
  of ‘divine right’ being post-medieval). However, as it 
  was nearly impossible for a king to personally control 
  and manage his extensive lands directly, kings formed 
  contracts with their chief followers based on ‘homage 
  and fealty’. In return for their homage, and when 
  called for, military support (along with taxes should 
  the king require them), the king enfeoffed (invested) 
  his nobles with lands for them to govern on his behalf. 
  These barons became lords of their fiefs (tenants-
  in-chief), but faced similar problems to the ruler as 
  regards governance. So they in turn offered parcels 
  of land, smaller fiefs or manors, to relatives or trusted 
  followers–they in turn swearing ‘fealty’ and offering 
  similar promises to the magnate as he had to the ruler.
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  479
  Personal military service was the basis of this chain of 
  loyalty, but increasingly came to be waived in return 
  for scutage (shield money), with which a ruler could 
  pay professional (and politically neutral) mercenary 
  soldiers. Eventually during the LF-WF period, as 
  capable bureaucracies developed, rulers established 
  somewhat regular armies under their direct control.
  Modern nations did not exist, borders often moving 
  as fortunes and lands changed hands through war 
  and marriage. Leaders (both religious and secular) 
  could also often hold territories beyond their own 
  kingdoms, for example the English Plantagenant 
  kings, such as Richard the Lion heart who held a large 
  proportion of western France as well as Cyprus.
  Travel
  Travel was something numerous medieval people 
  experienced (at least within Europe), much more so 
  than in later periods; national boundaries being only 
  political in character, having no effect on individuals 
  or their journeys. Initial wariness of strangers was still 
  generally the norm, but foreign pilgrims and strangers 
  were a common sight and often brought economic 
  opportunities. Many travellers wandered seeking 
  employment, or took the road to various pilgrimage 
  centres, such as Walsingham, Rome, Santiago, or even 
  Jerusalem–where such pilgrimages (as well as the 
  Crusades) exposed some to totally alien cultures.
  As had been the case in Classical times, the lands 
  around the Mediterranean experienced the greatest 
  contact between differing peoples (and races), 
  who might be seen as enemies, traders or slaves (or 
  slavers). However, due to constant trade and war, such 
  meetings did not give rise to racism–chiefly as these 
  encounters did not challenge social expectations. 
  The Third Estate 
  Peasants & Townsmen
  Around nine-tenths of the populace could be 
  considered peasants, making a living through 
  agriculture, split between Freemen and Serfs (servi). 
  Serfs were regarded as unfree, although usually exempt 
  from taxes, they were bound to the land and village, 
  unable to leave, working for the fief’s lord and farming 
  their allotted land. As serfs were tied to the land, if the 
  fief was sold or changed ownership, they came under 
  the new lord’s jurisdiction. French 13th century jurists 
  stressed the difference in law between the complete 
  serf whose very body belonged to his lord (the German 
  Leibeigenschaft serfdom) and the villein or roturier, who 
  was only bound to perform certain duties and shouldn’t 
  be further oppressed by the landowners on whose soil 
  he lived. Although a lord could typically force his serfs 
  into using his mills to grind their grain, or to use his 
  ovens to bake their bread, thus creating a monopoly.
  Freemen cultivated their small plots of land, for 
  which they paid rent to their lord or landowner, plied 
  their crafts, or did both. Freemen were in principle 
  able to travel where they liked, however, they were 
  frequently unable to do so, often being tied down 
  by employment from the local lord in helping with 
  repairs, or in the training of apprentices. Rural 
  artisans, not being full-time farmers, were usually 
  trained in their profession by their fathers, or by 
  apprenticeship to a master. Craftsmen paid a tax on 
  sold goods and possibly also a ground rent; their 
  lives centring on making items or hiring out their 
  services, usually at town markets or great fairs. 
  The land within a lord’s demesne typically provided 
  sufficient opportunities  for peasants to support 
  themselves by farming, perhaps with a few extra 
  pennies. This security being the rationale (from 
  the peasants’ viewpoint) of feudalism. He felt 
  secure and typically had a plot of land to farm 
  with grazing and field rights around the village. 
  Peasants however, often were unable to hunt most 
  wild game, this being a privilege of the Lord.
  Peasants often had some local political rights, forming 
  their own manorial tribunals, called halimotes, usually 
  of twelve village representatives in which by-laws to 
  govern local behaviour were agreed. These courts 
  decided petty disputes and infractions of community 
  regulations, and meted out the corresponding 
  punishments. Although occasionally overseen by the 
  Lord, or more often his representative steward, these 
  halimotes usually were left to administer themselves.
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  480
   Cash payment for these rents was, naturally, preferred, 
  although payment in kind was accepted, such payments 
  becoming formalised in many places. Additionally, 
  serf holdings, if found to have not provided all of their 
  owed labour, would be fined by their lord—although 
  these serfs could face more severe punishments.
  Medieval Villages
  By the 12th century there were few large areas of 
  wilderness left in north-western Europe, and very 
  few places remained where one could travel a 
  whole day without passing at least two villages. 
  Most Medieval people lived in small settlements of 
  a few hundred or so individuals, scattered across 
  most of the landscape. These villages were active 
  centres of work and industry, and although this was 
  mostly agricultural, a range of other ancillary crafts 
  also flourished. However, living on a manor was hard, 
  consisting of work and family life–and little else. 
  Women worked around the village washing clothes, 
  producing textiles, cooking and in many other domestic 
  tasks, while the men worked in the fields or on other 
  tasks. Children typically worked on household chores, 
  fetched water, assisted in the fields, herded geese–or 
  simply played. Villages often grew up organically as 
  their populations increased, although they might also 
  be constructed during expansion into clearances, or 
  laid out as part of a lord’s improvements. Villages often 
  contained a church (although not always), while larger 
  villages might have a church and a smaller ‘relief chapel’ 
  to provide spiritual guidance. Houses were typically 
  low, surrounded by small plots with kitchen gardens 
  and some domestic animals; while drainage ditches 
  and paths ran between them, marking out boundaries. 
  From the late 12th century onwards houses were 
  increasingly of more substantial construction, often 
  with stone wall footings and surrounded by outbuilding 
  for animals or implements, and although animals often 
  still lodged inside larger “long houses” in separate 
  byres, this became less common. The abject poor 
  continued however, to inhabit crude turf structures–
  often at the settlement’s edge. Regardless of social 
  station, Medieval housing was typically draughty, 
  slightly damp and smoky (from the open hearths); 
  while privacy was regarded as unnecessary and  in any 
  case suspect–being merely an opportunity for sin. 
  Agricultural Life
  The most important food sources were grains (mainly 
  wheat and barley), although other secondary vegetable 
  crops such as peas, beans, onions, and apples were 
  grown. Crops from the Americas, such as potatoes, 
  tomatoes, sweet peppers, and maize being unknown. 
  The animals chiefly raised included cows, horses, 
  pigs, sheep, geese and chickens–all being eaten after 
  outliving their usefulness.  Only pigs were kept primarily 
  for meat, as they could forage in woodland, rather 
  than from arable fields, while horses were kept for 
  riding and labour, cows for milk and cheese, sheep for 
  wool, and geese and hens for eggs and consumption
  In C&S land is based on the virgate (also known as a 
  yardland, being 1/4 of a hide). In game terms a virgate 
  is treated as being 30 acres, although richer soils will 
  typically have smaller virgates, and poor soil larger—
  with the usual range of a virgate being from 15 to 40 
  acres. The actual size of each virgate does however 
  effect ploughing and harvesting times. The amount of 
  effectively cultivated land farmed by a given population 
  might seem small, but historically work was limited to 
  only six days per week, with bad weather, that could halt 
  many agricultural activities, also often affecting activity.
  Owed Labour: The labour that a serf owes their 
  lord is based on the virgate they have. For each 
  virgate used by a serf, he owes three days labour a 
  week throughout the year and a full weeks work in 
  September. A serf that with less than a full virgate 
  (which is usually the case), owes labour proportional 
  to the land owned. Of course serfs don’t actually ‘own’ 
  their land, they merely enjoy the right to use it.
  Take a serf that has half a virgate owes 1½ days per 
  week, while a serf that has a third of a virgate owes 
  1 day per week. Regardless of the amount of land 
  held, the labour owed at harvest remains the same.
  As a small recompense peasants working the 
  lord’s fields had to be fed by the lord–and at 
  times of extended labour, such as sowing and 
  harvest, this might mean the whole village.
  Rents: Free men own their land and don’t owe labour, 
  but pay rents instead. Rents vary from manor to 
  manor and from region to region, but in game terms 
  rents amount to 20 d. per year, per acre owned.
  Settling the Accounts: The manor accounts would 
  be settled (typically in the manorial court) at the 
  end of September (near Michaelmas), or very early 
  in October. These accounts include the tallying of 
  services owed and paid by each holding, paying of 
  rents and the balancing of monies owed. Rents owed 
  by freemen also were paid in full during this time.
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  481
  Peasant Chattels
  Most peasants lived in utilitarian housing and generally 
  owned very few portable goods and possessions, being 
  limited to functional items such as a table, benches, a 
  wooden chest to keep their few valuables in, cooking 
  pots, wooden bowls and spoons, pottery (or leather) 
  jugs and cups, and tools (including the women’s ever 
  present spindle). Beds were uncommon–most peasants 
  making do with a mattress on the floor stuffed with 
  straw or beech leaves, on which they usually slept 
  in their work clothes covered by an animal skin. 
  Prosperous peasants might additionally have 
  other goods such as woollen blankets, linen hand 
  towels, canvass floor-cloths (to cover prestigious 
  wooden floors), metal cooking tripods and brass 
  pots. However, although pride in one’s home was 
  widespread, large volumes of material items were 
  not considered vital–conspicuous quality was valued 
  more highly. Livestock were also often common 
  possessions, normally these would be chickens,  
  pigs, geese or perhaps a cow–although not all 
  households necessarily possessed all of these.
  Famine and Festivals
  Famines were common, especially as the climate grew 
  harsher from the early 14th century, depleting both 
  man and livestock. Droughts, hail, frosts, floods and 
  disease could all blight crops and animals–as might 
  disputes between lords which could result in burnt 
  fields. Despite this, peasants enjoyed many religious 
  and secular holidays, all of which helped enliven their 
  extremely hard existence. The tally of these could 
  result in the actual number of working days being 
  only around 260 days during the course of a year.
  Popular Religious Attitudes
  Religion was an ever-present feature in the lives of 
  most of the populace, providing an important and 
  constant anchor, and was taken very seriously. The 
  Sabbath, saints’ days and holidays were dutifully 
  observed; but although even though Sunday working 
  was heavily frowned upon, if a harvest had to be 
  gathered in, no priest would object. The busiest period 
  of the farming year ran from mid to late spring till the 
  start of winter, and the fact that most major Church 
  festivals fell between Advent and Easter was probably 
  not coincidental. However additional religious rites, 
  outside the regular cycle, such as baptisms, burial 
  masses and communion (which was during certain 
  periods was not taken more than once or twice a year), 
  were often practised when they could be afforded. 
  The church had strict laws, which were vigorously 
  maintained, with severe punishments if they were 
  broken. At times of social stress, inflexibility and 
  the involvement of Church leaders and bishops 
  in politics, often fostered the feeling of being 
  overlooked and disregarded amongst the peasantry. 
  If squeezed, large reform movements could explode, 
  finding popular expression in following charismatic 
  leaders (such as the Drummer of Niklashausen), 
  or in apocalyptic beliefs of the Last Days (as 
  with the Flagellants and their processions). 
  Medieval Towns
  Although only a small minority of the population 
  lived in urban settlements, they dominated as centres 
  of trade, and generally also of administration. These 
  expanding and serving the castles and cathedrals they 
  often surrounded and their resident nobles or clerics.
  Towns were typically small, ranging from towns 
  of five hundred people up to cities of tens of 
  thousands, with most large cities housing around 
  five thousand inhabitants. Generally surrounded by 
  a wall and with poor sanitation, these towns were 
  often crowded, noisy, stinking, unhealthy places to 
  live. However immigration from the countryside, 
  increasing as manufacturing developed, steadily 
  expanded the role and importance of urban areas.
  Administration and Governance
  Most smaller towns were simply administered as part 
  of the local lord’s domains, a few possessed charters 
  from the king or high noble, granting them varying 
  self-governance. Often these charter towns were 
  required to pay a fixed sum of money each year, to 
  maintain order, and to provide agreed military forces 
  when requested. In return the town was able to govern 
  most of its internal affairs, with the town residents 
  enjoying a monopoly in trade within its walls.
  Everyone in a town was a freeman, although there 
  might be slaves–this practice of domestic slavery being 
  only found, however, in Mediterranean regions. A serf 
  who became a legal resident of a town, a process that 
  involved holding land by so-called burgess tenure 
  and paying an entry fee, ceased to be a serf. Thus 
  runaway serfs able to lose themselves in the  crowds 
  were a significant source of urban population.
  Many towns had a castle, these either pre-dated 
  the surrounding urban area or were designed to 
  control it–defending the population was not its 
  task. Thus, castles were always sited so as to be 
  able to defended themselves against external 
  attack as well as from within the town. Castles in 
  larger cities might be royal possessions, or might 
  (as in northern France) belong to the local duke.
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  482
  As trade flourished and towns grew in size, especially 
  after the late 13th century, a new mercantile middle 
  class developed alongside the burgeoning trade 
  routes; with goods being transported by both water 
  and road–although many roads remained poor and 
  dangerous. Town elites formed of these merchants, 
  rich on their profits, and whom increasingly tried 
  to control civic affairs through the merchant guilds, 
  although they often clashed with the craft guilds and 
  any ensconced patriciate for power. Merchants typically 
  supported strong central authority, stability being seen 
  as necessary for trade, against the rule of individual 
  nobles. Kings often actively encouraged urban growth 
  as they, and their associated wealth, enhanced the 
  realm’s economy (and the king’s coffers through town 
  charters). Many new “grid-planed” towns and urban 
  centres, such as Swansea (1116), Henley on Thames (c. 
  1179), Leeds, Liverpool (both 1207) and Villeneuve-sur-
  Lot (1264) being established by rulers for such purposes. 
  Medieval Town Life
  At around 4 or 5 O’clock, a bell officially started the day, 
  ending the night-time reyregach. Most shops opened 
  around the time of the Prime service at 6 o’clock, to 
  allow the early morning crowd to buy necessities  
  (the first meal of the day being eaten at 9 or 10 am). 
  Town gates, which often enforced tolls, commonly 
  paid in kind, added to the crush in the narrow streets, 
  restricting traffic and causing queues and delays. 
  Market trade was also most active in the morning, 
  with business quietening noticeably after noon, most 
  shops shutting at 3 o’clock. Some shops remained 
  open until fading light forced them to close, while 
  others, such as smiths and barbers might stay open 
  until the sounding of the curfew upon the town-bell.
  Markets were clamorous affairs, traders advertising 
  their goods at the top of their voices, some even being 
  occasionally fined for grappling passers-by in order 
  to make a sale. Non-citizen (and especially foreign) 
  merchants were heavily controlled, often having to 
  undergo restrictive practices designed to favour locals, 
  such as waiting before entering a market to allow locals 
  first business. One working day was usually viewed 
  as early closing day for shops, with noon being the 
  close of business; in some towns this might instead 
  be another day mid-week (Wednesday in Dudley for 
  example, Thursday in Oxford). On Sundays, nominally a 
  rest day, certain trades were allowed to trade after mass, 
  while some fieldwork was allowed prior to attending 
  mass; a few towns also holding, through their charter, 
  the privilege of being able to hold a Sunday market.
  In the increasing throng of commercial activity, 
  householders, and especially artisans with market 
  stalls, constantly encroached with their buildings on 
  thoroughfares. The road surfaces themselves were 
  often poor with many short term repairs, deteriorating 
  rapidly in adverse weather. Citizens often tried to 
  build the surface of their sections higher than their 
  neighbours to assist drainage, this leading to streets 
  rising far above the buried original Roman road level. 
  After the late 13th century town councils increasingly 
  took charge from the householders who had previously 
  largely been responsible for repairs to near-by streets.  
  With sanitation being often little more than open 
  channels running beside the streets or even down 
  their centres, filth was a major problem. Dirty water, 
  often thrown out of upper story windows in the 
  general direction of the drains, mixed with the many 
  stables and their muck heaps to turn thoroughfares 
  and passages into stinking slops, while particularly 
  obnoxious vats belonging to trades such as tanners 
  and dyers were also emptied into the street. Pigs were 
  an additional common urban nuisance, often being 
  kept as a cheap food source and routinely let out 
  onto the streets to forage. Pigs often were such a pest 
  that strays might be killed and the owner charged for 
  the carcass’ return. The individual householder was 
  charged with the cleanliness of the area in front of 
  their property, but the only actual incentive to do so 
  was the spectre of plague, or a visit by the sovereign.
  Medieval towns were incredibly noisy with shouts 
  and cries of traders mingling with the ringing of large 
  bells, hand bells and wooden clappers. Bells were 
  frequently used to let townspeople know the hour 
  of the day and for announcements, smaller versions 
  also being used by various traders, the town crier 
  and religious mendicants. The town bell might be 
  rung to summon sittings of courts or of the civic 
  council, or as an alarm in case of fire or attack. While 
  church and chapel bells might also be rung to gain 
  attention and solicit prayers for the newly dead.
  Law and order in towns was maintained, sometime 
  unevenly, by hired officials variously called serjeants, 
  beadles, captains or constables. These toughs, generally 
  outsiders of low status, organised citizen day watches 
  and night-time patrols (typically 2 per night for policing 
  and checking posted guards), and any necessary “hue 
  and cry” of all available citizens for chasing criminals. 
  Failure in performing their duties could result in 
  financial penalties; overlords occasionally fining a 
  whole town (dependant on its charter, if it held one), if 
  a felon managed to escape. Urban nobles were often 
  exempt from such duties, as they were usually expected 
  to act as a mounted relief force for the night watch to 
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  483
  strengthen walls under attack. However, from the late 
  13th century militias increasingly were organised by 
  guilds, with their own equipment, officers and servants.
  An evening curfew bell, to indicate the end of the 
  working day, was generally rung at 8 or 9 o’clock, 
  after which customarily anyone out after that time 
  had to carry a light and possess a good reason 
  for their activities. The carrying of weapons was 
  often carefully controlled (especially by foreigners), 
  although fines could be imposed if citizen families 
  did not possess them for civic use. In times of peace 
  many sold their arms–partly to avoid having them 
  seized in times of strife by the authorities and issued 
  to professional troops. The wearing of masks in 
  the street was also occasionally prohibited, as in 
  England after an attempt on the life of Henry IV.
  Fire was always a constant threat in towns, buildings 
  being mostly densely packed wooden structures 
  with open hearths, filled with straw (or beech leaf) 
  beds, floor rushes, and topped by thatched roofs. 
  Thatch being a major risk, tiles and slates became 
  increasingly popular as roofing materials from the 
  13th century (mandatory in London from 1213). 
  Building in stone was also encouraged, some urban 
  areas possessed cheap, easily available stone (such 
  as Paris), but most houses until the 17th century 
  were built of wood. Trades requiring the use of ovens 
  and fires, such as bakers, tanners and brewers, were 
  often heavily regulated, with fireproofing whitewash 
  and plastering being stipulated inside and out. 
  In the event of a fire, householders were often legally 
  bound to help; with water-butts, bucket-chains, as well 
  as fire hooks to pull burning thatch off roofs, being 
  typically the only equipment available. Creating fire 
  breaks by pulling down neighbouring buildings was 
  also possible–although this was generally unpopular. 
  However, once a conflagration started, often inadequate 
  water supplies typically resulted in uncontrollable fires 
  that caused widespread damage–whole cities could 
  literally burn down, as happened to Oxford in 1138.
  Money and Mints
  Coins (typically silver) were minted in commercial 
  centres either by a central authority (as in England) 
  or by magnates and cities with minting rights. A 
  bewildering range of coinage changed hands in Europe 
  during this period. Each country, and often city, had its 
  own coins. Fortunately, the weight of precious metal 
  they contained dictated their value, so money changers 
  could assess a coin easily by placing it on their scales 
  (assuming the money changer’s scales were honest).
  However, although money in the form of cash was 
  important in towns, in rural areas most trade was 
  carried out by barter, where most peasant families 
  fed themselves by their own labour, made their own 
  clothes, and paid their tithes, rents, and taxes in kind. 
  Peasants were of course not completely ignorant about 
  coinage, as most villagers frequently travelled to local 
  markets to purchase items, but peasants purchased very 
  little, and had little need for, or contact with, money.
  Fairs
  Merchants flocked from miles around to fairs in order 
  to trade, with goods not usually obtainable often being 
  available for purchase. Fairs frequently coincided with 
  a local saints day, so were often traditionally treated 
  as a holiday or celebration. The great fairs of France 
  (particularly the Champagne fairs), Flanders (for example 
  those of Lille and Ypres), Spain (such as that of Medina 
  del Campo), The Empire and Northern Italy were simply 
  vast, but smaller English great fairs included Winchester, 
  St. Ives (in Huntingdonshire) and Boston. There were 
  only a few great fairs during the course of the year, 
  each resembling a temporary town for around a week, 
  after which they would pack-up–however, during this 
  period staggering amounts of commerce took place. 
  The Second Estate 
  The Nobility
  The nobility ruled by martial strength, and increasingly 
  after the EF period, hereditary right. Over time the minor 
  gentry (the milites) became nobility, and often regarding 
  themselves as superior to “common” serfs or peasants, 
  some lords mercilessly exploited their peasants. 
  Aristocratic wealth and power was obtained from 
  land, and engaging in any sort of manual labour 
  generally drew the strong disapproval of their 
  peers–an example being King Edward II of England’s 
  passion for ditch-digging. Although in areas such as 
  southern France and northern Italy urban knights, 
  especially those with estager fiefs within towns, 
  happily engaged in money-making trade.
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  Homage and Fealty
  The bond between a lord and his fighting man 
  was cemented by a ceremony of commendation 
  (Latin: commendation) made up of the two 
  oaths of homage and fealty, these sealing the 
  relationship between suzerain and vassal.
  A vassal pledged reverence and submission to an 
  overlord by swearing homage, literally becoming 
  his lord’s man (homme).  The oath of homage being 
  the vow to faithfully serve the overlord with military 
  aid is tied to the title of the lands received. The oath 
  of homage could only be performed to a single 
  liege–as one could not be the ‘man’ (i.e. committed 
  to military service) of more than one liege lord. If the 
  oath is broken, all rights to the title are renounced, 
  with the overlord rightly allowed to repossess 
  them. The reciprocal pledge by the liege is that of 
  personal protection of all of his vassal’s rights.
  In the ceremony the junior, prospective vassal knelt 
  bareheaded and weapon-less before his senior 
  (seigneur), as a sign of his submission to their will. 
  Clasping his hands before him in the standard Christian 
  attitude of prayer and submission, the vassal stretched 
  out his clasped hands towards the senior. The seigneur 
  in turn enfolded the vassal’s hands between his own, 
  indicating his superiority in the relationship. Upon 
  the vassal announcing that he wished to become 
  his ‘man’, the lord  declared his acceptance.
  Once the vassal had sworn the oath of fealty, The oath 
  of fealty in which the vassal swore always to remain 
  faithful and never injure his liege lord in any way 
  might typically be sworn upon a Bible, or a saint’s relic. 
  However, unlike homage, one could swear ‘fealty’ to 
  several overlords with respect to different land holdings.
  Upon swearing the oath of fealty, the vassal 
  received a token or other symbolic item from 
  his overlord, indicating his investment in the 
  possession of the fief and establishment of a 
  feudal relationship between the lord and vassal.
  Through this homage to their lord, a vassal was 
  required to provide military service for up to a 
  specified number of days per year, generally forty. 
  As vassals holding large territories were generally 
  expected to provide more than a single knight, they 
  typically enfeoffed other knights in turn as their 
  vassals to help provide the necessary service.  
  Loyalty
  It is always expected of both overlord and vassal that 
  due respect and support will be rendered to each 
  other. Vassals are beholden never to betray sworn 
  secrets nor to consort with the overlord’s enemies–
  that being treason. An overlord likewise may not 
  abuse a vassal’s rights. Such an action could be seen 
  by a vassal as good cause for the relinquishing of 
  their vows of homage and fealty. However, vassals 
  always had to back up such actions by force of arms, 
  or by aid from an even more powerful patron, as the 
  outraged overlord (even when they caused the whole 
  situation), would likely accuse the vassal of treason.
  Feudal Rights and Obligations
  A nobleman’s fief was normally held as a tenant of 
  a higher noble, and in many cases, ultimately from 
  a ruler. Nobles might also hold land from more 
  than one lord, as the Kings of England did (being 
  sovereign in England, but holding their French 
  possessions as a vassal of the French King).
  Attached to any grant of land are feudal obligations 
  to the overlord, alongside the guarantee of the right 
  of the vassal to hold and enjoy the lands bestowed 
  on him. In return for his title to the holding, a vassal 
  assumed these obligations, failure to discharge them 
  possibly resulting in loss of the fief and dishonour. 
  Players should note that much of the game 
  representation of chivalric behaviour is based on the 
  customs and laws of Medieval society. Not portraying 
  their characters as proper knights, can at best appear 
  silly and ignorant modern representations of a 
  real way of life and thinking, at worst a travesty.
  Military Service
  The main thrust of feudalism is the provision of 
  military manpower, and to this end a vassal is obliged 
  to provide the agreed service for 40-60 days for his 
  lord in war. (In C&S, this is ⅓ of the basic non-serf 
  forces possessed). During this period all costs are met 
  by the vassal, after which an amount equal to the 
  mercenary pay rate is received from the overlord, or 
  else the vassal and his men are free to return home.
  Scutage
  During the EF and HC periods nobles almost 
  invariably personally performed due military service. 
  However a knight could usually pay the cost of hiring 
  mercenaries equal to the number of troops owed 
  instead of actual service. This payment, scutage (Latin: 
  scutum–a shield), came into use as an alternative 
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  485
  and gradually became the norm; being popular 
  as a tax with kings as it flexible and as the money 
  could be used for other purposes. Typically in the EF 
  this was 160d. (a Mark), rising to £2 during the HC 
  period.  After the HC period scutage ceased to be 
  used as more universal taxation methods took over.  
  Defensive War
  If attacked, an overlord or his vassal are under strict 
  obligation to come to come to the aid of the other. 
  This form of military service has no set time limit, 
  and although the duty does not require suicidal 
  measures, it does demand honest effort. Failure in 
  this commitment by a vassal is considered treachery, 
  while on the part of an overlord is abandonment. Such 
  abandonment is sometimes held to allow a vassal to 
  negotiate his own terms with an attacker, or in flagrant 
  cases, to declare independence from their uncaring 
  liege and the freedom to seek another overlord. 
  Relief
  When a noble died, his heir had to pay relief (an 
  inheritance tax, in England Magna Carta set this at 
  £100 for a noble fief, and £5 for a knight’s fee) to gain 
  control of the estate. In C&S an overlord is entitled upon 
  the succession of a new tenant to their  inheritance, 
  of 6D10% of the fief or baronial holding’s yearly 
  income. Further, if the lands are directly held from 
  the King, proof of title has to be shown, entailing an 
  additional 1D10% of the estate’s annual income.
  Aid for Knighthood
  Knighting ceremonies can be very lavish and expensive. 
  To help defray costs, for his eldest (surviving) son, 
  an overlord can demanded of each vassal a single 
  Aid of 1 month’s net income. This may be asked by 
  an overlord of a lord only once during his lifetime. 
  Aid for Marriage
  Political and military alliances were typically sealed by 
  marriage, often requiring a considerable dowry (unlike 
  the peasant’s meagre cow or pig). Thus an Aid of 1 
  month’s net income can be demanded of each vassal 
  for the marriage of an overlord’s eldest daughter.
  Aid for Ransom
  If captured, an overlord’s vassals are bound to pay  of his 
  ransom, raised from amongst them, based upon their 
  net incomes. Aid for Ransom is only due during war, 
  and can be demanded only once in any particular year.
  Wardship
  Wardship was an incredibly valuable right due a 
  fief’s overlord, as he could take control over the 
  estate (and enjoy all of its revenues) if a fief passed 
  to a minor, or female. The overlord did not have to 
  account for the money, which was rightfully his, but 
  mortgaging or selling the lands and buildings was 
  not allowed. He might possibly withhold the fee 
  until the minor came of age, or until the heiress was 
  married to an approved party–the right to marry 
  a particularly rich heiress could even be sold.
  In choosing a marriage partner for a ward, an overlord is 
  entitled to a full year’s income if the ward refuses a match, 
  the sum being due upon the ward’s assumption of control 
  of the lands. If a ward marries without the suzerain’s 
  consent, two year’s income from the estates is forfeit. 
  Wardship is also assignable and can be handed to 
  a faithful follower as a reward.  Not all guardians 
  exploited their wards to the permitted legal limit; 
  unscrupulous lords often tried to strip such a charge 
  of as much of its value as possible, but generally a 
  50% share of the revenues was considered to be 
  quite reasonable, with the remainder being used for 
  the ward’s benefit. A larger proportion could hold 
  the risk of creating ill will between the ward and 
  guardian–not a promising start for later relations.
  Finally, upon coming of age, a ward has to sue 
  for livery to secure delivery of the lands into his 
  or her control, 5D10% of the net yearly income 
  of the lands being to the overlord for this. 
  Paying Court
  As power was connected to prestige and show, a vassal 
  was expected to wait upon his overlord’s pleasure 
  whenever his suzerain required a grand retinue to 
  impose his status. A large retinue reminded other lords 
  that ample military power could be commanded by a 
  magnate. Such personal attendance might be in the 
  overlord’s baronial court where a vassal might be called 
  upon to sit in judgement–a matter of great responsibility 
  and honour, or at tournaments, etc. A vassal neglecting 
  to pay due court would be quickly marked out, and 
  likely earn his overlord’s displeasure and disfavour.
  Hospitality and Largesse
  Besides displays of martial power, spectacular display 
  was the mark of noble, aristocratic culture–positively 
  requiring the spending of a large portion of their 
  comparatively, extensive resources on image. This 
  extravagance was vital in maintaining prestige and 
  social position, with generosity and distribution of 
  largesse to followers being seen as a mark of gentility. 
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  486
  However, it is important to realise that medieval 
  Europe was not obsessed by material possessions, 
  fame and its attendant influence being more highly 
  regarded by the nobility. Further, many nobles led 
  nomadic lives, moving from one manor to another (or 
  following the court)–with huge collections of domestic 
  wealth and goods being a potential hindrance.
  All nobles, even those of small estate, were expected 
  to give largesse to trusted vassals for services 
  rendered, as well as distributing alms to the poor and 
  needy. This offering up of praise and recognition, 
  gifts and honours, besides being a demonstration 
  of power, was viewed as a virtuous manifestation of 
  Christian charity. PCs who fail to flamboyantly give 
  away large proportions of their wealth will soon 
  find themselves regarded as ‘misers’ and suffering 
  substantial loss of public regard and status. 
  In return rendering proper hospitality, when 
  honoured by a visit by his suzerain, was expected 
  of a vassal. For his part, an overlord would often 
  try to avoid overtaxing a vassal’s resources by 
  arriving with too great an entourage which would 
  empty an estate’s larder for months (or even years) 
  thereafter. However, such visitations were often 
  times regarded with mixed feelings by their hosts.
  Chivalry
  Nobles primarily thought of themselves as warriors, 
  and specifically as chivalric ‘knights’, even if they did 
  not always live up to the ideals of chivalry that had first 
  been expressed in the late eleventh and early twelfth 
  centuries, particularly under the influence of Eleanor 
  of Aquitaine. Initially the ceremonies had been much 
  less elaborate than they become from the 13th century 
  onwards, being more utilitarian and martial in nature. 
  The necessary pomp and festivities surrounding the 
  dubbing ceremony, as well as increased duties, became 
  so onerous that many fighting men actually preferred to 
  remain undubbed esquires rather than become knights.
  The basis of Chivalry were the four virtues of loyalty, 
  piety, valour, and love. Tensions existed, particularly 
  between piety and the others, but these formed 
  the core chivalric ideals. Loyalty involved placing 
  one’s lord’s interests ahead of one’s own, being 
  far more than mere obedience. Piety required the 
  knight to submit to the Church’s teachings and to 
  lead a Christian life. Valour and physical bravery in 
  combat were of course necessary for a fighting-man, 
  while love demanded that a knight have a lady to 
  whom he dedicated his daring feats and exploits. 
  Female Nobles
  As the feudal system was based upon martial prowess 
  and the patronage by a lord of his vassals, military men 
  dominated. That was not to sat that women couldn’t 
  hold noble title in their own right, but this generally 
  occurred only in the absence of available male heirs. 
  Even then, marriage was expected to secure a fighting 
  man; women not being expected to fight themselves 
  (although cash substitutes were usually acceptable). 
  This bias against females was a very important political 
  factor, influencing many aspects of noble life. However, 
  history is full of strong, independent minded women..
  Manors & Castles
  The nobility generally enjoyed better living conditions 
  than those of the peasantry. Most nobles lived in 
  rural manor houses, often consisting of a large 
  hall with private quarters at one end, although 
  in areas of constant strife a semi-fortified tower 
  might contain these functions. Most manors had 
  been initially of wooden construction, but from the 
  mid 12th century stone was increasingly used. 
  Some higher nobility lived in castles. In theory, a 
  royal license was needed to build a castle, but in 
  unstable periods or civil war, anyone who could 
  afford to build one did. Most castles before the 
  13th century were motte and bailey fortifications, 
  with a wooden tower crowning an artificial hill and 
  surrounded by a fortified compound, whose walls 
  were usually also wooden. Sometimes the tower 
  contained the lord’s living quarters, but often the 
  tower was quite small and used purely for defence, 
  a hall being built in the bailey for accommodation.
  Some early castles (typically those belonging to kings or 
  to richer nobles), as well as most later castles, had stone 
  fortifications. The White Tower of the Tower of London 
  and the castle of Ivry-la-Bataille in Normandy being 
  early examples. The main tower of such fortifications, 
  often called a donjon, might be very impressive. 
  Life in a Medieval Castle
  Life within a medieval castle was often draughty, 
  hard and cramped, very far from the image 
  depicted in films and romantic Victorian novels.
  The main hall was the centre of a fief holder’s life 
  (usually being located on the ground floor, or more 
  securely on the first), meals were served there around 
  the central fire (which might in small manor houses 
  also be the only fire), and most inhabitants also slept 
  there. Rushlights, or more rarely candles on spiked 
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  candlesticks, provided dim smoky light–along with 
  that from the fireplace. The family sat at one end of 
  the hall at a raised bench or on a dais, while everyone 
  else sat at trestle tables on lower benches; these were 
  often temporary, dismantled between meals to make 
  way for the hall’s other business. Walls were often 
  painted, while although richer structures might have 
  tiled or wooden floors, most were simply flagstones, 
  or even tamped earth. In both cases the floor typically 
  was strewn with straw and herbs, which might be only 
  removed occasionally. Many items of waste, from food 
  scraps, spilt drinks to other artefacts resulting from 
  the dogs and other animals living within the castle.
  As castles developed, a lord and his lady increasingly 
  had a private chamber for sleeping. These chambers 
  were fairly spartan, usually containing a large wooden 
  frame bed with a webbing support of rope or leather. 
  Linen drapes offered some protection from drafts and 
  a little privacy, as personal servants often slept on a 
  palette in the same room. Trunk and chests for storage 
  of textiles and general items were also very common. 
  Personal space was not considered highly, status being 
  partly determined by the size and proximity of one’s 
  following. However, as the Middle Ages progressed, a 
  noble family might also have a solar - a private living 
  room for family use, while the lord’s daughters, if 
  present, might also had a separate chamber; however, 
  sons generally slept in the hall with everyone else.
  Later, larger castles often required extra 
  accommodation to house their growing servant staff, 
  with smaller halls being built in the inner bailey for 
  the retainers and other servants, as were kitchens and 
  workshops (usually built as separate outbuildings 
  to reduce the risk of fire). These were usually timber 
  buildings; the kitchen, which might be rebuilt in stone, 
  having a large (initially central) fireplace where a 
  cauldron would be kept boiling. Animals intended for 
  slaughter were kept nearby, while a castle plot provided 
  many of the herbs along with some vegetables. Also 
  of prime prominence was the chapel, this typically 
  being located near the Lord’s chamber and close to the 
  hall. Chapels were often two storied, the Lord and his 
  family sitting above, while the servants stood below.
  Property & Noble Expenditure
  Buildings were costly, a castle (even a small one) 
  being usually far beyond the means of the minor 
  nobility. However, as impressive a manor house 
  as could be afforded was an important status 
  statement, and great effort was lavished upon 
  their construction. Furnishing was less important, 
  as furniture was rare and typically utilitarian.
  Textiles were a major expenditure with fine clothing 
  for the lord and his family and provision for retainers’ 
  liveries being considered essential. Wall hangings, 
  and later in the medieval period tapestries, were used 
  to decorate walls, but these were very expensive 
  (generally prohibitively so for all but the greatest 
  magnates in the case of tapestries). Armour and 
  weapons were also expensive, very few nobles 
  maintained the latest fashion with much being passed 
  on down through families. Especially in the EF period, 
  the poorest members of the fighting class might 
  not even be able to afford a full suit and sword.
  All lords supported a household, consisting of their 
  family, retainers and a number of servants. These 
  followers were crucial, as the size of a nobleman’s 
  household was perhaps the chief indication of his 
  status. Often the duties of retainers were not well-
  defined, although men capable of fighting and acting 
  to support their lord’s interests were always useful.
  Gold and silver plate were popular purchases and 
  were used as a method of storing excess capital. Gold 
  and silver items of great age were very rare; normally 
  being bought to be sold again in leaner times.
  Noble Entertainment
  War-like activities were the primary pursuits of the 
  nobility, fighting other nobles in civil wars might 
  get out of hand, but wanton slaughter was mainly 
  avoided. However, martial energy increasingly from 
  the early twelfth century came to be channelled into 
  tournaments. These were formalised occasions, with 
  at least some rules, for nobles to fight each other. 
  Tournaments became expensive displays, often 
  forming the core of a fair and provided increasingly 
  grand stages for aristocratic pageantry. Tournaments, 
  essentially being large gatherings of excited armed 
  men could also make some rulers quite nervous.
  Hunting was a highly popular substitute for many 
  nobles, particularly of deer and boar, with parks or 
  forests being set aside by major lords (and especially 
  kings) for their enjoyment. Peasants had some rights in 
  those areas under Forest Law, but could not harm the 
  lord’s game–the penalty for doing so often being death.
  Hunting was also a far less dangerous pass-time for 
  many nobles than tournaments, and as a very expensive 
  activity requiring large areas of semi-productive land 
  and significant numbers of horses, dogs, and followers, 
  it was an ideal, and extremely popular, way for nobles 
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  to show off their wealth and status. This is not to say 
  that hunting accidents did not occur–William Rufus, 
  king of England, notoriously dying in such an incident.
  Other less bloodthirsty entertainments included 
  feasting (often after a hunt), music, and storytelling. 
  Noble houses (especially in Southern France were the 
  Occitan language dominated) also often welcomed 
  travelling entertainers and troubadours, who could 
  provide relief from the monotony of local issues. 
  Noblewomen were largely expected to remain 
  secluded and occupy themselves with domestic 
  management, textile crafts and other practical 
  activities, although many strong noblewomen did 
  come to the fore in times of difficulty. Needless 
  to say, day-to-day life was often hum-drum. 
  The First Estate - The Clergy, Men of God
  The medieval Church was conceived of as the body of 
  Christ’s faithful, with the Church Militant its earthly arm, 
  and the Church Triumphant,  composed of the heavenly 
  saints, its celestial organ. Both being intermediaries 
  and a bridge between God and mortal man.
  Being a human establishment, the Church Militant 
  naturally encompassed politics and internal struggles. 
  The Church as the only really universal European 
  organisation, was on the whole, a good institution. 
  Those in positions of power had, far more often than 
  the nobility, the interests of their inferiors at heart, 
  and often acted to defend the weak and poor. The 
  Church was however, sometimes capable of misjudging 
  situations and falling prey to the occasional malicious or 
  selfish individual who managed to rise through its ranks. 
  As an institution the Church often contended with 
  secular rulers for influence, with many church leaders 
  being active in politics and government. The Church 
  sometimes even was able to guide a hereditary 
  ruler with a representative, or might attempt to 
  bring to heel a difficult king, as Pope Gregory IX 
  tried with the Holy Roman Emperor Frederick II. 
  Regulars and Seculars
  There were many different forms of clergymen, 
  each with his own duties and influence, but 
  ultimately the clergy was divided into two 
  groups, the regulars and the seculars. 
  The secular clergy, comprising all parish priests 
  and most bishops, was responsible for helping 
  laymen and women to live holy lives, ministering 
  to the sick and needy, and dealing with the world. 
  The regular clergy, following rules that restricted 
  their contact with the world, were supposed to 
  chiefly offer spiritual help through their prayers.
  The Regular Clergy 
  Monks, Canons, Friars and Nuns
  The regular clergy typically were bound by vows–
  of poverty, chastity, and obedience; swearing to 
  own no personal property, abstain from sex, and 
  to obey the head of their religious community. 
  Most regular clergy additionally promised stability–
  agreeing to remain in one institution, moving or 
  leaving its grounds only if commanded by their 
  community’s leader. These practitioners typically 
  lived secluded lives within small groups, usually 
  purposefully located in fairly inhospitable places.  
  Hooded robes were usually worn, those who followed 
  the Rule of St. Benedict (Black Monks–Benedictine 
  monks and Augustinian friars) wore robes of black, 
  the Cistercians (who followed a strict Rule of St. 
  Benedict white (although the monks, but not nuns, 
  from the mixed, but separately housed, Gilbertine 
  order wore black habits with a white cloak and 
  hood), the Dominicans (Blackfriars) white habits 
  with a black hooded cloak, Carmelites (Whitefriars) 
  white habits and cloak, and the Franciscans grey. 
  The regular clergy were generally well educated, able 
  to read and write Latin (many of the first schools being 
  monastic), however this was not always the case. Many 
  monks spent their time laboriously copying by hand the 
  few books that their monastery possessed; monasteries 
  often being the chief source of Bibles and other works of 
  literature until the 15th century adoption of the printing 
  press. Others, particularly the Dominicans were active 
  in teaching, as legates and as inquisitors of heresy.
  The regulars, who took more severe vows, were often 
  seen as holier than the secular clergy. However, as 
  most people had little contact with regular clergy, 
  their faults and shortcomings were less obvious. 
  Those monasteries which controlled large areas 
  of land, and thus possessed great wealth, were 
  unfortunately often harsh landlords, giving rise 
  to widely circulated tales of monastic corruption. 
  Nonetheless people often perceived monks as a group 
  as  being good, while viewing local monks as corrupt.
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  The Secular Clergy 
  Parish Priests and Bishops 
  The secular clergy were generally required to be 
  chaste–although the minor orders of porter (or 
  doorkeeper), lector, exorcist, and acolyte were 
  not. Seculars, unlike the regulars, did not take 
  vows of poverty as they  spent much of their time 
  involved in worldly affairs whilst ministering.
  Parishes & Priests
  Western Christendom was built upon its multitudinous 
  parishes, and to which everyone variously belonged. 
  Each parish community was centred on a single 
  church, from which a priest (the rector) acted as 
  spiritual guide and advisor, administering the 
  sacraments, and receiving confession from his 
  parishioners. This ideal naturally varied with setting 
  and settlement size. The parish church, being 
  often the largest and grandest building in an area, 
  fulfilled many functions: as one of its main meeting 
  places, a store for furniture or supplies (a practice 
  on which the Church frowned), an administrative 
  centre, and as a solid refuge in times of conflict.
  Parishes varied considerably in size, from small urban 
  areas to large parishes covering substantial rural 
  regions. Initially some parishes in newly settled areas 
  had been organised around large churches staffed 
  by several priests who collectively served a large 
  geographical area. These were increasingly after the 
  early twelfth century, broken up into smaller parishes.
  Generally a diocese’s bishop appointed priests to 
  parishes, although many different authorities might 
  also have the power to appoint rectors. However, the 
  local bishop typically still had the right of approval 
  of others’ appointments; while the rectorship of 
  those parishes controlled by monasteries were in 
  the gift of the abbot. Local lay lords in other parishes 
  might also have the right to appoint whomever they 
  chose, subject to the bishop’s agreement. This was 
  often seen by nobles as a suitable career for younger 
  sons, who were otherwise unlikely to inherit.
  All non-clergy were expected to see their parish 
  priest with any spiritual issues. Generally people 
  were not allowed to choose their priests, although 
  the wealthy and powerful might have a personal 
  confessor, or chaplain, while those travelling received 
  dispensation to attend the nearest church.
  Rectors did not always run their parishes themselves, 
  some appointed out of their income a vicar (a deputy 
  ordained priest), however most did reside in the 
  parish. In addition, rectors could employ a curate (an 
  ordained priestly assistant), deacons and subdeacons 
  to assist him in work other than administering the 
  sacraments. Curates could also be employed to run a 
  ‘relief chapel’ if a village population became too large 
  and unwieldy for a single resident priest to handle.
  The local priest said Mass, typically in the parish church 
  (or in a “chapel of ease” if the distances were too great–at 
  which also marriages couldn’t usually be performed), 
  for the people of his parish, and if required in the local 
  castle (if one existed nearby); most castles containing 
  a chapel for this purpose. As the priest was often the 
  only literate person in his settlement, he was also 
  typically responsible for a large amount of additional 
  administration. Such management as the keeping of 
  village and castle records, the collection of the tithe, 
  secular and church taxes, as well as his duty of alms 
  distribution among the poor occupied his time. 
  Bishops & Dioceses
  Bishops, led by the Pope, were in many respects the 
  Church nobility, supervising the parishes that made up 
  their diocese. As such, they often became embroiled 
  in court politics. They frequently commanded great 
  resources, and as with great temporal lords, often 
  demonstrated this power by lavish and conspicuous 
  wealth–particularly in the form of costume. Bishops 
  might additionally, as powerful magnates, hold large 
  territories and maintain their own castles (or palaces) 
  from which they, performed their many duties, 
  including levying taxes and settling legal issues–
  some of which could be very financially rewarding, 
  such as the annulment of aristocratic marriages. 
  Besides the distant pope, bishops were the highest 
  power in the Church, exercising authority over their 
  diocese–which might vary enormously in size. Even the 
  Holy Father, although he (or they, if there were multiple 
  claimants–an Anti-pope) claimed universal supremacy, 
  was primarily the Bishop of Rome. A bishop was 
  technically responsible for investigating the behaviour 
  of all Christians within their diocese, however in 
  practice, bishops relied on parish priests to monitor the 
  laity, while they oversaw the clergy. Visitations of parish 
  churches and monasteries were the usual method by 
  which bishops investigated their dioceses and made 
  sure everything was in order. Minor problems were 
  common, however situations were only occasionally in 
  such disarray that a bishop had to take radical action. 
  These situations might involve castigation of clergy, or 
  (in extreme cases) the transfer of a priest or suppression 
  of a monastery and the sending of its monks elsewhere.
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  490
  Members of the diocese nominally appointed bishops, 
  although typically they were actually elected by the 
  cathedral chapter, of which roughly half were formed 
  of secular canons, the other chapters by monks. 
  Rulers, or more rarely a powerful noble, often had 
  the right to approve an elected bishop, but generally 
  were not supposed to impose bishops on resistant 
  chapters–which of course they repeatedly tried.
  Bishops were assisted by archdeacons, who acted as 
  their chief deputies, and whom in the largest dioceses 
  might achieve almost the authority of the bishop 
  within their sphere of influence. Archbishops in turn 
  managed the bishops within their provincial area, 
  as well as presiding over the diocese for which they 
  were bishop; although outside their see they usually 
  did not have the authority to perform visitations. 
  Large numbers of privileges and exemptions 
  complicated the situation, with some monasteries being 
  exempt from all ecclesiastical authority besides that of 
  the Pope. Others stood outside the authority of their 
  local bishop, but under that of the archbishop–even 
  some parish churches were in this position. Additionally 
  great monasteries (such as Glastonbury Abbey) might 
  in discrete, limited regions or extents, even be exempt 
  from royal authority. Lengthy court cases could result 
  from these exemptions, as boundaries were tested, 
  but such entitlements were generally respected.
  The Tithe
  The Church is entitled to one tenth of everything 
  of which God gives  increase, this being its chief 
  source of wealth. The tithe was not voluntary, and 
  the Church’s representatives could be harsh in its 
  collection; huge amounts of agricultural products 
  being gathered in and either sold or stored in vast 
  barns. In the tithe went to the parish’s rector, who in 
  turn passed a third to his bishop, keep a third for his 
  own support, and used the last third to help the poor. 
  However, various circumstances affected this ideal. 
  Some rectors were not resident, instead paying a small 
  amount out of the tithe for a curate to care for the 
  parish, while the absentee gained most of the benefit. 
  A particular target of Church reformers were those 
  absentee rectors who held more than one parish, a 
  practice called pluralism, and who thus could be quite 
  wealthy with little actual ministration on their part. 
  Monasteries as large landowners also often controlled 
  multiple parishes, acting much as absentee rectors, 
  receiving the tithe and hiring a curate to look after the 
  parish. However this institutional pluralism was not as 
  unpopular with reformers as that of secular clergy.
  A particular source of tension resentment towards 
  paying the tithe (if not the major one) was that, in many 
  cases the full amount intended for the poor was never 
  donated to them. This might simply occur if a parish was 
  too poor to even support a rector, as was particularly 
  common in urban parishes where few town activities 
  were covered by the tithe. However, often a rector 
  simply failed to pass the due third on, while in other 
  parishes, the alms were passed to a nominally poor, but 
  actually wealthy, monastery. The money received by 
  bishops as their proportion of the tithe was even more 
  subject to ‘disappearing’ normally being swallowed up 
  by the diocesan administration and the bishop’s palace’s 
  household costs. However, the poor and destitute usually 
  did receive some support–just not as much as intended.
  Ecclesiastical Wealth
  Ecclesiastical wealth came from other sources besides 
  the tithe, as many  bishoprics and monasteries also 
  received income from the manors they owned. 
  The risk of being drawn into mundane affairs, and 
  becoming corrupted, was great for wealthy churchmen. 
  Many abbots, in particular, failed to live up to the 
  standards expected of monks, as while they did not 
  technically own anything, they had at their disposal 
  total control over often very large sums of money.
  The extreme wealth of the higher clergy was a perennial 
  target of radical priests, a few even holding that all 
  clergy should be truly poor, as Christ had been. This 
  was not, however, a common view, most reformers 
  simply desired greater simplicity. The popular opinion 
  being that the clergy should receive enough to support 
  themselves and to grant them time in order to carry 
  out their spiritual duties–but not enough to allow fine 
  clothes, feasting, and large retinues of servants.
  Heresy
  As the Church laid out God’s mysteries, any Christian who 
  did not believe as it taught was a heretic (thus Moslems 
  and Jews, as non-Christians, could not be heretics). 
  An offence under canon law, heresy was grounds for 
  excommunication (expulsion from the community 
  of Christians), and technically also for execution–a 
  penalty rarely applied. However only contumacious 
  heretics were punished, being those who, upon being 
  confronted by the Church, refused to admit their error. 
  Those admitting their mistaken views and swearing 
  rejection of former errors were forgiven, and 
  escaped punishment as the Church did not punish 
  faults, only the refusal to rectify mistakes.
  The actions of clerics could also lead to dissent. Often 
  at many times, as a result of their failure to comply with 
  Church law and their other “luxurious corruptions,” they 
  were viewed with suspicion. Whilst at various times the 
  activities of the clergy even gave many of the people every 
  reason to believe in what were often called heresies.  
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  491
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  492
  Feudal Justice
  Medieval law grew out of several sources, 
  the chief being the codified laws of the 
  Roman Empire, handed down largely 
  through the Church, and the traditional 
  laws (with royal pronouncements) 
  of the “barbarian” peoples.
  At the start of the EF period, most law 
  in northern Europe was customary–
  'the way things had always been 
  done' Even rulers introducing new 
  laws often couched them as mere 
  codifications of past good practices, 
  rather than as new laws. Codifying, 
  and thus recording, increasingly tied 
  down the legal rights and dues of the 
  population–the English Domesday 
  Book of 1086 being a prime example.
  Initially there was no judicial organisation, 
  all matters were local and patchy at best. 
  However, as societies became more 
  complex, different broad areas of law 
  developed: that of Criminal Law, Civil Law, 
  and somewhat separately, Canon Law.
  The delivery of justice was also 
  primarily local, with many diverse 
  parties having rights and privileges in 
  administrating and passing sentences. 
  These individual privileges being 
  progressively amalgamated and 
  centralised as the Middle Ages unfurled. 
  The administration of justice was loosely 
  based upon the feudal system, with 
  rights being held by the nobility and 
  some chartered urban centres. In a realm 
  with a powerful central government, 
  an unusual state of affairs during the EF 
  or HC periods, higher justice might be 
  reserved by the King and his appointed 
  justices. Additionally, the various 
  types of courts (manorial, borough, 
  royal and canon), although they did 
  have specific privileges, might conflict 
  and compete with each other over 
  rights of trial (and of fee collection).
  Social Positions Modes of Address
  It was important that one addressed one's superiors correctly to avoid their wrath. 
  It is suggested that the forms of address as shown in Table - Modes of Address 
  are used during play to reinforce the social status of both PC's and NPC's alike.
  Social Position  ......................................................................................................Mode of Address
  One's Lord.......................................................................................................Sire; My Liege; My Lord
  King ................................................................................... Sire; My Liege; May it please Your Majesty
  Queen ................................................. Madam; Ma’am; My Lady; May it please Your Royal Highness
  Crown Prince ........................................................................Sire; May it please Your Royal Highness
  Prince of the Blood ................................................................Sire; May it please Your Royal Highness
  Princess of the Blood .......................... Madam; Ma’am; My Lady; May it please Your Royal Highness
  Duke .............................................................................................My Lord; My Lord Duke; Your Grace
  Marquis ....................................................................................................... My Lord; My Lord Marquis
  Earl ...........................................................................................................................................My Lord
  Count .......................................................................................................................................My Lord
  Baron/Bannerette .....................................................................................................................My Lord
  Knight/Baronet .............................................................................................................Sire; Sir (name)
  Noble's Wife ............................................................... My Lady; Your Ladyship; Lady; Madam; Ma’am
  Noble's Son ..............................................................................................................................My Lord 
  Noble's Daughter ......................................................................My Lady; Your Ladyship; Lady (name)
  Lord Chancellor .........................................................................................................My Lord or by title
  Lord of Council ..........................................................................................................My Lord or by title
  Lord Justice .....................................................................................................My Lord; Sire; or by title
  Lord Mayor ...............................................................................................................................My Lord
  Lady Mayoress .......................................................................................................Ma’am; Mrs (name)
  Mayor ............................................................................................................Your Worship; Sir (name)
  Sage/Physician ......................................................................................................................Dr(name)
  Mage ....................................................................................................................... Sir; Master (name)
  Master Guildsman ................................................................................................... Sir; Master (name)
  Pope/Patriarch ...................................................................................Your Holiness; Most Holy Father
  Cardinal .........................................................................................................................Your Eminence
  Archbishop .............................................................Your Excellency; Your Grace; My Lord Archbishop
  Bishop ................................................................................Your Excellency; My Lord; My Lord Bishop
  Archdeacon ................................................................Venerable Sir; Reverend Father; Father (name)
  Canon ................................................................ Very Reverend Sir; Reverend Father; Father (name)
  Dean .................................................................. Very Reverend Sir; Reverend Father; Father (name)
  Rector ............................................................................................... Reverend Father; Father (name)
  Priest ..................................................................................................................Father; Father (name)
  Abbot/Prior ....................................... Right Reverend; Reverend Father; Father; My Dear Abbot/Prior
  Monk/Friar ....................................................................................................... Brother, Brother (name)
  Abbess/Prioress .......................................Very Reverend Mother; Reverend Mother; Mother Superior 
  Nun ...................................................................................................................... Sister; Sister (name)
  Table - Modes of Address 
  Criminal Law
  In the EF period, if a crime was 
  committed, a complaint had to be 
  sworn to the local court. A number 
  of witnesses were required to 
  back the accused up and swear 
  to their good name (usually 12, 
  although an oath-taker of high 
  rank could reduce this number). If 
  an accused could not provide men 
  to swear (or not enough), they 
  could undertake trial by ordeal 
  or pay le chefe, a fine based on 
  weregeld. Additionally, if unable 
  (or unwilling) to undertake such 
  actions, an accused could run. 
  However, this was seen as an 
  admission of guilt and marked 
  them as an outlaw; they forfeited 
  all goods and could be killed 
  on sight as a ‘wolf’s-head’. 
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  493
  During the EF period in some countries, such as 
  England, a trial by combat, or by ordeal, was mandatory 
  in serious cases–unless the accuser was female, 
  which led to women often bringing such actions).
  Communal responsibility was often enforced for 
  payment of fines and in the instances of the non-
  appearance of accused parties–those helping an 
  outlaw being guilty of committing the crime of Aiding 
  and Abetting, which carried the same sentence as 
  that faced by the outlaw. From the HC period non-
  appearance in court after multiple summons (usually 
  five) would result in being declared an outlaw. 
  However, as societies grew more complex, Roman law 
  came to play more of a part in legal procedure, with 
  rulers increasingly regarding all violent offences as 
  being subject to royal authority. Each administrative 
  sub-region providing sworn witnesses to the royal 
  official (In England each hundred elected 12 witnesses, 
  and each tithing 4), and who acted as a jury of 
  investigatory assistants to the Shire Reeve. Having 
  ascertained the facts (or swept them under the 
  carpet), they informed the authorities and answered 
  from their local knowledge to a royal judge.
  After the abandonment of Trial by Ordeal, a 
  second jury (sometimes called a Petit Jury) sat to 
  determine the accused’s guilt. Witnesses from the 
  first trial might serve again, possibly hindering the 
  overturning of verdicts. In very serious cases a ruler 
  might call yet more juries–until a more agreeable 
  verdict was reached, although this was only usually 
  done in cases of treason and killings (where a ruler 
  might desire to intervene for political reasons).  
  However, as peasants became more legally astute, 
  they increasingly used the law to make their positions 
  more comfortable at the expense of their lords. The 
  trouble for fief holders was that all witnesses and 
  jurors were local men, and thus tenants–and getting 
  them to side against one of their own could be very 
  difficult, especially in a distant fief that had to be 
  administered by a deputy (seneschal, chamberlain 
  or castellan). Appeals merely went to another petit 
  jury, again made up of–locals! Thus compromise 
  agreements and tradition often held sway.
  Civil Law
  Civil law was always burdened by the fact that 
  enforcement was not considered in the legal procedure. 
  During the EF period a plaintiff had to act themselves 
  as legal-clerk and notary, writ-deliverer and collector 
  of restitution if the local legal official (known variously 
  as Shire Reeve, Sheriff) found in their favour. A party 
  having a writ served on them could simply ignore 
  the whole procedure (and often did), but even if 
  they accepted the process, could appeal the Sheriff’s 
  decision to the royal court. A defendant who ignored 
  the Sheriff’s decision, or failed to accept the ruler’s, 
  could face a criminal prosecution for Breach of the 
  King’s Peace and additional sanctions. However, 
  enforcement was still an issue and armed conflicts often 
  resulted as plaintiffs sought to exercise decisions.
  From the HC period on, writs were often both centralised 
  and standardised, lifting the burden of literacy from 
  the plaintiff and helping the Shire Reeve. A writ could 
  be simply purchased from officials of the Royal Court 
  (typically from 6d. to 18d.–Although it could vary 
  widely) and handed over to the Shire Reeve (generally 
  for a fee of 2-3d.). The Shire Reeve, as with criminal 
  cases, turned to local witnesses and jurors for more 
  detailed information. However, enforcement remained 
  a problem, particularly in cases which involved nobles 
  as defendants and in cases were local peasants fought 
  the actions of (as they saw it) wrongful nobles. 
  Writs could be issued for Torts (a wrong)–a development 
  of weregeld, in which an injury done to a person or 
  to their property due to some negligent or deliberate 
  act could be pursued for reimbursement. Nobles 
  could bring tort actions against each other for 
  themselves, or on a vassal’s behalf; non-nobles often 
  being limited to bringing actions against their fellows. 
  In game terms the following torts are available:
  Replevin: An action to recover unlawfully taken 
  property. If unable to be restored in fit condition, 
  compensation and damages might be awarded.
  Damage to Property: A writ for compensation 
  for wrongfully damaged property. If deliberately 
  damaged, punitive damages could be awarded at 
  up to double the item(s)’s value, Commoners might 
  also receive up to 24 lashes for intentional damage.
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  494
  Injury to Person: An action for compensation for an 
  injury suffered as a result of another’s improper or 
  irresponsible actions. Members of the royal family 
  being entitled to 20,000 pennies per Body Point; nobles 
  5,000d.; knights and other lesser nobility to 1,000d.; 
  freemen to 200 pennies per Body Point, and serfs to 
  10 pennies per Body Point. If maiming resulted from 
  the injury, the sum due is 3 x the normal amount.
  Very basic Business Law also governed 
  most commercial transactions:
  Fraud: Any false representation of goods, or false 
  promises leading to financial loss on the part of the 
  victim. Penalties were c. 1-3 times the transaction’s 
  profit plus restitution, or full compensation.
  Debt: Failure to pay owed items, or monies, at the 
  end of an agreed time. An aggrieved party could 
  sue for payment, which might result in the seizure 
  of money, lands, cattle, or other goods. However, 
  securing the repayment could be difficult. Nobles 
  secured their debts with sealed deeds (promises), 
  non-payment of such bargains could be heard in a 
  Royal Court. Impoverished freemen could be forced 
  into service (or in the EF, slavery) to repay debts. If such 
  an enforced debtor ran away, such refusal to make 
  payment by service was often punishable by death.
  Breach Of Contract: Failure to live up to one’s word. 
  Contracts were often only witnessed orally, and 
  courts might order the terms of the agreement to be 
  carried out in full or the recovery of financial losses.
  Canon Law
  Although there was a slight difference in the way 
  commoners and members of the nobility were dealt 
  with by the law, the greatest division was between the 
  treatment of those covered by Canon (Church) Law 
  and those in the secular sphere. In theory, members 
  of the clergy were immune from prosecution under 
  secular law, with any recognised clergy (including 
  nuns) falling under the jurisdiction of canon law, as 
  did many scholars in minor orders–as a modicum of 
  learning was regarded as a precondition for ordination. 
  Papal pronouncements formed the basis of Canon law 
  and was interpreted by specialist canon lawyers. Canon 
  law cases were theoretically judged by bishops, but in 
  Northern Europe from the 13th century they typically 
  delegated deputies (ecclesiastical judges) to hear cases 
  for them. Canon law was complex and often opaque, 
  with the result that cases could drag on for long periods. 
  Canon law also, as the Church held it should not shed 
  blood, did not hand out physical punishment, allow 
  ordeals or sanction torture (however, torture was 
  authorised by Pope Innocent IV in 1252, in order to gain 
  confessions from heretics). A common punishment 
  being the stripping of clerical status, a much less serious 
  sentence than being hung. As a result accused parties 
  often sought to claim benefit of clergy; until the HC 
  period this often being simply determined by checking 
  whether the accused could read. Rulers naturally tried 
  to restrict these privileges, to gain authority, fines and 
  to literally stop people getting away with murder.
  Certain offences committed by non-clergy could also 
  fall under canon law and go before the bishop’s court, 
  these being typically sexual offences (including adultery 
  and fornication). Sexual behaviour of the common laity 
  was often minutely pried into - to a degree that would 
  seem highly intrusive to modern sensibilities. Sex was 
  viewed as being “bestial” and unclean–women, and 
  their ‘moist-cool’ corrupting menstrual blood, being 
  blamed for most offences. Heavy lengths of penance 
  could be ordered for even sex between man and wife, 
  if performed on a fasting day or feast day; additionally 
  stripping and whipping of offenders around church 
  buildings was common. Heresy, naturally, also fell within 
  the ecclesiastical courts’ remit, as often did disputed 
  wills and other cases in which oaths were a central issue.
  Sanctuary
  The right of sanctuary could be claimed if a fugitive 
  managed to reach a designated sanctuary church (there 
  were 22 such churches in England, with possibly as 
  many as 1,000 people throughout England claiming 
  sanctuary at any given time during the Middle Ages). 
  They could remain within the church, free from 
  arrest for a period of up to 40 days, after which they 
  either had to surrender or publicly confess their 
  crimes to a priest. Surrendering to the legal process 
  was used as a means of buying time and perhaps 
  letting tempers cool; while if confession was chosen, 
  all their goods were surrendered to the Church and 
  their lands forfeit to the crown. Additionally, they 
  were also shorn, dressed in a plain woollen shift and 
  required to leave the realm by the most direct route.
  Standing watch outside a sanctuary church, 
  to ensure that a fugitive did not escape, was a 
  particularly unpopular duty for serjeants (and 
  constables–one of which supposedly had to 
  supplied by each tithing of ten households).
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  495
  Nobles and Crimes
  Nobles often used their influence and social station 
  to evade punishment, and having a band of armed 
  retainers certainly helped to dissuade minor cases 
  being brought against them. This particularly became a 
  problem in the WF period as warfare and social change 
  stressed legal processes, giving rise to gentlemen 
  brigands such as Sir Thomas Malory (who wrote 
  Le Morte D’Arthur) and German robber-knights. 
  In bringing charges against a vassal, magnates generally 
  had to be able to prove any accusation, with at least 
  an appearance of fairness even if a trial was conducted 
  in an overlord’s own court, as mutual trust and good 
  faith were the basis of feudal bonds. Serious charges 
  laid against one of their peers, unless outrageously 
  heinous, might be held by vassals as cause to examine 
  their own loyally, with support for an overlord who 
  acted in a blatantly unjust manner often being denied.
  The noble and knightly classes could also face 
  additional penalties that affected them particularly. 
  Mostly these involved disgrace with the temporary 
  or permanent loss of reputation and Honour. Such 
  dishonour might be restored by performance of some 
  notable deed, or might also include the forfeit of 
  lands and or titles. These might be passed to a near 
  relation (in order not to totally alienate other nobles), 
  or might revert back to the crown. The later being often 
  accompanied by banishment for life upon pain of death.
  Types of Courts
  Besides the Canon law courts who independently 
  administered justice to clerics and those able to 
  claim church jurisdiction, the main civil law courts 
  were the baronial (or manor, or hundred) courts, in 
  which a feudal lord sat in judgement over crimes 
  committed within his demesne and in cases 
  between his vassals. These small courts were hives 
  of inter-peasant intrigue, with justice often being 
  influenced by bias, local issues and favouritism. 
  Counties were divided up into smaller areas, which 
  could vary greatly in area (in England called hundreds, 
  nominally the land needed to support 100 households–
  and to which twice a year, representatives from 
  each tithing had to report). The local manor courts, 
  which generally sat either monthly or each fortnight, 
  administered a large proportion of trivial cases, 
  although they could only deal with minor offences. 
  These courts could also judge disputes between a 
  lord and his vassals, but most vassals preferred that 
  such cases were heard in the royal courts. Pleas to 
  the Crown, in such crimes as homicide, were passed 
  onto the county court. Some manorial courts were 
  administered by the King, but many were controlled 
  by landowners or religious houses (an example being 
  the abbey of Glastonbury and its wide holdings). 
  Royal (or county) courts dealt with a wide range of 
  business, although access to royal justice was not 
  automatic. Gentry had the right, peasant serfs hadn’t 
  always; however, legally aware peasants increasingly 
  disputed the privilege. These courts sat in the main 
  county towns officially twice a year, but in practice 
  more frequently, being presided over by a King’s 
  Sheriff, an official typically of lesser noble rank, who 
  heard appeals. The practice became more and more 
  for the King’s Magistrates and Royal Justices to hand 
  out judgements for common crimes, involving ‘lesser’ 
  offences and punishments, as well as for more serious 
  offences in the Circuit Courts. Justice and the fines 
  imposed, were increasingly seen as a source of wealth, 
  with most fines being royal revenue–except for counties 
  administered by an earl, who received a third.
  Additionally, towns and cities holding charters 
  from rulers (urban centres in Catalonia being 
  particularly independent), might have the right to 
  hold courts to hear cases, usually those that carried 
  sentences of corporal punishment. Cases heard 
  in such courts gave immunity to townsmen from 
  judicial duels, but could still require submission 
  to trials by ordeal in the EF and HC periods.
  Legal Process and Judgement
  There were three pleadings possible to a defendant: 
  guilty, not-guilty and no-plea. A failure to plead 
  was generally the only occasion on which torture 
  was used, being inflicted until a plea was made 
  or the suspects death. Such stubbornness often 
  occurring as the property of one who refused to 
  plead passed to his heirs, free from blame. 
  Due to the lack of forensics, evidence was 
  not important; far more weight being placed 
  upon witnesses. However as many crimes were 
  unwitnessed or committed in secrecy, Divine power 
  was invoked to determine guilt or innocence.
  The most basic form of test was oaths, the accused 
  swearing on the gospels or holy relics, that he was 
  innocent. This would be sufficient for some minor 
  transgressions to grant an acquittal. However the 
  accused might need, for more serious offences, 
  to provide a number of compurgators; other men 
  willing to swear to his innocence. Oaths actually had 
  some merit for judicial use, as almost all believed 
  God overlooked over such vows, and were generally 
  reluctant to forswear themselves; typically preferring to 
  confess minor crimes rather than risk divine retribution. 
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  496
  In game terms such perjury, might cause the forsworn 
  to suffer nightmares and visions of eternal damnation, 
  possibly being worrying enough to cause a -5% 
  TSC% penalty to actions as a result of tiredness–such 
  a gnawing guilt might even eventually drive them 
  to confess. In more fantastical settings the results 
  of making a “broken” pledge might be far more 
  drastic than purely psychological self-torture.  
  Judicial Duels: An accused could always resort to their 
  basic entitlement to a trial by strength of arms, it being 
  believed that the Deity would ensure that the ‘just’ 
  party would prevail. Children, women, the physically 
  incapacitated and, from 1140, ecclesiastics were barred 
  from offering or accepting judicial battle–serfs could 
  also not challenge freemen, bastards the legitimately 
  born, and lepers non-lepers. In such cases a “champion” 
  might be appointed to fight on their behalf, however 
  in criminal cases besides the accused suffering their 
  fate, a losing champion would normally be hung, or 
  suffer the loss of a hand or foot as a perjurer. In the 
  EF period a losing accuser would be outlawed (if they 
  survived); later periods merely pressing charges of False 
  Accusation with a stiff fine. Towns without charters and 
  institutions might employ a regular champion, but such 
  men were thought of as little better than street-scum. 
  Witnesses could be challenged too, in order to 
  eliminate their testimony. In 13th century England a 
  defendant could even challenge their own witness, 
  while in France by the 14th century witnesses were only 
  allowed if they were capable of fighting, if challenged. 
  However, rulers increasingly restricted the right of 
  trial by combat, starting with towns and cities, as 
  revenues from court cases were substantially greater. 
  By 1300 very few countries or regions still allowed 
  judicial duels, King Charles VI of France banning duels 
  totally in 1409, except under special license–although 
  they retained a degree of popularity in Germany.
  The duel might be fought mounted or (more 
  commonly) on foot, with local custom and rank 
  dictating the form and weapons used. Such battles 
  always drew great crowds, but could often devolve 
  into biting and scratching fights. However, a 
  combatant would only be provided with equipment 
  if they were too poor to equip themselves.
  Judicial duels are best modelled in game terms 
  by applying a die roll modifier (if desired by the 
  Gamemaster) to the attack rolls of both sides, 
  aiding the innocent and penalising the guilty.
  Additionally nobles had the feudal right of Private 
  War, by which an unfairly treated vassal, wronged 
  by his overlord could resort to armed resistance. 
  This ultimate expression of Trial by Combat was 
  sometimes common, but decidedly risky, as losing 
  could be fatal–or at least, harmful to one’s purse.
  Trial by Ordeal (EF & HC only): Besides being tried by a 
  judge and jury, the accused could often elect for Trial 
  by Ordeal in which the Deity was held to judge the guilt 
  or innocence of the accused (although members of 
  the clergy, however minor, could not be tried so). This 
  method of ascertaining guilt involved a grievous test 
  such as (in order of popularity): the ‘ordeal of boiling 
  water’ in which the hand or forearm was dipped into 
  a cauldron of boiling water (or pulling a ring or stone 
  out of it), and the ‘ordeal by fire’ which involved either 
  carrying a 1 lb. lump of heated iron (3 lbs. in treason 
  cases) a set distance (usually nine feet) or in the EF 
  period, walking barefoot over 6, 9, or 12 heated plough-
  shears. The innocence or guilt of the accused being 
  judged on the limbs’ condition, if the burns had not 
  become infected and were healing after three days, 
  they were judged innocent of the crime. Additionally 
  there was the ‘ordeal of cold water’ in which the accused 
  was immersed, being found guilty if they floated. 
  In some areas only accused women and free men 
  could undertake the ordeal of fire, serfs the ordeal 
  of water, while members of the nobility could also 
  opt for trial by ordeal, if they so wished–although 
  few did. Ultimately, these practices were increasingly 
  seen as barbaric relics and not very effective (with 
  more than two thirds of those subjected being 
  acquitted). The religious underpinning of them was 
  removed in 1215 by the Fourth Lateran Council 
  (which banned clerical participation), with trial by 
  ordeal being universally abandoned by 1300. 
  In game terms the ‘ordeal of cold water’ follows 
  normal drowning rules, while the ‘hot’ ordeals 
  typically inflict 2D10 Body damage,  not enough 
  to kill, as that was not the intention. There is 
  the chance of exposure to septicemia–but 
  this is rare, and may be resisted normally.
  Crimes & Punishments
  Corporal sentences were typically passed for lesser 
  offences and misdemeanours not usually warranting 
  execution, and were punished by restitution to victims, 
  public humiliation (typically in the stocks–or  more 
  inventive shaming for cheating artisans), lashes 
  and occasionally branding or mutilation–or most 
  commonly by fines and other financial penalties.
  Capital sentences were serious felonies carrying 
  the death penalty. Fines might rarely be made 
  as an alternative for favourites of the ruler.
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  497
  Some crimes and punishments and 
  their game effects follow:
  Crimes
  Description
  Arson
  Hanging or burning at the stake.
  Assault
  If the assault had the intent to do bodily harm and there is deliberate bloodshed or maiming, 
  or if there is a wrongful threat of maiming or death used to intimidate the victim, a felony 
  with the penalty of hanging. Otherwise, it was treated as a third Common Assault (used for 
  muggings, violent beatings, etc. where permanent injury or death was probably not intend).
  Black Sorcery
  Using Magick to do wrongful harm to others, or to their property and goods. A felony 
  resulting in burning at the stake and burial of the ashes in unhallowed ground 
  Breaking the King’s Peace
  1-3 days in the stocks. The crime is a catch all for a variety of disruptive offences (public 
  brawling, drunk and disorderly, etc.), with a fine possibly also being levied. It could also 
  be used as a means of securing a defendant in a civil case, if they refused justice.
  Brigandage
  A capital felony resulting in death by hanging.
  Burglary
  Felony with punishments as for Grand Theft. The actual theft need not 
  be proved; illegal entry being proof of intent. Any assault by the accused 
  on any person(s) on the premises is Robbery with Violence.
  Cannibalism
  A capital crime punishable by being torn apart by wild dogs in a pit, or burning at the stake.
  Cattle Lifting or Sheep Stealing
  Misdemeanour’s resulting in restitution, 24 lashes, and 3 days in the stocks for the first 
  offence; restitution, branding, 36 lashes, 3 days in the stocks and 60 days hard labour on 
  the second offence; the third offence  became a capital crime punished by hanging.
  Common Assault
  Misdemeanour’s resulting in a fine of 100 pennies or 10 lashes and 1 day in 
  the Stocks for the first offence; a fine of 100 pennies, 12 lashes and 2 days 
  in the Stocks for the second offence. The crime resulting in a fine of 200 
  pennies, 12 lashes and 3 days in the stocks for every offence thereafter.
  Conspiracy
  Hanging, drawing and quartering. Also for performing secret horoscopes and 
  divinations on rulers, as information gained might be useful to plotters.
  Desecration
  For defiling or mutilating the corpses of the dead, burning at the stake; for 
  desecrating graves in hallowed ground, burning or being buried alive. However, 
  ancient tombs of pagans may not necessarily be included as protected places.
  Grand Theft
  For stealing goods worth more than 500 pennies (5 oz. Silver) in value: restitution, 
  branding, 24 lashes and 60 days hard labour on the first offence; restitution, 48 
  lashes, and loss of a hand on the second offence; hanging for the third offence.
  Horse Theft
  A felony punished by hanging if a war-horse; otherwise 
  treated as Cattle Lifting & Sheep Stealing.
  Incitement to Riot
  Felony resulting in 36 lashes and 90 days labour. If the intent 
  was to foment actual rebellion, death by hanging.
  Murder
  Felony resulting in death by hanging.
  Necromancy
  Burning at the stake for consorting with demons.
  Perjury
  Felony resulting in the same punishment as the one faced by a person falsely 
  accused. The offence covers Bearing False Witness as well as False Accusation.
  Petty Theft
  A crime involving stealing less than 500 pennies (5 oz. Silver) in 
  value: punished as for Picking Pockets & Cutting Purses.
  Picking Pockets & 
  Cutting Purses
  Misdemeanour’s resulting in restitution, 12 lashes and 3 days in the stocks for the first offence; 
  restitution, 24 lashes and 3 days in the stocks for the second offence. The third offence being 
  restitution, branding, 24 lashes and 3 days in the stocks. The fourth offence is the same but 
  a hand is also cut off. The fifth offence results in a capital sentence of death by hanging.
  Piracy
  Felony resulting in death by hanging, or death by 1,000 lashes.
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  498
  Crimes
  Description
  Poaching
  Misdemeanour’s resulting in 12 lashes on the first offence; 12 lashes and 3 days 
  in the stocks on the second and third offences; 24 lashes and loss of a hand on 
  the fourth offence. The fifth offence is a felony resulting in death by hanging.
  Poaching a Deer
  Felony resulting in death by flaying (skinning) alive or by being sewn up in 
  the wet rawhide of the deer and hung head down over hot coals. The offence 
  applies to any commoner not having the right or permission to hunt deer 
  in either the King’s forests or in a noble’s private game preserve.
  Poisoning
  Hanging or burning at the stake.
  Rebellion
  Felony resulting in the culprit being very publicly hung, drawn and quartered.
  Robbery on the 
  King’s Highway
  Death by hanging.
  Robbery with Violence
  Felony involving any form of armed robbery (including mugging) is punishable on the 
  first offence by restitution, 24 lashes, branding and the cutting off of a hand. The second 
  offence is a capital offence of death by hanging. The use of any lethal weapon or the 
  shedding of blood during a robbery constitutes Robbery with Violence under the law.
  Riding a War-horse
  Misdemeanour’s resulting in 24 lashes and 3 days in the stocks for the first offence; 
  repeat offences constitute a capital crime punishable by hanging. Not always a crime, 
  although only nobles and members of the military generally rode war-horses.
  Smuggling
  Depending upon the severity of the offence and number of previous convictions, 
  this might be a misdemeanour resulting in a fine equal to the value of the goods, 
  3 days in the stocks, plus confiscation of goods on first offence; fine, stocks, 
  confiscation and 24 lashes for second and third offences. A fourth offence is 
  a capital crime resulting in a fine, confiscation and death by hanging.
  Spying & Espionage
  Felony resulting in the culprit being hung, drawn and quartered.
  Theft of a Beast of Burden
  Misdemeanour. Punished as for Cattle Lifting & Sheep Stealing.
  Theft of Valuable Property
  Branding, 36 lashes, 3 days in the stocks, restitution and 60 days hard labour–or else death 
  by cutting of the throat, or strangulation with the garrotte if restitution cannot be made. A 
  charge generally reserved for thieves stealing from nobles and very  rich merchants.
  Treason
  Public hanging, drawing and quartering. A great spectacle offered as a deterrent.
  Witchcraft
  12 lashes and 3 days in the Stocks for the first few offences of practising Magick. 
  Repeated offences are a capital crime, punishable by burning at the stake. This charge 
  applies only when the practice of Magick is considered unlawful in itself, although 
  any resulting effects of witchcraft are punished as crimes, in of themselves.
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  499
  Penalties and Punishments
  Crimes fell into two broad categories based upon 
  their punishments: Capital, serious offences that 
  carried the death penalty, and Corporal crimes which 
  resulted in judicial injuries, beatings or humiliation. 
  Most historical physical punishments were barbaric 
  (and regarded as being so at the time), but were 
  viewed as necessary public deterrents, as well as being 
  educational for serfs and town servants. However, 
  it should be remembered that fines and other 
  fiscal punishments were by far the most common 
  sentences passed–often even for serious crimes.
  A judge had discretion in allocating penalties, while 
  if a ruler sat in person, he could do nearly whatever 
  he desired, even passing the death penalty for petty 
  theft or mere fines for slaughtering an entire village. 
  In judgements the social position (and the power) of 
  individuals was commonly taken into consideration, 
  particularly as retainers of aggrieved parties could 
  cause trouble, and thus had to be reconciled.
  Imprisonment was not considered a punishment, but 
  rather a method of detaining a suspect or convict until 
  another process. Gaols were most often used to house 
  those awaiting trial if they could not find guarantors to 
  swear to their appearance at trial, or more rarely until 
  fines were paid. Politically motivated imprisonment 
  might, of course, be for any length of time. However, as 
  officials had to construct and maintain gaols out of their 
  own funds, they were generally sub-standard. Dying from 
  ‘gaol fever’ in the filthy conditions was a real possibility, 
  unless one could afford to buy better treatment.
  Capital Punishment: Hanging  was the most common 
  penalty, being the usual punishment for murder, rape, 
  robbery, and other very serious offences. Execution 
  by other means was only unusually inflicted, although 
  other sentences might include burning at the stake; 
  burying alive; flaying alive (skinning); boiling in oil; or 
  most unpleasantly, hanging, drawing and quartering. 
  Corporal Punishment: Minor offences typically resulted in 
  a fine, but as the money went to the court’s owner, fines 
  might be levied even for major capital offences (especially 
  if the defendant was wealthy). Fines could be heavy, but 
  were usually within a criminal’s means, as payment was 
  the intent. More serious transgressions, such as theft or 
  poaching, were punished with flogging and mutilation, 
  although blinding and castration were regarded as only 
  slightly less serious penalties for men than death. 
  Escheat Propter Delictum Tenentis
  Upon a felony conviction, the lands of a 
  vassal escheated to his overlord; treason and 
  breaches of faith between the two being the 
  most common causes of estates reverting. 
  A trial might be conducted in a court, but in the 
  EF and HC periods the accused had right of trial 
  by Combat a l’ Outrance (to the death). Deliberate 
  refusal to answer charges being viewed as admission 
  of guilt, with the land reverting in absentia. 
  A convicted vassal could be declared outlaw and 
  legally slain on sight–however, fines and other 
  financial penalties were usual. Rebellious nobles could 
  even receive crushing fines from a ruler, perhaps 
  having their lands confiscated for a few years and 
  then returned after again swearing homage, such 
  punishment being equivalent to a fine of their income. 
  Marriage, Primogeniture and Inheritance
  Sex & Marriage
  Sadly, Victorian attitudes often colour views of 
  morality and behaviour in the Middle Ages–in reality 
  Medieval society was quite sexual. Sex was a part of 
  everyday life, generally being treated quite openly–as 
  would be expected in a society with limited concepts 
  of privacy. Punning jokes, rhymes and generally 
  bawdiness were very common, with such images 
  thoroughly penetrating popular thought and culture.
  Premarital sex was very common, and amongst 
  peasants near universal. This was primarily driven 
  by the need for family (and thus extra hands), and 
  for amusement; with most peasants only marrying 
  when fertility was proven. The Church loathed 
  this state of affairs–but could do little, although it 
  tried increasingly to inspect all areas of sexual life 
  through the confessional, and could impose strict 
  punishments through the Canon Law system. 
  Throughout the Medieval period Church intrusion into 
  the marital bed increased–even treating all sex between 
  man and wife as adultery, if performed on Wednesdays 
  to Sundays, feast days, during festivals such as Holy 
  Week, fast days, during daylight. etc. Typically, only 
  grudgingly, allowing the equivalent of sex once a week–
  although ‘pure’ virginity (even for married couples!) was 
  much more highly preferred and vigorously promoted.
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  500
  Punishment
  Game Effect and Description
  Imprisonment
  Reserved for those awaiting trial, the arrival of a ransom, or carrying out of punishment.
  Fine
  Assessed on status. If it cannot be paid, a common offender will be sentenced to hard labour of 
  1 day per 2 pennies of the fine; nobles will have fiefs forfeited until the sum due is paid. 
  Restitution
  The victim is repaid for lost property or injury to his person. Inability to do this results in hard 
  labour until the amount is considered repaid. In some areas, inability to pay restitution may 
  result in enslavement and sale to satisfy the claim or else indentured service to the victim 
  for a set period as full compensation (based on 1 day per 1 penny value of the property). 
  Nobles, if actually convicted, will have their fiefs forfeited until the sum due is paid.
  Public Stocks
  A means of identifying and humiliating minor offenders by securing and 
  exposing them in a public place to the disapproval of passers-by.
  Lashes
  These are administered as a CON AR or Stamina skill check at a penalty of -10%. An additional 
  -5% being subtracted per 5 lashes. Each failed AR results in infliction of 1 Body point from the 
  character receiving the whipping. A merciful judge might allow a fine to be paid instead, usually 
  at a 10 pennies x lashes, the whole amount having to be paid to avoid the whipping.
  Branding
  3 Body damage is received and a distinctive brand is burned into 
  the forehead or cheek to mark one as an offender.
  Mutilation
  Cutting off ears, nose, a hand or foot, often used in the case of thieves. Will have serious game effects.
  Death
  Convicted nobles were usually decapitated, although a vindictive lord could impose some other punishment. 
  Axes were most commonly used (swords in England), with execution following C&S combat rules for 
  aimed blows. Commoners might face a variety of imaginative execution methods, however hanging was 
  most common. Being hauled up and hung takes 10 + CON (round up) minutes of choking and kicking.
  Hanging, 
  Drawing and 
  Quartering
  A particularly nasty slow death, involving the hanging until nearly dead, the 
  disembowelling (often accompanied by the frying of the organs, and usually privates, 
  before the victim), and finally the chopping of the body into four pieces.
  Sodomy was held the absolute worst crime– offenders 
  having especially gruesome tortures reserved 
  for them in Hell. Sodomy, due to its shocking 
  criminality was always the first charge thrown at 
  heretics, regardless of actual behaviour; although 
  within all-male environments such as the church 
  (particularly monastic institutions), and amongst 
  ‘macho’ military circles, homo-eroticism flourished.
  Medieval women were just as sexual as men 
  (considered, and blamed by the Church as being 
  far worse)–impotence even being cause for 
  legal separation. Regardless of actual behaviour, 
  marriage was the social norm and took two basic 
  forms: Common Law and Holy Wedlock.
  Common Law Marriage consisted of the public 
  announcement by a couple that they were man and 
  wife. Under Common (unwritten) law, this betrothal was 
  a binding relationship, any offspring being legitimate 
  with rights to inherit, etc. However, the Church intensely 
  disliked such marriages and typically encouraged 
  couples to solemnise their relationship with a religious 
  service (and a fee). A separation could be effected 
  by a decree of Divorce from Bed and Board, usually 
  granted in cases such as of insanity, abandonment or 
  violence; after which the couple were required to live 
  apart with the ex-wife continuing to receive support. 
  Holy Wedlock was a church ceremony presided over 
  by an ordained priest. These marriages were regarded 
  as permanently binding, divorce being unavailable. 
  However, unions could be annulled under special 
  circumstances for a large fee, although such occurrences 
  were rare; while any children from such annulled 
  marriages were considered legitimate. Annulment, due 
  to the cost, was only available to the rich and powerful, 
  and while common law marriages could be dissolved, 
  wedlock was more restraining. Serfs (particularly female 
  serfs) had to get permission (with a fee) to marry outside 
  their lord’s lands; this usually being only required in the 
  case of a church wedding. The reason being that the 
  woman would take property and potential offspring 
  out of the fief–so most peasants didn’t bother.
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  501
  Dynastic hopes meant that many young noble folk 
  found themselves betrothed in order to strengthen, 
  or establish, political and military alliances between 
  families. Similarly, wealthy commoners also arranged 
  unions between their offspring for economic 
  gain. Unions between a master’s daughter and a 
  promising journeyman being very common. 
  Marriages were rarely romantically inspired, some 
  nobles, or couples from wealthy common families, 
  might not even meet until the wedding. Suitable 
  dowries were always provided–even to dowries for 
  a peasant girl of a few chickens, pigs or a cow, and 
  were typically designed to provide a bride (through 
  her husband) with security via land, money, or other 
  valuables. Until the LF period any dowry became the 
  husband’s property, after this he could administer 
  and manage it–however the property remained 
  the wife’s, being returned to her if the marriage 
  was annulled. Needless to say, a wealthy heiress 
  or a young lady with a handsome dowry would 
  be hotly sought after and romantic allure would 
  often be of secondary interest to her suitors.
  Inheritance and Succession
  Illegitimate children typically knew who their fathers 
  were, but had no legal rights to inherit from them. 
  Only if formally acknowledged could they inherit, 
  and even if a living legitimate heir did not exist, 
  an acknowledged bastard might still find his claim 
  challenged by the deceased’s relatives. Bastards of 
  rulers generally enjoyed more status, wealth and 
  provision  than offspring of more humble origins–
  Francesco d’Este, a 15th century illegitimate son of 
  the Italian Marquis of Ferrara, who spent much of 
  his life at the Burgundian court, being an example. 
  Occasionally high nobles might marry off their non-
  noble paramours to retainers (or more rarely a vassal), 
  as a reward, or provide for them financially. Promising 
  offspring from dalliances might also be kept an eye on 
  by noble sires, who might assist in their advancement.
  The inheritance of lands, wealth and titles was 
  vital, not only to those in line of inheritance, but 
  also to liege lords, to whom a new vassal was of 
  powerful military and political consequence.
  An acknowledged Credit to the Family can expect 
  some help and preferment from a noble parent, 
  while a Good Son/Daughter might benefit from 
  substantial advantages. Such illegitimate children 
  typically were raised as lesser members of the 
  extended family, their loyalty (and self-interested 
  support) being viewed as a valuable asset. 
  In turbulent times, such kin relationships 
  were often of great significance.
  Primogeniture entails the transferring of all titles, 
  lands and property to the first legitimate son. While 
  some provision might be made for other offspring 
  (perhaps up to 10% of the estate), junior siblings 
  typically had to accept the eldest brother as family 
  head and on his patronage. Lacking a  male heir, 
  the eldest female inherits all–although if she is 
  a minor (or wealthy), she becomes a ward of the 
  overlord. In cases lacking a legitimate heir, the 
  deceaseds closest male kin inherits, a brother, uncle, 
  etc. Otherwise, the lands revert to the liege lord.
  Primogeniture was not universally adopted. In 
  France, the custom was often to divide an estate 
  between sons, a practice that eventually led to 
  numbers of aristocrats who, although holding only 
  modest lands, claimed an illustrious pedigree.
  Determination of Inheritance
  Any inherited birthright is conditional on whether 
  society follows primogeniture (as was the case in 
  England, but not practised by the Carolongians, for 
  example), and the character’s position in the family. 
  For  cultures that use primogeniture, the following 
  can be used to determine if a parent or possible elder 
  siblings in line of inheritance are living or dead:
  1. 
  If older siblings exist, for their base age add +2 years 
  to the age of the character to find the age of older 
  siblings in sequence, until all ages are determined.
  2. 
  Once the age of the eldest sibling is known, the 
  age of the head of the household can found by 
  adding 15 +1D10 years, or in cases of a mother’s 
  remarriage to another partner add 10 +1D10 years.
  3. 
  Consult the Table–Determining Family Inheritance 
  at the start of the character’s birth month each 
  year of gameplay. Roll 1D100% for each person 
  between the character and the inheritance.
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  502
  Age of Parent 
  Elder Sibling 
  Probability 
  Deceased 
  Age of Parent 
  Elder Sibling 
  Probability 
  Deceased
  Under 25 
  01 - 10% 
  52 - 53 
  01 - 50%
  25 - 29 
  01 - 15% 
  54 - 55 
  01 - 55%
  30 - 34 
  01 - 20% 
  56 - 57 
  01 - 60%
  35 - 40 
  01 - 25% 
  58 - 59 
  01 - 65%
  41 - 45 
  01 - 30% 
  60 - 61 
  01 - 70%
  46 - 47 
  01 - 35% 
  62 - 63 
  01 - 75%
  48 - 49 
  01 - 40% 
  64 - 65 
  01 - 80%
  50 - 51 
  01 - 45% 
  66+ 
  +1% per 
  additional 
  year
  Table - Determining Inheritance
  Occupation
  Note
  Income in Pennies
  Requisite Skills
  Daily
  Monthly
  Yearly
  Peasantry
  Castle Blacksmith
  6
  0.5
  11
  132
   Blacksmithing
  Castle Servant
  7
  0.25
  7.5
  90
   -
  Cook
  7
  0.5
  15
  180
   Cooking
  Cowherd
  7
  0.25
  7.5
  90
   Cattle-herding
  Farmer
  2
  n/a
  n/a
  90
   7-15 acres of Farmland 
  Horse Handler
  7
  0.25
  7.5
  90
   Animal Handling
  Labourer
  6
  0.25
  7.5
  90
   Endurance
  Shepherd
  7
  0.25
  7.5
  90
   Sheep herding 
  Stable Hand
  7
  0.25
  7.5
  90
   Animal Handling
  Swineherd
  7
  0.25
  7.5
  90
   Pig Raising
  Liveried Yeoman
  Archer
  7
  n/a
  18.75
  225
   Archery
  Castle Armourer
  7
  n/a
  40
  480
   Weaponsmithing
  Castle Blacksmith
  7
  n/a
  30
  360
   Blacksmithing
  Castle Chamberlain
  7,8
  n/a
  90
  1,080
   Scribe & Intimidation
  Castle Cook
  7
  n/a
  18.75
  225
   Cooking
  Chief Forester
  7,8
  n/a
  37.5
  450
   Archery & Outdoor skill
  Falconer
  7
  n/a
  22.5
  270
   Animal Training: Falcons
  Forester
  7,8
  n/a
  18.75
  225
   Archer & Outdoor skill
  Horse Trainer
  7
  n/a
  37.5
  450
   Animal Training: Warhorses
  Man at Arms
  7
  n/a
  15
  180
   Combat Skills
  Master of Hounds
  7
  n/a
  22.5
  270
   Animal Training: Dogs
  Scribe / Secretary
  7
  n/a
  50
  600
   Writing & Calligraphy
  Sergeant
  7
  n/a
  30
  360
   Riding: Warhorse & Combat
  Sergeant Armourer
  7
  n/a
  50
  600
   Weaponsmithing
  Sergeant Commander
  7
  n/a
  45
  540
   Leadership & Riding Warhorse
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  503
  Occupation
  Note
  Income in Pennies
  Requisite Skills
  Daily
  Monthly
  Yearly
  Yeoman
  Fisherman
  2,8
  1.25
  27.5
  330
   Small boats & Fishing
  Forester
  2,8
  1.25
  27.5
  330
   Archery & Outdoor Skill
  Freehold Farmer
  -
  n/a
  n/a
  110
   40 acres of Farmland
  Servien
  -
  n/a
  n/a
  125
   80 acres of Farmland
  Rural Carpenter
  2
  1.5
  33
  396
   Carpentry
  Rural Innkeeper
  4,8
  5
  150
  1,800
   Brewing 
  Rural Mason
  2
  3
  66
  792
   Masonry
  Rural Miller
  2
  5
  110
  1,320
   Bargaining
  Stock Breeder
  -
  n/a
  n/a
  110
   40 acres of pasture
  Village Blacksmith
  2
  3
  66
  792
   Blacksmithing
  Townsmen
  Baker
  2
  5
  110
  1,320
   Baking
  Barber
  8
  1.5
  33
  396
   First Aid & Chirurgery
  Beggar
  3
  0.5
  15
  180
   Begging or Con
  Blacksmith
  1
  3
  66
  792
   Blacksmithing
  Brothel Keeper
  3
  2.5
  75
  900
   Intimidation
  Butcher
  2
  5
  110
  1,320
   Cooking: Prepare Meat
  Cobbler
  1
  1.5
  33
  396
   Leather-working
  Cook
  3,8
  2
  44
  528
   Cooking: Haute Cusine
  Harness Maker
  1
  2.75
  60.5
  726
   Leather-working
  Innkeeper
  3,8
  5
  110
  1,320
   Brewing
  Labourer
  5
  1.5
  33
  396
   Endurance
  Money Lender
  1
  10
  220
  2,640
   Bargaining
  Peddler
  1
  1.75
  38.5
  462
   Bargaining
  Servant
  7
  0.5
  11
  132
   -
  Shopkeeper
  1
  3.75
  82.5
  990
   Bargaining
  Stable Hand
  7
  0.75
  22.5
  270
   Animal Handling
  Stable Owner
  3
  2.5
  75
  900
   Animal Handling
  Stall Keeper
  1
  1.75
  38.5
  462
   Bargaining
  Tailor
  1,8
  3
  66
  792
   Tailoring
  Tanner
  1
  3
  66
  792
   Leather-working
  Tinker
  1
  1.75
  38.5
  462
   Bargaining
  Wine Merchant
  3,8
  5
  150
  1,800
  Wine-making
  Guildsman
  Apothecary
  5
  2.25
  49.5
  594
   Herbalism
  Armourer
  1
  2
  44
  528
   Weaponsmithing
  Assassin
  1,8
  n/a
  90
  1,080
   Backstab & Garotting
  Barrelwright (Cooper)
  5
  2
  44
  528
   Carpentry
  Cabinetmaker
  5
  2.5
  55
  660
   Carpentry
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  504
  Occupation
  Note
  Income in Pennies
  Requisite Skills
  Daily
  Monthly
  Yearly
  Carpenter
  5
  2
  44
  528
   Carpentry
  Cartwright
  5
  2
  44
  528
   Carpentry
  Coal Miner Owner
  1
  10
  220
  2,640
   Mining
  Copper Mine Owner
  1
  20
  440
  5,280
   Mining
  Dyer
  5
  1.25
  27.5
  330
   Cloth Making: Dying
  Entertainer
  1,9
  0.5
  11
  132
   Arts & Entertainment skill
  Foundryman
  5
  1.5
  33
  396
   Foundryman
  Gem Mine Owner
  1
  50
  1,100
  13,200
   Mining
  Glass-blower
  1
  2.5
  55
  660
   Glass-blowing
  Gold / Silversmith
  1
  2.5
  55
  660
   Goldsmithing & Seal making
  Gold Mine Owner
  1
  125
  2,750
  33,000
   Mining
  Iron Mine Owner
  1
  15
  330
  3,960
   Mining
  Jeweller
  1
  3.75
  82.5
  990
   Jewelsmithing
  Lead Mine Owner
  1
  10
  220
  2,640
   Mining
  Mariner
  7
  0.75
  22.5
  270
   Mariner
  Master Apothecary
  1,8
  4.5
  99
  1,188
   Herbalism & Pharmacology
  Master Armourer
  1
  6
  132
  1,584
   Weaponsmithing
  Master Artist
  1
  3
  66
  792
   Painting
  Master Builder
  1,8
  7.5
  165
  1,980
   Architect & Masonry
  Master Carpenter
  1
  5
  110
  1,320
   Carpentry
  Master Cloth Merchant
  1
  17.5
  385
  4,620
   Cloth Skill
  Master Engraver
  1,8
  12.5
  275
  3,300
   Goldsmithing & Seal-making
  Master Foundryman
  1
  9
  198
  2,376
   Smelting
  Master Glass-blower
  1
  8
  176
  2,112
   Glass-blowing
  Master Goldsmith
  1,8
  10
  220
  2,640
   Goldsmithing & Jewelsmithing
  Master Mason
  1
  8
  176
  2,112
   Masonry
  Master Perfumer
  1
  10
  220
  2,640
   Perfumery
  Master Potter
  1
  5
  110
  1,320
   Pottery
  Master Sculptor
  1
  4
  88
  1,056
   Sculpture
  Master Shipbuilder
  1,8
  25
  550
  6,600
   Architect & Ship's Carpentry
  Master Thief
  1,8
  1
  30
  360
   Thief Skill
  Mercenary Archer
  7
  1.5
  45
  540
   Archery: Bow
  Mercenary Captain
  3,8
  24
  720
  8,640
   Leadership, Oratory, Diplomacy & Politics
  Mercenary Crossbowman
  7
  1.5
  45
  540
   Archery: Crossbow
  Mercenary Man at Arms
  7
  3
  90
  1,080
   Combat Skill
  Mercenary Sergeant
  7
  6
  180
  2,160
   Riding: Warhorse & Mounted Combat
  Merchant Prince
  1
  250
  5,500
  66,000
   A Guild Craft Skill
  Miner
  1
  2.5
  55
  660
   Mining
  Perfumer
  1
  3.75
  82.5
  990
   Perfumery
  Physician
  1
  7.5
  165
  1,980
   Chirurgery & Pharmacology
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  505
  Occupation
  Note
  Income in Pennies
  Requisite Skills
  Daily
  Monthly
  Yearly
  Potter
  1
  2
  44
  528
   Pottery
  Scholar
  1,9
  5
  110
  1,320
   A Lore Skill
  Scribe / Clerk
  1
  3
  66
  792
   Writing & Calligraphy
  Ship Builder
  1
  2.5
  55
  660
   Ship's Carpentry
  Ship Owner
  3
  37.5
  1,125
  13,500
   Sea Skill
  Ship Owner / Captain
  4,8
  37.5
  1,125
  13,500
   Piloting, Navigation & a Sea Skill
  Ship's Captain
  7
  4
  120
  1,440
   Piloting & Navigation
  Ship's Carpenter
  7
  1.25
  37.5
  450
   Ship's Carpentry
  Ship's Cook
  7
  1
  30
  405
   Cooking
  Ship's Mate
  7
  2
  60
  720
   Piloting & Navigation
  Silver Mine Owner
  1
  75
  1,650
  19,800
   Mining
  Stonemason
  1
  2
  44
  528
   Masonry
  Thief: Burglar
  3
  1.75
  52.5
  630
   Burglary
  Thief: Pickpocket
  3
  1.25
  37.5
  450
   Picking Pockets
  Tin Mine Owner
  1
  25
  550
  6,600
   Mining
  Weaver
  7
  1.25
  27.5
  330
   Cloth Making: Spinning & Weaving
  Landless Knights
  Armed Retainer 
  in Household
  7
  6
  132
  1,584
   Knighthood
  Knight Errant (Mercenary)
  7
  24
  528
  6,336
   Knighthood
  Squire of a Knight
  7
  6
  132
  1,584
   Riding: Warhorse & Mounted Combat
  Notes to the incomes are as follows:
  1 22 day month, 10 hours of work per day, skills with high PSF% add +1% extra income per 1% of PSF% over 30%
  2 22 day month, 10 hours of work per day plus board and lodging, skills with high 
  PSF% add +1% extra income per 1 % of PSF% over 30%
  3 30 day month, 10 hours of work per day, skills with high PSF% add +1% extra income per 1 % of PSF% over 30%
  4 30 day month, 10 hours of work per day, plus board and lodging, skills with high 
  PSF% add +1 % extra income per 1 % of PSF% over 30%
  5 22 day month, 10 hours of work per day 
  6 22 day month, 10 hours of work per day plus board and lodging
  7 30 day month, 10 hours of work per day plus board and lodging
  8 Second skill adds, with a successful skill check, +50% to income with a Crit Die 10, +25% with 
  Cri1 Die 09, +10 on Cri1 Die 06-08. If the roll is a failure a Crit Die 06-10 reduces income by 
  25%. Business owners and merchants can use Bargaining as a secondary skill.
  9 Earn 1 penny/ day or 22 pennies/ month multiplied by the number of specialised skills 
  they possess, with a successful skill check needed for each to collect.
  Table - Medieval Incomes
  Businessmen and Merchants own their own business establishments, etc. and have net incomes stated after 
  normal operational costs have been removed. Where it is stated that an income has 'board and lodging', then 
  living expenses are covered by the employer and do not have to come out of the employee's income.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  506
  Small Feudal Manor
  Large Feudal Manor
  Shell Keep
  Castle
  Holding
  Home 
  Fief
  I
  II
  III
  IV
  V
  VI
  VII
  VII
  IX
  I
  II
  III
  IV
  V
  A
  SFMH(I)
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  B
  SFMH(II)
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  C
  SFMH(III)
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  D
  LFMH(IV)
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  E
  LFMH(IV)
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  F
  LFMH(IV)
  2
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  G
  LFMH(IV)
  3
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  H
  LFMH(IV)
  4
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  I
  LFMH(IV)
  5
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  J
  LFMH(IV)
  6
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  K
  LFMH(IV)
  7
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  L
  LFMH(IV)
  8
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  M
  LFMH(IV)
  8
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  N
  LFMH(IV)
  11
  2
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  O
   LFMH(IV)
  11
  3
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  P
  LFMH(IV)
  12
  5
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Q
  LFMH(IV)
  12
  6
  2
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  R
  SK(VII)
  12
  6
  2
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  S
  CAS (I)
  10
  6
  3
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  T
  CAS(II)
  12
  6
  3
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  U
  CAS(III)
  9
  6
  3
  -
  -
  -
  1
  1
  -
  -
  -
  -
  -
  -
  V
  CAS(IV)
  14
  6
  3
  -
  -
  -
  1
  1
  -
  -
  -
  -
  -
  -
  W
  CAS(V)
  10
  6
  3
  -
  -
  -
  1
  1
  1
  -
  -
  -
  -
  -
  X
  CAS(V)
  15
  6
  3
  -
  -
  -
  1
  1
  1
  -
  -
  -
  -
  -
  Y
  CAS(V)
  10
  6
  3
  -
  -
  -
  1
  1
  1
  1
  -
  -
  -
  -
  Z
  CAS(V)
  15
  6
  3
  -
  -
  -
  1
  1
  1
  1
  -
  -
  -
  -
  AA
  CAS(V)
  10
  6
  3
  -
  -
  -
  1
  1
  1
  1
  1
  -
  -
  -
  BB
  CAS(V)
  11
  6
  3
  1
  -
  -
  1
  1
  1
  1
  1
  -
  -
  -
  CC
  CAS(V)
  11
  6
  3
  1
  1
  -
  1
  1
  1
  1
  1
  -
  -
  -
  DD
  CAS(VI)
  16
  6
  3
  1
  1
  -
  1
  1
  1
  1
  1
  -
  -
  -
  EE
  CAS(VI)
  16
  7
  4
  1
  1
  -
  1
  1
  1
  1
  -
  1
  -
  -
  FF
  CAS(VII)
  17
  7
  4
  2
  1
  -
  1
  1
  1
  1
  -
  1
  -
  -
  GG
  CAS(VII)
  17
  7
  4
  2
  2
  -
  1
  1
  1
  -
  1
  1
  -
  -
  HH
  CAS(VIII)
  20
  9
  5
  2
  2
  -
  1
  1
  1
  -
  1
  -
  1
  -
  PR
  CAS(VIII)
  22
  10
  6
  3
  2
  2
  3
  2
  1
  1
  1
  1
  1
  1
  KG
  CAS(IX)
  36
  15
  10
  3
  2
  5
  2
  1
  1
  1
  1
  1
  1
  1
  Table - Feudal Holdings
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  507
  Small Fortified Manor
  Large Fortified Manor
  Shell Keeps
  Home Fief 
  I 
  II 
  III 
  IV 
  V 
  VI 
  VII 
  VIII 
  IX 
  Castles
  Base Area in sq mi.
  4
  8
  12
  18
  20
  24
  28
  32
  36
  40
  Able Population
  150
  300
  450
  600
  750
  900
  1,050
  1,200
  1,350
  1,500
  Total Population 
  200+ 
  400+ 
  600+ 
  800+ 
  1,000+ 
  1200+ 
  1,400+ 
  1,600+ 
  1,800+ 
  2,000+ 
  Knights
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Squires
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Liveried Horseman
  3
  6
  9
  12
  15
  18
  21
  24
  27
  30
  Serviens
  5
  10
  15
  20
  25
  30
  35
  40
  45
  50
  Retainers
  6
  12
  18
  24
  30
  36
  42
  48
  54
  60
  Yeoman Foot
  5
  10
  15
  20
  25
  30
  35
  40
  45
  50
  Yeoman Archers
  5
  10
  20
  25
  25
  30
  35
  40
  45
  50
  Peasants 
  14
  28
  42
  56
  70
  84
  98
  112
  126
  140
  Total Military
  40
  80
  125
  165
  200
  240
  280
  320
  360
  400
  Demesne acres
  160
  320
  480
  640
  800
  960
  1,120
  1,280
  1,440
  1,600
  Demesne Income1
  16,000
  32,000
  48,000
  64,000
  80,000
  96,000
  112,000
  128,000
  144,000
  160,000
  Income from Rents 1
  15,250
  30,500
  45,750
  61,000
  76,250
  91,500
  106,750
  122,000
  137,250
  152,500
  Household
  20
  33
  48
  64
  75
  90
  105
  120
  135
  150
  House Expenses1
  12,775
  21,079
  30,660
  40,880
  47,906
  57,488
  67,069
  76,650
  86,231
  95,813
  Royal Taxes1
  3,000
  6,000
  9,000
  12,000
  15,000
  18,000
  21,000
  24,000
  27,000
  30,000
  Rents to Overlord1
  3,000
  6,000
  9,000
  12,000
  15,000
  18,000
  21,000
  24,000
  27,000
  30,000
  Tithes1
  1,600
  3,200
  4,800
  6,400
  8,000
  9,600
  11,200
  12,800
  14,400
  16,000
  Lord’s Net Income1
  10,875
  26,221
  40,290
  53,720
  70,344
  84,412
  98,481
  112,550
  126,619
  140,687
  Monthly Income1 
  906
  2,185
  3,358
  4,477
  5,862
  7,034
  8,207
  9,379
  10,552
  11,724
  Military Service
      Horse
  5
  10
  15
  20
  25
  30
  35
  40
  45
  50
      Foot 
  10
  20
  30
  40
  50
  60
  70
  80
  90
  100
  1 Listed in Pennies based on a harvest yield of 100P per Acre
  Table - Home Fiefs
  Generating A Feudal Kingdom
  In Chivalry & Sorcery when creating characters 
  we described the basic size of holdings for 
  Nobles along with a reference number. That 
  reference number refers to the Fief descriptions 
  given in Table - Feudal Holdings.
  Many of the above holdings will be part of larger 
  fiefs, i.e. Holding A may represent many of the 
  SFMH (I) indicated in the other holdings. However, 
  in frontier areas an individual manor may be 
  regarded as independent as long as the knight 
  can hold the lands against his neighbours.
  Once a holding reaches 100 sq. miles of settled land 
  in size it can be regarded as an independent holding. 
  At this size it has sufficient land and population base 
  to support a large armed force making the demesne 
  self-sufficient. To use this table, simply check down 
  the left-hand side to find the code letter for the 
  holding of the character’s father. As you read across 
  the chart from left to right, you will see how many 
  smaller fiefs owe fealty. Each of these individual fiefs 
  should have their size randomly adjusted as follows:
  If the holding is to be regarded as a frontier or border 
  fief, multiply the area of each fief by 1D10. If the holding 
  is to regarded as an interior fief, i.e. friendly holdings 
  on all borders, multiply the area of each fief by ½ D10. 
  Table - Home Fiefs gives a brief description of 
  each type of fief, the base size of the manor, the 
  populace (always assume that each household 
  provides two able-bodied men for military service.
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  508
  Feudal Manors And Holdings
  Area: This represents the cultivatable land of the 
  holding, The amount of land that may actually be 
  utilized will be 50-70%. Petit sergeants will hold 60 to 
  90 acres of land, yeoman 30 acres and serfs 1 0 - 15 
  acres per family. The unused land may consist of woods, 
  ponds, streams etc. The actual holding may have 
  additional land initially unusable such as forest, the 
  amount of this land can be deemed to be equal to ½D10 
  x the area for an interior manor and 1D10 x the area for 
  a frontier manor (note that the population will not alter).
  Able Population: This represents the number of people 
  who are old enough and fit enough to work, fight, etc.
  Total Population: This includes the elderly and very young.
  Demesne (Acres): This is the farmlands, orchards 
  and vineyards etc. belonging to the lord. This is 
  worked by the serfs of the manor, who spend 3 
  days per week on the land as part of their rent.
  Household: The number of people resident in the manor 
  house or castle, which includes immediate family, armed 
  retainers, servants etc.. but not their dependants.
  Tithes: Amount of income payable to the church each year 
  SFMH (I)  
  Small Feudal Manor House (Type I)
  The standard fortified manor house is a homestead 
  usually surrounded by a moat. The buildings may be 
  constructed with local stone and stand two storeys 
  high, not counting an attic. Except for the main gate 
  and perhaps a pastern gate, all doors and windows 
  on ground level would open onto a courtyard roughly 
  30,000 sq. feet in size. The manor house itself, would be 
  40' x 25' and 35' to the roof peak. The total living area in 
  the manor house would be 2,670 sq. feet. The courtyard 
  would likely include a stable, a smithy and storage 
  sheds. The fortifications would consist of 10' high 
  palisades and a 10' x 10' tower gatehouse some 20' high.
  SFMH (II) 
  Small Feudal Manor House (Type Ii)
  The Type 2 standard fortified manor house is identical 
  to a Type 1 manor house with the exception that it 
  is surrounded by a 20’ wide and 20’ deep moat. The 
  gatehouse is usually reached by a wooden bridge or 
  a narrow earthen causeway. The manor house will be 
  slightly larger having a living area of 3,200 sq. feet.
  SFMH (III) 
  Small Feudal Manor House (Type III)
  A manor house (with an area of 4,500 sq. feet) that 
  has attached to it a square or round tower, approx 
  20' in diameter with walls some 3-4' thick, and stands 
  10-15' above the roof of the manor house. The 
  surrounding wall is now built of stone with wooden 
  walkways along the interior. There is no drawbridge 
  but provision is made to withdraw or dismantle a 
  section of bridge over the moat if the need arises.
  LFMH (IV) 
  Large Feudal Manor House (Type Jv)
  The large feudal manor house is a better fortified manor 
  held by a well-to-do knight. The house will have 25’ 
  high walls running some 500-900’ in length, which are 
  some 3-5’ thick. It will be 45’ high to the roof, this being 
  made up of 3 floors and an attic area. The size of the 
  manor house will range from 9,000 sq. feet to 10,000 
  sq. feet depending on the owner’s status. It will have a 
  modest stone gatehouse, and its fortifications may be 
  crenellated under licence from the King. The house will 
  have a tower attached which may be square or round 
  and may be some 40-50’ high , and with a width (or 
  diameter) of between 20’ to 40’. It will be surrounded 
  by a moat or dry ditch with access via a drawbridge or 
  removable bridge. The interior buildings will include 
  stables, a smithy and various storage sheds, along with 
  an integral well (usually within the manor house cellar).
  LFMH (V) 
  Large Feudal Manor House (Type V)
  To all intents and purposes this will be identical to a 
  LFMH (IV) with the exception that the walls will be 
  700-1,000’ long and the tower will be 50-70’ high with a 
  width (or diameter) of 30-40’. The manor  house will have 
  a total area of 11 ,000 sq. feet with the gatehouse how 
  supporting flanking towers, with possibly a portcullis. 
  LFMH (VI) 
  Large Feudal Manor House (Type VI)
  Again this will be basically the same as the LFMH (IV) 
  except that the walls will be some 800-1,200’ long, and 
  the tower will be between 50’ to 80’ high with a width 
  (or diameter) of 30-50’. The manor house will have 
  an area of 12,000 sq. feet and will have fortifications 
  on the outer wall. The gatehouse will have flanking 
  towers and at least one portcullis. The curtain wall will 
  now have flanking towers on the corners at least.
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  509
  SK (VII) 
  Shell Keep (Type VII)
  The shell keep developed from the motte and bailey 
  castle, which consisted of a ditch surrounding a 
  man-made mound created from the excavated 
  earth - the motte - upon which sat a timber tower 
  surrounded by a palisade. The bailey was attached to 
  the motte by a bridge or staircase and consisted of 
  a large area surrounded by a ditch (the earth being 
  used to made a rampart) which contained the living 
  quarters, stables, smithy etc. As the buildings were 
  replaced in stone, the tower became a basic keep.
  The tower will be 30’ high with 3 - 6’ thick walls and 
  will be about 30 - 40’ in diameter. This would usually 
  be built on a motte some 50’ above the bailey. The 
  bailey will be surrounded by 800 - 1,200’ of curtain 
  walls, 20 - 30’ high and 3 - 6’ thick, with walkways and 
  crenellated battlements. Within the bailey will be a 
  manor house identical to that for a LFMH (VI), with 
  similar other buildings. The gatehouse will be equally 
  fortified as that for a LFMH (VI) and would have wells for 
  both the bailey and the motte areas. In some cases the 
  bailey would be extended to surround the motte thus 
  ensuring that the motte was fully within the curtain 
  walls. The bailey yard would be roughly 300’ by 300’.
  SK (VIII) 
  Shell Keep (Type VIII)
  The Shell Keep (VIII) is more castle but keeping the 
  emphasis on that of a place of residence. The building 
  would be based upon an old motte (the bailey no longer 
  existing), the motte having been flattened somewhat 
  to give a larger area, approx 250’ by 300’ in size. 
  The motte would form the base of the structure 
  which would consist of a curtain wall surrounding 
  the motte, some 800-1,000’ long being 35’ to 45’ high 
  and 3-6’ thick at the top. The base of the wall would 
  be strengthened from the inside by the packed 
  earth of the motte and would also be twice the 
  thickness of the top. The main buildings of the keep 
  consisting of a manor house in keeping with a LFMH 
  (VI) and others would be built against the interior of 
  the curtain wall. The curtain wall would also have a 
  stone gatehouse and possibly flanking towers, with 
  access probably by a staircase. In some cases the 
  whole would be surrounded by a moat or ditch.
  SK (IX) 
  Shell Keep (Type IX)
  Constructed in a similar way to a Shell Keep (VIII), the 
  main difference is the manor house disappears and 
  the courtyard is filled with a true Keep or Donjon. The 
  keep would be 30’ to 50’ high with a width (or diameter) 
  of 40-50’ and walls 5-8’ thick, and provides the main 
  residence. The yard would be 325’ by 325’ in size.
  CAS - CASTLE 
  (Types I - IX)
  Castle fief data is the same for all types of castles, the 
  castle type refers to the defensive fortifications of the 
  castle. A basic description of the various types follows.
  Type I
  Identical to a Shell Keep (VII) but with walls now 30-40’ 
  high, a stronger gatehouse and a larger keep. The keep 
  now being some 30-50’ high with a width (or diameter) 
  of 40-50’ and walls 5-8’ thick, and providing a secondary 
  residence, the manor house remaining in the bailey. The 
  motte may be within the bailey or be surrounded by its 
  own moat, being connected to the bailey by a bridge.
  Type II
  Identical to a Shell Keep (VIII) but with walls 40-60’ 
  high with archery loopholes and with the facility 
  to carry hoardings. The manor house will be 50% 
  greater in size and will have an attached great hall. 
  The gatehouse will be perhaps 30’ square and tops 
  the curtain walls by an additional 10’. It is possible that 
  as part of the moat there may also be additional out-
  workings to protect the approach to the gatehouse.
  Type III
  Identical to a Shell Keep (IX) but with walls 40-60’ 
  high with archery loopholes and with the facility 
  to carry hoardings. The keep will be a square tower 
  some 50-60’ square and 50-70’ high, the walls will 
  be 10-12’ thick with the base being reinforced with 
  plinths. The courtyard will be at least 300’ by 300’ in 
  size. The gatehouse will be perhaps 30’ square and 
  tops the curtain walls by 10’. It is possible that as part 
  of the moat there may also be further additional 
  outworking to protect the approach to the gatehouse.
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  510
  Type IV
  Similar to a Castle (Ill) the keep now standing 60-80’ 
  high and 60-70’ square with walls up to 15’ thick. 
  The curtain wall which surrounds the whole of the 
  keep will be 1,200-2,000’ long, 30-40’ high and 5-9’ 
  thick. The gatehouse will consists of a 10’ by 10’ gate 
  with flanking towers 25-35’ in diameter. There will be 
  numerous square flanking towers and/or bastions 
  with 6-9’ thick walls and with a diameter of 20-40’. 
  There may be a moat or ditch surrounding the curtain 
  wall. The manor yard will be 400’ by 400’ in size.
  Type V
  Identical to the Castle (IV) except that the keep will 
  be 60-90’ square and be 60-90’ high. The curtain 
  walls will be 1,500-3,500’ long and 30-40’ high. In 
  addition to the other outbuildings the Lord has a 
  main residence within the courtyard consisting of a 
  manor house having three floors, 4,500 sq. feet per 
  floor , which would include a chapel. There may be a 
  great hall attached or within the manor house itself.
  Type VI
  Castle (VI) is still laid out in the motte and bailey 
  pattern, i.e. the inner bailey and the outer bailey. The 
  main features being either an angular keep some 
  70-100’ square and 80-100’ high, or a cylindrical tower 
  some 60-90’ in diameter and 60-75’ high. Curtain 
  walls will be 2,000-3,500’ long and 30-40’ high with 
  numerous drum towers and flanking towers would be 
  rounded rather than angular. In addition to the main 
  gatehouse there would also be a second gatehouse 
  into the inner bailey with smaller flanking towers.
  Type VII
  Still laid out as for a Castle (VI) the only difference being 
  the sheer size of the fortifications. The curtain walls 
  being at least 2,000’ long, the gatehouse probably 
  consisting of 4 drum towers surrounding the gatehouse. 
  The curtain walls will be 30-60’ high and up to 20’ thick. 
  The manor house can be considerably larger and of 
  very fine quality. It will contain a large great hall and 
  chapel. There will be a great number of outbuildings 
  which will house stables, smithy and barracks.
  Type VIII
  A Castle (VIII) can be one of two different forms. The 
  first being a more extensive version of a Castle (VII), 
  some examples of this being Krak de Chevalier in 
  the Holy Land, Chateau Galliard in France or Dover 
  Castle in England. Secondly, it can represent the 
  latest in castle design with formidable fortifications. 
  A gatehouse of great strength dominating the castle 
  with the walls varying from 1,500’ to 5,000’ long with 
  massive towers and bastions. Outer defences would 
  also be extensive with further barbicans, moats and 
  other earth works. Examples of these are Beaumaris 
  on Anglesey (Wales) and Harlech in Wales.
  Type IX
  The last castle type is the stronghold of a sovereign 
  prince or king. A substantial Castle (VIII) either on 
  an older or newer design. Such a castle may be 
  the strongest in the realm . Examples of these are 
  Caernarfon in Wales and Kenilworth in England.
  The Fief Of William Fitzansculf
  Held Directly From  
  King William The Conqueror
  The following is a representation of the holdings of the 
  Baron of Dudley in Worcestershire at the very beginning 
  of the Norman Period in England. This information 
  has been compiled by comparing the Domesday 
  Book with the proceeding information on fiefs.
  William FitzAnsculf was the son of the Sheriff 
  of Buckinghamshire and came from Pickeny in 
  Normandy. William was a powerful baron and 
  also had many other holdings in a total of 12 
  counties in the Midlands and West of England.
  The heart of all his holdings is Dudelei, where he held 
  court. The following represents only his holdings in the 
  Shire of Worcester, effectively his castle manor and two 
  SFMH 1. The fief is as it was in the Year of Our Lord 1086.
  A rough measurement of the size of the actual Dudley 
  estate at this time, as described in the Domesday Book, 
  yields approximately 12 square miles (about 8000 
  acres) of cultivated land and approximately 6 square 
  miles of unused and waste land (about 3840 acres).
  Baron William had the further advantage of directly 
  holding over 15 square miles (about 9840 acres) 
  of prime woodland, ideal for hunting and timber 
  cutting. He also had the option to develop a further 
  4,440 acres (7 square miles) of woodland, currently 
  unused, which could be cultivated once more 
  manpower became available. This amounted to 40 
  sq. miles, which (coincidentally) fits the standardised 
  Chivalry & Sorcery figures for a Castle holding.
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  511
  Doomsday Book Settlement (Modern Name)
   
  Dudelei 
  Dudley
  Escelei 
  Selly Oak
  Nordfeld 
  Northfield
  Franchelie 
  Frankley
  Welingwic 
  Willingwick
  Werwelie 
  Warley
  Cercehalle 
  Churchill
  Hageleia 
  Hagley
  Cradeleie 
  Cradely
  Belintones 
  Bellington
  Lord 
  Fistzansculf
  Lord 
  Fitzansculf
  Lord 
  Fitzansculf
  Bailiff 
  Baldwin
  Reeve 
  Baldwin
  Bailiff 
  Alfheim
  Bailiff 
  Walter
  Bailiff 
  Roger
  Baliff 
  Payne
  Wasteland
  Base Area in Acres
  7,500
  2,280
  8,040
  1,740
  360
  1,3320
  720
  1,800
  1,080
  760
  Able Population
  130
  110
  290
  90
  20
  105
  20
  150
  145
  0
  Total Population 
  160+
  130+
  320+
  105+
  25+
  125+
  23+
  175+
  170+
  0
  Knights
  3
  1
  1
  1
  0
  1
  1
  1
  1
  0
  Squires
  3
  1
  1
  1
  0
  1
  1
  1
  1
  0
  Liveried Horsemen
  10
  3
  5
  3
  0
  3
  2
  3
  1
  0
  Guards
  20
  6
  8
  5
  0
  5
  6
  5
  5
  0
  Yeoman Foot
  3
  2
  7
  0
  1
  2
  0
  5
  4
  0
  Yeoman Archers
  3
  2
  7
  0
  1
  2
  0
  5
  4
  0
  Peasants - Villeins 
  20
  18
  32
  18
  2
  16
  0
  20
  22
  0
  Peasant Cotters
  0
  0
  12
  0
  0
  0
  0
  0
  0
  0
  Total Military
  59
  33
  73
  28
  4
  30
  10
  40
  38
  0
  Value of Land1
  720
  720
  1,200
  360
  36
  120
  96
  600
  288
  4
  Cultivated land
  1,320
  540
  1,680
  720
  60
  660
  120
  720
  840
  0
  Woodland
  5,760
  1,440
  5,760
  720
  0
  0
  0
  120
  0
  160
  Unused or Waste
  420
  300
  600
  300
  300
  120
  600
  960
  240
  600
  Tenant Land
  1,200
  480
  1,560
  600
  60
  540
  0
  600
  840
  0
  Demesne acres
  120
  60
  120
  120
  0
  120
  120
  120
  0
  0
  Demesne Income1
  5,760
  2,880
  5,760
  5,760
  0
  5,760
  5,760
  5,760
  0
  0
  Income from Rents 1
  14,928
  5,976
  19,416
  7,536
  576
  6,720
  0
  6,720
  10,464
  0
  Additional Residents
  Priest
  0
  0
  1
  0
  0
  0
  0
  1
  0
  0
  Smith
  1
  0
  0
  0
  0
  0
  0
  0
  0
  0
  Slaves
  2 Male
  0
  2 Male 
  1 Female
  0
  0
  2 Male
  0
  2 Male
  0
  0
  1 Listed in Pennies
  Total FitzAnsculf Holding in Worcestershire: 52 square 
  miles 1 x Castle = 40 sq. miles (modifier of 1 on a ½ 
  D10 roll) 1 x SFMH1 = 8 sq. miles (modifier of 2 on a 
  ½ D10 roll) 1 x SFMH1 = 4 sq. miles (modifier of 1 on 
  a ½ D10 roll) The site of the castle itself was especially 
  advantageous. A high, steep sloped limestone hill gave 
  a commanding view of the entire countryside around 
  it. Complete with a Norman tower on a motte, one of 
  the first stone structures of its type built in England 
  after the Norman Conquest, Dudley Castle was virtually 
  unassailable by direct assault even in its earliest days!
  The Dudley Manors
  It should be noted that the population has been 
  adjusted slightly downwards from the standard 
  Chivalry & Sorcery. At this time there were no Petit 
  Sergeants and, in the immediate period following 
  the invasion, the area was somewhat depopulated. 
  There has also been some alteration of the Demesne 
  area, which was never fixed in stone. (The tables as 
  given earlier are for guidance and quick campaign 
  design.) The military strength is based on each 
  household (approx. 9-10 people) providing two men 
  of military age. It can be seen that the many manors 
  provide the income to maintain the castle manor.
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  512
  Magick
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  513
  In addition, William had two vassals in Worcester, to 
  whom he had subinfeudated a portion of his lands. 
  These lands were not under his direct control but Sir 
  Robert and Sir Arcad did him homage and fealty, so 
  they owe him feudal service and rents in return for the 
  right to hold and draw sustenance from their holdings. 
  These holdings are detailed below. It might be noted 
  that Sir Acard was himself quite well off, financially, his 
  holding and the presence of a mill giving him sufficient 
  revenues to enable him to act as patron to two churches 
  within his fief. Though Sir Robert’s holding was smaller, 
  he was also quite comfortable, for his having a salt 
  house provided him with substantial revenues. (Salt was 
  a relatively precious commodity in the Middle Ages.)
  Doomsday Book Settlement (Modern Name)
   
  Escelei 
  Selly Oak
  Bell
  Swinford
  Pedmore
  Sir 
  Robert
  Sir 
  Robert
  Sir 
  Acard
  Sir  
  Acard
  Base Area in Acres
  1,800
  960
  2,540
  2,580
  Able Population
  75
  115
  160
  155
  Total Population 
  90+
  130+
  190+
  180+
  Knights
  1
  0
  1
  0
  Squires
  1
  0
  1
  0
  Liveried Horsemen
  2
  1
  2
  1
  Guards
  4
  2
  3
  3
  Yeoman Foot
  3
  7
  5
  3
  Yeoman Archers
  3
  7
  5
  3
  Peasants - Villeins 
  4
  8
  22
  20
  Peasant Cotters
  4
  0
  0
  6
  Total Military
  22
  25
  39
  36
  Value of Land1
  180
  180
  720
  600
  Cultivated land
  360
  600
  960
  780
  Woodland
  1,440
  0
  1,440
  1,440
  Unused or Waste
  0
  360
  140
  360
  Tenant Land
  240
  480
  840
  660
  Demesne acres
  120
  120
  120
  120
  Demesne Income1
  5,760
  5,700
  5,760
  5,760
  Income from Rents 1
  2,976
  5,976
  10,464
  8,208
  Additional Residents
  Priest
  0
  0
  1
  1
  Smith
  0
  0
  0
  0
  Slaves
  0
  2 Male
  2 Male
  0
  1 Listed in Pennies
  Selly Oak, had 2 cotters who are ploughmen
  Bell, has a Salthouse
  Swinford Posses a Mill
  Non-player Characters
  Otherwise known as NPC’s
  In previous editions of Chivalry & Sorcery calculating 
  the skills of Non Player Characters (NPCs) was tricky 
  with variables involved. It became simpler as the 
  formulae involved were less complex and the skill 
  system was the same right across the game so 
  that the vast tables of previous editions should be 
  unnecessary, if we allow for a certain amount of 
  generalised fudging of the numbers. Instead we 
  present the basic information which can be expanded 
  upon to give the bare bones of an NPC at any level. 
  The basic information is provided for a character 
  created with the Historic system. Adjustments are 
  made if you are running a Heroic Campaign or if your 
  NPC is exceptional or superior, giving some variety for 
  characters supposedly based on the same numbers.
  Remember all character's have five Mastery skills, 
  from amongst the Vocational or Background skills, 
  whether from upbringing or Astrological influences. 
  The reference for ‘Vocational non-Mastery’ also applies 
  to Secondary Vocational skills that are Mastered.
  Heroic characters are taller than Historical ones and 
  as such are heavier and can absorb more damage 
  to the body. In addition a Heroic character receives 
  a +4% bonus to the PSF% of all skills and +2% to all 
  AR rolls to reflect the larger number of points that a 
  Heroic character receives to assign to characteristics.
  As presented, character's are within the average 
  range for their type, but there are people who are 
  above or below average. Thus the information for 
  the average character information can be adjusted 
  for Inferior, Superior and Exceptional characters.
  Inferior Characters are square pegs in round holes, 
  bakers forced to be soldiers, knights who would have 
  made better Priests. Inferior characters have -2% 
  to their PSF% in all skills and -2% to all AR rolls.
  Superior Characters are those somewhat above the norm 
  and they are well suited to their vocations. They gain 
  +2% to the PSF% of all skills and +2% to all AR rolls
  Exceptional Characters are not only well suited 
  to their vocation, but they are physically and 
  mentally gifted well above the norm, they also 
  +4% to PSF% and +4% to all AR rolls.
  Figures are cumulative, so that an Exceptional Heroic NPC 
  would receive +8% to PSF¾ and +6% to all AR rolls.
  The reference for "Vocational non-Mastery” also applies 
  to Secondary Vocational skills that are Mastered. 
  Human characters might be Werecreatures. If 
  they are then use Table - Werecreatures listed 
  in the Bestiary to find the modifiers to adjust 
  the characteristics of their human selves.
  Type of Were 
  BP 
  FP 
  PSF%1
  Bear 
  +4 
  +3 
  +2%
  Boar 
  +3 
  +2 
  +0%
  Rat 
  +0 
  +0 
  +2%
  Wolf 
  +2 
  +1 
  +4%
  1Bonus applicable to physical skills only.
  Table - Werecreatures
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  514
  Guards
  Attributes
  DEX 
  12 
  66% 
  INT 
  10 
  58%
  Height 
  5’ 8”
  APP 
  10 
  58% 
  SPR 
  10 
  58%
  Weight 
  172
  BV 
  10 
  58% 
  STR 
  13 
  70% 
  BP 
  39
  CON 
  13
  70% 
  WIS 
  10 
  58% 
  FP 
  26
  DIS 
  11 
  62%
  The figures above are for a historical campaign. For 
  an heroic campaign the following are amended to:
  Height = 6' 1" Weight= 201 lbs BP= 41 points
  For Guards for every three full levels above 1st 
  Level add +1 to Body Points and Fatigue Points 
  due to investment in Endurance and Conditioning 
  skills until 7th Level is reached. After that they gain 
  +1 per 2 levels until 13th Level. From Level 14 on 
  the Guards gains +1 per level until Level 16 
  Heroic Guards gain +1 Body plus 2 
  per 5 levels and +1 Fatigue
  Mythical Guards gain +2 Body plus 2 
  per 4 levels and +2 Fatigue
  Skills
  Type 
  PSF% 
  Level 
  Per level of  
  Experience Over 1
  Vocational 
  Mastery 
  29%
  2
  + 1 skill level per level
  Vocational  
  non - 
  Mastery 
  13%
  1
  +1 skill level per 2 
  levels until Level 5 and 
  thereafter per level
  Secondary 
  2%
  0
  +1 skill level per 2 
  levels until Level 7 and 
  thereafter per level
  Tertiary
  -10%
  0
  +1 skill level per 2 
  levels until Level 9 and 
  thereafter per level
  Dodge  
  (BCS 60%) 
  3%
  1
  +1 skill level per 2 
  levels until Level 7 and 
  thereafter per level
  Stamina  
  (BCS 40%) 
  2%
  0
  +1 skill level per 2 levels
  Willpower  
  (BCS 40%) 
  0%
  0
  +1 skill level per two levels
  Alertness  
  (BCS 05%)
  -
  0
  +1 skill level per three levels
  All Guards also gain + 3% to PSF% per level.
  Servien
  Attributes
  DEX 
  15 
  76% 
  INT 
  10 
  58%
  Height 
  5’ 8”
  APP 
  10 
  58% 
  SPR 
  10 
  58%
  Weight 
  172
  BV 
  10 
  58% 
  STR 
  15 
  76% 
  BP 
  42
  CON 
  15
  76% 
  WIS 
  10 
  58% 
  FP 
  30
  DIS 
  14 
  73%
  The figures above are for an historical campaign. For 
  a heroic campaign the following are amended to:
  Height = 6' 1" Weight = 201 lbs BP= 43 points
  For a Serviens for every three full levels above 1st 
  Level add +1 to Body Points and Fatigue Points due to 
  investment in Endurance and Stamina skills until 7th 
  Level is reached. After that they gain +1 per 2 levels.
  Heroic Serviens gain +1 Body plus 2 
  per 5 levels and +1 Fatigue. 
  Mythical Serviens gain +2 Body plus 
  2 per 4 levels and +2 Fatigue.
  All Serviens also gain + 3% to PSF% per level.
  Skills
  Type 
  PSF% 
  Level 
  Per level of  
  Experience Over 1
  Vocational 
  Mastery 
  32%
  2
  + 1 skill level per level
  Vocational  
  non - 
  Mastery 
  16%
  1
  +1 skill level per 2 
  levels until Level 7 and 
  thereafter per level
  Secondary 
  4%
  0
  +1 skill level per 2 
  levels until Level 7 and 
  thereafter per level
  Tertiary
  -8%
  0
  +1 skill level per 2 
  levels until Level 9 and 
  thereafter per level
  Dodge  
  (BCS 60%) 
  5%
  1
  +1 skill level per 2 
  levels until Level 7 and 
  thereafter per level
  Stamina  
  (BCS 40%) 
  6%
  0
  +1 skill level per level
  Willpower  
  (BCS 40%) 
  4%
  0
  +1 skill level per two levels
  Alertness  
  (BCS 05%)
  -
  0
  +1 skill level per three levels
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  515
  Knights
  Foresters
  Attributes
  DEX 
  15 
  76% 
  INT 
  10 
  58%
  Height 
  5’ 9”
  APP 
  10 
  58% 
  SPR 
  10 
  58%
  Weight 
  178
  BV 
  10 
  58% 
  STR 
  15 
  76% 
  BP 
  45
  CON 
  16
  79% 
  WIS 
  10 
  58% 
  FP 
  31
  DIS 
  15 
  76%
  Attributes
  DEX 
  17 
  82% 
  INT 
  12 
  66%
  Height 
  5’ 8”
  APP 
  10 
  58% 
  SPR 
  10 
  58%
  Weight 
  158
  BV 
  10 
  58% 
  STR 
  15 
  76% 
  BP 
  42
  CON 
  15
  76% 
  WIS 
  10 
  58% 
  FP 
  30
  DIS 
  11 
  62%
  The figures above are for a n historical campaign. For 
  a heroic campaign the following are amended to:
  Height = 6’ 2” Weight = 207 lbs BP = 46 points
  For a Knight for every two full levels above 1st 
  Level to 6th Level add +1 to Body Points and 
  Fatigue Points due to investment in Endurance 
  and Stamina skills. For each level above 6th 
  Level add +1 to Body and Fatigue per level.
  Heroic Knights gain +1 Body plus 2 
  per 4 levels and +1 Fatigue.
  Mythical Knights gain +2 Body plus 
  2 per 3 levels and +2 Fatigue.
  The figures above are for an historical campaign. For 
  a heroic campaign the following are amended to:
  Height= 6’ 1” Weight= 184 lbs BP = 44 points
  For a Forester for every three full levels above 1st 
  Level add +1 to Body Points and Fatigue Points due 
  to investment in Endurance and Stamina skills
  Heroic Foresters gain +1 Body plus 2 
  per 4 levels and +1 Fatigue.
  Mythical Foresters gain +2 Body plus 
  2 per 3 levels and +2 Fatigue.
  All Knights also gain + 3% to PSF% per level.
  Skills
  Type 
  PSF% 
  Level 
  Per level of  
  Experience Over 1
  Vocational 
  Mastery 
  32%
  2
  + 1 skill level per level
  Vocational  
  non - 
  Mastery 
  16%
  1
  +1 skill level per 2 
  levels until Level 5 and 
  thereafter per level
  Secondary 
  4%
  0
  +1 skill level per 2 
  levels until Level 5 and 
  thereafter per level
  Tertiary
  -8%
  0
  +1 skill level per 2 
  levels until Level 7 and 
  thereafter per level
  Dodge  
  (BCS 60%) 
  5%
  1
  +1 skill level per 2 
  levels until Level 5 and 
  thereafter per level
  Stamina  
  (BCS 40%) 
  6%
  0
  +1 skill level per level
  Willpower  
  (BCS 40%) 
  4%
  0
  +1 skill level per two levels
  Alertness  
  (BCS 05%)
  -
  0
  +1 skill level per three levels
  All Foresters also gain + 3% to PSF% per level.
  Skills
  Type 
  PSF% 
  Level 
  Per level of  
  Experience Over 1
  Vocational 
  Mastery 
  34%
  2
  + 1 skill level per level
  Vocational  
  non - 
  Mastery 
  19%
  1
  +1 skill level per 2 
  levels until Level 5 and 
  thereafter per level
  Secondary 
  0%
  0
  +1 skill level per 2 
  levels until Level 7 and 
  thereafter per level
  Tertiary
  -8%
  0
  +1 skill level per 2 
  levels until Level 9 and 
  thereafter per level
  Dodge  
  (BCS 60%) 
  5%
  1
  +1 skill level per 2 
  levels until Level 5 and 
  thereafter per level
  Stamina  
  (BCS 40%) 
  6%
  0
  +1 skill level per level
  Willpower  
  (BCS 40%) 
  4%
  0
  +1 skill level per two levels
  Alertness  
  (BCS 05%)
  -
  0
  +1 skill level per three levels
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  516
  Thieves
  Attributes
  DEX 
  17 
  82% 
  INT 
  13
  70%
  Height 
  5’ 8”
  APP 
  9 
  54% 
  SPR 
  10 
  58%
  Weight 
  150
  BV 
  10
  58% 
  STR 
  11 
  62% 
  BP 
  35
  CON 
  10
  58% 
  WIS 
  10 
  58% 
  FP 
  21
  DIS 
  9
  54%
  The figures above are for an historical campaign. For 
  a heroic campaign the following are amended to:
  Height = 6' 1" Weight = 175 lbs BP= 36 points
  For a thief for every four full levels above 1st Level 
  add +1 to Body Points and Fatigue Points due to 
  investment in Endurance and Stamina skills until 9th 
  Level is reached. After that they gain +1 per 3 levels.
  Heroic Thieves gain +1 Body plus 2 
  per 6 levels and +1 Fatigue. 
  Mythical Thief gains +2 Body plus 2 
  per 5 levels and +2 Fatigue.
  All Thieves also gain + 3% to PSF% per level.
  Skills
  Type 
  PSF% 
  Level 
  Per level of  
  Experience Over 1
  Vocational 
  Mastery 
  32%
  2
  + 1 skill level per level
  Vocational  
  non - 
  Mastery 
  17%
  1
  +1 skill level per 2 
  levels until Level 5 and 
  thereafter per level
  Secondary 
  2%
  0
  +1 skill level per 2 
  levels until Level 7 and 
  thereafter per level
  Tertiary
  -8%
  0
  +1 skill level per 2 
  levels until Level 9 and 
  thereafter per level
  Dodge  
  (BCS 60%) 
  7%
  1
  +1 skill level per 2 
  levels until Level 7 and 
  thereafter per level
  Stamina  
  (BCS 40%) 
  0%
  0
  +1 skill level per level
  Willpower  
  (BCS 40%) 
  0%
  0
  +1 skill level per two levels
  Alertness  
  (BCS 05%)
  -
  0
  +1 skill level per three levels
  Priest
  Attributes
  DEX 
  10 
  58% 
  INT 
  13 
  70%
  Height 
  5’ 8”
  APP 
  9 
  54% 
  SPR 
  15 
  76%
  Weight 
  150
  BV 
  12 
  66% 
  STR 
  11 
  62% 
  BP 
  35
  CON 
  10
  58% 
  WIS 
  13 
  70% 
  FP 
  23
  DIS 
  13 
  70%
  The figures above are for an historical campaign. For 
  a heroic campaign the following are amended to:
  Height = 6' 1" Weight = 175 lbs BP= 36 points
  For a Priest for every three full levels above 1st Level 
  add +1 to Body Points and Fatigue Points due to 
  investment in Endurance and Stamina skills.
  Heroic Priests gain +1 Body plus 2 
  per 6 levels and +1 Fatigue. 
  Mythical Priests gain +2 Body plus 2 
  per 5 levels and +2 Fatigue.
  All Priests also gain + 3% to PSF% per level.
  Skills
  Type 
  PSF% 
  Level 
  Per level of  
  Experience Over 1
  Vocational 
  Mastery 
  30%
  2
  + 1 skill level per level
  Vocational  
  non - 
  Mastery 
  15%
  1
  +1 skill level per 2 
  levels until Level 5 and 
  thereafter per level
  Secondary 
  2%
  0
  +1 skill level per 2 
  levels until Level 7 and 
  thereafter per level
  Tertiary
  -6%
  0
  +1 skill level per 2 
  levels until Level 9 and 
  thereafter per level
  Dodge 
  (BCS 60%) 
  0%
  1
  +1 skill level per 2 
  levels until Level 7 and 
  thereafter per level
  Stamina  
  (BCS 40%) 
  0%
  0
  +1 skill level per level
  Willpower  
  (BCS 40%) 
  0%
  0
  +1 skill level per two levels
  Alertness  
  (BCS 05%)
  -
  0
  +1 skill level per three levels
  Faith 
  (Base PFF)
  14%
  2
  +1 Faith level per level 
  until level 6 thereafter +2 
  faith levels per level
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  517
  Mage
  Attributes
  DEX 
  13 
  70% 
  INT 
  17 
  82%
  Height 
  5’ 8”
  APP 
  9 
  54% 
  SPR 
  10 
  58%
  Weight 
  150
  BV 
  13 
  70% 
  STR 
  11 
  62% 
  BP 
  35
  CON 
  10
  58% 
  WIS 
  13 
  70% 
  FP 
  23
  DIS 
  13 
  70%
  The figures above are for an historical campaign. For 
  a heroic campaign the following are amended to:
  Height = 6' 1" Weight = 175 lbs BP= 36 points
  For a Mage for every three full levels above 1st Level add 
  +1 to Body Points and Fatigue Points due to investment 
  in Endurance and Stamina skills until level 16 is reached
  Heroic Mages gain +2 to their PMF
  Inferior Mages lose -10 to their PMF and -1 ML
  Superior Mages gain +1 Body plus 2 per 6 
  levels, +1 Fatigue, +4 to PMF and +1 ML.
  Mythical Mages gain +2 Body plus 2 per 5 
  levels, +2 Fatigue, +8 to PMF and +2 ML.
  All Mages also gain + 3% to PSF% per level.
  Skills
  Type 
  PSF% 
  Level 
  Per level of  
  Experience Over 1
  Vocational 
  Mastery 
  30%
  2
  + 1 skill level per level
  Vocational  
  non - 
  Mastery 
  15%
  1
  +1 skill level per 2 
  levels until Level 5 and 
  thereafter per level
  Secondary 
  2%
  0
  +1 skill level per 2 
  levels until Level 7 and 
  thereafter per level
  Tertiary
  -6%
  0
  +1 skill level per 2 
  levels until Level 9 and 
  thereafter per level
  Dodge  
  (BCS 60%) 
  0%
  1
  +1 skill level per 2 
  levels until Level 7 and 
  thereafter per level
  Stamina  
  (BCS 40%) 
  0%
  0
  +1 skill level per level
  Willpower  
  (BCS 40%) 
  0%
  0
  +1 skill level per two levels
  Alertness  
  (BCS 05%)
  -
  0
  +1 skill level per three levels
  The PMF (Personal Magick Factor) determines the 
  Mages Magick Level (ML) which affects his ability to 
  enchant materials and learn and cast spells. All Mages 
  have Base PMF 56 and ML 2 and each Mode of Magick 
  level equals +3 to PMF. For every additional level add 
  2 to PMF and consult Table NPC Mages Base PMF.
  Table - NPC Mages Base PMF.
  An NPC Mage has a certain amount of spells to 
  hand. The spells are bought using the MR factors 
  as if they were points and this formula.
  Number of MRs to spend = N x ML
  Where: ML is the Magick Level and N is a modifier, 
  which is 8 for an average mage. Subtract 2 If the 
  mage is inferior, add 1 if you are using the Heroic 
  scale, add 2 if the mage is superior and 3 if the mage 
  is exceptional. No spell can be bought that has more 
  than 2 MRs higher than the current ML of the mage. 
  Spells that are 1 MR higher than the Mages ML cost 
  double the MR and spells that are 2 MRs higher cost 
  triple points. So a ML 3 mage who is on the Heroic scale 
  gains (3 x 9) = 27 MRs worth of spells. If he wanted 
  to buy a MR 4 spell it would cost him 8 points.
  PMF 
  ML 
  PMF 
  ML 
  PMF 
  ML
  51 or less 
  1 
  80 - 86 
  6 
  115 - 121 
  11
  52 - 58 
  2 
  87 - 93 
  7 
  122 - 128 
  12
  59 - 65 
  3 
  94 - 100 
  8 
  129 - 135 
  13
  66 - 72 
  4 
  101 - 107 
  9 
  136 - 142 
  14
  73 - 79 
  5 
  108 - 114 
  10 
  143 - 149 
  15
  Note: For every additional +7 added to PMF 
  above 149, increase the mage’s ML by +1.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  518
  Non Human  
  Character Generation
  Within this chapter we present the basic rules 
  for generating non-human characters for your 
  Chivalry & Sorcery campaign. These include 
  extracts from the previously published Dwarves and 
  Elves Companions, which should be used for more 
  detailed character generation. All of the Character 
  races presented here are optional and should only 
  be used with the Gamemasters permission.
  Dwarves
  Dwarves are very similar to Humans with the 
  most notable difference being their height. 
  However, even though they are relatively short, 
  they are remarkably sturdy and strong.
  They may buy CON up to 25, the first 
  18 levels cost 1 point each.
  Levels 19 to 22 cost 2 points each and 
  levels 23 to 25 cost 3 points each.
  They may buy their BV and APP to level 15 (the 
  maximum for Dwarves), the first 10 levels costing 1 
  point each, then levels 11 to 15 cost 2 points each.
  Dwarves require a minimum STR of 
  12 and minimum CON of 14.
  Character generation follows the standard procedure 
  as laid down in the main Chivalry & Sorcery 
  rules, with minor changes as noted below. 
  Due to their heritage as ‘Farmers of the Earth’, all 
  Dwarves learn Geological Lore at +10 PSF%. All Dwarves 
  including those whose families work above ground, are 
  experts in identifying mineral seams. Although they 
  feel at home under the earth, Dwarves do not receive 
  the abilities to determine depth, direction, etc. when 
  underground until they reach Level 5 in Geological Lore
  Lore.
  All Clan and Outcast Dwarves receive Written 
  Language {Dwarven), Geological Lore, Counting, 
  one Craft or Metalworking skill, and one Combat 
  skill at Basic Knowledge. All minor nobles 
  receive Leadership and Konung receive both 
  Leadership and Diplomacy & Politics, These are 
  in addition to the standard Clan Dwarf skills.
  Social Structure
  The heart of the Dwarven social structure is 
  the clan. Each clan comprises of a number of 
  individual families, ranging from a mere handful 
  up to a dozen or more, ruled by a konung 
  {literally ‘great chieftain’, plural konungtJ. The 
  power of the clans is determined by ancestral 
  achievements and also by  the amount of 
  mineral resources they currently control. 
  Outcasts are those Dwarves cast out from 
  their clans, never to return on pain of 
  death. Outcasts are the most common 
  Dwarf found working with humans.
  Clan Dwarves form the bulk of Dwarven society, 
  effectively forming a Yeoman class but tied to 
  their Konung through ancestral oaths. The Nobility 
  consists of two classes, those directly related to the 
  Konung and those more distantly related. Distant 
  cousins are referred to as Thanes and those with 
  close blood ties are known as Jarls. They base their 
  position in society on the number of mines which 
  they own, different mines conveying different social 
  levels. Thanes are also expected to lead warriors 
  in battle and collect the taxes for their Jarl.
  1d100%
  Father’s Status
  Point Cost
  01-02
  Outcast
  +15
  03-90
  Clan Dwarf
  0
  91-95
  Thane  
  (Cousin of King)
  -10
  96-99
  Jarl  
  (Brother of King)
  -15
  100
  Konung  
  (King)
  -30
  Table - Dwarves Social Class
  Type of 
  Dwarf
  Height 
  Dice
  Range of 
  Height 
  Factor 
  Average 
  PC 
  Height 
  Build 
  Die 
  Range 
  of Build 
  Factors
  Average 
  PC Build
  Clan / Outcast
  Male 
  1D10+46 
  47 - 56
  52”
  1D10+5 
  06 - 15 
  10 = Massive
  Female
  1D10+41 
  42 - 51 
  47” 
  1D10+2 
  03 - 12 
  7 = Heavy
  Nobles / Royalty
  Male 
  1D10+49 
  50 - 59
  55” 
  1D10+7 
  03 - 17 
  12 = Massive
  Female 
  1D10+44 
  45 - 54 
  50”
  1D10+5 
  06 - 15 
  10 = Massive
  Table - Dwarves Height and Build
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  519
  1d100% 
  Father’s Vocation 
  PC’s Starting Skill Social (Basic Knowledge) 
  Status'
  01 - 19
  Castle Blacksmith 
  Blacksmithing + Mace Combat
  10
  20 - 27
  Castle Armourer 
  Blacksmilhlng, Weaponsmithing + 2 Combat Skills
  15
  28 - 37
  Village Blacksmith
  Blacksmithing + Mace Combat
  12
  38 - 46
  Stonemason
  Masonry
  10
  47 - 60
  Foundryman
  Smelting + Endurance
  09
  61 - 96
  Minor Craftsman
  Bargaining + 1 Appropriate Craft Skill
  10
  97 - 100
  Mercenary Sergeant
  2 Combat Skills + 1 Thievery Skill
  13
  1 An outcast's social status refers to his status in human society, 
  in Dwarven lands his social status is zero.
  Table - Dwarves Father’s Vocation Outcasts
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  520
  1D100% 
  Father’s Vocation 
  PC’s Star ting Skill (Basic Knowledge) 
  Status
  01 
  Goat Herder
  Goat Herding+ Running a Dairy
  05
  02 - 03
  Blacksmith2
  Blacksmithing, Mace Combat + Lifting
  12
  04 - 13
  Minor Craftsman 1
  1 Appropriate Craft Skill
  08
  14 - 17
  Stonemason
  Masonry
  15
  18 - 20
  Builder 1
  Architecture + Masonry
  20
  21 - 22
  Gold/Silversmith2
  Gold/Silversmithing
  12
  23 - 25
  Jewelsmith2
  Jewelsmithing
  14
  26
  Apothecary
  Making Drugs, Making Poisons + Herb Lore
  10
  27 - 30
  Carpenter1
  Carpentry + Mace Combat
  10
  31 - 40
  Foundryman2
  Smelting + Endurance
  15
  41 - 45
  Sculptor1
  Sculpture
  12
  46 - 50
  Farmer1
  Field Crops + Herbalism
  04
  51 - 70
  Miner1
  Mining + Endurance
  12
  71 - 74
  Merchant
  Bargaining, 1 Craft Skill+ 1 Language (Spoken)
  14
  75 - 76
  Scholar/Historian
  Any 3 Lore
  15
  77 - 78
  Engraver1
  Gold/Silversmithing + Engraving & Coinage
  10
  79 - 80
  Skald (Storyteller)
  Poetic Composition & Storytelling + Poetic Recitation
  15
  81 - 87
  Explorer
  Cartography, Endurance + 1 Combat Skill
  18
  88
  Mage
  Any 2 Malena Magica or 1 Materia Magica & 2 Lore
  15
  89 - 93
  Armourer2
  Blacksmithing, Weaponsmithing + 1 Combat Skill
  18
  94
  Physician1
  Herb Lore + First Ald
  10
  95 - 97
  Huscarl to Thane
  Wear Light Armour, Wear Heavy Armour, Heavy 
  Shieldplay, Leadership + 1 Combat Skill
  18
  98 - 99
  Huscarl to Jar
  Wear Light Armour, Wear Heavy Armour, Wear Battle Armour, Heavy 
  Shieldplay, Leadership, 2 Combat Skills + 1 Athletic Skill
  20
  100
  Huscarl to Konung
  Wear Light Armour, Wear Heavy Armour, Wear Battle Armour, Heavy 
  Shieldplay, Leadership, 2 Combat Skills + 1 Athletic Skill
  22
  1 lnciudes cobbler, tailor, cook, butcher, potter, glass blower/glazier, and other such crafts. There Is a 25% chance of being a 
  Master. Master's receive Bargaining in addition to their normal skills and a +5 bonus to their Social Status. A Master Crafter has 
  a 25% chance of being a Syndikor officer in the guild, which bestows a further +3 bonus to their Social Status. If the PC is a 
  Syndik, then he has a 25% chance of being the Laugmester for that clan, which bestows a further +5 bonus to their Social Status. 
  Laugmesters also receive Diplomacy & Politics at Basic Knowledge to represent their involvement in Clan politics. Laugmesters 
  have a 2% chance of being the Senior Laugmester for the guild, which bestows a further +5 bonus to their Social Status.
  2 There is a 25% chance of being a Master. Master's receive Bargaining in addition to their normal skills and a 
  +10 bonus to their Social Status. A Master Crafter has a 25% chance of being a Syndik or officer in the guild, 
  which bestows a +5 bonus to their Social Status. If the PC is a Syndik, then he has a 20% chance of being the 
  Laugmester for that clan, which bestows a further +10 bonus to their Social Status. Laugmesters also receive 
  Diplomacy & Politics at Basic Knowledge to represent their involvement in clan politics. Laugmesters have a 2% 
  chance of being the Senior Laugmesterfor the guild, which bestows a further +10 bonus to their Social Status.
   
  Table - Dwarves Father’s Vocation Clan Dwarves
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  521
  1D100% 
  Father’s Vocations1 
  PC’s Starting Skill  
  (Basic Knowledge) 
  Status
  01 - 19
  Copper Mine Owner 
  Bargaining, Mining + 3 Combat Skills 
  38
  20 - 45
  Coal Mine Owner 
  Bargaining, Mining + 3 Combat Skills 
  39
  46 - 55
  Lead Mine Owner 
  Bargaining, Mining + 3 Combat Skills 
  38
  56 - 65
  Tin Mine Owner 
  Bargaining, Mining + 3 Combat Skills 
  37
  66 - 75
  Gem Mine Owner 
  Bargaining, Mining+ 3 Combat Skills 
  43
  76 - 89
  Silver Mine Owner 
  Bargaining, Mining + 3 Combat Skills
  45
  90 - 95
  Iron Mine Owner 
  Bargaining, Mining + 4 Combat Skills 
  48
  96 - 100 
  Gold Mine Owner 
  Bargaining, Mining+ 4 Combat Skills 
  50
  'There is a 60% chance that a jarl owns another mine. If so, roll 
  against Additional Mines Jarls, and repeat this process until no 
  more mines are owned or a Social Status of 55 is reached
  Table - Dwarves Father’s Vocation Jarls
  Additional Mines - Jarls
  2D10 
  Additional Mine 
  Addition  
  to Status
  02-04 
  Copper Mine 
  +2
  05-08 
  Coal Mine 
  +3
  09-11 
  Lead Mine 
  +2
  12-13 
  Tin Mine 
  +1
  14-16 
  Gem Mine 
  +4
  17-18 
  Silver Mine 
  +6
  19 
  Iron Mine 
  +8
  20 
  Gold Mine 
  +10
  1D100% 
  Father’s Vocations1 
  PC’s Starting Skill  
  (Basic Knowledge) 
  Status
  01 - 10 
  Copper Mine Owner 
  Bargaining, Mining + 3 Combat Skills 
  48
  11 - 32 
  Coal Mine Owner 
  Bargaining, Mining + 3 Combat Skills 
  49
  33 - 40 
  Lead Mine Owner 
  Bargaining, Mining + 3 Combat Skills 
  48
  41 - 50 
  Tin Mine Owner 
  Bargaining, Mining + 3 Combat Skills 
  47
  51 - 62 
  Gem Mine Owner 
  Bargaining, Mining+ 4 Combat Skills 
  53
  63 - 75 
  Silver Mine Owner 
  Bargaining, Mining + 4 Combat Skills
  55
  76 - 90 
  Iron Mine Owner 
  Bargaining, Mining + 5 Combat Skills 
  58
  91 - 100 
  Gold Mine Owner 
  Bargaining, Mining+ 5 Combat S kills 
  60
  'There is a 25% chance that a Konung owns another mine. If so, roll 
  against Additional Mines Konung, and repeat this process until no 
  more mines are owned or a Social Status of 75 is reached
  Table - Dwarves Father’s Vocation Konung
  Additional Mines - Konung
  2D10 
  Additional Mine 
  Addition 
  to Status
  02-03 
  Copper Mine 
  +2
  04-06 
  Coal Mine 
  +3
  07-08 
  Lead Mine 
  +2
  09-10 
  Tin Mine 
  +1
  11-13 
  Gem Mine 
  +4
  14-16 
  Silver Mine 
  +6
  17-18 
  Iron Mine 
  +8
  19-20 
  Gold Mine 
  +10
  1D100%
  Father’s Vocations1 
  PC's Starling Skill 
  (Basic Knowledge) 
  Status
  01 - 15
  Merchant Prince 
  Bargaining, 1 Craft Skill, 3 Foreign Languages 
  25
  16 - 39
  Copper Mine Owner 
  Bargaining, Mining + 2 Combat Skills 
  28
  40 - 65
  Coal Mine Owner 
  Bargaining, Mining + 2 Combat Skills 
  29
  66 - 83
  Lead Mine Owner 
  Bargaining, Mining + 2 Combat Skills 
  28
  84 - 95
  Tin Mine Owner 
  Bargaining, Mining + 2 Combat Skills 
  27
  96 - 100
  Gem Mine Owner 
  Bargaining, Mining + 3 Combat Skills 
  30
  1There is a 15% chance that a thane who owns one mine owns another. 
  If so, roll against Table  Additional Mines - Thanes, repeat this process 
  until no more mines are owned or a Soda! Status of 35 is reached.
  Table - Dwarves Father's Vocations Thanes
  Additional Mines - Thanes
  2D10 
  Additional Mine
  Addition 
  to Status
  02-05 
  Copper Mine 
  +2
  06-14 
  Coal Mine 
  +3
  15-16 
  Lead Mine 
  +2
  17-19 
  Tin Mine 
  +1
  20 
  Gem Mine 
  +5
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  522
  Elves
  Elves are an ancient race, exiled 
  from the lands of Faerie. Elves are 
  humanoid in appearance and aside 
  from a few minor features, they are 
  not dissimilar to humans. There are 
  in fact three distinct types of Elves, 
  known to humans as Wood Elves 
  (Half Bloods}, Noble Elves (Great 
  Elves), and Royal Elves (True Elves).
  Character generation follows the 
  standard procedure as laid down in 
  the main Chivalry & Sorcery rules, 
  with minor changes as noted below. 
  More details can be found in the 
  Elves Companion sourcebook. They 
  may buy Dexterity up to 25, the first 
  18 levels cost 1 point each. Levels 19 
  to 22 cost 2 points each and levels 
  23 to 25 cost 3 points each. They 
  may buy their Discipline and SPR 
  to level 15 (the maximum for Elves), 
  the first 10 levels costing 1 point 
  each, then levels 11 to 15 cost 2 
  points each. Elves require a minimum 
  Agility of 13 , Bardic Voice of 10 
  and minimum Appearance of 14 .
  All Elves begin the game with 
  Archery at Basic Knowledge (along 
  with the Elven Longbow speciality) 
  since the Elven Longbow is more 
  than a weapon, it is an extension of 
  an Elf’s very soul. Constant practise 
  with it makes them expert archers, 
  capable of outstanding feats of skill 
  and as such they have the skill at +10 
  PSF%. In addition all Elves receive 
  the special abilities of Nightvision,
  Enhanced Sight and Meditation. In 
  addition to Archery (Elven Longbow), 
  all Half- Blood Elves receive Accurate 
  Counting, Forester’s Stealth, 
  Blending into Surroundings and one 
  Agriculture skill at Basic Knowledge. 
  Great Elves receive Slashing Swords, 
  Etiquette, Written Language (Own), 
  and Leadership at Basic Knowledge 
  in addition to the standard Half 
  Blood skills. True Elves receive 
  Faerie Lore at Basic Knowledge 
  in addition to the standard Half 
  Blood and Great Elf skills
  Type 
  of Elf 
  Height 
  Dice
  Range of 
  Height 
  Factor 
  Average 
  PC 
  Height 
  Build 
  Die 
  Range 
  of Build 
  Factors
  Average 
  PC Build
  Halfblood
  Male 
  2D10+56 
  58 - 76
  67”
  1D10-1 
  0 - 9 
  4 = Average
  Female
  2D10+53 
  55 - 73 
  64” 
  1D10-2 
  0 - 8 
  3 = Light
  Great Elf
  Male 
  2D10+64 
  66 - 84
  75' 
  1D10-1 
  0 - 9 
  4 = Average
  Female 
  2D10+59 
  61 - 79
  70”
  1D10-2 
  0 - 8 
  3 = Light
  True Elf
  Male
  2D10+71
  73 - 91
  82”
  1D10-1
  0 - 9
  4 = Average
  Female
  2D10+66
  68 - 86
  77”
  1D10-2
  0 - 8
  3 = Light
  Table - Elves Height and Build
  1D100%
  Father’s Status
  Point 
  Cost
  01 - 05
  Lost Blood1
  +15
  06 - 70
  Half Blood (Wood Elf)
  0
  71 - 95
  Great Elf (Noble Elf)
  -10
  96 - 100
  True Elf (Royal Elf)
  -15
   
  Table - Elves Social Class
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  523
  Social Structure
  Elven society recognises five distinct types of Elves, 
  the main three are categorised by distinctive racial 
  types. The remaining two are Lost Bloods (misfits and 
  social outcasts) and the Corrupted (monsters from 
  the darkest imagination). Unlike human and Dwarven 
  cultures, the Elven social ranks are not climbable, 
  for they represent different racial types more than 
  mere social status. A Half Blood can no more become 
  a Great Elf than a human can become a Dwarf.
  Those referred to as Lost Bloods are Elves, either 
  individuals or entire families, who have forsaken their 
  culture, religion, and heritage, and have gone their 
  own way in the world. In general they are normally 
  Half Bloods, although Great and True Elves have been 
  known to forsake their heritage on rare occasions. 
  Those who become Lost Bloods have their name and 
  lineage stricken from the Elven records, and no Elf 
  will have any contact with them, regardless of their 
  former racial type and many are attacked on sight.
  Aerinrilael (literally Half Blooded) are known to the 
  other races as Wood Elves and are the most common 
  type of Elves encountered. Making up almost 70% 
  of Elven numbers, Half Bloods were once unknown 
  amongst the Elves. The curse known as Sininaenion 
  or the Blight has seen their numbers increase at 
  the expense of the Great Elves and True Elves.
  The Great Elves or Aleiraslith are the second rung up the 
  Elven social ladder, having stronger links to the original 
  Elves, but still weaker than the True Elves above them. 
  Aside from the obvious height difference between 
  them and Half Bloods, Great Elves have blond hair, at 
  worst a very light brown, and blue eyes. Their facial 
  features are more aquiline than that of their Inferior 
  cousins and they speak In haughtier tones. Great Elves 
  generally live for 350 years. In addition once attributes 
  have been finalised they receive a bonus of +2 to Agility 
  (AGL), Bardic Voice (BV) and Appearance (APP).
  True Elves or Alinnil are the top tier of Elven society, 
  having an ancestral line that has been virtually 
  unbroken since The Fall and thus are almost identical 
  to that of their Faerie ancestors. Their hair is almost 
  always white, and their eyes contain only a subtle 
  hint of blue, otherwise being colourless. Their skin is 
  so pale as to be almost transparent and they possess 
  sharp features, giving them a wholly inhuman 
  visage. True Elves can live for as long as 500 years, 
  and those of Eaia/ or Pure Blood status often survive 
  much longer. In addition once attributes have 
  been finalised they receive a bonus of +4 to Agility 
  (AGL), Bardic Voice (BV) and Appearance (APP). 
  1D100% 
  Father’s Vocation
  PC’s Starting Skill (Basic Knowledge) 
  Status 1
  01 - 10 
  Herbalist 
  Herbalism, Making Drugs + Making Potions 
  15
  11 - 13 
  Brigand 
  Evaluate Loot + any 2 Combat Skills 
  03
  14 - 39
  Farmer 
  Any 2 Agricultural Skills 
  05
  40 - 46
  Scout 
  Track Prey, Finding One’s Location 
  + any 1 Lore Historical 
  09
  47 - 65
  Mercenary 
  Archer Bowery & Fletching, Wear Light 
  Armour + any 1 Combat Skill 
  13
  66 - 87
  Forester 
  Any 2 Outdoors Skills + any 1 Combat Skill
  12
  88 - 95
  Bard/
  Entertainer 
  Any 2 Arts & Entertainment Skills 
  09
  96 - 100
  Animal Trainer 
  Any 1 Train Animal Skill + Calm & Attract 
  Small Animal or Calm Large Animals 
  10
  1A Lost Blood's status only applies in human society; 'Blooded' Elves do not 
  associate with Lost Bloods and treat them as having zero status.
  Table - Elves Father’s Vocation Lost Blood
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  524
  1D100% 
  Father’s Vocation
  PC’s Starting Skill (Basic Knowledge)
  Status
  01 - 02 
  Guardian 
  Local Geographical Lore, any 1 Combat Skill + any 1 Outdoor Skill
  14
  03 - 06 
  Warden
  Herbalism, Warden Magick Mode+ Plant Method
  12
  07 - 08 
  Entertainer1
  Any 2 Arts & Entertainment Skills
  06
  09 - 11 
  Healer1
  Herbalism, First Aid + Healing Arts II (Medications)
  10
  12 - 14 
  Bard1
  Singing + Poetic Recitation
  12
  15 - 22 
  Bowyer1
  Bowery & Fletching + any 1 Combat Skill
  15
  23 - 27 
  Tailor1
  Clothes: Tailoring + Clothes: Sewing & Knitting
  08
  28 - 31 
  Scout
  Any 1 Lore Historical (Geographical only), Finding 
  One’s Location + Finding Direction
  09
  32 - 34
  Wild Beast Tamer
  Bestiary + Calm & Attract Small Animals
  09
  35 - 59
  Plant Tender
  Any 2 Agricultural Skills
  07
  60 - 61 
  Seer
  Divining the Omens + any 1 Lore
  10
  62 - 63 
  Lore Keeper
  Written Language (own) + any 2 Lores or Languages
  12
  64 - 65 
  Noble Guard
  Wear Light Armour, Slashing Swords+ any 1 Combat Skill
  15
  66 - 67 
  Royal Guard
  Wear Light Armour, Slashing Swords, Courtly Manners + any 1 Combat Skill
  18
  68 - 70 
  Beast Trainer
  Train Birds of Prey, Exotic Animals, or Hunting Dogs
  12
  71 - 72 
  Merchant
  Bargaining, any 1 Foreign Language (Spoken)+ any 1 Craft Skill
  10
  73 - 92 
  Crafter1
  Any 2 Craft or Metalworking Skills
  08
  93 - 97 
  Brewer
  Wine-making + Brewery
  10
  98 - 99 
  Herald
  Heraldry, Courtly Manners+ Etiquette
  13
  100 
  Goblin Hunter
  Tracking Prey + Magickal & Enchanted Races Lore + any 1 Combat Skill
  18
  125% chance of being a Master at the profession. Masters receive Bargaining in 
  addition to their normal skills and a +5 bonus to their Social Status.
  Table - Elves Father’s Vocation Half Bloods
  1D100% 
  Father’s Vocations 
  PC’s Star ting Skill (Basic Knowledge) 
  Status
  01 - 08
  Diplomat
  Diplomacy & Politics, Courtly Manners, any 1 Language 
  (Spoken), Oratory + any 1 Language (Written)
  33
  09 - 15
  War Leader 
  Wear Light Armour, Battlefield Tactics, Intimidation+ any 3 Combat Skills
  30
  16 - 18
  Mage
  Any 3 Materia Magica or 1 Materia Magica + any 3 Lore
  32
  19 - 22
  Lawgiver
  Local Geographical Lore, Oratory, Diplomacy & Politics+ any 2 Combat Skills
  31 
  23 - 30
  Master of the Hunt
  Magickal & Enchanted Beast Lore, Monster Tongues + any 4 Combat Skills
  32
  31 - 34
  Calendar Keeper
  Astronomical Lore, Divining the Omens, Meditation 
  + Arithmetic & Mathematical Lore
  31
  35 - 38
  Marriage Arranger
  Heraldry, Courtly Manners + any 2 Lore Historical
  32
  39 -100
  Local Overseer
  Intimidation, Courtly Manners, Oratory, Diplomacy 
  & Politics + any 1 Combat Skill
  34
  Table - Elves Father’s Vocation Great Elves
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  525
  1D100%
  Father’s Vocations 
  PC’s Starting Skill (Basic Knowledge) 
  Status
  01 - 60
  Feudal Overseer
  Intimidation, Courtly Manners, Oratory, Diplomacy 
  & Politics+ any 2 Combat Skills
  45
  61 - 95
  Senior Feudal 
  Overseer
  Intimidation, Courtly Manners, Oratory, Diplomacy 
  & Politics+ any 3 Combat Skills
  50
  96-99
  Lore Master
  Elven Mage Mode, any 2 Methods of Magick + any 4 Lore
  55
  100 
  Pure Blood 
  Any 9 skills from Charismatic, Combat, Lore (Any), Materia 
  Magica, Materia Medicina or Outdoor Skils1 
  70
  1No more than four skills can be learned from any one category.
  Table - Elves Father’s Vocation True Elves
  Orcs, Goblins And Hobgoblins
  Orcs and Goblins are vicious, unfeeling brutes, or 
  so conventional wisdom has it. In fact both these 
  related species are reasonably intelligent and capable 
  of skilful crafts, though they often do not adorn 
  artefacts with the same degree or ornamentation 
  as Elves, Dwarves and Humans do, preferring the 
  utilitarian. Orcs and Goblins are the same species, 
  though in slightly different forms. Orcs are larger and 
  more robust; Goblins are smaller, but more agile.
  Hobgoblins are not a separate race but are the 
  result of breeding between Orcs and Goblins. For 
  some reason this produces strange and seemingly 
  random mutations in some Hobgoblins. The main 
  difficulty of Goblinoid life is that the birth rate 
  produces seven male children that reach adulthood 
  for each female and Orcs are monogamous.
  This means that in Orc tribes only the powerful, 
  usually the Chieftain and his cronies can afford the 
  bride price for a mate. The usual means by which Orcs 
  and goblins usually try to find the power of wealth is 
  violence, by loot in battle or by mustering an army to 
  gain or extend land and military power This means that 
  strong willed widows of Chiefs can find themselves In 
  a position to become king-maker for the next Chief.
  Creating Goblinoid Characters
  Ores must have STR 14+, CON 13+ and INT of less 
  than or equal to 16. Ores may purchase Strength 
  up to 25, and pay for that as Elves do Agility. 
  Goblins must have Strength of less than or equal to 17, 
  Constitution of less than or equal to 18 and AGL 14+. 
  Goblin Agility is purchased at 1 point per level up to 18 
  and then 2 points per level from 17 to a maximum of 22.
  For Hobgoblins, select on of the parents for the 
  Hobgoblin to favour, either Orc or Goblin and base the 
  character on that before rolling for random features on 
  Table - Hobgoblins - Mutatations. If you do not wish to 
  select which type of Goblinold the Hobgoblin favours 
  but wish to use a random method of generation, roll 
  a 1D10 and an odd number means the parent favours 
  the Orc, whilst an even number favours the Goblin.
  All Goblinoids have a flat, sallow and yellow complexion 
  with a colour like an oak tree under the bark. Their hair 
  is lank and ranges from a dark brown to black, though 
  some tribes colour their hair. Orcs live underground more 
  often than Goblins, who prefer to live in dark woods 
  when they can and consequently whilst Orcs see well in 
  the dark, Goblins are better suited for daylight, though 
  their hearing and sense of smell are better than that of 
  Orcs. This aids them in their long wars with the Elves.
  After the first two male children, other male children 
  are rarely accorded any consideration by their parents 
  and whilst the female children are sequestered with 
  the mother, the males are fostered off and cared 
  for by a communal creche. Thus instead of fathers, 
  they have ‘sponsors’ who raise them as their own.
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  526
  Racial Height, Build & Weight
  The table for these factors assumes that the player is generating a 
  Heroic character. If the character is of Historic quality then reduce 
  the Height factor by 4. However, if the player is generating a 
  Mythical character then they increase their height factor by 4
  Orc Weight: 10lb + 8 lb for every inch above 40”
  Goblin Weight: 10lb + 7lb for every inch above 40”
  1D100%
  Mutation
  Description
  01 - 10
  Slight Build
  -1 to Build, -1 from Strength, +1 to Agility
  11 - 20
  Heavy Build
  +1 to Build, +1 to Strength, -2 from Agility
  21 - 24
  Good Eyes
  Able to see perfectly in daylight, 
  + 10 to Alertness: Sight
  26 - 29
  Keen Nose
  +10% to Alertness: Smell
  30 - 39
  Tall
  Add 5 Height Factors
  40 - 51
  Short
  Subtract 5 Height Factors
  52 - 56
  Dark Sense
  -10% to Alertness: Sight in 
  daylight, +20% in dim light
  57 - 61
  Pigment Change
  Non-standard coloration  
  1D10 and compare to: 01-02 Piebald; 03 
  Light Green; 04-05 Light Brown; 06-07 Dark 
  Brown; 08-09 Pale White; 10 Dark Ochre
  62 - 71
  Long Legs
  + 1 to BAP. -2 to Body points
  72 - 81
  Short Legs
  -1 to BAP, +2 to Body points
  82 - 86
  Long Arms
  +1 foot reach with weapons
  87 - 91
  Short Arms
  -1 foot reach with weapons, (never buys drink!)
  92 - 93
  Foul Stench
  -10% to Charismatic skills, -20% to any dog 
  tracking it, -10% from own Alertness: Smell
  94 - 96
  Heavy Body Hair
  -2 App, +1 Armour versus Crush
  97 - 99
  Thick Skull
  +2 Armour to blows to the head, -1 Intellect
  100
  Sense of Honour
  Some Goblinoids have a chivalrous sense of 
  honour; they never abandon friends and never lie.
  1D10
  No. Mutations
  01
  0
  02 - 05
  1
  06 - 08
  2
  09
  3
  10
  4
  Hobgoblin Mutations
  Hobgoblins tend to have some form 
  of mutation, roll 1D10 on the table 
  above to see how many mutations 
  your hobgoblin has. Then roll for each 
  mutation on the table to the right to 
  see what they are. These mutations 
  can be cumulative or cancel each other 
  out such as rolling both tall and short.
  1D100%
  Class
  Description
  01 -10 
  Slave 
  Slaves are captives taken in battle 
  or as tribute or criminals
  11 - 75 
  Tribal 
  Orc / Goblin 
  The main group of Gobllnoids are crafters, 
  traders, farmers etc., though they take up 
  arms when their chieftains command
  76 - 95 
  Warrior 
  The full time warriors, although 
  this class includes Priests
  96 - 100 
  Civilised 
  Orc / Goblin
  Descendants of those Goblinoids that have left 
  the tribes and made their way in Human lands.
  Slaves do not have sponsors. Roll 
  again to determine their sponsor’s 
  vocation. If the result is Slave 
  again then treat that as tribal. The 
  character will be an escaped slave.
  The proportion of slave 
  workers in Orcish society is 
  greater than shown here, but 
  only 10% get the chance to 
  make a new life elsewhere.
  All Goblinoid characters have 
  basic knowledge in Brawling 
  and their Own Language: 
  Spoken (at +20 PSF%).
  Type
  Ht. Dice
  Ht Range
  Avg Ht
  Build Dice
  Range of Build
  Avg Build
  Orc
  Male
  2D10+54
  56 - 74
  65”
  1D10+1
  2 - 11
  6 = Heavy
  Female
  2D10+52
  54 - 72
  63”
  1D10
  1 - 10
  5 = Light
  Goblin
  Male
  2D10+48
  50 68
  59”
  1D10
  0 - 10
  5 = Average
  Female
  2D10+46
  48 - 66
  57”
  1D10-1
  0 - 09
  4 = Average
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  527
  Sponsor's Vocation Tribal
  1D100% 
  Vocation 
  Sponsor’s 
  PC’s Starting Skill Social  
  (Basic Knowledge) 
  Status
  01 - 20
  Farm Boss
  2 Agricultural Skills, Intimidation + 1 Skill
  05
  21 - 30
  Animal Handler
  2 Animal Skills + 1 Skill
  05
  31 - 35
  Fisher
  Fishing, Small Boats, Cast net+ 1 Skill
  05
  36 - 40
  Servant
  1 Cooking Skill, 1 Arts & Entertainment Skill + 1 Skill
  03
  41 - 45
  Labourer
  Endurance, Lifting, Conditioning+ 1 Skill
  03
  46 - 55
  Woodworker
  Carpentry, 1 Woodcraft Skill + 1 Skill
  10
  56 - 65
  Leatherworker
  Leather-working + 2 Clothing Skill
  10
  66 - 75
  Metal Worker
  Blacksmithing + Mace, Clubs & Hammers + 1 Skill
  12
  76 - 80
  Miner
  Tunnelling & Mining + 2 Skills
  10
  81 -90
  Annourer
  Blacksmithing, Weaponsmithing, Bowery & Fletching
  15
  91- 95
  Stoneworker
  Masonry + 2 Skills
  15
  96 -100
  Other Craft
  Any 3 Craft skills
  10
  All Tribal Goblinoids have Spear or Mace, Clubs & Hammers as background skill.
  Magick
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  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  528
  Sponsor’s Vocation  Warrior
  1D100%
  Sponsor’s Vocation
  PC’s Starting Skill (Basic Knowledge)
   Status
  01 - 03
  Scout
  Archery or Sling, 2 Outdoor Skills + 1Thievery Skill
  16
  04 - 60
  Common Warrior
  1 Combat Skills + 1 Outdoor Skill
  15
  61 - 80
  Officer’s Guard
  Animal Riding, Mounted Combat, Wear Heavy Armour + 1 Combat Skill
  17
  81 - 85
  Urtan Asgh  
  (Leader of 10)
  Animal Riding, Mounted Combat, Wear Heavy 
  Armour, Intimidation + 2 Combat Skills
  17
  86 - 89
  Urtan Usasgh  
  (Leader of 20)
  Animal Riding, Mounted Combat, Wear Heavy 
  Armour, Intimidation + 4 Combat Skills
  18
  90 - 91
  Priest or Shaman
  Faith, 2 Lore Skills+ Diplomacy & Politics
  20
  92 - 93
  Necromancer
  2 Lore Skills + Diplomacy & Politics
  20
  94 - 96
  Urtan Asasgh  
  (Leader of 100)
  Animal Riding, Mounted Combat, Intimidation, Leadership, 
  Wear Heavy Armour + 2 Combat Skills
  22
  97 - 98
  Urtan Usalk  
  (Leader of a tribe)
  Animal Riding, Mounted Combat, Intimidation, Leadership, Wear 
  Heavy Armour, Wear Battle Armour + 2 Combat Skills
  25
  99
  Power Word Mage
  3 Lore Skills
  26
  100
  Parurtan Usurt  
  (Leader of many Tribes)
  Animal Riding, Mounted Combat, intimidation, Leadership, Wear 
  Heavy Armour, Wear Battle Armour + 2 Combat Skills
  30
  In addition to the basic Goblinoid knowledge, all Warriors gain two Combat skills and Wear Light Armour.
  Civilised
  These gain the basic knowledge of the Human 
  culture that they are in. Roll on Table Goblinoid 
  Sponsor's Vocations - Civilised to find out what 
  Human Social Class the father is equivalent to then 
  check the appropriate Human table for father's 
  vocation as shown in standard character generation.
  Table Goblinoid Sponsor's Vocations - Civilised
  1D100%
  Social Class 
  Points 
  Cost
  01 - 03
  Slave
  +5
  04 - 20
  Tribal
  0
  21 - 90
  Warrior
  -8
  91 - 100
  Guildsman
  0
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  529
  Goblinoid Vocations
  Warrior Vocations
  Ahal (Warrior)
  Primary Attribute:  ............................Strength (STR)
  Secondary Attribute: .................Constitution (CON)
  Open to the 'sons" of Urtan Usasgh, Asagh, 
  Common Warriors and Tribal Sponsors may 
  train as a Warrior of the Tribe. These are the 
  line troops of the Goblinoid hordes
  Ahal’s Primary Skills
  Secondary Skills
  Conditioning
  Endurance
  Any Combat Skills (except K Only)
  Animal Riding
  Mounted Combat
  First Aid 
  Stamina
  Any background skills
  Takri (Scouts)
  Primary Attribute:  .....................Constitution (CON)
  Secondary Attribute:  .......................... Agility (AGL)
  The Goblinoid equivalent of the Forester, the Scouts 
  are not only important in spying out the route of 
  Goblin armies but also detecting the incursions 
  of others. This vocation is usually only open to 
  the 'sons' of Warrior class Sponsors. Takri take a 
  perverse delight in stalking Elven Goblin Hunters
  Takri Primary Skills
  Secondary Skills
  Archery: Shortbow
  Sling or Javelin
  Regional & National Geography
  Endurance
  Stamina
  Slashing Sword or Spear or Blugeon
  All Outdoor Skills
  Any Combat Skills (except K Only)
  Animal Riding
  Mounted Combat
  First Aid 
  Bowery & Fletching
  Any Thieves Skills
  Any background skills
  Tanahal Primary Skills
  Secondary Skills
  Any Combat Skills (except K Only)
  Animal Riding
  Mounted Combat
  Conditioning
  Endurance
  First Aid
  Stamina
  Any Background Skills
  Ushbhal Primary Skills
  Secondary Skills
  Any 7 Combat Skills (except K Only)
  Conditioning
  Endurance
  Alertness: Sight
  Alertness: Sound
  Detect Thievery
  Any Combat Skills 
  First Aid
  Animal Riding
  Mounted Combat
  Stamina
  Any background skills
  Partahal Primary Skills
  Secondary Skills
  Any Combat Skills (except K Only)
  Animal Riding
  Mounted Combat
  Conditioning
  Endurance
  Cavalry Lance
  Battlefield Tactics
  Leadership
  First Aid
  Stamina
  Any Combat Skills (except K Only)
  Any background skills
  Ushbhal (Officer's guards)
  Primary Attribute:  ............................Strength (STR)
  Secondary Attribute:  .......................... Agility (AGL)
  Officers (leaders of 100 and greater) often have 
  bodyguards, to help stave off ambitious underlings 
  with dreams of promotion. These are strong 
  troops chosen for loyalty (or at worst a sense of 
  self-interest) and speed and can come from any 
  background except Slave. They tend to specialise in 
  only a few weapons, but to be good at those few.
  Tanahal (Mounted Troops)
  Primary Attribute:  ............................Strength (STR)
  Secondary Attribute:  ................Constitution (CON)
  Goblinoids are mostly infantry troops, but most 
  tribes will have a few mounted troops and some 
  plains tribes are almost all mounted. The Cavalry of 
  choice are usually hardy ponies well trained to live 
  with Orcs or, in the case of the tribes of Goblins who 
  are smaller in stature, specially trained dogs, bred to 
  be large in size and close in appearance to wolves.
  Orcs who raise horses often have to 
  defend them from other tribes who see 
  them as a handy food supply.
  Partahal (Mounted Shock Troops)
  Primary Attribute:  ............................Strength (STR)
  Secondary Attribute:  ................Constitution (CON)
  Usually only open to the sons· of Urtan Asasgh, 
  Usalk and Parurtan Usurt, these are the Goblinoid 
  equivalents to Knights, though they are not as 
  heavily armed and armoured. As well as providing 
  the officer class, these troops will usually be found 
  either as a reserve to drive home an attack, or as the 
  lead of that attack to break through a line. In most 
  Orcish tribes they train on foot as well as mounted.
  Magick
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  Introduction
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  INDEX
  
  530
  The Trolls
  "We are the children of Hel, the lady of the Lands 
  of the Dead. Begotten in the early days of the 
  world. We do not revel in the light,our mother and 
  fathers were creatures of the dark and the deep 
  places of the Earth have ever been home to us.
  Trolls are reviled by the races of the 
  surface because of their habit of eating 
  the flesh of the other intelligent races.
  “When the world was young, we ranged all over the 
  earth, but our hungers made us hunted, for we only 
  eat flesh, and the flesh of the thinking races is sweetest 
  of all. It is our delight and our curse, for even the most 
  peaceful of us can find the hunger steal upon us, and 
  fish and deer are no longer enough and we must slake 
  our appetite with the flesh of an intelligent being”.
  “We do not work well in groups, for some will 
  turn on each other and quench the awful 
  hunger with another of our Kind”.
  Like the Goblin races there are fewer females 
  born than males but unlike the Giants and the 
  Goblin races, Troll females are larger, stronger 
  and more cunning than the males and it is up to 
  the females to stake and hold a hunting territory. 
  The females are the priestesses of the Trolls, 
  being witches and shamanesses, paying homage 
  to the ancestress of the species, the Lady of the 
  Lands of the dead. Few males practice these arts, 
  they seem content to eat, fight and sleep.
  Males and females rarely interact, save at certain 
  festivals, or if the male needs. At other times 
  the males wander alone, or form into bands to 
  raid and steal flesh and to compete for the title 
  of King. The territory of male warbands might 
  cross several female territories but there is no 
  interaction between the females and the males.
  It is known that not only are they matriarchal, but 
  that the females are bigger, stronger and more 
  cunning than the males. It is the females who 
  seize and guard territory. There are less females 
  to males, perhaps only one in twelve births of 
  this breed is female, and they maintain ranges to 
  support them and their pride of males. She will 
  fight to defend the range, to seize more males 
  and to stop her own 'pride' being seized.
  Trolls can resist the temptation to eat the flesh of 
  sentients (make a Willpower check) but most do not 
  bother, they enjoy flesh too much. They can speak 
  human tongues, and many use the languages of 
  the Scandinavians and Germans to converse, even 
  with each other. Trolls can be cunning craftsmen and 
  artificers, but rarely do they trade their goods and 
  rarer still is the merchant that will deal with them.
  Magick
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  Introduction
  Table of Contents
  INDEX
  
  531
  Creating A Troll Character
  Firstly the player must pay the cost associated with 
  being a Troll, this amounts to 30 points for a male 
  Troll or 40 points for a female Troll. The character 
  must then satisfy the minimum requirements 
  including bonuses/deficits as shown in Table Trolls 
  Minimum & Maximum Attributes. Any Troll PC will be 
  a young Troll, not yet at their full physical power.
  Females 
  Males
  Attribute
  Min 
  Max 
  Min 
  Max
  Agility 
  3 
  14 
  3 
  14
  Strength
  16 
  50 
  15 
  44
  Constitution 
  12 
  22 
  12 
  20
  Bardic Voice 
  10 
  18 
  3 
  13
  Discipline 
  05 
  15 
  02 
  12
  Appearance 
  02 
  08 
  02 
  08
  Spirit 
  05 
  17 
  02 
  15
  Trolls also receive the bonuses or penalties as 
  shown in Table Trolls Attribute Bonuses/Penalties.
  These bonuses cannot take the appropriate 
  Attributes above the racial maximums as shown in 
  Table Trolls - Minimum & Maximum Attributes
  Attribute 
  Bonus/ 
  Penalty
  Strength 
  +10
  Constitution 
  +2
  Discipline 
  -5
  Appearance 
  -7
  Piety 
  -3
  Trolls buy their attributes at normal cost with 
  Constitution treated the same as Elven Agility in the 
  Standard Rules. Trolls purchase Strength at 1 point per 
  point until they reach STR 20, at 2 points per point from 
  STR 21 to STR 25 and at 3 points per point thereafter.
  It is recommended that Troll characters use the 
  optional Absolute Strength Rating rules on page 106
  Whilst all Trolls are Poorly Aspected, Troll 
  Witches and Troll Shamanesses gain a bonus 
  of +10 to their PMF. Trolls following the Troll 
  Mode of Magick do not gain this bonus.
  Height, Build and Weight
  Table Trolls Height and Build shows the average Height 
  and Build Factors for Water Trolls. The standard weight 
  for a Troll is 400 + 10 lbs for every inch in height over 
  50". For the other forms of Trolls, modify as follows:
  Mountain trolls: Height Dice is equal to 
  3D10 + 92" for males and 3D10 + 98 for 
  females, average height is equal to 9’6”
  Cave trolls: Height Dice is equal to 1D10 + 
  74" for males and 1D10 + 78" for females, 
  average height is equal to 7’0”
  Wood Trolls: Height Dice is equal to 2D10 
  + 75" for males and 2D10 + 79" for Females, 
  average height is equal to 7’6”
  Swamp Trolls & Ice Trolls are a kind of Water Troll. 
  Type of 
  Ht. Dice
  Ht Range
  Avg Ht
  Build Dice
  Range of Build
  Avg Build
  Male
  2D10+72
  74 - 92
  83”
  1D10+2
  3 - 12
  7 = Heavy
  Female
  2D10+76
  78 - 96
  87”
  1D10+3
  4 - 13
  8 = Heavy
  Table Trolls Minimum & Maximum Attributes
  Table Trolls - Minimum & Maximum Attributes
  There is only one species of Trolls, the names sometimes given to supposed sub-species of Trolls are merely 
  names for the same creature encountered in different places. However, the environment in which they are 
  raised has some effect, which is why in some places you will find bigger and nastier Trolls than in others.
  Similarly those that have survived encounters with Trolls speak about the dreadful Troll Magick and comparisons 
  would seem to indicate creatures with differing powers. However, Just as humans learn skills and Magick to help 
  them in their own environment, so do other races. So is it any wonder that a Troll living in the mountains will 
  learn to use the ice as his ally just as a Troll living in the mere can command the mists rising from the water.
  All Trolls can learn Magick, though for most it is purely as a Tertiary (Hobby Skill). The only Trolls who learn Magick as a 
  Vocation are Witches and Shamanesses. In addition there are spells unique to Trolls in the Troll Method of Magick, which 
  account for some of more fearsome elements of their reputation. Trolls do not, despite the stories, regenerate lost 
  limbs, but their constitutions are often so sturdy that any damage that does not kill them they can quickly recover from.
  Magick
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  INDEX
  
  532
  Troll Social Status
  A Female without territory or a male without 
  a warband is a lowly thing in Troll Society.
  A Crafter is the normal Troll female, staking 
  claim to a territory and when not hunting in 
  creating songs and artefacts with which to 
  tempt males when mating season comes.
  All Trolls start out with BV 2 x local copper 
  coins, a weapon for each mastered weapon 
  skill, and food for three days.
  Sibling Rank
  Sibling rank does not matter to a Troll. If a Troll 
  is to inherit its parents' position it has to fight 
  for it, so the sons of a King will fight amongst 
  themselves and also any new claimants, to decide 
  who gets the title. Of course the King is often 
  challenged by others whilst on the throne.
  Age
  All trolls start at age 15. The actual maximum 
  lifespan of a Troll is not known.
  The Hunger
  The Hunger for the flesh of a sentient is a well-
  known Trolls problem. To resist, if the Trolls wants 
  to resist that is, the Trolls must make a Willpower 
  roll whenever a sentient creature is near.
  Fear
  All Trolls generate fear within a radius of 10 feet of 
  themselves amongst races smaller than themselves. 
  The fear effect is equivalent to the Command 
  Magick spell Greater Fright with a PSF% equal to 
  half the maximum Body points of the Troll.
  Flint Knapping
  Attributes:  .................................... Intellect & Agility
  Level:  .................................DF 5 BCS 20%; 700 Exp
  Flint knapping is the skilled art of turning pieces of 
  flint into cutting tools. The skill allows the character 
  to pummel two pieces of flint together to form 
  arrowheads, flint knifes, scrapers, hand axes etc.
  With a successful skill roll a Troll can create hand 
  weapons such as knives or hand axes. They have the 
  same potential as normal weapons with base damage 
  reduced by 2 points. With a critical success of 10 
  base damage equals that of metal weapons and an 
  additional 2 points of crushing damage can be added. 
  Failling rolls result in spoilt flints, a critical failure results 
  in 2 points of damage through accidental cuts.
  1D100%
  Female Characters 
  Mother's Status 
  Male Characters 
  Father's Status
  PC 
  Points 
  Cost
  01 - 10
  No territory
  Loner
  +5
  11 - 75
  Crafter
  Member of Warband
  0
  76 - 95
  Witch
  Leader of Warband
  -10
  96 - 100
  Shamaness
  King
  -20
  Troll Background Skills
  All Trolls gain the following skills at +10 PSF% and at 
  Level 1: Maces, Hammer & Clubs Find Direction, All , 
  Perception Skills Find One's Location, Geological Lore
  They also gain the Troll Mode of Magick 
  at DF 6 at a skilled chance· and the Troll 
  Method of Magick at a skilled DF5.
  Trolls also gain the following new skill of Flint Knapping:
  Troll Vocations
  Warrior
  Primary Attribute: ............................Strength (STR )
  Secondary Attribute:  ................Constitution (CON)
  Troll Warrior Primary Skills
  Secondary Skills
  Any Combat Skills (marked F)
  Any Outdoor Skills
  Local Geography
  Any Athletic Skills
  Lore Historical
  Any Combat Skills1
  Herbalism
  Any background skills
  1 Includes all combat skills except Cavalry Lance and Riding a Warhorse
  Magick
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  Table of Contents
  INDEX
  
  533
  Troll Crafter Primary Skills
  Secondary Skills
  Any Outdoor Skills
  Local Geography
  Sculpting
  Singing
  Herbalism
  First Aid
  Lore Historical
  Any Combat Skills
  Any Materia Medicina
  Any Athletic Skills
  Any background skills
  Troll Witches Primary Skills
  Secondary Skills
  Witchcraft Mode 
  Divination Method
  Earth Method
  Command Method
  Arcane Method
  Water Method
  Transcendental Method
  Ward Method
  Artefact Lore
  Interpret Omens
  Spell Enhancement
  Geographical Lore (Local Area)
  Pharmacology & Medicine
  Singing
  Perception Skills
  Sculpting
  Spell Research
  Any Outdoors Skill
  Herbalism (Materia Medicina)
  Administer Poisons & 
  Drugs Undetected
  Any Athletic Skills
  Air Method
  Fire Method
  Summoning Method
  Ward Method
  Plant Method
  Any Background Skills
  Troll Shamaness Primary Skills
  Secondary Skills
  Toll Shamaness Mode
  Divination Method
  Trancendental Method
  Command Method1
  Summoning Method
  Ward Method
  Faith
  Singing
  Interpret the Omens
  Artefact Lore
  Spirit Lore (as Demon Lore)
  Perception Skills
  Spell Enhancement
  Geographic Lore (Local Area)
  Spell Research
  Any Outdoors Skills
  Herbalism (Materia Medicina)
  Illusion Method
  Any Athletic Skills
  Pharmacology & Medicine
  Arcane Method
  Plant Method
  Any Background Skills
  1 Troll Shamanesses can learn Necromantic Spells.
  Crafter
  Primary Attribute: ................................Intellect (INT)
  Secondary Attribute: ........................Strength (STR)
  Troll Witches
  Primary Attribute:  ...............................Intellect (INT)
  Secondary Attribute:  ............................ Spirit (SPR)
  Troll Witches are much like their counterparts In other 
  species, but with a different emphasis in the skills 
  they specialise In. They are one manifestation of the 
  religion of the Trolls, the other being the Shamans, 
  who commune with their ancestors and especially 
  the greatest Ancestor of all, the goddess Hel.
  Troll Witches are not as specialised as the shamanesses, 
  whose Magick is mostly Divination and Necromancy.
  Troll Shamanesses
  Primary Attribute:  ...............................Intellect (INT)
  Secondary Attribute:  ............................ Spirit (SPR)
  Whilst some male Trolls become Witches, it is unheard 
  of for any to become Shamans, for the ancestral spirits 
  reject them. The Shamaness communes with the 
  dead and with the Great Ancestor, the goddess Hel.
  Trolls And Magick
  Summon Totem
  Troll Shamaness automatically learn this spell as 
  but can only cast it as a Ritual lasting one hour.
  Each Troll Shamaness, as the last act of their training, 
  makes contact with a totem spirit that acts as a guide 
  to the Shadow World thereafter. The Spirit adopts the 
  form of an animal or bird native to the area of the Troll's 
  Territory. The Totem can aid the Shamaness in various 
  quests for information. Any Divination spell that a Troll 
  Shamanesses casts or Astral Projection, involves the 
  aid of the Totem. The Totem counts as a 'Master' for the 
  purposes of l earning spells. For spells from Primary 
  Vocational Methods of Magick, Troll Shamanesses learn 
  then at the MR as indicated in Spells and Acts of faith. 
  For spells from any other Methods of Magick, the Troll 
  Shamanesses have to spend twice as long learning 
  the spell, which has its MR doubled (to a maximum 
  of MR 10). Shamanesses only make Magickal devices, 
  save for the focus, by binding spirits into the  devices.
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  534
  Concealment
  Resistance:  .......................................................MR 2
  Fatigue Cost:  .....................................................4 FP
  Casting Time:  ................................................Cantrip
  Range:  ...................................................10 feet x ML
  Duration:  ......................................... 5 minutes x ML
  This spell creates an area into which normal 
  (i.e. non-Magickal sight) cannot penetrate. 
  The nature of the concealing area depends on 
  the origins of the Troll casting the spell:
  Cave and Wood Trolls create an area of Darkness.
  Water and Mountain Trolls create an area of swirling 
  mist. If the Troll is in an area with large quantities of 
  old snow on the ground then, for an additional 4 FP 
  cost, the mist will be full of ice crystals, requiring a 1 
  FP per minute penalty for all non-Trolls in the Cloud.
  Bind Fear
  Resistance:  .......................................................MR 3
  Fatigue Cost:  .....................................................6 FP
  Casting Time:  ...............................................Sorcery
  Range:  ...................................................10 feet x ML
  Duration:  ........................................... 1 minute x ML
  With this spell the Troll can bind their Fear power within 
  the spell Concealment so that all those that are within 
  the boundaries of the concealment also have to deal with 
  the fear, and not just those directly in the Trolls presence.
  Enhance Fear
  Magick Resistance:  ..........................................MR 4
  Fatigue Cost:  .....................................................6 FP
  Casting Time:  ...............................................Sorcery
  Range:  ...................................................10 feet x ML
  Duration:  ........................................... 1 minute x ML
  This spell intensifies the power of the Troll's Fear so 
  that it causes more despair to the Troll's enemies. 
  With this spell half the Caster's PSF% in Troll 
  Method of Magick is added to the Troll's Fear. This 
  can also be cast together with the spell Bind Fear 
  to make the concealment even more terrifying.
  Walk Unhindered
  Resistance:  .......................................................MR 3
  Fatigue Cost:  .....................................................4 FP
  Casting Time:  ...............................................Sorcery
  Range:  .................................................................Self
  Duration:  .............................................2 hours x ML
  With this spell the Troll can pass through any adverse 
  weather (but not bright sunshine) as if it was a 
  clear and calm night. If the Troll pays double the FP 
  cost it can also apply to terrain as well, including 
  bodies of water, dense foliage, and snowdrifts.
  Venom of Hel
  Magick Resistance:  ..........................................MR 5
  Fatigue Cost:  .....................................................6 FP
  Casting Time:  ......................................................Hex
  Range:  .............................................................Touch
  Duration:  .......................................Immediate Effect
  The Troll's claws and bite become poisonous with the 
  deathly touch of the Death God1ess, an ancestress 
  of their race. Any damage done by the Troll that 
  inflicts at least one point of damage direct to the 
  opponent's Body injects the poison into the victim. 
  The poison inflicts 1 x ML Body points of damage per 
  minute for 5 minutes. If a Stamina roll is failed then, 
  if the victim's CON is less than (12 + ML), the victims 
  is incapacitated for a period of 60 minutes - CON.
  For instance, Siegwulf, who has CON 14, is wounded 
  by a Troll who has ML 3 and has caused 2 points 
  of damage direct to Siegwulfs Body. Siegwulf 
  takes 3 points of damage direct to his Body per 
  minute for the next 5 minutes and if he fails a 
  S1amlna roll, is incapacitated for 46 minutes.
  Troll Method of Magick
  Attributes:  ..........................Intellect & Constitution
  Level:  ............................DF 5; BCS 20%; 700 Exp; 7
  If not a Magick User then the Troll studies the 
  Troll Method of Magick, which is a considered 
  to be a Background Skill at - 10 PSF%. This 
  means it can be Mastered if desired. There is 
  no focus associated with Troll Magick.
  Prolong Breathing Underwater
  Resistance:  .......................................................MR 2
  Fatigue Cost:  .....................................................3 FP
  Casting Time:  ...............................................Sorcery
  Range:  .................................................................Self
  Duration:  ................................... CON x ML minutes
  All Trolls can, and do, spend a great more time 
  underwater than humans, up to their CON in minutes. 
  This spell add their CON x ML to that duration. Therefore 
  a Troll with CON 16 and ML3 could spend up to 16 + 
  (16 x 3) = 64 minutes underwater. How such a bulky 
  creature can stay underwater even before Magick is a 
  mystery, but the aquatic life seems to agree with them.
  Magick
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   Core Mechanics
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  Introduction
  Table of Contents
  INDEX
  
  535
  Enchantment of Skin
  Magick Resistance:  ..........................................MR 7
  Fatigue Cost:  ...................................................11 FP
  Casting Time:  ............................ Ritual (30 minutes)
  Range:  .................................................................Self
  Duration:  .................................................Permanent
  This is how some trolls seem impervious to normal 
  weapons. The troll enchants its own skin to become 
  a better kind of armour. This enchantment has 
  several levels and the troll must re-enchant the skin 
  to progress to the next level. Each time the Troll 
  skin must be enchanted from MR 10 down to MR 0. 
  After each enchantment the troll becomes resistant 
  to a Magickal weapon with a plus equal to the 1 
  below that level and will only take half damage. 
  The maximum number of times a Troll’s skin can be 
  enchanted is equal to ½ x ML (rounding down).
  Storm blast
  Resistance:  .......................................................MR 6
  Fatigue Cost:  .....................................................8 FP
  Casting Time:  ...............................................Sorcery
  Range:  ......................................................................-
  Duration:  ..................................................................-
  With this spell the Troll can focus the winds 
  into a blast of air similar to the Basic Magick-Air 
  spell Air Wall. If 10 FP are paid then the Troll can 
  bind the elements to the blast as follows:
  With water it becomes similar to the Basic 
  Magick - Water spell Water Ram 
  With air it becomes similar to the 
  Basic Magick -Air spell Air Ram 
  With snow or ice, it becomes similar to the 
  Basic Magick - Water spell Ice Storm inflicting 
  double damage for the ML level of the Mage.
  With loose soil, pebbles and sand it becomes similar 
  to the Basic Magick - Earth spell Shower of Stones.
  For instance, Eanaswhe has enchanted her skin once, 
  that means all normal weapons do half damage and 
  only Magickal weapons do full damage. Geltwista has 
  enchanted his skin four times, this means that a weapon 
  with at least a +3 bonus is required to do full damage.
  Acts of Faith
  The Shamanesses are religious figures as 
  well as Magickal and follow the vocation of 
  Shaman as described in Magicks & Miracles 
  for access to Acts of Faith. Many of the spirits 
  they summon are to perform healing.
  All Shamanesses start with the 
  following Acts of Faith:
  PFF  
  Anoint the Sick
  PFF  
  Anoint the Wounded
  PFF 5  
  Blessing
  PFF 10  
  Bless Item
  PFF 5  
  Common Prayer
  The following Acts of Faith are available to them and 
  they learn them as per the standard rules:
  PFF 35  
  Purify Food and Water
  PFF 50  
  Cure the Wounded
  PFF 20  
  Holy Barrier of Guard
  PFF 35  
  Remove Curse
  PFF 50  
  Neutralise Toxins
  PFF 60  
  Cure Disease
  PFF 45  
  Banish Spirits (as Exorcise Demons)
  PFF 65  
  Heal Grievous Wounds
  PFF 50  
  Visions
  PFF 90  
  Restore Senses (Combination Cure Deafness/Blindness)
  Daylight
  The Trolls are creatures of the dark and as such 
  they suffer in sunlight. For each minute in direct 
  sunlight they lose -1 Body and 1 FP. For each minute 
  in indirect sunlight they lose -1 FP until Fatigue is 
  exhausted after which they lose Body points
  Natural Weapons
  Trolls have great claws on their hands, though 
  they can show remarkable dexterity at times. For 
  details on damage etc. refer to The Bestiary.
  Armour
  The Trolls have natural armour as effective as the 
  finest made by armourers. The older the Troll, the 
  better the armour. The protection factors gained at 
  as the Troll ages are shown in Table Trolls - Armour
  Troll Natural Armour
  Age 
  C 
  S
  P 
  M 
  E
  Up to 20 
  7 
  6 
  5 
  7 
  5
  Up to 55
  9 
  8 
  7 
  9 
  7 
  +2 STR;+ 2 CON
  Up to 90 
  11 
  9 
  8 
  10 
  8 
  +2 STR; + 1 CON
  Up to 140 
  13 
  12 
  12 
  13 
  12 
  +2STR
  Up to 200 
  15 
  14 
  14 
  16 
  14 
  +1 STR; +1 WIS
  200 + 
  16 
  16 
  15 
  17 
  16 
  +1 STR; +1 WIS
  Table Trolls - Armour
  Magick
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   Marketplace
  Gamemaster
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   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  536
  Werecreatures
  All werecreatures are, by nature, Poorly Aspected 
  and assumed to be of Human origin. Initially a 
  player must roll or pay the cost for the nature 
  of his origins as shown in Table Werecreatures 
  Creation Method. The only other requirement 
  to be a Lycanthrope is a minimum of CON 15 
  and no Attribute above 19 before modifiers.
  Once the method of creation has been arrived at, 
  the player then rolls (or pays the points) for his breed 
  as shown in Table Werecreatures Breed. Once the 
  breed has been identified social status is generated, 
  either using Table Werecreatures Social Status 
  (Natural Born) for natural born weres or by using the 
  revised social tables for Humans, based on the breed 
  of the Lycanthrope. When Social status has been 
  discovered, character generation proceeds as normal.
  1D100% 
  Breed 
  Mature Form 
  Man-Animal Form 
  Point 
  Cost
  01 - 20
  Werebear
  As per Chivalry & Sorcery standard animal
  CON +5, STR +6
  20
  21 - 30
  Wereboar
  As per Chivalry & Sorcery standard animal
  CON +3, STR +5 
  15
  31 - 45
  Wererat
  As per Chivalry & Sorcery standard animal
  AGL+2
  5
  46 - 100
  Werewolf
  As per Chivalry & Sorcery standard animal
  AGL+ 2, CON+ 3,STR+ 4
  10
  1D100%
  Birth Status
  Character Bonuses
  Point 
  Cost
  01 -10
  Runt of the Litter
  CON -2 & INT +1 in animal form only
  -10
  11 - 95
  Normal Status
  Normal
  0
  96 - 100
  Alpha Status
  CON +1, STR +1 & INT +1 in animal form only
  20
  STR & CON attributes of 15+ receive +1 to those attributes when in animal form. 
  STR & CON <15 receive -1 to those attributes when in animal form
  1D100%
  Creation Method
  Point 
  Cost
  01 - 55
  Bitten By Werecreature
  0
  56 - 80
  Cursed by Mage or Gypsy
  0
  81 - 95
  Naturally Born, Single Parent Were1
  15
  96 - 100
  Naturally Born, Both Parent Were1
  30
  1 Naturally born weres roll on Table Werecreatures 
  social status, to determine their social status. Those 
  bitten or cursed are deemed to be of ‘normal status’.
  Table Werecreatures Creation Method
  Table Werecreatures Breed
  Table Werecreatures Social 
  Status (Natural Born)
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  537
  1D100%
  Father’s Vocation
  PC’s Starting Skills 
  (Basic Knowledge)
  Status1
  01 - 15
  Forester
  Any 2 Outdoors Skills, Archery & Quarterstaff
  10
  16 - 54
  Mercenary Man-at-Arms
  2 Combat Skills & 1 Thievery Skill
  08
  55 - 65
  Mercenary Sergeant
  Riding, Mounted Combat, 2 Combat Skills & 1 Thievery Skill
  13
  66 - 68
  Mercenary Captain
  Riding, Mounted Combat, 2 Combat Skills & 1 Thievery Skill
  19
  69 - 78
  Woodsman
  War Axes & 1 Outdoor Skill
  08
  79 - 81
  Fisherman
  Fishing, Fisherman & Spear
  10
  82 - 87
  Labourer
  Endurance, Conditioning, Lifting & Carrying Weights
  03
  88 - 100
  Hunter
  Setting  & Disarming Snares & Tracking Prey
  08
  1 Applies to human society only. Wereboars have no formal hierarchy.
  All natural born wereboars begin play with Beast Tongue (swine), Local Geographical Lore and Endurance at Basic Knowledge
  Table - Werecreature Father’s Vocation Wereboars
  1D100%
  Father’s Vocation
  PC’s Starting Skills 
  (Basic Knowledge)
  Status1
  01 -21
  Forester
  Any 2 Outdoors Skills, Archery & Quarterstaff
  10
  22 - 23
  Rural Carpenter
  Carpentry, Mace Combat & Quaterstaff
  10
  24 -25
  Rural Mason
  Masonry, Mace Combat & Quarterstaff
  10
  26 - 45
  Woodsman
  War Axes & 1 Outdoor Skill
  08
  46 - 60
  Fisherman
  Fishing, Fisherman & Spear
  10
  61 - 74
  Labourer
  Endurance, Conditioning, Lifting & Carrying Weights
  03
  75 - 100
  Hunter
  Setting & Disarming Snares & Tracking Prey
  08
  1 Applies to human society only. Werebears have no formal hierarchy.
  All natural born werebears begin play with Beast Tongue (bears), Fishing & Foraging for Wild Foods at Basic Knowledge
  Table - Werecreature Father’s Vocation Werebears
  1D100%
  Father’s Vocation
  PC’s Starting Skills 
  (Basic Knowledge)
  Status1
  01 - 04
  Assassin
  1 Combat Skill, Skulking in Shadows & Stealth of Thieves & Assassins
  08 (15)
  05 - 30
  Thief
  2 Thievery Skills
  08 (12)
  31 -33
  Master Thief
  1 Thievery Skill & Con
  08 (19)
  34 - 55
  Beggar
  Begging, Con & 1 Thievery Skill
  08
  56 - 75
  Peddler
  Bargaining & Con
  08
  76 - 89
  Warehouse Worker
  Lifting & Carrying Weights & Endurance
  08
  90 - 96
  Tinker
  Bargaining & Tinker
  08
  97 - 100
  Rumour Monger
  Hearing Rumours & Bargaining
  09
  1 Applies to human society only. Status in parenthesis is status within wererat hierarchy.
  All natural born wererats begin play with Beast Tongue (Rodents), Skulking in 
  Shadows and Stealth of Thieves & Assassins at Basic Knowledge
  Table - Werecreature Father’s Vocation Werebrats
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
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  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  538
  1D100%
  Father’s Vocation
  PC’s Starting Skills 
  (Basic Knowledge)
  Status1
  01 - 07
  Peddler
  Bargaining & Con
  08
  08 - 11
  Tinker
  Bargaining & Tinker
  08
  12 - 14
  Beggar
  Begging, Con & 1 Thievery Skill
  00
  15 - 29
  Labourer
  Endurance, Lifting Weights & Conditioning
  07
  30 - 32
  Cobbler
  Leather-working (shoes), Knife Fighting
  10
  33 - 35
  Tailor
  Tailoring & Bargaining
  10
  36 - 40
  Blacksmith
  Blacksmithing & Mace Combat
  10
  41 - 44
  Tanner
  Leather-working & Knife Fighting
  12
  45 - 46
  Rural Carpenter
  Carpentry & Mace Combat
  10
  47
  Cartwright
  Carpentry, Cartwright & Mace Combat
  10
  48 -49
  Apothecary
  Make Drugs, Make Poisons & Herbal Lore
  12
  50 - 62
  Entertainer
  2 Artistic Skills
  08
  63 - 66
  Thief
  1 Thievery Skills
  08
  67 - 70
  Physician
  Herb Lore, First Aid & Herbalism
  15
  71 - 84
  Hunter
  Any 2 Outdoors Skills & Archery
  08
  85 - 92
  Poacher
  Setting & Disarming Snares & Tracking Prey
  00
  93 - 94
  Fortune Teller / 
  Wisewoman
  Divining the Omens, 2 Materia Magicka Lore, Any 2 Other Lore Skills
  12
  95
  Headman
  Diplomacy, Writing & Any 2 Lore Skills
  16
  96 - 98
  Villager
  2 Agricultural Skills, Quarterstaff & 1 Outdoor Skill
  10
  99 - 100
  Outcast
  1 Combat Skill & 2 Outdoors Skills
  03
  1 Applies al vocations, except villager and outcast assumes the werewolf is a part of a gypsy / wandering band
  2 Applies to human society only. Most werewolves have no formal hierarchy.
  All natural born werewolves begin play with Beast Tongue (Wolves), Tracking 
  Prey and Running (Distnace Running) at Basic Knowledge
  Table - Werecreature Father’s Vocation Werewolves
  Vampires
  All vampires are, by nature, Poorly Aspected. They are 
  generated as per their racial types (Human, Elf, Ore 
  etc.), the cost of being a vampire is either by spending 
  points for the age of the Vampire or by rolling randomly. 
  The minimum attributes to become a Vampire are STR 
  15, CON 15, AGL 16, INT 12, DIS 12, APP 15, BV 15
  Once a character’s Vampiric Age has been decided, 
  he will have a number of Power Points with which 
  to purchase his Vampiric Powers. As a Vampire ages 
  during play it will gain additional power points at the 
  rate of one per full year of game play. These can be 
  accumulated into a pool with which to improve existing 
  powers or purchase new ones. No power requires any 
  Fatigue to activate, although each power can only 
  be used a number of times equal to the vampire’s 
  effective ML All vampires gain Night Vision for free.
  Magick
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   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  539
  1D100% 
  Vampiric 
  Age 
  Power 
  Points 
  Effective 
  ML 
  Additional 
  Experience 
  Point 
  Cost
  01-45 
  10 years 
  10 
  1 
  +1000 
  0
  46-55 
  20 years 
  15 
  2 
  +2000 
  10
  46-59 
  30 years 
  20 
  3 
  +3000 
  15
  60-71 
  40 years 
  25 
  4 
  +4000 
  20
  72-81 
  50 years 
  30 
  5 
  +5000 
  25
  82-87 
  60 years 
  40 
  6 
  +6000 
  30
  88-91 
  70 years 
  50 
  7 
  +7000 
  35
  92-95 
  80 years 
  60 
  8 
  +8000 
  40
  96-98 
  90 years 
  75 
  9 
  +9,000
  50
  99-100 
  100 years 
  90 
  10 
  +10,000 
  60
  Table - Vampiric Age
  Power 1
  Power Point 
  Cost
  Power1
  Power Point 
  Cost
  Accelerated Healing
  5 / 10 / 20
  Enthralment
  10
  Agility
  5 / 10 / 20
  Eternal Life
  5 / 10
  Causing Blights & Crop Failures
  15
  Flight
  10
  Causing Plagues & Epidemics
  25
  Improved Senses
  10
  Control of Animals
  10
  Misting or Vaporising
  15
  Control of the Elements
  5 / 10 / 20
  Scale Walls
  5
  Create Other Vampires
  5 / 10
  Strength
  5 / 10 / 20
  Drain Life Force
  5
  Summon Animals
  5
  Endurance
  5 / 10 / 20
  Transformation
  5 / 10 / 20
  1  Each Vampiric Powers may only be purchased once
  Table - Vampiric Power Cost
  Magick
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  Introduction
  Table of Contents
  INDEX
  
  540
  Description of Vampiric Powers
  Accelerated Healing 
  Many vampiric species can heal at supernatural rates. 
  For 5 Power Points the vampire can heal 5 Body points 
  per hour that he sleeps in his coffin. For 10 Power Points 
  he can heal 1 Body point per five minutes, so long as 
  he is inactive. At 20 Power Point he can heal 1 Body 
  point per combat round, whether active or inactive.
  Agility 
  Supernatural speed Is also linked to several vampire 
  species. The amount the vampire's Agility increases 
  by is dependent on the number of Power Points 
  he spends. 5 Power Points gains him +2, 10 Power 
  Points gains +4 and 20 Power Points gains +8.
  Causing Blights & Crop Failures 
  The presence of the vampire acts as a blight on crops, 
  causing them to fail. Similar to the Plant spell Blight/
  Wither, the vampire reduces the fruit or crop yield of 
  any orchards or fields within a radius of 1 x ML miles 
  by 1/10 per month that he stays within that area.
  Causing Plagues & Epidemics 
  One of the vilest powers attributed to vampires, 
  those undead with this power are harbingers of 
  death on a large scale. For every month within a 
  settlement there is a cumulative chance equal to 
  his ML, as a percentage, of an outbreak of a virulent 
  disease. The Gamemaster should work with the 
  player to determine the exact disease. The vampire is 
  immune to all diseases as a side effect of this power 
  Control of Animals 
  The vampire gains +15% to Calm & Attract Small 
  Animals and Intention of Animals, and +10% to Calm 
  & Attract Large Animals He also gains a power similar 
  to the Command spells Command Animals, except 
  that his effective PSF% is that of his Calm & Attract 
  Small Animals or Large Animals (as applicable). 
  The duration of the power is 1 day x ML and the 
  power becomes permanent if the vampire rolls a 
  Critical Success on his activation roll. The number of 
  animals that can be controlled is equal to his 1 x ML 
  for large creatures and 4 x ML for small creatures. 
  Vampires with the Summon Animals power gain 
  only a further +10% and +5% respectively.
  Control the Elements 
  One of the most powerful abilities known amongst 
  vampires, it gives access to the majority of Basic 
  Magick - Air spells and learns the Method of 
  Magick at DF 4. The vampire gains the powers 
  shown in Table Vampiric Powers Control the 
  Elements, based on his ML Where required, his 
  PSF% is equal to his Basic Magick - Air PSF%.
  ML
  Power Available
  1
  Breeze, Still Light Winds
  2
  Fog & Mist
  3
  Rain, Still the Winds, Winds
  4
  Northwind, Southwind
  5
  Calm the Gales, Gale Force Winds, Heavy Rains
  6
  Weather Play
  7
  Torrential Rains
  8
  Calm the Hurricane, Hurricane Force Winds
  9
  Changeable Weather
  10
  Tornado
  Table -  Vampiric Powers Control the Elements- 
  Create Other Vampires 
  Not every species of vampires has the ability to 
  recreate and even then, those species that do 
  propagate has different methods. For 5 Power Points, 
  if the vampire drains a victim to the point of death 
  they arise within three nights as a bestial vampire 
  (a slave vampire under the control of the vampire 
  (as per the Command spell Enthral). A vampire may 
  control 10 x ML bestial vampires. For 10 Power Points, 
  the vampire can feed the nearly dead victim some 
  of his own blood, creating a full vampire capable 
  of learning powers as it ages. Such a vampire is an 
  independent entity not under the control of its sire.
  Drain Life Force 
  An insidious power, the deathly cold grip of the 
  vampire drains 1D10 + ML Fatigue Points from any 
  exposed flesh he touches. The Fatigue Points are 
  not given to the vampire. Once all Fatigue has been 
  drained Body Points are lost at the same rate.
  Magick
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   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  541
  Endurance 
  Many species of vampires are renowned for their ability 
  to withstand large amounts of damage. The amount 
  the vampire's Constitution Increases by is dependent 
  on the number of points he spends on the power.
  5 Power Points gains him +2 to CON, 10 Power Points 
  gains +4 to CON and 20 Power Points gains +8 to 
  CON Enthralment One of the better known vampiric 
  powers, this acts exactly as the Command Spell Enthral 
  in all ways. The effective PSF% is equal to his Charm 
  skill PSF%. The vampire selects ½ D10 (rounded up) 
  of the following skills and gains a permanent bonus 
  of 1010% to his PSF% for each skill selected. 
  He may choose from the following Charismatic 
  skills: Bargalning, Begging, Charm, Con, 
  Diplomacy & Politics, Intimidation. Leadership 
  and Oratory; or the Noble skill of Courtly Love. 
  Any enthralled victims can be contacted 
  by the vampire using Mind Speech.
  Eternal Life
  Eternal life is not guaranteed to all species of 
  vampires. For 5 Power Points the vampire ages 
  only one-tenth the rate of a normal human.
  He also gains a bonus of 3% + 1D10% to his TSC% when 
  making a Resist Infection, Resist Poison or Resist Drugs 
  roll (if his CON ends up with 99% resistance becoming 
  virtually immune to all natural diseases and poisons!).
  For 10 Power Points, he gains true immortality as 
  far as ageing goes and grants the vampire a bonus 
  of 6% + 2D10% to his TSC% when making a Resist 
  Infection, Resist Poison or Resist Drugs roll. 
  Without this power the vampire ages normally 
  and can be affected by diseases and poisons.
  Flight 
  This is the power of flight without having to 
  change into an animal form. The power is as per 
  the Transcendental spell Flight. However, the 
  vampire can fly for 1 hour x ML, rather than the 
  duration listed under the spell description.
  Improved Senses
  The vampire gains a bonus of +25% to his TSC% 
  in Alertness Sight and Alertness: Sound.
  Misting or Vaporising
  As per the Transmutation spell Gaseous Form, the 
  vampire can assume the form of mist or vapour. All 
  notes under the spell description apply to the vampire.
  Scale Walls
  The vampire gains he ability to climb sheer surfaces 
  far better than a human and gains a bonus of +25% 
  to his TSC% in Climbing. He also cannot roll a Critical 
  Failure (this always counts as a normal failure).
  Strength
  Many species of vampires are renowned for their 
  superhuman strength The amount the vampire's 
  Strength increases by is dependent on the number 
  of points he spends on the power. 5 Power Points 
  gains him +2 to STR. 10 Power Points gains +4 
  to STR and 20 Power Points gains +8 to STR.
  Summon Animals
  The vampire gains the ability to summon beasts, 
  although there is no guarantee that they will obey 
  his commands. The vampire gains the powers of 
  the Summoning spells Summon Small Animal, 
  Summon Birds of Prey and Summon Large Animals. 
  His effective PSF% is that of his Calm & Attract Small 
  or Large Animals (as applicable). He also gains 
  +15% to Calm & Attract Small Animals and Intention 
  of Animals, and +10% to Calm & Attract Large 
  Animals Vampires with Control of Animals power 
  gain only a further +10% and +5% respectively 
  Transformation
  As per the Transmutation spell Shape Shift, 
  the vampire can assume the form of a creature 
  other than a humanoid. The ML of the vampire 
  for this power is based on the points he spends 
  to buy the power 5 Power Points gives ML 4, 10 
  Power Points gives ML 7, and 20 Power Points 
  gives ML 10. The power lasts for 1 hour x ML.
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  INDEX
  
  542
  The Bestiary 
  Creature Descriptions 
  Creature type: Name of the creature. An N after the 
  creatures name shows that the creature has night 
  vision which, unless otherwise stated, is about as 
  good as a humans vision by twilight. Unless otherwise 
  stated night vision has poor colour perception and 
  relies mainly on identifying shapes and outlines. 
  Wt Average weight of the creature 
  Hgt/Len: Average height and length of the creature, 
  sometimes only length or height will be provided.
  F Amount of fatigue points available.
  B: Body rating of the creature. 
  BAP: Number of base APs available in the round. 
  For most creatures to this is added the roll of 1D10 
  to find how many APs they have. Creatures that are 
  using weapons need to have the AP modifiers for 
  the type of weapon they are using; the modifier 
  for armour has already been taken into account 
  for the armour included in the description. 
  DT/Sprint The double time and sprint rates for the 
  creature. For a walking speed assume half the double 
  time rate. Creatures with multiple movement types 
  (i.e. land, swim and fly) have their main movement 
  type listed with alternative movement types listed in 
  brackets. A letter after the movement rate denotes a 
  type of movement other than land; S for swim, F for fly. 
  Attack (PSF%) + Base Damage: see Attacks.
  MR: Magick Resistance of the creature. 
  Dodge(40+): Dodge PSF% of the creature, 
  added to BCS 40% to find the TSC%. 
  Stam(40+): Stamina PSF% of the creature, 
  added to BCS 40% to find the TSC%. 
  Will(40+): Willpower PSF% of the creature, 
  added to BCS 40% to find the TSC%. 
  Armour: Type of armour normally worn or the type of 
  protection the creature employs. S = Slash, C = Crush, 
  P = Pierce, M = Missile and E = Energy: The absorption 
  of the creature's armour against these types of attacks. 
  Honour: Honour value of the creature (see Experience). 
  Attacks
  There are many types of attack ranging from fists 
  through to missile weap ons. Each attack has the 
  weapons speed followed by the name of the attack, 
  then followed by the PSF% of the attack in brackets, 
  followed by the base damage and the type of damage. 
  For example, if the entry for the creature 
  stated Lgt Claws (20) 2S. 
  Lgt: The speed of the attack. Lgt is a Natural 
  Light attack; Med is a Natural Medium attack 
  and Hvy for a Natural Heavy attack. 
  Claws: The type of attack. If the name is a plural (such 
  as claws as opposed to claw) then two of these attacks 
  may be made using the multiple attack rules. 
  (20): The PSF% of the attack. This is added to 
  BCS 40% for light and medium attacks and BCS 
  50% for heavy attacks to find the TSC%. 
  2S: The amount of base damage and the type of 
  damage. In this example the attack has a base damage 
  of 2 and causes slashing damage. Damage types are 
  S (slash), C (crush), P (pierce), M (missile), E (energy). 
  Weapon attacks have a slightly different notation 
  having the word weapon followed by the PSF% in 
  brackets and the damage bonus applied to the weapon 
  for example, Weapon (10) +2. Before the PSF% there 
  may be a modifier to the DF of the weapons skill. 
  The BCS% of the skill can be found Chapter Skills. 
  For example a Haeflin is using a short sword a DF 4 
  skill, looking on the skills table a DF 4 skill has BCS 
  30%, to find TSC% the BCS% is added to the PSF%. 
  Some creatures have special attacks; these 
  are noted in the creature’s descriptions 
  or the creature type description.
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  543
  Experience
  The honour value of a creature is used to calculate 
  how many accumulated experience points are earned 
  for defeating them. Many creatures can attack in 
  a group; in this case the honour points are added 
  together. The amount of experience a character 
  receives as his part of defeating a foe is detailed in the 
  section on Experience. The honour points are divided 
  amongst the party, normally this will be an even split 
  however the Gamemaster may make an uneven split 
  at their discretion if one of the character’s shirked 
  their responsibilities or performed exceptionally.
  Honour Points
  In previous editions of Chivalry & Sorcery each 
  creature had several different types listed, each of 
  varying degrees of power. This edition has only the one 
  listing of a typical member of the species, however very 
  few members of a species will be completely average, 
  most members of a species will deviate from normal in 
  certain ways. Due to this there is a system to modify the 
  honour value of a creature dependant on its abilities.
  The creature’s unmodified honour value and the 
  ability you wish to raise or lower gives the modifier to 
  honour to adjust the ability by 1 Point. It is  unlikely 
  that a creature would have any one of its abilities 
  increased by more than 50% of its original value, or 
  that it would be reduced past 50% of its original value.
  Example:
  One particular boar has been noted 
  as been particularly fast in the 
  King's forest, it has evaded capture 
  on several occasions. A boar's basic 
  honour value is 23 and has BAP 
  12; each increase of BAP would 
  add 0.7 honour. increasing BAP to 
  15 would add 2.1 to the honour 
  value of the creature (3 X 0.7).
  + / - 1 alters honour by:
  Honour Value
  Body/ Fatigue
  BAP/Damage
  Absorbtion
  PSF% or BMR
  1-25
  0.1
  0.7
  0.1
  0.1
  26-50
  0.2
  1.2
  0.2
  0.1
  51-100
  0.3
  1.8
  0.3
  0.2
  101-150
  0.4
  2.2
  0.4
  0.2
  151-200
  0.5
  2.7
  0.5
  0.3
  201-300
  0.6
  3.2
  0.6
  0.3
  301-400
  0.7
  3.7
  0.7
  0.4
  401-500
  0.8
  4.3
  0.8
  0.4
  501+
  1.1
  5.3
  1.1
  0.5
  Table - Honour Modifiers
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  544
  Large creatures of the woodlands & grasslands
  Creature type
  W t
  Hgt./
  Len
  F
  B
  BAP
  DT/
  Sprint
  Attack (PSF) + damage bonus
  MR
  Dodge 
  (40+)
  Stam. 
  (40+)
  Will. 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Bear, black
  250 lbs
  38”/72”
  32
  47
  11
  6’/18’
  Med. bite (23) 12S, Med. claws (32) 15S
  10
  0 PSF
  32 PSF
  21 PSF
  hide
  8
  11
  7
  7
  6
  19
  Bear, brown
  425 lbs
  42”/78”
  41
  61
  11
  6’/18’
  Med. bite (26) 13S, Med. claws (35) 15S
  10
  0 PSF
  38 PSF
  22 PSF
  hide
  9
  13
  7
  9
  6
  23
  Boar
  450 lbs
  3’/48”
  34
  57
  12
  7’/16’
  Med. tusk (36) 16P, Lgt. hooves (6) 4C
  10
  0 PSF
  36 PSF
  24 PSF
  hide
  8
  12
  6
  8
  5
  23
  Boar, great
  750 lbs
  4’’/6’
  38
  69
  15
  8’/16’
  Med. tusk (42) 21P, Lgt. hooves (9) 5C
  10
  0 PSF
  48 PSF
  30 PSF
  hide
  8
  12
  6
  8
  5
  36
  Deer, doe
  60 lbs
  30”/3’
  18
  25
  15
  7’/24’
  Lgt. Hooves (0) 0C
  10
  24 PSF
  3 PSF
  6 PSF
  hide
  1
  0
  1
  1
  1
  3
  Deer, buck
  125 lbs
  35”/4’
  20
  32
  16
  7’/24’
  Lgt. Hooves (6) 1C, Med. horn (12) 8P
  10
  21 PSF
  10 PSF
  6 PSF
  hide
  1
  0
  1
  1
  1
  7
  Deer, Great Stag
  500 lbs
  63’/8’
  28
  54
  22
  12’/30’
  Med. Hooves (30) 9C, Med Horn (42) 21P
  10
  33 PSF
  48 PSF
  48 PSF
  hide
  3
  5
  4
  4
  4
  43
  Dog
  35 lbs
  15”26”
  20
  23
  11
  6’/24’
  Lgt. Bite (10) 4S
  10
  15 PSF
  10 PSF
  15 PSF
  hide
  1
  0
  1
  1
  1
  3
  Dog, hunting
  50 lbs
  18”/30”
  26
  22
  11
  6’/27’
  Med. bite (15) 7S
  10
  15 PSF
  12 PSF
  15 PSF
  hide
  1
  0
  1
  1
  1
  5
  Dog, war
  125 lbs
  28”/40”
  25
  35
  11
  6’/27’
  Med. bite (24) 11S
  10
  15PSF
  18 PSF
  15 PSF
  hide
  2
  3
  2
  2
  2
  9
  Wolf
  135 lbs
  33”60”
  32
  41
  16
  8’/27’
  Med bite (33) 12S
  10
  18 PSF
  24 PSF
  21 PSF
  hide
  2
  3
  2
  2
  3
  17
  Wolf, alpha
  175lbs
  36”/70”
  34
  43
  16
  8’/27’
  Med. bite (36) 13S
  10
  21 PSF
  27 PSF
  24 PSF
  hide
  3
  4
  3
  3
  3
  19
  Bears:  Black and brown bears are both strong swimmers (20 PSF) and good tree climbers (30 PSF), though they are slow at climbing.
  Boar:  Boars, like most pigs are virtually immune to poison, they are safely absorbed by their thick fatty skin giving a Stamina of 100 PSF against poisons.  Boars never back down from any threat once roused
  Small creatures of the woodlands and grasslands
  Creature 
  type
  Wt
  Hgt./Len
  F
  B
  BAP
  DT/
  Sprint
  Attack (PSF) + damage bonus
  MR
  Dodge 
  (40+)
  Stam.
  (40+)
  Will. 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Badger N
  25lbs
  15”/30”
  30
  30
  10
  6’/15’
  Lgt. bite (18) 2S, Lgt. Claws (21) 5S
  15
  10 PSF
  18 PSF
  15 PSF
  hide
  4
  5
  3
  3
  1
  6
  Bat N
  1lb
  9”/21”
  10
  7
  10
  15’/25’
  Lgt. Bite (3) 0S maximum damage of 1
  10
  21 PSF
  0 PSF
  3 PSF
  skin
  0
  0
  0
  0
  0
  1
  Small cat N
  8lbs
  8”/15”
  16
  14
  12
  6’/15’
  Lgt. Bite (9) 1S,Lgt. Claw (12) 1S
  10
  24 PSF
  0 PSF
  3 PSF
  hide
  0
  0
  0
  0
  0
  2
  Fox N
  9lbs
  15”/24”
  19
  17
  12
  7’/24’
  Lgt. Bite (6) 2S 
  10
  0 PSF
  10 PSF
  18 PSF
  hide
  1
  1
  1
  1
  1
  2
  Mouse
  ¼ lbz
  2”/5”
  7
  3
  6
  2’/5’
  N/A
  10
  18 PSF
  0PSF
  1 PSF
  skin
  0
  0
  0
  0
  0
  0
  Rabbit
  4lbs
  8”/14”
  6
  8
  10
  5’/9’
  N/A
  10
  16 PSF
  0 PSF
  2 PSF
  hide 
  0
  0
  0
  0
  0
  ½ 
  Rat N
  1lb
  5”/12”
  8
  7
  9
  6’/12’*
  Lgt. Bite (3) 0S doing ½ total damage
  10
  9 PSF
  0 PSF
  0PSF
  hide
  0
  0
  0
  0
  0
  1
  Squirrel
  ⅓ lb
  2”/7”
  6
  5
  13
  7’/12’
  Lgt. Bite (0) 0S doing ½ total damage
  10
  27 PSF
  0 PSF
  3 PSF
  hide
  0
  0
  0
  0
  0
  1
  Weasel
  1lb
  5”/16”
  21
  17
  10
  5’/12’
  Lgt. Bite (18) 1S
  10
  18 PSF
  0 PSF
  3 PSF
  hide
  0
  0
  0
  0
  0
  1
  Rat:  There are many species of rat so this should be used as a rough guideline, most species of rat are competent swimmers and may swim at 2’ per AP.  Rats 
  can attack in packs, add 2 to the bite PSF but subtract 3 from dodge PSF for each rat in the pack, roll for each rat individually (or roll for groups of five for groups 
  of 30+), add together all of the damage inflicted (including the Crit Die, not forgetting that normal rats halve the total damage) and then subtract the targets 
  armour.  Rats are also likely to carry diseases, and there is a chance that a wound will fester and not heal properly for a long time (GM’s discretion).
  Natural Creatures
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  545
  Birds of the woodlands and grasslands
  Creature type
  Wt
  Hgt./
  Len
  F
  B
  BAP
  DT/Sprint
  Attack (PSF) + damage bonus
  MR
  Dodge  
  (40+)
  Stam. 
  (40+)
  Will. 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Eagle
  8 lbs
  36”/66”
  26
  20
  18
  25’/50’F
  Med. beak (18) 4S, Med claws (28) 4S
  10
  15 PSF*
  9 PSF
  6 PSF
  feathers
  0
  0
  0
  0
  0
  7
  Falcon (peregrine)
  2 lbs
  16”/33”
  20
  12
  24
  25’/65’F*
  Lgt. beak (10) 0S, Lgt. claws (27) 1S
  10
  27 PSF*
  3 PSF
  6 PSF
  feathers
  0
  0
  0
  0
  0
  8
  Hawk (goshawk)
  4 lbs
  20”/36”
  21
  14
  18
  25’/75’F
  Lgt. beak (16) 0S, Lgt. claws (36) 1S
  10
  21 PSF*
  9 PSF
  6 PSF
  feathers
  0
  0
  0
  0
  0
  5
  Owl N
  3 lbs
  18”/4’
  19
  11
  15
  20’/40’F
  Lgt. beak (10) –1S, Lgt. claws (24)+1S
  10
  16 PSF*
  0 PSF
  9 PSF
  feathers
  0
  0
  0
  0
  0
  3
  Raven
  3lbs
  26”/44”
  11
  8
  15
  25’/40’F
  Lgt. beak (6) –1S, Lgt. claws (6)-2S
  10
  20 PSF*
  0 PSF
  6PSF
  feathers
  0
  0
  0
  0
  0
  ½
  Song bird
  1oz
  2”/7”
  3
  1
  15
  25’/40’F
  Lgt. beak (0) 0C maximum damage of 1
  10
  20 PSF*
  0 PSF
  0 PSF
  feathers
  0
  0
  0
  0
  0
  0
  All birds represented here have speeds listed for flying, their ground speed is 1’ walking, they may not move at a faster speed than walking.  *Dodge PSF is 0 when on the ground, if a grounded 
  bird successfully dodges it may take to the air with no AP cost.  Claw attacks may only be made whilst flying or a single claw may be used on a target under double the birds weight.
  Serpents of the woodland
  Creature type
  Wt
  Hgt./
  Len
  F
  B
  BAP
  DT/
  Sprint
  Attack (PSF) + damage bonus
  MR
  Dodge 
  (40+)
  Stam 
  (40+)
  Will 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Constrictor
  50 lbs
  15’
  23
  26
  9
  4’/6’
  Med. bite (27) 7C, constrict (21) 2FP
  15
  0PSF
  21 PSF
  10 PSF
  scales
  2
  6
  1
  1
  3
  8
  Large constrictor
  300 lbs
  24’
  27
  44
  10
  4’/6’
  Med. bite (33) 9C, constrict (27) 5FP
  15
  0 PSF
  24 PSF
  13 PSF
  scales
  2
  7
  1
  1
  3
  14
  Adder
  2 lbs
  2’
  17
  13
  11
  4’/6’
  Lgt. bite (24) 0P plus 2 poison type PI
  15
  10 PSF
  13 PSF
  10 PSF
  scales
  1
  4
  1
  1
  3
  3
  Viper
  7 lbs
  6’
  19
  16
  12
  4’/6’
  Lgt. bite (27) 1P plus 3 poison type PIII
  15
  10PSF
  13 PSF
  13 PSF
  scales
  1
  4
  1
  1
  3
  5
  Large viper
  15 lbs
  9’
  21
  20
  14
  4’/6’
  Med. bite (39) 12P plus 4 poison type PIV
  15
  10 PSF
  16 PSF
  16 PSF
  scales
  1
  6
  1
  1
  3
  15
  Constrictors:  Constrictors after a successful bite may coil round their victim and attempt to suffocate their target.  The victim may make 1 STR AR roll per round to escape (at –15 for the constrictor 
  and –30 for the large constrictor.  Each round the attack is made and if successful the target can make a stamina resisted roll or lose the indicated fatigue, if the target passes the stamina check 
  it can make an AGL AR check to get a hand free.  The constrict attack has a BCS of 50%, ridged armour such as plate or banded mail protects completely against a constrict attack.
  Creatures of the Wetlands and Waterfowl
  Creature 
  type
  Wt
  Hgt./
  Len
  F
  B
  BAP
  DT/Sprint
  Attack (PSF) + 
  damage bonus
  MR
  Dodge 
  (40+)
  Stam 
  (40+)
  Will 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Bittern
  3lbs
  14”
  21
  11
  14
  20’/30’ F
  Lgt. Beak (15) 3C
  10
  5 PSF
  10 PSF
  25 PSF
  feathers
  0
  1
  0
  0
  0
  3
  Little Bittern
  11 lbs
  2’6”
  19
  10
  14
  25’/40’ F
  Lgt. Beak (15) 1C
  10
  15 PSF
  3 PSF
  20 PSF
  feathers
  0
  0
  0
  0
  0
  2
  Duck
  6 lbs
  18”
  12
  10
  15
  25’/40’ F
  Lgt. Beak (10) 0C
  10
  15 PSF*
  0 PSF
  3 PSF
  feathers
  0
  0
  0
  0
  0
  1
  Goose
  13 lbs
  30”
  16
  17
  12
  25’/40’ F
  Lgt. Beak (10) 2C
  10
  10 PSF*
  3 PSF
  3 PSF
  feathers
  0
  0
  0
  0
  0
  2
  Heron
  15 lbs
  3’
  21
  14
  16
  20’/30’ F
  Lgt. Beak (25) 4C
  10
  15 PSF
  5 PSF
  20 PSF
  feathers
  0
  1
  0
  0
  0
  5
  Frog/toad
  8 oz
  6”
  9
  6
  8
  3’/5’ (6’/9’ S)
  N/A
  10
  12 PSF
  0 PSF
  0 PSF
  skin
  0
  0
  0
  0
  0
  0
  Beaver
  24 lbs
  20”/36”
  22
  24
  11
  6’/15’
  Lgt. Bite (5) 3S
  10
  4 PSF
  8 PSF
  14 PSF
  hide
  0
  0
  0
  0
  0
  2
  Otter
  10 lbs
  8”/28”
  13
  14
  16
  10’/20’
  Lgt. Bite (8) 0S
  10
  15 PSF
  5 PSF
  8 PSF
  hide
  0
  0
  0
  0
  0
  2
  Ducks and geese:  A duck or goose has a ground speed or 1’ walking, they may not move at a faster speed than walking, they may also swim at 2’ walking, 3’ double 
  time and 5’ sprinting.  Dodge PSF is 0 when on the ground, if a grounded bird successfully dodges it may take to the air with no AP cost.
  Bittern and Little Bittern:  These birds are masters of blending into their natural surroundings (assume a blending into the surrounding PSF of 65).  The Bitterns booming call may be heard for a great distance.
  Frog:  The frogs double time and sprint values in brackets are for swimming, the regular values are for hopping.
  Beavers:  Beavers can swim at double time 5’ and sprint 10’.   
  Otters:  the otter is a proficient swimmer and swims at double time 6’ and sprint 12’
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  Table of Contents
  INDEX
  
  546
  Creatures of the sea
  Creature type
  Wt
  Length
  F
  B
  BAP
  DT/
  Sprint
  Attack (PSF) + damage bonus
  MR
  Dodge 
  (40+)
  Stam 
  (40+)
  Will 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Fish, Small I
  ½ lb
  8”
  2
  2
  11
  4’/8’ S
  Lgt. Bite (5) –4C maximum 1 damage
  10
  25 PSF
  0 PSF
  5 PSF
  scales
  0
  0
  0
  0
  0
  0
  Fish, Small II
  1 lb
  12”
  4
  4
  11
  4’/8’ S
  Lgt. Bite (7) –4C maximum 3 damage
  10
  20 PSF
  0 PSF
  5 PSF
  scales
  0
  0
  0
  0
  0
  0
  Fish, Small III
  2 lb
  18”
  5
  5
  10
  4’/8’ S
  Lgt. Bite (9) –3C maximum 5 damage
  10
  16 PSF
  3 PSF
  6 PSF
  scales
  0
  0
  0
  0
  0
  0
  Fish, Medium I
  3 lb
  20”
  6
  6
  10
  4’/8’ S
  Lgt. Bite (11) –2C
  10
  14 PSF
  5 PSF
  6 PSF
  scales
  0
  0
  0
  0
  1
  0
  Fish, Medium II
  4 lb
  2’
  6
  6
  9
  4’/8’ S
  Lgt. Bite (13) –1C
  10
  12 PSF
  5 PSF
  7 PSF
  scales
  0
  0
  0
  0
  1
  0
  Fish, Medium III
  5 lb
  2-2”
  6
  6
  9
  4’/8’ S
  Lgt. Bite (14) 0C
  10
  10 PSF
  6 PSF
  7 PSF
  scales
  0
  0
  0
  0
  1
  0
  Fish, Large I
  5-10 lbs
  3-4’
  8
  8
  8
  4’/8’ S
  Med. Bite (14) 5C
  10
  9 PSF
  10 PSF
  8 PSF
  scales
  0
  1
  0
  0
  1
  1
  Fish, Large II
  1-30 lbs 
  4-5’
  8
  9
  7
  4’/8’ S
  Med. Bite (18) 8C
  10
  9 PSF
  15 PSF
  9 PSF
  scales
  0
  1
  0
  0
  1
  2
  Small Shark
  600 lbs
  12’
  32
  48
  12
  5’/18’ S
  Hvy. Bite (27) 15S
  10
  9 PSF
  39 PSF
  36 PSF
  sharkskin 
  4
  5
  4
  5
  3
  19
  Large Shark
  2500 lbs
  25’
  36
  77
  9
  5’/18’ S
  Hvy. Bite (36) 21S
  10
  3 PSF
  51 PSF
  42 PSF
  sharkskin 
  6
  6
  6
  6
  3
  29
  Great Shark
  4000 lbs
  35’
  39
  92
  9
  5’/18’ S
  Hvy. Bite (39) 24S
  10
  0 PSF
  54 PSF
  45 PSF
  sharkskin 
  7
  6
  6
  6
  3
  35
  Domestic animals
  Creature 
  Type
  Wt
  Hgt./Len
  F
  B
  BAP
  DT/
  Sprint
  Attack (PSF) + damage bonus
  MR
  Dodge 
  (40+)
  Stam 
  (40+)
  Will 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Bull
  2000 lbs 
  5’6”/6’8”
  41
  97
  13
  12’/24’
  Med. horn (27) 11P, Med hooves (10) 14C
  10
  5 PSF
  45 PSF
  15 PSF
  hide
  2
  6
  2
  2
  1
  20
  Chicken
  5 lbs
  12”/24”
  5
  7
  10
  5’/10’
  Lgt. Beak (5)-1C
  10
  20 
  PSF
  0 PSF
  0 PSF
  feathers
  0
  0
  0
  0
  0
  ½ 
  Cow
  850 lbs
  4’6”/5’6”
  22
  60
  13
  12’/24’
  Med. horn (12) 7P, Med hooves (5) 10C
  10
  8 PSF
  27 PSF
  9 PSF
  hide
  1
  3
  1
  1
  1
  8
  Ewe
  55 lbs
  24”/3’
  18
  25
  11
  7’/30’
  Head butt (0) 0C
  10
  9 PSF
  0 PSF
  0 PSF
  hide
  1
  1
  1
  1
  1
  1
  Ferret
  4lbs
  5”/21”
  21
  18
  15
  6’/12’
  Lgt. Bite (6)-1S with +1 to the Crit Die
  10
  39 
  PSF
  3 PSF*
  18 PSF
  hide
  1
  0
  1
  1
  1
  1
  Goat
  30 lbs
  27”/4’
  18
  22
  12
  7’/30’
  Med. horn (9) 7P
  10
  18 
  PSF
  0 PSF
  29 PSF
  hide
  1
  1
  1
  1
  1
  5
  Ram
  80 lbs
  27”/3’6”
  22
  30
  11
  7’/30’
  Head butt (12) 5P
  10
  12PSF
  6 PSF
  6 PSF
  hide
  1
  1
  1
  1
  1
  3
  See also ducks and geese (creatures and birds of the wetlands)
  Chickens:  Mainly chickens live on the ground though they are capable of limited flight of 10’ per AP ‘double time’ and 15’ ‘sprint’.  
  Ground speed assumes running.  Dodge is for when the bird is grounded, assume a dodge of 0 in the air.
  Ferret:  The ferret is immune to any type of petrification, also the ferret is resistant to poisons, treat stamina as a 47 PSF for poisons, and is completely resistant to the poison of the basilisk.
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  Introduction
  Table of Contents
  INDEX
  
  547
  Beasts of burden and mounts
  Creature type
  Wt
  Hgt./Len
  F
  B
  BAP
  DT/
  Sprint
  Attack (PSF) + damage bonus
  CCAP
  Dodge 
  (40+)
  Stam 
  (40+)
  Will 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Donkey
  400 lbs
  4’10”/5’
  28
  51
  14
  12’/24’
  Lgt. bite (1) 0C, Med. hooves (4) 9C
  190
  5 PSF
  15 PSF
  33 PSF
  hide
  1
  0
  0
  1
  1
  9
  Horse, heavy
  1800 lbs 
  5’11”/7’
  36
  90
  15
  12’/24’
  Lgt. bite (3) 1C, Hvy. hooves (6) 15C
  460
  4 PSF
  26 PSF
  23 PSF
  hide
  1
  0
  0
  1
  1
  18
  Horse, medium
  1500 lbs
  5’6”/6’10”
  43
  89
  16
  12’/24’
  Lgt. bite (3) 2C, Hvy. hooves (6) 17C
  400
  7 PSF
  20 PSF
  23 PSF
  hide
  1
  0
  0
  1
  1
  21
  Mule 
  1500 lbs.
  5’6”/6’10
  41
  88
  16
  12’/24’
  Lgt. bite (7) 2C, Hvy. hooves (14) 17C
  450
  7 PSF
  25 PSF
  33 PSF
  hide
  1
  1
  0
  1
  1
  23
  Ox
  2000 lbs 
  5’6”/6’8”
  41
  97
  13
  12’/24’
  Med. horn (0*)+4P, Med hooves (0) 11C
  600
  0 PSF
  45 PSF
  15 PSF
  hide
  2
  6
  2
  2
  1
  16
  Pony 
  800 lbs
  4’8/6’
  27
  61
  16
  12’/24’
  Lgt. bite (0) 0C, Hvy. hooves (6) 15C
  200
  7 PSF
  15 PSF
  23 PSF
  hide
  1
  0
  0
  1
  1
  15
  Mongol Pony
  850 lbs
  4’2/5’4”
  30
  65
  15
  12’/24’
  Lgt. bite (5) 1C, Hvy. hooves (8) 16C
  250
  6 PSF
  25 PSF
  26 PSF
  hide
  1
  0
  0
  1
  1
  17
  Warhorse, Arabian
  1200 lbs
  5’6”/6’4”
  36
  79
  21
  12’/24’
  Lgt. bite (10) 1C, Hvy. hooves (16) 18C
  285
  15 PSF
  22 PSF
  23 PSF
  hide
  1
  0
  0
  1
  1
  27
  Warhorse, light
  1100 lbs
  5’5”/6’3”
  36
  77
  17
  12’/24’
  Lgt. bite (12) 1C, Hvy. hooves (14) 17C
  450
  12 PSF
  20 PSF
  22 PSF
  hide
  1
  0
  0
  1
  1
  21
  Warhorse, medium
  1400 lbs
  5’5”/6’3”
  38
  84
  16
  12’/24’
  Lgt. bite (15) 1C, Hvy. hooves (18) 19C
  500
  12 PSF
  24 PSF
  23 PSF
  hide
  1
  0
  0
  1
  1
  24
  Warhorse, heavy
  1700 lbs
  5’10”/7’
  40
  91
  15
  12’/24’
  Lgt. bite (22) 2C, Hvy. hooves (28) 21C
  600
  10 PSF
  30 PSF
  23 PSF
  hide
  1
  0
  0
  1
  1`
  27
  Warhorse, v. heavy
  2000 lbs
  6’2”/8’
  41
  97
  15
  12’/24’
  Lgt. bite (27) 2C, Hvy. hooves (30) 22C
  650
  10 PSF
  33 PSF
  23 PSF
  hide
  1
  0
  0
  1
  1
  30
  Assume the walking speed of ⅓ double time speeds.   All of these beasts of burden have a BMR of 10.  Ccap is the beasts carrying capacity in pounds.  Animals trained for riding can pull a cart with a 
  weight of five times their Ccap, or 8 times their Ccap if they are trained to pull a cart.  These animals can be trained to pull a cart or for riding.  All beasts of burdens bites cause crushing damage.
  Oxen:  An ox is an castrated bull, they are incredibly docile and strong.
  Exotica
  Creature type
  Wt
  Hgt./
  Len
  F
  B
  BAP
  DT/
  Sprint
  Attack (PSF) + damage bonus
  MR
  Dodge 
  (40+)
  Stam 
  (40+)
  Will 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Woodchuck
  15lb
  8”/15”
  15
  16
  10
  5’/10’
  Lgt. Bite (13) 2C
  10
  0 PSF
  18 PSF
  16 PSF
  hide
  0
  0
  0
  0
  0
  1
  Lion N
  550 lbs
  4’/8’
  35
  60
  16
  8’/24’
  Hvy. Bite (24) 20S, Hvy. Claws (30) 22S
  10
  10 PSF
  34 PSF
  24 PSF
  hide
  7
  9
  7
  9
  6
  34
  Lioness N
  350 lbs
  3’/6’
  32
  51
  16
  8’/24’
  Hvy. Bite (21) 17S, Hvy. Claws (27) 19S
  10
  10 PSF
  34 PSF
  24 PSF
  hide
  7
  9
  7
  9
  6
  29
  Tiger N
  700 lbs
  4’/6’
  36
  66
  17
  8’/24’
  Hvy. Bite (27) 20S, Hvy. Claws (36) 23S
  10
  21 PSF
  32 PSF
  27 PSF
  hide
  7
  9
  7
  9
  6
  40
  Tigress N
  400 lbs
  3’4”/5’
  33
  54
  17
  8’/24’
  Hvy. Bite (24) 18S, Hvy. Claws (36) 20S
  10
  21 PSF
  32 PSF
  27 PSF
  hide
  7
  9
  7
  9
  6
  34
  Mongoose
  5 lbs
  6”/40”
  30
  21
  17
  6’/12’
  Lgt. Bite (39) 3S
  15
  55 PSF
  21 PSF*
  39 PSF
  hide
  1
  4
  1
  1
  1
  8
  Crocodile/alligator
  800 lbs
  21”/15’
  34
  67
  6
  5’/15’
  Hvy. Bite (18) 14S
  10
  none
  36 PSF
  9 PSF
  scales
  7
  7
  5
  8
  3
  15
  Nile Crocodile
  1400 lbs 
  24”/20’
  36
  83
  6
  5’/15’
  Hvy. Bite (21) 15S
  10
  none
  39 PSF
  12 PSF
  scales
  8
  8
  6
  9
  3
  17
  Mongoose:  The mongoose is an expert snake killer, snakes have no absorption for armour.  A mongoose gains +2 to the Crit Die against snakes; in addition if the mongoose inflicts a critical 
  hit it automatically strikes the neck killing the snake.  Some magickal creatures have specific vulnerabilities to the mongoose; these described with each creature with vulnerabilities
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  INDEX
  
  548
  Humanoids
  Creature type
  Wt
  Ht
  F
  B
  BAP
  DT/
  Sprint
  Attack (PSF) + damage bonus
  MR
  Dodge 
  (40+)
  Stam 
  (40+)
  Will 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Apeman warrior
  200 lbs
  5’8”
  31
  44
  12
  7’/10’
  Fist (5) 2C, Weapon (18)+4
  10
  15 PSF
  20 PSF
  7 PSF
  skin
  1
  1
  1
  1
  3
  10
  Arakon assassin N
  100 lbs
  4’6”
  34
  38
  16
  8’/16’
  Weapons (40)+3
  10
  20 PSF
  20 PSF
  40 PSF
  cuirbolli
  5
  7
  4
  5
  7
  20
  Bugbear N
  350 lbs
  6’6”
  34
  53
  13
  8’/16’
  Weapon –1 DF (31)+3
  0
  0 PSF
  40 PSF
  10 PSF
  hides
  4
  6
  4
  5
  6
  14
  Goblins N
  145 lbs
  5’7”
  22
  34
  13
  7’/12’
  Weapon (15)+0, missile wpn. (8)+0
  0
  21 PSF
  2 PSF
  10 PSF
  leather
  3
  1
  1
  2
  3
  6
  Haeflin, commoner
  100 lbs
  3’7”
  22
  30
  12
  8’/12’
  Weapon (12)+0, thrown wpn. (18)+0
  15
  24 PSF
  12 PSF*
  24 PSF
  none
  0
  0
  0
  0
  0
  7
  Haeflin, thief
  92 lbs
  3’7”
  26
  29
  14
  8’/12’
  Weapon (18)+0, thrown wpn. (24)+0
  15
  39 PSF
  15 PSF*
  30 PSF
  leather
  3
  1
  1
  2
  3
  11
  Haeflin, warrior
  110 lbs
  3’8”
  28
  36
  14
  8’/12’
  Weapon (25)+2, thrown wpn. (30)+2
  15
  30 PSF
  24 PSF*
  36 PSF
  leather
  3
  1
  1
  2
  3
  114
  Haeflin, flindarrell
  120 lbs
  3’9”
  30
  38
  16
  8’/12’
  Weapons (35)+4, thrown wpn. (40)+3
  15
  35 PSF
  30 PSF*
  39 PSF
  cuirbolli
  5
  7
  4
  5
  7
  22
  HobgoblinN
  200 lbs
  6’
  26
  40
  13
  8’/15’
  Weapon (19)+2, missile wpn. (0)+2
  10
  21 PSF
  18 PSF
  10 PSF
  leather
  3
  1
  1
  2
  3
  9
  Lizard men
  400 lbs
  7’
  35
  56
  12
  8’/12’
  Weapon (33)+5, thrown wpn. (24)+5
  10
  24 PSF
  32 PSF
  26 PSF
  scales
  4
  6
  4
  5
  7
  21
  Ogres N
  500 lbs
  7’
  44
  66
  17
  8’/14’
  Weapon (41)+10
  0
  0 PSF
  56 PSF
  15 PSF
  hide
  5
  7
  4
  5
  6
  29
  Orcs N
  203 lbs
  6’3”
  30
  43
  12
  8’/16’
  Weapon (19)+1
  0
  12PSF
  12 PSF
  12 PSF
  hide
  5
  7
  4
  5
  6
  9
  Half Orc N
  180 lbs
  5’10”
  27
  40
  13
  8’/16’
  Weapon (24)+1
  0
  16PSF
  12 PSF
  18 PSF
  hide
  5
  7
  4
  5
  6
  10
  Great Orc N
  220 lbs
  7’3”
  36
  49
  15
  8’/16’
  Weapon (30)+4
  0
  15 PSF
  20 PSF
  20 PSF
  hide
  5
  7
  4
  5
  6
  17
  Triton N
  400 lbs
  7’
  40
  59
  13
  7’/7’
  Weapon (42)+5, Thrown wpn. (13)+5
  20
  18 PSF
  30 PSF
  19 PSF
  scales
  7
  8
  5
  5
  5
  21
  Woodwose
  270 lbs
  6’
  36
  51
  15
  8’/11’
  Weopon (32)+6
  45
  42 PSF
  33 PSF*
  24 PSF
  hide
  3
  5
  3
  3
  7
  26
  Haeflin:  All Haeflin are subject to the deficiency gluttonous and the minor phobia of xenophobia.  Haeflin are resistant to many poisons and gain a +10 bonus to stamina when resisting them.
  Hobgoblin:  Hobgoblins, like their goblin cousins, can see heat.  Hobgoblins are sensitive to daylight, but not as severely as goblins; they loose 1 fatigue per 5 
  minutes of exposure.  Hob goblins are also denser than water and will sink, they cannot swim and have a minor phobia of large bodies of water.
  Lizard men:  Lizard men come in two varieties; those that live in the deserts and those that live in the swamps.  The swamp dwelling lizard man is able to swim (51 PSF) and hold their breath for 17 minutes; 
  however they are subject to dehydration in warm conditions away from water suffering 1 body per hour in damage.  Desert lizard men are resistant to heat and can go for long periods without water; apply –2 to 
  the Crit Die for heat and fire damage.  Both types of lizard man are susceptible to cold conditions, which make them sluggish; reduce all PSF’s by 1 for every 10 or part degrees below 65 degrees Fahrenheit.
  Ogres:  Ogres are terribly ugly and imposing, creatures smaller than the ogre (weigh wise) must make a willpower check or flee; even if the roll is passed the ogre opponent is at –10 /PSF to hit the ogre unless the 
  roll was a critical success.  Ogres also have a horrific smell; all creatures within 10 feet of the ogre must make a stamina roll or be forced to wretch for three rounds (½ APs).  Ogres are unable to climb or swim.
  Tritons:  Tritons can breath both air and water and are excellent swimmers (50 PSF).  Tritons can sense direction and find their way with great accuracy whilst underwater.  
  All tritons have innate magickal abilities (PMF 36 ML 3 PSF 33) and have the spells mesmerise (rank 1 command), greater fear (rank 2 command) and fear (rank 4 
  command) at all times and also cast pass through the waters (rank 2 water), wet coat (rank 3 water) and pass rock (rank 3 earth) with no fatigue cost).
   Woodwose:  The Woodwose is a human who has become so attuned to nature that they have effectively become a nature spirit.  They guard the woodlands from ‘civilised’ humans and 
  others who would plunder or destroy their homelands, especially the gobalinoid races that are the Woodwose’s mortal foes.   They are highly skilled in outdoors activities (assume they have 
  10-15 outdoors skills at 37 PSF) and are particularly adept at climbing (50 PSF) and are more than adequate swimmers (35 PSF).  Woodwose’s can move through undergrowth as if the plant 
  spell Open The way had being cast at all times, also when using a wooden weapon any item hit will act as if warp wood (plant) had being cast on it (assume a PMF75, ML 7, PSF 50), this ruins 
  wooden weapons used to parry and shields which block. Woodwose’s are generally peaceful creatures but when roused to a fight act as if they had the advantage Berserker Rage
  Magick
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   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  549
  Giant beasts
  Creature type
  Wt
  Hgt./
  Len
  F
  B
  BAP
  DT/
  Sprint
  Attack (PSF) + damage bonus
  MR
  Dodge 
  (40+)
  Stam 
  (40+)
  Will 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Badger, giant N 
  450 lbs
  30”/60”
  38
  59
  13
  6’/15’
  Med. bite (24) 12S, Med. claws (36) 15S
  15
  6 PSF
  28 PSF
  18 PSF
  hide
  7
  10
  8
  9
  5
  23
  Bee, giant drone
  6 Lbs
  1’/2’
  21
  10
  10
  15’/30’F
  Lgt. sting (10) 0P +2d10 poison
  10
  12 PSF
  26 PSF
  3 PSF
  chitin
  2
  2
  1
  1
  3
  2
  Bee, giant queen
  10 lbs
  1’6”/3’
  27
  17
  14
  15’/30’F
  N/A
  10
  27 PSF
  33 PSF
  33 PSF
  chitin
  4
  4
  3
  3
  5
  1
  Centipede, giant N
  250 lbs
  1’/12’
  38
  38
  10
  12’/16’
  Med. bite (18) 7P + 7X venom CP.II
  10
  0 PSF
  39 PSF
  6 PSF
  chitin
  7
  10
  9
  9
  7
  11
  Crab, giant
  750 lbs
  4’/8’
  38
  53
  6
  6’/12’
  Hvy. Pincers (27) 20C
  15
  0 PSF
  36 PSF
  12 PSF
  shell
  13
  15
  16
  20
  7
  26
  Eagle, Giant
  400 lbs
  4’/8’
  26
  49
  15
  30’/60’F
  Hvy. Beak (21) 16S, Med. claws (36) 12S
  15
  18 PSF
  26 PSF
  24 PSF
  feathers
  1
  0
  0
  1
  1
  16
  Ferret, giant
  125 lbs
  20”/80”
  38
  45
  17
  8’/21’
  Med. Bite (40) 12S
  25
  24 PSF
  27 PSF
  27 PSF
  hide
  6
  9
  10
  8
  5
  27
  Rat, giant N
  8 lbs
  7”/18”
  19
  15
  10
  8’/15’
  Lgt. Bite (12) 1S
  10
  9 PSF
  0 PSF
  6 PSF
  hide
  1
  1
  1
  1
  1
  1
  Spider, gnt. Hunting 
  125 lbs
  8’/9’
  49
  44
  12
  8’/16’
  Med bite (27) 7P + 5 X poison SPV.II
  10
  20 PSF
  18 PSF
  27 PSF
  chitin
  4
  4
  4
  4
  5
  15
  Bees, giant:  The giant bees movement is for flying, assume moving on the ground is 3’ at a walk, which is their only ground movement rate.  The giant bees hive is likely to contain 100-200 giant bees 
  and one or more queen (though even for large hives having more than three queens is rare).  If a giant drone bees attack is successful and penetrates the targets armour it will deliver a sting doing a 
  further 2D10 damage, the bee will then fall to the ground incapacitated and die within a few minutes.  The giant queen bees have no attack.  All giant bees will avoid smoke wherever possible.
  Centipede, giant:  The giant centipede uses virulent venom, this causes 3D10 damage, with a successful stamina roll causing half damage, a failed stamina roll will incapacitate those of 
  CON*12 or lower.  The hard chitin is particularly susceptible to chopping weapons such as heavy swords and all axes; reduce the absorption to those types of weapon by 3.
  Giant Eagle:  The Giant Eagle can use only a single claw attack whilst on the ground.
  Rat, giant:  The giant rat can act in a pack using the same rules as given for normal rats (see small creatures of the woodlands and grasslands).
  Spider, giant hunting:  The giant hunting spider hunts using sticky strands to catch their prey, these strands have a BCS of 40%, a PSF of 18, treat each strand as having 50 body which has 0 
  absorption against slashing and energy attacks and 5 absorption against all other types of attack, fire damage is tripled.  If caught by the strand the target is at –25 PSF for all physical activities 
  and prevent the target from retreating.  The venom of a giant hunting spider (SPV.II) causes paralysis, this inflicts 7+the Crit Die or 21 damage on a critical success in damage to fatigue which lasts 
  around an hour, though a successful stamina roll at –13 will reduce the damage and duration by half.  If during the venoms duration the character runs out of fatigue they will be incapacitated
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  550
  Lycanthropes
  Lycanthropy is a magickal disease which only affects 
  humans and may be passed on in the were’s bite.  
  There is a 2% chance per point of body damage 
  inflicted that the disease will be passed on.  If someone 
  succumbs to the disease they will change into a were 
  of the same type which inflicted the wound on the 
  next full moon unless the act of faith Remove Curse 
  is preformed.  Lycanthropy can also be passed down 
  from ones parents, if only one parent has Lycanthropy 
  there is a 25% chance that each child will also develop 
  the condition, if both parents have Lycanthropy 
  there is a 75% chance that the child will develop the 
  condition.  The were must change to their were form 
  during the night of the full moon but otherwise may 
  change form at will.  The actual change process takes 
  time to complete, the amount of time depends on 
  the difference in weight between forms, it takes 1 AP 
  to change 10 lb of body mass between forms (so a 
  were bear changing from were form to human would 
  take 23 APs) if changing from human to animal form 
  or visa versa the change must pass through the were 
  stage. The were’s body changes any objects or clothing 
  must be removed.  If heavy armour is worn whilst the 
  lycanthrope is changing to a larger form (i.e. heavier) 
  then 1D10 damage is inflicted during the change.  
  Damage is carried over between forms in proportion 
  to the amount of damage they have taken (so a were 
  in beast form which has been injured to half its body 
  level will still be at half their body level in human form).
  A were in were or beast form is driven by a deep 
  instinct to kill, this instinct is so strong that they 
  may even kill loved ones (a willpower check may 
  be made to avoid this, but only for loved ones).  
  The were may travel many miles from where 
  they changed during their orgy of violence.
  A lycanthrope is a supernatural creature and takes 
  half damage from normal weapons and normal 
  armour protects with only half its normal absorption 
  (‘normal weapons’ and armour against lycanthropes 
  are considered ‘any weapon’ which is not silvered, 
  enchanted, blessed or of +4 quality  better also 
  magick or fire damage).  Normal weapons may not 
  kill the lycanthrope, but they may wound them, 
  all damage from normal weapons taken in were or 
  beast form is healed at 1 body per round, this may 
  be healed no matter how damaged the were is.  
  Silvered weapons and armour are effective against 
  lycanthropes, these are not made from silver but have 
  silver inlay scroll work along the blade or inscribed 
  into the armour (at least 10 times the cost); wounds 
  caused by such armour does not regenerate and 
  always leaves a nasty scar. Even contact with silver 
  causes pain and discomfort to the lycanthrope, even 
  when in human form.  The touch of sliver is as painful 
  to a lycanthrope as red hot steel is to a human and 
  causes 1D10 damage when touched (and per round 
  for prolonged contact), a were in contact with silver 
  must make a willpower check at –20 or recoil in pain, 
  even the touch of someone who has handled silver will 
  be uncomfortable to a lycanthrope, due to the traces 
  of silver on their hands, though there is no ill effect.
  Normal creatures of the were’s type normally act 
  indifferently towards their cursed brethren and 
  lycanthropes are equally indifferent towards their 
  mundane counterparts.  In some circumstances 
  friendships have developed between animals 
  and lycanthropes, some lycanthropes will actively 
  seek to free captive animals of their types (e.g. 
  Wereboars will attempt to free captive pigs).
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  551
  Creature type
  Wt
  Ht
  F
  B
  BAP
  DT/
  Sprint
  Attack (PSF) + damage bonus
  MR
  Dodge 
  (40+)
  Stam 
  (40+)
  Will 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Werebear, Human
  170 lbs
  5’4”
  27
  52
  13
  5’/8’
  Weapon (12) +3
  15
  10 PSF
  35 PSF
  25 PSF
  none
  1
  1
  1
  1
  0
  68
  Werebear, Were N
  275 lbs
  6’6”
  45
  74
  14
  10’/20’
  Med. Bite (48) 17S, Hvy. Claws (33) 22S
  15
  10 PSF
  45 PSF
  33 PSF
  hide
  12
  18
  11
  15
  9
  68
  Werebear, Bear N
  1000 lbs
  8’4”
  47
  114
  11
  0’/20’
  Med. Bite (48) 17S, Hvy. Claws (33) 22S
  15
  0 PSF
  50 PSF
  30 PSF
  hide
  12
  18
  11
  15
  9
  68
  Werebear:  A Werebear has a weakness of sweet foods such as honey in all forms; when not under threat the Werebear must make a willpower –1 check to avoid sweet foods.  
  Wereboar, Human
  165 lbs
  5’6”
  29
  54
  13
  5’/8’
  Weapon (12) +3
  15
  10 PSF
  11 PSF
  8 PSF
  none
  0
  0
  0
  0
  0
  59
  Wereboar, Were N
  350 lbs
  6’
  40
  76
  15
  10’/20’
  Med. Bite (45) 21P, Med Hooves (20) 9C
  15
  10 PSF
  44 PSF
  30 PSF
  hide
  8
  12
  6
  8
  5 
  59
  Wereboar, Boar N
  750 lbs
  3’6”
  38
  96
  15
  8’/16’
  Med. Bite (42) 21P, Med Hooves (9) 8C
  15
  0 PSF
  40 PSF
  30 PSF
  hide
  8
  12
  6
  8
  5
  59
  Wereboar:  Wereboars will never back down from a fight in any form, in human form a were boar is short tempered and can be considered to have the ability berserker rage.  
  Werefox, Fox N
  75 lbs
  21”
  28
  42
  14
  6’/27’
  Med. Bite (21) 10S
  15
  18 PSF
  20 PSF
  32 PSF
  hide
  3
  3
  2
  2
  4
  26
  Werefox, Were N
  100 lbs
  5’
  31
  46
  17
  8’/27’
  Med. Bite (24) 11S
  15
  18 PSF
  20 PSF
  32 PSF
  hide
  3
  3
  2
  2
  4
  26
  Werefox, Human
  130 lbs
  5’7”
  26
  46
  13
  5’/8’
  Weapon (12) +3
  15
  10 PSF
  11 PSF
  8 PSF
  none
  0
  0
  0
  0
  0
  26
  Werefox:  The Werefox is an unusual creature in that the fox is their normal form and they change to a human form during certain aspects of the moon.  In addition the 
  Werefox retains their human intelligence in all forms, they are the most placid of all the lycanthropes having only a mild bloodlust (they never attack a loved one and 
  may make a willpower check at +30 to resist attacking).  Where hunting foxes with hounds is prevalent the Werefox has a minor phobia of dogs.   
  Creature type
  Wt
  Ht
  F
  B
  BAP
  DT/
  Sprint
  Attack (PSF) + damage bonus
  MR
  Dodge 
  (40+)
  Stam 
  (40+)
  Will 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Wererat, Human
  150 lbs
  5’6”
  18
  43
  13
  5’/8’
  Weapon (12) +3
  15
  10 PSF
  11 PSF
  8 PSF
  none
  0
  0
  0
  0
  0
  13
  Wererat, Were N
  150 lbs
  5’6”
  29
  46
  15
  8’/16’
  Lgt. Bite (25) 5S, Lgt. Claws (20) 3S
  15
  18 PSF
  6 PSF
  18 PSF
  hide
  1
  1
  1
  1
  1
  13
  Wererat, Rat N
  20 lbs
  6”
  25
  27
  12
  8’/15’
  Lgt. Bite (20) 4S
  15
  12 PSF
  3 PSF
  12 PSF
  hide
  1
  1
  1
  1
  1
  13
  Wererat:  Wererats have the ability to command all ordinary and giant rats within a hundred yards; up to 1000 ordinary or 50 giant rats may be controlled at one time and the Wererat 
  must be in were or rat form.  Wererats are immune to poisons and most diseases, though they are often the carriers of diseases.  Wererats have a major phobia of cats.
  Wereserpent, Human
  145 lbs
  5’10”
  28
  50
  13
  5’/8’
  Weapon (12) +3
  15
  10 PSF
  11 PSF
  8 PSF
  none
  0
  0
  0
  0
  0
  27
  Wereserpent, Were N
  450 lbs
  6’
  35
  79
  13
  4’/6’
  Med. Bite (40) 8P, Med. Constrict (30) 12FP 
  15
  10 PSF
  30 PSF
  19 PSF
  scales
  2
  8
  1
  1
  3
  27
  Wereserpent, Serpent N
  550 lbs
  12”
  34
  83
  13
  4’/6’
  Med. Bite (39) 7P, Med. Constrict (36) 12FP
  15
  0 PSF
  27 PSF
  16 PSF
  scales
  2
  8
  1
  1
  3
  27
  Wereserpent:  the Wereserpent can perform a constriction attack in the same manner as the constrictor (see serpents of the woodland).  Any creature staring into the 
  Wereserpents eyes must make a willpower check or be mesmerised by the snakes gaze being unable to do anything until after the Wereserpent has made its first attack.  
  Wereserpents are vulnerable to the mongoose and weasel that gain +2 to the Crit Die when attacking a Wereserpent; Wereserpents have major phobias of mongooses and 
  weasels.  Wereserpents are sluggish in exceptionally warm or cool weather in were and beast forms; reduce MOV by 1 per 5 degrees F above 90 or below 70.
  Werewolf, Human
  150 lbs
  5’8”
  28
  51
  13
  5’/8’
  Weapon (12) +3
  15
  10 PSF
  11 PSF
  8 PSF
  none
  0
  0
  0
  0
  0
  44
  Werewolf, Were N
  200 lbs
  6’
  39
  64
  18
  10’/40’
  Med. Bite (45) 14S, Med. Claws (30) 14S
  15
  21 PSF
  36 PSF
  30 PSF
  hide
  4 
  6
  4
  4
  4
  44
  Werewolf, Wolf N
  200 lbs
  36”
  36
  62
  16
  10’/40’
  Med. Bite (40) 13S
  15
  21 PSF
  36 PSF
  30 PSF
  hide
  4
  6
  4
  4
  4
  44
  Werewolf:  The werewolf is the most common and feared of all they lycanthropes.  A willpower check must be made if one realises that they are fighting a werewolf; if this check is failed then they will be at –10 
  to hit due to their fear.  Werewolves dislike the smell of the herb Wolvesbane (Aconite) in were or wolf form the werewolf must make a willpower check at –10 to approach anyone carrying Wolvesbane; whilst in 
  human form the smell requires a willpower check at –10 in order not to react in disgust an nausea.  Domesticated dogs hate werewolves and will always attempt to attack whenever they are encountered.
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  552
  point drained past 0 or fall unconscious for an hour (or 
  6 hours on a critical failure). After the attack is complete 
  the fatigue rating of the target is reset to 0. For example 
  a touch attack hits and causes 8 damage, the target 
  has 5 fatigue remaining so fatigue is reduced to –3; 
  the target must make a stamina check at –6 (twice 
  the fatigue below 0) or fall unconscious for an hour.  
  The Touch attack may be combined with a Claw 
  attack; the combined attack is made using a single 
  claw roll at the claws AP cost, the damage for the 
  claw and the touch is calculated separately but 
  the touch uses the Crit Die for the claw attack 
  (making use of any Crit Die bonus for the claw).
  Undead
  Undead come in two different varieties: the physical, 
  corporeal undead and the insubstantial, incorporeal 
  undead.  Incorporeal undead are noted by having 
  no body or weight listed, the fatigue value been 
  used instead of body for all purposes.  All incorporeal 
  undead have certain advantages and limitations 
  associated with their lack of substance.  Any natural 
  attacks they make will pass straight trough armour 
  and will be un-parryable save with weapons and 
  armour that have been blessed, enchanted or are of 
  +4 or better quality; likewise blessed, enchanted or 
  weapons of +4 or better are required to hurt them.  
  They can also walk straight trough physical objects.  
  Magick and faith will be able to hurt the incorporeal 
  undead under most circumstances, all incorporeal 
  undead have the ability to touch and move objects 
  unless otherwise stated.  Despite popular opinion 
  most ghosts and other incorporeal undead appear 
  as they did in life, not as a semi-transparent image.
  Due to the nature of undead they are completely 
  immune to illusions and command magicks, except for 
  those dealing directly with the undead.  All undead are 
  immune to pain from critical effects and are assumed 
  to pass any stamina checks for pain (including at 0 
  fatigue).  Undead also do not bleed and so on critical 
  hits loose no additional body from bleeding.  All 
  corporeal undead must be reduced to –10 body before 
  they are stopped, though at 0 body they are practically 
  destroyed (halve all PSF’s).  All undead are spiritual 
  in nature so cutting off the head will not stop the 
  undead but will make the undead deaf and blind, the 
  exception to this is the zombie whose spirit resides in 
  the rotting brain, if the head is decapitated the body 
  will stop but the head will remain animate.  All undead 
  feel no fatigue from performing physical actions and 
  even parrying and dodging has no fatigue cost.
  Touch attacks have a BCS of 60% and drain fatigue from 
  their target; the fatigue damage inflicted is equal to 
  the Crit Die multiplied by the Crit Die multiplier of the 
  attack.  The touch attack is described as Touch (PSF) X 
  Crit die Multiplier.  For example if the Crit Die rolled is 
  a 4 and the multiplier is X2 then 8 fatigue is drained.  
  A critical hit with a touch attack causes the loss of 5 
  APs due to shock.  Touch damage bypasses non-metal 
  armour unless the armour is blessed, enchanted or of 
  +4 quality or better though a successful weapon or 
  shield parry will deflect the touch though incorporeal 
  undead (those with no weigh and body ratings) may 
  pass through certain weapons and shields (see below).  
  When all fatigue is depleted, the target must make a 
  stamina check, with a penalty of –2 for every fatigue 
  Deaths
  Deaths radiate an aura of fear (command) at a 66 PSF% 
  in addition the Death can hold one target immobile 
  with fear, there is no way to avoid this.  A weapon 
  will be able to parry a Death’s physical attack if it is 
  blessed, enchanted or of +4 quality or better, though 
  armour and shields will not give any protection. Deaths 
  are able to use magick as a generalist mode. Lesser 
  Deaths (PMF 66, ML4, 35 PSF%) and greater Deaths 
  (PMF 66, ML4, 35 PSF%) both have the Air spells Fog 
  and Mist and Northwind and all Command spells up 
  to MR 6.  No spell of command will affect a Death, 
  nor will illusions as the Death has true sight.  Deaths 
  are sent by a higher power to claim the lives of one 
  or more mortals, they are single minded and will 
  avoid killing anyone other than their target, though 
  if mortals interfere they will attempt to neutralise the 
  resistance, normally with their command magicks.
  Ghosts
  There are three types of ghost: ordinary ghosts, 
  poltergeists and headless ghosts.  They are all immune 
  to weapons, even if enchanted, blessed or of high 
  quality. Their only vulnerability is exorcism and certain 
  magickal spells which do not affect the body.  All ghosts 
  are bound to a certain area, this ‘haunt’ may be as small 
  as a single room or several acres of ground.  Any type 
  of ghost leaving this ‘haunt’ disappears, reappearing 
  within the ‘haunt’ the same time the next day.
  Ordinary ghosts are generally rational beings and 
  may well be mistaken as a normal person, they have 
  their memories of their life and their un-death and 
  may well stay to protect or haunt someone.  They 
  can use the command spell Fear (at ML5) whenever 
  the ghost may choose to make different targets 
  experience different levels of fear, or be completely 
  immune to this fear and they may revoke this 
  immunity at any time.  If the roll to resist this fear is 
  failed it may be attempted again at the start of each 
  round, being immobilised until the roll is passed.
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  553
  Poltergeists are insane remnants of a spirit that 
  generally throw objects around in an attempt to 
  scare off ‘intruders’. They have few memories and 
  little in the way of sanity and rational thought 
  and are terrified of their condition.  Generally 
  a poltergeist is completely invisible, only the 
  throwing of objects will reveal its presence.
  Headless Ghosts are somewhere in between ghosts 
  and poltergeists in terms of sanity, they retain their 
  personality and memories but turn into psychopathic 
  creatures living only to murder the living.  The 
  headless ghost causes fear in an identical manner 
  to an ordinary ghost.  If a being is immobilised by 
  fear the headless ghost may attempt to strangle 
  them to death. This attack automatically hits and 
  each round the headless ghost causes 2D10 damage 
  until the target is dead, or passes the roll to resist 
  the fear and either flees or deals with the ghost.
  Ghouls
  Ghouls stink of the grave, most animals will refuse 
  to go near them, and anyone adventurous enough 
  to enter the ghouls presence (10’ radius, more 
  downwind, less upwind depending on wind speed) 
  must make a stamina –10 roll or be at a –20 PSF% 
  penalty to all actions due to the stench.  The stench 
  leaves a foul decaying taste in the mouth for the 
  remainder of the day but has no additional effect.  Any 
  wound inflicted by the ghoul have a 30% chance of 
  becoming infected (80% chance with a critical hit) 
  unless the wound is successfully cauterised within 4 
  rounds; infected wounds require a stamina roll each 
  day to see if the wound heals normally for that day, 
  a failed roll leads to the loss of one point of body as 
  the infection spreads, a critical failure causes 1D10 
  points of body damage.  Ghouls are good diggers, 
  as befits their diet of freshly buried corpses, and can 
  dig out a grave in around half an hour with their bare 
  hands.  Ghouls cannot swim but can climb (20 PSF).
  Leichen & Old Leichen
  Leichen are immensely powerful necromancers who 
  have become undead to prolong their lives and extend 
  their power beyond that which mortal magicks can 
  provide.  Intrinsically all Leichen are necromancers of 
  at least ML7 (typically PMF 90, ML 7, 80 PSF%) and tend 
  to have all summoning and command magick spells 
  along with extensive knowledge of wards, illusions, 
  divination and arcane along with a host of destructive 
  elemental spells.  The Leichen has a constant fear spell 
  in place with no fatigue cost at its normal magick 
  level, PMF and PSF.  Though Leichen are corporeal in 
  nature they have the same weapon invulnerability’s 
  as the incorporeal undead, though they are immune 
  to exorcism.  It must be noted that the process of 
  becoming a Leichen is not intrinsically evil, nor is the 
  study of necromancy.  However over the years it is 
  difficult for a necromancer to avoid the temptation 
  and power that presents itself; therefore the majority 
  of Leichen have become evil and twisted creatures.
  Old Leichen are Lichen which have lived for over 
  seven hundred years, they are on the road to dying  
  permanently (even Leichen don’t live forever) 
  and will last another 3-4 hundred years.  The 
  Old Leichen has even more impressive magickal 
  power than the Leichen (Typically PMF 103, ML 
  9, PSF 93) and have a reduced physical capacity 
  but is otherwise identical to the Leichen.
  Skeletons
  Piercing and missile weapons that penetrate the 
  skeletons armour do a maximum of a single point of 
  damage or three damage on a critical hit.  Slashing 
  weapons cause half damage after penetrating 
  armour on a normal hit, or normal damage for a 
  critical hit.  All skeletons automatically pass any 
  willpower rolls, as they are completely mindless and 
  can follow only simple orders.  They have no need 
  for food, drink or any other form of sustenance.
  Spectre
  Spectres radiate fear (at ML 6, 75 PSF%) they 
  can alter the intensity of this fear.  Spectres are 
  incorporeal spirits of dead necromancers (power 
  varies, typically PMF 65, ML 3, 55 PSF%) and retain 
  all of the spells the necromancer had in life except 
  for spells that pertain directly to necromancy.  A 
  spectre’s haunt is within ten miles from the site of 
  its grave; if it goes beyond this limit the spectre will 
  fade from existence and be completely destroyed.
  Phantom
  Phantoms are mere images animated by a fragment 
  of a spirit, they cannot interact with the world, nor can 
  the world interact with the phantom.  The phantom 
  appears as a translucent form of the spirit in life and 
  acts through the last moments of life, again and again 
  and again until the phantom fades from existence 
  after a few centuries.  The Phantom is immune to 
  all weapons magick and faith, except for Exorcism 
  from a priest with a faith PSF% of 50 or greater.
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  554
  Vampire
  Vampires have many magickal abilities (PMF 94, ML 8, 84 
  PSF%), though they cannot learn spells. These abilities 
  are handled in the same way as normal magick and 
  have the same effect as the command spells Mesmerise, 
  Greater Fright, Suggestion, Fear, Enthral (only when 
  draining blood from the victim with no AP or fatigue 
  costs), Demoralisation; the transmutation spells of 
  Shape Shift (into a wolf, rat or bat only) and Gaseous 
  Form; and the transcendental spell of Flight.  The 
  powers of Mesmerise and Enthral are strongly linked 
  to the vampire’s sex appeal and victims of the opposite 
  sex are at –30 to resist.  The vampires drains blood from 
  their victim; this causes additional damage should the 
  attack penetrate any armour of twice the Crit Die of 
  the attack, this is at the end of each round which the 
  vampire spends just draining blood from their victim.  
  Once a vampire has drained blood from a victim the 
  vampire has power over the victim and can make 
  any command the vampire wishes and the victim 
  has no power to resist.  If a vampire drains the blood 
  to such an extent that the victim is killed and the 
  vampire has already gained control of the victim 
  in the past, the vampire may choose to make that 
  mortal into a vampiric servant; the vampiric servant 
  will rise from the grave three days after being buried 
  and be under the control of the ‘parent’ vampire.  
  Vampires are supernatural creatures and take only half 
  damage from unenchanted, unblessed and quality 3 
  or lower quality weapons, silvered weapons cause full 
  damage; natural attacks made by the vampire will be 
  affected by only half the absorption of armour which 
  is not enchanted, blessed or of +4 or better quality.  
  Vampires regenerate 1 body point per round, unless 
  the damage was caused by magick, faith or a blessed, 
  enchanted, silvered or +4 or better quality weapon.  
  Damage caused by these items can only be recovered 
  by draining blood from a victim equal to  damage or 
  by fleeing and resting in their coffin as below. Vampires 
  reduced to below 0 body must flee to their coffin where 
  they will regenerate at 5 body per hour, though; they 
  will not die no matter how much damage is incurred. A 
  wooden stake or un-tipped arrow that pierces the heart 
  of a vampire (-50 called shot) will cause the vampire 
  to become completely inert.  A vampire takes damage 
  from sunlight equal to 1D10 per round of exposure, this 
  may cause the vampire to be destroyed at –½ body.  
  The only ways to kill a vampire other than sunlight is 
  to sever the head and burn the body after staking or 
  otherwise immobilising the vampire; or by immersion 
  in running water, which can drown the vampire 
  (though still water has no effect).  Vampires must 
  sleep during the day in a coffin lined with earth from 
  there own grave, failure to do this causes 2 fatigue 
  damage per hour or 1 body damage per hour if 
  fatigue is depleted. Vampires must drink the blood 
  of intelligent living beings in order to survive; the 
  vampire must drink at least one pint of blood per 
  week, loosing 3 body per day if they fail to feed.  A 
  vampire may not walk over running water, but it may 
  fly over in bat form or cross at a bridge or in a boat.  
  Vampire King The vampire king is a powerful vampire 
  who rules over vampires in the local area.  The 
  vampire king has the same abilities and limitations as 
  a normal vampire except for their magickal powers 
  are more potent (PMF 115, ML 11, 105 PSF%).
  Water Wraith
  The claws of a water wraith are unclean and have a 
  30% chance of infecting a wound; infected wounds 
  take twice the normal time to heal. All water wraiths 
  have the innate spells Mesmerise (command), 
  Greater Fright (command) and clouds and rain (BM 
  Air) at PMF 66, ML 4, 56 PSF%.  The water wraith 
  is a supernatural creature and takes only half 
  damage (after armour) from weapons unless they 
  are enchanted, blessed or of +4 or better quality.  
  Water wraiths are completely immune to command 
  magick, even those spells dealing with undead.  
  Water wraiths heal a third of their body per day.  
  Salamander fire and arcane magick does 50% more 
  damage to the water wraith, dragon fire inflicts double 
  damage both before armour.  Water wraiths are 
  repelled by wormwood and must make a willpower 
  check or be unable to approach within 10’.  
  The only way for a necromancer to control a Water 
  Wraith is to create a lesser device of power as an amulet 
  worn by the Water Wraith; this amulet has the spell 
  Command the Greater Dead and containing at least 
  one quantity of wormwood; the Water Wraith makes 
  a stamina – PSF of the necromancer, if this roll is failed 
  the Water Wraith is subservient, if the roll is succeeded 
  the water wraith may make a willpower check to see 
  if she can tear off the amulet; failure at either stage 
  destroys the Water Wraith if she does not obey the 
  necromancer for a period of 13 days and 13 nights.
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  555
  Wight
  All wights have some innate magickal power (PMF 
  66, ML 4, 56 PSF%) and have the spells Fog and 
  Mist (air), all command spells relating to fear and all 
  illusions to MR 2.  Wights hate and fear sunlight, they 
  can see even in complete darkness and magickal 
  darkness; sunlight causes 1D10 damage directly 
  to body per round of exposure.  Wights have a 
  major phobia of fire (pyrophobia) also they are 
  exceptionally poor at climbing (-10 PSF%) and will 
  not enter water though water does them no harm.
  Wraith
  Wraiths have a constant aura of fear (PMF 85, ML 6, 75 
  PSF% as the command spell Fear (30’ radius); should 
  the resistance roll be failed the target will be either 
  frozen in place or flee for up to ten minutes (Wraiths 
  choice). Animals will never approach a wraith, even 
  with magickal coercion. A wraith is unable to cross 
  consecrated ground. A wraith drains 1 FP at the 
  end of each round from every living being within 
  50’. The touch of a Wraith penetrates any armour; a 
  person killed by a Wraith’s touch will rise as a wraith 
  with lesser abilities in three days unless buried in 
  consecrated grounds with the correct ceremonies.  
  Wraiths are able to use magick in the necromancer 
  mode (PMF 70, ML 4, PSF 60 for a normal Wraith, 
  PMF 80, ML 6, PSF 70 for wraith lords) and have the 
  air spells Fog & Mist, Northwind and Rain; the arcane 
  spell Arcane Shield; the fire Spell Calm the Fires; the 
  illusion spell Wall of Smoke; the summoning spell 
  Animate the Lesser Dead and the wards spell Circle of 
  protection vs. Good.  Wraith lords have access to spells 
  at the GM’s discretion.  Wraiths are nearly incorporeal 
  and have the same invulnerabilities as incorporeal 
  undead, except that silvered weapons may also 
  affect them.  Wraiths have a major phobia of sunlight; 
  which causes them 1D10 damage per round.  Wraith 
  hate water and will never enter it, they also disdain 
  climbing though they can climb poorly (-10 PSF%).
  Wraith Lords normally command ½D10 additional 
  Wraiths and half of them carry a Wraith blade which can 
  be any type of sword (generally quality +1 or +2). This 
  Wraith blade is considered enchanted and can conduct 
  the touch damage of the Wraith in the same manner as 
  the touch attack can be combined with a claw attack.
  Zombie
  Zombies bludgeon is a strike with an arm, it causes 
  crushing damage and has a BCS of 40%.  A body will 
  become inanimate if the head is decapitated, however 
  the head will continue to be animated, though as the 
  lungs are no longer functioning the zombie will be 
  unable to speak.  The stench and sight of a zombie is 
  enough to make the staunchest hero falter, a willpower 
  check is required or all attacks against the zombie are 
  at –10 PSF% due to fear; on a critical failure roll then 
  the character must flee, if the zombie is the animated 
  corpse of someone the character knew in life this check 
  is at serious penalties (-10 to –40 depending on their 
  relationship).  Wild animals always flee a zombie, trained 
  animals can be made to stand ground (animal riding or 
  handling check) but not to attack the zombie. Zombies 
  have practically no intelligence (INT 2 for animals, 5 
  for humans, in either case they possess practically no 
  capacity for creative thought), although they can obey 
  simple instructions.  The small beast zombie is an animal 
  such as a small dog (25-50 lbs), the large beast zombie 
  is a larger creature such as a large dog or small bear.  
  The monster zombie could be an ogre or small troll.
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  556
  Undead
  Creature type
  Wt
  Ht
  F
  B 
  BAP
  DT/Sprint
  Attack (PSF) + 
  damage bonus
  MR
  Dodge(40+)
  Stam.(40+)
  Will.(40+)
  Armour
  S
  C
  P
  M
  E 
  Hon
  Lesser Death N
  -
  6’6”
  70
  -
  20
  10’/20’ 
  (30’/60’ F)
  Touch (37) X2, Melee 
  weapon (40)+8
  30
  38 PSF
  40 PSF
  51 PSF
  robes
  15
  15
  15
  15
  9
  188
  Greater Death N
  -
  7’
  79
  -
  21
  10’/20’ 
  (30’/60’ F)
  Touch (45) X2, Melee 
  weapon (54)+11
  30
  45 PSF
  55 PSF
  60 PSF
  robes
  15
  15
  15
  15
  9
  243
  Ghost, ordinary
  -
  5’6”
  -
  -
  19
  5’/10’ 
  (20’/40’ F)
  -
  30
  30 PSF
  -
  20 PSF
  none
  0
  0
  0
  0
  0
  4
  Ghost, Poltergeist
  -
  6’
  -
  -
  19
  5’/10’ 
  (20’/40’ F)
  Throw (15)+6
  30
  30 PSF
  -
  0 PSF
  none
  0
  0
  0
  0
  0
  12
  Ghost, Headless N
  -
  5’
  -
  -
  19
  5’/10’ 
  (20’/40’ F)
  Strangle (-)
   30
  30 PSF
  -
  25 PSF
  none
  0
  0
  0
  0
  0
  5
  Ghouls N
  170 lbs
  5’10”
  32
  49
  14
  5’/10’
  Med. Bite (16) 10, 
  Med. Claws (20) 11
  10
  17 PSF
  20 PSF
  17 PSF
  hide
  1
  0
  1
  1
  3
  14
  Leichen (liches)
  170 lbs
  6’
  43
  57
  18
  10’/20’
  Med. Claws (25) 12, Weapon 
  (20)+5, Touch (30) X2
  0
  25 PSF
  50 PSF
  60 PSF
  none
  0
  0
  0
  0
  0
  143
  Old Leichen
  150 lbs
  6’
  42
  52
  18
  10’/20’
  Med. Claws (15) 10, Weapon 
  (14)+2, Touch (30) X2
  0
  15 PSF
  50 PSF
  65 PSF
  none
  0
  0
  0
  0
  0
  141
  Skeleton
  40 lbs
  5’6”
  -
  54
  10
  6’/ N/A
  Melee Weapon (5)+0
  0
  0 PSF
  40 PSF
  N/A
  none
  0
  0
  0
  0
  0
  4
  Skeleton, Warrior
  45 lbs
  5’9”
  -
  62
  13
  6’/ N/A
  Melee Weapon –1 DF (20)+3
  0
  0 PSF
  40 PSF
  N/A
  chain-1
  8
  8
  7
  8
  6
  12
  Skeleton, Knight
  50 lbs
  6’
  -
  69
  15
  6’/ N/A
  Melee Weapon –2 DF (35)+6
  0
  0 PSF
  40 PSF
  N/A
  chain
  9
  9
  8
  9
  7
  19
  Spectre N
  -
  5’6”
  40
  -
  19
  5’/10’ (20’/40’)
  Touch (15)*
  0
  30 PSF
  0 PSF
  25 PSF
  none
  0
  0
  0
  0
  0
  38
  Phantom
  -
  5’6”
  3
  -
  19
  5’/10’ (20’/40’)
  -
  0
  30 PSF
  -
  0 PSF
  none
  0
  0
  0
  0
  0
  2
  Vampire N
  200 lbs
  6’
  41
  58
  17
  10’/20’
  Lgt.. Bite (36) 5, Med. 
  Claws (45) 18
  0
  30 PSF
  50 PSF
  47 PSF
  none
  0
  0
  0
  0
  0
  121
  Vampire King N
  200 lbs
  6’
  44
  60
  19
  10’/20’
  Lgt. Bite (45) 7, Med. 
  Claws (50) 20
  0
  40 PSF
  50 PSF
  55 PSF
  none
  0
  0
  0
  0
  0
  172
  Water Wraith
  90 lbs
  5’
  39
  48
  12
  5’/10’
  Lgt. Claws (27) 5, Weapon 
  (16) +8, Touch (27) X2
  30
  16 PSF
  18 PSF
  36 PSF
  skin
  7
  7
  7
  7
  3
  27
  Wight N
  160 lbs
  5’9”
  31
  48
  12
  10’/20’
  Med. Claws (25) 13, 
  Weapon (28) +6
  0
  20 PSF
  35 PSF
  40 PSF
  leather
  3
  1
  1
  2
  3
  56
  Wight, Warrior N
  210 lbs
  6’
  37
  56
  14
  10’/20’
  Med. Claws (36) 14, 
  Weapon (40) +8
  0
  25 PSF
  40 PSF
  43 PSF
  chain
  9
  9
  8
  9
  7
  70
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  INDEX
  
  557
  Undead
  Creature type
  Wt
  Ht
  F
  B 
  BAP
  DT/Sprint
  Attack (PSF) + 
  damage bonus
  MR
  Dodge(40+)
  Stam.(40+)
  Will.(40+)
  Armour
  S
  C
  P
  M
  E 
  Hon
  Wraith N
  -
  6’
  60
  -
  19
  10’/20’ 
  (30’/60’ F)
  Touch (24) X3, 
  Weapon (30) +6
  0
  33 PSF
  27 PSF
  43 PSF
  none
  -
  -
  -
  -
  -
  63
  Wraith Lord N
  -
  6’6”
  66
  -
  19
  10’/20’ 
  (30’/60’ F)
  Touch (33) X3, 
  Weapon (40) +10
  0
  40 PSF
  35 PSF
  50 PSF
  none
  -
  -
  -
  -
  -
  142
  Zombie, Sm. Beast N 
  25 lbs
  18”
  38
  33
  6
  6’/ N/A
  Lgt. Bite (0) 3, Sm. 
  Claws (33) 2
  0
  10 PSF
  30 PSF
  -
  skin
  1
  0
  1
  1
  1
  2
  Zombie, Lg. Beast N 
  100 lbs
  3’
  38
  46
  10
  6’/ N/A
  Lgt. Bite (0) 3, Sm. 
  Claws (33) 2
  0
  5 PSF
  45 PSF
  -
  hide
  2
  3
  2
  2
  3
  5
  Zombie, peasant N
  150 lbs
  5’8”
  38
  49
  8
  6’/ N/A
  Med. Bludgeon (6) 5, 
  Weapon (5) +3 
  0
  5 PSF
  40 PSF
  -
  none
  0
  0
  0
  0
  0
  6
  Zombie, Fighter N
  200 lbs
  6’2”
  39
  56
  8
  6’/ N/A
  Med. Bludgeon (12) 
  7, Weapon (20) +6 
  0
  10 PSF
  45 PSF
  -
  chain –1
  8
  5
  7
  8
  8
  14
  Zombie, Monster N
  500 lbs
  8’
  42
  76
  9
  6’/ NA
  Hvy. Bludgeon (25) 15, 
  Weapon (40) +12 
  0
  0 PSF
  55 PSF
  -
  hide
  6
  2
  2
  4
  6
  21
  Faeries
  Fairies are split into two factions, the Seelie 
  court (good) faeries and the un-Seelie court 
  (evil) faeries; these definitions of good and evil 
  are only tendencies, all faeries enjoy a good 
  practical joke at the expense of others and most 
  faeries must be described as childish at best.  
  All fairies have certain vulnerabilities.  The sound 
  of a bell protects against hostile faeries of the un-
  Seelie court, requiring a willpower roll at half TSC to 
  approach (a quarter TSC for church bells).  Mischievous 
  Bogies, Brownies and Pixies must make a willpower 
  –21 check or stop their mischief if given bread and 
  salt as a peace offering.  Throwing churchyard mould 
  across the path of will cause confusion 35% of the 
  time; if a faerie is confused in this way there is a 50% 
  chance that they will forget what they were doing.  
  Faeries are unable to enter or affect by magick anything 
  in consecrated ground.  Devout prayer will also drive 
  away faeries, requiring a willpower – PFF of the person 
  praying.  Holy symbols requires a willpower – the PFF 
  of the priest who blessed the item, with a further –13% 
  if the symbol is made of iron.  Holy water burns a faerie 
  if sprinkled by a priest onto a hostile faerie, leading to 
  1D10 body damage and causing the faerie to make a 
  willpower check at half TSC.  Iron horseshoes nailed end 
  up over doorways and barns will protect those persons 
  and livestock and goods within from theft or damage 
  from faeries by baring them entrance to the building.  
  Rowan (mountain ash) is said to have many protective 
  qualities against fairies. They may not use a path 
  lined with Rowan trees without an invitation from 
  someone connected with the grounds in some way 
  (such as a park attendant or owner of the ground). 
  Lines of Rowan trees are commonly placed outside 
  well-to-do homes.  Likewise Rowan trees planted 
  around one’s home prevent faeries from entering 
  without permission, planting Rowan around a 
  field gives similar protection to livestock.  
  A Rowan staff or holy symbol when held up gives a 
  bonus of 1D10% to resist s faeries magick; adding 
  the PFF of the blessing priest if a holy symbol.  
  Crossing running water has a 33% chance of stopping 
  a faerie that is giving chase to a beast or mortal, if 
  the stream is running south this is doubled to 66%. 
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  558
  A fresh sprig of St Johns wort will give the 
  possessor +3D10% to resist faerie magick whilst 
  a dried sprig will give only a 1D10% bonus for up 
  to a year.  A daisy chain worn around the neck of 
  a small child will protect against the faeries.  
  When staring through a self-bored stone (stones 
  that have naturally had a hole bored through the 
  middle of them, not man made) the fairies true 
  form is revealed as if the (divination) spell True Sight 
  had been cast, the user needs not know any form 
  of magick and the sight only works on fairies.  Self-
  bored stones may also be placed over stables to 
  prevent pixies from ‘borrowing’ the horses.  Ill luck 
  caused by a faerie may be broken by turning ones 
  coat inside out, this has a 33 - 3% per ML of the 
  faerie to ruin the spells targeting, this is also effective 
  against the pixies ability to lead a person astray.  
  Iron and steel has a particularly devastating effect 
  on faeries.  Weapons made from iron and steel add 
  +3 to the Crit Die, body damage inflicted by an iron 
  or steel weapon will never completely heal, always 
  leaving a single point of damage which will never heal.  
  Iron chains used to bind a faerie inflict excruciating 
  pain and reduces the faerie to 1/4 its normal fatigue 
  and prevents the use of their magick.  Faeries are 
  unable to use iron or steel unless it is faerie iron.
  Fairies are very difficult to kill; they recover at 10% 
  per day from damage caused by weapons other than 
  iron, enchanted, blessed and +4 or better quality.  
  Damage from these weapons always heals at 1% 
  per day regardless of the faeries recovery rate.  All 
  faeries are supernatural creatures and only suffer 
  half the normal damage from normal weapons (i.e. 
  non-enchanted, non-blessed, +3 or lower quality); 
  however iron and steel weapons inflict full damage.  
  All faeries are immune to normal diseases, though 
  there are some that may only affect faeries.
  Certain faeries are incorporeal; these types of faerie 
  have no weight or body ratings and use fatigue instead 
  of body for calculating critical effects.  Incorporeal 
  faeries are completely immune to normal weapons 
  except for those made of iron.  Enchanted, Blessed, 
  weapons of +4 or better quality and iron weapons 
  do normal damage.  Weapons that cannot harm the 
  incorporeal faerie cannot parry natural attack from 
  the faerie.  Magick and acts of faith work as normal.  
  Incorporeal faeries are unable to interact with the 
  world around them except by the use of their powers.
  Faeries with night vision can see at night as 
  well as a human can see by day and can see 
  magickal emanations, including being able to tell 
  when an item has been enchanted to MR 0.
  All faeries have some innate magickal power.  
  Regardless of their ML all Faeries other than Faerie 
  beasts possess the spells Great Disguise and Faerie 
  glamour (at the highest of their own abilities or 
  PMF 95, ML 8, 85 PSF% in the witchcraft mode) with 
  no expenditure of fatigue.  Most Faeries can also 
  Shape-shift into any creature or object up to ML 
  X 50lbs in weight taking 1AP per 10lbs of change 
  (minimum 5 APs) also with no fatigue expenditure.  
  Many Faeries have phobias, frequently a phobia of 
  water, this only applies to large bodies of water.
  Seelie Banshee
  The touch of a banshee causes intense fear (Light 
  weapon, BCS 60%, PSF 100, PMF 110, ML 10, as the 
  command spell).  The howl of a banshee acts as a 
  constant Demoralisation spell (command at 75 PSF, 
  PMF 85, ML6), though the wailing inspires depression 
  and lethargy rather than abject terror.  Banshees are 
  immune to enchanted weapons as well as those from 
  being incorporeal.  Seelie Banshees have a specific 
  purpose, to escort individuals from certain families into 
  the afterlife.  These creatures are identical to the Un-
  Seelie version except that the Seelie Banshees appear as 
  beautiful women.  They have little to do with the faerie 
  courts.  Banshees are sometimes called ‘Bean Sidhe’ or 
  ‘Bean-Nighe’ meaning washerwoman.  The Bean-Nighe 
  is a variation on the Seelie banshee, they can be found 
  near rivers washing bloody clothes, if the ‘victim’ sees 
  the Been-Nighe they will survive however if the Been-
  Nighe sees the ‘victim’ first then they will surely die. 
  Pixies
  All Pixies have red hair and green eyes.  They are 
  capable of using magick in the witchcraft mode 
  (PMF 57, ML 2, 47 PSF%) and have all command and 
  plant spells that they can cast, 1-5 transmutation 
  spells and the wards Lesser ward vs. Good and Lesser 
  ward vs. Method of Magick.  Pixies are excellent 
  climbers (40 PSF%).  They have a minor phobia of 
  open spaces and two other random minor phobias.  
  Swan Maidens
  Swan maidens use magick in the witchcraft mode 
  (PMF 55, ML 2, 45 PSF%) and have all air, command, 
  illusion and ward spells which they can cast as well as 
  1-5 transmutation spells.  Swan maidens can shape-
  shift between a beautiful human woman (APP 16-24) 
  and a swan form but require a token to perform this; 
  normally this token is a feather that is incorporated 
  into the swan form.  Swan maidens have a major 
  phobia of open spaces and a minor phobia of crowds
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  INDEX
  
  559
  Un-Seelie Banshee
  These are identical to Seelie Banshees but look like 
  old hags instead of beautiful women; in fact neither 
  type of Banshee has much to do with the faerie 
  courts.  Banshees are sometimes called ‘Bean Sidhe’.
  Bogies
  Bogies heal at 10% per day and are immune to disease.  
  All Bogies are capable of some shape changing 
  and magick (see individual descriptions) and can 
  climb well (30 PSF%). Bogies have a major phobia 
  of water and are deformed, though they shape-shift 
  to hide their deformities, as they are ashamed of 
  them. Bogies come in several different varieties:
  Bogie Beasts often take the form of ponies or horses to 
  play their tricks.  They cast spells in the witchcraft mode 
  (PMF 51, ML 1, 41 PSF%) and can cast the command 
  spells Lesser Fright, Sleep and Clumsiness; the 
  transmutation spells of Jump, Fleet of Foot, Pain, Release 
  from Pain and Armour of Stout Leather; the wards Lesser 
  ward vs. Good and Lesser ward vs. Method of Magick.   
  Road Haunter Bogies, sneak along (30 PSF in stealth) 
  behind travellers and roar to frighten them.  They are 
  magick users using the witchcraft mode of magick (PMF 
  57, ML 2, 45 PSF%) and have the command spells Lesser 
  Fright, Mesmerise, Greater Fright, Hold Small Animal, 
  Hold Animal and Hold Person; the transmutation 
  spells Jump, Fleet of Foot and the wards Lesser ward 
  vs. Good and Lesser ward vs. Method of Magick.
  Buggains have a grotesque human shape with the 
  head of a horse and horses hooves. They steal, kidnap 
  and vandalise for the sheer pleasure of it.  Buggains 
  are users of magick (PMF 51, ML 1, 41 PSF%) and have 
  the transmutation spells Jump, Fleet of Foot; the wards 
  Lesser ward vs. Good and Lesser ward vs. Method of 
  Magick; the command spells Lesser Fright, Mesmerise, 
  Greater Fright, Hold Small Animal, Hold Person and Fear. 
  Barguests are the most dangerous of the bogies, they 
  shape-shift into fiery-eyed dogs.  They use magick in 
  the witchcraft mode (PMF 54, ML 2, 44 PSF%) and have 
  the transmutation spells Jump, Fleet of Foot; the wards 
  Lesser ward vs. Good and Lesser ward vs. Method of 
  Magick; the command spells Lesser Fright, Mesmerise, 
  Greater Fright, Hold Small animal, Hold Person and Fear. 
  Fae Goblin
  Fae Goblins look like short versions of their mortal 
  namesake.  They can use magick in the witchcraft mode 
  (PMF 60, ML 3, 50 PSF%) and generally know a few 
  spells from the methods of command, transmutation, 
  fire (MR 1 only) and wards.  A Fae Goblin can fulfil a 
  wish to take someone, other than the wishmaker, 
  away from the mortal world.  Many a person has 
  wished that a loved one be taken away after an 
  argument and regretted it when the Goblins have 
  taken them away to the lands of Faerie.  Fae Goblins 
  have major phobias of sunlight, water and open 
  spaces, they are arrogant, greedy, selfish and stupid.
  Gremlins
  Gremlins are able to use magick in the witchcraft 
  mode (PMF 60, ML 3, 50 PSF%).  They have all illusion 
  spells which they can cast, 1-5 command spells and 
  1-5 transmutation spells as well as the wards Lesser 
  ward vs. Good and Lesser ward vs. Method of Magick.  
  Gremlins are excellent climbers (40 PSF%) and can be 
  considered to have architecture and engineering at 
  50 PSF% for the purposes of destroying machinery 
  only.  Gremlins have a major phobia of the sun and 
  minor phobias of open spaces and water, though their 
  greatest fear is getting hurt, as they are abject cowards.
  Will o’ the wisp
  Will o’ the wisps are creatures of energy and take no 
  damage from energy attacks even if they are magickal 
  in nature, damage from spells in the arcane method 
  of magick actually heal the will o’ the wisp.  The will o’ 
  the wisps shock attack has a BCS of 40% and is treated 
  as a light weapon causing energy damage, this attack 
  will conduct through a metal weapon if parried, it 
  will also conduct straight through metal armour
  Diminutive Faeries
  These tiny creatures often use their Glamour to appear 
  larger than they actually are, they can also shape-
  shift (commonly into a branch of a tree to hide).  They 
  can use magick in the witchcraft mode (PMF 61, ML 
  3, 51 PSF%) and know all Command, Illusions, Plant 
  and all Ward spells which they can cast as well as 1-5 
  Transmutation spells.  Any attack that does three 
  points of damage or more adds 2 to the bash score.  
  All diminutive faeries have minor phobias of open 
  spaces, water and sunlight.  Diminutive faeries have 
  serious mood swings between being hard working 
  (tending the forest) and being fun loving creatures.
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  INDEX
  
  560
  Brownies
  Brownies are magick users in the Witchcraft mode 
  (PMF 57, ML 2, 47 PSF%) and have 5-10 Command 
  spells, 5-10 Plant spells, 1-5 Transmutation spells 
  and the Wards Lesser Ward vs. Evil and Lesser 
  Ward vs. method of magick. All brownies have a 
  major phobia of water and often have other minor 
  phobias (commonly of crowds, snakes or the sun)
  Fae Trees
  Faerie trees can sense good and evil as the advantage 
  but with no expenditure of fatigue. They make good 
  mages using the witchcraft mode (Ash: PMF 78, ML 
  5, 68 PSF%; Oak: PMF 86, ML 6, PSF 76; Yew: PMF 81, 
  ML 6, 71 PSF%) having all spells which they can cast 
  in the methods of Command, Illusion, Plant, Wards 
  and all summoning spells which relate to animals. Fae 
  Trees are immune to plant spells but take additional 
  damage from fire-based attacks (+3 to the Crit Die). 
  Fae Trees are animate but immobile, being rooted 
  in place. They are guardians of Faerie groves and 
  are untrusting of strangers.  If a mortal does a great 
  service to a Fae Tree they may offer a branch that 
  can be worked into a +4 bow by a normal bowyer.
  Cobolds
  Cobolds (not to be confused with Kobolds, a Hebraic 
  Demon) are Fae spirits that lend assistance.  They are 
  rarely seen and do their work when no one is watching, 
  household cobolds do housework and may prepare 
  and cook food (cooking 45 PSF%) and Knockers work 
  in mines (tunnelling and mining PSF of 45) and will 
  make loud knocking noises to warn of impending 
  disaster.  They rarely work iron mines as so much 
  iron makes them uncomfortable.  They use magick 
  in the witchcraft mode (PMF 59, ML 3, 49 PSF%) and 
  have no fatigue expenditure from casting spells; in 
  addition all spells are activated as words of guard.  All 
  Cobolds have The Arcane spells of Arcane Shield and 
  Shadowcast.  Knockers have the Divination spells Sense 
  and Identify Ore and Sense Direction.  Household 
  Cobolds have the Arcane spells Spectral Servant, the 
  Divination spell Detect Life (which is always on) and 
  the Transcendental spell Pass Through and will hide 
  if they detect someone coming (running through a 
  wall if necessary using Pass Trough).  Contact with 
  iron does no harm to a Colbold, though iron weapons 
  still have +3 to the Crit Die and take a long time to 
  heal.  Cobolds lack the innate Glamour and Disguise 
  magicks of normal fairies.  Either type of Cobold 
  expects food in return for its service, if this food is 
  not given they will leave or become malicious.
  Pookhas
  Pookhas rarely take anything seriously; they are near 
  permanently drunk though this does not affect their 
  abilities.  A Pookha will often attach itself to a mortal 
  who drinks heavily and takes their tricks with good 
  heart; they use their magick to have a great time with 
  the mortal until they die (normally from alcohol related 
  problems).  A Pookha can summon any alcoholic drink 
  including the most potent faerie drinks in any quantities 
  the Pookha chooses.  They are natural invisible but 
  will allow certain mortals to see them, choosing only 
  incredibly drunk mortals who will not be believed.  If 
  a Pookha chooses to attach itself to a mortal they will 
  appear when they are drunk and egg them on, they 
  will also use their illusions to protect their friend if 
  necessary.  Pookhas can use spells in the witchcraft 
  mode of magick (PMF 83, ML 6, 73 PSF%) and are 
  able to use all spells of illusion that they can cast at 
  no fatigue cost.  A Pookha resists intoxication from 
  alcohol as if it had a Stamina of 100 PSF%.  A Pookha 
  is completely pacifistic, they will never attempt to 
  seriously injure or kill a person though their actions 
  frequently indirectly cause the death of a person this 
  comes as a complete surprise to the Pookha and they 
  genuinely mourn their passing (always involving more 
  drinking).  If a mortal passes away through drink and 
  remains a good sport up until the end the Pookha may 
  allow the mortal to be reincarnated as another Pookha.  
  The Sidhe
  The Sidhe are the rank and file members of the Daoine 
  Sidhe, the faerie ruling class.  Their number makes up 
  the majority of the Seelie and Un-Seelie courts.  The 
  Sidhe look remarkably like Elves, long pointed ears, 
  tall (for medieval standards) and with fine features 
  (APP 17-25).  The Sidhe can shape-change at will 
  and have a perfect sense of direction.  The Sidhe can 
  use magick in the witchcraft mode (PMF 75, ML 5, 65 
  PSF%) having access to all spells they can cast in the 
  methods of Basic Magick Air, Command, Illusion, Plant, 
  Transmutation and wards.  Practically all faeries of the 
  Sidhe are jealous of any being that is beautiful enough 
  to attract potential lovers away from themselves.  
  Faeries of The Sidhe have a minor phobia of sunlight. 
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  INDEX
  
  561
  Sprites
  All sprites have a near perfect sense of direction.  They 
  are good spell casters using the witchcraft mode of 
  magick (PMF 73, ML 5, 63 PSF%) and have all wards and 
  non-offensive BM Air spells which they can cast as well 
  as 5-15 spells chosen from Illusions and Transmutations. 
  A sprite is incredibly manoeuvrable in the air, a called 
  strike at –20 may be made to ignore their targets 
  armour providing there are weak spots in their armour. 
  Sprites are particularly susceptible to iron (+4 instead 
  of +3 to the Crit Die for iron weapons) and even the 
  scent of iron causes the loss of 1 fatigue point per 
  five minutes.  All sprites dislike loud noises and have 
  major phobias of thunder and of enclosed spaces.
  Water Nymph
  Water nymphs can breath water as well as air and can 
  shape-shift.  Water Nymphs are capable practitioners of 
  magick (PMF 75, ML 5, 65 PSF%) and have all spells they 
  can cast from BM Air, Command, Summoning (water 
  animals only), BM water and Wards as well as 5-10 
  Illusions and 1-5 transmutations.  Water Nymphs dislike 
  dry land and have a minor phobia of contamination.  
  They are of great beauty (APP 19-24) and are jealous 
  of anyone they feel may be more beautiful than they
  Fae Lords & Ladies
  Fae lords are able to sense good and evil within 30’ 
  (as the advantage but with no fatigue cost) and may 
  shape-shift at will (no fatigue cost). They are good at 
  the art of magick using the witchcraft mode (PMF 102, 
  ML 9, 92 PSF%) and know all spells that they can cast 
  from the methods of BM air, Command, Illusion (except 
  Dinjin creation), Plant, Transmutation and Wards.  
  Fae lords are incredibly arrogant towards mortals.
  Fae ladies are able to shape-shift at will into any form 
  they choose (no fatigue cost).  They are experts at the art 
  of magick using the witchcraft mode (PMF 109, ML 10, 
  99 PSF%) and know all spells that they can cast from the 
  methods of BM air, Command, Summoning, Divination, 
  Illusion (except Dinjin creation), Plant Transmutation 
  and Wards.  Fae Ladies are extremely arrogant, especially 
  towards mortals, though they may fall for a mortal lover.
  Heroic Faeries
  The heroic faeries are the forefathers of all the royal 
  faeries, now only a memory in the lands of faerie with 
  only rumours of them wandering the mortal world, 
  though they are so adept at Faerie Glamour that they 
  may covertly exist within faerie society.  Heroic Faeries 
  are the masters of witchcraft being at least ML10 (often 
  PMF 117, ML 11, 107 PSF%) and having access to all 
  spells except from the methods of transcendental, BM 
  fire and BM earth as these methods are rare in the lands 
  of faerie, though these may be learned from a mortal 
  teacher the Faerie will often feel it beneath them to do so
  Fae Hound
  Fae hounds can detect the supernatural within 
  200’.  Fae hounds have some innate magick 
  (PMF 100, ML 8, 90 PSF%) they have the spells 
  Fear (Command) and all command spells that 
  hold (e.g. hold person, hold small creature).
  Faerie Horse
  The faerie horse has the ability to change size 
  from 20% to 200% of its original size on the riders 
  command and has near human intelligence.
  Faerie Stag
  The Faerie stag is a human shape-shifted and 
  imbued with magick by the Un-Seelie court to be 
  hunted; the stag retains its former intelligence 
  but cannot talk or use magick. The Stag reverts to 
  its original human form in one lunar month.
  Faerie Crow
  Seen as an omen of doom to all races except the 
  Elves the Faerie crow has high intelligence (INT 15-
  19).  The Faerie crow has incredibly keen senses (also 
  having True Sight) and can fly any distance without 
  loosing fatigue. And when standing motionless 
  can become invisible at will. They cannot cross 
  sanctified ground or enter Rowan forests, nor can 
  they rest or feed except in the faerie worlds.
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  INDEX
  
  562
  Seelie Faeries
  Creature type
  Wt
  Ht
  F
  B
  BAP
  DT/Sprint
  Attack (PSF) + 
  damage bonus
  MR
  Dodge 
  (40+)
  Stam 
  (40+)
  Will 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Banshee, Seelie
  -
  5’6”
  44
  -
  19
  5’/10’ 
  (20’/40’ F)
  Lgt. Fear Touch 
  (25), Howl (75)
  20
  30 PSF
  -
  40 PSF
  none
  0
  0
  0
  0
  0
  40
  Pixies N
  12 lbs
  2’
  18
  24
  16
  8’/16’
  Weapon (22) +0
  0
  45 PSF
  33 PSF
  21 PSF
  none
  0
  0
  0
  0
  0
  26
  Swan Maiden N
  108 lbs
  5’3”
  30
  54
  18
  8’/16’ 
  (15’/30’ F)
  Weapon –2 DF (40) +3
  0
  40 PSF
  28 PSF
  32 PSF
  cloak
  7
  9
  6
  7
  9
  78
  Un-Seelie Faeries
  Banshee, Un-Seelie 
  -
  5’6”
  44
  -
  19
  5’/10’ 
  (20’/40’ F)
  Lgt. Fear Touch 
  (25), Howl (75)
  20
  30 PSF
  -
  40 PSF
  none
  0
  0
  0
  0
  0
  40
  Bogie, Beast N
  178 lbs
  5’
  38
  68
  17
  8’/15’
  Weapon (25) +3, Med. Claws 
  (28) 11S, Med. Fang (36) 12P
  0
  21 PSF
  39 PSF
  33 PSF
  none
  0
  0
  0
  0
  0
  47
  Bogie, Road haunter N 
  100 lbs
  4’
  33
  54
  16
  6’/12’
  Weapon (28) +2, Med. 
  Fang (34) 11P
  0
  24 PSF
  36 PSF
  27 PSF
  none
  0
  0
  0
  0
  0
  34
  Bogie, Bugganes N 
  280 lbs
  6’
  41
  80
  17
  8’/15’
  Weapon (35) +5
  0
  21 PSF
  42 PSF
  36 PSF
  none
  0
  0
  0
  0
  0
  56
  Bogie, Barguests N
  475 lbs
  7’
  44
  98
  17
  8’/15’
  Weapon (42) +6, Med. Claws 
  (49) 20S, Med. Fang (33) 14P
  0
  21 PSF
  49 PSF
  39 PSF
  none
  0
  0
  0
  0
  0
  90
  Fae Goblin N
  20 lbs
  2’
  23
  30
  15
  8’/16’
  Weapon (24) +0
  0
  33 PSF
  27 PSF
  19 PSF
  cuirbolli
  5
  7
  4
  5
  7
  32
  Gremlins N
  1 lb
  9”
  13
  12
  13
  5’/8’
  Weapon (8) –3
  0
  40 PSF
  9 PSF
  12 PSF
  none
  0
  0
  0
  0
  0
  3
  Will o’ the wisp N
  -
  6”
  10
  -
  20
  15’/60’ F
  Shock (35) 8E
  30
  60 PSF
  -
  6 PSF
  none
  0
  0
  0
  0
  0*
  30
  Common Faeries
  Diminutive faerie N
  7 oz
  9”
  12
  7
  16
  4’/6’
  Weapon (13) –3
  0
  42 PSF
  9 PSF
  18 PSF
  none
  0
  0
  0
  0
  0
  5
  Brownies N
  24 lbs
  33”
  16
  22
  14
  8’/12’
  Weapon (22) +0
  0
  39 PSF
  36 PSF
  9 PSF
  none
  0
  0
  0
  0
  0
  8
  Fae Tree, Ash N
  8000 lbs
  30’
  44
  301
  10
  N/A
  Hvy. Fist (51) 22S
  0
  0 PSF
  59 PSF
  28 PSF
  bark
  15
  15
  15
  15
  11
  76
  Fae Tree, Oak N
  18000 
  lbs 
  60’
  47
  437
  8
  N/A
  Hvy. Fist (60) 25S
  0
  0 PSF
  70 PSF
  35 PSF
  bark
  15
  15
  15
  15
  11
  110
  Fae Tree, Yew N
  10000lbs
   40’
  42
  332
  12
  N/A
  Hvy. Fist (54) 23S
  0
  0 PSF
  63 PSF
  30 PSF
  bark
  15
  15
  15
  15
  11
  88
  Colbold, Household 
  60 lbs
  2’2”
  18
  35
  16
  5’/8’
  Weapon (20) +2
  0
  33 PSF
  27 PSF
  33 PSF
  none
  0
  0
  0
  0
  0
  11
  Colbold, Knocker N
  65 lbs
  2’4”
  25
  42
  15
  5’/8’
  Weapon (33) +4
  0
  27 PSF
  33 PSF
  33 PSF
  none
  0
  0
  0
  0
  0
  14
  Pookhas
  160 lbs
  5’10”
  22
  52
  17
  8’/16’
  None
  0
  40 PSF
  20 
  PSF*
  5 PSF
  none
  0
  0
  0
  0
  0
  5
  The Sidhe N
  135 lbs
  5’9”
  30
  56
  17
  8’/16’
  Weapon (43) +3
  0
  43 PSF
  28 PSF
  35 PSF
  chain
  11
  8
  10
  11
  9
  28
  Sprites
  4oz
  6”
  16
  6
  16
  3’/6’ (15’/30’ F)
  Weapon (10) –4
  0
  45 PSF
  3 PSF
  13 PSF
  none
  0
  0
  0
  0
  0
  4
  Magick
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  Introduction
  Table of Contents
  INDEX
  
  563
  Seelie Faeries
  Creature type
  Wt
  Ht
  F
  B
  BAP
  DT/Sprint
  Attack (PSF) + 
  damage bonus
  MR
  Dodge 
  (40+)
  Stam 
  (40+)
  Will 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Water Nymph N
  111 lbs
  5’6”
  22
  46
  18
  8’/16’ S (5’/10’)
  Weapon (20) +3
  0
  39 PSF
  36 PSF
  36 PSF
  tunic
  7
  8
  5
  6
  7
  22
  Royal Faeries
  Fae Ladies N
  165
  6’
  35
  77
  19
  10’/20’
  Weapon (47) +4
  0
  59 PSF
  44 PSF
  60 PSF
  fae chain
  15
  11
  13
  15
  12
  Fae LordsN
  225 lbs
  6’6”
  36
  87
  19
  10’/20’
  Weapon (62) +6
  0
  57 PSF
  44 PSF
  58 PSF
  fae chain
  15
  11
  13
  15
  12
  Heroic Faerie N
  225 lbs
  6’6”
  37
  87
  20
  10’/20’
  Weapon (70) +7
  0
  62 PSF
  48 PSF
  62 PSF
  fae chain
  15
  11
  13
  15
  12
  Faerie Beasts
  Fae Hound N
  500 lbs
  4’
  29
  110
  20
  12’/30’
  Bite (33) 19S
  0
  30 PSF
  51 PSF
  45 PSF
  hide
  7
  8
  7
  7
  7
  214
  Faerie Horse N
  1100 lbs
  5’5”
  21
  15’/30’
  Lgt. bite (12) 1C, Hvy. 
  hooves (14) 17C
  0
  20 PSF
  30 PSF
  32 PSF
  hide
  7
  8
  7
  7
  7
  47
  Faerie Stag N
  250 lbs
  5’’
  20
  7’/24’
  Lgt. Hooves (16) 5C, 
  Med. horn (24) 12P
  0
  21 PSF
  20 PSF
  16 PSF
  hide
  7
  8
  7
  7
  7
  28
  Faerie crow N
  1 lb
  10”
  22
  25’/60’ F (1’/2’)
  Lgt. Beak (10) 1C
  50
  27 PSF
  3 PSF
  6 PSF
  feathers
  8
  6
  8
  7
  12
  13
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  INDEX
  
  564
  Trolls
  Trolls are fearsome creatures that use a battery of 
  innate command magick to demoralise and disturb 
  any who dare stand against them and these rolls must 
  be made each round! Even being in a Trolls presence is 
  sufficient for many of its power to effect the character's 
  (Fear, Greater Fright and Demoralisation), each of 
  these tests must be made at the beginning of every 
  round until it has been successfully resisted three 
  times (note that successfully resisting fear three times 
  gives resistance to fear not other abilities and that 
  the resistance lasts only for that combat). Mesmerise 
  comes from a trolls gaze, a troll will commonly attempt 
  to lock eyes with anyone who still remains in the fight, 
  a character can avert their eyes and avoid looking at 
  the trolls head but will be at –10 TSC% when attacking 
  and defending. If the troll’s mesmerise works the 
  character will loose 5 APs in the round.  If a character 
  manages to stand against the troll and pass all the rolls 
  to resist their command magick the character gains a 
  permanent +3 willpower PSF (note that this is not an 
  additional level but a bonus made directly to PSF%).
  In addition to the trolls magickal abilities a troll smells 
  truly awful, it is said that a trolls stench lingers in ones 
  clothes until they have been washed at least three 
  times, even when just being in the presence of a troll.  
  The trolls stench leaves a vile taste in the mouth and 
  travels downwind for a good distance, in general being 
  within 10’ of a troll causes those with a CON of lower 
  than 15 make a CON AR% roll, a failure causes nausea 
  leading to halving all TSC%s during the fight, a critical 
  failure leads to the character vomiting and losing half of 
  their APs for the round as well as halving their TSC%s.
  Normal weapons (+3 or lower quality) do half 
  damage to trolls, as they are supernatural creatures.  
  Likewise Normal armour (again +3 quality armour 
  or lower) only has half its normal absorption 
  against trolls natural weapons (such as claws).
  Trolls are creatures of darkness and suffer damage 
  when exposed to sunlight. In direct sunlight a troll 
  will take 1 fatigue and 1 body damage per minute, in 
  indirect sunlight they suffer 1 fatigue point of damage 
  until no fatigue is remaining then they will take body 
  damage. A troll killed by sunlight, or a troll’s corpse 
  which is exposed to sunlight will turn to stone.
  Cave Troll
  Cave trolls regenerate at 1% per minute, can tunnel 
  at three times the rate of a dwarven miner and are 
  good climbers (45 PSF%) and swimmers (50 PSF%) 
  and can hold their breath for up to 30 minutes. Cave 
  trolls can use magick (PMF 79, ML*5, 69 PSF%) and 
  have the arcane spells of Shadowcast , Darkness of 
  the Pit, Dispel the Darkness, the Shining Path.  The 
  command spells of Mesmerise, Greater Fright, Fear and 
  the earth spell Pass Rock.  The command spells are in 
  continuous operation and drain no fatigue.  Cave trolls 
  have a great phobia of open spaces and sunlight.
  Ice Troll
  Ice trolls have an uncanny ability to find their way even 
  in white-out conditions.  They are perfectly suited 
  to an Arctic environment and can sense many of the 
  natural dangers that accompany these conditions. 
  They can climb (25 PSF%) and suffer no penalties when 
  climbing on ice and a good range of outdoor skills 9-11 
  (at 27 PSF%). Ice trolls are also natural practitioners 
  of magick (PMF 66, ML 4, 56 PSF%) and have the 
  air spells Breeze, Fog and Mist, North wind, Winds, 
  Gale, Weather play, the command spells Mesmerise, 
  Greater Fright, Fear, the water spells Ice, Deep Snow, 
  Wall of ice, Hard Water, Blizzard; the command spells 
  are in continuous operation and drain no fatigue. 
  Ice trolls have no armour absorption against fire 
  damage and fear fire intensely; they also fear water 
  and hate warm weather that affects their abilities (-1 
  to all PSF% for every degree Fahrenheit above 32).
  Mountain Troll
  Mountain trolls have a faultless sense of direction 
  and often have a good range of outdoors skills 
  6-9 (at 27 PSF%).  They are exceptional climbers 
  despite their great bulk and feel no effects from 
  the cold.  Mountain trolls have an incredibly fast 
  regeneration of +1% per minute. Mountain trolls are 
  also magick users (PMF 78, ML 5, 68 PSF%) and have 
  the command spells of Mesmerise, Greater Fright 
  and Fear; the earth spells Shower of Stones, Boulder 
  and Rock Wall. The command spells are in continuous 
  operation and cost the troll no fatigue. Mountain 
  trolls are completely unable to swim.  If a mountain 
  troll takes a critical hit from a troll bane weapon (see 
  armourers companion) that causes crushing damage 
  and it strikes a limb (arm, leg or head) that limb is 
  completely shattered; a head hit in this way is lethal.
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  565
  Sand Troll
  Sand trolls have an excellent sense of direction and 
  can find their way even in the worst sand storms.  Sand 
  trolls regenerate at 1% per minute and are perfectly at 
  home in hot dry conditions and suffer no penalties for 
  being in a desert environment.  Sand trolls can climb 
  (25 PSF%) and have several outdoors skills 6-9 (at 27 
  PSF%). Sand trolls are resistant fire (halve damage 
  before armour reduction for normal or magickal fire).  
  Sand trolls are natural magick users (PMF 68, ML 4, 
  PSF% 58) and have the command spells of Mesmerise, 
  Greater Fright, Fear; the earth spells of Create Dust 
  Cloud, Sandstorm; the air spells Breeze, South wind, 
  Winds, Gale, Weatherplay and have the illusion spell 
  Cloak Self.  Sand trolls suffer –1 to all PSF’s for every 
  degree Fahrenheit bellow 40. Sand trolls have an acute 
  fear of water and are completely unable to swim, spells 
  from the water method cause +1 damage per ML and 
  their armour absorption is halved.  Sand trolls gather 
  treasure from the many caravans and settlements 
  they attack and can amass small fortunes (generally 
  money and equipment around 1D100 X 10, with a small 
  chance of one in ten of the items being magickal).
  Swamp Troll
  Swamp trolls have a perfectly accurate sense of 
  direction and can see at night using an infrared vision 
  that detects changes in the heat of their surroundings. 
  Swamp trolls regenerate at 1% per minute and can 
  breath water as well as air.  Swamp trolls can move 
  through marshes and swamps as easily as normal 
  ground and are good climbers (35 PSF%).  Swamp trolls 
  are naturally magick users (PMF 75, ML 5, 65 PSF%) and 
  have the command spells Mesmerise, Greater Fright, 
  Fear and Demoralisation; the water spells Create Mud, 
  Pass Through the Waters and Wet Coat; the air spells 
  Breeze and Fog and Mist. The Command spells are 
  in continuous operation and need no expenditure 
  of fatigue.  Swamp trolls have a major phobia of 
  fire (pyrophobia) and a major phobia of sunlight 
  (heliophobia). Swamp trolls tend to amass treasure from 
  raids on local settlements fortunes (generally money 
  and equipment around 1D100 X 10, with a small chance 
  of one of one in then of the items being magickal).  
  Water Troll
  Water trolls have a perfect sense of direction in all 
  conditions; they can pass unimpeded trough swamps 
  and marshy ground at double time speeds, and can 
  even walk trough quicksand.  Water trolls regenerate 
  at 2% per minute and can breath water as well as air. 
  Water trolls can naturally use magick (PMF 95, ML 8, 
  85 PSF%) and have the command spells Mesmerise, 
  Greater Fright, Fear and Demoralisation; the air spell 
  Fog and Mist; the arcane spells Shadowcast, Darkness 
  of the Pit and Dispel the Darkness; the divination 
  spell of Detect astral or invisible forces; The water 
  spells of Create Water, Evaporate water, Create Mud, 
  Pass Through the Waters, Waterbomb and Wetcoat.  
  The command spells are continually in effect and 
  cost no fatigue.  Water trolls have a major phobia 
  of fire (pyrophobia) and a major phobia of sunlight 
  (heliophobia).  Water trolls have no armour absorption 
  against fire damage and direct sunlight reduces all 
  morale check and skill TSC%’s by half. Water trolls will 
  frequently extort money and goods from travellers 
  who wish to cross their river, frequently they will make 
  their home beneath a bridge and guard that bridge 
  extorting a steep toll from those who wish to pass 
  fortunes (generally money and equipment around 1D00 
  x 10, with a small chance of one of the items being 
  magickal).  If a traveller pays to pass the troll gains a 
  +40 PSF% bonus to willpower to avoid eating them.
  Wood troll
  Wood trolls have a perfect sense of direction and 
  are particularly adept at Tracking and Blending 
  into Surroundings (50 PSF%), they make excellent 
  climbers (60 PSF%) and good swimmers (35 PSF%) and 
  frequently have other outdoor skills 5-8 (at 40 PSF%).  
  Wood trolls regenerate at 1% per minute.  Wood trolls 
  can use magick (PMF 69, ML 4, 59 PSF%) and have 
  the command spells Mesmerise, Greater Fright, Fear, 
  and Demoralisation; these spells are continually in 
  effect and cost no fatigue.  Wood trolls are particularly 
  susceptible to fire and their armour absorption is 
  reduced to 0 against fire damage in addition a critical 
  hit sets the troll on fire causing 2D10 additional 
  damage and 1D10 damage per minute after until a 1 
  is rolled or the fire is otherwise put out. Wood trolls 
  have major phobias of open spaces (agoraphobia), 
  fire (pyrophobia) and of sunlight (heliophobia).  Wood 
  trolls tend to be wanderers and have no treasure.
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  566
  Creature type
  Wt
  Hgt./
  Len
  F
  B
  BAP
  DT/Sprint
  Attack (PSF) + damage bonus
  MR
  Dodge 
  (40+)
  Stam 
  (40+)
  Will 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Cave Troll N
  600 lbs
  7’
  50
  95
  10
  5’/7’
  Med claws (49) 20, weapon (46)+13S
  25
  0 PSF
  41 PSF
  32 PSF
  hide
  12
  9
  11
  12
  12
  140
  Ice Troll N
  675 lbs
  7’
  51
  100
  13
  6’/10’
  Med claws (51) 20, weapon (42)+12S
  25
  3 PSF
  36 PSF
  27 PSF
  hide
  10
  8
  10
  11
  9
  126
  Mountain Troll N
  900 lbs
  9’6”
  56
  114
  11
  5’/10’
  Med claws (51) 20, weapon (35)+13S
  25
  0 PSF
  53PSF
  20 PSF
  hide
  15
  11
  13
  15
  15
  145
  Sand Troll
  375 lbs
  6’6”
  54
  85
  15
  8’/12’
  Med claws (51) 20, weapon (39)+13S
  25
  21 PSF
  39 PSF
  27 PSF
  hide
  9
  8
  9
  12
  8
  136
  Swamp Trolll N
  800 lbs
  8’
  56
  110
  16
  5’8’ (3’/6’S)
  Med claws (45) 20, weapon (36)+13S
  25
  18 PSF
  48 PSF
  30 PSF
  hide
  9
  12
  9
  12
  9
  157
  Water Troll N
  750 lbs
  7’
  58
  108
  16
  6’/9’ (3’/6’ S)
  Med claws (54) 22, weapon (45)+15S
  25
  24 PSF
  52 PSF
  36 PSF
  hide
  12
  13
  12
  13
  12
  218
  Wood Troll N
  530 lbs
  7’6”
  48
  91
  13
  5’/8’
  Med claws (35) 17, weapon (29)+8S
  25
  3 PSF
  31 PSF
  17 PSF
  hide
  9
  8
  9
  11
  10
  98
  Giants
  Cave Giant
  Cave Giants are gifted miners (35 PSF%) and adept 
  climbers (25 PSF%).  Cave Giants are gluttonous and 
  are stupid.  Cave Giants will not enter water over their 
  waist and have a fear of thunder and lightning.
  Cloud Giant
   Cloud Giants live on enchanted clouds and can 
  withstand very cold conditions and are immune to 
  all kinds of natural weather except lightning and 
  exceptional tornadoes; they are immune to MR 7 or 
  lower BM Air spells.  Weapons wielded by a Cloud 
  giant have an additional +1 to the Crit Die. Cloud 
  giants are adept climbers (50 PSF%). Cloud Giants 
  have a major phobia of either enclosed spaces 
  or darkness; in either case they react to their fear 
  with violence.  Cloud Giants are overconfident, 
  heavy drinkers, greedy and gluttonous.  
  Ettin
  Ettins have two heads, and both must be overcome 
  for a command spell to work; thus an Ettin has two 
  chances to save vs. command spells, only one roll to 
  resist needs to be passed in order to save, though if 
  one roll is a critical failure and the other a pass one 
  of the heads is affected.  Ettins are good climbers (25 
  PSF%).  Should both heads disagree on what to do the 
  Ettin will lose 1D10 APs and the outcome randomly 
  determined.  The right hand head of the Ettin is greedy 
  and arrogant whilst the left hand head is quite civilised.  
  Ettins have minor phobias of water and open spaces.
  Fire Giant
  Fire Giants have a perfect sense of direction when 
  underground.  Fire giants take only half damage from 
  fire (after absorption). Fire Giants are adept climbers 
  (20 PSF%).  Fire Giants have the personality defects 
  of overconfidence, arrogance, greedy, gluttony and 
  are compulsive drinkers and gamblers  Fire Giants 
  have a major phobia of water and a minor phobia of 
  sunlight.  Fire giants are at penalties during rain due 
  to the detrimental effect of sympathetic magick (-1/4 
  PSF% in rain, -½ PSF% in a thunderstorm); they also do 
  not like the cold (-1 PSF% to all skills, after modifiers 
  for rain, per degree below 80 degrees Fahrenheit). 
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  567
  Forest Giant
  Forest giants are susceptible to both spells that affect 
  wood as well as flesh. Weapons wielded by a forest 
  giant receive a +1 Crit Die bonus.  Forest giants have 
  many outdoors skills (5-8 at 36 PSF%). Forest Giants 
  are arrogant, overconfident, greedy and gluttonous; 
  they have a major phobia of fire, and for good reason 
  as they are flammable; any fire attack does an extra 
  1D10 damage, there is a 2% chance per point of 
  damage inflicted that the forest giant will set alight 
  taking an additional 1D10 damage per round.
  Frost Giant
  Frost Giants suffer only half damage from cold-based 
  attacks.  Frost Giants are arrogant, overconfident, 
  greedy and gluttonous; they also have a major 
  phobia of fire.  They do not like the heat (-1 PSF to 
  all skills per degree above 80 degrees Fahrenheit).
  Stone Giant
  Stone giants can blend in to rocky surroundings as if 
  they had the blending into the surrounding PSF of 33.  
  A critical hit from a crushing weapon striking a Stone 
  Giants limb (arm, leg or head) has a chance of shattering 
  that limb (5% for light weapons, 10% for medium and 
  15% for heavy weapons), needless to say a shattered 
  head is instantly fatal.  Stone Giants have a minor 
  phobia of water and will never enter water over 7’ deep.
  Storm Giant
  Storm Giants are immune to all kinds of natural 
  weather except lightning and exceptional tornadoes; 
  they are immune to MR 7 or lower Basic Magick Air 
  spells.  Storm Giants are adept climbers (35 PSF) 
  and adequate swimmers (35 PSF).  Storm Giants 
  are violent, arrogant, overconfident greedy and 
  gluttonous.  Storm Giants have a minor phobia of 
  sunlight, strangers and many are claustrophobic
  Creature type
  Wt
  Ht
  F
  B
  BAP
  DT/
  Sprint
  Attack (PSF) + 
  damage bonus
  MR
  Dodge 
  (40+)
  Stam 
  (40+)
  Will 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Cave Giant N
  850 lbs
  9’3”
  43
  104
  14
  7’/10’
  Weapon (36) +10
  10
  0 PSF
  46 PSF
  10 PSF
  furs
  3
  1
  1
  2
  3
  25
  Cloud Giant
  12,500 lbs
  27’6”
  47
  314
  15
  15’/24’
  Weapon (55) +15
  10
  0PSF
  49 PSF
  12 PSF
  furs
  5
  3
  3
  4
  3
  67
  Ettin
  1350 lbs
  12’6”
  48
  127
  16
  10’/15’
  Weapon (52) +11
  10
  0 PSF
  55 PSF
  15 PSF
  furs
  5
  3
  3
  4
  3
  37
  Fire Giant N
  1750 lbs
  16’6”
  49
  141
  16
  10’/15’
  Weapon (50) +13
  10
  0 PSF
  57 PSF
  20 PSF
  chain
  7
  4
  6
  8
  7*
  46
  Forest Giant
  5,500 lbs
  28’6”
  47
  219
  14
  12’/18’
  Weapon (46) +15
  30
  0 PSF
  47 PSF
  12 PSF
  hide
  3
  8
  9
  12
  3
  57
  Frost Giant
  1300 lbs
  13’6”
  49
  126
  16
  10’/15’
  Weapon (47) +12
  10
  0 PSF
  55 PSF
  18 PSF
  chain
  7
  4
  6
  8
  7
  42
  Stone Giant
  3,500 lbs
  10’
  50
  185
  14
  8’/12’
  Weapon (34) +15
  30
  0 PSF
  57 PSF
  24 PSF
  hide
  15
  12
  16
  18
  7
  64
  Storm Giant
  1,250 lbs
  13’6”
  46
  121
  15
  10’/15’
  Weapon (50) +12
  10
  0 PSF
  50 PSF
  18 PSF
  chain
  7
  4
  6
  8
  7
  39
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  INDEX
  
  568
  Enchanted Creatures
  Basilisk:  The Basilisk, also known as the Cockatrice, 
  is born from a cock’s egg by a serpent.  They look like 
  snakes with a spiny brow and are often depicted as 
  wearing a crown, showing their position of tyrannical 
  king of the snakes and reptiles.  The Basilisk’s night 
  vision works in complete darkness.  The Basilisk can 
  gaze at their opponent with a range of 20’, the target 
  must make a willpower roll to resist magick at –40 or be 
  turned to stone; this can be avoided by averting ones 
  eyes (dodge check at -40).  They heal at 100% per day 
  and are immune to their own gaze and to all poisons.  
  The basilisk may spit its poison up to 10’ away at a single 
  target (uses 1 dose of poison, BCS 40%, 20 PSF%); also 
  if a Basilisk is struck in melee combat it may use a dose 
  of its venom to shoot up the weapon and affect the 
  weapons user, seeping through armour and skin. The 
  Basilisks absorption is reduced to 0 when attacked by 
  its two mortal foes, the Mongoose and the Weasel.
  Centaurs:  Centaurs have a massive carrying capacity 
  (425 lbs for males, 300 lbs for females); this may 
  be increased by four times by attaching a cart.  
  Centaurs are good swimmers (20 PFS%) but avoid 
  water.  Centaurs have a minor phobia of confined 
  spaces (claustrophobia); some solitary centaurs 
  also have a phobia of crowds (demophobia).
  Minotaur:  Minotaur’s are excellent climbers (25 
  PSF) and poor swimmers (0 PSF%, they will not enter 
  water over their necks).  Minotaur’s have a faultless 
  sense of direction and cannot get lost, even under 
  magickal misdirection.  Minotaur’s are excellent at 
  laying ambushes (blending into surroundings 35 
  PSF%).  All Minotaur’s are innately bloodthirsty and 
  will never back down from a fight. All Minotaur’s are 
  male, they use captured woman for breeding with 
  pregnancy leading to the birth of another Minotaur 
  (stamina check – 30 for the mother to survive).   
  Unicorn:  A unicorns senses are incredibly keen 
  (alertness sight 50+ PSF, alertness sound 55+) and 
  have the power of sight of a unicorn which detects 
  (on and alertness sight check) the presence of magick, 
  astral beings & forces, evil, illusions, invisible beings 
  and forces, poisons and drugs, traps and can detect 
  anyone who may be watching the unicorn. Unicorns 
  heal at 200% per day and are immune to natural 
  diseases.  A unicorn may stand still and have the same 
  PSF in blending into the surroundings as their dodge, 
  this magickal ability is in spite of their bright white 
  colour. When walking or moving at double time the 
  unicorn is completely silent, and a Foresters stealth + 
  Awareness Sound –25 check must be made to hear 
  the unicorn moving at sprint speed; they also leave 
  no visible tracks unless they choose to.  Unicorns 
  are skilled trackers (tracking at 65 PSF%) and good 
  swimmers (30 PSF%).  A unicorn has a faultless 
  sense of direction.  The unicorn can talk to all natural 
  beasts from the largest bear to the smallest bird; no 
  natural beast will refuse a reasonable request from a 
  unicorn.  The unicorn is particularly adept at dodging 
  missile weapons; a single dodge action will mean 
  that the unicorn may make dodges against missile 
  weapons for the whole round with no further cost.  
  Warg:  The Warg is the supernatural enemy of the wolf, 
  with which they are often confused at a distance.  A wolf 
  will fight a Warg as if it had the special talent Berserker 
  Rage, though they will not rush into a fight without prior 
  planning (consider the pack leader to have battlefield 
  tactics with a 30 PSF against Wargs); even a dog may 
  stand its ground to fight a Warg (willpower check), 
  often making the Warg reconsider an attack.  The Warg 
  hates daylight (half PSF’s in bright daylight, unaffected 
  in cloudy overcast conditions).  Wargs are occasionally 
  used as mounts or hunting dogs by goblins.
  Gryphon:  The Gryphon has an innate sense of 
  good and evil; if it detects that one is evil it will 
  immediately attack.  Gryphons heal at 20% per 
  day.  Gryphons have little ability to swim (0 PSF) 
  and have a minor phobia of deep water.
  Harpy:  The harpies screech can be used at will by 
  the harpy and takes no actions, APs or fatigue to 
  operate; anyone within 60’ of the harpy must make 
  a willpower-PSF% of the screech and must be made 
  every round unless the victim critically succeeds (in 
  which case the character is immune) or critically fails 
  (the character is paralysed until the screech stops); 
  those failing the roll loose half of their APs in the 
  round and are at –21 to all skill TSC’s.  If a group of 
  harpies are working together they make only one 
  screech attack but with a +3 PSF bonus for every 
  harpy past the first.  Harpies have a major phobia of 
  their own reflection.  A harpy may only use a single 
  claw attack at a time if they are on the ground.
  Hippogriff:  The hippogriff can sense good and 
  evil; they are likely to attack any creature that is evil.  
  Hippogriffs heal at 10 % per day. Hippogriffs can access 
  the shining paths at will.  They are capable of swimming 
  to a limited degree (5 PSF%) but dislike water.
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  569
  Pegasus:  A Pegasus can sense good and 
  evil and can always detect the intentions 
  of anyone who approaches them.  A 
  trained Pegasus will only ever accept 
  one person to ride them and will allow 
  none to approach without its master’s 
  approval.  Should the master of a trained 
  Pegasus die the Pegasus will return to 
  the wild.  A Pegasus has a major phobia 
  of water and will refuse to cross any 
  body of water they cannot see over.
  Creature type
  Wt
  Ht
  F
  B
  BAP
  DT/Sprint
  Attack (PSF) + damage bonus
  MR
  Dodge 
  (40+)
  Stam 
  (40+)
  Will 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Basilisk N
  40 lbs
  5”/12’
  36
  48
  18
  4’/6’
  Med. Bite (45) 13P 
  plus 5 poison PIV
  15
  10 PSF
  40 PSF
  38 PSF
  scales
  4
  7
  4
  4
  6
  50
  Centaur, male
  1450 lbs
  8’ 6”
  33
  139
  15
  8’/24’
  Weapon (24) +4, Med. 
  Hooves (24) 11C
  10
  12 PSF
  40 PSF
  20 PSF
  leather
  4
  1
  2
  3
  3
  25
  Centaur, 
  Female
  1200 lbs
  8’
  29
  125
  15
  8’/24’
  Weapon (10) +2, Med. 
  Hooves (15) 9C
  10
  15 PSF
  30 PSF
  15 PSF
  none
  1
  0
  1
  1
  3
  17
  Centaur, 
  Solitary
  1800 lbs
  9’
  38
  155
  18
  8’/24’
  Weapon (50) +7, Med. 
  Hooves (40) 13C
  10
  28 PSF
  46 PSF
  33 PSF
  chain
  9
  6
  8
  9
  7
  47
  MinotaurN
  500 lbs
  7’
  42
  98
  13
  8’/24’
  Med. Bite (15) 12S, Lgt. Horn 
  (21) 23P Weapon (42) +11
  20
  3 PSF
  36 PSF
  30 PSF
  hide
  6
  7
  6
  6
  5
  36
  Unicorn, 
  Lesser N
  1600 lbs
  5’9”
  46
  154
  25
  12’/27’
  Hvy. Horn (48) 22P, Med. Hooves 
  (41) 15C Med Bite (23) 7C
  75
  45 PSF
  41 PSF
  74 PSF
  hide
  2
  5
  4
  4
  3
  84
  Unicorn, 
  Royal N
  2200 lbs
  6’2”
  50
  178
  29
  12’/30’
  Hvy. Horn (69) 30P, Med. Hooves 
  (53) 25C Med Bite (35) 12C
  75
  63 PSF
  60 PSF
  90 PSF
  hide
  5
  8
  7
  7
  5
  136
  Warg N
  350 lbs
  45”
  35
  82
  14
  8’/27’
  Med. Bite (36) 14S
  10
  10 PSF
  30 PSF
  24 PSF
  hide
  3
  4
  3
  3
  3
  22
  Gryphon
  2700 lbs
  7’4”/9’
  42
  186
  17
  12’/24’ (20’/40’ F)
  Hvy. Beak (24) 17S, Hvy. 
  Claws (36) 20S
  15
  15 PSF
  36 PSF
  35 PSF
  hide
  8
  9
  8
  8
  5
  55
  Harpy
  190 lbs
  5’10”
  26
  61
  16
  8’/16’
  Weapon (16) +3, Med. Claws 
  (27) 12S Screech (25)
  0
  26 PSF
  22 PSF
  29 PSF
  feathers
  2
  1
  1
  2
  3
  30
  Hippogriff
  1500 lbs
  6’2”
  37
  143
  23
  12’/24’ (25’/50’ F)
  Med. Beak (27) 13S, 
  Med Claws (39) 16S
  15
  21 PSF
  24 PSF
  21 PSF
  hide
  6
  7
  6
  6
  4
  45
  Pegasus
  1300 lbs
  5’6”/6’8”
  32
  131
  23
  12’/24’ (35’/75’ F)
  Sm. Bite (13) 5C, Med 
  Hooves (30) 9C 
  15
  31 PSF
  25 PSF
  30 PSF
  hide
  1
  0
  0
  1
  1
  35
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  570
  Elementals
  Elementals are beings of the four elements (as given 
  in the Laws of Magick: law of personalities).  They are 
  intelligent representations of the elemental powers 
  and may have first taught the elemental magicks 
  to mortals.  Most elementals (particularly gnomes, 
  undines and Sylphs) are often confused with faeries. 
  All of the elementals are able to practice magick in 
  their appropriate Elemental mode (i.e. Gnomes use 
  the earth elementalist mode, Undines the water 
  elementalist mode, Sylphs the Air elementalist mode 
  and salamanders the fire elementalist mode.  Least 
  elementals are the weakest of all the elementals (PMF 
  75, ML 5, 65 PSF%), lesser elementals are more powerful 
  (PMF 88, ML 7, 78 PSF%) and greater elementals 
  are the most powerful of all (PMF 115, ML 11, 105 
  PSF%).  Each type of elemental is unable to use their 
  opposite elemental method (so gnomes cannot use 
  BM air; undines are unable to use BM fire; sylphs are 
  unable to use BM earth and salamanders are unable 
  to use BM water), though their own method’s PSF 
  is doubled and spells in their own method can be 
  cast in half the normal time (rounded down) with no 
  fatigue cost. All elementals are able to use all spells 
  from BM magick that they can use.  Least elementals 
  can also use 10-15 spells from other methods; lesser 
  elementals can use 15-25 and greater elementals 
  can use from 20-30 spells from other areas.
  All elementals are supernatural creatures and suffer 
  half damage from weapons and a targets armour 
  protects with only half its absorption if less than +4 
  quality, unless they are enchanted or blessed.  In 
  addition the elemental suffers no damage or ill effects 
  from elemental sources of their own elemental type, 
  including BM magick spells. Apart from the destroy 
  element spells which cause 1D10 X ML of caster in 
  damage so a salamander is immune to all fire damage, 
  magickal or otherwise.  All elementals can speak in 
  any language they choose but their speech is afflicted 
  with certain quirks due to their nature (gnomes have a 
  deep voice and talk slowly, an undines speech sounds 
  like waves breaking an a shore, a sylphs speech is 
  soft and sounds like the wind whereas a salamanders 
  speech is rough and sounds like a crackling fire
  Gnomes
  Gnomes are spirits of the earth, they look like 
  grotesque dwarves who wear tight fitting robes 
  and live underground.  They know the location of all 
  types of things that can be found underground from 
  precious minerals to buried corpses.  A gnome can 
  meld with trees when above ground in order to hide 
  from those who would attempt to gain their secrets.  
  They are good-natured and hard working; they guard 
  the treasures of the earth and are vegetarians.  A 
  sharp weapon that hits the gnome will be blunted, 
  this reduces the weapons quality by 1 for each 
  successful hit until the weapon reaches a quality of 
  –4.  This lost quality may be restored by sharpening 
  the weapon (1 hour per point of quality restored).  
  Undine
  Undines (sometimes called Nerieds or Nympha) live 
  underwater and protect to streams, rivers, lakes and 
  oceans.  An undine may help shipwreck survivors, 
  but not out of any sense of mercy, they just don’t 
  want spirits to haunt the territory.  Undines appear 
  as small men made of water who can be found 
  running across the surface of bodies of water. If 
  they realise they have been spotted they will fall 
  beneath the surface of the water where they are 
  completely undetectable, even by magickal means 
  such as true sight.  Iron and steel weapons that hit 
  the undine will need to be cleaned immediately 
  after the fight or they will rust and lose 1 point of 
  quality permanently; iron and steel armour suffers the 
  same fate if struck by the undines punch.  Undines 
  are completely immune to normal weapons (those 
  unenchanted, un-blessed or of +3 or lower quality).
  Sylph
  Sylphs appear as small translucent women with 
  wings, though they can increase their size to just 
  below that of a human.  A Sylph flits about with few 
  cares, as free as the element she represents.  In times 
  of danger the Sylph can dissolve into a breeze where 
  she is invisible even to true sight and other means of 
  magickal detection, and is carried along with the wind.  
  Whilst the Sylph is in this form she cannot be harmed 
  in any way except by the spell remove air. Sylphs 
  are completely immune to normal weapons (those 
  unenchanted, un-blessed or of +3 or lower quality).
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  571
  Salamander
  The salamander is a lizard like 
  creature that lives inside fires.  
  Whilst the salamander is inside a 
  fire it is undetectable until the fire 
  is extinguished, though divination 
  spells such as true sight will reveal its 
  presence.  Salamanders are hot, any 
  flammable material (including wooden 
  weapons) coming into contact with 
  a salamander will burst into flame, or 
  a touch will cause 1D10 fire damage.  
  This touch damage is delivered in 
  addition to biting damage, add this to 
  the damage for the bite and use the 
  lowest of the targets crush or energy 
  absorption.  Metal weapons that hit or 
  parry a salamander will loose 1 point of 
  quality until they reach quality –6 when 
  they become useless. Up to 2 levels of 
  quality may be restored by sharpening 
  and up to 4 by re-forging, though the 
  quality cannot go above its original 
  quality.  Being within close proximity 
  (5’) of a salamander is exhausting due to 
  the heat; this causes the loss of 1 fatigue 
  per minute until fatigue is reduced to 
  half when there is no further effect.  
  The salamander is also poisonous and 
  coming into contact with its blood has 
  the same effect as DVII (see dragons), 
  if a salamander wishes it may coil itself 
  around a fruit tree and all of the fruits 
  that the tree will bear will also contain 
  DVII, the tree will evidence scorch marks 
  around its base but will not catch fire.
  Creature type
  Wt
  Ht
  F
  B
  BAP
  DT/Sprint
  Attack (PSF) + damage bonus
  MR
  Dodge 
  (40+)
  Stam 
  (40+)
  Will 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Gnome, least
  200 lbs
  4’
  57
  90
  9
  6’/12’
  Med. Fist (20) 10C, 
  Weapon (25) +4
  20
  0 PSF
  90 PSF
  28 PSF
  skin
  15
  15
  15
  15
  6
  114
  Gnome, lesser
  220 lbs
  4’2”
  61
  4
  9
  6’/12’
  Med. Fist (35) 17C, 
  Weapon (30) +8
  20
  0 PSF
  95 PSF
  42 PSF
  skin
  15
  15
  15
  15
  6
  186
  Gnome, greater
  240 lbs
  4’3”
  65
  98
  9
  6’/12’
  Med. Fist (50) 26C, 
  Weapon (56) +14
  20
  0 PSF
  105 PSF
  52 PSF
  skin
  15
  15
  15
  15
  6
  424
  Undine, least
  100 lbs
  3’
  52
  76
  14
  6’/8’ (8’/20’ S)
  Med. Fist (20) 8C, 
  Weapon (18) +2
  20
  15 PSF
  80 PSF
  25 PSF
  skin
  0
  0
  0
  0
  0
  69
  Undine, lesser
  120 lbs
  3’6”
  56
  80
  13
  6’/8’ (8’/20’ S)
  Med. Fist (35) 14C, 
  Weapon (32) +5
  20
  5 PSF
  90 PSF
  38 PSF
  skin
  0
  0
  0
  0
  0
  123
  Undine, greater
  140 lbs
  4’
  60
  85
  12
  6’/8’ (8’/20’ S)
  Med. Fist (50) 22C, 
  Weapon (45) +10
  20
  0 PSF
  100 PSF
  48 PSF
  skin
  0
  0
  0
  0
  0
  160
  Sylph, least
  20 lbs
  1’
  48
  57
  24
  10’/80’ F
  Lgt. Fist (20) 6C, 
  Weapon (15) +0 
  20
  70 PSF
  70 PSF
  23 PSF
  skin
  0
  0
  0
  0
  0
  101
  Sylph, lesser
  30 lbs
  1’2”
  50
  61
  23
  10’/80’ F
  Lgt. Fist (35) 10C, 
  Weapon (25) +1
  20
  62 PSF
  80 PSF
  35 PSF
  skin
  0
  0
  0
  0
  0
  163
  Sylph, greater
  40 lbs
  1’4”
  54
  65
  22
  10’/80’ F
  Lgt. Fist (50) 16C, 
  Weapon (40) +4 
  20
  55 PSF
  90 PSF
  44 PSF
  skin
  0
  0
  0
  0
  0
  307
  Salamander, least
  20 lbs
  2’ long
  48
  57
  18
  8’/20’
  Lgt. Bite (20) 6C + 
  touch fire damage
  20
  45 PSF
  80 PSF
  20 PSF
  scales
  3
  6
  3
  3
  12
  111
  Salamander, lesser
  50 lbs
  3’ long
  52
  67
  17
  8’/20’
  Lgt. Bite (35) 11C + 
  touch fire damage
  20
  35 PSF
  90 PSF
  32 PSF
  scales
  3
  6
  3
  3
  12
  187
  Salamander, greater
  110 lbs
  4’ long
  56
  79
  16
  8’/20’
  Lgt. Bite (50) 18C + 
  touch fire damage
  20
  30 PSF
  100 PSF
  40 PSF
  scales
  3
  6
  3
  3
  12
  364
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  572
  Dragons
  Most dragons are able to use some kind of magick, 
  the methods listed under the dragon are suggestions 
  and the dragon may learn from any method of 
  magick; a juvenile dragon is likely to have only one or 
  two methods with older dragons having more (GM’s 
  choice or 10% chance of each suggested method).  
  Most dragons are capable of breathing fire, this is 
  always in a straight line 5’ wide and a number of feet 
  long depending on the dragon; the BCS is always 40% 
  and is always considered a heavy attack; this is denoted 
  as Fire B(PSF)D+C R’ where B is the number of breaths, 
  PSF% is the PSF% of the attack, D is the damage of the 
  attack (to which a D10 is added), C is the Crit Die bonus 
  and R’ is the range of the attack (so Fire 5(42) 8+2 30’ 
  means the fire has 5 uses, a PSF% of 42, 8 damage (plus 
  the D10, a +2 to the Crit Die and a range of 30’).  This 
  fire may be dodged or shield parried by an iron shield. 
  All dragons except the Lindworm can use dragon 
  reek, which acts as a Cloud of Death which lasts 
  for 3 rounds it is denoted by Reek X(PSF) Y’  where 
  X is the number of reeks available, PSF% is the 
  PSF% of the attack (subtracted from stamina) and 
  Y’ is the radius in feet (so Reek 2(28) 15’ means the 
  dragon can use two reeks with a radius of 15’ and 
  the roll to resist is stamina –28).  The reek can be 
  used at any time with no AP cost as a free action.
  Many dragons are able to utilise potent dragon venoms; 
  these potent venoms burn and sear and even touching 
  them causes burning and pain.  The venom may be 
  resisted by making a stamina skill roll at a penalty 
  depending on the strength of the venom; resisting 
  the poison halves the damage taken, a further roll to 
  resist is made after five minutes if this is passed then 
  the venom has run its course and has no further effect.  
  None of the dragon venoms have any delay, their listed 
  damage is caused directly to body for a full ten minutes 
  in addition the venom will incapacitate someone with 
  lower than the stated constitution.  The venom is a 
  contact poison and can be absorbed through the skin. 
  There are three types of dragon venom all noted as 
  DV with a strength number from 1-3 (Roman numerals 
  are used so the venoms are shown as DVI to DVIII)
  DVI:  Resisted: stamina – 25; Damage: 4 body 
  per minute; Incapacitated: con 14 or lower.
  DVII:  Resisted: stamina –33; Damage: 6 body 
  per minute; Incapacitated: con 15 or lower.
  DVIII: Resisted: stamina –49; Damage 9 body 
  per minute; Incapacitated: con 17 or lower.
  A dragon’s blood contains dragon venom (DVI), so 
  even coming into contact with a dragons blood may 
  kill.  This is of particular note as eating the fresh heart 
  of the dragon can give certain powers; however 
  the consumer will get poisoned in the process.
  Amphitere
  A winged legless Dragon. In addition to the standard 
  dragon abilities and limitations the Amphitere’s bite 
  has a striking distance of half its length.  Amphitere 
  after a successful bite may coil round their victim and 
  attempt to suffocate their target.  The victim may make 
  1 STR AR roll per round to escape.  Each round the 
  attack is made and if successful the target can make 
  a stamina resisted roll or lose the indicated fatigue. If 
  the target passes the stamina check they can make 
  a AGL AR check to get a hand free.  In addition the 
  Amphitere can attempt to crush the target, inflicting 
  the listed damage bonus + Crit Die in crushing damage, 
  this is considered a heavy attack. The constrict attack 
  has a BCS of 50%, ridged armour such as plate or 
  banded mail protects against a constrict attack from 
  an Amphitere if the damage inflicted is insufficient 
  to breach the armour.  A successful bite attack means 
  that a poison may be injected; a total of four poison 
  uses can be stored in the Amphitere’s poison glands, 
  each dose taking six hours to renew.  Amphitere make 
  excellent climbers and can automatically climb anything 
  that will support their weight provided the surface 
  is not completely smooth.  The dodge rating is for in 
  the air, dodge PSF is -10 on the ground or in water.  
  Amphitere have no legs and cannot jump; Amphitere 
  are sluggish in cold whether, -1 to MOV for every 
  degree Fahrenheit below 70.  Amphitere heal at 5% 
  per day.  Amphitere are gullible and are easily fooled.  
  All Amphitere are magickal creatures that can use 
  spells in the generalist mode, young Amphitere 
  (PMF 46, ML 1, PSF 35) have 9 spells, adult Amphitere 
  (PMF 53, ML 2, 43 PSF%) have 21 spells and old 
  Amphitere (PMF 60, ML 3, 50 PSF%) have 33 
  spells. These are normally from the Methods of 
  BM Air, Arcane, Divination, Illusion and Wards
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  573
  Firedrake
  In addition to the standard dragon abilities and 
  limitations, a firedrakes bite can strike up to a third of 
  its body length and up to its full length with its tail. 
  A firedrake can leap up to a third of its length +1D10’ 
  whilst running and can leap out of the water up to a 
  quarter of its length.  Firedrakes heal at 10% per day. 
  The listed dodge is for flying the ground dodge is at 
  0 PSF%.  Firedrakes have great difficulty in climbing 
  (0 PSF%) and usually fly over obstacles. Firedrakes 
  are immensely arrogant and vain and tend to amass 
  great treasures, old dragons frequently having 
  over a ton of gold in addition to other treasure!  
  Firedrakes are accomplished magick users using the fire 
  elementalist mode of magick, young firedrakes (PMF 
  53, ML 2, 41 PSF%) having 21 spells, adult firedrakes 
  (PMF 72, ML 4, 62 PSF%) having over 41 spells, old 
  firedrakes (PMF 84, ML 6, 74 PSF%) having over 71 
  spells; these spells can normally be chosen from the 
  methods of BM Air, Arcane, Divination, BM Earth, BM 
  Fire, Illusion, Transcendental, Wards and BM Water.
  Guivere
  This is a legless and wingless serpent. In addition to 
  the standard dragon abilities and limitations a Guivere 
  can strike with its bite at up to a third of its bodies 
  length, after that the Guivere can follow up with either 
  or both its poison (free action) and constriction attack 
  (additional heavy attack, see Amphitere).  Guiveres 
  heal at 5% per day. Guiveres have no legs and cannot 
  jump, they are uncomfortable and quickly exhausted 
  in warm temperatures, (-1 to all PSF’s for every 10 
  degrees above 70 degrees Fahrenheit, reduce fatigue 
  points by 1% per degree above 80 degrees Fahrenheit). 
  Guiveres are really dumb, they are both gullible and 
  gluttonous. Young Guiveres have a minor fear of giant 
  ferrets and mongooses, older Guivere are still weary 
  of them, and these creatures can uses their abilities 
  that they normally use against snakes and basilisks 
  against the Guivere except for an instant kill on a 
  critical hit.  The Guivere can breath underwater.
  Guiveres can use magick using the generalist 
  mode; young Guivere (PMF 35, ML 1, 25 PSF%) 
  have 3 spells, Adults (PMF 40, ML 1, 30 PSF%) 
  have 9 spells, old Guivere (PMF 54, ML 2, PSF 44) 
  have 18 spells. These spells are normally from 
  the methods of Arcane, Command, Divination, 
  Earth, Fire, Illusion, Wards and BM Water.  
  Lindworm
  This is similar to a Guivere but has one pair of legs. In 
  addition to the standard dragon abilities and limitations 
  the Lindworm can strike with its bite up to a third of its 
  body length. The Lindworm’s claws are considered a 
  polearm for the purposes of bashing and if a Lindworm 
  manages to bash with its claws it can follow up with 
  a bite at the cost of 2 fatigue in the same action with 
  no AP cost.  Lindworms are bipedal hunters (having 
  a similar stance to a tyrannosaurus rex, but without 
  any arms) and are quite skilled in this area having the 
  skill of tracking at 31-46 PSF.  Lindworms are able to 
  heal at 5% per day and are immune to disease; they 
  are barely intelligent and tend to act instinctively 
  and aggressively.  Lindworms cannot climb but can 
  swim (30 PSF%) though they are nervous of large 
  bodies of water, and may well refuse to cross large 
  areas of water such as great lakes and the ocean.  
  Lindworms are able to utilise magick in the 
  generalist mode, young Lindworms (PMF 35, ML 
  1, 25 PSF%) have 3 spells available; adults (PMF 50, 
  ML 1, 40 PSF%) have 7 spells and old Lindworms 
  (PMF 56, ML 2, 46 PSF%) have 13 spells available, 
  frequently these spells are non-offensive in nature 
  from Command, Divination, BM Earth and Wards. 
  Sea Dragon
  In addition to the normal dragon special abilities 
  and limitations the sea dragon can strike with its 
  bite up to a third of its body length.  Sea dragons are 
  cumbersome on land; they move at only 5’ per AP and 
  may not dodge when out of water.  Sea dragons heal 
  at 10% per day. They can neither climb nor jump.
  Sea dragons are capable of using magick in the 
  Water Elementalist mode; young Sea Dragons 
  (PMF 58, ML 2, PSF 48) and have 13 spells, adult sea 
  dragons (PMF 64, ML 3 54 PSF%) and have 26 spells, 
  old sea dragons (PMF 75, ML 5, 65 PSF%) have 45 
  spells. These spells are normally chosen from BM Air, 
  Arcane, Command, Divination, BM Earth, BM Fire, 
  Illusion, Transcendental, Wards and BM Water.
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  574
  Swamp Dragon
  Looks similar to a fire Drake, however they 
  are slimmer but built lower to the ground. In 
  addition to the normal dragon advantages 
  and limitation the Swamp Dragon can strike 
  with its bite at up to a third of its length, and 
  can jump a third of their length +1D10’ whilst 
  running, a quarter that from standing. Swamp 
  dragons heal at 10% per day and are immune 
  to disease.  The dodge rating is for swimming, 
  dodge is 0 PSF on land. They cannot climb 
  at all.  Swamp Dragons are will full, arrogant 
  and impulsive. Swamp Dragons are able to 
  use magick in the generalist mode; young 
  Swamp Dragons (PMF 54, ML 2, 44 PSF%) have 
  9 spells. Adults (PMF 64, ML 3, 54 PSF%) have 
  21 spells, old Swamp Dragons (PMF 75, ML 
  5, 65 PSF%) have 45 spells. These spells are 
  normally chosen from the methods BM Air, 
  Arcane, Command, Divination, BM Earth, BM 
  Fire, Illusion, Transcendental, wards and water.
  Wyvern
  In addition to the normal dragon advantages 
  and limitations the Wyvern can strike with 
  its bite at up to a third of its body’s length. A 
  wyvern may leap into battle up to 16+1D10’ 
  kicking with its claws, this adds 2 to the 
  damage and has a base bash chance of 1% of 
  the wyverns weight, the targets weight.  Some 
  Wyverns use a poison gas attack instead of a 
  fire attack; some use both (increase honour 
  value by 10%). The poison gas attack has the 
  same number of uses, PSF and area of effect 
  as the fire attack and has the same effect as 
  DVI (young) or DVII (adult or old); an agility 
  AR roll-PSF of the attack may be made to 
  hold ones breath to avoid the effects.  
  Wyverns heal at 5% per day and are immune 
  to disease.  The stinger injects a poison if it 
  penetrates the targets armour and causes 
  damage. Should the stinger inject its poison, 
  the target must make a stamina roll – the 
  PSF% of the poison (poison PSF% is 20 for 
  young, 25 for adult and 30 for old), failing 
  this roll leads to the target being paralysed 
  for 6 hours.  Wyverns cannot climb sheer 
  surfaces (0 PSF%) but can swim (30 PSF%).
  Creature type
  Wt
  Len
  F
  B
  BAP
  DT/Sprint
  Attack (PSF) + damage bonus
  MR
  Dodge 
  (40+)
  Stam 
  (40+)
  Will 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Young Amphitere N 
  25-100 years old
  300 lbs
  22’
  81
  118
  13
  10’/15’ (5’/15’ 
  S) (30’/50’ F)
  Hvy. Bite (25) 13P + 3 DVI poison 
  uses Reek 2(21) 10’, Constrict (19)+17
  20
  27 PSF*
  27 PSF
  21 PSF
  scales
  7
  6
  7
  9
  5
  55
  Adult Amphitere N 
  100-500 years old
  700 lbs
  33’
  85
  157
  14
  10’/15’ (5’/15’ 
  S) (30’/60’ F)
  Hvy. Bite (34) 17P + 4 DVII poison 
  uses Reek 2(28) 15’, Constrict (28)+19
  20
  24 PSF*
  30 PSF
  24 PSF
  scales
  9
  8
  9
  11
  6
  100
  Old Amphitere N 
  500-1000 years old
  1250 lbs
  44’
  90
  196
  14
  10’/15’ (5’/15’ 
  S) (30’/70’ F)
  Hvy. Bite (42) 19P + 5 DVII poison 
  uses Reek 3(35) 20’, Constrict (42)+21
  20
  18 PSF*
  39 PSF
  36 PSF
  scales
  13
  12
  13
  15
  7
  175
  Young Firedrake N 
  25-100 years old
  1000 lbs
  33’
  98
  186
  16
  12’/21’ 
  (30’/70’ F) 
  (2’/5’ S)
  Hvy. Bite (39) 24S, Fire 4(21)12+1 
  20’ Hvy. Claws (45) 21S, Reek 
  2(14) 20’, Hvy. tail (36) 12C
  30
  33 PSF*
  36 PSF
  33 PSF
  scales
  10
  9
  10
  12
  6
  230
  Adult Firedrake N 
  100-1000 years old
  6000 lbs
  66’
  104
  375
  17
  12’/21’ 
  (40’/90’ F) 
  (2’/5’ S)
  Hvy. Bite (51) 28S, Fire 5(42)18+2 
  30’ Hvy. Claws (57) 24S, Reek 
  2(21) 25’, Hvy. tail (45) 22C
  30
  36 PSF*
  42 PSF
  42 PSF
  scales
  12
  11
  12
  14
  7
  525
  Old Firedrake N 
  1000-5000 years old
  20,000 lbs 
  100’
  110
  633
  17
  12’/21’ 
  (50’/100’ F) 
  (2’/5’ S)
  Hvy. Bite (59) 31S, Fire 7(60)24+3 
  40’ Hvy. Claws (72) 27S, Reek 
  3(28) 30’, Hvy. tail (57) 25C
  30
  39 PSF*
  48 PSF
  51 PSF
  scales
  14
  12
  14
  16
  7
  1210
  Young Guivere N 
  25-100 years old
  200 lbs
  20’
  72
  101
  12
  10’/12’ 
  (4’/8’ S)
  Hvy. Bite (18) 24P + 3DVI, 
  Fire 2(18)8+1 15’Constrict 
  (18)+5, Reek 2(21) 10’
  15
  0 PSF
  16 PSF
  22 PSF
  scales
  5
  4
  5
  7
  4
  55
  Adult Guivere N 
  25-100 years old
  750 lbs
  35’
  79
  158
  13
  10’/12’ 
  (4’/10’ S)
  Hvy. Bite (27) 28P + 4DVII, 
  Fire 3(21)12+2 20’Constrict 
  (24)+7, Reek 2(35) 15’
  15
  0 PSF
  25 PSF
  31 PSF
  scales
  7
  7
  7
  9
  5
  85
  Old Guivere N 
  25-100 years old
  2000 lbs
  50’
  86
  231
  14
  10’/12’ 
  (4’/8’ S)
  Hvy. Bite (36) 32P + 5DVII, 
  Fire 4(33)16+2 25’Constrict 
  (30)+10, Reek 3(28) 20’
  15
  0 PSF
  37 PSF
  40 PSF
  scales
  10
  9
  10
  11
  6
  170
  Magick
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  575
  Creature type
  Wt
  Len
  F
  B
  BAP
  DT/Sprint
  Attack (PSF) + damage bonus
  MR
  Dodge 
  (40+)
  Stam 
  (40+)
  Will 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Young Lindworm 
  25-100 years old
  900 lbs
  18’
  71
  164
  16
  15’/27’
  Hvy. Bite (18) 13S, Hvy. Claw (18) 15S
  10
  19 PSF
  21 PSF
  15 PSF
  scales
  6
  4
  3
  3
  4
  55
  Adult Lindworm 
  25-100 years old
  1600 lbs
  24’
  75
  206
  17
  18’/30’
  Hvy. Bite (27) 15S, Hvy. Claw (27) 19S
  10
  27 PSF
  27 PSF
  24 PSF
  scales
  7
  5
  4
  6
  5
  80
  Old Lindworm 
  25-100 years old
  2000 lbs
  27’
  80
  228
  17
  18’/33’
  Hvy. Bite (33) 19S, Hvy. Claw (36) 22S
  10
  27 PSF
  33 PSF
  30 PSF
  scales
  7
  5
  4
  6
  5
  135
  Young Sea dragon 
  N 25-100 years old
  1250 lbs
  30’
  88
  196
  15
  5’/15’ S
  Hvy. Bite (30) 20S, Fire 3(18)12+1 20’ 
  Reek 2(14) 20’, Hvy. tail (22) 16C
  20
  23 PSF*
  30 PSF
  27 PSF
  scales
  8
  7
  8
  9
  6
  120
  Adult Sea dragon N 
  100-1000 years old
  5000 lbs
  60’
  92
  340
  16
  5’/18’ S
  Hvy. Bite (42) 24S, Fire 4(27)15+1 25’ 
  Reek 3(21) 30’, Hvy. tail (34) 22C
  20
  29 PSF*
  36 PSF
  36 PSF
  scales
  9
  9
  10
  10
  7
  265
  Old Sea dragon N 
  1000-5000 years
  11,000 lbs 
  30’
  96
  479
  17
  5’/15’ S
  Hvy. Bite (54) 27S, Fire 5(36)18+2 30’ 
  Reek 4(28) 40’, Hvy. tail (43) 27C
  20
  35 PSF*
  42 PSF
  45 PSF
  scales
  10
  11
  12
  12
  7
  545
  Young Swamp 
  dragon N 25-100 
  years old
  875 lbs
  24’
  88
  173
  16
  10’/18’ (5’/15’ 
  S) (30’/60’ F)
  Hvy. Bite (27) 20S, Fire 3(18)12+1 15’ 
  Hvy. tail (15) 16C, Reek 2(14) 20’
  20
  26 PSF*
  30 PSF
  27 PSF
  scales
  8
  7
  8
  9
  6
  120
  Adult Swamp dragon 
  N 100-1000 years old
  4000 lbs
  48’
  92
  310
  17
  10’/18’ (5’/15’ 
  S) (30’/70’ F)
  Hvy. Bite (36) 24S, Fire 4(27)15+1 
  20’Hvy. tail (24) 19C, Reek 3(42) 30’
  20
  32 PSF*
  36 PSF
  36 PSF
  scales
  9
  9
  10
  10
  7
  250
  Old Swamp dragon N 
  1000-2000 years old
  9000 lbs
  24’
  96
  439
  17
  10’/18’ (5’/15’ 
  S) (30’/80’ F)
  Hvy. Bite (48) 27S, Fire 4(36)18+2 
  25’Hvy. tail (30) 22C, Reek 4(54) 40’
  20
  35 PSF*
  42 PSF
  45 PSF
  scales
  10
  11
  12
  12
  7
  510
   Young Wyvern 
  5-10 years old
  600 lbs
  27’
  70
  140
  15
  15’/21’ 
  (30’/50’ F)
  Hvy. Bite (18) 14S, Fire* 3(12)6+1 
  10’ Hvy. Claws (18) 16S, Reek 
  2(21) 10’, Med. sting (13) 4P
  20
  16 PSF
  27 PSF
  18 PSF
  scales
  7
  5
  4
  6
  5
  60
  Adult Wyvern 
  10-50 years old
  2000 lbs
  27’
  76
  226
  17
  18’/24’ 
  (30’/50’ F)
  Hvy. Bite (27) 17S, Fire* 4(21)9+1 
  15’ Hvy. Claws (27) 20S, Reek 
  2(28) 15’, Med. sting (17) 5P
  20
  26 PSF
  33 PSF
  33 PSF
  scales
  7
  5
  6
  7
  6
  160
  Old Wyvern 50-
  100 years old
  3000 lbs
  33’
  81
  270
  17
  18’/24’ 
  (30’/50’ F)
  Hvy. Bite (39) 20S, Fire* 5(30)12+1 
  20’ Hvy. Claws (36) 24S, Reek 
  2(21) 10’, Med. sting (23) 7P
  20
  32 PSF
  36 PSF
  36 PSF
  scales
  10
  7
  7
  9
  7
  215
  Wyverns are able to use magick 
  in the generalist mode; young 
  Wyverns (PMF 48, ML 1, 38 PSF%) 
  have 7 spells, adults (PMF 55, ML 
  2 45 PSF%) having 18 spells and 
  old wyverns (PMF 65, ML 3, 55 
  PSF%) having 27 spells. These spells 
  are normally from the methods 
  of Arcane, BM Air, Command, 
  Divination, BM Earth, BM Fire, Illusion, 
  Transcendental, Wards and BM Water.
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  576
  Demons 
  Though there are a great variety of demons in hell 
  all demons have certain common traits. All demons 
  are cunning, untrustworthy ruthless and cruel, even 
  if a demon is normally dim-witted the intellect and 
  wisdom ratings of a demon are at lest 19 when plotting 
  the downfall of a mortal soul. All demons are eternal, 
  unless slain, and cannot be slain by a normal weapon. 
  A weapon must be enchanted, blessed, or magick 
  or faith may be used. Though a normal weapon will 
  injure a demon, if the demon is reduced to 0 body it 
  returns to hell. If summoned the demon can always 
  speak the language of its summoner, a demon can 
  also speak Mabrahoring, the language of demons; 
  probably a few other languages in addition. All demons 
  are immune to fire, magickal or otherwise. Normal 
  weapons (anything of +3 and lower quality) do half 
  damage to demons, as they are supernatural creatures.
  Demons may never enter consecrated ground but 
  will try to destroy consecrated ground by indirect 
  means; the only exception to this is the possessor 
  that can enter if in the possession of a mortal body, 
  however the mortal may immediately attempt to 
  regain control of their body (using a willpower contest 
  as given below). Holy symbols hurt a demon if they 
  come into contact (5 body points of damage, with 
  no absorption) A demon may attempt to knock aside 
  a holy symbol or circle around it; holy water also 
  causes damage to a demon (1D10 damage directly 
  to body with no absorption); even the words from 
  holy texts cause the demon pain (a demon must 
  make a willpower check at –20% or the faith PSF% 
  of the speaker, whichever gives a higher penalty).  
  All demons have the personality defect of 
  overconfident, often underestimating mortal 
  opponents. Demons may only enter our world by 
  invitation, either through summoning or by accident, a 
  glutton may accidentally invite a demon of gluttony by 
  the mere fact that a meal is purely for pleasure rather 
  than sustenance, the same goes for demon of lust which 
  may attempt to possess one who has sex for pleasure 
  rather than for love (naturally being married in the 
  eyes of god prevents this).  In these cases of accidental 
  summoning the demon will attempt to possess the 
  person rather than appear in a more material form.
  All demons are able to possess a mortal, though the 
  type of demon known as a possessor is much better 
  suited to this than other demons. In order to possess 
  a mortal the demon and its target  must make a 
  willpower check. The target gets a bonus of 1% per 
  point of Spirit they have and the demon gets the same 
  amount as a penalty. If the demon passes whilst the 
  target fails the demon gains control of the body, if both 
  fail the demon may attempt to posses the character 
  again next round, if the target succeeds where the 
  demon fails that particular demon cannot attempt 
  to control that mortal again, in the event that both 
  succeed then the one with the highest Crit Die wins 
  the contest (ties lead to a stalemate for the turn). 
  The demon may attempt to possess the character 
  again, or the character may attempt to break free 
  in a number of days equal to 10-their Crit Die. A 
  demon may leave a possessed body of its own free 
  will or it may be exorcised, if the target critically 
  failed on its resist roll then the demon gains +20 
  to resist an exorcism, the demon also gains +20 to 
  resist exorcism if the demons possession roll was a 
  critical successes. Likewise Normal armour (+3 quality 
  armour or lower) only has half its normal absorption 
  against a demons natural weapons (such as claws).
  I
  mp 
  The imp is the lowest type of demon; they 
  are cowardly (which overtakes their natural 
  overconfidence when applicable) and can be killed 
  with weapons coated in silver (solid silver is to soft 
  to be used as a weapon). They hate sunlight though 
  it does them no harm. An imps night vision works 
  even in complete darkness; imps are agile climbers 
  (30 PSF%) but they would rather fly as they find it 
  easier; imps cannot swim and can drown (drowning 
  banishes them to hell).  Imps are rather smart and 
  can show a great deal of intelligence and ingenuity 
  (INT 11-15), in fact imps can outsmart many demons 
  higher in the pecking order, but experience generally 
  teaches them to stay quiet. All imps are magick users 
  (PMF 62, ML 3, 52 PSF% ) using the generalist mode 
  of magick and have all MR 1 divination, fire and 
  illusion spells; the imp also has access to the spells 
  Arcane Shield (arcane) and Sleep (command) though 
  imps are not necessarily restricted to this list.
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  577
  M
  alebranche 
  Malebranche are the commonest demon 
  type; they are completely without fear 
  to the point of being immune to magickal fear and 
  never have any type of phobia, they have a lust for 
  combat and will attack nearly anything.  Malebranche 
  make good climbers (20 PSF%) but almost never 
  have any other useful skills other than their combat 
  abilities. Malebranche are particularly susceptible to 
  damage from divine sources, taking double the normal 
  damage from holy symbols and holy water, other holy 
  weapons have their base damage doubled against the 
  Malebranche, a Malebranche will never simply suffer 
  the damage to strike aside a holy symbol but will find 
  other ways to neuter their effects. If a Malebranche 
  is in possession of a mortal and enters holy ground 
  they will immediately be forced from the body.  
  D
  emon Warrior 
  A warrior Demon’s night vision works even in 
  complete darkness.  Demon warriors radiate 
  Fear constantly (as per the command spell) And 
  are magick users (PMF 70, ML 4, 60 PSF%) using the 
  generalist mode; they have all command spells up to 
  MR 4, all fire spells to MR 3 and all illusion spells to MR 
  2.  In addition a Demon Warrior will know Arcane Shield 
  (arcane); it is incredibly rare that a demon warrior will 
  deviate from these spells though it is possible for them 
  to learn more.  If a Demon warrior casts Fear it enhances 
  the spell already in effect giving the continuous fear 
  spell a bonus of +20 PSF% for the fear spell only. Normal 
  weapons (i.e. unenchanted and unblessed weapons 
  with a quality of +3 or lower) that strike the Demon 
  Warrior have a base 25% (-5% per +1 quality or +5% 
  per –1 quality) of shattering and becoming useless, if 
  the weapon does shatter it will inflict its full damage as 
  opposed to half damage but it will then become useless. 
  The Demon warrior is completely without fear and is 
  immune to all kinds of fear, even magickal fear. Demon 
  warriors are difficult to control but once control is 
  established they are easy to command. If controlled 
  they will never attempt to perverse the meaning of 
  a command (at least intentionally and they are quite 
  bright). Demon warriors are incapable of swimming but 
  will cross water if necessary as they cannot drown; they 
  can also climb but not very well (5 PSF%) and are more 
  likely to attempt to smash their way through obstacles.
  P
  ossessor
  A possessor is the master of demonic 
  possession and receives a +30 PSF% bonus 
  and +1 to the Crit Die when attempting a possession 
  or resisting being expelled from a body, in addition 
  attempting to exorcise a possessor is at –30 TSC%.  A 
  possessor’s touch is acidic and can eat away most 
  materials (except glass and other acid resistant 
  materials).  The touch of a possessor causes 8 damage 
  + the Crit Die (if it is an attack) this is reduced by energy 
  absorption.  A weapon which causes damage to a 
  possessor will lose 1 point of quality (so a standard +0 
  weapon will become –1) until the weapon is reduced 
  to –5 quality when it is destroyed, up to three levels 
  of quality can be restored by simply sharpening 
  the weapon or performing maintenance on blunt 
  weapons (requires a weapons skill roll and one hour 
  per +1 restored up to the normal level).  Possessors 
  have many skills at their disposal up to 10 (with a 25-
  35 PSF% and up to 25 with a PSF% of 0-24) that are 
  often used so that they can blend in with the society 
  they attempt to infiltrate.  Possessors dislike physical 
  combat and avoid it at all costs; their natural forms 
  are a four foot high blob of protoplasm which lends 
  itself neither to climbing or swimming, tasks which are 
  impossible in the possessors natural form, they can 
  learn the skills and use them when in possession of a 
  host.  Possessors are magick users using the generalist 
  mode (PMF 75, ML 5, 65 PSF%) and have the arcane.
  Spells of Arcane shield and Mana Bolt; they 
  have all command spells up to MR 6 and all 
  spells of illusion up to MR 6; they often learn 
  additional spells typically having 6-12 additional 
  spells from arcane, transcendental or fire.
  D
  emon of Anger 
  A demon of anger’s night vision will work 
  in complete darkness and even in magickal 
  darkness.  An unenchanted, un-blessed weapon striking 
  a demon of anger has a 25% chance of shattering, the 
  weapon will cause normal damage for that strike (as 
  opposed to half damage) but will be completely useless 
  thereafter.  A Demon of Anger has the ability to seize 
  the soul of any intelligent creature that has killed in 
  anger, the victim must make a willpower roll at –20 
  TSC% or die instantly, their soul dragged straight to hell.   
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  578
  A Demon of anger may grant wishes that directly 
  relate to anger and ferocity (for example negating a 
  phobia to attack the object of your fears); this ability 
  to grant wishes costs the demon nothing and is often 
  freely used to gain the trust of mortals and bring the 
  target closer to being dammed.  This demon cannot 
  use any of its powers on a pacifist or on someone 
  who never loses their temper. Demons of anger 
  tend to be too impatient to climb (10 PSF%) and are 
  completely unable to swim but cannot drown.  
  Demons of anger are all accomplished magick users 
  and use the generalist mode of magick (PMF 80, ML 6, 
  70 PSF%) and have the spells Arcane shield (arcane), 
  all spells of command up to MR 6 and all illusion spells 
  to MR 5. The Demon of anger is particularly proficient 
  at casting the spell Berserker rage (command) gaining 
  +60 PMF to target the spell and +60 PSF% to cast the 
  spell and to reduce the resistance of the target, in 
  addition the spell is cast at half the normal fatigue cost 
  and has a duration ten times the normal duration.
  D
  emon of Avarice
  The Demon of Avarice plays on the mortal 
  desire to accumulate wealth and can grant 
  wishes that lead to a mortal to gaining wealth in order 
  to place the mortal’s soul in further jeopardy.   A Demon 
  of Avarice’s night vision works in complete darkness 
  and even magickal darkness will not affect the demon. 
  Demons of Avarice are good magick users (PMF 85, 
  ML 6, 75 PSF%) and can use the spells Arcane shield 
  (arcane), all spells of command to MR 6 and all illusion 
  spells to MR 5.  The spell faerie gold (illusion) be cast it 
  is with a +60 PSF% and targeting bonus, in addition the 
  faerie gold spell cannot be dispelled, even by the touch 
  of iron.  If a wish has been willingly granted to a mortal 
  who turns against a Demon of Avarice the turncoat 
  gains a –25 to hit or target the demon, a magickal side 
  effect of the wish known as ‘gratitude’. The Demon has 
  the ability to seize the soul of anyone illicitly acquiring 
  the wealth or positions of another providing they have 
  not already being justly punished for the crime; the 
  victim must make a willpower check at –20 TSC% or 
  die instantly, their soul being sent straight to hell.
  A Demon of Avarice cannot use any of its powers 
  against anyone who is generous towards others, 
  though giving away money for the sake of gaining 
  immunity to these demons only cause them to pay 
  more attention and have no other effect. Demons 
  of Avarice cannot swim but cannot drown and may 
  attempt to cross water if the situation is desperate; 
  the demon can climb but not very well (5 PSF%).
  D
  emon of Envy
  The demon of envy’s night vision works in 
  complete and even magickal darkness.  The 
  Demon of Envy is an accomplished magick user using 
  the magecraft mode (PMF 82, ML 6, 72 PSF%) and 
  can use the spells Arcane shield (arcane), all spells of 
  command to MR 6 and all illusion spells to MR 5. This 
  type of Demon is particularly adept at casting the 
  illusion spell Disguise or Great Disguise and the spell is 
  cast with a +60 PSF% and targeting bonus, in addition 
  the target will believe the illusion real if they fail a 
  wisdom AR –35 roll. A Demon of Envy has the ability to 
  grant wishes at will that directly relate to the persons 
  sense of envy.  Any attack made against them is at –15 
  to hit if the attacker has been the recipient of a wish.  
  The Demon of Envy has the ability to seize a person’s 
  soul if they have killed another being through 
  envy; the victim must make a willpower roll at –20 
  TSC% or be instantly slain, their soul rendered from 
  their body and dragged to hell. The Demons of 
  Envy’s powers are completely ineffective against 
  those who are content with their life.  Demons of 
  envy are capable of climbing (10 PSF%) but are 
  unable to swim, though they cannot drown.
  D
  emon of Gluttony
  The Demon of Gluttony’s night vision works 
  even in complete darkness and magickal 
  darkness.  These Demons have the ability to use magick 
  in the generalist mode (PMF 84, ML 6, 74 PSF%) and 
  have the spells Arcane Shield (arcane), all spells of 
  command up to MR 6 and all spells of illusion up to 
  MR 5.  Should the demon cast Clumsiness (command) 
  the spell is cast with a +60 bonus to PSF% and 
  targeting and will effect the target for hours rather 
  than rounds. The Demon of Gluttony has the ability 
  to grant wishes to any mortal that directly pertains 
  to their sense of gluttony; this has no associated cost 
  and is used to draw mortals closer to being dammed. 
  All weapon attacks have –3 to their damage (after 
  armour) because of the demons thick layers of fat.  
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  579
  Demons of gluttony have the ability to seize the soul 
  of one who has taken food and drink from another 
  who is hungry or thirsty; the target must make a 
  willpower check at –20 or be instantly slain their soul 
  sent straight to hell. The Demon of Gluttony’s powers 
  are ineffective against anyone who has fasted for 
  one day or more in the past three months.  Demons 
  of Gluttony are far to obese to be able to climb but 
  will float in water, though they are unable to swim.  
  The Demon has a special crush attack Available to it, 
  the creature needs to be either bashed, prone, less 
  than a quarter of the height of the demon or backed 
  against an obstruction such as a wall  (though it had 
  better be sturdy).  The attack is a heavy natural attack 
  with a BCS 40 34 PSF% and causing 20 base damage 
  with a Crit Die modifier of +1; in addition if the attack 
  is a bash the target remains in place but is pinned and 
  unable to make any defences until the demon decides 
  to move, attempt another crush or a strength AR roll 
  –30 is passed (attempts may be made once per round. 
  D
  emons of Lust
  The Demon of lust has an unnaturally high 
  appearance attribute (18-25) and usually 
  appear as women with small horns protruding from 
  their long flowing hair and a set of bat like wings.  Their 
  night vision works in all forms of darkness, including 
  magickal darkness. The Demon of lust is a user of 
  magick using the generalist mode (PMF 85, ML 6, 75 
  PSF%) and have the spells Arcane Shield (arcane), all 
  command spells to MR 6 and all illusions to MR 5, should 
  the Demon of lust cast a spell of Infatuation or Love 
  it is with a +60 bonus to both targeting and PSF%.  
  Demons of Lust have the ability to grant wishes 
  pertaining to a mortal’s sense of lust with no associated 
  cost to the demon. Anyone attempting to attack a 
  Demon of Lust appearing as the opposite sex must 
  make a willpower roll at –10 or be overcome by their 
  beauty (this is mainly due to their aura) A person failing 
  the roll will lose half of their APs in their first round of 
  combat and suffer –15 TSC to all attacks against the 
  demon throughout the fight. A critical failure leads to 
  the mortal being bound in awe for the demon, totally 
  incapable of any action for the whole round, the test 
  can be made again at the start of the following round 
  however the best result possible will be a failure.  
  Should anyone engage in a carnal act with the demon 
  the demon may attempt to seize their soul; the victim 
  must make willpower roll at –20 or die instantly. In 
  a campaign more historically correct than politically 
  correct the GM may wish to extend this power to a 
  woman engaged in an affair; it was generally socially 
  acceptable for a man to have an affair whereas it 
  was a serious sin for a woman. A Demon of Lust is 
  incapable of using any of their powers on one who 
  is truly in love with another. A Demon of Lust can 
  climb (10 PSF%) but prefers to fly over obstacles; 
  they cannot swim though they cannot drown.
  D
  emon of Pride
  The Demon of pride’s night vision works in 
  complete and magickal darkness.  They are 
  magick users using the generalist mode (PMF 85, ML 
  6, 75 PSF%) and have the spells Arcane Shield (arcane), 
  all command spells up to MR 6 and all illusion spells up 
  to MR 5.  Should the demon cast Delusion (command) 
  the duration is measured in days rather than in rounds 
  and cast with a +60% bonus to PSF% and targeting.  
  Magick
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  Table of Contents
  INDEX
  
  580
  The Demon of Pride has the ability to grant wishes that 
  directly pertain to the targets sense of pride; this ability 
  is normally used to trap the victim into losing their 
  soul. The Demon of Pride has an aura of authority that 
  causes all mortals to loose 10 from their attack PSF% 
  if they fail a willpower –30 roll at the start of combat. 
  The Demon of pride has the ability to seize the soul of 
  anyone who believes themselves more than mortal; the 
  victim must make a willpower roll at –20 or die instantly. 
  A Demon of pride’s powers are ineffective against any 
  mortal who is truly humble. Demons of pride make 
  very poor climbers (0 PSF%) and are unable to swim, 
  but they cannot drown and so do not fear water.
  D
  emon of Sloth
  This demons night vision works in complete 
  darkness as well as magickal darkness. Demons 
  of Sloth are users of the generalist mode of magick 
  (PMF 82, ML 6, 72 PSF%) and have the spells Arcane 
  Shield (arcane), all spells of command through MR 6 
  and all illusion spells to MR 5.  When the Demon of Sloth 
  casts the sleep spell it is with a +60 bonus to targeting 
  and PSF%, in addition the spell will last for a full day. 
  Demons of Sloth have the ability to grant wishes that 
  directly relate to the targets sense of sloth and inactivity; 
  this ability has no cost to the demon. This Demon has 
  the ability to make others underestimate its power; 
  anyone attacking the Demon must make a Demon 
  lore roll or be duped into underestimating the demons 
  powers leading to a –10 to all attack and defence PSFs. 
  The Demon of Sloth has the power to directly seize a 
  persons soul if they have done nothing for themselves 
  for the period of a whole week; the victim must make 
  a willpower -20 roll or be instantly slain, their soul 
  sent straight to hell. A Demon of sloth is unable to use 
  any of their powers against one who works willingly 
  and to the best of their abilities. Demons of sloth can 
  neither climb nor swim, though they cannot drown.
  D
  emon of Fire
  The Demon of fire is surrounded by a fiery 
  aura which causes 18 + a Crit Die of damage 
  to anyone who comes within 10 feet of the demon, this 
  damage is applied whenever anyone enters the aura 
  and at the beginning of each round.  This fiery aura 
  illuminates the surroundings but the demon can see in 
  absolute darkness and in magickal darkness. Demons of 
  fire are capable of using magick in the generalist mode 
  (PMF 90, ML 7, 80 PSF%) and can use all arcane spells to 
  MR 4, all command spells to MR 8, all divination spells to 
  MR 4, all spells of fire to MR 9, all spells of illusion to MR 
  4 and all wards to MR 3.  In addition the Demon of Fire 
  frequently have 5-15 additional spells from any method 
  of magick.  The Demon of Fire has a constant Fear 
  (command) spell in operation that affects all creatures 
  that look at them. Any normal weapon (non-blessed, 
  unenchanted or lower than +4 quality) has a flat 50% 
  chance of melting or bursting into flame when it hits.  
  Demons of fire are immune to fear (magickal or 
  otherwise) and all types of non-magickal fire.  Demons 
  of fire are poor climbers (0 PSF%) and cannot swim 
  and entering water extinguishes their magickal fire 
  aura, although they are immune from drowning.  The 
  weapons of a Demon of fire always enchanted and 
  commonly use some form of two-handed sword 
  (used in one hand) and a giant whip around 20’ 
  long (treat as a military flail, also used one handed).  
  The Demon of Fire has the two weapon fighting 
  skill at –2 DF (DF*5 BCS 20%) with a 45 PSF%.
  C
  hevaliers de l’Enfer
  The Chevaliers de l’Enfer’s night vision works 
  in total darkness and magickal darkness.  The 
  Chevaliers de l’Enfer have an unnerving sense of 
  direction and can find their way even in the worst 
  conditions; any attempts to confuse or mislead a 
  Chevaliers de l’Enfer automatically fail even when 
  the attempt was magickal in nature.  Chevaliers 
  de l’Enfer are able to use magick in the generalist 
  mode of magick (PMF 95, ML 8, 85 PSF%) and 
  have all spells of arcane through MR 6, all spells of 
  command (except for miracle), all spells of divination 
  through MR 6, all spells of fire, all spells of illusion 
  through MR 6 and all wards through MR 6.  
  Chevaliers de l’Enfer cast fear with a +21 PSF% 
  bonus.  It is possible for a Chevaliers de l’Enfer to have 
  additional spells but as much of their time is spent 
  training for combat this is rare.   Any normal weapon 
  (non- enchanted, non-blessed or quality 3 or less) 
  coming into contact with the Chevaliers de l’Enfer’s skin 
  has a flat 75% chance of shattering; the weapon will 
  do full damage (as opposed to half damage) when it 
  breaks.  Anyone attempting to engage in combat with 
  a Chevaliers de l’Enfer must make a willpower check 
  with failure resulting in the loss of 9 APs each round 
  through fear, a critical failure leads to being frozen 
  in place whilst the Chevaliers de l’Enfer is in sight.  
  The Chevaliers de l’Enfer are poor climber (0 PSF%) 
  and will attempt to destroy obstacles rather than 
  climb them; they cannot swim but will not drown.
  Magick
  Religion
   Movement
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   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  581
  Creature type
  Wt
  Ht
  F
  B
  BAP
  DT/Sprint
  Attack (PSF%) + 
  damage bonus
  MR
  Dodge 
  (40+)
  Stam 
  (40+)
  Will 
  (40+)
  Armour
  S
  C
  P
  M
  E
  Hon
  Imp N
  55 lbs
  3’
  30
  57
  14
  6’/12’ (12’/24’F)
  Weapon (15)+0, Lgt. 
  Claw/bite (19) 4S
  20
  25 PSF
  6 PSF
  20 PSF
  none
  0
  0
  0
  0
  0
  24
  Malebranche N
  100 lbs
  5’
  47
  81
  14
  8’/16’ (16’/30’F)
  Weapon (27)+4, Med. 
  Claw/bite (27) 11S
  15
  18 PSF
  27 PSF
  23 PSF
  hide
  5
  7
  4
  5
  7
  22
  Demon Warrior N
  400 lbs
  7’
  59
  139
  16
  10’/20’
  Weapon (50)+10, Med 
  Claw/bite (46) 15S
  20
  10 PSF
  50 PSF
  29 PSF
  hide
  12
  9
  9
  11
  7
  152
  Possessors
  105 lbs
  4’
  39
  80
  10
  6’/12’
  Acidic touch (BCS 
  40 + PSF 15) 8*
  20
  0 PSF
  45 PSF
  30 PSF
  skin
  3
  1
  1
  2
  3
  60
  Demon, Anger N
  175 lbs
  6’
  54
  101
  16
  10’/20’
  Weapon (47)+5, Med 
  Claw / bite (40) 11S
  20
  30 PSF
  30 PSF
  35 PSF
  skin
  9
  9
  9
  9
  5
  150
  Deamon, Avarice N
  200lbs
  6’
  42
  99
  16
  10’/20’
  Weapon (27)+3, Med 
  Claw (26) 10S
  20
  25 PSF
  30 PSF
  35 PSF
  skin
  9
  9
  9
  9
  5
  125
  Demon, Envy N
  120 lbs
  5’6”
  42
  83
  16
  10’/20’
  Weapon (27)+3
  20
  30 PSF
  29 PSF
  35 PSF
  skin
  9
  9
  9
  9
  5
  105
  Demon, Gluttony N
  800 lbs
  6’
  51
  176
  10
  10’/N/A
  Weapon (27)+3, 
  Crush (see text)
  20
  0 PSF
  40 PSF
  35 PSF
  skin
  9
  9
  9
  9
  5
  125
  Demon, Lust N
  120 lbs
  5’6”
  42
  83
  17
  10’/20’ (16’/35’ F)
  Weapon (27)+3
  20
  30 PSF
  30 PSF
  35 PSF
  skin
  9
  9
  9
  9
  5
  120
  Demon, Pride
  175 lbs
  6’
  42
  83
  16
  10’/20’
  Weapon (27)+4
  20
  25 PSF
  30 PSF
  37 PSF
  skin
  9
  9
  9
  9
  5
  125
  Demon, Sloth N
  200 lbs
  6’
  41
  100
  10
  10’/N/A
  Weapon (27)+3
  20
  0 PSF
  30 PSF
  35 PSF
  skin
  9
  9
  9
  9
  5
  90
  Demon, Fire N
  1400 lbs
  12’
  68
  232
  19
  10’/20’ (20’/40’ F)
  Weapons (70)+12, 
  Hvy. Claws (68) 24S
  25
  30 PSF
  64 PSF
  41 PSF
  hide
  15
  13
  14
  15
  9
  425
  Chevaliers de l’Enfer N
  650 lbs
  8’4”
  71
  174
  20
  10’/20’
  Weapon (60)+15, 
  hurled wpn. (55)+14
  30
  36 PSF
  64 PSF
  47 PSF
  hide
  14
  11
  11
  13
  7
  445
  The Powers N
  900 lbs
  9’
  75
  200
  22
  10’/20’
  Weapon (69)+19, 
  missile wpn. (64)+16
  35
  45 PSF
  76 PSF
  54 PSF
  hide
  18
  15
  14
  20
  11
  690
  The Principalities N
  1100 lbs
  10’
  75
  215
  23
  10’/20’
  Weapon (85)+24, 
  missile wpn. (77)+22
  50
  51 PSF
  88 PSF
  70 PSF
  hide
  20
  16
  15
  24
  13
  1070
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  582
  P
  owers
  The Powers night vision works 
  in complete darkness as well as 
  in magickal darkness.  The powers have a 
  faultless sense of direction and no mundane 
  or magickal means can confuse or mislead 
  them.  The powers are powerful users of 
  magick (PMF 102, ML 9, 92 PSF%) using 
  the generalist mode.  They have all spells 
  from arcane, command (except for miracle; 
  any fear spells are cast with a +21 PSF% 
  bonus), divination, one element (usually 
  fire), illusion, transcendental and wards.  
  Any normal weapon (non-enchanted, non-
  blessed weapon of less then +4 quality) 
  will immediately shatter upon touching the 
  demons skin, causing no damage.  Enchanted 
  weapons do half damage (after armour) to 
  the Powers if they are lower than +4 quality.  
  Coming face to face with a power is a 
  terrifying experience; a willpower-20 check 
  with –1 Crit Die modifier must be made 
  when attempting to engage in combat 
  with the Power a failure results in the loss 
  of 13 APs each round, a critical failure leads 
  to being frozen in panic.  The powers are 
  unable to climb or swim, though they 
  cannot drown.  A summoned Power will 
  grant the service of one of there underlings 
  rather than obey any mortal mage. 
  P
  rincipalities
  The Principalities night vision works 
  in complete darkness as well as in 
  magickal darkness.  The principalities have a 
  faultless sense of direction and no mundane 
  or magickal means can confuse or mislead 
  them.  The principalities are powerful users 
  of magick (PMF 117, ML 11, 107 PSF%) using 
  the generalist mode.  They have all spells 
  except miracle.  Any normal weapon (non-
  enchanted, non-blessed weapon of less 
  then +4 quality) will immediately shatter 
  upon touching the demons skin, causing no 
  damage.  Enchanted weapons do half damage 
  (after armour) to the Principalities if they 
  are lower than +6 quality.  The Principality 
  radiates a constant aura of fear (command) 
  at a 100 PSF% with a –1 to the resistance rolls 
  Crit Die, those critically failing their resistance 
  roll drop dead from fear!  The principalities 
  are unable to climb or swim, though they 
  cannot drown.  A summoned Principality will 
  grant the service of one of their underlings 
  rather than obey any mortal mage. 
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  583
  Glossary of 
  Terms
  AGL ........ Agility attribute: Now a derrived 
  attribute
  AP ...........  Action Points (refer to the 
  Combat section)
  APP ........ Appearance attribute
  AR .......... Attribute Roll, the number 
  rolled against when testing an 
  attribute
  ASR ........ Absolute Strength rating that 
  is a calculated value based 
  on size. P106
  BAP  ....... Base Action Points, the starting 
  point before adding Initiative 
  dice
  BCS  ....... Base Chance of Success, the 
  basic chance of succeeding 
  with a skill with no experience
  BIF .......... Basic Influence Factor, a 
  characters starting point for 
  influencing NPC’s
  BM .......... Basic Magick
  BMR ....... Base Magick Resistance the 
  measure of how hard it is to 
  enchant material and how 
  hard some spells are to learn.
  BP ........... Body Point a measure of how 
  much physical damage a 
  character can sustain
  BRR ........ Body Recovery Rate, how fast 
  a character can heal physical 
  damage
  BV ........... Bardic Voice attribute
  CCAP ..... Carrying Capacity, the amount 
  of weight a character can carry
  CHA ........ Charisma a derrived attribute
  COMP ..... Competency, a form of skill 
  that is only usually learned for 
  one level.
  CON ........ Constitution attribute
  DEX ........ Dexterity attribute
  DF ........... Difficulty Factor, the measure 
  of how hard it is to learn and 
  improve a skill
  DIS .......... Discipline attribute
  EF ........... Early Feudal
  ExL ......... Experience Level, a measure 
  of how many Experience 
  Points have been spent 
  learning and improving skills.  
  An indicator of a characters life 
  experience.
  Exp ......... Experience Points, awarded 
  for carrying out tasks and 
  adventuring
  FER ........ Ferocity attribute: Now a 
  derrived attribute.
  FP ........... Fatigue Point, a measure of 
  characters endurance and 
  level of energy
  FRR ........ Fatigue Recovery Rate how 
  fast a character can recover 
  energy
  GM .......... Games Master, the person 
  who runs and controls the 
  game
  GP .......... Grace Points, a measure of 
  how close a character is to the 
  divine
  HC .......... High Chivalric
  INF .......... Influence Factor
  INT .......... Intellect attribute
  LCAP ...... Lifting Capacity, how much 
  weight a character can lift 
  above their head
  LF ........... Late Feudal 
  LFMH ...... Large Fortified Manor House
  ML .......... Magick Level, a measure 
  of a characters mastery of 
  magick for learning spells and 
  enchanting materials.
  MR  ......... Magick Resistance, the 
  modifier to the chance of 
  targeting a spell on someone 
  or something.
  NPC ........ Non Player Character, the 
  characters who populate the 
  world of the game controlled 
  by the GM
  PC ........... Player Character, the character 
  created by the Human Player.
  PFF ......... Personal Faith Factor the 
  characters personal aptitude 
  when dealing with matters of 
  Religion.
  PMF ........ Personal Magick Factor the 
  characters personal aptitude 
  with Magick and the measure 
  of how big an effect can be 
  created.
  PSF%  .... Personal Skill Factor the 
  characters personal aptitude 
  with a skill based on attributes 
  and level of experience.
  RES ........ A skill that is resisted by 
  anothers PSF% in their skill. 
  Each skill description indicates 
  how that skill may be resisted. 
  SFMH ..... Small Fortified Manor House
  SK ........... Shell Keep
  SPR ........ Spirit attribute: This replaced 
  the Piety from previous 
  editions.
  STR ........ Strength attribute
  TR  .......... Trained, a skill that can only be 
  used if trained in the use of.
  TSC  ....... Total Success Chance, the 
  target to roll against for skills.
  WF .......... Waning Feudal.
  WIS ......... Wisdom  attribute
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  584
  INDEX
  0-9
  0% Exp Bloc 
  470
  1% Exp Bloc 
  470
  2% Exp Bloc 
  470
  3/4 Heavy  Battle  Armour 
  263
  3% Exp Bloc 
  470
  4% Exp Bloc 
  470
  5% Exp Bloc 
  469
  A
  Absolute Strength Rating 
   
  106
  Accelerated Healing  
  540
  Accelerate Element 
  317
  Accumulated Experience 
  41
  Accurate Counting 
  186
  Acrid Smoke 
  338
  Acting: Costume & Makeup 
  153
  Acting: Performance 
  153
  Acting: Ventriloquism 
  153
  Active Defence 
  278
  Acts of Faith 
  535
  Administer Poisons and Drugs Undetected. 
  205
  Administration and Governance 
  481
  Advanced Combat 
  286
  Advanced Combat 
  287
  Adventure Awards & Experience Blocs 
  469
  Adventurer Vocations 
  129
  Affix Element 
  317
  Age 
  532
  Agility  
  540
  Agony of the Damned 
  391
  Agricultural Life 
  480
  Agricultural Skills 
  149
  Agricultural Tools 
  246
  Ahal (Warrior) 
  528
  A Historical Note  
  7
  Aid for Knighthood 
  485
  Aid for Marriage 
  485
  Aid for Ransom 
  485
  Aimed Shots Or Blows 
  272
  Air Beam 
  321
  Airbolt 
  321
  Air Ram 
  321
  Airwall 
  320
  ALDRIC – Town City Guard 
  118
  Alertness 
  541
  Alertness: Sight 
  201
  Alertness Sound 
  202
  Altering Current Spirit  
  397
  Alternate Female Cultural Skills 
  60
  Amphitere 
  572
  An Avoidable Conflict 
  473
  Ancient Language 
  182
  Ancient Local Geography 
  185
  Ancient Regional/National Geography  
  185
  Ancient World Geography  
  185
  Animal Husbandry 
  150
  Animal Nutrition 
  243
  Animal Riding 
  151
  Animal Skills 
  150
  Animal Training 
  152
  Animate Dead 
  382
  Animate Metal Simulacrum 
  381
  Animate Stone Simulacrum  
  381
  Animation by Summoning 
  381
  Anointing the Sick † 
  453
  Anointing the Wounded † 
  454
  Antidote 
  379
  Anti Venom 
  379
  An Unavoidable Conflict 
  473
  A Persecuting Society 
  31
  Applying BAP 
  113
  Applying The Faith Skill 
  400
  Applying The Laws Of Magick 
  289
  Apprentice:  
  20
  Arcane Barriers 
  346
  Arcane Cloak 
  346
  Arcane Darkness 
  348
  Arcane Keys 
  347
  Arcane Lights 
  347
  Arcane Magick 
  220
  Arcane Magick 
  345
  Arcane Shield 
  346
  Arcane Wall (Wall of Bright Shadows) 
  346
  Archery 
  164
  Architecture & Engineering  
  186
  Area Darkness 
  349
  Area Sleep 
  353
  Arithmetic & Mathematics  
  186
  Armaments 
  254
  Armour 
  259
  Armour 
  535
  Armoured Skin 
  389
  A Role Playing Game  
  8
  Artefact Lore 
  213
  Arts & Entertainment Skills 
  153
  Asking for a friend 
  49
  Astral Gate 
  351
  Astronomical Lore  
  186
  Athletic Skills 
  156
  Attacks 
  542
  Attacks From Above 
  272
  Attacks From Behind 
  272
  Attack Spells 
  377
  Attending Religious Services 
  402
  Attribute Rolls (AR) 
  36
  'Average' Folk:  
  13
  Avoid Lapsing Into Death 
  476
  Awaken the Dead 
  382
  Awarding Experience 
  468
  Axes 
  164
  B
  Background Skills 
  119
  Backstabbing  
  205
  Baghdad & the Golden Age of Islam 
  435
  Bagpipes 
  154
  Bakery Goods 
  240
  Baking Ingredients  
  246
  Baptism † 
  453
  Bargaining 
  161
  Bar Mitzvah 
  428
  Bashing An Opponent 
  275
  Bash versus Mounted Opponents 
  277
  Basic Chivalric Training 
  77
  Basic Combat 
  286
  Basic Combat  
  287
  Basic Elemental Magick 
  317
  Basic Elemental Magick Air 
  318
  Basic Elemental Magick Earth 
  325
  Basic Elemental Magick Fire 
  331
  Basic Elemental Magick Water 
  340
  Basic Magick - Air 
  220
  Basic Magick - Earth 
  220
  Basic Magick - Fire 
  220
  Basic Magick - Water 
  220
  Basketwork 
  173
  Battering Ram 
  329
  Battlefield Tactics 
  164
  Beasts 
  467
  Beasts of burden and mounts 
  547
  Beast Tongues  
  184
  Become Another 
  393
  Becoming A Gamemaster 
  461
  Bee Keeping 
  150
  Beer, Mead & Cider 
  241
  Begging 
  161
  Being AGamemaster  
  460
  Being Overweight 
  112
  Berserker Rage 
  363
  Bestiary Lore 
  186
  Bind Fear 
  534
  Binding a Summoned Supernatural Being. 
  381
  Birds of the woodlands and grasslands 
  545
  Birth 
  428
  Birth Signs & Bonuses To Experience 
  53
  Bishops & Dioceses 
  490
  Black Knights 
  29
  Black Sheep:  
  84
  Blacksmithing 
  173
  Blending into Surroundings 
  196
  Blessing 
  441
  Bless Item † 
  443
  Blight/Wither 
  375
  Blind 
  365
  Blood Libel 
  423
  Blood Libels 
  418
  Blows  
  284
  Blurred Image 
  371
  Blurred Script 
  371
  Body Armour Weight 
  261
  Bogies 
  559
  Bolts of Cloth 
  237
  Bone, Horn & Ivory Work 
  174
  Bowery & Fletching 
  174
  Boxing 
  156
  Bravery 
  362
  Brawling 
  165
  Breathe Water 
  390
  Breath of the Basilisk 
  393
  Brewing 
  169
  British Isles 
  419
  Brownies 
  560
  Building Construction  
  245
  Building Tools  
  244
  Bury the Dead † 
  443
  C
  Call Back the Dying † 
  452
  Call Familiar 
  383
  Calligraphy & Illumination 
  154
  Calling Upon Divine Power 
  403
  Calm & Attract Animals 
  196
  Calm Pain 
  390
  Camp Equipment 
  235
  Canonization & Deification 
  455
  Canon Law 
  494
  Carpentry 
  174
  Carrying Capacity (CCAP) 
  111
  Cartography 
  187
  Cartwright & Wheelwright  
  174
  CAS - CASTLE(Types I - IX) 
  509
  Casting Spell Formulas 
  308
  Casting Spells 
  295
  Casting Spells Through A Magickal Device 
  301
  Casting the Horoscope 
  52
  Casting Times 
  308
  Cattle Herding 
  150
  Cause Minor Wounds 
  457
  Causing Blights & Crop Failures  
  540
  Causing Plagues & Epidemics  
  540
  Cavalry Lances 
  165
  Cave Giant 
  566
  Cave Troll 
  564
  Chandler 
  174
  Changing Base Spirit  
  399
  Changing Hindrances 
  412
  Changing Weapons Mid-Combat 
  273
  Changing Your Vocation 
  130
  Channelling 
  307
  Channelling 
  316
  Character Generation 
  51
  Charcoal Burning 
  174
  Charisma (CHA) 
  103
  Charm 
  161
  Charm Animals 
  355
  Charm Person 
  356
  Charm Predator 
  355
  Charm Spells 
  354
  Chess & Other Strategy Games 
  193
  Chevaliers de l’Enfer 
  580
  Chirurgery  
  187
  Chivalric Great Blow 
  165
  Chivalry 
  486
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  585
  Chivalry & Sorcery Coinage System 
  232
  Choosing Fighter Status 
  234
  Christianity 
  412
  Circe’s Touch 
  392
  Circle of Protection 
  395
  Circles of Binding 
  380
  Citizenship 
  16
  Civilised 
  528
  Civil Law 
  493
  Clairaudience 
  386
  Clairvoyance 
  387
  Clergy 
  426
  Clerical Acts Of Faith 
  443
  Clerical Tapping Of The Congregation’s Belief Pool 402
  Climbing 
  156
  Cloak of Shadows (Mantle of Darkness) 
  348
  Cloak Self 
  372
  Clothes: Sewing, Embroidery and Knitting 
  175
  Clothes: Tailoring  
  175
  Clothing 
  421
  Clothing Extras        
  237
  Cloth Making: Dyeing  
  175
  Cloth Making: Spinning & Weaving 
  175
  Cloud Giant 
  566
  Clouds & Rain 
  322
  Clouds & Rain 
  342
  Clumsiness 
  364
  Cobolds 
  560
  Cold Water Penalties 
  341
  Combat 
  268
  Combat Advantage & Opportune Attacks. 
  272
  Combat Advantages 
  280
  Combat Mode 
  267
  Combat Sequence for Action Points 
  268
  Combat Skills 
  163
  Command 
  220
  Command Animal 
  359
  Command Enchanted Beast 
  360
  Command Enchanted Being 
  360
  Commanding Emotions 
  361
  Commanding the Flesh 
  364
  Command Lycanthrope 
  360
  Command Magick 
  353
  Command Person 
  360
  Command Predator 
  359
  Commands and Charms cast through Magickal Devices 
   
  301
  Command Undead 
  360
  Common Elemental Control Spells 
  317
  Common Faeries 
  562
  Common Method Spells 
  315
  Common Prayer 
  441
  Common Spells 
  292
  Common Summoning 
  383
  Common Terms 
  404
  Common Tongue 
  182
  Competencies 
  32
  Completing A Major Quest 
  471
  Completing A Minor Quest 
  470
  Compulsion Spells 
  358
  Compulsory Identification 
  421
  Con 
  161
  Concealing & Finding 
  207
  Concealment 
  534
  Concentrate Air 
  319
  Concentrate Earth 
  327
  Concentration 
  191
  Concepts of the Jewish afterlife 
  429
  Conditioning 
  157
  Confession 
  414
  Confirmation † 
  453
  Confusion 
  362
  Conjuration 
  221
  Conjuror 
  134
  Containers 
  235
  Continent  
  478
  Control of Animals  
  540
  Control the Elements  
  540
  Cooking 
  169
  Cooking and Brewing Skills 
  169
  Cooking Gear 
  235
  Cooking Oils 
  240
  Cool Cloak (Mantle of Borealis) 
  389
  Cooper  
  174
  Cordage, etc. 
  236
  Cord & Rope Making 
  175
  Core Acts Of Faith: Prayers 
  441
  Core Game Mechanics  
  32
  Core Skills 
  43
  Correspondences 
  302
  Corrupt Food and Water 
  457
  Cosmic Hindrances 
  410
  Country 
  478
  Courage of the Righteous 
  443
  Courtly Love 
  193
  Courtly Manners 
  195
  Covering Tracks 
  197
  Cowardice 
  362
  Crafter 
  533
  Craft Guilds:  
  18
  Craft & Trade Skills 
  173
  Create Noxious Fumes 
  338
  Create or Command Air 
  318
  Create or Command Earth 
  325
  Create or Command Water 
  340
  Create Other Vampires  
  540
  Create Poison 
  458
  Create Smoke 
  336
  Creating A Spell 
  293
  Creating A Spell ‘On The Spot’ 
  294
  Creating A Troll Character 
  531
  Creating Goblinoid Characters 
  525
  Creating Magickal Items of Power 
  302
  Creating Sub-Saharan African Characters 
  29
  Creature Descriptions  
  542
  Creatures of the sea 
  546
  Creatures of the Wetlands and Waterfowl 
  545
  Credit to the Family:  
  84
  Criminal Law 
  492
  Critical Hits 
  282
  Critical Injury 
  283
  Critical Successes & Failures 
  37
  Critical Success & Failure 
  272
  Crush the Defiant 
  388
  Cultural Elites & Lesser Clerical Orders 
  22
  Cultural Knowledge 
  60
  Cure Blight 
  375
  Cure Blindness † 
  452
  Cure Deafness † 
  452
  Cure Disease † 
  452
  Cure the Wounded † 
  451
  Current Spirit and the Afterlife  
   
  399
  Current Vs. Base Spirit  
  397
  Curse 
  457
  D
  Daily Wear 
  421
  Dairy 
  239
  Damage 
  281
  Dancing: Court Dancing 
  154
  Dancing: Folk Dance 
  154
  Darkness 
  348
  Darkness of the Pit 
  349
  Daylight 
  535
  Dazzle (faerie Dance, Fireflies) 
  347
  Deadly Vapours 
  338
  Deafen 
  364
  Death and Mourning 
  428
  Death Injuries 
  283
  Deaths 
  552
  Debate 
  231
  Defensive Actions 
  278
  Defensive War 
  485
  Deficiency Descriptions 
  97
  Deflect Missile 
  388
  Delusion 
  372
  Demeter’s Touch (Blessings of the Goddess) 
  374
  Demon of Anger 
  577
  Demon of Avarice 
  578
  Demon of Envy 
  578
  Demon of Fire 
  580
  Demon of Gluttony 
  578
  Demon of Lust 
  579
  Demon of Pride 
  580
  Demon of Sloth 
  580
  Demonology 
  213
  Demons  
  576
  Demon Warrior 
  577
  Denominations of Islam 
  437
  Derived Attributes 
  102
  Description of Vampiric Powers 
  540
  Designing the Adventurer Character 
  129
  Desperate  Defences 
  280
  Detach Element 
  317
  Detect Astral Being 
  366
  Detect Enemies 
  367
  Detect Evil 
  367
  Detect Hidden Door 
  365
  Detect Hidden Object 
  365
   Detect Illusions 
  366
  Detect Illusions 
  370
  Detecting Mantraps 
  207
  Detecting Snares 
  197
  Detecting Thievery 
  207
  Detect Invisible 
  366
  Detect Lie 
  202
  Detect Life 
  366
  Detect Magick 
  366
  Detect Metal 
  367
  Detect Observation 
  367
  Detect Supernatural 
  366
  Detect Tracks 
  367
  Detect Traps 
  368
  Detect Water 
  367
  Determination of Inheritance 
  501
  Determining AttributesThe PC Points Based Method 103
  Determining Base Action Points (BAP) 
  113
  Determining Build 
  105
  Determining Height 
  104
  Determining Special Ability or Talent 
  88
  Determining Weight 
  105
  Dice Conventions 
  268
  DIE 
  365
  Diffuse Air 
  320
  Diffuse Earth 
  327
  Diminish & Grow 
  372
  Diminutive Faeries 
  560
  Diplomacy and Politics 
  162
  Disguise 
  372
  Disguises 
  207
  Dishes/Cutlery 
  426
  Dislike and Hate 
  363
  Dispel Darkness 
  349
  Dispel Element 
  318
  Dispel Illusion 
  370
  Dispel Night 
  348
  Dispel Phantasmals 
  370
  Divination 
  220
  Divination 
  222
  Divination 
  365
  Diviner 
  134
  Djinn Creation 
  373
  Dodge 
  165
  Dodge 
  280
  Dog Breeding 
  153
  Domestic animals 
  546
  Domination Spells. 
  356
  Downtime 
  45
  Downtime 
  265
  Downtime Experience Awards 
  474
  Dragon Fire 
  335
  Dragons 
  572
  Drain Life Force  
  540
  Drover 
  150
  Druidic 
  227
  Druidic Acts of Faith 
  141
  Druids 
  139
  Drums 
  154
  Dwarven Tongue 
  183
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  586
  Dwarves 
  518
  Dyes 
  237
  E
  Eating at an Inn 
  241
  Ecclesiastical Wealth 
  491
  Effect Of Armour & Shields 
  280
  EF Thralls & Famula  
  63
  Eldritch Area Sunlight 
  348
  Eldritch Light 
  347
  Eldritch Missiles 
  352
  Eldritch Servants 
  351
  Elementalist  
  138
  Elementalist - AIR 
  225
  Elementalist - Earth 
  226
  Elementalist - Fire 
  226
  Elementalist Magus  
  225
  Elementalist - Water 
  227
  Elementals 
  570
  Element Magick Counter-Spells 
  318
  Elixir of Renewed Vigour 
  379
  Elven Tongue 
  183
  Elves 
  522
  Enchanted Creatures 
  568
  Enchanted Sleep 
  354
  Enchanter 
  135
  Enchant Materials 
  292
  Enchantment 
  223
  Enchantment of Skin 
  535
  Endurance 
  157
  Endurance  
  541
  Enhance Fear 
  534
  Enhancing PSF% In A Skill  
  476
  Escheat Propter Delictum Tenentis 
  499
  Eternal Life 
  541
  Ettin 
  566
  Evaluating Goods 
  207
  Evil Priests 
  457
  Example 
  57
  Example of Combat 
  286
  Exceeding Carrying Capacity (CCAP) 
  111
  Exotica 
  547
  Expending Accumulated Experience 
  476
  Experience 
  41
  Experience 
  45
  Experience 
  543
  Experience Level (ExL) 
  42
  Expulsions & Restrictions 
  418
  Extend 
  315
  Extras 
  466
  Extreme Unction † 
  453
  Eyes of the Medusa 
  393
  F
  Fae Goblin 
  559
  Fae Hound 
  561
  Fae Lords & Ladies 
  561
  Faerie Beasts 
  563
  Faerie Crow 
  563
  Faerie Glamour 
  371
  Faerie Gold 
  371
  Faerie Horse 
  561
  Faerie Lore 
  214
  Faerie Ring 
  376
  Faeries 
  557
  Faerie Stag 
  563
  Fae Trees 
  560
  Fairs 
  483
  Faith 
  230
  Faith 
  400
  Family Status 
  234
  Famine and Festivals 
  481
  Far Sight 
  390
  Fashioning Arrowheads 
  175
  Fatigue Costs To Cast Spells 
  296
  Fatigue  Level  Reduction 
  259
  Fear 
  361
  Fear 
  532
  Female Nobles 
  486
  Ferocious Attacks 
  275
  Ferocity (FER) 
  103
  Fertility Spells 
  374
  Feudal Justice 
  492
  Feudal Manors And Holdings 
  508
  Feudal Rights and Obligations 
  484
  Fief Holders & other Nobles  
  24
  Field Crops 
  149
  Fiery Arrows 
  339
  Fighters: The Common Warriors 
  121
  Fighting Staves 
  165
  Finance 
  187
  Finding A Magickal Or Holy Item 
  471
  Finding Direction 
  197
  Finding One’s Location 
  197
  Finding Water 
  198
  Find the Path 
  368
  Finger of Death 
  459
  Fire Ball 
  340
  Firedrake 
  573
  Fire Giant 
  566
  Fire Missiles 
  339
  First Aid 
  187
  Field Rations 
  238
  Fisherman 
  203
  Fishing 
  198
  Flails 
  165
  Flame Wall 
  337
  Flight  
  541
  Flint Knapping 
  532
  Flood 
  342
  Flutes 
  155
  Fly 
  388
  Foibles and Quirks 
  114
  Food 
  425
  Foods, Nutrition 
  238
  Foraging for Wild Foods 
  199
  Forcible Conversions 
  418
  Foreign Language  
  182
  Foresters 
  515
  Forester’s Stealth 
  199
  Forest Giant 
  567
  Formal Sacred Rituals: The Sacraments 
  453
  Fortified Wines & Spirits 
  240
  France 
  420
  Fresh Meat 
   
   
  238
  Friars 
  142
  Fright 
  361
  Frost Giant 
  567
  Fruit Crops 
  149
  Fruits 
  239
  Fuel the flames 
  336
  G
  Gaining an audience 
  47
  Game Mechanic 
  7
  Garrotting  
  208
  Gaseous Form 
  392
  Gaze of the Basilisk 
  393
  Geas 
  361
  Gemara 
  431
  Gemstones, Semi-Precious Stones, & Minerals 
  251
  Generating A Feudal Kingdom 
  507
  Geological lore 
  187
  Ghosts 
  552
  Ghouls 
  553
  Giant beasts 
  549
  Giants 
  566
  Gifts 
  48
  Glade of Darkness 
  376
  Glass-blowing & Glazing  
  175
  Glossary of Terms 
  583
  Gnomes 
  570
  Goblinoid Vocations 
  528
  Going to the Inn 
  240
  Going to the Market:  
  235
  Gold & Silversmithing 
  176
  Golems 
  431
  Good Son/Daughter:  
  84
  Grace and Spiritual Hindrances 
  406
  Grain & Feed: Farm Prices 
  240
  Grand Audience 
  388
  Great Circle of Protection 
  395
  Greater Circle of Protection 
  395
  Greater Devices 
  304
  Greater Focuses 
  305
  Greater Miracle ‡ 
  450
  Greater Wards 
  395
  Great Swords 
  165
  Gremlins 
  559
  Grimoires 
  307
  Grow Aged 
  393
  Grow in Haste 
  375
  Guards 
  514
  Guilds 
  16
  Guilds and Community Interrelationships 
  18
  Guivere 
  573
  H
  Hair Features 
  114
  HC, LF, WF Mediterranean Ancillae Slaves 
  64
  Heal Grievous Wounds † 
  452
  Healing 
  378
  Healing Spells 
  378
  Hearing Rumours 
  208
  Heavy Battle Armour 
  263
  Heavy Body Armour 
  262
  Hedge of Thorns 
  376
  Height, Build and Weight 
  531
  Helmets 
  261
  Heraldry  
  195
  Herbalism 
  190
  Herbs & Flowers 
  246
  Herbs & Flowers 
  249
  Heresy 
  491
  Heroic Characters:  
  52
  Heroic Faeries 
  561
  Hex Master 
  135
  Hex Master 
  223
  High Mass 
  414
  Hobgoblin Mutations 
  526
  Hold Animals 
  356
  Hold Enchanted Beast 
  357
  Hold Enchanted Being 
  357
  Hold Lycanthrope 
  357
  Hold Person 
  357
  Hold Predators 
  357
  Hold Spells 
  356
  Hold Undead 
  357
  Holidays 
  424
  Holy Barrier of Guard ‡ 
  444
  Holy Eucharist (Mass) † 
  454
  Holy Ground 
  456
  Homage and Fealty 
  484
  Honour Points 
  50
  Honour Points 
  543
  Horns 
  155
  Horns 
  423
  Horse Archery 
  165
  Horse Breeding 
  150
  Hospitality and Largesse 
  486
  Hot Water Penalties 
  341
  Household Goods  
  244
  How Difficult Is a Skill? 
  32
  How to Purchase Skills in the Skillskape System 43
  Humanoids 
  548
  Humans 
  54
  Hurling Axes 
  165
  Hurling Javelins 
  165
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  587
  I
  Iberia 
  419
  Ice Arrows 
  344
  Ice Bomb 
  345
  Ice Missiles 
  344
  Ice Storm 
  344
  Ice Troll 
  564
  Ihsan (perfection) 
  436
  Illusion 
  220
  Illusion 
  371
  Illusionary True Sight 
  370
  Illusions cast through Magickal Devices 
  302
  Illusion Spells 
  369
  Illusory Terrain 
  373
  Iman (faith) 
  436
  Imp 
  576
  Improved Senses 
  541
  Improving a Skill 
  40
  Incapacitation 
  284
  Infatuation and Love 
  362
  Influence 
  47
  Inheritance and Succession 
  501
  Innate Talent in a Skill 
  32
  Insect Pests 
  375
  Intensify fire 
  337
  Intentions of Animals 
  200
  Interaction 
  465
  Interpret the Omens  
  213
  Intimidation 
  162
  Intra-group Status 
  82
  Introduction 
  7
  Introduction  
  434
  Invisibility 
  349
  Islam and Non-Muslims  
  440
  Islam in the Middle Ages 
  434
  Islam (submission) 
  436
  Ismailis 
  438
  Italy  
  421
  Items for the Shabbat: 
  428
  J
  Javelins of Ice 
  344
  Jet 
  343
  Jets of Flame 
  340
  Jewish Ceremonial Objects and Clothing 
  427
  Jewish Communities 
  418
  Jewish Communities In Europe 
  419
  Jewish Customs & CultureThe Hebrew Calendar 
  424
  Jewish Daily Life 
  421
  Jewish Deicide 
  423
  Jewish Ethnic Divisions  
  419
  Jewish Sins and Punishments 
  432
  Jewish Time line 
  418
  Jewish Unclean Acts 
  433
  Jews (Ashkenazic - Northern Europe) 
  19
  Jews as royal property 
  423
  Journey in haste 
  392
  Journeyman or day worker: 
  21
  Journey Time 
  265
  Judaism 
  419
  Juggling 
  154
  Jumping 
  158
  Jumping When Encumbered 
  113
  K
  Kashruth 
  425
  Keen Hearing 
  390
  Keen Sight 
  390
  Ketuvim 
  430
  Key to Armaments Tables: 
  254
  Kinship 
  389
  Knife and Dagger Fighting 
  166
  Knights 
  515
  L
  Lack of Skill Wearing Armour 
  259
  Lance Attacks 
  274
  Landless Knights 
  24
  Landslide 
  330
  Language Lore 
  181
  Languages 
  29
  Lapidary 
  176
  Large creatures of the woodlands & grasslands 
  544
  Last Rites † 
  453
  Law  
  230
  Law of Association 
  290
  Law of Causation 
  292
  Law of Contact 
  290
  Law of Contrariness 
  290
  Law of Discharge and Recharge 
  292
  Law of Enchanted Objects 
  291
  Law of Energy Control 
  291
  Law of Evocation 
  291
  Law of Harmony 
  289
  Law of Invocation 
  291
  Law of Names 
  291
  Law of Objects 
  290
  Law of Paradoxes 
  290
  Law of Personal Attunement 
  291
  Law of Personalities 
  289
  Law of Personal Reality 
  290
  Law of Polarity 
  289
  Law of Possession 
  290
  Law of Quantity 
  291
  Law of Reciprocity 
  289
  Law of Resistance 
  289
  Law of Spells 
  290
  Law of Sympathetic Magick 
  290
  Law of the Focus 
  292
  Law of Words of Power 
  291
  Laws of Magick 
  214
  Leadership 
  162
  Learned Lore 
  179
  'Learning' Acts Of Faith 
  404
  Learning by Trial & Error 
  475
  Learning Lore Skills 
  180
  Learning New Skills after Character Creation 
  45
  Learning Spells 
  293
  Learning Spells & Enchanting Materials 
  292
  Legal Process and Judgement 
  495
  Leichen & Old Leichen 
  553
  Lesser Circle of Protection 
  394
  Lesser Devices 
  304
  Lesser Focuses 
  305
  Lesser Wards 
  395
  Levitation 
  387
  LFMH (IV)Large Feudal Manor House (Type Jv) 
  508
  LFMH (VI)Large Feudal Manor House (Type VI) 
  509
  LFMH (V)Large Feudal Manor House (Type V) 
  508
  Life in a Medieval Castle 
  487
  Lifting 
  158
  Lifting Capacity (LCAP) 
  111
  Light Body Armour 
  261
  Light Injury 
  283
  Lightning Bolt 
  324
  Lightning Dart 
  324
  Lightning Effects 
  324
  Lindworm 
  573
  Link 
  315
  Lion Heart 
  52
  Lion Heart 
  103
  Lip Reading 
  203
  Livestock 
  243
  Local History & Legend 
  185
  Long Distance Movement 
  241
  Long Range Perspective 
  467
  Long term accommodation  
  241
  Lords 
  24
  Lore. 
  518
  Lore Historical 
  184
  Lore of Correspondences  
  214
  Lore of the Dead 
  215
  Lore Scientific 
  186
  Loyalty 
  484
  Lycanthropes 
  550
  M
  Maces, Hammers and Clubs 
  166
  Mage 
  517
  Mage Priest Modes 
  227
  Mages 
  134
  Mage Speech 
  183
  Magickal Beast Lore 
  215
  Magickal & Enchanted Races Lore 
  215
  Magickal Materials: Metals 
  248
  Magickal Materials: Miscellaneous 
  248
  Magickal Materials: Stones 
  247
  Magickal  Materials: Woods 
  247
  Magickal Wards 
  394
  Magick 
  288
  Magick Fire 
  332
  Making a Skills Check 
  35
  Malebranche 
  577
  Manors & Castles 
  487
  Mapping The World 
  478
  Mariner  
  204
  Marriage, Primogeniture and Inheritance 
  499
  Masonry & Stone Cutting 
  177
  Mass 
  414
  Mass Charm 
  354
  Master:  
  21
  Mastered Skills 
  120
  Mastering the Rules 
  462
  Materia Magicka 
  213
  Materia Medicina: Healing Lore 
  187
  Materia Theologica  
  230
  Matrimony † 
  454
  Maximum & Minimum Attributes 
  103
  Maximum Spirit  
  399
  Max % & Min % Success Chances 
  37
  Meat  
  425
  Medieval Europe  
  28
  Medieval Saints 
  413
  Medieval Town Life 
  482
  Medieval Towns 
  481
  Medieval Villages 
  480
  Meditation  
  191
  Men’s Clothing 
  236
  Mental Fortitude Skills 
  191
  Merchant Guilds:  
  17
  Mesmerise 
  358
  Metals 
  253
  Metalworking Tools 
  245
  Method One (Quick Play) 
  39
  Methods of Magick 
  220
  Method Two (Detailed Play) 
  39
  Military Service 
  485
  Milk 
  425
  Mind Speak 
  387
  Mining Tools  
  245
  Mining & Tunnelling 
  177
  Minor Miracle 
  449
  Minor NPCs 
  466
  Miracle 
  449
  Miracles 
  447
  Miscellaneous Items 
  236
  Miscellaneous Magickal Materials 
  254
  Mishnah 
  430
  Missile Combat 
  273
  Missile Deflection 
  337
  Mist & Fog 
  322
  Mist & Fog 
  342
  Misting or Vaporising 
  541
  Moderate Injury 
  283
  Modes of Magick  
  221
  Modifiers to Skill Rolls 
  36
  Monastics 
  143
  Money and Mints 
  483
  Monster Tongues  
  183
  Morale Checks Against Fear & Phobias 
  94
  Morality Checks against Spiritual Hindrances 
  408
  Mountain Troll 
  564
  Mounted Combat 
  166
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  588
  Mounted Combat 
  274
  Mounted  Missile Weapons 
  274
  Mounted Shield & Weapon Parries 
  280
  Mounts 
  241
  Movement 
  337
  Movement & Non-combat Actions 
  268
  Movement & Time 
  265
  Move with Mind 
  387
  Mugging 
  209
  Muscle Spasm 
  364
  Musical Instruments 
  154
  Mysticism & Magick 
  431
  Mythical Characters:  
  52
  Mythological Winged Creatures 
  266
  N
  Names 
  115
  Natural Creatures 
  544
  Natural Fire 
  332
  Natural Weapons 
  535
  Necromancer 
  136
  Necromantic 
  224
  Necromantic Bindings 
  359
  Necromantic Summoning 
  381
  Negative Body Limits (Death Beckons) 
  108
  Neutralise Toxins † 
  451
  Neutrally Aspected:  
  54
  Nevi’im 
  430
  Night Vision 
  390
  Noble Entertainment 
  488
  Nobles and Crimes 
  495
  Noble Skills 
  193
  Noble Vocations 
  26
  Non Human Character Generation 
  518
  Non-Mages Casting Spells 
  299
  Non-playerCharacters 
  513
  Notes to Tables - Social Class 
  60
  O
  Oared Craft 
  266
  Occupations & Scholarship 
  429
  Ocean-going Craft 
  266
  Offensive Actions 
  273
  Offspring of Landed Knights The Nobility & Royalty  26
  Offspring of Master Craftsmen:  
  27
  Offspring of Patricians & Rich Townsmen:  
  27
  Old Man Willow 
  378
  Optional Rule (Recommended) 
  268
  Oratory 
  162
  Orcs, Goblins And Hobgoblins 
  525
  Ordained Clergy 
  143
  Ordination † 
  454
  Organised ReligionVersus Magick 
  455
  Origins of Antisemitism 
  423
  Other Devices 
  301
  Other Jewish Clerical Roles 
  426
  Other Methods of Carrying a Burden 
  112
  Otherworldly 
  388
  Outdoor skills 
  196
  Overcoming Target Defences 
  298
  Overgrown Path 
  376
  Own Language  
  181
  P
  Pain 
  390
  Painting & Sketching 
  155
  Paper & Ink Making 
  178
  Parishes & Priests 
  489
  Partahal (Mounted Shock Troops) 
  529
  Partially Learnt Spells & Backfires 
  299
  Parve 
  426
  Passive Defence 
  278
  Paying Court 
  486
  Peasant Chattels 
  481
  Penalties and Punishments 
  499
  Penance (Confession) † 
  454
  Perception Skills 
  201
  Perfumery  
  178
  Persecutions & Massacres 
  418
  Personal Faith Factor 
  400
  Personalities of the Golden Age 
  435
  Personality NPCs 
  466
  Personal Skill Factor (PSF%) 
  34
  Petitioning Saints & Other Beings of Power 
  413
  Phantasmal Monster 
  374
  Phantasmal Weather 
  373
  Phantom 
  554
  Pharmacology & Medicine 
  188
  Phase 
  350
  Physical and Worldly Hindrances 
  408
  Physical Transformations 
  390
  Physician Vocation 
  129
  Picking Locks 
  210
  Picking Pockets & Cutting Purses 
  210
  Pig Raising 
  150
  Piloting & Navigation  
  204
  Pixies 
  558
  Places of Mystery (Hallucinatory Landscape) 
  373
  Plant Magick 
  374
  Plants 
  220
  Poetic Composition 
  155
  Poetic Recitation 
  155
  Poland  
  420
  Polearms 
  167
  Political Decrees 
  418
  Pookhas 
  560
  Poorly Aspected:  
  54
  Popular Religious Attitudes 
  481
  Portals to the Shadow World 
  349
  Possessor 
  577
  Potions 
  306
  Potion Versus Illness 
  379
  Pottery 
  178
  Poultry Raising 
  150
  Poultry & Wild Game Birds 
  239
  Powers 
  582
  Power Word 
  224
  Power Word Mage 
  137
  Practising Magick 
  288
  Prayer and Ritual 
  427
  Prayer for Forgiveness 
  442
  Prayer for Guidance 
  442
  Prayer for Insight 
  442
  Prayer for Luck 
  442
  Prayer for Protection 
  442
  Prayer for Skill or Craft 
  443
  Prayer for 'Strength' 
  443
  Prayer for Strength of the Holy ‡ 
  446
  Prayer for Strength of the Righteous ‡ 
  444
  Prayers to Find the Open Way ‡ 
  445
  Prayer to Detect Magickal Forces † 
  445
  Prayer to Recognise Evil ‡ 
  445
  Prayer to Smite the Godless I ‡ 
  444
  Prayer to Smite the Godless II ‡ 
  446
  Preparation 
  465
  Prepare Combination 
  315
  Priest 
  142
  Priest 
  516
  Priestly Magicks: Specialised Miracles 
  450
  Priest Mages 
  139
  Primary (or Vocational) Skills 
  119
  Principalities 
  582
  Profane Acts Of Faith 
  457
  Projected Image 
  388
  Project Image 
  371
  Prolong Breathing Underwater 
  534
  Property & Noble Expenditure 
  487
  Prophecy 
  369
  Protective Spells 
  375
  Protective Transformations  
  389
  Puff 
  320
  Puff of Dust 
  328
  Purchasing Clothes, Weapons & Equipment  
  234
  Purchasing Levels of Skill Proficiency 
  42
  Purify Food and Water † 
  451
  Pushing the Pace 
  266
  Q
  Quake 
  330
  R
  Rabble 
  466
  Racial Height, Build & Weight 
  526
  Random 
  52
  Random 
  103
  Read Character 
  202
  Real Speeds over Ground 
  265
  Recharge 
  345
  Recognising and Removing Hindrances 
  411
  Recovering Body Points 
  107
  Recovering Fatigue Points 
  109
  Reduce Effects of a Deadly Result 
  476
  Regenerate 
  393
  Region 
  478
  Regional & National Geography 
  184
  Regional/National History & Legend  
  185
  Regulars and Seculars 
  489
  Relations With Non-Jews 
  423
  Release from Agony 
  391
  Relief 
  485
  Religion 
  397
  Remove Air 
  319
  Remove  Earth 
  325
  Remove Fire 
  335
  Remove Water 
  340
  Researching Original Spells (optional) 
  218
  Resisting A Spell Effect 
  300
  Resisting Commands & Charms 
  301
  Resisting Illusions 
  301
  Resisting Skills 
  39
  Restoration † 
  451
  Restorative Cordial 
  379
  Restore Plants 
  375
  Restore the Faithful ‡ 
  451
  Restore Use of Limb † 
  452
  Restrictions on Peasants 
  11
  Riddling 
  192
  Riding a Warhorse 
  166
  Riding Mounts, Pack Horses & Draught Animals 
  243
  Ritual: Exorcist Demons † 
  446
  Ritual Preparations Attributes 
  217
  Ritual: Remove Curse † 
  445
  River Craft 
  266
  Role Playing in Character 
  469
  Role-playing status differences 
  47
  Role Playing the Others 
  466
  Rowan Grove 
  375
  Royal Faeries 
  563
  Royalty - Kings & Princes 
  25
  Running a Dairy 
  150
  Running vs. Standing Jumps 
  112
  Rural Craftsmen 
  11
  S
  Sacred Texts 
  429
  Sailing Small Boats 
  204
  Sailmaking & Rigging  
  204
  Saintly Boons, Gifts and Healing 
  413
  Saints and the Church 
  412
  Salamander 
  571
  Salamander Fire 
  332
  Sample Character 
  116
  Sanctification † 
  443
  Sanctified Locations, Relics & Objects Containing Spirit
   
  405
  Sanctuary 
  494
  Sand Blast 
  328
  Sand Troll 
  565
  Scale Walls 
  541
  Scholarship 
  429
  Scorpion’s Strike 
  328
  Scrolls 
  306
  Scrolls & Books 
  301
  Scry Distance 
  368
  Scry the Imminent 
  368
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  589
  Sculpting 
  155
  Scutage 
  485
  Sea Dragon 
  573
  Seal Making & Engraving  
  178
  Seamanship Skills 
  203
  Seasonings & Sweeteners 
  239
  Secondary Skills 
  120
  Seelie Banshee 
  558
  Seelie Faeries 
  562
  Self-delusional Hindrances 
  409
  Sensory Transformations 
  390
  Serious Injury 
  283
  Serpents of the woodland 
  545
  Servien 
  514
  Setting & Disarming Mantraps 
  211
  Setting & Disarming Traps 
  200
  Sewing, Spinning & Weaving Gear  
  237
  Sex & Marriage 
  499
  SFMH (III)Small Feudal Manor House (Type III) 
  508
  SFMH (II)Small Feudal Manor House (Type Ii) 
  508
  SFMH (I) Small Feudal Manor House (Type I) 
  508
  Shadow Arrows (Mana Darts) 
  352
  Shadow Beast 
  351
  Shadow Bolt (Mana Bolt) 
  352
  Shadow Bomb (Mana Ball) 
  352
  Shadowcast 
  348
  Shadow Missiles 
  373
  Shadow Monster 
  374
  Shadow Monsters 
  374
  Shaman 
  141
  Shamanic 
  229
  Shame (Optional) 
  94
  Sharing a Load 
  112
  Sheep Herding 
  150
  Sheet 
  329
  Sheet of Water 
  342
  Shia 
  438
  Shield Block 
  278
  Shield Play: Heavy Shields 
  167
  Shield Play: Light Shields 
  167
  Shields 
  263
  Shipbuilder Maritime Architecture  
  204
  Ships Carpenter 
  204
  Shock 
  284
  Shock 
  341
  Short Swords 
  167
  Shower of Stones 
  328
  Sibling Rank 
  532
  Simple Devices 
  304
  Simple Focuses 
  304
  Singing 
  156
  Sin, Repentance and Forgiveness 
  439
  Sir Morien 
  30
  Sir Palamedes the Saracen 
  30
  Situational Modifiers 
  48
  Skeletons 
  553
  Skills 
  32
  Skills 
  149
  Skills & Competencies? 
  32
  Skills Favourable To Birth Signs 
  52
  Skills for Thieves, Rogues & Desperate Men 
  205
  Skillskape 
  32
  SK (IX)Shell Keep (Type IX) 
  509
  Skulking in Shadows 
  211
  SK (VIII)Shell Keep (Type VIII) 
  509
  SK (VII)Shell Keep (Type VII) 
  509
  Slashing Swords 
  167
  Slaying Vanquishing A Foe 
  472
  Sleep Individual 
  353
  Sleep into the Ages 
  354
  Sleep of the Dead  
  387
  Sleep Spells 
  353
  Sleight of Hand 
  156
  Sleight of Hand 
  372
  Slings 
  167
  Slow 
  391
  Slow Element 
  318
  Slow Spell 
  457
  Small creatures of the woodlands and grasslands 
  544
  Social Background 
  57
  Social Class 
  234
  Social Positions Modes of Address 
  492
  Social Structure 
  518
  Social Structure 
  523
  Spatial Range Of Spells 
  296
  Speak with plants 
  375
  Speak with the Dead 
  384
  Spears 
  167
  Special Experience Bonuses 
  474
  Specialised Divination Spells 
  368
  Specific Items 
  306
  Spectral Monster 
  374
  Spectral Servant 
  352
  Spectre 
  553
  Speed 
  391
  Speeds over Water 
  266
  Spell Books And Other Texts 
  306
  Spell Enhancement  
  217
  Spell Magick Resistance 
  294
  Spell Research  
  217
  Spells 
  315
  Spell Texts 
  306
  Spiritual Effects 
  404
  Spiritual Fruit 
  399
  Spiritual Locations:  
  405
  Spirit Walker 
  350
  Spray 
  343
  Sprites 
  561
  Stabling Animals 
  241
  Stage I  
  462
  Stage II  
  462
  Stage III  
  462
  Stage IV 
  463
  Stage V 
  463
  Stamina 
  158
  Starting Off 
  233
  Starting Skills 
  119
  Starting Spells 
  295
  Staying at an Inn 
  241
  Stealth of Thieves & Assassins 
  211
  Step 1 - Character Creation Methods 
  52
  Step 2 - Horoscope  
  52
  Step 3 - Divining the Birth Omens 
  54
  Step 4a - Being Female 
  55
  Step 4 - Gender & Race 
  54
  Step 5a - Determine Social Class 
  58
  Step 5b - Father’s Vocation & Status 
  60
  Step 5 - Character Background 
  58
  Step 6 - Sibling Rank & Place in the Family 
  82
  Step 7 - Status in One’s Own Family 
  83
  Step 8 - The 'Curse'  
  84
  Step 9 - Special Talents & Abilities 
  87
  Step 10 - Flaws, Deficiencies & Defects 
  94
  Step 11 - Personal Attributes 
  102
  Step 12 - Character Size 
  104
  Step 13 - Body Points 
  107
  Step 14 - Fatigue Points 
  109
  Step 15 - Lifting & Carrying Capacity 
  111
  Step 16 - Jumping Ability 
  112
  Step 17 - Movement Rates 
  113
  Step 18 Character Age 
  114
  Step 19 - Personalising Traits 
  114
  Step Five 
  57
  Step Four 
  57
  Step One 
  57
  Step Three 
  57
  Step Two 
  57
  St Maurice 
  30
  Stone Giant 
  567
  Storing Spells 
  308
  Storm Giant 
  567
  Storytelling 
  156
  Streetwise 
  212
  Strength 
  541
  Strings 
  155
  Stun 
  365
  Sub-Saharan African characters 
  29
  Successful Act of Faith 
  474
  Successful Spell casting 
  473
  Success or Failure 
  36
  Success With A Needful Skill 
  472
  Suggestion 
  358
  Sulphur & Brimstone 
  338
  Sulphurous Fumes 
  338
  Sulphur & Saltpetre Production 
  178
  Summon Animals 
  384
  Summon Animals 
  541
  Summon Birds 
  384
  Summon Ghoul 
  382
  Summon Greater Spirit 
  385
  Summon Greater Totem 
  385
  Summon Greater Undead 
  382
  Summon Imp 
  385
  Summoning 
  220
  Summoning 
  379
  Summoning Demons 
  459
  Summon Least Spirit 
  385
  Summon Lesser Totem 
  385
  Summon Paragon Spirit 
  386
  Summon Totem 
  533
  Sunburst 
  348
  Sunni 
  437
  Super Heavy Battle Armour 
  263
  Surviving An Adventure 
  470
  Swamp Dragon 
  574
  Swamp Troll 
  565
  Swan Maidens 
  559
  Swearing Oaths and Pilgrimages 
  406
  Swimming 
  158
  Sylph 
  570
  Synagogues 
  426
  T
  Tactics (Optional Rule) 
  285
  Tagging Experience  
  474
  Takri (Scouts) 
  529
  Talent Descriptions 
  89
  Tanahal (Mounted Troops) 
  529
  Tangle Weeds 
  378
  Targeting A Spell 
  297
  Teleport 
  350
  Teleportal 
  351
  Temporal Range Of Spells 
  296
  Terrain Effects 
  267
  Tertiary Skills 
  120
  Thatching 
  178
  Thaumaturge 
  137
  Thaumaturgy 
  225
  The Apothecary Shoppe 
  246
  The Astrologer’s Way 
  254
  The Attack Roll 
  270
  The Background 
  478
  The Basic Game  
  7
  The Basics of Being a Gamemaster 
  8
  The Basics of Being a Player 
  8
  The Bestiary  
  542
  The Bloom of Youth 
  394
  The Body Bash 
  276
  The Campaign World 
  477
  The Casting Of A Spell 
  296
  The Character Creation Process 
  51
  The Chivalry & Sorcery  'Crown' 
  232
  The Code of Chivalry 
  126
  The Crit Die (1D10) 
  35
  The Dudley Manors 
  512
  The Effects of Improving Skills 
  43
  The Feudal World 
  478
  The Fief Of Wllliam Fitzansculf 
  511
  The First Estate - The Clergy, Men of God 
  488
  The Fringe Population & Destitute Poor 
  19
  The Fundamentals of Magick 
  131
  The Great Elixir 
  379
  The Great Work 
  383
  The Greenway 
  377
  The Greenwood 
  377
  The Hanabliyya School 
  437
  The Hanafiyya School 
  437
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  590
  The Hebrew Bible 
  429
  The Holy Roman Empire (Germany) 
  420
  The Hunger 
  532
  The Impact of Hindrances on Grace 
  407
  The Impoverished:  
  13
  The Judenhut ('Jew’s hat') 
  422
  The Leading Citizens 
  20
  The Malikiyya School 
  437
  The Marketplace 
  232
  The Medieval World 
  10
  The Mikveh 
  429
  The Nature of Magickal Power 
  132
  The Need For Sleep 
  110
  The New Forest 
  377
  The Nine Personal Attributes: 
  102
  Theology 
  436
  Theology of ('Religion') 
  230
  The Open Way 
  376
  The Order of St Anthony 
  29
  The People of the Countryside 
  14
  The People of the Towns  
  15
  The Percentile Pair (1D100) 
  35
  The Persuasion Roll 
  49
  The Points Based Method 
  52
  The Poor 
  20
  The Powers 
  460
  The Principalities 
  460
  The Referee 
  461
  The Regular ClergyMonks, Canons, Friars and Nuns
   
  489
  The Rich 
  22
  The Role of Clerics 
  439
  The Rural Population 
  10
  The 'Scholarly' Option 
  26
  The Seal of Suleiman the Magnificent 
  346
  The Second EstateThe Nobility 
  484
  The Second Estate Those of Gentle Blood 
  23
  The Secular ClergyParish Priests and Bishops  
  489
  The sequence for a combat round is as follows: 
  268
  The Shaffiya School 
  437
  The Shema 
  427
  The Shining Paths 
  349
  The Sidhe 
  561
  The Sight Of The Unicorn 
  369
  The Small People of the Towns 
  20
  The Stages of Character Creation 
  51
  The Storyteller 
  461
  The Talmud 
  430
  The Third Estate Labourers, The Common Man 
  10
  The Third EstatePeasants & Townsmen 
  479
  The Tithe 
  490
  The Trolls 
  530
  The Urban/Rural Divide 
  10
  The Utterly Poor:  
  12
  The Well-to-do Rural 'Rich' 
  13
  The Wider World Out There 
  467
  The Wine List 
  241
  Thieves 
  516
  Thievish Vocations 
  126
  Thorn Darts 
  377
  Throwing Knives and Daggers 
  167
  Throwing Objects 
  167
  Thunderbolt 
  324
  Time Taken to Perform a Skill 
  40
  Tinkering 
  178
  Titled Nobility 
  25
  Torah 
  429
  Tornado 
  323
  Total Experience 
  41
  Total Success Chance (TSC%) 
  34
  Towns & Cities 
  15
  Tracking Prey 
  200
  Trance 
  387
  Transcendental 
  220
  Transcendental Magick 
  386
  Transfer 
  293
  Transformation 
  541
  Transmutation 
  220
  Transmutation Magick 
  389
  Travel 
  479
  Travelling Gear 
  235
  Treatises 
  307
  Trebuchet  
  328
  Trigger 
  316
  Troll Background Skills 
  532
  Troll Method of Magick 
  534
  Trolls 
  564
  Trolls And Magick 
  533
  Troll Shamanesses 
  533
  Troll Social Status 
  532
  Troll Vocations 
  532
  Troll Witches 
  533
  True Sight 
  369
  Turn to Stone 
  392
  Twelvers  
  438
  Two Weapon Fighting 
  168
  Type I 
  509
  Type II 
  510
  Type III 
  510
  Type IV 
  510
  Type IX 
  510
  Types of Courts 
  495
  Types of Rural Tenure Freemen & Serfs 
  11
  Type V 
  510
  Type VI 
  510
  Type VII 
  510
  Type VIII 
  510
  U
  Uncleanliness 
  433
  Undead 
  552
  Undead 
  556
  Undine 
  570
  Units of Distance 
  232
  Units of Liquid Measure 
  232
  Units of Weight 
  232
  Un-Seelie Banshee 
  559
  Un-Seelie Faeries 
  562
  Ushbhal (Officer's guards) 
  529
  Using middlemen 
  50
  Using More Than One Weapon 
  273
  Using Spiritual Hindrances 
  408
  V
  Vampire 
  554
  Vampires 
  538
  Vegetable Crops 
  149
  Vegetables 
  239
  Venom of Hel 
  534
  Veterinary 
  153
  Veterinary Medicine  
  153
  Veterinary Surgeon 
  153
  Viniculture 
  149
  Visions † 
  446
  Vocations 
  119
  W
  Walk Unhindered 
  534
  Wall 
  329
  Wall of Water 
  341
  Wards 
  221
  Wards 
  395
  Wardship 
  485
  Warhorse Armour 
  242
  Warhorses 
  242
  Warm Cloak (Mantle of Helios) 
  389
  Warm/Cool 
  335
  Warm/Cool Air 
  320
  Warm / Cool Earth 
  327
  Warm or Cool Water 
  341
  Warp Wood 
  378
  Warrior 
  532
  Warrior Vocations 
  121
  Warrior Vocations 
  528
  Water Bomb 
  343
  Water Nymph 
  561
  Water Ram 
  344
  Water Spells 
  337
  Water Troll 
  565
  Water Wraith 
  554
  Weakness 
  457
  Wealth and Position 
  12
  Wealthy Peasants 
  13
  Weapon Blows & Missile Shots 
  270
  Weapon Parry 
  279
  Weaponsmithing & Armoury 
  179
  Wearing Armour: Battle Armour  
  168
  Wearing Armour: Heavy  
  168
  Wearing Armour: Light  
  167
  Weddings 
  428
  Well Aspected:  
  54
  Werecreatures 
  536
  Where Jews Lived 
  422
  Who May Practice The Gift Of Faith? 
  400
  Wight 
  555
  Wild Game: Fresh Meat 
  239
  Will o’ the wisp 
  560
  Willpower 
  192
  Wine-making  
  171
  Winning The Lady 
  194
  Witch 
  142
  Witchcraft  
  229
  Wither 
  392
  Wizard’s Key 
  347
  Wizard’s Seal 
  346
  Women’s Clothing  
  237
  Wooden Bridge 
  377
  Woods 
  251
  Wood troll 
  565
  Word of Guard  
  219
  World Creating 
  463
  World Geography  
  185
  World History & Legend  
  185
  Worship 
  426
  Wraith 
  555
  Wrestling 
  160
  Writing Materials 
  236
  Wyvern 
  574
  Z
  Zaidis 
  439
  Zombie 
  555
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  591
  List of Tables
  Table -  3/4 Heavy Battle Armour. 
  263
  Table - Act of Faith Fatigue cost. 
  441
  Table – Acts of Faith.. 
  403
  Table - Additional Blows Based On Experience. 
  284
  Table - Administer Poison Results. 
  205
  Table - Adventure Percent Award. 
  469
  Table - Agricultural Harvest Modifiers. 
  149
  Table - Aimed Shot Modifiers.. 
  272
  Table - Air Quantity. 
  319
  Table - Air Quantity ML <1. 
  319
  Table - Air Quantity ML >10. 
  320
  Table - Airwall Size. 
  320
  Table - Allergies. 
  87
  Table - Animal Training Results. 
  152
  Table - Animal Types. 
  92
  Table - Animate Dead Range. 
  382
  Table - Armour Absorption. 
  260
  Table - Armour Modifiers. 
  268
  Table  – Assassins. 
  128
  Table - Attacker’s Bonus. 
  282
  Table - Attending Religious Services. 
  402
  Table – Attribute Bonus or Penalty. 
  33
  Table - Attribute Rolls & Success Chance. 
  103
  Table- Backstabbing Location Modifiers. 
  207
  Table - Backstabbing Results. 
  207
  Table - Bash Effects. 
  276
  Table - Basher’s Weight Equivalent. 
  277
  Table - Bash Modifiers. 
  276
  Table - Bash Weights. 
  276
  Table - Basic Elemental Missile Speeds. 
  317
  Table - Basic Element Movement Speeds. 
  317
  Table - Basic Starting Age. 
  114
  Table - Beast Tongue Advantages. 
  184
  Table - Beast Tongues. 
  184
  Table - Beast Tongue Type of Animal. 
  93
  Table  – Beggars. 
  127
  Table - Belief Pool. 
  403
  Table  - Birth Omens. 
  54
  Table - Birth Signs & Skills. 
  53
  Table - Body Recovery Rates (BRR). 
  108
  Table - Brewing Results. 
  169
  Table – Burglars. 
  127
  Table - Call Familiar Results. 
  384
  Table -Calm & Attract Animal Result. 
  196
  Table - Chance of Audience. 
  49
  Table - Charm Effects. 
  355
  Table - Circles Of Protection. 
  395
  Table - Climbing Distance. 
  157
  Table - Climbing Results. 
  157
  Table - Clouds & Rain. 
  323
  Table - Combat Actions. 
  271
  Table - Combat Advantages. 
  280
  Table - Command Earth Quantities. 
  326
  Table - Command Water Quantity. 
  341
  Table - Confusion Results. 
  362
  Table - Conjuration Failure Crit Die Results. 
  221
  Table - Conjuration Modifiers. 
  221
  Table - Cooking Results. 
  170
  Table - Cordials. 
  189
  Table - Correspondences . 
  302
  Table - Costume & Makeup Modifiers. 
  153
  Table - Courtly Love Results. 
  193
  Table - Courtly Manners Results. 
  195
  Table - Covering Tracks Results. 
  197
  Table - Craft Skill Results. 
  173
  Table - Create Earth Quantities. 
  326
  Table - Create Smoke. 
  336
  Table - Create Water Quantity. 
  341
  Table - Critical Hits Effects. 
  283
  Table - Critical Hits Location. 
  282
  Table  – Critical Outcomes - General. 
  37
  Table  - Curses. 
  85
  Table  –  Cut-Purses. 
  128
  Table - Days Deducted. 
  46
  Table - Days Taken to Enchant Materials. 
  293
  Table - Days To Learn Skills . 
  46
  Table - Determining Inheritance. 
  502
  Table – Difficulty Factors. 
  33
  Table - Disarming Mantrap Results. 
  211
  Table - Divination Psychometry Success Results. 
  222
  Table - Diviners Modifiers. 
  222
  Table - Downtime Experience . 
  475
  Table - Dragon Fire. 
  334
  Table - Drover Results. 
  150
  Table - Druidic Mode Modifiers. 
  227
  Table - Druid Ranks. 
  140
  Table - Druid Types. 
  140
  Table - Dwarves Father’s Vocation Clan Dwarves. 520
  Table - Dwarves Father’s Vocation Jarls. 
  521
  Table - Dwarves Father’s Vocation Konung. 
  521
  Table - Dwarves Father’s Vocation Outcasts. 
  519
  Table - Dwarves Father's Vocations Thanes. 
  521
  Table - Dwarves Height and Build. 
  519
  Table - Dwarves Social Class. 
  518
  Table - Economic Factors Influencing Chivalric . 
  77
  Table - Elementalist Modifiers Air. 
  225
  Table - Elementalist Modifiers Earth. 
  226
  Table - Elementalist Modifiers Fire. 
  226
  Table - Elementalist Modifiers Water. 
  227
  Table - Elves Father’s Vocation Great Elves. 
  524
  Table - Elves Father’s Vocation Half Bloods. 
  524
  Table - Elves Father’s Vocation Lost Blood. 
  523
  Table - Elves Father’s Vocation True Elves. 
  525
  Table - Elves Height and Build. 
  522
  Table - Elves Social Class. 
  522
  Table - Enchantment Modifiers. 
  223
  Table - Esquires, Knights and Fighting Men - Lesser 
  Gentry. 
  78
  Table - Experience Awards. 
  469
  Table - Extended Duration Fatigue Cost. 
  336
  Table - Fantasy Guild Occupations. 
  76
  Table - Father’s Vocation - Craftsmen & Tradesmen. 72
  Table - Father’s Vocation - Craftsmen & Tradesmen. 73
  Table - Father’s Vocation - Domestic & Other Household 
  Services. 
  71
  Table - Father’s Vocation - Free Peasants & Freemen.
   
  68
  Table - Father’s Vocation - Merchants. 
  71
  Table  - Father’s Vocation - Serfs & Bound Peasants. 66
  Table - Father’s Vocation - Townsmen. 
  70
  Table - Fatigue cost for Defence (or 1 Blow). 
  284
  Table - Fatigue Recovery Rates (FRR). 
  110
  Table - Fatigue Reduction No. Of Days. 
  394
  Table - Feudal Holdings. 
  506
  Table - Finding One’s Location Results. 
  197
  Table - Finding Water Results. 
  198
  Table - First Aid & Chirurgery Treatment Results. 
  188
  Table - Fishing Encounters. 
  198
  Table - Fishing Numbers. 
  198
  Table - Fishing Results. 
  199
  Table - Flaws. 
  95
  Table - Flood. 
  343
  Table - Foraging Results. 
  199
  Table – Foresters. 
  124
  Table - Garrotting Results. 
  208
  Table - Gem Cutting Values. 
  176
  Table Goblinoid Sponsor's Vocations - Civilised. 
  528
  Table - Gold & Silversmithing Values. 
  176
  Table  – Guards, Retainers & Warriors. 
  123
  Table - Guild Presence in Town. 
  17
  Table - Harvest. 
  149
  Table - Hearing Rumours Results. 
  208
  Table - Heavy Battle Armour. 
  263
  Table - Heavy Body Armour. 
  262
  Table  - Height & Build Determination . 
  104
  Table - Helmets. 
  261
  Table - Heraldry Results. 
  195
  Table - Holdings. 
  78
  Table - Hold your Breath. 
  159
  Table - Home Fiefs. 
  507
  Table - Honour Modifiers. 
  543
  Table - Honour Points. 
  50
  Table - Influence Situation Modifiers. 
  48
  Table - Intensify Fire. 
  337
  Table - Intentions of Animals. 
  200
  Table - Jewish Holidays. 
  424
  Table - Jews (Ashkenazic). 
  61
  Table - Journey Times. 
  265
  Table – Knights. 
  125
  Table  -  Landless Fighting Men. 
  79
  Table - Landslide Crush Damage. 
  330
  Table - Landslide TSC% Modifiers. 
  330
  Table - Language Read/Write Modifiers. 
  182
  Table - Languages Fluency. 
  181
  Table - Laws of Magick. 
  216
  Table - Legitimacy. 
  83
  Table  - Lesser Gentry Holdings. 
  79
  Table - Light Body Armour. 
  261
  Table - Lock Picking Results. 
  210
  Table - Lore Research. 
  179
  Table - Mage Air Elementalists. 
  139
  Table - Mage Conjuror. 
  134
  Table - Mage Diviner. 
  134
  Table - Mage Earth Elementalists. 
  139
  Table - Mage Elementalist Common Skills. 
  138
  Table - Mage Enchanter. 
  135
  Table - Mage Fire Elementalists. 
  139
  Table - Mage Hex Master. 
  135
  Table - Mage Necromancer. 
  136
  Table - Mage Power Word. 
  137
  Table - Mage Thaumaturge. 
  137
  Table - Mage Water Elementalists. 
  139
  Table - Magickal Device Materials. 
  303
  Table - Magickal Device Results. 
  304
  Table - Magickal Devices. 
  303
  Table - Magick Fire. 
  333
  Table - Magick Levels. 
  289
  Table - Major Quest Award Table. 
  471
  Table - Masonry & Stone cutting Area. 
  177
  Table - Masonry & Stone cutting Supervision. 
  177
  Table - Mastered Skills. 
  120
  Table - Medieval Incomes. 
  505
  Table - Medieval Languages. 
  182
  Table - Melee Weapons. 
  256
  Table - Methods of Divination. 
  214
  Table - Mining & Tunnelling Results. 
  177
  Table -  Minor Quest Awards. 
  470
  Table - Miracles Believer’s Bonus. 
  401
  Table - Miracles Unbeliever’s Bonus. 
  401
  Table - Misc. Weapons. 
  164
  Table - Missile Ranges. 
  258
  Table - Missile Weapons. 
  257
  Table - Mist & Fog Ranges. 
  322
  Table - Mist & Fog Visibility. 
  322
  Table - Modes of Address . 
  492
  Table - Monastic Social Status. 
  143
  Table - Monster Tongues. 
  183
  Table - Mounded Combat Bash Weights. 
  277
  Table - Mounted Combat Bash Advantage. 
  277
  Table - Mounted Combat Modifiers. 
  274
  Table  – Mounted Warriors. 
  122
  Table - Movement & Non-combat Action Points. 
  269
  Table - Mugging Results. 
  209
  Table - Natural Fire. 
  333
  Table - Necromantic Modifiers. 
  224
  Table  - Noble Holdings. 
  80
  Table - Noxious Fumes Quantities. 
  338
  Table - Noxious Fumes Sulphur & Brimstone. 
  339
  Table - Number of Spells. 
  294
  Table – Number of Tertiary Skills. 
  120
  Table - Optional 1D100 Tactics Matrix. 
  285
  Table - Ordained Clergy Social Status. 
  144
  Table - Penalty for Breaking Concentration. 
  191
  Table - Perceived Faith. 
  400
  Table - Personal Physical Features. 
  115
  Table - Phobias. 
  96
  Table  – Physicians. 
  129
  Table - Picking Pockets Results. 
  210
  Table - Potions & Unguents. 
  189
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  592
  Table - Power Word Modifiers. 
  224
  Table - Priestly Mages Available Acts of Faith. 
  146
  Table - Priest Mage Druid. 
  139
  Table - Priest Mage Friar. 
  142
  Table - Priest Mage Monastic. 
  143
  Table - Priest Mage Ordained Clergy. 
  143
  Table-  Priest Mage Shaman. 
  141
  Table - Priest Mage Witch. 
  142
  Table - Pushing the Pace. 
  267
  Table - Quake Damage. 
  331
  Table - Ranged Strength Modifier to Crit Die . 
  258
  Table - Read Character Modifiers. 
  203
  Table - Recharge. 
  345
  Table - Remove Air Effect on Fire. 
  319
  Table - Remove Curse Crit Die Results. 
  445
  Table – Requests for Divine Aid. 
  403
  Table - Riding Difficulty. 
  151
  Table - Riding Results. 
  152
  Table - Royal Holdings. 
  81
  Table - Salamander Fire. 
  334
  Table - Seal Making, Engraving and Coinage Critical 
  Results. 
  178
  Table  –  Serviens & Liveried Horsemen. 
  122
  Table - Shaman Bonuses. 
  229
  Table - Shamanic Mode Modifiers. 
  229
  Table - Shape Shift Type. 
  391
  Table - Shields & Shield Failure. 
  279
  Table - Shield Types. 
  264
  Table  - Sibling Rank. 
  83
  Table  – Skill roll modifiers. 
  35
  Table - Slaves - Coloni . 
  63
  Table - Slaves - Coloni . 
  65
  Table - Slaying Vanquishing a Foe. 
  472
  Table - Social Class - Early Feudal. 
  58
  Table - Social Class - High Chivalric. 
  59
  Table - Social Class - Late Feudal / Waning Feudal. 59
  Table - Social Rank of Chivalric. 
  77
  Table -  Some Christian Deeds & Penances. 
  417
  Table - Special Abilities Outcomes. 
  88
  Table - Special Abilities & Talents. 
  88
  Table Special Experience Bonuses. 
  474
  Table - Spell Backfire Severity. 
  299
  Table - Spell Level Penalty. 
  300
  Table - Spell Magick Resistance Modifiers. 
  295
  Table  -  Status Within the Family. 
  84
  Table - Streetwise Results. 
  212
  Table - Strength/Body Ratio. 
  111
  Table - Super Heavy Battle Armour. 
  263
  Table - Swimming Distance. 
  158
  Table - Swimming Results. 
  159
  Table - Targeting Modifiers for Obstacles . 
  298
  Table - Targeting Movement Penalty. 
  297
  Table - Targeting Range Modifiers. 
  297
  Table - Target’s Magick Resistance. 
  297
  Table - Temporary Skill Enhancements. 
  476
  Table - Thaumaturgy Modifiers. 
  225
  Table - Thunderbolt Damage. 
  325
  Table - Time of Day Magick Bonuses. 
  288
  Table - Time Taken to Learn Spells. 
  294
  Table  - Titled Noble Holdings. 
  80
  Table - Tornado Movement. 
  323
  Table - Total Experience Points. 
  45
  Table - Town Structure. 
  16
  Table - Tracking Prey Modifiers. 
  201
  Table - Tracking Prey Results. 
  200
  Table - Training Time Required. 
  152
  Table Trolls - Armour. 
  535
  Table Trolls - Minimum & Maximum Attributes. 
  531
  Table Trolls Minimum & Maximum Attributes. 
  531
  Table - Urban Cultural Elites. 
  76
  Table - Vampiric Age. 
  539
  Table - Vampiric Power Cost. 
  539
  Table -  Vampiric Powers Control the Elements- . 
  540
  Table - Wall. 
  329
  Table - Weight Factor. 
  106
  Table - Weight Modifiers. 
  106
  Table - Weight Moved. 
  387
  Table - Werecreature Father’s Vocation Werebears. 537
  Table - Werecreature Father’s Vocation Wereboars. 537
  Table - Werecreature Father’s Vocation Werebrats. 537
  Table - Werecreature Father’s Vocation Werewolves.
   
  538
  Table - Werecreatures. 
  513
  Table Werecreatures Breed. 
  536
  Table Werecreatures Creation Method. 
  536
  Table Werecreatures Social Status (Natural Born). 536
  Table - Willpower Failure. 
  299
  Table - Wine-making Results. 
  171
  Table - Witchcraft Mode Modifiers. 
  229
  Table - Wrestling Results. 
  160
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  593
  Thank you to all 
  of our Kickstarter 
  Backers who have 
  made this possible
  Order of
   Chivalry & 
  Sorcery
  Aaron
  Aarron Gull
  Aderon
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  Extraordinaire)
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  ikerinho
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  the Nongaming Unicorn
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  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  594
  Neil Webber
  Nick Bower
  Nigel Clarke
  O Westin
  Olivier Cassagnau
  Olivier GRUNEISEN
  Ols Jonas Petter Olsson
  Osku Alajoki
  Paolo Luciano Bruno
  Patrice Mermoud
  Patricio Gonzaga
  Patrick P.
  Paul Herkes
  Paul Kidd
  Paul M. Cray
  Paul Stolar
  Peter Engebos
  Peter Greyy
  Peter Holland
  Peter Metcalfe
  Peter Sotos
  Peter Winter
  Phil McGregor
  Philip Hindley
  Philip Lucas
  Quimbley
  Reverance Pavane
  Rex
  Rich (Shadizar) Woods
  Richard Auffrey
  Richard Libera
  Richard W. Sorden
  Rick LaRue
  RJD
  RLS
  Rob Helliwell
  Rob Standish
  Robert B Tharp
  Robert Hitz
  Robert Slaughter
  Ron Wilhelm
  Rose Sampson
  RPG Crunch
  RVH
  Sam Hing
  Sarah Newton
  Sasha Bilton
  Scott Conner
  Sean Donnelly
  Sean McNamara
  Sebastian Hallén
  Serge Billarant
  Shaari N. Ladue
  shan ejackson
  Shandy Andy
  Shane Rogers
  Shawn P
  Sidherun
  Simon
  Simon Phillips
  Sir Lawrence
  Stephen "GM" Peters
  Stephen A. Wilson
  Stephen Baxter
  Stephen McGinness
  Steve Albany
  Steve Beer
  Steve Betney
  Steve Pugh
  Steven Austin
  Steven Danielson
  Steven Wales
  Steven Wilson
  T Weber
  T. R. Bault
  Tari Tyiaelis
  Ted Meyer
  Teddy Gorre
  Thalji
  Thierry Chaucheyras
  Thomas Arthur Reading
  Thomas Darlington
  Thomas Engbarth
  Thomas M. Reid
  Thomas Paradowski
  Thomas Raimann
  Tim Jennings
  Tim Westlake
  Timur Kostin
  Tobias T
  Todd Agthe
  Todd Waggoner
  Tom Ladegard
  Topper
  Travis Casey
  Troy Sharpe
  Tuomas Ristimäki
  Tyler M. Healy
  Vaughan Cockell
  Vitas Varnas
  W. Kent Taylor
  waelcyrge
  Wayne H Underkoffler
  Wesley Hobday
  William Kennard
  William Steyert
  Yuna Ulc
  Yurj Mancina
  Zachary Frost
  Zovvur
  Knights
  Aaron Sharp
  Adam Kelly
  Adrian Phillips, 
  Lord of Atlantis
  Andrew "Doc" Cowie
  Anthony Armstrong
  Anwar Ehsan Almutawa
  Arik “the Raider” Aslanyan
  Austin Conrad
  B. P.
  Bongo Monza
  Bruce Gray
  Bruno CERBELAUD
  Bryan G. Dean
  Chris Brackett
  Christoffer Sevaldsen
  Christopher F. Dole
  Craig Huber
  David Castle
  David N Hsu
  Derek C Pearson
  Donald Kaiser
  DrLight
  Eulogio Gutierrez
  FeralGamersInc
  Frederic SCHAAFF
  Gary Thompson
  Hal Carmer
  Jason [Moodel] Stoessler
  Jason Spero
  Jeffrey Osthoff
  John Moore
  Jonas Steverud
  JP Marteau
  Jussi Myllyluoma
  Kensboro
  kevin surprise
  Larry Lynch-Freshner
  Lizard
  Mark Rapson
  Mark Winkelman
  Martin Cookson
  Matteo Di Corinto
  Matthias Mertens
  Meleïr Ogmios
  Mika Koykka
  Morrus
  Nicholas, Julia, Issy 
  & Theo Lowson
  Patrick Ciraco
  Paul Baker
  Peter Anthony Burke
  Ric Jones
  Ric Jones
  Rod Meek
  Russell W. Watson
  Scambonious Funk
  Scot Yonan
  Shadow
  Shaun D. Burton
  Shawn Van Wallendael
  Simon Bucher-Jones
  Skaggeth
  Spike the Barbarian
  The Blackberry Knight
  Tiffini Lumpkin
  Tim Wiseman
  Tony Parry
  Tyler Friedemann
  Wiggy
  Banner Bearer
  Alexander Y. Hawson
  Alyksandrei
  Arthur Green
  Belroth
  Berislav Lopac
  Big Al
  Bill Beane
  Bill Edmunds Jr.
  Black Eagle
  Bob Huss
  Brian Dean
  Bridger Kyle Burt
  Chad Hoblitz
  Charles Shirk
  Coldliver
  Craig D Hewitt
  Danny Bell-Silver
  David A. Nixon
  David Cake
  David Paul Guzmán
  David Stephenson
  Dawn Upson
  Dennis Timm
  Don Kalinich
  Eleanor McHugh
  Elladan
  Estanislao Ribera
  Frankie Wakefield
  Ged Hogan
  Giannis Moutsinas
  Greg Givler
  Gunthar Strongbow
  Halwin Malison
  Henrik Hellbom
  Howard M Thompson
  Hynek C.
  Jack Jack
  Jacob Conerly
  Jake Riffe
  James Champagne
  Jason Grandfield
  Jean-Michel GOT
  Jeffery Childs
  Jim Turpen
  John Dallman
  John Garlick
  John 'johnkzin' Rudd
  John Kuzma
  Jon Salway
  Jonas Karlsson
  Josh Rose
  Karl Knutson
  Kell Shaw
  Kent Reuber
  Kevin Nikolai Payne
  Kevin Shrapnell
  Les Coxwell
  M. A. Roberts.
  Marc Eyraud
  Mark Harrison The First
  Mark Marychurch
  Mark Shocklee
  Mathieu Groult
  Michael Stuewe
  Mike Labny
  Neil Coles
  Paul Harrison
  Pete Griffith
  Peter Barnett
  Peter Kreft
  Phillip Dunn
  R. W. Slagle
  Richard Addy
  Richard Develyn
  Rms
  Robert Fisher
  Robert H Hudson Jr
  Robert J Schwalb
  Robert K Stewart
  Robert Simpson
  Rupert Boleyn
  Sam Wray
  Scott Turnbull
  Sean Purcella
  Shane B. Bauer
  Shane White
  Simon Brunning
  Simon Taylor
  Simon York
  Stefan Johansson
  Stephan Szabo
  Steve Davies
  Steve Fletcher
  Steve Locke
  Steve Lord
  The Fixer
  The Ludoquist
  Thomas P. Kurilla
  Thomas W Iverson
  Tommy Pynnonen
  Wayne West
  Y. K. Lee
  Squires
  Adrian Collier
  Andrew Gronosky: 
  Shewstone Publishing
  Andy Fix
  Chris White
  Christian Prokop
  Dante Parker
  Franklin Robertson
  Frederick Brackin
  HANATAKA Shinya
  Helen Yau
  Jacob Hilker
  James Gillen
  João Isidro
  John Mills Dolan
  JohnX
  Josh Brink
  Julian Evans
  Jyrki Paajanen
  Kent Taylor
  Lawrence Keogh
  M. Trout
  Marco Bignami
  Matteo Signorini
  Matthew Lohse
  Michael Gorczyca
  Neil Mahoney
  Oliver Korpilla
  Pat Hurley
  Patrick Buckendorf
  Paul Precour
  Ricardo Nacarini
  Richard Smith
  Rory Stewart
  Scott Friedmeyer
  Tim Challis
  Toby Slim
  Torbjörn Alm
  594
  Magick
  Religion
   Movement
  Combat
   Marketplace
  Gamemaster
  Campaigns
  Bestiary
  Spells
  Skills
   Vocations
   Core Mechanics
  Medieval World
  Character Generation
  Introduction
  Table of Contents
  INDEX
  
  Character Name
  Vocation
  Age
  Social Class
  Father’s Vocation
  Social Status
  Weapon
  PSF%
  TSC%
  AP
  Damage
  Crit Die 
  Bonus
  Bash
  Missile Ranges Feet
  Base
  STR
  PSF%
  SR
  MR
  LR
  ER
  Max
  Armour Worn
  Slash
  Crush
  Pierce
  Missile
  Energy
  Damage Taken
  Physical
  Attributes
  ATT
  AR%
  PSF% 
  Bonus
  Mental
  Attributes
  ATT
  AR%
  PSF% 
  Bonus
  Social
  Attributes
  ATT
  AR%
  PSF% 
  Bonus
  Strength
  Intellect
  Appearance
  Constitution
  Wisdom
  Bardic Voice
  Dexterity
  Discipline
  Spirit
  Agility
  Ferocity
  Charisma
  Body Max
  Fatigue Max
  Current Body
  Current Fatigue
  Base  
  Action Pts
  Lifting 
  Capacity
  Jump
  Carrying 
  Capacity
  Faith Factor
  Current 
  Spirit
  Magick 
  Resistance
  Magick 
  Level
  Character Sheet
  Character Sheet
  VER 2.2
  ANDERIAN DESIGNS
  Copyright © Brittannia Game Designs Ltd. 2019
  Permission Granted to Copy for Personal Use Only
  Core & Combat
  Table of Contents
  INDEX
  
  Appearance
  Birth & Family
  Influence
  Wealth
  First 
  Impression
  Height
  Frame
  Weight
  Complexion
  Hair Colour
  Eye Colour
  Date of Birth
  Birth Omens
  Star Sign
  Parent’s Vocation
  Parent’s Status
  Family Status
  Family Notes
  Influence Factor
  Nationality
  Liege/Employer
  Allies, Contacts, Rivals & Favours Granted or Owed
  Primary Residence
  Other Residences
  Monthly Income
  Vassals/Employees
  Holdings, Property, Businesses & Investments
  ANDERIAN DESIGNS
  Copyright © Brittannia Game Designs Ltd. 2019
  Permission Granted to Copy for Personal Use Only
  Background & Social
  Table of Contents
  INDEX
  
  Skill
  DF [exp]
  Lvl
  BCS
  PSF%
  Other 
  Mod.
  TSC%
  Min %
  Max %
  Level
  ATT
  Other
  Total
  Language (Own) 
   
  1 [300]
  Alertness Sight
  7 [900]
  Alertness Sound
  7 [900]
  Local Geography
  1 [300]
  Dodge
  3 [500]
  Brawling
  3 [500]
  Stamina
  3 [500]
  Willpower
  3 [500]
  Faith
  5 [700]
  Experience Earned
  Experience Spent
  Character Level
  Competency [exp]
  Competency [exp]
  Competency [exp]
  ANDERIAN DESIGNS
  Copyright © Brittannia Game Designs Ltd. 2019
  Permision Granted to Copy for Personal Use Only
  Skills & Experience
  Table of Contents
  INDEX
  
  Items Worn & Carried
  Cash on Hand
  Weights & Measures
  Cargo Capacity
  Encumbrance
  Item
  Location
  Weight (lb)
  Total Weight Carried
  Pounds (£)
  Shillings (s)
  Pennies (d)
  Farthings (f)
  £1 = 20s = 240d
  1s=12d
  1d = 4f
  Weight
  1 dram (dm) = 1.772g
  16 dms = 1 ounce (oz) = 28.35g
  16 oz = 1 pound (lb) = 0.454kg
  14lb = 1 stone (st) = 6.35kg
  2,000lb = 1 short ton = 907kg
  2,240lb = 1 long ton = 1,016kg
  Length
  1 inch (in) = 2.54cm
  12 ins = 1 foot (ft) = 30.48cm
  3 ft = 1 yard (yd) = 0.9144m
  220 yards = 1 furlong = 201.17m
  1760 yds = 1 mile = 1.609km
  3 miles = 1 league
  Volume
  1 fluid ounce (fl oz) = 30ml
  16 fl oz = 1 pint (pt) = 0.4732l
  8pts = 1 gallon (g) = 3.785l
  A pint of water weighs 1lb
  Dry Volume
  4 pecks = 1 bushel = 35.24l
  8 bushels = 1 quarter = 281.9l
  A bushel of wheat weighs about 60lb
  Typical Loads
  Porter (up to ¼ mile) — 50-60lb
  Porter (long journey) — 40lb
  Donkey — 120lb
  Mule — 200lb
  Packhorse (pony) — 240lb
  Camel — 350lb
  Horse & Cart — 2,000lb
  Ox & Wain — 4,000lb
  Load Level
  Load (lb)
  Effect
  Load Level
  Load (lb)
  Effect
  CCAP
  —
  CCAP +60%
  -3FP/hour
  CCAP +20%
  -1FP/hour
  CCAP +80%
  -4FP/hour
  CCAP +40%
  -2FP/hour
  CCAP +100%
  -5FP/hour
  ANDERIAN DESIGNS
  Copyright © Brittannia Game Designs Ltd. 2019
  Permission Granted to Copy for Personal Use Only
  Personal Chattel
  Table of Contents
  INDEX
  
  Magickal Skills
  Spells Known
  Skill
  DF [exp]
  Lvl
  BCS
  PSF%
  Other 
  Mod.
  TSC
  Min %
  Max %
  Level
  ATT
  Other
  Total
  Method of Magick: 
  Basic Magick - Air Mode
  5 [700]
  Basic Magick - Earth Mode
  5 [700]
  Basic Magick - Fire Mode
  5 [700]
  Basic Magick - Water Mode
  5 [700]
  Arcane Magick Mode
  6 [800]
  Command Mode
  5 [700]
  Divination Mode
  5 [700]
  Illusion Mode
  4 [600]
  Plants Mode
  5 [700]
  Summoning Mode
  5 [700]
  Transcendental Mode
  5 [500]
  Transmutation Mode
  5 [700]
  Wards Mode
  5 [700]
  Personal Magick Factor (PMF)
  Magick Level (ML)
  Spell (Mode)
  Current 
  Spell MR
  FP to 
  Cast
  AP to 
  Cast
  Spell Range
  Method 
  Modifier
  Other 
  Modifier
  Target 
  Chance
  Short
  Long (-10%)
  Max (-30%)
  ANDERIAN DESIGNS
  Copyright © Brittannia Game Designs Ltd. 2019
  Permission Granted to Copy for Personal Use Only
  Magick Grimoire
  Table of Contents
  INDEX
  
  Acts of Faith
  Soul
  Primary Religion
  Personal Faith Factor (PFF)
  Current Spirit  (SPR)
  Belief 
  Status
  Other Religion
  Personal Faith Factor (PFF)
  Current Spirit  (SPR)
  Belief 
  Status
  Other Religion
  Personal Faith Factor (PFF)
  Current Spirit  (SPR)
  Belief 
  Status
  Hindrances, Penance and Grace 
  Spell (Mode)
  PFF  
  Minimum
  Success 
  Chance
  FP Cost
  AP to 
  Pray
  Notes
  ANDERIAN DESIGNS
  Copyright © Brittannia Game Designs Ltd. 2019
  Permission Granted to Copy for Personal Use Only
  Faith
  Table of Contents
  INDEX
  
SOURCE: textdata/thevault/Chivalry & Sorcery (osr)/Chivalry & Sorcery 5e/Chivalry & Sorcery 5e [Easy Read Version].pdf