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1) Personal Introduction

CONVERTING AD&D AD&D (2nd Edition) and Stormbringer (3rd Edition) were
the first games I ever actively wrote campaigns for ran and
(2nd Ed) TO BRP as GM while at college. The crossover rules presented here
attempt to bring some of these (quite fond) memories
together.

A) GLOBAL NOTES Many thanks to The Guvnor, moderator and owner of


forum, The Gaming Tavern forum (opens in a new window
or tab).
0) Contents
NOTE: Some sections of this ruleset refer to the Alternative
Magic System. This is a rank-based system of magical Arts
A. GLOBAL NOTES (currently covering Alchemy, Divination, Elementalism,
A. Contents Enchantment, Necromancy, Sorcery and Wizardry) based
B. Personal Introduction on the Stormbringer 3rd Edition magic rules, which is
C. Copyright Disclaimer under development and will be published at a later date.
D. Version Revision History The alternative rules have no effect on these crossover
rules.
E. Abbreviations and References
B. CHARACTERISTICS AND RACES
A. Introduction 2) Copyright Disclaimer
B. Dwarf
C. Elf This document is completely unofficial and in no way
D. Halfling endorsed by TSR (now defunct), Wizards of the Coast or
E. Gnome Chaosium. Terminology from BRP (Basic Roleplaying,
F. Half-elf skill groups) belong to Chaosium Inc. Classes such as
Fighter, Paladin, Psionicist are recognised as TSR's terms.
G. Human
C. PROFESSIONS AND CLASSES
A. Fighter
3) Version Revision History
B. Paladin
C. Ranger First Draft Version 0.1 - Colin Brett. Based on discussions
D. Barbarian The Gaming Tavern forum, April 2013
E. Thief
F. Bard
G. Noble 4) Abbreviations and References
H. Cleric
I. Druid Several rule sets were used in this conversion. The principal
J. Mage sources were:
K. Sorcerer
L. Psionicist • Chaosium's Basic Roleplaying rulebook (aka the
Big Gold Book and abbreviated as BGB)
D. SKILLS
• Chaosium's Stormbringer 3rd Edition rulebook
A. Starting Skill Levels (abbreviated as SB3)
B. Combat Skills • Chaosium's Hawkmoon rulebook (abbreviated as
C. Firearms HM)
D. Lores • TSR's Advanced Dungeons and Dragons Player's
E. Languages and Writing Handbook (abbreviated as PHB)
F. Status Skill Specialisations
Back to Contents.
G. Craft Skill Specialisations
H. Repair Skill Specialisations
E. MAGIC
A. Magical Professions
B. Magic Spells
C. Sorcery Spells
D. Divine Magic
E. Psionic Abilities

1
B) CHARACTERISTICS AND 3) Elf
RACES • Characteristics: STR 2D6+2 CON 3D6 SIZ 2D4+4
INT 3D6+6 POW 2D6+6 DEX 3D6+3 APP 3D6
• Racial Skill Bonuses: Dodge +20%, Lore (Elves)
1) Introduction +20%, Listen or Spot +20% (player's choice)
• Abilities: Elves can see in the dark and have the
Most characters will be humans. The races generally termed equivalent of the Super Sense (Night Vision)
"demi-human" may also be used at GM's discretion and the power at a level equal to the Elf's POW/2 (round
player is encouraged to devise an interesting backstory for their down). See BGB p.164-165.
character's reasons for adventuring in the human realms.
See also BGB p.342
The characteristics, STR, CON, SIZ, INT, POW, DEX and
APP, can be generated for each race using the following dice Back to Contents.
rolls. The Characteristic Rolls (Effort, Stamina, Idea, Luck,
Agility and Charisma) and the Derived Characteristics
(Damage Bonus, Experience Bonus, Hit Points, Major
4) Halfling
Wounds, Power Points and Movement) are then calculated as
described in BGB p.27-31). The optional EDU characteristic is
not used in these rules. Formal education is a rarity in the • Characteristics: STR 2D6 CON 2D6+12 SIZ
pseudo-mediaeval fantasy worlds in which most campaigns 1D3+3 INT 2D6+6 POW 2D6+3 DEX 2D6+10
will occur, so learning is best represented as Lore skills and the APP 3D6
separate Language and Literacy skills for each tongue (being • Racial Skill Bonuses: Craft (Cooking) +20%, Hide
able to speak a language does not necessarily mean a character +20%, Stealth +20%, Throw +20%
can read and write in that language). • Abilities: Halflings have a natural affinity for
slings and thrown rocks. They suffer no negative
If a demi-human character is generated, the player may add the damage modifiers when using these weapons.
Racial Skill Bonuses for that race to the appropriate skills.
Also, the player should note down any special Abilities that See also BGB p.344-345
race may have.
Back to Contents.
Humans and Half-elves may choose which Racial Skill
Bonuses the character has. The player should choose one of the
bonus packages: Brawn, for characters who use force; Guile, 5) Gnome
for cunning characters; Negotiate, for characters who prefer to
talk before fighting; or Expertise, for characters who believe
knowledge is power. (These groupings and the Racial Skill • Characteristics: STR 2D6+2 CON 2D6+6 SIZ
Bonuses are abridged and derived from the optional Personality 1D3+4 INT 2D6+7 POW 2D6+5 DEX 3D6 APP
Types rules on BGB p.21 and p.23.) 3D6
• Racial Skill Bonuses: Craft (Jewelsmith or
Back to Contents. Blacksmith), Lore (Animals) +20%, Lore
(Gnomes) +20%,
• Abilities: Gnomes can see in the dark and have the
equivalent of the Super Sense (Dark Vision) power
2) Dwarf at a level equal to the Gnome's POW/2 (round
down). See BGB p.164-165.
• Characteristics: STR 4D6 CON 1D6+12 SIZ 1D4+4
INT 2D6+6 POW 3D6 DEX 3D6 APP 3D6 Back to Contents.
• Racial Skill Bonuses: Appraise +20%, Craft
(Blacksmith or Stonemason) +20%, Lore (Dwarfs)
+20%
6) Half-elf
• Abilities: Dwarfs can see in the dark and have the
equivalent of the Super Sense (Dark Vision) power at
a level equal to the Dwarf's POW/2 (round down). See • Characteristics: STR 2D6+4 CON 3D6 SIZ 2D6+6
BGB p.164-165. INT 2D6+6 POW 3D6 DEX 2D6+6 APP 3D6
• Racial Skill Bonuses (Brawn): Brawl +20%, Jump
See also BGB p.341 +20%, Sense +20%
• Racial Skill Bonuses (Guile): Bargain +20%,
Insight +20%, Listen +20%
Back to Contents.
• Racial Skill Bonuses (Negotiate): Appraise +20%,
Etiquette +20%, Fast Talk +20%
• Racial Skill Bonuses (Expertise): Craft (Any)
+20%, Lore (Any), Research +20%

2
• Abilities: Like their Elven cousins, Half-elves can see • Any five skills chosen from: Gaming, Hide,
in the dark and have the equivalent of the Super Sense Jump, Listen, Ride, Spot, Stealth, Strategy, Throw,
(Night Vision) power at a level equal to the Half-elf's Weapon Skills (*)
POW/2 (round down). See BGB p.164-165.
(*) Fighters are a Warrior class. Weapon skills may be for
Half-elf character players should choose one of the Optional any Melee, Missile weapon or Shield of the player's choice,
Skill Bonuses packages. provided the STR and DEX requirements are met. The GM
may also allow Firearms or Artillery weapons to be taken
Back to Contents. as one of these choices. Starting Fighters may take a
maximum of FOUR Melee, Missile, Shield, Firearms or
Artillery skills.
7) Human
c) Starting Special Abilities
• Characteristics: STR 3D6 CON 3D6 SIZ 2D6+6 INT
2D6+6 POW 3D6 DEX 3D6 APP 3D6
None.
• Racial Skill Bonuses (Brawn): Brawl +20%, Jump
+20%, Sense +20%
• Racial Skill Bonuses (Guile): Bargain +20%, Insight
+20%, Listen +20% d) Later Special Abilities
• Racial Skill Bonuses (Negotiate): Appraise +20%,
Etiquette +20%, Fast Talk +20% Leadership: The Fighter becomes a "leader of men",
• Racial Skill Bonuses (Expertise): Craft (Any) +20%, "captain" or "lord of the manor" and may have troops under
Lore (Any), Research +20% his command. To gain this ability, the Fighter should have
• Abilities: None the skills of Command, Status (Region **) and Strategy of
at least Expert level. The exact troops, estate and title
should be determined in play and with the GM.
Human character players should choose one of the Optional
Skill Bonuses packages.
(**) Status (Region) applies to the Fighter's land, country or
realm in which he or she has been noticed and ennobled by
Back to Contents. higher powers (e.g. NPC dukes, princes or even kings). A
suitable country name may be used in place of the generic
term Region.
C) PROFESSIONS AND CLASSES
e) Starting Equipment and Funds
Most of the standard AD&D character classes from the 2nd
Edition Player's Handbook (Fighter, Paladin, Ranger, Thief,
Bard, Mage, Cleric and Druid) have been converted to BRP The Fighter begins play with his chosen weapons and shield
professions. The Illusionist class has been replaced with the (if this was chosen as a skill). Up to 20 items of
Sorcerer profession to allow different magical powers to be ammunition for missile weapons may also be taken. The
used in the game. Additional classes (Barbarian, Noble, Fighter may choose to be equipped with studded leather
Psionicist) have been drawn from other sources to add some armour (aka Lamellar). On a successful Luck roll, this may
variety. be upgraded to chainmail. 2D6x10 "coins of the realm"
may be used to purchase additional equipment.

Back to Contents.
1) Fighter

a) Introduction 2) Paladin

Characteristic Requirements: STR 9, DEX 9


a) Introduction
Fighters are the weapon masters. They may fight to protect
their homeland; to conquer other lands; to prove their worth; to Characteristic Requirements: STR 11, POW 9, APP 16
slay monsters; or simply for the thrill. Whatever the reason,
Fighters are the kings and queens of the battlefield. Paladins are holy warriors who fight to protect the innocent
and for the glory of their patron deity. A blend of martial
prowess and priestly virtue.
b) Starting Professional Skills

• Main: Brawl, Dodge, Grapple, Two Weapon Skills


(*)

3
b) Starting Professional Skills Cure Disease (1/week): This ability becomes available
when both the Paladin's First Aid and Medicine skills reach
• Main: First Aid, Lore (Own Religion **), Ride, Two at least Professional level. The Paladin makes a Perform
Weapon Skills (*) (Ritual) roll to divinely cure one disease.
• Any five skills chosen from: Brawl, Grapple,
Etiquette (Own Religion **), Literacy (Own War Horse: A stronger, smarter, braver warhorse is
Language), Lore (Own Religion **), Lore (Occult), received as a gift or summoned by the Paladin through
Lore (Blasphemous), Perform (Orate), Perform prayers. The horse may become available when the
(Ritual), Status (Own Religion **), Weapon Skills (*) Paladin's Ride (Horse) skill reaches at least Professional
level.
(*) Paladins are a Warrior class. Weapon skills may be for any
Melee, Missile weapon or Shield of the player's choice, Clerical Magic: The Paladin gains the ability to cast
provided the STR and DEX requirements are met. The GM Divine Magic spells. This ability becomes available when
may also allow Firearms or Artillery weapons to be taken as the Paladin's Lore (Own Religion) and Perform (Ritual)
one of these choices. Starting Paladins may take a maximum of skills both reach at least Expert level. The Paladin is
FOUR Melee, Missile, Shield, Firearms or Artillery skills. initially taught two Divine Magic spells from a member of
his order. More may be learned as the campaign progresses.
(**) Etiquette (Own Religion), Lore (Own Religion) and Status
(Own Religion) apply to the Paladin's own religious Turn Undead: The Paladin gains the Clerical ability to
organisation. A suitable deity-specific name can be used in Turn Undead. This ability becomes available when the
place of the generic term Religion. Paladin's Lore (Own Religion), Etiquette (Own Religion)
and Perform (Ritual) skills all reach at least Expert level.

c) Starting Special Abilities


e) Starting Equipment and Funds
Code of Honour: A Paladin must abide by a strict code of
honour. Use the Allegiance system (BGB p.315) with the GM The Paladin begins play with his chosen weapons and
to set these rules. Deviation from the code results in the loss shield (if this was chosen as a skill) and suit of chainmail
(temporarily or permanently) of some or all of the abilities armour. These items are gifted to the Paladin by his Order.
described in this section and Later Special Abilities. Up to 20 items of ammunition for missile weapons may
also be taken. 1D6x10 "coins of the realm" may be used to
Contribution: The Paladin must donate coins, gems, jewellery purchase additional equipment.
and other valuable artefacts to his church organisation. He may
save enough to keep himself, servants and staff but all other Back to Contents.
treasure must be donated. Further, the Paladin may keep only a
limited number of magical items, for example: one suit of
armour, one shield, up to four weapons and up to four other 3) Ranger
items. As with money and gems, all other items must be given
to his church.
a) Introduction
Detect Evil Intent: Paladin makes a Perform (Ritual) and
expend 1 power point. If successful, this then acts like Danger
Characteristic Requirements: STR 12, CON 12, POW 10
Sense psychic power, BGB p.115 (range POW metres radius),
and will alert the Paladin to imminent danger in the area.
Trackers and hunters, guardians of the frontier. Rangers are
wanderers in the wildlands, living by their sword and their
Immunity to Disease: the Paladin is immune to all natural
wits.
diseases. Sorcerous, extra-planar or magical diseases are not
covered by this immunity.

Protection from Evil: Evil creatures suffer a -10% to hit b) Starting Professional Skills
modifier when attacking the Paladin by any means (e.g. in
hand-to-hand, at range or even with magic). • Main: Hide, Navigate, Stealth, Track, Two
Weapon Skills (*)
• Any four skills chosen from: Brawl, Dodge,
d) Later Special Abilities Grapple, Insight, Lore (Plants), Lore (Animals),
Perform (Ritual), Ride, Sense, Weapon Skills (*)
Healing Hands (1/day): This ability becomes available when
the Paladin's First Aid skill reaches at least Professional level. (*) Rangers are a Warrior class. Weapon skills may be for
The Paladin prays to his deity and makes a Perform (Ritual) any Melee, Missile weapon or Shield of the player's choice,
roll. If successful, the prayers will double his First Aid skill OR provided the STR and DEX requirements are met. The GM
double the hit points healed with First Aid (or both on a may also allow Firearms or Artillery weapons to be taken
critical). as one of these choices. Starting Rangers may take a
maximum of FOUR Melee, Missile, Shield, Firearms or

4
Artillery skills. 4) Barbarian

c) Starting Special Abilities a) Introduction

Code of Honour: A Ranger must abide by a strict code of Characteristic Requirements: STR 15, CON 15, DEX 14
honour. Use the Allegiance system (BGB p.315) with the GM
to set these rules. Deviation from the code results in the loss
(temporarily or permanently) of some or all of the following
b) Starting Professional Skills
powers.

• Main: Two Weapon Skills (**), Climb, Hide,


Always Moving: Rangers are limited in the amount of treasure
Stealth
they can carry. Any cash, valuables or other treasures must be
easily portable, either on their person or (at most) on the back • Any five skills chosen from: Brawl, Craft
of a horse. Heavy or bulky treasures must be converted to a (Carpenter), Dodge, Fine Manipulation, Grapple,
lighter form (coins cashed in for gems, for instance) or given Jump, Listen, Sense, Spot, Throw, Track, Weapon
away to a worthy cause (e.g. the Ranger's religious order but Skills (**)
not to another player character).
(**) Barbarians are a Warrior class. Weapon skills may be
At Home in the Wild: The GM may grant a discretionary for Melee, Missile weapon or Shield of the player's choice,
bonus of 1/5 Track or Lore (Plants) skill when using Stealth provided the STR and DEX requirements are met.
and Hide in the wilderness (similar to having quality Barbarians may not take Firearms or Artillery skills: their
navigational aids as described in the Navigate skill, BGB p.70). societies generally do not have access to such technologies.
Further, Pole Weapons (e.g. halberd, pike, naginata, trident
from the weapon table in BGB p.253) are rare in Barbarian
Direction Sense: Outdoors and in the open, the Ranger has a lands. A starting Barbarian wishing to take such weapons
keen sense of direction. With a POWx5% roll, the Ranger can must discuss these choices with the GM. A maximum of
locate North and gains a 5-20% bonus on all Navigate skill FOUR weapon skills may be taken by newly created
rolls for the next 8 hours. Barbarian characters.

d) Later Special Abilities c) Starting Special Abilities

Druidic Magic: The Ranger gains the ability to cast Divine Distrust Magic: Barbarians distrust magic in all its forms,
Magic spells. This ability becomes available when the Ranger's whether as wizardry, sorcery or items with magical
Lore (Plants) and Lore (Animals) skills both reach at least abilities. Starting Barbarians may not use magic items if
Professional level. An NPC Druid will initially teach the they recognise them as such. Further, Barbarians are
Ranger two Divine Magic spells. More may be learned as the reluctant to help wizards and other magic users. Divine
campaign progresses. Magic, particularly those spells and abilities used by tribal
or clan shamans, do not usually evoke such distrust. This is,
Followers: The Ranger attracts 2D6 followers when his Lore of course, a role-playing decision on the part of the
(Animals), Track and Insight skills all reach at least Barbarian character's player. If necessary, a Charisma roll
Professional level. The followers may be humans, non-humans, (APPx5%) on the part of the character requesting the
natural animals or even supernatural animals and should be Barbarian's aid may be used (particularly for NPCs).
determined in conjunction with the GM.
Danger Sense: Barbarians have a preternatural danger
sense which protects them from ambush. This acts as a
e) Starting Equipment and Funds passive "always on" Danger Sense psychic power (see BGB
p.115). To detect a potential ambush, the GM makes a
The Ranger begins play with his chosen weapons and shield (if Difficult Luck roll for the Barbarian character who, if the
this was chosen as a skill) and suit of studded leather armour. danger is detected, may react accordingly.
Up to 20 items of ammunition for missile weapons may also be
taken. 2D6x10 "coins of the realm" may be used to purchase
additional equipment. d) Later Special Abilities

Back to Contents. Detect Magic: Barbarians are grounded in the real world of
nature. Magic is inherently "unreal" and Barbarians can
develop a sense for this. When their Spot, Listen and Sense
skills reach Professional levels, they become able to detect
magical vibrations from objects, people and places. This
takes a successful Stamina or Idea roll, depending on
circumstances as set by the GM.

5
e) Starting Equipment and Funds which the skill was taken, a suit of leather armour and a set
of lock picks. 2D6x10 "coins of the realm" may be used to
The Barbarian begins play with his chosen weapons and shield purchase additional equipment.
(if this was chosen as a skill). Up to 20 items of ammunition
for missile weapons may also be taken. Barbarians rarely wear Back to Contents.
armour as such items are very expensive to produce in their
home societies. A successful Luck roll allows the character to
start with a suit of leather armour; if failed, armour must be 6) Bard
purchased, looted, earned or otherwise acquired. 2D4x10
"coins of the realm" may be used to purchase additional
equipment.
a) Introduction
Back to Contents.
Characteristic Requirements: DEX 12, INT 12, APP 14

Bards are entertainers, raconteurs, troubadors and story


5) Thief tellers. They have a broad range of skills and may be
considered a "jack of all trades".

a) Introduction
b) Starting Professional Skills
Characteristic Requirements: DEX 9, INT 9
• Main: Lore (Folklore), Lore (Magic Items),
Thieves live in the shadows, outside polite society and hard Perform (Play (Instrument) **), Perform (Sing),
working citizens. They make their living through larceny, Persuade, Sleight of Hand
trickery and dodgy dealings. • Any four skills chosen from: Art (Any), Climb,
Disguise, Gaming, Language (Other), Listen,
Literacy (Own Language), Perform (Orate),
b) Starting Professional Skills Perform (Recite), Weapon Skill (*)

• Main: Appraise, Dodge, Fast Talk, Fine (*) Bards are a Persuader class. Bards have a broader range
Manipulation, Sleight of Hand of weapon choices than Thieves and may choose two-
• Any five skills chosen from: Brawl, Climb, Disguise, handed weapons when first generated. Weapon skills may
Dodge, Hide, Language (Thieves' Cant), Listen, Spot, be for Melee, Missile weapon or Shield of the player's
Stealth, Weapon Skill (*) choice, provided the STR and DEX requirements are met.
The GM may also allow Firearms skill to be taken by a
(*) Thieves are a Persuader class. Starting Thieves are limited Bard. Starting Bards may take a maximum of TWO Melee,
to one-handed weapons but may learn heavier, two-handed Missile, Firearms or Shield skills.
weapons later in their career. One-handed weapon skills may
be for Melee, Missile weapon or Shield of the player's choice, (**) The Perform (Play (Instrument) **) skill can be taken
provided the STR and DEX requirements are met. The GM more than once for instruments of the player's choice.
may also allow Firearms skill to be taken by a Thief. Starting
Thieves may take a maximum of TWO Melee, Missile,
Firearms or Shield skills. c) Starting Special Abilities

None.
c) Starting Special Abilities

None. d) Later Special Abilities

Wizardry: The Bard gains the ability to cast Magic spells.


d) Later Special Abilities This ability becomes available when the Bards's Perform
(Play Instrument) and Perform (Sing) skills both reach at
Gang: The Thief attracts a gang of 2D6 fellow thieves. The least Professional level. An NPC Mage will usually teach
Thief's Appraise and Fine Manipulation skills must be of at the Bard two Magic Spells. More may be learned over the
least Professional level. The gang should be designed in course of the Bard's career.
conjunction with the GM.

e) Starting Equipment and Funds


e) Starting Equipment and Funds
The Bard begins play with his or her chosen weapons, a
The Thief begins play with a dagger, any other weapon for shield if the skill was taken, one musical instrument for the

6
skill(s) chosen and a suit of good quality clothing. 2D6x10 missile weapons may also be taken. The Noble may choose
"coins of the realm" may be used to purchase additional to be equipped with chainmail; on a successful Luck roll,
equipment. this may be upgraded to half-plate. If the Noble has a Ride
skill of at least Professional level, the character may also
Back to Contents. have a riding horse of good quality. 3D6+6x10 "coins of
the realm" may be used to purchase additional equipment.

7) Noble Back to Contents.

a) Introduction 8) Cleric

Characteristic Requirements: INT 9, APP 9


a) Introduction

b) Starting Professional Skills Characteristic Requirements: POW 9, INT 9

• Main: Bargain, Insight, Etiquette (Region **), The Cleric is a defender of the faith, able to take the fight to
Persuade, Status (Region **) the unbelievers and convert them to righteousness. They
protect their flock with skill at arms and minister to their
• Any five skills chosen from: Art (Any), Command,
Drive (Carriage), Language (Other), Literacy (Own spiritual needs.
Language), Perform (Orate), Ride, Weapon Skill (*)

(*) Nobles are a Persuader class but their (usually privileged) b) Starting Professional Skills
position means they have access to a broad array of weapons
and the instructors to teach their use. Weapon skills may be for • Main: First Aid, Insight, Lore (Own Religion **),
any Melee, Missile weapon or Shield of the player's choice, Perform (Ritual), Persuade
provided the STR and DEX requirements are met. The GM • Any five skills chosen from: Etiquette (Own
may also allow Firearms or Artillery weapons to be taken as Religion **), Language (Other), Literacy (Own
one of these choices. Starting Nobles may take a maximum of Language), Up to two Lore (Any) choices,
TWO Melee, Missile, Shield, Firearms or Artillery skills. Medicine, Research, Status (Own Religion **),
Teach, Weapon Skill (*)
(**) Status (Region) and Etiquette (Region) refers to the
customs and social standing of the Nobles's own country, (*) Clerics are a Persuader class. Classic Clerics are limited
region, province or even empire, depending on the campaign. to blunt weapons only (e.g. club, flail, mace, morning star,
A suitable region-specific name can be used. The Status of sling, staff, warhammer; others are at GM's discretion).
starting Noble characters should be capped at 30%. Priests of other deities (War, Agriculture, Death) may have
access to different weapons, with GM's permission.
Weapon skills may be for a Melee, Missile weapon or
c) Starting Special Abilities Shield of the player's choice, provided the STR and DEX
requirements are met. Starting Clerics may take a maximum
of TWO Melee, Missile or Shield skills.
Connected: The Noble starts with one NPC contact who may
be able to provide information, assistance and/or equipment.
The GM should generate and run this NPC and any personal (**) Etiquette (Own Religion), Lore (Own Religion) and
motivations should be kept secret from the Noble character. Status (Own Religion) apply to the Cleric's own religious
organisation. A suitable deity-specific name can be used in
place of Religion.
d) Later Special Abilities

c) Starting Special Abilities


Well Connected: The Noble gains 1D3 NPC contacts who
may be able to provide information, assistance and/or
equipment. The GM should generate and run these NPCs and Divine Magic: The Cleric begins with four Divine Magic
any personal motivations should be kept secret from the Noble (Clerical) spells. More may be learned over the course of
character. The Noble's Status (Region) and Persuade skills the Cleric's career.
should be at least Expert level to gain this ability.
Turn Undead: This power affects undead within a radius
of the Cleric's APP. It combats the "negative energies" of
e) Starting Equipment and Funds undead creatures (i.e. the POW or Power Points as some
undead have POW, others do not). The Cleric prays, calling
on the power of his deity, and makes a Perform (Ritual)
The Noble begins play with his chosen weapons and shield (if
skill roll. This counts as an action in combat and occurs on
this was chosen as a skill). Up to 20 items of ammunition for
the Cleric's own initiative, meaning the undead may have a

7
chance to attack before the Cleric can turn them. If the Cleric is should be worked out in conjunction with the GM.
struck while praying in this way, it does not affect his
concentration so no Idea roll is needed to maintain the prayers
(as a Mage would if hit while casting a spell). Check the results e) Starting Equipment and Funds
below.
The Cleric begins play with his chosen weapons, a shield if
• Fumble: The undead recognise the Cleric as a the skill was chosen, a suit of chainmail armour and a
dangerous threat to their (non-)existence and will symbol of the Cleric's faith. 2D4x10 "coins of the realm"
attack the Cleric en-masse. may be used to purchase additional equipment.
• Failure: The Cleric's deity is "otherwise engaged" and
the undead do not flee. Back to Contents.
• Success: The affected creatures flee the area. Affects
current Power Points of undead POW or Power Points.
Low-POW creatures are affected first.
• Special: The affected creatures flee the area. Affects 9) Druid
current Power Points x 1.5 (round up) of undead POW
or Power Points. Low-POW creatures are affected
first. a) Introduction
• Critical: The affected creatures flee the area. Affects
current Power Points x 2 of undead POW or Power Characteristic Requirements: STR 11, APP 14
Points. Cleric may choose which creatures are affected
first. The Druid is a priest of nature, in harmony with the
elements, animals and plants of the forests, wilderness,
For example, a Cleric with 13 Power Points is faced by a deserts and even the seas.
mixed horde of seven skeletons (POW 1 each), six zombies
(POW 1 each) and two ghouls (with 6 and 8 Power Points
respectively). The Cleric makes his Perform (Ritual) roll and b) Starting Professional Skills
calls on his deity for aid in this time of need.
• Main: Language (Druidic), Language (Woodland
On a normal success, the Cleric affects the seven skeletons and Tongues), Lore (Plants), Lore (Animals), Perform
six zombies (total 13 POW of undead energy). (Ritual)
• Any five skills chosen from: Craft (Brewer),
On a special success, the Cleric affects (13 x 1.5 =) 19.5 (round Craft (Carpenter), Craft (Gardener), First Aid,
up) = 20 points of undead energy. As before, this will affect the Hide, Literacy (Druidic), Lore (Own Religion **),
skeletons and zombies (13 POW) and the ghoul with 6 POW Navigate, Stealth, Swim, Track, Weapon Skill (*)
(leaving one point unused).
(*) Druids are a Persuader class. Druids are limited to
On a critical success, the Cleric affects (13 x 2 =) 26 points of natural armours (i.e. leather armour and wooden shields)
undead energy, which the Cleric can target as desired. This and the following weapons: club, sickle, dart, spear, dagger,
would be sufficient to turn both ghouls (14 points), six zombies scimitar, sling, staff. Weapon skills may be for a Melee,
and six skeletons. Only one skeleton remains to be destroyed Missile weapon or Shield of the player's choice, provided
by the Cleric's mace in the next round! the STR and DEX requirements are met. Starting Druids
may take a maximum of TWO Melee, Missile or Shield
At GM's discretion, more powerful undead (vampires, skills.
mummies, liches, wights, wraiths) are not so easily cowed.
Against such creatures, a successful Perform (Ritual) will (**) Lore (Own Religion) refers to the teachings and
allow the Cleric to directly match his own POW vs. the legends of the Druid's own religious beliefs. A suitable
creature's POW on the Reistance Table in a contest of faith deity-specific name can be used.
versus evil. In such a case, a Special success on the Perform
(Ritual) adds a temporary +2 to the Cleric's POW for the
Resistance Table test, while a Critical success adds a temporary
c) Starting Special Abilities
+5 to the Cleric's POW. A fail or fumble on the Perform
(Ritual) skill roll means the Cleric's deity does not answer this
time and the Cleric must rely on skill at arms to defeat the evil Divine Magic: The Druid begins with four Divine Magic
undead. (Druidic) spells. More may be learned over the course of
the Druid's career.

d) Later Special Abilities Move through Cover: The Druid can move through
tangled undergrowth at normal speed and leaves no trail. If
being tracked, the tracker must make an opposed Track roll
Found a Church: When the Cleric's Etiquette (Own Religion),
versus the Druid's Stealth skill or POWx5%, whichever is
Lore (Own Religion) and Status (Own Religion) skills reach
higher (see Opposed Skill Rolls, BGB p.173).
Expert level, he or she may found a church, temple or other
place of worship dedicated to his deity. Details of the church

8
Animal Healing: The Druid adds 1/5 of his Lore (Animals) c) Starting Special Abilities
skill when using First Aid on an injured animal.
Magic: The Mage begins with four Magic spells learned at
INTx1%. See Powers.Magic BGB p.88-102. More points
d) Later Special Abilities from the Professional Skill points or Personal Skill points
can be added to these starting levels.
Resistance to Fire and Electricity: The Druid has an "always
on" Level 2 Resistance to damage caused by attacks and Alternative Magic System: Primary Art is Wizardry and
environmental conditions involving fire and electricity. This may choose one Secondary Art.
deducts 2 from all damage suffered from these attacks (after
armour); see the Resistance spell, BGB p.100.
d) Later Special Abilities
Shapeshift: The Druid may shapechange to animal form once
per day. This becomes possible when the Druid's Lore (Own Familiar: The Mage may summon, capture or befriend a
Religion) and Lore (Animals) skills reach Expert level. small animal (or other creature) when his Perform (Ritual)
and Lore (Occult) skills reach Expert level. See BGB p.90
Animal Companion: The Druid keeps a small pet, perhaps a for further details.
cat, dog, bird, rodent, squirrel (player's choice). The Druid can
communicate and give limited commands to the pet. This Wand/Staff: The Mage may create a magical staff when
becomes possible when the Druid's Perform (Ritual) and Lore the character's Perform (Ritual) and Lore (Occult) skills
(Animals) skills reach Expert level. reach Expert level. See BGB p.91 for further details.

Enchant Items: The Mage may create magical items. The


e) Starting Equipment and Funds character needs a Craft skill of at least Professional level to
make a magic item from that sort of material. A Wizard
The Druid begins play with his chosen weapons, a shield if the with Craft (Blacksmith) of 55% would be able to create
skill was chosen, a suit of leather armour and a symbol of the enchanted metal items, such as weapons.
Druid's faith. 2D4x10 "coins of the realm" may be used to
purchase additional equipment.
e) Starting Equipment and Funds
Back to Contents.
The Mage begins play with his chosen weapon, an outfit of
fine robes and a grimoire of his spells. 2D6x10 "coins of
10) Mage the realm" may be used to purchase additional equipment.

Back to Contents.
a) Introduction

Characteristic Requirements: INT 9, POW 9 11) Sorcerer

The Mage is a spellcaster who uses formulae to harness the


mystical forces of the universe to wondrous effect: corruscating a) Introduction
attacks; impenetrable defenses; deceptive illusions; and other,
marvellous effects. Characteristic Requirements: INT 14, POW 16

The Sorcerer's powers are drawn from supernatural beings


b) Starting Professional Skills and realities: elementals, demonic entities and other planes
of existence. Needless to say, this is not without its risks,
• Main: Literacy (Own Language), Lore (Occult), but many Sorcerers are willing to pay the price.
Perform (Ritual), Persuade, Research
• Optional: Craft (any), Fine Manipulation, Insight,
Language (Other), Two other Lore skills (Any), b) Starting Professional Skills
Sleight of Hand, Teach
• Main: Literacy (Own Language), Lore
(*) Mages are an Artificer class. They may not wear armour (Blasphemous), Perform (Ritual), Persuade,
and are limited to the following weapons: quarterstaff, dagger, Research
dart, sling. Starting Mages may take a maximum of ONE • Optional: Craft (any), Fine Manipulation, Insight,
weapon skill. Points must be allocated to Attack and Parry Language (Other), Two other Lore skills (Any),
skills with the chosen weapon. Sleight of Hand, Teach, Weapon Skill (*)

(*) Sorcerers are an Artificer class. They may not wear

9
armour and are limited to the following weapons: quarterstaff, b) Starting Professional Skills
dagger, dart, sling. Starting Sorcerers may take a maximum of
ONE weapon skill. Points must be allocated to Attack and • Main: Fast Talk, Insight, Lore (History), Lore
Parry skills with the chosen weapon. (Occult), Research
• Any five skills chosen from: Art (Any), Craft
(Any), Language (Other), Literacy, Lore
c) Starting Special Abilities (Blasphemous), Lore (Folklore), Lore
(Philosophy), Perform (Orate), Persuade
Sorcerer Sanity: Sorcerers meddle with things which should
be best left alone. As such, they should be subject to the Sanity (*) Psionicists are an Artificer class. They may not wear
rules, BGB p.318-328. If this optional system is not in use, the armour and are limited to the following weapons:
character should at least begin play with one "minor quarterstaff, dagger, dart, sling. Starting Psionicists may
personality quirk" which manifests at inconvenient times and take a maximum of ONE weapon skill. Points must be
makes negotiating with NPCs difficult (i.e. halves allocated to Attack and Parry skills with the chosen
Communication skills when dealing with NPCs). This quirk weapon.
should be determined in conjunction with the GM.

Sorcery: The Sorcerer begins with four Sorcery spells. No skill c) Starting Special Abilities
points are assigned to the spells as they (usually) "just work".
A Perform (Ritual) skill roll is needed to trigger the spell or Psionics: The Psionicist begins with two Psychic abilities
summoning. The spells are cast as described below: learned at POWx1%. See Powers.Psychic BGB p.110-122.
More points from the Professional Skill points or Personal
Alternative Magic System: Primary Art is Sorcery and may Skill points can be added to these starting levels.
choose one Secondary Art.

d) Later Special Abilities


d) Later Special Abilities
None.
Familiar: The Sorcerer may summon, capture or befriend a
small animal (or other creature) when his Perform (Ritual) and
Lore (Occult) skills reach Expert level. See BGB p.90 for e) Starting Equipment and Funds
further details.
The Psionicist begins play with his chosen weapon (if any),
Wand/Staff: The Sorcerer may create a magical staff when the an outfit of good quality robes and a small object of special
character's Perform (Ritual) and Lore (Occult) skills reach significance to the character (this may be a "lucky charm",
Expert level. See BGB p.91 for further details. fetish, memento or similar item). It has no in-game effect
other than to add personal flavour to the character. 2D6x10
Enchant Items: The Sorcerer may create magical items. The "coins of the realm" may be used to purchase additional
character needs a Craft skill of at least Professional level to equipment.
make a magic item from that sort of material. A Sorcerer with
Craft (Blacksmith) of 55% would be able to create enchanted Back to Contents.
metal items, such as weapons.

e) Starting Equipment and Funds D) SKILLS


The Sorcerer begins play with his chosen weapon, an outfit of
fine robes and a grimoire of his spells. 2D6x10 "coins of the 1) Starting Skill Levels
realm" may be used to purchase additional equipment.
These rules assume the campaign is of Power Level
Back to Contents. Normal. Starting characters divide 250 points over their
Professional Skills and may then allocate INT x 10 further
points from their Personal Skill Points as desired over their
12) Psionicist Professional skills or other skills of their choice.

See BGB p.21 and p.24 for more detailed discussions of


a) Introduction campaign power levels and starting skill points.

Characteristic Requirements: POW 15, INT 12, CON 11 Back to Contents.

10
2) Combat Skills 4) Lores

This rule set uses separate skills for Attack and Parry with a
given weapon. a) Introduction

All Professions are described as Warrior, Persuader or To maintain the "fantasy flavour", certain Knowledge and
Artificer classes. These distinctions are made to provide some Science skills are redesignated as Lore skills. All other
balance for those professions who lack magical or other skills. game effects remain the same.

The Warrior classes are those that live and breathe warfare: the The following Knowledges translate directly to Lores:
Fighter, Paladin, Ranger and Barbarian. These professions have Academics, Blasphemous Lore, Folklore, Group (specific
weapon skills listed as one or more of their "Main" skills. As *), History, Law, Occult, Philosophy, Region (specific *),
per BGB p.199, after the skill points have been allocated, the Religion (specific *), Streetwise
skills are doubled and split evenly between Attack and Parry
skills with that weapon; the Attack and Parry skills then (*) Players and GMs are encouraged to substitute more
increase separately through experience. If the chosen weapon is descriptive and flavourful names for these generic terms,
a missile weapon, the Parry skill starts at half the Attack skill e.g. Group (The Five Wizards), Region (Weeping Waste),
in that weapon. If the chosen weapon is a shield, the Attack Religion (Thor).
skill starts at half the Parry skill with that shield.
The following Sciences have name changes: Botany to Lore
The Persuader classes are those who might prefer negotiation (Plants), Zoology to Lore (Animals), Chemistry to Lore
and only draw weapons when other options are exhausted: the (Alchemy **)
Thief, Bard, Cleric, Druid and Noble. These professions have
weapon skills listed as optional choices (e.g. "Any five skills
(**) If the Alternative Magic System is used, Lore
chosen from"). Points for the Attack and Parry skills with a
(Alchemy) represents theoretical and practical laboratory
chosen weapon or shield must be allocated separately from the
work and is distinct from the rituals and processes of the
character's Professional and/or Personal skill points.
Art of Alchemy.

The Artificer classes are those who have little or no weapons


Described below are a few more Lores from other sources.
training as their professions focus on powers beyond mere
mundane bloodshed: the Mage, Sorcerer and Psionicist. These
characters do not have Professional combat abilities and must
allocate points from their Personal Skill Points pool to the b) Lore (Engineering)
Attack and/or Parry skills for each chosen weapon.
Trained engineers have a good understanding of mechanical
It should be made clear that the Persuader and Artificer class principles and methods of construction. Although capable
characters may still learn weapons skills and take active roles of working with others, engineers may also complete many
in combat situations. If no weapon skills are taken, the tasks by themselves. Engineers are conversant with
character may still fight using weapons at their base chance metal/woodworking tools and terminology. They can draw
plus the character's Combat Skills Bonus. Successful attacks or up plans and can interpret technical drawings no matter
parries with these weapons will grant the character an how obscure or involved. Master Engineers (90%+) can
experience check and allow the chance to increase the skills as supervise gangs of skilled/semi-skilled/unskilled labourers
normal. up to their APPx5 in number. Engineers can prepare plans
for many projects including war machines, river locks,
mills, fortresses and dams. Many engineers are familiar
Back to Contents.
with the techniques and engines of seige warfare.

3) Firearms c) Lore (Metallurgy)

At GM's discretion, and the background of the campaign Characters with this skill recognise the ores of the more
world, early firearms may be available. These will be important metals (eg iron, copper, tin, lead, silver, gold)
specialities of the Firearms skill, most commonly, Firearms and, given the right equipment, can extract the metal from
(Pistol) and Firearms (Musket). Specific weapons (match lock, the ore. They can also calculate the correct mixture of
flintlock, wheel lock) may also be available. metals required to produce alloys of various qualities,
including bronze, pewter and electrum. Note that this skill
Back to Contents. confers no ability to work the prepared metal; a smithcraft
skill is required for that.

d) Lore (Poisons)

Many plants, animals, metals, minerals and other

11
substances are dangerous if touched, breathed, ingested or if (be it wealth, personal honour, notoriety, fame or
they attack. Lore (Poisons) grants knowledge of these reputation) within the game world. If taken as a skill, it
hazardous materials, flora and fauna. A successful skill roll should be specialised for a particular organisation, country,
allows the character to: identify poisons and their sources; religion or other group within the game world. For
manufacture poisons of varying efficacy (typically one or two example, Clerics may take the Status (Own Religion) skill
D6 damage, perhaps more on a special or critical success); and to reflect their position within their church heirarchy. Noble
manufacture antidotes. See the rules for Poisons in BGB p.229 characters may take Status (Country) as a gauge of their
and p.272. Also, the Stormbringer 3rd Edition Poison Lore importance within their country's ruling class. Using Status
rules (p.57-58). outside the specialisation is a Difficult task. See the Status
skill on BGB p.79-80 for more details.

e) Lore (Magic Items) Specialisations include (but are not limited to): Religion
(by cult, creed or deity), Region (by city, homeland,
This Lore covers knowledge of the history, legends, makers, country, realm, empire), Merchants' Guild (by trade or
owners, users and events a magical item has affected or taken region), Thieves' Guild (by Region or city), Army (by
part in over time. A successful skill roll may reveal some of the Region or city), Navy (by Region), Professional (by trade
powers an item possesses and whether the item is beneficial or or craft), Group (by social level, caste, tribe, occupation or
cursed in some way. It is not a means to detect magic in an kin)
item (other spells and senses must be used for that). However,
if the history is steeped in evil - as revealed bt a successful skill Starting characters may not have more than one Status
roll - it may be that the character will choose not to take the specialisation.
item, a decision that is best roleplayed.
Starting characters are capped at a maximum of 15% in this
Back to Contents. skill. The Communication Skills Bonus is then added to the
allocated points.

5) Languages and Writing


b) Characters With More Than One Status Skill
All characters begin with Language (Own) at INTx5%. All
characters also begin with the Language (Common Speech) It would be possible for a character to have more than one
skill at INTx5%, to at least allow all starting characters to Status skill specialisation. This is most likely to come about
communicate with each other. Skill rolls to talk with other through play as the characters meet new and more powerful
characters should not, normally, be necessary. However, in NPCs. There then arises the question of conflict of interest
extreme conditions (like trying to yell a warning to another between these groups, nations and organisations. Perhaps
character over the din of battle, or trying to whisper while this is best illustrated with an example.
remaining unheard by a sentry), the GM can require a skill roll
to ensure the speaker's message is communicated clearly (an A Fighter with Status (Homeland) 25% completes a quest
experience check is earned for successful use in such for a high level cardinal of the Sea God. As part of the
circumstances). reward for this quest, the GM grants the Fighter a 5%
Status (Sea God) skill, to reflect that the Fighter is now
Literacy in a pseudo-mediaeval fantasy setting is not known amongst the Sea God's worshippers and may be
widespread. Players who wish their characters to be able to treated with respect and granted favours by sailors,
read and write must allocate points from Professional and/or fishermen and other maritime characters. Over the course of
Personal Skill Points pools to the Literacy (Own Language) time, and many sea-borne adventures, the Fighter's Status
and Literacy (Other Language) skills. (Sea God) rises to 27%. This need not mean the Fighter is
no longer loyal to his homeland. Rather, he is torn between
two factions which may prove problematic if the
Languages include (but are not limited to): Mannish (by
organisations come into conflict, either directly or
nation); Common Speech; High Elven; Wood Elven; Dwarfish;
indirectly. Some possibilities would be:
Orcish; Goblin; Trollish; Woodland Tongues (the languages of
the birds and beasts of the forests, known to Druids); Druidic
(the secret tongue of the Druids); Thieves' Cant (the secret • The Fighter's homeland makes war against another
slang tongue of the underworld). nation, an island which venerates the Sea God.
This involves fleet actions on the high seas, where
Back to Contents. the island's priests call upon the Sea God to aid
their ships.
• The seas are stricken by a blight or curse and are
awash with dead fish. The Sea God calls upon his
6) Status Skill Specialisations faithful (including the Fighter) to make war on the
land which pollutes the oceans. Unfortunately, this
pollution of magical effluent is traced to the
a) Status in the Game World Fighter's homeland.

The Status skill is an attempt to quantify a character's standing In both these situations, the question arises: where do the

12
Fighter's loyalties lie? This question is best answered through • Each successful use of Turn Undead +1
roleplaying the Fighter's choices in the campaign. • Each powerful Undead creature destroyed +1D6

One final point. While characters with multiple Status Druids


specialisations are possible, characters from religious orders
(Clerics, Druids, Paladins and Rangers) should not have more
• Each tree planted +1
than one Status specialisation with different deities. The
• Each animal healed +1D4
character has chosen to dedicate his or her life to that deity
only. Further mundane specialisations would be acceptable. A
priest of Thor could have Status (Thor) and Status (Norway), to Paladins
reflect his standing within the thunder god's church and with
the people of Norway. But the priest should never have Status • Each Undead creature or demon destroyed +1D6
(Odin): the character's soul belongs to Thor and no other. • Each "champion of evil" defeated +1D6
• Succumbing to temptation -1D3
Note, the above rule says should not, not must not. If such a
situation ever arises in a campaign, it will make for some very Rangers
interesting roleplaying possibilities!
• Each trail blazed or new route found +1D4
• Each civilian rescued from the wilderness +1
c) Status Awards and Penalties
• Each animal hunted solely "for sport" -1D4

The Status skill description, BGB p.79-80, states that Status


Fighters and Nobles
cannot be increased through normal experience checks. Rather,
accomplishing tasks and perilous quests will win the character
renown and recognition amongst his or her peers. Such • Defeating a powerful opponent (*) +1D6
increases may be a single point or perhaps D3, D4 or D6. • Enforcing a law of the land +1D4
Perhaps more importantly, Status can go down as well as up. • Public works undertaken (**) +1D6
Failing in a quest or unseemly behaviour may result in the • Breaking a law of the land -1D4
character losing the respect of his peers and, consequently, a
decrease in his Status skill. (*) The victory must be witnessed by important NPCs or
PCs
How might characters of given profession earn or lose Status?
Some suggestions are given below. (**) For example: maintaining roads, watch towers,
organising a fair
Members of Religious Orders (Clerics, Druids, Paladins and
Rangers) Thieves and Bards

• Each year of game time spent as a priest +5 • Each week's "living expenses" stolen (*) +1
• Each week's "living costs" (*) of treasure sacrificed or • Each successful performance given +1
donated to the church +1 • A "big score" +1D6
• Each priest of a rival church defeated (*) +1D6 • An audience with powerful NPC +1D6
• Each civilian converted +2 • Getting caught -1D6 (and/or prison sentence)
• Each ceremony performed for a congregation +1 • Being pelted off stage -1D3
• Each new place of worship constructed +10
• Making a pilgrimage to the church's sacred places +10 (*) The amount stolen varies between game worlds but
• Being defeated by a priest of a rival church (**) -1D6 should be enough to pay for 7 days lodging at an average
• Unconfessed sin against the order -1 quality inn and three meals per day.
• Unseemly conduct concealed -1D4
• Unseemly conduct exposed -1D10 Wizards, Sorcerers, Psionicists

(**) The sum donated or sacrificed to the church varies • Each new (*) spell, ritual or power developed
between game worlds but should at least equal the average +1D6
living expenses of a typical family in that world. A "family"
• Each magic item created +1D6
would be two or three adults and two to five (D4+1) dependent
children.
(*) i.e. a spell, ritual or power not listed in the Magic
section.
(**) The defeat need not be in combat. It could be in a
theological or philosophical debate, the successful completion
of a quest or other challenge against the rival.
d) Using Status in the Game
Classic Clerics
A number of ideas are described in the BGB, p.79-80. Of

13
interest here is the use of Status as a "professional credential", • If the DI roll is failed, the deity does not grant the
which allows Status to receive a temporary increase of 1/5 of a character's request. Perhaps the deity is well-
relevant professional skill, as described in the italicised mannered enough to answer "I'm sorry, my son";
example on p.80. What constitutes a "professional credential" or strict enough to list the character's failings:
for the classes described here? Some suggestions are given "You did not pray the required thirty minutes on
below: that Wednesday three months ago" (even if the
character had been in combat against an ogre at
• Fighter: A weapon skill (of any type) or Strategy that time!); or perhaps just impersonal enough to
• Paladin: Lore (Own Religion) or a weapon skill (of say "I'm sorry, all our operators are busy at the
any type) moment. Your request is three-hundredth in the
• Ranger: Track or Navigate queue and will be answered as soon as an operator
becomes available." Some deities do not respond
• Barbarian: A weapon skill (of any type) or Stealth
at all.
• Thief: Fine Manipulation or Sleight of Hand
• Bard: Perform (Play Instrument) or Perform (Sing)
• Noble: Etiquette (specialisation) or Command
f) What happens to the character's Status (Own
• Cleric: Lore (Own Religion) or Insight
Religion) after the DI roll?
• Druid: Lore (Plants) or Lore (Animals)
• Mage: A Spell skill rating or Perform (Ritual)
If successful: the character is saved and that is reward
• Sorcerer: Perform (Ritual) or Lore (Blasphemous)
enough. The intervention has used up some of the
• Psionicist: Lore (Occult) or Art (player's choice) character's accumulated "good faith" or "brownie points"
with the deity who does not wish to be bothered by this
However, these suggestions are situation-dependent and the mortal for some time. The character's Status (Own
GM and players should roleplay the negotiation involving the Religion) drops by 1/5 of its original value and further DI
Status of the character. For instance, a Fighter wishing to attempts are forbidden for 1D6 game months.
impress a horse merchant may wish to use his Ride skill as a
temporary Status bonus; his knowledge of horses being more If failed: Assuming the character does survive the
important than his skill with a sword. encounter which necessitated the DI roll, his Status (Own
Religion) is halved and the deity admonishes the character
saying, "you must try harder, mortal!" and no further DI
e) Divine Intervention rolls are allowed until the original Status (Own Religion)
skill level is regained. The player must strive to ensure the
In desperate circumstances, the most devout may turn to their character regains the lost Status points through acts
patron deity for aid and the player may request Divine appropriate to the religion.
Intervention. The character's Status with his or her deity is of
paramount importance. Has the character lived up to the ideals
and teachings of the deity? Is he or she sufficiently pure of g) Non-Divine Intervention
spirit to attract the deity's attention in time of need? If so, read
on. If not, perhaps swords and maces are the answer to the Those characters without patron deities (or guardian
character's troubles? demons, depending on religion) may wish to request aid
from more mundane "higher powers". A Thief could call on
The procedure for requesting Divine Intervention is as follows. his Guild; a Noble to members of the royal court; or a
Fighter to an army's general. In the examples below, Status
• The character checks his or her Status (Own Religion) (Organisation) refers to the particular Status specialisation
skill. skill for the group being called upon.
• The player then makes the request to the deity. The
request should be measured and not overly drastic, • The character makes his or her request to the
particularly if there could be a dramatic effect on the relevant organisation. Evocative roleplaying and/or
game world (a priest requesting his deity raze a city so a measured statement of facts, resources required
he can avoid a rampaging mob of orcs would be one and risk versus reward may, at GM's discretion,
such overly-dramatic effect). provide a temporary bonus (in the range of +5% to
• The GM judges the request as impartially as possible. +20%) to the character's Status (Organisation)
Roleplaying a god can be an awesome responsibility! skill.
• In most cases, a Divine Intervention call should be a • The player makes a Status (Organisation) skill roll,
Difficult Status (Own Religion) skill roll. Suitably with bonuses for roleplaying, if applicable. Then
emotive roleplaying could provide a temporary check the result below:
increase (in the range of +5% to +20%) to the • Fumble: the request is refused and the character's
character's Status (Own Religion) skill. Again, the Status with that organisation drops 1D10%
GM is the final arbiter here. • Failure: the request is refused but the character
• If the DI roll is made, the character is saved through suffers no loss of Status with that organisation
whatever (preferably minimal) effort is required of the • Success: the request should be granted.
deity. The character may be spirited away from harm • Special or Critical: The request is granted and
or the threat eliminated. extra resources may be made available to the PC or

14
the organisation's fee for helping may be reduced, at • Stonemason: A worker of quarried stone; a
GM's discretion. builder
• Tailor: A maker of clothing
In all cases, the GM should judge the request on its merits and • Tanner: A leatherworker. Makes leather goods,
roleplay the NPC making the judgement. including leather armour
• Toy Maker: A maker of childrens' (and adults')
toys and games
h) What Price? • Weaponsmith: A maker of metal weapons
• Weaver: A maker of cloths and fabrics
Calling for help is not without its price. The price may be more
than just money. Here are some suggestions: Back to Contents.

• A Thieves Guild may take 10% of the stolen money or


demand a particular item from the stolen booty. 8) Repair Skill Specialisations
• A Noble family may want a favour in return. If the
favour is not returned, it will almost certainly result in Items that can be made can also be repaired. Of those
the PC losing Status with that group and may lead to Repair skill specialisations given on BGB p.73, only
long term feud. Mechanical, Structural and Plumbing repairs are generally
• An army General may want the Fighter to lead a secret available in the pseudo-mediaeval worlds in which many
mission or Forlorn Hope. campaigns will be set. The Hydraulics specialisation may
• A Wizards Guild may demand a magical item from also be taken, with GM's permission, particularly in
the Mage's collection or a spell from his grimoire. Renaissance, high-fantasy or steampunk settings. An
• A summoned entity may demand a sacrifice before it appropriate Craft skill may, at GM's discretion, add 1/5 the
will aid the Sorcerer. Craft's skill rating to a Repair attempt.

In all cases, in the interests of fairness, the GM should set the Other Repair specialisations include, but are not limited to:
price and tell the player making the bargain. It may be that the
price is too steep and the player will elect to find another way. • Arms and Armour: Repairs non-gunpowder
weapons and armour (see Dwarf, BGB p.341)
Back to Contents. • Guns: Repairs firearms (if applicable in the
gameworld)
• Joinery: Repairs wooden items
7) Craft Skill Specialisations
Back to Contents.
There are many crafts. Humans and their demi-human kin are
endlessly inventive, so the following list is by no means
exhaustive.
E) MAGIC
• Armoursmith: A maker of metal armour
• Blacksmith: A maker of metal goods, tools,
horseshoes, houseware 1) Magical Professions
• Bowyer/Fletcher: Makes bows and arrows (treat as a
single craft skill for greater utility) The Illusionist class has been replaced with Sorcerer. This
• Brewer: A maker of beers and wines way there are four magical professions: Mage, Sorcerer,
• Carpenter: A maker of wooden goods, houses etc. Cleric and Druid. Paladins, Rangers and Bards gain limited
• Cobbler: Makes boots and shoes magical knowledge later in their careers. Psionicists are not,
• Cook: A chef strictly speaking, magic users, though their psychic powers
do have similar effects.
• Gardener: A tender of plants, both edible and
decorative
• Glass Maker: A maker of glass and glass artefacts Back to Contents.
• Goldsmith: A maker of gold artifacts
• Gunsmith: A maker of firearms (if applicable in the
game world) 2) Magic Spells
• Jewelsmith: A gemcutter
• Locksmith: A maker of locks There are 28 Magic spells permitted to Mages (and Bards)
• Plumber: A maker and installer of pipeworks, water described in the BGB.
and drainage systems
• Potter: A maker of ceramic/earthenware crockery Allowable Magic Spells do not include Conjure Elemental
• Rope Maker: A maker of rope (as this is a Sorcery spell) or Heal (which is a Divine Magic
• Shipwright: A builder of ships and boats spell). A Wizard may learn the Wound spell, though this is
• Silversmith: A maker of silverware generally reserved for evil magicians.

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Mechanics of Magic: Magic spells are treated like mundane 5) Psionic Abilities
skills. Each spell has a percentage skill rating. The Mage
chooses which spell to cast and makes the skill roll against the There are 21 psychic abilities described in the BGB.
spell's rating. If successful, the spell is cast and the character
gains an experience check, allowing proficiency with that spell
to increase. A POW vs. POW or power points vs. power points Mechanics of Psionics: Psionic abilities or psychic powers
roll on the Resistance Table may be needed to affect the target. are treated like mundane skills. Each ability has a
percentage skill rating. The Psionicist chooses which ability
to use and makes the skill roll against the ability's rating. If
Back to Contents. successful, the ability is cast and the character gains an
experience check, allowing proficiency with that ability to
increase. A POW vs. POW or power points vs. power
3) Sorcery Spells points roll on the Resistance Table may be needed to affect
the target.
There are 44 Sorcery spells permitted to Sorcerers in the BGB.
Back to Contents.
Sorcerers may not use the Heal sorcery spell (this is Divine
Magic). Back to Main Contents.

Mechanics of Sorcery: In the BGB as written (p.122), Sorcery


spells "just work" with no skill roll necessary, though a
Resistance Table roll may be needed to overcome the target's
POW. This ruleset, however, requires that a Perform (Ritual)
roll must be made to activate the Sorcery spell. The Sorcerer
must concentrate and recall the specific words, gestures and
emotions needed to power the spell. (See the optional rule on
BGB p.71 for details.) If the skill roll is successful, the spell or
ritual is activated and, of course, the character gains an
experience check in the Perform (Ritual) skill.

Back to Contents.

4) Divine Magic

There are 24 spells and powers allowed to users of Divine


Magic (Clerics, Druids, Paladins and Rangers) described in the
BGB.

Divine Magic is not covered in the BGB. In this set of rules it


uses a mixture of spells, rituals and powers from the Magic,
Sorcery and Psychic power types. Clerics, Druids (and by
extension Paladins and Rangers) may learn any of the
following from the BGB:

• Magic: Light, Dark, Wall, Ward, Countermagic, Heal,


Perception, Protection, Resistance
• Sorcery: Liken Shape, Muddle, Pox, Bird's Vision,
Rat's Vision, Heal, Unbreakable Bonds
• Psychic: Aura Detection, Danger Sense, Dead Calm,
Emotion Control, Empathy, Levitation, Mind Control,
Sensitivity

Mechanics of Divine Magic: All Divine Magic works like


Sorcery spells and rituals. A Perform (Ritual) roll must be
made to activate the Divine spell. The spellcaster evokes the
power of the deity through prayer. (See the optional rule on
BGB p.71 for details.) If the skill roll is successful, the spell is
activated and, of course, the character gains an experience
check in the Perform (Ritual) skill. The spell may require a
Resistance Table roll to overcome the target's POW.

Back to Contents.

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