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HOLYQUEST

Version 3.1
By James W. Aubuchon Copyright 1997, 2007 by James W. Aubuchon. All rights reserved. This document may be copied or reproduced on a free basis, however any reproduction of this document for sale, or any inclusion of this document in whole or in part in any other document is strictly forbidden without written consent of the author. ABOUT FUDGE FUDGE is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of FUDGE are available on the Internet via anonymous ftp at ftp.csua.berkeley.edu, and in book form or on disk from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from FUDGE may specify certain attributes and skills, many more are possible with FUDGE. Every Game Master using FUDGE is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with FUDGE copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of FUDGE, Steffan O'Sullivan, P.O. Box 465, Plymouth, NH 03264. DISCLAIMER The following materials based on FUDGE, entitled Holyquest, are created by James W. Aubuchon and made available by James W. Aubuchon, and are not authorized or endorsed in any way by Steffan O'Sullivan or any publisher of other FUDGE materials. Neither Steffan O'Sullivan or any publisher of other FUDGE material is in any way responsible for the content of these materials. Original FUDGE materials (c) Copyright 1992-1995 Steffan O'Sullivan, All Rights Reserved. The FUDGE rules may be found at: http://www.iccom.com/usrwww/bing/frp/fudge/fudge_toc.html All images are taken from http://www.free-clipart.net and http://www.free-graphics.com and are the property of their respective owners. They are being used on a royalty free basis.

TABLE OF CONTENTS
I. INTRODUCTION ........................................................................................................................................4 II. WHAT IS ROLE-PLAYING? .....................................................................................................................5 III. CREATING A CHARACTER ...................................................................................................................6 A. Attributes ....................................................................................................................................................... 6 B. Character Class.............................................................................................................................................. 7 C. Skills................................................................................................................................................................ 7 D. Equipment ...................................................................................................................................................... 8 E. Combat Attributes ......................................................................................................................................... 8 F. Race ................................................................................................................................................................. 9 IV. SKILLS ..................................................................................................................................................10 Combat Skills.................................................................................................................................................... 11 Scouting Skills................................................................................................................................................... 13 Engineer Skills .................................................................................................................................................. 15 Minister Skills ................................................................................................................................................... 17 Prophet Skills.................................................................................................................................................... 19 Craftsman Skills ............................................................................................................................................... 22 V. COMBAT ................................................................................................................................................24 VI. SPIRITUAL WARFARE.........................................................................................................................28 VII. BLACK MAGIC.....................................................................................................................................31 VIII. EXPERIENCE ......................................................................................................................................34 IX. THE QUEST...........................................................................................................................................35 X. MONSTERS............................................................................................................................................36 2

XI. BEAUTY AND THE BEAST ..................................................................................................................39 XII. EQUIPMENT.........................................................................................................................................44

I. INTRODUCTION
And a highway will be there; it will be called the Way of Holiness. The unclean will not journey on it; it will be for those who walk in that Way; the simple will not stray from it. Isaiah 35:8 Holyquest is a fantasy role-playing game not unlike many role-playing games that are on the market. The main difference between Holyquest and other games in the role-playing genre is that Holyquest is a fantasy game from a Judeo-Christian perspective. This does not mean that the game is preachy, it merely means that the game, rather than being set in a universe of multiple gods and goddesses of a pagan nature, it is set in a world where there is only one Almighty God who rules everything. Think of all of the great stories in western literature that fire your imagination, like the writing of such greats as Dante, Milton, and John Bunyan, or Jules Verne, H. Rider Haggard, and Raphael Sabitini. Think of the exploits of Charlemagne or King Arthur and the Knights of the Round Table, and you will have an idea of the setting and background for Holyquest. Setting a Judeo-Christian perspective for Holyquest results in two important differences between this fantasy role-playing game, and other games of a fantasy role-playing nature. First of all, Holyquest is set in a fantasy world that also has a certain degree of technological sophistication. Therefore, even though one may be encountering dragons, elves, dwarves, ghouls, and other creatures of a fantasy nature, they will also be in a world that has developed the use of gunpowder, and other technological advancements. The reason for this is that the game is meant to emphasize a western worldview, as well as supplying a slightly different atmosphere to the game. The second difference in Holyquest from other games is that the element of the supernatural is looked at from a Judeo-Christian perspective, rather than a pagan perspective. This means that all supernatural or magical phenomena are seen to be either divine or demonic. There is no neutral ground with regards to extra-ordinary powers and abilities. They either come from God, or they come from the Devil. Again, this is not meant to be preachy, but to simply reflect the reality of the Judeo-Christian world-view, which is the basis for this game. Those players that happen to come from a Judeo-Christian perspective will be refreshed to play a role-playing game that accurately reflects their 4

beliefs. They will be able to play characters and have adventures without suffering the ethical problems that may arise when one role-plays in an environment where actions that are forbidden to them, are practiced by their characters, some of whom are considered to be good. Those players from a nonJudeo-Christian perspective or perhaps from no particular perspective at all, will be able to role-play from a different perspective than they are used to. I believe that you will find that Holyquest is just as fun, enjoyable, and playable as any role-playing game that you have ever played. A role-playing game should not be an endless nit-picking rules dirge, but a fun system that opens the doors and provides a context for maximum creativity. This is the philosophy behind Holy Quest. We now invite you to join some of the greatest men and women in the world of fantasy who themselves wrote from a Judeo-Christian perspective: J.R.R. Tolkien, C.S. Lewis, Madeleine L'Engle, Stephen Lawhead, Sir Thomas Moore, and others in a journey into a land filled with magic and mystery. A land where only the bravest of souls who long for the light of immortality will partake of the incredible adventure that awaits. Are you prepared for your Holy Quest?

II. WHAT IS ROLE-PLAYING?


Role-playing is best described as a live novel, being created and acted out by people, and abiding by a set of rules that enables this creative experience to have an orderliness and uniformity which allows the people to interact in an imaginary world, and do things that would not normally be possible in the real world. The rules of the game (or simulation) enable the players to perform actions and determine outcomes without resorting to arguing or endless self-centered childs play. (Bang! I shot you! Did not! Did too! No, I flew over your head you never got me!, etc.) A person called a Gamemaster creates a world, and a set of adventures in accordance with the rules of the game. Each of the players in the game creates a character with which they will interact with the environment and entities that the Gamemaster has created. This character has certain characteristics and attributes that define how the character can react within the imaginary environment. A player in Holyquest cannot simply do whatever his imagination suggests. He must act according to the abilities and personality of his or her character. A player attempts to take action in light of his or her character, and the Gamemaster, using the rules of the game, determines whether the desired action of the character takes place, does not take place, or whether some other action than the planned result occurs. Role-playing is virtual reality at it's very best. It, like a novel, uses the full extent of the imagination, and requires all of one's knowledge, experience, and creativity to make it a rewarding experience.

III. CREATING A CHARACTER


What You Will Need In order to play Holyquest, you will need a character sheet (a character sheet is provided at the end of these rules, and can be copied for your use), a pencil, and a special set of dice known as FUDGE dice. These dice each have six sides. On two of the sides are 1, on two of the sides are 0, and on two of the sides are +1. These dice can be bought at many hobby and game stores, but there are also some other ways to come up with these dice. You can take 4 sixsided dice, and count all 1s and 2s as 1, all 3s and 4s as 0, and all 5s and 6s as +1. You could also get some labels, and cut them into small squares the size of the dice sides, and write 1, 0, and +1 on each of two of the labels, and then fix them to the dice. In order to generate a result, roll 4 FUDGE dice, and add the numbers together. This will give you a value between 4 and +4. Almost all die rolls in Holyquest are rolled using 4 FUDGE dice (abbreviated 4DF). However, you should also have some 6-sided dice and 8-sided dice handy as well, as there may be times when you need to roll 6-sided dice (abbreviated D6) or an 8-sided die (abbreviated D8) for certain actions.

Concentration (CNC) - The ability of the character to focus their attention. It affects a character's ability to do such things as pray, study, and learn new skills. Common Sense (SNS) - This is the ability of the character to make good decisions and act wisely in given situations. Leadership (LDR) - This is the character's ability to command the respect and cooperation of others. It is used in parley to affect if certain entities will either withdraw or join the party, as well as in bargaining and dealing. Faith (FTH) - This is the degree of trust that the character has in God. It affects a character's ability to pray and trust God. Holiness (HOL) - This is the degree of spiritual growth of the character. It affects the ability of the character to defend against spiritual combat, as well as the ability of the character to act appropriately in a difficult situation. Unlike the other attributes, holiness is not determined using FUDGE dice. Instead, a character begins the game with a holiness level of 1. This corresponds to the -3 or Terrible level. The character will grow in holiness as he/she performs quests, and does the will of God. Value +4 +3 +2 +1 0 -1 -2 -3 -4 Holiness Level 8 7 6 5 4 3 2 1 0

A. Attributes
The first thing that you must do to create a character is to determine his or her attributes. These are the basic abilities that will be used to resolve the actions of the character. There are eight basic attributes in Holyquest. These are: Strength (STR) - The physical prowess and muscular power of the character. This attribute determines how much a character can carry, how large a weapon he or she can use, and affects the amount of damage done in combat. Endurance (END) - The ability of the character to withstand bodily injury, sickness, and disease, as well as a character's ability to persevere in a task. It affects the Defensive Damage Factor of the character, and is also used in resisting poison and other ailments. Agility (AGL) - The ability of the character to maneuver his body. It affects a characters attack and defense value in combat, as well as skills that require the ability to maneuver. 6

Any character, which reaches a Holiness Level of zero, will have 5 days to have that level restored. If the character is not restored to level 1 within 5 days, they are removed from the game. Characters may lose levels of holiness through wrong actions on the part of the character, and also through Spiritual Warfare. In order to have ones holiness restored, they must find a Minister who has the Restore Holiness skill.

In order to determine all the other attributes besides HOL the player rolls 4DF. This gives the player a value between -4 and +4. Write this value for each attribute in the space provided on the character record sheet as a plus or minus number. Here is the table of levels for FUDGE rolls: +4 +3 +2 +1 0 -1 -2 -3 -4 Legendary Superb Great Good Fair Mediocre Poor Terrible Pathetic

We will list the civil classes first. These are: Soldier - This is the basic fighting character class of the game. This class represents a basic military trained person whose main abilities are combative in nature. Scout - This character is one who goes out and obtains information on enemy movements and activities of a military nature. The scout is basically one who engages in espionage. Engineer - This character is one who designs and constructs various technological devices and structures in order to help the military achieve its goals, including the construction of firearms, cannon, explosives, bridges, boats, and other types of equipment. The other classes belong to the category of the spiritual classes. These are: Minister - This is the agent of God's grace and mercy. This class is the most passive of all the classes. This character never engages in offensive combat except to disarm his or her opponent, and is mainly responsible for healing, encouragement, and blessing of others. Prophet - This is the agent of God's wrath and judgement. This class is an extremely powerful one, but the character must be very careful, lest he fall under the very judgement that he metes out to others. Craftsman This class is able to fashion various types of melee and missile weapons, as well as armor, jewelry, and even holy objects.

Alternatively, the player may begin with all attributes at Poor (-2), and spend 24 attribute points on raising their attributes. The cost for raising an attribute is as follows: +3 +2 +1 0 -1 -2 -3 -4 Superb Great Good Fair Mediocre Poor Terrible Pathetic 16 8 4 2 1 0 -2 -4

Note that attributes cannot be raised to Legendary at the beginning. Characters can actually gain attribute points to spend by lowering an attribute below Poor. For example, to raise an attribute from Poor to Superb would cost 16 attribute points. If you lower an attribute from Poor to Pathetic, you gain 6 attribute points For every 30 experience points (or 3 levels of Holiness), a character may add 1 to any attribute of his choice.

C. Skills
Each character class has certain skills that are specific to that class. In the beginning, characters receive 8 experience points to spend however they choose. See the section on Skills for more information. All characters start with the Self Defense skill at a level of Poor (-2). They need not spend experience points to acquire that skill, but if they wish to raise the level of the skill, they will have to spend points as normal.

B. Character Class
The player must next decide which character class he wishes to be. These classes are subdivided into two categories: civil classes, and spiritual classes.

D. Equipment
A character receives 3D6 x 10 gold pieces to start the game (Roll 3 six-sided dice, add them together, and multiply the result by 10). A gold piece is the basic unit of monetary value in the role-playing universe. Everything in the game will be assessed according to its gold piece (or g.p.) value. The player can use these gold pieces to purchase equipment for his/her character. The Gamemaster will determine what equipment (if any) is available to the players at the beginning of the game, and the characters may then buy from whatever is available any equipment they wish. This equipment is found in Section XII. Any equipment that is purchased should be written down on the character record sheet under equipment, and the corresponding Encumbrance (ENC) value should be written down alongside it. When a character purchases a weapon, he or she should write the weapon down in the equipment column with the ENC, and also in the weapon column, along with the Offensive Dame Factor (ODF). If the character purchases armor or a shield it should be written down in the equipment column with its ENC. It should also be written in the armor column, along with the Defensive Damage Factor (DDF). Any additional armor or weapons should be written down in the equipment column with its corresponding ENC. When all equipment has been purchased, the player should add up all of the encumbrance values in the ENC column, and place the total in the Total space at the bottom of the column. If this number is equal to or less than 50% of the character's maximum encumbrance, then there is no penalty. If it is greater than 50% but less than or equal to 75% of the characters Max ENC, there will be an Encumbrance Modifier (or ENC Modifier) of -1. If the Encumbrance is greater than 75% of max ENC, there will be an Encumbrance Modifier of -2. A character cannot carry more than his Max ENC.

Max ENC is used to determine the Encumbrance Modifier (see above), which is then used for some of the other Combat Attributes below. The Attack modifier (ATK) is obtained by adding together the following: 1. The AGL of the character. 2. The modifier for the skill level of the combat skill used by the character. 3. The ENC Modifier if any. Write the total ATK modifier in the attack line of the character record sheet. The Defense modifier (DEF) is obtained by adding together the following: 1. The AGL of the character. 2. The modifier for the Self-Defense skill of the character 3. The ENC Modifier if any. Write the total DEF modifier on the defense line of the character record sheet. The Offensive Damage Factor (ODF) is determined by adding together the following: 1. The STR of the character 2. The ODF modifier for weapon used. Write the total ODF modifier on the ODF line of the character record sheet. The Defensive Damage Factor (DDF) is determined by adding together the following: 1. The END of the character. 2. The DDF modifier for armor worn. Write the total DDF modifier on the DDF line of the character record sheet. A characters movement value or Move is found by taking the number 6, and adding the following: 1. The AGL of the character. 2. The ENC Modifier if any. Write this number on the Move line of the character record sheet. A characters combat stamina or Stamina is found by taking the number 6 and adding the following: 1. The END of the character 2. The ENC Modifier if any. A characters maximum stamina or Max Stamina is found by taking the lowest attribute of these three: 8

E. Combat Attributes
The player must now determine the Attack and Defense modifiers, and Movement of his/her character. These are the basic attributes that will be used in combat and other action situations to determine outcomes. A characters maximum encumbrance or Max ENC is found by taking the number 6, and adding the following: 1. The STR of the character.

STR, AGL, and END, adding 5, and then multiplying it by the characters Stamina. Example: A Character with an STR of 0, an AGL of +2, and an END of +1 with no ENC Modifier because their total equipment does not exceed 50% of their Max ENC would have a Stamina of 6 + 1 or 7. Their Max Stamina would be based on their STR, since it is the lowest of the three attributes, and would be (0 + 5) x 7 or 35. You should now have everything on your character record sheet filled in, and be ready to play the game. However, you will first want to read the various sections on Skills, Combat, Equipment, Etc. in order to fully understand the rules.

Gnome 1. STR: -2 2. END: +2 3. CNC: +1 4. FTH: -1 5. DEF: +1 (size) 6. DDF: -1 (size) Special Abilities: Night Vision 60 ft.

F. Race
These rules will list some basic races that can be played in Holyquest. If a player wishes to play some other race, these races can be used as templates to allow the GM to create modifications for other races. The modifiers below are to be applied after the attributes have been either rolled or purchased using attribute points. Human No modifications necessary. Elven 1. STR: -1 2. AGL: +1 3. END: -1 4. CNC: +1 Special Abilities: Night Vision 60 ft. Dwarf 1. STR: +1 2. AGL: -1 3. END: +1 4. CNC: -1 5. SNS: +1 6. FTH: -1 Special Abilities: Night Vision 60 ft. Halfling 1. STR: -2 2. AGL: +1 3. END: +1 4. SNS: +1 5. LDR: -1 6. DEF: +1 (size) 7. DDF: -1 (size) 9

IV. SKILLS
Holy Quest has a rather unique skill system that is well defined, and yet flexible. All abilities of a character, whether natural or supernatural are called skills. There are certain skills that belong to each character class. Some of these skills are acquired by the character at the beginning. The character can acquire other skills during game play by expending experience points. A character may acquire a skill by possessing all prerequisite skills listed for the skill, and expending the number of experience points listed for the skill. However, in order to acquire a classspecific skill outside of your character class, you must first acquire all prerequisite skills, and then expend double the number of experience points to acquire it. All skills, when acquired, begin at a skill level of Poor (-2). However, skills can also be developed. The cost to increase ones level with a skill is as follows: +4 +3 +2 +1 0 -1 Legendary Superb Great Good Fair Mediocre 16* 8 4 2 1 1

Advanced Hand to Hand Combat skill to Good(+1), for example, then his Basic Hand to Hand Combat Skill must be at the Good(+1) level or higher. Prayer: Many of these skills require that the character spend a specified amount of time in prayer before making a skill roll to determine if they are successful at using the skill. Prayer, in order to be effective, must be uninterrupted. A prayer becomes interrupted due to a couple of things: 1. Any creature attacks the character. The character must roll less than or equal to his CNC on 4dF each turn in order to avoid being interrupted when attacked, and is at -2 DEF while praying. The player states another action for his character other than praying before the specified length of time praying is finished. The character is unable to continue concentrating on praying...this only effects skills that require the character to pray for long periods of time, and is specified in the description for that skill.

2.

3.

* In order to achieve the Legendary (+4) level at a skill, something much more profound than a mere expenditure of experience points should be required. The character should have to use the skill in some sort of way in the campaign that allows him to be brought to Legendary status. The cost to increase ones level with a skill that is not specific to their character class is double the amounts listed in the table. At the beginning, a character has 8 experience points to spend on skills. At this time, they may also spend points to increase any of those skills to any level they can afford. However, once game play has begun, a character must use the skill during play at least once, and then may only increase the level of the skill by one. After that, they must use the skill again in order to increase its skill level by one again. A character can never achieve a higher level at a skill than he has for each of the prerequisites for that skill. So if a character wants to increase his 10

If the skill description says that a character must spend 1 turn in uninterrupted prayer, this means that the character may do nothing for that entire turn except move one square (or 5') if desired. At the end of the turn, the character rolls his skill roll, and actually performs the skill. The same goes for prayer times that are longer. The full number of turns must be spent in prayer, and the skill is accomplished at the end of the specified number of turns. Prayer will also play a part in Spiritual Warfare. Skill Roll: A skill roll is used to determine if a character is actually able to perform a certain skill in a given instance. The roll is called an unopposed roll in most cases as per the FUDGE rules. Skills with a Difficulty Level of Variable must be assigned a difficulty level by the GM for each instance in which the skill is used. For skills with a listed Difficulty Level, that level must be used as the basis for the unopposed action. Skills that are used for Opposed Actions will have no difficulty level listed. When a

skill calls for a character to make a successful unopposed skill roll, they roll four FUDGE dice. They begin at their skill level with that skill, and then add the result of the dice roll, giving them a result. That result must equal or exceed the difficulty level of the skill that is listed or assigned by the GM to be successful. In some cases it will say to modify the roll by a particular attribute. Just add the plus or minus value of that attribute to the roll. In some instances (extended prayer for example), you will be asked to merely roll versus an attribute In this case, you roll the FUDGE dice. If the roll is equal to or less than the value of the attribute, it is successful. Example: Zeb is a scout who wants to be able to sneak up silently on an Orc using his Move Silently skill. Zeb has a skill level of Mediocre (1) for this skill. The Difficulty Level for this skill is Variable, so the Gamemaster will need to assign a target value based upon the conditions in which Zeb is trying to move silently. In this case, Zeb is trying to sneak through some trees up to where an orc sentry is standing guard, but there are absolutely no other sounds going on except for some sounds of birds and wind. The GM decides that Zeb will have to achieve a Good (+1) result in order to move up behind the Orc without making any noise. Zeb rolls four FUDGE dice, and receives a result of 2. Zeb adds his skill level of -1 to the roll, making it a 3. However, the Move Silently skill says that Zeb is to modify his roll by his AGL. Zebs AGL is +2, so Zeb adds that to the 3, and that brings the result up to 1. This is a Mediocre result, and not the Good result that Zeb needed, so Zeb is heard sneaking up by the Orc. Zeb had better be ready to either fight the Orc, or run.

for attack and defense. Without this skill a character is unable to attack in combat with any sort of success. Ministers are not allowed to obtain this skill. This skill gives a character one attack per turn with a melee weapon. 2. Self Defense Experience Cost: 1 Prerequisites: None Class Specific: All Difficulty Level: Opposed Action This skill allows a character to defend his or herself if attacked, and use shields and armor. It gives no attack ability, but can only be used to defend when attacked. Ministers may use this skill, and use a staff to defend themselves with. They are not allowed to use any other weapons. 3. Missile Weapons Experience Cost: 1 Prerequisites: None Class Specific: Soldier, Scout, Engineer Difficulty Level: Opposed Action This skill gives a character the ability to use one thrown or bow weapon, such as the long bow, the spear, crossbow, etc. It does not enable a character to use a firearm. A Minister may not acquire this skill. This skill gives the character one attack per turn with a missile weapon. 4. Disarm Experience Cost: 2 Prerequisites: Self-Defense Class Specific: All Difficulty Level: Opposed Action This skill enables a character to effectively attempt to disarm an opponent in combat. The character must be wielding a nonmissile weapon in order to disarm an opponent. The character rolls to attack using the skill level of the Disarm skill, and the opponent defends normally. If the character scores a hit, he disarms the opponent instead of doing damage. The opponent must then take one turn to recover his weapon before he can resume attacking. An opponent with more than one weapon can only have one weapon disarmed at a time. The character must announce which weapon he is attempting to disarm. The attempt to disarm 11

Listing of Skills
This is a listing and description of the skills according to their category.

Combat Skills
1. Basic Hand to Hand Combat Experience Cost: 1 Prerequisites: None Class Specific: Soldier, Scout, Engineer, Craftsman Difficulty Level: Opposed Action This skill gives a character a basic ability to use non-missile weapons in combat

must be announced before the dice are rolled on any given turn. A Minister may use this skill, and use a staff in order to disarm. He may use no other weapons.

for his first attack, Mounted Combat for his second attack (since it is lower than his Advanced Hand to Hand Combat skill), and Weapons Master for his third attack (since it is lower than his Mounted Combat skill). You cannot use Multi-Weapon Combat from horseback. A character without this skill is at -2 ATK until they dismount. Any character without this skill that is attacked will be at -2 to DEF until they dismount. 7. Siege Equipment Experience Cost: 3 Class Specific: Engineer, Soldier Difficulty Level: N/A This skill allows the character to operate various types of siege equipment, such as cannon, catapult, etc. It does not give a character ability to use explosives. This also includes the ability to use shipboard cannon to engage in ship to ship combat. 8. Advanced Hand to Hand Combat Experience Cost: 4 Prerequisites: Basic Hand to Hand Combat Class Specific: Soldier, Scout, Craftsman Difficulty Level: Opposed Action This skill allows a character 2 attacks per round in combat with any weapon in which they are skilled. However, the character must use the skill level of the Advanced Hand to Hand Combat skill when making the 2nd attack. For example, if a character has a Basic Hand to Hand Combat skill of +2, and an Advanced Hand to Hand Combat skill of 0, his first attack will be at +2, and his second attack will be at 0. 9. Advanced Missile Weapons Experience Cost: 4 Prerequisites: Missile Weapons Class Specific: Soldier, Scout Difficulty Level: Opposed Action 12

5. Firearms Experience Cost: 2 Prerequisites: Missile Weapons Class Specific: Engineer, Soldier, Scout Difficulty Level: Opposed Action This skill allows the character to use pistols and muskets. He knows how to load, and fire muskets and pistols. He cannot repair a firearm with this skill however. 6. Mounted Combat Experience Cost: 3 Prerequisites: Basic Hand to Hand Combat or Missile Weapons or Firearms Class Specific: Soldier, Scout Difficulty Level: Opposed Action This skill gives the character the ability to engage in combat on horseback. They may only use weapons that they possess the prerequisites to use. If they have the Missile Weapons skill, for example, then they may use missile weapons from horseback. It also allows the use of a trained war-horse to attack in combat, along with the characters own attack. A war-horse being ridden by a character with this skill attacks just like another character in combat. The character still gets his own attacks with his own weapon as well. However, the skill level for Mounted Combat is used instead of the characters Basic Hand to Hand Combat skill level. If he has Advanced Hand to Hand Combat or higher skills, the character must use the lowest skill level when attacking. Example: If a character with a Basic Hand to Hand Combat skill of +3 and a Mounted Combat skill of +1 and skilled in Advanced Hand to Hand Combat (+2) and Weapons Master (-2) were to attack from horseback, the character would use Mounted Combat

This skill allows a character 2 attacks per round in combat with a missile weapon. However, the character must use the skill level of the Advanced Missile Weapons skill when making the 2nd attack. 10. Multi-Weapon Combat Experience Cost: 4 Prerequisites: Basic Hand To Hand Combat Class Specific: Soldier Difficulty Level: Opposed Action This skill allows a character to use two weapons in combat. The character may use any two one-handed weapons that he is able to wield, and on each attack of his turn, can attack with each weapon. He uses his Basic Hand to Hand skill level for his primary weapon and his Multi-Weapon Combat skill level of for his second weapon. However, if a character is using Advanced Hand to Hand Combat with 2 attacks per turn, he must use his skill level at Advanced Hand to Hand for his Primary weapon for his second attack, and his skill level at MultiWeapon Combat for his secondary weapon. This means that the character can have a total of three attacks per turn if he is using Advanced Hand to Hand combat, two with his primary weapon, and one with his secondary weapon. If the character desires, he can use his shield as a second weapon, and perform a shield bash if he has his shield as one of his Basic Hand to Hand skills. 11. Weapon's Master Experience Cost: 10 Prerequisites: Advanced Hand to Hand Combat, Advanced Missile Weapons, Mounted Combat, Multi-Weapon Combat, Disarm Class Specific: Soldier Difficulty Level: Opposed Action This skill gives the character 3 attacks per round with all weapons (with Multi-weapon combat, this is three attacks with primary weapon, and two with secondary weapon), plus enabling the character to train other characters in combat related skills. The character must use his Weapon's Master skill level for his third attack with his primary weapon and his second attack with his secondary weapon. The skill level for this skill can never be higher than any of the prerequisite skill levels. Any combatrelated skill that the character possesses he may teach to another. This skill should not just be 13

handed out because the player has acquired the pre-requisites and experience points. The character should have to do something like perform a major task or quest, and find another weapons master who is able to teach him. 12. Holy Fury Experience Cost: 15 Prerequisites: Weapon's Master Class Specific: Soldier Difficulty Level: Great(+2) This skill enables the character to enter into a state of berserk indignation. It can only be enacted against injustice and evil, or there will be repercussions against the character. The character must spend 1 turn in uninterrupted prayer, and make a successful unopposed skill roll to enter into Holy Fury. The character will then be at +5 ATK, and +5 ODF until either he or the foe is defeated. Afterwards, the character is at -3 ATK and -3 DEF for three days. If the character enters into Holy Fury, and there is not a sufficient warrant for such action, he will immediately lose a level of holiness.

Scouting Skills
1. Locksmith Experience Cost: 1 Prerequisites: None Class Specific: Scout Difficulty Level: Variable This skill enables the character to do such things as pick locks, make keys, and determine what kind of lock a door has. A character must make an unopposed skill roll modified by AGL to successfully pick a lock. The Difficulty Level is set according to the difficulty of the lock at the GM's discretion. 2. Detect Traps & Snares Experience Cost: 1 Prerequisites: None Class Specific: Scout Difficulty Level: Variable This skill enables a character to detect a trap or snare in any situation. A successful unopposed skill roll modified by SNS means

that the character has detected a trap or snare if it exists in the vicinity of 10' of the character. 3. Climbing Experience Cost: 1 Prerequisites: None Class Specific: Scout Difficulty Level: Variable This skill enables the character to climb any reasonable surface without the use of ropes. The character must make a skill roll modified by AGL to avoid falling. Any character may climb using ropes without this skill. However that character must make a successful unopposed skill roll modified by AGL or fall. A character with the climbing skill receives a +2 to his or her roll when using ropes to climb. The GM sets the Difficulty Level for successfully climbing based upon the type of surface, the length of the climb, etc. 4. Tracking Experience Cost: 1 Prerequisites: None Class Specific: Scout Difficulty Level: Variable This skill enables a character to track animals and people through any environment where tracking can be reasonably done. A character must make a successful unopposed skill roll modified by SNS to be able to find and keep the track of another. If the tracking becomes extended, the character must roll once every day to renew the track, or lose it. Only one attempt to track should be allowed for each situation. If the character fails, he cannot track the target. The character should not be allowed to keep rolling until he finds the track. 5. Camouflage Experience Cost: 1 Prerequisites: None Class Specific: Scout Difficulty Level: Variable This is the ability to blend in with one's surroundings. The character must make a successful unopposed skill roll modified by AGL to be able to Camouflage. For all intents and purposes, the character is invisible, and may move one fourth of his movement every turn and remain hidden. The character must re-roll every turn in order to remain hidden. This skill, 14

combined with the Move Silently skill, enables a character to be undetectable, except by smell. 6. Move Silently Experience Cost: 1 Prerequisites: None Class Specific: Scout Difficulty Level: Variable This is the ability to move without making any noise. A character must make a successful unopposed skill roll modified by AGL each turn in order to move silently. The character may only move one fourth of his or her movement when moving silently. This skill, when combined with the Camouflage skill, renders the character undetectable, except by smell. 7. Silent Running Experience Cost: 3 Prerequisites: Move Silently Class Specific: Scout Difficulty Level: Variable This skill is the same as the Move Silently skill, except that the character can move at his full movement speed. This skill is useful for running up behind creatures unawares, as well as for moving across country undetected. This skill, however, cannot be combined with Camouflage because the character is moving too quickly to be able to hide behind things and in shadows sufficiently. Again, the character must make a successful unopposed skill roll modified by AGL each turn to be successful 8. Design Traps & Snares Experience Cost: 4 Prerequisites: Detect Traps & Snares Class Specific: Scout Difficulty Level: Variable This skill allows the character to design his or her own traps and snares. The character must make a successful unopposed skill roll modified by CNC to set a trap successfully. The GM should allow the player to be creative in designing traps and snares, as long as it is a reasonable design. 9. Sneak Attack Experience Cost: 12

Prerequisites: Basic Hand To Hand Combat, Move Silently, and Camouflage Class Specific: Scout Difficulty Level: Variable This skill allows a character to attack an opponent in such a way that they are instantly slain. It is predicated on the character successfully approaching the victim undetected, through the Move Silently, Camouflage, and Silent Running skills. If the character is able to approach the victim undetected, he must make a successful unopposed skill roll modified by AGL in order to sneak attack successfully. The victim then gets to roll less than or equal to CNC in order to avoid being instantly killed, in which case the victim suffers a Very Hurt result. This skill may only be used when it is necessary, and there is no other means at the character's disposal. An improper use of this skill will incur judgement, and the character will instantly lose a level of experience.

Experience Cost: 3 Prerequisites: Firearms, Blacksmith Class Specific: Engineer Difficulty Level: Good(+1) This skill enables a character to repair a firearm that has backfired and been damaged, or been damaged through hand to hand combat. A successful skill roll, modified by AGL, is necessary to repair the firearm. A critical failure (unmodified -4) on a skill roll means that the firearm is beyond repair. A character normally needs the use of a workshop and tools to repair a firearm. However, a character in the field that can successfully build a suitable workshop using the construction skill, and has the proper tools with him, can fully repair weapons in the field. Of course, the character will need plans, unless he has the engineering skill, in which case he can design his own place. 3. Handle Explosives Experience Cost: 5 Prerequisites: Siege Equipment Class Specific: Engineer Difficulty Level: Great(+2) This skill enables a character to be able to handle all kinds of explosives. He is able to not only light and throw explosives (which any character can do except a Minister), but he is able to place explosives in such a way that they can blow down doors, walls, bridges, buildings, and other things. He must make an unopposed skill roll, modified by AGL in order to place the explosives correctly. A failed roll means that the explosive does not go off. A critical failure (unmodified -4) means that the explosive goes off "in the characters hands" so to speak, and he suffers the full damage himself from the explosive as well as anyone else in range. See the section on Combat for more information on using explosives. 4. Repair Siege Equipment Experience Cost: 6 Prerequisites: Siege Equipment, Construction, Blacksmith Class Specific: Engineer Difficulty Level: Great(+2) This skill allows the character to repair all sorts of siege equipment such as cannons, trebuchets, etc. A successful unopposed skill roll modified by CNC is necessary to make the 15

Engineer Skills
1. Construction Experience Cost: 1 Prerequisites: None Class Specific: All Difficulty Level: Variable This skill enables a character to build anything as long as he has plans that shows him how to build it correctly. This includes houses, bridges, ladders, stairs, walls, whatever. It does not allow them to forge things which require the Blacksmith skill. It does not allow a character to design anything. The GM may decide that certain things (like ladders and walls) are pretty basic, and that therefore the character need not have written plans in order to build it. A successful unopposed skill roll modified by CNC is needed to build the thing correctly. Otherwise, there will be something wrong with the construction. The degree of error can be determined by how badly the character missed the roll. Just missing it might result in an insignificant error, while a critical miss (unmodified -4) may result in the entire thing collapsing. The Difficulty Level for the construction depends on how complicated the thing is to build. 2. Repair Firearm

repairs, plus a reasonable amount of time to perform the repairs. An unmodified roll of -4 on the skill roll means that the piece of equipment is destroyed. 5. Engineering Experience Cost: 8 Prerequisites: Construction, Blacksmith Class Specific: Engineer Difficulty Level: Variable This skill allows the character to be able to design plans for numerous types of structures, such as buildings and bridges, and certain types of vehicles such as carts, wagons, and even small boats such as row boats, and sail boats. However, it does convey give the ability to construct firearms, explosives, siege equipment, or ships. This skill also gives a character the ability to recognize sources for various minerals that will be useful in making various things, such as firearms, cannon, explosives, and other types of equipment. The character must make a successful skill roll modified by CNC in order to successfully design something or look for materials to build something with. He must then use the appropriate skill to build it. For example, a person with the Engineering skill looks for some ingredients for gunpowder. He succeeds at a skill roll and finds the ingredients. However, he cannot make gunpowder unless he has, and successfully uses the Fashion Firearms skill. 6. Fashion Firearms Experience Cost: 10 Prerequisites: Repair Firearms, Engineering Class Specific: Engineer Difficulty Level: Superb(+3) This skill allows the character, given the right tools and the proper facilities, to make firearms, gunpowder, and shot. It takes a character 1 week to produce gunpowder & shot for 100 rounds. It takes a character 2 weeks to make a pistol, and 3 weeks to make a musket. At the end of the time, The character must roll a successful skill roll modified by CNC in order for the firearm or gunpowder to be made correctly. If it is not made correctly, the character must take an extra two days and roll again. If he rolls a critical miss, he must start all over. The character will also be able, with the Engineering skill, to construct their own shop, 16

find their own materials, and even design and build facilities for producing the metal and the gunpowder. This can even be done in the field if necessary. 7. Create Explosives Experience Cost: 12 Prerequisites: Handle Explosives, Engineering Class Specific: Engineer Difficulty Level: Superb(+3) This skill enables the character to make their own explosives. It takes 3 days to make an explosive. At the end of that time, the character must make a successful unopposed skill roll modified by CNC in order to be successful. If he is unsuccessful, he must start over. If it is a critical miss the explosive blows up in the character's face, and he suffers the full damage from the explosion. As with the Fashion Firearms skill, the character can find his own materials, build his own facilities, etc. He can even do all of this in the field if necessary. 8. Siege Engineering Experience Cost: 13 Prerequisites: Repair Siege Equipment, Engineering Class Specific: Engineer Difficulty Level: Superb(+3)

This skill allows the character to design and build all kinds of siege equipment, including cannon, cannon shot, gunpowder, catapults, siege engines, battering rams, etc. It takes 3 weeks to design & build a piece of siege equipment, and at the end of that time the character must make a successful skill roll modified by CNC in order to be successful, or else take an extra week and roll again until he is successful. If he rolls a critical miss, he must start all over. 9. Ship Construction Experience Cost: 15 Prerequisites: Engineering Class Specific: Engineer

Difficulty Level: Legendary(+4) This skill allows a character to design and build closed hulled vessels of all kinds. It takes the character 6 months to design and build the vessel if he has at least 3 helpers with the Construction skill. Otherwise, it takes a year to do it by himself, or with unskilled labor. At the end of that time, the character must make a skill roll modified by CNC to be successful. Otherwise, he must take an additional month to fix the problem, and then roll again. If the character rolls a critical miss, the ship is useless, and he must start over from scratch. Just because an Engineer can build a ship, does not mean that he can sail it. He must have the Sailing skill to sail the ship, and the Navigation skill to figure out where he's going. (These skills are not included in the rules, and can be determined by the GM as needed).

successfully. The blessing will last for 10 turns. If the Minister blesses a weapon, it will possess +1 ATK. If he blesses armor or shield, it will be +1 ODF. A particular weapon or suit of armor may have only one blessing on it at a time. Once the blessing wears off, the weapon or suit of armor may be blessed again. 3. Discernment Experience Cost: 1 Prerequisites: None Class Specific: Minister Difficulty Level: Fair(0) This skill allows the Minister to determine the particular sin defilement and its level for a given person, place, or thing. It also allows the Minister to determine from what source a particular situation is arising, either from God, or the Devil, or neither. It also allows him to be able to determine whether or not he is being lied to. The Minister must spend 1 turn in uninterrupted prayer, and make a successful unopposed skill roll modified by FTH in order to successfully use this skill. 4. Light Experience Cost: 1 Prerequisites: None Class Specific: Minister Difficulty Level: Fair(0)

Minister Skills
1. Healing Experience Cost: 1 Prerequisites: None Class Specific: Minister Difficulty Level: Fair(0) This skill enables a Minister to lay hands on a person reducing his highest wound level by one. This means that if a character is Hurt, he becomes Scratched. If he is Near Death, he becomes Incapacitated. If a person is Scratched, one scratch is removed from the characters wound chart. The Minister must spend 1 turn in uninterrupted prayer, and make a successful unopposed skill roll modified by FTH in order to heal. The Minister may only attempt to heal a person once until the person is wounded again, in which case the minister can try to heal once again. 2. Bless Weapon/Armor Experience Cost: 1 Prerequisites: None Class Specific: Minister Difficulty Level: Fair (0) This skill enables the Minister to bless any one weapon or suit of armor of his choice. The Minister must spend 1 turn in uninterrupted prayer, and make a successful unopposed skill roll modified by FTH in order to bless the item 17

This skill enables the Minister to produce a glowing ball of light on the end of a staff or some other object, which will illumine a 30-foot radius around the object that the ball of light is on. The Minister must be able to touch the object to produce the light on it. The Minister must spend 1 turn in uninterrupted prayer, and make a successful skill roll modified by FTH to successfully use this skill. If the

Minister fails the skill roll, he must wait 1 hour before he can try this skill again. The ball of light will last for 1 hour. 6. Advanced Healing Experience Cost: 3 Prerequisites: Healing Class Specific: Minister Difficulty Level: Good(+1) This skill enables the Minister to heal just like the Healing skill, except that the Minister can reduce the wound level by one for every level of holiness. The Minister may also use Advanced Healing to cure the effects of poison, cure various illnesses and diseases, and restore a person who has been turned to stone, etc. This skill will not cure insanity, exorcise demons, or restore levels of holiness. The Minister must spend 4 hours in uninterrupted prayer, making a roll less than or equal to their CNC after 2 hours, and then make a successful unopposed skill roll modified by FTH in order to be successful. If the Minister successfully rolls the first two hours, but fails the second two hours, the minister may still remove one wound level as per the Healing skill, but may not remove more, or treat poison, cure disease, etc. See the Healing skill for more on how the skill operates. 7. Create Food and Drink Experience Cost: 4 Prerequisites: Light Class Specific: Minister Difficulty Level: Good(+1) This skill enables the Minister to take a small amount of food or drink, and have it feed a large number of people, or a small number of people for a long time. The Minister must have at least one portion of the food to be created, and at least a cup of drink in order to work the miracle. The minister may either feed 100 people for one meal, or provide a week worth of food for 10 people for each level of holiness. The Minister must spend 10 turns in uninterrupted prayer, and make a successful skill roll modified by FTH in order to use this skill. 8. Word of Encouragement Experience Cost: 5 Prerequisites: None Class Specific: None 18

Difficulty Level: Great(+2) This skill enables the Minister to speak an encouraging word to any creature(s) within proximity of the Minister. All creatures effected by the word will immediately become friendly to the Minister. The Minister must make an unopposed skill roll modified by FTH in order to be successful. Each creature must roll less than or equal to their SNS in order to resist the word. 9. Word of Authority Experience Cost: 6 Prerequisites: Word of Encouragement Class Specific: Minister Difficulty Level: Great(+2) This skill enables the Minister to speak an authoritative word to any creature(s) within proximity of the Minister (within hearing distance, which can be different in different circumstances), and have the creature(s) do what the Minister tells them to do. The Minister may not tell the creature(s) to do anything that is self-destructive in any way. The Minister must be very careful when using this skill. If the Minister uses this skill in an unwarranted manner, he/she will immediately lose a level of holiness. The Minister must make an unopposed skill roll modified by FTH to be successful. Some possible words of authority are stop, flee, laugh, quiet, sleep, etc. Each creature(s) must roll less than or equal to their SNS in order to resist the word. 10. Restore Holiness Experience Cost: 8 Prerequisites: Discernment

Class Specific: Minister Difficulty Level: Great(+2) This skill enables the Minister to restore levels of Holiness that have been lost by characters due to unholy actions and divine judgement. The Minister may restore one level of Holiness each time that the skill is used. However, the character's level of holiness may not exceed what it was before losing levels. The character to be restored must spend 12 hours in a church or temple, praying and receiving the sacraments. The Minister must spend time in private consultation with the character to be restored, and must make a successful unopposed skill roll mod. by FTH in order to be successful. A Minister may not use this skill on himself, but must have another Minister with this skill counsel and pray with him to be restored. See the section on Spiritual Warfare for more information. 11. Cure Insanity/Exorcise Demon Experience Cost: 10 Prerequisites: Advanced Healing, Word of Authority Class Specific: Minister Difficulty Level: Superb(+3) This skill enables the Minister to cure a person who is insane, or to deliver a person who is demon possessed. The Minister must spend 12 hours in uninterrupted prayer make a successful roll less than or equal to his CNC every two hours, and then make a successful skill roll modified by FTH at the end of 12 hours in order to be successful. If other Ministers support the Minister, they can add -1 to his CNC rolls, and +1 to his skill roll for every Minister present. The Minister or Ministers must spend the time in a holy place such as a church, temple, or retreat center with the person to be healed or exorcised in order to attempt this skill. This skill may be repeated as many times as necessary to effect deliverance or healing. When using the Spiritual Warfare rules, the ministers will be attacked by the sin defilements of the spirits that they are attempting to cast out. 12. Sanctify Holy Object Experience Cost: 12 Prerequisites: Bless Weapon/Armor Class Specific: Minister Difficulty Level: Superb(+3) 19

This skill enables the Minister to set apart an item permanently for holy use. It is required that a holy object that has been fashioned by a Craftsman be blessed with sanctity by the Minister, as well as empowered by the Prophet, before it will work. The Minister must spend 24 hours in uninterrupted prayer and meditation, and roll less than or equal to CNC every 2 hours, and then make a successful skill roll modified by FTH in order to be successful. Every other minister present adds -1 to the CNC rolls and +1 to the characters skill roll. Once a holy object is both sanctified and empowered, it will be able to do the things that the object was designed to do. 13. Raise Dead Experience Cost: 15 Prerequisites: Cure Insanity/Exorcise Demon Class Specific: Minister Difficulty Level: Legendary(+4) This skill enables the Minister to restore life to a person who has been killed. The minister must be able to lay hands on the dead body and pray. The Minister must spend 12 hours in uninterrupted prayer and fasting, and roll versus CNC every 2 hours, and then make a successful skill roll modified by FTH in order to be successful. For each Minister present assisting, -1 is added to the CNC rolls, and +1 to the skill roll of the Minister attempting to raise the dead. This skill may be attempted multiple times until it is successful. However, for each attempt, the Minister must spend one day in prayer and fasting. A Minister cannot raise a person that has been dead for more than three days. That means that a Minister may attempt to raise a dead person three times. After that, a Minister can no longer raise the person. They can only be raised by Jesus of Nazareth.

Prophet Skills
1. Guided Missile Experience Cost: 1 Prerequisites: None Class Specific: Prophet Difficulty Level: Special This skill causes any sort of projectile launched by the character at a target to hit its target with extreme accuracy, since the hand of God is guiding the projectile. The character's

favorite means of utilizing this, is to use a sling and stone, but any sort of projectile will do. Normal rules for hitting a target are ignored, and so is normal damage for a projectile. The character must spend one turn in uninterrupted prayer, and then roll 4DF and add the skill level with this skill and FTH. The END of the creature is subtracted from this result. This is the number for damage on the wound table. A result which is less than 1 means that no damage has been done. The character must be within 50' (10 squares) of his target, and must have a clear line of sight to be able to use this ability. If this skill is not used in a just manner, the missile will come back and strike the character instead. 2. Locate Item Experience Cost: 1 Prerequisites: None Class Specific: Prophet Difficulty Level: Fair(0) This skill enables the Prophet to determine where an object or person is, and be able to direct himself or others to the object. The Prophet must spend 4 turns in uninterrupted prayer, and then make a successful unopposed skill roll modified by FTH in order to use this ability. There is no range on this ability. The Prophet can give a specific description of the surroundings where the object is at, but other than that he can only determine the compass direction where it is to be found. The Prophet cannot give specific directions for each and every turn to take in order to arrive at the object, but he can say "The object is to the north in a small grove of trees on a small hill." 3. Eyes of Faith Experience Cost: 1 Prerequisites: None Class Specific: Prophet, Minister Difficulty Level: Fair(0) This skill enables the character to be able to see when his vision is obstructed in some way. If the character is blind, blindfolded, in the dark, or if his vision is obstructed by a wall or some other obstacle, the character will be able to see 60. Also, that character will be able to see creatures that are invisible. The character must spend 1 turn in uninterrupted prayer, and then make a successful unopposed skill roll modified by FTH in order to use this ability. 20

4. Hide Experience Cost: 2 Prerequisites: None Class Specific: Prophet Difficulty Level: Fair(0) This skill enables the character to hide the entire party so that any enemy passing the party would be unable to see them. He must spend one turn in uninterrupted prayer, and make a successful unopposed skill roll modified by FTH in order to use this ability. The party must be within 10' of the Prophet in order to become hidden. The party must also remain still. As soon as a character moves, they are no longer hidden, and become visible. If the Prophet moves, then the whole party becomes visible. 5. Cause Blindness Experience Cost: 3 Prerequisites: None Class Specific: Prophet Difficulty Level: Good(+1) This skill allows the character to cause 1 creature to go blind for every level of holiness the character possesses. The character must spend 1 turn in uninterrupted prayer, and make a successful skill roll modified by FTH in order to be successful. The creatures will remain blind for 1 hour for every level of holiness of the character. If the character uses this skill in an unjust manner, or if the ones who are struck blind are attacked unnecessarily and shown no mercy, the character will immediately lose a level of holiness and be blinded himself until restored by a minister with Restore Holiness. 6. Wind Running Experience Cost: 4 Prerequisites: None Class Specific: Prophet Difficulty Level: Good(+1) This skill enables a character to run like the wind. The character must spend 10 turns in uninterrupted prayer, and make a successful unopposed skill roll modified by FTH in order to use this skill. The character can run at a speed that is double the speed of a galloping horse, enabling the character to overtake anyone on horseback. The character can continue running in this way for 10 miles

for each level of holiness, after which he must rest for a day before he can use this skill again. 7. Leap Walls Experience Cost: 5 Prerequisites: Wind Running Class Specific: Prophet Difficulty Level: Good(+1) This skill enables the character to leap up to 10' in the air for each level of holiness. The character must spend 3 turns in uninterrupted prayer, and make a successful unopposed skill roll modified by FTH in order to use this skill. The character may leap over any obstacle as long as it is no more than 10' wide, otherwise, he must land on top of it. If it is a hole or chasm, he will only be able to leap 10' across. A failed roll means that the character was either unable to leap, or leaped and failed in some way. If it is a critical failure, then the GM might want to have some consequence occur, like hitting the wall and falling, etc. 8. Call Down Fire Experience Cost: 6 Prerequisites: Guided Missile Class Specific: Prophet Difficulty Level: Great(+2) This skill allows the character to summon fire from heaven in order to consume his adversaries. The character must spend 2 turns in uninterrupted prayer, and make a successful skill roll modified by FTH in order to use this skill. If successful, a blast of fire will fall from above in a 15' radius (this would be a square, plus the eight surrounding squares, and the squares surrounding them on a board) from any point that the character chooses within 100' of himself. For each creature within the blast radius, the character rolls four FUDGE dice modified by subtracting the creatures AGL and END and then adds 5 to the result. The END of the creature is then subtracted from this result. The resulting number is used to determine the type of wound on the wound track. If the character is not using this skill in a just manner, the fire will fall on him instead of his intended target. 21

9. Fly Experience Cost: 8 Prerequisites: Leap Walls Class Specific: Prophet Difficulty Level: Great(+2) This skill allows the character to fly through the air for a maximum distance of 20 miles for each level of holiness. The character must spend 10 turns in uninterrupted prayer, and make a successful unopposed skill roll modified by FTH in order to use this skill. The character may only use this skill once per day. 10. Hedge of Thorns Experience Cost: 8 Prerequisites: Hide Class Specific: Prophet Difficulty Level: Great(+2) This skill enables the Prophet to create a hedge of thorns in a 10' radius around himself, and anyone within the 10' radius. The Prophet must spend 1 turn in uninterrupted prayer, and make a successful unopposed skill roll modified by FTH in order to use this skill. The hedge of thorns acts as a barrier, keeping out anything that is outside of it. The barrier is 10' high, but the thorns prevent it from being climbed or penetrated. However, it is possible for a creature to leap over the barrier. However, if the creature fails to make the leap, it will suffer an automatic Hurt wound result, as will any creature that attempts to penetrate the barrier in any way. The barrier lasts for 2 turns for each level of holiness. The character can begin prayer 1 turn before the end of barrier, and renew the barrier if he makes another skill roll. 11. Summon Hailstorm Experience Cost: 10 Prerequisites: Call Down Fire Class Specific: Prophet Difficulty Level: Superb(+3) This skill enables the character to summon a hailstorm of fiery hail that will cover a 5' (1 square) radius for every level of holiness of the character. The storm may be centered from any point that the character chooses at a range of 10' for every level of holiness. The character must spend 3 turns in uninterrupted prayer, and make a successful unopposed skill roll modified by FTH in order to use this skill. For each creature within the radius of the

hailstorm, the character rolls four FUDGE dice modified by subtracting the creatures AGL and END and then adds 9 to the result. This number is used on the wound track to determine the damage done. If this skill is not used in a just manner, the hailstorm will fall upon the character instead. 12. Part Water Experience Cost: 12 Prerequisites: Hedge of Thorns Class Specific: Prophet Difficulty Level: Superb(+3) This skill enables the character to part a body of water , creating a passage up to 50' wide through it. The character must spend 4 turns in uninterrupted prayer, and make a successful skill roll modified by FTH in order to be successful. The character can part a body of water that is 5000 acre feet for every level of holiness. The water remains parted until the character decides that he does not want it parted anymore. Anyone caught in the passage when the water returns to its place risks being drowned. 13. Empower Holy Object Experience Cost: 12 Prerequisites: Any Prophet skill that the character wishes to empower an item with a skill level of +3 or greater. Class Specific: Prophet Difficulty Level: Superb(+3) This skill enables the character to empower an item to perform any of the Prophet skills. The item will enable anyone who possesses it to use the skill while they posses the item. However, the one who possesses the item must use their own attributes in order to use the skill successfully. The Prophet must spend 24 hours in uninterrupted prayer and meditation, and roll less than or equal to CNC every 2 hours, and then make a successful unopposed skill roll modified by FTH in order to be successful. Every other Prophet present adds - 1 to the characters CNC rolls and +1 to the characters skill roll. Only items that have been sanctified by a Minister may be empowered. Prophets may also empower weapons to be able to perform at above normal capacity. Each successful sanctification and empowerment of a weapon will add +1 to that weapons attack, and +1 to ODF. Each 22

successful sanctification and empowerment with a Prophet skill will add +1 to the skill level of the item (the first empowerment starts with a skill level of -2 or Poor). However, each successive level of empowerment and sanctification requires double the number of days in uninterrupted prayer, with a CNC roll every 2 hours. So, to get +2 attack, the Prophet and Minister would have to spend 2 days in prayer, for +3, 4 days, and for +4, 8 days, etc. 14. Pronounce Death Experience Cost: 15 Prerequisites: Summon Hailstorm Class Specific: Prophet Difficulty Level: Legendary(+4) This skill allows the character to pronounce immediate death on 1 creature. The character must spend 1 turn in uninterrupted prayer, and make a successful unopposed skill roll modified by FTH in order to be successful. The creature gets no save and is immediately killed. However, if the character does not have just cause for pronouncing death on the creature, the judgement falls on him, and he is immediately killed.

Craftsman Skills
1. Blacksmith Experience Cost: 1 Prerequisites: None Class Specific: Any Difficulty Level: Variable This skill allows the character to be able to do such things as create metal objects of various kinds. However, it does not allow the character to be able to fashion weapons or armor or create items out of silver or gold. The character can create such things as tools, horseshoes, spikes, grappling hooks, etc. The result needed to be successful depends on the complexity of the object and is determined by the Game Master. A successful unopposed skill roll against this Difficulty Level, modified by CNC is needed to successfully create the item. 2. Ascertain Worth Experience Cost: 1 Prerequisites: None Class Specific: Craftsman Difficulty Level: Fair (0)

This skill allows the character to be able to determine the gold piece value of a given object. A successful unopposed skill roll modified by SNS is needed to correctly determine the objects value. A failed roll will give the character a wrong idea of just how much the item is worth. 3. Repair Weapon Experience Cost: 2 Prerequisites: Blacksmith Class Specific: Craftsman Difficulty Level: Fair (0) This skill allows the character to repair a damaged weapon The character must spend one day repairing the item. . The character must make a successful unopposed skill roll modified by CNC in order to be successful. If he fails, he must spend another day and roll again. A roll of -4 means that the weapon is irreparable. 4. Repair Armor Experience Cost: 2 Prerequisites: Blacksmith Class Specific: Craftsman Difficulty Level: Fair (0) This skill allows the character to repair damaged armor. The character must spend one day repairing the item. The character must make a successful unopposed skill roll modified by CNC in order to be successful. If he fails, he must spend another day and roll again. A roll of -4 means that the armor is irreparable. 5. Fashion Weapon Experience Cost: 6 Prerequisites: Repair Weapon Class Specific: Craftsman Difficulty Level: Good (+1) This skill allows the character to create weapons. The character must spend one week fashioning the item. The character must make a successful unopposed skill roll modified by CNC in order to be successful. If he fails, he must spend another week and roll again. 6. Fashion Armor Experience Cost: 6 Prerequisites: Repair Armor Class Specific: Craftsman Difficulty Level: Good (+1) 23

This skill allows the character to create armor. The character must spend one week fashioning the item. The character must make a successful unopposed skill roll modified by CNC in order to be successful. If he fails, he must spend another week and roll again. 7. Silversmith Experience Cost: 2 Prerequisites: Blacksmith Class Specific: Craftsman Difficulty Level: Variable This skill is the same as the Blacksmith skill except that it allows the character to create items made of or containing silver. However, it does not allow the character to fashion jewelry. 8. Goldsmith Experience Cost: 2 Prerequisites: Silversmith Class Specific: Craftsman Difficulty Level: Variable This skill is the same as the Blacksmith skill except that it allows the character to create items made of or containing gold. However, it does not allow the character to fashion jewelry. 9. Jeweler Experience Cost: 4 Prerequisites: Goldsmith Class Specific: Craftsman Difficulty Level: Variable This skill allows the character to fashion fine jewelry using silver, gold, gems, and other precious metals. It works just like the Blacksmith skill. 10. Fashion Holy Object Experience Cost: 10 Prerequisites: Jeweler, Fashion Weapon, Fashion Armor Class Specific: Craftsman Difficulty Level: Variable This skill is the same as the Blacksmith skill except that it allows the character to create items that can be empowered by a prophet and sanctified by a minister. This includes weapons, armor, jewelry, staffs, etc.

V. COMBAT
Combat in Holy quest is conducted in a series of turns, each of which represents ten seconds of time. For these rules, it is assumed that combat is being conducted on a 1 square grid. Each square represents 5. The ATK and DEF modifiers are used in combat to add to the players opposed dice roll when attacking and defending respectively. They take into account all of the factors that affect combat, making it easy to resolve the dice rolls. The ODF and DDF modifiers are used to resolve damage when someone hits in combat. The DDF is subtracted from the ODF, and the result is added to the number that represents the difference between the modified attack roll and the modified defense roll. During a turn, the sequence of play goes like this: 1. Determine Initiative: Each creature or character involved in the combat starts at their AGL attribute level, and rolls four FUDGE dice, receiving a final result. The resulting levels are the order in which movement is conducted. All ties are resolved by a re-roll among those who tied until a definite order of combat is determined for the turn. 2. In order of initiative, each creature or character moves any number of squares up to double his

3. After movement, the character or creature attacks if possible. A. A character or creature can only attack with non-missile weapons if they are in an adjacent square, and facing the opponent. In order to be facing an opponent, the opponent must be in one of the three front squares of the attacker unless the attacker has a reach weapon (See Reach Weapons below), which includes the square that the attacker is directly facing, and the two adjacent squares next to that square. F S R R F F S R S R R R F F F S

F = Front

S = Side

R = Rear

B. A character or creature may attack with any missile weapon if they are in range, and the target is within the front arc of the attacker. The front arc consists of all squares contained within the lines drawn straight out diagonally from the two squares adjacent to the square side that the attacker is directly facing.

Front Arc maximum Move. Diagonal moves cost 1 for the first move, 2 for the second, 1 for the third, etc. A. A character or creature may move only one square while attempting to pray. B. A character or creature may move up to his full Move and engage in combat. C. A character or creature may move up to double their full Move, but may not engage in combat for the turn unless he is charging (see below). This is called a Run action. 24 C. In order to successfully hit an opponent, the character or creature rolls 4DF and adds his ATK modifier to the roll. The opponent then rolls 4DF and adds his DEF modifier. If the attackers modified die roll is greater than the defender, then a hit is scored. If a hit is scored, the difference between the two die rolls is then modified by adding the ODF of the attacker, and subtracting the DDF of the

defender. The results correspond to the following table: 1,2 3,4 5,6 7,8 9+ Scratch Hurt Very Hurt Incapacitated Near Death OOO O O O O If the result is a scratch, then you mark off one of the circles in the scratch column. If you get a higher result, you mark that off, but you can still mark off circles that are lower than that result. However, if a particular result has already been completely marked off, you must mark off the next higher unmarked result on the table. The various wound levels have various effects: A Scratch wound has no effect. A Hurt wound gives the character a 1 penalty to all actions. A Very Hurt wound gives 2 to all actions. An Incapacitated wound gives 3 to all actions. A Near Death wound makes the character unconscious, and unless the character can be healed within 1 hour, he will die.

+3 (+1) or 2. You add the 3 to the 2 and get 5. According to the wound chart, that result is a Very Hurt wound. Dagnor marks off the circle on his wound track in the Very Hurt column. If that circle is already marked off, then Dagnor must mark off the next higher wound level, which is Incapacitated. If Dagnor was already Incapacitated, but not Very Hurt, he could still mark off the Very Hurt column with no extra penalties. Dagnor was not Incapactitated, however, and fortunately, He had not previously received a Very Hurt result, so he marks off Very Hurt. Dagnor is now at 2 for all actions. Dagnor better think about either surrendering, or fleeing this combat. If you wish, you may use a d10 for initiative and combat rolls instead of FUDGE dice. This gives a different distribution, and puts a little less weight on the modifiers. Simply roll the D10, and add the modifiers for attack or defense. Take the results, and take the difference if the attack result is higher, and then add the ODF and DDF to determine the final number. This number becomes the amount of damage done. If you use this system, simply give the characters 20 hit points, and subtract the damage from this number. Do not use the FUDGE wound track. The reason that the number of hit points is static is that things like DDF and DEF will cause a character to take more or less damage, and reflects the increased experience or endurance of the character. Other skills that cause damage still use FUDGE dice, but you simply use the numeric result as the number of hit points of damage. In this system, every level of size below normal subtracts 5 from the number of hit points of a creature, and every level above normal doubles the number of hit points. Therefore, a small creature would have 15 hit points, but a huge creature would have 80 (because it is two size levels above normal (see the Monsters section for more information. Engaged Any creature that moves into a square facing the opponent within the reach of their weapon becomes engaged and must end their movement. Any creature that occupies a square adjacent to the front squares of an opponent within reach of their weapon is considered to be engaged, and can only make one 5 move during their turn unless they are Disengaging (see below). If that 5 move causes the creature to not be adjacent to any opponent that they were adjacent to before the move, that opponent gets a free attack against the creature. Also, if engaged with an opponent with a reach weapon, and the 5 25

The effects of wounds are not cumulative. Whatever a character highest wound is, that wound is what is used to determine penalties. D. All attacks are conducted, and damage determined before going to the next character or creature in the order of initiative. Example: Erick is attacking Dagnor the Unclean. Erick has an ATK of +1, and an ODF of +2. Dagnor has a DEF of +2 and a DDF of -1. Erick attacks and rolls a Great(+2) result on four FUDGE dice. He adds his ATK modifier of +1, and ends up with a modified roll of Superb(+3). Dagnor defends and rolls a Mediocre(-1) on four FUDGE dice. He adds his DEF modifier of +2, and ends up with a modified roll of Good(+1). Since Erick has a Superb(+3) result, and Dagnor has only a Good(+1) result, Erick hits. The difference between Erick's ODF and Dagnor's DDF is +2 - (-1) or 3. The difference between the attack and defense results is

move causes you to move closer to the opponent, they get a free attack. Disengaging A creature that is Engaged (see above) may choose to take their entire turn to disengage from combat. They move up to their full Move in any direction as long as they do not move into a square adjacent to any opponent. Any opponents that they were adjacent to before the move get a free attack. Charge Attacks An attacker who declares a charge attack can move up to double their Move and make an attack on any creature in their front facing within reach of their weapon. The attacker gets +1 ATK. In order to charge, the attacker must be able to move at least 15 (3 squares) in a straight line to their target without any obstacles in the way. Note: Charging from horseback with a lance gives the weapon double its ODF for determining damage (that is +8 instead of +4) Reach Weapons Reach weapons allow an attacker to attack from two squares away (10). However, the two squares cannot both be diagonal squares. The diagram shows which squares can be reached by the weapon (Marked with an F), and which squares can reach an opponent. Reach weapons include the lance, halberd, pike, and poleaxe.

Stamina A creature can only fight for so long before becoming tired and less able to function. For every number of turns in a combat equal to their Stamina where the creature either Runs and/or engages in melee combat or performs some other physically demanding action, they receive -1 to ATT, DEF, ODF, and DDF. When a number of turns is reached equal to the creatures Max Stamina, they fall to the ground exhausted and are unable to perform any actions that require physical exertion. Weapon and Armor Damage Weapons and armor can be damaged during combat. If a creature is wearing armor, and takes any hit that is a Hurt result or higher, its armor has been damaged. Note: that taking a Scratch, and having to move up because that circle is already marked off does not count in this case. The creature must subtract 1 from the ODF of its armor. When the ODF of its armor reaches 0, it is worthless When the ODF of its armor reaches 1, the armor becomes irreparable. However, if its armor has not reached -1 ODF, a Craftsman using the Repair Armor skill can repair it. See the Skills section under Craftsman Skills for an explanation of this skill. If a creature successfully defends against an attack, but the modified opposed rolls are equal, then its weapon has been damaged. If you have a shield, however, it is damaged instead. The ODF modifier of the weapon or DDF modifier of the shield is decreased by 1 each time it is damaged. When the DDF modifier of the shield reaches 0 it breaks. The weapon can take damage until its ODF reaches 1, at which point it breaks. A shield or weapon may be repaired by a Craftsman using Repair Armor for the shield, or Repair Weapon for the weapon.

F F S S F S R R F = Front

F F

F F S F S S S R R

F S R R R S = Side

F F

F F F F F F

R R

R R

R R

S S

R = Rear

Combat Modifiers Below is a table of combat modifiers: Situation Attacked from side Attacked from rear Defender prone Attacker Prone Defender behind partial cover Defender behind full cover Defenders DEF -1 -2 -2 +2 +1 +2 26

Explosives When explosives are thrown during combat, the character does not roll to hit per se. Instead, the player chooses a square (or point) within the maximum range of the explosive, and rolls 4DF. The result on the dice is the number of squares (or inches) that the explosive deviates from the target. The players AGL modify this number by modifying the result 1 towards 0 for each point of positive AGL, and 1 away from 0 for each point of negative AGL. In order to determine the direction that the explosive goes in, pick a square adjacent to the target square, and roll a D8. Count around, in a clockwise direction, the target square, the number of squares equal to the die roll. This is the direction that the explosive goes in. For example, Nigel throws a powder keg at a group of thieves who are attacking the town. The maximum range of the powder keg is 4 squares (20). Nigel picks a square 4 squares away, and rolls 4 FUDGE dice. He rolls a 2. Nigel is not very agile, and has an AGL of 1. Since his AGL is negative, the result will be modified away from 0 for each point of negative AGL. This makes Nigels roll a 3. This means that the powder keg will land 3 squares (or 3 inches) away from the target. Nigel picks a square adjacent to the target square (in this case, the square just opposite his direction from the target) and rolls a D8. Nigel rolls a 3. He counts around the target square by 5 squares, and then counts out three squares in that direction from the target square.(If this was a square diagnonal to the target square, he would count 1 for the first square, 2 for the second, etc.) The powder keg has landed one square away from Nigel himself. It looks like Nigel is going to be the one who is hurting when that powder keg goes off. Once it is determined where the explosive lands, then the effects must be determined. When the explosive goes off, the explosive potentially hits everyone within the range of the explosive. Each person must roll 4DF and add their AGL. This number along with the creatures DDF is subtracted from the ODF of the explosive to get a final wound result. A result that is less than 0 means that the creature is unharmed. Otherwise, take the resulting number and apply it to the wound track. The ODF that is used depends on the Blast Area of the explosive, and on how close to the center of the explosion the creature is. For each square away from the center of the explosion, the next number down is used in the ODF column for the explosive.

For example, Nigel has ended up one square away from the blast on his powder keg. The ODF for the powder keg is +5/+3/+1. This means that in the square in which the keg landed, the ODF for creatures hit in that square is +5. For creatures in any square next to that square, the ODF is +3, and for any squares next to those squares, the ODF is +1. Nigel is 1 square away from the blast, so the ODF is +3. Nigel rolls 4 FUDGE dice, and gets a +1. He adds his AGL of 1 and ends up with a 0. Nigel is wearing Chainmail, however, and his END is +1, so he adds 4 to this number. This gives Nigel a total of +4. This is subtracted from the ODF of +3, and the result is 1. This result is less than 0, so no damage is done. Nigels armor protects him from the blast. All explosives have to be set with fuses. The person who creates the fuse for the explosive can determine how long the fuse will be for the explosive (stated in number of turns). A fuse on a thrown explosive cannot be longer than five turns. When the fuse is lit, the character has that many turns before the explosive goes off. However, the fuse may be a fast or slow fuse. Therefore, the GM secretly rolls 4DF, and adds the result to the number of turns that it will take for the explosive goes off. If the roll is 4 or +4, the fuse is a dud, and the explosive does not go off. This dice roll is modified by the Handle Explosives skill if the character creating the fuse has this skill. 2 is added to the skill level, and this number modifies the dice roll towards zero for each point of the total just like with throwing the explosive. The players are not to be told the final result. They do not know if the fuse is short or long. For example, Nigel created a fuse for his powder keg that was 3 turns long. Nigel has a Handle Explosives skill of Mediocre (-1). The GM rolls 4 FUDGE dice, and gets a result of 1. The GM adds 2 to Nigels skill level, and gets +1. The GM then modifies the result of the die roll 1 towards 0, making the final result 0. The powder will definitely explode in 3 turns, but Nigel does not know this. It may very well blow up in his face, or sit on the ground and not explode for a couple of turns, giving everyone time to get clear.

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VI. SPIRITUAL WARFARE


I have written these rules on Spiritual Warfare for a couple of reasons. First of all, I have always had an interest in having Spiritual Warfare as part of my role-playing simulations. The reason for this is that I find dealing with such issues in a roleplaying context can stimulate people to really deal with these issues in real life. The combat that takes place in these rules is between the characters and what I term Defilements. These Defilements can loosely be seen to be demons, but they are actually specific sins that a character may be tempted to commit. In other words, a creature or place may be Defiled, which means that this Defilement hangs around or is attached in some way to a particular creature or place. There is no particular kind of creature or place that has Defilements. Any creature or place may possess a Defilement. All creatures that are not believers have at least one Defilement of some kind. However, you may want to define certain areas and certain types of creatures that tend to possess certain types of Defilements within your game world. For example, in your game world inns might always possess Drunkenness and Brawling Defilements, and characters will always be tempted to do these things when they enter an inn. You may decide that a certain type of evil creature always has a certain type of defilement. You may decide that all goblins have the Jealousy Defilement, and that characters will always be tempted to jealousy when in the presence of goblins. Its up to you. Spiritual Warfare simulates the battle that goes on in the souls of men against sin and the forces of darkness. It is run in very much the same way as physical combat, but the weapons used are the spiritual weapons of prayer and Scripture rather than physical weapons. A Gamemaster may choose in any given encounter to have a creature, or even the place itself, possess what is called a Defilement (or Defilements). This Defilement is a particular sin that the characters will be tempted to commit when they are in the presence of the Defilement. Each Defilement has a level associated with it, as follows: 28

Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9

-4 -3 -2 -1 0 +1 +2 +3 +4

Pathetic Terrible Poor Mediocre Fair Good Great Superb Legendary

When the characters are in the vicinity of a Defilement (within visual, interactive range of the creature, or within the boundaries of the place), they may be attacked each round by the Defilement.(note that some Defilements may be roaming Defilements that latch on to a character or characters when they enter the vicinity of the Defilement, and remain with them until overthrown). It is up to the GM to determine when a Defilement activates. It may activate immediately, or after a specified number of turns, or when a creature says something or does something. It is up to the GM. An Opposed roll is made with the level of the Defilement versus the Holiness level of the character. If the Defilements result exceeds the characters result, the Defilement hits in the same way as a hit is scored in physical combat. The difference between the two rolls then determines the type of spiritual wound that is done.

The spiritual wounds are separate from physical wounds, but are resolved in the same way: 1,2 3,4 5,6 7,8 9+ Tempted Weakened Distracted Lusting Overcome OOO O O O O When a character is Weakened they receive -1 to their rolls to resist and overthrow the Defilement. When a character is Distracted, they are at -2 to their rolls to resist or overcome the Defilement. When a character is Lusting, they may no longer pray, quote Scripture, or attempt to overthrow the Defilement. However, they may still roll to resist the Defilement when attacked by it. They

have begun to desire whatever it is that they are being tempted to do, but have not acted on it yet. A character who is Overcome engages in the sin, and immediately loses a level of Holiness. The character must act according to the particular Defilement until they are restored. If they are attacked by a different Defilement, they begin with a new wound track, and if overcome, lose another level of Holiness. In order to be restored, the character must seek out a church or temple and spend a full day in prayer and repentance, and partake of the sacraments. Then a Minister must do Restore Holiness. This will free the character from one Defilement, and restore one level of Holiness for each day spent. However, the character must first roll less than or equal to his current SNS attribute in order to enter the church. If the character fails, he/she cannot enter the church for that day. Instead, they go out an indulge in their Defilements. Characters who are wounded but not overcome can also enter the church and spend one day in prayer to erase their wound track for each Defilement that they are wounded in but need not make a roll to do so. Any character whose Holiness level reaches Pathetic has 5 days to be restored or he is removed from the game. He has become unfit for duty. Any character who is overcome by a particular Defilement cannot be attacked by the Defilement again because he is already engaging in the sin. If he gets restored, then he is susceptible to the Defilement once again. Multiple Defilements: If multiple Defilements exist in a particular location, the characters must establish a wound track for each Defilement, and results for attacks by Defilements must be resolved separately. Each Defilement that the character is overcome by causes him to lose a level of Holiness, as well as causing him to engage in the particular sin. If more than one creature in a location possesses the same Defilement, it is treated as a single Defilement in the given location. Characters may be attacked by a Defilement, get wounded, and then overcome the temptation. The wound track remains, and must be wiped clean at church. Therefore a character may have a number of wound tracks going at any given time, even though they are not being attacked by multiple Defilements. Note: It is not recommended that a GM have the characters encounter multiple Defilements, unless there is a special situation within the quest, or unless the characters are highly experienced. 29

Prayer: Prayer is used in spiritual warfare in order to help resist temptation. Each day that a character spends at least one hour in uninterrupted prayer adds +1 to the characters roll to resist the temptation and +1 to the roll to overcome the temptation for the entire day. In order to successfully pray for an hour, the character must roll less than or equal to his CNC on four FUDGE dice. Praying for others: One his turn, a character can decide to pray for another character or creature. He can only do this if he is not currently being attacked by a Defilement. The character can take no other action for the turn except to move 5. He must roll less than or equal to his CNC in order to successfully pray. This gives the one prayed for a +1 bonus to his roll to resist the Defilement for his next turn. Scripture: If a player can successfully quote a Scripture that relates to the Defilement in some way and their character rolls less than or equal to their CNC on four FUDGE dice, they will receive a +1 bonus to their rolls to resist and overthrow the Defilement for the next turn only. The Scripture must be quoted exactly from a recognized version of the Bible, and must include the chapter and verse. Each turn that they can quote a Scripture and make their CNC roll, they will receive the +1 bonus. Characters must actively confront a Defilement in order to overthrow it. A character makes an Opposed roll with his Faith attribute against the level of the Defilement. The modifications for praying listed above are used to modify the roll. If the players result is higher than the Defilements result, the Defilement is reduced by one level. When the Defilement reaches level zero, it is overthrown, and no longer bothers the characters that were in the vicinity of the defilement. Characters who attempt to overthrow a Defilement may do no other actions during that turn, except that they may move one square in any direction. Example: Old Hollow Eyes the Prophet meets a man who tries to bribe him. The man possesses a level 3 Greed Defilement. In the first turn, the Defilement attacks the Prophet. The GM rolls four FUDGE dice and gets a Good (+1) result. A level 3 Defilement has a -2 modifier, so this is

added to the roll, making it Mediocre (-1) result. The Prophet rolls four FUDGE dice and gets a Great(+2) result. He adds his Holiness modifier, which is -2, and gets a Fair (0) result. The Defilement does not harm him. If he had rolled a Poor(-2) result, and then added -2, he would have received a Pathetic(-4) result and then the difference between the two rolls (3) would have been used to reference the wound track, resulting in a Weakened wound. He then decides to try to overthrow the Defilement. He was able to pray for one hour that day, so he gets a +1 bonus. The player then quotes a Scripture from the Bible about Greed, including chapter and verse, and then rolls four FUDGE dice, getting a Fair (0) result. Old Hollow Eyes has a CNC of +1, so he succeeds, and receives another +1 bonus to his roll. The Prophet rolls four Fudge dice and gets a Poor(-2) result. However, he has Superb(+3) FTH, and +2 for praying and quoting a Scripture, so he adds +5 and gets a Superb(+3) result. The GM rolls the dice and gets a Legendary(+4) result. However, he adds -2 for the level of the Defilement and ends up with a result of Great(+2). Since the Prophets result is higher than the Defilements, the Defilement is decreased from a Level 3 to a Level 2 Defilement for the next turn. This means that when it attacks next turn, it will have a -3 modifier instead of -2. This goes on until either the Prophet receives an Overcome result on the wound track, or the Defilement itself reaches level 0. Types of Defilements 1. Sexual Immorality 2. Idolatry 3. Witchcraft 4. Hatred 5. Discord 6. Jealousy 7. Anger 8. Selfish Ambition 9. Lying 10. Murder 11. Blasphemy 12. Drunkenness 13. Theft 14. Greed 15. Slander 16. Lust for Power 17. Brawling 18. Swindling 19. Obscenity 20. Sorcery 21. Gluttony 22. Worry 23. Fear 24. Homosexuality 25. Heresy 26. Gossip 27. Vain Philosophy 28. Covetousness 29. False Guilt 30. Control 31. Love of Money 32. Bitterness 33. Necromancy

Put on the whole armor of GodEphesians 6:11 There may be other Defilements that the GM comes up with, but this will serve as a good starting point. The GM must determine what Scriptures relate to any particular Defilement. You may have a set of Scriptures that you desire your players to memorize, that can be used against any Defilement (perhaps general Scriptures relating to temptation), or you may allow any Scripture directly relating to the particular Defilement. However, it would be good to provide your players with a list of Scriptures to memorize, and then only use Defilements that relate to those Scriptures. One way to do it may be to have your players memorize certain Scriptures before each session, and then have the session utilize those Scriptures. As a rule, a player should only be able to quote a particular Scripture once in each encounter. Note: If the creature that possesses a Defilement is killed, the Defilement does not cease. It remains in the location where the creature dies until it is overthrown. Conversion: If all of the Defilements possessed by a creature are overthrown, the creature becomes open to conversion. Any character who participated in overthrowing the creatures Defilements may attempt to covert the creature by making an Opposed roll using their LDR against the creatures Stubbornness (STB). If successful, the creature converts. The creature immediately gains a Holiness Level of 1, and may join the party if desired. If the player is able to quote a Scripture relating to evangelism, they gain +1 on their roll to convert. If the character possesses the Word of Encouragement skill, +1 is added to the roll. If the creature is actually possessed, they will immediately enter into convulsions if converted, and will have to have the demons exorcized. Failure to either convert or exorcize the demons means that the creature still retains their defilements, although they no longer affect the characters. 30

VII. Black Magic


The rules for Black Magic are included so that the Gamemaster can create villains that challenge the characters with demonic power. They are not rules that should be used by characters in HolyQuest unless the character falls into one of the sins listed here. Any villain that uses Black Magic possesses the Lust for Power Defilement. He also possesses one of the 3 Defilements listed below: 1. 2. 3. Witchcraft Sorcery Necromancy

This spell allows the Witch to cause a creature to fall in love with another creature. She must spend one hour conducting a ritual after which she must make a successful skill roll for the spell to work. The creature who is the target of the spell must roll less than or equal to their SNS in order to avoid the effects of the spell. If this spell is cast on a creature with a Holiness Level, the spell acts like a Defilement equal to the Defilement Level of the caster. If the Defilement is overthrown, the spell has no effect. If the creature is overcome by the Defilement, they are affected in the same manner as described in the section on Spiritual Warfare. They must then roll versus SNS to resist the spell as above. 2. Telekinesis Defilement Type: Sorcery Defilement Level Required: 1 Difficulty Level: Fair (0) Casting Time: 1 turn This spell causes one object within 10 of the Sorcerer to follow the commands of the Sorcerer for 2 turns for each level of Defilement of the Sorcerer. The objects can then be moved or thrown at other creatures. If it is a weapon, it can make an attack with an ATK at the Defilement Level modifier of the caster, and with an ODF as per the ODF of the weapon. The maximum weight in ENC of the object is equal to the Defilement Level of the caster. So a Level 1 Sorcerer can move 1.0 or less ENC objects with this spell. A Sorcerer can control one object at a time for every level of Defilement. 3. Animate/Control Skeleton Defilement Type: Necromancy Defilement Level Required: 1 Difficulty Level: Fair (0) Casting Time: 1 turn This spell enables the caster to animate and control one skeleton for every level of Defilement. These skeletons are under the control of the caster until they are destroyed, or the caster dispels the spell. A Necromancer can have no more that his Defilement Level of skeletons under his control at any one time. 4. Scrye Defilement Type: Witchcraft Defilement Level Required: 1 Difficulty Level: Fair (0) Casting Time: 1 turn

The Black Magicians Defilement Level in any of those areas cannot be higher than his Defilement Level in Lust for Power. The Defilement Level of the type of magic is used to determine what spells or powers the Black Magician is able to have and how effective he or she is in using them. A Black Magician is considered to be possessed by demons and/or insane, and can only be ultimately freed from his defilements by the use of the Cure Insanity/ Exorcise Demon skill. Any character that comes into the vicinity of a Black Magician will be attacked by their Defilements according to the Spiritual Warfare rules above. Any character overcome by the Lust for Power Defilement will become a Black Magician, and become possessed. Each Black Magician possesses a number of the spells listed below. Each spell is a power granted by the demons that are possessing them. This is not an exhaustive list of spells, and the GM should feel free to create spells for his own campaign. The Magician must make an unopposed skill roll, modified by CNC in order to successfully cast the spell. Their skill level with the spell is equal to their Defilement Level in that type of magic.

Black Magic Spells


1. Love Spell Defilement Type: Witchcraft Defilement Level Required: 1 Difficulty Level: Fair (0) Casting Time: 1 hour ritual

31

This spell allows the Witch to be able to view any person from a distance through the use of a crystal ball, etc. 5. Demonic Healing Defilement Type: Witchcraft Defilement Level Required: 2 Difficulty Level: Fair (0) Casting Time: 1 turn This spell works just like the Minister skill, Healing, but uses demonic power instead of divine power. Any creature with a Holiness Level that has this spell cast on them will have to overcome the Defilement or lose a level of Holiness. If he is overcome, then the spell takes effect normally. 6. Glamour Defilement Type: Witchcraft Defilement Level Required: 2 Difficulty Level: Good (+1) Casting Time: 1 hour ritual This spell allows the Witch to appear to be somebody else than who he actually is. Attempts by other witches to scrye them will fail, and anybody who sees the Witch will think that he or she is seeing somebody else. This spell does not actually change the shape of the Witch. It only makes him appear to be someone else of like race with themselves. 7. Telepathy Defilement Type: Witchcraft Defilement Level Required: 2 Difficulty Level: Good (+1) Casting Time: 1 turn This spell allows the caster to both read another creatures thoughts as well as project their own thoughts into another creatures mind. 8. Animate/Control Zombie Defilement Type: Necromancy Defilement Level Required: 3 Difficulty Level: Good (+1) Casting Time: 1 hour ritual As per the Animate/Control Skeleton spell, except that the caster can control one zombie for every level of defilement. The number of skeletons and zombies controlled are separate. Therefore, the caster can control a number of skeletons up to his Defilement Level, and also that number of zombies. 32

9. Invisibility Defilement Type: Witchcraft or Sorcery Defilement Level Required: 3 Difficulty Level: Good (+1) Casting Time: 1 turn This spell makes the caster invisible for 10 turns for every level of Defilement of the caster. Any creature that attempts to attack an invisible creature may do so if he is aware of the presence of the creature and it is in his front facing and within reach of his weapon. However, he is at -4 ATK. 10. Ball of Fire Defilement Type: Sorcery Defilement Level Required: 4 Difficulty Level: Great (+2) Casting Time: 2 turns As per the Call Down Fire skill, except that the caster produces a ball of fire from his hand which he throws. 11. Flying Defilement Type: Witchcraft Defilement Level Required: 4 Difficulty Level: Great (+2) Casting Time: 2 turns This spell enables the caster to fly for 10 turns for every level of Defilement. 13. Summon Creatures Defilement Type: Witchcraft Defilement Level Required: 5 Difficulty Level: Superb (+3) Casting Time: 1 turn This spell summons a number of creatures of any kind up to the Defilement Level of the caster times 2. These creatures are under the control of the caster. The size of the animals that can be summoned is according to the table below: Defilement Level 5 6 7 8 9 Size Very small Small Normal Large Huge

12. Whirlwind Defilement Type: Sorcery

Defilement Level Required: 6 Difficulty Level: Superb (+3) Casting Time: 3 turns This spell summons a powerful whirlwind that catches everyone in its radius up into it, swirling them around and throwing them in all directions. The GM rolls four FUDGE dice, and then adds the Defilement Level modifier, and subtracts the effected creatures STR. The result is the ODF for the attack, and is then modified by the DDF of the creature effected to get the Wound Result. This whirlwind covers a 10 radius for every level of Defilement of the caster. 14. Shapechange Defilement Type: Witchcraft or Sorcery Defilement Level Required: 6 Difficulty Level: Superb(+3) Casting Time: 2 turns This spell allows the caster to change shape into any creature of any size. The caster then takes on the attributes of the creature changed into, but retains their skills and Black Magic. 15. Create/Control Mummy Defilement Type: Necromancy Defilement Level Required: 8 Difficulty Level: Legendary (+4) Casting Time: 1 day ritual This spell allows the caster to create one Mummy which is under the casters control. The caster can only ever control one Mummy at a time. The Mummy will remain under the casters control until destroyed or the caster dispels him.

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VIII. EXPERIENCE
Experience points in Holyquest should not be awarded for merely killing monsters and amassing wealth. Experience should only be awarded for when the characters use their skills and abilities to accomplish the purpose that they set out to accomplish. In the case of using combat skills, experience should be awarded when a character uses these skills, but only if they use them to further their purpose. Merely going about and killing things should be discouraged, since a Judeo-Christian world-view would discourage such behavior. Characters can use experience to increase skills, as shown on the chart in the section on Skills. However, the Holiness attribute cannot be raised in this way. A character's Holiness is increased when they accumulate a certain number of total experience points. They do not "spend" the experience points to increase the attribute. They merely achieve the increase when a certain number of total experience points are reached. For every 10 total experience points that are acquired, the character achieves the next level of Holiness. A character may lose a level of Holiness due to disobedience. Any action by the character that the GM feels opposes a holy lifestyle should result in the loss of holiness. However, they do not lose the experience points. They merely begin from where they are, and must acquire 10 more experience points to reach the next level. However, levels of holiness that have been lost may be regained without acquiring experience points by seeking out a minister who can Restore Holiness. It is recommended that for each session, between 2 and 4 experience points should be awarded to each player, depending upon how well they did, and how much their character contributed to the quest.

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IX. THE QUEST


The Quest is one of the central issues in Holyquest. Ultimately, all characters in Holyquest are on a quest for holiness. This means that they are seeking to be transformed into the image of God. However, the game centers on the performance of actual physical quests, where the characters are given opportunities to be of service to humanity. These quests are usually heroic, adventurous, and dangerous. They usually involve performing some duty, or rescuing someone whom is in distress. Holyquest is not really suitable to a game where characters merely crawl about a dungeon seeking treasure (although there may be other reasons to enter a dungeon than treasure). A Quest should always have certain elements involved, although this is by no means written in stone. 1. 2. 3. There should always be a noble purpose to the quest. Rescuing the damsel in distress, recovering a lost relic or artifact with spiritual significance, Serving the king and country in some noble cause, overcoming an evil being who has people in bondage, etc. The quest should always be something that the characters are able to accomplish at their current level of experience. Remember that the quest is symbolic of the spiritual quest, and that all spiritual quests that God ordains are achievable. The quest should always have an end. It is not really appropriate in Holyquest for the characters to merely wander around and kill monsters. However, the idea of going about and performing random acts of kindness, and delivering the oppressed should be encouraged. However, as far as quests go, there should be a conclusion. However, this conclusion can lead to another quest.

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X. MONSTERS

SNS: LDR: STB: Skills:

-1 -2 0

Move: 7

Basic Hand to Hand Combat (-1) Self Defense (0) Camouflage (+2) Move Silently (+2)

Special Abilities: Night Vision 60 ft. Defilements: Lying (-4) Equipment: Shortsword (+1) Leather Armor (+1) Here is a brief list of monsters that can be used with HolyQuest. In order to create a monster, you have to take into account the attributes of the monster, what armor (natural or otherwise) is worn, and what weapons that they are using. Determine the ATK, DEF, etc. by using the modifiers from each of these areas. Size will modify the DEF and DDF of a monster according to the following table: Size Very Small Small Normal Large Huge DEF +2 +1 0 -1 -2 DDF -2 -1 0 +2 +4 Orc (normal) STR: +3 AGL: 0 END: +1 CNC: -1 SNS: -2 LDR: -2 STB: 0 Skills: ATK: 0 DEF: 0 ODF: +6 DDF: +3 Move: 6

Basic Hand to Hand Combat (0) Self Defense (0) Camouflage(+2) Move Silently (+2)

Special Abilities: Night Vision 60 ft. Defilements: Anger (-3) Equipment: Battleaxe (+3) Studded Leather Armor (+2) Human Warrior (normal) STR: +2 ATK: +1 AGL: +1 DEF: +1 END: +1 ODF +5/+5 CNC: -1 DDF: +7/+5 SNS: 0 Move: 6 LDR: +1 STB: -1 36

Natural Armor: A monster may have natural armor as well as wearing armor. The natural armor is merely a modifier to DDF. There are no ATK or DEF penalties or any other modifiers. Stubbornness: Monsters (or any creature that is not a believer) does not have a FTH attribute. Instead, they have a Stubbornness or STB attribute, which is used when attempts are made to convert them. Goblin (small) STR: 0 AGL: +1 END: +1 CNC: 0 ATK: DEF: ODF: DDF: 0 +3 +1 +1

Skills:

Basic Hand to Hand Combat (0) Missile Weapons (0) Self Defense (0)

SNS: LDR: STB: Skills:

N/A N/A N/A

Move: 6

Special Abilities: None Defilements: Varied (-3) Equipment: Broadsword (+3) Light Crossbow (+3) Chainmail (+4) Medium Shield (+2) Dark Elf Scout (normal) STR: 0 ATK: AGL: +2 DEF: END: 0 ODF CNC: +2 DDF: SNS: 0 Move: LDR: +1 STB: +1 Skills: +2 +2 +3/+1 +2 8

Basic Hand to Hand Combat (-1) Missile Weapons (-1) Self Defense (0)

Special Abilities: +2 ODF when hit by non-bludgeoning weapons. Bludgeoning weapons include the club, throwing hammer, war hammer, mace, and staff. Night Vision 60 ft. Undead. Not affected by skills that require CNC or SNS checks. Defilements: None Equipment: Scimitar (+2) or Shortbow (+1) Scalemail (+3) Death Knight (normal) STR: +3 ATK: AGL: +2 DEF: END: +2 ODF: CNC: 0 DDF: SNS: 0 Move: LDR: +2 STB: +2 Skills: +3/+2 (two attacks*) +3 +7 (+11 when charging) +11/+8 6

Basic Hand to Hand Combat (0) Missile Weapons (0) Self Defense (0) Move Silently (+2) Camouflage (+2) Detect Traps and Snares (0) Locksmith (0) Climbing (0) Tracking (0)

Special Abilities: Night Vision 60 ft. Defilements: Varied (-2) Equipment: Longsword (+3) Longbow (+1) Studded Leather Armor (+2) Skeleton (normal) STR: +1 ATK: AGL: +1 DEF: END: 0 ODF: CNC: N/A DDF: 0 +1 +3/+2 +3 37

Basic Hand to Hand Combat (+2) Mounted Combat (+2) Advanced Hand to Hand Combat (+1) Self Defense (+2)

Special Abilities: None Defilements: Varied (+1) Equipment: Two-Handed Sword (+4) Lance (+4) Plate Armor (+6) Large Shield (+3) Encumbered 50-75% (-1) *If the Death Knight charges he only gets one attack with his lance.

STB: Ogre (large) STR: +5 AGL: 0 END: +2 CNC: -2 SNS: 0 LDR: 0 STB: 0 Skills: ATK: +1 DEF: -1 ODF: +9 DDF: +7 Move: 6 Skills:

+4 Basic Hand to Hand Combat (+4) Self Defense (+4) Breathe Fire (+4) See Call Down Fire, but the area of effect is a cone 30 long.

Basic Hand to Hand (+1) Self Defense (0)

Special Abilities: Immunity to Fire. Multiple Attacks (3) Defilements: Varied (+4) Equipment: Natural Armor (+5) Claw (+3) Bite (+4)

Special Abilities: None Defilements: Sexual Immorality (-2) Equipment: Natural Armor (+1) Studded Leather Armor (+2) Large Club (+4) Giant (huge) STR: +6 AGL: -2 END: +3 CNC: -3 SNS: -4 LDR: -2 STB: 0 Skills: ATK: 0 DEF: -2 ODF: +12/+10 DDF: +7 Move: 4

Basic Hand to Hand Combat (+2) Miisile Weapons (+2) Self Defense (+2)

Special Abilities: None Defilements: Fear (0) Equipment: Giant Club (+6) Large Stone (+4) Dragon (huge) STR: +8 AGL: 0 END: +5 CNC: +4 SNS: +4 LDR: +4 ATK: +4/+4/+4 (3 attacks) DEF: +2 ODF: +11/+11/+12 DDF: +14 Move: 6 38

XI. BEAUTY AND THE BEAST An Introductory Adventure


This adventure will introduce you to the Holyquest game, and allow you to get an idea of how the game is played, and how adventures are created. If you are not going to be the Gamemaster, dont read any further in this section. Four pre-generated characters have been provided. However, if you feel comfortable enough with having your players make their own characters, then please do so. This scenario takes place in the small village of Aldenburg. This village can be placed in any campaign of the GMs choosing. Aldenberg has about 500 inhabitants. Lord Oglivys daughter, Olivia has gone missing. What has really happened, and what the characters are going to be told are two different things, however. What has really happened is that Lord Oglivy has been attempting to use Olivia as a human sacrifice to perform a satanic ritual to summon a demon. Olivia has been rescued from her father by an Ogre named Floyd. Floyd has taken Olivia to an old tower about 20 miles west of town, and is protecting her there. Olivia has since fallen in love with the Ogre, and they are planning to be married. Jack Turner is known around town as the suitor of Olivia. Olivia does not love Jack, but rather abhors him. He is a member of the secret cult led by Lord Oglivy, and has two jobs: First, to offer bribes to anyone that might try to look for Olivia so that they do not find her and find out that her father is leading a satanic cult, and second, to locate Olivia and bring her back to her father so that he can complete his ritual and summon the demon. The characters will either hear by rumor that there is a reward out by Lord Oglivy for the return of his daughter, or they will see the posters that have been posted around the village. If they visit Lord Oglivy at his estate house, he will seem very kind and gentle, and tell the characters the following story: His daughter is missing, and he has no idea where she is. However, it probably involves that good-for-nothing Jack Turner, who can be found down at the Drop Dead Drunk Tavern. He will offer the characters 400 gold pieces if they can safely return his daughter to them. None of Lord Oglivys Defilements will activate at this point in the story. Not until he is confronted with his sins and crimes will they be activated. 39

If the characters go to the Tavern and manage to avoid being overthrown by its Defilements, they can talk to Jack. If they do, he will try to bribe them with 25 gold pieces a piece to leave this business alone and pursue it no further. The characters will then be attacked by a Greed(-2) Defilement. If they are overcome, they will take the bribe and fall into sin. If they overthrow the Defilement, they can try to convert Jack, but he is extremely stubborn (+4). If they refuse the bribe or try to convert Jack and fail, he will claim that he did not offer a bribe and challenge one of the characters to a duel. The character challenged may righteously accept the challenge or refuse with no negative consequences. Eventually, the characters should hear the rumor that Olivia has been kidnapped by an Ogre. If they head towards the old tower, they will be confronted on the road by Blurg and his gang of 14 orcs (see below for stats on Blurg and the the orcs). If the party takes any time to talk to Blurg, they will find out that the rumor about them is not true (see rumors below), but they will also be attacked by a Defilement to Anger (-3). Blurg and his gang are angry at what the homesteaders have been doing to the orc settlements. If any characters are overcome, they will attack the orcs. (of course they may decide to attack the orcs anyway) If they overthrow the Defilement, they can attempt to convert the Blurg and the orcs (Stubbornness 0), and if they succeed, any converted orcs will accompany them to the tower to face the Ogre (remember to roll separately for Blurg and for each orc to see if they convert). When they arrive at the tower, depending on what the characters do, either the Ogre will attack them, thinking them to be part of Lord Oglivys cult, or he will try to tell them what the real situation is. If he attacks the characters, Olivia will appear at some point and try to inform the characters of the real situation. Any orcs who converted will assist the party against the Ogre if attacked. If the characters will not listen to Olivia, and they kill the Ogre and try to take Olivia back to her father, she will try to escape. If they succeed in getting Olivia back to her father, she will be sacrificed in a satanic ritual and Lord Oglivy will summon his demon. If Lord Oglivy succeeds in summoning the demon, Lord Oglivy will gain a Defilement level of 4 in Sorcery the spell Invisibility and then proceed to go around the village invisible and attack, steal, and molest the inhabitants of the village and the characters themselves. If the characters somehow manage to either catch Lord Oglivy in the act, or find out that he is responsible, and they confront him, the same scenario plays out below, except now Lord

Oglivy has the Sorcery Defilement at level 4 with the invisibility spell instead of level 2. If the characters either find out from the Ogre and/or Olivia about Lord Oglivy and believe them, or if they find out that he is invisibly attacking the village, they may decide to confront him. If they go to his estate and search, they will find Lord Oglivy in his basement, where a ritual chamber has been set up. He will be there with Jack Turner (if he is still alive and not converted), and three other cult members. Jack will again offer the characters money to look the other way, but the characters will not have to fight his Defilement again unless they did not overthrow it before. If the characters actually overthrow all of Lord Oglivys Defilements, and manage to convert him (highly unlikely), then he will have to be taken to Revered Taylor and have Cure Insanity/ Exorcize Demon performed on him. If any of the characters are overcome by Lord Oglivys defilements, they will join his cult and perhaps even assist Lord Oglivy in attacking the other characters. Some of the NPCs that are important to this scenario are listed below: Lord Alfred Oglivy STR: 0 AGL: +1 END: 0 CNC: +2 SNS: +1 LDR: +3 STB: +4 ATK: DEF: ODF: DDF: MOVE: +1 +1 +3 +2 7

Olivia Oglivy STR: -2 AGL: 0 END: -1 CNC: +2 SNS: +2 LDR: 0 FTH: +1

ATK: DEF: ODF: DDF: MOVE:

N/A -4 N/A -1 7

Skills: Self Defense (-4) Special Abilities: None Defilements: None Equipment: None Olivia is a believer who loves Floyd the Ogre. Jack Turner STR: +1 AGL: +2 END: +1 CNC: 0 SNS: -1 LDR: +1 STB: +4 ATK: DEF: ODF: DDF: MOVE: +3 +3 +4 +5 7

Skills: Basic Hand to Hand (+1) Self Defense (+1) Special Abilities: None Defilements: Greed (-2) Equipment: Longsword (+3) Scalemail (+3) Sm Shield (+1) Reverend Sam Taylor STR: -2 ATK: AGL: 0 DEF: END: -1 ODF: CNC: +2 DDF: SNS: +1 MOVE: LDR: +2 FTH: +2 N/A +2 N/A 0 6

Skills: Basic Hand to Hand Combat (0) Self Defense (0) Special Abilities: None Defilements: Lust to Power (-2) Sorcery (-2) Spells: Telekinesis Equipment: Longsword (+3) Studded Leather (+2) Lord Oglivy will appear to be a very gentle man when first met, but after he is confronted, he will become very wild and maniacal.

Skills: Self Defense (+1) Healing (+3) Bless Weapon/Armor (+2) 40

Discernment (+2) Light (+1) Advanced Healing (+2) Create Food/Drink (+1) Word of Encouragement (+2) Word of Authority (+1) Restore Holiness (+2) Cure Insanity/Exorcize Demon (+1) Special Abilities: None Defilements: None Equipment: Staff (+1) Tom Skite STR: AGL: END: CNC: SNS: LDR: STB: +1 0 +1 0 -1 +2 +1 ATK: DEF: ODF: DDF: MOVE: 0 +1 N/A -1 7

Locksmith (0) Climbing (0) Tracking (0)

Special Abilities: None Defilements: Drunkenness (-4) Equipment: None Floyd the Ogre STR: +5 AGL: 0 END: +2 CNC: -2 SNS: 0 LDR: 0 FTH: 0 Skills: ATK: +1 DEF: -1 ODF: +9 DDF: +7 Move: 6

Basic Hand to Hand (+1) Self Defense (0)

Skills: Basic Hand to Hand (0) Self Defense (0) Special Abilities: None Defilements: Paganism (-3) Equipment: Staff (+1) Drunken Bob STR: 0 AGL: +2 END: 0 CNC: +2 SNS: 0 LDR: +1 STB: -4 Skills: ATK: N/A DEF: +2 ODF N/A DDF: 0 Move: 8

Special Abilities: None Defilements: None Equipment: Natural Armor (+1) Studded Leather Armor (+2) Large Club (+4) Floyd is a believer. He rescued Olivia from the hands of her father and plans to marry her. Blurg the Orc Warboss STR: +3 ATK: +2 AGL: +1 DEF: +2 END: +2 ODF: +6 CNC: -1 DDF: +4 SNS: -2 Move: 6 LDR: +1 STB: 0 Skills: Basic Hand to Hand Combat (+1) Self Defense (+1) Camouflage(+2) Move Silently (+2)

Basic Hand to Hand Combat (0) Missile Weapons (0) Self Defense (0) Move Silently (0) Camouflage (0) Detect Traps and Snares (0) 41

Special Abilities: Night Vision 60 ft. Defilements:

Anger (-3)

Equipment: Battleaxe (+3) Studded Leather Armor (+2) There are also some other creatures that play a role in the scenario. Their stats are as follows: Orc gang See the Monsters section for the stats for orcs. Cult Members STR: +2 ATK: +1 AGL: +1 DEF: +1 END: +1 ODF +4 CNC: -1 DDF: +3 SNS: 0 Move: 7 LDR: +1 STB: -1 Skills: Basic Hand to Hand Combat (0) Missile Weapons (0) Self Defense (0) Special Abilities: None Defilements: Varied (-3) Equipment: Shortsword (+2) Studded Leather (+2) Tavern Brawlers STR: +1 AGL: -1 END: 0 CNC: -1 SNS: -2 LDR: 0 STB: +2 ATK: DEF: ODF: DDF: MOVE: -3 -3 +1 0

The brawlers will attack with their fists at +0 ODF. Near Death wound results merely render the opponent unconscious. Other inhabitants can be created by the GM to suit his purposes. These are some of the locations in the village that are important to the scenario: The Drop Dead Drunk Tavern This tavern is full of drunkenness and brawling. Any character who enters the tavern will be attacked by a Defilement of Drunkenness (-4). If any of the characters overthrow the Drunkenness Defilement, they will have a chance convert the occupants of the tavern. They have a Stubbornness of +2 except for Drunken Bob who is at -3. If they fail to convert the occupants of the tavern, they will be confronted by them and will be attacked by a Defilement of Brawling (-3). If they fail to resist this Defilement, they will end up in a bar fight with about 10 Tavern Brawlers (the GM can raise or lower this number depending on the circumstances). This is also where Jack Turner hangs out. He will ignore the characters unless they come to talk to him about Olivia. The Descending Dove Inn This inn is a place of refuge for the characters. It is run by believers and has very fair prices. The inn serves no alcohol, only coffee. Many of the rumors listed below can be heard by the various patrons of the inn. The Church of St. George This is the church run by Reverend Sam Taylor. Characters can go here to find healing, and engage in prayer. Rev. Taylor is available regularly to counsel or help those in need. He holds services every morning and twice on Sunday. There is a nasty rumor going around that he is offering salvation to those who give him money, but it is not true. If confronted about it, he will humbly deny the charges and be willing to show the characters the accounting books to prove it. He will not tell the characters that the pagan priest, Tom Skite is the one doing such things.

Skills: Basic Hand to Hand Combat (-2) Self Defense (-2) Special Abilities: None Defilements: Drunkenness (-4) Equipment: None 42

The Temple of Dagor Tom Skite is the priest at the temple of Dagor, which has been very recently erected in the village. He has been very busy attempting to persuade the people of the village of his faith, and has been very successful. He will argue very vigorously with any character that tries to speak with him, and the character will be attacked by a level 2 Paganism Defilement. If the character is overcome, he will join the new temple. If he overthrows it, he can try to convert Tom normally. If converted, Tom becomes a Minister and is very zealous for his newfound faith. The Estate of Lord Oglivy This is a beautiful estate on the edge of the village. There is a stone wall that surrounds a rather large grounds, containing a large manor house. In the basement of the house is a large ritual chamber with an enormous pentagram painted on the floor where Lord Oglivy conducts his rituals. Jack Turners Homestead This is a rather typical homestead in the area surrounding the village. Jack keeps a small amount of livestock. If the characters investigate his house, they will not find Olivia.

Olivia Oglivy has been captured by the orcs, and is being held by them as their sex slave. This rumor is false. Tom Skite has been really influencing the people of the village lately. Many of them have converted from Christianity back to paganism. This rumor is true. Jack Turner is Olivia Oglivys lover, and he is hiding her at his homestead outside of the village. This rumor is false. Jack is actually part of Lord Oglivys cult, and is trying to find her so that her father can complete his satanic ritual and summon a demon. Reverend Sam Taylor takes money from wealthy townsfolk by convincing them that they will go to heaven if they give him money. This rumor is false. Sam Taylor is a very godly man. It is actually Tom Skite who has been telling people this lie, and by doing so, he has been able to build his temple in a very short amount of time. Drunken Bob over at the tavern used to be a powerful Scout in service to the king until he fell to drinking. This rumor is true.

Other locations can be created by the GM to suit his purposes. There are also various rumors that the GM can use as he likes. Some of these rumors are true, and some are not. Lord Oglivys daughter has gone missing and there is a reward of 400 gold pieces for her safe return. This rumor is true. A gang of orcs has been raiding homesteads in the outlying areas of the village. They have been killing the men, raping the women, and selling the children into slavery. This rumor is only partially true. Actually, certain homesteads have been attacking orc settlements and killing them, and the orc gang is seeking vengeance. They have been killing the men only. Olivia Oglivy has been kidnapped by an Ogre, and is being held by him in the old watchtower to the west. This is only partly true. She is actually with the Ogre willingly. 43

Adventure Hooks After the players have finished this adventure, the GM may wish to continue playing HolyQuest in the village of Aldenburg. Here are some hooks that the GM can use to create additional adventures. 1. The mining camp of the dwarves about a days journey to the north has produced rumors of people disappearing. If the characters go to the camp to investigate, the dwarves attempt to drug them and send them to the mines in chains to work as slaves. There is an old crypt in the cemetery that is being used by a necromancer to animate skeletons. The characters can enter the crypt and confront the necromancer and his minions.

2.

XII. EQUIPMENT
This is a brief list of equipment that can be used for Holyquest. Of course the GM may use any equipment lists he desires, but it is important that encumbrance values be determined for any equipment that the character is going to be carrying on his/her person. This list can be used as a guide for encumbrance values, and the GM can determine values for other items as he sees fit. Armor Armor Cost DDF ENC Leather 30 +1 .5 Studded Leather 40 +2 1.0 Scale Mail 60 +3 1.5 Chainmail 80 +4 2.0 Platemail 120 +5 2.5 Plate Armor 500 +6 3.0 Sm. Shield 15 +1 .5 Med. Shield 25 +2 1.0 Lg. Shield 50 +3 1.5 Weapon Axe, Battle Axe, Hand Bow, Short Bow, Long Crossbow, Lt Crossbow, Hvy Club Large Club Giant Club Dagger Halberd Hammer, Throw Hammer, War Javelin Lance Mace Pike Poleaxe Scimitar Spear Staff Sword, Short Sword, Broad Sword, Long Sword, 2-Hand Weapon Pistol Musket Weapons Cost ODF ENC Range (squares) 30 +3 1.2 N/A 10 +1 .6 6 50 +1 .4 30 80 +1 .6 42 70 +3 1.0 36 100 +4 1.6 48 5 +1 1.0 N/A 5 +4 4.0 N/A 5 +6 8.0 N/A 6 +1 .2 6 30 +4 3.0 N/A 8 +1 .5 6 10 +2 1.0 N/A 2 +2 .4 18 20 +4 3.6 N/A 10 +2 .6 N/A 6 +3 1.6 N/A 10 +4 3.0 N/A 20 +2 1.2 N/A 5 +3 .6 12 10 +1 .8 N/A 15 +2 .6 N/A 30 +3 1.2 N/A 50 +3 1.6 N/A 100 +4 2.0 N/A Firearms Cost ODF ENC Range (squares) 100 +5 .3 48 250 +6 1.2 60

44

Type Moltov Cocktail Powder Keg Dynamite

Explosives Cost ODF ENC Blast Area 5 +2/0 .2 2 20 +5/+3/+1 4.0 3 25 +8/+5/+3/+1 .2 4

Range 10 4 10

If you wish, you may use the PCS Gaming Club FUDGE medieval/fantasy weapons found at http://www.panix.com/~sos/rpg/fudweap.html. You may use these weapons, and modify them as needed for use in Holy Quest. Equipment Item Cost ENC Backpack 10 .4/2.0 Leather Sack 2 .1/1.0 Books 2 .2 Cloak 3 .2 Clothes variable .4 Grappling Hook 50 1.6 Iron Spike 2 .1 Lantern 20 .6 Flask of Oil 4 .2 10' Pole 2 4.0 Quiver 20 arrows 10 .1 Quarrel 20 Bolts 15 .2 1 Week Rations 2 2.0 50' Rope 2 1.0 Tinder Box 6 .1 Torch 1 .4 Canteen 2 .1 Bedroll 3 .6 Craftsman Tools 10 1.0 Other Equipment Item Cost Light Horse 200 War Horse 500 Mule 100 Saddle 50 Cart 200 Wagon 400 Row Boat 100 Sail Boat 250 Canoe 100 Other Boats Determined by GM Again these are not exhaustive lists, but they will give you an idea of encumbrance, etc. Some equipment should be marked on your sheet as being dropped during combat. If this is so, you must still figure encumbrance when you are carrying the items normally, and then figure your encumbrance for combat, which is what will actually affect your attack, defense, etc. Obviously, if you are carrying a 10' pole, you are going to drop it in combat. The maximum ENC for a character is equal to 6 + STR. Every 1000 gold pieces equals 1.0 ENC. A backpack may carry 2.0 ENC, and only have an actual ENC of .4. A leather sack can carry 1.0 ENC, but retains the 1.0 ENC, since the weight cannot be distributed and harnessed over the back. 45

Skill List
Combat Skills 1. Basic Hand to Hand Combat 1, None, Soldier Scout Engineer Craftsman, Opposed Action 2. Self Defense 1, None, All, Opposed Action 3. Missile Weapons 1, None, Soldier Scout Engineer, Opposed Action 4. Disarm 2, Self-Defense, All, Opposed Action 5. Firearms 2, Missile Weapons, Engineer Soldier Scout, Opposed Action 6. Mounted Combat 3, Basic Hand to Hand Combat, Soldier Scout, Opposed Action 7. Siege Equipment 3, Firearms, Engineer, Soldier, N/A 8. Advanced Hand to Hand Combat 4, Basic Hand to Hand Combat, Soldier Scout Craftsman, Opposed Action 9. Advanced Missile Weapons 4, Missile Weapons, Soldier Scout, Opposed Action 10. Multi-Weapon Combat 4, Basic Hand To Hand Combat, Soldier, Opposed Action 11. Weapon's Master 10, Advanced Hand to Hand Combat - Advanced Missile Weapons - Mounted Combat - Multi-Weapon Combat - Disarm, Soldier, Opposed Action 12. Holy Fury 15, Weapon's Master, Soldier, Great(+2) Scouting Skills 1. Locksmith 1, None, Scout, Variable 2. Detect Traps & Snares 1, None, Scout, Variable 3. Climbing 1, None, Scout, Variable 4. Tracking 1, None, Scout, Variable 5. Camouflage 1, None, Scout, Variable 6. Move Silently 1, None, Scout, Variable 7. Silent Running 3, Move Silently, Scout, Variable 8. Design Traps & Snares 4, Detect Traps & Snares, Scout, Variable 9. Sneak Attack 12, Basic Hand To Hand Combat - Move Silently - Camouflage, Scout, Variable Engineer Skills 1. Construction 1, None, All, Variable 2. Repair Firearm 3, Firearms - Blacksmith, Engineer, Good(+1) 3. Handle Explosives 5, Siege Equipment, Engineer, Great(+2) 4. Repair Siege Equipment 6, Siege Equipment Blacksmith, Engineer, Great(+2) 5. Engineering 8, Construction - Blacksmith, Engineer, Great(+2) 6. Fashion Firearms 10, Repair Firearms Engineering, Engineer, Superb(+3) 7. Create Explosives 12, Handle Explosives Engineering, Engineer, Superb(+3) 8. Siege Engineering 13, Repair Siege Equipment Engineering, Engineer, Superb(+3) 9. Ship Construction 15, Engineering, Engineer, Legendary(+4) Minister Skills 1. Healing 1, None, Minister, Fair(0) 2. Bless Weapon/Armor 1, None, Minister, Fair (0) 3. Discernment 1, None, Minister, Fair(0) 4. Light 1, None, Minister, Fair(0) 6. Advanced Healing 3, Healing, Minister, Good(+1) 7. Create Food and Drink 4, Light, Minister, Good(+1) 8. Word of Encouragement 5, None, Minister, Great(+2) 9. Word of Authority 6, Word of Encouragement, Minister, Great(+2) 10. Restore Holiness 8, Discernment, Minister, Great(+2) 11. Cure Insanity/Exorcise Demon 10, Advanced Healing - Word of Authority, Minister, Superb(+3) 12. Sanctify Holy Object 12, Bless Weapon/Armor, Minister, Superb(+3) 13. Raise Dead 15, Cure Insanity/Exorcise Demon, Minister, Legendary(+4) Prophet Skills 1. Guided Missile 1, None, Prophet, Special 2. Locate Item 1, None, Prophet, Fair(0) 3. Eyes of Faith 1,None, Prophet Minister, Fair(0) 4. Hide 2, None, Prophet, Fair(0) 5. Cause Blindness 3, None, Prophet, Good(+1) 6. Wind Running 4, None, Prophet, Good(+1) 7. Leap Walls 5, Wind Running, Prophet, Good(+1) 8. Call Down Fire 6, Guided Missile, Prophet, Great(+2) 9. Fly 8, Leap Walls, Prophet, Great(+2) 10. Hedge of Thorns 8, Hide, Prophet, Great(+2) 11. Summon Hailstorm 10, Call Down Fire, Prophet, Superb(+3) 12. Part Water 12, Hedge of Thorns, Prophet, Superb(+3) 13. Empower Holy Object 12, Any Prophet skill (+3), Prophet, Superb(+3) 14. Pronounce Death 15, Summon Hailstorm, Prophet, Legendary(+4) Craftsman Skills 1. Blacksmith 1, None, Craftsman, Variable 2. Ascertain Worth 1, None, Craftsman, Fair(0) 3. Repair Weapon 2, Blacksmith, Craftsman, Fair(0) 4. Repair Armor 2, Blacksmith, Craftsman, Fair(0) 5. Fashion Weapon 6, Repair Weapon, Craftsman, Good(+1) 6. Fashion Armor 6, Repair Armor, Craftsman, Good (+1) 7. Silversmith 2, Blacksmith, Craftsman, Variable 8. Goldsmith 2, Silversmith, Craftsman, Variable 9. Jeweler 4, Goldsmith, Craftsman, Variable 10. Fashion Holy Object 10, Jeweler, Craftsman, Variable

46

Player Name ___________________________ Character Name ___________________________ Class ______________________________ Holiness (HOL) ___________ Total Exp________________ Armor DDF

STR

_____

ATK DEF ODF DDF Move Max ENC Stamina

_____ _____ _____

END _____ AGL _____ CNC _____ SNS LDR FTH _____ _____ _____

Weapon _____ _____ _____ _____

ODF

Range

Max Stamina _____ Equipment ENC Skill Level

TOTAL ENC 1,2 OOO 3,4 O 5,6 O 7,8 O 9+ O 1,2 OOO 3,4 O 5,6 O 7,8 O
Gold Pieces

9+ O
Unspent Exp

Tempted Weakened Distracted Lusting Overcome Scratch Hurt Very Hurt

Incapacitated Near Death

Notes______________________________________________________ ___________________________________________________________ ___________________________________________________________

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