USR Sword & Sorcery Rules Written, with permission, by Jay Murphy. A rules hack of Scott Malthouse’s USR rules. Additional consultation provided by Zak Smith. It is an age of heroic sagas, it is an age of warriors. Brave men and beautiful women. Savages and savants. Wizards and champions. All struggle to carve a red path leading to the Throne of the World. And this is one of them…

Herein lies a heroic role playing game set firmly in the swords & sorcery genre. Your player’s adventures take place in a pre-historic world that predates ours by millions of years. It is a land of humid steaming jungles, vast untamed wildernesses, danger-filled swamplands, and hot dry deserts. All manner of massive man eating beasts roam the unexplored regions of your world and beyond. In this harsh world are sprawling cities teeming with merchants, tradesmen, farmers and hunters. Dotted around the untamed regions are ancient ruins lying untouched. The following is a rules hack of Scott Malthouse’s Unbelievably Simple Roleplaying system. His basic text has been changed and modified. For the USR rules as written by the author you will need to download his free set. “USR is an easy game to learn but there are optional rules throughout if you fancy making it a bit more advanced. Feel free to add your own rules or change current ones to match your preferences. The most important thing is that you and your group have fun with it. In the future I will be releasing a number of role-playing games based on the USR system, from pulp action to time-travelling sci-fi, so stay tuned! I really hope you enjoy this system and have a lot of fun with it. It's always been a dream of mine to get a role-playing system published and put out there for everyone to play.” -Scott Malthouse – February 2012.

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What the heck is a Game Master? A game master, or GM, acts as the game's referee as well as controlling the people and enemies the players come across. The GM also creates the adventure and the world the players inhabit. Essentially the GM is a god, but don't let it get to your head. For the purpose of the Sword & Sorcery rules set the GM will be referred to as the Crypt Keeper (CK).

Creating your character Each player needs a character to take part in the story. Since this setting is specific to the Sword & Sorcery literary genre, characters will play human adventurers. Though there are no particular restrictions on a character learning or using magic, no new character starts the game with magic. Action – This attribute determines how well-versed in combat the character is as well as how quick and dexterous they are. Wits – This attribute determines how intelligent and perceptive the character is. Ego – This attribute determines how the character acts socially. A high Ego means the character is a good leader and able to charm the pants off most people. Hits – This determines how much punishment a character can take before she dies or is knocked unconscious. Hits are reduced when a character is hurt and can return to its initial score when the character heals. After you've jotted each of these attributes down you're going to need to assign dice to them. Each attribute apart from Hits can have one (and just one) type of die assigned to it from the following selection: d6, d8 and d10. Your Hits score is derived by rolling your Action and Wits dice – the total being the final Hits attribute score. Example: Glenn decides that his character ‘Dor Stryker’ is going to be more brawn than brains, so assigns his attributes thusly: Action: d10 Wits: d8 Ego: d6 Hits: 9 (from rolling his Action and Wits die and totaling) Fleshing out your character USR suggests each starting character to have a background story. I've decided to use random rolls on background tables. I'm using Chaosium's Elric! Background table for the first roll. A second roll is made on a long extinct optional background detail table which provides another layer of detail. Sword & Sorcery Background Table; 01-20 Warrior 21-30 Merchant 31-45 Sailor 46-60 Hunter 61-65 Farmer 66-70 Slave 71-75 Noble 76-85 Thief 86-90 Beggar (Roll for afflictions). 91-00 Craftsman (specify Craft).

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Background Details Table; The following tables are used after the adventurer background has been determined by the player. Simply roll 1d10 and refer to the descriptions given below. Players are then encouraged to embellish the detail with input from all players. The CK will have to facilitate the final product, but keep in mind, the players are looking to establish the reason they are all together adventuring! Beggar

Craftperson

Temple Spy Blackmail Tout Catacombs Corpses Tr. Victim Kidnapper Kn: City Free choice

City Enemy Merchant Legacy Craft Secret Embrss. Witness Dexterity Black Sheep Murderer Poverty Free choice

Hunter

Merchant

d10 1 2 3 4 5 6 7 8 9 10

Minor Noble d10 1 Duelist 2 Bracelet 3 Royal Court 4 Don Juan 5 Ancestral Weapon 6 Successful Merc. 7 Domain Seized 8 Rescuer 9 Gambling Father 10 Free choice

Peasant Farmer Tax Collector Peasant revolt Peasant Defender Mercenaries No money Looted Very Healthy Lord's Right Away Free choice

Warrior d10

Thief

1 2 3 4 5 6 7 8 9 10

Last Survivor Secret Passage Dexterity Infamy mark Banned Gangs War Sorcery Good Job Ring Free choice

Gates Guard Mercenary Crusading Knight Training Executioner Grd. Outcast Big Battle Temple Guard Desertion Free choice

Kn: Area Kn: Animal Beasts' Curse Hated by Baron Kn: Treasure Murder Witness Resilient Animal Companion Hunting site Free choice

Sailor Pirate Ports Knowledge Corsair Mutilated Watch Galerian Treasure Island Shipwrecked Bad Luck Free Choice

Bad Associate Claim Antiquarian Slave Merchant Angered King Caravaneer Ransomed War Taxes Free choice

Slave Scars Free Man Torturer Wizard Marked Murderer Miner Rescuer Storm Free choice

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Specialisms A character may choose three specialisms. Specialisms show specific skills and knowledge the character has acquired through his adventures. There is no set skill list because to cover every conceivable skill for your average Sword & Sorcery world would take a hell of a long time, so try and think of something yourself and run it by your Crypt Keeper to make sure it's appropriate. For example; Glen could choose 'Hand to Hand Combat' as one of his specialisms for his new character Dor Stryker. A specialism is tied to an attribute and gives a +2 bonus to that attribute's die roll when the specialism is used. With Dor, his ''Hand to Hand Combat ' specialism is tied to Action, so he gains a +2 when rolling for Action (d10) when engaging in close combat with hand weapons. Specialisms are written on character sheets with their bonus in brackets, such as Hand to Hand Combat (+2 Action). Examples of Specialisms Action: Athletics, Close Combat, Riding, Intimidating, Musician, Climbing. Wit: Lore, Deduction, Observant, Disguise, Strategic. Ego: Leadership, Bartering, Initiative, Charming, Empathetic, Manipulative. Example of a character Dor Stryker Warrior, Executioner’s Guard (rolled on the background tables) Action: d10 Wit: d8 Ego: d6 Specialisms Action – Close Combat (+2), Drive Chariot (+2) Ego – Leadership (+2) Dor is the headsman for the Grand Inquisitor of the city of Dipur. He brings the doomed souls chained in the Inquisitor’s dungeons to the end of their misery. Recently, the slaves have begun to refuse to carry the bodies of the executed to the canals. They roll their eyes in fear and speak of the horror in the dark. You will have to find a way to dispose of the decapitated criminals soon or the stink will become unbearable. Equipment List The common coin of the realm is silver, and the following equipment list costs are in silver. 50 silver pieces make for one gold. Bronze is the lowest coin, needing ten of these beggar chips to make one silver. Bronze is usually only good for buying moldy bread, and cheap clothing. The sourest of wines can be had for a few copper, but only slaves would be found drinking such foul fare. Gems are the most concentrated form of wealth, ranging in value from 100 to 1,000 gold pieces and up! Most cutthroats would sell their soul for a chance to steal but a few gems.

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Player characters start with basic equipment relative to their character backgrounds, and therefore get to list three such items for free. They also get to roll 3d6x20 starting silver to purchase some additional gear. Remember to keep some silver on your person to buy that first nights round of ale, and mutton.

Weapons Dagger Mace Sickle Club Heavy Mace Morning Star Spear Long Spear Quarter Staff Heavy Crossbow Light Crossbow Dart Sling Throwing Axe Miners Hammer Hand Axe Light Pick Short Sword Battle Axe Flail Long Sword Scimitar War Hammer Pole Axe Great Axe Great Sword Long Bow Short Bow

20 50 60 2 120 80 20 50 5 500 350 5 1 80 10 60 40 100 100 80 150 150 120 85 200 500 750 300

+1 +2 +1 +1 +1 to hit, +3 on damage. 2 Handed +1 +1 ranged weapon +1 first strike opportunity, set against charge +1 +2 ranged weapon +1 ranged weapon ranged weapon ranged weapon +1 ranged weapon +1 +1

Armor Leather coif Steel Cap Leather Jerkin Quilted Jerkin Chain Shirt Leather Leggings Quilted Leggins High Leather Boots Chain Cowl Full Helm Chain Jerkin

100 100 600 400 600 350 250 250 250 350 1,500

+1 +3 +1 +1 +2 +1 +1 +1 +2 +3 +2

+1 +2 +1 first strike opportunity +2 +2 +1/+3 vs. Plate +2 2H, first strike opportunity, set against charge +1 to hit, +3 on damage 2H +1 to hit, +4 on damage 2H +2 ranged weapon +1 ranged weapon

head only head only body and arms body and arms body legs legs legs head head body and arms 5

Hide Coat Scale Corselet Bracers Armored Gauntlets Greaves Chain Skirt Breastplate Banded

900 1,500 100 200 100 100 900 750

+1 +2 +1 +2 +1 +1 +3 +2

body and arms body and arms arms arms legs legs body body

Fully Armor Suits Quilted Leather Chainmail Scale Plate

1,500 2,000 5,000 5,000 15,000

+1 +2 +3 +3 +4

all all all all all

Shields Buckler Small Shield Large Shield Tower Shield

150 70 100 300

+1 +1 +2 +4

you may use a bow or crossbow while equipped

provides cover from aimed ranged weapons

Mundane gear can be bought using any equipment list the CK approves of. Other fantasy sourcebooks, such as the Dungeons and Dragons Player’s Handbook, make readily available lists for adventuring equipment. Make sure prices paid are approved by your CK.

Playing the game Here we look at how the game is played, from racing chariots against professional slaves to slashing through hordes of undead.

Non-Contested Attribute Tests Sometimes the player won't be in direct competition with anyone else. Perhaps they're trying to climb a mountain or smith an enchanted sword. Here they must roll their relevant attribute dice against a target number set by the difficulty table. To succeed the character must roll the target number or greater. For example; Dor is chained to the dungeon wall. He must first break his bonds before he can hunt down the crazed cultists. His player tells the GM that Dor will try and escape from his bonds. The GM asks for a medium Action roll (the chains are old and pitted). The player rolls a 5, which is a success. Dor escapes from his bonds and now stalks the halls looking for vengeance. Later, coming upon a wide canal, Dor flings himself across to escape subterranean man-apes. This is a dangerous move, so the GM asks for another medium action roll, on the count of the slippery footing and distance to jump. Dor rolls a 3 – and is unsuccessful! Dor bounces hard off the far wall and falls in to the fast moving muck. Escaping the immediate clutches of the man-apes, Dor will now have to try and get out of the dark and foul canal!

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Difficulty Table 2+Easy (e.g. Jumping a low wall, bartering for food) 4+Medium (e.g. Riding a horse, rock climbing) 7+Hard (e.g. Breaking into a safe, hot-wiring a car) 10+Very Hard (e.g. Understanding a foreign language, building a robot) 14+Impossible (e.g. Disproving relativity, downing a bottle of tequila without vomiting)

Using Specialisms with an Attribute Test Characters can use their specialisms in order to improve their chances of success if the specialism is relevant to the attempted action. For example, the lost nomad wants to find his way to the hidden oasis before he dies of thirst. He has the specialism Desert Lore so the CK awards the PC a +2 on his Wits roll on this 7+ Hard Difficult endeavor. Don’t forget, Characters may create specialisms to improve their chances on any given task. Creating useful skills during play is a great use of experience points which the CK may hand out from time to time. Contested Attribute Tests There will come a time in every game when a player is put in direct conflict with someone or something. This could be a game of chance, lying to a city guard, or skulking unseen by snoring lions; whatever it is there's a really simple way of working out who comes out on top. When someone is actively competing against someone else the player makes an attribute test. Both the player and the GM (or another player if it involves another character) rolls a die corresponding to the relevant attribute. If the player was locked in an arm wrestle with a decadent flesh merchant, both would roll their Action attributes. The highest roll wins the contest. On a tie the test is re-rolled until there is a clear winner. The Crypt Keeper may set a threshold for success on top of the contested attribute test, thereby creating a situation where no clear winner is established. For example; Dor Stryker wishes to leap from his run away chariot onto an opponent’s chariot driving by. The CK is totally justified applying a threshold of success above and beyond just getting a higher roll then the other guy.

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Sword & Sorcery Combat If sword & sorcery is about anything, it is about fighting men hewing through opponents an leaving a corpse strewn trail of gore in their wake. To reflect the whirling death described in most pulp fiction stories I have modified the basic USR combat rules to handle simultaneous combat. Whether or not I have been successful only more game play can confirm. All combat rolls (generally) use the Action attribute during combat and occur in a ten second combat turn. If distance and encumbrance need to be considered pilfer any number of encounter game turn scales from your favorite rpg to make quick decisions. Human movement can be anywhere from 24 to 80 yards in a ten second combat turn depending on the situation. It is assumed a character can move up to half his movement rate and still make an attack. Close Combat, Melee, Hand-to-Hand. Etc. Most close combats are simultaneous, whether one on one, or one against many. All participants are considered both attacking and defending during the engagement unless surprised, or otherwise unable to respond to an attack. This does not preclude defensive actions being taking by one or more participants. The attacker is considered the character who rolls highest. The attacker has scored a hit and the defender's Hits are reduced by the difference between the winning and losing rolls. For example, Dor is fighting an intruder. Dor rolls 6 on his Action attribute and the CK rolls a 4 for the intruder. The intruder then has his Hits reduced by 2 (6-4=2). When a character’s Hits reach 1 the character is incapacitated, but conscious. When Hits reach 0 to -3 the character is incapacitated and unconscious. -4 and less the character is dead. Hits may be regained through healing, but may never go above the initial score. A days rest will return one point of Hits. If any healing draughts or specialized care can be had the CK should roll randomly to establish returned Hits. A weeks worth of carousing will return a character to full health, but requires a roll on a carousing table. Search the internet for your favorite. Damage can be reduced by armor worn, including the defensive value of a shield if brought to bear as well. Note that armor defensive values reduce damage inflicted, but do not add or subtract from the combat roll while weapon values are added to the combat roll. If the “attacker” is actually taking a defensive action; such as dodging a blow while leaping out the window, the defender wouldn’t receive any wounds, per se. Instead the attacker would have been successful with their intended action. For Example; Skavos the Savage intends to leap upon his steed and escape from the harsh blows of a desert nomad. Skavos has a Khazistan Swordplay specialism (+2 Action), and he is wielding scimitar (+2 to combat roll). The desert nomad is also armed with his own curving scimitar, and is intent on hewing Skavos down where he stands. Skavos rolls a 5 on his d10 Action die for a total of 9. The nomad, with an Action die of d8, rolls a (4+2)=6. Skavos has scored a higher combat roll than his antagonist, successfully deflecting the deadly sword thrusts dealing three points of damage, and leaps onto his horse to affect his escape. Multiple Attacks A character may make up to two attacks in a combat turn, but must suffer a multiple attack penalty to any attack rolls. The multiple attack penalty is a -2 for the first attack, and a -4 for the second attack. A character may be forced to take a multiple attack penalty if engaged by more than one opponent in close combat unless he declares he is ignoring the additional attacks. Ignored close combat attacks are resolved with a non-contested attribute roll against a target # of 3 or better. 8

Example; Skavos the Savage intends to rain harsh blows upon three desert nomads blocking him from his steed and then leap upon his steed to effect an escape. Skavos has a Khazistan Swordplay specialism (+2 Action), and he is wielding scimitar (+2 to combat roll). Each of the desert nomads are armed with their own curving scimitars, and are intent on hewing Skavos down where he stands. Skavos rolls a 5 on his d10 Action die for a total of 9. The nomads, with an Action die of d8, each roll for their attacks getting (4+2)=6, (4+2)=6, and (6+2)=8. After adjusting for the multi action penalty Skavos has scored a 7 against his first antagonists causing one point of damage. The second nomad bests Skavos by one therefore causing him to suffer a point of damage, while the third nomad delivers a more decisive blow causing 5 (8-3 for target number to make) points of damage. Note that if Skavos managed to beat all three of his opponents attack rolls the third nomad would not have suffered any damage as a character can only make up to two attacks in a combat turn which will deal damage. Regardless of any armor protection Skavos may have to absorb a total of 6 points of damage, the CK would be justified to rule Skavos’ “attack” has failed leaving him still on the ground surrounded by three opponents. Multiple action penalties go both ways too. A character attacking an opponent twice forces the opponent to defend twice. The multiple action penalty would then be applied to the opponent as well, effectively a wash unless offset by situational modifiers or character specialisms. Example; Dowd the Blacksmith has a Dual Wielding Specialism +2. Wielding a blacksmith's hammer in one meaty fist and a length of chain in the other, he would negate the first -2 multi-action penalty while suffering only a -2 on the second attack for his off-hand. His opponent would be looking at a -2 to the first attack and a -4 to his second.

Hit Locations Where a hit lands is determined by a simple hit location chart. Any armor being worn on the location being hit absorbs damage by the armor’s Damage Rating (DR). A character is free to attempt a “called shot”, whether in melee or ranged combat, but must suffer a minus to the character’s Action roll determined by the Called Shot Table. Melee Combat Hit Locations 01-04 05-08 09-12 13-15 16-18 19-20

R. Leg L. Leg Torso R Arm L Arm Head

Called Shot Table for both Melee and Ranged Combat Limbs (-2 to Combat roll) A successful attack to a limb causes no additional damage but may ignore armor or have some other special effect such as disarm or make useless. Head or Vitals (-4 to Combat roll) A successful attack to these critical areas gains +4 damage. Small Target (-4 to Combat roll) Attacks against small targets such as the heart of a succubus or a sorcerer’s crystal ball may result in a specific effect as determined by the CK. A successful attack will at least grant a +4 to damage. Tiny Target (-6 to Combat roll) Attacks against tiny targets such as the eye slit of a warrior’s helm may result in a specific effect as determined by the CK. A successful attack will at least grant a +4 to damage and usually bypasses any armor protection.

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Weapons and Armor Weapons can give bonuses in combat, giving one side the edge over the other. Each weapon gives a bonus to the Action roll when brought to bear. Weapon types are as follows: Light weapon +1 (e.g. short sword, club, javelin) Medium weapon +2 (e.g. broadsword, battle axe) Heavy weapon +3 (e.g. halberd, long bow, two handed sword) Weapons listed as “First Strike” weapons can receive a reach bonus over an unarmed opponent, or armed with a smaller weapon. For the first round of the engagement the bearer of the first strike weapon cannot receive damage unless a significant hit is scored against him. This bonus capability can only be applied against one opponent. Any other attacker resolves the combat roll normally with both participants capable of receiving, and giving damage. Armor can be used to negate the effects of being hurt. Each armor type reduces the number of Hits taken in combat. Shields reduce damage from attacks as long as the character is able to bring the shield to bear against the attack. Defending against multiple attacks is possible, but the character applies a -2 cumulative modifier against each subsequent attack. Here are some examples of Damage Ratings for different types of armor; Light armor -1 (e.g. jerkin, gauntlets, light studded armor) Medium armor -2 (e.g. scale mail, chainmail) Heavy armor -3 (e.g. plate mail, enchanted steel) These examples are by no means the only weapons and armor that you can have in a game. The GM could create a spear that gives the character a +5 charging bonus or a suit of armor that's a -4. Just use the above examples as guidelines and have fun making up your own bad-ass creations.

Critical Hits and Dramatic Fumbles If you roll a natural 1 or natural high#, you compare against opponents roll. If your opponent has also rolled a natural 1 or natural high# it is time to check for Critical Hits and Dramatic Fumbles. Confirm Critical Hits & Dramatic Fumbles Hero rolls natural 1, and opponent rolls natural 1: 50% chance either character gets tagged with a fumble, roll randomly. Hero rolls natural 1, and opponent rolls a natural high#: 50% chance either the character that rolled the natural 1 gets tagged with a dramatic fumble or the opponent scores a critical hit (for the natural high#), roll randomly to determine. Hero rolls natural high# and opponent rolls a natural 1: 50% chance either character gets tagged with a dramatic fumble (for the natural 1) or a critical hit (for the natural high#), roll randomly. Hero rolls natural high#, and opponent rolls natural high#: No critical hits or dramatic fumbles are rolled for. Dramatic Fumble Table

D100 roll Result

Effects

01 – 05

Glancing blow

Roll hit location and apply 1d4 points of damage

06 – 10

Weapon twists

Roll hit location and apply 1d4 points of damage, but lose next action

11 – 15

Weapon(s) tangled

Self and opponent lose next action, 25% chance to drop weapons

16 - 20

Drop weapon

Weapon on ground, one round action to retrieve 10

21 – 25

Disarmed

As above, but not immediately retrievable

26 – 30

Fumble weapon

Lose next action as you recover

31 – 35

Hit wrong target

Hit another nearby (randomly determined)

36 – 40

Caught on gear

Sacrifice action to untangle – 1-3 on a d6 for success.

41 – 49

Hit yourself

Roll hit location and apply 1d4 points of damage

50

Weapon breaks

Weapon broken.

51 – 55

Foot slips

Slip over, fall prone.

56 – 60

Bump ally

Both lose next action.

61 – 65

Bump enemy

As above, randomly determine

66 – 70

Full stumble

Fall against someone sending both sprawling, randomly determine

71 – 75

Off balance

Lose next action, +d4 to attacks against you next round

76 – 80

Hit yourself hard

Roll hit location and apply 1d6 points of damage

81 – 85

Twist ankle

Lose next turn, limp for next 1d20 minutes and -2 to rolls

86 – 90

Throw weapon

Hit random combatant. Roll hit location, apply 1d4 points of damage

91 – 92

Hit yourself harder

Roll hit location and apply 1d6 points of damage, +d4 to attacks against you next round.

93 - 94

Weapon snaps

1d4 damage to self and enemy from shards/shock/etc, roll hit location

95

Weapon shatters

1d4 damage to self and enemy, roll hit location, no armor protection

96 – 97

Hit and stun ally

1d6 damage, roll hit location, ally loses next turn

98

Crit ally

Crit your closest friend

99

Overcrit yourself

Oops

100

Megafumble.

Roll twice on this table. Rolling this again stacks.

Critical Hits Table

D100 Roll Result

Effects

01 – 10

Huge Hit

Roll +1d6 damage and add to total.

11 – 20

Advantage

+4 to attack on target next round

21 – 30

Powershot

Enemy prone and cannot act next round

31 – 40

Legshot

Random leg useless. Enemy crippled.

41 – 50

Armshot

Random arm useless. Stuff in hand dropped.

55 – 60

Gutshot

Enemy takes -2 to attack/damage until pass Medium (4+) EGO check

61 – 65

Blinding Blow Enemy attacks at -4 for 1d4 rounds.

66 – 70

Stunning Blow Enemy cannot act for 1d4 rounds

71 – 75

Force Fumble

Enemy rolls on critical fumble table

76 – 80

Cleave

Make an attack against another target

11

81 – 85

Armour Buster Enemy armor reduced two points of defense.

86 – 90

Devastator

Enemy stunned, prone, -2 to action rolls

91 – 93

C-c-c-combo!

Roll another attack against target

94 – 97

Headshot

Knocked unconscious

98 – 99

Savagery

Instant kill, no saves

100

Monster Crit

Roll twice on this table, rolling this result again stacks.

How combat flows It's up to you how you want combat to play out. You should give the players an indication of their adversaries’ obvious actions, and then give your players a chance to declare their intent. An attempt to achieve surprise may require a successful Attribute roll, or not, but the result of surprise generally means the attacker cannot receive an adverse effect, wounds or otherwise, from the attack roll. Using Specialisms in Combat Characters can use their specialisms in order to gain an edge in combat situations. For example, the greedy merchant wants to find a volatile potion on the lich king’s dusty shelves to protect himself. As his first action he uses his Evaluate Treasure specialism to try and find a substance which might be useful in combat. The GM says it's a hard difficulty roll and rolls a 7 and adds 2 for his specialism, giving a result of 9 – a success! The GM tells the desperate merchant a bottle of volatile dragon venom is among the normal inert ingredients on a sorcerer’s shelves. He picks up the dangerous venom and flings it at lurching undead horror. The doomed merchant will need to roll an Action die now to see if he hits! Don’t forget, characters may create specialisms to enhance the limited set of combat mechanics present. Ranged Combat Attacking at distance is done like close combat except for the following modifications. A minimum Difficulty Rating needs to be achieved for the attack to be considered a hit. This difficulty number is based on the range of the attack. Once the difficulty number has been established any situational modifiers and/or specialism bonus can be applied to the attack. The target of the attack does not get to apply any weapon bonuses or combat specialisms to their combat roll unless they are within Immediate range. Shields DR is subtracted from the attacker’s Action roll if brought to bear. If both opponents are engaging with a ranged attack then who gets off the first shot needs to be established. This calls for an initiative roll based on rolling both their Action, and Wits die totaled. High roll shoots first. If the defender of the first attack is still standing they are now entitled to return fire, or take some other action. If there is a tie, both attackers get off their attacks, and both attacks will need to be resolved simultaneously. Difficulty Rating based on Range; Immediate, Easy-02 (Attack is within close combat range) Short, Medium-04 (Attack is within 10-40 feet) Medium, Difficult-07 (Attack is within 41-70 feet) Long, Hard-10 (Attack is within 71-200 feet) 12

Extreme, Impossible-14 (Attack is over 200 feet) For example, Bert is a rogue who has the knife specialism. He's facing down a city guard who demands Bert to hold and receive the king’s justice. He chooses to hurl his knife at the guard, hoping to silence the cur with one blow. The GM rules that hurling the knife at the guard silhouetted in the street at short range is a medium difficulty roll. This means Bert would have to score a 4 or better on his combat roll for the attack to even be considered a hit. Bert rolls a total of 8 and on his action d10 attribute die and is successful. The guard rolls a 3, taking 4 (8-3-1 for armor protection) hits! The guardsman is seriously wounded and cries out for his comrades!

Ranged Combat Hit Locations 01-03 04-06 07-15 16-17 18-19 20

R. Leg L. Leg Torso R Arm L Arm Head

Cover Ranged Combat rolls may be affected by available cover the target is taking advantage of. This is in addition to any benefit the target may receive from using a shield. Light Cover (-1) If half or less of target is obscured. Medium Cover (-2) If more than half of the target is hidden from view. Heavy Cover (-4) If only a small part of the target is visible. Critical Hits and Dramatic Fumbles for Ranged Combat A critical hit can be achieved with ranged combat if the attacker rolls a natural high #. Roll against a simple 50% odds probability, success signifies a Critical Hit. Same on a natural 1 for Dramatic Fumbles. CK is required to interpret the results in light of the attack being ranged. Anything inconclusive should be dismissed and the hit recorded as a normal hit. Magic in Combat Magical attacks are Ego attribute based attacks, and therefore are rolled using the Ego die. If the target of the magical attack attempts to make a physical attack at the same time, then which attack goes first becomes important. Just like a contested ranged attack discussed above, initiative is determined by rolling Action die + 13

Wits die. High roll goes first. If there is a tie, both attackers get off their attacks, and both attacks will need to be resolved simultaneously. For example, the arch mage surprises intruders with his cloud of death spell. The cloud of death is a medium attack spell so the mage receives a +2 on his Ego roll. He also receives a +2 for his Arcane Arts specialism. He rolls a 5 and adds 4, resulting in a total of 9. The group of thieves each rolls their Ego die and apply the resulting damage.

Character Advancement & Healing The CK dispenses experience points to PC's after the conclusion of an adventure where much has been endured and death averted. +1 xp is recommended. +3 xp's can be exchanged for a +1 to a current Specialism. +6 xp's can be exchanged for a new Specialism at +1. +10 xp’s can be exchanged for a +1 to Hits. This can only be done for human characters aged 18 thru 35. Characters older or younger than this age range cannot improve Hits score. Starting character age is determined by (16+2d8) = Characters starting age. In all incidences, the exchange must be approved by the CK. Specialisms and increases to the Hits score top out at +5. The CK can apply other restrictions or increased limits to accommodate the particular situation and/or game world. The CK can also impose an amount of time which must be spent in training and/or study before the character receives the +1 increase. If a character receives competent first aid shortly after being wounded they can expect +2 regained hits. A full days rest will restore +1 hits. Going on a debauch will restore +2d4 Hits. The number of hits restored also indicates the number of days the carousing and debauchery goes on. Random event rolls should be made on Carousing tables of your choice. If a character finds themselves unconscious (-1 to -3 hits) and without aid they must pass an Ego roll to not succumb to their wounds or they will die. The target number which must be made is determined by the CK.

14

Sword & Sorcery Rules Set 1.6.pdf

Action – This attribute determines how well-versed in combat the character is as well ... 1 Duelist Tax Collector Pirate Scars ... Sword & Sorcery Rules Set 1.6.pdf.

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There was a problem previewing this document. Retrying... Download. Connect more apps... Try one of the apps below to open or edit this item. Prophecy vs.

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We propose a technique which infers grammar rules from a given set of programs and an approx- ...... Semi-automatic Grammar Recovery. Software—. Practice ...

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