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Published by amyfwakulchyk, 2023-03-07 09:12:28

384439201-World-Tree

384439201-World-Tree

Treverr e styl e an d architecture a s well . It gets its nam e from a fireproof woode n statu e o f a fo x tha t is kep t i n th e bi g fireplace. Katin e Arl , th e ex-adventure r Rassime l innkeeper , sometime s animate s th e fo x (it become s a live fles h fox ) an d send s it ou t t o chas e o r cuddl e someone . T h e Fo x i n Flame s ha s bee n th e favore d taver n o f adventurers for fifty years o r mor e - th e hous e give s a free roun d o f drink s to adventurers wh o tell a goo d enoug h stor y o f their adven ­ tures. Retire d adventurers, no w upper-class, ofte n com e t o th e F o x i n Flame s t o reliv e their excitin g days. There's a signboar d o n th e wal l use d for calls for adventurers. T h e commo n roo m take s u p almost hal f th e groun d floor: a lon g lo w room , lit b y window s an d candle s an d fireplaces an d light spells cast b y clients. If a ligh t spel l expires, yo u ca n sometime s ge t a fre e half-pin t b y bein g th e first t o cast a ne w one . Ther e ar e thre e lon g tables, wher e yo u migh t find your ­ self rubbing shoulders an d swappin g adventurin g storie s wit h anyon e fro m a sludge-poo r sailo r fro m hal f a branc h awa y to the civilita t Judori e Wenne . Ther e ar e a scatterin g o f ricket y smalle r table s a s well , an d tw o smal l dinin g room s fo r mor e privat e discussions. Th e deco r is adventurin g memorabilia , Katine's an d som e regula r patrons' , bu t neve r as k th e stor y behin d th e splin t armo r patche d wit h macram e hangin g ove r the bar. T h e foo d is decent . If you'r e poor, yo u ca n fee d yoursel f for a fe w terc h for a bi g bow l o f porridg e wit h a spoonfu l o f ja m or spice d preserve d mea t fo r flavor. If you'r e no t s o poor , th e grille d meats ar e fine an d commo n far e is don e well , bu t if you'r e goin g t o pa y for fanc y cooking , g o somewher e whic h doe s it bette r for no t muc h mor e money . Katin e brew s excel ­ lent hos h beer. Th e servic e is slo w thes e day s becaus e Katin e is havin g th e kitche n renovated ; th e jok e is tha t their recip e for cobble s an d drape s starts, "First buil d yoursel f a stove. " T h e physica l buildin g is standar d Treverr e construction . Th e walls ar e wood , hel d togethe r b y men g nails an d precis e join ­ e r y an d patche d i n tw o place s b y Herbado r spells. It's thre e sto ­ rie s tall, plu s a two-leve l basement : a shorte r buildin g woul d wast e space , whic h is at a premiu m insid e th e cit y walls; a talle r buildin g woul d nee d magica l reinforcemen t fo r safety , a n d woul d hav e bee n to o expensive . T h e first floo r ha s ver y thic k walls: a doubl e wall , eac h part four inche s thick , wit h tw o fee t o f eart h betwee n them . Th e thickness protects somewha t against th e extrem e temperature s of th e mont h o f Surprise , an d give s extr a suppor t t o th e uppe r stories. It als o protects somewha t against fire an d assaul t b y monsters, bot h o f whic h ar e seriou s if occasiona l concerns. T h e eigh t guest room s o n th e first floo r ar e th e nicest i n th e inn : the y hav e comfortabl e bed s wit h bra n mattresse s an d fu r blan ­ kets, an d smallis h glass windows , an d ar e rente d b y th e room . T h e uppe r storie s ar e muc h lighte r construction : singl e walls, floors o f ligh t plank s supporte d b y heav y beams . Th e staff constantl y tells joke s abou t honeymooner s breakin g throug h t h e upper-stor y floors, bu t it hasn' t happene d ye t - perhap s du e to a scarcit y o f honeymooners ; th e Fo x i n Flame s isn't th e most romanti c plac e t o sta y fo r th e mone y i n Treverre . Th e uppe r room s ar e pleasan t enoug h seve n month s ou t o f nine , wit h goo d furnishing s an d decen t bed s an d latticewor k glassless win ­ dows. The y ren t fo r a quarte r o f their usua l pric e durin g win ­ te r an d Surprise , bu t eve n wit h tha t they'r e mostl y empty . T h e uppe r basemen t is mostl y storage . Th e lowe r basemen t h a s eightee n guest rooms . Thes e ar e reasonabl y nic e - goo d mattresse s o f line n fiber, an d clea n woo l blankets - bu t ar e usu ­ all y rente d b y th e bed , no t th e room , s o yo u migh t find yoursel f thre e fee t awa y fro m a snorin g Gormoro r yo u don' t dar e annoy . PLUMBING Treverr e boasts a fairl y goo d wate r an d sewe r system , base d o n equa l parts carefu l constructio n an d sorcery . A spel l cast ever y fe w hours b y on e o f th e thre e Aquado r mage s i n th e Treverr e Departmen t o f Flowin g induce s wate r t o flo w uphil l from th e lak e int o a holdin g pon d o n a n artificia l hil l o n th e outwar d come r o f th e city. A fe w experts (all Cani ) tast e th e wate r regularly , castin g purificatio n spells if nee d be . Fro m th e hold ­ i n g pon d th e wate r flow s downhil l throug h a doze n conduits: bi g pipe s mad e from th e trunk s o f ancien t trees, line d wit h wax . Th e conduits nee d constan t maintenance ; the y ar e lai d i n trenches covere d b y boardwalk-styl e sidewalks, whic h ca n b e take n u p i n a momen t - though , i n recen t decades, advance d sentien t wax - workin g an d woodworkin g spells hav e gaine d popularit y a s a faste r wa y o f fixing th e waterworks. A forkin g labyrint h o f smalle r pipe s bring s wate r t o most o f th e building s o f Treverre . Mos t building s hav e cit y water, i n th e for m o f a well-room : a smal l room , traditionall y kep t ver y clea n an d brightl y lit, wit h a wel l o r a fountai n fe d b y th e city's water. (Bi g home s migh t hav e tw o o r thre e well-rooms. Onl y th e water-mage s hav e any ­ thin g clos e t o terrestria l ho t an d col d running water.) Th e room s tha t nee d wate r ar e usuall y righ t abov e th e well-room , wit h buckets an d pulley s t o brin g wate r t o them . Carryin g wate r is traditionall y th e jo b o f th e younge r children , an d a topi c o f universa l complaining . Sewers ar e manage d similarly . Eac h hous e ha s a toile t o r two , feedin g int o th e cit y sewer ; a substantia l amoun t o f technolog y a n d magi c is use d t o kee p th e stenc h ou t o f th e house . Th e sew - erpipe s ar e kep t i n differen t trenche s fro m th e waterpipes, an d maintaine d b y a distinctl y lower-statu s branc h o f th e Departmen t o f Flowing . Th e sewers pou r int o tw o undergroun d pond s a t th e sid e o f th e rive r leadin g ou t o f th e lake , wher e care ­ fully-crafte d enchantments rende r th e sludg e a s inoffensiv e a s possibl e befor e it pours int o th e river. The City Guard T h e cit y guar d ha s a fair amoun t o f power . Th e cit y experience s a grea t man y visitors, wh o ar e a s happ y t o plunde r th e Treverran s a s th e Treverran s ar e t o plunde r them . Treverr e Men e ha s a bi g stretc h o f Verticals, whic h is fairl y wil d b y Ketheria n standards. Onc e i n a whil e Treverr e fights a duel-wa r wit h anothe r city . Stin e Seann a is th e curren t captai n o f th e cit y guard : a dou r Rassime l coun t wh o see s troubl e everywhere . H e is assiste d b y eigh t lieutenants, five fo r matters insid e th e city, thre e t o roa m t h e countryside . Unde r th e lieutenants, th e organizatio n is informal . Mos t (mayb e 75% ) guard s ar e informall y recognize d a s "petty" : lack ­ i n g th e personalit y o r intellec t o r connection s o r skill t o b e give n charg e o f anythin g serious. The y alway s d o th e routin e matters: guardin g th e gates, patrollin g th e mai n streets, helpin g ou t i n mor e comple x matters. T h e rest, "officers o f th e guard" , usuall y d o routin e job s a s wel l - ther e is n o officia l distinctio n betwee n them an d pett y guards. However , whe n somethin g come s up , usuall y a lieu ­ tenan t wil l choos e a n office r o f th e guar d t o tak e car e o f it. Sometime s th e choic e is fortuitou s — e.g., th e guar d wh o gets t o


t h e scen e o f th e murde r migh t b e aske d t o tak e car e o f th e investigation . Sometime s it's intentional ; if Karasplas h doe s wel l at investigatin g on e murder , sh e migh t b e pu t i n charg e o f th e nex t one . Sometime s th e intention s ar e darker: it's no t alway s a goo d thin g t o b e pu t i n charg e o f a trick y investigation , o r se t a n impossibl e task . Often , guar d projects are sponsore d b y individuals. Th e guar d usuall y wil l no t investigat e an y bu t the mos t heinou s crim e ver y deeply , especiall y if th e likel y perpetrato r is a citize n o f mor e influenc e tha n th e victim . If th e victi m offers t o pa y a fe w thou ­ san d lozen s o r a usefu l magi c ite m toward s th e costs o f th e investigation , th e guar d is muc h mor e likel y t o d o it. (Som e peopl e complai n tha t this is unfair. They'r e right. Th e guard's officia l answe r is, "Hav e th e civilita t pa y al l ou r expenses, an d we'l l investigat e everything." ) This practic e invite s corruption , a n d a certai n amoun t o f briber y is tolerate d b y th e senio r guards. T h e city's toleranc e ha s its limits; ever y generation , a fe w impor ­ tan t guard s ar e exile d o r torture d t p deat h fo r excessiv e corrup ­ tio n o r no t sharin g properly . I n Treverre , ther e ar e currentl y 16 5 guard s (plu s th e lieu ­ tenants an d captain), abou t fort y o f who m ar e officers o f th e guard . The y ar e fairl y evenl y distribute d betwee n Cani , Orren , a n d Rassimel , wit h somewha t fewe r Herethroy , an d a fe w o f othe r species. Som e thirt y guard s (half o f the m officers) ar e guar d mages , skille d a t suc h comba t an d investigativ e magi c a s is insid e th e guard's budget . Pett y guar d training is haphazard : a n "apprenticeship " o f a fe w month s unde r som e senio r guard , an d a fe w hours o f trainin g wit h a weapo n o r tw o o r brawlin g eac h wee k for a fe w years. Officers o f th e guar d ar e usuall y traine d mor e carefully , o r hav e som e backgroun d adventuring . T h e guard's equipmen t is mixed . The y hav e thirty-eigh t meta l weapons , mostl y swords, mostl y use d b y th e guard s a t th e gates. Ther e is a n od d collectio n o f othe r usefu l equipmen t (includin g thre e Bi g Bag s an d a n enigmati c glass swor d whic h cu t th e han d o ff th e last perso n t o dra w it), whic h is occasionall y give n to officers whe n the y nee d it, an d mor e ofte n kep t locke d away . I n seriou s emergencies, th e captai n o f th e guar d ma y draft just abou t anyon e i n th e cit y t o help . This is rarel y necessary . Th e last tim e th e cit y wa s threatene d - a malevolen t scyanturg e sen t poisonou s tendrils crawlin g throug h the cit y streets - Helleste w a n d Gloriou s Su n compete d fiercely t o b e th e first t o dea l wit h t h e matter. Smiths' Guild T h e Smiths ' Guil d is a typica l smal l Worl d Tre e guild . Ther e are , b y a n "ancient " custo m convenientl y discovere d i n som e guil d politic s last century , onl y seve n master-smith s i n Treverre . T h e curren t master-smith s are : Vin d Hammarmort h (Rassime l man , weapons-smith) ; Crande r Antorro n (Can i man , weapons - smith , hasn' t touche d a forg e i n twent y years), Nabu s Ventrett i (Hea d o f guild ; Can i man , move d fro m Ovirucc i whe n h e go t th e chanc e t o b e th e hea d o f th e guild ; priest o f Tenmen ; armorer) ; Silverfis h Dance r (Orre n woman , jeweler) ; En a Snullen s (Can i woman , marrie d t o curren t hea d o f Hostellers' Guild ; mainl y decorativ e work) ; Bilitatto n Darkstrip e (Herethro y co-lover, armorer) ; Gastorl a Pet z (Rassime l woman , toolmake r an d some ­ thin g o f a n enchanter) . T h e Smiths ' Guil d ha s a handfu l o f auxiliar y member s o f on e for m o r another: a Rassime l woma n wh o ha s finished he r jour - neywor k an d is waitin g for a n openin g amon g th e full members ; t w o smith s fro m Barenc y wh o ar e livin g i n Treverr e fo r fou r months. ADMISSION T O THE SMITHS' GUILD T h e Smiths ' Guil d rule s ar e ver y strict: copie d fro m a cit y wit h a muc h mor e powerfu l guild . Th e onl y guild-member s ar e th e seve n masters. T o b e admitte d t o th e guild , on e mus t (1 ) hav e complete d a n apprenticeshi p wit h on e o f th e guild-masters; (2 ) demonstrat e th e craft-skills o f a smit h b y completin g a master ­ piece ; (3 ) surviv e a secre t vot e b y th e guildmasters, gettin g a t least five "yesses" . T h e onl y way s ou t o f th e guil d ar e (1 ) death , (2 ) movin g awa y for seve n years, o r (3 ) no t payin g th e expensiv e guil d due s for thre e years. (3 ) is traditionall y accompanie d b y beatin g th e ex - maste r wit h hammer s until fourtee n bone s ar e broken . T h e master-smith s ar e individuall y powerful . Th e smith s an d hostellers togethe r elec t a legeriator, th e tw o guild s havin g equa l weigh t - s o th e vot e o f on e master-smit h ha s th e sam e weigh t a s hundred s o f hostellers. S o Smiths' Guil d matters ar e watche d fa r mor e carefull y tha n suc h a tin y guil d woul d ordinaril y war ­ rant .


In my youth J was a proper and upstanding scoundrel, all my attention on matters of demeanor and title and etiquette, and it damn near left me sitting in the Nobles' Pavilion instead of the throne. For we had a choof among us to see who was to be heirdesignate to Treverre, Clytemna my sister and Gravion my brother and I. Barency had just sent a new ambassador to Treverre, with a dozen children in tow, all chubby fluffy tidy well-mannered Rassimel. So we arranged that whichever of us collected the most of them in our social circle would win the choof. Clytemna picked up seven, and Gravion got four. I was left with only priggish, piggish Porence Butterman, trading bitter comments about how rude and improper all our siblings were. So, when it came time for the three of us to get our first positions, Clytemna stood as the Secretary-Apprentice, in the corner of the Legeriat, and became known to every important person in Treverre. Gravion stood as a lieutenant in the guard, and earned respect in that rough company. And I stood to the truly unimpressive position of Administrator of the Post, supreme leader of three air-mages and a dozen riders too wild to stay in any city, plus some collection of grooms and ill-kempt coachmen. When Gravion was married, we sent polite announcements all about. Joiret Dansanguine was the messenger to Barckx, for Caerldlu were relatives in some remote degree of a co-husband; while such a distant and important House would never attend in person, we had to invite them. Joiret scarcely made half the journey, with some strangely persistent brigands pursuing her. She returned to Treverre, message not delivered, missing two lingers and most of her tail. "What better could you expect from the Post with Adcominie running it? Ho, he'll just ask them politely to let the messenger through, and expect that will be that!", is what everyone said. From hearing that, I had a fury. 1 gathered followers to me: one of the Post's air-mages, two of my more aggressive cousins, a classmate at Hellestew who ached to try her new Pyrador \pells as they were meant to be cast, an Orren fencer who thought that any prince would be a good patron, a Sleeth guide who generally alerted us to danger by running off at the first tign of it, a dozen others. We retraced Joiret's path. Our Sleeth fled many times, as we fought jack o'hooks and evasive brigands, and remorshka and evasive brigands, and finally brigands and evasive brigands. At length we arranged a situation in which evasion was futile, and with a great price in blood and cley we made them our captives, and brought them along with our message to Barckx. The sorcerers of Caerldlu put the brigands to the question, and pulled their secrets out like teeth. The brigands were no simple highwaymen, but mercenaries and agents of House Temeresco; and their intention was not simple banditry, but the weakening of House Caerldlu as a move in their subtle political struggle. And, in the grand tradition of Ketherian politics, Caerldlu thought that Temeresco was its stoutest ally beforehand. So poor Prince Gravion was surprised and honored when three high lords of Caerldlu came to his wedding. But he was not pleased, nor was Clytemna, to see them walk arm in arm with me, already speaking to me as if I were their equal. - Duke Adcominie Brae of Treverre


[Memoir of a Sleeth fire-mage named Rrengra] After we get back, Azliet invites me to stay in her longhouse while we recover from fighting too many scawn. I am not sure now why I accept. Perhaps it is the biting insects in the Fox in Flames' sleeping rooms, or perhaps it is Azliet's stories about Cheknou's cooking. Either way I do the right thing staying with her. There are no biting insects here, and Cheknou is better than any inn I am willing to pay for. Dinner is a feast welcoming Azliet home alive, and me and Orkozarmon for bringing her here. Cheknou buys a whole guntry, cuts two thousand little slits in it, and sticks spices in each slit. When I have a week to cook a guntry, and hands, I remember this recipe. Dinner is very late, and everyone goes to sleep right afterwards. Azliet and Hraff curl up in a corner, with most of the other adults nearby. Three of the puppies decide that I am a good pillow, so I show them how a mother Sleeth washes her kittens' faces. They yelp and squirm, and everybody laughs. Then they go to sleep cuddled up to me. Squirmy little puppies -1 sleep sounder with the biting insects. I do not know before then that Cani sleep all night. I wake up at the usual time, but everyone else is asleep like statues. Except for the puppies, who are asleep like squirming statues. I cover them with a blanket and look around. When we talk first, Azliet says that her family is not terribly rich. Someday I want to be not terribly rich like this! They have the dozen enchanted things around the house, several metal things out in the open, the tapestries everywhere, the very fine furs for sleeping, and many other things. I do not want to wake any Cani, so I go into the kitchen first. The stove is the amazing stove. It is a huge pottery thing in the middle of the kitchen, big enough for me to sleep inside. I cannot get in, though. The fire is behind some doors with such complicated latches that clever-fingered Cani puppies can't get in either. It is made of hardened clay, and glazed in shiny colors. Cheknou this morning tells me that the red and black glazed parts are cool enough to touch. The blue ones are hot enough to simmer water. There's one big tank for simmering water, and another for heating up to simmering. They never have to wait for the dishwater to get hot. That is the very important thing of the stove, since otherwise the puppies lose interest too fast in doing the dishes. The green parts are boiling hot. Yesterday Lantie cooks the soup in the middle-sized green well, and boils all the eggs at once in the small one. There are two wide places, glazed white and searing hot. I suppose you use the flat one when the meat is dry, and the dished one when it's juicy or when you make a sauce. Then there are the three ovens. Each morning it needs the three logs and the three cley, and then it burns all day. It is not the work of a great world-burning fire wizard, but the spellwork is as solid as the pottery and the pottery holds up for two hundred years without a crack. It is the wedding present to Azliet and family, from Hraffs parents' longhouse. Four of Hraffs parents come with it - for Cani I suppose that too is a present- and two of them are still living here. The rest of the kitchen is not making a fire-mage's ears stand up quite so much, but it is rich. The floor is big shiny red-brown clay tiles. There is the cistern in the corner with a Doubled Drink talisman by the side. Earlier that day Azliet forbids me to drink out of it without a cup, so that night I plan to wake her up and pry her off of Hraff and make her scoop a bowl of water for me. If she is as clever about Sleeth as she is about scawn she shows me the drinking horns or leaves a bowl on the floor.13 There is the trap door into the pantry14 , in which they keep much dried spiced guntry, and other things that do not make me so hungry. The gathery room is the biggest room of the house. The floor is some hard wood, frace perhaps, but everywhere are the rugs and so it is hard to tell. The walls are definitely frace; I poke behind one of the tapestries. Three walls are protected with Unburning Wood. The fourth one just has the tattered traces of a spell. I think I tell Azliet to scratch the one who cast that spell. If she asks I do it better myself. If I stay here longer perhaps I earn my keep by fireproofing houses. The tapestries should be fireproofed too, but that is harder since they are woven with some wool and some plant fiber. At least Azliet does not have tapestries near the fireplace. Rrai, I suppose I do not care if five Cani dancing around a flowering bush burn up, as long as they are only woven on a tapestry. They keep a little bit of dried spiced guntry up here, in a wooden box that is not locked. Paws can open it after a bit of trying, which is a shame. It is not the same kind as in the kitchen and not as good. I do not know why even some Cani would spice a guntry with thallassy. Fortunately there are pepper pods in the kitchen where I can reach them, to burn the taste out of my mouth. I see where Azliet learns to be the clever adventurer; her home is full of traps set for intruders. Then I find the second trap. The bench along the short wall is teetery, and Cheknou and Ravide come running and growling when a Sleeth knocks it over at night. So I will explore more in the daytime. Now I go back to the squirming puppies. 13Rrengra could use her innate Ruloc Corpador to scoop up some water with a drinking horn, and not have to lap out of the cistern with her tongue. She's a little annoyed at her friend's unconscious prejudice, so she's pretending not to notice the horns. She won't use a saucer directly, because her innate and free powers only affect animal matter, not pottery. With a conservative adventurer's habits she doesn't want to use ordinary magic; it might cost a cley. 14A trap door into a pantry would be inconvenient for a typical human house; the cook would have to climb out of the pantry and hold the food he was fetching at the same time. Cani longhouses are built assuming there will always be several people around, and that it'll never be a problem to have someone climb down and hand the food up to the cook. Rrenngra would just jump back up with the food in her mouth; the issue wouldn't occur to her either.


Basic "Rales for £\nxioas Players This chapte r summarize s th e rules o f th e Worl d Tre e gamin g system : rea d it, an d yo u kno w enoug h t o begi n t o play . Th e rest o f th e rules ar e elaboration s o n the^e ; rea d the m an d yo u wil l kno w enoug h t o pla y well , an d reall y liv e th e life o f a n adven ­ ture r o n th e Worl d Tree . ROLEPLAYING Worl d Tre e is a role-playin g game , a n adventur e o f share d sto ­ rytelling . Mos t o f th e peopl e involved , th e players, tak e the role s o f chie f characters o f th e story , usuall y on e characte r pe r player. Players contro l their characters, withi n th e rules an d th e scop e o f th e story . O n e person , th e ga m e m a st e r , doe s everythin g else . Th e gamemaste r is i n charg e o f all th e othe r characters i n th e story : t h e non-playe r characters, o r NPC's . Th e gamemaste r sketche s the outlin e o f th e stor y - bu t th e differenc e betwee n th e novel ­ ist's art an d th e gamemaster's is that the players, no t th e gamemaster , contro l man y chie f characters, an d th e stor y wil l whir l an d danc e awa y i n direction s tha t nobody , least o f all th e gamemaster , expects. Th e gamemaste r is th e final arbite r o f th e rules. This is a grea t dea l o f work , for whic h microcosmi c nearomnipotenc e is a scan t reward . Roleplayin g generall y is a cooperativ e gam e for th e players. In-character, characters ma y disagre e an d fight an d hat e eac h other; bu t best if th e players wor k together. I n particular, th e gam e is no t a contest o f players against gamemaster . Th e gamemaste r give s th e players a chanc e t o b e othe r people , t o liv e (an d perhap s die ) heroically ; t o experienc e an d explor e a radicall y ne w world . Th e players giv e th e gamemaste r a n activ e audienc e wh o tells hal f th e story , a delightfull y an d exasperat - ingl y unpredictabl e se t o f characters, an d a mean s t o brin g imag ­ inatio n close r t o mundan e reality . CHARACTE R CREATION You'l l probabl y us e a gamemaster-designe d characte r fo r you r first game . Rea d you r characte r sheet , an d as k th e gamemaste r t o explai n anything tha t doesn' t mak e sense . Yo u ar e responsi ­ b l e for rememberin g thing s o n it, sinc e yo u ar e lookin g a t it an d t h e gamemaste r isn't. If yo u forge t tha t you r characte r can' t b e poisoned , th e gamemaste r migh t unwittingl y poiso n yo u - an d gamemaste r mistake s ar e permanent . T h e characte r creatio n rule s start o n pag e 108 . Bu t rea d this chapte r a t least befor e yo u start, s o it will mak e sense . Dice T h e Worl d Tre e RP G use s tw o kind s o f dice : simple (d6 , d20 , etc.) an d stress (s6 , s20 , etc.). Stress rolls com e i n situation s wher e yo u migh t fail terribl y o r succee d gloriously . Stress dic e c a n roll ver y wel l o r ver y badly . Fo r mor e informatio n se e pag e 136 . • A rol l o f 1 migh t mea n "ver y badly" . Rol l som e bot ch dice, whic h ar e d6's. Usuall y you'l l onl y roll one , bu t th e gamemas ­ t e r migh t tell yo u t o roll more . If an y o f th e botc h dic e com e u p 1, somethin g ba d happened . Exactl y wha t is u p t o th e gamemas ­ ter: yo u migh t dro p you r swor d o r cast th e fireball o n yourself. If yo u didn' t botch , yo u eithe r rolle d a n ordinar y 1 o r just failed , at th e gamemaster's choice . • I f yo u roll th e die's maximum , roll agai n an d ad d th e ne w roll . S o , if yo u roll a 2 0 o n a n s20 , yo u roll again . If you r secon d roll is 7 , the n yo u rolle d 20+7=2 7 o n th e s20 . If th e secon d rol l is anothe r 20 , yo u ge t t o kee p going . (If th e secon d rol l is a 1, yo u rolle d a 2 1 total, no t a chanc e t o botch. ) ATTRIBUTES AN D SKILLS Ther e ar e te n Att rib u t e s, whic h describ e you r character's ra w physica l an d menta l ability : Strength , Stamina , [Manual ] Dexterity , [Bodily ] Agility , Perception , Faith , Memory , Wits, Will , an d Charisma . A n attribut e o f 0 is average : n o bonus , no penalty . A n attribut e o f - 2 is poo r bu t no t crippling . A + 3 is notabl y good ; a + 5 is impressive . (Se e pag e 136.) Ther e ar e a larg e numbe r o f Skills, whic h describ e you r learne d o r acquire d abilities. A warrio r migh t hav e a hig h skill leve l i n Edge d Weapons ; a travele r migh t hav e Genera l Knowledge . Th e skil l numbe r yo u us e is th e level. A skill leve l o f 0 indicate s n o experience . A skill o f 5 is a respectabl e ama ­ teu r level . A skill o f 10 is a decen t startin g professiona l level ; a skill o f 15 is a n expert i n th e field. (Se e pag e 137.) Almos t ever y roll yo u mak e ha s th e for m Att rib u t e + Skill + d20 o r Att rib u t e + Skill + s20. T h e stress di e is use d in situation s wher e triumph s o r disasters a r e possible .


F o r example , if you'r e tryin g t o pic k a lock , yo u woul d us e th e Attribut e o f Dexterit y (manua l dexterity), an d th e skill o f Pic k Locks; for a typica l lock , yo u migh t nee d a tota l o f 2 0 o r better. If you'r e tryin g t o examin e a loc k an d guess ho w har d it wil l b e (o pick , yo u migh t roll Perceptio n + Pic k Lock s + s20 , an d nee d a tota l o f 15 o r better. Highe r dierolls an d highe r totals ar e alway s better. Th e gamemaste r wil l pic k a number , an d if you r Attribut e + Skil l + s20 tota l is tha t numbe r o r above , yo u succeed . So , if you'r e playin g a n amateu r thief wit h Dexterit y = + 3 an d Pic k Lock s = 6, an d th e gamemaste r decide s tha t yo u nee d a tota l o f 2 0 o r highe r t o ope n th e door, you'l l nee d t o rol l a n 11 o r mor e o n th e d20 , t o ge t 3+6+11=2 0 >= 20 . If you r skill wer e 15 - a n exper t lockpicke r - you' d onl y nee d t o roll a 2 o r better. Experience You r leve l i n a skill is determine d b y ho w man y experience points yo u pu t int o it. Skills ar e divide d int o nin e skill categories, suc h a s magica l skills an d socia l skills. A s yo u play , th e gamemaste r wil l assig n experienc e for eac h skill category . Betwee n sessions, yo u ca n tak e som e o f th e experienc e fro m th e category's poo l an d appl y it t o som e individua l skills i n tha t category. Raisin g a skil l b y on e costs a numbe r o f experienc e points equa l t o th e leve l yo u ar e raisin g th e skill to : it costs 5 points t o g o fro m leve l 4 t o leve l 5 . I n mos t cases, yo u ca n gai n at most on e leve l i n a particula r skill pe r session . So , goin g all the wa y fro m 0 t o 5 woul d tak e 1+2+3+4+5=1 5 experienc e points, an d five sessions. Se e pag e 146 . Knacks Y o u ma y hav e k n ack s i n som e skills. A knac k is a bonu s tha t y o u ad d i n wheneve r yo u us e th e skill . It's straightforwar d for nonmagica l skills. Fo r magic , yo u ge t t o ad d all th e knack s o f t h e spell's art - if yo u cast Muto c Pyrado r Illusido r an d hav e knack s i n all thre e arts, ad d all thre e knacks. Se e pag e 145 . TIMING Whe n th e precis e orde r o f events is importan t - lik e i n a battl e - w e us e initiative. Initiative s are card s draw n from a n ordinar y dec k o f playin g cards. Everyon e wh o gets a n Ac e goe s first; the n everyon e wit h a 2 , a 3 , an d s o o n t o King , an d the n bac k to A c e again . (Se e pag e 148.) Wheneve r yo u act, yo u immediatel y dra w anothe r initiativ e car d a s you r nex t initiative . Fo r example , suppos e yo u dra w a n Ace , an d you r opponen t draw s a Queen . Yo u ac t o n Ace , an d the n dra w again : a 4 . Yo u ac t o n 4 , an d dra w again : a 5 . Yo u a c t o n 5 , an d dra w anothe r 5 . Yo u no w hav e t o wai t unti l 5 come s u p again ; you r enem y acts next , o n Queen . Whe n it's no t you r initiative , yo u can' t d o much . Yo u ca n tal k a n d loo k around. Yo u ca n se t off boun d defens e o r healin g spells. Yo u ma y b e abl e t o respon d t o events lik e fallin g o r gettin g jumped ; as k th e gamemaster . Se e pag e 150 . COMBA T Everyon e ha s Life Points, indicatin g ho w healthy , large , an d toug h the y are. A super b warrio r migh t hav e fifty; a toug h non - warrio r wil l hav e hal f that. A s lon g a s yo u hav e a positiv e num ­ ber, you'r e OK . Whe n yo u hav e a smal l negativ e number , you'r e incapacitated bu t no t dead . Whe n yo u hav e a larg e negativ e number , yo u are dead ; restorin g yo u t o lif e is no t easy . (Se e pag e 150.)


Comba t depend s o n severa l attribute s an d skills, bu t is boile d dow n t o a fe w numbers . Fo r example , you r Attac k Bas e is determine d mostl y b y you r skill a t usin g you r weapon , you r Dexterity , an d wha t kin d o f weapo n it is. Se e pag e 152 . To hit someon e wit h a weapon , roll you r Att a c k = Att a c k Bas e + s20. You r victi m wil l roll a Defens e = Defe n s e Bas e + s20. If th e Attac k tota l is higher, th e weapo n hits. Th e damag e i s, a bas e damag e dependin g o n th e weapo n an d you r Strength , plu s a Damage Increment fo r ever y te n points b y whic h Attac k beats Defense , minu s a Soak scor e determine d b y you r victim's armo r - bu t th e damag e is a t least on e point , n o matte r ho w goo d t h e armo r o r patheti c th e weapon . Combat Stance Skille d fighters ca n choos e t o b e aggressiv e o r defensive . O n you r initiative , yo u ma y pic k a number , calle d you r Co m b a t S t a n c e , whic h is adde d t o you r Attac k - an d subtracte d fro m you r Defense , o n ever y defens e rol l unti l you r nex t action . If y o u choos e a positiv e stance , youlir e aggressive : you'l l hit an d b e hit mor e an d harder. If yo u choos e a negativ e stance , you'r e defensive . You r stanc e ma y b e n o large r tha n you r Comba t Stanc e Bas e skill i n absolut e value . Se e pag e 157 . Combat Options Experience d warriors hav e man y option s availabl e i n combat . The y migh t tr y t o hi t accuratel y a t th e expens e o f damage , o r har d a t th e expens e o f accuracy . The y migh t retrea t a fe w step s t o gai n a defensiv e advantage , o r tr y t o forc e their enem y t o retreat . Th e numbe r o f option s availabl e t o yo u is equa l t o you r Comba t Stanc e Bas e skill. Se e pag e 157 . Magic in Combat Mos t attac k spells don' t tak e effec t immediately . The y requir e o n e actio n t o build; dra w a n initiativ e for whe n the y finish. Whil e the y ar e building , the y ar e usuall y visibl e (if you'v e cast a spel l t o se t someon e o n fire, the y wil l smolder) , bu t the y d o n o damag e until their initiative . Se e pag e 185 . Mos t defensiv e spells an d counterspells ar e fust; tha t is, the y tak e effec t instantly . Yo u ma y ge t th e opportunit y t o counter - spel l a n attac k spel l befor e it take s effect, if you r initiativ e is befor e th e attac k spell's. It is har d t o eliminat e eve n a moder ­ ately-powerfu l attack , bu t yo u ca n usuall y softe n th e blow . T h e simple , low-powe r attac k spells ar e no t ver y dangerous. I n battle , mage s ten d t o b e support : blindin g enemies, healin g allies, providin g distraction s an d th e like . MAGIC Cley Mos t magi c require s cley, a kin d o f spell-point . Castin g a patter n spel l require s on e cley , regardless o f ho w stron g o r trick y t h e spell is. A spontaneou s spel l require s d 3 cley . Eac h perso n gets a dail y suppl y o f cley : a t daw n (fo r mos t people) , yo u wil l b e restore d t o Fait h + Cle y Bas e + d 6 cley . If it's no t dawn , yo u c a n ge t a fe w cle y b y meditatin g o r gettin g a gift o f cle y from someon e else . Seepag e 173 . Magic Arts: Nouns and Verbs Usin g th e spells depend s o n a pai r o f skills, th e spell's magical arts. Th e arts ar e Verb s an d Nouns . Th e Verb s tell wha t yo u ar e doing : Creo c is th e Ver b o f creatin g things, Destro c o f destroy ­ i n g them , Muto c o f changin g them , an d s o on . Th e Noun s tell wha t kin d o f materia l th e spel l is workin g with : Herbado r is plan t material , Pyrado r is fire. So , a fireball spel l woul d creat e fire, an d thu s us e Creo c Pyrador. Th e spel l t o pu t ou t a fire woul d b e Destro c Pyrador . Se e pag e 172 . Som e spells hav e multipl e arts: if yo u wan t t o tur n a nu t int o a glove , yo u woul d us e th e Ver b Muto c (changing) , and th e Noun s Corpado r (anima l material , includin g leather) an d Herbado r (vegetabl e material , includin g nuts). Wheneve r a spel l use s sev ­ era l arts, you r skill a t it involve s th e worst o f its Ver b skills an d t h e worst o f its Nou n skills - e.g., Mutoc , an d whicheve r o f Corpado r an d Herbado r yo u ar e worst at. Her e ar e th e seve n Verb s an d twelv e Nouns . Not e tha t the y do overlap ; som e thing s ar e covere d b y mor e tha n on e Art . Bloo d is bot h Corpado r (a s all fles h is), an d Aquado r (a s all liquid s are). It ca n b e affecte d b y eithe r Noun , o r mor e easil y b y usin g bot h a t once . Magical Arts Name Abrv. Domain VERBS Creo c C r Creatio n Destro c D e Destructio n Healo c HI Healing , Restorin g Kenno c K e Knowing , Information(unreliable ) Muto c M u Changing , Transformin g Rulo c R u Contro l Susteno c S u Sustainin g NOUN S Airado r A i Air, Weather, Soun d Aquado r A q Water, Liquids. Corpado r C o Anima l Matter, People , Flesh , Bon e Durudo r D u Metal , Stone , Glass Herbado r H r Plants, Plan t Matter, Soi l Illusido r II Images, Illusions, Light, Soun d Locado r L o Space , Place s Magiado r M a Magi c Mentado r M e Mind , Though t Pyrado r P y Fire , Heat , Cold , Ligh t Spirido r S p Spirits, Sentien t Magi c Tempado r T e Tim e Complexity and Power Ther e ar e tw o measure s o f a spell: Complexity an d Power. Complexit y tells ho w trick y a spel l is; if it's to o tricky , yo u migh t no t b e abl e t o cast it. Powe r tells ho w muc h forc e ther e is behin d a spell . Fo r example , pickin g a loc k magicall y is a high - complexit y spel l tha t doesn' t usuall y nee d muc h power . Bludgeonin g a doo r dow n is lo w complexity , bu t require s a grea t dea l o f power . Complexit y is alway s a multipl e o f 5. Complexity- 5 spells a r e th e Worl d Tre e equivalen t o f appliances: common , eas y t o


use , unexceptional . Complexity - 10 an d 15 ar e professiona l quality. Complexity-2 0 an d highe r is seriou s magic . Complexit y is mainl y use d t o determin e whethe r o r no t yo u ca n cast th e spell . Onc e a spel l ha s bee n cast , its complex ­ ity doesn' t matte r anymore . Powe r ca n b e an y number ; it is base d o n you r skill plu s a di e roll , plu s a n attribute , knacks, an d othe r modifiers. It determine s man y aspects o f wha t th e spel l does. A mor e powerfu l spel l ma y last longer, affec t a wide r area , b e harde r t o resist , d o mor e damage , an d s o on . Se e pag e 173 . Styles of Magic Ther e ar e a half-doze n style s o f magi c i n commo n us e o n th e worl d tree , bu t mos t peopl e mainl y dea l wit h three : Pattern Magic : Patter n spells ar e learne d spells, routin e an d reliable . The y ca n ge t quit e complex , thoug h yo u ca n onl y cast patter n spells o f Complexit y < (Memor y + Nou n + Verb). Thei r Powe r is Memor y + Nou n + Ver b + d20 : decentl y strong , fairl y predictable . Ther e ar e way s o f castin g patter n spells wit h a littl e extr a power , o r wit h littl e chanc e o f usin g a cley . Se e pag e 175 . Spontaneous Magic : Spontaneou s spells ar e mad e u p o n th e spot. Yo u ca n tr y t o d o anythin g a t all wit h spontaneou s magic : just sa y wha t yo u wan t t o do , an d tr y t o inven t a spel l tha t doe s it. Yo u migh t succeed , o r yo u migh t fail, dependin g o n ho w comple x th e effec t is i n relatio n t o you r skil l an d luc k - an d ther e aren' t man y peopl e wh o ca n reliabl y spon t eve n complexity-1 0 o r 15 spells. Spontaneou s magi c is a s variabl e a s inspiration : it c a n b e amazingl y goo d o r amazingl y bad . It costs d 3 cley . Fo r eac h art involve d i n th e spell , yo u must rol l Wits + Ar t + s2 0 >= 2xComplexity . T h e Powe r is Wits + Nou n + Ver b + Spontaneou s Forc e + (#cley)d20 : usuall y significantl y stronge r tha n th e sam e effec t fro m a patter n spell , especiall y if th e spon t costs tw o o r thre e cley . Se e pag e 178 . Bound Magic : Boun d spells ar e mino r one-us e magi c items. The y ar e patter n spells cast b y experts ont o objects, se t t o g o off unde r certai n specifie d conditions. A popula r boun d spel l is a healin g spell , se t t o hea l yo u whe n yo u ar e incapacitated . Usin g a boun d spel l doesn' t tak e a dierol l o r a cley . Adventurers ofte n choos e t o bu y a goo d collectio n o f boun d spells befor e the y se t off; yo u ma y start off ownin g some . Yo u ma y ow n a t mos t you r Cle y Bas e boun d spells a t an y on e time . Y o u ca n bin d spells if yo u hav e th e skill: usefu l for magica l trap s an d th e like . Se e pag e 180 . Timing of Magic Mos t spells d o no t g o off instantly . Fo r example , if yo u cast a Fir e Flowe r spell , th e basi c spel l t o se t someon e o n fire, the y wil l start smolderin g an d smokin g whil e th e spel l builds. Whil e a spel l is building , it is relativel y eas y t o sto p o r reduce . You r enem y coul d hit tha t Fir e Flowe r wit h a counterspell , o r jum p int o a pond . Afte r a fe w seconds, unless somethin g is done , th e spel l take s effect: th e enem y bursts int o flame s an d take s dam ­ age . Se e pag e 185 . Ordinarily , attac k spells tak e on e actio n t o build . Whe n yo u cast one , dra w a n initiativ e for th e spel l (a s wel l a s on e for your ­ self). Fo r example , if yo u cast a Fir e Flowe r o n initiativ e Ac e a n d dra w 7 for th e spell's initiative , you r enemie s hav e th e tim e betwee n 2 an d 6 t o tr y t o d o somethin g abou t th e spell . Magic Resistance Ordinarily , whe n a spel l is abou t t o tak e effec t o n you , yo u m a y mak e a Magi c Resistanc e + s2 0 roll. If yo u roll highe r tha n t h e spell's Power , yo u ge t a reduce d effect. It is ver y har d t o mak e this roll. Yo u ca n spen d cle y t o defen d yourself, givin g a n extr a s2 0 pe r cle y o n th e roll. Defensiv e magi c is usefu l to o - b u t it mus t b e cast i n advance , o r o n a boun d spell . (Yo u ma y waiv e you r Magi c Resistanc e roll if yo u wish. ) Se e pag e 185 . OTHE R TOPIC S Trouble If you'r e badl y wounded , o r tie d up , o r dea d drunk , o r blind ­ folded , o r hav e a smal l chil d hangin g o n you r swordarm , yo u m a y no t b e abl e t o wor k a s effectivel y a s otherwise . Thes e effects ar e calle d Trouble . Troubl e is describe d b y on e number , whic h is use d a s a penalt y o n all appropriat e d2 0 an d s2 0 rolls (includin g Attac k Tota l an d Defens e Total). So , Troubl e 3 mean s a 3-poin t penalty . (Se e pag e 151.) Role-playing and Rule-playing T h e rules ar e ultimatel y a scaffol d t o suppor t th e stor y whic h y o u an d th e gamemaste r ar e improvising . Sometime s th e gamemaste r wil l follo w them t o th e letter. Sometime s the y wil l b e take n informally , o r throw n ou t altogether, a s th e need s o f th e stor y require . Yo u ma y politel y remin d th e gamemaste r abou t t h e usua l rules, i n cas e she's forgotte n them . However , th e gamemaste r ma y chang e th e rules i n specifi c case s b y desig n o r b y chance .


If yo u ar e playin g th e Worl d Tre e RPG , yo u wil l tak e a character: a n alte r eg o livin g o n th e Worl d Tree . (You , yourself, ar e calle d a "player".) Yo u ma y desig n you r character. Yo u hav e a grea t man y choice s - eve n a beginnin g characte r is fa r mor e tha n a species, a gender, a profession , and a fe w numbers . A t th e beginnin g o f th e game , you r characte r wil l b e capable , an d hav e a s muc h histor y and contex t an d personalit y a s yo u car e t o wor k out . A s th e gam e progresses, a goo d dea l mor e o f all thes e wil l come . OUTLIN E Her e are th e step s o f characte r creation . This schem e is for adventurers, amon g the best prime s o f th e Worl d Tree . Th e averag e prim e woul d hav e less nativ e talent , an d probabl y less interestin g training, tha n a characte r develope d b y this method . U s e th e workshee t (pag e 298 ) a s a guid e throug h th e charac ­ t e r creatio n process. 1. First , ge t a characte r concept. Decid e wha t specie s an d s e x yo u are, wha t kin d o f plac e yo u com e from , wha t you'r e best a t, an d wha t you r nam e is. 2 . Rea d you r species template, startin g a t pag e 120 . This tells y o u wha t experienc e yo u go t b y growin g u p Can i o r Z i Ri , an d whateve r othe r advantage s an d disadvantage s you r specie s pro ­ vides. 3 . Generat e you r attributes; se e pag e 110 . 4 . Selec t Advantages, specia l talents, training , o r circum ­ stance s whic h wor k i n you r character's favor. Advantage s hav e numeri c values. Th e first + 5 Advantage s ar e free; Advantage s beyon d tha t mus t b e balance d b y correspondin g Disadvantages. Standar d startin g characters ma y tak e a t mos t -1 0 tota l points o f Disadvantages, an d henc e a t mos t +1 5 tota l point s o f Advantages. Campaign s requirin g mor e exceptiona l o r mor e ordinar y characters migh t hav e thes e number s adjuste d u p o r dow n accordingly . Th e Advantage s start o n pag e 250 . 5 . Decid e wha t experienc e an d trainin g you'v e ha d growin g u p . Yo u ge t 2 0 block s o f 3 0 experienc e points each , whic h yo u m a y allocat e a s yo u wis h amon g th e nin e skill categories. 6. Distribute th e experienc e i n eac h categor y t o skills insid e tha t category . Se e pag e 11 3 for, ho w t o pu t experienc e int o a skill. Th e full descriptio n o f skills starts o n pag e 137 . Onc e all t h e experienc e ha s bee n distributed , determin e th e levels o f you r skills. Th e tabl e is o n pag e 113 . 7 . Selec t you r spells. Everyon e starts wit h 3+d 6 complexity - 5 spells. If yo u hav e a n advantag e tha t lets yo u hav e mor e spells - an d mos t adventurers d o - pic k the m too . Th e spells start o n pag e 204 . A list o f commo n goo d choice s is foun d o n pag e 309 . 8. De t e r min e wha t you ow n : Everyon e starts ou t wit h som e money : s6xl0 0 + s20xl 0 lozens. If yo u botc h eithe r roll , you hav e n o cas h t o spend , bu t yo u d o hav e th e -1 Disadvantag e of N o Cas h an d ma y tak e anothe r + 1 Advantag e beyon d th e usua l limit. Bu y equipmen t an d boun d spells; se e pag e 60 . A list of commo n goo d choice s fo r boun d spells is foun d o n pag e 310 . 9 . Fill i n th e de t a ils. Sketc h you r life-history , personality , age , a n d othe r interestin g qualities. Decid e whe n in th e da y you r cle y is refreshed . 10. Tota l everythin g up . Transfe r all th e informatio n abou t you r characte r t o you r permanen t characte r sheet , pag e 302 . Note : Frequently , th e step s wil l blu r int o eac h other; pickin g a characte r concep t say s somethin g abou t you r personality , skills a n d advantages. Yo u ca n combin e th e step s o r d o the m i n a differen t orde r if yo u wish . CHARACTE R CREATION 1 : CONCEPT Figur e ou t i n roug h term s wha t yo u wan t t o be , an d wha t tha t will requir e b y wa y o f skills an d Advantages. Discuss th e con ­ cep t wit h th e gamemaster : you r viciou s doome d fire mag e barbaria n migh t no t fit th e gamemaster's lighthearte d gam e o f politica l intrigu e amon g high-societ y nobilit y ver y well . Whateve r yo u do , kee p tw o thing s i n mind . First , ho w wil l you r characte r ge t involve d i n th e gamemaster's story ? Second , wha t will yo u b e abl e t o d o onc e yo u ar e i n it ? A player decides to play a helpful Cani healer, a woman named Azliet. Her e ar e som e suggestion s o f characte r concepts. Thes e are n o t characte r classes. Yo u ca n b e whateve r make s sens e fo r th e story , whateve r th e gamemaste r wil l allow . Regular Person: Yo u ar e a housewife , a poet , a fisherman, o r whatever , bu t yo u hav e som e reaso n t o adventure . Yo u proba ­ b l y hav e a n assortmen t o f skills - cooking , literature , boating , a n d th e lik e - bu t it will tak e som e creativit y t o us e the m all i n games. It ma y b e a goo d ide a t o hav e a fe w Advantage s suitabl e f or th e kin d o f adventure s you r stor y wil l involve . Perhap s yo u a r e a middle-age d Orre n housewif e wh o ha s t o tak e you r ten - year-ol d so n o n a thre e thousan d mil e trip . Bu t you'r e a seriou s a n d talente d amateu r Aquado r mage , an d you r husban d bough t y o u th e Crue l Ic e Fair y spell . You r grandmothe r gav e yo u a magi c swor d no t knowin g tha t you'v e neve r swun g a swor d i n Nam e A%Ue£ Specie s Gende r Female/


you r lif e - an d yo u don' t kno w tha t yo u hav e a stron g Knac k i n swordfighting . Town Gu ard : You'r e i n th e tow n guard , perhap s a n office r o r detective : a professio n whic h give s yo u a bit o f prestige , an d finds yo u investigatin g loca l dangers an d mysteries. Scholar Mage : Yo u hav e studie d a lo t o f magi c a t a university, includin g advance d magica l technique s (Magi c Analysis, Enchantment , Spellweaving , an d s o on ) an d probabl y a goo d collectio n o f spells. You'r e probabl y a bit unworldly . You'r e adventurin g becaus e it's interestin g - o r becaus e yo u hav e debts to pa y off. (Universit y Mag e Advantages, lots o f Knowledge s a s well a s mag e skills.) Knight: A straightforwar d warrio r o r warrio r mage : traine d b y a knightl y order, probabl y mino r nobilit y o r a t least plannin g t o be . Se e pag e 7 9 fo r informatio n abou t Worl d Tre e knightl y orders; the y behav e mor e lik e trade guild s tha n terrestria l knighthoods. Thief: You'r e som e kin d o f thie f o r othe r criminal - swindler, cat burglar, forger, smuggler , o r whatever . Adventurin g give s y o u a chanc e t o hon e you r skills, mak e stron g friends, an d ge t o u t o f tow n whe n it's hot . Yo u probabl y don' t stea l fro m citizen s o f you r ow n city-state , bu t travelers ar e fair gam e — or, if you'r e willin g t o tak e th e risks, yo u ca n tak e trip s t o othe r cities. Se e pag e 78 . Minstrel: You'r e a travelin g entertainer: som e combinatio n o f singing , playin g instruments, juggling , stag e magic , illusio n spells, an d othe r amusements . Merchant: You'r e no t specificall y a n adventurer, bu t you r tradin g take s yo u int o dangerou s places, o r otherwis e involve s yo u in interestin g situations. You r skills ten d toward s th e social , bu t yo u probabl y hav e a surpris e o r tw o for self-defense . You'r e probabl y reasonabl y well-off, and yo u ma y wel l hir e adventurers - othe r characters - t o assist you . W o u ld-be Wizard: Yo u wan t t o b e a wiz ­ ard : on e o f th e grea t mage s whos e name s ge t int o histor y books. It's goin g t o b e a lon g har d roa d t o ge t there , requirin g skill an d dedicatio n a s wel l a s nativ e talent . Perhap s y o u ar e willin g t o sacrific e friendshi p an d hono r t o ge t there.. . Noble : You'r e a noble , o r nearl y s o - perhap s a chil d o f th e rule r o f a city-state . You'v e probabl y bee n well-traine d i n socia l grace s an d som e practica l matters. You r stor y migh t b e you r attemp t t o prov e your ­ self worth y t o inheri t th e crow n - o r t o surviv e you r siblings' attempts t o kee p yo u fro m inheriting . O r perhap s you'r e just a dissolut e playabout . T h u g : You'r e a mino r crimina l tendin g toward s violence . (O r mayb e you'r e no t a full-time criminal ; mayb e you'r e a s happ y t o g e t a jo b protectin g peopl e fro m extortionists a s yo u ar e bein g th e extortionist). A stereo ­ typica l choic e fo r Khtsoyis. Barbarian: You'r e a barbarian , a forestdweller, nobl e savage , hunter, warrio r whe n ther e is need : th e Worl d Tre e versio n o f Conan . Yo u d o us e magic , o f course ; all prime s do. A stereo ­ typica l choic e fo r Gormoror . Hunte r / G uide : You'r e a civilize d forest-dweller. You know you r chun k o f forest ver y well ; yo u hun t there, an d perhap s you guid e outsiders there . A stereotypica l choic e for Sleeth . CHARACTERIZATION QUESTIONS If yo u hav e a goo d ide a o f th e perso n yo u wan t t o play , g o ahea d an d wor k ou t the details. If you'r e haz y o n th e details, o r wan t t o understan d you r character's past lif e better, som e o f the followin g question s migh t hel p focu s you r attention . If yo u answe r a fe w o f these questions, yo u shoul d hav e enoug h materia l t o tak e th e - 3 points o f characterizatio n Disadvantage s tha t the standar d rules allow . A t th e gamemas - ter's discretion , yo u ca n just tak e th e describ e you r character's personalit y an d history , coun t tha t a s th e -3 , an d no t bothe r wit h t h e details o f fittin g the m int o th e exac t characterizatio n Disadvantages. If yo u writ e dow n th e answers t o thes e question s (o r just writ e a pag e o r tw o abou t you r character), yo u wil l provid e th e gamemaste r wit h materia l t o mak e you r gamin g experienc e better. Th e gamemaste r wil l b e abl e t o involv e yo u i n storie s mor e easily , an d t o pla n storie s tha t interest yo u better. Character's Past 1. Wha t wa s you r famil y like ? Se e you r specie s descriptio n f or th e standard ; bu t perhap s you r hom e wa s different , o r perhap s yo u wer e eve n raise d b y anothe r species. 2 . Wha t di d you r parents do ? Wer e the y adventurer s themselves , o r artisans, o r nobles, o r peasants, o r merchants, o r professionals, o r sorcerers, o r rogues ? 3 . Ho w man y sibling s an d cousin s d o yo u have ? A few , a lot ? Wha t kin d o f term s ar e y o u o n wit h them: d o yo u liv e wit h the m now , o r se e the m ever y mont h o r so , o r drea d t h e annua l famil y reunion , o r liv e five hun ­ dre d mile s awa y t o avoi d them? 4 . Wha t notabl e friend s d o yo u have ? A childhoo d love r o f anothe r species ? A crank y ol d sorcere r wh o someho w like s you ? A clos e budd y fro m th e cit y guard ? 5 . Di d somethin g interestin g happe n t o yo u whe n yo u wer e young ? Perhap s som e com ­ m o n lif e event , lik e losin g a relativ e o r bein g apprentice d t o someone . Perhap s it wa s somethin g mor e unusual , lik e running awa y fro m hom e o r gettin g a ver y od d pet . 6 . Wher e d o yo u com e from ? Th e choic e o f answers wil l depen d o n you r campaig n setting . Mos t characters i n Treverr e com e from th e cit y o f Treverre , bu t the y coul d com e from th e surroundin g countryside , th e neighborin g cities, o r further. If yo u ar e far fro m th e plac e yo u started , wh y di d yo u trav ­ e l ? 7 . Ho w an d wh y di d yo u leav e home , if y o u did ? Di d yo u marry , o r somethin g lik e that? Just gro w up ? Quarre l wit h you r fam ­ ily ? Ge t kidnapped ? Ge t force d out ?


8. Wh o traine d you , an d how ? Di d yo u apprentic e wit h some ­ o n e (and , if so , wha t is you r relationshi p lik e now) ? Di d yo u stud y i n a magica l academy , o r a university ? Di d yo u just pic k u p thing s o n you r own ? 9 . Wha t hav e yo u bee n doin g fo r th e last fe w years ? Wer e yo u studyin g i n a n academy , o r workin g a s a cit y guard , o r experi ­ mentin g wit h sorcer y i n yoa r uncle's ol d barn , o r sellin g boun d spells, o r workin g a s a tree-mage? (Conside r th e "experience " Advantages, pag e 257) . Character's Present Life 1 0 . Wha t d o yo u loo k like ? If yo u ar e Cani , yo u migh t loo k lik e a n anthropomorphi c Labrado r o r husky . Ho w d o yo u usu ­ all y dress ? 1 1 . Ho w ol d ar e yo u now ? Ordinaril y player-characters ar e youn g adults i n their earl y 30's (earl y 20's i n Eart h years), bu t y o u coul d b e olde r o r somewha t younger . B e sur e t o choos e Advantage s tha t matc h you r age : if yo u ar e 2 0 Worl d Tre e years old , yo u probabl y haven' t ha d eve n on e ter m i n th e cit y guard . 1 2 . Wha t kind s o f thing s ar e yo u intereste d i n learnin g about , o r seeing ? Unusua l scenery ? Strang e magic ? Gods ? Elementals ? Monsters ? Far-off citie s wher e th e peopl e ar e strange ? Ancien t history ? Fighting ? Winemaking ? 1 3 . Ho w religiou s ar e you ? Almos t all prime s believ e i n th e 7+1 2 Worl d Tre e gods. Som e peopl e tak e the m ver y seriously ; mos t tak e the m for granted . Som e peopl e believ e i n othe r god s a s well , o r i n transcendent philosophica l principle s tha t the y conside r superio r t o th e 7+1 2 gods. Conside r takin g th e Bizarr e Belie f Disadvantag e if yo u are on e o f them . 1 4 . Ar e yo u married , o r th e equivalent ? Se e you r specie s description , an d tak e th e Marrie d advantag e if yo u ar e married . 1 5 . D o yo u kno w th e othe r players' characters ? If so , how ? B e polite : discuss this wit h th e othe r players. Th e gamemaste r wil l probabl y b e gla d if yo u decid e tha t yo u ar e childhoo d friend s willin g t o risk you r live s for eac h other. If yo u ar e ol d a n d bitte r enemies, th e campaig n wil l b e strongl y flavore d wit h you r hatred . B e careful . 16. Wha t is you r favorit e food ? Favorit e color ? Favorit e thin g t o d o for fu n i n th e evening ? 1 7 . Wha t tim e o f da y is you r cle y refreshed ? Fo r 97 % o f th e primes, th e answe r is dawn . Noontim e is associate d wit h hono r a n d intens e personality : a disproportionat e numbe r o f knights g e t cle y a t noontime . Sunou t is associate d wit h shyness, deceit , a n d sorrow . Midnigh t is associate d wit h evil. Character's Future 1 8 . Wh y d o yo u lik e (o r pu t u p with ) adventuring ? Perhap s y o u se e it a s a chanc e t o ge t wealth y quickly . Perhap s yo u se e it a s a goo d wa y t o ge t skillful quickl y (whic h it is: eve n unsuc ­ cessfu l adventurers ge t experience) . Perhap s you r best frien d is determine d t o b e a n adventurer, an d yo u wan t t o kee p hi m alive . 1 9 . Wha t d o yo u wan t t o d o i n life ? B e rich? B e powerful ? Marr y Remirza ? Becom e a Maste r Smith ? B e a goo d enoug h enchante r t o buil d th e nex t cit y walls ? Liv e forever ? Lea m everythin g ther e is t o kno w abou t Locado r magic ? Perfec t you r collectio n o f ancien t Gwa n musica l instruments ? 2 0 . Ho w woul d yo u lik e t o die ? I n a gloriou s battl e tha t wil l b e remembere d i n legend s an d histor y texts ? A s a wealth y ol d perso n surrounde d b y horde s o f famil y an d friends? No t a t all ( a rea l optio n for Z i R i an d goo d enoug h wizards) ? Player's Intent 2 1 . Wha t kin d o f stor y woul d yo u (th e player ) lik e t o experi ­ enc e throug h you r character ? Th e classica l gamin g stor y is, "Ho w Azlie t becam e rich an d powerfu l an d important" , an d tha t stor y work s ver y wel l for gaming . Perhap s yo u ca n b e mor e specific : "Ho w Azlie t becam e th e risin g sta r o f th e Healers' Guil d i n Treverre" . Th e stor y coul d als o b e somethin g com ­ pletel y different: "Ho w Farala n learne d trust an d lov e i n th e midst o f th e wars wit h th e cyarr. " Yo u ar e likel y t o spen d a yea r o r tw o o f gamin g playin g ou t this story , an d it ma y lea k ove r int o you r rea l life , s o b e careful . 2 2 . Wha t kin d o f thing s d o yo u (th e player ) enjo y o r dislik e in role-playin g - o r a t least, d o yo u wan t t o se e i n this campaign ? H o w d o yo u fee l abou t treasur e hunting ? Fightin g monsters ? Evadin g traps ? Doin g detectiv e work ? Doin g politics ? Dealin g wit h interestin g people ? Traveling ? Romance ? Le t th e gamemaste r know ! CHARACTE R CREATION 2 : SPECIES TEMPLATES Bein g bor n an d growin g u p i n a specie s give s yo u quit e a bit o f experience , an d som e innat e abilities. Eac h specie s ha s a clos e relatio n wit h its creato r god(s) ; Can i are clos e t o Reluu , a n d thu s ar e goo d a t Reluu's Ver b Ruloc . Childre n o f eac h specie s gro w u p i n characteristi c ways : Sleet h childre n ar e taugh t t o hun t a t a n earl y age ; Orre n childre n lea m abou t swim ­ ming , an d s o on . Th e specie s template s start o n pag e 120 . Writ e you r specie s typica l attribut e number s o n th e workshee t i n ste p 3 . Writ e you r specie s experienc e i n th e "Sp " colum n o f t h e experienc e chart i n ste p 6. Writ e you r specie s knack s i n th e "Kn " colum n o f th e experienc e chart i n ste p 6. Yo u ma y als o wis h t o writ e you r specie s Advantage s in th e Advantag e list in ste p 4 ; giv e the m 0 cost . G od Conn ect ion : Ever y prim e specie s ha s a specia l connec ­ tio n t o its creato r god(s) , whic h translate s a s a knac k (se e pag e 145 ) i n thos e gods' Verbs. Al l Can i ar e goo d a t Ruloc , for exam ­ ple . This knac k is calle d th e "go d connection. " Azliet has the standard Cani +4 knack in Ruloc. CHARACTE R CREATION 3 : ATTRIBUTES Attribute s ar e number s whic h describ e you r innat e abilitie s in ver y broa d terms: e.g., yo u migh t b e ver y stron g an d no t ver y smart . A n attribut e o f 0 is exactl y averag e for th e Worl d Tre e a s a whole . + 2 is noticeabl y good ; + 4 is ver y good ; + 6 is extraordinaril y good . - 2 is noticeabl y bad , - 4 is ver y bad ; - 6 is extraordinaril y bad . Fo r mor e details, se e pag e 136 . Generatin g attribute s is don e i n fou r steps. Generating Attributes 3a: Species O n th e characte r creatio n worksheet , mak e sur e yo u hav e writt e n dow n th e standar d number s for you r specie s i n th e "Specie s Default " row . Yo u wil l probabl y en d u p bette r tha n you r specie s defaul t in most attributes; player-characters ar e unusuall y capa ­ ble . Azliet is a Cani. Her Strength, Perception, Faith, and Charisma all start out at +1. The others start at 0.


Generating Attributes 3b: Fixed Arrang e th e te n number s +3 , +2 , +2 , +1 , +1 , 0 , 0 , 0 , -1 , - 1 a s y o u wis h amon g th e te n attributes, i n th e "Fixed " row . Yo u wil l a d d this numbe r int o th e final attribut e value . If yo u wan t t o b e as stron g a s possible , pu t th e + 3 int o Strength . If yo u don' t min d bein g clumsy , pu t on e o f th e -l's int o Agility . Azliet's player puts the +3 in Memory, which is important for a spellcaster. The +2's go in Faith, important because it provides cley, and Charisma because Azliet is a very social character. The + l's go to Wits and Will, also useful for mages. The -1 's go to Stamina and Agility. Generating Attributes 3c: Variable Y o u ma y choos e t o gambl e wit h you r attributes. Fo r whichev ­ er attribute s yo u wis h (includin g all o r none) , roll a d6 . Writ e t h e numbe r from th e tabl e belo w i n th e Variabl e ro w o f th e worksheet . Yo u wil l ad d this numbe r int o th e final attribut e value . O n th e average , if yo u rol l for all te n attributes, yo u wil l g e t thre e o r fou r points mor e - bu t yo u migh t los e points from t h e most importan t ones. (Se e th e nex t ste p fo r way s t o ge t points withou t risking losin g them. ) Variable Attribut e Generation d 6 roll Attribut e Modifie r 1-2 -1 3 0 4 - 5 + 1 6 + 2 Azliet's player rolls for many attributes, and is pleased to get +2's on Dexterity and Wits, but less pleased to lose points from Agility and especially the Memory he had chosen to be her best attribute. He chooses not to roll Charisma, not wanting to risk her high score in that. Generating Attributes 3d: Other A fe w othe r thing s wil l modif y attributes. Yo u ma y choos e t o increas e a n attribut e b y 1 a s a + 3 Advantage , o r reduc e it b y 1 as a - 2 Disadvantage . This wil l usuall y com e durin g late r parts o f characte r creation . Azliet's player considers giving her a +1 on Memory, but decides to save the Advantage points for other things. CHARACTE R CREATIO N 4 : ADVANTAGES AND DISADVANTAGES Advantage s an d Disadvantage s le t yo u customiz e you r characte r extensively . Yo u ca n - if th e gamemaste r approve s - ge t a n y additiona l skills, abilities, tricks, o r qualitie s tha t yo u like ; y o u wil l pa y fo r the m b y a suitabl e numbe r o f weaknesses, flaws, limitations, an d problems. Th e gamemaste r wil l assig n numeri c value s t o all o f these . Yo u are typicall y allowe d a tota l o f + 5 Advantages, unless th e gamemaste r ha s chose n a differen t number. Th e tota l positiv e valu e o f th e advantage s past + 5 shoul d balanc e th e tota l negativ e valu e o f th e Disadvantages. F o r uniformity , w e refe r t o thes e collectivel y a s Advantages ; so , a -1 Advantag e is th e sam e a s a -1 Disadvantage . T h e gamemaste r wil l pu t som e limi t o n th e maximu m numbe r o f Disadvantage s tha t yo u ma y take . I n a typica l game , you may tak e u p t o -1 0 Disadvantages, an d thu s u p t o +1 5 Advant ages. A l l specie s com e wit h built-i n Advantages: ever y Can i can smel l exceptionall y wel l compare d t o mos t othe r primes. These built-in s don' t coun t against you r Advantag e o r Disadvantag e total. Afte r yo u hav e starte d playing , you r balanc e betwee n Advantage s an d Disadvantage s wil l probabl y chang e - hopefull y toward s Advantages . Gainin g o r losin g Advantage s an d Disadvantage s i n pla y doe s not allo w yo u t o rebalanc e you r character. Th e number s o n Advantage s an d Disadvantage s ar e just a bookkeepin g mechanis m fo r creatin g characters, no t a part o f actua l gamin g o r lif e o n th e Worl d Tree . T h e list o f Advantage s an d Disadvantage s starts o n pag e 250 . Experience and K nacks: Som e Advantage s giv e experienc e a n d knacks. Writ e experienc e dow n i n th e "Ad " colum n o f th e skill table , an d knack s dow n i n the "Kn " column . Spells: A s yo u wor k ou t you r Advantage s an d Disadvantages, recor d th e numbe r o f spells tha t yo u ge t from them . Sometime s ther e wil l b e restriction s o n som e o f the spells, whic h yo u should writ e dow n too . Fo r example , the Healer's Guil d lets traine d healers bu y healin g spells a t a 50 % discoun t - bu t this discoun t onl y applie s t o healin g spells. Som e noteworth y kind s o f Advantage s an d Disadvantages: • K nacks: Knack s represen t innat e abilit y a t som e skill. Smal l knack s i n som e o f you r mai n skills ar e chea p an d worth ­ while . Se e pag e 14 5 for ho w the y work , an d pag e 25 9 fo r the Advantage s proper. • Experienc e Advantages: Thes e represen t a fe w years' workin g i n som e profession , suc h a s "Patter n Mage " o r "Burglar" . The y giv e a significan t chun k o f experienc e i n th e skills mos t helpfu l t o thos e professions. Se e pag e 257 . Th e experienc e fro m thes e Advantage s goe s i n the "Ad " colum n o n t h e skill sheet . • Spells: If yo u expec t t o us e magic , b e sur e t o tak e som e goo d spells a s Advantages. Se e pag e 260 . A goo d startin g mag e wil l hav e 2- 6 adventurin g spells o f complexit y 15 an d 20 , an d a selectio n o f 10's. Man y wil l als o hav e professiona l spells o f highe r complexity , suc h a s specialize d healin g spells o r metal - creatio n spells, tha t ar e vita l for professiona l us e bu t onl y rarel y usefu l adventuring . •Characterization: Yo u ma y tak e a fe w point s o f Disadvantag e fo r describin g you r character . Thes e Disadvantage s ar e usuall y no t painful ; the y ca n hel p guid e you r roleplaying . Th e gamemaste r wil l probabl y limi t ho w man y characterizatio n disadvantage s yo u ca n take . Se e pag e 254 . If yo u ar e ne w t o roleplaying , o r hav e no t rea d m u c h o f this boo k yet , conside r th e Disadvantage s "I n Shock " o r "Nai've " whic h wil l explai n you r ignorance , o r th e Advantag e "Commo n Sense " whic h lets yo u tal k t o th e gamemaste r mor e tha n usual .


Character Creation 3 : Azliet's Attributes Strength Stamina Dexterity Agility Perception Faith Memor y Wits Will Charisma Species default + 1 0 0 0 + 1 + 2 0 0 0 + 1 Fixed 0 -1 0 -1 0 + 2 + 3 + 1 +1 +2 Variable 0 + 1 +2 -1 no-roil 0 -1 +2 -1 vxcrroU/ other total +1 0 +2 -2 +1 +3 +2 +3 0 +3 Character Creation 4: Azliet's Advantage s and Disadvantages Adv+ Disad - Name Page Details 0 Cani/Standard/ 121 zrteridlivwte(choien/yycU&ifaXU) +3 , metxthihieXdi Ruloc'k#wLcb+4; Loyalty bonuy+l 0 Harried/ 263 Azliet, Uk&rnoitCarU/, iymarriech. -4 Eicceaiveiy Hetpfub 2 5 5 -2 DarhSecret 2 5 3 •2 Sleeth-frCe*\d/ 2 5 3 ^$j^ar^Ur-er^aspr-OYnLie't&be<Xrm£'goo& -2 SutceptMe/to-Magio 2 5 9 +3 Healer'y GuUdTrru 2 5 7 +3 Healer €ieperie*\c&- 2 5 7 +2 ZpUv-l 5 SpeXl (twice) 2 6 0 Two-healing (frovrvHealer'y(jUild'Trainir\g>) £rone' ruyry/hecdiv\fy ipeil +2 OpViu-20 SpeH 2 6 0 +1 CpWlO Spell* 2 6 0 +1 Cplx^5 ipeUy 2 6 0 +1 K,ruuih+2:Corpcui<yr 2 5 9 +1 E)dya/'£.%perience' 2 5 7 +1 Socicd/Cortfacty 2 6 3 +15 •10 TOTALS Azliet gets the standard character creation amounts. Her Advantage is +5; maximum Advantages=+15 and Disadvantages=-10. Experience from Advantages has been entered into the "Ad. " column of the skill table, and Knacks have been written in the "Kn" column. Azliet's player chooses Sleeth Friend (-2) by agreement with Rrengra's player. Next, he chooses Excessively Helpful, a -4 Disadvantage that means that Azliet will try to help people frequently. The gamemaster is pleased; Azliet will be easy to involve in almost any story. Azliet's player chooses Dark Secret (-2), which the gamemaster accepts. Then Azliet's player then tries to take Heart on Sleeve (-2), which would make her poor at concealing her emotions. The gamemaster frowns, and decides that Azliet's Excessively Helpful and Dark Secret are enough roleplaying Disadvantages. Azliet's player replaces Heart on Sleeve with Susceptible to Magic, a -2 Disadvantage which reduces her Magic Resistance: an undeniable problem with game-mechanical teeth to it. The gamemaster is mollified. Azliet's player chooses Healer's Guild Training (+3), and then Healer Experience (+3), summarizing several years of her life, giving her a good deal of experience and several spells. Many of the next choices are spells, giving Azliet a substantial repertoire. Azliet ends up with a set of Advantages and Disadvantages as shown. For reference, her player writes some of the standard Cani species advantages there as well. CHARACTE R CREATION 5 : EXPERIENC E INT O POOL S In this phas e o f characte r generation , yo u summariz e you r educatio n an d earl y life, figuring ou t you r skill levels. Yo u ge t a grea t dea l o f experienc e whic h yo u ma y allocat e roughl y a s y o u se e fit. (This is no t all th e experienc e yo u hav e had : yo u g o t som e fro m you r species, an d yo u ma y hav e gotte n som e fro m Advantage s a s well.) In this phase , yo u divid e you r experienc e coarsel y amon g th e nin e skill categories: Magic , Athletics, Knowledges , an d s o on . S e e Chapte r 8 for mor e details o n skill categories. Y o u ma y allocat e 2 0 block s o f 3 0 experienc e points eac h t o th e nin e skill categories. I n th e nex t phase , yo u wil l pu t th e experienc e int o individua l skills. Azliet's player puts four blocks into Magic, three into Nouns, three into Verbs. Azliet has wanted to be an adventurer for a long time, and has taken some fighting lessons: two blocks into Fighting, two into Athletics. She has a sneaky incident or two in her background: one block in Rogue Arts. She takes two blocks in Social, two in Crafts (including her professional craft of Medicine), and one in Knowledges.


CHARACTE R CREATION 6 : POOL S INT O SKILLS Now , tak e experienc e from th e pools an d pu t it int o the skills in thos e categories. Experienc e i n Fightin g ca n b e use d for Lif e Bas e o r Archery , bu t no t for Dancing . Se e Chapte r 8 for the standar d skills. Mak e sur e tha t yo u hav e include d you r specie s back ­ groun d experienc e fro m your specie s template , an d experienc e give n b y Advantages. P a y attentio n t o th e followin g importan t skills: • Cle y Base : vita l fo r mages, wh o shoul d proba ­ bly hav e 10 o r more ; usefu l for everyone . • Magi c Resistance : you r , last defens e against magi c 5-7 o r mor e is prudent . • Comba t Stanc e Base : vita l fo r fighters, wh o shoul d probabl y hav e 8 o r more . • Lif e Base : vita l fo r all adventurers. 7 o r mor e is' | advisable . Se e pag e 140 . • Dodge : usefu l if you' d rathe r no t los e lif e points. Ti or mor e is advisable . T h e standar d skills ar e liste d o n th e worksheet . You ma y ge t othe r skills, cithe r species-specifi c one s (e.g., Gormoro r Bard , Rassime l Sta y Awake) , o r inven t othe r skills (e.g., Glassblowing , Cartography ) wit h th e gamemaster's consent . Writ e thes e o n th e workshee t i n th e appropriat e category , usual ­ ly Crafts. Y o u allocat e experienc e points t o skills durin g characte r cre ­ ation just a s if yo u wer e gainin g skill i n an y othe r way . Th e full details ar e o n pag e 146 . Th e followin g is a summary : It take s 1 ex p t o g o fro m leve l 0 t o leve l 1, 2 ex p t o g o fro m level 1 t o leve l 2 , an d s o on . Fo r example , it take s 10 ex p t o g o from leve l 0 t o leve l 4 . Tha t is, 1 ex p for 0-1, 2 ex p for 1-2, 3 e xp for 2-3 , an d 4 ex p for 3-4 , fo r a tota l o f 1+2+3+4=1 0 exp . Thes e number s ar e summarize d i n th e Experienc e Levels an d Skill table . Whe n yo u ar e allocatin g experienc e a t this part o f characte r creation , yo u wil l d o best if yo u tr y t o en d u p wit h full skill lev ­ els. If yo u hav e gotte n 2 5 points fro m specie s an d advantag e experience , ad d 3 mor e points t o ge t a tota l o f 2 8 experienc e = skill leve l 7 . Or, ad d 3 0 points t o ge t 5 5 experienc e = skill leve l 10. If an y experienc e is left over, eithe r i n th e poo l o r i n individ ­ ual skills, pu t it bac k int o the pool . Yo u wil l b e abl e t o us e it afte r th e first game . Afte r characte r creation , yo u d o no t nee d t o remembe r ho w man y experienc e points wen t where . Al l yo u nee d t o kee p trac k o f is the skill levels themselves, an d th e nin e experienc e pools in t h e categories. Azliet got 30 exp in Healoc from Healer's Guild Training, and 25 from Healer Experience. These 55 exp would give her a skill level of 10: a decent starting professional level. The player decides that she will start off as a better healer than that, and puts another 11+12=23 points into Healoc, giving her a total of 78 exp = skill level 12. This is midrangeprofessional. She would like to be better, but that will have to come with time. Cani have a +4 Ruloc knack (the god connection knack) and an initial 10 exp in Ruloc, so the player decides that Azliet has studied Ruloc further to take advantage of this powerful and free advantage. He puts another 18 exp into Ruloc, for a total of 28 exp = skill level 7. The +4 Ruloc knack makes this an effective skill of 11 (or better, when used in some combinations; see page 145.) Ruloc is a nice practical Verb, allowing many useful effects, and Azliet will probably use it more than Healoc on adventure. He wants her to have some breadth of ability, and so he uses 15 exp to get Creoc=5, 21 exp to get Kennoc = 6, and 10 exp to get Sustenoc=4. He has 3 points left over, which she decides to leave in her Verbs experience pool. Experie n c e Level s a n d Skills E x p Skil l Leve l Not e 1 1 3 2 6 3 1 0 4 1 5 5 goo d amateu r 2 1 6 2 8 7 3 6 8 4 5 9 5 5 1 0 startin g professiona l 6 6 11 7 8 1 2 9 1 13 1 0 5 1 4 1 2 0 15 exper t professiona l 1 3 6 1 6 1 5 3 17 1 7 1 1 8 1 9 0 1 9 2 1 0 2 0 maste r


Magic Pool: 4x<30=120; 3 loft: Nouns Pool:3)630+19 extras 10 left: Verbs Magi Pool:3x30=90; 3 left; c Sp Ad Exp tot lvl Kn Sp Ad Exp tot lvl Kn Sp Ad Exp tot lvl Kn Cley Base 6 10+20 19 55 1 0 Airador Creoc 15 15 5 Concentration 10 10 Aquador Destroc Feather Cast. Corpador 35+ 7 3 6 78 12 +2 Healoc 30+25 2 3 78 12 Finesse 6 6 3 Durudor Kennoc 2 1 2 1 6 Hammer Casting 21 2 1 6 Herbador 1 5 15 5 Mutoc Mag. Analysis 10 10 4 Illusidor Ruloc 1 0 18 2 8 7 +4 Mag. Resist. 6 15 21 6 Locador Sustenoc 1 0 1 0 4 Mag. Theory 10 10 4 Magiador Meditation 10 10 4 Mentador 2 1 2 1 6 Ritual Magic Pyrador 1 5 15 5 Spellbinding 5 10 1 5 5 Spiridor Spont. Force 6 6 3 Tempador lighting Pool: 2*3 0=60 ; 2 left; Athletics Pool:2*30 =60 ; 5 left: Rogue Arts Pool: 1x30 ; Oleft; lighting Sp Ad Exp tot lvl Kn Sp Ad Exp tot lvl Kn Rogue Arts Sp Ad Exp tot lvl Kn Archery Climb 1 5 1 5 5 Alertness 15 1 5 5 Brawling 1 5 15 5 Dance Disguise Claws&Teeth Dodge 1 5 2 1 3 6 8 Forgery 1 5 1 5 5 Cmb.Stnc.Base 6 9 1 5 5 Hunt Make/Pick Locks Crushing Jump Pick Pockets Edged Ride 6 6 3 Search 15 15 5 Fencing Run 1 5 15 5 Set/Disarm Trap Knives Swim Sleight of Hand Life Base 15 13 28 7 Track 6 4 10 4 Sneak 15 15 5 Pole & Staff 36 3 6 8 Thrown Social Pool :2K3 0+1 1 e*tv a; 8 left Crafts Pool: 2 x30 ; 3 lei t Knowledges Pool: 1K30; aU/uieci Social Sp Ad Exp tot lvl Kn Sp Ad Exp tot lvl Kn Knowledges Sp Ad Exp tot lvl Kn Bargain 10 11 2 1 6 Animal Handl. 1 0 1 0 4 GenKnowl 1 5 1 3 2 8 7 Command 2 8 2 8 7 ArmorRepair God's Tongue Empathy 28 15+21 12 6 6 11 Enchantment Hist & Lit 6 4 1 0 4 Etiquette 28 5 3 3 6 8 Medicine 35+ 25 31 91 1 3 Judge Val 3 3 2 Flirting 21 2 1 6 Music 6 6 3 Languages Friendliness 28 1 5 2 4 5 9 +3 Spellweaving 10 1 0 4 Law 6 6 3 Guile 6 6 3 Wilds Survival Natural Science 3 0 6 36 8 Interrogate 1 5 1 3 2 8 7 Woodworking Social 1 5 1 5 5 Intimidate 10 11 2 1 6 Teaching 6 4 1 0 4 Theology


CHARACTE R CREATION 7 : CHOOSING SPELLS T h e Worl d Tre e is a worl d o f plentifu l magic . Ever y prim e leam s a fe w spells an d a littl e magi c whe n growin g up ; som e prime s lea m a grea t dea l indeed . Mage s rel y heavil y o n their patter n spells: concret e spells whic h d o on e thin g quit e well . Al l prime s start ou t wit h 3+d 6 patter n spells o f complexit y 5 , whic h a r e th e simplest patter n spells. Man y Advantage s an d Disadvantage s giv e extr a patter n spells. A s yo u figured the m out , yo u kep t a recor d o f ho w man y spells the y gave : Character Creation 7: Azliet's Spell Count 5 12 + 7+1 stawiard/heaUng' 10 4+ 1 itaridard/healirig/ 15 1 any; 2 healings, 1 yta^id^a^d/healCng' 20 1 + 1 i^ruiard/healina' 25 and up 2 heaMjrufypelly (25'y> T h e spel l list startin g o n pag e 20 4 include s a grea t deal , som e o f whic h is mor e o f interest t o advance d mage s tha n startin g characters. Ther e is a shorte r list o f goo d spells t o kno w o n pag e 309 . Start wit h spells tha t ar e you r best Noun+Ver b combina ­ tions, an d i n commo n Noun s lik e Corpado r an d Herbador . Fo r example , if yo u ar e Herethroy , yo u probabl y shoul d loo k a t Creo c Herbado r spells. B e sur e tha t yo u ca n cast th e spells yo u choose . Yo u nee d t o hav e Memor y + Worst Nou n + Worst Ver b b e a t least a s bi g a s t h e spell's complexity . (If yo u hav e Knack s i n som e o f th e spell's Noun s an d Verbs, ad d the m i n too.) F o r example , Azlie t ha s Memor y = +2 , Rulo c = 7 wit h a + 4 knack , an d Mentado r = 6. Sh e ca n cast Quic k Na p (R u M e 15), becaus e 2+(7+4)+6=1 9 >= 15 . Sh e canno t cast an y Rulo c Mentado r 2 0 spells unti l sh e gets on e mor e skill leve l i n eithe r Rulo c o r Mentador . Sh e ha s Mutoc=0 , Sustenoc=4 , an d Corpado r =1 2 wit h a + 2 Knack . He r tota l fo r Strengt h o f Madnes s (R u M u S u C o M e 15) is 2+(0+4)+(6+2 ) = 14 an d sh e canno t cast it. Not e tha t bot h Knack s count , eve n thoug h he r hig h Rulo c an d Corpado r skills ar e washe d ou t b y he r lowe r Muto c an d Mentado r scores. Character Creation 7: Azliet's Spells Spell Name Verbs Nouns Cplx Mem+Noun+Verb Page KUythe/Stinging/Cut HI Co- 5 28 215 Heai/Once' HI Co- 10 28 215 Preteme/ofHealth HI Ccr 15 28 215 Heahtrw/Awful/Wound/ HI Co- 20 28 216 Temporary Health HI Co- 25 28 226 StraXghte^vthe/Spinning/Head' HI Co- 25 28 226 PouncUr\#15oy\&> Rw Co- 20 27 220 Reduce/Itchy Venom/ HI Co- 25 28 226 Healing-Sleep HI Co- 15 28 225 Quick/Nap Ru/ He> 25 29 242 .evitaturrv RlA/ Co- 20 27 229 Doughty Warrior Su/ Co- 20 20 222 Alhip S&chSUp Stick Ru/ Hr 20 18 227 '. iiterv to- Secrety Ke-[Su/Cr] Ae/ 20 It- 239 The/pain/ Locked/1 n/Ity Coffin* Ru/Ve/ ^Ae/Co- 20 24 242 Bcme/Vart CrRw Co- 5 25 223 Healtke/'Body'yWeapony HI Co- 5 28 225 find/the/fallen/'Bird/ Ke/ Co- 5 22 217 Ber\d/'Bone/and/Horr\/ Mu/ Co- 5 26 217 JoiAVBoney Mu/ Co- 5 26 217 jUide/the/faU/ Rw Co- 5 27 219 Carry the/Slain/Heatt Ru/ Co- 5 27 219 Ethereal/VrCU De- Hr 5 7 225 Carry the/Log' Ru/ Hr 5 18 226 SClentWordy Cr He/ 5 13 238 Deflect Corpador Ru/ Co­ 5 27 207 IrwiiMe/potHolder Ru/ py 5 18 245 E>ctU\gu4^hthe/fire/ De/ Py 5 7 244 Purify Scent HI \V 5 24 209 Remedy for Corpador HI Co- 5 28 207 Remedy for Herbador HI HrCo- 5 21 207 Armor Turning/Corpador Ru/Su/ Co- 5 24 207 Armor Turning-Herbador Ru/Su/ Hr 5 15 207 DUmahltch/ De- Co- Me/ 5 20 224


Y o u ca n lea m spells tha t yo u canno t cast yet . If yo u choos e t o d o so , explai n ho w yo u acquire d the m o r wh y yo u spen t th e mone y o n somethin g no t ye t useful . Yo u hav e t o pa y th e full Advantag e cost , whethe r yo u ca n cast th e spel l ye t o r not . Y o u (th e player ) ma y inven t som e o f you r character's spells, subjec t t o the gamemaster's review . Inven t spells appropriat e t o you r character; e.g., if you'r e fro m a far m village , mak e u p som e cantrip s o f us e t o far m villages. If yo u inven t spells, kee p the m i n lin e wit h th e standar d ones. Fir e Flowe r is perfected ; there's n o bette r wa y t o blast someon e wit h fire wit h a complexity- 5 spell . Se e pag e 19 7 for som e guidelines. Azlie t ha s a substantia l numbe r o f spells, a s counte d i n Ste p 4 . Man y o f the m ar e mino r complexity- 5 spells, s o eas y tha t sh e c a n cast the m despit e havin g skill 0 i n th e Nou n o r Verb . Sh e als o take s som e Mentado r spells (cf he r Dar k Secret), whic h m a y ge t he r i n considerabl e trouble if sh e use s the m to o openly . CHARACTE R CREATION 8 : MONEY , POSSESSIONS, AN D BOUN D SPELLS Characters typicall y start ou t wit h s6xl00+s20xl 0 lozens. Bot h stress dic e ge t on e botc h die ; if eithe r botches, th e charac ­ t e r ha s n o cas h o n hand , effectivel y the N o Cas h Disadvantage , b u t ma y tak e a n additiona l + 1 Advantag e - no t on e whic h give s cash ! - beyon d th e usua l limit . Y o u ma y us e you r startin g mone y t o bu y things; se e th e pric e list o n pag e 6 0 for standar d price s o f som e commo n things. Fo r convenience , th e gamemaste r ma y allo w yo u t o start wit h rea ­ sonabl e equipmen t for you r skills an d professio n an d socia l background . If yo u hav e a hig h Pic k Lock s skill, yo u hav e a se t o f lockpicks. If yo u are mino r nobility , yo u hav e access t o a mansio n o r two , coaches, clothes, cooks, maids, an d s o o n - o r t h e loca l equivalent . Would-b e adventurers wil l typicall y start wit h leathe r armo r an d bon e o r woo d weapon s if the y wan t them , an d ma y bu y mor e o r hav e the m fro m som e Advantag e o r other. Azliet starts with 510 lozens, representing her personal money. Since she is a married professional, she has other money and possessions, but they also belong to her family, and she will not use them without the consent of whichever of her spouses has affan in financial matters. For her first adventure, she buys a good spear with a metal point for the standard 150 lozens, and holds onto the rest of her money. She starts with leather armor, as most adventurers do. Her great-uncle Donat, once an adventurer, gives her his metal shield; this is from the Cani advantage "Starting Presents". Character Creation 8: Azliet's Possessions Possession Cost metal-tipped/ Spear 1 5 0 meted> ihield/ from/ great- uncle' leather armor itOA%dard/ f o r som e suggestions. Yo u ca n bu y boun d spells fro m a spellbinde r i n most cities. Or, if yo u o r you r companion s hav e enoug h Spellbindin g skill (se e pag e 181), yo u ca n bin d the m fo r eac h other. Indeed , most adventurin g group s usuall y bin d mos t o f their ow n spells. In this party, Azliet and Rrengra can both bind spells. They equip each other with a selection of useful spells; indeed, this is how Azliet hired Rrengra in the first place. With a Cley Base of 10, Azliet can carry 10 bound spells. She would like to bind her spell Temporary Health, a superior version of Pretense of Health, but is not yet good enough at spellbinding to do so: she has Spellbinding + Will + Noun + Verb =5 + 0 + (12+2) + 12 = 31, and she needs 25+10=35 to bind it. The spells are bound to go off either at a word or under the obvious circumstance. The Heal the Awful Wound spells will go off if Azliet is struck down; the Levitation spell will go off if she falls. The last three spells all go off\ on the same command phrase "danger fight", letting her get ready for a fight quickly - or waste three valuable bound spells quickly if she uses them at a poorly-chosen time. Azliet does not spend any money on bound spells, since she can bind many useful ones and get others from Rrengra. Buying bound spells would give her a better variety, but could be expensive. O n e o f the mos t importan t possession s o f a startin g mode m adventure r is bound spells: chea p one-us e magi c item s tha t cast their spells unde r som e specifi c situations. Almos t an y spel l ca n b e bound , bu t som e spells wor k bette r tha n other. Se e pag e 30 9


Character Creation 8 : Azliet's Bound Spells # Spell Verb, Noun, Cplx Power Cost 1 Heal<theAwfxd/Wound/ HlCo-20 21 0 2 HeaJ/the/AwfvdWotAnd HlCo-20 19 0 3 Pretence/ of H eattiv HlCo-15 22 0 4 Preteme/ of Health HlCo-15 18 0 5 Pounding/Bone- (on/tip ofipear) UwCo-20 21 0 6 Levitatlon/ P.wCo-10 2 4 0 7 Quick/Imtant CrTe/10 10 on 8 Quichln&tunt (command/ "danger fight!") CrTe/10 12 on 9 Vowghty Warrior (command "danger fight!") SwCo-10 15 0 10 Toughen/the/fleih (command "danger fight!") Su/Co-10 12 on 11 12 (*) 'Rrengra/g<M/e>A%Uettheies>pellsrfor free 13 14 15 CHARACTE R CREATIO N 9 : DETAILS. Explai n mor e details o f you r backgroun d an d th e like , elabo ­ ratin g matters tha t cam e u p whe n yo u wer e selectin g skills an d advantages. Decid e ho w ol d yo u are . Th e typica l startin g characte r wil l b e abou t 25-4 0 Worl d Tre e years, equivalen t t o 16-2 6 Eart h years. Som e wil l b e older; ver y fe w wil l b e younger . You r ag e shoul d reflect you r experienc e an d background . If yo u hav e serve d five four-yea r term s i n th e cit y guard , yo u shouldn' t b e muc h younge r tha n 45 . A goo d defaul t is t o start ou t a t 25+d 6 years old, an d ad d whateve r tim e you r Advantage s an d Disadvantage s mention . Azliet's details: Age : 35 World Tree (24 Earth): 25 + d6 + 4 years' training + 4 years' work. Birthday and year : Thory 13, 4225. (Current year is 4260) Time cley is refreshed: dawn, like most decent people. Shor t Self-Description: "I'm a Cani woman, a trained Guild healer with four years private practice. As an adventurer, I'm decent with a spear and Corpador magic. I'm pretty nervous about this adventure, but I'll do what I have to." Background story: See "Into the Verticals" and page 14.


CHARACTE R CREATION 10 : PERMANEN T CHARACTE R SHEE T Som e o f th e informatio n o n th e characte r creatio n workshee t goe s t o you r permanen t characte r sheet . Cop y it ther e a s convenient . T h e rest o f th e informatio n - whic h attribute s wer e rolled , ho w muc h experienc e cam e fro m Advantages , an d s o o n - wa s just intermediat e materia l from characte r creatio n an d wil l no t b e neede d later. Calculat e th e character's comba t statistics, an d writ e the m dow n o n th e characte r sheet . Mos t o f thes e depen d o n on e skill . • Life Points = 3x(Lif e Bas e + Stamina) . Bad Injury an d Terrible Injury ar e a hal f an d a quarte r o f Lif e Points, rounde d down . Dead is -(Lif e Bas e + Will). • Cley is Cle y Bas e + Fait h + d6 . Rerol l this ever y gam e day , usuall y a t dawn . F o r eac h o f you r mai n weapons , calculat e the comba t num ­ bers. • Attack is Dexterit y + you r skill i n th e weapon , plu s a mod ­ ifier tha t depend s o n th e weapon . Se e pag e 152 . • Bas e Damag e an d Damag e Increment ar e give n i n th e tabl e o n pag e 154 . • Defense is Agilit y + Dodg e plu s modifiers for you r species' innat e armor , th e armo r yo u are wearing , th e shiel d yo u ar e using , an d th e weapo n yo u ar e using . Th e first thre e ar e foun d o n pag e 156 ; th e fourt h is o n pag e 154 . • Soak is you r species' innat e soa k plu s th e soa k o f th e armo r y o u ar e using , bot h foun d o n pag e 156 . • Comba t Options: Fo r eac h poin t o f Comba t Stanc e Bas e y o u know , chec k off on e bo x i n th e tabl e o f comba t option s o n you r characte r sheet , ordinaril y startin g wit h th e first box . Se e pag e 15 6 for details. Azliet has a Life Base of 7, and Stamina and Will both 0. She has 21 life points. She will be badly hurt if she is down to 10, and terribly hurt if she is down to 5. She will be dead if she is reduced to - 7. She has Faith = +3 and Cley Base = 10, and rolls d6=4, giving 17 cley her first day. She will reroll this every day. Azliet simply takes the first five combat options, Vary Stance through Wild Attack. Azliet is a good starting character. She's an excellent healer: a good profession between adventures, and a valuable skill during them. She has a few powerful spells for dealing with menaces, building on her strengths. She has a decent collection of utility spells. She'll do well in most social situations. She isn't helpless in combat, though she'll usually fight defensively and let more dangerous people do the killing. She has a few surprising tricks and skills, like basic mind-magic and forgery. She'll be able to do something worthwhile in almost any situation. The gamemaster will be pleased as well. Azliet will be easy to involve in stories, and her friendship with Rrengra will help drag the Sleeth in as well. Azliet has a few strong personality traits, providing good material for roleplaying.


Nam e A%Ue£ Specie s CewU/ Gende r female/ Strengt h Stamin a Dexterit y Agility Perceptio n Fait h Memor y Wits WIN Charisma +1 0 +2 -2 +1 +3 +2 +3 0 +3 Magi c 3 Knack Noun s io Knack Verb s 3 Knack Cley Base 10 Airador Creoc 5 Concentration 4 Aquador Destroc Feather Casting Corpador 12 +2 Healoc 12 Finesse 3 Durudor Kennoc 6 Hammer Casting 6 Herbador 5 Mutoc Magic Analysis 4 Illusidor Ruloc 7 +4 Magic Resistance 6 Locador Sustenoc 4 Magic Theory 4 Magiador Meditation 4 Mentador 6 gar Ritual Magic Pyrador 5 Spellbinding 5 Spiridor Spont. Force 3 Tempador Fighting 2 Knack Athletic s 5 Knack Rogu e Arts 0 Knack Archery Climb 5 Alertness 5 Brawling 5 Dance Disguise Claws&Teeth Dodge S Forgery S Combat Stance Base 5 Hunt Make/Pick Locks Crushing Jump Pick Pockets Edged Ride 3 Search 5 Fencing Run 5 Set/Disarm Trap Knives Swim Sleight of Hand Life Base 7 Track 4 Sneak 5 Pole & Staff 8 Thrown Socia l 8 Knack Crafts 3 Knack Knowledge s 0 Knack Bargain 6 Animal Handling 4 General Knowledge 7 Command 7 Armor Repair Gods' Tongue Empathy 11 Enchantment History & Literature 4 Etiquette 8 Medicine 13 Judge Value 2 Flirting 6 Music 3 Languages Friendliness 9 + 3 Spellweaving 4 Law 3 Guile 3 Wilds Survival Natural Science 8 Interrogate 7 Woodworking Social 5 Intimidate 6 Teaching 4 Theology


SPECIES TEMPLATE: CANI Can i ar e dogfolk , ver y civilize d an d extremel y social . Cla n a n d famil y tie s ar e ver y strong ; Can i adventurers usuall y start wit h a fe w usefu l gifts (includin g som e meta l equipmen t o r mino r magi c items) , an d hav e a lo t o f peopl e the y ca n cal l o n fo r assistanc e if nee d be . Afte r a fe w week's associatio n wit h some - o n e o r som e group , a Can i wil l b e quit e loya l t o it - eve n if they' d rathe r no t be . Can i frequentl y find themselve s wit h man y con ­ flictin g stron g loyaltie s t o resolve . Categor y Skil l Experienc e Magi c Cle y Bas e 6 Magi c Magj c Resistanc e 6 Verb s Rulo c 1 0 Fightin g Lif e Bas e 15 Fightin g Braw l 15 Fightin g Comba t Stanc e Bas e 6 Athletic s Dodg e 15 Athletic s Rid e 6 Athletic s Trac k 6 Rogu e Arts Alertness 15 Rogu e Arts Searc h 15 Socia l Comman d 2 8 Socia l Empath y 2 8 Socia l Etiquett e 2 8 Socia l Flirtin g 2 1 Socia l Friendliness 2 8 Socia l Guil e 6 Socia l Intimidat e 1 0 Knowledge s Genera l 15 Knowledge s Histor y an d Literatur e 6 Knowledge s Socia l 15 Knowledge s L a w 6 Knowledge s Teachin g 6


Strengt h Stamin a Dexterit y Agilit y Perceptio n Fait h Memor y Wits Wil l Charism a Specie s Defaul t + 1 0 0 0 + 1 + 1 0 0 0 +1 Rulo c Knack(Go d Connection ) Can i hav e a + 4 Knac k in Ruloc , the magica l art o f control . Socia l Knac k Can i hav e a + 3 knac k a t som e socia l skill. Dominan t Can i usuall y hav e th e knac k i n Comman d o r Intimidate . Less dominan t one s frequentl y hav e Friendliness, Etiquette , o r Guile . loyalt y Can i ar e instinctivel y loyal . Can i wil l find themselve s bein g loya l to anyon e tha t they hav e bee n around for a fe w weeks. Usuall y this isn't a problem , but it applie s a s muc h to kidnappers a s friends. Can i ofte n experienc e conflictin g loyalties, o f course , an d ar e reasonabl y goo d a t dealin g wit h the m Can i thin k o f this trait a s a n advantage ; players ma y find it a disadvantage . Ix>yalty Bonu s Can i operat e mor e effectivel y i n stressful situation s i n whic h loyalt y is a ke y factor. The y ge t a +1 bonu s o n all stress (s20 ) rolls o n skills in these situations. Commo n situation s i n whic h this bonu s applie s are: (1 ) th e Can i is workin g toward s a commo n purpos e wit h a grou p o f peopl e tha t h e is loya l to ; (2 ) the Can i is defendin g someon e tha t h e is loya l to ; (3 ) the Can i is actin g in a spher e i n whic h h e hold s affan, whil e peopl e wh o ar e loya l t o hi m ar e watching . Natura l Weapon s Can i ca n bit e an d cla w whe n the y nee d to. It's no t particularl y deadl y - Can i ar e alway s bette r wit h weapon s - bu t Can i ar e neve r unarmed . Natura l Armo r Can i fur an d ski n provide s a littl e protectio n (+1 Soak) , eve n whe n the Can i isn' t wearin g armor. Excellen t Sens e o f Smel l Can i hav e a n exceptiona l sens e o f smell : a + 6 bonus. Th e numbe r isn't the whol e story ; Can i ca n smel l faint smells a n d mak e distinction s tha t most othe r peopl e can' t - e.g., to Cani , eac h perso n ha s a distinctiv e persona l odor. Famil y Connection s Can i belon g to larg e families. Describ e yours in reasonabl e detail ; b e consisten t wit h the settin g an d th e rest o f you r character. (E.g. , if you'r e a ric h Can i in a city, most likel y you r famil y is a s well. ) Eve n the least importan t Can i ha s som e distan t contacts anywher e tha t Can i live : peopl e wh o ough t to offe r foo d an d mino r assistanc e a t least . Startin g Presents Can i adventurers start ou t wit h presents from their family . Th e exac t natur e o f th e presents is u p to th e gamemaster ; a meta l weapo n o r modest magi c ite m (use d b y som e adventure r i n the famil y a fe w generation s ago ) is a commo n present . Cla n Affiliation Y o u ar e a membe r o f on e o f the tree-wid e Can i clans. Not e tha t eac h cla n ha s a personalit y stereotype , whic h nobod y reall y expects yo u to liv e u p to. Yo u ar e a n auxiliar y membe r o f a fe w others. Rol l a d6 ; o n a 1, yo u hav e o n e auxiliar y clan ; o n 2-4 , yo u hav e two ; o n 5-6 , yo u hav e three . Choos e them all . Marrie d (Optional) Can i usuall y marr y young . Yo u ma y tak e the Marrie d Advantag e a t n o cost , though if yo u hav e spouse s o f adventure r strength, yo u must tak e them a s + 2 Advantages. Rol l 3d 6 for the numbe r of Can i i n you r family, countin g you . Describ e you r famil y histor y an d occupations, an d giv e name s an d description s o f you r spouses. If yo u hav e bee n marrie d for mor e than a few years, ther e ar e probabl y som e puppie s a s well .


SPECIES TEMPLATE: GORMORO R Gormoro r ar e bear-folk : big , brawny , shaggy , an d rough . The y a r e prou d barbarians, livin g i n smal l tribes for th e mos t part , huntin g an d gatherin g an d raiding . The y ar e th e join t creatio n o f Relu u an d Accanax , create d a whil e afte r Accana x mad e th e Khtsoyis, presumabl y s o tha t Accana x coul d hav e a reasonabl e specie s i n th e world . The y ar e considere d savag e bu t honorable , a n d b y i n larg e liv e u p t o tha t reputation . Unlik e th e othe r species, Gormoro r ar e sexuall y dimorphic : m e n ar e considerabl y mor e ursin e (bearlike ) tha n women , an d wome n ar e toughe r tha n males. Categor y Skil l Experienc e Magi c Cle y Bas e 6 Magi c Magi c Resistanc e 6 Verb s Destro c 6 Verb s Rulo c 6 Fightin g Lif e Bas e 2 8 Fightin g Braw l 3 6 Fightin g Claws&Teet h (Men ) / Knif e (Women ) 2 8 Fightin g Comba t Stanc e Bas e 2 8 Fightin g t w o differen t weapo n skills 15 eac h Athletic s Dodg e 3 6 Athletic s Clim b 15 Athletic s Danc e 10 Athletic s Huntin g 3 6 Athletic s R u n 15 Athletic s Swi m 6 Athletic s Trac k 6 Rogu e Arts Alertness 6 Rogu e Arts Set/Disar m Trap s 10 Rogu e Arts Snea k 10 Socia l Flirtin g 6 Socia l Intimidat e 15 Crafts Anima l Handlin g 6 Crafts Gormoro r Bar d 6 Crafts Medicin e 10 Crafts Wilderness Surviva l 15 Knowledge s Genera l 10 Knowledge s Natura l Scienc e 10


Strengt h Stamin a Dexterit y Agilit y Perceptio n Fait h Memor y Wits Wil l Charism a Specie s Defaul t + 1 mal e + 2 femal e + 3 0 - 2 + 1 0 0 0 + 1 0 Rulo c an d Destro c Knacks(Go d Connection ) Gormoro r hav e a + 3 knac k in bot h Rulo c an d Destro c magic . Se e the Advantag e "Knack " for mor e details. Flexibl e Warrio r Gormoro r ca n choos e to fight ver y fiercely , o r (no t a s wel l respected ) ver y defensively . The y hav e a Knac k + 5 i n Comba t Stanc e Base . Berser k Lif e A Gormoro r ca n fight o n a littl e whil e after takin g terribl e damage , eve n damag e that woul d kill anothe r prime . Whe n a Gormoro r is reduce d to 0 lif e points o r belo w an d stay s ther e for longe r tha n a second , sh e goe s berserk . Al l Troubl e from wound s an d fatigue drop s away . Sh e take s he r most aggressiv e comba t stance . Sh e become s fierce : + s 6 {n o botc h dice } damag e o n eac h hit. This stat e lasts for he r nex t 2- 4 actions, rolle d secretl y b y the gamemaster ; whe n he r final actio n comes, sh e knows. If sh e is heale d bac k to life , sh e wil l suffer Troubl e 10 for th e rest o f th e d a y fro m the physica l stress o f the deed , instea d o f the usua l first day's Troubl e from bouncing . If the Gormoro r wa s actuall y killed , she'll b e a t Troubl e 9 the nex t day , Troubl e 8 th e da y after, an d s o on . Gormoro r d o no t sta y berser k if the y ar e heale d bac k to life . The y d o no t g o berser k (o r ge t Trouble ) if they ar e heale d befor e their first actio n berserk , e.g . b y a boun d healin g spell . Onl y th e demand s o f comba t inspir e berser k life , an d onl y a s lon g a s th e Gormoro r is actuall y fighting. Natura l Armo r Gormoro r fur an d ski n is lik e leathe r armor: +1 Soak . The y ca n an d shoul d wea r mor e armo r ove r it. Wor d o f Hono r Gormoro r kee p their swor n Word s o f Honor , o r suffer gravely . Chec k Gormoro r Cod e Gormoro r ca n tell easil y whe n othe r Gormoro r hav e broke n their Word s o f Honor : a +1 0 bonu s o n the roll . Resistanc e t o Mind-Contro l Gormoro r ar e resistan t t o Rulo c Mentador , gainin g a +s2 0 bonu s o n all resistanc e rolls against it. Gormoro r ge t doubl e effec t from eac h cle y spen t in defendin g themselves against Rulo c Mentador , a s well . Alcoho l Toleranc e Gormoro r ca n hol d their liquo r well : the first thre e drink s hav e n o particula r effect. Gormoro r Bar d Gormoro r generall y kno w their species' styl e o f alliterativ e poetr y an d song . Writ e this o n the characte r shee t a s a Craft skill .


SPECIES TEMPLATE: HERETHROY Herethro y ar e fairl y insectil e people , lik e humanoi d crickets o r mantises. The y wal k o n eithe r tw o o r fou r legs, usin g th e others a s hands. Th e specie s ha s thre e genders: male , female , an d co - lover. Thei r carapace s ar e beautiful , shinin g i n simpl e natura l pattern s o r comple x design s o f paint , lacquer, an d (fo r th e wealthy ) inlai d metal . Man y ar e farmers b y inclination . Thei r carapac e provide s som e armor ; an d a Herethro y fighting wit h a two-hande d sword , a spear, an d a shiel d (a t th e sam e time ) ca n b e quit e effective . Categor y Skill Experienc e Magi c Cle y Bas e 6 Magi c Magi c Resistanc e 6 Magi c Meditati6 n 1 0 Verb s Creo c 10 Fightin g Comba t Stanc e Bas e 15 Fightin g Lif e Bas e 2 1 Fightin g Pole/Staff 15 Athletic s Clim b 15 Athletic s Dodg e 6 Athletic s Runnin g 1 0 Rogu e Arts Set/Disar m Trap s 6 Socia l Bargai n 6 Socia l Empath y 6 Socia l Etiquett e 6 Socia l Flirtin g 6 Socia l Friendliness 6 Crafts Anima l Handlin g 2 1 Crafts Gardenin g 2 8 Crafts Herethro y Singin g 2 1 Crafts Woodworkin g 15 Knowledge s Genera l 1 0 Knowledge s Histor y an d Literatur e 2 1 Knowledge s Judg e Valu e 6 Knowledge s Language s 6 Knowledge s L a w 6 Knowledge s Natura l Scienc e 15 Knowledge s Teachin g 6


Strengt h Stamin a Dexterit y Agilit y Perceptio n Fait h Memor y Wits Wil l Charism a Specie s Defaul t 0 + 1 0 -1 0 + 1 0 + 1 0 0 Creo c Knac k +4(Go d Connection ) Herethro y hav e a + 4 Knac k in Creoc . Climbin g Knac k + 3 T h e extr a limb s giv e Herethro y a + 3 Knac k a t Climbing . Runnin g Herethro y ru n ver y fast o n four leg s (+ 6 Knac k o n Running , bu t onl y whe n usin g four legs). The y ca n maintai n this spee d for (Stamin a + 6 ) hours. Carapac e T h e Herethro y carapac e is decen t armo r b y itself (+ 2 Soak ) an d Herethro y ca n wea r mor e armo r ove r it. Fxtr a Hand s Herethro y ca n stan d o n tw o feet, an d us e all four hands. The y ca n als o us e hug e three-hande d swords . A typica l Herethro y knigh t fights wit h sword , shield , an d staff: a n impressiv e defense . Pole/Staff In Lowe r Arm s Herethro y ma y us e a polear m (spea r o r pike ) o r a staff i n th e lowe r pai r o f arm s withou t penalty . This is mor e effectiv e tha n usua l multipl e weapo n us e (pag e 159). It doe s no t requir e an y particula r skill i n Comba t Stanc e Base . It doe s no t brin g an y Attac k penalty . Th e Herethro y ma y us e othe r weapon s i n the uppe r arm s a t the sam e time . Specia l Skills Herethro y ge t experienc e in tw o skills tha t othe r specie s d o no t automaticall y learn : Gardenin g (whic h is wha t it sound s like ) an d Herethro y Singin g (singin g i n the traditional Herethro y styles). Writ e bot h skills a s Craft skills. Thes e ar e importan t persona l an d socia l skills for most Herethroy ; the y are unlikel y to b e th e most importan t skills for adventurers.


SPECIES TEMPLATE: KHTSOYI S Khtsoyis ar e larg e air-heptapods: seve n five-foot tentacle s in radia l displa y aroun d a n ugl y tw o t o thre e foo t lump y head . The y mov e a s if the y wer e underwater , swimmin g throug h th e air: gravit y is barel y rea l for them . The y ar e destructiv e an d no t terribl y bright ; Khtsoyis wh o happe n t o b e ver y brigh t usuall y hid e it. The y ca n us e u p t o thre e shield s an d club s a t a time . The y ca n hea l themselves. Categor y Skill Experienc e Magi c Cle y Bas e 15 Magi c Concentratio n 6 Magi c Magi c Analysis 6 Magi c Magi c Resistanc e 6 Magi c Meditatio n 1 0 Verb s Destro c 10 Fightin g Braw l 15 Fightin g Comba t Stanc e Bas e 15 Fightin g Crushin g weapon s 3 6 Fightin g Lif e Bas e 3 6 Athletic s Dodg e 3 6 Athletic s Runnin g 10 Athletic s Trac k 6 Rogu e Arts Alertness 15 Rogu e Arts Pic k Pockets 6 Rogu e Arts Searc h 6 Rogu e Arts Set/Disar m Trap s 6 Rogu e Arts Sleigh t o f Han d 6 Rogu e Arts Snea k 15 Socia l Bargai n 6 Socia l Flirtin g 6 Socia l Guil e 10 Socia l Intimidat e 15 Knowledge s Genera l 6 Knowledge s Judg e Valu e 10 Knowledge s L a w 6


Strengt h Stamin a Dexterit y Agilit y Perceptio n Fait h Memor y Wits Wil l Charism a Specie s Defaul t + 1 + 3 0 0 0 0 0 - 1 0 -1 Destro c Knac k (Go d Connection ) Khtsoyis hav e a + 4 Knac k a t Destroc . Snea k Bonu s Khtsoyis don' t mak e muc h nois e a s they drift around , an d the y ca n chang e their color. This give s them u p to a +1 0 bonu s o n sneakin g an d hidin g i n most situations. Self-Healin g Khtsoyis ca n regenerate , healin g d6+Stamin a points a t the cost o f tw o cley . It must b e don e o n the Khtsoyis' action , b u t doe s no t tak e th e action : th e Khtsoyis ma y self-hea l an d d o somethin g els e a t the sam e time . This healin g happen s a t the en d o f the Khtsoyis' action . Non-Healin g Khtsoyis hav e almost n o interna l organs, eve n b y Worl d Tre e standards. In particula r the y hav e n o organ s o f healing . Thei r wound s d o no t recove r ove r time unless the y ar e tended . Give n their powe r o f self-healing , this almost neve r matters. Toug h Ski n Khtsoyis ar e tough ; their ski n is lik e leathe r armor. Poo r Tast e an d Smell Khtsoyis can't tast e o r smel l ver y well . The y ar e - 3 o n all Perceptio n rolls for those senses, an d hav e distinctl y coarse r perception s tha n human s (o r th e othe r primes) do . The y conside r this a n advantage : the y ca n drin k an d enjo y reall y chea p stuff that othe r prime s won' t touch , an d they don' t nee d to kee p their home s from stinking . Air-swimmin g Khtsoyis drift i n the air. The y are naturall y slo w (half o f a biped's walkin g speed) , bu t whe n they hav e enoug h tentacle-hold s they ca n pull themselves around faste r (a t standar d movement) . The y ca n lift (Strengt h + 4)xl0 0 pounds, if they hol d it wit h all their tentacles. Colo r Changin g Khtsoyis ca n chang e their ski n colo r a t will ; i n particular, they ca n chang e t o matc h the surroundings. This isn't perfec t -the y can't d o brigh t colors an d rarel y manag e a n exac t matc h o f eve n a soli d dull color. Armo r Limitatio n Khtsoyis can't wea r muc h armo r o n their tentacles, o r the y couldn' t mov e them S o they generall y onl y wea r ligh t harnesse s an d a shiel d o r two , an d rel y o n self-healin g to sav e them whe n they ge t battered . Club s an d Shield s Khtsoyis prefe r t o us e club s (o r maces) an d shields. The y ca n us e u p t o thre e o f them, i n an y combination : thre e clubs, o r thre e shields, o r tw o o f on e an d on e o f the other, wit h n o Attac k o r damag e penalty . This specia l talen t doe s no t appl y to othe r crushin g weapons : just club s an d maces. (One-hande d weapon s tak e tw o tentacles; two - hande d one s tak e four. Khtsoyis don' t hav e the leverag e to us e three-hande d weapon s effectively.) Overhea d Bonu s Khtsoyis clubbin g peopl e wh o are directl y unde r them ar e + 2 to Attac k an d t o bas e damage . Anothe r goo d reaso n to u s e thre e clubs. Bite Khtsoyis hav e a nast y bite , though it ca n onl y b e use d i n clos e combat . Subjec t T o Prejudic e Mos t prime s conside r Khtsoyis dangerou s thugs, littl e bette r tha n monsters. This prejudic e is reasonabl e enough : man y Khtsoyis ar e dangerou s thugs, littl e bette r than monsters. "Running " Skill Khtsoyis interpre t the Runnin g skill a s Floating . Th e skill govern s their spee d whe n the y are hurrying , exactl y the sam e wa y that the Runnin g skill doe s for othe r prime s whe n actuall y running .


SPECIES TEMPLATE: ORRE N Orre n ar e otter-people , huma n i n size , brown-furre d an d brown-eyed . Whe n the y ar e we t enough , the y tur n int o otters, a n d usuall y g o off t o play . The y ar e smar t bu t frequentl y unfo ­ cused . The y ar e subjec t t o sudden , short bouts o f enthusiasm , bein g intereste d i n somethin g fanaticall y for a fe w week s an d the n droppin g it i n favo r o f somethin g else . I n emergencie s the y c a n ente r a wil d rush, actin g ver y quickl y bu t carelessly . Categor y Skill Experienc e Magi c Cle y Bas e 6 Magi c Magi c A|ialysis 6 Magi c Magi c Resistanc e 6 Magi c Meditatio n 6 Magi c Spontaneou s Forc e 1 0 Verb s Kenno c 1 0 Fightin g Lif e Bas e 1 0 Athletic s Danc e 15 Athletic s Jum p 15 Athletic s R u n 15 Athletic s Swi m 5 5 Athletic s Dodg e 2 1 Rogu e Arts Disguis e 6 Rogu e Arts Searc h 6 Socia l Flirtin g 1 0 Socia l Friendliness 6 Socia l Guil e 6 Crafts Medicin e 6 Crafts Musi c 15 Knowledge s Genera l 2 1 Knowledge s Language s 6 Knowledge s L a w 1 0


Strengt h Stamin a Dexterit y Agilit y Perceptio n Fait h Memor y Wits Wil l Charism a Specie s Defaul t 0 + 1 0 + 2 0 0 0 + 2 - 2 0 Kenno c Knac k (Go d Connection ) Orre n hav e a + 4 Knac k wit h Kennoc . (Nonetheless, their Kenno c spells are n o mor e reliabl e than anyon e else's; the y still fail abou t on e time in 20.) Fast Orre n mov e mor e quickl y (ove r short distances) tha n most biped s their size . They'r e a bit faste r walkin g o r runnin g tha n Cani , eve n though they'r e a bit smaller. Trea t this a s a + 4 Knac k i n Run , bu t onl y for short distances. Shapechangin g to Otte r Orre n instand y turn int o otters whe n the y ar e i n water, an d turn bac k int o their humanoi d Orren-shape s whe n the y ar e o n land . Changin g is mostl y reflexiv e bu t subjec t to the Orren's control . In intermediat e circumstance s (e.g. , havin g a barre l o f wate r dumpe d o n them), the Orre n ma y decid e whethe r to chang e o r not. Orre n hav e to pa y som e attentio n (Troubl e 2 ) whe n they shoul d chang e an d don' t - e.g., a n Orre n wadin g i n a pon d an d tryin g to sta y i n land-form , o r just drenche d b y a spell . Orre n hav e grea t difficult y changin g to water-for m withou t a t least bein g soakin g wet ; it require s a Wil l + Finess e + s2 0 3 2 0 roll . Orre n ma y als o b e i n a human-size d otte r shap e i n th e water. Pic k U p Skills Quickl y Orre n ar e ver y goo d a t pickin g u p ne w topic s a s adults, if the topic s catc h their interest . If, durin g pla y (bu t no t characte r creation ) a n Orre n gain s a leve l a t a skill whic h starte d a t leve l 4 o r below , rol l a d20 . O n a rol l o f 1-5, it's no t tha t interesting ; n o benefit. O n a roll o f 6-15 , gai n a n extr a level , thus raisin g the skill b y tw o levels rathe r than one . O n a roll o f 16-19 , gai n tw o extr a levels. O n 20 , gai n tw o extr a levels an d a +1 Knac k usuall y accompanie d b y fanatica l interest for a littl e while . Extr a Experienc e durin g Characte r Creatio n Pic k on e skill pe r category , whic h yo u learne d for fun. Fo r eac h o f these , rol l d20 . O n 1-5, ge t 5 exp . O n 6-15 , ge t 10 exp . O n 16-19 , ge t 15 exp . O n 20 , ge t 2 0 ex p an d a + 1 Knac k Holdin g Breat h Orre n ca n hol d their breat h for tw o minute s o f frantic activity , o r fifteen minute s if the y barel y move . The y ar e ver y har d t o strangle . Har d to Hold ; Eas y to Stu n Orre n ar e smoot h an d wiggly , an d ver y har d t o hol d wit h regula r wrestlin g moves. However , they ar e relativel y eas y to knoc k out. Wil d Rus h Orre n ca n ge t ver y excited , actin g quickl y an d carelessly . Whe n th e Orre n is sufficientl y excite d (a s determine d b y eithe r playe r o r gamemaster) , roll a d 6 o n eac h action . O n a rol l o f 6, the Orre n starts rushing . Whil e rushing ; the Orre n gets the bette r o f tw o initiativ e draw s o n eac h action , thereb y movin g considerabl y faste r than most people . T h e Orre n als o gets thre e extr a botc h dice . Wil d rus h often require s goo d role-playing : a rushin g Orre n wil l no t b e thinkin g clearly , an d wil l frequently (perhap s on e decisio n i n eight) d o th e wron g thin g ver y quickly . Wher e there aren' t an y decision s - a s i n a straightforwar d fight - this is no t a n issue ; bu t a rushin g Orre n wil l hav e troubl e carryin g ou t an y sort o f plan . If the playe r ha s trouble playin g carelessl y enough , th e playe r o r gamemaste r ma y choos e to hav e s2 0 rolls o f 1-4 requir e botc h dice , instea d o f just 1. Doin g this wel l is no t easy . Th e Orre n characters o f on e o f th e authors d o the first thin g tha t pop s int o their hea d whe n rushing , whic h is exactl y righ t Th e othe r autho r ha s trouble playin g intentiona l confusion , an d requests th e extr a botc h rolls instead . Th e Orre n ma y try to leav e the rus h a t an y time , b y calmin g down ; rol l a 6 o n a d 6 to leav e the rush . Th e Orre n wil l alway s leav e th e rus h whe n the situatio n calm s down . Resist o r Enhanc e Shape s hi fting Orren , bein g natura l shape-shifters, hav e a degre e o f influenc e ove r shapeshiftin g (Muto c Corpador ) spells cast upo n them The y ma y resist the spells, gettin g +s2 0 o n Magi c Resistanc e against them O r the y ma y enhanc e the spells, addin g +s2 0 to th e spell's Power . This applie s t o an y Muto c Corpado r spells cast o n th e Orren , eve n b y th e Orre n herself. (Note : Muto c Corpado r spells cast b y the Orre n o n othe r peopl e d o no t ge t extr a power. )


SPECIES TEMPLATE: RASSIMEL Rassime l ar e shortis h raccoonfolk , and , if anything , mor e civ ­ ilize d tha n eve n Cani . The y ar e quic k learners, an d energeti c an d clever. A s characters, Rassime l start ou t a bi t weak , withou t all t h e innat e advantage s o f som e othe r species. However , the y lea m faste r tha n othe r species; i n the lon g term , Rassime l becom e ver y powerful . The y hav e n o particula r disadvantage s o r weaknesse s either. Categor y Skill Experienc e Magi c Cle y Bas e 6 Magi c Concentratio n 3 6 Magi c Finess e 15 Magi c Magi c Resistanc e 10 Verb s Healo c 10 Fightin g Lif e Bas e 6 Athletic s Clim b 2 8 Athletic s Dodg e 6 Athletic s Rid e 6 Rogu e Arts Pic k Pockets 10 Rogu e Arts Searc h 6 Rogu e Arts Sleigh t o f Han d 10 Socia l Friendliness 15 Crafts Sta y Awak e 6 Knowledge s Genera l 2 1 Knowledge s Histor y an d Literatur e 15 Knowledge s Judg e Valu e 6 Knowledge s Language s 6 Knowledge s Natura l Scienc e 15 Knowledge s Socia l 10


Strengt h Stamin a Dexterit y Agilit y Perceptio n Fait h Memor y Wits Wil l Charism a Specie s Defaul t 0 0 + 2 0 0 0 + 1 + 1 0 0 Healo c Knac k (Go d Connection ) Rassime l hav e a + 4 bonu s o n all Healo c spells. Quic k Learne r Rassime l lear n faste r tha n othe r primes. The y ge t a bonu s o f 1/3 extr a experienc e fro m adventuring : if a n ordinar y perso n woul d ge t 9 exp , a Rassime l woul d ge t 12 . (Recor d fractions. Rassime l ar e smart enoug h to dea l wit h fractions.) The y als o hav e advantage s i n othe r learnin g situations. Ove r th e cours e o f a lifetime , this is quit e impressive . (This doe s no t appl y durin g characte r creation.) Intens e Stud y durin g Characte r Creatio n Y o u hav e studie d thre e topic s i n grea t depth : tak e 4 0 experienc e i n eac h o f thre e skills, probabl y relate d to you r professio n o r you r adventurin g career. Yo u hav e a hobby , probabl y a Craft o r Knowledg e skill, a t most tangentiall y relate d t o you r professio n o r adventurin g career ; tak e 4 0 points in tha t fourt h skill a s well . Poiso n Resistanc e Rassime l recove r quickl y from poison . Reduc e th e strengt h o f th e poiso n afflictin g the m b y 1 ever y dl O minutes. (Not e that this bonu s is useless against quick-actin g poisons. ) N o Circadia n Rhyth m Rassime l don' t nee d t o slee p i n an y particula r day , a s lon g a s the y ge t enoug h slee p i n eac h wee k o r so . It's n o grea t matte r for a Rassime l to sta y u p thre e day s soli d an d slee p th e whol e nex t day . Nee d Less Slee p Rassime l nee d less slee p a night tha n most people . The y ar e allowe d to tak e the "Sta y Awake " specia l skill .


SPECIES TEMPLATE: SLEETH Sleet h are blac k an d blue-gree n panthers. They'r e no t terribl y civilized ; the y liv e mainl y aroun d th e edge s o f branche s an d o n th e trunk . The y don' t hav e hands; they mak e u p fo r th e lac k partl y b y their fre e low-complexit y Rulo c Corpado r magic . The y ar e regard ­ e d a s unpredictabl e an d dangerous, whic h the y are ; an d a s monsters o r wil d animals, whic h the y ar e not . The y ar e reasonabl y goo d fighters, thoug h weake r against armore d enemies. Strengt h Stamin a Dexterit y Agilit y Perceptio n Fait h Memor y Wits Wil l Charism a Specie s Defaul t 0 0 0 + 2 + 2 0 0 0 0 0 Categor y Skill Experienc e Magi c Cle y Bas e 2 1 Magi c Concentratio n 6 Magi c Finess e 6 Magi c Magi c Resistanc e 6 Magi c Meditatio n 15 Noun s Corpado r 6 Verb s Muto c 6 Verb s Rulo c 6 Fightin g Braw l 15 Fightin g Claw s & Teet h 3 6 Fightin g Lif e Bas e 2 1 Rogu e Arts Alertness 15 Rogu e Arts Searc h 6 Rogu e Arts Snea k 2 1 Categor y Skil l Experienc e Athletic s Clim b 2 1 Athletic s Dodg e 2 1 Athletic s Huntin g 3 6 Athletic s Jum p 3 6 Athletic s Runnin g 2 8 Athletic s Trac k 10 Crafts Storytellin g 1 0 Knowledge s Genera l 6 Knowledge s Histor y & Literatur e 6 Knowledge s Natura l Scienc e 15 Knowledge s Sleet h Silen t Languag e 2 1


Muto c Knac k Sleet h hav e a + 4 knac k a t Mutoc . Se e the Advantag e "Knack " for details.(Go d Connection ) Climbin g an d Jumpin g Sleet h clim b an d jum p ver y well , i n the sam e wa y tha t terrestria l cats do : a + 3 Knac k Sneakin g Sleet h ar e ver y quiet: a + 6 Knac k i n Sneak . Flexibl e Sleepe r Sleet h ca n fall aslee p o r wak e u p i n a n instant. The y slee p wit h bot h ears open , an d are har d t o snea k u p o n eve n whe n asleep . N o Hand s Sleet h hav e n o hands. Jaws , forepaws, an d magi c compensat e to som e extent. Ther e ar e som e things Sleet h can' t d o a t all , lik e us e weapons. Ther e ar e man y othe r thing s Sleet h canno t d o well , lik e ope n doorknobs; typically , - 8 o n rolls an d 4 extr a botc h dic e - an d the y d o hav e t o mak e rolls for things whic h peopl e wit h hand s woul d not. Hearin g an d Smel l Sleet h ca n smel l a s wel l a s Cani : a + 5 bonus. The y hav e th e sam e abilit y t o discriminat e betwee n differen t scents, a n d the y ar e just a s sensitiv e to faint scents. Sleet h ca n hea r a s wel l a s they ca n smell : als o a + 5 bonus. Dar k Visio n Sleet h ca n se e in th e dark , o r in extremel y brigh t light. Th e most extrem e condition s (absolut e darkness, dazzlin g light) impos e a mino r penalty : - 1 o n som e di e rolls. Ordinar y da y o r nigh t give s n o penalty . This is bette r tha n terrestria l cats, wh o nee d som e ligh t to see . Innat e Rulo c Corpado r Sleet h hav e a n innat e gift for Rulo c Corpado r magic : movin g an d controllin g fles h an d anima l matter. Se e th e + 4 advantag e "Intuitiv e Magic " for th e full details. Briefly , Sleet h ca n cast al l complexity- 5 Rulo c Corpado r spells a t will , withou t usin g cle y o r makin g a di e roll . Thes e spells ar e ver y wea k (Powe r 5), bu t that's goo d enoug h t o hol d a join t o f mea t ove r a fire to coo k o r guid e their fall t o a saf e place , levitat e themselves ver y slowly , o r paralyz e a rabbi t for a few seconds, to wra p a scra p o f leathe r aroun d a stic k etc . Sleet h generall y kee p "prep s an d flaps", scrap s o f leathe r an d bon e to us e a s tools. Sola r Healin g Sleet h hav e a poten t but slo w for m o f self-healing . Sleepin g o r meditatin g for a n hou r i n the su n (o r othe r brigh t light) heals a Sleet h ld 6 lif e points. This is true healing , cumulativ e wit h othe r kind s o f healing . Natura l Armo r Sleet h fur an d ski n is fairl y tough: + 1 Soa k lik e ligh t leathe r armor. Sleet h are als o agil e an d capabl e dodgers. Armo r Limitatio n Sleet h canno t wea r standar d prim e armor. Almost nobod y make s armo r for Sleeth ; ther e aren' t enoug h Sleet h t o mak e the business worthwhile , an d most prime s woul d prefe r tha t Sleet h no t ge t mor e advantage s i n combat . Mos t Sleet h wouldn' t wea r muc h armo r anyway ; it woul d cost them their natura l Sneak , Climb , Jump , an d Defens e bonuses. Slightl y armore d harnesse s for Sleeth , givin g a bi t o f protectio n withou t muc h encumbrance , ar e occasionall y availabl e for ridiculou s prices. Natura l Weapon s Sleet h hav e effectiv e claw s an d teeth . In ordinar y combat , a Sleet h gets t o attac k onc e wit h claw s an d onc e wit h teet h in eac h action . Claw s ar e mor e accurate , bu t teet h d o mor e damage . (Th e tw o forepaw s are counte d a s a singl e attack ) In clos e combat , a Sleet h ca n rak e wit h powerfu l hin d legs, gethn g a thir d attac k Sleet h complai n tha t their claw s an d teet h d o badl y against peopl e i n armor. That's true , bu t applie s to anyon e usin g severa l smal l weapon s instea d of on e bi g one . Sleet h simpl y d o no t hav e the optio n o f usin g a larg e weapon . Suppl e Bod y Sleet h ca n cree p through smalle r hole s than yo u woul d expect , li e comfortabl y o n the bac k o f a couc h wit h their foreleg s hangin g dow n an d their hin d leg s stickin g up , an d s o on . See n A s Monsters Sleet h ar e ofte n see n a s littl e mor e than monsters, b y othe r prime s an d civilize d non-primes. Eve n peopl e wh o ar e tryin g t o b e unprejudice d an d rationa l ar e frequentl y afrai d o f the m wit h a subtl e fea r tinged wit h unjustified , ashame d hatred . Non-Sleet h often try no t to notic e Sleeth , o r refus e to tal k t o the m Sleet h rarel y ge t justice , an d a s often a s no t don' t ge t the servic e they pa y for. Sleet h wh o ar e obviousl y companion s t o non-Sleet h (e.g. , members o f the sam e adventurin g party ) ar e sometime s spare d the worst o f this. Thei r companion s wil l probabl y b e calle d upo n to vouc h for the Sleeth , an d ma y ge t a tast e o f the anti-Sleet h prejudice . Se e th e - 2 Disadvantag e "Sleet h Friend" . Silent Languag e Sleet h hav e a languag e o f gestures, mainl y use d for hunting.. Th e skill i n speakin g it is a Knowledg e whic h fe w bu t Sleet h bothe r t o acquire .


SPECIES TEMPLATE: ZI RI Z i R i ar e smal l dragons: 1-2 fee t o f body , 1-2 fee t o f nec k an d head , a yar d o f tail, an d fou r fee t o f wingspan ; scale s o f severa l col ­ ors; long-lived , cheerful , an d playful . Zi R i characters usuall y start adventurin g late r tha n othe r specie s would , ofte n betwee n th e age s of40tol00 . Strengt h Stamin a Dexterit y Agilit y Perceptio n Fait h Memor y Wits Wil l Charism a Specie s Defaul t - 3 0 0 + 2 0 0 + 1 0 0 0 Cat egor y Skill Experience Magi c Cle y Bas e 2 8 Magi c Concentratio n 15 Magi c Feathe r Castin g 15 Magi c Finess e 15 Magi c Hamme r Castin g 15 Magi c Magi c Analysis 15 Magi c Magi c Resistanc e 15 Magi c Magi c Theor y 15 Magi c Meditatio n 15 Magi c Spellbindin g 6 Magi c CVQ-P T ! Spel l weavin g 6 Magi c Spontaneou s Forc e 15 Verb s Susteno c 10 Cat egor y Skill Experier. Fightin g Claws&Teet h 1 0 Fightin g Lif e Bas e 1 Athletic s Clim b 15 Athletic s Dodg e 1 0 Athletic s Huntin g 6 Rogu e Arts Alertness 6 Socia l Etiquett e 1 0 Socia l Flirtin g 1 0 Socia l Guil e 1 0 Knowledge s Genera l 2 1 Knowledge s Histor y & Literatur e 3 6 Knowledge s Judg e Valu e 6 Knowledge s Natura l Scienc e 1 0 Knowledge s Socia l 1 0 Knowledge s Theolog y 6


Susteno c Knac k (Go d Connection ) Zi Ri hav e a + 7 knac k in Sustenoc . (Cleve r Zi Ri find way s to tak e advantag e o f this poten t bu t obscur e advantage ) Knac k a t Magi c Resistanc e Zi Ri hav e a + 4 knac k i n Magi c Resistance . Flyin g Zi Ri fly extremel y well , b y their wing s an d innat e levitatio n ability . The y ca n hove r o r fly slowl y wit h folde d wings, an d mov e somewha t faste r whe n actuall y flying. Zi Ri ar e gracefu l an d agil e fliers, bu t slowe r tha n most othe r winge d things. Natura l Armo r Zi R i scale s provid e som e protection : + 1 Soak . Zi Ri ar e agil e dodgers. Armo r Limitatio n Zi Ri canno t wea r an y mor e armor, thoug h they ca n us e bucklers if they ar e no t flyin g wit h their wings. Natura l Weapon s Zi Ri hav e shar p littl e claw s an d teeth , mainl y effectiv e for takin g smal l prey . A Zi Ri i n full battl e fury is considere d abou t th e equa l o f a poorl y arme d chil d o f a large r species. Weapo n Limitatio n Zi Ri ca n onl y us e ver y smal l weapons , lik e daggers. It's rarel y wort h the effort - excep t wit h a powerfu l magi c dagger. Fir e Breat h Zi Ri ma y breath e quic k shar p four-foo t jets o f fire a t will . This is treated a s a weapo n attack . It's no t a ver y goo d weapon . Zi Ri mostl y us e it to light fires. Extr a Startin g Spells Zi Ri start off wit h 3+d 6 complexity-1 0 spells extra . Fir e Resistanc e Zi Ri ar e somewha t immun e t o fire, takin g 6 points less damag e from fire tha n most people . So , a Zi R i ca n sit o n a smal l cookin g fire for a lon g time , bu t wil l probabl y wan t to ge t ou t o f a bi g bonfir e quickly . A fire mag e ca n toast a Zi Ri , bu t she'll hav e to wor k a t it. This is bette r tha n regula r Soak ; a Zi Ri wil l tak e n o damag e from smal l fires, rathe r tha n th e minimu m o f on e poin t tha t totally-soake d injurie s cause . Meditatio n In Fir e Zi Ri ca n meditat e ver y effectivel y i n a fire (a s lon g a s th e fir e is smal l enoug h for th e Zi Ri's fire resistanc e t o protec t zir). Zi R i ge t a + 3 bonu s in a n ordinar y fire. Fire s o f aromati c wood s giv e a + 6 bonus; certai n incense s c a n b e adde d to ge t a +9 ; an d a fe w exoti c wood s giv e a +1 2 bonus. Unagin g Zi Ri d o no t suffe r ba d (o r good ) effects o f aging , afte r adolescence . Immorta l Zi Ri d o no t di e o f natura l causes. If they ca n avoi d accidents an d enemie s an d th e like , they nee d neve r die .


Very badly: If yo u roll a 1 o n a stress die , the n yo u scor e tha t 1, o r (a t th e gamemaster's option ) automaticall y fail - an d th e gamemaste r wil l hav e yo u roll som e mor e dic e t o se e if yo u botch an d somethin g wors e occurs tha n simpl y rollin g badly . T h e botc h dic e ar e d6's, an d a roll o f 1 o n a botc h di e indicate s a botch . Th e gamemaste r decide s ho w man y botc h dic e ar e appropriat e for a give n situation . On e botc h di e is plent y fo r th e averag e fight; bu t if you'r e half-blinded , o n uncertai n ground , a n d hav e ha d a tremo r spel l cast o n you , yo u ma y wel l rol l eigh t o r te n dice . Th e mor e l's yo u roll , th e wors e off yo u are . If yo u roll n o l's, yo u di d no t botch ; yo u simpl y di d a s poorl y a s yo u coul d hav e withou t a n actua l disaster. T h e effec t o f botchin g is u p t o th e gamemaster , an d depend s on h o w badl y yo u botched . A singl e botc h is somethin g moderatel y bad , lik e droppin g you r sword . A doubl e botc h is worse , lik e breakin g you r sword . Tripl e botche s ar e awful , lik e hittin g your ­ self for doubl e damage . Quadrupl e an d wors e botche s ar e cata ­ strophic , lik e disembowelin g th e hostag e you'r e tryin g t o save . W e provid e table s a s a referenc e t o th e gamemaste r (pag e 294) , b u t th e gamemaste r ma y us e o r ignor e the table s a s suits th e plo t o r situation . Very well: If yo u roll th e highest possibl e numbe r o n a stress die , the n yo u ma y roll tha t di e agai n an d ad d th e resul t t o th e highest number . Fo r example , if yo u ar e rollin g s2 0 i n combat , a n d roll a 20 , yo u ma y rerol l th e di e an d ad d 2 0 t o th e result . If y o u roll anothe r 20 , yo u ma y re-rerol l th e die , an d kee p goin g as lon g a s yo u kee p rollin g 20's. Wit h som e luck , it is possibl e t o roll arbitraril y hig h score s this way . Rollin g a 1 o n a rerol l sim ­ p l y score s a 1, an d doe s no t call for botc h dice . Ordinary: Al l othe r rolls simpl y scor e themselves. Hig h rolls ar e almost alway s goo d i n th e Worl d Tre e gamin g system , s o 1 is th e worst possibl e numbe r t o roll o n a die . Bu t t h e rule s ar e just th e sam e for thos e fe w dierolls fo r whic h hig h rolls ar e bad . Fo r example , if you'v e go t a -s 6 penalt y o n your damage , you' d prefe r t o roll a smal l number . Bu t this is a stress roll, s o yo u migh t botc h if yo u rol l a 1, an d yo u ca n ge t a ver y larg e penalt y if yo u roll a fe w 6's. Tr y for a 2 . Certai n dierolls ar e considere d stress, bu t hav e n o chanc e o f botching . Sometime s this wil l b e a t the gamemaster's option , simpl y decidin g that , whil e yo u migh t fail t o borro w you r moth ­ er's sword , nothin g wors e wil l happe n (this time ) tha n simpl y failing . Certai n othe r kin d o f dierolls neve r botch ; whil e yo u can botc h hittin g someon e wit h a rapier, onc e yo u hav e hi t yo u wil l n o t botc h i n th e ac t o f doin g damage . (Doin g damag e is no t a physicall y separat e dee d from hitting , despit e th e fac t tha t th e rule s involv e tw o dierolls.) Thes e dierolls ar e marke d a s "(no botch dice} ". ATTRIBUTES T h e te n Attribute s giv e a coars e physica l an d menta l descrip ­ tio n o f you r character: perhap s yo u ar e endurin g bu t no t ver y strong , goo d wit h you r hands, ver y clever, an d no t particularl y attractive . Attribute s ar e broadl y applicable : bein g goo d wit h you r hand s help s yo u fencing , pickin g locks, an d doin g surgery . Attribute s ar e a player-sid e concept . You r character's strengt h isn't reall y a singl e smal l number . It woul d tak e a paragrap h t o describe , explainin g ho w muc h h e ca n bench-press an d ho w man y times, an d tha t th e fingers o n his left han d ar e a bi t wea k d u e t o a childhoo d injury , an d s o on . W e condens e all this t o a DICE I only fought remorshka twice. The first time I got lucky. It jumped me and it tripped and it bashed its head on a tree and knocked itself silly. Sure and I ran off after that! The second time I got luckier. One nice clean thrust, through the eye, through the brain. My point broke out the other side of the skull. Sure and it ran off after that! — Siles Gloriosus, hero of his own legends T h e Worl d Tre e gamin g syste m use s severa l kind s o f dice , mostl y 20-side d an d 6-sided : d20's an d d6's. Thes e abbrevia ­ tion s are use d for multipl e dice : 4d 6 means , roll 4 six-side d dic e a n d ad d the number s tha t sho w up . 2d6+ 4 means , roll tw o six - side d dice , ad d th e results, an d ad d four. Ofte n yo u wil l ad d you r character's attribute s an d skills t o a dieroll . Th e rol l t o se e ho w muc h yo u remembe r abou t th e class i c epi c Thyton and Llyziant wil l b e a roll o n Memor y + Histor y a n d Literatur e + d20 . If you r Memor y is -2 , you r Histor y an d Literatur e skill leve l is 5 , an d yo u roll a 8 o n th e d20 , yo u hav e a tota l o f 11 . Stress Dice Unde r stress situations, th e gamemaste r ma y call for stress dice, writte n "s20 " an d "s6 " instea d o f "d20 " an d "d6" , o n whic h it is possibl e t o d o eithe r ver y badl y o r ver y well .


singl e numbe r fo r th e purpose s o f playing . The n w e fudg e th e description s a bi t mor e t o mak e th e attribute s eas y t o use , s o tha t "Strength " reall y include s all th e thing s tha t appl y t o doin g dam ­ a g e wit h weapons . Attribute s ar e smal l numbers , usuall y rangin g fro m abou t - 6 t o +6 o r so . Ther e ar e n o absolut e limits, bu t it's rar e t o ge t mor e tha n ±6 . - 2 is simpl y bad ; - 4 is impressivel y bad ; - 6 is amaz ­ ingl y bad . A scor e o f 0 is neutral , unremarkabl e eithe r way . Most peopl e hav e 0 o r + 1 o n most attributes, an d most o f th e + l's ar e fro m specie s modifiers: most Gormoro r hav e a + 1 Strength , most Rassime l a 0. A scor e o f + 2 is respectable ; + 3 a n d + 4 ar e impressive ; + 5 an d beyon d ar e ver y impressive . Player-characters usuall y manag e t o b e impressiv e a t some ­ thing . Strength Strengt h represents physica l strength : ho w muc h yo u ca n lift a n d carry , and ho w har d yo u ca n hi t wit h weapons . Mos t fighters shoul d hav e eithe r hig h Strengt h (+ 3 o r more) , o r som e othe r goo d trick. Stamina Stamin a represents enduranc e an d vitality , especiall y th e aspects contributin g t o survivin g damage . Th e highe r you r Stamina , th e healthie r yo u are , an d th e harde r t o kill. (If yo u hav e hig h Strengt h an d lo w Stamina , yo u ca n carr y a grea t deal , b u t yo u ge t sic k a lot.) Dexterity Dexterit y is manual dexterity , th e abilit y t o us e you r hand s (tentacles, mouth , o r whatever ) well . It is use d wit h mos t craft skills an d man y rogu e arts. It als o is on e o f th e number s whic h goe s int o you r Attac k score , determinin g ho w wel l yo u hi t wit h weapons. Agility Agilit y is bodily agility , th e abilit y t o mov e you r bod y grace ­ fully wher e yo u wan t it t o go . It covers movin g gracefully , jumping , climbing , an d dancing . It is on e o f th e number s whic h goe s int o you r Defens e score , determinin g ho w wel l yo u avoi d gettin g hi t i n combat . (If yo u hav e hig h Agilit y and lo w Dexterity , yo u ca n lea p and danc e excellently , bu t yo u hav e trou ­ b l e tyin g knots an d you r handwritin g is poor. If yo u hav e hig h Dexterit y and lo w Agility , yo u wil l d o wel l a t jewelrymakin g an d surgery , bu t yo u frequentl y run int o doorframe s an d tri p goin g u p stairs.) Perception Perceptio n measure s the qualit y an d acuit y o f you r senses. Thes e includ e th e standar d ones: sight , sound , touch , smell , an d taste . Perceptio n als o covers the innat e magi c sens e o f all Worl d Tre e dwellers. Som e specie s hav e on e sens e mor e acut e tha n th e others; e.g., Can i ge t a + 6 bonu s t o Perceptio n whe n they ar e smelling . Faith Fait h is a measur e o f you r innat e connectio n wit h th e gods. It influence s you r suppl y o f cle y (whic h is importan t t o ever y adventurer, bu t especiall y importan t t o mages) . It als o applie s whe n dealin g wit h gods, their servants, o r som e advance d mag ­ ics. Memory Memor y represents you r abilit y t o recal l thing s precisely , an d t o wor k wit h structure d information . It is crucia l fo r mos t mages : it applie s t o th e us e o f patter n spells, whic h ar e th e most commo n for m o f magic . It is als o ofte n use d i n conjunctio n wit h Knowledg e skills. Wits Wits represents you r abilit y t o thin k quickly . It is use d i n spon ­ taneou s magic , inventin g spells o n th e spot . It is als o use d in othe r topic s relate d t o quic k thinking. Will Wil l is you r abilit y t o assert yourself. It is importan t whe n yo u a r e pushin g you r physica l o r menta l limits; e.g., whe n yo u ar e o n t h e edg e o f deat h an d wis h t o remai n alive . It is use d i n boun d magic . Charisma Charism a is you r abilit y t o impress o r persuad e o r char m peo ­ ple . It include s bot h appearanc e an d forc e o f character. SKILLS A decent adventurer should be able to run three miles, tell firemagic from wind-magic, climb a tree, fast-talk a city guard, use a weapon, ride a horse, cast a few kinds of spells. All basic stuff. Also better be really good at one or two things. — Sir Bloodslash, Herethroy knight You r character's learne d abilitie s are measure d b y Skills. A skill leve l o f 0 indicate s tha t th e characte r ha s neve r studie d tha t skill. A skil l leve l o f 5 is a decen t amateur ; a skil l leve l o f 1 0 is low - grad e professional ; a skill leve l o f 15 is expert . Ther e is n o uppe r limit, bu t for mos t skills an d mos t situation s a 4 0 is a s goo d a s a 2 0 . Skill Rolls T h e typica l Skills roll , fo r a tas k whic h ca n succee d o r fail, ha s t h e form , Attribute+Skill+d2 0 o r Attribute+Skill+s20 , an d suc ­ ceed s if th e tota l is a t least a s bi g a s som e gamemaster-se t threshold . Th e gamemaste r wil l generall y no t tell yo u wha t th e


threshol d is. So , higher skill rolls are better. Th e di e is a d2 0 unde r ordinar y circumstances, o r a n s2 0 i n emergencie s an d othe r stressfu l situations. F o r example , a typica l Clim b rol l is base d o n Agility+Climb+s20 . Climbin g a tree is ver y easy , threshol d 10 - a typica l Sleet h wil l hav e n o troubl e at all ordinarily , bu t ha s som e smal l chanc e o f gettin g i n troubl e (botchin g th e s20 ) i n a n emergency . Climbin g a tall tre e withou t branche s migh t nee d a 15 - th e Sleet h ha s a goo d chanc e o f doin g it, bu t migh t hav e som e trouble . Climbin g a cliff o f roug h glass coul d b e a 30 : challengin g eve n t o a Sleeth . T h e attribut e migh t chang e i n unusua l circumstances. Findin g handhold s an d foothold s whic h ar e stabl e enoug h t o fight from migh t requir e a Perceptio n + Clim b roll. Hangin g o n t o a tin y hol d migh t requir e Strengt h (o r Agility). Decidin g whic h wal l o f a buildin g is best t o clim b migh t requir e Wits o r Perception . Frequentl y yo u ca n attemp t somethin g wit h n o training i n it: y o u ca n clim b a tree , cast a spontaneou s spell, whac k somethin g wit h a stick . Yo u shouldn' t expec t t o d o well , bu t yo u ca n try. Ordinarily , a skill o f 0 is treate d a s simpl y a skill o f 0 , perhap s wit h a penalt y o f a fe w botc h dice . Som e skills canno t b e trie d if y o u d o no t kno w them : if you'v e neve r studie d the gods' tongue , y o u hav e n o hop e o f understandin g it an d th e gamemaste r won' t eve n le t yo u roll. Skill Roll Thresholds Rating Attribute+Skill+s20 Ridiculousl y easy , bu t failur e is possible . 5 Eas y 10 Mediu m 15 A bit trick y 2 0 Har d 2 5 Ver y har d 3 0 Extremel y har d 3 5 Just barel y possibl e 4 0 N o t quit e impossibl e 6 0 + Occasionally , ther e ar e severa l relevan t skills. Fo r example , if you'r e tryin g t o remembe r th e stor y abou t th e nentha i an d th e blu e vase , eithe r Knowledg e o f Histor y an d Literatur e o r Storytellin g migh t hel p you . (Literar y knowledg e mean s yo u kno w abou t storie s an d ca n separat e trut h fro m fiction ; Storytellin g is th e art o f tellin g the m well , withou t regar d t o whethe r they'r e true o r false). I n this case , th e gamemaste r migh t call fo r a roll o n th e bette r o f thos e skills. I n othe r cases, lik e bein g aske d t o tell th e stor y entertainingl y bu t war n th e impressionabl e childre n abou t th e fals e parts, yo u migh t hav e t o us e th e worst o f th e two , o r th e average . Sometime s yo u wil l b e force d t o us e th e wron g skill. You r nephe w demand s a bedtim e story , bu t yo u hav e n o skill in Storytelling . Yo u ma y b e abl e t o substitut e anothe r skill, usuall y a t a substantia l penalty : e.g., tellin g hi m a child's versio n o f th e classica l nove l Amaranth and Rizardella, usin g you r Histor y an d Literatur e skill o f 10 a t a - 7 penalty . Fortunately , if yo u bor e hi m t o o much , he'll probabl y fall asleep . QUALITV of SUCCESS T h e (Attribut e + Skil l + s20 ) tota l tells ho w wel l yo u performe d t h e task . If you r tota l a t climbin g tha t tre e is a 56 , an d yo u onl y neede d a 10, the n yo u climbe d it brilliantly . Th e gamemaste r m a y find som e wa y t o us e this - e.g., if yo u wer e chasin g a squirr e l u p th e tree, yo u probabl y caugh t u p t o it. If yo u neede d a 55 , y o u just barel y manage d it. I n som e situation s th e gamemaste r ma y allo w a chanc e o f a great success. A grea t success indicate s a triump h o f th e skill. T h e grea t success is a secon d threshold , usuall y 3 0 points highe r tha n th e threshol d for ordinar y success. Fo r example , a singe r migh t mak e a Charism a + Musi c + s2 0 rol l t o impress th e audi ­ ence . Th e ordinar y success roll migh t b e 20 , givin g a professiona l roughl y eve n chances. Th e gamemaste r migh t decid e tha t o n a grea t success, a roll o f 5 0 o r more , someon e in th e audienc e is smitte n wit h th e singer, an d ma y attemp t a meetin g for a privat e performanc e o r somethin g mor e intimate . Not e tha t this ma y wel l ge t th e singe r int o dee p troubl e tha t a simpl e success woul d no t hav e caused . Th e gamemaste r migh t choos e t o war n th e player: "This performance is going extremely well; the crowd loves you, and the golden-furred Cani girl in the blue bodice is watching you with fascinated eyes." Th e playe r migh t a t this poin t decid e t o press th e situation , perhap s flirtin g a b it - o r migh t choos e t o avoi d it, deliberatel y missin g a fe w note s a n d muddyin g u p th e performance . OPPOSED ROLLS Sometime s yo u ar e directl y competin g wit h someon e else . This usuall y calls for som e kin d o f opposed roll: a roll o f yours against a roll o f theirs, an d whoever's roll is higher, wins. Comba t work s b y oppose d rolls: on e rol l for you r swor d vs. on e f or you r foe's attemp t t o avoi d you r blow . Tie s ca n b e a standoff (arm-wrestlin g i n whic h neithe r perso n h a s th e advantage ) o r a dra w (i n a gam e o f chess). If ther e is a defende r o f som e sort, tie s ar e broke n i n th e defender's favor: if you r tota l t o sta b th e duk e is 37 , an d his tota l t o avoi d bein g stabbe d is 37 , yo u just barel y missed . Sometime s oppose d rolls hav e a cushion . Fo r example , arm-wrestlin g is oppose d Strengt h + Brawlin g + s2 0 rolls. If on e perso n is te n points ahea d o f th e other, tha t on e wins. If on e is ahea d b y fewe r tha n te n points, sh e h a s the advantag e bu t hasn' t wo n yet ; th e gam e goe s o n for anoth ­ e r round , bu t th e on e wh o wa s ahea d add s he r advantag e t o he r nex t round's roll. REPEATED ATTEMPTS Brattledore flung down his ax. "Accanax take this snaremakingl 'tis cowards'play I I shall leap myself from behind yon flowering shrub, singing my battle song!" Snurr laughed. "Just sayin' that 'cause you can't make snares t 'save your life today." — Laha Barsuada, The Tower of Glass and Other Stories Ordinarily , characters ar e allowe d a singl e roll against a skill. If it fails, th e characte r wil l hav e t o find anothe r wa y t o tr y tha t task . Fai l a n Agilit y + Jum p roll t o lea p across a chasm , an d yo u didn' t ge t all th e wa y across; you r nex t rol l wil l involv e Climb , o r Medicine . Fai l a Memor y + Natura l Scienc e roll t o remembe r wha t a nendra i ca n do , an d yo u can' t remember . Sometime s th e gamemaste r wil l allo w repeate d attempts. Fo r example , if yo u fail a n Agilit y + Clim b roll, yo u ca n pic k yourself u p fro m th e foo t o f th e wal l an d tr y again . An d again . Eventually , if yo u kee p trying , yo u wil l probabl y manag e it. Ther e ma y wel l b e penaltie s o n th e secon d an d late r rolls. If y o u fail a Dexterit y + Forger y roll an d ruin you r attempte d forge d


letter, yo u wil l hav e t o start again ; fatigue , annoyance , an d impa ­ tienc e migh t giv e yo u a - 5 penalt y o n th e secon d attempt , a -1 0 o n th e third, an d s o on . I n this case , tryin g agai n an d agai n won' t hel p much . AVOIDING OR REQUESTING ROLLS T h e gamemaste r shoul d allo w peopl e t o succee d a t easy , straightforward , o r unimportan t task s withou t botherin g t o roll. Officially , yo u nee d t o mak e a roll t o sin g th e Worl d Tre e versio n o f "Happ y Birthday " correctly . I n som e situation s th e gamemaste r ma y call fo r a rol l - mayb e you'r e singin g fo r a fiendis h musician/wizar d who'l l toast yo u if you'r e off key . Most o f th e time , well , it's no t a ver y har d son g an d it doesn' t matte r ho w flat yo u are , s o th e gamemaste r won' t cal l for a roll. T o o muc h us e o f complicate d rolls rapidl y become s cumber ­ some . If th e playe r tells a convincin g lie , th e gamemaste r ma y just hav e th e duk e believ e it. D i e rolls are a wa y o f keepin g th e gam e fair, o f makin g sur e tha t players ge t t o us e th e attribute s tha t the y pai d for durin g characte r creation . If th e characte r is a brillian t lia r (Guil e o f 15 wit h + 4 Knac k an d + 5 Wits) , bu t th e playe r isn't feelin g creativ e at th e moment , th e playe r shoul d b e allowe d t o sa y "M y expert lia r make s u p a story " an d b e allowe d a dierol l withou t havin g to hav e th e playe r mak e u p a story. If a characte r withou t Guil e skill o r Wits keep s tellin g brillian t lie s b y virtu e o f havin g a brilliant lia r for a player, th e gamemaste r ma y requir e Guil e rolls t o determin e ho w wel l th e lie s ar e delivere d - an d o f cours e giv e t h e characte r th e experienc e i n Guile . Magic Skills Thes e ar e th e skills o f mages , i n th e variou s way s o f usin g magic . The y wil l not , b y themselves, le t yo u cast spells: fo r tha t y o u nee d Noun s an d Verbs, whic h ar e their ow n categorie s o f skills. Becaus e magi c infuse s all aspects o f Worl d Tre e life , an d categorizatio n is a n imperfec t tool , som e skills importan t t o magi c a r e no t liste d i n th e "Magic " category . Enchantmen t an d Spellweavin g ar e Crafts rathe r than Magi c skills. Magi c Theor y is a Magi c skill ; it coul d equall y sensibl y b e a Knowledge . Thes e choice s balanc e th e value s an d number s o f skills for pla y purposes. CLEY BASE A measur e o f you r abilit y t o us e magic . Its mai n purpos e is t o determin e you r dail y cle y supply : yo u hav e Fait h + Cle y Bas e + d 6 . It als o determine s th e numbe r o f boun d spells yo u ma y ow n at a give n time , whic h is simpl y you r Cle y Base . Ther e ar e few rolls usin g Cle y Base . CONCENTRATION Concentratio n is mainl y use d for maintainin g spells, o r castin g the m unde r distractin g ctrcumstances. It ha s mundan e use s a s well , lik e standin g sentr y dut y o r watchin g a mouse-hol e waiti n g for lunch . Example : Th e thu g is tryin g t o pu t a knif e i n you r ribs, an d you'r e blockin g hi m wit h you r shield . Yo u decid e tha t it woul d b e ver y helpfu l t o hav e a spear, an d yo u tr y improvisi n g a Creo c Herbado r spel l t o mak e one . Mak e a Wil l + Concentratio n + s2 0 >= 10 roll t o b e abl e t o cast th e spel l an d still defen d yoursel f adequately . FEATI-IER CASTING T h e art o f castin g spells a t ver y lo w power , bu t withou t usin g cley . It is unreliable , bu t usefu l i n man y situations. Se e pag e 177 . FINESSE T h e art o f gettin g you r magi c t o g o wher e yo u wan t an d d o wha t yo u want , especiall y i n unusua l o r difficult ways . Fo r example , a n elementa l create d b y a high-Finess e mag e wil l b e mor e effectiv e tha n on e b y a low-Finess e mage . Example : You'r e usin g a Mage's Mas k spel l t o disguis e yoursel f a s Seven-Barbs. Rol l Wits + Finess e + s2 0 >= 2 5 t o loo k exactl y lik e him . If yo u fail, yo u wil l loo k a grea t dea l lik e him , bu t peopl e wil l no t mis ­ tak e yo u for him . Recommende d for all seriou s mages . HAMMER CASTING T h e art o f castin g spells wit h extr a power , spendin g extr a cle y t o d o so . Se e pag e 17 7 for details. MAGIC ANALYSIS Understandin g th e constructio n o f activ e magics, includin g detectin g th e arts an d approximat e powe r o f spells a s the y ar e cast. It ca n b e use d fo r variou s othe r inspections, includin g tellin g if a Gormoro r ha s recentl y broke n his wor d o f honor. MAGIC RESISTANCE Magi c Resistanc e is you r last defens e against magic . Magi c Resistanc e is use d alone i n magi c resistanc e rolls, unlik e mos t skills. You r magi c resistanc e is a part o f th e magica l sid e o f you r being , a magico-physica l object , i n th e sam e wa y tha t cle y are . It look s lik e a wal l o f brambl e bushe s aroun d you , t o th e magi c sense . Magi c Resistanc e rolls ar e ver y difficult: they'r e just Magi c Resistanc e + s2 0 vs. th e spell's Power . A barel y competen t mag e c a n manag e a Powe r o f 2 0 reliably ; eve n someon e wit h a goo d Magi c Resistanc e skil l wil l hav e som e troubl e resisting . Ther e are a numbe r o f way s t o boost magi c resistance , includin g defen ­ siv e spells an d preventiv e action . Yo u ma y choos e t o spen d on e o r mor e cle y t o boost you r roll ; eac h cle y give s a n extr a s20 . Se e pag e 185 . MAGIC THEORY A convolute d academi c discipline . Goo d for estimatin g ho w comple x a desire d effec t is befor e tryin g t o spon t it, o r tellin g whethe r somethin g is possibl e b y magi c a t all. Als o usefu l for inventin g ne w spells. Example : Th e highwayme n hav e tie d you r hand s an d fee t wit h leathe r thongs. Yo u wis h t o improvis e a Destro c Corpado r spel l t o cu t th e thongs, bu t you r Destro c is no t ver y good . Fortunatel y yo u hav e severa l minute s t o thin k an d prepar e you r spel l befor e the y return . Rol l Wits + Magi c Theor y + s2 0 >= 2 0 t o ge t a bonu s o n the spontaneou s castin g rolls; se e pag e 179 . MEDITATION Technique s o f quie t contemplatio n an d prayer. Th e mai n us e o f Meditatio n is regainin g cley ; se e pag e 174 . Yo u ma y als o us e mak e Meditatio n + Fait h rolls t o pra y t o individua l god s (ad d you r knack , bu t no t you r skill, i n th e god's art); ad d a fe w points if you'r e i n a plac e sacre d t o th e god . Th e results o f praye r ar e ver y minor : e.g., yo u migh t lea m whethe r o r no t the go d approve s o f you r actions. (A n easie r Theology+Wit s roll coul d


probabl y tell yo u th e sam e thin g fo r an y bu t th e most capriciou s gods.) Mos t peopl e don' t car e wha t th e god s think . RITUAL MAGIC Castin g certai n long , complicated , an d ver y expensiv e spells, whos e effects ar e greate r tha n coul d b e achieve d b y ordinar y magi c o f th e sam e complexity . Goo d mage s ofte n kno w som e ritual magic , bu t it's no t required . Usin g th e Ritua l Magi c skill require s knowin g som e ritua l spells, whic h are rar e an d expen ­ sive . Se e pag e 18 3 for mor e information . SPELLBINDING T h e magica l techniqu e o f storin g pre-cast spells o n objects, t o g o off unde r specifie d circumstances. Se e pag e 18 0 for ho w this is used . SPONTANEOUS FORCE T h e skill o f makin g you r spontaneou s spells strong . This skill is adde d directl y t o th e powe r o f you r spontaneou s spells. It als o give s yo u som e contro l o f the amoun t o f cle y yo u use ; se e pag e 178 . Nouns and Verbs Thes e ar e th e skills yo u actuall y nee d t o cast spells. Eac h o f t h e seve n Verb s an d twelv e Noun s (se e pag e 172 ) is a skill. The y ar e learne d b y th e sam e rules a s an y othe r skill. The y ar e use d i n anusual rolls, ofte n i n th e for m (Nou n + Verb). Combat Skills Eac h o f th e categorie s o f weapon s is a skill; th e skill "Edge d Weapons " covers all swords, from shortsword s t o three-hande d greatswords. Fo r mor e details, se e pag e 152 . COMBAT STANCE BASE Comba t Stanc e Bas e is a measur e o f ho w experience d a war ­ rio r yo u are . It govern s th e numbe r o f comba t option s yo u know ; se e pag e 156 . Its primar y us e is t o tell ho w muc h yo u ar e abl e t o var y you r degre e o f aggressiveness o r defensiveness i n combat . Yo u ma y mak e th e fight mor e o r less fierce, addin g o r subtractin g a num ­ b e r from everyone's Attac k rolls; th e numbe r yo u choos e ma y b e a t mos t you r Comba t Stanc e Bas e level . LIFE. BASE Lif e Bas e is a measur e o f you r vitality . It is a true skill, a s muc h a s Pic k Pockets o r Socia l Knowledge . Yo u ge t 3x(Lif e Bas e + Stamina ) lif e points. Se e pag e 15 0 for mor e details. Ther e are a fe w rolls against th e Lif e Bas e skill. Fo r example , if someon e trie s t o knoc k yo u ou t wit h a blackjac k t o th e skull , you r chanc e o f stayin g consciou s is a vitalit y roll, Stamin a + Lif e Bas e + s20 . Athletics CLIMB Climbin g is a goo d wa y t o ge t aroun d i n the Verticals, o r i n forests. It is mor e ofte n abou t climbin g o n tree s an d slope s tha n shee r walls. Example : Climbin g a tall tre e wit h man y branche s require s a n Agilit y + Clim b + d2 0 >= 1 0 roll. If yo u fail b y onl y a little , yo u didn' t ge t ver y fa r up . If yo u fail b y a lot, yo u go t f a r u p an d fell. DANCE Dancin g is a popula r socia l activit y in man y parts o f th e world . Example : Th e Orre n judg e tha t yo u hav e bee n flirting wit h a t th e part y drag s yo u ont o th e danc e floor t o d o th e triafrell a wit h her. You'v e neve r dance d it before . Rol l Agilit y + Danc e + s2 0 >= 2 0 t o fak e it wel l enoug h t o kee p he r favor. DODGE Dodg e is a bi g contributo r t o you r Defens e total , measurin g h o w har d it is t o hit you . Se e pag e 15 2 for details. Defens e rolls, t o avoi d bein g hit o r hurt b y a weapo n attack , ar e reall y Agilit y + Dodg e rolls, wit h modifiers fo r you r weapons , armor , circum ­ stances, an d s o on . HUNTING T h e art o f findin g prey , an d knowin g wha t t o d o whe n you'v e foun d it, an d ho w t o prepar e it onc e it's dead . Th e actua l catch ­ i n g an d killin g ar e a matte r o f combat . This skil l covers foragin g a s well . Example : Yo u ar e a Sleeth , and you'r e gettin g sic k o f


drie d meat . Yo u snea k ou t o f cam p int o th e forest, an d loo k fo r a fres h dinner. Rol l Perceptio n + Huntin g + s2 0 >= 15 eac h hou r y o u hun t t o find somethin g tasty . JUMP Leapin g across chasm s an d th e lik e seem s t o b e a commo n part o f th e adventurer's lifestyle . Mos t ofte n it calls for a n Agilit y + Jum p o r Strengt h + Jum p roll. RIDE Skil l in ridin g th e usua l ridin g animals. A t lo w skill, yo u ca n rid e well-traine d animals doin g straightforwar d things. A t hig h skill, yo u ca n ride half-traine d animals, tak e you r moun t int o battle , an d th e like . Example : You'r e o n horseback , fleein g th e Gormoror , an d decid e t o tak e a fe w arro w shots at the m o n th e way . It's no t tha t easy , becaus e yo u hav e t o twist aroun d back ­ ward s i n th e saddl e an d still contro l th e horse . Rol l Agilit y + Rid e + s2 0 >= 2 0 t o avoi d mishaps. RUNNING Sprintin g an d long-distanc e running . Usefu l for escapin g from trouble . I n a typica l short chas e o r race , eac h part y make s a Running+Agility+s2 0 roll . If on e o r the othe r is ahea d b y 10 points, tha t on e wins. If th e differenc e is less tha n 10, whoeve r h a d th e large r numbe r draw s ahea d o f th e othe r (o r widens/nar ­ row s th e lead); ad d th e differenc e t o tha t one's roll o n th e nex t round . Longe r race s ar e similar, bu t ma y involv e Stamin a a s well . I n comba t an d othe r emergencies, peopl e o n tw o leg s mov e abou t a s fast a s human s o f th e sam e height . Th e followin g tabl e give s walkin g speeds. If yo u are running a short distance , yo u c a n g o faster: ad d (5+Running)xl0 % t o you r speed . So , a Runnin g skill o f 5 add s 100% , doublin g you r movement . If yo u ar e running, yo u can' t tak e an y othe r action . Yo u can' t kee p tha t up ove r a lon g distance , bu t yo u ca n still hurr y some : ad d Runningx5 % t o you r speed . Walkin g Spee d Specie s feet/secon d miles/hou r Can i 6 4 Gormoro r 5.2 5 3 . 5 Herethro y 5.2 5 tw o legs; 7 . 5 four leg s 3 . 5 tw o legs; 5 four leg s Khtsoyis 3 2 Orre n 6.7 5 4 . 5 Rassime l 5.2 5 3 . 5 Sleet h 6.7 5 4 . 5 Zi Ri 6.7 5 4 . 5 flying bipe d 5.2 5 to 6.7 5 3 . 5 to 4. 5 quadrupe d 6 t o 12 4 to 8 hexapo d 6.7 5 to 8.2 5 4 . 5 to 5. 5 flie r 6 t o 1 8 4 to 12 slithere r 3 to 4. 5 2 to 3 floate r 2.2 5 to 3.7 5 1.5 t o 2. 5 SWIM Swimming . Example : Th e Khtsoyis w h o grabbe d yo u droppe d yo u int o th e churnin g poo l a t th e foo t o f the waterfall . Mak e a n Agilit y + Swi m + s2 0 >= 2 5 rol l t o div e safel y int o the water. TRACK Followin g peopl e an d animals b y t h e mark s they leave . Example : Th e Orre n thie f grabbe d you r pouc h an d r a n off int o the alley , an d rounde d som e comers . Rol l Perceptio n + Trackin g -I s 2 0 >= 2 5 t o follow. If yo u ar e Can i o r Sleeth , yo u track b y scen t a s wel l a s sight , an d ad d you r smellin g bonu s t o tha t roll . Rogue Arts Thes e ar e the arts ofte n use d b y fol k wh o ar e less tha n com ­ pletel y honest . Th e skills ar e no t exactl y illega l o r immora l b y themselves, bu t mor e o f their use s ar e dubiou s tha n honest . ALERTNESS Noticin g thing s tha t yo u shoul d notice , lik e mostly-hidde n scrolls and peopl e wh o are abou t t o ambus h you . Example : Yo u are walkin g dow n a dar k hallway , an d someon e ver y quie t trie s t o thum p yo u o n th e hea d wit h a clu b fro m behind . Rol l Perceptio n + Alermes s + s2 0 vs. the thug's Agilit y + Snea k + s2 0 to notic e the m befor e yo u ge t hit. DISGUISE Dressin g yoursel f t o appea r a s othe r tha n yo u are , an d takin g othe r roles; th e skill coul d als o b e calle d Acting . It's har d t o disguis e yoursel f a s a n individua l an d foo l peopl e wh o kno w tha t individual . If ther e ar e Sleet h o r Can i around, yo u wil l hav e t o disguis e you r scen t a s wel l a s you r appearance . Wearin g a ver y stron g perfum e is enoug h t o kee p the m fro m identifyin g you r scent , just a s wearin g a mas k wil l kee p them fro m identifyin g you r fac e - an d it's equall y suspiciou s behavior. Mor e subtl e mean s requir e magi c o r a skille d perfumer. Example : Yo u ar e tryin g t o scou t ou t the smith's sho p you'r e plannin g t o rob . You'r e i n a foreig n cit y an d nobod y know s you , b u t yo u wan t t o kee p you r trail a s confusin g a s possible . Yo u hav e a Disguis e skill o f 9 an d Dexterit y o f 3 an d a n hoa r t o spare . A t th e en d o f tha t hoar , yo u loo k quit e differen t tha n usual . Peopl e wh o sa w yo u befor e wil l hav e t o rol l Perceptio n + s2 0 vs. you r Dexterit y + Disguis e + s2 0 rol l t o se e tha t it's yo u - an d they'l l onl y tr y t o roll if the y suspec t yo u for som e reason . FORGERY Writin g document s tha t appea r t o b e writte n b y othe r people . A rar e skill, bu t that mean s tha t mos t peopl e d o no t expec t it. B e awar e tha t magi c ca n revea l forgeries. Copyin g someone' s sig ­ natur e give n a goo d sampl e require s Dexterit y + Forger y + s2 0 >= 1 5 . MAKE/PICK LOCKS Openin g mechanica l an d (wit h suitabl e magic ) magica l locks, whic h th e owner s hav e neglecte d t o leav e ope n for you . If yo u are a goo d enoug h smit h o r woodcrafte r o r mage , yo u ca n mak e you r ow n lock s a s well . Locksmithin g is a n ignore d art o n the


Worl d Tree , an d mos t lock s ar e patheti c b y terrestria l standards: Dexterit y + Pic k Lock s + s2 0 >= 10 t o open . Trap s ar e ofte n use d t o protec t valuables, bu t workin g wit h the m is a separat e skill. PICK POCKETS Removin g smal l objects whic h othe r peopl e ar e carrying , withou t troublin g the m b y asking . Fo r example , if th e guar d is wearin g a dagge r i n a hip-sheath , takin g it wil l b e a Dexterit y + Pic k Pockets + s2 0 >= 15 + guard's Perceptio n roll. If yo u wan t t h e tin y walle t dee p i n he r bac k pocke t instead , it migh t b e 25+Perception . B e carefu l pickin g Can i an d Sleet h pockets; the y ofte n ge t their smellin g bonu s o n their Perception . SEARCH Findin g hidde n things, suc h a s secre t doors, assassin s lurkin g i n th e shadows, o r th e boo k yo u rea d fifteen years ago . Example : Wher e di d yo u leav e tha t wand ? It mus t b e so m e ­ wher e i n th e house.. . Rol l Perceptio n + Searc h + s2 0 >= 15 t o find it. Rerol l for eac h te n minute s yo u spen d searching . SET/DISARM TRAPS Making , detectin g trap s an d disposin g o f them . It applie s t o nonmagica l traps, an d t o som e exten t t o simpl e magica l one s a s well . I n genera l tw o rolls ar e necessary ; th e first a Perceptio n + Disar m Trap s roll t o understan d th e trap, th e secon d a Dexterit y + Disar m Trap s rol l t o actuall y disar m it. Som e trap s requir e mor e rolls. Botchin g th e Dexterit y roll usuall y mean s tha t th e tra p goe s off. Magica l trap s typicall y als o requir e som e Magi c Analysis an d suitabl e counterspells; th e Disar m Trap s skill tells h o w t o proceed . Th e sam e skill (ofte n wit h craft skills) is use d t o desig n traps. Example : Th e kidnappers ar e i n tha t hut . Yo u inspec t th e windo w yo u pla n t o enter. Th e gamemaste r ask s you r Perceptio n + Disar m Trap s total , whic h is 8 , an d make s a secre t s2 0 roll , an d tells yo u tha t yo u didn' t se e anything . SLEIGHT or HAND T h e nonmagica l skill o f makin g smal l objects vanish , a s wel l a s othe r stag e magic . Stag e magi c is a s appreciate d o n Worl d Tre e a s terrestriall y - o n Worl d Tree , th e audienc e peers a t yo u wit h magic-sens e wid e ope n t o mak e sur e you'r e no t usin g gen ­ uin e magi c a s yo u d o you r tricks. Sleigh t o f han d is als o usefu l f o r thieve s an d swindlers o f variou s sorts. Example : You r part y h a s bee n troubled b y peopl e yo u believ e wer e hire d b y Coun t Golgoroth . Yo u bluff you r wa y int o his study , bu t h e is surrounde d b y guards. You r companion s start a bi g screamin g argumen t wit h hi m an d eac h othe r abou t nothin g i n particular, gettin g everyone's attention . Yo u sidl e ove r t o his des k an d tr y t o stea l th e lette r he's writing , for us e a s evidenc e o r a n arcan e connection ; roll Dexterit y + Sleigh t o f Han d + s2 0 >= 2 0 t o tak e it withou t anyon e noticing . SNEAK Movin g aroun d withou t disturbin g othe r people , o r alertin g one's intende d prey . Example : Yo u tr y t o ge t int o you r house , wel l afte r midnight , afte r a ve^pleasan t evenin g indeed . Rol l Agilit y + Snea k + s2 0 >= 2 5 t o kee p fro m wakin g you r spouses. Don' t forge t th e Troubl e tha t th e night's drinkin g ha s give n you . Social Skills BARGAIN Negotiatin g wit h peopl e abou t price s an d deals. Example : Yo u wan t t o bu y a sword . Th e gamemaste r decide s tha t it's no t wort h role-playin g th e bargainin g i n detail , an d ha s yo u an d th e smit h bot h roll Charism a + Bargai n + s20 . You r roll is highe r b y a sub ­ stantia l 10 points; yo u ge t th e swor d a t a 20 % discount . COMMAND Gettin g you r followers an d hireling s t o d o wha t yo u wan t the m t o , especiall y i n situation s lik e battle s wher e the y migh t b e incline d t o d o othe r things. Ther e ar e som e obviou s specie s mod ­ ifiers: Can i ar e + 5 t o b e commanded , if they ar e loya l t o their commander . Sleet h an d Z i R i ar e - 5 t o b e commande d b y anyone . Example : Yo u hav e hire d thre e stou t farmers t o protec t yo u o n t h e roa d t o Barency , bu t the y weren' t expectin g t o hav e t o protec t y o u against a veno m bear. Rol l Charism a + Comman d + s2 0 >= 2 0 - separat e rolls fo r eac h o f the m - t o kee p the m fro m running away . Quic k promise s o f extr a pay , o r othe r inspirationa l moves, giv e yo u bonuse s o n th e roll. EMPATHY Understan d othe r peoples' emotiona l states, readin g nonverba l cue s an d mannerism s an d th e like . This skill is nonmagica l an d imperfect , bu t still usefu l - i n par t becaus e yo u ar e no t usin g Mentado r spells whe n yo u us e it. Member s o f th e sam e specie s understan d eac h othe r well : a + 3 bonus. Can i hav e a rich bod y language , an d communicat e their emotion s ver y precisely ; empa ­ t h y rolls abou t Can i ar e a t + 3 b y most people , + 9 b y Cani . Example : Yo u tol d a n off-colo r jok e t o th e Gormoro r i n th e bar, a n d sh e stand s u p slowl y an d growls. Mak e a Perceptio n + Empath y + s2 0 >= 15 roll t o se e if she's abou t t o laug h o r swa t you . ETIQUETTE Etiquett e is knowin g ho w t o ac t appropriatel y i n variou s socia l situations. I n som e situations, a n Etiquett e roll wil l tell yo u t o u s e th e smal l fork . I n othe r situations, it'll tell yo u tha t you'r e suppose d t o ge t int o a fistfight wit h th e brigan d leade r bu t le t hi m bea t yo u up . Example : You'r e a n innocen t noblewoman , an d you'v e gon e int o a roug h ruffian's ba r t o tr y t o find ou t wh o thrashe d you r equerry . Rol l Charism a + Etiquett e + s2 0 >= 2 5 to avoi d unwante d attentions. FLIRTING Makin g appropriat e peopl e sexuall y intereste d i n you , and , whe n yo u succee d an d wis h to , followin g u p o n th e matter. In general , a successfu l Flirtin g roll wil l ge t a reaction , bu t wha t the subjec t doe s abou t it depend s o n th e subject's personalit y an d circumstance ; e.g., a loya l marrie d perso n migh t b e ashame d abou t bein g intereste d i n you , an d won' t eve n touc h you . Personal , situationa l an d specie s modifiers ar e ver y important : th e method s o n e use s t o seduc e (an d please ) a homosexua l mal e Rassime l banke r ar e likel y t o b e differen t tha n thos e appropriat e for a heterosexua l femal e Sleet h dancer. Example : You'r e a handsom e Rassime l thief, an d you' d lik e t o ge t int o Coun t Gyvax' s castl e withou t makin g anyon e suspicious. Yo u mee t on e o f his maid ­ servants i n town , an d tr y t o flirt wit h he r enoug h t o hav e a reaso n f or he r t o brin g yo u int o th e castle . Rol l Charism a + Flirtin g + s 2 0 >= 25 , probabl y wit h modifiers base d o n th e circumstance s a n d you r approach . FRIENDLINESS Skill a t makin g friends, makin g peopl e lik e yo u personally , an d s o on . Example : A hug e Gormoro r ha s just caugh t yo u huntin g i n he r tribe's lands, an d is draggin g yo u home . Yo u tr y t o ge t int o h e r goo d grace s b y engagin g he r i n conversatio n abou t he r grea t


battle s an d hunts, o n th e theor y tha t an y Gormoro r ha s som e o f each . Rol l Charism a + Friendliness + s2 0 >= 15 . GUILE. Tellin g lies, feignin g emotions, an d otherwis e bein g deceptive . Usefu l for all adventurers - sometime s yo u don' t wan t t o tell the nendra i wh y you'r e ther e - an d especiall y fo r thieves, merchants, a n d politicians. Guil e is particularl y effectiv e if you'r e tellin g t h e trut h i n misleadin g ways . Example : You'v e bee n capture d i n Coun t Gyvax' s map-room , an d h e is tryin g t o find ou t wh o hire d you . Rol l you r Wits + Guil e + s2 0 vs. his Wits + Interrogat e + s2 0 - wit h role-playin g modifiers o n eithe r sid e - to hel p th e gamemaste r decid e what , if anything , h e ca n ge t ou t o f you . INTLRROGATL T h e art o f gettin g informatio n ou t o f less tha n completel y willi n g informants. This is th e skil l use d by , say, merchants con ­ frontin g shoplifters o r mothers confrontin g children , a s wel l a s torturers i n dungeons . (TTie differenc e is on e o f degree. ) Prope r tools an d settin g mak e th e matte r somewha t easier. This skill is mor e ofte n use d o n tough s i n bars o r monsters menacin g yo u tha n o n captive s i n dungeo n cells. Example : yo u ar e tryin g t o g e t th e gunche s t o tell yo u wh o hire d them , withou t enragin g the m int o beatin g yo u up . Rol l Wits + Interrogat e + s2 0 >= 20 . INTIMIDATE Ofte n a goo d wa y t o resolv e situation s withou t recours e t o vio ­ lence . This ma y b e physica l (wavin g a weapo n menacingl y an d snarling), socia l (cooll y statin g i n a n aristocrati c accen t tha t yo u a r e th e so n o f Lor d Margrand) , o r whatever . Situationa l modi ­ fiers ar e important ; it's easie r t o intimidat e a prisone r i n a dun ­ geo n tha n a nendra i holdin g yo u i n its mouth . Example : Seve n lizard-mounte d Can i hav e just run dow n you r stagecoach , an d a r e menacin g yo u wit h spears an d arrows. There's n o chanc e y o u coul d surviv e fight o r flight. Yo u roll you r eyes, mutte r "Gad . Mor e o f them. " i n a bore d irritate d voice , an d summo n a spik y bal l o f menacing-lookin g purpl e flame t o you r hand . O n a roll o f Charism a + Intimidat e + s2 0 >= 20 , they'l l b e scare d enoug h t o bac k off a bit an d mayb e le t yo u com e u p wit h a rea l plan . Crafts Craft skills combin e th e physica l an d menta l an d sometime s spiritual . Ther e ar e lots o f crafts an d hobbies, importan t o n th e Worl d Tre e in genera l bu t no t necessaril y fo r adventurers. Som e examples: amber-working , smithing , bone-working , brewing , standu p comedy , cooking , farming , glassblowing , jewelry , leatherworking , philosophy , pottery , sewin g an d tailoring . Man y o f thes e mak e goo d professions: a skill tota l o f 10 is abou t t h e minimu m to practic e professionally , an d a skill tota l o f 15 mean s you'r e on e o f th e bette r peopl e aroun d i n you r field. T h e characte r shee t ha s severa l blan k space s for yo u t o writ e i n you r chose n crafts. ANIMAL HANDLING Makin g animals d o mor e o r less wha t yo u want . This skill include s everythin g fro m a bit o f veterinar y medicin e t o knowl ­ edg e abou t ho w t o befrien d animals. Example : Yo u ar e trying t o ge t int o th e chatea u withou t raisin g a fuss, an d th e stabl e do g discovers you . Rol l Charism a + Anima l Handlin g + s2 0 >= 2 0 t o kee p it quiet . If it wer e a trained guard-dog , th e threshol d woul d b e 30 . ARMOR REPAIR Fixin g damage d armo r i n th e field, give n equipmen t an d d2 0 minute s to spen d workin g o n it. Fo r non-meta l armo r damage d in fighting, roll (Dexterit y + Armo r Repai r + d2 0 >= 15) t o patc h o n e poin t o f th e Soa k reduction . Fo r meta l armor, roll (Dexterit y + Armo r Repai r + d2 0 >= 20 ) t o patc h on e point . Smithcraft is a separat e Craft skill. E-NCHANTMENT T h e high , obscur e art o f makin g magi c items. Makin g any ­ thin g nontrivia l is quit e hard . Whil e Enchantmen t is a rout e t o considerabl e powe r - an d no t just magica l powe r - beginnin g characters ar e advise d t o ge t hig h Noun s an d Verb s score s an d a grea t dea l o f experienc e befor e doin g man y enchantments. Se e pag e 20 0 for details. /MEDICINE T h e art o f healin g th e injured . Medicin e is usuall y practice d i n conjunctio n wit h Healo c magic : doctors us e th e sam e healin g spells a s anyon e else , bu t hea l muc h mor e effectivel y wit h them . (F.g, se e th e spel l Hea l Once) , Medicin e ca n als o b e use d withou t magic , thoug h it is muc h less effective . I n emergenc y situations, it is goo d fo r first aid : if someon e is wounded , yo u ca n roll Wits + Medicin e + s2 0 >= 15 t o hea l on e poin t o f damage , onc e pe r wound , if first ai d is applie d withi n a fe w minute s o f wounding . A heale r wit h access t o th e righ t herb s ca n tr y t o hea l poison : s2 0 x sl O minutes' wor k a n d a Memor y + Medicin e + s2 0 >= 2 5 rol l wil l le t a heale r mak e d 6 dose s o f a remed y that reduce s th e strengt h o f th e poiso n b y (th e dierol l / 20 ) if use d immediately . This remed y maxes . Splinting , bindin g wounds , an d th e lik e ca n reduc e on e poin t o f Troubl e fro m a n injur y t o a bod y par t o n a Dexterit y + Medicin e + s2 0 >= 2 0 roll , bu t this usuall y maxe s rathe r tha n add s wit h magica l healing . Th e Medicin e skill ca n als o b e use d t o tem ­ poraril y alleviat e injurie s tha t caus e Trouble : bindin g hamstrun g limbs, splintin g broke n bone s i n a wa y tha t make s th e lim b usable , an d s o on . O n a roll o f Medicin e + Dexterit y + s2 0 >= (1 0 + 4xTrouble) , yo u ca n reduc e th e Troubl e fro m suc h a woun d b y hal f for a fe w hours. This is risky . Rol l on e botc h di e pe r perio d o f exertio n (e.g., pe r fight); eac h botc h indicate s tha t th e troubl e become s d 3 points worse . Music T h e skill i n singin g and/o r playin g musica l instruments. If musi c is a majo r par t o f th e story , ther e shoul d b e separat e skills f o r eac h categor y o f instruments an d eac h styl e o f singing , muc h a s ther e ar e for weapons . Example : You'r e hungry , an d yo u don' t hav e an y money . If yo u ca n mak e a Charism a + Musi c + s2 0 >= 15 roll, yo u ca n sin g fo r a whil e i n th e loca l taver n an d someon e wil l bu y yo u dinner. (Note : th e standar d style s o f Herethro y an d Gormoro r musi c ar e separat e species-specifi c craft skills.)


SPELL WEAVING T h e art o f buildin g ver y comple x an d ver y wea k spells, ver y slowly . A usefu l specialt y for som e wizards. Spellweavin g require s a magica l laborator y fo r best effect. No t a goo d spe ­ cialt y fo r novices. Se e pag e 183 . WILDERNESS SURVIVAL T h e fine art o f livin g off th e lan d an d livin g tolerabl y com ­ fortabl y ou t o f doors. Example : Yo u ar e ou t i n th e woods , an d t h e snowstor m is starting . Rol l Dexterit y + Wilderness Surviva l + s2 0 >= 15 t o mak e a shelte r tha t won' t dum p sno w o n yo u an d t h e princess halfwa y throug h th e night . WOODWORKING A ver y usefu l craft o n th e Worl d Tree , includin g whittling , carpentr y an d som e architecture . Example : Yo u wan t t o ge t throug h tha t wal l i n a hurry , an d yo u decid e t o tak e a boar d ou t usin g you r swor d a s a crowbar . Rol l Strengt h + Woodworkin g + s2 0 >= 15 t o d o it. Knowledges Knowledge s ar e thing s yo u studied . If yo u don' t hav e a skill i n one , it's almost impossibl e t o fak e it. GODS' TONGUE Skil l a t speakin g th e gods' tongue . Ther e are fe w nativ e speak ­ e rs o f th e gods' tongu e o n th e Worl d Tre e itself, bu t priests us e it whe n the y ar e talkin g wit h th e gods. Th e gods' tongu e is ver y difficult for Worl d Tre e dwellers, becaus e it is no t base d o n th e commo n tongue . A fe w book s o f grea t arcan a ar e writte n i n th e gods' tongu e an d no t i n an y morta l language ; this make s th e morta l authors see m mor e impressive . JUDGE VALUE Determinin g ho w valuabl e thing s ar e - eithe r intrinsi c valu e (e.g., ambe r brick s an d meta l weapons) , o r extrinsi c valu e (e.g., t h e dagge r use d t o kill Lor d Margrand , no w a collector's item, a n d valuabl e despit e bein g a chea p men g dagger) . A n essentia l skil l fo r dealers i n valuabl e objects. Example : O n you r wa y ou t o f Coun t Golgoroth's house , yo u acquire d a smal l ivor y statuett e o f a n Orre n princess. Yo u di d no t hav e tim e t o inspec t it close ­ ly whe n yo u picke d it up . Rol l Wits + Judg e Valu e + d2 0 >= 2 0 t o tell if it is a reasonabl y valuabl e origina l o r a chea p copy . GENERAL KNOWLEDGE Casua l details abou t th e are a an d th e world : wh o th e importan t peopl e are , histor y o f loca l institutions, ho w thing s ar e made , and s o on . A skill leve l o f 3 is basi c literacy ; mos t prime s ca n read . Example : You'r e explorin g a n ol d ruined castl e fifty mile s fro m you r home , an d discove r som e flooded rooms . If it wa s a n Orre n castle , they'r e probabl y flooded o n purpose.. . Rol l Memor y + Genera l Knowledg e + s2 0 >= 15 t o remembe r wha t kin d o f peo ­ p l e mad e it. HISTORV AND LITERATURE Knowledg e o f histor y an d literature . This is th e materia l learne d i n a libera l arts education , an d a hig h degre e o f skill con ­ vey s a measur e o f prestig e i n mos t civilize d places. Th e prope r use s o f this knowledg e ar e for rememberin g history , e.g., finding o u t th e stor y o f wh y Castl e Roseyblad e wa s built . Th e improp ­ e r us e o f this knowledg e is t o impress less-educate d people . Example : Yo u hav e foun d a ver y old-lookin g boo k b y Tsemnomide s burie d in a box . Rol l Memor y + Histor y an d Literatur e + s2 0 >= 2 5 t o se e if you'v e hear d o f Tsemnomides . NATURAL SCIENCE Mainl y biolog y an d astronomy ; ver y descriptiv e an d rathe r religious. Goo d for understandin g th e propertie s an d potentials o f things, an d fo r knowin g obscur e informatio n abou t propertie s a n d abilitie s o f plants an d animals. Natura l Scienc e wil l le t yo u mak e a guess fro m genera l principle s o r analogie s if yo u don' t kno w th e precis e answer. Example : You r love r ha s bee n poi ­ sone d b y th e bit e o f a three-heade d scarle t serpent . Yo u don' t kno w an y spells t o hel p th e itching . Yo u loo k for som e herb s t o mak e a goo d poultice . Rol l Memor y + Natura l Scienc e + s2 0 >= 2 0 t o recogniz e goo d ones. SOCIAL Knowledg e abou t people s an d cultures: aspects o f history , anthropology , politics, economics, an d s o on . Travelers to distan t land s ma y us e socia l knowledg e t o avoi d breakin g loca l law s an d customs. Courtiers ma y us e it t o follo w th e politic s o f their duke's court . This knowledg e covers th e importan t specie s o f non-primes, a s wel l a s all th e primes. Example : You'v e me t a trib e o f Rassime l dresse d i n blu e wimples , livin g i n a village . Y o u desperatel y nee d foo d an d water. Yo u as k the m fo r help . The y quietl y as k yo u whethe r yo u suppor t o r oppos e th e Doctrin e o f Transcenden t Rotation . Mak e a Wits + Socia l + s2 0 >= 2 5 t o guess wha t th e righ t answe r is. LANGUAGES Knowin g usefu l bits o f th e variou s Worl d Tre e languages. A s Worl d Tre e language s ar e no t ver y differen t from eac h other, a goo d linguist ha s a decen t chanc e t o understan d a n utterl y ne w language . Language s fro m outsid e th e Worl d Tre e ar e rare , an d requir e separat e skills. Example : You'v e just me t th e hug e spott e d cave-snails, an d the y whispe r somethin g t o you . Rol l Wits + Language s + s2 0 >= 2 5 t o figure ou t th e gist o f wha t they'r e try ­ i n g t o say. (This skill doe s no t appl y t o language s yo u spea k natively ; i n genera l assum e tha t yo u hav e a 15 skil l i n them. )


LAW A somewha t tricky skill, a s la w is informa l o n Worl d Tre e i n most places. Se e pag e 77 . Knowledg e o f wha t thing s ar e con ­ sidere d illega l o r dubious, an d skill i n tryin g t o persuad e rulers or crowd s tha t th e defendan t shouldn' t b e convicted . Lawyer s suffer a - 5 penalt y outsid e their mai n city. Example : Yo u ha d befriende d a sentien t bat-creature , an d brough t he r int o th e city. T h e neighbors foun d ou t an d accuse d yo u o f doorwaying , a terrible crime . You'v e bee n dragge d befor e a judge . Rol l Wits + L a w + s2 0 >= 3 0 t o find som e lega l reaso n wh y the y shoul d hea l y o u afte r they'v e execute d yo u thre e times. TEACHING T h e art o f instructin g peopl e i n thing s yo u know ; in particular, of makin g advance d knowledg e accessibl e t o novices. Se e pag e 147. THEOLOGY Knowledg e abou t th e gods. Include s a lo t o f histor y and a lo t of speculation . Ther e ar e a grea t man y theologica l schools, disagreein g o n suc h essentia l matters a s wh y th e creators mad e th e world ; a goo d theologia n wil l b e awar e o f all th e majo r schools. Example : Th e wil d scaw n sho w yo u a n inky-blac k cloud , churn ­ ing, sho t wit h silve r lightnings, i n a corridor. The y clai m tha t it is th e Destroc-go d Accanax . It certainl y look s lik e tha t mos t dangerou s o f deitie s .. . bu t wha t woul d h e b e doin g sittin g i n a corridor ? Mak e a Memor y + Theolog y + s2 0 >= 2 0 roll t o tr y to remembe r an y storie s o f simila r occurrences. Other Skills This list o f skills covers th e mai n skills o f interest t o genera l adventurers, bu t is no t comprehensive . Fee l fre e t o inven t othe r kind s o f skills a s necessary . Fo r example , a schola r migh t hav e a skill o f Knowledg e o f Mathematics. Mathematic s isn't o n th e list, becaus e it rarel y show s u p o n adventures. If it wer e need ­ ed, we' d us e Genera l Knowledg e instead . If, for som e reason , storie s frequentl y hinge d o n mathematic s - e.g. if a particula r story wer e a tal e o f politica l intrigu e an d scholarl y sabotag e i n a universit y mat h departmen t - th e gamemaste r shoul d mak e ever y ne w characte r tak e th e skill. GORMOROR BARD Skill a t th e alliterativ e Gormoro r styl e o f composin g an d singing . Skille d Gormoro r Bard s carr y a certai n amoun t o f socia l force , bein g abl e t o writ e hero-song s abou t their friend s a n d slander-song s abou t their enemies. HERETHROY SINGING Singing , i n th e Herethro y villag e style . A n importan t skill for Herethro y villagers. Non-Herethro y rarel y lear n it, bu t Herethro y villagers ar e ofte n please d whe n the y bother. SLEETH SILENT LANGUAGE Sleet h hav e a silen t languag e o f gestures, whisker-twitches, ear-flicks, tail-curls, claw-stretches, an d s o on . It use s th e whol e Sleet h body ; othe r specie s an d eve n cripple d Sleet h canno t spea k it coherently . Anyon e wh o ca n se e ca n lea m t o under ­ stan d it. STAY AWAKE Rassime l an d occasiona l othe r prime s hav e a skil l i n Sta y Awake . The y nee d (Sta y Awak e / 3 ) fewe r hours pe r nigh t o f slee p tha n ordinar y primes. Th e skil l als o applie s t o resistin g slee p spells, endurin g tediou s lectures, an d s o on . STORYTELLING T h e art o f tellin g stories. Popula r amon g Sleeth . Knacks Jinthinia was as good as a Herethroy at Creoc, and even better at Aquador. When she was five, she soaked her bed every night by a spell, and slept all night as an otter. When she grew up, she studied magecraft and sorcery with the Balinger wizards, and spent her evenings out on the river. — Laha Barsuada, The Tower of Glass and Other Stories Som e peopl e are especiall y goo d a t on e o r anothe r skill. Fo r example , all Sleet h an d Khtsoyis ar e goo d a t sneakin g around, a n d som e o f th e world's best swordsme n (an d woodworkers ) seeme d t o maste r their skill a s soo n a s the y started . This is quan ­ tifie d a s a knack : a n Advantag e whic h add s t o all totals involv ­ i n g the skill . F o r mos t purposes, ad d the knac k directl y t o th e skill leve l whe n yo u us e it. So , a Sleet h wit h a + 6 Knac k an d a skil l o f 4 i n Snea k woul d hav e a n effectiv e Snea k leve l o f 10 . Sh e woul d onl y nee d 5 experienc e points t o ge t t o a skill leve l o f 5 (an d effectiv e skill o f 11); if sh e ha d a skil l o f 10 withou t the knack , it woul d tak e 11 experienc e t o d o that . Knack s i n magica l arts ar e especiall y valuable . Fo r example , a knac k i n Creo c add s t o al l spells involvin g Creo c - eve n whe n Creo c isn't th e worst Ver b i n th e spell . Castin g a spel l t o creat e a rea l tree wil l requir e Creo c (t o creat e it) an d Susteno c (t o mak e t h e creatio n permanent) . Th e formula s fo r spells involv e the weaker o f th e verbs: e.g., if yo u hav e a Creo c o f 10 an d a Susteno c o f 5 , th e Sustenoc's 5 is adde d in . However , th e tota l doe s involv e th e skill o f Creoc : it's mentione d i n th e formula , eve n thoug h its valu e happene d t o b e cancele d ou t i n you r case . If yo u hav e a Knac k + 4 i n Creo c (e .g., yo u are a Herethroy) , you r knac k gets adde d t o th e total , makin g it 5+4=9 . If yo u hav e a Knac k + 2 i n Susteno c too , bot h knack s ar e adde d (becaus e bot h skills ar e mentione d i n th e formula) , bringin g th e tota l t o 5+4+2=11 . This specia l treatment is du e t o th e fac t tha t magi c arts ar e use d i n complicate d ways . If othe r skills ar e use d i n th e sam e wa y (e .g., yo u nee d t o rol l against th e wors t o f Concentratio n o r Knitting , an d yo u hav e a knac k i n both) , Knack s add . Knack s are ver y har d t o gai n o r los e i n play . Orre n occasion ­ all y pic k u p mino r knack s her e an d there . God s ca n gran t knack s i n their ow n Art , o r i n relate d skills. Knack s are part o f th e spirit, an d remai n past death . If yo u hav e a knac k i n Pyrador , yo u probabl y please d Floki n i n a previou s life . Peopl e ca n hav e knack s i n any skill: Lif e Bas e an d Cle y Bas e a s wel l a s Woodworkin g an d Theology . Anythin g whic h it make s sens e t o pu t experienc e points in , it make s sens e t o hav e a knac k in . Fo r example , Lif e Bas e measure s you r skill i n hav ­ i n g you r spirit sta y attache d t o you r body , whic h is t o say , i n stayin g alive . Th e mor e experience d yo u are , th e bette r you r spirit is a t hangin g o n t o a damage d body . Som e peopl e are espe ­ ciall y goo d a t that ; i.e., hav e a knac k i n Lif e Base . OPTIONAL: DESCRIPTIONS or SKILLS There's mor e t o a character's skill tha n just a number . Thre e professiona l musician s migh t hav e th e skil l Musi c a t skil l leve l


1 3 , bu t tha t doesn' t mea n tha t they'r e th e same . On e migh t b e a n exper t violinist ; th e secon d migh t b e goo d wit h harp , guitar, drum , snout-whistle , an d gong ; th e thir d (Herethroy ) migh t b e abl e t o pla y banj o an d accordio n a t th e sam e time . Whe n desired , yo u ma y describ e wha t you r skill is reall y like . W e recommen d tha t yo u onl y describ e a fe w skills this way , bu t it's u p t o you . Writ e a sentenc e abou t you r skill, describin g ho w y o u learne d it o r ho w yo u fee l abou t it. This ha s minima l effec t o n th e game , thoug h th e gamemaste r ma y occasionall y assig n y o u a bonu s o r penalt y (probabl y ±5) . Chalthamerax the Gormoror barbarian describes her Natural Science skill (level 8) as "From stories told around Gormoror campfires". She keeps talking about Grandmother Toltomerax, who killed a nendrai, as part of ordinary role-playing. When she encounters a nendrai herself; the gamemaster decides to give her a +5 bonus on rolls concerning nendrai. In the next game, a new species of creature comes to her branch. People with a college training in Natural Science have learned common principles and trends, and get ordinary Natural Science rolls. Chalthamerax gets a -3 penalty on rolls to guess what the new creatures are like. EXPERIENC E AN D TRAINING. Apprentice, now I will show you the spell, Tapestry of Rippling Splendor. Note how the woven knights seem to fence each other, how the woven fire crackles, how the woven wind stirs the woven trees! No, you will not be able to achieve this effect yourself. For fifty years I have studied the arts of illusion, and this is the pinnacle of my mastery. For the time being you must content yourself with simpler illusions. — Dr. Ambronius, who is not as impressive as he thinks he is Levels increas e b y mean s o f experience points. Th e skills ar e divide d int o nin e skill categories, lik e "Fightin g Skills " an d "Knowledges " an d "Craft Skills" . Eac h skill categor y ha s its o w n experience pool: a numbe r o f experienc e points whic h hav e no t ye t used . Increasing Skills "The more Magic Theory I learn, the more I discover I don't know." — Maon tusu Wantele To increas e a skill leve l b y on e point , tak e a numbe r o f points equa l t o th e ne w leve l (tha t is, th e curren t leve l plu s one ) ou t o f tha t skill category's experienc e pool . So , it costs 6 experienc e points fro m you r Fightin g Skills experienc e poo l t o rais e you r Edge d Weapon s skil l fro m 5 t o 6. Yo u ma y onl y rais e a give n skill onc e pe r gamin g session , an d the n onl y if yo u use d tha t skill durin g th e gam e (i n an y way , n o matte r ho w trivial), o r if y o u go t som e trainin g i n tha t skill recently . Goin g from 0 t o 1 may , a t the gamemaster's optio n fo r tha t skill, requir e a teacher. If yo u don' t kno w ho w t o bin d spells o r perfor m surgery , yo u can' t easil y figure it ou t o n you r own . Fo r othe r skills, it doesn' t requir e a teache r t o g o fro m 0 t o 1: if yo u fall i n th e river, you'l l lea m a littl e abou t swimming . Onc e yo u hav e a leve l o f 1 o r more , yo u ca n lea m from an y experience s tha t ar e relevan t t o th e skill. If yo u spen d a n evenin g discussin g ancien t epic s wit h th e countess, yo u ca n lea m Histor y an d Literatur e withou t goin g t o classe s o r explicitl y bein g taught . Using Experience To go from... . . . to .. . . . . take s 0 1 1 ex p 1 2 2 ex p 2 3 3 ex p 3 4 4 ex p and s o on Experience from Adventuring I started sneaking into the near Verticals when I was twentyfour, because I wanted to get better at Ruloc than my older brother. Worked just nicely. I kept doing it for the money, of course. — Hraff Onehand, Cani adventurer Adventurers ge t experienc e quickly . Th e followin g scal e is intende d for gamin g session s lastin g a fe w hours; it is increase d significantl y for longe r ones, o r if th e gamemaste r decide s tha t t h e situatio n o r th e qualit y o f playin g warran t it. Adventurin g experienc e come s fro m usin g skills. If yo u us e a skill at all, n o matte r ho w trivially , yo u ge t experienc e i n its category . Fo r example , yo u ge t experienc e i n socia l skills if yo u mak e a n effort t o b e friendl y t o th e Herethro y groo m wh o tend s you r horse s i n t h e inn , eve n if yo u don' t actuall y mak e a Friendliness roll. Lif e Bas e is use d if th e characte r is injured ; Cle y Bas e is use d if th e characte r use s a cle y for anything . Y o u ge t 1-5 experienc e points i n eac h skill categor y tha t yo u used . Th e gamemaste r wil l usuall y announc e limits whe n yo u g e t experience , lik e " 5 i n on e category , 0- 3 i n th e others" . Y o u ge t 1 ex p if yo u use d an y skill i n th e categor y a t all, n o matte r ho w trivially . Yo u ge t 2 if yo u use d th e categor y moder ­ ately , 3 if yo u use d it heavil y (usin g hal f th e skills i n th e catego ­ ry, o r on e o f the m a lot). If yo u ar e allowe d t o tak e 4 o r 5 points i n a category , pic k th e on e tha t yo u thin k yo u learne d th e mos t about , o r use d th e most . Ordinaril y w e le t players decid e ho w man y ex p the y ge t pe r category . Y o u ge t a fe w d6's o f experienc e i n categorie s tha t you r characte r use d most , o r woul d hav e trie d t o leam , durin g th e story . Usuall y th e gamemaste r wil l giv e yo u thre e d6's for a typica l evenin g sessio n o f gaming ; assig n the m t o th e thre e categorie s y o u thin k yo u learne d th e mos t abou t (o r pai d th e mos t attentio n to), an d the n roll them . Yo u ma y assig n mor e tha n on e di e t o a singl e categor y if yo u wish . Last Monday's game was a good one. The gamemaster had planned a series of tough battles that would take three sessions to plough through. What happened was totally different. The party paid off most of the enemy's warriors, so they could get at the archvillain. The game ended with the archvillain realizing that he was betrayed when the party stormed into his room. The gamemaster awarded each player 5 exp. in one pool, 1-3 in other pools that they used, and 5 d6's (two more than usual) to use as they wished. He suggested the Social pool would be a good place for some of it, as the main triumph of the evening - buying off the warriors - was a social coup. The actual architect of the buyoff got an extra d6 experience in Bargain.


Optional: Experience Pools in Skills Catch each day one new bird. In three years you are the great hunter of birds. — Sleeth saying A t th e gamemaster's option , yo u ma y kee p separat e experienc e pools for eac h skill, rathe r tha n eac h category . This syste m is mor e realistic , bu t require s mor e bookkeeping . It tend s t o result i n characters wh o hav e mor e tota l experience , bu t sprea d mor e broadly . I n this case , yo u ge t on e experienc e poin t i n eac h skill tha t yo u us e durin g a game , instea d o f 1-5 pe r categor y pool . Th e experienc e d6's g o int o individua l skills a s well . Experience From Life For a hundred years I have worked in this very shop, making the shoes from the leather and the cork and the glue. My first pair was a labor of three weeks and a day, and when I had finished, we gave them to the town fool for her show. The pair I am now working on shall be shoes of surpassing excellence, nailed with enduring strength and polished with shining beauty as the cobblers' saying goes. I began it this morning; I shall end with plenty of time to dress for lunch. Count Morfosio will not be displeased with them. — Balinbrax Ramofus, master-cobbler of Treverre Mos t characters d o somethin g betwee n adventures . Industriou s one s study , o r train , o r wor k a t demandin g jobs. Mor e frivolou s one s ma y pass their day s i n flirtatio n an d danc ­ i n g an d othe r pastimes. Eithe r way , they'll ge t experienc e fo r it. B u t day-to-da y experienc e isn't a s intens e a s adventurin g expe ­ rience , fo r primes. Characters ge t experienc e continually , bu t slowly . Fo r book ­ keepin g purposes, w e recor d it ever y thre e month s - o n th e last d a y o f th e third , sixth , an d nint h month s o f th e nine-mont h yea r - th e characte r gets experienc e i n matters o f dail y life . Youn g peopl e lear n mor e quickl y tha n olde r ones. Childre n lear n quickly ; a t tha t age , everything's a n adventure . Youn g adults - u p t o 4 0 Worl d Tre e years ol d - ge t d 6 points i n eac h o f thre e pools, an d 1 poin t i n eac h o f thre e pools. Afte r ag e 40 , this goe s dow n t o d 6 i n on e pool , an d 1 poin t i n eac h o f thre e pools. Experience from Instruction Childre n lear n readil y fro m teachers, bu t tha t phas e o f lif e is ove r befor e th e gam e starts. A n adul t studyin g wit h a goo d teache r ca n lear n on e topi c quickly : no t a s muc h experienc e a s fro m adventuring , bu t muc h safer. Whe n a skill can' t b e use d unti l a certai n level , this is th e onl y w a y t o lea m it. Fo r example , castin g eve n th e simplest ritual magi c spel l require s a Ritua l Magi c skill o f 3 . Yo u wil l hav e t o stud y for a tim e befor e yo u ca n ge t firsthand experience . If yo u wan t t o b e taugh t a skill, yo u mus t find someon e wh o know s mor e o f tha t skil l tha n yo u do : the teacher's skill level must be higher than the student's. If you'r e a majo r Creo c mag e wit h skil l leve l 20 , anothe r mag e wit h Creo c 2 0 can' t teac h yo u anything . Unfortunately , th e experts i n a topi c aren' t alway s th e best teachers, a s man y a terrestria l studen t a t a Nobe l Laureate's lec ­ tur e ha s discovered . Th e experts i n a topi c ca n alway s tal k t o othe r experts, bu t explainin g advance d idea s t o novice s is anoth ­ e r matter. Instructors lackin g th e Teachin g skill ca n onl y teac h advance d students: tha t is, students whos e leve l i n th e skill is hal f th e instructor's. So , a mag e wit h Creo c 3 0 an d Teachin g 0 c a n onl y instruc t students whos e Creo c skill is a t least (30/2 ) = 15 (bu t less tha n 30) . O n e importan t componen t o f th e Teachin g skill is th e art o f explainin g thing s t o novices. Subtrac t th e instructor's Teachin g leve l fro m th e "half th e instructor's skill " limit . S o a mag e wit h Creo c 3 0 an d Teachin g 1 0 ca n teac h students whos e Creo c is (30/2 - 10) = 5 . TEACHING TIME AND EXPERIENCE A Worl d Tre e wee k (nin e days) o f devote d class-tim e stud y o n a topic , o r a n intens e 1-day seminar, ordinaril y give s 1 experienc e i n tha t topic . A full-time studen t ca n lea m five topic s tha t intensely , bu t won' t ge t muc h sleep . Som e topic s requir e othe r resources; e.g., studyin g a magica l art o r techniqu e require s 8-1 2 cle y a day . A goo d teache r ca n d o somewha t better. Fo r long-ter m study , a d d (2xTeaching) % t o th e experienc e fro m th e class. (So , te n weeks' stud y fro m a n exper t (Teaching--15 ) teache r give s th e bas e 10 a t 1/week , plu s (30%xl0) , for a tota l o f 13 experience. ) F o r seminars, eac h studen t ha s a (2xTeaching ) percen t chanc e o f gettin g a n extr a experienc e point . Experienc e fro m stud y goe s int o th e skill's pool , bu t it shoul d b e use d for th e topic s tha t wer e actuall y studied . I n som e cases, t h e experienc e reall y is i n severa l skills: e.g., fighting training covers a weapo n skill, Dodge , Lif e Base , an d Comba t Stanc e Base . STUDYING DURING ORDINARY LITE A typica l player-characte r ca n stud y on e topi c a t a tim e (takin g o n e evenin g class) an d hol d a n ordinar y job . It ma y o r ma y no t b e eas y t o fin d a class o r semina r i n som e desire d topic . I n Treverre , a medium-siz e cit y wit h tw o compet ­ i n g magica l academies, it is usuall y possibl e t o ge t int o a class i n a n y magica l art o r skill i n 1-12 weeks . Th e smal l schools o f arm s run beginners' classe s constantly , bu t ther e is a waitin g list for advance d instruction . Advance d nonmagica l academi c top ­ ics, beyon d leve l 8-10 , usuall y require s goin g t o a universit y i n a differen t city. LEARNING WITHOUT A TEACHER Y o u ca n lea m withou t a teacher, bu t it's slower. You'l l nee d somethin g t o stud y from: som e book s fo r knowledges , a targe t a n d a lo t o f arrow s for archery , an d s o on . You'll ge t on e expe ­ rienc e poin t pe r wee k o f stud y unde r th e best circumstance s - a n d you'l l spen d doubl e o r tripl e th e tim e tha t yo u woul d spen d wit h a teacher. Tha t wil l dr y u p a t som e point : e.g., onc e you'v e rea d th e histor y boo k twic e an d gotte n all 4 experienc e points ou t o f it, readin g it mor e won' t hel p you .


I drank battle from my mother's right teat, and war from her left. A great-ax was my rattle, and I slept in a shield. I am of the mighty ones on the field of blood, and there are few who can stand before me. — Gormoror war-boast Morta l comba t o n th e Worl d Tre e isn't quit e lik e terrestria l morta l combat . Lif e is a combinatfo n o f body , mind , an d spirit, a n d killin g someon e require s damagin g the m enoug h s o that th e spirit ca n n o longe r hol d ont o th e body . Tha t require s extensiv e hacking . Precis e attack s aren' t nearl y a s letha l a s the y ar e terrestrially . Puttin g a n arro w throug h someone's throa t o r heart wil l d o mor e damag e tha n puttin g it throug h their arm , bu t yo u wouldn' t expec t it t o kill them . Puttin g a n arro w throug h some ­ one's ey e an d int o their brai n is a goo d hi t - it'll blin d the m i n on e eye , hur t a lot, an d b e disorienting . Still, you' d b e amaze d if a n experience d warrio r die d afte r onl y takin g thre e arrow s t o the throat , heart , an d eye . S o , comba t isn't ver y subtle , i n eithe r gam e o r rea l worlds. Sinc e ther e isn't suc h a n advantag e t o precis e attacks, warriors ten d t o hac k a t eac h othe r casually , preferrin g t o ge t tw o quic k hits whereve r the y ca n t o hittin g onc e o n a vulnerabl e spot . Cripplin g hits ar e popular. It's usuall y a bette r ide a t o brea k you r enemy's ar m tha n t o skewe r his heart , becaus e breakin g his ar m wil l hinde r his abilit y t o fight mor e tha n skewerin g his hear t will . T h e mechanic s o f th e game' s comba t syste m is eve n less sub ­ tle : the y ar e intende d t o b e reasonabl y convenient , an d giv e war ­ riors a reasonabl e variet y o f options; the y ar e no t particularl y designe d fo r realism . There's on e numbe r representin g ho w muc h injur y yo u ca n take , a fe w others for ho w wel l yo u hi t an d h o w muc h damag e yo u do , an d a fe w othe r number s describin g h o w aggressiv e o r defensiv e yo u are , an d ho w you r weapo n works . Usually , gettin g hi t simpl y take s off som e points fro m you r lif e score ; ver y goo d hits als o inflic t cripplin g wounds . W e trea t weapon s i n a simplisti c way ; smal l axe s ar e governe d b y t h e sam e skill a s giganti c two-hande d clubs. INITIATIVE Oi, I bashed him, and then he bashed me, and then I bashed him, and then I bashed him again, and then I bashed him another time, and then he bashed me again, and then I bashed him one more time, and then he runs away healin' himself like the dashitzie. — Morberth Oobsnacker, Khtsoyis warrior W e kee p trac k o f th e orde r o f events b y a simpl e i n itiativ e syst e m t o determin e whe n peopl e ge t t o tak e actio n s. W e us e play ­ i n g cards, bu t yo u ca n us e dl2' s if yo u prefer. Whe n timin g is importan t - i n battles, duels, chases, an d mos t othe r contests - w e ge t ou t th e cards. Eac h characte r is give n a singl e card . Anyon e wit h a n Ac e goe s first - th e Ac e action s ar e simultaneous, if ther e ar e several . Th e characte r take s on e action , whateve r tha t ma y b e for th e character. The n th e peopl e wit h 2's go , the n 3's, an d s o o n t o King , the n bac k aroun d t o Ace . Peopl e ca n tal k a t an y time ; occasionall y ther e ar e othe r reason s for breakin g initiativ e order. Wheneve r a characte r finishes a n action , th e playe r discard s t h e first car d an d draw s another. Th e ne w car d is the character's nex t action . Th e best car d t o dra w is on e mor e tha n th e ol d car d - a 2 , if yo u just acte d o n Ac e - whic h mean s you r nex t actio n is righ t afte r this one . Th e worst car d t o dra w is th e sam e a s th e o l d on e - a n Ac e followin g a n Ac e - whic h mean s yo u wil l hav e t o wai t a full cycl e o f 13 initiative s befor e yo u ca n act. Eac h poin t o f initiativ e take s a second , if it is necessar y t o measur e tim e precisely . O n th e average , eac h perso n acts onc e ever y 6- 7 seconds. Smurge Hempenthwack, Khtsoyis heavy, assaults the Cani town guard Astry. Astry has her sword out already. [Smurge's player and Astry's player draw cards. Smurge draws a 2, Astry a 9.J Smurge is the quicker one to start with, and whacks at Astry with three clubs. [This is on Smurge's first draw of 2. He draws a 5 for his second initiative.] The two feint and parry for a few seconds, then Smurge sees an opening and whacks at Astry again. [This is on Smurge's second draw of 5. He draws again, getting a 6. His player gloats.] Smurge batters at Astry a third time, in a whirl of movement. [This is on Smurge's third draw of 6, which is still ahead of Astry's 9. Smurge draws again, getting King.] Astry finally sees her chance to riposte, and slashes Smurge with her sword. [This is on her first draw of 9. She draws Jack for her next initiative.] The two clash weapons inconclusively for a few seconds, then Astry attacks again. [This is on her Jack. She draws a 2.] Smurge gets the next action [on his King. He draws a Jack; now he will have to wait almost a full cycle.] Astry gets the next action [The count wraps around, King to Ace to 2, and so the next action is Astry's, on her 2. She draws a 5, and will get to act before Smurge.]


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