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(ENG) D&D - Hyperborea - Vol. 1 - Player's Manual

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Published by caio.gracco00, 2023-06-13 09:50:57

(ENG) D&D - Hyperborea - Vol. 1 - Player's Manual

(ENG) D&D - Hyperborea - Vol. 1 - Player's Manual

hypeRBOrEa swords, sorcery, and weird science-fantasy ® hypeRBOrEa VOLUME I: PLayer’s Manual by Jeffrey P. Talanian


Swords, Sorcery, and Weird Science-Fantasy ® HYPERBOREA VOL. I: PLAYER’S MANUAL WWW.HYPERBOREA.TV by Jeffrey P. Talanian


2 HYPERBOREA CREDITS Text: Jeffrey P. Talanian Editing: George Sedgwick Cover Art: Charles Lang Colour Plate Art: Charles Lang, David O. Miller, Peter Mullen, Val Semeiks (with Daisey Bingham) Interior Art: Ian Baggley, Johnathan Bingham, Mick Fernette, Jim Forzese, David Hoskins, Charles Lang, Peter Mullen, Diogo Nogueira, Russ Nicholson, Joseph Salvador, Glynn Seal, Val Semeiks, Jason Sholtis, Logan Talanian, Skye Talanian, Del Teigeler, Mike Tenebrae Cartography: Glynn Seal Alternative “Metal” Logo: turnedmetal.com Layout: Jeffrey P. Talanian Indexing and Final Proofreading: Ben Ball Play-Testing: Dan Berube, Dennis Bretton, John Cammarata, Jonas Carlson, Don Manning, Mark Merida ACKNOWLEDGEMENTS The milieux of HYPERBOREA® are inspired by the fantastic literature of Robert E. Howard, H.P. Lovecraft, and Clark Ashton Smith. Other inspirational authors include Edgar Rice Burroughs, Fritz Leiber, Abraham Merritt, Michael Moorcock, Jack Vance, and Karl Edward Wagner. HYPERBOREA rules and conventions are informed by the original 1974 fantasy wargame and miniatures campaign rules as conceived by E. Gary Gygax and Dave Arneson. This game has enjoyed contributions and ideas from a variety of gaming peers. Association was brief with some of these contributors, while with others it remains constant to this day. Nonetheless, I appreciate them each and all for having a role in this game’s legacy: Ian Baggley, Ben Ball, Tim Callahan, Chainsaw, Colin Chapman, Antonio Eleuteri, Rich Franks, Michael Haskell, Morgan Hazel, Joe Maccarrone, Benoist Poiré, David Prata, Joseph Salvador, Matthew J. Stanham, and Corey Walden. DEDICATION Dedicated to John Eric Holmes, whose revision of Gary Gygax and Dave Arneson’s original fantasy roleplaying game laid the foundation for my humble start in this wonderful hobby. Holmes Basic was the first game that I used to run campaigns of heroic adventure for the other neighborhood kids. In that box (gorgeously painted by David Sutherland) I found a glittering prize: polyhedral dice, a rules book, and Gary’s “Keep on the Borderlands” adventure module. Together, these resources opened my mind to fantastic worlds of imagination previously undreamed of. Whenever I find myself bogged down by the complexity of tabletop game design, I return to this reliable and trusted resource, which never fails to ground my sensibilities and spark my creativity. Special thanks to Erica Talanian for her love and support. TABLE OF CONTENTS Chapter 1: Introduction 4 Chapter 2: Character Generation 10 Chapter 3: Statistics 14 Chapter 4: Classes 20 Chapter 5: Background 114 Chapter 6: Equipment 134 Chapter 7: Sorcery 156 Chapter 8: Adventure 248 Chapter 9: Combat 260 Appendix 286 Index 318 J.E.H. 1930–2010 NWA301 ISBN 978-1-7335414-3-5 | © 2022 North Wind Adventures, LLC


3 Volume I: Player’s Manual HYPERBOREA is a registered trademark of North Wind Adventures, LLC | Made in the USA


4 HYPERBOREA INTRODUCTION WELCOME TO HYPERBOREA HYPERBOREA is a role-playing game of swords, sorcery, and weird science-fantasy. It is played with paper, pencil, dice, and imagination. Participants include a referee and one or more players. The referee prepares and presents the adventure material (circumstances, challenges, quests, mysteries, etc.), and the players create player characters (PCs), including fighters, magicians, clerics, and thieves. The heroes of a HYPERBOREA game delve dungeons filled with horrifying monsters, lethal traps, and bewildering puzzles; they explore savage wilderness frontiers and dangerous borderlands; they probe ancient ruins and investigate cursed tombs; they match steel against sorcery and sorcery against steel; and they plunder for gold, gems, and magical treasure. HYPERBOREA is a “flat earth” realm hemmed in by the mystical boreas (“North Wind”), and under the scarlet light of a bloated, dying sun, its roiling seas spill eternal over the world’s rim. This world is in a perpetual state of decay and is populated by disharmonious men and women, hostile monsters, and weird, alien beings. The setting is adaptable and can be used independently or in conjunction with other milieux, published or homebrewed; indeed, HYPERBOREA might be just beyond the North Wind of any campaign setting. WHAT IS A ROLE-PLAYING GAME? A role-playing game is a collaborative and interactive experience shared amongst two or more persons. Traditionally, the game’s participants are proximate to one another (seated at a dinner table or the like), but modern communications technology allows individuals to game together even if separated by vast distances. A gaming session may last two or more hours and can continue into subsequent sessions of play, much like the episodic flow of a television series. ROLE OF THE REFEREE The referee presents the adventure scenario, including any pertinent background information, intelligence, and rumours that may be learnt by the player characters. The game progresses as a sort of dialogue betwixt the referee and the players. The referee describes the places explored: an ancient tower, a ruined city, a dungeon complex, or perhaps a hoary wilderness. Also encountered are humans, humanoids, and monsters— friendly and hostile alike. ROLE OF THE PLAYERS The players react to the referee’s descriptions by explaining how their characters (individually or as a team) respond to each development: Character reactions may involve combat, ability use, diplomacy, problem solving, trickery, and/or evasion. The referee judges the results of all such activities by using a combination of the rules and no small amount of logic, reason, and fairness. Collaboration and creativity in the face of adversity are hallmarks of an enjoyable role-playing game experience. WHAT IS “SWORDS, SORCERY, AND WEIRD SCIENCE-FANTASY”? Although its name was not coined until 1961 by Fritz Leiber, “sword-and-sorcery” is a type of fantasy fiction that (as many would agree) was created by Robert E. Howard when he wrote “The Shadow Kingdom,” published by Farnsworth Wright in the August 1929 issue of Weird Tales magazine: Kull with a single mighty leap hurled himself into the room. Tu spun, but the blinding, tigerish speed of the attack gave him no chance for defence or counter-attack. Sword steel flashed chapter 1


5 Volume I: Player’s Manual in the dim light and grated on bone as Tu toppled backward, Kull’s sword standing out between his shoulders. Kull leaned above him, teeth bared in the killer’s snarl, heavy brows a-scowl above eyes that were like the gray ice of the cold sea. Then he released the hilt and recoiled, shaken, dizzy, the hand of death at his spine. For as he watched, Tu’s face became strangely dim and unreal; the features mingled and merged in a seemingly impossible manner. Then, like a fading mask of fog, the face suddenly vanished and in its stead gaped and leered a monstrous serpent’s head! Before “The Shadow Kingdom,” there were numerous exciting tales of heroic action, adventure, and derring-do penned by many fine authors. Published in the pages of various pulp fiction magazines, these stories took place in exotic locales, lost worlds beneath the Earth’s surface, and sometimes other planets. Some literary scholars aver that this brand of adventure fiction can be traced as far back as the Icelandic sagas. Indeed, the saga of Egill Skallagrímsson fits the mould of many tales that were written several centuries later. So, what exactly is sword-and-sorcery fiction, and what makes it different from epic (or high) fantasy? In epic fantasy, the protagonists are typically humans and demi-humans (dwarves, hobbits, elves, etc.) who struggle against some dire threat and seek to rid the world of a great evil. This style of storytelling is epitomized by the fantastic works of J.R.R. Tolkien. Epic fantasies like Tolkien’s The Lord of the Rings often span multiple novels with plenty of character building, subplots, and side adventures. In contrast, most sword-and-sorcery stories are shorter and more personal, featuring a single protagonist who may be of dubious character. The objectives of a sword-and-sorcery protagonist are often materialistic or individually motivated. For example, one might seek a valuable relic from ancient catacombs, take vengeance on a bloodfeud enemy of old, or perhaps fall into misadventure on account of drunkenness or being in the wrong place at the wrong time. Many sword-and-sorcery tales are self-contained one-shots, whilst others are episodic, loosely strung together, and not necessarily in chronological order. However, longer form sword-and-sorcery tales do exist. Howard’s Hour of the Dragon was a serialized Conan novel, and Frank Frazetta’s Death Dealer series, written by James Silke, spanned four novels. Epic fantasy worlds tend to be more magical, with schools of wizardry, magical societies, and renowned practitioners of magic who are both feared and admired. In many instances, magic and nature are interwoven, part of the same fabric, if you would. In contrast, the magic of sword-and-sorcery tales is typically dangerous and/or forbidden, and it is often harnessed by madmen. Certainly, Howard’s Conan faced several unhinged sorcerers. But the concept of sorcery causing physical and mental “corruption” to its practitioners is not universally true. Karl Edward Wagner’s Kane, Michael Moorcock’s Elric, and Fritz Leiber’s Gray Mouser are all practitioners of sorcery, and they are neither disfigured nor driven to insanity from it; too, Jack Vance presents several sorcerers in The Dying Earth, and they are of varying temperaments and predilections; and in Clark Ashton Smith’s Hyperborea tales, Eibon, although a sorcerer of ill-repute, is measured and astute: “Detestable sorcerer! Abominable heretic! I arrest you!” said Morghi with pontifical severity. Eibon was surprised, not to say startled; but it re-assured him to see that Morghi was alone. He drew the sword of highly tempered bronze which he carried, and smiled.


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7 Volume I: Player’s Manual “I should advise you to moderate your language, Morghi,” he admonished. “Also, your idea of arresting me is slightly out of place now, since we are alone together in Cykranosh, and Mhu Thulan and the temple-cells of Yhoundeh are many million miles away.” Morghi did not appear to relish this information. He scowled and muttered: “I suppose this is some more of your damnable wizardry.” Eibon chose to ignore the insinuation. Epic fantasy tales are often conceived out of whole cloth or with marginal ties to real world history. Entire cultures, races, and species may be invented, many of which are not human yet possess physical and/or emotional human characteristics. Quasi-medieval, feudalistic societies are thematically popular in the genre, and typically include a pantheon of deities analogous to the gods of Greek, Roman, and Norse mythologies. Other epic fantasy tales may utilize Earthly myths and legends, incorporating them into a newly conceived fantasy world. In the Apprentice Adept series by Piers Anthony, for example, unicorns, vampires, and werewolves populate the world of Phaze. The influence of Tolkien looms large over countless epic fantasies, and many contain tried and true tropes—elven forests, dwarven mountains, halfling hills, and so forth. In contrast, the milieux of sword-and-sorcery are typically populated by humans, though they may have inhuman adversaries, such as the demons that plague the world of Larry Correia’s Saga of the Forgotten Warrior. Sword-and-sorcery worlds usually hew more closely to the familiar, are more likely to have quasi-reality, and may exist as variant shades of a historical Earth, though with sorcerous elements. This not to say that sword-and-sorcery tales are bereft of their own recurrent themes; certainly the loin-cloth wearing barbarian brute can be a tedious stereotype. Among the more popular components of sword-andsorcery fiction is the “weird.” Howard incorporated it into his works, as did Leiber: strange, eldritch gods and deific, otherworldly beings whose objectives are irrespective of mankind’s position in the world. Many books and treatises have been written on the origins of the weird tale, and although we can trace its roots to authors such as Algernon Blackwood, Lord Dunsany, Arthur Machen, and Edgar Allen Poe, most would agree that it was H.P. Lovecraft who crystallized its most mind-numbing form: Cosmic Horror. This subgenre of horror fiction is known for its doctrine of futility, in which mankind is not only fundamentally insignificant, but powerless to change anything about the crushing horrors of the illimitable universe. This outlook is exemplified in the opening paragraph of “The Call of Cthulhu”: The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. The sciences, each straining in its own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the deadly light into the peace and safety of a new dark age. Lovecraft was influential to many of his contemporaries, including Robert E. Howard and Clark Ashton Smith, both of whom he exchanged letters with. In a missive to Weird Tales, Howard described “The Call of Cthulhu” as “… a masterpiece, which I am sure will live as one of the highest achievements of literature… Mr. Lovecraft holds a unique position in the literary world; he has grasped, to all intents, the worlds outside our paltry ken. His scope is unlimited, and his range is cosmic.” Little did anyone know that nearly a century later, Lovecraftian horror would become popularized through novels, short stories, films, games, and merchandise. Weird Science-Fantasy is not a recognized genre or sub-genre of fiction, so if the gentle reader would indulge me, I will explain the intent of our slogan, “Swords, Sorcery, and Weird Science-Fantasy.” Not to be confused with the 1950s EC Comics title of same name, weird science-fantasy, in this context, verges closer to the “dying earth” subgenre of science fiction and fantasy, in the style of Smith’s Zothique and Vance’s Dying Earth. These stories take place in the far-flung future, when the sun is expiring and the end of days is nigh. In the context of the HYPERBOREA game, weird science-fantasy is intended to evoke the spirit of sword-and-sorcery tales that incorporate technological artefacts from a bygone age of science— possibly of alien or extra-dimensional origin. The addition of weird science-fantasy opens unconventional vistas of sword-and-sorcery content. In a world of swords, sorcery, and weird science-fantasy, a cache of high-tech weaponry may lie buried under the ruins of a city laid to waste millennia ago. Perhaps the cache contains radium pistols, not unlike the firearms wielded by John Carter of Mars in the science-fantasies of Edgar Rice Burroughs. In Wagner’s Bloodstone, science and sorcery are intermingled, and Kane utilizes them both. The same is true in the dystopia of Moorcock’s Hawkmoon stories, where the lines are blurred between devices of science and artefacts of sorcery. (continued) 1


8 HYPERBOREA In summary, when we declare “Swords, Sorcery, and Weird Science-Fantasy,” we are attempting to conjure the bleak tone of a sword-and-sorcery setting that is haunted by otherworldly horrors whose interests are incongruent with humanity’s existence; a world that is bestrewn with sorcerous artefacts and mysterious technologies from a dark, forgotten age; a world populated by feral beasts and lumbering monsters; a dangerous world where survival alone is considered thriving; a world that is home to astonishing swordsmen and sorcerers; a world like HYPERBOREA. USING THIS BOOK This book contains nine chapters and an appendix. The information contained in this volume is intended for the eyes of both players and referees alike. CHAPTER 1: INTRODUCTION The introduction to this work welcomes you to Hyperborea, explains what a role-playing game is, informs you of the required materials, and provides a brief essay on “swords, sorcery, and weird science-fantasy.” CHAPTER 2: CHARACTER GENERATION This chapter provides you with a basic primer to the setting of Hyperborea. It then guides you from character concept to character creation, mapping out a stepby-step process for developing your character’s class, background, equipment, starting spells (if applicable), and other statistics. CHAPTER 3: STATISTICS This chapter provides guidance on generating your character’s physical and mental attributes (strength, dexterity, constitution, intelligence, wisdom, charisma), followed by definitions and all relative modifiers. Next, other statistics (armour class, casting ability, fighting ability, hit dice, hit points, movement, saving throw, turning ability) are reviewed in depth. CHAPTER 4: CLASSES When you create or “roll up” your character, you will choose to play a fighter, magician, cleric, thief, or one of 22 subclasses. This chapter details class descriptions, requirements, abilities, and statistics. Note that all character classes have attribute requirements that must be abided. To reduce preparation time, class entries include starting equipment packs .


9 Volume I: Player’s Manual CHAPTER 5: BACKGROUND Your character’s race, physique, alignment, languages, religion, and secondary skills are detailed in this chapter. In Hyperborea, any race can be any class, but physiques vary (e.g., Picts are usually short, Hyperboreans typically tall). Some classes have alignment restrictions. CHAPTER 6: EQUIPMENT In this chapter, you learn about the money and coin types of the realm. Furthermore, this section presents armour, shields, weapons, gear, and more, including domestic animals, vehicles, as well as the standard prices for a variety of services. CHAPTER 7: SORCERY This chapter is for spell-casting characters. It covers starting spells, acquiring new spells, spell memorization, and spell casting. Terminology related to all spells is covered, and spell lists are presented for each discipline of sorcery. Lastly, each spell is described in alphabetical order. CHAPTER 8: ADVENTURE The adventuring party is discussed in this chapter. You can learn about hirelings and henchmen, and how to prepare for an adventure. Also, many of the rules used to play the game, such as the d6 task resolution system, appear in this chapter. Tracking time and movement are also covered in depth. CHAPTER 9: COMBAT The rules for weapon skills and combat are presented in this chapter, including attack rolls, using the combat matrix, and the steps of a combat round. Each round of combat follows a combat sequence, accounting for melee, missiles, magic, movement, and other actions. This chapter also includes optional rules for game play (advanced combat actions, critical hits and misses). Lastly, the saving throw, damage and death, and special damage forms are accounted for. APPENDIX The appendix of this work contains a name generator, information on attaining lordship, and establishing a stronghold. Lastly, the appendix contains parting advice on game cooperation, and a comprehensive index of this work. REQUIRED MATERIALS This game requires the use of some extra materials that are common to most traditional tabletop role-playing games. They are as follows: Dice: d4, d6, d8, d10, d12, d20 Pencil: standard or mechanical Paper: lined and graph (4 or 5 squares per inch) Optional Materials: Miniature figures (metal or plastic) Grid mat (paper or vinyl, 1-inch squares or hexagons) DICE Dice are used to resolve many in-game situations in which the results are variable. The six basic die types (d4, d6, d8, d10, d12, and d20) cover a variety of distribution ranges used during game play, but they do not account for every possibility. Use the following conventions to resolve other ranges: ‘ Range of 1–2: Roll a d6. Results of 1–3 = 1, and results of 4–6 = 2 ‘ Range of 1–3: Roll a d6. Results of 1–2 = 1, results of 3–4 = 2, and results of 5–6 = 3 ‘ Range of 1–30: If you do not have a d30, roll a d6 and a d10. If the d6 result is 1–2, add 0 to the d10 roll. If the d6 result is 3–4, add 10 to the d10 roll. If the d6 result is 5–6, add 20 to the d10 roll. ‘ Range of 1–100 or d% (percentile): Roll 2d10. One die is for tens, the other for ones. “Natural” Die Rolls: References are made throughout this text to “natural” die rolls (e.g., a natural 1 or a natural 20). These rolls are regardless of modifiers. So, a natural 20 indicates that the player rolled a 20 on a d20. Rolling a 15 with a +5 modifier is not a natural 20. 1


10 HYPERBOREA HYPERBOREA PRIMER Regardless of your character’s class, race, alignment, religion, and secondary skills, there are several facets of life that are generally known to most characters in Hyperborea: ‘ As proved by science and sorcery, Hyperborea is a flat, hexagonal-shaped world. ‘ The sun is a red giant that skirts along the horizon, never rising to a zenith. ‘ Two ellipsoid moons revolve around Hyperborea; one large, the other small. ‘ Saturn is immense in the sky; it is oft visible during diurnal and nocturnal hours. ‘ A week = 7 days, a month = 28 days, a year = 13 months, and a cycle = 13 years. ‘ The 13-year cycle includes a year of perpetual light and a year of perpetual darkness. ‘ The Hyperborean Sea spills off the Rim of the World into the infinite Black Gulf. ‘ The North Wind (or boreas) wheels around the realm, beyond the Rim of the World. ‘ Great obelisks rise from the six corners of the realm. ‘ Mount Vhuurmithadon is Hyperborea's north pole, axis, and largest mountain. ‘ Khromarium, a cosmopolitan metropolis, is the largest city of the realm. ‘ The Xathoqqua orthodoxy is the most prevalent religion of the realm. ‘ The indigenous Hyperborean race once ruled Hyperborea with savage cruelty. ‘ A plague called the Green Death nearly obliterated mankind 1,000 years ago. Of course, there are varying degrees of knowledge regarding these particulars. Everyone sees the sun and the moons, but most have never seen the Rim of the World or Mount Vhuurmithadon. Khromarium may be renowned, but it doesn’t mean your character has been there. Xathoqqua worship is ubiquitous, but your character may be from a locale that eschews the bat-toad’s worship. Hyperboreans may be infamous for their wickedness; perhaps your character has never met one and thus prefers to reserve judgement. chapter 2 CHARACTER GENERATION Unless you are the game referee, the first thing you need to do is generate your character. Do you want to play an Amazon fighter, a Hyperborean warlock, a Moorish pyromancer, an Esquimaux monk, an Atlantean scout, or something else? With 26 classes and 24 races, there are over 600 class/race combinations from which to choose.


11 Volume I: Player’s Manual CREATION STEPS To generate or “roll up” a character, use a character sheet (available at www.hyperborea.tv) or a leaf of lined paper to record your character. Another option is to use computer-generated character sheets that may be printed or accessed using a variety of devices. The following steps provide a guideline for character creation. Novice players are encouraged to turn back to this section to confirm each step of the process. STEP 1: GENERATE ATTRIBUTES Review Chapter 3: Statistics to generate your character’s six attribute scores (strength, dexterity, constitution, intelligence, wisdom, charisma). Six different methods are presented. Some methods allow for the allocations of scores, and others are strict. Record the results on your character sheet. STEP 2: CHOOSE A CLASS Review Chapter 4: Classes for available character classes (and subclasses), and then select one. Some classes include choices that you will have to make during creation. For example, a fighter must choose weapons to master, and a warlock must select a specific school of magic. Record all class abilities on your character sheet. STEP 3: DEVELOP A BACKGROUND Review Chapter 5: Background to determine your character’s race, physique (includes gender, age, height, weight, appearance), alignment, languages, religion, and secondary skills. Record the results on your character sheet. STEP 4: PURCHASE EQUIPMENT Each class is presented with an optional starting equipment list. You can elect to begin play with this, or you can roll for starting money and make your own selections. If you choose the latter, refer to Chapter 6: Equipment for the purchase of armour, shields, weapons, and other gear. Always be sure to comply with class restrictions regarding armour and weapons. Record all equipment on your character sheet. CHOOSING A CHARACTER CONCEPT: You may wish to peruse the character classes detailed in Chapter 4: Classes before taking the steps described in Step 1: Attributes, because you may opt to begin by selecting a specific character class. For example, you may say, “I really want to play a shaman!” In that case, you should utilize a method for generating attributes that allows you to play the character class that most interests you. Conversely, it can be satisfying to use a method that allows the luck of the dice to determine your character’s proclivities. Perhaps it forces you out of your comfort zone. STEP 5: DETERMINE STARTING SPELLS If your character is a spell caster, refer to Chapter 7: Sorcery to determine starting spells and to review the basics for casting and acquiring spells. Refer to your class’s sorcery ability to determine how many spells your character starts with. Some spell-casting subclasses (the legerdemainist, shaman, and warlock) must select the school(s) of magic they cast. Record known spells on your character sheet. STEP 6: RECORD OTHER STATISTICS To complete character creation, return to Chapter 3: Statistics. There you must review and record all other statistics (armour class, casting ability, fighting ability, hit dice, hit points, movement, saving throw, turning ability). Definitions and applications of these various statistics are presented. Once the preceding six steps are complete, you are ready to play!


12 HYPERBOREA LEVELING UP The realm of Hyperborea is a deadly place, and your character will face many life-threatening challenges. Through small and great deeds of adventure and derring-do, if your character is fortunate enough to survive, he or she will gain experience points (XP). When your character gains enough XP, eligibility to advance to the next level of experience is achieved. Ultimately, attaining a new level is subject to referee approval. If your referee feels that the level gain is not justified, the completion of a quest or a similar objective may be assigned. Level advancement is subject to training, unless your referee prefers one of the optional methods presented in the Referee’s Manual. LEVEL-GAIN CHECKLIST Once a character has gained a level of experience, novice and experienced players alike would be wise to review the following checklist: ‘ Roll for additional hit points (hp). Rolling in front of the referee or a fellow player is always an honourable practice. ‘ Adjust saving throw (SV) if gaining an odd-numbered level. ‘ Check to see if fighting ability (FA) has increased (every level for fighters and their subclasses; less quickly for most other classes). ‘ At 4th, 8th, and 12th levels, fighters and fighter subclasses are eligible for new weapon masteries; likewise, all other classes are eligible to develop new weapon skills not included in their respective favoured weapons list. ‘ Check the class description to see if any new special abilities have developed, as some are level dependent. ‘ Check the class description to see if any special abilities have improved or changed; some may gain additional daily uses, and others might expand to more potent or advanced applications. ‘ If the character is a spell caster, determine the development of new spells. Also, review known spells to see if range, duration, and/or effectiveness have improved. k k


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14 HYPERBOREA STATISTICS All player characters (PCs) and non-player characters (NPCs) possess a variety of basic statistics: physical and mental attributes, defences, resistances, and other physical and sorcerous abilities that are measured in numeric values. This chapter covers the most essential statistics for game play. ATTRIBUTES Player characters and non-player characters (NPCs) have six major attributes: strength (ST), dexterity (DX), constitution (CN), intelligence (IN), wisdom (WS), and charisma (CH). Attribute scores range from 3 to 18. GENERATE ATTRIBUTES Five methods are recommended for generating attribute scores. Consult your referee to determine which methods are available. Be sure to have a pencil and scrap paper ready when generating attribute scores. METHOD I: Roll 3d6 for each attribute in order of strength, dexterity, constitution, intelligence, wisdom, and charisma; the results are your character’s attribute scores. METHOD II: Roll 3d6 for each attribute in order of strength, dexterity, constitution, intelligence, wisdom, and charisma. Repeat these steps twice more, producing three sets of scores. Choose the set that best suits the type of character you would like to play. METHOD III: Roll 4d6 and discard the lowest die roll. Generate six scores using this method. Assign scores to attributes as desired. METHOD IV: Roll 3d6 three times for each attribute in order of strength, dexterity, constitution, intelligence, wisdom, and charisma. Select the best result for each attribute. METHOD V: Roll 2d6+6 for each attribute in order of strength, dexterity, constitution, intelligence, wisdom, and charisma; the results are your character’s attribute scores. METHOD VI: Choose your character class first (see Chapter 4: Classes), and then use the following technique: ‘ Roll 3d6 for each attribute that does not have a required minimum score. ‘ Roll 4d6 (discard low die result) for each attribute that does have a minimum requirement score, rerolling until you achieve the requisite minimum. So, if you are rolling up a cryomancer, you will roll 3d6 for strength, dexterity, constitution, and charisma. Then you will roll 4d6 (discard low die result) for both intelligence and wisdom, rerolling until you have achieved a minimum score of 9 for each. Attribute Adjustment: With referee permission, an attribute can be raised 1 point if another is reduced 2 points. Such modifications may be made as many times as desired before producing a final set of attribute scores. An attribute cannot, however, be raised to 18; only the luck of the dice should produce such an exceptional result. chapter 3


15 Volume I: Player’s Manual DEXTERITY (DX) An evaluation of elusiveness, speed, agility, balance, and the ability to physically react to hazardous conditions. Dexterity also covers manual manipulation of mechanical, and sometimes magical, devices. Table 2: Dexterity Dexterity Score Attack Modifier (Missile) Defence Adjustment Test of Dexterity Extraordinary Feat of Dexterity 3 −2 −2 1:6 0% 4–6 −1 −1 1:6 1% 7–8 −1 ±0 2:6 2% 9–12 ±0 ±0 2:6 4% 13–14 +1 ±0 3:6 8% 15–16 +1 +1 3:6 16% 17 +2 +1 4:6 24% 18 +3 +2 5:6 32% Dexterity Table Defined: Attack Modifier (Missile): A bonus or penalty applied to missile attack rolls. Defence Adjustment: A bonus or penalty applied to AC and avoidance saves. For AC, the modifier is either a bonus that lowers (improves) AC, or a penalty that raises (worsens) AC. Note that AC 9 is the lowest possible score. This bonus or penalty also applies to all avoidance saving throws (e.g., breath weapons, ray guns, some traps). Test of Dexterity: The chance-in-six to jump a 10-foot pit, snag a grappling hook on a building ledge, hastily tie a bowline, or perform similar tasks that require agility or finesse. Extraordinary Feat of Dexterity: The chance for dexterity feats of heroic stamp, such as escaping bonds, turning a somersault in the midst of combat, or walking a tightrope. STRENGTH (ST) An evaluation of muscularity, power, and force. Strength also represents how well the character can make use of physical might. Table 1: Strength Strength Score Attack Modifier (Melee) Damage Adjustment (Melee/Hurled) Test of Strength Extraordinary Feat of Strength 3 −2 −2 1:6 0% 4–6 −1 −1 1:6 1% 7–8 ±0 −1 2:6 2% 9–12 ±0 ±0 2:6 4% 13–14 ±0 +1 3:6 8% 15–16 +1 +1 3:6 16% 17 +1 +2 4:6 24% 18 +2 +3 5:6 32% Strength Table Defined: ‘ Attack Modifier (Melee): A bonus or penalty applied to melee or “hand-to-hand” combat attack rolls. ‘ Damage Adjustment (Melee/Hurled): A bonus or penalty applied to damage inflicted with melee and hurled weapons, including slings. It also can apply to some bows (long and composite long) if the draw weight is adjusted to meet the archer’s strength. ‘ Test of Strength: The chance-in-six to force open a stuck or locked door, move a rusted lever, or perform similar tasks that require muscle power. ‘ Extraordinary Feat of Strength: The chance for strength feats of heroic stamp, such as bending the bars of a jail cell, breaking manacles, lifting a portcullis, or powering a massive boulder off a pinned comrade.


16 HYPERBOREA CONSTITUTION (CN) An evaluation of energy, fitness, health, stamina, and vitality. Constitution also represents the body’s ability to withstand trauma. Table 3: Constitution Constitution Score Hit Point Adjustment Poison/ Radiation Adjustment Trauma Survival Test of Constitution Extraordinary Feat of Constitution 3 −1 −2 45% 1:6 0% 4–6 −1 −1 55% 1:6 1% 7–8 ±0 ±0 65% 2:6 2% 9–12 ±0 ±0 75% 2:6 4% 13–14 +1 ±0 80% 3:6 8% 15–16 +1 +1 85% 3:6 16% 17 +2 +1 90% 4:6 24% 18 +3 +2 95% 5:6 32% Constitution Table Defined: Hit Point Adjustment: A bonus or penalty applied to the number of hit points a character receives per hit die rolled. Regardless of modifiers, a character always obtains at least 1 hp per roll. This modifier also affects daily healing. Poison/Radiation Adjustment: A bonus or penalty applied to saving throws versus poison and radiation, though not other death saving throws. Trauma Survival: The likelihood of surviving a system transformation of shocking degree, such as petrifaction or polymorph. It also represents the chance one has to be successfully resurrected from death. Test of Constitution: The chance-in-six to sprint more than 40 yards, toil in bitter cold, swim for an hour, endure a forced march of up to 12 hours, or perform similar tasks that require endurance and fitness. Extraordinary Feat of Constitution: The chance for constitution feats of heroic stamp, such as climbing, rowing, running, or swimming for several hours. It could also include enduring a forced march for up to 24 hours. This chance might also apply to performance despite malnourishment or remaining alert and awake for an extended period. INTELLIGENCE (IN) An evaluation of knowledge, linguistics, literacy, problem-solving ability, and reasoning. Intelligence also represents the capacity to understand and manipulate mechanical, and sometimes magical, devices. Table 4: Intelligence Intelligence Score Languages Magician’s Bonus Spells Cast per Day Magician’s Chance to Learn New Spell 3 Illiterate N/A N/A 4–6 Illiterate N/A N/A 7–8 ±0 N/A N/A 9–12 ±0 — 50% 13–14 +1 One level 1 65% 15–16 +1 One level 2 75% 17 +2 One level 3 85% 18 +3 One level 4 95% Intelligence Table Defined: Languages: Most player characters begin play knowing how to speak, read, and write the Common tongue and, if applicable, their native or vulgate tongue. Characters of low (3–6) intelligence are illiterate, and characters of above average (13–18) intelligence begin play with additional languages that they can speak, read, and write. Magician’s Bonus Spells Cast per Day: Magicians (and some subclasses) of high intelligence can cast bonus spells per day. Bonus spells are subject to the magician’s spell casting ability. For example, a 1st-level magician of 16 intelligence can cast an extra level 1 spell per day, but not the bonus level 2 spell until 3rd level is attained. Magician’s Chance to Learn New Spell: Chance for magicians (and some subclasses) to learn a newly acquired spell.


17 Volume I: Player’s Manual WISDOM (WS) An evaluation of common sense, insight, judiciousness, perception, prudence, and understanding. Wisdom also represents one’s emotional, intellectual, psychological, and spiritual willpower. Table 5: Wisdom Wisdom Score Willpower Adjustment Cleric’s Bonus Spells Cast per Day Cleric’s Chance to Learn New Spell 3 −2 N/A N/A 4–6 −1 N/A N/A 7–8 ±0 N/A N/A 9–12 ±0 — 50% 13–14 ±0 One level 1 65% 15–16 +1 One level 2 75% 17 +1 One level 3 85% 18 +2 One level 4 95% Wisdom Table Defined: Willpower Adjustment: A bonus or penalty applied to saving throws associated with mind control, including charm person, fear, hold person, illusions, possession, and suggestion; i.e., any spell or effect that would compel the character to see, think, or do something that they otherwise would not. Cleric’s Bonus Spells Cast per Day: Clerics (and some subclasses) of high wisdom can cast bonus spells per day. Bonus spells are subject to the cleric’s spell casting ability. For example, a 4th-level cleric of 18 wisdom does not gain a bonus level 3 spell per day until attaining 5th level, but bonus level 1 and 2 spells can be cast each day. Cleric’s Chance to Learn New Spell: Chance for clerics (and some subclasses) to learn a newly acquired spell. CHARISMA (CH) An evaluation of outward appearance, leadership, personality, persuasiveness, and social graces. Charisma affects how potentially hostile people and monsters might react to the character. Table 6: Charisma Charisma Score Reaction/ Loyalty Adjustment Maximum Number of Henchmen Undead Turning Adjustment 3 −3 1 −1 4–6 −2 2 −1 7–8 −1 3 ±0 9–12 ±0 4 ±0 13–14 +1 6 ±0 15–16 +1 8 +1 17 +2 10 +1 18 +3 12 +1 Charisma Table Defined: Reaction/Loyalty Adjustment: Despite the player’s ability to role-play conversations or parley with otherwise neutral or unfamiliar parties, a player character may exude mannerisms that help or hinder negotiations. If the referee requires a reaction roll, the player character’s reaction/loyalty adjustment is applied as a bonus or penalty. This modifier likewise affects loyalty checks when the fidelity of a hireling is tested. Maximum Number of Henchmen: The number of henchmen a player character can attract and maintain; hirelings are not included. Henchmen are classed individuals typically devoted or apprenticed to player characters of 6th level or greater. Undead Turning Adjustment: A modifier applied to turn undead attempts made by clerics and certain subclasses. When making a d12 roll to determine success or failure, apply the listed bonus or penalty. 3


18 HYPERBOREA OTHER STATISTICS Player characters and non-player characters (NPCs) have other essential statistics: armour class (AC), casting ability (CA), fighting ability (FA), hit dice (HD), hit points (hp), movement (MV), saving throw (SV), and turning ability (TA). Note that casting ability and turning ability do not apply to all characters. ARMOUR CLASS (AC) A numeric value representing the capacity to absorb, avoid, divert, and withstand blows. Every armour type has an AC rating; a normal unarmoured character is AC 9. Dexterity, shields, sorcery, and other factors can modify this figure. Bonuses reduce (improve) the AC figure, whereas penalties increase (worsen) it; i.e., a lower AC is more desirable. Armour class may vary according to circumstances. For example, one may have an AC versus melee attacks, an AC versus missile attacks, an AC when fighting sans shield, and an AC when completely unarmoured. It is incumbent on the player to track AC. For instance, if the character’s plate mail is shed during a sea expedition, AC should be adjusted accordingly. CASTING ABILITY (CA) A numeric value representing the efficacy of the character’s sorcery. Although the CA of a magician or cleric equals the character’s level of experience, development of this ability is delayed in certain subclasses. CA is applicable to only spell-casting classes. FIGHTING ABILITY (FA) A numeric value representing the character’s basic combative skill. For the fighter and some subclasses, FA advances at every level gain; other classes improve at a lesser rate. Each character class has an initial FA of either 0 or 1; this rating is noted at the respective class entry, including an initial combat matrix. HIT DICE (HD) A die type (d4, d6, d8, d10, or d12) associated with the character’s class. Hit dice are used to generate hit points at character creation and at each level through 9th. Some referees may allow maximum hit points at 1st level to improve survivability. Another way to improve survivability is to allow rerolls on results of 1 for non-fighters and on results of 1 or 2 for fighter-types. When in doubt, consult your referee. Constitution can impact hit point gains for each hit die rolled. N.B.: Hit die type also affects the healing of wounds. Hit Points (hp): An evaluation of the ability to withstand and minimize physical damage through a combination of experience, fitness, physicality, skill, and no small amount of luck. To simply associate hit points with health is a misconception. Hit points are rolled at character creation and at each level gain through the 9th level. At 10th level and beyond, a static hit point figure is added to the character’s total, this amount indicated at each class entry; e.g., fighters gain 3 hp per level after 9th, magicians gain 1 hp. Players should carefully track their characters’ hit points. Using a pencil, each player should jot down a temporary or “current” hit point total that reflects any loss or gain. MOVEMENT (MV) The number of feet per round (10 seconds) a character can ambulate. If running, twice this distance is covered (see Chapter 9: Combat, movement). Movement in a dungeon or in the wilderness is measured by the turn (10 minutes) and follows a different schedule (see Chapter 8: Adventure, movement). SAVING THROW (SV) The chance to avoid, resist, or reduce harmful effects, both magical and mundane. Ability, divine favour, experience, fate, luck, and sorcery can all factor in the saving throw attempt. Each character class has SV modifiers noted at the respective class entries. Dexterity, constitution, and wisdom scores can affect certain saving throws. More information is included in Chapter 9: Combat, saving throw. TURNING ABILITY (TA) A numeric value representing the character’s capacity to turn undead. Whereas a cleric’s TA always equals level, development of this ability is delayed in certain subclasses. TA is applicable to the cleric and several subclasses. Turn undead is covered in depth in Chapter 4: Classes, cleric.


19 Volume I: Player’s Manual


20 HYPERBOREA CLASSES Four principal classes (fighter, magician, cleric, thief) and 22 subclasses are available for play. Each character class (and subclass) is presented up to the 12th level of experience. This threshold is the default maximum level of experience attainable. Note that each character class has one or more attribute requirements, so choices may be restricted. chapter 4 FIGHTER (p. 26) An elite warrior and battle technician such as a swordsman, bowman, or spearman. Attribute Requirements: ST 9 MAGICIAN (p. 28) A sorcerer who studies arcane formulæ and casts thaumaturgical spells. Attribute Requirements: IN 9 THIEF (p. 35) A cunning and nimble swordsman possessed of numerous specialized skills. Attribute Requirements: DX 9 CLERIC (p. 31) An armed and armoured ecclesiastical sorcerer who channels the divine. Attribute Requirements: WS 9 s s PRINCIPAL CLASSES OVERVIEW


21 Volume I: Player’s Manual BARBARIAN (p. 38) An outland warrior possessed of feral instincts and wilderness supremacy. Attribute Requirements: ST 13, DX 13, CN 13 BERSERKER (p. 41) A rampaging shock trooper renowned for unbridled battle rage. Attribute Requirements: ST 15, CN 15 CATAPHRACT (p. 44) An armoured, duty-bound horseman, soldier, and warrior elite. Attribute Requirements: ST 9, DX 9, WS 9, CH 9 FIGHTER SUBCLASSES OVERVIEW HUNTSMAN (p. 47) A wilderness warrior who glories in the hunt and subdues beasts. Attribute Requirements: ST 9, DX 9, WS 9, CH 12 PALADIN (p. 50) An honour-bound champion who crusades for justice and Law. Attribute Requirements: ST 9, DX 9, WS 9, CH 15 RANGER (p. 54) A borderland fighter, frontiersman, and nemesis of otherworldly horrors. Attribute Requirements: ST 9, DX 9, IN 9, WS 9 WARLOCK (p. 57) A spell-weaving fighter who wields steel and sorcery interchangeably. Attribute Requirements: ST 9, IN 9 (some require WS 12; see class entry) s s s s


22 HYPERBOREA CRYOMANCER (p. 60) A specialized sorcerer who masters the elemental powers of cold and ice. Attribute Requirements: IN 9, WS 9 ILLUSIONIST (p. 63) A sorcerer who evokes phantasms, manipulates shadows, and bends minds. Attribute Requirements: DX 9, IN 9 WITCH (p. 72) A sorcerer who brews potions, reads portents, works spells, and lays curses. Attribute Requirements: IN 9, WS 9, CH 12 MAGICIAN SUBCLASSES OVERVIEW NECROMANCER (p. 66) A wicked sorcerer who practices black magic and communicates with the dead. Attribute Requirements: IN 9, WS 9 PYROMANCER (p. 69) A specialized sorcerer who masters the elemental powers of heat and fire. Attribute Requirements: IN 9, WS 9 s s s


23 Volume I: Player’s Manual MONK (p. 79) A warrior-priest who strives for physical, spiritual, and mental mastery. Attribute Requirements: ST 9, DX 9, WS 9 DRUID (p. 76) A mystic sorcerer empowered by ancestral, elemental, and animistic spirits. Attribute Requirements: WS 9, CH 12 CLERIC SUBCLASSES OVERVIEW s 4 PRIEST (p. 82) A sorcerer of prodigious, ecclesiastical spell-casting and divine favour. Attribute Requirements: WS 9, CH 9 s s RUNEGRAVER (p. 86) A mystic warrior who carves runic spells on bone, metal, stone, and wood. Attribute Requirements: ST 9, WS 12 SHAMAN (p. 90) A primal spiritualist who practices both ecclesiastical and thaumaturgical sorcery. Attribute Requirements: IN 9, WS 12


24 HYPERBOREA ASSASSIN (p. 94) A thief who specializes in murder, subterfuge, disguise, and intrigue. Attribute Requirements: ST 9, DX 9, IN 9 BARD (p. 98) A warrior, scholar, sorcerer, rogue, and weaver of enchanted lyrics and music. Attribute Requirements: ST 9, DX 9, IN 9, WS 9, CH 15 THIEF SUBCLASSES OVERVIEW LEGERDEMAINIST (p. 102) An adept thief who practices the thaumaturgical sorcery of a magician. Attribute Requirements: DX 12, IN 12 (some require WS 12; see class entry) PURLOINER (p. 106) A hallowed thief who practices the ecclesiastical sorcery of a cleric. Attribute Requirements: DX 12, WS 12 SCOUT (p. 110) A lightly armed spy, intelligence gatherer, and subterranean explorer. Attribute Requirements: DX 9, IN 9 s s s


25 Volume I: Player’s Manual CLASS TERMS AND DEFINITIONS Every character class entry begins with a list of terms applicable to game play. They are as follows: Attribute Requirements: Minimum attribute score(s) required to select class; subclasses have more than one. Prime Attribute(s): The attribute(s) best associated with the character class. If 16 or greater, the character gains a +10% bonus each time experience points (XP) are awarded. Subclasses have two prime attributes; both must be 16 or greater to realize the same benefit. Hit Die Type: The die used to generate hit points (hp). Hit die type also impacts healing. Alignment: The allowed alignment(s) of the character class. Armour Allowed: The allowed armour types for the character class. Shields Allowed: The allowed shield types for the character class. Favoured Weapons: The weapon types with which the character is proficient. Unlisted weapon skills may be learnt at 4th, 8th, and 12th levels of experience. Saving Throw Modifiers: Adjustments to specific saving throw (SV) categories, reflecting the resistances of individual classes and subclasses. Starting Money: The amount of gold that your character begins with. Once determined, you can refer to Chapter 6: Equipment to purchase armour, weapons, and gear for your character; alternatively, you can begin with a starting pack, which is listed in the class entry. Each class includes one or more tables containing important information that must be accounted for. Special abilities follow the tabular information. Level: The character’s current level of experience is used to determine which row the player should reference. Experience Points: The minimum required XP to be eligible for the current level of experience. Hit Dice: The number of HD that the character has at the indicated experience level. Note that after 9th level, a bonus number of hit points accrue, and no further hit dice are gained. Saving Throw: The target SV number that the character has at the indicated experience level. This number is categorially modified by class, spells, magic items, and other factors. Fighting Ability: The FA that the character has at the indicated experience level. Turning Ability: The TA that the character has at the indicated experience level. (Applies to clerics and certain subclasses.) Casting Ability: The CA that the character has at the indicated experience level. (Applies to magicians, clerics, and certain subclasses.) Spells Cast Per Day: The base number of spells that a spell-casting character can cast per day, per spell level (indicated by L1, L2, L3, and so on). This daily number may be improved through high intelligence and/or wisdom, depending on the character class. Special Abilities: Following the tabular information, each character class is presented with a list of special abilities. Some are static; others improve through level gains. Some are not gained until the character has achieved a specific level of experience. 4


26 FIGHTER The fighter is the archetypal warrior, versed in myriad styles of combat and proficient in all classes of arms and armour. This trained combatant may have skilfulness as an infantryman, horseman, crossbowman, longbowman, halberdier, or pikeman. A fighter may be a former arena gladiator, or a loyal knight who serves a feudal lord. Some will crusade as instruments of death, whilst others will freelance—mercenaries who live by dint of steel. The dastardliest fighters operate as brigands, pirates, or reavers, and the most esteemed are persons of courage and valour, natural leaders and exemplars. Regardless of their roots, fighters are renowned for their strength, versatility, and fearlessness in battle. Attribute Requirements: Strength 9 Prime Attribute: Strength (10% XP bonus if 16+) Hit Die Type: d10 Alignment: Any Armour Allowed: Any Shields Allowed: Any Favoured Weapons: Any Saving Throw Modifiers: Death +2, Transformation +2 Starting Money: 3d6×10 gp CLASS ABILITIES EXTRAORDINARY +8% chance to perform extraordinary feats of strength (see Chapter 3: Statistics, strength). HEROIC FIGHTING To smite multiple foes. When combatting opponents of 1 HD or less, double normal melee attacks per round (2/1, or 3/1 if wielding a mastered weapon). This dramatic attack could be effected as a single, devastating swing or lunge that bursts through multiple foes. HYPERBOREA Fighter (Roman)


27 Volume I: Player’s Manual At 7th level, when combating foes of 2 HD or less, double normal melee attacks per round (3/1, or 4/1 if wielding a mastered weapon). WEAPON MASTERY Mastery of two weapons (+1 “to hit” and +1 damage). Additional weapons may be mastered at 4th, 8th, and 12th levels; however, see grand mastery below, for another option. As noted in Chapter 6: Equipment, the attack rate for melee weapons and the rates of fire for most missile weapons improve through weapon mastery. For more information on weapon mastery, see Chapter 9: Combat, weapon skill. GRAND MASTERY At 4th, 8th, or 12th level (player’s choice), when a new weapon mastery is gained, fighters may elect to intensify their training with an already mastered weapon. With this weapon the fighter becomes a grand master (+2 “to hit” and +2 damage, increased attack rate, etc.). A fighter may achieve grand mastery with but one weapon. For more information, see Chapter 9: Combat, weapon skill. ENLIST HENCHMEN At 6th level, a fighter may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. MELEE EXPERT At 7th level, a fighter’s standard melee attack rate improves from 1/1 to 3/2. Note that weapon mastery can further increase attack rate. Table 7: Fighter Level Experience Points Hit Dice Saving Throw Fighting Ability 1 0 1d10 16 1 2 2,000 2d10 16 2 3 4,000 3d10 15 3 4 8,000 4d10 15 4 5 16,000 5d10 14 5 6 32,000 6d10 14 6 7 64,000 7d10 13 7 8 128,000 8d10 13 8 9 256,000 9d10 12 9 10 384,000 9d10+3 12 10 11 512,000 9d10+6 11 11 12 640,000+ 9d10+9 11 12 LORDSHIP At 9th level, a fighter who builds or assumes control of a stronghold becomes a lord and is eligible to attract troops. More information is presented in Appendix B. FIGHTER’S INITIAL COMBAT MATRIX This chart shews the modified d20 chance “to hit” for all 1st-level fighters. Fighting ability (FA) improves every level, so at 2nd level a fighter needs a modified 18 roll to hit AC 0, and so forth. Table 8: Fighter’s Initial Combat Matrix (FA 1) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 FIGHTER’S STARTING PACK To expedite the character creation process, your fighter may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on armour, weapons, and gear. N.B.: Using this starting pack may affect weapon mastery choices. Studded armour, large shield, short bow, arrows ×12, broad sword, arrow quiver, backpack, bandages, winter blanket, soft leather pouch, iron rations (1 week), hemp rope (50-ft.), large sack, one-person canvas tent, tinderbox, torches ×2, wineskin (full), and 1d4+1 gold pieces. 4


28 HYPERBOREA MAGICIAN The magician is the archetypal sorcerer—conjurer, dweomercræfter, enchanter, evoker, and thaumaturge. An apprentice magician may be trained in a guild by masters of sorcery, or perhaps from a hedge wizard who dwells beyond the outskirts of civilization. Magicians learn to harness and manipulate eldritch forces from other dimensions. They accomplish these marvels through the memorization of strange and oft-forbidden incantations and formulæ, accompanied by verbal recitations, weird gestures, and peculiar components. The magician is the most powerful and versatile of sorcerers in Hyperborea, rightly feared and renowned by even the mightiest of heroes and monsters. Attribute Requirements: Intelligence 9 Prime Attribute: Intelligence (10% XP bonus if 16+) Hit Die Type: d4 Alignment: Any Armour Allowed: None Shields Allowed: None Favoured Weapons: Dagger, dart, quarterstaff, sling Saving Throw Modifiers: Device +2, Sorcery +2 Starting Money: 3d6×10 gp CLASS ABILITIES ALCHEMY To practice the sorcery-science of alchemy. Apprentice magicians learn how to identify potions by taste alone; albeit the practice is not always safe. At 7th level, a magician may concoct potions with the assis - tance of an alchemist. By 11th level, the assistance of an alchemist is no longer required. For more informa - tion, refer to Chapter 7: Sorcery, alchemy . FAMILIAR To summon a small animal (bat, cat, owl, rat, raven, snake, etc.) of 1d3+1 hp to function as a familiar (singular creature with uncanny connexion to the sorcerer). Magician (Common)


29 Volume I: Player’s Manual Table 9: Magician Level Experience Points Hit Dice Saving Throw Fighting Ability Casting Ability Spells Cast Per Day L1 L2 L3 L4 L5 L6 1 0 1d4 16 0 1 1 — — — — — 2 2,500 2d4 16 0 2 2 — — — — — 3 5,000 3d4 15 1 3 2 1 — — — — 4 10,000 4d4 15 1 4 3 2 — — — — 5 20,000 5d4 14 2 5 3 2 1 — — — 6 40,000 6d4 14 2 6 4 3 2 — — — 7 80,000 7d4 13 3 7 4 3 2 1 — — 8 160,000 8d4 13 3 8 4 4 3 2 — — 9 320,000 9d4 12 4 9 5 4 3 2 1 — 10 480,000 9d4+1 12 4 10 5 4 4 3 2 — 11 640,000 9d4+2 11 5 11 5 5 4 3 2 1 12 800,000+ 9d4+3 11 5 12 5 5 4 4 3 2 The familiar is an extraordinary example of the species, has a perfect morale score (ML 12), and always attends and abides the will of its master. To summon a familiar, the magician must perform a series of rites and rituals for 24 hours. To determine result, roll 2d8 on Table 10 below. Table 10: Familiars 2d8 Result Animal Summoned 2 Archæopteryx 3 Ice Toad 4 Falcon/Hawk 5 Squirrel 6 Hare 7 Gull 8 Owl 9 Cat 10 Rat 11 Bat 12 Raven 13 Weasel 14 Fox 15 Viper 16 Pegomastax Retaining a familiar provides the following benefits: Within range 120 (feet indoors, yards outdoors), the magician can see and hear through the animal; sight is narrowly focused, sounds reverberate metallically. The hit point total of the familiar is added to the magician’s total. The magician can memorize one extra spell of each available spell level per day (e.g., a 5th-level magician gains bonus level 1, 2, and 3 spells). These benefits are lost if the familiar is rendered dead, unconscious, or out of range. READ MAGIC The ability to decipher otherwise unintelligible magical inscriptions or symbols placed on weapons, armour, items, doors, walls, and other media by means of the sorcerer mark spell or other like methods. SCROLL USE To decipher and invoke scrolls with spells from the Magician Spell List (see Chapter 7: Sorcery, Table 93), unless the scroll was created by an ecclesiastical sorcerer (one who casts cleric or druid spells). SCROLL WRITING To scribe a known spell onto a scroll, creating a single-use magical device at a cost of 500 gp + 100 gp per spell level. Materials may include the finest vellum, paper, or papyrus; a fresh quill; and sorcerer’s ink, such as sepia. This involved process requires one week per spell level. SORCERY Magicians cast spells that they memorize from arcane tomes. The number and levels of spells cast per day are charted above (see Table 9), though magicians of high intelligence gain bonus spells cast per day (see Chapter 3: Statistics, intelligence); also, magicians who retain a familiar (see above) gain bonus spells cast per day. For example, a 4th-level magician with 13 intelligence can cast four level 1 spells and two level 2 spells per day. If the same magician also keeps a familiar, spells cast per day improve to five level 1 spells and three level 2 spells. If the familiar dies, the magician also sustains 3d6 hp damage. The magician cannot summon another familiar for 1d4+2 months. 4


30 HYPERBOREA A magician begins with a spell book that contains three level 1 spells drawn from the Magician Spell List (see Chapter 7: Sorcery, Table 93). Through personal research, magicians develop one new spell at each level gain; this spell is learnt automatically, with no need of a qualification roll, but it must be of a castable level (see Table 9 above). Initial no. of spells known: ×3 No. of spells gained per level: ×1 Additional spells may be learnt outside of level training, but the process is more arduous (see Chapter 7: Sorcery, acquiring new spells). NEW WEAPON SKILL At 4th, 8th, and 12th levels, become skilled in a new weapon that is not included in the favoured weapons list (noted above). This new proficiency is dependent upon training and practice (see Chapter 9: Combat, weapon skill). ENLIST HENCHMEN At 6th level, a magician may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. LORDSHIP At 9th level, a magician who builds or assumes control of a stronghold becomes a lord and is eligible to attract troops. More information is presented in Appendix B. MAGICIAN’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level magicians. Fighting ability (FA) improves every odd level, so at 3rd level a magician needs a modified 19 roll to hit AC 0, and so forth. Table 11: Magician’s Initial Combat Matrix (FA 0) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 MAGICIAN’S STARTING PACK To expedite the character creation process, your magician may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on weapons and gear. Silver dagger, quarterstaff, sling, bullets ×20, backpack, bandages, winter blanket, chalk (piece), ink and quill, incendiary oil, parchment ×2, soft leather pouch, standard rations (1 week), silk rope (50-ft.), small sack, tinderbox, torches ×3, wineskin (full), writing stick, spell book, and 1d4+1 gold pieces.


31 The cleric serves as a conduit between the temporal and spiritual worlds. This staunch warrior and ecclesiasti - cal sorcerer might be es - teemed as a fighting chap - lain or holy knight, feared as an inquisitor and zealot, or con - demned as a renegade and her - etic. Typically, the cleric learns the mystical power of sorcery through rites of service, spiritual endowment, and sa - cred mysteries unearthed. This reverent, martial sorcerer becomes an oath-bound supplicant to eldritch forces, otherworldly be - ings, and deific powers. Patrons may include an - cestral or animistic spirits, dæmons, or alien entities scarcely understood by even the wisest of sages. Attribute Requirements: Wisdom 9 Prime Attribute: Wisdom (10% XP bonus if 16+) Hit Die Type: d8 Alignment: Any Armour Allowed: Any Shields Allowed: Any Favoured Weapons: Club (light, war), dagger, flail (horseman’s, footman’s), hammer (horseman’s, war), lasso, mace (horseman’s, footman’s), morning star, quarterstaff, spear (short, long), spiked staff, sword (short, broad, long, bastard), tonfa, whip Saving Throw Modifiers: Death +2, Sorcery +2 Starting Money: 3d6×10 gp CLASS ABILITIES SCROLL USE To decipher and invoke scrolls with spells from the Cleric Spell List (see Chapter 7: Sorcery, Table 99), un - less the scroll was created by a thaumaturgi - cal sorcerer (one who casts magician or magician subclass spells). SCROLL WRITING To scribe a known spell onto a scroll, creating a single-use magical device at a cost of 500 gp + 100 gp per spell level. Materials vary: Some clerics engrave thin tablets of stone, whereas others use vellum or parchment, a fine quill, and sorcerer’s ink, such as sepia. This involved process re - quires one week per spell level and must be completed on consecrated ground, such as a shrine, fane, or temple. CLERIC Cleric (Kimmerian)


32 HYPERBOREA Table 12: Cleric Level Experience Points Hit Dice Saving Throw Fighting Ability Turning Ability Casting Ability Spells Cast Per Day L1 L2 L3 L4 L5 L6 1 0 1d8 16 1 1 1 1 — — — — — 2 2,000 2d8 16 1 2 2 2 — — — — — 3 4,000 3d8 15 2 3 3 2 1 — — — — 4 8,000 4d8 15 3 4 4 2 2 — — — — 5 16,000 5d8 14 3 5 5 3 2 1 — — — 6 32,000 6d8 14 4 6 6 3 2 2 — — — 7 64,000 7d8 13 5 7 7 3 3 2 1 — — 8 128,000 8d8 13 5 8 8 3 3 2 2 — — 9 256,000 9d8 12 6 9 9 4 3 3 2 1 — 10 384,000 9d8+2 12 7 10 10 4 3 3 2 2 — 11 512,000 9d8+4 11 7 11 11 4 4 3 3 2 1 12 640,000+ 9d8+6 11 8 12 12 4 4 3 3 2 2 Undead Turning Definitions: The following definitions apply to Table 13: NT (not turned): the undead are beyond the cleric’s power to affect. T (turned): 2d6 undead are compelled to cower/flee for 1 turn unless attacked. D (destroyed): 2d6 undead are exorcized/destroyed, crumbling to dust. UD (ultimate destruction): 1d6+6 undead are exorcized/destroyed, crumbling to dust. N.B.: Clerics of above-average charisma (15+) are more commanding; hence, their chance-in-twelve of success is improved by one (+1); e.g., a 4-in-12 chance becomes 5-in-12 (see Chapter 3: Statistics, charisma). Frequency of Undead Turning: This ability can be used a number of times per day equal to the character’s TA; however, the cleric can make but one attempt per encounter unless a second wave of undead arrive. SORCERY Clerics memorize and cast spells, but they do not maintain spell books; rather, they might bear the scriptures of their faiths in prayer books, on sacred scrolls, or on graven tablets. The number and levels of spells cast per day are charted above (see Table 12), though clerics of high wisdom gain bonus spells cast per day (see Chapter 3: Statistics, wisdom). For example, a 4th-level cleric with 13 wisdom can cast three level 1 spells and two level 2 spells per day. Clerics begin their careers with knowledge of three level 1 spells, sacred mysteries revealed through initiation into a sect or cult devoted to an otherworldly power, deific being, or ethos. These spells are drawn from the Cleric Spell List (see Chapter 7: Sorcery, Table 99). Clerics develop three new spells at each level gain, but they must be of castable levels (see Table 12 above). Typically, they are acquired via spiritual revelation, otherworldly favour, or the piecing together of abstract theologies. Such spells are learnt automatically, with no need of qualification rolls. Initial no. of spells known: ×3 No. of spells gained per level: ×3 Additional spells may be learnt outside of level training, but the process is more arduous (see Chapter 7: Sorcery, acquiring new spells). TURN UNDEAD All clerics can exert control over the undead and some dæmonic beings, causing them to flee and/or cower. Evil clerics can opt instead to compel the submission and service of these foul creatures. In either case, the cleric must do the following: Stand before the undead (within 30 feet) Speak boldly a commandment whilst displaying a holy symbol The referee must cross-reference the cleric’s turning ability (TA) with the Undead Type to determine the cleric’s chance of success. The referee may ask the player to roll a d12 to determine the outcome, or the result may be fixed. The results are as follows: d12 score equal to/less than the number indicated: T (turned) d12 score greater than the number indicated: NT (not turned)


33 Volume I: Player’s Manual Table 13: Turn Undead Undead Type (UT) TA 0 1 2 3 4 5 6 7 8 9 10 11 12 13 1 10:12 7:12 4:12 1:12 NT NT NT NT NT NT NT NT NT NT 2 T 10:12 7:12 4:12 1:12 NT NT NT NT NT NT NT NT NT 3 T T 10:12 7:12 4:12 1:12 NT NT NT NT NT NT NT NT 4 D T T 10:12 7:12 4:12 1:12 NT NT NT NT NT NT NT 5 D D T T 10:12 7:12 4:12 1:12 NT NT NT NT NT NT 6 D D D T T 10:12 7:12 4:12 1:12 NT NT NT NT NT 7 UD D D D T T 10:12 7:12 4:12 1:12 NT NT NT NT 8 UD UD D D D T T 10:12 7:12 4:12 1:12 NT NT NT 9 UD UD UD D D D T T 10:12 7:12 4:12 1:12 NT NT 10 UD UD UD UD D D D T T 10:12 7:12 4:12 1:12 NT 11 UD UD UD UD UD D D D T T 10:12 7:12 4:12 1:12 12 UD UD UD UD UD UD D D D T T 10:12 7:12 4:12 How to Turn Multiple Undead Types: If multiple kinds of undead are met in a single encounter, only one d12 roll is required. The same result is applied to each Undead Type. Those of the lowest Undead Type are affected first, unless the sorcerer specifically targets a single creature, in which case only that creature potentially is affected (e.g., if a vampire stands at the fore of a pack of zombies, the cleric might step forth, holy symbol raised, and speak a commandment of abolishment, pointing a holy symbol directly at the vampire). Evil Command of Undead: A cleric of Evil alignment may opt to exercise control over the undead on a successful turn undead check. Such undead remain under the sorcerer’s sway unless turned or commanded by another sorcerer of equal or greater turning ability. Up to 2 HD of undead per TA level can be controlled. If a Neutral cleric attempts to command undead, then he or she will have turned to a darker path, submitting to Evil and no longer of Neutral alignment; consequences may ensue. 4


34 HYPERBOREA NEW WEAPON SKILL At 4th, 8th, and 12th levels, become skilled in a new weapon that is not included in the favoured weapons list (noted above). This new proficiency is dependent upon training and practice (see Chapter 9: Combat, weapon skill). ENLIST HENCHMEN At 6th level, a cleric may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. LORDSHIP At 9th level, a cleric who builds or assumes control of a shrine or temple becomes a lord and is eligible to attract followers and troops. More information is presented in Appendix B. CLERIC’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level clerics. Fighting ability (FA) improves at staggered levels (3rd, 4th, 6th, 7th, 9th, 10th, 12th levels), so at 3rd level a cleric needs a modified 18 roll to hit AC 0, and so forth. Table 14: Cleric’s Initial Combat Matrix (FA 1) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 CLERIC’S STARTING PACK To expedite the character creation process, your cleric may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on armour, weapons, and gear. Studded armour, dagger, war hammer, backpack, bandages, silver holy symbol, holy water, soft leather pouch, iron rations (1 week), small sack, tinderbox, torches ×3, wineskin (full), writing stick, and 1d4+1 gold pieces.


35 THIEF The thief is a swift swordsman and nimblefingered specialist—a robber, pickpocket, rack - eteer, or spy; perhaps a bandit, outlaw, or raider. Thieves live by their cunning, wits, and quick blades, and they are well versed in subterfuge, duplici - ty, and methodical execution. Many thieves are members of a thieves’ guild, the hierarchy of which oft spans the urban underworld and beyond. From a thieves’ guild the apprentice thief learns a plethora of eclectic skills; he or she then forfeits an agreed percentage of “earnings” to that guild. Other apprentice thieves take instruction from an unaffiliated master, a rogue with no ties to a formal organization. Despite their notoriety, the expertise and versatility of the thief is ever in demand by dungeon-delving adventure seekers. Attribute Requirements: Dexterity 9 Prime Attribute: Dexterity (10% XP bonus if 16+) Hit Die Type: d6 Alignment: CG, N, LE, CE Armour Allowed: Light Shields Allowed: Small Favoured Weapons: Axe (hand), bow (short), club (light), crossbow (light), dagger, dart, falcata, flail (horseman’s), hammer (horseman’s), mace (horseman’s), pick (horseman’s), scimitar (short), sling, sword (short, broad, long), trident (hand) Saving Throw Modifiers: Device +2, Avoidance +2 Starting Money: 3d6×10 gp CLASS ABILITIES AGILE +1 AC bonus when unarmoured and unencum - bered (small shield allowed). BACKSTAB A backstab attempt with a class 1 or 2 melee weapon. The target must be unaware of attack, which may be the result of hiding or moving silently. Also, the target must have vital organs (e.g., skeleton, zombie exempt) and a discernible “back” (e.g., green slime, purple worm exempt). If the requirements are met, the following benefits result: The attack roll is made at +4 “to hit.” Additional weapon damage dice are rolled according to the thief ’s level of experience:  1st to 4th levels = ×2  5th to 8th levels = ×3  9th to 12th levels = ×4 Other damage modifiers (strength, sorcery, etc.) are added afterwards (e.g., a 5th-level thief with 13 strength and a +1 short sword rolls 3d6+2). Thief (Kelt)


36 HYPERBOREA Table 15: Thief Level Experience Points Hit Dice Saving Throw Fighting Ability 1 0 1d6 16 1 2 1,500 2d6 16 1 3 3,000 3d6 15 2 4 6,000 4d6 15 3 5 12,000 5d6 14 3 6 24,000 6d6 14 4 7 48,000 7d6 13 5 8 96,000 8d6 13 5 9 192,000 9d6 12 6 10 288,000 9d6+2 12 7 11 384,000 9d6+4 11 7 12 480,000+ 9d6+6 11 8 DETECT SECRET DOORS Find a secret door on a base 3-in-6 chance. EXTRAORDINARY +8% chance to perform extraordinary feats of dexterity (see Chapter 3: Statistics, dexterity). THIEVES’ CANT The secret language of thieves, a strange pidgin in which some words may be unintelligible to an ignorant listener, whereas others might be common yet of alternative meaning. This covert tongue is used in conjunction with specific body language, hand gestures, and facial expressions. Two major dialects of Thieves’ Cant are used in Hyperborea: one by city thieves, the other by pirates; commonalities exist betwixt the two. NEW WEAPON SKILL At 4th, 8th, and 12th levels, become skilled in a new weapon that is not included in the favoured weapons list (noted above). This new proficiency is dependent upon training and practice (see Chapter 9: Combat, weapon skill). ENLIST HENCHMEN At 6th level, a thief may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. LORDSHIP At 9th level, a thief who builds or assumes control of suitable headquarters becomes a lord and is eligible to attract a band of thieves. More information is presented in Appendix B. PROGRESSIVE THIEF ABILITIES The following abilities improve as the thief (and other subclasses) advances in levels of experience: CLIMB To ascend or descend sheer cliffs or walls without need of climbing gear. If vertical, the surface must be rough or cracked. At least one check must be made per 100 feet of climbing. Failure indicates the climber has slipped and fallen at about the midpoint of the check. DECIPHER SCRIPT To translate texts otherwise not understood. Maps can be interpreted, instructions decoded, and so forth. Ancient or alien languages, however, may remain unintelligible, lacking any basis for comparison. DISCERN NOISE To hearken at a door and detect the faintest of noises on the other side, perceive the distant footfalls of a wandering monster, or distinguish a single voice in a crowd. Six rounds (one minute) of concentrated listening are required. HIDE To vanish into shadows, camouflage oneself, or flatten one’s body to a seemingly impossible degree—all whilst remaining still as a statue. Only the slightest movement is permissible (e.g., unsheathing a blade, opening a pouch). Hiding is impossible in direct sunlight, or if the thief is observed. MANIPULATE TRAPS To find, remove, and reset traps both magical and mundane. Separate checks must be made to accomplish each facet of this skill: find, remove, reset. Failure by more than two, or if a natural 12 is rolled, may cause the trap to detonate on the thief. Also, a new trap may be built if the mechanism is simple and the parts available; anything more complex requires the assistance of an engineer. Thieves’ tools are required when practicing this ability. MOVE SILENTLY To move with preternatural quiet, even across squeaky floorboards, dry leaves, loose debris, and the like. This skill is executed at half the thief ’s normal movement rate. OPEN LOCKS To pick locks or disable latching mechanisms both magical and mundane. Thieves’ tools are required. Picking or dismantling a lock may be attempted but once; if the attempt fails, the thief cannot try again until he has gained a level of experience. Most locks require 1d4 minutes to pick; complex locks might necessitate 3d6 minutes.


37 Volume I: Player’s Manual PICK POCKETS To filch items from a pocket, pouch, backpack, or garment using nimble fingers and possibly distraction. Failure by a margin of 3 or greater indicates the attempt has been observed (though not necessarily by the victim). If the roll is successful, the referee must determine what has been procured. If a thief attempts to pick the pocket of a higher-level thief, legerdemainist, or purloiner, a penalty equal to the difference in levels must be applied to the check. This skill also covers the gamut of sleight-of-hand trickery a thief might employ to deceive onlookers. READ SCROLLS To decipher and invoke thaumaturgical (magician, magician subclasses, etc.) spell scrolls. If the attempt fails, a backfire or other unfortunate circumstance may result: A second d12 must be rolled, with a 3-in-12 chance of disaster. The spell is erased from the scroll in any event. Table 16: Progressive Thief Abilities Thief Ability Thief Level 1–2 3–4 5–6 7–8 9–10 11–12 Climb (DX) 8:12 8:12 9:12 9:12 10:12 10:12 Decipher Script (IN) 0:12 1:12 2:12 3:12 4:12 5:12 Discern Noise (WS) 4:12 5:12 6:12 7:12 8:12 9:12 Hide (DX) 5:12 6:12 7:12 8:12 9:12 10:12 Manipulate Traps (DX) 3:12 4:12 5:12 6:12 7:12 8:12 Move Silently (DX) 5:12 6:12 7:12 8:12 9:12 10:12 Open Locks (DX) 3:12 4:12 5:12 6:12 7:12 8:12 Pick Pockets (DX) 4:12 5:12 6:12 7:12 8:12 9:12 Read Scrolls (IN) — — 0:12 3:12 4:12 5:12 ATTEMPTING A PROGRESSIVE THIEF ABILITY Roll a d12 to determine success or failure. If the result is equal to or less than the required number, the attempt is successful. The referee might modify the probability of success based on prevailing circumstances. MODIFIERS: Each ability is associated with and potentially modified by an exceptional attribute, increasing the chance-in-twelve by one: 16+ dexterity (DX): climb, hide, manipulate traps, move silently, open locks, and pick pockets 16+ intelligence (IN): decipher script and read scrolls 16+ wisdom (WS): discern noise Examples: A 5th-level thief with 16 dexterity has an 8-in-12 chance to move silently. A 5th-level thief with 16 intelligence may read scrolls at a 1-in-12 chance of success. N.B.: An ability with a base ratio noted as “—” is not yet functional; an ability with a base ratio noted as “0:12” is useable only if the associated attribute (intelligence in both cases) is 16 or greater, effecting a modified 1-in-12 chance of success. Armour Modifier for Subclasses: Subclasses with the abilities climb, hide, and move silently execute these abilities at a penalty (chance-in-twelve reduced by 4) if wearing medium armour. Executing these abilities is impossible in heavy armour. THIEF’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level thieves. Fighting ability (FA) improves at staggered levels (3rd, 4th, 6th, 7th, 9th, 10th, 12th levels), so at 3rd level a thief needs a modified 18 roll to hit AC 0, and so forth. Table 17: Thief’s Initial Combat Matrix (FA 1) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 THIEF’S STARTING PACK To expedite the character creation process, your thief may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on armour, weapons, and gear. Leather armour, darts ×2, short sword, backpack, bandages, chalk (piece), dice, fishing hooks ×12, fishing string, grappling hook, soft leather pouch, iron rations (1 week), silk rope (50-ft.), large sack, thieves’ tools, tinderbox, torches ×2, wineskin (full), spool of wire, writing stick, and 1d4+1 gold pieces. 4


38 BARBARIAN (Fighter Subclass) The barbarian is a savage warrior from the outlands of civilization. Some barbarians may have urbane origins but have degenerated to barbarism, whereas others descend from countless generations of savages. Barbarians bridge the instinctual gap between human and beast, oft trusting in the conventions of beasts more than humans. Indeed, the barbarian understands bloodshed, violence, and predation more readily than the politics and niceties of civilized life, though tribal laws and taboos typically are heeded. Many barbarians suffer wanderlust, travelling the length and breadth of Hyperborea’s lands and seas. Ferocious and unforgiving, the barbarian is hardened by a stark and warlike lifestyle, though some comport themselves to an indistinct code of honour. Attribute Requirements: Strength 13, Dexterity 13, Constitution 13 Prime Attributes: Strength, Dexterity (10% XP bonus if both 16+) Hit Die Type: d12 Alignment: CG, CE Armour Allowed: Any Shields Allowed: Any Favoured Weapons: Any Saving Throw Modifier: +2 bonus to all saves (see hardy ability) Starting Money: 3d6×10 gp CLASS ABILITIES AGILE +1 AC bonus when unarmoured and unencumbered (shield allowed). ALERTNESS Reduces by one (−1) on a d6 roll the party’s chance to be surprized. AMBUSHER When traversing the wilds alone or with others of like ability, the barbarian’s base surprize chance increases by one (+1) on a d6 roll. Furthermore, when outdoors, even an untrained party’s chance to surprize increases by one (+1) if the barbarian positions and prepares them accordingly. CLIMB To ascend or descend sheer cliffs or walls without need of climbing gear, if lightly armoured or unarmoured, as a thief of equal level (see Table 16). Chance-intwelve reduced by 4 if wearing medium HYPERBOREA Barbarian (Kimmeri-Kelt)


39 Volume I: Player’s Manual armour; impossible in heavy armour. If vertical, the surface must be rough or cracked. At least one check must be made per 100 feet of climbing. Failure indicates the climber has slipped and fallen at about the midpoint of the check. DRAW POISON To draw and spit poison from a snakebite or another venomous wound, such as a scorpion sting or spider bite. The attempt must be made within 2 rounds of affliction for a 3-in-6 chance of success, within 4 rounds for a 2-in-6 chance of success, or within 6 rounds for a 1-in-6 chance of success. Success may revive one who has expired from poison, so long as a successful trauma survival check is made (see Chapter 3: Statistics, constitution). The deceased poison victim is restored to 0 hp, albeit at a price: permanent loss of 1 constitution point. N.B.: Victims of envenomed blades or ingested poison are beyond the barbarian’s aid. EXTRAORDINARY +8% chance to perform extraordinary feats of strength and dexterity (see Chapter 3: Statistics, strength and dexterity). HARDY Physical resilience and an indomitable will to prevail; +2 bonus to all saving throws. HORSEMANSHIP Many barbarians are exceptional horsemen, hailing from nomadic tribes that rely on their steeds in times of peace and war. Even the most stubborn of mounts submit to the barbarian’s will. From the saddle of a tamed mount a barbarian can fight with melee weapons and discharge missiles. Depending on geography and background, this skill may apply to camels. LEAP Mighty thews enable leaps of 25 feet or greater (if unencumbered), bridging pits, chasms, and the like. Vertical leaps of up to 5 feet can also be accomplished. MOVE SILENTLY To stalk as a panther, moving with preternatural quiet, comparable to a thief of equal level (see Table 16), if the barbarian is lightly armoured or unarmoured. Chance-in-twelve reduced by 4 if wearing medium armour; impossible in heavy armour. This skill is executed at half the barbarian’s normal movement rate. RUN To move as swiftly as a tiger; base 50 MV when lightly armoured or unarmoured. SENSE MAGIC Sorcery raises the hackles of animal fear and superstition; 4-in-12 chance to cognize the presence of magic if Table 18: Barbarian Level Experience Points Hit Dice Saving Throw Fighting Ability 1 0 1d12 16 1 2 3,000 2d12 16 2 3 6,000 3d12 15 3 4 12,000 4d12 15 4 5 24,000 5d12 14 5 6 48,000 6d12 14 6 7 96,000 7d12 13 7 8 192,000 8d12 13 8 9 384,000 9d12 12 9 10 576,000 9d12+4 12 10 11 768,000 9d12+8 11 11 12 960,000+ 9d12+12 11 12 the barbarian noses for it. Discerning the precise source is not always possible; merely that it is close at work. This ability does not function as the detect magic spell and usually does not apply to minor magical items and like dweomers. SORCEROUS DISTRUST Suspicious of sorcery and those who wield it. Some barbarians may not tolerate the company of magicians, but they might esteem tribal shamans, druids, and the like. A barbarian may wield a magical weapon or be girded with a magical belt, but they are unlikely to be bedecked with all manner of dweomered amulets, cloaks, rings, and other trinkets; such behaviour is contrary to their nature. The extent of the barbarian’s sorcerous distrust is best established through individual role-play. TRACK To stalk prey, tracing physical signs and scenting as a predator. A barbarian can track at the below suggested probabilities: Wilderness: A base 10-in-12 chance to find, identify, and follow fresh tracks outdoors or in natural caverns. Non-Wilderness: A base 3-in-12 chance to discern tracks in a dungeon, castle, city street, or like setting. Furthermore, the barbarian can identify in general terms the species tracked if it is a known animal type (e.g., a large feline, a heavy bovine, a small canine). N.B.: The referee may decrease or improve the chancein-twelve to track based on prevailing circumstances. 4


HYPERBOREA BARBARIAN’S STARTING PACK To expedite the character creation process, your barbarian may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on armour, weapons, and gear. N.B.: Using this starting pack may impact weapon mastery choice. Studded armour, small shield, arrows ×12, short bow, dagger, bastard sword, arrow quiver, backpack, bandages, fishing net, hunting horn, soft leather pouch, standard rations (1 week), large sack, torches ×3, wineskin (full), and 1d4+1 gold pieces. BARBARIAN’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level barbarians. Fighting ability (FA) improves every level, so at 2nd level a barbarian needs a modified 18 roll to hit AC 0, and so forth. Table 19: Barbarian’s Initial Combat Matrix (FA 1) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 40 WEAPON MASTERY Mastery of two weapons (+1 “to hit” and +1 damage). Additional weapons may be mastered at 4th, 8th, and 12th levels. As noted in Chapter 6: Equipment, the attack rate for melee weapons and the rates of fire for most missile weapons improve through weapon mastery. For more information on weapon mastery, see Chapter 9: Combat, weapon skill. WILDERNESS SURVIVAL Hunting, trapping, fishing, boating, shelter building, fire building (including tribal smoke signals), logging, woodworking, raft building, and so on. These tasks are performed without need of a check; they are simply the barbarian’s province. Under adverse conditions, the referee may assign a reasonable probability of success. Whether a chance of failure applies is at the discretion of the referee, as reflected by the prevailing conditions and abilities of the barbarian. ENLIST HENCHMEN At 6th level, a barbarian may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. MELEE EXPERT At 7th level, a barbarian’s standard melee attack rate improves from 1/1 to 3/2. Note that weapon mastery can further increase attack rate. LORDSHIP At 9th level, a barbarian who builds or assumes control of a wilderness fortress becomes a lord and is eligible to attract troops. More information is presented in Appendix B.


41 BERSERKER (Fighter Subclass) The berserker is a ferocious warrior endowed with unbridled battle rage, incredible resilience to the elements, and leathery skin like the hide of a beast. These fearless shock troopers can enter a frothing wrath that augments their strength and vitality. The most heroic berserkers can transmogrify into bestial monstrosities—quasi-bears, -tigers, or -wolves. Savage and unpredictable, berserkers can be as dangerous to their allies as to their enemies. Like barbarians, some berserkers live as outlanders; others might serve a king or feudal lord. In Hyperborea, Viking berserkers are notorious for brutally raiding, looting, and pillaging coastal villages from their swift longships. Attribute Requirements: Strength 15, Constitution 15 Prime Attributes: Strength, Constitution (10% XP bonus if both 16+) Hit Die Type: d12 Alignment: CG, CE Armour Allowed: Any Shields Allowed: Any Favoured Weapons: Any (but opposed to missile launching weapons) Saving Throw Modifier: +2 bonus to all saves (see hardy ability) Starting Money: 3d6×10 gp CLASS ABILITIES BERSERK RAGE A furious battle lust and feral madness unleashed. A rage may be entered any time during battle; though it is most often witnessed when the berserker’s blood has been drawn. Frequency of Berserk Rage:  1st to 4th levels = ×1 per day  5th to 8th levels = ×2 per day  9th to 12th levels = ×3 per day Duration of Berserk Rage:  Rounds equal to the berserker’s constitution score. The following benefits and drawbacks apply: Berserk Attack Rate: Melee attack rate of 2/1 (or 5/2 with weapon mastery). Enhanced Combat: +2 “to hit” and damage on all melee attacks. Volume I: Player’s Manual Berserker (Esquimaux)


42 HYPERBOREA Fire Immunity: Impervious to normal fire; saves vs. magical fire always successful. Frightening Aspect: Fearsome to behold; enemy morale checks at −2 penalty. Hit Point Burst: Temporary hit points equal to one-half of constitution score, rounded up. These false hit points are deducted first whenever the berserker is hit. At the conclusion of the rage, any remaining bonus hit points are subtracted. Refusal to Fall: Can fight to as low as −3 hp. Once the battle is over, the berserker collapses. Refusal to Surrender: Cannot yield, retreat, or withdraw from melee once the rage is begun; neither can the berserker take actions unrelated to battle and bloodshed. Unbreakable Willpower: Immunity to fear, charm, and like sorcery that may affect the berserker’s resolve (cf. emotion). Uncontrollable: Once all enemy combatants have been vanquished, the berserker continues to attack or rend slain enemy forms until the rage duration ends. However, on a 1-in-8 chance, the berserker continues attacking any living creature within 30 feet—including allies—for 1d6 rounds, before all good sense is regained. Exhaustion: When the rage ends, the berserker is exhausted for 1d3 turns (10–30 minutes). During this period of lethargy, the berserker suffers a −2 “to hit” and damage rolls, attack rate is reduced to one attack per round (regardless of level or mastery), and running is impossible. The exhausted berserker is withdrawn and languid. CLIMB To ascend or descend sheer cliffs or walls without need of climbing gear, if lightly armoured or unarmoured, as a thief of equal level (see Table 16). Chance reduced by 4 if wearing medium armour; impossible in heavy armour. If vertical, the surface must be rough or cracked. At least one check must be made per 100 feet of climbing. Failure indicates the climber has slipped and fallen at about the midpoint of the check. EXTRAORDINARY +8% chance to perform extraordinary feats of strength and constitution (see Chapter 3: Statistics, strength and constitution). HARDY Physical resilience and an indomitable will to prevail; +2 bonus to all saving throws. LEAP Mighty thews enable leaps of 25 feet or greater (if unencumbered), bridging pits, chasms, and the like. Vertical leaps of up to 5 feet can also be accomplished. Table 20: Berserker Level Experience Points Hit Dice Saving Throw Fighting Ability Natural AC 1 0 1d12 16 1 8 2 2,500 2d12 16 2 8 3 5,000 3d12 15 3 7 4 10,000 4d12 15 4 7 5 20,000 5d12 14 5 6 6 40,000 6d12 14 6 6 7 80,000 7d12 13 7 5 8 160,000 8d12 13 8 5 9 320,000 9d12 12 9 4 10 480,000 9d12+4 12 10 4 11 640,000 9d12+8 11 11 3 12 800,000+ 9d12+12 11 12 3 THICK SKIN Flesh not unlike the hide of a bull, which toughens over time. The berserker has natural AC 8 at 1st level, AC 7 at 3rd level, and so on (see Table 20). Body armour does not “stack” with this ability, but thick skin does provide a +1 AC bonus (from 1st to 6th levels) or +2 AC bonus (from 7th to 12th levels) to berserkers clad in light armour. Also, the berserker can function in subfreezing temperatures (as low as −15°F) with little need of protection (e.g., light furs/skins). WEAPON MASTERY Mastery of two weapons (+1 “to hit” and +1 damage). Additional weapons may be mastered at 4th, 8th, and 12th levels. As noted in Chapter 6: Equipment, the attack rate for melee weapons and the rates of fire for most missile weapons improve through weapon mastery. N.B.: Unless hunting, berserkers shun the mastery of missile launching weapons. For more information on weapon mastery, see Chapter 9: Combat, weapon skill. ENLIST HENCHMEN At 6th level, a berserker may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. N.B.: It is not unusual for a berserker’s henchman to be on the wrong side of a berserker’s rage gone uncontrollable. BESTIAL FORM At 7th level, the berserker is blessed by a deity or spirit (animal or ancestral) with the ability to transmogrify into a semi-human, bipedal shape whilst in berserk rage. The bestial form assumed is one typically associ-


43 Volume I: Player’s Manual ated with the berserker’s culture or ancestry. Once an animal type is selected, it cannot be changed. Choices include bear, lion, tiger, or wolf. During transformation, thews bristle with fur, and countenances elongate to whiskered muzzles. The berserker’s hands become paw-like, with great claws or talons. The following benefits apply: Enlargement: ×1.5 height and ×2 weight Recovery: Half of any lost hit points are recovered (does not include false hp total from hit point burst). Melee Weapon Use: Can wield melee weapons and attack as normal. Bestial Attack: Can opt to claw/claw/bite for a base 1d6/1d6/1d8 damage. If both claw attacks strike a single opponent of Small or Medium size, the berserker can hug the victim automatically for an additional 2d6 hp damage. Note that +2 bonuses to attack and damage rolls still apply, per the enhanced combat benefit of berserk rage, as well as strength attack modifier and damage adjustment. The following restrictions apply: Limited Usage: Bestial form ends when berserk rage ends. Armour: No armour allowed; indeed, the transformation rips clothes. Rage Connexion: All benefits and detriments associated with berserk rage remain. MELEE EXPERT At 7th level, a berserker’s standard melee attack rate improves from 1/1 to 3/2. Note that weapon mastery can further increase attack rate. LORDSHIP At 9th level, a berserker who builds or assumes control of a wilderness fortress becomes a lord and is eligible to attract troops, including a band of wild berserkers. More information is presented in Appendix B. BERSERKER’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level berserkers. Fighting ability (FA) improves every level, so at 2nd level a berserker needs a modified 18 roll to hit AC 0, and so forth. Table 21: Berserker’s Initial Combat Matrix (FA 1) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 BERSERKER’S STARTING PACK To expedite the character creation process, your berserker may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on armour, weapons, and gear. N.B.: Using this starting pack may affect weapon mastery choice. Scale mail, battle axe, hand axes ×2, broad sword, backpack, soft leather pouch, iron rations (1 week), large sack, tinderbox, torches ×3, wineskin (full), and 1d4+1 gold pieces. 4


44 CATAPHRACT (Fighter Subclass) The cataphract is an armour-clad soldier whose prowess from the saddle is peerless. A cataphract might be a mounted mercenary, oath-bound knight, savage steppe horseman, or cavalryman in service to a provincial militia or despotic monarch. Some cataphracts operate as rapacious free lances, mercanaries who subsist on tournaments and warfare. Others esteem themselves “knights,” comporting to a rigid code of honour to which they are duty-bound. Armour and shields are treasured by the cataphract, and it is not unusual for one to display a heraldic symbol on a breastplate and/or shield. Too, a cataphract can avail the protection of armour and shields to a degree unmatched by other warriors. A cataphract is the equal of any fighter afoot; mounted, none are better on all the bloody battlefields of Hyperborea. Attribute Requirements: Strength 9, Dexterity 9, Wisdom 9, Charisma 9 Prime Attributes: Strength, Charisma (10% XP bonus if both 16+) Hit Die Type: d10 Alignment: Any Armour Allowed: Any Shields Allowed: Any Favoured Weapons: Any Saving Throw Modifiers: Death +2, Transformation +2 Starting Money: 3d6×10 gp CLASS ABILITIES EXTRAORDINARY +8% chance to perform extraordinary feats of strength (see Chapter 3: Statistics, strength). HONOUR Cataphracts who operate as knights (must be Lawful Good, Lawful Evil, or Neutral [Lawful]), serving a lord, monarch, etc., enjoy all the political and social benefits derived HYPERBOREA Cataphract (Moor)


45 Volume I: Player’s Manual therefrom. In fact, people of similar affiliation are expected to accommodate the knight to the best of their abilities. To enjoy these benefits, knights must comport themselves to a strict code of honour, abiding the following precepts: duty, integrity, justice, loyalty, respect, and valour. Failure to do so may result in disgrace, banishment, and in some cases, execution. If honour is comported to with competence and distinction, a cataphract may by knighted at 5th level or greater. HORSEMANSHIP Trained in mounted combat from their earliest youth, cataphracts can fight from the saddle, urge their mounts to nimble feats on the battlefield, and engage in close-ordered charges. Depending on geography and background, this skill may apply to camels. MOUNTED CHARGE A thunderous mounted onset both feared and renowned. The cataphract’s lance charge from horseback or camelback is at +2 to the attack roll (+3 versus footmen) and treble damage dice (other modifiers added afterwards, such as strength, weapon mastery, etc.). SHIELD SACRIFICE To sacrifice a shield and escape harm from a single melee blow. When wielding a shield in combat, if the cataphract is struck by a melee blow, the player may opt to announce a shield sacrifice to avoid damage; however, the shield is destroyed by the blow. If the shield is magical, it has a chance-in-eight to survive destruction equal to the shield’s bonus (e.g., a +1 small shield has a 1-in-8 chance of surviving destruction). This ability cannot be used after damage is rolled, and is usable but once per day, regardless of results. SKILFUL DEFENDER To avail armour to its utmost. When clad in medium or heavy armour, the cataphract gains a +1 AC bonus from 1st to 6th levels, and a +2 AC bonus from 7th to 12th levels. UNBREAKABLE WILLPOWER Immune to the effects of magically induced fear. WEAPON MASTERY Mastery of the lance and one other weapon (+1 “to hit” and +1 damage). Additional weapons may be mastered at 4th, 8th, and 12th levels. As noted in Chapter 6: Equipment, the attack rate for melee weapons and the rates of fire for most missile weapons improve through weapon mastery. For more information on weapon mastery, see Chapter 9: Combat, weapon skill. ENLIST HENCHMEN At 6th level, a cataphract may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. Table 22: Cataphract Level Experience Points Hit Dice Saving Throw Fighting Ability 1 0 1d10 16 1 2 2,250 2d10 16 2 3 4,500 3d10 15 3 4 9,000 4d10 15 4 5 18,000 5d10 14 5 6 36,000 6d10 14 6 7 72,000 7d10 13 7 8 144,000 8d10 13 8 9 288,000 9d10 12 9 10 432,000 9d10+3 12 10 11 576,000 9d10+6 11 11 12 720,000+ 9d10+9 11 12 MELEE EXPERT At 7th level, a cataphract’s standard melee attack rate improves from 1/1 to 3/2. Note that weapon mastery can further increase attack rate. LORDSHIP At 9th level, a cataphract who builds or assumes control of a stronghold becomes a lord and is eligible to attract troops. More information is presented in Appendix B. 4


46 HYPERBOREA CATAPHRACT’S STARTING PACK To expedite the character creation process, your cataphract may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on armour, weapons, and gear. N.B.: Using this starting pack may impact weapon mastery choice but note well that a cataphract must begin play with lance mastery. Scale mail, small shield, horseman’s flail, long sword, backpack, bandages, hooded lantern, lamp oil, soft leather pouch, iron rations (1 week), large sack, tinderbox, wineskin (full), and 1d4+1 gold pieces. N.B.: Since a newly created cataphract cannot afford a horse, it is unlikely that one would be carrying around a lance, regardless of weapon mastery. CATAPHRACT’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level cataphracts. Fighting ability (FA) improves every level, so at 2nd level a cataphract needs a modified 18 roll to hit AC 0, and so forth. Table 23: Cataphract’s Initial Combat Matrix (FA 1) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28


47 Volume I: Player’s Manual HUNTSMAN (Fighter Subclass) The huntsman is a wilderness warrior who roves the hoary wilds of Hyperborea in search of formidable game. Some huntsmen hail from barbaric tribes where they are celebrated for their impressive conquests; others come from within the walls of civilization where they are admired for their astounding trophies. Some huntsmen glory in subduing and taming the most feral beasts, whilst others pride themselves as werewolf hunters, purging Hyperborea of its dreaded lycan - thropic curse. No matter what their aims or origins, all huntsmen share an insatiable thirst to dominate that which others rightly fear and loathe. Forsooth, some opine that huntsmen are as wild and feral as that which they hunt. N.B.: A female huntsman might be referred to as a huntress. Attribute Requirements: Strength 9, Dexterity 9, Wisdom 9, Charisma 12 Prime Attributes: Strength, Wisdom (10% XP bonus if both 16+) Hit Die Type: d10 Alignment: Any Armour Allowed: Light, Medium Shields Allowed: Any Favoured Weapons: Any Saving Throw Modifiers: Death +2, Transformation +2 Starting Money: 3d6×10 gp CLASS ABILITIES ALERTNESS Reduces by one (−1) on a d6 roll the party’s chance to be surprized . AMBUSHER When traversing the wilds alone or with others of like ability, the huntsman’s base surprize chance increases by one (+1) on a d6 roll. Furthermore, when outdoors, even an un - trained party’s chance to surprize increases by one (+1) if the huntsman positions and prepares them accordingly. CLIMB To ascend or descend sheer cliffs or walls without need of climbing gear, if lightly armoured or un - armoured, as a thief of equal level (see Table 16). Chance-in-twelve reduced by 4 if wearing medium armour; impossible in heavy ar - mour. If vertical, the surface must be rough or cracked. At least one check must be made per 100 feet of climbing. Failure indicates the climber has slipped and fallen at about the midpoint of the check. Huntress (Pict)


48 HYPERBOREA Table 24: Huntsman Level Experience Points Hit Dice Saving Throw Fighting Ability 1 0 1d10 16 1 2 2,250 2d10 16 2 3 4,500 3d10 15 3 4 9,000 4d10 15 4 5 18,000 5d10 14 5 6 36,000 6d10 14 6 7 72,000 7d10 13 7 8 144,000 8d10 13 8 9 288,000 9d10 12 9 10 432,000 9d10+3 12 10 11 576,000 9d10+6 11 11 12 720,000+ 9d10+9 11 12 EXTRAORDINARY +8% chance to perform extraordinary feats of strength (see Chapter 3: Statistics, strength). HARVEST VENOM To extract venom sacs from snakes, spiders, giant insects, and the like, should the opportunity present and appropriate containers be available. Huntsmen learn to dissect venomous creatures. This skill is performed at a base 9-in-12 chance of success. If a 12 is rolled, a mishap occurs, and the huntsman is exposed (e.g., eyes, nose, skin) to the poisonous fluid. For more information on the extraction of venom, see Chapter 9: Combat, poison, venom harvesting. HIDE If lightly armoured or unarmoured, able to hide outdoors (wilderness) as a thief of equal level (see Table 16), lurking behind bushes, rocks, trees, and the like. Chance-in-twelve reduced by 4 if wearing medium armour; impossible in heavy armour. A huntsman can employ camouflage or remain perfectly still whilst flattened to the ground. Only the slightest movement is permissible (e.g., unsheathing a blade, opening a pouch). Hiding is impossible in direct sunlight, or if the huntsman is observed. In non-wilderness areas (e.g., cities, dungeons), the chance-in-twelve is decreased by 2. MOVE SILENTLY To stalk like a wolf, moving with preternatural quiet comparable to a thief of equal level (see Table 16), if the huntsman is lightly armoured or unarmoured. Chance-in-twelve reduced by 4 if wearing medium armour; impossible in heavy armour. This skill is executed at half the huntsman’s normal movement rate. PREDATOR Trained from earliest youth to hunt and kill animals both fleet and robust. The huntsman inflicts +1 hp damage per level of experience when combatting normal and giant-sized animals: amphibians, birds, crustaceans, dinosaurs, fishes, insects, mammals, and reptiles. Does not apply to constructs, dæmons, elementals, fungi, giants, humanoids, magical beasts, moulds, oozes, otherworldly and alien beings, slimes and jellies, or undead. When used in concert with a successful hide attempt, the initial attack roll is made at a +4 bonus. SUBDUE ANIMAL To soothe and tame an animal (normal, not magical) of hit dice equal to or less than the huntsman’s level. To succeed, the following steps must be completed: Through combat, physically reduce the animal to half or less its hit point total (the huntsman can assess this with accuracy). The huntsman must be a prominent aggressor in the beast’s impairment. Restrain the creature. Many a huntsman will use a bola, lasso, fighting net, or whip to make prone the target before attempting to restrain it. On the round following restraint, the huntsman attempts to assert mental and physical dominance. The base chance of success is 4-in-12. This chance-in-twelve may be increased by the following modifiers:  +1 if the huntsman’s strength is 16+  +1 if the huntsman’s wisdom is 16+  +1 if the huntsman’s charisma is 16+  +1 if the huntsman’s level is 7+  +1 if the huntsman has dominated a member of this species before Failure indicates the animal is impossible to tame. It may continue attempting to break free. Success indicates the animal is subdued; the huntsman must continue to restrain the creature for 1 turn (10 minutes), kneeling on it, commanding it, and forcing submission. Thereafter, it will be docile and relatively obedient. A defeated animal can be tamed to complete loyalty (ML 12) after 1d4 months of training. It can be trained to attack, fetch, guard, hunt, track, or perform other tasks. Multiple animals can be trained—even working in flawless synchronization if they are reasonably compatible—but their total hit dice can never exceed the huntsman’s level, and the training time for multiple animals is cumulative. TRACK To stalk prey, tracing physical signs and scenting as a predator. A huntsman can track at the below suggested probabilities:


49 Volume I: Player’s Manual Wilderness: A base 10-in-12 chance to find, identify, and follow fresh tracks outdoors or in natural caverns. Non-Wilderness: A base 5-in-12 chance to discern tracks in a dungeon, castle, city street, or like setting. Furthermore, the huntsman can identify the tracked animal type (or even exact species) through examination of its spoor, including size, weight, ambulation, rate of movement, etc. N.B.: The referee may alter the chancein-twelve to track based on prevailing circumstances. WEAPON MASTERY Mastery of one weapon (+1 “to hit” and +1 damage). The huntsman’s first weapon mastery must be an appropriate hunting weapon: axe (hand), bola, boomerang, bow, club (light), crossbow, dagger, dart, hooked throwing knife, javelin, lasso, fighting net, sling, spear (short or long), trident (long), or whip. Additional weapons may be mastered at 4th, 8th, and 12th levels, though these may be any weapons. As noted in Chapter 6: Equipment, the attack rate for melee weapons and the rates of fire for most missile weapons improve through weapon mastery. For more information on weapon mastery, see Chapter 9: Combat, weapon skill. WILDERNESS SURVIVAL Hunting, trapping, fishing, boating, shelter building, fire building (including tribal smoke signals), logging, woodworking, raft building, and so on. These tasks are performed without need of a check; they are simply the huntsman’s province. Under adverse conditions, the referee may assign a reasonable probability of success. Whether a chance of failure applies is at the discretion of the referee, as reflected by the prevailing conditions and abilities of the huntsman. WILDERNESS TRAPS To set an outdoor trap, including pits, deadfalls (falling logs/rocks), snares, and spring traps. The huntsman is also adept at finding and removing such traps. These tasks are performed as a thief of equal level performs the manipulate traps skill (see Table 16), but the huntsman has no facility with mechanical and/or magical traps. WEREWOLF SLAYER At 4th level, huntsmen develop the aptitude to slay lycanthropes. Indeed, when men and women suffer the curse of the beast, huntsmen rise to stamp them out. When wielding silver or magical weapons versus lycanthropes, huntsmen gain all the benefits of the predator ability, regardless of the advanced intelligence of the afflicted. ENLIST HENCHMEN At 6th level, a huntsman may seek or be sought out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen. MELEE EXPERT At 7th level, a huntsman’s standard melee attack rate improves from 1/1 to 3/2. Note that weapon mastery can further increase attack rate. LORDSHIP At 9th level, a huntsman who builds or assumes control of a wilderness fortress becomes a lord and is eligible to attract troops. More information is presented in Appendix B. HUNTSMAN’S INITIAL COMBAT MATRIX This chart shews the modified chance “to hit” for all 1st-level huntsmen. Fighting ability (FA) improves every level, so at 2nd level a huntsman needs a modified 18 roll to hit AC 0, and so forth. Table 25: Huntsman’s Initial Combat Matrix (FA 1) Opponent’s Armour Class (AC) d20 Result 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 HUNTSMAN’S STARTING PACK To expedite the character creation process, your huntsman may begin with the following gear in lieu of rolling for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on armour, weapons, and gear. N.B.: Using this starting pack may impact weapon mastery choice. Leather armour, hand axe, fighting net, longbow, arrows ×12, silver arrows ×2, short spear, arrow quiver, backpack, sinew cord (100-ft. ball), hunting horn, soft leather pouch, standard rations (1 week), torches ×2, wineskin (full), and 1d4+1 gold pieces. 4


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