250 HYPERBOREA MERCENARIES (HIRELINGS) These are 0th-level free lances hired to provide martial support. Typically, they charge by the month. Mercenaries are paid up front, and they expect to be fed and sheltered for their service. If called upon to do more than their function suggests, they may require an equal share of party profits or some other agreedon compensation. Mercenaries do not gain a share of experience points, and they do not advance in levels unless the referee deems it appropriate. Table 123: Mercenaries Mercenary Type Monthly Cost Archer, Longbowman 12 gp Archer, Shortbowman 8 gp Artillerist 5 gp Cavalryman, Archer 30 gp Cavalryman, Heavy 30 gp Cavalryman, Light 20 gp Crossbowman, Heavy 10 gp Crossbowman, Light 6 gp Halberdier 6 gp Infantryman, Heavy 12 gp Infantryman, Light 4 gp Infantryman, Medium 6 gp Marine (fighting seaman) 10 gp Pikeman 8 gp Slinger 5 gp Mercenary Descriptions: Archer, Longbowman: Outfitted with leather armour, short sword, and longbow. Archer, Shortbowman: Outfitted with leather armour, hand axe, and short bow. Artillerist: Operates a siege engine; outfitted with leather armour and short sword. Cavalryman, Archer: Outfitted with scale mail, horseman’s mace, and composite short bow (or light crossbow); light warhorse. Cavalryman, Heavy: Outfitted with chain mail, horseman’s pick, long scimitar, and lance; heavy warhorse. Cavalryman, Light: Outfitted with leather armour, horseman’s flail, and lance; light warhorse. Crossbowman, Heavy: Outfitted with studded armour, short sword, and heavy crossbow. Crossbowman, Light: Outfitted with leather armour, dagger, and light crossbow. Halberdier: Outfitted with chain mail, short sword, and halberd. Infantryman, Heavy: Outfitted with plate mail, large shield, long sword, and long spear. Infantryman, Light: Outfitted with leather armour, small shield, short sword, and short spear. Infantryman, Medium: Outfitted with chain mail, large shield, long sword, and short spear. Marine (fighting seaman): Outfitted with dagger and short scimitar. Pikeman: Outfitted with scale mail, short sword, and pike. Slinger: Outfitted with padded armour, dagger, and sling. Each mercenary type is considered a 0th-level fighter with 1d8 hp. Higher-level mercenaries, such as a serjeant (1st-level), lieutenant (2nd-level), or captain (5th-level) wil cost ×2, ×5, and ×10, respectively. Such individuals might have weapon mastery with two or more weapons. SPECIALISTS (HIRELINGS) Some specialists may be difficult or even impossible to hire; others, like seamen, are commonly available in port cities and towns. Assassins, priests, and scouts can be of variable experience level, but a typical sailor is a 0th-level fighter. Note that this list is not exhaustive; other specialists might be hired.
251 Volume I: Player’s Manual Table 124: Specialists Specialist Monthly Cost Alchemist 2,000 gp Animal Trainer 500 gp Armourer 100 gp Assassin (thief subclass) Special Blacksmith/Metalsmith 30 gp Cartographer 100 gp Engineer 500 gp Locksmith 500 gp* Priest (cleric subclass) 500 gp** Sage 1,000 gp Scout (thief subclass) 100 gp** Scribe/Scrivener 100 gp Seaman, Captain/Master 250 gp Seaman, Navigator 100 gp Seaman, Rower 5 gp Seaman, Sailor 10 gp Steward 500 gp Swordsmith/Weaponsmith 100 gp * Per 2 levels of open locks ability ** Per level of experience Specialist Descriptions: Alchemist: A brewer of potions. An alchemist might brew a particular potion type exclusively. Alchemists might be able to duplicate potions found by the party. This work is typically predicated on the acquisition of rare and nigh impossible-to-locate ingredients. Some alchemists specialize in the manufacture of poisons. These specialists are called toxicologists, and they must be hired separately. The hiring of alchemists, if allowed by the referee at all, should be uncommon. For more information, see Chapter 7: Sorcery, alchemy. Animal Trainer: Trains horses (for war) or dogs (for war and/or hunting). Others train hawks, mammoths, thew waggons, and even leaper camels. Armourer: Can be contracted to create a superior suit of armour. Can also manage the armour repair of 50 warriors per month with the assistance of two apprentices. Material costs may be additional. Assassin (thief subclass): Costs 500 gp per level of experience, plus 500 gp per level/HD of the victim contracted to kill. If a long-term assassination (e.g., poison over weeks or months) is desired, the assassin’s fees might be as much as five times more costly. Blacksmith/Metalsmith: Forges horseshoes, nails, and tools, as well as arrow- and spear heads. Cartographer: Creates detailed maps. Supplies must be provided (parchment, ink and quill). Engineer: Designs and builds dwellings, strongholds, temples, or other structures. Some develop siege weapons; others oversee underground excavations and dungeon design. Locksmith: Expertise in the open locks ability. Locksmiths supply themselves with all manner of implements (equivalent to thieves’ tools). Their skills are commensurate to that of a thief. Many have connexions with or work for a thieves’ guild. Some can build locks, too. Priest (cleric subclass): Hiring a priest costs 500 gp per level per month unless some different accord is struck between the priest and the party. The religion of the priest is determined by the referee, unless a specific religion is sought. Sage: Learned in a particular field of study (e.g., folklore, geography, history, linguistics, politics/law). A sage is difficult to find; even so, they are usually absorbed by their own work and unlikely to become involved with adventurers. Scout (thief subclass): Can be hired to obtain information on a person, place, or thing. Scribe/Scrivener: Can record most non-magical documents. Seaman: Rowers, sailors, navigators, and captains (or ship masters) hired to man a ship owned by the party. Abilities will vary: A captain, for example, may function as a fighter of from 3rd to 5th level, whereas most common seamen are considered 0th-level fighters. N.B.: Some rowers are slaves, debtors, or prisoners. They are unpaid and sometimes (particularly on Ixian vessels) chained to their oars. Steward: Handles the ownership and responsibility of land, property, and business. Duties may entail banking, investments, and the sale of jewellery, gems, sculptures, paintings, tapestries, and so forth. In addition to monthly salary, a steward who manages the sale of valuables may also demand 10% of the proceeds. Swordsmith/Weaponsmith: Perform the creation of a superior weapon. Also, weapons repair for up to 50 warriors per month with the assistance of two apprentices. Material costs may be additional. This specialist type subsumes other weapon makers such as atilliators (crossbow makers) and bowyers (bow makers). Material costs may be additional. 8
252 HYPERBOREA HENCHMEN A henchman is a classed individual attracted or compelled to serve a higher-level character (usually 6th level or greater), oft of similar class, race, and culture, though exceptions are possible. Henchmen begin at 1st level, unless the PC is 9th level or greater, in which case a henchman of 2nd or 3rd level is possible. Typically, they are given a fair wage by the PC, perhaps a share of loot gained through adventure. They also should earn a portion of the experience points, though this is oft a reduced share as best determined by the referee. Most henchmen possess high morale. They are not simply hired hands, but followers, in a sense. Because of this nature, the charisma attribute limits the number of henchmen a character may retain. Henchmen are neither automatically attracted nor guaranteed; they might be drawn to the service of a PC due to that one’s heroic deeds or reputation, or if the PC has established a suitable stronghold. Sometimes a hireling can become a henchman if circumstances are appropriate. Furthermore, in the event of a PC’s death, or if the PC is otherwise disposed and not available to adventure, a henchman may be used temporarily or even permanently as a replacement PC. HENCHMAN AND HIRELING LOYALTY The steadfastness of NPC hirelings and henchmen (collectively, retainers) is challenged in times of adventure and battle. Loyalty is influenced by the charisma of the employing PC. Morale measures NPC reactions to extremely adverse circumstances; e.g., those that involve death, dismemberment, incarceration, great personal loss, and the like. The referee can assign hireling loyalty (typically 6–8) or use the below table to establish it randomly. Roll 2d6 on the table below, modified by the controlling PC’s reaction/loyalty adjustment. Ideally, loyalty scores are known by the referee alone. Table 125: Henchman and Hireling Loyalty 2d6 Result Loyalty 2 or less Traitorous: will abandon or betray employer at any time 3 Untrustworthy: will not remain faithful to employer 4–5 Unreliable: may fail employer at times 6–8 Fair: usually upholds employer directives 9–10 Trustworthy: attempts to please employer 11 Loyal: always strives to honour employer 12 or more Unwavering: always goes beyond the call of duty When a henchman or hireling’s loyalty to their employer is put to the test or pushed to its (potential) limit, a loyalty check must be rolled using 2d6. If the result is greater than the retainer’s loyalty score, then the retainer will abandon, betray, or (at worst) attack the character, as determined by the referee. Over the course of the campaign, the referee is at liberty to upgrade or downgrade the base value of henchman and hireling loyalty. HENCHMAN AND HIRELING MORALE The referee can assign an NPC’s morale score (typically 6–8) or use the below table to establish it randomly. If in the course of battle (or otherwise) the referee judges that circumstances demand a morale check, refer to Chapter 9: Combat, morale. Over the course of the campaign, the referee is at liberty to upgrade or downgrade the base value of henchman and hireling morale. Table 126: Henchman and Hireling Morale 2d6 Result Morale 2 Cowardly: flees at the first sign of danger 3 Half-hearted: lacks courage and determination 4–5 Timid: reacts poorly in the face of danger 6–8 Level-headed: knows when to fight and when to run 9–10 Brave: not easily rattled 11 Valiant: boldly will confront danger 12 Fearless: will face impossible odds Interpreting Henchman and Hireling Loyalty and Morale: Referee discretion is advised when judging hireling behaviour. For instance, how can a trustworthy hireling also be half-hearted? He is not prone to lie, cheat, or steal, and in general he has his employer’s back in times of duress, but if he were asked to take point in the marching order when entering a cave mouth lined with dead soldiers, he may lack the courage to do as asked; this cowardice does not make him any less trustworthy, per se.
253 Volume I: Player’s Manual ADVENTURE ACTIONS AND PROCEDURES Standard actions and procedures, whether the campaign takes place in the depths of the underworld, a hoary wilderness, or a lost temple. Naturally, these do not cover the gamut of possible actions the PCs may undertake; rather, they provide guidelines from which other rulings may be extrapolated (cf. Nonstandard Actions). CLIMBING Any character can climb trees, hills, mountains, and the like, so long as sufficient footholds and handholds are available. If the referee determines a chance of failure, a climbing check may be required. Per referee judgment, failure may not imply the character has fallen; it could mean an impasse has been reached. Armour worn can impact climbing success or failure. As an example, consider the ascent of a sharp, craggy slope: A warrior clad in leather armour = 5-in-6 chance A warrior clad in chain mail = 4-in-6 chance A warrior clad in plate mail = 3-in-6 chance This method conforms to d6 task resolution (see Nonstandard Actions, d6 task resolution). N.B.: Thieves (and some subclasses) scale vertical surfaces with nigh preternatural capacity, requiring minimal handholds. Other characters cannot do so without appropriate gear: ropes, grappling hooks, pitons, crampons, and so forth. DOORS Doors are oft encountered when exploring dungeons, castles, towers, and the like. They are sometimes stuck, locked, or cleverly hidden. Concealed Doors: Obstructed doors; e.g., behind a bookshelf, a tapestry, or a stack of barrels. Found as secret doors, unless a player specifically states that their character is looking behind the noted obstruction, in which case the concealed door is revealed automatically. Locked Doors: A locked door can be picked open using thieves’ tools. Any character can attempt to pick a lock, though the chance of success should never be greater than 1-in-6, even with the appropriate tools. A thief, however, begins with slightly better open locks odds, which progress as the thief gains levels of experience. For attempts to break down a locked door, see stuck doors hereafter. Secret Doors: Any character can search for and locate a secret door on a 2-in-6 chance. Some classes are better suited to detection, such as the thief, who enjoys a base 3-in-6 chance of success. Such checks should be rolled secretly by the referee. Searching for a secret door typically requires 1 turn (10 minutes) per 10 × 10-foot area to ensure a thorough examination. A hurried attempt may yield a decreased chance-in-six. Stuck Doors: A door may be swollen from moisture or partially blocked, or it may hold a simple locking mechanism like a drop-bar or latch. (Note that breaking down a locked door is much noisier than picking it open.) A stuck door requires a test of strength to force open; at the referee’s discretion, the chance-in-six might be improved by one (+1) if a pry bar is used. A heavily barred or magically sealed door cannot be broken down by anyone whose strength is less than 17 (at a 1-in-12 chance) or 18 (at a 1-in-6 chance). 8
254 HYPERBOREA LIGHT Illuminance is always a concern in typical sword-andsorcery fare, for adventuring parties often explore subterranean depths, dense forests, or under the cloak of night. The following values apply: Table 127: Light Sources Light Source Area of Effect Bonfire c. 60-ft. radius Campfire c. 40-ft. radius Candle 5-ft. radius Continuous Light spell 30-ft. radius Lantern, Bull’s-Eye 15-ft. radius, 60-ft. beam Lantern, Hooded 30-ft. radius Light spell 15-ft. radius Torch 30-ft. radius LISTENING Any character can attempt to hearken at a door, distinguish a sound in the forest, eavesdrop on a conversation, or the like. Such efforts are executed at a base 1-in-6 chance of success, modified by the referee as befits the circumstances. If the noise is obvious, the chance might be 2-in-6 or greater (or automatically successful); but if, for example, the referee determines that listening is particularly difficult, or if the sound is unrecognizable, he might declare a 1-in-8 chance of success. Thieves (and some subclasses) can discern noise with superior perspicacity, using a progressive chance-in-twelve probability scale. On a failed listening check, the referee might provide false or erroneous information, or he may simply say, “You hear nothing.” SLEEP/REST The average group is fit to adventure for about 8–12 hours per day. This time typically includes one or two respites of about 3–6 turns (30–60 minutes) each, leaving about 12 hours for rest. Of course a healthy person need not sleep 12 hours; he can function well enough with 6–8 hours of repose, but a typical 12-hour rest period allows for members of a party to take turns on watch. This time also allows for preparing a shelter, building a fire, eating, evacuation, and conducting whatever other activities are appropriate to the situation. Sleeping and resting also contribute to the nursing of injuries (see p. 261: Damage, healing). TRAPS Arrow traps, collapsing ceilings, fire traps, gas traps, jaw traps, pits (open or covered), scything blades, and so many more. Some traps are triggered automatically when a predetermined condition is met; others might be activated on a 2-in-6 chance. Damage usually is automatic once a trap has been discharged, though some may allow for avoidance saving throws (see Chapter 9: Combat, saving throw) to reduce or negate damage. Any adventurer may search for a mundane trap at a base 1-in-6 chance of success. Thieves are superior trap finders; they can also detect magical traps. Searching a 10 × 10-foot area requires about 1 turn (10 minutes). The roll should be made in secret by the referee. With the referee shewing his or her best deadpan expression, a failed result might be described thusly: “You are absolutely confident that the ironbound door is not trapped.” SPECIAL ABILTIES Every character class has a list of special abilities. Some of these abilities are shared by several classes, and others are proprietary. Generally speaking, any character can attempt any action within the framework of these rules, but no character should be as skilled as the lowest level professional. For example, say a thief wants to draw poison from her ally, a barbarian who has been felled by the bite of a giant spider. She has seen this very barbarian draw poison himself, more than once. The referee decides to give the player a 1-in-6 chance to succeed. If, however, the character has never seen this done before and is attempting to do so having only heard of the technique, perhaps a 1-in-12 chance of success is more appropriate. N.B.: Allied characters with identical abilities generally cannot “stack” their probabilities for success. For example, two thieves cannot combine their chances-intwelve to open locks whilst attempting to pick the lock of an ancient treasure chest. Of course, the referee is at liberty to introduce other “team effort” benefits, such as reduced time to perform a task, or, if deemed appropriate, a small bonus to an ability check.
255 Volume I: Player’s Manual NONSTANDARD ACTIONS Players oft wish their characters to perform actions not covered by the rules. Since attempting to craft a rule for every specific situation would be a fool’s errand, consider d6 task resolution and/or the attribute check. d6 TASK RESOLUTION When a nonstandard action is attempted, the referee may call for d6 task resolution. The referee must consider the action and factor in character class, applicable abilities, secondary skills, and experience. Thus informed, the referee then assigns a d6 chance of success. Table 128: d6 Task Resolution Estimated Difficulty Probability of Success Simple 5:6 Moderate 4:6 Challenging 3:6 Difficult 2:6 Very Difficult 1:6 For instance, suppose the party chances upon a subterranean temple dedicated to a deity worshipped centuries ago. The player of the cleric asks if his character knows anything about the dæmon idol rising from the temple dais. The referee assigns a 4-in-6 chance (difficulty: moderate) that some general or specific information is recalled. As another example, suppose that a ranger leads a score of refugees across unfamiliar marshy terrain. In the near distance he spies a patch of lotuses nodding their heads in the gentle breeze. The player of said ranger understands that certain species of Hyperborean lotus can release deadly spores, so he asks the referee if his character knows anything about these plants. The referee considers the ranger’s experience, intelligence, and wisdom, but also that this is a foreign land, and thus assigns a 3-in-6 chance (difficulty: challenging) for the ranger to identify the lotuses as harmful or not. And for one more example, suppose the PC party enters a small library in a remote tower. Two shelves of old, dusty books lie before them, so naturally the players want to know if they can figure out what subjects the books cover and what languages they’re written in. The referee reveals that they all appear to be written in a strange, curvilinear language that does not match any of the languages that their characters understand. But then the player of the monk says that her character has the bookbinding secondary skill. She wants to know if she can deduce where the books were made. The referee might ask for the character’s wisdom. The monk has a decent wisdom (13), so between that and the secondary skill, the referee assigns a 4-in-6 chance (difficulty: moderate) that the monk can determine that the books were made in Port Zangerios, where they employ a specific binding style. ATTRIBUTE CHECK (PHYSICAL) If a purely physical action stands a chance of failure, the referee may call for a test or extraordinary feat of the relevant attribute: strength, dexterity, or constitution. A test challenges the respective physical attribute, whereas an extraordinary feat is a heroic challenge, one that defies normal odds. Examples are as follows: Attribute Check Example #1 (strength): A battle-hardened barbarian is bound by old, rusty manacles. He wishes to break free, so the referee calls for a test of strength. However, if the manacles are not rusty and are composed of sturdy Keltic iron, the referee may call for an extraordinary feat of strength. Attribute Check Example #2 (dexterity): A mail-clad cleric bearing weapons, a shield, and a full backpack traverses a narrow ledge, her back to the wall, toes hanging over the edge. The referee calls for a test of dexterity to determine success. However, if that same ledge is slick with mould or algæ, and rain is falling, the referee may call for an extraordinary feat of dexterity. Attribute Check Example #3 (constitution): After a long day of adventure, the party’s fighter volunteers to stoke the campfire and keep a vigil. Come morning, travel resumes. The referee requires the fighter to make a test of constitution. However, if the party traverse a cold, wind-blasted desert, and rations are low, the referee may call for an extraordinary feat of constitution. In either case, failure would indicate that at some point the fighter’s legs would fail him. The referee may adjust tests of strength, dexterity, and constitution by ±1 or more based on circumstance, character ability, or other factors. Likewise, extraordinary feats may be adjusted by ±8% or more, as deemed appropriate. N.B.: Attribute checks should not be used to resolve challenges associated with specific class abilities. If a character attempts an action that is clearly the province of another class, d6 task resolution is recommended, usually at odds no better than 1-in-6 (or perhaps 1-in-8). For instance, a fighter or magician might be allowed to pick pockets at a 1-in-6 chance of success. ATTRIBUTE CHECK (MENTAL) If an attempted action does not correspond to a physical attribute, the referee should call for a d6 task resolution. Probabilities for mental tests and extraordinary feats are not listed with those associated attributes (intelligence, wisdom, and charisma) because (in this author’s opinion), there are too many other factors involved. 8
256 HYPERBOREA For example, say an ancient Keltic song is heard in a Khromarium tavern, performed by a drunken bard. The song describes a race of diabolical Fomorians thriving at the outskirts of the Gal Hills, harassing the good villagers, stealing children and eating goats. The party wants to know if they’ve ever heard anything about this tale before. So, the referee decides it is wisdom related, perhaps a base 1-in-6 chance of being known for anyone with an above average (13+) wisdom score. But then the referee asks, “Are any of these ‘wise’ PCs Kelts?” If yes, that changes it to a 2-in-6 chance. Is the Kelt from the Gal Hills? If so, now it’s a 3-in-6 chance. Is the Kelt a bard? If so, now it's a 5-in-6 chance. Perhaps even 11-in-12. TIME Game time is measured in rounds and turns. A round measures time during battle; also, it measures the duration of some spells, abilities, and other effects. A turn measures dungeon or wilderness movement and exploration; likewise, the duration of some spells, abilities, and other effects. 1 round = 10 seconds (6 rounds = 1 minute) 1 turn = 10 minutes (6 turns = 1 hour) It is incumbent on the referee to track the passage of days and months in the adventure campaign. Rest leads to hit point recovery; new spell research and scroll creation can require weeks or even months; even the simple act of travelling (by land or sea) consumes time. When time is tracked, the referee can establish greater verisimilitude. The passage of time has extreme effects in Hyperborea, and this is corroborated by the 13-year calendar, in which there is one year of midnight sun and one year of polar night. Likewise, it is incumbent on the player to track the passage of time as pertains to the accounting of certain abilities. For example, if a witch is going to use the ability brew decoction, the player should know the date in the campaign so that eligibility to brew a future decoction (a month later) is appropriately accounted for. Likewise, if a monk uses the ability cellular adjustment in order to cure disease, the date in the campaign should be noted because the monk will not be eligible to do so again for one week. MOVEMENT Movement (MV) is the measure of distance one can travel during battle, when negotiating labyrinthine depths, or whilst traversing icy tundra. The three basic types of movement are combat movement, dungeon movement, and wilderness movement. This section deals with the latter two. For information on combat movement, refer to Chapter 9: Combat, combat overview. Movement is affected by armour worn and (optionally) by encumbrance (see below). Generally, most characters will fall under the following movement rates, though exceptions (e.g., barbarian, monk) do apply: Unarmoured or light armour: 40 MV Medium armour: 30 MV Heavy armour: 20 MV ENCUMBRANCE Characters bearing weight of any sort are assumed to be equipped with stowage devices such as backpacks, pouches, and sacks. Common sense should be exercised, and players must be realistic in terms of what their characters can carry. When a character has exceeded a reasonable amount of personal gear, the referee may inform the player that their character is in one of the following states: Encumbered (−10 MV and −1 AC penalties) Heavily encumbered (−20 MV, −2 AC) DUNGEON MOVEMENT Any PC, armoured or not, can cover about 120 feet per turn (10 minutes) when cautiously navigating dark dungeon passages or subterranean caverns. This rate accounts for mapping, listening, inspecting, moving stealthily, and so forth. Dungeon movement rate also applies to adventurers in castles, towers, buildings, alleys, and the like. WILDERNESS MOVEMENT In the wilderness, a healthy person (lightly armoured or unarmoured; i.e., 40 MV) can walk about 1 league (c. 3 miles) per hour, or about 24 miles per day (in optimal conditions). This pace accounts for about 10 hours of travel (8 hours of actual movement, interrupted by a total of 2 hours of rest, eating, drinking, evacuation, and so forth). Adventurers clad in medium or heavy armour also can walk about 1 league (c. 3 miles) per hour, but they require longer periods of rest and recuperation, so the total miles achieved per day is lessened. Note that extended overland travel can be quite taxing; hence, the referee is at liberty to require a test of constitution, with failure indicating a loss of MV rate and −2 penalties to AC and saving throws. In any case, the following formula is used to calculate miles travelled per day: (MV ÷ 10) × 6 = miles per day
257 Volume I: Player’s Manual For instance, a chain mail-clad cleric with 30 MV traverses (30 ÷ 10) × 6 = 18 miles per day. The following table illustrates typical results: Table 129: Overland Travel Movement (MV) 60 50 40 30 20 10 Miles per Day 36 30 24 18 12 6 TERRAIN Wilderness movement occurs over three basic terrain types: smooth, rugged, and very rugged. Terrain MV penalties are cumulative with those for encumbrance. Table 130: Terrain Effects on Movement Terrain Type Movement (MV) Modifier Smooth — Rugged −10 MV Very Rugged −20 MV Terrain Types Defined: Smooth: desert (steppe), forest (light), hills (low), plains, snow (light), tundra, watercourses (small) Rugged: desert (sandy), forest (moderate), hills (steep), plateau/ridge, snow (moderate), watercourses (moderate) Very Rugged: forest (heavy), hills (bluffs), icy/glaciated terrain, mountains, rainforest, snow (heavy), tar pits, watercourses (large), wetlands TRANSPORT A person may ride a beast or drive a vehicle drawn by a beast or team of beasts. Typically, a waggon or cart is drawn by one or more draught horses, and a sled is drawn by a team of seven or more dogs. So long as the burden pulled is manageable, the typical miles covered per day should remain as normal; these figures assume the use of roadways or smooth terrain. If the referee deems the load unusually cumbersome, then he can apply the encumbrance penalties discussed earlier. Table 131: Transport Transport Method Burden MV Miles per Day Camel, Bactrian 0–450 lbs. 40 24 Camel, Dromedary 0–350 lbs. 60 36 Camel, Leaper* 0–500 lbs. 60 36 Cart, Donkeys or Mules (2) 0–1,000 lbs. 30 18 Cart, Horses or Oxen (1–2) 0–750 lbs. ea. 30 18 Chariot (per horse) 0–300 lbs. ea. 40 24 Coach or Waggon, 4-Wheel (per horse) 0–750 lbs. ea. 30 18 Donkey 0–150 lbs. 40 24 151–250 lbs. 20 12 Horse, Draught 0–400 lbs. 40 24 401–600 lbs. 20 12 Horse, Riding 0–250 lbs. 60 36 251–350 lbs. 30 18 Horse, War, Heavy** 0–300 lbs. 40 24 301–450 lbs. 20 12 Horse, War, Light** 0–200 lbs. 60 36 201–300 lbs. 30 18 Mammoth, Trained 0–2,000 lbs. 40 24 2,001–4,000 lbs. 20 12 Mule 0–200 lbs. 40 24 201–300 lbs. 20 12 Pony 0–250 lbs. 40 24 251–350 lbs. 20 12 Sled, Dogs (7 or more) 0–50 lbs. ea. 50 30 Thew Waggon*** 0–2,000 lbs. 20 12 2,001–4,000 lbs. 10 6 Waggon, Great Wheel (mammoth-drawn) 0–6,000 lbs. 20 12 * Will bear a rider (and gear) only, no harness. ** −3 miles per day in scale or chain barding; −6 miles per day in plate barding. *** Does not suffer a MV penalty in wetlands. 8
258 HYPERBOREA Table 132: Becoming Lost Terrain Type Lost Chance* desert (steppe), forest (light), hills (low), plains, snow (light) 1:6 forest (moderate), hills (steep/bluffs), icy/glaciated terrain, mountains, snow (moderate), tundra 2:6 desert (sandy), forest (heavy), snow (heavy), wetlands 3:6 * If the party includes a barbarian, huntsman, ranger, or scout, or one who has a relevant background, roll a d8 instead. Table 133: Course Deviation d6 Result Deviation 1 90° left 2–3 45° left 4–5 45° right 6 90° right BECOMING LOST Losing one’s way in the wilderness is a common occurrence in Hyperborea, particularly because of the position of the sun, ever clinging to and wheeling around the horizon. Typically, disorientation does not occur when the party follows an accurate map, travels a road or river, crosses familiar territory, or has a knowledgeable guide. But when the party traverses lands unfamiliar, they may become lost. Once per day of travel, the referee may roll a d6* to see if the party becomes lost. The referee also is at liberty to abstain from rolling and simply choose a becoming lost outcome. Course Deviation: If indeed the party loses their way, the referee should roll another d6 to determine deviation from the intended course. This can go on for up to 1d6 hours.
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260 HYPERBOREA COMBAT Combat! When swords flash, missiles fly, and spells fire. In HYPERBOREA, combat is a dynamic abstraction that seeks to evoke the brutal, fast-paced action of pulp fiction sword-and-sorcery tales. Typically, players declare their characters’ actions, and the referee resolves events in accordance with character capability, the actions or reactions of the opposition, and dice. The rules provide a structure by which these elements are resolved. Combat involves several actors: player characters (PCs), non-player characters (NPCs), and monsters. Some referees might use miniatures on a battle mat to guide the flow of movement and positioning, whilst other referees eschew the use of visual aids, preferring to maintain the action in the collective imagination of the game’s participants. WEAPON SKILL Weapon skill should be reviewed for all weapon-wielding combatants. Each character class entry includes a list of favoured weapons. Fighters, fighter subclasses (barbarians, berserkers, cataphracts, huntsmen, paladins, rangers, warlocks), runegravers (a cleric subclass), and bards (a thief subclass) may take up any weapon and wield it with adequate confidence and proficiency, though berserkers shun missile launching weapons unless hunting. Regardless, this adaptability stems from training in a variety of weapon combat styles. Other classes have a more limited favoured weapons list. This does not mean that they are barred from the use of any weapon; rather, they are proficient with a selection of weapons that may expand over time, for new weapon skills may be developed at 4th, 8th, and 12th levels (see below). In short, nothing precludes a magician from eventually wielding a long sword with proficiency. If, however, a newly acquired weapon is used without adequate practice and training, the wielder will be disadvantaged; the degree to which depends on character class. Table 134: Unskilled Weapon Attack Penalty Character Class Attack Penalty Magician −4 Cryomancer −4 Illusionist −4 Necromancer −4 Pyromancer −4 Witch −4 Cleric −2 Druid −2 Monk −2 Priest −4 Shaman −4 Thief −2 Assassin −2 Legerdemainist −2 Purloiner −2 Scout −2 ACQUIRING NEW WEAPON SKILLS As noted, each character class begins play with a selection of favoured weapon skills, the weapons with which the character is proficient. For character classes whose favoured weapons are not “Any,” weapon skills may be added at 4th, 8th, and 12th levels. Learning a new weapon skill is dependent upon training and practice. A player can defer the development of a new weapon skill (or the referee might impose a delay) if proper practice and training are not possible. Classes whose favoured weapons are “Any” need not concern themselves with the addition of new weapon skills unless they are exposed to weird or alien weapons outside the human experience. WEAPON MASTERY Fighters and their subclasses are eligible for weapon mastery. The fighter and cataphract begin play with two mastered weapons; other fighter subclasses begin play with one mastered weapon. Weapon mastery is specific to an individual weapon type. For example, mastery of the battle axe does not imply that one is also a master hand axe wielder. chapter 9
261 Volume I: Player’s Manual Weapon mastery is conditional upon training and experience. Eligibility for additional specializations occurs at 4th, 8th, and 12th levels, unless the player elects to delay such training. Mastery requires an intense regimen and might be accomplished under the tutelage of one who has already mastered the weapon, or perhaps by personal training, combat, and adventure. Weapon mastery confers the following benefits: +1 “to hit” bonus +1 damage bonus Increased attack rate Bow and crossbow masters gain an additional +1 “to hit” at point-blank range (for +2 total) Bow point-blank range = 6–30 feet Crossbow point-blank range = 6–50 feet Grand Mastery: Fighters (but not their subclasses) may opt to forgo one of their additional mastered weapons at 4th, 8th, or 12th level in favour of further training with a single, previously mastered weapon. These grand masters receive an additional +1 “to hit” and +1 damage with the specified weapon. Their attack rates remain the same as with mastery; thus, a 4th-level fighter with grand mastery of the longbow would attack twice per round at +2 “to hit” and +2 damage (or +3 “to hit” and +2 damage at point-blank range). ATTACK RATE/MISSILE RATES OF FIRE In combat, every melee weapon has a standard attack rate, but missile weapons (hurled and launched) have variable rates of fire (ROF). Attack rate and missile rates of fire are defined on the table below. Table 135: Melee Attack Rate Melee Combat Attack Rate (Base) Attack Rate (Master 1st–6th) Attack Rate (Master 7th–12th) Melee Weapon (Close-Quarter) 1/1* 3/2 2/1 * At 7th level, fighters and their subclasses improve to 3/2 with all melee weapons. Attack Rates Defined: Attack rates for all melee weapons and rates of fire for all missile weapons are as follows: 1/1 = one attack per round 3/2 = one attack one round, two attacks the next 2/1 = two attacks per round 5/2 = two attacks one round, three attacks the next 3/1 = three attacks per round Table 136: Missile Rates of Fire (ROF) Missile Weapon Rate of Fire (Base) Rate of Fire (Master 1st–6th) Rate of Fire (Master 7th–12th) Blowgun 1/1 3/2 2/1 Bola 1/1 3/2 2/1 Boomerang 1/1 3/2 2/1 Bow, Long- (self and composite) 3/2 2/1 5/2 Bow, Short (self and composite) 3/2 2/1 5/2 Crossbow, Heavy 1/2 1/2 1/1 Crossbow, Light 1/1 1/1 3/2 Crossbow, Repeating 3/1 3/1 3/1 Dagger 3/2 2/1 5/2 Dart 2/1 5/2 3/1 Hooked Throwing Knife 1/1 3/2 2/1 Lasso 1/2 1/2 1/1 Net, Fighting 1/2 1/2 1/1 Sling 1/1 3/2 2/1 Stone (hurled) 2/1 5/2 3/1 Other Hurled Melee Weapons** 1/1 3/2 2/1 ** Hand axe, light club, horsemen’s hammer, javelin, short spear, trident (long).
262 HYPERBOREA THE ENCOUNTER An encounter occurs when the party chances on people or monsters whose motives and ambitions do not accord with their own. An encounter can be as simple as meeting NPCs in a tavern, or as fraught as coming face to face with some unspeakable horror in the depths of a yawning labyrinth. REACTION Not every encounter is hostile. When the party encounters a person or (intelligent) monster, and parley occurs, the speaker’s charisma score can influence the outcome. The referee rolls 2d6, applies reaction/loyalty adjustment (if applicable), and then consults the following table: Table 137: Reaction 2d6 Result Reaction 2 or less Violent: immediate attack 3 Hostile: antagonistic; attack likely 4–5 Unfriendly: negative inclination 6–8 Neutral: disinterested or uncertain* 9–10 Friendly: considers ideas / proposals 11 Agreeable: willing and helpful 12 or more Affable: extremely accommodating * Reroll; if result is the same, neutrality (disinterest/uncertainty) persists. The above table presumes the speaker attempts to gain a favourable reaction. If the speaker taunts or belittles the subject, no roll is needed; the referee must judge reactions accordingly. The table is most useful when the referee feels a random result is appropriate; otherwise, it is within the purview of the referee to deduce the attitude of the subject as seen fit. Other factors can modify the roll, per referee discretion. Does flattery impress or disgust? Is the subject open to bribery? Insulted by it? Indifferent? EVASION The party may attempt to flee a hostile situation. If the party is faster than the opposition, escape can be assumed. If some or all the party members are not as fleet as the enemy, they may intentionally drop an item to distract greedy or dim-witted creatures—just to ensure escape. Conversely, if the enemy flees the party, the party must decide whether to pursue or not. If the party catches up, the enemy may turn and fight, or surrender, as judged by the referee. When diplomacy and negotiations fail (or never take place to begin with), and fleeing is not an option, combat, a staple of fantasy role-playing games, is oft unavoidable. COMBAT OVERVIEW Combat typically entails melee, missiles, magic, and/or movement. These activities are measured by the round (a 10-second increment). MELEE Strike blows with a handheld weapon, such as an axe, spear, or sword. Melee also includes monster attacks, such as claws, bites, horns, and stings. Weapon wielders must be within weapon reach, which is accounted for by weapon class (WC): 5 feet for WC 0–3 weapons 10 feet for WC 4–5 weapons 15–20 feet for WC 6 weapons MISSILES Discharge missile launchers, such as bows, crossbows, and slings; hurl handheld weapons, such as daggers, darts, hand axes, and javelins. All missile weapons are listed with three ranges—short (S), medium (M), and long (L)—reckoned by feet indoors and yards outdoors. Short range shots have no modifier Medium range shots are at −2 “to hit” Long range shots are at −5 “to hit” MAGIC Spells fired by magicians, clerics, and the like; special abilities exercised, such as turn undead and the many supernatural and spell-like powers of monsters; invoked magical devices, such as rods, staves, wands, rings, and scrolls. MOVEMENT To advance, run, or charge during combat. Each combatant has a movement rate (MV) that is typically determined by armour worn. In general, movement during combat can be exercised as follows: Cautious advance: full MV in feet per round (no engagement) Double move (running): double MV in feet per round (no engagement) Half move and engage: half MV in feet per round, followed by engagement (melee, missile, magic, etc.). Charge attack: run up to full MV in feet per round and make a charge attack (+2 damage, –2 AC) N.B.: If using the optional last strike rule, a melee combatant may take a full move and attack at the end of the round, or take a double move and charge attack (+2 damage, –2 AC) at the end of the round. Combatants who act at the end of the round have sacrificed their position in the initiative order.
263 Volume I: Player’s Manual Table 138: Combat Movement MV Standard Move (cautious advance) Double Move (running) 60 60 ft. (½ move = 30 ft.) 120 ft. (½ move = 60 ft.) 50 50 ft. (½ move = 25 ft.) 100 ft. (½ move = 50 ft.) 40 40 ft. (½ move = 20 ft.) 80 ft. (½ move = 40 ft.) 30 30 ft. (½ move = 15 ft.) 60 ft. (½ move = 30 ft.) 20 20 ft. (½ move = 10 ft.) 40 ft. (½ move = 20 ft.) 10 10 ft. (½ move = 5 ft.) 20 ft. (½ move = 10 ft.) OTHER COMBAT ACTIONS A plethora of other actions are possible, limited only by the imagination of the game’s participants. Some examples are as follows: Bind an ally’s wounds Broach a keg Cut open a straw cot Drag a heavy chest Drop a torch down a pit Douse an object with oil Force open a door Hammer a spike into a wall Hide Jump over an obstacle Light a torch (may require 1–3 rounds) Roll up a tapestry Sheathe a weapon, draw another weapon Tie a knot Topple a marble statue Toss a rope across a chasm Further actions are less clear and oft require referee adjudication. For instance, a character who attempts to retrieve a ring of fire resistance from a pouch full of silver and gold coins might fish for 1d4 rounds before the ring is found, but a potion of invisibility stored in a lightly packed backpack may require but 1 round to retrieve before it can be quaffed. Lastly, some actions may be considered negligible: dropping a backpack or a torch, shouting a warning or instructions of brief sort, and so forth. 9
264 HYPERBOREA ATTACK ROLL A d20 roll that determines whether an attack hits or misses. Almost every combatant has a chance to strike an opponent. Many attack rolls are modified by attributes such as strength and dexterity, special abilities, sorcery, and other factors. N.B.: If the referee deems it appropriate, all natural 20 rolls automatically hit, and all natural 1 rolls automatically miss; or the optional critical hits and misses rules may be used. ATTACK MODIFIERS In combat, many circumstances necessitate modification of the d20 attack roll and/or the defender’s armour class. These modifications are oft noted as a bonus or penalty “to hit.” Obvious (and oft standard) modifiers are attribute-related, such as dexterity modifying a missile attack or strength modifying a melee attack. Other modifiers are class-related, such as a fighter’s weapon mastery or a thief’s backstab ability. In most cases, conditional modifiers do not “stack.” For instance, one cannot take a cumulative +3 “to hit” for a rear attack from higher ground; such an attack is at +2 “to hit.” Table 139: Attack Roll Modifiers Combat Condition (Attackers) “To Hit” Modifier Attacker is Blind −4 Attacker is Flanking +1 Attacker is Invisible +4 Attacker on Higher Ground +1 Missile Fire, Long Range −5 Missile Fire, Medium Range −2 Missile Target Engaged with Ally −2 Rear Attack +2 Attack Roll Modifiers Table Defined: Attacker is blind: Blind or unseeing attackers. Attacker is flanking: Three or more melee combatants engage a single opponent, able to surround or triangulate the defender. Attacker is invisible: Invisible combatants. Attacker on higher ground: Melee attacks from an elevated position (e.g., slope, stairs, hilltop), or a mounted warrior versus a footman. Missile fire, long range: Long range missiles (feet indoors, yards outdoors). Missile fire, medium range: Medium range missiles (feet indoors, yards outdoors). Missile target engaged with ally: Short range only; otherwise, equal chances for allies and enemies to be hit. A hurler/shooter can fire at enemy engaged in melee with an ally (short range). However, in addition to the noted “to hit” penalty, if the attack roll is a natural 1–3, and this result qualifies as a miss, then the ally is targeted instead (randomly determined if more than one). The hurler/shooter must make a new d20 attack roll using all applicable modifiers to see if the ally is struck. N.B. If the optional critical misses rule is used, a natural 1 result becomes a “fumble,” which may still result in an ally being struck. Rear attack: Melee attacks from a rear position; generally assumes the target aware of attack yet has its back turned to the attacker (fleeing, attempting to access a nearby item, etc.). If target is oblivious, refer to defender is prone (see Table 140). Note that the rear attack bonus is not cumulative with attacker is flanking, a thief’s backstab ability, etc. Table 140: Armour Class Modifiers Combat Condition (Defenders) AC Modifier Defender is Defenceless Automatic Hit Defender is Encumbered −1 Defender is Heavily Encumbered −2 Defender is Fleeing −2 Defender is Hindered −2 Defender is Prone −4 Defender is Stunned −4 Defender on Higher Ground +1 Missile Target Mostly Concealed +5 Missile Target Partially Concealed +2 Armour Class Modifiers Table Defined: Defender is defenceless: Target at the mercy of enemy (e.g., bound, paralyzed, sleeping, unconscious); can be struck automatically without need of a qualifying attack roll, or slain outright if desired. Defender is encumbered: Referee judges that the defender bears too much weight. Defender is heavily encumbered: Referee judges that the defender bears an abundance of extra weight. Defender is fleeing: Target flees from melee. Adjacent opponents each gain a free and immediate attack, which does not count against their normal attacks per round; indeed, it is a free parting shot. Defender is hindered: Target is held by one leg or in an otherwise off-balance or awkwardly inconvenient position (such as spell casting). Defender is prone: Target lies on the ground, is trapped, bound, or otherwise oblivious to attack. Defender is stunned: Defender dazed and bewildered; can do nothing save stagger at half movement. Defender on higher ground: Target defending against melee attacks that come from a lower position (e.g., slope, stairs, ditch); or a mounted warrior attacked by a footman. Missile target mostly concealed: Target takes cover behind an arrow slit, a merlon, thick trees, or the like. Missile target partially concealed: Target takes cover behind a rock, tree, low wall, or the like.
265 Volume I: Player’s Manual COMBAT MATRIX The combat matrix charts the modified chance “to hit” for all combatants. To use the combat matrix, players should observe the following steps: Make a d20 attack roll Apply any modifiers Cross reference fighting ability (FA) Inform referee of AC struck The referee is not obliged to inform the player what a target’s AC is, but clever players might deduce this score as the battle progresses. Conversely, players must inform the referee of their character’s AC when required so. Table 141: Combat Matrix Armour Class (AC) of Defender 8 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9 Fighting Ability (FA) of Attacker 0 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 1 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 2 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 3 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 4 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 6 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 7 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 8 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 9 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 10 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 11 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 12 −1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 Combat Matrix Table Defined: Fighting Ability (FA) of Attacker: FA is the measure of a character’s or monster’s ability to fight, as compared with the fighter class. Most monsters attack at a fighting ability that equals their HD (unless otherwise noted). Creatures with less than 1 HD (½ or ¼ HD) are considered FA 0 combatants. Creatures with bonus hit points use their base HD figures; e.g., a monster with 5+5 HD is an FA 5 combatant. FA 12 is the highest fighting ability possible. Armour Class (AC) of Defender: The defensive capability of the combatant. For most characters, base armour class is determined by armour worn and then adjusted by dexterity, special abilities, sorcery, and more. COMBAT STEPS Consider the following checklist a guideline intended to help the referee coordinate and adjudicate combat. With experience, these steps will become second nature. 1. Determine surprize (round 1 only, per referee discretion) 2. Declare actions 3. Roll initiative 4. Resolve actions 5. Check morale (per referee discretion) With Step 1 occurring only on round 1 (per referee discretion), and Step 5 being situational (also per referee discretion), most combat rounds only comprise Steps 2–4. Basically, declare actions, roll initiative, and resolve actions. 9 How to use combat matrix: 1) Reference your character's fighting ability (FA). 2) Roll a d20 attack roll and add any applicable modifiers. 3) Consult the above matrix (or the one on your character sheet) and inform the referee of what AC you hit. For example, if your FA 4 character has +2 "to hit" with her light crossbow, and you roll a 9, your character has struck an AC 5.
266 HYPERBOREA SURPRIZE (Step 1 of Combat Steps) Surprize occurs per referee discretion when two or more parties meet abruptly, and one or more is caught off guard. A d6 is rolled, a 1 or 2 indicating surprize. Typical surprize distance is as follows: 1d3 × 10 feet indoors 1d3 × 10 yards outdoors Of course, darkness or obstructions will limit encounter distance accordingly, as judged best by the game referee. A surprized party can take no actions against a non-surprized party during round 1 of combat (which may be termed the surprize round). A surprized party may be considered prone (see attack modifiers) if caught completely unawares (e.g., sleeping, eating, reading). So, if the PC party surprize a group of monsters, they can attack, cast spells, or even flee for 1 round before the monsters react. If both sides are surprized, the effects are nullified, each group momentarily taken aback. The referee is at liberty to dispense with a surprize check if circumstances dictate obvious surprize or non-surprize; e.g., a pair of woolly mammoths tramping across the open tundra will not surprize the party. N.B.: Some monsters surprize more often than 2-in-6; conversely, certain subclasses (e.g., rangers) reduce surprize chances by 1-in-6. ACTION DECLARATION (Step 2 of Combat Steps) Before initiative is determined, each player must state his or her character’s intent (e.g., move, attack, cast a spell); alternatively, the caller announces each character’s actions. If a spell is to be cast, the player must name the specific spell. Meantime, the impartial referee silently decides the actions of the opposition. INITIATIVE (Step 3 of Combat Steps) Initiative order is determined with opposed d6 rolls. The side with the highest score acts first. Ties may be resolved in order of dexterity scores (highest to lowest) or considered simultaneous action. Using dexterity to break initiative ties can create interesting results, with some party members possibly acting before the monsters and some after. If the initiative throws result in a tie, and dexterity scores are the same, then truly the action is simultaneous. In some cases, the referee may need to assign enemy dexterity scores or dice for them using 3d6 or 4d6 (drop low); 4d6 (drop high) may be used for slow creatures. DELAY ACTION Winning initiative does not necessarily mean a combatant must act straight away. One may hold an action, in effect waiting to see what the other side does, or perhaps waiting for a specific circumstance. For example, if a minotaur is charging to engage the party, an archer may delay shooting until the monster enters short range. When a player dithers too long and the referee requires immediate reactions, the referee is at liberty to impose a delay action on the part of the player; young or inexperienced players may be pardoned, of course. FIRST STRIKE (Optional) Optionally, per referee discretion, when two weapon-wielding melee combatants first clash, the one with the longer-reach weapon strikes first, regardless of initiative results. Reference the applicable weapon class (WC) for each weapon. If the difference is 2 or greater, the combatant with the higher WC attacks first. This rule applies strictly to the initial clash of melee weapon wielders. It does not transpire on subsequent rounds and does not apply to missiles, spells, devices, and the like; neither does it pertain to the natural attacks of monsters (e.g., claws, horns, teeth). LAST STRIKE (Optional) Optionally, per referee discretion, a melee combatant can move full MV (normally half) in the combat round and still take an attack. However, the character is going to act last in the combat round, regardless of initiative results. For example, if a cataphract has 30 MV, he can move up to his full movement (30 feet) and still stab with his spear, but he is going to attack last, even if his side won initiative. This option also applies to charge attacks. For example, if a scout has 40 MV, and she wishes to make a charge attack (+2 damage, −2 AC penalty) with her short sword, she can run up to double her movement (80 feet) and drive her sword at her enemy, but she will attack last, even if her side won intitiative. N.B.: If multiple combatants are utilizing last strike, initiative order applies to that subset. ACTION RESOLUTION (Step 4 of Combat Steps) Combat includes a broad selection of combat actions, which are resolved by use of the combat sequence. Typically, each round of combat comprises the following basic actions in order: Melee (hand-to-hand combat) Missiles (hurled, launched) Magic (spells, magic items, special abilities) Movement (move, run/charge) When an adventuring party is large, dexterity may be used to reckon PC order from highest to lowest DX. Otherwise, the combat sequence should be followed.
267 Volume I: Player’s Manual COMBAT SEQUENCE Each side takes turns in the following sequence according to initiative results, which are diced for each round, using a d6. After all sides have gone through each of the combat steps (above), a new initiative order must be diced for; then, the sequence begins anew. 1. MELEE (from stationary position) 2. MISSILES (from stationary position) 3. MAGIC (from stationary position; includes spells, magic abilities, magic items, etc.) 4. MOVEMENT a. Move (standard movement rate or double movement rate [run]) b. Move and Melee (move ½ and attack or move full and charge attack; optionally, move full and attack at end of round or move double and charge attack at end of round, regardless of initiative order. c. Move and Missile (move ½ and fire) d. Move and Magic (move ½ and cast spell [or use magic ability, etc.]) 5. OTHER ACTIONS (bind an ally’s wounds, toss a rope, spike a door, etc.) Combat Sequence Notes: PC ORDER: Two characters on the same side, taking the same basic action (both melee, for example) may go in order of dexterity (DX), or however the players choose. INITIATIVE TIES: A tie on the initiative roll signifies that all combatants from all sides go in order of their individual dexterity (DX) scores, regardless of the combat sequence. DX ties imply true simultaneousness. STATIONARY POSITION: Stationary (melee, missiles, magic) combatants are not statue-still; they may move up to 5 feet before taking their action. Example #1: An archer steps forward 5 feet before shooting. Example #2: A spell caster steps 3 feet to the left before casting burning hands. MULTIPLE ATTACKS: Multiple attacks may be made together. Example: A dagger-wielding fighter with two attacks has won initiative against a trident-wielding lizard-man, so the fighter may take both attacks before the monster goes (unless it is the first round of combat and the optional first strike rule is being used, in which case the lizard-man goes first). DELAY ACTION: A combatant can delay to the end of the initiative order or even the end of the round. Example #1: A spell caster wants to cast a command spell after all the caster’s allies have taken their actions. (A delay to the end of the initiative order.) Example #2: An axe hurler awaits the enemy’s advance, even though the axe hurler’s side won initiative. (A delay to the end of the round.) CHANGE ACTION: Changing an action requires referee approval. Switching a weapon is typically fine, but going from casting a spell to moving and firing a missile is not (in this author’s opinion). Likewise, changing an action based on initiative results is discouraged. If your character is on the winning initiative side and you have already declared that you were casting a spell (stationary), then asking to move up 15 feet before casting, just because you know the initiative results, is in poor taste. But the referee is the final arbiter in all such cases. MORALE (ML) (Step 5 of Combat Steps) Morale measures the confidence, discipline, and courage of monsters and NPCs. It is tested with a morale check when the referee judges that one or more monsters and/or NPCs might break ranks and flee a hostile situation. Some referees may elect to adjudicate morale by fiat in lieu of a roll. Monsters and NPCs are presented with morale (ML) scores that range from 2 to 12. Creatures of the lowest morale (2) scarcely will fight, whereas creatures of the highest morale (12) never surrender. Morale is tested when the referee deems the situation appropriate. Suggestions include the following: Leader killed 50% of force defeated (with few enemy casualties) Terrible sorcery released (frightens animals or primitive/superstitious humans or humanoids) Outnumbered footmen face a mounted charge Enemy holds a fortified, nigh impenetrable position Enemy comprises uncontested fliers Enemy seems impervious to harm Significant hit point loss How to Make a Morale Check: To make a morale check, roll 2d6. If result is equal to or less than subject’s ML score, it continues to fight. If result is greater than subject’s ML score, it attempts to retreat/surrender. 9
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269 Volume I: Player’s Manual COMBAT OPTIONS The following combat options should be announced during action declaration, before dicing for initiative. Once intent is declared and the order of events established, action resolution may commence. CHARGE ATTACK A running attack (thus, full movement allowed) made by a human or humanoid armed with a melee weapon. This action is a single attack (1/1) that supersedes standard attack rates; thus, a 3/2 melee attack rate fighter can perform a charge attack and then go into a normal attack rate of 1 attack the next round and 2 attacks the following round. Charge attacks must be reasonably straight, with a minimum distance of 15 feet. A charge attack cannot be across unreasonable terrain, per referee discretion. Modifiers for charging are as follows: +2 damage bonus −2 AC penalty for one round N.B.: If the optional last strike rule is used, a combatant’s charging distance can be doubled; however, the charge attack occurs at the end of the round, regardless of initiative results. FIGHTING WITHDRAWAL A melee combatant can backpedal at ½ movement and continue to fight and defend; or backpedal at full movement and simply defend. Enemies may pursue a withdrawer, but movement rates should be compared. Example #1: A huntsman is engaged with a bog mummy. The huntsman is heavily wounded and decides to backpedal. The bog mummy wins initiative and so attacks first, swinging its fist. The huntsman deflects the blow with his shield. He then begins to withdraw whilst thrusting his spear at the pursuing bog mummy. He hits the undead creature and manages to backpedal 20 feet (half his MV). Meantime, the bog mummy manages to pursue only 10 feet (half its MV). Example #2: A cleric is engaged with an axe-wielding minotaur. The cleric decides to make a full withdrawal. The cleric’s side has won initiative, so the cleric (wearing plate mail) withdraws her full 20 MV. But the minotaur pursues and attacks because the beast needs only move half (full MV 40). The cleric remains subject to attack, but perhaps she has drawn the monster into a trap where her thief ally hides, ready to backstab. N.B.: If an attempt is made to run away (double MV) from engagement, the combatant will suffer a −2 AC penalty, and any adjacent enemies gain a free and immediate attack. If chase is given, movement rates should be compared. FLASK HURLING / OIL BURNING Flaming oil can be hurled as a grenade. Likewise, holy oil/water can be hurled as a grenade against the undead. To strike a target with a hurled flask (or other grenade), a d20 must be rolled and compared to the following table: Table 142: Flask (Grenade) Hurling Target Size and Position d20 Score Needed Stationary target (e.g., unaware person) 7 Large (over 8 ft.) 9 Medium (about 4–8 ft.) 11 Small (under 4 ft.) 13 Other flask (grenade) hurling adjustments: Dexterity attack modifier of hurler applies. Range (of typical grenade): 10/20/30 (short/medium/long). Medium range is at −2 “to hit” Long range at −5 “to hit” Note that ranges are reckoned in feet indoors and yards outdoors. Further referee adjustment may be necessary. For instance, if a cluster of humans or humanoids is targeted, the referee might require an 8 to hit a random target in the crowd. If a Medium target runs amongst trees and shrubs, a 12 or even a 14 might be required. Holy Oil/Water: A phial of holy oil or holy water can be hurled as a grenade against undead or dæmonic adversaries. Holy oil/water causes 1d8 hp damage per round for 2 rounds. If the target is missed by a score of 2 or less, a splash delivers 1d4 hp damage for 1 round. Incendiary Oil: A flask of incendiary oil (such as Greek fire) can be hurled as a grenade-like missile. If hurled at an enemy, and a hit is scored, the container bursts and the oil combusts spontaneously, causing 1d8 hp damage per round for 2 rounds. If the target is missed by a score of 2 or less, a splash delivers 1d4 hp damage for 1 round. Lamp Oil: A flask of lamp oil can be hurled as a grenade, but it is not nearly as effective as incendiary oil. A flask of lamp oil must be lit with a cloth or wick, which takes 1d2 rounds to complete. This grenade causes 1d4 hp damage per round for 2 rounds. A flask of lamp oil can also be spread as a pool (3-foot diameter) and lit. The oil will burn for 1 turn. Any creature passing through the flames will sustain 1d4 hp damage. 9
270 HYPERBOREA MOUNTED COMBAT The province of skilled horsemen (typically fighters, barbarians, cataphracts, paladins, and rangers). The following weapons are suited to mounted combat: Hand axe, horseman’s flail, horseman’s hammer, horseman’s mace, horseman’s pick, lance, short scimitar, long scimitar, short spear, long spear, great spear Attacking a Small or Medium opponent from the saddle is considered higher ground, so a +1 “to hit” bonus is granted. However, this bonus is negated if the mounted combatant wields a weapon not suited to fighting from the saddle. Similarly, a horseman gains a +1 AC bonus versus footmen. MOUNTED CHARGE: A horseman can make a mounted charge if the target is at least 60 feet away and the path is relatively straight. The ground must be level and free of obstructions. A mounted charge cannot be performed in difficult terrain types, per referee discretion. Mounted charge modifiers are as follows: +1 “to hit” (vs. Small and Medium opponents) +2 damage bonus −2 AC penalty for one round (−1 vs. footman) If the mounted charger wields a lance or couches a great spear, weapon damage dice are doubled (tripled for cataphracts) in lieu of the +2 damage bonus; other modifiers are added after damage dice are rolled. Subsequent mounted charge attacks require 2 rounds to prepare; i.e., a mounted charge may be made every 3rd round if conditions are appropriate. k k
271 Volume I: Player’s Manual UNARMED COMBAT To engage in melee without a weapon. Presented hereafter are four basic unarmed combat forms. If using the optional first strike rules, unarmed attacks are considered weapon class 0 (WC 0). GRAPPLE: An attempt to wrestle an opponent. A d20 attack roll is made, with strength attack modifier applicable. If the grappler is clad in heavy armour, a −4 “to hit” penalty applies. Upon a successful attack roll, the target is allowed an avoidance saving throw to escape the hold. If the saving throw fails by 5 or more, the grappler can choke the target for 1d2−1 hp damage per round, plus strength damage adjustment, if applicable. A grappled victim is considered hindered and suffers a −2 AC penalty. A grappled victim can break free with a successful test of strength or an extraordinary feat of strength versus an 18 ST assailant. In either case, three such attempts may be made. If the grappler or grapple victim has no published strength rating, the referee must either assign a score or dice for it (3d6, or 4d6 drop low). A grappled victim may attempt to use a WC 0–2 weapon at −2 “to hit.” OVERBEAR: An attempt to tackle and pin or restrain an opponent. A d20 attack roll is made, with strength attack modifier applicable. An overborne victim can escape via a test of strength, or via an extraordinary feat of strength when multiple successful attackers are involved, or if a single attacker is significantly heavier. PUMMEL: An unarmed strike (e.g., punch, kick, knee, elbow). A d20 attack roll is made, with strength attack modifier applicable. A hit causes 1d2−1 hp damage, plus strength damage adjustment (if applicable). Metal gauntlets or cæstuses grant a +1 damage bonus; i.e., 1d2 hp damage, plus strength damage adjustment (if applicable). In a match of fisticuffs, any hit that exceeds the target’s AC by 7 or more (or a natural 20 in any case) may result in a knockout, pending a transformation saving throw. If the save fails, the victim is stunned for 1d4 rounds. PUSH: An attempt to shove and/or knock down one’s opponent with hands, shoulder, or shield. A d20 attack roll is made, with strength attack modifier applicable. Upon a successful attack roll, the victim is pushed back 1d6+4 feet and must make an avoidance saving throw or be knocked down for 1 round. A target with more than two legs gains a +1 saving throw bonus per leg in excess of two. A target that is of a larger size category than the attacker gains a +4 bonus on the saving throw. A knocked-down combatant is considered hindered and suffers a −2 AC penalty. Upon a successful attack roll, the victim is allowed an avoidance saving throw to dodge. A target with more than two legs gains a +1 saving throw bonus per leg in excess of two. For every additional overbear hit beyond the first in the same round, the target is penalized by 1 on the saving throw. An overborne victim is considered prone (−4 AC penalty). 9
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273 Volume I: Player’s Manual ADVANCED COMBAT ACTIONS (Optional) Advanced combat actions comprise 26 manœuvres, tactics, and techniques intended for more nuanced play. Referee approval is required. Each advanced combat action includes modifiers and sub-rules that may require review (not unlike many spells). Advanced combat actions must be declared before initiative is rolled; otherwise, the referee may decline their use. Several advanced combat actions have prerequisites related to attributes, class, weapon mastery, or other conditions. Table 143: Advanced Combat Actions Advanced Combat Action Prerequisite Arrow Setting Preparation time Conservative Fighting — Disarm — Dodge — Double Arrow Shot Weapon mastery (bow) Double Feint — Firing March Fighter (or subclass) only Indirect Fire Weapon mastery (bow or sling) Off-Hand Weapon Parry — Parry and Block — Pommel Strike Surprize Ready Shooter — Reckless Fighting — Recumbent Fire — Running Dodge 40 MV or greater Saddle Casting Mount walking Saddle Fire Fighter (or subclass) only; training required Shield Bash Shields allowed by class Shield Bind Shields allowed by class Shield Cover for Ally Shields allowed by class Shield Splitter Weapon mastery (axe) Shield Wall 3+ combatants with large shields Spear Charge — Spear Setting — Throw and Attack Fighter (or subclass) only Two-Weapon Fighting 13+ dexterity ARROW SETTING The archer spikes arrows in the ground, angled to gain a faster rate of fire (ROF); preparation time is thus required. With the arrows so arrayed, ROF improves as follows: 3/2 ROF improves to 2/1 2/1 ROF improves to 5/2 5/2 ROF improves to 3/1 Use of this technique precludes movement during combat. Suitable ground conditions required; i.e., a ground type in which arrows can be spiked. CONSERVATIVE FIGHTING A combatant may fight conservatively, gaining a +1 AC bonus in exchange for a −2 “to hit” penalty. N.B.: Berserkers cannot use this technique in conjunction with berserk rage. DISARM The combatant sacrifices one attack to attempt to disarm an opponent. The disarm roll is a d20 attack roll against the defender’s AC, modified according to the attacker’s weapon: −4 “to hit” for most weapons −3 “to hit” for an axe, halberd, or pick −2 “to hit” for a flail −1 “to hit” for a chain whip, fighting net, or whip A further −2 “to hit” penalty applies if the target’s weapon is gripped with two hands. All penalties considered, if a hit is scored, the target must make a test of strength or drop their weapon which goes 2d6 feet in a random direction (d8 roll; 1= north, 2 = south, 3 = east, 4 = west, 5 = northeast, 6 northwest, 7 = southeast, 8 = southwest). The referee may need to assign or dice for the strength scores of some monsters and NPCs (3d6, or 4d6 drop low). DODGE The combatant forfeits any attack(s) in order to focus on evasion. Dodging grants a +2 AC bonus. This action can be used in conjunction with a cautious (½ move) fighting withdrawal. DOUBLE ARROW SHOT A master archer nocks and shoot two arrows at the same time. The target must be within 6–30 feet (pointblank range). One attack roll is made at a −2 penalty (effectively negating the +2 “to hit” bonus associated with point-blank shooting). If the result is a hit, both arrows hit; if a miss, both arrows miss. This manœuvre can be used but once per round. DOUBLE FEINT A melee combatant feints two convincing blows so that an opponent becomes more susceptible to a third actual blow. The attacker must roll 2d6 modified by dexterity attack modifier and charisma reaction adjustment. If the result is 10 or greater, the actual attack roll may be made at +2 “to hit”; otherwise, an attack is lost. N.B.: This technique may not work against the same foe more than once, per referee discretion; too, the bonus applies to a single attack. 9
274 HYPERBOREA FIRING MARCH This technique is available to fighters and their subclasses. It allows a missile shooter to fire missiles whilst making a ½ move. Lesser combatants (non-fighters) need to stop and set their feet. Furthermore, if the optional last strike rule is used, a missile shooter may take a full move and fire a single shot at the end of the round. INDIRECT FIRE This option is available to master bowmen and slingers, but not to crossbowmen. The shooter may be positioned behind cover, or the shooter have other obstacles to contend with. In either case, an arching shot is fired at −2 “to hit” (or greater, depending on the size of the obstruction, per referee discretion). Indirect fire is a good way for archers and slingers to avoid possibly shooting allies, so long as those allies are not actively engaged in melee with the target; otherwise, firing into melee rules apply. OFF-HAND WEAPON PARRY The combatant wields an off-hand weapon (WC 1) to parry melee weapon attacks (but not missiles). This technique provides a +1 AC bonus. The combatant can continue to attack with the primary weapon as normal and without penalty, but the off-hand weapon (except for the tonfa and hand trident) cannot be used to attack on the same round it is used to parry (cf. two-weapon fighting). PARRY AND BLOCK A combatant armed with a melee weapon or shield forgoes attacking to focus on deflecting enemy blows. A melee weapon cannot be used to defend against missile attacks, though a shield can be. This technique provides a base +2 AC bonus, adjusted by the defender’s strength attack modifier, if applicable; e.g., 18 strength yields a +4 AC bonus, whereas 3 strength provides no defence whatsoever. If the assailant scores a natural 20, the defender’s weapon or shield is broken, unless it is magical; magical parrying devices have a 1-in-6 chance to withstand breakage for every “plus,” so a +3 long sword stands a 3-in-6 chance to survive. Note that this natural 20 breakage rule effectively replaces critical hits, if used. Parry and block can be used in conjunction with a cautious (½ move) fighting withdrawal. POMMEL STRIKE To knock out an unsuspecting opponent using the pommel of one’s weapon (or a like object). This manœuvre is used against an unaware human or humanoid opponent lacking headgear. The surprize attack is at a +4 “to hit” bonus, as the unaware target is considered prone. If the target's AC is beaten by 5 or more, the victim is knocked senseless (stunned) for 1d6 rounds unless a transformation saving throw is made. Regardless, the hit delivers 1d2 hp damage, plus strength damage adjustment (if applicable). READY SHOOTER If a shooter enters combat with crossbow cocked, arrow nocked, or wand aimed, then the weapon can be discharge before any other actions are taken, regardless of initiative results. If more than one side has a ready shooter, the results are determined in order of highest dexterity (or simultaneous). After this advanced combat action is executed, the standard combat sequence is followed with no cost to the participating characters. This manœuvre is available prior to the first round of combat alone and cannot be performed by surprized shooters. N.B.: Although a crossbowman can walk about the dungeon labyrinths with weapon cocked and loaded, a bow will be ruined if constantly drawn taut (not to mention how exhausting this practice can be). RECKLESS FIGHTING A melee combatant elects to fight recklessly, with less regard for personal safety, gaining a +1 “to hit” bonus in exchange for a −2 AC penalty. N.B.: Berserkers cannot use this technique in conjunction with berserk rage. RECUMBENT FIRE The shooter lies flat on his or her back or chest and fires a single shot. An archer must shoot off to the left (if right-handed), but a crossbowman suffers no such restriction. Whilst lying flat, all recumbent shooters gain a +2 AC bonus versus enemy missile fire, but their own bow shots are fired at a −4 “to hit” penalty, and their own crossbow shots are fired at a −2 “to hit” penalty. Note that master archers suffer mere −2 “to hit” penalties, and master crossbowmen suffer mere −1 “to hit” penalties. Should an enemy come upon a recumbent shooter, he or she is considered prone. Terrain can inhibit or even prohibit this technique’s application. RUNNING DODGE A combatant whose movement rate (MV) is 40 or greater can gain a +2 AC bonus versus enemy missile fire by ducking, zigzagging, and generally moving erratically. The running dodger loses half of their total running movement distance, and no other actions may be taken: no attacks, item use, or the like. Example: A lightly armoured fighter (40 MV) will not cover a total distance of 80 feet (normal running distance for 40 MV) during a running dodge but instead will achieve 40 feet. SADDLE CASTING A sorcerer can cast a spell from the saddle of a moving camel, horse, or similar beast of burden. Regardless of the mount’s movement rate, this technique is best employed when the mount is walking (½ MV). To fire the spell, the sorcerer must roll 4d6 against the spell’s
275 Volume I: Player’s Manual associated attribute (intelligence for magician spells, wisdom for cleric spells, etc.). If the score is equal to or less than the associated attribute, the spell fires as normal. If the score is greater than the associated attribute, the spell is lost, concentration ruined. Optionally, if the mount is moving any quicker than walking, the referee may allow for a chance to fire a spell, rolling 6d6 against the spell’s associated attribute. SADDLE FIRE Shooting from the saddle, a technique practiced by horsemen (typically fighters, barbarians, cataphracts, paladins, and rangers). The horse archer or mounted crossbowman shoots a bow (short, composite short, or composite long) or a crossbow (light or repeating) whilst the horse moves. From a walking mount (½ MV) or slower, no penalty is incurred. A trot (base MV) causes a −2 “to hit”; a canter (×2 base MV) causes −4 “to hit”; and a gallop (×3 base MV) causes −6 “to hit” penalty. N.B.: A cataphract suffers no penalty when firing whilst trotting or slower, and the canter and gallop penalties are halved. SHIELD BASH A combatant bearing a shield may opt to use his or her shield as a blunt weapon. A small shield inflicts 1d2 hp of damage, whilst a large shield inflicts 1d3 hp of damage. Strength modifiers to attacks and damage apply. When using a shield as an offensive weapon, the combatant no longer gains the AC bonus that it normally provides. N.B.: Although the defence bonus of magical shields improves AC, it does not apply to attacks or damage; however, the shield may be considered a magical weapon for combating creatures immune to mundane weaponry. SHIELD BIND A combatant gambles an attack by using his or her shield to constrain an opponent’s shield. On a 3-in-6 chance of success for clerics and thieves, or a 4-in-6 chance for fighters, the shield binder pins an opponent’s shield, effectively eliminating both combatants’ AC bonuses derived from shields. If successful, the binder can take an immediate attack; otherwise, no other actions may be taken for the round. The shield bind can be held for as many rounds as the combatant has FA levels. If the defender backpedals, however, the binder may pursue to maintain the hold, but movement rates should be compared. SHIELD COVER FOR ALLY A combatant bearing a shield can defend an adjacent missile-shooting or spell-casting ally from return fire. The defender thus provides his or her shield’s AC bonus and defence adjustment (DX bonus to AC), if applicable, to the ally; of course, the shield bearer loses these bonuses for himself or herself. Shield cover for ally can be used in conjunction with a cautious (½ move) fighting withdrawal, assuming the shield bearer and ally are withdrawing together. SHIELD SPLITTER A master hand axe hurler can intentionally destroy an opponent’s shield on a short-range throw if the attack roll exceeds the target’s AC by four. If the hand axe is hurled at a magical shield, only a natural 20 can split it. This manœuvre may be combined with the throw and attack technique. A master battle axe or great axe wielder can perform the same feat at as a melee attack, but the weapon must be gripped with two hands. SHIELD WALL When three or more large shield users overlap their shields in close order, they each gain a +4 AC bonus (normally +2) versus all attacks. The shield wall can advance at ½ movement whilst in formation. The shield bearers also can attack with spears, long tridents, or other one-handed piercing weapons of WC 2 or greater (within reason). If the shield wall forms the first rank of a phalanx, then a second rank of halberdiers, pikemen, or spearmen (long or great) enjoys the same AC bonuses, but attacks at a −2 penalty. The second rank, however, cannot outnumber the first rank; e.g., a shield wall of four warriors in the first rank can provide cover for no more than four halberdiers. 9
276 HYPERBOREA SPEAR CHARGE A charge attack with a halberd, lance, pike, spear, spiked staff, long trident, or any other spear-like weapon. As with any foot charge, the charger must cover at least 15 feet and run in a relatively straight line. Furthermore, the charge cannot be performed if the terrain type is unsuitable, per referee discretion. If the spear charger scores a natural 19 or 20 attack roll, and such an attack roll also qualifies as a hit, damage dice are doubled (in effect replacing the standard +2 damage bonus associated with charge attacks). If the attack roll is less than 19, but still qualifies as a hit, then the standard +2 damage bonus applies. Always note that any charger suffers a −2 AC penalty. N.B.: If the optional critical hits rules are used, and a natural 20 is rolled, fighters (and fighter subclasses) have a 2-in-6 chance of scoring triple damage instead of double damage, clerics and thieves (and their respective subclasses) have a 1-in-6 chance, but magicians (and magician subclasses) can do no more than double damage. SPEAR SETTING A non-surprized defender who wins initiative can set a halberd, lance, pike, spear, spiked staff, long trident, or any other spear-like weapon against a charging enemy. The butt of the weapon is fixed firmly in the ground as the defender braces it with a foot or knee. If the defender hits the charger, damage dice are doubled (modifiers rolled afterwards). If the optional first strike rule is used, the spear setter may go before the charger, even if initiative was lost. This manœuvre may be used against charging monsters if the referee feels the circumstances are appropriate. For example, a warrior may brace a long spear to meet the rush of an enraged musk ox. If initiative is lost, the defender can still use the spear or spear-like weapon to make a regular attack. THROW AND ATTACK A fighter (or fighter subclass) who enters combat already wielding a hurling weapon (e.g., hand axe, bola, boomerang, light club, dagger, dart, horseman’s hammer, javelin, short spear, long trident) in hand and cocked can hurl the weapon and close to attack with a readily accessible melee weapon (within a ½ move) or charge to attack (within a full move; +2 damage bonus, −2 AC penalty). This manœuvre functions as a sort of free attack before distance closes, but if initiative is lost and enemies close in on the hurler first, the opportunity is gone. N.B.: This advanced combat action also may be used in conjunction with a spear charge; e.g., one may throw a hand axe and charge with a short spear to devastating effect. Also, if the optional last stike rule is used, the melee attack can be made within a full move or a double move (if charging), though at the end of the round, regardless of initiative results. TWO-WEAPON FIGHTING A combatant with 13 or greater dexterity fights with a weapon in each hand in order to gain one extra attack per round. The following rules apply: The player must designate a primary weapon and a secondary weapon Neither weapon may be larger than WC 2 If both weapons are WC 1: All attacks are at −2 “to hit” If one weapon is WC 1 and the other is WC 2: All attacks are at −3 “to hit” If both weapons are WC 2: All attacks are at −4 “to hit” Two-weapon fighting may be attempted by characters who already enjoy multiple attacks per round, except for monks using the empty hand ability (which in effect, already is a form of two-weapon fighting). Consider the following adjustments: A combatant with 1 attack now has 2 attacks (primary, secondary) A combatant with 2 attacks now has 3 attacks (primary, secondary, primary) A combatant with 3 attacks now has 4 attacks (primary, primary, secondary, primary) In all such permutations, the secondary (offhand) weapon is utilized but once.
277 Volume I: Player’s Manual CRITICAL HITS A critical hit is a natural 20 attack roll that results in bonus damage. These blows are considered powerful, perfectly timed and placed, and sometimes lucky. Critical hits (or “crits”) can eliminate the attrition associated with round-to-round hit point loss because they enable almost any combatant to potentially fell a foe with a single, telling blow. Powerful monsters can be slain more easily; conversely, the mortality rate for PCs increases, for indeed, monsters deliver critical hits as well. Simply put, crits kill. Any creature that can be hit and damaged by a physical blow is subject to a critical hit; i.e., crits do not conform to the same restrictions as a thief’s backstab ability, because they do not specifically target vital areas. To qualify for a critical hit, the combatant must first score Table 144: Critical Hit Results d6 Result Combatant Type Fighter Cleric, Thief, Monster Magician 1 +2 damage +1 damage +1 damage 2 +2 damage +2 damage +1 damage 3 ×2 damage +2 damage +2 damage 4 ×2 damage ×2 damage +2 damage 5 ×3 damage ×2 damage ×2 damage 6 ×3 damage ×3 damage ×2 damage a natural 20 attack roll. Once this criterion has been established, a d6 is rolled, the result of which is cross-referenced with the appropriate column on Table 144. Note that the four principal classes (fighter, magician, cleric, thief) subsume their respective subclasses. CRITICAL HITS AND MISSES (Optional) An optional method that provides more extreme results for when a natural 20 or a natural 1 attack roll is made. CALCULATING CRITICAL HIT DAMAGE Multiplied damage (×2 or ×3) applies to damage dice only; bonus damage is applied after all damage dice are rolled. For example, a 16-strength cleric with a +1 morning star delivers a critical hit to an ape-man for ×2 damage. The morning star now inflicts a base 2d8 hp damage, followed by +1 for the magical bonus and +1 for the cleric’s strength bonus. MULTIPLYING ALREADY MULTIPLIED DAMAGE When damage dice are already doubled or trebled, do not double or treble the multiplied damage; instead, add one factor for double damage, or two factors for treble damage. For example, if a thief backstabs an enemy for ×3 damage and scores a ×2 damage critical hit, then ×4 damage dice are rolled, followed by any modifiers; if the thief ’s crit is for ×3 damage, then ×5 damage dice are rolled. RESTRICTIONS Critical hits apply to physical blows only: They do not pertain to other attack forms such as acid, cold, electricity, fire, or poison. Very few exceptions exist in which a spell might qualify for a crit. Acid arrow and magic ice dart, for example, can inflict critical damage; however, only the arrow itself does critical damage for the former. The same principal applies to a combatant with an envenomed dagger; if a crit is scored, the dagger damage is modified, but the poison damage is not. 9
278 HYPERBOREA CRITICAL MISSES Sometimes referred to as “Xathoqqua’s Woe,” a critical miss is a natural 1 attack roll that might result in the attacker suffering something untoward. Such a “fumble” can occur at the most inopportune moments; blunders that can lead to embarrassment, defeat, or death. Like critical hits, critical misses infuse the game with greater danger and thus greater tension. Note that if a result does not suit the situation, the referee is instructed to shift to the preceding result. For example, if a monk is attacking with his fists and the critical miss result is “drop weapon,” simply select the “bad miss” result. Table 145: Critical Miss Results d12 Result Combatant Type Fighter Cleric, Thief, Monster Magician 1 bad miss bad miss bad miss 2 bad miss bad miss bad miss 3 bad miss bad miss drop weapon 4 bad miss bad miss drop weapon 5 bad miss drop weapon stumble 6 bad miss drop weapon stumble 7 drop weapon stumble trip/fall 8 drop weapon stumble trip/fall 9 stumble trip/fall hit ally 10 trip/fall trip/fall hit ally 11 hit ally hit ally hit self 12 hit self hit self hit self Critical Misses Defined: Bad Miss: An embarrassing attempt worthy of ridicule; attack routine may continue. Drop Weapon: Weapon pitches 1d6+4 feet in random direction (d6, 1–3 = forward, 4 = left, 5 = right, 6 = backward). A wall or other obstacle may limit the distance a weapon propels. Stumble: Awkward stumble. One adjacent enemy (if applicable) gets one free attack. No further attacks possible for the rest of the round. Trip/Fall: Prone (–4 AC, no shield bonus, no DX bonus) for remainder of round and until next available action (i.e., status of being prone in the next round is initiative dependent). Hit Ally: Complete blunder results in an ally (closest for melee attacks, closest to the intended target for ranged attacks) being struck for normal damage. No further attacks possible for the rest of the round, if applicable. If combatant type is fighter, roll a d8 to determine if critical damage is inflicted to ally. If a 1 is scored, refer to Table 144. If combatant type is cleric, thief, or monster, roll a d8 to determine if critical damage is inflicted to ally. If a 1–2 is scored, refer to Table 144. If combatant type is magician, roll a d8 to determine if critical damage is inflicted to ally. If a 1–3 is scored, refer to Table 144. Hit Self: Complete attack mishap results in normal damage inflicted to self. No further attacks possible for the rest of the round, if applicable. If combatant type is fighter, roll a d8 to determine if critical damage is inflicted to self. If a 1 is scored, refer to Table 144. If combatant type is cleric, thief, or monster, roll a d8 to determine if critical damage is inflicted to self. If a 1–2 is scored, refer to Table 144. If combatant type is magician, roll a d8 to determine if critical damage is inflicted to self. If a 1–3 is scored, refer to Table 144.
279 Volume I: Player’s Manual HOW TO ROLL A SAVING THROW A successful saving throw requires a d20 roll that meets or exceeds the given target number. A failed saving throw indicates that the maximum effect is incurred. A natural 1 roll always fails, regardless of magical protections or other boons, and a natural 20 always succeeds, regardless of penalties. Saving throws are categorized as follows: DEATH: death magic, death ray, paralysis, poison, radiation TRANSFORMATION: petrifaction, polymorph DEVICE: magical rings, rods, staves, wands AVOIDANCE: breath weapons, ray guns, some spells, some traps SORCERY: spells, scroll spells, innate/supernatural/spell-like abilities Attribute Modifiers: Dexterity, constitution, and wisdom can affect saving throws. Dexterity can modify avoidance saving throws. Constitution can modify poison and radiation saving throws (though not all death saving throws). Wisdom can modify saving throws versus sorcery and devices that involve willpower (i.e., any effect that compels a subject to act abnormally or perceive something that does not exist). Class Modifiers: Each character class and subclass has bonuses to certain saving throw categories (e.g., a thief gains a +2 saving throw bonus to device and avoidance saves). Magical Modifiers: Various magic items (rings, cloaks, etc.) and spells provide saving throw bonuses. Referee Stipulations: Providing an ad hoc bonus or penalty to any saving throw is within the referee’s purview. For instance, if the target of a cone of cold spell enjoys the benefit of hard cover, the referee might allow a +2 or even +5 bonus on the saving throw, depending on circumstances. Furthermore, the referee might rule that only a natural 20 succeeds, or that a successful save that normally halves an effect instead negates it. ITEM SAVING THROWS Sometimes a saving throw may be needed for an inanimate object. Perhaps the party attempts to burn down an oaken door in a dungeon, or maybe a cleric holding a potion of healing is blasted by a lightning bolt. In general, if a character makes a saving throw versus some damaging effect, their items will remain undamaged. However, if the character fails a saving throw, and the referee feels one or more items might be at risk, an item saving throw may be necessary. If the item in question is magical, it gains a +2 bonus on the saving throw; furthermore, for each “plus” the item has, the saving throw is made with an additional +1 bonus (e.g., a +2 long sword gains a +4 bonus on its save). Table 147: Item Saving Throws Item Material Harmful Effect Acid Blow, Crushing Blow, Normal Cold, Freezing Disintegration Electricity Fall Impact Fire Lava Bone/Ivory 11 16 10 2 20 8 6 13 21 Ceramic/Pottery 4 18 12 4 19 2 11 4 21 Cloth/Wool/Rope 12 6 3 2 20 18 — 18 21 Crystal/Phial 6 19 14 7 20 15 13 8 21 Glass 5 20 15 6 20 17 14 9 21 Leather 10 4 2 3 20 13 2 10 21 Metal, Hard (iron, steel) 7 6 2 2 17 11 2 4 21 Metal, Soft (gold, silver) 13 14 9 2 19 16 4 16 21 Paper/Parchment 16 11 6 2 20 20 — 21 21 Stone/Gem 3 17 7 2 18 14 4 5 20 Wood, Thick 8 10 3 2 19 12 7 9 21 Wood, Thin 9 13 6 2 20 10 8 13 21 SAVING THROW (SV) A saving throw represents one’s chance to avoid, resist, or reduce harmful effects. Attributes, class, divine favour, experience, fate, luck, and sorcery all can affect a saving throw attempt. The base saving throw is the same for each character class and reaches peak potential at 11th level. Monsters peak at 17 HD. Except for some humanoids, monsters do not qualify for class and attribute modifiers. Table 146: Saving Throw Level/Hit Dice (HD) 0 1–2 3–4 5–6 7–8 9–10 11–12 13–14 15–16 17+ Saving Throw (SV) 17 16 15 14 13 12 11 10 9 8 9
280 HYPERBOREA Item Saving Throw Effects Defined: Acid: Corrosive acid in which the item is immersed. Blow, Crushing: A blow of tremendous force, such as a falling boulder. Blow, Normal: A blow from a moderately heavy object, such as a weapon. Cold, Freezing: Cold and ice magic (e.g., cone of cold, ice storm) or incredible natural cold. Disintegration: The spell disintegrate and like effects. Electricity: Lightning, sorcerous electricity (e.g., call lightning, lightning bolt). Fall Impact: Item falls 25 or more feet and strikes a hard surface (stone). Fire: Fire, sorcerous fire (e.g., fireball, wall of fire), monster’s breath weapon. Lava: Molten rock erupted from a volcano or fissure; subsurface magma. The integers shewn in the preceding table indicate the sum that must be rolled on a d20 (with modifiers, if applicable) for an item to resist the stated effect. A “—” entry reflects that no save is necessary. A natural 20 is always a success unless the required results on Table 147 are greater than 20. If such is the case, this item saving throw can be achieved only with bonuses. A natural 1 is always a failure. DAMAGE AND DEATH Unlike many modern descendants of the world’s most popular role-playing game, damage and death are harsh realities in HYPERBOREA. Here there are no multiple layers of opportunity to survive an otherwise grievous wound. Death is final, and confronting its harsh reality can be unpleasant. Referees are discouraged from coddling and cossetting players for sake of mercy or leniency, and players should gird themselves for the inevitability of character death. It should be understood, as a general thing, that the rash and foolhardy always receive their just desserts, but sometimes the dice gods are cruel, and bad luck can effect the untimely demise of a cherished PC. So it goes. DAMAGE Damage is apportioned via hit point (hp) loss. Hit points, as previously noted, are an abstract evaluation of one’s ability to absorb and minimize damage through a combination of experience, fitness, physicality, skill, luck, and perhaps divine favour. Typically, damage is sustained by means of combat, spells, and other circumstances. Each time a combatant is struck, hit points are lowered; however, damage reduction (DR) can mitigate results. Unless damage reduction is in effect, a successful melee or missile hit should always inflict at least 1 hp damage. Some attacks result in multiple damage dice, such as a horseman’s mounted charge, or a thief ’s backstab. Modifiers always are added after damage dice are rolled. FALLING DAMAGE When a creature falls an appreciable distance—whether down a pit, off a cliff, or from a tree—it sustains damage, typically 1d6 hp per 10 feet of descent. Sometimes an avoidance saving throw might be allowed to halve falling damage. For example, if one falls from a tree lush with foliage, an attempt may be made to grab branches on the way down to slow the descent. Falling damage, per referee discretion, might also include leg, arm, back, head, or neck injuries of variable significance. Lastly, exposed delicate items may require item saving throws, per referee discretion. HEALING The natural restoration of hit point loss. If a wounded character takes proper rest (minimum six to eight hours per day), hit point recovery is rolled using the character’s HD type; this roll is modified by constitution hit point adjustment (if applicable) with a minimum of 1 hp per day. For example, a wounded thief of 13 constitution gains 1d6+1 hp of healing per day, because the HD type is d6 and the hit point adjustment is +1. This natural healing may be accrued once per day. Complete Bed Rest: Optimal rest and relaxation for 24 hours. This recuperation provides maximum hit point recovery, so the above 13 CN thief would gain a full 7 hp (the maximum result of 1d6+1). Complete bed rest necessitates no physical exertion and a peaceful setting (e.g., comfortable bed, water, nourishment).
281 Volume I: Player’s Manual DEATH AND DYING When a person, animal, or monster is reduced to 0 hp or less, death transpires as follows: Beasts/Humanoids/Monsters: Dead at 0 hp Common (0th level) NPCs: Dead at −3 hp PCs/NPCs: Dead at −10 hp Upon being reduced to 0 hp or less, the following guidelines apply to PCs and NPCs: 0 hp: The character is uncon - scious. Spirits (brandy, gin, rum, whiskey, etc.) can revive one to consciousness, allowing him or her to talk and move slowly, but fighting or casting spells is not possible. −1 to −3 hp: The character is seriously injured, though relatively stable. −4 to −9 hp: The character is in critical condition and suffers convulsions and/or blood loss at a rate of 1 hp per round, unless properly stabilized by an ally (e.g., binding wounds, resuscitation, sorcerous healing). −10 hp: The character is dead, though the referee might allow a dying hero to open their eyes and utter a brief, final sentence before passing. RESURRECTION AND REINCARNATION Circumstances may arise in which a dead character can be resurrected or reincarnated. Unless other - wise noted, resurrection always should entail a trauma survival check (see Chapter 3: Statistics, constitution). Furthermore, the resurrection may have other ram - ifications, such as permanent loss of a constitution point, or perhaps mystical effects from experiencing death. Reincarnation does not re - quire a trauma survival check, but there is a decent likelihood of other life-changing consequences. 9
282 HYPERBOREA SPECIAL DAMAGE Damage in HYPERBOREA is not limited to physical bows. An ill-starred adventurer could be drained by a spectre, receive the poisonous kiss of a giant black widow, suffer the werewolf’s curse, or succumb to utter delirium upon seeing The Thing That Should Not Be. The rules and guidelines that follow are presented to adjudicate such effects that transcend mere hit point loss. LYCANTHROPY Lycanthropy is both a curse and a disease. It can be developed via the cause lycanthropy spell or contracted when one is bitten by a lycanthrope, such as a werewolf. Regardless, the change will manifest after 3d8 days. Until that time the victim will feel rather ill and suffer terrifying nightmares. Once the affliction fully manifests, a PC becomes an NPC to be run by the referee; alternatively, the referee might provide private instructions to the player, possibly duping others in the party. In rare cases, the referee might allow play to resume as normal with a PC lycanthrope, a sort of Jekyll-and-Hyde experience. Immunity to Disease: No character is immune to lycanthropy; even paladins are subject to the effects of this dreadful condition. Curing Lycanthropy: Curing lycanthropy is difficult, yet possible. A CA 9 sorcerer casting cure disease can eliminate the curse; similar class abilities possessed by monks and paladins likewise must be exercised by a 9th-level character. If such means are unavailable, a dried bunch of belladonna may be ingested, granting a 1-in-4 chance of successful cure—though carrying a 1-in-10 chance of fatality if a death (poison) save is failed.
283 Volume I: Player’s Manual MADNESS Some otherworldly monsters instill madness in those who behold them, men and women’s fragile minds flummoxed by exposure to these alien horrors. Sorcery can effect similar results, as can a bard’s mesmerize ability. In some cases, the nature of the resulting madness is predetermined, but when random determination is desired, the following forms of madness are suggested on the table below. The referee must adjudicate the development of madness in NPCs. When a PC suffers such an affliction, this calls for superior role-play in which the madness is developed by the player. Certainly, no player wishes to have their beloved character commit suicide or suffer hazardous hallucinations; however, some forms of insanity might be fun to roleplay. Imagine, if you would, a kleptomaniacal thief! To generate a random form of madness, roll a d20 on the following table: Table 148: Madness d20 Result Form of Madness Madness Description 1 Catatonia Abnormal, repetitive movement or activity; or (1-in-6), catalepsy, complete lack of movement. 2 Delusion Idiosyncratic beliefs or impressions that contradict accepted reality. 3 Dipsomania Alcoholism in which the victim is prone to drinking until passing out. 4 Hallucination Experiencing the perception of things that are not actually present. 5 Hebephrenia Disordered thoughts and emotions; hallucinatory perceptions and bizarre behaviour. 6 Homicidal Mania Pathological and uncontrollable obsession with killing and murder. 7 Kleptomania Recurrent urge to steal for the sake of stealing, not for want or need. 8 Lunacy Eccentric, foolish, violent, or irrational behaviour, manifesting oftest at the full moon. 9 Mania Periods of great excitement, euphoria, delusion, and hyperactivity. 10 Manic Depression Wild, alternating periods of elation followed by melancholy and despair. 11 Megalomania Obsession with power and domination; delusion about one’s importance. 12 Melancholia Deep and persistent sadness and gloom, marked by hopelessness and unfounded fears. 13 Monomania Obsessive enthusiasm or preoccupation with one thing or purpose. 14 Paranoia Delusions of persecution; unwarranted suspicion and mistrust of others. 15 Pathological Gambling Recurrent compulsion to wager at the highest possible stakes. 16 Pathological Lying Recurrent compulsion to deceive about even the most mundane matters. 17 Sadomasochism Deriving unhealthy pleasure from the pain of oneself and/or others. 18 Schizoidism Emotional aloofness, detachment, and solitary behaviour. 19 Schizophrenia Withdrawal from reality and into delusion, marked by mental fragmentation. 20 Suicidal Mania Deep depression and unhappiness culminating in self-destruction. 9
284 HYPERBOREA POISON Poison acquisition can be difficult, and its use by intelligent creatures is almost always an act of Evil, the antithesis of weal. Of course, exceptions may apply: When a barbarian skewers toxic fruit on the end of his spear and stabs a ferocious forest dragon in its open maw, alignment has no bearing, for this is an act of survival. Notwithstanding, a paladin must never use poison, no matter the circumstances. Poison used to assassinate is typically penetrative or ingestible, though it might be encountered as a gas, powder, or spore. Some poisons are slow acting, whereas others are rapid. Poison can cause blindness, death, madness, nerve damage (intense pain), paralysis, or other serious harm. Effects can be reduced or negated by death (poison) saving throws, which may be modified by constitution. For more information on poison, refer to Chapter 7: Sorcery, alchemy. Venom Harvesting: Collecting venom from a toxic creature (scorpions, snakes, spiders, etc.) is the province of assassins, huntsmen, and shamans (see harvest venom ability at the respective class entry). The untrained are far less adept at harvesting venom; in fact, they are more likely to fail and possibly injure themselves. The chance of success for the untrained is 1-in-6. If a 6 is rolled, a mishap occurs, and the character is exposed (e.g., eyes, nose, skin) to the venom. In general, a Small venomous creature yields 1d4 doses, a Medium venomous creature yields 2d4 doses, and a Large venomous creature yields 3d4 doses. The venom must be saved in a sealed container; otherwise, it will lose its efficacy in short order. If a dose of venom is smeared on a weapon, it becomes a single-use item that loses its efficacy after 24 hours if sheathed; if unsheathed, it loses its efficacy in 2d6 turns. The applied venom may duplicate the original effect of the venomous beast, or it might have a lesser effect, per referee discretion. k k
285 Volume I: Player’s Manual
286 HYPERBOREA Table 150: Common Name Elements d% Result Name Element d% Result Name Element d% Result Name Element d% Result Name Element d% Result Name Element 01 Cai 21 Kamm 41 Qull 61 Tai 81 Vunn 02 Cair 22 Kell 42 Rai 62 Tain 82 Xai 03 Conn 23 Koll 43 Rall 63 Tair 83 Xall 04 Dai 24 Konn 44 Ramm 64 Tann 84 Xann 05 Dail 25 Korr 45 Rann 65 Tarr 85 Xarr 06 Dain 26 Kull 46 Rell 66 Tenn 86 Xell 07 Dall 27 Marr 47 Renn 67 Torr 87 Xenn 08 Darr 28 Morr 48 Rhai 68 Tull 88 Xill 09 Denn 29 Nai 49 Rhal 69 Vai 89 Xonn 10 Dill 30 Nain 50 Rhan 70 Vair 90 Xull 11 Dunn 31 Nall 51 Rhel 71 Vall 91 Yann 12 Fell 32 Narr 52 Rhen 72 Vann 92 Zai 13 Fenn 33 Nill 53 Rhil 73 Varr 93 Zall 14 Gann 34 Pai 54 Rhul 74 Vell 94 Zann 15 Garr 35 Parr 55 Rhun 75 Venn 95 Zarr 16 Gill 36 Penn 56 Rill 76 Vill 96 Zell 17 Goll 37 Qann 57 Rull 77 Voll 97 Zenn 18 Gunn 38 Qarr 58 Sai 78 Vonn 98 Zill 19 Kai 39 Qell 59 Samm 79 Vorr 99 Zonn 20 Kain 40 Qill 60 Sarr 80 Vull 00 Zul Table 149: Common Name Number of Elements d6 Result Number of Elements 1–3 1 4–6 2 For female names, modify the ending by adding -a, -esta, or -ia to the end as desired. Male names are not modified, but extra consonants may be dropped. Examples: A roll of 40 for a single-element male name gives the name Qill. Rolls of 59 and 27 give Samm and Marr which can be combined as Sammarr, Sammar, Samarr, or Samar. The female version of Samarr could be Samarra, Samaresta, or Samarria. In some locations (Khromarium, Port Zangerios), the cultural melting pot has been so extensive for such a long period of time that common names have developed into their own forms and bear little resemblance to the cultures that contributed to them. To generate such a common name, first roll a d6 on Table 149 to determine the number of elements in the name. Then roll a d% (once or twice) on Table 150 to determine the specific elements. APPENDIX A: NAME GENERATOR Players who wish to furnish their characters with authentic sounding names may use this resource. Of course, players may invent their characters’ names or select names from the following lists, but some players might wish to see what kind of moniker might be generated through the randomness of dice throws. COMMON NAMES The names of common folk are incredibly varied, oft mixing influences from multiple cultures. It would not be unusual, for example, for the son of a Keltic mother and Viking father to possess a name such as Ciaran Snorrason. In other instances, people of common blood name their children using the cultural names of ethnicities they do not even share.
287 Volume I: Player’s Manual Common Family Names: Most common surnames developed over time are family names handed down across generations. These are typically male ancestral names and are generated just like common personal names above. In some locations, such as Khromarium, the ancestral male name is modified by adding -os, -tos, or -tose to the end, all of which mean, “Of the Family.” To generate a surname, roll a d6 on Table 151. Example: From Khromarium, Qill, of the Samarr family, would be called Qill Samarros. Table 151: Common Surname Suffix d6 Result Suffix 1–2 -os 3–4 -tos 5–6 -tose AMAZON NAMES Amazon names reflect the matriarchal nature of their society. Female names reflect strength, heroism, and lineage, whilst male names are all but bereft of descriptors indicating strength, valor, or skill at arms. To generate an Amazon personal name, roll a d% on Table 152 for females and a d20 on Table 153 males. Next, roll a d% on Table 152 to determine the root matronymic, and Table 154 for its modification. Table 152: Amazon Personal Names – Female d% Result Personal Name d% Result Personal Name d% Result Personal Name d% Result Personal Name d% Result Personal Name 01–02 Adrasteia 21–22 Althaia 41–42 Eudoxia 61–62 Helene 81–82 Photine 03–04 Aella 23–24 Ambrosia 43–44 Eugeneia 63–64 Hypatia 83–84 Ptolemais 05–06 Agathe 25–26 Andromeda 45–46 Eulalia 65–66 Iphigeneia 85–86 Sophia 07–08 Agaue 27–28 Aristomache 47–48 Eunike 67–68 Kallisto 87–88 Sostrate 09–10 Aglaia 29–30 Artemisia 49–50 Euphemia 69–70 Kallistrate 89–90 Theodora 11–12 Akantha 31–32 Astraia 51–52 Euphrasia 71–72 Kleio 91–92 Theodosia 13–14 Alekto 33–34 Athanasia 53–54 Eupraxia 73–74 Lysistrate 93–94 Xanthe 15–16 Alexandra 35–36 Athanais 55–56 Eutropia 75–76 Pelagia 95–96 Xanthippe 17–18 Alexia 37–38 Demetria 57–58 Gaiane 77–78 Pherenike 97–98 Zenais 19–20 Alkippe 39–40 Demostrate 59–60 Galene 79–80 Phoibe 99–00 Zosime Table 153: Amazon Personal Names – Male d20 Result Personal Name d20 Result Personal Name 1 Agapios 11 Hesperos 2 Agathon 12 Kallias 3 Apollonios 13 Linos 4 Argyros 14 Lysandros 5 Bion 15 Photios 6 Chrysanthos 16 Simonides 7 Demetrios 17 Thales 8 Dionysios 18 Theodosios 9 Euphranor 19 Zenobios 10 Galenos 20 Zenon Amazon Matronymics: Amazon society uses the name of the mother as a matronymic, modifying it with -doros (“gift of ”). The mother’s name is modified in the matronym based on its ending, as follows: Table 154: Amazon Matronymic Modifications Ending Modification -dra -doros -e -edoros -ia -idoros -o -odoros Examples: Eunike, daughter of Alekto, would be Eunike Alektodoros. Argyros, son of Alexandra, would be Argyros Alexandoros. Hypatia, daughter of Theodosia, would be Hypatia Theodosidoros. a
288 HYPERBOREA Table 155-A: Anglo-Saxon Personal Names – Female (d4, 1) d10 Result Name 1 Ælfhild 2 Ælfthryth 3 Bealdthryth 4 Beohrtric 5 Beorhtburg 6 Beorhtfrith 7 Eadflæd 8 Eadfrith 9 Eadhild 10 Ealdhild Table 155-B: Anglo-Saxon Personal Names – Female (d4, 2) d10 Result Name 1 Ealdthryth 2 Godbeald 3 Godric 4 Godthryth 5 Gunnric 6 Gunnsige 7 Gunnthryth 8 Gunnwig 9 Hildgifu 10 Leofor ANGLO-SAXON NAMES Anglo-Saxons in Hyperborea do not use patronymics or other surnames, though some might use epithets (e.g., “Osgifu the Bloody” or “Wulfnoth the Reckless”; see Table 194 for more ideas). To generate an Anglo-Saxon name, roll a d4, followed by a d10. Table 155-C: Anglo-Saxon Personal Names – Female (d4, 3) d10 Result Name 1 Leofweald 2 Mildfrith 3 Osgifu 4 Osthryth 5 Sæbeorht 6 Sæsige 7 Sæweald 8 Sigefrith 9 Sigegifu 10 Sigehild Table 155-D Anglo-Saxon Personal Names – Female (d4, 4) d10 Result Name 1 Sigeweald 2 Thurgifu 3 Thurhild 4 Wigburg 5 Wigflæd 6 Wigweald 7 Winewaru 8 Winewig 9 Wulfhild 10 Wulfmær Table 156-A: Anglo-Saxon Personal Names – Male (d4, 1) d10 Result Name 1 Ælfgeat 2 Ælfhard 3 Bealdgeat 4 Bealdheard 5 Cuthbeald 6 Cuthmund 7 Cuthweard 8 Deorbeald 9 Deorgar 10 Deornoth Table 156-B: Anglo-Saxon Personal Names – Male (d4, 2) d10 Result Name 1 Deorric 2 Deorweard 3 Eadbeorht 4 Eadstan 5 Ealdbeald 6 Ealdmund 7 Ealdstan 8 Godmær 9 Godræd 10 Heregar Table 156-C: Anglo-Saxon Personal Names – Male (d4, 3) d10 Result Name 1 Herenoth 2 Leofheard 3 Osweald 4 Oswulf 5 Sæmær 6 Sæweald 7 Sigegeat 8 Thurhere 9 Thurmund 10 Thurnoth Table 156-D: Anglo-Saxon Personal Names – Male (d4, 4) d10 Result Name 1 Thursige 2 Wigweard 3 Winebeald 4 Wineræd 5 Wulfbeald 6 Wulfheard 7 Wulfnoth 8 Wulfweard 9 Wulfwig 10 Wulfwine
289 Volume I: Player’s Manual Table 157-A: Atlantean Personal Names – Female (d6, 1–3) d20 Result Name 1 Agape 2 Agathe 3 Alexandra 4 Ambrosia 5 Aphrodisia 6 Apollonia 7 Aristomache 8 Aspasia 9 Demostrate 10 Elpis 11 Eudokia 12 Eudoxia 13 Eulalia 14 Eumelia 15 Euphemia 16 Euphrasia 17 Euthymia 18 Eutropia 19 Galene 20 Helene Table 157-B: Atlantean Personal Names – Female (d6, 4–6) d20 Result Name 1 Hypatia 2 Kallisto 3 Kallistrate 4 Kleio 5 Kleopatra 6 Korinna 7 Lysandra 8 Lysistrate 9 Pelagia 10 Phile 11 Phoibe 12 Photine 13 Ptolemais 14 Sophia 15 Sostrate 16 Timo 17 Tryphosa 18 Tycho 19 Xanthe 20 Xenia ATLANTEAN NAMES Atlanteans name their children with traditional Hellenic names. To generate an Atlantean personal name, roll a d6, followed by a d20. Next, generate a clan name on Table 159. Table 158-A: Atlantean Personal Names – Male (d6, 1–2) d20 Result Name 1 Agapios 2 Agathon 3 Akakios 4 Alexandros 5 Alexios 6 Anakletos 7 Anatolios 8 Androkles 9 Aniketos 10 Apollonios 11 Archelaos 12 Archimedes 13 Argyros 14 Aristeides 15 Aristodemos 16 Aristokles 17 Ariston 18 Aristophanes 19 Arkadios 20 Arsenios Table 158-B: Atlantean Personal Names – Male (d6, 3–4) d20 Result Name 1 Athanasios 2 Bion 3 Demosthenes 4 Epiktetos 5 Euphemios 6 Euripides 7 Euthymios 8 Eutropios 9 Galenos 10 Gennadios 11 Heliodoros 12 Herodotos 13 Heron 14 Homeros 15 Hyginos 16 Hypatos 17 Iason 18 Kallikrates 19 Kleisthenes 20 Kleon Table 158-C: Atlantean Personal Names – Male (d6, 5–6) d20 Result Name d20 Result Name 1 Lysandros 11 Solon 2 Paramonos 12 Sophokles 3 Pelagios 13 Sophos 4 Phaidros 14 Sosigenes 5 Philon 15 Straton 6 Phoibos 16 Themistokles 7 Photios 17 Theron 8 Platon 18 Timon 9 Praxiteles 19 Tychon 10 Ptolemaios 20 Zephyros Atlantean Clan Names: Rather than use the normal Hellenic patronymics and matronymics, Atlanteans employ clan names—all based on ancient sea gods—as their surnames. Roll a d12 to generate a clan name. Table 159: Atlantean Clan Names d12 Result Name d12 Result Name 1 Amphitrite 7 Phorkys 2 Eurybia 8 Pontos 3 Glaukos 9 Poseidon 4 Kymopoleia 10 Proteos 5 Nereos 11 Thalassa 6 Okeanos 12 Triton Example: Pamphilos of the Nereos clan would introduce himself as Pamphilos Nereos. a
290 HYPERBOREA Table 160: Carolingian Frankish Names – Female d% Result Name d% Result Name d% Result Name d% Result Name d% Result Name 01–04 Audofleda 21–24 Berthegund 41–44 Fredegunde 61–64 Lanthechilde 81–84 Marcovefa 05–08 Audovera 25–28 Chlodosind 45–48 Galswinth 65–68 Leubast 85–88 Radegund 09–12 Austrechild 29–32 Chlothsinda 49–52 Goiswinth 69–72 Leubovera 89–92 Rigunth 13–16 Beretrude 33–36 Clotild 53–56 Ingitrude 73–76 Magnatrude 93–96 Ultrogotha 17–20 Berthefled 37–40 Faileuba 57–60 Ingunde 77–80 Marcatrude 97–00 Vuldretrada Table 161: Carolingian Frankish Names – Male d% Result Name d% Result Name d% Result Name d% Result Name d% Result Name 01–02 Ageric 21–22 Badegisel 41–42 Eberulf 61–62 Huneric 81–82 Rathar 03–04 Alaric 23–24 Berthar 43–44 Ebregisel 63–64 Imnachar 83–84 Reccared 05–06 Amalaric 25–26 Bertram 45–46 Euric 65–66 Ingomer 85–86 Sichar 07–08 Andica 27–28 Bisinus 47–48 Garivald 67–68 Leudast 87–88 Sigeric 09–10 Ansovald 29–30 Charibert 49–50 Godomar 69–70 Leuvigild 89–90 Sigibert 11–12 Arnegisel 31–32 Childebert 51–52 Gunderic 71–72 Lothar 91–92 Sunnegisil 13–14 Athanaric 33–34 Childeric 53–54 Gunthar 73–74 Magneric 93–94 Theudebald 15–16 Audovald 35–36 Chlodomer 55–56 Guntram 75–76 Merovech 95–96 Theuderic 17–18 Austregisel 37–38 Clovis 57–58 Hermangild 77–78 Munderic 97–98 Vulfoliac 19–20 Authari 39–40 Dagobert 59–60 Herminafrid 79–80 Ragnachar 99–00 Willichar CAROLINGIAN FRANKISH NAMES Carolingian Franks do not use patronymics or other surnames, although they might use epithets (e.g., “Clotild the Clever” or “Gunderic the Bald”; see Table 194 for more ideas). To generate a Carolingian Frankish name, roll a d%. ESQUIMAUX NAMES Esquimaux names are genderless, reflecting their original cult belief that all are equally unworthy in the eyes of Kthulhu. To generate an Esquimaux name, roll a d%. Table 162: Esquimaux Names d% Result Name d% Result Name d% Result Name d% Result Name d% Result Name 01–02 Aguta 21–22 Kakortok 41–42 Ningakpok 61–62 Shila 81–82 Tikaani 03–04 Akiak 23–24 Karpok 43–44 Nukilik 63–64 Siku 83–84 Tonrar 05–06 Arjalinerk 25–26 Kesuk 45–46 Olikpok 65–66 Sirmiq 85–86 Tornuaq 07–08 Arrluk 27–28 Kinaktok 47–48 Piktaungitok 67–68 Sitiyok 87–88 Tulugaq 09–10 Assiminik 29–30 Kinapak 49–50 Pukulria 69–70 Sos 89–90 Tulukaruk 11–12 Aukaneck 31–32 Krernertok 51–52 Qigiq 71–72 Suka 91–92 Tungulria 13–14 Chulyin 33–34 Kussuyok 53–54 Saghani 73–74 Taliriktug 93–94 Tuluwaq 15–16 Cikuq 35–36 Maguyuk 55–56 Salaksartok 75–76 Taqukaq 95–96 Tuwawi 17–18 Iluq 37–38 Maniitok 57–58 Sangilak 77–78 Tartok 97–98 Ulva 19–20 Issumatar 39–40 Nauja 59–60 Saomik 79–80 Tiglikte 99–00 Yakone
291 Volume I: Player’s Manual ESQUIMAUX-IXIAN NAMES This recent hybrid race primarily uses the naming conventions of its Esquimaux forebears; however, many are known to use only the first syllable of a name, so Tonrar may simply be Ton, and Yakone may be Yak, and so forth. GREEK NAMES In Hyperborea, Greek men and unmarried women use their father’s unmodified name as a patronymic. Married women use their husband’s name instead. To generate a Greek name, roll a d%. Table 163: Greek Names – Female d% Result Name d% Result Name d% Result Name d% Result Name d% Result Name 01–02 Agaue 21–22 Arete 41–42 Galatea 61–62 Laodike 81–82 Phyllis 03–04 Airope 23–24 Artemidora 43–44 Gorgo 63–64 Ligeia 83–84 Polydamna 05–06 Aithra 25–26 Auge 45–46 Halia 65–66 Marpessa 85–86 Polyxena 07–08 Alkestis 27–28 Charikleia 47–48 Harmodios 67–68 Megæra 87–88 Rhoxane 09–10 Alkippe 29–30 Deianeira 49–50 Iphimedeia 69–70 Olympias 89–90 Sostrate 11–12 Alkmene 31–32 Diomede 51–52 Kalypso 71–72 Pasiphæ 91–92 Telephassa 13–14 Amphithoe 33–34 Dorothea 53–54 Kharmion 73–74 Perialla 93–94 Xanthe 15–16 Amphitrite 35–36 Dynamene 55–56 Khryseis 75–76 Phaidra 95–96 Xanthippe 17–18 Antheia 37–38 Eidothea 57–58 Khyrse 77–78 Pherenike 97–98 Xene 19–20 Antiochis 39–40 Eunike 59–60 Klymene 79–80 Philomela 99–00 Zosime Table 164: Greek Names – Male d% Result Name d% Result Name d% Result Name d% Result Name d% Result Name 01–02 Agathokles 21–22 Daphnis 41–42 Heron 61–62 Menekrates 81–82 Ptolemaios 03–04 Agenor 23–24 Demoleon 43–44 Hippasos 63–64 Nikandros 83–84 Sophokles 05–06 Aietes 25–26 Epaphroditos 45–46 Iason 65–66 Onesimos 85–86 Telamon 07–08 Akrisios 27–28 Eudoxos 47–48 Isagoras 67–68 Orsilochos 87–88 Telesphoros 09–10 Antichares 29–30 Eugammon 49–50 Kleitos 69–70 Panetios 89–90 Thales 11–12 Antiochos 31–32 Eumastas 51–52 Kleomenes 71–72 Phalanthos 91–92 Theognis 13–14 Antisthenes 33–34 Eumenes 53–54 Kynægeiros 73–74 Phegeus 93–94 Thrasyboulos 15–16 Bion 35–36 Euonomos 55–56 Leukippos 75–76 Philokles 95–96 Tros 17–18 Chrestos 37–38 Euthydemos 57–58 Lycophron 77–78 Philon 97–98 Xenokrates 19–20 Damoetas 39–40 Galenos 59–60 Melas 79–80 Polyneikes 99–00 Zotikos a
292 HYPERBOREA Table 165-A: Hyperborean Personal Name Elements (d6, 1–2) d20 Result Name 1 Dar 2 Dor 3 Dun 4 Gal 5 Gan 6 Gar 7 Gol 8 Gon 9 Gor 10 Gul 11 Kal 12 Kar 13 Kil 14 Kol 15 Kon 16 Kor 17 Kul 18 Kur 19 Mal 20 Mar Table 165-B: Hyperborean Personal Name Elements (d6, 3–4) d20 Result Name 1 Mir 2 Mor 3 Mur 4 Plo 5 Pol 6 Val 7 Van 8 Var 9 Vil 10 Vir 11 Vol 12 Von 13 Vor 14 Vul 15 Vun 16 Vur 17 Xal 18 Xan 19 Xar 20 Xil HYPERBOREAN NAMES Despite their use of the Hellenic tongue, Hyperboreans use personal and family names that are distinct from those of the other races, a point of pride in the eyes of these haughty people. Hyperborean personal names follow a strict pattern of Element-vowel-Element, with the connecting vowels being restricted to a, i, o, and u. Adult female names are differentiated solely by adding the prefix Sha- to the name, meaning “Lady.” Examples: The elements Mor and Kol can be combined to give the names Morakol, Morikol, Morokol, or Morukol. For a Hyperborean woman, the names would be Shamorakol, Shamorikol, etc. To generate a Hyperborean personal name, roll a d6, followed by a d20, then another d6, followed by another d20. Then determine the connecting vowel by rolling a d4. Next, for adult female personal names, add the prefix Sha-. Table 165-C: Hyperborean Personal Name Elements (d6, 5–6) d20 Result Name 1 Xin 2 Xir 3 Xol 4 Xon 5 Xor 6 Xul 7 Xun 8 Xur 9 Zal 10 Zan 11 Zar 12 Zil 13 Zin 14 Zir 15 Zol 16 Zon 17 Zor 18 Zul 19 Zun 20 Zur Table 166: Hyperborean Personal Name Connecting Vowel d4 Result Connecting Vowel 1 -a2 -i3 -o4 -uHyperborean Family Names: Of the great Hyperborean families of antiquity, only sixteen are said to remain, hotbeds of intrigue and rivalry tenuously united only by their sense of superiority to the “sub-men.” To generate a Hyperborean family name, roll a d6 followed by a d8. Table 167-A: Hyperborean Family Names (d6, 1–3) d8 Result Family Name 1 Druun 2 Ghuul 3 Graax 4 Kloon 5 Phaaz 6 Ploon 7 Qaan 8 Rhaan Table 167-B: Hyperborean Family Names (d6, 4–6) d8 Result Family Name 1 Shoon 2 Slaan 3 Thoon 4 Traal 5 Vheez 6 Xhoon 7 Zhaan 8 Zhuu
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294 HYPERBOREA Table 168-A: Ixian Personal Names – Female (d4, 1) d8 Result Name 1 Alda 2 Ama 3 Amagê 4 Aritê 5 Asenath 6 Iset 7 Kama 8 Karos Table 168-B: Ixian Personal Names – Female (d4, 2) d8 Result Name 1 Leimeiê 2 Mada 3 Maiôsara 4 Meris 5 Nefertiri 6 Neferu 7 Nekebet 8 Nena IXIAN NAMES Ixian female names can be traced to the ancient Scythians and Egyptians of Old Earth, but Ixian male names are derived primarily from the Scythians. Ixians are known to present only a personal name when outside of Scythium, but when in Scythium they identify themselves by use of proper patronymics, especially in social situations. To generate an Ixian female name, roll a d4, followed by a d8. To generate an Ixian male name, roll a d%. Table 168-C: Ixian Personal Names – Female (d4, 3) d8 Result Name 1 Nodjme 2 Nofret 3 Rinnan 4 Satani 5 Senbet 6 Sarukê 7 Storanê 8 Tamura Table 168-D: Ixian Personal Names – Female (d4, 4) d8 Result Name 1 Tem 2 Tentopet 3 Tentheta 4 Tentsai 5 Tirgataô 6 Tiye 7 Uiay 8 Usekhmehi Table 169: Ixian Personal Names – Male d% Result Name d% Result Name d% Result Name d% Result Name d% Result Name 01–02 Abragos 21–22 Badagos 41–42 Iôdas 61–62 Medosaccos 81–82 Phoros 03–04 Akasas 23–24 Baxagos 43–44 Irganos 63–64 Mêthakos 83–84 Rassogos 05–06 Andranakos 25–26 Bistês 45–46 Kainaxarthos 65–66 Mordos 85–86 Saraxazos 07–08 Ardaros 27–28 Bôrakos 47–48 Karaxstos 67–68 Nabazos 87–88 Siranos 09–10 Asanos 29–30 Chodainos 49–50 Karsas 69–70 Olgasos 89–90 Spakos 11–12 Aspakos 31–32 Chodekios 51–52 Katokas 71–72 Ourgios 91–92 Spithamês 13–14 Aspamitharês 33–34 Gadikios 53–54 Kopharnos 73–74 Oustanos 93–94 Sturanos 15–16 Aurazakos 35–36 Gaos 55–56 Kossas 75–76 Pagos 95–96 Xarthanos 17–18 Azos 37–38 Gosôn 57–58 Madakos 77–78 Pêrakos 97–98 Xobas 19–20 Aziagos 39–40 Iazadagos 59–60 Mastas 79–80 Pharnagos 99–00 Zabandos Ixian Patronymics – Female: On the island of Scythium, Ixian females follow their personal name with a patronymic based on the name of their father (if unmarried) or husband (if married). gunê: “wife of ” thugatêr: “daughter of ” Example: Storanê thugatêr Gaos is Storanê, daughter of Gaos, but when she marries her betrothed, the merchant Abragos Siranos, she becomes Storanê gunê Abragos. Outside of Scythium, she is simply Storanê. Ixian Patronymics – Male: Male Ixians simply use their father’s unmodified name as a patronymic. Example: Abragos is the son of Siranos, so his proper name is Abragos Siranos.
295 Volume I: Player’s Manual Table 170: Keltic Personal Names – Female d% Result Name d% Result Name d% Result Name d% Result Name d% Result Name 01–02 Áine 21–22 Echna 41–42 Luiseach 61–62 Mùirne 81–82 Saraid 03–04 Ana 23–24 Eithne 43–44 Malamhìn 63–64 Neacht 83–84 Scoth 05–06 Banbha 25–26 Étaín 45–46 Meadhbh 65–66 Neasa 85–86 Searc 07–08 Brianag 27–28 Fionúir 47–48 Meallá 67–68 Niamh 87–88 Sidheag 09–10 Bríghid 29–30 Geiléis 49–50 Mòr 69–70 Órlaith 89–90 Síomha 11–12 Ceana 31–32 Gràinne 51–52 Mòrag 71–72 Osnait 91–92 Slàinte 13–14 Ceara 33–34 Laoise 53–54 Mordag 73–74 Ríona 93–94 Sorcha 15–16 Ciar 35–36 Líadan 55–56 Muireall 75–76 Róinseach 95–96 Treasa 17–18 Dáirine 37–38 Liamhain 57–58 Muireann 77–78 Róisín 97–98 Tuathla 19–20 Ealadha 39–40 Líobhan 59–60 Muirín 79–80 Ròs 99–00 Úna Keltic Patronymics: Kelts use their father’s or grandfather’s name as a patronymic, preceding it with Macc (son) or Inghean (daughter), depending on gender. To generate a patronymic, roll a d% using the Keltic male names list above. Examples: Morann Macc Bran indicates that Morann is the son or grandson of Bran. Mòrag Inghean Neasán is the daughter or granddaughter of Neasán. KELTIC NAMES Kelts typically go by their full names, including patronymics, but some go by their personal names alone. Roll a d% to determine a personal name, followed by a second d% for the patrynomic. Table 171: Keltic Personal Names – Male d% Result Name d% Result Name d% Result Name d% Result Name d% Result Name 01–02 Ailill 21–22 Camran 41–42 Curnán 61–62 Lachlann 81–82 Orthanach 03–04 Aodh 23–24 Cassair 43–44 Deaglán 63–64 Lasair 83–84 Ríordán 05–06 Artagan 25–26 Cathal 45–46 Donnan 65–66 Lonán 85–86 Rònan 07–08 Artair 27–28 Cian 47–48 Dubhagan 67–68 Maon 87–88 Ross 09–10 Bardán 29–30 Cillian 49–50 Dùghall 69–70 Mochta 89–90 Ruarc 11–12 Bearach 31–32 Conall 51–52 Finnean 71–72 Morann 91–92 Scannlán 13–14 Bran 33–34 Conan 53–54 Fionn 73–74 Muireach 93–94 Seanán 15–16 Brion 35–36 Conn 55–56 Flann 75–76 Niall 95–96 Sionn 17–18 Brocc 37–38 Corc 57–58 Gòrdan 77–78 Ógán 97–98 Taran 19–20 Brógán 39–40 Cormac 59–60 Gormal 79–80 Onchú 99–00 Torcán a
296 HYPERBOREA Table 172-A: Kimmerian Personal Names – Female (d6, 1–3) d20 Result Name 1 Agape 2 Agathe 3 Alexandra 4 Aristomache 5 Aspasia 6 Athanasia 7 Chrysanthe 8 Demostrate 9 Elpis 10 Euanthe 11 Eudokia 12 Eudoxia 13 Eulalia 14 Eunike 15 Euphemia 16 Euphrasia 17 Euthalia 18 Euthymia 19 Eutropia 20 Galene Table 173-A: Kimmerian Personal Names – Male (d6, 1–3) d20 Result Name 1 Agathon 2 Alexandros 3 Alexios 4 Anakletos 5 Andronikos 6 Antigonos 7 Archippos 8 Aristeides 9 Aristokles 10 Ariston 11 Drakon 12 Eukleides 13 Euphemios 14 Galenos 15 Heliodoros 16 Herakleides 17 Herodotos 18 Heron 19 Hippolytos 20 Iason KIMMERIAN NAMES The Kimmerians of the steppes came to use the Hellenic tongue as their own, and with it the use of Hellenic names in place of those traditional to their people. Believing that people stand on their own merits, they do not use patronymics or matronymics, but they do use appropriate epithets as marks of distinction (e.g., “Agape the Clever” or “Agathon the Beardless”; see Table 194 for more ideas). To generate a Kimmerian name, roll a d6 followed by a d20. If the Kimmerian is from the subterranean city of Krimmea, refer to the subsequent tables. Table 172-B: Kimmerian Personal Names – Female (d6, 4–6) d20 Result Name 1 Helene 2 Hypatia 3 Kallisto 4 Kallistrate 5 Kleopatra 6 Korinna 7 Lysandra 8 Lysistrate 9 Phoibe 10 Photine 11 Ptolemais 12 Sappho 13 Sophia 14 Sostrate 15 Syntyche 16 Timo 17 Tryphosa 18 Xenia 19 Xeno 20 Zosime Table 173-B: Kimmerian Personal Names – Male (d6, 4–6) d20 Result Name 1 Kleon 2 Krimmos 3 Leonidas 4 Lykos 5 Lysandros 6 Nikandros 7 Nikephoros 8 Nikomedes 9 Pantheras 10 Paramonos 11 Photios 12 Platon 13 Pyrrhos 14 Sokrates 15 Sophokles 16 Straton 17 Theron 18 Tychon 19 Xenokrates 20 Zotikos KIMMERIAN (KRIMMEAN) NAMES The subterranean Kimmerians of Krimmea still use their ancestral names, though by the time the Scythian ancestors of the Ixians had driven them into the Caucasus Mountains, Hellenic elements had already entered their tongue. Like the Hellenic-named steppe Kimmerians, they use epithets instead of patronymics. To generate a Krimmean Kimmerian name, roll a d20.
297 Volume I: Player’s Manual Table 174: Kimmerian (Krimmean) Personal Names – Female d20 Result Personal Name d20 Result Personal Name 1 Alda 11 Nihmukos 2 Amachis 12 Rhaskusucu 3 Aritucu 13 Sarakos 4 Dentusucu 14 Sarukê 5 Dizasokos 15 Storanê 6 Epleimeiê 16 Surasokos 7 Eptésuchis 17 Tamuros 8 Kersésuchis 18 Tarma 9 Madakos 19 Tarusucu 10 Mokasokos 20 Tirgatos Table 175: Kimmerian (Krimmean) Personal Names – Male d20 Result Personal Name d20 Result Personal Name 1 Bryzos 11 Kersés 2 Byzés 12 Mukos 3 Dentupés 13 Mukakenthos 4 Diaskenthos 14 Pytros 5 Diazenis 15 Rhaskos 6 Dizapés 16 Rhésos 7 Dizazelmis 17 Skaris 8 Drenis 18 Tarutinos 9 Ezbenis 19 Zilés 10 Gaidrés 20 Zipyros KIMMERI-KELT NAMES Because the traditional tongue of their Kimmerian forebears fell into disuse everywhere save in the subterranean realm of Krimmea, most Kimmeri-Kelt tribes have long adopted Keltic names. A few tribes, however, use Hellenic names much as the steppe-dwelling Kimmerians do. LAPP NAMES Lapps are said to be in such decline that there may be more common folk using their names than the Lapps themselves. To generate a personal name, roll a d20. Then roll a d4 to determine clan name. Table 176: Lapp Personal Names – Female d20 Result Name d20 Result Name 1 Ádá 11 Inger 2 Aliissá 12 Meret 3 Amándá 13 Mimmi 4 Ásta 14 Niná 5 Elle 15 Olgá 6 Evá 16 Ristiinna 7 Florá 17 Sonjá 8 Gunná 18 Sussu 9 Helená 19 Unni 10 Helgá 20 Venlá Table 177: Lapp Personal Names – Male d20 Result Name d20 Result Name 1 Ággi 11 Hugo 2 Ámmon 12 Ivvar 3 Ávgos 13 Jonás 4 Bihto 14 Lágon 5 Dávgon 15 Morte 6 Duomis 16 Niikko 7 Einár 17 Otto 8 Guivi 18 Sabba 9 Hegon 19 Viktor 10 Holger 20 Volbmar Lapp Clan Names: Lapps were once divided into several clans that spread across the plains and tundra. In the aftermath of wars with the Esquimaux and Yakuts, and the devastation of the Green Death, only four clans remained. The names of these clans became surnames for the survivors, who banded together in remote corners of the realm. To determine a clan name, roll d4. Example: Sussu of the Wolf Clan Table 178: Lapp Clan Names d4 Result Clan Name 1 Bear 2 Elk 3 Fox 4 Wolf a
298 HYPERBOREA Table 181: Lemurian Personal Names – Male d20 Result d8 Result (1–2) d8 Result (3–4) d8 Result (5–6) d8 Result (7–8) d20 Result d8 Result (1–2) d8 Result (3–4) d8 Result (5–6) d8 Result (7–8) 1 Agung Fudo Jun Renzo 11 Chen Hodo Manjin Tuan 2 Anzen Fu-jin Kaigen Rinchen 12 Cheng Hogeku Ming Wado 3 Baiken Gan Kenzin Saigen 13 Chigen Huan Mugai Wu 4 Banzan Ganzin Kukan Sansho 14 Chozen Huang Mugen Xiang 5 Bao Genpo Kuzuma Shang 15 Chudo Hui Myojin Xun 6 Bong Gen’un Li Shishan 16 Daigo Jakugen Nenko Yi 7 Buaku Go’en Liao Shusheng 17 Daizan Jin Nitai Zaigen 8 Buato Gyoji Ling Soen 18 Dong Jing-di Pan Zekkei 9 Chang Hakaku Lung Taigo 19 Engu Jinzo Qiang Zhi 10 Chao Hoan Mako Taigen 20 Enzei Joyo Qing Zhou Table 180: Lemurian Personal Names – Female d20 Result d8 Result (1–2) d8 Result (3–4) d8 Result (5–6) d8 Result (7–8) 1 Ahmisa Fo-hsing Kisen Tai-zhi 2 Ai Fo-mai Lin Tashi 3 Aiun Fu Ling Tetzuko 4 Amala Fuko Mai Tien 5 Amaryn Giyu Malai Ubon 6 Amrita Gokuu Mei Utari 7 Annen Guanyu Moyoku Vinita 8 Anong Hai Muo-an Wulan 9 Baiko Hanmei Muoko Xiu 10 Bulan Heiki Nehtaya Xuen 11 Chandani Hui-ko Ning Ya 12 Chikan Ichika Nuan Yakuko 13 Chikyo Ji’un Onko Yao 14 Chun Jue Rhijuta Yin 15 Dainei Kai Ryoko Ying 16 Dannan Kanda Seishi Zan 17 Devi Kaori Shoka Zao 18 Doyo Keiren Shonu Zenko 19 Eika Khunying Soyu Zhen 20 Fen Kijo Su Zuiki Table 179: Lemurian Family Names d20 Result d6 Result (1-2) d6 Result (3-4) d6 Result (5-6) 1 Ando Han Pai 2 Anjo Hong / Hung Pao 3 Anzai Hu Qui 4 Baba Izan Seung 5 Bai Ji Sieng 6 Bun Jiao Song 7 Chan Jin T’ien 8 Chei/Chey Kang Tang 9 Chen Kesuma Tengan 10 Ch’ing Keung / Kung Ts’ai 11 Dai Lao/Liao Yan / Yen 12 Dawa Leung / Lung Yang 13 Domen Lin Yu 14 Endo Lo Yuan 15 Fan Lu / Lui Wada 16 Feng Mai Wei 17 Fuku Nago Wong 18 Gao Naido Zhang 19 Goda Naizen Zhao 20 Guo Onaga Zhuge LEMURIAN NAMES Most Lemurians have family names dating back many centuries, whilst prominent nobles might list their lineage for millennia, to the times before the collapse. Because Lemurians put family before self (culturally though perhaps not always in practice), family names are listed first, followed by personal names. Outcasts, outlaws, felons, and other criminals, as well as their families, are oft stripped of their familial names as a punishment and simply have a personal name. To determine a Lemurian name, roll a d6 and a d20 to determine a family name, then a d8 and a d20 according to gender. Example: Chang of the Baba family is called Baba Chang.
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