Introduction. The World
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- Flora Wright
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1 Introduction This ain't Tolkien. No elves, dwarves or hobbits. This is Sword & Sorcery. It's sex, drugs and rock & roll. It's Heavy Metal. It's punk rock. It's Boris Vallejo, Frank Frazetta, and Esteban Maroto. It's Conan, Fafhrd & The Gray Mouser, Red Sonja, Zetari and Ghita of Alizarr. It's weird fantasy. It's tentacled horrors from beyond. It's malevolent gods. It's loincloths and chain mail bikinis. It's corrupt sorcerers. It's forgotten temples and lost civilizations. It's lawless, untamed wilds and decadent cities. It's fortunes found and lost. It's smokey taverns and carousing. It's pulpy. Fight hard, play hard, die fast. The World The world is built on the skeleton of Skarynth. I may use a few of the cities or situations but the players are encouraged to contribute to the world. There are no kingdoms but powerful city-states. If a leader wants to call themselves a king or queen. Who's gonna question them? There are no centralized religions. There are hundreds of gods and cults. What connection or supernatural powers that may or may not manifest is another thing entirely. The Game Based on the OSR versions of the World's Most Popular Fantasy Roleplaying game. There's a very heavy influence from Lamentations of the Flame Princess, Swords & Wizardry, Crypts & Things and Castles Crusades. My own warped imagination has place a bit in putting this nightmare together. This game is all about the tropes of Sword & Sorcery. Drunken debauchery. No one wears reasonable armor. The heroes are always on their last few gold pieces and looking for the next big score. Or at least enough money so they can eat. Normal mortals and the heroes don't have alignments. There's EVIL and not that evil. This is very much a living campaign. Choices and actions by the characters will affect the world. This is also a working document. The rules will change and evolve as play progresses. By CROM! Enjoy it! Have fun!
2 Rolling for Attribute Scores 1. Roll 3d6 and ignore the lowest die. Assign the numbers to the player's choice. 2. Roll 1d6 for each Attribute in order. The Six Attributes Strength: Gain a bonus To Hit (with Medium and heavier weapons) and Damage. Saving Throws: Constriction, Entanglement and Crushing. 3-3 Starting Saves 20 4 to to to to to Score Modifier Dexterity: The modifier affects the character's AC and ranged (and light weapons) attack rolls. Saving Throws: Traps, Dodging and Area Effects. Constitution: Gain bonus (or penalty) HP each level. Saving Throws: Drugs, Poison and Disease. Intelligence: Saving Throws: Illusions and Magic. Wisdom: Saving Throws: Gaze Attacks. Mind Control, Charm and Fear. Charisma: Saving Throws: Curses, Negative Energy, Bad Luck. Max HP (+ Con Modifier) at first level. At 2nd level and beyond, characters roll the appropriate HD + Con Mod. Saving Throws Vs Magic and Spells: A Sorcerer modifies a target's Saving Throw against his spells by Int or Wis Modifier whichever is greater. A Lemurian modifies the target's Saving by his Int or Cha Modifier whichever is greater. Wanders who get the Multi-Talented Boon do not apply any modifier. Gaining Levels: Each average session is worth 1 XP. It takes a number of XP to gain a new level equal to the new level.(i.e. To go from 1st to 2nd costs 2 XP). When a character gains a level, their XP total resets to 0. At 2nd level, and every level gained thereafter, roll d10 twice on the appropriate class table to determine what benefits are gained from that level. A player can choose to gamble and instead roll d12 once. Ale & Whores And Debauchery Points (DP): Characters start with 1 Debauchery Point at 1st level. Gaining Debauchery Points: For every 25% of a character's wealth that is wasted on ale, whores, and carousing, the character gains 1 Debauchery Point. Debauchery Points are also awarded for good RP and just doing cool shit. Using Debauchery Points: Re-Roll A Saving Throw: Spend a Debauchery Point and re-roll a Saving Throw taking the better result. Soak Damage: Spend a Debauchery Point to reduce damage from an attack (Roll your HD).
3 Knacks & Weird Talents Roll on each chart at First Level Knacks 1 Mighty Thews: +1 Str Modifier* 2 Nimble As Hell: +1 Dex Modifier* 3 Tough As Nails: +1 Con Modifier* 4 Smart As A Whip: +1 Int Modifier* 5 Trust Your Instincts: +1 Wis Modifier* 6 Alien Beauty: +1 Cha Modifier* 7 Body & Soul: Add Str Modifier (Min +1) to Save Vs Magic. 8 Quick Witted: Add Dex Modifier (Min +1) to Insight. 9 Healthy Glow: Add Con Modifier (Min +1) to Social. 10 Know Where To Hit: Add Int Modifier (Min +1) to damage. 11 Will To Survive: Add Wis Modifier (Min +1) when determining HP each level. 12 Buff Bod: Add Cha Modifier (Min +1) to AC when wearing no or Minimal Armor. *Adjust your Saving Throws Weird Talents 1-10 None Prodigy: Roll twice at 1st Level on your Class Boon Table Truly Blessed: Get another roll on the Knacks Table. 15 Gift of Prophecy: You have strange random visions. Many times they come true. 16 Wielder of Ancient Power: You possess a powerful ancient artifact. Or does it posses you? 17 Shapechanger: You can change into a small animal (cat, bat, rat, ferret etc.) Your gear does not change(it just falls to the ground) and you cannot cast spells or speak normally while in this form. You have the animal's normal stats. 18 Animal Empathy: You can sort of talk to animals. The communication is very basic and limited by the animal's intelligence. 19 Animal Companion: You have a faithful & intelligent animal companion (wolf, dog, horse, bear, big cat etc). 20 Sidekick: You have a faithful sidekick. Treat them nicely or they could become your nemesis. Starts at 1st level but gains ½ the normal XP.
4 Races Humans: Chances are you are one. You know what they look like. They're the most common race in the World. Humans may be Fighters, Sorcerers or Wanders. Lemurians: An alien race came to the World in ancient times. In order to survive, they bred with the natives. Lemurians are slightly alien, decadent masters of sword and spell. They have pale skin, white hair and unnaturally colored eyes. They are defined by their racial class. Beastmen: Savage nomadic tribes that roam the World. Human but still bestial and feral in appearance. They are at home in the wilderness. Beastmen are defined by their racial class. Lizardman Crossbreeds: Lizardman Sorcerers preformed insane and vile experiments in a last ditch effort to save their civilization. The result was the Crossbreeds. Crossbreeds have humanoid features with human-type hair and reptilian skin. Crossbreeds are defined by their racial class.
5 Classes Starting Ability and Class Boons (Roll one Class Boon at 1st Level) Fighter (Hit Die: d8) +1 Attack Bonus Beastman (Hit Die: d8) 1. Slice & Dice: You get two attacks each round. +1 6th Sense 2. Resilient: Roll HD twice each level (for HP) and 1. Cat Eyes: You can see in the dark. take the higher. 2. Claws: 1d4 damage 3. Heroic Fighter: Spend a DP and re-roll an 3. Sprinter: +10 Move/Round attack roll. 4. Iron Guts: You have no problem with raw meat 4. Adaptable: Gain +1 to hit, damage or AC. This or things others might find yucky. Also gain +2 in may be changed each round. Saves Vs Poison & Disease. 5. Weapon Master: Gain +1 To Hit and Master Tracker: Add your 6th Sense to your Damage with one specific type of weapon. Survival when tracking. 6. Riposte: When opponent rolls a natural 1 on a 6. Animal Instincts: Spend a DP and re-roll a 6th melee attack against you, you may make a free Sense check. attack immediately. Lemurian (Hit Die: d6) Sorcerer (Hit Die: d4) +1 Sense Magic +1 Spell Slot 1. Arcane Blade: Burn a daily Spell Slot and gain 1. Familiar: Gain 1 HD familiar. Roll it like you a bonus to hit and damage equal to the level of summoned it. the slot. Burn before rolling. Attack is magical. 2. Inherited Spell Book: Start with 1d6+Int Mod 2. Armored Casting: Reduce Spell failure chance random random-level spells but not the additional by 1. Spell Slots. 3. Arcane Shield: Burn a daily Spell Slot and gain 3. Counter Spell: Burn a daily Spell Slot and gain a bonus to AC equal to the level of the slot. Burn a bonus to Save vs the spell equal to the level of before the roll. the slot. 4. Absorb Spell: Make a successful Saving 4. Mighty Sorcerer: Spend a DP and make a Throws against a spell at -4 (even if not required) target re-roll a Saving Throw against your spell. and heal 1d4 HP/level of the spell. If you fail, the 5. Blood Magic: Gain extra spell slots for the day spell affects you. but take Con damage equal to the spell slot's 5. Decadent Caster: Spend 1 DP/Spell Slot Level level. Adjust your HP total and Save. to refresh a used slot. 6. Fast Learner: It takes you half the normal time 6. Soul of Chaos: Gain +1 Save Vs the powers of to memorize and learn new spells. demons and other-worldly horrors and +1 to your Social Ability when attempting to deal with them. Wanderer (Hit Die: d6) +1 to a Telent Lizardman Crossbreed (Hit Die: d10) 1. Lucky: Start each session with at least 1 DP. +1 Armor Class 2. Contacts: Know somebody with a successful 1. Fast Healer: Heal an extra HD/day. Ability score Social roll. damage heals at twice the normal rate. 3. Knack: Spend a DP and gain +1 to any Talent 2. Tough: Increase HD to d12. roll. 3. Brutal Strike: Spend a DP and re-roll damage. 4. Multi-Talented: Pick either Fighter or Sorcerer. 4. Blood Bath: Make one attack roll with NO You may roll 1d10 (never a d12) on that Class bonuses (penalties would still apply) against all Progression Chart rather than your own when you targets (friend or foe) within melee range. Roll gain a level. damage normally for each target hit. 5. Interesting Life: Gain an additional roll on the 5. Thick Skinned: Reduce damage from nonweird Talents Table. magical attacks by Need to Know: When you gain a level, you may 6. Soul Eater: When you kill a foe heal 1 HP/HD rearrange a number of Talent Points equal to your of victim. Int Modifier (Min 1).
6 Class Progression Tables Fighter Attack Bonus Attack Bonus Attack Bonus Damage (Melee or Ranged) Damage (Melee or Ranged) Dodge/Parry Dodge/Parry to a Talent 11. 1, 4, 6, 9 and Class Boon* 12. 4, 6, 8, 10 and Class Boon* Beastman Attack Bonus Attack Bonus Nimbleness, Prowess or 6th Sense Nimbleness, Prowess or 6th Sense Dodge/Parry Dodge/Parry Damage (Melee or Ranged) to a Talent 11. 1, 3, 8, 9 and Class Boon* 12. 4, 5, 7, 10 and Class Boon* Sorcerer Spell Slot Spell Slot Spell Slot Spell Slot Dodge/Parry Attack Bonus Damage (Melee or Ranged) to a Talent 11. 1, 2, 8, 9 and Class Boon* 12. 4, 5, 6, 10 and Class Boon* Lemurian Attack Bonus Spell Slot Attack Bonus Spell Slot Dodge/Parry Damage (Melee or Ranged) to Sense Magic to a Talent 11. 1, 2, 8, 9 and Class Boon* 12. 4, 5, 6, 10 and Class Boon* Wanderer to a Talent to a Talent to a Talent to a Talent to a Talent Damage (Melee or Ranged) Dodge/Parry Attack Bonus 11. 1, 2, 8, 9 and Class Boon* 12. 4, 6, 8, 10 and Class Boon* Lizardman Crossbreed Melee Damage Melee Damage Melee Damage Melee Damage Attack Bonus Attack Bonus Dodge/Parry to a Talent 11. 1, 2, 8, 9 and Class Boon* 12. 4, 5, 6, 10 and Class Boon* Dodge/Parry: This bonus applies to the character's Dex Modifier to determine Armor Class. See also Armor Check Penalty. *Roll again on your Class Boon Table until you gain a new Ability.
7 Talents X in d6 chance. Die type may be increased (d8, d10, d12...) for difficult tasks. Talents can only be increased by 1 each level. If 0 or less: Roll 2d6 and both dice must be one's in order to succeed. If 6 or more: Roll 2d6. If both dice come up as sixes then it is a failure. Talents(Starting Score) Nimbleness (Dex Mod): Acrobatics, stealth, balancing on narrow ledges, dodging. Deftness: (Average of Dex & Int Mod's): Disarming traps, picking locks and pockets, Prowess (Average of Str & Dex Mod's): sleight of hand. Running, jumping and climbing. Insight (Average of Int & Wis Mod's): Figuring Sense Magic (0): What it says. Can't identify it out ancient arcane texts, buying a clue, searching, but can sense it. tracking, survival, finding traps. Sixth Sense (Wis Mod): Avoiding surprise, Lore (Int Modifier): General education, history, ambushes and just getting a bad feeling. knowledge of ancient legends, monsters, demons, Sneak Attack(1): Damage multiplier from stealth forgotten temples, foreign lands and stories of the only. Flanked doesn't count. When attacking from magical artifacts, appraising items, understanding surprise characters gain a +4 To-Hit. foreign languages. Social (Cha Mod): Fast talking, bluffing, Might (Str Mod): Bending bars, lifting gates and seduction, haggling and detecting lies. kicking in doors. Languages Aklo: The ancient language of magic and things from beyond this world. Arachnian: Language used by the ancient insectoid species. Beastman: Pretty much self explanatory. Human (Northern, Southern, Western, Eastern): Dialects of the various human cultures. Lemurian: Mixture of an ancient human tongue and Aklo. Saurian: Spoken by Lizardmen, Sperpentfolk, Medusae, Nagas, Crossbreeds and similar species. Trog: The primitive language of the degenerate humanoid tribes. Not a written language. Other Languages: Sure, there are more.
8 Armor, Weapons & Equipment Starting Wealth: 3d6 X 10 GP (Just use the miscellaneous equipment charts from Swords & Wizardry). 100 CP=10 SP=1 GP=1/10 PP ANY CHARACTER MAY USE ANY ARMOR OR WEAPON. Armor Use Ascending AC. Unarmored (AC 10). Armor is Heavy (+5), Cost 250 GP, Plate Mail. described by generic types. Use your imagination Shield, Cost 10 GP, +1 AC and be cool. Armor Notes Minimal (+1), Cost: 10 GP, Examples: Padded, Arcane Spell Failure: [Armor Bonus] in d6. light leather, chain mail bikini, barbarian loin cloth. Physical Skills Penalty: Armor Bonus-Strength Light (+2), Cost: 40 GP, Examples: Leather, Modifier to Deftness, Prowess, Nimbleness, Dex mishmash of bits and pieces, gladiator armor. Saves, and Dex Modifier to AC (Min 0). Medium (+3), Cost: 90 GP, Examples: chain mail Shattered Shield Rule: Sacrifice shield to avoid hauberk, scale mail, damage from an attack. Weapons Just like armor, weapons are by type. Describe Sword, battle axe, cool weapons for your character. Great (d12), Cost 12 GP, Examples: Great sword, Unarmed: Str Modifier (Min 1) Great axe. (Always two handed weapons) Lesser (d4), Cost: 4 GP, Examples: Dagger, Weapon Notes knife, dart, shuriken. Lesser and light use Dex Modifier to hit. Others Light (d6), Cost: 6 GP, Examples: Short sword, Str mod. really big dagger, mace, club, spear, staff Ranged Weapons: Dex Modifier to hit. Str Medium (d8), Cost: 8 GP, Examples: Broad or Modifier to damage if thrown weapon. Ammo: long sword, heavy mace, axe Weapon Cost in CP/ea. Heavy (d10), Cost 10 GP, Examples: Bastard Other Rules Initiative: Party Initiative. Each side rolls 1d6. Higher goes first. If one side rolls 1 and the other 6 then the winner goes then the loser then the winner again. Re-rolled each round. Combat Maneuvers: Each combatant +1d6/ advantage. Higher total wins. rolls 3d6. Base Speed: 30 feet/round. Two-Weapon Fighting: +1 To Hit. Off-Hand Weapon must be Lesser or Light. Primary hand must Medium or less. Roll both dice, take the higher then add modifiers. Critical Hits: On a natural 20. Roll two dice based on the weapon's damage and apply any modifiers once. But the damage dice can explode. Natural Healing: Normal Day: 1HD; Day of Rest: 2HD, Rest and Skilled Healer: 3HD. Ability score damage heals at a rate of 1 point per day starting with the least damaged Ability score. Random if damage is equal. Death: Unconscious at 0 HP. Dying at negative HP. Make Con Save-Negative HP or die.
9 Magic & Spells Use the combined (cleric and magic-user) spells from Lamentations of the Flame Princess. Some Cleric Spells may have to tweaked. Characters gain random spells when they gain a Spell Slot. Spell Slots are assigned a level when they are gained. This is the daily number of the spells that the character can cast for that level. This is also the number of spells for that level that the character may memorize. A character does not have to memorize the same spell more than once. He may cast any combination of spells for that level that he has memorized. The character still has a spell book and needs it to memorize spells. The Spell List is not exhaustive. It is the list of the common spells in the world. There are plenty more that you might find while adventuring. Spell slots must immediately be assigned a level. A character can never have more spell slots of a particular level than the number of slots of the previous spell level (first level slots are not restricted). When a character gains a Spell Slot, they also gain a random spell of that level. When a character gains their first Spell Slot, they automatically also know Read Magic. Reversible Spells are learned as two different spells. Remember: LotFP uses silver as a base coinage. Just change silver to gold for the cost of spell components and research. Wanderers who have the Multi-Talented Boon and take Sorcerer may not research new spells or learn spells from discovered spell books and scrolls. They cannot use Sacrifice or Free Form Spell Components. They may use scrolls and other magic items designated for spell casting types. Casting Spells and disruption: See Lamentations of the Flame Princess (Magic-user) Memorizing Spells: See Lamentations of the Flame Princess (Magic-user) Learning new spells from scrolls and spell books: See Lamentations of the Flame Princess (Magic-user). Magical Research: See Lamentations of the Flame Princess (Magic-user) Sacrifice: Regain Spell Slot. Need to sacrifice HD worth of creature(s) equal to the level of the slot. Sentient beings count as double HD. Free Form Spell Components: Sorcerers routinely gather odd bits and pieces and use them to enhance their spell casting. The Sorcerer doesn t have to determine which spell that the component will be used at the time of collection only when a spell is cast. A component can only be used once. They can use these to enhance a spell that this thematically connected to the spell. Effects: For each unique component used the caster gains a +1 benefit. This will depend on each spell. Start by modifying the Saving Throw (if there is one). If not, increase the caster s effective level for duration or effect. Just use common sense.
10 Spell List 1. Bless 2. Bookspeak 3. Charm Person 4. Command 5. Comprehend Languages* 6. Cure Light Wounds* 7. Detect Evil* 8. Detect Magic 9. Enlarge* 10. Faerie Fire 11. Feather Fall *Reversible Spell First Level 12. Floating Disc 13. Hold Portal 14. Identify 15. Invisibility to Undead* 16. Light* 17. Magic Aura* 18. Magic Missile 19. Mending 20. Message 21. Protection from Evil* 22. Purify Food & Drink* 1. Audible Glamour 2. Augury 3. Change Self 4. Delay Poison 5. Detect Invisible 6. Enthrall 7. ESP 8. Force of Forbidment 9. Forget 10. Heat Metal Second level 11. Heroism 12. Invisibility 13. Knock 14. Levitate 15. Light, Continual* 16. Locate Object* 17. Magic Mouth 18. Mirror Image 19. Phantasmal Force 20. Ray of Enfeeblement 1. Army of One 2. Clairvoyance 3. Cure Disease* 4. Detect Illusion 5. Dispel Magic 6. Explosive Runes 7. False Alignment 8. Fly 9. Gaseous Form Third Level 10. Gust of Wind 11. Haste* 12. Hold Person 13. Howl of the Moon 14. Invisibility 10' Radius 15. Magic Vestment 16. Phantasmal Psychedelia 17. Protection from Norm. Missiles 18. Remove Curse* 19. Sacrifice* 20. Secret Page 21. Speak with Dead 22. Strange Waters II 23. Suggestion 24. Water Breathing* 25. Water Walk 1. Charm Monster 2. Confusion 3. Creation, Minor 4. Cure Serious Wounds* 5. Detect Lie 6. Dig 7. Dimension Door 8. Divination 9. Extension 10. Globe of Invulnerability, Fourth Level Minor 11. Hallucinatory Terrain 12. Invisibility, Improved 13. Pneumonic Enhancer 14. Plant Growth 15. Polymorph Others 16. Polymorph Self 17. Protection from Normal Weapons 18. Protection from Evil 10' Radius* 19. Neutralize Poison* 20. Seven Gates 21. Shadow Monsters 22. Speak with Plants 23. Spell Immunity 24. Wall of Fire 25. Wall of Ice 26. Wizard Eye 23. Read Magic 24. Remove Fear* 25. Sanctuary 26. Shield 27. Sleep 28. Spider Climb 29. Summon 30. Turn Undead 31. Unseen Servant 21. Resist Cold 22. Resist Fire 23. Silence 15' Radius 24. Speak with Animals 25. Stinking Cloud 26. Wall of Fog 27. Web 28. Wizard Lock
11 1. Airy Water 2. Animate Dead 3. Chaos 4. Cloudkill 5. Contact Outer Sphere 6. Commune 7. Creation, Major 8. Cure Critical Wounds* 9. Dispel Evil 1. Animate Dead Monsters 2. Anti-Magic Shell 3. Barrier 4. Contingency 5. Death Spell 6. Disintegrate 7. Find the Path* 8. Forbiddance 9. Geas 10. Glass Eye 1. Animated Artwork 2. Bestow Spell Ability 3. Control Weather 4. Duo-Dimension 5. Earthquake 6. Grasping Hand 7. Holy Word* 8. Instant Summons 9. Invisibility, Mass 1. Antipathy/Sympathy 2. Charm Person, Mass 3. Clone 4. Demand 1. Imprisonment* 2. Lost Dweomer Fifth Level 10. Faithful Hound 11. Feeblemind 12. Hold Monster 13. Insect Plague 14. Interposing Hand 15. Magic Jar 16. Passwall 17. Quest 18. Secret Chest Sixth Level 11. Globe of Invulnerability, Major 12. Heal* 13. Legend Lore 14. Lucubration 15. Mind Switch 16. Move Earth 17. Phantasmal Supergoria 18. Projected Image 19. Shades Seventh Level 10. Magic Sword 11. Part Water 12. Phase Door 13. Power Word Stun 14. Prismatic Sphere 15. Prismatic Spray 16. Prismatic Wall 17. Remote Surveillance 18. Reverse Gravity Eighth Level 5. Maze 6. Mind Blank 7. Permanency 8. Polymorph Any Object Ninth Level 3. Power Word Kill 4. Shape Change 19. Stone Shape 20. Telekinesis 21. Teleport 22. Transmute Rock to Mud* 23. True Seeing* 24. Wall of Force 25. Wall of Iron 26. Wall of Stone 20. Speak with Monsters 21. Stone to Flesh* 22. Suggestion, Mass 23. Tongues* 24. Veil 25. Weird Vortex 26. Word of Recall 19. Simulacrum 20. Spell Turning 21. Statue 22. Vanish 23. Vision 24. Witchlamp Aura 9. Symbol 10. Trap the Soul 5. Temporal Stasis 6. Time Stop
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