Document Sample
The GameMaster Rules:                                                  Time:
          1)   The GameMaster is always right;                                   Arthordorn works on units of time almost like Earth,
          2)   If you feel the GameMaster is wrong, take it up         only the days are 12 hours and the nights 8 hours. Winters are
               with the GameMaster who will give you thirty            five months out of a fifteen month year, summers are four
               seconds to state your case. If the GameMaster           months and, normally, very hot no matter where you go, and
               still rules against your character and/or action,       then spring and fall are each about three months with excellent
               see rule 1.                                             cool temperatures, rains, and winds from the sea reaching
          3)   Food. Everyone pitches in for food, if they can. If     inland as far as three and four hundred miles. The standard
               they can’t someone, or several, needs to help out       turn is one minute in length which gives time to accomplish
               with that person and they will be able to cover         many things. Each turn is split into rounds of, roughly, ten
               later.                                                  seconds each. Since all individuals work at their own rates of
          4)   Drink. No alcohol. Lots of Dew or No-Doz. Each          speed, ten seconds is enough time for everyone to accomplish
               should bring their own.                                 their goals for the turn and then recover and be ready for the
          5)   Arguments/Disputes Between Players. Don’t do            next round of play.
               it. I will NOT take longer than a minute out of the
               game, if possible, so things will keep moving.          Insanity:
          6)   Brains. Bring ‘em, you’ll need ‘em. If it takes you                Stressful situations can produce funny quirks in
               longer than one minute to think out a decision,         characters; these may be fighting a dragon and taking a wound,
               you’re not thinking hard enough, think faster.          being involved in a mass, epic style, combat, and having
               Your character is, for the most part, trained to do     something happen to your character that would, naturally, hurt
               what they need to do without a lot of thought           them psychologically. If you gain an insanity point, as assigned
               involved; for me to give you an eternity to think is    by the GM, you may accrue an insanity or, at least, a
               to give you a more than fair advantage over the         psychological defect. If the number of insanity points belonging
               time your character would actually have.                to your character equal your pc’s WillPower/10, rounded down,
          7)   ‘Nuff said.                                             your character becomes an NPC. If you role-play through your
                                                                       character’s insanity it will gain you points to spend against your
Skills:                                                                insanity. You will maintain the insanity, but be rid of the point
           Most skills do not require any kind of a test because       for it. to buy off an insanity point, you must spend 100 XP per
they are everyday skills. However, if something would be hard,         insanity point you already have(ie – If you have 4 Insanity
or worse, for your character to do, a test against your skill will     points, it will cost you 400 XP to rid yourself of it).
be involved. An easy test of a skill means using the skill to
accomplish the task is NOT something your character normally           Alignment:
does, but shouldn’t be much harder than normal to achieve.                        Be careful to play within your character’s alignment as
Difficult tests are those which require quite a bit of thought         I will be keeping track of the number of times you play outside
and/or time to achieve and so a special test needs to be made.         it. if you play too far outside your alignment, your character will
Performing a test is made on Percentage(%) dice against your           switch to a new alignment and certain, nasty, things will happen
character’s proper profile attribute. The GM will be responsible       to bring your character down a bit.
for determining the proper profile attribute, and normally has his
own reasons for choosing off-the-wall attributes.                      Experience Points:
           DIFFICULTY                  MODIFIER                                  Experience in my game may be given for any number
           Easy                        Bonus +10 - 15%                 of reasons, including several different aspects of role-play such
           Average                     No Modifier                     as playing in your alignment, profile and career, achieving
           Above Average               Penalty –5 – 10%                objectives and being unusually brilliant. I have a tendency to
           Difficult                   Penalty –15 – 45%               reward excellent work in role-play and fault stupid people; might
           A critical failure happens when the character rolls         seem kind of backwards, but I have found that even people
either 25% or more above their difficulty or rolls a 98-100 on the     dumb as a rock can be absolutely brilliant when they put their
percent dice. Critical failures are resolved dramatically by the       mind to it. As for experience benchmarks: if you achieve
GM and may include consequences such as dismemberment,                 around 100 XP for a single night of play, you’re doing pretty
poison, and death. A critical success happens when the                 well, but normal. 200 XP and you’ve had a difficult evening,
character rolls either 25% or more below their difficulty or rolls a   had to figure out a puzzle or kill a lot of monsters. 300 XP and
01-03 on the percent dice. These are also resolved                     you’re looking at a little break, on the GM, before you start your
dramatically and may include bonuses such as an extra action           next adventure. By the way, I don’t believe in generating new
the next round, an excellent find and preventing the death of a        characters for each adventure; that’s a ludicrous way to play a
friend.                                                                game with a world that is supposed to advance a little at a time.
           Multiple actions may be made every other round of                     Spending your experience points is relatively easy.
play. To perform a multiple actions, find out all of the profile       For Attributes each +1(for M, S, T, W, and A) or for +10% to
attributes and/or target numbers and their penalties to succeed        each of the other profile attributes it costs you 100 XP. For
at multiple actions, take the lowest profile attribute and subtract    moving to a career listed in your Career Exits costs 100 XP.
5% for each additional action to be performed before the roll is       For moving to a career listed in the career chart for your
made. Some actions may succeed, even on a failed roll, based           character’s class costs 150 XP. For moving to any other
on the difficulties of other actions. Multiple actions may include     BASIC career it costs 200 XP. You may not move directly to an
swinging to hit multiple opponents, attempting to accomplish           Advanced Career other than your Career Exits allow for. Once
several skills very quickly and being forced to utilize multiple       you have changed careers you do not automatically stop in the
skills by the GM.                                                      old career, but rather may continue to build it at a cost of
                                                                       double what your Advance Scheme for the old career costs
you; this is to simulate that you’re not concentrating on the old       Magic:
career as much as the new career. To switch back to your old                       For most magic you simply spend the Magic Points
career costs 100 XP. Switching back and forth may be done               and use a component to channel the right energy and, poof,
ONCE per ADVENTURE, not game session. Moving through                    you have a spell go off. However, some spells will require a
an advance scheme which offers you nothing to increase your             dice roll for duration or effect which you’ll make to see how
character with, you may pay the 100 XP to move into that                successful the spell is. Components are not used as rapidly in
career for the exit to another career that will offer you               my game as they are in others. Very hard or impossible to
something if you like, which will cost you another 100 XP to            come by components have a 5% chance of being completely
move through.                                                           used in casting the spell. Moderately difficult to find
            Building skills for your character costs 100 XP per new     components have a 15% chance. Moderately easy
skills as well as an amount of time equal to one week per               components have a 30% chance of being used. Easy
difficulty level of the skill. A hard skill, such as pickpocket, will   components to find have a 45% chance of being used when a
require three weeks; however, an easy skill, like riding a              spell is cast. This is to maintain game balance and, although
horse(not properly, mind you, just being able to get on and use         GW designed their world with certain properties in mind for their
the horse), will require one week.                                      version of continuity, I did not.
                                                                                   Learning spells is a relatively easy process. 50 XP
Combat:                                                                 and 1 day to learn Petty Magic spells, and you may know any
         1)   Roll initiative. The Leader of each party rolls           number of them with no limit against your character’s
              percentage dice against their own (I) Initiative          intelligence or level spells. 100 XP and 1 week to learn Level 1
              score. If both fail, the Leader that rolled the           spells, and you may know any number of level 1 spells equal to
              lowest wins and their party gets to move first. If        1/8 your character’s intelligence. 200 XP and 3 weeks to
              one fails, the one with success gets one extra            learn Level 2 spells, and you may know any number of level 2
              attack that round, not one per character, and they        spells equal to 1/11 your character’s intelligence. 300 XP and
              choose who gets the extra attack. If both                 2 months to learn Level 3 spells, and you may know any
              succeed, the one that has the greatest difference         number of level 3 spells equal to 1/15 your character’s
              between their (I) and their roll wins; if someone         intelligence. 400 XP and 6 months to learn Level 4 spells, and
              succeeds in their roll, loses initiative, but rolls a     you may know any number of level 4 spells equal to 1/20 your
              critical success, their side still loses initiative but   character’s intelligence.
              gains an extra attack.                                               You may also improve spells for Magic Point Cost,
         2) To-hit: Roll %-dice against (WS) for melee                  Range, Duration and Ingredient Use. Magic Points may be
              weapons or (BS) for ranged weapons with any               reduced at a rate of 150 XP per point of reduction. Range may
              modifiers the GM may assess(for instance, if the          be increased by six feet per 100 XP. Duration may be
              opponent has a higher (WS) than your character            increased by one minute per 50 XP. Ingredients/Components
              by 10% or more, subtract 5% from your skill for           may be reduced to nothing if you spend 300 XP for Petty
                                                                                               st                     nd
              every 10% above that they have) and, if you roll          Magic, 500 XP for 1 Level, 800 XP for 2 Level, 1200 XP for
                                                                          rd                                                     th
              below the proper profile attribute, you hit the           3 Level, and Components may not be removed for 4 Level.
              opponent.                                                            There are two ways to gain Magic Points in the game,
         3) Damage and Hit Location: Drop 1d6 and %-dice                by Leveling and spending XP. In leveling you’ll gain the
              at the same time to determine hit location and            number of magic points as described on page 133. Buying
              damage. Damage is determined by adding the                Magic Points cost 50 XP per point you already possess(ie – If
              1d6 roll to your character’s strength and                 you have 4 MPs already, it will cost you 200 XP to gain a 5
              subtracting the opponents Toughness(+armor)               one, and so on.)
              and applying any remainder to Wounds. If the                         The number of Magic Points you gain back is equal to
              opponent is reduced to 0 or negative wounds,              1d4 immediately upon ending combat. However, the remainder
              then a critical hit roll may need to be made,             of your MPs will come back at 1 per day per level of caster you
              depending on the drama of the situation.                  are. Sleeping and meditating will gain them back faster.
         4) Roll for Parry: Roll %-Dice below the %-dice roll                      Spellcasters have a difficult time working within the
              made by the opponent to parry 1d6 of their                confines of armor, although it is possible by spending an
              damage. If your parry is a critical success, all          additional MP to get through it. Mithriel, Brigandine, and Mage
              damage was parried successfully.                          armors do not restrict, and may even help, Spellcasters in
         5) Riposte: Character’s may riposte, or send an                casting their spells.
              attack back on their opponent, by taking one
              wound of damage to themselves and rolling %-              Money:
              dice below the %-dice roll made by the opponent.                  1 Gold Crown = 20 Silver Schillings = 240 Brass
              If the parry succeeds, all damage the opponent            Pennies; 1 Silver Schilling = 12 Brass Pennies
              would have given you is given to them instead. If
              the %-dice roll fails they take the damage their
              opponent rolled plus 1 point for the Riposte.
         Healing wounds requires one day per wound. If you
         have been reduced to two wounds, you will need to
         have something bandaged before you can begin
         recovering. If you go to 0 or below wounds, you’ll
         have to see a surgeon or healer before you can start
         to recover. If you take a number of wounds equal to
         twice your original wound value, your character is