The Evils of Alcohol

Driving animals to/from market. 34. Plying their trade. 35. Pursuing someone/ .... Wizard's Apprentice Journeyman Wizard. Master Wizard. High Wizard. Imperial ...
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NPC Motivations 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25.

Clumsily bumps/stumbles into PCs Fleecing NPCs  aims to fleece PCs? Asks for a favour Attacks PCs for no apparent reason Begging for drink/food/money Being hassled/arrested by the law Chased by wild/domesticated dogs Chasing a spooked horse Compliments the PC for some reason Convinced they’re blessed/cursed Crowd forces NPC and PCs together Delivering a message / goods Drinking/eating Drunk/intoxicated Evading local authorities / escaping from stocks Falling/fallen in love with NPC/PC Hawking wares Get cured of an illness/curse Giving a speech, recital Giving birth Has just been/being mugged Having/had their pockets picked Idle conversation Involved in/looking for a fight Involved in a loud argument

26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. 49. 50.

Knocked over by somebody/PC Searching for a lost friend/relative Looking for someone who’s literate Lost and requires directions Makes a rude comment Mistakes PCs for someone else On a pilgrimage Driving animals to/from market Plying their trade Pursuing someone/thing Repairing a broken cart wheel Researching a book Searching for a lost item Seeking revenge Sleeping somewhere inappropriate Stranger to town Calming a jealous husband/wife Coughing/vomiting/fainting (being ill) Wants PCs’ opinion on an issue Wants the PCs to settle a dispute Wants to buy something Wants to hire PCs Wants to sell something Wants to steal something Wishes to be hired

Fear, Fire & Suffocation Fear Factor 1. 2. 3. 4.

To perform a Fear test, roll against the victim’s Cool and adjust using the modifiers below Consult the table below to determine the resulting psychological effects After the initial trauma, victims can try to regain their nerve (another Fear test) every round thereafter A comrade’s rallying cry and/or desperate situation can further motivate victims in overcoming their fear (extra +10 to +30)

Formidable creature (Least  Most) Fearsome: Bear, Giant Eagle/Owl/Bat/Spider/Scorpion, Bog Octopus, Fen Worm, Elf (for goblins), Turtle Dragon Monstrous: Were creature, Troll, Ogre, Giant, Minotaur, Griffin, Hydra, Manticore, Chimera, Basilisk, Harpy Grotesque: Ghoul, Zombie, Skeleton, Vampire, Ghost, Spectre, Wight, Mummy Terrifying: Wraith, Liche, Carrion, Wyvern, Elemental, Daemonic Steed, Daemonic Beast, Lesser Demon Horrifying: Jabberwocky, Dragon, Greater Demon, Demon Prince Failed by 1-5 6 - 10 11 - 15 16 - 20 21 - 25 26 - 30 31 +

Psychological effects Afraid – deeply shocked, the victim can defend (parry & dodge) but attacks require great courage (WP test) Fearful – shrieks then quivers (-10), the victim cannot advance (no attack) but can defend (dodge & parry) or flee Scared stiff – dread swamps the victim’s mind (-20), their numbing senses (no attack, nor dodge) but able to parry or flee Overwhelmed – icy fear grips the victim’s heart causing their courage to falter (-30) & self-preservation to prevail, i.e. flee Terrified – terror shatters the victim’s nerves (+1 IP) turning their legs to jelly (prone), leaving them unable to attack and scarcely able (-20) to dodge or parry. If the terror approaches, the victim drops everything and flees screaming... Petrified – the victim is rooted to the spot in terror (prone) and is left weeping like a child (gain 2 Insanity Points) Horrified – dumbstruck (no spell-casting), the victim’s trembling hands drop everything before curling up in a gibbering ball (prone) until they overcome the horror (pass Fear test) or it disappears... (gain D3, D4 or even D6 IPs)

Fire!

Suffocation...

  





Fear Factor +30  +20 +20  +10 +10  0 0  -10 -10  -20

Non-flammable targets suffer Str 3 + D4 damage Flammable targets suffer Str 3 + 2 D4 damage If a flammable target receives 6 or more fire damage in a single round or consecutive round(s) it will ignite. Once ignited, a flammable target continues to burn (suffers 2 D4 damage per round automatically) until: 1. The target is completely destroyed (i.e. W = 0) 2. The fire is put out:  Beating = -1 damage per character  Dowsing = -2 damage per character  Immersion = instantly extinguished!

Each round a victim is asphyxiated (smoke, drowning), he must pass a T test (-10 if choked, -20 if strangler is a Wrestler): o Incredible: invigorated (victim roars, +10 to next test) o Stunning: defiant (victim splutters, somehow resists) o Definite: struggles (colour drains from victim’s face) o Lucky: gasps (turns blue & colour drains from vision) o Unlucky: chokes (tunnel vision & -1/-10 to all tests) o Awful: spasms (slurred speech & -2/-20 to tests) o Terrible: weakens (blind but can still hear & -3/-30) o Horrific: enfeebled (looses hearing & -4/-40 penalty) o Fatal: unconscious (dies in 6D6 rds lest asphyxia stops)

Imperial Colleges of Magick Colour Light Gold Jade Celestial Grey Amethyst Bright Amber

Winds Hysh Chamon Ghyran Azyr Ulgu Shyish Aqshy Ghur

Level Guild/School Imperial College Imperial Army

Lore of Light Metal Life Heavens Shadows Death Fire Beasts

½ Wizard’s Apprentice

Magick-users Luminary or Hierophants Alchemists Elementalists or Druids Mediums or Astromancers Sages or Shadowmancers Necromancers or Demonologists Pyromancers or Warlocks Shamans or Witches

Essence Wisdom Transmutation Creation Foresight Illusion Spirit Destruction Feral

Medium Illumination (lights) Metallic ore (rocks) Water (rivers, oceans) Firmament (heights) Mist, fog & shadows Scenes of death Heat, fire & ardour Beasts, forests & wilds

1st Journeyman Wizard

2nd Master Wizard

3rd High Wizard

Imperial Magister

Grand Magister

Lord Magister

Artificer

Battle Wizard

4th Magister Patriarch/ Supreme Patriarch Battle Mage