UNIVERSAL: Sword and Sorcery
SIMPLE REALITY RPG RULES SUPPLEMENT
For Miniature Wargames and Role Playing Games of the Sword and Sorcery
Genre
INTRODUCTION
Sword and Sorcery: Conan, Elric, and the Grey Mouser. These are but a few larger than life superheroes, antiheroes and thieves that have dominated the exiting genre of Sword and Sorcery. Sword and Sorcery is dominated by commonalities: either pre-Atlantian or very early post-Atlantian setting, impossibly powerful barbarians, protagonist antiheroes, gold hungry thieves, demonic sorcerery, snake men and ape men, distrust of magic, ultra rare demon-possessed weapons, aimless wondering, and alien gods. In the Sword and Sorcery Genre the “heroes” have one goal: collect treasure, survive to enjoy their gold and further their own plans.
At last there is a generic RPG System with precise and realistic combat and skill resolution rules (which still allow a GM and Player to advance their characters skills to add a cinematic touch) which are neither burdensome nor reliant on tables. And that RPG System is UNIVERSAL!
These rules are the accumulation of 18 years of research into:
Miniature Wargames
Role Playing Games
Amateur and Professional Marksmanship Statistics
Amateur and Professional Archery Statistics
Amateur and Professional Fencing Statistics
Dice Probability
WHAT YOU NEED TO USE THESE RULES
SWORD AND SORCERY
SKILLS
Physical (Combat)
Swordsman (Includes other slashing/ piercing weapons)
Archer
Marksman (Crossbow)
Martial Artist
Wrestler
Brawler
Spearman
Pikeman
Knife Thrower (Includes all small thrown weapons)
Monster
Physical (Non-Combat)
Acrobat
Thief
Runner
Equestrian
Mariner (Sailor)
Mental (Combat)
Wizard (Very, very rare inheritors of Atlantian Magic (No more than 1 per group, if even allowed at all); they do not receive an allegiance penalty for casting their spells)
Sorcerer (for each spell cast the character receives 1 Chaos Point)
Priest
Psychic
Mental (Non-Combat)
Alchemist
Philosopher
Physician
Artist
Leader
Example Sword and
Sorcery Fantasy Characters:
Elric the Albino
Physical 9
Swordsman 3
Mental 25 (5 unspent)
Wizard 3
Leader 2
Conan the Barbarian
Physical 134
Swordsman 8
Thief 1
Mental 30
Leader 4
MONSTERS
Here is a list of Monsters that are common to the Sword and
Sorcery Genre. Only the Monster Level and any additional Mental Skills (Combat)
are listed, as these are all that is pertinent to Epic Fantasy Battles:
|
Monster |
Monster Level |
Mental Skills (Combat) |
Gold per group |
|
Baboon Demon |
11 |
|
0 |
|
Deep One |
2 |
|
2000 |
|
Elephant Being of Yag |
11 |
Sorcerer 11 |
15000 (individual) |
|
Mound Dweller |
5 |
|
0 |
|
Man-Serpent |
9 |
|
2000 |
|
Serpent Man |
7 |
|
4000 |
|
Toad Thing |
9 |
|
0 |
|
Wyvern |
7 |
|
8000 (individual) |
|
Ghoul |
2 |
|
3000 |
|
Lycanthrope |
4 |
|
400 |
|
Elemental (either Fire, Air, Earth or Water) |
16 |
|
0 |
|
Vampire |
9 |
Sorcerer 9 |
12000 |
|
Giant |
12 |
|
13000 |
|
Mummy |
5 |
Priest 5 |
6000 |
|
Primordial One |
8 |
Psychic 8 |
30000 |
|
Cthulhu |
50 |
Psychic 20, Sorcerer 20 |
0 |
|
Azathoth |
50 |
Psychic 20 |
0 |
|
Byakhee |
10 |
Psychic 10 |
0 |
|
Cthuga |
50 |
Psychic 10 |
0 |
|
Flame Creature |
16 |
Psychic 8 |
0 |
|
Yithian |
8 |
Psychic 8 |
0 |
|
Hastur |
50 |
Sorcerer 23, Psychic 10 |
0 |
|
Ithaqua |
30 |
Sorcerer 12, Psychic 12 |
0 |
|
Mi-Go |
5 |
Psychic 2 |
0 |
|
Nyarlathotep |
25 |
Sorcerer 13, Psychic 13 |
0 |
|
Shoggoth |
20 |
Psychic 4 |
400 |
|
Shub-Niggurath |
50 |
Psychic 20 |
0 |
|
Yog-Sothoth |
50 |
Psychic 15, Sorcerer 15 |
0 |
EXPERIENCE POINTS
Sword and Sorcery is by its very nature very cinematic. So Experience Point awards should take a more accelerated approach. When playing in a Sword and Sorcery Campaign, characters should receive 1 Experience Point for each:
MAGICAL NON-COMBAT
A Time will arrive when a Sorcerer will wish to cast a spell to obtain a particular event, instead of simply shooting magical bolts in combat, hoping for a fire ball (Spell Complexity 3) or meteor swarm (Spell Complexity 9). In order to do this the Game Master must determine what Spell Complexity Level the conceived spell result is. Here are some basic examples:
|
Spell Complexity |
Example |
|
1 |
Magically lock a door |
|
2 |
Become invisible until attacking |
|
3 |
Dispel a spell |
|
4 |
Create a wall of fire |
|
5 |
Teleport |
|
6 |
Summon an Elemental from its Plane |
|
7 |
Become Ethereal |
|
8 |
Project Astral Body into the Astral Plane (Watch your Silver Cord though; Demons can sever it with on two 6’s on one attack roll) |
|
9 |
Create a Gate to another Plane of Existence (like Heaven, Purgatory, Limbo or Hell) |
|
10 |
Level an entire city |
In order to successfully cast that specified spell the Sorcerer must roll a number of sixes equal to the spell’s complexity level.
ALLEGIANCE
Every Character has three Allegiance Scores: Law, Neutrality and Chaos. Each time a character does something that awards him for following a particular allegiance he receives a point in that score. If one Allegiance (such as Law) exceeds the combined totals of that character’s other allegiances (Neutrality and Chaos) then he becomes a Champion of the Allegiance (in this example a Champion of Law). That character receives as many points to put towards his Physical and/or Mental Abilities as he has points in the Allegiance he is a champion of. Each time he acquires more Allegiance points in that chosen Allegiance he receives Points to put to his Abilities (just as if they were experience points) on a 1:1 basis.
However, should that character’s chosen Allegiance ever fall beneath the combine totals of his other allegiances he looses all of the bonus Ability Points that he had received until he returns that particular allegiance to a Champion level.
Here is a example of what Allegiance Points are granted to a character:
|
Points |
Action |
|
3 |
For each Lawful human converted to Chaos |
|
1 |
For each human soul slain and dedicated to Patron Lord |
|
=CR |
Kills an elemental |
|
1D10 |
For participating in a military attack on a Lawful nation |
|
1D6 |
For each new shrine of Chaos founded |
|
2D6 |
For each new |
|
1D4 |
For each time the adventurer uses a random method to decide its next course of action in the course of the game |
|
2 |
For each elemental priest slain |
|
2 |
For each Lawful priest slain |
|
4 |
For each Lawful Agent slain |
|
8 |
For each Lawful Champion slain |
|
1 |
For each bound demon (Complexity 9 Spell) |
|
1 |
Frees someone |
|
2 |
Invocation restores someone’s life |
|
1 |
Learns magic (per spell level) |
|
1 |
Murders |
|
1 |
Rescues someone from danger |
|
2 |
Invokes a Lord of Chaos |
|
1 |
For each demon summoned (Complexity 7 Spell) |
|
1 |
Takes advantage |
|
1 |
Takes revenge |
|
1 |
Tells a significant lie |
|
1 |
Speaks with the dead |
|
1 |
Steals something important |
|
1 |
Wounds someone |
|
Points |
Action |
|
3 |
For each Chaotic human converted to Law |
|
1 |
For each Chaotic human slain |
|
=CR |
Kills an elemental |
|
=CR |
Kills an demon |
|
1D10 |
For participating in a military attack on a Chaotic nation |
|
1D6 |
For each new shrine of Law founded |
|
2D6 |
For each new |
|
1 |
For each elemental slain |
|
2 |
For each elemental priest slain |
|
3 |
For each Chaotic priest slain |
|
5 |
For each Chaotic Agent slain |
|
10 |
For each Chaotic Champion slain |
|
1 |
For each Item of Virtue owned |
|
1 |
Invocation restores someone’s life (Complexity 7 Spell) |
|
1 |
charity |
|
1 |
Rescues someone from danger |
|
5 |
Invokes a Lord of Law |
|
-1 |
Tells a significant lie |
|
-5 |
For each demon summoned |
|
Points |
Action |
|
3 |
For each Chaotic or Lawful human converted to the Balance |
|
1 |
Frees someone |
|
1 |
Gives charity |
|
1 |
Heals someone mortally ill |
|
1 |
Imprisons some one |
|
3 |
Loves another |
|
1 |
Makes something unique and beautiful |
|
2 |
Rescues someone from danger |
|
1 |
Tells a significant truth |
|
-1 |
Speaks with the dead |
|
-2 |
Invocation restores someone’s life |
|
-5 |
Object-binds an elemental |
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