SPELLS AND SWORDS
INTRODUCTION
RPG Fantasy Rules.
CHARACTER CREATION
The Player must pick a Class for his Character.
The Class List will show all starting Skills, Abilities, and Spells.
The player also needs to Name his Character.
Spells and Swords PC Record Sheet PC RECORD SHEET
STARTING TRAITS
All Characters Start with a Wound Level (WL).
For Humans, Half-Orcs, Dwarves, and Elves the Starting Wound Level is 4.
For Halflings and Gnomes the Starting Wound Level is 3.
The Toughness Skill will increase a Character's Wound Level.
All Characters Start with a Movement Rating (MR).
For Humans, Half-Orcs, and Elves the Starting Movement Rating is 6.
For Dwarves, Halflings, and Gnomes the Starting Movement Rating is 4.
The Swift Skill will increase a Character's Movement Rating.
HEROIC ATTRIBUTES
There are 9 possible Heroic Attributes.
First, pick one Attribute that the Character will definitely have.
Second, Roll 1D3 +1 to see how many more attributes the Character gets (Total 3-5).
Third, Roll for each of these on the Attribute Table to see what they are.
There are no levels in Attributes. Either you have it or you don’t.
Reroll Duplicates. Keep track of what attributes you have.
ATTRIBUTE TABLE
1D10 Attribute: Notes:
1 Spirit Get +1 to all Morale and Social Interaction Rolls
2 Magic Get 2 Advantages of your Choice (on the Background Page)
3 Body Get +1 to Strength and Toughness
4 Mind Get +1 to all Lore Skill Rolls and Spell Checks
5 Will Get +1 to all Skill Rolls not affected by other Attributes
6 Speed Get +1 to Defense and Swiftness
7 Fate Get +1 to all Saving Throws
8 Wits Get +1 to all Detection type Skill Rolls
9 Prowess Get +1 to all Attack Rolls
10+ Pick One Players Choice
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CHARACTER CLASS ARCHETYPES
There are 4 Basic Class Archetypes: Fighter, Rogue, Mage, and Priest.
Below are the classic examples of each of the 4 Class Types:
WARRIOR/MERCENARY (FIGHTER)
Skills: Toughness +2 (Added to Wound Level), Melee Weapons +2 (Attack Bonus),
Strength +2 (Damage Bonus), Shield +1 (Defense Bonus if using a Shield),
Heavy Armor (Wear Heavy Armor with no Penalties), Initiative +1,
Dual Wield (Use 2 Weapons with no Penalties),Dodge +2 (Defense Bonus),
Brawl +2 (Attack Bonus to Unarmed Attacks: Strikes and Grappling),
Tactics +1 (Allies attacking same Foe as you get +1 Attack Bonus),
Leadership +4 (Bonus to Rally, increase Morale), Swift +1 (Move Speed)
Starting Items: Medium Armor, Dagger, Two Melee Weapons, Cloak, Medium Shield
THIEF (ROGUE)
Skills: Stealth +5 (Bonus to Hide, Sneak, Surprise), Climb +5 (Walls),
Dodge +2 (Defense Bonus), Pick Pocket +5, Escape Artist +4 (Slip Bonds),
Backstab +4 (Damage Bonus when attacking from behind), Swift +2 (Move Speed),
Locks +4 (Pick Locks), Search +5 (Find Traps, Secret Doors, Treasure),
Streetwise +5 (Rumors, Favors, Contacts, Dangers), Dagger +1
Starting Items: Leather Armor, Dagger, Sap, Cloak, 10 foot pole,
Rope and Grappling Hook (Climb +2), Lockpick Kit
CLERIC (PRIEST)
Magic: Clerical List = 4, Healing List = 2
Skills: Shield +1, Heavy Armor, Religion +5 (Concentration on own Religion),
Preach +4 (Convert the Heathen. Often takes Several Successful Attempts in a Row),
Blunt Weapon +1 (Attack Bonus), Wisdom (Get GM's Opinion)
Starting Items: Medium Armor, Medium Shield, Mace, Holy Symbol, 1D4 Vials of Holy Water
THAUMATURGE (MAGE)
Magic: Thaumaturgy List = 7, Cantrip List = 2
Skills: Staff & Dagger +1 (Attack Bonus), Arcane Lore +5 (Theory of Magic)
Starting Items: Robes, Hat, Dagger, Staff, Spell Components, Spell Book,
Spy Glass, Wax, Starch, Chisel, Crucible, Tinder Box
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RACIAL CLASSES
Some Classes are associated with particular non-human Races.
Several examples are given below:
HALFLING BURGLAR (ROGUE)
Skills: Dodge +2, Stealth +4, Sling +2, Short Sword +2, Climb +4,
Gardening +4, Fishing +4, Cooking +4 (Tasty and Nutritious),
Pipeweed +4 (Identify, Grow, Uses. Produce Short Range Smoke Rings),
Luck (Once per day get +5 to one Target Die-Roll),
Cheer +5 (Raise Spirits of Allies. Remove Anger and Frustration),
Alertness +4 (Detect Hidden or Distant Foes), Locks +5, Search +5
Starting Items: Dagger, Short Sword, Cloak, Sling & Stones, Pipe & 1D6 Weeds,
Regular Clothing, Bag of 10 Rations, Cooking Gear, Flint & Tinder, Lockpick Kit
ELF WANDERER (ROGUE)
Skills: Bow +2, Sword +2, Swift +2, Dodge +2, Insight +5, History +5 (Long Lived),
Geography +5, Memory +3, Sailing +5, Navigation +5, Herbalism +5 (Elven Medicine),
Search +3, Ride +3, Woodcraft +5 (Camping, Survival, Pathfinding),
Song +5, Dance +5 (Elven Grace & Beauty)
Starting Items: Leather Armor, Dagger, Sword, Cloak, Bow & Arrows,
Elven Riding Horse (Ride +1), Blanket, Waybread (10 Rations), Journal
DWARF CLANSMAN (FIGHTER)
Skills: Toughness +3, Martyr (Receive Attack directed at Adj Ally), Strength +1,
Shield +1, Heavy Armor, Mining +4, History +4, Song +4 (Haunting, Sad Ballads),
Hammer +2, Pick +2, Axe +2, Sword +1, Crossbow +1, Carousing +5 (Famed Drinkers),
Search +3, Climb +3 (Mountaineering, Spelunking)
Starting Items: Heavy Armor, Med Shield, Cloak, Hammer, Dagger, Crossbow & Bolts
GNOME PRANKSTER (ROGUE)
Skills: Guile +5, Pickpocket +5, Gossip +5, Locks +5, Search +5
Climb +3, Carousing +5, Pranks +5, Taunt +5, Jest +5, Luck, Stealth +5,
Alertness +5, Streetwise +5, Wits +5 (Solving Puzzles), Riddles +4,
Dodge +3, Ventriloquism +5, All Weapons +1
Starting Items: Lockpick Kit, Cloak, Brace of Daggers
Rope and Grappling Hook (Climb +2), Bag of Tricks (Pranks +1)
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CHARACTER BACKGROUND
Players may want to fill in some Background notes on their
Favorite Characters. The Following Page gives ideas for Background
Histories, Motivations, (Dis)Advantages, and Personality Traits:
Spells and Swords Character Background CHARACTER BACKGROUND
Each player starts with 5 Motivations, 1 Disadvantage, and 1 Advantage.
Each player starts with 0 Destiny Points.
Personality Traits are optional. They are good for NPC's.
Background Histories are not required, but they are fun. It is
recommended each player starts with 1 Background History (Picked or Random).
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STARTING ITEM VARIANTS
Characters start with 20 Gold Pieces in a small Pouch and a
standard set of starting items depending on their Class.
The GM may let the Player alter this. For instance the player
has a cool miniature of a Fighter with a Bow and Arrows. The
GM may allow for these instead of a second Melee weapon for
the Players Warrior Character.
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LANGUAGES AND LITERACY
CHANCE OF HAVING THE LITERACY SKILL
Lower Class Humans (25%).
Middle and Upper Class Humans (85%).
Most all Demi-Humans are Literate (90%).
CHANCE OF KNOWING A LANGUAGE
Most Humans, Demi-Humans, and Fey speak a version of Common (95%).
Most Humans speak a second Ethnic Language (75%).
All Demi-Humans speak a second Racial Language (95%).
Wood Elves and Gnomes can speak Fey (85%).
Most Humanoids and Giants speak a version of the Dark Tongue (95%).
Most Humanoids and Giants speak a second Racial Language (75%).
Most Humanoids and Giants also speak a smattering of Common (75%).
Demons speak a Language called Infernal and either Common or Dark Tongue (85%).
Dragons speak a Language called Draconian and either Common or Dark Tongue (95%).
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LIFESPANS
Halflings live twice as long as Men.
Dwarves and Giants live twice as long as Halflings.
Elves live twice as long as Dwarves.
Gnomes fall between Halflings and Dwarves.
Humanoids live half as long as Men.
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RACIAL BONUSES
Most all of the Classes above were created with Humans in Mind.
Some Classes are particular to a specific Race such as the Halfling Burglar or
Gnomish Prankster. However many Classes are available to different Demi-Humans.
To make Demi-Human version of a Class simply add the indicated Bonus:
HUMANS
Gossip +2
GREAT MEN (WILD MEN)
Strength +1
HAIRFOOT HALFLING
Cook +2
STOUT HALFLING
Brew +2
LIGHTFOOT HALFLING
Cheer +2
HIGH ELF (NORTHERN)
Wild Magic +1
IRON ELF (GLADREON)
Etiquette +2
GOLDEN ELF (GRECOS)
Poetry +2
COPPER ELF (GYPTOS)
Religion +2
WOOD ELF (CENTRAL)
Woodcraft +2
BRONZE ELF (DESERT)
Survival: Desert +2
MOUNTAIN DWARF
Mining +2
HILL DWARF
Alertness +1
NORTHERN DWARF
Saves vs Cold +4
DESERT DWARF
Stealth +1
GNOME
Luck
DEEP GNOME
Infravision (See in the Dark)
DIVING GNOME
Lore of the Sea +2
HALF-ORC
Intimidation +2
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CULTURE AND HOMELAND
Cultures come in many types. In addition to starting with 1 Racial Bonus,
each player will also get 1 Culture Bonus, he picks from the list below.
The player must also pick his starting Homeland according to the
Campaign setting and what the GM allows. Homeland will also further
limit available Professions, Skills, Languages, and Patrons.
IMPERIAL
Intrigue +2
ANCIENT
Farming +2
FEUDAL
Construction +2
GOTHIC
Undead Lore +2
RENAISSANCE
Art +2
BARBARIC
Toughness +1
NOMADIC
Ride +1
PRIMITIVE
Tracking +1
THEOCRACY
Faith +2
OLIGARCHY
Soldiering +2
TYRANT
Torture +2
DEMOCRACY
Political +2
REPUBLIC
Law +2
MAGEOCRACY
Arcane Lore +1
SEAFARING
Sailing +1
MERCANTILE
Haggling +1
PACIFIST
Wisdom
SAVAGE
Survival: Jungle +2
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