Every table from the Mythras Empires rules, rendered live from the game data.
| Abbr. | Name | Description |
|---|---|---|
| MIL | Military Strength | The power of the state to exert military force. |
| LAW | Law | The maturity of the state's governmental framework and stability of its social rules. |
| SIZ | Size (Population) | An abstraction of how many people live in the state. |
| COM | Communication | The ability to hold itself together through internal communications and info gathering. |
| REL | Religion | The religious or spiritual strength of the state. |
| WTH | Wealth | The riches of the state in terms of property, assets, and natural resources. |
| Capability | Type | Base Formula | Description |
|---|---|---|---|
| Commerce | Basic | WTH + SIZ | Competence and skill in trading with others. |
| Dogma | Basic | REL + LAW | Strength of political and religious will. |
| Espionage | Basic | COM + WTH | Discovering and keeping secrets. |
| Government | Basic | LAW + COM | Competency of the state's government and bureaucracy. |
| Warfare | Basic | MIL + REL | Ability to wage war effectively. |
| Magic | Advanced | REL + SIZ | Expertise and reserves of magic. |
| Culture | Advanced | COM + 10 | Tradition of pursuits in the cultural arts. |
| Technology | Advanced | LAW + WTH | Technological base and maturity. |
| Diplomacy | Advanced | COM + LAW | Refinement of the political process to find peaceful resolutions. |
| Loyalty | Advanced | LAW + COM (cannot be bought; granted on conquest) | Measurement of how loyal a province or dominion is to the ruling power. |
| Culture | Characteristic Modifiers | Capability Bonuses | Advanced Access | Description |
|---|---|---|---|---|
| Barbarian | MIL 1D3, COM 1D3, SIZ -1D3, WTH -1D3 | dogma +10, warfare +20 | May buy: magic, diplomacy, culture; prohibited: technology | No developed central capital, reliant on tribal and clan alliances. High propensity for violent conflict. |
| Civilised | LAW 1D3 | commerce +10, government +5 | May buy: magic, culture, technology, diplomacy, loyalty | Urban centers, organized bureaucracy, and developed trade systems. |
| Maritime | COM 1D3 | commerce +15 | May buy: magic, culture, technology, diplomacy, loyalty | Civilised but with heavy reliance on the sea. Well developed navies and international trade. |
| Primitive | MIL -1D3, LAW -1D3, SIZ -1D3, COM -1D3, REL -1D3, WTH -1D3 | dogma +15, warfare +5 | May buy: magic; prohibited: technology, culture, diplomacy | No government beyond tribal rituals. Hunter-gatherer subsistence. |
Up to two compatible types may be combined; Republic is a modifier combined with another type.
| Type | Characteristic Modifiers | Capability Bonuses | Choices | Description |
|---|---|---|---|---|
| Autocracy | MIL +1 | warfare +10 | β | Government by a self-appointed individual. |
| Aristocracy | β | culture +5, government +10 | β | Hereditary form of government. |
| Democracy | COM +1 | diplomacy +10 | β | Power within the hands of the people. |
| Despotism | β | espionage +10, warfare +5 | β | Rule by a single authority with absolute power. |
| Diarchy | β | government +10 | choose 1 of culture/diplomacy +5% | Form of rule in which two diarchs are heads of state. |
| Gerontocracy | LAW +1 | diplomacy +10 | β | Rule by leaders significantly older than most of the population. |
| Meritocracy | β | β | choose 1 of law/com +1 (char); choose 1 of diplomacy/government/warfare +10% | Power given to those who demonstrate capability. |
| Monarchy | β | culture +5 | choose 1 of diplomacy/government/warfare +10% | Ruled by a King or Queen. |
| Plutocracy | WTH +1 | commerce +10 | β | Government by the wealthy. |
| Theocracy | β | β | choose 1 of espionage/magic/warfare +10% | Government by a religious elite. |
Based on MIL fielded/remaining, re-evaluated every battle round. Add +1 per full 50% of Warfare.
| MIL | Damage |
|---|---|
| 1β2 | 1 |
| 3β4 | 1D2 |
| 5β6 | 1D4 |
| 7β9 | 1D6 |
| 10β12 | 1D8 |
| 13β15 | 1D10 |
| 16β18 | 1D12 |
| 19β20 | 2D6 |
| 21β23 | 2D8 |
| 24β26 | 2D10 |
| 27β29 | 2D12 |
| 30β32 | 3D6 |
| 33β35 | 3D8 |
| 36β38 | 3D10 |
| 39β40 | 3D12 |
Beyond SIZ 21, add 0.25 million per additional point.
| SIZ | Population |
|---|---|
| 1 | 100,000 |
| 2 | 300,000 |
| 3 | 500,000 |
| 4 | 650,000 |
| 5 | 800,000 |
| 6 | 1,000,000 |
| 7 | 1,250,000 |
| 8 | 1,500,000 |
| 9 | 1,750,000 |
| 10 | 2,000,000 |
| 11 | 2,250,000 |
| 12 | 2,500,000 |
| 13 | 2,750,000 |
| 14 | 3,000,000 |
| 15 | 3,250,000 |
| 16 | 3,500,000 |
| 17 | 3,750,000 |
| 18 | 4,000,000 |
| 19 | 4,250,000 |
| 20 | 4,500,000 |
| 21 | 4,750,000 |
Category d100: 01β20 Cultural, 21β40 Economic, 41β60 Military, 61β80 Nature, 81β00 Political/Religious; then 1D10 on the category table.
| 1D10 | Category | Event | Description |
|---|---|---|---|
| 1 | Cultural | Social Advance | A breakthrough in some form advances the mechanics of society. Increase the WTH Characteristic by 1. |
| 2 | Cultural | Fortuitous Marriage | A member of the ruling class makes a fortuitous political marriage, bringing 1 additional Wealth Point for this year. |
| 3 | Cultural | Fashion Shift | A trend captures the mood. Either increase WTH by 1 or gain +1D4+1% to Culture (grant at base if missing). |
| 4 | Cultural | Major Text or Philosophy | An important educational work brings renown. Dogma or Government increases by 1D4+1%, or gain +1 to COM or LAW. |
| 5 | Cultural | Festival or Market Prosperity | A cultural tradition attracts interest. Either increase WTH by 1 or gain +1D4+1% to Commerce or Dogma. |
| 6 | Cultural | Important Person | An individual rises to prominence culturally. Gain +1D4+1% to Culture (grant at base if missing). |
| 7 | Cultural | Important Event | An important cultural event takes place. Roll Government: Crit: +1 WTH and +1 LAW. Success: +1 WTH or +1 LAW. Fumble: -1 WTH or -1 LAW. |
| 8 | Cultural | Cultural Influence | Customs from outside have an impact. Roll Culture (or Government -20%): Crit: Culture +15% (or base+5%). Success: Culture +5% (or base). Fumble: lose 1 WTH, LAW, or COM. |
| 9 | Cultural | Artistic Discovery | A major lost artwork is rediscovered. Either keep it (+1 COM) or sell it (+1 WTH). |
| 10 | Cultural | Cultural Exchange | A shared social pursuit develops a diplomatic relationship. Gain +1D4+1% to Diplomacy (grant at base if missing). |
| 1 | Economic | Technological Breakthrough | A discovery provides +1 WTH, technology at base, or +5% to Technology. |
| 2 | Economic | Trading Success | A trading mission has profound success. Gain 1D3 Wealth Points. |
| 3 | Economic | Improved Communications | Trading efforts establish new routes of communication. Improve COM by 1. |
| 4 | Economic | Promising Negotiations | Mercantile negotiations establish future trade. Gain 1D3 Wealth Points next year. |
| 5 | Economic | Knowledge is Power | Merchant venturers establish intelligence contacts. Increase Espionage by 1D4+1%. |
| 6 | Economic | Steady Trade Avenues | Commercial efforts create stable markets. Gain 1 WTH. |
| 7 | Economic | Tribute Reduction | If the state pays tribute, it is lowered by 1 WP for this year. |
| 8 | Economic | Improved Efficiency | Fiscal efficiency allows one Characteristic to go unfunded without penalty this year. |
| 9 | Economic | New Strategies | The mercantile class develops new trading strategies. Increase Commerce by 1D4+1%. |
| 10 | Economic | New Goods for Sale | The state develops something brand new. Gain 1D3 Wealth Points and increase COM by 1. |
| 1 | Military | Prudent Spending | Military costs are optimized. MIL can go without funding this year. |
| 2 | Military | Elite Units | Investment in elite units pays dividends. Roll Government: Crit: MIL +2 this year (free). Success: MIL +1 this year (free). Failure: MIL +1 next year (normal). |
| 3 | Military | Strategic Improvements | Strategic and tactical thinking improve. Gain 1D4+1% to Warfare. |
| 4 | Military | Weapon Excellence | Weapon improvements mean Military Damage increases by 1 step for this year only. |
| 5 | Military | Mercenary Capital | Mercenaries hired to foreign powers earn money. Gain 1 WP. |
| 6 | Military | Piracy and Privateers | Sanctioned privateers. Roll Warfare: Crit: +1D3+1 WP. Success: +1 WP. Fumble: selected enemy state declares war next year. |
| 7 | Military | Military Research | Research leads to technology gains. Gain +10% to Technology (or base value if missing). |
| 8 | Military | A Hero Emerges | A military hero emerges. Gain +1D4+1% to Diplomacy, +1 COM, or +1D4+1% to Warfare. |
| 9 | Military | New Communication Routes | Military pathfinder expeditions open routes. Gain 1 COM. |
| 10 | Military | Military Support | The military backs the rulers. Gain +1D4+1% to Government (or Dogma if theocracy). |
| 1 | Nature | Bumper Harvest | Peasant industry yields fruit. Increase Wealth Points by 1D3. |
| 2 | Nature | Resource Discovery | A seam of coal or precious metal is discovered. Next year, WTH is permanently increased by 1D3. |
| 3 | Nature | Baby-Boom | An increase in fertility boosts population. Increase SIZ by 1 and gain 1 additional WP. |
| 4 | Nature | Natural Disaster (Neighbor) | Disaster strikes a neighbor, opening markets. Gain 1D3 WP this year. |
| 5 | Nature | Nature's Bounty | Nature is favorable. Next year, ignore any one Mishap result. |
| 6 | Nature | Trade Winds | Favorable winds bring new merchants. Gain 1 WTH and 1 COM. |
| 7 | Nature | Disease-Free Year | No reports of plague. Reduce Insurrection chance by 10% and gain +1D4+1% to Government. |
| 8 | Nature | Miracle of Nature | A disaster is miraculously averted. Gain +1D4+1% to Dogma as the populace gives thanks. |
| 9 | Nature | Quality of Goods | Livestock and crops are superb. Gain one additional Improvement Roll for this year. |
| 10 | Nature | Silver Linings | Roll on the Nature Mishap table; however, next year WTH is permanently increased by 1D3. |
| 1 | Political/Religious | Magical Benevolence | A gift from the gods. Increase any one Capability by 1D4+1% and WTH by 1. |
| 2 | Political/Religious | Political Upheaval | Sudden change. Roll Government: Crit: +3 WP. Success: +1D2 WP. Failure: -1D2 WP. Fumble: -3 WP. All: Insurrection +10%. |
| 3 | Political/Religious | Religious Upheaval | Religious costs shift. Roll Dogma: Crit: REL free upkeep. Success: REL upkeep is 1 WP/5. Failure: REL upkeep is 1 WP/3. Fumble: REL upkeep normal but Dogma unusable. All: Insurrection +10%. |
| 4 | Political/Religious | Tribute Reduction | If state pays tribute, it is lowered by 1 WP for this year. |
| 5 | Political/Religious | Fortuitous Diplomacy | Diplomacy bodes well. Roll Diplomacy: Crit: +1D3 WP or +1 Improvement Roll. Success: +1 WP. Fumble: extra Mishap next year. |
| 6 | Political/Religious | Religious Discovery | Priests resolve many questions. Gain +1D4+1 to Magic or Dogma Capability. |
| 7 | Political/Religious | Heroic Leader | The Ruler emerges as a hero. Increase LAW by 1 and reduce Insurrection chance by 10%. |
| 8 | Political/Religious | Centre of Pilgrimage | A site becomes an object of pilgrimage. Increase REL and WTH by 1D3. |
| 9 | Political/Religious | Rebellion Quelled | Roll Espionage: Crit: +1D4+1% to Government or Warfare. Success: +1 WP. Fumble: Roll immediately on Military Mishaps. |
| 10 | Political/Religious | Improved Efficiency | Efficiency means one characteristic does not need to be funded this year. |
| 1D10 | Category | Event | Description |
|---|---|---|---|
| 1 | Cultural | Cultural Faux Pas | A cultural mistake occurs. Lose 1 WTH unless a Diplomacy roll is successful. |
| 2 | Cultural | Cultural Schism | A schism leads to crisis. Roll Government or Dogma to avoid losing 1 LAW or 1 REL. |
| 3 | Cultural | Social Unrest | Failures in social policy increase Insurrection chance by +10%. |
| 4 | Cultural | Crime | Roll Government: Failure: crime escalates, lose 1 WTH. Fumble: lose 1D3+1 WTH. |
| 5 | Cultural | Cultural Set Back | Repression or stagnation sets back society. One Improvement Roll is lost. |
| 6 | Cultural | Cultural Subservience | Interference by outside beliefs. Roll Culture (or Government -20%): Failure: gain a further Mishap this year. |
| 7 | Cultural | Regression | Customs undergo regression. Reduce WTH by 1 or forfeit one Improvement Roll. |
| 8 | Cultural | Unpalatable Beliefs | A sect develops beliefs at odds with norms. Lose 1D3 WTH. Gov or Dogma roll reduces loss by 1 WTH. |
| 9 | Cultural | A Hero Discredited | A hero is discredited. Roll Espionage: Failure: lose one Improvement Roll this year. |
| 10 | Cultural | Vile Foreign Propaganda | Foreign enemies spread lies. Roll Diplomacy or Government -20%: Failure: lose 1D3 WTH or 1D3 COM. |
| 1 | Economic | Trade Disaster | Trading mission fails. Roll Commerce: Crit: +1 WP. Success: no loss. Failure: lose 1D3 WP. Fumble: lose 3 WP. |
| 2 | Economic | Mismanagement of the Economy | Government badly mismanages. Lose 1 WP this year. |
| 3 | Economic | Financial Corruption | Treasury officials misappropriate funds. Lose 1 WTH and increase Insurrection chance by +5%. |
| 4 | Economic | Increased Overheads | The upkeep cost of one Characteristic is increased by 1D3 WP this year. |
| 5 | Economic | Economic Espionage | Roll Espionage to root out spies: Failure: lose 1 WTH or one Improvement Roll. |
| 6 | Economic | False Hopes | Economic prospects fail. Roll Government: Crit: averted. Success: -1 WP. Failure: -1 WP and Insurrection +10%. Fumble: -1D3-1 WP (lose 1D3+1) and Insurrection +10%. |
| 7 | Economic | Trade Routes Crippled | Bandits or pirates raid routes. Roll Warfare: Crit: Averted. Success: Lose 1 WP. Failure: Lose 1 WTH and 1 COM. Fumble: Neighbor state declares war next year. |
| 8 | Economic | Debtors Default | Money owed is unpaid. Roll Diplomacy: Failure: lose 1D3 WP. |
| 9 | Economic | Trade Ally Dispute | Ally increases levies (Diplomacy roll; auto-fail if missing): Crit: Averted. Success: -1 WP this year. Failure: -1 WP this year and next year. Fumble: -1D3-1 WP this year and -1D3 WP next year. |
| 10 | Economic | Tax Hikes | Need to raise taxes. Roll Government: Crit: accepted. Success: Insurrection +5%. Failure: lose 1 WP and Insurrection +10%. Fumble: Rebellion! Insurrection automatic this year. |
| 1 | Military | A Hero Discredited | A military hero is discredited. Roll Espionage: Failure: lose 1 MIL characteristic. |
| 2 | Military | Treachery! | Traitors steal military secrets. Reduce Warfare by 2D6% or reduce Initiative by 1D4+1. |
| 3 | Military | Attempted Coup | Military coup. Opposed Government vs Warfare. Gov wins: lose 1 WP and 1 MIL. Military wins: LAW -2 and new government type. |
| 4 | Military | Covert Defeat | Operation fails. Roll Diplomacy: Crit: no effect. Success: -1 WP. Failure: Enemy state declares war next year. Fumble: Lose 1D3 MIL or 1D3 COM, and war next year. |
| 5 | Military | Military Overspend | It costs 1D3 additional Wealth Points to fund the MIL Characteristic this year. |
| 6 | Military | Military Cut-Backs | Budget cuts reduce efficacy. Reduce MIL by 1, Warfare by 5%, or Military Damage by 1 step. |
| 7 | Military | Spies Amongst Us | Spies feed back info. If fighting a campaign this year, roll 1D6 for Initiative instead of 1D10. |
| 8 | Military | Incorrect Intelligence | Incorrect info. Roll Espionage: Crit: no effect. Success: roll 1D6 for Initiative. Failure: auto-lose Initiative. Fumble: auto-lose Initiative and Warfare -20%. |
| 9 | Military | Military Blunder | The military insists on misinformed changes. Lose 1D3 Wealth Points. |
| 10 | Military | Military Repression | Civil unrest is cruelly put-down. Increase chance of Insurrection by +20%. |
| 1 | Nature | Conflagration | A major fire devastates a city. Lose 1D3 Wealth Points. |
| 2 | Nature | Drought or Famine | Devastated harvest. SIZ upkeep becomes 1 WP per 4 SIZ. Insurrection chance +10%. |
| 3 | Nature | Flood/Earthquake | Natural disaster. Reduce SIZ by 1, WTH by 1D3, and increase Insurrection chance by +10%. |
| 4 | Nature | Pestilence | Crops ravaged by insects. Reduce WTH by 1 and increase Insurrection chance by +10%. |
| 5 | Nature | Plague | A plague devastates. Reduce SIZ by 2 and WTH by 1D3. |
| 6 | Nature | Unexplained Blight | Crops fail. Roll Dogma or Magic: Crit: Averted. Success: lose 1 WP. Failure: lose 1D3 WP. Fumble: lose 1D3 WP, and extra mishap next year. |
| 7 | Nature | Mysterious Illness | Mysterious illness afflicts settlements. Lose 1 WP this year. |
| 8 | Nature | Winter of Discontent | Exceedingly harsh winter. Roll Government (or Dogma if theocracy): Crit: Averted. Success: Insurrection +5%. Failure: Insurrection +10%. Fumble: Insurrection +15%. |
| 9 | Nature | Poor Quality | Food and livestock is poor. Lose one Improvement Roll. |
| 10 | Nature | Curse! | The gods curse. Roll Dogma: Crit/Success: Averted (+5% Insurrection on Success). Failure: reduce one Characteristic by 1. Fumble: reduce one Characteristic by 2. |
| 1 | Political/Religious | Assassination | The ruler is assassinated. Reduce LAW by 1D3. Government capability reduced by -10% per LAW point lost. Gov test: failure triggers Civil War. |
| 2 | Political/Religious | Civil Unrest | Government action causes unrest. Roll Government: Failure: lose 1D3 Wealth Points. |
| 3 | Political/Religious | Civil War | Threat of civil war. Roll Government or Diplomacy: Failure: lose 1D4 WTH. All: Insurrection chance +10%. |
| 4 | Political/Religious | Corruption (Government) | High level corruption. Lose 1 WP. Roll Government: Failure: Insurrection chance +10%. |
| 5 | Political/Religious | Corruption (Church) | High level corruption in church. Lose 1 WP. Roll Dogma: Failure: Insurrection chance +10%. |
| 6 | Political/Religious | Unpalatable Beliefs | A sect develops beliefs at odds with norms. Lose 1D3 WP. Roll Gov or Dogma: Success reduces loss by 1 WP. |
| 7 | Political/Religious | Priestly Overspend | It costs 1D3 additional Wealth Points to fund the REL Characteristic this year. |
| 8 | Political/Religious | Scandal | Scandal paralyses ruling class. Spend 1 WP. Roll Espionage or Diplomacy: Failure: Government capability penalized -10% this year. |
| 9 | Political/Religious | Government Overspend | It costs 1D3 additional Wealth Points to fund the LAW Characteristic this year. |
| 10 | Political/Religious | Attempted Coup | Military coup. Opposed Government vs Warfare. Gov wins: lose 1 WTH and 1 MIL. Military wins: LAW -2 and new government type. |
Winner of an exchange gains one manoeuvre per success-level gap (max 3).
| Manoeuvre | Availability | Effect |
|---|---|---|
| Ambush | Critical success only | Military Damage +1 step (Crit only) |
| Capture Baggage | Any winning exchange | +1D3 WTH points (once per campaign) |
| Entrap | Versus a Retreat only | Retreat fails; enemy must retry next round (vs Retreat only) |
| Forced March | Any winning exchange | Withdraw without ignominy penalties |
| Genocide | Any winning exchange | Damage hits territory SIZ directly |
| Hit and Run | Critical success only | Damage suffered is minimized (Crit only) |
| Holy War | Any winning exchange | Next round: Warfare +REL |
| Innovative Tactics | Any winning exchange | Next round: May reverse Tens/Units Warfare roll |
| Loot and Pillage | Any winning exchange | +1D6 WTH, territory WTH permanently decreased |
| Morale Boost | Any winning exchange | Next round: Warfare +COM |
| Night Attack | Critical success only | Immediate surprise raid at half damage (Crit only) |
| Outflank Defenders | While Invading only | Invasion succeeds even vs successful defence (Invading only) |
| Overrun Defences | Versus a Fortify only | Breach fortifications even if assault repulsed (vs Fortify only) |
| Ritual Invocation | Critical success only | Undead summons: next round Warfare +5x total damage (Crit only) |
| Steal Initiative | Any winning exchange | Automatically win next round's Initiative |
| Level | CA | Damage Bonus | HP | Combat Style | AP | SR | Weapon Size | Surrenders | Accepts Surrender |
|---|---|---|---|---|---|---|---|---|---|
| 0 | 2 | -1D2 | -1 | 3D6-3 lower | 2 | -5 | -1 step(s) | When Injured | Never |
| 1 | 2 | None | same | 3D6-3 lower | 2 | -5 | -1 step(s) | When Injured | Never |
| 2 | 2 | same | same | equal | same | same | same | Serious Wound | When Adventurer suffers Major Wound |
| 3 | 2 | same | +1 | equal | same | same | same | Serious Wound | When Adventurer suffers Major Wound |
| 4 | 3 | +1D2 | +1 | 3D6-3 higher | 4 | same | +1 step(s) | Major Wound | When Adventurer suffers Serious Wound |
| 5 | 3 | +1D2 | +2 | 3D6-3 higher | 5 | +5 | +1 step(s) | Major Wound and Persistence roll | When Adventurer suffers Serious Wound |
| 6 | 3 | +1D4 | +2 | 4D6+1 higher | 6 | +5 | +2 step(s) | Major Wound and Persistence roll | When it is clear that Adventurer is outclassed or losing |
Roll 1D10 + attitude modifier; read the column matching the state campaign's outcome.
| Roll | Victorious | Winning | Stalemate | Losing | Defeated |
|---|---|---|---|---|---|
| 1 | β | Wound | Wound | Wound | Wound, Escape |
| 2β3 | 1D2 Kills | β | β | β | Wound |
| 4β5 | 1D2 Kills, Encounter | 1D2 Kills | β | β | Wound |
| 6β7 | 1D4 Kills | 1D2 Kills, Encounter | 1D2 Kills | β | Wound |
| 8β9 | 1D4 Kills, Encounter | 1D4 Kills | 1D2 Kills, Encounter | 1D2 Kills | Capture |
| 10β11 | 1D6 Kills, Wound | 1D4 Kills, Encounter | 1D4 Kills | 1D2 Kills, Encounter | Wound, Capture |
| 12β13 | 1D6 Kills, Wound, Encounter | 1D6 Kills, Wound | 1D4 Kills, Encounter | 1D4 Kills, Capture | Encounter |
| 14β15 | 1D8 Kills | 1D6 Kills, Wound, Encounter | 1D6 Kills, Wound | 1D4 Kills, Encounter | Escape, Wound |
| 16β17 | 1D8 Kills, Wound | 1D8 Kills | 1D6 Kills, Wound, Encounter | 1D6 Kills, Wound | 1D4 Kills, Escape |
| 18β19 | 1D8 Kills, Wound, Encounter | 1D8 Kills, Wound | 1D8 Kills | 1D6 Kills, Wound, Encounter | 1D4 Kills, Wound |
| 20 | 2D6 Kills, Wound | 1D8 Kills, Wound, Encounter | 1D8 Kills, Wound | 1D8 Kills | 1D6 Kills, Wound, Encounter |
| 21β999 | 2D6 Kills, Wound, Encounter | 2D6 Kills, Wound | 1D8 Kills, Wound, Encounter | 1D8 Kills, Wound | 1D8 Kills, Wound, Encounter |
Gained per success-level gap in a Religious Warfare exchange, like Warfare Manoeuvres.
| Advantage | Availability | Effect |
|---|---|---|
| Attain Insight | Any winning exchange | Next round: Initiative is rolled on 2D6 instead of 1D10 |
| Create New Myth | Critical success only | Create a new myth: +1D3 REL, healing religious damage (Crit only) |
| Create Schism | Any winning exchange | Enemy Religious Damage β1 step this and next campaign (stacks to β3) |
| Disprove Myth | Critical success only | Disable one enemy myth of resonance β€ your highest for the next round (Crit only) |
| Evangelical Conversion | Any winning exchange | +1D3 to own Religious Damage next round |
| Government Embrace | Any winning exchange | Next damage resolved also hits the enemy's LAW characteristic |
| Manipulate Myth | Any winning exchange | Borrow the effect of one enemy myth this round |
| Steal Initiative | Any winning exchange | Automatically win next round's Initiative |
| Spell | Magnitude | Timing | Resisted | Duration | Effect |
|---|---|---|---|---|---|
| Bonds of Loyalty | 4 | instant | Yes | 1 year | Increases the Loyalty Capability by 5% for every point of REL the casting state has. Resisted by target's Magic. Success halves increase, critical success negates, fumble doubles percentage and duration. |
| Characteristic Blessing | 8 | instant | No | 1 year | Increases a chosen Characteristic (except SIZ) by +50% on success, +100% (doubles) on critical success. Fumble reduces the characteristic by -50%. Duration is 1 year. |
| Damage Enhancement | 1 | instant | No | Instant/War duration | Each point of Magnitude increases the damage of an army by +1 during warfare. |
| Damage Limitation | 1 | instant | No | Instant/War duration | Each point of Magnitude reduces incoming military damage sustained by the MIL characteristic by 1 point. |
| Divine Blessing | 4 | instant | No | 1 year | Allows one annual Mishap from the Economics chapter to be ignored. |
| Enhance (Capability) | 3 | instant | No | 1 year | Enhances a chosen Capability for 1 year. Critical success: +40% bonus; normal success: +20% bonus. Fumble: -20% penalty and MP still spent. |
| Major Curse | 10 | delayed | Yes | 1 or 2 years | Targets one capability of the defender. Resisted by target's Magic. Under this curse, the target capability's results are downgraded by two success levels (e.g. success -> fumble). Lasts 1 year (2 years on critical success). |
| Minor Curse | 6 | delayed | Yes | 1 or 2 years | Targets one capability of the defender. Resisted by target's Magic. Under this curse, the target capability's results are downgraded by one success level. Lasts 1 year (2 years on critical success). |
| Negation (Capability) | 10 | instant | Yes | 1 or 2 years | Negates a capability of an opposing state completely. Resisted by target's Magic. Critical success: negated for 2 years; success: negated for 1 year. Fumble: Caster's own capability negated for 1 year. |
| Offspring | 10 | delayed | Yes | Permanent | Increases the SIZ of a nation by +1D3. Each additional MP invested adds +1 SIZ. Takes 1 year to prepare and 1 year to take effect. Resisted by target's Magic. Success halves increase (min 1), critical negates. Resister must spend MP equal to reduction. |
| Quell Insurrection | 6 | instant | No | 1 year | Reduces the chance of Insurrection to its base 5% for this year, negating all insurrection chance modifiers. |
| Seasons of Plenty | 6 | delayed | No | 1 season | Increases Seasonal Income for all estates in the realm by +50% on success, +100% on critical success. Fumble halves income. Applied after all other modifiers. Must choose the season affected in advance. |
| Supernatural Army | 8 | delayed | No | 2 years | Summons a supernatural army. Must be cast at year start. Duration 2 years. Critical: +8 MIL, +40% Warfare. Success: +4 MIL, +20% Warfare. Fumble: army turns on caster, -4 MIL, -20% Warfare. |
| Tapping | 8 | instant | Yes | 1 year | Taps the Magic Points of the defending state for the caster's use next year. Resisted by defender's Magic. Critical: steals all defender MP; success: steals half; fumble: transfers own MP to target. |
Attunement requires a CRITICAL Magic test; one rune at a time, lasting one year.
| Rune | Effect |
|---|---|
| Air | The state gains an additional Nature Good Fortune roll. |
| Beast | Warfare Capability is temporarily increased by 15+1D10%. |
| Chaos | Either the Magic or Warfare Capability is temporarily increased by 15+1D10%. |
| Cold | The state can ignore any Nature Mishap event. |
| Communication | COM Characteristic is temporarily increased by 1D6+1 points. |
| Darkness | Any state attacking the user of this rune suffers a -25% penalty to its Warfare or Magic Capability. |
| Death | Military Damage is two steps higher than that for the base MIL Characteristic. |
| Disorder | Any state attacking the user of this rune suffers a -25% penalty to its Warfare or Magic Capability. |
| Dragonewt | Any state attacking the user of this rune suffers a -25% penalty to its Magic Capability. |
| Earth | The state gains an additional Nature Good Fortune roll or it can ignore any Nature Mishap event. |
| Fate | The state gains an additional 1D3 Good Fortune events, determined randomly. |
| Fertility | WTH Characteristic is temporarily increased by 1D6+1 points or the state gains a single use, at no Magic Point cost, of the Seasons of Plenty spell. |
| Fire | Military Damage is two steps higher than that for the base MIL Characteristic. |
| Harmony | One Capability is increased so that it is on a par with the highest of the state's Capabilities. |
| Heat | State gains an additional Nature Good Fortune roll. |
| Illusion | Espionage Capability is temporarily increased by 15+1D10%. |
| Infinity | The state can re-roll up to three adverse dice-roll results, whatever their circumstances. This power can be used on enemies, if wished. |
| Law | LAW Characteristic is temporarily increased by 1D6+1 points. |
| Light | The state can negate the effects of the Darkness rune, if Darkness powers are used against it. |
| Luck | Magic Capability is temporarily increased by 15+1D10%. |
| Magic | Magic Points are temporarily increased by 1D6+1 points. |
| Man | Government Capability is temporarily increased by 15+1D10%. |
| Mastery | Any one Capability is temporarily increased by 15+1D10%. |
| Moon | REL Characteristic is temporarily increased by 1D6+1 points. |
| Motion | Initiative is temporarily increased by 1D6+1 points. |
| Plant | WTH Characteristic is temporarily increased by 1D6+1 points. |
| Spirit | State may ignore any Political/Religious Mishap event. |
| Stasis | During warfare, all opponents suffer a -5 penalty to Initiative. |
| Truth | State gains an additional Political/Religious Good Fortune roll. |
| Water | The state gains a single use, at no Magic Point cost, of the Seasons of Plenty spell. |
| d100 | Event |
|---|---|
| 01β10 | Your negotiation skills come to the fore. Oratory (or Influence): success β +20% to Mission Success. |
| 11β20 | You strike up a good relationship with an opposing diplomat. Gain a Contact. Influence roll: success β +10% to Mission Success. |
| 21β30 | Chance to learn 1 Magnitude of a Common Magic spell (Babel, Bearing Witness, Becalm, Glamour or Mindspeech), or decline for +15% to Mission Success. |
| 31β40 | A high-ranking diplomat is impressed and tries to recruit you. |
| 41β50 | A chance to broker a lucrative deal. Commerce or Oratory (or Culture (Own)): success β additional Reward and +10%. Failure β immediately roll on the Mishaps table. |
| 51β55 | A romantic liaison. Stealth to avoid the lover's spouse. Success β lover as an Ally. Failure β duel (best Close Combat Style): win β lover becomes an Enemy; lose β Injury and forfeit a Reward. |
| 56β60 | An assassination attempt is made against another delegate. What do you do? |
| 61β70 | You gain valuable negotiating practice. One of your next Improvement Rolls must raise Influence, and it increases by 1D6+4% instead of the usual amount. |
| 71β80 | Insight or Perception: success β uncover a spy in your delegation (additional Reward and +10%). Failure β the spy leaks details (β20%). |
| 81β90 | Someone provides information that may or may not be valuable β using it is risky. |
| 91β99 | You establish a network of important diplomatic contacts. Gain 1D3 Contacts. |
| 100 | Disaster! Roll on the Mishap table. |
| d100 | Event |
|---|---|
| 01β10 | A foreign dignitary is inadvertently insulted, jeopardising the mission. Roll Courtesy (or Influence) to avert disaster; failure imposes β40% to Mission Success. Either way the dignitary becomes an Enemy. |
| 11β20 | Diplomatic gestures are ill-communicated, leading to tense negotiations. Roll Oratory (or Influence); failure imposes β20% to Mission Success. |
| 21β30 | A diplomat accompanying you takes a dislike to you. You gain that diplomat as a Rival. |
| 31β40 | Opposition arguments prove hard to counter. Opposed Persistence vs the other diplomat's Influence 65%. Win β avert disaster and gain an additional Reward. Lose β β15% to Mission Success. |
| 41β50 | Members of your delegation are accused of corruption. Insight roll: success β you know the allegations are false (still β20%); failure β the evidence looks damning and you must withdraw (β60%). |
| 51β60 | An opposing diplomat offers you a deal. Accept β +20% to Mission Success but no Rewards. Turn it down β β20%. |
| 61β70 | You learn something you should not know and now people want to kill you for it. Streetwise (or Resilience): failure β roll on the Injury table. You gain an Enemy either way. |
| 71β80 | Your delegation is taken captive. Influence at β20% to talk your way free. Success β released, mission automatically fails. Failure β imprisoned 1D4 years, but you gain one Reward once freed. |
| 81β90 | A member of the opposing delegation attempts to Seduce you (Seduction 65%). Do not resist β β20% and gain the seducer as an Ally. Resist β Opposed Persistence vs Seduction 65%: fail as above, succeed β no penalty but gain the seducer as an Enemy. |
| 91β97 | You are accused of colluding with the enemy delegation. Streetwise or Oratory (or Influence) to convince your colleagues. Success β you gain one Penalty anyway. Failure β forfeit Rewards and gain a Penalty. |
| 98β99 | Character is Wounded. Roll once on the Injury table. |
| 100 | Character is Severely Wounded. Roll twice on the Injury table. |
| d100 | Event |
|---|---|
| 01β14 | The information you uncover is exceedingly important. Your state gains +1 to any Characteristic. Additional Reward if the mission succeeds. |
| 15β24 | A romantic liaison with an enemy agent creates a love/hate relationship. Gain the lover as a Rival and +15% to Mission Success. |
| 25β34 | You must defend yourself (best Combat Style). Success β +20%. Failure β Injury but an additional Reward. |
| 35β39 | An unexpected connection amongst your enemies. Gain an Ally, but also a Penalty. |
| 40β49 | You uncover a major conspiracy. Your homeland's Espionage Capability automatically increases by +10%. |
| 50β54 | Someone provides information that may or may not be valuable β using it is risky. |
| 55β59 | A high-ranking official is impressed and tries to recruit you. |
| 60β64 | Chance to learn 1 Magnitude of a Common Magic spell (Bladesharp, Boon of Lasting Night, Clear Path, Detect Enemy or Endurance), or decline for +15% to Mission Success. |
| 65β69 | Stranded deep in hostile territory. Survival (or Resilience): failure β Injury but an additional Reward. |
| 70β74 | A civilian is killed while you defend yourself; the guilt is unbearable. Persistence: failure β you become dependent on alcohol or drugs. |
| 75β84 | An Enemy is really on your side. Gain an Ally, or convert one Enemy into an Ally. |
| 85β89 | You are offered a chance to smuggle illegal items home. Accept β Streetwise (or Stealth): success β extra Reward, failure β lose Reward and gain a Penalty. Refuse β gain a criminal Enemy. |
| 90β94 | Through your efforts a tyrant is brought down in a spectacular coup. Gain an Enemy but also an additional Reward. |
| 95β00 | Disaster! Roll on the Mishap table. |
| d100 | Event |
|---|---|
| 01β14 | You must defend yourself. Roll your highest Combat Style. Critical β escape unharmed (β10%). Success β 1D4 damage, β10%. Failure β 1D8 damage, β20%. Fumble β 1D8 damage, β40%. |
| 15β19 | You are betrayed by a Contact. Streetwise (or Stealth): success β β20%. Failure β β20% and the Contact becomes an Enemy. |
| 20β24 | You learn something you should not know. Streetwise (or Resilience): failure β Injury. You gain an Enemy either way. |
| 25β29 | You are captured. Survival (or Evade): failure β imprisoned 1D4 years, mission auto-fails, lose Rewards. Success β Injury and β20%. |
| 30β34 | You lose vital stolen material. Perception: success β lose one Reward. Failure β lose all Rewards and β40%. |
| 35β39 | A Contact gives you clues. Insight: success β the information was false (β20%). Failure β you realise too late (β20% and Injury). |
| 40β44 | You are captured and tortured. Resilience. Critical β escape (β40%). Success β escape (β40%) and Injury. Failure β escape but mission auto-fails and Injury. Fumble β Injury and imprisoned 1D4 years. |
| 45β49 | Insight: success β you realise the mission is a red-herring and you are the scapegoat (gain 1D4 Enemies from your own state). Failure β you realise too late (Injury). |
| 50β59 | A precarious physical situation. Athletics: failure β β20% and Injury. |
| 60β64 | An enemy offers you a deal. Accept β +20% but no Rewards. Turn it down β β20% and gain an Enemy. |
| 65β69 | Enemies at home conspire against you. Gain 1D3 Enemies; if the mission succeeds you gain no Rewards, and if it fails you are accused of treason (Influence to clear your name, else prison 1D4 years). |
| 70β74 | You are forced to betray a colleague to succeed. Gain them as an Enemy. |
| 75β89 | Character is Wounded. Roll once on the Injury table. |
| 90β00 | Character is Severely Wounded. Roll twice on the Injury table. |
| d100 | Event |
|---|---|
| 01β14 | Your natural charm and experience gains you a Contact. |
| 15β19 | A legal dispute. Oratory (or Influence) to clear your name: success β +20%. Failure β gain a Rival. |
| 20β29 | You befriend a useful ally. Gain an Ally. |
| 30β34 | A respected noble takes an interest in your career. Gain an additional Reward. |
| 35β39 | Intercepted communications yield financially important information. Gain 1D10Γ1,000 SP but forgo the Reward roll for this mission. |
| 40β49 | Someone provides information that may or may not be valuable β using it is risky. |
| 50β54 | A romantic liaison with a rival politician creates a love/hate relationship. Gain a Rival and +15%. |
| 55β59 | You must defend yourself (best Combat Style). Success β +20%. Failure β Injury but an additional Reward. |
| 60β64 | You uncover corruption in high places that cannot be kept secret. Gain 1D3 Enemies but +20%. |
| 65β69 | A powerful contact makes a difficult request. Persistence: success β additional Reward. Failure β lose the Reward roll for this mission. |
| 70β79 | An important political debate. Roll the lowest of Culture (Own), Lore (Regional) or Influence: success β +10% and an additional Reward. Failure β mission auto-fails and gain a Rival. |
| 80β84 | A romantic liaison with a Contact breaks down; your ex becomes a stalker. Gain an Enemy and β10%. |
| 85β89 | A routine assignment turns dangerous; you suspect betrayal. Insight (or a Detect Enemy spell): success β uncover the culprit (Enemy). Failure β they continue to haunt you, pulling strings in secret. |
| 90β98 | Vital information about a scandal falls into your hands. You cannot stop the fallout, but it nets a payout: gain 2D6Γ1,000 SP and an Enemy. |
| 99β00 | Disaster! Roll on the Mishap table. |
| d100 | Event |
|---|---|
| 01β14 | A family scandal causes repercussions. Gain a Rival. Oratory or Influence to avoid a β20% Mission Success penalty. |
| 15β34 | Rivals smear your name. Gain an Enemy and a Penalty. |
| 35β37 | Your patron is assassinated and you are framed. Streetwise (or Persistence) to clear your name; failure β imprisoned 1D4 years and the mission auto-fails. |
| 38β39 | An assassin attempts to end your life. Survival (or Resilience): failure β Injury. |
| 40β44 | A high-ranking noble is inadvertently insulted. Courtesy (or Influence) to avert; failure β β40%. Enemy either way. |
| 45β54 | Political gestures are ill-communicated. Oratory (or Influence); failure β β20%. |
| 55β59 | Insight: success β your patron is incompetent and you must expose them (gain an Enemy). Failure β β40%. |
| 60β69 | You uncover a ring of corruption and are invited to join. Join β 1D10Γ1,000 SP but forfeit other Rewards. Refuse and keep quiet β β40%. Refuse and expose them β gain 1D4 Enemies. |
| 70β74 | Incompetence kills or injures civilians. Influence: success β found not guilty. Failure β guilty of gross negligence, lose any Rewards. |
| 75β84 | A mistranslated communiquΓ© embarrasses a high-ranking official. Gain them as an Enemy. |
| 85β89 | A vital vote is lost and you cover up mistakes that are all your fault. This will come back to haunt you. |
| 90β98 | You learn something you should not know. Streetwise (or Resilience): failure β Injury. Enemy either way. |
| 99β00 | Character is Wounded. Roll once on the Injury table. |
| d100 | Event |
|---|---|
| 01β15 | Your dedication earns admiration. Gain an additional Reward, even if the mission is unsuccessful. |
| 16β29 | You gain keen spiritual insight. +20% to Mission Success. |
| 30β34 | A religious debate. Roll the lower of Lore (Specific Theology) or Influence: success β +10% and an additional Reward. Failure β mission auto-fails and gain a Rival. |
| 35β44 | A chance for a religious agreement. Lore (Specific Theology) or Oratory (or Culture (Own)): success β additional Reward, +10%, and your state gains +1 REL. Failure β immediately roll on the Mishaps table. |
| 45β49 | A premonition. Pact (God) (or Insight): success β roll 1D6 for its nature. |
| 50β54 | Chance to learn 1 Magnitude of any one Common Magic spell, or decline for +15% to Mission Success. |
| 55β59 | An Enemy makes an attempt on your life. Resilience: failure β roll twice on the Injury table, take the better. Success β any Combat Style; success β roll 1D6 for the outcome (a captured/killed foe boosts Mission Success). |
| 60β64 | Your order selects you for a secret rite of enlightenment. Gain +1D4+1% to any one Lore skill, but forego any Rewards from this mission. |
| 65β69 | You are made custodian of a cult secret. This gains you a Rival. |
| 70β79 | You are asked to help in an Espionage or Political mission. Roll again on the Good Fortune table for the type you select. |
| 80β84 | You work for an eccentric but brilliant mentor, who becomes an Ally. +20% to Mission Success. |
| 85β89 | A protΓ©gΓ© turns to forces opposing your cult. Gain them as an Enemy but also a Reward from the learning experience. |
| 90β95 | A powerful contact makes a difficult request. Persistence: success β additional Reward. Failure β lose the Reward roll for this mission. |
| 96β00 | Disaster! Roll on the Mishap table. |
| d100 | Event |
|---|---|
| 01β24 | Fanatics take against you. Lore (Specific Theology) (or Influence). Critical β escape (β10%). Success β 1D4 damage, β10%. Failure β 1D8 damage, β20%. Fumble β 1D8 damage, β40%. |
| 25β34 | Your faith is shaken. Roll Lore (Specific Theology), Pact (God), Spirit Walking or Sorcery (Grimoire) (else Insight at β40%). Success β shake off the heresy (β20%). Failure β β40% and your cult punishes you with a Penalty. |
| 35β39 | You uncover a secret damaging to your cult. Bury it (it will haunt you) or come clean (roll the lowest of Culture (Own), Influence, Lore (Specific Theology), Oratory, Pact (God), Sorcery (Grimoire) or Spirit Walking): failure β lose all Rewards and gain 1D3 Enemies. |
| 40β49 | A fellow cultist of High Lord or High Priest rank takes against you. Gain them as a Rival. |
| 50β54 | You are accused of heresy. Pact (God) (or Influence). Critical β charges dropped. Success β dropped but gain 1D3 Enemies. Failure β demoted one cult rank (or barred from joining). Fumble β as failure, plus tortured (Resilience or Injury) and 1D3 Enemies. |
| 55β59 | You learn something you should not know. Lore (Specific Theology) or Resilience: failure β Injury. Enemy either way. |
| 60β64 | Insight: success β a key myth or point of doctrine is flawed and you must expose it (gain an Enemy). Failure β β40%. |
| 65β69 | Stranded deep in hostile territory. Survival or Resilience: failure β Injury but an additional Reward. |
| 70β74 | A high-ranking priest is inadvertently insulted. Courtesy or Influence to avert; failure β β40%. Enemy either way. |
| 75β79 | Your abilities are questioned. Pact (God) or Influence to convince your superiors of your faith: failure β lose the Reward for this mission. |
| 80β84 | Insight: success β you realise the mission is a red-herring and you are the scapegoat (gain 1D4 Enemies from your own side). Failure β Injury. |
| 85β94 | A debate tries your patience. Persistence to keep your temper: failure β β20% and you gain the other party as a Rival (colleague) or Enemy (opponent). |
| 95β99 | Character is Wounded. Roll once on the Injury table. |
| 100 | Character is Severely Wounded. Roll twice on the Injury table. |
| d100 | Event |
|---|---|
| 01β14 | Your reputation is questioned by an opponent. Courtesy (or Influence). Critical/Success β the critic is rebuked (+20%). Failure β roll on the Mishap table. Fumble β as failure, plus β20%. |
| 15β24 | The deals you strike are incredibly advantageous. The state or empire you serve gains +1 WTH and you gain an additional Reward. |
| 25β29 | A boring assignment leads to temptation. Resilience: failure β you develop a drinking problem; success β +10% to Mission Success. |
| 30β34 | A colleague goes missing. Streetwise (Stealth or Perception): success β roll 1D6 for the outcome. Failure β β20% to Mission Success. |
| 35β39 | A romantic liaison during trade negotiations. Stealth to avoid the lover's spouse. Success β lover as an Ally. Failure β duel (best Close Combat Style): win β lover becomes an Enemy; lose β Injury and forfeit a Reward. |
| 40β44 | You must defend yourself (best Combat Style). Success β +20%. Failure β Injury but an additional Reward. |
| 45β54 | An unexpected connection amongst your enemies. Gain an Ally, but also a Penalty. |
| 55β59 | Chance to learn 1 Magnitude of a Common Magic spell (Babel, Bearing Witness, Becalm, Glamour or Mindspeech), or decline for +15% to Mission Success. |
| 60β64 | A high-ranking merchant is impressed and tries to recruit you. |
| 65β69 | You persuade a local trading guild to their advantage. You gain honorary life membership of the guild and 1D3 Contacts. |
| 70β79 | Your skill nets you a favour from a foreign power, callable later (the GM determines its nature and use). |
| 80β94 | Wheeling and dealing. Commerce (or Influence). Critical β 1D6Γ1,000 SP. Success β 1D3Γ500 SP. Failure β gain a Rival. Fumble β β20% to Mission Success. |
| 95β98 | An assassination attempt is made against another delegate. What do you do? |
| 99β00 | Disaster! Roll on the Mishap table. |
| d100 | Event |
|---|---|
| 01β09 | The trade delegation comes under physical attack. Resilience: failure β roll on the Injury table. |
| 10β24 | Stiff resistance from local merchants and guilds. Commerce or Influence: success β β10%. Failure β β40%. |
| 25β29 | A foreign merchant is inadvertently insulted. Courtesy or Influence to avert; failure β β40%. Enemy either way. |
| 30β34 | Members of your delegation are accused of corruption. Insight: success β you know they are false (still β20%). Failure β the allegations look true, forcing withdrawal (β60%). |
| 35β40 | A crucial deal sours after a delegate's blunder and you must rebuke them. Gain them as a Rival. |
| 41β50 | Rival merchants sabotage your negotiations (β15%). Commerce, Courtesy or Influence to avoid the penalty being doubled. |
| 51β59 | Agreements you negotiated are reneged upon. Gain a Penalty. |
| 60β64 | Your delegation is also part of a Political mission and something goes wrong politically. Roll on the Political Mishaps table. |
| 65β69 | You are held to ransom. Survival or Stealth to escape: failure β captivity for 1D4 years and the mission auto-fails. |
| 70β74 | Insight: success β your negotiating position is flawed and you must expose it (gain an Enemy). Failure β β40%. |
| 75β84 | Your abilities are questioned. Persistence or Influence to convince superiors of your credibility: failure β lose the Reward for this mission. |
| 85β89 | You learn something you should not know. Survival (or Resilience): failure β Injury. Enemy either way. |
| 90β94 | A vital debate is lost and you cover up mistakes that are all your fault. This will come back to haunt you. |
| 95β98 | Character is Wounded. Roll once on the Injury table. |
| 99β00 | Character is Severely Wounded. Roll twice on the Injury table. (Errata: the book prints 95β99 and 99β00 as overlapping; resolved here as 95β98 Wounded, 99β00 Severe.) |
One d100 roll; read the Rewards column on mission success, the Penalties column on failure. GM may veto and re-roll inappropriate results.
| d100 | Reward | Penalty |
|---|---|---|
| 01β05 | 1D10Γ1,000 Silvers | Lose an Improvement Roll |
| 06β10 | 1D6Γ1,000 Silvers | Demotion by one noble rank |
| 11β15 | 1D4Γ1,000 Silvers | Loss of 1D6+4 Renown |
| 16β20 | A noble title, or promotion to a higher titled position | Confiscation of property |
| 21β25 | An additional Improvement Roll | Imprisonment for 1D4 years |
| 26β30 | 1D3 Magnitude of any Common Magic Spell | Public service at the Adventurer's expense |
| 31β35 | A small house or hall | Loss of one rank in a cult, guild or other organisation |
| 36β40 | A medium-sized house or hall | A fine of 1D4Γ1,000 Silvers |
| 41β45 | A large house or hall | A fine of 1D6Γ1,000 Silvers |
| 46β50 | A manse or small castle | A fine of 1D8Γ1,000 Silvers |
| 51β55 | 20+2D10 acres of land | A fine of 1D10Γ1,000 Silvers |
| 56β60 | Elevation by one rank in a cult/guild or other office | Exile from home state or empire |
| 61β65 | A fine-quality mount or carriage | Forced to undertake a specific quest by way of atonement |
| 66β70 | 1 Hero Point | Confiscation of property |
| 71β75 | 1 week of free training in any chosen skill appropriate to the mission | Gain an Enemy |
| 76β80 | A regular stipend worth 1D10Γ500 Silver per year | Gain a Rival |
| 81β85 | A suit of fine armour or a finely crafted weapon of the Adventurer's choice | Lose a Contact |
| 86β90 | Position on an advisory council | Lose an Ally |
| 91β95 | Society introductions worth +1D6 Renown | Loss of any stipend earned |
| 96β00 | A Favour to be agreed between Adventurer and Games Master | A penalty to be agreed between Adventurer and Games Master |
| d100 | Injury |
|---|---|
| 01β24 | 1D4 damage to a random location |
| 25β34 | 1D6 damage to a random location |
| 35β44 | 1D8 damage to a random location |
| 45β54 | 1D10 damage to a random location |
| 55β59 | 2D6 damage to a random location |
| 60β64 | 3D6 damage to a random location |
| 65β68 | 1D4 damage to two random locations |
| 69β72 | 1D6 damage to two random locations |
| 73β76 | 1D8 damage to two random locations |
| 77β80 | 1D10 damage to two random locations |
| 81β84 | 2D6 damage to two random locations |
| 85β88 | 3D6 damage to two random locations |
| 89β90 | Adventurer loses 1D4 CHA |
| 91β92 | Adventurer loses 1D4 CON |
| 93β94 | Adventurer loses 1D4 DEX |
| 95β96 | Adventurer loses 1D4 INT |
| 97β98 | Adventurer loses 1D4 POW |
| 99β00 | Adventurer loses 1D4 STR |
| Rank | Standing Value | Standing Mod | Annual Income | Average | Entitlement | Hereditary |
|---|---|---|---|---|---|---|
| Knight | +10 | +10% | 1D4+1 Γ1,000 SP | 3,000 SP | Manor or Fief | Yes |
| Baronet | +10 | +10% | 1D6+1 Γ1,000 SP | 5,000 SP | Large Manor or Fief | Yes |
| Baron | +20 | +20% | 1D6+3 Γ1,000 SP | 7,000 SP | 1D4+2 Large Manors or Fiefs | Yes |
| Viscount | +30 | +30% | 2D6+1 Γ1,000 SP | 8,000 SP | Earldom (non-hereditary) | No |
| Earl | +30 | +30% | 3D6+2 Γ1,000 SP | 13,000 SP | Earldom | Yes |
| Duke | +40 | +40% | 4D6+2 Γ1,000 SP | 16,000 SP | Dukedom, income, place on the ruler's council; may be in line to the throne | Yes |
| d100 | Rank |
|---|---|
| 01β05 | Duke |
| 06β12 | Earl |
| 13β20 | Viscount |
| 21β60 | Baron |
| 61β70 | Baronet |
| 71β00 | Knight |
Noble Standing = CHA + rank value.
| Title | Value |
|---|---|
| Emperor | 125 |
| King | 100 |
| Prince | 50 |
| Duke | 40 |
| Earl | 30 |
| Viscount | 30 |
| Baron | 20 |
| Baronet | 10 |
| Knight | 10 |
| Rank | Barbarian | Civilised | Nomad | Primitive |
|---|---|---|---|---|
| Duke | Khan | Herzog, Herting | Khan | Headman, Chief |
| Earl | Jarl | Count, Graf | Jarl | β |
| Viscount | Lendemann, Hauld | β | β | β |
| Baron | Laird | Marquis, Laird | β | β |
| Baronet | Thane | Margrave | β | β |
| Knight | Thane | Margrave | Thane | Champion |
| Category | Roll | Max Reduction | Notes |
|---|---|---|---|
| Lifestyle | 1D10+10% | 100% | β |
| Army | 1D20+10% | 50% | β |
| Estate Upkeep | 3D10+15% | 50% | β |
| Taxes | 1D10+10% | 25% | Reduction requires a successful Influence test |
| Action | Gain | Notes |
|---|---|---|
| Serving on the Governing/Privy Council | +1 / year | β |
| Serving as a personal adviser to a ruler | +2 / year | β |
| Especially valued one-off service to a ruler/government | +1D4+1 | β |
| Building a temple or cathedral | +1D4+1 | β |
| Building a shrine or church | +1D3 | β |
| Building a public building (hospital, hall, etc.) | +1D3 | β |
| Donating money to a worthy cause | +1 | 1 per 5,000 SP donated |
| Exhibiting mercy or profound wisdom | +1D3 | β |
| Victorious in battle | +1D4+1 | β |
| Outstanding religious piety or presence | +1D3+1 | β |
| Leading an overseas conquest or territorial gain | +1D4+1 | β |
| Continued devotion or loyalty to a cause | +1D3 | β |
| Action | Loss | Notes |
|---|---|---|
| Reducing Lifestyle expenditure | β1D4 | β |
| Profligate Lifestyle expenditure | β1D4 | β |
| Reducing Army expenditure | β1D6 | β |
| Reducing Estate Upkeep expenditure | β1D6 | β |
| Withholding taxes | β1D8 | β |
| Tribunal conviction for withholding taxes | β2D6 | β |
| Reneging on a debt | β1D6 | β |
| Cruelty or neglect toward subjects | β1D6 | β |
| Disrespect toward peers | β1D8 | β |
| Treason or treasonous acts | β3D6 | or halve current Standing if caught |
| Lack of religious observance or piety | β1D6 | β |
| Cowardice in battle | β1D8 | β |
| Poor political judgement | β1D4 | β |
Starting Mood = 20 + ruler's CHA.
| Mood | Band |
|---|---|
| β€10 | π‘ Rebellious |
| 11β20 | π Troubled |
| 21β30 | π Disgruntled |
| 31β50 | π Content |
| 51β70 | π Happy |
| 71β90 | π Joyous |
| 91+ | π₯° Devoted |
Roll 1D100 + season modifier (Winter +20, Summer β20).
| Roll | Grading | Income Γ | Mood | Description |
|---|---|---|---|---|
| 01β05 | Bountiful | Γ3 | +40 | The weather is blessed by the gods themselves! Income for the season is tripled. +40 to Populace Mood. |
| 06β15 | Excellent | Γ2 | +20 | The weather is excellent throughout the season. Income for the season is doubled. +20 to Populace Mood. |
| 16β25 | Good | Γ1.5 | +10 | The weather is better than expected. Income for the season is increased by half. +10 to Populace Mood. |
| 26β75 | Normal | Γ1 | +0 | The conditions are as expected. No modifiers to Income or Mood. |
| 76β85 | Poor | Γ1 | -10 | The weather is highly variable this season. Income is unmodified. β10 to Populace Mood. |
| 86β99 | Bad | Γ0.5 | -20 | The conditions are dreadful, disrupting the normal cycles. Income is halved this season. β20 to Populace Mood. |
| 100 | Catastrophic | Γ0.33 | -40 | The gods have cursed the people with appalling weather! Income is reduced by two thirds. β40 to Populace Mood. |
| d100 | Event | Description | Effects |
|---|---|---|---|
| 01β20 | No Event | Winter passes quietly. Cold winds howl, but the estate remains peaceful. | No modifiers. |
| 21β30 | Hunting Disaster | Someone in the hunting party is killed or seriously injured, and the noble is blamed. | Test Noble Standing. If failed, lose 1D3 Noble Standing. |
| 31β50 | Hunting Boon | The winter hunt is incredibly bountiful. Large game is distributed to the cold populace. | Populace Mood +10. Gain +1D4 to Noble Standing. |
| 51β70 | Winter Bandit Raid | Starving outlaws from the wilderness descend on outlying granaries and villages. | Conflict resolved. Lose one quarter of Seasonal Income, or defeat them to protect coffer. |
| 71β90 | Diplomatic Visit | An envoy from a neighboring province arrives to negotiate borders during the indoor months. | Opportunity to display hospitality. SP cost or Standing modifiers. |
| 91β99 | Divine Miracle | A shrine or holy well on the estate exhibits weeping icons, drawing pilgrims. | Noble Standing +1D4, Populace Mood +1D10. |
| 100 | Major Financial Calamity | A major disaster (e.g. fire, granary rot, extreme freeze) strikes the heart of the estate. | Wipes out all Seasonal Income. Noble must fund reparations or suffer -3D10 Noble Standing. |
| d100 | Event | Description | Effects |
|---|---|---|---|
| 01β30 | No Event | Spring planting proceeds normally without significant events. | No modifiers. |
| 31β40 | Border Raid! | Rival border clans seize the spring thaw to raid your pasturelands. | Test Resilience. Success protects coffers; Failure loses one quarter seasonal income; Fumble loses half income and 1D6 Standing. |
| 41β50 | Successful Market | The spring seed market draws merchants from across the barony, proving highly prosperous. | Increase Spring Seasonal Income by one fifth. |
| 51β60 | Spring Deluge / Flood | Extreme spring thaws and heavy rains cause local rivers to burst, threatening crops. | Spend 200 SP to build dams or suffer -15 Populace Mood and -1D3 Noble Standing. |
| 61β80 | Vassal Fealty / Council | Lesser landowners gather to renew fealty pledges, demanding grand banquets. | Spend 100 SP. Gain +1D3 Noble Standing on a successful Influence test. |
| 81β99 | Noble Marriage Offer | An alliance is proposed by a neighboring earl, promising a prestigious dowry. | Standing +1D4+1 and treasury receives 500 SP. |
| 100 | Plague Outbreak | A spring fever infects the local labor force, slowing all work. | All active construction delayed by 3 months. Mood drops by 30. |
| d100 | Event | Description | Effects |
|---|---|---|---|
| 01β30 | No Event | Summer passes peacefully with warm breezes and growing crops. | No modifiers. |
| 31β40 | Nomad Raid! | Wild nomads or border lords descend to burn pastures and raid grain caravans. | Test Resilience. Failure reduces summer income by one quarter. |
| 41β50 | Highly Successful Fair | A local summer fair is incredibly popular, drawing wealthy foreign buyers. | Summer Seasonal Income increased by one fifth. |
| 51β60 | Severe Drought | Drought hits the region. Crops begin to whither in the heat. | Spend half Seasonal Income to alleviate, or suffer -30 Populace Mood and -1D6 Noble Standing. |
| 61β70 | Mount a Raid! | The noble decides to mount a summer offensive against a bordering rival. | Test Resilience: Success increases seasonal income by one fifth; Failure loses 1D6 Standing. |
| 71β80 | Hunting Boon | Rich summer game trails yield great hunting feasts. | Populace Mood +10. Gain +1D4 Noble Standing. |
| 81β90 | Summer Conferences | A grand political summit is held to mediate guild disputes. | Influence test. Success earns +1D6+1 Standing; Fumble loses 1D6+1 Standing. |
| 91β99 | High Noble Guest | A high-ranking Duke or royal relative spends the summer months at your manor. | Upkeep costs 5D100 SP. Noble gains +1D4+1 Noble Standing. |
| 100 | Major Financial Calamity | A major disaster wipes out summer's coffers. | All income lost. |
| d100 | Event | Description | Effects |
|---|---|---|---|
| 01β20 | No Event | The harvest is collected in regular fashion. Autumn winds cool the air. | No modifiers. |
| 21β30 | Harvest Festival | Grand harvest festivals take place to thank the gods. | Test against Populace Mood: Success increases next year's income by one quarter; Fumble reduces next year's income by one quarter. |
| 31β50 | End of Year Market | The grand fair at harvest's end draws major trade guild caravans. | Populace Mood +10. Seasonal Income +1/5 (+20%). |
| 51β60 | Cancelled Market | Appalling rainstorms cancel the autumn market. | Noble can spend 100 SP to fund a backup feast, or lose 10 Populace Mood and test Standing to avoid -1D2 Standing. |
| 61β70 | Autumn Conferences | Nobles meet at court to discuss vassal tax structures before winter sets in. | Influence test. Success earns +1D6 Standing. |
| 71β80 | Hunting Disaster | A prominent nobleman is severely injured on the autumn boar hunt. | Test Noble Standing. Failure loses 1D3 Standing. |
| 81β90 | Hunting Boon | A spectacular hunting run fills meat lockers before winter freeze. | Populace Mood +10, Noble Standing +1. |
| 91β99 | Unexpected Fortune | Tenant miners discover a silver vein or valuable resource in the hills. | Standing +1D4 or Populace Mood +1D10. |
| 100 | Major Financial Calamity | Early frosts rot crops in fields before harvesting is complete. | All seasonal income wiped out. |
Maintenance additionally runs at 2% of construction cost per year; maintained property appreciates +5% per year.
| Building | Cost | Build Time | Maintenance | Standing | Staff | Description |
|---|---|---|---|---|---|---|
| π Chapel or Shrine | 3,000 SP | 2 months | 1 SP per year | +1D2 Noble Standing | Priest, 1D3 retainers | A simply built place of worship, often made from basic materials, serving as the focus for small communities. |
| βͺ Convent or Monastery | 20,000 SP + 100 SP per 10 residents | 8 months + 1 month per 10 residents | 100 SP per year | +1D3 Noble Standing (+2 if noble intends to retire there) | Abbot/Abbess, 15β110 monks/nuns, 2β10 retainers | A permanent residence for a cloistered religious community. Highly self-sufficient, minimizing upkeep costs. |
| π Church or Temple | 150,000 SP | 5 years | 50 SP per year | +1D3 Noble Standing | 1 Priest, retinue of 1D4 retainers | Seating 800 or so people, a central place of worship serving a large village or small town. |
| ποΈ Cathedral or Major Temple | 750,000 SP | 30 years | 1,000 SP per year (noble's 20% share) | +1D4+1 Noble Standing (+1 per 25% size/ornament) | 1 Bishop/Head Priest, 1D8 clergy, 1D8 servants | The central seat of worship for a region. Cathedrals are epic multi-decade achievements that bolster family heritage. |
| π Village Hall | 2,000 SP | 6 months | 20 SP per year | +1 Noble Standing | None essential (key-keeper steward) | A community building of wood and stone with a thatched roof, giving the populace a dry place to assemble. |
| π’ Town/Guild Hall | 4,500 SP | 2 months | 20 SP per year | +1 Noble Standing | 1 Key-keeper or council retainer | A two-storey stone and wooden structure serving as a civic meeting place for councils or trade guilds. |
| πΊ Tavern | 3,000 SP | 2 months | 15 SP per year | +2 Noble Standing | Landlord, 1D3 family members | A one-floor social center dedicated to serving locally-brewed ales to workers. Highly popular. |
| π Inn | 5,000 SP (+800 for stables, +600 for smithy) | 1 year | 80 SP per year | +1D3 Noble Standing | Landlord, servers, stable hands, blacksmith | A robust way-station providing food, drink, lodging, and stabling for travellers and visiting retinues. |
| βοΈ Gaol | 2,000 SP + 50 SP per 8 gaol cells | 6 months | 20 SP per year | +1D2 Noble Standing | Marshall, gaoler | A secure, stone-reinforced holding point for prisoners awaiting trial or execution. |
| βοΈ Court House | 5,000 SP + 50 SP per 8 gaol cells | 8 months | 80 SP per year | +1D3 Noble Standing | Steward, 1-2 clerks of court | Constructed of solid stone, reflecting the gravity of imperial justice. Includes basement cells. |
| πΉ Hunting Lodge | 8,000 SP (+800 stables and storage) | 6 months | 80 SP per year | +1D4 Noble Standing | Servants and dog handlers from existing household | A comfortable stone-and-wood woodland retreat serving as a prestigious staging ground for seasonal hunts. |
| π‘ Manor House | 20,000 SP (+300 per additional bedroom) | 1 year | 500 SP per year (all-inclusive running/staff) | +1D3 Noble Standing | Cook, 2 Servants, 2 Stable-hands, 2 Maintenance | A prestigious stone residence for a knight or baron. Comfortably sleeps 5 to 10 residents. |
| π° Mansion | 40,000 SP (+500 per additional bedroom) | 1 year 6 months | 1,000 SP per year (all-inclusive running/staff) | +1D3+1 Noble Standing | 2 Cooks, 6 Servants, 4 Footmen, 2 Stable-hands, 2 Maint | An grand viscount or earl's city or countryside estate. Extremely decorated and expensive to heat. |
| π‘οΈ Garrison | 50,000 SP | 2 years | 200 SP per year | +1D3 Noble Standing | 100 Soldiers and 20 officers | A permanent stone barracks for a standing army, usually placed inside a fortress or castle. |
| πͺ΅ Great Hall/Mead Hall | 10,000 SP | 4 months | 100 SP per year | +1D3 Noble Standing | Slaves, servants, and loyal thanes | A barbarian alternative to civilized manor houses. Built of massive timbers, acting as court, dining hall, and barracks. |
| Component | Cost | Build Time | Description |
|---|---|---|---|
| Ditch and Rampart | 1,000 SP | 1 month | Basic perimeter excavation and earthen barrier. |
| Double Ditch & Rampart | 2,000 SP | 2 months | Reinforced concentric earthen barriers. |
| Moat | 2,000 SP | 2 months | Wide water barrier surrounding the curtain walls. |
| Postern Gate | 50 SP | 1 week | A narrow escape or sneak gate hidden in the wall. |
| Standard Gate | 100 SP | 2 weeks | Robust oak gate reinforcing the main entry. |
| Double Gate | 200 SP | 1 month | Reinforced two-leaf gate system. |
| Gate Tower | 7,500 SP | 3 months | A fortified tower structure built directly above a gate. |
| Large Gate Tower | 15,000 SP | 6 months | A major stone fortification protecting the gateway. |
| Gate Works | 9,000 SP | 4 months | An integrated barbican gateway with portcullis tracks. |
| Large Gate Works | 18,000 SP | 8 months | A massive multi-layered barbican bottleneck system. |
| Drawbridge | 500 SP | 1 month | A winched wooden bridge spanning a moat. |
| Undressed Stone Wall | 3,000 SP | 2 months | Rough, dry stone boundary defensive walling. |
| Dressed Stone Curtain Wall | 6,000 SP | 4 months | Flat-faced mortar stone defensive walls. |
| Tall Curtain Wall | 12,000 SP | 8 months | High-elevation stone walls offering major protection. |
| Square Tower | 15,000 SP | 6 months | A standard rectangular stone defensive flanking tower. |
| Tall Square Tower | 30,000 SP | 1 year | Elevated square tower with command deck. |
| Round Tower | 20,000 SP | 1 year 6 months | Circular stone tower resisting catapult assaults. |
| Tall Round Tower | 40,000 SP | 3 years | Highly elevated rounded command tower. |
| Turret | 7,500 SP | 3 months | A small wall-mounted tower or watch turret. |
| Keep, Square | 120,000 SP | 4 years | Classic massive rectangular central inner stronghold. |
| Tall Square Keep | 240,000 SP | 7 years | Highly fortified multi-tiered rectangular keep. |
| Keep, Round | 150,000 SP | 5 years | Structurally superior cylindrical central inner stronghold. |
| Tall Round Keep | 300,000 SP | 10 years | The ultimate cylindrical citadel, almost impenetrable. |
| Castle | Cost | Build Time |
|---|---|---|
| Small Log Fort | 7,500 SP | 3 months |
| Small Stone Tower | 15,000 SP | 6 months |
| Small Stone Castle | 70,000 SP | 2 years 6 months |
| Moderate Castle | 400,000 SP | 13 years 6 months |
| Large Castle | 1,000,000 SP | 34 years |
| Renown | Recognition |
|---|---|
| 0β10 | Known only in his local community β and even then, not very well. |
| 11β20 | Reasonably well known within his local community. |
| 21β30 | Reasonably well known in his region. |
| 31β50 | Very well known in his region. |
| 51β70 | Heard of across the country, though details may be vague. |
| 71β90 | Well known across the country. |
| 91β100 | Known internationally, though details may be vague further afield. |
| 101+ | Well known internationally β his name and deeds are recognised by all. |
| Circumstance | Value |
|---|---|
| Heroic Ability | +5 |
| Skill in excess of 100% | +5 |
| Skill in excess of 200% | +10 |
| Leader of a small mercenary band / unit (10β100) | +4 |
| Leader of a large mercenary band / unit (100β1,000) | +10 |
| Ruler of a small town | +1 |
| Ruler of a large town | +2 |
| Ruler of a small city | +5 |
| Ruler of a large city | +10 |
| Ruler of a nation | +15 |
| Undertook a minor HeroQuest | +5 |
| Undertook a major HeroQuest | +10 |
| Experience level | Seasoned +2; Veteran +5; Master +10; Hero +15 |
| Priest rank of a cult | Local cult +4; Respected cult +8; Feared or hated cult +4 |
| Lord rank of a cult | Local cult +6; Respected cult +10; Feared or hated cult +6 |
| Noble rank | Duke +8; Earl +6; Viscount +6; Baron +4; Baronet +2; Knight +2 |
| Defeated / defeated by a major enemy | Recency: β€1mo +6, β€6mo +4, β€12mo +2. Distance: <10mi +5, 10β100mi +2, >100mi +1. |
| Defeated / defeated by a deadly enemy | Recency: β€1mo +8, β€6mo +6, β€12mo +4. Distance: <10mi +8, 10β100mi +5, >100mi +3. |
| Committed a heroic or selfless act | Recency: β€1mo +8, β€6mo +4, β€12mo +2. Distance: <10mi +4, 10β100mi +2, >100mi +0. |
| Committed a heinous act | Recency: β€1mo +8, β€6mo +4, β€12mo +3. Distance: <10mi +8, 10β100mi +4, >100mi +0. |
| Size | Min. Host LAW | Affinity Points | Membership |
|---|---|---|---|
| small | 3 | 1D6 (avg 4) | 3D10 Γ 3 (avg 51) |
| medium | 6 | 2D6 (avg 7) | 3D10 Γ 10 (avg 170) |
| large | 12 | 4D6 (avg 14) | 3D10 Γ 100 (avg 1,700) |
| huge | 18 | 6D6 (avg 21) | 3D10 Γ 1000 (avg 17,000) |
| Power Base | AP Cost | Grants |
|---|---|---|
| A loose group of sympathisers | 1 | Sympathise skill (faction SIZ+WTH, +10% per extra AP) |
| Secretariat in a wider political organisation | 2 | Influence skill (faction COM+SIZ, +10% per extra AP) |
| A small, local guild | 3 | Link to a guild or cult organisation |
| A medium sized guild (several towns / a large city) | 4 | Link to a guild or cult organisation |
| A large guild with extensive operations | 5 | Link to a guild or cult organisation |
| A small, local cult | 3 | Link to a guild or cult organisation |
| A medium sized cult with established influence | 4 | Link to a guild or cult organisation |
| A large, powerful cult with extensive reputation | 5 | Link to a guild or cult organisation |
Affiliating with a cult or guild directly costs +1 AP over the listed price.
| Strength | With an Organisation | With an Individual |
|---|---|---|
| Loose affiliation of general friendship | 1 AP | 1 AP per 20 Renown |
| Formal, weak alliance | 2 AP | 1 AP per 15 Renown |
| Formal, strong alliance | 3 AP | 1 AP per 10 Renown |
| Affinity | AP | Unit | Effect |
|---|---|---|---|
| Informer | 1 | per informer | A sympathiser in a place of power secretly supplies inside information; usually paid, possibly in kind. |
| Spin Doctor | 2 | per spin doctor | Turns bad press into good via PR manipulation. |
| Rabble-Rouser | 2 | per rabble-rouser | Stirs up trouble and orchestrates confrontation at public gatherings to the faction's advantage. |
| Corrupt Official | 3 | per official | A bureaucrat who supplies information and takes direct action for money; stays outside the faction and is rarely trustworthy. |
| Secrets and Lies | 2 | per secret or lie | A damaging secret or untruth about the opposition, used as leverage. |
| Publicity Agent | 1 | per agent | An active sympathiser who gets beneficial news out. Combined with a Spin Doctor the pair costs 3 AP. |
| Supportive Myth | 4 | per myth | The faction possesses a myth; calculate its Resonance per the Mythras Core Rules. Shapes member behaviour. |
| Supportive Doctrine | 2 | per doctrine | Written/codified doctrines act as a myth; Resonance 5D10+50. Resonance 5D10+50. |
| Thugs | 2 | per 5 thugs | Heavies for physical violence with no intrinsic loyalty (they break if captured or outmatched). |
| Sacred Symbol or Relic | 2 | per symbol or relic | Drives behaviour like a myth; Resonance 5D10+50. Resonance 5D10+50. |
| Attribute | Value |
|---|---|
| Characteristics | STR 16, CON 12, DEX 13, SIZ 15, INT 7, POW 10, CHA 7 |
| Combat Actions | 2 |
| Damage Modifier | +1D4 |
| Strike Rank | 10 |
| Magic Points | 10 |
| Move | 4m |
| Skills | Athletics 42%, Evade 34%, Influence 44%, Perception 26%, Persistence 31%, Resilience 40%, Stealth 35%, Streetwise 44%, Throwing 30%, Unarmed 55% |
| Combat Skills | Any Weapon 73% |
| Roll | Opposition |
|---|---|
| 01β10 | No opposition β discredited/destroyed, or opposition impossible to mount. |
| 11β20 | Low-level opposition; a few individuals voice opinions, no organised faction. |
| 21β40 | A loose affiliation of individuals has formed, making views known in influential circles. |
| 41β60 | A formal opposing faction with a secretariat in a wider political organisation as power base. |
| 61β80 | A formal opposing faction with a small, local guild or cult as power base. |
| 81β90 | A formal opposing faction with a medium sized guild or cult (power in several towns / a large city). |
| 91β00 | A formal opposing faction with a large guild or cult with extensive operations. |
| Roll | Attitude |
|---|---|
| 01β10 | None. |
| 11β20 | Muted verbal opposition in political arenas, otherwise negligible. |
| 21β40 | Constant protests at operations/aims, conducted in political circles. |
| 41β60 | Orchestrations of public opposition, including smear campaigns and rumour-mongering. |
| 61β80 | Confrontational/antagonistic tactics against individuals, to discredit and harm reputation. |
| 81β90 | Intermittent physical attacks carried out by hired third parties. |
| 91β00 | Constant physical, verbal and political assaults by both members and third parties. |
| Rank | Requirement |
|---|---|
| Rank and File | Entry level β meet the faction's membership conditions. |
| Agent | Prove worth and raise 5 skills β and/or the relevant passion β above 50% (or hold highly useful connections/positions). |
| Decision Maker | Demonstrate important skills at 80%+, proven worth, and valuable contacts. |
| Figurehead | At least 3 faction-useful skills at 90%+ plus the right connections (appointed by Decision Makers). |
Base is always own POW + CHA.
| Passion Object | Additions |
|---|---|
| A person, romantic context | + target's POW + target's CHA |
| A person, platonic context | + target's CHA |
| A group of people | + 1D10+10 |
| A country | + 1D10+10 |
| An object | + 1D10+10 |
| An ideal | + 1D10+10 |
| A political goal | + faction's INF |
| Opposition to another faction | + faction's INF |
| Magnitude | Change |
|---|---|
| Minor deepening/diminishment | Β±1D10 |
| Substantial deepening/diminishment | Β±1D10+5 |
| Major deepening/diminishment | Β±1D10+10 |
| Strength | Training Discount | Goods Discount |
|---|---|---|
| loose | 10% | 0% |
| weak | 20% | 10% |
| strong | 30% | 20% |
| Tradition | AP | Benefit |
|---|---|---|
| Superb or fearsome reputation | 2 | Members may use the guild's Renown in place of their own. Renown by size: small 3D6+30, medium 3D6+40, large 3D6+50, huge 3D6+60. |
| Secret professional technique | 2 | +20% to Influence and Commerce when members promote their own business. |
| Guild myth | 2 | Create a myth (calculate Resonance per the Mythras Core Rules); its critical range is added as a bonus to 3 particular guild skills. |
| Group ritual / ceremony | 3 | After the ceremony members make a Persistence test; on success one relevant skill is increased by half for 1D6+1 days. |
| Direction | Obligation |
|---|---|
| Guild β member | Protect and represent members' interests |
| Guild β member | Negotiate commodity prices |
| Guild β member | Set tariffs, prices and quality standards |
| Guild β member | Establish weights and measures |
| Guild β member | Extend and guarantee markets |
| Guild β member | Represent members on civil matters |
| Guild β member | Negotiate raw material costs |
| Guild β member | Offer short-term loans at no or nominal interest |
| Member β guild | Pay dues on time and in full |
| Member β guild | Respect the guild's officers |
| Member β guild | Uphold agreed tariffs, prices and standards |
| Member β guild | Represent the guild with integrity |
| Member β guild | Respect other members' work |
| Member β guild | Encourage eligible others to join |
| Member β guild | Do not trade with sanctioned parties |
| Member β guild | Report transgressions |
| Member β guild | Attend annual and other called meetings |
| Member β guild | Repay guild loans |
| Transgression | Fine | Other Penalties |
|---|---|---|
| Late payment of dues | 1 silver per month over the due date | Summons to the Alderman to explain. |
| Non-payment of dues | 12 silvers (first offence) | 24 silvers for a second offence; expulsion for all others. |
| Ignoring guild instructions | 3 months' dues, immediate | 6 months' dues for a second offence; expulsion for all others. |
| Refusal/inability to repay a guild debt in full | Up to 2 years' dues; confiscation of equipment | Suspension or expulsion per circumstances. |
| Failing to adhere to guild standards | Up to 2 years' dues; confiscation of equipment | Summons; suspension or expulsion. |
| Denying assistance to guild officers | Up to 1 year's dues | Up to 2 years' dues for repeat; suspension/expulsion for all others. |
| Failure to attend annual/ad-hoc meetings | 1 month's dues | Summons; 2 months' dues for repeat offenders. |
| Under/overcharging without prior guild approval | Up to 1 year's dues per circumstances | Suspension or expulsion. |
| Dealing with a sanctioned guild | Up to 1 year's dues per circumstances | Suspension or expulsion. |
| Bringing the guild's name into disrepute | Up to 2 years' dues per circumstances | Suspension or expulsion. |
| Abuse/violence upon guild officers or members | β | Automatic expulsion. |
| Officer | Role | Typical Skills |
|---|---|---|
| Alderman | Directs activities and supervises lower officers; one per town or city. | Commerce 80%, Influence 80%, Lore (Administration) 80%, Lore (Guild) 80%, Oratory 60% |
| Steward | Manages funds and accounts. | Commerce 70%, Influence 60%, Lore (Administration) 60%, Lore (Guild) 60%, Perception 60% |
| Dean | Summons members and polices behaviour. | Influence 70%, Lore (Administration) 70%, Lore (Guild) 70%, Perception 70% |
| Searcher | Inspects merchandise and premises; answers to Deans. | Commerce 60%, Influence 70%, Lore (Administration) 70%, Lore (Guild) 70%, Perception 70% |
| Clerk | Keeps records and minutes; answers to Deans. | Lore (Administration) 70%, Lore (Guild) 60%, Lore (Scribe) 70% |
| Requirement | Value |
|---|---|
| Profession skill | 80%+ |
| Own premises | Required |
| Apprentices employed | 1 |
| Journeymen employed | 1 |
| Years as member | 3+ |
| Influence | 60%+ |
| Council test | Influence at -20% |
| Notes | Good standing (no serious breach). Convinces the Council of Masters via a successful Influence test at -20%. |
| Rank | Cost |
|---|---|
| Apprentice | Free during apprenticeship; on completion gains skills at their starting % +20%, capped at half the master's level. |
| Journeyman | Free training, acquired at the usual (normal) rates. |
| Guild member | Half the normal cost. |
| Master | A quarter of the normal cost (occasionally free if it advances the guild). |
| Member Type | Monthly Dues |
|---|---|
| Standard member | 1β5 SP |
| Master | 6β10 SP |
| Profession | Cultures | Common Skill Bonuses | Advanced Skills | Description |
|---|---|---|---|---|
| Ambassador | Civilised, Mariner, Noble | Influence +30%; choose one: Lore (Regional) +10% or Perception +10% | Pick one: Courtesy, Language, Lore (Bureaucracy), Lore (Customs), Lore (Diplomacy), Lore (Government), Lore (Philosophy), Oratory | Diplomats who represent a sovereign state on foreign soil, carrying the Symbol of Authority to channel their motherland's power. |
| Counsellor / Politician / Senator | Barbarian, Civilised | Evaluate +10%, Influence +15%, Perception +5% | Oratory; pick one: Courtesy, Lore (Administration), Lore (Bureaucracy), Lore (Government), Lore (Law) | Career politicians β advisers, local politicians, senators β who formulate policy, anticipate consequences, and excel at debate. |
| Emperor | Barbarian, Civilised | 1H Weapon +10%, 2H Weapon +10%, Influence +30%, Perception, Ride | Pick two: Artistic Expression, Courtesy, Dance, Lore (Empire), Lore (Government), Lore (Royalty), Lore (Traditions), Oratory | Rulers over nations and all the dominions of an empire β informed, wise, and ambitious. |
| Imperial Governor | Civilised, Noble | Influence +20%, Persistence +10% | Pick two: Courtesy, Language, Lore (Administration), Lore (Bureaucracy), Lore (Government), Oratory, Survival | Appointed to rule a province or dominion for the empire, directly or via a local ruler, with a full administration at their disposal. |
| Monarch (King or Queen) | All | 1H Weapon +10%, 2H Weapon +10%, Influence +30%, Ride | Pick two: Artistic Expression, Courtesy, Dance, Lore (Government), Lore (Royalty), Lore (Traditions), Oratory | The king or queen of a realm, holding their place through birth and right of succession. |
| Ability | Requirements | Hero Points | Description |
|---|---|---|---|
| Supreme Executive Authority | INT 15 or CHA 15 or higher; Influence 90% or higher | 12 | You are the embodiment of your state. You derive the minimum bonuses from your state's Capabilities as permanent bonuses with no Influence test, and need no Symbol of Authority β your name suffices. Stacking multiple bonuses still requires an Influence test at half value. |
Base bonus = 2Γ the capability's critical range; Hero Point β 3Γ; Persistence test at half β 4Γ. Secondary capabilities contribute at half value.
| Capability | Bonus applies to |
|---|---|
| Commerce | Evaluate, Influence, Lore (Economics), Lore (Trade), Streetwise |
| Culture | Artistic Expression, Courtesy, Dance, Influence, Lore (Arts), Lore (World) |
| Diplomacy | Courtesy, Influence, Lore (Diplomacy), Lore (Philosophy), Oratory |
| Dogma | Influence, Lore (Philosophy), Lore (Specific Theology) |
| Espionage | Evaluate, Influence, Lore (Local Knowledge), Lore (Psychology), Lore (World), Perception |
| Government | Influence, Lore (Politics), Lore (World), Oratory, Perception |
| Loyalty | Influence, Lore (Politics), Lore (World), Oratory, Perception |
| Magic | Common Magic, Lore (Specific Theology), Manipulation, Pact, Sorcery (Grimoire), Spirit Binding, Spirit Walking |
| Technology | Engineering, Evaluate, Mechanisms |
| Warfare | Influence, Lore (Strategy & Tactics), Survival |