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David Johansen

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Dead Simple Fantasy
Sometimes the desire to create a detailed game results in a rather complex and bloated one. Dead Simple Fantasy is a stripped down and simple system that uses readily understood rules to model a fantasy world. The skeletal system places the game master in the role of necromancer, conjuring life into the bare bones. Due to the stripped down and terse nature of the game, concepts are only presented as they occur and thus not in the order one might have come to expect in a roleplaying game. Thus core mechanical concepts like success rolls, then characteristics, creatures, character creation, magic, logistical considerations, and combat.

Generating A Percentage
A number from one to one hundred is generated by rolling a ten-sided die and multiply the result by ten then roll it again and add the second result. Treat the ‘0' on the die as a ten on the first roll and a zero on the second so ‘00' is read as 100. This type of roll is frequently used in play to determine the results of the character’s actions. If the roll is equal to or less than the skill rating being tested the action succeeds. If doubles are rolled the result is exceptionally successful or unsuccessful as the case may be.

General Difficulties
Not all activities are created equal. The game master may assign a difficulty level to actions. For example: working in bad light is challenging and working in darkness is Hard.
Easy +20
Routine +10
Average 0
Challenging -10
Hard -20

Resistance Rolls
A roll to overcome an effect, be it physical, social, or even magical is made by rolling a percentage against the appropriate Characteristic +5 per level. Resistance is deliberately difficult or nothing would ever get done. Even contests of stealth and perception are handled by a simple resistance roll with the active party (usually the sneaker) making the success roll and the passive party making the resistance roll.

Characteristics
Characteristic ratings provide a broad picture of an individual’s capabilities. Every species has a set of base ratings which help to describe it in game terms. Characteristics are determined by rolling 2d10. 1d10 +5 may be rolled to represent a more average individual. Each species should have some characteristic modifiers to distinguish them from humans, these must always total to zero as they represent trade-offs rather than advantages.

Agility measures the character’s lightness of foot and ability to move with grace and precision.
Endurance measures the character’s ability to shrug off injury, poison, disease, and fatigue.
Intelligence measures the character’s ability to learn and solve problems.
Perception measures the general acuity of the character’s senses and their overall alertness and awareness of their senses.
Strength measures the character’s build, muscular development and size within their broader size class.
Talent measures the character’s creativity, sense of aesthetics, and manual dexterity when creating works of craft or playing musical instruments.
Willpower measures the character’s resolve, patience, and sense of self, it is used to resist fear and overcome resistance to one’s ideas.

Status is very important in the ancient and medieval world with most wealth and power being transferred along family lines. For beginning characters it is suggested that Status be generated on 1d10 +5. A character begins with silver pieces equal to their Status per level.

Appearance measures how attractive the character is but is not used in play for any other purpose. Attractiveness varies from one culture to the next and seldom crosses the bounds of species.

Hit Points represent the amount of physical punishment a creature can take before dying. They are normally figured as Endurance +5 per level. Tiny creatures get 1/4 of the normal hit points, small ones ½, large x 2, and huge x 4.

Experience Levels
As a character grows and develops they get better at their skills, resistance rolls, and gain hit points. Each level gives a five point bonus to the character’s skills and hit points. In play, every 1000 experience points earned increases the character’s level by one. Under normal circumstances, just living is good for 200 experience points per year of game time. Defeating a foe in combat or court is worth 10 experience points plus the foe’s level and minus the victor’s. Succeeding in a skill roll with a chance of success less than 25 is worth 1 experience point. Every day spent in training at a cost of 1 silver piece per day in addition to living expenses is worth 1 experience point.

Skills
Having a skill gives a ten percent bonus plus a five percent bonus per level to actions relating to them.
A character can develop ten skills per level. It is possible to change which skills are developed from one level to the next but this must be declared the level before the change is made as it takes time to study and learn the new skill.

Traits and Abilities
Different creatures have different capabilities than humans which are represented by special traits.

Amphibious
The creature is adapted to live on land and in the water. While it cannot breathe under water it can hold its breath ten times as long as a human can.

Aquatic
The creature is fully adapted to live in water, it can swim at full speed but moves at half speed on land. It breathes water through gills or osmosis but cannot breathe air.

Arms
The creature has more arms than a human. The downside of this is that each arm is weaker than a human arm would be. Thus for a four armed creature, a human one handed weapon would require two arms.

Exceptional Hearing
The creature gets +5 to hear noises and can distinguish small differences in sounds giving a +5 bonus to playing musical instruments, singing, and speaking languages.

Exceptional Sight
The creature gets a +5 to spot hidden things and sneaking foes and to hit with shooting weapons.

Exceptional Smell
The creature gets +5 smell and can distinguish details that others might not. The bonus applies to tracking and cooking and detecting sneaking foes that are up wind.

Fast
The creature can move twice as fast as a human. This normally indicates a horizontal, quadruped stance and the creature has no hands or arms as a result.

Huge
The creature is really big and thus can take and inflict four times the normal amount of damage. They get +20 to hit by smaller foes because it makes an easy target.

Large
The creature is particularly big and gets twice the normal hit points and inflicts double damage. It is a rather large target and is thus +10 to be hit by smaller foes.

Natural Weapon
The creature is equipped with sharp teeth and claws with which to rend its prey. Natural weapons are not particularly good against even primitive armour which is twice as effective against them.

Night Vision
The creature can see equally well in day-light and darkness.

Nocturnal
The creature sees well in the dark but poorly in daylight. They are still blind in total darkness.

Poison Resistance
The creature is mostly immune to naturally occurring poisons receiving a +20 to resist them.

Power
The creature has supernatural powers which it can use at will. The spell level of the power is added to the creature’s level.

Small
The creature is much smaller than man-sized and thus has half the normal hit points and inflicts half normal damage but is -10 to be hit by larger foes.

Tentacles
One or more of the creature’s limbs are exceptionally flexible allowing them to entangle and grasp very well but don’t gain the advantage of leverage bones provide. This increases their Size by ten when grappling, reduces it by ten when climbing and striking with close combat weapons.

Tiny
The creature is a particularly small and delicate, it has one quarter normal hit points and inflicts one quarter normal damage but is -20 to be hit by attacks by larger foes.

Tough
The creature’s skin is like leather armour with a penetration 5 / 50 damage points.

Undead
The creature may be dead and rotting away but it is animated by unholy magic. The undead are immune to poison, disease, and morale. They no longer eat food as men know it but must kill living things to live. While their senses are dim, the undead get a +10 to detect living creatures.

Venom
The creature is poisonous. If it has natural weapons the moderate poison is delivered by the teeth or claws. If not the creature’s flesh is poisonous mild to the touch and strong if eaten.

Wings
The creature’s broad pinions allow it to fly at twice the normal speed. Creatures that are winged and Fast move at four times the normal speed but only in the air.
 
Career Specialty
To represent a character’s education and career training, select one skill category as a career specialty. This gives the skills in that category a + 10.

Athletic skills are associated with climbing, swimming, diving and jumping as well as sports activities like chasing a ball around with a stick. Strength, Agility, or Endurance
Acrobatics (Agility)
Climbing (Agility)
Stealth (Agility)
Riding (Agility)
Swimming (Endurance)

Craft skills are used to make things by hand, including works of art and machined parts. A blacksmith works in steel, a brownsmith in copper and bronze, and a whitesmith in silver and pewter. (In case you ever wondered as I always did.)
Blacksmith (Strength)
Brownsmith (Strength)
Construction (Strength)
Cooking (Perception)
Painting (Talent)
Sculpture (Talent)
Whitesmith (Intelligence)

Environmental skills are used to survive in the wild, to track game, find water, and determine if plants are edible. Husbandry is used to breed and train animals.
Farming (Perception)
Fishing (Perception)
Husbandry (Intelligence)
Survival (Perception)
Tracking (Perception)

Fighting skills are associated with hitting people with blunt and sharp instruments and avoiding the same.
Axes (Strength)
Blunt Instruments (Strength)
Flails (Strength)
Shields (Strength)
Swords (Strength or Agility)
Unarmed (Strength or Agility)

Knowledge skills provide a grounding in a specific branch of useful information. They may provide clues or the ability to pass as a member of a profession.
Alchemy (Intelligence)
Each Language (Intelligence)
Geography (Intelligence)
History (Intelligence)
Medicine (Intelligence)
Mathematics (Intelligence)

Magic skills are used to learn and power spells.
Air Spells (Intelligence or Talent)
Black Spells (Intelligence or Talent)
Darkness Spells (Intelligence or Talent)
Death Spells (Intelligence or Talent)
Earth Spells (Intelligence or Talent)
Fire Spells (Intelligence or Talent)
Life Spells (Intelligence or Talent)
Light Spells (Intelligence or Talent)
Water Spells (Intelligence or Talent)
White Spells (Intelligence or Talent)
Spell Points (Endurance or Willpower)

Perform skills are used to act, tell jokes, sing and otherwise entertain an audience. Performance skills are often used as a cover to infiltrate high class establishments.
Acting (Talent)
Oration (Talent or Intelligence)
Pick Pockets (Talent)
Play Instrument (Talent)
Singing (Talent or Endurance)

Shooting skills are used to hit targets with ranged attacks.
Artillery (Intelligence)
Bows (Strength or Agility)
Crossbows (Agility or Perception)
Slings (Agility or Strength)
Throwing (Strength or Agility)

Social skills are used to understand and get along with other people. Courtwyse is the customs of the court and can save a character’s life if they must stand before nobility. Governance is the art of ruling and managing an estate be it a farm or a kingdom. Leadership is used to command warriors and sway the favour of the populace. Lying is used to deceive and misdirect.
Courtwyse (Intelligence)
Governance (Intelligence)
Leadership (Talent or Willpower)
Lying (Intelligence or Talent)

Technical skills are used to repair and operate technological devices. Engineering is used to build bridges and engines of war. Devise is used to figure out traps and secret passages. Mechanisms is used to create mills, traps, and secret passages.
Boating (Strength)
Engineering (Intelligence)
Devise (Intelligence)
Mechanisms (Intelligence)
Sailing (Perception)

Creating A Character
1. Select race from those permitted by the game master.
2. Roll 2d10 for characteristics and apply racial modifiers
3. Select ten skills, add 10 + 5 per level to the indicated characteristic
4. Pick one of the ten skills as career specialty and add 10
5. Roll 1d10 + 5 for Status
6. Spend Status silver pieces on equipment
 
Bestiary
Herein is a sampling of creatures foul and fair intended to provide examples and inspiration rather than being an exhaustive list.

Dragons
Ancient winged lizards which grow to enormous size, they are renowned for their love of treasure. Some dragons can breathe fire or other deadly substances. Dragons grow throughout their long lives. Baby (level 1) dragons are small, young (level 2 -3) dragons are medium, adult (level 4 - 6) dragons are large, and old (level 7 +) dragons are huge.
4
Agility -2
Endurance
Intelligence +1
Perception +2
Strength
Talent -2
Willpower +2
Traits: Immortal, Flight, Tough Small to Huge

Dwarves
A race of short but broad craftsmen and miners.
4
Agility -1
Endurance +2
Intelligence
Perception -1
Strength
Talent
Willpower +2
Traits: Night Vision, Tough

Elves
A fair race of magical beings who never grow old.
4
Agility + 2
Endurance -2
Intelligence
Perception +2
Strength -1
Talent +2
Willpower -1
Traits: Immortality, Night Vision

Fae
Tiny race of magical beings, closely associated if not related to Elves.
1
Agility +3
Endurance
Intelligence
Perception +1
Strength - 5
Talent +2
Willpower -1
Traits: Tiny, Winged
Giants

Huge humanoids which often have elemental affinity to their environment such as stone like skin in the mountains or fire resistance in volcanoes.
2
Agility -2
Endurance +3
Intelligence -2
Perception -2
Strength +5
Talent -2
Willpower +2
Traits: Huge

Goblins
A small and clever but nasty race said by some to be related to Elves or Orcs as they are more magical than orcs.
-2
Agility +2
Endurance
Intelligence
Perception +1
Strength -2
Talent -2
Willpower +1
Traits: Nocturnal, Small

Gatoroids
These bipedal reptiles are more humanoid than raptor dinosaurs but are ferocious and callous.
2
Agility
Endurance
Intelligence -1
Perception
Strength +2
Talent -2
Willpower +1
Traits: Amphibious, Natural Weapons

Horses
The fast and strong quadrupeds are often ridden by men.
0
Agility
Endurance +2
Intelligence -5
Perception +2
Strength +3
Talent -5
Willpower +1
Traits: Large, Fast, No Hands

Imps
This bat winged race may be related to demons in some way.
2
Agility +1
Endurance
Intelligence
Perception +1
Strength -1
Talent -1
Willpower +1
Traits: Winged

Leviathans
These huge lizards are often used as beasts of war by Gatoroids and Orcs.
-4
Agility -5
Endurance +2
Intelligence - 6
Perception
Strength +6
Talent -4
Willpower +2
Traits: No Hands, Natural Weapons, Huge

Ogres
A brutal race of man-like monsters, Ogres are always hungry and tend to cannibalism.
-1
Agility -3
Endurance +3
Intelligence -2
Perception -1
Strength +3
Talent -2
Willpower
Traits: Tough

Orcs
A crude and cruel race bred for war by the forces of darkness.
1
Agility
Endurance +2
Intelligence -1
Perception +1
Strength +1
Talent -2
Willpower -1
Traits: Nocturnal

Rippers
These large beasts resemble wolves but are much larger, smarter, and often ridden by Goblins.
6
Agility
Endurance +2
Intelligence -2
Perception +3
Strength +3
Talent -2
Willpower +1
Traits: Large, Fast, Natural Weapons, No Hands

Wee Folk
Small cousins to men and dwarves, they are natural thieves and scouts due to their small size and woodcraft.
2
Agility +2
Endurance +1
Intelligence
Perception +1
Strength -3
Talent
Willpower +1
Traits: Small

Wights
These folk who have once fallen victim to age or violent have risen again in undeath.
-1
Agility -1
Endurance +1
Intelligence -1
Perception -1
Strength +1
Talent -2
Willpower +1
Traits: Undead

Wolves
These predators that lurk at the edge of the wilderness, are often shy but can be driven to attack humans by hunger or disease.
3
Agility +2
Endurance +2
Intelligence -4
Perception +3
Strength
Talent -2
Willpower +1
Traits: Fast, Natural Weapons, No Hands
 
Sample Careers
The following examples of skill selection need not be considered hard and fast. The players are free to select whichever skills they wish.

Entertainer
Travelling players and acrobats earn their bread by performing for commoners and nobility alike. This gives them excellent access to folk from all walks of life. Entertainers are considered dishonest and lazy but the thrill of the crowds keeps them on the road.
Status < 10
Talent > 13
Specialty: Perform
Skills:
Acrobatics
Acting
Common Language
Knives
Play Instrument
Pick Pockets
Singing
Stealth
Unarmed
Throwing

Knight
The noble warrior of the feudal system is provided with heavy arms and armour by their patron in exchange for service and fealty. In times of peace, young knights errant are often found on the roads seeking renown and fortune.
Status >14
Strength 13+
Specialty: Fighting
Skills:
Axes
Blunt Instruments
Courtwyse
Law
Leadership
Riding
Swords
Shields
Spears
Throwing

Man At Arms
The trained soldiers of the nobility are drawn from the common classes. Trained to fight in formation and enforce their lord’s will they may not have the glory of the knight but they come in greater numbers and generally have more discipline.
Status > 9+
Strength > 12
Specialty: Fighting
Axes
Climbing
Construction
Crossbows
Riding
Shields
Spears
Swimming
Throwing
Unarmed

Outlaw
The rough justice and inequities of the feudal system drive many young men into the woods where they waylay travellers with the ancient greeting “stand and deliver.”
Status < 10
Strength > 9
Specialty: Shooting
Boating
Axes
Blunt Instruments
Bows
Climbing
Lying
Stealth
Survival
Swimming
Unarmed

Magician
A traditional professional magician, learning spells from the books of their master and providing minor charms and potions to the masses for a price.
Status > 9
Intelligence > 12
Specialty: Magic
Skills:
Alchemy
Additional Language
Ancient Language
Brownsmith
Darkness Spells
Fire Spells
Earth Spells
History
Spell Points
Throwing

Priest
A servant of the gods of light who preaches to their flock and provides spiritual guidance and protection.
Status > 9
Willpower > 12
Specialty: Performance
Blunt Instruments
High Language
Leadership
Light Spells
Oration
Play Instrument
Singing
Spell Points
Unarmed
White Spells

Equipment
Characters receive one silver piece per point of Status per level to spend on equipment. It is assumed that incidental lifestyle expenses like clothing, are covered by their patron or past experiences. Prices are rendered in shillings or silver pieces at a standard of 1/10 oz. Coinage will come in a wide range of metals and denominations. But accounting grows tiresome when there is adventure in the wind.
Back Pack 3s
Barrel, 20 Gallon 5s
Book, 100 pg 20s
Chest, 2 cu ft 15s
Chest, 4 cu ft 20s
Ink, Dram 5s
Lamp Oil, Pint 2s
Lanthorn, Brass 8s
Pot, Gallon 8s
Pot, Quart 4s
Quills 24/1s
Rope, 10yd 1s
Scroll, 5 pg 4s
Wineskin, 1qt 1s
Boat, 6 man 10s
Cart 12s
Oar 3s
Sail 6s
Wagon 16s
Dog 2s
Ox 10s
Riding Horse 15s
War Horse 20s
Work Horse 10s
Common Clothing 1s
Fine Clothing 5s
Extravagant Clothing 25s
Sandals 1s
Shoes 2s
Boots 3s
Beer, gal 1s
Lodging / night 1s
Rations / day 1s
Wine, qt 2s
Leather Armour 5s
Mail Armour 15s
Plate Armour 30s
Shield 5s
Tower Shield 10s
Club 1s
Dagger 2s
Dart 2s
Flail 12s
Great Axe 15s
Great Sword 15s
Javelin 3s
Mace 9s
Pole Arm 12s
Spear 4s
Staff 2s
Sword 10s
Bow 3s
Long Bow 6s
Crossbow 12s
Sling 1s
Arrows 12/ s
Crossbow Bolts 12/s
Sling Bullets 24/s

Encumbrance
It’s not really worthwhile to track every pound being carried around. A character carrying no more than the clothes on their back and a single one handed weapon is considered to be stripped down and receive a +10 to Athletic skill attempts. Characters in full heavy armour or carrying a loaded pack are considered heavily laden and take -10 to Athletic skill attempts.

Lifting And Carrying
Normally a character can lift 10 pounds per point of Strength but can only carry 5 pounds for any real length of time. Clearly a Faerie and a Giant with a 12 Strength are not able to lift and carry the same amount of stuff. Tiny characters can only lift 1/16 as much. Small characters can only lift 1/4 as much. Large characters can lift 4x as much and huge characters can lift 16x as much.
 
Magic
Spells are broken down by their scope and effect. The level of a spell is the amount of energy used to cast it and the difficulty of doing so. While spells are broken down into structures each spell is unique, thus it takes a different spell to summon a wolf than a demon.
Spells are difficult to learn and are closely held secrets of different orders of magicians. A it takes one week and Magic skill roll with a difficulty equal to the level of the spell is needed to learn a spell from a book, scroll, or teacher.

Power
Each day, a magician receives power points equal to their Willpower or Endurance plus five per level. Casting a spell does not require a success roll if power points are used. If no power points are used the magician can attempt to cast the spell using their Magic skill -10 per level of the spell but if it fails they take one damage point per level of the spell.

Effects
Casting a spell produces an effect, the scope of which can be modified to take effect at a distance, last longer, or cover a larger area.
Attack
Bestow (Level of Ability)
Conjure
Control
Counter
Detect
Enhance
Heal
Impair
Portal
Project
Protection
Summon (creature’s level)
Transform (total level modifier)

Scope
Area
Breadth
Duration
Instant
Concentration
Persistent
Enchantment
Range

Attack
The target of the spell takes 10 damage per level. If the spell’s range is “Touch” the caster must make a successful fighting skill attack to strike the target. If the spell’s range is greater than Touch the caster must make a successful ranged attack roll. An area effect attack spell counts as large and inflicts double damage.

Bestow (Level of Ability)
The target of the spell receives a special ability. There are few abilities that are of much use for only an instant.

Conjure
A portion of a substance or an item is created out of thin air or snatched from a distant locale. As with portal the actual distance to the item is irrelevant. Items created will be no better than what the magician themselves can craft.

Control
The target must obey the caster’s commands. If they cannot understand the caster they will do their best to stay close to them and protect or assist to the best of their ability. A control spell for a specific race is first level, while a control spell for a racial category is third level.

Counter
The magician creates mystical interference that prevents spells from taking effect and ends existing effects. The level of a counter spell must exceed the level of the spells being countered.

Detect
The spell locates and marks the desired item or material. Specific items are level 0 and broad classes of items or materials are level 1.

Enhance
The spell increases a chance of success by ten percent per level due to environmental conditions.

Heal
The target of the spell is healed 5 damage per level.

Impair
The spell decreases a chance of success by ten percent per level. Impairs a full skill category or field of endeavor, such as all activities related to sight.

Impel
The target of the spell is lifted, shoved, or propelled by a force with a Strength of 5 per level. An area effect impel counts as a large creature and can lift or move twice as much.

Portal
The spell creates an extra spacial link between two places allowing things to pass between them. The magician must know the location the portal opens to well or a sigil or mark that can be visualized must be on it for the spell to work at all.

Project
The spell allows the magician to see, hear, or smell things beyond their normal scope. The location must be known to the magician or a sigil marked on it that they can visualize to focus their senses. It is possible to move a point of view at flying speeds from the caster’s location.

Protection
The spell creates a 5 / 50 point per level barrier which absorbs damage before the target. An area effect protection spell counts as large and can absorb twice as many damage points.

Summon (creature’s level)
A creature is conjured up from some other place. The creature’s level is the level of the spell.

Transform (total level modifier)
The target’s species changes to another. The target’s level plus the new form’s level modifier is the level of the spell.

Scope
Spell effects can be adjusted by the magician at increased cost and difficulty. This doesn’t count as another spell, it’s just harder to pull off.

Individual (1 space)
Area (Spaces 1, 3 Bow Shots, Leagues 5)
The spell affects everything in a radius of one space per level of the spell.

Breadth (specific 0, broad 1, general 2)
Spells are generally quite specific, locating or affecting specific type of item or kindred. A spell that affects elves, swords, gold, or rocks would be specific. A spell that affects humanoids or weapons would be broad. Affecting all animals, plants, undead, or

Duration
Instant (0)
The spell lasts for only the instant it takes to effect its change upon the world. Thus earth that is moved stays moved and what not. The magic cannot create any permanent material though it can conjure material for a brief instant.
Concentration (0)
The spell lasts only as long as the caster focuses their attention on it. They can only move at a walk while maintaining the effect and must make an Endurance roll to not lose it when injured.
Persistent (minute 1, hour 2, day 3, week 4)
The spell lasts until the period ends but can be renewed without casting it at the end of that time.
Enchantment (5)
The spell lasts forever and ever. Enchantment is used to create magic items.

Range (Touch 0, Throw 0, Missile 1, Sight 3, League 4, Realm 5)
The spell’s effect can be targeted beyond the magician’s reach. Casting a spell on an object which is then thrown at the target is an old trick but it still works, the object must be marked with a suitable rune.

Spell Lists
The following lists of spells are particular to the various magic skills. While there is a fair bit of overlap, different, spell types will often prove more effective against specific targets.

Air Spells
Gusty Attack
Bestow Fast
Bestow Flight
Conjure Bird
Conjure Air
Control Bird
Counter Earth
Counter Air
Detect Toxic Gases
Enhance Sailing
Heal Elemental
Impair Missile Attacks
Impair Sailing
Vortex Portal
Project Hearing
Project Smell
Gusty Protection
Summon Air Elemental
Summon Bird
Transform to Bird

Black Spells
Accursed Attack
Bestow
Conjure Pestilence
Control Demons
Control Rats
Counter White Spells
Counter Black Spells
Detect Infernal Influence
Enhance Lying
Impair Language
Infernal Portal
Project Hearing
Pestilent Protection
Summon Rats
Summon Each Demon
Summon Demons
Transform Rat

Darkness Spells
Chill Attack
Bestow Nocturnal
Bestow Night Vision
Conjure Darkness
Conjure Illusions
Control Bats
Control Shades
Counter Darkness
Detect Shades
Enhance Stealth
Heal Shades
Impair Missile Attacks
The Void Portal
Shadowy Protection
Summon Bats
Summon Shades
Transform Bat

Death Spells
Withering Attack
Bestow Venom
Conjure Flesh
Control Undead
Counter Death Spells
Counter Life Spells
Detect Life
Detect Undead
Enhance
Heal Undead
Impair
The Boneyard Portal
Ghastly Protection
Summon Each Undead
Summon Undead

Earth Spells
Stoney Attack
Bestow Tough
Conjure Stone
Control Earth Elementals
Control Burrowing Animals
Counter Earth Spells
Counter Fire Spells
Detect Precious Metals
Enhance Mining
Enhance Each Smithing
Heal Earth Elementals
Impair Mining
The Caverns Portal
Project Sight
Stoney Protection
Summon Earth Elementals
Summon Burrowing Animals

Fire Spells
Firey Attack
Bestow Fire Resistance
Conjure Fire
Control Fire Elementals
Counter Fire Spells
Counter Air Spells
Detect Dry Fuel
Enhance Each Smithing
Enhance Cooking
Heal Fire Elementals
Impair Each Smithing
Impair Cooking
The Inferno Portal
FireyProtection
Summon (creature’s level)
Transform (total level modifier)

Life Spells
Insect Attack
Bestow Aquatic
Bestow Wings
Bestow Exceptional Sight
Bestow Exceptional Hearing
Bestow Exceptional Smell
Control Each Animal
Control Animals
Counter Life Spells
Counter Death Spells
Detect Animals
Detect Each Animal
Enhance Riding
Enhance Husbandry
Heal Each Animal
Heal Animals
Impair Husbandry
Impair Riding
The Wild Portal
Summon Each Animal
Summon Animals
Transform Each Animal
Transform Animals

Light Spells
Blinding Attack
Bestow Radiance
Conjure Light
Conjure Illusion
Control
Counter
Detect
Enhance
Heal
Impair
Portal
Project
Blinding Protection
Summon (creature’s level)
Transform (total level modifier)

Water Spells
Spray Attack
Bestow Aquatic
Bestow Amphibious
Conjure Water
Control Fish
Control Air Elemental
Counter Water
Counter Air
Detect Water
Enhance Boating
Enhance Swimming
Enhance Fishing
Heal Water Elementals
Impair Boating
Impair Fishing
Impair Swimming
The Depths Portal
Soaking Protection
Summon Fish
Summon Shark
Summon Water Elemental
Transform Fish
Transform Shark

White Spells
Blessed Attack
Bestow Regeneration
Bestow Poison Resistance
Bestow Radiance
Conjure Food and Drink
Control Undead
Control Demons
Counter Black Spells
Counter White Spells
Detect Righteousness
Enhance Governance
Heal The Faithful
Impair Lying
The Blessed Portal
Project Sight
Project Hearing
Blessed Protection
Summon (creature’s level)
Transform (total level modifier)
 
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Logistical Considerations
A roleplaying game is in part a resource management game. Travel and healing take time but if there is no pressing cause the tension of the passage of time is lost.

Travel
Journeys to exotic locals are the essence of adventure. Sadly it takes a long time to get anywhere interesting on foot. Riding isn’t much faster in the long haul but it is less tiring. Most knights travel with a couple riding horses as well as their destrier.
Foraging Travel 10 miles / day
Normal Travel 20 miles / day
Forced March 30 miles / day

Healing
One hit point per level is regained for each day spent resting. No healing is possible while travelling unless the wounded party is in the back of a wagon.

Hazards
There are many ways to die, badly. Not all of these involve violence. Disease, poison, falling, and drowning are often the lot of adventurers.

Disease
In an area where there is a plague or disease, make a resistance roll to avoid infection. Minor diseases like food poisoning and the flu are quite commonplace, giving a -10 to all activities. An Endurance roll at +20 can be made each week to overcome them. Major illnesses can prove debilitating and even deadly, take a -20 to all activity and make an Endurance roll to recover and survive after one week. More involved rules for specific diseases could be contrived if the game master feels the need. A Medicine skill roll can be made to avoid the results of any failed Endurance rolls to contract, overcome, or survive a disease.

Drowning
A Swimming skill roll will usually avoid drowning, for a while. After that, a character can only hold their breath for one round per point of Endurance. Once that’s gone they take 1d10 temporary damage that is regained at a rate of 1d10 per round of gasping for air should there be any to be found.

Falling
Falling damage is 1 point per foot fallen with a successful acrobatics roll reducing the damage by 5 points.

Poison
Poisons have a strength level that affects the Endurance roll to resist their effects: weak poisons +20, normal poisons +10, and strong poisons 0. Should the Endurance roll fail, Weak poisons cause 1d10 points of damage, normal ones 2d10, and strong ones 3d10.

Recruiting
Usually, it’s not a good idea to wander around asking people to join in dangerous adventures. At the very least, the local lord will take issue with any attempt at mass recruiting. In major centres, mercenaries and labourers can be hired. Recruiting, training and equipping a group of youngsters is time consuming but may avoid some of the loyalty issue that come with recruiting mercenaries. A character of noble stature (Status 15+) can recruit in their own realm without fear and may have access to trained men at arms. Recruiting takes a week unless a criers and hand bills are employed, in which case it takes only a day. After that, it will be at least a month before more recruits can be found as those available in the area have already been found.

It will take at least a month of training to turn a raw recruit into a green soldier. The most equipment they are likely to have is bad shoes and a spear. A single trainer can work with up to 20 recruits at a time. Mercenaries will gladly train raw recruits as it’s a lot safer than combat.
Hiring specialists is more difficult, roll tk to locate a specialist for hire.

Potential Recruits
Village Town City
Raw Recruits 1d10 2d10 3d10
Mercenaries - 1d10 2d10

Random Encounters
Sometimes a random encounter is useful to get the game moving when it has stalled out and lost momentum.
Urban
Acrobats
Cat
Dog
Merchant
Noble
Rowdies
Urchins
Thief
Watch

Rural
Chicken
Dogs
Bandits
Peddler
Geese
Cattle
Sheep
Goats
Peasants
Men at Arms
Yeoman

Wilderness
Barbarian Hunters
Barbarian Warband
Ranger
Deer
Snake
Trappers
Troll
Wolves
Woodsmen

Combat
Battles are resolved in rounds of about six seconds during which each combatant gets to take a turn. These turns are taken in order of Perception scores with ties being broken by the higher score.

Movement
Normal creatures walk 36 spaces per turn. Fast creatures move 6 spaces per turn. If a square grid is used, diagonal movement costs 1.5 spaces of movement. Indoors a space is about 5 feet it is about 5 yards. Running doubles a creature’s movement but it cannot attack while doing so.

Shooting
Ranged weapons have a short and maximum range. Attacks made against targets beyond short range are hard. Attacks made on fast moving targets at short range are also hard but not at long range because it is easier to track the target with the weapon. Very large and heavy weapons have a tracking penalty that matches the Size of the target they are intended for. Aimed attacks are easy and this counteracts the difficulty of shooting at long range.

Stationary 0
Walking -10
Thrown Range (10 spaces) -10
Missile Range ( 50 spaces) -20
Concealment -10
Cover -20 prone allows low cover

Fighting
Hand to hand combat has declined in popularity due to the accuracy and lethality of advanced weapons but still occasionally occurs. The big problem is that one must get close enough to reach their target with the weapon.
Only targets in the same area can engage in close combat. Sure they could be lined up along the line of two adjacent areas but it’s easier to simply assume they aren’t and entering the enemy’s area initiates the fighting. Close combat attacks with weapons like swords are opposed by the target’s Fitness and Fighting skill if they are aware of the attacker. Even if they are unarmed, they can dodge and avoid their foe. Unlike shooting, moving and fighting doesn’t make attacking harder, instead it gives a 10 point charge bonus to damage but the attacker’s skill cannot be used to oppose attacks.

Longer Weapon +5 to initiative*
Rapid Strike Two Attacks, No Parry
Power Strike - Double Damage No Parry
Guarded Strike - One Attack, May Parry
Defend or Avoid - No Attacks. +20 to one Parry
An additional weapon allows an additional attack or parry.
*A missile weapon always gets this bonus against all melee weapons if the attacker had to move to enter combat.
Parry -20

Damage
Each weapon has a damage value which is added to the target’s damage total if it hits them. If the attack roll scores doubles, the damage is doubled. Tiny Creatures do 1/4 damage, small creatures do ½ damage, large creatures do 2 x damage, and huge creatures do 4 x damage.
Dominant elemental attacks do double damage against the dominated elemental protection.
Armour has a number of damage points that will penetrate it and a number of damage points that will destroy it. Metal weapons do double damage to leather armour. Wooden weapons do half damage against metal armour. Blunt weapons half the penetrate value of flexible armour. Wood is equivalent to rigid leather.
When a creature or object has taken more damage points than it has hit points, it is unconscious or otherwise incapacitated. Living organisms lose one hit point per round when incapacitated due to bleeding or shock. When it has taken more than twice that it is dead or destroyed. The additional hit points characters receive due to their level actually represent skill and fate reducing the amount of damage suffered from each blow.

Random Damage (Optional)
If more variety is desired in damage results add the attack roll’s one’s die and subtract the tens die from the base damage before applying the size modifier.

Morale
It is rare that a force will fight to the last man without fleeing or surrendering. If a group of foes lose half their number or a powerful hero or monster they must make a morale check or flee en-mass. Roll a percentage against their Leader’s Leadership skill with a -20 if the enemy outnumber them or have a fearsome hero or monster. If the roll fails they will flee on their turn or surrender or cower if they cannot flee. While player characters are immune to morale checks their allies and retainers are not.

Weapons
Fist Strength - 5 Damage, +10 To Hit
Kick Strength - 3 Damage
Club Strength -2 Damage, + 10 To Hit
Dagger Strength - 2 Damage
Hatchet Strength Damage
Axe Strength +2 Damage,
Mace Strength Damage, +10 To Hit
Sword Strength Damage
Flail Strength +3 Damage, 10 To Hit

Staff Strength + 3 Damage, Long, Two Handed
Polearm Strength + 5 Damage, Long, Two Handed
Great Sword Strength + 5 Damage, Two Handed
Poll Axe Strength + 8 Damage, Two Handed

Rock Strength - 5 Damage, Thrown
Dart Strength -3 Damage, Thrown
Javelin Strength Damage, Thrown
Spear Strength Damage, Long, Thrown
Sling Strength -2 Damage, Missile, Two Handed
Bow Strength Damage, Missile, Two Handed
Longbow Strength + 2 Damage, Missile, Two Handed
Crossbow Strength + 5 Damage, Missile, Reload

Armour Penetrate / Destroy (Type)
Leather 5 / 50 (Flexible Leather)
Cuirbolli 10 / 100 (Rigid Leather)
Maile 15 / 150 (Flexible Metal)
Plate 20 / 200 (Rigid Metal)
Shield 10 / 100 Wood, +10 Parry
Tower Shield 15 / 150 Wood, Counts As Cover
 
So, I wrote this last night, I had part of the combat and characters section from the 'dead simple sf' game I'm working on. It's not quite dead simple, but I expect it to come in under 40 pages when it's done. It draws a lot on my thinking from The Arcane Confabulation, which I still love but can't get people to play and that's a bad sign. It's a little too self indulgent. Everything I want in a game. I'm not dropping it, I'm a fair ways into the campaign guide. But there was a discussion about doing a fantasy campaign last night and it got me thinking so, at about 10:00 PM I started writing. I'm tempted to force them to play Rolemaster but I think this may be better. I probably want to add some mass combat and realm management. I'll finish up the sf version too now that I've come this far. Part of the problem is there's often more than one way to do things and I wind up doing both. I should be writing chose your own adventure books.
 
Lest you think I've been idle, here's a formatted and updated pdf


I still need to add Impel to the Abilities where it belongs, as it can then be bestowed. I might want to add Remove or perhaps Strip Ability, I don't know, maybe, dispelling and countering would often have the same effect.
 
Here's quite a large update. http://www3.telus.net/public/uncouths/sdf.pdf

It's pretty much all there now. I haven't set up the random part of the random encounters and treasures yet. But it's pretty comprehensive at this point. I made ranges concrete so they match movement. I'd like to keep the total page count below 48. There's a bit of room left for more sample characters and creatures and maybe a bit of discussion of setting up a setting.
 
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