Play by Email Rules
Stats
There are 7 stats: Physique, Constitution, Perception, Power, Dexterity, Charisma and Rank.
Physique [Phs] is a measure of size and strength. It effects combat heavily; both depth of wound and prowess with most weapons. Resilience to damage is also a partial function of physique. Some characters may be stronger or weaker than they look due to virtues and flaws.
Constitution [Con] is a measure of toughness, disease resistance and endurance. Resilience to damage is the sum of physique and constitution.
Perception [Prc] is a measure of the character’s awareness of his surroundings, visual acuity, acuteness of hearing, etc.
Power [Pow] is a measure of the power of the character’s mind, most important for using magic, especially offensive spells that target another individual.
Dexterity [Dex] is a measure of hand-eye co-ordination, deftness, lightness of touch and balance, vital for stealth, some acrobatics, missiles and prowess with specialised light fencing weapons.
Charisma [Cha] is a measure of physical attractiveness, charm, persuasion and sociability. It affects vital first impressions and skills connected with social interaction. It is necessary for diplomats, merchants, actors and successful military leaders.
Rank [Rnk] is a measure of age, experience, competence, fame and status in the world. The higher the character’s rank, the better skilled he is. Most character advancement is by improving rank.
With a few exceptions, human characters have values of 2 to 4 in the first 6 stats. Other races may have different values as in the following table.
| Race | Phs | Con | Prc | Pow | Dex | Cha | Virtues | Flaws * |
| Baboon | 3-5 | 2-4 | 2-4 | 2-4 | 3-5 | 2-4 | R2 | |
| Broo | 3-4 | 4-5 | 2-4 | 2-4 | 2-4 | 2-4 | C1, R2, H2 | |
| Centaur | 3-5 | 2-4 | 2-4 | 2-4 | 3-5 | 2-4 | Horse strength +2 | R1 |
| Duck | 1-2 | 3-4 | 2-4 | 2-4 | 3-4 | 2-4 | R1 | |
| Dwarf | 1-3 | 3-5 | 2-4 | 2-4 | 3-4 | 2-4 | +2 Strength 1 | |
| Faeriekin: Elf | 1-3 | 2-4 | 3-5 | 3-4 | 3-5 | 2-4 | I2, R1 | |
| Faeriekin: Dryad | 1-3 | 2-4 | 3-5 | 3-5 | 3-4 | 2-4 | I2, R1 | |
| Faeriekin: Pixie | 1 | 2-4 | 2-4 | 3-4 | 3-5 | 2-4 | Flight 3pt | I2, R1 |
| Gibbon | 2-4 | 2-4 | 2-4 | 2-4 | 3-5 | 2-4 | R2 | |
| Human: normal | 2-4 | 2-4 | 2-4 | 2-4 | 2-4 | 2-4 | ||
| Human: pygmy | 1-3 | 2-4 | 2-4 | 2-4 | 3-4 | 2-4 | ||
| Jack-o-Bear | 3-5 | 3-4 | 1-3 | 3-5 | 2-4 | 2-4 | C1, H3 | |
| Minotaur | 4-6 | 3-4 | 1-3 | 2-4 | 2-4 | 2-4 | R1 | |
| Morokanth | 3-5 | 2-4 | 2-4 | 2-4 | 2-3 | 2-4 | C1, H3, R3 | |
| Newtling | 1-3 | 2-4 | 2-4 | 2-4 | 3-4 | 2-4 | R1, S2 | |
| Ogre | 2-4 | 3-4 | 2-4 | 3-4 | 2-4 | 2-4 | +2 Strength 1 | C1, H1 |
| Satyr | 3-4 | 3-4 | 2-4 | 2-4 | 3-5 | 2-4 | R2 | |
| Scorpion-Man | 3-5 | 2-4 | 1-3 | 2-4 | 3-5 | 2-4 | C1, R3, H3 | |
| Troll: Mistress Race | 4-6 | 3-4 | 3-4 | 3-5 | 3-4 | 3-4 | Sonarsense 1pt | I2, R1, S1 |
| Troll: Great Troll | 5-7 | 4-5 | 1-3 | 2-4 | 2-4 | 2-4 | Sonarsense 1pt | I2, R1, S1 |
| Troll: Dark Troll | 3-5 | 2-4 | 2-4 | 2-4 | 2-4 | 2-4 | Sonarsense 1pt | I2, R1, S1 |
| Troll: Trollkin | 2-3 | 2-4 | 2-3 | 1-3 | 3-5 | 2-4 | Sonarsense 1pt | I2, R2, S1 |
| Troll: Cave Troll | 4-6 | 3-4 | 1-3 | 2-4 | 2-3 | 2-4 | Sonarsense 1pt | C1, H2, I2, R1, S2 |
| Walktapus | 5-7 | 3-4 | 1-3 | 2-4 | 2-4 | 2-4 | C1, H3 | |
| Windchild | 1-3 | 2-4 | 3-4 | 3-4 | 4-5 | 2-4 | Flight 2pt | P2, S1 |
Notes:
* C = tainted by Chaos, H = hunted by rievers, I = allergic to Iron, P = claustrophobia, R = racial prejudice, S = allergic to sunlight or heat. Races in italics are unsuitable for the planned campaign.
Player characters start with 23 points. With these, they buy the stats appropriate to their race and the compulsory virtues and flaws listed. A player character may deviate from the normal racial limits by one in a single stat. For example, any human character may have one stat at either 1 or 5; all others must be 2 to 4.
They can also buy up to 3 other virtues and flaws. Chaotic characters or those in cults with gifts and geases may take virtues and flaws reflecting these traits, however, the GM will choose the bad chaotic features and geases to counter the good chaos features and gifts. Virtues may include facility with skills or abilities, a rich or noble background, extra primary or secondary skills, etc. Typical flaws could be a dependant, missing body parts, personal notoriety deserved or otherwise or pursuit by an adversary.
Skills
PCs may have 2 primary skills and 6 secondary, appropriate to their profession. I recommend that the five skills required for Runelord be included in these 8 skills. They also gain an indefinite number of tertiary skills, which must be nominated at the time of character generation. New tertiary skills may only be added later with the express permission of the GM through training or some such rational. All other skills are at base plus bonuses. Primary, secondary and tertiary skills improve with Rank.
| Rank | Typical Cult Status | Skill percentage equivalents | ||
|---|---|---|---|---|
| Primary | Secondary | Tertiary | ||
| 1 | Child | 40 | 20 | 5 |
| 2 | Layman | 50 | 30 | 10 |
| 3 | Junior Initiate | 60 | 40 | 20 |
| 4 | Good Initiate | 75 | 50 | 30 |
| 5 | Senior Initiate | 90 | 75 | 40 |
| 6 | Runelord | 100 | 90 | 60 |
| 7 | Hero | 120 | 100 | 75 |
| 8+ | Hero | 150+ | 120+ | 90+ |
To reflect the above table, when using skills in game, Primary skills are used at the level of Rank, Secondary skills at Rank –1, Tertiary skills at Rank –3. All other skills are at Rank 1 or 0. Unlike other stats, there is no upper limit to Rank but all characters should have a complete life history up to at least an age of 20 years +5 years for every Rank point over 3.
Non runelevels are limited to rank 6. Runepriests may only use their Dex skills at a rank no higher than their Dex score, unless also runelords. To be a runepriest, a character must have 4+ Power and fulfil the skill requirements for his cult. In game time, he must also pass a test. Note: in certain cults, it is possible to be a runepriest at Rank 1, Primal Chaos, for example. To be a runelord, the character must have 3+ Power and the requisite skill masteries as determined on the above table and again pass a test in game time.
Magic
Starting Battlemagic:
B/M is gained by the following formula:
| Rank+Charisma | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Credits | 0 | 1 | 3 | 6 | 10 | 15 | 21 | 28 | 36 | 45 | 55 |
Each credit is worth 500sh worth of spells, bought as per the cost from the cult. Free spells in addition. All subsequent spells are bought in game time.
Starting Runemagic:
R/M is gained by the following formula:
| Rank | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Credits | - | 0 | 1 | 3 | 6 | 10 | 15 | 21 | 28 | 36 | 45 | 55 |
To credits gained from rank, add Cha and subtract Pow.
R/M spells are bought using these credits on the table below ...
| Runemagic | Credit cost to PC | ||
|---|---|---|---|
| if reusable cult magic | if non-reusable or reusable and traded | if traded and non-reusable | |
| 1pt | 1 | 2 | 3 |
| 2pt | 2 | 3 | 4 |
| 3pt | 5 | 7 | 9 |
| 4pt | 9 | 12 | 15 |
Runemagic is reusable if PC is a priest in his cult and has 4+ Power and the spell is reusable to his cult.
Further runemagic is gained by either sacrificing permanent Pow or by award from a god for services rendered.
Combat
When two characters compete, in combat for example, the prowess of each may be measured by adding a suitable stat, Phs or Dex, to his rank modified by the skill modifier. There may also be tactical considerations.
If one character is better than the other by at least 2 points, he wins. If greater by one point, he will probably win but there is a chance element. There is a 50% chance he will take a wound and a 17% chance he will lose.
If both characters are absolutely even, either examine tactical situation or roll randomly. For example, one character fighting defensively could turn the fight into a Con contest.
Magical Conflict
If the caster’s Power is higher than the target’s the spell takes effect. If lower, then it doesn’t. If even, there’s a 50% chance of success.
Spiritual Conflict
Again, this is purely a function of Power; the higher Power wins. If even, roll randomly. The victim loses one point of temporary power. The victim may attempt to disengage but if the struggle continues to the point of spiritual annihilation, (Power = 0), then the loser is destroyed and the victor gains a power raise roll.