Fighting Fantasy

This hack was created by Justin Wyatt and transferred from the old No Dice forum:

I have a great affection for the early game books, particularly FF and Lonewolf, so I figure- Why not No Dice? Ok so its pretty old school, but I remember my younger self running a session of the top of my head, using just the FF world sourcebook as inspiration. The game was great- though unfortunately I was using Rolemaster, so it could have been better. Anyway, for those old gamers, who like a spot of Nostalgia, Heres my stab at Fighting Fantasy, using the Advanced FF books.

Character Generation


SKILL - This represents your general level of expertise, fighting ability, agility and intelligence. All Special Skill draws are based on your SKILL score, but sometimes SKILL is tested alone, when no Special Skill would apply, such as the characters natural talents, instincts or common sense. SKILL has a starting value of 7.

STAMINA - this represents your health and vitality. STAMINA has a starting value of 14.

LUCK - This represents your destiny, luck and resistance to magic. At times during an adventure, you may be asked to Test your luck. This requires a draw adding current LUCK score. Whether lucky or unlucky, you must reduce your LUCK score by 1 point (if you are reduced to zero, you will fail any further such draws, but your LUCK score is not reduced any further). LUCK has a starting value of 7.

Social Scale - This represents the characters position in society. A characters Social Scale determines their staring wealth, and may have an effect on bargaining, bribery, conning, persuading or determining an npc`s initial reactions. Social Scale has an initial rating of 1. As an example of what each level means:

Social Scale Description
0 Beggar or despised criminal
1 Peasant (street thief, bandit)
2 Farmer (labourer, shepherd, hedge wizard, rural priest)
3 Worker (soldier, young wizard or priest)
4 Craftsman (court wizard, priest, merchant, master thief, sergeant)
5 Craft Master (Guild Master, Master Wizard)
6 Leader (Village Elder, Mayor)
7 Knight
8 Lord, Lady or High Priest
9 Prince or Princess
10 King or Queen

Note: Social Scale 0, or 7 through 10 are not normally available at character generation. However, a Host may allow these ratings if they are prepared to run a campaign involving more extreme backgrounds.

You now have 10 points to spend on your characteristics, spending no more than 5 on any one. STAMINA costs 1/2 point each.

Special Skills

Each player now has a number of skill points equal to their SKILL value, to assign to their Special Skills, with no more than 4 points spent on a single Special Skill. When making a Special Skill attempt, you must make a draw and add the points invested in your Special skill, plus your SKILL value. During character generation, each point invested in Magic, due to the years of study required master the forces of sorcery, reduces your SKILL value value by 1. This reduction doesnt affect your starting Skill points, however.

Special Skills

Acrobatics (Movement) - A Hero with this Special Skill is physically very agile, and may be able to perform jumps, loops, flips or swings, should the situation arise. Note that a Hero will have his or her chance of success significantly reduced if wearing medium to heavy armour, or inflexible light armour, or if carrying more than a very light weight.

Animal Lore (Knowledge) - As its name implies, this Special Skill allows the Hero who possesses it a chance of knowing a particular fact about an animal. This could include where to find one, how dangerous it would be, how much it would fetch if sold to market, perhaps even (at higher levels) how to prepare its skin to make a cloak or a suit of leather armour. It does not include the ability to ride or tame an animal (Ride must be used for that). Note that the Host may apply a penalty of between -1 to -6 points (or possibly more) when testing for knowledge concerning a particularly rare or unusual creature.

Axe (Combat)- the Hero is skilled at using a battle-axe or hand axe in hand to hand combat. He also knows something about the care and maintenance of an axe to keep it shining and sharp.

Awareness (Stealth) - This gives the Hero a chance of spotting when something is out of the ordinary or is otherwise `wrong`. Depending on the situation, this could include hearing someone creeping up on you, smelling poison smeared on a lock, sensing the presence of a hidden trap, etc. This Special Skill will usually be checked for you by the Host: the Host will secretly make a draw to see whether or not you are successful when using this skill.

Bargain (Knowledge) - This Special Skill comes in very handy when trying to do business as a trader or merchant. Quite simply, it confers an increased chance of getting a good price for some goods, whether it is worth the price being asked, whether it is real or fake, and so on. In more rarefied circumstances, Bargain becomes a negotiating skill, allowing a greater chance of setting up deals with enemies or allies; a successful Bargain draw could even persuade a band of Orcs to let the Heroes go in exchange for their possessions, for example. This skill may be used in conjunction with some fast talking supplied by the Con Special Skill; a successful draw against Con Skill would then allow the character to add their points invested in Con, to their Bargain draw! Note that the difference between Con and Bargain is that there is no swindle involved in using the latter skill for a fair price or good terms for a deal.

Battle Tactics (Knowledge) - The character with this Special Skill is well versed in he art of war, not so much as a warrior but as a commander of dozens or hundreds of men. Any Hero or NPC wishing to rise up the ranks in an army will find this Skill essential. If the Mass Battle rules are being used, the Battle Tactics scores of opposing commanders are used, with further modifiers from the Host, to help determine the outcome.

Bird Lore (Knowledge) - As Animal Lore, but allows for a chance of knowing a particular fact about a bird and sometimes (with appropriate reductions in the chance, decided upon by the Host) other flying creatures, such as Griffons or Dragons. Again, this Skill does not confer the ability to ride a creature like, say a Giant Eagle. If Ride Skill is being used to try this, a Hero possessing Bird Lore may be allowed to reduce by 1 or 2 points the large negative modifiers that are usually incurred when attempting such an unusual feat, at the Host`s discretion.

Bow (Combat)- The Hero with this Special Skill is well versed in archery and missile combat, and also in the care of his bow.

(City) Lore (Knowledge) - This Special Skill is most often gained by growing up or living in one place for a long time; it means that the character knows some quite complex facts about a particular place. The Skill applies to one specific city (or town, or any other sort of local area, in fact) am may be possessed more than once to apply to different places.

At the Host`s discretion, one complete year spent living in a particular place confers 1 point of City Lore on a character. This will usually be up to a maximum of only 2 points - more if a character spends a whole year digging out as much as they can about one particular place. Most residents of a particular town or city will have 1 or 2 points of City Lore, concerning their home.

Climb (Movement)- This Skill gives the Hero a better-than-average chance of scaling even the most daunting of slopes. Of course, there will always be some places where no one can venture, but this Hero is more skilled than most. Bear in mind, however, that the Host may, at his discretion, impose penalties on the chance of climbing a very steep or smooth slope.

Con (Stealth) - The Hero is sharp-tongued and quick-witted, and may very well be able to con them someone into believing what he is saying, or into buying whatever rubbish the Hero is selling!

Crossbow (Combat) - This simply endows a Hero with the skill of drawing and firing a crossbow, and also maintaining and repairing such a weapon.

Dagger (Combat) - The Hero with this Special Skill is adept at fighting with a knife. This skill does not include throwing a dagger, which is a different skill - see Throwing Dagger, below.

Dark Seeing (Stealth) - The ability to see in near darkness, especially underground. The Host doesnt normally need to check this Special Skill with a draw, unless the Hero is trying to spot something specific which is hidden in the dark. This skill doesnt work where there is no light at all. This skill doesnt work where there is no light at all. Few characters will need more than 1 point in this Special Skill- unless they are going to spend their whole life underground! Dark Seeing cannot be learnt from scratch by experience, but it can be improved.

Disarm (Combat) - While fighting in hand-tohand combat, the Hero who possess this Special Skill may attempt to flick an opponents weapon out of their grasp. In certain circumstances, the Host may impose a penalty for trying to Disarm a character who also has the Disarm or Strength Special Skill (typically reducing the chance by the number of points in the relevant Special Skill). The Host will also determine where the dislodged weapon ends up, depending on how successful the Disarm attempt is.

Disguise (Stealth) - Although a chance of being camouflaged already exists in the Special Skills Sneak and Hide, there are some practitioners of the art who are true masters of disguise; this is the skill they employ. The chance of success of failure depends greatly on the situation the disguised character puts themselves in, and on the amount of preparation they are allowed beforehand.

Dodge (Combat) - This gives the Hero a chance of getting out of the way of anything or anyone moving quickly towards him; this could include a falling rock, a swinging sword or even (at higher skill levels) an arrow!

Etiquette (Knowledge) - The Hero with this Special Skill is especially well versed in the ways of courtly behaviour. He knows just the right things to say to a King or a Prince - and perhaps more importantly, when to shut up! This is essential for anyone spending any length of time at a royal court.

Excellent Hearing (Stealth) - This Special Skill cannot be learnt by experience or training; it must be chosen as one of a Heroes starting skills. It means the Hero has exceptionally keen hearing, far beyond normal capabilities, which may prove useful when listening at a door or trying to hear a distant noise. This Hero may well be able to hear a noise when other Heroes have failed to hear anything.

Excellent Vision (Stealth) - The eagle-eyed Hero with this Special Skill is able to see far further than an average character, and may be able to spot significant things in a similar way to a character with Awareness. This skill does not confer the ability to see through solid objects, however; a thing must be visible in order to be seen. This Special Skill must be taken during character generation - it cannot be learnt from experience or by training

Fishing (Knowledge) - Quite simply, the Hero with this Special Skill is well versed in the art of fishing, whether in fresh or salt water. The Host may impose a reduced chance for fishing in an unsuitable area, and will inform a successful player just exactly has been caught.

Handle (Vehicle) (Movement) - This Special Skill bestows the ability to handle - ride, steer and maintain - a particular class of vehicle. The classes are as follows: small boat (e.g. rowing boat); large boat (e.g. fishing boat, barge); ship (e.g. galleon); cart/coach; chariot; balloon/airship. Each must be possessed separately before a Hero can fully ride the whole range of vehicles, but the Host may allow a modified chance of, say a Hero skilled in handling a coach, being able to handle a chariot in a race or battle.

Healing (knowledge) - The Hero with Healing, has some knowledge of the correct way to treat injuries or poisonings. This does not extend so far as to ensure the complete recovery of a severely injured Hero in an instant (as a spell would). Provided the situation allows it and the victim is not continuing to lose points, treatment by a Hero will restore a number of STAMINA points equal to the draw total minus 12, which is recovered at a rate of one point per Attack Round. Regardless of success or the number of Healing attempts made, each character may only recover one-third of their total STAMINA (round down) each day from the use of this skill (if a Queen is drawn when making an attempt, the target recovers up to their daily limit).

Heavily Armoured Combat (Combat) - Most Heroes wear armour which is light enough to allow them to move quickly yet will deflect blows from many weapons, typically a combination of leather, studs and plates. On the field of combat, however, some knights will insist on fighting in full plate mail, which will protect them from almost all blows, but which will slow them down considerably. When fighting in heavy armour, you must use Heavily Armoured Combat, if it is a lower level than your normal combat skill.

Hide (Stealth) - The Hero is adept at finding somewhere to secrete either himself or something he wants to hide, so that others will not be able to spot him or it. Of course no one can hide if there is nowhere to go, but given sufficient material, this Hero is better than most.

Hunting (Stealth/Knowledge) - A Hero with this Special Skill can - in a successful draw - find food in even inhospitable lands, track it down and capture it. Of course, the Host will impose penalties on the roll, in areas where there are no animals to be found, and will then decide how much food the hero has managed to find. Using this skill in conjunction with Trap Lore will increase the chance of snaring something, typically by +2.

Javelin (Combat) - This Special Skill allows a hero who chooses it to throw a javelin with accuracy over a greater distance than his peers. He is also able to select and care for the best weapons.

Jump (Movement) - This Hero is endowed with the ability to leap up, down or across greater distances than is usual without injuring himself in the process.

Languages (Knowledge) - This Special Skill gives the Hero who possesses it a facility for speaking or reading contemporary foreign (Humanoid) tongues or scripts. It does not usually apply to the language of animals or magical beings.

Law (Knowledge) - This very specialist Skill- or, in most cases, the NPC who possesses it - will come in handy if the Heroes ever fall foul of the law or a particular place. It is unlikely that a Hero will choose this as a starting Special Skill, (It isnt specially useful when vanquishing ravening monsters, after all), but may be learnt at a later date from another character who possesses 4 or more points of it, should the character require it. Law really comes into its won at a legal trial.

Leadership (Knowledge) - This Heroic Special Skill bestows upon the character all the skills of a leader. With this skill, a Hero can rouse men to fight in battle, or stop them retreating. He could persuade a group of people as the rightness of an idea, or whip up a mob into a frenzy. If used with Pacify, the Hero can calm discord and arguing amongst a large crowd. If use in conjunction with Con, the Hero with this Special Skill could probably persuade anyone to do anything!

Lock Picking (Stealth) - The Hero is more skilled than most at opening a tricky lock mechanism. This Special Skill is very important for any successful sneak thief!

Magic (Knowledge) - The Lore of spells and sorcerery; a spell cannot be cast at all without this Special Skill, which also determines the likelihood of it being cast correctly and without the caster accidentally turning himself into a frog! Such is the dedication required to learn sorcery, a Hero may not learn this Skill after character generation (but see Minor Magic below). See the Magic section below, to determine which spells are available.

Minor Magic (Knowledge) - Possessing this Skill means that a character knows a few small charms or incantations which serve to make life a little easier in a few circumstances. The most frequent users of Minor Magic are hedge wizards and village wisewomen, who use it to brew love potions, repair their clothes or sour the milk of the local miser! Unlike the Magic Special Skill, this ability does not reduce your SKILL during character generation, and may be learnt at any time, which means a Hero who didnt initially choose it, may learn it at a later date if they wish. See Magic below, to determine what cantrips a character may learn.

Other Weapon (Combat) - If the Host allows, you can choose whichever weapon you want this Special Skill to apply to, whether it be a Morning Star, war boomerang, or ninja throwing-star. You must clear your exotic weapon with your Host first, for it may not fit in with the background of the world your Hero lives in.

Pacify (Stealth/Knowledge) - This unusual Special Skill conveys its possessor the ability to calm down raging beasts, quieten brawling drunks and generally stop dangerous situations getting out of hand. It implies a smooth voice, the ability to say exactly the right words at the right time and make the correct, non-threatening movements, and so on. Pacify is especially useful to Good priests and animal trainers; but it may also be chosen by a Hero to help protect against lunatic Goblins or ferocious Manticores. When combined with Leadership, you may attempt to calm down an entire crowd or unruly mob.

Pathfinding (Knowledge/Stealth) - a hero with this Special Skill is adept at reading a map, charting a course, and leading a party in the correct direction. To do this, the Hero may well use a variety of hints, such as the position of the sun or stars, other weather features, the lie of the land, local knowledge, the tracks of animals, and so on. This skill will be reduced by a variety of handicaps and hazards: for example, not having an accurate map, trying to find the direction on a cloudy night or in a storm, or over very rocky terrain.

Pole Arm (Combat) - This Special Skill allows a character to fight in close combat using a pole arm, usually a wide blade slotted into a long, spear-like shaft. Unless you are trained in this weapon, you suffer -1 to all draws to use a Pole Arm in combat.

Ride (Creature) (Movement) - Simply, the ability to stay in the saddle while riding one particular creature. Although by far the most common beast of burden is a horse, other mounts may be used in more outlying lands, such as camels, elephants or giant lizards. In more remote areas, this may even be stretched to include aerial creatures, such as giant eagles or immense bats. Your everyday Hero will still be able to attempt to ride any or all of these, using Ride Horse (or another Ride Special Skill), but with a severely reduced penalty, depending on how different the mount is to what you have been trained in.

When fighting from a mount, you must use your Ride Special Skill, or your combat skill, whichever is lower.

Underground Lore - This confers the ability to stay alive in a dungeon or cavern complex, not getting lost, noticing potential rock falls before they happen, finding one`s way to the surface, and so on.

Sea Lore (Knowledge) - Knowledge of the tides and currents, knots, weather, superstitions, navigation and other aspects of the sea. It does not specifically include handling or sailing a boat (You would need Handle Boat, obviously).

Second Weapon (Combat) - This very useful Special Skill allows a Hero to fight in hand-to-hand combat using two weapons, typically a sword and a dagger. Such combat is treated as if the Hero had two Attacks. Note that weapons which require two hands or Strength to use, cant be combined with a second weapon - only light swords, hand axes or daggers can be used effectively this way.

Secret Signs (Stealth/Knowledge) - This Special Skill is especially useful to thieves or members of other sinister organisations or cults, for it conveys an ability to converse - in a very limited fashion - in a secret language of codes and signs.In effect, it works as an unusual version of the Languages Skill, though it confers knowledge of only one, very obscure and sometimes dangerous tongue or sign-language. Various Secret Signs Skills may be learnt for different code languages; for example, a Hero may possess two Secret Signs Skills and have a chance of understanding not only the written signs of the Port Blacksand Guild of Thieves, but also the secret ceremonial tongue of the priests of Arantis. It should be noted that languages represented by Secret Signs Skills are very limited in their vocabulary: a priest`s code, say, could be used to convey information about the cults gods, the time and place of meetings, and details of sacrifices or feast days - but it could not be used to buy a bobbin of cotton or a bag of oranges in the market place.

Scouting (Stealth) - Sneaking around out of doors is quite different from tiptoeing about in town as such requires its own Special Skill. Scouts mat be in the employ of an army, seeking to spot the approaching enemy in order to set up an ambush. Alternatively, they may just be adventurers wishing to see what is happening up ahead, say, or in the surrounding area (where they are setting up camp, for example). As well as allowing a Hero to sneak about quietly, it also covers knowing how to disguise oneself in undergrowth, remaining silent or blending in, covering tracks where they would otherwise be seen, and so on.

Siege Combat (Combat) - This Special Skill enables the hero to operate siege engines, such as siege towers, trebuchet, catapult, cannons and battering rams, accurately, and safely. If the character is defending a settlement from attack, this Special Skill may also be used to activate defences safely, including burning oil etc, It also covers the general maintenance of such weapons. This useful Special Skill may also be use to scale castle defences, using siege towers and scaling ladders. Note that all other non-physical aspects of sieges are covered by the Siege Tactics Special Skill (below).

Siege Tactics (Knowledge) - This Special Skill bestows knowledge of how to conduct a siege. This Knowledge includes siege engines, siege tactics and all the other skills involved in commanding a long-drawn-out blockade. If the Mass battle rules are being used, each commander must use their Siege Tactics Special Skill, rather than their Battle Tactics score. Note a Hero wishing to learn his skill would need to be instructed by a character possessing such abilities while actually being present at such as siege - it cannot be taught just through instruction away from a siege.

Sleight of Hand - The Hero with this rather useful Special Skill has great difficulty in their hands. A Hero could use this skill to pick someone`s pocket, palm a small item, do conjuring tricks, and so on.

Sneak - This Special Skill allows the Hero who possesses it to move about without being noticed. Implicit in this skill is the ability to go wherever you wish without being herad or seen.

Spear (Combat) - Like Pole Arm, this Special Skill simply allows you to fight in close combat with a spear. It does not allow the spear to be thrown with any great skill - see Javelin above.

Strength (Combat) - The Hero with this Special Skill has trained himself and increased his physical strength to close to that of a Troll or Ogre. He can lift and throw heavy objects (and sometimes people too!) and may add 1 point to damage done with a hand-held or thrown weapon or in unarmed combat.

(Subject) Lore (Knowledge) - The Hero is skilled on one specific area of knowledge, such as a particular craft, trade or obscure knowledge, typically learnt from following a particular trade or profession. A Blacksmith would have Metal Lore, a jeweller Gem Lore, a baker Baking lore, and so on. Of course these are of limited use to an adventurer who finds themselves down a dungeon full of half-staved Orcs (unless you wanted to bake them a cake, perhaps). But if a Hero wishes either to possess or to learn a specialist Lore Skill of this type (usually as part of their background, or just to take a job using this skill) they can normally be allowed to do so - subject to the Host`s approval, as always. For example, if a Hero`s background states that he grew up in a small farming village before becoming an adventurer, the player could put 1 point in Farming Lore. An Npc who makes their living at farming, would obviously have a higher level.

Swim - This Hero is adept at swimming, both on the surface and under the water, Most sea-dwelling beings will have a very high rating in this skill

Sword (Combat) - Our Hero has trained long and hard with his sword, and is on the way to becoming a master swordsman! This Special Skill also includes sword knowledge, including the care and maintenance of a sword, spotting a badly forged weapon, and more.

(Terrain) lore (Knowledge) - The Hero is skilled at surviving in one specific terrain, including the ability to find food, stay on a path, track someone, find shelter and much more. the following terrains may be taken as separate Special Skills:

Flatland, which covers plains, scrubland, wilderness and low, rolling hills.
Mountains, which covers both mountains and desolate hills - any harsh upland terrain.
Ice, which shares some of the characteristics of Mountain Lore, but much more besides, for dealing with very coldest lands.
River, which includes lakes, streams, rapids, and waterfalls.
Underwater, includes the undersea cities of the Sea Elves and Mermen.
Desert, from sand dunes to rocky desolation
Jungle, which covers living - and surviving- in the steamy rainforests of the south
Swamp, which covers all forms of soggy, waterlogged terrain, from salty northern marshlands, to steamy river deltas.
Wood, including dense northern pine forests, and the Elven forests of central Allansia.

Throwing Dagger (Combat) - This skill allows the Hero who has it to throw a throwing dagger with speed, strength and accuracy.It does not allow him to fight in close combat with any greater proficiency.

Trap Knowledge - The Hero has made a study of traps, and can spot, avoid or dismantle them with more skill than an average person. At higher levels, your Host may even allow you to design and construct your own devious mechanical traps.

Two-Handed Sword (Combat) - Fighting with a huge two-handed blade is very difficult and requires a combination of strength and dexterity, which this Special Skill bestows. The skill also includes knowledge concerning the care an upkeep of such weapons.

Unarmed Combat (Combat) - This Special Skill gives a Hero a better chance at coming out the victor in any wrestling match or fight to the death, using only his bare hands. in Eastern lands, this skill could include skill at some form of martial art, be it judo, karate, kung fu, or whatever your Host allows in the game.

World lore - This gives the Hero who possesses it a better chance of knowing a particular fact about an areas geography, history, legends, famous people and events, as well as the weather, the right route to somewhere, local personalities (whether to find, or stay away from them), and so on.


Allansia, indeed the whole world of Titan- is a very large place, teeming with all manner of beings. It may seem that humans are the dominant race- what with their castles, cities, ships, wars and the like - and in many places this is the case. However, there are several other races which play an equally large part in the proceedings. In certain circumstances, , members of such races may be allowed to join their human fellows in becoming adventurers. This is at the discretion of the Host: if the Host does not want a player to act as a Troll Hero, for example, he or she is at liberty to disregard these rules and bar such a character.

However, if non-human Heroes are permitted by the Host, there are several races from which to choose. Below are guidelines for one neutral race, three good races and three evil races; it may be that the Host will allow such heroes will be from the good races, either because the party has a general allegiance to good,or simply because the storyline will not permit the team to ally with an apparently evil (or at the very least, neutral) Orc or Goblin adventurer. In certain circumstances though, a non-human Hero may be essential to the success of the adventure.


Centaurs have the upper quarters of humans and the lower quarters of horses. they typically dwell in tribes which roam the flat grasslands of northern Allansia, though they may be found throughout the continent and beyond. They are a proud race, with a strongly neutral disposition. They have had many good dealings with humans and elves - but also m,any that have turned out badly, and as a result, are apt to be wary of the intentions of such races. Their culture is one of traditional values, of warriors and warlords, with disputes settled by fighting. They also have a spiritual side, and can be close to nature.

Because of the nature of their bodies, Centaurs are not ideal adventurers. Dungeon exploring , for example, can only be done with difficulty. Out in the open, however, they come into their own. They are strong warriors, proud and noble, and are able to run (or maybe gallop) far faster than a human, even when bearing a heavy load.

Stastistics: A Centaur Hero may add 2 to their STAMINA score, to reflect its greater body mass and resultant strength.

Skills: Several Special Skills are plainly of little use to a Centaur, such as Ride, Handle Cart and the like. Most others, however, can be chosen and used without modification. Centaurs favour swords and knives for hand to hand combat, but they prefer missile weapons such as bows (of all sorts), spears and javelins. Note that when fighting, a Centaurs definition of a "narrow corridor" will be wider than that for a human. Centaurs can wear armour, in a style befitting the body part to be protected: in other words, human armour for their upper body, and horse barding for their flanks.

A Centaur Hero can move far more quickly than a human on foot, and it will have all the same modifiers as for someone on horseback when it comes to draws for escaping and the like. A Centaurs Jump can be up to twice a human`s distance or height. They must make all Sneak draws at -2 for their size and shape. Similarly, using Hide to secrete a Hero the size of a Centaur will obviously be a lot harder; a Centaur counts as Large for such draws. When it comes to carrying, a Centaur may carry as many "items" as its current STAMINA points. Any climbing attempts are made at -3. unless the surface is sufficiently open, level and stable enough to allow its hoofs to grip.

Centaurs have their own language (which has no written form; all Centaur Lore is preserved in oral tales and songs) but can usually also speak Allansian. They can also communicate with any horse.

Spells: Centaurs can use magic with no penalties. They tend to favour spells which increase personal strength and courage, but can choose from all of the spells listed above, and use Minor Magic (if chosen). Centaur Priests may worship most of the standard dieties, particularly Fourga and Telak, but their chief deity is Hunnynhaa, the Lord of Horses. All regular Priest spells are avaliable to a Centaur Hero.

//Background: // A Centaur adventurer is likely to be a young warrior from one of the tribes of the Pagan and Windward Plains of northern Allansia. Such an adventurer will not be a renegade, but will be treated with some disdain by any Centaur tribesman encountered. The tribes conduct business, using complicated rituals and etiquette, which a Centaur adventurer would still be expected to use in such an encounter. A Centaur adventurer may be male or female and may be a warrior, spellcaster and/or priest.

Role-playing: Centaurs are a very proud and haughty people, with a great sense of tradition, of belonging to a lineage that stretches back through generations to the first horses. They always talk of themselves as being "son of X, son of Y, son of Z" and so on (until they pause for breath, when they can be interrupted!). They don`t like humans or other races very much, though an adventuring Centaur will be more friendly. They are very brave, doughty warriors, fearless in battle to an almost ludicrous extreme. They are not overly intellectual, carrying all their learning in the form of tales and songs, but they are spiritual people and are always in touch with the land.


Dwarfs are, as their name implies, short humanoids, renowned for their great skills at mining, telling long tales, drinking and swinging battle-axes. In many parts of Allansia, Dwarfs are fully integrated into human society, dwelling in towns and cities without comment. All Dwarfs. however, owe their ultimate allegiance to the dwarf homeland of Fangthane, in the very distant north-eastern corner of Allansia, and most hope to visit there at least once in their lives.

Dwarfs are shorter than Humans or Elves, standing around 110 centimetres tall, and are very much at home underground, whether mining for gold, searching for it as treasure in an Orc-infested dungeon. Dwarf adventurers are common, though slightly less so in the more southerly lands. They prefer the colder northern climes, where their stocky frames and hardy metabolism give them an advantage over weaker races. Dwarfs are especially known for mining, for their first great love (gold), for drinking large quantities of their second great love (strong ale), for swinging an axe and enjoying their third great love (fighting) and when that is done, for relaxing and partaking in their final great love (tale-telling)

Most Dwarfs are earthy in character, mistrustful of high-blown intellectuals of any kind, especially sorcerers. They are champions of plain speaking and plainer actions. They all loathe and despise the evil non-human races; some will fly into a killing frenzy at the simple sight of one, regardless of their own safety. The Dwarf histories are too full of lengthy tales of the evils of such creatures, especially those perpetrated against the legendary Dwarf heroes, for any Dwarf to allow them to live. Some Dwarfs do not like Elves, upholding a traditional enmity that has existed between the races for many generations. There have, however, been several notable adventuring partnerships between a Dwarf and an Elf.

Statistics: Dwarfs have normal adventurer statistics, with no modifiers.

Skills: A Dwarf must have at least 1 point in each of the following Special Skills: Axe and Dark Seeing. Unless the Dwarf adventurer`s background specifically explains why he should not, he should also have at least a point in Underground Lore.


Attributes: None

Skills: You must put at least one point in Bow,Magic and Wood Lore.

This race represents the Allansian Wood Elves, who are largely forest dwelling. For other tribes, such as the hardier Mountain Elves, the elusive Sea Elves or the distrustful Black Elves, the Wood Lore skill may be substituted for another terrain (Mountain, Sea, or Flatland as appropriate). For the demon worshipping Dark Elves, you must have one point in Dark Seeing, rather than Wood Lore.


Standing around 70 centimetres tall, with large noses and thin, scrawny bodies, Gnomes are strange, grumpy beings related to Dwarfs. Indeed, it is thought by some scholars that at one time they actually were Dwarfs of a clan who did not wish to live in the harsh mountain regions inhabited by most Dwarfs, who left to live in seclusion in the Elven forests. There it is supposed, they slowly changed from their original form, becoming shorter and more wizened, even more withdrawn than normal Dwarfs, until they were recognizable as a separate race, the Gnomes.

Whether this is true it is difficult to say, for Gnomes are very reclusive and solitary, and have little time for the affairs of larger beings. However, in the records of the Elves of the Forest of Yore, a different story is told. Dwarfs are vary wary of magic. True, they use some spells, but these are very specialized, for casting sharpness to an axe, or for searching out the purest seam of gold ore deep underground - mere cantrips compared to Elven or even human sorcery. But one clan, the records say, became fascinated by Elven high magic after seeing a demonstration of its power from Elven dignitaries visiting the celebrations for the five-hundredth anniversary of the founding of Fangthane. It seems they wanted to know more about magic, and left the Dwarf capital to wander the world in search of its source. They found a little knowledge, but ended up shunned by the Elves; for still rough, unsophisticated Dwarfs. They settled in isolated parts of the forests, where they could be close to the magical powers they lusted for, and gradually evolved into Gnomes.

Whichever of these tales is correct, it is certain that Gnomes do know a little magic, and what they know, they are very proficient in. They soon give anyone demonstrations of it to anyone who approaches them, for they use it to ensure they are not disturbed. They are solitary creatures, who seem to like nothing more than just sleeping in the sun, amid the natural splendour of the Elven forests. But Elves have also seen them tending plants, trees and forest animals, using other spells and a good deal of skill. Just as Dwarfs care for their underground world with a deep intensity and reverence which humans find hard to understand, it seems that Gnomes look after the land albeit in their own small way. As the are Nature-loving creatures, they dislike larger beings who they see as destructive vandals, and they get annoyed even by Elves, who they feel patronize and talk down to them, when they deign to talk to them at all!

Statistics: Gnomes are much smaller than humans, so as a result, they have a starting STAMINA value of 8.

Skills: A Gnome character must have at least 1 point in each of the following Special Skills: Dark Seeing, Magic and Wood Lore.

Gnomes, due to their small frames, may not have any points in Heavy Armoured Combat, Strength or Two-handed Sword. This size does give them some advantages, though - they are treated as Small for the purposes of Hiding or Sneaking. Due to their insular disposition, Gnomes are unlikely to develop many persuasion-based Special Skills, such as Bargain, Leadership, Etiquette or Pacify, although they are not above using Con.

Gnomes favour small axes and daggers - larger weapons are too big for them to use effectively. However, being rather skilled with sorcery, few Gnomes wade into combat - most will be happier to throw a lightning bolt at anyone disturbing them!

Spells: Gnomes may learn any spell, although they have a natural tendency towards illusions, bolts or transformation spells. They also favour Speak to Animals, Weather Control and other nature based spells. Gnome priests are practically unheard of, due to their poor social skills and obsession with Elven High magic - those rare Gnome priests worship Galana the nature goddess.

Background: Most Allansian Gnomes will live solitary lives within Elven forests, such as the Forest of Yore, Darkwood, Greenhome or the Forest of Night. There are no Gnome settlements of any note.

Roleplaying: Gnome Heroes are unusual, in that most of their race prefer to avoid all contact with larger humanoids, and they love their forest homes so much. However, occasionally, these grumpy reluctant soles will venture into the world to increase their magical knowledge, however unpleasant this exploration is likely to be. As such, Gnomes Heroes will generally be unpleasant to be around, although they will tolerate those who show respect to nature. They are likely to be rude to mostly everyone, and even rather hostile to anyone who is disrespectful to natural creatures or plants.


Attributes: -2 SKILL, -6 STAMINA,+2 LUCK

Skills: You must put at least one point Dark Seeing and Sneak. Awareness, Dodge, Sleight of Hand, Stealth, Hide and Trap Lore are also popular choices for Goblins. Goblins may not take the Strength, Two Handed Sword, or Heavily Armoured Combat special skills.


Attributes: -3 STAMINA, -2 SKILL

Skills: You must put at least one point in Dark Seeing and any one handed weapon. Orcs tend to shy away from Knowledge based skill, unless combat based.


Attributes: +3 STAMINA, -2 LUCK

Note: These values are for Common Trolls. Hill Trolls start with an additional +3 STAMINA, but -1 SKILL

Skills: Trolls are extremely stupid and unlikely to develop Knowledge based skills (they are made at -2). They must also put at least 2 points in Strength, and 1 point in Dark Seeing and the use of a very large weapon (Typically a Club, Spear or Battleaxe)

Running the Game

To succeed at a task, draw a card and add your SKILL, Special Skill or LUCK, depending on what is being tested, plus any modifiers imparted by the Host. If the draw total is greater than 12, you succeed at the task - the higher the draw total, the greater the result. If the result is a Jack, the attempt fails, spectacularly. If the result is a Queen, the action succeeds extremely well. If a King is drawn, it is held, and may be used to redraw a card at any point.

Some draws are made against a targets relevant special skill. These include:

Awareness versus a targets Hide or Sneak
Weapon attack versus a targets Dodge or Weapon skill
Strength versus a targets Strength

In such circumstances, with the exception of combat, only the player makes a draw, modifying their result by the difference in your targets Special Skill (or just SKILL).

Common difficulties include:


Vertical slope -6
60 - 85 degree slope -4
45 to 60 degree slope -2
No Handholds -3
Unstable/slippery slope -2

Overhang -3
Smooth tree -2
Few branches -1

Using spikes, spiked boots +2
Roped to another person* +2
Under attack -2
Carrying heavy weight -2
Carrying a very heavy weight -4

  • This doesnt apply to climbing a tree. If the person falls, the person must make a Strength to stay where they are, or else fall.


Dodging Large object -1
Dodging Very Large Object -3
Unstable/slippery surface -2
Carrying Heavy weight -2
Carryying Very Heavy weight -4

Drowning, asphyxiation (Use SKILL)

Under water

Able to take a breath first +1
Has Swim skill +3
Under attack -2
Carrying heavy weight -2
Carrying Very Heavy Weight -4
In full armour -2
STAMINA 3 or less -2

Gas, smoke

Able to take a breath first +1
Under attack -2
In full armour -1
STAMINA 3 or less -2

Draw is made each minute- and at a cumulative -2 per additional minute. If you fail a draw, you lose a number of STAMINA points based on your final draw total:

Hazard 2 or less 3-4 5-6 7-8 9-10 11-12
Water 6 5 4 3 2 1
Smoke 1 1 1 1 1 1
Dense Smoke 3 3 2 2 1 1
Poison Gas 7 6 5 4 3 2

Falling (use current LUCK)
Every 5 metres of fall: -1
Able to slow fall: +2

If you are unlucky, you lose 1 STAMINA, modified as follows:

For every 5 metres of fall: +1
On to sharpened spikes: +1 to 3
On to soft surface: -2
In deep snow/water/mud: -3*
In full armour: +1
Carrying Heavy weight: +1
Carrying Very Heavy weight: +2

  • See the Drowning and Asphyxiation rules above, though!

If you can make a Jump or Acrobatics draw, you reduce damage by 2 points.


Hiding draws are typically opposed by a targets Awareness. Apply the difference between the characters SKILL plus Hide, and the searchers SKILL plus Awareness, to the draw.

Hero/item invisible: +8
Hero/item very small: +5
Hero/item small: +2
Hero/item human-sized: -
Hero/item large: -2
Hero/item very large: -5
Hero/item camouflage or hidden among simiar items: +5
Item buried: +5

Hero in open country: -4
Hero in thick scrub/forest: +4
Hero moving: -2

Searchers looking from above: -3
Searchers using animals: -4


If you lack the Languages skill, you suffer -6 to your draw for all attempts to discipher languages:

Other human Spoken -1, Written -2
Dwarfish* Spoken -2, Written -2
Dragon Spoken -4, Written -5
Elemental Spoken -4, Written -5
Elvish* Spoken -1, Written -3
Giant Spoken -3
Lizard Man Spoken -2, Written -5
Orcish** Spoken -, Written -4
Magical Script @ Written -5
Ancient Allansian Spoken -2, Written -4
Other Ancient human Spoken -4, Written -6

*Doesnt apply to dwarfs or Elves, respectively
** Doesnt apply to Orcs, Goblins or Trolls. Each of these races also has its own tribal languages
@ Doesnt apply to spell casters.


To cast a spell, draw a card and add your Magic skill:

Casting wearing full armour -3
STAMINA cost of spell will reduce to 2 or less -2
Caster moving -2
Caster drunk -4
Caster restrained -2
Caster under attack -1
Caster actively in combat -2
Caster otherwise disturbed -1 or -2

If a Jack is drawn, then something very bad has happened. Draw another card, and consult the Oops! table. If the card is a spade or clubs, add 2 to the result. Jacks count as 11, Queens 12, and Kings 13.

Oops! Table

Draw Results Indoor Results Outdoor Results
1 Theres a flash, followed by an ominous croak. The caster has turned into a frog! Flash! Now the caster is a very small, bewildered looking budgie!
2 Twenty-five years of the casters life drop away - now they may well be a very small child Flash! Now the caster is a human-sized, bewildered looking budgie!
3 A small shoal of herring materialize over the casters head, and for a 5 metre area around him! The caster loses their voice for a year and a day (this will seriously affect their spellcasting abilities!)
4 Suddenly the caster can communicate only in a totally wierd and incomprehensible language that not even those with the Languages skill can understand! A massive wall of water suddenly appears nearby, heading like a tidal wave for the heroes.
5 The caster is suddenly inflicted with permanent hiccups (-4 to all further magic draws!) The casters feet swell up to four times their size.
6 The caster grows a not unattractive tail! A startled Common Troll (SKILL 9, STAMINA 9, Club, 2 Attacks) has just materialized next to the caster- and boy isnt it annoyed
7 Every Gold Piece in the casters possession turns into a butterfly and flutters away! All the casters clothes, armour and equipment shrink to half their original size!
8 A surprised-looking Orc (SKILL 7, STAMINA 8, Sword) has just materialized beside the caster! The caster acquires a permanent cold, and now cannot stop sniffling and sneezing, suffering -2 to all draws
9 The casters hair turns bright blue The caster grows an extra arm (black card left, red card right); with training they may even be able to fight with it!
10 The casters footwear catches fire (small fire)! The casters skin turns bright green!
11 The caster suddenly grows a small pair of goats horns on his forehead! The caster is compelled to climb the nearest tree (or another tall structure) and wont come down
12 A dead Giant Squid materializes in the air directly over another member of the party Everyones weapons go limp and floppy, like rubber.
13 The Casters hair starts to grow extra quickly and uncontrollably, and wont stop! The casters arms transform into wings; with practice, they could fly, but of course their hands have gone.
14 All the Weapons of everyone in the room turn to flowers! The casters legs turn into the hind legs of a ram
15 The caster changes sex, from a male to a female, or vice versa! The caster suddenly loses the power of gravity; unless restrained, they will float up into the sky like a balloon!
Joker The caster simply disappears in a puff of smoke, never to be seen again, leaving nothing but a pair of smoking boots! Storm-clouds gather overhead, thunder rumbles deafeningly - and a bolt of lightning zaps the spellcaster into a pile of smoking ash!


Combat takes place over a number of rounds, where every character gets to take an action. Acting from highest to lowest SKILL, with ties going to the players, every one may choose an action for the round, such as making an attack, casting a spell, moving a short distance, drawing a weapon, or using a skill - something that takes a few seconds to achieve. If you choose to attack a foe, and they haven't acted, they can either choose to attack you back, parry, or attempt to dodge your attack. Both combatants then make a draw, adding your Special Skill (or just SKILL), creating their Attack Strength - whoever gets the higher value succeeds at their task, with ties going to the player. If your target chose to attack back, they have lost their action for the round. If you have already taken an action, then you may still defend your self, but if you succeed, you manage to avoid being hit. When engaged with multiple opponents, unless you have more than one attack, you may only attack one target - the others you may only parry (if you succeed with a draw, you avoid harm, but dont injure the target), and you suffer -1 for each other opponent you are having to fend off. You may also choose to Dodge as your action. If you exceed an opponents draw, you avoid being hit, and next round you may either move away from combat and perform some other action, or attack at +1 to your draw.

Unopposed Strikes If you manage to sneak up on a foe, you may strike them without them attempting to dodge out of the way. Make a draw adding your Special Skill (or SKILL) plus 3. If your draw is greater than 12, you may inflict normal damage, or alternatively, 1 STAMINA, and the target is knocked out for a draw of minutes (Jacks count as 11, Queens 12, and Kings 13)

For ranged attacks, you just need draw, adding your Special Skill (or SKILL), with modifiers for range etc, and get a draw total greater than 12.

If you succeed at hitting a foe, you inflict a number of STAMINA based on the weapon being used. You may also Test your Luck, to increase your chances of inflicting more damage. If you are lucky, you inflict an additional point of STAMINA. If you are unlucky, you inflict one point less.

If you are hit, you may also Test your luck, to attempt to reduce damage inflicted upon you. If you are lucky, you take one less point of STAMINA from an attack. If, however, you are unlucky, you take an additional point of STAMINA!

Weapon Damage
Battle-axe 3
Hand Axe 2
Club 2
Dagger 1
Polearm @ 3
Spear 2
Staff 2
Sword 2
Two-handed Sword @ 4
Arrow 2
Crossbow Bolt 3
Javelin 2
Throwing Dagger 2
Fist/kick, human size* 1
Fist/kick, larger size 2
Bite/claw, small 2
Bite/claw, large 3
Bite/claw, very large 4

If you have the Strength skill at level 2 or more, you inflict 1 additional point of STAMINA with unarmed, thrown or melee attacks.

These figures assume the target is wearing some amount of armour, typically a chainmail jerkin, leather cap and some plating. If the target is wearing little or no armour, any attacks inflict an additional STAMINA point, on top of the damage dealt. If the target is wearing full armour, such as a suit of plate armour, or a mail hauberk, breastplate and helmet, reduce any damage inflicted by 1 point. Most movement based draws suffer a -2 penalty, when wearing such armour. If you are using a shield, you may also reduce any damage inflicted by 1 point, but you must suffer a -2 penalty to all weapon based draws.

*If you enter combat without a weapon, and do not have the Unarmed Combat skill, subtract 4 from your draw unless your have the Strength skill, or are benefiting from a strength potion or spell (in which case its only at -2)

@ Polarms and Two-handed swords are difficult to master. Unless you have the relevant skill, you suffer -1 to your draw when using a Polearm, or -2 when using a Two-handed Sword.

Mighty Blows and Fumbles

If you draw a Queen when making an attack, you achieve a Mighty Blow - along with normal damage, draw a card and deduct that number of STAMINA - if this takes a Hero to below 0, they are reduced to -1 STAMINA. If you draw a Jack, Queen or card, the target is instantly reduced to -1 STAMINA, killing non-Heroes in one blow!

If you and the target both drew Queens for your attacks, your weapons clash violently, with both breaking (unarmed foes take 2 STAMINA instead).

If you draw a Jack, you achieve a Fumble - the attacker automatically beats your Attack Strength, and inflicts an additional STAMINA point, unless of course they also drew a Jack.

Random Encounters

Hosts can use these charts to spice up an adventure. Draw a card and look up the result on the appropriate tables. If the card is a spade or clubs, add 2 to the result. Jacks count as 11, Queens 12, and Kings 13.

Draw total Plains (Near) Plains (Isolated) Hills Mountains Ice Forest (♦♠) Forest (♥♣) Jungle
1 Hobgoblin Styracosaurus Earth Demon Storm Giant White Dragon Fog Devil Dark Elf Tyrannosaurus
2 Red-Eye Weretiger Shapechanger Mountain Giant none Cat Person Sprite Weretiger
3 Gark Mantis-Man Wyvern Pegasus Frost Giant Werebear Mantis Man Giant Bat
4 Man-Orc Giant Aardwolf Hill Giant Rock Demon none Ape Man Dripper Plant Lizard Man
5 Bristle Beast Felinaur Ogre Giant Owl Mammoth Gnome Elvin Harrun
6 Common Troll Basilisk Wolf Birdman Snow Wolf Pixie Skunkbear Giant Venus Flytrap
7 Wolf Wild Dog Goblin Mountain Elf none Ogre Snattacat Pygmy
8 Orc Giant Wasp Hill Troll Bear none Wild Boar Giant Spider Krell
9 Goblin Tangleweed Dwarf Cavemen Toa-Suo Wood Elf Wolf Jaguar
10 Centaur Rhino-Man Wild Hill Man Dwarf Neanderthal Werewolf Bear Great Ape
11 Ogre Firefox Werebear Giant Eagle none Poisonous Snake Great Ape Ape Man
12 Dwarf Black Elf Boulder Beast She-Satyr none Borkhet Stranglebush Head-hunter
13 Werewolf Xoroa Sleeping Grass Razorjaw Wyrm Tangleweed Common Troll Bhorket
14 Shapechanger Werebear Bear Yeti Yeti Treeman Shapechanger Black Lion
15 Wild Boar Clawbeast Dracon Lifestealer none Strangle Weed Man-Orc Giant Pitcher-plant
Joker Cockatrice Red Dragon Black Dragon Gold Dragon Silver Dragon Leprechaun Forest Giant Green Dragon
Draw total Dungeons/Ruins (♦♠) Dungeon/Ruins (♥♣) Caves (♦♠) Caves (♥♣) Marsh Desert Rivers/Lakes Sea/Seashore
1 Mummy Phantom Banshee Sting Worm Brontosaurus Giant Sandworm Flying Fish Plesiosaurus
2 Demon Bat Wrapper Fetch Cyclops Will-o`-the-wisp Basilisk Fish Man Sea Giant
3 Wererat Dark Elf N`yadach Vampire Bat Mist Vampire Hamakei Giant dragonfly Mermaid
4 Skorn Crypt Stalker Doragar Rat Man Spit Toad Caarth none none
5 Skeleton Warrior Iron-Eater Grannit Ogre Blood Eel none Giant Toad Giant Octopus
6 Imitator Poisonous Snake Skunkbear Giant Centipede Giant Slug Fiend none none
7 Giant Rat Skeleton Warrior Poisonous Snake Gremlin Marsh Goblin Giant Lizard Piranha Shark
8 Orc Giant Spider Orc Giant Spider Giant Leech Poisonous Snake Crocodile Giant Eel
9 Wight Giant Centipede Gargoyle Hobgoblin Kokomokoa Sand Devil Snapperfish Giant Crab
10 Rock Grub Zombie Great Ape Caveman Lizard Man Needlefly Spit Toad none
11 Troglodyte Doragar Troglodyte Jib-Jib Mudclaw none Electric Eel none
12 Chestrap Beast Ghoul Giant Scorpion Boulder Beast Marsh Wraith Giant Scorpion none Giant Snake
13 Manticore Eye Stinger Cave Troll Rock Grub Slykk Gretch Slykk Merman
14 Tarator Night Stalker Calacorm Tarator Slime Sucker Serpent Guard Mudclaw Sea Troll
15 Death Wraith Phantom Nandibear Cave Giant Marsh Giant Decayer Giant Leech none
Joker Vampire Brain Slayer Medusa Dracon Hydra Gold Dragon Sea Troll Water Elemental


when you have not planned what a creature may be carrying, you can draw a card:

Card Humanoid Monster Undead All Others
A,2 nothing nothing nothing nothing
3,4 Gold 1* nothing nothing nothing
5,6 Gold II* Gold I* nothing nothing
7,8 Gold III* Gold II* Gold II* nothing
9,10 Special Item+ Gold III* Gold III* Gold II*
J,Q,K Special Item plus Gold II+ Special Item+ Special Item+ Gold III*

*-Gold Pieces. To determine the exact amount draw a card:

A 1 GP 1 GP 1 GP
2 1 GP 1 GP 2 GP
3 1 GP 2 GP 3 GP
4 1 GP 2 GP 4 GP
5 2 GP 3 GP 5 GP
6 2 GP 3 GP 6 GP
7 2 GP 4 GP 7 GP
8 2 GP 4 GP 8 GP
9 3 GP 5 GP 9 GP
10 3 GP 5 GP 10 GP
J 3 GP 6 GP 11 GP
Q 3 GP 6 GP 12 GP
K 3 GP 6 GP 13 GP

+-Special Item. Draw again to determine the item:

Card Item and explanation
A Enchanted battle-axe; adds 1 to all draws
2 Potion of Invisibility (as the spell)
3 Magical sack; can hold 5 items as if they weighed one
4 Silver arrow, not magical, but useful against undead
5-6 1-6 jewels (draw/2, round up), worth 10 GP each
7-8 1-3 Gemstones (draw/4, round up), worth 25 GP each
9 Scroll containing ESP spell - may only be used once by anyone
10 Healing Potion - as Stamina spell
J Magical Dagger, so badly made it reduces draws by 2 (unknown to user)
Q Poisoned potion; causes draw/2 STAMINA, round down
K Enchanted Sword; adds 2 to the users draws
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