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Fenris 2d6 By Gregory B. MacKenzie A FANTASY ROLE PLAYING GAME R Fantasy Role Playing Game R2000 Sample file

Sample file - DriveThruRPG.comDedication To Sharon Walker, Denyse Walker, and Curtis Walker. May you always find your imagination and the joy of creativity in all that you do

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Page 1: Sample file - DriveThruRPG.comDedication To Sharon Walker, Denyse Walker, and Curtis Walker. May you always find your imagination and the joy of creativity in all that you do

Fenris 2d6By Gregory B. MacKenzie

A FANTASY ROLE PLAYING GAME

R

Fant

asy R

ole

Playin

g Gam

e

R2000

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Page 2: Sample file - DriveThruRPG.comDedication To Sharon Walker, Denyse Walker, and Curtis Walker. May you always find your imagination and the joy of creativity in all that you do

Sam

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Page 3: Sample file - DriveThruRPG.comDedication To Sharon Walker, Denyse Walker, and Curtis Walker. May you always find your imagination and the joy of creativity in all that you do

Draw

n by

W.G

. Col

lingw

ood

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ple

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Page 4: Sample file - DriveThruRPG.comDedication To Sharon Walker, Denyse Walker, and Curtis Walker. May you always find your imagination and the joy of creativity in all that you do

Sam

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Page 5: Sample file - DriveThruRPG.comDedication To Sharon Walker, Denyse Walker, and Curtis Walker. May you always find your imagination and the joy of creativity in all that you do

Fenris 2d6By Gregory B. MacKenzie

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Page 6: Sample file - DriveThruRPG.comDedication To Sharon Walker, Denyse Walker, and Curtis Walker. May you always find your imagination and the joy of creativity in all that you do

Dedication

To Sharon Walker, Denyse Walker, and Curtis Walker.

May you always find your imagination

and the joy of creativity in all that you do.

Sam

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Page 7: Sample file - DriveThruRPG.comDedication To Sharon Walker, Denyse Walker, and Curtis Walker. May you always find your imagination and the joy of creativity in all that you do

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Copyright NoticeFenris 2d6 by Gregory B. MacKenzie.Maps And Artwork By Gregory B. Mackenzie.Public Domain artwork from WikimediaCommons and Openclipart; W.G. Collingwood,Albert Robida, Albrecht Durer, John D. Batten,Richard Doyle, Halfdan Egedius, and Retzsch,various Medieval and Renaissance images.Cover art by Halfdan Egedius.OSR Logo © 2011 Stuart Robertson, Remix byGregory B. MacKenzie, Attribution 3.0Unported (CC BY 3.0)The Regional Hex Map Template by Erin D.Smale.Author Website: www.busygamemaster.comAuhor E–mail: [email protected] 2d6 Version - Revision 1.0

This book is presented solely forentertainment purposes. This is a work offiction, names, characters, businesses, places,events and incidents are either the productsof the author’s imagination or used in afictitious manner. Any resemblance to actualpersons, living or dead, or actual events ispurely coincidental. While best efforts havebeen used in preparing this book, the authorand publisher make no representations orwarranties of any kind and assume noliabilities of any kind with respect to theaccuracy or completeness of the contents andspecifically disclaim any implied warranties ofmerchantability or fitness of use for aparticular purpose. Neither author norpublisher accepts any liability orresponsibility to any person or entity withrespect to any loss or incidental orconsequential damage alleged to have beencaused, directly or indirectly, by theinformation, ideas, opinions or other contentin this book.

All rights reserved. No part of this documentor the related files may be reproduced ortransmitted in any form, by any means(electronic, photocopying, recording, orotherwise) without the prior writtenpermission of the publisher.

Copyright © 2013 Gregory B. MacKenzie

About The AuthorGregory B. MacKenzie has been a role playingenthusiast since first discovering the hobby inhigh school during the late 1970s. His cartoonThe Misadventures of the Erroneous Grogappeared in the Judges Guild Journal. Over theyears Greg has authored countless originaladventures such as Gloomland, and theCobweb Caverns for the enjoyment of hisfriends and family. Visit the websitewww.busygamemaster.com for old and newadventures by this author.

To the AdventurerWhat rich adventure lies before the bold who,with sword and sorcery at their command,might undertake this quest for adventure'ssake alone? The silver pennies of a treasurehoard although hard won are all too quicklyspent and though an adventurer might counthimself rich for a day the shared hardships ofsuch quests make one wealthy of spirit for alifetime.

Draw

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Fenris 2d6 Contents

Modification of the Class Ability Score............................2Table of Class Ability Modifications..........................2

Humans................................................................................3Dwarfs – Hill Dwarfs, Dark Dwarfs....................................3

Table of Alternative Names for the Dwarf................4Elves – Light and Dark Elves, Faeries, Wood Elves..........4

Table of Alternative Names for the Elf.....................5Halflings – Hobs, Bogles, Brownies and Boggarts...........5

Table of Alternative Names for the Halfling............5Other....................................................................................5

Strength (STR)....................................................................6Dexterity (DEX)...................................................................6Constitution (CON).............................................................6Intelligence (INT)................................................................6Wisdom (WIS)......................................................................6Charisma (CHA)...................................................................6Changes To Ability Scores.................................................6Ability Modifiers.................................................................6Abilities and Spell Casters.................................................7

Table of Ability Modifiers and Bonus Spells.............7Miracles and Magic Spells..........................................7Definitions:..................................................................7Daily Spell Usage.........................................................7Spell Usage Attack Roll Modifiers.............................8Table of Spell Use .......................................................8

Using Abilities to Perform Tasks......................................8Table of Common Tasks by Ability............................8Finding the Task Check Number...............................8Table of Ability Tasks[PI]....................................................................................................................9

Table of Alternative Gender Names for theWarrior Class:..............................................................9Table of The Warrior..................................................9

Table of Alternative Gender Names for theMystic Class:..............................................................10Mystic Alignments....................................................10Transgressions..........................................................10Mystic Advantages....................................................10Converting Unwanted Law or Chaos Points...........10Spells..........................................................................10Table of The Mystic...................................................10Table of Mystic Spells by Level................................10

Casting Spells....................................................................11Spell Alignments[PI].....................................................11Mystic Powers Over Angels, Demons, Djinni, Imps,Elementals, Ghosts, Ghouls, Golems, Grim Reapers,and the Undead[PI].......................................................11

Table of Mystic Powers.............................................11Table of Mystic Powers[PI]..........................................12

Table of Alternative Gender Names for theMagician Class...........................................................12Magician Magic Spells..............................................12Table of The Magician..............................................13Table of Minimum Known Magician Spells............13

Zero Level Characters...............................................14Progression of Hit Dice.............................................14CON Hit Point Adjustment.......................................14

Fenris Social Standing[PI]...................................................14Table of Social Standing[PI].........................................15

Coin Weights..............................................................16Coin Notations...........................................................16Table of Coin Exchange Values................................16Additional Coin Notations........................................16

Selling Trade Goods and Bartering.................................16

Weapons............................................................................16Table of Fenris Melee Weapons...............................17Weaponry Special Rules...........................................17

Table of Fenris Fantasy Armours ............................19Helmets..............................................................................18

Dice Roll Modifiers....................................................18Table of Head Protection..........................................18

The Shield..........................................................................18

Table of Adventuring Gear.......................................20Value of Goods and Services............................................21Explanations of Adventuring Gear.................................21

The Lawful.........................................................................23The Chaotic.......................................................................23The Conflicted...................................................................23

Usage Of The Word “Level”.............................................23Collecting Experience Points...........................................23Awarding Chaos or Law?[PI]...............................................24Experience For Role Playing[PI].........................................24Calculating an Experience Award...................................24Changing Alignment........................................................24The Effect of Alignment On Progression........................24Transference of Conflicted Experience Points[PI]............25

Table of Quests[PI]........................................................25

Literacy – The Ability to Read and Write:......................25

Table of Carrying Capacity.......................................26Other Uses of Strength.....................................................26

Light...................................................................................26Shadow..............................................................................26

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Darkness............................................................................26Darkvision.........................................................................26Low–Light Vision..............................................................26

Table of Light Sources and Illumination................26

Table of The Grimoire of Magicians Spells.............27Detailed Descriptions of the Magician's Spells..............28

Class 0 Spells..............................................................28Animate Rope............................................................28Arcane Mark..............................................................28Detect Poison.............................................................28Detect Secret Doors...................................................28Disguise......................................................................28Dream.........................................................................28Witch Shot.................................................................29Ghost Sound...............................................................29Identify.......................................................................29Magic Hands..............................................................29Mending.....................................................................29Open/Close.................................................................29Read Magic.................................................................29Ventriloquism...........................................................30Whispering Wind......................................................30Class 1 Spells..............................................................30Charm Subject...........................................................30Comprehend Languages...........................................30Darkness.....................................................................30Daylight......................................................................30Detect Magic..............................................................31Hold Portal.................................................................31Make Object...............................................................31Resistance..................................................................31Sleep...........................................................................31True Seeing................................................................31Class 2 Spells..............................................................31Arcane Lock...............................................................31Command Undead.....................................................32Detect Thoughts........................................................32Detect Undead...........................................................32Dream Quest..............................................................32Invisibility..................................................................32Knock..........................................................................33Levitate.......................................................................33Locate.........................................................................33Silent Phantasm........................................................33Class 3 Spells..............................................................33Clairaudience/Clairvoyance....................................33Darkvision..................................................................33Dispel Magic...............................................................33Fireball.......................................................................34Fly...............................................................................34Halt Undead...............................................................34Haste...........................................................................34Hold Subject...............................................................34Invisibility Sphere.....................................................34Thunderbolt...............................................................35Magic Circle...............................................................35Protection from Arrows...........................................35

Slow............................................................................35Water Breathing........................................................35Whistle the Wind.......................................................35Class 4 Spells..............................................................35Arcane Eye.................................................................35Bestow Curse.............................................................36Charm Monster.........................................................36Confusion...................................................................36Dimension Door.........................................................36Hallucinatory Terrain...............................................36Phantasmal Monster.................................................36Shapeshift..................................................................37Remove Curse............................................................37Wall of Fire or Frost..................................................37Class 5 Spells..............................................................37Animate Dead............................................................37Automaton.................................................................37Dispel Enchantment..................................................38Enchantment.............................................................38Enchanting an Object................................................38Table of Weapons......................................................38Table of Armours.......................................................39Amulets......................................................................39Table of Amulets.......................................................39Potions........................................................................39Table of Potions.........................................................40Wands.........................................................................40Table of Wands..........................................................41Bestial Breath............................................................41Ethereal Mentor........................................................41Feeblemind................................................................41Passwall......................................................................41Protection from Chaos/Law.....................................41Separable Soul...........................................................42Telekinesis.................................................................42Teleport......................................................................42Transmute Mud to Rock...........................................42Transmute Rock to Mud...........................................42Wall of Iron................................................................42Wall of Stone..............................................................43Class 6 Spells..............................................................43Antimagic Field.........................................................43Basilisk.......................................................................43Circle of Death...........................................................43Control Water............................................................43Disintegrate...............................................................43Flesh to Stone............................................................44Geas.............................................................................44Permanent Phantasm...............................................44Stone to Flesh............................................................44Summon Ghost..........................................................44Wall Golem.................................................................44

Table of The Mystic Spell List[PI]................................45Grimoire of the Mystic Spells..........................................45

Class 0 Mystic Spells.................................................45Bless Water/Curse Water.........................................45Bolster........................................................................46

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Detect Undead...........................................................46Guidance.....................................................................46Read Magic.................................................................46Resistance..................................................................46True Seeing................................................................46Weakness...................................................................46Class 1 Mystic Spells.................................................46Cure Light Wounds....................................................46Detect Law/Chaos.....................................................47Detect Magic..............................................................47Darkness.....................................................................47Daylight......................................................................47Protection from Chaos/Law.....................................47Inflict Light Wounds.................................................47Purify Food and Drink..............................................48Putrify Food and Drink.............................................48Class 2 Mystic Spells..................................................48Bless............................................................................48Consecrate.................................................................48Desecrate....................................................................48Find Traps..................................................................48Paralysis.....................................................................48Remove Paralysis......................................................48Class 3 Mystic Spells..................................................49Bestow Curse.............................................................49Cure............................................................................49Dispel Magic...............................................................49Locate.........................................................................49Neutralize Poison......................................................49Pox..............................................................................49Remove Curse............................................................50Class 4 Mystic Spells.................................................50Animate Dead............................................................50Create Water..............................................................50Cure Serious Wounds................................................50Inflict Serious Wounds.............................................50Glyph of Warding......................................................50Magic Circle...............................................................51Raise Dead..................................................................51Class 5 Mystic Spells.................................................51Commune...................................................................51Create Golem.............................................................51Dispel Chaos...............................................................52Dispel Law..................................................................52Dispel Enchantment..................................................52Enchantment.............................................................52Enchanting an Object................................................52Table of Weapons......................................................53Table of Armours.......................................................53Amulets......................................................................53Table of Amulets.......................................................53Potions........................................................................53Table of Potions.........................................................54Mystic Rods................................................................54Table of Mystic Rods.................................................55Geas.............................................................................55Quest...........................................................................55Summon Monster......................................................55

Time...................................................................................56Scale...................................................................................56

Using Miniature Figure Scale...................................56Dungeon Movement.........................................................56

How Far Can Your Character Move?.......................56Table of Movement and Distance............................56Running......................................................................56Encumbrance.............................................................56Hampered Movement...............................................56Bonuses to Speed.......................................................56Movement and Terrain.............................................56Changing Facing........................................................56Moving and Changing Facing Combined................56The Effect of Terrain.................................................57Table of Terrain Types[PI]...........................................57Terrain and Flying Monsters...................................57Terrain and Swimming Monsters............................57Incorporeal Creatures...............................................57

Measuring Distance..........................................................57Diagonals....................................................................57Moving Through Occupied Squares........................57Terrain and Obstacles...............................................57

Overland Movement.........................................................58Force March Constitution Checks...........................58

Table of Tasks............................................................59

Composition of a Round...................................................59Surprise Rounds................................................................60Determining Precedence.................................................60Movement or Declaring a Charge in Melee Rounds......60First Blow...........................................................................60

Loose Missiles............................................................60Fight............................................................................61

Second Blow......................................................................61Magic – Casting a Spell.....................................................61

Making a Check Roll on the Magic & Combat Table[PI]...62Melee..........................................................................62Missile Loosing..........................................................62Magic..........................................................................62Magic & Combat Table*[PI].........................................................62

Table of Melee Attack Dice Roll Modifiers*[PI].........63Table of Ranged Attack Dice Roll Modifiers[PI].........63

Armour Attack Roll Dice Roll Modifiers.........................63The Role of Armour in Fenris 2d6 Melee[PI]..............63Table of Armour Dice Roll Modifiers For MeleeAttack Check Rolls[PI]..................................................63Table of Helmet Armour Class Modifiers................63

Charging to Attack...........................................................64Movement During a Charge.....................................64Attacking After The Charge.....................................64Special Charge Damages...........................................64

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Magic Weapons.................................................................64Pole Weapons....................................................................64Size Differences................................................................64

Table of Peer Sizes....................................................65

Example Of A Damage Calculation..................................65Table of Hit Results (Footmen)................................65Table of Hit Results (Mounted Rider)......................66Doubles.......................................................................66The Helm and Damage Bonus Hit Results inFenris 2d6[PI]................................................................66Table of Helmet Armour Class Modifiers................66

Attacking From Behind....................................................66Fire.....................................................................................66Halberds and Axes............................................................66Mystic Water.....................................................................66Poisoned Weapons Bites and Stings...............................67

Off–Hand Weapon Damage.......................................67Double Damage..........................................................67

Hit Points, Dying, and Death...........................................67What Hit Points Represent.......................................67Saving Throws vs. Common Hazard – Death..........67Fenris 2d6 Mortal Wounds[PI].....................................67

Making a Character or Monster Stable..........................67Death..................................................................................67

The Fenris 2d6 Death Blow[PI]....................................68Poisoning Damage and Death..........................................68Healing...............................................................................68Raise Dead.........................................................................68

Fighting Attack Dice Roll Modifiers................................68Fighting Move and Check Roll Results....................68

The Warrior Attack Roll With An Off–Hand Weapon...68Fenris Weapons and Fighting Moves[PI]...........................68

Tables of Fenris Warrior Weapons and FightingMoves[PI].......................................................................69

Loosing Missile Attacks[PI].................................................71Missile Loosing Procedure...............................................71

Table of Effective Ranges[PI].......................................71Shooting Missile Weapons Into a Melee.........................72Cover and Concealment...................................................72

Is Line of Sight Blocked?...........................................72Should a Ranged Attack Occur?...............................72Missile Loosing – Blind Fire.....................................72

Missile Loosing While Prone...........................................72Stones, Axes and Saxes....................................................72

Unseating a Rider......................................................72Knockdown................................................................72

When a Rival Spell Caster is not Present[PI].....................73When a Rival Spell Caster is Present[PI]............................73

Multiple Melee Attacks.............................................73Table of Multiple Melee Attacks (The Number ofAttacks)[PI]....................................................................73Dividing Multiple Attacks........................................73Multiple Missile Attacks...........................................74Multiple Magic Attacks.............................................74Attack Penalty for Multiple Attacks........................75

Fantasy Melee, Is it realistic?..........................................75

Common Hazards And Special Hazards..................75Saving Throw Check Rolls........................................75Common Hazards[PI]...................................................75Special Hazards[PI].......................................................75Spells........................................................................................75Table of Common Hazards[PI].....................................76Table of Special Hazards[PI]........................................76

Who.............................................................................77What...........................................................................77Where.........................................................................77When..........................................................................77Why.............................................................................77How.............................................................................77

The Fenris 10th Century Fantasy Milieu[PI].......................77The Fenris Reckoning of Time[PI]......................................79A Character Role–played.................................................79Out of Door Maps..............................................................79

The Atlas Of Gloomland[PI].........................................79The Beginning of an Adventure...............................80

Map Making......................................................................81Layout of the Dungeon Levels..................................81

Paper and Pencil Maps.....................................................81Informal Dungeon Map Key.....................................82Ghoul Hill...................................................................82

Formal Illustration of Sample Floor Plan ofa Dungeon..........................................................................83Sample Floor Plan Dungeon Outline...............................83Map Symbols.....................................................................86Elements of the Dungeon.................................................86

Acids...........................................................................86Chutes.........................................................................86Curtains......................................................................86Doors & Gates............................................................86Characters vs. Dungeon Door & PortcullisDifficulty Task Table.................................................87Battering Ram vs. Dungeon Door & PortcullisDifficulty Task Table.................................................87Battering Ram vs. Castle Door, Gate & PortcullisDifficulty Task Table.................................................87False Doors.................................................................87Revolving Doors........................................................87

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Secret Doors...............................................................87Elevators....................................................................88Fire and Fireplaces....................................................88Fountains, Springs, and Pools..................................88Garderobes.................................................................88Illusions......................................................................88Pits..............................................................................88Portcullis....................................................................88Stench.........................................................................88Trap Doors.................................................................88Stairs, Sliding Stairs, and Sloping Passages...........88Stalactites and Stalagmites......................................89Statues........................................................................89Teleportation.............................................................89Traps...........................................................................89

Disarming Traps...............................................................89Wandering Monsters........................................................89

Table of Sample Wandering Monsters for LevelOne[PI]...........................................................................90How far away is a Wandering Monster?.................90

The Number of Monsters Appearing– How Many?.......90Table of Placement of Monsters..............................90

Number of the Monsters Appearing by Hit Dice andLevel...................................................................................91

Table of Monsters Drawn Per Player[PI]....................91Monsters and Their Levels..............................................91

Tables of Monsters by Hit Dice................................92Customizing the Monster Draw...............................93Table of The Draw of Hit DicePer Player Character.................................................94Shallow Level High Hit Dice Monsters....................94Deep Level Low Hit Dice Monsters..........................94

Example of Customizing a Level 1 Challenge................94Table Draw in Hit Dice Per Player for Level 1........94

Example of Customizing a Level 1 Challengeby Varying the Hit Dice....................................................94Example of Customizing a Draw by Increasing theDungeon Level..................................................................95Example of Customizing a Draw by Actual Total ofCharacter Hit Dice............................................................95

Table of a Third Level Draw.....................................95Table of a First Level Draw.......................................95

Arbitrary Numbers of Monsters.....................................95

Initial Reactions................................................................95Table of Man–Like Foe Initial Reactions.................96

Bestial Foes........................................................................96Table of Bestial Foe Initial Reactions......................96Pursuit by Wandering Monsters In andOut–of–Doors.............................................................97

Morale................................................................................97Table of Character & Ref ControlledCharacter Morale......................................................97Table of Monster Man–Like Foe Morale.................98Table of Bestial Foe Morale......................................98

Wandering Monsters With Treasure..............................98

Treasure Hoards of Monsters in Lairs............................98Using the Treasure Table.................................................98

Table of Treasure Hoard by Hit Dice.......................99Gemstones.........................................................................99

Table of Gemstones...................................................99Table of Mundane Items[PI]......................................100Table of Mundane Items.........................................100

Art Objects.......................................................................101 Table of Art Objects................................................101Table of Books.........................................................101Table of Papyri........................................................101

Magic Items.....................................................................101Magical Objects Created by Deities, Angels,Demons and Djinni[PI]...............................................101Table of Minor Magic .............................................102Table of Medium Magic .........................................102Table of Major Magic .............................................102

Tables of Magic Items.....................................................102Table of Amulets.....................................................102Table of Potions.......................................................103Table of Rings..........................................................103Table of Weapon Magic Abilities...........................103Table of Armour Magic Abilities............................104Table of Wands & Magic Papyri.............................104

Magic Item Descriptions................................................104Magic Item Descriptions.........................................104Amulet......................................................................104Bag of Holding.........................................................104Belt of Strength.......................................................104Bottled Spirits[PI].......................................................104Cloak of Invisibility.................................................104Crystal Ball...............................................................104Djinni Bottle or Djinni Lamp..................................104Everburning Dwarflamp.........................................104Firebird Feather......................................................104Magic Ball.................................................................104Magic Bean...............................................................105Magic Armour..........................................................105Dwarf & Elf Armour................................................105Proof Armour...........................................................105Armour Ability Passwall.........................................105Armour Ability Darkness........................................105Armour Ability Resistance.....................................105Armour Ability Haste..............................................105Armour Ability Protection from Arrows..............105Magic Carpet............................................................105Magic Flute..............................................................105Magic Key, opens any lock.....................................105Magic Mirror............................................................105Philosopher’s Stone................................................105Potion.......................................................................105Ring of Invisibility...................................................106Ring of Protection...................................................106Ring of Resistance...................................................106Ring of Three Wishes..............................................106Ring of Wizardry.....................................................106Scabbard of Regeneration......................................106Scarab of Regeneration (an Amulet).....................106

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Seven League Boots.................................................106Slippers of Silence...................................................106Weapon Ability Darkvision....................................106Weapon Ability Flame.............................................106Weapon Ability Life Stealing..................................106Weapon Ability Slaying..........................................106Weapon Abilty Light Generation...........................106Travel Stone.............................................................106Wands.......................................................................106

Making Adaptations from The SRD or OGL Sources...107Pegasi........................................................................107

Calculating Monster Experience Point Worth.............108Table of Base XP Award Per Hit Dice[PI]..................108

Describing Monsters......................................................108

Monster Descriptions.....................................................108Abilities Man–Like...................................................108Alignment................................................................108Armour Class...........................................................108Attacks......................................................................108Hit Dice.....................................................................108Saving Throw...........................................................108Size............................................................................108Special......................................................................108Speed........................................................................108Treasure Hoard........................................................109Worth XP..................................................................109Xenogenesis.............................................................109

Adder, (Death Adder).....................................................109Angel................................................................................109Anthracite Beetle[PI].........................................................109Automaton......................................................................110Bang Beetle[PI]...................................................................110Basilisk.............................................................................110Bat Vampyre...................................................................110Black Dog.........................................................................111Beetle, Giant Fire............................................................111Black Pudding.................................................................111Centaur............................................................................111Chimera...........................................................................111Cockatrice........................................................................112Cyclopes...........................................................................112Demon..............................................................................112Djinn.................................................................................113Dragon.............................................................................113Dryad................................................................................113Donkey, Dungeon Donkey..............................................114Dwarf................................................................................114Elementals.......................................................................114Elemental, Air.................................................................114Elemental, Earth.............................................................115Elemental, Fire................................................................115Elemental, Water............................................................115Elf.....................................................................................116Fairy.................................................................................116Faun.................................................................................116Fishman...........................................................................117

Frogman..........................................................................117Gargoyle...........................................................................117Ghost................................................................................117Ghoul................................................................................118Giant.................................................................................118Gnoll.................................................................................118Gnome..............................................................................118Goblin...............................................................................119Golem...............................................................................119Gray Ooze........................................................................119Green Man.......................................................................119Green Slime.....................................................................120Griffon..............................................................................120Grim Reaper....................................................................120Halflings – Hobs, Bogles, Brownies and Boggarts.......121Harpie..............................................................................121Hippogriff........................................................................121Hob–Goblin......................................................................121Horse, War Horse............................................................122Hydra...............................................................................122Imp...................................................................................122Insects or Animals Large................................................122Insects or Animals Small................................................122King Rat...........................................................................123Kobold..............................................................................123Manticore........................................................................123Medusa.............................................................................123Men..................................................................................124Human, Bandit or Brigand ............................................124Human, Berserker .........................................................124Human, Buccaneer ........................................................124Human, Nomads .............................................................124Human, Pirate ................................................................125Minotaur..........................................................................125Mummies.........................................................................125Ochre Jelly.......................................................................126Ogre..................................................................................126Pegasi...............................................................................126Phantasmal Monster .....................................................126Pixy..................................................................................127Purple Worm...................................................................127Rat, Giant.........................................................................127Red Cap............................................................................127Roc....................................................................................127Satyr.................................................................................128Sea Monsters...................................................................128Sea Monster – Sea Dragons............................................128Sea Monster – Sea Serpents...........................................128Sea Monster – Kraken....................................................129Skeleton...........................................................................129Snake, Giant....................................................................129Spectre.............................................................................129Spider...............................................................................130Troll..................................................................................130Unicorn............................................................................130Vampyre..........................................................................130

Powers of a Vampyre:.............................................130Level Draining.........................................................131

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Weaknessess of Vampyres ....................................131Destruction of Vampyres ......................................131Cutting off the Head ...............................................131Burning ...................................................................131Sunlight ...................................................................131Running Water .......................................................131Exorcism ..................................................................131

Wall Golem......................................................................131Werewolf.........................................................................132Wight...............................................................................132Wild Man.........................................................................132Wolf, Dog.........................................................................133Worm...............................................................................133Wraith..............................................................................133Wyvern............................................................................133Yellow Mould..................................................................134Zombie.............................................................................134

Developing Territory.....................................................134Raising Forces.................................................................134

Table of Raising of Forces.......................................136Leaders.............................................................................137Map Tokens.....................................................................137Fortifications,Towns, and Roads...................................137

Table of Fortifications, Towns, and Roads............138Strategic Movement.......................................................139

Table of Strategic Terrain......................................139Sequence of Play on a Strategic Turn...........................139Resolving Battles............................................................139

Table of Fenris Strategic Combat Odds[PI]..............139

Table of Fenris Strategic CombatIP]........................140Table of Fenris Strategic Combat Results[PI]..........140Table of Fenris Fate Results[PI].................................140

Sieges...............................................................................140Carracks & Longships.....................................................140Politics.............................................................................141

Table of Examples of Policy....................................141Strategic Experience Point Awards..............................141

Table of Strategic XP Awards.................................142Random Events...............................................................142

Dice Roll Modifiers..................................................142Tone of the Random Event.....................................142Random Events........................................................142Bandits .....................................................................143Fair Winds................................................................143Foreign Alliance......................................................143Foreign Peril............................................................143Gale...........................................................................143Partisans...................................................................143Plague.......................................................................143Prosperity................................................................143Decline......................................................................143Revolt.......................................................................143Trade Route.............................................................143

Table of Fenris Post–Renaissance Weapons.............A

Table of Armours of the Fenris Post RenaissanceFantasy Milieu[PI]..........................................................BTable of Armour Sets of the Fenris PostRenaissance Fantasy Milieu.......................................CTable of Warrior Fenris Post–RenaissanceWeapons and Fighting Moves[PI].................................C

Fenris Post Renaissance Hit Result Table........................CFenris Post Renaissance Missile Loosing Procedure......D

Table of Effective Range.............................................DBlind Fire.............................................................................DFiring While Prone.............................................................DStones, Daggers, Axes and Grenades................................D

Hit Dice Vs. Armour[PI].........................................................EFenris Classic Magic & Combat Table*[PI]...................................E

Classic Option with Fenris Hit Results[PI]...........................F

Automatic Failure and Automatic Success...............FLimiting Sums of Dice Roll Modifiers........................FDice...............................................................................F

The Mechanics of Game Probability..........................F2d6................................................................................FRolling Higher Than “n” On The Task Tables..........GBonus...........................................................................G2D6 Table Construction..............................................GDoubles........................................................................GCombinations..............................................................G1d6................................................................................G1D6 Table Construction.............................................HTable of Examples of 1D6 Tables...............................H

Table of Dwarf & Elf Smithing...................................H

Table of Spell Design...................................................I

DESIGNATION OF PRODUCT IDENTITY.............................IDESIGNATION OF OPEN GAME CONTENT.........................IOPEN GAME LICENSE Version 1.0a....................................I

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A delving company of Dwarfs, Obo,Nodi, and Grimp are accompanied byHalflings, Weebo, Geebo, and theMagician Kodas. – Suddenly, youencounter Wicked Goblins and theirvery large pet rat guarding dungeonportals! The rat growls and snarlswarning the guards, and the Goblinsshout, “Arm Yourselves! Intruders!”

Photo © 2013 Gregory B. MacKenzie

Miniaturesare not reallynecessary toplay the gamebut do add tothe fun! –Ref

Photo © 2013 Gregory B. MacKenzie

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rules. Therefore practical experience and examples were howthe game was conveyed.

Fenris 2d6 unashamedly reflects my personal interestsproffering its own Pre–Medieval Combat Milieu as the defaultfor its setting and the handling of combat.

Alternatively, a Post–Renaissance Combat Milieu, and a ClassicCombat Milieu in the manner of the White Box of yesteryearare also presented as options.[PI]

The foundation of Fenris 2d6 owes much to years of personalexperience:

The design of Fenris 2d6 has been very carefully considered.What I mean by this is that the math of 2d6 is not inferior tothose of other platonic dice. In fact, the use of two six sideddice provides a known predictable sum of 7 which occurs58.33% with each throw of the dice. The combat table, andother tables, are designed around this average result whichprovides quite a different effect on game play than would befound with a dice roll throw of a single twenty sided dice.

In Fenris 2d6 you fight your opponent, not just their armour,and Check Numbers on the Combat Table are found bycomparing the numbers of hit dice of each opponent. Rangesof hit dice on the Combat Table make the resulting indexedCheck Number achievable, with any difference in armourtype between foes providing a dice–roll modifier.

The spent and helpless Spell Caster of the “White Box” isreworked into a capable character from the outset. Ratherthan impose an arbitrary limit on the number of spells whichmay be cast the scope of Magic of Fenris 2d6 is broadened to aper–use basis. What spells the Character has in their spellbook may be repeatedly cast. However, the difficulty ofcasting the next spell increases with each previous spell thatis cast. Magic is no longer automatic, the Spell Caster mustmake a Check Roll on the Combat Table to cast a spell, andspells can fail, just like any other form of attack.

While Fenris 2d6 is an homage to the “White Box” it does notseek to be a slavish imitation. These rules attempt to exploresome paths not taken in as much as any such rules variantcan diverge from the commonality of the SRD source. Thisgame makes no claim to be compatible with any “White–Box”or other SRD based titles. If the reader expects it to be exactlylike the “White–Box” one will be sadly disappointed.Although the idea of a “White Box” has been presentedbefore these rules contain an expression of the fun as Ienvision it. Therefore, you the reader, I hope will findhereafter in Fenris 2d6 much that is pleasing and useful toyou. If not as a whole, some part may still be of enoughinterest to be worth incorporating into your own games.

Gregory B. MacKenzie

How to Use This BookConsider this book as merely a guide to play. I highlyrecommend that if you find some part of it that is not to yourliking to write down your interpretation of a rule andthereafter abide by that. It is very important for the Referee,who is the leader of the play sessions, to both allow

ForwardOn Saturday mornings so long ago we delved deep inunderground vaults in search of the jewelled treasures offorgotten kings. Foes we found there in the dark, fell bestialcreatures, and rough battles were fought until the numbersof the slain could not be easily counted. Although we hadgone in search of glry and gold as we carried our hard wontreasures from the dark mines we discovered ourselves madeglorious heroes for the minions of an Evil Sorcerer had beenvanquished.[PI]

Such is the rich reward of playing a game not unlike this onewhich seeks only to provide a few hours of pleasant diversionin the company of friends. This game is of course my owndiversion and sets out my approach to role playing in thefantasy genre. I remember well the beginning of my own daysin the gaming hobby. At that particular point in time the ideaof Role Playing with miniatures had just made the leap fromtable top miniature battles between armies. The idea oftaking the table top battle underground is really a stroke ofgenius, necessarily scaling the battles down to a man to manscale.[PI]

This particular game is written entirely from the perspectiveof re–capturing some of that transitional period. Granted, onecannot entirely put the genie back into the bottle, norperhaps should I want to, for to indelibly make my ownstamp I must perforce give such an idea an interpretation. Ihumbly submit this is a worthy set of rules deserving ofconsideration on its own merit. So, I commend you to theuntold adventures which lie before you, go boldly forth![PI]

IntroductionFenris 2d6 is an imagining, via the OGL, of house–rules forrole playing in the fantasy genre. In the early days in which Ifirst played a role playing game I was immediately capturedby the fun. Of course many years have passed since then, butevery so often I do get to reminiscing about those youthfuldays of glorious dungeon adventures.

Of course such an offering via the OGL and the SRD can nevertruly be the White–Box game my high school friends and Iknew back in the late 1970s; nor should it be so for the wealthof information in the SRD contains many revisions andadaptations which came later. Back in the day, a significantamount of the content of the SRD simply hadn’t beeninvented yet. Whither then?

The rules contained in Fenris 2d6 are an editing and re–interpretation of the SRD source material. The focus is upon aminimalist set of tools, and deliberately so, for much had tobe left out of the SRD source material in order to get the sortof fantasy game that I want. There is also the matter ofhouse–ruling, interpretation, and a certain amount ofinvention, for to make a workable set of rules out of the SRDone must necessarily edit it rather severely. The reader willalso have to allow this author playful exuberance ininterpretations and imaginings as the rules unfold. I ammindful that in those “White–Box” days we learned “thegame” as we knew it from friends, and not by reading the

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themselves to modify the game to their liking, and remainfair and consistent in their interpretations andadjudications.[PI]

If you are a player, the Referee's decisions with regard to anyrule interpretation must be regarded as final. This is not tosay that the subject of rules should be excluded fromdiscussion.[PI]

Back in the day the “White–Box” rules were a rathereclectic mixture open to many possible interpretations;considered a guide to play, and not absolute rulings. “TheGame” was what players and the referee built betweenthemselves as they went along. The very vagueness of therules was part of what made them charming but it alsomade them adaptable and allowed interpretation. Theserules simplify the definitions in the SRD to create similarflexibility.[PI]

Of course this game is recommended for those ages 12 andup. Grandfathers such as myself, who have not entirelygrown up and have that little boy still inside of them, as wellas young players, will no doubt find this game highlyentertaining fun. What could be more interesting thansneaking into a Dragon's lair to retrieve some part of saidbeasts golden hoard. The purpose of this game is to bringsuch wondrous adventures to life.[PI]

This author has made many notations to the rules which areboxed to set them apart from the normal text. The notationsconsist of examples, anecdotes, explanations of customaryusage, and deviations from the rules which may be useful.Occasionally, footnotes will also serve this purpose.[PI]

Fenris 2d6 proposes a Pre–Medieval Combat Milieu as thedefault setting and the handling of combat. Alternatively, aPost–Renaissance Combat Milieu, or a Classic Combat Milieu(in the manner of the White Box of yesteryear) are alsooffered as options.[PI]

Creating CharactersA player may choose between three types of CharacterClasses, The Warrior, The Mystic, and The Magician. Thecharacter is an imaginary person, for this is a game ofimagination, which enables each player to take part in theshared adventure.[PI]

The Referee rolls three common six sided dice (3d6) for eachof a character's Abilities and sums the pips of the dice, forexample:

Strength 6

Dexterity 9

Constitution 12

Intelligence 11

Wisdom 13

Charisma 8

It was very common practice in the early day's of roleplaying to allow each player participating in the game toroll the dice for their own character. Commonly, thiswould save the Referee a great deal of effort. The diceshould be rolled for each Ability in sequence. Let the dicefall where they may and sum each combination.[PI]

At this stage of preparation for play, the character has notbeen assigned either their Class or an Ethnicity. Take a lookat the character to see where the numbers fall in order toselect one of three Character Class:[PI]

� A character with a high Strength should be a Warrior.

� A character with a high Intelligence should be aMagician.

� A character with a high Wisdom should be a Mystic.

In the above example, our sample character's highest score isWisdom 13 and would make a good Mystic. The character hasan Intelligence of 11, and while this is not as high as Wisdom,the character could still become a Magician. With a Strengthof 6 there is little chance to become a Warrior. The best of thethree scores falls in Wisdom, therefore let us make thecharacter a Mystic.

Modification of the Class Ability ScoreA player may trade points at a ratio of 2:1 to improve theirClass most important Ability providing they do not lower theStrength, Intelligence, or Wisdom Abilities below a score of 9.You must take 2 points wholly from an Ability. You may nottake 1 point from INT and 1 point from WIS to make up the 2points. For example:

A Warrior may take 2 points from either Intelligence orWisdom and add 1 point to Strength. The Warrior maycontinue to take points from Intelligence or Wisdom, andadd them to Strength, but may not lower the scores ofthose Abilities below 9. Use the following table todetermine where the points must be taken from.

Table of Class Ability Modifications

Let us modify our character and make him a better Mystic:

� Strength 6 – Strength is below 9 so no points can betaken from this Ability.

� Dexterity 9

� Constitution 12

Class Take 2Points From

Apply 1Point To

Warrior Intelligence orWisdom

Strength

Magician Strength orWisdom

Intelligence

Mystic Strength orIntelligence

Wisdom

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� Intelligence 9 – two points were taken, which lowersIntelligence to the minimum score of 9.

� Wisdom 14 – one point was added to Wisdom raising thescore from 13 to 14.

� Charisma 8

You can see from this example that it is not necessary toperform other machinations with dice to improve acharacter's Abilities. Refrain from any other form of dicerolling or alteration if you wish to play like we did back inthe day!

Hopeless CharactersIt may be that the sums of 3d6 for a character's ClassAbilities; Strength, Intelligence, and Wisdom, all fall below 9points. Such a character is below average, cannot be adjusted,and may be considered unsuitable for play. A new charactermay be rolled for by the Referee.

The average sum of 3d6 is 9–12 points. When thedetermination was made that a character was hopeless,we would discard it, begin again, and roll up an entirelynew character.

EthnicityEthnicity, so often commonly referred to as race, furtherdefines a character's Class (Warrior/Mystic/Magician) as oneof the following; Human, Dwarf, Elf, Halfling, or Other. At thispoint in the creation of a character we have chosen a Classbased on the character's Abilities. The character may befurther augmented by adding Ethnicity however not all canbe a Warrior, Magician or Mystic.

Typically, choosing an Ethnicity modifies a Character'sAbilities and gives them Advantages. It’s a trade off though;you have to give up unrestricted level advancement to get theSpecial Advantages. Since there are only 10 levels this is not asterrible as it might first appear.

HumansHumans are a baseline against which all other characters aredeveloped. They have no special bonuses or penalties due totheir size. A Human may be any of the following Class; aWarrior, Mystic, or Magician. Humans know the “Common”language and may learn any other. They are not limited inlevel progression.

Human base land speed is 80 feet per melee round.

Dwarfs – Hill Dwarfs, Dark DwarfsDwarfs are restricted to the Class of Warrior and may notprogress beyond the 6th level. As Medium human–likecreatures, Dwarfs have no special bonuses or penalties due totheir size. Dwarfs speak Common and Dwarf as well as thelanguages of their enemies the Giants, Gnomes, and Goblins.Dwarfs have the following special advantages:

Ability Modifications; +2 Constitution, –2 Charisma.

A –2 Check Roll penalty is applied when spells are castagainst Dwarfs1.

Dwarfs gain a +2 Check Roll bonus on Saving Throwsagainst Spell–like effects and Poisons.

Dwarfs gain a +1 Check Roll bonus on Attack Rolls againstGoblins.

Dwarfs gain a –2 bonus to Armour Class against Monstersof the Giant type.

Spell Casters make a Check Roll to determine if a spell issuccessful. The –2 penalty is deducted from the sumthrow of the dice and worsens the chance of success. Thetext of a spell indicates if a Character is entitled to aSaving Throw which may moderate the effect of asuccessfully cast spell.

Dwarf base land speed is 60 feet per melee round.However, Dwarfs can move at this speed even whenwearing medium or heavy armour or when carrying amedium or heavy load (unlike other creatures, whosespeed is reduced in such situations).

Darkvision. Dwarfs can see in the dark up to 60 feet.Darkvision is black and white only, but it is otherwise likenormal sight, and Dwarfs can function just fine with nolight at all.

Stonecunning. This ability grants a Dwarf a +2 bonus onSearch Tasks to notice unusual stonework, such as slidingwalls, stonework traps, new construction (even whenbuilt to match the old), unsafe stone surfaces, shaky stoneceilings, and the like. Something that isn’t stone but thatis disguised as stone also counts as unusual stonework. ADwarf who merely comes within 10 feet of unusualstonework can make a Search check as if he were activelysearching, and a Dwarf can use the Search Task to findstonework traps. A Dwarf can also intuit depth, sensinghis approximate depth underground as naturally as ahuman can sense which way is up.

Artisans. Dwarfs are skilled in one of the following,Masonry or Smithing. Dwarfs skilled in Masonry maybuild secret doors and other stoneworks. Fortificationsare built in ½ the usual time when Dwarfs are building.Dwarfs skilled in Smithing may forge magic weapons andother magical objects with the aid of a Magician orMystic. When a Dwarf is forging a Magician or Mysticmay add +1 to the Enchantment Check Roll.

Drawn By Halfdan Egedius

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Table of Alternative Names for theDwarf

Elves – Light and Dark Elves, Faeries,Wood ElvesElves are restricted to the Class of Warrior and Magician.They may not progress beyond the 4th level as a Warrior or 8th

level as a Magician. Elves possess the unique advantage ofplaying as both a Warrior and Magician, but may never do soin the same game session. At the beginning of a game sessionthey must announce to all present that they are playing aseither a Warrior or a Magician Class. They must follow therules for the Class they have currently chosen.

Law Chaos DescriptionsLight Dwarf Dark Dwarf Resembling a small

man of stunted andgrotesqueappearance theDwarf has greatstrength which isreflected in theirSpeed,encumbrancehardly affectsthem. Hill Dwarfsare often describedas square andstout, bearded, andwear clothes thecolour of bracken.They are renownedfor theirconsiderable skillas smiths andcraftsmen withmetal and jewels.Their cousins theDark Dwarfs,although equallyskilled, are dour,ugly, and selfish.Dark Dwarfs relyon cunning, andtrickery to gainwealth. Dwarfs ofboth kindstypically live inhills orunderground.

Hill Dwarf,Mountain Dwarf

Under–Hill Dwarf,Under–MountainDwarf

As above, andthere need be noparticulardistinctionbetween thehabitation ofDwarfs whichtypically live in orunder hills andmountains.

[PI]

As Medium human–like creatures, Elves have no specialbonuses or penalties due to their size. Elves speak thelanguages of Common and Elven as well as that of Birds,Dragons, Gnoll, Gnome, Goblin, and Sylvan.

Elves have the following special advantages:

Ability Modifications. +2 Dexterity, –2 Constitution.

A –2 Check Roll penalty is applied when spells are castagainst Elves unless the spell caster is also an Elf1.

Elves gain a +2 Check Roll bonus on Saving Throwsagainst Spell–like effects.

Elves are immune to magic sleep effects andenchantments.

Elves gain a +2 Check Roll bonus on the following Tasks:Listen, Search, and Spot. An Elf who merely passes within10 feet of a secret or concealed door is entitled to a SearchCheck Roll to notice it as if they were actively looking forit.

Elves gain a +1 Check Roll bonus on Attack Rolls againstGoblins, Ogres, Giants, Lycanthropes, Wights, andWraiths.

1Spell Casters make a Check Roll to determine if a spell issuccessful. The –2 penalty is deducted from the sumthrow of the dice and worsens the chance of success. Thispenalty is not deducted if the spell caster is also an Elf.The text of a spell indicates if a Character is entitled to aSaving Throw which may moderate the effect of asuccessfully cast spell.

Low–Light Vision. An Elf can see twice as far as a humanin starlight, moonlight, torchlight, and similar conditionsof poor illumination. They retains the ability todistinguish color and detail under these conditions.

Elf base land speed is 80 feet per melee round.

Artisans: Elves are skilled in one of the following,Woodworking or Smithing. Elves skilled in Woodworkingmay build of wood furnishings, homes, and watercraft ofany sort. These may include secret compartments orrooms if entirely made of wood. Watercraft are built in ½the usual time when Elves are building. Elves skilled inSmithing may forge magic weapons and other magicalobjects with the aid of a Magician or Mystic. When an Elfis forging a Magician or Mystic may add +1 to theEnchantment Check Roll.

Elf Shot. The arrows of Elves have the ability to causeparalysis. This only effects Characters and Monsters withless than 4 hit dice. Those struck by Elf Shot are entitledto a Saving Throw to avoid the effects completely. Undeadare unaffected by the paralysis.

Faerie Glamour. Elves are able create illusions castingthe spells Disguise and Silent Phantasm as if they were 2nd

Level Magicians. The spells require a Check Roll tosucceed and the spell use adds up just as it does forMagician's making them harder to use the more oftenthey are cast.

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Table of Alternative Names for the Elf

Halflings – Hobs, Bogles, Brownies andBoggartsHalflings are restricted to the Class of Warrior and Magician.They may not progress beyond the 4th level as a Warrior or 6th

level as a Magician. Halflings speak the languages of Commonand Halfling as well as the languages of Dwarfs, Elves,Gnomes, and Goblins.

Halflings are Small human–like Creatures and have thefollowing special advantages:

Ability Modifications. +2 Dexterity, –2 Strength.

As a Small subject, Halflings gain a –1 Bonus to ArmourClass, but they use smaller weapons than humans use,and their lifting and carrying limits are three–quarters ofthose of a Medium character.

Halflings gain a +2 Check Roll bonus on the followingTasks: Climb, Hide, Jump, Listen, and Move Silently.

Halflings gain a +1 Check Roll bonus on all SavingThrows.

Halflings gain a +2 Check Roll morale bonus on savingthrows against fear: This bonus stacks with the Halfling’s+1 bonus on saving throws in general.

Law Chaos DescriptionsLight Elf, Faerie,Seelie

Dark Elf, Faerie,Un–Seelie

Elves resemble andbehave likeHumans in manyrespects. Bothtypes of Elves areskilled artisans.The regions wherethey reside areknown as Elflands.Light Elves are fairof appearance,beneficent, andLawful. In contrastthe Dark Elves areugly, selfish, andChaotic. Elves ofDarkness liveunderground butmay be foundabove ground towork theirmischief.

Wood Elf, ForestElf, Water Elf

Dark Elf, Water Elf Forest Elves residein Forests likeDryads. WaterElves live on ornear water. DarkElves liveunderground or inunder watercaverns.

[PI]

Halflings gain a +1 Check Roll bonus on attack rolls withthrown weapons and slings.

� Halflings may Shapeshift, per the 4th level Magician spell,but only into forms that are no larger than they are insize (Small). They may resume their own form at will.This is a trick they typically use to escape foes1.

� Halflings also have the power to travel through stoneand earth as easily as others move through the air. TheyPasswall as if they were a 5th level Magician)1.

� Halflings have the power to Remove Curse and BestowCurse, each as if they were a 4th Level Magician1.

1The spells Shapeshift, Passwall, Remove Curse, andBestow Curse require a Check Roll to succeed and the spelluse adds up just as it does for Magician's making themharder to use the more often they are cast.

Halfling base land speed is 60 feet per melee round.

Table of Alternative Names for theHalfling

OtherThe Referee may allow a player more latitude in their choiceof Ethnicity, there is no reason why a player may not startout as a lowly creature of any sort providing the details andprogression are worked out beforehand.

Law Chaos DescriptionsHob Bogle Resembling a

small manapproximatelythree feet inheight and dressedin brown clothesthe Hob has a headof shaggy hair andis often helpful.The Bogle,although of thesame appearance,is not in the leastbit helpful and isoften mischievous.Hobs and Boglesare usually solitaryand are oftenfound in aparticularlocation. All dwellunderground, e.g.Hobs live in aHob–hole.

Brownie Boggart As describedabove.

[PI]

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The AbilitiesEach of the Abilities are described hereafter and bothdescribe your character and influence some of his or heractions. You also use your Abilities to peform Common Tasks.

Strength (STR)Strength measures your character’s muscle and physicalpower. This ability is especially important for Warriorsbecause it helps them prevail in melee.

Strength also limits the amount of equipment your charactercan carry.

You apply your character’s Strength modifier to:

Damage rolls when using a melee weapon or a thrownweapon (including a sling).

Exception: Off Hand attacks receive none of a character’sStrength bonus,

Climb, Jump, and Swim Tasks. These are the skills that haveStrength as their key ability.

Strength Tasks (for breaking down doors and the like).

Dexterity (DEX)Dexterity measures hand–eye coordination, agility, reflexes,and balance. This ability is important for anyone who wantsto be a skilled archer.

You apply your character’s Dexterity modifier to:

Ranged Attack rolls, including those for attacks made withbows, crossbows, throwing axes, and other ranged weapons.

Armour Class (AC) Bonus, provided that the character is notprone; invert the Dex bonus, e.g. a +2 becomes –2.

Saving throws, for avoiding common hazards that you canescape by moving quickly.

Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride,Sleight of Hand, Tumble, and Use Rope Tasks. These are theskills that have Dexterity as their key ability.

Constitution (CON)Constitution represents your character’s health and stamina.A Constitution bonus increases a character’s hit points, so theability is important for all classes.

You apply your character’s Constitution modifier to:

Each roll of a Hit Dice (though a penalty can never drop aresult below 1—that is, a character always gains at least 1 hitpoint each time he or she advances in level).

Saving throws, for resisting Common Hazards such aspoisoning and similar threats.

Intelligence (INT)Intelligence determines how well your character learns andreasons. This ability is important for Magicians because itaffects how many spells they can cast, how hard their spells

are to resist, and how powerful their spells can be. It’s alsoimportant for any character who wants to have a wideassortment of skills.

You apply your character’s Intelligence modifier to:

The number of languages your character knows at the start ofthe game.

A Magician gains bonus spells based on their Intelligencescore. The minimum Intelligence score needed to cast aMagician spell is 10 + the spell’s level.

An animal has an Intelligence score of 1 or 2. A Subject ofhuman–like intelligence has a score of at least 3.

Wisdom (WIS)Wisdom describes a character’s willpower, common sense,perception, and intuition. While Intelligence represents one’sability to analyze information, Wisdom represents being intune with and aware of one’s surroundings. Wisdom is themost important ability for Mystics.

You apply your character’s Wisdom modifier to:

Saving Throws vs Magic and Illusion.

Mystics get bonus spells based on their Wisdom scores. Theminimum Wisdom score needed to cast a Mystic spell is 10 +the spell’s level.

Charisma (CHA)Charisma measures a character’s force of personality,persuasiveness, personal magnetism, ability to lead, andphysical attractiveness. This ability represents actualstrength of personality, not merely how one is perceived byothers in a social setting. Every subject has a Charisma score.

You apply your character’s Charisma modifier to:

Tasks that represent attempts to influence others.

Changes To Ability ScoresWhen an ability score changes, all attributes associated withthat score change accordingly.

Ability ModifiersEach ability, after changes made because of ethnicity, has amodifier ranging from –3 to +3. Table: Ability Modifiers andBonus Spells shows the modifier for each score. It also showsbonus spells, which you’ll need to know about if yourcharacter is a spell caster.

The modifier is the number you apply to the dice roll whenyour character tries to do something related to that ability.You also use the modifier with some numbers that aren’t dicerolls. A positive modifier is called a bonus, and a negativemodifier is called a penalty.

� The STR Ability Dice Roll Modifier is applied to Damage.

� The DEX Ability Dice Roll Modifier is inverted andapplied to Armour Class; e.g. a DEX 6-7 Dice RollModifier of -1 becomes +1 and AC 6 becomes AC 7, a DEX14-15 Dice Roll Modifier of +1 becomes -1 and AC 6becomes AC5.

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Abilities and Spell CastersThe ability that governs bonus spells depends on what type ofspell caster your character is:

� Intelligence for Magicians;

� Wisdom for Mystics.

In addition to having a high ability score, a spell caster mustbe of high enough class level to be able to cast spells of agiven spell class. (See the Mystic and Magician classdescriptions for details.)

Table of Ability Modifiers and Bonus Spells

* When a Character has a high ability score in the main ability for their Character Class they gain a bonus to all experience pointsearned during the game. STR for a Warrior, INT for a Magician, and WIS for a Mystic. Note that if the score for the Character Class islow they may receive a penalty instead.

Bonus Spells (by Spell Class) for Intelligence (INT) and Wisdom (WIS)AbilityScoreSTRDEXCONINTWISCHA

AbilityDice RollModifier

CharacterXP Bonus*

0 1 2 3 4 5 6

3 –3 –10% Too low for a Mystic or Magician, you can’t cast spells tied to this ability4–5 –2 –10% Too low for a Mystic or Magician, you can’t cast spells tied to this ability6–7 –1 –5% Too low for a Mystic or Magician, you can’t cast spells tied to this ability8–9 0 Too low for a Mystic or Magician, you can’t cast spells tied to this ability

10–11 0 1 — — — — — —12–13 0 1 1 — — — — —14–15 +1 +5% 1 1 1 — — — —16–17 +2 +10% 1 1 1 1 — — —

18 +3 +10% 1 1 1 1 1 — —

Miracles and Magic SpellsWithin the scope of these rules it is the power of a Deitywhich sets creation in motion and all that derives from it.Therefore a Deity is seen as the greater power. A Deity andany Magical Artefact they create are superior to the humble

magical ability of a Mystic or Magician. Mystics are capable ofperforming Magic Spells, perhaps more rightly calledMiracles, which are bestowed upon them by a Deity.Magicians however, are the ultimate D–I–Y Achievers andtheir powers draw from creation itself rather thanspecifically from a Deity.[PI]

Spells are Classed from 0 through 6. The higher the SpellClass the greater the difficulty in casting a spell.[PI]

Definitions:There are specific definitions which aid the understanding ofthe application of spells:

� You – Yourself

� Subject – The subject of a spell other than yourself,another Character, or a Monster.[PI]

� Object – an inanimate object.

Daily Spell UsageA Magician or Mystic may cast 6 spells of any Spell Classwithout penalty. Spell usage is counted and when a SpellCaster casts more than 6 spells an Attack Roll Modifier penaltyis imposed. Magic does not work automatically and all SpellCasters are required to make a successful Attack Check Roll fora spell to succeed. The subject of a spell does not get a SavingThrow vs. the spell unless the text of the spell so indicates.[PI]

Example: Kulkar the 2nd Level Magician knows 2 spells ofClass 0, 2 spells of Class 1, and 1 spell of Class 2 at hislevel. Kulkar may cast 6 spells of any of his known spellsdaily without penalty. Kulkar is required to make a

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successful Attack Check Roll for a spell to succeed. TheDefender is only entitled to a saving throw if so indicatedby the spell description.[PI]

Spell Usage Attack Roll ModifiersTotal the Daily Spell Usage and consult the following table todetermine the Attack Roll Modifier:[PI]

Table of Spell UseAttack Roll Modifiers[PI]

Example of Spell Attack Roll Modifier: Kulkar the 2nd LevelMagician has cast 6 spells already today. When Kulkarcasts another Class 2 spell, which is the highest he knows,there is an Attack Roll Modifier of –1, when Kulkar rolls2d6 he must subtract –1 from the sum of the dice. Themore spells Kulkar casts in a day the worse he gets at it.[PI]

Multiple Spell Attacks Count Toward Daily Use: Although aspell is cast but once per Round some spells can be used moreto attack more than once in a round. These multiple attacksare counted towards the daily total usage of spells.[PI]

Note: Spell Casters are empowered in this rule set but notunleashed. Spells from the SRD have been edited to scalethem appropriately for multiple usages. Further limitingof a Spell Caster’s ability to use spells should not berequired.[PI]

Using Abilities to Perform TasksThe Table of Common Tasks by Ability contains somecommon associations between Character Abilities and Tasks.It is quite possible to use a different Ability for a Task, butyou only get to roll once! The Referee can assign tasks to thistable and indicate which Ability it is tied to.[PI]

The nice thing about using a Character's Abilities forTasks is that it is highly adaptable for just about anypurpose. You do not need specialist Character Class tosneak, pick a lock, disarm a trap, listen, or watch. EachCharacter is a little bit of a Jack–of–all–Trades.[PI]

Spell Class(The Spell Class

To Be Cast)

0 1 2 3 4 5 6

Total of Daily SpellUsage

7–11 – –1 –1 –2 –2 –2 –312–17 –1 –1 –2 –2 –2 –3 –318–23 –1 –2 –2 –2 –3 –3 –3

24+ –2 –2 –2 –3 –3 –3 –3[PI]

Table of Common Tasks by Ability

*Refer to the topic Doors & Gates on page 86 for more details.

**A Saving Throw vs. Common Hazards is normally used butthe ref may assign a difficulty from Easy to Difficult if they sochoose.

Finding the Task Check NumberA Player may wish to have their Character perform a Taskthat is dependent upon the score of one of their Abilities. TheReferee may assign a Task to an Ability and require the Playerto roll 2d6 and equal or exceed the Check Number on the TaskTable in order to determine if they are successful or not. Theplayer may add their Ability Dice Roll Modifier to the sum ofthe dice.Consult the following Table.[PI]

Task STR DEX CON INT WIS CHA

Appraise *

Balance *

Bending Bars *

Breaking Down Doors* *

Climb * *

Disarm Trap * *

Disease, resist orrecover from**

*

Disguise *

Escape Artist * * * *

Forgery *

Hide * *

Influence Others * * *

Jump * *

Lifting Gates *

Listen or Watch * *

Move Silently or Sneak *

Open Lock * * *

Ride * *

Search * *

Sleight of Hand *

Spot * *

Swim *

Tumble *

Use Rope * *

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Table of Ability Tasks[PI]

*The player may not add their Ability Dice Roll Modifier tothe sum of the dice!

Ability Use Examples:

A Character attempting to Move Silently past a guardwho is watchful and Listening. If the Character's DEX is16, and the guard's INT is 12, the Check Number is 6. ThePlayer must roll 6 or higher on 2d6 to succeed in sneakingpast the guard.

A Character may attempt to Bend Bars, using theirStrength of 12, the Referee decides the bars are of averageconstruction, making the Check Number 8. The Playermust roll 8 or higher on 2d6 to succeed in bending thebars.

The Character ClassesYou choose a role for your character largely based on theirAbility scores and influenced by personal preference; thereare three character Class to choose from: Warrior, Mystic,and Magician.[PI]

Up to 10 Character levels of achievement are presented andmuch of the game's charm and challenge is in progressing tothe heroic and legendary state of 10th level.

In this interpretation of the SRD the Warrior, Mystic, andMagician are the sole character class. The Mystic is ablend of the Warrior and Magician. The Rogue from theSRD is not used because Ability Tasks give all characterclass such adventuring capability.

WarriorThe following are Class features of the Warrior.

Hit Dice: d6.

A Warrior is simply a “fighting–man” or “fighting–woman”proficient in the arts of war. Warriors often follow veryspecific codes of conduct. Common virtues found in WarriorCodes are faith, mercy, courage and loyalty.[PI]

Ability Task DifficultyEasy Simple Average Hard Difficult

Defender Ability*3–5 6–8 9–12 13–15 16–18

AttackerAbility*

3–5 8 9 10 11 116–8 7 8 9 10 11

9–12 6 7 8 9 1013–15 5 6 7 8 916–18 5 5 6 7 8

[PI]

The Warrior may use all weapons, armour, and shields,including magical ones.

Warriors are the only class who may fight with two weapons;the second is referred to as an Off–Hand weapon.

Warriors are the only class able to melee against all adjacentsquares.

Warriors may also make a special attack called a FightingMove. [PI]

In the hands of a Warrior a Shield is worth 2 additional HitDice of Defence. Example: A Warrior of 4 Hit Dice defends as ifthey had 6 Hit Dice.[PI]

Warriors have the singular advantage of gaining the greatestnumber of hit dice as they progress in Level by accumulatingLaw or Chaos Experience Points.

Warriors may not cast spells and use only a very limitednumber of other magical items. Warriors may be of eitherAlignment, Lawful or Chaotic.

A Warrior’s keen senses make detecting nearby enemieseasier; all Foes suffer a –1 penalty to all Sneak and Hide dicerolls vs. Warriors.

Table of Alternative Gender Names forthe Warrior Class:

Table of The Warrior

Male Female– Amazon

Mercenary MercenaryGladiator Gladiatrix

Knight KnightSoldier SoldierWarrior Warrior

Level Hit Dice Experience1st (Hero) 4 02nd 5 20003rd 6 40004th 7 80005th 8 16,0006th 9 32,0007th 10+1 64,0008th 10+2 120,0009th 10+3 240,00010th 10+4 360,000

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MysticMystics, through a Deity, obtain personal Divine Knowledge ofLaw and Chaos. The Mystic is motivated by a personal spiritualquest which may be Chaotic or Lawful. Mystics gain powersand insight through their Alignment with a Deity of Chaos orLaw, and they must share that Deities Alignment. Mystics maybe solitary or communal and through their special knowledgeof their Deity, Chaos and Law, often provide insight, guidance,and assistance in Divine matters of Law and Chaos to others.Through their actions, the Mystic serves the purpose of theDeity to which they are aligned.[PI]

Table of Alternative Gender Names forthe Mystic Class:

The Cleric as traditionally presented is a formidable foeand this author has deliberately chosen a differentinterpretation of such a character. There are only threecharacter class and the Mystic is a blend of the Magicianand Warrior. As such, the Mystic should neither fight aswell as a Warrior nor be quite as accomplished as aMagician. Because of the Divine source of a Mystic'spower they obtain certain spells at a lower spell classthan Magicians. They also have special divinely grantedpowers a Magician can never possess. Mystics are able toundo the spells of Magicians with comparative ease. Withregard to further amendments or additions care must betaken that the proportion, scale of power, should remainconstant between the three character class.[PI]

The following are Class features of the Mystic.

Hit Dice: d6.

Mystics are proficient with weapons, armour, and withshields, including magical ones. They have some of theadvantages of the Warrior and Magician Class combined.

Mystic AlignmentsA Mystic’s Alignment must be the same as his deity’s, eitherLawful or Chaotic. A Mystic’s bonus language options includesacred languages of Celestial (Lawful) or Infernal (Chaotic).Other Character Class can be Conflicted, but for the MysticAlignment is an all or nothing affair. A Mystic must be strictlyLawful or Chaotic, (see Declaring a Character's Alignment Role).

TransgressionsUltimately, a Mystic's Alignment cannot be in a Conflictedstate; a Mystic who accumulates 2500 unwanted chaos or law,experience points loses all Spells and Class features, exceptfor the use of their weapons, armour and shield. The Mysticcannot thereafter gain levels until they undertake a divinelysent Quest (as the spell and assigned by the Referee) totransfer the unwanted experience points, (see ConflictedCharacter's).[PI]

Male FemaleFriar SisterPriest PriestessWise Man Wise WomanSeer SeerShaman Shaman

Mystic AdvantagesThe Mystic Class has the following advantages:

Converting Unwanted Law or ChaosPointsThe Mystic, via the Quest spell, has the singular advantage ofbeing able to transfer a Conflicted Character's unwanted Lawor Chaos Points to their Declared Alignment. The Charactermust follow the Quest as directed to transfer the unwantedpoints, (see the Quest spell and Table).[PI]

SpellsA Mystic can perform Spells (perhaps more properly calledMiracles), which are found in the Grimoire of Mystics Spells.To perform a Spell, a Mystic must have a Wisdom score equalto at least 10 + the Spell Class.

Like the Magician, a Mystic's base Spell allotment (thenumber of divine spells allotted) is given on the Table ofMystic Spells by Level. In addition, they receive Bonus Spellsif they have a high Wisdom score.

Mystics do not make Magic Papyri but they can read those ofMagicians using Read Magic. The spell recorded on theMagician's Papyri may be cast but only as if it were a Class 6spell.[PI]

Table of The Mystic

Table of Mystic Spells by Level

Level Hit Dice Experience1st 3 02nd 3+1 15003rd (Hero) 4 30004th 4+1 60005th 5 12,0006th 5+1 240007th 6 48,0008th 6+1 96,0009th 7 192,00010th 7+1 280,000

Mystic Minimum Spells Granted by DeityClass of the Spell

Level 0 1 2 3 4 50 – – – – – –1st 1 – – – – –2nd 2 1 – – – –3rd 2 2 1 – – –4th 3 2 2 1 – –5th 3 3 2 2 1 –6th 4 3 3 2 2 17th 4 4 3 3 2 28th 5 4 4 3 3 29th 5 5 4 4 3 310th 5 5 5 4 4 3

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Casting Spells.Spells, the spells cast by Mystics, require a Check roll on theMagic & Combat Table. Spells are Classed from 0–6. The CheckNumber may be found from either the higher of the SpellClass or the Opponents Hit Dice.[PI]

Compare your Character's Hit Dice to the Class of the Spell onthe Magic & Combat Table to locate the Check Roll Number;check to see if the Opponents Hit Dice would shift the columnright and if so use the Check Number found under thatcolumn. Roll 2d6 and add your Ability Bonus for WIS. The summust equal or exceed the Check Roll Number for the Spell tosucceed. The effect of any Spell accompanies its description.[PI]

Note: There is no saving throw vs. a Spell to avoid itseffects or halve damage unless the text of the spell soindicates. A Mystic performs the Spell, and providing allgoes well, the Spell is released successfully.[PI]

Example: Pineas the Level 1 Mystic wants to cast a Class 0Spell upon Fnord the first level Warrior. Consulting theMagic & Combat Table the Check number would be 6 butfor Fnords 4 Hit Dice which shifts the column right andthe Check Number is an 8 instead. Pineas must roll 8 orhigher on 2d6 for the Spell to succeed. If Pineas had anWIS of 15 he would add a +1 Ability Bonus to the diceroll.[PI]

A Mystic has divine powers to undo a spell that has been castby a Magician with Dispel Magic or Dispel Enchantment, gaininga +1 bonus to the dice roll.[PI]

Spell Alignments[PI]Each spell has an Alignment as part of its description and aMystic is penalized for casting those spells which do notmatch their alignment. Such spells always count against thenumber of known spells.[PI]

There is a clear distinction between the powers of a Lawfuland Chaotic Mystic. Powers of an alignment opposite to thatof yours are cast as if they were Class 6 spells, and the spellcaster is penalized 100 xp per spell class.[PI]

Example: A Lawful Mystic finds The book of InfernalSpells and may learn a Spell with an alignment of Chaosbut such a spell may only be used at great personal risk

for it is the power of Chaos. The spell is counted againstthe known spells. Pineas the Lawful casts a Class 2 Chaosspell earning 200 Chaos experience points. Because thespell is opposite to his alignment it is cast as if it were aClass 6 spell thus the Check Number is higher than that ofa normal Class 2 Spell.[PI]

Mystic Powers Over Angels, Demons,Djinni, Imps, Elementals, Ghosts, Ghouls,Golems, Grim Reapers, and the Undead[PI]Any Mystic, regardless of alignment, has the power toinfluence the Angels, Demons, Djinni, Imps, Elementals,Ghosts, Ghouls, Golems, Grim Reapers, and the Undead invarious ways by channeling the power of their beliefsthrough a Mystic Symbol. Roll 2d6 on the Table of MysticPowers. If the check is successful the Monster may becommanded to:[PI]

Answer – The Mystic commands the Monster to answer onequestion which it will do so in as enigmatic a manner aspossible in order to avoid telling the truth, unless of coursethe answer will be hurtful to hear.[PI]

Banish – The Mystic commands the Monster to leave. TheMonster cannot return.[PI]

Command – The Mystic may command the Monster toperform a task; which it will grudgingly perform. If theMonster is capable of seeking revenge it will do so byinterpreting the command as literally as possible.[PI]

Confinement – The Monster is confined to a location orwithin an object by the Mystic. The confinement istemporary; limited to a span of time, terms of service(commands), if the boundary is crossed, or the object ofconfinement is broken.[PI]

Dust – The Monster is turned to dust by the Mystic.[PI]

Exorcise – A Ghost or Demon which has possessed aCharacter may be commanded to leave.[PI]

Push – The Monster cannot approach, touch, or harm theMystic and, if approached retreats.[PI]

Table of Mystic Powers

*Mystics of 1–2 Hit Dice are not Player Characters.[PI]

** The Spell Class is used to determine the order of Spell Casting in a Round.[PI]

Hit Dice of MonsterSpell Class** 0 1 2 3 4 5 6Mystic Hit

DiceUp to 1 1+ 2–3 4–5 6–7 8–9 10+

1–2* 6 7 8 9 10 11 113–4 5 6 7 8 9 10 115–6 4 5 6 7 8 9 107–8 3 4 5 6 7 8 99–10 3 3 4 5 6 7 8

[PI]

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Table of Mystic Powers[PI]

†The Undead include the Mummy, Skeleton, Wight, Vampyre and Zombie. Ghosts include the Black Dog, Wraith, and Spectre. These listsare not comprehensive and other Monsters of these types may be included. Note that a Ghoul is not Undead!

Answer Banish Command Confinement Dust Exorcise PushAngel, Demon * * * * *Djinn, Imp * * * * *Elemental * * * *

Ghost† * * * * *Ghoul * * * *Golem * * * * *Grim Reaper * * *

Undead† * * * * *[PI]

Table of Alternative Gender Names forthe Magician Class

The Magician Class has the following advantages:

Magician Magic SpellsTo cast a spell, the Magician must have an Intelligence scoreequal to at least 10 + the Spell Class.

A Magician may eventually know any number of spells. AMagician may cast any spell they know providing they meetthe requirements necessary to cast the spell. No spell points,or memorization are required. The Magician only knows thespells in his book though, and such secrets are jealouslyguarded. [PI]

Magicians use their own secret methods of writing to concealthe content of their Spell Books and Papyri. So, no non–Magician may comprehend such writings. Therefore, a ReadMagic spell is always required to decipher the writing of aMagician.

Spell Books. Magician's cannot use any spell not recorded intheir spell book or upon a papyri, except for the spell “ReadMagic”. Once a spell is recorded it is known.

A Magician begins play with a spell book containing two Class0 spells and one Class 1 Spell of their choice. For each point ofIntelligence bonus the Magician has, the spell book holds oneadditional Class 1 spell of their choice. At any time, aMagician may also add spells found in other Magicians’ spellbooks, or those found on papyri, to their own providing thespells are found in the list of those a character is entitled to attheir level. The spells of a class beyond a Magicians level areincomprehensible for the purpose of recording them in aSpell Book. Such Books and Papyri may be kept against theday when they may finally be understood.[PI]

Male FemaleWizard WitchNecromancerEnchanter EnchantressSorcerer Sorceress

Hag

The powers of the Mystic are re–defined and expandedsomewhat from the traditional role. The definitions forUndead, Ghosts, and Demons are also re–written in thelight of these abilities.[PI]

MagicianA Magician, through innate talent, study, experiment, andobservation, is able to tap into and command supernaturalforces and perform Magic. Some are granted powers by asupernatural source. Most have a special gift for Magic whichsets them apart. They may be heroes or villains, and oftenwield great powers shaping the world they inhabit for Law orChaos. Magicians are often held in great esteem and employedas guardians or advisers.[PI]

The following are the class features of the Magician.

Hit Dice: d6.

A Magician casts Magic Spells which are drawn from theMagician spell list. The Magician cannot use the armour of orweapons of Warriors except for Padded Armour, any Helmet,the Sax, Quarterstaff or a Magic Sword.[PI]

The Magician has traditionally been limited to a singlehumble Dagger, however this doesn't allow for players toemulate the example of Magicians such who mostcertainly use a Staff (quarterstaff) and Magic Sword asweapons. The reader will have to indulge this writer hishomage to Merlin and other Magicians of Renown.[PI]

Armour, with the exception of Padded Armour and Helm,interferes with a Magician’s movements and prevents thecasting of spells. Although the Magician has fewer hit dicethan the Warrior and Mystic the full range of magic is at theirdisposal. A Magician may be of either Alignment, Lawful orChaotic.[PI]

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Progression. There is a minimum spell requirement at eachlevel. As they progress, at a Magician is entitled to learn newspells, and these they may pick from the list of spells or fromthe Magic Books and Papyri they have found during theiradventures.[PI]

Scribe Papyri. A Magician has the ability to write (scribe)their own Magic Papyri. Each Papyri must be carefullyprepared, costs a minimum of 500 Silver Pennies, and days ofa Magicians time.[PI]

Magic Papyri. A Magic Papyri is a container holding a singlespell of Class 0 through Class 4. Spells of Class 5 and abovecannot be stored in Papyri. The materials used in the makingof Magic Papyri must be of the finest quality and the Papyriwill cost 500 silver pennies plus an additional 100 silverpennies times the Spell Class, and 1d6 days to create. TheMagician must also successfully cast the spell they wish torecord upon the Papyri. Failure means that the Papyri isworthless. Papyri are easily ruined by contact with water orother liquids so the Magician must take care to keep themdry.[PI]

Casting Spells From Papyri. A Magician may read his or herown Papyri but those of other Magicians require a Read Magicspell to be Cast upon them first before the Papyri may beread. Once read the Papyri may be re–read at any pointwithout casting Read Magic upon it. When a Papyri spell is“cast” the spell is released from the Papyri, and it disappearsin smoke since the Papyri contains material components.Spells found on Papyri, if they are above the level of theMagician, are cast as if they were a Class 6 Spell. Spells readfrom Papyri do not count against the daily spell limitalthough the current spell casting Dice Roll Modifier appliesto the casting of the spell on the Papyri.

Casting Magic Spells. All magic spells cast by Magiciansrequire a Check roll on the Magic & Combat Table. Spells areClassed from 0–6. The Check Number may be found fromeither the higher of the Spell Class or the Opponents HitDice.[PI]

Compare your Character's Hit Dice to the Class of the Spell onthe Magic & Combat Table to locate the Check Roll Number;check to see if the Opponents Hit Dice would shift the columnright and if so use the Check Number found under thatcolumn. Roll 2d6 and add your Ability Bonus for INT. The summust equal or exceed the Check Roll Number for the Spell tosucceed. The effect of any Spell accompanies its description.[PI]

There is no saving throw vs. a Magic Spell to avoid itseffects or halve damage unless the description of the spellso indicates. A Magician must use his skill to cast thespell, and providing all goes well, the spell is releasedsuccessfully.[PI]

Kulkar the Level 1 Magician wants to cast a Class 0 Spellagainst Fnord the first level Warrior. Consulting theMagic & Combat Table the Check number would be 6 butfor Fnords 4 Hit Dice which shifts the column right andthe Check Number is an 8 instead. Kulkar must roll 8 orhigher on 2d6 for the spell to succeed. If Kulkar had anINT of 15 he would add a +1 Ability Bonus to the diceroll.[PI]

Table of The Magician

Table of Minimum Known MagicianSpells

Level Hit Dice Experience1st 2 0

2nd 2+1 2500

3rd 3 5000

4th 3+1 10000

5th (Hero) 4 20,000

6th 4+1 40,000

7th 5 80,000

8th 5+1 160,000

9th 6 320000

10th 6+1 480,000

Magician Minimum Spells KnownClass of the Spell

0 1 2 3 4 5 6

Level

0 1 – – – – – –

1st 2 1 – – – – –

2nd 2 2 1 – – – –

3rd 3 2 2 1 – – –

4th 3 3 2 2 1 – –

5th 4 3 3 2 2 1 –

6th 4 4 3 3 2 2 1

7th 5 4 4 3 3 2 2

8th 5 5 4 4 3 3 2

9th 6 5 5 4 4 3 3

10th 6 6 5 5 4 4 3

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Rolling Hit PointsAt the start of the game a Character is 1st level which meansthat:[PI]

� A Warrior has four hit dice (4d6), 4–24 Hit Points.[PI]

� A Mystic has three hit dice (3d6), 3–18 Hit Points.[PI]

� A Magician has two hit dice (2d6), 2–12 Hit Points.[PI]

The number of Hit Dice used are designed to create anenjoyable experience playing the game at first level. TheReferee may assign 6 hit points at the start to one dice,and have the players roll d6 for the remainder of the hitdice to be rolled. Hit Dice is used in many of the tablesand those Character Class of lesser Hit Dice, such as aWarrior of less than 4 Hit Dice, is not a player character.[PI]

Zero Level Characters� A 0 (zero) level Human Warrior has 1–3 hit dice, 1d6,

2d6, 3d6.[PI]

� A 0 (zero) level Human Mystic has 1–2 hit dice, 1d6,2d6.[PI]

� A 0 (zero) level Human Magician has 1 hit dice, 1d6.[PI]

Progression of Hit DiceWhenever a Character accumulates enough Experience Pointsto advance to the next level, they increase their hit diceaccording to the tables for each Class.

A Warrior requires 2500 experience points to advance toSecond Level. When he or she does so, they gain anadditional hit dice. If the Warrior Character rolls 4d6 for20 points at first level and then a 4 on 1d6 at SecondLevel, he or she have a total of 24 Hit Points.

Whenever +1 is indicated add it to the hit dice at theindicated level but it is not cumulative. After level 10 hit diceare reached only +1 hit point is gained per level thereafter.

A Sixth Level Warrior could have the following Hit Diceaccumulation; 6,5,4,5; +6 +5 +3 +5 +1 = 40 Hit Points.

CON Hit Point AdjustmentAt each hit dice a player must make an adjustment up ordown for the CON Ability, from –3 to +3 according to theTable: Ability Modifiers and Bonus Spells. No hit dice can ever bereduced below a minimum of 1 point.

A Character with a Con of 3 subtracts –3 from each hitdice. Were a 6 rolled, 6–3=3 Hit Points. Were a 3 rolled, 3–3=0 but since no hit dice can be less than 1 point, theCharacter gains 1 Hit Point.

Equipping theCharacterFor each character the Referee rolls 3d6, sums the pips of thedice, and then multiplies the result times 10 to arrive at thenumber of Silver Pennies the character will have for startingmoney. From this endowment each player must purchase anyadditional weapons, armour, and other equipment notgranted by their social status.[PI]

Fenris Social Standing[PI]

Fenris 2d6 is set in a Fantasy Milieu of the 10th Century (or ofthe 16th Century). There are five general classifications ofSocial Status, Outlaw, Freemen, Farmer, Landlord and Noblemen,and the range of weapons and armour which each Charactermight possess starting out is indicated on the Social Standingtable. If no armour is indicated, or a particular weapon isdesired, you will have to purchase it. These items are quiteexpensive and a character will likely not be able to affordthem at the beginning. However, the design of Fenris 2d6 issuch that the initial lack of armour and weapons is notparticularly disadvantageous, don’t panic! Assume acharacter owns at least one outfit of normal clothes befittingtheir Social Standing. This includes pants, shirt, belt, socks,shoes, cloak (often a pelt) and cap.[PI]

Roll 2d6 on the Table of Social Standing to determine theWarrior Character's Status in the Social Order.[PI]

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Table of Social Standing[PI]

Note that the table of Social of Standing can be altered to suit the Referee's interests and is presented here merely as a guide. Whilestatus is clearly set out it is not intended to present historical truth in all respects, merely a clearly set out hierarchy within the rules ofthe game, for this is a work of fiction![PI]

Roll 2d6for SocialStanding

CharacterSocial

StandingDescription Starting

WeaponryStartingArmour Definitions Historic

Terms

2 Outlaw An Outlaw may not behelped and is outsidethe law, and thereforemay be slain. Not anauspicious beginning,and only a truly HeroicDeed will show a Kingthat you are worthy ofhaving your Outlawrylifted.

A typical manis armed withnothing morethan a Shieldand Spear.

Shield Outlaw Outlaw

3–6 Freeman Your Character isequipped befitting afree man without land.

A typical manis armed withnothing morethan a Shieldand Short ShaftAxe or a Shieldand Spear.

Shield A Freeman, may be a Shield man, amember of a bodyguard of warriorsserving a Nobleman, or a warrior inan Army. A member of the Shieldmen is paid a gift (money) yearlyand may only leave the service ofthe Nobleman on one day a yearwhen the contract is renewed.

Ceorl, Carl,Churl, Karl

7–8 Farmer Your Character is amember of a family ofFreemen with land, afarm, and equippedbefitting a land holder.

A wealthy manowning aSword.

Shield A Farmer. Each farm is expected tofurnish and equip a man capable offighting in the Army. A Shire isdivided into Hundreds, that is anarea capable of supporting 100Warriors.

Ceorl, Carl,Churl, Karl

9–10 Landlord Your Character is amember of a family ofFreemen with land,consisting of multiplefarms, and equippedbefitting a land holderand man of wealth.

A wealthy manowning aSword, add asecondweapon, suchas a Sax orShort ShaftAxe, to theirset ofweaponry.

Shield A Landlord may be the Official of aChieftain or King. The Landlord asan Official is both a Warrior wholeads, and an adviser or minister. Ifhe does not own his land a Landlordmay hold his land in baronis, that isfrom a Chieftain or King. To earn ithe must perform military serviceand other duties. The Landlord maybe the Official of a Chieftain or King.If very powerful a Landlord mayhave a bodyguard of Shield–men.

Baron, Eorl,Jarl, as anofficial theymight becalled aCompanion,Councillor,Minister, orThane

11–12 Noblemen Your Character is amember of a family ofFreemen with land,consisting of multiplefarms, and equippedbefitting a Nobleman ofgreat wealth.

Only theextremelywealthy,and/or those atthe top of thesocial standing,can afford toown a ShortShaft Axe, Sax,Spear, andSword.

Mail, Helmetand Shield.

Chieftains, Kings, and theimmediate members of their family.A Chieftain or King is a Landlordraised in status due to leadershipand cunning. Chieftains and Kingsoften have a bodyguard of Shieldmen at their disposal who are paid ayearly gift for their service. AChieftain is the ruler of a Shirewhereas a King rules over manyShires. A Chieftain may also be theOfficial of a King. High Kings areraised over other Kings due to theirleadership and cunning and areoften chosen in times of war.

Chieftain,King, Kynge,Under–King,High King

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