ZeFRS Core Rules

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    !

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    !"#

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    $!"Adapted from original rules by Dave Zeb Cook

    ByMark Krawec, 2007, with assistance from RPG.net and the ZeFRS discussion forum.

    More information can be found at:

    http://www.midcoast.com/~ricekrwc/zefrs/-and-

    http://forum.rpg.net/showthread.php?t=327143

    Cover art: St. George Fighting the Dragon, Peter Paul Rubens ca. 1606-1610 (Public domainpainting)

    Internal Art: Mnch, Marius, and various and sundry medieval and early modern painters.

    Introduction, Layout, and graphic design: Jason VeyCharacter Folio: Max (RPG.Net)

    This work may be freely distributed as long as it remains complete and intact, including thiscredits page. The text of this work is designated as copyleft, meaning it can be freely used,modified, and reproduced at no cost, though we would ask that if used, proper and due creditbe given to the original writer and to those of us involved in the ZeFRS project:

    Dave Zeb CookMark KrawecJason VeyDrake2000E.T. SmithThe Evil DMMaxMnch

    ArtikidMariushive_mind

    HarmastInsect Kingblu_spongeDMAndrewMountZionRyankrshatheg-klaVagabond

    Christopher V. BradySpinachcat

    And all the other posters on RPG.net and the ZeFRS forum who have dedicated time, effort, andpassion to this final end.

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    Table of ContentsTable of Contents.......................................................................................................................... 1Introduction................................................................................................................................... 4A Roleplaying Game? ................................................................................................................. 4

    What do I Need? ......................................................................................................................... 4Chapter One: Creating Your Character.................................................................................... 5

    Talents ....................................................................................................................................... 5Creating Your Character........................................................................................................ 5Initial Character Talents ......................................................................................................... 7General Talent Scores .............................................................................................................. 7Starting Equipment................................................................................................................. 8

    Chapter Two: Talents and Weaknesses .................................................................................. 9Accident Prone (Weakness) ................................................................................................... 9Acrobatics.................................................................................................................................. 9Alchemy .................................................................................................................................... 9

    Animal Aversion (Weakness) ............................................................................................... 9Animal Handling..................................................................................................................... 9Animal Reflexes ..................................................................................................................... 10Animal Senses ........................................................................................................................ 10Arcane Languages ................................................................................................................ 10Artisan ..................................................................................................................................... 10Berserk..................................................................................................................................... 10Blacksmith .............................................................................................................................. 11Brawling ................................................................................................................................. 11Carpentry................................................................................................................................. 11Climbing.................................................................................................................................. 11

    Color Blind (Weakness) ........................................................................................................ 11Damage................................................................................................................................... 11Danger Sense .......................................................................................................................... 11Directional Sense .................................................................................................................... 11Disfigurement (Weakness) .................................................................................................. 11Distrusted (Weakness) .......................................................................................................... 12Endurance Loss (Weakness) ................................................................................................ 12Fame ........................................................................................................................................ 12Fear of Animals (Weakness) ............................................................................................... 12Fear of Heights (Weakness) ................................................................................................ 12Fear of Magic (Weakness) .................................................................................................. 12Fear of Water (Weakness) .................................................................................................. 12Foppish (Weakness) .............................................................................................................. 12Forgery .................................................................................................................................... 12Gambler (Weakness) ............................................................................................................ 13Glutton (Weakness) ............................................................................................................... 13Goldsmith ................................................................................................................................ 13Herbalism................................................................................................................................ 13

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    .............................................................................................................................. 13Hypnotism............................................................................................................................. 13Information

    ................................................................................................................................ 14Language............................................................................................................................. 14Lockpicking

    ........................................................................................................................................... 14Lore

    ........................................................................................................... 14Madness (Weakness).................................................................................................................. 15Magic Endurance

    ........................................................................................................................... 15Magic Sense.................................................................................................................................. 15Medicine................................................................................................................................... 15Minstrel

    ........................................................................................................................... 15Mind Control.............................................................................................................. 15Miserly (Weakness)

    ............................................................................................................................... 15Movement....................................................................................................................... 15Natural Magic

    .............................................................................................................................. 16Navigation........................................................................................................................... 16Necromancy

    ....................................................................................................... 17Night Blind (Weakness).......................................................................................................... 17Nocturnal (Weakness)

    ............................................................................................................................. 17Observation.......................................................................................................... 18Obsession (Weakness)

    ............................................................................................................. 18Personal Magnetism................................................................................................................ 18Phobia (Weakness)

    ........................................................................................................................ 18Physical Laws....................................................................................................................... 18Picking Pockets

    .................................................................................................................. 19Poison Endurance................................................................................................................... 19Rash (Weakness).................................................................................................................. 19Reading/Writing

    ...................................................................................................................................... 19Sailing........................................................................................................ 19Siegecraft/Engineering

    ...................................................................................................................... 19Sleight of Hand................................................................................................................................... 19Stamina................................................................................................................................... 19Strength

    ........................................................................................................................... 19Summoning................................................................................................................................... 20Survival

    ............................................................................................................................. 20Swimming............................................................................................................ 21Taciturn (Weakness)

    ................................................................................................................................. 21Telepathy................................................................................................................................ 21Throwing

    .......................................................................................................... 21Tone Deaf (Weakness).................................................................................................................................. 21Tracking

    ....................................................................................................................... 21Transmutation................................................................................................................................. 21Trapping

    ........................................................................................................ 22Two-Weapon Fighting......................................................................................... 22Weakness to Drink (Weakness)

    ................................................................................................ 22Weakness to Women/Men............................................................................................................................. 22(Weakness)

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    ................................................................................................................................... 22Weapon....................................................................................................................... 22Weather Sense

    .......................................................................................................................................... 23Will................................................................................................................................ 23Wrestling

    ..................................................................................... 24Chapter Three: The Resolution Chart

    ................................................................................................................ 24Table Organization......................................................................................................................... 24Column Shifts

    .............................................................................................................. 25Not Using the Chart............................................................................................................... 26Chapter Four: Combat

    .................................................................................................................. 26Enemies and Foes.................................................................................................................... 26Types of Combat.................................................................................................................. 27The Combat Turn

    ......................................................................................................................... 34Mass Combat.................................................................................................................. 37Chapter Five: Magic

    ............................................................................................................ 37Who Can Use Magic..................................................................................................................... 37Learning Magic

    ...................................................................................................................... 38Types of Magic........................................................................................................ 39Magical Talent Ratings

    ................................................................................................................... 39Magic Resistance................................................................................................................ 40Chapter Six: Hazards

    ...................................................................................................................................... 40Falling............................................................................................................................................ 40Fire

    ................................................................................................................................ 40Drowning....................................................................................................................................... 41Poison

    ....................................................................................................... 42Chapter Seven: Movement.............................................................................................................. 42Types of Movement

    ........................................................... 45Chapter Eight: Life in a Sword-and-Sorcery World

    ...................................................................................................................................... 45Money............................................................................................................................... 45Equipment

    ........................................................................................................................... 46Employment............................................................................................................... 47Dealing With NPCs

    ................................................................................................................................. 48Weapons...................................................................................................................................... 49Armor

    .......................................................................................... 50Improvement and Ultimate Goals...................................................................................................................................... 50Money

    ........................................................................................................................................ 50Fame.................................................................................................................................. 50Expertise

    ....................................................................................................................................... 51Thrills

    ....................................................................................................................................... 51Honor................................................................................................... 52Appendix: A Rogues Gallery

    ........................................................................................................................................... 52Foes................................................................................................................ 53Sample Characters

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    IntroductionWelcome to ZeFRS (Zebs Fantasy

    Rolep laying System ), a c om plete rules set for

    gritty, cinematic, swashbuckling swords-and-

    sorcery role playing game s. You wo n t findpansy elves, drunken dwarves, or cutesy

    ha lflings or gnome s in the se rules. Rathe r,

    here youll find hulking brutes of men

    throttling the unholy life from demons with

    their bare hands, voluptuous pirate women

    slic ing fo es to ribbons with rap iers as razor-

    sharp as their wits, dark wizards who

    become just a little less human with every

    spell they cast, and monsters from the

    darkest bow els of Hell and beyo nd . This isn t

    Lord of the Rings or Harry Potter. This is

    Conan and Lankhmar.

    In fact, the original source for these rules

    was a w onderful game put out by TSR in the

    1980s, written by Dave Zeb Cook and

    based upon the Conan licensed property.

    That ga me end ea vored to c ap ture the feel

    of not only Howards original stories, but the

    Cona n c omic b ooks that w ere so p op ular at

    the time. It did its job we ll, and in the

    process gave us a game that was well

    ahead of its time, and very

    underapp rec iated . These ob fusc ated

    rules are an effort to put that system, sans

    anyones intellectual properties, back outthere for pe op le to use a nd e njoy. We hope

    you enjoy playing it as much as weve

    enjoyed p utting it tog ethe r. See the c red its

    page of this document for web links where

    you can find suppo rt and more information!A Roleplaying Game?Most of you downloading these rules

    already know what a roleplaying game (or

    RPG) is, but for those new to the game, this

    is an exercise in cooperative storytelling,

    combined with a small element of

    improvisat iona l thea ter. Rem em ber playing

    war with your buddies as a kid, waving toy

    guns around and yelling, I shot you! only

    to have your friend rep ly, Nuh-uh! Im

    we arin bullet-proof a rmor!

    A roleplaying g am e is like that, on ly w ith tw o

    excep tions. First, in this type of game yo u

    do nt gene rally run around in the b ac k yard

    waving toy guns (though there is a type of

    roleplaying where people do just that; its

    just not in this ga me ). Sec ond , there a rerules in place to adjudicate whether or not

    you shot your opponent and whether he or

    you is we aring armor. In a rolep laying

    game, one player acts as the Referee, or

    Game Master (GM), who sets the stage for

    your ad venture and the stories you re g oing

    to te ll. The Refe ree cont rols eve rything in

    the gamefrom the weather today to the

    persona of the shopkeeper you meet in the

    market, to the evil serpent you need to get

    pa stthat isn t a c ha rac ter run by a player.

    The p layers, in turn, eac h c ont rol a single(usually) character, called a Player

    Cha rac ter, or PC. This c ha rac ter ac ts as

    your eyes and ears in the world crafted by

    the Refe ree . It is the PC that rea c ts to the

    situations the Referee throws at you, guided

    by the rules of p lay in this boo k. All it takes is

    a little imagination, and youll be on your

    way! Trust us; it s easier tha n it sounds.What do I Need?To p lay you ll need a GM a nd a t least one

    player, but preferably two to four extrap layers. Ga ming is a soc ial ac tivity. Besides

    that, keep a pencil, paper, the character

    sheet found at the end of this bo ok, and a

    pair of ten-sided dice, called percentile

    dice, ha ndy. You will roll these dice to

    generate a number between 1 and 100.

    Some pe rc entile d ic e ha ve a tens die

    (with numbers 10 to 00) and a ones die

    (numbers 0-9). If you don t have a tens

    die, just use dice of different colors, and

    designa te o ne to rep resent the tens (alwa ys

    befo re you roll). When ma king a te st to see

    if you can do something, youll roll these

    dice and compare the results with a

    resolution cha rt. More information on this is

    found o n pa ge 23.

    And really, thats all you need to know to

    ge t started! Now go on; wha t are you

    wa iting for? There s dem ons to kill and

    wenc hing to be done!

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    Chapter One: Creating Your CharacterTo p lay ZeFRS, you m ust have a character,

    an imaginary person whose actions you

    c ontrol. Sinc e you, a player, make the

    choices for this character, the character iscalled a player character (PC). You

    de termine eve rything your cha rac ter does.

    The refe ree c ont rols the ac tions of many

    d ifferent c harac ters in the ga me . Since the

    players have no control over these

    characters, they are called non-player

    characters (NPCs).TalentsTo p lay, you have to know your c harac ter's

    talents - his physical abilities, knowledge,

    and skills. These ta lents dete rmine the fea ts

    your c haracte r is c ap ab le o f and how likely

    he is to suc c eed at them . Som e talents are

    innate - abilities your character is born with.

    Othe r ta lents a re lea rned throug h study a nd

    practice. As you play the game, your

    character can learn new talents or improve

    one s he o r she a lrea dy has.

    When you create your character, you

    choose the talents he or she has and how

    goo d he or she is with e ach ta lent. This is

    indicated by a number following the name

    of the talent. The highe r the numb er, the

    mo re skilled the c harac ter is with tha t ta lent.

    Talent PoolsTa lents a re g rouped into talent pools. The

    ta lents in ea ch ta lent po ol are rela ted . The

    six Ta lent Pools a re:

    Prowess: All your character's physicalabilities (other than fighting) are

    grouped into this pool. Strength,

    movement, swimming , and climbing

    a re some Prowess ta lents. Fighting: This pool consists of a ll the

    combat abilit ies of your character,

    including the different weapon

    proficiencies, wrestling, and

    brawling .

    Endurance: These ta lents ind ica tehow much punishment your

    c ha rac ter ca n ta ke. Talents such as

    stamina, damage endurance , and

    poison endurance are included .

    Knowledge: Your character muststudy these talents in order to use

    them . The Know ledg e Pool inc ludes

    spells, engineering, reading , writing ,

    and languages.

    Perception: This poo l cont a ins ta lents

    that require both training and

    na tural ab ility. Suc h ta lents as

    shadowing , pocket picking , and

    anima l training are inc luded here.

    Insight: These ta lents a ll req uire

    inbo rn ab ility. Som e Insight ta lentsa re

    natural magic , poetry, and

    telepathy .

    Not having the talent that governs an

    ac tion do esn't mea n that you can't attemp t

    the a ction; it only mea ns that your cha nce

    of success isn't as high as that of someone

    who ha s the ta lent . Sup pose Esmis the

    warrior has the Sword Fight ing Talent , but

    not the Halbe rd Fighting Ta lent. He c an still

    fight with a halberd, but he is not as

    profic ient w ith it a s he is w ith a swo rd.

    Creating Your CharacterYour character has a background, a history

    of h is life p rior to a dventuring . This inc ludes

    information about his parents, his homeland,

    and wha t he d id as a youth. These things

    affect the appearance and ability of your

    character and should be recorded as a

    sto ry, no t just a few lines of fac ts. To e njoy

    your character to the fullest, you should also

    rec ord his late r ad ventures as a sto ry.

    Naming Your CharacterFirst, decide if your character is male or

    fema le. Then g ive him o r her a na me .

    Swo rd -and -sorcery nam es are seldom mo re

    than one word. You can make up any

    name yo u like.

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    Choosing TalentsirthplaceDec ide w here your cha rac ter wa s bo rn. This

    affec ts the ap pe arance o f your cha rac ter

    and any spe cial knowled ge he o r she m ight

    have. A hero born in a Nordic-type land

    would be tall, fair-haired, and pale, andhave light-co lored eyes.

    After you have chosen the background of

    your character's parents and his homeland,

    you must choose your character's talents.

    These rep resent his p re-adventuring

    experienc es and stud ies.Your c ha rac ter sta rts w ith 35 points to spend

    on talentsThe b irthp lac e you c hoose is the ho me land

    of your character's father. Your character's

    mother doesn't have to be from the same

    land as her father.

    1. You can spend your points on

    any talents you want, with the following

    restric tions:

    1. You c annot start the ga me withmo re tha n 5 points in any one t alent.Your character automatically speaks the

    lang uag e o f his home land .2. You m ust have a t least 1 talent from

    ea ch Talent Poo l.Parents3. You m ust spend a t least 1 po int on

    your father's ta lent.The ne xt step is to na me your charac ter's

    fathe r and mo ther. The na me s are to ta lly up

    to you. Fathers and sons (and one presumes

    mothers and daughters) often have the

    same or similar names). After giving the

    parents names, select an occupation for

    the father. You can choose any non-

    ma gic a l talent from the list o f ta lents. This

    c hoice affec ts the abilities of your cha rac ter

    (see Choosing Tale nts, below), so choose

    carefully! Although there are no restrictions

    on your choice, consider the homeland of

    the father. Natives of a remote mountain

    land are unlikely to have muc h need of men

    trained in sa iling. They migh t rather befa rmers, mine rs, or fo reste rs.

    You can increase the number of points

    available for talents by selecting

    weaknesses. A weakness is a flaw in your

    c ha rac ter's persona lity o r physica l ab ilities. It

    prevents him from performing certain

    ac tions and m ay occ asiona lly force him into

    actions that are not in his best interests.

    Choosing a we akness me ans you m ust p lay

    your c haracte r ac c ording to the d icta tes of

    that weakness. Be prepared to face the

    consequences!

    The a dva ntag e to c hoosing a we akness isthat for each weakness taken, your

    character receives 10 extra points to spend

    on ta lents. You a re no t req uired to ta ke any

    weaknesses.

    You're now ready to fill in a Character Folio.

    Record your character's sex, name,

    homeland, parents, parents' occupations,

    and any other information you want to

    keep. For example, a PC from a country in

    an analogue of Africa might have a Folio

    like this:

    The wea knesses listed below are the on ly

    ones a PC ma y choo se. Som e wea knesses

    restrict the choice of talents for your

    c ha rac ter. These restric ted ta lents a re a lso

    listed be low.

    This description lists his na me , his homeland ,

    his pa rents' nam es and oc c upa tions, and his

    general ap pea ranc e.

    Dural Besh of Marumasai, son of Dural

    Hab t he p raise singer and Dura l Ima the

    we aver. Dural grew to a mod eratestat ure, with a wiry fram e a nd long,

    nimb le fingers.

    Weak ness Restricte d Tale nt

    Accident prone*

    Color blind*

    Fea r of an ima ls Anima l Hand ling

    1That n umb er alwa ys struck me as lea ving the c harac ters alittle underpowered. I would at least lift the cap on initial

    Dam ag e Talent, espec ially if you're using the original dam ag e

    system. Otherwise a starting character faces the very real

    possibility of taking 80% wounds from the first hit of her first

    combat .

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    Fea r of heigh ts Climb ing Creating New TalentsFea r of mag ic

    The prec ed ing list o f ta lents is not eve rything

    a character might know. While the

    usefulness of unlisted talents is limited, you

    may want your character to have some

    unusual ability. Explain the talent to thereferee and ask if he will allow it. He will

    decide if the talent is something your

    character could learn. He will also decide

    the Ta lent Poo l to w hich it be longs.

    Fea r of wa ter Swimm ing, Sa iling

    Foppish*

    Gambler*

    Glutton*

    Miserly*

    Night blind*

    Rash*

    Tac iturn*

    Tone Dea f

    An unlisted talent is treated like any other

    talent. You must spend points to give it a

    rating from 1 to 5. You may also increase

    your ra ting in tha t talent a s you w ould in any

    other.

    Wea kness to drink*

    Weakness to wom en/ men**A co mp lete explanation of this wea kness ca n be fo und und er

    Tale nts and Wea knesses (p.9).

    When you are done, your character's Folio

    will look much like the ones already

    c omp leted for the sam ple c harac ters.For example, perhaps you want your

    c harac ter, Ga lya Eyep ierce r, to ha ve a

    talent in brewing. You tell the referee thatBrewing Ta lent g ives Ga lya b asic

    knowledge about the methods of brewing

    and the ability to recognize the ingredients

    of va rious d rinks by ta ste . The referee

    decides this is a talent Galya could learn

    and t ha t Brew ing Ta lent belong s in the

    Know ledg e Ta lent Pool. You c an a dd this

    ta lent to the Know ledg e Ta lent Poo l and

    spend from 1 to 5 points to give Galya a

    rating in brewing. In the story section of

    Ga lya 's Cha rac ter Folio, you c ould no te:

    Initial Character TalentsInitial Charac ter Talents

    Prowess Fighting

    Acrobatics Brawling

    Anima l Reflexes Weapon (from weapon list)

    Climbing Wrestling

    Movement

    Strength

    Swimming

    Throwing

    Endurance Knowledge

    Damage Arcane LanguagesMagic Blacksmith

    Poison

    Stamina

    Will

    Carpentry

    Goldsmith

    Herba lism

    Langua ge (c hoose language )

    Lockpicking

    Lore

    Navigation

    Rea ding/ Writing (cho ose lang uag e)

    Sa iling

    Siege c raft

    Surviva l (c hoo se environm ent )

    Trapping

    Perception Insight

    Animal Hand ling

    Medicine

    Minstrel

    Observation

    Poc ket Picking

    Trac king

    Animal Senses

    Danger Sense

    Direc tiona l Sense

    Hypnotism

    Ma gic Sense

    Persona l Ma gne tism

    Telep a thy

    Weather Sense

    Ga lya learned brewing as an a pp rentice

    in a me ad hall.

    General Talent ScoresAfter you have chosen all the talents for

    your character, you must find his General

    Sc ore for ea c h Talent Pool. Add the ratings

    for all talents in the Ta lent Pool, then d ivide

    by 10, d ropp ing a ll frac tions. The result is the

    Ge neral Score fo r that Ta lent Pool. Do this

    fo r a ll six Ta lent Pools.

    The General Score b ec om es your

    character's rating for every talent in which

    (within tha t Talent Pool) he d oes not have a

    ra ting. The Ge neral Score is used whene ver

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    To equip your c ha rac ter, c hoo se one item

    from e ac h co lumn below:

    your character tries to do something that is

    not one of his listed ta lents.

    For Example: Jac kal the Rea ver wa nts to try

    to rea d Urumxi, som ething he do es not have

    a talent for. His rating for this attempt is

    eq ua l to his Ge nera l Sc ore for the

    Know ledg e Poo l.

    Ge neral Sc ores c an be increased during

    play, so don't worry if your character's

    Ge nera l Sc ores a re low a t first.Starting EquipmentThe last step in crea ting your c ha rac te r is

    choosing the equipment he starts out with.

    As you p lay your equipment list w ill c hang e,

    so it is best to write this information on your

    Cha rac ter Folio in pe nc il.

    Column 1 Column 2 Column 3

    any weapo n

    100' rope & grap ple horse, sad dle

    2 we eks of foo d c ha inma il shirt

    dirk quilted leather

    armorcloak

    5 gold co inssad dleb ag s & b ridle

    bronze c uirasssteel helmet

    Your character is now ready for his first

    adventure in dangerous and wild lands. But

    before he leaves to find his fame and

    fortune, you will want to know how well he

    fight s. This is exp lained in the Com ba t

    sec tion (p . 25).

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    Chapter Two: Talents and Weaknesseso Healing elixirNote that wherever the terms Minor, Moderate,

    and Ultimate appear in descriptions (generally

    involving Ma gic al Ta lents), these refer to the

    result on the Resolution Chart (p. 23) required to

    achieve a given effect in that category,representing green, yellow, and red, respectively

    on the ba se c hart.

    o Insanity pot ionsAnimal Aversion (Weakness)Som ething a bo ut cha rac ters with this

    weakness is inherently unsettling to animals

    and hum ans who possess the Anima l Senses

    Ta lent. Any suc h a nima l or pe rson within 10

    feet of your character instantly becomes

    nervous, skittish a nd irrita b le.

    Accident Prone (Weakness)Bad luck dogs your character's steps. Every

    time you roll a 99 or 00 on a resolution

    check, some disaster befalls her - her

    weapon may break, she may read a

    warning as an invitation, she may lose her

    grip and fall on the person below her while

    c limb ing a wa ll, and so on.

    Those w ho suffe r from Anima l Aversion suffe r

    a two-column penalty on reaction checks

    when d ea ling w ith cha rac ters who ha ve the

    Anima l Senses Ta lent. A cha rac ter who has

    Animal Aversion cannot learn Animal

    Handling or Natu ral Magic .crobaticsTalent Pool: ProwessThis Ta lent is used for any sort o f a thlet ic or

    gymnastic movement, such as vaulting an

    obstacle, leaping a gap, or walking a

    tightrope.

    AlchemyTalent Pool: KnowledgePrerequisites: Arcane Languages,HerbalismThis Ta lent is used to c rea te ma gic a lcompounds, whether they be potions,

    pow ders, ma g ica l a lloys, or gases. Three

    months of study are required to learn

    Alchem y. The stud ent must a lso selec t a

    Ma g ica l Wea kness. Som e rep resentat ive

    items that c an b e p rod uce d using Alchem y

    include:Animal HandlingTalent Pool: Perception

    MinorAnimal Handling allows a character to train

    and command animals. It it used for

    resolution checks involving riding mounts or

    driving draft animals. It also allows a

    character to train an animal to obey simplec om ma nds, if the anima l is rea red from birth

    and taug ht for a pe riod of a t lea st one year.

    The trainer ma y still trave l and adventure so

    long a s the a nima l in training go es along .

    o Stupefying p ow de rso Love p otionso Sleep ing d raug hts

    Moderateo Knoc kout gaso Poison ga s

    Animal Handling is a prerequisite of the

    Natural Magic Ta lent.o Antidotes

    Ultimate

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    BerserkAnimal Reflexes Talent Pool: InsightTalent Pool: ProwessBerserks are filled with a mighty battle rage

    that enables them to ignore the effects of

    ordina ry wounds. Spec ific wo und s still cause

    their normal effects. A character with theBerserk Ta lent d oe s not nee d to m ake

    resolution checks to stay conscious when his

    Dam ag e rating d rop s to 0 or below . Instea d ,

    he fights on unimpeded until his Damage

    rating reaches the inverse of his Berserk

    rating.

    Your character has amazing cat-like

    reflexes. The Co mb at sec tion e xplains how

    this Ta lent is app lied .Animal SensesTalent Pool: InsightCha rac te rs with th is Ta lent possess senses

    that a re fa r sharpe r than a normal huma n's.

    They ge t a b onus adva ntage level in

    combat, sleep so lightly that they spring fully

    awake in the blink of an eye, and are

    sensitive to the presence of individuals who

    suffe r from Anima l Aversion. They a lso g a in a

    +2 column shift on a ll Tracking , Trapp ing, or

    Danger Sense resolution c hec ks.

    Jac kal the Reaver's vision fills w ith red mist a s

    he lays about him with his broadsword.

    Jac kal's Berserk rating is 5; he fights

    unda unted until his Dama ge rating rea c hes

    -5.

    Unfortunately for the Berserk, once hisDamage rating falls to that point, he drops

    dead.

    Arcane LanguagesTalent Pool: KnowledgeThe A rc ane Lang uages Ta lent represents

    study of the long -forgotte n tong ues in which

    tomes of arcane knowledge are invariably

    written. It is used whenever a character

    attem pts to rea d a text dea ling w ith mag ic .

    The d eg ree of suc c ess on the Arca ne

    Languages resolution check represents how

    well the reader grasps the meaning of the

    text. Incomplete or, worse yet, faulty

    understanding can have very gravec onseq uenc es inde ed .

    All ma gical Ta lents have Arc ane Lang uage s

    as a p rereq uisite .

    ArtisanTalent Pool: PerceptionCharacters with this talent are trained in

    pottery, weaving, painting, or sculpture.

    They m ay a lso a pp ra ise item s from the ir

    craft. Each craft must be taken as a

    sep a rate Ta lent. Ma ke a resolution chec k to

    determine the quality of each item the

    character makes. A failure indicates that

    the product is a piece of junk; a heroic

    succ ess means a ma sterpiece.

    To ente r a Berserk sta te, the c ha rac ter must

    make a resolution check against his Berserk

    ra ting a nd ge t a tot a l or heroic suc c ess. Toleave the Berserk state, he must get a total

    or heroic success on a resolution check

    aga inst his c urrent Dam age ra ting (!). Those

    who fail to leave the Berserk state keep on

    fighting e ven if the only pe op le left stand ing

    are allies. If the Berserk's Damage rating is

    negative when he leaves the Berserk state,

    he falls unc onsc ious.

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    Damagelacksmith Talent Pool: Endurancealent Pool: KnowledgeThose w ho ha ve this talent c an forge me tal

    too ls, wea po ns, and armor. They c annot,

    however, create artistic items or workprecious metals. Blacksmiths must have

    ac c ess to smithing too ls to work meta l. They

    can also evaluate the quality and

    workmanship of non-precious metalwork,

    espec ially in iron a nd stee l.

    Damage is the measure of how much injury

    your character can withstand before

    running the risk of dying. For a c om pleteexplana tion, see Com ba t.

    Danger SenseTalent Pool: InsightYour character's awareness is so keen that

    he c an sense impe nding d ang er. Whenever

    she is threatened by a hidden enemy or

    trap, the referee makes a resolution check

    aga inst he r Dang er Sense. On any de gree

    of success, the character feels a vague

    sense o f mena c e. Dang er Sense p rovides a

    moment's warning but nothing identifying

    the nature of the threat. Characters who

    a lso ha ve the Anima l Senses ta lent receive

    a +2 co lumn shift on their Danger Sense

    check.

    BrawlingTalent Pool: FightingBrawling is a c a tc ha ll Ta lent used for

    fistfighting, bashing opponents with chairs,

    ba ttering them with mug s, and so on. See

    Combat for a more complete explanation

    of brawling.

    CarpentryTalent Pool: KnowledgeGiven the proper tools and materials, your

    character can build virtually any wooden

    item, from furniture to sa iling vessels. The

    degree of success on the carpentry

    resolution check determines the quality of

    the resulting p rod uc t. She c an a lso ide ntify

    various types of woods and knows their

    places of o rigin.

    How long it ta kes to build a given item is up

    to the referee. Seve ral c arpenters ma y be

    able to work together on a large project;

    some may be impossible for a single

    c arpenter to a cc omp lish.

    ClimbingTalent Pool: ProwessYour character is practiced in climbing all

    types of surfac es.Directional SenseTalent Pool: InsightColor Blind (Weakness) Your cha rac ter has an innate sense o f whichway north lies. He can make a resolution

    check against this talent to find his way

    when he ha s be co me lost.

    Your character has very limited ability to

    d istinguish o ne color from another. This

    weakness has no rating, but will make any

    task requiring identifying items by color

    impossible. It may also have some negative

    social consequences, such as an inability to

    put tog ether an tasteful set o f c lothes.

    Disfigurement (Weakness)Those with this wea kness have bee n sc a rred

    or otherwise mutilated, either by injury or as

    a side effect of their magical studies.

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    Sorcerous disfigurements are o ften strang e

    warpings of the body such as shrivelled

    limbs, bizarre scarring, eye discoloration or

    loss, transformation of hands or feet into

    claws or hooves, and so on. Disfigurements

    are permanent and a lwa ys blatant, but ca n

    be hidden with some work. Characters withdisfigurements also suffer some social

    disadvantages.

    Your charac te r's fea r of he ights is so strong

    that she must make a successful resolution

    c hec k ag ainst Will or General Enduranc e to

    continue to act when at a great height or

    forced to climb. Failure means she is frozen

    in fear and must rely on someone else to

    help her budge from the spot. Characterswith Fea r of Heights cannot lea rn C limb ing.

    Fear of Magic (Weakness)Distrusted (Weakness)Cha rac ters with Fea r of Ma gic must ma ke a

    successful resolution check against Will or

    General Endurance to pick up any item

    they know to be magical. Whenever

    confronted by a sorceror or magical

    monster, they must make a successful

    resolution c hec k or flee / free ze in the ir trac ks,

    as the p laye r c hooses. Those w ith Fea r of

    Magic cannot learn any of the magicalTalents.

    A Distrusted character has an unshakeable

    aura of untrustworthiness. Long hours of

    probing arcane secrets have subtly warped

    his personality and demeanor. A reaction

    check (p. 26) on meeting an NPC can elicit

    a ge nerous or friend ly response. Peo p le ma y

    help the distrusted character, but they will

    never be a t ea se a round him.Endurance Loss (Weakness) Fear of Water (Weakness)Study of t he da rk arts has sap pe d your

    character's physical and psychic vigor.

    Eac h Ta lent in the End uranc e Ta lent Poo l

    loses 2 points. The rea fte r, it costs 3 po ints to

    increa se an Enduranc e Talent by 1 po int,

    and 10 po ints to p urc hase a new Enduranc e

    Ta lent .

    Your cha rac ter so fea rs bo d ies of w at er that

    he must make a successful resolution check

    against Will or General Endurance to enter

    the water or even board a vessel. He will

    never travel by water for longer than one

    day unless forced. It is impossible for him to

    lea rn Swimming o r Sa iling.Fame Foppish (Weakness)alent Pool: PerceptionFoppish characters are obsessed withfashion. They ma y spend the ir last c oin on a

    hat, wedge themselves into ridiculous hose

    for the sake of style, or pass over boots in

    favo r of mo re a ttrac tive pa ir of sand a ls that

    are utterly worthless for the twenty-mile

    ma rc h they're a bo ut to und ertake. They w ill

    do their level best to keep their outfits

    pristine, avoiding such messy activities as

    ba ttle whene ver po ssible. They a lso tend t o

    put on airs, which does make them the

    center of attention but unfortunately nets

    them a -1 column shift of all resolutionc hec ks for NPC rea c tion.

    Fame measures a character's renown. For

    an explanation of fame is earned and can

    be used, see Improvement and Goals (p.

    50).

    Fear of Animals (Weakness)Characters who suffer from Fear of Animals

    are so terrified that they will avoid any

    anima l if a t a ll possible. To ha nd le or even

    closely approach an animal, they must

    make a successful resolution check againstWill or General Endurance. Failure means

    their fear prevents them from coming near

    the c rea ture. This restrict ion doe s no t,

    however, apply to monsters. Characters

    with this fear cannot learn Animal Handling

    or Natural Magic .

    ForgeryTalent Pool: PerceptionYour character may produce and detect

    forgeries (including writings and works of

    art). After the character attempts either to

    make or to detect a forgery, the refereeFear of Heights (Weakness)

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    should make a secret Resolution check. A

    white result indicates failure that is

    immediately apparent to your character. A

    green result indicates failure but your

    character will think it a success. Any other

    color equals success. Your character should

    not b e a dvised of the d eg ree of his succ essunless the result is white or red .

    Gambler (Weakness)A gambler is always ready for a game of

    c hance. Wheneve r she's p resented with the

    op po rtunity to take pa rt in a w ag er but has

    reason to prefer not to, she must make a

    successful resolution check against Will or

    General Endurance to decline. (If she's

    willing to play, there's no need to check.)

    Once she has begun playing, she must

    make another successful resolution check tostop . The c hec k may b e mo d ified

    according to the situation. After all, it's so

    hard to wa lk awa y from a hot strea k...

    There a re limits to her susc ep tib ility; she

    wo n't drop he r swo rd and sta rt d icing in the

    midd le of a fight , for instanc e, althoug h she

    might lay odds on the outcome even as

    she's hacking away. A gambler will bet on

    just ab out a ny situat ion whose outc om e c an

    be in doubt. Needless to say, this makes it

    hard fo r her to save a store of m one y.

    Glutton (Weakness)A glutton eats at every opportunity. He

    always has a little something to snack on

    with him, and must make a successful

    resolution check against Will or General

    Endurance to pass up an offer of food. His

    resultant girth means he can only wear

    c ustom-mad e c lothing a nd a rmor, and he is

    of course much heavier than most other

    people.

    GoldsmithTalent Pool: KnowledgeYour character is trained in working gold

    and c ra fting jew elry. She c an identify and

    evaluate gems and pieces of jewelry, and

    can craft new items given the proper

    eq uipment a nd suffic ient time . The q uality of

    the resulting piece is determined by the

    degree of success obtained on a resolution

    c hec k ag a inst this Ta lent.

    HerbalismTalent Pool: KnowledgeThose who have stud ied herba lism canidentify and know the uses of various plants.

    This Ta lent c an b e used to identify po isono us

    and edible plants, prepare poultices that

    increase a character's rate of healing by 1

    point per day, derive mild plant-based

    poisons, and brew teas to relieve pain,

    restore energy, and so on. Herbal brews can

    provide only minor relief and require some

    time to ta ke effec t.

    Herbalists who also have the Medicine or

    Survival Ta lents rec eive a +2 co lumn shift on

    resolut ion c hec ks using tho se Ta lents.

    Herbalism is a prerequisite for Alchemy and

    Natural Mag ic .

    HypnotismTalent Pool: InsightHypnotism allows your character to make

    c om pelling sugge stions. The user a nd

    subjec t m ust ha ve 10 uninterrupte d minutes

    in comfortable, quiet and dim surroundings,

    at the end of which the hypnotist makes a

    resolution check against his Hypnotism

    rating minus the subject's Will or General

    Enduranc e rat ing. Suc cess me ans the

    hypnot ist c an imp lant a suggestion. The

    suggestion must be short and simple; it

    cannot be complex, self-destructive or

    obviously counter to the subject's interests

    ("OK soldier - go flip off Captain Barselius!" is

    right out).

    The hypnotist ma y attem pt to m ake a ny

    number of suggestions, but must make a

    successful resolution for each one. Failure

    me ans the sub jec t refuses the sugge stion. All

    suggestions wear off 24 hours after being

    imp lante d . The sub jec t is fully aw are o f

    having been hypnotised unless a suggestion

    wa s ma de that he forge t.

    Hypnot ism is a p rereq uisite fo r Mind C ont rol.

    InformationTalent Pool: Insight

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    Prerequisites: Arcane Languages, LoreThe Informa tion Ta lent is the p rovinc e of

    soo thsayers and see rs. It g ives know ledge of

    distant or future events. It takes only one

    month of study to learn the Information

    Ta lent, but the student must take a ma gical

    weakness and become a priest of a setting-

    ap propriate d eity.

    LockpickingTalent Pool: KnowledgeGiven the proper tools, your character canopen any lock with a successful resolution

    c hec k ag a inst this Ta lent. It ma y also b e

    possible to improvise tools.Informa tion mag ic inc lude suc h spells as:

    Lore Minor Talent Pool: Knowledgeo Clairvoyance

    Your character is versed in the ancient

    histo ry of the wo rld. She c an ma ke a

    resolution check against her Lore rating to

    glean a bit of information about a historical

    item, plac e, pe rson o r event.

    o Clairaudience Moderate

    o Predictiono Sp iritual Ad vice

    Ultimateo Prophecy

    Clairvoyance: seeing distant events.

    Clairaudience: hearing distant events.

    Prediction: foreknowledge of near-future

    events.

    Prop hec y: foreknowledge of w eighty events

    in the near or distant future.

    Spiritual Advic e: petitioning a de ity for

    knowledge or advice.

    The knowled ge ga ined through Informa tionspells is always cryptic or fragmentary.

    Events foreseen are not inevitable; they are

    the outcom e of the c urrent situat ion. Huma n

    agency is required to cause the event, and

    is c ap able of p reventing it.

    LanguageTalent Pool: KnowledgeA rating of 1-10 in a foreign language

    represents basic knowledge of that

    language. A rating of 11-20 indicates

    competence, and a rating of 21 or greaterrep resents fluenc y in the lang uage . The

    referee may ask for a resolution check

    against your rating in a language to see

    whether you misunderstand a speaker or

    convey a meaning other than the one you

    intended. Your rating in a language can

    only be increa sed when your cha rac ter has

    had a cha nce to practice spea king it .

    Madness (Weakness)The terrible sec rets your cha rac te r hasunearthed in his quest for forbidden

    knowled ge have beg un to loosen his grip o n

    reality. Every day there is a cumulative 1%

    chance that he will be struck by a fit of

    madness (so he will without fail go

    temporarily mad at least every 100 days).

    When it c om es, the fit lasts for 1-10 hours,

    during which time he will run wild, liable to

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    do or say a nything. At the e nd of the fit, the

    chance of another fit begins at 1% and

    slowly c limb s as befo re.

    Magic EnduranceTalent Pool: EnduranceThis is a me asure of your cha rac te r's ab ilityto resist the influence of spells or magical

    effec ts. See Ma gic (p. 37) for an e xplana tion

    of its use.

    Magic SenseTalent Pool: InsightOn a suc c essful resolution c hec k ag a inst this

    Ta lent, your cha rac te r bec om es instinct ively

    aware of magical items, people or

    c rea tures in he r surround ings. She ga ins no

    specific information about the magic; she

    only feels its presence.MedicineTalent Pool: PerceptionA character trained in Medicine can heal

    humans and animals alike. He can

    bandage injuries, concoct medicines, treat

    infections and cure diseases. A successful

    resolution check against Medicine doubles

    the patient's healing rate. However, only

    one check may be made per patient for

    ea c h ba tch o f wound s or cond itions.

    MinstrelTalent Pool: PerceptionThose w ith the Minstrel ta lent c an p rovide a

    range of entertainments: song, epic poetry,

    instrumental music, dance, juggling, and so

    on. They c an ea rn 1-2 silver c oins a day by

    performing. Since nea rly a ll doo rs a re open

    to minstrels, they a re a lso freq uently hired as

    spies. A character who has the Minstrel

    Ta lent g a ins a +2 co lumn shift whe n using

    Lore o r Mind Co ntrol.

    Mind ControlTalent Pool: InsightPrerequisites: Arcane Languages,HypnotismMind Control is used to cast spells that

    create illusions or dominate the thoughts of

    others. Learning Mind Control requires six

    months of study and imposes a magical

    wea kness on t he stud ent . The c aster of a

    Mind Control spell must be able to make

    eye c onta c t with its target . Som e typic al

    Mind Co ntrol spells a re:

    Minoro Paralyzing glareo Mom enta ry indec isiono Sound

    Moderateo Fearo Illusiono Long term sugge stion

    Ultimateo Instant hypnotismo Com plete hallucinationso Menta l slaves

    Use of Mind Control spells is explained more

    fully in the Ma gic sec tion (p . 37).

    Miserly (Weakness)Your character is a skinflint who spends as

    little a s possible. She buys the chea pest

    equipment, eats the most meager meals,

    and stays in the c ruftiest d ives ava ilab le. Shehoards every coin she acquires and will

    certainly never lend money to anyone else.

    Unfortunately, her habit of squirreling away

    large amounts of lucre makes her a prime

    ta rget for ente rp rising thieves...

    MovementTalent Pool: ProwessMovement rating is a measure of both foot

    spe ed and ag ility in co mb at . The Talent's

    uses are explained under Combat (p. 25)

    and Movem ent (p. 42).Natural MagicTalent Pool: InsightPrerequisites: Animal Handling,Animal Senses, HerbalismNatural Magic is the most ancient of the

    magical arts, dealing with animals and the

    wilderness. Its teachings are never written,

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    but rather passed orally from instructor to

    student. What few symbols it uses are

    carven in the rock of secret caves and

    grottoes.

    Ultimateo Monster co mma ndingo Sight through an ima ls

    Most NPCs who practice Natural Magic will

    live in remote forests, tending members of

    the tribe a nd wild a nimals.

    Those w ho w ould lea rn Nat ural Ma gic must

    study for one year in the wilderness,

    communing directly with the fauna and

    flora. A t ea cher is no t ne cessary; it is possible

    to learn the basics of this art through

    ob servation a nd med itation. How eve r, spe lls

    of moderate or difficult level can only be

    learned b y those who a re c lergy of a na ture

    go d . Students must selec t a ma gical

    we akness other than Anima l Aversion.

    NavigationTalent Pool: KnowledgeThe Na viga tion Ta lent a llow s c ha rac ters to

    chart their course by the stars. On any

    mostly cloudless night they may make a

    resolution check against their Navigation

    rating. Any degree of success means they

    have found their be aring; failure m ea ns they

    only think they ha ve. In this case, the refe ree

    will randomly determine the direction in

    which the c ha rac ters are ac tually trave lling.

    Typic a l Natural Magic spells include :

    Minoro Prote c tion from anima lso Anima l loc ation Necromancyo Animal friendship Talent Pool: PerceptionPrerequisites: Arcane Languages, Lore,Medicine Moderateo Animal speech

    Necromancy is the blackest of the magical

    a rts. It is akin to Summoning, fo r its purpo se is

    to reach out and draw upon the invisible.

    However, it is fundamentally different. While

    Summo ning a ttemp ts to reac h b eyond the

    confines of this world and bring alien

    creatures into it, Necromancy attempts torebind the dispersed energies of this world

    for the purposes of p reservation, know ledg e,

    and animation. Its practice is a heinous

    crime in all lands but those which routinely

    practice sorcery. Restraint is needed, for

    Necromancy is second in danger only to

    Sum moning . The simp ler spells of

    preservation and know led ge do not c arry as

    much inherent risk, but the restructuring and

    animation of the dead is fraught with peril.

    The purpose of suc h spells is to b ring b ac k

    from the d ea d anima ls, monsters, or peo p le.Unless the Necromancer exercises care, his

    animations may turn on him and the world.

    One year of study is required before a

    character can attempt any spells, and a

    character must choose a magical

    weakness. Necromancy is a draining art.

    Each time a character attempts to cast a

    spell he loses 1 point from his Damage

    o Animal commanding

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    Ta lent even if the spell is not successful. The

    loss is perma nent. The follow ing spells a re

    typical of the type tha t may b e learned :

    Minoro Preserve O rga nic Ma terial (50

    years)

    o Histo ry of Dec ea sed *o Anima te Sma ll Anima l Bod y**

    Moderateo Preserve Organic Material

    (1,000 yea rs)

    o Question Dec ea sed *o Animate Large Animal

    Body**

    Ultimateo Preserve Organic Material

    (5,000 yea rs)

    o Force True A nswers fromDeceased*

    o Animate Monster Bod y**o Anima te Huma n Bod yo Prolong Life***

    *A small part of the original creature or object must beobtained (feather, hair, dust) or an accurate likeness of the

    creature.

    **A large p art of the original creature must be o bta ined.

    ***May be cast on self or other, but may only be attempted

    onc e p er yea r. Suc ce ss ad ds 10 yea rs to the subjec t's life, b ut

    c uts all Endura nce Talent s in half imm ed iately and pe rmane ntly

    (although lost points may be slowly renewed through the

    ga ining o f new talent p oints).

    Each time an animation of an animal or

    monster is successful, the Necromancer can

    control that creature for one service of

    limited duration. After the service is

    performed, the creature returns to its

    previous form. Animated humans alsoperform one service the first time they are

    animated, but if the same human is

    reanimated, he is hostile toward the

    Nec rom anc er unless som e fo rm o f coe rc ion

    (such as mind control) is employed. A

    rea nima ted human attem pts to d estroy the

    Necromanc er and esc ap e into the wo rld to

    live a new life. Animations have talent

    ra tings equa l in all respec ts (inc luding spells)

    to those they possessed before death

    exce pt that their Stamina rat ing is ha lved

    and they are invulnerable to poisons.

    Animated creatures may be dematerialized

    at the Necromancer's will. Human

    animations attempt to resistdematerialization, however, opposing the

    Necromancer's Will with their own. Any time

    a white result indicates failure for a spell of

    Difficult complexity, a magical fire (rating

    25) eng ulfs the roo m. The Nec rom anc er

    should b e a llowe d to e sca pe or quenc h the

    fire. His spell components may, however, be

    damaged. Necromancy's need for

    components from the original creature

    forces the character on quests for various

    tombs, should he wish to animate or

    question som eone of anc ient rep ute.

    Night Blind (Weakness)Characters with this weakness have very

    poo r low -light vision. They a re b lind by

    sta rlight and cannot lea rn Nav iga tion. They

    also suffer a -2 column shift when doing at

    night a nything tha t requ ires vision.

    Nocturnal (Weakness)Your character has delved so long into

    sec rets that ma y only be spoken o f by night

    that he has himself become a creature of

    the night. When the sun is dow n, he is full ofenergy and will not sleep. By day, he is

    lethargic and groggy if not a c tually asleep .

    He is dazzled by sunlight, so much so t ha t he

    suffers a -2 co lumn shift on task tha t invo lves

    vision whe n in broad daylight.

    ObservationTalent Pool: PerceptionYour cha rac ter is bo th extrem ely pe rcep tive

    and q uic k at p utting fa c ts tog ethe r. She ha s

    a keen eye for detail and is skilled at

    following others undetected. Observationma y be used in three ma in ways:

    1. to spot a minute or hidden detail, orto reca ll a c ruc ial bit of informa tion;

    2. to not ic e som eone follow ing you; or3. to follow someone without being

    noticed.

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    To find som ething hidd en o r rec a ll a p oint of

    information, make a resolution check

    against your Observation rating.

    To d etec t the presenc e of som eo ne

    following you, the referee makes a

    resolution check against the pursuer's

    Observation or General Perception rating

    minus your Ob servat ion rating . To sha dow

    someone, make a resolution check against

    your Observation rating minus the target's

    Ob servation or General Percept ion.

    Obsession (Weakness)The effec ts of t his we akness a re e xplained in

    the Ma gic sec tion (p. 37).

    Personal MagnetismTalent Pool: InsightA character with Personal Magnetism is aborn commander. He possesses a charm,

    dynamic personality, or ferocious energy

    that d raw s pe op le to him a utoma tic ally. All

    NPC reaction checks receive a +2 column

    shift b onus.

    The force ful presenc e o f a c harac ter with

    Personal Magnetism means no one is every

    neutral toward him; he is either worshipped

    in the ranks or despised. Any neutral

    reaction on an NPC reaction check is

    shifted toward the nearest strong reaction.

    An NPC who was simply accommodatingwill become actively helpful; one who was

    unfriendly will become hostile.

    The c ha rac ter's force of p ersona lity ma y b e

    such tha t NPCs are to o intimida ted to show

    their rea c tion op enly. They m ay adm ire h im

    from a fa r or sec retly nurture a festering ha te .

    Thus a cha rac ter w ith Persona l Magnetism is

    prone to suddenly discovering previously

    unknown allies and enem ies.

    Phobia (Weakness)A phobia is a fear so debilitating that the

    phobic character must roll a heroic success

    on a resolution check against her Will or

    General Endurance rating to resist the urge

    to flee from the object of the phobia. A

    cha rac ter ca n have a phobia o f just ab out

    anything - cats, beards, blood (particularly

    inconvenient for a barbarian mercenary),

    night, foreigners, bridges, and so on - that

    you and your referee a gree on.

    Physical LawsTalent Pool: PerceptionAs magical arts go, Physical Laws is among

    the least dreaded because it can be usedfor the g oo d o f the pe op le. Those w ho study

    Physical Laws gain the ability to bring about

    c hang es in the forc es of na ture. Som e

    rep resenta tive uses of th is Ta lent inc lude:

    Minoro Crea te fogo Influence weather 1 month

    out

    o Stimulat e p lant g row tho Summ on f avo rable winds

    Moderateo Cause rapid plant or animal

    growth

    o Summo n we athero Blight a n a rea

    Ultimateo Ec lipse the suno Create freezing c old instantlyo Ca use ea rthqua keso Ca use tornado eso Summ on c om ets or mete orso Instantly age an object or

    being

    Picking PocketsTalent Pool: PerceptionYour cha rac ter is a tra ined cutpurse. On any

    degree of success on a resolution check

    against his Picking Pockets rating, he canpinch small items without being noticed.

    Ordinary failure simply means he has failed

    to grasp his object. On a roll of 95-100,

    howe ver, his attem pt a t theft was de tec ted .

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    Staminaoison Endurance Talent Pool: Endurancealent Pool: EnduranceThis is a me asure of your cha rac te r's ab ility

    to resist the effe c ts of poison . See the

    Hazards section (p. 40) for an explanation of

    this ta lent.

    Sta mina is a me asure of raw a b ility to keep

    at a physically or mentally strenuous task.

    See Move ment (p. 42) for an explana tion of

    its use.Rash (Weakness) StrengthTalent Pool: ProwessA rash cha rac ter is prone to lea p into a c tion

    without foretho ught. She is hot -temp ered

    and cares little for analysis. Further, she can

    never choose to Wait in c omb at.

    A character can lift 100 pounds plus 10

    pounds for every po int of Strength he

    possesses. Strength rating also has some

    ap plic ations in Comb at (p . 24).Reading/WritingTalent Pool: Knowledge SummoningTalent Pool: PerceptionYour character is literate in a given

    language. Make a resolution check against

    this rat ing to rea d a text in that lang uag e.

    Prerequisites: Arcane Languages, LoreSumm oning is the m ost d rea d anddang erous of m ag ica l arts. Those w ho da re

    probe its secrets learn to rend the veil that

    separates this world from other, uncanny

    realities and call forth the dwellers in those

    ma d , horrifying rea lms. These

    unwholeseome creatures, often referred to

    as demons by mortal men, possess strange

    physical and mental powers because of

    their alien origin. Once the summoner has

    brought the creature into our world, he may

    then attempt to impose his will upon it.

    Should he fail, the c onseq uenc es a re dire

    indeed.

    SailingTalent Pool: KnowledgeYour character is a trained sailor and

    steersman. He can control vessels in rough

    water or high seas with a successful

    resolution chec k aga inst his Sa iling ra ting.

    Siegecraft/EngineeringTalent Pool: KnowledgeYour character is trained in the design,

    c onstruction a nd de ployment o f eng ines of

    wa r. She can d irec t troop s in the use o f

    seige engines and supervise tunneling under

    walls. On a successful resolution check

    aga inst this Ta lent, sappers und er her

    guidance can collapse fortifications.

    Summ oning is the ha rdest to lea rn of a ny

    ma gic a l Ta lent. A wizard m ust stud y for two

    years before he may even attempt a

    summ oning . The wiza rd must a lso take a

    magical weakness. Furthermore, every time

    the wizard learns to summon a new

    creature, he must take an additional

    ma gica l wea kness. This ma y be a new one ,

    or the same as the one previously taken (in

    which case its effect becomes more severe

    - disfigurement becomes more terrible,

    animal aversion grows more extreme, andso on).

    Sleight of HandTalent Pool: ProwessYour character is adept at concealing and

    manipulating objects with his hands. He is

    able to make small objects seemingly

    disappear, to juggle, and to cheat atga mes of c hanc e. Your charac ter's c hanc e

    of successfully cheating is determined by

    subtracting his opponent's Observation (or

    Ge nera l Percep tion) rating from his Sleight

    of Hand (or General Prow ess) ra ting.

    Each summoning spell summons a single

    type of c rea ture a nd no othe r. The

    creature's abilities are determined by its

    form. For exam ple, a w inged de mon c ould

    fight, carry messages, or stand guard, but

    not swim, burrow, or assume the form of a

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    human. When your character learns a new

    summoning spell, you describe what you

    would like the summoned creature to be

    ab le to d o. The refe ree then sets the

    difficulty level of summoning the creature.

    Som e samp le d ifficulties follow:

    MinorA creature that can perform a single

    non-combat action, e.g.

    transporting the summoner,

    delivering a message, tracking a

    quarry, or loc at ing a n item .

    ModerateA creature that fights with claws,

    fang s or weap ons, ca n follow simp le

    instructions, can operate semi-independently, can relate lost

    knowledge, strikes fear in the

    summoner's enemies, or will stand

    gua rd for a short time .

    UltimateA creature that fights using

    supernatural powers, will stand

    gua rd for a long time, ca n trac k and

    kill a t arget w ithout fa il, c an tea ch its

    summoner a new spell, can assume

    the likeness of a specific individual,

    c an serve a s the summ one r's advisor,

    or can imprison a person in

    perpetuity.

    Summ oning is time c onsuming and c ostly. A

    summoner must track down rare and hard-

    to-obtain material components - magic

    powders, directions for drawing

    blasphemous symbols, noisesome incenses

    to be burnt in jewel-encrused braziers. It is

    also incredibly physically taxing. Every time

    your character attempts to cast a

    summoning spell he takes one point of

    dam ag e. This wo und is pe rma nent, ca nnot

    be healed (although you may still spend

    Ta lent p oints (p. 7, 50) to increa se your

    Damage Endurance rating), and is inflicted

    whether the summ oning is suc cessful or not.

    Summ oning is only ha lf the job ; the

    summoner must still convince the creature

    to do his will. Simp le-leve l c rea tures w ill do a

    service in return for free dom to return to their

    own world. Moderate- and difficult-level

    creatures, however, give themselves more

    credit. Unless the summoner can threaten

    them with instant destruction (no mean feat

    itself), he must have something to offer the

    c rea ture tha t it wa nts. It ma y ac c ep t a rareor magical item, but more likely it will

    demand a very personal price from the

    summoner - anything from an eye, to a

    service in exchange, to title to the

    summoner's soul. Whatever the price, it will

    mark the summoner as set apart - and

    increasingly different in nature - from

    ordinary humans.

    Ordinary failure means that no creature

    appears. On a roll of 95-00, however, the

    summoner has made a critical error in

    casting and the creature enters the worldout of control. It will immediately attack the

    summoner, either to kill him or carry him

    screaming back to the horrible netherworld

    from which it came. It never tires, it never

    gives up, and it will not stop until the

    summ one r - or it - is dea d.

    SurvivalTalent Pool: KnowledgeThis ta lent lets your charac ter live off t he

    land in one of four types of terrain: desert,

    jung le, a rc tic , and forest/ p lains. Surviva l ineach type of terrain must be taken

    separately. Once a day, a successful

    resolution c hec k ag a inst this Ta lent p rovides

    one day's food and water (even in the

    de sert) plus shelter from the eleme nts .2

    SwimmingTalent Pool: ProwessThe Swimming Ta lent is used to determine

    how quickly your character can swim, as

    we ll as her ab ility to avoid d row ning in rough

    wa ter. See Move ment (p. 42) for a full

    explanation.

    2The o riginal rules do n't spe cify w hethe r this me ans sustena nc e

    and shelter just for the c harac ter with the Talent, o r for the

    cha racter a nd a ll her co mp anions. Stingier refs ma y wa nt

    require survivalists to m ake a roll for ea c h pe rson fo r whom they

    need to find food a nd water.

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    Taciturn (Weakness)Your c ha rac te r is ridiculously tight-lipp ed . It's

    a rare day on which he uses a sentence of

    more than three words, and it's virtually

    unheard-of for him to initiate conversation.

    His extreme reluctance to speak

    unfortunately means he never volunteers

    information w ithout b eing a sked.

    TelepathyTalent Pool: InsightTelepat hy allow s direc t me ntal

    c om munica tion. Those w ho ha ve ma stered

    this Talent m ay bo th send and rec eive

    thoughts, but only to characters/creatures

    that also have telepathy. Use of telepathy

    requires five minutes of stillness and

    concentration. On a successful resolution

    check, telepathy users can send or receivea message. On a heroic success, the

    telepath may filch information from an

    unwilling mind, although the thoughts so

    c ollec ted are usually jumbled and unclear.

    Cha rac ters who p ossess both Telep a thy a nd

    Mind C ont rol Ta lents rec eive a +1 column

    shift on a ll Mind Co ntrol resolution c hec ks.

    ThrowingTalent Pool: ProwessThis ta lent is used when throwing an ob jec t

    or weapon for accuracy or to cause

    damage.

    Tone Deaf (Weakness)A character who is tone deaf cannot tell

    musica l tones ap art a nd perceives very little

    d ifferenc e in voc a l pitc hes. This leaves him

    with a flat, monotonous speaking voice and

    an utter inab ility to sing. He c anno t lea rn the

    Minstrel Ta lent and suffe rs a -2 colum n shift

    when making an NPC reaction check or

    att em pting to use a Mind Co ntrol spe ll.

    TrackingTalent Pool: PerceptionThis Ta lent is used to fo llow a qua rry through

    the wilds. A successful resolution check

    means that the tracker has found some

    trace of the person or creature sought and

    ma y follow it. The chec k suffers a -1 c olumn

    shift fo r eve ry hour the trail is o ld. The referee

    may apply additional negative or positive

    modifiers for inclement weather, a large

    number of beings travelling together,

    bloo dstains, unyielding ground , and so on.

    TransmutationTalent Pool: InsightTransmuta tion m agic is used to a lter shape

    or substance. It can be used to change a

    person's app ea ranc e, animate sta tues, turn

    stone s to c hunks of ice , and so o n. One yea r

    of study is required to learn transmutation.

    The student m ust a lso selec t a ma gical

    we akness. Typic a l transmut a tion spells

    include:

    Minoro Cha nge ob ject to similar itemo Temp orary cha nge of non-

    living form

    Moderateo Chang e your own formo Chang e form of an animalo Permanent change of non-

    living item

    Ultimateo Change form of another

    persono Animate itemo Permanent change of non-

    living item t o p rec ious item

    Transforma tion spells a re ve ry dra ining. Every

    time a magician tries to cast one he suffers

    a point o f da ma ge. This loss is perma nent

    and c annot be healed.

    TrappingTalent Pool: KnowledgeYour character is skilled in building, siting,setting and baiting traps for small- to mid-

    size game . She a lso knows how to set up

    and ma nag e a trap line. She c an p rep are

    traps and snares that will capture creatures

    up to the size of a human. With help, she

    c an rea dy pit traps for large c rea tures.

    Each time your character readies a trap,

    the referee makes a resolution check

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    ag ainst your trapp ing rating. On any d eg ree

    of success, the trap functions as intended

    and c atc hes the prey.

    For each drink downed, a drinker must

    ma ke a resolution c hec k ag a inst his Sta mina

    or Gene ra l Endurance rating. If the c hec k

    succeeds, he suffers no effects. If the check

    fails, however, all the drinker's ratings are

    temporarily reduced by 1. When the

    d rinker's Sta mina or Gene ra l Enduranc ereaches 0, he passes out. Characters who

    be ga n with no Stam ina rating a nd a

    Gene ral Endurance of 0 are out c old a fter

    their first failed check. Once the drinker

    stops drinking, either by force of will or due

    to unc onsc iousness, his rating s return to

    normal at the rate of 1 point for each full

    hour he d oes not d rink.

    This Ta lent m ay a lso be used to find hidd en

    traps and snares with a successful resolution

    c heck. This app lies only to w ilderness trap s,

    however, not indoor traps (such as rigged

    flagstones that trigger a volley of crossbow

    bolts).

    Two-Weapon FightingTalent Pool: FightingYour character is trained to fight effectively

    with a weapon in each hand. Although the

    most co mmo n co mb ination is a d ag ge r and

    sma ll swo rd, any two one-hande d wea po ns

    c an b e used . See Comb at (p . 25) for an

    explanation of how two-weapon fighting is

    used.

    Weakness to Women/Men(Weakness)Characters with this weakness areparticularly susceptible to the charms of

    the ir p refe rred gend er. (Whic h tha t is is up to

    the player.)3 When presented with a

    possible romantic liaison, they must make a

    successful resolution check against their Will

    or General End uranc e to d ec line. They must

    also make a successful check to turn down

    requests or p lea s for assista nc e, no t just from

    NPCs but from other PCs of the appropriate

    gender!

    WeaponTalent Pool: FightingYour character is trained in the use of a

    partic ular wea pon. See Co mb a t (p. 25)for

    an explana tion o f the use of this skill.

    Weather SenseTalent Pool: InsightOnce per day, your character can make a

    resolution check to foretell weather

    c ond itions for the next 24 hours. This inc ludes

    type and general amount of precipitation

    ("heavy rain comin'", not "I'm sensing

    scattered snow showers, 1 to 2 inches ofaccumulation..."), and wind speed and

    d irec tion. Usua lly she c an only use this Ta lent

    Weakness to Drink (Weakness)Characters who suffer a weakness to drink

    must make a resolution check against their

    Will or General Endurance rating to pass up

    a chance to drink alcohol. Once they have

    begun to drink, they must make a resolution

    c hec k to stop. They get a c hanc e to c hec k

    a fter finishing e ac h d rink.

    3 Looking back 22 years later it's amazing to see just how far

    ahead of its time the Conan ga me wa s in som e respec ts. The

    possibility that a character could prefer either gender is simply

    noted without judgment or further commentary.

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    once per day, but if a sudden change is

    brewing she m ay m ake a nother.WrestlingTalent Pool: FightingWillYour character is trained in grappling,

    throwing, locking and pinning opponents.

    See C om bat (p . 25) for an e xplanat ion of

    how to use this skill.

    Talent Pool: EnduranceA c ha rac te r's Will Ta lent is used to resistexternal influences or pressures and internal

    c om pulsions or wea knesses. Will is used to

    resist various weaknesses, as well as the

    effects of c ertain ma gic.

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    Chapter Three: The Resolution ChartAt the heart of t he ZeFRS system is the

    resolution chart used to determine success

    or fa ilure of ac tions. In brief, any time you

    need to ma ke a c hec k to see if a Talent issucc essful, roll pe rc entile d ice and c om pa re

    the result to the appropriate column along

    the b ottom o f the Resolution C hart.Table OrganizationThere a re four deg ree s of suc c ess, plus

    failure. Each is denoted by a color, such

    that a result will often be referred to as "red"

    or "g reen". The c olor schem e o f the o riginal

    table, which is used in the tables provided

    here, is white for failure and green, yellow,

    orang e a nd red for suc c ess.

    When making a resolution check, low rolls

    are best. In every other case, a high roll is

    best. For those who would like a uniformly

    roll-over system, a chart with the values

    flipped such that 01-02 are now the values

    of certain failure and 99-00 are certain

    succ ess will be provided a t a late r da te.Column ShiftsThere are two sc hoo ls of thought on w hat

    exactly constitutes a column, since the

    original game rules weren't clear on this

    point.

    One group holds that "column" means one

    of the columns that corresponds to

    individua l Ta lent rating s (or group s of rat ings

    for values above 11). For example, if a

    c ha rac ter with a Sa iling Ta lent rating o f 4

    were to receive a +2 modifier thanks to

    some favourable condition or other, she

    would shift 2 individual columns to the right

    and roll on the 6 column of the table to

    resolve the atte mp t.

    The o ther looks to the d esign o f the o riginal

    resolution c ha rt a nd, see ing tha t there w ere

    actual lines only at the 1, 6, 11 to 15, -1, -6

    and -11 to -15 points, concludes that these

    are the columns to which shifts should be

    app lied . Thus, if the sa ilor with a ra ting o f 4

    were to receive a 2-column shift modifier,

    this method would have her make her

    resolution c hec k on the 11 to 15 column. This

    raises the further question of where in the

    c olumn he r exac t va lue should fall. There

    a re a t least three o pt ions: the first value in the 5-member

    column may be used (e.g. in the

    column that includes the values 6

    throug h 10, 6 wo uld b e used ),

    the middle value of the co lumn maybe used (e.g. in the column that

    includes the values 6 through 10, 8

    wo uld be used ), or

    the corresponding position in thecolumn may be used (e.g. the sailor

    with a value of 4 who gets a +2column shift would be rolling on 21-

    25).

    Players are invited to consider and

    experiment with both to see which better

    accords with their own style and judgment.

    The stand ard resolution c hart c an be used

    either way; slender black lines delimit the

    column for each individual rating, and

    thicker black lines indicate the columns

    show n on the o riginal c ha rt.

    The Colors of SuccessAs mentioned above, the original colorsc hem e o f the resolution c ha rt w as white for

    failure, green for marginal success, yellow

    for acceptable success, orange for total

    suc cess and red for he roic suc cess. These

    colors are the same as those referenced in

    this do c ument, and o n the cha rt at the end

    of the work. Ma ny p ixels we re sp ilt on

    RPG.net discussing alternate choices of

    c olor for ea c h level. The m ost p op ular

    alternate color scheme was the one

    proposed by Ma x:Let's begin with White failure. White is for the

    blank canvas of failed artists, the bleached

    bones of failed heroes, white is the fatal

    flash of the sun or the moon on the blade

    falling on you, the slavering fangs, the

    ripping talons, the wide-eyed terror, the

    empty panic-stricken mind of the soon-to-

    be-dead.

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    Then Blac k for the u ltima te suc c ess. Blac k is

    the death-dealing iron, black is the mind-

    blasting sorcery, and the deepest and the

    highest knowledge and understanding,