Red Gods of Babylon PDF
Red Gods of Babylon PDF
of babylon
1
for the boys of S.F.
Chris “Tommy Guido” Bowling
Vince “Palladium” Buening
Edmund “Sinjinoor” Redfield
James “Kanem” West
2
AN AGE OF WRATH
1630 BC
The barbarian Hyksos have invaded and occupied the Nile delta
While petty warlords squabble over the ruins of the old regime.
Far to the east, the Vedic Aryans ride their chariots over the bones
3
Mysteries and
Adventures
If I could be any historical figure I think I would be Cleopatra. So
I'm traveling down the Nile on the royal barge, high in the stern on a
golden couch, surrounded by attendants and naked slave girls. Except
for my crown and my sandals I'm completely nude. One of the slaves
decorates my hands and feet with henna and paints my nipples gold. A
Greek musician strums his lyre and recites the strange, Aeolian poetry
of the divine Sappho and a fat, black slave girl stands behind me, waving
a giant peacock fan as I smoke opium from a silver hookah. The drug does
not dull my senses. In fact, I've never felt more alert and alive. I
discover vivid, nameless colors and hear the mad whispering of
forgotten gods. The barge puts in at Thebes. Emissaries bring me gifts,
pearls, uncut emeralds, exotic birds, Sylphium and myrrh, and pretty naked
boys. I pick the most beautiful, brown boy and send the others away. I have
my
usicians play something Eastern, passionate and hypnotically seductive. My most
experienced Persian slave girl reclines on a pile of rugs and cushions, with her
legs open, and I order the boy to give her pleasure as he will, except that his
penis may not touch her. He kisses her on the mouth, on the neck. She looks bored. He
kisses her breasts and takes her left nipple between his teeth. Her eyes close and
her mouth opens. Her toes curl. He kisses her belly and her thighs. He places his
mouth between her legs and makes her moan.
Once the boy has demonstrated that he'll be an adequate lover I order him to
stop, although the girl is not yet entirely satisfied. Let her masturbate to
exhaustion while I ride the boy dry.
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whispering of forgotten gods The barge puts in at Thebes Emissaries bring me giftspearls uncut
emeraldsexotic birds Sylphium and myrrh and pretty naked boys I pick the most reclines on a
pile of rugs and cushions with her legs open and I order the boy to give her pleasure as he will
except that his penis may not touch her He kisses her on the mouth on the neck She looks bored
He kisses her breasts and takes her left nipple between his
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with her legs open, and I order the boy to give her
pleasure as he will, except that his penis may not touch
her. He kisses her on the mouth, on the neck. She looks
bored. He kisses her breasts and takes her left nipple
between his teeth. Her eyes close and her mouth opens.
Her toes curl. He kisses her belly and her thighs. He
places his mouth between her legs and makes her moan.
4
table of contents
Paragons 19
Introduction
Talents 19
Description 7
Advantage List 20
Assyria 8
Social Impediments 21
Babylon 9
Motives 22
Canaan 9
Missions 22
Haltamti (Elam) 9
Experience 22
Hatti 9
Shamash (Sample Character) 23
Kemet (Egypt) 9
Task Resolution (Advanced) 24
Minoan Crete 10
Brawn Tasks 24
Vedic India 10
Charm Tasks 25
Craft Tasks 25
Character Generation Fitness Tasks 26
Traits 14
5
Attack Order 34 Ritual Failure 60
Attack Matrix 37
Close Shaves 37
Missions
Specific Injuries 38
Disease 72
Armor 39
Healing Magic 73
Combat Effects of Injury 40
Poison 73
Falling Injuries 40
Melancholia 74
Missile Attacks 41
Intoxication 75
Tricks 42
Possession 76
Recovery 43
Pantheons 77
Mortality 43
Animals 79
Task Checks in Combat 44
Animal List 80
Abominations 81
Entheogens 52 Languages 90
Oneiromancy 52 Economics 91
Performing Rituals 58
6
Mysteries and Adventures
“the red gods of babylon” is a fantasy role playing game set in the
17th century BC. Players take on the roles of extraordinary people
living in uncertain times:
Impetuous sorcerers struggle to master bizarre and arcane forces,
blasting demons and shaping the destiny of man with their craft.
Ambitious warlords arm the rabble of the age with chariots, arrows
and spears, unite fragmented nations and trample barbarian hosts
into the dust.
Bold diplomats and merchant-adventurers brave wild barrens and
violent seas to gather tribute from strange and savage lands.
Desperate burglars evade guardians and traps, plundering the
palaces of kings and the gilded houses of the dead.
Brilliant engineers restore beauty and order to the world,
organizing vast armies of artisans and slaves to build grand
temples and tombs.
Troubled judges and ministers preside over cities that have been
torn apart by cults and factions, battling corruption in the name of
peace for the living and justice for the dead.
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Kingdoms of Bronze
Most of the action in “The Red Gods of Babylon” takes place in and around the ancient civilizations of Egypt, Crete, Hatti,
Canaan, Assyria, and India. Each civilization has a distinctive character, with its own unique religion, social structure and
technological profile.
Assyria:
Around 2000 BC an Akkadian king named Ushpia founded a city on the these colonies the Assyrians export tin, wool, lead and textiles, and import
Tigris river, north of Sumeria and named it after the sky god Assur. This city precious metals.
would become the core of a great empire. Its people are Akkadian Semites Around 1750 BC the great Babylonian king Hammurabi conquered the
with a culture and language that closely resembles that of the Babylonians. Assyrians and reduced them to the status of vassals. But after the death of
The Akkadians were originally subjects and allies of the Sumerians, who Hammurabi the Assyrian warlord Adasi drove the Babylonians from the
called the region Subartu. The Sumerians taught the Akkadians science, city and founded the dynasty that rules Assyria to this day.
engineering and technology and gave them a cuneiform system of writing. Today Assur is a large and wealthy capital. Bazaya, king of the Assyrians,
The Sumerian civilization is long gone, but educated Assyrians and holds council with diplomats and magicians from all over the known world
Babylonians still speak and write Sumerian as the language of science and in his great royal palace. Ziggurats and temples devoted to Assur, Ishtar,
religion. It is also the language of the civil service bureaucracy, which Shamash the Sun and Nanna the moon tower over the narrow streets and
collects taxes and administers the courts. endless marketplaces.
The Assyrians have grown rich through a sophisticated trading network in Assyria is militarily strong and has so far been able to weather the plague
Asia Minor based on economic colonies called karum. Each karum is of barbarian invasions. Within the last hundred years they've expanded to
attached to a foreign city, but remains under Assyrian authority. Through fill the power vacuum that was left by the decay of the old Babylonian
empire.
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Babylon:
Babylon is the largest city on Earth, and one of the oldest. Its people are
descended from the Akkadians, who overthrew the Sumerians to become
the dominant power in Mesopotamia. The city is still extremely wealthy,
but the old Babylonian empire is in steep decline, undermined by
diminishing agricultural yields and weakened by incursions from the
Assyrians and the semi-barbaric Kassites.
Canaan:
The Canaanites are a Semitic people. Power in Canaan is divided between
many independent city states, but most of the population consists of
semi-nomadic herders.
The most significant cities of Canaan are Kadesh (sacred city of the
eponymous love goddess) and Hazor. Some aggressive tribes have
invaded Kemet, where they are known as the Hyksos.
Haltamti (Elam):
Elam is a very old and culturally sophisticated civilization based in western
Iran. It consists of a number of fiercely independent city states, the most
powerful of which is called Susa. The Elamites were old rivals of the
Sumerians, and figured prominently in their decline and eventual ruin.
Hatti:
The Hittites are an Indo-European people. In around 2000 BC they
invaded Asia Minor from southern Russia. The absorbed the local Hatti
people, adopted their religion, and preserved their language in their
religious rituals. The Hittites call themselves Hatti now, just to add to the
confusion. Their capital is Hattusas. They've also adopted various
technologies and cultural practices such as cuneiform writing through
trade with Assyria.
Kemet (Egypt):
The civilization we call Egypt was known to its inhabitants as The Nile valley is densely populated. The remainder of the country
Kemet, “the black land,” due to the fertile black soil of the Nile is a desert of sand and dust, occasionally relieved by some great
river valley. Most of its inhabitants live within a few miles of the oasis. This desert forms a great natural barrier that has
Nile. Its inundations are gentle and predictable, and bless its banks traditionally protected Kemet from invasion. There are only two
with a legendary fertility. As a result, Kemet is the richest gaps in this defense: in the north, where the Sinai peninsula
civilization in the world, and the oldest civilization still in existence. connects Kemet to the kingdoms of the Levant, and in the south,
where the Nile river falls in cataracts from the lands of Kush.
The nation is famous for its achievements in architecture, Enormous fortresses guard the cataracts and have long kept the
mathematics and medicine. The largest of its renowned pyramids warriors of the south at bay. But within the last generation, the
are already over a thousand years old. The people are very devout, barbarian Hyksos have crossed the Sinai and invaded and occupied
and every major city has hundreds of temples devoted to native the Nile delta region. Central government has collapsed, and the
gods. Some Canaanite goddesses such as Anat and Ishtar are country is divided into dozens of mutually hostile kingdoms.
revered as well.
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Minoan Civilization:
Minoan civilization is based on the island of Crete, although there are Minoan colonies throughout the Aegean. So far the sea has
proved an adequate defense against barbarian incursion, and the Minoans have little in the way of a standing military. They're a
maritime power, rich in trade. They dominate the copper trade through their holdings in Alishiya (Cyprus) and they have substantial
trading arrangements with Mycenae, Canaan and Kemet. They are known for their beautiful pottery, their gymnastic youths and their
enormous, labyrinthine palaces.
The Minoans are an indigenous people, unrelated to Indo-Europeans. Their religion is based on the worship of various Mother
Goddesses.
Recently, Minoan settlers on the island of Qera (Thera) have noticed strange rumblings in the Earth, and great clouds of ash. But the
volcano there IS extinct, yes?
Vedic India:
The first civilization to occupy the Indus river valley were a
people related to the Elamites and the Dravidians. They built
large, well organized and peaceful cities, and created a
system of pictographic writing. This civilization collapsed,
probably due to prolonged drought, before the arrival of the
Aryans.
Marriage exists in a wide variety of forms, including polygamy and polyandry. Women enjoy a relatively high degree of freedom and
status in Vedic society. Some remarkable women have become sages or warriors.
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Character Creation
Quick System
A character is any imaginary person in the game, whether controlled by a player or the game master.
If the character is controlled by a player he or she is called a protagonist.
Give your character a name and a description of one or two sentences. Let the description reflect your
most powerful impressions of who the character is- this may or may not include his or her profession
or appearance.
You may not yet have a strong idea of what your character is like. That’s okay. As you develop the
character, your conception of him or her may change. That’s okay too.
Examples:
Pepis the scribe is a timid but brilliant engineer who is fond of emeralds, fine wine, good horses and Nubian
dancing girls.
Hanu is a talented young artist, and a grieving widow. She’s smart, clever and kind, and although her loss
gives her great pain, she’s managed to hold on to her optimism and cheerful disposition.
Shamash is a born leader, aggressive, ambitious and demanding- but friendly. He’s a great bull of a man
who rose from poverty to prosperity through hard work and sheer force of personality.
Tamin is a dilettante adventurer- rich, lazy, arrogant and addicted to pleasure. Nevertheless, she hates
injustice and arbitrary cruelty and she is tougher than she appears.
National Origin:
In most cases, the campaign setting will determine nation of origin. For example, if the game takes
place in upper Egypt most characters should be from Kemet (Egypt) with perhaps a Kushite or two
from points south. Not every character has to be a native, but characters who come from far away will
attract attention wherever they go and may have trouble understanding local politics and customs.
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Names:
Achaean Male: Adamas, Asius, Deion, Dymas, Makhaon, (loved by all), Kafele (would die for), Kamenwati (dark rebel),
Nisus, Norax, Protesileas, Schedius, Thestor, Xanthus Kaphiri (hill), Karawan (Protected), Kasiya (departs), Kemnebi
(black panther), Kemosiri (black Osiris), Khenti (leader), Khnemu
Achaean Female: Aithra, Aktaia, Antheis, Basilis, Hekabe, (follower), Kneph (spirit), Kosey (lion), Lisimba (lion), Luzige
Kastalia, Krino, Lysiana, Marpessa, Rhoio, Selana (locust), Madu (of the people), Maskini (poor), Matsimela (root),
Mbizi (water), Meti (righteous), Mhotep (peace), Minkah (justice),
Assyrian Male: Abazu, Adamu, Azarah, Belu, Didanu, Mkhai (fight), Mosegi (tailor), Moswen (white), Mshai (traveler),
Elibal, Harharu, Harsu, Imsu, Mandaru, Musa, Nuabu, Rahbani, Msrah (born sixth), Mudada (provider), Mume (fountain), Najja
Suhlamu, Yakin, Zuabu (born second), Nebi (panther), Nebibi (panther), Nizam
(disciplined), Nkosi (law), Nkrumah (born ninth), Nkuku (rooster),
Assyrian Female: Aisha, Hind, Mamea, Zebba Nuru (born during the day), Odji (wicked), Okpara (firstborn),
Omari (high born), Panahasi (foreigner), Rashidi (wise), Rasui
(dream), Runihura (destroyer), Sabola (pepper), Sadiki (faithful),
Babylonian Male: Abdi, Abum, Adar, Adini, Amilanu,
Sefu (sword), Sekani (laughs), Seti (of Seth), Shenti (hairy),
Amurum, Ardi, Asmadu, Assoros, Athtar, Belibni, Belsumiscun,
Shushu (braggart), Sinuhe (son of the sycamore tree), Sokkwi
Bunene, Dakhe, Dakuri, Etana, Gamilsin, Gandu, Haban, Hassimir,
(little fool), Sudi (lucky), Tau (lion), Teremun (loved by father),
Illinos, Irigibel, Ismidagan, Ittibel, Karabel, Kineladen, Kisu,
Thabit (strong), Tumaini (hope), Umi (life), Unika (shining), Usi
Labynetus, Marsippar, Muranu, Nabua, Nazaratus, Nurval,
(smoke), Wakhashem (little fool), Wamukota (left-handed), Wati
Obares, Silani, Suzub, Tamzi, Telal, Urhammu, Zaidu
(rebel), Yafeu (bold), Zahur (flower), Zuberi (strong).
Babylonian Female: Anatu, Banit, Bau, Belit, Beltis,
Davke, Kishar, Kissare, Serua, Zirat Kemetic Female: Amisi (flower), Ati (cushion), Bahiti
(fortune), Banafrit (beautiful soul), Djeserit (holy woman), Ebe
Canaanite: Akizzi, Amajase, Artemanya, Ayab, Aziri, (wonderful), Ebio (honey), Emuishere (kitten), Eshe (life), Femi
Baiawa, Balatnese, Biryawaza, Dadua, Dasru, Ewiri, Gulatu, (love), Harere (flower), Hasina (good), Irisi (made by Isis), Jendayi
Labayu, Lupakku, Nukurtuwa, Pubala, Rusmania, Tagi, Toi, (thankful), Kebi (honey), Kepi (storm), Kiya (happy lady), Merit
Turbaza, Widia, Yabitiri, Yapahu. Zimredda, Zisa, Zitrajara, Zurata (beloved), Mesi (water), Meskhenet (destiny), Metit (righteous),
Moswen (white),Nafre (goodness), Nafretiri (beautiful creation),
Cretan: Apateja, Aranare, Aroja, Arudara, Bansabira, Duripi, Nafrit (virgin), Nathifa (pure), Nebit (leopard), Netikerty
Isueko, Jadikira, Kikeru, Kitane, Kurina, Kuruke, Nashuja, (excellent), Nubiti (golden lady), Odjit (wicked), Olabisi (brings
Opiturajo, Pakijanede, Pijasiros, Pinaruti, Pura, Rusa, Yidini, joy), Oni (wanted), Oseye (happy), Sanura (kitten), Seshafi (angry
Yisharu woman), Shemei (desire), Shepsit (honorable lady), Sheriti
(maiden), Shukura (grateful), Siti (lady), Subira (patient), Tabia
Elamite: Attar, Dabala, Halki, Hatanash, Hutran, Ilhush, (talented), Tahirah (pristine), Tanafriti (beautiful land), Woserit
Ishkur, Kindattu, Libum, Mabuk, Manana, Nanar, Peli, Shalabum, (mighty woman), Zalika (well-born)
Tandaia, Tarana, Temti, Ursin, Urtak, Zina, Zittiyash, Zizi
Kushitic Male: Alara, Kashta, Nastasen, Piye, Silko
Hittite: Arm, Asadumu, Dumuses, Hulusage, Hupusiyas,
Karasuru, Kikulli, Kikunir, Kisnapali, Muluttai, Sakuni, Udunita, Kushitic Female: Asminia, Iras, Karimala, Khensa,
Urbarra, Uruhassatar, Urulumus, Wellutar Malaqaya, Naparay, Peksater
Hurrian: Ammiya, Didikasenne, Kiya, Kubaba, Pitaja, Puhiya, Vedic Male: Agnirupa, Ajas, Andhigu, Anga, Antaka,
Ashtaka, Avatsara, Bajra, Balantha, Chatri, Davana, Dipak, Dyuti,
Pirizzi, Sama, Tapsihuni, Tarina, Tehu, Uqnitum, Urhiya
Etasa, Galava, Garga, Kapota, Madhava, Manava, Matsya,
Narada, Parvata, Shakti, Sumitra, Tapasa, Taruksa, Tulasi,
Kemetic Male: Adjo (treasure), Akhom (eagle), Akiiki Varasika, Vatsi, Vikuksi, Visarada, Vyomakesha, Yadavendra,
(friendly), Akil (intelligent), Ako (tired, weary), Anum ( born fifth), Yadupati
Awan (quality), Babafemi (loved by his father), Baruti (teacher),
Bomani (warrior), Bubu (gives light),), Buikhu (the best), Chenzira Vedic Female: Amsumati, Dadhisara, Dakshina, Daksi,
(born on a journey), Chigaru (hound), Chisisi (secret), Chuma
(wealthy), Dakarai (happy), Donkor (humble), Fenuku (born late), Damni, Duhsala, Ghosa, Ila, Indira, Isani, Lasika, Lokaseva, Lola,
Gahiji (hunter), Gyasi (wonderful), Hamadi (praised), Hasani Kadru, Kesi, Kusava, Nagari, Nanda, Nayika, Niravadya, Rasa,
(handsome), Jabari (brave), Jafari (creek), Jahi (dignified), Jumoke Rusati, Sasha, Sasvati, Suchanti, Trika, Urjani, Yaduri
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Attributes:
Attributes are broad categories that define a character’s capabilities. There are seven:
Brawn, Charm, Craft, Fitness, Intuition, Knowledge and Will.
Brawn:Size and strength. Brawny characters are big, physically powerful and intimidating.
Charm:Sociability, friendliness, poise, extroversion and allure. Charming characters are influential and popular.
Craft:Productivity in the building and manufacturing trades; the ability to design and create beautiful and useful objects.
Intuition:Instinct, wisdom and common sense; the sort of intelligence that relies more on experience than formal
education.
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Traits:
Traits are ways of describing attributes. For example: Trait Attributes
Brawn is an attribute. Athletic, Muscular, Tall and Tough are Athletic Brawn and Fitness
traits that describe brawn. The character that is athletic Attentive Charm and
and tall possesses more brawn than the character that is Intuition
simply muscular. Other traits (such as graceful or rational) Clever Charm and
don’t affect brawn at all. Knowledge
Curious Intuition and
For the purpose of describing a character, you should think Knowledge
of traits as rare and exceptional. About 10% of a given Decisive Intuition and
population should possess any given trait. The average Will
person possesses one or two exceptional qualities. Only Deft Craft and Fitness
one person in ten thousand (10% to the fourth power) will Graceful Charm and Fitness
have all four traits that are associated with a particular Industrious Craft and Will
attribute. A person who is Athletic, Muscular, Tall and Muscular Brawn and Craft
Tough will be the brawniest person around- one in ten Passionate Charm and Will
thousand. Perceptive Fitness and
Intuition
Most traits apply to two attributes. For example: Athletic is
Rational Knowledge and
a trait that applies to both brawn and fitness.
Will
For the purpose of basic character creation, every Methodical Craft and
protagonist should have four traits. Knowledge
Tall Brawn
Tough Brawn and Will
Examples:
Pepis: “Brilliant scholar.” Curious, Clever, Methodical, Rational Tamin: “Spoiled rich thrill-seeker.” Clever, Graceful, Passionate, Tough
Brawn: No bonus. Pepis is not physically strong. Brawn: Tough. Tamin is healthy and resilient.
Charm: Clever. Pepis isn't exceptionally charming, but his poise and wit Charm: Clever, Graceful, Passionate. Tamin is elegant and extremely
give him an air of sophistication. charming.
Craft: Methodical. Pepis is a fairly talented craftsman. Craft: None. Tamin is rather lazy and ill-suited for performing useful
Fitness: No bonus labor.
Intuition: Curious. Pepis is not exceptionally wise, but he has good Fitness: Graceful. Tamin has the physique and agility of a dancer.
instincts. Intuition: None. Tamin is used to being pampered and sheltered and she
Knowledge: Curious, Clever, Methodical, Rational. Pepis is a genius. is quite the “tenderfoot.”
Will: Rational. Pepis isn't exceptionally brave, but he's rational and Knowledge: Clever. Tamin is no scholar, but she's fairly intelligent.
mentally stable. Will: Passionate, Tough: Tamin is neither so frivolous nor so fragile as she
appears.
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Tasks:
A character attempts to perform some action. Does he succeed or Roll two eight sided dice and
fail? Some actions (opening a door, for example) are usually so add the result together.
easy to perform that the outcome is almost never in doubt. In such
cases the character need not perform a task check, unless there is Almost every time you need to roll dice in this game, you will roll
some major impediment to success. (For example, he's just fallen two eight-sided dice and add the results together. The
and broken both his legs). abbreviation for this kind of roll is 2d8.
Some actions are essentially impossible, regardless of the Add one to the roll for every trait the character has under the
character's abilities. (For example, jumping over the moon). No bonus attribute. In the advanced character generation rules the
task check is necessary in such cases; the attempt always fails. character will get additional bonuses for having advantages and
talents.
Many tasks are possible, but difficult to some degree. In such a
case, the character must make a task check. Every task has a
difficulty rating: Roll (2d8) Add 1 per Success
trait
Trivial: Any reasonably competent individual has a
5 or less Failure
good chance of success, even if he or she has no
training. 6-8 Trivial
Heroic: These are the most difficult tasks Which attribute do I use?
imaginable. Even talented people fail about half the Brawn:Tests of strength, resistance to injury or
time. toxins, using brute force to attack with clubs or axes.
Charm:Social interaction. Making friends and
Degrees of Success: influencing people.
Craft:Making, repairing and evaluating objects,
Some tasks have different possible degrees of success.
studying mechanical devices, looking for defects or
In these cases the game master does not assign a
traps.
difficulty to the task. Instead, he or she tells the player
Fitness:Tests of agility, balance and endurance.
to make a task check, and the result of the check is the
Attacking with thrusting weapons and missiles.
degree of success:
Failure: No success. Intuition:Noticing threats, finding people or
Trivial: Marginal or insignificant success. objects, caring for animals and plants, surviving
Routine: Partial or limited success. natural hazards.
Hard: Substantial success. Knowledge:Higher education; literature, history,
Formidable: Complete success. mathematics, language, culture and engineering.
Heroic: Best possible success. Will: Courage, resistance to mental attack,
impressing and inspiring others.
15
Advanced Character Creation
In basic character creation you learned the
relationship between traits and attributes. In
advanced character creation, you will find out
about flaws, advantages and talents.
Number
Flaws Choose (0-7)
Traits 4 + 1 per flaw
Advantages 4 + 1 per flaw
Talents 4 + 1 per flaw
Tall: Most traits describe two attributes. Tall only describes Brawn. In compensation, Tall protagonists
get their choice of either a free social advantage or two free talents. In addition, they have extra reach
when using long weapons such as spears.
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Flaws:
Characters are defined as much by their weaknesses- or flaws- as by their strengths. Each flaw is
associated with one specific attribute (or two attributes, in the case of Dwarf). The flaw makes it
harder to succeed at tasks associated with the attribute.
A protagonist doesn't have to have flaws, but every flaw a protagonist takes increases the number of
traits, advantages and talents he or she gets by one (each).
A character may not have more than one flaw associated with a given attribute.
Contradictory attributes: The egocentric courtier who can also be clever and passionate; the obese
athlete; the graceful dancer who is nevertheless a klutz; the tough, muscular dwarf. It is possible for a
character to have seemingly contradictory qualities. On the other hand you can’t be a tall dwarf.
Absolute restrictions are listed under limitations.
Brawn Flaws:
Flaw Attribute(s) Limitations Description
Dwarf Brawn and Fitness Cannot be tall Extremely short. This counts as two flaws (Brawn and Fitness)
Frail Brawn Frail people are extremely susceptible to injury and illness, due to age or
extremely low body weight.
Slight Brawn Cannot be Short (but taller than a dwarf) and slender (but not necessarily frail).
muscular or obese Slight people have childlike physiques.
Charm Flaws:
Flaw Attribute(s) Limitations Description
Abusive Charm Cannot be kind Abusive people are habitually tactless and insulting. They find it difficult
to consider other people’s feelings, even when it is in their best interest
to do so.
Egocentric Charm Narcissistic, selfish, lacking in empathy; incapable of seeing the other
person’s point of view.
Ugly Charm Unfortunately, people often judge others by their appearance. Ugly
people are at a social disadvantage.
Craft Flaws:
Flaw Attribute(s) Limitations Description
Careless Craft Cannot be diligent Negligent, slipshod, easily distracted.
Lazy Craft Cannot be Indolent and slothful, unwilling to do productive work. This person may
industrious be a hard worker as long as the work is pleasant or interesting, but lazy
people will avoid dull or repetitive labor if they can.
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Fitness Flaws:
Flaw Attribute(s) Limitations Description
Clumsy Fitness Physically awkward and accident prone.
Dwarf Brawn and Fitness Cannot be tall Extremely short. This counts as two flaws (Brawn and Fitness)
Obese Fitness Cannot be slight Very fat.
Sickly Fitness Sickly people are in poor shape because they suffer from one or more
chronic illnesses.
Intuition Flaws:
Flaw Attribute(s) Limitations Description
Foolish Intuition Cannot be sensible Incautious, lacking in common sense.
Oblivious Intuition Cannot be keen Unwary
Knowledge Flaws:
Flaw Attribute(s) Limitations Description
Ignorant Knowledge Extremely uneducated and incurious.
Primitive Knowledge Cannot have Characters that were raised in a nomadic or hunter-gatherer society are
academic training primitive. Primitive people are either contemptuous of or baffled by the
customs of civilized people.
Will Flaws:
Flaw Attribute(s) Limitations Description
Anxious Will Exceedingly timid, vacillating, irresolute, lacking self-confidence.
Spineless Will Weak-willed, easily manipulated, lacking moral courage
Attribute Relationships:
Attribute Flaws Traits
Brawn Dwarf, Frail, Slight Athletic, Muscular, Tall, Tough
Charm Abusive, Egocentric, Ugly Attentive, Clever, Graceful, Passionate
Craft Careless, Lazy Deft, Industrious, Muscular, Methodical
Fitness Clumsy, Dwarf, Obese, Sickly Athletic, Deft, Graceful, Perceptive
Intuition Foolish, Oblivious Attentive, Curious, Decisive, Perceptive
Knowledge Ignorant, Primitive Clever, Curious, Rational, Methodical
Will Anxious, Spineless Decisive, Industrious, Passionate, Rational,
Tough
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Advantages: Arcane: The character is a priest or sorcerer who has been taught
how to manipulate magical energies.
There are five kinds of advantages: Social advantages, physical Artistic: The character has received some formal training in
advantages, personality quirks, special training and paragon painting, sculpture and metalworking.
status.
Medical: The character is a trained doctor.
Protagonists get four advantages, plus one advantage for every
flaw they have. Versatile: Versatile characters can attempt any task, even if they
do not have the required special training. Apply a -2 penalty to
such attempts (characters who do not have the required training
Social Advantages: cannot make such attempts at all).
Venerated: The character is rather famously loved and respected 1) The character may not have any of the flaws associated
by many people. Specify what group of people venerates the with the attribute. For example, a careless person
character (Medjay mercenary soldiers, people who worship Isis, cannot be a paragon of craft.
Habiru refugees, Syrian merchants, etc.) The people may not be
individually powerful, but as a group they are a force to be 2) The character must have at least two of the traits
reckoned with. The venerated person has no formal authority over associated with the attribute.
the group, but the group will protect the revered person if they
can. Paragons receive +1 bonus to task checks based on the
appropriate attribute. (Example: a paragon of knowledge receives
A character can have more than one social advantage. +1 to all knowledge based task checks).
Physical Advantages:
Special training covers any unusual, advanced instruction that the 3) The character gets an extra +1 modifier to the die roll.
character has received- Academic, Arcane, Artistic and Medical
4) A character who has a talent for Languages and Cultures
Academic: The character has been taught how to read and write, is fluent in one language that is part of the same
and knows some history and applied mathematics. He or she also language group as his or her native language, plus one
has some fluency in dead languages. language from any language group.
19
Advantage General List:
20
Social Impediments:
Every character must have one social impediment:
Cherished Dependent: The character is a wife, untrustworthy and considered barbarians, regardless of
concubine, child or beloved slave. The character's master their degree of cultural or technological sophistication.
loves and protects him or her, but this love can be stifling. In
general, the character isn't allowed to take risks or travel Known Idiot: Few people take the character seriously. The
without permission. character may not actually be an idiot, but he or she has a
reputation for being a lunatic or a fool.
Devoted: The character is fanatically loyal to a specific
person, cause, nation, tribe, ideology or god. If the Poverty: The character has no significant income or
character is devoted to one person and that person dies, the possessions. In some ways, poverty is worse than slavery,
character will remain devoted to their memory, becoming because the character is not under anyone's protection.
obsessed with taking revenge, creating a mausoleum or
monument, or taking on the deceased person's favorite Responsibilities: The character has numerous and
cause. onerous duties and responsibilities.
Enemies: The character has powerful enemies. Vagabond: The character is a drifter with no strong ties to
any community, subject to routine harassment from petty
Enslaved: The character is a slave, with no legal rights. authority figures.
Protagonists tend to be valuable slaves, enjoying the
protection of a powerful master, so they don't have to worry Wanted Criminal: The character is an outlaw. The
about being drafted into random construction projects or authorities of his homeland actively seek his capture and
raped and murdered by any passing ruffian. On the other execution. The character may or may not be innocent of the
hand, they serve at the whim of a master who is free to original crime. It is possible that the character is innocent of
work them as he will or sell them whenever he wishes. the original crime but has committed capital offenses in the
process of escaping or evading the authorities.
Foreigner: The character is a stranger in this strange land.
People of his or her ethnicity are thought of as
21
Motivations: Missions and Experience:
Each character should choose from one to three A character isn't worthy of the name protagonist
motivations. Motivations do not affect trait checks, unless he or she has interesting experiences. The
but they help define who the character is and why he game master organizes those experiences into specific
or she takes risks: missions. A mission can be short and straightforward
(go to the barracks and steal a donkey) or long and
Affection: More than anything, the character needs love. complicated (circumnavigate Africa). Short missions
He or she will not feel secure unless the person who loves may last only an hour or so of game time to resolve;
him or her demonstrates this love by word and deed on a long missions may take multiple game sessions to
regular basis. If this character is unfortunate in his or her complete.
pursuit of love and friendship, he or she may join a religious
or ideological cause in the hopes of filling the emotional When the mission is over, the game master will
void. evaluate each protagonist's accomplishments. Part of
Challenge: The character is a thrill seeker, or perhaps just this evaluation will be based on the complexity of the
ridiculously competitive. Appropriate personality quirks mission, how dangerous it was, and whether the party
include Brave, Competitive and Daring. The character may completed it successfully. The other part of the
regard the search for wealth as a kind of a game, but evaluation is specific to each player. Did the player
discovers that acquiring wealth is more fun than managing display initiative? Did he or she “get into character”
it.
and interact with the other characters in a consistent
Compassion: The character is moved by the suffering of way? Was the protagonist true to his or her
others. He or she is willing to suffer hardship and danger in motivations? A protagonist who is motivated by
order to help strangers. Compassionate characters often compassion should go out of his or her way to help
have the personality quirk “Kind”. people in need. The protagonist who is motivated by
Dignity: The character is on constant guard against threats order should always try to uphold the law.
to his or her status and reputation. The character may seek
When the evaluation is complete, the game master
wealth as a symbol of status.
may assign experience rewards in the form of edges.
Hedonism: The character loves comfort, pleasure and Edges allow experienced protagonists to do
entertainment. The character may seek wealth, but only as extraordinary things. Some make the protagonist a
a means of acquiring luxuries and avoiding disagreeable
more effective fighter. Others enhance the effects of
work. Hedonists often have the “Lazy” flaw.
successful task checks or give the protagonist a
Order: The character has a strong sense of right and wrong- permanent magical ability.
appropriate and inappropriate behavior. He or she may be
strongly nationalistic or fanatically religious. Minor edges help the protagonist under very specific
circumstances. Major edges give the protagonist an
Survival: The character is obsessed with his or her own
advantage that is either large or frequently useful.
safety and security. Often he or she is driven to amass
personal wealth as a hedge against future catastrophes. The game master will not always give out an
experience award. If the protagonist's
accomplishments were substantial, the protagonist
Everyone is motivated by all of these factors to some should receive a minor edge. If the accomplishments
extent- but listing all of them for every character were legendary, he or she should receive a major
would defeat the purpose. Only list one, two or three edge.
of the character's motivations, in order of importance.
22
Example Character:
Shamash is a born leader, aggressive, ambitious and demanding- but friendly. He’s a great bull of
a man who rose from poverty to prosperity through hard work and sheer force of personality.
Flaws: Ignorant. Shamash is bigoted and distrustful of new ideas and foreign things in general.
Attributes:
Craft: Methodical, Muscular. Shamash isn't especially good with his hands, but he's a hard worker.
Fitness: No bonus. Shamash is big and strong, but not as young as he used to be and he's a bit out of
shape.
Intuition: Decisive. Shamash is a good man to have on your side when things turn ugly.
Knowledge: Ignorant, Methodical. Shamash is not an educated or intellectually curious man. In fact,
he can be a bit single minded, but that sometimes works in his favor, as once he decides on a course
of action he's not easily distracted.
Advantages:
Social Advantage: Wealthy. Shamash owns a large farm, livestock and many slaves.
Social Impediment: Responsibilities. Shamash has a wife, a concubine, five children and a dozen servants, and he serves as a tax assessor.
His oldest son is a bit of a fool, so he has no one he can trust to run his estate if he should have to go on a long journey.
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Task Checks
Roll (2d8) Success Level Modifiers:
5 or less Failure
Flaw: -3 (Unless you have the
6-8 Trivial appropriate talent)
9-11 Routine Appropriate Paragon: +1
Each Bonus Trait: +1
12-14 Hard
Bonus quirk/advantage: +2
15-17 Formidable Talent: +1 and ignore any flaws.
18 or more Heroic
Brawn
Bash: Striking opponents with a weapon such as an ax, club or
mace, by use of brute force.
Task Special Bonus Block: Defeating an enemy attack by interposing a weapon or a
Training shield.
Burglary: Breaching walls, doors and windows quickly and quietly.
Bash none Brave Breaking into a house, knocking down a door.
Block none Quick Forestry: Harvesting wood and transporting logs safely.
Intimidate: Frightening people without explicitly threatening
Burglary none Devious them.
Forestry none Gardener Labor: Working safely and productively as a porter or unskilled
labor on an engineering project. Moving heavy stones with ropes
Intimidate none Cruel and pulleys, avoiding death or injury while working on a
Labor none Sensible construction project.
Superior Reach: Holding opponents at a distance by threatening
Superior Reach none Nimble them with a weapon that has great reach (such as a spear).
Swim: Swimming on and under the surface of the water, diving
Swim none Salt into water safely, rescuing a drowning person, exploring an
Vigor none Tenacious underwater cave.
Vigor: Surviving a serious injury or exposure to a toxin.
Wrestle none Competitive Wrestle: Striking, throwing or pinning an opponent in unarmed
combat.
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Charm Craft
Task Special Bonus Task Special Bonus
Training Training
Bargain none Competitive Alchemy Arcane Studious
Beg none Submissive Build none Diligent
Chat none Friendly Carpentry none Gardener
Commune none Visionary Chariot Artistic Equestrian
Corrupt none Devious Builder
Curse Arcane Cruel Conceal none Devious
Dance none Nimble Cook none Patient
Instruction none Patient Fine Art Artistic Creative
Pamper none Kind Handcrafts none Sensible
Revels none Daring Metal Artistic Visionary
Sex none Hypnotic working
Wit none Creative Mining none Tenacious
Sail none Salt
Bargain: Haggling over merchandise, negotiating a Surgery Medical Studious
purchase. Traps none Sharp
Beg: Trading dignity for mercy; seeking mercy from a
victorious enemy by appealing to their vanity or
compassion. Alchemy: Creating and identifying magical
Chat: Gathering information by means of informal concoctions; also, mummification.
communication. Build: Erecting permanent structures out of brick or
Commune: Entering a heirophanic state at will. stone.
Corrupt: Identifying corrupt officials, bribing the right Carpentry: Constructing boats, furniture and buildings
official, selecting an appropriate bribe, convincing out of wood.
servants to betray their masters. Also, procrastinating Chariot Builder: Making, repairing and evaluating
or avoiding assigned work without detection. wheeled vehicles, especially chariots.
Curse: Inflicting magical curses on enemies. Conceal: Hiding objects inside structures, boats, carts,
Dance: Impressing or entertaining a person or etc.
audience by dancing. Cook: Preparing tasty and nutritious meals, baking
Instruction: Teaching students. bread, brewing beer, etc.
Pamper: Personal care such as hairdressing and Fine Art: Sculpture, painting, carving, etc.
cosmetology. Also, giving pleasure to someone who Handcrafts: Basket weaving, pottery, etc.
enjoys the attention passively. This usually consists of Metalworking: Smelting, casting and working bronze,
bathing and massage or non-penetrative sex. silver, gold and lead.
Revels: Throwing a good party, finding the right sort of Mining: Digging and shoring up tunnels.
party, knowing where to find the best wine, clowns Sail: Crewing and piloting large sail or oar-propelled
and dancing girls, crashing a party without getting watercraft.
ejected, getting other people to have fun. Surgery: Performing invasive medical procedures.
Sex: Seduction. Attracting and pleasing sexual Traps: Detecting traps such as concealed pits,
partners. deadfalls, snares, etc. Disarming mechanical traps
Wit: Impressing people with clever jokes, insults and safely. Also, building and setting traps.
observations.
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Fitness
Boating: Operating small, paddle-driven watercraft such as
Task Special Bonus canoes.
Training Charioteer: Operating wheeled vehicles such as chariots.
Archery none Sharp Climb: Traversing vertical surfaces such as cliffs and walls,
with or without equipment.
Boating none Salt
Distance Running: Traveling long distances on foot, quickly.
Charioteer none Equestrian Dodge: Avoiding hazards by moving out of the way,
Climb none Coordinated especially in combat.
Distance none Tenacious Gymnastics: Tumbling, juggling, balancing on a narrow
Running beam, acrobatic jumps and flips.
Dodge none Nimble Health: Resistance to illness, disease and fatigue.
Gymnastics none Daring Pose: Attracting attention by having an admirable physique,
particularly while wearing little or no clothing.
Health none Sensible
Archery: Shooting game or attacking opponents in combat
Pose none Hypnotic with thrown weapons, sling stones or arrows.
Sports none Competitive Sports: Playing physically competitive games.
Sprint none Quick Sprint: Running short distances.
Stealth none Devious Stealth: Moving without attracting unwanted attention.
Thrust none Brave Thrust: Attacking an opponent with a weapon such as a
spear or dagger.
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Alertness/Search: Finding lost people and objects, noticing
ambushes.
Balance: Moving over slippery or narrow surfaces without
falling.
Child Rearing: Caring for infants and toddlers.
Dreaming: Maintaining and manipulating the dream state,
especially for the purpose of performing divinatory magic.
Escape: Freeing oneself from bonds made of rope, wood or
metal.
Farm: Raising and harvesting crops, threshing, winnowing
and storing grain, evaluating soil quality.
First Strike: Seizing the initiative in combat, and making the
first attack.
Fish: Understanding the habits and habitats of fish, catching
fish with nets, spears, traps and lines.
Intuition
Herd: Driving and caring for groups of domesticated
Task Special Bonus animals, keeping them quiet, minimizing losses to straying
Training or predation. Assessing the economic value of livestock.
Alertness/ none Sharp
Horses: Care and feeding of horses and donkeys. Training
Search
and evaluating them.
Balance none Coordinated
Child none Kind Humanity: Understanding and predicting human behavior.
Rearing Deciding whether a person can be trusted.
Dreaming none Visionary Hunt: Understanding animal behavior. Knowing where and
Escape none Nimble when to look for particular animals. Includes tracking.
Farm none Gardener Interrogate: Extracting information from uncooperative
First Strike none Quick people, with or without the use of torture.
Fish none Salt Parry: Defending by striking the enemy's weapon.
Herd none Diligent
Serve: Completing domestic chores efficiently.
Horses none Equestrian
Humanity none Friendly Spot Trick: Recognizing enemy tricks in combat in time to
Hunt none Patient minimize their effects.
Interrogate none Cruel Street Sense: Finding one's way around a large city, moving
Parry none Brave through cities quickly, avoiding dangerous areas, sneaking
Serve none Submissive into or out of a city during a curfew.
Spot Trick none Sensible Survive: Finding water, shelter and food in a wilderness
Street none Devious environment; moving through the wilderness safely.
Sense
Survive none Tenacious
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Knowledge Astronomy: Astrology and celestial navigation.
Task Special Bonus Demonology: Summoning and negotiating with demons;
understanding the political relationships between demons.
Training
Divination: Dream and prophecy interpretation.
Astronomy Academic Sharp Engineering: Architecture, design of irrigation systems,
Demonology Arcane Cruel bridges, etc.
Divination Arcane Visionary Game: Playing board games competitively.
Engineer Academic Creative Herbalism: Knowledge of medicinal herbs and where and
Game none Competitive when they may be found.
Herbalism Medical Gardener Languages and Cultures: Familiarity with foreign cultures
and religions and the ability to speak foreign languages.
Languages and none Daring
Literature and History: The ability to read and write
Cultures
heiroglyphic and cuneiform texts. Also, knowledge of
Literature and Academic Studious history.
History Medicine: Non-invasive medical procedures, and the ability
Medicine Medical Kind to diagnose and cure disease.
Politics none Devious Politics: Understanding political relationships; appearing at
Value none Sensible court without committing any fatal errors, gaining political
influence.
Value: Assessing the economic worth of inanimate goods
such as precious stones or jewelry.
28
Basic Combat
Tutorial - The duel. Attack Matrix
One combat round is twenty seconds long. During this Success levelInjury
time each fighter gets one opportunity to harm his Failure No Injury
opponent. Trivial Superficial Injury
Fights are resolved through the use of task checks.
Routine Serious Injury
In the basic rules, all fights are resolved as duels- each
side consists of a single combatant.
Hard Grave Injury
The basic rules only cover the use of close combat Formidable Fatal Injury
(melee) weapons, such as spears and clubs. Ranged Heroic Attacker's Choice
(missile) weapons such as bows and arrows are covered
in the advanced rules. Defense:
Unless the defender is immobilized or surprised he
First Strike:
may attempt to reduce the injury that the attacker
Both fighters make a First Strike (intuition/quick) task
inflicts by making a defense task check. Possible
check. The fighter who rolls the highest success level
defenses include Dodge, Parry and Block.
attacks first. After the results of this attack are
resolved, the other fighter may reply- if he is still able
to fight. Defense Matrix
If the results of the First Strike check are equal, both Difficulty Injury
fighters attack at the same time. Reduction
Attack: Failure None
The attacking fighter makes a Bash, Thrust or Wrestle Trivial One step
task check, depending on the sort of weapon he's Routine One step
using. The level of success determines the specific Hard Two steps
injury he inflicts: Formidable Two steps
Heroic No injury
Example:
Kisu the shepherd is defending his flock from Marsippar, the notorious thief-of-goats. Both men are armed with clubs.
First Strike:The result of Marsippar's first strike check is routine. The result of Kisu's is Formidable.
Kisu wins first strike.
The attack:Clubs are bashing weapons. Kisu makes a bashing task check to determine the success of his attack.
The result of Kisu's task check is “hard.”
The defense:Marsippar chooses to dodge. The result of Marsippar's dodge check is “routine.” Checking the defense
matrix, we see that a routine success against a bash results in a two-step reduction in the attack's effectiveness. Kisu's
“hard” bash result is reduced to “trivial.”
The injury:Checking the attack success level chart, we see that a “trivial” success inflicts a “superficial” wound.
Marsippar is effectively unhurt.
The reply:Now it's Marsippar's turn to attack. His “bash” task success level is “hard.”
Kisu tries to dodge this attack. The dodge task check results in complete failure. Marsippar's success level (hard) is not
reduced at all. A “hard” result on the attack matrix results in a “grave” injury. This is a debilitating wound. If Kisu continues
fighting, he will be at a considerable disadvantage.
29
Advanced Combat
Order of play:
1) Determine Encounter Range
2) Check for Surprise (Alertness and Stealth)
3) Establish Morale (Valor)
4) Establish Attack order (First Strike)
5) Resolve Attacks and tricks
Range:
When opposing groups encounter each other, the distance between them is the range:
range description
melee Within three meters. Close enough for enemies to attack each other with melee weapons such as knives and spears.
short More than three meters but less than ten meters. Thrown weapons, arrows and sling stones are all deadly at this
range.
medium More than ten meters but less than thirty meters. At this distance, thrown weapons usually miss. Arrows and sling
stones are still deadly at this range.
long More than thirty meters but less than five hundred meters. Arrows and sling stones can still injure at this distance, but
rarely kill.
visual More than five hundred meters. No attacks permitted.
The range at which combat occurs may change as events unfold. Some combatants may wish to close in order to attack
more effectively; others may attempt to open the range or flee.
30
Encounter Range:
The encounter range is partly dependent on cover and visibility, and partly determined by a 2d8 roll.
Surprise
During the first round of combat, any combatant on either side could be surprised. Surprised combatants
cannot attack, and have a limited ability to defend themselves.
The following surprise rules refer to groups of combatants, but either group may contain just one combatant.
Sometimes an individual's circumstances preclude him or her being surprised. If the two following conditions
are met, the character can't be surprised: 1) The character approaches the potential conflict in a state of
wariness and 2) The character already knows where all of his potential opponents are. If the character is
unaware of the whereabouts of even one potential opponent, he can be surprised.
Procedure:
1) Every character on either side who is engaged in loud behavior is called a “decoy.” Every person on
either side automatically knows where the decoys are and cannot be surprised by them.
2) Every character on either side (except for decoys) makes a Stealth (fitness/devious) check..
3) Every character who is capable of being surprised must make an Alertness (intuition/sharp) check. The
difficulty of the Alertness check is equal to the result of the lowest Stealth check made by any
opponent. Increase the difficulty of the Alertness check by one (maximum Heroic difficulty) if none of
the enemy fighters is capable of being surprised.
4) Decoys may make Alertness checks to avoid surprise, but the difficulty is increased by one level
(maximum Heroic difficulty).
5) Any Alertness check that results in a failure indicates that the character is surprised. A minimum result
of “Trivial” is required to avoid surprise, even if one of the opponents failed their Stealth check.
Effects of surprise:
Surprised characters may not ready a weapon or attack. If a surprised person is attacked, he or she must make
an Alertness (intuition/sharp) check (difficulty Hard) in order to make any defensive move.
The effects of surprise last for a single round. After that, any characters who were surprised may attack and
defend without restriction.
31
Morale
Inspiration before combat:
Up to two individuals may attempt to inspire a group of fighters by giving short speeches.
When the speech is concluded, the speaker makes an Inspiration (will/hypnotic) task check with the
following difficulty:
If the attempt at inspiration fails, there is no effect. If it succeeds, members of the group have an advantage when
checking for starting morale. Successful inspiration doesn't last long. If combat doesn't occur within two hours of the
successful inspiration, the effects are lost.
Emotional States:
In combat, the ideal emotional state is “steadfast.” All other emotional states are dysfunctional, and
interfere to a greater or lesser degree with combat efficiency.
Emotional State Bash Thrust Defend Desperate Measures Other task checks
Incapacitating Fear Not permitted Not allowed Not allowed Not allowed Not allowed
Panic Permitted Not allowed Not allowed Permitted Permitted
Cower Not allowed Not allowed Permitted Permitted Permitted
Angry Permitted Permitted Not allowed Not allowed Permitted
Cocky Permitted Permitted Permitted Not allowed Permitted
Steadfast Permitted Permitted Permitted Permitted Permitted
Incapacitating Fear: This person may choose to freeze, run or beg for mercy. No attacks or effective defenses are
permitted. This person cannot perform any useful tasks until he or she recovers from this emotional state.
Panic:This person is so overwhelmed by fear that he or she has difficulty making even simple decisions.
Cower: This person is currently obsessed with self-preservation. He or she can defend effectively, but is timid and
overly cautious when making attacks.
Angry: Fear is making this person behave in a recklessly aggressive fashion, leaving him or her vulnerable to counter-
attacks.
Cocky:This person is able to manage his or her fear through overconfidence or false bravado. This reaction is less
dysfunctional than anger or panic, but may cause potentially fatal errors.
Steadfast: Calm and rational, equally able to attack or defend and able to make rational decisions regardless of danger.
32
Initial Emotional State: Morale Check Difficulty:
Valor Easy Difficult circumstance Valor difficulty
check Wounded By wound type
Failure Panic Incapacitating Ally incapacitated or killed routine
Fear
Indifferent leader hard
Trivial Cower Panic incapacitated or killed
Routine Angry Cower
Popular leader incapacitated formidable
Hard Cocky Angry or killed
Formidable Steadfast Cocky
Supernatural fear aura Varies by type
Heroic Steadfast Steadfast
Spooky magical display hard
Rallying:
At the end of each round, any character may attempt to improve his or her emotional state by making a valor task check.
A person who is already steadfast may try to rally one other individual by making a persuade task check, or rally a group of
people by making an inspire task check. Only one person is permitted to attempt to rally the group on any given turn. In
the event of a group rally, determine the effects on each individual's emotional state with a separate inspire check.
Current state Self-rally (valor) Individual Rally (persuade) Group Rally (inspire) New state if rally succeeds
Incapacitating Fear Hard Formidable Heroic Cower
Panic Hard Formidable Heroic Angry
Cower Hard Hard Hard Steadfast
Angry Hard Hard Heroic Cocky
Cocky Hard Hard Heroic Steadfast
33
Attack Order:
At the beginning of each combat round, every combatant makes a First strike (intuition/quick) task check.
The basic attack order is determined by the result of this check: everyone who succeeded at a heroic degree of success
goes before everyone who succeeded at a formidable level of success and so forth.
Within a degree of success category, characters go in order of weapon speed as listed on the weapon charts. Fast weapons
attack before average weapons and average weapons attack before slow weapons. All ranged weapons are considered
slow weapons.
If both the degree of success and weapon speed are the same, attacks are considered simultaneous.
Once attack order has been established, it is maintained from round to round for the duration of the combat. If a
combatant switches weapons, the order is changed to reflect the new weapon speed.
34
Melee Attacks:
Wrestle
Reach Speed Attack Type Damage Type Parry Block Special
Fist 0 fast Wrestle Brawling no no
Kick 0 fast Wrestle Brawling no no
Bash
Reach Speed Attack Type Damage Type Parry Block Special
Short Stick 0 fast Bash Brawling yes poor Secondary
Short Whip 0 ave Bash Laceration no no
Club 0 ave Bash Blunt Trauma no poor Secondary
Torch 1 slow Bash Burns no poor Secondary
War Club 0 slow Bash Chopping yes yes
Long Stick 1 ave Bash or thrust Brawling yes yes Two Hands
Mace 0 ave Bash Blunt trauma no poor
Epsilon Ax 1 slow Bash Laceration no yes Gaping wounds
Hyksos Ax 1 slow Bash Chopping no yes Gaping wounds
Sickle Sword 1 slow Bash Chopping yes yes Gaping wounds
Thrust
Reach Speed Attack Type Damage Type Parry Block Special
Knife 0 fast Thrust Laceration no no Secondary
Big Knife 0 fast Thrust Chopping no poor
Dagger 0 fast Thrust Penetrating no poor Secondary
Short Sword 0 fast Bash Chopping yes poor
Thrust Penetrating
Half Spear 2 fast Thrust Penetrating no no
Spear, 1 hand 2 ave Thrust Penetrating no no
Spear, 2 hand 3 ave Thrust Penetrating yes yes Two Hands
Laceration: Light edged weapons (whips and knives) cause lacerations. Lacerations are usually shallow injuries.
Chopping: Heavy edged weapons (such as axes) inflict chopping wounds. Chopping injuries are particularly gruesome.
They cause major blood loss and broken bones and are capable of amputating entire limbs.
Blunt Trauma: Heavy blunt weapons (such as clubs and maces) inflict blunt trauma. Blunt trauma breaks bones and can
cause death by interfering with heart, lung or brain function.
Penetration: Penetrating weapons (arrows, daggers, spears) tend to cause less widespread destruction than chopping
weapons, but these small, deep wounds are potentially the most dangerous and difficult to treat.
Brawling: Hands, feet and sticks inflict brawling injuries, which are rarely lethal.
Gaping Wounds:This weapon is capable of inflicting gaping wounds, which cause massive trauma and blood loss.
Secondary Weapons:Secondary weapons can be carried in the non-dominant hand. The fighter may attack with the
secondary weapon instead of the main weapon, but the fighter may not attack with both weapons in the same round.
35
Dodge Defense Matrix: Defense Types:
Success Dodge Dodge Dodge Dodge
vs. vs. Arrow vs. Bash vs. Thrust A character may not defend if he or she is
unconscious, panicked , angry or incapacitated
Thrown
with fear.
Weapon
Failure X X X X Dodge:The most basic form of defense is the
Trivial 1 step X 1 step X dodge. A combatant may attempt to dodge any
Routine 2 steps 1 step 2 steps 1 step sort of physical attack. The disadvantage of the
Hard 3 steps 1 step 3 steps 1 step dodge is that it tends not to be as effective as a
Formidable 4 steps 2 steps 4 steps 2 steps block or parry.
Heroic total total total total
Parry: In order to parry an attack, the
combatant must be using a weapon that permits
Reduce the attacker's success level by the indicated number of parries, such as a sword or staff. Parries are only
effective against thrust attacks.
steps.
Heroic success results in the attack's complete negation. Weapon Block: Some weapons can be
used to block enemy attacks. Weapon blocks are
only effective against bash attacks.
Parry and Block Defense Matrix:
Success Parry Weapon Poor Shield Poor Weapon Block: Certain weapons
vs. Block vs. Weapon Block vs. are less effective at blocking enemy attacks
Thrust Bash Block vs. Any because they are too cumbersome, light or short.
Bash Poor weapon blocks use a different table, but are
Failure X X X X otherwise identical to ordinary weapon blocks.
Trivial 1 step 1 step X 1 step
Routine 1 step 1 step 1 step 2 steps
Shield blocks: Shield blocks are as versatile
Hard 2 steps 2 steps 1 step 3 steps as dodges, but they tend to be more effective. A
combatant who has a shield can use it to defend
Formidable total total 2 steps total
against any attack.
Heroic total total total total
Superior Reach: The defender must have
a longer weapon than the attacker to defend
Superior Reach Defense Matrix: against attacks in this way. The effectiveness of
Success Difference between defender's weapon reach and superior reach depends on the difference in
attacker's weapon reach reach between the two weapons.
One Two Three Four or any
Superior reach cannot be used to defend against
vs.
missile attacks, but it is especially effective
unarmed
against unarmed attacks. Treat any weapon with
failure X X X X reach as having a weapon reach of 4 when used
against unarmed attacks.
trivial X X 1 step 1 step
routine X 1 step 1 step 2 steps Tall characters: Tall characters add one to the
reach of any weapon that already has a reach of
hard 1 step 1 step 2 steps 3 steps
one or more. Weapons that have a reach of zero
formidable 2 steps 2 steps 3 steps total don't qualify for this bonus.
heroic total total total total
36
Attack Matrix
Close Shaves:
Experienced protagonists can sometimes avoid injury even if their Final Injury Severity Difficulty
attempt to defend was unsuccessful.
Superficial Trivial
This “last ditch” effort to avoid injury is called a close shave. Only Serious Routine
protagonists have close shaves. Ordinary game master controlled
characters and creatures do not qualify for them. Grave Hard
Fatal Formidable
The way protagonists qualify for “close shaves” is through combat
edges. The protagonist must be in a “steadfast” or “cower”
emotional state. If the protagonist is angry, cocky, panicking or If the “close shave” check is a success, the protagonist suffers no
incapacitated by fear, he or she is in the wrong frame of mind to injury at all. If it fails, the protagonist suffers the full injury.
take advantage of this fleeting opportunity.
The specific task that the protagonist must check depends on the
edge used and the circumstances:
In most cases, the protagonist attempts the task check in order to one reason. In such cases, resolve close shaves by whatever task
avoid injury, but in the case of “drillmaster” it is the drillmaster check has the best chance of success.
who attempts the task check.
The “creeper” edge does not give close shaves against living
Only one “close shave” may be attempted per potential injury, opponents. Rather, it allows the protagonist to avoid being injured
even if the protagonist is eligible for a close shave for more than by a trap even after the trap is sprung. The protagonist's
companions may still be injured by the trap, however.
37
Injury Levels:
Superficial: Minor scrapes, bruises and cuts. These rarely interfere with a combatant's ability to fight. If left
untreated minor scrapes and cuts could become infected, but these injuries usually heal on their own and do
not require professional medical attention.
Serious:These injuries are severe enough to distract a combatant or interfere with his ability to fight.
Grave:Damage to a major organ. Grave injuries cause rapid or immediate incapacitation, and may result in
death.
Fatal: A fatal wound either causes instant death or instant incapacitation with a great possibility of death.
38
Broken Bones: Armor:
2d8 Effect
2-5 Fingers broken on one hand Few warriors wear armor of any sort. When warriors do
(stunned) wear armor, it is usually made of light materials that provide
6 Wrist or hand is broken (stunned) some protection against arrows and knives but do nothing
to reduce the injuries that are inflicted by clubs or heavy
7-8 Broken lower arm (debilitating injury) blades.
9-12 Broken ribs (debilitating injury) There are several reasons that armor plays such a small role.
13 Broken upper arm (debilitating injury) The most important factor is climate, particularly in Kemet,
14 Broken leg (debilitating injury) India and Mesopotamia. Anyone who insisted on fighting in
armor on the banks of the lower Euphrates or in the jungles
15-16 Broken nose (stunned and bleeding)
of India would soon collapse from heat exhaustion. Also, the
armor that is available is so crude and cumbersome that the
Head Injury: protection it offers isn't usually worth the loss of mobility.
+3 if the injured person is not wearing a helmet. Finally, metal is so expensive that only the very wealthy can
+1 if the weapon inflicts gaping wounds afford metallic armor.
2d8 Effect One circumstance where armor does make an appearance is
in chariot warfare. Kings and great lords can afford to wear
2-4 No injury
coats of bronze scales, and the reduced mobility is a less
5-6 Neck (debilitating injury) important factor when one is firing arrows from a chariot.
7 Torn ear (Stunned and cosmetic Helmets are relatively inexpensive, and provide some
damage) protection against head injuries.
8-9 Cheek (Stunned and cosmetic
damage) Heavy Skins:
Heavy skins protect the wearer from all superficial injuries.
10 Broken jaw (debilitating injury) Whenever a person who is wearing heavy skins suffers a
11-12 Broken nose (stunned and bleeding) serious laceration injury, treat it as a superficial injury
13 Lose one eye (debilitating injury) instead.
14+ Coma A person who is wearing heavy skins loses any task bonus
he or she would ordinarily receive for being “nimble” or
Coma: “quick.”
Heavy skins are most impractical in hot weather.
+1 if the injured person is not wearing a helmet.
+1 if the weapon inflicts gaping wounds
2d8 Effect Scale Armor:
Scale armor protects the wearer from all superficial injuries
2-7 Unconscious 1 minute (3 rounds)
and from serious lacerations.
8 Confused for 1d6 rounds Scale armor provides complete protection against serious
9-12 Unconscious 1d6 minutes, confused for 1 wounds that are inflicted by arrows, darts, daggers and
round knives.
13 Unconscious 3d6 minutes, Confused 1 Scale armor is hot and cumbersome. It is impossible to run
hour or swim in it. Characters in scale armor lose any task
14 Unconscious 3d6 hours, Confused 1 hour bonuses they would ordinarily receive for being graceful,
nimble or quick.
15 Unconscious 1d6 minutes, dead in 1d6
hours
16 Unconscious 2d6 minutes followed by Helmet:
Helmets provide a substantial reduction in the severity of
death
head injuries.
39
Combat effects of various injuries:
Morale Check (valor) Distracted (vigor) Loss of consciousness
(vigor)
Light Bruise trivial trivial no
Scratch routine trivial no
Stunned hard formidable no
Bleeding hard routine trivial
Bleeding (gaping wound) formidable hard routine
Internal Bleeding hard hard routine
Debilitating Injury formidable heroic routine
Debilitating Injury (gaping heroic heroic hard
wound)
Singed routine routine no
Toasted formidable formidable trivial
Charred heroic heroic hard
Multiple serious wounds As per individual wound As per individual wound formidable
Morale check: The injured character must make a Valor (will/brave) check at the indicated difficulty or suffer a loss of morale.
Distracted: Check for distraction once, immediately upon injury. The injured character must attempt a vigor task check. If the check
succeeds, there is no effect. If it fails, the character is momentarily distracted by the injury. This distraction allows the person who
inflicted the injury to attack again. This free attack takes place immediately. The attacker can only attack with a weapon that he has
ready- he can't close the range, draw a new weapon or prepare a new arrow or sling stone before making the attack. The distracted
person is not allowed to defend against the attack.
Loss of consciousness: Loss of consciousness must be checked immediately upon receiving the injury, and at the end of every
subsequent round until the wound is successfully treated. If the character loses consciousness, roll on the coma table to determine the
effects. In addition, the character cannot regain consciousness until his condition is stabilized.
Confused: Head injuries can sometimes cause confusion. The confused character may speak, crawl or walk, but he can't run, climb,
swim, attack or defend against attacks. If he attempts any task check, the results of the check are reduced by two levels.
Multiple serious wounds: If the character receives more than one wound that is capable of causing loss of consciousness,
increase the vigor check difficulty to formidable. Continue to check for unconsciousness for each wound as it is received, but only check
at the end of each round once (at a difficulty level of formidable) regardless of how many wounds are suffered.
Falling Injury:
For every meter fallen, the injured person suffers one injury
as determined by a roll on this table: Gymnastics check Distance reduction:
2d8 Injury failure None
2-11 Broken Bone trivial One meter
12-14 Head Injury
routine Two meters
15+ Death
hard Four meters
This assumes that the ground is hard (brick or rock).
Subtract one from the number of injuries if it is soft. formidable Eight meters
The falling person can reduce the effective distance fallen heroic Sixteen meters
by making a successful Gymnastics (fitness/daring) check.
40
Missile Weapons:
Task Check Damage Type Medium Long
Range Range
Penalty Penalty
Thrown Rock Sports Brawling -6 No attack
Throwing Stick Sports Brawling -5 No attack
Dart Sports Penetration -4 No attack
Javelin Sports Penetration -3 No attack
Thrown Spear Sports Penetration -4 No attack
Sling Stone Sports Brawling -4 No attack
Sling Bullet Sports Blunt Trauma -3 No attack
Long Range Sports Brawling -3 -7
Sling Stone
Long Range Sports Blunt Trauma -2 -6
Sling Bullet
Bow Archery Penetration -3 -7
Composite Bow Archery Penetration -2 -5
Missile Weapons:
Missile Attacks:
Missile attacks are resolved as melee attacks are. Determine the injury inflicted with an Archery (fitness/sharp) task check
when firing a bow or a Sports (fitness/competitive) task check when attacking with a thrown weapon or sling. The only
defenses against missile weapons are dodge and shield block.
Missile Weapons are deadly at short range, but lethality drops off rapidly with distance. At medium and long range, missile
weapons are subject to task check penalties, as indicated on the table.
41
Tricks:
Any character who is steadfast may attempt a Trick Difficulty
trick instead of making an attack. Tricks are
sneaky, underhanded combat moves such as Opponent's Emotional Difficulty (trick)
throwing sand in an opponent's face or goading state
one's attacker to lose his or her balance. The
Panic Routine
task check is trick. The difficulty is based on the
opponent's emotional state. Cower Formidable
Angry Hard
It isn't possible to trick a person who is
incapacitated with fear. Cocky Routine
Falling Prone:
If a character falls prone or is tripped by a successful trick:
The character may not attack again until he stands up.
Until he stands up, any defense he attempts is reduced in effectiveness by one success level (superior reach cannot be
attempted at all).
The character stands up by making a Gymnastics (fitness/daring) check. If the result is at least “trivial” the character
stands up, but loses his or her opportunity to attack. If the result is at least “formidable” the character may stand and
attack at the same time.
Intimidation in Combat:
Any character who is angry, cocky or steadfast may attempt to intimidate his opponent instead of making an attack. The
intimidating character makes an opposed intimidate (brawn/cruel) task check against his or her enemy's valor (will/brave)
task check. If the value of the intimidate check is higher than the valor check, the enemy's morale is reduced as if he or she
failed a morale check.
42
Recovery
Mortality:
Injury Surgery Surgery time Untreated Fatality
D
check
Bleeding hard 5 minutes hard
Bleeding (gaping wound) formidable 10 minutes formidable
Internal Bleeding heroic 20 minutes formidable
Debilitating Injury formidable 20 minutes formidable
Amputation heroic 25 minutes heroic
After the combat is over, any character who has suffered from bleeding, internal bleeding or a debilitating injury may die
of his or her injuries.
Check for each injury separately.
Any person with medical training or a talent for surgery can make a Surgery (craft/studious) check to save the injured
person's life, but the surgery must be performed within thirty minutes.
If the Surgery check fails, or if the injured person receives no medical help, he or she must make a Vigor (brawn/tenacious)
task check. The difficulty is listed above under the heading Untreated Fatality. If this check fails, the injured person dies.
There are no long term effects of being “bruised”, “singed” or “stunned”. These injuries can be ignored after combat. A
“scratch” exposes the character to disease (which see), but has no other long term effects.
Other injuries cause lingering harm. For every injury make a Vigor (brawn/tenacious) task check one week after the injury
occurred and once every week thereafter until the injury is healed. If the check succeeds, the effects of the injury are
removed.
A character may ignore the penalty for recovering from a bleeding injury, but this will cause the wound to reopen (treat as
if it was just inflicted).
43
Summary of Task Checks as they are used in combat:
44
Attacks:
Rites of Power Agony: X's unarmed attack inflicts intense pain. Any
In Kemet, men and women who can work magic are called
Hekau. The courts of Assyria, Babylon and Canaan are unarmed injury (superficial or greater) causes the injured
crawling with astrologers, witches and dream interpreters, person to be distracted by the pain unless they succeed at a
and in Vedic India wizard-priests called Purohita seek wealth vigor task check (formidable). The injured person must also
and success in battle through public rituals. make a difficult morale check.
There are several ways that a character can create a magical
effect. The most common is by performing a magical ritual. Blast:X may injure, immobilize or destroy a single
Some rituals take hours to perform and require the aid of abomination. The abomination must be within short range.
one or two assistants or any number of lay participants. The abomination makes a Resist task check. Failure or
Some take only a few minutes and can be performed by a Trivial Success: instantly destroyed, Routine: creature is
solo practitioner. Some rituals are dangerous. Generally frozen to the spot indefinitely, Hard: creature cannot move
speaking, the more elaborate the ritual is, the greater the or attack for two rounds, Formidable: creature cannot move
risks and rewards. or attack for one round, Heroic: creature is unaffected.
Dancers can create magical effects by giving brilliant
performances, and mendhi artists can create magic through
drawing designs on bodies with henna. Sacred Sun:Beams of intense light spring from X’s
Characters that have arcane training can create various eyes. (If X is a magical object, the light comes from a
magical effects: mirrored surface or some depiction of eyes). The light
causes temporary blindness in anyone looking directly at X.
(Blindness can be avoided if the victim succeeds at an
Attack:Any magical power (other than a curse) that
alert/search (hard) task check. Abominations caught in the
causes direct harm to a person or creature, or enhances a
light must make a resist (hard) task check or disintegrate.
physical attack. Some attacks only affect supernaturally evil
Abominations that do not disintegrate will suffer an injury
creatures such as demons, and do no harm to humans or
that causes an automatic distraction.
ordinary beasts.
Curse: Curses are special forms of magical attack that
Scare:X generates an aura of supernatural fear. (Valor
inflict a random harm. Some curses are mere annoyances
but some cause permanent injury and suffering. difficulty formidable).
Defense:A magical power that protects a character from a
specific harm. Splinter:X can destroy wooden objects with a touch.
Healing:Any magical power that restores health or Doors, wooden shields and furniture cracks loudly and falls
removes the effects of hostile magic. to pieces. Small boats capsize but larger vessels simply
Mental Enhancement:Any magical power that grants spring a slow leak. Objects that are protected by any sort of
a character knowledge or power over minds. magical symbol are not affected.
Physical Enhancement: Any magical power that alters
a character's body in a useful way. Venom: If X's unarmed attack inflicts superficial or
Sensory Enhancement: Any magical power that greater damage, the injured person is exposed to a severe
extends or expands the character's natural senses. neurological toxin.
Environmental Magic: Magic that affects the
character's surroundings. Word of Pain: Every living creature within 10 meters
that is able to hear the word must succeed at a vigor task
Magical Effects check (hard) or be distracted by the pain. In addition, all
In the description for each magical effect, X stands for the affected creatures must make a difficult morale check.
character who has the power and Y stands for the victim or
beneficiary of the power. For example, if Nefer curses a Word of Power: The word of power affects living
temple guard with a jinx, X is Nefer and Y is the temple
creatures in the same way as a word of pain, except that it
guard.
45
also causes temporary deafness (30 rounds, or 10 minutes).
Abominations are affected as if they were caught in the Insects Away: Insects will not come within short
beams of a Sacred Sun attack.
range of X. If X moves so that insects are within short range,
Curses: the insects will attempt to flee. Under no circumstances will
an insect sting X.
Bane: X curses Y. This counts as an attack. Y must witness
the curse for it to be effective. Y must make a Resist task
check (difficulty hard) or suffer a random result from the Inviolate: X cannot be harmed by Jinxes.
Bane table. Abominations aren't permitted to close to melee range
unless they make a Resist(Hard) check.
Jinx:X curses Y. This counts as an attack. Y must witness
the curse for it to be effective. Y must make a Resist task Poison Immunity: X suffers no injury from
check (difficulty routine) or suffer a random result from the exposure to poisons. X is still affected by curses, diseases
Jinx table. and mind altering substances such as alcoholic beverages.
Tribulation: X curses Y. This counts as an attack. Y Shield: The next time X suffers any injury of superficial
must witness the curse for it to be effective. Y must make a or greater severity both the injury and this magical effect
Resist task check (difficulty hard) or suffer a random result are negated. Insignificant bumps don't trigger the magic
from the Tribulation table. The harm usually takes some
time to take effect, so tribulations aren't very useful in Healing:
combat.
Antidote: With a touch, X can neutralize any toxin
Defenses: within a poisoned creature's body. This power will not cure
any injuries that the toxin has already caused.
Blade Resistance: Every time X suffers a
chopping, laceration or penetration injury, X may attempt a Fight Disease: With a touch, X can remove any
resist task check (difficulty: routine for laceration, hard for
communicable disease from a living creature. This power
chopping and formidable for penetration). If the check
does not in itself confer immunity to the disease.
succeeds, reduce the injury type by one step.
Crush Resistance: Every time X suffers a brawling Remove Curse: Removes the effects of a jinx, bane
or blunt trauma injury, X may attempt a resist task check or tribulation.
(difficulty: routine). If the check succeeds, reduce the injury
type by one step. Rest in Peace: With a word, X can put the soul of a
human or animal to rest, so that the dead creature does not
Curse Immunity: X suffers no harm from curses. become an undead monster. The deceased must not have
been dead for longer than six hours.
Disease Immunity: X is immune to communicable
diseases.
Restore Health:With a touch, X can remove any
long term effects of disease, such as permanent blindness.
Restore Health can also be used to remove permanent flaws
Divine Favor: All health, resist and vigor task checks that were caused by disease (Frail, Sickly or Ugly), but only
X is required to make are increased by one success level. if the magic is applied within a year of the acquisition of the
flaw. Any flaws that the character had at the beginning
Fire Resistance: X cannot be injured by ordinary (from the character creation process) are long term flaws
fires. Any burn injury that is inflicted on X by supernatural that cannot be removed via Restore Health.
causes is reduced in severity by one step.
46
Stabilize: With a touch, X can prevent a seriously Mental Enhancements:
injured person from dying due to a mortality check.
Cloak of the Beast: Animals will not attack X.
Illusions:
Divine Wrath: Any time X's emotional state is
Disguise: X can change his or her facial features, gender “panic,” it instantly changes to “angry.” Whenever X is
and voice once, and can change back again whenever he or angry, he or she gets one extra melee attack per melee
she wishes. X cannot duplicate a specific person's features attack action.
or voice accurately enough to assume that person's identity.
Third Eye will reveal the deception and negate illusion will Domination: Domesticated mammals such as cows,
destroy it. dogs and sheep and domesticated birds such as chickens
will obey X's simple commands. They will not fight anyone,
Invisibility; X becomes invisible and inaudible to but they will go wherever X tells them, quietly and without
humans. X's gear and clothing are not affected, so anything fuss. Aggressive or independent animals such as bulls, cats,
X carries or wears will appear to float about. Animals and asses, goats, pigs and horses are not affected.
abominations can still perceive X without difficulty. Mirrors
will reflect X's image as if he or she was not invisible. X can Dream Message: X attempts to communicate with
voluntarily dispel the invisibility at any time, but when the
Y mentally. X must be in a dream state. Y must be asleep or
invisibility is dispelled the power is lost. The invisibility is
in a dream state. Intervening distance is no obstacle. If Y is
also dispelled at any time that X physically interacts with
sleeping (not in a dream state) Y must make a dream
another person in any way. If X touches another person, if
(routine) roll to understand the message and remember it
another person bumps into X, or if another person even
upon awaking. The message cannot be over seven words
smells X's odor, the invisibility is lost. Third Eye will reveal
long.
the invisible person and negate illusion will dispel the
invisibility.
Fan Flames: X can cause any ordinary flame within
Invisibility to Abominations: Abominations short range to burn its fuel much more rapidly for the next
cannot perceive X. If X attacks any abomination with magic two rounds. This may injure anyone nearby (effects are
or physical force, the power is lost. Living creatures are not detailed under Magic In Combat, page).
affected. Negate illusion will dispel the invisibility.
Music of the gods:At will, X summons music that
Shadow animal: X can create a single illusionary is audible to anyone who is in a heirophanic, ecstatic or
non-human land animal. This animal can be the size of any trance state.
normal land animal, from the smallest insect to a bull
elephant. Once created, the animal will act in all ways like a negate Illusion: All illusions within medium range
living creature of its type, except that it will obey X's simple (30 meters) of X are destroyed. All invisible creatures within
commands. The illusion is extremely fragile. Any strong 30 meters become visible, and magical disguises are
stimulus such as bright sunlight or loud noises will cause the dispelled. Music of the gods is silenced in this location for at
illusion to disappear. If it touches or is touched by another least one hour.
living creature that is at least as smart as a lizard, it will
disappear. Third eye will reveal the illusion and negate
Negate Magic: At will, X permanently neutralizes
illusion will destroy it.
weak magical devices or lingering spell effects and
Shadow monster: The power Shadow Monster is temporarily deactivate moderately powerful ones within
short range (10 meters). Negate Magic also acts as Negate
identical to Shadow Animal, except that the illusion created
Illusion, but only to short range (10 meters). Very powerful
is of a monster that is about the size of a bull ape. The
magic is not affected at all.
shadow monster generates a supernatural aura of fear
(Valor difficulty to resist is Hard).
47
State of Grace: If X dies, his or her spirit will not Hathor's Joy:X suffers reduced penalties and
return as a ghost. X's remains cannot fulfill the material enhanced benefits when he or she is intoxicated. When X
requirements of a magical ritual, or be used for the creation has even one dose of alcohol (30 mL) he or she enters a
of a monster. heirophanic state. An alcoholic coma result still causes X to
lose consciousness, but without the usual risk of death. If X
Subjugate: X can enslave abominations to his or her suffers a stupor result, he or she enters a state of ecstasy
will. The abomination must be within medium range. X instead. If X suffers an attribute penalty from intoxication,
must inform the abomination of his or her intention to that penalty is -1 instead of -3. In addition, each attribute
enslave it. The abomination makes a hard Resist penalty that X suffers as a result of alcohol intoxication is
(will/tenacious) task check. If the check fails, the accompanied by a different magical ability:
abomination will serve X indefinitely. The abomination will Penalty Magical Ability
attempt to break free from X's dominion once every thirty Charm Divine Wrath
days. If the abomination resists the initial attempt to
Craft Poison Immunity
subjugate it, or if it breaks free thereafter, it will attempt to
Fitness Surefoot
kill X.
Intuition Domination
Tongues: X can speak and understand any spoken Knowledge Tongues
human language. Tongues does not impart proficiency in Will Third Eye
any written language.
Leap:X can leap 20 meters horizontally or 5 meters
straight up.
48
Surefoot: X cannot stumble, trip or fall into a
concealed pit. X is immune to any curse, magical effect or
trick that would result in X falling prone.
Sensory Enhancement:
49
Magical Power Classification
Power Class Power Class
Agony Attack (page 45) Music of the gods Mental Enhance (page 47)
Antidote Healing (page 46) Negate Illusion Mental Enhance (page 47)
Bane Curse (page 46) Negate Magic Mental Enhance (page 47)
Blade Resistance Defense (page 46) Paths of Set Physical Enhance (page 48)
Blast Attack (page 45) Poison Immunity Defense (page 46)
Blight Environmental Magic (page 49) Regenerate Physical Enhance (page 48)
Breath of Poroteu Physical Enhance (page 48) Remove Curse Healing (page 46)
Catfall Physical Enhance (page 48) Rest in Peace Healing (page 46)
Cheetah Physical Enhance (page 48) Restore Health Healing (page 46)
Cloak of the Beast Mental Enhance (page 47) Sacred Sun Attack (page 45)
Crush Resistance Defense (page 46) Scare Attack (page 45)
Curse Immunity Defense (page 46) Sense Abominations Sensory Enhance (page 49)
Dark Vision Sensory Enhance (page 49) Sense Life Sensory Enhance (page 49)
Disease Immunity Defense (page 46) Serpent Climb Physical Enhance (page 48)
Disguise Illusion (page 47) Shadow Animal Illusion (page 47)
Divine Favor Defense (page 46) Shadow Form Physical Enhance (page 48)
Divine Wrath Mental Enhance (page 47) Shadow Monster Illusion (page 47)
Domination Mental Enhance (page 47) Shield Defense (page 46)
Dream Magic Mental Enhance (page 47) Silence Physical Enhance (page 48)
Eel Physical Enhance (page 48) Skin Show Physical Enhance (page 48)
Enhanced Sense of Smell Sensory Enhance (page 49) Splinter Attack (page 45)
Fan Flames Mental Enhance (page 47) Stabilize Healing (page 47)
Fight Disease Healing (page 46) State of Grace Mental Enhance (page 48)
Fire Resistance Defense (page 46) Subjugate Mental Enhance (page 48)
Hathor's Joy Physical Enhance (page 48) Surefoot Physical Enhance (page 49)
Insect Light Environmental (page 49) Swarm Environmental (page 49)
Insects Away Defense (page 46) Third Eye Sensory Enhance (page 49)
Inviolate Defense (page 46) Trackless Physical Enhance (page 49)
Invisibility Illusion (page 47) Tribulation Curse (page 46)
Invisibility to Abomination Mental Enhance (page 47) Tongues Mental Enhance (page 48)
Jinx Curse (page 46) Venom Attack (page 45)
Leap Physical Enhance (page 48) Word of Pain Attack (page 45)
Word of Power Attack (page 45)
50
The Seven States of Consciousness:
Most magical effects can only be triggered by a person who is in a particular state of consciousness. People who possess
the visionary personality quirk are particularly adept at moving between the various states, but anyone can learn how to
do so through the use of meditation, drugs, music and ritual. There are seven states of consciousness:
Comatose:The character is completely unaware of his or Trances in combat: Treat the character who is in a trance as
her surroundings and unable to take any actions. having a cocky emotional state. He or she is also somewhat
Involuntary nervous and muscular functions such as resistant to being distracted by painful injuries. Reduce the
breathing, circulation and digestion continue to operate. difficulty of avoiding distraction by two levels. If the injury
Usually this state is the result of traumatic or chemical brain causes distraction anyway, the trance is broken and the
injury. character's state changes to sleeping, dreaming or awake:
2d6: 2-6 sleeping. 7: dreaming, 8-12: awake.
Sleeping: Ordinary dreamless sleep. The character has
minimal awareness of the outside world. Extreme stimuli Awake:This is the most common state of consciousness,
will wake sleeping people. Sleep deprivation causes a drop the state most characters are in when they perform tasks.
in mental efficiency and emotional stability. If total sleep
deprivation is maintained for more than a few days it may Heirophanic:From an outside perspective, a person in
cause death or permanent psychosis. a Heirophanic state of consciousness is indistinguishable
from a person who is awake. People in a heirophanic state
Dreaming: Everyone needs to dream for at least a few are able to communicate and perform complex tasks. In
minutes every day. Most divinatory magic can only be addition, they are sensitive to the presence of supernatural
performed while in a dream state, and there are some phenomena, including sacred or magical creatures or
rituals that can only be performed by dreamers. devices. The person who is in a heirophanic state intuitively
knows if an object or creature is magical and can estimate in
a crude way how intense or powerful the magic is. Most
Trance: Drugs, rituals and repetitive musical beats can magic is performed while in a heirophanic state.
cause the people who are exposed to them to slip into a
Heirophanic state in combat: The heirophanic character
trance. A person in a trace state has limited awareness of his
checks for initial morale state on the “easy” column. He or
or her environment. He or she cannot communicate
she is more susceptible to supernatural fear auras (increase
rationally, except to answer very simple questions. The
the difficulty by one category). If his or her emotional state
character will not attempt to deceive the questioner, but he
ever becomes “panic” or “incapacitated with fear” the
or she can choose to ignore the question if he isn't under
character's state of consciousness is changed to “awake.”
any mental compulsion requiring that he or she answer. The
character cannot attempt any knowledge checks, any
charm tasks, or any will checks other than resist and ritual. Ecstatic:The ecstatic state is a profound mystical or
The person who is in a trance will usually be focused on one religious experience combining the intense concentration of
very simple, specific task, such as digging a tunnel or a trance with the heightened awareness and sensitivity of
obeying the vocal commands of the person who placed the the heirophanic state. Above all it is a condition of extreme
character in a trance. The person who is in a trance may not joy, albeit joy laced with a sense of determination or even
perform any craft check that is not directly related to the rage. The ecstatic person is capable of performing acts of
focal task. (For example, if the focus of his trance is digging powerful magic, but such power is fraught with terrible
a tunnel, he can make mining or labor task checks, but will risks.
automatically fail any traps task check). All alertness/search During the state of ecstasy, the speech centers of the brain
task checks are resolved at an inept skill level, except for are confused. Ecstatic people can understand language
tasks directly related to the focal task (in which case they perfectly well, but have difficulty speaking. The ecstatic
are resolved at the character's normal level of competence). person must make a Resist(Hard) check every time he or she
wishes to speak.
51
The body of the person who is exposed to the entheogen will
automatically try to neutralize its effects. The character exposed
must make a Vigor (Brawn/Tenacious) task check. If the check is
successful, the entheogen has no effect. The difficulty of resisting
the effects of ingestion (voluntary or involuntary) is formidable.
The difficulty of resisting inhalation is hard. If one dose fails to
have the desired effect, more doses can be attempted.
Oneiromancy
Oneiromancy is the art of dreaming for magical or prophetic
purposes. A character may use the Dreaming task to move
voluntarily from a sleeping state to a dream state. The difficulty is
formidable. If the task check fails, the character has disjointed,
chaotic dreams that serve no useful magical or prophetic purpose.
No useful dreaming will occur during that sleep cycle.
52
Divinatory Dreams:
Prophetic dreams seldom give specific or detailed night. The dreamer must make a divination task check in
information. The dreamer has no control over what sort of order to receive an answer to this question.
information the prophetic dream will reveal.
A dreamer may petition the deities of his or her own nation,
Unlike prophetic dreams, divinatory dreams can be used to and internationally known deities. In addition, Kushitic
find the answer to specific questions. However, the kinds of peoples may petition Kemetic deities. Not all deities act as
questions that the dreamer is allowed to ask are very dream guides- only the ones that do act as dream guides
limited. are listed in the following tables.
Whenever a dreamer has a divinatory dream, he must A dreamer may choose one deity to be his or her primary
petition a specific god or goddess to act as his or her guide, dream guide. When a dreamer asks his or her primary
patron and protector. Each god or goddess is capable of dream guide one of that deity's permissible questions, the
answering one or two extremely specific questions. The divination task difficulty is reduced by one step.
dreamer is only capable of asking a single question per
53
Elamite Pantheon
Deity Difficulty Question Answered
Jabru Hard Is (specify person) above
ground or in the underworld?
(Note: A person who is alive
but underground qualifies as
“in the underworld.”
Kiririsha Hard Is (specify female animal or
person) barren, fertile or
pregnant?
Khumban Hard What will the weather be here
tomorrow?
Has (specify person)
attempted to deceive me in
the last three days?
Hittite Pantheon
Deity Difficulty Question Answered
Aruna Hard Is (specify vessel)
seaworthy?
Hasameli Hard If I dig at (specify exact
location) will I strike (specify
metal or stone)?
Kamrusepa Formidable Is (specify person) suffering
from a curse, disease or
demonic possession?
How do I break (specify
curse or spell)?
Canaanite Pantheon
Kurunta Hard Will (specify kind of animal)
Deity Difficulty Question Answered appear in this location
Astarte Formidable Is the romantic love (x) tomorrow?
professes for (y) genuine? Telepinu Hard Is (specify female animal or
Dagon Hard Is (specify female animal or person) barren, fertile or
person) barren, fertile or pregnant?
pregnant? Is the coming year a good
year for growing (specify
Kothar Hard Who created (specify crop)?
device, weapon, tool, etc)?
Teshub Hard What will the weather be
Resheph Hard What treatment will cure here tomorrow?
(specify person)?
Has (specify person)
Yaw Hard Will there be storms at sea attempted to deceive me in
in the next five days? the last three days?
54
Kemetic Pantheon: Kushitic Pantheon:
Deity Difficulty Questions Answered
Deity Difficulty Question Answered
Anubis Hard Is (specify person) above
ground or in the Arensnuphis Hard What will the weather
underworld? (Note: A be here tomorrow?
person who is alive but Has (specify person)
underground qualifies as attempted to deceive
“in the underworld.” me in the last three
Bes Hard Is the unborn child of days?
(specify pregnant woman) Dedun Formidable Is (specify person) above
a boy or a girl? ground or in the
Geb Formidable If I dig at (specify place) underworld? (Note: A
will I find (specify mineral)? person who is alive but
underground qualifies as
Hathor Hard Is the romantic love (x)
“in the underworld.”
professes for (y) genuine?
Is (x) sexually faithful to Menhit Formidable Is (specify person)
(y)? plotting to do me harm?
Horus Formidable Has (specify person)
attempted to deceive me
in the last three days?
Khonsu Hard When is the next lunar
eclipse?When is the next
solar eclipse?
Nephthys Hard Is (specify person)
suffering from a curse,
disease or demonic
possession?
Osiris Formidable Was (specify person who
has died within the last Minoan Pantheon
three days) the victim of
murder? Deity Difficulty Question Answered
How did (specify person Ariadne Hard Is (specify person) above
who has died within the ground or in the
last three days) die? underworld? (Note: A
Ptah Formidable Who created (specify person who is alive but
device, weapon, tool, etc)? underground qualifies as “in
the underworld.”
Set Formidable Is (specify person) plotting
to do me harm? Britomartis Hard Will (specify kind of animal)
appear in this location
Thoth Formidable Who wrote this (specify tomorrow?
inscription or document)?
Did the person who wrote Pasiphae Hard Is (specify person) suffering
this (inscription or from a curse, disease or
document) believe it to be demonic possession?
true? How do I break (specify
curse or spell)?
55
Vedic Pantheon The Trance:
Deity Difficulty Question Asked Some mystics are able to move from wakefulness into a
trance, heirophanic or ecstatic state at will, without outside
Mitra Formidab Has (specify person) broken
assistance. Neophytes may find it difficult to achieve an
le his or her promise to (specify
altered state of consciousness without the help of music
oath?)
and ritual or drugs.
Has (specify person)
attempted to deceive me in Ostinato:An ostinato is a musical rhythm that is able to
the last three days? induce a trance in anyone who hears it. The musician can
create an ostinato with his or her voice or with almost any
Rudra Hard What will the weather be musical instrument, but drums are the most effective
here tomorrow? instruments for this purpose. The musician makes a
Yama Hard Is (specify person) above separate music task check for every person who hears the
ground or in the underworld? ostinato for more than a few seconds (including himself).
(Note: A person who is alive The difficulty is routine if the musician is using a drum, but
but underground qualifies as hard if he or she is using any other kind of instrument.
“in the underworld.” Success indicates that the listener falls into a trance. If the
listener does not fall into a trance he or she cannot enter a
International Deities: trance state by means of an ostinato until the following day.
These goddesses are known and worshiped far If the listener does not wish to enter a trance he or she can
beyond their lands of origin; anyone may petition avoid the effects with a successful resist check (the resist
difficulty is routine if the musician is using a drum or trivial if
them.
the musician is using any other instrument).
Deity Difficulty Question Asked Group Chanting:Individuals who participate in a
Anat Hard Is (specify person) plotting to group chant may attempt to enter a trance state if they
(Canaan) do me harm? wish. Many group rituals involve chanting. To enter a trance
state the chanter must make a music task check. The more
Great Hard Is the coming year a good
people that are participating in the chant, the easier it is to
Goddess year for growing (specify
enter a trance state. If the chanter fails to enter a trance
(Crete) crop)?
state, he or she will be unable to try again by this method
Is the unborn child of (specify until the following day:
pregnant woman) a boy or a
girl?
Ishtar Hard Is the romantic love (x) Participants difficulty
(Akkadian) professes for (y) genuine?
1000+ trivial
Is (x) sexually faithful to (y)?
Isis Hard Is (specify female animal or 100-999 routine
(Kemet) person) barren, fertile or
10-99 hard
pregnant?
Is (specify woman) a virgin?
2-9 formidable
56
Meditation:A character may enter a trance state by Leaving the Heirophanic State:
meditating for approximately ten minutes and then making
a hard meditation task check. If this check fails, the Anyone who is distracted by an injury automatically
meditating person may check again every thirty minutes awakens from a heirophanic state.
until he succeeds or gives up. If there are significant
distractions, the difficulty is formidable. A person will leave a heirophanic state by falling asleep or
becoming comatose. The person does not automatically
Ritual:Some rituals automatically move the officiant reenter the heirophanic state upon waking.
and/or participants into a trance state.
Entering a state of ecstasy:
Leaving a trance:A character may attempt to leave
a trance state voluntarily. This is a formidable Resist task. Theophany:Anyone who enters the presence of a divine
The character may attempt to leave the trance state once being (god or angelic messenger) may attempt to enter a
every thirty combat rounds (ten minutes). state of ecstasy. The difficulty is (Commune) hard if the
being is a god or goddess or (Commune) formidable if it is
Characters that are in a trance state are largely insensible to the agent of a god or goddess. This attempt must be made
pain, however, great, continuous or persistent pain will at the outset of the encounter and can only be made once.
break the trance. If the character fails a Distraction check, Active worshipers of the god reduce the commune task
he or she awakens from the trance. check difficulty by two steps.
Dance:A dancer may attempt to enter a state of ecstasy
Certain rituals will awaken other people from a trance state.
from an awake, heirophanic or trance state. The dancer
Some rituals will release the person who performs them
must dance for at least nine rounds (three minutes) If there
from a trance state as soon as the ritual's purpose has been
is no music, the difficulty is heroic. If there is appropriate
achieved.
music, proficiently played (Music difficulty routine to qualify
as proficient music) the Dance difficulty is hard.
Entering a Heirophanic State:
Music:Any musician may attempt to move from an
Commune: Anyone can enter a heirophanic state by awake, heirophanic or trance state to a state of ecstasy
means of a commune task check. The difficulty is merely by singing or playing a musical instrument. This
formidable. If the environment is particularly foul (such as a takes thirty rounds (ten minutes) and has a difficulty (Music)
slaughterhouse or sewer) the difficulty is heroic. If the of heroic. If the attempt fails, no further attempt may be
environment is especially sacred or magical (such as a made that day.
shrine) the difficulty is hard. The character may make an Sex:Any person physically capable of sexual arousal may
attempt every hour. enter a state of ecstasy through sexual activity. The
difficulty is formidable if the person has a competent
If a character is exposed to supernatural horror and
partner (Sex difficulty of routine to qualify as a competent
succeeds in his or her valor check to avoid loss of morale, he
partner), or heroic if the person is attempting to enter the
or she may immediately attempt to enter a heirophanic
state through self stimulation. If the check fails, the person
state, even if he or she has already attempted to do so
will enter a state of ecstasy but it will only last for a
within the last hour. The difficulty is hard, regardless of
moment, and it will be followed by a period of sexual
environmental conditions.
exhaustion.
Rituals: Certain rituals cause the officiant and/or the Pampering:Any character may attempt to move another
participants to enter a heirophanic state. person who is awake or in a heirophanic state into a state of
ecstasy through oral or manual stimulation of their
dreaming into a heirophanic state:A erogenous zones. The difficulty is (Pampering) heroic. If the
dreamer may move directly from a dream into a check fails, the pampered person will enter a state of
heirophanic state. The difficulty is Dreaming (formidable) ecstasy but it will only last for a moment, and it will be
and may only be attempted once per sleep cycle. (If the followed by a period of sexual exhaustion.
dreamer fails he or she will enter a sleep state that will last
until he or she wakes normally).
57
Major and Minor Rituals:
Rituals:
Rituals are divided into two major categories: Major
The most dramatic magical effects are brought about rituals and minor rituals. Minor rituals are simpler and
by rituals. Rituals can be private affairs, involving only safer than major rituals. Major rituals tend to have
the officiant herself. They can also be lavish public more powerful and dramatic effects.
spectacles that bind the entire community through
shared religious experience. Some rituals are tranquil Rituals Known:
and meditative. Others are wild, orgiastic rites. Many
can be dangerous- concentrations of such vast The officiant is only able to perform rituals that he or
magical energies often attract diabolical forces. she knows.
Every ritual has an officiant. The officiant leads the In order to learn any rituals, a character has to be able
ritual. In some cases the officiant performs the ritual to perform ritual task checks. This requires either that
alone. At the climax of the ritual, the officiant makes a the character have arcane training or that he or she
ritual task check. The difficulty of this check varies has a talent for performing ritual tasks.
according to the ritual performed. If this ritual check
Starting characters who fit this requirement begin
fails, the ritual fails- possibly with dire results. Some
play knowing some rituals already. The number of
rituals require the officiant to make other task checks.
rituals such a character knows is determined as
If any of these checks fail, the ritual fails.
follows:
Some rituals require assistants. Assistants are
The character knows one ritual (major or minor) per
specialists who perform ancillary tasks such as dance,
each of the following he or she possesses:
gymnastics, or music. These tasks must be performed
without error if the ritual is to have any chance of Traits: Attentive, Clever, Curious, Industrious,
success. Passionate, Methodical
Some rituals also require participants- the more, the Social advantages: Powerful, Venerated, Wealthy
better. Participants witness the ritual and may aid the
officiant by chanting, dancing or performing simple Personality Quirks: Creative, Daring, Studious,
actions, but they do not have to be professional Versatile, Visionary
magic-makers.
If the character has academic training, add one ritual.
If the officiant fails his or her ritual task check (or any If the character has arcane training, add three rituals.
of the secondary task checks), the ritual will fail. If an
assistant performs inadequately, the ritual will fail. But Once play begins, the character can learn more rituals.
a participant cannot ruin the ritual through Some rituals are so commonly known that scrolls
incompetence. If a participant is called upon to make a containing instructions for performing them can be
task check it is to determine whether the ritual found in the marketplace of any large city. Other
benefits the participant. rituals are so secret that they can only be learned from
dragons or ancient inscriptions. The desire to learn
A witness is anyone who watches the ritual without some rare or unusual ritual may be an effective
taking part in it. Usually witnesses are irrelevant, but adventure hook.
sometimes witnesses can be affected by the ritual
involuntarily.
58
Performing the Ritual:
Rituals are described in the following format:
Ritual Name
General Description of the Ritual:
If the ritual has any unusual requirements (such as a
sacrifice) or if it can only be performed under certain
conditions, these will be listed in the general
description. Also, there will usually be an indication of
how long the ritual takes to perform.
Officiant: The officiant's required state of
consciousness will be listed here, along with any task
checks he or she must complete in order to perform a
successful ritual.
Assistants: If the ritual requires one or two
assistants, the task checks they are required to
complete will be listed here. If this entry does not
appear, the officiant does not need to employ
assistants.
Participant Requirements:If the ritual requires
participants, this entry will describe the actions they
must perform in order to gain the benefits of
participation. If this entry does not appear, the officiant
does not need the help of participants.
General effects:A general effect is any change
that the ritual works on the world, apart from any
benefit it grants to the people who are performing it.
The ritual might turn the space where it is performed
into a sacred space. The ritual may summon a demon or
cause an earthquake. If the ritual harms, aids or
transforms those who witness it, the effects will be
listed here. A ritual must be successfully completed
before these effects occur.
Effect on officiant:The officiant only gains a benefit if the ritual is successful. Any change in the officiant's state
of consciousness will be noted here. In addition, the officiant will gain the temporary use of various magical powers.
Bonus Advantage:If the ritual is a success, the officiant gets a bonus advantage. If the officiant does not already
have this advantage, he or she temporarily gains it. If the officiant already possessed this advantage, he or she
temporarily gains a talent for every task for which it is the bonus advantage (if he or she doesn't have that talent already).
Either way, the bonus applies for three hours.
Effect on assistants:If the ritual succeeds, any assistants will receive benefits. These are similar to the benefits
that the officiant received, but are usually more modest.
Effect on participants: If the ritual succeeds, any participants will get an opportunity to receive benefits as well.
A participant is usually required to make a successful task check- usually music or dancing- before he or she gains any
benefit. The requirements for gaining benefits will be listed here.
59
Ritual Failure
Rituals are inherently dangerous. When a ritual fails no one Effects of Backlash:
is safe- least of all the officiant. Harm caused by a failed Roll Effect
ritual is called backlash.
7 or less Cursed: Roll once on the Jinx table
When the ritual fails, every person present must make a
8-10 Melancholia (permanent until cured)
Resist task check to avoid the backlash. The difficulty
depends on the role that person played in the attempted 11 Mystical dysfunction: This character cannot perform
ritual and whether it was a minor or major ritual: any rituals, assist with a ritual or gain any benefit
from participating in a ritual. Treat this as a curse,
Backlash:
which can be neutralized in any of the usual ways.
Role Minor Ritual Major Ritual
Officiant Hard Formidable 12 Impotent if male, supernatural pregnancy if female.
60
Minor Rituals
The Ear of Enki
The officiant must observe and study natural phenomena
The all seeing eye (clouds, birds, fire, etc) for one hour.
The officiant meditates quietly for ten minutes in a quiet
Officiant: Heirophanic, Ritual (Routine), Commune (Hard)
place with no distractions.
Effect on officiant: Unlimited use of Tongues and
Officiant: Heirophanic, Ritual (Routine), Meditation
Domination. Single use of Scare, Word of Power, Negate
(Routine)
Illusion, Negate Magic. Powers last for 24 hours.
Effect on officiant: Unlimited use of Curse Immunity and
Bonus Advantage: Patient
Third Eye, so long as the officiant remains in a Heirophanic
state or a state of Ecstasy.
Bonus advantage: Sharp.
Henna Ritual
The officiant prepares Henna paste from raw Henna while
reciting verses in praise of Anat for one hour.
Calling Dagon Officiant: Awake or Heirophanic, Ritual (Routine), Herbalism
This ritual must be performed on the banks of a river or the
(Routine)
shores of a large lake or sea. It takes an hour to complete.
General Effects: If it is allowed to sit for 24 hours after the
Officiant: Heirophanic, Ritual (Hard)
ritual, the Henna paste will acquire magical properties.
Participants: Participants are permitted, but not required.
Thereafter, the Henna paste may be used to create Mehndi
Effect on Officiant: Officiant receives unlimited use of
magic.
Breath of Poroteu, Dark Vision, Eel and Paths of Set for 24
Effects on officiant: The officiant receives Curse Immunity
hours.
and Divine Favor for 24 hours.
Bonus Advantage: Salt
Bonus Advantage: Gardener
Effect on Participants: Participants must make a Valor
(Easy) check to receive Breath of Poroteu, Eel and Paths of
Set for 24 hours.
Meditation rite
This ritual can only be performed in a sacred space. The
officiant meditates until he or she makes a successful
The Covenant of Nusku
connection with ambient supernatural forces. The officiant
The officiant quietly stares into an open flame (within short
draws his or her magical powers from these forces.
range) for ten minutes.
The length of time this takes depends on how quickly the
Officiant: Heirophanic, Ritual (Routine), Meditation
officiant can score a formidable level of success on his or her
(Routine)
meditation task check. First the officiant must make a
Effect on officiant: Unlimited use: Blade resistance, Fire
successful Ritual (Routine) task check or the ritual fails
Resistance, Insects away. May Fan Flames at any time with
immediately, with the usual hazards of failure. At the end of
a hard ritual check. These powers last until the flame that
every half hour of ritual, the officiant may attempt a
the officiant meditated upon dies or is extinguished OR the
Meditation (Formidable) task check. If the check succeeds,
officiant fails any ritual check OR after the passage of one
the ritual is complete. If the check fails, the officiant may
month (whichever comes first).
choose to continue, or abort the ritual without suffering any
Bonus advantage: Sharp.
ritual failure results. The officiant may try again later by
making a successful Ritual (Routine) task check.
Dreaming Festival
Officiant: Heirophanic, Ritual (Routine)
The officiant dreams that he or she is leading a fantastic
Effects on officiant: For the next 24 hours the officiant gains
ritual, with benevolent supernatural creatures in
unlimited use of Curse Immunity, Divine Favor, State of
attendance.
Grace and Third Eye plus unlimited use of ONE of the
Officiant: Dreaming, Ritual (Hard), Dreaming (Routine)
following magical abilities: Blade Resistance, Cheetah,
General Effects: Upon conclusion of the ritual, the officiant
Crush Resistance, Disease Immunity, Eel, Fire Resistance,
may send one Dream Message.
Antidote, Fight Disease, Remove Curse, Negate Illusion,
Effect on officiant: The officiant wakes into a heirophanic
Domination, Invisibility to Abominations, Negate Magic,
state. Unlimited use: Dark Vision, Music of the Gods. Single
Tongues, Breath of Poroteu, Regenerate, Dark Vision, Insect
use of Invisibility. These powers last until the next dream
Light, Natural Music.
state.
Bonus Advantage: Patient
Bonus advantage: Creative
61
Minor Sacrifice Rites of Manhood
Officiant must sacrifice a domesticated animal such as a There must be at least one participant who is ready to pass
chicken or goat while any participants chant or sing for at the test of manhood. The ritual must not be witnessed by
least ten minutes. women or children. Men who have passed the test of
Officiant: Awake or Heirophanic, Ritual (Routine) manhood are permitted to witness (but they are not
General effects: The officiant invokes any deity that can be considered participants). Usually fathers of boys who are
petitioned for the purposes of divination, and asks the being tested are not present. This ritual is a test of
invoked deity's divination question. In order to interpret the character. The officiant will ask each participant several
result, he or she must make a Divination task check. (The questions that can be answered by anyone who has
difficulty of the check varies with the deity invoked). prepared for the ritual. After the questions are answered to
Effect on officiant: The officiant enters a heirophanic state. the officiant's satisfaction, the real test begins. The officiant
For the next 24 hours the officiant receives unlimited use of inflicts terrible pain on each participant. (In some places,
Divine Favor. Also, for the next 24 hours the officiant this pain is inflicted through circumcision).
receives a single use of (pick ONE): Agony, Blight, Scare, Officiant: Heirophanic, Ritual (Trivial), Interrogate (Routine)
Splinter, Venom, Word of Pain, Bane, Jinx, Shield, Participant Requirements: At least one and no more than
Invisibility, Antidote, Remove Curse. seven boys ready to undergo the test.
Bonus Advantage: Passionate General effects: Each participant must face the pain bravely
Effect on participants: Participants are optional. Each in order to pass the test. Those who do not pass will never
participant makes a Ritual (routine) task check. Successful gain the respect of their people or legal rights of manhood.
participants receive unlimited use of Divine Favor for the Effect on officiant: Unlimited use of Curse Immunity, Fight
next 24 hours. Disease and Remove Curse for one month.
Bonus Advantage: Brave
Minor Sex Ritual Effect on participants: Each participant must make a Valor
The officiant either performs a solitary rite or makes love to (routine) task check. If the participant succeeds, his people
one or two assistants for at least thirty minutes. The will consider him a man in every respect. He will gain all the
difficulty of the officiant's sex task check difficulty depends rights and responsibilities of manhood.
on the number of assistants. If there are two assistants the In addition, he gains the following temporary benefits:
difficulty is trivial, if there is only one the difficulty is Unlimited use of Third Eye and Trackless for one month.
routine, and if there are no assistants the difficulty is hard. Participants who fail either leave the community or remain
Officiant: Awake or Heirophanic, Ritual (Routine), Sex second class citizens for the remainder of their lives.
(variable)
Assistant One: Optional, Sex (Routine) Scroll Spell
Assistant Two: Optional, Sex (Routine) The officiant must have in hand the magic scroll that
Participants: optional- Dance, Chant or have sex corresponds to the specific magical effect desired. The
General effects: The spot where the ritual took place (to a officiant studies the scroll for five minutes. The scroll is not
10 meter radius) counts as a sacred space for one day. consumed by this process, and it does not lose its magical
Effect on officiant: The officiant enters a state of ecstasy properties.
and receives divine favor for 24 hours. Also, for the next 24 Officiant: Awake or Heirophanic, Ritual (Routine), Literature
hours the officiant receives unlimited use of (pick ONE): and History (Routine)
Curse Immunity, Cloak of the Beast, Divine Wrath, Fan Effect on officiant: The officiant enters a Heirophanic state.
Flames, Music of the Gods, Breath of Poroteu, Leap, Paths Also, for the next 24 hours the officiant receives unlimited
of Set, Silence, Skin Show, Trackless, Dark Vision, Enhanced use of the scroll spell.
Sense of Smell, Sense Life or Hathor's Joy. The following spells may be found on scrolls: Blast,
Bonus Advantage: Hypnotic Antidote, Blade Resistance, Crush Resistance, Curse
Effect on assistants: Assistant(s) enter a state of ecstasy and Immunity, Disease Immunity, Divine Favor, Fan Flames, Fire
receive Divine Favor for 24 hours. Resistance, Poison Immunity, Domination, Insects Away,
Effect on participants: Anyone who succeeds in a Revels Invisibility, Tongues, Silence, Trackless, Dark Vision, Third
task check (routine) enters a state of ecstasy and receives Eye, Blight, Insect Light, Swarm
divine favor for 3 hours. Bonus Advantage: Studious
62
Major Rituals: Chaunt of Osiris
This ritual must be conducted outdoors, at sunrise. The
difficulty of the officiant's ritual task check depends on the
number of participants. None or one: heroic; 2-6:
formidable, 7-12: hard, 13 or more: routine. The officiant
leads the participants in a one hour ritual.
Akelarre
The officiant slaughters a chicken or goat, and speaks Officiant: Heirophanic, Ritual (Variable), Music (Routine)
various incantations. The ritual lasts three hours and can One Assistant: Music (Routine)
only be performed at night. Participant Requirements: Participants chant or play
Officiant: Heirophanic, Ritual (Hard), Revels (Routine) musical instruments.
One assistant: Ritual (routine) General effects: The place where the ritual is conducted
Participants are permitted, but not required. becomes a sacred site for one month.
General effects: The officiant summons a lesser demon and Effect on officiant: Single Use of each of the following:
imprisons it in a magic circle. If a human sacrifice is Insect Light, Splinter, Word of Power. Unlimited use of Curse
performed, a greater demon is summoned instead. The Immunity, Disease Immunity, Insects Away, Inviolate,
demon will make a Resist task check to break free (difficulty Poison Immunity, Regeneration and Stabilize.
equals officiant's Ritual task check). If the demon breaks Whenever the officiant is in a state of ecstasy he or she also
free it will attack. If it can't break free it will perform a single gains unlimited use of: Crush Resistance, Sense Life, Sense
service for the officiant and then vanish. Abominations. All powers last for one month.
The demon will not perform any service that takes over Bonus advantage: Gardener.
three days to complete. Typical services include attacking Effect on assistant: Unlimited use of Curse Immunity,
the officiant's enemies or teaching the officiant a new ritual. Disease Immunity and Regeneration for one month.
Akelarre is a particularly dangerous rite. Anyone who suffers Effect on participants: Each participant may make a Music
backlash from a failed ritual checks for specific effects with (Routine) task check. Every participant who succeeds
a +1 modifier to the die roll. receives Curse Immunity and Disease Immunity for one
Effect on officiant: Officiant enters a state of ecstasy and month.
gains unlimited use of all three curses: Bane, Jinx and
Tribulation. The officiant also gains the following unlimited The Doom of Villu
magical abilities: Disease Immunity, Poison Immunity, The ritual requires a human sacrifice. The sacrifice must be a
Silence, Subjugate, Trackless. Whenever the officiant is in a convicted criminal who has been lawfully and justly
state of ecstasy, he or she gains unlimited use of these condemned to die. The ritual must be performed at sunrise.
powers as well: Blade Resistance, Crush Resistance, Cat Fall, Hundreds of stone or ceramic images of the local god or
Dark Vision, Cloak of the Beast, Enhanced Sense of Smell, goddess of justice must be produced. The condemned
Paths of Set, Serpent Climb. All magical abilities last for one criminal is brought before the participants. The officiant
month or until the officiant misses a Curse task check while recites the facts of the crime and the sentence and a brief
activating a curse. summary of the legal code that the criminal violated. The
Bonus Advantage: Devious participants strike the condemned person with the stone or
Effect on assistant: Assistant enters a state of ecstasy and ceramic images of the offended god until he or she is dead.
gains unlimited use of Silence and Trackless. Whenever the Officiant: Heirophanic, Ritual (Routine), Law (Routine),
assistant is in a state of ecstasy he or she also gains Inspire (Routine)
unlimited use of Cloak of the Beast and Paths of Set . These Participant Requirements: There must be at least thirteen
magical abilities last one month. participants, and they must cast stone or ceramic idols at
Effect on participants: Participants enter a state of ecstasy. the condemned person.
Each is permitted to make a Revels (Hard) task check. If the General effects: “Rest In Peace” applied to the sacrifice.
reveler succeeds, he or she gains unlimited use of Silence Effect on officiant: The officiant receives unlimited use of
and Trackless, and whenever he or she is in ecstasy, he or Divine Favor and Inviolate and a single use of Word of
she also gains unlimited use of Cloak of the Beast. These Power. All powers last until sunset.
magical abilities last one month. Bonus advantage: Cruel
Effect on participants: Participants gain the benefits of the
magical defense Divine Favor until the sun set.
63
The Face of Ra Officiant: Heirophanic, Ritual (Variable), Revels (Routine),
The ritual can only be performed during the day. The Sex (Routine)
officiant meditates in sunlight for one hour. Assistant One: Sex (Hard)
Officiant: Heirophanic, Ritual (Hard), Meditation (Hard) Assistant Two: Music (Routine)
Effect on officiant: Unlimited use of Curse immunity and Participant Requirements: Participants dance, play music
Disease Immunity. Single Use each of Sacred Sun, Word of and have sex
Power, Shield, Remove Curse, Fight Disease, Negate General effects: The field that the ritual takes place on will
Illusion, Divine Wrath. Magical abilities last for three days. produce abundant crops in the following year, even if
Bonus Advantage: Brave weather and flood conditions are unfavorable. This effect
can be negated by hostile magic or divine intervention.
The False Servant Effect on officiant: Officiant enters a state of ecstasy and
The officiant (who is the “False Servant”) must be invited to gains unlimited use of: Disease immunity, Hathor's Joy,
be the assistant for another officiant's ritual (the overt Insects Away, Regeneration and State of Grace. In addition,
ritual, and must successfully perform the functions of that whenever the officiant is in a state of ecstasy he or she also
assistant. receives unlimited use of: Eel, Enhanced Sense of Smell,
The False Servant appears to be performing the overt ritual Fire Resistance and Paths of Set. All powers last for one year
correctly. However, if the betrayed officiant makes a ritual Bonus Advantage: Daring
(Formidable) check he or she will recognize what the False Effect on assistants: Assistants enter a state of ecstasy and
Servant is doing in time to negate both rituals. (Both rituals receive unlimited use of Disease immunity, Hathor's Joy and
are ruined, but neither officiant suffers the usual effects of State of Grace. All powers last for one year
failure). Effect on participants: All receive unlimited use of Disease
Officiant: Heirophanic, Ritual (Hard) immunity and State of Grace for one month. Any
General effects: The other ritual fails, and the betrayed participants who have the trait Passionate will enter a state
officiant suffers any of the usual effects of failure. of ecstasy. Other participants will enter a heirophanic state.
If the False Servant ritual succeeds, the betrayed officiant
must make a Resist (hard) roll or fall into a (random) coma. Maithuni
The betrayed officiant makes a Ritual task check. If it The officiant and one or two assistants have sexual
succeeds, the betrayed officiant will know that he or she intercourse for one hour. The officiant and his or her
was betrayed by a False Servant ritual. assistant(s) have ritualistic sexual intercourse while the
Effect on officiant (False Servant): Single use powers: participants watch. Participants are not necessary, but if
Blight, Remove Curse, Shield, Subjugate, Tribulation, Word there are at least three participants the difficulty of the
of Pain. (Must be used within one month or lost). officiant's ritual task check and the first assistant's sex task
Bonus Advantage: Devious check are both reduced to routine.
Officiant: Heirophanic or Ecstatic, Ritual (Hard), Sex
Fertility Rite (Akitu, Puruli) (Routine)
Must be performed on a field that has just been sown, Assistant One: Sex (Hard)
during the appropriate season (Early autumn in Kemet, Assistant Two: (Optional), Sex (Routine)
Spring Equinox in Babylon and Assyria) Participant Requirements: Participants optional;
General Description of the Ritual: The officiant sacrifices an participants chant, sing or perform erotic dances
animal (typically a cow or bull) and has sexual intercourse General effects: Officiant, assistants and participants are
with assistant one. Assistant two sings or plays a musical cured of any depression or sexual dysfunction.
instrument. A general orgy follows. Effect on officiant: Officiant automatically enters an
The difficulty of the officiant's ritual task check depends on ecstatic state and receives unlimited use of Curse Immunity,
the number of participants who actually have sex. None or Disease Immunity and Divine Favor. If the ritual was
one: heroic; 2-6: formidable, 7-12: hard, 13 or more: routine. attended by three or more participants the officiant also
If the ritual fails any crops grown on the field where the gains unlimited use of Cheetah, Paths of Set and Music of
ritual takes place will be eaten by pests or destroyed by the Gods. All magical abilities last for one month.
disease. This is in addition to the usual hazards of a failed Bonus Advantage: Creative
ritual.
64
Effect on assistants: Assistants automatically enter an Assistant Two: Dance (Routine)
ecstatic state and receive Unlimited use of Curse Immunity, Participant Requirements: Sing, dance and drink wine.
Disease Immunity and Divine Favor for one month. Effect on officiant: The officiant gains a single use of Blast.
Effect on participants: The officiant also gains unlimited use of: Divine Favor,
All participants may make a Commune task check (routine) Divine Wrath, Hathor's Joy, Insects Away, Inviolate, Silence
to enter a heirophanic state. Any participant who has sexual and Surefoot. In addition, whenever the officiant is in a
intercourse before the next sunrise may make a sex state of Ecstasy he or she receives unlimited use of: Blade
(routine) roll to gain the following benefits: Resistance, Cat Fall, Cheetah, Cloak of the Beast and Leap.
Unlimited Curse Immunity and Divine Favor for one month. All magical powers last one month.
Bonus Advantage: Nimble
The Mhe of Wisdom Effect on assistants: For the next month the assistants
The officiant must have access to a substantial number of receive unlimited use of: Divine Favor, Divine Wrath,
ancient inscriptions or texts. The officiant studies his or her Hathor's Joy, Silence, Surefoot.
texts for at least six hours, looking for cryptic (hidden) Effect on participants: Each participant may attempt up to
messages. four task checks (revels, dance, music and gymnastics).
Officiant: Heirophanic, Ritual (Hard), Lit/History (Hard) Each successful check results in the acquisition of a different
Effect on officiant: Unlimited use: Curse Immunity, magical power: Dance (Hard): Silence; Gymnastics (Hard):
Inviolate, Sense Abomination, Tongues. May use Negate Leap; Music (Hard): Cloak of the Beast; Revels (Routine):
Illusion or Remove Curse at will with a successful Meditation Hathor's Joy.
(Hard) check. The granted powers disappear after one All powers are unlimited use and last for three days.
month or if the officiant fails the meditation task check to
Negate Illusion or Remove Curse
Bonus Advantage: Studious Rites of War
The group must have an identifiable enemy.
poppy rite The officiant denounces the enemy and extolls the virtues
The officiant and any (optional) participants ingest the dried of the group's most warlike ancestors while the participants
latex of poppies while performing the ritual. The ritual takes chant, dance, sing and perform gymnastic feats.
two hours to complete. Officiant: Awake, Heirophanic or Ecstatic, Ritual (hard),
Officiant: Awake or Heirophanic, Ritual (Hard) Inspire (hard), War (routine)
Participant Requirements: Participants chant or play Participant Requirements: At least six participants;
musical instruments. Chanting, Dancing, Gymnastics
Effect on officiant: Officiant enters a state of ecstasy and Effect on officiant: Unlimited Blade Resistance, Crush
gains a Single Use of each of the following: Disguise, Resistance and Divine Wrath until the officiant gets a
Shadow Animal, Shadow Monster. He or she also gains “cower” morale check result, surrenders to a foe, or runs
unlimited use of Sense Life and Serpent Climb for three away from a fight after blood has been shed by either side.
days. Bonus Advantage: Brave (Cruel)
Bonus advantage: Visionary. Effect on participants: All participants receive a single use of
Effect on participants: Each participant may make a Music Divine Wrath and Shield. These effects must be used within
(Routine) task check. Every participant who succeeds enters three days or lost.
a Heirophanic state and gains the officiant's bonus
advantage. The Shadow of Apep
This ritual must be conducted underground. The difficulty of
The Revels of Bast the ritual task check depends on the number of participants:
This ritual must be conducted outdoors, by a procession None or one: formidable; 2-6: hard; 7 or more: routine.
that starts or ends in a sacred space. The procession lasts at The officiant and the participants all wear masks or robes
least two hours. The difficulty of the officiant's ritual task with long cowls. They stand in a circle, motionless and chant
check depends on the number of participants. None: heroic; prayers to forbidden gods for at least two hours.
1-10: formidable, 11-100: hard, more than 100: routine. Officiant: Heirophanic, Ritual (Variable)
Officiant: Heirophanic, Ritual (Variable)
Assistant One: Music (Routine)
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Effect on officiant: Officiant gains unlimited use of the
following powers: Antidote, Cure Immunity, Disease
Immunity, Divine Favor, Fight Disease, Insects Away,
Inviolate, Remove Curse, Stabilize, Surefooted. Officiant
gains a single use of each of the following: Blast, Negate
Magic, Restore Health, Sacred Sun, Word of Pain. All powers
last one month
Bonus Advantage/Quirk: Kind
Effect on assistants: Unlimited use of the following powers
for one month: Disease Immunity, Divine Favor
Effect on participants: Every participant who makes a
successful Commune (routine) task check gets unlimited use
of the following power for one month: Disease Immunity.
66
Dance Magic Dance of Agni
Heirophanic/Hard
Prop: Flaming thurible
In order to create dance magic, the dancer must make a
The first time someone witnesses the dance of Agni, they
Dance (charm/nimble) task check. The difficulty of this
must make a resistance task check (routine) or fall into a
check depends on the specific dance.
trance. The object of the trance is to continue watching the
dancer, taking no other action, for as long as the dance
All dances require music. Music of the gods qualifies, if the
continues. When the dance is over the dancer may make a
dancer is in a heirophanic, trance or ecstatic state. Natural
separate dance or pose check (dancer's choice) for each
Music also provides the necessary accompaniment.
person who fell into a trance (difficulty routine). If the check
succeeds, the person who was in a trance becomes
In most cases, one or more human performers will provide
impressed or enamored of the dancer, does not realize that
the music. If so, the performance must be flawless.
he or she was in a trance, and has no memory of events that
Designate one musician to be the lead. The lead musician
happened during the dance (other than the dance itself).
must make a routine Music (will/creative) task check or ruin
The thurible can be used as a slow weapon with a reach of 3
the dance.
that inflicts burn damage and requires both hands. It cannot
be used to block or parry attacks. Use dance task checks to
The dancer may play a small wind instrument (such as a
resolve attacks.
flute), to provide his or own music, but only if the dance
The thurible can emit dense clouds of smoke on command,
doesn't require a hand prop such as a snake or thurible. The
obscuring all sight within ten meters.
dancer must make a Music (will/creative) roll with a
The dancer may produce Fiery Breath during the dance, by
difficulty of Hard to create his or her own accompaniment.
making a successful Vigor check (hard). The attempt counts
as an attack action, even if the vigor check fails.
All dances require that the dancer be free to move, carrying
Bonus Advantage: Hypnotic
no bulky or heavy equipment, barefoot and wearing
minimal or no clothing. Dance magic is inherently erotic,
and dance magicians are usually concubines or sacred
Dance of the Cobra
Ecstatic/Hard
prostitutes of either sex.
Prop: Live cobra
The dancer should make a different dance task check
Each dance counts as one of the rituals known upon
(difficulty: hard) for every person who witnesses the dance.
character creation.
If this check succeeds, the person enters a heirophanic
state.
A dancer can only benefit from the effects of one dance at a
The dancer should make a different pose task check
time. If the previous dance has ongoing effects they are lost
(difficulty: hard) for every person who witnesses the dance.
as soon as the dancer begins a new magical dance.
If the check succeeds, the person will become fascinated by
the dancer. The fascinated person will become very sexually
attracted to the dancer unless the dancer and the
fascinated person are fundamentally sexually incompatible.
Name of the dance (For example, a woman who is heterosexual without
Required state of consciousness/Dance task difficulty.
exception will not desire to have sex with a female dancer).
Prop: Any special device or costume required.
The dancer gains the Physical enhancement Surefooted and
Dance Description: Any magical effects the dance creates.
the sensory enhancement Dark Vision for the duration of
Bonus Advantage: If the ritual is a success, the officiant gets
the dance plus three hours.
a bonus advantage. If the officiant does not already have
After the dance is complete, the dancer receives the
this advantage, he or she temporarily gains it. If the
magical attack Venom as a single use attack. A complete
officiant already possessed this advantage, he or she
miss does not consume the Venom, but Venom is consumed
temporarily gains a talent for every task for which it is the
if the victim is struck but negates the attack with a
bonus advantage (if he or she doesn't have that talent
successful Vigor check. If the Venom is not expended within
already). Either way, the bonus applies for three hours.
three hours of the end of the dance, it dissipates harmlessly.
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After the dance is complete, the dancer receives the curse Dance of the Moon God
Bane as a single use attack. It must be used within three Trance/Hard
hours of the end of the dance or it is lost. Prop: Moon god mask
Bonus Advantage: Quick This dance can only be performed at night. The dancer gains
the following magical abilities: Dark Vision, Disguise. These
Dance of Hathor abilities last for the duration of the dance. If the dance lasts
Ecstatic/Routine for ten minutes or more, the abilities are retained after the
Prop: None- but the dancer must have imbibed at least dance is over, and until the next sunrise.
three doses of an alcoholic beverage or entheogen. At the end of the dance, the dancer's state of consciousness
While performing this dance and for three hours thereafter, changes to heirophanic automatically.
the dancer receives the following magical powers: Cloak of The dancer gains the ability to inflict a Jinx on another
the Beast, Divine Favor, Divine Wrath, Hathor's Joy, Music person at will, as an attack action. The dancer can jinx as
of the Gods, Paths of Set, Serpent Climb and Skin Show. often as he or she likes, but if a person makes a successful
Bonus Advantage: Brave resist task check to negate the jinx, the dancer cannot
attempt to jinx that person again.
The ability to inflict a Jinx on other people is retained after
the dance is over, and until the next sunrise.
Bonus Advantage: Devious
Dance of Nanaya
Ecstatic/Routine
Prop: None
While performing this dance and for three hours thereafter,
the dancer receives the magical powers Divine Favor and
Surefooted.
The dancer may seduce one specific member of the
audience. The dancer must succeed in a Pose (hard) task
check. The person seduced may negate the magic with a
resist task check if they wish. The difficulty of the resist
check is routine if the seduced person is voluntarily celibate
or doesn't have a compatible sexual orientation. Otherwise,
the difficulty is formidable. If the seduction is successful, the
Dance of Inara seduced person will enter a heirophanic state and become
Heirophanic/Hard
infatuated with the dancer. If the dancer encourages the
Prop: Stylized wolf mask
infatuation, it will persist indefinitely.
While performing this dance and for one hour thereafter,
Bonus Advantage: Daring
the dancer gains the following magical powers: Cloak of the
Beast, Divine Favor, Enhanced Sense of Smell, Leap, Paths
of Set and Surefooted.
When the dance is over, the dancer may make a single
Dance of Slaughter
Ecstatic/Formidable
attempt to turn into a wolf. If the dancer succeeds with a
Prop: The dancer must wear jewelry made of human bones
dance (formidable) check, the transformation occurs,
or teeth or paint his or her body with human ashes.
otherwise there is no effect. The dancer does not change
For the duration of the dance and for thirty rounds (ten
back into a human automatically. To become human again,
minutes) after the dance is complete, the dancer gains the
he or she must make a resist (hard) check. The transformed
magical defenses of Blade resistance, Crush resistance and
dancer may make this attempt once per day until he or she
Fire Resistance, the Sensory Enhancements Dark Vision and
returns to human form. If thirty days pass and the dancer is
Sense Life and an aura of supernatural fear (Scare).
still in wolf form, the transformation becomes permanent.
Bonus Advantage: Cruel
Bonus Advantage: Sharp
68
Mehndi Magic
Mehndi is a form of body art. The Mehndi artist applies Because different magical mehndi designs cover different
Henna to a human body. The Henna temporarily stains the parts of the body, a person can wear multiple such designs.
skin. It is possible to create very intricate designs. (A Of course, multiple simultaneous applications of the same
successful Pamper or Fine Art task check results in an design are not allowed. The Mehndi design fades after
aesthetically pleasing design). Most often the Mehndi artist seven days, and the magic is lost.
decorates hands and feet, but any part of the body can be
embellished in this way. To successfully create magical Mehndi designs, the artist
must make a successful ritual task check and a Fine Art task
If the Mehndi artist has access to magical Henna, he or she check. The Mehndi artist may substitute Pamper for Fine
can create magical Mehndi designs. The person who wears Art, but the difficulty is higher.
the Mehndi recieves unlimited use of a single magical
power. If the Mehndi artist fails either the ritual task check or the
Fine Art (or Pamper) task check, the recipient must make a
The Mehndi artist cannot draw magical designs on his or her Resist (Routine) task check or suffer a random Jinx result.
own body. Also, the botched Mehndi pattern will remain on the skin for
one week, preventing the application of a proper design.
The Henna Ritual (a Minor Ritual) creates enough magical
Henna for a single application.
Mehndi designs:
Magical Ability Location Ritual Check Fine Art Check Pamper Substitution
Blade Resistance Body Routine Hard Formidable
Cat Fall Legs Routine Hard Formidable
Divine Favor Arms Trivial Routine Hard
Surefooted Feet Trivial Routine Hard
Third Eye Head Hard Formidable Heroic
Spells in Combat:
Whenever a character throws a curse or activates a magical
attack, the action counts as an attack. Use the First Strike Fan Flames can be used in combat. If a person is holding a
(Intuition/Quick) task check to determine when the magical torch, within three meters of a campfire, or within ten
attack takes place within a round. meters of a bonfire, he or she must make a Dodge task
check (fitness/nimble) or suffer a burn injury:
Exceptions: Dodge Check Effect
The powers Agony and Venom enhance a character's unarmed Fail On fire. Toasted and Stunned. Completely
attacks. The character can activate the power and make an blinded for three rounds.
unarmed attack with a single action. Some magical weapons will
have the Agony and/or Venom powers, in which case, the powers Trivial Singed and Stunned. Completely blinded
affect anyone struck by the weapon. for three rounds.
A character can activate the Scare power at the beginning of the Routine Singed. Completely blinded for three
round, to force opponents to make a morale check. The effects of rounds.
Scare remain in effect until the character loses consciousness or Hard Singed and Stunned
voluntarily deactivates the scare. This doesn't count as an attack.
Formidable Singed
Most people are afraid of magic. Whenever someone creates some
tangible magical effect (such as Fan Flames), enemies must make Heroic No Injury
a morale check. This is true even if the magic isn't overtly hostile.
People who are able to perform Ritual tasks don't have to make a
morale check unless the magic does them actual harm.
69
Curses
Curses are made of the most malevolent and unpredictable Throwing a Curse:
sort of magic. Three magical powers allow the practitioner
Curse Curse Check to Resist Check to
to inflict curses on his or her enemies: Jinx, Bane and
Tribulation. Jinxes are the weakest curses and Tribulations Throw Defend
are the most powerful, but the effects of all curses are Jinx Routine Routine
unpredictable. The person who casts the curse has no
control over the kind of injury the curse inflicts.
Bane Hard Hard
Tribulation Formidable Hard
A Jinx is usually just an inconvenience. It can be used to
distract a victim just long enough for the practitioner to Bane
escape or to set up an attack. Bane causes much more
Roll
severe injuries. Tribulation is less useful in a fight, because it
usually takes hours or days before its effects become 1d8
manifest. But if the practitioner wants to inflict terrible, 1 Roll twice on the jinx table instead.
permanent harm on his or her victim, Tribulation is the way 2 The victim is wracked by intense pain. For the next
to do it. three rounds, the character must make a
Vigor(Heroic) task check in order to take any
All Curses count as attack actions, and require a Curse
action at all (check for each action).
(charm/cruel) task check to perform correctly. The victim
must be within short range or less. The practitioner must 3 Open wounds appear on the victim’s body. Treat
reveal him or herself to the intended victim- curses cannot as a Bleeding injury result.
be thrown secretly or anonymously. Curses only affect 4 Random Coma
humans and domesticated animals. Wild animals, 5 The victim contracts a disease.
supernatural creatures, animated objects, demons and
other inhuman agents are not harmed by curses. 6 Permanently mute
7 Broken Bones
Defending against a curse: 8 Temporary complete blindness (until sunrise of
the following day)
Curse Immunity is an absolute defense. If a person is
protected by Curse Immunity, no curse may harm him or
her. Otherwise, the person cursed is allowed to make a Jinx
Resist (will/tenacious) task check to neutralize the effects. Roll Effect
1d8
Removing a Curse: 1 The victim drops whatever he is holding and cannot
attack this round, although he may recover the object
Curses can be removed in three ways: as his next attack action.
2 The victim sneezes violently. For one round he cannot
The power Remove Curse can remove the curse with no attack or defend.
chance of failure.
3 The victim trips and falls to the ground. For one round
he cannot attack or defend.
Any cursed person can visit a sacred site and attempt to
commune with the spirits there in the hopes that they will 4 The victim suffers from a severe rash. -1 to all task
remove the curse. This requires a Commune(Formidable) checks for 24 hours.
task check. It can only be attempted once for any given 5 Melancholia (permanent until cured).
sacred site. 6 The victim’s vision gets extremely blurry. Vision returns
to normal after three rounds (1 minute)
Any cursed person can attempt to rid themselves of the 7 The victim has painful muscle spasms. Treat as a
curse through meditation alone. The difficulty is Meditation stunned injury result this round and next round.
(Heroic). For every day spent in rest and meditation the 8 Roll once on the Bane table instead
cursed person may make one task check.
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Tribulation:
Roll
1 Roll twice on the Bane table instead.
2 Animals hate the victim. Domesticated animals refuse to obey his commands and avoid him if possible. Wild animals will
either flee or attack.
3 After one hour a swarm of insects attacks the victim. Every day thereafter, so long as the victim is alive there is one chance in
eight that another swarm of insects will attack.
4 Victim contracts a fast acting disease. Treat it as a disease already in progress, eight days into the incubation period.
5 The victim loses the ability to read, write, speak, sing or comprehend all languages.
6 No effect until the next time the victim sleeps. While the victim sleeps he turns into a baboon (or other animal, at the game
master’s discretion). The victim retains his mind but is unable to speak or perform magical rituals and loses the use of any
charisma skills.
7 Demonic Possession
8 Roll once on this table and once on the bane table
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Diseases
Diseases are poorly understood, and doctors have trouble At the end of the incubation period, the infected person will
distinguishing one disease from another. For the purpose of become ill. At this point, the infected person makes another
these rules, all infectious diseases have the same effects. Health task check. This time the difficulty is Routine.
A character may contract a disease if he or she:
1. Suffers a penetrating wound. If this second check is successful, the person will suffer only
2. Is bitten (be an animal, human or monster). a minor, annoying illness. The character will gain the Sickly
3. Touches infected human remains or bodily fluids. flaw for a period of ten days, and then recover. If the person
4. Touches certain abominations, such as ghouls. was already Sickly, he or she will be bedridden and unable
5. Drinks (or is immersed in) contaminated water. to make any Brawn or Fitness checks for one month. In
6. Has intimate contact with an infected individual. either case, the person will be contagious for the duration of
7. Lives around infected people for a prolonged the illness.
period of time.
Whenever a character is exposed to a disease, he or she If the Health task check is unsuccessful, the infected person
may avoid contracting it by making a Health will contract a serious illness and may die.
(fitness/sensible) task check: Serious Illness:
Health check to avoid disease: symptom Health task Special cases
Exposure type Frequency of Health task check to avoid
checks check Death Routine
difficulty Blindness Routine
Penetrating Wound Per exposure Hard Frail Routine If already frail, character dies
Sickly Hard If already sickly, character dies
Bite Per exposure Trivial
Ugly Trivial Horrific blisters appear. When
Handling infected Per exposure Trivial the illness is over the blisters are
remains or fluids replaced by disfiguring scars.
Contact with Per exposure Routine First, the character must make a Health (Routine) task check. If
abominations this check fails, the character dies. Even if the character survives,
Ingesting contaminated Per exposure Routine he or she risks developing blindness or permanent flaws.
water
Blindness: If this check is failed, the character becomes completely
Swimming in Per exposure Trivial blind.
contaminated water
Frail: The character must make a Health (Routine) task check. If
Intimate contact with an Per exposure Trivial this check fails, the character acquires the Frail flaw. If the
infected person character was already Frail, he or she dies.
Living around an infected Per month Trivial
Sickly: The character must make a Health (Routine) task check. If
person this check fails, the character acquires the Sickly flaw. If the
character was already Sickly, he or she dies.
Progress of the Disease:
Ugly: The character must make a Health (Routine) task check. If
If the character fails the initial health task check, he or she this check fails, the character acquires the Ugly flaw- in this case,
will contract a disease. The incubation period is ten days. his or her face is covered with blisters. If the character was already
During the incubation period, the infected person will not ugly, there is no further penalty- but the blisters will cause most
show any signs of the disease. For the purpose of these people to shun the diseased person in any case.
rules the incubation period is the same as the latency period
If the disease causes the character to have two flaws for the same
(the period during which the infected person is not
attribute, the task check penalties for BOTH flaws are applied
contagious).
(-6!). Needless to say a person who is both clumsy and sickly won't
be winning any footraces.
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Healing Magic:
Anyone with the magical power Disease Immunity will not Restore health can remove all flaws inflicted by disease, unless the
contract a disease for any reason. This person can drink unsafe flaw was acquired more than one year prior to the application of
water, swim in an open sewer, bathe in the blood of his enemies- restorative magic. If a flaw has persisted for longer than one year,
no behavior, however reckless, will cause the character to contract no restorative magic will remove it. (Flaws acquired through the
a disease. character generation process are always considered long term and
cannot be removed with Restore Health).
The magical ability Fight Disease will remove all disease organisms
from a person's body. If Fight Disease is applied to the infected Restore health can restore sight to someone who has been blinded
person during the incubation period, no harm will come to him or by disease, if applied within five years of the onset of blindness. If
her. a character has been blind for more than five years, his or her
vision cannot be restored.
If the character is already seriously ill, Fight Disease will remove
the infectious organisms, but cannot heal any acquired flaws,
which represent long term organ damage.
Poison
Ingestion: The creature eats or drinks the poison.
Effects:
For the purposes of these rules the primary effects of poison
are Cytotoxic and Neurological. Some poisons only have
one effect and some have both. If a poison is both cytotoxic
and neurological, the victim must deal with both effects
independently, as if he or she were exposed to two
completely different poisons.
There are three different ways that poison can be
introduced into a creature's body: Poisons are rated according to severity: Mild, Severe and
Deadly.
Commonly encountered poisons: White Widow spiders are less
venomous than their better known
Poison Delivery Cytotoxic Neurological
cousins, the black widow spiders.
“Swarm” insect bite Injection None Mild White widows are common in North
White Widow Sting Injection None Mild Africa and the Middle East.
Black Widow Sting Injection None Severe Black Widow spiders are found in
Europe and Asia.
Scorpion Sting Injection None or Mild None, Mild or Severe
Cobra Bite Injection Severe Deadly Cobras are found in Africa and South
Asia.
Viper Bite Injection Deadly Mild
Hemlock Ingestion None Dose dependent Vipers and scorpions may be
encountered almost anywhere.
Strychnine Ingestion or None Dose Dependent
Inhalation
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Cytotoxic Effects: Death: Incapacitation is immediate, although the victim may make
a dying declaration, and may take one final action if he or she
Vigor Check Mild Severe Deadly
makes a Resist(Heroic) check.
Failure Necrosis Extreme Death
Necrosis Neurotoxic Coma: Treat as death (above) except that the victim
Trivial Severe Pain Necrosis Extreme falls into a comatose state. Every four hours the victim may make
Necrosis a Vigor check. If the result is Formidable, the victim recovers from
Routine Pain Severe Pain Necrosis the coma. If the result is Failure, the victim dies. Otherwise, the
victim remains in a coma.
Hard No Injury Pain Severe Pain
Formidable No Injury No Injury Pain Extreme Necrosis: If the injection site was a limb, treat this as a
Heroic No Injury No Injury No Injury traumatic amputation injury. If it was on the body, treat as a
gaping wound internal injury. If the injection site was on the head
or neck, the victim dies.
Neurological Effects:
Vigor Check Mild Severe Deadly Paralysis: Treat as Coma, except that the victim is conscious of his
Failure Paralysis Neurotoxic Death or her surroundings and recovery is automatic after three hours.
Coma
Partial Paralysis/Nausea: If the poison was administered via
Trivial Partial Paralysis Neurotoxic
injection, he or she loses all sensation and mobility of the affected
Paralysis/ Coma
limb for one hour. (If the injection site was the head, the victim
Nausea falls into a neurotoxic coma instead. If the injection site was the
body, the victim suffers total paralysis instead. If the poison was
Routine Pain and Partial Paralysis administered via ingestion or inhalation, the affected person
Confusion Paralysis/ becomes violently ill. He or she can take no action for five minutes.
Nausea Confusion: Treat the victim as if he or she has just taken the fourth
Hard Pain Pain and Partial dose of an alcoholic beverage.
Confusion Paralysis/
Pain: Treat as combat injury “stunned.”
Nausea
Formidable No Injury Pain Pain and Entheogenic Effects: Any time a person is exposed to a
Confusion Neurological poison he or she may make a Commune(Hard) check
to enter a heirophanic state.
Heroic No Injury No Injury Pain
Melancholia Meditation: The Character must meditate for two hours and make
a successful Meditation(Formidable) task check.
Melancholia is a form of depression. Pampering: The person who is pampering the depressed character
Effects: A person who is suffering from melancholia must make a must make a successful Pamper(Hard) task check.
Resist(Routine) task check every morning at sunrise. If the check Sex: The person who is having sex with the depressed character
fails, the person suffers from a bout of depression that day. For must make a successful Sex(Hard) task check.
one day, the character acquires the flaws Lazy and Anxious. If the Music: The person who plays music for the depressed person must
character already had one of these flaws, he or she is unable to do make a successful Music(Hard) task check.
anything constructive that day. Clowning: The person who is clowning for the depressed person
A person suffering from Melancholia cannot enter a heirophanic must make a successful Gymnastics(Hard) task check.
state or a state of ecstasy. Each method may only be attempted once. If it fails, that
Curing Melancholia: particular incidence of melancholia will never be removed by the
If the melancholia was caused by either a curse or backlash from a method attempted.
failed ritual, it can be eliminated by the Remove Curse power. Soma: If the character drinks at least one dose of Soma, the
Any incidence of melancholia, regardless of the cause, can be difficulty of removing melancholia by any method is reduced by
removed by any of the following methods: one level.
Revels: The Character must attend a party and make a successful If all else fails, the game master may allow the character to get rid
Revels(Formidable) task check. of his or her melancholia by completing a quest or some arduous
or dangerous religious duty.
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Intoxication
Both men and women make wine but in most cultures
From the king of kings to the poorest laborer or slave, women dominate the brewing of beer. Brewing is one of the
nearly everyone drinks wine or beer. Every nation has its few professions where a free, independent woman of
preferred drink. Mesopotamia is famous for its abundant modest means can make an honest living.
taverns. The Achaeans prefer wine and honey mead to beer. Use a Cooking task check whenever someone wishes to
The Vedic Indians drink Sura, a sweet beverage brewed brew an intoxicating beverage. Distillation is an unknown
from grapes, wheat, rice meal and sugar cane. In Kemet, the technology so alcohol content never surpasses about 20% .
best varieties of beer and wine have old and distinguished Soma: Soma is any intoxicating beverage that contains
pedigrees, and are offered as sacrifices to the gods. entheogens. Brewers create Soma by making successful
Everywhere beer and wine are considered sacred Cooking (Hard) and Herbalism (Hard) task checks. If either
beverages. In Kemet, the goddesses Menqet and Tenemyt check is unsuccessful, the concoction becomes ineffective
preside over the brewing of beer, and the cobra goddess and mildly poisonous. If Soma is created successfully,
Renenutet is the mistress of viticulture. In Babylon divine anyone who drinks it automatically enters a heirophanic
Siduri is alewife to the gods. state.
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Demonic Possession
One of the most devastating effects curses can have on their victims is demonic possession. Demons also can possess
people as a result of a failed ritual.
Possessed people act like wild animals. They behave inappropriately, screaming and cursing and neglecting their physical
needs. They may attack people at random. If a protagonist is possessed by a demon, the player temporarily loses control
of the character.
Possessed people lack empathy and insensible to pain. If they don't already have the Tough trait or Cruel advantage, they
receive them for the duration of the demonic possession. Demonically possessed people won't usually attack with
weapons. They prefer to bite, rend or curse the people they encounter. The demon's presence usually gives the possessed
person some form of enhanced attack.
The magical powers Blast and Sacred Sun automatically destroy the demon and free the victim from demonic possession.
1d8 Demonic behavior and enhanced attacks
Demonic possession can also be removed through an attempt Total time Injury
Exorcism ritual. first 2 hours None
The possessed person must be captured and bound. Every second 4 hours Light bruise
two hours, the exorcist may make a formidable Ritual third 6 hours Scratch
(will/visionary) task check to exorcise the demon. The exorcist fourth 8 hours Bleeding
must physically injure the possessed person during the fifth 10 hours Broken bones
exorcism. At first these physical injuries are mild, but every
sixth 12 hours Internal bleeding
two hours the injuries become progressively more serious. If
exorcism does not succeed by the sixth attempt, it never will.
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The Gods of the Achaeans: Marqod: God of dance.
Qetesh: Goddess of sexual pleasure and tutelary deity of the
The Achaeans are an Indo-European tribe that has invaded most of eponymous city.
the territory surrounding the Aegean sea. Their pantheon contains Resheph: God of healing and pestilence.
both Indo-European deities such as Diwo, the sky god, gods and Sydyk: God of justice.
goddesses of Cretan origin (such as Atemito, Pajawo and
Peresawa) and aboriginal nature spirits.
Posedawone is the most powerful deity, but Atemito is the most The Gods of Crete:
popular. Atemito is closely associated with the Cretan goddess Cretan religion is based on the worship of various Earth-
Britomartis and the Cretan “Cult of the Tree.” goddesses. Bulls, snakes and poppies are considered especially
Apiitijo: God of fire. sacred.
Atana: Goddess of war. (“Mistress of Athens”)
Atemito: Goddess of the moon and hunting. Ariadne: “Mistress of the Labyrinth,” a snake goddess and goddess
Diwo: God of the sky. of the underworld.
Enuwarijo: War god. Britomartis: “Sweet Maiden,” or “Mother of Mountains,” the
Pajawo: God of healing, magic and music. Cretan goddess of the hunt. Her symbol is the double headed ax
Peresawa: Goddess of the underworld. (labrys) and her sacred animal is the serpent.
Posedawone: Chief of the gods, god of earthquakes and horses. Pasiphae: Goddess of the moon, magic and prophecy.
Poroteu: God of the sea.
Son of Diwo: God of nature, trees, wine, ritual madness and
revelry. The Gods of Elam:
Elamite religion is matriarchal and the priesthood is largely
female.
The Gods of the Akkadians:
The Akkadians are a Semitic people of Mesopotamia. The great Inshushinak: Tutelary deity of Susa
Akkadian empire once covered the whole of Mesopotamia. The Jabru: Father of all the gods and god of the underworld.
Akkadian empire is just a memory, but two other Semitic empires Khumban: Sky god and chief of all the gods.
have risen to fight over the remains: Assyria in the north and Kiririsha: Mother goddess and wife of Khumban
Babylon in the south. They share a common religious tradition and Pinikir: An earth goddess.
many of the same gods.
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Indo-Aryan Gods: The Gods of Kush:
The ancestral lands of the Indo-Aryans are located east of the Although Kush has its own unique pantheon, its religious beliefs
Caspian sea. In recent centuries Indo-Aryan peoples have migrated have been strongly influenced by those of Kemet. By the same
west, into northern Syria, and southeast, into India. Thus, the Indo- token, Kushitic gods are recognized and respected in Kemet.
Aryan pantheon is revered by groups as far apart as the Maryanu Almost all Kushitic gods are warlike and represented as lions or
in Armenia and the Vedic tribes of the Indus. lion-headed humans.
Agni: Brother of Indra and god of fire and sacrifice. Apedemak: God of war.
Brahma: The creator god. Arensnuphis: Chief of the gods.
Dyaus: The heavens personified. Dedun: God of incense, wealth and prosperity.
Indra: The brash and impulsive leader of the gods. Menhit: “She who massacres.” Goddess of war.
Mitra: The god of honesty, friendship and oaths.
Rudra: “The howling god,” god of wind, storms, archery and
destruction.
Surya: The sun personified.
Tvastr: Creator god and god of artisans.
Varuna: The god of sky and water. Ancient Pantheons:
Vishnu: The preserver god, held by some to be the supreme deity.
Yama: The god of death, an apotheosis of the first mortal to die. Some pantheons are already ancient and defunct. The following
pantheons were revered by civilizations that no longer exist.
Certain cults or supernatural creatures may continue to follow the
The Gods of Kemet: old gods.
Most of the gods of Kemet are of local origin, but they have also
adopted some Canaanite deities such as Anat and Qetesh. The Proto-Indo-European Gods:
gods of Kemet are mostly concerned with upholding justice and
This is the religion of the ancestors of the Achaeans, Hittites and
social order and some are believed to physically combat the forces
Vedic Aryans. At the center of the world is one great tree; its
of chaos to the benefit of mankind.
branches support the sky and its roots extend deep into an
underworld where the spirits of the dead dwell.
Amun: Chief god of Thebes
Anubis: Protector of the dead. Danu: River Goddess
Atum: Creator deity and god of the setting sun. Dyaus Piter: “Sky-father,” patriarch of all the gods.
Baba: Savage baboon god of darkness and virility. Hausos: Goddess of love, light and the dawn.
Bast: Cat goddess and protector of the royal family. Menot: Moon god
Bes: A dwarf god, hideous in form to better frighten away evil. Nepots: God of the sea.
Protector of children, dancing girls and women in childbirth. Pehuson: God of shepherds.
Geb: Earth god and patron deity of farmers. Perkwuonos: The striker; god of thunder and war.
Hathor: Goddess of love, music and cattle. Priha: Goddess of Love
Horus: Falcon headed sky god and god of war. Sehul: Sun god
Isis: Goddess of magic and healing. Welnos: God of cattle
Khnum: Ram headed god of potters and the Nile cataracts.
Khonsu: Moon god.
Min: God of fertility. Sumerian Gods:
Nefertem: God of the lotus blossom, protector of Kemet.
Neith: Ancient goddess of warfare and weaving. The Sumerians created the world's first civilization as early as 4500
Nephthys: Goddess of death, protector of the dead. BC. Sumerian culture and religion had a tremendous influence on
Nun: Primordial creator god. all later Mesopotamian civilizations, such as the Akkadians,
Nut: the divine personification of the sky. Assyrians and Babylonians.
Osiris: God of rebirth, fertility and the underworld. An: Sky god.
Ptah: Creator god and patron of artisans. Enlil: Wind god and patron deity of Nippur.
Ra: Sun god and creator deity. Enki: God of wisdom and virility.
Sekhmet: Lion goddess of war. Ereshkigal: Goddess of the underworld.
Set: God of the desert, chaos and storms and foreigners. Inanna: Goddess of love, fertility and war.
Shesmu: Lord of blood and slaughter. Ninhursag: Earth goddess.
Shu: God of air and sunlight. Nanna: Moon god, patron deity of Ur.
Thoth: God of knowledge, writing and magic. Utu: God of the Sun.
Wadjet: Cobra goddess.
78
Animals: three things that might happen. 1) the animal dies, 2) the
Most humans have some sort of contact with animals every animal is seriously injured or 3) the animal gets mad.
day. Most of these encounters are benign- at least from the Animals never check for their emotional state in combat.
human's point of view. When humans and animals come Animals do need to make valor checks when they
into conflict, tools and superior organization usually give experience danger. If they fail, they will attempt to run
humans a critical advantage. But any animal can be away. Some animals such as sharks and crocodiles are too
dangerous, under the right circumstances. And big, stupid to run from any confrontation.
aggressive animals like lions and elephants make deadly
foes. For the purpose of the defense “superior reach” treat all
animal attacks as having a reach of one.
Here are some examples of how characters may encounter
animals in the game: Animal Statistics:
Valor: This is the animal's bonus to valor checks. If the
Animal Prey: Humans hunt animals for food. Almost any animal animal is exposed to frightening magic (such as Scare), the
can be killed for its meat, but big predators are usually too
animal must pass a formidable task check. If the Valor check
dangerous and difficult to catch to make efficient food sources.
Antelopes, goats, sheep, monkeys, pigs and small birds are all fails, the animal flees. If the animal is confronted by a
routinely hunted and killed for their meat. Royalty hunt animals for bigger, hostile creature it must pass a routine check or flee.
sport, even using chariots and composite bows to take down big
Hostility: This is the difficulty of any Hunt (Intuition/Patient)
predators.
task to avoid angering the animal.
Domesticated Animals: Humans keep cows, pigs, chickens, sheep
and goats and slaughter them for their meat. Cows and goats also Cleverness: This is the difficulty of any Hunt
produce useful quantities of milk, and sheep produce wool. (Intuition/Patient) roll to surprise, ambush or outsmart the
Chickens lay eggs. Many domesticated animals produce useful animal. The animal's sensory acuity is as important here as
fertilizer and can be used to pull plows or carry burdens. its brains.
Domesticated animals are usually relatively docile, but any animal
can become aggressive under the right circumstances. Sprint: This is the difficulty of any Sprint (Fitness/Quick) roll
to outrun the animal in the short term. Note that in the real
Watchdogs: Dogs are the most commonly used guard animals, but world, it is impossible for a human to outrun antelopes or
geese also make useful burglar alarms. Cats are good security
cheetahs, especially over short distances. But “The Red
against pests.
Gods of Babylon” is the story of extraordinary heroes, and
Sacred Animals: Temples and palaces often maintain sacred the fittest amongst them are able to outrun almost any
animals, particularly in Kemet. Any sort of animal can be cared for living creature. Flying creatures (eagles, geese) can always
as sacred. Even big, dangerous animals are kept in this way. These outdistance ground creatures such as humans. When
might prove a nasty surprise to burglars. attempting to outdistance swimming creatures (such as
Traps: A ten foot pit is a potentially dangerous trap. A ten foot pit sharks), use swimming instead.
full of cobras is the stuff of nightmares. Traps can be deliberate or
incidental. If you go poking your hand into confined spaces in the
Distance: This is the difficulty of any Distance Running
dark, don't be surprised if the creature that lives there bites it. (Fitness/Tenacious) roll to outrun the animal over time.
Bipedal humans actually have an advantage over
Maneaters: Crocodiles will eat anything that moves, and along the quadrupeds when running long distances- but only if they
Nile river, more people are killed by crocodiles than by any other are very, very fit. Most animals will not pursue humans over
predator. Big cats usually leave people alone, but if other game is
great distances.
scarce they will hunt humans.
Attack: The modifier for the animal's main form of attack.
Fighting animals: Big cats may attack with their claws instead, inflicting
Combat should always be resolved as quickly and as simply laceration instead of puncture damage.
as possible, but this is especially true of combat between Dodge: Animals will attempt to avoid enemy attacks by
humans and animals. There's no need to determine what dodging them, with the indicated bonus.
specific injuries the animal suffers during the fight. When a
human strikes an animal in combat there are really only Injury Class: Refer to the animal injury table to determine
the effects of an enemy attack.
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Animal Statistics
Valor Hostility Cleverness Sprint Distance Attack Dodge Injury Class
Antelope +0 Routine Hard Heroic Formidable +3 horn +2 Antelope
Ape +3 Hard Hard Hard Hard +3 crush +1 Ape
Ass +1 Hard Hard Formidable Formidable +2 bite +1 Antelope
Baboon +2 Hard Hard Hard Hard +2 bite +2 Dog
Bear +3 Hard Hard Formidable Formidable +4 claw +1 Ape
Bovine +4 Hard Routine Formidable Hard +3 crush +0 Bovine
Cheetah +2 Formidable Hard Heroic Formidable +4 bite +3 Dog
Cobra n/a Hard Easy Routine Easy +1 bite +3 Fragile
Crocodile n/a n/a Easy Hard Easy +3 bite +0 Bovine
Dog +1 Routine Hard Formidable Hard +2 bite +2 Dog
Eagle +1 Hard Routine n/a n/a +1 claw +4 Fragile
Elephant +2 Hard Hard Formidable Formidable +5 crush +0 Elephant
Goat +1 Hard Hard Hard Hard +1 crush +1 Dog
Goose +2 Routine Routine n/a n/a +0 crush +3 Fragile
Horse +1 Hard Hard Heroic Formidable +3 hoof +1 Ape
House Cat +0 Routine Hard Hard Easy +0 claw +3 Fragile
Hippo +2 Heroic Routine Formidable Easy +3 crush +0 Elephant
Hyena +1 Hard Hard Formidable Hard +2 bite +2 Dog
Leopard +2 Heroic Hard Formidable Hard +5 bite +2 Ape
Lion +2 Heroic Hard Formidable Hard +6 bite +1 Bovine
Monkey +0 Hard Routine Routine Routine +1 bite +3 Fragile
Rhino +3 Formidable Routine Formidable Hard +4 crush +0 Elephant
Shark n/a Heroic Routine (Heroic) (Heroic) +5 bite +1 Ape
Tiger +0 Heroic Hard Formidable Hard +7 bite +0 Elephant
Warthog +2 Formidable Hard Hard Routine +2 bite +1 Antelope
Superficial: The injury is not significant, but if the weapon is poisoned, the animal will be exposed to the poison.
Wounded: The animal's injury class drops by one category. For example, when a fighter attacks a wounded ape, the
effects of the attack are resolved on the Antelope table rather than the Ape table. If the animal is wounded again, it dies.
80
rituals, but he consumes Vedic Aryans by the dozens every year. He
Magical Animals: attacks any Vedic Aryans he sees. If he isn't hungry he mutilates
Some animals have one or more magical powers, such as: them for sport and leaves the meat to rot.
Powers that enhance the animal's natural attacks: (Agony, Senthil is a tiger with the following magical abilities: Scare, Toxin,
Venom). Word of Power (roar), Curse Immunity, Poison immunity, Breath of
Poroteu, Leap, Silence. Trackless and Sense Life. If Senthil is killed,
Defensive powers such as poison, fire and curse immunity. with his dying breath he will curse his killer with Tribulation.
Mental and Physical Enhancements. Senthil can't attack and roar (Word of Power) in the same round.
He'll usually roar first, to stun his opponents, and then attack.
Example magical animal:
Although he doesn't have to leave a trail (Trackless) he often will in
Few of the original Dravidian inhabitants still live on the banks of order to lead men into a trap. He's very cunning in the use of
the Sarasvati river. For the most part the Dravidians have been natural barriers, and intimately familiar with the local terrain. He
driven southward by the Vedic Aryans. A long stretch of rough, was wounded by an arrow from a chariot archer once, so he's
hilly, heavily forested ground hides the few remaining Dravidian particularly cautious when dealing with chariots. He'll try to lure
villages. The people of these villages worship a man-eating Tiger men into tall grass to minimize the effectiveness of chariots and
they call Senthil. The Dravidians know how to placate Senthil with arrows, and to make it harder for his prey to run away.
Abominations
Evil supernatural creatures such as ghouls and demons are known as abominations. Abominations aren't born- they're
what happens to a soul that has gone bad. When the dead go unburied and unmourned, their lost souls become
abominations. Witches have been known to knit such creatures from corpses, pain and unfulfilled ambition. And
sometimes, the shade of some depraved wizard king returns from below to wreak havoc on the world.
Abominations never have to make morale checks, and they are almost always implacably hostile to humans. All
abominations are immune to the effects of disease, poison and curses, and are never bothered by insect swarms. They do
not need to breathe, and they see perfectly well in total darkness. They do not check for their emotional states in battle.
Animals will avoid them.
Most abominations are unique. The listing below is only a sampling of the forms they might take:
Abomination
Sprint Distance Attack Dodge Resist Injury Class Disease Fear Aura
Health
check Valor Check
Asakku routine hard +3 claw +2 +3 bovine formidable routine
Asterion formidable formidable +6 weapon +3 +5 elephant routine routine
Churel routine hard +3 bite +3 +3 ape routine (routine)
Ghoul hard formidable +3 claw or +3 ape formidable routine
bite
Major heroic heroic +6 various +2 +6 elephant routine heroic
Demon
Minor formidable formidable +4 various +3 +5 bovine routine hard
Demon
Mushussu hard easy +4 bite +1 +5 bovine routine trivial
Rabisu hard hard +5 wrestle +3 +3 ape hard none
Vetala hard hard +4 claw +3 +4 ape hard hard
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Abomination Powers
Magical Abilities
Asakku Agony. Enhanced sense of smell, Trackless.
Asterion Fire resistance.
Churel Disguise, Sense Life, Tongues.
Ghoul Enhanced sense of smell.
Major Demon Cannot be harmed by fire. Sense life, Swarm, Tongues
Minor Demon Cannot be harmed by fire. Disguise
Mushussu Fire resistance.
Rabisu Fire resistance, Silence.
Vetala Cannot be harmed by fire. Dream message, Sense life, Silence, Tongues.
82
Churels never appear in groups except when there is a major
catastrophe. In the wake of an earthquake or tsunami they will hunt
in packs of half a dozen or more. Otherwise, the Churel will stalk her
prey alone. She prefers male victims. She is very cautious,
preferring to steal upon men while they sleep. If she's desperate
she'll waylay a man who is traveling alone. She will try to paralyze
him. She is very strong and capable of carrying his paralyzed body
off to a quiet place where she can slowly drain his blood. She will
take a little bit every night. Every night, the victim must make a
formidable Resist (will/tenacious) task check or gain the Sickly flaw.
Once he is sickly (or if he was already sickly) he must make a routine
Health (fitness/sensible) roll every night or die.
Ghoul (widespread): Ghouls look like baboons or feral, emaciated
humans, or some twisted hybrid of both. They eat human flesh, and
they aren't particular about how fresh it is. They will attack humans
in order to eat them, but they have a strong sense of self
preservation and they won't attack unless they have a numerical
advantage. They aren't particularly intelligent, but they are
cunning. They bite or claw their victims, or attack with crude
weapons.
Demon (widespread): No two demons are alike. Demons can
take many forms, and each demon will have unique weaknesses
and capabilities, but for the purpose of these rules demons can be
divided into two classes: major demons and minor demons. The
typical minor demon is about the size of an adult human. Some are
bipedal and some are shaped like various beasts. They may attack
with claws and teeth, or they may use human weapons.
Major demons are huge and terrible to behold. Their bodies
generate enormous heat. Anyone within short range must make a
Dodge task check as if affected by Fan Flames.
Mushussu (Mesopotamia): The Mushussu is a reptile with legs like a
bird's. In Babylon they are considered sacred, and the king keeps a few in
the royal menagerie, where they eat off of golden plates. They're rather bad
tempered, and no smarter than common beasts.
Rabisu (Mesopotamia): The Rabisu dwell in the underworld, but when
they venture onto the surface they tend to be drawn towards cities. They
appear human, usually in the form of a leprous beggar. They are very
strong, and use wrestling moves to strangle their victims. Sometimes they
rob the corpses, but their primary motive is love of killing for its own sake.
They pick their victims carefully, averaging only one kill every few weeks.
Every major city has one.
Vetala (Vedic India): The Vetala takes the form of a human skeleton with
large, tattered wings. They nest inside hollow trees in desolate places.
Anyone who fails to resist the Vetala's supernatural fear aura will contract
Melancholy (which see). A Vetala can be summoned and controlled through
the Akellare ritual as if it were a lesser demon.
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Standard Foes
Sometimes protagonists will get into fights with characters for which the game master has no statistics. In such cases, it is
useful to refer to a “typical” opponent.
Typical Opponents
alert stealth valor First strike attack defense vigor
Thug +1 +1 +1 +1 +1 +1 +1
Bandit +2 +2 +1 +2 +2 +2 +2
Soldier +2 +1 +2 +1 +3 +1 +3
Assassin +2 +4 +1 +3 +2 +2 +2
Fighting +1 +1 +3 +2 +3 +3 +2
Aristocrat
Elite +3 +2 +3 +2 +4 +2 +3
soldier
Bandit +3 +3 +3 +3 +3 +3 +3
Leader
Thug: Hired goon with little formal training or combat experience. Fighting Aristocrat: Royal or noble fighting man, well trained in a
variety of weapons, usually with some experience leading men in
Bandit: Experienced tribal warrior, pirate or brigand. combat.
Soldier: A veteran fighter, accustomed to military discipline. Elite Soldier: Champion fighter or member of a royal guard.
Assassin: Highly trained and experienced rebel insurgent or hit Bandit Leader: Experienced bandit chief or pirate captain.
man.
84
Campaigns
A Governor's Lament The Rats of Abu
Karum Kanesh, Asia Minor Abu (Elephantine Island), Kemet.
Kanesh is the Assyrian name of a large and ancient city in Abu is an island about 1 km long by 400 meters wide, in the
central Anatolia. The Hittites call it Nesha. The people are Nile river, just downstream from the first cataract. The first
mostly Hittite, but it contains a large Assyrian merchant cataract is the traditional border between Kemet and
colony (karum). Karum Kanesh is administered by Assyria Nubia, and Abu is an important trading center and border
and defended by an Assyrian garrison. Prominent Assyrian post. There are about a thousand permanent residents.
merchant families trade woven fabrics, spices and luxury Attractions include a nilometer, a granite step pyramid that
items from Mesopotamia and Canaan for locally produced dates to the third dynasty and a large temple to ram-
tin and wool. headed Khnum, god of the cataracts. Local industry
The protagonists are the recently appointed Assyrian includes a large rock quarry that attracts a large number of
governor and his entourage. In theory, the governor's migrant workers.
authority is paramount, inside the karum. But the governor The protagonists are orphan children (between the ages of
has just arrived, while the wealthy merchant families are 11 and 15) in the service of one of the town's wealthiest and
entrenched and ruthless and they have friends in both royal most prominent citizens- Abanakht the Eye Popper.
courts. The governor will need to seek their cooperation or Abanakht was once a powerful wrestler with a reputation
they will thwart his designs at every turn. At the same time for eye gouging. Now he imports ivory and slaves from
he'll need to keep the Hittites happy, since the karum is Nubia, and owns both of the local brothels.
located deep inside Hittite territory. Abanakht is miserly, ambitious and ruthless. Half the town
The governor's main priorities are to maintain peace in the is indebted to him. Everyone fears his thugs. The Nubian
community and to keep the trade and taxes flowing. trade is very lucrative, and outsiders are always trying to get
a piece of Abanakht's action. It's a constant struggle to stay
Story ideas: on top, and sometimes bodies fall. Abanakht's household
includes a couple of dozen soldiers he uses to keep the
1) Many Assyrian families have turned away from Ashur townies in line, but he's also got a small band of juvenile
and have begun to worship Hittite gods. This has caused delinquents he uses for smaller jobs. Whenever a local
a schism in the community that threatens the flow of merchant displeases him, Abanakht sends him a message.
trade. Elements within the Hittite court are encouraging Usually, a little vandalism is all it takes to remind the man
the religious schism. They seem to want the trade with who is in charge.
Assyria to be disrupted. Why?
2) Two wealthy families are feuding. The eldest son of one
Story ideas:
of the patriarchs is murdered. If the murderer isn't found
and punished, the feud will erupt into an all-out clan war.
1) A rival merchant is trying to break Abanakht's hold on
3) The Hittite king dies and his heir is still an infant. A
the ivory trade. Rumor has it that he's been hiring extra
pretender claims the throne and makes Kanesh his
muscle. Abanakht needs to know the rival's plans, so he
capital. He wants Assyria to recognize him as the
sends the orphans to spy on him. They make ideal spies
legitimate ruler, and he wants the karum to give him
since they are unobtrusive and expendable, and they
material aid in the inevitable civil war. It looks as if the
can't reveal much about Abanakht's operation if they get
pretender will lose, so helping him is risky. But he's
caught.
insistent, well armed and living right next door.
2) What most people don't know is that Abanakht is an
amateur wizard. He sends the orphans to break into
Protagonists: tombs to gather old scrolls and materials he can use in
The protagonists are the new governor and his entourage. his rituals. The orphans have to evade the tomb
Any of the social advantages are appropriate, but the guardians as well as any hellish creatures that might be
governor himself must at least have “authority.” lurking in the shadows and dust.
3) Abanakht teaches one of the orphans the “Call of
Dagon” ritual, so that he and his friends can stay
underwater for hours in order to salvage cargo lost from
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a boat that capsized in the Nile. While they're looking for Story ideas:
sunken ivory, the orphans find a submerged temple
complex. The structure is centuries old and long 1) The council of elders calls for a series of games: wrestling
forgotten. A nest of river snakes lives in the flooded matches, archery contests and so on. Any contestant
chambers, and the complex's magical energies have who wins a match will be allowed to compete in a long
enlarged and transformed them into iridescent and dangerous chariot race. The winner of the race will
monsters. The complex may be full of treasure, but it is become Rajan of the Meena.
guarded by ancient magical traps and curses.
2) The Meena have settled in territory claimed by the Kuru
tribe. The Kuru were also defeated by the Visanan, and
they are also weak and vulnerable. The Kuru have a lot of
Abanakht: Brawn: Muscular, Tough; Charm: Abusive, desperately needed cattle. Should the Meena launch a
Attentive, Passionate; Craft: Muscular; Fitness: cattle raid? Or could the Meena and the Kuru set aside
Perceptive; Intuition: Attentive, Perceptive; Knowledge: their differences to fight against their common enemy?
None, Will: Passionate, Tough; Advantages:Prosperous, 3) Fishermen and children are finding strange ceramic
Competitive, Cruel, Devious, Tenacious, Talents: Wrestling, tokens on the banks of the Sarasvati. Apparently they
Ritual, Bargain, Corrupt, Trick. were made by the aboriginal inhabitants of the river
valley, who were driven south long ago. The tokens are
Protagonists: about the size of a man's thumb and shaped like various
The protagonists are young orphans. All of them should animals. The people who picked them up have started to
have the “slight” flaw to reflect their adolescent bodies, and act peculiar- staying up all night, experiencing extreme
mood swings. Some have started to act paranoid. None
the poverty or enslaved social disadvantage.
of the affected people want to give up their tokens.
Protagonists:
Red Runs the Sarasvati
Any contender for Rajan should have all social advantages:
Sarasvati River, Vedic India Authority, Prosperous and Venerated (by the Meena).
86
Experience Rewards Edges
Edges are special advantages that can only be earned
At the end of any given mission, the game master assesses each through experience. There are three kinds of edges: combat
character's performance on a scale of 0-12, using the following edges, magic edges and task edges. Protagonists are the
rubric:
only sorts of characters that are allowed to have edges.
Mission Duration (same for entire party) Game master controlled characters don't get them.
points
Short (less than two hours of play) 0 Combat Edges:
Medium (two to six hours of play) 1 Combat edges generally require the protagonist to be in a
Long (more than six hours of play) 2 particular emotional state before they are effective. The
required emotional state is indicated in parentheses after
Mission Success (same for entire party)
the title of the edge.
points
Total Failure 0 Minor Combat Edges:
Partial Success 1
Bully: (Angry or Steadfast) The bully may intimidate an
Complete Success 2
opponent and attack that same opponent at the same time.
Mission Dangers (same for entire party) This counts as a single attack action.
points
Cautious: (Cower) The cautious fighter may make trick
Minimal danger 0
attempts when his or her emotional state is cower.
Substantial risk of serious injury or death 1
(Ordinarily, only steadfast fighters are allowed to trick
Suicide mission 2
opponents). If the trick results in a free attack, the fighter's
Motivations (individual award)
emotional state instantly turns to steadfast and he or she is
points allowed to take advantage of the attack opportunity.
Betrayed or ignored the character's stated primary 0 Enraged:(Angry) Whenever the enraged fighter is angry,
motives
he or she may make two attacks per attack action.
Actions consistent with the character's stated primary 1
motives Feet: (Steadfast) The fighter gets close shaves based on
Took great risks to advance the character's stated primary 2 Dance (charm/nimble). The fighter's feet must be free and
motives
he or she cannot be wearing bulky clothing or carrying
Initiative (individual award)
anything heavy.
points Frog:(Cower or Steadfast) The fighter gets close shaves
Minimal or no initiative 0 based on Balance (intuition/coordinated) when fighting in
Reasonable initiative 1 the rain or in a swamp.
Actions took game master by surprise 2
Gemini:(Steadfast) Two fighters must take this edge at the
Role Playing Bonus (individual award) same time. Whenever those two fighters fight side by side,
points both fighters get close shaves based on their Sports
Minimal or no role playing 0 (fitness/competitive) task checks. If one of the partners is
Good role playing 1 ever killed, this combat edge becomes useless.
Inspired role playing 2
Merciful: (Steadfast) The merciful fighter can inflict
Total the points from each category. brawling damage with any melee weapon. The decision to
inflict brawling damage must be announced before the
If the player earned 4-7 points total, he receives the minor edge of attack task check is resolved.
his or her choice. If the player earned 8 or more points, he or she
receives the major edge of his or her choice. Monkey:(Cower or Steadfast) The fighter gets close shaves
based on Stealth (fitness/devious) when fighting in forest or
jungle.
87
Mouth: (Cocky) The fighter is allowed to make trick may defend against the free attack as if it were any other
attempts instead of attacks when his or her emotional state attack.
is cocky. (Ordinarily, only steadfast fighters are allowed to
Samson: (Steadfast or Angry) When the Samson makes an
trick opponents). In addition, he or she may use Wit
unarmed (wrestling) attack or uses a weapon that inflicts
(charm/creative) in place of Trick (will/devious) if his or her
brawling damage, he or she may choose to inflict blunt
wit has a larger task bonus.
trauma damage instead. The choice must be made before
Rat:(Cower, Steadfast) The fighter gets close shaves based the attack is rolled. If the Samson is angry he or she must
on Street Sense (intuition/devious) whenever he or she is inflict blunt trauma damage.
fighting indoors or on a town or city street.
Tosser:(Steadfast) When using a sling or a thrown object
Roll:(Angry, Cocky, Steadfast) The fighter does not have such as a rock or a javelin, the tosser treats medium range
to make a Gymnastics task check to stand up in combat. He attacks as short range attacks.
or she can stand up automatically without forfeiting an
attack action. Magic Edges:
Scorpion:(Cower, Steadfast): The fighter gets close shaves Some magic edges mirror the effects of certain magical
based on Survive (intuition/tenacious) when fighting in the powers. The difference is that the edges are permanent.
desert or on bare rock. There is no additional advantage for having both the power
and the edge.
Shark:(Steadfast) Whenever the fighter and his or her
opponent are both swimming, the fighter gets close shaves Minor Magic Edges:
based on his or her Swim(brawn/salt) task check. Inspired: Bonus advantages from rituals and dances last
Venator: (Steadfast) The fighter gets close shaves based on twice as long (6 hours rather than 3).
Hunt (intuition/patient) when fighting (non-human) Prodigy:Whenever the protagonist is an assistant in a
animals. successful ritual he or she learns how to officiate the ritual.
Wheels:(Steadfast): The fighter gets close shaves based on In addition, the protagonist gains the same bonus
Charioteer (fitness/equestrian) when driving or riding in a advantage that the officiant received.
chariot. Major Magic Edges:
Major Combat Edges: Ascetic: The protagonist is not fooled by illusions or
Drillmaster:(Steadfast): The drillmaster can train a group magical disguises, and can see invisible creatures and
of protagonists so that they get close shaves based on the objects. X is aware that the illusion, disguise or cloak of
drillmaster's War (will/cruel) task check. The group consists invisibility is present, but is able to see past it. (Third Eye)
of the drillmaster and up to six other protagonists. The Fireproof: The protagonist is not injured by ordinary fire.
protagonists must practice together. Every day that they Reduce injury from magical fires by one step. (Fire
train together the drillmaster may make an Instruction Resistance)
(charm/patient) check. After the drillmaster succeeds at a
level of formidable or higher, the group receives the Profane: The protagonist may throw curses and attack in
benefits of the edge. The group must drill in this way at melee at the same time. Resolve the effects of the attack
least once a month to retain the benefits. before resolving the effects (if any) of the curse.
Marksman:(Steadfast): When shooting a bow, the Prophet: The protagonist may change from awake to a
marksman treats long range attacks as medium range heirophanic state at will.
attacks. Pure: The protagonist cannot contract any disease.
Riposte: (Steadfast) Whenever the fighter completely (Disease Immunity)
blocks or parries an enemy's melee attack (reducing its Sacrosanct: The protagonist cannot be harmed by curses.
effectiveness to “miss”) he or she may make an immediate (Curse Immunity)
free attack action against that enemy. If the enemy attack
was only partly reduced the protagonist may not riposte, Vagabond: The protagonist suffers no harm from exposure
even if the resulting damage was insignificant. The enemy (excessive heat or cold). (Paths of Set)
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Task Edges: gets at least a hard level of success when checking to
Minor Task Edges: understand a new language, he or she can become fluent in
that language after only two months of intensive study.
Creeper:The protagonist gets close shaves based on his or
her Traps (craft/sharp) task check. These close shaves can Talented:The protagonist receives a new talent.
only be used to avoid injuries inflicted by traps such as pits
Major Task Edges:
and deadfalls.
Advantage:The protagonist receives a new advantage.
Polyglot:The protagonist must have a talent for
Languages and Cultures (knowledge/daring) in order to Artificer:The protagonist is able to construct magical
qualify for this edge. The protagonist immediately gains devices (which see).
two additional languages of any kind. Also, the protagonist
can pick up new languages very quickly. If the protagonist Perseverant: The protagonist only suffers a -2 task check
penalty for having a flaw, rather than a -3.
89
Languages: Semitic Languages: There are many Semitic languages and
they all should be considered closely related. The most
All characters are fluent in their own language. Any important are Akkadian (spoken in Assyria, Babylon and
character who has a talent for Languages and Cultures will Ebla), Amorite (spoken by the tribe that rules Babylon),
be fluent in up to two additional languages: one language Arabic (spoken in Arabia) and Canaanite (the language of
from the same language family as his or her native tongue Canaan and of the Hyksos invaders in Egypt).
and one language of any language family.
Canaanite has a number of dialects, including Ammonite,
Whenever a character encounters any other language, he or Edomite, Moabite and Ugaritic.
she may make a Languages and Cultures
(knowledge/daring) task check to see if he or she is already Semitic languages are written in cuneiform. There is also an
familiar with the language. Add one success level if the alphabetic writing system, but it is not widely used.
language is closely related to a language the character
Akkadian was the language of the old Babylonian empire,
already knows.
and it is still widely spoken. From Anatolia to Kemet and
Mesopotamia, Akkadian is the language of diplomacy.
Success level Understanding
Fail No comprehension. Hurro-Urartian languages:
Trivial The character can understand basic This is a small language group spoken by the people of
concepts. Khaldini (Armenia) and northern Mesopotamia.
Routine The character can convey and understand
Hurrian: Spoken by the Mitanni of northern Mesopotamia,
simple phrases.
and written in cuneiform.
Hard The character knows useful phrases and Kassite: Spoken by the Kassites of northern Mesopotamia.
understands about half of what is said.
Indo-European languages:
Formidable The character knows enough of this
language to speak haltingly and Achaean: Also known as Mycenean; spoken by the Greeks.
understand if the speaker talks slowly. It has no written form.
Heroic The character happens to already be
fluent in this language. Hittite, Luwian and Carian: These Anatolian languages are
so closely related that they may be considered dialects of
the same language.
Afro-Asiatic language group:
Indo-Aryan: Spoken by the Indo-Aryan invaders that occupy
Thousands of years ago, Afro-Asiatic speakers migrated
pockets of territory from northern Mesopotamia to the
north from their homeland in Nubia or Ethiopia, and spread
Indus river valley. It has no written form.
throughout the Mideast. This is the most important group
of languages in the region, as it includes Kemetic, which is Isolates:
the language of Kemet (Egypt), and Akkadian, which is
widely spoken throughout the fertile crescent. These languages have no known relationship to each other
or to other languages.
Cushitic: Cushitic is the language of Nubia (Kush). It has no
written form. Elamite: Spoken by the Elamites. The written language is a
Kemetic: Kemetic is the language of Kemet. It has two modified cuneiform.
written forms: hieroglyphic, which is used for monumental Eteocypriot: Spoken on the island of Alisiya (Cyprus). It has
inscriptions, and hieratic, which is written on papyrus no written form.
scrolls. Both forms have been around since predynastic Minoan: Spoken on the island of Crete and the Cyclades. It
times. has two written forms: Cretan hieroglyphics and an
Libu: Libu is spoken by the tribes of the desert West of alphabetic system (Linear A).
Kemet. It is closely related to Kemetic. Sumerian: Now extinct except as a scholarly language,
Sumerian is written in cuneiform.
90
Economics Labor (per hour)
Coinage has not yet been invented, but precious metals are used Gold Silver Silver
as a medium of exchange. The metals have to be weighed again shekels shekels gerah
during every transaction. The major governments all maintain Unskilled 1
standardized bronze weights and sell them to private merchants.
Semi-skilled 2
Tampering with the weights is considered a sort of treason and
everywhere punishable by torture and public execution. Artisan 3
Professional 5
In most civilized nations the standard is one shekel, which weighs
approximately 10 grams. One gold shekel is worth 10 silver Meals, per serving
shekels. A silver shekel is worth 20 silver gerah. A common laborer Gold Silver Silver
earns about one silver shekel every four days, although the laborer shekels shekels gerah
is usually paid in a combination of useful commodities such as
barley, wool and salt. Bread or porridge 2
In Vedic India, the cow is the standard medium of exchange. A cow Bread, vegetables, beer 3
is worth about two shekels. Balanced meal 6
Protagonists start the game with clothing, equipment and
Feast 1
personal wealth that is appropriate to the setting. Wealthy
protagonists will start with land, livestock and luxury goods. Wine per liter 5
Fine wine per liter 2
Animals
Gold Silver Silver Slaves
shekels shekels gerah Gold Silver Silver
Chicken 5 shekels shekels gerah
Cow 8 Unskilled 1
Dog 1 Semi-skilled 2
Donkey 3 Artisan 5
Horse 4
Vehicles
Pig 3
Gold Silver Silver
Sheep 2 shekels shekels gerah
Boat, small 6
Armor
Boat, long 2
Gold Silver Silver
shekels shekels gerah Cart 5
Helmet Chariot, one man 3
Scale Armor 5 Chariot, war 6
Shield, wicker 10
Weapons
Shield, wooden 15
Gold Silver Silver
Shield, bronze fittings 6 shekels shekels gerah
Clothing Dagger 7
Gold Silver Silver Hyksos Ax 2
shekels shekels gerah Knife 6
Boots 1 Short Sword 1
Rude animal skins 6 Sickle Sword 3
Woolen costume 1 Spear 8
Leather costume 2 Bow 3
Linen costume 6 Composite bow 1
Fine Linen costume 15 Javelin 2
91
Creating objects of value:
Artisans can take raw materials and improve their value by Added Value:
turning them into finished goods:
It takes one day for an artisan to improve one standard
Task check Finished Object quantity of any given raw material. The quality of material
Builder (craft/diligent) Structures doesn't matter in this case. For example, it takes 1 day to
turn 10 kg of wood into furniture, or 1 kg of linen cloth into
Carpentry (craft/gardener) Furniture and boats clothing, or 600 grams of ivory into jewelry.
Chariot Builder Carts and Chariots
(craft/equestrian) The artisan makes the appropriate task check and multiplies
Cooking (craft/patient) Meals the value of the raw material by the figure given in the table
below:
Fine Arts Non-metallic jewelry
Handcrafts Cloth Task Check Poor Adequate Superior Any Metal
Metalworking Metal objects Quality Quality Quality
Fail Ruined Ruined Ruined 1
Trivial 1 1 1 1
Routine 1.2 1.5 2 2
One silver shekel will buy the following quantity of raw
Hard 1.5 2 3 3
materials:
Formidable 2 3 4 4
Material Mass in kg Heroic 3 4 Magical Magical
Clay 15
Ruined: The raw materials are wasted. They can be sold for
Grains 12 scrap at 1/5 the original value. Metal is never ruined, as it
Wood 10 can always be melted down to ingots again.
Vegetables 9
Magical: If the artisan has the Artificer major task edge, he
Meat 5
or she creates a magical device. If the artisan does not have
Wool 3 the edge, he or she creates a commodity that is worth five
Leather 2 times the cost of the raw materials.
Linen Cloth 1
For example: A baker buys 24 kg of poor quality grain for one
Lead 1 shekel (12 kg x double quantity for poor quality). It takes two days
Ivory 600 grams to bake it into bread (12 kg/day). The baker makes a routine
(cooking) task check the first day and a hard task check the
Copper 500 grams second. The total value of the baked bread is (1.2 x 0.5 shekels + 1.5
Bronze 300 grams x 0.5 shekels) or 1.35 shekels total. His profit for the day is 0.35
Tin 25 grams shekels. At this rate, he's making a bit less than a day laborer.
Silver 10 grams The next day he buys 12 kg of superior quality grain for 2 shekels
Electrum 3 grams (24 kg x half quantity for poor quality). It takes one day to bake it
into bread (12 kg/day). The baker makes another routine task
Gold 1 gram check. The total value of the baked bread is (1.5 x 2 shekels) or 3
shekels total. His profit for the day is one shekel – four times a
Non-metallic raw materials come in three levels of quality: common laborer's salary. Of course, if his task check had failed
Poor, Adequate and Superior. The listed values are for completely he would have received nothing at all.
adequate quality materials. Poor quality materials cost half
as much as adequate materials and Superior quality It is most profitable to use superior materials. They aren't
materials cost twice as much. For example, one silver shekel always available.
will buy 5 kg of superior wood, 10 kg of adequate wood, or
20 kg of inferior wood.
92
Magical Devices:
These are some of the magical devices that protagonists may Labrys (Crete) This is a large, magical version of the double-
encounter in their travels. The cultural provenance of each device headed ax that is the symbol of royal power in Minoan Crete. Only
follows its name; however, a device may be found far from its land a character who is Tall and Muscular can wield it. It is treated as a
of origin. Hyksos ax with the usual +1 reach for Tall characters. The Labrys is
practically indestructible. The wielder can shatter any door- even a
Arrow of brahma (Vedic India): The arrow of
fortress or city gate- by making a heroic Bash (brawn/brave) task
Brahma is particularly effective against abominations. When the check. This attempt counts as an attack action and can be
arrow strikes an abomination the abomination must make a resist repeated indefinitely. Whenever the labrys is used against an
task check or die. The difficulty of this task check is equal to the animal or abomination, treat “wounded” results as “killed.”
level of success of the attack.
Leopard Knife (Kush) This obsidian knife can be used
Cippus (Kemet): A small statuette or idol made of stone or as a weapon, but its primary function is as a ritual aid. When it is
fired clay and covered with magical inscriptions. It has several used as a prop in any successful ritual, it gains the following single
functions: use powers: Antidote, Leap, Negate Magic, Remove Curse. If it is
used to kill a sacrifice (human or animal) during the ritual it also
1) The inscriptions count as scroll spells for the magical gains a single use each of Agony and Venom. Only the person who
powers “Antidote, Divine Favor and Stabilize.” officiated at the ritual can activate any of these powers. The Agony
2) Curses are ineffective within medium range (30 meters) and Venom powers may only be activated when the knife is used
of the cippus. against an opponent in combat. The other powers can only be
3) Existing curses are removed from anyone touching the activated when the officiant is holding the knife. The temporary
cippus. powers last until they are used, or until the knife is used in another
4) Existing diseases are removed from anyone who touches ritual.
the cippus.
Meket (Kemet): This is an amulet of protection, usually worn
Kudurru (Babylon) Kudurru are royal land deeds written on on a necklace. Anyone who wears it is immune to curses, as per the
stone. The boon is solemnized by oaths to various deities and magical power Curse Immunity.
images of those deities are carved upon the stone. A ceramic copy
of the Kudurru is made. The stone Kudurru is kept in the palace hall Magic Scroll (Kemet): Magical instructions and
of records while the clay version is placed, with some ceremony, at incantations, written in hieratic script on a papyrus scroll. The
the boundary to the deeded property. The ceramic version will scroll contains the formula necessary to invoke one magical power.
resist any attempts to move it. Nothing short of the power of a This magical power is activated through the minor ritual “scroll
diverted river will shift the Kudurru from the spot where it was spell.”
placed- and if such force is brought to bear against the Kudurru it The following spells may be found on scrolls: Blast, Antidote,
will shatter and become dust. If the ceramic Kudurru is destroyed, Blade Resistance, Crush Resistance, Curse Immunity, Disease
its stone companion will emit a low hum that can only be stilled Immunity, Divine Favor, Fan Flames, Fire Resistance, Poison
through the Dispel Magic power, or by the creation of a Immunity, Domination, Insects Away, Invisibility, Tongues,
replacement. In addition both the stone and the ceramic Kudurru Silence, Trackless, Dark Vision, Third Eye, Blight, Insect Light,
have magical powers. These powers affect a spherical volume with Natural Music, Swarm.
a radius of 500 meters (long range), centered on the Kudurru.
Multiple Kudurru (such as one would find in the palace hall of Shabti (Kemet): Shabti are ceramic figurines of various
records) do not have cumulative effects. Within the sphere: laborers. Priests of Anubis leave ordinary Shabti in burial
chambers, to symbolically perform labors for the deceased in the
1) The Akellare ritual cannot be performed. afterlife. Magical Shabti are outwardly identical, but they are
2) Abominations must make a formidable resist task check capable of moving and performing simple tasks. They are too slow
in order to enter the affected area. While they are within and stupid to attack effectively. They can understand the language
the area, any resist task checks that the abomination is of the person who created them, but they cannot speak. They can
required to make are increased by one difficulty level. “see” perfectly well in the dark. They can't be damaged by fire,
3) Wild animals must make a formidable morale check to brawling, laceration or penetration attacks, but blunt trauma or
enter the affected area. chopping injuries weapons will destroy them if the attacker scores
4) Insect swarms (natural or magical) cannot form within or at least a formidable result. Some Shabti will only obey the person
enter the affected area. who made them. Others will obey anyone who speaks their
5) Domesticated animals and plants are immune to disease language.
within the affected area.
6) The Blight magical power has no effect.
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Vajra (Vedic India): The Vajra (“thunderbolt”) is a small metal
rod. The wielder can use it as a melee weapon against
abominations, using the Wrestling (brawn/competitive) task
check. Any abomination which is struck in this way must make a
resist task check or be destroyed. The difficulty of the resist task
check is equal to the attacker's Wrestling success level. In addition,
when the Vajra is held in the wielder's hand, it grants him or her
Curse Immunity and Disease Immunity and unlimited use of
Remove Curse and Stabilize. An exorcist who wields the Vajra
gains one extra exorcism attempt before the exorcism begins to
injure the possessed person.
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the red gods of babylon Player Name_____________
Brawn:______________________________
Charm:______________________________
Craft:______________________________
Fitness:_____________________________
Intuition:___________________________
Knowledge:__________________________
Will:________________________________
Flaws:____________________________________
Traits:___________________________________
Advantages:_________________________________________________________________
Talents:____________________________________________________________________
Social Impediment:____________________________________________________________
Motivations:________________________________________________________________
Edges:___________________________Rituals/Dances:_____________________________
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Talent Bonuses
Task Attribute Bonus Total Task Attribute Bonus Total Task Attribute Bonus Total
Bash Brawn Brave Boating Fitness Salt Astronomy Knowledge Sharp
Block Brawn Quick Charioteer Fitness Equestrian Demonology Knowledge Cruel
Burglary Brawn Devious Climb Fitness Coordinated Divination Knowledge Visionary
Forestry Brawn Gardener Distance Fitness Tenacious Engineer Knowledge Creative
Intimidate Brawn Cruel Running Game Knowledge Competitive
Labor Brawn Sensible Dodge Fitness Nimble Herbalism Knowledge Gardener
Superior Brawn Nimble Gymnastics Fitness Daring Languages Knowledge Daring
Reach Health Fitness Sensible and Cultures
Swim Brawn Salt Pose Fitness Hypnotic Literature Knowledge Studious
Vigor Brawn Tenacious Shoot/ Fitness Sharp and History
Wrestle Brawn Competitive Throw Medicine Knowledge Kind
Sports Fitness Competitive Politics Knowledge Devious
Sprint Fitness Quick Value Knowledge Sensible
Bargain Charm Competitive
Stealth Fitness Devious
Beg Charm Submissive
Thrust Fitness Brave Administrati Will Diligent
Chat Charm Friendly
on
Commune Charm Visionary
Alertness/ Intuition Sharp Inspiration Will Hypnotic
Corrupt Charm Devious
Search Law Will Studious
Curse Charm Cruel
Balance Intuition Coordinated Leadership Will Competitive
Dance Charm Nimble
Child Intuition Kind Meditation Will Patient
Instruction Charm Patient Rearing Music Will Creative
Pamper Charm Kind Dreaming Intuition Visionary Persuade Will Friendly
Revels Charm Daring Escape Intuition Nimble Resist Will Tenacious
Sex Charm Hypnotic Farm Intuition Gardener Ritual Will Visionary
Wit Charm Creative First Strike Intuition Quick Supervise Will Sensible
Fish Intuition Salt Trick Will Devious
Alchemy Craft Studious Herd Intuition Diligent Valor Will Brave
Build Craft Diligent Parry Intuition Brave War Will Cruel
Carpentry Craft Gardener Serve Intuition Submissive
Chariot Craft Equestrian Spot Trick Intuition Sensible
Builder
Roll Success Modifiers:
Street Intuition Devious (2d8) Level Flaw: -3 (Unless you
Conceal Craft Devious Sense have the
Cook Craft Patient 5 or less Failure appropriate talent)
Survive Intuition Tenacious
Fine Art Craft Creative 6-8 Trivial
Appropriate
Handcrafts Craft Sensible 9-11 Routine Paragon: +1
Metal Craft Visionary
12-14 Hard
working Trait: +1/per
Mining Craft Tenacious 15-17 Formidable
Advantage: +2
Sail Craft Salt 18 or Heroic
Surgery Craft Studious more Talent: +1 and
Traps Craft Sharp ignore any flaws.
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