It has been five years since Queen Behrith received the Kingdom of Weidany from her sister Godrun the Red. Both she and her sister were put on the throne by the Cult of Neya the Oathkeeper, just as all previous Queens before them have been. It was the same cult that, 200 years ago, fortold disaster for the Kingdom if ever a man sat on the throne again. In that time, the royal line of the House of Aethlfryth has remained strong, and the Kingdom has grown in strength and size. The nobility of the other Houses may plot and scheme to weaken the power of the Daughters of Neya and their chosen Queens, but without a disaster to break the popularity of the Queen, they can do little.
When they first came to this land, ten centuries ago, the People of Rorn were fleeing the death of their god. Betrayed by his own brother, the moon god was slain and his killer took his place as first amongst the gods. The Five Kingdoms fell into ruin and despair, and the Wizard King of Bealurwic marched his dark armies across their ruins.
Fleeing destruction, the People of Rorn came to the land named Weidany, where another people already dwelt under the cruel grip of the Druids. So the People liberated, conquered, raped, pillaged and finally built new Kingdoms out of the ashes which they could call their own. Barbarians came, which they fought off. Blood thirsty cults of the Goddess of War arose, which were put down. The Druids tried to reclaim what was once theirs, but they were defeated. For now. All of this is recorded in the history of the People, which is known as the Habisfern Scrolls.
But through it all, there lurks one enemy that cannot be defeated. One foe whose breath is felt every Winter from a time which predates the Five Kingdoms and the Old World before that. It is the Northern Enemy, the Ice, and all it seeks is the extinction of all life.
The Kingdom of Weidany, also known as the Kingdom of the People of Rorn, is a large fertile region in the northwest of the island called Euressa. It is a large isle, almost 600 leagues from end to end, and most of it is unknown and unexplored as far as the people of the Kingdom are concerned.
The Kingdom considers itself to be the most civilised nation, and views its neighbours as barbarians which need to be tamed. This viewpoint isn't completely wrong, but in reality is overly simplified.
What they know of is their neighbours. Further north and west are the barbarian kingdoms of Bryteland, who send raiding ships down the coast every autumn. They are a proud and warlike country, constantly threatened by the followers of inhuman gods on their own borders.
Bryteland is not a single kingdom, but five, and there is constant friction between them. To them, kin is more important then King, a fact which has made the lands difficult to unify. To fight bravely in battle, to give generously of your goods and to fulfill your obligations to your kin are the important morals of Brytish society. Most other things are optional.
Until recently, Cadwold was controlled by the Druids, but an invasion by Weidany drove out the Druids and brought the land their under the control of the Kingdom. Since then, Cadwold has rebelled, and is now claiming independence. A war is still being fought over who has control over the country.
Nailand is a vast grassland inhabited by a barbarian culture known as the short folk. It stretches east and south of Weidany, and few have much experience of its reaches. Constant border wars are an attempt to tame the barbarians, and to claim more land for the Kingdom.
Before designing a character for play in the world of Habisfern, you will need to decide the type of character you want to play. Habisfern consists almost entirely of humans, though there are a number of different cultures to choose from.
This is undergoing major re-write to bring in line with the no points based system. The old package based system is being ripped out, so some of it may not make sense.
Your choice of profession can range from a vagabound or outlaw to a noble lord or lady, plus bards, religious cultists or other members of society. How you define your character is completely up to you.
Apart from personality and background which are not represented within the rules of the game, a character is described by their attributes, skills and advantages. The latter can only be chosen at character generation, and cannot be gained during play, so they act to differentiate the character throughout their life. Attributes and skills can be improved within play, so their long term usefulness does not need to be considered so much.
There are eight primary attributes which are used to define a character (and indeed, every creature within the game). These attributes are: Strength, Health, Agility, Dexterity, Perception, Intelligence, Empathy and Will.
These attributes default to 3 unless you buy them up (or down) during character generation. They can be improved during the game, though improvement is slow. Each attribute represents the character's natural ability in each area, and can range from 2 to 5 during character generation.
An attribute of 2 indicates that you are significantly worse than the average in that attribute. Conversely, an attribute of 4 represents noticeably above average ability, and 5 exceptional ability.
With a high strength you are able to carry more, move faster and hit harder than other people. Strength is useful for warriors.
With a high health you are able to continue going for longer, shrug off the effects of poison or fatigue, and stay alive after being badly wounded.
A high agility allows you to react quicker and move faster than other people. You are also better at dodging, wrestling and brawling, as well as being a good climber and jumper. Agility is also used when sneaking.
High dexterity provides you with natural ability at filching and lock picking, but also with the use of swords and other melee weapons. Dexterity is useful for both warriors and thieves.
Perception is a measure of your ability to notice the world around you. A high perception means you are more likely to spot ambushes, notice a pick pocket or find a place to hide.
A high intelligence provides you with wits, memory and reasoning ability. Since you have a better memory, you can make better use of knowledge you have read or been taught. You are quicker at learning, and less likely to be confused by people.
A high empathy allows you to understand the emotions and motivations of other people. If you so wish, you may use this to get on with them better. Fast talking, seduction and oratory all use empathy.
A high will enables you to keep control of your mind in times of stress. You are less likely to be tempted or fooled, and are able to keep cool in times of stress.
Skills represent training and experience. There are eight basic skills (called talents) which every character has, plus a multitude of other skills which characters will not have unless they are bought specifically.
When a skill check is made, you roll your attribute multiplied by your skill, + 1d20. This is compared against a target number, and if you equal or exceed the target, then you succeed. A moderate task is one which a professional would have a good chance of succeeding at, but still find challenging. Such a task has a target of 20.
The first step in character generation is to choose how to prioritise your character's features. You have five things to decide upon - Race, Status Attributes, Experience and Advantages. Each must be given a priority from A to E, with A being the highest (best) priority, and E being the lowest (worst) priority.
| Category | A | B | C | D | E |
|---|---|---|---|---|---|
| Race | Fey | Half | Human | Human | Human |
| Status | High | Noble | Free | Free | Serf |
| Attributes | +6/6 | +3/5 | +1/4 | 0/4 | 0/3 |
| Experience | 60/6 | 50/5 | 40/4 | 30/4 | 20/4 |
| Advantages | 7 | 5 | 3 | 1 | 0 |
Most of the time Race can be set to be lowest (E) and Status to be second lowest (D), with the other three being arrange as desired.
Most people in the campaign world are humans, born of mortal parents with very little that is strange about them. This doesn't prevent them going off and performing heroic deeds or anything. If you want to be human, then simple put Race as priority E.
If you wish to be non-human - a Fey, born of the realms of magic - then you must take Race as priority A. This can provide certain benefits, but does mean that you can't choose the best options in other areas.
If you take Race as B, then you are half-fey - one of your parents was mortal. You have some of the abilities (and looks) of the Fey, but you are not a pure blood.
Social Status is a measure of where you are in society. Indirectly, it is also a measure of wealth. In Habisfern, only the nobility are truly wealthy. Anyone who comes into wealth who is not a noble, will either have their wealth taken away, or be made into a noble.
It is assumed that most PCs will begin the game as a free man, with a priority of D. If you wish to be a low ranking noble, then you need to take this as priority B.
Advantages provide your character with an edge over others. Most affect what your character can do what they look like, for example Large or Beautiful. Since advantages cannot be purchased after character generation, they are a way to make your character unique.
Some advantages affect your character's background, such as providing wealth or powerful friends. There is nothing preventing your character obtaining these during the game, but not by spending points. Likewise, there's nothing preventing your character loosing these either once the game begins.
Amongst the list of advantages are those which enable you to take above average attributes. If you do not purchase any of these, then all your attributes will default to 3 - the human average.
Attributes can be improved during the game.
You may also purchase Traits at this point. Each trait is a measure of part of your character's personality, and they can provide bonuses when making certain checks to avoid fear or temptation.
One special trait is Luck, which has the most useful benefit of enabling you to re-roll dice and cheat death.
Traits can change during the game.
Most of your character's skills will be obtained from the package you chose initially. However, you have the option of customising your character by adding further skills. Extra skills can be obtained by starting your character older than the default age (normally 16 for most packages).
Each extra year of age gives you 2 experience points to spend on buying extra skills.
The last part of character generation is to finish off your character's background and personality (most of this may have come out of previous selections), and finally to choose a name for your character.
Examples of names are provided in the Habisfern Encyclopedia, though any Saxon (or Saxon sounding) name will do.
Every character is begun by choosing one of the many character packages available. Each package provides the character with a social class, broad background and a set of skills. The idea of a package is to determine what the character has been doing up until this point. After character generation, the chosen package has no further direct relevance.
Not all packages are equal, especially if the total number of skills provided by each is taken as a guide. Not all skills are equal however, and some of the better packages have restrictions in other ways - the character may have obligations, responsibilities and an image to maintain.
Standard packages are available to pretty much anyone. Also available are packages unique to a particular culture. The GM will determine where in the campaign your characters will be based, and this may restrict which cultures are available to you.
Most packages assume that character is male. Habisfern is a male dominated society, and women are expected to look after the home and raise the children. However, there is a Queen on the throne of Weidany, and one of the most powerful religions is female only, which means things can be different for strong willed women. Most women will not be questioned if they take a stronger role, though it is not the norm, and there will always be some who object.
Most packages also assume that the character is not a landowner, but may be the first child of a landowner or noble. If desired, you may make your character the principle landowner, but this brings with it responsibilities which may restrict what your character can do. Likewise, packages which come with property and responsibilities can be modified the opposite way.
Freemen include all those who are not considered nobles, but who are also not indebted to another. Collectively, freemen are known as ceorls, though this social rank is subdivided into gebur (barely free), kotsetla (mostly free) and geneat (completely free). Player characters are assumed to be geneat unless they choose otherwise. The distinction is mostly one of wealth - gebur (and to a lesser extent kotsetla) do not own enough land to support themselves and their family, so must work their lord's land to make up the difference. This doesn't leave them much time to do the interesting things player characters tend to want to do.
Here, freemen also includes those outside of the normal social structure - bandits, rogues and others who support themselves via independent means.
Human, age 16
Outlaws, thieves and thugs who make a living stealing from travellers.
Talents: Ath-2; Awa-3; Bra-3; Cha-2; Gui-2; Sle-2; Ste-3; Thr-2;
Knowledges: Area lore-4; Speak own-4;
Combat: Bow-3; Single weapon-2; Tactics-2;
Other: Intimidation-3; Survival-2;
Ambush [Stealth]
Good attribute (Agility), Poor attribute (Will)
You are an outlaw, considered to live outside of the laws of society. You are not constrained by them, but neither are you protected by them. For the most part you survive off the land, hunting and foraging where possible. When the opportunity arises however, you are not above stealing or robbing food and goods from those weaker than yourself.
You are not a warrior, a fact you are well aware of. Your best weapons are surprise and fear, attacking those who are either unable to defend themselves, or when you have a numerical advantage, in the hope that your victims surrender without a fight. You do not seek to fight for what you take, since fighting is risky, and generally not worth it.
Your experiences have taught you a mixture of combat, stealth and wilderness skills, though you are well aware that you do not excel at any. Most people like you live in a band of a dozen or so, though sometimes you work alone. Either way, there is little loyalty between bandits, and groups split up and form into other ones on a regular basis.
3d in coins; Standard clothes; Spear; Scramasax; Short bow;
Human, age 16
Ceorls are freemen, often farmers or craftsmen.
Talents: Ath-2; Awa-2; Bra-2; Cha-2; Gui-2; Sle-2; Ste-2; Thr-2;
Knowledges: Area lore-4; Speak own-4;
Profession: Farming-4; Other rural-2; Trade-2;
Other: Game (any)-2; Longshaft weapon-3; Ride-1; Survival-1; Weapon and shield-3;
Shield wall [Weapon and shield] (2)
Good attribute (Health), Poor attribute (Intelligence)
You were raised as a farmer in a free household. As a boy you trained with the local militia, in case you were ever called up to fight in the fyrd in defence of your home. However, your desire is to start a household of your own one day, not to find glory in battle.
It is assumed that you are living with your parents, or possibly have just settled down with a wife to start a family. The latter means you have land of your own, but also have responsibilites. As the child of a freeman you could get yourself a better start by proving yourself in some way before you settle down. Maybe you will need to find glory after all.
10d in coins; Standard clothes; Spear; Scramasax; Leather armour;
Cunning folk are repositories of knowledge about the natural and supernatural world.
Talents: Ath-2; Awa-3; Bra-2; Cha-3; Gui-4; Sle-2; Ste-2; Thr-2;
Knowledges: Area lore-4; Astrology-2; Faerie lore-2; First aid-3; Herb lore-4; Legend lore-2; Speak own-4;
Other: Intimidation-2; Survival-2;
Good attribute (Intelligence), Poor attribute (Strength), Second sight (5)
You are a young woman who has been granted the gift of sight, able to see the strangeness of the Other World. Since many consider you to be unlucky, you have been given to the local witch for training in the arts of healing, magic and folk lore. You are supported by the donations of villagers who seek medicine and advice.
The most important thing you have learnt is to always appear to know more than those who come seeking aid. Know what they will ask before they do, but never give more information than you need to.
Female Human, age 16
A free woman, either single or married.
Talents: Ath-2; Awa-3; Bra-2; Cha-4; Gui-3; Sle-2; Ste-2; Thr-2;
Knowledges: Area lore-4; Speak own-4;
Profession: Administration-2; Farming-2; Handicraft-3; Trade-3;
Other: Etiquette-1; First aid-2; Herb lore-1;
Good attribute (Intelligence), Poor attribute (Strength), Literate (3)
You are a free woman who has been brought up with the expectation of being able to manage your, or your husband's, household. You are expected to be able to look after financies and administer the business side of things, whilst still having time to raise children.
Though most women will manage things for their husband, some do set up on their own - at least for a while - even if only to put themselves in a better position when negotiating a marriage.
10d in coins; Standard clothes;
Human, age 16
The man-at-arms is a foot soldier in the employ of his lord.
Talents: Ath-2; Awa-2; Bra-3; Cha-2; Gui-2; Sle-2; Ste-2; Thr-3;
Knowledges: Area lore-4; Speak Rornic-4;
Profession: Farming-2;
Combat: Second melee skill-3; Tactics-1; Weapon and shield-4;
Combat reflexes [Melee] (2) , Shield wall [Weapon and shield] (2)
Good attribute (Strength), Poor attribute (Empathy)
You are a freeman who has given up a life of farming to spend it instead fighting full time for your lord. You have been provided with basic weapons and armour, and are expected to be available for the defence of your lord's land at any time.
When times are quiet, you may help out in the fields, or even sell your skill at arms to others, though you do not consider yourself a full time mercenary. Working as a caravan guard for local freemen, guard duty and patrol are the most excitement you normally see.
5d in coins; Standard clothes; Mail shirt; Broadsword; Spear; Soft leather armour; Metal helm;
Human, age 16
The merchant is a freeman who makes his living moving goods from one place to another.
Talents: Ath-2; Awa-2; Bra-2; Cha-3; Gui-4; Sle-2; Ste-2; Thr-2;
Knowledges: Area lore-4; Speak Own-4;
Profession: Teamster-3; Trade-4;
Other: Administration-1; Etiquette-2; Ride-2; Single weapon-2;
Good attribute (Intelligence), Poor attribute (Agility)
You are a travelling merchant, making money by moving goods from where they are cheap to where they are expensive. You do not particularly care about the type of goods, only that they bring a profit.
You have a wagon and horse, and though you have some training with a sword, you prefer to hire guards if you think there may be trouble. Your success relies on you having good contacts, and knowing the markets.
30d in coins; Good clothes; Wagon; Draft horse; Short sword;
Human, age 16
A conman and thief.
Talents: Ath-2; Awa-2; Bra-2; Cha-3; Gui-4; Sle-3; Ste-3; Thr-2;
Knowledges: Area lore-4; Speak Own-4;
Rogue: Etiquette-1; Gambling-4; Streetwise-3;
Other: Trade-2;
Disguise [Guile]
Good attribute (Intelligence), Poor attribute (Health)
You make your living by being smarter than everyone else. Wit and charm are the tools of your trade, cheating people out of their money so that you can live as you please. It's their fault for being stupid enough to believe your lies.
If the opportunity presents itself, then you're not above a bit of burglarly or robbery either. Basically anything which enables you to make a profit and get away before anyone notices without you having to do too much work.
You try to look and act respectable, either posing as a travelling merchant, priest or noble. When the time calls for it however, you can just as easily be a vagabound or simpleton, the sort other people will try to cheat, and in so doing, open themselves up to being cheated themselves.
5d in coins; Good clothes; Set of dice; Knife;
Human, age 16
A traveller without a proper home.
Talents: Ath-2; Awa-3; Bra-3; Cha-2; Gui-3; Sle-4; Ste-3; Thr-2;
Knowledges: Area lore-4; Speak Own-4;
Rogue: Gambling-3; Streetwise-2;
Other: Longshaft weapon-2; Survival-3;
Good attribute (Perception), Poor attribute (Health)
Once, either you or your family was considered to be a free farmer, with land and responsibilities. Things became hard however, and you lost everything. Rather than giving up your freedom, you left to wander the land, begging, stealing or even working for food.
Whether you live by crime or not, many other vagabounds do, and so you will be mistrusted and disliked. However, where you can be used as cheap labor, you will be welcomed - at least until the time when you ask for payment.
You are not quite an outlaw, though in practise your position in society is very similar. Few will care if you turn up dead, and nobody will avenge you. You will be treated worse than a slave, but at the end of the day you have your freedom.
1d in coins; Poor clothes; Quarterstaff;
Human, age 16
A woodsman looks after their lord's hunting lands
Talents: Ath-2; Awa-2; Bra-2; Cha-2; Gui-2; Sle-2; Ste-3; Thr-2;
Knowledges: Area lore-4; Speak Own-4;
Profession: Copicing-4; Farming-1; Hunting-2;
Other: Bow-4; Single weapon-2; Survival-3;
Good attribute (Perception), Poor attribute (Empathy)
You have been appointed to take care of your lord's hunting lands and orchards. It is your job to manage the production of timber, ensure people do not hunt game without permission, and keep a look out for outlaws and banditry.
Many woodsmen will live in the woods, enjoying the solitude and freedom it brings. Because of your skills at woodcraft you may be called in to serve in the fyrd as a scout or skirmisher in times of battle.
5d in coins; Standard outdoor clothes; Short bow; Spear; Knife; Trapping gear;
The nobility given here are the lowest ranks of those who would consider themselves noble. Nobility does not guarantee wealth, but it does guarantee responsibility - at least in theory, if not practise. A noble either owns a significant amount of land, or is part of a family that does. That land requires someone to look after it, and if the PC is unable to do so (because troll hunting is considered to be more fun), then they may loose it.
These noble ranks are not heraditory, and if ownership of the land is lost, then so is the title of noble.
A typical noble's son who has no wish to take up warfare but seeks a more relaxed life.
Talents: Ath-2; Awa-2; Bra-2; Cha-3; Gui-3; Sle-2; Ste-2; Thr-2;
Knowledges: Area lore-4; Heraldry-3; Speak own-4;
Other: Administration-3; Etiquette-4; Politics-4; Ride-2; Single weapon-2;
Good attribute (Empathy), Poor attribute (Agility), Literate
You are a courtier, a noble who spends their time involving themselves in politics, law or running an estate. You have little interest in martial things, preferring to leave that to others. You seek a life of riches and comfort, though that is never guaranteed.
15d in coins; Good clothes; Dagger;
A Lady is the wife or daughter of a nobleman.
Talents: Ath-2; Awa-3; Bra-2; Cha-4; Gui-3; Sle-2; Ste-2; Thr-2;
Knowledges: Area lore-4; Heraldry-2; Law-1; Speak own-4;
Profession: Administration-3; Handicraft-3;
Other: Etiquette-4; Perform-2; Politics-2; Ride-2;
Good attribute (Intelligence), Good attribute (Empathy), Poor attribute (Strength), Poor attribute (Agility)
You are a lady of noble family, either running your own manor or being closely related (daughter, sister or wife) to someone who does. As a woman, even if you are not the lord yourself, you are expected to be able to run his estates when he is away, entertain guests and ensure the smooth running of the household. Most women manage the financial side of the house.
If you are head of the household yourself, then you are not the only woman to take on such a task, though there are few of you. You will be expected to take a husband at some point and provide children, however a competent woman will rarely be pressured into this. Inheritence of land is generally to the most suitable, not to the descendents of the current landowner.
As a noble lady, you have been trained at intrigue and politics, social etiquette, commerce and administration.
A warrior working for money rather than loyalty.
Talents: Ath-2; Awa-2; Bra-4; Cha-2; Gui-2; Sle-2; Ste-2; Thr-3;
Knowledges: Area lore-4; Heraldry-1; Speak own-4;
Other: Etiquette-1; Ride-2; Survival-2;
Combat: Bow-2; Great weapon-2; Longshaft weapon-2; Single weapon-2; Tactics-2; Weapon and shield-4;
Good attribute (Dexterity), Poor attribute (Will), Valorous
You sell your sword for payment. In good times this may be silver and gold, in bad times it may just be a roof over your head and food in your belly. You may have been the child of a noble who would rather fight for pay than glory, or maybe you were a freeman or vagabound who taught himself to fight, and got a lucky break.
5d in coins; Broadsword; Mail hauberk; Soft leather trousers; Soft leather jacket; Metal helm; Riding horse;
Human, age 21
A ruler of a manorial village.
Talents: Ath-2; Awa-2; Bra-2; Cha-2; Gui-2; Sle-2; Ste-2; Thr-2;
Knowledges: Area lore-4; Law-2; Speak own-4;
Profession: Administration-2; Etiquette-2; Politics-2;
Other: Hunting-2; Ride-2; Second melee skill-4; Tactics-2; Weapon and shield-4;
Combat reflexes [Melee] (2) , Shield wall [Weapon and shield] (2)
Good attribute (Strength, Poor attribute (Perception), Valorous
You are the lord of a small village, or at least the son destined to inherit your father's estate. Your status provides you with many benefits, but you are expected to have knowledge of both warcraft and statecraft. By far the majority of thegns are male, but legally there is nothing preventing a woman from taking the title.
As a child of a thegn, you have far more freedom, though less power. As an actual thegn, you have more power, but also greater responsibility, and leaving your estate for great lengths of time may cause it to be taken from you.
40d in coins; Broadsword; Mail hauberk; Soft leather trousers; Soft leather jacket; Metal helm; Riding horse;
A noble warrior dedicated to the art of war.
Talents: Ath-2; Awa-2; Bra-3; Cha-2; Gui-2; Sle-2; Ste-2; Thr-4;
Knowledges: Area lore-4; Heraldry-2; Speak own-4;
Other: Ride-2;
Combat: Second weapon skill-3; Tactics-2; Third weapon skill-2; Weapon and shield-4;
Combat reflexes [Melee] (2) , Shield wall [Weapon and shield] (2)
Good attribute (Strength), Poor attribute (Will), Valorous
As a warrior you are of a similar social class as to a thegn, however you do not have the burdens of responsibility which come with running a manor. You have dedicated yourself to learning the arts of combat, and serve as a warrior for your lord.
10d in coins; Primary weapon; Mail hauberk; Soft leather trousers; Soft leather jacket; Metal helm; Riding horse;
A character may be fleshed out with special abilities known as advantages. They may also take disadvantages which are detrimental to the character. Only a certain number of points can be spent on advantages, some of which may already have been spent on raising attributes.
A typical character will have 10 points to spend.
It is suggested that a character not have more than 10 points of disadvantages. Disadvantages count as negative points and offset advantages, attributes and skills that have been bought.
If the GM wishes, characters may begin with access to a greater or fewer number of advantages than the suggested default. For more heroic characters, it may be desired to start with more advantages for free. These free advantages can be spent without needing to purchase matching disadvantages.
The following table gives some guidelines, showing the number of free advantages, and the maximum number of disadvantages that can be bought. A Hero for example gets 5 free advantages, plus can get another 10 by taking 10 disadvantages.
| Commoner. Most people will be fairly average, so will have few advantages or disadvantages. | 0/5 |
| Adventurer. The suggested average for PCs, you will be able to choose more options in order to be more interesting, though you don't get any free advantages. | 0/10 |
| Hero. As a Hero, you get 5 free advantages to spend. A common use of this is to raise the good attribute you get as part of your package to be exceptional. | 5/10 |
| Legend. You can be considerably above average without having to take any disadvantages. It's probably more interesting to take the disadvantages and extra advantages that go with them however in order to be truly exceptional. | 10/10 |
Traits are a measure of a character's personality or mental well being. They are all considered to be zero unless they are bought with advantages or disadvantages. All traits range in value from zero to five.
Traits may come into play during times of stress, when the actions of a character are dictated by the roll of a die rather than the wishes of the player. The player may wish their character to stand fast against a charging ogre, however a fear check may result in the character turning and running instead.
Traits which help a player keep control of their character in such situations are considered to be advantages. Those which cause the character to act on their instincts instead are considered disadvantages. However, society in Habisfern considers the suppression of emotion to be a bad thing, especially when taken to the extreme. Those that refuse to act through logic rather than out of passion are considered tools of the Ice, which is the enemy of passion and lust.
Valour is a measure of how brave and heroic a person is, whilst Cowardice represents a fearful, timid person who flees from danger. When a fear, horror or morale check is called for, then Valour adds to the character's Will, and Cowardice subtracts from it.
A valorous character will gain a reputation of being brave, heroic and possibly foolhardy. A cowardly character will be known to run at the first sign of trouble.
| Valour | Attitude |
|---|---|
| 1 | You are braver than then average person, and though you won't actively seek out danger, you will take the leed when no-one else is willing. |
| 2 | You are used to danger, and though you are still careful you don't often show fear. Only serious danger will make you think twice. |
| 3 | You are heedless of danger. |
A character with a high Lust enjoys, and is tempted by, the pleasures of the flesh. The gods of chaos look on Lust as a good thing, holding it in high regard, for it is the enemy of the Ice. A character Chastity has little interest in sexual pleasure, and is able to resist temptation with relative ease.
Those with Lust suffer a penalty to their Will when resisting such temptation equal to the level of their trait, and those with Chastity gain a bonus to Will.
A person with the Ferocity trait is easily angered, and prone to use violence to solve problems. Someone who has Restraint will tend to ignore insults, and when violence i used it will be in a measured and controlled way.
A person with a trait of Indulgence enjoys indulging in food and alcohol, often to excess. A person with Temperance on the other hand, has little fondness of such things and finds such temptations easy to resist.
Lucky characters have a Luck trait which is rarely used for Will checks, however the GM may sometimes make a luck roll for the character or group, in which any Luck traits will play a part.
A Cursed character has been abandoned by Fate. Chance will rarely favour the character, and whenever a luck roll is made, then their Cursed trait acts as a penalty.
Ego is a measure of a character's sense of personal importance. A character with a high Ego is strong willed and difficult to sway with talk or magic. Their trait adds to their Will when resisting both magical and non-magical attempts at persuasion or mind control.
However, Ego does make a character hard to get on with.
Allies (+3):
You are allied with a small group of people who will sometimes aid you when asked. The smaller the group, the more likely they are to aid you. Aid may be in the form of information, or direct physical involvement.
Ambidexterity (+1):
You suffer no penalty for performing actions with your off hand.
Animal empathy (+1):
You have a natural ability to get on well with animals. All animals react well to you, and have their reaction shifted to one better category.
Charisma (+3):
You are good at getting on with people, and gain a +1 bonus to Empathy when trying to befriend or persuade a person.
Contacts (+1):
You have friends in powerful places, who may do you favours on occasion. They will rarely intercede directly on your behalf, but they may provide information, or introductions.
Choose a group of people to have the contacts in. It may be the underworld, a noble house, a city, a profession.
Divination (+5):
You have the ability to fortell the future. By comparing the outcome of some random event (often the casting of runes, or the flight of birds), you can determine whether some action will lead to good or ill. A prediction takes about an hour to organise, carry out and interpret.
A basic Intelligence check is made. On a roll of 20+, you can have an idea as to whether some adventure is to be good, bad or neutral. On a 30+, you can get a rough feel as to why.
There are a number of skills which allow you to make use of this advantage to a greater degree of accuracy.
Dreaming (+3):
The character has dreams of their future. When a major branch point in the character's life is coming close, the character may start having dreams about it, showing one or more possible futures.
The character has little control over what is dreamt about. The dreams give hints about the future, but the future shown can always be changed, though it may not be clear whether the witnessed future is one which will happen if the character does nothing, or the one that will happen if they try to change things.
Ego (+1, +3, +5):
Some people may consider you arrogant, but you know that it's only because they are jealous of your importance. You have a very strong sense of your own identity, and sometimes others find it hard to get along with you. This makes it difficult for others to change your mind, either through argument or magic.
You gain an Ego trait equal to +1 (1 point), +2 (3 points) or +3 (5 points), which adds to your will whenever resisting mind affecting magic, or persuasion attempts by others. You may sometimes suffer a penalty to empathy when you need to pretend that someone else is more important than you.
Eidetic memory (+3):
You are very good at remembering things. The target difficulty for trying to remember something you have seen or heard is halved.
Experienced (+3):
You have led an eventful life up until this point, and have more experience than others your age. You may start with an extra 10 experience points which may be spent on skills and techniques. You may only take this advantage once.
Favoured by Fate
(+3):
Cannot take: Unlucky.
Sometimes, when luck seems to turn against you Fate will intervene and possibly save you. Once per game session you may re-roll a single roll that you make. You may take whichever of the results you wish.
Fit
(+1):
Cannot take: Unfit.
You have one more fatigue level than you would normally have from your Health.
Good looking
(+1):
Cannot take: Ugly.
You are exceptionally beautiful, and gain a +1 bonus to your Empathy when trying to charm or persuade somebody who may be sexually attracted to you. Being beautiful also makes you easier to recognise.
Graceful
(+1):
Cannot take: Clumsy.
You are graceful in your movements. Whenever you are trying to impress people with athletic feats, then upon a success you gain an extra level of success that goes towards making you look good. This covers dancing, gymnastics or even sword play. This has no effect on the practical outcome.
Heavily built
(+1):
Prerequisites: Strength 4.
Cannot take: Small.
You are heavily built, being tougher and broader than normal. You get one extra level of stun, plus a +1 bonus to Strength for purposes of resisting knockdown, or being tripped.
Iron constitution (+1):
You have a particularly hardy consitition, and gain +2 to your Health to resist all forms of poison, disease and other forms of illness.
Keen hearing
(+1):
Cannot take: Poor hearing.
You have exceptional hearing, and gain a +2 bonus to your Perception when making hearing checks. When fighting in total darkness in close combat, your Perception has a minimum of 1.
Keen vision
(+1):
Cannot take: Poor vision, Missing eye.
You have exceptional vision, and gain a +2 bonus to your Perception when making vision checks. It does not grant a bonus for ranged attacks.
Large
(+1):
Prerequisites: Strength 4.
Cannot take: Small.
You are very large, being both tall and heavily built. You have a bonus of +1 to your Size (raising it to 6 for humans), which provides you with an extra level of wounds and stuns. You also have extra reach, and any reach 0 melee attacks are instead considered reach 1. You may not have a Strength below 4.
Linguist (+1):
You have knowledge of other languages. You may start with another language at 4. You may take this advantage as many times as you want, each time with a different language.
Literate (+1):
You may read and write any language you begin with. You may take a scribe skill in a language equal to your speak for that language for free. Languages gained during play are not affected. At the GM's option, this may not apply to some languages (especially those which have no known written form).
In a campaign where literacy is common, this advantage is had by everyone for free, unless illiterate is taken.
Luck (+1, +3, +5):
You are lucky.
Musical talent
(+1):
Cannot take: Can't sing.
You have a natural talent with music, and gain a +2 bonus to Empathy or Intelligence when playing a musical instrument, or composing for one.
Need little sleep
(+1):
Cannot take: Heavy sleeper.
You don't need as much sleep as other people. You recover fatigue twice as quickly when sleeping, and only need 4 hours sleep to count as having a full night's rest.
Night vision (+1):
You have particularly good night vision. Except in total darkness, any penalties to your Perception are halved (round down) when either making vision checks, or when your Perception is used to cap other attributes.
Owed a favour (+1):
You are owed a favour by a powerful and influential person. They will not be willing to risk their life and reputation for you, but they will provide aid and influence - once.
Reflexes (+1):
You have a +1 bonus to Agility for purposes of initiative. See the combat rules for a description of how initiative works.
Reserves of strength
(+1):
Cannot take: Poor attribute (Strength).
You may tap into reserves of strength at any time, allowing to to perform feats not normally possible. At any time, you may have +1 or +2 to your Strength for a single roll, though you gain one point of fatigue per point of bonus for doing so.
Rich
(+5):
Cannot take: Poor, Wealthy, Very rich.
You are rich, to the point that you could comfortably live the rest of your life without needing any income, though you'd probably have to live carefully. You have very good property, excellent clothes and equipment and plenty of savings.
In a modern setting, your total net worth is several tens of millions of pounds, and you will have a reasonable income from investments.
In a low technology setting, you will have a large estate, many servants, horses and fine and exotic equipment and furnishings. You probably support a few warriors as well.
Second sight (+3):
The character can see the Otherworld, or at least those parts of it which are close to the middle world. Spirits, hauntings and echos of the past are more readily visible to characters with second sight. However, the power is not controllable, and the character will not always know whether what they see is real, or part of something unreal.
Characters with such abilities were probably marked out from an early age as being different, either for good or ill. They will undoubtably have a reputation of some sort, and will have had greater than normal contact with those also considered strange - wizards and priests.
Sexy (+3):
As well as being good looking, the way in which you walk, talk and dress comes across as very sexy to anyone who would be sexually attracted to you. Others will tend to flirt with you given a chance, and you may gain +2 to Empathy in such situations.
Valorous
(+1,
+3,
+5):
Cannot take: Cowardice.
You are exceptionally brave and heroic, or possibly just foolhardy. At any rate, you start with the Valour trait at a level of 1 (for 1 point), 2 (3 points) or 3 (5 points). This trait adds to your Will when making a fear, horror or morale check. It may also give a bonus when trying to inspire heroism in others.
You may not take the Cowardice disadvantage if you have taken Valorous.
Very rich
(+10):
Cannot take: Poor, Wealthy, Rich.
You are very rich, one of the richest people in the land. In a modern setting, you have a net worth in the low billions and probably have many complex business interests, several mansions, yachts and plenty of friends in high places.
Voice (+3):
You have a clear and pleasant voice, and gain a +1 bonus to Empathy when singing, orating or otherwise entertaining with the sound of your voice. This does not stack with Beautiful.
Wealthy
(+3):
Cannot take: Poor, Rich, Very rich.
You are wealthy, and obviously so. What you own is of good quality, and you have significantly more starting money available to you (about five to ten times). You probably also own good property, and have no debts.
You cannot afford to just go out and buy anything, and you need an income to support your lifestyle. In a modern setting, you have a total worth of around a million pounds (including house, cars and savings). In a medieval setting, you will own a prosperous farm with healthy animals and a few servants and family members who help you manage the farm.
Wyrd (+3):
At birth, an omen was seen, or a prophecy made about the character which will lead them into darkness, and cause pain and suffering for those around the character.
This is an advantage however, since fate will try and ensure that the prophecy does come to pass. It is not guaranteed, but if something should happen to the character that would otherwise cut their life short, fate will try and arrange things otherwise, though often in a way the character would not like.
Bloodlust (-1, -3, -5):
You have an uncontrolled temper. You have a Ferocity of +1, +2 or +3 depending on the level of this disadvantage.
Cowardice
(-1,
-3,
-5):
Cannot take: Valorous.
You are a craven coward who runs at the first sign of trouble. You may consider yourself to be pragmatic, though your friends probably think otherwise when you desert them. You have a trait of Cowardice, at a level of 1 (for 1 point), 2 (3 points) or 3 (5 points). Whenever you make a fear, horror or morale check, your will is reduced by the level of your trait.
You may not take the Valorous advantage if you have taken Cowardice.
Criminal (-1, -3):
You have performed criminal acts in the past, and have been caught and punished for it. Depending on the setting, you have a reputation, criminal record or disfigurment resulting from this. People who recognise you for what you are will probably react badly to you.
The lower cost of this disdavantage is for petty crimes, such as small time theft. The higher cost disadvantage may include murder or other crimes.
Dark secret (-1):
You have a secret in your past which would cause serious problems for you if it were found out. It may be a crime that you have committed, or a secret of your ancestry which you do not want others to know. Revealing the secret to the public would make your life very difficult.
Enemy (-1):
You have made (or inherited) enemies in the past, and they still have a grudge against you. Choose a single group or organisation as a long term enemy. The larger and more powerful the group, the less likely they are to send someone after you.
Favours (-1):
You owe favours to a single person who will call them in at some point. Repaying the favours should not be a great hardship, but will create you an enemy (and maybe give you a bad reputation) if you fail to honour your debt.
Major vow (-3):
Everybody makes a vow of some sort, a few people will take a vow before the gods and dedicate their to keeping to it. You are one of these people. Choose a vow and a god, as well as a reason for having made the vow. If you ever break it, then you will suffer bad luck in your future endeavours (-5 to all luck checks) until you seek amends.
A major vow will either affect you much of the time, or is a great inconvenience. A vow to always offer to spare a foe (and to honour it), to never sleep under the same roof twice, to always honour an agreement.
Minor vow (-1):
Everybody makes a vow of some sort, a few people will take a vow before the gods and dedicate their to keeping to it. You are one of these people. Choose a vow and a god, as well as a reason for having made the vow. If you ever break it, then you will suffer bad luck in your future endeavours (-5 to all luck checks) until you seek amends.
A minor vow does not come up that often, or is not a great inconvenience (for the player, rather than the character). It includes such things as a vow of chastity, a vow to always share your meal, or never to wear red.
Poor
(-3):
Cannot take: Wealthy, Rich, Very rich.
You start the game poor. What you own will be of low quality, worn and probably second hand. You will have little or no spare cash initially, and in a modern setting you will probably be seriously in debt.
Brytish characters may choose from the following advantages at the start of the game. These advantages cannot be obtained later.
Berserker (5):
You are a Berserker, one of an elite few in Brytish society who has been touched by the madness of the god Voltan. Your life may be short, but many long stories will undoubtably be told about it. Berserkers are born, not made, so this advantage cannot be taken after character creation.
When in combat, you may choose to go berserk. This is automatic, and no roll is required. Whilst berserk, you may only ever use the aggressive stance, and may only make a single defence. You must also only attack your nearest foe, unless there is a clear route to a hero or leader worthy of your bloodlust.
You gain a bonus to certain rolls and checks equal to your Brawl score. What this bonus applies to depends on the total of your Valour and Ferocity traits, plus the lowest of Lust and Gluttony. All bonuses are cumulative.
| Total | Bonus to... |
|---|---|
| 3 or less | No bonuses. |
| 4-5 | Fear and health checks. Reduce all wound, stun and fatigue penalties by one level. |
| 6-7 | Initiative and attack. Reduce penalties by three levels. |
| 8-9 | Damage rolls. Ignore all wound, stun and fatigue penalties. |
| 10+ | All skill checks. Ignore unconsciousness results. |
In order to leave the berserk state, a will check is required (modified by ferocity) at the following difficulties.
| Target | Circumstances |
|---|---|
| 10 | No one in sight. |
| 15 | No enemies. |
| 20 | Good reason. The battle is almost over, and there is a very good reason to leave the fight (such as needing to save someone important, or an important mission to accomplish). |
| 25 | Moderate reason. Either the battle is almost over or there is a good reason. |
| 30 |
Fearless (1):
You are a fearless, descended from the ancient warriors of old. You gain +1 to your Valorous trait (or gain it at 1, if you don't already have it). May not be combined with Cowardice. It stacks with Valorous.
Hatred (shapechangers) (-3):
All Brytish have a strong dislike of shapechangers, especially those who follow the Animal Powers. You have a particularly strong hatred which drives them into a fury against their foe.
When knowingly encountering a shapechanger, you must make a trait check against restraint at a target of 20. Failure means your actions are clouded by hate and a desire for violence.
Death sight
(3):
Prerequisites: House of Aeddan.
Those of the House of Aeddan sometimes have the ability to fortell the death of others. It is not always accurate, and can be avoided. When someone is met who is fated to die, then you may get a vision of their fate.
House of Aeddan (1):
You are of the bloodline of the House of Aeddan, one of the (minor) noble houses of the Kingdom of Weidany. As such, you can expect to be treated with respect, and to have access to friends and family who are willing to help you out when things get tricky. Of course, they may also call on you for aid when they require it.
The House of Aeddan was once one of the most powerful of the noble houses, but it has since fallen into decline. It is associated with magic and mystery.
Strong at magic
(1):
Prerequisites: House of Aeddan.
The House of Aeddan is noted for its members exceptional ability with magic. Those who take this advantage gain +1 to intelligence when trying to learn a new Rune.
Blackmail
(1):
Prerequisites: House of Caewlin.
You have knowledge of information that another noble would not want to be made public knowledge. This gives the character some leverage when requiring favours.
If the noble is pushed too much however, then they may consider it easier to kill you.
House of Caewlin (3):
The character is a member of the House of Caewlin, one of the most powerful of the noble Houses of the Kingdom.
Master of Intrigue
(1):
Prerequisites: House of Caewlin.
The character has been brought up amongst political intrigue of the highest calibre, and such is second nature to them. Gain +1 to empathy or intelligence when performing guile (intrigue) or politics checks.
Proud Parents
(1):
Prerequisites: House of Caewlin.
The character's parents have always spoken well of him, to the extent that his reputation (deserved or otherwise) will proceed him. Reactions from other nobles who have heard of him will be of one level better than normal.
Quality equipment
(1):
Prerequisites: House of Caewlin.
The character's starting equipment is of high quality. It isn't actually any better in a practical sense, but it looks (and is) more expensive, is well decorated, clean and new. This may give a reaction bonus as others assume the character is more important than they actually are.
House of Cenic (1):
You belongs to the House of Cenic. This is a minor noble house, but nevertheless affords the character some respect and status.
House of Eanwulf (3):
You are a member of the House of Eanwulf, one of the major noble Houses of the Kingdom of Weidany.
Access to Wealth
(1):
Prerequisites: House of Erwin.
The character has access to money beyond what she herself actually owns, probably from generous relations. The character's wealth level is increased by one, though the extra funds have to be asked for.
Aura of Reason
(1):
Prerequisites: House of Erwin.
The character comes across as reasonable and balanced. Whenever they are trying to calm a situation or point forward a reasonable point of view, they gain +1 to their empathy.
House of Erwin (3):
The character is a member of the great noble house of Erwin. The House is rich and powerful, and the character will have some access to this wealth.
Political Sense
(1):
Prerequisites: House of Erwin.
The character has been instilled with lots of common sense regarding politics. Any time the player chooses to do something that may be 'disruptive', the GM should warn them and give them a chance to rethink. This House breeds conformity.
House of Gwern (1):
Character is a member of the House of Gwern.
House of Hrulgar (1):
The character is a member of the House of Hrulgar.
House of Merin (1):
The character is a member of the House of Merin, which is known for its conservative politics. Members of the House try to be friends with everyone.
House of Oswald (1):
The character is a member of the great noble House of Oswald. The House is known for its skill at magic, but also its love of wealth and comfort.
Strong at magic
(1):
Prerequisites: House of Oswald.
The House of Oswald is noted for its members exceptional ability with magic. Those who take this advantage gain +1 to intelligence when trying to learn a new Rune.
House of Peada (1):
The character is a member of the House of Peada. This is a minor House, but the character can still expect to be treated with respect and honour by other nobles in the Kingdom.
House of Wihtgar (1):
The character is a member of the minor noble House of Wihtgar.
If a character is a member of a cult, they may have access to some techniques. Techniques are purchased like advantages, however they are linked to a skill, and the skill must be at a given level before the technique can be learnt.
Some techniques also have prerequisites in that other techniques must be learnt first.
The rituals of Asabeth represent her aspects