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1 Heroes in Time: RPG Core Rules Publisher Information Published by Brett Fitzpatrick Credits Game system, writing and art by Brett Fitzpatrick Some star map backgrounds based on ESO images. http://www.eso.org/public/outreach/copyright.html All other material is original to Heroes in Time Copyright 2011, by Brett Fitzpatrick, Starbright Illustrations. Table of Contents Publisher Information .............................................. 1 Credits .......................................................... 1 Philosophy ............................................................... 9 Introduction ....................................................... 9 HiT System ................................................... 9 About This Book ...................................................... 9 Who Does What ................................................. 9 Gamemaster (GM) ............................................. 9 Player Character (PC) ..................................... 10 Genre ............................................................... 10 Style ............................................................ 10 Primeval Setting .................................................... 10 Primeval Timeline ............................................ 11 Primeval History ............................................... 11 Hyrope ........................................................ 11 Sloania ....................................................... 11 Nubania ...................................................... 11 Choran ........................................................ 12 Gagazan ..................................................... 12 Primeval Adventure ......................................... 12 Primeval Professions ....................................... 12 Barbarian warrior ........................................ 12 Sorcerer ..................................................... 12 Berserker .................................................... 12 Reaver ........................................................ 13 Soothsayer ................................................. 13 Weird .......................................................... 13 Primeval Armour and Weapons ........................ 13 Early Primeval ................................................. 13 Spear ........................................................... 13 Sling ............................................................ 13 Leather Armour ........................................... 13 Mid Primeval ................................................... 13 Club ............................................................ 13 Late Primeval .................................................. 13 Bronze Axe .................................................. 13 Self Bow (Long Bow) ................................... 14 Dagger ....................................................... 14 Bronze helmet ............................................ 14 Bronze scale mail ....................................... 14 Primeval Vehicle Equipment ............................ 14 Primeval Occupations ..................................... 14 Primeval Gods .................................................. 14 Animal Cults ............................................... 14 Mothras ...................................................... 14 Great Many ................................................ 14 The Horned One ........................................ 14 Primeval Monsters ............................................ 14 Arthropods (Giant) ....................................... 15 Bear ............................................................. 15 Elemental ................................................... 15 Iron Beak .................................................... 15 Scorpiman .................................................. 15 Great Deep Worms .................................... 15 Sample file

Transcript of Sample file - DriveThruRPG.com2 Ground Sloth.....15 Orcs .....16 Primal Beast.....16

Page 1: Sample file - DriveThruRPG.com2 Ground Sloth.....15 Orcs .....16 Primal Beast.....16

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Heroes in Time: RPG Core Rules

Publisher InformationPublished by Brett FitzpatrickCredits Game system, writing and art by Brett Fitzpatrick

Some star map backgrounds based on ESO images. http://www.eso.org/public/outreach/copyright.html

All other material is original to Heroes in Time Copyright 2011, by Brett Fitzpatrick, Starbright Illustrations.

Table of ContentsPublisher Information .............................................. 1

Credits .......................................................... 1 Philosophy ............................................................... 9

Introduction ....................................................... 9 HiT System ................................................... 9

About This Book ...................................................... 9 Who Does What ................................................. 9 Gamemaster (GM) ............................................. 9 Player Character (PC) ..................................... 10 Genre ............................................................... 10

Style ............................................................ 10 Primeval Setting .................................................... 10

Primeval Timeline ............................................ 11 Primeval History ............................................... 11

Hyrope ........................................................ 11 Sloania ....................................................... 11 Nubania ...................................................... 11 Choran ........................................................ 12 Gagazan ..................................................... 12

Primeval Adventure ......................................... 12 Primeval Professions ....................................... 12

Barbarian warrior ........................................ 12 Sorcerer ..................................................... 12 Berserker .................................................... 12 Reaver ........................................................ 13 Soothsayer ................................................. 13 Weird .......................................................... 13

Primeval Armour and Weapons ........................ 13 Early Primeval ................................................. 13

Spear ........................................................... 13 Sling ............................................................ 13 Leather Armour ........................................... 13

Mid Primeval ................................................... 13 Club ............................................................ 13

Late Primeval .................................................. 13 Bronze Axe .................................................. 13 Self Bow (Long Bow) ................................... 14 Dagger ....................................................... 14 Bronze helmet ............................................ 14 Bronze scale mail ....................................... 14

Primeval Vehicle Equipment ............................ 14 Primeval Occupations ..................................... 14 Primeval Gods .................................................. 14

Animal Cults ............................................... 14 Mothras ...................................................... 14 Great Many ................................................ 14 The Horned One ........................................ 14

Primeval Monsters ............................................ 14 Arthropods (Giant) ....................................... 15 Bear ............................................................. 15 Elemental ................................................... 15 Iron Beak .................................................... 15 Scorpiman .................................................. 15 Great Deep Worms .................................... 15

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Ground Sloth ............................................... 15 Orcs ............................................................ 16 Primal Beast ................................................ 16 Red Faces ................................................... 16 Sabre-tooth ................................................ 16 Shadow Dogs ............................................. 16 Frog People ................................................. 17 Lizard People .............................................. 17 Ogres ......................................................... 17 Skeleton ...................................................... 17 Uplifted Ape ................................................ 17 Vampires .................................................... 17 Zombie ........................................................ 17

Primeval Powers .............................................. 18 Primeval Magic ................................................. 18

Human sacrifice ......................................... 18 Magic Circles .............................................. 18 Magic words ............................................... 18

Primeval Society ............................................... 18 Primeval Treasure ............................................ 18 Primeval Inspiration .......................................... 18

Fantasy Setting ..................................................... 18 Fantasy Timeline ............................................. 18 Fantasy History ................................................ 18 Fantasy Occupations ........................................ 19

Alchemist .................................................... 19 Bard ............................................................ 19 Theif ........................................................... 19 Mage .......................................................... 19 Knight ......................................................... 19 Knave ......................................................... 19 Person at arms ........................................... 19 Nomad cavalry ........................................... 19 Occultist ...................................................... 19

Fantasy Equipment .......................................... 19 Fantasy Weapons and Armour ......................... 19

Weapon Restrictions ................................... 19 Early-Mid Fantasy ........................................... 19

Javelin ......................................................... 19 Quarterstaff ................................................ 19 Mail ............................................................. 20 Pike ............................................................. 20 Arming Sword .............................................. 20 Composite bow .......................................... 20 Cross Bow ................................................... 20 Balista ........................................................ 20 Greek fire .................................................... 20 Silk Shirt ...................................................... 20

Late Fantasy ................................................... 20 Plate ........................................................... 20 Spiked Armour ............................................. 21 Longsword .................................................. 21 War Hammer .............................................. 21 Flail ............................................................. 21 Halberd ....................................................... 21 Mace .......................................................... 21

Maul ............................................................ 22 Lance ......................................................... 22 Heraldic shield ............................................. 22 Kite shield .................................................... 22 Round shield ............................................... 22 Bombard ..................................................... 22

Fantasy Vehicle Systems ................................. 22 Wheels ........................................................ 22 Enclosed Seating ........................................ 22 Horse ........................................................... 22 Ox ............................................................... 22 Deck ............................................................ 22 Ballista ......................................................... 22 Ram ............................................................. 22 Oars ............................................................ 22

Example Fantasy Vehicle s .............................. 22 Horse .......................................................... 22 Carriage ..................................................... 23 Ox cart ........................................................ 23 Galley ......................................................... 23

Fantasy Adventure .......................................... 23 Encounters ....................................................... 23 Fantasy Gods ................................................... 23

Human gods ............................................... 23 Father Hybor .............................................. 23 City gods .................................................... 23 Mython ....................................................... 23 Set ............................................................... 23 Orcgods ...................................................... 23 Gnashing Teeth .......................................... 23

Fantasy Occupations ....................................... 23 Mage .......................................................... 23 Priest .......................................................... 23

Fantasy Monsters ............................................. 23 Banshee Bat ................................................ 23 Centaur ...................................................... 23 Firedrake .................................................... 24 Forest Dragon ............................................. 24 Jaculus ....................................................... 24 Earth Elemental ........................................... 24 Egg Servant ................................................ 24 Jack-In-Irons .............................................. 24 Golem .......................................................... 24 Homunculus ............................................... 24 Kobold ........................................................ 24 Lich ............................................................. 24 Mandrake .................................................... 24 Unicorn ........................................................ 24

Fantasy Powers ............................................... 24 Fantasy Society ................................................ 24 Fantasy Organisations .................................... 25

Magic User's Organisations ........................ 25 The Druideen .............................................. 25 Dragon Slayers .......................................... 25

Fantasy Sport ................................................... 25 Canes .......................................................... 25

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Quarterstaves .............................................. 25 Fantasy Treasure ............................................. 25 Fantasy Inspiration ........................................... 25

Swashbuckling Setting .......................................... 25 Swashbuckling Timeline .................................. 25 Swashbuckling Occupations ............................ 25 Swashbuckling Adventure ............................... 25 Swashbuckling Equipment ............................... 26 Early-Mid Swashbuckling ................................ 26

Brigandine ................................................... 26 Cuirass ........................................................ 26 Muzzle pistol ............................................... 26 Smooth bore weapon .................................. 26 Rapier ......................................................... 26 Scimitar ...................................................... 26 Muzzle Rifle ................................................ 26 Cannon ....................................................... 26

Late Swashbuckling ........................................ 26 Rifle ............................................................ 26 Bayonet ...................................................... 26

Swashbuckling Vehicle Systems ...................... 26 Air sac ......................................................... 26 Sail .............................................................. 26

Example Swashbuckling Vehicles ................... 26 Omnibus carriage ....................................... 26 Small galleon .............................................. 26 Balloon ....................................................... 26

Swashbuckling Gods ........................................ 26 Hybor .......................................................... 27

Swashbuckling Monsters .................................. 27 Red demons ............................................... 27 Cat demons ................................................ 27 Zombies ..................................................... 27 Gaunts ......................................................... 27 Vampires .................................................... 27 Werewolves ................................................ 27

Swashbuckling Powers .................................... 27 Swashbuckling Society ..................................... 27 Swashbuckling Treasure .................................. 27 Swashbuckling Inspiration ................................ 27

Steampunk Setting ................................................ 27 Steampunk Timeline ........................................ 27 Steampunk Occupations .................................. 27 Steampunk Adventure ..................................... 27 Steampunk Equipment ..................................... 27 Early Steampunk ............................................. 27

Breach loader rifle ...................................... 28 Revolver ...................................................... 28 Field artillery ............................................... 28

Mid-Late Steampunk ....................................... 28 Automatic Pistol .......................................... 28 Gattling gun ................................................ 28

Example Steampunk Vehicles ......................... 28 Land Leviathan ........................................... 28 Zeppelin ..................................................... 28

Steampunk Gods .............................................. 28

The Abominable God ................................... 28 Steampunk powers ........................................... 28 Steampunk Society .......................................... 28 Steampunk Monsters ....................................... 29

Glass Snakes ............................................. 29 Bone Wolf .................................................... 29 Doppelgänger ............................................. 29

Modern Setting ...................................................... 29 Modern Timeline .............................................. 29

Partial Alignment ........................................ 29 Modern Occupations ........................................ 29 Modern Powers ................................................ 29 Modern Equipment ........................................... 30 Early Modern ................................................... 30

Carbine ....................................................... 30 Machine Gun .............................................. 30 Mortar ......................................................... 30

Mid Modern ..................................................... 30 Machine pistol ............................................ 30 Nylon armour .............................................. 30 Sniper Rifle ................................................. 30 Heavy Calibre Hunting Rifle ....................... 30 Assault Rifle ............................................... 30

Late Modern .................................................... 30 Kevlar armour ............................................. 30 Assault Rifle ............................................... 30 Grenade launcher ...................................... 30 Single use rocket launcher ......................... 30

Example Modern Vehicles ................................ 30 Scramjet ..................................................... 30

Modern Monsters ............................................. 30 Hook Horrors ............................................... 30 Mind Snake ................................................. 30 Shadow Men .............................................. 30

Cyberpunk Setting ................................................. 31 Cyberpunk Inspiration ................................. 31

Cyberpunk Timeline ........................................ 31 Cyberpunk Occupations ................................... 31 Cyberpunk Powers ........................................... 31 Cyberpunk Weapons and Armour .................... 31 Early Cyberpunk .............................................. 31

Gyrojet Rifle ............................................... 31 Mid Cyberpunk ................................................ 31 Late Cyberpunk ............................................... 31

Bone-Shuriken Pistol ................................... 31 Cyberpunk Monsters ....................................... 32

GAMCAs ..................................................... 32 Failed AI hosts ............................................ 32

Space Opera Setting ............................................. 32 Space Opera Timeline ..................................... 32 Space Opera Occupations ............................... 32 Sci-Fi Weapons and Armour ............................. 32

Suit Gun ..................................................... 32 Light Vac Suit .............................................. 32 Armoured Vac Suit ...................................... 33 Power Plate ................................................. 33

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Shields ............................................................. 33 Fist shield .................................................... 33 Gauss Rifle ................................................. 33 Buzz Glove .................................................. 33 Energy Lash aka Laser Lash ...................... 34 Laser Blade ................................................. 34 Power Sword ............................................... 34 Beamers ...................................................... 34

Space Opera Equipment .................................. 34 Anchor ......................................................... 34 Cyberbellum ................................................ 34 Laser Powertorch ........................................ 34 Magnetic Shoes .......................................... 34 Robotisation ................................................ 35 Manoeuvre Pack ......................................... 35 Quick Seal ................................................... 35 Suit Interface ............................................... 35 Suit tools ..................................................... 35 Brain Shunt ................................................ 35 Antigrav Belt ............................................... 35 Nanobattery ................................................ 35 Antigrav Chute ............................................ 36 Mental Domination Helmet ......................... 36 Power Source .............................................. 36 Restraining Pin/Slave Bolt ........................... 36 Sentry Tripod ............................................... 36 Shield Generator Belt ................................. 36 Waldo ......................................................... 36 Cybernetics ................................................ 36 Rain Ring .................................................... 36

Space Opera Vehicle Systems ......................... 36 Backup Systems ........................................ 37 Decoys ........................................................ 37 Emergency Equipment ................................ 37 Grapples ..................................................... 37 Jamming Equipment ................................... 37 Ship's Vehicles ............................................ 37 Streamlining ................................................ 37 Auto-Repair ................................................. 37 Fighter Tubes .............................................. 38 Ion Fuel ....................................................... 38 Lifepods ....................................................... 38 Drives .......................................................... 38 Gravity Nullification ..................................... 38 Manoeuvrability ........................................... 38 Mining equipment ....................................... 38 Point Defence Systems ............................... 38 Probes ........................................................ 39 Processing equipment ................................. 39 Repair Bay .................................................. 39 Remote Beacons ......................................... 39 Security Bulkheads ..................................... 39 Sensors ....................................................... 40 Screens ....................................................... 40 Communications ........................................ 40 Air Locks ..................................................... 40

Manipulator Arms ........................................ 40 Modular systems ......................................... 40 Computer/AI ................................................ 40 Heat Sinks ................................................... 41

Armour/Screens ............................................... 41 Ablative Plate ............................................. 41 Active Nanofibre ......................................... 41 Reflective Plate .......................................... 41

Additional Armour ............................................ 41 Integrator Field ........................................... 41 Magnetic Field Skin .................................... 41 Defocuser ................................................... 41 Blast Decoupler .......................................... 41 Antiparticle Streamer .................................. 41

Space Opera Vehicle Weapons ........................ 41 Mine Spreader ............................................ 42 Mines .......................................................... 42 Shrapnel Mines ........................................... 42 Blaster Mines .............................................. 42 Laser Mines ................................................. 42 Missile Launcher ......................................... 42 Missiles ...................................................... 42 Laser Missile ............................................... 42 Slug Missile ................................................. 43 Sunburst Missile .......................................... 43

Guns ................................................................. 43 Turbo Blaster Cannon ................................ 43 Blaster Cannon .......................................... 43 Gamma Ray Cannon .................................. 43 Antimatter Cannon ..................................... 43 X-Ray Cannon ............................................. 43 Ion Cannon .................................................. 43 Particle Cannon ........................................... 43 Disruptors ................................................... 43 Rail Gun ..................................................... 43 Heavy Machine Gun ................................... 43 Dissipation ................................................... 43 Limited Ammunition/Capacitor .................... 43 Single Launch ............................................. 43 Spinal Mount ............................................... 44 Heat build up .............................................. 44 Lacks artificial gravity ................................. 44 Not streamlined .......................................... 44

Internal Areas .................................................. 44 Cargo Bay ................................................... 44 Crew Cabins ................................................ 44 Elevators ..................................................... 44 Engineering Station ..................................... 44 Hydroponics ................................................ 44 Kitchen ........................................................ 44 Labs ............................................................ 44 Medical Areas .............................................. 45 Passenger Cabins ....................................... 45 Shuttle Bays ................................................ 45 Bridge/Cockpit ............................................. 45 Gunnery Station .......................................... 45

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Ram ............................................................. 45 Space Opera Example Vehicles ....................... 45

Accelerator Station ...................................... 45 Mech ........................................................... 45

Space Opera Powers ....................................... 46 Space Opera Worlds ........................................ 46

Allegiance .................................................... 46 Population ................................................... 46

Planetary Defences ......................................... 46 Local difficulties ................................................ 46

Corporate Wars ........................................... 46 Piracy ......................................................... 46 Civil War ...................................................... 46 Alien Attacks/Raids .................................... 46 Natural Disasters ......................................... 46 Drifting Hulks .............................................. 47 Blockade Runners ....................................... 47 Quarantine .................................................. 47

Terrain .............................................................. 47 Beach .......................................................... 47 Craters ........................................................ 47 Gas Giant .................................................... 47 Gravel Flats ................................................. 47 Liquid Ocean .............................................. 47 Plains .......................................................... 47 Rock Blisters ............................................... 47 Sandy Dessert ............................................. 47 Sea of Ooze ............................................... 47 Swiss Cheese ............................................. 47 Vegetation Covered ..................................... 47

Government Type ............................................. 48 Dictatorship ................................................ 48 Kleptocracy ................................................ 48 Kritarchy ..................................................... 48 Monarchy ................................................... 48 Absolute monarchy .................................... 48 Constitutional monarchy ............................. 48 Duchy ......................................................... 48 Diarchy ....................................................... 48 Enlightened absolutism .............................. 48 Elective monarchy ...................................... 48 Hereditary monarchy .................................. 48 Non-Sovereign Monarchy ........................... 48 Popular monarchy ...................................... 48 Regent ........................................................ 49 Plutocracy .................................................. 49 Timocracy ................................................... 49 Police state ................................................. 49 Oligarchy .................................................... 49 Theocracy .................................................. 49 Anarchy ...................................................... 49 Ochlocracy ................................................. 49 Tribalism ..................................................... 49 Libertarian socialism ................................... 49 Anarcho-capitalism ..................................... 49 Isocracy ...................................................... 49

Communist state ........................................ 49 Employee Councils .................................... 50 Democracy ................................................. 50 Consociationalism ...................................... 50 Totalitarian democracy ............................... 50 Dictatorship of the proletariat ..................... 50 Direct democracy ....................................... 50 Futarchy ..................................................... 50 Open source governance ........................... 50 Presidential system .................................... 50

Law Enforcement ............................................. 50 Banned Substances .................................... 50 Weapon Restrictions ................................... 50

Plagued by Hostile Aliens ................................. 51 Population ........................................................ 51

Dense Population ........................................ 51 Sparsely Populated ..................................... 51

Planetary Aspects ............................................. 51 Unhealthy ........................................................ 51 Wealth ............................................................. 51 Planetary Terrain .............................................. 51 Urban Terrain .................................................... 51

Village ......................................................... 51 Hamlet ......................................................... 51 Towns ......................................................... 52 City .............................................................. 52

Space Opera Monsters .................................... 52 Reconners .................................................. 52 Cyber-Dragons ............................................ 52 Space Whales ............................................ 52

Temporal Guardians Setting .................................. 52 Temporal Guardians Inspiration ....................... 52 Temporal Guardians Timeline .......................... 53

Entropic Alliance ......................................... 53 Temporal Guardian Equipment ........................ 53

Time stretcher ............................................ 53 Temporal Era Vehicle Equipment .................... 53

Monopole drive ........................................... 53 Time stretcher ............................................ 53

Character Design .................................................. 53 Character Name ............................................... 54 Character Alignment ........................................ 54 Character Backstory ......................................... 54 Protagonist Type .............................................. 54

Timid Protagonist ........................................ 54 Byronic Hero ............................................... 54 Questing Hero ............................................. 54 Thuggish Hero ............................................. 54 Mysterious Protagonist ................................ 54 Jester/Fool .................................................. 54

Character Resources ....................................... 54 Government Sponsorship ............................ 54 Headquarters .............................................. 54 Independent wealth .................................... 55 Supportive Group ........................................ 55

Character Species ............................................ 55

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Humans ....................................................... 55 Elves ........................................................... 55 Halflings ...................................................... 55 Dwarves ...................................................... 55

Character Attributes .......................................... 56 Awareness ................................................. 56 Constitution ................................................ 56 Large ........................................................... 56 Nightvision .................................................. 56 Quick Witted ............................................... 56 Small ........................................................... 56

Character Skills ................................................ 56 Trained Ability .............................................. 56 Specialist Knowledge ................................. 56 Making Things ............................................. 57 Performance ............................................... 57

Language ........................................................ 57 Character Powers ............................................. 57 Power Source .................................................. 57

Innate .......................................................... 57 Power Item .................................................. 57 Sponsoring Power ....................................... 58 Environment ................................................ 58 Magic ........................................................... 58

Special Effects .................................................. 58 Latent Powers .................................................. 58 Range ............................................................... 58 Area of Effect .................................................... 58 Power Types ..................................................... 58

360° Vision .................................................. 58 Animate ...................................................... 58 Armour ........................................................ 58 Camouflage ................................................. 58 Energy Armour ........................................... 58 Energy Beams ............................................ 58 Blasts ......................................................... 59 Energy Weapon .......................................... 59 Enhanced Senses ....................................... 59 Environment Independence ........................ 59 Truth Sense ................................................ 59 Manipulation .............................................. 59 Extra Attack/Natural Weapons ................... 59 Absorption .................................................. 59 Immortality/Longevity .................................. 60 Intangibility ................................................. 60 Invisibility .................................................... 60 Healing ........................................................ 60 Shapeshifting ............................................. 60 Smaller Than Human Size ......................... 60 Super Characteristic .................................... 60 Resistance ................................................. 60 Super Travel ................................................ 60 Substance Creation ..................................... 61 Summoning ................................................ 61 Telepathy .................................................... 61 Larger Than Human Size ............................ 61

Telekinesis .................................................. 61 Negation ...................................................... 61

Character Balancing Limitations ....................... 61 Fear ............................................................ 61 Lacks essential skill .................................... 61 Oath of fealty .............................................. 61 Power Limitations ........................................ 61 Slow ........................................................... 61

Character Equipment ....................................... 62 Other Equipment .............................................. 62 Expensive Equipment ....................................... 62

Designing Magic Items .......................................... 62 Example Magic Items ............................................ 62

Armour ............................................................. 62 +10 Armour ................................................. 62 +20 Armour ................................................ 62 Arrow Turning Armour ................................. 63 Dragon Plate ............................................... 63 Ghost Armour .............................................. 63 Hidden Armour ............................................ 63 Scorpion Armour ......................................... 63

Weapons .......................................................... 63 Autonomous Blade ...................................... 63 Vorpal Weapon ............................................ 64 Returning ..................................................... 64 Searching .................................................... 64 Speedy Strikes ............................................ 64 Rune Weapon ............................................. 64 Poison Barb ................................................. 64

Other Magic Items ........................................... 64 Belt of Flying ............................................... 64 Boots of Running ........................................ 64 Cloak of Shadows ....................................... 64 Dragon Helm .............................................. 64 Helmet of Mind Control ............................... 64 Ring of Shivaraj .......................................... 64 The Skeleton Key ....................................... 64 Stave of Splitting ........................................ 64 Undead Masters Helm ................................. 64

Staves and Wands ........................................... 65 Control Undead ........................................... 65 Hurting Bolt Stave ....................................... 65 Invisible Bolt Stave ...................................... 65 Thunderbolts ............................................... 65

POTIONS ......................................................... 65 Healing Potion ............................................. 65 Strength Potion ........................................... 65

RINGS .............................................................. 65 Animal Protection ........................................ 65 Elemental Command ................................... 65 Horn-Headed Ring ..................................... 65 Invisibility ..................................................... 65 Jumping ...................................................... 65

Scrolls and Books ............................................. 65 Artefacts .......................................................... 66

The Dreaming Sword .................................. 66

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Cursed Items .................................................... 66 Arrow Attraction ........................................... 66 Dancing ....................................................... 66 Hair Loss ..................................................... 66 Poisoned ..................................................... 66

Robots ................................................................... 66 Robot Design ......................................................... 66

Name and Concept .................................... 67 Alignment ................................................... 67 Languages ................................................. 67 Droid Design Points .................................... 67 Skills for Droids ........................................... 67 Psionics ....................................................... 67 Droid Goals ................................................. 67

Speed ............................................................... 68 Manoeuvrability ........................................... 68 Size ............................................................. 68

Designing NPCs .................................................... 69 NPC .................................................................. 69

Example Character ................................................ 69 Generalised NPCs ..................................... 69

NPC Organisation ............................................ 69 Example NPC Organisations ............................ 69

Artefacts ................................................................ 69 Example Artefacts ................................................. 69

Armour ............................................................. 69 +20 Armour ................................................. 69 +30 Armour ................................................ 69 Ghost Armour .............................................. 69

Game System ........................................................ 70 Rolls ................................................................. 70 Success Rolls ................................................... 70

Positive Modifiers ....................................... 70 Negative Modifiers ...................................... 71 Special modifiers ......................................... 71

Outcome Rolls .................................................. 71 Game Turn ...................................................... 72

Establish Initiative ...................................... 72 Damage type .................................................... 72

Grappling .................................................... 72 Bite ............................................................. 72 Constrict ..................................................... 72 Sting ........................................................... 72 Crush .......................................................... 72 Hacking ....................................................... 72 Pummelling ................................................. 72 Thrusting ..................................................... 72 Energy ......................................................... 72 Melee .......................................................... 72 Magic ........................................................... 73 Projectile .................................................... 73

Environment ......................................................... 73 Severity ............................................................ 73 Asphyxiation ..................................................... 73 Building Collapse .............................................. 73 Cold .................................................................. 73

Damage and Maintenance ............................... 73 Darkness .......................................................... 73 Falling Damage ................................................ 73

Falling into Water ........................................ 74 Heat .................................................................. 74 Smoke .............................................................. 74 Starvation ........................................................ 74 Thirst ................................................................ 74 Blinding ........................................................... 74 Breaking Things ............................................... 74 Collision ........................................................... 74 Corrosives ........................................................ 74 Decompression ............................................... 74 Disease ............................................................ 74 Example Diseases ............................................ 74

Ague .......................................................... 74 Black Death ................................................ 74 Bloody Flux ............................................... 74 Break Bones ............................................... 74 Cholera Morbus ......................................... 74 Deadly Falling Sickness ........................... 75 Gathering .................................................. 75 Horrors ...................................................... 75 Ichors ........................................................ 75 Jawfaln ...................................................... 75 Kink ........................................................... 75 Planet-struck ............................................. 75 Scrofula ..................................................... 75 Sweating Sickness .................................... 75

Poison .............................................................. 75 Abassy Venom ........................................... 75 Akalon ........................................................ 75 Gu .............................................................. 75 Harionago ................................................... 75 Hebenon ..................................................... 75 Lich Dust ................................................... 75 Lye ............................................................. 75 Opiates ....................................................... 76 Shunoban Ichor .......................................... 76 Wood Alcohol ............................................. 76 Agricultural World Fever ............................. 76 Crunch Bone ............................................. 76 Yellow Syndrome ....................................... 76

Intoxicants ........................................................ 76 Alcohol ........................................................ 76 Chak Leaf .................................................... 76 Hasheem ..................................................... 76 Jook Glands ................................................ 76 Lotus ........................................................... 76 Shrooms ...................................................... 76 Tobacco ....................................................... 76

Knockback ....................................................... 76 Lost .................................................................. 77

Chance to Get Lost ..................................... 77 Effects of Being Lost ................................... 77 Regaining Bearings ..................................... 77

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Poison .............................................................. 77 Akalon ........................................................ 77 Grabberweed Sap ...................................... 77 Hebenon ..................................................... 77

Structural Damage ........................................... 77 Monsters .......................................................... 77

Attacks ........................................................ 77 Description .................................................. 77 Immunities ................................................... 77 Can be Tamed ............................................ 77 Breath Weapon ........................................... 77 Diseased Bite .............................................. 78 Extra Attack ................................................. 78 Fear ............................................................. 78

Vehicle Combat Rules ...................................... 78 Passenger Damage .................................... 78 Boarding ..................................................... 78 Combat Manoeuvres .................................. 78 Angling Shields .......................................... 78 Escaping combat ........................................ 78 Extending Shields ....................................... 78 Grapples ...................................................... 78 Hauling in grapples ..................................... 78 Lashing ........................................................ 78

Movement ........................................................ 79 Planets ............................................................ 79

Orbiting Planets .......................................... 79 Ramming .......................................................... 79 Range .............................................................. 79 Fields of Fire ................................................... 79 Dodging ............................................................ 79 Starship Breakdown Chart .............................. 79

Experience Awards ............................................... 80 Death ..................................................................... 80 Supervillains ......................................................... 81

Spring-heeled Jack .......................................... 81 Secrets .................................................................. 81

Temporals ........................................................ 81 Dino Steak ....................................................... 81

Adventures ............................................................ 81 Time Jump ....................................................... 81

Overview .................................................... 82 Strike 1 ....................................................... 82 Strike 2 ....................................................... 82 Strike 3 ....................................................... 82 Strike 4 ....................................................... 82 Strike 5 ....................................................... 82 Strike 6 ....................................................... 82 Strike 7 ....................................................... 82 Strike 8 ....................................................... 82 Recruitment phase ..................................... 82

Designing Your Own Adventures ...................... 82 Villain Motivation ......................................... 82 Deadly fortress ........................................... 82 Secret Network of Acolytes ........................ 82 Mcguffin ...................................................... 82

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PhilosophyThe idea of this game is to provide everything needed to play any genre in one place – with the same setting so characters can travel backwards and forwards through time.

Introduction This RPG is the core system for the ‘Heroes in Time’ or ‘HiT’ role-playing game. The system uses percentile dice for most rolls, but it also uses six-sided dice here and there too.

HiT System The theory behind the HiT system is that almost every roll will be a simple percentage chance. After determining the base percentage of the character making the roll and taking away any environmental factors, or enemy defences, a simple percentage chance is calculated to roll against and determine success or failure. It's cinematic and easy to determine probabilities – after all we all have an instinctive feeling about which events are unlikely to happen 20% chance, likely 95% chance, certain 100% chance, and which events are 50/50.

About This BookThis book contains a type of game called a role-playing game (RPG). This is a game in which players assume the roles of characters in a fictional setting. Actions taken within the game succeed or fail according to a formal system of rules and guidelines. Each participant in the game has a role to play, and a creative contribution to give.

Who Does WhatBefore you can start playing there is some work to do customising the game so that is exactly the game you want to play. This book has been written assuming that the work will be shared among all those involved, but it is possible for one person to do all the work and invite others to just start playing too. Whichever way your group decides to go, you'll need to decide who does what.

Gamemaster (GM)This participant has special duties to present the fictional setting, arbitrate the results of character actions, and maintain the narrative flow. There is usually just one game master, and they will usually

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need to invest more time between sessions than the other players to make things work.

Player Character (PC) This is a character who is controlled by a player, and is typically a protagonist of the story told in the course of the game. The other players – who are not game mastering – will probably control a player character each.

This book will give you a setting for your adventure, and this setting is rounded out with detail provided by you. This should be collaborative, with the players designing some aspects of the world, a player character each, perhaps a vehicle, some organisations, some important NPCs, some monsters etc.

The game master will be designing the vast majority of the world however, and for both players and game master it can seem like a daunting task, but it's also a lot of fun.

Lots of detail about the setting is already available to use ‘as is’, or for inspiration. The planet which is at the centre of most Heroes in Time adventures is called Deep Rock. It is where human life developed in the game universe. It's now time to explore Deep Rock and see what it has to offer.

GenreA good place to start designing your game, either

collectively or alone as the GM, is with the genre. Do you want to play a fantasy game of magic and monsters or a space-opera game of spaceships and power swords. It is even possible to play time travellers hopping between genres, as the game system's name suggests. The time line for the Heroes in Time setting starts with year 0 and as history advances the genre of stories to be told change, until in the planet's far future the characters are free to explore a whole galaxy.

The most popular genre to play is the fantasy genre, and it's a good place to start if you aren't sure what you want, but there are many other possibilities too.

It is possible to subdivide these genres even more, for example some players will enjoy a space opera game based around giant robot combat, while others will prefer to explore the galaxy using science and diplomacy as their weapons. A fantasy game might focus on court intrigue, but might just as easily be based around exploring a huge dungeon, combating a stream of monsters, and looting their treasure.

StyleThis is somewhat influenced by genre, but it is also a good idea to have a notion of the style you want your game to have. Do you want a cinematic style where unbelievable things happen, as long as they are entertaining and advance the story, or do you want a number-crunching style, where great thought is often put into making the probabilities used in dice rolls as accurate as possible and many equipment and other options are available.

The Heroes in Time setting is designed to be as easy and cinematic as possible, and the Primeval setting especially lends itself to this type of play, but more detail is added as the timeline progresses, until by the time of the Space Opera setting, things have become more complex and slowed down quite considerably. This brings a lot of rewards in the depth of the game, but does require more setup time.

Primeval SettingThe primeval setting has few human inhabitants and very little technology. Horses have, for the most part, not yet been domesticated, and farming is only just beginning to replace hunter gathering as the main source of human food towards the end of the primeval period.

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Primeval Timeline 0 The first year of humanity 100 Rocks tools and weapons 500 Fire1,000 Pigments and spears 3,000 Dogs Domesticated3,500 Bronze weapons 4,000 Plants Cultivated 5,000 First big Shrines are built

Primeval HistoryPrimeval history is a story of humanity taking over slowly from the creatures that went before. These creatures include slavering monsters, but also advanced civilisations like the lizardpeople, whose only crime is standing in the way of human progress.

Deep Rock has a very long history and it is possible to adventure across all of it in Heroes in Time, but some things do remain quite stable across these vast expanses of time. Four nations emerge and become the cores of four competing economic blocks, which all survive, sometimes waxing sometimes waning until the far future when a planetary government is established. And even after the planet is united, these four power bases sometimes clash over influence, resources or other ‘national interests’.

Deep Rock has one single landmass, formed when an asteroid impacted on the surface of a water planet. There are no plate tectonics to break this landmass apart, and so it will remain the prominent feature on the planet, gradually eroding, right throughout our story.

The four nations each occupy a ‘corner’ of the continent and although borders change, free cities and even larger political entities split off from time to time, they remain very stable throughout our timeline.

Hyrope Description: This is the country in the north-west corner of the continent. Hyrope roughly equates to the ‘Western’ European cultures of our world, including the Near East (Egypt and Iraq, Iran) where this tradition was born, and the steppes of Russia and central Eurasia where a lot of nomads will emigrate from over centuries to cause the fall of empire after empire. This corner of the continent is favoured by easier sailing conditions than any other, and this gives it the boost it needs during industrialisation to terrorise and partition the globe,

just as in our world.

Sloania This is the country in the north east corner of the continent. This roughly equates to the ‘New World’ cultures of the Americas of our world, but also includes traditions of Polynesia and the Aboriginals of Australia. They spend the early history of Deep Rock effectively isolated by a mountain range much higher than any other on the planet. Their cultures remain hunter gatherer much longer than the others, leaving them vulnerable to colonial aggression, just as in our world.

Nubania This is the country in the south west corner of the continent. It roughly equates to the original African cultural centre of our world, and is the oldest country. It also includes the traditions of the Indian sub continent. Until the mid to late modern period its development is held back by challenging conditions associated with disease and climate, and then later colonial aggression. But the country then comes on in leaps and bounds as technology makes physical problems less and less important, and lessons the

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ability of colonial powers to do evil abroad without accountability. Disease is conquered, colonial powers thrown out and then corporate aggressors are taken to court and brought to heal. Into the Cyberpunk and Space Opera eras the area gains an equal place at the table, just as seems to be happening on our world.

ChoranThis is the country in the south east corner of the continent. This equates, very roughly, to the Far East of our world. Including China, Tibet and Japan. It is almost as advantaged by geography as Hyrope and the two exchange places at the lead of development on Deep Rock over the timeline of the planet, just as on our world.

Gagazan This is the greatest lizardperson city on the continent. The lizardperson farmers who supply the city spread out into human territories, and if the bribes humans ask for in return for peaceful borders become too high, Gagazan sends troops mounted on sabre-tooths to punish them. Humans at this point are border raiders on the more advanced lizardperson cities. They are more interested in warring with each other than supplanting the lizardpeople at this point.Gagazan is ruled by their God-Queen.

Later humans tames horses and becomes the fastest and most agile cavalry on the steppes, easily outpacing the sabre-tooth cavalry of the lizardpeople.

The lizardpeople of Gahazan hire human cavalry to form units called 'light brigades' which they employ in their constant warring with the frogpeople. This situation lasts thousands of years until humans and uplifted apes unite and overthrow the lizardpeople.

Humans have no idea how to keep the fabulous cities and advanced systems of the lizardpeople, such as air conditioning and running water, in good repair. The cities gradually fall into ruin, and a dark age descends on the world.

Primeval Adventure This is a hack-and-slash setting full of princesses and princes to be rescued, bigger stronger and more ape-like protohumans to be fought, and the lizardpeople and their uplifted ape servants to be placated.

Humans themselves are very unsophisticated, and are far inferior to the first species – the frogpeople and lizardpeople who have already built fabulous cities that rival even ancient Rome.

These fabulous improbable cities rise, when favoured by the gods, and are flooded and smashed again to disappear beneath the waves when new gods push the older ones aside, but humans during this era tend to occupy subservient roles, as arena slaves, exotic servants and propelling galleys. Their own lands have no cities as yet and the biggest settlements are hardly bigger than small towns.

The human empires that will come to dominate the planet are still nothing more than cave-people bands growing out in the wilderness. The most powerful of the bands, the Hyrope, has started to expand however, and to keep a calendar. This period lasts from year 0 to year 5,000 of the Deep Rock calendar, as it will one day come to be known.

Humans are not the first civilisations to have risen on the planet, but neither are the frogpeople or lizardpeople either. In this period there are even older ruins, and they are are still thick on the ground, before time and the elements have done a better job of erasing them (they become rarer in the fantasy period to follow).

Primeval Professions Barbarian warrior Skills: melee weapons +20 ranged weapons +30 Powers: magic immunity +10 immunity to arrows +10 Balancing attributes: oath of fielty +50 fear of undead -20 Description: A type of character who has a place in barbarian society offering their skill in battle. They are adventurers, brave and dedicated the survival of the tribe. These warriors are dedicated to surviving and winning glory I'm battle. They collect talismans and do rituals to provide themselves with immunity to the dangers of combat. In the powerful magic fields of primeval times, these rituals are surprisingly effective and provide a range of immunities. They are however

Sorcerer (one who influences fate) They can cause illnesses and accidents

Berserker Description: A specialist warrior. They wear a bear

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skin or wolf pelt in battle. Berserking is a superpower that makes the berserker immune to fire and metal while in the berserk trance. The trance takes 2d6 exchanges of gnashing of teeth and shield biting to initiate, although the immunities are instant. Then the berserk character remains in the trance for 1d6 hours and is groggy (-10 to activities) for 1d6 hours. They can then go berserk again.

Reaver A warrior specialized in border raiding, an important role in primeval society.

Soothsayer They have the ability to divine the future. They can also use magic words, magic circles and wands

Weird Apowerful type of primitive magician that can warp materials.

Primeval Armour and WeaponsEquipment is little more than animal skins for clothes, with the loin cloth being a popular style icon for Clan barbarians in the wilderness.

Most weapons are bronze, and if more advanced iron or steel weapons are discovered, they are likely a gift from the gods, stolen from the warlike lizardpeople,or cursed left overs from ancient and monstrous civilisations that went before.

Early Primeval In this period most humans are armed with spear and sling and are wearing lather armour . Their hunter gatherer traditions are still very strong and they prefer to throw ranged weapons than to engage in melee combat. The spear is used for both melee combat and ranged combat. Some particularly skilled warriors will also use slings for the extra range they have.

SpearRange: 30m Damage type: thrusting, low velocity projectile

SlingRange: 400mRate of fire: miss three exchnages to reload and swing

Description: A sling is a specialist weapon more often seen on the battle field, or used in hunting, than used as a personal weapon. Though it can

outrange a bow

metal armour makes clubs and stone headed maces obsolete

Leather Armour

Mid Primeval The technology associated with engaging the enemy, both in skirmishes and battles has advanced considerably by this period. Humans are much more comfortable in engaging in melee combat and actually carry clubs for the purpose rather than improvising weapons such as jawbones and branches. Spears are still deadly in melee combat and are favoured where their length is not a disadvantage, such as in forests and cave systems. Shields are also very popular now that melee combat is so much more common.

Club Damage: improvised Special: these weapons, even sophisticated versions such as a boomerang or Aztec obsidian blade club are very much reduced in their effect against metal armour. Description: A club (also known as cudgel, baton, truncheon, or bludgeon) is among the simplest of all weapons. A club is essentially a short staff, or stick, usually made of wood, and wielded as a weapon since prehistoric times. It does pummelling damage.

Late Primeval Metal armour in this period makes the club obsolete. Even stone clubs no longer have the power needed to crack a skull under a bronze helmet, or rupture an organ protected by bronze scale male.Instead warriors and adventurers turn to the bronze axe to defeat this armour, and the spear is still very popular, especially now with a bronze head. Bows also make their first appearance, but are primitive self bow devices like the English longbow. Bronze AxeDescription: Battle axes generally weigh far less

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than axes for splitting wood, because they are designed to cut legs and arms rather than wood; consequently, narrow slicing blades are the norm. This facilitates deep, grievous wounds. Moreover, a lighter weapon is much quicker to bring to bear in combat and manipulate for repeated strikes against an adversary. Battle axes do hacking damage.

Self Bow (Long Bow)Range: 180m Rate of fire: miss 2 exchanges between shots for reload and draw.Damage type: low velocity projectileDescription: There are many different designs of bow, from long bows as tall as the archer, to recurve bows, which are noisier but smaller. They all launch an arrow, which gains lift during flight to reach a distant target. The self bow is the most basic design, and requires special flexible wood to work well. Future advancements will bring better range and penetration, but this is the breakthrough.

Dagger Description: A dagger is a small double-edged blade used for hitting, stabbing or thrusting. They often fulfil the role of a secondary defensive weapon in close combat. They are capable of bludgeoning, thrusting damage, but are too small to do hacking damage.

Bronze helmet

Bronze scale mail

Primeval Vehicle Equipment No vehicles are available to Humans, and even the lizardpeople, who are otherwise very advanced, do not use vehicles. They prefer trains of human, protohuman and uplifted ape slaves to carry goods. The lizardpeople's only domesticated animal is the sabre-tooth, used by a brave minority of warriors.

Primeval Occupations Explorer Warrior Temporal Operative Shaman/Priest

Primeval GodsThe gods of the primeval period are mostly inherited from strange creatures who still share the primeval swamps, and grassy plains with humans. They are brutal and jealous creatures, who are not above appearing in person (if you can say ‘in person’ about these gibbering inhuman things) to forward

their aims.

Luckily they have not yet gained the levels of power that they will in the later fantasy settings, when their powers are at their zenith, and it is possible for a human character still to spite them.

Animal Cults These early cultists use talismans, a tooth or hide, as religious symbols. The god itself is usually a savage and unthinking beast, uninterested in humans but whose energies can be tapped.Animals worshipped include the gorilla, vulture, boar, lion , and a certain animal god called set, the centre of a snake worshipping cult who is destined to go on to achieve great power in the realm of the gods as the epochs go by, but who at this time is just one of the many and various gods at the centre of minor animal cults.

Mothras A giant pale slug creature, with Scot powdery skin like a moth. From its mouth it can weave a web of standing sound waves which can open gates through time, create permanent structures and slice as cleanly as a scalpel. Mothras is interested in all complex shapes, including human brains and livers. In exchange for sacrifices to dissect - hundreds of them - Mothras will grant great power. Mothras exists in many corporeal manifestations, meaning it cannot be killed and can be in two places at once. It is a common visitor to primeval Deep Rock, but much more seldom encountered after that.

Great Many This is an intelligence distributed between an infinite number of vaguely humanoid hosts. The hosts have no eyes, nose or ears. Great Many believes humanity is one great distributed intelligence, and regularly take a few hosts to experiment on.

The Horned One A God with a powerful body covered in horns, worshipped by uplifted apes. The God loves its ape worshippers and often grants them enormous powers to attack other species. It creates demi ape gods almost indiscriminately and also grows wild apes to enormous size.

Primeval MonstersThis setting is stalked by dinosaurs who have not yet quite died out, and other primeval creatures such as sabre-tooths. There are also primitive

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reptile monsters, who think they are gods, and perhaps they are, and other supernatural horrors too, such as ghosts and skeletons.

Arthropods (Giant)Attack chance: 40%Base skill level: 0%Typical skills: noneTypical skill range: 0% - 5%Special: Poison rolls three times on results table. Once per exchange. Attacks: 1 per exchangeDamage types: Sting, CrushDescription: These have evolved from a small grain weevil that once infested desiccated grain cargoes, and spread throughout the galaxy. In some places, such as planets with high oxygen levels in the atmosphere, they rapidly grew to giant proportions.

BearAttack chance: 30%Base skill level: 0%Typical skills: noneTypical skill range: 0% - 5%Special: None. Attacks: 1 per exchangeDamage types: bite, crushAlthough quite mundane compared to some of the monster stalking the wildernesses of the planet Orb, a bare is still a powerful adversary.

Elemental An elemental is a magical being, and there are four main types: earth elementals , undines, or water elementals , sylphs, or air elementals and, fire elementals. All have a very high attack chance and are immune to non-magical weapons, but their other special abilities vary according to type.

Attack chance: 70%Attacks: 1 per exchangeSpeed: similar to human speedDamage type: pummellingSpecial: immune to non-magical weapons

earth elementals Special: can project molten lava from their moths or chest areas

undines, or water elementals Special: can fill a room with water within 1d6 exchanges

sylphs, or air elementals Special: can project blasts of air that can knock weapons from characters hands

fire elementalsSpecial: can heat metal armour and weapons causing them to be dropped, or removed within 1d6 rounds.

Iron Beak Attack chance: 50%Typical skills: noneTypical skill range: 0% - 5%Attacks: 1 per exchangeSpeed: slightly faster than a horseDamage types: thrusting (peck) hacking (kick)Description: Large flightless bird with a hard sharp beak and terrible talons.

Scorpiman Attack chance: 30%Base skill level: 0%Typical skills: noneTypical skill range: 0% - 5%Special: Poison rolls three times on results table. Once per exchange. Attacks: 1 per exchangeDamage types: Sting, CrushDescription: Human-scorpion hybrid

Great Deep Worms Attack chance: 80%Base skill level: 0%Typical skills: noneTypical skill range: 0% - 5%Special: Immune to non-magical weapons. Attacks: 1 per exchangeDamage types: CrushDescription: Giant armoured worms that burrow through the crust of many planets. They leave tunnels big enough for a grav tank to fly into.

Ground SlothAttack chance: 30%Base skill level: 0%Typical skills: noneTypical skill range: 0% - 5%Special: The blows from this creature are so powerful that non-magical armour provides no protection. Description: Megalonyx, which means ‘giant claw’ is a widespread best. It looks like a cross between an anteater and an oversize bear, and is massive. Their thick bones and even thicker joints (especially those on the hind legs) gave their appendages tremendous power that, combined with their size and fearsome claws of up to nearly a foot long, provided a formidable defence against predators.

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Orcs Special: Designed with development points as NPCsDescription: orcs are very human looking, though their skin is much paler than human and most other proto-human creatures, and often has livid red scars from their many battles for rank and dominance within their ranks. They also have smaller eyes, with strange colourless grey irises. Their lips are thin, making their mouths resemble an ugly red slit. Their mouths are also very big, more like an animal's, with a collection of impressive teeth and tusks. Their only real disadvantage is that they are opportunistic, untrustworthy and evil. Leaders who rely on orcs for the majority of their forces must liberally distribute more trusted lieutenants to make sure that their army does not quickly destroy itself through, looting, corruption, dereliction of duty and bloody infighting between the various orc power blocks.

Primal BeastAttack chance: 40%Damage types: crushing, piercingSpecial: they are almost immune to human size weapons. This is represented by a -100 modifier to the damage roll.Description: these creatures are enormous leftovers from a previous, more primal time. That they continue to thrive – albeit in small numbers – is a tribute to their adaptability.

Red FacesAttack chance: 70%Special: their talons drip a deadly ichor that is poisonous to organic life.

Description: A red-faced ghoul, with rotting flesh covering its body, except for the healthy skin of the red face.

Sabre-tooth Attack chance: 40%Damage type: pummellingSpecial: The blows from this creature are so powerful that non-magical armour provides no protection. Description: The sabre-toothed tiger, or smilodon preys on a wide variety of large game including bison, deer, camels, horses and ground sloths. Smilodon also kills juvenile mastodons and mammoths, and is particularly fond of hunting the humans of the Primeval epoch.

They are among the largest cats ever to live; the heaviest specimens of the massively built carnivore exceed 500 kg (1,100 lb). It has a short tail, powerful legs, muscular neck and long canines. Smilodon is more robustly built than any modern cat, comparable to a bear. The back is proportionally short, and the lower limbs were shortened relative to the upper limbs in comparison with modern pantherine cats, making Smilodon a slow runner.

They have higher shoulders than hips and a back that slopes downwards, superficially recalling the shape of a hyena, in contrast to the level-backed appearance of modern cats. Their proportions are extremely robust and the forearm is shorter relative to the upper arm bone than in modern big cats. These front limbs are designed for power rather than fast running, and the creatures have immense strength in their forequarters.

Smilodon is most famous for its relatively long canines, at about 28 cm (11 in) long. They do not use their long teeth particularly for hunting for risk of breaking them. They pummel their prey with blows from their fore limbs, and only when the prey is totally subdued do they use their teeth to simultaneously sever the blood supply and strangle the wind pipe, instantly killing their prey.

Shadow Dogs Damage type: bite Special abilities: The dogs live partly on the shadow realm and ignore fifty percent of attacks that would otherwise have effected them. On a roll of 1-3 on a d6, the attackers weapon simply passes through the dog, perhaps bringing a few wisps of blood like shadow with it, but not affecting the dog at all. Description: These are large but graceful dogs that

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look somewhat like Doberman.

Frog PeopleDescription: Ancient and slow witted, these frog-like creatures still live in magnificent cities, even if they are sinking into the swamps. They have almost completely been replaced by their successors the lizardpeople.

Lizard PeopleDescription: The lizard people are huge and strong but also intelligent, in game terms their only disadvantage is that they are cold blooded. They are both literally cold blooded, and think in strange, cold-hearted, logical ways compared to the human characters of Magic Realms. The lizardpeople are even more ancient than humans. Their empire used to have a higher technological development than it does at the present epoch in the role playing-game's history. The empire used to be bound together by a communications system that could cover unimaginably huger distances than is possible with any device in wide use in the role-playing game at the present time. It was a type of magical semaphore tower.The loss of this technology led to a splintering of their empire into uncountable factions who are riven by disputes and rumours, which in game terms means that any two lizard people who encounter each other must be very reticent about their origins and loyalties until they can find out something of the other lizard people. In fact it can take months, if not years, for trust to start to form. This reticence has

become deeply ingrained and is often displayed to non lizard people as well. Lizardeen equipment is always of the highest quality and versatility but, by the standards of the humans of the role-playing game setting it is quite bulky.

Ogres Description: There are many different types of ogre, each with its own unique characteristics. These include, Gnarly Faces, Razor Backs and Frost Ogres.

SkeletonDescription: These are the remains of other creatures, reanimated as undead monsters.

Uplifted Ape Attack chance: 60%Base skill level: 10%Typical skills: cook, clean, melee combatTypical skill range: 30% - 50%Special: Each has one super power at 20%Attacks: 1 per exchangeDamage types: Bite, Constrict, MeleeDescription: magicians are often a solitary breed, and have no meed of human contact. They are absorbed in the study of their terrible arts, but they do sometimes need helpers and minions. The lizardpeople have raised hulking apes to be their brutish helpers in the sorcery. The apes that escape lizardpeople brutality return to their trees, but didn't forget the magic they have picked up.

Vampires Attack chance: 80%Base skill level: 50%Typical skills: as an NPCTypical skill range: 50-70%Special: Immune to non-magical weapons, and see description. Attacks: 3 per exchangeDamage types: bite, weaponDescription: They are generated like a character, but their strength and combat skills are always high, and they usually have psionics. They can turn into gas, a swarm of bats or a wolf.

ZombieDescription: These are very similar to skeletons, but have more of a memory of their lives, and, for the necromancer who created them, are harder to control.

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Primeval PowersThe characters with exceptional powers in this genre often refer to themselves as gods, champions, heroes, heroins, shaman or druids.

Primeval MagicSome characters in the primeval setting are able to do magic, but it is a primitive, unsophisticated magic.

Human sacrifice In the primeval setting each human killed in the casting of a spell adds 5% to its chance of success. This effect fades by the time of the fantasy setting. As the stars move out of alignment trapping the elder gods.

Magic Circles These are another powerful form of magic from primeval times. Each circles must be drawn with a different substance, or s ratched into the ground with different symbols.

Rice circle - keeps out vampires Ash circle - keeps out zombies Water circle le - keeps out wolves Wood circle - keeps out birds Fire circle - keeps out plant creatures Salt circle - keeps out lichens Dung circle - keeps out devils

Magic words These are words that when said aloud make supernatural things happen. These are primitive, but very powerful magical from primeval times.

Banning word Death word

Primeval SocietyThere are barbarians at the edge of civilisation and quite sophisticated elites in more advanced areas who have begun to ape the writing of the monstrous civilisations that went before and the current lizardperson and frogperson empires, perhaps finding out things that would have better remained hidden.

Primeval TreasureTreasure tends to be ivory, jade, narcotic drugs, artefacts owned by the gods themselves and gems and metal weapons.

Primeval InspirationGood sources of inspiration for this setting are books by authors such as Robert E Howard, Clark Ashton Smith and Edgar Rice Burroughs.

Fantasy SettingThe fantasy genre is almost the default setting for role-playing games, since the huge success of Dungeons and Dragons.

Fantasy Timeline According to the Clan calendar human advancement reaches the following milestones. 8,000 Fortifications appear 30,000 Human sacrifice ends99,300 Two-masted ship 99,500 Crossbow 99,800 Paper 97,500 Wheeled carts 97,900 Horses are tamed 98,500 Paved roads built 98,600 Shipyards built

Fantasy HistoryThe dominant form of government during this period is hereditary monarchy, which leads to an unstable period of factions and clans fighting to get their bloodline to the apex of political power. The great realms of Hyrope, Sloania, Nubania and Choran fragment into smaller kingdoms, dukedoms, principalities and other realms.

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Fantasy OccupationsAlchemist Bard Attributes: magnetism, intelligence Skills: investigation, questioning, performing, music theory, Powers: none Balanceing disadvantages: weak constitution, excites envy, attracts stalkers, makes powerful enemies,

Description: a traveller who moves from location to locations staying for various lengths of time based on the information available to be collected. Many bards can survive by staying full time at the court of a particular ruler, while others prefer to move from place to place. The information is then packaged in songs monologues and stories. New stories are told and songs sung, mixed with old favourites. This wealth of information, both breaking news and historical perspective makes bards the equivalent of the media in the Fantasy setting. The bards have influence, they are opinion formers, sometimes they even have the ruler's ear, and perhaps also great wealth and their own enterage and agents.

Theif Attributes: athletic Skills: melee combat lock picking set/detect trap Powers: none Description

Mage Knight Knave Person at arms Nomad cavalry Occultist

Fantasy EquipmentMuch more equipment is available to a fantasy adventurer, than to the primitive brutes of a primeval setting.

Crossbows, bows, swords, shields and chain mail are all available.

Fantasy Weapons and ArmourThis is the heyday of sword and sorcery, although it is still usually only nobles that can afford something as powerful and versatile as a sword.

Weapon RestrictionsMail, plate, longswords and war hammers are banned for public use within settlements of all sizes, though it is tolerated to wear these items in some frontier areas. Such equipment must usually be removed and stored in a locked chest. Wearing such ‘wargear’ will attract the attention of the city guard. The heavy mob will be called in – usually a group of tough dwarves in war gear and an elven archer or two on roof tops, and a trap will be set. The characters caught so garbed and equipped will be engaged, and if possible arrested and interrogated, possibly using torture, to ascertain if they are attempting to incite rebellion. Rebellion is a constant worry on Orb where even a medium size irregular force often proves equal to or better than the regular military in combat. Brigandine and a rapier is acceptable for wear, by both men and women, and is even a mark of rank. A lady or gentleman adventurer, and those that style themselves as such, often wear brigandine and rapier as they go about their business in town.

Early-Mid Fantasy In the early fantasy period huge armies are being assembled, and an arms race is beginning in earnest that sees military technology advance in leaps and bounds. The spear is still popular on the battle field, although it becomes longer and is named a pike.

JavelinRange: 30m Damage type: thrusting Description: A javelin is a light spear designed primarily for casting as a ranged weapon. Some elven nations use javelins in a military tactic to maximize the advantages of the combination between horse and javelin. In this tactic the horsemen ride around in circles, toward and away from the enemy, continually hurling javelins. The tactic is usually employed against heavy infantry. The constant movement of the horsemen gave them an advantage against slow infantry and made them hard to target. The manoeuvre is designed to harass and taunt the enemy forces, disrupting close formations.

Quarterstaff Range: hand-to-handDamage type: pummellingDescription: A shaft of hardwood from 5 to 9 feet (1.5 to 2.7m) long, sometimes with a metal tip,

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ferrule, or spike at one or both ends. The quarterstaff is a versatile weapon that is taught as the first introduction to the arts martial.The quarterstaff does grappling and pummelling damage.

Mail Resistance: hacking and melee 10%Description: The most expensive armour is mail, due to the time consuming method of construction, where links are riveted together to make a garment of chains. It is resistant to hacking and melee damage.

PikeDescription: The great length of these weapons allows a great concentration of spearheads to be presented to the enemy, with their wielders at a distance, but also makes pikes unwieldy in close combat. This means that pikemen have to be equipped with a shorter weapon such as a sword, mace, or dagger in order to defend themselves should the fighting degenerate into a melee. In general, however, pikemen attempted to avoid such disorganized combat, at which they were at a disadvantage. To compound their difficulties in a melee, pikeman often do not have a shield to use in close-quarters fighting.Pikes do thrusting, hacking and grappling damage.

Arming SwordRange: hand-to-handDamage type: hackingDescription: The arming sword is often worn as a backup weapon by those wielding the two-handed longsword. It is a light, versatile weapon capable of both cut and thrust combat; and normally boasts excellent balance. They are typically used with a shield or buckler. When used as a primary weapon, arming sword combat is possible without the benefit of a shield. In the absence of a shield the empty (normally left) hand can be used for grabbing or grappling opponents.

Composite bow Range: 225m Rate of fire: miss 2 exchanges between shots for reload and draw.Damage type: low velocity projectileDescription: There are many different designs of bow, from long bows as tall as the archer, to recurve bows, which are noisier but smaller. They all launch an arrow, which gains lift during flight to reach a distant target. The composite bow is the moist

advanced, and can be easily used from horseback.

Cross BowRange: 200mDamage type: high velocity projectileDescription: These are more powerful than other bows, and more accurate, but much more expensive. This means they can shoot the first armour penetrating high velocity projectile, 'the bolt' and penetrate plate armour. It also means that only elite units are armed with them, and massed ranks are still equipped with the cheaper wooden bows.

They shoot a metal bolt that does not lift like an arrow, but they can be fired only once every two exchanges. Cross bows do high velocity projectile damage. They are so powerful that armour usually resistant to thrusting damage does not provide this additional protection against cross bows.

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Silk ShirtA silk shirt worn below armour provides excellent arrow protection, as the arrow can be pulled out more easily. It is arrow removal after all, rather than arrow strikes that are most often fatal. This armour is resistant +10% to projectile damage, (from bows – not bolts or bullets).

Late Fantasy In this period the knights of Hyrope get their distinctive plate armour, and gunpowder is finally turned to military use in siege breaking with bombards (an early form of canon with stone shot, usually forged on site outside an enemy city's walls), an ominous forewarning of the terrible role it will play in combat in the future. Most combatants still wear leather armour with iron scale here and there, but nobles can now afford the new plate armour.To defeat plate armour both the mace, for cavalry riding at head cracking hight, and the longsword for fighting on foot have been invented. They are both expensive however, and most combatants are armed with pikes, mauls or warhammers.

Plate Resistance: +30 vs hacking and melee, +5% vs projectiles, +40 vs improvised Description: Plate armour, is personal armour made from large metal plates, worn on the chest and sometimes the entire body. It is cheaper than mail,

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