circe fantasy role-playing system

Upload: ronin3042

Post on 07-Apr-2018

217 views

Category:

Documents


0 download

TRANSCRIPT

  • 8/4/2019 Circe Fantasy Role-Playing System

    1/143

    &LUFHRelease 1.9

    A Fantasy Role-playing System

    Copyright 1997-2000 Bryce Harr ington

    INTRODUCTION ..................................... 4

    New Additions................................................4

    About the Game.............................................4

    ACKNOWLEDGEMENTS ....................... 6

    GLOSSARY............................................... 6

    PART I: CHARACTER STATISTICS .... 7

    Chapter 1: Circe Points ................................7

    Chapter 2: Attributes....................................7Strength............................................................. 7

    Agility ............................................................... 8

    Precision ........................................................... 8

    Perception ......................................................... 8

    Health................................................................ 8

    Willpower.......................................................... 9

    Intelligence........................................................ 9

    Charisma........................................................... 9Luck .................................................................. 9

    Essence ............................................................. 9

    Chapter 3: Traits ........................................10Reputation....................................................... 10

    Piety ................................................................ 10

    Social rank ...................................................... 11

    Military rank ................................................... 11

    Chapter 4: Damage Ratings ......................11Fatigue............................................................. 11

    Pain ................................................................. 12

    Consciousness................................................. 12

    Sanity .............................................................. 12

    Hit Points ........................................................ 13

    Chapter 5: Races ........................................13Humans 0 ........................................................ 13

    Hobbit -5 ......................................................... 14

    Dwarves 25 ..................................................... 15

    Elves 50........................................................... 15Goblins -10...................................................... 16

    Orcs 0.............................................................. 17

    Mantis 25 ........................................................ 18

    Protoglathi 25.................................................. 18

    Ogre 10 ........................................................... 18

    Chapter 6: Vital Statistics .........................19Height.............................................................. 19

    Weight............................................................. 19

    Age.................................................................. 19

    Gender............................................................. 20

    Chapter 7: Professions...............................20Barber-Surgeon 0 ............................................ 22Bard 25............................................................ 23

    Beggar 0 .......................................................... 25

    Burglar 10 ....................................................... 26

    Camp Cook 75 ................................................ 27

    Cavalier 50...................................................... 29

    Craftsman 0..................................................... 31

    Dilettante 25.................................................... 32

    Diplomat 50 .................................................... 34

    Guardsman 0................................................... 35

    Healer 50......................................................... 37

    Hermetic Wizard 25........................................ 38

  • 8/4/2019 Circe Fantasy Role-Playing System

    2/143

    Release 1. 3/ 31/ 00~ 2 ~

    Merchant 0 ...................................................... 40

    Physician 25.................................................... 41

    Penemunde Wizard 50.................................... 43

    Priest of Unar 25 ............................................. 45Ranger 50........................................................ 49

    Scout 0 ............................................................ 52

    Slayer 50 ......................................................... 54

    Soldier 0 .......................................................... 56

    Sorcerer 50...................................................... 58

    Tinker 0........................................................... 60

    Troubadour 0 .................................................. 62

    Wanderer 25.................................................... 63

    Chapter 8: Skills .........................................64Skill Ratings.................................................... 64

    Initial Skills ..... Error! Bookmark not defined.

    Skill Scores ..................................................... 64Skill Checks .................................................... 64

    Success Knowledge......................................... 64

    Animal Skills (Willpower) ............................. 65

    Athletic Skills (Agility).................................. 66

    Communication Skills (Intelligence) ............. 67

    Craft Skills (Precision)................................... 69

    Labor Skills (Strength)................................... 71

    Lore Skills (Intelligence)................................. 72

    Melee Combat Skill (Agility)............... ......... 75

    Missile Combat Skills (Precision).................. 77

    Observation Skills (Perception) ..................... 78

    Secrecy Skills (Agility) ................................... 80

    Social Skills (Charisma).................................. 80

    Chapter 9: Background History ...............81Events.............................................................. 82

    Family ............................................................. 82

    Friends, Peers, and Contacts........................... 82

    Enemies........................................................... 83

    Chapter 10: Party Establishment.............83Player Characters ............................................ 83

    Hirelings.......................................................... 83

    Employees....................................................... 84

    Henchmen....................................................... 84

    Followers......................................................... 84

    Chapter 11: EquipmentError! Bookmark not defined.Starting Funds. Error! Bookmark not defined.

    Equipment PurchasesError! Bookmark not defined.

    Chapter 12: Character Advancement......84Training........................................................... 85

    Practice ........................................................... 85

    Insight ............................................................. 86

    Kudos.............. Error! Bookmark not defined.

    Professional Advancement ............................. 87

    PART II: COMBAT SYSTEM............... 88

    Chapter 1: Core Combat Rules ................88The Attack Roll............................................... 88

    Actions ............................................................ 88

    Combat Time .................................................. 89Initiative .......................................................... 90

    Movement Rates ............................................. 91

    Position ........................................................... 91

    Knockdown..... Error! Bookmark not defined.

    Constrainment................................................. 93

    Facing.............................................................. 93

    Enhanced and Weakened Effects, and Types of

    Damage........................................................... 93

    Chapter 2: Actions .....................................95Movement ....................................................... 95

    Attacks ............................................................ 96

    Defenses........................................................ 103Offhand Weapon........................................... 104

    Area of Effect and Missed Shots .................. 104

    Fatigue........................................................... 104

    Damage......................................................... 105

    Pain ............................................................... 105

    Consciousness............................................... 106

    Chapter 3: Units .......................................106Theory........................................................... 106

    Synopsis .......... Error! Bookmark not defined.

    Unit EffectivenessError! Bookmark not defined.

    Command and Morale .................................. 107

    Blast vs. Field Damage ................................. 108

    Physical Damage to Units............................. 108

    Other Kinds of Health Loss to UnitsError! Bookmark not defin

    Chapter 4: Astral Combat.......................109

    PART III: MAGIC................................110

    PART IV: RELIGION ..........................110

    Chapter 1: Ordination and The Calling 110

    Chapter 2: Belief and Piety .....................110

    Chapter 3: Prayers and Spellcasting .....111Mechanics..................................................... 111

    PART V: PSIONICS.............................112

    Psionics......................................................... 113

    Psychokinetics .............................................. 113

    Psychometabolics.......................................... 113

    Telepathics.................................................... 113

    Teleportics .................................................... 113

    Temporics ..................................................... 113

    Energetics...................................................... 114

    PART VI: ADVENTURING.................115

    Chapter 1: Travel .....................................115

  • 8/4/2019 Circe Fantasy Role-Playing System

    3/143

    Release 1. 3/ 31/ 00~ 3 ~

    Chapter 2: Detection ................................116Eyesight......................................................... 116

    Chapter 3: Feats .......................................116

    Chapter 4: Equipment .............................117Armor............................................................ 117

    Chapter 5: Dangers ..................................118Blindness....................................................... 118

    Falling ........................................................... 118

    Storm Effects ................................................ 119

    Heat............................................................... 119

    Cold............................................................... 119

    Poison ........................................................... 119

    Drowning ...................................................... 120

    Fire - Engulfed .............................................. 120

    Impacts.......................................................... 120Crushing........................................................ 120

    Suffocation...... Error! Bookmark not defined.

    Starvation...................................................... 120

    Thirst............................................................. 120

    Organ damage............................................... 120

    Disease.......................................................... 121

    Chapter 6: Healing...................................122Rest vs. Activity............................................ 122

    Infection........................................................ 122

    Toxicosis....................................................... 122

    Nursing.......................................................... 122

    Herbalism...................................................... 123

    Minor Surgery............................................... 123

    Major Surgery............................................... 123

    Medical Aide................................................. 123

    Chapter 7: Meteorology ..........................124Weather, Mana, Cosmos, and Luck .............. 124

    PART VII: TRAINING &

    ADVANCEMENT..................................126

    How to Become More Powerful ................... 126

    PART VIII: BUSINESS DEALINGS...127

    Todo.............................................................. 127

    Types of Enterprises ..................................... 127

    Starting a Business........................................ 128

    Business Operations...................................... 128

    Documentation.............................................. 129

    PART IX: RESEARCH ........................131

    PART X: GAMES AND CONTESTS...132

    APPENDIXES .......................................135

    Headings ....................................................... 141

    Notes ............................................................. 141

    INDEX ...................................................142

  • 8/4/2019 Circe Fantasy Role-Playing System

    4/143

    INTRODUCTION

    Release 1. 3/ 31/ 00~ 4 ~

    INTRODUCTION

    New Additions

    Chan ges since 1.8 are d riven mostly by use of

    these ru les for the WorldForge online gaming

    system.

    Several new thief-like professions hav e been

    add ed, providing interesting alternatives to the

    trad itional burglar. The spy is a master of

    observation and information brokerage, andskilled w orker of the shadow s. The cutpu rse is

    a trad itional thief, an opp ortun istic pilferer and

    pickpocket, oft descending to mugging to make

    a living. The swind ler is a confid ence artist and

    cardsharper who uses charm, slight-of-hand

    and clever decep tion to divest a mark of his

    money. A rogue is a brigand or h ighw ayman,

    the counterpoint to the ranger, engaging in

    band itry either for profit or guerrilla p olitics;

    the rogue sees the law as flexible, letting h is

    own principles guide his actions. The lawyer

    profession (larval politician) has also been

    added.

    Many new warrior professions have been

    add ed. The swashbu ckler is a man of style and

    stealth, relying on agility and qu ick wits over

    brawn y muscles and heavy armor. The thug is

    the an tithesis of the cavalier, being simp ly an

    unp rincipled m ercenary to w hom violence and

    mu rder is as natur al as buying a pair of shoes.

    The pirate is a freebooter and bu ccaneer w ho

    preys off the sea lanes or assau lts small

    commun ities from the sea in qu ick raids.

    Sailors are knowled geable in the w ays of thesea, with a wid e variety of skills.

    Necromancers are those wh o speak with the

    dead. Alchemists dabble in chemistry and

    mans soul. A sage is a highly knowledgeable

    researcher, typically widely based in a va riety of

    lore skills.

    The beggar profession has been removed . The

    farmer profession has been ad ded; a base

    laborer, this is intend ed for p lain vanilla

    peasants and land holders. The Constable of

    the People is a w arden of the law charged w ith

    protecting the p opu lation from criminals; it

    differs from the gu ard in being m ore focused on

    information collection th an combat; it also costs

    more CPs.

    Concrete examp le of skill calculations and

    better terminology.

    The character generation system ha s been

    reorganized a bit to lay it out in a more

    utilitarian mann er.

    For combat, several new rules have been ad ded

    in support of firearm u se. Some rules are added

    for au tomatic gun fire. Op portu nity fire is

    add ressed, and in general the m issile combat

    rules are cleaned up . The sanity system is

    extended to supp ort the notion of panic.

    Direct fire vs. ind irect fire. Rate of fire is the

    max nu mber of attacks the character can make;

    his agility may also limit this. The skill is

    redu ced in a similar fashion as in the regu lar

    rules - the more targets, the lower the chan ce to

    hit each of them .

    About the Game

    Circe (pronounced sir-see) is a skill based

    gaming system d esigned for medieval fantasy

    game worlds w here magic is pow erful but rare.

    This system is inten ded to realistically model

    life as an adventu rer in a med ieval world in

    wh ich monsters an d magic really do exist, and

    gods do look dow n from the heavens.

    Circe is also the first Comp uter Aided

    Roleplaying Game. This gam e need s the use of

    a compu ter by players and referee to generate

    characters and adventu res. The use of a

    comp uter is by no means required, however.

    Nearly all of the math is simp le arithmetic. The

    reason so many equations are u sed is to make it

    simpler to mod el all of the ru les in a comp uter

    program. Because it was designed w ith

    compu ters in mind , its being used in the

    WorldForge online gaming system.

  • 8/4/2019 Circe Fantasy Role-Playing System

    5/143

    INTRODUCTION About the Game

    Release 1. 3/ 31/ 00~ 5 ~

    This system is sup erior to many others becau se

    it allows and encourag es players to use strategic

    thinking. Combat is more than just swing,

    swing, swing, for examp le. It requires asophistication of thought; the player must judge

    the opp onent h e is up again st: Will he fall for

    a feint again this roun d, or shou ld I go for an all

    out shot right off? Perhaps I should sw itch to a

    more d efensive style.

    Much care has gone into seeking the prop er

    balance in the weapon and arm or numbers. I

    think you ll find th at p layers will find ben efits

    in different features of the different weapons,

    and w ill natu rally diversify their choices. One

    player may pr efer the weap ons that enable

    great amoun ts of damage, w hile another likesthe staff because of its du al use in attack as we ll

    as defense, and a third p layer chooses to take a

    dagger and w restling approach with the intent

    of getting inside an opponen ts reach and thu s

    preventing counter attacks. Similarly, one

    player may choose an armor w ith a high

    defense score, while another places more

    importance on freedom of movement.

    As a result, you will see your combats natu rally

    become mor e colorful and more realistic-

    seeming. Feints, wrestling, and maneu vering

    grow in import ance. On average, battles will go

    to the side with the greater nu mbers, but there

    is grand room for crafty tactics that can turn the

    tide of combat. And because the benefit of

    defeating a foe is mu ch less than th e pena lty of

    receiving d amage, players will realize that

    dealing with a foe through n egotiation, bribery,

    trickery, or simp ly runn ing away is sometimes

    better than taking a severe beating.

    The profession system used in this game is

    different than the class system used in other

    games. Ones profession colors the character at

    the start of the game, but thereafter the

    characters skill development is based on a ctual

    game experiences and the training appr oach

    adopted by the player character.

    In writing this game, each ru le was judged on

    realism, simplicity, and gam e balance. Detailed

    and realistic rules that bogged d own game p lay

    or couldnt be remembered off the top of oneshead were chucked. Rules that thwa rted

    physics and drew ridicule were rep laced w ith

    more sensible ones. Rules that were foun d to

    give exceptional, unfair, or unwarranted

    advantages were toned dow n or removed.

    And keep in mind that, like with all roleplaying

    games, the rules that follow are simply

    guidelines to h elp create a more realistic, fun

    game. While a great deal of thought w ent into

    every ru le, if you find th at they n eedlessly

    complicate things or r esult in effects you feel to

    be un realistic or un d esirable, please feel free toadjust them as you see fit!

    Note: Throughout this book the male pronoun

    is used; the reader sh ould su bstitute he or she,

    she, or it as appropriate.

  • 8/4/2019 Circe Fantasy Role-Playing System

    6/143

    ACKNOWLEDGEMENTS About the Game

    Release 1. 3/ 31/ 00~ 6 ~

    ACKNOWLEDGEMENTSA gam e system cannot be d esigned alone, and

    this system is no different. Much of the system

    was developed collaboratively du ring play, and

    so the p layers deserve special mention u p front

    for their patience and valuable suggestions.

    Most of the players have gone beyond the call

    of du ty to assist in developing some areas of the

    game system. Ty Parent was of immense help

    in solidifying both the character generation

    system and the combat system. Tom Clymer

    provided m any ideas and comments on the

    magic system. David Ray, Chu ck Hale, and

    Dara McGloughlin p rovided inpu t on many

    comp onents of the system.

    Finally Id like to thank every one w ho d id not

    laugh at the id ea of developing yet an other

    game system and to especially thank those w ho

    expressed th eir app reciation of it.

    GLOSSARYAttribute One of the prim ary ratings of a

    characters ph ysical, men tal, or spiritual

    capabilities.

    Character Any imaginary creature that carries out

    actions in the game.

    Delta When making a skill or ability check, the

    delta is the difference between w hat was

    rolled and w hat was needed. For

    example, if a character has a 17 strength

    and rolls a 5 strength check, he hasachieved a d elta of 12.

    Method A functional category of magical pow er.

    NPC Non -player Character. Sometimes

    pronounced Nipick.

    PC Player Character

    Player Character An imaginary creature operated by a

    player.

    Player A real hu man being wh o is playing the

    game.

    Profession A collection of skills that are used in the

    pu rsuit of a particular way of life.

    Skill A rating of a characters know ledge or

    training.

    Techniqu e A sub-pow er of a method that allows for

    a specific way of interaction with matter,

    energy, or reality.

    Tradition A system of beliefs and practices

    surrounding a set of magical methods.

  • 8/4/2019 Circe Fantasy Role-Playing System

    7/143

    PART I: CHA RACTER STATISTICS Chapter : Circe Points

    Release 1. 3/ 31/ 00~ 7 ~

    PART I: CHARACTER STATISTICSDesigning a character in Circe is pretty

    straightforw ard. You first generate your set of

    attributes, then p ick a race and p rofession, and

    then pick the skills your character excels in.

    Skilled players will recognize tha t since their

    characters cannot learn every skill the party

    needs, they should focus on being very good at

    a few u seful skills, and rely on the other p layer

    characters to fill in whatever is missing.

    Below is the character d esign process:

    1. Determine num ber of Circe Points available

    2. Roll attr ibutes

    3. Choose race

    4. Determine racial abilities and skills

    5. Select vital statistics

    6. Select profession and determine skills and

    powers

    7. Get starting equipm ent

    Chapter 1: Circe Points

    A n ew character begins w ith 25 Circe point s

    (cps). These points allow pu rchasing of

    benefits above and beyond w hat is norma lly

    available. Players w ith left-over Circe p oints

    from their last character can use th ese points in

    designing their new character. Each race and

    class is given a Circe point cost; the p layer mu st

    expend this num ber of points in ord er to select

    that race/ profession/ option for his or hercharacter.

    Its okay to ha ve negat ive Circe Points at an y

    point d uring the character design process, as

    long as the player ends up with zero or greater

    points at the start of the game.

    During play the p layer will have the

    opp ortunity to earn more points through good

    roleplaying, accomp lishing goa ls, doing h eroic

    things, and br avely sacrificing oneself. These

    points m ay be spent to increase ones attributes,

    gain skills or reputa tion, and so forth.

    Unlike other character traits, Circe points

    remain w ith the player, not with the character.

    Thus w hen a p layers character is killed, the

    Circe points it earned can be carried over to th e

    next character. Referees can aw ard Circe points

    at will, but th ey are not allowed to take them

    away from a player after theyve been awa rded.

    Some p rofessions an d races will be too

    expensive to buy the first time the p layer plays.

    This is to encourage the p layer to run a variety

    of different kind s of characters, and to give

    them something to work toward s, and to look

    forward to once their current character d ies or is

    retired. This also encourages p layers to role-

    play and to set goals for their character other

    than just hacking and slashing.

    Chapter 2: Attributes

    There are eight attributes tha t describe a

    characters mind, spirit, and body. All of these

    attributes are imp ortant. Most adventurers will

    have scores in the 10-14 range, bu t its en tirely

    possible to hav e scores of 1 or 21.

    Roll on 4d6 and d iscard th e lowest die. Total

    the dice and record for strength. Continu e for

    each attribute in order. As many sets may be

    generated as d esired, but each six full sets

    generated cost 1 CP. This meth od generat es an

    average value of 12. All brand s of hu man s,

    elves, hobbits, and d warves u se the same types

    and nu mbers of dice to roll attributes; some of

    the odder character races have bonuses or

    pen alties to the d ice rolls. These are listed in

    chapter 4.

    6WUHQJWK

    Strength is a measu re of mu scular ability and

    general endu rance. It determines the amount of

    force a character can ap ply in a given situation.

  • 8/4/2019 Circe Fantasy Role-Playing System

    8/143

    PART I: CHA RACTER STATISTICS Chapter : Attributes

    Release 1. 3/ 31/ 00~ 8 ~

    High strengths are required to w ield larger

    weap ons that do larger amounts of dam age.

    Characters with high strengths are also able to

    get better use of their weap ons through strengthenhanced attacks, which increases the average

    dam age a particular weap on does.

    High strength helps for feats like bending bars

    and su ch. In wrestling or hand to hand

    fighting, high strength is vital for dam aging the

    opp onen t. Strong characters are also able to fire

    bows w ith higher string tensions, thus

    increasing the maximum ran ge. Characters

    with high stren gths are also less easily fatigued

    and can wear heavier armor in battle and travel

    for longer d istances without tiring.

    Characters reduced to 0 strength mu st make a

    health check each day or lose a point of health.

    $ JLOLW\

    A characters quickness an d d eftness is

    measured by the agility attribute. This is a very

    impo rtant statistic, as it controls a characters

    ability to defend h imself and how fast they can

    go in a dead sp rint. It is the basis of all the

    melee combat skills, and is used w hen training

    these skills.

    Characters redu ced to 0 agility will be un able to

    stand u pright or even sit without aid.

    3UHFLVLRQ

    Missile weap on skills, including man y spells,

    are based up on the precision attribute. This

    governs how careful and meticulous a character

    is. Precision also plays into all of the craft skills

    and is thus an important statistic for craftsmen,thieves, and healers. Precision is a measu re of

    ones eyesight and hand -eye coordination. A

    highly precise character can carry ou t very

    detailed tasks, such as gem cutting or m ap

    making, with a high degree of qua lity.

    Characters reduced to 0 precision m ust m ake a

    health check each day or lose a point of health.

    3HUFHSWLRQ

    A characters genera l awareness of his

    surround ings is measured by their perception

    attribute. This is a vital statistic for guards ,

    scouts, and thieves for obvious reasons. A

    highly perceptive individual can find hidden

    things easier and m ore reliably than a less

    perceptive person. Having at least one person

    with high p erception in a party is useful for

    detecting and avoiding ambu shes. Psionicists

    also benefit from havin g high percept ion

    ratings.

    Characters redu ced to 0 perception will lose a

    level of sanity each da y unless a willpow ercheck is mad e.

    +HDOWK

    Arguably the most imp ortant attribute for an

    adventu rer is health. Health is a measure of the

    bodys resistance to poisons an d d iseases, but it

    comes into play mos t directly in hea ling battle

    wou nds. Characters with high health scores

    will heal battle wou nd s quickly and will be able

    to continue adventuring wh ile they recover.

    Low h ealth characters have much m ore

    difficulty and n eed more time recovering, and

    they are forced to remain bed ridden for the

    process.

    A characters minimu m starting h it po ints is his

    health. If the characters health score increases,

    then h is total hit points will increase by that

    same amoun t. The converse is not true,

    however; when the health score is reduced the

    hit points are notredu ced. There are plenty of

    other wa ys a character can p ermanently lose hit

    points!The basic amou nt of hit points recovered for a

    days rest is equal to the d elta of a healing check

    divided by four; if the num ber is negative it

    represents lost hit points. Herbs, magic, and

    healing skill all play into helping cha racters heal

    faster, or to avoid taking as mu ch dam age in the

    first place.

    Characters redu ced to 0 health w ill die within

    an hou r from natural causes.

  • 8/4/2019 Circe Fantasy Role-Playing System

    9/143

    PART I: CHA RACTER STATISTICS Chapter : Attributes

    Release 1. 3/ 31/ 00~ 9 ~

    :LOOSRZHU

    Willpower represents mental stability and

    determination. Long term tasks that require

    dedication and concentration are easier to

    perform by characters with high w illpower

    attributes.

    No really imp ortant skills are based off of

    willpower, and it doesnt directly affect combat,

    but it is an important factor in maintaining

    control of ones character. Chara cters with low

    willpower are m ore likely to become insan e, be

    affected b y psionic attacks, or simp ly fail to

    hav e the d edication to stick to a difficult task.

    Characters reduced to 0 willpow er w illacciden tally do themselves in at th e first

    opportunity.

    ,QWHOOLJHQFH

    This ability score determin es how quickly a

    character can learn and is very impor tant for

    gaining skills. Wizards need high intelligence

    attributes to be able to quickly decide on the

    prop er phr ases, symbols, and gestures to use in

    casting their spells. In psionic attacks, thehighly intelligent character stan ds a better

    chance of finding a w ay throu gh his opp onents

    defenses.

    Characters redu ced to 0 intelligence will go into

    a coma and die within a d ay un less artificially

    sustained.

    &KDULVPD

    A characters ability to lead an d to positively

    interact with other beings is measured by the

    charisma attribute. The reaction of other

    creatures to the character can be p ositively

    reinforced with high charisma scores.

    Characters reduced to 0 charisma m ust make a

    health check each day or lose a point of health.

    /XFN

    The luck attribute is a measure of how well

    things just fall into place for a character. The

    referee may call for luck checks to determine th e

    whims of Chance.

    Luck can also be burn ed to reroll bad d ie or

    dice rolls. At any po int and for any roll, the

    player can red uce his characters luck attribute

    by one point an d force a reroll of the most

    recent die or dice combination.

    Characters redu ced to 0 luck will suffer a

    sudden, inexplicable, unavoidable death by the

    end of the day.

    For examp le, Grishnak the Giant a ttacks Bruce

    the Elf with a tr ee, rolls a 3 on his attack roll

    (succeeding by on ly 5 p oints) and th en rolls 3d6

    for 14 points of dam age, exactly enough to

    bring Bruce to 2 hit points an d p utting him in

    such agonizing pain he can do nothing. Bru ces

    player, realizing th at the rest of the pa rty is

    doomed without Bruces pow erful sword arm,

    decides to burn a luck point for an attemp t to

    avoid fate. He cant force a reroll of the attack,

    only the damage, so he does so. Unfortunately,

    Grishnak rolls an 18 this time and knocks Bru ce

    un conscious. Bru ces player could continue

    burn ing luck points, if he wan ted...

    (VVHQFH

    This is a measur e of a characters poten tial for

    wielding su pernatur al pow ers, either m agical or

    psionic. This is a measure of a characters

    inner strength from w hich they may d raw

    energies to fuel spells and p sionics. Many

    mages will sacrifice their essence to gain m ore

    magical pow er, wh ile psionicists pre fer to keeptheir essence levels as high as p ossible so that

    they can use their pow ers at full strength . Some

    of the non -human races have intrinsic pow ers

    that require minimum essence scores, dedicated

    essence, or essence sacrifices. Hu mans benefit

    in that their essence is not tied u p in these

    du biously usefu l racial abilities.

    During initial design of a character, 3 points of

    essence may be trad ed for 1 point in any other

    attribute, 6 points of essence can be tr aded for 1

  • 8/4/2019 Circe Fantasy Role-Playing System

    10/143

    PART I: CHA RACTER STATISTICS Chapter : Traits

    Release 1. 3/ 31/ 00~ 10 ~

    point in tw o different attributes, 9 points for 1

    point in three d ifferent attributes, and so forth.

    Characters with essence scores of 0 become

    undead, typically zombies or ghouls.

    Chapter 3: Traits

    In ad dition to all of the other tr aits a character

    has, there are certain intangible ratings that ar e

    imp ortan t characteristics. The player should

    choose a ranking for his character wh en he

    designs it. Thereafter, the referee will

    determine wh en the character goes up or down

    in those measures.

    5HSXWDWLRQ

    This is a measu re of how well known (famously

    or infamously) a character is in his society. A

    character w ith a high repu tation w ill have better

    luck recruiting followers.

    Unknown

    0

    Known on ly to friends and

    family.

    Indifferent

    5

    People have vaguely heard of

    the character, but so w hat?

    Hero / knave

    10

    Name and deeds are known in

    a few town s and cities, and a

    small group of people highly

    respect or desp ise the character.

    Famous/

    infamous

    25

    Known throughou t a small

    kingdom or prin cipality. Many

    peop le look to the character as

    a role mod el or a symbol of all

    that is wron g with the world.

    Celebrity /

    villain

    50

    Well known through out a

    kingdom and to a lesser extent

    in surrou nding nations. People

    become obsessive about thecharacter.

    Renown /

    archvillain

    100

    Well known through out the

    world. Chara cters name is a

    household word. Characters

    day to day activities are

    discussed in idle chit-chat.

    Moving up to a new repu tation level improves

    ones charisma by one point. If the repu tation

    rating decreases, then the charisma rating will

    drop accordingly.

    Higher reputation levels can benefit the

    character or can lead to trouble. The king may

    be more inclined to enh ance ones social ran k,

    or might become wo rried and send a fewassassins. Peasan ts might seek the character out

    (for better or for w orse).

    Renown characters and celebrities attract

    followers w hether they want them or not.

    Specific Reputation

    Sometimes a char acter can develop a

    particularly strong reputation for a given trait.

    For examp le, a character could b e part icu larly

    well know n for th eir acts of charity, or of

    bruta lity. Some examp les are listed below:

    Figh ting skill

    Justice / mercy

    Military prowess

    Generosity / credit

    A characters repu tation in each of these areas is

    expressed as a p ercentage of between 0% and

    100% of their normal rep utation. This isapp lied to their reputation score for any

    relevant activities.

    3LHW\

    This is how religious a character is. The higher

    the piety rating, the m ore likely a character will

    be able to call upon his god for favors.

    There are several piety ranks. A characters

    piety rank governs the maximum num ber of

    piety points he can have at any on e time:

    Piety Level Na me Rank Max PPs

    Unbeliever 0 0Lay 2 4

    Believer 4 16

    True believer 6 36

    Disciple 8 64

    Devotee 10 100

    Revered Father/ Mother 12 144

    Saint 16 256

    Demigod/ angel/ martyr 20 400

  • 8/4/2019 Circe Fantasy Role-Playing System

    11/143

    PART I: CHA RACTER STATISTICS Chapter : Damage Ratings

    Release 1. 3/ 31/ 00~ 11 ~

    All characters begin the gam e with a p iety score

    of zero, except as n oted in th e profession

    descriptions.

    The character has a pool of Piety Points th at are

    gained and expended th roughout the game; at

    no time may th e character have m ore than their

    maximum amou nt, and if their current score is

    zero or below, they are not allowed to spend

    more p oints. The following actions can raise or

    lower a characters piety points:

    Gain ded icated convert to the

    religion

    +5

    Gain fair weather convert +2

    Worship on gods day +2

    Comp lete pilgrimage +5 to 15

    Recover a holy relic +10 to 20

    Other m inor tasks (religion

    dependent)

    +1

    Comm itted sin -1 to -5

    Comm itted major sin -5 to -20

    Priests have man y uses for piety points, but lay

    folk can spen d the ir piety points to gain their

    god s favor. Any per son can pray to their god

    to gain favor; each piety point sp ent gain a +1

    on th e next die roll.

    6RFLDOUDQN

    Players mu st select the position in society that

    their character begins the game. Chara cters

    wh o know a trade at a level of 15 or higher can

    begin as a tradesman. Soldiers and other ex-

    military chara cters can begin the gam e at the

    yeoman ran k. Clergy are considered separately

    from the social ranking system as long as th ey

    remain m embers of their respective church.

    Slave (-15 cp) Esquire (25 cp)Pau per (-10 cp) Knight (50 cp)

    Serf (-5 cp) Baron (100 cp)

    Yeoman (0 cp) Earl (200 cp)

    Tradesm an (5 cp) Coun t (300 cp)

    Guildsman (10 cp) Duke (400 cp)

    Magna te (20 cp) Archd uke (500 cp)

    Plutocrat (30 cp) King (1000 cp)

    Emperor (1500 cp)

    Independ ent adven turers, thieves, and travelers

    are considered to be pau pers. Adventu rers

    with a n ominal allegiance to a lord a re

    considered to be serfs. Members of well-known

    and respected ad venturing fellowships and

    established m ercenary companies areconsidered to be yeomen; party leaders are

    treated as tradesmen.

    0LOLWDU\UDQN

    This is a measure of advan cement in the armed

    forces.

    The following is a list of army enlisted an d

    officer ranks:

    Private (0 cp) Lieuten ant (10 cp)Lance Corp oral (1 cp) Cap tain (20 cp)

    Corp oral (2 cp) Major (30 cp)

    Lance Sergea nt (4 cp) Lieut. Colonel (40 cp)

    Sergeant (8 cp) Colonel (50 cp)

    Sergeant Major (16

    cp)

    Major General (60 cp)

    Lord Sergeant (32 cp) Gen eral (70 cp)

    Chapter 4: Damage Ratings

    There are several different kind s of damage a

    character can sustain. Each is trackedseparately and is measur ed in levels. A starting

    character w ill begin at fu ll un less the referee or

    player wishes otherw ise.

    )DWLJXH

    The most common form of damage is simply

    getting worn ou t. The most common w ays of

    becoming fatigued a re travel, labor intensive

    work, and combat in heavy armor.

    Energized Benefits and pen alties of

    quick and deliberate ph ases

    halved . Use better of two

    initiative rolls.

    Rested No effect.

    Light fatigue No effect.

    Moderat e fatigue All skill rolls (except

    fatigue checks) suffer -2.

    Extreme fatigue All skill rolls (except

    fatigue checks) at -4.

  • 8/4/2019 Circe Fantasy Role-Playing System

    12/143

    PART I: CHA RACTER STATISTICS Chapter : Damage Ratings

    Release 1. 3/ 31/ 00~ 12 ~

    Exhau stion All skill rolls (except

    fatigue checks) at -8.

    At any p articular time, a character will hav e amaximu m fatigue level. Normal characters

    have a m aximu m fatigue level of rested. Drugs,

    magic, psionics, and m ania can increase the

    maximum fatigue level to energized . Illnesses,

    poisons, drugs, magic, psionics, and depression

    can redu ce the ma ximu m fatigue level.

    3DLQ

    Pain levels are typ ically unimp ortant for

    fighters; they simp ly suffer on. But for mag esor peop le attempting to concentrate it can m ake

    a big difference. Pain does not equate with

    dam age; someone can be und er extreme p ain

    but suffer little or no p ermanent d amage.

    Ecstasy Highly distracting pleasant

    sensation.

    Pleasure Good feeling, easy to ignore.

    No pain

    Discomfort Minor irritant, a du ll ache. Easy

    to ignore.

    Hurt Pain is very noticeable but

    character can do other actions

    without too much difficulty.

    Suffering Character has trouble

    concentrating, walking, and

    doing most norm al tasks.

    Typically is bent over ho lding

    injured part of body.

    Agony Character can do little else but cry

    in pain.

    Shock Character una ware of pain, but

    has trou ble thinking or m oving.

    &RQVFLRXVQHVV

    Super-

    conscious

    High level of aw areness. Ha lf of

    characters essence score is

    add ed to all perception-

    depend ent skill or attribute

    checks.

    Conscious Character can act norm ally.

    Dazed Characters actions are don e at

    half strength.

    Stunn ed Character can do nothing but

    wan der aimlessly.

    Unconscious Character cannot do anything.

    6DQLW\

    Used to measure a characters control of

    himself. The severity of the illness is measu red

    as shown in the table below.

    Sane

    Unbalance

    d

    Character is no ticeably eccentric,

    weird, or loony. Prone to do

    absu rd or illogical things. Maybelieve imp ossible things (such as

    being the king) or hav e odd

    phobias. May be paran oid,

    extremely frightened , suicidal, or

    fanatic.

    Deranged Character is hysterical, w ild or

    maniacal. Lacks full control over

    his actions. Can be calm for

    periods, but every so often erup ts

    in un controlled fits.

    Insane Character is fully off the deep

    end . He acts in a mindlessmanner , in some cases becoming

    catatonic, in other cases simp ly

    babbling incoherently.

    There are many different forms of insanity. The

    forms th at norm al characters can develop are

    listed below.

    Melancholy Character is always in a very

    poor m ood, pessimistic, tired,

    and even suicidal. Most comm on

    mental illness among hum ans.Lunacy Wide swings of mood from

    extreme m ania to deep

    dep ression. In man ic state

    character is energized but has

    little self-control. Common

    illness amon g elves.Delirium Hears voices. Often suffers

    from de lusions. Very difficult to

    concentrate on any task. Can be

    irrational and impu lsive, and

    sometimes insan ely violent.Tormented Fears rule the chara cter. Usua lly

    character is afraid of just a few

  • 8/4/2019 Circe Fantasy Role-Playing System

    13/143

    PART I: CHA RACTER STATISTICS Chapter : Races

    Release 1. 3/ 31/ 00~ 13 ~

    particular things. Fear can be

    irrational, misplaced, and

    paralyzing. Common illness

    among halfling.Crazed Add ictions are a minor form of

    this illness. In severe cases

    character must irrationally repeat

    an action such as han d-washing

    uncontrollably. Common illness

    among dw arves.Berserk High-energy, manic type illness.

    Character is very hyperactive and

    constantly getting into trouble.

    Cant focus on details.

    Aggressive, drawn to fighting

    and battle. Impu lsive andimpatient.

    Madness Uncontrolled anger. Impulsive,

    competitive, and painfully

    sensitive. Must be the hero at all

    costs. Com mon illness amon g

    orcs.

    Other san ity traits: Senility, paranoia, frenzy ,

    violence, imbecility, foolishness.

    The referee will require the chara cters to make

    sanity checks from time to time. Each time a

    check is failed, the characters sanity check is

    red uced by one. These checks can be requiredwhen, for example, the character has been

    und er an extreme amou nt of stress or constant

    stress for a long period, when h e or she does or

    is forced to experience som ething comp letely

    out of synch with their personality (committing

    mu rder , seeing a hor rific sight, etc.)

    A character regains sanity through overcoming

    obstacles, achieving goals, and cond ucting

    himself produ ctively in his profession. In game

    terms, the character can regain lost sanity

    through expenditure of Circe points.

    +LW3RLQWV

    Roll 5d6 for hit po ints. If the tota l is less than

    the char acters health score, reroll the lowest d ie

    until it isnt.

    The player may sp end 5 cp to re-roll his hit

    points du ring the design process.

    Chapter 5: Races

    In game terms, all of the standar d r aces have thesame basic game characteristics. They all use

    the same d ice for attributes, hit points, and so

    forth. Some races have intrinsic ad vantages; to

    be one of these races the player mu st spend the

    nu mber of Circe points ind icated n ext to the

    races nam e. Races with disadvantages p rovide

    Circe points back to the player that can be

    retained for other uses.

    There are no h ard and fast rules for ability score

    limits or requirements, but because of obvious

    differences in p hysical stature the t ypical scores

    for a given attribute may d iffer. For example,hobbits are mu ch less likely to have an 18

    strength than a hum an.

    Race Bonuses or Penalti es

    Goblin -1d6 intelligence

    -1d3 stren gth

    Protoglath i +1d6 agility

    -1d6 h ealth

    Ogre +1d6 strength

    -1d6 intelligence

    -1d6 essence

    Man tis +1d6 agility

    -1d6 essence

    Centau r Reroll one intelligence,

    willpow er, or health die,

    -1d6 essence

    +XPDQV

    Hu mans a re known for their ability to adapt to

    a range of different environments. Hu mans are

    a lot like ants: they are found from the poles tothe equator, both above and below ground. As

    a race, they have a fast enough r eprodu ction

    rate to be able to outgrow the longer lived races

    such as the elves and dw arves, but their life

    spans are long enough to allow am ple

    individu al growth an d p assing on of

    knowledge. Hu mans are more deeply religious

    than an y other race; no matter w hich god they

    worship, hum ans w ill die by the thousan ds to

    prove some theological point or other.

  • 8/4/2019 Circe Fantasy Role-Playing System

    14/143

    PART I: CHA RACTER STATISTICS Chapter : Races

    Release 1. 3/ 31/ 00~ 14 ~

    One of the most significant strengths of humans

    is their grouping tend ency. This behavior has

    allowed th em to form na tions of millions of

    individu als. With this sort of organization thehum ans can overwh elm smaller but

    individu ally more pow erful creatures. The one

    draw back of this trait is that hu mans can also be

    very xenop hobic, often exterminating

    individu als on the basis of race alone. This trait

    is so strong th at lacking som e racial foe, the

    hum ans will turn on each other over some

    obscure issue such as ha ir texture or religious

    differences.

    Hu mans take up a lmost any profession, though

    they are most commonly found as farmers,

    shopkeepers, and such. The moreadventu resome human s usually become

    warriors or clerics.

    FREE SKILLS

    One Language: # p oints equal to intelligence.

    Brawling or Swimming: d6 points

    Fire Use: d8 points

    Melee Combat: d4 points

    Rope Use: d6 points

    Food Preparation: d6 points

    Riding, Land: d6 points

    Any Survival Skill or Reading/Writing : d6

    points

    Voice: d4 points

    Persuasion or Negotiation: d6 points.

    +REELW

    Many p eople think h obbits are closely related to

    hu mans because of the phys ical similarities.The main d ifference is the size, and thu s they

    are often referred to as halfling. But the

    individu als in question vehem ently deny this

    label, insisting We aren t half of anyth ing!

    Were just as comp lete as anyone else, and well

    bite the kneecaps off anyone wh o says

    otherw ise. But the hobbits have been called

    halfling for so long that m any accep t the term ;

    some even prefer that to the more up pity

    hobbits.

    Hobbits are much more consigned to peaceful

    existence than hu mans, though there are always

    a few w ho seek the adventu rers life. Invariably

    even these w ild ones w ill settle down andbecome innkeepers or m ayors or some such.

    Hobbits are known for being very d exterous

    both with missile weap ons and with d etail

    work. Hobbit gemcutter s, jewelers, and

    locksmiths are usu ally the best in the city,

    second only (sometimes) to the dw arves.

    Hob bits usua lly live in hum an cities and only

    rarely form their own coun tries and cities. They

    usually stay with the m ore lucrative trades such

    as jewelry manufacturing and sales, and

    banking, though they also are well known for

    their cooking skills and can be found as bakers,innkeepers, and brewers.

    Traditionally, the more sp irited an d

    adventu resome hobbits take up the thieving

    profession, but u nlike hum ans, not in a

    malicious sort of way. All hobbit thieves follow

    codes of ethics, some re fusing to rob from

    fellow h obbits, others refu sing to kill; they tell

    themselves that they arent really true th ieves

    but of a nobler sort. Because hobbits are

    generally opp ressed by the hu mans th ey live

    with, the hobbit commu nity often looks with

    pride and envy on their fellows w ho find ways

    around the laws and lawmen.

    Hobbits do not look favorably about those w ho

    acquire and flaunt sheer wealth. Even the

    wea lthiest hobbits are expected to live plainly.

    Excess wealth is to be distributed to family and

    followers; the true wealth of a man is measu red

    by the prosperity of those around h im.

    Hobbits tend to h ave the h ighest precision

    attributes of any of the other races, and have

    better perception scores than an y of the other

    races except for elves. On average, hobbits havelower strength a nd health scores than an y of the

    races. And in spite of their repu tation as the

    hap py-go-lucky halfling, hobbits luck h as its

    highs an d lows just like everyone else.

    FREE SKILLS

    One Language: # p oints equal to intelligence.

    Missile Combat: d6 points

    Rock Throw ing: d6 points

  • 8/4/2019 Circe Fantasy Role-Playing System

    15/143

    PART I: CHA RACTER STATISTICS Chapter : Races

    Release 1. 3/ 31/ 00~ 15 ~

    Secrecy: 2d6 points

    Reaction: d6 points

    Fire Use: d3 points

    Fabric Working or Woodwo rking: d6 points

    Food Preparation: d8 points

    'ZDUYHV

    The dw arf accepts his hu man-given label of

    dw arf grud gingly, often espou sing that,

    Well, at least were not as short as th e

    halfling. Dwa rves are short and stocky,

    stubborn and serious, but always strong and

    stout-hearted. They love the land and hate thesea, thou gh there are always exceptions. As a

    race, they value gold an d gem s higher than an y

    other creature save, perhaps, dr agons.

    Hu man settlements often boast a dw arf or two,

    almost alw ays filling in as a blacksmith or

    weapo nsmith. Their talents for working metals

    are w orld known , and their stone w orking skills

    are so highly respected th at hu mans consider it

    bad lu ck to begin m ajor constru ction p rojects

    without one onsite. While dw arves are capable

    of using magic and casting spells, they have a

    severe distru st of it and rarely practice it. Whenthey d o use m agic, it is typically to create a

    magic item or a particularly impor tant p iece of

    jewelry. In their habitations, called holds,

    dw arves w ill fill in all the other tasks requ ired

    by civilization: shop keeping, farm ing, and even

    politics, but their most respected profession is

    mining. Few other races are capable of creating

    and m aintaining the vast und erground

    enterp rises needed to find the lucrative riches of

    the deep. Dwarves despise thievery as being

    against their very na ture, yet there are just as

    many d warven thieves as of any other race,perhap s even more, due to the greed that

    pervad es the race.

    While dwarves h ave religions and always

    worship som e god or another, they are not as

    vehem ent abou t it as other races, thu s the few

    dw arven clerics seen wan dering the lands are

    invariably attached to one of the more militant

    hum an churches. True dw arven clerics only

    leave their holds on the most urgent of

    business.

    Dwarves are driven by two desires: wealth and

    reputation. In dwarven land s, reputation is a

    function of how mu ch wealth one p ossesses, so

    that simp lifies the choices one has to make. Butdw arves not associated w ith a dw arf clan will

    sometimes spend much effort trying to build

    their nam e into something bigger, often

    sacrificing vast sum s to do so.

    Attributes that dw arves excel in a re strength,

    willpower, and hea lth. They generally are not

    as agile as the oth er races and are typ ically

    pretty unlucky. Many dw arves are deaf or have

    vision pr oblems du e to the various h azardous

    careers they pu rsu e, and so they typically arent

    terribly perceptive individuals and m ust m ake

    up for this by training their observation al skills.Charisma is another trait the dw arves need to

    work on, they dont just get along very w ell,

    most being individualists and introverts.

    FREE SKILLS

    One Language: # p oints equal to intelligence.

    Melee Combat: d3 points

    Mining: d6 points

    Earth Lore: d6 points

    Stone Working: d6 pointsObservation Skills: d6 points

    Animal Skills: d6 points

    Animal Lore: d6 points

    Labor Skill s: d6 points

    Voice: d6 points

    (OYHV

    Long, long ago, the lan ds of the planet A llel

    were domina ted by elven civilizations. Butaround two thousan d years ago changes took

    place that doom ed the elves to near extinction.

    Being skilled w ith magic (some sa y better

    skilled than any other r ace ever known on Allel)

    the elves began m anipulating genetic structures

    of living beings, culminating in severa l chan ges

    to their own makeu p. Desiring for longer,

    healthier lives, they discovered a w ay to remain

    youth ful for centu ries. Some say it was

    arrogan ce, others the w ill of the god s, but wh ile

    this chan ge worked as plann ed on m en, it failed

  • 8/4/2019 Circe Fantasy Role-Playing System

    16/143

    PART I: CHA RACTER STATISTICS Chapter : Races

    Release 1. 3/ 31/ 00~ 16 ~

    to affect the women in the same way. A few

    female elves were born w ith this trait, but all

    became infertile soon after reaching pu berty.

    And a mu ch larger percentage of the femalesdied in infancy or durin g birth.

    The consequences were not expected, but they

    were very extreme. Fewer women meant fewer

    babies, and so over a period of several hun dred

    years the elven popu lation dwind led. Wars

    with the mantis took heavy tolls on the elven

    men, and w ars with orcs, human s, and other

    uncivilized mon sters drained the culture of

    resour ces. Soon the civilization was eclipsed by

    new civilizations of human s and d warves an d

    gradu ally the elves retreated into the dark

    forests.

    Elves today are m uch different than they w ere

    thou sand s of years ago. They are typically very

    wild at heart yet still possess the haughty

    attitud e of a once suprem e race. Hated by most

    of the other races of the plan et, the elves often

    disgu ise themselves or remain in isolated

    hiding.

    All male elves have adapted to the dearth of

    female elves by partn ering with other m ale

    elves. While this seems to satisfy their need s

    quite well, it resulted in the cur rent badconnotations of the w ord fairy, and it has only

    exacerbated the pop ulation problems. Female

    elves are often ostracized or d riven from their

    tribes and seek mates with m ales of other

    species; un fortuna tely, many of these pairings

    are un prod u ctive or result in sterile offspring.

    One major d ifficulty that elves face is the

    num ber of creatures bearing them strong

    enm ity. The ancestors of todays elves brough t

    this upon them selves through their poor

    treatm ent of inferior races like orcs and

    hum ans, their repu tation for possessors andcreators of mag ical treasu res, and their foolish

    creation of mons ters specifically designed to

    seek out an d kill other elves.

    All of the h u man -like creatu res shar e ill-will

    tow ard elves: hu man s, orcs, goblins, giants,

    dw arves, and ogres to name just a few. Of the

    most voracious m onsters tha t favor elvish flesh

    are manti.

    ELF, HUMANIZED

    One Language: # p oints equal to intelligence.

    Begging: d6 pointsConcealment: d6 points

    Fire Use: d6 points

    Rope Use: d6 points

    Scrounging: d6 points

    Voice: d8 points

    ELF, N ATURAL OR TRIBAL

    Aelneish: # points equ al to intelligence.

    Dancing: d12 points

    Music: d6 points

    Performing: d6 points

    Sex Appeal: d8 points

    Singing: d6 points

    Voice: d6 points

    *REOLQV

    Who in their right mind w ould w ish to be a

    goblin when they could be an orc? Please skip

    this section and proceed on to the orc section.

    Everyone know s orcs are more than severaldegrees better in every wa y than w impy

    goblins. Goblins are fools. They think that by

    living among hu mans they can acquire wealth,

    protection, and education. Weaklings! Sure,

    the hu man s don t kill off the goblins nearly as

    mu ch as the orcs do, but come on, at least with

    the orcs they can participa te in battles and are

    usually allowed honorable positions at the head

    of the army. And the orcs always pa y great

    attention to th e goblins; with the hu mans,

    theyre always ignored an d left to hav e to do

    everything themselves.

    In the good old days, goblins were mu ch truer

    to form. Theyd live in the wood s and h ills

    und er the benevolent guidance of orcs or the

    occasional ogre, but tod ay th eyre more often

    found in hum an cities doing chores for hu mans,

    carting garbage, cleaning sew age, even being

    barbers! Now adays most goblins have given up

    the ways of the warr ior and ra rely lift their

    weapon s to fight for their freedom , relying all

    too navely on the hu man legal system.

    Fortunately th e race is not en tirely lost, a few

  • 8/4/2019 Circe Fantasy Role-Playing System

    17/143

    PART I: CHA RACTER STATISTICS Chapter : Races

    Release 1. 3/ 31/ 00~ 17 ~

    have kept to their ancestral ways a nd em ploy

    themselves as protectors of the people or serve

    as security troubleshooters for the hum ans,

    often doing this without even being asked!More goblins have been getting involved in the

    study of magic right under th e nose of the

    hum ans, something that us orcs cant condone

    but mu st applaud for its bravery and aud acity.

    And , well, everyone knows goblin men ar e the

    best hung of any of the human oid races

    (cepting trolls, of course.)

    FREE SKILLS

    Lowspeak: # p oints equal to intelligence.

    Any hand w eapon: d6 pointsAny one l abor skill : d6 points

    Mini ng or Fire Us e: d6 points

    Observation: d6 points

    Scroungi ng or Begging : d6 points

    Secrecy or Riding, Land: d6 points

    +DOI*REOLQV

    The offspr ing of a goblin and a h um an, the half-

    goblin is a sterile mu le. Typically, half-goblinsare stronger, more agile, and of a higher

    constitution than either h um ans or goblins, but

    they are as ugly as sin. Ha lf-goblins only

    man age to live if their mothers h app en to d ie in

    childbirth because if not, the mother (goblin or

    hum an, either w ay) will strangle the

    abomination as soon as they can get their hands

    around its neck.

    Throughout life, half-goblins are shunned,

    stoned, and add ressed as dambastard. Half-

    goblins frequently turn to adventu ring as a

    profession because, as theyve learn ed aga inand again, money does buy you love sometimes.

    FREE SKILLS

    One Language: # p oints equal to intelligence.

    Reaction: d6 points

    Any one labor skill: d8 points

    Fire Use : d6 points

    Observation: d6 points

    Scrounging: d6 points

    Secrecy: d6 points

    2UFV

    Amon g all of the races, orcs are, by some

    counts, the most noble and p ure. They refuse to

    live in the filthy cities of the hu man s, yet they

    are not as afraid of show ing themselves as the

    elves are. They dont hang onto the hum an race

    like the pa rasitic hobbits and goblins, and wh ilethey ap preciate gold and s ilver, they don t

    expend every last ou nce of their life acquiring

    such transitory things. Orcs are more

    concerned abou t the truly natural

    Not to be outd one by the other races, orcs, too,

    have thieves, yet they d o not m ake it a virtual

    profession and lifelong study ou t of it like the

    less advan ced h um ans, dwar ves, elves, and

    halfling. When an orc is required to perform

    thieving tasks, it is generally cond ucted on his

    own time ou tside his trad itional calling. Orcs

    do n ot have the wide var iety of practicedthieving method s and techniques of the more

    experienced thieving races like hum ans, so

    when they mu st do a thieving action they are

    more straightforward and up front.

    Orcs rarely engage in ma gic or psion ics, though

    among the elders there is always someone wh o

    know s the spells necessary for assisting the orcs

    in the struggles of everyday life. Most orcs are

    ded icated in the ir religious beliefs, and

    sometimes this causes hear twrenching conflicts

    with their otherwise peaceful dem eanors

    towards other races.

    As orcs are more interested in the outd oors and

    in feats of ph ysical prow ess, they h ave, on

    average, excellent attribu tes of strength and

    health, though other attributes, most notably

    intelligence and willpower, are often derided by

    other races; the truth is that throughout orcish

    history there hav e been well over seven orcs of

    very above average intelligence. And th e so-

    called low willpow er of orcs is a disservice to

    the race; the m any activities believed to be v ices

  • 8/4/2019 Circe Fantasy Role-Playing System

    18/143

    PART I: CHA RACTER STATISTICS Chapter : Races

    Release 1. 3/ 31/ 00~ 18 ~

    by other races are considered by orcs to be

    highly desired and respected traits, and it takes

    a good d eal of fortitude and will to und ertake

    the marath on imbibing of near poisonousquantities of beverages and herbal medications,

    the p hysically exhau sting activities of

    procreation (often d isplaying their desire for

    racial harmony by allowing participation of

    other races in this behavior), and the constan t

    tests of orchood through one-on-one

    recreational activities that true orcs must

    partake.

    FREE SKILLS

    Lowspeak: # p oints equal to intelligence.Brawling : d6 points

    Spe ar, Axe or Club: d6 points

    Any thrown weapon: d4 points

    Animal Skills: d6 points

    Wilderness Survival: d6 points

    Fire Use : d6 points

    Cheating : d4 points

    Mining: d6 points

    0DQWLV

    This is a very d ifficult race to play. Mantis get a

    nu mber of benefits primarily of a combat

    nature, but they mu st suffer a nu mber of

    roleplaying pen alties, the most notable of which

    is that they more than likely will be killed on

    sight if they are ever foun d near or in a hu man

    inhabited city. Besides this, they are incapab le

    of making hum an vocal sounds and have

    difficulty hearing the lower pitched sounds of

    the male hu man voice; hum ans, in turn, are

    una ble to d iscern the m any variations in pitchesand timbers that the Mantis produ ces so are

    nearly incapable of und erstanding man tis

    speak. There are many social differences

    between mantis and hu man cultures, such as

    the formers prop ensity for eating hum ans.

    Mantis always eat their dead, wh ich is a p oint

    of contention in an y group of travelers or

    adven turers that include mantis, as hum ans

    always wan t to waste their meat by burying or

    burning it.

    FREE SKILLS

    Noisy clicking language: # points equal to

    intelligence.Leg Strength: d6 points

    Tightrope w alking: d6 points

    Stringed Instrument: d6 points

    Butchering: d6 points

    Wilderness Survival: d6 points

    Claw: d3 points

    Bite: d3 points

    3URWRJODWKL

    Protoglathi? Nop e, never heard of it. You

    haven t hea rd of it, either, not u ntil 1109

    anyway.

    2JUH

    Hm m, are you sure? I guess if you really wan t

    to have the big mu scles, but are you certain its

    worth it? Ogres are hunted by many human s,

    and while the ogres try to eat all of the hu mans

    they can find, it barely den ts the tide of heroes.Some ogres give up an d just travel around w ith

    the hum ans and h elp them out lifting very heavy

    things, but the p oor ogres often slip u p an d eat

    someone, and then th e hum ans make a big

    stink, and, well, at least evolution is hard at

    work with ogre-kind and one day perh aps

    theyll get smarter.

    In the w ild, ogres are the free children of natu re,

    going wher e they wish, eating things, breaking

    things, and procreating w ith anything large

    enough. A few ogres have taken up living with

    hum ans, often allowed to wear pr ized metal

    chains and collars. Still, these ogres are

    dissatisfied w ith their lives and seek to imp rove

    them in any way p ossible. They may suggest

    architectural changes to the bu ildings or w alls

    they are assisting with that the builders never

    dreamt of. Sometimes the ego clashes are so

    strong tha t the ogres leave in a huff for other,

    more fundamental projects like mining and

    road bu ilding.

  • 8/4/2019 Circe Fantasy Role-Playing System

    19/143

    PART I: CHA RACTER STATISTICS Chapter : Vital Statistics

    Release 1. 3/ 31/ 00~ 19 ~

    7URRJUH

    The sterile offspring of a troll and an ogre (since

    trolls are big enough, and ogres are open-

    minded ), the troogre is as strong an ox and

    fights like one too. Smells like one, too, bu t

    nevermind th at. Theyre smarter than either

    trolls or ogres, but that s not sayin g mu ch, is it?

    Unlike trolls or ogres, troogres are extremely

    extroverted and friendly, and care a great deal

    about other people. Neither ogres nor trolls

    will have anything to do w ith the troogre, so

    they often end up in a hu man settlement, acting

    as strongmen and w orkers. This interaction

    with hu mans will often d rive them to actuallybathe an d restrict their eating habits to things

    that are dead and cooked. Er, non-human

    things...

    FREE SKILLS

    Lowspeak: # p oints equal to intelligence.

    Any one spoke n language: d6

    Any one l abor skill : 2d4 points

    Brawling : d6 points

    Scrounging: d6 points

    Leg Strength: d4 points

    Rope Use: d6 points

    Singing: d6 points

    Chapter 6: Vital Statistics

    +HLJKW

    Characters can be any height they w ish, within

    racial norms. Height has no impact on any of

    the characters attributes. Tall characters tend

    to be more respected in most cultures, but they

    hav e trouble fitting into small tunne ls.

    :HLJKW

    The player should p ick a w eight that is

    app ropriate to the height. The weight has no

    impa ct on character attribu tes. Overly large

    characters tend to be less fit than their scrawn ier

    friend s, but th ey are stronger an d better able to

    take blows, too, so it balances ou t.

    The degree of obesity affects how peop le view

    the character. Characters that are much wider

    or thinner than the racial norm will be taken

    less seriously, especially if theyre short.

    $ JH

    All characters are assum ed to begin the gam e as

    young adu lts. The player may choose to make

    his character older; this provid es the player

    with ad ditional Circe points to sp end elsewhere

    in the chara cter design. For each decad e of age

    beyond the young adu lt category, the character

    gains 1d10 cp.

    The following table show s four of the five age

    groups that characters will pass throu gh.

    Race

    Young

    Adult M ature Old Ancient

    Human 16-25 26-50 51-70 71-120

    Dwarf 21-50 51-150 151-300 301-400

    Elf 31-250 251-400 401-500 501-650

    Hobbit 20-35 36-70 71-100 101-150

    Orc14-20 21-40 41-60 61-80

    Goblin 12-20 21-35 26-40 41-60

    Ogre 16-25 26-40 41-55 56-70

    The table below show s the effects of aging on a

    characters attr ibutes.

    Attribute

    Young

    Adult M ature Old Ancient

    Int. +d3-2 +d3-1 +d3

    Will. +d3-2 +d3-1 +d3

    Per. +d3-d3 +d3-d3 +d3-d3

    Char. +d3-2 +d3-1 +d3

    Str. -d3+2 -d3+1 -d3

    Agl. -d3+2 -d3+1 -d3

    Health -d3+2 -d3+1 -d3

    Aging through th e use of magic causes any

    penalties to be app lied, but d oes not provide

    any benefits. Thus, if an increase in a attribute

    is ind icated, it should be ignored .

    When u sing magic to restore youth, app ly the

    nu mbers above, but in reverse. Magical

  • 8/4/2019 Circe Fantasy Role-Playing System

    20/143

    PART I: CHA RACTER STATISTICS Chapter : Professions

    Release 1. 3/ 31/ 00~ 20 ~

    restoration of youth provides both the benefits

    and pen alties. For examp le, a 30 yr old ogre

    drinks a p otion of youth and becomes 7 years

    younger, moving him from the mature categoryto theyoung adultcategory. H is intelligence

    changes by -d 3+2 points; he rolls a 3 and loses 1

    point of intelligence. H is agility chan ges by d3-

    2; he rolls a 3 again and gains 1 point of agility.

    *HQGHU

    The characters sex will not affect his or h er

    attributes.

    Chapter 7: Professions

    Each starting character p icks one of the listed

    professions as a guide for selecting skills an d

    character goals. The choice of pro fession does

    not restrict w hat the character can and cannot

    do in the future, it merely indicates what h e or

    she d id in the past. Thus it is not critical that

    one select a profession optimal for combat; one

    can choose a mu ndan e profession and learn

    magic, combat, or other necessary skills later.

    How ever, it takes a long time to build u p apar ticular sk ill, especially ones tha t are

    infrequen tly used . So characters that begin the

    game w ith a few u seful skills at high levels

    seem to do better than characters with a w ide

    variety of low skills.

    It is very impor tant to realize that your

    character is part of a team, so rather than being

    so-so at a lot of skills, it is better to specialize in

    an area not already covered, letting the others

    make u p for your characters w eaknesses.

    The exact makeup of the party shou ld bedesigned to mesh w ith the type of camp aign

    being played, but in general a party sh ould

    include one or two excellent fighters, a person

    capable of healing, someon e able to detect traps

    and other dan gers, someone able to carry out

    reconnaissance and a p erson good at

    commun ication. It helps to have coverage of

    some of th e craft skills, a var iety of langu ages,

    and a few survival oriented skills.

    PROFESSION SKILL LISTS

    In the profession descriptions on the following

    pages, the first list gives a specific skill or achoice of several specific skills, and a d ie type or

    dice combination. The player rolls these dice

    and receives that m any p oints in the given skill.

    The second list gives skill grou ps an d th e

    num ber of points that can be distributed to

    skills in the group s. Each paragrap h begins

    with a m ultiplier and an attribute. Multiply the

    attributes score by the mu ltiplier to determine

    the nu mber of skill points that can be

    distributed to the skill families listed in the

    remainder of the paragrap h. In parenthesis is

    indicated the maximum num ber of skill pointsthat can be distributed into those skills. If the

    player has spent or received p oints on one of

    the skills in the group previously, he m ay add

    more p oints at this time. In a given skill grou p

    the player m ay choose the skill matching the

    given nam e or any skill der ived from it.

    PROFESSION-BASED EXPERIENCE

    Each p rofession has listed with it a set of actions

    that p rovide benefits such as Circe points,

    repu tation, or piety points. These actions areminor accomplishments that the character is

    encouraged to perform . In a sense, these

    activities are wh at makes th e profession wh at it

    is.

    In most cases, the activities are intend ed to be

    extraordinary or d ifficult; things that go far

    beyond every d ay events or involve dedicated

    effort on the p art of the player.

    DESIGNING NEW PROFESSIONS

    In designing th e pr ofessions, given skills andchosen skills were balan ced against other

    benefits and d raw backs. The following ru les

    were followed to app roximate the cost in Circe

    points for each profession:

    For given skills, the cost for a given die

    combination were calculated from the followin g

    table:

    d3 3 2d3 7 3d3 11

    d4 4 2d4 9 3d4 16

    d5 5 2d5 13 3d5 19

  • 8/4/2019 Circe Fantasy Role-Playing System

    21/143

    PART I: CHA RACTER STATISTICS Chapter : Professions

    Release 1. 3/ 31/ 00~ 21 ~

    d6 6 2d6 15 3d6 22

    d8 8 2d8 19

    d10 12

    d12 14

    For chosen skills, each 1 pt attribute m ultiplier

    cost 25 cp.

    For starting funds an d equipment, up to 100

    core requ ires 5 cp, u p to 200 requ ires 10 cp.

    Each profession w as allowed to hav e 200 Circe

    points worth of given and distributed skill

    points and of money, starting equipment, and

    special abilities.

    Referees may wish to u se these rules of thumbwh en designing new p rofessions, but players

    should n ot be perm itted to create professions

    this way because of the d angers of over-

    optimization.

  • 8/4/2019 Circe Fantasy Role-Playing System

    22/143

    PART I: CHA RACTER STATISTICS Chapter : Professions

    Release 1. 3/ 31/ 00~ 22 ~

    %DUEHU6XUJHRQ

    Cost Breakdown:

    Given skills 40

    Distribu ted skills 150

    Starting fund s 10

    The barber-surgeon is a common an d imp ortant

    mem ber of the comm un ity, for he has the skills

    to repair the human bod y. Learned doctors and

    physicians look dow n on the barber-surgeon as

    only a step above the butchers and horse

    groomers, but all call upon h im to knit the

    wou nds of the injured.

    Medical Aid ................................................. d6

    Surgery ........................................................ d6

    Grooming .................................................... d6

    Knife/ Dagger ............................................. d6

    Nurs ing ........................................................ d6

    Herbalism ..................................................... d6

    Physiology ................................................... d4

    1 x Agility in any Melee Combat skills (5 pts

    max), any Missile Com bat skills (3 pts m ax),

    an y Secrecy skills (3 p ts max), or an yAthletic skills (5 pts max)

    2 x Precisi on on an y Craft skills (5 pts m ax)

    1 x Intelligence on any Communications skills

    (8 pts m ax) or Lore skills (5 pts m ax)

    1 x Charisma on any Social skills (5 pts max) or

    Observa tion skills (5 pts m ax)

    1 x Willpower on an y Labor skills (3 pts max)

    or An imal skills (5 pts max)

    STARTING EQUIPMENT AND FUNDS

    Barber-surgeons begin with a comp lete set of

    operating tools. They tend to have a few

    valuab le herbs or poisons (of the players

    choice).

    Barber-surgeons that tu rn to ad venturing

    generally do so either because they wish to

    garn er the riches of the lifestyle, or to escap e

    retribution from prior mistakes. Thus

    adventu ring barber-surgeons begin the game

    with only 30-180 (3d6*10) core.

    ADVANCEMENT

    Barber-surgeons follow the standard craftsman

    promotion path:

    Apprentice: To be called a barber-surgeon a

    character mu st have th e following skills at the

    levels ind icated:

    Medical Aide-6 Grooming -6

    Nu rsing-4 or Physiology-4 Surgery-6

    Add itionally, the character mu st be sp onsored

    by a journeym an barber-surgeon and

    recommend ed by a master.

    Journeyman: To be a journ eyman Barber-

    surgeon, a character must have the following

    skills:

    Med ical Aide-8 Sur gery-12

    Grooming-12 Nursing-6

    Physiology-6

    The character must also perform a nu mber of

    successful su rgeries of different sorts - setting

    broken bones, stitching u p various kinds of

    wou nds, removing d iseased organs, etc.

    Additionally, the journeyman barber-surgeon

    must p ass an accredited board of review

    consisting of not less than five ma sters of theart.

    Master: At a minimu m, a master barber

    surgeon mu st qualify to be a journeyman , must

    pass apeer review, and m ust have a total of 50

    points in t he following skills:

    Diagnosis

    Medical Aide

    Physiology

    Surgery

    It is also expected th at the barber-surgeon make

    a d iscovery or invent a p rocedu re w hich w ill

    advance the art.

    EXPERIENCE

    Like all craftsmen, barber-sur geons ga in Circe

    points for extraordinary achievements:

    Extraord inary shave an d a haircut ........ 1 cp

    Cond uct su ccessful major surgery ........ 1 cp

    Extraord inary su rgery ............................. 5 cp

  • 8/4/2019 Circe Fantasy Role-Playing System

    23/143

    PART I: CHARACTER STATISTICS Chapter : Professions

    Release 1. 3/ 31/ 00~ 23 ~

    %DUG

    Cost Breakdown:

    Given skills 36

    Distribu ted skills 150

    Starting fund s 19

    Spell abilities 20

    The bard is a practitioner of music and m agic.

    While not as pow erful as raw ma ges, bards

    hav e a variety of comm un ication skills that give

    them an edge in political matters. Because of

    this, bards are universally respected even inregions tha t dislike or disallow spell casting.

    Lyrism ........................................................... d6

    Mu sic ............................................................ d6

    Oratory ......................................................... d6

    Voice ............................................................. d6

    Singing .......................................................... d8

    Ancient or Modern History ....................... d 4

    1 x Agility in any Melee Combat skills (3 pts

    max), any Secrecy skills (5 pts max), or any

    Athletic skills (8 pts max)

    1 x Perception on an y Observat ion skills (5 pts

    max)

    2 x Intelligence on any Communications skills

    (8 pts max), Lore sk ills (5 pts max), Lyrism

    meth ods (5 pts m ax), or formulated sp ells (8

    pts max).

    1 x Charisma on any Social skills (8 pts max)

    1 x Willpower on an y Labor skills (5 pts max),

    Animal skills (3 pt s max), or Craft skills (5

    pts max)

    STARTING EQUIPMENT AND FUNDS

    A bard alw ays begins the game w ith any one

    instru men t of his or her choice and 10-200

    (10xd20) core. Ad dition ally, becau se of the

    nature of the profession the bard will start the

    game w ith a gift, chosen rand omly from the

    following list:

    1. Trained horse: know s a few entertaining

    tricks. Smarter than average.

    2. H igh quality mu sical instrum ent: +2 on

    playing skill.

    3. Follower: Youn g boy or girl who idolizes

    the character.

    4. Extra fine dress or suit: Worth about 500

    core, but custom -tailored to PC.

    5. Patron : Person who will grant mon ey to

    fund end eavors and wh o is enamored with

    the character and / or the characters talent.

    6. Magical mu sical item with some odd minor

    pow er chosen ran domly by referee.

    7. Famed mentor: Chara cters trainer is/ was a

    very well respected, pop ular bard, and

    characters association p rovides instan t

    credibility and tru st.8. Fleeting fame: By hap pen stance, one of

    characters songs, stories, or skits is the h it-

    of-the-mom ent. Itll be forgotten soon, but

    for the next few mo nths , the characters

    work is in high demand .

    SPELL ABILITIES

    ADVANCEMENT

    Apprentice: To become an apprentice bard, a

    character must be m entored by a journeyman or

    master bard, and must h ave a score of 8 in any

    mu sical instrum ent or a score of 10 in singing.

    Journeyman: To become a journeym an bard , it

    is necessary to achieve a rep uta tion score of 15

    or higher, wr ite at least one original ballad , and

    achieve a total score of 100 in the following

    skills:

    Singing Percussion Instru men t

    Modern History String InstrumentAncient History Whistling

    Oratory Chanting

    Heraldry Wind Instrument

    Master: A master bard mu st be recognized by

    his fellow bard s as such. There is no official

    procedure for d eclaring a bard as such, but after

    achieving all of the followin g requirements the

    bard will most likely have entered master

    status.

  • 8/4/2019 Circe Fantasy Role-Playing System

    24/143

    PART I: CHA RACTER STATISTICS Chapter : Professions

    Release 1. 3/ 31/ 00~ 24 ~

    The bard mu st achieve a total of 100 points,

    comp rised of the sum of the following skill and

    trait scores:

    Reputat ion String Instrum ent

    Singing Percussion Instrum ent

    Oratory Wind Instrument

    EXPERIENCE

    Bard s gain experience through th e art of song.

    Sing 5 round song in combat, resulting in

    victory: 1 cp.

    Teach another in the u se of song or in playing

    an instrum ent (i.e. increase their skill in an y

    mu sic-related skill by one p oint): 1 cp.

    Change som eones m ind, or convince someone

    to do something against their nature through

    the use of song: 2 cp.

    Invent a n ew song (player must w rite lyrics or

    demon strate melody): 5 cp.

    Overcome a powerful foe exclusively through

    use of song (e.g. bypass dragon by singing a

    son g of its glory): 10 cp.

    Influence a sufficient nu mber of peop le to

    dr astically chan ge the course of a cultu re: 20 cp.

  • 8/4/2019 Circe Fantasy Role-Playing System

    25/143

    PART I: CHA RACTER STATISTICS Chapter : Professions

    Release 1. 3/ 31/ 00~ 25 ~

    %HJJDU

    Cost Breakdown:

    Given skills 50

    Distribu ted skills 150

    Starting fund s 0

    Spell abilities 0

    Scrounging ................................................... d8

    Sneak or Con ceal ......................................... d6

    Shadowing ................................................... d6

    Social Skill .................................................... d6Performing ................................................... d6

    Begging ......................................................... d6

    Streetw ise ..................................................... d6

    Detection ...................................................... d6

    1 x Strength on any Labor Skills (8 pts max) or

    Ath letic Skills (5 pts m ax)

    1 x Agility on Melee Combat Skills (3 pts m ax),

    or Secrecy Skill