L.U.R.P.S V4.2

Lewis' Universal Role-Playing System. Now suitable for d20.

Basics and Character Creation

Skills

Combat

  • 1 Handed Weapons
  • 2 Handed Weapons
  • Simple/Thrown/Unarmed
  • Gunpowder Weapons
  • Bows & Crossbows
  • Combat Strategy
  • Dirty Fighting

Physical

  • Listen / Spot
  • Search
  • Climb / Balance / Parkour
  • Feat of Strength
  • Survival / Swim
  • Riding & Animal Training
  • Inventory Management

Social

  • Bluff / Fast Talk
  • Diplomacy
  • Barter / Haggle
  • Intimidate
  • Perform
  • Gather Information & Sense Motive
  • Leadership

Subterfuge

  • Stealth
  • Disguise
  • Pick Locks & Escape Artist
  • Use Ropes & Traps
  • Sleight of Hand & Games
  • Dirty Fighting
  • Forgery

Knowledge

  • Arcane & Magical Creatures
  • History & Geography
  • Religion & Nobility
  • Animals & Nature
  • Medicine & Healing
  • Engineering & Architecture
  • Alchemy & Poisons

Spell Schools

  • Fire & Light
  • Earth & Nature
  • Water & Ice
  • Air & Lightning
  • Shadow & Illusion
  • Metal & Transmutation
  • Necromancy & Enchantment
  • Abjuration & Healing
  • Motion & Levitation
  • Conjuration & Scrying

Stats

  • HTP - Hit Points (You should know what these do!)
  • MAN - Mana (For spells, wands and magic.)
  • SPE - Speed (For moves like charging and extra attacks.)

You start with 10 HTP, MAN and SPE. To raise these up, you spend 1 point per HTP, MAN or SPE.

Skill Cost Guide

Rank Total Cost Cost To Raise
1 1 1
2 2 1
3 3 1
4 5 2
5 7 2
6 9 2
7 12 3
8 15 3
9 18 3
10 22 4
11 26 4
12 30 4
13 35 5
14 40 5
15 45 5
16 51 6
17 57 6
18 63 6
19 70 7

Mana and Speed Costs

Rank Mana/Speed Cost Magic Damage
1 1 1d6
2 3 2d6
3 6 3d6
4 10 4d6
5 15 5d6
What you start out with.

All characters start with 5 in Simple Weapons, 10 Hit Points, Speed and Mana. If you don't have the skill, you can't use it! You cannot have 20 in a skill, but you may have as much HTP, MAN and SPE as you can buy!

Races, Feats & Flaws

Races

Human -

Pick 1 skill/spell school to have advantage on.

Erlkin -

Faster movement - advantage on initiative and movement checks

Dwarf -

Resistance to knockdown, and charms/sleep

Orc -

Ignore armour when flanking/surprise - +1 bonus action when surprising

Goblin -

Can see in the dark - detect poison, traps/secret doors

Rooskald -

Claw attacks (you deal 1d6 slashing unarmed) and Natural armour (environmental damage is often halved or negated).

Satyr -

No ranged increment (you do not suffer penalties for long ranged attacks with weapons and spells) and Lore (You gain more information about things when investigating).

Kobold

Surivalists, they are experts at finding food and water, and do not need to bring rations unless they are in a totally desolate place. Keen Senses, choose either darkvision or poison detection.

What to avoid :

Brooding, loner types are not very suitable for an RPG, which is a team sport when you play it. You can be silent, reserved, or even have a dark past - but it shouldn't mean you don't band together with your allies (even if you do not like them in character, they still work towards your common goal).

Greedy, stealing rogues are common, and expected. But do not make this the main part of your character. Do not steal the wizards staff, even though you cannot use it. It only fosters resentment amongst your tabletop buddies.

Your Parents Don't Have To Die!

It's a popular cliché, but really overdone. Instead you can travel to find your lost parents, or to bring them a cure for that exotic plague. Maybe you just don't like them or moved out because you're an adult for pity sake! Perhaps you need that wizarding college tuition fee paid, or research done. Perhaps your god (or demonic buddy) sends you on a quest, maybe you are protecting a fellow character (or spying on them). While your character is special, they're not much more than unique peasantry with slightly more scars on their backs and slightly less dirt on their faces.


Roll 2d6 for these!

Jobs

2d6 Job
11 Apprentice
12 Ale-Conner
13 Advisor
14 Animal Trainer
15 Apothecary
16 Bowyer
21 (Arcane) Armour/Weaponsmith
22 Assassin
23 Barber-Surgeon
24 Bodyguard
25 Cobbler
26 Demonologist
31 Falconer
32 Forester
33 Grave Robber
34 Herbalist
35 Highway Man
36 Hunter
41 Journeyman
42 Mason
43 Militia
44 Noble
45 Peasant / Serf
46 Sailor
51 Scribe
52 Siege Engineer
53 Smuggler
54 Soldier
55 Squire
56 Tinker
61 Footman
62 Page
63 Herald
64 Reeve
65 Witch-Doctor
66 Witch-Hunter

Feats

Feats make your character unique! On their own, they cost 10 points to buy. A DM may allow you have 2 flaws for 1 feat at the beginning of your characters life. But may limit you on this, typically you may have 4 flaws and 2 feats before you must buy them.

General Feats

  • Weapon Specialist
  • Duel Weapon Fighting
  • Poison Application
  • Favoured Enemy
  • Literate (Most Players Should Be Illiterate)
  • Speak Language
  • Play Instruments
  • Artistic
  • Skill Specialist (advantage On Rolls)
  • Uncanny Dodge
  • Animal Affinity
  • Attack Of Opportunity
  • Catch Arrow /Deflect Arrow
  • Improved Critical
  • Social Contact
  • Military Rank
  • Holds His Beer
  • Knows Tavern Songs
  • Can Cook Well
  • Orienteer

Martial Feats

  • Practiced Disarming
  • Armour Training
  • Power Attack
  • Defensive Stance
  • Aggressive Stance
  • Rage
  • Trained Charge
  • Trained Grapple
  • Feint
  • Coup De Grace
  • Everything's a Weapon

Magic Feats

  • Minor Magics(Prestidigitation)
  • School Specialist (No Roll For Petty Magic)
  • Requires Staff/Wand
  • Still Spell
  • Silent Spell
  • Empower Spell
  • Enlarge Spell
  • Shape Spell
  • Extend Spell
  • Day Magic
  • Night Magic
  • Learned Spell
    
    

    Ranged Feats

  • Rapid Reload
  • No Misfires
  • Shot On The Run
  • Multishot
  • Far Shot
  • Aimed Shot
  • Recover Arrows
  • Throw Anything
  • Point Blank Shot
  • Disengage
  • Target Organ
  • Shot in the Dark
  • Curved Shot
  • Bowstaff Training

Flaws

  • Addiction
  • Alcoholic
  • Aura of Bad Magic
  • Bad Balance
  • Bad Hearing
  • Bad Sight
  • Bad Smell / Colour Blind
  • Blindness
  • Bloodlust
  • Cannot Ride
  • Cannot Swim
  • Cannot Use Magic Items
  • Clean Freak
  • Code Of Honour
  • Coward
  • Cannot Wear Metal
  • Cursed
  • Deep Sleeper
  • Fascinated By
  • Fat / Thin
  • Fey Background
  • Fiendish Background
  • Frugal / Over-Spender
  • Gambler
  • Glutton
  • Grandiose
  • Honest
  • Illiteracy
  • Need Device To Cast Spells
  • Odd Coloured Eyes
  • One Arm
  • Phobia
  • Pride
  • Racist
  • Sickly
  • Slow
  • Slow Healer
  • Social Circle
  • Weak

Speed, Magic & Rests.

1 Point

  • Move an Extra 1 Space (5 foot)
  • Re-roll 1 dice for a DEX check
  • Catch small object willingly thrown to you with no failure
  • Throw improvised object with lethal force (weight dependent - object normally non-lethal)
  • Hide small object as a free action
  • Deploy trap/object more safely
  • Apply poison without failure chance

3 Points

  • Move an Extra 2 Space (10 foot)
  • Ignore Light Range Penalty
  • Extra Attack (light)
  • Dodge minor trap, or deduce damage
  • Light weapons ignore DR
  • Move through (or jump over) light unwilling enemy
  • Shield bash small enemy

6 Points

  • Move an Extra 3 Space (15 foot)
  • Ignore Medium Range Penalty
  • Extra Attack (medium)
  • Re-roll 2 dice for a DEX check
  • Catch medium object willingly thrown to you with no failure
  • Move through (or jump over) medium unwilling enemy
  • Shield bash medium enemy

10 Points

  • Move an Extra 4 Space (20 foot)
  • Ignore Heavy Range Penalty
  • Extra Attack (heavy)
  • 2 Extra attacks (light)
  • Charge without failure, deal full damage on hit
  • Move through (or jump over) large unwilling enemy
  • Shield bash large enemy

15 Points

  • Move an Extra 5 Space (25 foot)
  • 2 Extra attacks (Medium)
  • Re-roll 3 dice for a DEX check
  • Catch large object willingly thrown to you with no failure
  • Snatch an arrow midflight
  • Climb up a wall with no handholds
What About Weight?

Armour and weapons usually give a multiplier for some of these actions, or flat extra costs. To make it easier for your DM, try to remember what your weight does to you.


Resting

There are three types of rests.

  • A breather - typically around 15 minutes. This allows half your SPE to regenerate, but nothing else.
  • Short Rest - Around 1 hour, this allows for all SPE to regenerate, and fix wounds and dents in armour.
  • Long Rest - Around 8 hours uninterrupted sleep, this regenerates most lost HTP, all MAN and SPE. If this is interrupted, but you get the full time in, you gain 50% - 75% of HTP and MAN, at the DM's discretion.

Where Your Magic Comes From

This is more of a flavour choice, but the game master may choose to make it count. Here is a list of ideas to get you going :

  • Magical Lineage
    Somewhere down your bloodline someone was truely magical and now it manifests in you. Maybe you have a bit of dragon blood in you? Sometimes, this magic is wild and uncontrolled and can cause odd results.
  • Study
    You have poured over books, tomes and scrolls to work out magic like complex mathematics and work all spells through study and rituals. You frequently need to consult a spellbook to keep your magic fresh, however.
  • Pact
    You offered something to a powerful patron, like your soul or servitude, and they grant you your magic, not study or luck needed. However, you must do as they will and ask, else you will find yourself without magic! They sometimes come in the form of a familiar, or perhaps you have a 2nd shadow that follows you around...
  • God(s)
    Unlike a dark pact, instead you channel the will of your God, in a way. You do quests and holy work, instead of some shady background deal. Dieties work in spheres of influence - so maybe your adept at those. You pray in exchange for mana each day (at a time of your dieties' choosing).
  • Place or Object of Power
    Through a staff, wand, volcano or crypt, you have learned to wield magic like a sword or bow from this source. Study, talent and natural power all come into play here. You must return to this place sometimes, or keep a hold of the staff, to keep your magic working.

About Races

Human -

You know what these are like. Fit in everywhere, kinda okay at a few things. Like you, nothing special.

Erlkin -

Erlkin are slightly taller than a human, they resemble a mix between an elk and a human. Their body is covered in a fine layer of downy fur, like a fawn and sometimes sport spots in their pattern. On their heads, they have a set of antlers, shaped like a low crown which encompasses most of their side and back. Their fur colour depends on the region of birth, but mostly browns and earthly colours. Their eyes typically come in strong yellows and greens. They typically live fairly solitairy lives in deep woods and forests and live under the roots of massive trees in small earthen homes. Common belief suggests their age limit is around 200 to 220 years.

Dwarf -

Dependable, stocky and frequently bearded. They notably sport purple or red eyes, with larger than normal pupils. Dwarves are much like humans. They live in massive mountain halls, well fortified and guarded. A dwarf is a stubborn person and a disliker of change. They are very scientific and mathematic, frequently in the forefront of chemistry, alchemy and metallurgy. The stereotype of drinking is not wrong, and their time in the mountains has made them fond of gemstones and precious metals. A dwarf lives to around 90.

Orc -

Tough, muscular and green. An orc is a strong creature and a proud one at that. A fool thinks them as thick, they are simply less inclined for speech. Orcs are masters of weaponsmithing (even more so than a dwarf) and tactics. They live in nomatic tribes as a group or in a town or city in smaller parties or on their own. They are quiet spiritual and often seek connections with the earth and mountains (and hardly ever a forest or glade). They live to around 60-70.

Goblin -

Small and green skinned, with large pointed floppy ears like a basset hound - these are the hallmarks of a goblin. They live everywhere and are found everywhere too, skilled at making the best of a poor situation they are good at tinkering with small things. They have little culture of their own, instead mostly living in the ruins of old ones. You will frequently find them employed to wizards and watchmakers alike. Goblins are unlike their yellow skinned half-breed brothers, Hobgoblins. Being that they are not violent and have a lot of critical thinking skills. They stand around waist height and possess pointed needle like teeth - preferring dirty tactics over honest muscle. A goblin lives to around 40-50 years.


Rooskald -

Technically a bloodline, rooskald are a race of cursed humans - the result of a failed magical spell which caused them to be half-bear, half human. Natives from the North, they have thick accents from those of those places which are made coarse by their large bear-like teeth. They are like husky and more bulky humans with thick body hair and the half transmutation makes them slightly hunch forward and broad. Their hands sport thick and sharp bear claws, which are just as effective as the real deal. Rooskald have the same lifespan as a human.

Satyr -

Fey and somewhat mercurial, satyr are the most earthbound of the fey creatures of the wild. They have trouble understanding things beyond the now, they are much like a cat in this regard. They can plan, plot and scheme ahead, but are easily distracted by the odd mortal world they live in. With the upper half of a human, with a set of curled horns to top it off, their lower boat is much like that of a goat, with hooves to boot (sometimes literally). Great followers of music, poetry and art, with a penchant for history too, they rove in bands and party and drink as they go. They live to around 130, but probably intoxicate themselves well before then.

Kobold

Like a mixture of dog and lizard, kobolds are a short race of scaled humanoids, with drake-like heads, lizard-like tails and dog inspired bodies, wrapped together in humanoid form. Their scales are typically cromatic colours of reds to dark yellows, dark blues to light greens - depending on their region of birth and clans. They sport backwards facing horns on their heads like crests and long muzzles like a dogs, with longer teeth and thin long tongues. Their tails are long, thin and scaled, typically reaching around 1/3 their body height. They typically eat insects, grubs, plants and rodents if they can. They form societies in caves near beaches in warm climates or in shallow burrows in forests. They live to around 45-55.

Langauges

Mercian

Language of Humans and Rooskald, known by many races.

Feywhisper

Language of the Fey, the courts of Summer and Winter and the Elves. Erlkin speak a different dialect of it.

Giantspiel

Language of Giants, Ogres and Orcs and mostly Goblins.

Dracoglib

Language of Dragon, Wyverns and Drakes. Adopted language of Kobolds.

Odinglish

Language of Dwarves, written in logographic runes.

Vas-A-Vas

Language of Satyrs, also doubles for music bars.

Materials, Weapons & Armour

Some weapons count in multiple categories, use the highest skill the character has in this instance.

Simple Weapons

  • Unarmed Combat
  • Staves
  • Dagger
  • Crossbow
  • Club
  • Thrown Objects
  • Grenades

1 Handed Weapons

  • Dagger
  • Shortsword
  • Rapier
  • Scimitar/Sabre
  • Bastard Sword
  • Hand Axe
  • Mace/Cudgel
  • Morningstar
  • Spear
  • Lance

2 Handed Weapons

  • Longsword
  • Estoc
  • Greataxe
  • Bastard Sword
  • Morningstar
  • Warhammer
  • Staff
  • Halberd / Pike

Ranged Weapons

  • Sling
  • Wrist Crossbow
  • Crossbow
  • Repeating Crossbow
  • Longbow
  • Spear

Gunpowder Weapons

  • Pistol
  • Organ Pistol
  • Musket
  • Nock Gun
  • Rifle
  • Grenades

Armour

Armour Name Reduction Type
Cloth None
Leather Tunic Piercing
Animal Hide Fire
Coat of Plates Slashing
Chainmail Crushing
Brigandine Lightning
Half-Plate Crushing & Slashing
Full Plate Slashing & Piercing

Armour always has a + and a number, such as +1, +3, etc. This is how much damage it reduces from its defensive type. As such, a +3 Animal Hide blocks 3 fire damage. A +1 Full plate blocks 1 point of slashing and piercing damage.

Armour Materials

  • Mythrul - light (less spe cost)
  • Orkillalchium - crit resist
  • Thaumium - no magical penalty
  • Silver - AP vs evil
  • Alchemical Cold Iron - AP vs fey
  • Night Cryst - Does not sunder/break/rust
  • Sinthricite - Holds multiple enchantments
  • Guildercite - Holds mana
  • Endurium - Stores potential movement (SPE)
  • Jenuflecton - no ranged penalty
  • Red Forged Lead - Bullets do not backfire.

Weapon Materials

1 Handed Weapons

Dagger

A dagger cannot be used with a shield. It is concealable and throwable (30 feet, 1d6).

  • Damage – 1d6
  • Damage Type - P
  • Critical Hit Bonus +2

Shortsword

Easy and flexible in use, this weapon never critical fails or fumbles, instead it simply fails as normal. Against armour, it deals Piercing or Slashing, whichever is more effective.

  • Damage – 1d6 + 1d6
  • Damage Type – P/S
  • Critical Hit Bonus +1

Rapier

A rapier is a swift and gentlemanly weapon. If an enemy moves past you, or offers a chance of weakness, you can opt to make an attack of opportunity at a disadvantage.

  • Damage – 1d6+1d6
  • Damage Type - P

Scimitar/Sabre

This heavy weapon may have a long straight edge, or a long curved one. If you are mounted, or making a charge attack, the weapon always deal full damage. Otherwise it cannot use any SPE moves.

  • Damage – 2d6
  • Damage Type - S

Bastard Sword

It cannot attack multiple targets, but may attack the same target many times.

  • Damage – 2d6
  • Damage Type - S

Hand Axe

A weapon that can crush and hook shields, and as such ignores their bonus. This weapon can be thrown (using simple weapons - 1d6 30 foot).

  • Damage – 1d6
  • Damage Type – S
  • Critical Hit Bonus +1

Mace / Cudgel

This weapon is great at dealing heavy single blows to people. You may spend your 1h weapon skill at a 1:1 ratio to deal extra damage on a strike, in essence exchanging accuracy for damage.

  • Damage – 1d6
  • Damage Type - C

Morningstar

This weapon deals piercing damage when 1h, but crushing when 2h.

  • Damage – 2d6
  • Damage Type – P

Spear

In melee, this weapon cannot score critical hits.

  • Damage – 1d6 (melee)
  • Damage - 3d6 (thrown)
  • Damage Type - P

Lance

  • Damage – 1d6
  • Damage Type - P

Melee 2h

Longsword

  • Damage – 3d6
  • Damage Type – S

Tuck / Estoc

If you flank or are behind an enemy, your damage ignores armour. This weapon cannot cleave or attack multiple targets.

  • Damage – 3d6
  • Damage Type – P

Greataxe

This weapon makes it easier to make great sweeping attacks in cleaving motions, but cannot make multiple attacks to the same target.

  • Damage – 3d6
  • Damage Type - S
  • Critical Hit Bonus +1

Bastard Sword

  • Damage – 3d6
  • Damage Type - S

Morningstar

This weapon deals crushing damage when 2h, but piercing when 1h.

  • Damage – 3d6
  • Damage Type – C

Warhammer

  • Damage – 3d6
  • Damage Type - C

Staff

This weapon cannot critical hit, but it gains bonuses for knock-downs and bashes (but only through the 2h skill). Even when made from metal (other than lead), the wielder can use magic.

  • Damage – 2d6
  • Damage Type - C

Pike / Halberd

This weapon has a longer reach, it can attack an extra square away. If an ally has previously stated they prepare, you may attack safely through them. You can brace to deal x3 damage against mounted enemies.

  • Damage – 2d6
  • Damage Type – P for Pikes, S for Halberd

Simple Weapons

If using a weapon through Simple weapons, you cannot use SPE or special moves. You still gain advantages through weapon specialisation and terrain. If you have a feat for the weapon, you may use SPE as if you were using the weapon skill instead. Simple weapons include Daggers, Staves, Maces, Shortswords & Regular Crossbows.

Unarmed strikes

  • Damage 1d6 / 2
  • Damage Type : C If you have a set of knuckle dusters, gauntlets or similar, you may critical hit for full damage. Otherwise you cannot naturally crit. This is untrue for Rooskald, who always deal Slashing damage and deal 1d6 slashing instead and crit on 1's as normal.

Ranged Weapons

Sling

Wrist Crossbow

Crossbow

Repeating Crossbow

Longbow

Javelin

Gunpowder

All gunpowder weapons require to be cleaned once a day, for 10 minutes. If the weapon gets wet or submerged in water, the ammo inside it (if loaded) is ruined. Weapons that run on flints must be replaced after 20 shots, as the flint gets blunt with each strike. It takes two rounds to reload a gunpowder weapon (except the pistol), but they may be fired as a swift action. On a natural 20, the weapon misfires. Meaning it needs a standard action to reload the flashpan, and another swift action to fire. This still uses up the flint. Ammo comes in rifle and pistol sizes.

  • Pistol

    A flintlock pistol is much larger than a modern day gun. While smaller than a rifle and able to fit on a person easily, it cannot be concealed whilst loaded. Reload – 1 round Fire – 1 swift action Damage - 2d6 Max range – 100 feet (20 squares). Ranged Inc. - +1 per 10 foot (2 squares)

  • Organ Pistol

    A smaller and odd looking pistol, it has 3 barrels which point slightly away from each other. Reload – 3 rounds Fire – 1 swift action Damage – 1d6 (x3 or however many shots loaded, fire in cone) Max range – 20 feet (4 squares). Ranged Inc. - +2 per 5 foot (1 squares)

  • Musket

    A large, unwieldy and dangerous gun. Typically given to a battalion of unlucky soldiers. The weapon can also fit a bayonet, turning it into an unthrowable spear (no weapon skill can allow you advantage, even if trained with spears) you use 2h weapons for this. Reload – 1 round Fire – 1 swift action Damage - 2d6 Max range – 200 feet (40 squares). Ranged Inc. - +1 per 20 foot (4 squares)

  • Nock Gun

    A musket with many barrels around it, causes a great amount of smoke, and pain to whoever fires it. Firing this gun deals 1d6 / 2 damage each time this gun is fired. This fires pistol shots. Reload – 5 rounds Fire – 1 swift action Damage – 1d6 x 5 Max range – 30 feet (6 squares). Ranged Inc. - +1 per 5 foot (1 squares)

  • Rifle

    A shorter musket, with rifling in the barrel. The tight fit for the shot makes it harder to reload, and each shot needs refined powder or else the barrel is fouled after 5 shots. Reload – 3 round Fire – 1 swift action Damage - 2d6 Max range – 300 feet (60 squares). Ranged Inc. - +1 per 30 foot (6 squares)

Religions & Beliefs

Most if not all civilized places have methods of belief and religions. Some are real, some are not. It is not for the player to know, or even, sometimes, the game master...

The Worshipful Cult of Ironmongers

Name(s):

The Worshipful Cult of Ironmongers
The Worshipful Ironmongers
The Mongers

  • Symbol : Two crossed Hammers
  • Spheres : Earth, Metal, Law
  • Beliefs :

To smith metal is purity of the soul, taking earth, air, water and fire to create a solid item is greatness. Largely unchanging, respect goes to the eldest or most law abiding. Their temples are frequently filled with artwork made of metals. To shape the toughest metals is the best of these, and tiny trinkets of hard metals are worn around the necks as proof of their devotion.

The Church of Circular Reasoning

Names:

The Holy Order of the Truth of Circular Reasoning
The spritely apostles of the circles
The ancient legacy of the beings of circular reasoning
The Wheelers

  • Symbol : A ring
  • Spheres : Logic, Time, Rebirth
  • Description:

The holy order of the truth of cicular reasoning comes from the schools of motion that originated in Bromhold. They are a pantheistic henoistic religion, meaning they believe in many orders of dieties that have various levels of power and there is no agreement within the religion on which god is superior, however there is a common worship of life and being. Typically a patriarchy. History: The church of circular reasoning was founded by Jahreel Crooli, the charismatic leader of the Teaks in ages past. Holy books describe the account. "The Eb of ages" describes how Crooli used logic to bring together the scattered races and conquer the fallen cities. Jahreel did not live a long life, he died at the age of 37. He was executed by Rhaemar Yakzi, a general of Thosophant the Generous. Jahrel did not leave the earth immediately. According to the Eb of Ages, Jahreel was able to telepathicly seperate from his body and live amoung the dieties beyond the skyphere. From there he was able to contact the reagents who would later form the holy order of the truth of circular reasoning.


The Circle of Sannairrie

Name(s):

The Circle of Sannairrie

  • Symbol : A leaf (depends on region)
  • Spheres: Nature, Animals, Druidism/Shamanism
  • Beliefs:

Largely a state of mind, rather than a diety worship. It teaches about various local powers and spirits (sometimes demigods of note) which are about the local region. Its members speak to nature and its creatures, to best work out harmony with civiliations. Typically a small shrine is erected in town centres, or the closest point, as respect for nature and its welcome into a city. Named after Sannairrie, who was a legendary figure who was a greedy merchant whom followed a path of self discovery and became a prominant prophet for nature spirits. Often provides guides for the local woods, they sometimes send representatives to tend to farms in dry seasons.

Followers of the Twin Stags

Name(s):

Followers of the Twin Stags

  • Symbol : A stag, white on one side, black on the other
  • Spheres: Life, Death, Cunning
  • Beliefs:

All life begins at the black stag, who is fatherly, old and silent. Life will eventually end when the last bit of the black stag's youth is gone. All life ends at the white stag, who is brotherly, young and cunning. Each death comes to him in the end - where his youth and guile protects each soul to the afterlife. All followers await the day the two stags switch places, and begin the next era - though prophecies are vague and conflicting as to what the events are when this happens, for good or for bad.

Minders of Magic

Name(s):

Minders
Thaumocosmologists

  • Symbol : Decagram or a 10 pointed star.
  • Spheres: Magic, Thought, Balance
  • Beliefs:

The idea that all magic is alive, each spell a part of a mind or entity which magic is the body, blood, soul and especially the mind of. Deeply into the study of magic and the seemingly pulsating nature of leylines, magical winds and likewise natural magical phenomenons. They await the day that contact can be made with the great and seemingly cosmic sized force that is magic itself.

The Ideal of the Self

Name(s):

Selfer
Followers of the One

  • Symbol : A likeness of the worshipper themselves.
  • Spheres: Selfishness, Self-Growth, Perfection
  • Beliefs:

It is said that the Gods made man in his own image, and as such, the religion focuses on the self. To be stronger, smarter, more powerful and dominant. To let this gift go to waste is foolish. Cults form around strong leaders, who work together to make one of themselves greater and thus, more holy.

Pantheon of Winter

Name(s):

The Winter Court
Subjects of Winter
Follower of the Frigid Fey

  • Symbol : A snowflake or a diamond
  • Spheres: Winter, Harvest, Pragmatism
  • Beliefs:

By worshipping the High Sidhe of the Winter Courts, mortals seek to weather harsh winters and curry favour with Queen Mab, Lady Winter and The Heir of Frost. This religion is much like the real courts, in that they are in deep competition and loathing of their counterpart, the Summer Court.

Pantheon of Summer

Name(s):

The Summer Court
Subjects of Summer
Follower of the Sun Fey

  • Symbol : A Blazing Sun
  • Spheres: Summer, Family, Instinct
  • Beliefs:

By worshipping the High Sidhe of the Summer Courts, mortals who wish for happiness and health, and to curry favour with Queen Titania, Lady Summer and The Heir of Sun. This religion is much like the real courts, in that they are in deep competition and loathing of their counterpart, the Winter Court.

Fellsworn

Name(s):

The Fellsworn

  • Symbol : A Broken Triquetra
  • Spheres: Dark Magic, Undeath, Subjugation
  • Beliefs:

A cult that follows the most recent "chosen" warlock, or necromancer. Each one convinced that this time, this evildoer is the one to serve, or else. A hard cult to destroy, as it always rises again whenever there is someone willing to use dark magic for evil, and one willing to follow...


Critical Hits With Magic

Fire & Light

  • On a natural 1, all damage dealt is the maximum possible value on the dice.
  • If you beat your own skill by 5 points, you deal an extra 1 point of damage every round for 1d6 extra rounds.
  • If you beat your own skill by 10 points, you deal and extra 3 points of damage every round for 1d6 extra rounds.
  • If you roll a natural 20, the spell burns you for half the damage you would have dealt, fire magic is dangerous!

Water & Ice

  • On a natural 1, all damage dealt ignore piercing and magic reduction armour.
  • If you beat your own skill by 5 points, the target moves at half their speed for 1 round.
  • If you beat your own skill by 10 points, the target cannot move form their current position for 1d6/2 rounds.
  • If you roll a natural 20, the spell dumps icy water on you, drenching you.

Spells

Fire & Light

Flamelance


  • Casting Time: Standard Action
  • Range: 30 Feet
  • Mana Cost: 3
  • Duration: Instantaneous

You point your index finger at your target, and utter the spell's words. A slender beam of pure fire, with a pointed arrow shaped head springs forward. Any target, friend or foe, within the line of attack suffers 1d6 fire damage. The spell ends prematurely if it hits a solid object.

Drakefire Belch


  • Casting Time: Standard Action
  • Range: 15 Feet Cone
  • Mana Cost: 3
  • Duration: Instantaneous

You take a deep breath in, then hold your hand in a fist against your mouth, blowing through it and the enchantment upon it. All within a wide cone infront of you suffer 1d6 fire damage, or 1d6/2 if they're caught partially.

Salamander Skin


  • Casting Time: Standard Action
  • Range: Party Wide / 15 foot Radius
  • Mana Cost: 5
  • Duration: 10 rounds

You motion your hands over your forearms, spreading your arms out as you do so. You can ignore any enviormental fire damage for the full duration, and may step on surfaces like lava for 1 round at a time (on the 2nd round, the spell fails). This spell blocks all fire base spells of 3rd rank or lower.

Perculiar Pyrotechnics


  • Casting Time: Standard Action
  • Range: 50 Feet
  • Mana Cost: 2
  • Duration: Concentration

You can control any mundane fire you can see within range, as long as you concentrate on it. You can make candle fire leap from one wick to another, cause shapes to twist in a bonfire and even put out a house fire if you can concentrate for long enough. You may briefly change a fire's colour, as if a chemical was added but this effect stops once you stop concentrating.

Sun Sphere


  • Casting Time: Standard Action
  • Range: 10 Feet
  • Mana Cost: 3
  • Duration: Concentration + 5 rounds after

This causes a floating orb which spreads pure, natural, wholesome daylight for 50 feet around itself, which follows the caster. This can destroy vampires and damage cavern dwelling monsters.


Critical Cauterizing


  • Casting Time: Swift Action
  • Range: Touch (Willing Target)
  • Mana Cost: 2
  • Duration: Instantaneous

You hand feels like a branding iron as you press it against a bleeding, poisoned or open wound - causing 1d6/2 unblockable damage. This stops most mundane wounds, but causes a great deal of pain, typically incapacitating the subject for a short while afterwards. This instantly brings a downed character back into the fight - painfully.

Inferno Iron


  • Casting Time: Standard Action
  • Range: Party Wide / 15 foot Radius, must touch a weapon.
  • Mana Cost: 5
  • Duration: 10 rounds

Running your hand along a weapon and speaking words of power, cinders spit from your mouth. Allied weapons deal an extra 1d6 fire damage for the duration. This overrides similar effects, but not things like alchemical silver on weapons for the purpose of overcoming damage reduction.

Gentle Glow


  • Casting Time: Standard Action
  • Range: Touch
  • Mana Cost: 1
  • Duration: 1 hour

You touch an object, like a weapon, pebble or a willing person, which then glows with a gentle, heatless yellow-white light. This light extends for 20 foot around the subject for 1 hour. The caster may dispel this effect at will whenever they like, or when the duration is up. The target has no choice over this.

Brilliant Branding


  • Casting Time: Standard Action
  • Range: Touch
  • Mana Cost: 1
  • Duration: Permanent

You scratch your nail across an object, which leaves a scorched area where you brand something on. This can be text, a simple black image or a drawing. The spell burns up to 1 foot square of space, or 25 words. The spell fails against surfaces that cannot be branded, like metal.

Repulsion of Shadow


  • Casting Time: Swift Action
  • Range: 25 feet
  • Mana Cost: 8
  • Duration: Instantaneous

Your eyes glow cherry red for a brief moment. You cancel out any Shadow base magics, or spells blocking light. If the spell you dispelled is cast again, then this spell must be cast again as well to re-counter it. If you ready this action and cast it on the target spellcaster, they could suffer backlash!

Pets, Followers and Familiars

Magical

Non Magical

Owl

Raven

Magpie

Bat

Cat

Dog

Ferret

Horse

Large Spider

Imp

Snake

Rat

Fish

Fire Spirit

Water Spirit

Tavern Names & Drinks Generator

Tavern Drinks

1d6 Drink
1 Non-Alcoholic (you wuss)
2 Beer / Lager
3 Cider
4 Stout
5 Wine
6 Spirit
1d6 Non-Alcoholic
1 Water from the horse trough
2 Juice
3 Tea
4 Fruit Tea
5 Cordial
6 Tonic Water
1d6 Beer / Lager
1 Dark Lager
2 Ruby Porter
3 Dubious Yellow Liquid
4 Imperial Stout
5 Fresh from the keg amber
6 Pale Ale
1d6 Cider
1 Apple
2 Pear
3 Strawberry
4 Unknown Exotic Fruit
5 Orange
6 Mulled (re-roll this table)
1d6 Stout
1 "New" Guiness
2 Guiness
3 Guiness Original
4 Guiness Extra Smooth
5 Dwarven Guiness
6 Goblin Special Red Guiness
1d6 Wine
1 Red Wine
2 White Wine
3 Port
4 Rosé Wine
5 Mead Honey Wine
6 Rice Wine
1d6 Spirit
1 Vodka
2 Whisk(e)y
3 Bourbon
4 Rum
5 Gin
6 Brandy
Establishment Names
1d6 Naming Format
1 The [---] and [---]
2 The King's/Queen's [---]
3 The (1d6) [---]
4 [---]spoons
5 The Royal [---]
6 The [---] Arms
1d20 Blank Fillers
1 Sword
2 Wand
3 Horse
4 Shield
5 Stag
6 Deer
7 Oak
8 Unicorn
9 Dragon
10 Beehive
12 Fountain
13 Hart
14 Hare
15 Hound
16 Lion
17 Vine
18 Pig
19 Whistle
20 Pheasant

How to play

A basic character starts with 100 points to spend on skills, stats and feats. While HTP, MAN and SPE always cost 1 point to increase, skills get more expensive the higher the rank. No-one can have more than 19 in a skill, but they may have no ranks in a skill. If you have no ranks, you cannot use the skill. A feat always costs 10 points. At character creation, you may opt to have 1 free feat for every 2 flaws, for a maximum of free 2 feats and 4 flaws. Flaws must be reasonable, and up to your game master to allow. It is reccomended to spend around 10-20 points on your stats and the rest on skills. Picking additional flaws does not give bonus points.

LURPS In General

LURPS is about what feels right, rather than what the rules say. This doesn't mean your Game Master, or yourself, should be play unfairly, but instead actions that give a good story should be given leeway. Just because a feat isn't written here, doesn't mean you can't invent one. It is up to you to help create a story with the others, not to "win" this team game.

Rolling the Dice

You are always trying to roll the lowest possible result on a skill check. You roll VS your own skill rank. If you roll under, you usually succeed. If you roll over, you usually fail. If you roll equally, it is up to your Game Master, but you get a half-success. If you have an advantage, you roll again and pick the lower result. If you have a disadvantage, you pick higher. An advantage cancels out a disadvantage and vice-versa. If you have multiple (dis)advantages, you still only re-roll once.

How Magic Works :

LURPS has no spells. Instead, you describe what you are trying to do. Using the most appropriate spell school to achieve the effect. Some spell schools can overlap with the result, but often have different methods of how they work. You can fly with Motion & Leviation, or grow wings with Metal & Transmutation. Look at the spell rank, and the mana cost. If rank 1 is the least possible effect, like lighting a candle with fire. Rank 5 is the most powerful effect, like calling down a firestorm. Even if you fail a roll, the effect can still happen, but bad stuff may happen! This is where a lot of Game Master on-the-fly guesses are needed. If rank 1 is the least effect, rank 2 is standard, 3 is skillful, 4 is amazing and rank 5 is dangerous and incredible effects. Increase ranks for things like more targets or larger effects. Decrease ranks if they spend more time casting and preparing, or reduce the effect.