TEXT:  
  
   
  
  Blood of Pangea 
  Narrative Role-Playing in the Pulp Tradition 
  by 
  James & Robyn George 
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
  Copyright (C) 2015 by James & Robyn George  
   
   
  Electronic Edition    
   
   
  All rights reserved.  No part of this book may be  
  reproduced or transmitted in any form or by  
  any means whatsoever without express written permission  
  from the authors, except in the case of  
  brief quotations embodied in critical articles and  
  reviews.  Please refer all pertinent questions to the publisher. 
   
   
  Printed in the United States of America 
   
   
  www.oldehouserules.com 
   
   
  First Printing, June 2015 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
  As always to Robyn, who  
  was dissapointed with the genre's  
  lack of elves, but still had  
  great ideas about how it should work! 
   
   
  Cover, inside cover, and 
  full page art by Hugh Rankin in 
  the public domain and here  
  distributed under the Creative Commons  
  Licence, with other interior art  
  from Barbarian and Noble  
  by Marion Florence Lansing, taken 
  from vintage engravings and, 
  happily, now in the public domain 
   
   
  With many thanks to the 
  great writers of the pulp tradition,  
  including both Howard and  
  Lovecraft, who imagined entire 
  worlds no less human for all the magic  
  and monsters that dwelt within...   
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  TABLE OF CONTENTS 
   
  INTRODUCTION................. 1 INJURY AND DEATH............ 11 
  HOW TO PLAY.................. 2 A SAMPLE COMBAT............. 
  11 
  DICE AND MINIATURES...... 
  2 REST AND RECOVERY.......... 11 
  BARBARIANS................... 
  3 NATURAL HAZARDS............. 11 
  FIGHTING MEN................ 
  3 USING MIGHT................... 12 
  THE NARRATIVE.............. 
  3 THE DARK ARTS................ 12 
  SPECIAL ABILITIES......... 
  3 HIGH SORCERY................. 13 
  CHARACTER CLASS............ 
  4 COUNTER-SPELLS.............. 13 
  MIGHT (AND MAGIC)........... 
  4 MAGIC AT WORK................ 13 
  RECUPERATION................  4 EXPERIENCE................... 
  14 
  MONEY AND EQUIPMENT...... 
  6 ADVANCEMENTS................. 14 
  ARMOR AND SHIELD.......... 
  6 CAMPAIGNING................... 15 
  WEAPONRY..................... 
  7 TONGUES SPOKEN.............. 
  15 
  ENCUMBRANCE AND SPEED... 
  7 NON-PLAYERS.................. 
  16 
  THIEVERY..................... 
  8 SAVAGE BEASTS................ 16 
  LANGUAGES KNOWN............ 
  8 MEN AND MOUNTS.............. 
  17 
  A MODEL BARBARIAN......... 
  8 NAMELESS HORRORS........... 17 
  GAMEPLAY..................... 
  9 MAPPING ADVENTURES........ 
  19 
  MORTAL COMBAT............... 
  9 TRAVELLING.................... 19 
  TIME AND DISTANCE......... 10 PLANNING THE ADVENTURE... 19 
  INITIATIVE................... 
  10 WEALTH AND RICHES.......... 20 
  DEALING DAMAGE............. 10 ARTIFACTS AND RELICS...... 
  20 
   
   
   
   
   
  APPENDICES  
  APPENDIX I:  PANGEA................................................ 21 
  APPENDIX II: GODS AND DEMONS.................................... 25 
   
   
   
  
  1 
   
  INTRODUCTION 
   
  Sword and sorcery remains a popular genre and has been since its 
  inception in the 1930s.  But this has undergone many changes in almost a 
  century despite being one of the oldest of the "modern" fantasy styles, 
  again, in testament to its enduring charm... 
   
  Blood of Pangea is sword and sorcery role-playing with some modern 
  innovations.  For instance, the rules are extremely simple and depend 
  largely on narrative elements for character creation and general 
  gameplay, including the ways of magic and sorcery, although none of this 
  is new or even particularly modern. 
   
  Conceived in another time, sword and sorcery was a rugged literary 
  genre, one born in the yellowed pages of cheap (and tawdry by the 
  standard of the day) pulp magazines.  Here the violent, and even sensual, 
  thrills were devoured by what might be called the first generation of   
  modern fantasy fans, and the attraction continues!  
   
  So, just what is this sword and sorcery anyway?  
   
  To begin with, the genre imagined a world - our world - but in its 
  ancient and myth-shadowed past, where sorcery lived and monsters were 
  ever-presently real.  This was usually some lost continent with many 
  prehistoric holdouts from Earth's distant past alongside doomed and exotic 
  civilizations in the style of Atlantis or sunken Lemuria. 
   
  It was only just the 1930s, after all, and 19th century sensibilities 
  persisted, including its lingering ideas about lost worlds at a time when 
  geology was revealing wonders...   
   
  Furthermore, sword and sorcery was a gritty, realistic genre despite 
  being populated with magic and monsters.  Gone were the elves and 
  fairies of high fantasy, replaced with ruggedly human characters having  
  all of the same weaknesses.  These were passionate, lusty barbarians, 
  frequently amoral, although still heroic in their way. 
   
  And despite some confusion on this point, the genre was not exactly 
  medieval, imagining something closer to antiquity, with fabulous temples 
  to the many elder gods.  A time when lurking tribals hid in steaming 
  jungles housing priceless gems and danger!    
   
  Magic (sorcery) figured prominently in these stories, although often 
  approached with suspicion by the protagonists; warriors who preferred to 
  trust in cold steel over spells.  Sorcery was vaguely evil, even when 
  practiced by good characters, underscoring the solidly humanistic element 
  of the genre.  Sword and sorcery was, ultimately, about people. 
  
  2 
   
  Once again, Blood of Pangea is a fantasy role-playing game in the 
  rousing spirit of its pulp origins; a game of barbarians and wandering 
  heroes exploring an untamed continent.   
   
  HOW TO PLAY 
   
  One person is the JUDGE.  They prepare an adventure, usually some 
  location to explore and survive, complete with enemies to fight, puzzles 
  to solve, and various supporting (non-player) characters for them to 
  interract with.  This is done well in advance to ensure a more immersive 
  gameplay experience without any interruptions.  
   
  Everyone else is a PLAYER (1-5 are best), each one creating their own 
  fantasy character and working together as an adventuring party, 
  combining their skills to survive.  Play is not competetive, and there is 
  no winner or loser.  This applies to the judge as well, who must remain 
  fair and impartial when moderating events. 
   
  During play, the judge describes what is happening, and the players 
  react, working together to overcome challenging situations, like hungry  
  monsters or deadly traps, etc.  The rules are then consulted and dice 
  rolled to determine the outcome in critical situations, whether killing 
  the monster or performing an extraordinary feat. 
   
  Each new game picks up where the last one left off as part of a  
  continuing CAMPAIGN.  If the characters survive, they will gain valuable 
  experience and get better at what they do, improving and/or adding 
  abilities; perhaps a new language or knowledge of some ancient culture 
  in whatever world the judge imagines. 
   
  Of course, sometimes characters will die.  In these situations, the player 
  simply creates a new one and rejoins their companions. 
   
  DICE AND MINIATURES 
   
  Play requires six-sided dice (called a d6), and when the rules say to roll 
  two dice, this is written as 2d6... 
   
  Lead miniatures (25/28 mm) can be used to represent characters and 
  monsters in the game.  For scale, 1 inch equals 10' on the table, whether 
  using a ruler and/or by sight if everyone agrees, noting here that 
  figures can be painted to the player's liking, although their use remains 
  completely optional, if highly encouraged.   
   
  Finally, the most important rule in role-playing is that the judge is 
  completely free to add or change anything to suit the needs of their own 
  fantasy campaign - these rules are just a guide to get started!   
  
  3 
   
  I. BARBARIANS 
   
  Player characters are unquestionably central to the game, and this     
  section explains how to make them.  Readers familiar with classic sword 
  and sorcery know it as a literary genre and, accordingly, this game 
  takes a narrative approach to character creation specifically (and play 
  in general) as per the following rules... 
   
  FIGHTING MEN 
   
  Characters are fighting men and women, sword and sorcery being a 
  ruggedly human genre, who can fight and attempt any actions open to an 
  able-bodied adult.  This makes the choice of armor and/or weaponry 
  essential to their general success and emphasizes decision-making over 
  complex rules and special abilities.   
   
  THE NARRATIVE 
   
  Of course, characters will have other, more specialized skills, and this  
  must be included in their written NARRATIVE. 
   
  Using 30 words or less, the player describes their character's name, 
  gender, and anything else, like being an acrobat or experienced hunter 
  and tracker, etc.  Except where noted, these are limited to realistic 
  skills and should include some personal history:   
   
  ABILITY 
  NOTES 
  Exceptional trait 
  speed or physical strength, etc. 
  Craft/skill 
  either self-taught or trained 
  Specialized knowledge history, science, and/or the occult 
   
  Note here that while anyone can attempt feats of speed or strength,  
  exceptional types will find doing so easier, noting that characters are 
  limited to a maximum of two such traits.    
   
  SPECIAL ABILITIES 
   
  Obviously, magic is well-represented in sword and sorcery, and 
  characters can become SORCERERS by making some mention of it in their 
  written narrative.  This is subject to additional rules and imposes 
  restrictions on the use of armor and weaponry. 
   
  As a general rule, statements like "Gundigar can do anything" are 
  strictly prohibited.  Each skill and ability must be separately provided 
  by the player as part of a coherent narrative.  Indeed, the judge must 
  take care to enforce this rule, lest tricky players exploit the narrative 
  aspect of the game to make inferior, one-dimensional characters! 
  
  4 
   
  Most characters in sword and sorcery are barbarians and thieves, 
  although exceptions exist.  Indeed, many supposed "barbarians" are more 
  honorable than their civilized counterparts! 
   
  CHARACTER CLASS 
   
  In general, those characters who shun magic in favor of battle and 
  physical pursuits are called ADVENTURERS, while any possessing magical 
  knowledge are SORCERERS.  This distinction, called CLASS, limits what 
  armor and weaponry is available and defines the character's approach to 
  play in general, per the following:   
   
  CLASS 
  ARMOR/SHIELD 
  WEAPONRY 
  Adventurer 
  yes 
  any 
  Sorcerer 
  no 
  one-handed 
  Thief/corsair 
  no (special)*  
  any 
   
   
   
  *Stealth not allowed while wearing armor 
    
  Note here that THIEVES are simply adventurers who forego armor to 
  perform acts of stealth, whether climbing, sneaking, or pilfering small 
  objects, like the purse of some foppish nobleman... 
   
  MIGHT (AND MAGIC) 
   
  All characters begin the game with 10 points of MIGHT; a measure of 
  survivability and cunning.  This can be "spent" in one of several ways, 
  based on conditions and/or class chosen: 
   
  First, any character can use 1 MIGHT surviving a single "hit" suffered 
  in combat or from traps and natural hazards, etc. 
   
  ADVENTURERS can likewise spend 1 MIGHT adding +1 to any attack or 
  physical action, rolling first and deciding whether or not they actually 
  wish to do so (a tactical choice). 
   
  SORCERERS use MIGHT to work powerful spells, noting that this is 
  extremely draining.  Alternately, judges can allow MIGHT to be spent on 
  intellectual or knowledge-based actions per the above.      
   
  RECUPERATION 
   
  Should MIGHT fall to zero or less, whether in combat or from other 
  physical trauma, death results.  Otherwise, falling to zero is not fatal 
  unless the victim is subsequently hit, noting here that armor and/or 
  shields sometimes help.  That said, spent MIGHT is recovered through rest, 
  preferably in a secure place, like a great and wicked city... 
  
  5 
   
   
   
   
   
   
   
  
  6 
   
  MONEY AND EQUIPMENT 
   
  For game purposes, silver pieces (SP) are the basic unit of exchange, 
  although gold coins (GP) are also found.  Unfortunately, newer characters 
  tend to poor, having only 3d6 SP to start and every possible reason to 
  search for more in dark and deadly places... 
   
  Fantasy worlds are overflowing with coin, and ambitious judges can 
  introduce copper pieces (CP), although silver will always be the monetary 
  standard when making major purchases:  
   
  COINAGE 
  VALUE 
  Copper pieces (CP) 10 CP = 1 SP 
  Silver pieces (SP) 10 SP = 1 GP 
   
  In addition to any starting money, all characters begin having the 
  clothes on their back, rations (food and water) enough for one full week, 
  and a single weapon of the player's choice.  Armor and any additional 
  items must be purchased separately per the following: 
   
  ITEM 
  COST (SP) 
  NOTES 
  Common/small 
  1d6 
  personal items, tools  
  Exotic/large 
  1d6 x 10 armor, weaponry 
  Rare/very large 1d6 x 100 luxuries, mounts, vehicles 
   
  Note that cost varies greatly by location and availability, although 
  judges can impose specific costs consistent with their setting and/or the 
  situation at hand, with bartering allowed! 
   
  ARMOR AND SHIELD 
   
  For simplicity, ARMOR worn protects the wearer by allowing them to 
  ignore up to 3 hits from any single attack, after which the armor becomes 
  useless until repaired or replaced.  SHIELDS resist up to 2 hits, with 
  repair costs varying greatly per the following:   
   
  TYPE 
  MINOR DAMAGE MAJOR TRAUMA* 
  Armor 
  10 SP 
  15 SP 
  Shield 
  5 SP 
  10 SP 
   
   
   
  *Applies to normally fatal attacks 
   
  Players can decide when to use their armor and may employ shields 
  separately or together for better defense, the latter being subject to the 
  judge's approval.  Note also that armor captured or found on adventures 
  has only a 1 in 1d6 chance of being useable, especially when stolen from 
  previously slain enemies, subject to conditions and the judge.  
  
  7 
   
  The protection granted by armor comes at a heavy price, restricting 
  movement to 30' (without respect to type) and making acts of stealth, like 
  sneaking and stealing, impossible.  Accordingly, armor is not only an 
  important part of customization, but also an effective strategy; choosing 
  direct confrontation over stealth and speed.      
   
  WEAPONRY 
   
  Characters can fight and employ a wide variety of weapons, whether 
  simple clubs or swords, that, unlike armor (and shield), may be captured 
  completely intact and fully useable:  
   
  WEAPON 
  RANGE 
  NOTES 
  Bows 
  200' 
  crossbows, long/short bows* 
  Melee: 
  -- 
  axes, maces, swords, etc. 
  One-handed 
  10' 
  enables shield use, no bonus  
  Two-handed 
  10' 
  no shield, deals +1 damage# 
  Thrown melee 30-50' includes daggers, spears, etc. 
   
   
   
  *Judges can enforce a minimum range of 30' 
  #Requires at least 20' free space to wield properly  
   
  Once again, class restricts certain weapon choices and, in general, 
  adventurers are better warriors for it.  Sorcerers sacrifice the use of 
  better weaponry, but make up for this with the use of powerful spells 
  which, although limited, are nonetheless effective.     
   
  ENCUMBRANCE AND SPEED 
   
  Characters can wear armor (per class) and bear up to 10 items small 
  enough to hang from a belt or fit in a backpack, including shields and 
  other weaponry, etc.  Furthermore, they may hold up to 1,000 coins of 
  whatever denomination (no restrictions on jewelry), moving 50' per round 
  unarmored or with shield alone and 30' armored in combat.    
   
   
  
  8 
   
  THIEVERY 
   
  All characters can attempt acts of stealth, like climbing, hiding, or 
  sneaking, etc.  Indeed, some become thieves and reject armor to exploit 
  the benefits of speed and guile.  In this respect, thieves are a fluid 
  class, and certain famous barbarians move freely between armored combat 
  and stealthy exploits as necessity dictates.     
   
  To better protect the integrity of thieves as a distinctive class, the 
  judge can deny stealthy acts to sorcerers, although any described as fast 
  should still enjoy some benefits...  
   
  Everything about this game is designed to ensure that the character's 
  concept and, indeed, success, depends more upon the choices of the player 
  and less upon special powers and abilities.  And while sorcerers enjoy 
  magical abilities, these are designed to emphasize a player's imagination 
  over hard and fast rules, making them fun to play!   
   
  LANGUAGES KNOWN 
   
  For simplicity, all characters read and write the same (common) tongue, 
  although others can be learned with training. 
   
  A MODEL BARBARIAN 
   
  The following is a new character (a thief/corsair) ready for their very 
  first adventure exploring vast Pangea:     
   
                         NAME: Aja' 
     SEX: female 
   
   
   
   
     CLASS: thief     MIGHT: 10 
   
   
   
   
     NARRATIVE: Aja' was a tribal girl  
   
   
   
     taken by raiders and trained in the 
   
   
   
     arts of navigation, sailing, and  
   
   
   
     general piracy.  She speaks Nemian  
   
   
   
     and is a great leader... 
   
   
   
    
   
   
   
   
   
   
   
   
     EQUIPMENT: backpack, bedroll, dirk,  
   
   
   
     picks and tools, rations  
   
   
   
   
     EXPERIENCE: 0 
  TREASURE: 3 SP  
   
   
  In the above example, the player had to consult the judge to determine 
  what additional languages were available.  If she survives, Aja' will 
  doubtless learn more and master new skills and abilities with experience, 
  noting that while adventuring is hard, its rewards are great... 
  
  9 
   
  II. GAMEPLAY  
    
  Throughout the game, players (and their characters) will attempt many 
  different actions, like fighting or navigating obstacles, etc.  These are 
  resolved by rolling 2d6 on the following:  
   
  ACTION IS... 
  REQUIRES 
  TARGET IS... 
  Simple 
  no roll 
  prone/unconscious 
  Challenging 
  7 or better novice combatant 
  Daunting 
  9 or better skilled/trained fighter* 
  Overwhelming 
  12+ 
  monster or demon, etc. 
   
   
   
  *Includes player characters in most cases 
   
  Some actions are easy and available to everyone, and common sense is 
  usually enough to decide.  Anything else, like being a blacksmith, 
  requires some mention in the character's written narrative, although the 
  judge will always have the final say. 
   
  Difficulty is likewise determined by the judge, noting that under the 
  right circumstances, even the simplest act can be difficult, if not 
  impossible, to successfully carry out.  For instance, climbing when bound 
  with heavy chains.  Such is the stuff of heroes... 
   
  ACTION 
  DIFFICULTY 
  Attempt craft/skill 
  varies 
  Climb sheer walls 
  overwhelming 
  Detect lies or deceit 
  daunting 
  Force (pick) locks 
  daunting 
  Hide from mortal foes 
  challenging 
  Pass by undetected 
  daunting 
  Pick up enemy trail 
  challenging 
  Recall knowledge 
  varies 
  Scale massive trees 
  challenging 
  Smash open stuck doors 
  challenging 
  Swim strong current 
  daunting 
  Topple marble pillars 
  overwhelming 
   
  Of course, the above is just a guide, and the judge will doubtless modify 
  this as befits the character and/or conditions. 
   
  MORTAL COMBAT 
   
  Combat is resolved in much the same way.  Characters are normally 
  daunting (9 or better) to hit, with all others challenging or overwhelming 
  as decided by the judge.  Sorcerous foes can be especially difficult to 
  overcome and may require cleverness as well as great strength!  
  
  10 
   
   
   
  TIME AND DISTANCE 
   
  Out of combat, time passes at whatever rate the scenario requires, for 
  instance, a three day journey through the desert might only take several 
  minutes assuming nothing interesting happens! 
   
  Combat, on the other hand, is divided into roughly 1 minute rounds, 
  during which characters can move and attack if within range at the end 
  of that movement, subject to the following: 
   
  INITIATIVE 
   
  At the start of hostilities, each side rolls 1d6 to determine order of 
  movement (one player rolls for the party and the judge for those enemies 
  armed and ready).  The highest result acts first each round, noting that 
  stalemates and ties go to the enemy side in most cases. 
   
  DEALING DAMAGE 
   
  Characters move 50' per round (30' armored) and may attack if within 
  range at the end of that movement.  Otherwise, attacks are resolved with 
  the above-listed rules.  Weapon damage follows here:   
   
  RESULT DAMAGE* 
  NOTES 
  2-6 
  0 
  Miss; possibly glancing off armor 
  7-11 
  1 
  Bodily hit; varies by difficulty 
  12+ 
  2 
  Critical, possibly heroic, mortal blow 
   
   
   
  *Large (two-handed) weapons add +1 damage 
   
  Once again, the probability of hitting a target varies greatly with 
  difficulty as decided by the judge.  Armor and shield allow the wearer to 
  ignore damage, making this a good choice for anyone going into close 
  combat with enemies, some of which are terrifying indeed... 
  
  11 
   
  INJURY AND DEATH 
   
  Any successful attack deals 1 hit of damage to the target, although 
  certain weapons (and/or enemies) add bonuses.  Damage is subtracted from 
  the victim's current MIGHT, and should this fall to zero or less, death 
  results barring the use of armor, etc. 
   
  Note that any result of 12 indicates a critical strike for 2 hits, double 
  damage, plus, where applicable, any bonuses. 
   
  A SAMPLE COMBAT 
   
  The following is a sample combat: 
   
  Aja' is exploring some jungle ruins when she is attacked by a wild 
  tribesman.  Since hostilities are looming, both sides roll for initiative 
  per the above rules.  The player rolls 3 and the judge 5, meaning her 
  attacker goes first each round until defeated...  
   
  The savage is only 20' away and, being unarmored, leaps and easily 
  covers this distance, thrusting with his spear and rolling 9, striking the 
  barbarian for 1 (+1) hits.  This is subtracted from her total MIGHT, and 
  she survives with 8 remaining.  
   
  Now it is Aja's turn to act.  Being already engaged, movement is 
  unnecessary, and she attacks with her dirk, getting 10 and scoring 1 hit 
  against the challenging (7+) tribesman.  The savage was only a common 
  scout having 1 MIGHT and dies by the character's hand.       
   
  REST AND RECOVERY 
   
  Each day of full rest recovers 1d6 MIGHT, although the judge can rule 
  otherwise in extreme cases, and these are many, noting here that there is 
  no magic capable of healing wounds.  Characters are heroic figures and 
  capable of shrugging off incredible harm!  
   
  NATURAL HAZARDS 
   
  Many hazards await the unwary, some natural and others manmade, like 
  ancient crypts; tempting, but equipped with deadly traps to slay any 
  would-be trespassers.  And as this describes most adventuring characters, 
  special efforts should be made to challenge them...  
   
  Falling deals 1d6 hits per 20' dropped.  Likewise, any characters who 
  cannot swim will suffer 1 hit per round until rescued or otherwise pulled 
  from the water, keeping in mind that adventurers are heroic and highly 
  resistant to extreme punishment.  Even so, death is everywhere. 
  
  12 
   
  Poison, whether natural or ingested (or placed on weaponry and/or 
  needles in traps) deals 1-3d6 hits per attack and is fatal in some cases, 
  being rightly feared.  Furthermore, various mechanical traps may be 
  encountered, to include the following types:   
   
  TYPE 
  INJURY 
  NOTES 
  Bear trap 
  1d6 
  victim held for 1d6+1 rounds 
  Covered pit 
  by distance spikes add an additional +1d6 
  Poisoned needle 
  1-3d6 
  found in locks and similar things  
  Projectile 
  1-3d6 
  machine-launched spears, etc. 
  Swinging blade 
  by number 
  deals 1d6 hits per blade present 
   
  When setting any trap, the judge should have a good idea of how it 
  operates and what actions will trigger it.  This includes stone pressure 
  plates or hidden wires, etc.  That said, vigilance and good planning 
  should eliminate the worse of these. 
   
  Depending on the circumstances, the judge can allow players to raise up 
  shields against some traps, like thrown spears, etc.  
   
  USING MIGHT 
   
  Once again, regular adventurers can spend 1 MIGHT adding +1 to any 
  attack or physical action, and sorcerers use it casting spells as 
  explained below.  Note here that any character reduced to less than zero 
  doing so is not dead unless subsequently injured, either in combat or 
  through some trap or natural hazard, etc.     
   
  THE DARK ARTS 
   
  Barbarians are a superstitious lot and mistrustful of sorcery and 
  everything that goes with it.  Even so, it can be useful, and characters 
  may be allowed to become sorcerers provided they declare it in their 
  narratives first.  Magic is very draining on the user and requires them 
  to spend MIGHT as per the magic and sorcery rules: 
   
  First, each spell cast expends 1 MIGHT, possibly more, and affects a 
  single target within a 60' radius, including the sorcerer, although this 
  can be extended to include multiple targets if it makes sense and the  
  judge otherwise permits.  The latter costs +1 MIGHT per additional target 
  to be affected, subject to range requirements. 
   
  Furthermore, spells cannot permanently damage or destroy, although 
  targets can be delayed or distracted for 1d6+1 rounds.  Otherwise, magic 
  can duplicate normal tasks, navigate obstacles, and recall knowledge, 
  subject to these rules and the judge.  Where applicable, maximum movement 
  is 50', noting here that spell casting takes one full round...      
  
  13 
   
  Finally, except where noted, spell effects last only as long as the 
  sorcerer concentrates.  Any strenuous activity, like fighting, casting 
  additional spells, or attempting any other action difficult enough to 
  require dice negates the effect.  Under no circumstances will any spell 
  last more than one game hour as per the judge.  
   
  HIGH SORCERY 
   
  Optionally, sorcerers (and always for non-player types) can inflict 
  magical injury at a rate of 1 hit per point of MIGHT spent to a maximum 
  range of 30', this being true sorcery. 
   
  COUNTER-SPELLS 
   
  Any sorcerer targeted by enemy spells may counter them by spending 
  twice their cost in MIGHT, although such magic is exhausting to the user 
  and attempted only under the direst of conditions.    
   
  MAGIC AT WORK 
   
  Aja' and Petronius, a sorcerer, are exploring some ruins when they 
  encounter a giant reptilian horror.  The characters take initiative and, 
  not wishing to press their luck, Petronius summons billowing smoke to 
  impede it, spending 1 MIGHT.  He then rolls 1d6+1 and gets 4, the number  
  of rounds the creature will be distracted.  
   
  Later, being unable to shake off the monster, the pair is cornered and  
  the sorcerer attempts another spell, this time levitating to a small 
  fissure open to the sky.  He spends 1 MIGHT (+1 for Aja'), and both of them 
  rise to safety, although doing so drains 2 MIGHT and leaves Petronius 
  dangerously drained should he later be attacked.    
   
  Once again, players are free to imagine any spell effect they wish, 
  whether raising an invisible force wall or turning into a bird to ascend 
  some yawning chasm, subject to the magic and sorcery rules!    
   
   
  
  14 
   
  EXPERIENCE 
   
  As characters go on adventures, they gain valuable experience and 
  improve, both in skill and general survivability, this being measured in 
  experience points (EXP) acquired as follows:  
   
  THE CHARACTER... 
  EXP 
  Goes on an adventure 
  1 (base) 
  Performs extraordinarily 
  +1 
  Completes a quest, etc. 
  +2 
   
  Experience points can be saved and subsequently spent improving the 
  character as per the following, noting that MIGHT in not the only path to 
  power, but is nonetheless important. 
   
  ADVANCEMENTS 
   
  First, players can spend 7 EXP to gain +1 MIGHT.  This is not only the 
  obvious choice, but a strategically sound one, as doing so increases  
  physical toughness and/or spell casting ability when playing a sorcerer, 
  although, once again, there are other ways to grow... 
   
  Yet another way to improve is by learning another language, the 
  specifics being left to the judge.  This happens over time and requires 
  access to a trainer, perhaps in the party:   
   
  COST 
  FLUENCY 
  1 
  Basic, some words known 
  2 
  Discussion possible 
  3 
  Excellent, fully fluent, etc. 
    
  Note here that communication is very important and the role-playing 
  opportunities great.  That said, judges should incorporate this into their 
  games and reward players clever enough to use it.      
   
  Finally, characters might spend EXP to master a new skill, perhaps 
  becoming a blacksmith, etc.  Cost here is left to the judge and the nature 
  of the skill or trade to be learned:  
   
  SKILL IS... 
  COST 
  NOTES 
  Menial 
  1-3 physical training, etc.  
  Skilled trade 3-5 also, specialized knowledge  
   
  The narrative focus of this game extends beyond character creation to 
  sorcery and even gameplay, and this is in keeping with its literary 
  inspiration and style.  To this end, judges are free to add and/or change 
  anything here as befits the needs of their own campaign...  
  
  15 
   
  III. CAMPAIGNING 
   
  Sword and sorcery was traditionally set in a fictional past, perhaps 
  before the fall of Atlantis, where magic still worked and monsters ruled 
  forgotten places.  This choice is left to the judge, who can choose from 
  several mythical places or make their own: 
   
  ATLANTIS figures prominently in many tales, including some from the 
  sword and sorcery tradition.  This doomed continent was situated in what 
  is now the Atlantic Ocean, but with colonies extending into Europe and 
  the New World.  Atlantis was thought to be fairly recent and probably too 
  civilized to support a savage genre.  
   
  HYPERBOREA was supposedly located at the top of the world, but was 
  otherwise pleasant and warm.  It was said to be ruled by giant kings, and 
  at least one modern portrayal added prehistoric life and a mysterious 
  technology, joining civilization with the primitive.  
   
  LEMURIA reportedly occupied much of the Southern Indian Ocean and 
  supported any number of primeval races.  An ancient land, it most likely 
  housed prehistoric life.  There is also some suggestion of magic being 
  used, with priests communicating through time.     
   
  MU is the oldest of all, being thought to exist some 50,000 years ago, 
  although still home to an advanced civilization that raised great cities 
  with many colonies.  Situated in the Pacific Ocean, Mu had theoretical 
  connections to the Maya and may have supported prehistoric life, making 
  this a good fit with sword and sorcery!  
   
  PANGEA is alone here in having been an actual place; a prehistoric 
  supercontinent from the late Paleozoic and early Mesozoic, the great age 
  of the dinosaurs.  It would be easy for creative judges to flesh out a 
  vanished human race having ancient sorcery and living side-by-side with 
  all manner of prehistoric beasts and, possibly, gods...   
   
  The judge can use any combination of the above, even Atlantis, with 
  whatever additions or changes they wish.  After all, the legends might be 
  completely wrong!  That said, judges can imagine an original setting 
  inspired by their favorite books and/or movies.  
   
  TONGUES SPOKEN 
   
  Obviously, many languages will be spoken, and this element of play 
  ensures challenge, fun, and role-playing opportunities as well as making 
  character advancement relevant.  As a rule, the judge should introduce 
  several (2-3) regional languages and various primitive tongues, although 
  all characters will know the common speech of travelers. 
  
  16 
   
  NON-PLAYERS 
   
  During a game, players will encounter many supporting characters, 
  referred to as non-players, whether friend or foe, and these generally 
  fall into any one of the following types: 
   
  TYPE 
  MIGHT 
  NOTES* 
  Minion/thug 
  1-3 
  tribesmen or robbers, etc. 
  Commoner 
  4-9 
  farmers and tradesmen 
  Hero/villain 
  10+ 
  important campaign figures 
   
  *Actions/movement based on armor worn (if any) 
   
  MINIONS are rank and file enemies having less MIGHT, although still 
  dangerous in large numbers.  These are easily and heroically dispatched 
  to ensure faster-paced encounters.  
   
  COMMONERS include various townsfolk; no tougher than minions, but 
  generally more inclined to use MIGHT when fighting or performing other 
  physical acts, so beware the torch-waving mob! 
   
  HEROES AND VILLAINS are competent adventurers and will possess all the 
  same powers and abilities as the (player) characters. 
   
  For simplicity, the judge need not write a full narrative for either 
  minions or commoners.  More important characters, however, must always 
  be described to reflect their power, etc.  
   
  SAVAGE BEASTS 
   
  Characters will, of course, encounter various animals, including any of 
  the following common varieties: 
   
  TYPE 
  MIGHT MOVE 
  DAMAGE/BONUS* 
  Bear/ursine 
  10 
  30' 
  bite, 2 claws (+2) 
  Big cat 
  8 
  50' 
  bite, 2 claws (+1) 
  Boar/hog 
  6 
  40' 
  charge, gore (+0) 
  Crocodilian 
  9 
  30' 
  bite, drown (+1) 
  Elephant 
  18 
  50' 
  charge, crush (+3) 
  Rhinoceros 
  15 
  40' 
  charge, gore (+2) 
  Serpent 
  5 
  20' 
  bite, poison (+0) 
  Wolf/canine 
  7 
  50' 
  bite, 2 claws (+1) 
   
   
   
   
  *Can be split between multiple targets 
      
  Animals and monsters roll one attack and may split damage between 
  multiple targets within range, with drowning or poison calculated last...   
  
  17 
   
  MEN AND MOUNTS 
   
  Eventually, characters may wish to obtain (or steal) mounts, whether   
  simple pack mules or war horses bred for battle, selected for toughness 
  and/or strong backs per the following:  
   
  TYPE 
  MIGHT MOVE 
  NOTES* 
  Pack mule 
  5 
  20' 
  bears 5 items/1,000 SP 
  Riding horse 
  7 
  30' 
  carries 10 objects/5,000 SP 
  War horse 
  10 
  50' 
  as riding; may be armored 
   
   
   
   
  *Mounts may carry oversized objects, per the judge  
   
  Note that some animals can use MIGHT to improve attacks, much like the 
  characters if the judge permits.  
   
  NAMELESS HORRORS   
   
  Foul beasts lurk in the darkest corners of the world, and these may 
  sometimes be encountered.  Sword and sorcery traditionally treats these 
  as singular abominations as opposed to having a formal list, although 
  judges are free to write their own.  This makes each monster terrifying 
  because players have no idea what they face! 
   
  Creating monsters involves the following simple steps, noting that the 
  judge is given total freedom: 
   
  First, the judge should decide the monster's appearance and method of 
  locomotion, whether flying or swimming, to include their movement speed 
  and number of attacks, etc.  Note here that things like the ability to 
  breathe underwater are implied for aquatic/marine types if a written 
  narrative is not otherwise provided or prepared...      
   
  Next, difficulty (chance to hit) and damage bonus (or attacks) should be 
  decided as befits its size and power, etc.   
   
  Finally, total MIGHT should be determined, once again, based on any 
  number of things, including the number and strength of any characters 
  otherwise meant to face them.  Again, a full narrative is not needed, 
  although recommended for any monsters making a repeated appearance in 
  the judge's particular game setting. 
   
  Like animals, some monsters can employ poison, and many are cunning 
  enough to use MIGHT to improve their attacks.  Some things, born of 
  sorcery, employ magic and possess terrible power, making them dangerous 
  to even the strongest parties.  These are normally demons or even dark 
  gods long-forgotten, but still worshipped by deranged cultists. 
  
  18 
   
   
   
   
   
   
   
   
   
   
   
   
  
  19 
   
   
   
  Note here that monster narratives can exceed 30 words if the judge 
  requires, and that these might invoke special rules to reflect whatever 
  unique powers the creature so possesses. 
   
  MAPPING ADVENTURES 
   
  Judges can employ graph paper to map interior areas, with 1 square 
  equaling 10'.  This is important when tracking movement and/or range in 
  combat situations, but also because larger (two-handed) weapons require 
  greater space to wield (usually, 20'). 
   
  Important areas should then be numbered and separate notes written 
  describing important people, places, and things to include any relevant 
  statistics and/or treasure as explained later. 
   
  Outside and wilderness areas should also be mapped, whether using the 
  same graph paper or special hexagonal sheets, noting that scale will vary 
  based on the judge's needs.  For instance, 1 square equals 120' on local 
  adventures and 100 miles mapping whole continents!   
   
  TRAVELLING 
   
  The world is vast, and curious players will almost certainly wish to 
  explore and seek their fortunes.  For game purposes, characters going on 
  foot cover 10 miles per day, and those fortunate enough to have mounts 
  travel 30, assuming time to take rest, etc.    
   
  PLANNING THE ADVENTURE 
   
  Characters seek riches and will follow any tips (provided by the clever 
  judge) to the dark towers of decadent noblemen and wicked sorcerers, 
  perhaps tempted by the thought of some gem, etc.  These are always guarded 
  by terrible servants and traps, and the judge should carefully map this 
  well in advance to ensure a smoother gameplay experience... 
  
  20 
   
  The following are possible adventure ideas: 
   
  ASSASSINATION is usually an evil act, but one still available to the 
  characters, although perhaps the intended target deserves death, having 
  done some terrible wrong.  In these situations, the characters will be 
  approached by some agent of the potential employer, and the players must 
  role-play the terms of any bargain.  
   
  EXPLORATION likely accounts for most adventures, whether to satisfy 
  curiosity or lust for riches (probably both).  Once again, the judge should 
  plant some tempting rumor of the place, like the crypt of a legendary 
  sorcerer buried with gold, noting that the location need not be indoors 
  or underground and that monsters are common.  
   
  RESCUE AND RECOVERY missions are generally more wholesome, although 
  patrons can have hidden motives.  Rescuing prisoners might involve   
  breaching a prison and/or defeating its guardians, as does recovering a 
  desired object, noting that sorcerers might enlist parties to take back 
  some artifact or magical ingredient, etc.  
   
  WEALTH AND RICHES 
   
  Treasure can take the form of coins (usually silver) or gems and/or 
  jewelry of equal value.  These should be carefully placed so as to justify 
  the player's effort while giving them incentive to search for more in 
  keeping with the finest traditions of the genre... 
   
  ARTIFACTS AND RELICS 
   
  Despite their popularity in fantasy games, magical items are not 
  plentiful in sword and sorcery and not found here, although exceptions 
  can always be made.  Traditionally, these are strange objects having 
  awesome power, like a black gem capable of raising an evil god, although 
  this is just the sort of thing great adventures are made of!  
   
   
  
  21 
   
  APPENDIX I: PANGEA 
   
  While judges are highly encouraged to create their own setting, the 
  following kingdoms and peoples might be casually inserted or embraced 
  completely and expanded upon...  
   
  KINGDOMS OF PANGEA 
   
  BAROOMA lies to the east, beyond the great deserts, but accessible to 
  whatever trade routes there may be.  Their culture is roughly analogous 
  to Persia of antiquity and having similar architecture and medicine, 
  among other things.  It is renowned for its silk and spices, but also for 
  its sorcery, being extraordinarily advanced.  
   
  NEMIA is an ancient equatorial land ruling the south that carved an 
  empire out of steaming jungles.  This most closely resembles a merging   
  of the Egyptian and Mayan cultures at their height, staying in power 
  through military might.  Nemian gemstones and slaves are traded far and 
  wide, the latter taken on many raids. 
   
  OSTOGOTH represents a region more than anything else, being mostly 
  comprised of small (and ever-changing) kingdoms organized around prior 
  tribal entities.  These are based loosely on the Goths and/or Germanic 
  barbarians of antiquity, having a great reputation as warriors, but also 
  as farmers and merchants when they choose to settle.    
   
  PUUN was once a great empire, having long-since fallen to invaders 
  coming from the east.  These settled down only to become absorbed by the 
  older culture, forming a new and different race.  Puun is a decadent 
  state, combining the treacherous politics of Imperial Rome with the skill  
  and riding abilities of the Huns.   
   
  SAR-JAN lies well to the east, beyond Barooma and even the endless 
  grasslands that birthed oldest Tartaria.  Modeled after Imperial China, 
  its trade goods (silk and jade) are far more numerous in the western 
  kingdoms than its people, although the latter will sometimes be met while 
  trading or acting as envoys to Barooma and Puun.        
   
  TARTARIA stretches across a veritable ocean of steppe grassland, an 
  endless flat expanse.  Here live extraordinary horsemen; some of which 
  invaded ancient Puun and changed.  These are much like the Mongols, 
  fearsome warriors and free, although intelligent and honorable if their  
  trust is earned, perhaps by skill at arms. 
   
  Barbarians wander, and characters may hail from the above-listed 
  regions if the judge otherwise permits.  Note also that each has a unique 
  language that can be spoken (and learned) in the campaign... 
  
  22 
   
  Baroomian scholars also speak of a strange island continent, the 
  unexplored KHUL-DUR.  The judge can populate this with primitive beasts 
  or perhaps an advanced civilization, etc.   
   
  MONSTERS OF PANGEA 
   
  While most monsters will be nameless abominations, the following 
  creatures are occasional threats and might be introduced as characters 
  explore their world.  Note here that some have additional rules, with 
  difficulty determined by the judge:    
   
  TYPE 
  MIGHT 
  MOVE 
  DAMAGE/BONUS# 
  Ape-man 
  1-10 
  40' 
  2 claws, weaponry (+1) 
  Great ape 
  15 
  30' 
  bite, trampling (+2) 
  Jinn 
  varies* 
  50' 
  chilling, illusions (+0) 
  Kraken  
  30 
  20' 
  capsize, tentacles (+3) 
  Manes 
  5-10  
  40' 
  sorcery, weaponry (+2) 
  Mastodon 
  20 
  30' 
  trample, 2 tusks (+3) 
  Pterodactyl 
  1-5 
  40' 
  2 claws, sharp beak (+1) 
  Snake-man 
  varies*  varies* poison, weaponry (+0) 
  Troglodyte 
  1-5 
  50' 
  2 claws, weaponry (+0) 
  Tyrannosaur 
  25 
  30 
  bite, 2 great claws (+3) 
  Wizard 
  varies* 
  50' 
  demons, sorcery (+0) 
  Ymir (giant) 
  10-20 
  varies* 2 claws, weaponry (+3) 
   
   
   
   
  *By training, armor worn, or weapon used, etc.  
  #Two-handed weapons (where employed) add +1 damage 
   
  APE-MEN are a simian humanoid race from the jungles of Nemia who 
  rarely leave their home except when raiding for food and/or sacrifices 
  to their mysterious gods.  They fight with natural weaponry, but also 
  employ clubs, being physically quite powerful.  
   
  GREAT APES stand a massive 12' tall and possess strength beyond the 
  mightiest human.  They are rare, but sometimes seen in the jungles south 
  of Nemia, called KASHARAK or forbidden. 
   
  JINN stalk the lonely Baroomian Wastes, where certain fakirs and 
  sorcerers claim to summon them.  These whirlwind demons attack with a 
  chilling touch and are capable of using sorcery to distract and/or 
  otherwise lead victims astray in the desert, although they are seemingly 
  incapable of producing any other magical effect.   
   
  KRAKEN are aggressive squid-like monsters that attack boats and drag 
  victims overboard.  For simplicity, any attack roll of 12 or better 
  indicates success and drowning unless helped.  Another tactic is to turn 
  the boat over by inflicting 10 "hits" to the vessel (daunting).  
  
  23 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  24 
   
  MANES include any undead spirit, whether a harmless ghost or one 
  inhabiting its mortal remains.  The latter include lumbering corpses 
  guarding a tomb or powerful undead sorcerers having all the magic 
  possessed in life, using spells and/or weaponry, noting here that these 
  are frequently overpowering (12 or better). 
   
  MASTODONS are cold-adapted elephants, larger and physically strong, 
  although just as intelligent.  They move in herds and become dangerous 
  when threatened, attacking with their tusks and/or trampling their 
  unfortunate victims.  Mighty creatures, they roam the tundra north of 
  both Ostogoth and endless Tartaria. 
   
  PTERODACTYLS (flying reptiles) hunt in the Nemian jungles, feeding 
  mainly on horses and/or livestock, although aggressive ones may attack 
  characters when hungry, etc.  Optionally, larger ones may carry off 
  smaller victims (children or female) on a roll of 12 or more, attacking 
  with both their pointed beaks and razor-sharp talons.   
   
  SNAKE-MEN occupy temples in the Nemian jungles and sometimes, the 
  treacherous Baroomian Wastes.  They appear humanoid, but with serpent 
  heads and a poisonous bite (usually, 1d6), although preferring to use 
  conventional weaponry when raiding for slaves and sacrificial victims 
  for their gods.  Their sorcerers are legendary. 
   
  TROGLODYTES appear as squat (5' tall) and primitive men, sometimes 
  peaceful, although still dangerous when threatened or their territory 
  entered uninvited.  While not as strong as ape-men, they are smart, 
  defending their caves with traps and ambushing enemies with primitive 
  arms, typically axes and/or thrown spears.   
   
  TYRANNOSAURS are found in forgotten Nemian jungles such that few 
  encounter them.  Chief among the dinosaurs, they are very aggressive 
  hunters and without fear, attacking with their clawed feet and jaws, 
  pinning their prey and then tearing them apart.  Their sheer physical 
  might exceeds that of any known predator moving on land.  
   
  WIZARDS rarely visit the mortal realm.  These are very powerful 
  sorcerers more likely known by reputation than any actual meeting, 
  although this can change.  Arrogant and scheming, they watch man 
  suspiciously, being able to cast one spell per round and summon demons 
  without draining their vigor (MIGHT) when doing so.  
   
  YMIR (frost giants) live in the cold mountains of Ostogoth, being a 
  dreadful monster race.  They stand 12' tall and possess strength double 
  that of an ordinary man, pummeling with massive fists and wielding 
  immense weapons too big for any human (even a strong one) to ever lift, 
  appearing as pale-skinned humanoids wearing primitive furs.  
  
  25 
   
  APPENDIX II: GODS AND DEMONS 
   
  Non-player sorcerers will sometimes conjure up demons from Hell, 
  spending 1d6 MIGHT doing so.  This foul deed takes a full round and is 
  only possible once per combat encounter:  
   
  TYPE 
  MIGHT MOVE 
  DAMAGE/BONUS 
  Horned devil 
  10 
  40' 
  2 claws, weaponry (+1/2)  
  Elder one 
  5-10 
  30' 
  fear, pseudopods/tendrils (+3) 
  Winged horror 
  5-10 
  50' 
  2 claws, taloned feet (+1) 
   
  HORNED DEVILS are humanoid and sometimes (1-4 in 1d6) appear bearing 
  two-handed weapons of hellish make.   
   
  ELDER ONES appear as formless monsters so terrible to behold that 
  characters seeing them have a 1 in 1d6 chance per round of fleeing in 
  terror, although 1 MIGHT can be spent avoiding this. 
   
  WINGED HORRORS are flying devils that prefer claws to weapons, being 
  also impervious to arrows and other missiles. 
   
  GODS OF PANGEA 
   
  Many gods are worshipped in Pangea, and many adventurers have sworn 
  frantic oaths to the following deities:    
   
  DEITY 
  REGION* 
  NOTES 
  Bejula 
  P 
  goddess of healing and fate  
  Beyla 
  O 
  earth mother and wife to Othun 
  Esteres 
  B 
  teacher of secrets and magic 
  Hadur 
  P/T 
  god of iron and the earth below 
  Indra 
  B/P 
  bringer of storms and ruin 
  Mazada 
  B 
  ascended god of wisdom and law 
  Nanet 
  N 
  dark mother; goddess of sorcery 
  Opheria 
  B/P 
  goddess of dreams and opiates   
  Othun 
  O 
  sky god and keeper of the slain  
  Padura 
  P/T 
  horse mother; consort to Hadur 
  Set-Amon 
  N 
  serpent king of the underworld  
  Shekesh 
  N 
  judge of the dead; soul eater  
  Thoror 
  O 
  storm lord and slayer of demons 
  Umbra 
  T 
  weather god; devious trickster  
  Zathura 
  B/P 
  maker of arrows; god of hunters 
   
   
   
  *Barooma (B), Nemia (N), Ostogoth (O), Puun (P), Tartaria (T) 
   
  Note here that the gods of Sar-Jan are thought too distant to be listed, 
  although judges can certainly add them.  This is just a start! 
  
  26 
   
   
  Some writers in the pulp tradition added monstrous and alien gods, 
  collaborating worlds and imagining cosmic horrors spanning the whole of 
  human history.  These were dark tales, antithetical to the hopeful and 
  generally heroic nature of sword and sorcery, and the judge must decide 
  for themselves how to use them, if at all:  
   
  NAME 
  NOTES 
  Azoth 
  swirling mass from deep space 
  Ilzzur 
  gargantuan reptilian devil 
  Ktuul 
  aquatic and rubbery high priest  
  Tiltaki 
  formless (amoeba-like) monster  
  Undrikal black and faceless humanoid giant  
  Yengi 
  white worm and larval travesty 
   
  These are the SIX BLACK NAMES, although the judge is always free to 
  include others.  Alien things of terrifying aspect, simply looking upon 
  one risks a powerful madness lasting 1d6+1 game days unless an equal 
  amount of MIGHT is spent, noting that vulnerable characters may succumb 
  to some insanity per the following:   
   
  2d6 
  MADNESS 
  NOTES 
  2-6 
  None present 
  no insanity manifest 
  7-9 
  Catatonic state 
  simple movement (10') only 
  10-11 Delusional 
  hallucinations possible* 
  12 
  Frenzied and raving  violence under great stress# 
   
   
   
  *Assume a 1-2 in 1d6 chance several times a day 
  #May attack companions (1-3 in 1d6) as per the judge   
   
  Unless MIGHT is spent resisting madness, the judge rolls secretly to 
  establish insanity (if any), noting that it normally takes up to one game 
  day for any symptoms to manifest.  The judge may, at their discretion, 
  take over when irrational behavior occurs, like experiencing terrifying 
  hallucinations or turning on their luckless companions, etc...  
  
  27 
   
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SOURCE: textdata/thevault/Blood of Pangea/Blood of Pangea.pdf