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Blade of the Iron Throne PDF

330 Pages·2013·6.58 MB·English
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Preview Blade of the Iron Throne

“And on this throne of black iron, there shall be seated the great king of bloodshed and murder, and he shall be as a god unto slayers of men. And all who do his work in the lands shall be called his blades, and they shall strive to become alike him, and be feared and revered amongst their lesser brethren...” The Forlorn Tome of Du’Karrn ISBN: 0-29882-89386-9 Copyright © 2013 Iron Throne Publishing Blade of the Iron Throne and all associated names, characters, logos, marks, and illustrations are © and TM 2013 Iron Throne Publishing, Phillip Jones and Michael Heider. All rights reserved. All artwork © and TM 2013 Iron Throne Publishing. All rights reserved. The World of Xoth, and all related characters, names, places, items, plots, settings, descriptive text and con- cepts are copyright (C) 2008-2013, Morten Braten and Xoth.Net Publishing. They appear in this work with permission. Permission granted to copy the character sheets and tables from the Appendices for personal use. CREDITS Written by Phillip Jones and Michael Heider Production Manager: Ian Plumb, Griffin Grove Media Layout: Ryan Maguire, Griffin Grove Media Editing and Proofing: Vicky Gemmel Passion Attribute description: Matthew Terry ITP Logo and Cover Design: Tommaso Galmacci Cover Art: Courtesy of Robin Olausson The World of Xoth is featured courtesy of: Morten Braten and Xoth.Net Publishing Special thanks to Paul Sharratt for providing the model for the Blade Sorcery mechanics. Special Thanks To Jake Norwood, creator of The Riddle of Steel, the game that inspired this work, Mary my wife, and to Gordon Lepp, a great gamer and my best friend, I will always miss you. Playtesters Jon Hyams, Ian Plumb, Lucas Gonasalves, Antti Piipponen, Alegz Obernigg, Robert Davis, Paul Reinwald, Mattia Corsini Table of Contents Introduction 7 Mechanics 9 What is a Role-playing Game? 10 What kind of RPG is Blade of the Iron Throne? 11 Basic Rules - Checks 11 Dice Types Used 11 The Major Checks 12 Attribute Descriptions 17 Characters 21 I - Talents 22 1. Sorcery 23 2. Culture 24 3. Attributes 26 4. Skills 26 5. Proficiencies 27 6. Assets 27 II. Other Details 28 III. Character Creation Example 28 IV. Creating your own Talent Table 32 Training 35 Skills Overview 36 Skill Descriptions 36 Assets Overview 48 ASSETS DESCRIBED 48 Proficiencies Overview 68 PROFICIENCIES DESCRIBED 68 OFFENSIVE MANEUVERS DESCRIBED 71 DEFENSIVE MANEUVERS DESCRIBED 83 Character Progression 88 PASSION ATTRIBUTES 88 Melee 97 I. Melee Combat Overview 98 1. LIMELIGHT AND THE COMBAT ROUND 98 2. THE ORDER OF A COMBAT ROUND 101 3. STEPS 1 & 2: STANCES, INITIATIVE, AND SURPRISE 101 4 4. STEPS 3 & 5: THE EXCHANGE 105 5. STEPS 4 & 6: DAMAGE 107 6. TERRAIN CHECKS 112 7. FATIGUE IN THE COMBAT SCENE 115 II. Defense 116 1. EVASION 116 2. DEFENSIVE ACTIONS 118 3. ARMOR OVERVIEW 119 4. ARMOR TYPES 120 5. BARBARIAN CHIC (OPTIONAL) 121 III. Ranged Combat 122 IV. Mounted Combat 127 1. Rideby Melee Attacks 129 2. Jousting 130 3. Mounted Archery 130 4. Barding 131 V. Animals in Combat 132 VI. An Example of Melee Combat 139 Travel and Health 143 I. Travel, Scene Framing, and Scene Requests 144 II. Encumbrance (Optional) 145 III. Health 146 1. HEALING AND WOUNDS 146 2. FALLING DAMAGE 147 3. GENERIC DAMAGE 148 4. POISON 148 5. PAIN - IT’S JUST A SCRATCH! (OPTIONAL) 150 Sorcery 153 I. Sorcery Overview 154 1. THE SORCERY POOL 155 2. TAINT 156 3. THE LESSER MYSTERIES 158 4. GREATER MYSTERIES 165 5. ARCANE SECRETS 171 6. COMBINING SORCEROUS EFFORTS 180 7. DUEL OF WILLS 181 8. EFFECTING MULTIPLE TARGETS 185 S&S Gaming 187 A Sword & Sorcery Overview 188 5 THE WORLD OF SWORD & SORCERY 188 FAITH AND THE DIVINE 189 MAGIC AND THE SUPERNATURAL IN SWORD & SORCERY 190 THE RACIAL MAKEUP OF SWORD & SORCERY 191 HEROES AND VILLAINS IN SWORD & SORCERY 192 THE SWORD & SORCERY TALE 194 20 Tips for running your Blade game! 197 Xoth 205 Xoth Overview 206 THE PEOPLE 206 The Gods 215 The World 220 Drugs of Xoth 234 Appendices 237 Wound Tables 238 CLEAVING DAMAGE TABLES 238 PIERCING DAMAGE TABLES 245 BLUNT DAMAGE TABLES 251 SWUNG PIERCING DAMAGE TABLES 264 MELEE WEAPON TABLES 272 Melee Weapon Tables 272 PUNCHES AND KICKS 284 ANIMAL WEAPONS 285 MISSILE WEAPONS 287 Weapon Quality 288 Enchanted Weapons 288 NPCs 289 Beasts 300 Supernatural Menaces 306 Bibliography 311 The Precursors 311 The Pioneers 312 The Founding Fathers 312 The Emulators 314 The Defenders 316 Glossary 318 Index 323 6 Introduction Eleven years ago today Jake Norwood and team were wrapping up develop- ment of their revolutionary RPG, The Riddle of Steel. The following March the game was released at GAMA -- and the first print run sold out. A second printing soon followed and it is this version of the game that most players remember so fondly. The fact that we’re still talking about a game that was released nearly eleven years ago, a game that hasn’t had any official material published for it in the last five years, a game that still has an active community behind it, is testament to the origi- nality of Jake’s game. What attracted gamers to it all those years ago still holds true today -- player-driven story and detailed, realistic combat mechanics producing a true Narrativist-Simulationist hybrid that appeals to players and referees alike. About two and a half years ago the trosfans community broached the sub- ject of a successor game in earnest. Over the years many had asked whether a new version of TRoS could be produced, one that addressed the inconsistencies preva- lent in the first edition. Issues over ownership and copyright ruled out that option and so the idea of a successor game was introduced. Ninety threads and nearly two thousand posts later every aspect of TRoS has been picked apart and alternatives suggested. Upon this maelstrom of ideas order needed to be imposed. The greater pool of concepts needed to be gleaned, the numbers winnowed, until a coherent whole was formed. Who better to do this than two of the communities’ most active con- tributors? Phil and Michael had a clear vision for an RPG that worked seamlessly within the classic genre of Sword and Sorcery fiction. Today, with Blade of the Iron Throne they have produced a successor to TRoS that has none of the anomalies, none of the inconsistencies, none of the gaps -- yet retains a clear link to TRoS through player-driven story and demanding, realistic combat scenes. If Conan were to pick up a role-playing game, he’d choose this one. Ian Plumb – December 2012 7 A battered, gut-weary handful of hunted men – ruthless, half-wild outlaws hounded by killers as remorseless as themselves. Shivering in their dirt and blood-caked bandages, they rode on in grim determination, thoughts numb to pain and fear – although both phantoms rode beside them – intent on nothing more than the deadly necessity of flight. Flight from the hired bounty killers who followed almost on the sound of their hoofbeats. They were well mounted; their gear was chosen from the plunder of uncounted raids. But now their horses stumbled with fatigue, their gear was worn and travel-stained, their weapons notched and dulled from hard fighting. They were the last. The last on this side of Hell of those who had ridden behind Kane, as feared and daring an outlaw pack as had ever roamed the Myceum Mountains. No more would they set upon travellers along the lonely mountain passes, pillage merchants’ camps, terrorize isolated settlements. Never again would they sweep down from the dark-pined slopes and lay waste to villages on the coastal plains, then dart back into the secret fastness of the mountains where the Combine’s cavalry dared not venture. Their comrades were dead, fed ravens in a forgotten valley countless twisted miles behind their bent shoulders. Their leader, whose infamous cunning and deadly sword at last had failed them, was dying in his saddle. They were all dead men. And night was upon them. Karl Edward Wagner, “Raven’s Eyrie” 8 Chapter I Mechanics “Ushered before it, they prostrated before this throne of iron, its visage as black as the ravaged souls of those votaries before it. But its stair granted none its purchase; It was an ebon boon that none could claim unless first claimed by it…” - The Forlorn Tome of Du’Karrn Mechanics 9 What is a Role- playing Game? Role-playing is about being creative and having fun. It involves getting together with friends to write a story, perhaps joining around a campfire or a dining room table to spin some tall tales. Role-playing games (RPGs) are stories in which you create one of the main char- acters and the story around that character. The rest of the players create stories around their own characters. The “referee” (or more simply “ref”) brings those sto- ries together. The referee can be thought of as the “director” of the story. In most RPGs, the referee will - with input from you, if you desire to give any - describe a world or setting. You and your friends will play the protagonist and char- acters in this world, guiding your characters through the story that you and your friends create. Each player plays a different character, and each character interacts with each of the other characters. Role-playing, in this sense, is very much play-acting in the mind. You imagine what the referee describes. Then you imagine your character’s response to that situation, and describe that to the ref and the other players. They, in turn, each do the same with their characters. In most games – board games, card games, and dice games – there is a clearly defined way to win and a clearly defined way to lose. Typically, winning is the goal of the game. In role-playing games, the concepts of “winning” and “losing” do not exist. Your goal as a player is to help create a story and to have fun. You may give your character other goals, but the success of your character does not determine any sense of “winning” or “losing.” Like life, it’s not so much whether you win or lose, but how you play the game. That’s all well and good, you say, but what actually goes on? What do these “char- acters” do? Most of the time, characters are involved in adventures; adventures of the type that are immortalized in adventure movies and serial novels. In one game, the char- acters might be a group of secret agents trying to save the world from nuclear de- struction. In another, you might play a rebel force trying to overthrow an evil star- spanning empire. You might play a group of warriors in eleventh century Europe, or King Arthur’s knights, or Superman, or Batman, or an original character of your own creation - in any world you choose. Like all games and many RPGs, Blade of the Iron Throne involves elements of chance, skill, and strategy. These three elements are tightly related. 10

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