Stormbringer
Rules Reference — Young Kingdoms First Edition · English Working Draft
Core Mechanics
Percentile Resolution
Roll 1D100. If the result is equal to or below the relevant skill, characteristic multiple, or resistance chance, the action succeeds. Higher is generally worse.
Critical Successes
A critical success occurs when the roll is equal to or below one tenth of the needed chance, rounded down.
| Chance Needed | Critical On |
|---|---|
| 35% | 01–03 |
| 46% | 01–04 |
| 90% | 01–09 |
Fumbles
A roll of 00 is always a fumble. If the acting skill is below 50%, a roll of 99 is also a fumble.
Characteristic Rolls
When a raw characteristic directly matters, the GM calls for a roll against a multiple of it.
| Difficulty | Roll Against |
|---|---|
| Easy | 5 × characteristic |
| Normal | 3 × characteristic |
| Hard | 1 × characteristic |
Resistance Formula
When two forces directly oppose each other (POW vs POW, STR vs SIZ, etc.):
The active character succeeds if they roll equal to or below the chance. Minimum 5%, maximum 95%.
Improving Skills
After a meaningful success in play, at end of adventure roll 1D100, adding INT − 12 if INT is above 12. If the result exceeds the current skill, the skill rises by 1D10.
Training with a master improves a skill by 1D6 − 2 after one week of dedicated practice (minimum 0).
Characteristics
Roll 3D6 for each characteristic. If the total of all seven is below 64, you may reroll the entire set.
| Abbrev. | Characteristic | Main Use |
|---|---|---|
| STR | Strength | Force, lifting, weapons, melee damage. |
| CON | Constitution | Health, endurance, poison, wounds. |
| SIZ | Size | Body mass, reach, hit points, stealth/parry modifiers. |
| INT | Intelligence | Learning, knowledge, planning, sorcery. |
| POW | Power | Will, luck, magic, resistance, Sanity. |
| DEX | Dexterity | Speed, agility, coordination, weapon requirements. |
| CHA | Charisma | Leadership, charm, persuasion, divine favour. |
Hit Points
(SIZ penalty cannot reduce HP below ½ CON)
At 0 HP or below, the character is dead. No resurrection in the Young Kingdoms.
Sanity
Temporary Madness Threshold (SFT) = ½ starting SAN (never changes)
SAN ranges 1–99. At 0 SAN the character is completely insane and passes to GM control.
Increasing Characteristics
Characteristics rarely increase. If the GM calls a characteristic roll and the character succeeds, they may attempt to increase it after the adventure: roll 2D6. On 7, the characteristic rises by 1. On 2, it falls by 1. All other results: no change.
Nationality
Roll 1D100 on the table below, or choose with GM permission. Apply modifiers after rolling characteristics.
| D100 | Nation | Build | Modifiers | Social Origin |
|---|---|---|---|---|
| 01–02 | Melniboné | Slight | +1D10 INT, +2D6 POW, +3 SIZ, +20 SAN | Always Warrior + Noble |
| 03–05 | Pan Tang | Heavy | +1D8 INT, +1D8 POW, +1 SIZ, +10 SAN | Warrior or Priest-Sorcerer; roll Noble on 01–20 |
| 06–08 | Myrrhyn | Slight | +1D6 INT, +1D6 POW, +1D6 CHA (females), +5 SAN, −2 SIZ (if ≥9) | Normal (Sailor/Thief/Beggar → Warrior) |
| 09–12 | Dharijor | Average | +1D4 CON | Normal |
| 13–16 | Jharkor | Roll 1-2 slight, 3-4 avg, 5-6 heavy | −1D4 CHA, +1D4 DEX | Normal |
| 17–24 | Shazaar | Roll 1-2 slight, 3-4 avg, 5-6 heavy | +1D6 CON | Normal |
| 25–29 | Tarkesh | Average or heavy | +1D4 CON, −1 SIZ (if ≥10) | Farmer/Hunter → Sailor |
| 30–37 | Vilmir | Roll 1 slight, 2-5 avg, 6 heavy | None | Normal |
| 38–44 | Ilmiora | Roll 1 slight, 2-5 avg, 6 heavy | +1D6 CHA | Normal |
| 45–49 | Nadsokor | Any | −1D6 CON, −1D6 CHA | Automatically Beggar; roll Afflictions |
| 50–56 | Desert of Tears | Average | +1D6 STR, +1D4 DEX, +1D6 CON, −1D4 CHA, −1 SIZ (if ≥10), Ride 80%+1D6 | Hunter or Warrior only |
| 57–60 | Eshmir | Average | +1D4 INT, +1D6 POW, −2 SIZ (if ≥10), +5 SAN | Auto Priest+Sorcerer if INT+POW ≥32 |
| 61–67 | Purple Towns | Average or heavy | +1D4 STR, +1D6 CON | Hunter → Sailor |
| 68–75 | Argimiliar | Average | None confirmed (OCR damaged) | Normal |
| 76–81 | Pikarayd | Average or heavy | +2D4 STR, +1 SIZ | Normal |
| 82–88 | Lormyr | Average or heavy | −1D6 INT, +2 SIZ | Normal |
| 89–95 | Filkhar | Normal | +1D6 DEX | Normal |
| 96–97 | Oin | Normal | −1D6 INT (if ≥10), −1D6 DEX (if ≥10), +1D6 STR, +1D6 CON, −10 SAN | Priest/Sailor → Hunter |
| 98–99 | Yu | Heavy | −1D6 INT (if ≥10), −1D6 POW (if ≥10), −1D6 CHA (if ≥10), +1D6 STR, +1D6 CON, −10 SAN | Priest/Merchant/Sailor → Hunter |
| 00 | Org | Heavy | −2D4 POW (if ≥10), −2D4 CHA (if ≥10), −1D6 INT (if ≥10), −1D6 DEX (if ≥10), +1D8 CON, +1D4 STR, −2 SIZ (if ≥10), −10 SAN | 01 on D100 = Noble; else Hunter |
Nationality & Religion
| Nation | Typical Deities |
|---|---|
| Melniboné | Arioch, Pyaray, Xiombarg, Mabelrode Chaos |
| Pan Tang | Chardhros, Pyaray, Arioch, Slortar Chaos |
| Myrrhyn | Grome, Lassa, Kakatal Elements |
| Vilmir / Ilmiora / Lormyr / Filkhar | Elementals, Arkyn, Donblas Law |
| Nadsokor | Elementals, Narjhan, Balo |
| Purple Towns | Goldar Law |
| Pikarayd | Kakatal, Grome, Arioch, Chardhros, Hionhurn |
| Dharijor | Kakatal, Straasha, Checkalakh |
Skills & Bonuses
Skills are percentages. Roll 1D100; equal to or below = success. Characters not knowing a skill attempt it at the relevant bonus; on success they acquire it at that value.
All characters begin with the following at 10% (+ bonus): Jump, Climb, Dodge, Balance, Persuade, Listen, Hide.
Skill Bonus Calculation
Average characteristics are 9–12. Each point above 12 usually adds +1%; each point below 9 subtracts −1%. SIZ is reversed for Parry, Agility, and Stealth bonuses.
| Bonus Type | Based On | Notes |
|---|---|---|
| Attack | STR, INT, POW, DEX | All weapon attack skills. |
| Parry | STR, POW, DEX, SIZ (reversed) | High SIZ penalises parry. |
| Damage Bonus | STR + SIZ total | See Damage Bonus table. |
| Agility | STR, POW, DEX, SIZ (reversed) | Ride, Swim, Climb, Jump, Tumble, Dodge. |
| Manipulation | STR, INT, POW, DEX | Knots, Traps, Sleight of Hand, Pick Lock. |
| Perception | INT, POW | See, Listen, Smell, Taste, Balance, Search, Track. |
| Stealth | INT, DEX, SIZ (reversed) | Move Silently, Hide, Ambush, Conceal, Cut Purse. |
| Knowledge | INT + age bonus | +2% per INT above 12; +1%/yr above 25 (Non-nobles); +2% (Nobles); +3% (Priests). |
| Communication | CHA, INT, POW | Persuade, Credit, Oratory, Sing. |
Damage Bonus Table (STR + SIZ)
| STR + SIZ | Melee / Natural | Missile / Thrown |
|---|---|---|
| 02–16 | −1D6 | −1D4 |
| 17–24 | None | None |
| 25–40 | +1D6 | +1D4 |
| 41–50 | +2D6 | +2D4 |
| 51+ | +3D6 | +3D4 |
Skill Categories
Weapon Skills
Attack and Parry are separate skills. Learning both costs two skill choices. Missile and thrown weapons normally require Attack only. Shields have Attack and Parry.
Knowledge Skills (require training)
Poison Lore, Plant Lore, and Music Lore cannot be improved through ordinary experience — they require a teacher or special study.
Educated Classes
Nobles, Merchants, and Priests may learn Speak and Read/Write for another language as a single skill choice. Other classes must learn them separately.
Combat
Combat Round (≈12 seconds)
- Declare intentions (lowest DEX may declare first so fastest can react).
- Resolve combat and missile fire in DEX order (highest first).
- Move unengaged characters; manifest summoned elementals/demons.
One attack per round normally. No human can be attacked by more than five opponents simultaneously.
Attacking
Roll against the weapon's Attack skill. On a hit, the defender chooses:
- Take the blow and rely on armor.
- Parry with weapon or shield.
- Dodge — only if they have not yet attacked this round.
Parrying
Roll against Parry skill. Success = no damage. Additional parries in the same round are at cumulative −20% each (−20%, −40%, −60%…). Only one defence per attack — cannot try shield and then weapon if the first fails.
Arrows and sling stones can only be parried by shields. Thrown weapons can be dodged or parried.
Dodge
- Cannot Dodge if you have already attacked this round.
- Cannot Dodge as a second attempt after a failed Parry.
- A critical hit can only be Dodged by a critical Dodge.
Critical Hits
Roll equal to or below 1/10 of Attack skill.
- Double normal damage.
- Ignores all armor (including demon armor).
- Forces Major Wound roll even if damage would be minor.
- Target stunned for at least 5 minutes.
- Parrying a critical hit breaks the parrying weapon/shield (Demon Weapons save on 1×CON or break).
- Attacker may choose to disarm instead; a Parry prevents the disarm.
Critical Parries
Same condition (1/10 of Parry skill). A critical parry breaks any normal weapon that scored an ordinary hit. Against a critical hit, both weapons break.
Fumbles
| Weapon Type | D100 | Effect |
|---|---|---|
| Melee | 01–50 | Drop weapon at feet. |
| 51–85 | Weapon flies 1D6 m away. | |
| 86–00 | Weapon strikes hard surface and breaks (Demon Weapon saves on 5×CON). If no hard object: injure self for half weapon damage. | |
| Missile | 01–50 | Drop weapon. |
| 51–85 | Weapon breaks. | |
| 86–00 | Hit a friend or yourself in the foot; half damage. | |
| Natural | 01–50 | Fall; attacks from ground at half chance, Parry unchanged. |
| 51–85 | Sprain; next 1D6 attacks at half chance. | |
| 86–00 | Injure self; apply normal damage. |
Weapon Mastery (90%+ in both Attack and Parry)
- May train others (1D6−2 skill per week; roll Attack and Parry separately).
- After a successful Parry, may immediately make an extra riposte attack (at −20% if other attacks were made).
Surprise & Ambush
Roll Ambush skill. Success = 1D4−1 rounds of surprise. During surprise, victims cannot Attack, Parry, Dodge, or riposte. Armor still protects.
If Ambush fails, victims may roll See:
- Success: may draw weapon/shield and parry this round; weapon masters may attack.
- Failure: surprised 1 round (cannot parry or fight).
- Round 2 after failure: may parry but not attack.
- Round 3: normal combat.
Initiative (Sudden Attack)
Both sides roll 1D10 + DEX. If attacker wins, they may attack and defender can only Dodge. Normal DEX order resumes next round.
Tactical Modifiers
| Situation | Effect |
|---|---|
| Height advantage (mounted vs foot, uphill) | Lower combatant −25% Attack and −25% Parry |
| Fortified position | Attacker up to −50% to hit; defender no reduction |
| Helpless enemy (throat cut, backstab) | Death unless victim rolls 1×POW; on success, normal damage and victim alerts |
| Unseen attacker during melee (fail POW) | Attacker's chance doubled; critical chance increases proportionally |
| Changing weapons | Only at round start; −5 DEX that round |
| Ignoring weapon skill entirely | −5 DEX for attack order purposes |
Mass Combat (every 30 minutes)
Roll 1D100 against 5×POW. Success: no wound. Failure: 2D10 damage (armor protects).
Naval Combat
Battle total = Navigation skill + POW. Resolve as POW vs POW on Resistance Table. Victor may gain 1D4−1 POW; may attempt to improve Navigation.
Movement
Daily Travel
| Mode | Distance |
|---|---|
| Walking (10 hrs/day) | 30 km |
| Forced march (10 hrs/day) | 65 km |
| Horse (walk-trot-walk, 10–12 hrs) | 95 km |
| Ship (favorable wind) | 155–320 km/day |
Terrain Effects on Daily Travel
| Terrain | Movement Effect |
|---|---|
| Forest or Hills | Reduce by ⅓ |
| Mountains | Reduce by ⅔ |
| Swamps / Marshes | Reduce by ¾ (unless boat/canal) |
| Rocky or Sandy Desert | Reduce by ½ |
| Ice or Snow | Reduce by ¾ |
Scenario Movement (5-minute turns)
| Pace | Distance |
|---|---|
| Careful | 120 m |
| Normal | 300 m |
| Running | 1,600 m |
Combat Movement (12-second round)
Up to 60 m running; 30 m if hindered. Plate armor reduces movement by ⅔ for characters with STR below 11.
Weapons
All weapons and shields have 20 HP against acid, fire, and similar damage. Weapons usable both in melee and as thrown require a separate thrown skill; without it, 10% to hit.
If STR is insufficient: character strikes last. If DEX is insufficient: hits deal half damage. Skill drops to 5% or Attack/Parry bonus (whichever is higher).
Melee Weapons
| Weapon | STR | DEX | Damage | Length | Price (GB) |
|---|---|---|---|---|---|
| Battle axe | 9 | 9 | 1D8+2 | 75 cm | 200 |
| Broadsword | 9 | 7 | 1D8+1 | 100 cm | 250 |
| Club | — | 7 | 1D6 | 60–120 cm | 0–5 |
| Dagger | — | 3 | 1D4+2 | 15–45 cm | 100 |
| Reaper (Faucheur) | 8 | 8 | 1D6+2 | 90 cm | 225 |
| Filkharian pike (2H) | 11 | 7 | 2D6+1 | 270–300 cm | 150 |
| Longsword (2H) | 11 | 13 | 2D8 | 150–180 cm | 750 |
| Hatchet | 7 | 9 | 1D6+1 | 45 cm | 125 |
| Heavy mace (2H) | 13 | 7 | 1D8+2 | 75–90 cm | 200 |
| Javelin (melee) | — | 10 | 1D6 | 60–90 cm | 175 |
| Light mace | 7 | 7 | 1D6+2 | 60 cm | 75 |
| Great spear / Great lance (2H) | 11 | 9 | 1D10+1 | 210–240 cm | 100 |
| Lormyrian axe (2H) | 13 | 11 | 3D6 | 165 cm | 400 |
| Quarterstaff (2H) | 9 | 9 | 1D8 | 180–210 cm | 50 |
| Scimitar | 9 | 9 | 1D8+1 | 75–105 cm | 210 |
| Sea axe (2H) | 11 | 9 | 2D6+2 | 200 cm | 250 |
| Shortsword | 7 | 7 | 1D6+1 | 75 cm | 125 |
| Spear, one-handed | 9 | 7 | 1D6+1 | 120–150 cm | 50 |
| Punch | — | — | 1D3 | hand | — |
| Kick | — | — | 1D6 | foot | — |
| Head butt | — | — | 1D4 | head | — |
Shields
| Shield | STR | DEX | Damage | Size | Price (GB) |
|---|---|---|---|---|---|
| Buckler (small) | — | 12 | 1D4 | 30 cm diam. | 50 |
| Target shield | 8 | 7 | 1D6 | 90 cm diam. | 75 |
| Large shield | 8 | 9 | 1D6 | 90 cm | 100 |
| Tower shield | 12 | 6 | 1D6+2 | 150 cm | 125 |
Missile & Thrown Weapons
| Weapon | STR | DEX | Damage | Range | Price (GB) |
|---|---|---|---|---|---|
| Dagger | — | 6 | 1D4+2 | 15 m | 100 |
| Desert bow | 13 | 11 | 1D10+2 | 135 m | 600 |
| Javelin | 7 | 10 | 1D8+2 | 30 m | 75 |
| Melnibonean bone bow | 11 | 13 | 2D6+1 | 135 m | 750 |
| Stone | — | 5 | 2D4 | 30 m | — |
| Bow | 9 | 9 | 1D8+1 | 90 m | 250 |
| Sling | — | 11 | 1D6+1 | 90 m | 25 |
| Spear | 9 | 10 | 2D6 | 15 m | 50 |
| Target shield (thrown) | 16 | 7 | 2D4 | 6 m | 75 |
| Throwing axe | 9 | 12 | 1D8+2 | 15 m | 150 |
Armor & Damage
Armor Types
| Armor | Protection | Notes |
|---|---|---|
| Leather | 1D6−1 | Can swim in it (pass Swim roll). A result of 0 means the blow struck an unprotected area. |
| Barbarian (carved wood) | 1D8−1 | Fits only original owner or same SIZ/build. ~400 GB. Warps after 1 hr in water. |
| Half-plate | 1D8−1 | Covers vital body only. Common in southern/western lands. |
| Plate (no helm) | 1D10−1 | Needs STR 11 to move normally; −1 DEX per STR below 11. |
| Plate (with helm) | 1D10+2 | Helm caps Perception skills at 25%; usually surprised by side/rear. ~1,000+ GB. |
Wound Categories
| Type | Damage Threshold | Effect |
|---|---|---|
| Minor Wound | Less than ½ total HP | Every 4 HP lost → −1 DEX until healed. May fight until death. |
| Major Wound | ≥ ½ total HP in one blow | Immediately halve DEX. May fight for rounds = remaining HP, then collapse. Must receive aid within 1 hr or risk death (roll 1D20 vs CON; failure = death; success = −1D6 CON permanently + roll Major Wounds table). |
| Mortal / Fatal Wound | ≥ total HP in one blow | Immediate death (no exceptions in standard rules). |
Major Wounds Table (1D100)
| D100 | Consequence |
|---|---|
| 01–50 | Impressive scar; no lasting effect. |
| 51 | Lose left eye; −2 CHA, −2 DEX. |
| 52 | Lose right eye; −2 CHA, −2 DEX. |
| 53 | Lose nose; −4 CHA, −3% Perception bonus. |
| 54 | Lose left ear; −1 CHA, −5% Perception bonus. |
| 55 | Lose right ear; −1 CHA, −5% Perception bonus. |
| 56–57 | Broken jaw, teeth lost; −2 CHA, −1 CON. |
| 58 | Severe spinal injury; halve STR and DEX. |
| 59 | Major head injury; −3 INT, −3 CHA. |
| 60–62 | Minor head injury; −1 INT, −1 CHA. |
| 63–64 | Internal organ damage; lose 1D6+2 CON and equal HP. |
| 65–68 | Broken ribs; lose 1D4 CON and equal HP. |
| 69–72 | Left arm broken and badly set; −2 DEX. |
| 73–76 | Right arm broken and badly set; −2 DEX. |
| 77–79 | Left hand amputated; −4 DEX. |
| 80–82 | Right hand amputated; −4 DEX. |
| 83–86 | Left leg broken and badly set; −2 DEX. |
| 87–90 | Right leg broken and badly set; −2 DEX. |
| 91–92 | Left leg tendon severed; −4 DEX. |
| 93–94 | Right leg tendon severed; −4 DEX. |
| 95–97 | Left leg partially amputated; −3 DEX. |
| 98–00 | Right leg partially amputated; −3 DEX. |
Other Damage
Falling
| Fall Distance | Damage |
|---|---|
| 0–3 m | 1D6 |
| 3.1–6 m | 2D6 |
| 6.1–9 m | 3D6 |
| 9.1–12 m | 4D6 |
| +3 m increments | +1D6 each |
Falling into water or a soft surface: subtract 2D6 from damage. Armor does not protect against falls. Plate adds +1D6 extra damage.
Fire
Torch used as weapon: 1D6 damage. When touched by flame, roll 3×POW (5×POW in plate) or catch fire: 1D10 fire damage before extinguished. A major fire wound costs 1D10 CON (and equal HP) permanently; if CON reaches 0, death by secondary infection.
Disease
Exposure: roll 1D100 against 2×CON. Failure = diseased. Then roll 2×POW to recover. Mild failure: −1D4 CON temporarily. Severe failure: death. Recovering from severe disease costs 1D4 CON permanently but grants +1 POW.
Healing
First Aid
One attempt per wound situation. Success: stops bleeding, restores 1D3 HP. Critical success: restores 1D3+3 HP or prevents long-term major wound effect. Fumble: healer causes extra damage equal to half the patient's lost HP.
Natural Healing
Minor wounds: 1 HP/day of rest. Major wounds: require First Aid first, then 1 HP/week.
Plant Lore Healing
| Plant Lore Skill | Effect |
|---|---|
| 41–50% | Poultice heals 1D6 HP after 1D6 hours. |
| 51–60% | Potion heals 2D6 HP after 2D6 hours; works on wounds, poison, disease. |
| 61–70% | Plants cure infections or disease after 1D6 days. |
| 91–00% | Rare herbs may produce the Elixir of Invulnerability. |
Magic & Sorcery
Mortals cannot directly create magic. All magic requires summoning, binding, bargaining with, or serving supernatural beings from other planes.
The sign of Chaos is the eight-pointed star (octagon). The sign of Law is the triangle. Chaotic demons are contained in octagons; Law rituals use triangles.
Sorcery Requirements
| Rank | INT + POW | Also Requires | What It Enables |
|---|---|---|---|
| First | 32+ (INT 16+) | Training or grimoire | Summon and bind lesser elementals. |
| Second | 36+ | Formulae, sacrifices, herbs | Summon and bind lesser demons. |
| Third | 40+ | First rank foundations | Summon an Elemental Lord and bargain. |
| Fourth | 44+ | Ancient pact (Melniboneans only for Beast Lords) | Summon Beast Lords. |
| Fifth | 48+ | Full ceremony and sacrifice | Summon Lords of Law or Chaos (cannot control them). |
Starting Sorcery Skills (Born Sorcerers)
| Rank | Starting Abilities |
|---|---|
| First | One elemental type at 50%. |
| Second | First elemental at skill level; second elemental at 50%. One demon at 4×INT%; second demon at 3×INT%. |
| Third | First two elementals at skill; third at 50%. First two demons at skill; one additional demon at 3×INT%. Trained to summon one Elemental Lord. |
| Fourth | First three elementals at skill; fourth at 50%. All known demon types at skill; last three at 3×INT%. Two Elemental Lords. If Melnibonean: one Beast Lord rune. |
| Fifth | All elementals and demons at skill. All Elemental Lords. If Melnibonean: three Beast Lords. One Lord of Law or Chaos. |
Advancing Sorcery Rank
Qualifying INT+POW is not enough — training is required:
- Grimoire study: 40 − INT months; must succeed at roll under 3×POW (failure = death).
- NPC teacher: 30 − INT months; GM sets payment and rank.
- PC teacher: 30 − INT months; neither character can do anything else during training.
Elementals
| Element | Spirit | Lord | Typical Powers |
|---|---|---|---|
| Air | Sylphs | Lassa | Wind, flight, messages, arrow deflection. |
| Water | Undines | Straasha | Water movement, drowning aid, swimming, currents. |
| Earth | Gnomes | Grome | Digging, stone movement, entrapment, treasure sense. |
| Fire | Salamanders | Kakatal | Flame, burning, heat, fire protection. |
Summoning a Lesser Elemental
- The appropriate element must be physically present.
- Concentrate and chant for 2D10 minutes uninterrupted.
- Roll the summoning skill.
- On success: elemental obeys one order, then is free unless bound.
Binding a Lesser Elemental
- Choose a receptacle object (ring, sword, stone, etc.).
- Roll under 3×POW.
- Success: elemental is bound; can be called up to 4 times per hour (4th call frees it).
- Failure: elemental freed; sorcerer's POW falls to 1, recovers at 1/hour.
Critical binding success: roll 1D4−2 POW gain/loss (positive = sorcerer takes from elemental; negative = elemental drains sorcerer).
Multiple bindings of same element: roll 2D6 and try to exceed the number of bound elementals of that type. Failure attracts the Elemental Lord's attention.
Elemental Lords
Cannot be controlled, only bargained with. Requires third-rank sorcery and the appropriate element to be present. The Lord sets its own price or service requirement.
Demons
Lesser demons are beings of Chaos from other planes, bound to the Lords of Chaos. They are more dangerous and flexible than elementals.
Summoning a Demon
Normal summoning: roll the summoning skill; takes hours. On success, bargain for one service or one day of aid.
Quick summoning: takes 2D10 minutes; use either 2×POW or half the summoning skill.
Binding a Demon
Resolve POW vs POW on the Resistance formula.
- Success: demon becomes permanent servant; may be bound into an object.
- Failure: sorcerer's POW falls to 1; permanently loses 1 POW; Combat and Possession Demons attack the summoner; all already-bound demons may rebel.
- Critical success (demon POW ≥ summoner's): sorcerer gains 1D4−1 POW.
Demon Types
| Type | Forms / Uses | SAN on Success | SAN on Failure |
|---|---|---|---|
| Combat | Demon weapon, demon warrior; kills, drains POW, shatters weapons. | 1 | 1D8 |
| Protection | Demon armor, door, guardian, spirit guard. | 0 | 1D6 |
| Knowledge | Answers questions, teaches skills, reveals secrets. | 0 | 1D6 |
| Travel | Transport, teleportation, gates between planes. | 0 | 1D6 |
| Desire | Healing, emotion, beauty, seduction, compulsion, alter appearance. | 0 | 1D6 |
| Possession | Possesses bodies, controls victims; POW struggle to resist. | 1 | 1D8 |
Summoning Beast Lords
Requires fourth-rank sorcery. Normally only Melniboneans may summon Beast Lords due to ancient pacts. Requires knowledge of a poetic rune specific to the beast kind. A non-Melnibonean may be taught one such rune by a Melnibonean sorcerer under extraordinary circumstances.
Summoning Lords of Law
- INT + POW 48+
- Stand in an equilateral triangle
- Use ritual objects grouped in threes
- Roll equal to or below INT + POW
Summoning Lords of Chaos
- INT + POW 48+
- Stand on the eight-arrow sign of Chaos
- Offer human sacrifice
- Roll equal to or below POW + number of sacrifices
Cults, Elan & Divine Intervention
The Three Churches
| Church | Named Powers |
|---|---|
| Church of Law Law | Donblas, Arkyn, Goldar (Lord of Profit) |
| Church of Chaos Chaos | Arioch, Pyaray, Chardhros, Balo, Narjhan, Xiombarg, Mabelrode, Slortar, Orunlu, Hionhurn… |
| Church of the Elements Elements | Lassa (Air), Straasha (Water), Grome (Earth), Kakatal (Fire) |
Cult Membership Levels
- Worshipper: ordinary believer, performs rites. May belong to multiple non-opposing cults.
- Priest: cult functionary; leads services; has direct relationship with the god; may hold temple rank.
- Agent: soul dedicated to one deity; can call divine intervention.
Elan
Elan measures divine favour (0–99). Gained by performing actions appropriate to the deity.
If Elan reaches 100: must convert at least 50 immediately
Effective maximum: 99
Calling for Divine Intervention
- Roll 1D100.
- If result > Elan: call fails, Elan is halved.
- If result ≤ Elan: call succeeds, subtract the roll from Elan.
- GM grants minimum effective version of the request.
Becoming an Agent
- Visit a temple of the chosen deity.
- Permanently sacrifice any number of POW points (cannot reduce POW below 3).
- Add sacrificed POW to CHA.
- Roll 1D100 equal to or below CHA + sacrificed POW.
Success = Agent status + personalized amulet. Failure = POW still lost, cannot try that deity again. One attempt per session; one deity only.
Agent Types & Benefits
| Agent Type | Benefits | Taboos / Risks |
|---|---|---|
| Elemental Agent Elem | Always has one lesser elemental servant; immune to own elementals. | Must obey elemental taboo; keep amulet at all times. |
| Agent of Law Law | Champion of Law; doubled endurance via yearly potion (Elixir of Endurance); Lawful Virtues. | Sterile; strict anti-Chaos vows; deadly if amulet lost. |
| Agent of Chaos Chaos | Gains one bound demon; minimum 50% chance in any demon POW struggle. | Must serve deity; obey Chaos hierarchy; risks demonic punishment. |
Lawful Virtues
Agents of Law use Virtues instead of demons:
| Virtue | Use |
|---|---|
| Attack | Improves or empowers weapons. |
| Defense | Empowers armor, wards, doors. |
| Knowledge | Answers questions or stores knowledge. |
| Travel | Creates portals or animates transport statues. |
Sanity
Make SAN rolls for supernatural shock — not for ordinary danger or everyday violence. Stormbringer characters are hardened warriors; SAN is reserved for Chaos, demons, and gods.
Roll 1D100 against current SAN. Success = smaller or no loss. Failure = listed loss (usually permanent).
If SAN loss within 10 minutes (50 rounds) equals or exceeds the SFT (½ starting SAN), the character suffers Temporary Madness.
SAN Loss by Situation
| Situation | SAN Roll Success | SAN Roll Failure | Notes |
|---|---|---|---|
| Horrible natural death (scene) | 0 | 1D6 | Melniboneans often exempt. |
| Horrible supernatural death | 1 | 1D6 | Melniboneans often exempt. |
| Substance of Chaos (visible) | 0 | 1D8 | — |
| Minor Chaotic transformation | 0 | 1D6 | — |
| Major Chaotic transformation | 2 | 1D8+2 | — |
| Extreme transformation | Roll under 1/10 current SAN; failure = −50 SAN | GM caution advised. | |
| Combat / Possession Demon (first sight) | 1 | 1D8 | No roll for same demon again. |
| Other demon type (first sight) | 0 | 1D6 | No roll for same demon again. |
| Elemental Lord (first sight) | 1 | 1D6+1 | Melniboneans exempt. |
| Beast Lord (first sight) | 1D4−1 | 1D8+1 | Melniboneans exempt. |
| Lord of Law (first encounter) | 1D10 | 2D10 | +10 to roll. Always roll, no immunity. |
| Lord of Law (later encounter) | 1 | 1D6 | +10 to roll. |
| Lord of Chaos, beautiful (first) | 2D10 | 3D10 | +10 to roll. Always roll. |
| Lord of Chaos, ugly (first) | 3D10 | 3D10 | +10 to roll. Always roll. |
| Lord of Chaos (later) | 1D10 | 1D6 | +10 to roll. |
Temporary Madness Form (1D6)
| D6 | Form |
|---|---|
| 1 | Hysteria (laughing, weeping, or both) |
| 2 | Stupor — ceaseless babbling |
| 3 | Paranoia — irrational suspicion |
| 4 | Phobia — intense fear of the triggering thing |
| 5 | Amnesia |
| 6 | Suicide attempt (easy to prevent with companions) |
Temporary Madness Duration (1D8)
| D8 | Duration |
|---|---|
| 1 | 10 minutes |
| 2 | 1 hour |
| 3 | 2 hours |
| 4 | 10 hours |
| 5 | 1 day |
| 6 | 2 days |
| 7 | 1 week |
| 8 | 1 month |
Recovering SAN
Characters regain SAN by defeating or frustrating a god's plans: banishing a god ≈ +30 SAN; thwarting divine plans ≈ +20 SAN. SAN can never exceed its original starting value. All recovery is at GM discretion.
Curing complete insanity (SAN 0) requires divine intervention — and gods may prefer the character stay mad.
Creatures
Combat with Creatures
All creatures use DEX for attack order. Creatures with multiple attacks (two claws + bite) make all attacks simultaneously. Creatures below 3D6 INT have fixed, non-improving skills. Animals above 3D6 INT may improve skills like player characters.
Key Terrestrial Animals
| Animal | Notable Stats | Special Attacks | Armor |
|---|---|---|---|
| Gorilla | CON 3D6+6, SIZ 2D6+12, DEX 3D6+6 | Bite 45% / 1D6. If both hands hit: grabbing — double damage/round until STR vs STR escape. 30% chance to flee from loud noise. | 2 pts hide |
| Baboon | STR 3D6+6, CON 3D6, SIZ 3D6, DEX 2D6 | Bite 40% / 1D8; Claw 40% / 1D6+2 (Parry 30%). Pack fighters. | — |
| Forest Bear | Large, tough | Two claws + bite simultaneously; hug on double claw hit (double damage/round). | 2 pts hide |
| Cave Bear | Larger than forest bear | Same as forest bear; more powerful. | 3 pts hide |
| Tiger / Panther | High DEX | Rear claw rip on successful grab; pounce attack. | 1 pt hide |
| Dragon | Massive STR/SIZ/CON; high POW | Claws, bite, fire breath; may speak; magical protections. Melnibonean dragons are trained war-mounts. | Heavy natural |
| Clakar | Winged ape; roughly orangutan-sized | Claws + bite; flight. | — |
| Dharzi Hunting Hound | Hound/eagle hybrid | Can pursue in air and on ground. | — |
Chaos Creature Special Faculties (1D10 roll for randomly created creatures)
| Faculty | Effect |
|---|---|
| Regeneration | Regains HP each round. |
| Invisibility | Cannot be seen; attackers at half chance. |
| Teleportation | Instant relocation. |
| Polymorphy | Can change form. |
| Magical Protection | Immune to nonmagical weapons. |
| Repulsive Nature | Causes revulsion; SAN-like effect. |
| Combat Luck | Halves weapon hit chances against it. |
| Immateriality | Phantom-like; only affected through POW struggle. |
Equipment & Prices
The most common coin is the large bronze (GB). Silver and gold are rare. Prices below are in GB unless noted.
Currency
| Abbrev. | Coin |
|---|---|
| PB | Small bronze (petite bronze) |
| GB | Large bronze (grande bronze) — standard coin |
| PA | Small silver |
| GA | Large silver |
| PO | Small gold |
| GO | Large gold |
| MA | Melnibonean silver dragon |
| MO | Melnibonean gold wheel |
Food & Drink
| Item | Price |
|---|---|
| ½ litre of wine | 1 PB |
| Cheap meal | 2 GB |
| Raw meat, 1 kg | 2 GB |
| Vegetables, 1 kg | 2 PB |
| Good meal | 5 GB |
| Banquet for two | 20 GB |
| Food provisions, 20 meals + drink | 50 GB |
| Large loaf of bread | 1 GB |
| 5 litres of wine (by quality) | 2–8 GB |
Lodging (per day)
| Type | Price |
|---|---|
| Common-room floor | 2 GB |
| Dormitory | 10 GB |
| Double room | 20 GB |
| Private room | 30 GB |
Clothing
| Item | Price |
|---|---|
| Loincloth | 1 GB |
| Trousers | 20 GB |
| Shirt | 10 GB |
| Linen cloak | 25 GB |
| Riding boots | 100 GB |
| Sandals | 10 GB |
| Leather belt | 10 GB |
| Felt hat | 5 GB |
Transport & Mounts
| Item | Price |
|---|---|
| Riding horse | 100 GB |
| Trained warhorse | 5,000 GB |
| Purebred horse | 10,000 GB |
| Draft ox | 80 GB |
| Horse cart | 50 GB |
| Two-wheeled cart | 100 GB |
| Four-wheeled cart | 400 GB |
| Covered wagon | 10,000 GB |
Tools & Camping
| Item | Price |
|---|---|
| Rope, 6 m | 1 PB |
| Small tent (1 person) | 200 GB |
| Medium tent (3 people) | 500 GB |
| Large tent (5 people) | 800 GB |
| Backpack | 10 GB |
| Flint | 10 GB |
| 5 torches | 2 GB |
| Oil lamp | 20 GB |
| Hammer | 2 GB |
| Anvil | 500 GB |
Property & Vessels
| Item | Price |
|---|---|
| Hovel | 1,000 GB |
| Three-room house | 20,000 GB |
| Five-room house | 30,000 GB |
| Villa (10–12 rooms) | 50,000 GB |
| Palace | 100,000 GB |
| Castle | 500,000 GB |
| 1 acre of arable land | 20,000 GB |
| Rowboat | 500 GB |
| Two-person canoe | 2,000 GB |
| Tarkeshite merchant ship (per ton) | 10,000 GB |
| War galley (per crewman, min. 20) | 10,000 GB |
Books & Knowledge
| Item | Price |
|---|---|
| Writing paper, 20 sheets | 1 GB |
| Knowledge book | 100–1,000 GB |
| Fiction / poetry | 8–20 GB |
| Grimoire (per spell contained) | 10,000 GB |
Character Creation Checklist
- Roll STR, CON, SIZ, INT, POW, DEX, CHA on 3D6 each.
- If total is below 64, reroll the whole set.
- Roll or choose nationality; apply modifiers.
- Calculate Hit Points (CON ± SIZ modifier).
- Calculate starting SAN (POW × 5, modified by nationality) and SFT (½ SAN).
- Roll or choose Social Origin; record class skills, money, and equipment.
- Choose 1D6 + 2 additional skills (weapon Attack + Parry = 2 choices each).
- Calculate all Skill Bonuses from characteristics.
- Choose weapons within STR/DEX requirements.
- If INT 16+ and INT + POW 32+, decide on sorcery access and roll/choose elemental type.
- If Priest or Agent, record cult, starting Elan (Priests get 2D6), taboos, and amulet.
- Optionally roll on Personal History table (1D100).
- Give the character a reason to travel with the group.
GM Guidance
Principles
- Combat is decisive. A single critical hit can change or end a life.
- Magic is never casual. Every summoning creates obligation, risk, or debt.
- Law and Chaos are not Good and Evil. Both become monstrous when absolute.
- Characters need motives. Loyalty, revenge, faith, ambition, curiosity, love, debt, exile, doom.
- Keep Elric in the background. Player characters should be the centre of their own tragedy.
What Magic Solves
| Need | Likely Magic |
|---|---|
| Dig, move earth, find treasure | Earth elemental (Gnome) or Grome |
| Cross water, breathe underwater, drown enemies | Water elemental (Undine) or Straasha |
| Fly, send messages, stir winds | Air elemental (Sylph) or Lassa |
| Burn, melt, purify, resist flame | Fire elemental (Salamander) or Kakatal |
| Kill, empower weapon, guardian warrior | Combat Demon |
| Armor, ward, spirit guard | Protection Demon or Virtue of Defense |
| Learn secret, gain skill | Knowledge Demon or Virtue of Knowledge |
| Travel quickly, gate between planes | Travel Demon or Virtue of Travel |
| Heal, change appearance, manipulate desire | Desire Demon |
| Control a body, infiltrate | Possession Demon |
| Command animals | Beast Lord |
| Cosmic intervention | Lord of Law, Lord of Chaos, or Divine Intervention |
Campaign Eras
- Before Elric: Melniboné still rules; no Lords of Chaos on the mortal plane; Law at its peak influence.
- Elric's Time: The Balance tilts toward Chaos; Elric walks; the Eternal Champion's saga unfolds; a good era for ambitious, doomed heroes.
Art Gallery
Generated with gpt-image-2 in the style of 1970s Michael Whelan sword and sorcery illustration. Click any image to view full size.
Locations
Characters
Demons
Elementals
Creatures
Weapons & Equipment
Religion & The Cosmic Balance
Social Origin
Roll 1D100 unless fixed by nationality. Each origin grants starting skills, equipment, and starting money. All characters also know 1D6 + 2 additional skills chosen freely.
Assassin (Warrior variant)
Rolled on 9–10 of a 1D10 sub-roll when Warrior result is obtained. Gets all Warrior skills plus:
Beggar Afflictions (Roll 1D20)
Personal History (Optional — Roll 1D100)