diff --git a/asset-library/stormbringer-1e/README.md b/asset-library/stormbringer-1e/README.md new file mode 100644 index 0000000..95b47c3 --- /dev/null +++ b/asset-library/stormbringer-1e/README.md @@ -0,0 +1,38 @@ +# Stormbringer — Asset Library + +Reference materials for running **Stormbringer** (1st–5th edition) and the French *Stormbringer* (Oriflam, 1984) in the Young Kingdoms setting. + +--- + +## Files + +| File | Description | +|------|-------------| +| `stormbringer_reference.html` | **Full interactive rules reference** — all 18 sections, searchable, dark-themed. Built from the French Oriflam edition source (1984). Open in any browser. | +| `REFERENCE.md` | Compact rules cheat sheet for the Chaosium English editions (BRP mechanics, Allegiance system). | + +--- + +## Edition Notes + +These two files cover different editions of the same game: + +- **`stormbringer_reference.html`** is based on the **French Oriflam 1984 edition** — percentile BRP core, French terminology translated to English, with full nationality and social origin tables, the complete 50-entry major wounds table, sorcery, elementals, demons, cults, sanity, and creature stat blocks. +- **`REFERENCE.md`** covers the **Chaosium English editions (1e–5e)** — Strike Rank, Allegiance points, the standard BRP skill list. Use this for the Chaosium boxed sets. + +Both editions share the same core BRP DNA (roll D100 equal-or-under skill) but differ in terminology and some mechanical details. + +--- + +## Quick Reference — French Edition Coins + +| Abbreviation | Coin | Approx. Value | +|---|---|---| +| PB | Petite Bronzine | smallest unit | +| GB | Grande Bronzine | 2.5 × PB | +| PA | Petite Argentée | silver, rare | +| GA | Grande Argentée | silver, rare | + +--- + +*Last updated: ChaosiumCon UK 2026 prep* diff --git a/asset-library/stormbringer-1e/stormbringer_reference.html b/asset-library/stormbringer-1e/stormbringer_reference.html new file mode 100644 index 0000000..a5450f9 --- /dev/null +++ b/asset-library/stormbringer-1e/stormbringer_reference.html @@ -0,0 +1,1489 @@ + + + + + +Stormbringer — Rules Reference + + + + + + + + +
+
+

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 NeededCritical 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.

+
+ + + + +
DifficultyRoll Against
Easy5 × characteristic
Normal3 × characteristic
Hard1 × characteristic
+ +

Resistance Formula

+

When two forces directly oppose each other (POW vs POW, STR vs SIZ, etc.):

+
Chance = 50 + (active value − resisting value) × 5
+

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.CharacteristicMain Use
STRStrengthForce, lifting, weapons, melee damage.
CONConstitutionHealth, endurance, poison, wounds.
SIZSizeBody mass, reach, hit points, stealth/parry modifiers.
INTIntelligenceLearning, knowledge, planning, sorcery.
POWPowerWill, luck, magic, resistance, Sanity.
DEXDexteritySpeed, agility, coordination, weapon requirements.
CHACharismaLeadership, charm, persuasion, divine favour.
+ +

Hit Points

+
HP = CON + 1 per SIZ point above 12 − 1 per SIZ point below 9
+(SIZ penalty cannot reduce HP below ½ CON)
+

At 0 HP or below, the character is dead. No resurrection in the Young Kingdoms.

+ +

Sanity

+
Starting SAN = POW × 5 (modified by nationality)
+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.

+
+ + + + + + + + + + + + + + + + + + + + + +
D100NationBuildModifiersSocial Origin
01–02MelnibonéSlight+1D10 INT, +2D6 POW, +3 SIZ, +20 SANAlways Warrior + Noble
03–05Pan TangHeavy+1D8 INT, +1D8 POW, +1 SIZ, +10 SANWarrior or Priest-Sorcerer; roll Noble on 01–20
06–08MyrrhynSlight+1D6 INT, +1D6 POW, +1D6 CHA (females), +5 SAN, −2 SIZ (if ≥9)Normal (Sailor/Thief/Beggar → Warrior)
09–12DharijorAverage+1D4 CONNormal
13–16JharkorRoll 1-2 slight, 3-4 avg, 5-6 heavy−1D4 CHA, +1D4 DEXNormal
17–24ShazaarRoll 1-2 slight, 3-4 avg, 5-6 heavy+1D6 CONNormal
25–29TarkeshAverage or heavy+1D4 CON, −1 SIZ (if ≥10)Farmer/Hunter → Sailor
30–37VilmirRoll 1 slight, 2-5 avg, 6 heavyNoneNormal
38–44IlmioraRoll 1 slight, 2-5 avg, 6 heavy+1D6 CHANormal
45–49NadsokorAny−1D6 CON, −1D6 CHAAutomatically Beggar; roll Afflictions
50–56Desert of TearsAverage+1D6 STR, +1D4 DEX, +1D6 CON, −1D4 CHA, −1 SIZ (if ≥10), Ride 80%+1D6Hunter or Warrior only
57–60EshmirAverage+1D4 INT, +1D6 POW, −2 SIZ (if ≥10), +5 SANAuto Priest+Sorcerer if INT+POW ≥32
61–67Purple TownsAverage or heavy+1D4 STR, +1D6 CONHunter → Sailor
68–75ArgimiliarAverageNone confirmed (OCR damaged)Normal
76–81PikaraydAverage or heavy+2D4 STR, +1 SIZNormal
82–88LormyrAverage or heavy−1D6 INT, +2 SIZNormal
89–95FilkharNormal+1D6 DEXNormal
96–97OinNormal−1D6 INT (if ≥10), −1D6 DEX (if ≥10), +1D6 STR, +1D6 CON, −10 SANPriest/Sailor → Hunter
98–99YuHeavy−1D6 INT (if ≥10), −1D6 POW (if ≥10), −1D6 CHA (if ≥10), +1D6 STR, +1D6 CON, −10 SANPriest/Merchant/Sailor → Hunter
00OrgHeavy−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 SAN01 on D100 = Noble; else Hunter
+ +

Nationality & Religion

+
+ + + + + + + + + +
NationTypical Deities
MelnibonéArioch, Pyaray, Xiombarg, Mabelrode Chaos
Pan TangChardhros, Pyaray, Arioch, Slortar Chaos
MyrrhynGrome, Lassa, Kakatal Elements
Vilmir / Ilmiora / Lormyr / FilkharElementals, Arkyn, Donblas Law
NadsokorElementals, Narjhan, Balo
Purple TownsGoldar Law
PikaraydKakatal, Grome, Arioch, Chardhros, Hionhurn
DharijorKakatal, Straasha, Checkalakh
+
+ + +
+

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.

+
+ + + + + + + + + + + +
D100OriginStarting WeaponsStarting MoneyKey Skills
01–20Warrior (01-18) / Assassin (19-20)3 weapons of choiceINT × 1D100 GBWeapon 1: 50%+bonus; Weapon 2: 40%+bonus; Weapon 3: 30%+bonus; Ride 65% or 25%
21–30Merchant (Negotiator 28-30)1 weaponINT × 5D100 GBWeapon 40%+bonus; Read/Write 70%; Persuade 50%; Credit 40%; Evaluate Treasure 80%
31–45Sailor (Mate +5%, Captain +10%)1 weaponINT × 1D20 / 5D20 / 10D20 GBSwim 50%; Knots 70%; Climb 40% or Rigging 75%; Balance 50%
46–60Hunter1 melee + bow + 12 arrows1D100 GBMelee 30%+bonus; Bow 25%+bonus; Traps 50%; Ambush 50%; Track 50%
61–65FarmerStaff + hatchetINT × 1D20 GBStaff 30%; Hatchet 15%; Plant Lore 20%; Track 20%; Craft: Blacksmith 20%
66–70PriestDagger5D100 GB/month from templeRead/Write Common 80%; Read/Write Low Melnibonean 60%; High Melnibonean 40%; Plant Lore 40%; First Aid 40%; 2D6 starting Elan
71–75NobleWeapons + armor of choiceProperty 10,000×1D100 GB + 100×1D100 GB cashWeapon 1: 40%; Weapon 2: 20%; Credit 40%; group leader by default
76–85ThiefDagger + 1 weapon; lockpicks5D20 GBDagger 45%; Climb 1D100%; Hide/Conceal 1D100%; Pick Lock 1D100%; Listen 70%; Move Silently 50%; Cut Purse 1D100%; Evaluate Treasure 50%
86–90BeggarNone (10% combat skills)1D6 GBPersuade 60%; Pick Lock 50%; group bonus +1% Attack per beggar ally; roll Afflictions table
91–00Artisan1 weapon (any usable)DEX × 1D100 GB+3 DEX; Craft 70%+bonus; weapon 1D100%+bonus; second weapon 15%+bonus
+ +

Assassin (Warrior variant)

+

Rolled on 9–10 of a 1D10 sub-roll when Warrior result is obtained. Gets all Warrior skills plus:

+
+ + + + + + + +
SkillStarting Value
Poison Lore30% + Knowledge bonus
Search25% + Perception bonus
Move Silently50% + Stealth bonus
Hide40% + Stealth bonus
Ambush50% + Stealth bonus
Listen50% + Perception bonus
+ +

Beggar Afflictions (Roll 1D20)

+
+ + + + + + + + + + + + + + + + + + + + +
D20Affliction
01Cataracts; half blind
02Missing one ear; Listen halved
03Mute or tongue cut out
04Missing one eye
05No nose
06Teeth completely missing
07–08Leper
09Hemophiliac
10Scurvy-ridden
11Missing 2D4 fingers
12One hand amputated
13One foot amputated
14One arm amputated
15One leg amputated
16One arm + one leg amputated
17Major deformity (verify from source)
18Obese
19Living skeleton; extremely emaciated
20Mentally deficient; −1D6 INT
+
If the same affliction is rolled twice, it worsens: subtract 1 from all characteristics except SIZ.
+ +

Personal History (Optional — Roll 1D100)

+
+ + + + + + + + + + + + + + + + + + + + + + + + +
D100History
01Sixth sense; never surprised in combat. Roll 3×POW to detect ambushes.
02Owns 3 type-6 healing vials.
03Especially well-forged weapon (+2 damage).
04Naturally immune to 3 chosen snake venoms.
05Gifted mimic; blends into many social settings.
06Wide field of vision; +10% See and Track.
07Developed hearing; +10% Listen.
08Ambidextrous; one-handed weapons equally usable in either hand.
09Natural friendship with wild animals; they won't attack unless forced.
10Owns a riding horse; +25% Ride.
11Influential friend (determine with GM).
12–13Old treasure map (GM determines authenticity).
14–15Special experience; one skill +1D10.
23Owns an incomprehensible grimoire.
44Searching for a missing twin.
53Believes they are the abandoned child of a king.
61–63Searching for family taken into slavery.
72–75Inveterate gambler; strange wagers hold no fear.
77–80Seeks murderer of a best friend across the Young Kingdoms.
90Falsely accused of murder; seeks proof of innocence.
95Amnesiac; does not know true identity but retains all skills.
98Gravely insulted a Pan Tang noble who swore revenge.
100Arbitrated a Law/Chaos dispute; both cults now pursue the character.
+
+ + +
+

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 TypeBased OnNotes
AttackSTR, INT, POW, DEXAll weapon attack skills.
ParrySTR, POW, DEX, SIZ (reversed)High SIZ penalises parry.
Damage BonusSTR + SIZ totalSee Damage Bonus table.
AgilitySTR, POW, DEX, SIZ (reversed)Ride, Swim, Climb, Jump, Tumble, Dodge.
ManipulationSTR, INT, POW, DEXKnots, Traps, Sleight of Hand, Pick Lock.
PerceptionINT, POWSee, Listen, Smell, Taste, Balance, Search, Track.
StealthINT, DEX, SIZ (reversed)Move Silently, Hide, Ambush, Conceal, Cut Purse.
KnowledgeINT + age bonus+2% per INT above 12; +1%/yr above 25 (Non-nobles); +2% (Nobles); +3% (Priests).
CommunicationCHA, INT, POWPersuade, Credit, Oratory, Sing.
+ +

Damage Bonus Table (STR + SIZ)

+
+ + + + + + +
STR + SIZMelee / NaturalMissile / Thrown
02–16−1D6−1D4
17–24NoneNone
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)

+
    +
  1. Declare intentions (lowest DEX may declare first so fastest can react).
  2. +
  3. Resolve combat and missile fire in DEX order (highest first).
  4. +
  5. Move unengaged characters; manifest summoned elementals/demons.
  6. +
+

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:

+
    +
  1. Take the blow and rely on armor.
  2. +
  3. Parry with weapon or shield.
  4. +
  5. Dodge — only if they have not yet attacked this round.
  6. +
+ +

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

+ + +

Critical Hits

+

Roll equal to or below 1/10 of Attack skill.

+ + +

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 TypeD100Effect
Melee01–50Drop weapon at feet.
51–85Weapon flies 1D6 m away.
86–00Weapon strikes hard surface and breaks (Demon Weapon saves on 5×CON). If no hard object: injure self for half weapon damage.
Missile01–50Drop weapon.
51–85Weapon breaks.
86–00Hit a friend or yourself in the foot; half damage.
Natural01–50Fall; attacks from ground at half chance, Parry unchanged.
51–85Sprain; next 1D6 attacks at half chance.
86–00Injure self; apply normal damage.
+ +

Weapon Mastery (90%+ in both Attack and Parry)

+ + +

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:

+ + +

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

+
+ + + + + + + +
SituationEffect
Height advantage (mounted vs foot, uphill)Lower combatant −25% Attack and −25% Parry
Fortified positionAttacker 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 weaponsOnly 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

+
+ + + + + +
ModeDistance
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

+
+ + + + + + +
TerrainMovement Effect
Forest or HillsReduce by ⅓
MountainsReduce by ⅔
Swamps / MarshesReduce by ¾ (unless boat/canal)
Rocky or Sandy DesertReduce by ½
Ice or SnowReduce by ¾
+

Scenario Movement (5-minute turns)

+
+ + + + +
PaceDistance
Careful120 m
Normal300 m
Running1,600 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

+
+ + + + + + + + + + + + + + + + + + + + + + +
WeaponSTRDEXDamageLengthPrice (GB)
Battle axe991D8+275 cm200
Broadsword971D8+1100 cm250
Club—71D660–120 cm0–5
Dagger—31D4+215–45 cm100
Reaper (Faucheur)881D6+290 cm225
Filkharian pike (2H)1172D6+1270–300 cm150
Longsword (2H)11132D8150–180 cm750
Hatchet791D6+145 cm125
Heavy mace (2H)1371D8+275–90 cm200
Javelin (melee)—101D660–90 cm175
Light mace771D6+260 cm75
Great spear / Great lance (2H)1191D10+1210–240 cm100
Lormyrian axe (2H)13113D6165 cm400
Quarterstaff (2H)991D8180–210 cm50
Scimitar991D8+175–105 cm210
Sea axe (2H)1192D6+2200 cm250
Shortsword771D6+175 cm125
Spear, one-handed971D6+1120–150 cm50
Punch——1D3hand—
Kick——1D6foot—
Head butt——1D4head—
+ +

Shields

+
+ + + + + +
ShieldSTRDEXDamageSizePrice (GB)
Buckler (small)—121D430 cm diam.50
Target shield871D690 cm diam.75
Large shield891D690 cm100
Tower shield1261D6+2150 cm125
+ +

Missile & Thrown Weapons

+
+ + + + + + + + + + + +
WeaponSTRDEXDamageRangePrice (GB)
Dagger—61D4+215 m100
Desert bow13111D10+2135 m600
Javelin7101D8+230 m75
Melnibonean bone bow11132D6+1135 m750
Stone—52D430 m—
Bow991D8+190 m250
Sling—111D6+190 m25
Spear9102D615 m50
Target shield (thrown)1672D46 m75
Throwing axe9121D8+215 m150
+
Dagger, bow, and throwing axe may make two attacks per round if DEX permits and character is not in melee: first at character's DEX, second at end of round.
+
+ + +
+

Armor & Damage

+ +

Armor Types

+
+ + + + + + +
ArmorProtectionNotes
Leather1D6−1Can swim in it (pass Swim roll). A result of 0 means the blow struck an unprotected area.
Barbarian (carved wood)1D8−1Fits only original owner or same SIZ/build. ~400 GB. Warps after 1 hr in water.
Half-plate1D8−1Covers vital body only. Common in southern/western lands.
Plate (no helm)1D10−1Needs STR 11 to move normally; −1 DEX per STR below 11.
Plate (with helm)1D10+2Helm caps Perception skills at 25%; usually surprised by side/rear. ~1,000+ GB.
+
Plate armor adds +1D6 falling damage. Half-plate can be removed in water with 3 successful Swim rolls. Plate sinks the wearer.
+ +

Wound Categories

+
+ + + + +
TypeDamage ThresholdEffect
Minor WoundLess than ½ total HPEvery 4 HP lost → −1 DEX until healed. May fight until death.
Major Wound≥ ½ total HP in one blowImmediately 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 blowImmediate death (no exceptions in standard rules).
+ +

Major Wounds Table (1D100)

+
+ + + + + + + + + + + + + + + + + + + + + + + +
D100Consequence
01–50Impressive scar; no lasting effect.
51Lose left eye; −2 CHA, −2 DEX.
52Lose right eye; −2 CHA, −2 DEX.
53Lose nose; −4 CHA, −3% Perception bonus.
54Lose left ear; −1 CHA, −5% Perception bonus.
55Lose right ear; −1 CHA, −5% Perception bonus.
56–57Broken jaw, teeth lost; −2 CHA, −1 CON.
58Severe spinal injury; halve STR and DEX.
59Major head injury; −3 INT, −3 CHA.
60–62Minor head injury; −1 INT, −1 CHA.
63–64Internal organ damage; lose 1D6+2 CON and equal HP.
65–68Broken ribs; lose 1D4 CON and equal HP.
69–72Left arm broken and badly set; −2 DEX.
73–76Right arm broken and badly set; −2 DEX.
77–79Left hand amputated; −4 DEX.
80–82Right hand amputated; −4 DEX.
83–86Left leg broken and badly set; −2 DEX.
87–90Right leg broken and badly set; −2 DEX.
91–92Left leg tendon severed; −4 DEX.
93–94Right leg tendon severed; −4 DEX.
95–97Left leg partially amputated; −3 DEX.
98–00Right leg partially amputated; −3 DEX.
+ +

Other Damage

+

Falling

+
+ + + + + + +
Fall DistanceDamage
0–3 m1D6
3.1–6 m2D6
6.1–9 m3D6
9.1–12 m4D6
+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 SkillEffect
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

+
+ + + + + + +
RankINT + POWAlso RequiresWhat It Enables
First32+ (INT 16+)Training or grimoireSummon and bind lesser elementals.
Second36+Formulae, sacrifices, herbsSummon and bind lesser demons.
Third40+First rank foundationsSummon an Elemental Lord and bargain.
Fourth44+Ancient pact (Melniboneans only for Beast Lords)Summon Beast Lords.
Fifth48+Full ceremony and sacrificeSummon Lords of Law or Chaos (cannot control them).
+ +

Starting Sorcery Skills (Born Sorcerers)

+
+ + + + + + +
RankStarting Abilities
FirstOne elemental type at 50%.
SecondFirst elemental at skill level; second elemental at 50%. One demon at 4×INT%; second demon at 3×INT%.
ThirdFirst two elementals at skill; third at 50%. First two demons at skill; one additional demon at 3×INT%. Trained to summon one Elemental Lord.
FourthFirst 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.
FifthAll elementals and demons at skill. All Elemental Lords. If Melnibonean: three Beast Lords. One Lord of Law or Chaos.
+
Characters who become sorcerers during play (not at creation) start all sorcery talents at INT% regardless of rank achieved.
+ +

Advancing Sorcery Rank

+

Qualifying INT+POW is not enough — training is required:

+
    +
  1. Grimoire study: 40 − INT months; must succeed at roll under 3×POW (failure = death).
  2. +
  3. NPC teacher: 30 − INT months; GM sets payment and rank.
  4. +
  5. PC teacher: 30 − INT months; neither character can do anything else during training.
  6. +
+
+ + +
+

Elementals

+
+ + + + + +
ElementSpiritLordTypical Powers
AirSylphsLassaWind, flight, messages, arrow deflection.
WaterUndinesStraashaWater movement, drowning aid, swimming, currents.
EarthGnomesGromeDigging, stone movement, entrapment, treasure sense.
FireSalamandersKakatalFlame, burning, heat, fire protection.
+ +

Summoning a Lesser Elemental

+
    +
  1. The appropriate element must be physically present.
  2. +
  3. Concentrate and chant for 2D10 minutes uninterrupted.
  4. +
  5. Roll the summoning skill.
  6. +
  7. On success: elemental obeys one order, then is free unless bound.
  8. +
+ +

Binding a Lesser Elemental

+
    +
  1. Choose a receptacle object (ring, sword, stone, etc.).
  2. +
  3. Roll under 3×POW.
  4. +
  5. Success: elemental is bound; can be called up to 4 times per hour (4th call frees it).
  6. +
  7. Failure: elemental freed; sorcerer's POW falls to 1, recovers at 1/hour.
  8. +
+

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.

+ + +

Demon Types

+
+ + + + + + + +
TypeForms / UsesSAN on SuccessSAN on Failure
CombatDemon weapon, demon warrior; kills, drains POW, shatters weapons.11D8
ProtectionDemon armor, door, guardian, spirit guard.01D6
KnowledgeAnswers questions, teaches skills, reveals secrets.01D6
TravelTransport, teleportation, gates between planes.01D6
DesireHealing, emotion, beauty, seduction, compulsion, alter appearance.01D6
PossessionPossesses bodies, controls victims; POW struggle to resist.11D8
+
Seeing the same demon again (after first SAN roll) does not cause further SAN loss. If bound into an object, no SAN roll required at all.
+ +

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

+ + +

Summoning Lords of Chaos

+ +
Gods cannot be controlled. The GM plays them. They may demand CON, POW, CHA, worship, service, human sacrifice, or impossible deeds.
+
+ + +
+

Cults, Elan & Divine Intervention

+ +

The Three Churches

+
+ + + + +
ChurchNamed Powers
Church of Law LawDonblas, Arkyn, Goldar (Lord of Profit)
Church of Chaos ChaosArioch, Pyaray, Chardhros, Balo, Narjhan, Xiombarg, Mabelrode, Slortar, Orunlu, Hionhurn…
Church of the Elements ElementsLassa (Air), Straasha (Water), Grome (Earth), Kakatal (Fire)
+ +

Cult Membership Levels

+ + +

Elan

+

Elan measures divine favour (0–99). Gained by performing actions appropriate to the deity.

+
50 Elan → +1 POW (convert at any time)
+If Elan reaches 100: must convert at least 50 immediately
+Effective maximum: 99
+ +

Calling for Divine Intervention

+
    +
  1. Roll 1D100.
  2. +
  3. If result > Elan: call fails, Elan is halved.
  4. +
  5. If result ≤ Elan: call succeeds, subtract the roll from Elan.
  6. +
  7. GM grants minimum effective version of the request.
  8. +
+
Use divine intervention only in desperate moments, not for convenience.
+ +

Becoming an Agent

+
    +
  1. Visit a temple of the chosen deity.
  2. +
  3. Permanently sacrifice any number of POW points (cannot reduce POW below 3).
  4. +
  5. Add sacrificed POW to CHA.
  6. +
  7. Roll 1D100 equal to or below CHA + sacrificed POW.
  8. +
+

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 TypeBenefitsTaboos / Risks
Elemental Agent ElemAlways has one lesser elemental servant; immune to own elementals.Must obey elemental taboo; keep amulet at all times.
Agent of Law LawChampion of Law; doubled endurance via yearly potion (Elixir of Endurance); Lawful Virtues.Sterile; strict anti-Chaos vows; deadly if amulet lost.
Agent of Chaos ChaosGains 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:

+
+ + + + + +
VirtueUse
AttackImproves or empowers weapons.
DefenseEmpowers armor, wards, doors.
KnowledgeAnswers questions or stores knowledge.
TravelCreates 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

+
+ + + + + + + + + + + + + + + + +
SituationSAN Roll SuccessSAN Roll FailureNotes
Horrible natural death (scene)01D6Melniboneans often exempt.
Horrible supernatural death11D6Melniboneans often exempt.
Substance of Chaos (visible)01D8—
Minor Chaotic transformation01D6—
Major Chaotic transformation21D8+2—
Extreme transformationRoll under 1/10 current SAN; failure = −50 SANGM caution advised.
Combat / Possession Demon (first sight)11D8No roll for same demon again.
Other demon type (first sight)01D6No roll for same demon again.
Elemental Lord (first sight)11D6+1Melniboneans exempt.
Beast Lord (first sight)1D4−11D8+1Melniboneans exempt.
Lord of Law (first encounter)1D102D10+10 to roll. Always roll, no immunity.
Lord of Law (later encounter)11D6+10 to roll.
Lord of Chaos, beautiful (first)2D103D10+10 to roll. Always roll.
Lord of Chaos, ugly (first)3D103D10+10 to roll. Always roll.
Lord of Chaos (later)1D101D6+10 to roll.
+ +

Temporary Madness Form (1D6)

+
+ + + + + + + +
D6Form
1Hysteria (laughing, weeping, or both)
2Stupor — ceaseless babbling
3Paranoia — irrational suspicion
4Phobia — intense fear of the triggering thing
5Amnesia
6Suicide attempt (easy to prevent with companions)
+ +

Temporary Madness Duration (1D8)

+
+ + + + + + + + + +
D8Duration
110 minutes
21 hour
32 hours
410 hours
51 day
62 days
71 week
81 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

+
+ + + + + + + + + +
AnimalNotable StatsSpecial AttacksArmor
GorillaCON 3D6+6, SIZ 2D6+12, DEX 3D6+6Bite 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
BaboonSTR 3D6+6, CON 3D6, SIZ 3D6, DEX 2D6Bite 40% / 1D8; Claw 40% / 1D6+2 (Parry 30%). Pack fighters.—
Forest BearLarge, toughTwo claws + bite simultaneously; hug on double claw hit (double damage/round).2 pts hide
Cave BearLarger than forest bearSame as forest bear; more powerful.3 pts hide
Tiger / PantherHigh DEXRear claw rip on successful grab; pounce attack.1 pt hide
DragonMassive STR/SIZ/CON; high POWClaws, bite, fire breath; may speak; magical protections. Melnibonean dragons are trained war-mounts.Heavy natural
ClakarWinged ape; roughly orangutan-sizedClaws + bite; flight.—
Dharzi Hunting HoundHound/eagle hybridCan pursue in air and on ground.—
+ +

Chaos Creature Special Faculties (1D10 roll for randomly created creatures)

+
+ + + + + + + + + +
FacultyEffect
RegenerationRegains HP each round.
InvisibilityCannot be seen; attackers at half chance.
TeleportationInstant relocation.
PolymorphyCan change form.
Magical ProtectionImmune to nonmagical weapons.
Repulsive NatureCauses revulsion; SAN-like effect.
Combat LuckHalves weapon hit chances against it.
ImmaterialityPhantom-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
PBSmall bronze (petite bronze)
GBLarge bronze (grande bronze) — standard coin
PASmall silver
GALarge silver
POSmall gold
GOLarge gold
MAMelnibonean silver dragon
MOMelnibonean gold wheel
+ +

Food & Drink

+
+ + + + + + + + + + +
ItemPrice
½ litre of wine1 PB
Cheap meal2 GB
Raw meat, 1 kg2 GB
Vegetables, 1 kg2 PB
Good meal5 GB
Banquet for two20 GB
Food provisions, 20 meals + drink50 GB
Large loaf of bread1 GB
5 litres of wine (by quality)2–8 GB
+ +

Lodging (per day)

+
+ + + + + +
TypePrice
Common-room floor2 GB
Dormitory10 GB
Double room20 GB
Private room30 GB
+ +

Clothing

+
+ + + + + + + + + +
ItemPrice
Loincloth1 GB
Trousers20 GB
Shirt10 GB
Linen cloak25 GB
Riding boots100 GB
Sandals10 GB
Leather belt10 GB
Felt hat5 GB
+ +

Transport & Mounts

+
+ + + + + + + + + +
ItemPrice
Riding horse100 GB
Trained warhorse5,000 GB
Purebred horse10,000 GB
Draft ox80 GB
Horse cart50 GB
Two-wheeled cart100 GB
Four-wheeled cart400 GB
Covered wagon10,000 GB
+ +

Tools & Camping

+
+ + + + + + + + + + + +
ItemPrice
Rope, 6 m1 PB
Small tent (1 person)200 GB
Medium tent (3 people)500 GB
Large tent (5 people)800 GB
Backpack10 GB
Flint10 GB
5 torches2 GB
Oil lamp20 GB
Hammer2 GB
Anvil500 GB
+ +

Property & Vessels

+
+ + + + + + + + + + + + +
ItemPrice
Hovel1,000 GB
Three-room house20,000 GB
Five-room house30,000 GB
Villa (10–12 rooms)50,000 GB
Palace100,000 GB
Castle500,000 GB
1 acre of arable land20,000 GB
Rowboat500 GB
Two-person canoe2,000 GB
Tarkeshite merchant ship (per ton)10,000 GB
War galley (per crewman, min. 20)10,000 GB
+ +

Books & Knowledge

+
+ + + + + +
ItemPrice
Writing paper, 20 sheets1 GB
Knowledge book100–1,000 GB
Fiction / poetry8–20 GB
Grimoire (per spell contained)10,000 GB
+
+ + +
+

Character Creation Checklist

+
    +
  1. Roll STR, CON, SIZ, INT, POW, DEX, CHA on 3D6 each.
  2. +
  3. If total is below 64, reroll the whole set.
  4. +
  5. Roll or choose nationality; apply modifiers.
  6. +
  7. Calculate Hit Points (CON ± SIZ modifier).
  8. +
  9. Calculate starting SAN (POW × 5, modified by nationality) and SFT (½ SAN).
  10. +
  11. Roll or choose Social Origin; record class skills, money, and equipment.
  12. +
  13. Choose 1D6 + 2 additional skills (weapon Attack + Parry = 2 choices each).
  14. +
  15. Calculate all Skill Bonuses from characteristics.
  16. +
  17. Choose weapons within STR/DEX requirements.
  18. +
  19. If INT 16+ and INT + POW 32+, decide on sorcery access and roll/choose elemental type.
  20. +
  21. If Priest or Agent, record cult, starting Elan (Priests get 2D6), taboos, and amulet.
  22. +
  23. Optionally roll on Personal History table (1D100).
  24. +
  25. Give the character a reason to travel with the group.
  26. +
+
Characters begin at age 25 by default. Each year below 25: −5% per class skill. Each year above 25: +1% (ordinary), +2% (Noble), or +3% (Priest) to Knowledge skills.
+
+ + +
+

GM Guidance

+

Principles

+
    +
  1. Combat is decisive. A single critical hit can change or end a life.
  2. +
  3. Magic is never casual. Every summoning creates obligation, risk, or debt.
  4. +
  5. Law and Chaos are not Good and Evil. Both become monstrous when absolute.
  6. +
  7. Characters need motives. Loyalty, revenge, faith, ambition, curiosity, love, debt, exile, doom.
  8. +
  9. Keep Elric in the background. Player characters should be the centre of their own tragedy.
  10. +
+ +

What Magic Solves

+
+ + + + + + + + + + + + + +
NeedLikely Magic
Dig, move earth, find treasureEarth elemental (Gnome) or Grome
Cross water, breathe underwater, drown enemiesWater elemental (Undine) or Straasha
Fly, send messages, stir windsAir elemental (Sylph) or Lassa
Burn, melt, purify, resist flameFire elemental (Salamander) or Kakatal
Kill, empower weapon, guardian warriorCombat Demon
Armor, ward, spirit guardProtection Demon or Virtue of Defense
Learn secret, gain skillKnowledge Demon or Virtue of Knowledge
Travel quickly, gate between planesTravel Demon or Virtue of Travel
Heal, change appearance, manipulate desireDesire Demon
Control a body, infiltratePossession Demon
Command animalsBeast Lord
Cosmic interventionLord of Law, Lord of Chaos, or Divine Intervention
+ +

Campaign Eras

+ +
+ +
+ + + + diff --git a/scenario-library/stormbringer/chaosiumcon-26-prep.md b/scenario-library/stormbringer/chaosiumcon-26-prep.md new file mode 100644 index 0000000..82f6dbc --- /dev/null +++ b/scenario-library/stormbringer/chaosiumcon-26-prep.md @@ -0,0 +1,77 @@ +# Stormbringer at ChaosiumCon UK 2026 + +Game prep notes and resources for running Stormbringer at ChaosiumCon UK 2026. + +--- + +## Reference Materials + +The full interactive rules reference is in: +`asset-library/stormbringer-1e/stormbringer_reference.html` + +Open it in any browser for searchable access to all rules — combat, weapons, sorcery, demons, cults, sanity, creatures, and prices. Built from the French Oriflam 1984 edition. + +--- + +## Convention Session + +| Field | Detail | +|-------|--------| +| Event # | TBC | +| Title | TBC | +| System | Stormbringer (French Oriflam 1984 / BRP) | +| Day | TBC | +| Time | TBC | +| Player count | TBC | +| Duration | TBC | + +--- + +## Pre-Generated Characters + +*(Add pre-gen character sheets here once created)* + +| Name | Nationality | Social Origin | Key Skills | Notes | +|------|------------|---------------|------------|-------| +| | | | | | + +--- + +## Scenario Notes + +*(Add scenario outline, scenes, and GM notes here)* + +### Premise + + +### Key NPCs + + +### Key Locations + + +### Handouts + + +--- + +## Session Checklist + +- [ ] Pre-gen character sheets printed +- [ ] Reference HTML open on GM device +- [ ] Dice: multiple D100, D6, D4, D8, D10 +- [ ] Young Kingdoms map to hand +- [ ] Character creation handout (for open-table sessions) + +--- + +## Useful Tables (Quick Access) + +For full tables, open `stormbringer_reference.html`. Key lookups during play: + +- **Damage bonus:** STR + SIZ → see §2.5.3 +- **Major wounds:** roll D100 → see §3.X +- **Fumble table:** roll D20 → see §3.X +- **Resistance table:** active vs passive characteristic → see core section +- **Nationality modifiers:** 20 nationalities with D100 ranges → see §nationality +