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. +
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)
+