iendjinn

Dominion of the Sword

The Old World is gone, its glory seared away by the terrifying weapons of the ancients.

Against the bleached sky, tattered banners wave in the atomic winds, carried forth by the soldiers of would be Kings.

It is an age of ambition, of forgotten science wielded by techno-magical warriors, an age of adventure.

Lords of the Apocalypse

Emerging from the bastions of their underground vaults on the edges of civilization, the ancestors found their way of life undone.

As the hard years passed those few who remembered the Old World faded, leaving only stories and a handful of relics of a golden age.

But from these embers of civilization new life blossomed. The ancient construct of feudalism was once again pressed into service by humanity.

Fiefdoms, enhanced with advanced technology far beyond their crude understanding, wage war for the invaluable wonders left behind by their forebears.

The scions of newly risen noble houses fight for honor, for survival and for dominion over the Earth.

The New Gods

When the Earth burned, the heavens fared little better. The remains of humanity’s satellites orbit among a graveyard of machinery.

Through burnt out radio masts and rusting satellite arrays the gods whisper in the night. Huddled around sacred altars, their followers entreat them to share their blessings.

The Tombs of Kings

Locked in vaults below the Earth sit troves of treasure beyond the wildest dreams of living humans. Scavengers scour the wasteland, searching for these caches of awesome wealth and power.

But the ancients do not take kindly to their tombs being raided. Deadly traps, relentless automatons and the dead themselves guard the deep places, waiting for the desperate, brave or foolhardy who would steal their relics.

The North Eastern Steppe

Cors Town

Ruled by the warlord Steel Jaw and ringed by crumbling concrete walls Cors Town sits atop a small hill. A spring rises on the Northern base of the hill and irrigates a small but productive patch of farmland which provides the town with a modicum of wealth to trade with nearby settlements.

The Cult of the All Seeing

To the North West of Cors Town an old radio mast sits atop a hill. Around its base a ramshackle settlement has grown up, home to a fervent cult that worship the god KH11. The cult has a strained relationship with Steel Jaw, they pay him a nominal tribute, but often acquire the content of this tribute by raiding traders along route 95, many of whom are heading to or from Cors Town.

The Heights

Past the ruins of Hibbertsville sits a vast hydroelectric dam. Claimed by the Atomic Aces, a violent and powerful gang, the dam has become home to a small community. Led by Pale June, the Aces are notorious for their loyalty and refusal to allow any none members to enter the Heights. Despite this, the gang is open to trade with outsiders, so long as it takes place at the edge of their territory.

Sky View

The next settlement along route 95 from Cors Town, Sky View is a technocracy run by an eccentric trio. Despite their peculiarity and aloofness from the population, the leaders of Sky View have proved competent and this has endeared them to their people. Many of the townsfolk have adopted the powdered wig aesthetic and veneration of technology of their leaders.

The Barbarian at the Gates

In recent years a new power has arisen in the North. Joel the Burnt leads an army of road warriors, burning any settlement that refuses to pay tribute and recognise him as King. Cors Town now stands at the edge of Joel’s Empire and war seems to be on the horizon.

1. Make an Adventurer

1.1 Attributes

Characters have 4 attributes:

Strength Strike, push, carry, lift, drag
Dexterity Dodge, climb, balance, throw, shoot
Intelligence Understand, decipher, calculate, remember
Presence Convince, Intimidate, Resist Fear, Inspire

For each attribute roll a D4-1. After rolling you may swap two of the scores.

1.2 Hit Points and Grit

Characters start with 10 hit points (HP) and 0 grit.

1.3 Background, Equipment and Look

Roll a D10 to determine your background and starting equipment.

D10 Background Equipment
1 Household Trooper Body Armour, Ammo, Frag Grenade (light, blast), SMG (medium)
2 Technomancer 1 Random Artifact, Loyal Thrall, Dagger (light), Rations
3 Scavenger Scrap Metal and Kevlar Armour, Pistol (light), Ammo, Oxyacetylene Torch
4 Witch Doctor Medicine, Go Juice, Stimpack, Scalpel (light)
5 Engine Seer Tools, Geiger Counter, Loyal acolyte, Wrench (light)
6 Road Warrior Can of Petrol, Molotov Cocktail (light, blast), Tyre Iron (light), Rations
7 Gang Rat Shotgun (Heavy), Ammo, Ultra, Scrap Metal and Kevlar Armour
8 Noble Heir Sword (medium), Loyal Squire, Rations, Body Armour
9 Cage Fighter Neural Lash (light, stun), Stimpack, Shield, Torch
10 Mutant Hunter Rifle (heavy), Ammo, Flashlight, Rations

Then roll a D20 for distinctive physical feature.

D20 Distinctive Feature
1 Facial scars
2 Tribal tatoos
3 Barcode tatoo
4 Loveheart tatoo
5 Weathered Skin
6 Albino
7 Piercings
8 Golden tooth
9 Cleft chin
10 Heterochromia
11 Extreme haircut
12 Unusually tall
13 Unusually short
14 Cauliflower ear
15 Dyed hair
16 Badly set broken nose
17 Knuckle tatoos
18 Prostethic eye
19 Unusually thin
20 Unusually broad

Then roll two D100 for clothing and pocket item.

D100 Clothing/Accessory In your pocket is
0-3 Mirrored Aviators Flick knife
4-7 Shemagh Etched Zippo lighter
8-11 String vest Harmonica
12-15 Bomber jacket Paracord bracelet
16-19 Combats Pair of fine cigars
20-23 Steel capped boots
Flare gun
24-27 Ripped T-Shirt Digital watch
28-31 Chequered flannel shirt Political/holy pocket book
32-35 Respirator Bobby pins
36-39 Overalls Dog tags (whose?)
40-43 Flip flops Hip flask (strong spirit)
44-47 Blue Jeans Lint and straight razor
48-51 Bandana Multi-tool
52-55 Field jacket Lucky eight ball
56-59 Tactical shirt A necklace with a bullet on it
60-63 Trench coat Pair of loaded dice
54-67 Ushanka Leatherbound journal
68-71 Welding goggles Portable music player
72-75 Cargo pants Capsule with water purification tablet and 3 waterproof matches
76-79 Duster Locket with photo
80-83 Dungarees Altoid tin with painkillers and bandages
84-87 Yellow anorak Power cell
88-91 Jumpsuit Packet of smokes
92-95 Beanie hat Compass
96-99 Fedora Rosary beads

2. Inventory

2.1 Inventory Slots

Characters have the following slots:

Items on your body may be freely swapped to and from hand slots before you take an action in combat.

Most items take 1 slot, however some larger items may take 2.

While a character is carrying more equipment than they have inventory slots strength and dexterity saves will be harder, and all attacks they make are impaired.

2.2 Usage

Consumable items, and those subject to wear and tear have 3 usage points. Each time one of these items is used it loses a usage point. Once all usage points have been used the item is used up, or damaged too much to use.

2.3 Barter and Money

No standard coinage exists in the new world. Within a settlement most people trade in favours and the exchange of goods. More serious exchanges take place at trading posts, where goods can be swapped for scrip. This scrip can only be used where it was issued, ensuring that those running the trading post can make a markup.

2.4 Weapons

When rolling damage with a ranged weapon add your dexterity. When rolling damage with a melee weapon add your strength.

Unarmed D4 damage.
Light D6 damage (Main/off hand). If two light weapons are used roll both dice and keep the best result.
Medium D6/D8 damage (Main/off hand). D8 damage when used in both hands.
Heavy D10 damage (Both hands).

Certain weapons may have additional effects:

2.5 Armour

Armour reduces damage taken by the number of points the armour provides. Armour uses body slots when worn, and only one type of armour bay be worn at a time.

Scrap Metal and Kevlar 1 point
Body Armour 2 points
Adamantine Cuirass 3 points
Power Armour 3 points + 2 strength
Shield 1 point (must be carried in a hand to benefit, may be used with other armour)

3. Playing the Game

3.1 Saves

To make a save roll a D20 and add the relevant attribute (strength, dexterity, intelligence, or presence) to equal or beat the test difficulty:

A natural 20 is a critical success and a natural 1 is a fumble.

3.2 Grit

Characters gain grit as they level up. A character can spend a point of grit:

3.3 Combat

Combat takes place in rounds, with each round representing roughly 10 seconds. In each round each character may make one action:

At the start of combat If one side surprises the other then they act first, otherwise and in subsequent rounds each PC makes a dexterity save to act before NPCs.

Attacks always hit, roll damage for the weapon being used, adding strength for melee attacks or dexterity for ranged weapons. Characters that take damage lose hit points equal to the damage taken, with armour reducing damage.

Attacks may be impaired or enhanced, e.g. a ranged attack against a target in cover would be impaired.

Impaired attacks always roll D4 for damage.
Enhanced attacks always roll D12 for damage.

At 0HP a character is incapacitated and may take no action until stabilised. Stabilising a character takes a turn. An incapacitated character will die after 6 turns if not stabilized.

If a character drops below 0HP they are dead.

3.4 Recovery

Short Rest Takes 1 turn and restores 1 grit.
Long Rest Takes 1 watch and rations, restores D4HP and all grit.
Full Rest Takes 1 week and restores all hit points and grit.

3.5 Time

If a character has not slept or eaten for 24 hours they lose 1HP.

3.6 Travel and Exploration

For convenience the world is divided up into hexes. A watch is enough time to travel across a hex if moving along a road.

Moving across a hex off road takes two watches. If travelling off road the character navigating must make an intelligence save. Failure results in an additional watch being used to traverse the hex. The difficulty of navigation will depend on weather and familiarity with the hex.

Some hexes may contain hidden features or location, exploring a hex to search for these takes one watch.

A character can spend a watch foraging in a hex that doesn’t contain a settlement to gain 1 usage points of rations.

3.7 Artifacts

Artifacts are powerful items left behind by the ancients, they can be activated to unleash their powers. When activating an artifact roll 1-3D6, apply the effect listed for the artifact based on the number of dice and/or the total rolled.

Any roll of a double results in electrical feedback from the artifact, inflicting armour piercing damage on the user. For example a double 4 would inflict 4 points of damage.

1. Mirror Helm Create dice illusions of yourself with 5HP each.

2. Lightning Stick Deal the damage shown on each dice to dice targets you can see.

3. Null Ring Prevent activation of artifacts within total meters of you for dice rounds.

4. Holtzmann Field Gain total additional points of armour against ranged attacks for dice rounds.

5. Restoration Gauntlet Restore total hit points to a target you are touching.

6. Disintegration Gauntlet Deal total damage to a target you are touching.

7. Rust Ray Destroy armour of dice targets you can see.

8. Acceleration Amulet Gain dice additional actions per round for 2 rounds.

9. Sun Eater Extinguish all light sources within 10 x total meters.

10. Boost Shoes Jump or fall up to total meters without taking damage.

4. Character Advancement

Characters gain experience when they bring treasure back to civilization. All experience is split equally between player characters.

Characters start at level 1, the amount of experience required to advance to a level is equal to the level x 1000. E.g. level 2 requires 2000 experience points.

When a character’s level increases:

5. Retainers and Hirelings

Retainers are close friends and associates of your character and will risk obvious danger and peril while adventuring with you. They receive a half share of any experience from treasure.

Hirelings can be recruited to provide support on an adventure. They can carry equipment and treasure, as well as guard the camp and forage for supplies. However they will not risk danger if they can avoid it while fulfilling these duties. Hirelings expect to receive treasure as compensation for their services.

Hirelings can be hired in settlements by making a presence save. The difficulty of the save will depend on the reputation of the character within the settlement.

6. Equipment

The following items can be found in most settlements:

Item Notes Slots Value
Torch   1 Common
Flashlight   1 Scarce
Ammo   1 Scarce
Frag Grenade Light, Blast 1 Scarce
SMG Medium, Automatic 1 Scarce
Dagger Light 1 Common
Pistol Light 1 Common
Rations   1 Common
Scrap Metal and Kevlar Armour 1 Point of Armour 1 Common
Oxyacetylene Torch   1 Scarce
Medicine Regain D4HP during short rest 1 Scarce
Go Juice Take 3 actions next round, then 2 actions the round after, after your action on the third round lose D4HP 1 Common
Stimpack Increase strength and dexterity by 2 until the end of combat, or on your next save outside of combat 1 Common
Tools   1 Common
Geiger Counter   1 Common
Can of Petrol   1 Scarce
Shotgun Heavy 2 Common
Machine Gun Heavy, Automatic 2 Scarce
Ultra Increase intelligence and presence by 2 until the end of combat, or on your next save outside of combat 1 Common
Sword Medium 1 Scarce
Pole Axe Heavy 2 Common
Neural Lash Light, Stun 1 Scarce
Rifle Heavy 2 Common
Body Armour 2 Points of Armour 1 Scarce
Shield 1 Point of Armour 1 Common
Rope   1 Common
Compass   1 Common
Shovel   1 Common
Binoculars   1 Scarce
Hammer and Pitons   1 Common
Flares   1 Common
MRE Rations 6 uses of rations 1 Scarce
Smoke Grenade   1 Common
Flashbang Stun 1 Common
Short Range Radio   1 Scarce

7. Treasure

D100 Treasure Value
1-4 Ammo Scarce
5-9 Medicine Scarce
10-14 MRE Rations Scarce
15-19 Whiskey Scarce
20-24 Jewelry Scarce
25-29 Rare Book Scarce
30-34 Music Scarce
35-39 Technical Manual Scarce
40-44 Power Cell Rare
45-49 Computer Parts Rare
50-54 Dehumidifier Rare
55-59 Water Filtration System Rare
60-64 Engine Parts Rare
65-69 Refrigeration Unit Rare
70-74 Petrol Generator Rare
75-79 Night Vision Goggles Rare
80-84 3 x Ammo Scarce
85-86 3 x Medicine Scarce
87 Mirror Helm Legendary
88 Lighting Stick Legendary
89 Null Ring Legendary
90 Holtzmann Field Legendary
91 Restoration Gauntlet Legendary
92 Distintegration Gauntlet Legendary
93 Rust Ray Legendary
94 Acceleration Amulet Legendary
95 Sun Eater Legendary
96 Boost Shoes Legendary
97 Adamantine Cuirass Legendary
98 Laser Rifle Legendary
99 Power Armour Legendary
100 Satellite Uplink Codes Legendary

8. I search the Body

D100 Item
1-3 Ammo
4-6 Dagger
7-9 Rations
10-12 Faded Photograph
13-15 Compass
16-18 Silver Ring
29-21 Crude Map
22-24 Medicine
25-27 Can of Petrol
28-30 Half Eaten Protein Bar
30-32 Silk Hankerchief
33-35 Seeds
36-38 Necklace of Teeth
39-41 Rope
42-44 Trading Post Scrip
45-47 Comb
48-50 Plastic Figurine
51-53 Pair of Candles
54-56 Zippo Lighter
57-59 Cigar
60-62 Musical Instrument
63-65 Watch
66-68 Journal
69-71 Cigarettes
72-74 Hip Flask
75-77 Pair of Dice
78-80 A Novelty Coin
81-83 GPS Locator
84-86 Frag Grenade
87-89 Go Juice
90-92 Ultra
93-95 Stimpack
96-99 Torch
100 Grenade (No Pin!)