Warbands

A living document recording rules for small warbands in classic adventure gaming.

Warbands

Each player begins with four to six characters for their Warband. (The Referee will say how many.) Each character should be either named or given a title, and each must be classed as one of the following types, with initial game statistics as indicated. (Lower ratings for Skills are better!)

Warrior (5 HP)

Sword/Spear, Shield, Armor, Bow
  • Warfare: 3
  • Sorcery: 5
  • Exploration: 4

Adept (2 HP)

Staff/Dagger, Poison, Antitoxins 3 Random Spells (Order or Chaos)
  • Warfare: 5
  • Sorcery: 3
  • Exploration: 4

Explorer (4 HP)

1x Weapon, Rope, Stakes, 2x Oil
  • Warfare: 4
  • Sorcery: 4
  • Exploration: 3

Core Procedures

All Throws involve rolling a single six-sided die and comparing it to a relevant score. Generate one Hit for each point that the throw exceeds the Skill's rating. (The number of Hits may also be called the "Margin" or "Magnitude.") Any Hits that you generate are typically spent to better achieve the character's aim.

Skills

When you attempt a risky action under pressure, throw and compare the result to the relevant Skill.

Example: For a Skill 3 test, a throw of "5" yields two Hits.

Saves

Saving Throws ("Saves") are used to avoid hazards or blunders, and are based on throws against the most relevant Skill:

Hits from Saving Throws are frequently compared to another's Skill test (to see whether the Save succeeds well enough to ameliorate/avoid the initial effect), or else are used to mitigate non-combat HP loss (often on a Hit-for-Hit basis).

Save scores are capped at 2 (even if the associated Skill is reduced to 1).

Combat

When one character attacks another, throw Warfare. Each Hit rolled inflicts one attrition against the target's Hit Protection (HP).

When a character's HP are reduced to zero, that character is immediately incapacitated and can no longer act.

When an incapacitated character receives first aid, the patient has a 50% chance of surviving (regain 1 HP). Otherwise, they are removed from play.

Special Combat Actions

When one character protects another, they may suffer [Warfare Hits] of damage per round on behalf of the protected character.

When a character spends their turn aiming with a ranged weapon, they may add +1 to their attack throw the following turn.

Leaders

Each warband is commanded by a Leader, who always has access to the following Special Abilities:

When you create a new warband, select one member to be the group's Leader. Then, for that first Leader only, the character gains +3 HP and then benefits from an entry on the list below four times (repeating items as desired) to directly improve their statistics:

Sorcery

Spells can each be cast once per day and always take effect when they are cast (although unwilling targets are granted a Save to ameliorate or avoid the effect). By default, spells affect one target (person, item, etc.) and either take effect instantaneously, or else persist for one Exploration Turn (roughly ten minutes in fiction).

Any Hits rolled on a Sorcery test when the spell is cast may be spent to improve the spell's effect:

All of a character’s spells are randomly determined from the same spell list (by default either Order or Chaos, though advanced spell lists may be available to certain specialist classes).

Order Magic (1d10)

  1. Heal (2+Hits HP)
  2. Tongues (plants, animals, & the dead)
  3. Sculpt Elements
  4. Command (one word, +1 word/Hit)
  5. Charm
  6. Sleep (4 HP, +4/Hit)
  7. Hologram
  8. Levitate
  9. Shield (pool of 2+Hits temporary HP)
  10. (Player’s Choice)

Chaos Magic (1d10)

  1. Lightning Bolt (5+Hits in long line)
  2. Fireball (3+Hits in nearby burst)
  3. Skinwalker
  4. Zombify (1+Hits corpses reanimated)
  5. Elasticity
  6. Invisibility
  7. Golems (1+Hits small golems)
  8. Elemental Wall (10 ft, +10/Hit)
  9. Goo
  10. (Player’s Choice)

Gear

Each character begins with their class's listed starting kit. In addition, roll on the tables below and distribute the gear among your Warband.

Random Starting Gear (1d30)

Roll FOUR times.

  1. Small obscene artwork
  2. Manacles
  3. Set of Powerful Magnets
  4. Box of Small Silver Bells
  5. Pouch of Caltrops
  6. Pouch of Ball Bearings
  7. Jar of Strong, Fast-Acting Glue
  8. Fishing Pole and Net
  9. Hallucinogens
  10. Bottle of Strong Spirits
  11. Vial of Strong Acid
  12. Alchemical Lubricant
  13. Pack of Strong Incense
  14. Flask of Strong Animal Scent
  15. Bundle of Fireworks
  16. Animal Snare
  17. Pickax
  18. Grappling Hook
  19. Spyglass
  20. Wooden Drum
  21. Tin Penny Whistle
  22. Medical Instruments
  23. Lavish Attire (1 Set)
  24. Hand Mirror
  25. Smoke Bomb
  26. Trained Dog
  27. Hunting Bird
  28. Bag of Baby Snakes
  29. Goat
  30. Three Chickens

Random Starting Minor Magic Items (1d4)

Roll TWO times.

  1. Minor Health Potion (restores 1d3 HP)
  2. Major Health Potion (restores 2d3 HP)
  3. Spell Scroll (Order)
  4. Spell Scroll (Chaos)

Advancement

In addition to narrative accomplishments and rewards, characters may advance mechanically. It is also possible to recruit rare types of characters (specialist classes) in the course of the company's journeys.

Experience

At the end of each session, for each surviving character in your warband, choose one score and then gamble for the chance to improve it by one point:

Designating a New Leader

If your Leader has been killed or chooses to retire, you may promote any surviving character in your warband to Leader. They immediately gain the "Favored by the Gods" (max Saves) and "Leadership" (rerolls) Special Abilities.

Training and Recruitment

You may spend treasure during Downtime (in-fiction time spent in a safe haven) to further upgrade your warband: