Blood of Pangea (Olde House Rules)
Blood of Pangea (Olde House Rules)
Electronic Edition
www.oldehouserules.com
                        APPENDICES
APPENDIX I: PANGEA................................................   21
APPENDIX II: GODS AND DEMONS....................................     25
                               INTRODUCTION
Sword and sorcery remains a popular genre and has been since its
inception in the 1930s. But this has undergone many changes in almost a
century despite being one of the oldest of the "modern" fantasy styles,
again, in testament to its enduring charm...
To begin with, the genre imagined a world - our world - but in its
ancient and myth-shadowed past, where sorcery lived and monsters were
ever-presently real. This was usually some lost continent with many
prehistoric holdouts from Earth's distant past alongside doomed and exotic
civilizations in the style of Atlantis or sunken Lemuria.
It was only just the 1930s, after all, and 19th century sensibilities
persisted, including its lingering ideas about lost worlds at a time when
geology was revealing wonders...
And despite some confusion on this point, the genre was not exactly
medieval, imagining something closer to antiquity, with fabulous temples
to the many elder gods. A time when lurking tribals hid in steaming
jungles housing priceless gems and danger!
                                    1
Once again, Blood of Pangea is a fantasy role-playing game in the
rousing spirit of its pulp origins; a game of barbarians and wandering
heroes exploring an untamed continent.
HOW TO PLAY
Everyone else is a PLAYER (1-5 are best), each one creating their own
fantasy character and working together as an adventuring party,
combining their skills to survive. Play is not competetive, and there is
no winner or loser. This applies to the judge as well, who must remain
fair and impartial when moderating events.
During play, the judge describes what is happening, and the players
react, working together to overcome challenging situations, like hungry
monsters or deadly traps, etc. The rules are then consulted and dice
rolled to determine the outcome in critical situations, whether killing
the monster or performing an extraordinary feat.
Each new game picks up where the last one left off as part of a
continuing CAMPAIGN. If the characters survive, they will gain valuable
experience and get better at what they do, improving and/or adding
abilities; perhaps a new language or knowledge of some ancient culture
in whatever world the judge imagines.
Play requires six-sided dice (called a d6), and when the rules say to roll
two dice, this is written as 2d6...
                                     2
                              I. BARBARIANS
FIGHTING MEN
Characters are fighting men and women, sword and sorcery being a
ruggedly human genre, who can fight and attempt any actions open to an
able-bodied adult. This makes the choice of armor and/or weaponry
essential to their general success and emphasizes decision-making over
complex rules and special abilities.
THE NARRATIVE
Of course, characters will have other, more specialized skills, and this
must be included in their written NARRATIVE.
        ABILITY                              NOTES
        Exceptional trait     speed or physical strength, etc.
        Craft/skill           either self-taught or trained
        Specialized knowledge history, science, and/or the occult
Note here that while anyone can attempt feats of speed or strength,
exceptional types will find doing so easier, noting that characters are
limited to a maximum of two such traits.
SPECIAL ABILITIES
                                     3
Most characters in sword and sorcery are barbarians and thieves,
although exceptions exist. Indeed, many supposed "barbarians" are more
honorable than their civilized counterparts!
CHARACTER CLASS
Note here that THIEVES are simply adventurers who forego armor to
perform acts of stealth, whether climbing, sneaking, or pilfering small
objects, like the purse of some foppish nobleman...
First, any character can use 1 MIGHT surviving a single "hit" suffered
in combat or from traps and natural hazards, etc.
RECUPERATION
                                     4
5
MONEY AND EQUIPMENT
For game purposes, silver pieces (SP) are the basic unit of exchange,
although gold coins (GP) are also found. Unfortunately, newer characters
tend to poor, having only 3d6 SP to start and every possible reason to
search for more in dark and deadly places...
Fantasy worlds are overflowing with coin, and ambitious judges can
introduce copper pieces (CP), although silver will always be the monetary
standard when making major purchases:
                           COINAGE          VALUE
                      Copper pieces (CP) 10 CP = 1 SP
                      Silver pieces (SP) 10 SP = 1 GP
Players can decide when to use their armor and may employ shields
separately or together for better defense, the latter being subject to the
judge's approval. Note also that armor captured or found on adventures
has only a 1 in 1d6 chance of being useable, especially when stolen from
previously slain enemies, subject to conditions and the judge.
                                    6
The protection granted by armor comes at a heavy price, restricting
movement to 30' (without respect to type) and making acts of stealth, like
sneaking and stealing, impossible. Accordingly, armor is not only an
important part of customization, but also an effective strategy; choosing
direct confrontation over stealth and speed.
WEAPONRY
Characters can wear armor (per class) and bear up to 10 items small
enough to hang from a belt or fit in a backpack, including shields and
other weaponry, etc. Furthermore, they may hold up to 1,000 coins of
whatever denomination (no restrictions on jewelry), moving 50' per round
unarmored or with shield alone and 30' armored in combat.
                                     7
THIEVERY
LANGUAGES KNOWN
For simplicity, all characters read and write the same (common) tongue,
although others can be learned with training.
A MODEL BARBARIAN
EXPERIENCE: 0 TREASURE: 3 SP
In the above example, the player had to consult the judge to determine
what additional languages were available. If she survives, Aja' will
doubtless learn more and master new skills and abilities with experience,
noting that while adventuring is hard, its rewards are great...
                                    8
                               II. GAMEPLAY
Throughout the game, players (and their characters) will attempt many
different actions, like fighting or navigating obstacles, etc. These are
resolved by rolling 2d6 on the following:
Some actions are easy and available to everyone, and common sense is
usually enough to decide. Anything else, like being a blacksmith,
requires some mention in the character's written narrative, although the
judge will always have the final say.
                  ACTION                   DIFFICULTY
                  attempt craft/skill        varies
                  climb sheer walls      overwhelming
                  detect lies or deceit     daunting
                  force (pick) locks        daunting
                  hide from mortal foes   challenging
                  pass by undetected        daunting
                  pick up enemy trail     challenging
                  recall knowledge           varies
                  scale massive trees     challenging
                  smash open stuck doors challenging
                  swim strong current       daunting
                  topple marble pillars  overwhelming
Of course, the above is just a guide, and the judge will doubtless modify
this as befits the character and/or conditions.
MORTAL COMBAT
                                     9
TIME AND DISTANCE
Out of combat, time passes at whatever rate the scenario requires, for
instance, a three day journey through the desert might only take several
minutes assuming nothing interesting happens!
INITIATIVE
DEALING DAMAGE
Characters move 50' per round (30' armored) and may attack if within
range at the end of that movement. Otherwise, attacks are resolved with
the above-listed rules. Weapon damage follows here:
                                   10
INJURY AND DEATH
Note that any result of 12 indicates a critical strike for 2 hits, double
damage, plus, where applicable, any bonuses.
A SAMPLE COMBAT
The savage is only 20' away and, being unarmored, leaps and easily
covers this distance, thrusting with his spear and rolling 9, striking the
barbarian for 1 (+1) hits. This is subtracted from her total MIGHT, and
she survives with 8 remaining.
Each day of full rest recovers 1d6 MIGHT, although the judge can rule
otherwise in extreme cases, and these are many, noting here that there is
no magic capable of healing wounds. Characters are heroic figures and
capable of shrugging off incredible harm!
NATURAL HAZARDS
Many hazards await the unwary, some natural and others manmade, like
ancient crypts; tempting, but equipped with deadly traps to slay any
would-be trespassers. And as this describes most adventuring characters,
special efforts should be made to challenge them...
Falling deals 1d6 hits per 20' dropped. Likewise, any characters who
cannot swim will suffer 1 hit per round until rescued or otherwise pulled
from the water, keeping in mind that adventurers are heroic and highly
resistant to extreme punishment. Even so, death is everywhere.
                                    11
Poison, whether natural or ingested (or placed on weaponry and/or
needles in traps) deals 1-3d6 hits per attack and is fatal in some cases,
being rightly feared. Furthermore, various mechanical traps may be
encountered, to include the following types:
When setting any trap, the judge should have a good idea of how it
operates and what actions will trigger it. This includes stone pressure
plates or hidden wires, etc. That said, vigilance and good planning
should eliminate the worse of these.
USING MIGHT
First, each spell cast expends 1 MIGHT, possibly more, and effects a
single target within a 60' radius, including the sorcerer, although this
can be extended to include multiple targets if it makes sense and the
judge otherwise permits. The latter costs +1 MIGHT per additional target
to be affected, subject to range requirements.
                                    12
Finally, except where noted, spell effects last only as long as the
sorcerer concentrates. Any strenuous activity, like fighting, casting
additional spells, or attempting any other action difficult enough to
require dice negates the effect. Under no circumstances will any spell
last more than one game hour as per the judge.
HIGH SORCERY
COUNTER-SPELLS
MAGIC AT WORK
Aja' and Petronius, a sorcerer, are exploring some ruins when they
encounter a giant reptilian horror. The characters take initiative and,
not wishing to press their luck, Petronius summons billowing smoke to
impede it, spending 1 MIGHT. He then rolls 1d6+1 and gets 4, the number
of rounds the creature will be distracted.
Later, being unable to shake off the monster, the pair is cornered and
the sorcerer attempts another spell, this time levitating to a small
fissure open to the sky. He spends 1 MIGHT (+1 for Aja'), and both of them
rise to safety, although doing so drains 2 MIGHT and leaves Petronius
dangerously drained should he later be attacked.
Once again, players are free to imagine any spell effect they wish,
whether raising an invisible force wall or turning into a bird to ascend
some yawning chasm, subject to the magic and sorcery rules!
                                    13
EXPERIENCE
ADVANCEMENTS
First, players can spend 7 EXP to gain +1 MIGHT. This is not only the
obvious choice, but a strategically sound one, as doing so increases
physical toughness and/or spell casting ability when playing a sorcerer,
although, once again, there are other ways to grow...
                     COST            FLUENCY
                       1  basic, some words known
                      2   discussion possible
                      3   excellent, fully fluent, etc.
                                     14
                            III. CAMPAIGNING
HYPERBOREA was supposedly located at the top of the world, but was
otherwise pleasant and warm. It was said to be ruled by giant kings, and
at least one modern portrayal added prehistoric life and a mysterious
technology, joining civilization with the primitive.
MU is the oldest of all, being though to exist some 50,000 years ago,
although still home to an advanced civilization that raised great cities
with many colonies. Situated in the Pacific Ocean, Mu had theoretical
connections to the Maya and may have supported prehistoric life, making
this a good fit with sword and sorcery!
The judge can use any combination of the above, even Atlantis, with
whatever additions or changes they wish. After all, the legends might be
completely wrong! That said, judges can imagine an original setting
inspired by their favorite books and/or movies.
TONGUES SPOKEN
                                   15
NON-PLAYERS
MINIONS are rank and file enemies having less MIGHT, although still
dangerous in large numbers. These are easily and heroically dispatched
to ensure faster-paced encounters.
HEROES AND VILLAINS are competent adventurers and will possess all the
same powers and abilities as the (player) characters.
For simplicity, the judge need not write a full narrative for either
minions or commoners. More important characters, however, must always
be described to reflect their power, etc.
SAVAGE BEASTS
Animals and monsters roll one attack and may split damage between
multiple targets within range, with drowning or poison calculated last...
                                     16
MEN AND MOUNTS
Note that some animals can use MIGHT to improve attacks, much like the
characters if the judge permits.
NAMELESS HORRORS
Foul beasts lurk in the darkest corners of the world, and these may
sometimes be encountered. Sword and sorcery traditionally treats these
as singular abominations as opposed to having a formal list, although
judges are free to write their own. This makes each monster terrifying
because players have no idea what they face!
Creating monsters involves the following simple steps, noting that the
judge is given total freedom:
First, the judge should decide the monster's appearance and method of
locomotion, whether flying or swimming, to include their movement speed
and number of attacks, etc. Note here that things like the ability to
breathe underwater are implied for aquatic/marine types if a written
narrative is not otherwise provided or prepared...
Next, difficulty (chance to hit) and damage bonus (or attacks) should be
decided as befits its size and power, etc.
Like animals, some monsters can employ poison, and many are cunning
enough to use MIGHT to improve their attacks. Some things, born of
sorcery, employ magic and possess terrible power, making them dangerous
to even the strongest parties. These are normally demons or even dark
gods long-forgotten, but still worshipped by deranged cultists.
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Note here that monster narratives can exceed 30 words if the judge
requires, and that these might invoke special rules to reflect whatever
unique powers the creature so possesses.
MAPPING ADVENTURES
Judges can employ graph paper to map interior areas, with 1 square
equaling 10'. This is important when tracking movement and/or range in
combat situations, but also because larger (two-handed) weapons require
greater space to wield (usually, 20').
Outside and wilderness areas should also be mapped, whether using the
same graph paper or special hexagonal sheets, noting that scale will vary
based on the judge's needs. For instance, 1 square equals 120' on local
adventures and 100 miles mapping whole continents!
TRAVELLING
The world is vast, and curious players will almost certainly wish to
explore and seek their fortunes. For game purposes, characters going on
foot cover 10 miles per day, and those fortunate enough to have mounts
travel 30, assuming time to take rest, etc.
Characters seek riches and will follow any tips (provided by the clever
judge) to the dark towers of decadent noblemen and wicked sorcerers,
perhaps tempted by the thought of some gem, etc. These are always guarded
by terrible servants and traps, and the judge should carefully map this
well in advance to ensure a smoother gameplay experience...
                                   19
The following are possible adventure ideas:
Treasure can take the form of coins (usually silver) or gems and/or
jewelry of equal value. These should be carefully placed so as to justify
the player's effort while giving them incentive to search for more in
keeping with the finest traditions of the genre...
                                    20
                           APPENDIX I: PANGEA
While judges are highly encouraged to create their own setting, the
following kingdoms and peoples might be casually inserted or embraced
completely and expanded upon...
KINGDOMS OF PANGEA
BAROOMA lies to the east, beyond the great deserts, but accessible to
whatever trade routes there may be. Their culture is roughly analogous
to Persia of antiquity and having similar architecture and medicine,
among other things. It is renowned for its silk and spices, but also for
its sorcery, being extraordinarily advanced.
SAR-JAN lies well to the east, beyond Barooma and even the endless
grasslands that birthed oldest Tartaria. Modeled after Imperial China,
its trade goods (silk and jade) are far more numerous in the western
kingdoms than its people, although the latter will sometimes be met while
trading or acting as envoys to Barooma and Puun.
                                    21
Baroomian scholars also speak of a strange island continent, the
unexplored KHUL-DUR. The judge can populate this with primitive beasts
or perhaps an advanced civilization, etc.
MONSTERS OF PANGEA
APE-MEN are a simian humanoid race from the jungles of Nemia who
rarely leave their home except when raiding for food and/or sacrifices
to their mysterious gods. They fight with natural weaponry, but also
employ clubs, being physically quite powerful.
GREAT APES stand a massive 12' tall and possess strength beyond the
mightiest human. They are rare, but sometimes seen in the jungles south
of Nemia, called KASHARAK or forbidden.
JINN stalk the lonely Baroomian Wastes, where certain fakirs and
sorcerers claim to summon them. These whirlwind demons attack with a
chilling touch and are capable of using sorcery to distract and/or
otherwise lead victims astray in the desert, although they are seemingly
incapable of producing any other magical effect.
KRAKEN are aggressive squid-like monsters that attack boats and drag
victims overboard. For simplicity, any attack roll of 12 or better
indicates success and drowning unless helped. Another tactic is to turn
the boat over by inflicting 10 "hits" to the vessel (daunting).
                                   22
23
MANES include any undead spirit, whether a harmless ghost or   one
inhabiting its mortal remains. The latter include lumbering    corpses
guarding a tomb or powerful undead sorcerers having all the    magic
possessed in life, using spells and/or weaponry, noting here   that these
are frequently overpowering (12 or better).
WIZARDS rarely visit the mortal realm. These are very powerful
sorcerers more likely known by reputation than any actual meeting,
although this can change. Arrogant and scheming, they watch man
suspiciously, being able to cast one spell per round and summon demons
without draining their vigor (MIGHT) when doing so.
                                   24
                       APPENDIX II: GODS AND DEMONS
HORNED DEVILS are humanoid and sometimes (1-4 in 1d6) appear bearing
two-handed weapons of hellish make.
WINGED HORRORS are flying devils that prefer claws to weapons, being
also impervious to arrows and other missiles.
GODS OF PANGEA
Many gods are worshipped in Pangea, and many adventurers have sworn
frantic oaths to the following deities:
*Barooma (B), Nemia (N), Ostogoth (O), Puun (P), Tartaria (T)
Note here that the gods of Sar-Jan are thought too distant to be listed,
although judges can certainly add them. This is just a start!
                                      25
Some writers in the pulp tradition added monstrous and alien gods,
collaborating worlds and imagining cosmic horrors spanning the whole of
human history. These were dark tales, antithetical to the hopeful and
generally heroic nature of sword and sorcery, and the judge must decide
for themselves how to use them, if at all:
                NAME                     NOTES
                Azoth      swirling mass from deep space
                Ilzzur     gargantuan reptilian devil
                Ktuul      aquatic and rubbery high-priest
                Tiltaki    formless (amoeba-like) monster
                Undrikal   black and faceless humanoid giant
                Yengi      white worm and larval travesty
These are the SIX BLACK NAMES, although the judge is always free to
include others. Alien things of terrifying aspect, simply looking upon
one risks a powerful madness lasting 1d6+1 game days unless an equal
amount of MIGHT is spent, noting that vulnerable characters may succumb
to some insanity per the following:
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                         JUDGE'S NOTES
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