Song of Swords Beta 2.0 from Opaque Industries © Zachary Irwin, James Lacombe, 2017
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Song of Swords Beta 2.0 from Opaque Industries © Zachary Irwin, James Lacombe, 2017. All Rights Reserved. Beta Rules for Song of Swords Roleplaying Game Lead Designer: James “Rome” Lacombe Game Designer, Producer: Zachary T. Irwin Design Team: Daniel Leiendecker, Forrest Phanton, Taylor Davis 08th Special Design Team: Alan Baird, Calvin Poole, Daniel Newhouse, Justin Berry, Keegan Kellington, Euronyme Thompson, Nick Henry Art Director: Taylor Davis Cover Art: Bob Kehl Book Art: Darren Tan, Frankie Perez, Duc Pham, Taylor Davis, Kassandra Irwin Additional Development: Justin Hazen, Travis Thomas Spiritual Liege: Dusan Nadimakovic CEO: Zachary T. Irwin All contents copyright © 2012-2017 by Zachary T. Irwin, James T. Lacombe. All rights reserved. This book is dedicated to Daniel Paris. You left us too soon. www.songofswords.net/ www.facebook.com/SongofSwords/ www.reddit.com/r/SongofSwordsRPG/ Chapter 1: Introduction Glory in Battle, Ignominy in Death Well, it’s July 9th. Happy (belated) Independence Day to all of our fellow Americans, and happy hottest month of the year to everyone else! Celebrate, for the snows will soon fall and all joy will be crushed from this Earth, just as the snap-freeze ruthlessly strangulates my tomato patch. Should’ve gotten a greenhouse, man. Anyway this update is a doozy. This is a very significant event, as it marks the largest single change in rules we’ve yet implemented, and I think you’ll be very interested in the exact changes. We’ve updated Combat entirely, with a streamlined system for combat and initiative. We’ve also totally overhauled Proficiencies, Talents, and added new Boons, new Banes, big changes to the Damage Formula for your various ultra-violent exploits, AND we also rebalanced Maneuvers. So basically this is everything you’ve ever wanted. Thanks for reading guys! And remember, the legend cannot die, not so long as we yet live. -Jimmy SONG OF SWORDS BETA 2.0 CHANGELOG Chapter 2: Character Creation 1. Updated some of the Races. 2. Audited various Character Creation costs and values 3. Added lower Campaign Powers and adjusted the naming scheme 4. Added new Toughness rules. Chapter 3: Arc and Advancement 1. Added Luck! How exciting! Chapter 5: Races 1. Modified available races (Orredin is moving to Magic Handbook etc) 2. Dwarves now has bonus to Toughness! 3. Modified the Ascendent Human abilities Chapter 6: Boons & Banes 1. Modified several Banes’ descriptions 2. Reduced value of Virtuous and Honorable 3. Reworked Berserker 4. Added Prejudiced Bane, as well as Frail and Robust Bane/Boon 5. Fixed Cost Discrepancy for Beautiful Chapter 08: Social Class 1. Fixed Slave to Slave/Exile 2. Added optionality Chapter 09.1: Melee Weapons 1. Added Easy to Aim to Crossbows & (some) Firearms 2. Updated Reloading Rules for simplicity and to fit new system Chapter 09.5: Armor 1. Fixed the lack of Weak Spots on facial mail armor Chapter 10: Proficiencies 1. Changed Noble School’s bonuses for less confusion in combat, now they just get more talents and fight better when unharmed. Chapter 10.1: Maneuvers 1. Enormous changes to many Maneuvers, Grappling primarily, removal of some obsolete Maneuvers. 2. Fixed Hilt Push (Finally) 3. Changed Damage Formula to include SDB (Half Strength) instead of full Strength. 4. Added reference to SDB and TOU in introduction. 5. Fixed Grappling (Finally) Chapter 10.2: Talents 1. Literally everything has been redone. 2. New Talents, new everything! Chapter 12: Combat 1. Added clarification to the Initiative rules. 2. Changed how Aim works--Crossbows and Firearms are now better at long-aiming than bows, this is compensated for by Rapid Shot 3. GROUP COMBAT IS BACK AND IT ACTUALLY WORKS NOW (see: Melee Bouts with Multiple Characters) 4. Changed Damage Formula, TOU is now Static, Damage is now based on Strength Damage Bonus, which is always Half Strength. Chapter 13: Wounds & Recovery 1. Minor alterations to Falling Damage 2. Minor alterations to Bloodloss Recovery (you now recover at x2 with bed rest) 3. Some balance changes to wound levels & wound progression 4. Addition of Level 0 Wounds What is Song of Swords? Mago laughed despite himself as he vaulted the barricade. The routing nomads were scrambling to reform in their makeshift wagon fort. Mago landed before a man struggling with the match of his arquebus. The man looked up. With an exultant whoop, Mago drew his saber and cut the man’s right arm off at the elbow in the same motion. The limb fell, its fingers still holding the powder-horn, and Mago walked past, pushing the man out of his way just as he began to scream at the stump of his own arm. A lancer approached, and Mago wove out of the way of the polearm, two-stepped forward, and snapped out with a cut that caught fingers between blade and haft, cleaving all of the digits from the spearman’s forward hand. He barked aloud in wordless triumph, and swept in to hammer aside a high blow from another swordsman. Grasping his foe by the collar, Mago saw his face. Little more than a child, brown eyes wide, mouth moving in wordless fear. Mago blinked, and then caved the boy’s head in with three terrible blows from the spiked pommel of his sword. He threw the corpse away, and flung himself into the melee, as his brothers closed the net. The slaughter was absolute, men who had raided and pillaged Dacian land for years died on their knees, begging for Dacian mercy. Mago brought his sword down, cleaving a pleading nomad’s head down through to the teeth. He wrenched his sword free and flung his arms wide. There were no more left to kill. The Fighting Volkodavs howled in triumph on a mountain of corpses. A gunshot rang out. Mago heard someone scream. The voice sounded familiar. Then he hit the ground. White-hot pain erupted from his upper thigh, where the bullet had struck him in the back. He realized that he was screaming, and all at once it hit him. The cold mud in his hair, on his face. The clawing agony in his leg. He knew that he would live, somehow. Limping for life, but alive. He forced open his eyes, through the tears of pain, and scanned the perimeter for the source. Who? He tried to breathe through gritted teeth, pain and fury foaming in his mouth. Who shot me? I must know. He felt a tooth crack as his eyes settled on the source of his ruin. The one-armed man, pale from loss of blood and fading fast, grinned over the smoking barrel of his arquebus. Song of Swords is a historical and fantasy tabletop role-playing game that puts its emphasis on realism. It's a game about intense life and death conflicts, adventure with peril around every corner, deep stories, involved characters, and no holds barred combat. Song of Swords isn't a game with hit points or ablative health. Here, injuries are devastating, debilitating, and dead-serious affairs. Even blows that don't kill immediately can kill with blood loss or infection from sloppy treatment. Survivors may suffer limps, lameness and even crippling disability. You will need sharp wits, thick armor, quick feet, great martial skill, or a combination of several of them, to survive. You decide your characters' goals, and through the Arc Points system, your character grows by progressing toward these goals, in addition to those chosen by the Gamemaster to give structure to the game's narrative. Violence may be a means to an end, but its danger means that you must pick your battles wisely, instead of charging headfirst into every combat situation. These elements combine to create a game in which the heroism of the characters is genuinely heroic. When even one slip-up can mean dismemberment or death, it takes real courage to face danger, and courage is what heroes are made of. This isn't a game for the faint of heart. Whether you fancy a campaign as 15th century Englishmen fighting in France under Henry V, or a desperate last stand against the Mongols in Hungary, Song of Swords can provide your historical role- playing experience. Perhaps you’re more interested in fighting Grues in the hideous depths of the Kaselreich, or fighting Goblins in the brutal tunnels of Cross Way beneath the iron hills of Dace. Again, we’ve got you covered. Welcome to Song of Swords. What is a Roleplaying Game? A roleplaying game like Song of Swords is a game in which the players assume the ‘roles’ of their characters and go on adventures with them, using their combined imagination. One player, the ‘Gamemaster’ or GM, is in charge of running the game, playing the minor characters (Non-Player Characters, or NPCs) and guiding the players in their adventures. To add tension and fun to the game, dice are rolled to decide the outcome of certain events like combat, dangerous acrobatics, stealth, and so on. As characters survive their adventures and overcome obstacles, they grow, becoming more capable and skilled. The rules in this book are here to help make sure everyone has a fun role-playing experience, the Song of Swords way. Remember, the goal here is to have fun! Basic Mechanics Explained Song of Swords works on a simple dice Pool system, using only 10-sided dice, or d10s. Remember, whenever rolling is required, it will always be d10s that you will roll. Whenever there is a situation in which a character must accomplish a task that has some chance of failure, or that is reliant upon his own abilities for degree of success or failure, this is done through rolling dice.